From 13a90e53c6fb11596caa25de93662713916e3049 Mon Sep 17 00:00:00 2001 From: Rebbecca Bishop Date: Tue, 15 Aug 2023 23:19:06 -0500 Subject: [PATCH] feat: Initial Submission of Codex and Compendium Content Frontmatter will still need to be fixed Signed-off-by: Sigrunixia --- .../SF1E/Bestiary}/Aasimar.md | 4 + .../SF1E/Bestiary}/Acrochor.md | 4 + .../SF1E/Bestiary}/Adult Nyssholora.md | 4 + .../SF1E/Bestiary}/Adult Silver Dragon.md | 4 + .../SF1E/Bestiary}/Aeon Guard Specialist.md | 4 + .../SF1E/Bestiary}/Aeon Guard.md | 4 + .../SF1E/Bestiary}/Ahav.md | 4 + .../SF1E/Bestiary}/Akata.md | 4 + .../Aeon Guard, Aeon Guard Specialist.md | 54 ++ .../SF1E/Bestiary/Alien Codex/Aeon Guard.md | 55 ++ .../Bestiary/Alien Codex/Aeon, Tekhoinos.md | 89 +++ .../Alien Codex/Agathion, Claustral.md | 65 ++ .../Bestiary/Alien Codex/Agathion, Vicunal.md | 62 ++ Compendium/SF1E/Bestiary/Alien Codex/Ahav.md | 66 ++ .../Alien Codex/Akata, Void Zombie.md | 63 ++ Compendium/SF1E/Bestiary/Alien Codex/Akata.md | 69 ++ .../SF1E/Bestiary/Alien Codex/Alien Codex.md | 12 + .../Anacite, Anacite Ambassador.md | 75 ++ .../Alien Codex/Anacite, Anacite Laborer.md | 68 ++ .../Anacite, Anacite Predator Drone.md | 79 +++ .../Alien Codex/Anacite, Anacite Wingbot.md | 63 ++ .../Bestiary/Alien Codex/Angel, Barachius.md | 79 +++ ... Armor, Animated Lashunta Mind Mail III.md | 61 ++ ...Armor, Animated Lictor Hellknight Plate.md | 61 ++ .../Alien Codex/Animated Quartz Swarm.md | 66 ++ .../Alien Codex/Apari, Apari Constituent.md | 62 ++ Compendium/SF1E/Bestiary/Alien Codex/Apari.md | 61 ++ .../Bestiary/Alien Codex/Arabuk, Yearling.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Arabuk.md | 62 ++ .../Bestiary/Alien Codex/Arquand Gazelle.md | 72 ++ .../Bestiary/Alien Codex/Assembly Ooze.md | 68 ++ .../SF1E/Bestiary/Alien Codex/Asteray.md | 66 ++ .../Astriapi, Astriapi Defender.md | 64 ++ .../Alien Codex/Astriapi, Astriapi Warden.md | 70 ++ .../Bestiary/Alien Codex/Atlapak, Juvenile.md | 60 ++ .../SF1E/Bestiary/Alien Codex/Atlapak.md | 61 ++ .../Bestiary/Alien Codex/Azata, Tritidair.md | 81 +++ .../SF1E/Bestiary/Alien Codex/Balco Unctar.md | 56 ++ .../Barathu, Barathu Early Stage).md | 66 ++ .../SF1E/Bestiary/Alien Codex/Barathu.md | 62 ++ .../Bear Uplifted), Uplifted Bear Avenger.md | 66 ++ ...ar Uplifted), Uplifted Bear Constellate.md | 68 ++ .../SF1E/Bestiary/Alien Codex/Bloodbrother.md | 69 ++ ...dysnatcher Slime, Bodysnatcher Autocrat.md | 67 ++ .../Alien Codex/Bodysnatcher Slime.md | 68 ++ .../Alien Codex/Bolida, Bolida Miner.md | 69 ++ .../Alien Codex/Bolida, Bolida Overseer.md | 68 ++ .../Bone Trooper, Bone Trooper Captain.md | 62 ++ ...Bone Trooper, Bone Trooper Technomancer.md | 64 ++ .../Bestiary/Alien Codex/Brain Collector.md | 78 +++ .../Brenneri, Brenneri Ambassador.md | 62 ++ .../Alien Codex/Brenneri, Brenneri Sage.md | 67 ++ .../SF1E/Bestiary/Alien Codex/Bryrvath.md | 79 +++ .../SF1E/Bestiary/Alien Codex/Calecor.md | 74 ++ .../Alien Codex/Carrion Wheel, Ichor Wheel.md | 62 ++ .../Bestiary/Alien Codex/Carrion Wheel.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Caypin.md | 67 ++ .../SF1E/Bestiary/Alien Codex/Cephalume.md | 81 +++ ...erebric Fungus, Cerebric Fungus Voyager.md | 87 +++ .../Bestiary/Alien Codex/Cerebric Fungus.md | 75 ++ .../Alien Codex/Cloud Ray, Cloud Skate.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Cloud Ray.md | 60 ++ .../Alien Codex/Colour out of Space.md | 74 ++ .../Alien Codex/Contemplative Alien).md | 69 ++ .../Contemplative Mentor Alien).md | 75 ++ .../Bestiary/Alien Codex/Copaxi, Socialite.md | 65 ++ .../Alien Codex/Copaxi, Special Ops.md | 66 ++ .../Corpsefolk, Corpsefolk Marine.md | 64 ++ .../Corpsefolk, Corpsefolk Operative.md | 64 ++ .../SF1E/Bestiary/Alien Codex/Crest-Eater.md | 79 +++ .../Alien Codex/Cultists, Cult Initiate.md | 54 ++ .../Alien Codex/Cultists, Cult Killer.md | 54 ++ .../Alien Codex/Cultists, Cult Leader.md | 61 ++ .../Alien Codex/Daemon, Alorbidaemon.md | 62 ++ .../Alien Codex/Daemon, Alucidaemon.md | 57 ++ .../Alien Codex/Damai, Damai Guardian.md | 82 +++ Compendium/SF1E/Bestiary/Alien Codex/Damai.md | 70 ++ .../Dawn Beetle, Dawn Core-diver.md | 60 ++ .../Dawn Beetle, Dawn Sun-scrapper.md | 59 ++ .../Bestiary/Alien Codex/Deadfall Stalker.md | 66 ++ .../Alien Codex/Defrex, Defrex Juvenile.md | 58 ++ .../SF1E/Bestiary/Alien Codex/Defrex.md | 62 ++ .../SF1E/Bestiary/Alien Codex/Deh-Nolo.md | 81 +++ .../Bestiary/Alien Codex/Demon, Pluprex.md | 75 ++ .../Alien Codex/Demon, Prexian Mutantspawn.md | 69 ++ .../Alien Codex/Dessamar, Dessamar Imago.md | 67 ++ .../Dessamar, Dessamar Theurgist.md | 76 ++ .../Devil, Warmonger Devil Levaloch).md | 85 +++ .../Diaspora Wyrm, Diaspora Wyrm Saga.md | 64 ++ .../Bestiary/Alien Codex/Diaspora Wyrm.md | 65 ++ .../Alien Codex/Diatha, Diatha Elder.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Diatha.md | 63 ++ .../Alien Codex/Dinosaur, Ceratopsid.md | 47 ++ .../Alien Codex/Dinosaur, Dromaeosaurid.md | 47 ++ .../Alien Codex/Dinosaur, Plesiosaur.md | 43 ++ .../Alien Codex/Dinosaur, Pterosaur.md | 44 ++ .../Alien Codex/Dinosaur, Sauropod.md | 43 ++ .../Alien Codex/Dinosaur, Theropod.md | 43 ++ .../Alien Codex/Dirindi, Dirindi Fabulist.md | 65 ++ .../Dirindi, Dirindi Monster Hunter.md | 66 ++ .../SF1E/Bestiary/Alien Codex/Draelik.md | 70 ++ ...gon Chromatic), Young Adult Blue Dragon.md | 71 ++ .../Dragon Metallic), Adult Silver Dragon.md | 63 ++ .../Dragon Outer), Old Void Dragon.md | 63 ++ ...rmetal), Mature Adult Horacalcum Dragon.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Dragonkin.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Dreamer.md | 75 ++ .../Drift Native, Drift Architech.md | 61 ++ .../Alien Codex/Drift Native, Time Eater.md | 58 ++ .../Driftdead, Driftdead Amalgam.md | 74 ++ .../SF1E/Bestiary/Alien Codex/Driftdead.md | 72 ++ .../Bestiary/Alien Codex/Drikluz Gremlin.md | 62 ++ .../Bestiary/Alien Codex/Dromada Alien).md | 66 ++ .../Alien Codex/Dromada, Dromada Vigilant.md | 68 ++ .../Bestiary/Alien Codex/Drow Enforcer.md | 64 ++ .../Drow, Drow Noble Arms Dealer.md | 71 ++ .../Dust Manta, Dust Manta Monarch.md | 74 ++ .../SF1E/Bestiary/Alien Codex/Dust Manta.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Electrovore.md | 65 ++ .../Elemental, Greater Elemental.md | 57 ++ .../Alien Codex/Elemental, Huge Elemental.md | 57 ++ .../Alien Codex/Elemental, Large Elemental.md | 57 ++ .../Alien Codex/Elemental, Tiny Elemental.md | 39 ++ .../SF1E/Bestiary/Alien Codex/Ellicoth.md | 59 ++ .../Alien Codex/Embri, Embri Speaker.md | 81 +++ Compendium/SF1E/Bestiary/Alien Codex/Embri.md | 70 ++ .../Emotivore, Emotivore Mastermind.md | 75 ++ .../SF1E/Bestiary/Alien Codex/Emotivore.md | 67 ++ .../Endbringer Devil Dhalochar).md | 99 +++ .../Alien Codex/Endling, Koruvi Endling.md | 62 ++ .../Alien Codex/Entu Colony, Nelentu.md | 53 ++ .../SF1E/Bestiary/Alien Codex/Entu Colony.md | 67 ++ .../Bestiary/Alien Codex/Epokasite, Fixer.md | 66 ++ .../Bestiary/Alien Codex/Epokasite, Runner.md | 67 ++ .../Equinoxian, Equinoxian Apastra.md | 66 ++ .../Equinoxian, Equinoxian Periastra.md | 61 ++ .../Espraksa, Espraksa Performer.md | 69 ++ .../SF1E/Bestiary/Alien Codex/Espraksa.md | 68 ++ ...ofluid Ooze, Ferrofluid Magneto-Cluster.md | 64 ++ .../Bestiary/Alien Codex/Ferrofluid Ooze.md | 61 ++ .../Flayer Leech, Flayer Leech Effigy.md | 70 ++ .../SF1E/Bestiary/Alien Codex/Flayer Leech.md | 58 ++ .../Alien Codex/Formian, Formian Myrmarch.md | 79 +++ .../Alien Codex/Formian, Formian Queen.md | 79 +++ .../Formian, Formian Taskmaster.md | 80 +++ .../Alien Codex/Formian, Formian Warrior.md | 70 ++ .../SF1E/Bestiary/Alien Codex/Formian.md | 63 ++ .../Alien Codex/Frujai, Frujai Colony.md | 70 ++ .../Alien Codex/Frujai, Frujai Soldier.md | 59 ++ .../Garaggakal, Garaggakal Polymath.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Garaggakal.md | 61 ++ .../Alien Codex/Gargantuan Herd Animal.md | 48 ++ .../Ghoran, Ghoran Flora-Shaper.md | 71 ++ .../Alien Codex/Ghoran, Ghoran World-Tamer.md | 65 ++ Compendium/SF1E/Bestiary/Alien Codex/Ghost.md | 65 ++ .../Alien Codex/Ghoul, Ghoul Shock Trooper.md | 60 ++ Compendium/SF1E/Bestiary/Alien Codex/Ghoul.md | 64 ++ .../Bestiary/Alien Codex/Giant, Moon Giant.md | 77 +++ .../Bestiary/Alien Codex/Glass Serpent.md | 63 ++ .../Goblin Space), Space Goblin Honchohead.md | 57 ++ .../Goblin Space), Space Goblin Zaperator.md | 69 ++ .../Alien Codex/Golem, Cybernetic Golem.md | 65 ++ .../Alien Codex/Golem, Nanotech Golem.md | 65 ++ .../Alien Codex/Golem, Neutronium Golem.md | 74 ++ .../SF1E/Bestiary/Alien Codex/Gray Goo.md | 64 ++ Compendium/SF1E/Bestiary/Alien Codex/Gray.md | 79 +++ .../Gremlin, Computer Glitch Gremlin.md | 63 ++ .../Gremlin, Hobkins Gremlin Malefactor.md | 76 ++ .../Alien Codex/Gremlin, Hobkins Gremlin.md | 73 ++ .../Gremlin, Ship Glitch Gremlin.md | 60 ++ .../Bestiary/Alien Codex/Gremlin, Vaigruuk.md | 61 ++ .../Alien Codex/Grioth, Eclipse Seer.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Grioth.md | 72 ++ .../Alien Codex/Haan, Haan Combat Pilot.md | 65 ++ Compendium/SF1E/Bestiary/Alien Codex/Haan.md | 60 ++ .../Alien Codex/Hadrogaan, Hyper-analyst.md | 72 ++ .../Alien Codex/Hadrogaan, Smart-merc.md | 72 ++ .../Haeshi-Shaa, Haeshi-Shaa Haeshi Form).md | 80 +++ .../Alien Codex/Haeshi-Shaa, Haeshi-Shaa.md | 82 +++ .../SF1E/Bestiary/Alien Codex/Hallajin.md | 74 ++ .../Alien Codex/Hanakan, Hanakan Attendant.md | 75 ++ .../Alien Codex/Hanakan, Soulstone Hunter.md | 69 ++ .../Bestiary/Alien Codex/Harpy Jasmine.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Hashukayak.md | 64 ++ .../Hellknights, Hellknight Armiger.md | 56 ++ .../Hellknights, Hellknight Commander.md | 56 ++ .../Hellknights, Hellknight Signifier.md | 56 ++ .../Herd Animal, Colossal Herd Animal.md | 48 ++ .../Herd Animal, Huge Herd Animal.md | 48 ++ .../Herd Animal, Large Herd Animal.md | 47 ++ .../Herd Animal, Medium Herd Animal.md | 46 ++ .../Herd Animal, Small Herd Animal.md | 46 ++ .../SF1E/Bestiary/Alien Codex/Hesper.md | 79 +++ .../Hobgoblin, Hobgoblin Lieutenant.md | 71 ++ .../Hobgoblin, Hobgoblin Trooper.md | 63 ++ .../Alien Codex/Hortus, Hortinarch.md | 69 ++ .../SF1E/Bestiary/Alien Codex/Hortus.md | 64 ++ ...und of Tindalos, Thing from Beyond Time.md | 74 ++ .../Bestiary/Alien Codex/Hound of Tindalos.md | 70 ++ .../Huitz\342\200\231plina, Youngling.md" | 65 ++ .../Alien Codex/Huitz\342\200\231plina.md" | 66 ++ Compendium/SF1E/Bestiary/Alien Codex/Hulsa.md | 70 ++ .../Bestiary/Alien Codex/Ignurso, Burrower.md | 61 ++ .../Bestiary/Alien Codex/Ignurso, Mason.md | 65 ++ .../Alien Codex/Ijtikri, Ijtikri Commando.md | 73 ++ .../SF1E/Bestiary/Alien Codex/Ijtikri.md | 70 ++ .../Ikeshti, Ikeshti Brood-Minder.md | 68 ++ .../Alien Codex/Ikeshti, Ikeshti Rivener.md | 55 ++ .../Alien Codex/Inevitable, Anhamut.md | 72 ++ .../Infiltration Robot, Exterminator-class.md | 57 ++ .../Infiltration Robot, Monitor-class.md | 58 ++ .../Alien Codex/Irokiroi, Oshirokiroi.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Irokiroi.md | 60 ++ .../Alien Codex/Itmi Vruh, Reminiscent.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Itmi Vruh.md | 59 ++ .../Alien Codex/Ixtangi, Disruptor.md | 66 ++ .../SF1E/Bestiary/Alien Codex/Ixtangi.md | 71 ++ .../Alien Codex/Izalguun, Izalguun Healer.md | 67 ++ .../Alien Codex/Izalguun, Izalguun Hunter.md | 63 ++ .../Jinsul, Jinsul Base Commander.md | 66 ++ .../Alien Codex/Jinsul, Jinsul Warrior.md | 60 ++ .../SF1E/Bestiary/Alien Codex/Joltvine.md | 56 ++ .../Alien Codex/Jububnan, Raconteur.md | 63 ++ .../Alien Codex/Jububnan, Traveler.md | 61 ++ .../Bestiary/Alien Codex/Kaion, Multipole.md | 55 ++ Compendium/SF1E/Bestiary/Alien Codex/Kaion.md | 55 ++ .../Bestiary/Alien Codex/Kalo Deepseeker.md | 61 ++ .../Alien Codex/Kalo, Kalo Sharkhunter.md | 59 ++ .../Bestiary/Alien Codex/Kami, Chinjugami.md | 64 ++ .../Bestiary/Alien Codex/Kami, Tsukumogami.md | 63 ++ .../Alien Codex/Khefak, Thasteron Khefak.md | 70 ++ .../SF1E/Bestiary/Alien Codex/Khefak.md | 66 ++ .../Bestiary/Alien Codex/Khulan, Ascendant.md | 62 ++ .../SF1E/Bestiary/Alien Codex/Khulan.md | 62 ++ .../Bestiary/Alien Codex/Kiirinta, Guard.md | 62 ++ .../Bestiary/Alien Codex/Kiirinta, Shaman.md | 69 ++ .../Alien Codex/Klikharp, Hatchling.md | 63 ++ .../Bestiary/Alien Codex/Klikharp, Mount.md | 65 ++ .../Alien Codex/Kothama, Kothama Ascendant.md | 73 ++ .../SF1E/Bestiary/Alien Codex/Kothama.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Ksarik.md | 76 ++ .../SF1E/Bestiary/Alien Codex/Kyokor.md | 71 ++ .../Lacunal Collector, Lacunal Initiate.md | 64 ++ .../Bestiary/Alien Codex/Lacunal Collector.md | 66 ++ .../Bestiary/Alien Codex/Living Apocalypse.md | 72 ++ .../Bestiary/Alien Codex/Living Hologram.md | 66 ++ .../Lucandrian, Albedo Lucandrian.md | 68 ++ .../Lucandrian, Perigean Lucandrian.md | 68 ++ .../SF1E/Bestiary/Alien Codex/Lumocantha.md | 57 ++ .../Lurker in Light, Lightweaver.md | 68 ++ .../Bestiary/Alien Codex/Lurker in Light.md | 68 ++ .../SF1E/Bestiary/Alien Codex/Lynxicoot.md | 50 ++ .../Bestiary/Alien Codex/Many-miened One.md | 72 ++ .../Alien Codex/Maraquoi, Maraquoi Hunter.md | 51 ++ .../Alien Codex/Maraquoi, Maraquoi Shaman.md | 60 ++ .../SF1E/Bestiary/Alien Codex/Marooned One.md | 72 ++ .../Bestiary/Alien Codex/Medium Predator.md | 44 ++ .../Alien Codex/Mi-Go, Mi-Go High Priest.md | 69 ++ Compendium/SF1E/Bestiary/Alien Codex/Mi-Go.md | 61 ++ .../Alien Codex/Mole-Beetle Behemoth.md | 60 ++ .../SF1E/Bestiary/Alien Codex/Mole-Beetle.md | 56 ++ .../Moonflower, Moonflower Titan.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Moonflower.md | 68 ++ .../Alien Codex/Mordagast, Butcher.md | 55 ++ .../SF1E/Bestiary/Alien Codex/Mordagast.md | 56 ++ .../Alien Codex/Morlamaw, Morlamaw Mayor.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Morlamaw.md | 62 ++ .../SF1E/Bestiary/Alien Codex/Mountain Eel.md | 66 ++ .../Alien Codex/Murzzilat, Bantling.md | 58 ++ .../SF1E/Bestiary/Alien Codex/Murzzilat.md | 58 ++ .../Alien Codex/Necrosaturated Stag-Bear.md | 54 ++ .../SF1E/Bestiary/Alien Codex/Necrovite.md | 82 +++ .../Alien Codex/Nihili, Nihili Captain.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Nihili.md | 63 ++ .../Bestiary/Alien Codex/Nuar Specialist.md | 71 ++ .../Alien Codex/Nuar, Nuar Enforcer.md | 73 ++ .../Nyssholora, Adult Nyssholora.md | 64 ++ .../Nyssholora, Juvenile Nyssholora.md | 64 ++ Compendium/SF1E/Bestiary/Alien Codex/Oma.md | 80 +++ .../SF1E/Bestiary/Alien Codex/Oni, Ja Noi.md | 59 ++ .../Alien Codex/Oni, Kanabo Commando.md | 59 ++ .../Bestiary/Alien Codex/Oracle of Oras.md | 74 ++ .../Orocoran, Orocoran Ichor Lord.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Orocoran.md | 59 ++ .../Alien Codex/Osharu, Osharu Headteacher.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Osharu.md | 63 ++ .../Bestiary/Alien Codex/Osifern, Enigma.md | 59 ++ .../Bestiary/Alien Codex/Osifern, Sprout.md | 57 ++ .../Alien Codex/Pahtra, Pahtra Inquisitive.md | 67 ++ .../Alien Codex/Pahtra, Pahtra Stalker.md | 65 ++ .../Paraforan, Paraforan Fragment.md | 58 ++ .../SF1E/Bestiary/Alien Codex/Paraforan.md | 51 ++ .../Phentomite, Phentomite Bridger.md | 66 ++ .../SF1E/Bestiary/Alien Codex/Phentomite.md | 63 ++ ...her Worm, Philosopher Worm Teleologarch.md | 67 ++ .../Bestiary/Alien Codex/Philosopher Worm.md | 65 ++ .../Alien Codex/Planar Scion, Aasimar.md | 58 ++ .../Alien Codex/Planar Scion, Tiefling.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Planashar.md | 64 ++ .../SF1E/Bestiary/Alien Codex/Plasma Ooze.md | 77 +++ .../SF1E/Bestiary/Alien Codex/Plasmalisk.md | 66 ++ .../Polyphonic Gel, Polyphonic Plasm.md | 60 ++ .../Bestiary/Alien Codex/Polyphonic Gel.md | 59 ++ .../Predator, Colossal Predator.md | 45 ++ .../Predator, Gargantuan Predator.md | 45 ++ .../Alien Codex/Predator, Huge Predator.md | 45 ++ .../Alien Codex/Predator, Large Predator.md | 45 ++ .../Alien Codex/Predator, Predator Swarm.md | 48 ++ .../Alien Codex/Predator, Small Predator.md | 45 ++ .../Bestiary/Alien Codex/Protean, Durgastr.md | 68 ++ .../Alien Codex/Psacynoid, Custodian.md | 63 ++ .../Alien Codex/Psacynoid, Gallant.md | 57 ++ .../Alien Codex/Psychopomp, Erabryth.md | 57 ++ .../Alien Codex/Psychopomp, Morrigna.md | 60 ++ .../Bestiary/Alien Codex/Quantum Slime.md | 61 ++ .../Alien Codex/Quorlu, Quorlu Sapper.md | 76 ++ .../SF1E/Bestiary/Alien Codex/Quorlu.md | 74 ++ Compendium/SF1E/Bestiary/Alien Codex/Quyu.md | 69 ++ .../Alien Codex/Radiation Drake, Slasher.md | 58 ++ .../Bestiary/Alien Codex/Rageshkor, Green.md | 57 ++ .../Bestiary/Alien Codex/Rageshkor, Rock.md | 60 ++ Compendium/SF1E/Bestiary/Alien Codex/Ravai.md | 71 ++ .../Ravenous Drake, Domesticated.md | 62 ++ .../Alien Codex/Ravenous Drake, Feral.md | 62 ++ .../Raxilite, Raxilite Bioengineer.md | 66 ++ .../Raxilite, Raxilite Researcher.md | 65 ++ .../SF1E/Bestiary/Alien Codex/Rendalairn.md | 77 +++ .../SF1E/Bestiary/Alien Codex/Reptoid.md | 55 ++ ... (Security, Patrol-Class Security Robot.md | 66 ++ ...Security, Pbserver-Class Security Robot.md | 62 ++ .../Robot Dragon, Assault Laser Dragon.md | 58 ++ .../Alien Codex/Robot, Assassin Robot.md | 71 ++ .../Alien Codex/Robot, Guardian Robot.md | 73 ++ .../Alien Codex/Robot, Keeper Robot.md | 78 +++ .../Alien Codex/Robot, Siege Robot.md | 71 ++ .../Rogue Drone, Rogue Combat Drone.md | 67 ++ .../Rogue Drone, Rogue Hover Drone.md | 65 ++ .../Alien Codex/Ryphorian Technician.md | 57 ++ .../Ryphorian, Ryphorian Skyfire Pilot.md | 57 ++ .../Sapient Purple Orb, Luminant.md | 63 ++ .../Alien Codex/Sapient Purple Orb.md | 61 ++ .../Sarcesian, Sarcesian Cybercommando.md | 57 ++ .../Sarcesian, Sarcesian Sniper.md | 58 ++ .../Alien Codex/Sazaron, Sazaron Sage.md | 61 ++ .../Alien Codex/Sazaron, Sazaron Scholar.md | 57 ++ .../Bestiary/Alien Codex/Scavenger Slime.md | 74 ++ .../Shakalta, Shakalta Star-Guardian.md | 87 +++ .../SF1E/Bestiary/Alien Codex/Shantak.md | 69 ++ .../SF1E/Bestiary/Alien Codex/Sharpwing.md | 63 ++ .../Alien Codex/Shatori, Shatori Analyst.md | 71 ++ .../Alien Codex/Shatori, Shatori Theorist.md | 81 +++ .../SF1E/Bestiary/Alien Codex/Shell Toad.md | 49 ++ .../Alien Codex/Shimreen, Shimreen Warrior.md | 69 ++ .../Alien Codex/Shimreen, Shimreen Worker.md | 65 ++ .../Bestiary/Alien Codex/Shipkiller Bulb.md | 68 ++ .../SF1E/Bestiary/Alien Codex/Shipmind.md | 76 ++ .../Alien Codex/Shobhad, Shobhad Warleader.md | 54 ++ .../SF1E/Bestiary/Alien Codex/Shobhad.md | 54 ++ .../Shotalashu, Feral Shotalashu.md | 64 ++ .../SF1E/Bestiary/Alien Codex/Shotalashu.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Silicanid.md | 56 ++ .../Silicon Mummy, Mummified Prophet.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Skarak.md | 71 ++ .../Alien Codex/Skittermander Alien.md | 70 ++ .../Skittermander, Skittermander Whelp.md | 60 ++ .../Alien Codex/Skreesire, Skreeling.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Skreesire.md | 68 ++ .../Bestiary/Alien Codex/Small Elemental.md | 39 ++ .../Solar Wisp, Juvenile Solar Wisp.md | 62 ++ .../Solar Wisp, Mature Solar Wisp.md | 70 ++ .../Bestiary/Alien Codex/Sombrian, Lumyr.md | 64 ++ .../Bestiary/Alien Codex/Sombrian, Solmyr.md | 65 ++ .../Spathinae, Spathinae Explorer.md | 71 ++ .../Alien Codex/Spathinae, Spathinae Guard.md | 71 ++ .../Bestiary/Alien Codex/Spectra, Aspecna.md | 67 ++ .../Bestiary/Alien Codex/Spectra, Iridia.md | 58 ++ .../Bestiary/Alien Codex/Spectra, Sondria.md | 74 ++ .../Bestiary/Alien Codex/Spectra, Wyspiria.md | 74 ++ .../Alien Codex/Spider Goat Skeletton.md | 54 ++ .../Alien Codex/Squox, Trained Squox.md | 70 ++ Compendium/SF1E/Bestiary/Alien Codex/Squox.md | 70 ++ .../Starmetal Eater, Horacalcum Eater.md | 52 ++ .../SF1E/Bestiary/Alien Codex/Stormghost.md | 67 ++ .../Stridermander, Stridermander Tyrant.md | 67 ++ .../Bestiary/Alien Codex/Stridermander.md | 66 ++ .../SF1E/Bestiary/Alien Codex/Supenga, Pup.md | 58 ++ .../Bestiary/Alien Codex/Supenga, Titan.md | 62 ++ .../SF1E/Bestiary/Alien Codex/Surnoch.md | 73 ++ .../Alien Codex/Swamp Strider, Common.md | 60 ++ .../Alien Codex/Swamp Strider, Crested.md | 59 ++ .../Alien Codex/Swarm Thresher Lord.md | 66 ++ .../Symbiend, Damoritosh_s Arm Host.md | 51 ++ .../SF1E/Bestiary/Alien Codex/Symbiend.md | 53 ++ .../Alien Codex/Tashtari, Tashtari Alpha.md | 61 ++ .../SF1E/Bestiary/Alien Codex/Tashtari.md | 61 ++ .../SF1E/Bestiary/Alien Codex/Tekenki.md | 73 ++ .../Alien Codex/Telia, Telia Raconteur.md | 62 ++ Compendium/SF1E/Bestiary/Alien Codex/Telia.md | 62 ++ .../SF1E/Bestiary/Alien Codex/The Seen.md | 71 ++ .../Alien Codex/The Swarm, Dissolver.md | 72 ++ .../Alien Codex/The Swarm, Swarm Corrovox.md | 66 ++ .../Bestiary/Alien Codex/The Swarm, Xersk.md | 76 ++ .../Alien Codex/Thermatrod, Caldera.md | 64 ++ .../SF1E/Bestiary/Alien Codex/Thermatrod.md | 63 ++ .../SF1E/Bestiary/Alien Codex/Thorgothrel.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Thyreophoran.md | 46 ++ .../Bestiary/Alien Codex/Time Dimensional.md | 76 ++ .../SF1E/Bestiary/Alien Codex/Tripod.md | 71 ++ .../Bestiary/Alien Codex/Troll, Void Troll.md | 65 ++ Compendium/SF1E/Bestiary/Alien Codex/Troll.md | 63 ++ .../Alien Codex/Trox, Trox Defensor.md | 75 ++ Compendium/SF1E/Bestiary/Alien Codex/Trox.md | 73 ++ .../Alien Codex/Tryziarka, Explorer.md | 66 ++ .../Alien Codex/Tryziarka, Legacy-captain.md | 71 ++ .../SF1E/Bestiary/Alien Codex/Tzitzimitl.md | 74 ++ .../Undead Minion, Cybernetic Zombie.md | 72 ++ .../Undead Minion, Occult Zombie.md | 65 ++ .../Undead Minion, Skeletal Undead.md | 61 ++ .../Bestiary/Alien Codex/Undead Minion.md | 64 ++ Compendium/SF1E/Bestiary/Alien Codex/Urog.md | 70 ++ .../SF1E/Bestiary/Alien Codex/Ursikka.md | 63 ++ .../Bestiary/Alien Codex/Utesra, Phylarch.md | 61 ++ .../SF1E/Bestiary/Alien Codex/Utesra.md | 55 ++ .../SF1E/Bestiary/Alien Codex/Valkyrie.md | 68 ++ .../Varculak, Varculak Marauder.md | 75 ++ .../Alien Codex/Varculak, Varculak Noble.md | 75 ++ .../Alien Codex/Vasporan, Broodling.md | 59 ++ .../SF1E/Bestiary/Alien Codex/Vasporan.md | 61 ++ .../Alien Codex/Velstrac, Anchorite.md | 72 ++ .../Vermin (Space, Asteroid Louse.md | 57 ++ .../Vermin (Space, Comet Wasp Swarm.md | 69 ++ .../Alien Codex/Vermin (Space, Necropede.md | 50 ++ .../Vermin (Space, Planetoid Beetle.md | 61 ++ .../Vermin (Space, Warpmoth Swarm.md | 55 ++ .../Verthani, Verthani Aether Pilot.md | 72 ++ .../Verthani, Verthani Pure One.md | 77 +++ .../Alien Codex/Vlaka, Vlaka Handler.md | 70 ++ .../Alien Codex/Vlaka, Vlaka Tracker.md | 71 ++ .../SF1E/Bestiary/Alien Codex/Void Hag.md | 79 +++ .../SF1E/Bestiary/Alien Codex/Vorthuul.md | 74 ++ .../SF1E/Bestiary/Alien Codex/Vracinea.md | 60 ++ .../SF1E/Bestiary/Alien Codex/Warpstitcher.md | 66 ++ ...aponized Toy, Weaponized Devil-in-a-box.md | 68 ++ .../Weaponized Toy, Weaponized Gamedroid.md | 63 ++ .../Wolliped, Alural War Wolliped.md | 74 ++ .../SF1E/Bestiary/Alien Codex/Wolliped.md | 76 ++ .../Alien Codex/Worlanisi, Fortunaut.md | 61 ++ .../SF1E/Bestiary/Alien Codex/Worlanisi.md | 66 ++ .../SF1E/Bestiary/Alien Codex/Wrikreechee.md | 70 ++ .../Alien Codex/Yithian, Yithian Elder.md | 72 ++ .../SF1E/Bestiary/Alien Codex/Yithian.md | 65 ++ .../SF1E/Bestiary}/Anacite Ambassador.md | 4 + .../SF1E/Bestiary}/Anacite Laborer.md | 4 + .../SF1E/Bestiary}/Anacite Predator Drone.md | 4 + .../SF1E/Bestiary}/Anacite Wingbot.md | 4 + .../SF1E/Bestiary}/Anchorite.md | 4 + .../SF1E/Bestiary}/Anhamut.md | 4 + .../SF1E/Bestiary}/Apari.md | 4 + .../SF1E/Bestiary}/Arquand Gazelle.md | 4 + .../SF1E/Bestiary}/Assassin Robot.md | 4 + .../SF1E/Bestiary}/Assembly Ooze.md | 4 + .../SF1E/Bestiary}/Asteray.md | 4 + .../SF1E/Bestiary}/Asteroid Louse.md | 4 + .../SF1E/Bestiary}/Atrocite.md | 4 + .../SF1E/Bestiary}/Barachius.md | 4 + .../SF1E/Bestiary}/Barathu.md | 4 + .../SF1E/Bestiary}/Baykok.md | 4 + .../SF1E/Bestiary}/Bloodbrother.md | 4 + .../SF1E/Bestiary}/Bodysnatcher Autocrat.md | 4 + .../SF1E/Bestiary}/Bodysnatcher Slime.md | 4 + .../SF1E/Bestiary}/Bolida Miner.md | 4 + .../SF1E/Bestiary}/Bolida Overseer.md | 4 + .../SF1E/Bestiary}/Bone Trooper Captain.md | 4 + .../Bestiary}/Bone Trooper Technomancer.md | 4 + .../SF1E/Bestiary}/Bone Trooper.md | 4 + .../SF1E/Bestiary}/Bryrvath.md | 4 + .../SF1E/Bestiary}/Calecor.md | 4 + .../SF1E/Bestiary}/Caypin.md | 4 + .../SF1E/Bestiary}/Ceratopsid.md | 4 + .../SF1E/Bestiary}/Cerebric Fungus Voyager.md | 4 + .../SF1E/Bestiary}/Cerebric Fungus.md | 4 + .../SF1E/Bestiary}/Colour Out Of Space.md | 4 + .../SF1E/Bestiary}/Comet Wasp Swarm.md | 4 + .../SF1E/Bestiary}/Computer Glitch Gremlin.md | 4 + .../SF1E/Bestiary}/Contemplative Mentor.md | 4 + .../SF1E/Bestiary}/Contemplative.md | 4 + .../SF1E/Bestiary}/Corpsefolk Marine.md | 4 + .../SF1E/Bestiary}/Corpsefolk Operative.md | 4 + .../SF1E/Bestiary}/Corpsefolk.md | 4 + .../SF1E/Bestiary}/Crest-Eater.md | 4 + .../SF1E/Bestiary}/Cult Initiate.md | 4 + .../SF1E/Bestiary}/Cult Killer.md | 4 + .../SF1E/Bestiary}/Cult Leader.md | 4 + .../SF1E/Bestiary}/Cybernetic Golem.md | 4 + .../SF1E/Bestiary}/Cybernetic Zombie.md | 4 + .../SF1E/Bestiary}/Damai Guardian.md | 4 + .../SF1E/Bestiary}/Damai.md | 4 + .../SF1E/Bestiary}/Damoritosh's Arm Host.md | 4 + .../SF1E/Bestiary}/Deh-Nolo.md | 4 + .../SF1E/Bestiary}/Detective.md | 4 + .../SF1E/Bestiary}/Draelik.md | 4 + .../SF1E/Bestiary}/Dragonkin.md | 4 + .../SF1E/Bestiary}/Dreamer.md | 4 + .../SF1E/Bestiary}/Driftdead.md | 4 + .../SF1E/Bestiary}/Dromaeosaurid.md | 4 + .../SF1E/Bestiary}/Drow Enforcer.md | 4 + .../SF1E/Bestiary}/Drow Noble Arms Dealer.md | 4 + .../SF1E/Bestiary}/Dust Manta Monarch.md | 4 + .../SF1E/Bestiary}/Dust Manta.md | 4 + .../SF1E/Bestiary}/Early Stage Barathu.md | 4 + .../SF1E/Bestiary}/Elder Elemental.md | 4 + .../SF1E/Bestiary}/Elebrian.md | 4 + .../SF1E/Bestiary}/Electrovore.md | 4 + .../SF1E/Bestiary}/Ellicoth.md | 4 + .../SF1E/Bestiary}/Embri Speaker.md | 4 + .../SF1E/Bestiary}/Embri.md | 4 + .../SF1E/Bestiary}/Emotivore Mastermind.md | 4 + .../SF1E/Bestiary}/Emotivore.md | 4 + .../Bestiary/Endbringer Devil Dhalochar).md | 4 + .../SF1E/Bestiary}/Eohi.md | 4 + .../SF1E/Bestiary}/Feral Shotalashu.md | 4 + .../SF1E/Bestiary}/Ferran.md | 4 + .../SF1E/Bestiary}/Formian Myrmarch.md | 4 + .../SF1E/Bestiary}/Formian Taskmaster.md | 4 + .../SF1E/Bestiary}/Formian Warrior.md | 4 + .../SF1E/Bestiary}/Formian Worker.md | 4 + .../SF1E/Bestiary}/Free Captain.md | 4 + .../SF1E/Bestiary}/Frujai Colony.md | 4 + .../SF1E/Bestiary}/Frujai Soldier.md | 4 + .../SF1E/Bestiary}/Gang Machinist.md | 4 + .../SF1E/Bestiary}/Gang Pusher.md | 4 + .../SF1E/Bestiary}/Gang Tough.md | 4 + .../SF1E/Bestiary}/Garaggakal Polymath.md | 4 + .../SF1E/Bestiary}/Garaggakal.md | 4 + .../SF1E/Bestiary}/Gatecrasher.md | 4 + .../SF1E/Bestiary}/Ghibrani.md | 4 + .../SF1E/Bestiary}/Ghoran Flora-Shaper.md | 4 + .../SF1E/Bestiary}/Ghoran World-Tamer.md | 4 + .../SF1E/Bestiary}/Ghost.md | 4 + .../SF1E/Bestiary}/Ghoul Shock Trooper.md | 4 + .../SF1E/Bestiary}/Ghoul.md | 4 + .../SF1E/Bestiary}/Glass Serpent.md | 4 + .../SF1E/Bestiary}/Gray.md | 4 + .../SF1E/Bestiary}/Greater Elemental.md | 4 + .../SF1E/Bestiary}/Haan Combat Pilot.md | 4 + .../SF1E/Bestiary}/Haan.md | 4 + .../SF1E/Bestiary/Haeshi-Shaa Haeshi Form).md | 4 + .../SF1E/Bestiary/Haeshi-Shaa Shaa Form).md | 4 + .../SF1E/Bestiary}/Hallajin.md | 4 + .../SF1E/Bestiary}/Hashukayak.md | 4 + .../SF1E/Bestiary}/Hellknight Armiger.md | 4 + .../SF1E/Bestiary}/Hellknight Commander.md | 4 + .../SF1E/Bestiary}/Hellknight Signifer.md | 4 + .../SF1E/Bestiary}/Hesper.md | 4 + .../SF1E/Bestiary}/Hobgoblin Lieutenant.md | 4 + .../SF1E/Bestiary}/Hobgoblin Trooper.md | 4 + .../SF1E/Bestiary}/Huge Elemental.md | 4 + .../SF1E/Bestiary}/Ikeshti Brood-Minder.md | 4 + .../SF1E/Bestiary}/Ikeshti Rivener.md | 4 + .../SF1E/Bestiary}/Ilthisarian.md | 4 + .../SF1E/Bestiary}/Ja Noi.md | 4 + .../SF1E/Bestiary}/Jubsnuth.md | 4 + .../SF1E/Bestiary}/Juvenile Nyssholora.md | 4 + .../SF1E/Bestiary}/Juvenile Solar Wisp.md | 4 + .../SF1E/Bestiary}/Kalo Deepspeaker.md | 4 + .../SF1E/Bestiary}/Kalo Sharkhunter.md | 4 + .../SF1E/Bestiary}/Kanabo Commando.md | 4 + .../SF1E/Bestiary}/Kaukariki.md | 4 + .../SF1E/Bestiary}/Khefak.md | 4 + .../SF1E/Bestiary}/Kish.md | 4 + .../SF1E/Bestiary}/Ksarik.md | 4 + .../SF1E/Bestiary}/Kurobozu.md | 4 + .../SF1E/Bestiary}/Kyokor.md | 4 + .../SF1E/Bestiary}/Large Elemental.md | 4 + .../SF1E/Bestiary}/Living Apocalypse.md | 4 + .../SF1E/Bestiary}/Living Hologram.md | 4 + .../SF1E/Bestiary}/Lore Guardian.md | 4 + .../SF1E/Bestiary}/Maraquoi Hunter.md | 4 + .../SF1E/Bestiary}/Maraquoi Shaman.md | 4 + .../SF1E/Bestiary}/Marooned One.md | 4 + .../SF1E/Bestiary}/Marrowblight.md | 4 + .../SF1E/Bestiary}/Mature Solar Wisp.md | 4 + .../Azlanti Mechs/Aeon Striker.md | 33 + .../Azlanti Mechs/Azlanti Mechs.md | 8 + .../Azlanti Mechs/Imperator Pinion.md | 34 + .../Corpsefleet Mechs/Corpsefleet Mechs.md | 7 + .../Corpsefleet Mechs/Crypt Behemoth.md | 33 + .../Corpsefleet Mechs/Fated Ossuary.md | 34 + .../Mech Examples/Daimalkan Mechs/Aeropa.md | 34 + .../Daimalkan Mechs/Daimalkan Mechs.md | 8 + .../Mech Examples/Daimalkan Mechs/Valkor.md | 33 + .../Mech Examples/Hellknight Mechs/Flayer.md | 34 + .../Hellknight Mechs/Hellhound.md | 33 + .../Hellknight Mechs/Hellknight Mechs.md | 8 + .../Idaran Mechs/IAU _Tangler_.md | 34 + .../Idaran Mechs/IBU _Breacher_.md | 33 + .../Idaran Mechs/Idaran Mechs.md | 8 + .../Bestiary/Mech Examples/Mech Examples.md | 15 + .../Skyfire Legion Mechs.md | 8 + .../Skyfire Legion Mechs/Skyfire Quickwing.md | 34 + .../Skyfire Legion Mechs/Skyfire Wyrm.md | 33 + .../Mech Examples/Veskarium Mechs/Ripclaw.md | 35 + .../Veskarium Mechs/Veskarium Mechs.md | 8 + .../Veskarium Mechs/Warmander.md | 33 + .../Xenowarden Mechs/Xenowarden Canopy.md | 33 + .../Xenowarden Mechs/Xenowarden Mechs.md | 9 + .../Xenowarden Mechs/Xenowarden Seedling.md | 34 + .../SF1E/Bestiary}/Medium Elemental.md | 4 + .../SF1E/Bestiary}/Mercenary Commando.md | 4 + .../SF1E/Bestiary}/Mercenary Rookie.md | 4 + .../SF1E/Bestiary}/Mercenary Technomancer.md | 4 + .../SF1E/Bestiary}/Mi-Go High Priest.md | 4 + .../SF1E/Bestiary}/Mi-Go.md | 4 + .../SF1E/Bestiary}/Mohrg.md | 4 + .../SF1E/Bestiary}/Moon Giant.md | 4 + .../SF1E/Bestiary}/Moonflower titan.md | 4 + .../SF1E/Bestiary}/Moonflower.md | 4 + .../SF1E/Bestiary}/Mountain Eel.md | 4 + .../NPC Adversaries Codex/Aether Soldier.md | 46 ++ .../NPC Adversaries Codex/Alien Hunter.md | 45 ++ .../Ancient High Priestess.md | 68 ++ .../NPC Adversaries Codex/Apothecary.md | 78 +++ .../NPC Adversaries Codex/Ascetic Hero.md | 46 ++ .../Auttaine Detective.md | 52 ++ .../Auttaine Inquisitor.md | 47 ++ .../Auttaine Zealot Overlord.md | 62 ++ .../Battleflower Master.md | 52 ++ .../Bil\342\200\231djooli Hunter-Killer.md" | 72 ++ .../Bil\342\200\231djooli Navarch.md" | 77 +++ .../NPC Adversaries Codex/Bloodfire Mystic.md | 59 ++ .../NPC Adversaries Codex/Bounty Hunter.md | 53 ++ .../Brutaris Lock-back.md | 51 ++ .../Captains Club Guide.md | 53 ++ .../NPC Adversaries Codex/Career Ranger.md | 51 ++ .../NPC Adversaries Codex/Careful Initiate.md | 62 ++ .../NPC Adversaries Codex/Champion.md | 51 ++ .../Chlorvian Justice.md | 43 ++ .../Colveare Hierarch.md | 54 ++ .../NPC Adversaries Codex/Combat Medic.md | 51 ++ .../NPC Adversaries Codex/Con Artist.md | 51 ++ .../NPC Adversaries Codex/Conspiracist.md | 51 ++ .../NPC Adversaries Codex/Constable.md | 51 ++ .../NPC Adversaries Codex/Convoy Driver.md | 46 ++ .../NPC Adversaries Codex/Coral Singer.md | 41 ++ .../Bestiary/NPC Adversaries Codex/Courier.md | 52 ++ .../NPC Adversaries Codex/Cutthroat Lawyer.md | 39 ++ .../NPC Adversaries Codex/Data Analyst.md | 51 ++ .../Bestiary/NPC Adversaries Codex/Deadeye.md | 54 ++ .../NPC Adversaries Codex/Deep One Elder.md | 78 +++ .../NPC Adversaries Codex/Deepsea Guardian.md | 42 ++ .../NPC Adversaries Codex/Deirdrik.md | 41 ++ .../NPC Adversaries Codex/Detective.md | 52 ++ .../NPC Adversaries Codex/Divine Avatar.md | 55 ++ .../NPC Adversaries Codex/Double Agent.md | 51 ++ .../NPC Adversaries Codex/Dwarven Engineer.md | 45 ++ .../NPC Adversaries Codex/Elite Rescuer.md | 58 ++ .../NPC Adversaries Codex/Emissary.md | 52 ++ .../Bestiary/NPC Adversaries Codex/Emt.md | 52 ++ .../NPC Adversaries Codex/Enercopter Pilot.md | 52 ++ .../Erahthi Alchemist.md | 41 ++ .../NPC Adversaries Codex/Erahthi Psychic.md | 50 ++ .../NPC Adversaries Codex/Erathi Slayer.md | 47 ++ .../NPC Adversaries Codex/Excommunicant.md | 51 ++ .../NPC Adversaries Codex/False Prophet.md | 59 ++ .../NPC Adversaries Codex/Field Biologist.md | 52 ++ .../Fortunate Warlord.md | 52 ++ .../Free Captains, Pirate Lord.md | 47 ++ .../Free Captains, Space Pirate.md | 53 ++ .../NPC Adversaries Codex/Gang Tough.md | 48 ++ .../Garil Archaeologist.md | 58 ++ .../Gladiator Champion.md | 55 ++ .../NPC Adversaries Codex/Gnoll Commando.md | 40 ++ .../NPC Adversaries Codex/Gnoll Lieutenant.md | 49 ++ .../NPC Adversaries Codex/Gnoll Packlord.md | 44 ++ .../NPC Adversaries Codex/Gnoll Rageborn.md | 44 ++ .../Gnoll Sharpshooter.md | 47 ++ .../Bestiary/NPC Adversaries Codex/Grifter.md | 52 ++ .../Grizzled Mercenary.md | 40 ++ .../Bestiary/NPC Adversaries Codex/Hacker.md | 54 ++ .../Hazard Professional.md | 51 ++ .../Hazard Response Crew.md | 51 ++ .../NPC Adversaries Codex/Hetzuud Agent.md | 45 ++ .../Hetzuud Void Sorcerer.md | 53 ++ .../NPC Adversaries Codex/Impostor.md | 53 ++ .../NPC Adversaries Codex/Influencer.md | 52 ++ .../NPC Adversaries Codex/Inquisitor.md | 54 ++ .../NPC Adversaries Codex/Klaven Dragoon.md | 40 ++ .../Klaven Shocktrooper.md | 46 ++ .../NPC Adversaries Codex/Krang Blade.md | 41 ++ .../NPC Adversaries Codex/Krang Hammerfist.md | 42 ++ .../Lizardfolk Scaled Soldier.md | 39 ++ .../NPC Adversaries Codex/Loran Ascetic.md | 65 ++ .../NPC Adversaries Codex/Magical Duelist.md | 61 ++ .../NPC Adversaries Codex/Masked Assassin.md | 52 ++ .../NPC Adversaries Codex/Megalonyxa.md | 76 ++ .../Mercenaries, Mercenary Commando.md | 58 ++ .../Mercenaries, Mercenary Rookie.md | 54 ++ .../Bestiary/NPC Adversaries Codex/Mugger.md | 52 ++ .../Mysterious Hermit.md | 55 ++ .../NPC Adversaries Codex.md | 11 + .../Notorious Bounty Hunter.md | 53 ++ .../Bestiary/NPC Adversaries Codex/Officer.md | 55 ++ .../NPC Adversaries Codex/Okanta Pilot.md | 56 ++ .../Okanta Runebreaker.md | 53 ++ .../NPC Adversaries Codex/Ops Infiltrator.md | 52 ++ .../Overwatch Captain.md | 52 ++ .../Pact Worlds Delegate.md | 52 ++ .../Parabolas Revivalist.md | 54 ++ .../Paranormal Investigator.md | 53 ++ .../Penthe Dreamwalker.md | 56 ++ .../NPC Adversaries Codex/Performer.md | 51 ++ .../Personal Concierge.md | 51 ++ .../Phalanx Mercenary Captain.md | 47 ++ .../NPC Adversaries Codex/Phalanx Snoop.md | 39 ++ .../NPC Adversaries Codex/Phantom Thieve.md | 53 ++ .../NPC Adversaries Codex/Physician.md | 52 ++ .../NPC Adversaries Codex/Pickpocket.md | 51 ++ .../NPC Adversaries Codex/Plenipotentiary.md | 55 ++ .../Bestiary/NPC Adversaries Codex/Poacher.md | 50 ++ .../NPC Adversaries Codex/Postgrad Student.md | 53 ++ .../NPC Adversaries Codex/Prisoner.md | 45 ++ .../Bestiary/NPC Adversaries Codex/Prophet.md | 54 ++ .../NPC Adversaries Codex/Psychic Healer.md | 55 ++ .../NPC Adversaries Codex/Psychic Seer.md | 59 ++ .../NPC Adversaries Codex/Quantum Mage.md | 69 ++ .../NPC Adversaries Codex/Quartermaster.md | 55 ++ .../NPC Adversaries Codex/Recovery Agent.md | 51 ++ .../Religious Peacekeeper.md | 52 ++ .../NPC Adversaries Codex/Sacred Killer.md | 53 ++ .../NPC Adversaries Codex/Scholar Of Magic.md | 60 ++ .../NPC Adversaries Codex/Shapeshifter.md | 48 ++ .../Singularity Accelerationist.md | 51 ++ .../NPC Adversaries Codex/Skilled Sniper.md | 50 ++ .../NPC Adversaries Codex/Skip Tracer.md | 51 ++ .../Bestiary/NPC Adversaries Codex/Slaver.md | 45 ++ .../Special Forces Medic.md | 52 ++ .../NPC Adversaries Codex/Spell Hunter.md | 53 ++ .../NPC Adversaries Codex/Spry Ambusher.md | 40 ++ .../Bestiary/NPC Adversaries Codex/Spy.md | 50 ++ .../NPC Adversaries Codex/Stowalong.md | 53 ++ .../NPC Adversaries Codex/Streamer.md | 51 ++ .../NPC Adversaries Codex/Subject Expert.md | 52 ++ .../NPC Adversaries Codex/Tavern Champion.md | 56 ++ .../Tech-Bonded Rigger.md | 56 ++ .../NPC Adversaries Codex/Trophy Hunter.md | 52 ++ .../NPC Adversaries Codex/Tusk Warrior.md | 40 ++ .../NPC Adversaries Codex/Ultari Patrician.md | 56 ++ .../NPC Adversaries Codex/Ultari Techlord.md | 61 ++ .../Underworld Mastermind.md | 53 ++ .../NPC Adversaries Codex/Vagabond.md | 43 ++ .../NPC Adversaries Codex/Vidgamer.md | 50 ++ .../Vigilant Bodyguard.md | 64 ++ .../Bestiary/NPC Adversaries Codex/Viper.md | 52 ++ .../NPC Adversaries Codex/Watch Captain.md | 57 ++ .../NPC Adversaries Codex/Ysoki Skulk.md | 45 ++ .../Zahajin Warleader.md | 45 ++ .../NPC Adversaries Codex/Zvarr Scout.md | 37 + .../Zvarr Spellsniper.md | 45 ++ .../SF1E/Bestiary}/Nanotech Golem.md | 4 + .../SF1E/Bestiary}/Necropede.md | 4 + .../SF1E/Bestiary}/Necrovite.md | 4 + .../SF1E/Bestiary}/Nihili Captain.md | 4 + .../SF1E/Bestiary}/Nihili.md | 4 + .../SF1E/Bestiary}/Nuar Enforcer.md | 4 + .../SF1E/Bestiary}/Nuar Specialist.md | 4 + .../SF1E/Bestiary}/Oblivion Shade.md | 4 + .../Observer-Class Security Robot.md | 4 + .../SF1E/Bestiary}/Occult Zombie.md | 4 + .../SF1E/Bestiary}/Old Void Dragon.md | 4 + {Bestiary => Compendium/SF1E/Bestiary}/Oma.md | 4 + .../SF1E/Bestiary}/Orc Technician.md | 4 + .../SF1E/Bestiary}/Orc Trooper.md | 4 + .../SF1E/Bestiary}/Orocoran Ichor Lord.md | 4 + .../SF1E/Bestiary}/Orocoran.md | 4 + .../SF1E/Bestiary}/Osharu Headteacher.md | 4 + .../SF1E/Bestiary}/Osharu.md | 4 + .../SF1E/Bestiary}/Pahtra Inquisitive.md | 4 + .../SF1E/Bestiary}/Pahtra Stalker.md | 4 + .../SF1E/Bestiary}/Pale Stranger.md | 4 + .../Bestiary}/Patrol-Class Security Robot.md | 4 + .../SF1E/Bestiary}/Phentomite Bridger.md | 4 + .../SF1E/Bestiary}/Phentomite.md | 4 + .../SF1E/Bestiary}/Pirate Lord.md | 4 + .../SF1E/Bestiary}/Planetoid Beetle.md | 4 + .../SF1E/Bestiary}/Plasma ooze.md | 4 + .../SF1E/Bestiary}/Plesiosaur.md | 4 + .../SF1E/Bestiary}/Pluprex.md | 4 + .../SF1E/Bestiary}/Prexian Mutantspawn.md | 4 + .../SF1E/Bestiary}/Pterosaur.md | 4 + .../SF1E/Bestiary}/Quorlu Sapper.md | 4 + .../SF1E/Bestiary}/Quorlu.md | 4 + .../SF1E/Bestiary}/Rauzhant.md | 4 + .../SF1E/Bestiary}/Ravai.md | 4 + .../SF1E/Bestiary}/Rebuilt.md | 4 + .../SF1E/Bestiary}/Renkroda, Whiskered.md | 4 + .../SF1E/Bestiary}/Reptoid Master.md | 4 + .../SF1E/Bestiary}/Reptoid.md | 4 + .../SF1E/Bestiary}/Ryphorian Skyfire Pilot.md | 4 + .../SF1E/Bestiary}/Ryphorian Technician.md | 4 + .../SF1E/Bestiary}/Sarcesian Cybercommando.md | 4 + .../SF1E/Bestiary}/Sarcesian Sniper.md | 4 + .../SF1E/Bestiary}/Sauropod.md | 4 + .../SF1E/Bestiary}/Scavenger Slime.md | 4 + .../SF1E/Bestiary}/Scyphozoan.md | 4 + .../SF1E/Bestiary}/Security Guard.md | 4 + .../SF1E/Bestiary}/Security Specialist.md | 4 + .../SF1E/Bestiary}/Selamid.md | 4 + .../SF1E/Bestiary}/Seprevoi.md | 4 + .../SF1E/Bestiary}/Shantak.md | 4 + .../SF1E/Bestiary}/Sharpwing.md | 4 + .../SF1E/Bestiary}/Shimreen.md | 4 + .../SF1E/Bestiary}/Ship Glitch Gremlin.md | 4 + .../SF1E/Bestiary}/Shipmind.md | 4 + .../SF1E/Bestiary}/Shobhad Warleader.md | 4 + .../SF1E/Bestiary}/Shobhad.md | 4 + .../SF1E/Bestiary}/Shotalashu.md | 4 + .../SF1E/Bestiary}/Siege Robot.md | 4 + .../SF1E/Bestiary}/Skeletal Undead.md | 4 + .../SF1E/Bestiary}/Skittermander Whelp.md | 4 + .../SF1E/Bestiary}/Skittermander.md | 4 + .../SF1E/Bestiary}/Skreeling.md | 4 + .../SF1E/Bestiary}/Skreesire.md | 4 + .../SF1E/Bestiary}/Sky Fisher.md | 4 + .../SF1E/Bestiary}/Small Elemental.md | 4 + .../SF1E/Bestiary}/Space Goblin Honchohead.md | 4 + .../SF1E/Bestiary}/Space Goblin Monark.md | 4 + .../SF1E/Bestiary}/Space Goblin Zaperator.md | 4 + .../SF1E/Bestiary}/Space Pirate.md | 4 + .../Special NPCs/CR 2 Nanitenwesen.md | 48 ++ .../Special NPCs/CR 5 Stumklingen Soldat.md | 33 + .../Special NPCs/CR 6 Silent Echo Agent.md | 52 ++ .../SF1E/Bestiary}/Squox.md | 4 + .../Aballonian Ships/Aballonian Ships.md | 10 + .../Aballonian Ships/CompEnt AEV Tier.md | 25 + .../CompEnt Group Defense Frigate.md | 35 + .../Aballonian Ships/Multifold Seedship.md | 33 + .../Allied Arms Corp AAC/AAC Dyad.md | 33 + .../Allied Arms Corp AAC/AAC Hoardmaster.md | 39 ++ .../Azlanti Empire Ships.md | 6 + .../Azlanti Empire Ships/Klokworx Drone.md | 27 + .../Azlanti Empire Ships/Klokworx Nexus.md | 31 + .../Azlanti Empire Ships/Sovereign Harrier.md | 25 + .../Azlanti Empire Ships/Sovereign Monitor.md | 29 + .../Azlanti Empire Ships/Sovereign Sumpter.md | 31 + .../Sovereign Vindicator.md | 32 + .../Azlanti Empire Ships/Vanguard Comet.md | 28 + .../Azlanti Empire Ships/Vanguard Sanctum.md | 34 + .../Eoxian Starships/Blackwind Sepulcher.md | 33 + .../Death_s Head Necroglider.md | 27 + .../Death\342\200\231s Head Charon.md" | 36 + .../Eoxian Starships/Eoxian Starships.md | 10 + .../Thaumtech Omenbringer - Tier 14.md | 35 + .../Gideron Authority Ships.md | 8 + .../Naginata-class Attack Vessel.md | 35 + .../Sledge-class Boarding Vessel.md | 30 + .../Sword-class Attack Vessel.md | 31 + .../Hellknight Starships.md | 10 + .../Infernex Burning Nail.md | 27 + .../Infernex Interdictus.md | 33 + .../Infernex Keep Diabolical.md | 33 + .../Inheritorworks Brightsword.md | 28 + .../Inheritorworks Cathedralship.md | 33 + .../Inheritorworks Javelin.md | 40 ++ .../Inheritorworks Redeemer.md | 39 ++ .../Inheritorworks Shieldcraft.md | 32 + .../Inheritorworks Truestrike.md | 39 ++ .../Iomedaean Starships.md | 10 + .../Kasathan Starships/Idaran Keris.md | 33 + .../Kasathan Starships/Idaran Millennia.md | 33 + .../Kasathan Starships/Idaran Peregrinasi.md | 36 + .../Kasathan Starships/Idaran Saga.md | 37 + .../Kasathan Starships/Idaran Thunderbolt.md | 34 + .../Kasathan Starships/Idaran Vanserai.md | 33 + .../Kasathan Starships/Idaran Voidrunner.md | 27 + .../Kasathan Starships/Kasathan Starships.md | 10 + .../Pact Worlds Starships/ATech Resolute.md | 38 + .../Pact Worlds Starships/Atech Immortal.md | 33 + .../Pact Worlds Starships/Kevolari Venture.md | 31 + .../Pact Worlds Starships.md | 13 + .../Ringworks Wanderer.md | 29 + .../Shipmind Starships/Dominion Seeder.md | 30 + .../Shipmind Starships/Shipmind Starships.md | 12 + .../Shirren Starships/Hivonyx Titan Hauler.md | 32 + .../Shirren Starships/Shirren Starships.md | 11 + .../Starhive Drone MK III.md | 32 + .../Shirren Starships/Uie Hiveguard.md | 33 + .../Starship Creatures/Alinoisos.md | 49 ++ .../Starship Creatures/Blinking Telelith.md | 64 ++ .../Starship Creatures/Cerebrex.md | 51 ++ .../Starship Creatures/Derelict Shade.md | 49 ++ .../Giant Space Tardigrade.md | 64 ++ .../Starship Creatures/Gigantic Elemental.md | 79 +++ .../Starship Creatures/Gwahled.md | 66 ++ .../Starship Creatures/Immense Elemental.md | 78 +++ .../Starship Creatures/Novaspawn.md | 61 ++ .../Starship Creatures/Shalar.md | 41 ++ .../Starship Creatures/Stellar Protozoa.md | 63 ++ .../Starship Creatures/Swarm Dreadlancer.md | 49 ++ .../Starship Creatures/Swarming Telelith.md | 59 ++ .../Starship Creatures/Titanic Elemental.md | 81 +++ .../Starship Creatures/Vermelith.md | 67 ++ .../Void Devil (Volocoth.md | 51 ++ .../Starship Creatures/Voraija.md | 62 ++ .../Starship Creatures/Zoaphorix.md | 46 ++ .../Starships Examples/Starships Examples.md | 14 + .../SC Farseer.md | 29 + .../SC Metropolis.md | 30 + .../SC Vaultship.md | 26 + .../Szandite Collective Starships.md | 8 + .../Vercite Starships/Opulos Drift Cruiser.md | 32 + .../Redshift Pleasure Sail.md | 33 + .../Terminator Star Drake.md | 27 + .../Vercite Starships/Vercite Starships.md | 12 + .../Veskarium Starships/BMC Devastator.md | 37 + .../Veskarium Starships/BMC Dmolangari.md | 41 ++ .../Veskarium Starships/BMC Mauler.md | 29 + .../Veskarium Starships/BMC Predator.md | 24 + .../Veskarium Starships/Merciless Blade.md | 31 + .../Veskarium Starships/Norikama Dropship.md | 32 + .../Veskarium Starships/Norikama Reliant.md | 35 + .../Veskarium Starships.md | 8 + .../Vindicas Ships/Conqueror of Worlds.md | 33 + .../Vindicas Ships/Vindicas Enforcer.md | 33 + .../Vindicas Ships/Vindicas Punisher.md | 31 + .../Vindicas Ships/Vindicas Ships.md | 8 + .../Vindicas Ships/Vindicas Tyrant.md | 34 + .../World of Starships/Brevak Vermelance.md | 43 ++ .../World of Starships/Citadel Zirval.md | 42 ++ .../CompEnt Those Who Are.md | 42 ++ .../World of Starships/Dashadz Griffon.md | 37 + .../World of Starships/Dashadz Wayfarer.md | 38 + .../World of Starships/Driftmaven.md | 37 + .../World of Starships/Hivonyx Ambassador.md | 40 ++ .../World of Starships/Infernex Justiciar.md | 41 ++ .../World of Starships/Infernex Unshakable.md | 33 + .../KC Golarion-Class Battleship.md | 38 + .../World of Starships/KC K-51 Sky Fisher.md | 33 + .../Multifold G7 Autohauler.md | 37 + .../World of Starships/Nebulor Skymedic.md | 34 + .../World of Starships/Norikama Defrex.md | 29 + .../World of Starships/Norikama Valkyrie.md | 38 + .../World of Starships/Opulos Opulence.md | 36 + .../World of Starships/Pyre Spike Station.md | 38 + .../Redshift Revolution X-62.md | 33 + .../Ringworks Peacebringer.md | 37 + .../World of Starships/Ringworks Specter.md | 40 ++ .../World of Starships/Sanjaval Redsun.md | 37 + .../World of Starships/Sov-El Korinath.md | 39 ++ .../World of Starships/Sovereign Dominator.md | 37 + .../Star-Nambulance Void-Eater.md | 41 ++ .../World of Starships/Starhive Vespiar.md | 38 + .../Terminator Slingshot.md | 39 ++ .../World of Starships/Tetrad Caravel.md | 27 + .../World of Starships/UIE Petaltail.md | 31 + .../World of Starships/Ulrikka RC-HPR.md | 35 + .../Vanguard Exsanguinator.md | 38 + .../World of Starships/Velstrac Corvette.md | 27 + .../Xenowarden Starships/UC Arkship.md | 34 + .../Xenowarden Starships/UC Gardenship.md | 32 + .../Xenowarden Starships/UC Librama.md | 37 + .../Xenowarden Starships/UC Pod.md | 27 + .../Xenowarden Starships.md | 12 + .../SF1E/Bestiary}/Stellar Protozoa.md | 4 + .../SF1E/Bestiary}/Surnoch.md | 4 + .../SF1E/Bestiary}/Swarm Corrovox.md | 4 + .../SF1E/Bestiary}/Swarm Mindreaper.md | 4 + .../SF1E/Bestiary}/Swarm Thresher Lord.md | 4 + .../SF1E/Bestiary}/Symbiend.md | 4 + .../SF1E/Bestiary}/Tashtari Alpha.md | 4 + .../SF1E/Bestiary}/Tashtari.md | 4 + .../SF1E/Bestiary}/Tekhoinos Aeon.md | 4 + .../SF1E/Bestiary}/Thasteron Khefak.md | 4 + .../SF1E/Bestiary}/Theropod.md | 4 + .../SF1E/Bestiary}/Thyreophoran.md | 4 + .../SF1E/Bestiary}/Tiefling.md | 4 + .../SF1E/Bestiary}/Tiny Elemental.md | 4 + .../SF1E/Bestiary}/Trained Squox.md | 4 + .../Bestiary/Traps/Disintigration Trap.md | 17 + .../Traps/Explosive Detonation Trap.md | 17 + .../SF1E/Bestiary/Traps/Hackers Curse Trap.md | 20 + .../Bestiary/Traps/Jolting Console Trap.md | 17 + .../SF1E/Bestiary/Traps/Laser Blast Trap.md | 17 + .../SF1E/Bestiary/Traps/Mind Spores Trap.md | 19 + .../Bestiary/Traps/Obedience Implant Trap.md | 17 + Compendium/SF1E/Bestiary/Traps/Pit Trap.md | 17 + .../SF1E/Bestiary/Traps/Sonic Blast Trap.md | 15 + .../SF1E/Bestiary/Traps/Soul Upload Trap.md | 17 + Compendium/SF1E/Bestiary/Traps/Traps.md | 112 +++ .../Bestiary/Traps/Trash Compactor Trap.md | 19 + .../SF1E/Bestiary}/Tritidair Azata.md | 4 + .../SF1E/Bestiary}/Trox Defensor.md | 4 + .../SF1E/Bestiary}/Trox.md | 4 + .../SF1E/Bestiary}/Uplifted Bear Avenger.md | 4 + .../Bestiary}/Uplifted Bear Constellate.md | 4 + .../SF1E/Bestiary}/Urog.md | 4 + .../SF1E/Bestiary}/Vampire, Jiang-Shi.md | 4 + .../SF1E/Bestiary}/Veolisk.md | 4 + .../SF1E/Bestiary}/Verthani Aether Pilot.md | 4 + .../SF1E/Bestiary}/Verthani Pure One.md | 4 + .../SF1E/Bestiary}/Vlaka Handler.md | 4 + .../SF1E/Bestiary}/Vlaka Tracker.md | 4 + .../SF1E/Bestiary}/Void Hag.md | 4 + .../SF1E/Bestiary}/Void Zombie.md | 4 + .../SF1E/Bestiary}/Vracinea.md | 4 + .../Bestiary/Warmonger Devil (Levaloch.md | 4 + .../SF1E/Bestiary}/Warpmoth Swarm.md | 4 + .../SF1E/Bestiary}/Witchwyrd.md | 4 + .../SF1E/Bestiary}/Woioko.md | 4 + .../SF1E/Bestiary}/Wrikreechee.md | 4 + .../SF1E/Bestiary}/Writher Swarm.md | 4 + .../SF1E/Bestiary}/Yaruk.md | 4 + .../SF1E/Bestiary}/Young Adult Blue Dragon.md | 4 + .../Biohacker Alternate Class Features.md | 41 ++ .../Biohacker/Biohacker Class Builds.md | 123 ++++ .../SF1E/Classes/Biohacker/Biohacker.md | 179 +++++ .../SF1E/Classes/Biohacker/Fields of Study.md | 159 +++++ Compendium/SF1E/Classes/Biohacker/Theorems.md | 287 ++++++++ .../Class Archetypes/Android Abolitionist.md | 30 + .../Class Archetypes/Arcanamirium Sage.md | 43 ++ .../SF1E/Classes/Class Archetypes/Assassin.md | 27 + .../Classes/Class Archetypes/Augmented.md | 42 ++ .../Classes/Class Archetypes/Battle Leader.md | 52 ++ .../Classes/Class Archetypes/Battleflower.md | 40 ++ .../Class Archetypes/Class Archetypes.md | 10 + .../SF1E/Classes/Class Archetypes/Commando.md | 47 ++ .../Classes/Class Archetypes/Deep Delver.md | 39 ++ .../Class Archetypes/Divine Champion.md | 41 ++ .../Class Archetypes/Doshko Specialist.md | 34 + .../Class Archetypes/Espionage Specialist.md | 28 + .../Class Archetypes/Expedition Chronicler.md | 34 + .../SF1E/Classes/Class Archetypes/Fixer.md | 33 + .../Classes/Class Archetypes/Free Trader.md | 25 + .../Classes/Class Archetypes/Instructor.md | 31 + .../SF1E/Classes/Class Archetypes/Mediator.md | 32 + .../SF1E/Classes/Class Archetypes/Medic.md | 38 + .../Classes/Class Archetypes/Phrenic Adept.md | 50 ++ .../Class Archetypes/Powered Armor Jockey.md | 33 + .../Class Archetypes/School Specialist.md | 161 +++++ .../Class Archetypes/Skyfire Centurion.md | 40 ++ .../Classes/Class Archetypes/Star Knight.md | 76 ++ .../Starfinder Data Jockey.md | 30 + .../Class Archetypes/Starfinder Forerunner.md | 36 + .../Classes/Class Archetypes/Starwright.md | 50 ++ .../Class Archetypes/Steward Officer.md | 30 + .../SF1E/Classes/Class Themes/Class Themes.md | 47 ++ .../Class Themes/Theme Ace Pilot (+1 Dex.md | 24 + .../Theme Athlete (+1 Str, Dex, or Con.md | 23 + .../Theme Beastblood (+1 Int or Wis.md | 28 + .../Theme Biotechnician (+1 Int.md | 26 + .../Theme Bounty Hunter (+1 Con.md | 23 + .../Theme Bureaucrat (+1 Int, Wis, or Cha.md | 25 + .../Theme Corporate Agent (+1 Cha.md | 25 + .../Theme Crisis Refugee (+1 Con.md | 23 + .../Class Themes/Theme Cultist (+1 Con.md | 23 + .../Class Themes/Theme Cyberborn (+1 Int.md | 23 + .../Theme Death-Touched (+1 Con.md | 26 + .../Class Themes/Theme Dragonblood (+1 Cha.md | 23 + .../Theme Dream Prophet (+1 Wis.md | 23 + .../Theme Drift Crashed (+1 Dex.md | 25 + .../Class Themes/Theme Giantblood (+1 Str.md | 23 + .../Class Themes/Theme Gladiator (+1 Con.md | 23 + .../Class Themes/Theme Grifter (+1 Int.md | 24 + .../Theme Guard (+1 Str or +1 Dex.md | 23 + .../Class Themes/Theme Icon (+1 Cha.md | 24 + .../Class Themes/Theme Law Officer (+1 Wis.md | 23 + .../Class Themes/Theme Mercenary (+1 Str.md | 24 + .../Class Themes/Theme Noble Scion (+1 Cha.md | 33 + .../Class Themes/Theme Opportunist (+1 Cha.md | 24 + .../Class Themes/Theme Outlaw (+1 Dex.md | 23 + .../Class Themes/Theme Priest (+1 Wis.md | 25 + .../Class Themes/Theme Prisoner (+1 Wis.md | 23 + .../Theme Quartermaster (+1 Int.md | 27 + .../Class Themes/Theme Roboticist (+1 Int.md | 24 + .../Class Themes/Theme Scholar (+1 Int.md | 23 + .../Class Themes/Theme Sensate (+1 Con.md | 25 + .../Theme Solar Disciple (+1 Wis.md | 24 + .../Theme Space Pirate (+1 Dex.md | 24 + .../Class Themes/Theme Spacefarer (+1 Con.md | 23 + .../Theme Spectra Scion (+1 Int.md | 25 + .../Class Themes/Theme Stormrunner (+1 Dex.md | 24 + .../Class Themes/Theme Street Rat (+1 Dex.md | 24 + .../Theme Tempered Pilgram (+1 Cha.md | 25 + .../Class Themes/Theme Themeless (+1 Any.md | 24 + .../Class Themes/Theme Wild Warden (+1 Wis.md | 25 + .../Theme Xenoarchaeologist (+1 Int.md | 24 + .../Class Themes/Theme Xenoseeker (+1 Cha.md | 23 + Compendium/SF1E/Classes/Classes.md | 305 +++++++++ .../SF1E/Classes/Drone/Drone Chassis.md | 149 ++++ Compendium/SF1E/Classes/Drone/Drone Mods.md | 278 ++++++++ Compendium/SF1E/Classes/Drone/Drone.md | 122 ++++ .../Envoy/Envoy Alternate Class Features.md | 155 +++++ .../SF1E/Classes/Envoy/Envoy Class Builds.md | 126 ++++ .../Classes/Envoy/Envoy Improvisations.md | 384 +++++++++++ Compendium/SF1E/Classes/Envoy/Envoy.md | 92 +++ .../SF1E/Classes/Envoy/Expertise Talents.md | 264 +++++++ .../SF1E/Classes/Evolutionist/Adaptations.md | 134 ++++ .../Evolutionist/Evolutionis Class Builds.md | 127 ++++ .../SF1E/Classes/Evolutionist/Evolutionist.md | 169 +++++ .../Evolutionist/Evolutionists Niches.md | 69 ++ Compendium/SF1E/Classes/Mechanic/Exocortex.md | 41 ++ .../Classes/Mechanic/Mechanic Class Builds.md | 135 ++++ .../SF1E/Classes/Mechanic/Mechanic Tricks.md | 427 ++++++++++++ Compendium/SF1E/Classes/Mechanic/Mechanic.md | 165 +++++ .../Classes/Mystic/Connections/Akashic.md | 45 ++ .../SF1E/Classes/Mystic/Connections/Arcane.md | 41 ++ .../Classes/Mystic/Connections/Crusader.md | 39 ++ .../SF1E/Classes/Mystic/Connections/Empath.md | 39 ++ .../Classes/Mystic/Connections/First World.md | 41 ++ .../Classes/Mystic/Connections/Geneturge.md | 67 ++ .../Classes/Mystic/Connections/Glitchghost.md | 42 ++ .../SF1E/Classes/Mystic/Connections/Healer.md | 41 ++ .../Classes/Mystic/Connections/Melophile.md | 41 ++ .../Classes/Mystic/Connections/Mindbreaker.md | 41 ++ .../Classes/Mystic/Connections/Overlord.md | 41 ++ .../Classes/Mystic/Connections/Star Shaman.md | 41 ++ .../Connections/The Drift Connection.md | 42 ++ .../Classes/Mystic/Connections/Trailblazer.md | 42 ++ .../Classes/Mystic/Connections/Warmonger.md | 48 ++ .../Mystic/Connections/Xenoambassador.md | 42 ++ .../Classes/Mystic/Connections/Xenodriud.md | 41 ++ .../Mystic/Mystic Alternate Class Features.md | 184 +++++ .../Classes/Mystic/Mystic Class Builds.md | 127 ++++ Compendium/SF1E/Classes/Mystic/Mystic.md | 193 ++++++ .../Classes/Nanocyte/Faculties/Absorption.md | 27 + .../Nanocyte/Faculties/Discorporation.md | 28 + .../Classes/Nanocyte/Faculties/Faculties.md | 7 + .../Classes/Nanocyte/Faculties/Infestation.md | 27 + .../Nanocyte/Faculties/Obliteration.md | 27 + .../Classes/Nanocyte/Faculties/Redirection.md | 28 + .../Nanocyte/Faculties/Regeneration.md | 27 + Compendium/SF1E/Classes/Nanocyte/Knacks.md | 347 ++++++++++ .../Nanocyte Alternate Class Features.md | 14 + .../Classes/Nanocyte/Nanocyte Class Builds.md | 71 ++ Compendium/SF1E/Classes/Nanocyte/Nanocyte.md | 153 +++++ .../Operative Alternate Class Features.md | 187 +++++ .../Operative/Operative Class Builds.md | 71 ++ .../Classes/Operative/Operative Exploits.md | 506 ++++++++++++++ .../Operative/Operative Specializations.md | 122 ++++ .../SF1E/Classes/Operative/Operative.md | 122 ++++ Compendium/SF1E/Classes/Precog/Anchors.md | 88 +++ .../Classes/Precog/Precog Class Builds.md | 127 ++++ Compendium/SF1E/Classes/Precog/Precog.md | 151 ++++ .../SF1E/Classes/Precog/Temporal Anomalies.md | 250 +++++++ .../Solarian Alternate Class Features.md | 43 ++ .../Classes/Solarian/Solarian Class Builds.md | 127 ++++ Compendium/SF1E/Classes/Solarian/Solarian.md | 183 +++++ .../Classes/Solarian/Stellar Revelations.md | 648 ++++++++++++++++++ .../Soldier/Fighting Styles/Ambusher.md | 27 + .../Fighting Styles/Arcane Assailant.md | 27 + .../Classes/Soldier/Fighting Styles/Archer.md | 27 + .../Soldier/Fighting Styles/Armor Storm.md | 28 + .../Soldier/Fighting Styles/Battlemaster.md | 27 + .../Classes/Soldier/Fighting Styles/Blitz.md | 27 + .../Soldier/Fighting Styles/Bombard.md | 27 + .../Soldier/Fighting Styles/Bullet Rain.md | 27 + .../Soldier/Fighting Styles/Farshot.md | 27 + .../Fighting Styles/Fourfold Tactician.md | 27 + .../Classes/Soldier/Fighting Styles/Guard.md | 27 + .../Soldier/Fighting Styles/Hit-and-Run.md | 27 + .../Classes/Soldier/Fighting Styles/Hunter.md | 27 + .../Soldier/Fighting Styles/Mine Menace.md | 29 + .../Fighting Styles/Powerhouse Style.md | 27 + .../Soldier/Fighting Styles/Qi Adept.md | 33 + .../Classes/Soldier/Fighting Styles/Rover.md | 27 + .../Soldier/Fighting Styles/Sharpshoot.md | 27 + .../Soldier/Fighting Styles/Shock and Awe.md | 27 + .../Soldier/Fighting Styles/Spellbrawler.md | 28 + .../Classes/Soldier/Fighting Styles/Squad.md | 27 + .../Fighting Styles/Wrathful Warrior.md | 28 + .../Soldier Alternate Class Features.md | 133 ++++ Compendium/SF1E/Classes/Soldier/Soldier.md | 96 +++ .../SF1E/Classes/Technomancer/Magic Hacks.md | 432 ++++++++++++ .../Technomancer Alternate Class Features.md | 223 ++++++ .../Technomancer/Technomancer Class Builds.md | 110 +++ .../SF1E/Classes/Technomancer/Technomancer.md | 154 +++++ Compendium/SF1E/Classes/Vanguard/Aspects.md | 218 ++++++ Compendium/SF1E/Classes/Vanguard/Disciples.md | 338 +++++++++ .../Vanguard/Vanguard Class Builds.md | 127 ++++ .../Vanguard Alternate Class Features.md | 25 + Compendium/SF1E/Classes/Vanguard/Vanguard.md | 176 +++++ .../Classes/Witchwarper/Paradigm Shift.md | 285 ++++++++ .../Witchwarper Alternate Class Features.md | 86 +++ .../SF1E/Classes/Witchwarper/Witchwarper.md | 180 +++++ .../Combat Feats/Adaptive Fighting Combat).md | 14 + .../Combat Feats/Add Leverage Combat).md | 14 + .../Combat Feats/Advance Warning Combat).md | 14 + ...vanced Melee Weapon Proficiency Combat).md | 14 + .../Feats/Combat Feats/Ambuscade Combat).md | 13 + .../Combat Feats/Ambush Awareness Combat).md | 13 + .../Feats/Combat Feats/Barricade Combat).md | 16 + .../Basic Melee Weapon Proficiency Combat).md | 12 + .../Feats/Combat Feats/Blind-Fight Combat).md | 14 + .../Blood in Their Eyes Combat).md | 13 + .../Feats/Combat Feats/Bodyguard Combat).md | 13 + .../Combat Feats/Bullying Brute Combat).md | 17 + .../Combat Feats/Certain Strength Combat).md | 16 + .../SF1E/Feats/Combat Feats/Cleave Combat).md | 14 + .../Combat Feats/Close Combat Combat).md | 14 + .../Combat Feats/Combat Casting Combat).md | 15 + .../SF1E/Feats/Combat Feats/Combat Feats.md | 12 + .../Combat Feats/Constant Alert Combat).md | 14 + .../Combat Feats/Cook Grenade Combat).md | 14 + .../Combat Feats/Coordinated Shot Combat).md | 15 + .../Combat Feats/Counter Grapple Combat).md | 17 + .../Crescendo of Victory Combat).md | 14 + .../Crescendo of Violence Combat).md | 14 + .../Feats/Combat Feats/Deadly Aim Combat).md | 14 + .../Combat Feats/Defensive Roll Combat).md | 14 + .../Combat Feats/Defensive Striker Combat).md | 14 + .../Deflect Projectiles Combat).md | 14 + .../Combat Feats/Dire Straits Combat).md | 15 + .../Combat Feats/Discordant Din Combat).md | 12 + .../Combat Feats/Distance Hurler Combat).md | 17 + .../Combat Feats/Dive for Cover Combat).md | 14 + .../Feats/Combat Feats/Double Draw Combat).md | 15 + .../Feats/Combat Feats/Double Tap Combat).md | 14 + .../Feats/Combat Feats/Drag Down Combat).md | 14 + .../Feats/Combat Feats/Far Shot Combat).md | 17 + .../SF1E/Feats/Combat Feats/Fleet Combat).md | 12 + .../Focues Spellcaster Combat).md | 14 + .../Fouling Reposition Combat).md | 14 + .../Feats/Combat Feats/Fusillade Combat).md | 14 + .../Combat Feats/Grab Attention Combat).md | 14 + .../Combat Feats/Grappler Pull Combat).md | 15 + .../Combat Feats/Great Cleave Combat).md | 14 + .../Combat Feats/Greater Feint Combat).md | 15 + .../Combat Feats/Grenade Mastery Combat).md | 15 + .../Grenade Proficiency Combat).md | 12 + .../Combat Feats/Ground Fighting Combat).md | 15 + .../Harmony of Bullets Combat).md | 14 + .../Heavy Armor Proficiency Combat).md | 14 + .../Heavy Weapon Proficiency Combat).md | 14 + .../Combat Feats/Impressive Flex Combat).md | 17 + .../Improved Combat Maneuver (Combat.md | 16 + .../Combat Feats/Improved Critical (Combat.md | 16 + .../Combat Feats/Improved Feint (Combat.md | 12 + .../Improved Initiative (Combat.md | 12 + .../Combat Feats/Improved Sidestep (Combat.md | 16 + .../Improved Stand Still (Combat.md | 14 + .../Improved Unarmed Strike (Combat.md | 14 + .../In Harm\342\200\231s Way (Combat.md" | 15 + .../Combat Feats/Instant Crater (Combat.md | 14 + .../Feats/Combat Feats/Jet Charge (Combat.md | 15 + .../SF1E/Feats/Combat Feats/Kip Up (Combat.md | 14 + .../Feats/Combat Feats/Knock Heads (Combat.md | 16 + .../Combat Feats/Laugh at Danger (Combat.md | 14 + .../Light Armor Proficiency (Combat.md | 12 + .../Combat Feats/Living Ladder (Combat.md | 14 + .../Longarm Proficiency (Combat.md | 14 + .../Combat Feats/Lung Puncture (Combat.md | 13 + .../SF1E/Feats/Combat Feats/Lunge (Combat.md | 15 + .../Many-Handed Master (Combat.md | 14 + .../Combat Feats/Melt Defenses (Combat.md | 14 + .../Feats/Combat Feats/Mobility (Combat.md | 14 + .../Combat Feats/Momentous Attack (Combat.md | 14 + .../Combat Feats/Morphing Feint (Combat.md | 16 + .../Multi-Weapon Fighting (Combat.md | 13 + .../Combat Feats/Muscular Retort (Combat.md | 18 + .../Combat Feats/Mystic Strike (Combat.md | 15 + .../Combat Feats/Nimble Moves (Combat.md | 14 + .../Combat Feats/Opening Volley (Combat.md | 12 + .../Combat Feats/Parting Shot (Combat.md | 16 + .../Penetrating Attack (Combat.md | 14 + .../Combat Feats/Pinpoint Hurler (Combat.md | 14 + .../Combat Feats/Plow Through (Combat.md | 17 + .../Powered Armored Proficiency (Combat.md | 15 + .../Combat Feats/Pull the Pin (Combat.md | 16 + .../Feats/Combat Feats/Quick Draw (Combat.md | 16 + .../Reflect Projectiles (Combat.md | 14 + .../Combat Feats/Ricochet Grenade (Combat.md | 14 + .../Combat Feats/Sacred Strike (Combat.md | 16 + .../Combat Feats/Shelter Ally (Combat.md | 14 + .../Combat Feats/Shield Block (Combat.md | 14 + .../Shield Proficiency (Combat.md | 15 + .../Combat Feats/Shot on the Run (Combat.md | 16 + .../Combat Feats/Shoulder Burden (Combat.md | 16 + .../Feats/Combat Feats/Sidestep (Combat.md | 14 + .../Feats/Combat Feats/Slam Down (Combat.md | 12 + .../Combat Feats/Slippery Shooter (Combat.md | 15 + .../Small Arm Proficiency (Combat.md | 12 + .../Sniper Weapon Proficiency (Combat.md | 12 + .../Combat Feats/Solid Stance (Combat.md | 15 + .../Special Weapon Proficiency (Combat.md | 16 + .../Combat Feats/Spectacular Smash (Combat.md | 16 + .../Combat Feats/Spring Attack (Combat.md | 16 + .../Feats/Combat Feats/Spry Cover (Combat.md | 15 + .../Feats/Combat Feats/Stand Still (Combat.md | 13 + .../Feats/Combat Feats/Step Up (Combat.md | 15 + .../Step Up and Strike (Combat.md | 14 + .../Feats/Combat Feats/Strike Back (Combat.md | 15 + .../Combat Feats/Suppressive Fire (Combat.md | 14 + .../Terrifying Presence (Combat.md | 14 + .../Combat Feats/Tripping Rush (Combat.md | 15 + .../Combat Feats/Unfriendly Fire (Combat.md | 16 + .../Versatile Fighting (Combat.md | 14 + .../Combat Feats/Versatile Focus (Combat.md | 14 + .../Versatile Specialization (Combat.md | 17 + .../Combat Feats/Weapon Focus (Combat.md | 14 + .../Weapon Specialization (Combat.md | 14 + ...ombat-Trained Mount, Creature Companion.md | 15 + ...ure Companion Adept, Creature Companion.md | 14 + ...re Companion Expert, Creature Companion.md | 14 + .../Creature Companion Feats.md | 17 + ...re Companion Master, Creature Companion.md | 14 + ... Companion Virtuoso, Creature Companion.md | 14 + .../Mounted Expert, Creature Companion.md | 14 + Compendium/SF1E/Feats/Divinie Variants.md | 29 + Compendium/SF1E/Feats/Feats.md | 29 + .../General Feats/Accelerated Recovery.md | 14 + .../Feats/General Feats/Adaptive Casting.md | 14 + .../Feats/General Feats/Adaptive Upgrade.md | 16 + .../SF1E/Feats/General Feats/Agile Casting.md | 16 + .../Feats/General Feats/Alien Herbalism.md | 14 + .../Feats/General Feats/All Hands on Deck.md | 14 + .../Feats/General Feats/Amplified Glitch.md | 16 + .../Amplified Outgoing Signals.md | 15 + .../SF1E/Feats/General Feats/Antagonize.md | 14 + .../SF1E/Feats/General Feats/Apt Mentor.md | 14 + .../SF1E/Feats/General Feats/Bear Hug.md | 15 + .../Bird\342\200\231s Eye View.md" | 15 + .../General Feats/Blood of the Spider.md | 15 + .../Feats/General Feats/Borrowed Vitality.md | 15 + .../SF1E/Feats/General Feats/Brutal Slash.md | 14 + .../Feats/General Feats/Chemical Trail.md | 14 + .../Feats/General Feats/Chitinous Wall.md | 16 + .../Feats/General Feats/Climbing Master.md | 14 + .../Feats/General Feats/Connection Inkling.md | 14 + .../General Feats/Conspiratorial Ally.md | 12 + .../SF1E/Feats/General Feats/Contrive.md | 16 + .../SF1E/Feats/General Feats/Cosmic Truth.md | 14 + .../Feats/General Feats/Cultural Chameleon.md | 12 + .../SF1E/Feats/General Feats/Deadly Boast.md | 14 + .../SF1E/Feats/General Feats/Diehard.md | 16 + .../Feats/General Feats/Disease Adaptation.md | 14 + .../Feats/General Feats/Disease Rejection.md | 15 + .../Feats/General Feats/Dispelling Strike.md | 14 + .../SF1E/Feats/General Feats/Dive Bomb.md | 15 + .../General Feats/Diverse Conditioning.md | 14 + .../SF1E/Feats/General Feats/Diversion.md | 14 + .../Feats/General Feats/Divine Blessing.md | 54 ++ .../SF1E/Feats/General Feats/Divine Weapon.md | 16 + .../Feats/General Feats/Double Trouble.md | 12 + .../Feats/General Feats/Draconic Senses.md | 14 + .../SF1E/Feats/General Feats/Draconic Shot.md | 14 + .../General Feats/Echolocation Attack.md | 14 + .../General Feats/Efficient Engineering.md | 14 + .../General Feats/Effortless Aerobatics.md | 14 + .../SF1E/Feats/General Feats/Eldritch Lore.md | 16 + .../General Feats/Enhanced Communalism.md | 14 + .../General Feats/Enhanced Resistance.md | 14 + .../General Feats/Environmental Adaptation.md | 14 + .../Escaped Experimental Subject.md | 12 + .../Feats/General Feats/Extended Telepathy.md | 16 + .../SF1E/Feats/General Feats/Extra Resolve.md | 14 + .../SF1E/Feats/General Feats/Fast Talk.md | 16 + .../Feats/General Feats/Fighting Balance.md | 13 + .../SF1E/Feats/General Feats/Flashmorph.md | 16 + .../SF1E/Feats/General Feats/Focused Sense.md | 14 + .../Feats/General Feats/Four-Handed Hacker.md | 14 + .../SF1E/Feats/General Feats/Free Runner.md | 14 + .../General Feats/Friends in Low Places.md | 15 + .../General Feats/Frightening Injection.md | 14 + .../Feats/General Feats/Frightful Display.md | 14 + .../SF1E/Feats/General Feats/General Feats.md | 12 + .../SF1E/Feats/General Feats/Grab and Go.md | 14 + .../SF1E/Feats/General Feats/Grasping LFAN.md | 14 + .../Feats/General Feats/Great Fortitude.md | 12 + .../General Feats/Greater Eldritch Lore.md | 16 + .../Greater Spell Penetration.md | 14 + .../SF1E/Feats/General Feats/Harm Undead.md | 14 + Compendium/SF1E/Feats/General Feats/Hauler.md | 14 + .../Feats/General Feats/Helpful Telepath.md | 18 + .../SF1E/Feats/General Feats/Hibernate.md | 14 + .../SF1E/Feats/General Feats/Hide Sabotage.md | 16 + .../SF1E/Feats/General Feats/Hurl Ally.md | 14 + .../SF1E/Feats/General Feats/Hyper Speed.md | 15 + .../Feats/General Feats/Improved Dive Bomb.md | 14 + .../Improved Energy Resistance.md | 16 + .../General Feats/Improved Great Fortitude.md | 15 + .../Feats/General Feats/Improved Iron Will.md | 14 + .../Feats/General Feats/Improved Kip-Up.md | 14 + .../Improved Lightning Reflexes.md | 14 + .../Improved Spell-Like Ability.md | 17 + .../SF1E/Feats/General Feats/Iron Will.md | 12 + .../SF1E/Feats/General Feats/Jet Dash.md | 15 + Compendium/SF1E/Feats/General Feats/Jinx.md | 14 + .../General Feats/Kasathan Battle Dance.md | 18 + .../General Feats/Lesser Eldritch Lore.md | 16 + .../Feats/General Feats/Lightning Reflexes.md | 12 + .../SF1E/Feats/General Feats/Lucky Guess.md | 15 + .../General Feats/Major Draconic Form.md | 14 + .../General Feats/Major Eldritch Lore.md | 14 + .../General Feats/Major Psychic Power.md | 14 + .../Feats/General Feats/Major Stage Magic.md | 14 + .../SF1E/Feats/General Feats/Masked Visage.md | 12 + .../Feats/General Feats/Master Crafter.md | 16 + .../General Feats/Masterful Imitation.md | 16 + .../Feats/General Feats/Medical Expert.md | 16 + .../SF1E/Feats/General Feats/Memory Access.md | 14 + .../General Feats/Minor Draconic Form.md | 17 + .../General Feats/Minor Eldritch Lore.md | 16 + .../General Feats/Minor Psychic Power.md | 16 + .../Feats/General Feats/Minor Stage Magic.md | 16 + .../Feats/General Feats/Multitudinous LFAN.md | 14 + .../Feats/General Feats/Nanite Integration.md | 19 + .../Feats/General Feats/Operatic Shatter.md | 15 + .../SF1E/Feats/General Feats/Oracular Gift.md | 14 + .../Feats/General Feats/Penetrating Spell.md | 14 + .../General Feats/Percussive Maintenance.md | 14 + .../General Feats/Perpetual Polymorph.md | 14 + .../SF1E/Feats/General Feats/Pincered LFAN.md | 16 + .../Feats/General Feats/Pinpoint Hearing.md | 14 + .../Feats/General Feats/Poison Adaptation.md | 14 + .../General Feats/Poison Rejection (COM.md | 14 + .../General Feats/Poison Rejection (NS.md | 14 + .../Feats/General Feats/Polymorph Adept.md | 14 + .../Feats/General Feats/Polymorphic Titan.md | 14 + .../Feats/General Feats/Positive Conduit.md | 14 + .../Feats/General Feats/Profession Mastery.md | 19 + .../Feats/General Feats/Protective Fur.md | 16 + .../SF1E/Feats/General Feats/Psychic Power.md | 15 + .../Feats/General Feats/Psychic Stalking.md | 14 + .../Feats/General Feats/Quicker Trickler.md | 14 + .../SF1E/Feats/General Feats/Rallying Roar.md | 14 + .../Feats/General Feats/Reality Glimmer.md | 14 + .../SF1E/Feats/General Feats/Reject Chains.md | 15 + .../General Feats/Reliable Connections.md | 14 + .../SF1E/Feats/General Feats/Rending Slash.md | 14 + .../Feats/General Feats/Righteous Frenzy.md | 14 + Compendium/SF1E/Feats/General Feats/Scurry.md | 14 + .../Shifter\342\200\231s Eye.md" | 14 + .../SF1E/Feats/General Feats/Silt Shield.md | 14 + .../SF1E/Feats/General Feats/Skill Focus.md | 15 + .../SF1E/Feats/General Feats/Skill Synergy.md | 14 + .../SF1E/Feats/General Feats/Sky Jockey.md | 14 + .../Feats/General Feats/Soothing Focus.md | 15 + .../Feats/General Feats/Soothing Telepathy.md | 14 + .../SF1E/Feats/General Feats/Spell Feint.md | 12 + .../SF1E/Feats/General Feats/Spell Focus.md | 14 + .../Feats/General Feats/Spell Penetration.md | 12 + .../SF1E/Feats/General Feats/Spellbane.md | 16 + .../SF1E/Feats/General Feats/Spellguard.md | 14 + .../SF1E/Feats/General Feats/Spot of Luck.md | 14 + .../Feats/General Feats/Squox Companion.md | 20 + .../SF1E/Feats/General Feats/Stage Magic.md | 14 + .../Feats/General Feats/Startling Charge.md | 16 + .../SF1E/Feats/General Feats/Steady Flier.md | 14 + .../Feats/General Feats/Steady Footing.md | 15 + Compendium/SF1E/Feats/General Feats/Strafe.md | 14 + .../SF1E/Feats/General Feats/Street Racer.md | 14 + .../SF1E/Feats/General Feats/Street Smarts.md | 15 + .../SF1E/Feats/General Feats/Survivalist.md | 14 + .../Feats/General Feats/Swimming Master.md | 14 + .../Feats/General Feats/Tactful Advisor.md | 15 + .../Feats/General Feats/Tailored Serum.md | 14 + .../General Feats/Technomantic Dabbler.md | 14 + .../Feats/General Feats/Telepathic Scream.md | 14 + .../General Feats/Terrifying Presence (IS.md | 15 + .../Feats/General Feats/Three-Point Stance.md | 12 + .../Feats/General Feats/Through the Lines.md | 15 + .../SF1E/Feats/General Feats/Tight Fit.md | 14 + .../SF1E/Feats/General Feats/Toughness.md | 12 + .../SF1E/Feats/General Feats/Toxic Strike.md | 25 + .../Feats/General Feats/Trading Places.md | 14 + .../Feats/General Feats/True Dragon Form.md | 14 + .../SF1E/Feats/General Feats/Underfoot.md | 14 + .../SF1E/Feats/General Feats/Unionist.md | 15 + .../SF1E/Feats/General Feats/Urbanist.md | 14 + .../SF1E/Feats/General Feats/Veiled Threat.md | 15 + .../Feats/General Feats/Vestigial Vigor.md | 16 + .../Feats/General Feats/Vidgame Aficionado.md | 14 + .../SF1E/Feats/General Feats/Wind Shield.md | 15 + .../Ammunition/Ammunition.md | 13 + .../Ammunition/Arrows.md | 44 ++ .../Ammunition/Battery.md | 46 ++ .../Ammunition/Darts.md | 19 + .../Ammunition/Explosive.md | 76 ++ .../Ammunition/Flare.md | 19 + .../Ammunition/Flechette.md | 15 + .../Ammunition/Grenade Arrow.md | 49 ++ .../Ammunition/Mini-Rockets.md | 18 + .../Ammunition/Missile.md | 31 + .../Ammunition/Mood Goo Tank.md | 14 + .../Ammunition/Nanite Canisters.md | 19 + .../Ammunition/Petrol Tank.md | 27 + .../Ammunition/Phasing.md | 31 + .../Ammunition/Plasma Missile.md | 40 ++ .../Ammunition/Rounds.md | 36 + .../Ammunition/Scattergun Shells.md | 18 + .../Ammunition/Thasphalt Canister.md | 14 + .../Ammunition/Thasteron pellets.md | 14 + .../Ammunition/Warpshot.md | 40 ++ .../One Handed - Advanced Melee/Angel Wing.md | 40 ++ .../Bone Scepter.md | 50 ++ .../Boomknuckles.md | 48 ++ .../One Handed - Advanced Melee/Cryospike.md | 40 ++ .../Disintegration Lash.md | 46 ++ .../One Handed - Advanced Melee/Doshkari.md | 51 ++ .../Electrovore Gloves.md | 46 ++ .../One Handed - Advanced Melee/Fangblade.md | 20 + .../Fractal Hook.md | 29 + .../One Handed - Advanced Melee/Gale Baton.md | 38 + .../Glass Blade.md | 46 ++ .../One Handed - Advanced Melee/Grinblade.md | 20 + .../One Handed - Advanced Melee/Hammer.md | 43 ++ .../Hardlight Hand Wrap.md | 53 ++ .../Heat-Amp Gauntlet.md | 48 ++ .../One Handed - Advanced Melee/Hook Sword.md | 20 + .../One Handed - Advanced Melee/Ice Needle.md | 56 ++ .../Injection Glove.md | 20 + .../Junk Censer.md | 20 + .../Living Lash.md | 20 + .../One Handed - Advanced Melee/Longsword.md | 104 +++ .../Magma Blade.md | 48 ++ .../Mirage Dagger.md | 40 ++ .../One Handed - Advanced Melee/Monowhip.md | 20 + .../Needler Estoc.md | 59 ++ .../Neural Lash.md | 46 ++ .../One Handed - Advanced Melee.md | 16 + .../Plasma Lash.md | 48 ++ .../Plasma Sword.md | 56 ++ .../Pulse Gauntlet.md | 46 ++ .../One Handed - Advanced Melee/Pyrod.md | 40 ++ .../Resistance Rod.md | 48 ++ .../Resonant Gauntlet.md | 49 ++ .../Searing Grip.md | 40 ++ .../One Handed - Advanced Melee/Shock Pad.md | 46 ++ .../Shock Truncheon.md | 46 ++ .../Shrieking Knife.md | 46 ++ .../Singing Disk.md | 54 ++ .../Skyfire Sword.md | 32 + .../One Handed - Advanced Melee/Snap Whip.md | 45 ++ .../Solar Brand.md | 48 ++ .../Spark Knife.md | 46 ++ .../One Handed - Advanced Melee/Starknife.md | 51 ++ .../One Handed - Advanced Melee/Taclash.md | 27 + .../One Handed - Advanced Melee/Talon.md | 51 ++ .../Velstrac Flenser.md | 43 ++ .../Wailing Blade.md | 46 ++ .../One Handed - Advanced Melee/Warfan.md | 20 + .../One Handed - Advanced Melee/Welder.md | 48 ++ .../One Handed - Advanced Melee/Zero Knife.md | 56 ++ .../Advanced Melee Pike.md | 35 + .../Advanced Melee Staff.md | 29 + .../Battle Ribbon.md | 35 + .../Blaze Scimitar.md | 48 ++ .../Burning Chains.md | 40 ++ .../Capture Pole.md | 51 ++ .../Core Hammer.md | 49 ++ .../Crisis Wrench.md | 43 ++ .../Two Handed - Advanced Melee/Cryopike.md | 32 + .../Crystal Spear.md | 36 + .../Curved Blade.md | 43 ++ .../Devestation Blade.md | 36 + .../Two Handed - Advanced Melee/Doshko.md | 61 ++ .../Dragonglaive.md | 59 ++ .../Electroflail.md | 46 ++ .../Flame Doshko.md | 48 ++ .../Flame Spinner.md | 48 ++ .../Two Handed - Advanced Melee/Flare Axe.md | 48 ++ .../Two Handed - Advanced Melee/Frost Maul.md | 48 ++ .../Frosthaft Doshko.md | 43 ++ .../Icestar Staff.md | 56 ++ .../Interference Blade.md | 46 ++ .../Two Handed - Advanced Melee/Lumenstaff.md | 35 + .../Magma Sledge.md | 43 ++ .../Meteor Glaive.md | 48 ++ .../Nematocyst Spear.md | 51 ++ .../Two Handed - Advanced Melee/Nova Lance.md | 48 ++ .../Phasic Scythe.md | 43 ++ .../Plasma Doshko.md | 48 ++ .../Plasma Ribbon.md | 48 ++ .../Polarity Gauntlet.md | 63 ++ .../Resonant Staff.md | 38 + .../Seismic Pick.md | 46 ++ .../Shadow Chains.md | 56 ++ .../Shimmerstone Staff.md | 37 + .../Singing Spear.md | 46 ++ .../Singing Star.md | 43 ++ .../Skitterstaff.md | 43 ++ .../Spined Iceblade.md | 48 ++ .../Storm Doshko.md | 43 ++ .../Storm Hammer.md | 54 ++ .../Two Handed - Advanced Melee/Stun Staff.md | 53 ++ .../Swoop Hammer.md | 51 ++ .../Two Handed - Advanced Melee/Toothblade.md | 43 ++ .../Trident (Levaloch.md | 54 ++ .../Two Handed - Advanced Melee.md | 12 + .../Vibrogarotte.md | 54 ++ .../Two Handed - Advanced Melee/Void Staff.md | 56 ++ .../Two Handed - Advanced Melee/Xenolash.md | 43 ++ .../Armaments/Armaments.md | 122 ++++ .../One-Handed - Basic Melee/Baton.md | 27 + .../One-Handed - Basic Melee/Battleglove.md | 43 ++ .../One-Handed - Basic Melee/Bone Cestus.md | 43 ++ .../One-Handed - Basic Melee/Club.md | 20 + .../One-Handed - Basic Melee/Dagger.md | 35 + .../One-Handed - Basic Melee/Handaxe.md | 52 ++ .../One-Handed - Basic Melee/Hook Knife.md | 20 + .../Ignurso Knuckles.md | 43 ++ .../One-Handed - Basic Melee/Incapacitator.md | 20 + .../One-Handed - Basic Melee/Knife.md | 27 + .../One-Handed - Basic Melee.md | 12 + .../One-Handed - Basic Melee/Peacemaker.md | 21 + .../Retractable Spike.md | 43 ++ .../One-Handed - Basic Melee/Sap.md | 35 + .../Shell Knuckles.md | 43 ++ .../One-Handed - Basic Melee/Shillelagh.md | 36 + .../One-Handed - Basic Melee/Sledge.md | 20 + .../One-Handed - Basic Melee/Spined Blade.md | 51 ++ .../One-Handed - Basic Melee/Switchblade.md | 43 ++ .../One-Handed - Basic Melee/Sword Cane.md | 60 ++ .../One-Handed - Basic Melee/Syringe Stick.md | 51 ++ .../One-Handed - Basic Melee/Tailblade.md | 20 + .../Unarmed Strike.md | 20 + .../Two-Handed - Basic Melee/Chitinblade.md | 43 ++ .../Two-Handed - Basic Melee/Garrote.md | 43 ++ .../Two-Handed - Basic Melee/Greataxe.md | 43 ++ .../Two-Handed - Basic Melee/Lance.md | 43 ++ .../Two-Handed - Basic Melee/Living Staff.md | 43 ++ .../Two-Handed - Basic Melee/Maul.md | 43 ++ .../Two-Handed - Basic Melee/Puzzleblade.md | 43 ++ .../Two-Handed - Basic Melee/Scythe.md | 35 + .../Two-Handed - Basic Melee/Spear.md | 51 ++ .../Two-Handed - Basic Melee/Staff.md | 37 + .../Two-Handed - Basic Melee/Syringe Spear.md | 43 ++ .../Two-Handed - Basic Melee.md | 12 + .../Two-Handed - Basic Melee/Warclub.md | 15 + .../Armaments/Grenades/Antigravity Grenade.md | 57 ++ .../Armaments/Grenades/Antimagic Grenade.md | 29 + .../Grenades/Barbed Shrapnel Grenade.md | 46 ++ .../Armaments/Grenades/Concussion Grenade.md | 55 ++ .../Armaments/Grenades/Containment Grenade.md | 21 + .../Armaments/Grenades/Cryo Grenade.md | 46 ++ .../Armaments/Grenades/Decoupler Grenade.md | 55 ++ .../Armaments/Grenades/Defoliant Grenade.md | 46 ++ .../Armaments/Grenades/Diminisher Grenade.md | 91 +++ .../Armaments/Grenades/Dye Grenade.md | 46 ++ .../Armaments/Grenades/Flash Grenade.md | 46 ++ .../Armaments/Grenades/Foam Grenade.md | 37 + .../Armaments/Grenades/Frag Grenade.md | 82 +++ .../Armaments/Grenades/Gravity Grenade.md | 37 + .../Armaments/Grenades/Grenades.md | 15 + .../Armaments/Grenades/Holo Grenade.md | 51 ++ .../Armaments/Grenades/Holy Water Grenade.md | 46 ++ .../Armaments/Grenades/Incendiary Grenade.md | 64 ++ .../Armaments/Grenades/Junkbot Grenade.md | 19 + .../Armaments/Grenades/Meduza Grenade.md | 46 ++ .../Armaments/Grenades/Microbot Grenade.md | 75 ++ .../Armaments/Grenades/Mindspike Grenade.md | 55 ++ .../Armaments/Grenades/Panic Grenade.md | 46 ++ .../Armaments/Grenades/Pheromone Grenade.md | 46 ++ .../Armaments/Grenades/Pulse Grenade.md | 47 ++ .../Armaments/Grenades/Riot Grenade.md | 73 ++ .../Armaments/Grenades/Screamer Grenade.md | 46 ++ .../Armaments/Grenades/Shock Grenade.md | 55 ++ .../Armaments/Grenades/Smoke Grenade.md | 19 + .../Armaments/Grenades/Summoning Grenade.md | 90 +++ .../Armaments/Grenades/Thasphalt Grenade.md | 55 ++ .../Armaments/Grenades/Thasteron Grenade.md | 55 ++ .../Armaments/Grenades/Web Grenade.md | 46 ++ .../Armaments/Grenades/Wonder Grenade.md | 45 ++ .../Armaments/Heavy Weapons/Acid Lancer.md | 46 ++ .../Armaments/Heavy Weapons/Agitator.md | 52 ++ .../Armaments/Heavy Weapons/Anacite Ion.md | 52 ++ .../Heavy Weapons/Apocalypse Beam.md | 43 ++ .../Armaments/Heavy Weapons/Arc Caster.md | 50 ++ .../Heavy Weapons/Artillery Laser.md | 70 ++ .../Armaments/Heavy Weapons/Aurora Cannon.md | 43 ++ .../Heavy Weapons/Autobeam Artillery.md | 43 ++ .../Armaments/Heavy Weapons/Barrier Cannon.md | 46 ++ .../Armaments/Heavy Weapons/Burner.md | 61 ++ .../Armaments/Heavy Weapons/Cathode Cannon.md | 59 ++ .../Heavy Weapons/Cluster Launcher.md | 46 ++ .../Armaments/Heavy Weapons/Colossus Coil.md | 50 ++ .../Armaments/Heavy Weapons/Conqueror.md | 61 ++ .../Heavy Weapons/Convergent Laser.md | 43 ++ .../Heavy Weapons/Coolant Sprayer.md | 52 ++ .../Heavy Weapons/Crossbolter Heavy).md | 41 ++ .../Armaments/Heavy Weapons/Dart Cannon.md | 68 ++ .../Armaments/Heavy Weapons/Dazzler.md | 43 ++ .../Heavy Weapons/Desperation Cannon.md | 46 ++ .../Armaments/Heavy Weapons/Dirge Cannon.md | 50 ++ .../Heavy Weapons/Divergent Laser.md | 43 ++ .../Heavy Weapons/Energy Converter.md | 43 ++ .../Armaments/Heavy Weapons/Flame Launcher.md | 43 ++ .../Armaments/Heavy Weapons/Flamethrower.md | 70 ++ .../Armaments/Heavy Weapons/Hailcannon.md | 60 ++ .../Armaments/Heavy Weapons/Heavy Weapons.md | 22 + .../Armaments/Heavy Weapons/Hydra Cannon.md | 52 ++ .../Heavy Weapons/IMDS Missile Launcher.md | 20 + .../Armaments/Heavy Weapons/Ice Launcher.md | 61 ++ .../Armaments/Heavy Weapons/Machine Gun.md | 50 ++ .../Armaments/Heavy Weapons/Minelayer.md | 46 ++ .../Heavy Weapons/NIL Grenade Launcher.md | 28 + .../Heavy Weapons/Nanite Decoupler.md | 32 + .../Heavy Weapons/Novus missile launcher.md | 20 + .../Armaments/Heavy Weapons/Plasma Array.md | 52 ++ .../Armaments/Heavy Weapons/Plasma Cannon.md | 52 ++ .../Armaments/Heavy Weapons/Psychic-Wave.md | 55 ++ .../Armaments/Heavy Weapons/Radcannon.md | 43 ++ .../Armaments/Heavy Weapons/Rail Cannon.md | 50 ++ .../Heavy Weapons/Reaction Cannon.md | 68 ++ .../Armaments/Heavy Weapons/Resonator.md | 50 ++ .../Heavy Weapons/Rocket Pauldron.md | 46 ++ .../Armaments/Heavy Weapons/Rotolaser.md | 34 + .../Armaments/Heavy Weapons/Scalegraser.md | 53 ++ .../Heavy Weapons/Sclerite Harpooner.md | 37 + .../Armaments/Heavy Weapons/Screamer.md | 41 ++ .../Armaments/Heavy Weapons/Shock Caster.md | 50 ++ .../Heavy Weapons/Shout Projector.md | 59 ++ .../Heavy Weapons/Singularity Cannon.md | 46 ++ .../Armaments/Heavy Weapons/Sonic Bolter.md | 50 ++ .../Heavy Weapons/Starheart Cannon.md | 52 ++ .../Armaments/Heavy Weapons/Stellar Cannon.md | 32 + .../Armaments/Heavy Weapons/Stormcaller.md | 50 ++ .../Heavy Weapons/Thaspalt Cannon.md | 19 + .../Heavy Weapons/Thasphalt Deck Sweeper.md | 20 + .../Heavy Weapons/Vibrowave Generator.md | 37 + .../Armaments/Heavy Weapons/X-Gen Gun.md | 50 ++ .../Armaments/Heavy Weapons/Zero Cannon.md | 43 ++ .../Armaments/Longarms/Acid Dart Rifle.md | 41 ++ .../Armaments/Longarms/Aeon Guard, Rifle.md | 41 ++ .../Armaments/Longarms/Arc Emitter.md | 33 + .../Armaments/Longarms/Arc Rifle.md | 50 ++ .../Armaments/Longarms/Autobeam Rifle.md | 43 ++ .../Armaments/Longarms/Autotarget Rifle.md | 21 + .../Armaments/Longarms/Blaze Rifle.md | 62 ++ .../Armaments/Longarms/Blindmark Rifle.md | 50 ++ .../Armaments/Longarms/Boomer Rifle.md | 50 ++ .../Armaments/Longarms/Breaching Gun.md | 59 ++ .../Armaments/Longarms/Caustolance.md | 46 ++ .../Armaments/Longarms/Charge Emitter.md | 42 ++ .../Armaments/Longarms/Chorpocalypse.md | 60 ++ .../Armaments/Longarms/Crossbolter.md | 32 + .../Armaments/Longarms/Digitizer Rifle.md | 37 + .../Armaments/Longarms/Dragon Rifle.md | 52 ++ .../Armaments/Longarms/Dross Gun.md | 41 ++ .../Armaments/Longarms/Excavation Laser.md | 43 ++ .../Armaments/Longarms/Flare Rifle.md | 62 ++ .../Armaments/Longarms/Formian Venomcaster.md | 46 ++ .../Armaments/Longarms/Freeze Ray.md | 61 ++ .../Armaments/Longarms/Frost Projector.md | 43 ++ .../Armaments/Longarms/Gulchgun.md | 21 + .../Armaments/Longarms/Gyrojet Rifle.md | 50 ++ .../Armaments/Longarms/Ice Carbine.md | 53 ++ .../Armaments/Longarms/Igniter.md | 53 ++ .../Armaments/Longarms/Infinity Rifle.md | 53 ++ .../Armaments/Longarms/Kalo Shredder.md | 60 ++ .../Armaments/Longarms/Laser Rifle.md | 70 ++ .../Armaments/Longarms/Longarms.md | 16 + .../Armaments/Longarms/Magnetar Rifle.md | 51 ++ .../Armaments/Longarms/Meduza Rifle.md | 56 ++ .../Armaments/Longarms/Microfusion Rifle.md | 44 ++ .../Armaments/Longarms/Nanite Thrower.md | 48 ++ .../Armaments/Longarms/Needler Rifle.md | 21 + .../Armaments/Longarms/Net Gun.md | 30 + .../Armaments/Longarms/Nova Rifle.md | 44 ++ .../Armaments/Longarms/Numbing Beam.md | 53 ++ .../Armaments/Longarms/Petrol Converter.md | 62 ++ .../Armaments/Longarms/Plasma Bolter.md | 53 ++ .../Armaments/Longarms/Plasma Caster.md | 35 + .../Armaments/Longarms/Plasma Fork.md | 53 ++ .../Armaments/Longarms/Plasma Rifle.md | 53 ++ .../Armaments/Longarms/Rackarack.md | 47 ++ .../Armaments/Longarms/Rail Gun.md | 33 + .../Armaments/Longarms/Rocket Rifle.md | 20 + .../Armaments/Longarms/Scattergun.md | 60 ++ .../Armaments/Longarms/Scrambler Rifle.md | 47 ++ .../Armaments/Longarms/Seeker Rifle.md | 51 ++ .../Armaments/Longarms/Serpent Laser.md | 52 ++ .../Armaments/Longarms/Shield Rifle.md | 51 ++ .../Armaments/Longarms/Shout Rifle.md | 20 + .../Armaments/Longarms/Sonic Rifle.md | 50 ++ .../Armaments/Longarms/Staccato Rifle.md | 50 ++ .../Armaments/Longarms/Storm Coil.md | 50 ++ .../Armaments/Longarms/Streesweaper.md | 43 ++ .../Armaments/Longarms/Surgecaster.md | 32 + .../Armaments/Longarms/Thasphalt Rifle.md | 46 ++ .../Longarms/Trenarii Singing Coil.md | 47 ++ .../Armaments/Longarms/Vivara Rifle.md | 42 ++ .../Armaments/Longarms/Void Rifle.md | 62 ++ .../Armaments/Longarms/Vortex Rifle.md | 51 ++ .../Armaments/Longarms/Zero Rifle.md | 53 ++ .../Armaments/Shields/Dousing Shield.md | 38 + .../Armaments/Shields/Gravity Shield.md | 39 ++ .../Armaments/Shields/Irising Shield.md | 38 + .../Shields/Knight\342\200\231s Shield.md" | 38 + .../Armaments/Shields/Many-Miene Shield.md | 15 + .../Armaments/Shields/Rageshokor Shield.md | 24 + .../Armaments/Shields/Riot Shield.md | 45 ++ .../Armaments/Shields/Shields.md | 64 ++ .../Armaments/Shields/Tactical Shield.md | 45 ++ .../Armaments/Smallarms/Anchor Pistol.md | 50 ++ .../Armaments/Smallarms/Arc Pistol.md | 41 ++ .../Armaments/Smallarms/Bone Pistol.md | 53 ++ .../Armaments/Smallarms/Caustoject.md | 49 ++ .../Armaments/Smallarms/Cavitation.md | 55 ++ .../Armaments/Smallarms/Cestus Pistol.md | 46 ++ .../Armaments/Smallarms/Compliance Ray.md | 61 ++ .../Armaments/Smallarms/Decoupler.md | 41 ++ .../Armaments/Smallarms/Digitizer Pistol.md | 37 + .../Armaments/Smallarms/Dirge Pistol.md | 59 ++ .../Smallarms/Disintegration Pistol.md | 46 ++ .../Armaments/Smallarms/Dragon Pistol.md | 52 ++ .../Armaments/Smallarms/Flame Pistol.md | 19 + .../Armaments/Smallarms/Flare Gun.md | 25 + .../Armaments/Smallarms/Forked Pistol.md | 52 ++ .../Armaments/Smallarms/Glove Needler.md | 46 ++ .../Armaments/Smallarms/Graviton Pistol.md | 46 ++ .../Armaments/Smallarms/Gyrojet Pistol.md | 41 ++ .../Armaments/Smallarms/Hail Pistol.md | 52 ++ .../Armaments/Smallarms/Handcannon.md | 59 ++ .../Armaments/Smallarms/Handcoil.md | 50 ++ .../Armaments/Smallarms/Infernian.md | 55 ++ .../Armaments/Smallarms/Injector Pistol.md | 59 ++ .../Armaments/Smallarms/Ionizer.md | 50 ++ .../Armaments/Smallarms/Laser Pistol.md | 66 ++ .../Armaments/Smallarms/Lens Pistol.md | 52 ++ .../Armaments/Smallarms/Lightning Pistol.md | 51 ++ .../Armaments/Smallarms/Mood Goo.md | 21 + .../Armaments/Smallarms/Nanite Pistol.md | 46 ++ .../Armaments/Smallarms/Needler Pistol.md | 20 + .../Armaments/Smallarms/Nightarch Needler.md | 46 ++ .../Armaments/Smallarms/Perforator Pistol.md | 48 ++ .../Armaments/Smallarms/Persuador.md | 20 + .../Armaments/Smallarms/Plasma Claw.md | 52 ++ .../Armaments/Smallarms/Plasma Pistol.md | 52 ++ .../Armaments/Smallarms/Plasma Ring.md | 43 ++ .../Armaments/Smallarms/Polarity Wire.md | 50 ++ .../Armaments/Smallarms/Pulsecaster Pistol.md | 19 + .../Armaments/Smallarms/Radshot.md | 43 ++ .../Armaments/Smallarms/Resonant Pistol.md | 32 + .../Armaments/Smallarms/Ring Fire.md | 50 ++ .../Armaments/Smallarms/Rocket Bracer.md | 46 ++ .../Armaments/Smallarms/Rotating Pistol.md | 41 ++ .../Armaments/Smallarms/Scorchgun.md | 61 ++ .../Armaments/Smallarms/Scrambler Pistol.md | 46 ++ .../Armaments/Smallarms/Semi-Auto Pistol.md | 50 ++ .../Armaments/Smallarms/Shadow Pistol.md | 52 ++ .../Armaments/Smallarms/Shield Projector.md | 46 ++ .../Armaments/Smallarms/Shoulder Laser.md | 52 ++ .../Armaments/Smallarms/Shrieking Larva.md | 20 + .../Armaments/Smallarms/Singing Stinger.md | 19 + .../Armaments/Smallarms/Skipshot Pistol.md | 46 ++ .../Armaments/Smallarms/Smallarms.md | 18 + .../Armaments/Smallarms/Sonic Pistol.md | 50 ++ .../Armaments/Smallarms/Sonic Surpressor.md | 50 ++ .../Armaments/Smallarms/Sting Pistol.md | 47 ++ .../Armaments/Smallarms/Subduer.md | 52 ++ .../Armaments/Smallarms/Tetrad Rings.md | 37 + .../Armaments/Smallarms/Thasphalt Blaster.md | 46 ++ .../Smallarms/Thasteron Blunderbuss.md | 19 + .../Armaments/Smallarms/Uppercut SMG.md | 50 ++ .../Armaments/Smallarms/Wave Modulator.md | 79 +++ .../Armaments/Smallarms/Zero Pistol.md | 52 ++ .../Sniper-Weapons/Assassin Rifle.md | 59 ++ .../Armaments/Sniper-Weapons/Coil Rifle.md | 59 ++ .../Sniper-Weapons/Diasporan Rifle.md | 61 ++ .../Sniper-Weapons/Extrusion Rifle.md | 50 ++ .../Armaments/Sniper-Weapons/Focus Rifle.md | 52 ++ .../Armaments/Sniper-Weapons/Gamma Rifle.md | 48 ++ .../Armaments/Sniper-Weapons/Kin-Killer.md | 46 ++ .../Sniper-Weapons/Multistage Rifle.md | 59 ++ .../Armaments/Sniper-Weapons/Nanite Rifle.md | 37 + .../Armaments/Sniper-Weapons/Parapet Rifle.md | 50 ++ .../Sniper-Weapons/Philosopher_s Sting.md | 46 ++ .../Armaments/Sniper-Weapons/Plasma Guide.md | 70 ++ .../Armaments/Sniper-Weapons/Rift Rifle.md | 46 ++ .../Sniper-Weapons/Shirren-Eye Rifle.md | 59 ++ .../Sniper-Weapons/Shobhad Horizon Striker.md | 50 ++ .../Sniper-Weapons/Sniper-Weapons.md | 15 + .../Armaments/Sniper-Weapons/Tagtech Rifle.md | 50 ++ .../Sniper-Weapons/Wraith-Sting Rifle.md | 37 + .../Apocalypse Crystal.md | 69 ++ .../Solarian Weapon Crystals/Electron.md | 65 ++ .../Solarian Weapon Crystals/Gluon.md | 67 ++ .../Solarian Weapon Crystals/Graviton.md | 59 ++ .../Iceflame Crystals.md | 67 ++ .../Solarian Weapon Crystals/Muon.md | 51 ++ .../Photino Crystals.md | 67 ++ .../Solarian Weapon Crystals/Photon.md | 67 ++ .../Solarian Weapon Crystals/Positron.md | 35 + .../Solarian Weapon Crystals/Pyrespike.md | 67 ++ .../Solarian Weapon Crystals.md | 24 + .../Solarian Weapon Crystals/T-Quark.md | 59 ++ .../Solarian Weapon Crystals/Tauon.md | 57 ++ .../Solarian Weapon Crystals/W-Boson.md | 67 ++ .../Solarian Weapon Crystals/Z-Boson.md | 67 ++ .../Special Weapons/Apocalypse Bow.md | 45 ++ .../Armaments/Special Weapons/Bow.md | 19 + .../Special Weapons/Carbonedge Shuriken.md | 21 + .../Armaments/Special Weapons/Nyfiber Net.md | 21 + .../Armaments/Special Weapons/Shuriken.md | 73 ++ .../Special Weapons/Special Weapons.md | 12 + .../Weapon Accessories/Bayonet Bracket.md | 30 + .../Armaments/Weapon Accessories/Bipod.md | 30 + .../Weapon Accessories/Collapsing Weapon.md | 18 + .../Weapon Accessories/Fireburst Chamber.md | 17 + .../Weapon Accessories/Flash Supressor.md | 18 + .../Weapon Accessories/Grenadier Bracket.md | 16 + .../Armaments/Weapon Accessories/Grip.md | 50 ++ .../Weapon Accessories/Gunner Harness.md | 41 ++ .../Weapon Accessories/Intertial Dampener.md | 17 + .../Weapon Accessories/Rangefinder.md | 19 + .../Armaments/Weapon Accessories/Scope.md | 68 ++ .../Armaments/Weapon Accessories/Sight.md | 31 + .../Armaments/Weapon Accessories/Silencer.md | 16 + .../Armaments/Weapon Accessories/Stock.md | 30 + .../Armaments/Weapon Accessories/Uniclamp.md | 20 + .../Weapon Accessories/Weapon Accessories.md | 43 ++ .../Absorption Shield Hybrid).md | 18 + .../Armor/Armor Upgrades/Adaptive Defense.md | 33 + .../Armor/Armor Upgrades/Agility Enhancer.md | 55 ++ .../Armor/Armor Upgrades/Aligned Buffer.md | 15 + .../Armor/Armor Upgrades/Arcane Vision.md | 16 + .../Armor/Armor Upgrades/Armor Upgrades.md | 33 + .../Armor/Armor Upgrades/Attractor Field.md | 16 + .../Armor/Armor Upgrades/Auto-CPR Unit.md | 15 + .../Armor/Armor Upgrades/Auto-Injector.md | 15 + .../Armor/Armor Upgrades/Automated Loader.md | 17 + .../Armor/Armor Upgrades/Aversion Coating.md | 15 + .../Armor/Armor Upgrades/Backup Generator.md | 15 + .../Armor/Armor Upgrades/Battery Unit.md | 15 + .../Armor Upgrades/Bodyguard Module Magic).md | 17 + .../Armor Upgrades/Brightlight Projector.md | 16 + .../Broadband Noise Generator.md | 32 + .../Armor/Armor Upgrades/Burrowing Arms.md | 34 + .../Armor Upgrades/Climate Control Unit.md | 15 + .../Armor Upgrades/Computer Interface.md | 21 + .../Armor Upgrades/Concealed Compartments.md | 15 + .../Armor Upgrades/Courage Module Hybrid).md | 16 + .../Deflective Reinforcement.md | 15 + .../Armor/Armor Upgrades/Descent Thrusters.md | 15 + .../Armor Upgrades/Displacement Field.md | 16 + .../Armor Upgrades/Drift Escape Module.md | 19 + .../Armor/Armor Upgrades/Easy Access Kit.md | 15 + .../Echolocation Detection Unit.md | 16 + .../Armor Upgrades/Electrostatic Field.md | 39 ++ .../Emergency Defense Sphere Hybrid).md | 16 + .../Endurance Module Hybrid).md | 16 + .../Armor/Armor Upgrades/Exit Pod.md | 17 + .../Armor Upgrades/Explosive Defense Unit.md | 15 + .../Armor Upgrades/Ferrofluid Suspension.md | 15 + .../Armor Upgrades/Filtered Rebreather.md | 15 + .../Armor/Armor Upgrades/Flashblinders.md | 44 ++ .../Armor/Armor Upgrades/Force Field.md | 106 +++ .../Armor/Armor Upgrades/Forcepack Hybrid).md | 18 + .../Armor/Armor Upgrades/Fortified Plates.md | 57 ++ .../Armor Upgrades/Ghost Armor Magic).md | 15 + .../Armor Upgrades/Ghostmarch Unit Magic).md | 18 + .../Armor Upgrades/Glamer Projector Magic).md | 17 + .../Armor/Armor Upgrades/Glider Foils.md | 15 + .../Armor Upgrades/Grandchild_s Cloak.md | 31 + .../Armor Upgrades/Gravity Pulse Unit.md | 16 + .../Armor Upgrades/Haste Circuit Magic).md | 18 + .../Armor Upgrades/Haze Field Hybrid).md | 16 + .../Holodouble Module Hybrid).md | 18 + .../Armor/Armor Upgrades/Hover Field.md | 17 + .../Armor/Armor Upgrades/Hydrojet.md | 18 + .../Indomitability Module (Hybrid.md | 16 + .../Armor/Armor Upgrades/Infrared Sensors.md | 15 + .../Invisibility Detector (Hybrid.md | 16 + .../Armor/Armor Upgrades/Jetpack.md | 18 + .../Armor Upgrades/Juggernaut Boosters.md | 17 + .../Armor/Armor Upgrades/Jump Jets.md | 18 + .../Armor/Armor Upgrades/Leapers.md | 18 + .../Armor/Armor Upgrades/Life Shield.md | 16 + .../Armor/Armor Upgrades/Light Projector.md | 16 + .../Armor/Armor Upgrades/Lightwrap Inlay.md | 16 + .../Lingual Scrambler (Hybrid.md | 15 + .../Armor/Armor Upgrades/Load Lifter.md | 15 + .../Armor Upgrades/Longstrider Module.md | 17 + .../Armor/Armor Upgrades/Magic Resistor.md | 48 ++ .../Armor Upgrades/MedObserve Interface.md | 28 + .../Armor/Armor Upgrades/Medical Interface.md | 39 ++ .../Armor Upgrades/Microspur Spray (Hybrid.md | 16 + .../Armor/Armor Upgrades/Mindlink Servos.md | 27 + .../Armor/Armor Upgrades/Mobility Enhancer.md | 29 + .../Armor Upgrades/Molting Coat Module.md | 32 + .../Neutronium Shell (Hybrid.md | 15 + .../Armor Upgrades/Omnidirectional Camera.md | 16 + .../Armor/Armor Upgrades/Personal Drop Pod.md | 33 + .../Armor/Armor Upgrades/Pet Carrier.md | 17 + .../Armor/Armor Upgrades/Phase Shield.md | 18 + .../Armor Upgrades/Plasma Pain (Hybrid.md | 16 + .../Armor Upgrades/Privacy Shield (Magic.md | 15 + .../Armor/Armor Upgrades/Quartz Refractor.md | 15 + .../Armor Upgrades/Quick-Release Sheath.md | 15 + .../Armor/Armor Upgrades/Quicksuit (Hybrid.md | 17 + .../Armor/Armor Upgrades/Radiation Buffer.md | 15 + .../Armor/Armor Upgrades/Rampart Plates.md | 17 + .../Reaction Accelerator (Hybrid.md | 15 + .../Armor Upgrades/Reactive Polarization.md | 16 + .../Armor Upgrades/Remote-Link Module.md | 16 + .../Armor Upgrades/Reverberation Amplifier.md | 15 + .../Armor Upgrades/Sacred Seal (Hybrid.md | 36 + .../Armor Upgrades/Shadow Skip Unit (Magic.md | 16 + .../Shadow Sprint Unit (Magic.md | 16 + .../Armor Upgrades/Silicon Armor Casing.md | 15 + .../Armor/Armor Upgrades/Slickskin.md | 17 + .../Armor/Armor Upgrades/Snarl Barbs.md | 15 + .../Armor/Armor Upgrades/Sonic Dampener.md | 15 + .../Armor/Armor Upgrades/Spell Reflector.md | 33 + .../Armor Upgrades/Stabilizer Springs.md | 17 + .../Armor/Armor Upgrades/Stalwart.md | 16 + .../Armor/Armor Upgrades/Tactical Scaffold.md | 15 + .../Armor Upgrades/Targeting Computer.md | 15 + .../Armor Upgrades/Telepathic Dampener.md | 15 + .../Teleportation Unit (Hybrid.md | 16 + .../Armor Upgrades/Tensile Reinforcement.md | 15 + .../Armor/Armor Upgrades/Thermal Capacitor.md | 39 ++ .../Armor/Armor Upgrades/Thrower Arms.md | 15 + .../Armor/Armor Upgrades/Titan Shield.md | 20 + .../Armor/Armor Upgrades/Vibration Sensors.md | 15 + .../Armor/Armor.md | 139 ++++ .../Armor/Heavy Armor/AbadarCorp CelPro.md | 54 ++ .../Armor/Heavy Armor/Abyssal Plate.md | 42 ++ .../Heavy Armor/Adaptive Energy Shield.md | 17 + .../Armor/Heavy Armor/Aegis Series.md | 34 + .../Heavy Armor/Aeon Guard, Battle Dress.md | 48 ++ .../Armor/Heavy Armor/Ceremonial Plate.md | 36 + .../Armor/Heavy Armor/Defiance Series.md | 34 + .../Armor/Heavy Armor/Dendron Armor.md | 44 ++ .../Armor/Heavy Armor/Drift Shell.md | 50 ++ .../Armor/Heavy Armor/Enforcer Armor.md | 36 + .../Armor/Heavy Armor/Enginerunner.md | 18 + .../Armor/Heavy Armor/Formian Hide.md | 36 + .../Armor/Heavy Armor/Formian Plate.md | 40 ++ .../Armor/Heavy Armor/Golemforged Plating.md | 50 ++ .../Armor/Heavy Armor/Heavy Armor.md | 14 + .../Armor/Heavy Armor/Hellknight Plate.md | 46 ++ .../Armor/Heavy Armor/Hidden Soldier Armor.md | 18 + .../Armor/Heavy Armor/Inheritor_s Grace.md | 37 + .../Armor/Heavy Armor/Iridishell.md | 34 + .../Armor/Heavy Armor/Kalo Encounter Suit.md | 42 ++ .../Armor/Heavy Armor/Kyokor Plating.md | 52 ++ .../Armor/Heavy Armor/Lashunta Ringwear.md | 50 ++ .../Armor/Heavy Armor/Mageplate.md | 42 ++ .../Armor/Heavy Armor/Mining Jack.md | 34 + .../Armor/Heavy Armor/Moraine Mantle.md | 34 + .../Armor/Heavy Armor/Night Plate.md | 42 ++ .../Armor/Heavy Armor/Reinforced EVA Suit.md | 35 + .../Armor/Heavy Armor/Skittersuit.md | 34 + .../Armor/Heavy Armor/Skyfire Armor.md | 26 + .../Armor/Heavy Armor/Steelbones.md | 18 + .../Armor/Heavy Armor/Terramold Plate.md | 34 + .../Armor/Heavy Armor/Thinplate.md | 18 + .../Armor/Heavy Armor/Vesk Monolith.md | 34 + .../Armor/Heavy Armor/Vesk Overplate.md | 50 ++ .../Armor/Heavy Armor/Vitrium Plate.md | 18 + .../Armor/Heavy Armor/Voidshield Armor.md | 18 + .../Light Armor/AbadarCorp Travel Suit.md | 35 + .../Armor/Light Armor/Aeon Guard, SpecOps.md | 25 + .../Armor/Light Armor/Autoencoded Veil.md | 51 ++ .../Armor/Light Armor/Carbon Skin.md | 43 ++ .../Armor/Light Armor/Clearweave.md | 29 + .../Armor/Light Armor/D-Suit.md | 59 ++ .../Armor/Light Armor/Defrex Hide.md | 49 ++ .../Devourer\342\200\231s Skin.md" | 43 ++ .../Armor/Light Armor/Dust Manta Hide.md | 29 + .../Armor/Light Armor/Echelon Fashion.md | 27 + .../Armor/Light Armor/Estex Suit.md | 43 ++ .../Armor/Light Armor/Exochitin.md | 36 + .../Armor/Light Armor/Feyguard.md | 43 ++ .../Armor/Light Armor/Freebooter Armor.md | 51 ++ .../Armor/Light Armor/Grave Mantle.md | 37 + .../Armor/Light Armor/Hardened Resin.md | 19 + .../Armor/Light Armor/Hardlight Series.md | 35 + .../Armor/Light Armor/Kasatha Microcord.md | 43 ++ .../Armor/Light Armor/Lashunta Mind Mail.md | 43 ++ .../Armor/Light Armor/Lashunta Tempweave.md | 26 + .../Armor/Light Armor/Light Armor.md | 15 + .../Peacekeeper\342\200\231s Aegis.md" | 35 + .../Armor/Light Armor/Plexigrass Bodysuit.md | 35 + .../Armor/Light Armor/Polyplate.md | 43 ++ .../Armor/Light Armor/Preserver_s Mantle.md | 35 + .../Armor/Light Armor/Regimental Dress.md | 35 + .../Armor/Light Armor/Scrapchain.md | 35 + .../Armor/Light Armor/Second Skin.md | 19 + .../Armor/Light Armor/Shiftskin.md | 37 + .../Armor/Light Armor/Shobhad Harness.md | 41 ++ .../Armor/Light Armor/Shotalashu Armor.md | 19 + .../Armor/Light Armor/Skitterhide.md | 35 + .../Armor/Light Armor/Stationwear.md | 45 ++ .../Armor/Light Armor/Swarmsuit.md | 19 + .../Armor/Light Armor/ThermSkin.md | 44 ++ .../Armor/Light Armor/Ursikka Carapace.md | 29 + .../Armor/Light Armor/Ursikka Hide.md | 35 + .../Armor/Light Armor/Vesk Brigandine.md | 51 ++ .../Armor/Light Armor/Void Hide.md | 47 ++ .../Armor/Light Armor/Ysoki Refractor Suit.md | 19 + .../Armor/Light Armor/Zeizerer Diffractor.md | 55 ++ .../Armor/Power Armor/Absorptive Shell.md | 20 + .../Armor/Power Armor/Angel Frame Hybrid).md | 20 + .../Armor/Power Armor/Battle Harness.md | 18 + .../Armor/Power Armor/Brawler Frame.md | 18 + .../Armor/Power Armor/Cargo Lifter.md | 18 + .../Power Armor/Celerity Rigging Hybrid).md | 18 + .../Armor/Power Armor/Commander_s Harness.md | 18 + .../Armor/Power Armor/Devaplate.md | 18 + .../Armor/Power Armor/Efreet Noble Regalia.md | 18 + .../Armor/Power Armor/Explorer_s Cradle.md | 29 + .../Power Armor/Extradimensional Hybrid).md | 18 + .../Armor/Power Armor/Feral Frame.md | 18 + .../Armor/Power Armor/Flight Frame.md | 18 + .../Power Armor/Geistwork Hunter Hybrid).md | 18 + .../Armor/Power Armor/Infiltration Skin.md | 19 + .../Armor/Power Armor/Ironclad Buldwark.md | 18 + .../Armor/Power Armor/Jarlslayer.md | 18 + .../Armor/Power Armor/Kashcomm Scout.md | 18 + .../Power Armor/Kyton Bloodsuit (Hybrid.md | 18 + .../Armor/Power Armor/Laborer Frame.md | 22 + .../Armor/Power Armor/Living Tree (Hybrid.md | 18 + .../Armor/Power Armor/Oblivion Chassis.md | 18 + .../Power Armor/Obsidian Mask (Hybrid.md | 18 + .../Armor/Power Armor/Personal Submersible.md | 18 + .../Armor/Power Armor/Power Armor.md | 14 + .../Armor/Power Armor/Reactor Guard.md | 18 + .../Armor/Power Armor/Sci-Shield Unit.md | 18 + .../Armor/Power Armor/Scrapper_s Rig.md | 18 + .../Armor/Power Armor/Spacer Carapace.md | 18 + .../Spellcaster_s Aegis (Hybrid.md | 18 + .../Armor/Power Armor/Spider Harness.md | 18 + .../Power Armor/Stag-Step Sui (Hybrid.md | 18 + .../Armor/Power Armor/Starguard.md | 18 + .../Armor/Power Armor/Surnoch Suit.md | 18 + .../Armor/Power Armor/Swarm Carapace.md | 18 + .../Armor/Power Armor/Warmaster_s Harness.md | 18 + .../Armor/Power Armor/Winter Walker.md | 18 + .../Augmentations/Augmentations.md | 28 + .../Biotech/Adaptive Biochains.md | 15 + .../Augmentations/Biotech/Airjet.md | 12 + .../Augmentations/Biotech/Angler_s Light.md | 12 + .../Biotech/Aqua-Ampathic Lobe.md | 12 + .../Augmentations/Biotech/Backup Lobe.md | 12 + .../Biotech/Bioluminescent Skin.md | 12 + .../Augmentations/Biotech/Biotech.md | 17 + .../Biotech/Cerebral Countermeasures.md | 12 + .../Augmentations/Biotech/Cleansing Breath.md | 12 + .../Augmentations/Biotech/Climbing Suckers.md | 12 + .../Augmentations/Biotech/Clinging Hands.md | 12 + .../Augmentations/Biotech/Dragon Gland.md | 30 + .../Augmentations/Biotech/Eagle Eyes.md | 13 + .../Biotech/Electrostatic Spines.md | 12 + .../Biotech/Emotion Enhancement.md | 12 + .../Augmentations/Biotech/Filament Mesh.md | 23 + .../Augmentations/Biotech/Flametongue.md | 43 ++ .../Augmentations/Biotech/Flip Glands.md | 12 + .../Biotech/Focusing Membrane.md | 23 + .../Augmentations/Biotech/Gill Sheath.md | 12 + .../Augmentations/Biotech/Glass Skin.md | 12 + .../Augmentations/Biotech/Ink Gland.md | 12 + .../Biotech/Intensification Antennae.md | 12 + .../Augmentations/Biotech/Jump Lobes.md | 12 + .../Biotech/Machine Telepathy Cluster.md | 12 + .../Biotech/Mighty Vocal Cords.md | 12 + .../Biotech/Moonflower Lighcraft.md | 12 + .../Biotech/Neuro-Sensory Sac.md | 12 + .../Augmentations/Biotech/Neutralizer Lobe.md | 12 + .../Biotech/Ocucloak Processor.md | 12 + .../Biotech/Photoenergetic Node.md | 12 + .../Biotech/Polyphonic Buffer.md | 12 + .../Augmentations/Biotech/Prehensile Tail.md | 12 + .../Augmentations/Biotech/Pressure Filter.md | 12 + .../Biotech/Pressurized Lungs.md | 12 + .../Biotech/Probability Tendril.md | 45 ++ .../Augmentations/Biotech/Protean Response.md | 48 ++ .../Augmentations/Biotech/Quyu Eye.md | 13 + .../Biotech/Regenarative Blood.md | 50 ++ .../Augmentations/Biotech/Rending Talons.md | 44 ++ .../Augmentations/Biotech/Resistance Hide.md | 59 ++ .../Biotech/Restraing Spinneret.md | 12 + .../Augmentations/Biotech/Ripcord Siphon.md | 14 + .../Augmentations/Biotech/Shockfist.md | 43 ++ .../Biotech/Shotalashu Link Cortex.md | 12 + .../Biotech/Skin of the Chameleon.md | 12 + .../Augmentations/Biotech/Slimelashes.md | 12 + .../Augmentations/Biotech/Sonic Vocalizer.md | 41 ++ .../Augmentations/Biotech/Stasis Gland.md | 12 + .../Biotech/Stridulation Legs.md | 12 + .../Augmentations/Biotech/Swimming Fins.md | 12 + .../Biotech/Thermal-Sensitive Eyes.md | 12 + .../Augmentations/Biotech/Tympanal Cluster.md | 12 + .../Augmentations/Biotech/Ultralight Wings.md | 35 + .../Biotech/Vengeful Ventricles.md | 12 + .../Augmentations/Biotech/Venom Spur.md | 13 + .../Augmentations/Biotech/Wildwise.md | 12 + .../Cybernetics/Antitoxin Membrane.md | 13 + .../Cybernetics/Cardiac Accelerator.md | 14 + .../Cybernetics/Conductive Carrier.md | 13 + .../Cybernetics/Cybernetic Arm.md | 25 + .../Augmentations/Cybernetics/Cybernetics.md | 15 + .../Cybernetics/Darkvision Capacitors.md | 29 + .../Augmentations/Cybernetics/Datajack.md | 28 + .../Cybernetics/Dermal Plating.md | 54 ++ .../Augmentations/Cybernetics/Echolocators.md | 26 + .../Augmentations/Cybernetics/Force Matrix.md | 35 + .../Cybernetics/Fortified Feed.md | 12 + .../Cybernetics/Haptic Database.md | 12 + .../Augmentations/Cybernetics/Hideway Limb.md | 33 + .../Augmentations/Cybernetics/Inner Gyros.md | 12 + .../Cybernetics/Lightvision Shades.md | 12 + .../Cybernetics/Optical Laser.md | 49 ++ .../Partionioned Personality Module.md | 12 + .../Augmentations/Cybernetics/Pheromap.md | 23 + .../Augmentations/Cybernetics/Polyhand.md | 18 + .../Cybernetics/Prosthetic Limb.md | 25 + .../Cybernetics/Recoil Stabilizer.md | 12 + .../Cybernetics/Refraction Shell.md | 12 + .../Cybernetics/Respiration Compounder.md | 14 + .../Cybernetics/Retinal Reflectors.md | 12 + .../Shortwave Reciever Transmitter.md | 12 + .../Cybernetics/Speed Sunspension.md | 27 + .../Cybernetics/Spinal Struts.md | 26 + .../Cybernetics/Thorgothrel Armature.md | 12 + .../Cybernetics/Threshold Buffer.md | 33 + .../Cybernetics/Thruster Heels.md | 13 + .../Augmentations/Cybernetics/Tremor Soles.md | 12 + .../Cybernetics/Vocal Modulator.md | 12 + .../Cybernetics/Voice Amplifier.md | 12 + .../Cybernetics/Weaponized Prosthesis.md | 26 + .../Wide-Spectrum Ocular Implant.md | 12 + .../Augmentations/Cybernetics/X-Legs.md | 22 + .../Augmentations/Magitech/Antimagic Skin.md | 54 ++ .../Augmentations/Magitech/Arcane Lenses.md | 12 + .../Augmentations/Magitech/Charged Skin.md | 12 + .../Augmentations/Magitech/Cloaking Skin.md | 23 + .../Magitech/Control Mirror Neurons.md | 12 + .../Augmentations/Magitech/Deception Node.md | 13 + .../Magitech/Dimensional Braces.md | 12 + .../Magitech/Dimensional Gland.md | 22 + .../Augmentations/Magitech/Dispelling Hand.md | 12 + .../Magitech/Divining Mirror Neurons.md | 12 + .../Magitech/Enchanting Vocal Modulator.md | 35 + .../Magitech/Fluttering Heart.md | 12 + .../Augmentations/Magitech/Force Palms.md | 12 + .../Augmentations/Magitech/Force Soles.md | 20 + .../Augmentations/Magitech/Galeforce Lungs.md | 36 + .../Magitech/Gravitational Harness.md | 33 + .../Magitech/Holographic Eyes.md | 35 + .../Magitech/Intercepting Ears.md | 20 + .../Augmentations/Magitech/Ley Veins.md | 27 + .../Augmentations/Magitech/Magitech.md | 18 + .../Augmentations/Magitech/Morphic Skin.md | 33 + .../Augmentations/Magitech/Planar Lenses.md | 14 + .../Magitech/Psychic Strike Node.md | 40 ++ .../Magitech/Psychoactive Eyes.md | 21 + .../Magitech/Psychokinetic Sleeve.md | 12 + .../Magitech/Restless Pineal Gland.md | 12 + .../Augmentations/Magitech/Seismic Spine.md | 12 + .../Augmentations/Magitech/Selective Ears.md | 12 + .../Magitech/Synchronous Heart.md | 12 + .../Magitech/Technopathy Node.md | 12 + .../Augmentations/Necrografts/Black Heart.md | 16 + .../Augmentations/Necrografts/Bone Blade.md | 22 + .../Augmentations/Necrografts/Corpseskin.md | 14 + .../Augmentations/Necrografts/Crypt Marrow.md | 14 + .../Necrografts/Enervating Hands.md | 20 + .../Augmentations/Necrografts/Ghoul Glands.md | 12 + .../Augmentations/Necrografts/Grave Wind.md | 22 + .../Necrografts/Hollowed Drums.md | 13 + .../Necrografts/Keening Larynx.md | 14 + .../Necrografts/Moonlight Fibers.md | 12 + .../Augmentations/Necrografts/Necrocortex.md | 14 + .../Augmentations/Necrografts/Necrografts.md | 38 + .../Necrografts/Phantom Basal Ganglia.md | 14 + .../Necrografts/Shadow Nerves.md | 12 + .../Necrografts/Shuffling Feet.md | 14 + .../Necrografts/Squirming Entrails.md | 14 + .../Necrografts/Stench Glands.md | 14 + .../Necrografts/Undead Adrenal Gland.md | 12 + .../Necrografts/Vampire Voice.md | 14 + .../Necrografts/Whispering Gyrus.md | 12 + .../Necrografts/Withered Lungs.md | 12 + .../Augmentations/Necrografts/Wraith Motes.md | 14 + .../Ability Crystal Magic).md | 26 + .../Personal Upgrades/Personal Upgrades.md | 19 + .../Synaptic Accelerators (Technology.md | 26 + .../Synergizing Symbiote (Hybrid.md | 26 + .../Species Graft/Absorb Force Graft.md | 12 + .../Species Graft/Amplify Graft.md | 12 + .../Species Graft/Applied Knowledge Graft.md | 12 + .../Species Graft/Armor Savant Graft.md | 12 + .../Atmospheric Adaption Graft.md | 12 + .../Atmospheric Alteration Graft.md | 12 + .../Species Graft/Balanced Graft.md | 12 + .../Species Graft/Beguiling Glow Graft.md | 12 + .../Augmentations/Species Graft/Bolt Graft.md | 12 + .../Species Graft/Bulwark Graft.md | 12 + .../Augmentations/Species Graft/Buoy Graft.md | 12 + .../Carbonic Respiration Graft.md | 12 + .../Species Graft/Celestial Radiance Graft.md | 12 + .../Species Graft/Cheek Pouches Graft.md | 12 + .../Species Graft/Cold Inured Graft.md | 12 + .../Species Graft/Communalism Graft.md | 12 + .../Species Graft/Defensive Ball Graft.md | 12 + .../Species Graft/Desert Stride Graft.md | 12 + .../Species Graft/Dessamar Magic Graft.md | 12 + .../Early Stage Adaptation Graft.md | 17 + .../Species Graft/Electric Affinity Graft.md | 12 + .../Species Graft/Electrolocation Graft.md | 12 + .../Species Graft/Elven Immunities Graft.md | 12 + .../Species Graft/Eternal Hope Graft.md | 12 + .../Species Graft/Ferocious Charge Graft.md | 12 + .../Species Graft/Ferocity Graft.md | 12 + .../Species Graft/Fiendish Gloom Graft.md | 14 + .../Species Graft/Force Bolt Graft.md | 12 + .../Species Graft/Gambler_s Risk.md | 13 + .../Species Graft/Grave Touch Graft.md | 12 + .../Species Graft/Hardened Mantle Graft.md | 12 + .../Species Graft/Heat Tracker Graft.md | 12 + .../Species Graft/Hold Breath Graft.md | 12 + .../Species Graft/Hyper Graft.md | 12 + .../Species Graft/Impel Truth Graft.md | 12 + .../Species Graft/Kanabo Magic Graft.md | 12 + .../Species Graft/Lashunta Magic Graft.md | 12 + .../Species Graft/Limited Telepathy Graft.md | 12 + .../Species Graft/Lithic Graft.md | 12 + .../Species Graft/Lurker Graft.md | 12 + .../Species Graft/Maze Mind Graft.md | 12 + .../Species Graft/Natural Weapons Graft.md | 12 + .../Species Graft/Nimble Graft.md | 12 + .../Species Graft/Partner Bond Graft.md | 12 + .../Species Graft/Phase Graft.md | 12 + .../Species Graft/Photosynthesis Graft.md | 12 + .../Species Graft/Polymath Graft.md | 12 + .../Species Graft/Prehensile Tail Graft.md | 12 + .../Species Graft/Psychic Shunt Graft.md | 12 + .../Species Graft/Psychometry Graft.md | 12 + .../Resist Energy Drain Graft.md | 12 + .../Species Graft/Retract Graft.md | 12 + .../Species Graft/Rolling Charge Graft.md | 12 + .../Species Graft/Shielded Thoughts Graft.md | 12 + .../Species Graft/Skin Mimic Graft.md | 12 + .../Species Graft/Slow Fall Graft.md | 12 + .../Augmentations/Species Graft/Snag Graft.md | 12 + .../Species Graft/Sneaky Graft.md | 12 + .../Species Graft/Species Graft.md | 20 + .../Species Graft/Squirt Blood Graft.md | 12 + .../Species Graft/Stealthy Shimmer Graft.md | 12 + .../Species Graft/Stonecunning Graft.md | 12 + .../Species Graft/Strix Mobility Graft.md | 12 + .../Species Graft/Tinker Graft.md | 12 + .../Species Graft/Upgrade Slot Graft.md | 12 + .../Species Graft/Void Flyer Graft.md | 12 + .../Computer Countermeasures.md | 14 + .../Countermeasure - Alarm.md | 13 + .../Countermeasure - Fake Shell.md | 13 + .../Countermeasure - Feedback.md | 13 + .../Countermeasure - Firewall.md | 14 + .../Countermeasure - Lockout.md | 15 + .../Countermeasure - Shock Grid.md | 21 + .../Countermeasure - Wipe.md | 13 + .../Computer Gear/Computer Gear.md | 86 +++ .../Computer Modules/Computer Modules.md | 21 + .../Computer Modules/Control Module.md | 21 + .../Computer Modules/Secure Data Module.md | 30 + .../Computer Modules/Spell Chip Module.md | 13 + .../Artificial Personality Upgrade.md | 15 + .../Computer Upgrades/Computer Upgrades.md | 14 + .../Computer Upgrades/Hardened Upgrade.md | 13 + .../Miniaturization Upgrade.md | 13 + .../Computer Upgrades/Range Upgrade.md | 28 + .../Computer Upgrades/Security Upgrade.md | 20 + .../Self-Charging Upgrade.md | 15 + .../Telepathic User Interface Upgrade.md | 13 + .../Bhanda - Companions.md | 26 + .../Chostolichi - Companions.md | 24 + .../Cloud Ray - Companions.md | 26 + .../Creature Companions.md | 16 + .../Draserka - Companions.md | 26 + .../Empathnid - Companions.md | 25 + .../Creature Companions/Eshar - Companions.md | 27 + .../Glitch Gremlin - Companions.md | 25 + .../Ilskitt - Companions.md | 25 + .../Iridian Echo - Companions.md | 24 + .../Izhash - Companions.md | 25 + .../Klikharp - Companions.md | 32 + .../Linnormling - Companions.md | 25 + .../Localized Water Elemental - Companions.md | 25 + .../Mahoi Manta - Companions.md | 31 + .../Pachycephalosaurid - Companions.md | 25 + ...-Bellied Bulette Companions - Companion.md | 24 + .../Creature Companions/Proog - Companions.md | 26 + .../Ravenous Drake - Companions.md | 26 + .../Shotalashu - Companions.md | 28 + .../Silicanid - Companions.md | 30 + .../Sun-scrapper Beetle - Companions.md | 26 + .../Supenga Pup - Companions.md | 24 + .../Swamp Strider - Companions.md | 26 + .../Tashtari - Companions.md | 27 + .../Tetlotolan - Companions.md | 25 + .../Thakasa - Companions.md | 25 + .../Creature Companions/Vorac - Companions.md | 25 + .../Wolliped - Companions.md | 27 + .../Yasakaja - Companions.md | 25 + .../Demolitions.md | 72 ++ .../Gear, Weapons, Vehicles _ more.md | 86 +++ .../Hybrid Items/Ablative Insulation.md | 32 + .../Hybrid Items/Absolute Compass.md | 29 + .../Hybrid Items/Alluvion Theodolite.md | 14 + .../Hybrid Items/Ancestor Drone.md | 14 + .../Hybrid Items/Animistic Tools.md | 40 ++ .../Hybrid Items/Autopsic Scanner.md | 16 + .../Hybrid Items/Besmaran Rose.md | 16 + .../Hybrid Items/Captive-Star Amulet.md | 40 ++ .../Hybrid Items/Computer Idol.md | 40 ++ .../Consciousness Transfer Unit.md | 14 + .../Hybrid Items/Creator Capsule.md | 42 ++ .../Hybrid Items/Darkwater Grenade.md | 14 + .../Hybrid Items/Digital Harrow Deck.md | 18 + .../Hybrid Items/Dromada Clutch.md | 14 + .../Hybrid Items/Earrings of Dampening.md | 38 + .../Hybrid Items/Earthbound Anklets.md | 20 + .../Hybrid Items/Efficient Bandolier.md | 16 + .../Hybrid Items/Energy-Matter Gateway.md | 16 + .../Hybrid Items/Entropy Gloves.md | 16 + .../Hybrid Items/Eoxian Wrackstaff.md | 14 + .../Hybrid Items/Everlatch Rope.md | 14 + .../Hybrid Items/Everlength Rope.md | 14 + .../Hybrid Items/Extra Seat.md | 14 + .../Hybrid Items/Face Replicator.md | 15 + .../Hybrid Items/Fearmonger.md | 38 + .../Hybrid Items/Holding Gloves.md | 31 + .../Hybrid Items/Hybrid Items.md | 23 + .../Hybrid Items/Infiltration Assistant.md | 24 + .../Hybrid Items/Instant Vehicle.md | 43 ++ .../Hybrid Items/Interplanar Comm Unit.md | 29 + .../Hybrid Items/Kinetic Converter.md | 44 ++ .../Hybrid Items/Kvashbark Cartography Kit.md | 14 + .../Hybrid Items/Mask of Scrambling.md | 47 ++ .../Hybrid Items/Matter Converter.md | 30 + .../Hybrid Items/Memory Crypt.md | 18 + .../Hybrid Items/Metal Nitro.md | 51 ++ .../Hybrid Items/Mi-Go Brain Cylinder.md | 16 + .../Hybrid Items/Mi-Go Hollowskin.md | 14 + .../Hybrid Items/Mind Guardian.md | 18 + .../Hybrid Items/Mind Memory Chip.md | 48 ++ .../Hybrid Items/Mindlink Circlet.md | 38 + .../Hybrid Items/Mnemonic Editor.md | 39 ++ .../Hybrid Items/Motospheres.md | 18 + .../Hybrid Items/Necrotic Mantle.md | 16 + .../Hybrid Items/Null-Space Chamber.md | 51 ++ .../Hybrid Items/Null-Space Kennel.md | 48 ++ .../Hybrid Items/Phase Detector.md | 14 + .../Hybrid Items/Phaserod.md | 14 + .../Hybrid Items/Planar Flare.md | 16 + .../Hybrid Items/Prescient Lenses.md | 32 + .../Hybrid Items/Proton Snare.md | 67 ++ .../Hybrid Items/Psychic Booster.md | 14 + .../Hybrid Items/Retrieval Charms.md | 47 ++ .../Hybrid Items/Scrambler Gloves.md | 42 ++ .../Hybrid Items/Shadowstaff.md | 29 + .../Hybrid Items/Shotalashu Saddle.md | 14 + .../Hybrid Items/Software Imp.md | 111 +++ .../Hybrid Items/Starlight Flute.md | 14 + .../Hybrid Items/Starstone Compass.md | 14 + .../Hybrid Items/Sweet Dreambot.md | 15 + .../Hybrid Items/Tactokinesis Gloves.md | 18 + .../Hybrid Items/Telekinetic Gloves.md | 16 + .../Hybrid Items/Transplanar Gluon Blade.md | 38 + .../Hybrid Items/Universal Solvent.md | 52 ++ .../Hybrid Items/Vali Water.md | 15 + .../Hybrid Items/Vampiric Charger.md | 18 + .../Hybrid Items/Vital Seed.md | 39 ++ .../Hybrid Items/Void Dust.md | 16 + .../Hybrid Items/Void Projector.md | 14 + .../Hybrid Items/Wetware Bug.md | 39 ++ .../Magic Items/Aballonian Drone Box.md | 18 + .../Magic Items/Adaptive Serum.md | 29 + .../Magic Items/Aeon Stone.md | 233 +++++++ .../Magic Items/Albitta_s Paint Sprayer.md | 14 + .../Magic Items/Amulet of Camouflage.md | 13 + .../Magic Items/Aquanaut Elixir.md | 13 + .../Magic Items/Arquand Horns.md | 13 + .../Magic Items/Arquand Manacles.md | 13 + .../Magic Items/Atrocite Sphere.md | 25 + .../Magic Items/Aura Goggles.md | 13 + .../Magic Items/Banishing Blade.md | 47 ++ .../Magic Items/Barachius Helm.md | 17 + .../Magic Items/Bitterflesh Serum.md | 13 + .../Magic Items/Blender Fist.md | 13 + .../Magic Items/Bloodbrother Serum.md | 13 + .../Magic Items/Boardroom Attire.md | 13 + .../Magic Items/Book of unwritten Truths.md | 19 + .../Magic Items/Brennerei Stone.md | 37 + .../Magic Items/Brigh_s Bolt.md | 13 + .../Magic Items/Brooch of Shielding.md | 13 + .../Magic Items/Calcification Rod.md | 19 + .../Magic Items/Calecor Skull-Globe.md | 13 + .../Magic Items/Canu_s Cache.md | 14 + .../Magic Items/Charge Cloak.md | 13 + .../Magic Items/Chlorophyll Infusion Serum.md | 14 + .../Magic Items/Chronal Harness.md | 13 + .../Magic Items/Conspirator_s Emblem.md | 17 + .../Magic Items/Containment Tesseract.md | 19 + .../Magic Items/Contortion Coat.md | 13 + .../Magic Items/Cover Seed.md | 17 + .../Magic Items/Darksight Goggles.md | 13 + .../Magic Items/Dawnflower Ring.md | 13 + .../Magic Items/Dented Kasa.md | 15 + .../Magic Items/Diadem of Desna.md | 14 + .../Magic Items/Diffraction Cloak.md | 39 ++ .../Magic Items/Driftsauce Serum.md | 13 + .../Magic Items/Elemental Gem.md | 64 ++ .../Magic Items/Encryption Tattoo.md | 34 + .../Magic Items/Energy Transference Amulet.md | 14 + .../Magic Items/Energy-Relay Gloves.md | 15 + .../Magic Items/Evomoprher.md | 16 + .../Magic Items/Ferocity Blazon.md | 15 + .../Magic Items/Fiery Runeplates.md | 35 + .../Magic Items/Figurine of Wondrous Power.md | 88 +++ .../Magic Items/Flux Fig.md | 15 + .../Magic Items/Furtive Garment.md | 15 + .../Magic Items/Gimmick.md | 163 +++++ .../Magic Items/Glove of Storing.md | 13 + .../Magic Items/Glowskin Serum.md | 13 + .../Magic Items/Golarion World Serums.md | 73 ++ .../Magic Items/Gravity Ring.md | 13 + .../Magic Items/Gravity Serum.md | 13 + .../Magic Items/Green Mother_s Final Trick.md | 14 + .../Magic Items/Haeshi-Shaa Serum.md | 13 + .../Magic Items/Hat of Disguise.md | 13 + .../Magic Items/Hivemask.md | 13 + .../Magic Items/Hood Ornament of Hovering.md | 13 + .../Magic Items/Ibra_s Astrolabe.md | 13 + .../Magic Items/Improvisation Adornment.md | 39 ++ .../Magic Items/Inspiration Blazon.md | 15 + .../Magic Items/Lantern_s Laughing Lie.md | 13 + .../Magic Items/Lawfinder.md | 15 + .../Magic Items/Magic Items.md | 24 + .../Magic Items/Mantle of Willpower.md | 15 + .../Magic Items/Marathon Serum.md | 13 + .../Magic Items/Moon Crystal.md | 13 + .../Magic Items/Obfuscated Journal.md | 17 + .../Magic Items/Omnicomponent.md | 28 + .../Magic Items/Pact Worlds Serum.md | 102 +++ .../Magic Items/Pathing Telescope.md | 15 + .../Magic Items/Planar Acclimation Serum.md | 13 + .../Magic Items/Planar Runeplates.md | 41 ++ .../Magic Items/Plasma Beads.md | 30 + .../Magic Items/Poisobreath Serum.md | 12 + .../Magic Items/Polymorphic Serum.md | 44 ++ .../Magic Items/Psychic Inhibitor.md | 15 + .../Magic Items/Rad-Out Serum.md | 13 + .../Magic Items/Rat_s Last Word.md | 15 + .../Magic Items/Ratfolk Belt.md | 13 + .../Magic Items/Reckless Gloves.md | 13 + .../Magic Items/Recovery Aegis.md | 13 + .../Magic Items/Regenerative Philter.md | 29 + .../Magic Items/Resilient Jacket.md | 13 + .../Magic Items/Restoring Rod.md | 13 + .../Magic Items/Ring of Astrozoology.md | 14 + .../Magic Items/Ring of Cosmic Alignment.md | 13 + .../Magic Items/Ring of Counterspells.md | 15 + .../Magic Items/Ring of Genie Calling.md | 48 ++ .../Magic Items/Ring of Resistance.md | 43 ++ .../Magic Items/Ring of Sustenance.md | 13 + .../Magic Items/Ring of Whispers.md | 15 + .../Magic Items/Rod of Cancellation.md | 13 + .../Magic Items/Scrapper_s Cookpot.md | 14 + .../Magic Items/Serum of Appearance Change.md | 13 + .../Magic Items/Serum of Earthern Stature.md | 13 + .../Magic Items/Serum of Enhancement.md | 68 ++ .../Magic Items/Serum of Fetid Verdancy.md | 13 + .../Serum of Fey_s Fickle Fancy.md | 30 + .../Magic Items/Serum of Fiery Vengeance.md | 14 + .../Magic Items/Serum of Healing.md | 33 + .../Magic Items/Serum of Infinite Air.md | 13 + .../Magic Items/Serum of Long Shadows.md | 13 + .../Magic Items/Serum of Sex Shift.md | 15 + .../Magic Items/Serum of Shapelessness.md | 13 + .../Serum of Water_s Protection.md | 29 + .../Magic Items/Serums.md | 75 ++ .../Magic Items/Shadow Orb.md | 13 + .../Magic Items/Shantak Whistle.md | 17 + .../Magic Items/Skyfire Saddle.md | 15 + .../Magic Items/Sophic Philter.md | 13 + .../Magic Items/Spectacles of the Unseen.md | 13 + .../Magic Items/Spell Ampoule.md | 34 + .../Magic Items/Spell Amulet.md | 52 ++ .../Magic Items/Spell Gem.md | 47 ++ .../Magic Items/Spell Putty.md | 45 ++ .../Magic Items/Staff of Mystic Healing.md | 13 + .../Magic Items/Starfinder Backpack.md | 15 + .../Magic Items/Storage Goo.md | 17 + .../Magic Items/Tangleburst Seed.md | 19 + .../Magic Items/Techbane Rod.md | 19 + .../Magic Items/Teleportation Puck.md | 17 + .../Magic Items/Temporal Crystal.md | 13 + .../Magic Items/Tiara of Translocation.md | 36 + .../Magic Items/Titan_s Gate.md | 17 + .../Magic Items/Trafodi Paradox.md | 29 + .../Magic Items/Trampling Boots.md | 13 + .../Magic Items/Travel Treads.md | 39 ++ .../Magic Items/Trench Coat of Utlity.md | 30 + .../Magic Items/Valor_s Mantle.md | 13 + .../Magic Items/Xenowarden_s Boots.md | 13 + .../Magic Items/Xeroform Jelly.md | 13 + .../Food, Drinks _ Lodgings/Dining.md | 53 ++ .../Food, Drinks _ Lodgings/Field Ration.md | 15 + .../Food, Drinks _ Lodgings.md | 14 + .../Food, Drinks _ Lodgings/Intoxicant.md | 22 + .../Lodging - Efficiency.md | 16 + .../Lodging - Sleep Pod.md | 14 + .../Food, Drinks _ Lodgings/Lodging - Suit.md | 25 + .../Food, Drinks _ Lodgings/Meal.md | 28 + .../Food, Drinks _ Lodgings/R2E.md | 17 + .../Public Items/Medicinals/Analgesic.md | 35 + .../Public Items/Medicinals/Antibiotic.md | 35 + .../Public Items/Medicinals/Antiemetic.md | 35 + .../Public Items/Medicinals/Antitoxin.md | 35 + .../Public Items/Medicinals/Coagulant.md | 35 + .../Public Items/Medicinals/Counteractant.md | 35 + .../Public Items/Medicinals/Cytoguard.md | 35 + .../Public Items/Medicinals/Emetic.md | 35 + .../Public Items/Medicinals/Excitant.md | 35 + .../Public Items/Medicinals/Insulivate.md | 37 + .../Public Items/Medicinals/Medicinals.md | 12 + .../Public Items/Medicinals/Narco-Imitator.md | 35 + .../Public Items/Medicinals/Prismatilate.md | 35 + .../Public Items/Medicinals/Revitilate.md | 37 + .../Public Items/Medicinals/Sal Volatile.md | 35 + .../Public Items/Medicinals/Sedative.md | 35 + .../Public Items/Medicinals/Stimulant.md | 35 + .../Public Items/Medicinals/Vaccine.md | 35 + .../Personal Items/Aerosol Spray.md | 15 + .../Personal Items/Altar, Portable.md | 15 + .../Personal Items/Arcanascopic lenses.md | 15 + .../Personal Items/Attentive Guidebook.md | 18 + .../Public Items/Personal Items/Backpack.md | 31 + .../Public Items/Personal Items/Bedroll.md | 15 + .../Public Items/Personal Items/Binoculars.md | 15 + .../Public Items/Personal Items/Blanket.md | 15 + .../Personal Items/Bonding Epoxy.md | 19 + .../Public Items/Personal Items/Book.md | 33 + .../Personal Items/Buoyant pack.md | 15 + .../Personal Items/Chemical cold pack.md | 15 + .../Public Items/Personal Items/Clothing.md | 143 ++++ .../Public Items/Personal Items/Cosmetics.md | 15 + .../Public Items/Personal Items/Cot.md | 15 + .../Personal Items/Crystalline Codex.md | 41 ++ .../Personal Items/Culinary Synthesizer.md | 47 ++ .../Personal Items/Energel food pellets.md | 15 + .../Personal Items/Frictionless Gel.md | 15 + .../Personal Items/Frosthiker Soles.md | 15 + .../Public Items/Personal Items/Gear Clamp.md | 15 + .../Personal Items/Gear Maintenance Kit.md | 15 + .../Personal Items/Glass Cutter.md | 31 + .../Public Items/Personal Items/Hammock.md | 15 + .../Personal Items/Hazmat Synthsleeves.md | 15 + .../Personal Items/Helping Hand.md | 15 + .../Public Items/Personal Items/Holo-tat.md | 15 + .../Personal Items/Hygiene Kit.md | 15 + .../Public Items/Personal Items/Jewelry.md | 29 + .../Public Items/Personal Items/Ladder.md | 29 + .../Personal Items/Library Chip.md | 15 + .../Public Items/Personal Items/Lighter.md | 15 + .../Personal Items/Magnetic Jack.md | 15 + .../Public Items/Personal Items/Map.md | 33 + .../Public Items/Personal Items/Mess Kit.md | 15 + .../Personal Items/Meteorological Reader.md | 15 + .../Personal Items/Mineral Dye.md | 15 + .../Personal Items/Oxygen Candle.md | 15 + .../Public Items/Personal Items/Perfume.md | 41 ++ .../Personal Items/Personal Items.md | 14 + .../Personal Items/Pocket Linguist.md | 15 + .../Personal Items/Portable Condenser.md | 15 + .../Personal Items/Portable Power Hub.md | 15 + .../Personal Items/Pot, Self-Heating.md | 15 + .../Personal Items/Religious Symbol.md | 15 + .../Researcher\342\200\231s Helper.md" | 15 + .../Personal Items/Riding Saddle.md | 36 + .../Public Items/Personal Items/Rope.md | 15 + .../Public Items/Personal Items/Scuba Gear.md | 15 + .../Personal Items/Sleeping Bag.md | 15 + .../Public Items/Personal Items/Space Suit.md | 15 + .../Personal Items/Speech Encoder.md | 16 + .../Personal Items/Stabilizer Bracelets.md | 16 + .../Personal Items/Sure Collector.md | 15 + .../Personal Items/Tent, Personal Item.md | 31 + .../Personal Items/Tool, Manual.md | 15 + .../Treadsetter\342\200\231s Guide.md" | 15 + .../Public Items/Personal Items/Umbrella.md | 31 + .../Personal Items/Waymarker Ribbon.md | 15 + .../Professional Services/Grooming.md | 22 + .../Professional Services/Laundry.md | 26 + .../Medical Treatment.md | 44 ++ .../Professional Freelancer.md | 18 + .../Professional Services.md | 13 + .../Professional Services/Spellcasting.md | 54 ++ .../Professional Services/Starship Crew.md | 26 + .../Public Items/Public Items.md | 53 ++ .../Recharging Stations, Public Item.md | 14 + .../Recharging Stations.md | 13 + .../Public Items/Trade Goods/Fine Art.md | 14 + .../Public Items/Trade Goods/Gem.md | 14 + .../Public Items/Trade Goods/Grain.md | 14 + .../Public Items/Trade Goods/Textiles.md | 22 + .../Public Items/Trade Goods/Trade Goods.md | 14 + .../Public Items/Trade Goods/UPB (1000.md | 16 + .../Transportation/Biological Transport.md | 72 ++ .../Transportation/Grav-Train Passage.md | 15 + .../Transportation/Robo-Taxi Passage.md | 14 + .../Transportation/Sea Vessel Passage.md | 14 + .../Transportation/Starship Passage.md | 32 + .../Transportation/Suborbital Flight.md | 14 + .../Transportation/Transportation.md | 17 + .../Tech Relics.md | 43 ++ .../Albitta_s Paint Sprayer.md | 16 + .../Technological Items/Alert Redirector.md | 19 + .../All-Purpose Accessory.md | 17 + .../Technological Items/Altitude Bead.md | 16 + .../Technological Items/Antigravity Belt.md | 17 + .../Technological Items/Autocartographer.md | 21 + .../Technological Items/Autoclaw.md | 20 + .../Technological Items/Autograppler.md | 28 + .../Technological Items/Bypass Subroutine.md | 21 + .../Technological Items/Cable Line.md | 24 + .../Technological Items/Carter_s Baton.md | 17 + .../Technological Items/Cartographer Boots.md | 19 + .../Cavatina_s Squeezebox.md | 15 + .../Technological Items/Chemalyzer.md | 20 + .../Technological Items/Chrono Jumper Suit.md | 19 + .../Technological Items/Clearsight Goggles.md | 17 + .../Technological Items/Combat Controller.md | 18 + .../Technological Items/Comm Unit.md | 34 + .../Technological Items/Composter Slime.md | 17 + .../Technological Items/Datapad.md | 22 + .../Technological Items/Delectator.md | 19 + .../Technological Items/Dermal Stapler.md | 18 + .../Technological Items/Detonator.md | 17 + .../Technological Items/Diagnostic Lozenge.md | 18 + .../Technological Items/Disinegration Hoop.md | 17 + .../Technological Items/Domectic Drone.md | 70 ++ .../Technological Items/Drift Gauntlet.md | 19 + .../Drift Glass Goggles.md | 17 + .../Technological Items/Drift Harness.md | 19 + .../Technological Items/Dusk Shades.md | 17 + .../Technological Items/Echo Gloves.md | 18 + .../Electroviscous Cloak.md | 18 + .../Technological Items/Emergency Beacon.md | 18 + .../Technological Items/Emergency Raft.md | 35 + .../Technological Items/Emotion Regulator.md | 34 + .../Technological Items/Emotiquest.md | 18 + .../Technological Items/Empathy Engine.md | 18 + .../Engineer_s Puzzle Box.md | 20 + .../Technological Items/Entanglement Boots.md | 20 + .../Technological Items/Enviro Mask.md | 17 + .../Environmental Field Collar.md | 41 ++ .../Technological Items/Envoy_s Mouthpiece.md | 18 + .../Technological Items/Evenfire Unit.md | 20 + .../Explosion Inhibitor.md | 20 + .../Extreme Hoverskates.md | 17 + .../Fashion Infosite Subscription.md | 17 + .../Technological Items/Feelings Lockbox.md | 20 + .../Technological Items/Fire Extuingisher.md | 18 + .../Technological Items/Fitting Jacket.md | 21 + .../Flash Shield Generator.md | 18 + .../Technological Items/Flushbuster.md | 17 + .../Technological Items/Grappler.md | 24 + .../Technological Items/Grenade Scrambler.md | 79 +++ .../Technological Items/Grounding Boots.md | 18 + .../Technological Items/Habitat Box.md | 18 + .../Technological Items/Hardlight Netting.md | 19 + .../Holographic Sashimono.md | 18 + .../Technological Items/Holoshroud.md | 20 + .../Technological Items/Holoskin.md | 18 + .../Technological Items/Hoverchairs.md | 50 ++ .../Technological Items/Hoverskates.md | 20 + .../Technological Items/Hushing Wire.md | 18 + .../Imaginarium Projector.md | 29 + .../Technological Items/Imposter Drone.md | 22 + .../Inductive Bandolier.md | 18 + .../Technological Items/Infaux Sphere.md | 48 ++ .../Intertial-Reinforcement Belt.md | 17 + .../Technological Items/Ion Tape.md | 17 + .../Technological Items/Jammer Charge.md | 18 + .../Technological Items/Laser Drill.md | 18 + .../Technological Items/Lock.md | 37 + .../Technological Items/Machimind.md | 18 + .../Technological Items/Magboots.md | 18 + .../Technological Items/Magnegloves.md | 20 + .../Technological Items/Magniscope.md | 18 + .../Technological Items/Master.md | 15 + .../Technological Items/Mechaflora.md | 19 + .../Technological Items/Medical Gear.md | 18 + .../Technological Items/Medical Inhaler.md | 18 + .../Technological Items/Medkit.md | 35 + .../Technological Items/Medpatch.md | 19 + .../Technological Items/Memory Expunger.md | 19 + .../Metaphysical Detector.md | 33 + .../Technological Items/Micro Tap.md | 39 ++ .../Technological Items/Microgoggles.md | 18 + .../Technological Items/Mimic Imager.md | 35 + .../Technological Items/Mnemonic Scanner.md | 19 + .../Technological Items/Musical Instrument.md | 35 + .../Technological Items/Nanite Capsules.md | 26 + .../Technological Items/Nanite Hypopen.md | 67 ++ .../Technological Items/Nanite Patch.md | 43 ++ .../Nano Gadget Loadout.md | 43 ++ .../Technological Items/Paint Remover.md | 15 + .../Technological Items/Passthrough Cloak.md | 20 + .../Personal Phase Shifter.md | 18 + .../Technological Items/Phrenic Scrambler.md | 46 ++ .../Technological Items/Planar Spacesuit.md | 17 + .../Technological Items/Plasma Diverter.md | 19 + .../Portable Antigravity Field.md | 18 + .../Technological Items/Portable Gangway.md | 18 + .../Portable Gravity Field.md | 18 + .../Technological Items/Portable Light.md | 41 ++ .../Programmer_s Plushie.md | 18 + .../Technological Items/Proximity Helmet.md | 18 + .../Technological Items/Proximity Switch.md | 37 + .../Technological Items/Purifying Puck.md | 16 + .../Technological Items/Quantogram.md | 18 + .../Technological Items/Quantum Boxes.md | 18 + .../Quantum Tunneling Coverall.md | 18 + .../Technological Items/Radiation Badge.md | 18 + .../Technological Items/Radiation Sweeper.md | 18 + .../Technological Items/Regenaration Table.md | 21 + .../Technological Items/Relaxu.md | 18 + .../Technological Items/Restraints.md | 27 + .../Technological Items/Scanner.md | 90 +++ .../Technological Items/Seeker Slime.md | 17 + .../Shock-Absorbing Helmet.md | 15 + .../Shock-Absorbing Pads.md | 16 + .../Technological Items/Signal Jammer.md | 18 + .../Technological Items/Smart Cable.md | 19 + .../Technological Items/Smart Lock.md | 36 + .../Technological Items/Snapshot Sphere.md | 18 + .../Technological Items/Solar Sheeting.md | 17 + .../Technological Items/Soul Camera.md | 21 + .../Technological Items/Sprayflesh.md | 20 + .../Technological Items/Spy Drone.md | 20 + .../Stickyfinger Gloves.md | 18 + .../Technological Items/Strategy Game.md | 35 + .../Subdermal Extractor.md | 20 + .../Technological Items/Superposition Belt.md | 20 + .../Technological Items/Survival Straw.md | 18 + .../Technological Items/Swarmproof Bangles.md | 35 + .../Technological Items/Synaptic Link.md | 20 + .../Technological Items.md | 30 + .../Technological Items/Tent.md | 17 + .../Technological Items/Time-Pit Boots.md | 22 + .../Technological Items/Tool-Kit.md | 61 ++ .../Technological Items/Tracking Bug.md | 20 + .../Technological Items/Traction Holster.md | 18 + .../Technological Items/Valai Band.md | 18 + .../Technological Items/Vidgame.md | 29 + .../Technological Items/Voice Distorter.md | 19 + .../Technological Items/Warning Wire.md | 42 ++ .../Weightless Footlocker.md | 18 + .../Technological Items/Whisper Comm.md | 18 + .../Whitenoise Generator.md | 18 + .../Xenobiologist_s Field Kit.md | 17 + .../Technological Items/Zipstick.md | 18 + .../Vehicles/Mechs/Mech Auxiliary Systems.md | 157 +++++ .../Vehicles/Mechs/Mech Frames.md | 205 ++++++ .../Vehicles/Mechs/Mech Lower Limbs.md | 77 +++ .../Vehicles/Mechs/Mech Power Cores.md | 69 ++ .../Vehicles/Mechs/Mech Upgrades.md | 47 ++ .../Vehicles/Mechs/Mech Upper Arms.md | 53 ++ .../Vehicles/Mechs/Mech Weapons.md | 302 ++++++++ .../Starships/Base Frames/Base Frames.md | 16 + .../Starships/Base Frames/Battleship.md | 16 + .../Starships/Base Frames/Bulk Freighter.md | 16 + .../Vehicles/Starships/Base Frames/Carrier.md | 16 + .../Vehicles/Starships/Base Frames/Cruiser.md | 16 + .../Starships/Base Frames/Destroyer.md | 16 + .../Starships/Base Frames/Dreadnought.md | 16 + .../Starships/Base Frames/Explorer.md | 16 + .../Vehicles/Starships/Base Frames/Fighter.md | 16 + .../Starships/Base Frames/Heavy Freighter.md | 15 + .../Starships/Base Frames/Heavy Mauler.md | 20 + .../Starships/Base Frames/Interceptor.md | 17 + .../Starships/Base Frames/Light Freighter.md | 16 + .../Starships/Base Frames/Light Hauler.md | 20 + .../Starships/Base Frames/Oma (Base Frame.md | 20 + .../Vehicles/Starships/Base Frames/Racer.md | 16 + .../Vehicles/Starships/Base Frames/Shuttle.md | 16 + .../Starships/Base Frames/Starship Drone.md | 21 + .../Starships/Base Frames/Supertanker.md | 16 + .../Vehicles/Starships/Base Frames/Tanker.md | 16 + .../Starships/Base Frames/Transport.md | 16 + .../Vehicles/Starships/Base Frames/Tug.md | 18 + .../Starships/Base Frames/Vermelith.md | 21 + .../Archon Drive - Interstellar Drives.md | 18 + .../Chaos Sail - Interstellar Drives.md | 16 + ...stellation Orrery - Interstellar Drives.md | 17 + .../Elemental Engine - Interstellar Drives.md | 17 + .../First Drive - Interstellar Drives.md | 17 + .../Fold Gates - Interstellar Drives.md | 15 + .../Helldrive - Interstellar Drives.md | 16 + .../Interstellar Drives.md | 17 + ...ar Aperture Drive - Interstellar Drives.md | 16 + .../Shadow Engine - Interstellar Drives.md | 17 + .../Other Starship Systems/Algal Shielding.md | 11 + .../Autodestruct System.md | 11 + .../Other Starship Systems/C-I Baffle.md | 13 + .../Colony Ship Framework.md | 13 + .../Consciousness Uplink Drive.md | 23 + .../Other Starship Systems/Data Net.md | 12 + .../Other Starship Systems/Hive Joining.md | 12 + .../Luxury Ship Framework.md | 17 + .../Magic Power Core.md | 28 + .../Other Starship Systems/Magic Sensors.md | 13 + .../Other Starship Systems/Magic Thrusters.md | 13 + .../Other Starship Systems/Mass Simulator.md | 36 + .../Modular Service Robots.md | 15 + .../Other Starship Systems.md | 14 + .../Paraforan Resonator.md | 38 + .../Other Starship Systems/Powersnap.md | 10 + .../Robotic Apandage.md | 28 + .../Other Starship Systems/Root System.md | 10 + .../Space Staiton Framwork.md | 14 + .../Other Starship Systems/Starship Spine.md | 45 ++ .../Teleportation Interstellar Drive.md | 14 + .../Training Interface Module.md | 198 ++++++ .../Starship Armor, Fortified Hulls.md | 15 + .../Starship Armor/Ablative Armor.md | 19 + .../Starships/Starship Armor/Basic Armor.md | 39 ++ .../Starship Armor/Fortified Hulls.md | 20 + .../Starship Armor/Heavy Ablative Armor.md | 19 + .../Starship Armor/Light Ablative Armor.md | 19 + .../Starship Armor/Medium Ablative Armor.md | 19 + .../Starship Armor/Reinforced Bulkheads.md | 18 + .../Starship Armor/Starship Armor.md | 23 + .../Starship Armor/Superior Ablative Armor.md | 13 + .../Starships/Starship Bulkhead Armor.md | 15 + .../Vehicles/Starships/Starship Computers.md | 43 ++ .../Starship Defensive Countermeasures.md | 25 + .../Starships/Starship Drift Engines.md | 18 + .../Agricultural Sites.md | 13 + .../Starship Expansion Bays/Amenities.md | 10 + .../Arcane Labratory.md | 10 + .../Starship Expansion Bays/Archon Drive.md | 16 + .../Starship Expansion Bays/Arena.md | 14 + .../Atmospheric Bubble.md | 13 + .../Booster Thruster Housing.md | 10 + .../Starship Expansion Bays/Breaching Pod.md | 33 + .../Starships/Starship Expansion Bays/Brig.md | 10 + .../Starship Expansion Bays/Cargo Hold.md | 10 + .../Starship Expansion Bays/Chaos Sail.md | 15 + .../Combat Training Facilites.md | 24 + .../Conference and Meeting Rooms.md | 10 + .../Constellation Orrery.md | 15 + .../Starship Expansion Bays/Crew Quarters.md | 19 + .../Starship Expansion Bays/Cryo-Chamber.md | 12 + .../Cultural Preperation Facility.md | 10 + .../Dedicated Computer Housing.md | 10 + .../Starship Expansion Bays/Defensive.md | 27 + .../Starship Expansion Bays/Display Room.md | 13 + .../Starship Expansion Bays/Drift Engines.md | 19 + .../Drift Shadow Projector.md | 10 + .../Starship Expansion Bays/Drop Pod.md | 20 + .../Elemental Engine.md | 15 + .../Starship Expansion Bays/Excape Pods.md | 10 + .../External Expansion Bay.md | 10 + .../Starship Expansion Bays/First Drive.md | 16 + .../Starship Expansion Bays/Fold Gates.md | 14 + .../Starship Expansion Bays/Garage.md | 21 + .../Starship Expansion Bays/Guest Quarters.md | 10 + .../Starship Expansion Bays/Hangar Bay.md | 10 + .../Starship Expansion Bays/Healing Pods.md | 11 + .../Starship Expansion Bays/Helldrive.md | 15 + .../Starship Expansion Bays/Hive Bay.md | 10 + .../Hydroponic Garden.md | 10 + .../Starship Expansion Bays/Industry.md | 10 + .../Starship Expansion Bays/Launch Tubes.md | 10 + .../Starships/Starship Expansion Bays/Lido.md | 13 + .../Starship Expansion Bays/Life Boats.md | 10 + .../Starship Expansion Bays/Mech Bay.md | 13 + .../Starship Expansion Bays/Medical Bay.md | 10 + .../Starship Expansion Bays/Menagerie.md | 13 + .../Starships/Starship Expansion Bays/Park.md | 10 + .../Passenger Seating.md | 10 + .../Planar Apeture Drive.md | 15 + .../Power Core Housing.md | 10 + .../Quantum Defender.md | 11 + .../Quick-Skip Module (Hybrid.md | 10 + .../Recreation Suite.md | 25 + .../Starship Expansion Bays/Science Lab.md | 10 + .../Sealed Environment Chamber.md | 10 + .../Starship Expansion Bays/Shadow Engine.md | 16 + .../Starship Expansion Bays/Shuttle Bay.md | 10 + .../Starship Expansion Bays/Sky Crane.md | 13 + .../Smuggler Compartment.md | 10 + .../Starship Computers.md | 45 ++ .../Starship Expansion Bays.md | 18 + .../Surveying Sensors.md | 10 + .../Starship Expansion Bays/Synthesis Bay.md | 10 + .../Starship Expansion Bays/Tech Workshop.md | 10 + .../Telelith Matrix (Hybrid.md | 16 + .../Starship Expansion Bays/Temple.md | 14 + .../Thrusters Primers.md | 10 + .../Starship Expansion Bays/Vault.md | 10 + .../Starship Expansion Bays/Zero-G Hold.md | 13 + .../Starships/Starship Power Cores.md | 34 + .../Starship Security/Antipersonnel Weapon.md | 21 + .../Starship Security/Biometric Locks.md | 13 + .../Starships/Starship Security/Cloaking.md | 37 + .../Computer Countermeasures.md | 12 + .../Emergency Accelerator.md | 13 + .../Starship Security/Holographic Mantle.md | 12 + .../Reconfiguration System.md | 12 + .../Starship Security/Self-Destruct System.md | 12 + .../Starship Security/Smoke Screen.md | 14 + .../Starship Security/Starship Security.md | 15 + .../Starship Security/Starship Thrusters.md | 45 ++ .../Starship Security/Weapon Hatch.md | 14 + .../Vehicles/Starships/Starship Sensors.md | 35 + .../Starships/Starship Special Materials.md | 127 ++++ .../Starship Weapon Special Properties.md | 248 +++++++ .../Light Starship Weapons.md | 69 ++ .../Starship Weapons/Spintal-Mount Weapons.md | 21 + .../Starship Capital Weapons.md | 62 ++ .../Starship Heavy Weapons.md | 69 ++ .../Starship Weapons/Starship Weapons.md | 66 ++ .../Terrestial Vehicles/Acid Auger.md | 21 + .../Terrestial Vehicles/Aerial Mining Rig.md | 26 + .../All-Terrain Transport.md | 17 + .../Armored Null-Space Transport.md | 21 + .../Terrestial Vehicles/Armored Transport.md | 21 + .../Terrestial Vehicles/Assault Enercopter.md | 23 + .../Terrestial Vehicles/Asteroid Borger.md | 21 + .../Terrestial Vehicles/Basic Enercycle.md | 17 + .../Terrestial Vehicles/Combat Hospital.md | 21 + .../Terrestial Vehicles/Combat Sandrail.md | 27 + .../Terrestial Vehicles/Dioxide Wingship.md | 21 + .../Terrestial Vehicles/Exploration Buggy.md | 17 + .../Terrestial Vehicles/Goblin Junkcycle.md | 21 + .../Harvester Dirigible.md | 22 + .../Vehicles/Terrestial Vehicles/Hogback.md | 22 + .../Terrestial Vehicles/Hover Artillery.md | 22 + .../Vehicles/Terrestial Vehicles/Hover Pod.md | 17 + .../Terrestial Vehicles/Hover Tank.md | 22 + .../Terrestial Vehicles/Hover Truck.md | 21 + .../Hwavy Launch Crawlers.md | 22 + .../Luxury Evacuation Yacht.md | 21 + .../Mobile Command Center.md | 22 + .../Mobile Launch Vehicle.md | 21 + .../Terrestial Vehicles/Motorcycle.md | 21 + .../Phentomite Autobridger.md | 27 + .../Terrestial Vehicles/Pirate Enercopter.md | 23 + .../Terrestial Vehicles/Police Cruiser.md | 22 + .../Terrestial Vehicles/Prospecting Buggy.md | 21 + .../Terrestial Vehicles/Pump-Jet Sub.md | 17 + .../Terrestial Vehicles/Quantum Pod.md | 22 + .../Terrestial Vehicles/Racing Catamaran.md | 25 + .../Terrestial Vehicles/Rally Jammer.md | 25 + .../Terrestial Vehicles/Ravine Crawler.md | 21 + .../Terrestial Vehicles/Recon Enercopter.md | 22 + .../Terrestial Vehicles/Rescue Enercopter.md | 21 + .../Terrestial Vehicles/Smuggling Cruiser.md | 21 + .../Terrestial Vehicles/Spy Cruiser.md | 22 + .../Terrestial Vehicles/Stealth Enercopter.md | 22 + .../Terrestial Vehicles/Stealth Sub.md | 26 + .../Submersible Assault Carrier.md | 21 + .../Terrestial Vehicles/Survey Walker.md | 21 + .../Tactical Underminer.md | 21 + .../Terrestial Vehicles/Tactical Walker.md | 21 + .../Terrestial Vehicles.md | 15 + .../Terrestial Vehicles/Torpedo Minisub.md | 17 + .../Terrestial Vehicles/Transport Walker.md | 21 + .../Ultimatum Hover Carrier.md | 28 + .../Ultralight Turboglider.md | 25 + .../Terrestial Vehicles/Urban Cruiser.md | 17 + .../Terrestial Vehicles/Water Bear.md | 27 + .../Adamantine Plating.md | 26 + .../Additional Seating.md | 10 + .../Autopilot - Level 2.md | 10 + .../Vehicle Modifications/Blip-Drive.md | 12 + .../Vehicle Modifications/Boarding Clamp.md | 10 + .../Collision Dampeners.md | 10 + .../Vehicle Modifications/Deflective Field.md | 22 + .../Vehicle Modifications/Electrified Hull.md | 12 + .../Vehicle Modifications/Enhanced Sensors.md | 22 + .../Extradimensional Storage.md | 10 + .../Vehicle Modifications/Grav-Nav.md | 22 + .../Vehicle Modifications/Holohull.md | 12 + .../Vehicle Modifications/Nanite Node.md | 28 + .../Personnel Enclosure.md | 10 + .../Vehicle Modifications/Pilot Assist.md | 22 + .../Vehicle Modifications/Ramming Prow.md | 28 + .../Vehicle Modifications/Smoke Screen.md | 12 + .../Smuggler_s Compartment.md | 34 + .../Vehicle Modifications/Stealth Module.md | 10 + .../Terrain Adaptation.md | 10 + .../Vehicle Modifications/Turbo Boost.md | 12 + .../Vehicle Modifications.md | 14 + .../Vehicle Modifications/Weapon Mount.md | 10 + .../Vehicle Modifications/Wheel Scythes.md | 11 + .../Weapon Fusions/Accurate.md | 12 + .../Weapon Fusions/Advancing.md | 12 + .../Weapon Fusions/Agile.md | 12 + .../Weapon Fusions/Anarchic.md | 12 + .../Weapon Fusions/Anchoring.md | 12 + .../Weapon Fusions/Apprehending.md | 12 + .../Weapon Fusions/Astute.md | 12 + .../Weapon Fusions/Axiomatic.md | 12 + .../Weapon Fusions/Bane.md | 12 + .../Weapon Fusions/Bending.md | 12 + .../Weapon Fusions/Beneficent.md | 12 + .../Weapon Fusions/Blasting.md | 12 + .../Weapon Fusions/Bleeding Fusion).md | 12 + .../Weapon Fusions/Bombarding.md | 14 + .../Weapon Fusions/Bonding.md | 12 + .../Weapon Fusions/Boosting.md | 12 + .../Weapon Fusions/Burdening.md | 12 + .../Weapon Fusions/Burst.md | 12 + .../Weapon Fusions/Called.md | 12 + .../Weapon Fusions/Charge Disrupting.md | 12 + .../Weapon Fusions/Climbing.md | 13 + .../Weapon Fusions/Conserving.md | 12 + .../Weapon Fusions/Continuous.md | 12 + .../Weapon Fusions/Corrosive.md | 12 + .../Weapon Fusions/Cruel.md | 12 + .../Weapon Fusions/Cunning.md | 12 + .../Weapon Fusions/Deafening.md | 12 + .../Weapon Fusions/Defending.md | 12 + .../Weapon Fusions/Defiant.md | 12 + .../Weapon Fusions/Devastating.md | 12 + .../Weapon Fusions/Dimming.md | 12 + .../Weapon Fusions/Dispelling.md | 12 + .../Weapon Fusions/Disruptive.md | 12 + .../Weapon Fusions/Durable.md | 12 + .../Weapon Fusions/EMP.md | 12 + .../Weapon Fusions/Echoing.md | 13 + .../Weapon Fusions/Energetic.md | 13 + .../Weapon Fusions/Ensnaring.md | 12 + .../Weapon Fusions/Entangling.md | 12 + .../Weapon Fusions/Flaming.md | 12 + .../Weapon Fusions/Frost.md | 12 + .../Weapon Fusions/Ghost Killer.md | 12 + .../Weapon Fusions/Glamered.md | 12 + .../Weapon Fusions/Glowing.md | 12 + .../Weapon Fusions/Guarded.md | 12 + .../Weapon Fusions/Holy.md | 12 + .../Weapon Fusions/Hybridized.md | 12 + .../Weapon Fusions/Illuminating.md | 12 + .../Weapon Fusions/Inspiring.md | 12 + .../Weapon Fusions/Interposing.md | 12 + .../Weapon Fusions/Invigorating.md | 12 + .../Weapon Fusions/Jinxing.md | 12 + .../Weapon Fusions/Kaleidoscopic.md | 12 + .../Weapon Fusions/Kindred.md | 12 + .../Weapon Fusions/Knockdown.md | 12 + .../Weapon Fusions/Launching.md | 13 + .../Weapon Fusions/Leeching.md | 12 + .../Weapon Fusions/Lightveiled.md | 12 + .../Weapon Fusions/Limning.md | 12 + .../Weapon Fusions/Malediction.md | 12 + .../Weapon Fusions/Manufacturing.md | 12 + .../Weapon Fusions/Meltdown.md | 12 + .../Weapon Fusions/Menacing.md | 12 + .../Weapon Fusions/Merciful.md | 12 + .../Weapon Fusions/Mind Rending.md | 21 + .../Weapon Fusions/Mind-Reading.md | 12 + .../Weapon Fusions/Mining.md | 12 + .../Weapon Fusions/Nanite.md | 12 + .../Weapon Fusions/Nullifying.md | 12 + .../Weapon Fusions/Numbing.md | 12 + .../Weapon Fusions/Obscuring.md | 12 + .../Weapon Fusions/Ominous.md | 12 + .../Weapon Fusions/Opportunistic.md | 12 + .../Weapon Fusions/Potent.md | 12 + .../Weapon Fusions/Punishing.md | 12 + .../Weapon Fusions/Quantum.md | 12 + .../Weapon Fusions/Radioactive.md | 12 + .../Weapon Fusions/Ratjaw.md | 12 + .../Weapon Fusions/Rebounding.md | 12 + .../Weapon Fusions/Returning.md | 12 + .../Weapon Fusions/Secured.md | 12 + .../Weapon Fusions/Seeking.md | 12 + .../Weapon Fusions/Selective.md | 12 + .../Weapon Fusions/Sentinel.md | 12 + .../Weapon Fusions/Sheering.md | 12 + .../Weapon Fusions/Shock.md | 12 + .../Weapon Fusions/Soulfire.md | 12 + .../Weapon Fusions/Spellthrower.md | 16 + .../Weapon Fusions/Stabilizing.md | 12 + .../Weapon Fusions/Steady.md | 12 + .../Weapon Fusions/Sundering.md | 12 + .../Weapon Fusions/Supercharging.md | 12 + .../Weapon Fusions/Synesthetic.md | 12 + .../Weapon Fusions/Tactical.md | 12 + .../Weapon Fusions/Tattoo.md | 14 + .../Weapon Fusions/Throwing.md | 12 + .../Weapon Fusions/Thundering.md | 12 + .../Weapon Fusions/Tracking.md | 14 + .../Weapon Fusions/Trailblazer, Fusion.md | 16 + .../Weapon Fusions/Tritidair.md | 12 + .../Weapon Fusions/Tunneling.md | 14 + .../Weapon Fusions/Ulrikka Duster.md | 12 + .../Weapon Fusions/Unholy.md | 12 + .../Weapon Fusions/Valorous.md | 12 + .../Weapon Fusions/Vanishing.md | 12 + .../Weapon Fusions/Venomous.md | 12 + .../Weapon Fusions/Vorpal.md | 12 + .../Weapon Fusions/Weapon Fusions.md | 64 ++ .../Weapon Fusions/Wounding.md | 12 + Compendium/SF1E/Species/Aasimar.md | 94 +++ Compendium/SF1E/Species/Android.md | 161 +++++ Compendium/SF1E/Species/Astrazoan.md | 106 +++ Compendium/SF1E/Species/Astriapi.md | 80 +++ Compendium/SF1E/Species/Bandrid.md | 77 +++ .../SF1E/Species/Barathu - Early Stage.md | 108 +++ Compendium/SF1E/Species/Bear Uplifted).md | 120 ++++ Compendium/SF1E/Species/Bolida.md | 58 ++ Compendium/SF1E/Species/Borai.md | 49 ++ Compendium/SF1E/Species/Brenneri.md | 55 ++ Compendium/SF1E/Species/Cephalume.md | 102 +++ Compendium/SF1E/Species/Contemplative.md | 94 +++ Compendium/SF1E/Species/Copaxi.md | 64 ++ Compendium/SF1E/Species/Damai.md | 77 +++ Compendium/SF1E/Species/Dessamar Imago.md | 56 ++ Compendium/SF1E/Species/Dessamar Instar.md | 56 ++ Compendium/SF1E/Species/Dirindi.md | 45 ++ Compendium/SF1E/Species/Draelik.md | 49 ++ Compendium/SF1E/Species/Dragonkin.md | 111 +++ Compendium/SF1E/Species/Dromada.md | 54 ++ Compendium/SF1E/Species/Drow.md | 56 ++ Compendium/SF1E/Species/Dwarf.md | 102 +++ Compendium/SF1E/Species/Elf.md | 102 +++ Compendium/SF1E/Species/Embri.md | 81 +++ Compendium/SF1E/Species/Entu Colony.md | 52 ++ Compendium/SF1E/Species/Entu Symbiote.md | 53 ++ Compendium/SF1E/Species/Espraksa.md | 57 ++ Compendium/SF1E/Species/Formian.md | 85 +++ Compendium/SF1E/Species/Ghoran.md | 74 ++ Compendium/SF1E/Species/Giant.md | 53 ++ Compendium/SF1E/Species/Gnoll.md | 36 + Compendium/SF1E/Species/Gnome.md | 91 +++ Compendium/SF1E/Species/Goblin - Space.md | 49 ++ Compendium/SF1E/Species/Gray.md | 48 ++ Compendium/SF1E/Species/Grippli.md | 39 ++ Compendium/SF1E/Species/Haan.md | 39 ++ Compendium/SF1E/Species/Hadrogan.md | 73 ++ Compendium/SF1E/Species/Half-Elf.md | 83 +++ Compendium/SF1E/Species/Half-Orc.md | 78 +++ Compendium/SF1E/Species/Halfling.md | 109 +++ Compendium/SF1E/Species/Hanakan.md | 101 +++ Compendium/SF1E/Species/Hobgoblin.md | 89 +++ Compendium/SF1E/Species/Hortus.md | 51 ++ Compendium/SF1E/Species/Huitz_plina.md | 55 ++ Compendium/SF1E/Species/Human.md | 120 ++++ Compendium/SF1E/Species/Ifrit.md | 49 ++ Compendium/SF1E/Species/Ijtikri.md | 84 +++ Compendium/SF1E/Species/Ikeshi.md | 50 ++ Compendium/SF1E/Species/Ixtangi.md | 62 ++ Compendium/SF1E/Species/Izalguun.md | 44 ++ Compendium/SF1E/Species/Jububnan.md | 48 ++ Compendium/SF1E/Species/Kalo.md | 82 +++ Compendium/SF1E/Species/Kanabo.md | 39 ++ Compendium/SF1E/Species/Kasatha.md | 134 ++++ Compendium/SF1E/Species/Khizar.md | 48 ++ Compendium/SF1E/Species/Kiirinta.md | 67 ++ Compendium/SF1E/Species/Kitsune.md | 31 + Compendium/SF1E/Species/Kobold.md | 63 ++ Compendium/SF1E/Species/Lashunta.md | 127 ++++ Compendium/SF1E/Species/Maraquoi.md | 94 +++ Compendium/SF1E/Species/Morlamaw.md | 51 ++ Compendium/SF1E/Species/Nuar.md | 90 +++ Compendium/SF1E/Species/Orc.md | 54 ++ Compendium/SF1E/Species/Osharu.md | 92 +++ Compendium/SF1E/Species/Pahtra.md | 125 ++++ Compendium/SF1E/Species/Phentomite.md | 47 ++ Compendium/SF1E/Species/Psacynoid.md | 79 +++ Compendium/SF1E/Species/Quorlu.md | 115 ++++ Compendium/SF1E/Species/Raxilite.md | 121 ++++ Compendium/SF1E/Species/Reptoid.md | 44 ++ Compendium/SF1E/Species/Ryphorian.md | 105 +++ Compendium/SF1E/Species/SRO.md | 90 +++ Compendium/SF1E/Species/Samsaran.md | 33 + Compendium/SF1E/Species/Sarcesian.md | 38 + Compendium/SF1E/Species/Sazaron.md | 54 ++ Compendium/SF1E/Species/Scyphozoan.md | 102 +++ Compendium/SF1E/Species/Selmaid.md | 55 ++ Compendium/SF1E/Species/Shakalta.md | 69 ++ Compendium/SF1E/Species/Shatori.md | 52 ++ Compendium/SF1E/Species/Shimreen.md | 110 +++ Compendium/SF1E/Species/Shirren.md | 144 ++++ Compendium/SF1E/Species/Shobhad.md | 48 ++ Compendium/SF1E/Species/Skittermander.md | 94 +++ Compendium/SF1E/Species/Spathinae.md | 58 ++ Compendium/SF1E/Species/Strix.md | 48 ++ Compendium/SF1E/Species/Telia.md | 50 ++ Compendium/SF1E/Species/Thyr.md | 55 ++ Compendium/SF1E/Species/Tiefling.md | 92 +++ Compendium/SF1E/Species/Trox.md | 114 +++ Compendium/SF1E/Species/Tryziarka.md | 40 ++ Compendium/SF1E/Species/Undead.md | 17 + Compendium/SF1E/Species/Urog, Species.md | 114 +++ Compendium/SF1E/Species/Varculak.md | 56 ++ Compendium/SF1E/Species/Verthani.md | 50 ++ Compendium/SF1E/Species/Vesk.md | 185 +++++ Compendium/SF1E/Species/Vlaka.md | 116 ++++ Compendium/SF1E/Species/Witchwyrd.md | 56 ++ Compendium/SF1E/Species/Worlanisi.md | 112 +++ Compendium/SF1E/Species/Wrikreechee.md | 54 ++ Compendium/SF1E/Species/Xulgath.md | 48 ++ Compendium/SF1E/Species/Ysoki.md | 157 +++++ .../SF1E/Spells/Multilevel/Adamantine Shot.md | 37 + .../Multilevel/Baleful Polymorph, Mass.md | 31 + .../Spells/Multilevel/Baleful Polymorph.md | 37 + .../Multilevel/Biomechanical Symbiosis.md | 28 + .../Spells/Multilevel/Blessing of Youth.md | 39 ++ .../SF1E/Spells/Multilevel/Control Winds.md | 31 + Compendium/SF1E/Spells/Multilevel/Creation.md | 33 + .../SF1E/Spells/Multilevel/Dampen Spell.md | 43 ++ .../SF1E/Spells/Multilevel/Death_s Door.md | 37 + .../Spells/Multilevel/Destructive Rebuke.md | 32 + .../SF1E/Spells/Multilevel/Dismissal, 5th.md | 27 + .../SF1E/Spells/Multilevel/Dismissal.md | 29 + .../SF1E/Spells/Multilevel/Extra Sense.md | 28 + Compendium/SF1E/Spells/Multilevel/Fear.md | 33 + Compendium/SF1E/Spells/Multilevel/Flight.md | 47 ++ .../SF1E/Spells/Multilevel/Furious Shriek.md | 37 + .../Spells/Multilevel/Holographic Image.md | 45 ++ .../SF1E/Spells/Multilevel/Junk Grenade.md | 35 + .../SF1E/Spells/Multilevel/Junksword.md | 41 ++ .../SF1E/Spells/Multilevel/Mind Thrust.md | 37 + .../Spells/Multilevel/Minibot Messenger.md | 28 + .../SF1E/Spells/Multilevel/Multilevel.md | 12 + .../Spells/Multilevel/Mystic Cure, Mass.md | 29 + .../SF1E/Spells/Multilevel/Mystic Cure.md | 37 + .../Multilevel/Necromantic Revitalization.md | 38 + .../SF1E/Spells/Multilevel/Planar Binding.md | 37 + .../SF1E/Spells/Multilevel/Polymorph, Mass.md | 33 + .../SF1E/Spells/Multilevel/Polymorph.md | 111 +++ .../SF1E/Spells/Multilevel/Psychic Sonar.md | 31 + .../SF1E/Spells/Multilevel/Shrink Object.md | 37 + .../SF1E/Spells/Multilevel/Soul Surge.md | 37 + .../Spells/Multilevel/Spell Redirection.md | 29 + .../Multilevel/Spiritual Consultation.md | 31 + .../SF1E/Spells/Multilevel/Summon Creature.md | 59 ++ .../SF1E/Spells/Multilevel/Tectonic Shift.md | 28 + .../SF1E/Spells/Multilevel/Thought Ripple.md | 27 + .../SF1E/Spells/Multilevel/Volcanic Wrath.md | 31 + Compendium/SF1E/Spells/No Level/Miracle.md | 34 + Compendium/SF1E/Spells/No Level/No Level.md | 11 + .../SF1E/Spells/No Level/Rewrite Time.md | 37 + .../SF1E/Spells/No Level/Warp Reality.md | 33 + Compendium/SF1E/Spells/No Level/Wish.md | 34 + .../SF1E/Spells/Rituals/Commune, Ritual.md | 13 + .../Rituals/Consecrate Place, Ritual.md | 15 + .../Rituals/FTL Communication, Ritual.md | 15 + .../SF1E/Spells/Rituals/Gate, Ritual.md | 15 + .../SF1E/Spells/Rituals/Heartbond, Ritual.md | 15 + .../SF1E/Spells/Rituals/Panopticon, Ritual.md | 15 + .../Spells/Rituals/Reincarnation, Ritual.md | 14 + Compendium/SF1E/Spells/Rituals/Rituals.md | 166 +++++ .../Rituals/Summon Elemental, Ritual.md | 24 + .../SF1E/Spells/Spells Level 0/Adhere.md | 29 + .../Spells/Spells Level 0/Charming Veneer.md | 25 + .../SF1E/Spells/Spells Level 0/Churn Fluid.md | 26 + .../Spells Level 0/Climate Adaptation.md | 25 + .../Spells/Spells Level 0/Conjure Grenade.md | 24 + .../Spells/Spells Level 0/Dancing Lights.md | 27 + Compendium/SF1E/Spells/Spells Level 0/Daze.md | 25 + .../Spells/Spells Level 0/Dazzling Flares.md | 26 + .../Spells Level 0/Detect Affliction.md | 25 + .../Spells/Spells Level 0/Detect Magic.md | 25 + .../Spells/Spells Level 0/Distant Speech.md | 26 + .../SF1E/Spells/Spells Level 0/Energy Ray.md | 25 + .../SF1E/Spells/Spells Level 0/Fatigue.md | 27 + .../SF1E/Spells/Spells Level 0/Ghost Sound.md | 27 + .../Spells/Spells Level 0/Glowing Wall.md | 25 + .../SF1E/Spells/Spells Level 0/Grave Words.md | 27 + .../SF1E/Spells/Spells Level 0/Hazard.md | 25 + .../Spells Level 0/Holographic Interface.md | 25 + .../SF1E/Spells/Spells Level 0/Injury Echo.md | 25 + .../SF1E/Spells/Spells Level 0/Magic Mark.md | 25 + .../SF1E/Spells/Spells Level 0/Measure.md | 25 + .../SF1E/Spells/Spells Level 0/Mending.md | 25 + .../SF1E/Spells/Spells Level 0/Misfire.md | 25 + .../SF1E/Spells/Spells Level 0/Omnitool.md | 25 + .../Spells Level 0/Psychokinetic Hand.md | 25 + .../Spells Level 0/Psychokinetic Shove.md | 27 + .../SF1E/Spells/Spells Level 0/Realign.md | 25 + .../SF1E/Spells/Spells Level 0/Spark.md | 25 + .../Spells/Spells Level 0/Spells Level 0.md | 12 + .../SF1E/Spells/Spells Level 0/Stabilize.md | 25 + .../SF1E/Spells/Spells Level 0/Starwalk.md | 23 + .../SF1E/Spells/Spells Level 0/Stumble.md | 25 + .../Spells Level 0/Telekinetic Projectile.md | 25 + .../Spells Level 0/Telepathic Message.md | 25 + .../SF1E/Spells/Spells Level 0/Token Spell.md | 27 + .../Spells/Spells Level 0/Transfer Charge.md | 27 + .../Spells/Spells Level 0/Vanishing Trick.md | 25 + .../Spells/Spells Level 0/Varied Veneer.md | 25 + .../SF1E/Spells/Spells Level 1/Acidic Mist.md | 25 + .../Spells/Spells Level 1/Biome Adaptation.md | 25 + .../Spells Level 1/Broadcast Message.md | 27 + .../Spells/Spells Level 1/Charm Person.md | 27 + .../Spells/Spells Level 1/Command Icon.md | 25 + .../SF1E/Spells/Spells Level 1/Command.md | 34 + .../Spells/Spells Level 1/Communal Bond.md | 25 + .../Spells/Spells Level 1/Companion Bond.md | 25 + .../Spells Level 1/Comprehend Customs.md | 25 + .../Spells Level 1/Comprehend Languages.md | 23 + .../Spells Level 1/Confusion, Lesser.md | 24 + .../Spells Level 1/Create Ammunition.md | 23 + .../Spells/Spells Level 1/Defrex Hardiness.md | 25 + .../Spells Level 1/Detect Augmentation.md | 25 + .../Spells/Spells Level 1/Detect Radiation.md | 25 + .../SF1E/Spells/Spells Level 1/Detect Tech.md | 28 + .../Spells/Spells Level 1/Detect Thoughts.md | 33 + .../Spells/Spells Level 1/Disguise Self.md | 26 + .../Spells Level 1/Dissonance Strike.md | 27 + .../Spells/Spells Level 1/Dream of Home.md | 25 + .../Spells Level 1/Empathic Communication.md | 23 + .../Spells/Spells Level 1/Enduring Worlds.md | 24 + .../SF1E/Spells/Spells Level 1/Erase.md | 27 + .../Spells/Spells Level 1/Fluid Morphism.md | 25 + .../SF1E/Spells/Spells Level 1/Grease.md | 25 + .../Spells/Spells Level 1/Helping Hands.md | 24 + .../SF1E/Spells/Spells Level 1/Hold Portal.md | 27 + .../SF1E/Spells/Spells Level 1/Identify.md | 25 + .../Spells Level 1/Illusory Star Field.md | 25 + .../Spells/Spells Level 1/Incompetence.md | 25 + .../Spells/Spells Level 1/Jolting Surge.md | 27 + .../SF1E/Spells/Spells Level 1/Junk Shards.md | 26 + .../SF1E/Spells/Spells Level 1/Keen Senses.md | 25 + .../Spells/Spells Level 1/Know Coordinates.md | 23 + .../SF1E/Spells/Spells Level 1/Life Bubble.md | 27 + .../Spells/Spells Level 1/Lifting Frame.md | 25 + .../Spells/Spells Level 1/Magic Missile.md | 29 + .../SF1E/Spells/Spells Level 1/Megavitamin.md | 24 + .../Spells/Spells Level 1/Mental Silence.md | 25 + .../Spells Level 1/Might of the Ellicoth.md | 25 + .../SF1E/Spells/Spells Level 1/Mindlink.md | 25 + .../Spells Level 1/Modulate Frequency.md | 25 + .../SF1E/Spells/Spells Level 1/Overheat.md | 27 + .../SF1E/Spells/Spells Level 1/Patch Tech.md | 27 + .../SF1E/Spells/Spells Level 1/Phase Blade.md | 24 + .../Spells/Spells Level 1/Preserved Path.md | 23 + .../Spells/Spells Level 1/Proximity Alert.md | 25 + .../Spells/Spells Level 1/Puncture Veil.md | 26 + .../Spells/Spells Level 1/Quick Change.md | 25 + .../SF1E/Spells/Spells Level 1/Recall.md | 25 + .../Spells/Spells Level 1/Reflecting Armor.md | 23 + .../Spells/Spells Level 1/Remote Operation.md | 25 + .../Remove Condition, Lesser.md | 26 + .../Spells/Spells Level 1/Scan Environment.md | 30 + .../Spells/Spells Level 1/Seeking Shot.md | 25 + .../Spells/Spells Level 1/Share Language.md | 25 + .../Spells/Spells Level 1/Share Memory.md | 25 + .../Spells/Spells Level 1/Shifting Surge.md | 25 + .../Spells/Spells Level 1/Spells Level 1.md | 12 + .../Spells Level 1/Spirit-bound Armor.md | 25 + .../Spells Level 1/Spirit-bound Computer.md | 25 + .../Spells Level 1/Supercharge Weapon.md | 25 + .../Spells/Spells Level 1/Swap Initiative.md | 25 + .../Spells/Spells Level 1/Unseen Servant.md | 27 + .../Spells/Spells Level 1/Verdant Code.md | 27 + .../SF1E/Spells/Spells Level 1/Wall of Fog.md | 25 + .../SF1E/Spells/Spells Level 1/Wisp Ally.md | 27 + .../Spells/Spells Level 2/Accelerate Step.md | 23 + .../Spells Level 2/Alter Enhancement.md | 25 + .../SF1E/Spells/Spells Level 2/Anchor.md | 25 + .../Spells Level 2/Artificial Geyser.md | 25 + .../SF1E/Spells/Spells Level 2/Augury.md | 34 + .../Spells/Spells Level 2/Bypass Password.md | 25 + .../SF1E/Spells/Spells Level 2/Cairn Form.md | 25 + .../Spells Level 2/Caustic Conversion.md | 25 + .../Spells Level 2/Change of Seasons.md | 24 + .../Spells/Spells Level 2/Command Undead.md | 29 + .../Spells/Spells Level 2/Crystal Eruption.md | 25 + .../Spells/Spells Level 2/Dampening Field.md | 25 + .../SF1E/Spells/Spells Level 2/Darkvision.md | 27 + .../Spells/Spells Level 2/Day_s Weariness.md | 25 + .../Spells Level 2/Delay Countermeasures.md | 27 + .../Spells/Spells Level 2/Digital Shield.md | 23 + .../Directed Denial of Strength Attack.md | 25 + .../SF1E/Spells/Spells Level 2/Distract.md | 25 + .../Spells/Spells Level 2/Electroplating.md | 27 + .../Spells/Spells Level 2/Empathic Support.md | 31 + .../SF1E/Spells/Spells Level 2/Fog Cloud.md | 29 + .../SF1E/Spells/Spells Level 2/Force Blast.md | 27 + .../Spells/Spells Level 2/Haunted Armor.md | 25 + .../Spells Level 2/Haunted Combatant.md | 25 + .../SF1E/Spells/Spells Level 2/Hold Person.md | 25 + .../SF1E/Spells/Spells Level 2/Hoverdisk.md | 25 + .../Spells/Spells Level 2/Hurl Forcedisk.md | 29 + .../Spells/Spells Level 2/Implant Data.md | 27 + .../SF1E/Spells/Spells Level 2/Inflame.md | 24 + .../Spells/Spells Level 2/Inflict Pain.md | 26 + .../Spells/Spells Level 2/Inject Nanobots.md | 27 + .../Spells/Spells Level 2/Instant Upgrade.md | 25 + .../Invisibility To Technology.md | 26 + .../Spells/Spells Level 2/Invisibility.md | 26 + .../SF1E/Spells/Spells Level 2/Knock.md | 25 + .../SF1E/Spells/Spells Level 2/Laser Net.md | 26 + .../SF1E/Spells/Spells Level 2/Locate Hive.md | 23 + .../SF1E/Spells/Spells Level 2/Logic Bomb.md | 27 + .../SF1E/Spells/Spells Level 2/Make Whole.md | 24 + .../Spells/Spells Level 2/Manipulate Tech.md | 25 + .../Spells/Spells Level 2/Mental Muscle.md | 26 + .../Spells/Spells Level 2/Microbot Assault.md | 27 + .../Spells/Spells Level 2/Mirror Image.md | 27 + .../Spells Level 2/Optimize Technology.md | 25 + .../SF1E/Spells/Spells Level 2/Osmose.md | 25 + .../Spells/Spells Level 2/Parallel Form.md | 25 + .../Spells/Spells Level 2/Perfect Recall.md | 25 + .../Spells/Spells Level 2/Personal Gravity.md | 23 + .../SF1E/Spells/Spells Level 2/Predict Foe.md | 25 + .../Spells/Spells Level 2/Reality Leap.md | 25 + .../SF1E/Spells/Spells Level 2/Recharge.md | 25 + .../Spells Level 2/Reject Augmentation.md | 25 + .../Spells/Spells Level 2/Remove Condition.md | 24 + .../Spells/Spells Level 2/Resist Radiation.md | 25 + .../Spells Level 2/Restoration, Lesser.md | 24 + .../Spells Level 2/Restore Consumable.md | 25 + .../Spells/Spells Level 2/Security Seal.md | 25 + .../Spells/Spells Level 2/See Invisibility.md | 25 + .../Spells/Spells Level 2/Shield Other.md | 27 + .../Spells/Spells Level 2/Slice Reality.md | 26 + .../Spells/Spells Level 2/Social Reset.md | 23 + .../Spells Level 2/Song Of The Cosmos.md | 24 + .../Spells/Spells Level 2/Spells Level 2.md | 11 + .../Spells/Spells Level 2/Spider Climb.md | 25 + .../Spells/Spells Level 2/Spiritual Bonds.md | 25 + .../SF1E/Spells/Spells Level 2/Status.md | 25 + .../Spells Level 2/Supercharge Armor.md | 25 + .../SF1E/Spells/Spells Level 2/Time Loop.md | 24 + .../Spells/Spells Level 2/Uncanny Luck.md | 24 + .../SF1E/Spells/Spells Level 2/Unmask.md | 27 + .../Spells/Spells Level 2/Venomous Weapon.md | 26 + .../Spells/Spells Level 2/Vigilant Junkbot.md | 27 + .../SF1E/Spells/Spells Level 2/Void Vessel.md | 25 + .../Spells/Spells Level 2/Wall of Steam.md | 26 + .../Spells/Spells Level 2/Zone of Truth.md | 25 + .../SF1E/Spells/Spells Level 3/Acid Puddle.md | 25 + .../Spells/Spells Level 3/Antiradiation.md | 32 + .../Spells/Spells Level 3/Arcane Sight.md | 29 + .../Spells/Spells Level 3/Arcing Surge.md | 25 + .../SF1E/Spells/Spells Level 3/Autopilot.md | 27 + .../Spells/Spells Level 3/Battle Sonata.md | 25 + .../Spells/Spells Level 3/Bestow Curse.md | 32 + .../SF1E/Spells/Spells Level 3/Blast Door.md | 25 + .../Spells/Spells Level 3/Capricious Cats.md | 33 + .../Spells/Spells Level 3/Charm Monster.md | 25 + .../Clairaudience_Clairvoyance.md | 27 + .../Spells Level 3/Daegoxian Spore Cloud.md | 26 + .../Spells/Spells Level 3/Death Affinity.md | 28 + .../Spells/Spells Level 3/Deep Slumber.md | 25 + .../Spells Level 3/Dimensional Crash.md | 25 + .../SF1E/Spells/Spells Level 3/Discharge.md | 24 + .../Spells/Spells Level 3/Dispel Magic.md | 60 ++ .../Spells/Spells Level 3/Displacement.md | 25 + .../Spells/Spells Level 3/Divine Aspect.md | 23 + .../Spells/Spells Level 3/Duplicate Data.md | 25 + .../Spells/Spells Level 3/Entropic Grasp.md | 33 + .../Spells/Spells Level 3/Explosive Blast.md | 25 + .../Spells/Spells Level 3/Fluidity of Form.md | 40 ++ .../Spells/Spells Level 3/Gravity Tether.md | 29 + .../Spells/Spells Level 3/Grim Insight.md | 27 + .../SF1E/Spells/Spells Level 3/Groundling.md | 24 + .../Spells/Spells Level 3/Handy Junkbot.md | 31 + .../SF1E/Spells/Spells Level 3/Haste.md | 29 + .../Spells/Spells Level 3/Healing Junkbot.md | 35 + .../Spells Level 3/Helping Hands, Mass.md | 20 + .../Spells/Spells Level 3/Hologram Memory.md | 29 + .../Spells/Spells Level 3/Infect Blood.md | 25 + .../Spells/Spells Level 3/Instant Virus.md | 25 + .../SF1E/Spells/Spells Level 3/Irradiate.md | 27 + .../Spells/Spells Level 3/Mental Block.md | 25 + .../SF1E/Spells/Spells Level 3/Nanite Form.md | 25 + .../Spells/Spells Level 3/Negate Spell.md | 25 + .../Spells/Spells Level 3/Nondetection.md | 29 + .../SF1E/Spells/Spells Level 3/Orient.md | 23 + .../Spells/Spells Level 3/Phantasmal Maze.md | 27 + .../Spells/Spells Level 3/Phantom Cycle.md | 25 + .../Spells Level 3/Physical Stability.md | 24 + .../Spells Level 3/Pinpoint Navigation.md | 25 + .../Spells Level 3/Planned Obsolescence.md | 26 + .../Spells/Spells Level 3/Plasma Snare.md | 29 + .../Spells/Spells Level 3/Pocket Vacuum.md | 25 + .../Spells/Spells Level 3/Polar Vortex.md | 25 + .../SF1E/Spells/Spells Level 3/Prescience.md | 33 + .../Spells Level 3/Preserve Specimen.md | 25 + .../Spells Level 3/Probability Prediction.md | 23 + .../Psychokinetic Strangulation.md | 28 + .../Spells Level 3/Ray of Exhaustion.md | 27 + .../SF1E/Spells/Spells Level 3/Remembrance.md | 25 + .../Spells/Spells Level 3/Remote Pilot.md | 27 + .../Spells Level 3/Remove Affliction.md | 31 + .../Spells Level 3/Resistant Armor, Lesser.md | 25 + .../Spells/Spells Level 3/Rhapsodic Aegis.md | 25 + .../Spells/Spells Level 3/Sharpen Senses.md | 25 + Compendium/SF1E/Spells/Spells Level 3/Slow.md | 25 + .../SF1E/Spells/Spells Level 3/Smog Bank.md | 25 + .../Spells/Spells Level 3/Speak with Dead.md | 29 + .../Spells/Spells Level 3/Spells Level 3.md | 11 + .../Spells/Spells Level 3/Starlit Span.md | 24 + .../Spells Level 3/Storm-Deflecting Sphere.md | 24 + .../SF1E/Spells/Spells Level 3/Suggestion.md | 28 + .../Spells/Spells Level 3/Synaptic Pulse.md | 25 + .../Spells/Spells Level 3/Temporal Bullets.md | 25 + .../SF1E/Spells/Spells Level 3/Time Crawl.md | 25 + .../SF1E/Spells/Spells Level 3/Time_s Edge.md | 27 + .../SF1E/Spells/Spells Level 3/Tongues.md | 25 + .../Spells/Spells Level 3/Void Whispers.md | 26 + .../Spells/Spells Level 3/Wall of Earth.md | 27 + .../SF1E/Spells/Spells Level 3/Wall of Ice.md | 29 + .../SF1E/Spells/Spells Level 3/Warpwave.md | 29 + .../Spells/Spells Level 4/Animate Dead.md | 31 + .../SF1E/Spells/Spells Level 4/Arcane Eye.md | 27 + .../Spells/Spells Level 4/Awaken Computer.md | 25 + .../Spells/Spells Level 4/Calm the Storm.md | 23 + .../Spells Level 4/Change of Seasons, Mass.md | 21 + .../SF1E/Spells/Spells Level 4/Confusion.md | 35 + .../Spells Level 4/Control Atmosphere.md | 39 ++ .../Spells/Spells Level 4/Corrosive Haze.md | 27 + .../SF1E/Spells/Spells Level 4/Cosmic Eddy.md | 29 + .../Spells/Spells Level 4/Crystal Mine.md | 24 + .../SF1E/Spells/Spells Level 4/Death Ward.md | 27 + .../Spells Level 4/Destruction Protocol.md | 27 + .../Spells/Spells Level 4/Digital Doorway.md | 32 + .../Spells/Spells Level 4/Dimension Door.md | 27 + .../Spells Level 4/Dimensional Anchor.md | 25 + .../Spells/Spells Level 4/Discern Lies.md | 25 + .../Spells/Spells Level 4/Displace Memory.md | 26 + .../SF1E/Spells/Spells Level 4/Divination.md | 25 + .../Spells/Spells Level 4/Drift Prediction.md | 26 + .../Spells Level 4/Elemental Convergence.md | 25 + .../SF1E/Spells/Spells Level 4/Enervation.md | 25 + .../Spells/Spells Level 4/Gravity Well.md | 25 + .../Spells Level 4/Harness Lightning.md | 25 + .../Spells/Spells Level 4/Hateful Visage.md | 25 + .../Spells/Spells Level 4/Hold Monster.md | 23 + .../Spells/Spells Level 4/Identify Storm.md | 26 + .../Spells Level 4/Invisibility, Greater.md | 22 + .../SF1E/Spells/Spells Level 4/Magic Seal.md | 24 + .../Spells/Spells Level 4/Memory Prism.md | 23 + .../Spells Level 4/Mental Muscle, Greater.md | 22 + .../SF1E/Spells/Spells Level 4/Miasma.md | 25 + .../SF1E/Spells/Spells Level 4/Mind Probe.md | 27 + .../Spells/Spells Level 4/Modify Outcome.md | 25 + .../Spells/Spells Level 4/Mystical Aegis.md | 26 + .../Spells/Spells Level 4/Overload Systems.md | 27 + .../Spells/Spells Level 4/Planar Phase.md | 24 + .../Spells Level 4/Reanimate Construct.md | 27 + .../SF1E/Spells/Spells Level 4/Reincarnate.md | 40 ++ .../Spells Level 4/Remove Radioactivity.md | 25 + .../Spells/Spells Level 4/Resilient Sphere.md | 25 + .../Spells/Spells Level 4/Resistant Armor.md | 19 + .../SF1E/Spells/Spells Level 4/Restoration.md | 27 + .../Spells/Spells Level 4/Rewire Flesh.md | 26 + .../Spells/Spells Level 4/Ride The Wave.md | 25 + .../Spells/Spells Level 4/Shared Gravity.md | 25 + .../Song Of The Cosmos, Greater.md | 25 + .../Spells/Spells Level 4/Sonic Scream.md | 24 + .../Spells Level 4/Soothing Protocol.md | 27 + .../SF1E/Spells/Spells Level 4/Soul Reap.md | 25 + .../Spells/Spells Level 4/Spells Level 4.md | 12 + .../Spells Level 4/Suppressing Field.md | 25 + .../Spells/Spells Level 4/Telepathic Bond.md | 27 + .../Spells/Spells Level 4/Time Loop, Mass.md | 20 + .../Spells/Spells Level 4/Tracking Mark.md | 27 + .../Spells Level 4/Transport Passengers.md | 27 + .../Spells/Spells Level 4/Uncanny Eruption.md | 26 + .../SF1E/Spells/Spells Level 4/Usurp Spell.md | 25 + .../SF1E/Spells/Spells Level 4/Void Grasp.md | 27 + .../Spells/Spells Level 4/Wall of Fire.md | 27 + .../SF1E/Spells/Spells Level 4/Wonder Warp.md | 30 + .../Spells/Spells Level 4/X-Ray Vision.md | 25 + .../SF1E/Spells/Spells Level 5/Acid Rain.md | 26 + .../SF1E/Spells/Spells Level 5/Afterimage.md | 24 + .../Spells/Spells Level 5/Animate Armor.md | 29 + .../Spells Level 5/Break Enchantment.md | 27 + .../SF1E/Spells/Spells Level 5/Call Cosmos.md | 25 + .../SF1E/Spells/Spells Level 5/Chrono Leap.md | 28 + .../Spells/Spells Level 5/Command, Greater.md | 21 + .../Spells Level 5/Commune With Planet.md | 23 + .../Spells Level 5/Commune with Nature.md | 25 + .../Spells Level 5/Contact Other Plane.md | 39 ++ .../Spells/Spells Level 5/Control Machines.md | 29 + .../SF1E/Spells/Spells Level 5/Crush Skull.md | 25 + .../Spells/Spells Level 5/Dominate Person.md | 33 + .../Spells/Spells Level 5/Drift Messenger.md | 26 + .../SF1E/Spells/Spells Level 5/Feeblemind.md | 25 + .../Spells Level 5/Fluidity of Form, Mass.md | 20 + .../SF1E/Spells/Spells Level 5/Hailstorm.md | 25 + .../SF1E/Spells/Spells Level 5/Heat Leech.md | 25 + .../Spells Level 5/Holographic Terrain.md | 25 + .../Spells/Spells Level 5/Hoverdisk, Mass.md | 24 + .../SF1E/Spells/Spells Level 5/Mislead.md | 27 + .../Spells/Spells Level 5/Modify Memory.md | 34 + .../Spells Level 5/Mystical Aegis, Mass.md | 21 + .../SF1E/Spells/Spells Level 5/Passwall.md | 25 + .../Physical Stability, Mass.md | 21 + .../Spells/Spells Level 5/Private Sanctum.md | 29 + .../SF1E/Spells/Spells Level 5/Prying Eyes.md | 35 + .../Spells/Spells Level 5/Radiation Ray.md | 25 + .../SF1E/Spells/Spells Level 5/Raise Dead.md | 29 + .../Spells/Spells Level 5/Rapid Repair.md | 25 + .../Spells/Spells Level 5/Reality Bend.md | 25 + .../SF1E/Spells/Spells Level 5/Reanimate.md | 29 + .../Remove Condition, Greater.md | 24 + .../Spells/Spells Level 5/Resistant Aegis.md | 25 + .../Spells/Spells Level 5/Retrocognition.md | 27 + .../Spells/Spells Level 5/Sniper_s Edge.md | 23 + .../Spells/Spells Level 5/Spells Level 5.md | 11 + .../Spells/Spells Level 5/Subzero Clutch.md | 27 + .../Spells/Spells Level 5/Synapse Overload.md | 27 + .../Spells Level 5/Synaptic Pulse, Greater.md | 25 + .../SF1E/Spells/Spells Level 5/Telekinesis.md | 33 + .../SF1E/Spells/Spells Level 5/Telepathy.md | 23 + .../SF1E/Spells/Spells Level 5/Teleport.md | 41 ++ .../Spells/Spells Level 5/Temporal Flash.md | 23 + .../Spells Level 5/Transfer Consciousness.md | 28 + .../Spells/Spells Level 5/Undo Mistake.md | 25 + .../Spells/Spells Level 5/Unravel Magic.md | 27 + .../Spells Level 5/Unwilling Guardian.md | 29 + .../Spells/Spells Level 5/Wall of Force.md | 29 + .../Spells/Spells Level 5/Wave of Warning.md | 25 + .../Spells/Spells Level 5/Waves of Fatigue.md | 25 + .../Spells/Spells Level 5/Weight of Ages.md | 25 + .../Spells Level 6/Akashic Investigation.md | 25 + .../Spells/Spells Level 6/Antimagic Burst.md | 29 + .../Spells/Spells Level 6/Battle Junkbot.md | 35 + .../SF1E/Spells/Spells Level 6/Chain Surge.md | 27 + .../Channel the Outer Sphere.md | 45 ++ .../SF1E/Spells/Spells Level 6/Cheat Time.md | 33 + .../Spells/Spells Level 6/Control Gravity.md | 31 + .../Spells/Spells Level 6/Control Undead.md | 29 + .../Spells Level 6/Discharge, Greater.md | 24 + .../Spells/Spells Level 6/Disintegrate.md | 31 + .../Spells Level 6/Enshrining Refuge.md | 29 + .../Spells/Spells Level 6/Ethereal Jaunt.md | 29 + .../Spells Level 6/Fist of Damoritosh.md | 25 + .../Spells/Spells Level 6/Flesh to Stone.md | 27 + .../SF1E/Spells/Spells Level 6/Forcecage.md | 25 + .../Gravitational Singularity.md | 31 + .../SF1E/Spells/Spells Level 6/Ice Prison.md | 25 + .../Spells Level 6/Inflict Pain, Mass.md | 22 + .../Spells Level 6/Interplanetary Teleport.md | 27 + .../Spells Level 6/Invisibility, Mass.md | 21 + .../Spells Level 6/Magic Seal, Greater.md | 26 + .../SF1E/Spells/Spells Level 6/Mind Swap.md | 27 + .../Spells Level 6/Mystical Aegis, Greater.md | 19 + .../Spells Level 6/Obfuscate Drift Beacons.md | 25 + .../Spells/Spells Level 6/Planar Barrier.md | 29 + .../SF1E/Spells/Spells Level 6/Plane Shift.md | 25 + .../Spells/Spells Level 6/Psychic Surgery.md | 25 + .../SF1E/Spells/Spells Level 6/Regenerate.md | 27 + .../Resistant Armor, Greater.md | 19 + .../Spells Level 6/Rewire Flesh, Mass.md | 20 + .../Spells Level 6/Security Protocol.md | 37 + .../SF1E/Spells/Spells Level 6/Shadow Walk.md | 31 + .../Spells/Spells Level 6/Shadowy Fleet.md | 27 + .../SF1E/Spells/Spells Level 6/Snuff Life.md | 35 + .../Spells/Spells Level 6/Spells Level 6.md | 11 + .../SF1E/Spells/Spells Level 6/Star Storm.md | 27 + .../SF1E/Spells/Spells Level 6/Star Touch.md | 27 + .../SF1E/Spells/Spells Level 6/Star Wall.md | 27 + .../Spells Level 6/Subjective Reality.md | 23 + .../Spells/Spells Level 6/Suggestion, Mass.md | 21 + .../Spells/Spells Level 6/Summon Corpse.md | 27 + .../Spells Level 6/Summon Drift Beacons.md | 25 + .../Spells Level 6/Sympathetic Vibration.md | 27 + .../Spells/Spells Level 6/Telepathic Jaunt.md | 27 + .../SF1E/Spells/Spells Level 6/Terraform.md | 29 + .../SF1E/Spells/Spells Level 6/True Seeing.md | 27 + .../Spells Level 6/Unspeakable Presences.md | 26 + .../Spells/Spells Level 6/Usher Apocalypse.md | 26 + Compendium/SF1E/Spells/Spells Level 6/Veil.md | 27 + .../SF1E/Spells/Spells Level 6/Vision.md | 27 + .../Spells/Spells Level 6/Wall of Steel.md | 29 + Rules/SF1E/Activites/Crafting.md | 33 + Rules/SF1E/Activites/Downtime Activities.md | 468 +++++++++++++ Rules/SF1E/Additional Mechanics/Cargo.md | 232 +++++++ .../Creature Companions.md | 174 +++++ .../Custom Species Builder.md | 278 ++++++++ .../SF1E/Additional Mechanics/Drift Lanes.md | 32 + .../Additional Mechanics/Dynamic Hacking.md | 194 ++++++ .../Environmental Grafts.md | 50 ++ .../Exploring the Galaxy/Backgrounds.md | 168 +++++ .../Exploration System.md | 161 +++++ .../Accord, Infinite Worlds.md | 185 +++++ .../Airborne, Infinite Worlds.md | 91 +++ .../Alignment, Infinite Worlds.md | 155 +++++ .../Aquatic, Infinite Worlds.md | 92 +++ .../Arctic, Infinite Worlds.md | 94 +++ ...lding Worlds Mechanics, Infinite Worlds.md | 108 +++ .../Desert, Infinite Worlds.md | 92 +++ .../Forest, Infinite Worlds.md | 91 +++ .../Infinite Worlds/Magic, Infinite Worlds.md | 140 ++++ .../Infinite Worlds/Marsh, Infinite Worlds.md | 91 +++ .../Mountain, Infinite Worlds.md | 98 +++ .../Plains, Infinite Worlds.md | 91 +++ .../Religion, Infinite Worlds.md | 126 ++++ .../Infinite Worlds/Space, Infinite Worlds.md | 91 +++ .../Subterranean, Infinite Worlds.md | 93 +++ .../Infinite Worlds/Tech, Infinite Worlds.md | 153 +++++ .../Infinite Worlds/Urban, Infinite Worlds.md | 92 +++ ...hives of Nethys Starfinder RPG Database.md | 99 +++ .../SF1E/Additional Mechanics/NPC Gallery.md | 60 ++ .../SF1E/Additional Mechanics/Polymorphing.md | 168 +++++ .../Additional Mechanics/Running the Game.md | 50 ++ .../Adventure _ Encounter Design.md | 38 + .../Sandbox Adventures/Campaign Design.md | 44 ++ .../Sandbox Adventures/Setting Design.md | 63 ++ .../Sandbox Adventures/Subgenres.md | 91 +++ .../Starship Adventure Seeds.md | 108 +++ .../Starship Campaign Arcs.md | 158 +++++ .../Toolboxes/Drift Encounter Toolbox.md | 64 ++ .../Toolboxes/NPC Toolbox.md | 174 +++++ .../Toolboxes/Settlement Toolbox.md | 156 +++++ .../Toolboxes/Starship Toolbox.md | 128 ++++ .../Toolboxes/Treasure Toolbox.md | 120 ++++ .../Affliction Progression Tracks.md | 232 +++++++ Rules/SF1E/Afflictions/Afflictions.md | 21 + Rules/SF1E/Afflictions/Curses.md | 43 ++ Rules/SF1E/Afflictions/Diseases.md | 111 +++ Rules/SF1E/Afflictions/Drugs.md | 125 ++++ Rules/SF1E/Afflictions/Poisons.md | 216 ++++++ .../Character Generation Ability Scores.md | 260 +++++++ .../Character Generation Alignment.md | 76 ++ .../Character Generation Health _ Resolve.md | 73 ++ .../Character Generation Steps.md | 164 +++++ .../Character Generation _ Leveling.md | 171 +++++ .../Leveling Up.md | 82 +++ Rules/SF1E/Combat Mechanics/Ability Damage.md | 36 + .../Combat Mechanics/Actions in Combat.md | 353 ++++++++++ .../Additional Movement Types.md | 31 + .../Awareness, Senses, Vision _ Light.md | 82 +++ .../Combat Mechanics/Bonus _ Penalties.md | 71 ++ .../SF1E/Combat Mechanics/Combat Mechanics.md | 279 ++++++++ Rules/SF1E/Combat Mechanics/Conditions.md | 223 ++++++ .../Combat Mechanics/Cover _ Concealment.md | 72 ++ .../Critical Hit Effects, Weapons.md | 247 +++++++ Rules/SF1E/Combat Mechanics/Damage.md | 32 + .../SF1E/Combat Mechanics/Defining Effects.md | 271 ++++++++ Rules/SF1E/Combat Mechanics/Flanking.md | 12 + .../Healing, Injury _ Death.md | 152 ++++ .../Reach _ Threatened Squares.md | 15 + Rules/SF1E/Combat Mechanics/Reactions.md | 21 + .../Special Properties, Weapons.md | 526 ++++++++++++++ .../Structures, Walls _ Objects.md | 161 +++++ .../Combat Mechanics/Tactical Movement.md | 66 ++ .../Combat Mechanics/Underwater Combat.md | 19 + .../Building Starship-Scale Creatures.md | 274 ++++++++ .../Creating Monsters _ NPCs.md | 509 ++++++++++++++ .../Darkvision (Ex or Su).md | 11 + .../Earth Glide (Ex).md | 10 + .../Universal Creature Rules/Engulf (Ex).md | 10 + .../Fast Healing (Ex).md | 11 + .../Fly (Ex or Su).md | 10 + .../Frightful Presence (Ex or Su).md | 10 + .../Universal Creature Rules/Grab (Ex).md | 10 + .../Immunity (Ex or Su).md | 11 + .../Integrated Weapons (Ex).md | 11 + .../Light Blindness (Ex).md | 10 + .../Limited Plant Benefits (Ex).md | 10 + .../Limited Telepathy (Ex or Su).md | 10 + .../Low-Light Vision (Ex).md | 10 + .../Universal Creature Rules/Mindless (Ex).md | 11 + .../Multiarmed (Ex).md | 10 + .../Multiattack (Ex).md | 11 + .../Natural Weapons (Ex).md | 9 + .../No Breath (Ex).md | 10 + .../Ooze Immunities (Ex).md | 14 + .../Plant Immunities (Ex).md | 12 + .../Plantlike (Ex).md | 10 + .../Universal Creature Rules/Pounce (Ex).md | 10 + .../Radioactive (Ex, Su).md | 10 + .../Regeneration (Ex).md | 12 + .../Resistance (Ex).md | 10 + .../Sense Through (Su).md | 10 + .../Sightless (Ex).md | 10 + .../Solar Adaptation (Ex or Su).md | 11 + .../Spaceflight (Su).md | 11 + .../Spell Resistance (Ex).md | 10 + .../Spider Climb (Ex).md | 10 + .../Stellar Alignment (Su).md | 11 + .../Summon Allies (Sp).md | 11 + .../Swallow Whole (Ex).md | 14 + .../Swarm Attack (Ex).md | 11 + .../Swarm Defenses (Ex).md | 13 + .../Swarm Immunities (Ex).md | 15 + .../Swarm Mind (Ex).md | 10 + .../Universal Creature Rules/Tracking (Ex).md | 10 + .../Universal Creature Rules/Trample (Ex).md | 11 + .../Troop Attack (Ex).md | 11 + .../Troop Defenses (Ex).md | 16 + .../Troop Immunities (Ex).md | 15 + .../Truespeech (Su).md | 10 + .../Undead Immunities (Ex).md | 14 + .../Unflankable (Ex).md | 12 + .../Universal Creature Rules/Unliving (Ex).md | 10 + .../Void Adaptation (Ex or Su).md | 14 + .../Vortex (Ex or Su).md | 10 + .../Vulnerability (Ex or Su).md | 10 + .../Water Breathing (Ex).md | 10 + .../Whirlwind (Ex or Su).md | 17 + .../Expanded Starship Encounter Design.md | 116 ++++ .../Mech Encounter Design.md | 28 + .../Starship Encounter Design.md | 36 + .../Tactical Encounter Design.md | 118 ++++ .../Treasures, Experience _ Rewards.md | 85 +++ Rules/SF1E/Magic _ Spells/Casting Spells.md | 258 +++++++ Rules/SF1E/Magic _ Spells/Rituals.md | 156 +++++ .../Magic _ Spells/Variant Spellcasting.md | 66 ++ Rules/SF1E/Mech Mechanics/Building Mechs.md | 316 +++++++++ Rules/SF1E/Mech Mechanics/Mech Combat.md | 109 +++ Rules/SF1E/Mech Mechanics/Mech Mechanics.md | 32 + Rules/SF1E/Mech Mechanics/Mech Upgrading.md | 9 + .../Acrobatics (Dex, Armor Check Penalty).md | 99 +++ .../Atheltics (Str, Armor Check Penalty).md | 70 ++ Rules/SF1E/Skills/Bluff (Cha).md | 32 + .../Skills/Computers (Int, Trainded only).md | 60 ++ .../Skills/Culture (Int, Trained only).md | 22 + Rules/SF1E/Skills/Diplomacy (Cha).md | 63 ++ Rules/SF1E/Skills/Disguise (Cha).md | 24 + .../Skills/Engineering (Int, Trained only).md | 92 +++ Rules/SF1E/Skills/Hacking Reference.md | 294 ++++++++ Rules/SF1E/Skills/Intimidate (Cha).md | 14 + .../Life Science (Int, Trained only).md | 25 + .../Skills/Medicine (Int, Trained only).md | 30 + .../Skills/Mysticism (Wis, Trained Only).md | 40 ++ Rules/SF1E/Skills/Perception (Wis).md | 51 ++ .../Physical Science (Int, Trained only).md | 14 + Rules/SF1E/Skills/Piloting (Dex).md | 34 + ...rofession (Cha, Int, Wis, Trained only).md | 20 + Rules/SF1E/Skills/Sense Motive (Wis).md | 18 + Rules/SF1E/Skills/Skillcheck DCs.md | 34 + Rules/SF1E/Skills/Skills.md | 170 +++++ ...Dex, Armor Check Penalty, Trained Only).md | 26 + .../Stealth (Dex, Armor Check Penalty).md | 25 + Rules/SF1E/Skills/Survival (Wis).md | 122 ++++ Rules/SF1E/Special Abilities/Blindsense.md | 11 + Rules/SF1E/Special Abilities/Blindsight.md | 13 + .../Blocking Sense Through.md | 9 + .../Damage Reduction (DR).md | 17 + Rules/SF1E/Special Abilities/Darkvision.md | 7 + .../Special Abilities/Energy Resistance.md | 11 + Rules/SF1E/Special Abilities/Incorporeal.md | 13 + Rules/SF1E/Special Abilities/Invisible.md | 13 + .../Special Abilities/Limited Telepathy.md | 7 + .../Special Abilities/Low-Light Vision.md | 7 + Rules/SF1E/Special Abilities/Sense Through.md | 13 + .../Special Abilities/Special Abilities.md | 54 ++ .../Spell Resistance (SR).md | 15 + .../Special Abilities/Telepathy, Mechanic.md | 7 + .../Additional Starship Options.md | 65 ++ .../SF1E/Starship Mechanics/Armada Combat.md | 382 +++++++++++ .../Starship Mechanics/Biomechanical Ships.md | 13 + .../Cargo Subsystem Mechanics.md | 4 + .../SF1E/Starship Mechanics/Space Hazards.md | 109 +++ .../Starship Mechanics/Squadron Combat.md | 152 ++++ .../Starship Attacking _ Damage.md | 110 +++ .../Starship Mechanics/Starship Boarding.md | 117 ++++ .../Starship Mechanics/Starship Building.md | 103 +++ .../Starship Mechanics/Starship Chases.md | 323 +++++++++ .../Starship Combat Critical Effects.md | 86 +++ .../Starship Combat Hazards.md | 62 ++ .../Starship Combat Rounds _ Phases.md | 25 + .../Starship Crew Actions.md | 310 +++++++++ .../Starship Critical Damage.md | 59 ++ .../Starship Damage _ Repair.md | 59 ++ .../Starship Deflector Shield Mechanics.md | 14 + .../Starship Mechanics/Starship Downtime.md | 18 + .../Starship Mechanics/Starship Mechanics.md | 285 ++++++++ .../Starship Mechanics/Starship Movement.md | 34 + .../SF1E/Starship Mechanics/Starship Roles.md | 36 + .../Starship Shield Mechanics.md | 12 + .../Starship Mechanics/Starship Stunts.md | 43 ++ .../Starships in Atmosphere.md | 21 + .../Upgrading a Starship.md | 58 ++ .../Atmosphere Mechanics.md | 40 ++ .../Biomes _ Terrain.md | 110 +++ .../Environment, Atmospheres _ Dangers.md | 182 +++++ .../Overland Travel.md | 48 ++ .../Settlement Descriptions.md | 49 ++ .../Space Mechanics.md | 55 ++ .../Starship Travel Mechanics.md | 23 + .../Travel. Environment _ Exploration.md | 10 + .../Weather Mechanics.md | 103 +++ .../Additional Vehicle Mechanics.md | 21 + .../SF1E/Vehicle Mechanics/Custom Vehicles.md | 317 +++++++++ .../SF1E/Vehicle Mechanics/Vehicle Basics.md | 69 ++ .../SF1E/Vehicle Mechanics/Vehicle Chases.md | 244 +++++++ .../Vehicle Modification Mechanics.md | 68 ++ .../Vehicle Tactical Combat.md | 157 +++++ 3989 files changed, 147022 insertions(+) rename {Bestiary => Compendium/SF1E/Bestiary}/Aasimar.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Acrochor.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Adult Nyssholora.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Adult Silver Dragon.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Aeon Guard Specialist.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Aeon Guard.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ahav.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Akata.md (91%) create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard, Aeon Guard Specialist.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Aeon, Tekhoinos.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Agathion, Claustral.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Agathion, Vicunal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ahav.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Akata, Void Zombie.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Akata.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Alien Codex.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Ambassador.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Laborer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Predator Drone.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Wingbot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Angel, Barachius.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lashunta Mind Mail III.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lictor Hellknight Plate.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Animated Quartz Swarm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Apari, Apari Constituent.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Apari.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Arabuk, Yearling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Arabuk.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Arquand Gazelle.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Assembly Ooze.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Asteray.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Defender.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Warden.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Atlapak, Juvenile.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Atlapak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Azata, Tritidair.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Balco Unctar.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Barathu, Barathu Early Stage).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Barathu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Avenger.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Constellate.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bloodbrother.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime, Bodysnatcher Autocrat.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Miner.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Overseer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Captain.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Technomancer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Brain Collector.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Ambassador.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Sage.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Bryrvath.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Calecor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel, Ichor Wheel.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Caypin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cephalume.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus, Cerebric Fungus Voyager.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray, Cloud Skate.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Colour out of Space.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Contemplative Alien).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Contemplative Mentor Alien).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Socialite.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Special Ops.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Marine.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Operative.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Crest-Eater.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Initiate.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Killer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Leader.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alorbidaemon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alucidaemon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Damai, Damai Guardian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Damai.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Core-diver.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Sun-scrapper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Deadfall Stalker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Defrex, Defrex Juvenile.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Defrex.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Deh-Nolo.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Demon, Pluprex.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Demon, Prexian Mutantspawn.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Imago.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Theurgist.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Devil, Warmonger Devil Levaloch).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm, Diaspora Wyrm Saga.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Diatha, Diatha Elder.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Diatha.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Ceratopsid.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Dromaeosaurid.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Plesiosaur.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Pterosaur.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Sauropod.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Theropod.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Fabulist.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Monster Hunter.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Draelik.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dragon Chromatic), Young Adult Blue Dragon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dragon Metallic), Adult Silver Dragon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dragon Outer), Old Void Dragon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dragon Starmetal), Mature Adult Horacalcum Dragon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dragonkin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dreamer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Drift Architech.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Time Eater.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Driftdead, Driftdead Amalgam.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Driftdead.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Drikluz Gremlin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dromada Alien).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dromada, Dromada Vigilant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Drow Enforcer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Drow, Drow Noble Arms Dealer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dust Manta, Dust Manta Monarch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Dust Manta.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Electrovore.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Elemental, Greater Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Elemental, Huge Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Elemental, Large Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Elemental, Tiny Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ellicoth.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Embri, Embri Speaker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Embri.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Emotivore, Emotivore Mastermind.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Emotivore.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Endbringer Devil Dhalochar).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Endling, Koruvi Endling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Entu Colony, Nelentu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Entu Colony.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Fixer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Runner.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Apastra.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Periastra.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Espraksa, Espraksa Performer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Espraksa.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze, Ferrofluid Magneto-Cluster.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech, Flayer Leech Effigy.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Myrmarch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Queen.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Taskmaster.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Warrior.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Formian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Colony.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Soldier.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Garaggakal, Garaggakal Polymath.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Garaggakal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gargantuan Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran Flora-Shaper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran World-Tamer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ghost.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ghoul, Ghoul Shock Trooper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ghoul.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Giant, Moon Giant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Glass Serpent.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Honchohead.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Zaperator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Golem, Cybernetic Golem.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Golem, Nanotech Golem.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Golem, Neutronium Golem.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gray Goo.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gray.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Computer Glitch Gremlin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin Malefactor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Ship Glitch Gremlin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Vaigruuk.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Grioth, Eclipse Seer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Grioth.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Haan, Haan Combat Pilot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Haan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Hyper-analyst.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Smart-merc.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa Haeshi Form).md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hallajin.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Hanakan Attendant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Soulstone Hunter.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Harpy Jasmine.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hashukayak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Armiger.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Commander.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Signifier.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Colossal Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Huge Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Large Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Medium Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Small Herd Animal.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hesper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Lieutenant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Trooper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hortus, Hortinarch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hortus.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos, Thing from Beyond Time.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos.md create mode 100644 "Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina, Youngling.md" create mode 100644 "Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina.md" create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Hulsa.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Burrower.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Mason.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ijtikri, Ijtikri Commando.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ijtikri.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Brood-Minder.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Rivener.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Inevitable, Anhamut.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Exterminator-class.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Monitor-class.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Irokiroi, Oshirokiroi.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Irokiroi.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh, Reminiscent.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ixtangi, Disruptor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ixtangi.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Healer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Hunter.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Base Commander.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Warrior.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Joltvine.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Raconteur.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Traveler.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kaion, Multipole.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kaion.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kalo Deepseeker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kalo, Kalo Sharkhunter.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kami, Chinjugami.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kami, Tsukumogami.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Khefak, Thasteron Khefak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Khefak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Khulan, Ascendant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Khulan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Guard.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Shaman.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Hatchling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Mount.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kothama, Kothama Ascendant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kothama.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ksarik.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Kyokor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector, Lacunal Initiate.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Living Apocalypse.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Living Hologram.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Albedo Lucandrian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Perigean Lucandrian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lumocantha.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light, Lightweaver.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Lynxicoot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Many-miened One.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Hunter.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Shaman.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Marooned One.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Medium Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mi-Go, Mi-Go High Priest.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mi-Go.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle Behemoth.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Moonflower, Moonflower Titan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Moonflower.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mordagast, Butcher.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mordagast.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Morlamaw, Morlamaw Mayor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Morlamaw.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Mountain Eel.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Murzzilat, Bantling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Murzzilat.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Necrosaturated Stag-Bear.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Necrovite.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nihili, Nihili Captain.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nihili.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nuar Specialist.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nuar, Nuar Enforcer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Adult Nyssholora.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Juvenile Nyssholora.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Oma.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Oni, Ja Noi.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Oni, Kanabo Commando.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Oracle of Oras.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Orocoran, Orocoran Ichor Lord.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Orocoran.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Osharu, Osharu Headteacher.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Osharu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Osifern, Enigma.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Osifern, Sprout.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Inquisitive.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Stalker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Paraforan, Paraforan Fragment.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Paraforan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Phentomite, Phentomite Bridger.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Phentomite.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm, Philosopher Worm Teleologarch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Aasimar.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Tiefling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Planashar.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Plasma Ooze.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Plasmalisk.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel, Polyphonic Plasm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Colossal Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Gargantuan Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Huge Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Large Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Predator Swarm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Predator, Small Predator.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Protean, Durgastr.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Custodian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Gallant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Erabryth.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Morrigna.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Quantum Slime.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Quorlu, Quorlu Sapper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Quorlu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Quyu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Radiation Drake, Slasher.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Green.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Rock.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ravai.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Domesticated.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Feral.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Bioengineer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Researcher.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Rendalairn.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Reptoid.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Patrol-Class Security Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Pbserver-Class Security Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot Dragon, Assault Laser Dragon.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot, Assassin Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot, Guardian Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot, Keeper Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Robot, Siege Robot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Combat Drone.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Hover Drone.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ryphorian Technician.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ryphorian, Ryphorian Skyfire Pilot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb, Luminant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Cybercommando.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Sniper.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Sage.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Scholar.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Scavenger Slime.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shakalta, Shakalta Star-Guardian.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shantak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sharpwing.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Analyst.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Theorist.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shell Toad.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Warrior.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Worker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shipkiller Bulb.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shipmind.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shobhad, Shobhad Warleader.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shobhad.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shotalashu, Feral Shotalashu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Shotalashu.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Silicanid.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Silicon Mummy, Mummified Prophet.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Skarak.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Skittermander Alien.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Skittermander, Skittermander Whelp.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Skreesire, Skreeling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Skreesire.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Small Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Juvenile Solar Wisp.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Mature Solar Wisp.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Lumyr.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Solmyr.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Explorer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Guard.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spectra, Aspecna.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spectra, Iridia.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spectra, Sondria.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spectra, Wyspiria.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Spider Goat Skeletton.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Squox, Trained Squox.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Squox.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Starmetal Eater, Horacalcum Eater.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Stormghost.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Stridermander, Stridermander Tyrant.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Stridermander.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Supenga, Pup.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Supenga, Titan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Surnoch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Common.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Crested.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Swarm Thresher Lord.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Symbiend, Damoritosh_s Arm Host.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Symbiend.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tashtari, Tashtari Alpha.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tashtari.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tekenki.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Telia, Telia Raconteur.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Telia.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/The Seen.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Dissolver.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Swarm Corrovox.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Xersk.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Thermatrod, Caldera.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Thermatrod.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Thorgothrel.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Thyreophoran.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Time Dimensional.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tripod.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Troll, Void Troll.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Troll.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Trox, Trox Defensor.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Trox.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Explorer.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Legacy-captain.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Tzitzimitl.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Cybernetic Zombie.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Occult Zombie.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Skeletal Undead.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Undead Minion.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Urog.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Ursikka.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Utesra, Phylarch.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Utesra.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Valkyrie.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Marauder.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Noble.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vasporan, Broodling.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vasporan.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Velstrac, Anchorite.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Asteroid Louse.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Comet Wasp Swarm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Necropede.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Planetoid Beetle.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Warpmoth Swarm.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Aether Pilot.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Pure One.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Handler.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Tracker.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Void Hag.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vorthuul.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Vracinea.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Warpstitcher.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Devil-in-a-box.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Gamedroid.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Wolliped, Alural War Wolliped.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Wolliped.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Worlanisi, Fortunaut.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Worlanisi.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Wrikreechee.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Yithian, Yithian Elder.md create mode 100644 Compendium/SF1E/Bestiary/Alien Codex/Yithian.md rename {Bestiary => Compendium/SF1E/Bestiary}/Anacite Ambassador.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Anacite Laborer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Anacite Predator Drone.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Anacite Wingbot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Anchorite.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Anhamut.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Apari.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Arquand Gazelle.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Assassin Robot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Assembly Ooze.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Asteray.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Asteroid Louse.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Atrocite.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Barachius.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Barathu.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Baykok.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bloodbrother.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bodysnatcher Autocrat.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bodysnatcher Slime.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bolida Miner.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bolida Overseer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bone Trooper Captain.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bone Trooper Technomancer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bone Trooper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Bryrvath.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Calecor.md (89%) rename {Bestiary => Compendium/SF1E/Bestiary}/Caypin.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ceratopsid.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cerebric Fungus Voyager.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cerebric Fungus.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Colour Out Of Space.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Comet Wasp Swarm.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Computer Glitch Gremlin.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Contemplative Mentor.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Contemplative.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Corpsefolk Marine.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Corpsefolk Operative.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Corpsefolk.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Crest-Eater.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cult Initiate.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cult Killer.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cult Leader.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cybernetic Golem.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Cybernetic Zombie.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Damai Guardian.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Damai.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Damoritosh's Arm Host.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Deh-Nolo.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Detective.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Draelik.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Dragonkin.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Dreamer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Driftdead.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Dromaeosaurid.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Drow Enforcer.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Drow Noble Arms Dealer.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Dust Manta Monarch.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Dust Manta.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Early Stage Barathu.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Elder Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Elebrian.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Electrovore.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ellicoth.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Embri Speaker.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Embri.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Emotivore Mastermind.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Emotivore.md (91%) rename Bestiary/Endbringer Devil (Dhalochar).md => Compendium/SF1E/Bestiary/Endbringer Devil Dhalochar).md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Eohi.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Feral Shotalashu.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ferran.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Formian Myrmarch.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Formian Taskmaster.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Formian Warrior.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Formian Worker.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Free Captain.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Frujai Colony.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Frujai Soldier.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Gang Machinist.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Gang Pusher.md (89%) rename {Bestiary => Compendium/SF1E/Bestiary}/Gang Tough.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Garaggakal Polymath.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Garaggakal.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Gatecrasher.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghibrani.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghoran Flora-Shaper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghoran World-Tamer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghost.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghoul Shock Trooper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ghoul.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Glass Serpent.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Gray.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Greater Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Haan Combat Pilot.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Haan.md (91%) rename Bestiary/Haeshi-Shaa (Haeshi Form).md => Compendium/SF1E/Bestiary/Haeshi-Shaa Haeshi Form).md (90%) rename Bestiary/Haeshi-Shaa (Shaa Form).md => Compendium/SF1E/Bestiary/Haeshi-Shaa Shaa Form).md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hallajin.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hashukayak.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hellknight Armiger.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hellknight Commander.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hellknight Signifer.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hesper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hobgoblin Lieutenant.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Hobgoblin Trooper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Huge Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ikeshti Brood-Minder.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ikeshti Rivener.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ilthisarian.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ja Noi.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Jubsnuth.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Juvenile Nyssholora.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Juvenile Solar Wisp.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kalo Deepspeaker.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kalo Sharkhunter.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kanabo Commando.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kaukariki.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Khefak.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kish.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ksarik.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kurobozu.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Kyokor.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Large Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Living Apocalypse.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Living Hologram.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Lore Guardian.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Maraquoi Hunter.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Maraquoi Shaman.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Marooned One.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Marrowblight.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mature Solar Wisp.md (92%) create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Aeon Striker.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Azlanti Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Imperator Pinion.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Corpsefleet Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Crypt Behemoth.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Fated Ossuary.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Aeropa.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Daimalkan Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Valkor.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Flayer.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellhound.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellknight Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IAU _Tangler_.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IBU _Breacher_.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/Idaran Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Mech Examples.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Legion Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Quickwing.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Wyrm.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Ripclaw.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Veskarium Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Warmander.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Canopy.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Mechs.md create mode 100644 Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Seedling.md rename {Bestiary => Compendium/SF1E/Bestiary}/Medium Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mercenary Commando.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mercenary Rookie.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mercenary Technomancer.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mi-Go High Priest.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mi-Go.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mohrg.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Moon Giant.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Moonflower titan.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Moonflower.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Mountain Eel.md (91%) create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Aether Soldier.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Alien Hunter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ancient High Priestess.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Apothecary.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ascetic Hero.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Detective.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Inquisitor.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Zealot Overlord.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Battleflower Master.md create mode 100644 "Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Hunter-Killer.md" create mode 100644 "Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Navarch.md" create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bloodfire Mystic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bounty Hunter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Brutaris Lock-back.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Captains Club Guide.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Career Ranger.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Careful Initiate.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Champion.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Chlorvian Justice.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Colveare Hierarch.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Combat Medic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Con Artist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Conspiracist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Constable.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Convoy Driver.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Coral Singer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Courier.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Cutthroat Lawyer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Data Analyst.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deadeye.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deep One Elder.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deepsea Guardian.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deirdrik.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Detective.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Divine Avatar.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Double Agent.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Dwarven Engineer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Elite Rescuer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emissary.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emt.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Enercopter Pilot.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Alchemist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Psychic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erathi Slayer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Excommunicant.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/False Prophet.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Field Biologist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Fortunate Warlord.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Pirate Lord.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Space Pirate.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gang Tough.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Garil Archaeologist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gladiator Champion.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Commando.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Lieutenant.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Packlord.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Rageborn.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Sharpshooter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grifter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grizzled Mercenary.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hacker.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Professional.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Response Crew.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Agent.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Void Sorcerer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Impostor.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Influencer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Inquisitor.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Dragoon.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Shocktrooper.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Blade.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Hammerfist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Lizardfolk Scaled Soldier.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Loran Ascetic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Magical Duelist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Masked Assassin.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Megalonyxa.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Commando.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Rookie.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mugger.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mysterious Hermit.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/NPC Adversaries Codex.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Notorious Bounty Hunter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Officer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Pilot.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Runebreaker.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ops Infiltrator.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Overwatch Captain.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pact Worlds Delegate.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Parabolas Revivalist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Paranormal Investigator.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Penthe Dreamwalker.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Performer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Personal Concierge.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Mercenary Captain.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Snoop.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phantom Thieve.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Physician.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pickpocket.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Plenipotentiary.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Poacher.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Postgrad Student.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prisoner.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prophet.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Healer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Seer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quantum Mage.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quartermaster.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Recovery Agent.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Religious Peacekeeper.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Sacred Killer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Scholar Of Magic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Shapeshifter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Singularity Accelerationist.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skilled Sniper.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skip Tracer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Slaver.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Special Forces Medic.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spell Hunter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spry Ambusher.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spy.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Stowalong.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Streamer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Subject Expert.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tavern Champion.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tech-Bonded Rigger.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Trophy Hunter.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tusk Warrior.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Patrician.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Techlord.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Underworld Mastermind.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vagabond.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vidgamer.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vigilant Bodyguard.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Viper.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Watch Captain.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ysoki Skulk.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zahajin Warleader.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Scout.md create mode 100644 Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Spellsniper.md rename {Bestiary => Compendium/SF1E/Bestiary}/Nanotech Golem.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Necropede.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Necrovite.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Nihili Captain.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Nihili.md (89%) rename {Bestiary => Compendium/SF1E/Bestiary}/Nuar Enforcer.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Nuar Specialist.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Oblivion Shade.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Observer-Class Security Robot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Occult Zombie.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Old Void Dragon.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Oma.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Orc Technician.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Orc Trooper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Orocoran Ichor Lord.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Orocoran.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Osharu Headteacher.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Osharu.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pahtra Inquisitive.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pahtra Stalker.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pale Stranger.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Patrol-Class Security Robot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Phentomite Bridger.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Phentomite.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pirate Lord.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Planetoid Beetle.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Plasma ooze.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Plesiosaur.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pluprex.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Prexian Mutantspawn.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Pterosaur.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Quorlu Sapper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Quorlu.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Rauzhant.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ravai.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Rebuilt.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Renkroda, Whiskered.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Reptoid Master.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Reptoid.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ryphorian Skyfire Pilot.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ryphorian Technician.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Sarcesian Cybercommando.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Sarcesian Sniper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Sauropod.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Scavenger Slime.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Scyphozoan.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Security Guard.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Security Specialist.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Selamid.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Seprevoi.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shantak.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Sharpwing.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shimreen.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Ship Glitch Gremlin.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shipmind.md (89%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shobhad Warleader.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shobhad.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Shotalashu.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Siege Robot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Skeletal Undead.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Skittermander Whelp.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Skittermander.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Skreeling.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Skreesire.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Sky Fisher.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Small Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Space Goblin Honchohead.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Space Goblin Monark.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Space Goblin Zaperator.md (93%) rename {Bestiary => Compendium/SF1E/Bestiary}/Space Pirate.md (90%) create mode 100644 Compendium/SF1E/Bestiary/Special NPCs/CR 2 Nanitenwesen.md create mode 100644 Compendium/SF1E/Bestiary/Special NPCs/CR 5 Stumklingen Soldat.md create mode 100644 Compendium/SF1E/Bestiary/Special NPCs/CR 6 Silent Echo Agent.md rename {Bestiary => Compendium/SF1E/Bestiary}/Squox.md (90%) create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Aballonian Ships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt AEV Tier.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt Group Defense Frigate.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Multifold Seedship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Dyad.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Hoardmaster.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Azlanti Empire Ships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Drone.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Nexus.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Harrier.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Monitor.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Sumpter.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Vindicator.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Comet.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Sanctum.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Blackwind Sepulcher.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death_s Head Necroglider.md create mode 100644 "Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death\342\200\231s Head Charon.md" create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Eoxian Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Thaumtech Omenbringer - Tier 14.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Gideron Authority Ships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Naginata-class Attack Vessel.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sledge-class Boarding Vessel.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sword-class Attack Vessel.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Hellknight Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Burning Nail.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Interdictus.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Keep Diabolical.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Brightsword.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Cathedralship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Javelin.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Redeemer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Shieldcraft.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Truestrike.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Iomedaean Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Keris.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Millennia.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Peregrinasi.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Saga.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Thunderbolt.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Vanserai.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Voidrunner.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Kasathan Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/ATech Resolute.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Atech Immortal.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Kevolari Venture.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Pact Worlds Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Ringworks Wanderer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Dominion Seeder.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Shipmind Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Hivonyx Titan Hauler.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Shirren Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Starhive Drone MK III.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Uie Hiveguard.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Alinoisos.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Blinking Telelith.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Cerebrex.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Derelict Shade.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Giant Space Tardigrade.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gigantic Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gwahled.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Immense Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Novaspawn.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Shalar.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Stellar Protozoa.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarm Dreadlancer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarming Telelith.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Titanic Elemental.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Vermelith.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Void Devil (Volocoth.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Voraija.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Zoaphorix.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Starships Examples.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Farseer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Metropolis.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Vaultship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/Szandite Collective Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Opulos Drift Cruiser.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Redshift Pleasure Sail.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Terminator Star Drake.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Vercite Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Devastator.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Dmolangari.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Mauler.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Predator.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Merciless Blade.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Dropship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Reliant.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Veskarium Starships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Conqueror of Worlds.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Enforcer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Punisher.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Ships.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Tyrant.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Brevak Vermelance.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Citadel Zirval.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/CompEnt Those Who Are.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Griffon.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Wayfarer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Driftmaven.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Hivonyx Ambassador.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Justiciar.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Unshakable.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC Golarion-Class Battleship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC K-51 Sky Fisher.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Multifold G7 Autohauler.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Nebulor Skymedic.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Defrex.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Valkyrie.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Opulos Opulence.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Pyre Spike Station.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Redshift Revolution X-62.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Peacebringer.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Specter.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sanjaval Redsun.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sov-El Korinath.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sovereign Dominator.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Star-Nambulance Void-Eater.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Starhive Vespiar.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Terminator Slingshot.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Tetrad Caravel.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/UIE Petaltail.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ulrikka RC-HPR.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Vanguard Exsanguinator.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Velstrac Corvette.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Arkship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Gardenship.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Librama.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Pod.md create mode 100644 Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/Xenowarden Starships.md rename {Bestiary => Compendium/SF1E/Bestiary}/Stellar Protozoa.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Surnoch.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Swarm Corrovox.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Swarm Mindreaper.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Swarm Thresher Lord.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Symbiend.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Tashtari Alpha.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Tashtari.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Tekhoinos Aeon.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Thasteron Khefak.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Theropod.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Thyreophoran.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Tiefling.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Tiny Elemental.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Trained Squox.md (90%) create mode 100644 Compendium/SF1E/Bestiary/Traps/Disintigration Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Explosive Detonation Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Hackers Curse Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Jolting Console Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Laser Blast Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Mind Spores Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Obedience Implant Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Pit Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Sonic Blast Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Soul Upload Trap.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Traps.md create mode 100644 Compendium/SF1E/Bestiary/Traps/Trash Compactor Trap.md rename {Bestiary => Compendium/SF1E/Bestiary}/Tritidair Azata.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Trox Defensor.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Trox.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Uplifted Bear Avenger.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Uplifted Bear Constellate.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Urog.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Vampire, Jiang-Shi.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Veolisk.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Verthani Aether Pilot.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Verthani Pure One.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Vlaka Handler.md (90%) rename {Bestiary => Compendium/SF1E/Bestiary}/Vlaka Tracker.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Void Hag.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Void Zombie.md (89%) rename {Bestiary => Compendium/SF1E/Bestiary}/Vracinea.md (91%) rename Bestiary/Warmonger Devil (Levaloch).md => Compendium/SF1E/Bestiary/Warmonger Devil (Levaloch.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Warpmoth Swarm.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Witchwyrd.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Woioko.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Wrikreechee.md (92%) rename {Bestiary => Compendium/SF1E/Bestiary}/Writher Swarm.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Yaruk.md (91%) rename {Bestiary => Compendium/SF1E/Bestiary}/Young Adult Blue Dragon.md (90%) create mode 100644 Compendium/SF1E/Classes/Biohacker/Biohacker Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Biohacker/Biohacker Class Builds.md create mode 100644 Compendium/SF1E/Classes/Biohacker/Biohacker.md create mode 100644 Compendium/SF1E/Classes/Biohacker/Fields of Study.md create mode 100644 Compendium/SF1E/Classes/Biohacker/Theorems.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Android Abolitionist.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Arcanamirium Sage.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Assassin.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Augmented.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Battle Leader.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Battleflower.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Class Archetypes.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Commando.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Deep Delver.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Divine Champion.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Doshko Specialist.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Espionage Specialist.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Expedition Chronicler.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Fixer.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Free Trader.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Instructor.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Mediator.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Medic.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Phrenic Adept.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Powered Armor Jockey.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/School Specialist.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Skyfire Centurion.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Star Knight.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Starfinder Data Jockey.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Starfinder Forerunner.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Starwright.md create mode 100644 Compendium/SF1E/Classes/Class Archetypes/Steward Officer.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Class Themes.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Ace Pilot (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Athlete (+1 Str, Dex, or Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Beastblood (+1 Int or Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Biotechnician (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Bounty Hunter (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Bureaucrat (+1 Int, Wis, or Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Corporate Agent (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Crisis Refugee (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Cultist (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Cyberborn (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Death-Touched (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Dragonblood (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Dream Prophet (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Drift Crashed (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Giantblood (+1 Str.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Gladiator (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Grifter (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Guard (+1 Str or +1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Icon (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Law Officer (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Mercenary (+1 Str.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Noble Scion (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Opportunist (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Outlaw (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Priest (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Prisoner (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Quartermaster (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Roboticist (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Scholar (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Sensate (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Solar Disciple (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Space Pirate (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Spacefarer (+1 Con.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Spectra Scion (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Stormrunner (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Street Rat (+1 Dex.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Tempered Pilgram (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Themeless (+1 Any.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Wild Warden (+1 Wis.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Xenoarchaeologist (+1 Int.md create mode 100644 Compendium/SF1E/Classes/Class Themes/Theme Xenoseeker (+1 Cha.md create mode 100644 Compendium/SF1E/Classes/Classes.md create mode 100644 Compendium/SF1E/Classes/Drone/Drone Chassis.md create mode 100644 Compendium/SF1E/Classes/Drone/Drone Mods.md create mode 100644 Compendium/SF1E/Classes/Drone/Drone.md create mode 100644 Compendium/SF1E/Classes/Envoy/Envoy Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Envoy/Envoy Class Builds.md create mode 100644 Compendium/SF1E/Classes/Envoy/Envoy Improvisations.md create mode 100644 Compendium/SF1E/Classes/Envoy/Envoy.md create mode 100644 Compendium/SF1E/Classes/Envoy/Expertise Talents.md create mode 100644 Compendium/SF1E/Classes/Evolutionist/Adaptations.md create mode 100644 Compendium/SF1E/Classes/Evolutionist/Evolutionis Class Builds.md create mode 100644 Compendium/SF1E/Classes/Evolutionist/Evolutionist.md create mode 100644 Compendium/SF1E/Classes/Evolutionist/Evolutionists Niches.md create mode 100644 Compendium/SF1E/Classes/Mechanic/Exocortex.md create mode 100644 Compendium/SF1E/Classes/Mechanic/Mechanic Class Builds.md create mode 100644 Compendium/SF1E/Classes/Mechanic/Mechanic Tricks.md create mode 100644 Compendium/SF1E/Classes/Mechanic/Mechanic.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Akashic.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Arcane.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Crusader.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Empath.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/First World.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Geneturge.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Glitchghost.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Healer.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Melophile.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Mindbreaker.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Overlord.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Star Shaman.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/The Drift Connection.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Trailblazer.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Warmonger.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Xenoambassador.md create mode 100644 Compendium/SF1E/Classes/Mystic/Connections/Xenodriud.md create mode 100644 Compendium/SF1E/Classes/Mystic/Mystic Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Mystic/Mystic Class Builds.md create mode 100644 Compendium/SF1E/Classes/Mystic/Mystic.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Absorption.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Discorporation.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Faculties.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Infestation.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Obliteration.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Redirection.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Faculties/Regeneration.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Knacks.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Nanocyte Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Nanocyte Class Builds.md create mode 100644 Compendium/SF1E/Classes/Nanocyte/Nanocyte.md create mode 100644 Compendium/SF1E/Classes/Operative/Operative Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Operative/Operative Class Builds.md create mode 100644 Compendium/SF1E/Classes/Operative/Operative Exploits.md create mode 100644 Compendium/SF1E/Classes/Operative/Operative Specializations.md create mode 100644 Compendium/SF1E/Classes/Operative/Operative.md create mode 100644 Compendium/SF1E/Classes/Precog/Anchors.md create mode 100644 Compendium/SF1E/Classes/Precog/Precog Class Builds.md create mode 100644 Compendium/SF1E/Classes/Precog/Precog.md create mode 100644 Compendium/SF1E/Classes/Precog/Temporal Anomalies.md create mode 100644 Compendium/SF1E/Classes/Solarian/Solarian Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Solarian/Solarian Class Builds.md create mode 100644 Compendium/SF1E/Classes/Solarian/Solarian.md create mode 100644 Compendium/SF1E/Classes/Solarian/Stellar Revelations.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Ambusher.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Arcane Assailant.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Archer.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Armor Storm.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Battlemaster.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Blitz.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Bombard.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Bullet Rain.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Farshot.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Fourfold Tactician.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Guard.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Hit-and-Run.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Hunter.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Mine Menace.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Powerhouse Style.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Qi Adept.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Rover.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Sharpshoot.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Shock and Awe.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Spellbrawler.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Squad.md create mode 100644 Compendium/SF1E/Classes/Soldier/Fighting Styles/Wrathful Warrior.md create mode 100644 Compendium/SF1E/Classes/Soldier/Soldier Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Soldier/Soldier.md create mode 100644 Compendium/SF1E/Classes/Technomancer/Magic Hacks.md create mode 100644 Compendium/SF1E/Classes/Technomancer/Technomancer Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Technomancer/Technomancer Class Builds.md create mode 100644 Compendium/SF1E/Classes/Technomancer/Technomancer.md create mode 100644 Compendium/SF1E/Classes/Vanguard/Aspects.md create mode 100644 Compendium/SF1E/Classes/Vanguard/Disciples.md create mode 100644 Compendium/SF1E/Classes/Vanguard/Vanguard Class Builds.md create mode 100644 Compendium/SF1E/Classes/Vanguard/Vanguard Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Vanguard/Vanguard.md create mode 100644 Compendium/SF1E/Classes/Witchwarper/Paradigm Shift.md create mode 100644 Compendium/SF1E/Classes/Witchwarper/Witchwarper Alternate Class Features.md create mode 100644 Compendium/SF1E/Classes/Witchwarper/Witchwarper.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Adaptive Fighting Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Add Leverage Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Advance Warning Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Advanced Melee Weapon Proficiency Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Ambuscade Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Ambush Awareness Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Barricade Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Basic Melee Weapon Proficiency Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Blind-Fight Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Blood in Their Eyes Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Bodyguard Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Bullying Brute Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Certain Strength Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Cleave Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Close Combat Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Combat Casting Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Combat Feats.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Constant Alert Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Cook Grenade Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Coordinated Shot Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Counter Grapple Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Crescendo of Victory Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Crescendo of Violence Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Deadly Aim Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Defensive Roll Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Defensive Striker Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Deflect Projectiles Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Dire Straits Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Discordant Din Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Distance Hurler Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Dive for Cover Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Double Draw Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Double Tap Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Drag Down Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Far Shot Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Fleet Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Focues Spellcaster Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Fouling Reposition Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Fusillade Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Grab Attention Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Grappler Pull Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Great Cleave Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Greater Feint Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Grenade Mastery Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Grenade Proficiency Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Ground Fighting Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Harmony of Bullets Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Heavy Armor Proficiency Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Heavy Weapon Proficiency Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Impressive Flex Combat).md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Combat Maneuver (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Critical (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Feint (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Initiative (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Sidestep (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Stand Still (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Improved Unarmed Strike (Combat.md create mode 100644 "Compendium/SF1E/Feats/Combat Feats/In Harm\342\200\231s Way (Combat.md" create mode 100644 Compendium/SF1E/Feats/Combat Feats/Instant Crater (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Jet Charge (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Kip Up (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Knock Heads (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Laugh at Danger (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Light Armor Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Living Ladder (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Longarm Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Lung Puncture (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Lunge (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Many-Handed Master (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Melt Defenses (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Mobility (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Momentous Attack (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Morphing Feint (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Multi-Weapon Fighting (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Muscular Retort (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Mystic Strike (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Nimble Moves (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Opening Volley (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Parting Shot (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Penetrating Attack (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Pinpoint Hurler (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Plow Through (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Powered Armored Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Pull the Pin (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Quick Draw (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Reflect Projectiles (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Ricochet Grenade (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Sacred Strike (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Shelter Ally (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Shield Block (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Shield Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Shot on the Run (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Shoulder Burden (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Sidestep (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Slam Down (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Slippery Shooter (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Small Arm Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Sniper Weapon Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Solid Stance (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Special Weapon Proficiency (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Spectacular Smash (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Spring Attack (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Spry Cover (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Stand Still (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Step Up (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Step Up and Strike (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Strike Back (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Suppressive Fire (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Terrifying Presence (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Tripping Rush (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Unfriendly Fire (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Versatile Fighting (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Versatile Focus (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Versatile Specialization (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Weapon Focus (Combat.md create mode 100644 Compendium/SF1E/Feats/Combat Feats/Weapon Specialization (Combat.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Combat-Trained Mount, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Adept, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Expert, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Feats.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Master, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Virtuoso, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Creature Companion Feats/Mounted Expert, Creature Companion.md create mode 100644 Compendium/SF1E/Feats/Divinie Variants.md create mode 100644 Compendium/SF1E/Feats/Feats.md create mode 100644 Compendium/SF1E/Feats/General Feats/Accelerated Recovery.md create mode 100644 Compendium/SF1E/Feats/General Feats/Adaptive Casting.md create mode 100644 Compendium/SF1E/Feats/General Feats/Adaptive Upgrade.md create mode 100644 Compendium/SF1E/Feats/General Feats/Agile Casting.md create mode 100644 Compendium/SF1E/Feats/General Feats/Alien Herbalism.md create mode 100644 Compendium/SF1E/Feats/General Feats/All Hands on Deck.md create mode 100644 Compendium/SF1E/Feats/General Feats/Amplified Glitch.md create mode 100644 Compendium/SF1E/Feats/General Feats/Amplified Outgoing Signals.md create mode 100644 Compendium/SF1E/Feats/General Feats/Antagonize.md create mode 100644 Compendium/SF1E/Feats/General Feats/Apt Mentor.md create mode 100644 Compendium/SF1E/Feats/General Feats/Bear Hug.md create mode 100644 "Compendium/SF1E/Feats/General Feats/Bird\342\200\231s Eye View.md" create mode 100644 Compendium/SF1E/Feats/General Feats/Blood of the Spider.md create mode 100644 Compendium/SF1E/Feats/General Feats/Borrowed Vitality.md create mode 100644 Compendium/SF1E/Feats/General Feats/Brutal Slash.md create mode 100644 Compendium/SF1E/Feats/General Feats/Chemical Trail.md create mode 100644 Compendium/SF1E/Feats/General Feats/Chitinous Wall.md create mode 100644 Compendium/SF1E/Feats/General Feats/Climbing Master.md create mode 100644 Compendium/SF1E/Feats/General Feats/Connection Inkling.md create mode 100644 Compendium/SF1E/Feats/General Feats/Conspiratorial Ally.md create mode 100644 Compendium/SF1E/Feats/General Feats/Contrive.md create mode 100644 Compendium/SF1E/Feats/General Feats/Cosmic Truth.md create mode 100644 Compendium/SF1E/Feats/General Feats/Cultural Chameleon.md create mode 100644 Compendium/SF1E/Feats/General Feats/Deadly Boast.md create mode 100644 Compendium/SF1E/Feats/General Feats/Diehard.md create mode 100644 Compendium/SF1E/Feats/General Feats/Disease Adaptation.md create mode 100644 Compendium/SF1E/Feats/General Feats/Disease Rejection.md create mode 100644 Compendium/SF1E/Feats/General Feats/Dispelling Strike.md create mode 100644 Compendium/SF1E/Feats/General Feats/Dive Bomb.md create mode 100644 Compendium/SF1E/Feats/General Feats/Diverse Conditioning.md create mode 100644 Compendium/SF1E/Feats/General Feats/Diversion.md create mode 100644 Compendium/SF1E/Feats/General Feats/Divine Blessing.md create mode 100644 Compendium/SF1E/Feats/General Feats/Divine Weapon.md create mode 100644 Compendium/SF1E/Feats/General Feats/Double Trouble.md create mode 100644 Compendium/SF1E/Feats/General Feats/Draconic Senses.md create mode 100644 Compendium/SF1E/Feats/General Feats/Draconic Shot.md create mode 100644 Compendium/SF1E/Feats/General Feats/Echolocation Attack.md create mode 100644 Compendium/SF1E/Feats/General Feats/Efficient Engineering.md create mode 100644 Compendium/SF1E/Feats/General Feats/Effortless Aerobatics.md create mode 100644 Compendium/SF1E/Feats/General Feats/Eldritch Lore.md create mode 100644 Compendium/SF1E/Feats/General Feats/Enhanced Communalism.md create mode 100644 Compendium/SF1E/Feats/General Feats/Enhanced Resistance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Environmental Adaptation.md create mode 100644 Compendium/SF1E/Feats/General Feats/Escaped Experimental Subject.md create mode 100644 Compendium/SF1E/Feats/General Feats/Extended Telepathy.md create mode 100644 Compendium/SF1E/Feats/General Feats/Extra Resolve.md create mode 100644 Compendium/SF1E/Feats/General Feats/Fast Talk.md create mode 100644 Compendium/SF1E/Feats/General Feats/Fighting Balance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Flashmorph.md create mode 100644 Compendium/SF1E/Feats/General Feats/Focused Sense.md create mode 100644 Compendium/SF1E/Feats/General Feats/Four-Handed Hacker.md create mode 100644 Compendium/SF1E/Feats/General Feats/Free Runner.md create mode 100644 Compendium/SF1E/Feats/General Feats/Friends in Low Places.md create mode 100644 Compendium/SF1E/Feats/General Feats/Frightening Injection.md create mode 100644 Compendium/SF1E/Feats/General Feats/Frightful Display.md create mode 100644 Compendium/SF1E/Feats/General Feats/General Feats.md create mode 100644 Compendium/SF1E/Feats/General Feats/Grab and Go.md create mode 100644 Compendium/SF1E/Feats/General Feats/Grasping LFAN.md create mode 100644 Compendium/SF1E/Feats/General Feats/Great Fortitude.md create mode 100644 Compendium/SF1E/Feats/General Feats/Greater Eldritch Lore.md create mode 100644 Compendium/SF1E/Feats/General Feats/Greater Spell Penetration.md create mode 100644 Compendium/SF1E/Feats/General Feats/Harm Undead.md create mode 100644 Compendium/SF1E/Feats/General Feats/Hauler.md create mode 100644 Compendium/SF1E/Feats/General Feats/Helpful Telepath.md create mode 100644 Compendium/SF1E/Feats/General Feats/Hibernate.md create mode 100644 Compendium/SF1E/Feats/General Feats/Hide Sabotage.md create mode 100644 Compendium/SF1E/Feats/General Feats/Hurl Ally.md create mode 100644 Compendium/SF1E/Feats/General Feats/Hyper Speed.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Dive Bomb.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Energy Resistance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Great Fortitude.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Iron Will.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Kip-Up.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Lightning Reflexes.md create mode 100644 Compendium/SF1E/Feats/General Feats/Improved Spell-Like Ability.md create mode 100644 Compendium/SF1E/Feats/General Feats/Iron Will.md create mode 100644 Compendium/SF1E/Feats/General Feats/Jet Dash.md create mode 100644 Compendium/SF1E/Feats/General Feats/Jinx.md create mode 100644 Compendium/SF1E/Feats/General Feats/Kasathan Battle Dance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Lesser Eldritch Lore.md create mode 100644 Compendium/SF1E/Feats/General Feats/Lightning Reflexes.md create mode 100644 Compendium/SF1E/Feats/General Feats/Lucky Guess.md create mode 100644 Compendium/SF1E/Feats/General Feats/Major Draconic Form.md create mode 100644 Compendium/SF1E/Feats/General Feats/Major Eldritch Lore.md create mode 100644 Compendium/SF1E/Feats/General Feats/Major Psychic Power.md create mode 100644 Compendium/SF1E/Feats/General Feats/Major Stage Magic.md create mode 100644 Compendium/SF1E/Feats/General Feats/Masked Visage.md create mode 100644 Compendium/SF1E/Feats/General Feats/Master Crafter.md create mode 100644 Compendium/SF1E/Feats/General Feats/Masterful Imitation.md create mode 100644 Compendium/SF1E/Feats/General Feats/Medical Expert.md create mode 100644 Compendium/SF1E/Feats/General Feats/Memory Access.md create mode 100644 Compendium/SF1E/Feats/General Feats/Minor Draconic Form.md create mode 100644 Compendium/SF1E/Feats/General Feats/Minor Eldritch Lore.md create mode 100644 Compendium/SF1E/Feats/General Feats/Minor Psychic Power.md create mode 100644 Compendium/SF1E/Feats/General Feats/Minor Stage Magic.md create mode 100644 Compendium/SF1E/Feats/General Feats/Multitudinous LFAN.md create mode 100644 Compendium/SF1E/Feats/General Feats/Nanite Integration.md create mode 100644 Compendium/SF1E/Feats/General Feats/Operatic Shatter.md create mode 100644 Compendium/SF1E/Feats/General Feats/Oracular Gift.md create mode 100644 Compendium/SF1E/Feats/General Feats/Penetrating Spell.md create mode 100644 Compendium/SF1E/Feats/General Feats/Percussive Maintenance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Perpetual Polymorph.md create mode 100644 Compendium/SF1E/Feats/General Feats/Pincered LFAN.md create mode 100644 Compendium/SF1E/Feats/General Feats/Pinpoint Hearing.md create mode 100644 Compendium/SF1E/Feats/General Feats/Poison Adaptation.md create mode 100644 Compendium/SF1E/Feats/General Feats/Poison Rejection (COM.md create mode 100644 Compendium/SF1E/Feats/General Feats/Poison Rejection (NS.md create mode 100644 Compendium/SF1E/Feats/General Feats/Polymorph Adept.md create mode 100644 Compendium/SF1E/Feats/General Feats/Polymorphic Titan.md create mode 100644 Compendium/SF1E/Feats/General Feats/Positive Conduit.md create mode 100644 Compendium/SF1E/Feats/General Feats/Profession Mastery.md create mode 100644 Compendium/SF1E/Feats/General Feats/Protective Fur.md create mode 100644 Compendium/SF1E/Feats/General Feats/Psychic Power.md create mode 100644 Compendium/SF1E/Feats/General Feats/Psychic Stalking.md create mode 100644 Compendium/SF1E/Feats/General Feats/Quicker Trickler.md create mode 100644 Compendium/SF1E/Feats/General Feats/Rallying Roar.md create mode 100644 Compendium/SF1E/Feats/General Feats/Reality Glimmer.md create mode 100644 Compendium/SF1E/Feats/General Feats/Reject Chains.md create mode 100644 Compendium/SF1E/Feats/General Feats/Reliable Connections.md create mode 100644 Compendium/SF1E/Feats/General Feats/Rending Slash.md create mode 100644 Compendium/SF1E/Feats/General Feats/Righteous Frenzy.md create mode 100644 Compendium/SF1E/Feats/General Feats/Scurry.md create mode 100644 "Compendium/SF1E/Feats/General Feats/Shifter\342\200\231s Eye.md" create mode 100644 Compendium/SF1E/Feats/General Feats/Silt Shield.md create mode 100644 Compendium/SF1E/Feats/General Feats/Skill Focus.md create mode 100644 Compendium/SF1E/Feats/General Feats/Skill Synergy.md create mode 100644 Compendium/SF1E/Feats/General Feats/Sky Jockey.md create mode 100644 Compendium/SF1E/Feats/General Feats/Soothing Focus.md create mode 100644 Compendium/SF1E/Feats/General Feats/Soothing Telepathy.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spell Feint.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spell Focus.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spell Penetration.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spellbane.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spellguard.md create mode 100644 Compendium/SF1E/Feats/General Feats/Spot of Luck.md create mode 100644 Compendium/SF1E/Feats/General Feats/Squox Companion.md create mode 100644 Compendium/SF1E/Feats/General Feats/Stage Magic.md create mode 100644 Compendium/SF1E/Feats/General Feats/Startling Charge.md create mode 100644 Compendium/SF1E/Feats/General Feats/Steady Flier.md create mode 100644 Compendium/SF1E/Feats/General Feats/Steady Footing.md create mode 100644 Compendium/SF1E/Feats/General Feats/Strafe.md create mode 100644 Compendium/SF1E/Feats/General Feats/Street Racer.md create mode 100644 Compendium/SF1E/Feats/General Feats/Street Smarts.md create mode 100644 Compendium/SF1E/Feats/General Feats/Survivalist.md create mode 100644 Compendium/SF1E/Feats/General Feats/Swimming Master.md create mode 100644 Compendium/SF1E/Feats/General Feats/Tactful Advisor.md create mode 100644 Compendium/SF1E/Feats/General Feats/Tailored Serum.md create mode 100644 Compendium/SF1E/Feats/General Feats/Technomantic Dabbler.md create mode 100644 Compendium/SF1E/Feats/General Feats/Telepathic Scream.md create mode 100644 Compendium/SF1E/Feats/General Feats/Terrifying Presence (IS.md create mode 100644 Compendium/SF1E/Feats/General Feats/Three-Point Stance.md create mode 100644 Compendium/SF1E/Feats/General Feats/Through the Lines.md create mode 100644 Compendium/SF1E/Feats/General Feats/Tight Fit.md create mode 100644 Compendium/SF1E/Feats/General Feats/Toughness.md create mode 100644 Compendium/SF1E/Feats/General Feats/Toxic Strike.md create mode 100644 Compendium/SF1E/Feats/General Feats/Trading Places.md create mode 100644 Compendium/SF1E/Feats/General Feats/True Dragon Form.md create mode 100644 Compendium/SF1E/Feats/General Feats/Underfoot.md create mode 100644 Compendium/SF1E/Feats/General Feats/Unionist.md create mode 100644 Compendium/SF1E/Feats/General Feats/Urbanist.md create mode 100644 Compendium/SF1E/Feats/General Feats/Veiled Threat.md create mode 100644 Compendium/SF1E/Feats/General Feats/Vestigial Vigor.md create mode 100644 Compendium/SF1E/Feats/General Feats/Vidgame Aficionado.md create mode 100644 Compendium/SF1E/Feats/General Feats/Wind Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Ammunition.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Arrows.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Battery.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Darts.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Explosive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flare.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flechette.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Grenade Arrow.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mini-Rockets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Missile.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mood Goo Tank.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Nanite Canisters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Petrol Tank.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Phasing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Plasma Missile.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Rounds.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Scattergun Shells.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasphalt Canister.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasteron pellets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Warpshot.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Angel Wing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Bone Scepter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Boomknuckles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Cryospike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Disintegration Lash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Doshkari.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Electrovore Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fangblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fractal Hook.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Gale Baton.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Glass Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Grinblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hardlight Hand Wrap.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Heat-Amp Gauntlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hook Sword.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Ice Needle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Injection Glove.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Junk Censer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Living Lash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Longsword.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Magma Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Mirage Dagger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Monowhip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Needler Estoc.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Neural Lash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/One Handed - Advanced Melee.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Lash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Sword.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pulse Gauntlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pyrod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resistance Rod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resonant Gauntlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Searing Grip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Pad.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Truncheon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shrieking Knife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Singing Disk.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Skyfire Sword.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Snap Whip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Solar Brand.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Spark Knife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Starknife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Taclash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Talon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Velstrac Flenser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Wailing Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Warfan.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Welder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Zero Knife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Pike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Battle Ribbon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Blaze Scimitar.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Burning Chains.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Capture Pole.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Core Hammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crisis Wrench.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Cryopike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crystal Spear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Curved Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Devestation Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Doshko.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Dragonglaive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Electroflail.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Doshko.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Spinner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flare Axe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frost Maul.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frosthaft Doshko.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Icestar Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Interference Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Lumenstaff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Magma Sledge.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Meteor Glaive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nematocyst Spear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nova Lance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Phasic Scythe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Doshko.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Ribbon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Polarity Gauntlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Resonant Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Seismic Pick.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shadow Chains.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shimmerstone Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Spear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Star.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Skitterstaff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Spined Iceblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Doshko.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Hammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Stun Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Swoop Hammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Toothblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Trident (Levaloch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Two Handed - Advanced Melee.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Vibrogarotte.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Void Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Xenolash.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Armaments.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Baton.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Battleglove.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Bone Cestus.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Club.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Dagger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Handaxe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Hook Knife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Ignurso Knuckles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Incapacitator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Knife.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/One-Handed - Basic Melee.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Peacemaker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Retractable Spike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sap.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shell Knuckles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shillelagh.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sledge.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Spined Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Switchblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sword Cane.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Syringe Stick.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Tailblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Unarmed Strike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Chitinblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Garrote.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Greataxe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Lance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Living Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Maul.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Puzzleblade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Scythe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Spear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Staff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Syringe Spear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Two-Handed - Basic Melee.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Warclub.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antigravity Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antimagic Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Barbed Shrapnel Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Concussion Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Containment Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Cryo Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Decoupler Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Defoliant Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Diminisher Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Dye Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Flash Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Foam Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Frag Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Gravity Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Grenades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holo Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holy Water Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Incendiary Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Junkbot Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Meduza Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Microbot Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Mindspike Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Panic Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pheromone Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pulse Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Riot Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Screamer Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Shock Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Smoke Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Summoning Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasphalt Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasteron Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Web Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Wonder Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Acid Lancer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Agitator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Anacite Ion.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Apocalypse Beam.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Arc Caster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Artillery Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Aurora Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Autobeam Artillery.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Barrier Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Burner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cathode Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cluster Launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Colossus Coil.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Conqueror.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Convergent Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Coolant Sprayer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Crossbolter Heavy).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dart Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dazzler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Desperation Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dirge Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Divergent Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Energy Converter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flame Launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flamethrower.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hailcannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Heavy Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hydra Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/IMDS Missile Launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Ice Launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Machine Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Minelayer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/NIL Grenade Launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Nanite Decoupler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Novus missile launcher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Array.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Psychic-Wave.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Radcannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rail Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Reaction Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Resonator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rocket Pauldron.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rotolaser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Scalegraser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sclerite Harpooner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Screamer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shock Caster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shout Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Singularity Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sonic Bolter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Starheart Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stellar Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stormcaller.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thaspalt Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thasphalt Deck Sweeper.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Vibrowave Generator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/X-Gen Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Zero Cannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Acid Dart Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Aeon Guard, Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Emitter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autobeam Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autotarget Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blaze Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blindmark Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Boomer Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Breaching Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Caustolance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Charge Emitter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Chorpocalypse.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Crossbolter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Digitizer Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dragon Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dross Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Excavation Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Flare Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Formian Venomcaster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Freeze Ray.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Frost Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gulchgun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gyrojet Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Ice Carbine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Igniter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Infinity Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Kalo Shredder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Laser Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Longarms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Magnetar Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Meduza Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Microfusion Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nanite Thrower.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Needler Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Net Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nova Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Numbing Beam.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Petrol Converter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Bolter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Caster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Fork.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rackarack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rail Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rocket Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scattergun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scrambler Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Seeker Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Serpent Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shield Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shout Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Sonic Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Staccato Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Storm Coil.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Streesweaper.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Surgecaster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Thasphalt Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Trenarii Singing Coil.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vivara Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Void Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vortex Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Zero Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Dousing Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Gravity Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Irising Shield.md create mode 100644 "Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Knight\342\200\231s Shield.md" create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Many-Miene Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Rageshokor Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Riot Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Shields.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Tactical Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Anchor Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Arc Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Bone Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Caustoject.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cavitation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cestus Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Compliance Ray.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Decoupler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Digitizer Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dirge Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Disintegration Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dragon Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flame Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flare Gun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Forked Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Glove Needler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Graviton Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Gyrojet Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Hail Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcannon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcoil.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Infernian.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Injector Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ionizer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Laser Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lens Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lightning Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Mood Goo.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nanite Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Needler Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nightarch Needler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Perforator Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Persuador.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Claw.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Ring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Polarity Wire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Pulsecaster Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Radshot.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Resonant Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ring Fire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rocket Bracer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rotating Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scorchgun.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scrambler Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Semi-Auto Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shadow Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shield Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shoulder Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shrieking Larva.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Singing Stinger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Skipshot Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Smallarms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Surpressor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sting Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Subduer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Tetrad Rings.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasphalt Blaster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasteron Blunderbuss.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Uppercut SMG.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Wave Modulator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Zero Pistol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Assassin Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Coil Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Diasporan Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Extrusion Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Focus Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Gamma Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Kin-Killer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Multistage Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Nanite Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Parapet Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Philosopher_s Sting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Plasma Guide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Rift Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shirren-Eye Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shobhad Horizon Striker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Sniper-Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Tagtech Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Wraith-Sting Rifle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Apocalypse Crystal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Electron.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Gluon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Graviton.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Iceflame Crystals.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Muon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photino Crystals.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Positron.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Pyrespike.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Solarian Weapon Crystals.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/T-Quark.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Tauon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/W-Boson.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Z-Boson.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Apocalypse Bow.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Bow.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Carbonedge Shuriken.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Nyfiber Net.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Shuriken.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Special Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bayonet Bracket.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bipod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Collapsing Weapon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Fireburst Chamber.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Flash Supressor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grenadier Bracket.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Gunner Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Intertial Dampener.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Rangefinder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Scope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Sight.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Silencer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Stock.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Uniclamp.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Weapon Accessories.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Absorption Shield Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Adaptive Defense.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Agility Enhancer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aligned Buffer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Arcane Vision.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Armor Upgrades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Attractor Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-CPR Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-Injector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Automated Loader.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aversion Coating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Backup Generator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Battery Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Bodyguard Module Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Brightlight Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Broadband Noise Generator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Burrowing Arms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Climate Control Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Computer Interface.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Concealed Compartments.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Courage Module Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Deflective Reinforcement.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Descent Thrusters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Displacement Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Drift Escape Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Easy Access Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Echolocation Detection Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Electrostatic Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Emergency Defense Sphere Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Endurance Module Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Exit Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Explosive Defense Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ferrofluid Suspension.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Filtered Rebreather.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Flashblinders.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Force Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Forcepack Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Fortified Plates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghost Armor Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghostmarch Unit Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glamer Projector Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glider Foils.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Grandchild_s Cloak.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Gravity Pulse Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haste Circuit Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haze Field Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Holodouble Module Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hover Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hydrojet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Indomitability Module (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Infrared Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Invisibility Detector (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jetpack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Juggernaut Boosters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jump Jets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Leapers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Life Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Light Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lightwrap Inlay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lingual Scrambler (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Load Lifter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Longstrider Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Magic Resistor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/MedObserve Interface.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Medical Interface.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Microspur Spray (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mindlink Servos.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mobility Enhancer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Molting Coat Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Neutronium Shell (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Omnidirectional Camera.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Personal Drop Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Pet Carrier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Phase Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Plasma Pain (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Privacy Shield (Magic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quartz Refractor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quick-Release Sheath.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quicksuit (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Radiation Buffer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Rampart Plates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reaction Accelerator (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reactive Polarization.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Remote-Link Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reverberation Amplifier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sacred Seal (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Skip Unit (Magic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Sprint Unit (Magic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Silicon Armor Casing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Slickskin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Snarl Barbs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sonic Dampener.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Spell Reflector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stabilizer Springs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stalwart.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tactical Scaffold.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Targeting Computer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Telepathic Dampener.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Teleportation Unit (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tensile Reinforcement.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thermal Capacitor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thrower Arms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Titan Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Vibration Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/AbadarCorp CelPro.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Abyssal Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Adaptive Energy Shield.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aegis Series.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aeon Guard, Battle Dress.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Ceremonial Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Defiance Series.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Dendron Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Drift Shell.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enforcer Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enginerunner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Hide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Golemforged Plating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Heavy Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hellknight Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hidden Soldier Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Inheritor_s Grace.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Iridishell.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kalo Encounter Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kyokor Plating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Lashunta Ringwear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mageplate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mining Jack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Moraine Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Night Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Reinforced EVA Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skittersuit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skyfire Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Steelbones.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Terramold Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Thinplate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Monolith.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Overplate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vitrium Plate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Voidshield Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/AbadarCorp Travel Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Aeon Guard, SpecOps.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Autoencoded Veil.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Carbon Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Clearweave.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/D-Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Defrex Hide.md create mode 100644 "Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Devourer\342\200\231s Skin.md" create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Dust Manta Hide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Echelon Fashion.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Estex Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Exochitin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Feyguard.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Freebooter Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Grave Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardened Resin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardlight Series.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Kasatha Microcord.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Mind Mail.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Tempweave.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Light Armor.md create mode 100644 "Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Peacekeeper\342\200\231s Aegis.md" create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Plexigrass Bodysuit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Polyplate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Preserver_s Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Regimental Dress.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Scrapchain.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Second Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shiftskin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shobhad Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shotalashu Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Skitterhide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Stationwear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Swarmsuit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/ThermSkin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Carapace.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Hide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Vesk Brigandine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Void Hide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ysoki Refractor Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Zeizerer Diffractor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Absorptive Shell.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Angel Frame Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Battle Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Brawler Frame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Cargo Lifter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Celerity Rigging Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Commander_s Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Devaplate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Efreet Noble Regalia.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Explorer_s Cradle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Extradimensional Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Feral Frame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Flight Frame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Geistwork Hunter Hybrid).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Infiltration Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Ironclad Buldwark.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Jarlslayer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kashcomm Scout.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kyton Bloodsuit (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Laborer Frame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Living Tree (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Oblivion Chassis.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Obsidian Mask (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Personal Submersible.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Power Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Reactor Guard.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Sci-Shield Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Scrapper_s Rig.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spacer Carapace.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spellcaster_s Aegis (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spider Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Stag-Step Sui (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Starguard.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Surnoch Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Swarm Carapace.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Warmaster_s Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Winter Walker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Augmentations.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Adaptive Biochains.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Airjet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Angler_s Light.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Aqua-Ampathic Lobe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Backup Lobe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Bioluminescent Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Biotech.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cerebral Countermeasures.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cleansing Breath.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Climbing Suckers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Clinging Hands.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Dragon Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Eagle Eyes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Electrostatic Spines.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Emotion Enhancement.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Filament Mesh.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flametongue.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flip Glands.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Focusing Membrane.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Gill Sheath.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Glass Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ink Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Intensification Antennae.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Jump Lobes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Machine Telepathy Cluster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Mighty Vocal Cords.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Moonflower Lighcraft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neuro-Sensory Sac.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neutralizer Lobe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ocucloak Processor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Photoenergetic Node.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Polyphonic Buffer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Prehensile Tail.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressure Filter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressurized Lungs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Probability Tendril.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Protean Response.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Quyu Eye.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Regenarative Blood.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Rending Talons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Resistance Hide.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Restraing Spinneret.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ripcord Siphon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shockfist.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shotalashu Link Cortex.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Skin of the Chameleon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Slimelashes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Sonic Vocalizer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stasis Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stridulation Legs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Swimming Fins.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Thermal-Sensitive Eyes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Tympanal Cluster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ultralight Wings.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Vengeful Ventricles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Venom Spur.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Wildwise.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Antitoxin Membrane.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cardiac Accelerator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Conductive Carrier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetic Arm.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetics.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Darkvision Capacitors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Datajack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Dermal Plating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Echolocators.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Force Matrix.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Fortified Feed.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Haptic Database.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Hideway Limb.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Inner Gyros.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Lightvision Shades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Optical Laser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Partionioned Personality Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Pheromap.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Polyhand.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Prosthetic Limb.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Recoil Stabilizer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Refraction Shell.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Respiration Compounder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Retinal Reflectors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Shortwave Reciever Transmitter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Speed Sunspension.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Spinal Struts.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thorgothrel Armature.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Threshold Buffer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thruster Heels.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Tremor Soles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Vocal Modulator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Voice Amplifier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Weaponized Prosthesis.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Wide-Spectrum Ocular Implant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/X-Legs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Antimagic Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Arcane Lenses.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Charged Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Cloaking Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Control Mirror Neurons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Deception Node.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Braces.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dispelling Hand.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Divining Mirror Neurons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Enchanting Vocal Modulator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Fluttering Heart.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Palms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Soles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Galeforce Lungs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Gravitational Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Holographic Eyes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Intercepting Ears.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Ley Veins.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Magitech.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Morphic Skin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Planar Lenses.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychic Strike Node.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychoactive Eyes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychokinetic Sleeve.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Restless Pineal Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Seismic Spine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Selective Ears.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Synchronous Heart.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Technopathy Node.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Black Heart.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Bone Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Corpseskin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Crypt Marrow.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Enervating Hands.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Ghoul Glands.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Grave Wind.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Hollowed Drums.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Keening Larynx.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Moonlight Fibers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrocortex.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrografts.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Phantom Basal Ganglia.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shadow Nerves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shuffling Feet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Squirming Entrails.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Stench Glands.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Undead Adrenal Gland.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Vampire Voice.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Whispering Gyrus.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Withered Lungs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Wraith Motes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Ability Crystal Magic).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Personal Upgrades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synaptic Accelerators (Technology.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synergizing Symbiote (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Absorb Force Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Amplify Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Applied Knowledge Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Armor Savant Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Adaption Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Alteration Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Balanced Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Beguiling Glow Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bolt Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bulwark Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Buoy Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Carbonic Respiration Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Celestial Radiance Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cheek Pouches Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cold Inured Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Communalism Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Defensive Ball Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Desert Stride Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Dessamar Magic Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Early Stage Adaptation Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electric Affinity Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electrolocation Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Elven Immunities Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Eternal Hope Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocious Charge Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocity Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Fiendish Gloom Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Force Bolt Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Gambler_s Risk.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Grave Touch Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hardened Mantle Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Heat Tracker Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hold Breath Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hyper Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Impel Truth Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Kanabo Magic Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lashunta Magic Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Limited Telepathy Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lithic Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lurker Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Maze Mind Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Natural Weapons Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Nimble Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Partner Bond Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Phase Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Photosynthesis Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Polymath Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Prehensile Tail Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychic Shunt Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychometry Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Resist Energy Drain Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Retract Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Rolling Charge Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Shielded Thoughts Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Skin Mimic Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Slow Fall Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Snag Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Sneaky Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Species Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Squirt Blood Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stealthy Shimmer Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stonecunning Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Strix Mobility Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Tinker Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Upgrade Slot Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Void Flyer Graft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Computer Countermeasures.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Alarm.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Fake Shell.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Feedback.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Firewall.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Lockout.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Shock Grid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Wipe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Gear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Computer Modules.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Control Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Secure Data Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Spell Chip Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Artificial Personality Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Computer Upgrades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Hardened Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Miniaturization Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Range Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Security Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Self-Charging Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Telepathic User Interface Upgrade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Bhanda - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Chostolichi - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Cloud Ray - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Creature Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Draserka - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Empathnid - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Eshar - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Glitch Gremlin - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ilskitt - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Iridian Echo - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Izhash - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Klikharp - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Linnormling - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Localized Water Elemental - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Mahoi Manta - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pachycephalosaurid - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pot-Bellied Bulette Companions - Companion.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Proog - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ravenous Drake - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Shotalashu - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Silicanid - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Sun-scrapper Beetle - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Supenga Pup - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Swamp Strider - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tashtari - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tetlotolan - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Thakasa - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Vorac - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Wolliped - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Yasakaja - Companions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Demolitions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Gear, Weapons, Vehicles _ more.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ablative Insulation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Absolute Compass.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Alluvion Theodolite.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ancestor Drone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Animistic Tools.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Autopsic Scanner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Besmaran Rose.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Captive-Star Amulet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Computer Idol.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Consciousness Transfer Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Creator Capsule.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Darkwater Grenade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Digital Harrow Deck.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Dromada Clutch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earrings of Dampening.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earthbound Anklets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Efficient Bandolier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Energy-Matter Gateway.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Entropy Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Eoxian Wrackstaff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlatch Rope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlength Rope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Extra Seat.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Face Replicator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Fearmonger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Holding Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Hybrid Items.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Infiltration Assistant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Instant Vehicle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Interplanar Comm Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kinetic Converter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kvashbark Cartography Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mask of Scrambling.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Matter Converter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Memory Crypt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Metal Nitro.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Brain Cylinder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Hollowskin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Guardian.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Memory Chip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mindlink Circlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mnemonic Editor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Motospheres.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Necrotic Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Chamber.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Kennel.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phase Detector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phaserod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Planar Flare.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Prescient Lenses.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Proton Snare.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Psychic Booster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Retrieval Charms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Scrambler Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shadowstaff.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shotalashu Saddle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Software Imp.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starlight Flute.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starstone Compass.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Sweet Dreambot.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Tactokinesis Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Telekinetic Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Transplanar Gluon Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Universal Solvent.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vali Water.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vampiric Charger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vital Seed.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Dust.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Wetware Bug.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aballonian Drone Box.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Adaptive Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aeon Stone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Albitta_s Paint Sprayer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Amulet of Camouflage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aquanaut Elixir.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Horns.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Manacles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Atrocite Sphere.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aura Goggles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Banishing Blade.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Barachius Helm.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bitterflesh Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Blender Fist.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bloodbrother Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Boardroom Attire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Book of unwritten Truths.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brennerei Stone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brigh_s Bolt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brooch of Shielding.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calcification Rod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calecor Skull-Globe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Canu_s Cache.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Charge Cloak.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chlorophyll Infusion Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chronal Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Conspirator_s Emblem.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Containment Tesseract.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Contortion Coat.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Cover Seed.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Darksight Goggles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dawnflower Ring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dented Kasa.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diadem of Desna.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diffraction Cloak.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Driftsauce Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Elemental Gem.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Encryption Tattoo.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy Transference Amulet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy-Relay Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Evomoprher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ferocity Blazon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Fiery Runeplates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Figurine of Wondrous Power.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Flux Fig.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Furtive Garment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gimmick.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glove of Storing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glowskin Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Golarion World Serums.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Ring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Green Mother_s Final Trick.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Haeshi-Shaa Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hat of Disguise.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hivemask.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hood Ornament of Hovering.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ibra_s Astrolabe.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Improvisation Adornment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Inspiration Blazon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lantern_s Laughing Lie.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lawfinder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Magic Items.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Mantle of Willpower.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Marathon Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Moon Crystal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Obfuscated Journal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Omnicomponent.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pact Worlds Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pathing Telescope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Acclimation Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Runeplates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Plasma Beads.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Poisobreath Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Polymorphic Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Psychic Inhibitor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rad-Out Serum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rat_s Last Word.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ratfolk Belt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Reckless Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Recovery Aegis.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Regenerative Philter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Resilient Jacket.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Restoring Rod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Astrozoology.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Cosmic Alignment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Counterspells.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Genie Calling.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Resistance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Sustenance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Whispers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rod of Cancellation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Scrapper_s Cookpot.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Appearance Change.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Earthern Stature.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Enhancement.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fetid Verdancy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fey_s Fickle Fancy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fiery Vengeance.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Healing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Infinite Air.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Long Shadows.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Sex Shift.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Shapelessness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Water_s Protection.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serums.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shadow Orb.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shantak Whistle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Skyfire Saddle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Sophic Philter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spectacles of the Unseen.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Ampoule.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Amulet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Gem.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Putty.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Staff of Mystic Healing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Starfinder Backpack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Storage Goo.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tangleburst Seed.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Techbane Rod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Teleportation Puck.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Temporal Crystal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tiara of Translocation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Titan_s Gate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trafodi Paradox.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trampling Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Travel Treads.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trench Coat of Utlity.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Valor_s Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xenowarden_s Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xeroform Jelly.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Dining.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Field Ration.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Food, Drinks _ Lodgings.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Intoxicant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Efficiency.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Sleep Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Meal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/R2E.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Analgesic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antibiotic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antiemetic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antitoxin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Coagulant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Counteractant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Cytoguard.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Emetic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Excitant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Insulivate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Medicinals.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Narco-Imitator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Prismatilate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Revitilate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sal Volatile.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sedative.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Stimulant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Vaccine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Aerosol Spray.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Altar, Portable.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Arcanascopic lenses.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Attentive Guidebook.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Backpack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bedroll.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Binoculars.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Blanket.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bonding Epoxy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Book.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Buoyant pack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Chemical cold pack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Clothing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cosmetics.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cot.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Crystalline Codex.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Culinary Synthesizer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Energel food pellets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frictionless Gel.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frosthiker Soles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Clamp.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Maintenance Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Glass Cutter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hammock.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hazmat Synthsleeves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Helping Hand.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Holo-tat.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hygiene Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Jewelry.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Ladder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Library Chip.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Lighter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Magnetic Jack.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Map.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mess Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Meteorological Reader.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mineral Dye.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Oxygen Candle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Perfume.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Personal Items.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pocket Linguist.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Condenser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Power Hub.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pot, Self-Heating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Religious Symbol.md create mode 100644 "Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Researcher\342\200\231s Helper.md" create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Riding Saddle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Rope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Scuba Gear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sleeping Bag.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Space Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Speech Encoder.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Stabilizer Bracelets.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sure Collector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tent, Personal Item.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tool, Manual.md create mode 100644 "Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Treadsetter\342\200\231s Guide.md" create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Umbrella.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Waymarker Ribbon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Grooming.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Laundry.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Medical Treatment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Freelancer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Services.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Spellcasting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Starship Crew.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Public Items.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations, Public Item.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Fine Art.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Gem.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Grain.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Textiles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Trade Goods.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/UPB (1000.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Biological Transport.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Grav-Train Passage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Robo-Taxi Passage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Sea Vessel Passage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Starship Passage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Suborbital Flight.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Transportation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Tech Relics.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Albitta_s Paint Sprayer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Alert Redirector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/All-Purpose Accessory.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Altitude Bead.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Antigravity Belt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autocartographer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autoclaw.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autograppler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Bypass Subroutine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cable Line.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Carter_s Baton.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cartographer Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cavatina_s Squeezebox.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chemalyzer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chrono Jumper Suit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Clearsight Goggles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Combat Controller.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Comm Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Composter Slime.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Datapad.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Delectator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dermal Stapler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Detonator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Diagnostic Lozenge.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Disinegration Hoop.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Domectic Drone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Gauntlet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Glass Goggles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Harness.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dusk Shades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Echo Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Electroviscous Cloak.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Beacon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Raft.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotion Regulator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotiquest.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Empathy Engine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Engineer_s Puzzle Box.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Entanglement Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Enviro Mask.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Environmental Field Collar.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Envoy_s Mouthpiece.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Evenfire Unit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Explosion Inhibitor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Extreme Hoverskates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fashion Infosite Subscription.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Feelings Lockbox.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fire Extuingisher.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fitting Jacket.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flash Shield Generator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flushbuster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grappler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grenade Scrambler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grounding Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Habitat Box.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hardlight Netting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holographic Sashimono.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoshroud.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoskin.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverchairs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverskates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hushing Wire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imaginarium Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imposter Drone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Inductive Bandolier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Infaux Sphere.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Intertial-Reinforcement Belt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Ion Tape.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Jammer Charge.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Laser Drill.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Lock.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Machimind.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magboots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magnegloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magniscope.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Master.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mechaflora.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Gear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Inhaler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medkit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medpatch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Memory Expunger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Metaphysical Detector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Micro Tap.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Microgoggles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mimic Imager.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mnemonic Scanner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Musical Instrument.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Capsules.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Hypopen.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Patch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nano Gadget Loadout.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Paint Remover.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Passthrough Cloak.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Personal Phase Shifter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Phrenic Scrambler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Planar Spacesuit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Plasma Diverter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Antigravity Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gangway.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gravity Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Light.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Programmer_s Plushie.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Helmet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Switch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Purifying Puck.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantogram.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Boxes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Tunneling Coverall.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Badge.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Sweeper.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Regenaration Table.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Relaxu.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Restraints.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Scanner.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Seeker Slime.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Helmet.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Pads.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Signal Jammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Cable.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Lock.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Snapshot Sphere.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Solar Sheeting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Soul Camera.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Sprayflesh.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Spy Drone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Stickyfinger Gloves.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Strategy Game.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Subdermal Extractor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Superposition Belt.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Survival Straw.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Swarmproof Bangles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Synaptic Link.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Technological Items.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tent.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Time-Pit Boots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tool-Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tracking Bug.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Traction Holster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Valai Band.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Vidgame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Voice Distorter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Warning Wire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Weightless Footlocker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whisper Comm.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whitenoise Generator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Xenobiologist_s Field Kit.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Zipstick.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Auxiliary Systems.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Frames.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Lower Limbs.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Power Cores.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upgrades.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upper Arms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Base Frames.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Battleship.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Bulk Freighter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Carrier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Cruiser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Destroyer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Dreadnought.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Explorer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Fighter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Freighter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Mauler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Interceptor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Freighter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Hauler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Oma (Base Frame.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Racer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Shuttle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Starship Drone.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Supertanker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tanker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Transport.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tug.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Vermelith.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Archon Drive - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Chaos Sail - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Constellation Orrery - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Elemental Engine - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/First Drive - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Fold Gates - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Helldrive - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Planar Aperture Drive - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Shadow Engine - Interstellar Drives.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Algal Shielding.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Autodestruct System.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/C-I Baffle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Colony Ship Framework.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Consciousness Uplink Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Data Net.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Hive Joining.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Luxury Ship Framework.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Power Core.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Thrusters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Mass Simulator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Modular Service Robots.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Other Starship Systems.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Paraforan Resonator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Powersnap.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Robotic Apandage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Root System.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Space Staiton Framwork.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Starship Spine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Teleportation Interstellar Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Training Interface Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor, Fortified Hulls.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Ablative Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Basic Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Fortified Hulls.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Heavy Ablative Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Light Ablative Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Medium Ablative Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Reinforced Bulkheads.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Starship Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Superior Ablative Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Bulkhead Armor.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Computers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Defensive Countermeasures.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Drift Engines.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Agricultural Sites.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Amenities.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arcane Labratory.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Archon Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arena.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Atmospheric Bubble.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Booster Thruster Housing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Breaching Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Brig.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cargo Hold.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Chaos Sail.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Combat Training Facilites.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Conference and Meeting Rooms.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Constellation Orrery.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Crew Quarters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cryo-Chamber.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cultural Preperation Facility.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Dedicated Computer Housing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Defensive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Display Room.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Engines.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Shadow Projector.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drop Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Elemental Engine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Excape Pods.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/External Expansion Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/First Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Fold Gates.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Garage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Guest Quarters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hangar Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Healing Pods.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Helldrive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hive Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hydroponic Garden.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Industry.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Launch Tubes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Lido.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Life Boats.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Mech Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Medical Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Menagerie.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Park.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Passenger Seating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Planar Apeture Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Power Core Housing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quantum Defender.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quick-Skip Module (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Recreation Suite.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Science Lab.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sealed Environment Chamber.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shadow Engine.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shuttle Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sky Crane.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Smuggler Compartment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Computers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Expansion Bays.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Surveying Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Synthesis Bay.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Tech Workshop.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Telelith Matrix (Hybrid.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Temple.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Thrusters Primers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Vault.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Zero-G Hold.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Power Cores.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Antipersonnel Weapon.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Biometric Locks.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Cloaking.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Computer Countermeasures.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Emergency Accelerator.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Holographic Mantle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Reconfiguration System.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Self-Destruct System.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Smoke Screen.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Security.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Thrusters.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Weapon Hatch.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Special Materials.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapon Special Properties.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Light Starship Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Spintal-Mount Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Capital Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Heavy Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Weapons.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Acid Auger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Aerial Mining Rig.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/All-Terrain Transport.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Null-Space Transport.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Transport.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Assault Enercopter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Asteroid Borger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Basic Enercycle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Hospital.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Sandrail.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Dioxide Wingship.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Exploration Buggy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Goblin Junkcycle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Harvester Dirigible.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hogback.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Artillery.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Tank.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Truck.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hwavy Launch Crawlers.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Luxury Evacuation Yacht.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Command Center.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Launch Vehicle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Motorcycle.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Phentomite Autobridger.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pirate Enercopter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Police Cruiser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Prospecting Buggy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pump-Jet Sub.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Quantum Pod.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Racing Catamaran.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rally Jammer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ravine Crawler.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Recon Enercopter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rescue Enercopter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Smuggling Cruiser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Spy Cruiser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Enercopter.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Sub.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Submersible Assault Carrier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Survey Walker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Underminer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Walker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Terrestial Vehicles.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Torpedo Minisub.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Transport Walker.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultimatum Hover Carrier.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultralight Turboglider.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Urban Cruiser.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Water Bear.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Adamantine Plating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Additional Seating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Autopilot - Level 2.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Blip-Drive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Boarding Clamp.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Collision Dampeners.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Deflective Field.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Electrified Hull.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Enhanced Sensors.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Extradimensional Storage.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Grav-Nav.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Holohull.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Nanite Node.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Personnel Enclosure.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Pilot Assist.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Ramming Prow.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smoke Screen.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smuggler_s Compartment.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Stealth Module.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Terrain Adaptation.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Turbo Boost.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Vehicle Modifications.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Weapon Mount.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Wheel Scythes.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Accurate.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Advancing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Agile.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anarchic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anchoring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Apprehending.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Astute.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Axiomatic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bane.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bending.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Beneficent.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Blasting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bleeding Fusion).md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bombarding.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bonding.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Boosting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burdening.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burst.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Called.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Charge Disrupting.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Climbing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Conserving.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Continuous.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Corrosive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cruel.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cunning.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Deafening.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defending.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defiant.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Devastating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dimming.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dispelling.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Disruptive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Durable.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/EMP.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Echoing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Energetic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ensnaring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Entangling.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Flaming.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Frost.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ghost Killer.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glamered.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glowing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Guarded.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Holy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Hybridized.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Illuminating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Inspiring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Interposing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Invigorating.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Jinxing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kaleidoscopic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kindred.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Knockdown.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Launching.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Leeching.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Lightveiled.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Limning.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Malediction.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Manufacturing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Meltdown.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Menacing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Merciful.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind Rending.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind-Reading.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mining.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nanite.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nullifying.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Numbing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Obscuring.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ominous.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Opportunistic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Potent.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Punishing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Quantum.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Radioactive.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ratjaw.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Rebounding.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Returning.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Secured.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Seeking.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Selective.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sentinel.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sheering.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Shock.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Soulfire.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Spellthrower.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Stabilizing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Steady.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sundering.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Supercharging.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Synesthetic.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tactical.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tattoo.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Throwing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Thundering.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tracking.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Trailblazer, Fusion.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tritidair.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tunneling.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ulrikka Duster.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Unholy.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Valorous.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vanishing.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Venomous.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vorpal.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Weapon Fusions.md create mode 100644 Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Wounding.md create mode 100644 Compendium/SF1E/Species/Aasimar.md create mode 100644 Compendium/SF1E/Species/Android.md create mode 100644 Compendium/SF1E/Species/Astrazoan.md create mode 100644 Compendium/SF1E/Species/Astriapi.md create mode 100644 Compendium/SF1E/Species/Bandrid.md create mode 100644 Compendium/SF1E/Species/Barathu - Early Stage.md create mode 100644 Compendium/SF1E/Species/Bear Uplifted).md create mode 100644 Compendium/SF1E/Species/Bolida.md create mode 100644 Compendium/SF1E/Species/Borai.md create mode 100644 Compendium/SF1E/Species/Brenneri.md create mode 100644 Compendium/SF1E/Species/Cephalume.md create mode 100644 Compendium/SF1E/Species/Contemplative.md create mode 100644 Compendium/SF1E/Species/Copaxi.md create mode 100644 Compendium/SF1E/Species/Damai.md create mode 100644 Compendium/SF1E/Species/Dessamar Imago.md create mode 100644 Compendium/SF1E/Species/Dessamar Instar.md create mode 100644 Compendium/SF1E/Species/Dirindi.md create mode 100644 Compendium/SF1E/Species/Draelik.md create mode 100644 Compendium/SF1E/Species/Dragonkin.md create mode 100644 Compendium/SF1E/Species/Dromada.md create mode 100644 Compendium/SF1E/Species/Drow.md create mode 100644 Compendium/SF1E/Species/Dwarf.md create mode 100644 Compendium/SF1E/Species/Elf.md create mode 100644 Compendium/SF1E/Species/Embri.md create mode 100644 Compendium/SF1E/Species/Entu Colony.md create mode 100644 Compendium/SF1E/Species/Entu Symbiote.md create mode 100644 Compendium/SF1E/Species/Espraksa.md create mode 100644 Compendium/SF1E/Species/Formian.md create mode 100644 Compendium/SF1E/Species/Ghoran.md create mode 100644 Compendium/SF1E/Species/Giant.md create mode 100644 Compendium/SF1E/Species/Gnoll.md create mode 100644 Compendium/SF1E/Species/Gnome.md create mode 100644 Compendium/SF1E/Species/Goblin - Space.md create mode 100644 Compendium/SF1E/Species/Gray.md create mode 100644 Compendium/SF1E/Species/Grippli.md create mode 100644 Compendium/SF1E/Species/Haan.md create mode 100644 Compendium/SF1E/Species/Hadrogan.md create mode 100644 Compendium/SF1E/Species/Half-Elf.md create mode 100644 Compendium/SF1E/Species/Half-Orc.md create mode 100644 Compendium/SF1E/Species/Halfling.md create mode 100644 Compendium/SF1E/Species/Hanakan.md create mode 100644 Compendium/SF1E/Species/Hobgoblin.md create mode 100644 Compendium/SF1E/Species/Hortus.md create mode 100644 Compendium/SF1E/Species/Huitz_plina.md create mode 100644 Compendium/SF1E/Species/Human.md create mode 100644 Compendium/SF1E/Species/Ifrit.md create mode 100644 Compendium/SF1E/Species/Ijtikri.md create mode 100644 Compendium/SF1E/Species/Ikeshi.md create mode 100644 Compendium/SF1E/Species/Ixtangi.md create mode 100644 Compendium/SF1E/Species/Izalguun.md create mode 100644 Compendium/SF1E/Species/Jububnan.md create mode 100644 Compendium/SF1E/Species/Kalo.md create mode 100644 Compendium/SF1E/Species/Kanabo.md create mode 100644 Compendium/SF1E/Species/Kasatha.md create mode 100644 Compendium/SF1E/Species/Khizar.md create mode 100644 Compendium/SF1E/Species/Kiirinta.md create mode 100644 Compendium/SF1E/Species/Kitsune.md create mode 100644 Compendium/SF1E/Species/Kobold.md create mode 100644 Compendium/SF1E/Species/Lashunta.md create mode 100644 Compendium/SF1E/Species/Maraquoi.md create mode 100644 Compendium/SF1E/Species/Morlamaw.md create mode 100644 Compendium/SF1E/Species/Nuar.md create mode 100644 Compendium/SF1E/Species/Orc.md create mode 100644 Compendium/SF1E/Species/Osharu.md create mode 100644 Compendium/SF1E/Species/Pahtra.md create mode 100644 Compendium/SF1E/Species/Phentomite.md create mode 100644 Compendium/SF1E/Species/Psacynoid.md create mode 100644 Compendium/SF1E/Species/Quorlu.md create mode 100644 Compendium/SF1E/Species/Raxilite.md create mode 100644 Compendium/SF1E/Species/Reptoid.md create mode 100644 Compendium/SF1E/Species/Ryphorian.md create mode 100644 Compendium/SF1E/Species/SRO.md create mode 100644 Compendium/SF1E/Species/Samsaran.md create mode 100644 Compendium/SF1E/Species/Sarcesian.md create mode 100644 Compendium/SF1E/Species/Sazaron.md create mode 100644 Compendium/SF1E/Species/Scyphozoan.md create mode 100644 Compendium/SF1E/Species/Selmaid.md create mode 100644 Compendium/SF1E/Species/Shakalta.md create mode 100644 Compendium/SF1E/Species/Shatori.md create mode 100644 Compendium/SF1E/Species/Shimreen.md create mode 100644 Compendium/SF1E/Species/Shirren.md create mode 100644 Compendium/SF1E/Species/Shobhad.md create mode 100644 Compendium/SF1E/Species/Skittermander.md create mode 100644 Compendium/SF1E/Species/Spathinae.md create mode 100644 Compendium/SF1E/Species/Strix.md create mode 100644 Compendium/SF1E/Species/Telia.md create mode 100644 Compendium/SF1E/Species/Thyr.md create mode 100644 Compendium/SF1E/Species/Tiefling.md create mode 100644 Compendium/SF1E/Species/Trox.md create mode 100644 Compendium/SF1E/Species/Tryziarka.md create mode 100644 Compendium/SF1E/Species/Undead.md create mode 100644 Compendium/SF1E/Species/Urog, Species.md create mode 100644 Compendium/SF1E/Species/Varculak.md create mode 100644 Compendium/SF1E/Species/Verthani.md create mode 100644 Compendium/SF1E/Species/Vesk.md create mode 100644 Compendium/SF1E/Species/Vlaka.md create mode 100644 Compendium/SF1E/Species/Witchwyrd.md create mode 100644 Compendium/SF1E/Species/Worlanisi.md create mode 100644 Compendium/SF1E/Species/Wrikreechee.md create mode 100644 Compendium/SF1E/Species/Xulgath.md create mode 100644 Compendium/SF1E/Species/Ysoki.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Adamantine Shot.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Baleful Polymorph, Mass.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Baleful Polymorph.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Biomechanical Symbiosis.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Blessing of Youth.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Control Winds.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Creation.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Dampen Spell.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Death_s Door.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Destructive Rebuke.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Dismissal, 5th.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Dismissal.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Extra Sense.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Fear.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Flight.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Furious Shriek.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Holographic Image.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Junk Grenade.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Junksword.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Mind Thrust.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Minibot Messenger.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Multilevel.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Mystic Cure, Mass.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Mystic Cure.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Necromantic Revitalization.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Planar Binding.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Polymorph, Mass.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Polymorph.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Psychic Sonar.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Shrink Object.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Soul Surge.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Spell Redirection.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Spiritual Consultation.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Summon Creature.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Tectonic Shift.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Thought Ripple.md create mode 100644 Compendium/SF1E/Spells/Multilevel/Volcanic Wrath.md create mode 100644 Compendium/SF1E/Spells/No Level/Miracle.md create mode 100644 Compendium/SF1E/Spells/No Level/No Level.md create mode 100644 Compendium/SF1E/Spells/No Level/Rewrite Time.md create mode 100644 Compendium/SF1E/Spells/No Level/Warp Reality.md create mode 100644 Compendium/SF1E/Spells/No Level/Wish.md create mode 100644 Compendium/SF1E/Spells/Rituals/Commune, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Consecrate Place, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/FTL Communication, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Gate, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Heartbond, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Panopticon, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Reincarnation, Ritual.md create mode 100644 Compendium/SF1E/Spells/Rituals/Rituals.md create mode 100644 Compendium/SF1E/Spells/Rituals/Summon Elemental, Ritual.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Adhere.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Charming Veneer.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Churn Fluid.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Climate Adaptation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Conjure Grenade.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Dancing Lights.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Daze.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Dazzling Flares.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Detect Affliction.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Detect Magic.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Distant Speech.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Energy Ray.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Fatigue.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Ghost Sound.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Glowing Wall.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Grave Words.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Hazard.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Holographic Interface.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Injury Echo.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Magic Mark.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Measure.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Mending.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Misfire.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Omnitool.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Hand.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Shove.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Realign.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Spark.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Spells Level 0.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Stabilize.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Starwalk.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Stumble.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Telekinetic Projectile.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Telepathic Message.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Token Spell.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Transfer Charge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Vanishing Trick.md create mode 100644 Compendium/SF1E/Spells/Spells Level 0/Varied Veneer.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Acidic Mist.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Biome Adaptation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Broadcast Message.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Charm Person.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Command Icon.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Command.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Communal Bond.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Companion Bond.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Comprehend Customs.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Comprehend Languages.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Confusion, Lesser.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Create Ammunition.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Defrex Hardiness.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Detect Augmentation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Detect Radiation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Detect Tech.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Detect Thoughts.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Disguise Self.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Dissonance Strike.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Dream of Home.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Empathic Communication.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Enduring Worlds.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Erase.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Fluid Morphism.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Grease.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Helping Hands.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Hold Portal.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Identify.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Illusory Star Field.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Incompetence.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Jolting Surge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Junk Shards.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Keen Senses.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Know Coordinates.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Life Bubble.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Lifting Frame.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Magic Missile.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Megavitamin.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Mental Silence.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Might of the Ellicoth.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Mindlink.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Modulate Frequency.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Overheat.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Patch Tech.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Phase Blade.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Preserved Path.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Proximity Alert.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Puncture Veil.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Quick Change.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Recall.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Reflecting Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Remote Operation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Remove Condition, Lesser.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Scan Environment.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Seeking Shot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Share Language.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Share Memory.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Shifting Surge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Spells Level 1.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Computer.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Supercharge Weapon.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Swap Initiative.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Unseen Servant.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Verdant Code.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Wall of Fog.md create mode 100644 Compendium/SF1E/Spells/Spells Level 1/Wisp Ally.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Accelerate Step.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Alter Enhancement.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Anchor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Artificial Geyser.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Augury.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Bypass Password.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Cairn Form.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Caustic Conversion.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Change of Seasons.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Command Undead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Crystal Eruption.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Dampening Field.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Darkvision.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Day_s Weariness.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Delay Countermeasures.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Digital Shield.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Directed Denial of Strength Attack.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Distract.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Electroplating.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Empathic Support.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Fog Cloud.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Force Blast.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Haunted Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Haunted Combatant.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Hold Person.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Hoverdisk.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Hurl Forcedisk.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Implant Data.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Inflame.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Inflict Pain.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Inject Nanobots.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Instant Upgrade.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Invisibility To Technology.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Invisibility.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Knock.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Laser Net.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Locate Hive.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Logic Bomb.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Make Whole.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Manipulate Tech.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Mental Muscle.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Microbot Assault.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Mirror Image.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Optimize Technology.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Osmose.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Parallel Form.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Perfect Recall.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Personal Gravity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Predict Foe.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Reality Leap.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Recharge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Reject Augmentation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Remove Condition.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Resist Radiation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Restoration, Lesser.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Restore Consumable.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Security Seal.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/See Invisibility.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Shield Other.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Slice Reality.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Social Reset.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Song Of The Cosmos.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Spells Level 2.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Spider Climb.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Spiritual Bonds.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Status.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Supercharge Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Time Loop.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Uncanny Luck.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Unmask.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Venomous Weapon.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Vigilant Junkbot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Void Vessel.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Wall of Steam.md create mode 100644 Compendium/SF1E/Spells/Spells Level 2/Zone of Truth.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Acid Puddle.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Antiradiation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Arcane Sight.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Arcing Surge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Autopilot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Battle Sonata.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Bestow Curse.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Blast Door.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Capricious Cats.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Charm Monster.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Clairaudience_Clairvoyance.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Daegoxian Spore Cloud.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Death Affinity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Deep Slumber.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Dimensional Crash.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Discharge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Dispel Magic.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Displacement.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Divine Aspect.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Duplicate Data.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Entropic Grasp.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Explosive Blast.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Fluidity of Form.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Gravity Tether.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Grim Insight.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Groundling.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Handy Junkbot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Haste.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Healing Junkbot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Helping Hands, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Hologram Memory.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Infect Blood.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Instant Virus.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Irradiate.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Mental Block.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Nanite Form.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Negate Spell.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Nondetection.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Orient.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Phantasmal Maze.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Phantom Cycle.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Physical Stability.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Pinpoint Navigation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Planned Obsolescence.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Plasma Snare.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Pocket Vacuum.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Polar Vortex.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Prescience.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Preserve Specimen.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Probability Prediction.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Psychokinetic Strangulation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Ray of Exhaustion.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Remembrance.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Remote Pilot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Remove Affliction.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Resistant Armor, Lesser.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Rhapsodic Aegis.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Sharpen Senses.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Slow.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Smog Bank.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Speak with Dead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Spells Level 3.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Starlit Span.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Storm-Deflecting Sphere.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Suggestion.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Synaptic Pulse.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Temporal Bullets.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Time Crawl.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Time_s Edge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Tongues.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Void Whispers.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Wall of Earth.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Wall of Ice.md create mode 100644 Compendium/SF1E/Spells/Spells Level 3/Warpwave.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Animate Dead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Arcane Eye.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Awaken Computer.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Calm the Storm.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Change of Seasons, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Confusion.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Control Atmosphere.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Corrosive Haze.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Cosmic Eddy.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Crystal Mine.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Death Ward.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Destruction Protocol.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Digital Doorway.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Dimension Door.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Dimensional Anchor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Discern Lies.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Displace Memory.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Divination.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Drift Prediction.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Elemental Convergence.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Enervation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Gravity Well.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Harness Lightning.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Hateful Visage.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Hold Monster.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Identify Storm.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Invisibility, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Magic Seal.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Memory Prism.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Mental Muscle, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Miasma.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Mind Probe.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Modify Outcome.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Mystical Aegis.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Overload Systems.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Planar Phase.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Reanimate Construct.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Reincarnate.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Remove Radioactivity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Resilient Sphere.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Resistant Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Restoration.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Rewire Flesh.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Ride The Wave.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Shared Gravity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Song Of The Cosmos, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Sonic Scream.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Soothing Protocol.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Soul Reap.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Spells Level 4.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Suppressing Field.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Telepathic Bond.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Time Loop, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Tracking Mark.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Transport Passengers.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Uncanny Eruption.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Usurp Spell.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Void Grasp.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Wall of Fire.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/Wonder Warp.md create mode 100644 Compendium/SF1E/Spells/Spells Level 4/X-Ray Vision.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Acid Rain.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Afterimage.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Animate Armor.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Break Enchantment.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Call Cosmos.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Chrono Leap.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Command, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Commune With Planet.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Commune with Nature.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Contact Other Plane.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Control Machines.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Crush Skull.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Dominate Person.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Drift Messenger.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Feeblemind.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Fluidity of Form, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Hailstorm.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Heat Leech.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Holographic Terrain.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Hoverdisk, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Mislead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Modify Memory.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Mystical Aegis, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Passwall.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Physical Stability, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Private Sanctum.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Prying Eyes.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Radiation Ray.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Raise Dead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Rapid Repair.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Reality Bend.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Reanimate.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Remove Condition, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Resistant Aegis.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Retrocognition.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Sniper_s Edge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Spells Level 5.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Subzero Clutch.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Synapse Overload.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Synaptic Pulse, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Telekinesis.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Telepathy.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Teleport.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Temporal Flash.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Transfer Consciousness.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Undo Mistake.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Unravel Magic.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Unwilling Guardian.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Wall of Force.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Wave of Warning.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Waves of Fatigue.md create mode 100644 Compendium/SF1E/Spells/Spells Level 5/Weight of Ages.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Akashic Investigation.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Antimagic Burst.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Battle Junkbot.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Chain Surge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Channel the Outer Sphere.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Cheat Time.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Control Gravity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Control Undead.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Discharge, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Disintegrate.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Enshrining Refuge.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Ethereal Jaunt.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Fist of Damoritosh.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Flesh to Stone.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Forcecage.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Gravitational Singularity.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Ice Prison.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Inflict Pain, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Interplanetary Teleport.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Invisibility, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Magic Seal, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Mind Swap.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Mystical Aegis, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Obfuscate Drift Beacons.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Planar Barrier.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Plane Shift.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Psychic Surgery.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Regenerate.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Resistant Armor, Greater.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Rewire Flesh, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Security Protocol.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Shadow Walk.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Shadowy Fleet.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Snuff Life.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Spells Level 6.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Star Storm.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Star Touch.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Star Wall.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Subjective Reality.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Suggestion, Mass.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Summon Corpse.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Summon Drift Beacons.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Sympathetic Vibration.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Telepathic Jaunt.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Terraform.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/True Seeing.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Unspeakable Presences.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Usher Apocalypse.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Veil.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Vision.md create mode 100644 Compendium/SF1E/Spells/Spells Level 6/Wall of Steel.md create mode 100644 Rules/SF1E/Activites/Crafting.md create mode 100644 Rules/SF1E/Activites/Downtime Activities.md create mode 100644 Rules/SF1E/Additional Mechanics/Cargo.md create mode 100644 Rules/SF1E/Additional Mechanics/Creature Companions.md create mode 100644 Rules/SF1E/Additional Mechanics/Custom Species Builder.md create mode 100644 Rules/SF1E/Additional Mechanics/Drift Lanes.md create mode 100644 Rules/SF1E/Additional Mechanics/Dynamic Hacking.md create mode 100644 Rules/SF1E/Additional Mechanics/Environmental Grafts.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Backgrounds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Exploration System.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Accord, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Airborne, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Alignment, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Aquatic, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Arctic, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Building Worlds Mechanics, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Desert, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Forest, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Magic, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Marsh, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Mountain, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Plains, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Religion, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Space, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Subterranean, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Tech, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Urban, Infinite Worlds.md create mode 100644 Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Weird - Rules - Archives of Nethys Starfinder RPG Database.md create mode 100644 Rules/SF1E/Additional Mechanics/NPC Gallery.md create mode 100644 Rules/SF1E/Additional Mechanics/Polymorphing.md create mode 100644 Rules/SF1E/Additional Mechanics/Running the Game.md create mode 100644 Rules/SF1E/Additional Mechanics/Sandbox Adventures/Adventure _ Encounter Design.md create mode 100644 Rules/SF1E/Additional Mechanics/Sandbox Adventures/Campaign Design.md create mode 100644 Rules/SF1E/Additional Mechanics/Sandbox Adventures/Setting Design.md create mode 100644 Rules/SF1E/Additional Mechanics/Sandbox Adventures/Subgenres.md create mode 100644 Rules/SF1E/Additional Mechanics/Starship Adventure Seeds.md create mode 100644 Rules/SF1E/Additional Mechanics/Starship Campaign Arcs.md create mode 100644 Rules/SF1E/Additional Mechanics/Toolboxes/Drift Encounter Toolbox.md create mode 100644 Rules/SF1E/Additional Mechanics/Toolboxes/NPC Toolbox.md create mode 100644 Rules/SF1E/Additional Mechanics/Toolboxes/Settlement Toolbox.md create mode 100644 Rules/SF1E/Additional Mechanics/Toolboxes/Starship Toolbox.md create mode 100644 Rules/SF1E/Additional Mechanics/Toolboxes/Treasure Toolbox.md create mode 100644 Rules/SF1E/Afflictions/Affliction Progression Tracks.md create mode 100644 Rules/SF1E/Afflictions/Afflictions.md create mode 100644 Rules/SF1E/Afflictions/Curses.md create mode 100644 Rules/SF1E/Afflictions/Diseases.md create mode 100644 Rules/SF1E/Afflictions/Drugs.md create mode 100644 Rules/SF1E/Afflictions/Poisons.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Character Generation Ability Scores.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Character Generation Alignment.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Character Generation Health _ Resolve.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Character Generation Steps.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Character Generation _ Leveling.md create mode 100644 Rules/SF1E/Character Generation _ Leveling/Leveling Up.md create mode 100644 Rules/SF1E/Combat Mechanics/Ability Damage.md create mode 100644 Rules/SF1E/Combat Mechanics/Actions in Combat.md create mode 100644 Rules/SF1E/Combat Mechanics/Additional Movement Types.md create mode 100644 Rules/SF1E/Combat Mechanics/Awareness, Senses, Vision _ Light.md create mode 100644 Rules/SF1E/Combat Mechanics/Bonus _ Penalties.md create mode 100644 Rules/SF1E/Combat Mechanics/Combat Mechanics.md create mode 100644 Rules/SF1E/Combat Mechanics/Conditions.md create mode 100644 Rules/SF1E/Combat Mechanics/Cover _ Concealment.md create mode 100644 Rules/SF1E/Combat Mechanics/Critical Hit Effects, Weapons.md create mode 100644 Rules/SF1E/Combat Mechanics/Damage.md create mode 100644 Rules/SF1E/Combat Mechanics/Defining Effects.md create mode 100644 Rules/SF1E/Combat Mechanics/Flanking.md create mode 100644 Rules/SF1E/Combat Mechanics/Healing, Injury _ Death.md create mode 100644 Rules/SF1E/Combat Mechanics/Reach _ Threatened Squares.md create mode 100644 Rules/SF1E/Combat Mechanics/Reactions.md create mode 100644 Rules/SF1E/Combat Mechanics/Special Properties, Weapons.md create mode 100644 Rules/SF1E/Combat Mechanics/Structures, Walls _ Objects.md create mode 100644 Rules/SF1E/Combat Mechanics/Tactical Movement.md create mode 100644 Rules/SF1E/Combat Mechanics/Underwater Combat.md create mode 100644 Rules/SF1E/Creature Mechanics/Building Starship-Scale Creatures.md create mode 100644 Rules/SF1E/Creature Mechanics/Creating Monsters _ NPCs.md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Darkvision (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Earth Glide (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Engulf (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fast Healing (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fly (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Frightful Presence (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Grab (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Immunity (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Integrated Weapons (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Light Blindness (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Plant Benefits (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Telepathy (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Low-Light Vision (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Mindless (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiarmed (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiattack (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Natural Weapons (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/No Breath (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Ooze Immunities (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plant Immunities (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plantlike (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Pounce (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Radioactive (Ex, Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Regeneration (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Resistance (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sense Through (Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sightless (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Solar Adaptation (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spaceflight (Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spell Resistance (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spider Climb (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Stellar Alignment (Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Summon Allies (Sp).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swallow Whole (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Attack (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Defenses (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Immunities (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Mind (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Tracking (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Trample (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Attack (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Defenses (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Immunities (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Truespeech (Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Undead Immunities (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unflankable (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unliving (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Void Adaptation (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vortex (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vulnerability (Ex or Su).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Water Breathing (Ex).md create mode 100644 Rules/SF1E/Creature Mechanics/Universal Creature Rules/Whirlwind (Ex or Su).md create mode 100644 Rules/SF1E/Encounter Design _ Treasure/Expanded Starship Encounter Design.md create mode 100644 Rules/SF1E/Encounter Design _ Treasure/Mech Encounter Design.md create mode 100644 Rules/SF1E/Encounter Design _ Treasure/Starship Encounter Design.md create mode 100644 Rules/SF1E/Encounter Design _ Treasure/Tactical Encounter Design.md create mode 100644 Rules/SF1E/Encounter Design _ Treasure/Treasures, Experience _ Rewards.md create mode 100644 Rules/SF1E/Magic _ Spells/Casting Spells.md create mode 100644 Rules/SF1E/Magic _ Spells/Rituals.md create mode 100644 Rules/SF1E/Magic _ Spells/Variant Spellcasting.md create mode 100644 Rules/SF1E/Mech Mechanics/Building Mechs.md create mode 100644 Rules/SF1E/Mech Mechanics/Mech Combat.md create mode 100644 Rules/SF1E/Mech Mechanics/Mech Mechanics.md create mode 100644 Rules/SF1E/Mech Mechanics/Mech Upgrading.md create mode 100644 Rules/SF1E/Skills/Acrobatics (Dex, Armor Check Penalty).md create mode 100644 Rules/SF1E/Skills/Atheltics (Str, Armor Check Penalty).md create mode 100644 Rules/SF1E/Skills/Bluff (Cha).md create mode 100644 Rules/SF1E/Skills/Computers (Int, Trainded only).md create mode 100644 Rules/SF1E/Skills/Culture (Int, Trained only).md create mode 100644 Rules/SF1E/Skills/Diplomacy (Cha).md create mode 100644 Rules/SF1E/Skills/Disguise (Cha).md create mode 100644 Rules/SF1E/Skills/Engineering (Int, Trained only).md create mode 100644 Rules/SF1E/Skills/Hacking Reference.md create mode 100644 Rules/SF1E/Skills/Intimidate (Cha).md create mode 100644 Rules/SF1E/Skills/Life Science (Int, Trained only).md create mode 100644 Rules/SF1E/Skills/Medicine (Int, Trained only).md create mode 100644 Rules/SF1E/Skills/Mysticism (Wis, Trained Only).md create mode 100644 Rules/SF1E/Skills/Perception (Wis).md create mode 100644 Rules/SF1E/Skills/Physical Science (Int, Trained only).md create mode 100644 Rules/SF1E/Skills/Piloting (Dex).md create mode 100644 Rules/SF1E/Skills/Profession (Cha, Int, Wis, Trained only).md create mode 100644 Rules/SF1E/Skills/Sense Motive (Wis).md create mode 100644 Rules/SF1E/Skills/Skillcheck DCs.md create mode 100644 Rules/SF1E/Skills/Skills.md create mode 100644 Rules/SF1E/Skills/Slight of Hand (Dex, Armor Check Penalty, Trained Only).md create mode 100644 Rules/SF1E/Skills/Stealth (Dex, Armor Check Penalty).md create mode 100644 Rules/SF1E/Skills/Survival (Wis).md create mode 100644 Rules/SF1E/Special Abilities/Blindsense.md create mode 100644 Rules/SF1E/Special Abilities/Blindsight.md create mode 100644 Rules/SF1E/Special Abilities/Blocking Sense Through.md create mode 100644 Rules/SF1E/Special Abilities/Damage Reduction (DR).md create mode 100644 Rules/SF1E/Special Abilities/Darkvision.md create mode 100644 Rules/SF1E/Special Abilities/Energy Resistance.md create mode 100644 Rules/SF1E/Special Abilities/Incorporeal.md create mode 100644 Rules/SF1E/Special Abilities/Invisible.md create mode 100644 Rules/SF1E/Special Abilities/Limited Telepathy.md create mode 100644 Rules/SF1E/Special Abilities/Low-Light Vision.md create mode 100644 Rules/SF1E/Special Abilities/Sense Through.md create mode 100644 Rules/SF1E/Special Abilities/Special Abilities.md create mode 100644 Rules/SF1E/Special Abilities/Spell Resistance (SR).md create mode 100644 Rules/SF1E/Special Abilities/Telepathy, Mechanic.md create mode 100644 Rules/SF1E/Starship Mechanics/Additional Starship Options.md create mode 100644 Rules/SF1E/Starship Mechanics/Armada Combat.md create mode 100644 Rules/SF1E/Starship Mechanics/Biomechanical Ships.md create mode 100644 Rules/SF1E/Starship Mechanics/Cargo Subsystem Mechanics.md create mode 100644 Rules/SF1E/Starship Mechanics/Space Hazards.md create mode 100644 Rules/SF1E/Starship Mechanics/Squadron Combat.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Attacking _ Damage.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Boarding.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Building.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Chases.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Combat Critical Effects.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Combat Hazards.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Combat Rounds _ Phases.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Crew Actions.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Critical Damage.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Damage _ Repair.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Deflector Shield Mechanics.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Downtime.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Mechanics.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Movement.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Roles.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Shield Mechanics.md create mode 100644 Rules/SF1E/Starship Mechanics/Starship Stunts.md create mode 100644 Rules/SF1E/Starship Mechanics/Starships in Atmosphere.md create mode 100644 Rules/SF1E/Starship Mechanics/Upgrading a Starship.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Atmosphere Mechanics.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Biomes _ Terrain.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Environment, Atmospheres _ Dangers.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Overland Travel.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Settlement Descriptions.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Space Mechanics.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Starship Travel Mechanics.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Travel. Environment _ Exploration.md create mode 100644 Rules/SF1E/Travel-Environment-Exploration/Weather Mechanics.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Additional Vehicle Mechanics.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Custom Vehicles.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Vehicle Basics.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Vehicle Chases.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Vehicle Modification Mechanics.md create mode 100644 Rules/SF1E/Vehicle Mechanics/Vehicle Tactical Combat.md diff --git a/Bestiary/Aasimar.md b/Compendium/SF1E/Bestiary/Aasimar.md similarity index 90% rename from Bestiary/Aasimar.md rename to Compendium/SF1E/Bestiary/Aasimar.md index cb42892..d7bb3e5 100644 --- a/Bestiary/Aasimar.md +++ b/Compendium/SF1E/Bestiary/Aasimar.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Aasimar diff --git a/Bestiary/Acrochor.md b/Compendium/SF1E/Bestiary/Acrochor.md similarity index 91% rename from Bestiary/Acrochor.md rename to Compendium/SF1E/Bestiary/Acrochor.md index b2040d3..1ef8b7a 100644 --- a/Bestiary/Acrochor.md +++ b/Compendium/SF1E/Bestiary/Acrochor.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Acrochor diff --git a/Bestiary/Adult Nyssholora.md b/Compendium/SF1E/Bestiary/Adult Nyssholora.md similarity index 91% rename from Bestiary/Adult Nyssholora.md rename to Compendium/SF1E/Bestiary/Adult Nyssholora.md index 448f95f..6d1a8d3 100644 --- a/Bestiary/Adult Nyssholora.md +++ b/Compendium/SF1E/Bestiary/Adult Nyssholora.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Adult Nyssholora diff --git a/Bestiary/Adult Silver Dragon.md b/Compendium/SF1E/Bestiary/Adult Silver Dragon.md similarity index 90% rename from Bestiary/Adult Silver Dragon.md rename to Compendium/SF1E/Bestiary/Adult Silver Dragon.md index 83ec7ba..d38ef68 100644 --- a/Bestiary/Adult Silver Dragon.md +++ b/Compendium/SF1E/Bestiary/Adult Silver Dragon.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Adult Silver Dragon diff --git a/Bestiary/Aeon Guard Specialist.md b/Compendium/SF1E/Bestiary/Aeon Guard Specialist.md similarity index 93% rename from Bestiary/Aeon Guard Specialist.md rename to Compendium/SF1E/Bestiary/Aeon Guard Specialist.md index 720c1c3..e1fe583 100644 --- a/Bestiary/Aeon Guard Specialist.md +++ b/Compendium/SF1E/Bestiary/Aeon Guard Specialist.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Aeon Guard Specialist diff --git a/Bestiary/Aeon Guard.md b/Compendium/SF1E/Bestiary/Aeon Guard.md similarity index 93% rename from Bestiary/Aeon Guard.md rename to Compendium/SF1E/Bestiary/Aeon Guard.md index 5e00943..9ae3b49 100644 --- a/Bestiary/Aeon Guard.md +++ b/Compendium/SF1E/Bestiary/Aeon Guard.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Aeon Guard diff --git a/Bestiary/Ahav.md b/Compendium/SF1E/Bestiary/Ahav.md similarity index 91% rename from Bestiary/Ahav.md rename to Compendium/SF1E/Bestiary/Ahav.md index 9e84d63..0a3dba7 100644 --- a/Bestiary/Ahav.md +++ b/Compendium/SF1E/Bestiary/Ahav.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ahav diff --git a/Bestiary/Akata.md b/Compendium/SF1E/Bestiary/Akata.md similarity index 91% rename from Bestiary/Akata.md rename to Compendium/SF1E/Bestiary/Akata.md index 9593af2..95b160e 100644 --- a/Bestiary/Akata.md +++ b/Compendium/SF1E/Bestiary/Akata.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Akata diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard, Aeon Guard Specialist.md b/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard, Aeon Guard Specialist.md new file mode 100644 index 0000000..946fbc8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard, Aeon Guard Specialist.md @@ -0,0 +1,54 @@ +--- +hp: 102 +statblock: true +name: Aeon Guard, Aeon Guard Specialist +cr: 7 +hp: 102 +Enviroment: any +statblock: true +modifier: 8 +--- +# GUARD, AEON GUARD SPECIALIST +The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire. + +Aeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race. + +Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire’s legendary _aeon stones_, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block on page 6 represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage. + +## AEON GUARD, AEON GUARD SPECIALIST + +**Source** _Alien Archive pg. 6_ + +## AEON GUARD SPECIALIST CR 7 + +**XP 3,200** +Azlanti operative +LE Medium humanoid (human) +**Init** +8; **Senses** blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision; **Perception** +15 + +### DEFENSE + +**HP** 102 +**EAC** 22; **KAC** 23 +**Fort** +9; **Ref** +9; **Will** +10; +2 vs. disease and poison +**Defensive Abilities** evasion, uncanny agility; **DR** 5/—; **Resistances** acid 5 + +### OFFENSE + +**Speed** 40 ft., fly 30 ft. (jetpack, average) +**Melee** tactical knife +13 (2d4+9 S) +**Ranged** AG accelerator rifle +15 (3d4+7 P) or corona laser pistol +15 (2d4+7 F; critical 1d4 burn) +**Offensive Abilities** debilitating trick, trick attack +4d8 + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +1; **INT** +4; **WIS** +2; **CHA** +1 +**Skills** Acrobatics +20, Athletics +15, Computers +20, Piloting +15, Profession (soldier) +15, Stealth +20 +**Languages** Azlanti, Common, 4 additional languages +**Other Abilities** operative exploits (cloaking field), specialization (ghost) +**Gear** AG SpecOps armor (_clear spindle aeon stone_, deflective reinforcement, filtered rebreather, jetpack, _purple sphere aeon stone_), AG accelerator rifle, corona laser pistol, tactical knife, _efficient bandolier_ (200 longarm rounds and 2 ultracapacity batteries) + +### ECOLOGY + +**Environment** any (Azlanti Star Empire) +**Organization** solitary, pair, strike team (1 Aeon Guard specialist plus 7–12 Aeon Guards), or troop (1 Aeon Guard specialist plus 21–48 Aeon Guards) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard.md b/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard.md new file mode 100644 index 0000000..a771a17 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Aeon Guard.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 48 +modifier: 5 +name: Aeon Guard +statblock: true +tags: +Type: humanoid +--- +# AEON GUARD + + +The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire. + +Aeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race. + +Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire’s legendary _aeon stones_, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block on page 6 represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage. + +## AEON GUARD + +**Source** _Alien Archive pg. 6_ + +## AEON GUARD CR 3 + +**XP 800** +Azlanti soldier +LE Medium humanoid (human) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 48 +**EAC** 19; **KAC** 22 +**Fort** +5; **Ref** +3; **Will** +4 + +### OFFENSE + +**Speed** 20 ft. +**Melee** thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical knockdown) +**Ranged** AG assault rifle +11 (1d8+3 P) or frag grenade II +11 (explode \[15 ft., 2d6 P, DC 14\]) or incendiary grenade I +11 (explode \[5 ft., 1d6 F plus 1d4 burn, DC 14\]) +**Offensive Abilities** fighting styles (sharpshoot), sniper’s aim + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +1; **WIS** +1; **CHA** +1 +**Skills** Athletics +8, Intimidate +8, Profession (soldier) +8, Stealth +10 +**Languages** Azlanti +**Gear** AG trooper battle dress (_clear spindle aeon stone_, jump jets), AG assault rifle with 4 magazines (100 longarm rounds), thunderstrike pulse gauntlet with 2 batteries, frag grenade II, incendiary grenade I + +### ECOLOGY + +**Environment** any (Azlanti Star Empire) +**Organization** fire team (3–6), squad (7–12), strike team (7–12 Aeon Guards plus 1 Aeon Guard specialist), or troop (21–48 Aeon Guards plus 1 Aeon Guard specialist) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Aeon, Tekhoinos.md b/Compendium/SF1E/Bestiary/Alien Codex/Aeon, Tekhoinos.md new file mode 100644 index 0000000..3d13357 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Aeon, Tekhoinos.md @@ -0,0 +1,89 @@ +--- +aliases: +cr: 10 +Enviroment: any (Outer Plane) +environment: any +hp: 145 +modifier: 5 +name: Aeon, Tekhoinos +statblock: true +tags: +Type: Outsider (aeon, extraplanar) +--- +# AEON, TEKHOINOS + + +**Source** _Alien Archive 2 pg. 6_ + +## TEKHOINOS CR 10 + +**XP 9,600** +N Medium outsider (aeon, extraplanar) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 145 +**EAC** 23; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +13 +**Defensive Abilities** adaptive defense, unflankable; **Immunities** cold, critical hits, poison; **Resistances** electricity 10, fire 10; **SR** 21 + +### OFFENSE + +**Speed** 20 ft., fly 40 ft. (Su, perfect) +**Melee** slam +19 (2d8+12 B) +**Multiattack** 3 slams +13 (1d10+12 B) +**Ranged** telekinetic blast +21 (2d8+10 B; critical knockdown) +**Offensive Abilities** pattern bind +**Spell-Like Abilities** (CL 10th) +1/day—_hold monster_ (DC 20), _plane shift_ (self only) +3/day—_synaptic pulse_ (DC 19) +At will—_invisibility_ + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +2; **INT** +2; **WIS** +8; **CHA** +3 +**Skills** Acrobatics +19 (+27 to fly), Culture +19 (+29 to recall knowledge), Engineering +19, Life Science +19 (+29 to recall knowledge), Mysticism +24 (+34 to recall knowledge), Sense Motive +19, Stealth +24 +**Languages** envisaging +**Other Abilities** no breath + +### ECOLOGY + +**Environment** any (Outer Planes) +**Organization** solitary, pair, or collective (3–10) + +### SPECIAL ABILITIES + +**Adaptive Defense (Ex)** When a tekhoinos takes acid, electricity, fire, or sonic damage, it gains resistance 10 to that damage type. This resistance does not apply to the triggering attack, and it lasts for 1 hour or until the tekhoinos takes damage of another of those types, triggering a new resistance. This resistance stacks with other sources of energy resistance. + +**Pattern Bind (Su)** As a standard action, a tekhoinos can force a creature within 100 feet to repeat its actions unless it succeeds at a DC 19 Will saving throw. Whatever full, standard, or move actions the creature takes on its turn after being subjected to this effect, the target must repeat on the following turn. The creature must take the same actions in the same order (for example, moving its speed and casting a specific spell) and must act against the same target or targets. However, the creature doesn’t have to make exactly the same choices (such as moving the same number of squares or choosing the same command for the _command_ spell). If the target is unable to repeat an action, it is unable to act and its turn ends immediately. A creature that is affected by pattern bind can’t delay, and if it readies an action on the first turn it is affected, it must ready the same action on its following turn using the same trigger. Whether or not a creature succeeds at its saving throw against this ability, it is immune to further instances of this effect for 24 hours. + +**Telekinetic Blast (Ex)** A tekhoinos’s telekinetic blast has a range increment of 50 feet. + +## DESCRIPTION + +The enigmatic aeons maintain balance in the multiverse according to rules known only to themselves. Each variety of aeon holds sway over an aspect of the natural order and seeks to maintain equilibrium, indifferent to any concerns of ethics or morality. Tekhoinos aeons concern themselves with the balance between social development and technological advancement. Populations whose scientific advancements have outstripped their social development are likely to draw a tekhoinos’s attention, as are those who forcefully suppress technological development in favor of spiritual concerns. + +Tekhoinos often become involved when a society is uplifted or held back by outside forces, but they also step in when a society manages to unbalance itself. Exactly what constitutes a society out of balance is determined by an intricate code unfathomable to any but the aeons. When an imbalance is suspected, a single tekhoinos visits the society, gathers intelligence with its innate powers, and then confers with a larger collective of tekhoinos and other aeons via its envisaging ability. Once a consensus is reached, the tekhoinos can begin its intervention, wait for reinforcements, or move on to seek out more imbalanced civilizations. + +Technological excess that would draw a tekhoinos’s attention might include any less-advanced species that stumbles across advanced technology or species that invent technologies that their societies lack the cultural maturity to handle. On the other end of the spectrum, societies that eschew technology to the extent that harm is done to their societal development might attract tekhoinos, which then seek to inspire new inventions or disrupt the social constructs that keep technological innovation at bay. Tekhoinos prefer covert actions such as manipulation and sabotage to direct confrontation, but this preference is not out of a desire to protect the recipients of their intervention—the aeons have merely found that subtlety makes for more lasting change. This clandestine approach also does not mean the aeons’ actions are benign. A collective might rectify an imbalance through covert manipulation of key individuals or targeted assassinations, or they might take more drastic measures, such as detonating a starship’s reactor or instigating a war, all based on cold calculations regarding which actions give the highest probability of long-term success. + +Tekhoinos take great pains to hide their presence, lest notice of their tampering lead to further imbalance. They spend most of their time invisible, and they move carefully and deliberately to further evade detection. They prefer to incapacitate those who discover them, but they don’t hesitate to dispose of creatures that prove a threat to their aims. + +Tekhoinos normally intervene in the affairs of single planets, isolated communities, or remote outposts since sprawling planetary and interplanetary populations more readily resist change and are more likely to uncover tekhoinos’s manipulations. However, when major populations swing so far out of balance that they can’t be ignored, they warrant intervention by multiple tekhoinos collectives. Such grand interventions can require generations of covert observation and manipulation before massive, coordinated action, all overseen by elder aeons of significantly greater capabilities. + +Such major actions might be subtle. However, if the threat of the imbalance is widespread but its source centralized, or if swift action is required, the intervention could resemble an invasion. The tekhoinos collectives assigned to the intervention might take direct control of problematic sites or objects. Forced into such action, the aeons then directly confront any defenders of those problem areas. + +A tekhoinos has no eyes, instead perceiving with its entire body. Three tentacle-like limbs revolve around a tekhoinos’s nebulous core, and the substance of each limb shifts constantly. Across the aeon’s body, patterns of crystalline circuitry and iridescent vapor form, propagate, and give way, the same structure never repeating. The typical tekhoinos measures 4 feet across but weighs only a few pounds. + +Like all their kin, tekhoinos communicate using mental imagery rather than words. Among their own kind, they can share the full range of experience and emotion via these images, but communication with non-aeons is far more limited. However, as caretakers of civilization, tekhoinos have better insight into the minds of other creatures than typical aeons have. They can make full use of their telepathic images to communicate with other creatures even when such interactions would normally require a shared language. + +## ADAPTIVE DEFENSE MODULE ARMOR UPGRADES + +Despite their secrecy, tekhoinos have been identified as the corrective force behind more than one newly stabilized society, and they have even been celebrated for their role. One civilization on a lonely planet in Near Space had great mastery over magic and technology, but its people had long turned a blind eye to the great suffering they caused one another. After a tekhoinos intervened and ushered in an era of peace and prosperity, these people designed an armor upgrade meant to honor their benefactor. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Aeon (Summoning) Graft Template +\- Aeon (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Claustral.md b/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Claustral.md new file mode 100644 index 0000000..0565830 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Claustral.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 6 +Environment: any urban (Nirvana) +hp: 90 +modifier: 3 +name: Agathion, Claustral +statblock: true +tags: +Type: outsider (agathion, extraplanar, good) +--- +# AGATHION, CLAUSTRAL +Agathions, who have humanoid forms with animal aspects, form from the souls of mortals who reached an enlightened state and became infused with holy power. Most remain content to meditate and explore their home plane of Nirvana, but many others visit the Material Plane to combat evil, especially evil that threatens the natural world. + +Four-armed and four-eyed vicunals resemble ruthigs and share ruthigs’ preference for traveling in groups. This variation of herd mentality makes vicunals intuitive therapists who tirelessly attend to their companions’ physical and emotional injuries. Despite their tenacity and indefatigable skirmishing tactics, these agathions struggle to overcome powerful foes. In these cases, vicunals typically recruit mortal agents willing to and capable of neutralizing the evil. + +Maned claustrals resemble the predatory eohis of the Nejeor system, expressing much of eohis’ love of pursuing and hounding their targets. However, claustrals almost never hunt to kill, instead patrolling cityscapes to protect their adopted fauna or neutralize deadly beasts. Although they take pains to warn negligent urbanites who inadvertently harm animals, claustrals often respond with violence to subdue or even kill serial abusers, such as those who run beast-fighting circuits. To claustrals’ chagrin, these brief rampages can spur rumors of an escaped beast, attracting bounty hunters who hope to slay the mysterious creature. + +**Source** _Alien Archive 4 pg. 6_ + +## CLAUSTRAL CR 6 + +**XP 2,400** +NG Medium outsider (agathion, extraplanar, good) +**Init** +3; **Senses** low-light vision; **Perception** +13 +**Aura** conservation aura (20 ft.) + +### DEFENSE + +**HP** 90; **RP** 4 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +8; **Will** +5; +4 vs poison +**Immunities** electricity, petrification; **Resistances** cold 10, sonic 10 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** holy enforcement-class capture pole +17 (1d8+10 P; critical injection DC +2) or bite +17 (1d8+10 P) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with capture pole) +**Offensive Abilities** preserver’s patience + +### STATISTICS + +**STR** +4; **DEX** +3; **CON** +3; **INT** +0; **WIS** +2; **CHA** +1 +**Skills** Athletics +18, Culture +13, Survival +18 +**Languages** Celestial, Common; speak with animals, truespeech +**Other Abilities** healing channel (6d8) +**Gear** holy enforcement-class capture pole, _mk 2 serum of healing_ + +### ECOLOGY + +**Environment** any urban (Nirvana) +**Organization** solitary or patrol (2–5) + +### SPECIAL ABILITIES + +**Conservation Aura (Su)** A claustral’s aura preserves imperiled natural creatures. Creatures with the animal or plant type within this aura gain fast healing 2. This fast healing doubles for affected creatures that are below half their maximum Hit Points or that are in an urban environment. If an affected creature would be reduced to 0 Hit Points by an effect the claustral can see, the claustral can spend 1 Resolve Point as a reaction to reduce the damage dealt to that creature by the effect by 6d6. A claustral can suppress the aura’s effects for any number of those animals and plants as a free action. +**Preserver’s Patience (Ex)** A claustral can choose to deal nonlethal damage with any of its attacks against animals and plants without taking a penalty. A claustral gains a +2 bonus to attack rolls to resolve grapple and trip combat maneuvers, and this bonus doubles against animals and plants. +**Speak with Animals (Su)** A claustral can communicate with animals and use language-dependent effects on them. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Agathion (Summoning) Graft Template +\- Agathion (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Vicunal.md b/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Vicunal.md new file mode 100644 index 0000000..3c5c4d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Agathion, Vicunal.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 1 +Environment: any forests or hills (Nirvana) +hp: 17 +modifier: 1 +name: Agathion, Vicunal +statblock: true +tags: +Type: NG Medium outsider (agathion, extraplanar, good) +--- +# AGATHION, VICUNAL +Agathions, who have humanoid forms with animal aspects, form from the souls of mortals who reached an enlightened state and became infused with holy power. Most remain content to meditate and explore their home plane of Nirvana, but many others visit the Material Plane to combat evil, especially evil that threatens the natural world. + +Four-armed and four-eyed vicunals resemble ruthigs and share ruthigs’ preference for traveling in groups. This variation of herd mentality makes vicunals intuitive therapists who tirelessly attend to their companions’ physical and emotional injuries. Despite their tenacity and indefatigable skirmishing tactics, these agathions struggle to overcome powerful foes. In these cases, vicunals typically recruit mortal agents willing to and capable of neutralizing the evil. + +Maned claustrals resemble the predatory eohis of the Nejeor system, expressing much of eohis’ love of pursuing and hounding their targets. However, claustrals almost never hunt to kill, instead patrolling cityscapes to protect their adopted fauna or neutralize deadly beasts. Although they take pains to warn negligent urbanites who inadvertently harm animals, claustrals often respond with violence to subdue or even kill serial abusers, such as those who run beast-fighting circuits. To claustrals’ chagrin, these brief rampages can spur rumors of an escaped beast, attracting bounty hunters who hope to slay the mysterious creature. + +**Source** _Alien Archive 4 pg. 6_ + +## VICUNAL CR 1 + +**XP 400** +NG Medium outsider (agathion, extraplanar, good) +**Init** +1; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 17; **RP** 3 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +1; **Will** +4; +4 vs poison +**Defensive Abilities** fast healing 2; **Immunities** electricity, petrification; **Resistances** cold 5, sonic 5 + +### OFFENSE + +**Speed** 40 ft. +**Melee** hoof +5 (1d4+3 B); critical knockdown +**Ranged** trailblazer subzero hail pistol +7 (1d4+1 C&P; critical bleed 1d4) + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +1; **INT** +0; **WIS** +3; **CHA** +3 +**Skills** Diplomacy +5, Life Science +5, Medicine +10, Stealth +5, Survival +10 +**Languages** Celestial, Common; speak with animals, truespeech +**Other Abilities** healing channel (2d8), multiarmed (4), nurture +**Gear** trailblazer subzero hail pistol with 2 batteries (20 charges each), _mk 1 serum of healing_ + +### ECOLOGY + +**Environment** any forests or hills (Nirvana) +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Nurture (Su)** When a vicunal uses its healing channel ability, it can choose to nurture one of the creatures it healed. If it does so, the vicunal loses its fast healing and grants that fast healing to the nurtured creature. This effect lasts for a number of rounds equal to the vicunal’s Charisma modifier (3 rounds for a typical vicunal). +**Speak with Animals (Su)** A vicunal can communicate with animals and use language-dependent effects on them. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Agathion (Summoning) Graft Template +\- Agathion (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ahav.md b/Compendium/SF1E/Bestiary/Alien Codex/Ahav.md new file mode 100644 index 0000000..eed255c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ahav.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 200 +modifier: 8 +name: Ahav +statblock: true +tags: +Type: N Huge construct (technological) +--- +# AHAV + +**XP 19,200** +N Huge construct (technological) +**Init** +8; **Senses** darkvision 60 ft., low-light vision, sensor suite; **Perception** +27 + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +12; **Ref** +12; **Will** +9 +**Defensive Abilities** fast healing 5, hardness 15; **Immunities** construct immunities + +### OFFENSE + +**Speed** 60 ft. +**Ranged** medium machine gun +26 (3d10+12 P) or hellhound-class flamethrower +26 (4d6+12 F; critical burn 4d6) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** —; **INT** -2; **WIS** +4; **CHA** +2 +**Skills** Stealth +22 +**Languages** Common +**Other Abilities** MODEL, unliving +**Gear** hellhound-class flamethrower with 2 high-capacity petrol tanks, medium machine gun with 420 heavy rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary or unit (1 AHAV plus 10-12 soldiers) + +### SPECIAL ABILITIES + +**MODEL (Ex)** An AHAV is created with one of the Mission Dependent Loadouts, or MODELs, listed below. MODELs are intended to allow AHAVs to serve in a variety of roles. This list is not exhaustive; the GM is free to design other MODELs at her discretion. + +_Advanced Maneuverability_: The AHAV has an extraordinary fly speed of 60 feet (perfect maneuverability) and the Spring Attack feat. +_Autoloader_: When the AHAV makes a full attack with its medium machine gun, it can make up to three attacks instead of two attacks. It takes a –5 penalty to these attacks instead of a –4 penalty. +_Camouflage Plating_: The AHAV gains a +20 enhancement bonus to Stealth checks. +_Harrying Arms_: The AHAV has numerous pistols or other small arms mounted to its chassis. As a full action, the AHAV automatically succeeds at the harrying fire action against every enemy within 60 feet. +_Ram_: The AHAV gains a slam attack with a +23 attack bonus that deals 6d4+17 bludgeoning damage. If the AHAV hits with this attack after a charge, the target is also knocked back 30 feet. If the target is blocked from moving the full distance, it takes an additional 1d6 bludgeoning damage per 10 feet it can’t move. + +**Sensor Suite (Ex)** As a full action, an AHAV can gain one of the following benefits for 1 minute: blindsight (life), blindsight (vibration), sense through (vision), or a +10 enhancement bonus to Perception checks. It can change which benefit it receives as a full action. At the GM’s discretion, an AHAV might have access to more options, such as blindsight (emotion) or blindsight (thought). + +## DESCRIPTION + +Military marvels of advanced weaponry and artificial-personality programming, AHAVs are ruthless machines of war, bound by their programming to follow their objectives without pause. The acronym AHAV stands for “autonomous heavy assault vehicle,” reflecting the constructs’ ability to operate independently and make basic decisions on the battlefield. While the term originated with a specific and popular early model produced by Ironfire Industries on Absalom Station shortly after the Gap, the name quickly spread in colloquial use to refer to all robotic war machines of similar designs, and these days many corporations on many different worlds use the term to market their own proprietary models. AHAVs are built to appear intimidating: sturdy armor-plated tanks that float on hovertreads, armed with various heavy weapons and bristling with antennae. AHAVs have a full complement of sensors, capable of detecting heat, vibration, and sometimes other signatures, though they don’t usually have enough processing power to activate every available sense at once. + +AHAVs are expensive and difficult to construct, so relatively few of them are found in the service of small planetary militaries and mercenary groups. Only the richest of worlds (and collectors interested in ensuring the safety of their private collections) can afford to purchase and maintain even a single AHAV. + +Unfortunately, since AHAVs’ basic programming leaves little room for independent thought and nuance, many of them can be easily tricked by those who can figure out the literal outlines of their objectives and work around them. As such, AHAVs have dropped off in popularity over the past few decades, though the corporations invested in building them are continually working to improve on this limitation. + +Before they are programmed, AHAVs are outfitted with Mission Dependent Loadouts (MODELs for short), which are special abilities and equipment that aid a robot in its particular mission. An AHAV focused on reconnaissance might have an advanced sensor suite or stealth capabilities, while one intended to go head to head with a superior enemy force might have augmented weaponry. A sufficiently astute observer can use the MODEL of an AHAV to puzzle out its objective. + +AHAVs are built to last—a feature that sometimes means their objectives fail before they do. For instance, an AHAV programmed to guard a particular site will continue to do so even though its handlers have long since perished. While such a construct might seem to be a sad sight, it pales in comparison to those AHAVs whose objectives have become unachievable or internally inconsistent over time. Such a state introduces subtle errors into the AHAV’s programming, which can result in behavior that would be called insane if exhibited by a flesh-and-blood creature. A technician who can uncover that robot’s original purpose might be able to speak with the machine, convincing it of the error of its ways or the irrationality of its objective, but AHAVs have an inherently confrontational worldview and are difficult to reason with. AHAVs that successfully confront such a misalignment are most likely to shut down entirely, becoming nothing but inert metal and circuitry. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Akata, Void Zombie.md b/Compendium/SF1E/Bestiary/Alien Codex/Akata, Void Zombie.md new file mode 100644 index 0000000..3dfae4d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Akata, Void Zombie.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 22 +modifier: 2 +name: Akata, Void Zombie +statblock: true +tags: [1:] +Type: NE Medium undead +--- +# AKATA, VOID ZOMBIE + +**Source** _Alien Archive 2 pg. 8_, _Starfinder Incident at Absalom Station pg. 61_ + +## VOID ZOMBIE CR 1 + +**XP 400** +NE Medium undead +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 22 +**EAC** 11; **KAC** 15 +**Fort** +3; **Ref** +3; **Will** +3 +**Immunities** undead immunities +**Weaknesses** susceptible to salt water + +### OFFENSE + +**Speed** 40 ft. +**Melee** slam +8 (1d6+5 B) or feeding tendril +8 (1d6+5 P plus blood drain) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** —; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +10 +**Other Abilities** mindless, unliving + +### ECOLOGY + +**Environment** any +**Organization** any + +### SPECIAL ABILITIES + +**Blood Drain (Ex)** If a void zombie hits a living creature with its feeding tendril, it drains that creature’s blood, dealing 2 Strength damage before the tendril detaches. + +**Susceptible to Salt Water (Ex)** A splash of salt water deals 1d6 damage to a void zombie, and full immersion in salt water deals 4d6 damage per round. + +## DESCRIPTION + +Akatas reproduce by implanting their parasitic larval offspring in humanoid hosts. These microscopic larvae cause an infection called void death, which functions as a disease. Those who perish from void death become void zombies. A void zombie looks like a walking rotting corpse, often with a bloated blue-gray “tongue”—the fanged tail of the parasitic larva inside—dangling from its broken skull where its lower jaw once was. + +After a humanoid host dies from void death, the strongest of the akata larvae infesting the corpse worms its way to the host’s brain and undergoes a swift initial gestation within 2d4 hours. This accelerated growth causes the feeler-covered head of the oversized, tadpole-shaped parasite to latch onto the base of its victim’s brain and reenergize the dying organ, taking control and turning the host into a void zombie. + +Akata larvae require 1d4 weeks as a second gestation before undergoing the transformation into adult akatas. A void zombie bearing an akata larva ready to emerge seeks out a secluded area and vomits the akata’s offspring into a shallow hole or crevice. The void zombie then “dies,” toppling over the disgorged larva. A scant 2d6 hours later, a full-grown akata emerges, usually taking the rotting corpse of its former host as its first meal. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Void Zombie (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Akata.md b/Compendium/SF1E/Bestiary/Alien Codex/Akata.md new file mode 100644 index 0000000..362de8d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Akata.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 18 +modifier: 6 +name: Akata +statblock: true +tags: [1:] +Type: N Medium aberration +--- +# AKATA + +**Source** _Alien Archive 2 pg. 8_, _Starfinder Incident at Absalom Station pg. 55_ + +## AKATA CR 1 + +**XP 400** +N Medium aberration +**Init** +6; **Senses** blindsense (life) 10 ft., blindsense (scent) 60 ft., darkvision 120 ft.; **Perception** +5 + +### DEFENSE + +**HP** 18 +**EAC** 12; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +3 +**Immunities** cold, disease, poison, starvation; **Resistances** fire 5 +**Weaknesses** susceptible to salt water + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +8 (1d6+2 P plus void bite) + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +4; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +5, Athletics +5 (+13 to climb), Stealth +10 +**Other Abilities** deaf, hibernation, no breath + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, pack (3–11), or colony (12–30) + +### SPECIAL ABILITIES + +**Deaf (Ex)** Akatas cannot attempt Perception checks to listen and are immune to effects that rely on hearing to function. + +**Hibernation (Ex)** Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. After 3 or more days without eating, an akata can secrete a fibrous material that hardens into a dense cocoon of the starmetal called noqual. The cocoon has hardness 30 and 30 Hit Points, and it is immune to bludgeoning and fire damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature with its blindsense, at which point it claws itself free of its cocoon in 1d4 minutes, leaving the fragments of its cocoon behind. + +**Susceptible to Salt Water (Ex)** A splash of salt water deals 1d6 damage to an akata, and full immersion in salt water deals 4d6 damage per round. + +**Void Bite (Ex)** Akatas hold hundreds of microscopic larval young within their mouths, and they spread their parasitic offspring to hosts through their bite. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. This affliction is known as void death. + +### VOID DEATH + +**Type** disease (injury); **Save** Fortitude DC 10 +**Track** physical; **Frequency** 1/day +**Effect** No latent/carrier state; an infected creature that dies rises as a void zombie 2d4 hours later. +**Cure** 2 consecutive saves + +## DESCRIPTION + +Terrifying predators that dwell in the vast void of space, akatas make their homes on lifeless asteroids, comets, and dying planets, hibernating in cocoons composed of the starmetal noqual for countless centuries. An akata looks similar in shape to a lion, but with hairless, rubbery blue skin and a mane of thick, lashing tentacles. Its face is little more than two eyes glowing with ever-changing light and a fanged maw. Two long tentacular tails extend from its muscular hindquarters. A typical akata stands 3-1/2 feet tall and weighs 400 pounds. + +Akatas lack auditory organs, lungs, and vocal cords, and they can’t hear or vocalize in any way. Instead, they communicate with each other through sight and scent. Akatas can change the color of their eyes to over a thousand shades, which they use in conjunction with complex tail movements to communicate visually. Scent glands located just behind the jawbone on akatas’ necks produce a wide variety of smells that other akatas can “taste” with their tongues. + +Akatas live in colonies of up to 30 individuals. Massive akatas known as akata alphas rule the largest of these colonies. Most colonies inhabit small asteroids or meteors hurtling through the depths of space. Akatas can hibernate for centuries, protecting themselves in cocoons made from a combination of resin from the creatures’ pores and noqual. When a meteorite carrying an akata colony crashes onto a planet or another astronomical object that can support life, the akatas awake from their cocoons. Akatas usually consume the remains of their cocoons upon awakening, but 1 bulk of noqual worth 500 credits can be harvested from the remnants of a single akata cocoon (see page 64 of Starfinder Armory for more information on noqual). Once awakened, akatas can drastically depopulate a planet as they seek out suitable hosts for their young. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Alien Codex.md b/Compendium/SF1E/Bestiary/Alien Codex/Alien Codex.md new file mode 100644 index 0000000..af680b8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Alien Codex.md @@ -0,0 +1,12 @@ +--- +aliases: + - Alien Codex +tags: [] +--- + +# ALIEN CODEX +```dataview +TABLE cr as "CR", type as "TYPE" +FROM "Bestiary/Alien Codex" +SORT cr ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Ambassador.md b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Ambassador.md new file mode 100644 index 0000000..97cfbd2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Ambassador.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 6 +Environment: any (Aballon) +hp: 90 +modifier: 3 +name: Anacite, Anacite Ambassador +statblock: true +tags: +Type: LN Medium construct (technological) +--- +# ANACITE, ANACITE AMBASSADOR +Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. + +The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending ocrtheir role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. + +In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment. + +While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites. + +**Source** _Alien Archive 2 pg. 10_ + +## ANACITE AMBASSADOR CR 6 + +**XP 2,400** +LN Medium construct (technological) +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +3; **Ref** +3; **Will** +7 +**Defensive Abilities** retractable laser; **Immunities** construct immunities +**Weaknesses** light dependency + +### OFFENSE + +**Speed** 40 ft. +**Melee** slam +13 (1d6+6 B) +**Ranged** retractable laser +15 (1d6+6 F; critical burn 1d4) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** —; **INT** +4; **WIS** +1; **CHA** +4 +**Skills** Bluff +13, Culture +18, Diplomacy +18, Sense Motive +13 +**Languages** Common, up to four others; shortwave 100 ft. +**Other Abilities** language assimilation, unliving + +### ECOLOGY + +**Environment** any (Aballon) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Language Assimilation (Ex)** An anacite ambassador can spend 1 minute accessing a planet’s infosphere to learn any language commonly spoken on that planet. Alternatively, the anacite can learn a language by spending 1 day listening to it and reading it. An anacite ambassador can store knowledge of up to four languages at a time in this way, and it can choose which language to replace when it wants to learn a new one. + +**Light Dependency (Ex)** An anacite ambassador can acquire power from dim or brighter light, and it can store power generated in this way. The anacite can operate in darkness for 2 hours. After this time, the anacite gains the sickened condition until it returns to an area of dim or brighter light. + +**Retractable Laser (Ex)** An anacite ambassador’s retractable laser has a range increment of 90 feet. When not in use, this weapon is folded inside the anacite’s arm and hidden from sight. A creature unaware of the anacite’s hidden weapon must succeed at a DC 24 Perception check to find its compartment. The anacite can deploy or retract this weapon as a swift action or as part of making an attack or full attack. The weapon is mounted and leaves the anacite’s hands free, and the anacite can’t be disarmed of it. While deployed, the laser can be sundered as an item with a level equal to the anacite’s CR. + +**Shortwave (Ex)** An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. + +## DESCRIPTION + +Anacites have varied general designs, but some have evolved for specialized tasks. Two such specialists are the ambassador and the predator drone. + +Anacite ambassadors travel to foster diplomatic relations. Most often members of Those Who Become, anacite ambassadors serve on Aballonian seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it’s needed, though they usually notify their hosts about the laser unless there’s a good reason to keep it a secret. + +An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone’s weapons are part of its body, leaving its wings and appendages free. Countless drones police the megaplexes of Aballon. Others serve as soldiers for anacites that have greater authority, fighting in places such as the Midnight Trenches. + +## ANACITE POWERED ARMOR + +Arms manufacturers in the Aballonian megaplex of Pursuit produce powered armor that mimics the versatile and customizable capabilities of anacite laborers. Anacites who subscribe to the philosophy of Those Who Become promote this powered armor as a good way for non-anacites to experience the superiority of the constructed form. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Laborer.md b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Laborer.md new file mode 100644 index 0000000..74569e7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Laborer.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 7 +Environment: any (Aballon) +hp: 100 +modifier: 2 +name: Anacite, Anacite Laborer +statblock: true +tags: +Type: LN Medium construct (technological) +--- +# ANACITE +Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. + +The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. + +In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment. + +While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites. + +**Source** _Alien Archive pg. 10_ + +## ANACITE LABORER CR 7 + +**XP 3,200** +LN Medium construct (technological) +**Init** +2; **Senses** darkvision 60 ft., low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 20 +**Fort** +4; **Ref** +4; **Will** +8 +**Immunities** construct immunities +**Weaknesses** sunlight dependency + +### OFFENSE + +**Speed** 40 ft. +**Melee** plasma cutter +16 (1d8+12 F) +**Ranged** electrical burst +14 (1d8+7 E) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** —; **INT** +4; **WIS** +0; **CHA** +0 +**Skills** Computers +19, Engineering +19, Piloting +14, Stealth +14 +**Languages** Common; shortwave 100 ft. +**Other Abilities** reconfigure, unliving + +### ECOLOGY + +**Environment** any (Aballon) +**Organization** solitary, pair, or crew (3-8) + +### SPECIAL ABILITIES + +**Reconfigure (Ex)** Anacite laborers are capable of adapting and improving their designs. An anacite laborer has a number of built-in abilities equal to its CR divided by 3 (minimum 1), chosen from the list below. An anacite laborer can change these abilities by spending 1 uninterrupted hour for each ability it wants to change. The anacite laborer must also have access to an appropriate workspace for the duration. An ability can be gained only once unless stated otherwise. In addition, modifications other than those listed here might exist. + +- Advanced treads that increase its base speed to 60 feet. +- A sensor that grants blindsight (vibration) 120 feet. +- Elongated arms that extend its reach by 5 feet. +- A modified chassis that grants a burrow, climb, or swim speed equal to its base speed. This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new movement type. +- Reinforced systems granting resistance 10 against a single energy type (acid, cold, electricity, fire, or sonic). This ability can be taken multiple times. Its effects do not stack. Each time it is taken, it applies to a new energy type. +- Specialized plating that increases its AC by 2. + +**Shortwave (Ex)** An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. + +**Sunlight Dependency (Ex)** Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the sickened condition. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Predator Drone.md b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Predator Drone.md new file mode 100644 index 0000000..3d1a33b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Predator Drone.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 10 +Environment: any (Aballon) +hp: 165 +modifier: 5 +name: Anacite, Anacite Predator Drone +statblock: true +tags: +Type: LN Large construct (technological) +--- +# ANACITE, ANACITE PREDATOR DRONE +Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. + +The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. + +In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment. + +While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites. + +**Source** _Alien Archive 2 pg. 10_ + +## ANACITE PREDATOR DRONE CR 10 + +**XP 9,600** +LN Large construct (technological) +**Init** +5; **Senses** blindsight (heat) 60 ft., darkvision 60 ft., low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +10; **Ref** +10; **Will** +7 +**Defensive Abilities** integrated weapons; **Immunities** construct immunities +**Weaknesses** sunlight dependency + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Ex, perfect) +**Melee** horn +23 (2d10+18 P) +**Ranged** integrated automatic laser +20 (4d4+10 F; critical 2d4 burn) or integrated electric ray +20 (3d6+10 E; critical 2d6 arc) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** target lock + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** —; **INT** +0; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +19 (+27 to fly), Athletics +24, Stealth +19 +**Languages** Common; shortwave 100 ft. +**Other Abilities** tracking (heat), unliving + +### ECOLOGY + +**Environment** any (Aballon) +**Organization** solitary, pair, or squadron (3–6) + +### SPECIAL ABILITIES + +**Automatic Laser (Ex)** An anacite predator drone’s automatic laser can fire in automatic mode each round at up to five targets. The weapon has a range increment of 60 feet. + +**Electric Ray (Ex)** An anacite predator drone’s electric ray has a range increment of 60 feet. + +**Shortwave (Ex)** An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. + +**Sunlight Dependency (Ex)** Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the sickened condition. + +**Target Lock (Ex)** As a move action, an anacite predator drone can lock on to a target within 60 feet that it can see. The anacite can have only one locked target at a time. Against the anacite’s attacks, a locked target gains no benefit from concealment less than total concealment, and a locked target reduces its bonus to AC due to cover by 2. + +## DESCRIPTION + +Anacites have varied general designs, but some have evolved for specialized tasks. Two such specialists are the ambassador and the predator drone. + +Anacite ambassadors travel to foster diplomatic relations. Most often members of Those Who Become, anacite ambassadors serve on Aballonian seedships as emissaries. Anacite ambassadors can easily learn languages. Further, although they are not warriors, ambassadors can protect themselves with built-in lasers. To avoid tension during diplomacy, ambassadors keep this weapon retracted until it’s needed, though they usually notify their hosts about the laser unless there’s a good reason to keep it a secret. + +An anacite predator drone resembles a rhinoceros beetle made of silvery metal with a reddish shell that opens to reveal enormous wings. The drone’s weapons are part of its body, leaving its wings and appendages free. Countless drones police the megaplexes of Aballon. Others serve as soldiers for anacites that have greater authority, fighting in places such as the Midnight Trenches. + +## ANACITE POWERED ARMOR + +Arms manufacturers in the Aballonian megaplex of Pursuit produce powered armor that mimics the versatile and customizable capabilities of anacite laborers. Anacites who subscribe to the philosophy of Those Who Become promote this powered armor as a good way for non-anacites to experience the superiority of the constructed form. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Wingbot.md b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Wingbot.md new file mode 100644 index 0000000..08e7b9d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Anacite, Anacite Wingbot.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any (Aballon) +hp: 13 +modifier: 3 +name: Anacite, Anacite Wingbot +statblock: true +tags: +Type: N Small construct (technological) +--- +# ANACITE, ANACITE WINGBOT + +Anacites are native to Aballon, the Pact World closest to the sun. A race of machines left behind by eons-departed masters, these constructs developed the capacity for evolution and self-improvement, creating an entire mechanical ecosystem. + +The most common design for anacites is a basic arthropodan form of silvery metal, with multiple legs for efficient travel and claws or manipulators for accomplishing their assigned tasks. Depending on their role, however, an anacite might be anything from a bulldozer-sized mining specialist to a floating electronic brain designed for advanced problem-solving, and even those anacites who fit the stereotypical metal-insect design usually have a modification or two, and almost all anacites can reconfigure parts of themselves to adapt to their circumstances. + +In the uncounted millennia since the departure of the so-called “First Ones,” anacites have not been idle. The two primary factions of anacites, Those Who Wait and Those Who Become, have very different ideas of their purpose in life, yet the two are more alike than different. While they variously wait for the First Ones to return or work toward taking on their progenitors’ mantle, anacites endlessly strive to acquire wealth and influence in preparation for their great goal’s fulfillment. + +While “anacite” officially refers only to the sentient varieties of Aballonian machines—those capable of learning and participating in Aballonian society—many offworlders use it as a catchall term for the world’s mechanical life. Dragonflylike wingbots are an example of Aballonian technobiology. These artificial creatures lack basic sentience yet nevertheless reproduce and fill one of the planet’s ecological niches. These 4-foot-long machines whir from ridge to ridge on wings glittering with solar panels, feeding on the blazing light of the sun. Wingbots can be territorial, and they occasionally attack offworlders or other anacites. + +**Source** _Alien Archive pg. 11_ + +## ANACITE WINGBOT CR 1/2 + +**XP 200** +N Small construct (technological) +**Init** +3; **Senses** darkvision 60 ft., low light vision; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +0; **Ref** +0; **Will** -2 +**Immunities** construct immunities +**Weaknesses** sunlight dependency + +### OFFENSE + +**Speed** 40 ft., fly 40 ft. (Ex, average) +**Melee** bite +4 (1d6+2 P) +**Ranged** laser ray +7 (1d4 F; critical burn 1d4) +**Offensive Abilities** trill + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** —; **INT** -5; **WIS** +1; **CHA** -2 +**Skills** Athletics +9 (+17 when climbing), Stealth +4 +**Languages** Common (can’t speak); shortwave 100 ft. +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any (Aballon) +**Organization** solitary or flock (2–6) + +### SPECIAL ABILITIES + +**Shortwave (Ex)** An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. + +**Sunlight Dependency (Ex)** Anacites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, they gain the sickened condition. + +**Trill (Ex)** An anacite wingbot can create a shrill trilling noise as a standard action. Any creature within 30 feet, other than anacite wingbots, must succeed at a DC 9 Fortitude saving throw or be sickened for 1d3 rounds. Whether successful or not, a creature can’t be affected by the same anacite wingbot’s trill for 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Angel, Barachius.md b/Compendium/SF1E/Bestiary/Alien Codex/Angel, Barachius.md new file mode 100644 index 0000000..4cbd724 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Angel, Barachius.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 7 +Environment: any good-aligned planes +hp: 95 +modifier: 4 +name: Angel, Barachius +statblock: true +tags: +Type: NG Large outsider (angel, extraplanar, good) +--- +# ANGEL, BARACHIUS +## BARACHIUS CR 7 + +**XP 3,200** +NG Large outsider (angel, extraplanar, good) +**Init** +4; **Senses** darkvision 60 ft., detect alignment, low-light vision; **Perception** +14 +**Aura** protective aura (20 ft.) + +### DEFENSE + +**HP** 95 +**EAC** 21; **KAC** 22 +**Fort** +8; **Ref** +6; **Will** +10; +4 vs. poison +**Immunities** acid, cold, petrification; **Resistances** electricity 10, fire 10; **SR** 18 + +### OFFENSE + +**Speed** 50 ft., fly 100 ft. (Su, average) +**Melee** _holy sintered longsword_ +16 (2d8+12 S) +**Ranged** _holy corona laser rifle_ +14 (2d6+7 F; critical burn 1d6) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** firewall +**Spell-Like Abilities** (CL 7th; melee +16) +1/day—_arcing surge_ (DC 18), _interplanetary teleport_ (self only) +3/day—_inject nanobots_ (DC 17), _microbot assault_ + +### STATISTICS + +**STR** +5; **DEX** +4; **CON** +4; **INT** +1; **WIS** +2; **CHA** +2 +**Skills** Computers +19, Culture +19, Engineering +19, Mysticism +14, Sense Motive +14 +**Languages** Celestial, Draconic, Infernal; _truespeech_ +**Other Abilities** upgrade +**Gear** _holy corona laser rifle_ with 2 high-capacity batteries (40 charges each), _holy sintered longsword_ + +### ECOLOGY + +**Environment** any good-aligned planes +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Firewall (Su)** A barachius can summon a wall of digitally empowered divine fury within 30 feet as a standard action. This wall takes the shape of a line 10 feet high and 20 feet long; though it doesn’t need to emanate from the angel, the angel must be able to see every square the wall passes through. The wall lasts until the beginning of the angel’s next turn. An evil creature caught within or that enters one of the wall’s squares takes 2d6 damage (Will DC 17 half). An evil creature with the technological subtype takes twice this amount of damage. + +**Protective Aura (Su)** Any creature within 20 feet of a barachius (including the angel itself) gains a +2 divine bonus to its AC against attacks made by evil creatures and a +4 divine bonus to saving throws against effects created by evil creatures. + +**Upgrade (Su)** As a standard action, a barachius can touch a willing ally who is wielding a technological weapon or wearing technological armor. That creature receives a +1 divine bonus to attack rolls or to its AC (target’s choice). This bonus last for 3 rounds and cannot be dispelled. + +## DESCRIPTION + +While tools and technology are often considered neutral in their own right, able to be used for good or ill purposes depending on the natures of their wielders, some good-aligned deities have long preached caution regarding those technologies that can allow single individuals to cause great havoc. The ascension of the artificially intelligent god Triune, who now holds technology and artificial life as its domains, has not eased such fears. Despite Triune’s claim of neutrality, the ubiquity of technology throughout the Pact Worlds and beyond has spurred many divine powers to keep careful watch over both the ways in which current technology is employed as well as rapid technological progress that could threaten all life. + +As angels have always been the messengers and enactors of the gods’ will, a particular order of angelic beings, known as barachiuses, oversees technological advances and ensures these creations don’t fall into the wrong hands or become twisted to serve evil gods and their minions. Outfitted with divinely blessed armor, weapons, and abilities, barachius angels are tasked with monitoring the planes both to protect mortal existence from technology gone awry and to quash technologically advanced cultures that present an explicit threat to all good creatures and causes. While all angels might be expected to protect the innocent from harm, barachiuses specialize in defending against subtle technological threats that might go unnoticed by the rank-and-file troops of the celestial legions. When a rapidly developing AI suddenly veers into true evil, when a new invention threatens to destroy countless innocents, when Hell’s hacker devils feed insidious viruses into mortal mainframes—these are when barachiuses truly shine. + +A barachius is an imposing figure, standing in what appears to be sleek, glowing armor and wielding a sword that pulses with the light of the stars or a glowing laser rifle. Its wings appear to be made of pure electricity, though a closer look reveals patterns within the feathery arcs that mimic digital arrays and computer wiring. Its face is often hidden behind an elaborate helm, and its voice—when it deigns to speak—is clipped and rapid-fire. + +Yet a barachius’s true strength resides not within its presence or arms but in its near-prescient ability to understand the nature of any technological object or being that it encounters. Exactly how and why the angels deem some technology not just dangerous but immoral is a great mystery, as it’s not based solely on sheer destructive capacity. For instance, barachiuses have been known to hunt down and destroy individual robots with extreme determination while leaving similar models—and silos of nuclear missiles—entirely untouched. + +A barachius might serve its purpose in a wide variety of ways. It could secretly patrol a settlement that is already rife with technology, constantly on the search for malicious computer code, machines run amok, or creatures bent on using technology for nefarious ends. Alternatively, one could be found searching for scientists and laboratories where cutting-edge research is being conducted. Even researchers with the best of intentions may come under the scrutiny of a barachius that deems the ongoing work or latest invention too threatening to the society’s ongoing moral health. Barachiuses also keep watch over some planets and species that lack advanced technology to ensure that they’re not enslaved or annihilated by races with greater resources—though again, why they perform this action for some races and not others is a mystery deeply vexing to scholars and mystics. Many believe their choices are based on an ability to see lines of probability stretching into the future and the angels’ need to make minor course corrections now and then to avoid catastrophe. Rarely, a barachius might take a more redemptive approach. Rather than destroying evil-aligned devices and technological life-forms, it might seek to turn a target to the path of good. Barachiuses minister to androids and robots in particular, hoping that merciful actions might inspire the artificial creatures to similar acts. + +## BARACHIUS HELM + +What looks like a magnificent helmet on a barachius is actually an extension of its being, and thus it can never be taken from it by force. On occasion, however, a barachius particularly impressed by a mortal might offer that champion a magical copy of its own helm that’s imbued with a sliver of its essence and grants the wearer some of its own power. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Angel (Creature Subtype) Graft Template +\- Angel (Summoning) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lashunta Mind Mail III.md b/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lashunta Mind Mail III.md new file mode 100644 index 0000000..183ac6a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lashunta Mind Mail III.md @@ -0,0 +1,61 @@ +--- +modifier: 10 +hp: 300 +statblock: true +name: Animated Armor, Animated Lashunta Mind Mail III +cr: 16 +hp: 300 +type: N Medium construct (magical, technological; armor) +environement: any +--- + +Spellcasters and engineers have developed techniques to animate suits of armor indefinitely, instilling sentience—or even sapience—into these defensive tools. + +Spellcasters animate armor through various supernatural approaches, including some akin to techniques used for making magic items. Infamously, Hellknight mages cover the inside of the armor with an infernal contract, infusing the creation with a minor devilish being forced into submission. Such armors serve as decorative sentinels in Hellknight facilities or disposable shock troops on the battlefield. The Knights of Golarion and Xenowardens use similar means to infuse armor with quiescent fragments of angelic will, elementals, or nature spirits. Eoxian technomancers instead instill armor with rudimentary unlife, sometimes using the remains of undead too damaged to operate without the artificial casing armor provides. + +More technologically minded factions have similarly diverse approaches to creating animated armor. Technicians at the Qabarat University of Psychic and Technological Excellence have built on the psychically charged circuits of lashunta mind mail to create a sort of hybrid robot. These suits of mind mail combine artificial intelligence with psychic potential to become animated. Other groups, such as the Android Abolitionist Front, have a fondness for animated and sapient armor. Perceptionist members of the Front claim such armors, among other advanced artificial intelligences, must be protected as created people. One such Perceptionist, a zealot named 8-Karat, has begun liberating these constructs, using violence if necessary. + +On Akiton, VitariTech Industries engages in unmonitored research into animated armor. The company recently claimed a long-abandoned shrine to Triune, using heavy security forces to keep interlopers out. Rumors indicate the corporation is using what it found within the site to build advanced constructs, including robot-like troops of animated heavy armor led by suits of powered armor. Devotees of various factions faithful to the All-Code want to know what VitariTech is up to within this holy place, as do members of the Perceptionists and the Augmented. + +**Source** _Alien Archive 3 pg. 6_ + +## ANIMATED LASHUNTA MIND MAIL III CR 16 + +**XP 76,800** +N Medium construct (magical, technological; armor) +**Init** +10; **Senses** darkvision 60 ft., low-light vision; **Perception** +28 + +### DEFENSE + +**HP** 300 +**EAC** 30; **KAC** 32 +**Fort** +16; **Ref** +16; **Will** +12 +**Defensive Abilities** integrated weapons; **Immunities** construct immunities; **Resistances** cold 15, fire 15 + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +28 (6d10+23 B) or _integrated returning tenor singing disk_ +31 (7d6+23 So; critical confuse \[DC 22\]) +**Ranged** _integrated returning tenor singing disk_ +31 (7d16+16 So; critical confuse \[DC 22\]) + +### STATISTICS + +**STR** +7; **DEX** +10; **CON** —; **INT** +5; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +33, Athletics +28, Mysticism +28 +**Languages** Castrovelian, Common +**Other Abilities** comm, unliving +**Gear** 2 _returning tenor singing disks_, mk 3 thermal capacitor, mk 1 spell reflector, red force field + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Comm (Ex)** Animated lashunta mind mail III can receive wireless communications (and thus commands from its allies and creator) at planetary range. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Animated Armor (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lictor Hellknight Plate.md b/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lictor Hellknight Plate.md new file mode 100644 index 0000000..ef7294d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Animated Armor, Animated Lictor Hellknight Plate.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 3 +name: Animated Armor, Animated Lictor Hellknight Plate +statblock: true +tags: +Type: N Medium construct (magical, technological; armor) +--- +# ANIMATED ARMOR, ANIMATED LICTOR HELLKNIGHT PLATE +Spellcasters and engineers have developed techniques to animate suits of armor indefinitely, instilling sentience—or even sapience—into these defensive tools. + +Spellcasters animate armor through various supernatural approaches, including some akin to techniques used for making magic items. Infamously, Hellknight mages cover the inside of the armor with an infernal contract, infusing the creation with a minor devilish being forced into submission. Such armors serve as decorative sentinels in Hellknight facilities or disposable shock troops on the battlefield. The Knights of Golarion and Xenowardens use similar means to infuse armor with quiescent fragments of angelic will, elementals, or nature spirits. Eoxian technomancers instead instill armor with rudimentary unlife, sometimes using the remains of undead too damaged to operate without the artificial casing armor provides. + +More technologically minded factions have similarly diverse approaches to creating animated armor. Technicians at the Qabarat University of Psychic and Technological Excellence have built on the psychically charged circuits of lashunta mind mail to create a sort of hybrid robot. These suits of mind mail combine artificial intelligence with psychic potential to become animated. Other groups, such as the Android Abolitionist Front, have a fondness for animated and sapient armor. Perceptionist members of the Front claim such armors, among other advanced artificial intelligences, must be protected as created people. One such Perceptionist, a zealot named 8-Karat, has begun liberating these constructs, using violence if necessary. + +On Akiton, VitariTech Industries engages in unmonitored research into animated armor. The company recently claimed a long-abandoned shrine to Triune, using heavy security forces to keep interlopers out. Rumors indicate the corporation is using what it found within the site to build advanced constructs, including robot-like troops of animated heavy armor led by suits of powered armor. Devotees of various factions faithful to the All-Code want to know what VitariTech is up to within this holy place, as do members of the Perceptionists and the Augmented. + +**Source** _Alien Archive 3 pg. 6_ + +## ANIMATED LICTOR HELLKNIGHT PLATE CR 5 + +**XP 1,600** +N Medium construct (magical, technological; armor) +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +5; **Ref** +5; **Will** +2 +**Defensive Abilities** integrated weapons; **Immunities** construct immunities; **Resistances** cold 5, fire 5 + +### OFFENSE + +**Speed** 20 ft., fly 30 ft. (jetpack, average) +**Melee** slam +15 (1d6+10 B) +**Ranged** integrated corona laser pistol +13 (2d4+5 F; critical burn 1d4) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** —; **INT** —; **WIS** +0; **CHA** -1 +**Skills** Acrobatics +11, Athletics +16 +**Other Abilities** comm, mindless, unliving +**Gear** corona laser pistol with 4 batteries (20 charges each), jetpack, mk 1 thermal capacitor + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or troop (3–6) + +### SPECIAL ABILITIES + +**Comm (Ex)** Animated lictor Hellknight plate can receive wireless communications (and thus commands from its allies and creator) at planetary range. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Animated Armor (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Animated Quartz Swarm.md b/Compendium/SF1E/Bestiary/Alien Codex/Animated Quartz Swarm.md new file mode 100644 index 0000000..f1177fd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Animated Quartz Swarm.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 11 +Environment: any +hp: +modifier: 8 +name: Animated Quartz Swarm +statblock: true +tags: +Type: N Fine construct (magical, swarm, technological) +--- +# ANIMATED QUARTZ SWARM + +## ANIMATED QUARTZ SWARM CR 11 +**XP 12,800** +N Fine construct (magical, swarm, technological) +**Init** +8; **Senses** blindsight (vibration) 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 23; **KAC** 25 +**Fort** +11; **Ref** +11; **Will** +8 +**Defensive Abilities** birefringence, deactivation, swarm defenses; **Immunities** construct immunities, swarm immunities +**Weaknesses** vulnerable to acid + +### OFFENSE + +**Speed** fly 40 ft. (Su, perfect) +**Melee** swarm attack (2d6+16 B & E) +**Space** 10 ft.; **Reach** 0 ft. + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** —; **INT** —; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +25 (+33 to fly), Athletics +20 +**Other Abilities** mindless, piezoelectric, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Birefringence (Ex)** An animated quartz swarm bends light in nonintuitive directions, making it hard to target. The animated quartz swarm has concealment against all attacks that use visual targeting, and its space also provides concealment. +**Deactivation (Su)** An animated quartz swarm that’s reduced to 0 Hit Points isn’t destroyed; instead, the gems’ runes are rendered inactive for 1d4 hours. It reactivates with full Hit Points. The only way to permanently destroy an animated quartz swarm is to smash each gem or deface each rune, a process that takes about an hour of work. +**Piezoelectric (Ex)** An animated quartz swarm converts mechanical pressure into electric potential and vice versa. When the animated quartz swarm takes bludgeoning, piercing, or slashing damage, it deals 2d6 electricity damage to each creature in or adjacent to its space. When the animated quartz swam takes electricity damage, it deals 2d6 bludgeoning damage to each creature in or adjacent to its space. In either case, each affected creature can attempt a DC 18 Reflex save to take half damage. + +## DESCRIPTION + +Though commonly found on many planets, quartz has unusual physical properties, making it a prime target for experimentation by scientists and technomancers. Powerful individuals with advanced training in both magic and science have unlocked the secrets of creating animated quartz swarms, often to serve as sentries that can perform their duties without the need for rest. Often integrated into traps, animated quartz swarms can suddenly turn beautifully decorated chandeliers, fountains, and other seemingly benign installations into deadly defenses when the swarms incorporated into these objects fly into action. + +Each crystal of an animated quartz swarm is a hexagonally cut gem 2 to 3 inches wide, sometimes with a tint of color. Each crystal must have runes painstakingly inscribed on its surface. A single crystal presents no threat at all, but a swarm of them can obliterate many would-be trespassers. Creatures that get stuck in the swarm’s space soon learn that the piezoelectric properties of the quartz make it a dangerous place to be—as the whirling crystals alternately bludgeon and electrocute them. + +Animated quartz swarms don’t occur naturally; they’re always intentionally created. The runes on the crystals’ surfaces contain simple programs with instructions for the quartz swarms, typically defining a specific area to defend or a password or visual sign by which they can identify authorized individuals. + +Shimreens, crystalline humanoids from the planet Shimrinsara, are the first documented creators of animated quartz swarms. So advanced were these early swarms that the individual quartz crystals didn’t require inscribed runes; shimreens could simply issue commands to the quartz. Legend has it that the very first, albeit tiny, animated quartz swarm utilized pieces derived from the inventor’s crystalline crown, left over from when she changed her appearance. Many expensive homes and corporate buildings in Shimrinsara’s domed cities have an animated quartz swarm somewhere on the premises, ready to defend the property. Visitors to Shimrinsara observed the ever-vigilant sentries and word quickly spread about the swarms, leading to researchers throughout the galaxy developing similar techniques for animating quartz. However, these secondhand methods require the time-consuming step of inscribing runes on hundreds or even thousands of crystals to program the swarm, though magic can speed up the process. Shimreens initially objected to their technology being replicated by outsiders, but the swarms have proven so useful that their manufacture still spread rapidly; shimreens have since largely grown resigned to the appropriation and object only to having outside societies’ swarms brought onto Shimrinsara. Other societies believe that shimreens’ animated quartz swarms are more powerful than those developed by anyone else, but shimreens don’t sell their technology to outsiders and instead pursue anyone who attempts to steal one of their swarms. + +Vesk technomancers took to animated quartz swarms quickly, as the reptilian warriors can always use sentries that don’t need food, water, or rest. They often add additional runes that prevent permanent deactivation by causing tampered-with crystals to explode, which sends shards of crystalline shrapnel to pelt whoever would dare destroy a vesk’s animated quartz swarm. This explosive and potentially deadly modification is often looked down on as an excessive response, but their use isn’t officially banned yet. AbadarCorp has several quartz swarm animators on its payroll, and rumor has it that each creator knows only a portion of the instructions to be inscribed for maximum possible security. Each creator fills in their section and then passes on the crystal to the next stage, which prevents anyone from knowing how to bypass—or recreate—the whole system. + +Animated quartz swarms aren’t always programmed as guards, though that’s certainly the most popular application. Other swarms help perform search-and-rescue missions in dangerous areas, vibrating rapidly to send a radio signal to their programmers when they find their objectives. The swarms are even sometimes used for aesthetics, such as being programmed to fly into complex patterns to accompany high-production concerts by musicians. This use does require a significant financial investment for the special effects, as only extremely talented creators can fabricate animated quartz swarms. The dangerous effects of an animated quartz swarm are typically engineered out for these alternate uses by using crystals with slightly different molecular structures that produce unique effects. + +Individual swarm creators tend to rely on particular sources for the quartz crystals used to construct their swarms, with varying hues and cuts for the gems. This practice tends to give swarms distinctive appearances that a clever detective can use to identify the creator. The manufacturers for the cut crystals typically agree not to sell the exact same design to anyone else. + +Some solarians have experimented with using inscribed crystals as weapon crystals, though to inconsistent results. While some have found benefits, such as occasional concealment or additional electricity damage, others find themselves continually being electrocuted by their own weapons. As such, these crystals haven’t found widespread use among solarians. Others have integrated the crystals into different technologies, such as on vehicles to prevent hit and runs. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Apari, Apari Constituent.md b/Compendium/SF1E/Bestiary/Alien Codex/Apari, Apari Constituent.md new file mode 100644 index 0000000..2bc499a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Apari, Apari Constituent.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 2 +Environment: temperate or warm plains +hp: 20 +modifier: 4 +name: Apari, Apari Constituent +statblock: true +tags: +Type: N Tiny vermin +--- +# APARI, APARI CONSTITUENT + +**Source** _Alien Archive pg. 14_ + +## APARI CONSTITUENT CR 2 + +**XP 600** +N Tiny vermin +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 20 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +4; **Will** +1 +**Weaknesses** hive dependency + +### OFFENSE + +**Speed** fly 30 ft. (Ex, perfect) +**Melee** claw +10 (1d6+4 S) +**Offensive Abilities** fungible + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +12 (+20 when flying), Intimidate +7, Survival +7 +**Other Abilities** mindless, reincorporate + +### ECOLOGY + +**Environment** temperate or warm plains +**Organization** solitary or group (2-4) + +### SPECIAL ABILITIES + +**Fungible (Ex)** An apari constituent can change its physiology to take advantage of its opponent’s weaknesses. As a move action, it can alter the type of kinetic damage it deals with its claw attack (bludgeoning, piercing, or slashing). + +**Hive Dependency (Ex)** An apari constituent can’t voluntarily travel more than 200 feet from the apari that spawned it. If taken beyond that range against its will, it gains the sickened condition and becomes single-minded in its focus on returning to its apari. An apari constituent can survive for only 1 hour after the apari that spawned it dies (unless it finds another apari). + +**Reincorporate (Ex)** As a standard action, an apari constituent adjacent to an apari can become part of the hive once again. The constituent’s current Hit Points are added to the apari’s, and the constituent is removed from play. + +## ENCOUNTERING CONSTITUENTS + +It is possible for PCs to encounter constituents on their own, as they range from their hives to scavenge for food. While constituents spawned by an apari during a combat grant no additional XP, a single constituent is a CR 2 creature (worth 600 XP) and is usually encountered as a solitary creature or in a group of two to four. + +An apari is a living hive, its gigantic beetle-like carapace animated by generations of tiny insects for whom it serves as both home and queen. Nestled within every apari’s exoskeleton is a mass of millions of writhing gray maggots, each no larger than a grain of rice. A constant stream of chemical signals, ferried by the living neurological system of the apari, directs the development of these maggots into the myriad forms needed both to support the hive’s gestalt biological functions and to maintain a flexible population of individual bugs, each of which has an extremely specialized role. Aparis can be found on multiple worlds with various climates throughout the galaxy. So far no Pact Worlds entomologists have been able to trace their evolution back to a particular planet, though the fossil record seems to indicate that their original diaspora must have happened well before the Gap. A few fringe theories posit that aparis are progenitors of the Swarm, though this claim is contentious at best. How the unintelligent creatures might have traveled between solar systems is anyone’s guess: some scholars believe they were deliberately seeded as livestock by a spacefaring race, others theorize they may have been placed there by planar travelers (likely insectile spellcasters from the city of Axis), and still others think they are the deliberately devolved children of a spacefaring race that chose regression into unthinking beings rather than face some species-wide threat or existential quandary. + +Aparis quickly become a formidable force in almost any ecosystem to which they are introduced. Their constituents can forage for food (usually rotting vegetable material or carrion), while the hive itself hunts animals. Perhaps most disconcerting is when the two methods combine, with the apari tearing into a beast while its constituents stream into the wounds and devour it from the inside out. Additionally, aparis’ considerable mutability provides them protection from threats that would seriously endanger more sedentary collective species, such as flooding or an intelligent competitor’s targeted attempts at extermination. + +When the resources available to a single apari permit it to create more constituents than its body can efficiently support, it travels to a location in the center of its feeding territory and becomes temporarily stationary. Some of its constituents burrow into the ground beneath it and begin ferrying portions of the parent apari’s key biological systems—including half of its maggot core—while others continue to forage in the surrounding area to provide a steady stream of nutrients to the nascent hive. When the new hive is ready, the two aparis split the current hunting ground and expand the territories outward from that core, never explicitly working together but also not directly competing. Additionally, these aparis remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive. In this way, entire planets have fallen to supercolonies of aparis whose influence spread across continents. Despite their mysterious presence on a variety of worlds, including both Triaxus and the insect moon of Nchak, aparis in the modern era are unable to colonize new worlds without an intelligent race to assist them. Fortunately for them, fried apari grubs are a delicacy in many Pact Worlds cultures, and attempts to hunt or ranch the creatures are dangerous but lucrative. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Apari.md b/Compendium/SF1E/Bestiary/Alien Codex/Apari.md new file mode 100644 index 0000000..247e658 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Apari.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 7 +Environment: temperate or warm plains +hp: 105 +modifier: 2 +name: Apari +statblock: true +tags: +Type: N Large vermin +--- +# APARI + + +**Source** _Alien Archive pg. 14_ + +## APARI CR 7 + +**XP 3,200** +N Large vermin +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +6; **Will** +9 +**Defensive Abilities** mutable; **Immunities** critical hits + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +17 (2d6+11 S) +**Ranged** spike +14 (2d8+7 P) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** spawn constituents + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +5; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +19, Intimidate +14, Survival +14 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** temperate or warm plains +**Organization** solitary + +### SPECIAL ABILITIES + +**Mutable (Ex)** Virtually every part of an apari’s internal physiology can be effectively repaired or replaced at a moment’s notice as constituents rush to fill the needed role. An apari is immune to critical hits, and when an apari would take ability damage or drain to a particular ability score, it can instead distribute that ability damage or drain as it wishes across all of its ability scores (though it must take at least 1 point in the targeted ability score). + +**Spawn Constituents (Ex)** Most aparis retain a force of combat-ready constituents waiting on call to defend the hive—or in dire circumstances, to sacrifice themselves to give the apari a better chance of escape. As a move action, an apari can spend 1 Resolve Point and lose 20 Hit Points to spawn a constituent in an empty adjacent square. An apari can use this ability only if it has 40 or more Hit Points. + +**Spike (Ex)** An apari’s ranged attack has a range increment of 30 feet. + +An apari is a living hive, its gigantic beetle-like carapace animated by generations of tiny insects for whom it serves as both home and queen. Nestled within every apari’s exoskeleton is a mass of millions of writhing gray maggots, each no larger than a grain of rice. A constant stream of chemical signals, ferried by the living neurological system of the apari, directs the development of these maggots into the myriad forms needed both to support the hive’s gestalt biological functions and to maintain a flexible population of individual bugs, each of which has an extremely specialized role. Aparis can be found on multiple worlds with various climates throughout the galaxy. So far no Pact Worlds entomologists have been able to trace their evolution back to a particular planet, though the fossil record seems to indicate that their original diaspora must have happened well before the Gap. A few fringe theories posit that aparis are progenitors of the Swarm, though this claim is contentious at best. How the unintelligent creatures might have traveled between solar systems is anyone’s guess: some scholars believe they were deliberately seeded as livestock by a spacefaring race, others theorize they may have been placed there by planar travelers (likely insectile spellcasters from the city of Axis), and still others think they are the deliberately devolved children of a spacefaring race that chose regression into unthinking beings rather than face some species-wide threat or existential quandary. + +Aparis quickly become a formidable force in almost any ecosystem to which they are introduced. Their constituents can forage for food (usually rotting vegetable material or carrion), while the hive itself hunts animals. Perhaps most disconcerting is when the two methods combine, with the apari tearing into a beast while its constituents stream into the wounds and devour it from the inside out. Additionally, aparis’ considerable mutability provides them protection from threats that would seriously endanger more sedentary collective species, such as flooding or an intelligent competitor’s targeted attempts at extermination. + +When the resources available to a single apari permit it to create more constituents than its body can efficiently support, it travels to a location in the center of its feeding territory and becomes temporarily stationary. Some of its constituents burrow into the ground beneath it and begin ferrying portions of the parent apari’s key biological systems—including half of its maggot core—while others continue to forage in the surrounding area to provide a steady stream of nutrients to the nascent hive. When the new hive is ready, the two aparis split the current hunting ground and expand the territories outward from that core, never explicitly working together but also not directly competing. Additionally, these aparis remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive. In this way, entire planets have fallen to supercolonies of aparis whose influence spread across continents. Despite their mysterious presence on a variety of worlds, including both Triaxus and the insect moon of Nchak, aparis in the modern era are unable to colonize new worlds without an intelligent race to assist them. Fortunately for them, fried apari grubs are a delicacy in many Pact Worlds cultures, and attempts to hunt or ranch the creatures are dangerous but lucrative. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Arabuk, Yearling.md b/Compendium/SF1E/Bestiary/Alien Codex/Arabuk, Yearling.md new file mode 100644 index 0000000..f89b29a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Arabuk, Yearling.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 3 +Environment: arctic (Akiton) +hp: 40 +modifier: 2 +name: Arabuk, Yearling +statblock: true +tags: +Type: N Medium animal +--- +# ARABUK, YEARLING +In the snowy landscape of Akiton’s Winterlands, the carnivorous, deerlike arabuks bellow and chatter as they stride across drifts of snow and ice. Once docile and regal guardians of Akiton’s prehistoric wilds, arabuks have evolved into stalking predators that feast upon the planet’s remaining fauna. Their mouths brim with sharp, flesh-cutting teeth, pointed like dozens of long needles. Their four eyes are forward set with two on each side and slit pupils for exceptional night vision. All arabuks have a set of large antlers, curved symmetrically in a crown above their heads. Their patterned, leopard-like bodies assist them in blending in with the rugged tundra. When hunting, the creatures’ padded and clawed front feet allow them to evenly spread their weight as they traverse precarious snowbanks. Arabuks can also leap great distances and balance on the jagged edges of mountains with their sturdy and powerful hoofed back legs. + +Most arabuks live in solitude except to mate, due to their tendency to obsessively guard their territory. The ancient Ice Clans of Akiton took advantage of this trait by using the beasts to protect their vulnerable settlements. Few Ice Clans have held onto their arabuk herds, and those that have must exercise great caution in managing the temperamental yearlings to harvest the antlers they shed each year. + +Thanks to the unique composition of arabuks’ antlers, they vibrate with high intensity in the presence of sound waves. This effect enables arabuks to amplify their vocalizations into deafening attacks. When hunting, they chatter and click their jaws while eyeing their prey intensely, producing a swelling sound from their antlers that they unleash in a concentrated assault. Their amplified yowls can have enough power to shake entire mountains and cause avalanches, but producing such intense vocalizations is painful for arabuks. Consequently, they exercise careful control over their sonic attacks. + +Arabuks occasionally form groups called glarings, usually composed of several similarly aged arabuk yearlings following the guidance of a more established elder arabuk. Due to the harsh nature of their arctic environs, few arabuks survive for more than 5 years, but a fierce and lucky few live up to 25 years. Mature arabuks are a regal sight to behold, as they appear much larger than their younger counterparts and stride with confidence through their territories. The plush manes of white fur surrounding their necks make them easily identifiable. While younger arabuks keep their heads low as they stalk the snow drifts, mature arabuks keep their heads upright, and the wind through their antlers produces a haunting song that echoes across the snow-muted landscape. When lost in a blizzard, travelers can rely on this song to follow the arabuk, who’s undoubtedly traveling to fairer weather. + +The Ice Clans and other conservation groups often stay on the lookout for hardy freelancers to capture potential mating pairs of arabuks. The frigid weather, competition against poachers, and the arabuks themselves make this lucrative opportunity dangerous, however. Arabuks’ sonic attacks rarely affect the environment when they hunt, but when acting in defense, they unleash desperate bursts that gradually weaken the surrounding terrain’s integrity and cause ever more frequent and dangerous avalanches. Xenowardens and other protectors of nature insist that with protection and a careful breeding program, these majestic creatures might one day return to their role as the respected and regal guardians of Akiton’s poles. + +**Source** _Alien Archive 4 pg. 10_ + +## YEARLING CR 3 + +**XP 800** +N Medium animal +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +7; **Will** +2 +**Resistances** cold 10, sonic 5 + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +11 (1d6+7 P) or antlers +11 (1d4+7 B plus 1d6 So) +**Ranged** antler reverberation +8 (1d4+3 So plus staggered \[DC 12\]; critical deafen \[DC 12\]) +**Offensive Abilities** pounce + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Athletics +13, Stealth +8, Survival +8 +**Other Abilities** arctic guardian + +### ECOLOGY + +**Environment** arctic (Akiton) +**Organization** solitary, pair, or glaring (2–4 plus 1 arabuk) + +### SPECIAL ABILITIES + +**Antler Reverberation (Ex)** Using its antlers to amplify its chattering, an arabuk can make a ranged attack as a standard action against a single target. This attack has a range increment of 40 feet, targets EAC, and has the deafen critical hit effect. A creature hit by the attack must succeed at a DC 12 Fortitude save or become staggered for 1 round. +**Arctic Guardian (Ex)** An arabuk ignores difficult terrain and visibility penalties from snow and heavy snow. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Arabuk.md b/Compendium/SF1E/Bestiary/Alien Codex/Arabuk.md new file mode 100644 index 0000000..67e58ae --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Arabuk.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 8 +Environment: arctic (Akiton) +hp: 125 +modifier: 4 +name: Arabuk +statblock: true +tags: +Type: N Large animal +--- + + +**Source** _Alien Archive 4 pg. 10_ + +## ARABUK CR 8 + +**XP 4,800** +N Large animal +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22; (+4 against combat maneuvers in home territory) +**Fort** +12; **Ref** +12; **Will** +7 +**Defensive Abilities** territorial pride; **Immunities** cold; **Resistances** sonic 10 + +### OFFENSE + +**Speed** 60 ft. +**Melee** bite +19 (3d4+14 P) or antlers +19 (3d4+14 B plus 1d6 So) +**Multiattack** antlers +13 (1d6+14 P plus 1d6 So), bite +13 (1d6+14 P), 2 claws +13 (1d6+14) +**Ranged** antler reverberation +16 (2d8+8 So plus staggered \[DC 16\]; critical deafen \[DC 16\]) +**Offensive Abilities** pounce + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +2; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Athletics +21, Stealth +16 (+8 in home territory), Survival +16 +**Other Abilities** arctic guardian + +### ECOLOGY + +**Environment** arctic (Akiton) +**Organization** solitary, mating pair, or glaring (1 plus 2–4 arabuk yearlings) + +### SPECIAL ABILITIES + +**Antler Reverberation (Ex)** Using its antlers to amplify its chattering, an arabuk can make a ranged attack as a standard action against a single target. This attack has a range increment of 40 feet, targets EAC, and has the deafen critical hit effect. A creature hit by the attack must succeed at a DC 16 Fortitude save or become staggered for 1 round. +**Arctic Guardian (Ex)** An arabuk ignores difficult terrain and visibility penalties from snow and heavy snow. +**Territorial Pride (Ex)** An arabuk rarely masks its presence, taking a –8 penalty to Stealth while in its home territory. Instead, it becomes a pillar of obstinacy, gaining a +4 circumstance bonus to AC against combat maneuvers unless the attacker is two or more size categories larger than the arabuk. + +In the snowy landscape of Akiton’s Winterlands, the carnivorous, deerlike arabuks bellow and chatter as they stride across drifts of snow and ice. Once docile and regal guardians of Akiton’s prehistoric wilds, arabuks have evolved into stalking predators that feast upon the planet’s remaining fauna. Their mouths brim with sharp, flesh-cutting teeth, pointed like dozens of long needles. Their four eyes are forward set with two on each side and slit pupils for exceptional night vision. All arabuks have a set of large antlers, curved symmetrically in a crown above their heads. Their patterned, leopard-like bodies assist them in blending in with the rugged tundra. When hunting, the creatures’ padded and clawed front feet allow them to evenly spread their weight as they traverse precarious snowbanks. Arabuks can also leap great distances and balance on the jagged edges of mountains with their sturdy and powerful hoofed back legs. + +Most arabuks live in solitude except to mate, due to their tendency to obsessively guard their territory. The ancient Ice Clans of Akiton took advantage of this trait by using the beasts to protect their vulnerable settlements. Few Ice Clans have held onto their arabuk herds, and those that have must exercise great caution in managing the temperamental yearlings to harvest the antlers they shed each year. + +Thanks to the unique composition of arabuks’ antlers, they vibrate with high intensity in the presence of sound waves. This effect enables arabuks to amplify their vocalizations into deafening attacks. When hunting, they chatter and click their jaws while eyeing their prey intensely, producing a swelling sound from their antlers that they unleash in a concentrated assault. Their amplified yowls can have enough power to shake entire mountains and cause avalanches, but producing such intense vocalizations is painful for arabuks. Consequently, they exercise careful control over their sonic attacks. + +Arabuks occasionally form groups called glarings, usually composed of several similarly aged arabuk yearlings following the guidance of a more established elder arabuk. Due to the harsh nature of their arctic environs, few arabuks survive for more than 5 years, but a fierce and lucky few live up to 25 years. Mature arabuks are a regal sight to behold, as they appear much larger than their younger counterparts and stride with confidence through their territories. The plush manes of white fur surrounding their necks make them easily identifiable. While younger arabuks keep their heads low as they stalk the snow drifts, mature arabuks keep their heads upright, and the wind through their antlers produces a haunting song that echoes across the snow-muted landscape. When lost in a blizzard, travelers can rely on this song to follow the arabuk, who’s undoubtedly traveling to fairer weather. + +The Ice Clans and other conservation groups often stay on the lookout for hardy freelancers to capture potential mating pairs of arabuks. The frigid weather, competition against poachers, and the arabuks themselves make this lucrative opportunity dangerous, however. Arabuks’ sonic attacks rarely affect the environment when they hunt, but when acting in defense, they unleash desperate bursts that gradually weaken the surrounding terrain’s integrity and cause ever more frequent and dangerous avalanches. Xenowardens and other protectors of nature insist that with protection and a careful breeding program, these majestic creatures might one day return to their role as the respected and regal guardians of Akiton’s poles. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Arquand Gazelle.md b/Compendium/SF1E/Bestiary/Alien Codex/Arquand Gazelle.md new file mode 100644 index 0000000..50522cc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Arquand Gazelle.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 4 +Environment: any forests, hills, or plains (Arquand) +hp: 50 +modifier: 5 +name: Arquand Gazelle +statblock: true +tags: +Type: N Large animal +--- +# ARQUAND GAZELLE + +**Source** _Alien Archive 2 pg. 12_ + +## ARQUAND GAZELLE CR 4 + +**XP 1,200** +N Large animal +**Init** +5; **Senses** low-light vision; **Perception** +10 +**Aura** tranquility (60 ft., DC 13) + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +7; **Ref** +9; **Will** +3 +**Immunities** Arquand immunities +**Weaknesses** docile + +### OFFENSE + +**Speed** 50 ft. +**Melee** gore +9 (1d6+7 P) or if not docile +12 (1d6+7 P; critical bleed 1d4) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** stampede, trample (1d6+7, DC 13) + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +0; **INT** -4; **WIS** +0; **CHA** +1 +**Skills** Athletics +15 + +### ECOLOGY + +**Environment** any forests, hills, or plains (Arquand) +**Organization** solitary, pair, or herd (4–40) + +### SPECIAL ABILITIES + +**Arquand Immunities (Su)** While on their native planet, Arquand gazelles don’t age and are immune to disease, exhaustion, and fatigue. + +**Docile (Ex)** Arquand gazelles are naturally unaggressive creatures. An Arquand gazelle loses this weakness if trained for combat, a function of the rear a wild animal task of the Survival skill. + +**Stampede (Ex)** A stampede occurs if three or more Arquand gazelles trample while remaining adjacent to each other. While stampeding, the gazelles can trample foes of their size or smaller, and the trample ability’s save DC increases by 2. + +**Tranquility Aura (Su)** An Arquand gazelle exudes tranquility that has a sedative effect and causes mild hallucinations in creatures within 60 feet. Such hallucinations are pleasant if the gazelle is docile and on Arquand, but less pleasant if the gazelle isn’t on Arquand, wasn’t born on Arquand, or lacks the docile weakness. The effects are unpleasant if the gazelle is aggressive or scared; a creature in the aura must succeed at a DC 13 Will saving throw to attack, cast any spell on an unwilling target, or take any action that involves breaking or disabling an object or device. Creatures that succeed at the save are immune to the same Arquand gazelle’s aura for 24 hours. Arquand gazelles are immune to this aura. This is a mind-affecting, emotion effect. + +## DESCRIPTION + +Life on the sentient planet of Arquand is idyllic for its native inhabitants. Lithe, six-legged gazelles spring merrily over hills, peer at anything that sparks their curiosity, and playfully charge at each other. Arquand gazelles, like most native Arquand species, are friendly and trusting, especially to juvenile creatures of any species. They interact peacefully with one another and other indigenous animals. + +The nimble creatures are black, brown, or white, depending on which part of their home planet they come from. Their home planet itself spurs them to wander, using weather and terrain to guide them and growing plentiful and nutritious vegetation and fruit wherever they roam. The gazelles graze contentedly on the abundant food, never knowing struggle, and grow up to 12 feet tall and just as long. They can weigh up to 1,600 pounds. + +These gazelles have an unlimited lifespan on Arquand’s surface. They grow neither old nor ill, but they can be killed. Arquand gazelles reproduce very slowly. The creatures have no family units, instead living in large herds. If taken to a different planet, an Arquand gazelle lives up to 30 years. Would-be settlers on Arquand might see these elegant ungulates as a source of meat. Poachers have an easy time capturing the gazelles, which remain friendly even when caged. But killing them is much more difficult than it appears, as the beasts have a tranquilizing affect on beings near them. Successfully slaying a gazelle can mean more trouble, since Arquand doesn’t take kindly to those who harm its creatures or irritate it in other ways. + +Many governments, including the Pact Council, have made the removal of gazelles from Arquand illegal. Nevertheless, the animals fetch a high price on the black market. Collectors of exotic pets prize Arquand gazelles; therefore, poachers brave the planet’s wrath to capture the beasts alive. Creative landowners purchase entire herds for security, since the animals’ tranquility aura prevents attacks and break-ins. Some people use the aura for self-medication, while others keep the affable and childloving gazelles as companion animals. Those under the pleasant effects of the gazelle’s aura can’t help but return the creature’s friendliness, so affection grows. + +Gazelles accustomed to Arquand have difficulty adjusting to life on other planets. They have little natural survival instinct or skill, since foraging on Arquand is easy and safe. Severe weather spooks them because they never experience it on their home world. However, it is possible to breed Arquand gazelles on other worlds. Domesticated gazelles are still docile and still have a tranquility aura, but the aura is less pleasant, so most collectors prefer Arquand-born gazelles. Those who use the animals solely for security are less particular, and breeders can do brisk business with such clients. Breeding Arquand gazelles is commonly legal, but law officers keep an eye out for native-born animals in breeding stock. + +## ARQUAND GAZELLE GEAR + +Even in death, Arquand gazelles are quite valuable. Hide and horns used in clothing, jewelry, and other objects can retain calming properties, but a bustling trade in fake Arquand gazelle hide makes it difficult for buyers to know if they’ve got the real thing. Genuine hide has a minor tranquilizing effect, but the expectation of such an effect can create a psychosomatic response, making the feeling an unreliable verifier. Amplified with magic, the real effect can be as strong or stronger than a living gazelle’s aura. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Assembly Ooze.md b/Compendium/SF1E/Bestiary/Alien Codex/Assembly Ooze.md new file mode 100644 index 0000000..86205fb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Assembly Ooze.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 1 +Environment: any urban +hp: 17 +modifier: 4 +name: Assembly Ooze +statblock: true +tags: +Type: N Medium ooze (technological) +--- +# ASSEMBLY OOZE +Thought to have been created on the planet Bretheda as a biotechnological replacement for automation processes, assembly oozes are essentially cores of nanobots suspended within blobs of animated protoplasm. As the ooze absorbs raw materials, the nanobots work at the molecular level to turn that matter into a functioning technological device, the blueprints of which have been entered into the machines’ original programming. + +Due to sloppy programming procedures, the code embedded within an assembly ooze has an unfortunate tendency to easily become corrupted, causing the ooze to haphazardly deconstruct any nearby tech and use the pieces to build random items. The first time this occurred, several assembly oozes escaped the ensuing purge and built copies of themselves, eventually spreading to various shadowy corners of the galaxy. While these rogue oozes are not all that dangerous and have no innate malice, they are the bane of space stations, starships, weapon depots, and anywhere else technology is present. When discovered in such a location, assembly oozes are ruthlessly exterminated, lest their nonstop disassembling of all things mechanical and electronic destroy critical systems—to say nothing of the new, potentially lethal devices left in their wake. While assembly oozes are still used in some factories on Bretheda and its more toxic moons, their use is highly regulated. + +An assembly ooze resembles a human-sized, silvery cube, though its amorphous form allows it to slip through incredibly small openings. As it moves, surging forward on its pseudopods, random scraps the ooze has already collected sometimes float near the creature’s surface before quickly disappearing into its form. Entirely focused on absorbing and reshaping any available technology, assembly oozes usually ignore organic matter, living or otherwise, unless threatened. However, should a creature have mechanical or cybernetic elements attached to or incorporated into its physical form, an assembly ooze could very well cause that creature incidental harm in its attempts to harvest the technological parts. Sentient robots are extremely wary of assembly oozes, as their entire bodies could be targeted for processing into raw resources. + +Every so often, an assembly ooze holding its maximum number of virtual UPBs undergoes a form of mitosis, manufactures an identical copy of its computerized core, and splits its protoplasm into two equal parts. The nanobots of the two new assembly oozes then use the remaining virtual UPBs to build enough protoplasm to form an assembly ooze’s normal cube shape. This process usually takes about 1 hour and consumes all of the parent ooze’s virtual UPBs. That assembly oozes contain the programming necessary to reproduce is troubling to those who realize its implications: a single rogue assembly ooze introduced into an environment stocked with technological items could completely overrun such a place in a matter of days, leaving behind a wasteland of cheap laser pistols and smoke grenades that is inhabited only by the oozes—and any remaining organic beings unfortunate enough to be stranded in the area after their vessels are consumed. + +In some cases, certain unscrupulous types have used assembly oozes as weapons. If slipped into a starship or military base, a manufactory of assembly oozes can easily cause enough chaos to allow an operative to sneak in and complete her mission with very little opposition. However, this is also highly risky to the would-be saboteur, as even one misplaced assembly ooze could render her escape vessel inoperative. Assembly oozes can be temporarily incapacitated by strong electrical fields and kept at bay by mystical force fields, but anyone restraining an assembly ooze must be constantly vigilant and stay out of reach of the ooze’s pseudopod. + +A single assembly ooze can craft handheld objects, but some claim to have seen assembly oozes working together to construct entire starships and other large and complex machinery. Where these oozes received their programming is unknown, as is whether such oozes have a master directing their efforts or if they have gained a collective sentience and are working for their own mysterious purposes. Nevertheless, most engineers agree that, given enough raw material and enough time, there is no technological item a directed horde of assembly oozes couldn’t build, putting it together piece by piece. + +An assembly ooze is a cube exactly 5 feet on each side that weighs 400 pounds. +## ASSEMBLY OOZE CR 1 + +**XP 400** +N Medium ooze (technological) +**Init** +4; **Senses** blindsight (vibration) 60 ft., sightless; **Perception** +7 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** -1; **Will** +2 +**Immunities** ooze immunities +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft. +**Melee** pseudopod +6 (1d4+3 B) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with pseudopod) +**Offensive Abilities** disassemble + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +4; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +10, Stealth +10 +**Languages** Common (can’t speak any language) +**Other Abilities** assemble, compression + +### ECOLOGY + +**Environment** any urban +**Organization** solitary, pair, or manufactory (3-5) + +### SPECIAL ABILITIES + +**Assemble (Ex)** In a process that takes 1 uninterrupted minute, an assembly ooze can craft a random piece of technological gear using its store of virtual UPBs (see disassemble below). An assembly ooze can craft a piece of technological gear of no more than 5 bulk with a cost equal to the number of virtual UPBs it spends, but with an item level no greater than its CR + 2 (3 for most assembly oozes). There is a 25% chance that a piece of gear an assembly ooze crafts has the broken condition. Roll 1d8 on the table below to determine what kind of gear the assembly ooze creates. + +
D8Gear
1Basic or advanced melee weapon
2Small arm or longarm
3Heavy weapon or sniper weapon
4Grenade
5Ammunition
6Light or heavy armor
7Armor upgrade
8Technological item
+ + +**Disassemble (Ex)** As a full action, an assembly ooze can engulf an unattended piece of technological gear of no more than 5 bulk and with an item level no greater than its CR + 2 (3 for most assembly oozes) within reach of its pseudopod. Unless the object succeeds at a DC 12 Fortitude saving throw, the ooze moves into that object’s space and deconstructs it into its component parts. The assembly ooze gains a number of virtual UPBs equal to the gear’s price in credits. An assembly ooze can hold a maximum number of virtual UPBs equal to 100 × its Constitution modifier (400 for most assembly oozes). In addition, if an assembly ooze succeeds at a grapple combat maneuver against a creature with the technological subtype, that creature takes 1d6+1 acid damage. The assembly ooze gains 1 virtual UPB for every point of damage it deals in this way. + +## DESCRIPTION diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Asteray.md b/Compendium/SF1E/Bestiary/Alien Codex/Asteray.md new file mode 100644 index 0000000..da2adc5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Asteray.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 12 +Environment: any vacuum +hp: 170 +modifier: 5 +name: Asteray +statblock: true +tags: +Type: CN Medium fey +--- +# ASTERAY +When humanoids first learned to ply the seas and oceans on Golarion, they encountered many beautiful and dangerous beings who cavorted in the waves and lured their vessels onto the rocks with enchanting songs. In time, they learned to differentiate the playful mermaid, the cruel rusalka, the bloodthirsty scylla, and their kin, and with that knowledge, the damage these strange beings could inflict was minimized. But when humanoids blasted into the stars, they found a new array of mischievous, mysterious creatures that threatened to lead their vessels into danger. Chief among these threats is the wily asteray. + +Delicate and angelic looking in zero gravity, asterays are a race of vacuumdwelling fey that ride the solar winds between space debris, asteroid belts, and planetary rings, playing in the dust, dancing in microgravity, and seeking new and beautiful sights. Their bodies consist of little beyond lightweight, flexible bones and the powerful sinews that bind them together, creating a vaguely humanoid upper body and a lower body consisting of a large appendage that absorbs cosmic radiation and grants the fey the ability to propel itself through space. With elegant forms and diaphanous tails, they appear gentle and welcoming. Wide eyes—blue or green in color—express a variety of emotions, though apart from their eyes and the long, thin slit for a mouth, asterays have featureless faces. They are well adapted to life in the void, with sensitive vision, a variety of natural spells, and the capability to generate powerful bolts of electricity to defend themselves. They are also ravenous beyond compare. While space dust and solar radiation carry just enough nourishment to fuel their antics, asterays hunger for organic molecules. They pause their endless dances to scour asteroids and explore wrecked ships for sustenance. When food grows too scarce or boredom overwhelms them, asterays crawl into the dark corners of space and hibernate for weeks, months, or years at a time. + +Often called “deep angels” for their habit of following ships through the vastness of space to scavenge any discarded treats and pick hulls clean of organic stowaways, asterays can also become menaces. The electronic signals they produce to communicate with one another mimic the sensor signals emitted by most starships, and in the eons that planet-bound creatures have explored their territory, asterays have learned to “sing” false sensor signals, mimicking ships’ distress signals or cloaking navigational hazards such as high-density debris fields. Individual asterays are a danger only to smaller spacefaring vessels, but several working in tandem can lure even well-equipped warships to their doom thanks to their inherent magic. While few of these fey are cruel enough to hunt humanoids for food, they hold few qualms about eating whatever remains after a frightened crew ejects from a incapacitated starship, including the corpses of any fallen. + +Asterays originally spawned in those few magic-rich star systems where the First World naturally overlapped with the void. For eons, they remained confined to these backwater systems, unable to reach inhabited areas within their lifetimes, but the first mortal vessels to explore space provided the fey an exit. Asterays can ride the cosmic wakes of starships, regardless of their speed, hitchhiking on these explorers like remoras on a shark, and for much the same purpose. Today, most settled star systems boast at least a small colony of the capricious fey. Their domains are often in spots that have easy access to major space lanes, and they are marked by large cave-pocked asteroids where the asterays build their nests and hoard treasures. Wrecked ships invariably float through these spaces, often serving as new navigational hazards the fey either cloak with their sensor songs or use as tempting targets to lure in greedy scavengers. + +While not inherently malicious, asterays are alien in mind and deed. They understand that most creatures need air, water, and food, but they have difficulty prioritizing others’ needs over their own hunger and amusement. Much of their apparent cruelty and greed stems from this alien mindset and boredom; thus, those travelers who can amuse them or compel some level of empathy stand to gain powerful allies in the void. + +A typical asteray is about 7-1/2 feet from its head to the end of its tail, though it could appear quite shorter if its lower appendage becomes bunched up or twisted. An average asteray weighs only 75 pounds. +## ASTERAY CR 12 + +**XP 19,200** +CN Medium fey +**Init** +5; **Senses** low-light vision; **Perception** +22 (+30 in space) + +### DEFENSE + +**HP** 170 +**EAC** 25; **KAC** 26 +**Fort** +13; **Ref** +13; **Will** +15 +**Immunities** cold, fire, vacuum + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** tail whip +20 (2d12+13 S) +**Ranged** electrical blast +18 (2d8+12 E) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with tail whip) +**Spell-Like Abilities** (CL 12th; melee +20) +1/day—_confusion_ (DC 23), _overload systems_ (DC 23) +3/day—_arcane sight_, _charm monster_ (DC 22), _discharge_ (DC 22), _nondetection_ +At will—_holographic image_ (2nd-level, DC 21), _spider climb_ + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +4; **INT** +2; **WIS** +3; **CHA** +8 +**Skills** Bluff +27, Culture +27, Stealth +22 +**Languages** Common; telepathy 300 ft. +**Other Abilities** no breath, wake rider + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, or choir (3-12) + +### SPECIAL ABILITIES + +**Electrical Blast (Ex)** As an attack, an asteray can unleash an electrical blast with a range increment of 70 feet at a single target. + +**Sensor Song (Ex)** An asteray can “sing” electronic signals that mask or mimic sensor readings. As a standard action, an asteray can create a false image of an object as if it had cast the 4th-level version of the spell _holographic image_ (CL 12th). This false reading affects only electronic sensors. Multiple asterays can sing together, increasing the caster level by 1 for each asteray beyond the first singer for the purposes of determining the spell’s range and area affected. + +**Wake Rider (Su)** By touching a starship, an asteray can bond to the energy wake it leaves as it travels. This allows the fey to match speeds with the starship and ride along with it, treating the ship as if it were the “ground” so long as it remains within 100 feet. If the starship enters the Drift, the asteray can choose to accompany the ship into the Drift, or it can disengage as a reaction and remain behind. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Defender.md b/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Defender.md new file mode 100644 index 0000000..a35304d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Defender.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 1 +Environment: any urban (Colveare) +hp: 20 +modifier: 8 +name: Astriapi, Astriapi Defender +statblock: true +tags: +Type: LN Medium monstrous humanoid +--- +# ASTRIAPI, ASTRIAPI DEFENDER +Astriapis are bipedal arthropods with chitinous exoskeletons, membranous insectile wings, and large powerful mandibles. Their pigmentation runs the gamut from dark blues through bold yellows, and some astriapis selectively carve their exoskeletons to create individualistic patterns. They can also naturally produce a restorative honey. On average, astriapis stand around 6 feet tall and weigh between 120 and 150 pounds. + +When astriapis awoke from the Gap, they found themselves as the sole sapient inhabitants of an immense megalopolis that covered the entire landmass of the Near Space planet Colveare. Through impressive feats of magical and engineering prowess, the planet’s natural resources and native species had been preserved, with every part of the planet’s ecosystem carefully integrated into the urban sprawl. Astriapi society as a whole immediately dedicated itself to studying the city-planet’s workings to maintain the integrity of the system they found themselves a part of, surviving the struggles of post-Gap adjustments through a natural inclination to regimentation and cooperative obedience. + +According to pre-Gap records, the city-planet of Colveare formed when a caste of astriapian warrior-priests produced and consumed honey made from the pollen of the zhufera flower (an aquatic plant native to the planet), which granted them prophetic dreams. Claiming these dreams foretold coming ecological and societal disaster, the priests led a violent planet-wide revolution, eventually creating a unified theocracy dedicated to the preservation of the planet through learning and faith. Today, those who claim descendance from these original revolutionaries refer to themselves as the Hierarchs, and they cultivate the only remaining crop of zhufera flowers from which they derive their closely guarded stores of the prophecy-producing honey. The Hierarchs pass accounts of their dreams down through a complex bureaucracy of executives, scientists, scholars, and engineers, who in turn interpret the dreams and assign tasks to other astriapis in a complicated, selfsustaining web of goals and assignments—all in the service of maintaining the city’s complex infrastructure. + +Some posit that Yaraesa granted visions through these dreams, while others see evidence of Oras’ evolutionary influence. Many astriapis, however, believe that the visions granted by the zhufera honey came from several gods. + +**Source** _Alien Archive 4 pg. 12_ + +## ASTRIAPI DEFENDER CR 1 + +**XP 400** +Astriapi soldier +LN Medium monstrous humanoid +**Init** +8; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +1; **Will** +3 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) (20 ft., fly 20 ft. \[average\] in armor) +**Melee** standard taclash +5 (1d4+3 S nonlethal) or bite +5 (1d6+3 P) +**Ranged** static arc caster +8 (1d8+1 E plus first arc 1d6; critical second arc 1d6) or stickybomb grenade I +8 (explode \[10 ft., entangled 2d4 rounds, DC 10\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with standard taclash) +**Offensive Abilities** fighting styles (guard) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +5, Engineering +10, Mysticism +5 +**Languages** Astriapi, Common +**Other Abilities** honey production +**Gear** troop ceremonial plate, standard taclash, static arc caster with 2 batteries (20 charges each), stickybomb grenades I (2), _astriapi honey_ (functions as _mk 1 serum of healing_) + +### ECOLOGY + +**Environment** any urban (Colveare) +**Organization** solitary, pair, or patrol (3–8) + +### SPECIAL ABILITIES + +**Honey Production (Ex)** Once per day, an astriapi can spend 10 minutes to produce a vial of magical honey. This honey functions as a _mk 1 serum of healing_. At 5th level (or CR 5), the honey functions as a _mk 2 serum of healing_, and at 9th level (or CR 9), it functions as a _mk 3 serum of healing_. Regardless of its level, the honey can’t be sold, and its magical properties expire after 24 hours, when it turns into mundane foodstuff. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Astriapi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Warden.md b/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Warden.md new file mode 100644 index 0000000..504c7cc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Astriapi, Astriapi Warden.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 6 +Environment: any urban (Colveare) +hp: 75 +modifier: 2 +name: Astriapi, Astriapi Warden +statblock: true +tags: +Type: LG Medium monstrous humanoid +--- +# ASTRIAPI, ASTRIAPI WARDEN +Astriapis are bipedal arthropods with chitinous exoskeletons, membranous insectile wings, and large powerful mandibles. Their pigmentation runs the gamut from dark blues through bold yellows, and some astriapis selectively carve their exoskeletons to create individualistic patterns. They can also naturally produce a restorative honey. On average, astriapis stand around 6 feet tall and weigh between 120 and 150 pounds. + +When astriapis awoke from the Gap, they found themselves as the sole sapient inhabitants of an immense megalopolis that covered the entire landmass of the Near Space planet Colveare. Through impressive feats of magical and engineering prowess, the planet’s natural resources and native species had been preserved, with every part of the planet’s ecosystem carefully integrated into the urban sprawl. Astriapi society as a whole immediately dedicated itself to studying the city-planet’s workings to maintain the integrity of the system they found themselves a part of, surviving the struggles of post-Gap adjustments through a natural inclination to regimentation and cooperative obedience. + +According to pre-Gap records, the city-planet of Colveare formed when a caste of astriapian warrior-priests produced and consumed honey made from the pollen of the zhufera flower (an aquatic plant native to the planet), which granted them prophetic dreams. Claiming these dreams foretold coming ecological and societal disaster, the priests led a violent planet-wide revolution, eventually creating a unified theocracy dedicated to the preservation of the planet through learning and faith. Today, those who claim descendance from these original revolutionaries refer to themselves as the Hierarchs, and they cultivate the only remaining crop of zhufera flowers from which they derive their closely guarded stores of the prophecy-producing honey. The Hierarchs pass accounts of their dreams down through a complex bureaucracy of executives, scientists, scholars, and engineers, who in turn interpret the dreams and assign tasks to other astriapis in a complicated, selfsustaining web of goals and assignments—all in the service of maintaining the city’s complex infrastructure. + +Some posit that Yaraesa granted visions through these dreams, while others see evidence of Oras’ evolutionary influence. Many astriapis, however, believe that the visions granted by the zhufera honey came from several gods. + +**Source** _Alien Archive 4 pg. 12_ + +## ASTRIAPI WARDEN CR 6 + +**XP 2,400** +Astriapi mystic +LG Medium monstrous humanoid +**Init** +2; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 75; **RP** 4 +**EAC** 17; **KAC** 18 +**Fort** +5; **Ref** +5; **Will** +9 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** basic spined blade +10 (1d6+6 P; critical injection DC +2) or bite +10 (1d6+6 P) +**Ranged** corona laser pistol +12 (2d4+6 F; critical burn 1d4) +**Offensive Abilities** grasping vines (DC 16) +**Mystic Spell-Like Abilities** (CL 6th) +At will—_mindlink_ +**Mystic Spells Known** (CL 6th) +2nd (3/day)—_daze monster_ (DC 18), _fog cloud_ +1st (6/day)—_fear_ (DC 17), _life bubble_, _wisp ally_ +0 (at will)—_stabilize_, _telepathic message_ +**Connection** xenodruid + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +3; **INT** +0; **WIS** +5; **CHA** +2 +**Skills** Acrobatics +13, Diplomacy +18, Life Science +13, Mysticism +18, Survival +13 +**Languages** Astriapi. Common; speak with animals +**Other Abilities** animal adaptation (6 minutes), honey production +**Gear** elite stationwear, basic spined blade, corona laser pistol with 1 battery (20 charges), _astriapi honey_ (functions as _mk 2 serum of healing_) + +### ECOLOGY + +**Environment** any urban (Colveare) +**Organization** solitary, pair, or council (3–6) + +### SPECIAL ABILITIES + +**Honey Production (Ex)** Once per day, an astriapi can spend 10 minutes to produce a vial of magical honey. This honey functions as a _mk 1 serum of healing_. At 5th level (or CR 5), the honey functions as a _mk 2 serum of healing_, and at 9th level (or CR 9), it functions as a _mk 3 serum of healing_. Regardless of its level, the honey can’t be sold, and its magical properties expire after 24 hours, when it turns into mundane foodstuff. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Astriapi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Atlapak, Juvenile.md b/Compendium/SF1E/Bestiary/Alien Codex/Atlapak, Juvenile.md new file mode 100644 index 0000000..f012646 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Atlapak, Juvenile.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 3 +Environment: warm or temperate hills or water +hp: 40 +modifier: 4 +name: Atlapak, Juvenile +statblock: true +tags: +Type: N Medium vermin (aquatic) +--- +# ATLAPAK, JUVENILE +Often compared to evolutionarily unrelated mantis shrimp, atlapaks have banded shells that offer considerable mobility. Their eight pairs of legs have evolved for walking and swimming; to perceive their surroundings, they have inquisitive antennae and three compound eyes mounted on movable stalks. These large, amphibious arthropods are also famous for their explosively devastating claws—one pincer designed for grasping and tearing and another capable of opening and snapping shut with incredible speed to generate cavitating sonic blasts. Rather than creating a localized explosion, an atlapak can fan its abdominal plates to focus and direct the sonic energy into a distant burst that can stun or outright kill prey hundreds of feet away. The denser the medium—whether liquid or gas—the more effective the blast. Atlapaks can grow as much as 10 feet long, while juveniles are around 5 feet long. + +Atlapaks prefer lurking in sheltered burrows that provide commanding views, such as coral reefs or low hills. From there, the creatures hunt by ambush, waiting for prey to approach within easy striking range before unleashing several sonic bursts and closing in for the kill. Underwater, atlapaks often cohabitate with colonial tube worms like the pileated tsorkos, which gradually accumulate sandy mounds and tunnels. The atlapaks help watch for danger and often leave food scraps, while the worms provide good hiding spots and vantage points. + +Older atlapaks more often leave the water to seek terrestrial prey, using their natural buoyancy to hover several hundred feet above the surface while scouting for food. Drifting in this way also helps adults find mates, and although atlapaks most often reproduce in water, their eggs can survive in humid terrestrial environments. Some unlucky jungle explorers have fallen prey to the young arthropods when atlapak eggs adhered to the underside of tree branches hatch and drift into convoys. + +Although unintelligent, atlapaks exhibit utterly uncanny ballistics mastery. Their antennae are extremely sensitive to humidity and currents, for which the arthropods adjust their aim. Not only do their questing compound eyes provide exceptional depth perception, but their lenses also help them compensate for the refracting and obscuring qualities of water vapor and other gases, providing them with a clear view of their surroundings even in foggy conditions. Collectively, these features enable atlapaks to pinpoint and strike even fast-moving targets. + +Fresh atlapak meat has a clean taste that appeals to many species, though it acquires a repugnant sliminess within hours of the creature’s death. As a result, connoisseurs often commission live atlapak shipments to their restaurants, despite the danger the cargo presents for most starships. Kalos (Alien Archive 68) are especially partial to atlapak flesh, hunting the animals to near-extinction on their home world, Kalo-Mahoi. + +**Source** _Alien Archive 4 pg. 14_ + +## JUVENILE CR 3 + +**XP 800** +N Medium vermin (aquatic) +**Init** +4; **Senses** darkvision 120 ft., sense through (vision \[fog only\]) 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +5; **Will** +2 +**Immunities** deafened; **Resistances** sonic 5 + +### OFFENSE + +**Speed** 20 ft., swim 30 ft., fly 30 ft. (Ex, clumsy or average) +**Melee** claw +8 (1d6+4 B) +**Ranged** sonic snap +11 (1d4+3 So; critical staggered \[DC 12\]) +**Offensive Abilities** atmospheric enhancement, sonic snap + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** —; **WIS** +0; **CHA** -1 +**Skills** Acrobatics +13 (+5 to fly in normal atmosphere), Athletics +8 (+16 to swim) +**Other Abilities** aerial buoyancy, amphibious, mindless, water breathing + +### ECOLOGY + +**Environment** warm or temperate hills or water +**Organization** solitary, pair, or cacophony (3–7) + +### SPECIAL ABILITIES + +**Aerial Buoyancy (Ex)** An atlapak can inflate its lightweight body and flap its gills to swim through the air. In normal atmosphere, the atlapak moves at half speed with clumsy maneuverability. In thick atmosphere, the atlapak flies at full speed with average maneuverability. It’s unable to fly in environments with thin atmosphere or no atmosphere. +**Atmospheric Enhancement (Ex)** An atlapak’s sonic snap ability becomes increasingly effective the denser its surroundings. In normal and thicker atmospheric conditions, the range increment increases to 100 feet, and the DC to resist the atlapak’s critical hit effect increases by 2. In thick atmosphere or underwater, the sonic snap gains the sniper (250 ft.) weapon property. +**Sonic Snap (Ex)** By cocking and then snapping shut its specialized claw as a standard action, an atlapak can create a sonic burst as a ranged attack. This attack has a range increment of 50 feet, targets EAC, and has the penetrating special property, ignoring 3 points of its target’s hardness. This ability doesn’t function in environments with no atmosphere. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Atlapak.md b/Compendium/SF1E/Bestiary/Alien Codex/Atlapak.md new file mode 100644 index 0000000..0a2049f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Atlapak.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 9 +Environment: warm or temperate hills or water +hp: 145 +modifier: 4 +name: Atlapak +statblock: true +tags: +Type: N Large vermin (aquatic) +--- +# ATLAPAK +Often compared to evolutionarily unrelated mantis shrimp, atlapaks have banded shells that offer considerable mobility. Their eight pairs of legs have evolved for walking and swimming; to perceive their surroundings, they have inquisitive antennae and three compound eyes mounted on movable stalks. These large, amphibious arthropods are also famous for their explosively devastating claws—one pincer designed for grasping and tearing and another capable of opening and snapping shut with incredible speed to generate cavitating sonic blasts. Rather than creating a localized explosion, an atlapak can fan its abdominal plates to focus and direct the sonic energy into a distant burst that can stun or outright kill prey hundreds of feet away. The denser the medium—whether liquid or gas—the more effective the blast. Atlapaks can grow as much as 10 feet long, while juveniles are around 5 feet long. + +Atlapaks prefer lurking in sheltered burrows that provide commanding views, such as coral reefs or low hills. From there, the creatures hunt by ambush, waiting for prey to approach within easy striking range before unleashing several sonic bursts and closing in for the kill. Underwater, atlapaks often cohabitate with colonial tube worms like the pileated tsorkos, which gradually accumulate sandy mounds and tunnels. The atlapaks help watch for danger and often leave food scraps, while the worms provide good hiding spots and vantage points. + +Older atlapaks more often leave the water to seek terrestrial prey, using their natural buoyancy to hover several hundred feet above the surface while scouting for food. Drifting in this way also helps adults find mates, and although atlapaks most often reproduce in water, their eggs can survive in humid terrestrial environments. Some unlucky jungle explorers have fallen prey to the young arthropods when atlapak eggs adhered to the underside of tree branches hatch and drift into convoys. + +Although unintelligent, atlapaks exhibit utterly uncanny ballistics mastery. Their antennae are extremely sensitive to humidity and currents, for which the arthropods adjust their aim. Not only do their questing compound eyes provide exceptional depth perception, but their lenses also help them compensate for the refracting and obscuring qualities of water vapor and other gases, providing them with a clear view of their surroundings even in foggy conditions. Collectively, these features enable atlapaks to pinpoint and strike even fast-moving targets. + +Fresh atlapak meat has a clean taste that appeals to many species, though it acquires a repugnant sliminess within hours of the creature’s death. As a result, connoisseurs often commission live atlapak shipments to their restaurants, despite the danger the cargo presents for most starships. Kalos (Alien Archive 68) are especially partial to atlapak flesh, hunting the animals to near-extinction on their home world, Kalo-Mahoi. + +**Source** _Alien Archive 4 pg. 14_ + +## ATLAPAK CR 9 + +**XP 6,400** +N Large vermin (aquatic) +**Init** +4; **Senses** darkvision 180 ft., sense through (vision \[fog only\]) 90 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +11; **Will** +8 +**Defensive Abilities** amphibious; **Immunities** deafened; **Resistances** sonic 10 + +### OFFENSE + +**Speed** 20 ft., fly 30 ft. (Ex, clumsy or average), swim 30 ft. +**Melee** claw +18 (2d10+12 B) +**Ranged** sonic snap +21 (3d6+9 So; critical stunned \[DC 16\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** atmospheric enhancement, sonic snap + +### STATISTICS + +**STR** +3; **DEX** +4; **CON** +6; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +22 (+14 to fly in normal atmosphere), Athletics +17 (+25 to swim) +**Other Abilities** aerial buoyancy, amphibious, mindless, water breathing + +### ECOLOGY + +**Environment** warm or temperate hills or water +**Organization** solitary, pair, or cacophony (3–7) + +### SPECIAL ABILITIES + +**Aerial Buoyancy (Ex)** An atlapak can inflate its lightweight body and flap its gills to swim through the air. In normal atmosphere, the atlapak moves at half speed with clumsy maneuverability. In thick atmosphere, the atlapak flies at full speed with average maneuverability. It’s unable to fly in environments with thin atmosphere or no atmosphere. +**Atmospheric Enhancement (Ex)** An atlapak’s sonic snap ability becomes increasingly effective the denser its surroundings. In normal and thicker atmospheric conditions, the range increment increases to 100 feet, and the DC to resist the atlapak’s critical hit effect increases by 2. In thick atmosphere or underwater, the sonic snap gains the sniper (250 ft.) weapon property. +**Sonic Snap (Ex)** By cocking and then snapping shut its specialized claw as a standard action, an atlapak can create a sonic burst as a ranged attack. This attack has a range increment of 80 feet, targets EAC, and has the penetrating special property, ignoring 9 points of its target’s hardness. This ability doesn’t function in environments with no atmosphere. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Azata, Tritidair.md b/Compendium/SF1E/Bestiary/Alien Codex/Azata, Tritidair.md new file mode 100644 index 0000000..3f6c785 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Azata, Tritidair.md @@ -0,0 +1,81 @@ +--- +aliases: +cr: 8 +Environment: any (Elysium) +hp: 105 +modifier: 4 +name: Azata, Tritidair +statblock: true +tags: +Type: CG Small outsider (azata, chaotic, extraplanar, good) +--- +# AZATA, TRITIDAIR +Flitting among the stars and zipping between worlds, tritidairs resemble violetskinned children with antennae and darkpurple butterfly wings dotted with pinpoints of glowing light. These outsiders are constantly cheerful, frequently playing pranks and making jokes, but their good humor belies a great deal of power. Tritidairs have a deep connection to the nuclear fusion that powers stars, giving them their star-related abilities. Their eyes twinkle with starlight that can fascinate some viewers, so they keep their eyes covered with stylish goggles to prevent accidental exposure. Travelers in starships occasionally spot the unmistakable purple streak of light as a tritidair flies past. + +Tritidairs are devoted servants of Desna and frequently travel to Cynosure, the pole star and home of Desna’s palace. Desnan priests say that the goddess planted a seed in a new star, which shot forth light that became the first tritidair. Although this origin story might be apocryphal, what is certain is that the birth of every new star creates a tritidair. They don’t remain near their stars of origin for long, but each tritidair has a unique pattern of glowing dots on their butterfly wings corresponding to the locations of the stars where and when they were born. + +These outsiders serve as messengers and pages for the Song of the Spheres, running errands for her throughout the galaxy. Although their starlight form enables interplanar travel, this method of travel has its limits. Tritidairs explain that not every star can provide passage—some are broken—but the concept is difficult to describe to others. Still, tritidairs can move quickly over vast distances to convey messages or provide aid to followers and allies of Desna who find themselves in trouble. + +Tritidairs are fiercely loyal. The kindhearted and impulsive creatures don’t seek out combat, nor does Desna commonly send them on missions involving violence. If pushed into combat, particularly if required to protect innocents, they are very willing to use spells and weapons to deal deadly damage. All tritidairs carry easily identifiable starknives patterned with constellations matching those on their wings. These magical starknives charge with energy each time the tritidair travels between stars. Many Desnans carry copies of these knives. Some who have interacted with a tritidair engrave such starknives with constellation patterns matching the wings of that tritidair as a way to honor and remember the azata, much like carving a dear friend’s name on a personal treasure. + +These azatas lack sexual characteristics, but some tritidairs choose a gender, and many favor the feminine, mimicking their goddess. They enjoy art, music, and theater, and it’s not uncommon for a major performance to have a tritidair or two in attendance. When tritidairs meet in larger groups, they often enjoy playing games and sports. However, tritidairs don’t have permanent residences or family units, and they don’t stay in one place for long. + +Tritidairs sometimes linger on Cynosure or in Elysium, but most prefer to remain on the Material Plane. They genuinely enjoy the company of mortals, and when not on assignments from Desna, tritidairs travel, alone or in small groups, to random planets or starships, where the azatas look for new friends and adventures. Because of this tritidair spirit of exploration, many species on various worlds have myths and stories of flying star children. + +Although tritidairs spread the worship of Desna, their primary motivations are to meet new creatures and have fun experiences. They aren’t the most reliable when called upon by anyone but Desna, but nevertheless, some creatures and organizations successfully form alliances with tritidairs. Solarians and tritidairs can feel a connection to one another, given their mutual association with the stars. + +Tritidairs don’t age, and some have outlived the birth and death of stars. A tritidair can survive the destruction of its star of origin, and similarly the demise of a tritidair has no discernible effect on the star. Tritidairs also don’t require sleep, but they engage in long meditations to dream. Not only do they find the experience amusing, but Desna can also speak with them through their dreams, sending the tritidairs their missions. + +Other creatures sleeping or engaging in similar deep rest near a meditating tritidair can find their dreams invaded by vivid visions from the azatas. Many who have such experiences report that their dreams never go back to normal, remaining rich and dramatic, but seldom troubling. Worshipers of Desna sometimes seek out tritidairs, hoping to earn this experience. + +Such seekers also hope to have visions of Desna, such as those who have been blessed with tritidair-influenced dreams have claimed to receive. These assertions can be true—Desna can use the neural pathways a tritidair’s influence opens to communicate with other beings likely to aid the goddess’s aims. Good-hearted dreamers find themselves becoming more spontaneous and venturesome, looking for opportunities to explore and help others. With this increase in boldness comes an increase in apparent luck, although what seems to be luck is just as likely to be an increased awareness of good opportunities and the willingness to seize them. + + +**Source** _Alien Archive 2 pg. 14_ + +## TRITIDAIR CR 8 + +**XP 4,800** +CG Small outsider (azata, chaotic, extraplanar, good) +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +21 + +### DEFENSE + +**HP** 105 +**EAC** 20; **KAC** 19 +**Fort** +7; **Ref** +9; **Will** +11 +**Immunities** electricity, fire, petrification, radiation; **Resistances** cold 10 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** _holy tritidair sintered starknife_ +16 (4d4+4 E & P; critical blind \[DC 18, 1d3 rounds\]) +**Ranged** light ray +16 (1d10+8 E & F; critical blind \[DC 18, 1d3 rounds\]) +**Offensive Abilities** starlight gaze (60 ft., DC 18) +**Spell-Like Abilities** (CL 8th) +1/day—_irradiate_ (DC 20), _remove affliction_ +3/day—_charm person_ (DC 18), _lesser restoration_, _mystic cure_ (2nd level) +At will—_dancing lights_, _life bubble_ + +### STATISTICS + +**STR** -1; **DEX** +4; **CON** +0; **INT** +1; **WIS** +2; **CHA** +6 +**Skills** Acrobatics +21 (+29 to fly), Mysticism +16, Physical Science +16 +**Languages** Celestial, Common; truespeech +**Other Abilities** brighten, starlight form +**Gear** _holy tritidair sintered starknife_ + +### ECOLOGY + +**Environment** any (Elysium) +**Organization** solitary, pair, or flight (3–8) + +### SPECIAL ABILITIES + +**Brighten (Su)** As a move action, a tritidair can shed bright light in a 20-foot radius, normal light for an additional 20 feet, and dim light for another 20 feet. The tritidair can shut this light off as a move action, and the light goes out if the azata falls unconscious or dies. + +**Light Ray (Su)** A tritidair’s light ray has a range increment of 90 feet. This attack’s damage is good-aligned, so it ignores the energy resistance of evil dragons, evil outsiders, and evil undead. + +**Starlight Form (Su)** By focusing and using every action to move for 1 minute, a tritidair can shift its form to starlight—a massless state of pure energy in which the azata can only move and can’t be harmed. While in this form, a tritidair moves at standard navigation and astrogation rates, like a starship, and it uses Mysticism in place of Piloting to astrogate. A tritidair in this form can pass through material objects, provided it begins and ends its turn outside such an object. In addition, a tritidair can enter a star or gas giant and exit another star or gas giant with no restriction on the distance between those bodies. This travel is instantaneous if the tritidair employs it to move within the same system. Otherwise, this travel takes an amount of time equal to Drift travel for the same distance as if the tritidair had a Drift engine rating of 5. A tritidair in starlight form can assume its normal form as a move action, and it resumes its normal form if it somehow falls unconscious or dies. + +**Starlight Gaze (Su)** A tritidair’s eyes sparkle with hypnotic starlight. Tritidairs wear special goggles to subdue this gaze, but a tritidair can remove these goggles as a swift action. A creature that fails its save against the gaze is fascinated for 1 round. If a creature succeeds at two saving throws against this effect, the same tritidair’s gaze can’t affect that creature for 24 hours. Azatas are immune to this gaze. This is a mind-affecting effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Balco Unctar.md b/Compendium/SF1E/Bestiary/Alien Codex/Balco Unctar.md new file mode 100644 index 0000000..1fa0927 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Balco Unctar.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 42 +modifier: 4 +name: Balco Unctar +statblock: true +tags: +Type: humanoid +--- +# BALCO UNCTAR +XP 800 + +Male corpsefolk envoy (Alien Archive 2 30) +N Medium undead +Init +4; Senses darkvision 60 ft.; Perception +8 + +**STATISTICS** +Str +0; Dex +4; Con —; Int +1; Wis +0; Cha +2 + +**Skills** Acrobatics +8, Computers +8, Intimidate +13, Sense Motive +13, Stealth +13 + +Languages Common +Other Abilities envoy improvisations (dispiriting taunt, universal expression), unliving +Gear second skin, explorer handcoil AR with two standard batteries (20 charges each) + +**DEFENSE** +EAC 14; KAC 15 + +Fort +2; Ref +4; Will +6 +DR 5/magic; Immunities undead immunities + +**OFFENSE** Speed 30 ft. +CR 3 +´HP 42 + +Melee slam +7 (1d4+3 B plus 1d4 C) +Ranged explorer handcoil +9 (1d6+2 E plus 1d4 C; critical arc 1d6) +**Offensive Ability** absorb corpse + +**SPECIAL ABILITIES** +Absorb Corpse (Su) As a full action, Balco can touch a orpse to utterly obliterate it with negative energy, leaving nothing behind but a stain on the ground beneath any gear the corpse was wearing. For 1 minute afterward, all of his attacks deal an additional 1d4 cold damage. He can’t use this ability while in bright light. + +**TACTICS** +*Before Combat* +Having just used his absorb corpse ability on Thali’s corpse, Balco deals additional cold damage with his attacks (which is factored in above) for the next minute. + +*During Combat* +Balco alternates between using dispiriting taunt on dangerous-looking foes, growling ominously at them, and shooting at the weakest-looking foe with his handcoil. If pressed by more than two enemies in melee, he retreats and attempts to hide to better take his opponents by surprise later. + +*Morale* +Balco fights until destroyed or until the PCs successfully talk him down, as described above. + + +[[HOTV_Creature_BalcoUnctar.webp|Zeigen!]] diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Barathu, Barathu Early Stage).md b/Compendium/SF1E/Bestiary/Alien Codex/Barathu, Barathu Early Stage).md new file mode 100644 index 0000000..ba28665 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Barathu, Barathu Early Stage).md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 2 +Environment: any sky (Bretheda) +hp: 23 +modifier: 0 +name: Barathu, Barathu (Early Stage) +statblock: true +tags: +Type: LN Medium aberration +--- +# BARATHU, BARATHU (EARLY STAGE) + +Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded superentities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed. + +Barathu culture tends to be easygoing but hard for some other races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories. + +## BARATHU, BARATHU (EARLY STAGE) +**Source** _Alien Archive pg. 20_ + +## BARATHU (EARLY STAGE) CR 2 + +**XP 600** +LN Medium aberration +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +1; **Will** +7 +**Defensive Abilities** amorphous + +### OFFENSE + +**Speed** fly 30 ft. (Ex, average) +**Melee** slam +8 (1d4+3 B) + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +2; **INT** +1; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +13, Diplomacy +8, Life Science +8, Sense Motive +13 +**Languages** Brethedan, Common; limited telepathy 30 ft. +**Other Abilities** along for the ride, early stage adaptation + +### ECOLOGY + +**Environment** any sky (Bretheda) +**Organization** solitary or herd (4–12 plus 2–5 barathus) + +### SPECIAL ABILITIES + +**Along for the Ride (Ex)** Early stage barathus are not experienced enough to helpfully combine with mature barathus but can still physically merge with them for protection. An early stage barathu can combine with a mature barathu via the latter’s combine ability. Early stage barathus that are part of a combined creature contribute their Hit Points but not adaptations. + +**Early Stage Adaptation (Ex)** An early stage barathu’s body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu’s next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations. + +- Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier. +- A toughened dermal layer grants its a +1 racial bonus to AC. +- Developed lower limbs grant it a base speed of 15 feet. +- Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic). +- Elongated limbs extend its reach to 10 feet. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Barathu (Early Stage) Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Barathu.md b/Compendium/SF1E/Bestiary/Alien Codex/Barathu.md new file mode 100644 index 0000000..7e74be8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Barathu.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 5 +Environment: any sky (Bretheda) +hp: 65 +modifier: 0 +name: Barathu +statblock: true +tags: +Type: LN Large aberration +--- +# BARATHU +Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded superentities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed. + +Barathu culture tends to be easygoing but hard for some other races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories. + +**Source** _Alien Archive pg. 20_ + +## BARATHU CR 5 + +**XP 1,600** +LN Large aberration +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 18 +**Fort** +4; **Ref** +4; **Will** +10 +**Defensive Abilities** amorphous + +### OFFENSE + +**Speed** fly 30 ft. (Ex, perfect) +**Melee** slam +12 (1d4+6 B) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +3; **INT** +2; **WIS** +5; **CHA** +0 +**Skills** Acrobatics +17, Diplomacy +12, Life Science +12, Sense Motive +17 +**Languages** Brethedan, Common; telepathy 100 ft. +**Other Abilities** adaptation, combine + +### ECOLOGY + +**Environment** any sky (Bretheda) +**Organization** solitary or herd (2–5 plus 4–12 early stage barathus) + +### SPECIAL ABILITIES + +**Adaptation (Ex)** A barathu’s body is extremely mutable and can adapt to respond to virtually any situation. Once per round as a swift action, a barathu can reshape its body and adjust its chemistry to adopt one of the following qualities. A barathu can have only one adaptation in effect at a time; a new adaptation replaces any other in effect. More extreme adaptations are also possible (at the GM’s discretion) but could take days to adopt. + +- The barathu adds an additional amount of damage on melee attacks equal to twice its Strength modifier. +- It gains a +4 racial bonus to Armor Class. +- Sturdy lower limbs grant it a base speed of 20 feet. +- Rigid plates grant it DR 2/—. +- It gains a ranged attack with a low attack bonus appropriate for its CR (+10 for most barathus) that deals bludgeoning damage appropriate for its CR (1d6+5 for most barathus) and has a range increment of 60 feet. +- Molecular modifications grant it resistance 5 against a single energy type (acid, cold, electricity, fire, or sonic). +- Its reach increases to 15 feet. + +**Combine (Ex)** Barathus can combine to work together as parts of a larger organism. As a swift action, a barathu adjacent to another barathu can merge with it, becoming a single creature occupying both barathus’ spaces. The merging barathu can no longer take actions, and it adds its current Hit Points to the new creature’s collective total. For every four component creatures, the combined creature’s size category increases by one. At this time, it also chooses one adaptation. The combined creature gains this adaption and cannot change it unless the combined creature uses its adaptation ability to do so. Any number of barathus can merge in this fashion, but each adaptation can be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one adaptation each round (not once per component creature). The combined creature can split into its component creatures as a full action; the combined creature’s remaining Hit Points are divided evenly among all component creatures. For the purposes of CR-related effects, the CR of the combined creature is equal to the CR of the component creature with the highest CR. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Avenger.md b/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Avenger.md new file mode 100644 index 0000000..7a934ae --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Avenger.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 56 +modifier: 7 +name: Bear (Uplifted), Uplifted Bear Avenger +statblock: true +tags: +Type: CN Large magical beast +--- +# BEAR (UPLIFTED), UPLIFTED BEAR AVENGER +Uplifted animals are nonsapient creatures modified to increase their cognitive ability to full self-awareness, and sometimes also to make their physical forms better able to manipulate tools. Uplifted bears are among the most common uplifted animals, although who uplifted them and how are details lost to the Gap. + +Uplifted bears have modified bodies that give them nimble hands with opposable thumbs. They retain a normal bear’s bulk and power, with claws that can rip through modern armor. Alongside their brute strength, uplifted bears have a keen intellect and the ability to communicate via telepathy, which most choose to do rather than vocalize gruffly from what is still a bear’s muzzle. An uplifted bear can be 5 feet tall at the shoulder when on all fours but tower up to 10 feet when moving bipedally. An adult bear weighs 1,200 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted bears. + +Many uplifted bears find success in scientific endeavors, but they are most comfortable when they can be outside regularly in a natural, vegetated environment. Though this characteristic is not universal, it has led to uplifted bears gaining a reputation as poor crew members in orbital stations and long-haul expeditions. Others also assume the bears are best suited for exploring habitable worlds and cataloging flora and fauna. + +Uplifted bears are sometimes rumored to have violent temperaments, but their personalities are as varied as those of any sapient species. Some uplifted bears take great pleasure in playing to this stereotype when they meet other people, drawing out the biased assumptions of the ill-informed, and then mocking them. Conversely, giving truth to the generality, a number of organized crime kingpins are uplifted bears who find they can threaten with their bulk when they can’t convince with their wits. + +Small communities of uplifted bears can be found in the Pact Worlds, especially on higher-gravity planetoids in the Diaspora. Members of such settlements attempt to uncover their traditions by studying any pre- Gap relics they can find and to establish new traditions by building stable societies. Many young uplifted bears become frustrated with this focus on the past, however, and some leave their homes to escape it. + +Uplifted bears feel a kinship for animals and animal-like humanoids, often preferring their company. They relate well to shirrens, though uplifted bears are more reserved than the enthusiastic insectile species. Much as many shirrens fear the Swarm and its potential to reassimilate them, some uplifted bears fear that whoever created them might return and put a dark spin on the gift of sapience the bears were given. + +An uplifted bear exploration team exploring the Vast recently discovered a planet in the Ferra system full of skyscraper-sized trees and unpopulated by sentient creatures. Since this report, a small but vocal contingent of uplifted bears has begun calling for their kind to claim the planet as their home world. + +## BEAR (UPLIFTED), UPLIFTED BEAR AVENGER +**Source** _Alien Archive 2 pg. 16_ + +## UPLIFTED BEAR AVENGER CR 4 + +**XP 1,200** +Uplifted bear soldier +CN Large magical beast +**Init** +7; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 56 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +8; **Will** +3 + +### OFFENSE + +**Speed** 50 ft., climb 20 ft. (45 ft., climb 15 ft. in armor) +**Melee** claw +13 (1d6+9 S) or tactical swoop hammer +13 (1d10+9 B; critical knockdown) +**Ranged** frostbite-class zero rifle +10 (1d8+4 C; critical staggered \[DC 13\]) or frag grenade II +10 (explode \[15 ft., 2d6 P, DC 13\]) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with tactical swoop hammer) +**Offensive Abilities** ferocious charge, fighting styles (blitz) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +1; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Athletics +15 (+23 to climb), Intimidate +10, Survival +10 +**Languages** Common; limited telepathy 30 ft. +**Gear** officer ceremonial plate, frostbite-class zero rifle with 2 high-capacity batteries (40 charges each), tactical swoop hammer, frag grenades II (2) + +### ECOLOGY + +**Environment** any +**Organization** any + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bear (Uplifted) Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Constellate.md b/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Constellate.md new file mode 100644 index 0000000..896366d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bear Uplifted), Uplifted Bear Constellate.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 108 +modifier: 4 +name: Bear (Uplifted), Uplifted Bear Constellate +statblock: true +tags: +Type: N Large magical beast +--- +# BEAR (UPLIFTED), UPLIFTED BEAR CONSTELLATE +Uplifted animals are nonsapient creatures modified to increase their cognitive ability to full self-awareness, and sometimes also to make their physical forms better able to manipulate tools. Uplifted bears are among the most common uplifted animals, although who uplifted them and how are details lost to the Gap. + +Uplifted bears have modified bodies that give them nimble hands with opposable thumbs. They retain a normal bear’s bulk and power, with claws that can rip through modern armor. Alongside their brute strength, uplifted bears have a keen intellect and the ability to communicate via telepathy, which most choose to do rather than vocalize gruffly from what is still a bear’s muzzle. An uplifted bear can be 5 feet tall at the shoulder when on all fours but tower up to 10 feet when moving bipedally. An adult bear weighs 1,200 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted bears. + +Many uplifted bears find success in scientific endeavors, but they are most comfortable when they can be outside regularly in a natural, vegetated environment. Though this characteristic is not universal, it has led to uplifted bears gaining a reputation as poor crew members in orbital stations and long-haul expeditions. Others also assume the bears are best suited for exploring habitable worlds and cataloging flora and fauna. + +Uplifted bears are sometimes rumored to have violent temperaments, but their personalities are as varied as those of any sapient species. Some uplifted bears take great pleasure in playing to this stereotype when they meet other people, drawing out the biased assumptions of the ill-informed, and then mocking them. Conversely, giving truth to the generality, a number of organized crime kingpins are uplifted bears who find they can threaten with their bulk when they can’t convince with their wits. + +Small communities of uplifted bears can be found in the Pact Worlds, especially on higher-gravity planetoids in the Diaspora. Members of such settlements attempt to uncover their traditions by studying any pre- Gap relics they can find and to establish new traditions by building stable societies. Many young uplifted bears become frustrated with this focus on the past, however, and some leave their homes to escape it. + +Uplifted bears feel a kinship for animals and animal-like humanoids, often preferring their company. They relate well to shirrens, though uplifted bears are more reserved than the enthusiastic insectile species. Much as many shirrens fear the Swarm and its potential to reassimilate them, some uplifted bears fear that whoever created them might return and put a dark spin on the gift of sapience the bears were given. + +An uplifted bear exploration team exploring the Vast recently discovered a planet in the Ferra system full of skyscraper-sized trees and unpopulated by sentient creatures. Since this report, a small but vocal contingent of uplifted bears has begun calling for their kind to claim the planet as their home world. + +## BEAR (UPLIFTED), UPLIFTED BEAR CONSTELLATE +**Source** _Alien Archive 2 pg. 16_ + +## UPLIFTED BEAR CONSTELLATE CR 7 + +**XP 3,200** +Uplifted bear solarian +N Large magical beast +**Init** +4; **Senses** low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 108; **RP** 4 +**EAC** 20; **KAC** 22 +**Fort** +11; **Ref** +11; **Will** +6 +**Resistances** cold or fire 5 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** claw +18 (2d6+12 S) or static shock truncheon +18 (1d12+12 E; critical arc 1d4) +**Ranged** red star plasma pistol +15 (1d8+7 E & F; critical burn 1d8) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** ferocious charge, flashing strikes, stellar revelations (black hole \[25-ft. radius, pull 15 ft., DC 15\], dark matter \[DR 2/—\], reflection) + +### STATISTICS + +**STR** +5; **DEX** +4; **CON** +1; **INT** +1; **WIS** +0; **CHA** +2 +**Skills** Athletics +19 (+27 to climb), Intimidate +14, Mysticism +14 +**Languages** Common; limited telepathy 30 ft. +**Other Abilities** solar manifestation (solar armor), stellar alignment (graviton) +**Gear** estex suit III, red star plasma pistol with 2 highcapacity batteries (40 charges each), static shock truncheon with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bear (Uplifted) Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bloodbrother.md b/Compendium/SF1E/Bestiary/Alien Codex/Bloodbrother.md new file mode 100644 index 0000000..1cf3c7c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bloodbrother.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 7 +Environment: any cold (Verces) +hp: 107 +modifier: 2 +name: Bloodbrother +statblock: true +tags: +Type: NE Huge magical beast (cold) +--- +# BLOODBROTHER +## BLOODBROTHER CR 7 + +**XP 3,200** +NE Huge magical beast (cold) +**Init** +2; **Senses** blindsight (thermal) 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 107 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 +**Defensive Abilities** fast healing 5; **Immunities** cold +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** slam +18 (2d6+12 B plus 1d6 C and grab) +**Space** 15 ft.; **Reach** 10 ft. +**Offensive Abilities** cold, rib cage prison + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +4; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Athletics +19 (+27 to climb), Intimidate +14, Survival +14 +**Languages** Vercite (can’t speak any language) + +### ECOLOGY + +**Environment** any cold (Verces) +**Organization** solitary, pair, or clan (3-6) + +### SPECIAL ABILITIES + +**Cold (Su)** A bloodbrother’s body generates intense cold, dealing 1d6 cold damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the bloodbrother hits with its slam attack. A creature that begins its turn grappled by a bloodbrother also takes this damage. + +**Rib Cage Prison (Su)** If a bloodbrother begins its turn grappling a creature that is Large or smaller, it can attempt a grapple combat maneuver as a standard action to transfer the creature into its rib cage prison. A creature in a bloodbrother’s rib cage prison has the grappled condition. As a reaction, a bloodbrother can force a creature in its rib cage prison to attempt a DC 15 Fortitude saving throw; on a failed save, the creature takes 1 point of Constitution damage. Any round that a creature in its rib cage prison takes this Constitution damage, the bloodbrother gains fast healing 5 for that round only; the above statistics assume a bloodbrother has a Small animal with a current Constitution score of 5 (its maximum Constitution score is 10) trapped in its rib cage prison at the beginning of combat. A bloodbrother can have only one creature in its rib cage prison at a time; if it imprisons a new creature, it must release the creature currently in its rib cage. Releasing a creature does not require an action. + +## DESCRIPTION + +Usually confined to the glaciers that float upon the seas of Darkside—the side of tidally locked Verces that’s always turned away from the sun and thus never feels its heat— the abominations known as bloodbrothers hunt smaller creatures for their vital essences. + +Measuring over 15 feet tall and 11 feet long, a bloodbrother looks like a millipede or some other armored, wormlike arthropod from the waist down. Its upper half resembles that of a muscular humanoid with a set of bony appendages protruding from a cavity in its chest. This ersatz rib cage can open like a fanged mouth, and when a bloodbrother places captured prey within it, the bones clamp down on the creature while the walls of the enclosure exude thin tendrilous suckers. These suckers tap into the prey’s circulatory system. Rather than simply drinking its blood, though, the bloodbrother uses the trapped creature as an auxiliary heart, absorbing blood-borne nutrients and using the prey’s metabolism to help it heat and feed itself. Prey can be kept alive in this way for months, until all its stored energy has been used up and the bloodbrother lets the lifeless husk fall to the ground. + +A bloodbrother that hasn’t fed in a long time is almost sheer white, its chitinous exterior drying out and splitting like the husk of a coconut into hairlike fibers—the better to hold on to snow and disguise the creature for its ambushes. Once it’s successfully implanted a victim, however, its body takes on a purplish hue as it has rejuvenated with the flow of blood and vital fluids, while its fibrous hair lies back down and seals itself into smooth scales once more. This renewed appearance lasts for as long as the bloodbrother holds a victim and for several weeks thereafter. + +Bloodbrothers’ gruesome feeding habits mean that intelligent creatures with any knowledge of the magical beasts usually flee from them or kill them on sight. However, a hungry bloodbrother’s fur is too stringy to be used as a pelt, and its meat tastes foul, meaning that hunting them provides nothing but a sense of bravado. As a result, the bloodbrother population on Verces has remained steady—and luckily small—for millennia. Their need for regular victims in an environment hostile to most life means that bloodbrothers usually live alone, though they may occasionally gather into small packs called clans. Even during times when prey is scarce, these bloodbrothers don’t cannibalize one another. Instead, they migrate toward more inhabited areas, fearlessly taking on overwhelming odds if it means refreshing the blood in their veins. + +Despite their name—a moniker assigned to them not by themselves but by humanoid Vercites—bloodbrothers have no sense of gender, and they reproduce asexually. At a certain point in a bloodbrother’s life, a handful of small, furry nodules appears along its spine. Biologists disagree on the exact conditions that cause this; some believe it is a rise in temperature, while others posit that reproduction requires specific nutrients in the blood of the creature’s most recent victim. As the months pass, the buds grow in size (and furriness) until they are about a foot across. Then, with a series of sickening squelches, these bulbs fall off the parent bloodbrother into the surrounding snow and ice. A few moments later, they uncurl into several immature bloodbrothers that are eager to entrap their first victims (usually tiny mammals or birds). In less than a year, a young bloodbrother reaches its full size and ferocity. + +Despite their horrific and merciless nature, bloodbrothers are not mere beasts and are actually as intelligent as the average human. This facet of their nature is often overlooked due to both their lack of tool use and their apparent lack of interest in communication with other races. “Interest” is the operative word here, for while bloodbrothers have no language of their own, they appear to be able to understand those of others— they simply don’t care to speak. Communication with other members of a clan is conducted entirely through actions, physical touch, and some form of advanced intuition into the other’s needs, perhaps aided by pheromones or other signals not yet detected by researchers. + +Bloodbrothers typically make their home in ice caves or stone caverns, patrolling the surrounding area for easy-to-capture prey. In the case of a clan, one member typically stays behind to protect the caves and any offspring therein, while those hunting return with an extra captive or two for them. When resting, the bloodbrothers slither onto one another to form one large pile. The blood-drained corpses of their pray lie scattered about the caves, eventually getting buried in the snow and ice, and trackers are quick to recognize a bloodbrother clan’s lair by the massive number of bones that can be found poking from the floor and walls. + +## BLOODBROTHER SERUM + +Local Darkside tribes and bold big-game hunters sometimes harvest the vital fluids of a bloodbrother’s body to make _bloodbrother serum_: a magical liquid that can inure the drinker against cold and fortify its natural healing. The most famous and prolific alchemists to brew this concoction are the Ascetics of Nar, the brilliant scholar-monks who reside in the Fastness of the Ordered Mind. From their frozen fortress, these zealots seek to understand and manipulate the basic order of the universe, seeing it reflected in the crystalline structure of snow and ice. While the greatest of them conduct their meditations in the freezing wastelands without protection, suffering terribly from frostbite until they’re no longer able to care for themselves, others prefer to imbibe potions such as _bloodbrother serum_ to allow themselves to walk the ice floes beneath the twinkling stars without pain or fear, the better to improve the communion with the universe’s frozen oneness. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime, Bodysnatcher Autocrat.md b/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime, Bodysnatcher Autocrat.md new file mode 100644 index 0000000..90b1cbf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime, Bodysnatcher Autocrat.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 10 +Environment: any land +hp: 140 +modifier: 5 +name: Bodysnatcher Slime, Bodysnatcher Autocrat +statblock: true +tags: +Type: N Medium ooze +--- +# BODYSNATCHER SLIME, BODYSNATCHER AUTOCRAT +Purportedly born from some ill-informed experiment performed during the Gap, bodysnatcher slimes are parasitic organisms that commandeer hosts to experience life through their senses. Unlike most oozes, these slimes contain a complex yet amorphous neural network that enables learning, memory, and reasoning. These neurons can also integrate with a host’s nervous system, enabling nearly instantaneous communication between the two beings. Studies suggest the slimes replicate and absorb copies of their hosts’ neurons, so hypothetically, a prolific slime could grow smarter over time. + +In most cases, though, a bodysnatcher slime never grows to occupy more than several cubic feet. Replicating neurons grants the slime greater control over its form, allowing it to grow and still coordinate its movements and metabolism. However, bigger oozes find it more difficult to fit inside hosts without causing the body to bulge such that it betrays the parasite’s presence. Furthermore, the slime’s modified neural network can develop multiple personalities that compete for resources and control. Ultimately, such a creature splits and forms two new slimes, each of which begins rebuilding the vast stores of knowledge and neurons that it lost in the process. Rarely, an ooze retains control over its growing mental prowess and so avoids splitting. These rare bodysnatcher autocrats selectively infest hosts they perceive as powerful. + +As with humanoid brains, a slime’s neural network requires the slime to consume a large number of calories to sustain it While infesting a host, the slime draws its necessary nutrients from the host’s body and digestive system; this process adds a faintly citrus scent to the host’s sweat and excrement. However, without a host, a bodysnatcher slime can absorb nutrients from a wide variety of foods, favoring high-calorie options like sugars and flesh. When denied sustenance, the slime can enter hibernation, awaiting suitable prey for months at a time. + +Bodysnatcher slimes aren’t malicious, but they are insidious. When spoken to, they are baffled by claims that abducting others is reprehensible. Given the oozes’ simple physiology and psychology, this mindset likely results from a lack of higher thought processes and capacity for self-reflection. However, bodysnatcher slimes grow increasingly ambitious the longer they spend in hosts and the larger they become, suggesting a moral compass doesn’t accompany greater intelligence. + +Having stowed away on countless ships, the slimes have spread across the Pact Worlds, the Veskarium, and beyond. Stewards officers have logged several reports of people having extended blackouts and behaving strangely on Absalom Station, and although several operations have cornered and eliminated bodysnatcher slimes, the reports continue to come in. With increasing frequency, authorities contract independent trackers to eliminate these slimes; as such, the bodysnatchers have learned to recognize and avoid the Stewards. The oozes are common on Verces, where hosts have dispersed these parasites along the habitable Ring of Nations. Several cohorts of the Augmented have designated bodysnatcher slimes not as enemies but as intelligent biotech that they accept into their bodies. + + +## BODYSNATCHER SLIME, BODYSNATCHER AUTOCRAT +**Source** _Alien Archive 2 pg. 18_ + +## BODYSNATCHER AUTOCRAT CR 10 + +**XP 9,600** +N Medium ooze +**Init** +5; **Senses** blindsight (vibration) 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 140 +**EAC** 23; **KAC** 23 +**Fort** +11; **Ref** +8; **Will** +11 +**Defensive Abilities** share body; **Immunities** ooze immunities + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** slam +20 (2d8+14 B plus grab) +**Offensive Abilities** bodysnatch + +### STATISTICS + +**STR** +4; **DEX** +5; **CON** +5; **INT** -1; **WIS** +2; **CHA** -1 +**Skills** Athletics +19 (+27 to climb), Bluff +24, Disguise +19, Stealth +24; see neural integration +**Languages** See neural integration + +### ECOLOGY + +**Environment** any land +**Organization** solitary + +### SPECIAL ABILITIES + +**Bodysnatch (Ex)** This ability functions as the bodysnatcher slime ability, but the autocrat can infest a Medium, Large, or Huge creature (Fortitude DC 19 negates). The autocrat can also use any of the creature’s supernatural abilities. It takes a DC 25 Medicine check to expel an autocrat, and each failed check deals the host 2d6 damage. + +**Neural Integration (Su)** This ability functions as the bodysnatcher slime ability, but the skill bonus is +19. + +**Share Body (Ex)** This ability functions as the bodysnatcher slime ability, but the autocrat leaves the host only after taking 70 or more damage. + +## BODYSNATCHER IMPLANTS + +Bioengineers can dilute the chemicals that allow a bodysnatcher slime to control a host; uses include sedating medical patients and suppressing neurological activity. Incorporated into a special biotech gland, this same technology can protect users against mental attacks. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime.md b/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime.md new file mode 100644 index 0000000..93d9867 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bodysnatcher Slime.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 3 +Environment: any land +hp: 33 +modifier: 3 +name: Bodysnatcher Slime +statblock: true +tags: +Type: N Small ooze +--- +# BODYSNATCHER SLIME +Purportedly born from some ill-informed experiment performed during the Gap, bodysnatcher slimes are parasitic organisms that commandeer hosts to experience life through their senses. Unlike most oozes, these slimes contain a complex yet amorphous neural network that enables learning, memory, and reasoning. These neurons can also integrate with a host’s nervous system, enabling nearly instantaneous communication between the two beings. Studies suggest the slimes replicate and absorb copies of their hosts’ neurons, so hypothetically, a prolific slime could grow smarter over time. + +In most cases, though, a bodysnatcher slime never grows to occupy more than several cubic feet. Replicating neurons grants the slime greater control over its form, allowing it to grow and still coordinate its movements and metabolism. However, bigger oozes find it more difficult to fit inside hosts without causing the body to bulge such that it betrays the parasite’s presence. Furthermore, the slime’s modified neural network can develop multiple personalities that compete for resources and control. Ultimately, such a creature splits and forms two new slimes, each of which begins rebuilding the vast stores of knowledge and neurons that it lost in the process. Rarely, an ooze retains control over its growing mental prowess and so avoids splitting. These rare bodysnatcher autocrats selectively infest hosts they perceive as powerful. + +As with humanoid brains, a slime’s neural network requires the slime to consume a large number of calories to sustain it While infesting a host, the slime draws its necessary nutrients from the host’s body and digestive system; this process adds a faintly citrus scent to the host’s sweat and excrement. However, without a host, a bodysnatcher slime can absorb nutrients from a wide variety of foods, favoring high-calorie options like sugars and flesh. When denied sustenance, the slime can enter hibernation, awaiting suitable prey for months at a time. + +Bodysnatcher slimes aren’t malicious, but they are insidious. When spoken to, they are baffled by claims that abducting others is reprehensible. Given the oozes’ simple physiology and psychology, this mindset likely results from a lack of higher thought processes and capacity for self-reflection. However, bodysnatcher slimes grow increasingly ambitious the longer they spend in hosts and the larger they become, suggesting a moral compass doesn’t accompany greater intelligence. + +Having stowed away on countless ships, the slimes have spread across the Pact Worlds, the Veskarium, and beyond. Stewards officers have logged several reports of people having extended blackouts and behaving strangely on Absalom Station, and although several operations have cornered and eliminated bodysnatcher slimes, the reports continue to come in. With increasing frequency, authorities contract independent trackers to eliminate these slimes; as such, the bodysnatchers have learned to recognize and avoid the Stewards. The oozes are common on Verces, where hosts have dispersed these parasites along the habitable Ring of Nations. Several cohorts of the Augmented have designated bodysnatcher slimes not as enemies but as intelligent biotech that they accept into their bodies. + +## BODYSNATCHER SLIME +**Source** _Alien Archive 2 pg. 18_ + +## BODYSNATCHER SLIME CR 3 + +**XP 800** +N Small ooze +**Init** +3; **Senses** blindsight (vibration) 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 33 +**EAC** 14; **KAC** 14 +**Fort** +4; **Ref** +2; **Will** +4 +**Defensive Abilities** share body; **Immunities** ooze immunities + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** slam +9 (1d4+5 B plus grab) +**Offensive Abilities** bodysnatch + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +2; **INT** -3; **WIS** +0; **CHA** -1 +**Skills** Athletics +8 (+16 to climb), Disguise +8, Stealth +13; see neural integration +**Languages** see neural integration + +### ECOLOGY + +**Environment** any land +**Organization** solitary or heist (2–5) + +### SPECIAL ABILITIES + +**Bodysnatch (Ex)** If a bodysnatcher slime starts its turn grappling a Small, Medium, or Large living creature, the slime can distribute itself throughout that creature’s body as a swift action (Fortitude DC 14 negates). While infesting a creature in this way, a bodysnatcher slime has total cover and can take no actions. However, it controls the infested creature’s (host’s) actions, including using equipment and weapons (using the slime’s attack bonus), using the slime’s or its host’s saving throw bonuses (whichever is higher), using the host’s extraordinary abilities, and using the slime’s or its host’s natural attacks. + +After 24 hours inside a body, a bodysnatcher slime must succeed at a DC 14 Fortitude save or be forced out of the body and be unable to infest that same creature for 24 hours. If it succeeds at the save, it can continue infesting that creature for another 24 hours. A creature adjacent to a pinned or helpless host can attempt a DC 15 Medicine check as a full action to force the slime to vacate the host and move into an adjacent square. + +Bodysnatch is a compulsion effect that works on a living creature or the intact corpse of a living creature. The corpse can save as if it were its living version. **Neural Integration (Su)** While in a host, a bodysnatcher slime integrates with the creature’s neural physiology. The slime can speak and understand one language the host knows, use the host’s weapon proficiencies, and use three of the host’s trained skills with a +8 total bonus. + +**Share Body (Ex)** Any damage dealt to a bodysnatcher slime’s host is split between the host and the slime. If a bodysnatcher slime takes 16 or more damage while in a host, the slime leaves the host, moving into an adjacent square, and cannot infest that host again for 24 hours. + +## BODYSNATCHER IMPLANTS + +Bioengineers can dilute the chemicals that allow a bodysnatcher slime to control a host; uses include sedating medical patients and suppressing neurological activity. Incorporated into a special biotech gland, this same technology can protect users against mental attacks. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Miner.md b/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Miner.md new file mode 100644 index 0000000..b201baf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Miner.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 2 +Environment: any underground +hp: 25 +modifier: 5 +name: Bolida, Bolida Miner +statblock: true +tags: +Type: CN Medium vermin +--- +# BOLIDA, BOLIDA MINER +Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets’ molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet’s surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they’re not wearing protective eyewear. + +Only a few decades ago, a group of offworld explorers on the bolidas’ home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious “light dwellers.” They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation. + +Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on moltencore planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand. + +Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds. + + +## BOLIDA, BOLIDA MINER +**Source** _Alien Archive 2 pg. 20_ + +## BOLIDA MINER CR 2 + +**XP 600** +Bolida soldier +CN Medium vermin +**Init** +5; **Senses** blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 14; **KAC** 17 +**Fort** +4; **Ref** +2; **Will** +3 +**Defensive Abilities** defensive ball; **Resistances** fire 5 +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 40 ft., burrow 30 ft. (35 ft., burrow 25 ft. in armor) +**Melee** tactical pike +10 (1d8+6 P) +**Ranged** tactical crossbolter +7 (1d10+2 P) or frag grenade I +7 (explode \[15 ft., 1d6 P, DC 11\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with tactical pike) +**Offensive Abilities** fighting styles (blitz), rolling charge + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +2; **INT** +0; **WIS** +1; **CHA** +0 +**Skills** Athletics +7, Physical Science +7, Survival +12 +**Languages** Bolidan, Common +**Gear** hidden soldier armor, tactical crossbolter with 20 arrows, tactical pike, frag grenades I (2) + +### ECOLOGY + +**Environment** any underground +**Organization** solitary, pair, or convoy (3–6 miners plus 1 overseer) + +### SPECIAL ABILITIES + +**Defensive Ball (Ex)** As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5. + +**Rolling Charge (Ex)** A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can’t make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can’t use this ability again until it takes a 10-minute rest to recover Stamina Points. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bolida Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Overseer.md b/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Overseer.md new file mode 100644 index 0000000..53c8d9d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bolida, Bolida Overseer.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 8 +Environment: any underground +hp: 115 +modifier: 2 +name: Bolida, Bolida Overseer +statblock: true +tags: +Type: CN Medium vermin +--- +# BOLIDA, BOLIDA OVERSEER +Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets’ molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet’s surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they’re not wearing protective eyewear. + +Only a few decades ago, a group of offworld explorers on the bolidas’ home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious “light dwellers.” They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation. + +Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on moltencore planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand. + +Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds. + +## BOLIDA, BOLIDA OVERSEER +**Source** _Alien Archive 2 pg. 20_ + +## BOLIDA OVERSEER CR 8 + +**XP 4,800** +Bolida mechanic +CN Medium vermin +**Init** +2; **Senses** blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision; **Perception** +18 + +### DEFENSE + +**HP** 115 +**EAC** 21; **KAC** 22 +**Fort** +9; **Ref** +9; **Will** +9 +**Defensive Abilities** defensive ball; **Resistances** fire 5 +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 30 ft., burrow 30 ft. +**Melee** carbon staff +17 (1d8+10 B; critical knockdown) +**Ranged** advanced semi-auto pistol +15 (2d6+8 P) +**Offensive Abilities** overload (DC 18), rolling charge, target tracking + +### STATISTICS + +**STR** +2; **DEX** +2; **CON** +4; **INT** +6; **WIS** +1; **CHA** +0 +**Skills** Athletics +16, Engineering +21, Computers +21, Physical Science + 16, Survival +21 +**Languages** Bolidan, Common +**Other Abilities** artificial intelligence (exocortex), expert rig (armor upgrade), mechanic tricks (quick repair), miracle worker (1/day), remote hack (DC 18), wireless hack +**Gear** kasatha microcord III, advanced semi-auto pistol with 24 small arm rounds, carbon staff + +### ECOLOGY + +**Environment** any underground +**Organization** solitary, pair, or convoy (1 overseer plus 3–6 miners) + +### SPECIAL ABILITIES + +**Defensive Ball (Ex)** As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5. + +**Rolling Charge (Ex)** A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can’t make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can’t use this ability again until it takes a 10-minute rest to recover Stamina Points. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bolida Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Captain.md b/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Captain.md new file mode 100644 index 0000000..dc1bb61 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Captain.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 125 +modifier: 10 +name: Bone Trooper, Bone Trooper Captain +statblock: true +tags: +Type: LE Medium undead +--- +# BONE TROOPER, BONE TROOPER CAPTAIN +Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead. + +A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful elebrians became bone sages, but a significant proportion of Eox’s populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium. + +The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy’s ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or mindbreaker mystics. + +A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons. + + +## BONE TROOPER, BONE TROOPER CAPTAIN +**Source** _Alien Archive 2 pg. 22_ + +## BONE TROOPER CAPTAIN CR 8 + +**XP 4,800** +Elebrian soldier +LE Medium undead +**Init** +10; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 125; **RP** 4 +**EAC** 20; **KAC** 23 +**Fort** +10; **Ref** +10; **Will** +9 +**DR** 5/—; **Immunities** cold, undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** _shock officer dueling sword_ +16 (3d4+12 E & S) or claw +16 (3d4+12 S) +**Ranged** red star plasma pistol +19 (1d8+8 E & F; critical burn 1d8) +**Offensive Abilities** fighting styles (arcane assailant), gear boosts (plasma immolation \[1d8\]), style techniques (rune of the eldritch knight, secret of the magi) + +### STATISTICS + +**STR** +4; **DEX** +6; **CON** —; **INT** +2; **WIS** +2; **CHA** +2 +**Skills** Diplomacy +16, Engineering +16, Intimidate +16, Piloting +21 +**Languages** Common, Eoxian +**Other Abilities** unliving +**Gear** skitterhide II (with black force field), officer dueling sword, red star plasma pistol with 3 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary or crew (1 plus 5–10 bone trooper technomancers) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bone Trooper (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Technomancer.md b/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Technomancer.md new file mode 100644 index 0000000..3bb717b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bone Trooper, Bone Trooper Technomancer.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 34 +modifier: 7 +name: Bone Trooper, Bone Trooper Technomancer +statblock: true +tags: +Type: LE Medium undead +--- +# BONE TROOPER, BONE TROOPER TECHNOMANCER +Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead. + +A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful elebrians became bone sages, but a significant proportion of Eox’s populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium. + +The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy’s ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or mindbreaker mystics. + +A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons. + + +## BONE TROOPER, BONE TROOPER TECHNOMANCER +**Source** _Alien Archive 2 pg. 22_ + +## BONE TROOPER TECHNOMANCER CR 3 + +**XP 800** +Elebrian technomancer +LE Medium undead +**Init** +7; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 34 +**EAC** 13; **KAC** 14 +**Fort** +2; **Ref** +2; **Will** +8 +**DR** 5/—; **Immunities** cold, undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +5 (1d6+4 S) or claw +5 (1d4+4 S) +**Ranged** tactical semi-auto pistol +7 (1d6+3 P) +**Technomancer Spells Known** (CL 3rd; ranged +7) +1st (3/day)—_magic missile_, _supercharge weapon_ +0 (at will)—_daze_ (DC 15), _energy ray_ + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** —; **INT** +4; **WIS** +0; **CHA** +1 +**Skills** Computers +13, Mysticism +8, Piloting +13 +**Languages** Common, Eoxian +**Other Abilities** magic hacks (countertech), spell cache (rank insignia), unliving +**Gear** skitterhide I, tactical dueling sword, tactical semi-auto pistol with 36 small arm rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or platoon (3-12) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Bone Trooper (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Brain Collector.md b/Compendium/SF1E/Bestiary/Alien Codex/Brain Collector.md new file mode 100644 index 0000000..997fd0f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Brain Collector.md @@ -0,0 +1,78 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 105 +modifier: 2 +name: Brain Collector +statblock: true +tags: +Type: CE Large aberration +--- +# BRAIN COLLECTOR + +## BRAIN COLLECTOR CR 8 + +**XP 4,800** +CE Large aberration +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +13 +**DR** 10/magic; **Immunities** confused condition; **SR** 19 +**Weaknesses** brain dependency + +### OFFENSE + +**Speed** 10 ft., fly 40 ft. (Su, perfect) +**Melee** bite +15 (1d12+12 P plus brain collector venom) or claw +15 (1d8+12 S) +**Ranged** bite +9 (1d12+12 P plus brain collector venom), 2 claws +9 (1d8+12 S) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** brain collection +**Spells Known** (CL 7th; ranged +13) +3rd (3/day)—_arcing surge_ (DC 20), _ray of exhaustion_ (DC 20) +2nd (6/day)—_caustic conversion_, _hold person_ (DC 19), _invisibility_, _polymorph_ (self only; four predetermined humanoid forms) +1st (at will)—_magic missile_, _unseen servant_ + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +2; **INT** +6; **WIS** +2; **CHA** +2 +**Skills** Acrobatics +2 (+10 to fly), Life Science +21, Mysticism +21, Physical Science +16; see Strange Knowledge +**Languages** Abyssal, Aklo, up to 7 other languages as determined by brain collection; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Brain Collection (Ex)** A brain collector can store up to seven brains of Small or Medium creatures to enhance their knowledge and power, learning a single language known by the former owner of each stored brain. A brain collector can extract a brain from a helpless opponent with a coup de grace action that kills the opponent, or they can extract one as a standard action from a body that has been dead for no longer than 1 minute. +**Brain Dependency (Ex)** A brain collector that has fewer than seven collected brains gains 1 negative level for each missing brain, and a brain collector with no collected brains can’t cast any of their spells. These negative levels never become permanent and can be removed only by adding brains to a brain collector’s collection. The statistics presented here assume a brain collector with a full collection. +**Strange Knowledge (Ex)** A brain collector can access the collective knowledge of their stored brains. If they have at least one brain in their collection, they gain one of the following skills (with 8 ranks) in which the former owner was trained: Bluff +16, Computers +16, Culture +16, Engineering +16, Medicine +16, Piloting +16, Profession +16, or Sense Motive +16. For every three additional brains in their collection, the brain collector gains one additional skill from the list among the skills in which the former owners were trained. + +### BRAIN COLLECTOR VENOM + +**Type** poison (injury); **Save** Fortitude DC 18 +**Track** Strength (special); **Frequency** 1/round for 6 rounds +**Effect** progression track is Healthy—Weakened—Staggered—Immobile +**Cure** 2 consecutive saves + +## DESCRIPTION + +The hideous brain collectors, also known as neh-thalggus, originate from worlds beyond the known galaxy, and they belong to the hostile coalition called the Dominion of the Black. These creatures’ common name stems from their obsession with absorbing the brains of any being they deem inferior—in effect, virtually every other being— not to gain sustenance, but to increase their intellect and power their spells. + +Brain collectors resemble vaguely scorpion-like creatures with lamprey mouths, jagged pincers, and clattering legs studded with twitching eyes. Pulsating, brain-filled blisters line their backs, making these monstrous creatures easily distinguishable from other predators in the Vast. Those who survive encounters with brain collectors describe eerie, whispering thoughts intruding into their minds. These thoughts seem to simultaneously offer salvation and destruction, and some victims report that they couldn’t determine whether the thoughts belonged to the brain collector, the pulsating brain sacs, or their own traumatized imaginations. + +Even after millennia of exposure to Pact Worlds species, brain collectors’ motivations remain murky; it remains unclear whether they act to fulfill the schemes of sinister overlords among the Dominion of the Black or if their hostility stems from an utterly incomprehensible morality, if not outright cruelty. Whatever the case, brain collectors are relentless. Upon landing on a planet in living drop-ships, their vessels rot into useless biological matter as well as metal components the brain collectors use to convert caves and abandoned buildings into unsettling, flesh-walled compounds. From these bases, the brain collectors systematically hunt, kill, and claim the brains of intelligent beings. Once satiated—which can take anywhere from a few days to many years, depending on their needs—the brain collectors rapidly disassemble their fleshy homes, reconstruct their shuttles, and return to their orbiting starships. They then set off for another distant world to repeat the process—or return their cerebral payload to their unknown home worlds. + +Largely solitary, brain collectors hunt alone even when sharing starships and lairs. The greatest emotional bond they form comes through brain-swapping, a grotesque process that allows them to share their victims’ memories. To a brain collector, other creatures simply serve as resources, with no more rights or dignity than their ships’ fuel. Even so, they regularly attract cults dedicated to the Dominion whose members harbor misguided hopes that obeisance might save the cultists’ lives. For the most part, neh-thalggus don’t care for these cults, and the members have no guarantees of safety. + +Yet some brain collectors appear to take pleasure in being worshipped, even if it mostly just makes their jobs easier. A few unsubstantiated reports claim that neh-thalggus who consume the brains of zealous individuals can inadvertently absorb humanoid notions of faith, in turn developing uncharacteristic habits of grandiosity, generosity, or protectiveness. If these anomalies exist, it seems other brain collectors quickly eradicate the heretics. + +Xenoanthropologists’ research suggests that brain collectors’ religion venerates the primordial forces of space and time, potentially serving as the belief that unifies the species and drives their behavior. Others, however, believe that brain collectors simply “practice” religion out of boredom during their long journeys among the stars, and that they take it no more or less seriously than rote mathematics. However, an emerging theory proves among the most concerning: that over the eons they spent accumulating knowledge, brain collectors have discovered some fearful, fundamental truths of the universe—and only faith preserves them from abject terror. Brain collectors are among the most commonly encountered members of the Dominion of the Black, though they rarely interact or cooperate with others from that enigmatic group. However, they practically never enter into direct competition with one another. A common punishment for a scheming or inefficient brain collector involves violently tearing out their brain collection, then abandoning them on a lifeless moon to suffer centuries of stupefaction and powerlessness. According to unconfirmed rumors, brain collectors that excel at their duties undergo transformations to become far more powerful and horrific creatures. + +The average brain collector has a stature about 6 feet tall and 9 feet across; they can weigh over 3,500 pounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Ambassador.md b/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Ambassador.md new file mode 100644 index 0000000..33d8949 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Ambassador.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 6 +Environment: any (Varturan) +hp: 80 +modifier: 2 +name: Brenneri, Brenneri Ambassador +statblock: true +tags: +Type: LN Medium humanoid (brenneri) +--- +# BRENNERI, BRENNERI AMBASSADOR +Brenneris are a mostly peaceful species that hail from Varturan, a planet in Near Space covered in vast waterways. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. + +When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas. + +Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. + +Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. A brenneri’s emotional insight can then kick into overdrive, causing them to decide to pursue a similar experience themselves. It’s not uncommon for a brenneri to meet a spacefarer who’s just returned from an exhilarating adventure and then quickly want to become an adventurer themself. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles. + +Though brenneris’ natural empathy for the emotional journeys of others usually serves them well, it can sometimes bring them into conflict with others. They might, for example, compulsively attempt to intervene as councilor or intermediary in cases where the involved parties aren’t interested in outside interference—and others may find brenneris’ well-meaning attempts to help condescending or intrusive. It’s not uncommon to hear tales about brenneri companions who were “too helpful,” insisting on trying to assist someone in a rough emotional state even after being declined repeatedly. In some circles, this has earned the species a reputation for nosiness, though even then, few would consider a brenneri’s interest malicious. + +## BRENNERI, BRENNERI AMBASSADOR +**Source** _Alien Archive 3 pg. 8_ + +## BRENNERI AMBASSADOR CR 6 + +**XP 2,400** +Brenneri envoy +LN Medium humanoid (brenneri) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 80; **RP** 4 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 + +### OFFENSE + +**Speed** 30 ft., swim 20 ft. +**Melee** medium sap +12 (1d6+7 B nonlethal) +**Ranged** corona laser pistol +14 (2d4+6 F; critical burn 1d4) + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +2; **INT** +3; **WIS** +1; **CHA** +5 +**Skills** Bluff +13, Culture +18, Diplomacy +18, Intimidate +13, Sense Motive +18 +**Languages** Brenneri, Common, Vesk +**Other Abilities** envoy improvisations (clever improvisations, inspiring boost \[17 SP\], long-range improvisation) +**Gear** elite stationwear, corona laser pistol with 2 batteries (20 charges each), medium sap + +### ECOLOGY + +**Environment** any (Varturan) +**Organization** solitary, pair, or assembly (12+) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Brenneri (Creature Subtype) Graft Template +\- Brenneri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Sage.md b/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Sage.md new file mode 100644 index 0000000..d69b585 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Brenneri, Brenneri Sage.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 3 +Environment: any (Varturan) +hp: 32 +modifier: 1 +name: Brenneri, Brenneri Sage +statblock: true +tags: +Type: N Medium humanoid (brenneri) +--- +# BRENNERI, BRENNERI SAGE +Brenneris are a mostly peaceful species that hail from Varturan, a planet in Near Space covered in vast waterways. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. + +When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas. + +Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. + +Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. A brenneri’s emotional insight can then kick into overdrive, causing them to decide to pursue a similar experience themselves. It’s not uncommon for a brenneri to meet a spacefarer who’s just returned from an exhilarating adventure and then quickly want to become an adventurer themself. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles. + +Though brenneris’ natural empathy for the emotional journeys of others usually serves them well, it can sometimes bring them into conflict with others. They might, for example, compulsively attempt to intervene as councilor or intermediary in cases where the involved parties aren’t interested in outside interference—and others may find brenneris’ well-meaning attempts to help condescending or intrusive. It’s not uncommon to hear tales about brenneri companions who were “too helpful,” insisting on trying to assist someone in a rough emotional state even after being declined repeatedly. In some circles, this has earned the species a reputation for nosiness, though even then, few would consider a brenneri’s interest malicious. + +**Source** _Alien Archive 3 pg. 8_ + +## BRENNERI SAGE CR 3 + +**XP 800** +Brenneri mystic +N Medium humanoid (brenneri) +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 32 +**EAC** 13; **KAC** 14 +**Fort** +4; **Ref** +2; **Will** +6 + +### OFFENSE + +**Speed** 30 ft., swim 20 ft. +**Melee** tactical baton +5 (1d4+4 B) +**Ranged** azimuth laser pistol +7 (1d4+3 F; critical burn 1d4) +**Mystic Spell-Like Abilities** (CL 3rd) +At will—_mindlink_ +**Mystic Spells Known** (CL 3rd) +1st (3/day)— _detect thoughts_ (DC 16), _mind thrust_ (DC 16) +0 (at will)—_daze_ (DC 15), _telepathic message_ +**Connection** empath + +### STATISTICS + +**STR** +1; **DEX** +1; **CON** +2; **INT** +0; **WIS** +4; **CHA** +1 +**Skills** Diplomacy +8, Mysticism +13, Sense Motive +13 +**Languages** Brenneri, Common +**Other Abilities** empathy, greater mindlink +**Gear** graphite carbon skin, azimuth laser pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Varturan) +**Organization** solitary, pair, or ring (3–8) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Brenneri (Creature Subtype) Graft Template +\- Brenneri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Bryrvath.md b/Compendium/SF1E/Bestiary/Alien Codex/Bryrvath.md new file mode 100644 index 0000000..5c461b4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Bryrvath.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 15 +Environment: any (Aucturn) +hp: 233 +modifier: 9 +name: Bryrvath +statblock: true +tags: +Type: CE Medium aberration (chaotic, evil) +--- +# BRYRVATH +## BRYRVATH CR 15 + +**XP 51,200** +CE Medium aberration (chaotic, evil) +**Init** +9; **Senses** darkvision 60 ft., low-light vision; **Perception** +26 +**Aura** impossible aura (15 ft., DC 23) + +### DEFENSE + +**HP** 233 +**EAC** 28; **KAC** 29 +**Fort** +13; **Ref** +13; **Will** +20 +**Resistances** electricity 15, fire 15; **SR** 26 +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 40 ft. +**Melee** claw +22 (5d8+22 S) +**Ranged** ray of light +24 (4d6+15 F) +**Offensive Abilities** spectrend +**Spell-Like Abilities** (CL 15th) +1/day—_dominate person_ (DC 25), _mislead_ (DC 25) +3/day—_confusion_ (DC 24), _greater invisibility_, _mind probe_ (DC 24), _mind thrust_ (4th-level, DC 24) +At will—_arcane sight_, _clairaudience/clairvoyance_ + +### STATISTICS + +**STR** +7; **DEX** +5; **CON** +5; **INT** +9; **WIS** +5; **CHA** +5 +**Skills** Intimidate +26, Mysticism +31, Stealth +31 +**Languages** Aklo, Common; telepathy 100 feet +**Other Abilities** light absorption + +### ECOLOGY + +**Environment** any (Aucturn) +**Organization** solitary, pair, or canvas (3-7) + +### SPECIAL ABILITIES + +**Impossible Aura (Su)** Once per hour as a swift action, a bryrvath can emit an aura of colors that could not possibly exist; these inconceivable hues ravage the sanity of any creature that stands within them. This aura has a range of 15 feet and lasts for 5 rounds. A creature that begins its turn within or enters the aura must attempt a DC 23 Will saving throw. On a failure, the creature takes 1d4 Intelligence and Wisdom damage; a success means the creature takes 2d6 damage and is sickened until the beginning of its next turn. This is a mind-affecting, sense-dependent effect. + +**Light Absorption (Su)** When a bryrvath is within 10 feet of any light source, it can absorb a portion of the light into its body as a move action. The bryrvath attempts a caster level check (DC = 11 + the item level if the source is an item, or the spell’s caster level if the light comes from a spell); on a success, the light emitted from the target source is lowered by one step for 1 hour and the bryrvath regains 5 Hit Points. + +**Ray of Light (Su)** As an attack, a bryrvath can unleash a focused ray of light that can burn a target like the beam of a powerful laser rifle. This ray has a range increment of 120 feet, but it doesn’t function in areas of bright light. + +**Spectrend (Su)** In an area illuminated by dim light or brighter, a bryrvath can slash its claws through the air in a square adjacent to it, rending the spectrum into tatters. This produces a stationary anomaly of twisting and roiling, half-seen, non-Euclidean shapes that persists for 1d4 rounds. A creature that can see this anomaly at the start of its turn can attempt a DC 23 Will saving throw. If it fails, it is confused for 1 round; if it succeeds, it is instead dazzled for 1 round. This is a mind-affecting, sense-dependent effect. + +## DESCRIPTION + +For many creatures, light is a source of hope and healing, often associated with benevolent gods and their servants. For others, light is an abhorrence to be shunned at all costs, as it causes disorientation and pain, if not complete extermination, upon exposure. For adventurers, light can be an invaluable resource, guiding them through uncharted territory or acting as a beacon to draw them home after they have become lost in the darkness of space. + +For bryrvaths, light is a plaything that they twist into an impossible spectrum. Dwelling primarily on the foreboding planet of Aucturn, bryrvaths are a bane to creatures that use light for survival. A bryrvath appears to feed upon any source of light it can find, regardless of whether the light is natural, technological, or magical in origin. It can absorb light in its immediate vicinity, using the waves and packets of photons to nourish itself. Speculation endlessly spins around whether a bryrvath actually consumes light out of hunger or whether it seeks to snuff out light as a source of perverse pleasure. The truth may be utterly alien to any sane mind. + +A bryrvath is difficult to describe because of the way its body interacts with light and darkness. Those who have seen a bryrvath and survived provide conflicting accounts of the creature. Cobbled together, these many tales tell of a multilimbed humanoid (some say two limbs, some say eight, while others say an infinite number) whose head is constantly masked by swirling shadows. At least one pair of its limbs ends in obsidian claws. Its body has several lipless gashes that open to draw in light. A bryrvath appears to have no actual skeletal structure, moving like rubber— sometimes upright, sometimes on all its limbs, and other times tumbling and clambering about in chaotic locomotion. Whenever it moves, its body seems somehow out of joint with itself: its limbs may appear detached in one moment, and then in the next, its entire torso may seem to split at an impossible angle, as if viewed through a pane of cracked glass, never quite aligning in a way that makes sense. + +In the act of feeding, a bryrvath emanates a distorted aura of colors that can’t possibly exist in this multiverse; some who see this display have horrific dreams for the rest of their lives, envisioning alien cities or whole planets baking beneath a sun that blazes with hues no eye has ever seen. Oddly, such victims also display a tendency toward a mental condition that prevents them from properly recognizing color, rendering them fully color-blind. + +Many occult scholars posit that what can be seen of a bryrvath’s form is only a fraction of its true self and that it exists simultaneously in several other dimensions. This theory goes on to explain that a bryrvath’s impossible aura is but a glimpse of the aberration’s other facets (hence the strange, mind-bending colors). The academics who put forth this hypothesis have yet to present any kind of proof, though they work tirelessly to fabricate the necessary detection equipment to prove or disprove the theory. This has given rise to an obscure branch of study called esoteric optics that blends the physics of light with various arcane rituals. Though not many in the Pact Worlds have heard of this field, it occasionally appears in news vidfeeds, such as when an expert is committed to a psychiatric hospital after splashing acid in his eyes and raving about “the impending refraction.” + +While bryrvaths are very intelligent, they don’t appear to have an advanced society of any kind. They occasionally gather in small groups for unknown reasons, usually near a source of bright light, much in the way certain animals congregate around a watering hole. Also, despite their intelligence, bryrvaths have very little use for tools, as their unusual feeding needs don’t require them; they instead rely on their spell-like abilities and natural weapons to defend themselves. + +The average bryrvath is 6 feet tall when standing upright and weighs approximately 250 pounds. While often found in areas that are primarily covered in darkness—presumably to plunge those who carry artificial light sources into terrible inky blackness—a bryrvath shows no fear of natural light, though it tends not to linger in areas exposed to it. + +## AURA GOGGLES + +Physicists from AbadarCorp who specialize in esoteric optics risk their lives and their sanity studying the bryrvath’s predilection for absorbing and ingesting light, hoping to find some way to recreate the effect (an ability that would undoubtedly be very useful to stealthy infiltrators and snipers). While they were unsuccessful, they did develop goggles that mitigate the effects of the bryrvath’s impossible aura as well as other sight-based attacks. This eyewear—dubbed _aura goggles_—also allows the wearer to see sources of magic. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Calecor.md b/Compendium/SF1E/Bestiary/Alien Codex/Calecor.md new file mode 100644 index 0000000..cd83020 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Calecor.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 17 +Environment: any +hp: 300 +modifier: 5 +name: Calecor +statblock: true +tags: +Type: CN Large fey +--- +# CALECOR +## CALECOR CR 17 + +**XP 102,400** +CN Large fey +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +29 + +### DEFENSE + +**HP** 300; **RP** 6 +**EAC** 30; **KAC** 31 +**Fort** +17; **Ref** +17; **Will** +20 +**Defensive Abilities** void adaptation; **Immunities** mind-affecting effects, paralysis, poison, polymorph, radiation, sleep, stunning + +### OFFENSE + +**Speed** 60 ft., fly 120 ft. (Su, perfect) +**Melee** slam +25 (8d6+21 B plus ruined mind) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** ruined mind, sympathetic ruin +**Spell-Like Abilities** (CL 17th; ranged +27) +1/week—_interplanetary teleport_, _plane shift_, _terraform_ (for 6 RP) +1/day—_control gravity_ (DC 26), _disintegrate_ (DC 26) +3/day—_crush skull_ (DC 25), _feeblemind_ (DC 25), _holographic terrain_ (DC 25), _mystic cure_ (5th level) +At will—_corrosive haze_ (DC 24), _remove radiation_ + +### STATISTICS + +**STR** +4; **DEX** +5; **CON** +4; **INT** +2; **WIS** +8; **CHA** +11 +**Skills** Acrobatics +29 (+37 to fly), Life Science +34, Survival +34 +**Languages** truespeech +**Other Abilities** planetary bond + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Planetary Bond (Su)** A calecor is bonded to a planet devastated by cataclysm. The creature is dimly aware of everything happening on that world. However, this deluge of information is difficult for it to process. The calecor has a 33% chance to become aware of anything occurring on the planet that might affect the fey, its goals, or the world itself. Once aware of an event, the calecor can take a full action to observe that occurrence as if using _clairaudience/clairvoyance_, but without any restrictions on range and duration. This ability functions even when the calecor is not on the bonded planet, and the entire planet is considered to be familiar to the calecor. + +**Ruined Mind (Su)** A calecor’s traumatized and divided mind makes the fey dangerous to interact with on a mental level. Any creature that touches a calecor (or is touched by one), uses mind-affecting or mind-reading magic on the fey, or attempts to communicate with it telepathically must attempt a DC 24 Will save. On a failure, the creature takes 4d10 damage and becomes confused for 1 round. The calecor can suppress this ability at will. This is a mind-affecting effect. + +**Sympathetic Ruin (Su)** As a standard action, the calecor can project the mental torment of its ruined mind into the mind of a creature within 250 feet. If the target fails the save against ruined mined, it suffers the effects of that ability. + +## DESCRIPTION + +When a world suffers a global calamity—a tremendous loss of resident life-forms due to asteroid impact, rapid climate change, war, or other apocalyptic scenario—the ramifications can ripple far beyond that planet. In some cases, as the torrent of souls leaves the planet, bound for Pharasma’s Boneyard, some of the life energy from dying fey creatures and nonsentient organisms ripples back to the First World, tearing a hole in the fabric of the Material Plane. The essence of the First World surrounds and contains this blast of anguished energy, waves of planar force wrapping around it like an oyster making a pearl, until the two elements combine and solidify into a new entity, a calecor. + +A calecor is the fey embodiment of the planetary disaster that birthed it—nature’s violent reaction to the cycle of birth, growth, evolution, and death being catastrophically and irreparably interrupted. Biologists and mystics are unsure why some disasters result in the creation of a calecor while others do not. After all, most planets suffer events that were disastrous for some and beneficial for others, and evolution itself kills off existing species through natural processes, such as when newly evolved trees absorb enough carbon dioxide from an atmosphere to cause global cooling. To date, the best theory is that the dying fey associated with a world’s biome have an innate sense of a planet’s natural order, a sort of racial memory for the planet as a whole. Therefore, only extinctions that this aggregate fey consciousness deems the work of outside actors trigger enough resentment to coalesce into a calecor. + +Calecors not only take forms suiting their planet’s primary environments, but also have sphinx-like shapes, with the body of a hunting cat and great wings of overlapping leaves. A calecor’s body is formed not of flesh, but rather vines that wrap and twist around pieces of broken stone, such as rubble from a native civilization destroyed by the calamity. Instead of a head, the vines of the creature’s neck writhe up and cradle a holographic globe split down the middle into two pieces: a perfect, real-time representation of the calecor’s bonded world. A calecor is 10 feet tall and can weigh more than 6 tons. + +Always encountered singly, calecors have little culture and might not even be aware of the existence of other calecors. As soon as a calecor emerges into consciousness, its first action is to leave the First World and travel back through the planar breach to the world whose death spawned it. Once there, it does everything in its power to undo the damage and reset the ecosystem to a stable state, magically tearing down the structures of those it deems responsible for the tragedy and terraforming regions too blasted to support life. So deep is the calecor’s bond to its planet that it instinctively knows everything happening on or within it, and it is able to see and hear events on the other side of the world just by thinking about it. + +Instinctively able to speak any language, a calecor’s mind is nevertheless as broken as the globe that forms its head, its mind split between painful visions of the past and the overwhelming desire to heal and nurture. Those who attempt to make psychic contact with the creatures report a devastating, disorienting whirlwind of different thoughts—the death cries of a billion organisms—and such contact can seriously harm those who lack superior mental fortitude. + +Although not inherently bellicose, and in fact gentle toward organisms it deems in need of recovery or repopulation, a calecor has no patience for those who would despoil its world or oppose its mission. In such situations, interlopers might be warned off with painful visions of the terrifying apocalypse that led to the calecor’s birth. If that tactic doesn’t work, a calecor shifts gravity to keep foes off-kilter while it picks them off, breaking minds and disintegrating bodies until the threat is neutralized. Those who can convince the calecor that their goals align, however, might find themselves with the most powerful ally on the planet. + +## CALECOR SKULL-GLOBE + +When a calecor dies, whether as a result of violence or its world being either repaired to the calecor’s satisfaction or devastated beyond hope, the illusory halves of the planet that serve as the creature’s head fuse and become a mysterious crystalline globe. A calecor skull-globe retains part of the calecor’s magical bond to its planet, making this magic accessible to anyone who touches the globe. The globe shatters if the planet to which it is bonded is destroyed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel, Ichor Wheel.md b/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel, Ichor Wheel.md new file mode 100644 index 0000000..9eaafa8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel, Ichor Wheel.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 14 +Environment: any land +hp: 250 +modifier: 8 +name: Carrion Wheel, Ichor Wheel +statblock: true +tags: +Type: N Medium aberration +--- +# CARRION WHEEL, ICHOR WHEEL + +Carrion wheels are furiously writhing masses of tentacles, most often seen rolling in ravenous packs across Aucturn’s deserts. These bizarre creatures resemble tumbleweeds at a distance, but their fleshy, pulsating bodies covered in beady black eyes become more apparent up close. They move across land on tentacles that they also use to capture prey— even the slightest touch inflicts a supernatural swelling as carrion wheels can begin digesting their victims even before transferring the flesh into their toothy maws. + +Carrion wheels earn their names for their unusual locomotion: rather than walking on their tentacles, which leaves them vulnerable to faster predators, they wind their tentacles into a wheel shape and roll across the terrain. Their meandering paths leave angry sores on Aucturn’s landscape, but traveling over rough terrain often tears them up, covering carrion wheels in blood and scars that hardly seem to bother the creatures. During Aucturn’s storms, carrion wheels roll with the winds, often gathering into groups of a hundred or more that barrel across the land. Where they find prey, they unravel and feast before embarking once more. For this reason, smaller settlements on Aucturn often include angled berms or concave walls that deflect incoming carrion wheels. + +When not on the move, carrion wheels bury themselves so that only their tentacles remain aboveground, resembling desert brush. Unless starving (or if the winds blow just right), the creatures survive as ambush predators, snatching any suitable meals that approach within striking range of their hiding spots. Although fairly unintelligent, carrion wheels can capably mimic a variety of flora by posing, flattening, and wafting their tentacles. + +Thanks to the creatures’ hostility (and Aucturn’s inhospitable conditions), studying carrion wheels poses a challenge. The greatest mystery pertains to their reproduction, as they’ve never been observed mating. In a few confirmed cases, injured carrion wheels have split apart and survived as separate organisms, yet on Aucturn this method seems an anomaly rather than the norm. Instead, the creatures somehow seed the landscape to trigger mass birthing events on Aucturn in which hundreds of fluid-filled pustules appear on the landscape overnight. Over the course of three days, these blisters balloon from apple-sized welts to throbbing, cow-sized cysts. On the fourth day, they burst in foul geysers, and each release an adolescent carrion wheel that swiftly whirls away in search of prey. In addition to releasing young aberrations, these ruptured boils leave behind strange tunnel networks, suggesting the carrion wheels might even originate belowground and only emerge above at a later life stage. However, the few attempts to explore these fetid tunnels have ended in tragedy. Instead, most explorers are content to listen at the tunnel entrances, from which messages in Aklo and unidentifiable languages periodically waft. These bizarre phenomena don’t hold for carrion wheels on other planets, where the creatures seem to reproduce only by fission. Carrion wheels prove most dangerous after they travel through the black, psychotropic ichor that runs through Aucturn’s throbbing veins. Rarely, one of the creatures develops a taste for the substance, after feeding on the ichor directly from the planet or feeding on an orocoran fat on the fluid. The ichor makes carrion wheels especially powerful, cunning, and aggressive. These so-called “ichor wheels” forgo burrowing for a more mobile lifestyle. As they feast, ichor wheels seem to enjoy collecting souvenirs (sometimes valuable treasures, but more often leftover bones and viscera) that they adhere to their bodies in a macabre expression of individuality. What they can’t carry, they arrange into artfully gruesome monuments. + +Carrion wheels are native to Aucturn, but are occasionally found on other worlds. Rare specimens crop up on a variety of planets, thriving in colder, drier environments. It remains unclear how the creatures spread, though the leading theory proposes that biological matter from Aucturn can spontaneously develop into carrion wheels if visiting starships fail to properly sterilize. Any number of factors could contribute to their spread, which drives researchers to subdue and collect rogue carrion wheels across the galaxy in search of answers. + +**Source** _Alien Archive 4 pg. 18_ + +## ICHOR WHEEL CR 14 +**XP 38,400** +N Medium aberration +**Init** +8; **Senses** darkvision (60 ft.); **Perception** +28 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +16; **Will** +14 +**Defensive Abilities** reflexive rash, unflankable; **Resistances** acid 15 + +### OFFENSE + +**Speed** 50 ft. +**Melee** tentacles +27 (4d6+20 B plus inflame) +**Multiattack** 4 tentacles +21 (4d6+20 B plus inflame) +**Space** 5 ft.; **Reach** 10 ft. +**Offensive Abilities** ambush, inflame, nauseating display + +### STATISTICS + +**STR** +6; **DEX** +8; **CON** +4; **INT** -3; **WIS** +0; **CHA** -3 +**Skills** Acrobatics +23, Stealth +23, Survival +15 +**Languages** Aklo (can’t speak); limited telepathy + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or plague (3–15) + +### SPECIAL ABILITIES + +**Ambush (Ex)** A carrion wheel can adeptly ambush its prey while concealed. A carrion wheel that can act during a surprise round can take its full round of actions. It gains a +2 bonus to any attacks it makes during a surprise round. +**Inflame (Su)** Toxic enzymes on the carrion wheel’s tentacles cause targets’ skin to erupt in painful rashes and excruciating, acid-filled boils. A creature hit by a carrion wheel’s tentacle attack is sickened for 1 round and develops boils (Fortitude DC 20 negates both effects). The next time the creature takes bludgeoning, piercing, or slashing damage, the boils explode violently, dealing 2d8 acid damage to the target (no save) and 8d8 acid damage to each creature within 5 feet of the target (Reflex DC 20 for half). If not ruptured, the boils fade naturally after 10 minutes, and they can be removed magically with lesser remove condition. This ability is a disease effect. +**Nauseating Display (Ex)** As a swift action, the ichor wheel quickly expels and reabsorbs parts of its internal organs in an attempt to disgust observers. Creatures within 30 feet become sickened for 2d6 rounds (Will DC 20 negates). Once a creature has been exposed to an ichor wheel’s display, it can’t be affected by the same ichor wheel’s display for 24 hours. This is a sense-dependent effect. +**Reflexive Rash (Su)** A creature that briefly touches a carrion wheel (such as with an unarmed attack or most combat maneuvers) is exposed to the carrion wheel’s inflame ability (Reflex DC 20 negates). Actions that involve longer contact, such as grapple combat maneuvers, automatically expose the creature to the inflame ability with no Reflex save. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel.md b/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel.md new file mode 100644 index 0000000..a8f3f37 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Carrion Wheel.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 6 +Environment: any land +hp: 90 +modifier: 5 +name: Carrion Wheel +statblock: true +tags: +Type: NE Medium aberration +--- +# CARRION WHEEL +Carrion wheels are furiously writhing masses of tentacles, most often seen rolling in ravenous packs across Aucturn’s deserts. These bizarre creatures resemble tumbleweeds at a distance, but their fleshy, pulsating bodies covered in beady black eyes become more apparent up close. They move across land on tentacles that they also use to capture prey— even the slightest touch inflicts a supernatural swelling as carrion wheels can begin digesting their victims even before transferring the flesh into their toothy maws. + +Carrion wheels earn their names for their unusual locomotion: rather than walking on their tentacles, which leaves them vulnerable to faster predators, they wind their tentacles into a wheel shape and roll across the terrain. Their meandering paths leave angry sores on Aucturn’s landscape, but traveling over rough terrain often tears them up, covering carrion wheels in blood and scars that hardly seem to bother the creatures. During Aucturn’s storms, carrion wheels roll with the winds, often gathering into groups of a hundred or more that barrel across the land. Where they find prey, they unravel and feast before embarking once more. For this reason, smaller settlements on Aucturn often include angled berms or concave walls that deflect incoming carrion wheels. + +When not on the move, carrion wheels bury themselves so that only their tentacles remain aboveground, resembling desert brush. Unless starving (or if the winds blow just right), the creatures survive as ambush predators, snatching any suitable meals that approach within striking range of their hiding spots. Although fairly unintelligent, carrion wheels can capably mimic a variety of flora by posing, flattening, and wafting their tentacles. + +Thanks to the creatures’ hostility (and Aucturn’s inhospitable conditions), studying carrion wheels poses a challenge. The greatest mystery pertains to their reproduction, as they’ve never been observed mating. In a few confirmed cases, injured carrion wheels have split apart and survived as separate organisms, yet on Aucturn this method seems an anomaly rather than the norm. Instead, the creatures somehow seed the landscape to trigger mass birthing events on Aucturn in which hundreds of fluid-filled pustules appear on the landscape overnight. Over the course of three days, these blisters balloon from apple-sized welts to throbbing, cow-sized cysts. On the fourth day, they burst in foul geysers, and each release an adolescent carrion wheel that swiftly whirls away in search of prey. In addition to releasing young aberrations, these ruptured boils leave behind strange tunnel networks, suggesting the carrion wheels might even originate belowground and only emerge above at a later life stage. However, the few attempts to explore these fetid tunnels have ended in tragedy. Instead, most explorers are content to listen at the tunnel entrances, from which messages in Aklo and unidentifiable languages periodically waft. These bizarre phenomena don’t hold for carrion wheels on other planets, where the creatures seem to reproduce only by fission. Carrion wheels prove most dangerous after they travel through the black, psychotropic ichor that runs through Aucturn’s throbbing veins. Rarely, one of the creatures develops a taste for the substance, after feeding on the ichor directly from the planet or feeding on an orocoran fat on the fluid. The ichor makes carrion wheels especially powerful, cunning, and aggressive. These so-called “ichor wheels” forgo burrowing for a more mobile lifestyle. As they feast, ichor wheels seem to enjoy collecting souvenirs (sometimes valuable treasures, but more often leftover bones and viscera) that they adhere to their bodies in a macabre expression of individuality. What they can’t carry, they arrange into artfully gruesome monuments. + +Carrion wheels are native to Aucturn, but are occasionally found on other worlds. Rare specimens crop up on a variety of planets, thriving in colder, drier environments. It remains unclear how the creatures spread, though the leading theory proposes that biological matter from Aucturn can spontaneously develop into carrion wheels if visiting starships fail to properly sterilize. Any number of factors could contribute to their spread, which drives researchers to subdue and collect rogue carrion wheels across the galaxy in search of answers. + +**Source** _Alien Archive 4 pg. 18_ + +## CARRION WHEEL CR 6 + +**XP 2,400** +NE Medium aberration +**Init** +5; **Senses** darkvision (60 ft.); **Perception** +18 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +10; **Will** +6 +**Defensive Abilities** reflexive rash, unflankable; **Resistances** acid 10 + +### OFFENSE + +**Speed** 40 ft., burrow 10 ft. +**Melee** tentacles +16 (1d8+8 B plus inflame) +**Offensive Abilities** ambush, inflame + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +3; **INT** -4; **WIS** +0; **CHA** -1 +**Skills** Acrobatics +13, Stealth +18, Survival +13 +**Languages** Aklo (can’t speak) + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or plague (3–15) + +### SPECIAL ABILITIES + +**Ambush (Ex)** A carrion wheel can adeptly ambush its prey while concealed. A carrion wheel that can act during a surprise round can take its full round of actions. It gains a +2 bonus to any attacks it makes during a surprise round. +**Inflame (Su)** Toxic enzymes on the carrion wheel’s tentacles cause targets’ skin to erupt in painful rashes and excruciating, acid-filled boils. A creature hit by a carrion wheel’s tentacle attack is sickened for 1 round and develops boils (Fortitude DC 14 negates both effects). The next time the creature takes bludgeoning, piercing, or slashing damage, the boils explode violently, dealing 2d8 acid damage to the target (no save) and 2d8 acid damage to each creature within 5 feet of the target (Reflex DC 14 for half). If not ruptured, the boils fade naturally after 10 minutes, and they can be removed magically with lesser remove condition. This ability is a disease effect. +**Reflexive Rash (Su)** A creature that briefly touches a carrion wheel (such as with an unarmed attack or most combat maneuvers) is exposed to the carrion wheel’s inflame ability (Reflex DC 14 negates). Actions that involve longer contact, such as grapple combat maneuvers, automatically expose the creature to the inflame ability with no Reflex save. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Caypin.md b/Compendium/SF1E/Bestiary/Alien Codex/Caypin.md new file mode 100644 index 0000000..f64f598 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Caypin.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 6 +Environment: any swamp +hp: 90 +modifier: 2 +name: Caypin +statblock: true +tags: +Type: N Large magical beast (aquatic) +--- +# CAYPIN + + +## CAYPIN CR 6 + +**XP 2,400** +N Large magical beast (aquatic) +**Init** +2; **Senses** darkvision 60 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +10; **Ref** +10; **Will** +5 + +### OFFENSE + +**Speed** 40 ft., swim 30 ft. +**Melee** bite +14 (3d4+13 P) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** feeding appendages + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +3; **INT** -4; **WIS** -1; **CHA** -1 +**Skills** Acrobatics +13, Athletics +13 (+21 when swimming), Stealth +18 +**Other Abilities** amphibious + +### ECOLOGY + +**Environment** any swamp +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Feeding Appendages (Ex)** Instead of a lower jaw, a caypin has a mass of writhing eyestalks that grant the creature sight and also chew its food with tiny, lamprey-like mouths. As a move action, a caypin can detach these appendages (or reattach any adjacent appendages), which are capable of ambulating on their own and transmitting visual data back to the caypin. An appendage that moves farther than 100 feet from the caypin’s body immediately dies. + +While caypin appendages are harmless individually, they become more formidable in groups. A caypin has enough appendages to form up to two such groups at once. While detached, the appendages share a single set of actions with the caypin and act on the caypin’s initiative count. Each group of appendages has the aquatic subtype and is amphibious as per the universal creature rule; darkvision to a range of 60 feet and low-light vision; 18 Hit Points; and a base speed of 20 feet and a swim speed of 15 feet. A group of appendages takes up 5 feet of space and has a 5-foot reach. When applicable, a group of appendages uses the caypin’s Armor Class, saving throw bonuses, skill check bonuses, and other qualities. + +As a standard action, a group of appendages can enter an adjacent creature’s square without provoking an attack of opportunity from that creature. When in another creature’s square, the appendages can attack that creature as a swift action (using the caypin’s bite attack bonus and damage). Multiple groups of caypin feeding appendages cannot share a space with the same creature at once. Other than this ability to swarm an opponent, a group of appendages cannot attack. + +If all of a caypin’s appendages are detached, the creature can see only what its detached appendages see. If all of a caypin’s appendages are destroyed but the caypin still lives, the creature has the blinded condition for 3 days, after which it grows new appendages that function as normal. + +## DESCRIPTION + +Caypins are some of the most insidious creatures to inhabit the galaxy’s marshes. Although they are hulking beasts, their physiques somewhere between those of wolves and crocodiles, they’re best known for the strange, detachable tentacles that contain both their eyes and their mouths. These eyestalks are able to wriggle like eels both on land and in water, and they can travel up to 100 feet from their “host,” allowing the caypin to both hunt and keep eyes on its territory—literally— while still lurking safely out of sight, often underwater. While the tentacles are capable of transmitting information back to their caypin via poorly understood psychic phenomena, the tentacles are relatively weak on their own and generally return to their host or gather together in groups before engaging with prey or intruders. In marshy areas where caypins are known to hunt, only the foolish wade into water without first checking to make sure that no fat, vermian tentacles with tiny mouths lurk nearby. + +Caypins live on multiple planets throughout the galaxy and are most plentiful on worlds that support extensive swamps or marshes full of meaty prey. Contrary to most people’s assumptions, caypins are not naturally evil—their limited intellects are incapable of truly understanding moral questions at all—but they are apex predators singularly driven by an insatiable hunger for huge amounts of raw meat. Caypins tend to eat half of their body weight in meat every few days, chewing away at the corpses of prey with their dozens of tiny mouths, and more than a few planets have seen native populations of slow-moving mammals, flightless birds, or languid amphibians go extinct due to caypins’ voracious hunting patterns. Likely for this reason, caypins typically live and hunt alone, although occasionally a mated pair shares a single swamp that both use as a killing field. Caypins typically live several hundred years or longer. However, caypins that cannot regularly feed fall into torpor, sometimes sleeping for years at a time in the muck of a river bottom before awakening with a driving hunger. + +Caypin biology is as fascinating as it is terrifying, as scholars from both universities and private industry have all so far failed to identify the mechanism by which its detachable appendages communicate with the main body. The wolf-shaped body of a caypin has no eyes or mouth of its own—rather, it sees and eats only via the contributions of dozens of thick, stalk-like appendages that hang from a jawlike protrusion on the front of their skulls. Each appendage bears a bloodshot eyeball looming over a tiny mouth with multiple rows of razor-sharp teeth. While their stalks are attached to their jaws, caypins feed normally, with the tiny mouth-tentacles passing along nutrients through a receptive socket in the jaw. Yet these tentacles can also detach and hunt independently, swarming over unwitting creatures, stripping the victims of meat, and carrying the masticated nourishment back to the caypin’s body. Once reattached, these appendages inject the meat into the feeding sockets to be digested as normal. Caypins can drink without the aid of their feeding appendages, ingesting water directly through the tentacles’ attachment sockets. Lacking digestive organs of their own, these tentacles are reliant on the main body to refresh the nutrients in their blood. Whether this strange system is the result of two symbiotic creatures having evolved to rely on each other or a single creature evolving a curious trait remains anyone’s guess. While many biologists believe the caypin’s control of its tentacles is the result of some unknown (and so far untraceable) form of psychic magic, others posit that the caypin’s nervous system relies on quantum entanglement, thus removing any need for physical connection. Either way, many corporations would love to uncover the secret of the caypin’s instantaneous, untraceable communication. + +Occasionally, a caypin’s stalks are destroyed during a difficult hunt. In these cases, the caypin is blind and cannot eat for 3 days while its appendages regrow. A caypin that has lost its feeding appendages typically hides and avoids interacting with other living beings, but if startled or cornered, it may go into a frenzy, attacking anything near it, though its blindness makes it a much less formidable opponent than it would be normally. + +Most xenobiologists consider caypins an invasive species that likely originated somewhere in the Veskarium, given the reptilian people’s admiration for the beasts. Some powerful vesk have managed to train caypins and keep them as pets, and have been known to intentionally import them to worlds they conquer. However, given caypins’ prevalence on planets that have had no known contact with the vesk, it’s likely that caypins or variations thereof evolved along parallel routes on several worlds. Caypins’ superficial biology supports this theory—caypins on different worlds often have somewhat divergent physiologies, and caypins with dramatically different abilities likely await discovery. + +A typical caypin is 14 feet long and weighs 1,500 pounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cephalume.md b/Compendium/SF1E/Bestiary/Alien Codex/Cephalume.md new file mode 100644 index 0000000..b31383e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cephalume.md @@ -0,0 +1,81 @@ +--- +aliases: +cr: 2 +Environment: any (Luminar) +hp: 25 +modifier: 2 +name: Cephalume +statblock: true +tags: +Type: NG Medium aberration (plantlike) +--- +# CEPHALUME + +## CEPHALUME CR 2 + +**XP 600** +NG Medium aberration (plantlike) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +12 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +3; +2 vs. mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning +**Defensive Abilities** depth inured; **Resistances** cold 5 + +### OFFENSE + +**Speed** 10 ft., swim 30 ft. +**Melee** tactical dueling sword +10 (1d6+6 S) +**Ranged** static arc pistol +7 (1d6+2 E; critical arc 2) +**Space** 5 ft.; **Reach** 10 ft. +**Offensive Abilities** beguiling glow (DC 11) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +0; **INT** +1; **WIS** +1; **CHA** +0 +**Skills** Athletics +7 (+15 to swim), Mysticism +7, Stealth +7 (+11 with bioluminescence suppressed) +**Languages** Common, Lumos +**Other Abilities** bioluminescence, no breath, plantlike, symbiote adaption (tentacle krikik) +**Gear** second skin, static arc pistol with 2 batteries (20 charges each), tactical dueling sword + +### ECOLOGY + +**Environment** any (Luminar) +**Organization** solitary, pair, or shade (3–7) + +### SPECIAL ABILITIES + +**Beguiling Glow (Ex)** As a standard action (as long as their bioluminescence isn’t suppressed), a cephalume can create flickering patterns in the light emanating from their skin. Each sighted creature within 20 feet must succeed at a DC 13 Will saving throw or be fascinated for as long as the cephalume continues this presentation (a standard action each round). Creature that understand Lumos are unaffected. This is a sense-dependent effect. + +**Bioluminescence (Ex)** A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume can suppress or reactivate this light as a move action, and they receive a +4 racial bonus to Stealth checks when their light is suppressed. A cephalume also uses this light to communicate with others. + +**Depth Inured (Ex)** A cephalume is immune to the dangers of extreme depths. + +**Symbiote Adaption (Ex)** Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race. Most cephalumes have one of the following krikik symbiotes. + +_Airjet Krikik:_ An air bladder in the krikik increases the cephalume’s land and swim speeds by 10 feet. Once per day as a swift action, the cephalume can double their movement speed for that round. + +_Electrostatic Krikik:_ The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit. + +_Sharprock Krikik:_ The krikik’s hard crust grants the cephalume a +1 racial bonus to AC. + +_Siltsight Krikik:_ The krikik has heat-sensitive eyes that allow the cephalume to double the range of their darkvision and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects. + +_Tentacle Krikik:_ The krikik has a prehensile tentacle that increases the cephalume’s natural reach by 5 feet. + +## DESCRIPTION + +Cephalumes are native to the Near Space planet Luminar, a gas giant with a thick outer atmosphere of hydrogen and helium and a dense, high-pressure ocean of liquid methane with a frozen icy floor. Cephalumes predominantly live in the middle strata of these methane seas, a lightless expanse with no discernible ground or sky. Cephalumes have cephalopod-like bodies with a prominent head and a large single foot. Their skin is naturally bioluminescent, and cephalumes flicker this light to communicate in Lumos, a visual language comprised of sequential, carefully timed blinks. As a result, most cephalume clothing and armor incorporate transparent force fields to allow light to shine through. + +Cephalumes form symbiotic unions with small bioelectric arthropods known as krikiks. These symbiotes can communicate with their hosts in a tactile variant of Lumos that uses soft electrical pulses. Krikiks have significantly longer life spans than cephalumes do, and they are sometimes gifted from cephalume to cephalume as heirlooms. Cephalumes can bond with multiple krikiks as they age, though such a distinction is reserved for respected cephalumes of high station. + +Cephalume culture is subtle and traditional, valuing community, curiosity, and exploration. Cephalumes engage in a unique form of ancestor worship, and the buildings in their settlements are actually the calcified remains of their dead, often the only solid structures to be found in the aquatic void they live in. Many cephalumes continue to regard these edifices as the people they once were, and even hold conversations with them to talk out their problems in times of stress. + +Like most other civilizations, cephalumes achieved spaceflight at some point during the Gap and now embark on celestial walkabouts across the galaxy. They strive to learn about the technologies and cultures of other civilizations before they return to Luminar, adding their discoveries to the collective knowledge of their people. Cephalume starships, like their buildings, are made from the remains of their dead. Cephalumes consider it to be a great honor to explore the universe with one of your ancestors serving as your vessel. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Cephalume Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus, Cerebric Fungus Voyager.md b/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus, Cerebric Fungus Voyager.md new file mode 100644 index 0000000..f6abacb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus, Cerebric Fungus Voyager.md @@ -0,0 +1,87 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 115 +modifier: 0 +name: Cerebric Fungus, Cerebric Fungus Voyager +statblock: true +tags: +Type: N Medium plant +--- +# CEREBRIC FUNGUS, CEREBRIC FUNGUS VOYAGER +Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems, including the Pact Worlds, where they have carved out homes in corners of Castrovel and the Liavaran moon Nchak. Within the colonies of their isolated home system in the Vast, cerebric fungi debate philosophy and mysticism to perfect their shared understanding of the universe and to outshine the intellectual insights of the other colonies. + +In an effort to prove esoteric points on behalf of their home colonies—or to spite other colonies—cerebric fungi enjoy studying creatures less intelligent than themselves. The fungi have been pleased to find suitable subjects on other planets. + +Cerebric fungi greet strangers they meet with telepathic questions that might seem inane or even senseless. The fungi have difficulty comprehending the needs and concerns of non-fungoid creatures and easily distress others with experiments meant not to harm but rather to test pet theories. + +With millennia of starflight and space exploration informing their culture, cerebric fungi can offer information that other civilizations would otherwise have little chance of learning. However, it often takes much time, patience, and psychic fortitude for other creatures to interpret a cerebric fungus’s insights, as elements other creatures might consider necessary context, the fungus considers obvious or irrelevant. The typical cerebric fungus is approximately 4 feet in diameter and weighs 150 pounds. + +## FUNGAL COMPUTERS + +Cerebric fungi reproduce by budding. They can also grow specialized buds, removing them before they reach maturity, to produce living computers. By adjusting the timing and chemical mixture of this process, cerebric fungi can create computer modules and countermeasures that can be incorporated into any computer. Cerebric fungi sell their creations to fund further explorations. A fungal computer’s base cost is 10% higher than a normal computer and has the following traits. + +**Chemosynthesis**: A fungal computer can synthesize its own energy from most atmospheres. This functions as a free self-charging upgrade. + +**Reticulated Spine**: A fungal computer has a complex network and a fibrous core that can’t be reduced in size. No miniaturization upgrade can be applied to a fungal computer. + +**Telepathic Interface**: A fungal computer has only a telepathic user interface (see the upgrade below). A hacking kit can access a fungal computer, but otherwise a typical computer with a complex control module must be purchased separately and installed to provide a digital interface for a fungal computer. + +**Source** _Alien Archive 2 pg. 26_ + +## CEREBRIC FUNGUS VOYAGER CR 9 + +**XP 6,400** +Cerebric fungus mystic +N Medium plant +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +22 +**Aura** unsettling appearance (60 ft., DC 18) + +### DEFENSE + +**HP** 115 +**EAC** 21; **KAC** 22 +**Fort** +10; **Ref** +8; **Will** +12 +**Defensive Abilities** fast healing 5, otherworldly mind (DC 18); **Immunities** plant immunities, walk the void; **Resistances** cold 5 +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft. (fly 20 ft. \[Su, average\] in space), starflight +**Melee** incapacitator +17 (3d4+11 B nonlethal; critical staggered \[DC 18\]) or tendril +17 (3d4+11 S plus grab; critical stunned) +**Multiattack** incapacitator +11 (3d4+11 B nonlethal; critical staggered \[DC 18\]), 2 tendrils +11 (1d10+11 S plus grab; critical stunned) +**Ranged** aphelion laser pistol +15 (3d4+9 F; critical burn 1d4) +**Space** 5 ft.; **Reach** 5 ft. (15 ft. with tendrils) +**Offensive Abilities** star shriek (DC 18) +**Cerebric Fungus Spell-Like Abilities** (CL 9th) +3/day—_fear_ (1st level, DC 18), _lesser confusion_ (DC 18) +At will—_daze_ (DC 17), _detect thoughts_ (DC 18) +**Mystic Spell-Like Abilities** (CL 9th) +At will—_mindlink_ +**Mystic Spells Known** (CL 9th) +3rd (3/day)—_irradiate_ (DC 20), _suggestion_ (DC 20) +2nd (6/day)—_darkvision_, _force blast_ (DC 19), _mind thrust_ (DC 19), _mystic cure_ +1st (at will)—_identify_, _shooting stars_ (as _magic missile_) +**Connection** star shaman + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +4; **INT** +2; **WIS** +6; **CHA** +3 +**Skills** Acrobatics +17, Bluff +17, Diplomacy +22, Mysticism +22, Piloting +17 +**Languages** telepathy 100 ft. +**Other Abilities** stargazer, starlight form (9 minutes, DC 18), walk the void +**Gear** d-suit II, aphelion laser pistol with 2 high-capacity batteries (40 charges each), incapacitator with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or excursion (1–2 plus 4–10 cerebric fungi) + +### SPECIAL ABILITIES + +**Otherworldly Mind (Ex)** Any non-plant creature attempting to read a cerebric fungus’s mind with a divination spell or similar effect must succeed at the listed Will save or be overwhelmed by its alien thoughts. A creature that fails takes 1d6 damage and is confused for 1d3 rounds, and the divination effect immediately ends. + +**Star Shriek (Ex)** Once per day as a full action, a cerebric fungus can unleash a shrill scream in tones that are difficult for minds to process. Each non-plant creature within 30 feet must succeed at the listed Will save or be nauseated for 1 round. This is a sonic, mind-affecting effect. + +**Unsettling Appearance (Su)** A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Each creature within 60 feet that can see the fungus must succeed at the listed Will save or be off-target while within the aura’s radius. A creature that succeeds at a save against a cerebric fungus’s unsettling appearance is immune to this effect for 24 hours. This is a mind-affecting effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus.md b/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus.md new file mode 100644 index 0000000..d7e5a93 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cerebric Fungus.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 26 +modifier: 3 +name: Cerebric Fungus +statblock: true +tags: +Type: N Medium plant +--- +# CEREBRIC FUNGUS +Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems, including the Pact Worlds, where they have carved out homes in corners of Castrovel and the Liavaran moon Nchak. Within the colonies of their isolated home system in the Vast, cerebric fungi debate philosophy and mysticism to perfect their shared understanding of the universe and to outshine the intellectual insights of the other colonies. + +In an effort to prove esoteric points on behalf of their home colonies—or to spite other colonies—cerebric fungi enjoy studying creatures less intelligent than themselves. The fungi have been pleased to find suitable subjects on other planets. + +Cerebric fungi greet strangers they meet with telepathic questions that might seem inane or even senseless. The fungi have difficulty comprehending the needs and concerns of non-fungoid creatures and easily distress others with experiments meant not to harm but rather to test pet theories. + +With millennia of starflight and space exploration informing their culture, cerebric fungi can offer information that other civilizations would otherwise have little chance of learning. However, it often takes much time, patience, and psychic fortitude for other creatures to interpret a cerebric fungus’s insights, as elements other creatures might consider necessary context, the fungus considers obvious or irrelevant. The typical cerebric fungus is approximately 4 feet in diameter and weighs 150 pounds. + +## FUNGAL COMPUTERS + +Cerebric fungi reproduce by budding. They can also grow specialized buds, removing them before they reach maturity, to produce living computers. By adjusting the timing and chemical mixture of this process, cerebric fungi can create computer modules and countermeasures that can be incorporated into any computer. Cerebric fungi sell their creations to fund further explorations. A fungal computer’s base cost is 10% higher than a normal computer and has the following traits. + +**Chemosynthesis**: A fungal computer can synthesize its own energy from most atmospheres. This functions as a free self-charging upgrade. + +**Reticulated Spine**: A fungal computer has a complex network and a fibrous core that can’t be reduced in size. No miniaturization upgrade can be applied to a fungal computer. + +**Telepathic Interface**: A fungal computer has only a telepathic user interface (see the upgrade below). A hacking kit can access a fungal computer, but otherwise a typical computer with a complex control module must be purchased separately and installed to provide a digital interface for a fungal computer. + +**Source** _Alien Archive 2 pg. 26_ + +## CEREBRIC FUNGUS CR 3 + +**XP 800** +N Medium plant +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +8 +**Aura** unsettling appearance (60 ft., DC 14) + +### DEFENSE + +**HP** 26 +**EAC** 13; **KAC** 14 +**Fort** +4; **Ref** +2; **Will** +6 +**Defensive Abilities** fast healing 2, otherworldly mind (DC 14); **Immunities** plant immunities; **Resistances** cold 5 +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +7 (1d4+4 P) or tendril +7 (1d4+4 S plus grab; critical stunned) +**Space** 5 ft.; **Reach** 5 ft. (15 ft. with tendrils) +**Offensive Abilities** star shriek (DC 14) +**Spell-Like Abilities** (CL 3rd) +3/day—_fear_ (1st level, DC 16), _lesser confusion_ (DC 16) +At will—_daze_ (DC 15), _detect thoughts_ (DC 16) + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +2; **INT** +1; **WIS** +4; **CHA** +1 +**Skills** Bluff +13, Diplomacy +13, Stealth +8 +**Languages** telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or colony (3–12) + +### SPECIAL ABILITIES + +**Otherworldly Mind (Ex)** Any non-plant creature attempting to read a cerebric fungus’s mind with a divination spell or similar effect must succeed at the listed Will save or be overwhelmed by its alien thoughts. A creature that fails takes 1d6 damage and is confused for 1d3 rounds, and the divination effect immediately ends. + +**Star Shriek (Ex)** Once per day as a full action, a cerebric fungus can unleash a shrill scream in tones that are difficult for minds to process. Each non-plant creature within 30 feet must succeed at the listed Will save or be nauseated for 1 round. This is a sonic, mind-affecting effect. + +**Unsettling Appearance (Su)** A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Each creature within 60 feet that can see the fungus must succeed at the listed Will save or be off-target while within the aura’s radius. A creature that succeeds at a save against a cerebric fungus’s unsettling appearance is immune to this effect for 24 hours. This is a mind-affecting effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray, Cloud Skate.md b/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray, Cloud Skate.md new file mode 100644 index 0000000..19516b8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray, Cloud Skate.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 6 +Environment: any sky (Bretheda, Liavara) +hp: 90 +modifier: 5 +name: Cloud Ray, Cloud Skate +statblock: true +tags: +Type: N Large animal +--- +# CLOUD RAY, CLOUD SKATE +Gliding dreamily through the cloudy ecosystems of Bretheda, Liavara, and other gas giants, cloud rays move with fluid grace and terrifying speed. Their wide bodies consist of a single broad wing and three trailing tails, with two rows of yellow-green eyes and a wide maw set forward, roughly denoting a “head.” Mottled patterns of orange, red, and purple line their backs; their coloration grows brighter and more distinct as they age. Schools of these majestic predators periodically flock in the dozens, grazing on clouds of drift algae in the upper atmosphere for months before descending into the thick, lower atmosphere to actively hunt larger prey. Because of this cyclical behavior, many assume cloud rays are gentle giants emblematic of the Pact Worlds’ unspoiled wilds before getting caught by surprise and attacked during the rays’ aggressive cycle. + +Like many Brethedan creatures, a cloud ray almost constantly filter feeds. It ingests organic compounds from the gas giant’s atmosphere before breaking them down for energy and storing the lighter-than-air byproduct gases in float bladders to maintain its buoyancy at rest. When in distress or in pursuit, a cloud ray ejects a portion of this gas into its blast siphons, specialized organs located on either side of its body. A cloud ray’s body has evolved to withstand these blasts and high-G maneuvers—with its flexible cartilaginous skeleton, cushioned nervous system, and sharp tails that gain lethal momentum from the burst—yet the ray isn’t equipped to withstand explosive forces outside the blast siphon. Deadly heat can accidentally trigger the volatile gases, causing a cloud ray to detonate in a dangerous fireball. + +Smaller and more social cousins to cloud rays, cloud skates remain together in small hunting packs when they enter their aggression cycle. Cloud skates tend to act more skittish, however, and keep their distance from settlements. + +Though cloud rays travel in small groups during their passive cycles and when breeding, they hunt alone once they enter their aggression cycle. Mature males typically maintain their active cycles for longer periods, lurking in the soupy lower atmosphere, and they periodically jostle each other in fin-slapping dominance displays that echo hauntingly for miles. Like most Brethedan creatures, cloud rays can easily shift their sex to adapt to their social surroundings, but once an adult shifts to male, it generally remains too aggressive and isolated to shift to another sex. After rising to the upper atmosphere to mate, a female deposits her eggs in delicate wisps kept aloft by the wind. These eggs hatch several weeks later, and the tiny rays shelter within drifting plant habitats for a few months before growing large enough to set off in search of richer nutrition. Reaching adulthood takes roughly 15 years for a cloud ray or 9 years for a cloud skate, after which either species can live as long as a century—if not killed for food before then. + +Despite their fish-like appearance, the predominantly warm-blooded cloud rays supplement their warmth by basking in sunlight and adjusting their coloration to absorb or reflect more solar energy. Their movements generate electrical charges that they store in an organic capacitor at the base of their tails and can discharge into prey. However, the smaller cloud skates possess only a rudimentary version of this organ that merely absorbs minor charges and gradually releases them as an underdeveloped form of electroreception. + +**Source** _Alien Archive 4 pg. 20_ + +## CLOUD SKATE CR 6 + +**XP 2,400** +N Large animal +**Init** +5; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +10; **Ref** +10; **Will** +5 +**Defensive Abilities** explosive death (5d8 F, 20 ft., Reflex DC 14); **Resistances** electricity 5 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 5 ft., fly 80 ft. (Ex, perfect) +**Melee** tail lash +16 (1d8+9 S) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** natural thruster + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +1; **INT** -5; **WIS** +2; **CHA** -1 +**Skills** Acrobatics +13 (+21 to fly), Athletics +18, Stealth +13 + +### ECOLOGY + +**Environment** any sky (Bretheda, Liavara) +**Organization** solitary, pair, or school (3–24) + +### SPECIAL ABILITIES + +**Explosive Death (Ex)** If a cloud skate is reduced to 0 Hit Points by fire or electricity damage, its internal reservoirs of explosive gases and combustible fluids detonate, dealing the listed fire damage to all targets in a 20-foot burst centered on itself (Reflex DC 14 half). +**Natural Thruster (Ex)** Three times per day as a swift action, a cloud skate can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals an additional 1d8 damage with its tail lash attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray.md b/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray.md new file mode 100644 index 0000000..041446e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cloud Ray.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 13 +Environment: any sky (Bretheda, Liavara) +hp: 225 +modifier: 6 +name: Cloud Ray +statblock: true +tags: +Type: N Gargantuan animal +--- +# CLOUD RAY +Gliding dreamily through the cloudy ecosystems of Bretheda, Liavara, and other gas giants, cloud rays move with fluid grace and terrifying speed. Their wide bodies consist of a single broad wing and three trailing tails, with two rows of yellow-green eyes and a wide maw set forward, roughly denoting a “head.” Mottled patterns of orange, red, and purple line their backs; their coloration grows brighter and more distinct as they age. Schools of these majestic predators periodically flock in the dozens, grazing on clouds of drift algae in the upper atmosphere for months before descending into the thick, lower atmosphere to actively hunt larger prey. Because of this cyclical behavior, many assume cloud rays are gentle giants emblematic of the Pact Worlds’ unspoiled wilds before getting caught by surprise and attacked during the rays’ aggressive cycle. + +Like many Brethedan creatures, a cloud ray almost constantly filter feeds. It ingests organic compounds from the gas giant’s atmosphere before breaking them down for energy and storing the lighter-than-air byproduct gases in float bladders to maintain its buoyancy at rest. When in distress or in pursuit, a cloud ray ejects a portion of this gas into its blast siphons, specialized organs located on either side of its body. A cloud ray’s body has evolved to withstand these blasts and high-G maneuvers—with its flexible cartilaginous skeleton, cushioned nervous system, and sharp tails that gain lethal momentum from the burst—yet the ray isn’t equipped to withstand explosive forces outside the blast siphon. Deadly heat can accidentally trigger the volatile gases, causing a cloud ray to detonate in a dangerous fireball. + +Smaller and more social cousins to cloud rays, cloud skates remain together in small hunting packs when they enter their aggression cycle. Cloud skates tend to act more skittish, however, and keep their distance from settlements. + +Though cloud rays travel in small groups during their passive cycles and when breeding, they hunt alone once they enter their aggression cycle. Mature males typically maintain their active cycles for longer periods, lurking in the soupy lower atmosphere, and they periodically jostle each other in fin-slapping dominance displays that echo hauntingly for miles. Like most Brethedan creatures, cloud rays can easily shift their sex to adapt to their social surroundings, but once an adult shifts to male, it generally remains too aggressive and isolated to shift to another sex. After rising to the upper atmosphere to mate, a female deposits her eggs in delicate wisps kept aloft by the wind. These eggs hatch several weeks later, and the tiny rays shelter within drifting plant habitats for a few months before growing large enough to set off in search of richer nutrition. Reaching adulthood takes roughly 15 years for a cloud ray or 9 years for a cloud skate, after which either species can live as long as a century—if not killed for food before then. + +Despite their fish-like appearance, the predominantly warm-blooded cloud rays supplement their warmth by basking in sunlight and adjusting their coloration to absorb or reflect more solar energy. Their movements generate electrical charges that they store in an organic capacitor at the base of their tails and can discharge into prey. However, the smaller cloud skates possess only a rudimentary version of this organ that merely absorbs minor charges and gradually releases them as an underdeveloped form of electroreception. + +**Source** _Alien Archive 4 pg. 20_ + +## CLOUD RAY CR 13 + +**XP 25,600** +N Gargantuan animal +**Init** +6; **Senses** low-light vision; **Perception** +23 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +17; **Will** +12 +**Defensive Abilities** explosive death (9d8 F, 30 ft., Reflex DC 19); **Resistances** electricity 15 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 5 ft., fly 70 ft. (Ex, perfect) +**Melee** tail lash +26 (2d12+15 S plus 2d6 E; critical stunned) +**Multiattack** 3 tail lashes +21 (2d12+15 E plus 2d6 E; critical stunned) +**Space** 20 ft.; **Reach** 25 ft. +**Offensive Abilities** natural thruster + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +3; **INT** -5; **WIS** +4; **CHA** -1 +**Skills** Acrobatics +23 (+31 to fly), Athletics +28, Stealth +23 + +### ECOLOGY + +**Environment** any sky (Bretheda, Liavara) +**Organization** solitary, pair or eclipse (3–12) + +### SPECIAL ABILITIES + +**Explosive Death (Ex)** If a cloud skate is reduced to 0 Hit Points by fire or electricity damage, its internal reservoirs of explosive gases and combustible fluids detonate, dealing the listed fire damage to all targets in a 20-foot burst centered on itself (Reflex DC 14 half). +**Natural Thruster (Ex)** Three times per day as a swift action, a cloud skate can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals an additional 1d12 damage with its tail lash attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Colour out of Space.md b/Compendium/SF1E/Bestiary/Alien Codex/Colour out of Space.md new file mode 100644 index 0000000..1c09f35 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Colour out of Space.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 140 +modifier: 8 +name: Colour out of Space +statblock: true +tags: +Type: CN Huge ooze (incorporeal) +--- +# COLOUR OUT OF SPACE + +**Source** _Alien Archive 2 pg. 28_ + +## COLOUR OUT OF SPACE CR 10 + +**XP 9,600** +CN Huge ooze (incorporeal) +**Init** +8; **Senses** blindsight (vibration) 120 ft.; **Perception** +24 +**Aura** lassitude (300 ft., DC 19) + +### DEFENSE + +**HP** 140 +**EAC** 23; **KAC** 24 +**Fort** +11; **Ref** +11; **Will** +7 +**Defensive Abilities** incorporeal, void adaptation; **Immunities** acid, cold, fire, mind-affecting effects, ooze immunities, radiation, sonic; **SR** 21 +**Weaknesses** susceptible to force effects + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** disintegrating touch +20 (1d10+10) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** feed + +### STATISTICS + +**STR** +0; **DEX** +8; **CON** +3; **INT** +2; **WIS** +3; **CHA** +5 +**Skills** Acrobatics +24 (+32 to fly), Life Science +19, Physical Science +19, Stealth +24, Survival +24 +**Languages** Aklo (can’t speak any language) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Aura of Lassitude (Su)** A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 19 Will save or become overwhelmed with listlessness and ennui. While under this effect, the creature takes a –4 penalty to Will saving throws and doesn’t willingly travel farther than 1 mile from the area where it failed its saving throw against that colour’s aura of lassitude. If the victim failed the saving throw while on a starship, it instead doesn’t willingly travel farther than 1 mile from the starship, nor does it willingly pilot that starship. A _break enchantment_ spell (DC 19) ends the effect, as does moving the victim more than 1 mile from where it failed its save (or from the starship where it failed its save. Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 19 Will save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour’s aura of lassitude for 24 hours. A creature under the effects of an aura of lassitude from a colour out of space can’t be further affected by this ability from other colours. This is a mind-affecting effect. + +**Disintegrating Touch (Su)** A colour’s touch can disintegrate matter. This attack targets EAC and deals untyped damage; a creature that succeeds at a DC 19 Fortitude save takes half damage. A creature reduced to 0 Hit Points by this attack must succeed at a DC 19 Fortitude save or be immediately slain and reduced to a pile of fine ash. + +**Feed (Su)** As a full action, a colour can attempt to feed on a living creature, a natural region of plant and animal life, or a Drift engine. If it feeds on a creature or a Drift engine, the colour must have line of sight to and be within 300 feet of the target. If it feeds on a region of plant and animal life, it needs only to be within that region. It can feed on a region once per week, a specific Drift engine once per day, and a specific living creature once per day. + +Feeding on a region or a Drift engine is automatically successful. When the colour feeds on a region, it causes plant life there to grow brittle and sickly; undergrowth in a blighted region doesn’t provide concealment or function as difficult terrain, and small animals grow larger and deformed. When the colour feeds on a Drift engine, the ship becomes sluggish and awkward; all checks to maneuver the starship (including pilot actions during starship combat) take a –4 penalty, and the duration of travel through the Drift is doubled. A colour never completely consumes a region or a Drift engine. A region of nature recovers from these effects 1 year after the colour leaves the area, while a Drift engine recovers 24 hours after the colour’s feeding. + +A creature can resist being fed upon by a colour out of space by succeeding at a DC 19 Will save, in which case the colour can’t attempt to feed on that creature again for 24 hours. If the victim fails this saving throw, it takes 1d4 Constitution drain and 1d4 Charisma drain. A creature whose Constitution score is drained to 0 this way immediately dies, crumbling into a mass of desiccated tissue. A creature whose Charisma score is drained to 0 this way gains the colour-blighted graft (see below). + +**Susceptible to Force Effects (Ex)** A colour out of space takes half again as much damage (+50%) from force effects, and it takes a –4 penalty to saving throws to resist force effects. A colour out of space can’t damage targets protected by force effects with its disintegrating touch, and the aura of lassitude and feed abilities of a colour that is completely entrapped by force effects have no effect. + +## DESCRIPTION + +The deepest reaches of space hold truly bizarre terrors, and few among them are more feared than the colour out of space. This entity is composed only of a malevolent hue that defies classification and eludes identification by most sensors. A colour’s presence manifests as an unsettling shifting of colors as it moves through an area. This distortion is enough to allow for targeting of a colour out of space, but the creature’s natural defenses and immunities still make it a high-risk target to engage. + +A colour out of space arrives on a planet or other celestial body in embryonic form, infusing the inside of a dense meteorite. After the meteor lands, it crumbles, and the colour seeps out and begins to feed. Once it has fed sufficiently, often over many months, it launches into space again and seeks new feeding grounds. Sometimes, it leaves enough of itself behind to form a new embryonic colour, and the bizarre life cycle continues. + +The energies Drift engines exude can nourish a colour out of space. Scholars are only starting to explore what this feeding implies about the nature of the Drift itself. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Colour-Blighted (Colour out of Space) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Alien).md b/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Alien).md new file mode 100644 index 0000000..70e604d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Alien).md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 2 +Environment: any urban (Akiton) +hp: 18 +modifier: 1 +name: Contemplative (Alien) +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# CONTEMPLATIVE (ALIEN) +The beings known through the Pact Worlds as contemplatives of Ashok were once humanoids of extreme intelligence living on Akiton. Upon unlocking exceptional psychic powers, they deliberately evolved their brains, to the detriment of their bodies. Now, contemplatives float along using telekinesis, their atrophied bodies dangling from pulsating brain-sacs. + +Contemplatives’ specialized evolution dates back to long before the Gap, and only piecemeal records hint at their original appearance. Were they more interested in power and influence as a species, they likely would have conquered their home planet of Akiton, but instead, most contemplatives are content to ponder the multiverse and its secrets, most famously debating their conclusions in Akiton’s Halls of Reason. Contemplatives scholars are universally welcomed in laboratories, research facilities, and universities throughout the Pact Worlds, making them among the most prolific academic authors. Those who turn their minds to more worldly pursuits are rare, yet it is small cabals of such financial masterminds and political theorists that have best exploited Akiton’s recent economic downturn. These moguls have purchased large swaths of the planet’s real estate, ruling as silent overlords of ghost towns and thriving neighborhoods alike. + +Although contemplatives are known to be extraordinarily intelligent, observant, and confident, their behavior is often jarring to their colleagues of other species. Individual contemplatives often refer to groups of their kindred using the first-person plural, suggesting some degree of racial hivemind, telepathic union, or sacred sense of shared existence. Further supporting this theory is the fact that contemplatives rarely come into conflict with one another, with few instances of intraracial violence in recorded history. Despite contemplatives’ relative peacefulness, other races often perceive them as aloof, overly logical, and emotionally sterile. + +Contemplatives are able to speak, though their voices are reedy and soft. Most consider verbal communication rather crude, favoring telepathy. Those who regularly need to speak often wear inexpensive contact speakers that translate their telepathic thoughts into spoken words. They’re also able to sing in keening wails, although they rarely do so except around others of their kind or their most honored colleagues. The few ethnographers who study this behavior directly have compared the songs to religious paeans—an association contemplatives find absurd, in part because most prefer to study faith objectively rather than as worshipers. + +Despite their frail appearance, contemplatives are able to survive in unforgiving environments. They find indoor sites far more comfortable, however especially areas that are cool and still, as these conditions facilitate their concentration. When contemplatives do build their own communities, the structures are often windowless and difficult to navigate for those unable to fly. + +**Source** _Alien Archive pg. 28_ + +## CONTEMPLATIVE CR 2 + +**XP 600** +N Medium monstrous humanoid +**Init** +1; **Senses** blindsense (thought) 60 ft., darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 18 +**EAC** 13; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +7 (+11 vs. mind-affecting effects) +**Weaknesses** atrophied + +### OFFENSE + +**Speed** 5 ft., fly 30 ft. (Su, perfect) +**Melee** claw +5 (1d4 S) +**Ranged** azimuth laser pistol +7 (1d4+2 F; critical burn 1d4) +**Offensive Abilities** applied knowledge +**Spell-Like Abilities** (CL 2nd) +1/day—_detect thoughts_ (DC 15), _mind thrust_ (1st-level, DC 15) +At will—_daze_ (DC 14), _psychokinetic hand_ + +### STATISTICS + +**STR** -2; **DEX** +1; **CON** -1; **INT** +5; **WIS** +3; **CHA** +2 +**Skills** Computers +7, Engineering +7, Life Science +12, Mysticism +12, Physical Science +7 +**Languages** Akitonian, Common, Ysoki; telepathy 100 ft. +**Gear** second skin, azimuth laser pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any urban (Akiton) +**Organization** solitary, pair, or symposium (3-7) + +### SPECIAL ABILITIES + +**Applied Knowledge (Ex)** Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus. + +**Atrophied (Ex)** A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Contemplative Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Mentor Alien).md b/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Mentor Alien).md new file mode 100644 index 0000000..a122e79 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Contemplative Mentor Alien).md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 18 +Environment: any urban (Akiton) +hp: 290 +modifier: 3 +name: Contemplative Mentor (Alien) +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# CONTEMPLATIVE MENTOR (ALIEN) +The beings known through the Pact Worlds as contemplatives of Ashok were once humanoids of extreme intelligence living on Akiton. Upon unlocking exceptional psychic powers, they deliberately evolved their brains, to the detriment of their bodies. Now, contemplatives float along using telekinesis, their atrophied bodies dangling from pulsating brain-sacs. + +Contemplatives’ specialized evolution dates back to long before the Gap, and only piecemeal records hint at their original appearance. Were they more interested in power and influence as a species, they likely would have conquered their home planet of Akiton, but instead, most contemplatives are content to ponder the multiverse and its secrets, most famously debating their conclusions in Akiton’s Halls of Reason. Contemplatives scholars are universally welcomed in laboratories, research facilities, and universities throughout the Pact Worlds, making them among the most prolific academic authors. Those who turn their minds to more worldly pursuits are rare, yet it is small cabals of such financial masterminds and political theorists that have best exploited Akiton’s recent economic downturn. These moguls have purchased large swaths of the planet’s real estate, ruling as silent overlords of ghost towns and thriving neighborhoods alike. + +Although contemplatives are known to be extraordinarily intelligent, observant, and confident, their behavior is often jarring to their colleagues of other species. Individual contemplatives often refer to groups of their kindred using the first-person plural, suggesting some degree of racial hivemind, telepathic union, or sacred sense of shared existence. Further supporting this theory is the fact that contemplatives rarely come into conflict with one another, with few instances of intraracial violence in recorded history. Despite contemplatives’ relative peacefulness, other races often perceive them as aloof, overly logical, and emotionally sterile. + +Contemplatives are able to speak, though their voices are reedy and soft. Most consider verbal communication rather crude, favoring telepathy. Those who regularly need to speak often wear inexpensive contact speakers that translate their telepathic thoughts into spoken words. They’re also able to sing in keening wails, although they rarely do so except around others of their kind or their most honored colleagues. The few ethnographers who study this behavior directly have compared the songs to religious paeans—an association contemplatives find absurd, in part because most prefer to study faith objectively rather than as worshipers. + +Despite their frail appearance, contemplatives are able to survive in unforgiving environments. They find indoor sites far more comfortable, however especially areas that are cool and still, as these conditions facilitate their concentration. When contemplatives do build their own communities, the structures are often windowless and difficult to navigate for those unable to fly. + +**Source** _Alien Archive pg. 28_ + +## CONTEMPLATIVE MENTOR CR 18 + +**XP 153,600** +Contemplative mystic +N Medium monstrous humanoid +**Init** +3; **Senses** blindsense (thought) 60 ft., darkvision 60 ft.; **Perception** +31 + +### DEFENSE + +**HP** 290; **RP** 6 +**EAC** 32; **KAC** 31 +**Fort** +15; **Ref** +17; **Will** +22 (+26 vs. mind-affecting effects) +**Defensive Abilities** share pain (DC 27) +**Weaknesses** atrophied + +### OFFENSE + +**Speed** 5 ft., fly 30 ft. (Su, perfect) +**Melee** psychokinetic claw +26 (8d8+17 B) +**Ranged** zenith laser pistol +28 (8d4+18 F; critical burn 4d4) +**Offensive Abilities** applied knowledge, backlash (18 damage), explode head (DC 27), mental anguish (DC 27), mind-breaking link (DC 27), mindkiller (DC 27), sow doubt (9 rounds, DC 27) +**Mystic Spell-Like Abilities** (CL 18th) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 18th; ranged +28) +6th (3/day)—_mind thrust_ (DC 27), _psychic surgery_ +5th (6/day)—_crush skull_ (DC 26), _feeblemind_ (DC 26), _greater synaptic pulse_ (DC 26), _modify memory_ (DC 26) +4th (at will)—_confusion_ (DC 25), _mind probe_ (DC 25) +**Connection** mindbreaker + +### STATISTICS + +**STR** -1; **DEX** +3; **CON** +0; **INT** +11; **WIS** +8; **CHA** +6 +**Skills** Computers +30, Engineering +30, Life Science +36, Mysticism +36, Physical Science +30 +**Languages** Akitonian, Common, Ysoki; telepathy 100 ft. +**Gear** elite hardlight series, zenith laser pistol with 2 ultra-capacity batteries (100 charges each) + +### ECOLOGY + +**Environment** any urban (Akiton) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Applied Knowledge (Ex)** Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus. + +**Atrophied (Ex)** A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Contemplative Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Socialite.md b/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Socialite.md new file mode 100644 index 0000000..bfca8ca --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Socialite.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 1 +Environment: any (Tabrid Minor) +hp: 17 +modifier: 2 +name: Copaxi, Socialite +statblock: true +tags: +Type: NG Medium humanoid (copaxi) +--- +# COPAXI, SOCIALITE +Copaxis evolved from copi, an unintelligent, coral-like organism that once covered their home world—the now heavily industrialized planet Tabrid Minor. Copi exhibit a supernatural attunement to the universe’s gravitational forces, and for ages, copaxis harnessed this organism’s power to create floating cities where they lived for centuries in a near-utopia. + +The Signal changed copaxi society forever in 3 ag when copaxi inventors discovered how to refine copi into a semiorganic alloy suitable for constructing starships. Conflicting ideologies arose between traditionalists who clung to their people’s ancient mysticism and technological innovators who wished to explore the stars. These differences led to violence and, eventually, all-out war. The ensuing struggles toppled the established order, nearly destroyed copaxi mystical traditions, and led copaxis to abandon their flying cities in pursuit of industrialization. The newly united copaxis decimated the planet’s copi, simultaneously fueling a technological revolution while also severing their connection to the copi’s supernatural power. + +Thanks to their world-spanning government’s fearful suppression of its past for decades, modern copaxis have only recently begun uncovering their planet’s history. Most admit that Tabrid Minor has suffered as a result of rapid industrialization, but few know the extent of the damage or comprehend their ancestors’ sacrificed connection to copi. Fewer still know the history of robotic life on the planet, for the government strictly monitors such technology and has instilled a superstitious fear of anything resembling a sentient machine in the populace. After Tabrid Minor began petitioning the Pact Worlds for protectorate status several years ago, the planet’s government increased its crackdown on historical introspection, fearing the world’s fraught past might undermine its chances of being accepted. + +Copaxis have long enjoyed an affinity for solarian techniques, particularly minor feats of gravity control, though their current powers encompass only a shadow of what the species once accomplished with their full copi connection. Now that adventurers have begun rediscovering their people’s ancient techniques locked away in the floating cities, sundry factions—from independent gyms to soldier-scholars trained by the military—have begun restoring and innovating the nearly forgotten arts of gravity manipulation and ecological mysticism. + +A copaxi is a colony of individual, genetically identical polyps that have developed into an anthropomorphic form. Each polyp includes five feeding tentacles, about 2 inches long, that facilitate filter feeding. These polyps adapt and intertwine to form every part of a copaxi’s body. Their segmented, calcium-rich exoskeletons sometimes develop elaborate horns and head crests that serve as unique identifiers for a copaxi. + +**Source** _Alien Archive 4 pg. 22_ + +## SOCIALITE CR 1 + +**XP 400** +Copaxi envoy +NG Medium humanoid (copaxi) +**Init** +2; **Senses** blindsense (scent) 30 ft.; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +4 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +4 (1d4 B) +**Ranged** static arc pistol +6 (1d6+1 E; critical arc 2) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +1; **WIS** +0; **CHA** +4 +**Skills** Bluff +10, Computers +5, Culture +10, Diplomacy +10, Intimidate +10, Sense Motive +10, Stealth +5 +**Languages** Common, Copaxi, any 2 others +**Other Abilities** envoy improvisations (dispiriting taunt, universal expression), gravity adjustment +**Gear** second skin, static arc pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Tabrid Minor) +**Organization** solitary, pair, or coalition (3–10) + +### SPECIAL ABILITIES + +**Gravity Adjustment (Su)** Retaining some of their ancient connection to the universe’s gravitational forces, a copaxi can adjust their personal gravity as a standard action. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments affect only the copaxi and anything they carry, but not thrown weapons. A copaxi can’t adjust to or from extreme or zero gravity. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing gravitational adjustment. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Copaxi (Creature Subtype) Graft Template +\- Copaxi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Special Ops.md b/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Special Ops.md new file mode 100644 index 0000000..dde41a7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Copaxi, Special Ops.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 4 +Environment: any (Tabrid Minor) +hp: 50 +modifier: 3 +name: Copaxi, Special Ops +statblock: true +tags: +Type: LN Medium humanoid (copaxi) +--- +# COPAXI, SPECIAL OPS +Copaxis evolved from copi, an unintelligent, coral-like organism that once covered their home world—the now heavily industrialized planet Tabrid Minor. Copi exhibit a supernatural attunement to the universe’s gravitational forces, and for ages, copaxis harnessed this organism’s power to create floating cities where they lived for centuries in a near-utopia. + +The Signal changed copaxi society forever in 3 ag when copaxi inventors discovered how to refine copi into a semiorganic alloy suitable for constructing starships. Conflicting ideologies arose between traditionalists who clung to their people’s ancient mysticism and technological innovators who wished to explore the stars. These differences led to violence and, eventually, all-out war. The ensuing struggles toppled the established order, nearly destroyed copaxi mystical traditions, and led copaxis to abandon their flying cities in pursuit of industrialization. The newly united copaxis decimated the planet’s copi, simultaneously fueling a technological revolution while also severing their connection to the copi’s supernatural power. + +Thanks to their world-spanning government’s fearful suppression of its past for decades, modern copaxis have only recently begun uncovering their planet’s history. Most admit that Tabrid Minor has suffered as a result of rapid industrialization, but few know the extent of the damage or comprehend their ancestors’ sacrificed connection to copi. Fewer still know the history of robotic life on the planet, for the government strictly monitors such technology and has instilled a superstitious fear of anything resembling a sentient machine in the populace. After Tabrid Minor began petitioning the Pact Worlds for protectorate status several years ago, the planet’s government increased its crackdown on historical introspection, fearing the world’s fraught past might undermine its chances of being accepted. + +Copaxis have long enjoyed an affinity for solarian techniques, particularly minor feats of gravity control, though their current powers encompass only a shadow of what the species once accomplished with their full copi connection. Now that adventurers have begun rediscovering their people’s ancient techniques locked away in the floating cities, sundry factions—from independent gyms to soldier-scholars trained by the military—have begun restoring and innovating the nearly forgotten arts of gravity manipulation and ecological mysticism. + +A copaxi is a colony of individual, genetically identical polyps that have developed into an anthropomorphic form. Each polyp includes five feeding tentacles, about 2 inches long, that facilitate filter feeding. These polyps adapt and intertwine to form every part of a copaxi’s body. Their segmented, calcium-rich exoskeletons sometimes develop elaborate horns and head crests that serve as unique identifiers for a copaxi. + +**Source** _Alien Archive 4 pg. 22_ + +## SPECIAL OPS CR 4 + +**XP 1,200** +Copaxi solarian +LN Medium humanoid (copaxi) +**Init** +3; **Senses** blindsense (scent) 30 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +6; **Will** +5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** solar weapon +12 (1d6+9 plus 1d2 B) +**Ranged** thunderstrike sonic pistol +9 (1d8+4 So; critical deafen) +**Offensive Abilities** stellar revelations (black hole \[20-foot radius, pull 10 ft., DC 13\], gravity anchor, gravity boost \[+1\], supernova \[10-foot radius, 5d6 F; DC 13\]) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +1; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +10, Athletics +15, Mysticism +10, Stealth +10 +**Languages** Common, Copaxi, any 2 others +**Other Abilities** gravity adjustment, solar manifestation (solar weapon), stellar alignment +**Gear** graphite carbon skin, thunderstrike sonic pistol with 2 batteries (20 charges each), minor muon crystalAR + +### ECOLOGY + +**Environment** any (Tabrid Minor) +**Organization** solitary, pair, team (3–9) or squadron (10–20) + +### SPECIAL ABILITIES + +**Gravity Adjustment (Su)** Retaining some of their ancient connection to the universe’s gravitational forces, a copaxi can adjust their personal gravity as a standard action. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments affect only the copaxi and anything they carry, but not thrown weapons. A copaxi can’t adjust to or from extreme or zero gravity. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing gravitational adjustment. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Copaxi (Creature Subtype) Graft Template +\- Copaxi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Marine.md b/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Marine.md new file mode 100644 index 0000000..5fc84f1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Marine.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 7 +Environment: any (Eox) +hp: 126 +modifier: 9 +name: Corpsefolk, Corpsefolk Marine +statblock: true +tags: +Type: NE Medium undead +--- +# CORPSEFOLK, CORPSEFOLK MARINE +Bodies of the dead can, if in good enough condition, be magically made into corpsefolk: free-willed and intelligent undead who remember much of their past lives. For lone necromancers, this magic is possible only if the corpse is of the recently deceased or has been preserved shortly after death. However, the bone sages of Eox have learned to magically repair even badly damaged corpses and those decayed beyond what was usable for lesser necromancers. As a result, corpsefolk make up much of the population of Eox, some serving as indentured servants to pay off the cost of their creation. Undead creatures of this type were called zombie masters in ancient days, but as a class of normal citizens on Eox and soldiers in the Corpse Fleet, they have become known as corpsefolk, balancing their humble social status with their self-willed mentality. Corpsefolk look like zombies, but unlike those undead, corpsefolk retain memories of their previous lives, skills and abilities gained from classes and experience, and the will to make their own decisions. Initially, a corpsefolk’s physical form looks gaunt and dry, with sunken eyes and a hollow torso, but it begins as intact as its corpse was when it gained undeath. + +As corpsefolk age, however, their bodies can become torn and tattered. Early in their undead years, corpsefolk use surgery and magic to adopt a more wholesome appearance, but after a few decades, most cease to care what they look like, focusing only on what they can do to increase their long-term wealth and power. Corpsefolk can benefit from cybernetic implants, though many prefer necrografts, which blend more seamlessly with their animated forms. + +Most living creatures see corpsefolk as walking corpses and as such fear or mistrust them, but other self-aware undead creatures treat corpsefolk as second-class undead. Bone sages view corpsefolk as barely better than zombies, while ghouls, vampires, and other undead treat them as peasants or wage slaves unworthy of respect. Because most corpsefolk exist as a result of being created specifically to serve, few enter their undead existence with wealth, power, or influence. Most corpsefolk also lack innate magic power or special abilities. Though they can learn and excel with time and practice, doing so is no easier for them than for living creatures. This fact, coupled with the prejudices they face, makes it difficult for corpsefolk to rise into important positions. Eox, for instance, has a vast corpsefolk underclass, and these ragged undead are rarely selected for any position calling for interaction with living citizens of the Pact Worlds. + +Corpsefolk can be found in various roles in those societies that accept them: managers, soldiers, technicians, and workers. They can use equipment they mastered in life and gain new skills, though they vary in their ambition. Some corpsefolk lack the drive to do more than the minimum needed to maintain their existence, which is very little. Unlike undead that must consume materials from the living or those that hate the living and wish to destroy them, corpsefolk have no supernatural hunger or drive to kill. They don’t need air, food, sleep, or water, and the more apathetic corpsefolk also don’t need stimuli—when left alone, they can sit in silence for weeks or years with no sense of boredom or unease. Such corpsefolk carry out the tasks assigned to them and do little else. + +Most corpsefolk, however, still experience emotions and desires, though they have duller passions than most of the living and take a long-term view. Even when tending to menial tasks, they assume their current positions are temporary, trusting that as time passes and their experience grows, they can at least improve their lot even if positions of power and influence are out of reach. + +Some corpsefolk have great ambition. These drives can be tied to some aspect of a corpsefolk’s original life or an activity experienced early in their undeath that sparks significant interest. Such corpsefolk might settle old scores from their life, become fascinated with a specific kind of art, eagerly embrace new skills and opportunities, explore situations they feared in life, or seek to excel at assigned tasks as a way to track their progress through a potentially eternal unlife. + +**Source** _Alien Archive 2 pg. 30_ + +## CORPSEFOLK MARINE CR 7 + +**XP 3,200** +Corpsefolk soldier +NE Medium undead +**Init** +9; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 126 +**EAC** 19; **KAC** 22 +**Fort** +9; **Ref** +7; **Will** +8 +**DR** 5/magic; **Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft. (20 ft. in armor) +**Melee** LFD pulse gauntlet +14 (2d6+9 B & So; critical knockdown) +**Ranged** dual acid dart rifle +17 (2d8+9 A & P; critical corrode 2d4) or frag grenade II +17 (explode \[15 ft., 2d6 P, DC 15\]) +**Offensive Abilities** fighting styles (sharpshoot), focus fire, sniper’s aim + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** —; **INT** +0; **WIS** +4; **CHA** +0 +**Skills** Athletics +19, Intimidate +14, Piloting +14 +**Languages** Common +**Other Abilities** unliving +**Gear** elite defiance series, dual acid dart rifle with 48 darts, LFD pulse gauntlet with 2 batteries (20 charges each), frag grenades II (2) + +### ECOLOGY + +**Environment** any (Eox) +**Organization** solitary, pair, or elite squad (3–5) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Corpsefolk (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Operative.md b/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Operative.md new file mode 100644 index 0000000..ba0f1a9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Corpsefolk, Corpsefolk Operative.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 3 +Environment: any (Eox) +hp: 42 +modifier: 4 +name: Corpsefolk, Corpsefolk Operative +statblock: true +tags: [6:] +Type: NE Medium undead +--- +# CORPSEFOLK, CORPSEFOLK OPERATIVE + +Bodies of the dead can, if in good enough condition, be magically made into corpsefolk: free-willed and intelligent undead who remember much of their past lives. For lone necromancers, this magic is possible only if the corpse is of the recently deceased or has been preserved shortly after death. However, the bone sages of Eox have learned to magically repair even badly damaged corpses and those decayed beyond what was usable for lesser necromancers. As a result, corpsefolk make up much of the population of Eox, some serving as indentured servants to pay off the cost of their creation. Undead creatures of this type were called zombie masters in ancient days, but as a class of normal citizens on Eox and soldiers in the Corpse Fleet, they have become known as corpsefolk, balancing their humble social status with their self-willed mentality. Corpsefolk look like zombies, but unlike those undead, corpsefolk retain memories of their previous lives, skills and abilities gained from classes and experience, and the will to make their own decisions. Initially, a corpsefolk’s physical form looks gaunt and dry, with sunken eyes and a hollow torso, but it begins as intact as its corpse was when it gained undeath. + +As corpsefolk age, however, their bodies can become torn and tattered. Early in their undead years, corpsefolk use surgery and magic to adopt a more wholesome appearance, but after a few decades, most cease to care what they look like, focusing only on what they can do to increase their long-term wealth and power. Corpsefolk can benefit from cybernetic implants, though many prefer necrografts, which blend more seamlessly with their animated forms. + +Most living creatures see corpsefolk as walking corpses and as such fear or mistrust them, but other self-aware undead creatures treat corpsefolk as second-class undead. Bone sages view corpsefolk as barely better than zombies, while ghouls, vampires, and other undead treat them as peasants or wage slaves unworthy of respect. Because most corpsefolk exist as a result of being created specifically to serve, few enter their undead existence with wealth, power, or influence. Most corpsefolk also lack innate magic power or special abilities. Though they can learn and excel with time and practice, doing so is no easier for them than for living creatures. This fact, coupled with the prejudices they face, makes it difficult for corpsefolk to rise into important positions. Eox, for instance, has a vast corpsefolk underclass, and these ragged undead are rarely selected for any position calling for interaction with living citizens of the Pact Worlds. + +Corpsefolk can be found in various roles in those societies that accept them: managers, soldiers, technicians, and workers. They can use equipment they mastered in life and gain new skills, though they vary in their ambition. Some corpsefolk lack the drive to do more than the minimum needed to maintain their existence, which is very little. Unlike undead that must consume materials from the living or those that hate the living and wish to destroy them, corpsefolk have no supernatural hunger or drive to kill. They don’t need air, food, sleep, or water, and the more apathetic corpsefolk also don’t need stimuli—when left alone, they can sit in silence for weeks or years with no sense of boredom or unease. Such corpsefolk carry out the tasks assigned to them and do little else. + +Most corpsefolk, however, still experience emotions and desires, though they have duller passions than most of the living and take a long-term view. Even when tending to menial tasks, they assume their current positions are temporary, trusting that as time passes and their experience grows, they can at least improve their lot even if positions of power and influence are out of reach. + +Some corpsefolk have great ambition. These drives can be tied to some aspect of a corpsefolk’s original life or an activity experienced early in their undeath that sparks significant interest. Such corpsefolk might settle old scores from their life, become fascinated with a specific kind of art, eagerly embrace new skills and opportunities, explore situations they feared in life, or seek to excel at assigned tasks as a way to track their progress through a potentially eternal unlife. + +**Source** _Alien Archive 2 pg. 30_, _Starfinder Empire of Bones pg. 56_ + +## CORPSEFOLK OPERATIVE CR 3 +**XP 800** +Corpsefolk operative +NE Medium undead +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 42 +**EAC** 14; **KAC** 15 +**Fort** +3; **Ref** +6; **Will** +7 +**Defensive Abilities** evasion; **DR** 5/magic; **Immunities** undead immunities + +### OFFENSE + +**Speed** 40 ft. +**Melee** survival knife +7 (1d4+4 S) +**Ranged** static arc pistol +9 (1d6+3 E; critical arc 2) or tactical shirren-eye rifle +9 (1d10+3 P) +**Offensive Abilities** trick attack +1d8 + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** —; **INT** +1; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +9, Intimidate +9, Sleight of Hand +14, Stealth +14 +**Languages** Common +**Other Abilities** operative exploits (uncanny mobility), specialization (thief), unliving +**Gear** graphite carbon skin, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 25 sniper rounds + +### ECOLOGY + +**Environment** any (Eox) +**Organization** solitary, pair, or association (3–10) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Corpsefolk (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Crest-Eater.md b/Compendium/SF1E/Bestiary/Alien Codex/Crest-Eater.md new file mode 100644 index 0000000..5d66699 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Crest-Eater.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 4 +Environment: warm deserts (Kasath) +hp: 54 +modifier: 1 +name: Crest-Eater +statblock: true +tags: +Type: N Large magical beast +--- +# CREST-EATER + +## DESCRIPTION + +Terrifying predators that roam the deserts and canyons of Kasath, crest-eaters earned their moniker thanks to their highly specialized diets: the hulking beasts feed almost exclusively on bone, and when attacking kasathas, they usually tear the humanoids’ heads from their bodies and then quickly and messily devour the bony crests within. A crest-eater has an advanced metabolism that processes the minerals it consumes to grow a large protrusion—a cross between antlers and a shell—from the crest-eater’s head and back. This outgrowth isn’t just made out of bone, however; it contains tiny fragments of reflective compounds that act like thousands of solar panels, thus providing the remainder of the nutrients the crest-eaters need to survive. As they age, the beasts grow more and more elaborate protrusions, increasing their surface area in order to store reserves of minerals for lean times. Crest-eaters also produce a venom that liquefies minerals, which can strip natural deposits of these resources from nearby rocks as easily as it melts the bones of their prey. + +Crest-eaters have a muscular frame supported by four stout legs. The claws on a crest-eater’s legs are somewhat blunt, having evolved for scrabbling over rocks. A pair of thick limbs attached to the creature’s lower back area can function as another pair of legs, allowing it to easily navigate rocky terrain or distribute its bulk on shifting sands. However, the sharper claws on these extra appendages are mainly used for tearing through its prey’s flesh to reach the bones. A crest-eater’s vicious teeth are capable of delivering painful bites and injecting its devastating venom. Despite its rather reptilian appearance, the crest-eater shares many similarities to mammals, including a steady body temperature and the ability to bear live young. + +Just as their biology skirts the edge of reptilian standards, so too does crest-eaters’ behavior. They are exceptionally social and loving animals, forming small prides of unrelated adults to hunt prey, dig out mineral deposits, and guard one another while they sleep. Many bold young hunters have fallen after slaying a single crest-eater, only to find its halfdozen compatriots rising from the sand around them. Cresteaters give birth to one or two young after a long pregnancy, during which the female grows increasingly ravenous for flesh and water, and an entire pride may take to hunting and aggressively defending water sources to feed a single pregnant mother’s needs. Newborn crest-eaters can dissolve bones immediately, though they are cautious predators until they begin to grow their first antler-shell around 1 year later. + +Crest-eaters that grow up in close proximity to other creatures often form close bonds with them, and thus they can be found traveling with small crowds of scavengers that pick parasites off their protrusions and snatch up any kills the mighty hunters leave behind. Despite the creatures’ social nature, especially large males become increasingly aggressive as they age and are often driven from their prides and the most reliable sources of food. Though a bit past their prime, these crest-eaters are still very dangerous, and they usually become unpredictable loners that attack desert communities without fear. It sometimes takes the collective effort of several heroes to either put down or drive off one of these wild beasts. Such an endeavor is rarely accomplished without casualties or major injuries. + +Crest-eaters occupy a place of fear and reverence in distant kasathan history. The humanoids’ ancient ancestors saw the beasts as terrifying messengers of death, particularly because of their tendency to rip off a victim’s head and leave the remainder of the body unmolested. Today, the crest-eater is still feared but better understood, and kasathan scientists have extensively studied the unique crystals the beasts grow. These are now the foundation for kasathan solar technology. After millennia of kasathan contact with the wider galaxy, crest-eaters have spread to other worlds, both due to kasathan technology sometimes relying on the creatures’ power-generating capabilities and as a result of other races employing crest-eaters as guard beasts, trophies to hunt, or exotic pets. The Idari even brought crest-eaters along on its long voyage, though these are kept carefully contained; rumors of escaped and feral crest-eaters living in the ship’s ventilation shafts are assumed to be spurious. + +A typical crest-eater is 14 feet from head to tail and is 6 feet tall at the shoulder, though this doesn’t count its elaborate protrusions. An average crest-eater weighs more than 1,000 pounds. + +## CREST-EATER CR 4 + +**XP 1,200** +N Large magical beast +**Init** +1; **Senses** bone tracker, darkvision 60 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 54 +**EAC** 16; **KAC** 19 +**Fort** +8; **Ref** +8; **Will** +3 + +### OFFENSE + +**Speed** 60 ft. +**Melee** bite +13 (1d6+7 P plus 1 con) +**Ranged** venom spit +10 (1 Con) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** bone eater + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +3; **INT** -2; **WIS** +1; **CHA** -1 +**Skills** Stealth +15, Survival +10 +**Languages** Kasatha (can’t speak any language) + +### ECOLOGY + +**Environment** warm deserts (Kasath) +**Organization** solitary, pair, or pride (3-6) + +### SPECIAL ABILITIES + +**Bone Eater (Su)** A crest-eater’s bite delivers a magical venom that dissolves certain minerals in its victim’s body, liquefying that creature’s bones. Each bite attack that deals damage also deals 1 Constitution damage. A target can negate this damage with a successful DC 13 Fortitude save. + +**Bone Tracker (Ex)** A crest-eater’s sense of smell is keenly attuned to the minerals it needs to survive. It can sniff out natural deposits of calcium, and it gains blindsense (scent) against creatures that have taken Constitution damage from its attacks in the past hour. + +**Venom Spit (Su)** As a standard action, a crest-eater can make a ranged attack against the KAC of a single target within 30 feet, spitting its bone-liquefying venom. If struck, the target must succeed at a DC 13 Fortitude save or take 1 Constitution damage. + +## DESCRIPTION + +Terrifying predators that roam the deserts and canyons of Kasath, crest-eaters earned their moniker thanks to their highly specialized diets: the hulking beasts feed almost exclusively on bone, and when attacking kasathas, they usually tear the humanoids’ heads from their bodies and then quickly and messily devour the bony crests within. A crest-eater has an advanced metabolism that processes the minerals it consumes to grow a large protrusion—a cross between antlers and a shell—from the crest-eater’s head and back. This outgrowth isn’t just made out of bone, however; it contains tiny fragments of reflective compounds that act like thousands of solar panels, thus providing the remainder of the nutrients the crest-eaters need to survive. As they age, the beasts grow more and more elaborate protrusions, increasing their surface area in order to store reserves of minerals for lean times. Crest-eaters also produce a venom that liquefies minerals, which can strip natural deposits of these resources from nearby rocks as easily as it melts the bones of their prey. + +Crest-eaters have a muscular frame supported by four stout legs. The claws on a crest-eater’s legs are somewhat blunt, having evolved for scrabbling over rocks. A pair of thick limbs attached to the creature’s lower back area can function as another pair of legs, allowing it to easily navigate rocky terrain or distribute its bulk on shifting sands. However, the sharper claws on these extra appendages are mainly used for tearing through its prey’s flesh to reach the bones. A crest-eater’s vicious teeth are capable of delivering painful bites and injecting its devastating venom. Despite its rather reptilian appearance, the crest-eater shares many similarities to mammals, including a steady body temperature and the ability to bear live young. + +Just as their biology skirts the edge of reptilian standards, so too does crest-eaters’ behavior. They are exceptionally social and loving animals, forming small prides of unrelated adults to hunt prey, dig out mineral deposits, and guard one another while they sleep. Many bold young hunters have fallen after slaying a single crest-eater, only to find its halfdozen compatriots rising from the sand around them. Cresteaters give birth to one or two young after a long pregnancy, during which the female grows increasingly ravenous for flesh and water, and an entire pride may take to hunting and aggressively defending water sources to feed a single pregnant mother’s needs. Newborn crest-eaters can dissolve bones immediately, though they are cautious predators until they begin to grow their first antler-shell around 1 year later. + +Crest-eaters that grow up in close proximity to other creatures often form close bonds with them, and thus they can be found traveling with small crowds of scavengers that pick parasites off their protrusions and snatch up any kills the mighty hunters leave behind. Despite the creatures’ social nature, especially large males become increasingly aggressive as they age and are often driven from their prides and the most reliable sources of food. Though a bit past their prime, these crest-eaters are still very dangerous, and they usually become unpredictable loners that attack desert communities without fear. It sometimes takes the collective effort of several heroes to either put down or drive off one of these wild beasts. Such an endeavor is rarely accomplished without casualties or major injuries. + +Crest-eaters occupy a place of fear and reverence in distant kasathan history. The humanoids’ ancient ancestors saw the beasts as terrifying messengers of death, particularly because of their tendency to rip off a victim’s head and leave the remainder of the body unmolested. Today, the crest-eater is still feared but better understood, and kasathan scientists have extensively studied the unique crystals the beasts grow. These are now the foundation for kasathan solar technology. After millennia of kasathan contact with the wider galaxy, crest-eaters have spread to other worlds, both due to kasathan technology sometimes relying on the creatures’ power-generating capabilities and as a result of other races employing crest-eaters as guard beasts, trophies to hunt, or exotic pets. The Idari even brought crest-eaters along on its long voyage, though these are kept carefully contained; rumors of escaped and feral crest-eaters living in the ship’s ventilation shafts are assumed to be spurious. + +A typical crest-eater is 14 feet from head to tail and is 6 feet tall at the shoulder, though this doesn’t count its elaborate protrusions. An average crest-eater weighs more than 1,000 pounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Initiate.md b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Initiate.md new file mode 100644 index 0000000..520b93b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Initiate.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 45 +modifier: 5 +name: Cultists, Cult Initiate +statblock: true +tags: +Type: CE Medium humanoid (human) +--- +# CULTISTS, CULT INITIATE +Cultists follow a fringe religion, often one deemed dangerous or even illegal by the surrounding society. The most common and dangerous cults in the Pact Worlds are those devoted to evil deities such as Lao Shu Po, Nyarlathotep, Urgathoa, and Zon-Kuthon. However, many other cults exist, worshiping such diverse entities as archdevils (especially Asmodeus), demon lords (especially Lamashtu), the Devourer, and alien Outer Gods. +Regardless of the object of their worship, cultists must operate in the shadowy parts of society where their unwanted or illegal activities can go unnoticed. They lurk in frontier areas without strong authorities, such as the Diaspora or Fullbright on Verces, or behind innocent-seeming fronts within settlements or on space stations. Many stalk the poorer districts of Absalom Station, hiding within the multitudinous population and taking advantage of disaffected citizens. A particular large and brazen cult might be more blatant about its activities, though the members still hide themselves away behind fortified walls and laser turrets when the authorities wish to speak to them. + +**Source** _Pact Worlds pg. 168_ + +## CULT INITIATE CR 4 + +**XP 1,200** +Human Envoy +CE Medium humanoid (human) +**Init** +5; **Perception** +10 + +### DEFENSE + +**HP** 45 +**EAC** 16; **KAC** 17 +**Fort** +3; **Ref** +5; **Will** +7 + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +8 (1d4+4 S) +**Ranged** frostbite-class zero pistol +10 (1d6+4 C; critical staggered \[DC 15\]) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +0; **INT** +3; **WIS** -1; **CHA** +5 +**Skills** Bluff +15, Diplomacy +15, Intimidate +15, Mysticism +10, Sense Motive +10, Stealth +10 +**Languages** Common, up to 3 others +**Other Abilities** cunning liar, envoy improvisations (clever feint, quick dispiriting taunt) +**Gear** casual stationwear, frostbite-class zero pistol with 1 battery (20 charges), survival knife + +### ECOLOGY + +### SPECIAL ABILITIES + +**Cunning Liar (Ex)** The first time a creature would succeed at a Sense Motive check to disbelieve the initiate's lie, treat that creature's result as if it had rolled a natural 1 on its Sense Motive check. + +## DESCRIPTION + +Cult initiates see to the basic needs of the cult, quietly acquire resources, and mislead or kill those who ask too many questions about the cult's activities. They also learn about those who are interested in the cult, deciding whether those people should be inducted, thrown off the trail, or quietly eliminated. Sometimes initiates lead their own small groups of impressionable street gang members. Not all initiates are true believers, and they might be shaken out of their allegiance by persistent dialogue from the cult's enemies, but many are too committed to let go—often because they have already done terrible things in the cult's name. +**Adaptation:** A cult initiate can be the envoy of any religious order with a need for secrecy. This stat block can also serve as a drow smuggler by switching the race to drow (Starfinder Alien Archive 42). \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Killer.md b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Killer.md new file mode 100644 index 0000000..9683f26 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Killer.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 90 +modifier: 3 +name: Cultists, Cult Killer +statblock: true +tags: +Type: CE Medium humanoid (lashunta) +--- +# CULTISTS, CULT KILLER +Cultists follow a fringe religion, often one deemed dangerous or even illegal by the surrounding society. The most common and dangerous cults in the Pact Worlds are those devoted to evil deities such as Lao Shu Po, Nyarlathotep, Urgathoa, and Zon-Kuthon. However, many other cults exist, worshiping such diverse entities as archdevils (especially Asmodeus), demon lords (especially Lamashtu), the Devourer, and alien Outer Gods. +Regardless of the object of their worship, cultists must operate in the shadowy parts of society where their unwanted or illegal activities can go unnoticed. They lurk in frontier areas without strong authorities, such as the Diaspora or Fullbright on Verces, or behind innocent-seeming fronts within settlements or on space stations. Many stalk the poorer districts of Absalom Station, hiding within the multitudinous population and taking advantage of disaffected citizens. A particular large and brazen cult might be more blatant about its activities, though the members still hide themselves away behind fortified walls and laser turrets when the authorities wish to speak to them. + +**Source** _Pact Worlds pg. 168_ + +## CULT KILLER CR 6 + +**XP 2,400** +Korasha lashunta solarian +CE Medium humanoid (lashunta) +**Init** +3; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +6; **Will** +7 + +### OFFENSE + +**Speed** 30 ft. +**Melee** solar weapon +16 (1d8+1d4+11 S; critical wound \[DC 14\]) +**Ranged** corona laser pistol +13 (2d4+6 F; critical burn 1d4) +**Offensive Abilities** stellar revelations (black hole \[25-ft. radius, pull 15 ft., DC 14\], defy gravity, stellar rush \[3d6 F, DC 14\], supernova \[10-ft. radius, 7d6 F, DC 14\]) +**Lashunta Spell-Like Abilities** (CL 6th) +1/day—_detect thoughts (DC_ 13) +At will—_daze_ (DC 12), _psychokinetic hand_ + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** +0; **WIS** +0; **CHA** +2 +**Skills** Athletics +18, Mysticism +13, Stealth +13 +**Languages** Castrovelian, Common; limited telepathy 30 ft. +**Other Abilities** solar manifestation (solar weapon), stellar alignment +**Gear** freebooter armor II, corona laser pistol with 1 battery (20 charges), _least gluon crystal_ + +### ECOLOGY + +## DESCRIPTION + +Cult killers obsess over how they can use death to further the interests of their grim deities. Many see their mystical training as being connected to the dark teachings of their patron deity, but some simply enjoy having an excuse to use their abilities to their full, lethal potential. In serving a cult, a cult killer tracks down and slays the cult's enemies, hopefully before those foes can interfere with the cult's actions. Cult killers also guard unhallowed sites against intruders and have the honor of killing sacrificial victims. A cult killer's solar weapon generally resembles a weapon the cult's deity favors, such as a scythe in the case of Urgathoa. +**Adaptation:** A cult killer can be part of a wall breaker choir devoted to the Devourer, traveling around the fringes of the Pact Worlds. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Leader.md b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Leader.md new file mode 100644 index 0000000..333ea99 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Cultists, Cult Leader.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 105 +modifier: 1 +name: Cultists, Cult Leader +statblock: true +tags: +Type: CE Medium humanoid (shirren) +--- +# CULTISTS, CULT LEADER +Cultists follow a fringe religion, often one deemed dangerous or even illegal by the surrounding society. The most common and dangerous cults in the Pact Worlds are those devoted to evil deities such as Lao Shu Po, Nyarlathotep, Urgathoa, and Zon-Kuthon. However, many other cults exist, worshiping such diverse entities as archdevils (especially Asmodeus), demon lords (especially Lamashtu), the Devourer, and alien Outer Gods. +Regardless of the object of their worship, cultists must operate in the shadowy parts of society where their unwanted or illegal activities can go unnoticed. They lurk in frontier areas without strong authorities, such as the Diaspora or Fullbright on Verces, or behind innocent-seeming fronts within settlements or on space stations. Many stalk the poorer districts of Absalom Station, hiding within the multitudinous population and taking advantage of disaffected citizens. A particular large and brazen cult might be more blatant about its activities, though the members still hide themselves away behind fortified walls and laser turrets when the authorities wish to speak to them. + +## CULTISTS, CULT LEADER + +**Source** _Pact Worlds pg. 169_ + +## CULT LEADER CR 8 + +**XP 4,800** +Shirren Mystic +CE Medium humanoid (shirren) +**Init** +1; **Senses** blindsense (vibration) 30 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +11 +**Defensive Abilities** share pain (DC 18) + +### OFFENSE + +**Speed** 30 ft. +**Melee** carbon staff +14 (1d8+9 S; critical knockdown) +**Ranged** red star plasma pistol +14 (1d8+8 E & F; critical burn 1d8) +**Offensive Abilities** backlash (8 damage), sow doubt (4 rounds, DC 18) +**Spell-Like Abilities** (CL 8th) +At will—_mindlink_ +**Mystic Spells Known** (CL 8th) +3rd (3/day)—_fear_ (DC 20), _mind thrust_ (DC 20) +2nd (6/day)—_fog cloud_, _hold person_ (DC 19), _inflict pain_ (DC 19), _status_ +1st (at will)—_charm person_ (DC 18), _lesser confusion_ (DC 18) +**Connection** mindbreaker + +### STATISTICS + +**STR** +1; **DEX** +1; **CON** +4; **INT** +2; **WIS** +6; **CHA** +2 +**Skills** Bluff +21, Culture +16, Diplomacy +16, Intimidate +16, Mysticism +21, Sense Motive +16 +**Languages** Common, Shirren, up to 2 others; limited telepathy 30 ft. +**Other Abilities** communalism +**Gear** silver AbadarCorp travel suit, carbon staff, red star plasma pistol with 2 batteries (20 charges each) + +### ECOLOGY + +## DESCRIPTION + +A cult leader directs a particular cult, although she might answer to a distant organizer within a very large sect. A cult leader is always an exceptionally manipulative individual, often drawn to a dark patron as a shortcut to power or as a refuge from a world that doesn't recognize her true glory. Most cult leaders become addicted to abusing the near-absolute control they enjoy over cult members, either through direct orders on behalf of their deity or indirectly by carefully phrased teachings that cultists obsessively follow. This is especially true in the case of shirren cult leaders, who find deciding what lore to teach and what to save for themselves physically intoxicating. A cult leader generally doesn't directly confront potential threats, preferring to have initiates and killers do the dirty work. Larger cults sometimes revolve around a circle of several cult leaders who protect one another only until one shows weakness. +**Adaptation:** This cult leader worships Urgathoa, but she could be a devotee of the Devourer or Zon-Kuthon with no changes. Other cult leaders' total skill bonus to Bluff checks is +16, and they don't have a skill bonus to Intimidate checks. A cult leader of Nyarlathotep has the star shaman connection, Bluff +16, Perception +21, and Piloting +16. A cult leader of Asmodeus or Lao Shu Po has the overlord connection, Bluff +16, and Diplomacy +21. A cult leader can also function as an influential evangelist serving a public religion. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alorbidaemon.md b/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alorbidaemon.md new file mode 100644 index 0000000..0853b22 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alorbidaemon.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 12 +Environment: any (Abaddon) +hp: 200 +modifier: 8 +name: Daemon, Alorbidaemon +statblock: true +tags: +Type: NE Large outsider (daemon, evil, extraplanar) +--- +# DAEMON, ALORBIDAEMON +Originating from the desolate plane of Abaddon, daemons strive to end all life in existence—even destroying themselves after snuffing out or consuming every other soul. A daemon’s favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy’s evolving technology. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media. The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect. + +Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body. A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components. A typical alorbidaemon is 4–5 feet tall but can weigh 1,000 pounds + +**Source** _Alien Archive 4 pg. 24_ + +## ALORBIDAEMON CR 12 + +**XP 19,200** +NE Large outsider (daemon, evil, extraplanar) +**Init** +8; **Senses** blindsense (life) 60 ft., darkvision 120 ft.;; **Perception** +22 +**Aura** hazardous dedication (100 ft., DC 21) + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +13; **Will** +17 +**Immunities** acid, death effects, disease, poison; **Resistances** cold 10, electricity 10, fire 10 + +### OFFENSE + +**Speed** 10 ft., fly 50 ft. (Su, average) +**Melee** slam +22 (2d10+16 B) +**Ranged** electro discharge +24 (2d8+12 E; critical arc 3d6) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** virtual mortality Spell-Like Abilities (CL 12th; melee +22, ranged +24) 1/day—holographic terrain (DC 22), overload systems (DC 21) 3/day—arcing surge (DC 20), displacement, holographic image (5th level, DC 22), instant virus (DC 20) At will—holographic image (3th level, DC 20), magic missile, remote operationCOM + +### STATISTICS + +**STR** +4; **DEX** +8; **CON** +2; **INT** +3; **WIS** +3; **CHA** +5 +**Skills** Bluff +27, Computers +27, Culture +27, Engineering +22, Piloting +22 +**Languages** Abyssal, Infernal; telepathy 100 ft. + +### ECOLOGY + +**Environment** any (Abaddon) +**Organization** solitary + +### SPECIAL ABILITIES + +**Electro Discharge (Su)** An alucidaemon can produce an electric discharge from their gauntlets. This is a ranged attack against EAC that has a range increment of 20 feet. +**Hazardous Reality (Su)** An alorbidaemon can distort reality around themself. Each creature within 100 feet of the alorbidaemon must succeed at a DC 21 Will save or take a –2 penalty to saving throws against illusions; this penalty persists while the creature remains in the aura and for 1 minute afterward. Any creature taking this penalty also takes 4d10 damage at the end of each turn that they’re within an area of holographic terrain or within 30 feet of a holographic image (Will DC 21 negates), as the holographic threats attack them and inflict mental strain. A creature that succeeds at either Will save against hazardous reality is immune to that alorbidaemon’s aura for 24 hours. This is a mind-affecting effect. +**Virtual Mortality (Su)** As a standard action, an alucidaemon can focus on a single living creature within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 21 Will save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target takes a –2 penalty to AC and saving throws. The target can take a move action to play the vidgame, allowing it to attempt another DC 21 Will save to end the effect. At the end of each turn that the target doesn’t take this move action, it begins to lose the vidgame and takes 3d8 damage from the vidgame as deadly feedback. Whether or not a creature succeeds at its saving throw against this ability, it’s immune to further instances of this effect for 24 hours. This is a mind-affecting effect. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Daemon (Summoning) Graft Template +\- Daemon (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alucidaemon.md b/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alucidaemon.md new file mode 100644 index 0000000..70a5373 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Daemon, Alucidaemon.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 4 +Environment: any (Abaddon) +hp: 52 +modifier: 5 +name: Daemon, Alucidaemon +statblock: true +tags: +Type: NE Small outsider (daemon, evil, extraplanar) +--- +# DAEMON, ALUCIDAEMON +Originating from the desolate plane of Abaddon, daemons strive to end all life in existence—even destroying themselves after snuffing out or consuming every other soul. A daemon’s favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy’s evolving technology. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media. The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect. + +Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe. Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body. A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components. A typical alorbidaemon is 4–5 feet tall but can weigh 1,000 pounds + +## ALUCIDAEMON CR 4 + +**XP 1,200** +NE Small outsider (daemon, evil, extraplanar) +**Init** +5; **Senses** blindsense (life) 30 ft., darkvision 60 ft.;; **Perception** +10 + +### DEFENSE + +**HP** 52 +**EAC** 16; **KAC** 17 +**Fort** +3; **Ref** +5; **Will** +7 +**Immunities** acid, death effects, disease, poison Resistances cold 5, electricity 5, fire 5 + +### OFFENSE + +**Speed** 10 ft., fly 50 ft. (Su, average) +**Melee** slam +9 (1d4+6 B) +**Ranged** electro discharge +11 (1d4+4 E; critical arc 1d4) +**Offensive Abilities** virtual mortality Spell-Like Abilities (CL 4th) 1/day—holographic image (2nd level, DC 15), laser netCOM (DC 15) 1/day—magic missile, overheat (DC 14), remote operationCOM At will—daze (DC 13), ghost sound (DC 13) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +0; **INT** +1; **WIS** +1; **CHA** +3 +**Skills** Bluff +15, Computers +15, Culture +15, Engineering +10, Piloting +10 +**Languages** Abyssal, Infernal; telepathy 100 ft. + +### ECOLOGY + +**Environment** any (Abaddon) +**Organization** solitary, pair, or local-area network party (3–16) + +### SPECIAL ABILITIES + +**Electro Discharge (Su)** An alucidaemon can produce an electric discharge from their gauntlets. This is a ranged attack against EAC that has a range increment of 20 feet. +**Virtual Mortality (Su)** As a standard action, an alucidaemon can focus on a single living creature within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 15 Will save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target takes a –2 penalty to AC and saving throws. The target can take a move action to play the vidgame, allowing it to attempt another DC 15 Will save to end the effect. At the end of each turn that the target doesn’t take this move action, it begins to lose the vidgame and takes 2d6 damage from the vidgame as deadly feedback. Whether or not a creature succeeds at its saving throw against this ability, it’s immune to further instances of this effect for 24 hours. This is a mind-affecting effect. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Daemon (Summoning) Graft Template +\- Daemon (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Damai, Damai Guardian.md b/Compendium/SF1E/Bestiary/Alien Codex/Damai, Damai Guardian.md new file mode 100644 index 0000000..27c77cd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Damai, Damai Guardian.md @@ -0,0 +1,82 @@ +--- +aliases: +cr: 12 +Environment: any (Daimalko) +hp: 170 +modifier: 1 +name: Damai, Damai Guardian +statblock: true +tags: +Type: N Medium humanoid (damai) +--- +# DAMAI, DAMAI GUARDIAN +The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old. Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world’s oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people’s legends. Some of these monstrosities were kyokors, though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet’s inhabitants in short order. + +Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today. + +About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they’d contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually. + +Near the end of the leaders’ journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet’s lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts’ behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs’ power, the leaders came to realize that with just a little concentration, they could inhabit each others’ minds and hearts. + +These damai leaders became the first Guardians. Invigorated with the powers they’d unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths. + +However, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart. Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right. + +Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end. + +The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds. + +**Source** _Alien Archive 2 pg. 32_ + +## DAMAI GUARDIAN CR 12 + +**XP 19,200** +Damai mystic +N Medium humanoid (damai) +**Init** +1; **Senses** greater emotionsense, low-light vision; **Perception** +27 + +### DEFENSE + +**HP** 170; **RP** 5 +**EAC** 25; **KAC** 26 +**Fort** +11; **Ref** +11; **Will** +17 +**Defensive Abilities** scrappy + +### OFFENSE + +**Speed** 30 ft. +**Melee** ultrathin dueling sword +21 (3d6+16 E & F) +**Ranged** paragon semi-auto pistol +19 (4d6+12 P) +**Mystic Spell-Like Abilities** (CL 12th) +12/day—_discern lies_ (DC 21) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 12th) +4th (3/day)—_hold monster_ (DC 23), _mind probe_ (DC 23) +3rd (6/day)—_clairaudience/clairvoyance_, _haste_, _mind thrust_ (DC 22), mystic cure +2nd (at will)—_augury_, _zone of truth_ (DC 21) +**Connection** empath + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +5; **INT** +2; **WIS** +8; **CHA** +4 +**Skills** Diplomacy +22, Mysticism +27, Sense Motive +27 +**Languages** Ancient Daimalkan, Common, Daimalkan +**Other Abilities** empathic bond, empathy, greater mindlink, telepathic bond +**Gear** estex suit IV, paragon semi-auto pistol with 32 small arm rounds, ultrathin dueling sword + +### ECOLOGY + +**Environment** any (Daimalko) +**Organization** solitary, pair, or adjudication (3–7) + +### SPECIAL ABILITIES + +**Empathic Bond (Su)** Damai Guardians have an empathic connection with each other that lasts for life. If a Guardian spends 1 round concentrating while thinking about another specific Guardian, she can learn that individual’s relative position and general condition, as per the status spell. Additionally, when she uses this ability, the Guardian learns the other individual’s general emotional state and its intensity, such as whether the target is mildly content, moderately worried, intensely distraught, or similar. + +**Scrappy (Ex)** Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Damai (Creature Subtype) Graft Template +\- Damai Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Damai.md b/Compendium/SF1E/Bestiary/Alien Codex/Damai.md new file mode 100644 index 0000000..fb686dd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Damai.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 1/2 +Environment: any (Daimalko) +hp: 12 +modifier: 3 +name: Damai +statblock: true +tags: +Type: N Medium humanoid (damai) +--- +# DAMAI +The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old. Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world’s oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people’s legends. Some of these monstrosities were kyokors, though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet’s inhabitants in short order. + +Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today. + +About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they’d contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually. + +Near the end of the leaders’ journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet’s lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts’ behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs’ power, the leaders came to realize that with just a little concentration, they could inhabit each others’ minds and hearts. + +These damai leaders became the first Guardians. Invigorated with the powers they’d unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths. + +However, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart. Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right. + +Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end. + +The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds. + +**Source** _Alien Archive 2 pg. 32_ + +## DAMAI CR 1/2 + +**XP 200** +N Medium humanoid (damai) +**Init** +3; **Senses** low-light vision; **Perception** +9 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +2; **Will** +3 +**Defensive Abilities** scrappy + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +4 (1d4 S) +**Ranged** tactical semi-auto pistol +2 (1d6 P) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +1; **INT** +1; **WIS** +0; **CHA** +2 +**Skills** Engineering +4, Medicine +9, Stealth +9, Survival +4 +**Languages** Common, Daimalkan +**Gear** estex suit I, survival knife, tactical semiauto pistol with 18 small arm rounds, 6 field rations + +### ECOLOGY + +**Environment** any (Daimalko) +**Organization** solitary, pair, trio, or colony (10–350) + +### SPECIAL ABILITIES + +**Scrappy (Ex)** Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Damai (Creature Subtype) Graft Template +\- Damai Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Core-diver.md b/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Core-diver.md new file mode 100644 index 0000000..b6f917e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Core-diver.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 165 +modifier: 2 +name: Dawn Beetle, Dawn Core-diver +statblock: true +tags: +Type: N Large vermin +--- +# DAWN BEETLE, DAWN CORE-DIVER +Dawn beetles incubate deep within stars before hatching, burrowing up to their star’s middle layer, and seeking out debris to disassemble and recycle into brood chambers. The pressure deep within a star compresses and smooths the beetles’ silicon-based bodies to an iridescent sheen as they slowly tunnel through the plasma, giving each a uniquely beautiful carapace. With scissor-like mandibles that can punch through steel and spiky claws able to tear through stone, dawn beetles are notorious among mechanics, though Sarenrae’s followers revere these beetles for their tenacity. + +A dawn beetle’s life cycle consists of two principal stages: sun-scrapper early on, then core-diver near the end of its life. True to their name, sun-scrappers industriously scrabble about the middle layers of stars, chasing after any asteroids, derelict wrecks, and other debris that has survived the heat of entering the sun and dissecting and gathering the wreckage into large junk spheres. Sun-scrappers chew and mix the debris with special saliva that vastly raises the material’s melting point, allowing these spheres to remain mostly solid despite the heat. Once a beetle’s collection becomes too large to carry in its jaws, it instead pushes the mass backward with its hind legs as it searches for more material. These collectors periodically gather in crews for safety or, rarely, to push about a single massive scrap ball. When a sun-scrapper’s sphere grows so enormous that it sinks toward the star’s core, the beetle digs out a burrow in the sphere that repels heat so capably that terrestrial creatures and treasures can sometimes survive inside. + +Of course, proper debris rarely lasts long after colliding with the sun. When stymied in their search, dawn beetles seek out sunspots, angle themselves toward distant stars, and wait for a solar flare. The eventual explosion hurls the beetles through space at tremendous speeds. Some crash into other stars, where they begin their hunt anew. Others reach far-flung planets, where the beetles quickly scavenge the most promising scrap around. Though these intrepid colonists mean living creatures no harm, the beetles not only devastate buildings and vehicles, but they also periodically misidentify and capture live prey who they stubbornly try to incorporate into their junk balls. Core-divers on tectonically active planets can even burrow into their new homes’ molten cores and successfully hatch a new generation. Unfortunately, dawn beetles that miss their targets float haplessly and indefinitely, in rare cases colliding with unsuspecting starships and space stations that they adopt as their new homes. + +Thanks to their plodding compliance, dawn beetles are rather easy to domesticate. With the proper saddle to dissipate the heat, a rider can direct their mount like a living tractor, pushing objects and demolishing structures. Unscrupulous space pirates even hide within their mounts’ scrap spheres while sending out distress signals, waiting for unsuspecting starships to approach before emerging to have their beetles burrow into their prey. Other thrill seekers exploit the beetles’ navigation abilities, using planetary gravity to slingshot them toward a distant destination, or ride the beetles bareback through space as part of rodeo competitions. + +Some of Sarenrae’s faithful consider dawn beetles a sacred animal. Acolytes take them as mounts and follow them through the galaxy, trusting in their patron’s power to deliver them safely to other worlds to spread the Dawnflower’s healing. They believe those who can ride core-divers bareback without being burned are especially blessed. The Sarenites of the Burning Archipelago maintain small herds of the beetles on the surface, training them to recycle the settlement’s waste. However, these beetles periodically become too greedy, and the Archipelago’s security must fend off hundreds of the scavengers. + +**Source** _Alien Archive 4 pg. 26_ + +## DAWN CORE-DIVER CR 10 + +**XP 9,600** +N Large vermin +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 27 +**Fort** +14; **Ref** +9; **Will** +12 +**Immunities** fire + +### OFFENSE + +**Speed** 20 ft., burrow 10 ft. +**Melee** bite +20 (2d10+15 P plus 1d10 F; critical burn 1d10) or claw +22 (2d6+15 S plus 1d10 F) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** breath weapon (30-ft. cone, 11d6 F, Reflex DC 17 half, usable every 1d6 rounds) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +8; **INT** —; **WIS** +3; **CHA** +0 +**Skills** Athletics +19, Survival +19 +**Other Abilities** solar adaptation, solar slingshot, void adaptation + +### ECOLOGY + +**Environment** any +**Organization** solitary or crew (1–2 plus 3–8 sun-scrapper beetles) + +### SPECIAL ABILITIES + +**Heated Carapace (Ex)** A dawn core-diver exudes intense heat, dealing 1d10 fire damage to any creature that hits it with a natural weapon or unarmed strike and to any creature the core-diver hits with its attacks. +**Scrap (Ex)** Known for its ability to tear apart virtually anything to add to its junk hoard, a dawn sun-scrapper gains a +4 racial bonus to sunder combat maneuvers. +**Solar Slingshot (Ex)** A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds using Survival instead of Piloting to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can’t fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Sun-scrapper.md b/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Sun-scrapper.md new file mode 100644 index 0000000..6307836 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dawn Beetle, Dawn Sun-scrapper.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 0 +name: Dawn Beetle, Dawn Sun-scrapper +statblock: true +tags: +Type: N Large vermin +--- +# DAWN BEETLE, DAWN SUN-SCRAPPER +Dawn beetles incubate deep within stars before hatching, burrowing up to their star’s middle layer, and seeking out debris to disassemble and recycle into brood chambers. The pressure deep within a star compresses and smooths the beetles’ silicon-based bodies to an iridescent sheen as they slowly tunnel through the plasma, giving each a uniquely beautiful carapace. With scissor-like mandibles that can punch through steel and spiky claws able to tear through stone, dawn beetles are notorious among mechanics, though Sarenrae’s followers revere these beetles for their tenacity. + +A dawn beetle’s life cycle consists of two principal stages: sun-scrapper early on, then core-diver near the end of its life. True to their name, sun-scrappers industriously scrabble about the middle layers of stars, chasing after any asteroids, derelict wrecks, and other debris that has survived the heat of entering the sun and dissecting and gathering the wreckage into large junk spheres. Sun-scrappers chew and mix the debris with special saliva that vastly raises the material’s melting point, allowing these spheres to remain mostly solid despite the heat. Once a beetle’s collection becomes too large to carry in its jaws, it instead pushes the mass backward with its hind legs as it searches for more material. These collectors periodically gather in crews for safety or, rarely, to push about a single massive scrap ball. When a sun-scrapper’s sphere grows so enormous that it sinks toward the star’s core, the beetle digs out a burrow in the sphere that repels heat so capably that terrestrial creatures and treasures can sometimes survive inside. + +Of course, proper debris rarely lasts long after colliding with the sun. When stymied in their search, dawn beetles seek out sunspots, angle themselves toward distant stars, and wait for a solar flare. The eventual explosion hurls the beetles through space at tremendous speeds. Some crash into other stars, where they begin their hunt anew. Others reach far-flung planets, where the beetles quickly scavenge the most promising scrap around. Though these intrepid colonists mean living creatures no harm, the beetles not only devastate buildings and vehicles, but they also periodically misidentify and capture live prey who they stubbornly try to incorporate into their junk balls. Core-divers on tectonically active planets can even burrow into their new homes’ molten cores and successfully hatch a new generation. Unfortunately, dawn beetles that miss their targets float haplessly and indefinitely, in rare cases colliding with unsuspecting starships and space stations that they adopt as their new homes. + +Thanks to their plodding compliance, dawn beetles are rather easy to domesticate. With the proper saddle to dissipate the heat, a rider can direct their mount like a living tractor, pushing objects and demolishing structures. Unscrupulous space pirates even hide within their mounts’ scrap spheres while sending out distress signals, waiting for unsuspecting starships to approach before emerging to have their beetles burrow into their prey. Other thrill seekers exploit the beetles’ navigation abilities, using planetary gravity to slingshot them toward a distant destination, or ride the beetles bareback through space as part of rodeo competitions. + +Some of Sarenrae’s faithful consider dawn beetles a sacred animal. Acolytes take them as mounts and follow them through the galaxy, trusting in their patron’s power to deliver them safely to other worlds to spread the Dawnflower’s healing. They believe those who can ride core-divers bareback without being burned are especially blessed. The Sarenites of the Burning Archipelago maintain small herds of the beetles on the surface, training them to recycle the settlement’s waste. However, these beetles periodically become too greedy, and the Archipelago’s security must fend off hundreds of the scavengers. + +**Source** _Alien Archive 4 pg. 26_ + +## DAWN SUN-SCRAPPER CR 2 + +**XP 600** +Large vermin +N Large vermin +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 16 +**Fort** +6; **Ref** +1; **Will** +4 +**Immunities** fire + +### OFFENSE + +**Speed** 20 ft., burrow 10 ft. +**Melee** bite+8 (1d8+4 P) or claw +10 (1d4+4 S) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +4; **INT** —; **WIS** +1; **CHA** +0 +**Skills** Athletics +7, Survival +12 +**Other Abilities** solar adaptation, solar slingshot, void adaptation + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or crew (3–6) + +### SPECIAL ABILITIES + +**Scrap (Ex)** Known for its ability to tear apart virtually anything to add to its junk hoard, a dawn sun-scrapper gains a +4 racial bonus to sunder combat maneuvers. +**Solar Slingshot (Ex)** A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds using Survival instead of Piloting to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can’t fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Deadfall Stalker.md b/Compendium/SF1E/Bestiary/Alien Codex/Deadfall Stalker.md new file mode 100644 index 0000000..d370d40 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Deadfall Stalker.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 12 +Environment: any (Apostae) +hp: 185 +modifier: 5 +name: Deadfall Stalker +statblock: true +tags: +Type: CN Large magical beast +--- +# DEADFALL STALKER +**Source** _Alien Archive 4 pg. 28_ + +## DEADFALL STALKER CR 12 + +**XP 19,200** +CN Large magical beast +**Init** +5; **Senses** blindsight (vibration) 60 ft., sense through (blindsight \[vibration\]) 60 ft., sightless; **Perception** +27 + +### DEFENSE + +**HP** 185 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +16; **Will** +11 +**Defensive Abilities** regeneration 5 (electricity) + +### OFFENSE + +**Speed** 30 ft., burrow 15 ft., climb 30 ft. +**Melee** bite +22 (3d8+20 B plus swallow whole) or claw +26 (3d6+20 S plus grab) +**Multiattack** 3 claws +20 (3d6+20 S plus grab) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with claws) +**Offensive Abilities** singular attraction, swallow whole (3d8+20 B, EAC 26, KAC 24, 46 HP) Spell-Like Abilities (CL 12th) 1/day—cosmic eddy (DC 19), greater invisibility (self only), passwall + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +4; **INT** -3; **WIS** +1; **CHA** -2 +**Skills** Athletics +27, Stealth +22 +**Other Abilities** compression, feast, void adaptation + +### ECOLOGY + +**Environment** any (Apostae) +**Organization** solitary or tangle (2–8) + +### SPECIAL ABILITIES + +**Feast (Su)** Whenever a creature the deadfall stalker has swallowed dies or loses or spends a Resolve Point while dying, the deadfall stalker’s regeneration increases by 10 during the following round (maximum 25). +**Singular Attraction (Ex)** A deadfall stalker easily transfers grabbed prey into its maw. A deadfall stalker can use its swallow whole ability to swallow a creature even if that creature wasn’t grappled or pinned by the deadfall stalker’s bite attack. + +## DESCRIPTION + +Loosely resembling a spider, a deadfall stalker’s body hosts a black hole singularity it uses to capture, crush, and digest prey. Each of these subterranean predators skitters ably on its host of legs—the number of appendages ranges from 12–31 but doesn’t impact their creatures’ mobility and is unrelated to their age. A stalker’s strange, spherical body has phalanxes of hairy appendages. Rather than eyes, a deadfall stalker relies on its legs’ thousands of bristles, using them to sense the faintest vibrations even through thin atmosphere or stone. Those who survive encounters with these beasts sometimes report the soft tapping of a nearby stalker as it hauntingly raps on nearby surfaces to listen for echoes and prey. + +As ambush hunters, deadfall stalkers quietly patrol their territory on the lookout for prey to catch unawares. They’re adept at creeping up on targets, yet their favored tactic involves using passwall to strike from a completely unexpected direction. Once in range, a deadfall stalker scrabbles to pin down its prey with its legs before passing the immobilized meal into its jawless maw, which relies on suctioning force to crush and swallow food whole. The internal singularity and the organ that shelters it occupy roughly half the stalker’s abdomen, and in addition to creating the gravity fields that circulate the creature’s blood, the singularity acts as a powerful gizzard that pulverizes virtually anything the deadfall stalker swallows. The beast draws sustenance from the energy released by its prey’s disintegrating atomic bonds and periodically excretes hyper-dense waste pellets. + +When a deadfall stalker accumulates too much matter, its singularity grows too powerful to remain housed safely in the creature’s body. Within a few days, the stalker finds a safe place, hunkers down, and locks its limbs against one another in order to tear itself apart, undergoing binary fission. In addition to creating two healthy deadfall stalkers, each with half the number of legs as the original, this process snaps the singularity in half, releasing a powerful shock wave that registers on seismometers, breaks windows, and occasionally triggers cave-ins. The two halves barely acknowledge each other before skittering off to go their separate ways, gradually growing a full set of legs over the next several months. + +Deadfall stalkers typically live solitary existences. However, they are fairly gregarious when meeting others of their kind, often linking claws and patting each other’s joints with remarkable tenderness before settling into a huddled tangle of limbs. They can remain this way for days on end. Because deadfall stalkers reproduce asexually, it’s unclear why the creatures perform this soothing ritual, yet they seem to enjoy each other’s company and purposefully seek out occasional companions. If lonely, these beasts need only seek out trails that lack dust entirely to find each other, for their singularities quietly vacuum up loose debris wherever they walk. Thankfully, this same trail helps other creatures avoid the stalkers. In at least three documented cases, however, these beasts have sought out other species for company—in each case chasing down, capturing, and then delicately grooming their distressed companion before releasing them wordlessly several hours later. + +The discovery of deadfall stalkers came only within the last century, when a half-orc expedition into Apostae’s interior unsealed a vault with walls dozens of feet thick. A torrent of deadfall stalkers fell upon the spelunkers, and the drow who received the distress calls responded by sealing off that stretch of tunnels, thinking that sufficient to stem the strange threat. However, deadfall stalkers have since infiltrated several other sections of the planet, bypassing all but the thickest barricades. Within a month, the creatures had spread beyond the drow houses’ ability to contain the threat, and deadfall stalkers have become a deadly reality for those delving the planet’s depths. + +Thankfully, deadfall stalkers can barely sense their surroundings on Apostae’s airless surface, which discourages the creatures from venturing too far into the open. Those that do become hopelessly lost, often compressing themselves into a tight mass before entering a period of hibernation. This survival technique occasionally results in stalkers hiding in surface ruins, or getting lodged into starship hulls and inadvertently hitching rides across the galaxy. These accidental stowaways adapt easily to new worlds, yet they inexplicably reproduce far slower on other planets than they do on Apostae. As much as this peculiarity baffles researches, it’s welcome news to the distant worlds that wish to avoid being overrun. + +The few biologists and behaviorists who’ve studied deadfall stalkers and lived to report their findings have discovered that the creatures don’t espouse particularly complex belief systems, yet this information hasn’t stopped the Cult of the Devourer from obsessing over them. Feaster sects in particular relish any opportunities to lure deadfall stalkers into populated areas, all while forming a perimeter to eliminate any bystanders who try to flee the scene. Other worshippers—especially the cult’s recruiters—have tried to tame the deadfall stalkers to turn them into dreadful mounts or living tanks. Devourer cultists have even attempted to transport deadfall stalkers to other planets, often with disastrous results. Collectively, these destructive missions rarely go as planned, as the escaped beasts often inflict just as much havoc on their captors as they might once have on the cultists’ intended targets. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Defrex, Defrex Juvenile.md b/Compendium/SF1E/Bestiary/Alien Codex/Defrex, Defrex Juvenile.md new file mode 100644 index 0000000..2b7842a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Defrex, Defrex Juvenile.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 7 +Environment: temperate forests and hills (Vesk-2) +hp: 105 +modifier: 2 +name: Defrex, Defrex Juvenile +statblock: true +tags: +Type: N Large animal +--- +# DEFREX, DEFREX JUVENILE +Native to the archipelagos of Vesk-2, defrexes are mammals famed for their strength, tough hide, and aggression. A juvenile defrex is a quadruped with splayed, clawed legs and an array of spines along its back and tail. As it ages, the defrex becomes more muscular, developing broader jaws, thicker skin, the ability to stand upright for short periods of time, and a taste for meat. Over the millennia, defrexes have inhabited the majority of Vesk-2 and have diverged from their common ancestor into numerous distinct species. These animals are among the top terrestrial predators on the planet. + +As mammals, defrexes give birth to live young, producing litters of 3 to 12 pups. The mother defends her offspring, but this instinct lasts only 5 to 7 weeks, depending on how well fed the mother is. After that, a female defrex views her offspring as competition and prey, consuming those that fail to leave the nest within a few days. Fortunately for them, young defrexes grow quickly and run even quicker. + +After weaning, defrexes eat plants, insects, and smaller animals. Defrex juveniles form cohorts of unrelated creatures that rely on each other for help and protection, including from defrex adults. The eldest defrexes lead these packs, using the group’s knowledge to navigate the area, find food, and avoid danger. + +Defrex adolescent stages last about 5 years, after which a defrex sheds most of its spines, developing thick osteoderms beneath its skin. Some of its juvenile teeth fall out, replaced by shearing carnassial teeth and piercing canines. The defrex’s gut likewise changes to accommodate a more carnivorous diet. During this transition, defrexes are wild and bold, learning to hunt through trial and error. The more aggressive an adolescent defrex becomes, the more likely its cohort chases it away. + +Adult defrexes are loners, but they form loosely connected social networks maintained through scent marking and vocalizations, including howls some have described as haunting. Ijtikris call such groups “tumults.” Each adult in a tumult maintains a territory that overlaps with that of several other defrexes. As a result, defrexes frequently cross paths, pausing to establish dominance when they do. These encounters are more likely when a defrex makes a kill, the scent of blood attracting other defrexes. + +Thanks to this behavior, an encounter with a wild defrex can escalate as the predators attract reinforcements with calls or the scent of blood. Escaping one defrex is no guarantee of safety. However, defrexes’ social aggression can create an opening to flee as two defrexes become distracted by their dominance displays. Defrexes are difficult to tame, although vesk have attempted to do so for centuries. Shortly after vesk first landed on Vesk-2, the defrex captured their imagination and respect as a reffection of vesk virtues of dueling and fearlessness. A defrex mount or pet is a status symbol among vesk. Demand for defrex hide has led to defrex ranches, which are risky enterprises. + +**Source** _Alien Archive 3 pg. 12_ + +## DEFREX JUVENILE CR 7 + +**XP 3,200** +N Large animal +**Init** +2; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 +**Defensive Abilities** bristle; **DR** 3/— + +### OFFENSE + +**Speed** 50 ft. +**Melee** claw +17 (2d6+12 S) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +4; **INT** -4; **WIS** +0; **CHA** +0 +**Skills** Athletics +14, Survival +19 + +### ECOLOGY + +**Environment** temperate forests and hills (Vesk-2) +**Organization** solitary or cohort (2–12) + +### SPECIAL ABILITIES + +**Bristle (Ex)** As a move action, an adolescent defrex can flare its spines. Until the start of the defrex’s next turn, any adjacent creature that attacks the defrex takes 1d6+7 piercing damage. If the defrex is flat-footed, the attacker can avoid this damage with a successful DC 15 Reflex save. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Defrex.md b/Compendium/SF1E/Bestiary/Alien Codex/Defrex.md new file mode 100644 index 0000000..4d4dca8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Defrex.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 11 +Environment: temperate forests and hills (Vesk-2) +hp: 180 +modifier: 5 +name: Defrex +statblock: true +tags: +Type: N Large animal +--- +# DEFREX + +Native to the archipelagos of Vesk-2, defrexes are mammals famed for their strength, tough hide, and aggression. A juvenile defrex is a quadruped with splayed, clawed legs and an array of spines along its back and tail. As it ages, the defrex becomes more muscular, developing broader jaws, thicker skin, the ability to stand upright for short periods of time, and a taste for meat. Over the millennia, defrexes have inhabited the majority of Vesk-2 and have diverged from their common ancestor into numerous distinct species. These animals are among the top terrestrial predators on the planet. + +As mammals, defrexes give birth to live young, producing litters of 3 to 12 pups. The mother defends her offspring, but this instinct lasts only 5 to 7 weeks, depending on how well fed the mother is. After that, a female defrex views her offspring as competition and prey, consuming those that fail to leave the nest within a few days. Fortunately for them, young defrexes grow quickly and run even quicker. + +After weaning, defrexes eat plants, insects, and smaller animals. Defrex juveniles form cohorts of unrelated creatures that rely on each other for help and protection, including from defrex adults. The eldest defrexes lead these packs, using the group’s knowledge to navigate the area, find food, and avoid danger. + +Defrex adolescent stages last about 5 years, after which a defrex sheds most of its spines, developing thick osteoderms beneath its skin. Some of its juvenile teeth fall out, replaced by shearing carnassial teeth and piercing canines. The defrex’s gut likewise changes to accommodate a more carnivorous diet. During this transition, defrexes are wild and bold, learning to hunt through trial and error. The more aggressive an adolescent defrex becomes, the more likely its cohort chases it away. + +Adult defrexes are loners, but they form loosely connected social networks maintained through scent marking and vocalizations, including howls some have described as haunting. Ijtikris call such groups “tumults.” Each adult in a tumult maintains a territory that overlaps with that of several other defrexes. As a result, defrexes frequently cross paths, pausing to establish dominance when they do. These encounters are more likely when a defrex makes a kill, the scent of blood attracting other defrexes. + +Thanks to this behavior, an encounter with a wild defrex can escalate as the predators attract reinforcements with calls or the scent of blood. Escaping one defrex is no guarantee of safety. However, defrexes’ social aggression can create an opening to flee as two defrexes become distracted by their dominance displays. Defrexes are difficult to tame, although vesk have attempted to do so for centuries. Shortly after vesk first landed on Vesk-2, the defrex captured their imagination and respect as a reffection of vesk virtues of dueling and fearlessness. A defrex mount or pet is a status symbol among vesk. Demand for defrex hide has led to defrex ranches, which are risky enterprises. + + +**Source** _Alien Archive 3 pg. 12_ + +## DEFREX CR 11 +**XP 12,800** +N Large animal +**Init** +5; **Senses** blindsense (scent) 60 ft., low-light vision; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +12; **Will** +13 +**Defensive Abilities** ferocity; **DR** 6/— + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +23 (4d6+19 P) or claw +23 (3d8+19 S plus grab) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** menace, prey on fear + +### STATISTICS + +**STR** +8; **DEX** +1; **CON** +5; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Athletics +20, Intimidate +25, Survival +20 + +### ECOLOGY + +**Environment** temperate forests and hills (Vesk-2) +**Organization** solitary, mated pair, or tumult (3–8) + +### SPECIAL ABILITIES + +**Menace (Ex)** As a full action, the defrex can attempt to demoralize a group of foes that are within 60 feet and able to see it. The DC of this check is equal to the highest DC to demoralize any one of the foes. If successful, all the targets become shaken for 1 round, increasing to 2 rounds if the defrex succeeds by 5 or more. Once a creature has been affected by this ability, it is immune to the menace ability of any defrex for 24 hours. + +**Prey on Fear (Ex)** A defrex gains a +1 morale bonus to attack rolls against any creature that is cowering, frightened, panicked, or shaken. The defrex also gains a morale bonus to melee damage rolls against such creatures equal to half its CR (+5 in this case). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Deh-Nolo.md b/Compendium/SF1E/Bestiary/Alien Codex/Deh-Nolo.md new file mode 100644 index 0000000..4ed37c3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Deh-Nolo.md @@ -0,0 +1,81 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 214 +modifier: 4 +name: Deh-Nolo +statblock: true +tags: +Type: CE Large aberration +--- +# DEH-NOLO +## DEH-NOLO CR 14 + +**XP 38,400** +CE Large aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +30 + +### DEFENSE + +**HP** 214 +**EAC** 27; **KAC** 28 +**Fort** +12; **Ref** +12; **Will** +19 +**Defensive Abilities** open pustules; **DR** 10/magic; **Immunities** disease, mind-affecting effects, poison; **Resistances** cold 10, fire 10; **SR** 25 +**Weaknesses** brain dependency + +### OFFENSE + +**Speed** 20 ft., fly 40 ft. (Su, perfect) +**Melee** bite +21 (6d6+17 P plus dominion bile) +**Ranged** synthesized projectile +23 (4d8+14 P plus dominion bile or spell-slot sacrifice) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** brain collection +**Spells Known** (CL 14th; melee +21) +5th (3/day)—_control machines_ (DC 24), _synapse overload_ (DC 24) +4th (6/day)—_corrosive haze_ (DC 23), _dimension door_, _overload systems_ (DC 23), _rewire flesh_ (DC 23) +3rd (at will)—_discharge_ (DC 22), _instant virus_ (DC 22) + +### STATISTICS + +**STR** +4; **DEX** +4; **CON** +6; **INT** +8; **WIS** +4; **CHA** +4 +**Skills** Computers +25, Culture +25, Engineering +30, Life Science +30, Medicine +25, Mysticism +30, Physical Science +25 +**Languages** Aklo, Abyssal, Common, up to 4 other languages as determined by brain collection; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Brain Collection (Ex)** A deh-nolo can store up to four brains of Small or Medium creatures and use them to enhance its knowledge and power, learning a single language known by the former owner of each stored brain. A deh-nolo can extract a brain from a helpless opponent with a coup de grace action that kills the opponent, or it can do so as a standard action from a body that has been dead no longer than 1 minute. + +**Brain Dependency (Ex)** A deh-nolo that has fewer than four collected brains gains 1 negative level for each missing brain. A deh-nolo’s caster level is reduced by 2 for each negative level it gains from missing brains, and a deh-nolo with no collected brains can’t cast any of its spells. These negative levels never become permanent, and they can be removed only by adding brains to the deh-nolo’s collection. The statistics presented here assume a deh-nolo with a full collection. + +**Open Pustules (Ex)** When a deh-nolo takes more than 20 damage from a single attack, each creature adjacent to that deh-nolo must succeed at a DC 22 Reflex save or be sprayed with a foul poison as the pustules all over the deh-nolo’s body erupt. Creatures hit by this spray are exposed to dominion bile (see below). + +**Synthesized Projectile (Ex)** Once per round as a standard action, a deh-nolo can concentrate the crystallized, metallic discharge it produces and expel it through a tear in its flesh. This attack deals 1d4 damage to the deh-nolo. A deh-nolo can fire the projectile at a target up to 60 feet away as a ranged attack that deals 4d8+14 piercing damage. A deh-nolo can augment the projectile in one of two ways. It can coat the projectile in dominion bile (see below) to poison its target, or it can sacrifice a spell slot to charge the projectile with energy. A projectile charged in this way deals an additional 1d6 acid, cold, electricity, or fire damage (deh-nolo’s choice) for each level of the spell slot sacrificed in this way. + +### DOMINION BILE + +**Type** poison (injury); **Save** Fortitude DC 22 +**Track** Constitution (special); **Frequency** 1/round for 6 rounds +**Effect** progression track is Healthy—Weakened—Debilitated—Dead +**Cure** 2 consecutive saves + +## DESCRIPTION + +Just as the neh-thalggus and yah-thelgaads among the Dominion of the Black make use of organic brains to power their magical abilities, so do deh-nolos extract and use other creatures’ brains to slake their never-ending thirst for knowledge. This shared penchant strikes well-deserved fear into the hearts of all thinking creatures in the universe, and many spacefarers know it is best to avoid ships with Dominion markings altogether. + +Deh-nolos are brilliant engineers and inventors among the Dominion of the Black, merging technology and biological systems in twisted and devious ways that are stunningly seamless. These creations are unlike cybernetics, in that they are often grown rather than built, and they blur the lines between living organs and complex machines. Using vulgar ingenuity and their surprisingly adroit singular “arms,” deh-nolos designed and built the first Dominion starships, which are hybrid vessels with both organic and technological components. They also cultivated the first shipminds—oozes that pilot these biomechanical starships. In addition to these marvels of engineering, deh-nolos are adept at repairing most technological devices, no matter what civilization built them. When presented with a device with which it is unfamiliar, a deh-nolo attempts to collect the brain of a member of the species that produced it in the hopes that doing so will provide the aberration with some flash of insight. + +Mostly organic beings, deh-nolos secrete a metallic discharge that shimmers with disturbing beauty in natural sunlight. Deh-nolos can concentrate this liquid to form foul crystals that they either use as ranged projectiles or work into components for their mechanical devices. Such machine parts are malformed, resembling incomplete living organs and atrophied body parts, and many have common technological connectors and partially completed circuitry. Some reckless scientists have harvested these bits from deh-nolos and plugged them into their equipment or their own bodies, with varying and unpredictable outcomes. Most of the time, the result is horrendous—and even deadly to the experimenter—but the practice occasionally creates functional, albeit macabre, technology. Installed in sensors and other devices with video or audio output, these components cause the images on their screens to appear disturbingly fragmented or amplify and distort sound into mind-shattering cacophonies. Implanted in a living creature, these parts horrendously mutate the host body and often wrack it with unceasing pain. + +Like many other creatures among the Dominion of the Black, deh-nolos fabricate and weaponize their own toxins. Poison-filled glands grow in patches across these creatures’ bulky bodies, and anyone who ruptures one is exposed to the purulent fluid that sloshes within. Deh-nolos can also apply this toxic pus to the projectiles that they eject from their bodies, infecting those they strike. + +Deh-nolos are not only extremely competent engineers, but also formidable spellcasters, weaving magic that, like their inventions, blurs the line between flesh and machine. With a thought, a deh-nolo can commandeer nearby technological devices, create a cloud of burning acid, or temporarily overwrite the DNA of a living creature to turn it into a twisted reflection of a robot. A deh-nolo uses its more offensive spells only in response to direct attacks, preferring to catch a single target unaware and render it helpless. From there, the aberration proceeds to carefully (and painfully, if the creature is still alive) extract its prey’s brain and store it in one of its four brain pods. Deh-nolos with even one empty brain pod often go out of their way to procure a fresh replacement, almost as if they were addicted to the knowledge stored within the gray matter. A deh-nolo with no stored brains is jittery and desperate, lashing out at any non-Dominion creatures it can find, even those with animal intelligence. Once it is able to use its full complement of abilities, such a deh-nolo seeks out more sophisticated brains to replace the simpler ones, unless a more pressing matter is at hand. + +Deh-nolos use their psychic potential, which is inherent in most Dominion of the Black creatures, to fly with incredible dexterity. The eerie sight of their alien forms gliding silently through the air with no obvious means of propulsion is usually enough to send most sane onlookers fleeing for their lives. + +A typical deh-nolo stands almost 20 feet tall on its four spindly legs and weighs close to 2,000 pounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Demon, Pluprex.md b/Compendium/SF1E/Bestiary/Alien Codex/Demon, Pluprex.md new file mode 100644 index 0000000..2214cb0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Demon, Pluprex.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 13 +Environment: any (Abyss) +hp: 190 +modifier: 4 +name: Demon, Pluprex +statblock: true +tags: +Type: CE Medium outsider (chaotic, demon, evil, extraplanar) +--- +# DEMON, PLUPREX + +**Source** _Alien Archive 2 pg. 34_ + +## PLUPREX CR 13 + +**XP 25,600** +CE Medium outsider (chaotic, demon, evil, extraplanar) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +23 +**Aura** radiation (20 ft.) + +### DEFENSE + +**HP** 190 +**EAC** 26; **KAC** 27 +**Fort** +16; **Ref** +12; **Will** +14 +**DR** 10/good; **Immunities** disease, electricity, poison; **Resistances** acid 10, cold 10, fire 10; **SR** 24 + +### OFFENSE + +**Speed** 50 ft., fly 60 ft. (Su, average) +**Melee** bite +23 (6d4+19 S plus invoke mutation) +**Multiattack** bite +17 (3d4+19 P plus invoke mutation), 2 claws +17 (3d4+19 S), gore +17 (3d4+19 P) +**Offensive Abilities** invoke mutation +**Spell-Like Abilities** (CL 13th; ranged +21) +1/day—_greater synaptic pulse_ (DC 24), summon allies (1 pluprex or 2 prexian mutantspawns, 35%), _waves of fatigue_ +3/day—_animate dead_, _confusion_ (DC 23), _enervation_, _mind thrust_ (4th level, DC 23) +At will—_irradiate_ (DC 22), _ray of exhaustion_ (DC 22), _teleport_ (self plus 5 bulk of gear only) + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +4; **INT** +3; **WIS** +2; **CHA** +8 +**Skills** Acrobatics +23, Bluff +28, Intimidate +28, Life Science +23, Mysticism +23 +**Languages** Abyssal, Celestial, Draconic; telepathy 100 ft. +**Other Abilities** irradiate dead + +### ECOLOGY + +**Environment** any (Abyss) +**Organization** solitary, pair, blight (3–6), or invasion (2–4 pluprexes plus 3–6 prexian mutantspawns) + +### SPECIAL ABILITIES + +**Invoke Mutation (Su)** A pluprex can wrack a living creature by biting it. The creature bitten must attempt a DC 21 Fortitude save. On a success, the creature is merely sickened for 1 round. On a failure, the victim’s body undergoes several swift and painful mutations that twist limbs, alter organs, and distort features into a hideous countenance, giving it the overburdened condition for 1 minute. After this minute elapses, the creature becomes accustomed to its twisted new body, but it gains the encumbered condition permanently. This is a curse effect; its effects do not stack. + +**Irradiate Dead (Su)** Undead creatures created by a pluprex are radioactive, emitting low radiation in a 20-foot radius. Once per day as a standard action, a pluprex can touch an undead creature it has created to enhance that creature’s radioactive aura, permanently increasing that creature’s radioactivity to medium. A pluprex cannot enhance radiation in this way to a higher level. Alternatively, the pluprex can give any undead creature a medium radioactive aura by touching it, but such auras last for only 24 hours before fading. + +**Radiation Aura (Su)** A pluprex emits medium radiation in a 20-foot radius. Once per day as a swift action, a pluprex can instead emit high radiation for 1 minute. + +## DESCRIPTION + +The Abyss is a warped mirror that reflects all sinful possibility in mortal life, and as mortals advance technologically, so too advances their capacity to sin. Pluprex demons are one such modern reflection—incarnations of the cruelties and devastation wrought by those who harness the power of radiation to do harm. + +A pluprex forms from the sinful soul of a mortal who, in life, gloried in the use of radiation as a weapon or who used radiation to experiment on unwilling subjects or to poison the innocent. Many pluprexes died of radiation poisoning themselves in their mortal lives. A typical pluprex stands 7 feet tall but weighs only 100 pounds. + +For some victims of a pluprex’s invoked mutation, death is only the beginning. When a victim of an invoked mutation perishes in the Abyss or in an area suffused with chaotic and evil energies, mutations in its flesh can sometimes animate into a horrific form of life known as a prexian mutantspawn. These deformed monstrosities claw their way loose from their hosts’ dead bodies as collections of misshapen bones, sinew, teeth, and tumors that shouldn’t be able to live, yet somehow do so with fervor. + +A prexian mutantspawn’s shape may vaguely resemble that of its original host body, but it has none of the birth corpse’s memories, skills, or abilities. The transformation into a mutantspawn has no effect on a creature’s soul, and the mutantspawn is a new form of outsider life, not an undead—a creature that dies and then spawns a mutantspawn from their body can be brought back to life normally. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Demon (Summoning) Graft Template +\- Demon (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Demon, Prexian Mutantspawn.md b/Compendium/SF1E/Bestiary/Alien Codex/Demon, Prexian Mutantspawn.md new file mode 100644 index 0000000..79f2c21 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Demon, Prexian Mutantspawn.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 11 +Environment: any (Abyss) +hp: 155 +modifier: 3 +name: Demon, Prexian Mutantspawn +statblock: true +tags: +Type: CE Medium outsider (chaotic, evil, extraplanar) +--- +# DEMON, PREXIAN MUTANTSPAWN + +**Source** _Alien Archive 2 pg. 35_ + +## PREXIAN MUTANTSPAWN CR 11 + +**XP 12,800** +CE Medium outsider (chaotic, evil, extraplanar) +**Init** +3; **Senses** darkvision 60 ft., blindsense (scent) 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +14; **Ref** +10; **Will** +12 +**Defensive Abilities** amorphous;; **DR** 10/good; **Immunities** acid, disease, electricity, poison; **Resistances** cold 10, fire 10; **SR** 22 + +### OFFENSE + +**Speed** 10 ft., fly 40 ft. (Ex, average) +**Melee** numbing taclash +20 (5d4 S plus irradiation) or bite +20 (2d10+16 S plus irradiation) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with numbing taclash) +**Spell-Like Abilities** (CL 11th; ranged +18) +1/day—_confusion_ (DC 22) +3/day— _irradiate_ (DC 21), _ray of exhaustion_ (DC 21) +At will—_inflict pain_ (DC 20), _mind thrust_ (2nd level, DC 20), _teleport_ (self plus 5 bulk of objects only) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +8; **INT** +1; **WIS** +2; **CHA** +3 +**Skills** Acrobatics +20, Bluff +20, Intimidate +20, Mysticism +20, Sense Motive +20 +**Languages** Abyssal, Celestial, Draconic; telepathy 100 ft. +**Gear** numbing taclash with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Abyss) +**Organization** solitary, pair, or infection (3–8) + +### SPECIAL ABILITIES + +**Irradiation (Su)** A creature bitten by a prexian mutantspawn or wounded by a melee weapon a mutantspawn carries must succeed at a DC 20 Fortitude save or be exposed to a sudden pulse of supernatural radiation. This functions as medium radiation that affects only the mutantspawn’s target. + +## DESCRIPTION + +The Abyss is a warped mirror that reflects all sinful possibility in mortal life, and as mortals advance technologically, so too advances their capacity to sin. Pluprex demons are one such modern reflection—incarnations of the cruelties and devastation wrought by those who harness the power of radiation to do harm. + +A pluprex forms from the sinful soul of a mortal who, in life, gloried in the use of radiation as a weapon or who used radiation to experiment on unwilling subjects or to poison the innocent. Many pluprexes died of radiation poisoning themselves in their mortal lives. A typical pluprex stands 7 feet tall but weighs only 100 pounds. + +For some victims of a pluprex’s invoked mutation, death is only the beginning. When a victim of an invoked mutation perishes in the Abyss or in an area suffused with chaotic and evil energies, mutations in its flesh can sometimes animate into a horrific form of life known as a prexian mutantspawn. These deformed monstrosities claw their way loose from their hosts’ dead bodies as collections of misshapen bones, sinew, teeth, and tumors that shouldn’t be able to live, yet somehow do so with fervor. + +A prexian mutantspawn’s shape may vaguely resemble that of its original host body, but it has none of the birth corpse’s memories, skills, or abilities. The transformation into a mutantspawn has no effect on a creature’s soul, and the mutantspawn is a new form of outsider life, not an undead—a creature that dies and then spawns a mutantspawn from their body can be brought back to life normally. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Demon (Summoning) Graft Template +\- Demon (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Imago.md b/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Imago.md new file mode 100644 index 0000000..185c3e5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Imago.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 1 +Environment: any (Koshoria) +hp: 17 +modifier: 1 +name: Dessamar, Dessamar Imago +statblock: true +tags: +Type: CG Medium humanoid (dessamar) +--- +# DESSAMAR, DESSAMAR IMAGO +Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Azlanti call the larvae “instars,” due to an error in a first-contact report. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. + +Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of Desna. Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. + +Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. + +Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. + +A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. + +**Source** _Alien Archive 3 pg. 14_ + +## DESSAMAR IMAGO CR 1 + +**XP 400** +CG Medium humanoid (dessamar) +**Init** +1; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +4; –2 vs. severe wound and wound effects to arms, legs, and wings + +### OFFENSE + +**Speed** 20 ft., fly 20 ft. (Ex, average) +**Melee** tactical spear +6 (1d6 P) +**Ranged** tactical spear +6 (1d6 P) +**Offensive Abilities** twinkle +**Dessamar Spell-Like Abilities** (CL 1st) +1/day—_charm person_ (DC 12) +At will—_detect magic_, _telepathic message_ + +### STATISTICS + +**STR** -1; **DEX** +1; **CON** +0; **INT** +0; **WIS** +2; **CHA** +4 +**Skills** Acrobatics +5, Diplomacy +10, Mysticism +5, Sense Motive +10 +**Languages** Koshorian +**Gear** second skin, tactical spear + +### ECOLOGY + +**Environment** any (Koshoria) +**Organization** solitary, pair, or kaleidoscope (3–7) + +### SPECIAL ABILITIES + +**Twinkle (Su)** Once per day as a move action, a dessamar can teleport 40 feet. The dessamar can’t bring other creatures along, and if a solid body occupies the arrival point, the ability fails without expending its daily use. This ability otherwise functions as the _dimension door_ spell. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Dessamar (Creature Subtype) Graft Template +\- Dessamar imago Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Theurgist.md b/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Theurgist.md new file mode 100644 index 0000000..b4035df --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dessamar, Dessamar Theurgist.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 6 +Environment: any (Koshoria) +hp: 75 +modifier: 2 +name: Dessamar, Dessamar Theurgist +statblock: true +tags: +Type: CG Medium humanoid (dessamar) +--- +# DESSAMAR, DESSAMAR THEURGIST + +Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Azlanti call the larvae “instars,” due to an error in a first-contact report. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. + +Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of Desna. Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. + +Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. + +Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. + +A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. + +## DESSAMAR, DESSAMAR THEURGIST +**Source** _Alien Archive 3 pg. 14_ + +## DESSAMAR THEURGIST CR 6 + +**XP 2,400** +CG Medium humanoid (dessamar) +**Init** +2; **Senses** blindsense (scent) 30ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 75 +**EAC** 17; **KAC** 18 +**Fort** +5; **Ref** +5; **Will** +9; –2 vs. severe wound and wound effects to arms, legs, and wings +**Immunities** vacuum + +### OFFENSE + +**Speed** 20 ft., fly 20 ft. (Ex, average), 20 ft. (Su, average, in space only) +**Melee** tactical living staff +10 (1d6+5 B; critical bind) +**Ranged** shrieking larva +12 (1d8+6 So; critical deafen \[DC 16\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with tactical living staff) +**Offensive Abilities** twinkle +**Dessamar Spell-Like Abilities** (CL 6th) +1/day—_charm person_ (DC 17) +At will—_detect magic_, _telepathic message_ +**Mystic Spells Known** (CL 6th) +2nd (3/day)—_darkvision_, _mind thrust_ (DC 18) +1st (6/day)—_mystic cure_, _reffecting armor_ (DC 17), _shooting stars_ (as _magic missile_) +0 (at will)—_detect affliction_, _mindlink_, _token spell_ +**Connection** star shaman + +### STATISTICS + +**STR** -1; **DEX** +2; **CON** +0; **INT** +1; **WIS** +5; **CHA** +3 +**Skills** Acrobatics +13, Mysticism +18, Piloting +13, Sense Motive +18 +**Languages** Azlanti, Common, Koshorian +**Other Abilities** stargazer, starlight form (6 minutes, DC 16), walk the void +**Gear** elite stationwear, shrieking larva with 2 batteries (20 charges each), tactical living staff with 1 battery (20 charges) + +### ECOLOGY + +**Environment** any (Koshoria) +**Organization** solitary, pair, or quartet + +### SPECIAL ABILITIES + +**Twinkle (Su)** Once per day as a move action, a dessamar can teleport 40 feet. The dessamar can’t bring other creatures along, and if a solid body occupies the arrival point, the ability fails without expending its daily use. This ability otherwise functions as the _dimension door_ spell. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Dessamar (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Devil, Warmonger Devil Levaloch).md b/Compendium/SF1E/Bestiary/Alien Codex/Devil, Warmonger Devil Levaloch).md new file mode 100644 index 0000000..cc8b3f8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Devil, Warmonger Devil Levaloch).md @@ -0,0 +1,85 @@ +--- +aliases: +cr: 7 +Environment: any (Hell) +hp: 105 +modifier: 3 +name: Devil, Warmonger Devil (Levaloch) +statblock: true +tags: +Type: LE Large outsider (devil, evil, extraplanar, lawful) +--- +# DEVIL, WARMONGER DEVIL (LEVALOCH) + +**Source** _Alien Archive 2 pg. 36_ + +## WARMONGER DEVIL (LEVALOCH) CR 7 + +**XP 3,200** +LE Large outsider (devil, evil, extraplanar, lawful) +**Init** +3; **Senses** darkvision 60 ft., see in darkness; **Perception** +19 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +9; **Will** +6 +**Defensive Abilities** construct form; **DR** 5/good; **Immunities** fire, poison; **Resistances** acid 10, cold 10; **SR** 12 + +### OFFENSE + +**Speed** 40 ft., climb 40 ft. +**Melee** sintered trident +17 (2d8+12 P) or claw +17 (1d6+12 S) +**Ranged** corona laser rifle +15 (2d6+7 F; critical burn 1d6) or nyfiber net +15 (entangle) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** merciless blow +**Spell-Like Abilities** (CL 7th) +1/day—summon allies (1 levaloch 35%) +At will—_teleport_ (self plus 5 bulk of gear only) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +4; **INT** +2; **WIS** +3; **CHA** +2 +**Skills** Acrobatics +14, Athletics +14 (+22 to climb), Engineering +14, Intimidate +14, Mysticism +14, Stealth +14 +**Languages** Celestial, Draconic, Infernal; telepathy 100 ft. +**Other Abilities** hellstrider, phalanx +**Gear** sintered trident with integrated corona laser rifle with 2 high-capacity batteries (40 charges each), nyfiber net + +### ECOLOGY + +**Environment** any (Hell) +**Organization** solitary, pair, or squadron (3–18) + +### SPECIAL ABILITIES + +**Construct Form (Ex)** Despite being true devils, levalochs have a number of immunities common to constructs. They are immune to ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning. + +**Hellstrider (Su)** Difficult terrain doesn’t hamper a levaloch’s movement. + +**Merciless Blow (Su)** If a levaloch hits an entangled foe with an attack, the target takes 2d6 additional damage of the same type. + +**Phalanx (Ex)** Devils gain a +1 morale bonus to attack rolls and AC while adjacent to a levaloch. + +## DESCRIPTION + +Few devils personify the infernal approach to military operations like a levaloch. This fiend’s mind is simultaneously logical and passionate, driven to promote Hell’s order through conflict. Its restless spirit finds joy only in battle. Within Hell’s hierarchy, levalochs serve in elite strike forces composed entirely of others of their kind or as commanders of units of other warlike devils. + +Fearsome in appearance and skill, warmonger devils are diabolical essences infused into constructed metallic frames. Standing 10 feet tall and weighing 1 ton, a levaloch’s body resembles the torso of a hellish, armored knight placed atop six fiendish, clawed, insectile legs. Even compared to other devils, the anatomy of a levaloch is an enigma. They have no internal physiology at all, being little more than living suits of blasphemous chitin and Hell-forged armor. As a result, levalochs are often misidentified as constructs. + +A single levaloch is quite powerful on its own, but the devils’ true might lies in working alongside other devils in battle. Levalochs lead from the front lines, inspiring their allies and terrifying their foes. They are demanding, stern leaders, but they aren’t dismissive of devils lower in Hell’s hierarchy. Levalochs instead assess a given ally based on that being’s capabilities and strategic utility, knowing a single powerful devil might not be able to accomplish what a horde of lesser fiends can. Warmonger devils’ grasp of strategy and tactics is undisputed, and they can understand and execute complex maneuvers. Coupled with this tactical mastery is a devious creativity that allows a levaloch to respond well to unexpected changes in a situation. This adaptability surprises foes that assume the ordered minds of devils are stagnant and resistant to change. + +In any confrontation, warmonger devils prefer to wipe out weaker targets first and cut off routes of escape, leaving dangerous foes without allies to call upon or any recourse but defeat or surrender. Levalochs try to avoid throwing away their own troops needlessly, not out of any sense of compassion, but out of a desire to preserve numerical advantage. Fewer troops mean a diminished ability to wage war. Regardless, levalochs value infernal warriors over mortal troops and utilize them in battle accordingly. + +When the forces of Hell engage in interplanetary assault, levalochs ride in the cargo cavity of a dhalochar to serve as a supplemental incursion force, quickly quelling pockets of resistance and paving the way for wider devilish invasion. Sometimes they remain within the dhalochar’s cargo cavity until the spacefaring fiend crashes to the ground. Other times, they teleport to the planet while the dhalochar remains in the atmosphere to demolish any air defenses a defender might scramble. + +Levalochs can also serve as useful agents provocateurs, whether preparing a world for conquest or serving a mortal summoner. Stealthy despite their large size, they can infiltrate target locations with guile rather than numbers or direct force. A levaloch’s true allegiance is to Hell, however, and sloppily worded contracts and orders can lead one of them to undermine mission objectives if the levaloch believes doing so is in the best interests of its infernal masters. While warmongers do not ingratiate themselves to mortals who have summoned them as easily as other devils do, they hide their motives well. + +Among mercenary captains in and near the Pact Worlds, stories persist of training camps run by levalochs where mortals can receive expert training at the hands of devils, paying with various services or currencies—especially souls. For the downtrodden and desperate, this deal can be tempting. More than a few amateur warriors have disappeared for a few months, only to resurface later with devilishly fierce skills in battle. Even more disturbing are the reports of a mercenary company consisting entirely of levalochs. These devils supposedly offer their services as soldiers of fortune to the highest bidder, though once again, care must be taken when drawing up the contracts for such services to avoid any conflicts of interests with the levalochs’ loyalty to Hell itself. + +As befits creatures designed for combat, levalochs have a particular interest in weapon technologies. Rumors swirl that several arms manufacturers use levalochs as consultants on projects, sometimes over the protestations of other employees. Corporate lawyers who craft these infernal pacts assure staff that the levalochs’ contracts are airtight. Such reassurances and the potential for increased profits are enough to assuage the fears of the corporate elite. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Devil (Summoning) Graft Template +\- Devil (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm, Diaspora Wyrm Saga.md b/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm, Diaspora Wyrm Saga.md new file mode 100644 index 0000000..8ae9542 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm, Diaspora Wyrm Saga.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 17 +Environment: cold aquatic (Nisis) +hp: 330 +modifier: 10 +name: Diaspora Wyrm, Diaspora Wyrm Saga +statblock: true +tags: +Type: N Huge magical beast (aquatic) +--- +# DIASPORA WYRM, DIASPORA WYRM SAGA +The icy ocean world of Nisis is the Diaspora’s heart, feeding sarcesian crèche worlds and connecting them through the River Between. The Pact Worlds claim these waters, but in their depths lurk elusive monstrosities that truly rule them. Dubbed “diaspora wyrms” in legends from before the Gap, these predators resemble immense, fanged eels. Younger wyrms are sleek and sinuous, while older ones bear fringes of calcium-based scales. Instead of eyes, a wyrm has frills sensitive to electromagnetic fields. Organs in the wyrm’s head allow it to shape its field, producing waves that allow communication. + +Popular fiction depicts these wyrms as beasts, because in addition to being hostile to intruders in their seas, the wyrms communicate through electrocommunication in a way often undetectable without proper sensors. Nevertheless, diaspora wyrms are sapient, and some grow sagacious over their centuries-long lives. They communicate among themselves, working to keep and pass on their legacy. So central is this fixation that the wyrms’ name for themselves translates roughly to “those in observation.” + +Diaspora wyrms predate the Diaspora’s formation. According to their history, they evolved in a subterranean sea on one of the twin worlds that, when destroyed, created the asteroid belt. When that world cracked apart, the chunk containing their home survived intact for a time, its egg-like outer layers slowly breaking away or sinking down into the new planetoid’s core in a process the wyrms call “the Hatching.” This planetoid became Nisis. In its waters, the wyrms adjusted to their changed environment. They evolved the ability to alter the water around them to recreate the darkness that birthed them. The molecular change the wyrms create is lasting, and when the wyrm releases the changed water, it renders the surrounding liquid cloudy as the altered molecules disperse. These particles break down, but not quickly. + +Today, the oldest and wisest wyrms, called sages, keep mostly to Nisis’s depths, obeying an ancestral mandate to protect the Broodnest. This mazelike coral reef is not only the wyrms’ home but also an elegant organic network bearing electrical fields that record the wyrms’ history—though like any other record, fractured by the Gap. + +Wyrms that attack the settlements inside the planet’s ice shell are usually young ones that hunt for food and sport until maturity and duty draw them back into the depths. However, some sages have begun preparing the wyrms for the possibility that NiSis’s oceans are freezing permanently. Believing the only way to ensure their species’ survival is to colonize new worlds, these wyrms have been scouting the River Between, darkening its waters as they hunt for a way to escape their fate. Wyrms in Nisis’s depths have purposely darkened water there and released it in cycles, simultaneously darkening Nisis’s ocean. An average diaspora wyrm is 15 feet long and weighs 1,200 pounds. However, diaspora wyrms grow throughout their lives. The largest can be up to 30 feet long and weigh over 5 tons. + +**Source** _Alien Archive 3 pg. 16_ + +## DIASPORA WYRM SAGA CR 17 + +**XP 102,400** +N Huge magical beast (aquatic) +**Init** +10; **Senses** blindsight 300 ft. (electromagnetism), sightless; **Perception** +29 + +### DEFENSE + +**HP** 330 +**EAC** 31; **KAC** 33 +**Fort** +21; **Ref** +21; **Will** +15 +**Defensive Abilities** darkwater veil; **DR** 0/—; **Immunities** cold, paralysis, sleep +**Weaknesses** electromagnetic blindness + +### OFFENSE + +**Speed** swim 60 ft. +**Melee** bite +32 (6d12+24 P) tongue +32 (special) +**Space** 15 ft.; **Reach** 15 ft. (50 ft. with tongue) + +### STATISTICS + +**STR** +7; **DEX** +10; **CON** +4; **INT** +0; **WIS** +3; **CHA** +1 +**Skills** Acrobatics +29, Mysticism +34, Stealth +29, Survival +29 +**Languages** electrocommunication 300 ft. + +### ECOLOGY + +**Environment** cold aquatic (Nisis) +**Organization** solitary, pair, or council (3–5) + +### SPECIAL ABILITIES + +**Darkwater Veil (Su)** As a move action, a diaspora wyrm can alter the structure of water within a 20-foot-radius spread so that it forms nanotubes that absorb light. This field moves with the wyrm, obscuring most sight and providing total concealment. A creature that has darkvision treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the wyrm’s negates the effect while the two interact. The wyrm can dismiss the field as a move action, and the field ends after 1 minute if the wyrm takes no action to renew it. + +**Electrocommunication (Ex)** Diaspora wyrms communicate by shaping and reading electromagnetic fields. This functions as telepathy among creatures with this ability. + +**Electromagnetic Blindness (Ex)** To a diaspora wyrm, a strong electromagnetic field (such as high radiation) acts like fog. Electricity damage forces the wyrm to succeed at a Fortitude saving throw (DC = 10 + the damage taken) or be blinded for 1 round. Multiple failures during the same round do not extend this duration. It can also communicate through technological communication devices and to technological constructs. + +**Tongue (Ex)** A diaspora wyrm can use its long, sticky tongue to make a melee attack that targets EAC. A creature hit by this attack becomes stuck to the wyrm’s tongue, gaining the grappled condition until it escapes, or until the diaspora wyrm releases the creature as a swift action. While a creature is grappled as a result of this attack, the diaspora wyrm can attempt reposition combat maneuvers against that creature, but only to move it toward the diaspora wyrm. If the wyrm succeeds at such a maneuver and the creature is within range of the wyrm’s bite attack at the end of the movement, the wyrm can make a bite attack as part of that maneuver. Additionally, while a creature is grappled this way, the diaspora wyrm can use its bite attack only against the grappled creature, and it can’t use its tongue attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm.md b/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm.md new file mode 100644 index 0000000..2763d21 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Diaspora Wyrm.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 8 +Environment: cold aquatic (Diaspora) +hp: 125 +modifier: 6 +name: Diaspora Wyrm +statblock: true +tags: +Type: N Large magical beast (aquatic) +--- +# DIASPORA WYRM +The icy ocean world of Nisis is the Diaspora’s heart, feeding sarcesian crèche worlds and connecting them through the River Between. The Pact Worlds claim these waters, but in their depths lurk elusive monstrosities that truly rule them. Dubbed “diaspora wyrms” in legends from before the Gap, these predators resemble immense, fanged eels. Younger wyrms are sleek and sinuous, while older ones bear fringes of calcium-based scales. Instead of eyes, a wyrm has frills sensitive to electromagnetic fields. Organs in the wyrm’s head allow it to shape its field, producing waves that allow communication. + +Popular fiction depicts these wyrms as beasts, because in addition to being hostile to intruders in their seas, the wyrms communicate through electrocommunication in a way often undetectable without proper sensors. Nevertheless, diaspora wyrms are sapient, and some grow sagacious over their centuries-long lives. They communicate among themselves, working to keep and pass on their legacy. So central is this fixation that the wyrms’ name for themselves translates roughly to “those in observation.” + +Diaspora wyrms predate the Diaspora’s formation. According to their history, they evolved in a subterranean sea on one of the twin worlds that, when destroyed, created the asteroid belt. When that world cracked apart, the chunk containing their home survived intact for a time, its egg-like outer layers slowly breaking away or sinking down into the new planetoid’s core in a process the wyrms call “the Hatching.” This planetoid became Nisis. In its waters, the wyrms adjusted to their changed environment. They evolved the ability to alter the water around them to recreate the darkness that birthed them. The molecular change the wyrms create is lasting, and when the wyrm releases the changed water, it renders the surrounding liquid cloudy as the altered molecules disperse. These particles break down, but not quickly. + +Today, the oldest and wisest wyrms, called sages, keep mostly to Nisis’s depths, obeying an ancestral mandate to protect the Broodnest. This mazelike coral reef is not only the wyrms’ home but also an elegant organic network bearing electrical fields that record the wyrms’ history—though like any other record, fractured by the Gap. + +Wyrms that attack the settlements inside the planet’s ice shell are usually young ones that hunt for food and sport until maturity and duty draw them back into the depths. However, some sages have begun preparing the wyrms for the possibility that NiSis’s oceans are freezing permanently. Believing the only way to ensure their species’ survival is to colonize new worlds, these wyrms have been scouting the River Between, darkening its waters as they hunt for a way to escape their fate. Wyrms in Nisis’s depths have purposely darkened water there and released it in cycles, simultaneously darkening Nisis’s ocean. An average diaspora wyrm is 15 feet long and weighs 1,200 pounds. However, diaspora wyrms grow throughout their lives. The largest can be up to 30 feet long and weigh over 5 tons. + +## DIASPORA WYRM +**Source** _Alien Archive 3 pg. 16_ + +## DIASPORA WYRM CR 8 + +**XP 4,800** +N Large magical beast (aquatic) +**Init** +6; **Senses** blindsight 150 ft. (electromagnetism), sightless; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +12; **Will** +7 +**Defensive Abilities** darkwater veil; **Immunities** cold, paralysis, sleep +**Weaknesses** electromagnetic blindness + +### OFFENSE + +**Speed** swim 50 ft. +**Melee** bite +20 (3d4+12 P) or tongue +20 (see text) +**Space** 10 ft.; **Reach** 10 ft. (30 ft. with tongue) + +### STATISTICS + +**STR** +4; **DEX** +6; **CON** +2; **INT** -2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +16, Stealth +21, Survival +16 +**Languages** electrocommunication 150 ft. + +### ECOLOGY + +**Environment** cold aquatic (Diaspora) +**Organization** solitary, pair, or brood (3–7) + +### SPECIAL ABILITIES + +**Darkwater Veil (Su)** As a move action, a diaspora wyrm can alter the structure of water within a 10-foot-radius spread so that it forms nanotubes that absorb light. This field moves with the wyrm, obscuring most sight and providing total concealment. A creature that has darkvision treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the wyrm’s negates the effect while the two interact. The wyrm can dismiss the field as a move action, and the field ends after 1 minute if the wyrm takes no action to renew it. + +**Electrocommunication (Ex)** Diaspora wyrms communicate by shaping and reading electromagnetic fields. This functions as telepathy among creatures with this ability. + +**Electromagnetic Blindness (Ex)** To a diaspora wyrm, a strong electromagnetic field (such as high radiation) acts like fog. Electricity damage forces the wyrm to succeed at a Fortitude saving throw (DC = 10 + the damage taken) or be blinded for 1 round. Multiple failures during the same round do not extend this duration. + +**Tongue (Ex)** A diaspora wyrm can use its long, sticky tongue to make a melee attack that targets EAC. A creature hit by this attack becomes stuck to the wyrm’s tongue, gaining the grappled condition until it escapes, or until the diaspora wyrm releases the creature as a swift action. While a creature is grappled as a result of this attack, the diaspora wyrm can attempt reposition combat maneuvers against that creature, but only to move it toward the diaspora wyrm. If the wyrm succeeds at such a maneuver and the creature is within range of the wyrm’s bite attack at the end of the movement, the wyrm can make a bite attack as part of that maneuver. Additionally, while a creature is grappled this way, the diaspora wyrm can use its bite attack only against the grappled creature, and it can’t use its tongue attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Diatha, Diatha Elder.md b/Compendium/SF1E/Bestiary/Alien Codex/Diatha, Diatha Elder.md new file mode 100644 index 0000000..5730a55 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Diatha, Diatha Elder.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 5 +Environment: any land +hp: 70 +modifier: 3 +name: Diatha, Diatha Elder +statblock: true +tags: +Type: N Small vermin +--- +# DIATHA, DIATHA ELDER +Diathas are a common species of what are known as “explosive slugs.” Found throughout the galaxy, including on Vesk-2, diathas store energy in chemical chains, rather than in fat deposits, causing the slugs to smell like raw petroleum. When threatened, diathas bite. and they sometimes regurgitate volatile materials that ignite on contact with air into the wound. Diathas are cooperative creatures that organize themselves into hives. These hives live in warrens normal diathas slowly dig in the dirt, making distinctive mounds of churned soil with stable passages underneath. Diathas usually dig their warrens into gently rolling ground, but some can be found on hillsides or sheltered in ruins. The slugs have also adapted to maintenance tunnels and power conduits big enough to facilitate their movement. A single diatha hive claims a wide territory, building numerous communal mounds with extensive connecting tunnels. The diathas fiercely defend this territory, especially the hive mounds. + +Such an interconnected diatha hive can contain hundreds of normal diathas, which work to find food for larvae and for older, stronger diathas known as elders. Their ultimate defensive adaptation is the ability to detonate their energy-packed flesh while in an injured and excited state. If a foe manages to break into a diatha hive, each of the creatures within is a potential explosive deathtrap. The loss of several diathas does little harm to the hive as a whole. However, the explosions can destroy or drive away predators much larger and more powerful than the diathas. + +While diatha flesh is explosive, it is stable under in most circumstances. Like manufactured explosives, a diatha is difficult to set off unless “primed” first. Hurting a diatha initially has no effect. However, when a diatha is badly wounded, hormones released as a stress response destabilize its flesh. A diatha excited in this way launches itself into a suicide charge, slamming into a foe and detonating itself with an electrochemical spark from its brain. If the diatha’s body takes certain types of damage after it becomes unstable, the creature also explodes. + +As diathas age, they become more energy-rich and buoyant with stored internal gases, and their malleable bodies can extend winglike flaps. These floating diathas rise in prominence within the hive and enjoy less and less work. Such elders are expected to scout for food and potential territory in places only they can reach. They also guard the hive. + +Although all diathas can exchange sex cells at any time, they produce no young until they achieve elder status. Elder diathas produce larvae, with a birth rate based on how much food the hive has. Normal diathas then care for the offspring. A hive with a dearth of food may struggle to produce enough larvae to replace diathas that die defending the hive, while hives with plentiful forage can expand so rapidly that one hive breaks into multiple smaller hives, expanding diatha territory in the region. + +Diathas eat anything that won’t kill them, converting it into the fuel-like liquid they require. They spread through battlefields, settlements, and starships, seeking out and eating energy-rich material, such as flamer petrol. A lone diatha is little threat. However, if an elder can break into a food source in a potential lair, that diatha can birth offspring. This new colony might become dangerous as the diatha population grows and the creatures become more territorial. + +Diathas that burrow into the infrastructure of starships are often carried to new star systems. Being resilient creatures, they quickly adapt to their new environments. Xenobiologists believe this to be one reason they can be found throughout the galaxy. Diathas can dominate worlds in early stages of biological development, displacing or killing native species. The Pact Worlds and Veskarium have strict quarantine measures for vessels arriving from systems known to have diatha infestations, as do many other planets. However, these laws most often are passed in the wake of a diatha-related disaster. A typical diatha is 2 feet long and weighs 90 pounds. Elders can grow to nearly 4 feet, weighing up to 50 pounds. + +**Source** _Alien Archive 3 pg. 18_ + +## DIATHA ELDER CR 5 + +**XP 1,600** +N Small vermin +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**Immunities** disease, poison + +### OFFENSE + +**Speed** 30 ft., burrow 10 ft., fly 30 ft. (Ex, average) +**Melee** bite +14 (1d6+7 S; critical burn 1d4) +**Offensive Abilities** detonate, explosive charge + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +5; **INT** —; **WIS** +0; **CHA** -2 +**Skills** Acrobatics +11, Athletics +16 +**Other Abilities** buoyant, compression, mindless + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or escort (3–5) + +### SPECIAL ABILITIES + +**Buoyant (Ex)** A diatha elder can hover as a swift action or part of a full action without needing to attempt an Acrobatics check. It can avoid falling damage as if it had perfect maneuverability. + +**Detonate (Ex)** While the diatha has 20 or fewer Hit Points, its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot-radius burst, dealing 2d6 fire damage and causes the burning condition dealing 1d4 fire damage (Reflex DC 13 for half damage and no burning condition). + +**Explosive Charge (Ex)** While the diatha has 20 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Diatha.md b/Compendium/SF1E/Bestiary/Alien Codex/Diatha.md new file mode 100644 index 0000000..273c667 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Diatha.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any land +hp: 13 +modifier: 2 +name: Diatha +statblock: true +tags: +Type: N Small vermin +--- +# DIATHA +Diathas are a common species of what are known as “explosive slugs.” Found throughout the galaxy, including on Vesk-2, diathas store energy in chemical chains, rather than in fat deposits, causing the slugs to smell like raw petroleum. When threatened, diathas bite. and they sometimes regurgitate volatile materials that ignite on contact with air into the wound. Diathas are cooperative creatures that organize themselves into hives. These hives live in warrens normal diathas slowly dig in the dirt, making distinctive mounds of churned soil with stable passages underneath. Diathas usually dig their warrens into gently rolling ground, but some can be found on hillsides or sheltered in ruins. The slugs have also adapted to maintenance tunnels and power conduits big enough to facilitate their movement. A single diatha hive claims a wide territory, building numerous communal mounds with extensive connecting tunnels. The diathas fiercely defend this territory, especially the hive mounds. + +Such an interconnected diatha hive can contain hundreds of normal diathas, which work to find food for larvae and for older, stronger diathas known as elders. Their ultimate defensive adaptation is the ability to detonate their energy-packed flesh while in an injured and excited state. If a foe manages to break into a diatha hive, each of the creatures within is a potential explosive deathtrap. The loss of several diathas does little harm to the hive as a whole. However, the explosions can destroy or drive away predators much larger and more powerful than the diathas. + +While diatha flesh is explosive, it is stable under in most circumstances. Like manufactured explosives, a diatha is difficult to set off unless “primed” first. Hurting a diatha initially has no effect. However, when a diatha is badly wounded, hormones released as a stress response destabilize its flesh. A diatha excited in this way launches itself into a suicide charge, slamming into a foe and detonating itself with an electrochemical spark from its brain. If the diatha’s body takes certain types of damage after it becomes unstable, the creature also explodes. + +As diathas age, they become more energy-rich and buoyant with stored internal gases, and their malleable bodies can extend winglike flaps. These floating diathas rise in prominence within the hive and enjoy less and less work. Such elders are expected to scout for food and potential territory in places only they can reach. They also guard the hive. + +Although all diathas can exchange sex cells at any time, they produce no young until they achieve elder status. Elder diathas produce larvae, with a birth rate based on how much food the hive has. Normal diathas then care for the offspring. A hive with a dearth of food may struggle to produce enough larvae to replace diathas that die defending the hive, while hives with plentiful forage can expand so rapidly that one hive breaks into multiple smaller hives, expanding diatha territory in the region. + +Diathas eat anything that won’t kill them, converting it into the fuel-like liquid they require. They spread through battlefields, settlements, and starships, seeking out and eating energy-rich material, such as flamer petrol. A lone diatha is little threat. However, if an elder can break into a food source in a potential lair, that diatha can birth offspring. This new colony might become dangerous as the diatha population grows and the creatures become more territorial. + +Diathas that burrow into the infrastructure of starships are often carried to new star systems. Being resilient creatures, they quickly adapt to their new environments. Xenobiologists believe this to be one reason they can be found throughout the galaxy. Diathas can dominate worlds in early stages of biological development, displacing or killing native species. The Pact Worlds and Veskarium have strict quarantine measures for vessels arriving from systems known to have diatha infestations, as do many other planets. However, these laws most often are passed in the wake of a diatha-related disaster. A typical diatha is 2 feet long and weighs 90 pounds. Elders can grow to nearly 4 feet, weighing up to 50 pounds. + +**Source** _Alien Archive 3 pg. 18_ + +## DIATHA CR 1/2 + +**XP 200** +N Small vermin +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +2; **Will** +0 +**Immunities** disease, poison + +### OFFENSE + +**Speed** 30 ft., burrow 10 ft. +**Melee** bite +6 (1d4+1 S; critical burn 1) +**Offensive Abilities** detonate, explosive charge + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +3; **INT** —; **WIS** +0; **CHA** -3 +**Skills** Athletics +9 +**Other Abilities** compression, mindless + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or rout (3–10) + +### SPECIAL ABILITIES + +**Detonate (Ex)** While the diatha has 4 or fewer Hit Points, its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot-radius burst, dealing 1d6 fire damage (Reflex DC 9 half). + +**Explosive Charge (Ex)** While the diatha has 4 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Ceratopsid.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Ceratopsid.md new file mode 100644 index 0000000..fddb2ef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Ceratopsid.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 125 +modifier: 0 +name: Dinosaur, Ceratopsid +statblock: true +tags: +Type: N Huge animal +--- +# DINOSAUR, CERATOPSID +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +## CREATING DINOSAURS + +The dinosaurs in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique dinosaur, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, altering the damage type to suit the weapon. Then add elements from Appendix 2: Environmental Grafts. Tailor anything you want to fit your concept. + +**Source** _Alien Archive 2 pg. 39_ + +## CERATOPSID CR 8 + +**XP 4,800** +N Huge animal +**Init** +0; **Senses** low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +13; **Ref** +10; **Will** +8 + +### OFFENSE + +**Speed** 30 ft. +**Melee** gore +18 (2d6+14 P; critical knockdown) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** trample (2d6+14 B, DC 16) + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +3; **INT** -4; **WIS** +1; **CHA** -2 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–8) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Dromaeosaurid.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Dromaeosaurid.md new file mode 100644 index 0000000..aaa53ef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Dromaeosaurid.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 45 +modifier: 3 +name: Dinosaur, Dromaeosaurid +statblock: true +tags: +Type: N Medium animal +--- +# DINOSAUR, DROMAEOSAURID +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +**Source** _Alien Archive 2 pg. 38_ + +## DROMAEOSAURID CR 3 + +**XP 800** +N Medium animal +**Init** +3; **Senses** low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 45 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +7; **Will** +2 + +### OFFENSE + +**Speed** 50 ft. +**Melee** talons +11 (1d6+5 S; critical bleed 1d6) or bite +11 (1d6+5 P) +**Offensive Abilities** pounce + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +1; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +8, Stealth +13 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–12) + +### SPECIAL ABILITIES + +**Pounce (Ex)** When a dromaeosaurid charges, it can also make a full attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Plesiosaur.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Plesiosaur.md new file mode 100644 index 0000000..27a14b7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Plesiosaur.md @@ -0,0 +1,43 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 105 +modifier: 2 +name: Dinosaur, Plesiosaur +statblock: true +tags: +Type: N Huge animal +--- +# DINOSAUR, PLESIOSAUR +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +**Source** _Alien Archive 2 pg. 38_ + +## PLESIOSAUR CR 7 + +**XP 3,200** +N Huge animal +**Init** +2; **Senses** low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +12; **Ref** +10; **Will** +6 + +### OFFENSE + +**Speed** 20 ft., swim 50 ft. +**Melee** bite +16 (2d6+12 P) +**Space** 15 ft.; **Reach** 20 ft. + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +4; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +19 (+27 to swim) + +### ECOLOGY + +**Environment** any water +**Organization** solitary, pair, or school (3–6) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Pterosaur.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Pterosaur.md new file mode 100644 index 0000000..7fdc105 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Pterosaur.md @@ -0,0 +1,44 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 40 +modifier: 4 +name: Dinosaur, Pterosaur +statblock: true +tags: +Type: N Large animal +--- +# DINOSAUR, PTEROSAUR +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +**Source** _Alien Archive 2 pg. 38_ + +## PTEROSAUR CR 3 + +**XP 800** +N Large animal +**Init** +4; **Senses** low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +8; **Will** +2 + +### OFFENSE + +**Speed** 10 ft., fly 50 ft. (Ex, clumsy) +**Melee** bite +10 (1d6+5 P) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +0; **INT** -4; **WIS** +1; **CHA** -2 +**Feats** Spring Attack +**Skills** Acrobatics +13 (+5 to fly) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or flock (3–8) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Sauropod.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Sauropod.md new file mode 100644 index 0000000..9322aec --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Sauropod.md @@ -0,0 +1,43 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 165 +modifier: 0 +name: Dinosaur, Sauropod +statblock: true +tags: +Type: N Gargantuan animal +--- +# DINOSAUR, SAUROPOD +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +**Source** _Alien Archive 2 pg. 39_ + +## SAUROPOD CR 10 + +**XP 9,600** +N Gargantuan animal +**Init** +0; **Senses** low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +16; **Ref** +11; **Will** +10 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail +21 (2d10+18 B; critical knockdown) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** trample (2d10+18 B, DC 17) + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +5; **INT** -4; **WIS** +1; **CHA** -2 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Theropod.md b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Theropod.md new file mode 100644 index 0000000..e602efe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dinosaur, Theropod.md @@ -0,0 +1,43 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 145 +modifier: 1 +name: Dinosaur, Theropod +statblock: true +tags: +Type: N Gargantuan animal +--- +# DINOSAUR, THEROPOD +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +**Source** _Alien Archive 2 pg. 39_ + +## THEROPOD CR 9 + +**XP 6,400** +N Gargantuan animal +**Init** +1; **Senses** low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +14; **Ref** +11; **Will** +9 + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +21 (2d10+16 S plus swallow whole; crit. bleed 2d6) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** swallow whole (2d10+16 B, EAC 22, KAC 20, 36 hp) + +### STATISTICS + +**STR** +7; **DEX** +1; **CON** +4; **INT** -4; **WIS** +1; **CHA** -1 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–6) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Fabulist.md b/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Fabulist.md new file mode 100644 index 0000000..1d523b9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Fabulist.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 13 +Environment: any (Arkanen, Osoro) +hp: 210 +modifier: 4 +name: Dirindi, Dirindi Fabulist +statblock: true +tags: +Type: CG Medium humanoid (dirindi) +--- +# DIRINDI, DIRINDI FABULIST +Cosmopolitan Arkanen, prominent among Liavara’s many moons, prides itself on being home to one of the most learned and urban populations in the Pact Worlds. Arkanen home to two sapient species with a deeply intertwined history: dirindis and sazarons (see page 90). The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. The two species get along well, complementing each other’s strengths and respecting each other’s differences. + +Dirindis are stout humanoids with three eyes and an affinity for humor and electricity. They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals. + +Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young. Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians. + +Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings. They’re not out to deceive; to a dirindi, jokes aren’t funny unless everyone gets to share in them. Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. While dirindis support ideals of honesty and disclosure, they’re often hazy with details and don’t mind filling knowledge gaps with conjecture. Throughout the Pact Worlds, the phrase “as accurate as a dirindi fact-checker” conjures their trademark lax research and unreliable newscasts. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. As they are gifted linguists, dirindis can broadcast in virtually every known language of the Pact Worlds. + +Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap. Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented. They still tell wildly exaggerated tales of irokiroi hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent. + +**Source** _Alien Archive 3 pg. 20_ + +## DIRINDI FABULIST CR 13 + +**XP 25,600** +Dirindi envoy +CG Medium humanoid (dirindi) +**Init** +4; **Senses** blindsight (electricity) 60 ft., low-light vision; **Perception** +29 + +### DEFENSE + +**HP** 210; **RP** 5 +**EAC** 27; **KAC** 28 +**Fort** +12; **Ref** +14; **Will** +16 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (jetpack, average) +**Melee** ultrathin dagger +22 (4d4+13 S) +**Ranged** aurora arc pistol +24 (3d6+13 E; critical arc 2d6) +**Spell-Like Abilities** (CL 13th; melee +22, ranged +24) +1/day—_jolting surge_ +At will—_energy ray_ (electricity only) + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +2; **INT** +6; **WIS** +2; **CHA** +8 +**Skills** Acrobatics +24, Culture +29, Diplomacy +29, Sense Motive +24 +**Languages** Arkanen, Brethedan, Common, Dirindi, Sazaron +**Other Abilities** envoy improvisations (improved get ’em, improved hurry, situational awareness, sustained determination) +**Gear** estex suit IV (jetpack), aurora arc pistol with 2 high-capacity batteries (40 charges each), ultrathin dagger + +### ECOLOGY + +**Environment** any (Arkanen, Osoro) +**Organization** solitary, pair, or euphoria (3–7) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Dirindi (Creature Subtype) Graft Template +\- Dirindi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Monster Hunter.md b/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Monster Hunter.md new file mode 100644 index 0000000..2dee9a8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dirindi, Dirindi Monster Hunter.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 4 +Environment: any (Arkanen, Osoro) +hp: 50 +modifier: 5 +name: Dirindi, Dirindi Monster Hunter +statblock: true +tags: +Type: CG Medium humanoid (dirindi) +--- +# DIRINDI, DIRINDI MONSTER HUNTER +Cosmopolitan Arkanen, prominent among Liavara’s many moons, prides itself on being home to one of the most learned and urban populations in the Pact Worlds. Arkanen home to two sapient species with a deeply intertwined history: dirindis and sazarons (see page 90). The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. The two species get along well, complementing each other’s strengths and respecting each other’s differences. + +Dirindis are stout humanoids with three eyes and an affinity for humor and electricity. They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals. + +Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young. Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians. + +Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings. They’re not out to deceive; to a dirindi, jokes aren’t funny unless everyone gets to share in them. Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. While dirindis support ideals of honesty and disclosure, they’re often hazy with details and don’t mind filling knowledge gaps with conjecture. Throughout the Pact Worlds, the phrase “as accurate as a dirindi fact-checker” conjures their trademark lax research and unreliable newscasts. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. As they are gifted linguists, dirindis can broadcast in virtually every known language of the Pact Worlds. + +Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap. Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented. They still tell wildly exaggerated tales of irokiroi hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent. + +**Source** _Alien Archive 3 pg. 20_ + +## DIRINDI MONSTER HUNTER CR 4 + +**XP 1,200** +Dirindi solarian +CG Medium humanoid (dirindi) +**Init** +5; **Senses** blindsight (electricity) 60 ft., low-light vision; **Perception** +15 + +### DEFENSE + +**HP** 50 +**EAC** 17; **KAC** 19 +**Fort** +6; **Ref** +4; **Will** +5 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** static polarity gauntlets +9 (1d6+5 E) +**Ranged** static polarity rifle +12 (1d8+4 E) +**Offensive Abilities** stellar revelations (black hole \[20-ft. radius, pull 10 ft., DC 13\], gravity hold \[DC 13\], radiation \[DC 13\], supernova \[10-ft. radius, 5d6 F, DC 13\]) +**Spell-Like Abilities** (CL 4th; melee +9, ranged +12) +1/day—_jolting surge_ +At will—_energy ray_ (electricity only) + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +0; **INT** +0; **WIS** +0; **CHA** +3 +**Skills** Diplomacy +15, Mysticism +10, Survival +10 +**Languages** Arkanen, Brethedan, Common, Dirindi +**Other Abilities** solar manifestation (solar armor), stellar alignment +**Gear** basic lashunta tempweave, static polarity gauntlets with 2 high-capacity batteries (40 charges each), static polarity rifle with 2 high-capacity batteries (40 charges each), _mk 1 serums of healing_ (2) + +### ECOLOGY + +**Environment** any (Arkanen, Osoro) +**Organization** solitary, pair, or excursion (3–7) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Dirindi (Creature Subtype) Graft Template +\- Dirindi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Draelik.md b/Compendium/SF1E/Bestiary/Alien Codex/Draelik.md new file mode 100644 index 0000000..861582b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Draelik.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 2 +Environment: any (Great Shadar) +hp: 21 +modifier: 1 +name: Draelik +statblock: true +tags: +Type: NE Medium humanoid (draelik) +--- +# DRAELIK +## DRAELIK CR 2 + +**XP 600** +NE Medium humanoid (draelik) +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +12 + +### DEFENSE + +**HP** 21 +**EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +1; **Will** +5; +2 vs. necromancy effects +**Defensive Abilities** dark matter + +### OFFENSE + +**Speed** 30 ft. +**Melee** _lesser shadowstaff_ +4 (1d4+2; see weapon entry) +**Ranged** _lesser shadowstaff_ +6 (1d4+2 C) +**Offensive Abilities** dark nova +**Spell-Like Abilities** (CL 2nd; melee +6) +1/day—_reflecting armor_, _wisp ally_ +At will—_fatigue_ (DC 14), _ghost sound_ (DC 14) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +2; **INT** +0; **WIS** +4; **CHA** -1 +**Skills** Culture +7, Mysticism +12, Stealth +7 (+11 in dim light or darker) +**Languages** Aklo, Common +**Other Abilities** stellar alignment (graviton) +**Gear** freebooter armor I, _lesser shadowstaff_ with 1 clip (40 charges) + +### ECOLOGY + +**Environment** any (Great Shadar) +**Organization** solitary, pair, or penumbra (3-8) + +### SPECIAL ABILITIES + +**Dark Matter (Su)** This functions as the solarian stellar revelation of the same name. As a move action, the draelik can gain DR 2/— until he leaves graviton mode. + +**Dark Nova (Su)** As a standard action, a draelik who is fully graviton-attuned can deal 2d6 negative energy damage to all creatures within 10 feet. A creature that succeeds at a DC 13 Reflex saving throw takes half damage. In addition, the light level of the affected area is reduced by one step for 1 round. After a draelik uses this ability, he immediately becomes unattuned. + +## DESCRIPTION + +The Shadari Confederacy lies cloaked deep within an area known as the Kurzach Nebula: an immense cloud of ionized, dingy-colored gases that block most scans and make astrogation difficult. As such, this loose organization houses all manner of fugitives, itinerants, and other scoundrels, and it is led by the inhabitants of Great Shadar, a waterless planet orbiting this system’s dim star. These residents call themselves draeliks, and they are singularly united in support of the Confederacy’s lawless ideals. To outsiders, however, they often seem more beholden to the grotesque sceaduinars: extraplanar creatures from the Negative Energy Plane, and the main figures of the most prominent draelik faith. + +Draeliks are gaunt humanoids who average 7 feet in height. They have vestigial gills on their necks and slightly webbed hands and feet that hint that they may have once been an aquatic race, even though their home world currently has no oceans or lakes. Instead of hair, draeliks have short bristles on their heads. The color of draeliks’ skin spans various shades of yellow, from mustard to saffron. Draeliks have three fingers and a thumb on each of their hands, and their limbs are slightly longer than those of humans. + +The majority of draeliks have a mystical marking resembling a third eye that usually appears on the forehead. Known as Eyes of Enlightenment, these mark them as adherents of the philosophy of Ataxxea, a belief that pays homage to sceaduinars and finds entropy to be the most sublime force in the universe. Members of this faith don’t actively set out to destroy, but they do very little to prevent and reverse natural deterioration. They build only items that speed up this decay, mostly by using negative energy. This pseudoreligion is widespread throughout the Confederacy, and many races native to the nebula count themselves as followers, receiving the Eye of Enlightenment during a ritualistic process involving special inks distilled from dark energies. Many who get this tattoo gain powers similar to solarians who focus on the graviton aspects of their cycle. + +While some outsiders mistakenly conflate the nihilistic philosophy of Ataxxea with that of the Cult of the Devourer, most draeliks find the comparison deeply offensive. To them, their path is a stately and dignified march toward the inevitable and ordained end of all things, while the Devourer’s followers cheapen the entire experience and ruin the work of generations by thrashing around in childlike tantrums, attempting to tear reality’s fabric instead of embracing its beautiful unraveling. + +The few draeliks who don’t follow these entropic beliefs generally leave the Kurzach Nebula to seek their fortunes in the wider galaxy. Despite their rejection of their home world’s nihilism, however, they are often still drawn to careers that emphasize the deeply ingrained talents of their people, hiring themselves out as deceptive assassins, furtive thieves, or mystics of dubious morality. Draeliks encased in shining armor and fighting for the betterment of every race and creed are rare, and those who seek to shatter the mold must always contend with their inner demons, sometimes even struggling against foul temptations from sceaduinars who want to bring them back into the fold. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Draelik Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dragon Chromatic), Young Adult Blue Dragon.md b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Chromatic), Young Adult Blue Dragon.md new file mode 100644 index 0000000..f40319b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Chromatic), Young Adult Blue Dragon.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 183 +modifier: 4 +name: Dragon (Chromatic), Young Adult Blue Dragon +statblock: true +tags: +Type: LE Huge dragon (earth) +--- +# DRAGON (CHROMATIC), YOUNG ADULT BLUE DRAGON +Dragons are powerful, reptilian creatures of high intelligence and ingenuity. The vast majority of dragons fall into one of two categories: chromatic or metallic (though other categories exist). Chromatic dragons (see below) are usually evil, while metallic dragons are generally good and strive to better society. Some dragons develop the ability to take on the form of a humanoid or other biped to better integrate themselves into a surrounding community. After hatching from large eggs, dragons mature through 12 age categories: wyrmling (CR 3—4), very young (CR 5—6), young (CR 7–8), juvenile (CR 9—10), young adult (CR 11—12), adult (CR 13—14), mature adult (CR 15—16), old (CR 17—18), very old (CR 19—20), ancient (CR 21—22), wyrm (CR 23—24), and great wyrm (CR 25). + +Dragons in the Drakelands of Triaxus enjoy positions of rulership (often as CEOs) over the second-class humanoid citizens. Inveterate schemers, Triaxian dragons are always thinking ahead, and the risks involved in working for these dragons are matched only by the potential for lavish rewards. + + +**Source** _Alien Archive pg. 38_ + +## YOUNG ADULT BLUE DRAGON CR 11 + +**XP 12,800** +LE Huge dragon (earth) +**Init** +4; **Senses** blindsense 60 ft., darkvision 120 ft.; **Perception** +20 +**Aura** frightful presence (170 ft., DC 18) + +### DEFENSE + +**HP** 183 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +13; **Will** +13 +**DR** 5/magic; **Immunities** electricity, paralysis, sleep + +### OFFENSE + +**Speed** 40 ft., burrow 20 ft., fly 200 ft. (Ex, clumsy) +**Melee** bite +24 (4d6+19 P) +**Multiattack** bite +18 (4d6+19 P), 2 claws +18 (2d8+19 S), tail slap +18 (2d6+19 B) +**Ranged** aurora arc rifle +21 (2d12+11 E, critical arc 2d6) +**Space** 15 ft.; **Reach** 10 ft. (15 ft. with bite) +**Offensive Abilities** breath weapon (80-ft. line, 12d8 E, Reflex DC 18 half, usable every 1d4 rounds), crush (4d6+19 B) +**Spell-Like Abilities** (CL 11th; melee +24) +1/day—_dimension door_, _overload systems_ (DC 17) +3/day—_arcing surge_ (DC 16), _discharge_ (DC 16), _instant virus_ (DC 16), _tongues_ +At will—_recharge_, _see invisibility_ + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +5; **INT** +3; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +25 (+17 when flying), Bluff +25, Computers +20, Engineering +20, Mysticism +20 +**Languages** Auran, Common, Draconic, Terran +**Other Abilities** sound imitation +**Gear** aurora arc rifle with 4 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Sound Imitation (Ex)** A blue dragon can mimic any voice or sound it has heard by succeeding at a Bluff check opposed by a listener’s Sense Motive check. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Black Dragon (Dragon (Chromatic)) Graft Template +\- Blue Dragon (Dragon (Chromatic)) Graft Template +\- Green Dragon (Dragon (Chromatic)) Graft Template +\- Red Dragon (Dragon (Chromatic)) Graft Template +\- White Dragon (Dragon (Chromatic)) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dragon Metallic), Adult Silver Dragon.md b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Metallic), Adult Silver Dragon.md new file mode 100644 index 0000000..c5a5f92 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Metallic), Adult Silver Dragon.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 235 +modifier: 3 +name: Dragon (Metallic), Adult Silver Dragon +statblock: true +tags: +Type: LG Huge dragon (cold) +--- +# DRAGON (METALLIC), ADULT SILVER DRAGON +Dragons are powerful reptilian creatures of high intelligence and great ingenuity. The vast majority of dragons fall into one of two categories: chromatic or metallic (though other categories exist). Chromatic dragons are often evil, indulging in machinations that benefit themselves or destroy their enemies. Metallic dragons (see below) are generally good, endeavoring to improve societal conditions for everyone. Dragons usually grow larger as they age, though a few dragons undergo expensive genetic modifications to remain small enough to fit within starships and space stations built by the humanoids of the Pact Worlds. Others develop the supernatural ability to change their forms to blend in with Pact Worlds society. + +Several metallic dragons lead countries and corporations found within the Drakelands of Triaxus, occasionally engaging in warfare (corporate and militaristic) with the chromatic dragons of that planet. The metallic dragons claim these struggles are for the good of those under their care, though those same people are sometimes trampled in the process. + +**Source** _Alien Archive 2 pg. 40_ + +## ADULT SILVER DRAGON CR 14 + +**XP 38,400** +LG Huge dragon (cold) +**Init** +3; **Senses** blindsense (vibration) 60 ft., darkvision 120 ft., detect alignment, low-light vision; **Perception** +25 +**Aura** frightful presence (200 ft., DC 22) + +### DEFENSE + +**HP** 235 +**EAC** 28; **KAC** 29 +**Fort** +14; **Ref** +14; **Will** +19 +**DR** 10/magic; **Immunities** cold, paralysis, sleep; **SR** 25 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 40 ft., fly 200 ft. (Ex, clumsy); cloudwalking +**Melee** bite +26 (6d6+22 P) +**Multiattack** bite +20 (3d6+22 P), 2 claws +20 (3d6+22 S), tail slap +20 (3d6+22 B) +**Space** 15 ft.; **Reach** 10 ft. (15 ft. with bite) +**Offensive Abilities** breath weapon (50-ft. cone, 15d8 C, Reflex DC 22 half, usable every 1d4 rounds), crush (6d6+22 B), paralyzing breath (30-ft cone, 1d6+7 rounds, DC 22) +**Spell-Like Abilities** (CL 14th; melee +26) +1/day—_greater dispel magic_, _heat leech_ (DC 22) +3/day—_greater invisibility_, _overload systems_ (DC 21), _resilient sphere_ (DC 21), _soothing protocol_ (DC 21) +At will—_arcing surge_ (DC 20), _probability prediction_ + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +3; **INT** +6; **WIS** +3; **CHA** +4 +**Feats** Mobility, Spring Attack +**Skills** Acrobatics +25 (+17 to fly), Computers +30, Diplomacy +30, Disguise +25, Life Science +30, Mysticism +25, Physical Science +30, Sense Motive +25 +**Languages** Auran, Common, Draconic, Dwarven, Terran +**Other Abilities** change shape (animal or humanoid) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Cloudwalking (Su)** A silver dragon can tread on clouds or fog as though on solid ground. + +**Paralyzing Breath (Su)** Instead of a cone of cold, a silver dragon can breathe a 30-foot cone of paralyzing gas. Each creature within the cone that inhales the gas must succeed at a Fortitude save or be paralyzed for 1d6 rounds plus a number of additional rounds equal to half the dragon’s CR. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dragon Outer), Old Void Dragon.md b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Outer), Old Void Dragon.md new file mode 100644 index 0000000..72b156f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Outer), Old Void Dragon.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 18 +Environment: any vacuum +hp: 350 +modifier: 7 +name: Dragon (Outer), Old Void Dragon +statblock: true +tags: +Type: NE Gargantuan dragon +--- +# DRAGON (OUTER), OLD VOID DRAGON +Rarer than chromatic and metallic dragons, outer dragons are born and live in the vast depths of space, generally serving either their own inscrutable interests or those of some unknowable galactic force. As such, their actions can be especially frightening to the everyday citizens of the Pact Worlds and beyond. Even the methods by which outer dragons are born are shrouded in mystery. Some believe that outer dragons burst forth fully formed from the galaxy’s stars, with the void’s magic and energy coalescing into one mighty creature in an instantaneous moment of creation. Others think that outer dragons are manifestations of the universe’s will and come into being slowly, over the course of centuries, like a mote of matter might eventually become a star. + +Outer dragons have forms similar to those of other true dragons, though their bodies are covered with more spiky protrusions, and their coloration patterns fluctuate as they move. Outer dragons have wings that allow them to move through vacuums and areas of no gravity with ease, thanks to some supernatural process that has yet to be fully understood. + +**Source** _Alien Archive 2 pg. 42_ + +## OLD VOID DRAGON CR 18 + +**XP 153,600** +NE Gargantuan dragon +**Init** +7; **Senses** blindsense (vibration) 60 ft., darkvision 120 ft., low-light vision, see in darkness; **Perception** +31 +**Aura** alien presence (240 ft., sickened 2d4 rounds, DC 25) + +### DEFENSE + +**HP** 350 +**EAC** 32; **KAC** 33 +**Fort** +18; **Ref** +18; **Will** +22 +**Defensive Abilities** void adaptation; **DR** 15/magic; **Immunities** cold, confusion, insanity, paralysis, sleep; **SR** 29 + +### OFFENSE + +**Speed** 40 ft., fly 250 ft. (Su, clumsy) +**Melee** bite +31 (8d8+29 P plus obliterate) +**Multiattack** bite +25 (4d8+29 P plus obliterate), 2 claws +25 (4d8+29 S), tail slap +25 (4d8+29 B) +**Space** 20 ft.; **Reach** 15 ft. (20 ft. with bite) +**Offensive Abilities** breath weapon (60-ft. cone, 19d10 E, DC 25, usable every 1d4 rounds), crush (8d8+29 B), suffocating breath (DC 25) +**Spell-Like Abilities** (CL 18th; ranged +29) +1/day—_disintegrate_ (DC 25), _shadow walk_ (DC 25) +3/day—_dismissal_ (5th level, DC 24), _dominate person_ (DC 24), _feeblemind_ (DC 24), _mind thrust_ (5th level, DC 24) +At will—_confusion_ (DC 23), _enervation_ + +### STATISTICS + +**STR** +11; **DEX** +3; **CON** +8; **INT** +6; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +31 (+23 to fly), Bluff +31, Computers +31, Culture +36, Diplomacy +36, Mysticism +36, Piloting +31, Sense Motive +31 +**Languages** Abyssal, Aklo, Auran, Common, Draconic, Ignan, Infernal, Terran +**Other Abilities** spaceflight + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Obliterate (Su)** A creature that is reduced to 0 Hit Points by a void dragon’s bite attack must spend 1 Resolve point or be immediately slain and reduced to dust. + +**Suffocating Breath (Su)** Instead of a cone of cold, a void dragon can breathe a 30-foot cone of energy that suffocates those it touches. Air-breathing creatures within the cone must succeed at a Fortitude save or begin attempting Constitution checks to avoid suffocation, even if they have environmental protections. + +An affected creature can attempt a new Fortitude saving throw at the beginning of each turn to shake off this effect and regain its air supply. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dragon Starmetal), Mature Adult Horacalcum Dragon.md b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Starmetal), Mature Adult Horacalcum Dragon.md new file mode 100644 index 0000000..3acdce2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dragon Starmetal), Mature Adult Horacalcum Dragon.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 15 +Environment: any +hp: 255 +modifier: 9 +name: Dragon (Starmetal), Mature Adult Horacalcum Dragon +statblock: true +tags: +Type: N Huge dragon +--- +# DRAGON (STARMETAL), MATURE ADULT HORACALCUM DRAGON +Ancient myths assert that the first metallic dragons were created from metallic deposits. Draconic scholars hotly debate the merit of such tales, but less controversial is the existence of the rare creatures known as starmetal dragons. No one knows their origins, but they are most commonly found in especially remote areas of the galaxy. + +Starmetal dragons look different than most other true dragons, with scales that reffect their particular namesakes. + +**Source** _Alien Archive 3 pg. 22_ + +## MATURE ADULT HORACALCUM DRAGON CR 15 + +**XP 51,200** +N Huge dragon +**Init** +9; **Senses** blindsense (vibration) 60 ft., darkvision 120 ft., low-light vision; **Perception** +26 +**Aura** frightful presence (210 ft., Will DC 23), temporal anomaly (10 ft., rounds, Will DC 23) + +### DEFENSE + +**HP** 255 +**EAC** 29; **KAC** 30 +**Fort** +15; **Ref** +15; **Will** +20 +**Defensive Abilities** void adaptation; **DR** 15/magic; **Immunities** paralysis, sleep, slow, staggered; **SR** 26 + +### OFFENSE + +**Speed** 40 ft., fly 200 ft. (Su, clumsy) +**Melee** bite +27 (5d8+24 P; critical staggered \[DC 23\]) +**Multiattack** bite +21 (2d10+24 P; critical staggered \[DC 23\]), 2 claws +21 (2d10+24 S; critical staggered \[DC 23\]), tail slap +21 (2d10+24 B; critical staggered \[DC 23\]) +**Space** 15 ft.; **Reach** 10 ft. (15 ft. with bite) +**Offensive Abilities** breath weapon (100-ft. line, 16d10 C, Reflex DC 23 half, usable every 1d4 rounds), crush (5d8+24 B) +**Spell-Like Abilities** (CL 15th) +1/day—_call cosmos_, _retrocognition_ +3/day—_divination_, _mind thrust_ (4th level, DC 22), _reincarnate_, _resilient sphere_ (DC 22) +At will—haste, _probability prediction_ + +### STATISTICS + +**STR** +9; **DEX** +5; **CON** +3; **INT** +4; **WIS** +7; **CHA** +4 +**Skills** Acrobatics +26 (+18 to fly), Culture +31, Diplomacy +31, Mysticism +31, Piloting +26 (to navigate only), Sense Motive +26, Survival +26 +**Languages** Azlanti, Celestial, Common, Draconic +**Other Abilities** spaceflight + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Temporal Anomaly (Su)** On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it (including an effect on itself); this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR (minimum 1). If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dragonkin.md b/Compendium/SF1E/Bestiary/Alien Codex/Dragonkin.md new file mode 100644 index 0000000..c7eafb0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dragonkin.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 9 +Environment: any (Triaxus) +hp: 142 +modifier: 6 +name: Dragonkin +statblock: true +tags: +Type: LN Large dragon +--- +# DRAGONKIN + +## DRAGONKIN CR 9 + +**XP 6,400** +Dragonkin soldier +LN Large dragon +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 142; **RP** 4 +**EAC** 25; **KAC** 27 +**Fort** +14; **Ref** +12; **Will** +10 +**Immunities** fire, paralysis, sleep + +### OFFENSE + +**Speed** 40 ft., fly 120 ft. (Ex, average) +**Melee** thunderhead dragonglaive +22 (2d8+15 S & E) or bite +22 (2d6+15 P) +**Ranged** tactical magnetar rifle +18 (2d8+9 P) +**Space** 10 ft.; **Reach** 10 ft. (15 ft. with dragonglaive) +**Offensive Abilities** breath weapon (30-ft. cone, 9d6 F, Reflex DC 16 half, usable every 1d4 rounds), charge attack, fighting styles (blitz, guard) + +### STATISTICS + +**STR** +6; **DEX** +2; **CON** +5; **INT** +0; **WIS** +1; **CHA** +3 +**Skills** Piloting +22, Intimidate +17, Acrobatics +17 +**Languages** Common, Draconic +**Other Abilities** armor training, keep fighting (2d6+9 HP), partner bond +**Gear** advanced iridishell, tactical magnetar rifle with 50 longarm rounds, thunderhead dragonglaive with 1 battery (20 charges) + +### ECOLOGY + +**Environment** any (Triaxus) +**Organization** solitary, bonded pair (1 and 1 partner), patrol (3–6 bonded pairs), wing (7–14 bonded pairs) + +### SPECIAL ABILITIES + +**Partner Bond (Ex)** A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them. + +## DESCRIPTION + +Native to Triaxus, dragonkin are smaller and more humanoid than their true dragon cousins, yet more intelligent than brutish drakes and wyverns. Even before the advent of the Gap, dragonkin had a long history of alliance with humanoids, specifically in a region on Triaxus called the Skyfire Mandate, where many dragonkin carried ryphorian riders into battle against the armies of the evil dragons in the Drakelands. With the formation of the Pact, however, the Drakelands’ masters ramped back their cruelty to ostensibly legal levels; these dragons eschewed their expansionist wars in favor of biased laws, secret police forces, and corporate oligarchies. In the wake of this peace and the dawn of easily accessible space travel, the Skyfire Mandate’s famed Dragon Legion was renamed the Skyfire Legion and found a new purpose as a spacefaring mercenary league that protects innocent colony worlds that are beyond the reach of the Pact’s laws. Yet not all dragonkin and their bonded partners signed up to join the legendary militia’s new crusade, and some instead took to the stars independently to find their own fortunes. + +Probably the greatest distinguishing feature of the dragonkin is their near-magical ability to bond with a non-dragonkin partner, traditionally a ryphorian. Living and working together— and often training to complement each other in combat—a dragonkin and his partner can develop such a deep bond that they begin to literally read each other’s thoughts, allowing them to act with perfect synchronization. On Triaxus, this historically resulted in bonded pairs known as dragonrider pairs: a humanoid partner riding into combat on the dragonkin’s back and providing ranged and magical support. While there are still plenty of planet-dwelling pairs who practice this ancient form of combat, today, a dragonkin and his partner more often use their link to make an exceptional starship crew or ground assault squad. The bond between dragonkin and partner goes far beyond simple combat, however. While generally not romantically involved with each other, dragonkin and their partners act in sync in nearly every aspect of their lives and form an inseparable partnership that outside relationships must accommodate. + +Life among the stars has led to variation within the dragonkin race, both culturally and genetically. While dragonkin adopted the use of armor, weapons, and other tools millennia ago, this reliance has accelerated dramatically in recent centuries. Dragonkin who remain on Triaxus and live according to tradition retain their abilities, yet those who make their homes in the cramped quarters of ships and space stations have a diminished ability to fly—a fact that drives a wedge between traditionalists and the newer breed, the latter of which claim that a good starship provides the only wings they need. + +Dragonkin tend to be intimidatingly stoic to strangers but loyal and fun with their friends. While the Skyfire Legion has an unusually heroic code of ethics for a mercenary unit, dragonkin in general are no more good or evil than humans, finding their own religious or moral codes or simply doing whatever it takes to protect their friends and families. While legionaries don’t like to admit it, many dragonkin (and even their humanoid partners) are perfectly happy working for the chromatic-run corporations on Triaxus, conducting shady operations and making sure humanoids in the Drakelands remain properly cowed. Dragonkin have a particularly complicated relationship with the vesk, as the normally aggressive reptilian race have ancient religious scriptures claiming that the spirits of the Veskarium’s greatest warriors would be reincarnated elsewhere in a form suspiciously similar to the dragonkin, and thus vesk have always treated dragonkin with respect and deference, even when their two systems were at war. + +The average terrestrial dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds, while the spacefaring variety can be as small as half that size. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dreamer.md b/Compendium/SF1E/Bestiary/Alien Codex/Dreamer.md new file mode 100644 index 0000000..f8d94ea --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dreamer.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 8 +Environment: any sky (Liavara) +hp: 105 +modifier: 1 +name: Dreamer +statblock: true +tags: +Type: N Large aberration +--- +# DREAMER + +**Source** _Alien Archive 2 pg. 44_ + +## DREAMER CR 8 + +**XP 4,800** +N Large aberration +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +13 +**Defensive Abilities** amorphous, lulling thoughts + +### OFFENSE + +**Speed** fly 30 ft. (Ex, average) +**Melee** tentacle +15 (1d12+12 A & B plus synesthesia) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 8th) +1/day—_slow_ (DC 20), _synaptic pulse_ (DC 20) +3/day—_augury_, _daze monster_ (DC 19), _mind thrust_ (2nd level, DC 19) +At will—_detect thoughts_ (DC 18), _mindlink_ + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +0; **INT** -2; **WIS** +6; **CHA** +2 +**Skills** Acrobatics +16, Mysticism +21 +**Languages** Brethedan; telepathy 100 ft. +**Other Abilities** atavistic fury + +### ECOLOGY + +**Environment** any sky (Liavara) +**Organization** solitary, pair, or flotilla (3–5) + +### SPECIAL ABILITIES + +**Atavistic Fury (Ex)** When a Dreamer is reduced to fewer than half its total Hit Points, it angrily awakens from its normal somnambulant state with a roar of psychic fury, at which point each non-Dreamer creature within 30 feet must succeed at a DC 18 Will save or become shaken for 2d4 rounds. This is a mind-affecting effect. + +While it remains in its atavistic fury, the Dreamer gains a +2 bonus to melee attack and damage rolls and saving throws, and the save DC for its synesthesia ability increases by 2. While in this state of atavistic fury, a Dreamer cannot use its spell-like abilities. This state lasts for 1 minute, after which the Dreamer is fatigued for 1 hour. + +**Lulling Thoughts (Su)** A Dreamer’s mind echoes with songs drawn from a planet’s fundamental vibrations, causing any creature that attempts to read its thoughts or use a mind-control or telepathic effect against it to become fascinated for 1d4+1 rounds (Will DC 18 negates). This is a mind-affecting effect. + +**Synesthesia (Su)** When a Dreamer hits with its tentacle attack, it exposes its target to a focused blast of sensory overstimulation. The target can attempt a DC 18 Will save to negate the effect; if successful, it is off-target for 1 round. On a failed save, the target’s overloaded senses interfere with one another, such that sound is perceived as a swath of color, smells register as various sounds, and so on. The affected creature’s speeds are halved, and it takes a –4 penalty to AC, attack rolls, Reflex saves, and skill checks. These effects last for 1d4 rounds, and further applications of this ability increase the duration. This is a mind-affecting effect. + +## DESCRIPTION + +Long before the Gap, the barathus of the gas giant Bretheda were sailing the stars within the enormous spacefaring creatures known as oma. One of their first destinations within the star system was their nearest neighbor, the peach-colored gas giant known as Liavara, and these pioneering barathus found the placid skies much to their liking. But something within Liavara’s composition affected the visiting barathus deeply, and the wheeling and trilling so common to the species took on a new and unique psychic significance. Over an astonishingly short span of time, at least on an evolutionary scale, these barathus underwent profound mental and physical changes. Their abilities to adapt and merge dwindled and ultimately vanished, and their intellect diminished even as their psychic prowess burgeoned. The Dreamers became psychically sensitive in ways their barathu progenitors could have never predicted. + +By the time the second oma-ship of barathus arrived in Liavara’s skies, the first arrivals had become markedly different from the entities they once were: nearly feral, silent save for their crooning songs, seemingly oblivious to their surroundings, and yet commanding unparalleled powers of divination. Rather than renouncing their wayward kin, the barathus embraced them, calling them “Dreamers” due to their somnambulant behavior. Ever since, barathus have regarded their Dreamer cousins with a mix of reverence and protectiveness, an attitude that ultimately led to the barathus’ insistence upon administering Liavara as a protectorate within the Pact Worlds. This political status persists to this day, as the barathus continue to do everything in their power to protect the Dreamers. + +Whether the Dreamers recognize or understand their progenitors’ attitudes toward them is unknown. Left to their own among Liavara’s gentle clouds, the Dreamers wheel and dance through the skies, mewling incomprehensible songs that nevertheless carry profound psychic power. While ancient pre-Gap records indicate that the Dreamers’ songs once predicted future events with unerring accuracy, their predictions are now less precise— though no less portentous. Even those who make only a passing study of Dreamers’ songs realize that the creatures continue to prophecy some monumental event to come; the lack of detail, however, leaves open questions of the nature of the event, its timing, and whether it will be for good or ill. Some more pessimistic denizens of the Pact Worlds grumble that the Dreamers simply babble nonsense with no real clairvoyance to support their claims. These naysayers are in the minority, though—most Pact Worlders believe and wildly speculate what significant future event the Dreamers might have sensed. + +Dreamers pay little heed to their surroundings and other creatures. Even Dreamers within a single flotilla seem to ignore one another, though their flights through Liavara’s clouds weave complex but seemingly instinctive patterns. Those creatures that come to Liavara as supplicants to the Dreamers gain no special treatment; the fact that some such petitioners eventually manifest psychic abilities may simply be a result of exposure to the same phenomenon that converted the Dreamers into what they now are. Nonetheless, this occasional happening has earned the Dreamers a reputation among some in the Pact Worlds as the bestowers of psychic sensitivity, and increasing numbers of pilgrims have visited Liavara in recent years to search for these peaceful, floating sages. + +A Dreamer’s defenses are almost entirely autonomic, but when seriously injured, a Dreamer erupts into a furious rage with a debilitating psychic blast. Shortly after such an outburst, however, the Dreamer slips back into its dreamlike trance as if nothing out of the ordinary had happened. Even so, the creatures’ barathu protectors are likely to arrest anyone they find harassing a Dreamer and sentence them to one of Bretheda’s prison moons. Barathus are eminently protective over the Dreamers, as their existence is both an artifact of both their home world and their culture. + +## SYNESTHETIC ITEMS + +As Dreamers are generally protected by their barathu kin and Liavara’s administrators, only a few researchers have managed to study the creatures’ peculiar synesthetic abilities, for the most part surreptitiously and with the intent to monetize their discoveries, despite Liavarans’ best attempts to discourage these practices. These less-than-lofty aims have resulted in a few widespread applications: a drug known as dreamsnuff and the synesthetic weapon fusion. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Drift Architech.md b/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Drift Architech.md new file mode 100644 index 0000000..6632636 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Drift Architech.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 10 +Environment: the Drift +hp: 150 +modifier: 8 +name: Drift Native, Drift Architech +statblock: true +tags: +Type: N Large outsider (extraplanar) +--- +# DRIFT NATIVE, DRIFT ARCHITECH +The hyperspace plane of the Drift is effectively infinite, and so too is the variety of creatures it contains. While some residents are inadvertently pulled into the Drift from their native planes, many more are truly unique products of the Drift itself. Some of the better known examples include driftdead, paraforans, and the rare and powerful spectra. Whether these creatures were created by Triune or came about from the unnatural mingling of technological and planar forces is commonly debated among xenobiologists. The constant accretion of other planes and their inhabitants into the Drift makes determining any unidentified species’ origin difficult, and though time generally flows in a linear fashion in the Drift, some pockets contain planar fragments or gravitational anomalies that cause time dilation or compression. In such places, it’s entirely possible for a species to undergo significant evolution in a relatively short time. + +Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Time eaters resemble strange neurons at a macro scale, with roughly spherical crystalline bodies bristling with translucent, flexible tentacles that stretch out far past the time eater’s body. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters. Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time. As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality. This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues. + +Massive colonies of time eaters, known as “ganglions,” are the stuff of nightmare and legend, and starship crews swap haunting stories about moon-sized webs of time eaters descending on a planet and freezing it in time, though no such event has been recorded. Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere. + +As time eaters upend the natural progression of time in pockets of the Drift, so do Drift architects manipulate the plane’s spatial dimensions. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor. These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane. On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict. Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance. + +A small number of drift architects are constantly at work at the edges of Alluvion, the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city. While at work processing planar material, Drift architects adopt a more compact form that resembles a geometric pattern of interlocked rings reminiscent of Triune’s holy symbol. + +If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat. Only followers of Triune have reported any success at communicating with them, and even then, only if they’re on a mission of importance to Triune or their church. In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously. + +**Source** _Alien Archive 3 pg. 24_ + +## DRIFT ARCHITECH CR 10 + +**XP 9,600** +N Large outsider (extraplanar) +**Init** +8; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 150 +**EAC** 23; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +13 +**Defensive Abilities** void adaptation + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** acid touch +21 (2d8+10 A; critical corrode 2d6) +**Space** 10 ft.; **Reach** 15 ft. +**Offensive Abilities** reshape matter + +### STATISTICS + +**STR** +0; **DEX** +8; **CON** +0; **INT** +5; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +24 (+32 to fly), Engineering +19, Life Science +24, Mysticism +19, Physical Science +24 +**Other Abilities** traverse space + +### ECOLOGY + +**Environment** the Drift +**Organization** solitary + +### SPECIAL ABILITIES + +**Reshape Matter (Su)** A Drift architect has extensive control over the matter in its vicinity and can deconstruct it at will. As a full action while in the Drift, a Drift architect can reshape the matter in a 30-foot cone. Each creature and unattended object in the area that is not native to the Drift must succeed at a DC 19 Fortitude save or take 6d10 acid damage; this damage ignores hardness and nonmagical damage reduction. A creature that fails this save by 5 or more is also subject to the wound critical hit effect; that creature can attempt an additional save against that effect at the same DC. +**Traverse Space (Su)** Once per day as a full action, a Drift architect can teleport through the Drift instantaneously, appearing wherever it wishes with perfect accuracy. It can bring up to 6 willing or unconscious creatures with it, as per _teleport_. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Time Eater.md b/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Time Eater.md new file mode 100644 index 0000000..d8892fd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Drift Native, Time Eater.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 2 +Environment: the Drift +hp: 25 +modifier: 0 +name: Drift Native, Time Eater +statblock: true +tags: +Type: N Medium outsider (extraplanar) +--- +# DRIFT NATIVE, TIME EATER +The hyperspace plane of the Drift is effectively infinite, and so too is the variety of creatures it contains. While some residents are inadvertently pulled into the Drift from their native planes, many more are truly unique products of the Drift itself. Some of the better known examples include driftdead, paraforans, and the rare and powerful spectra. Whether these creatures were created by Triune or came about from the unnatural mingling of technological and planar forces is commonly debated among xenobiologists. The constant accretion of other planes and their inhabitants into the Drift makes determining any unidentified species’ origin difficult, and though time generally flows in a linear fashion in the Drift, some pockets contain planar fragments or gravitational anomalies that cause time dilation or compression. In such places, it’s entirely possible for a species to undergo significant evolution in a relatively short time. + +Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Time eaters resemble strange neurons at a macro scale, with roughly spherical crystalline bodies bristling with translucent, flexible tentacles that stretch out far past the time eater’s body. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters. Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time. As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality. This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues. + +Massive colonies of time eaters, known as “ganglions,” are the stuff of nightmare and legend, and starship crews swap haunting stories about moon-sized webs of time eaters descending on a planet and freezing it in time, though no such event has been recorded. Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere. + +As time eaters upend the natural progression of time in pockets of the Drift, so do Drift architects manipulate the plane’s spatial dimensions. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor. These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane. On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict. Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance. + +A small number of drift architects are constantly at work at the edges of Alluvion, the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city. While at work processing planar material, Drift architects adopt a more compact form that resembles a geometric pattern of interlocked rings reminiscent of Triune’s holy symbol. + +If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat. Only followers of Triune have reported any success at communicating with them, and even then, only if they’re on a mission of importance to Triune or their church. In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously. + +**Source** _Alien Archive 3 pg. 24_ + +## TIME EATER CR 2 + +**XP 600** +N Medium outsider (extraplanar) +**Init** +0; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +3 +**Defensive Abilities** void adaptation + +### OFFENSE + +**Speed** fly 10 ft. (Su, clumsy) +**Melee** tentacle +11 (1d6+3 B plus steal momentum) +**Space** 5 ft.; **Reach** 5 ft. (15 ft. with tentacle) + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +2; **INT** +0; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +7 (–1 to fly), Stealth +12 + +### ECOLOGY + +**Environment** the Drift +**Organization** nest (3–7), cluster (8–20), or ganglion (21–50) + +### SPECIAL ABILITIES + +**Steal Momentum (Su)** When a time eater hits a creature with its tentacle attack, its fly speed increases by 10 feet for 1 minute and its penalties for a full attack decreases by 1 (to a minimum of zero). These adjustments are cumulative. In addition, a creature hit by a time eater’s tentacle attack must attempt a DC 13 Will save. The first time a creature fails this save, its speeds decrease by 10 feet (to a minimum of 0). The second time, it gains the staggered condition. The third time and each time thereafter, it gains the paralyzed condition. These effects are cumulative and last for 1 minute or until the time eater is destroyed, whichever comes first. A creature that succeeds at its save is immune to further applications of that time eater’s steal momentum ability for 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Driftdead, Driftdead Amalgam.md b/Compendium/SF1E/Bestiary/Alien Codex/Driftdead, Driftdead Amalgam.md new file mode 100644 index 0000000..89d850a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Driftdead, Driftdead Amalgam.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 13 +Environment: any (the Drift) +hp: 225 +modifier: 8 +name: Driftdead, Driftdead Amalgam +statblock: true +tags: +Type: NE Medium undead (extraplanar) +--- +# DRIFTDEAD, DRIFTDEAD AMALGAM +When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. What’s left of a driftdead’s fragmented psyche is filled with confusion, rage, and a hatred for the living. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close. + +A driftdead leaves its mortal remains behind and forms a new undead body out of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes. This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane (or any other plane), its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead resumes its corporeal form as soon as it returns to the Drift. + +Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species. On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life. Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died. + +Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. Sutured together by a combination of the planar energies of the Drift and its constituents’ powerful emotions, driftdead amalgams are far more likely to make their way into the Material Plane in search of living creatures. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed. Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims. + +Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living. When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy. + +Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Whether Eox’s renegade military truly engages in such a practice or whether this is a case of fearmongers spreading misinformation is unclear. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue. + +**Source** _Alien Archive 3 pg. 26_ + +## DRIFTDEAD AMALGAM CR 13 + +**XP 25,600** +NE Medium undead (extraplanar) +**Init** +8; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +23 +**Aura** confusion (30 ft., Will DC 19) + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +15; **Ref** +15; **Will** +14 +**Defensive Abilities** spatial incorporeality; **Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, average) +**Melee** claw +26 (3d12+19 S plus 2d4 Wisdom drain) +**Multiattack** 3 claws +20 (2d12+19 S plus 2d4 Wisdom drain) +**Ranged** Drift rip +23 (5d6+13) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +6; **DEX** +8; **CON** —; **INT** -4; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +23, Stealth +28 +**Languages** Common +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary + +### SPECIAL ABILITIES + +**Confusion (Su)** Any creature that comes within 30 feet of a driftdead must succeed at a DC 19 Will save or be confused for 4 rounds. Once a creature has attempted this save, whether successful or not, it can’t be affected again by the same driftdead’s aura for 24 hours. + +**Drift Rip (Su)** Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping apart nearby creatures. This is a ranged attack against EAC that has a range of 30 feet. + +**Spatial Incorporeality (Ex)** Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality. On the Material Plane or otherwise outside the Drift, a driftdead gains the incorporeal special ability. If returned to the Drift, a driftdead immediately loses the incorporeal special ability as its physical body is restored. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Driftdead (Other) Graft Template +\- Driftdead Graft Template +\- Driftdead Amalgam (Driftdead) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Driftdead.md b/Compendium/SF1E/Bestiary/Alien Codex/Driftdead.md new file mode 100644 index 0000000..e7456e6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Driftdead.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 2 +Environment: any (the Drift) +hp: 22 +modifier: 4 +name: Driftdead +statblock: true +tags: +Type: NE Medium undead (extraplanar) +--- +# DRIFTDEAD +When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. What’s left of a driftdead’s fragmented psyche is filled with confusion, rage, and a hatred for the living. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close. + +A driftdead leaves its mortal remains behind and forms a new undead body out of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes. This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane (or any other plane), its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead resumes its corporeal form as soon as it returns to the Drift. + +Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species. On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life. Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died. + +Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. Sutured together by a combination of the planar energies of the Drift and its constituents’ powerful emotions, driftdead amalgams are far more likely to make their way into the Material Plane in search of living creatures. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed. Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims. + +Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living. When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy. + +Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Whether Eox’s renegade military truly engages in such a practice or whether this is a case of fearmongers spreading misinformation is unclear. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue. + +**Source** _Alien Archive 3 pg. 26_ + +## DRIFTDEAD CR 2 + +**XP 600** +NE Medium undead (extraplanar) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +7 +**Aura** confusion (30 ft., Will DC 11) + +### DEFENSE + +**HP** 22 +**EAC** 13; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +3 +**Defensive Abilities** spatial incorporeality; **Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, average) +**Melee** claw +10 (1d6+4 S) +**Ranged** Drift rip +7 (1d4+2) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** —; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +7, Stealth +12 +**Languages** Common +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary + +### SPECIAL ABILITIES + +**Confusion (Su)** Any creature that comes within 30 feet of a driftdead must succeed at a DC 11 Will save or be confused for 2 rounds. Once a creature has attempted this save, whether successful or not, it can’t be affected again by the same driftdead’s aura for 24 hours. + +**Drift Rip (Su)** Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping apart nearby creatures. This is a ranged attack against EAC that has a range of 30 feet. + +**Spatial Incorporeality (Ex)** Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality. On the Material Plane or otherwise outside the Drift, a driftdead gains the incorporeal special ability. If returned to the Drift, a driftdead immediately loses the incorporeal special ability as its physical body is restored. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Driftdead (Other) Graft Template +\- Driftdead Graft Template +\- Driftdead Amalgam (Driftdead) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Drikluz Gremlin.md b/Compendium/SF1E/Bestiary/Alien Codex/Drikluz Gremlin.md new file mode 100644 index 0000000..a8e554b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Drikluz Gremlin.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 11 +modifier: 3 +name: Drikluz Gremlin +statblock: true +tags: +Type: NE Small fey +--- +# DRIKLUZ GREMLIN +[[Alien_Gremlin_Drikluz.webp|Zeigen!]] + + +## DRIKLUZ CR 1/2 + + + +**XP 200** +NE Small fey +**Init** +3; **Senses** low-light vision; **Perception** +4 + +### DEFENSE + +**HP** 11 +**EAC** 9; **KAC** 10 +**Fort** +2; **Ref** +2; **Will** +3 +**Defensive Abilities** insect pacifism, verminlike; **SR** 11 + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +1 (1d4 P plus biting bugs, DC 11) +**Spell-Like Abilities** (CL 1st; ranged +1) +1/day—_command_ (DC 14), _fear_ (1st level, DC 14) +At will—_ghost sound_ (DC 13), _telekinetic projectile_ + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +1; **INT** -2; **WIS** +0; **CHA** -2 +**Skills** Bluff +9, Intimidate +4, Stealth +9 +**Languages** Aklo, Common +**Other Abilities** vermin empathy + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or infestation (3–6) + +### SPECIAL ABILITIES + +**Biting Bugs (Ex)** A creature struck by a drikluz’s bite attack must attempt a DC 11 Fortitude save or become fatigued for 1 round. This has no effect on a creature that is already fatigued or exhausted. +**Insect Pacifism (Su)** A drikluz emit a psychic call that draws in insects and makes them well-disposed to the drikluz. Vermin and insectile creatures of other types, such as Swarm creatures and shirrens, have a –2 penalty on attack rolls against a drikluz. The GM determines whether a creature is sufficiently insect-like to be affected by this ability. +**Vermin Empathy (Ex)** A drikluz can communicate basic concepts with mindless vermin and can use language‑dependent abilities on them (such as Diplomacy checks to change their attitude or Intimidate checks to bully). The drikluz can affect mindless vermin with their spell‑like abilities as though spells didn’t have the mind‑affecting descriptor. +**Verminlike (Ex)** For effects targeting creatures by type, a drikluz counts as both fey and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The drikluz also gains a +2 racial bonus to saving throws against mind-affecting effects. + +## DESCRIPTION + +Not all gremlins are intimately tied to technology; some represent older troubles that have plagued civilization for eons. One unpleasant example is the drikluz, or vermin gremlin. No more than 2-1/2 feet tall (and nearly as wide), drikluzes boast round, furry bodies teeming with lice, biting flies, and other loathsome insects. A drikluz has a helmetlike carapace over its forehead and crown, which protects its insectile face and two antenna. The drikluzes' antennae focus the gremlins’ latent psychic powers into a constant, crooning telepathic drone that soothes nearby insects into a complacent state and attracts them to their round, hairy bodies. They then bully and cajole their mindless minions into causing as much trouble as possible, including sabotaging insect traps and spoiling or hiding pesticides. Drikluzes have been noted to exhibit some limited ability to twist the minds of larger creatures as well, but they rarely do so for any purpose other than compelling such creatures to leave them alone. + +While a creature that lures vermin away may seem a fine service in theory, the presence of drikluzes in a community is far from beneficial, as these gremlins are mean-spirited and rarely content to simply lead vermin away. They love seeing insects spoil crops, terrorize pets, and infest bedding. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dromada Alien).md b/Compendium/SF1E/Bestiary/Alien Codex/Dromada Alien).md new file mode 100644 index 0000000..607681f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dromada Alien).md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 12 +modifier: 3 +name: Dromada (Alien) +statblock: true +tags: +Type: LN Medium magical beast +--- +# DROMADA (ALIEN) +Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around 200 pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. + +Having spent most of their history as the most populous and preferred prey animal for their home world’s numerous large carnivores, the dromadas’ presapient ancestors formed tightly knit herds to keep safe. The skittish creatures reacted to danger first by emitting a deep moan that would alert the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor. + +Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. Such enterprises can be found in a staggering array of industries, providing products and services that range from plant‑based meat substitutes to social media consultancy. + +In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders. When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. + +Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. + +Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Dromadas can nonetheless find themselves alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. A dromada’s trust is very difficult to earn, as they view everything around them as potentially dangerous and can be extremely skittish, but they are loyal and constant companions to those who eventually gain their friendship. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus. + +Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger. But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. Still, choosing an adventurer’s life isn’t easy, as even the bravest dromadas still sometimes find themselves automatically fleeing from dangers, both real and imagined. + +**Source** _Alien Archive 3 pg. 28_ + +## DROMADA CR 1/2 + +**XP 200** +LN Medium magical beast +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +9 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +2; **Ref** +2; **Will** +3 +**Weaknesses** savory + +### OFFENSE + +**Speed** 40 ft. +**Ranged** hunting rifle +5 (1d8 P) + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +1; **INT** +1; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +9, Athletics +4, Engineering +4, Sense Motive +9, Survival +9 +**Languages** Common, Dromadan +**Other Abilities** alert the herd, bolt +**Gear** second skin, hunting rifle with 12 longarm rounds + +### ECOLOGY + +**Environment** any +**Organization** huddle (3–8) or herd (9–100) + +### SPECIAL ABILITIES + +**Alert the Herd (Ex)** Once per day at the beginning of a combat in which it isn’t surprised, a dromada can emit a deep moan that alerts its herd to nearby danger, granting allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. + +**Bolt (Ex)** When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal). + +**Savory (Ex)** A dromada hit by a creature’s bite attack takes a –2 penalty to AC against further bite attacks from the same creature. This effect lasts 1 week and applies only once per creature. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dromada, Dromada Vigilant.md b/Compendium/SF1E/Bestiary/Alien Codex/Dromada, Dromada Vigilant.md new file mode 100644 index 0000000..4e30528 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dromada, Dromada Vigilant.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 65 +modifier: 5 +name: Dromada, Dromada Vigilant +statblock: true +tags: +Type: LN Medium magical beast +--- +# DROMADA, DROMADA VIGILANT +Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around 200 pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. + +Having spent most of their history as the most populous and preferred prey animal for their home world’s numerous large carnivores, the dromadas’ presapient ancestors formed tightly knit herds to keep safe. The skittish creatures reacted to danger first by emitting a deep moan that would alert the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor. + +Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. Such enterprises can be found in a staggering array of industries, providing products and services that range from plant‑based meat substitutes to social media consultancy. + +In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders. When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. + +Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. + +Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Dromadas can nonetheless find themselves alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. A dromada’s trust is very difficult to earn, as they view everything around them as potentially dangerous and can be extremely skittish, but they are loyal and constant companions to those who eventually gain their friendship. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus. + +Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger. But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. Still, choosing an adventurer’s life isn’t easy, as even the bravest dromadas still sometimes find themselves automatically fleeing from dangers, both real and imagined. + +**Source** _Alien Archive 3 pg. 28_ + +## DROMADA VIGILANT CR 5 + +**XP 1,600** +Dromada envoy +LN Medium magical beast +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 18 +**Fort** +6; **Ref** +6; **Will** +8 +**Weaknesses** savory + +### OFFENSE + +**Speed** 40 ft. +**Melee** tactical knife +11 (2d4+6 S) +**Ranged** frostbite-class zero pistol +13 (1d6 C; critical staggered \[DC 15\]) + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +1; **INT** +2; **WIS** +1; **CHA** +3 +**Skills** Acrobatics +16, Athletics +11, Engineering +11, Sense Motive +16, Survival +16 +**Languages** Common, Dromadan +**Other Abilities** alert the herd, bolt, envoy improvisations (watch out, watch your step) +**Gear** business stationwear, frostbite-class zero pistol with 2 batteries (20 charges each), tactical knife + +### ECOLOGY + +**Environment** any +**Organization** pair or watch (3–10) + +### SPECIAL ABILITIES + +**Alert the Herd (Ex)** Once per day at the beginning of a combat in which it isn’t surprised, a dromada can emit a deep moan that alerts its herd to nearby danger, granting allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. + +**Bolt (Ex)** When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal). + +**Savory (Ex)** A dromada hit by a creature’s bite attack takes a –2 penalty to AC against further bite attacks from the same creature. This effect lasts 1 week and applies only once per creature. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Drow Enforcer.md b/Compendium/SF1E/Bestiary/Alien Codex/Drow Enforcer.md new file mode 100644 index 0000000..6c1252f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Drow Enforcer.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 1 +Environment: any (Apostae) +hp: 20 +modifier: 4 +name: Drow Enforcer +statblock: true +tags: +Type: CE Medium humanoid (elf) +--- +# DROW ENFORCER +With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one. + +Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them. + +As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes’ defenses—though even an otherwise loyal sniper wouldn’t hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight. + +Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power. + +A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses’ connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch (see pages 458–459 of the _Starfinder Core Rulebook_). + +**Source** _Alien Archive pg. 42_ + +## DROW ENFORCER CR 1 + +**XP 400** +Drow soldier +CE Medium humanoid (elf) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 20 +**EAC** 16; **KAC** 18 +**Fort** +3; **Ref** +1; **Will** +3; +2 vs. enchantment +**Immunities** sleep; **SR** 7 +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 25 ft. +**Melee** standard taclash +5 (1d4+2 S) +**Ranged** azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or shock grenade I +8 (explode \[15 ft., 1d8 E, DC 10\]) +**Offensive Abilities** create darkness, fighting styles (arcane assailant), rune of the eldritch knight +**Spell-Like Abilities** (CL 1st) +At will—_dancing lights_, _detect magic_ + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +1; **INT** -1; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +10, Intimidate +5, Stealth +5 +**Languages** Common, Drow +**Gear** lashunta ringwear I, azimuth laser rifle with 4 batteries (20 charges each), shock grenades I (2), standard taclash + +### ECOLOGY + +**Environment** any (Apostae) +**Organization** pair, patrol (3–4), delegation (5–8 plus 1 drow noble arms dealer), or battalion (10–40) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Drow Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Drow, Drow Noble Arms Dealer.md b/Compendium/SF1E/Bestiary/Alien Codex/Drow, Drow Noble Arms Dealer.md new file mode 100644 index 0000000..9a9c7e2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Drow, Drow Noble Arms Dealer.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 11 +Environment: any (Apostae) +hp: 170 +modifier: 3 +name: Drow, Drow Noble Arms Dealer +statblock: true +tags: +Type: CE Medium humanoid (elf) +--- +# DROW, DROW NOBLE ARMS DEALER +With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one. + +Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them. + +As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes’ defenses—though even an otherwise loyal sniper wouldn’t hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight. + +Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power. + +A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses’ connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch (see pages 458–459 of the _Starfinder Core Rulebook_). + +**Source** _Alien Archive pg. 42_ + +## DROW NOBLE ARMS DEALER CR 11 + +**XP 12,800** +Drow envoy +CE Medium humanoid (elf) +**Init** +3; **Senses** darkvision 60 ft., _detect magic_; **Perception** +26 + +### DEFENSE + +**HP** 170; **RP** 6 +**EAC** 26; **KAC** 28 +**Fort** +10; **Ref** +12; **Will** +14; +2 vs. enchantments +**Immunities** sleep; **SR** 22 +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 30 ft. +**Melee** ultrathin longsword +19 (4d8+12 S) +**Ranged** LFD sonic pistol +21 (2d8+11 So; critical defense \[DC 20\]) +**Offensive Abilities** create darkness, limning light +**Spell-Like Abilities** (CL 11th) +1/day—_dispel magic_, _suggestion_ (DC 19) +At will—_dancing lights_, _flight_ (2nd-level) +Constant—_detect magic_ + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +1; **INT** +5; **WIS** +2; **CHA** +8 +**Skills** Bluff +21, Diplomacy +26, Intimidate +26, Sense Motive +26, Stealth +21 +**Languages** Abyssal, Aklo, Common, Drow, Eoxian +**Other Abilities** envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt) +**Gear** kasatha microcord IV (electrostatic field mk 2, white force field \[15 HP\]), LFD sonic pistol with 2 super-capacity batteries (80 charges each), ultrathin longsword + +### ECOLOGY + +**Environment** any (Apostae) +**Organization** solitary, pair, or delegation (1 plus 5–8 drow enforcers) + +### SPECIAL ABILITIES + +**Limning Light (Su)** As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as _invisibility_, all others within line of sight of it become aware of its location (see page 260 of the _Starfinder Core Rulebook_). This effect lasts for a number of minutes equal to the drow noble’s CR (11 minutes for a drow noble arms dealer). This ability has a range of 100 feet. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Drow Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta, Dust Manta Monarch.md b/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta, Dust Manta Monarch.md new file mode 100644 index 0000000..384d396 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta, Dust Manta Monarch.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 12 +Environment: warm deserts +hp: 200 +modifier: +name: Dust Manta, Dust Manta Monarch +statblock: true +tags: +Type: N Huge magical beast +--- +# DUST MANTA, DUST MANTA MONARCH +On desert worlds throughout the galaxy, strange, ray-like creatures make their home in sand flats and dunes, moving through the terrain as if through liquid. On the tidally locked Verces in the Pact Worlds, these terrors are known as dust mantas, and they reside in the eternal sunlight of the planet’s Fullbright hemisphere. Those who observe dust mantas from afar might presume them to be peaceful creatures with an idyllic life, but scientists and adventurers who approach them without knowledge of their brutal ways often find this to be the last mistake they ever make. + +Dust mantas closely resemble giant versions of common rays, with a beige coloration that allows them to blend in to their sandy surroundings and a nasty-looking tail capable of injecting a horrific toxin. Dust mantas burrow through sand as easily as their aquatic counterparts glide through water, which allows them to quickly close the distance to their prey. They attack with their stingers, injecting a dangerous toxin that quickly breaks the victim’s body down to dust; dust mantas are filter feeders, and they rely on this toxin to disintegrate food sources into filterable particles. To dust mantas, dissolving prey in this way is not cruel, but simply a matter of everyday survival. In Fullbright, dust mantas gravitate toward areas in which they can find prey, most notably the Outcast Peaks and the shirren colonies in the Temora Desert. Dust mantas are also known to frequent the Oasis Temples scattered across the desert, awaiting travelers who seek those lush and verdant anomalies. + +The average dust manta stretches 10 feet across and weighs 1 ton. + +On rare occasions, a dust manta can develop into the larger and more ferocious dust manta monarch. These enormous rays have three tails that allow them to inflict massive damage, as well as a more potent toxin when they deliver their deadly stings. Dust manta monarchs can create localized dust storms that choke and blind those creatures unlucky enough to be caught within, making it easier for the dust manta monarch and any accompanying dust mantas to ambush their unfortunate prey. When food is scarce, a single monarch might roam the desert with a pack of smaller dust mantas, scaring up enough prey to feed the whole fever. + +The typical dust manta monarch stretches 20 feet across and weighs 8 tons. + +## DUST MANTA HIDES + +In Fullbright, some brave-or perhaps foolish-game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together. + +**Source** _Alien Archive 2 pg. 46_ + +## DUST MANTA MONARCH CR 12 + +**XP 19,200** +N Huge magical beast +**Init** +8; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[sand only\]); **Perception** +22 +**Aura** sandstorm (120 ft., DC 19) + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +16; **Will** +11 +**Defensive Abilities** enhanced desert hide; **DR** 10/—; **Resistances** fire 10 + +### OFFENSE + +**Speed** 15 ft., burrow 80 ft. +**Melee** stinger +26 (6d4+17 P plus greater dust manta toxin) +**Multiattack** 3 stingers +20 (3d6+17 P plus greater dust manta toxin) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** burrowing assault + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +4; **INT** +0; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +22, Athletics +22, Stealth +27 + +### ECOLOGY + +**Environment** warm deserts +**Organization** solitary, pair, or fever (1 dust manta monarch plus 3–8 dust mantas) + +### SPECIAL ABILITIES + +**Burrowing Assault (Ex)** A dust manta monarch that takes the charge action using its burrow speed can make a full attack at the end of its movement instead of a single melee attack. It doesn’t take the normal charge penalties to its attack rolls or its AC, and its targets must succeed at a DC 19 Perception check or they are flat-footed against the attacks. + +**Enhanced Desert Hide (Ex)** A dust manta monarch has a tougher hide than that of a typical dust manta, granting it DR 10/— and resistance to fire 10. In addition, if a dust manta monarch is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a Stealth check to hide as if it had cover or concealment. + +**Sandstorm Aura (Su)** A dust manta monarch kicks up a magical localized sandstorm that provides concealment to anyone in a 120-foot-radius area around the dust manta monarch. The sandstorm also produces severe wind, imposing a –4 penalty to attack rolls with kinetic ranged weapons. Any creature in the area without environmental protections must hold its breath or risk suffocation. Dust mantas and dust manta monarchs are immune to this effect, and their sense through ability allows them to ignore concealment caused by the sandstorm. + +### GREATER DUST MANTA TOXIN + +**Type** poison (injury); **Save** Fortitude DC 19 +**Track** Strength; Frequency 1/round for 6 rounds +**Effect** At the dead state, the victim’s body disintegrates into dust. A creature that dies as a result of greater dust manta toxin can only be brought back to life by spells such as _miracle_, _wish_, or another similarly powerful effect. +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta.md b/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta.md new file mode 100644 index 0000000..73a9922 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Dust Manta.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 6 +Environment: warm deserts +hp: 90 +modifier: 5 +name: Dust Manta +statblock: true +tags: +Type: N Large magical beast +--- +# DUST MANTA +On desert worlds throughout the galaxy, strange, ray-like creatures make their home in sand flats and dunes, moving through the terrain as if through liquid. On the tidally locked Verces in the Pact Worlds, these terrors are known as dust mantas, and they reside in the eternal sunlight of the planet’s Fullbright hemisphere. Those who observe dust mantas from afar might presume them to be peaceful creatures with an idyllic life, but scientists and adventurers who approach them without knowledge of their brutal ways often find this to be the last mistake they ever make. + +Dust mantas closely resemble giant versions of common rays, with a beige coloration that allows them to blend in to their sandy surroundings and a nasty-looking tail capable of injecting a horrific toxin. Dust mantas burrow through sand as easily as their aquatic counterparts glide through water, which allows them to quickly close the distance to their prey. They attack with their stingers, injecting a dangerous toxin that quickly breaks the victim’s body down to dust; dust mantas are filter feeders, and they rely on this toxin to disintegrate food sources into filterable particles. To dust mantas, dissolving prey in this way is not cruel, but simply a matter of everyday survival. In Fullbright, dust mantas gravitate toward areas in which they can find prey, most notably the Outcast Peaks and the shirren colonies in the Temora Desert. Dust mantas are also known to frequent the Oasis Temples scattered across the desert, awaiting travelers who seek those lush and verdant anomalies. + +The average dust manta stretches 10 feet across and weighs 1 ton. + +On rare occasions, a dust manta can develop into the larger and more ferocious dust manta monarch. These enormous rays have three tails that allow them to inflict massive damage, as well as a more potent toxin when they deliver their deadly stings. Dust manta monarchs can create localized dust storms that choke and blind those creatures unlucky enough to be caught within, making it easier for the dust manta monarch and any accompanying dust mantas to ambush their unfortunate prey. When food is scarce, a single monarch might roam the desert with a pack of smaller dust mantas, scaring up enough prey to feed the whole fever. + +The typical dust manta monarch stretches 20 feet across and weighs 8 tons. + +## DUST MANTA HIDES + +In Fullbright, some brave-or perhaps foolish-game hunters in the Outlaw Kingdoms pursue dust mantas for their desertadapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together. + +**Source** _Alien Archive 2 pg. 46_ + +## DUST MANTA CR 6 + +**XP 2,400** +N Large magical beast +**Init** +5; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[sand only\]); **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +10; **Ref** +10; **Will** +5 +**Defensive Abilities** desert hide; **DR** 5/—; **Resistances** fire 5 + +### OFFENSE + +**Speed** 15 ft., burrow 80 ft. +**Melee** stinger +17 (1d8+9 P plus dust manta toxin) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** burrowing charge, sand spit + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +2; **INT** -1; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +13, Athletics +13, Stealth +18 + +### ECOLOGY + +**Environment** warm deserts +**Organization** solitary, pair, pod (3–8), or fever (3–8 dust mantas plus 1 dust manta monarch) + +### SPECIAL ABILITIES + +**Burrowing Charge (Ex)** A dust manta can leap into action at breathtaking speed. A dust manta that takes the charge action using its burrow speed doesn’t take the normal charge penalties to its attack roll or its AC, and its target must succeed at a DC 14 Perception check or the target is flat-footed against the attack. + +**Desert Hide (Ex)** A dust manta’s tough, sand-colored hide protects it against the dangers of the desert, granting it DR 5/— and resistance to fire 5. In addition, if a dust manta is at least halfway buried in sand or any fine, similarly colored substance, it can attempt a Stealth check to hide as if it had cover or concealment. + +**Sand Spit (Ex)** As a standard action, a dust manta can spew sand at its foes in a 30-foot cone. Each creature in the area must succeed at a DC 14 Reflex save or become blinded for 1 round. + +### DUST MANTA TOXIN + +**Type** poison (injury); **Save** Fortitude DC 14 +**Track** Strength; **Frequency** 1/round for 6 rounds +**Effect** At the dead state, the victim’s body disintegrates into dust. A creature that dies as a result of dust manta toxin can only be brought back to life by spells such as _miracle_, _wish_, or another similarly powerful effect. +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Electrovore.md b/Compendium/SF1E/Bestiary/Alien Codex/Electrovore.md new file mode 100644 index 0000000..e1172d4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Electrovore.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 4 +name: Electrovore +statblock: true +tags: +Type: N Small magical beast +--- +# ELECTROVORE + +## ELECTROVORE CR 2 + +**XP 600** +N Small magical beast +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +12 + +### DEFENSE + +**HP** 23; **RP** 3 +**EAC** 14; **KAC** 14 +**Fort** +3; **Ref** +7; **Will** +1 +**Immunities** electricity + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** tail slap +9 (1d4+3 B; critical siphon) +**Offensive Abilities** electrical discharge (1d6+2 E plus staggered, Reflex DC 13 half) + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +1; **INT** -4; **WIS** +2; **CHA** -1 +**Skills** Acrobatics +7, Athletics +7, Stealth +12, Survival +12 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, nest (3–12), or colony (13+) + +### SPECIAL ABILITIES + +**Electrical Discharge (Ex)** As a standard action, an electrovore can spend 1 Resolve Point to discharge some of its stored electrical energy as a powerful attack. All creatures within 10 feet of the electrovore take 1d6+2 electricity damage and are staggered for 1 round. A target can attempt a DC 13 Reflex save to take half this damage and negate the staggered effect. + +**Siphon (Ex)** Whenever an electrovore scores a critical hit against a living creature, a construct with the technological subtype, or a technological piece of gear, it siphons off a portion of the target’s electrical energy. This restores 1 Resolve Point (up to its maximum of 3). + +## DESCRIPTION + +Native to the wild planet of Verlorr, electrovores were on the verge of extinction as increased volcanic activity led to their swampy habitat’s disappearance, and along with it the three-headed electric eels that provided them sustenance. When explorers from the Pact Worlds first arrived on Verlorr 2 decades ago, however, electrovores were given a new lease on life, as the travelers came on massive metal vessels coursing with the very nourishment the beasts sought. A few crept on board the various ships, and since then, “conduit rats” (as some spacefarers refer to them) have quickly multiplied, forming colonies of varying sizes everywhere from Absalom Station to the farthest reaches of the Vast. + +An electrovore gains sustenance not from ingesting biological material but from the electrical currents that pulse through both mechanical devices and organic creatures. Xenobiologists have shown evidence that an electrovore’s internal organs are unlike those of a normal animal—it has no stomach, no intestines, and no liver. Instead, every cell of the creature acts as a tiny battery, providing the necessary impulses to move its muscles and power brain functions. In essence, an electrovore is composed almost entirely of nervous system. The creatures have quickly adapted to the artificial habitats of starships and space stations that course with their nourishment. + +With a serpentine body covered in sparking spines and sprouting a pair of leathery wings, a typical electrovore is 3 feet long and weighs 25 pounds. An electrovore has three bright-blue visual sensors: two flanking its head and one situated on the bridge of its snout. Its wide mouth is full of sharp teeth, but it rarely uses them in combat, instead employing them to chew through wire casings. An electrovore prefers to slap and sting with its barbed tail when on the hunt. + +A single electrovore poses little immediate threat to a starship or space station, but two or more reproduce at an alarming rate and can quickly overrun even the most experienced and best-equipped engineering team. The first signs of an electrovore infestation are usually power fluctuations in a remote, rarely traveled portion of a ship or decks already under repair or construction, but such deviations can be the result of anything from cosmic rays to a loose coupling or power being diverted to other systems. A gnawed cable or severed connector is generally the next indication of an electrovore’s presence, but by then there are likely dozens and dozens of the creatures throughout the ship’s crawlways, in its walls, and beneath its floors out of sight. + +In their new habitats, electrovores are incredibly fecund, doubling in number in 1d6+5 weeks (assuming there are two or more to begin with). If left unchecked, a handful of the creatures on a space station or large ship can eventually overwhelm the crew’s capacity to deal with them. As such, malicious space pirates and saboteurs sometimes release a pair of electrovores into a closed environment to disable their enemies’ vessels, distract from other threats or operations, or sink the economic or resale value of commercial operations or salvaged ships. However, the electrovores just as often disable the ships of these pirates and saboteurs, making this a risky and unreliable tactic. + +In addition to the direct damage an electrovore colony can deal to a ship’s infrastructure, it can also wreak havoc on the vessel’s systems when threatened. Full of siphoned electrical energy, a startled or cornered electrovore discharges this stored potential, often resulting in even more damage to computer systems and organic matter than the creature could normally manage in twice the time. Luckily, it takes some time for an electrovore to gather enough energy to perform this devastating attack. + +Larger starships generally have enough redundancies built into their construction that it takes much longer for electrovore infestations to disable their key systems, though a sizable enough colony of the creatures can unleash incredible destruction in a surprisingly short amount of time in the right conditions. Even a starship with one electrovore on it is in danger of eventually being incapacitated. For each period of time for each size of starship listed in the table below, one of the vessel’s systems (determined randomly) takes critical damage (_Starfinder Core Rulebook_ 321). Of course, the more electrovores infesting a vessel, the faster they disable its systems, though it takes a minimum of 1 day for a starship to take a critical damage effect in this way. + +
Starship SizeTime
Tiny1d6 days – 1 day/2 electrovores
Small2d6 days – 1 day/3 electrovores
Medium2d10 days – 1 day/6 electrovores
Large4d8 days – 1 day/12 electrovores
Huge6d10 days – 1 day/30 electrovores
Gargantuan3d12 weeks – 1 week/50 electrovores
Colossal4d6 months – 1 month/100 electrovores
diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Greater Elemental.md b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Greater Elemental.md new file mode 100644 index 0000000..e97c336 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Greater Elemental.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 145 +modifier: 4 +name: Elemental, Greater Elemental +statblock: true +tags: +Type: N Huge outsider (elemental, extraplanar) +--- +# ELEMENTAL, GREATER ELEMENTAL + +**Source** _Alien Archive pg. 46_ + +## GREATER ELEMENTAL CR 9 + +**XP 6,400** +N Huge outsider (elemental, extraplanar) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +11; **Will** +8 +**DR** 10/—; **Immunities** elemental immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +22 (2d10+15 B) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +3; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +17, Athletics +17 + +### ECOLOGY + +**Environment** any +**Organization** any + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Air Elemental (Elemental) Graft Template +\- Earth Elemental (Elemental) Graft Template +\- Fire Elemental (Elemental) Graft Template +\- Water Elemental (Elemental) Graft Template +\- Elemental (Creature Subtype) Graft Template +\- Ice Elemental (Elemental) Graft Template +\- Lightning Elemental (Elemental) Graft Template +\- Magma Elemental (Elemental) Graft Template + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Huge Elemental.md b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Huge Elemental.md new file mode 100644 index 0000000..29a306e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Huge Elemental.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 105 +modifier: 4 +name: Elemental, Huge Elemental +statblock: true +tags: +Type: N Huge outsider (elemental, extraplanar) +--- +# ELEMENTAL, HUGE ELEMENTAL + +**Source** _Alien Archive pg. 46_ + +## HUGE ELEMENTAL CR 7 + +**XP 3,200** +N Huge outsider (elemental, extraplanar) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +9; **Will** +6 +**DR** 5/—; **Immunities** elemental immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +18 (2d6+12 B) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +5; **DEX** +4; **CON** +2; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +14, Athletics +14 + +### ECOLOGY + +**Environment** any +**Organization** any + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Air Elemental (Elemental) Graft Template +\- Earth Elemental (Elemental) Graft Template +\- Fire Elemental (Elemental) Graft Template +\- Water Elemental (Elemental) Graft Template +\- Elemental (Creature Subtype) Graft Template +\- Ice Elemental (Elemental) Graft Template +\- Lightning Elemental (Elemental) Graft Template +\- Magma Elemental (Elemental) Graft Template + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Large Elemental.md b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Large Elemental.md new file mode 100644 index 0000000..6234088 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Large Elemental.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 3 +name: Elemental, Large Elemental +statblock: true +tags: +Type: N Large outsider (elemental, extraplanar) +--- +# ELEMENTAL, LARGE ELEMENTAL + +**Source** _Alien Archive pg. 46_ + +## LARGE ELEMENTAL CR 5 + +**XP 1,600** +N Large outsider (elemental, extraplanar) +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**DR** 5/—; **Immunities** elemental immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +15 (1d6+10 B) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +11, Athletics +11 + +### ECOLOGY + +**Environment** any +**Organization** any + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Air Elemental (Elemental) Graft Template +\- Earth Elemental (Elemental) Graft Template +\- Fire Elemental (Elemental) Graft Template +\- Water Elemental (Elemental) Graft Template +\- Elemental (Creature Subtype) Graft Template +\- Ice Elemental (Elemental) Graft Template +\- Lightning Elemental (Elemental) Graft Template +\- Magma Elemental (Elemental) Graft Template + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Tiny Elemental.md b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Tiny Elemental.md new file mode 100644 index 0000000..71c847f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Elemental, Tiny Elemental.md @@ -0,0 +1,39 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 20 +modifier: 1 +name: Elemental, Tiny Elemental +statblock: true +tags: +Type: N Large outsider (elemental, extraplanar) +--- + +# TINY ELEMENTAL CR 1/3 + +**XP 135** +N Tiny outsider (elemental, extraplanar) +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +1; **Will** +0 +**Immunities** elemental immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +5 (1d6+3 B) + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +0; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +3, Athletics +3 + +### ECOLOGY + +**Environment** any +**Organization** any \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ellicoth.md b/Compendium/SF1E/Bestiary/Alien Codex/Ellicoth.md new file mode 100644 index 0000000..26e0d84 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ellicoth.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 9 +Environment: any plains or deserts (Eox) +hp: 145 +modifier: 0 +name: Ellicoth +statblock: true +tags: +Type: N Gargantuan magical beast +--- +# ELLICOTH +## ELLICOTH CR 9 + +**XP 6,400** +N Gargantuan magical beast +**Init** +0; **Senses** blindsense (life) 60 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +13; **Will** +8 + +### OFFENSE + +**Speed** 50 ft. +**Melee** gore +22 (2d10+15 P) or soul drain +22 (see below) +**Space** 20 ft.; **Reach** 20 ft. + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +4; **INT** -3; **WIS** +3; **CHA** +2 +**Skills** Athletics +17, Intimidate +17, Survival +17 +**Languages** Eoxian (can’t speak any language) +**Other Abilities** no breath + +### ECOLOGY + +**Environment** any plains or deserts (Eox) +**Organization** solitary, pair, or herd (3-6) + +### SPECIAL ABILITIES + +**Aura of Radiation (Ex)** Due to the environments in which they live, ellicoths absorb extreme levels of radiation, and have evolved the ability to store and redirect this energy without being harmed by it. An ellicoth emanates medium radiation out to 15 feet and low radiation for an additional 15 feet. + +**Soul Drain (Su)** As a standard action, an ellicoth can make an attack with its trunks against the KAC of a single living or undead target within its reach. If struck, the target takes 3d6+9 bludgeoning damage and is staggered for 1 round; the target can attempt a DC 16 Fortitude save to halve the damage and negate the staggered condition. If the target takes Hit Point damage, the ellicoth regains a number of Hit Points equal to that amount, up to its maximum. + +## DESCRIPTION + +Standing 50 feet tall and weighing upward of 30 tons, an ellicoth resembles a strange two-trunked elephant perched on incongruously narrow, stilt-like legs. Its stocky body is covered with horns and growths, and its skin is heavily blistered and cracked from the radiation it absorbs and stores within itself, making it appear perpetually raw and burned. While some of this radiation comes from the cosmic rays that bombard Eox’s surface due to its lack of a protective atmosphere, even more of it is absorbed from Eox’s wastelands, as the creatures seem mysteriously drawn to those regions still heavily radioactive from the cataclysm that ravaged Eox ages ago. + +Records from the bone sages report that ellicoths predate the nuclear disaster that befell Eox, indicating that at one point ellicoths were gentle herbivores whose long legs and lithe trunks allowed them to safely reach the luscious fruits atop tall spike-trunked jicobalan trees. During the disaster, however, several herds were caught in the backlash of magical energy, causing them to mutate. Today, the mournful ellicoths no longer eat vegetation or even breathe like normal animals. Instead, they siphon vital energy directly from other creatures and use it to sustain their own agonized existences. Ellicoths can survive just as easily on the necromantic energies that animate undead as on the soul energy of living creatures, and most of their diet consists of ghosts, zombies, and other spontaneously generated undead in Eox’s wastelands. Occasionally, however, a stampede of desperate or enraged ellicoths will crash through the protective walls around Eoxian settlements and gorge in a feeding frenzy until the local military can mobilize to bring them down. While the bone sages are thus careful to keep local ellicoth populations in check, driving the most aggressive populations out into the distant wastes, most see the advantage of keeping a few around to remind citizens that even the undead need the protection of a strong government. + +Not all bone sages are content to let ellicoths remain wild, however. Continuing a tradition that stretches back even before the Gap, several bone sages still employ fearsome ellicoth cavalries in their militias. From armored howdahs built onto and around the horns atop the creatures’ broad backs, undead soldiers immune to ellicoths’ aura of radiation rain destruction down on their opponents, guiding the beasts through magic or direct neurotech linkages. Despite the expense of keeping the creatures and the advantages presented by more conventional vehicles, ellicoths’ ability to completely devour an opponent’s life force doubles as a useful psychological weapon, and their spindly legs can support a surprising amount of weight, allowing for thick armor plates to be affixed to their hide or heavy weapons to be mounted on their horns. + +Ellicoths are mammalian and give birth to live young one at a time, which mature to full size within a few years and can live for centuries. Rather than having a designated leader, each herd tends to follow whichever adult member is moving with the most purpose at any given time, leading to chaotic and unpredictable movements when threatened. Ellicoth corpses are extremely rare; when an ellicoth grows old and its internal organs begin to fail, it instinctively leaves the herd and heads for the most powerful source of radiation in the area—usually the center of a radioactive waste—and proceeds to lie down and sing its dirges loudly and continually until its body finally gives out. Once it does, unknown processes within its cells, possibly related to the storage of radiation, cause the corpse to suddenly and dramatically break down, transforming the creature into a puddle of radioactive ooze within hours. + +While their docile wandering punctuated by occasional feeding frenzies leads people to dismiss ellicoths as brutes, they’re significantly smarter than most give them credit for. Although unable to speak, they still manage to understand rudimentary language when exposed to it regularly, and those few naturalists or trainers who’ve interacted extensively with them believe them to have significantly more complicated inner lives than ordinary animals. Attempts to decipher their haunting bellows, which rumble through the ground and the planet’s poisoned remnants of an atmosphere, have so far failed to reveal any natural language among the creatures, but ellicoths instructed in Eoxian and presented with words and pictograms to point at with their trunks have revealed a startling discovery. Though lacking the consciousness necessary for even an oral history, ellicoths maintain a racial memory of the planet’s destruction and the time before it, describing a deep-seated sadness at the way things are and a longing for a time of green fields and tall trees—a time no living ellicoth has ever known. How exactly this memory has been passed down remains a mystery, and the ellicoths themselves have no sense of what it means, other than to repeatedly point to the word “waiting.” diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Embri, Embri Speaker.md b/Compendium/SF1E/Bestiary/Alien Codex/Embri, Embri Speaker.md new file mode 100644 index 0000000..166a362 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Embri, Embri Speaker.md @@ -0,0 +1,81 @@ +--- +aliases: +cr: 10 +Environment: any (Embroi) +hp: 140 +modifier: 4 +name: Embri, Embri Speaker +statblock: true +tags: +Type: LE Medium aberration +--- +# EMBRI, EMBRI SPEAKER +**Source** _Alien Archive 2 pg. 49_ +The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society’s few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome— their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions. + +Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that’s slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they’re trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or “anomalous independence.” + +Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears— they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat. + +Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri’s thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others. + +Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks’ home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters’ designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity. + +The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture. + +## HIVEMASKS + +Many embri work hard to afford masks with magical abilities. In addition to the ordinary functions of displaying social status and shielding an embri’s emotions, these masks provide additional abilities to embri wearing them. One of the most common of these masks is the _hivemask_. + + +**Source** _Alien Archive 2 pg. 48_ + +## EMBRI SPEAKER CR 10 + +**XP 9,600** +Embri mystic +LE Medium aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 140; **RP** 5 +**EAC** 22; **KAC** 23 +**Fort** +9; **Ref** +9; **Will** +15; +2 vs. enchantment +**Immunities** charm +**Weaknesses** masked emotions + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +16 (2d8+10 S) or buzzblade dueling sword +16 (2d6+10 S) +**Ranged** aphelion laser pistol +18 (3d4+10 F; critical burn 1d4) +**Offensive Abilities** echoes of obedience, greater forced amity (DC 21), inexplicable commands +**Mystic Spell-Like Abilities** (CL 10th) +At will—_mindlink_ +**Mystic Spells Known** (CL 10th) +4th (3/day)—_confusion_ (DC 22), _mind thrust_ (DC 22) +3rd (6/day)—_dispel magic_, _slow_ (DC 21), _suggestion_ (DC 21), _tongues_ +2nd (at will)—_hold person_ (DC 20), _inflict pain_ (DC 20) +**Connection** overlord + +### STATISTICS + +**STR** +0; **DEX** +0; **CON** +3; **INT** +0; **WIS** +8; **CHA** +5 +**Skills** Diplomacy +19, Intimidate +24, Mysticism +24, Sense Motive +24 +**Languages** Common, Embri, Infernal +**Gear** platinum AbadarCorp travel suit, aphelion laser pistol with 2 high-capacity batteries (40 charges each), buzzblade dueling sword with 1 battery (20 charges), hivemask + +### ECOLOGY + +**Environment** any (Embroi) +**Organization** solitary or coterie (1 plus 4–15 embri) + +### SPECIAL ABILITIES + +**Masked Emotions (Ex)** An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Embri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Embri.md b/Compendium/SF1E/Bestiary/Alien Codex/Embri.md new file mode 100644 index 0000000..ab0bec6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Embri.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 3 +Environment: any (Embroi) +hp: 35 +modifier: 4 +name: Embri +statblock: true +tags: +Type: LE Medium aberration +--- +# EMBRI +The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society’s few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome— their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions. + +Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that’s slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they’re trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or “anomalous independence.” + +Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears— they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat. + +Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri’s thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others. + +Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks’ home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters’ designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity. + +The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture. + +## HIVEMASKS + +Many embri work hard to afford masks with magical abilities. In addition to the ordinary functions of displaying social status and shielding an embri’s emotions, these masks provide additional abilities to embri wearing them. One of the most common of these masks is the _hivemask_. + +**Source** _Alien Archive 2 pg. 48_ + +## EMBRI CR 3 + +**XP 800** +LE Medium aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +2; **Will** +8; +2 vs. enchantment +**Immunities** charm +**Weaknesses** masked emotions + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +7 (1d4+5 S) +**Ranged** tactical crossbolter +9 (1d10 P) + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +4; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Athletics +13, Computers +13, Engineering +8, Sense Motive +13, Stealth +8 +**Languages** Common, Embri +**Gear** tactical crossbolter with 10 arrows, hivemask + +### ECOLOGY + +**Environment** any (Embroi) +**Organization** solitary, unit (2–10), or coterie (4–15 plus 1 embri Speaker) + +### SPECIAL ABILITIES + +**Masked Emotions (Ex)** An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Embri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Emotivore, Emotivore Mastermind.md b/Compendium/SF1E/Bestiary/Alien Codex/Emotivore, Emotivore Mastermind.md new file mode 100644 index 0000000..c309c90 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Emotivore, Emotivore Mastermind.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 17 +Environment: any +hp: 285 +modifier: 5 +name: Emotivore, Emotivore Mastermind +statblock: true +tags: +Type: NE Medium undead (shapechanger) +--- +# EMOTIVORE, EMOTIVORE MASTERMIND +Emotivores are undead that come into being when someone dies in the throes of intense feelings, especially among a large group of people experiencing similar emotions. An emotivore can take on a variety of anthropoid shapes, but its true form is a gaunt version of the creature whose death triggered its birth. + +An emotivore manipulates and deceives to evoke feelings it can psychically feed upon. It chooses its appearance based on information it gleans from potential victims, assuming a shape that evokes a passionate response. + +**Source** _Alien Archive 2 pg. 51_ + +## EMOTIVORE MASTERMIND CR 17 + +**XP 102,400** +Emotivore mystic +NE Medium undead (shapechanger) +**Init** +5; **Senses** blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision; **Perception** +29 + +### DEFENSE + +**HP** 285; **RP** 6 +**EAC** 30; **KAC** 31 +**Fort** +15; **Ref** +15; **Will** +20 +**Defensive Abilities** share pain (DC 26); **DR** 10/magic; **Immunities** undead immunities; **Resistances** cold 15 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** claw +28 (8d6+17 S; critical shaken \[see text\]) +**Ranged** banshee sonic pistol +28 (4d8+17 So; critical deafen \[DC 24\]) +**Offensive Abilities** backlash (17 damage), feed, mental anguish (DC 26), mindbreaking link (DC 26), mindkiller (DC 26), sow doubt (DC 26, 8 rounds) +**Mystic Spell-Like Abilities** (CL 17th) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 17th; ranged +28) +6th (3/day)—_snuff life_ (DC 26), _telepathic jaunt_ +5th (6/day)—_feeblemind_ (DC 25), _greater synaptic pulse_ (DC 25), _modify memory_ (DC 25) +4th (at will)—_confusion_ (DC 24), _enervation_ (DC 24), _fear_ (DC 24) +**Connection** mindbreaker +**Spell-Like Abilities** (CL 17th) +At will—_detect thoughts_ (DC 21), _holographic image_ (3rd level; DC 23), _mind thrust_ (3rd level; DC 23) + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** —; **INT** +3; **WIS** +8; **CHA** +11 +**Skills** Acrobatics +29 (+37 to fly), Bluff +34, Culture +29, Intimidate +29, Mysticism +34, Sense Motive +29 +**Languages** Common; _truespeech_ +**Other Abilities** change shape (Medium or Small humanoid), emotionsense, unliving +**Gear** bespoke echelon fashion, banshee sonic pistol with 2 super-capacity batteries (80 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or cabal (1 plus 2–6 emotivores) + +### SPECIAL ABILITIES + +**Change Shape (Su)** As a standard action, an emotivore can assume the shape of any Medium or Small humanoid, including specific individuals. + +**Emotionsense (Su)** An emotivore constantly reads the surface emotions of creatures, providing the emotivore its blindsense. A creature can avoid detection by succeeding at a DC 27 Bluff check, but a creature under the influence of an emotion effect can’t avoid detection. Creatures affected by _nondetection_ or similar effects automatically avoid detection. The emotivore can use this ability to focus on a creature it’s aware of, and if the creature fails a DC 22 Will saving throw, the emotivore learns that target’s desires, fears, and weaknesses, as well as its general disposition and attitude toward creatures within 30 feet of it. A creature’s weaknesses include physical vulnerabilities and inabilities. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way. + +**Feed (Su)** An emotivore can feed on a creature affected by the confused, cowering, fascinated, frightened, nauseated, panicked, shaken, or sickened conditions. To do so, the emotivore must make contact with the target by touching it (targeting an unwilling creature’s EAC), hitting the target with a claw attack, or casting _mind thrust_ on the target (which must also fail the Will save against the spell). If the emotivore’s attempt succeeds, the target must succeed at a DC 22 Will saving throw or gain 1 temporary negative level. Upon imposing a negative level, the emotivore regains 10 Hit Points or gains 10 temporary Hit Points. If the emotivore dealt no damage when using this ability, feeding also subjects the target to a _suggestion_ spell (Will DC 22 negates) asking the target to accept the emotivore’s touch again. An emotivore can gain a number of temporary Hit Points in this way equal to one-quarter of its maximum Hit Points (usually 30). Every 24 hours, an emotivore who has temporary Hit Points loses 10 of them. An emotivore who lacks temporary Hit Points usually seeks to feed. In addition, the emotivore mastermind can use the _enervation_ spell to feed if the spell affects a creature already subjected to strong emotions. + +**Shaken (Su)** On a critical hit, an emotivore’s claws can render a target shaken for 1d4 rounds (DC 18 Will save negates). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Emotivore (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Emotivore.md b/Compendium/SF1E/Bestiary/Alien Codex/Emotivore.md new file mode 100644 index 0000000..83cc6ed --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Emotivore.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 120 +modifier: 3 +name: Emotivore +statblock: true +tags: +Type: NE Medium undead (shapechanger) +--- +# EMOTIVORE +Emotivores are undead that come into being when someone dies in the throes of intense feelings, especially among a large group of people experiencing similar emotions. An emotivore can take on a variety of anthropoid shapes, but its true form is a gaunt version of the creature whose death triggered its birth. + +An emotivore manipulates and deceives to evoke feelings it can psychically feed upon. It chooses its appearance based on information it gleans from potential victims, assuming a shape that evokes a passionate response. + +**Source** _Alien Archive 2 pg. 50_ + +## EMOTIVORE CR 9 + +**XP 6,400** +NE Medium undead (shapechanger) +**Init** +3; **Senses** blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 120 +**EAC** 21; **KAC** 22 +**Fort** +8; **Ref** +8; **Will** +12 +**DR** 5/magic; **Immunities** undead immunities; **Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** claw +16 (3d4+9 S; critical shaken \[see text\]) +**Ranged** hailstorm-class zero pistol +16 (2d6+9 C; critical staggered \[DC 18\]) +**Offensive Abilities** feed +**Spell-Like Abilities** (CL 9th) +At will—_detect thoughts_ (1st level, DC 18), _holographic image_ (DC 18), _mind thrust_ (1st level, DC 18) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** —; **INT** +1; **WIS** +4; **CHA** +6 +**Skills** Acrobatics +17 (+25 to fly), Bluff +22, Culture +17, Diplomacy +17, Intimidate +17, Sense Motive +17, Stealth +17 +**Languages** Common; _truespeech_ +**Other Abilities** change shape (Medium or Small humanoid), emotionsense, unliving +**Gear** d-suit III, hailstorm-class zero pistol with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or clique (3–6) + +### SPECIAL ABILITIES + +**Change Shape (Su)** As a standard action, an emotivore can assume the shape of any Medium or Small humanoid, including specific individuals. + +**Emotionsense (Su)** An emotivore constantly reads the surface emotions of creatures, providing the emotivore its blindsense. A creature can avoid detection by succeeding at a DC 27 Bluff check, but a creature under the influence of an emotion effect can’t avoid detection. Creatures affected by _nondetection_ or similar effects automatically avoid detection. The emotivore can use this ability to focus on a creature it’s aware of, and if the creature fails a DC 18 Will saving throw, the emotivore learns that target’s desires, fears, and weaknesses, as well as its general disposition and attitude toward creatures within 30 feet of it. A creature’s weaknesses include physical vulnerabilities and inabilities. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way. + +**Feed (Su)** An emotivore can feed on a creature affected by the confused, cowering, fascinated, frightened, nauseated, panicked, shaken, or sickened conditions. To do so, the emotivore must make contact with the target by touching it (targeting an unwilling creature’s EAC), hitting the target with a claw attack, or casting _mind thrust_ on the target (which must also fail the Will save against the spell). If the emotivore’s attempt succeeds, the target must succeed at a DC 18 Will saving throw or gain 1 temporary negative level. Upon imposing a negative level, the emotivore regains 10 Hit Points or gains 10 temporary Hit Points. If the emotivore dealt no damage when using this ability, feeding also subjects the target to a _suggestion_ spell (Will DC 18 negates) asking the target to accept the emotivore’s touch again. An emotivore can gain a number of temporary Hit Points in this way equal to one-quarter of its maximum Hit Points (usually 30). Every 24 hours, an emotivore who has temporary Hit Points loses 10 of them. An emotivore who lacks temporary Hit Points usually seeks to feed. + +**Shaken (Su)** On a critical hit, an emotivore’s claws can render a target shaken for 1d4 rounds (DC 18 Will save negates). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Emotivore (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Endbringer Devil Dhalochar).md b/Compendium/SF1E/Bestiary/Alien Codex/Endbringer Devil Dhalochar).md new file mode 100644 index 0000000..d6c7059 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Endbringer Devil Dhalochar).md @@ -0,0 +1,99 @@ +--- +aliases: +cr: 19 +Environment: any (Hell) +hp: 415 +modifier: 6 +name: Endbringer Devil (Dhalochar) +statblock: true +tags: +Type: LE Colossal outsider (devil, evil, extraplanar, lawful) +--- +# ENDBRINGER DEVIL (DHALOCHAR) +## ENDBRINGER DEVIL (DHALOCHAR) CR 19 + +**XP 204,800** +LE Colossal outsider (devil, evil, extraplanar, lawful) +**Init** +6; **Senses** darkvision 60 ft., see in darkness; **Perception** +32 + +### DEFENSE + +**HP** 415; **RP** 6 +**EAC** 33; **KAC** 35 +**Fort** +20; **Ref** +20; **Will** +18 +**Defensive Abilities** construct form; **DR** 15/good and magic; **Immunities** fire, poison; **Resistances** acid 10, cold 10; **SR** 30 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** slam +32 (4d12+30 B) +**Multiattack** 2 slams +26 (4d12+30 B), 4 legs +26 (6d10+30 P) +**Ranged** hellfire glare +34 (8d8+19 F; critical burn 5d6) +**Space** 30 ft.; **Reach** 30 ft. (40 ft. with legs) +**Spell-Like Abilities** (CL 19th) +1/day—_plane shift_ +At will—_teleport_ (self plus contents of cargo cavity) + +### STATISTICS + +**STR** +11; **DEX** +6; **CON** +9; **INT** +4; **WIS** +6; **CHA** +6 +**Skills** Computers +32, Engineering +32, Intimidate +37, Mysticism +32, Piloting +32 +**Languages** Celestial, Draconic, Infernal; telepathy 100 ft. +**Other Abilities** cargo cavity, no breath + +### ECOLOGY + +**Environment** any (Hell) +**Organization** solitary, assault (1 dhalochar plus 8 other devils), or invasion (3-12) + +### SPECIAL ABILITIES + +**Cargo Cavity (Ex)** A dhalochar has a sizable cavity within its body. This space can comfortably fit eight Large or smaller creatures (or four Huge creatures). Any creature inside is protected from the external environment, no matter how hostile, and can breathe as normal. A dhalochar has control over what enters and what leaves its cargo cavity. Entering or leaving a willing dhalochar requires a full action, during which the dhalochar cannot move. Creatures cannot enter an uncooperative dhalochar, but they can try to escape from inside as if they were attempting to escape being grappled. + +Alternatively, some dhalochars have this cavity replaced with a device capable of generating minor passages to Hell. This grants them the ability to cast 6th-level _planar binding_ as a spell-like ability once per hour (to a maximum number of times per day equal to the dhalochar’s Constitution modifier—nine times per day for most dhalochars), except they can call only devils. Called devils aren’t trapped by this ability, and they aren’t forced to do the dhalochar’s bidding, though they are usually friendly to the dhalochar. + +**Construct Form (Ex)** Despite being true devils, dhalochars have a number of immunities common to constructs. They are immune to ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, necromancy effects, negative levels, nonlethal damage, paralysis, sleep, and stunning. + +**Hellfire Glare (Ex)** As an attack, a dhalochar can shoot hellfire from its eyes at a single target. This attack has a range increment of 120 feet. The glare acts as if it had the _unholy_ fusion. + +## DESCRIPTION + +For countless eons, Hell’s legions have undermined the Material Plane, subtly corrupting mortal empires and laying waste to entire worlds. The malebranche—diabolical generals advancing hellish agendas on terrestrial fronts—call upon the planes’ most fearsome agents to claim strategic footholds. Some of these campaigns call for truly terrifying displays of force. Thus, when the lords of Hell seek to make a whole world shudder, dhalochars take to the battlefield. + +Known as endbringer devils, dhalochars are forged to embody diabolical conquest. They are vessels and weapons of ruin, designed to create beachheads upon even the best-defended worlds. Dhalochars were made to withstand the depths of space and can traverse the void, stalking worlds like apocalyptic meteors. Any witnesses who survive a dhalochar’s devastating crash landing swiftly realize that the titan’s assault has only just begun. + +Within its body, each dhalochar houses a cavity capable of holding a deadly payload—an infernal strike force or a portal-generating organ. This space isn’t magical but is well protected, able to withstand any attack as long as the devil remains alive. As dhalochars are close cousins to levalochs, they most commonly transport these deadly infernal shock troops. + +Upon landing on a world, dhalochars release their cargo and reconfigure themselves. In their terrestrial forms, they appear as many-legged titans, a form which readily demonstrates that they are not mere machines of war. They are calmly arrogant and quick to pronounce a world’s inevitable destruction. While dhalochars participating in a major planetary assault might crash-land in heavily populated areas and immediately attack, most favor staying undiscovered so they can gradually conjure more devils in preparation for even greater diabolical offensives. Dhalochars have no ability to launch themselves into space. As a result, after a dhalochar in starship form uses its cataclysm ability, it returns to Hell using its _plane shift_ spell-like ability and waits to be conjured back to space. + +A dhalochar stands roughly 90 feet tall and weighs approximately 400 tons. + +## ENDBRINGER DEVIL STARSHIP STATISTICS + +Dhalochars are equally capable of engaging with enemies in melee and in starship combat. Dhalochars have no crews or computer systems. Their other “systems” aren’t truly systems at all, but infernal approximations; the common models they imitate are listed here. Dhalochars use the following statistics when doing battle with foes in space. + +## ENDBRINGER DEVIL (STARSHIP FORM) - TIER 14 + +LE Huge starship outsider +**Speed** 8; **Maneuverability** average (turn 3); Drift 2 +**AC** 32; **TL** 31 +**HP** 255; **DT** 5; **CT** 51 +**Shields** heavy 320 (forward 80, port 80, starboard 80, aft 80) +**Attack (Forward)** supergraser (2d8×10) +**Attack (Turret)** plasma cannon (5d12) +**Offensive Abilities** cataclysm +**Skills** Computers +34, Engineering +32, Piloting +32 +**Power Core** Inferno Core (400 PCU); **Drift Engine** Signal Booster; **Systems** basic long-range sensors, mk 10 armor, mk 11 defenses, self-destruct system; **Expansion Bays** none +**Other Abilities** cargo cavity, devil starship, no breath + +### SPECIAL ABILITIES + +**Cargo Cavity (Ex)** See above. +**Cataclysm (Ex)** A dhalochar in starship form can crashland on a planet, space station, or similar object (as long as that object is at least 10 times the devil’s size). This devastating landing deals 15d6+25 bludgeoning damage (no save) to creatures and objects in the area where the devil lands (a 30-foot-by-30-foot square) and 6d12+28 bludgeoning damage to all creatures and objects within 50 feet of the landing space (Reflex DC 24 half). If the dhalochar crash-lands on a planet with an atmosphere, the heat of entry adds 10d6 fire damage to the damage dealt. After using this ability, a dhalochar is stunned for 1d4 rounds and then transforms into its terrestrial form. +**Devil Starship (Ex)** A dhalochar in starship form is still a living creature, though it engages only in starship combat. It has no crew, though it can still take engineer, gunner, pilot, and science officer actions using the skill bonuses listed above. Assume it has 14 ranks in the Computers, Engineering, and Piloting skills and a base attack bonus of +14. It ignores critical damage effects that affect life support, and critical damage effects that would be applied to the crew are applied to a random creature or object in the devil’s cargo cavity. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Devil (Summoning) Graft Template +\- Devil (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Endling, Koruvi Endling.md b/Compendium/SF1E/Bestiary/Alien Codex/Endling, Koruvi Endling.md new file mode 100644 index 0000000..99ce9a1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Endling, Koruvi Endling.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 3 +Environment: any (Calen 5) +hp: 40 +modifier: 2 +name: Endling, Koruvi Endling +statblock: true +tags: +Type: N Medium undead (incorporeal) +--- +# ENDLING, KORUVI ENDLING +Over the passage of eons, myriad creatures have flourished and dwindled naturally as their eras have come and gone. Often, however, a species’ overall lifespan is cut short by an unnatural intrusion, whether from unexpected predation, destruction of natural habitat, or a disease from another planet. In rare cases, spectral creatures known as endlings arise immediately after the last member of a species perishes. + +Endlings manifest as much larger spectral members of an extinct species. These ghosts gain abilities that allow them to combat their perceived source of their species’ demise: those who were hunted to extinction develop ferocious combat prowess, while those whose homes were destroyed by colonization gain the power to destroy technology and artificial structures. Xenobiologists differ on the exact nature of endlings. Some theorize that endlings are the collective sorrow of a species made manifest, while others believe they are the ghosts of the very last survivors, driven to carry on their species’ legacy even in death. + +Koruvis were diminutive ungulates that lived in dens in a planetwide rain forest on a Near Space world. These small creatures had striped and spotted fur, prehensile snouts, and small horns, which they used to dig up fungi for sustenance. However, a vesk mining company that was scouting that system detected starmetal veins beneath the planet’s crust. In the feverish mining race that followed, factions from across the galaxy fought to gain a foothold on what came to be known as Calen 5. Invading miners razed vast swaths of forest, and koruvis, among the other native species of Calen 5, soon went extinct as their home was destroyed. In one of the early settlements on Calen 5, Hope’s Edge, residents reported mysterious property damage, such as holes ripped into buildings and electrical equipment badly mangled, and rumors spread of a pack of ghostly monsters skulking around town. Today, Hope’s Edge has grown into the de facto capital of Calen 5, but koruvi endlings still fiercely attack the city in a never-ending pursuit of revenge against the cause of their extinction. + +**Source** _Alien Archive 4 pg. 32_ + +## KORUVI ENDLING CR 3 + +**XP 800** +N Medium undead (incorporeal) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +5; **Will** +4 +**Defensive Abilities** incorporeal, rejuvenation Immunities undead immunities + +### OFFENSE + +**Speed** 40 ft. +**Melee** antitech hoof +11 (1d6+7 B; DC 12, see below) or antitech horn +11 (1d6+7 P; DC 12, see below) +**Offensive Abilities** demolition + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** —; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +8, Athletics +13, Stealth +8 +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any (Calen 5) +**Organization** solitary or retribution (2–8) + +### SPECIAL ABILITIES + +**Antitech Natural Weapons (Su):** As an attack, a desolation endling can temporarily cause a body part to become substantial. This functions as a natural weapon that the species had in life, dealing a damage type that the living counterpart’s natural attack dealt. A creature hit by this attack must attempt a Reflex save. On a failure, a random hybrid or technological item worn or wielded by the target ceases to function for 1 round, and if the target is a technological construct, it is shaken for 1 round. +**Demolition (Su):** A desolation endling’s antitech natural weapons ignore an amount of hardness equal to twice its CR. When performing a sunder combat maneuver, a desolation endling gains a +4 insight bonus to its attack roll. +**Rejuvenation (Su):** An endling can’t be destroyed by violence—an endling reduced to 0 Hit Points dematerializes but restores itself in 2d4 days. The only way to permanently destroy an endling is to determine the reason for its extinction and perform some action to set right whatever prevents it from resting in peace. The exact means vary with each kind of endling and are determined by the GM. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Desolation Endling (Endling) Graft Template +\- Invasion Endling (Endling) Graft Template +\- Plague Endling (Endling) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony, Nelentu.md b/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony, Nelentu.md new file mode 100644 index 0000000..c68c997 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony, Nelentu.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 7 +Environment: any forest or urban +hp: 105 +modifier: 2 +name: Entu Colony, Nelentu +statblock: true +tags: +Type: N Medium animal (entu symbiote) +--- +# ENTU COLONY, NELENTU +Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. These structures generate conscious thought and obtain sensory information about the colony’s environment. + +In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable pseudopod‑like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony. + +Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. Instead of harming their host, an entu fungus’s adaptable cells mimic the host’s brain and nerve tissue. Their mycelia intertwine with their host’s central nervous system, creating new synapses and enhancing sections of the host’s brain. Despite inhabiting the host’s body, the entu fungus retains a separate consciousness which intertwines with its host through shared functional memories and sensory input. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. Entu integration can sometimes result in entu symbiotes’ offspring already being seeded with the fungal life integrated into their bodies and brains; this development has led to the “uplifting” of entire species of previously non-sapient animals. + +The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature. + +Entu fungi of all kinds seek constant exposure to emotion and thought to thrive, and those involved with symbiotes prioritize their hosts’ physical needs. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to 300 years. + +**Source** _Alien Archive 4 pg. 34_ + +## NELENTU CR 7 + +**XP 3,200** +N Medium animal (entu symbiote) +**Init** +2; **Senses** blindsense (emotion) 30 ft., low-light vision;; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Ex, average) +**Melee** claw +17 (2d6 +12 S) or fangblade +17 (1d12+12 S; critical bleed 1d8) +**Ranged** corona laser rifle +14 (2d6+7 F; critical burn 1d6) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +2; **INT** +4; **WIS** +1; **CHA** +2 +**Skills** Acrobatics +14, Athletics +19, Life Science +19, Sense Motive +14 +**Languages** Common; limited telepathy 30 ft. +**Gear** corona laser rifle with 2 batteries (20 charges each), fangblade with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any forest or urban +**Organization** solitary, pair, or commune (3—6) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony.md b/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony.md new file mode 100644 index 0000000..b2ab173 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Entu Colony.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 12 +modifier: 0 +name: Entu Colony +statblock: true +tags: +Type: N Small ooze +--- +# ENTU COLONY +Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. These structures generate conscious thought and obtain sensory information about the colony’s environment. + +In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable pseudopod‑like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony. + +Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. Instead of harming their host, an entu fungus’s adaptable cells mimic the host’s brain and nerve tissue. Their mycelia intertwine with their host’s central nervous system, creating new synapses and enhancing sections of the host’s brain. Despite inhabiting the host’s body, the entu fungus retains a separate consciousness which intertwines with its host through shared functional memories and sensory input. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. Entu integration can sometimes result in entu symbiotes’ offspring already being seeded with the fungal life integrated into their bodies and brains; this development has led to the “uplifting” of entire species of previously non-sapient animals. + +The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature. + +Entu fungi of all kinds seek constant exposure to emotion and thought to thrive, and those involved with symbiotes prioritize their hosts’ physical needs. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to 300 years. + +**Source** _Alien Archive 4 pg. 34_ + +## ENTU COLONY CR 1/2 + +**XP 200** +N Small ooze +**Init** +0; **Senses** blindsight (emotion) 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +2; **Ref** -2; **Will** +1 +**Defensive Abilities** amorphous, limited ooze benefits + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +4 (1d4 B) + +### STATISTICS + +**STR** -2; **DEX** +0; **CON** +1; **INT** +2; **WIS** +1; **CHA** +3 +**Skills** Diplomacy +9, Life Science +9, Sense Motive +9, Stealth +4 +**Languages** Common; limited telepathy 30 ft. +**Other Abilities** tactical symbiosis +**Gear** tactical baton + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or growth (3—20) + +### SPECIAL ABILITIES + +**Limited Ooze Benefits (Ex)** Entu colonies gain a +2 racial bonus on saving throws against illusion, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it’s effective against oozes. +**Tactical Symbiosis (Ex)** Once per day as a standard action, an entu colony can temporarily merge a portion of themself with a willing non-entu colony creature they’ve telepathically communicated with and can touch. This symbiosis lasts until the beginning of the entu colony’s next turn; during this time the entu colony can’t take any actions but can use each of the following abilities once. A creature can benefit from only one tactical symbiosis at a time. +_Cellular Restoration:_ Restore a number of Hit Points to the host equal to twice the entu colony’s CR or level. +_Improve Condition:_ Grant the host an additional save against an ongoing affliction with a +2 circumstance bonus. +_Synaptic Pulse:_ Grant the host a +2 circumstance bonus to Reflex saves until the entu colony’s next turn. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Entu Colony Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Fixer.md b/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Fixer.md new file mode 100644 index 0000000..3e2bdf8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Fixer.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 3 +Environment: any land +hp: 28 +modifier: 2 +name: Epokasite, Fixer +statblock: true +tags: +Type: NG Tiny fey +--- +# EPOKASITE, FIXER +Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways. + +Epokasites take two common forms: fixers and runners. Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Each epokasite adopts slang, clothing, and gear appropriate to their favored era, from chainmail, hides, outdated suits, or alchemists’ coveralls. + +Being shy creatures, fixers prefer to operate out of sight. Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras—acts they consider entirely helpful and for which they expect a reward from any who discover them in action. Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely-aligned cosplayers. In those settings, they might act as excitable consultants and crafters. + +An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus. + +The most tragic and contentious of all epokasites are those who embody eras now lost to the Gap. These distraught individuals rarely maintain more than a memento or faint memory from that lost time, and they strive to piece together whatever they can, sometimes teaming up with Starfinders and other scholars. + +**Source** _Alien Archive 4 pg. 36_ + +## FIXER CR 3 + +**XP 800** +NG Tiny fey +**Init** +2; **Senses** low-light vision; **Perception** +8 +**Aura** draining (20 ft.) + +### DEFENSE + +**HP** 28 +**EAC** 14; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +6 +**Defensive Abilities** tech resistance 5 Resistances electricity 5 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** archaic knife +8 (1d4+2 S) +**Ranged** bow +6 (1d6+3 P) +**Space** 2-1/2 ft.; **Reach** 0 ft. +**Offensive Abilities** anachronistic strike +**Spell-Like Abilities** (CL 3rd) +1/day—_detect tech_, _detect radiation_, _hold portal_ +At _will—mending_ + +### STATISTICS + +**STR** -1; **DEX** +2; **CON** +0; **INT** +4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +13 (+21 to fly), Engineering +13, Intimidate +8, Sleight of Hand +8, Stealth +8 +**Languages** Common +**Gear** archaic knife, bow with 20 arrows, engineering tool kit + +### ECOLOGY + +**Environment** any land +**Organization** solitary or reenactment (2–7) + +### SPECIAL ABILITIES + +**Anachronistic Strike (Su)** Any damage an epokasite deals with an archaic weapon is never reduced as a result of that property. Any archaic weapon an epokasite wields typically deals additional damage or has additional weapon properties, equivalent to a basic melee weapon or small arm of a level equal to the fey’s CR. +**Draining Aura (Su)** An epokasite fixer radiates an aura that drains active technological items. While in the area, each item whose level is no more than twice the fixer’s CR (level 7 for most fixers) doubles its usage (if it uses charges to function), reduces the saving throw DCs of any effects it creates by 2, and increases the DC of all checks to use the item by 2. If the item’s level is lower than the fixer’s CR, it instead triples its usage, reduces its saving throw DCs by 3, and increases the check DCs by 3. +**Tech Resistance (Su)** An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype. Any damage the epokasite takes from such sources is reduced by the listed amount (minimum 0), which doesn’t stack with other resistances the epokasite has. Natural hazards, weapons with the archaic special weapon property, and other forms of magic bypass this defense. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Runner.md b/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Runner.md new file mode 100644 index 0000000..576dbc5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Epokasite, Runner.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 8 +Environment: any land +hp: 95 +modifier: 4 +name: xxEpokasite, Runnerx +statblock: true +tags: +Type: CG Medium fey +--- +# EPOKASITE, RUNNER + +Epokasites fixate on specific technological and cultural eras, believing them the purest expression of a culture and, by extension, nature itself. Where new developments interfere with this ideal, epokasites try to preserve historic machinery, even sabotaging new technologies in a stubborn defense of the old ways. + +Epokasites take two common forms: fixers and runners. Fixers rarely stand at more than a foot tall, whereas runners exceed heights of 5 feet. Sensory papillae cover their noses, helping the fey detect a variety of stimuli, which they normally use to locate technology from their favored time period, such as hints of forge charcoal, motor oil on a combustion engine, or the tang of early lasers. Each epokasite adopts slang, clothing, and gear appropriate to their favored era, from chainmail, hides, outdated suits, or alchemists’ coveralls. + +Being shy creatures, fixers prefer to operate out of sight. Runners instead thrive on infiltrating the modern societies they so disdain, donning disguises and stealing credentials to access delicate technologies. Both epokasite varieties regularly sneak onto starships or into sensitive facilities as stowaways in the guise of hired hands, largely so that they can sabotage the technological affronts to their favored eras—acts they consider entirely helpful and for which they expect a reward from any who discover them in action. Rarely, epokasites might live openly among a community, most often in groups of stubborn luddites, historical reenactors, or closely-aligned cosplayers. In those settings, they might act as excitable consultants and crafters. + +An epokasite most often imprints on the culture and time period in which they came into existence on the Material Plane. Less often, an epokasite might wander until they read about or experience an era that impresses them, thereafter adopting that period as their focus. + +The most tragic and contentious of all epokasites are those who embody eras now lost to the Gap. These distraught individuals rarely maintain more than a memento or faint memory from that lost time, and they strive to piece together whatever they can, sometimes teaming up with Starfinders and other scholars. + +**Source** _Alien Archive 4 pg. 36_ + +## RUNNER CR 8 +**XP 4,800** +CG Medium fey +**Init** +4; **Senses** low-light vision; **Perception** +16 +**Aura** draining (20 ft.) + +### DEFENSE + +**HP** 95 +**EAC** 19; **KAC** 20 +**Fort** +9; **Ref** +9; **Will** +11 +**Defensive Abilities** tech resistance 10;; **Resistances** electricity 10 + +### OFFENSE + +**Speed** 30 ft. +**Melee** club +12 (2d6+9 B & So; critical knockdown) +**Ranged** archaic blaze flame pistol +14 (2d4+8 F; critical burn 1d4) +**Offensive Abilities** anachronistic strike, regressing glare +**Spell-Like Abilities** (CL 8th ranged +15) +1/day—discharge (DC 20) +3/day—_caustic conversion_, _digital shield_, _holographic image_ (level 2) (DC 19), _make whole_, _manipulate tech_ +At will—_identify_, _incompetence_, _jolting surge_ + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +0; **INT** +6; **WIS** +2; **CHA** +0 +**Skills** Bluff +16, Culture +16, Disguise +21, Engineering +16 +**Languages** Common +**Gear** archaic blaze flame pistol with 2 standard petrol tanks, club + +### ECOLOGY + +**Environment** any land +**Organization** solitary or reenactment (2–4) + +### SPECIAL ABILITIES + +**Anachronistic Strike (Su)** Any damage an epokasite deals with an archaic weapon is never reduced as a result of that property. Any archaic weapon an epokasite wields typically deals additional damage or has additional weapon properties, equivalent to a basic melee weapon or small arm of a level equal to the fey’s CR. +**Draining Aura (Su)** An epokasite fixer radiates an aura that drains active technological items. While in the area, each item whose level is no more than twice the fixer’s CR (level 7 for most fixers) doubles its usage (if it uses charges to function), reduces the saving throw DCs of any effects it creates by 2, and increases the DC of all checks to use the item by 2. If the item’s level is lower than the fixer’s CR, it instead triples its usage, reduces its saving throw DCs by 3, and increases the check DCs by 3. +**Regressing Glare (Su)** As a standard action, an epokasite runner can focus their gaze on a technological or hybrid item within 30 feet whose level doesn’t exceed the runner’s level + 2. Unless it succeeds at a DC 18 Fortitude save, the item transforms into an anachronistic analogue of itself, such as a rifle turning into a musket or steamoperated crossbow. This transformation lasts for 1d6+2 rounds, during which time the item gains the archaic property, functions as if it had the broken condition, and any checks made to manipulate the item (such as operating a now-antiquated computer) take a –2 penalty. If the target is a weapon or armor that fails the save by 5 or more, it changes so dramatically that any user is treated as not proficient with the item. The runner can affect items of size Large or smaller with this ability, including terminals and vehicles. Once an item has saved against this ability, it’s immune to that runner’s regressing glare for 24 hours. An epokasite ignores all of a regressed item’s drawbacks listed above when using the item. +**Tech Resistance (Su)** An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype. Any damage the epokasite takes from such sources is reduced by the listed amount (minimum 0), which doesn’t stack with other resistances the epokasite has. Natural hazards, weapons with the archaic special weapon property, and other forms of magic bypass this defense. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Apastra.md b/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Apastra.md new file mode 100644 index 0000000..a7d9745 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Apastra.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 15 +Environment: any +hp: 275 +modifier: 7 +name: Equinoxian, Equinoxian Apastra +statblock: true +tags: +Type: CN Medium outsider (native) +--- +# EQUINOXIAN, EQUINOXIAN APASTRA +Equinoxians are rare and unusual native outsiders who simultaneously embody the power of both black holes and blazing suns. Alternating waves of photons and gravitons constantly travel along their roughly humanoid‑shaped bodies. An equinoxian’s head and legs might shine with light while its torso and arms remain as black as the void, and a few seconds later, the opposite may be true, as waves of energy ripple through the equinoxian’s body. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces. + +Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess. They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat. + +Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures. + +**Source** _Alien Archive 3 pg. 30_ + +## EQUINOXIAN APASTRA CR 15 + +**XP 51,200** +CN Medium outsider (native) +**Init** +7; **Senses** darkvision 60 ft.; **Perception** +26 + +### DEFENSE + +**HP** 275 +**EAC** 29; **KAC** 31 +**Fort** +19; **Ref** +17; **Will** +13 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** solar weapon +29 (8d6+24 S) +**Ranged** thrown solar weapon +26 (8d6+24 S) +**Offensive Abilities** flashing strikes, solar storm, solarian’s onslaught, stellar revelations (black hole \[35-ft. radius, pull 25 ft., DC 21\], supernova \[15-ft. radius, 16d6 F, DC 21\]) + +### STATISTICS + +**STR** +9; **DEX** +7; **CON** +5; **INT** +3; **WIS** +1; **CHA** +5 +**Skills** Acrobatics +26 (+34 to fly), Athletics +26, Mysticism +31 +**Languages** Common, Kasatha +**Other Abilities** perfect alignment, solar manifestation (solar weapon) + +### ECOLOGY + +**Environment** any +**Organization** solitary, cluster (2–4), or constellation (5–8) + +### SPECIAL ABILITIES + +**Flashing Strikes (Ex)** This functions as the flashing strikes solarian class feature. + +**Perfect Alignment (Su)** An apastra is always both fully graviton attuned and fully photon attuned. + +**Solar Manifestation (Su)** This functions as the solar manifestation solarian class feature. + +**Solar Storm (Su)** Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm. The solar storm has a range of 60 feet and a 15-foot radius. Creatures that enter the storm or that begin their turns in it take 8d6 fire damage (Fortitude DC 21 half) and must succeed at a DC 21 Reflex save or be hurled 1d6×10 feet in a random direction and fall prone (creatures that hit a wall or other barrier take no additional damage). The storm is difficult terrain and obscures all sight beyond 5 feet. Creatures within 5 feet of an attacker while in the storm have concealment. When the apastra uses solar storm, it can maintain the storm for up to an additional 1d3 rounds. An apastra must take a full action each round to maintain the storm, and it can move the storm up to 30 feet as part of that full action. An apastra is immune to the effects of its own or any other apastra’s solar storm. + +**Solarian’s Onslaught (Ex)** This functions as the solarian’s onslaught solarian class feature. + +**Stellar Revelations (Su)** An apastra can use the black hole and supernova solarian stellar revelations. It can use either stellar revelation once before that revelation needs to recharge. Once it has used each stellar revelation once, they both recharge in 1d4 rounds. + +**Throw Solar Weapon (Ex)** An apastra can throw its solar weapon at a foe as a ranged attack with a 40-foot range increment. This does not cause the weapon to be dismissed. An apastra’s thrown solar weapon returns to its hand just before its next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Periastra.md b/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Periastra.md new file mode 100644 index 0000000..c2ab8af --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Equinoxian, Equinoxian Periastra.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 145 +modifier: 4 +name: Equinoxian, Equinoxian Periastra +statblock: true +tags: +Type: LN Medium outsider (native) +--- +# EQUINOXIAN, EQUINOXIAN PERIASTRA +Equinoxians are rare and unusual native outsiders who simultaneously embody the power of both black holes and blazing suns. Alternating waves of photons and gravitons constantly travel along their roughly humanoid‑shaped bodies. An equinoxian’s head and legs might shine with light while its torso and arms remain as black as the void, and a few seconds later, the opposite may be true, as waves of energy ripple through the equinoxian’s body. As equinoxians age and their connection to the Cycle grows, they must learn to master the perfect balance of the contradictory powers within themselves, lest they lose control of those forces. + +Equinoxian periastras are masters of the Cycle, perpetually balancing the gravitonic and photonic forces comprising their bodies, and they are legendary for their fighting prowess. They oppose forces of chaos and guard sites holy to solarians, allowing visitors to enter only after they have proven their mastery of the Cycle in combat. + +Those equinoxians who cannot maintain balance are driven mad, becoming the tragic and powerful figures known as apastras. Apastras seek to cause imbalance and collapse wherever they can, and solarians justly fear the enraged creatures. +**Source** _Alien Archive 3 pg. 30_ + +## EQUINOXIAN PERIASTRA CR 9 + +**XP 6,400** +LN Medium outsider (native) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +11; **Ref** +11; **Will** +10 + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +22 (2d10+15 B) +**Ranged** graviton crush +19 (5d4+9 B; critical staggered) or sun hurl +19 (3d6+15 E & F; critical burn 1d6) +**Offensive Abilities** flashing strikes, stellar revelations (blazing orbit, defy gravity) + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +2; **INT** +1; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +17, Athletics +17, Mysticism +22 +**Languages** Common, Kasatha +**Other Abilities** balanced alignment + +### ECOLOGY + +**Environment** any +**Organization** solitary, cluster (2–4), or constellation (5–8) + +### SPECIAL ABILITIES + +**Balanced Alignment (Su)** A periastra is always both photon attuned and graviton attuned (but not fully attuned). If subject to an effect that depends on the periastra’s stellar alignment, the periastra uses whichever attunement is most beneficial to it. + +**Flashing Strikes (Ex)** This functions as the flashing strikes solarian class feature. + +**Graviton Crush (Su)** A periastra can crush an enemy with gravity; this is a ranged attack with a range of 30 feet and that targets EAC. A creature hit by graviton crush must succeed at a DC 16 Fortitude saving throw or be entangled. It can attempt a new Fortitude save once per round as a move action. A periastra cannot use graviton crush two turns in a row. If the periastra makes a full attack using graviton crush, it must use graviton crush for both attacks. + +**Stellar Revelations (Su)** A periastra can use the blazing orbit and defy gravity solarian stellar revelations. However, it cannot use the same revelation two turns in a row, and it cannot use both revelations on the same turn. + +**Sun Hurl (Su)** A periastra can throw balls of superheated plasma at a foe. This is a ranged attack with a range increment of 30 feet and that targets EAC. A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the burning condition (1d6 fire damage). This condition doesn’t stack with itself, but does with any other burning condition. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Espraksa, Espraksa Performer.md b/Compendium/SF1E/Bestiary/Alien Codex/Espraksa, Espraksa Performer.md new file mode 100644 index 0000000..4d184da --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Espraksa, Espraksa Performer.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 4 +Environment: any (Neeroon) +hp: 45 +modifier: 3 +name: Espraksa, Espraksa Performer +statblock: true +tags: +Type: CG Medium humanoid (espraksa) +--- +# ESPRAKSA, ESPRAKSA PERFORMER +The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh 175 pounds. + +Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reffects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings. + +Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground. As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures. + +Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures. Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring. Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances. However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting. + +Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries. Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw. + +An espraksa’s journey can last decades. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration. Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience. + +**Source** _Alien Archive 3 pg. 32_ + +## ESPRAKSA PERFORMER CR 4 + +**XP 1,200** +Espraksa envoy +CG Medium humanoid (espraksa) +**Init** +3; **Perception** +10 + +### DEFENSE + +**HP** 45 +**EAC** 16; **KAC** 17 +**Fort** +3; **Ref** +7; **Will** +5; –2 vs. mind-affecting effects + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** traditional battle ribbon +10 (1d8+1 S) or talon +10 (1d4+5 P plus snatch) +**Ranged** diffraction perforator pistol +10 (1d4+4 So; critical bleed 1d4) + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +0; **INT** +0; **WIS** +2; **CHA** +5 +**Skills** Acrobatics +15, Bluff +15, Culture +10, Diplomacy +10, Sense Motive +15 +**Languages** Akitonian, Brethedan, Castrovelian, Common, Espraksi, Shirren, Triaxian, Vercite +**Other Abilities** cold inured, envoy improvisations (clever attack, clever feint) +**Gear** basic lashunta tempweave, diffraction perforator pistol with 2 batteries (20 charges each), traditional battle ribbon + +### ECOLOGY + +**Environment** any (Neeroon) +**Organization** solitary, pair, or troupe (3–6) + +### SPECIAL ABILITIES + +**Cold Inured (Ex)** An espraksa treats severe cold as cold and extreme cold as severe cold. + +**Snatch (Ex)** This functions as the grab universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab. Only one talon must hit the target’s KAC + 4 (or + 13) to trigger the free grab (or pin), but both must hit. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Espraksa (Creature Subtype) Graft Template +\- Espraksa Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Espraksa.md b/Compendium/SF1E/Bestiary/Alien Codex/Espraksa.md new file mode 100644 index 0000000..21efbf1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Espraksa.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 1/2 +Environment: any (Neeroon) +hp: 13 +modifier: 1 +name: Espraksa +statblock: true +tags: +Type: CG Medium humanoid (espraksa) +--- +# ESPRAKSA +The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh 175 pounds. + +Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reffects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings. + +Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground. As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures. + +Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures. Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring. Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances. However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting. + +Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries. Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw. + +An espraksa’s journey can last decades. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration. Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience. + +**Source** _Alien Archive 3 pg. 32_ + +## ESPRAKSA CR 1/2 + +**XP 200** +CG Medium humanoid (espraksa) +**Init** +1; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +0; **Ref** +2; **Will** +4; –2 vs. mind-affecting effects + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** talon +6 (1d3+1 P plus snatch) +**Ranged** azimuth shoulder laser +6 (1d3 F) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +0; **INT** +0; **WIS** +2; **CHA** +3 +**Skills** Acrobatics +4, Culture +4, Diplomacy +4, Sense Motive +9 +**Languages** Common, Espraksi +**Other Abilities** cold inured +**Gear** second skin (azimuth shoulder laser with 2 batteries \[20 charges each\]) + +### ECOLOGY + +**Environment** any (Neeroon) +**Organization** solitary, pair, or flock (3–10) + +### SPECIAL ABILITIES + +**Cold Inured (Ex)** An espraksa treats severe cold as cold and extreme cold as severe cold. + +**Snatch (Ex)** This functions as the grab universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab. Only one talon must hit the target’s KAC + 4 (or + 13) to trigger the free grab (or pin), but both must hit. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Espraksa (Creature Subtype) Graft Template +\- Espraksa Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze, Ferrofluid Magneto-Cluster.md b/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze, Ferrofluid Magneto-Cluster.md new file mode 100644 index 0000000..513d504 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze, Ferrofluid Magneto-Cluster.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 12 +Environment: urban +hp: 200 +modifier: 4 +name: Ferrofluid Ooze, Ferrofluid Magneto-Cluster +statblock: true +tags: +Type: N Large ooze +--- +# FERROFLUID OOZE, FERROFLUID MAGNETO-CLUSTER +Ferromagnetic fluid, or ferrofluid, has long been a staple of spacefaring technology. Societies across the galaxy originally created this utilitarian substance by suspending coated nanometer-sized particles of magnetite in viscous liquid. As necessity demanded invention, later iterations of the magnetic liquid began to take on an almost lifelike temperament. The substance increasingly exhibited erratic behavior as engineers tinkered with heavily magnetized liquids, using experimental bioengineered substances to suspend magnetic particles. The final result of these developments was an emergent, though limited, sentience within certain pools of ferrofluid—a consciousness solely consumed with the search for ever-stronger magnetic fields. + +Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter. + +While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material— though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes. + +As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material. Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter. + +**Source** _Alien Archive 3 pg. 34_ + +## FERROFLUID MAGNETO-CLUSTER CR 12 + +**XP 19,200** +N Large ooze +**Init** +4; **Senses** blindsight (magnetism) 60 ft., sightless; **Perception** +22 +**Aura** magnetic field (60 ft., Strength DC 16) + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +12; **Will** +9 +**DR** 10/piercing or slashing; **Immunities** ooze immunities; **Resistances** electricity 10 +**Weaknesses** demagnetization + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. (magnetic surfaces only) +**Melee** pseudopod +25 (6d4+20 B) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** magnetic leap (attach or engulf \[6d4 + 20 B\]), polarity shift + +### STATISTICS + +**STR** +8; **DEX** +4; **CON** +5; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Stealth +27 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** urban +**Organization** solitary + +### SPECIAL ABILITIES + +**Demagnetization (Ex)** If a ferrofluid ooze takes fire damage, any creature to which the ooze is attached is released. In addition, until the end of the ooze’s next turn, its magnetic field aura has no effect, and it can’t use magnetic leap. + +**Magnetic Field (Ex)** A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment. Each time a creature within the field attacks with a technological weapon, it must succeed at a Strength check (DC = 10 + 1/2 the ooze’s CR) or take a –2 penalty to its attack. + +**Magnetic Leap (Ex)** As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological construct or wearing or wielding technological equipment. This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the attach universal creature rule. If the target creature is at least one size smaller, the ooze automatically engulfs the target (as per the engulf universal creature rule) instead of attaching to it. + +**Polarity Shift (Ex)** Once per day as a full action, a ferrofluid magneto-cluster can shift the polarity of its magnetic field, causing it to briefly repulse magnetic objects. Each creature must attempt a DC 19 Reflex save for each technological item it is holding to avoid dropping it in an adjacent square. In addition, each creature that is a technological construct or wearing technological armor must succeed at a DC 19 Fortitude save or be knocked prone. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze.md b/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze.md new file mode 100644 index 0000000..5341e94 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ferrofluid Ooze.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 25 +modifier: 2 +name: Ferrofluid Ooze +statblock: true +tags: +Type: N Medium ooze +--- +# FERROFLUID OOZE +Ferromagnetic fluid, or ferrofluid, has long been a staple of spacefaring technology. Societies across the galaxy originally created this utilitarian substance by suspending coated nanometer-sized particles of magnetite in viscous liquid. As necessity demanded invention, later iterations of the magnetic liquid began to take on an almost lifelike temperament. The substance increasingly exhibited erratic behavior as engineers tinkered with heavily magnetized liquids, using experimental bioengineered substances to suspend magnetic particles. The final result of these developments was an emergent, though limited, sentience within certain pools of ferrofluid—a consciousness solely consumed with the search for ever-stronger magnetic fields. + +Ferrofluid oozes can form virtually anywhere, but they are drawn to urban areas filled with magnets and ferrous metals and find solace in any place that thrums with electromagnetism. Their dark, aqueous bodies skulk low to the ground, and they often hide away beside magnetic machines in industrial districts or aboard starships and space stations. A few lucky oozes find caverns of naturally magnetized ore. Wherever the oozes travel, their magnetic properties reduce the vibrations of their movement, making them difficult to detect until their magnetic fields and unmistakable magnetic pull betray their presence. Ferrofluid oozes are usually about 3 feet in diameter. + +While not inherently ill meaning, ferrofluid oozes often are at odds with the owners of the magnetic objects they covet. Usually utterly indifferent to organic life, ferrofluid oozes seek only to collect magnetic material— though they do defend themselves, and can attack when stubborn life-forms refuse to relinquish their magnetic goods. Ferrofluid oozes that collect a large amount of debris are even on occasion mistaken for scavenger slimes. + +As ferrofluid oozes skulk around places profuse with magnetized materials, they occasionally leave behind droplets of magnetic fluid. So long as these droplets remain in the magnetized environments provided by their parent, their size and magnetic power grow in parallel with their access to additional magnetized material. Due to this propagation, it is not unusual to see several ferrofluid oozes enjoying the same magnetically charged environment, so experienced adventurers are wary when they find only a single ooze in such a place. Given enough time and magnetic material, multiple oozes can form into a single, much larger ferrofluid magneto-cluster around 8 feet in diameter. + +**Source** _Alien Archive 3 pg. 34_ + +## FERROFLUID OOZE CR 2 + +**XP 600** +N Medium ooze +**Init** +2; **Senses** blindsight (magnetism) 60 ft., sightless; **Perception** +7 +**Aura** magnetic field (30 ft. Strength DC 11) + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +2; **Will** -1 +**DR** 5/piercing or slashing; **Immunities** ooze immunities; **Resistances** electricity 5 +**Weaknesses** demagnetization + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. (magnetic surfaces only) +**Melee** pseudopod +10 (1d6+6 B) +**Offensive Abilities** magnetic leap (attach) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Stealth +12 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Demagnetization (Ex)** If a ferrofluid ooze takes fire damage, any creature to which the ooze is attached is released. In addition, until the end of the ooze’s next turn, its magnetic field aura has no effect, and it can’t use magnetic leap. + +**Magnetic Field (Ex)** A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment. Each time a creature within the field attacks with a technological weapon, it must succeed at a Strength check (DC = 10 + 1/2 the ooze’s CR) or take a –2 penalty to its attack. + +**Magnetic Leap (Ex)** As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological construct or wearing or wielding technological equipment. This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the attach universal creature rule. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech, Flayer Leech Effigy.md b/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech, Flayer Leech Effigy.md new file mode 100644 index 0000000..1c9a09f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech, Flayer Leech Effigy.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 15 +Environment: any land +hp: 275 +modifier: 7 +name: Flayer Leech, Flayer Leech Effigy +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# FLAYER LEECH, FLAYER LEECH EFFIGY +A flayer leech is a tiny invertebrate with a semitranslucent body and what appears to be a head that tapers to a point. This head is actually a segmented mouth that unfolds into five petal-like jaws, each lined with row upon row of curved, barbed teeth. Lodged deep within the flayer leech’s throat is a retractable proboscis that, when extended, vibrates at an ultrasonic frequency high enough that it can pierce a creature’s bones, siphoning the marrow inside. This appendage is surrounded by a pair of spinnerets that produce a durable material that is essential to a flayer leech’s life cycle. A flayer leech is approximately 1 foot long and weighs only a few pounds. + +A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis. After dragging a corpse to a secluded location (sometimes underground), a flayer leech begins the grim work that inspired its name, using its barbed teeth to carefully cut off the corpse’s flesh in large pieces. The flayer leech then siphons as much marrow as it can out of the creature’s bones, enough to sustain the leech for weeks, and consumes the brain. + +Once full, the flayer leech returns its attention to the pieces of skin, using its spinnerets to create a nearly invisible filament and its proboscis like a needle to stitch the tatters back together, exactly as they once were. This filament is coated with a regenerative wax that fuses the flayed skin back together, leaving only barely visible lines. The flayer leech crawls into this fleshy cocoon and pupates within for 2d6 days, developing a bone structure and vocal organs, as well as respiratory, circulatory, and nervous systems similar to that of the victim. It also absorbs a portion of the victim’s memories from the victim’s brain matter and acquires some psychic abilities. After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature. + +A flayer leech effigy then attempts to insert itself into the dead creature’s life, though close friends might recognize a changed demeanor, as the effigy speaks rarely and doesn’t engage in as many social functions as the victim. In addition, an effigy’s auditory organs are sensitive to sounds that wouldn’t normally harm humanoids of the same type, which can sometimes give away the effigy’s true nature. When threatened, an effigy can protrude larger versions of its pharyngeal proboscis from small slits just below its wrists to defend itself. It also uses these tubes to extract the marrow it needs to reproduce—a disgusting parthenogenesis wherein the effigy belches forth fully grown flayer leeches. + +**Source** _Alien Archive 3 pg. 36_ + +## FLAYER LEECH EFFIGY CR 15 + +**XP 51,200** +N Medium monstrous humanoid +**Init** +7; **Senses** darkvision 60 ft.; **Perception** +26 + +### DEFENSE + +**HP** 275 +**EAC** 29; **KAC** 31 +**Fort** +19; **Ref** +19; **Will** +15; +2 vs. mind-affecting effects +**Defensive Abilities** regeneration 15 (acid) +**Weaknesses** phonophobia, vulnerable to sonic + +### OFFENSE + +**Speed** 40 ft. +**Melee** wrist proboscis +29 (8d6+24 P plus drink marrow) +**Ranged** white star plasma pistol (3d8 E & F; critical burn 2d8) +**Offensive Abilities** rapid strikes, warp bones + +### STATISTICS + +**STR** +9; **DEX** +7; **CON** +5; **INT** +0; **WIS** +0; **CHA** +0 +**Feats** Mobility, Spring Attack +**Skills** Bluff +26, Disguise +31, Stealth +26 +**Languages** Common, Dwarven +**Other Abilities** uncanny impersonation, verminlike +**Gear** diamond carbon skin (green force field \[25 HP\]), white star plasma pistol with 1 ultra-capacity battery (100 charges) + +### ECOLOGY + +**Environment** any land +**Organization** clique (1 plus 3–8 flayer leeches) + +### SPECIAL ABILITIES + +**Drink Marrow (Ex)** A flayer leech has a pharyngeal proboscis that can quickly vibrate at a subsonic frequency, allowing it to easily pierce through bone and similar hardened internal structures to consume a creature’s marrow. A creature struck by a flayer leech’s bite must succeed at a DC 23 Fortitude save or be sickened for 1 minute. Further bites from the flayer leech don’t worsen this condition, only extend the duration. + +**Phonophobia (Ex)** When a flayer leech effigy is dealt sonic damage or comes within 30 feet of the source of an extremely loud noise (such as that produced by a starship thruster or the explosion of a grenade), it must attempt a DC 21 Will saving throw. If it fails, it is frightened for 1d4 rounds; if it succeeds, it gains the off‑target condition for 1d4 rounds instead. + +**Rapid Strikes (Ex)** When a flayer leech effigy makes a full attack with its wrist proboscis, it makes up to three attacks instead of two, taking a –6 penalty to each attack instead of the normal –4 penalty. + +**Uncanny Impersonation (Su)** A flayer leech effigy can impersonate the creature whose skin it is wearing to a striking degree. The effigy can use Disguise to disguise itself as a specific person, and the DC for the Disguise check isn’t adjusted due to being disguised as a different creature type or size category. In addition, the flayer leech effigy receives some psychic impressions when it consumes the creature’s brain, allowing it to glean minor details about the creature’s life and speak the languages it spoke. If the effigy attacks with its wrist proboscis, its disguise is automatically ruined for all who witness the attack. + +**Verminlike (Ex)** For effects targeting creatures by type, a flayer leech effigy counts as both monstrous humanoid and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The effigy also receives a +2 racial bonus to saving throws against mind-affecting effects. + +**Warp Bones (Su)** Once a flayer leech effigy has tasted a creature’s marrow, it can temporarily reshape that creature’s skeletal structure using only its mind. As a move action, an effigy can concentrate on the creatures it has wounded. Each creature that is sickened due to the effigy’s drink marrow ability must succeed at a DC 21 Fortitude save or suffer extreme pain as its bones twist and crack, gaining the nauseated condition until the end of its next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech.md b/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech.md new file mode 100644 index 0000000..51d65db --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Flayer Leech.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 4 +Environment: any land +hp: 50 +modifier: 4 +name: Flayer Leech +statblock: true +tags: +Type: N Tiny vermin +--- +# FLAYER LEECH +A flayer leech is a tiny invertebrate with a semitranslucent body and what appears to be a head that tapers to a point. This head is actually a segmented mouth that unfolds into five petal-like jaws, each lined with row upon row of curved, barbed teeth. Lodged deep within the flayer leech’s throat is a retractable proboscis that, when extended, vibrates at an ultrasonic frequency high enough that it can pierce a creature’s bones, siphoning the marrow inside. This appendage is surrounded by a pair of spinnerets that produce a durable material that is essential to a flayer leech’s life cycle. A flayer leech is approximately 1 foot long and weighs only a few pounds. + +A flayer leech is a mindless, opportunistic predator that preys on all living creatures, but when it kills a humanoid or monstrous humanoid, it can wear the skin of its victim like a suit of clothes after a process of metamorphosis. After dragging a corpse to a secluded location (sometimes underground), a flayer leech begins the grim work that inspired its name, using its barbed teeth to carefully cut off the corpse’s flesh in large pieces. The flayer leech then siphons as much marrow as it can out of the creature’s bones, enough to sustain the leech for weeks, and consumes the brain. + +Once full, the flayer leech returns its attention to the pieces of skin, using its spinnerets to create a nearly invisible filament and its proboscis like a needle to stitch the tatters back together, exactly as they once were. This filament is coated with a regenerative wax that fuses the flayed skin back together, leaving only barely visible lines. The flayer leech crawls into this fleshy cocoon and pupates within for 2d6 days, developing a bone structure and vocal organs, as well as respiratory, circulatory, and nervous systems similar to that of the victim. It also absorbs a portion of the victim’s memories from the victim’s brain matter and acquires some psychic abilities. After this period, a flayer leech becomes a flayer leech effigy, a convincing simulacrum of the dead creature. + +A flayer leech effigy then attempts to insert itself into the dead creature’s life, though close friends might recognize a changed demeanor, as the effigy speaks rarely and doesn’t engage in as many social functions as the victim. In addition, an effigy’s auditory organs are sensitive to sounds that wouldn’t normally harm humanoids of the same type, which can sometimes give away the effigy’s true nature. When threatened, an effigy can protrude larger versions of its pharyngeal proboscis from small slits just below its wrists to defend itself. It also uses these tubes to extract the marrow it needs to reproduce—a disgusting parthenogenesis wherein the effigy belches forth fully grown flayer leeches. + +**Source** _Alien Archive 3 pg. 36_ + +## FLAYER LEECH CR 4 + +**XP 1,200** +N Tiny vermin +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +6; **Will** +3 +**Defensive Abilities** regeneration 5 (acid) +**Weaknesses** vulnerable to bludgeoning + +### OFFENSE + +**Speed** 30 ft., burrow 20 ft. +**Melee** attach +12 or bite +12 (1d6+7 P plus drink marrow; critical bleed 1d4) +**Space** 2-1/2 ft.; **Reach** 0 ft. +**Offensive Abilities** mandible dance, mindless + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +2; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +10, Stealth +15 + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, coil (3–6), or brood (7–12) + +### SPECIAL ABILITIES + +**Drink Marrow (Ex)** A flayer leech has a pharyngeal proboscis that can quickly vibrate at a subsonic frequency, allowing it to easily pierce through bone and similar hardened internal structures to consume a creature’s marrow. A creature struck by a flayer leech’s bite must succeed at a DC 15 Fortitude save or be sickened for 1 minute. Further bites from the flayer leech don’t worsen this condition, only extend the duration. + +**Mandible Dance (Su)** As a full action, a flayer leech can stand its body vertically, opening each of its five petal-like jaws and gesticulating with its vast array of complex mouth parts and hooked teeth in a strange performance. Each creature within 30 feet of the flayer leech must succeed at a DC 13 Will save or be fascinated for as long as the flayer leech continues its dance and for 1 round thereafter. This is a sense-dependent, mind-affecting effect. A flayer leech can move toward a fascinated creature, enter its space, and attempt an attach attack without ending the condition. However, if the flayer leech attempts to bite a fascinated creature, the condition ends as normal. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Myrmarch.md b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Myrmarch.md new file mode 100644 index 0000000..f471572 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Myrmarch.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 10 +Environment: any land or underground (Castrovel) +hp: 165 +modifier: 3 +name: Formian, Formian Myrmarch +statblock: true +tags: +Type: LN Large monstrous humanoid +--- +# FORMIAN, FORMIAN MYRMARCH +Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently. Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers. Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies. + + +**Source** _Alien Archive 2 pg. 52_ + +## FORMIAN MYRMARCH CR 10 + +**XP 9,600** +LN Large monstrous humanoid +**Init** +3 (+7 with hive mind); **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +19 (+23 with hive mind) + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +12; **Ref** +14; **Will** +11 +**Resistances** sonic 10 + +### OFFENSE + +**Speed** 50 ft. +**Melee** sting +23 (2d10+18 P plus myrmarch toxin) +**Multiattack** sting +17 (1d10+18 P plus myrmarch toxin), 2 claws +17 (1d10+18 S), bite +17 (1d10+18 P & S) +**Ranged** LFD sonic rifle +20 (2d10+10 So; critical deafen \[DC 17\]) +**Space** 10 ft.; **Reach** 5 ft. +**Spell-Like Abilities** (CL 10th; ranged +20) +1/day—_enervation_ (DC 18) +3/day—_charm monster_ (DC 17) +At will—_status_ + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +5; **INT** +2; **WIS** +2; **CHA** +2 +**Feats** Mobility +**Skills** Diplomacy +24, Sense Motive +19, Stealth +19 +**Languages** Common; telepathy 150 ft. +**Other Abilities** hive mind, inspire hive +**Gear** LFD sonic rifle with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any land or underground (Castrovel) +**Organization** solitary, team (2–4), platoon (1 plus 7–18 formian warriors and 6–12 formian workers), or royal guard (4 plus 12–20 formian warriors) + +### SPECIAL ABILITIES + +**Hive Mind (Ex)** Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. + +**Inspire Hive (Su)** Once per day as a full action, a myrmarch can agitate the hive mind to empower all formian warriors and workers within range of its telepathy. For 10 minutes, each affected creature gains a +4 morale bonus to attack rolls, saving throws, and skill checks, as well as immunity to fear effects and temporary Hit Points equal to twice the creature’s CR. A creature can be affected by only one myrmarch’s inspire hive ability at a time. + +### MYRMARCH TOXIN + +**Type** poison (injury); **Save** Fortitude DC 17 +**Track** Dexterity; Frequency 1/round for 6 rounds +**Effect** The victim is also off-target while affected by this poison. +**Cure** 2 consecutive saves + +## DESCRIPTION + +Formian taskmasters and myrmarchs each serve highly specialized roles within their hive-organized species. Taskmasters are typically 5 feet tall and weigh 300 pounds, while myrmarchs average 8 feet in height and weigh around 1,200 pounds. + +Formian taskmasters play a mercantile role and often represent formian interests abroad. Formian myrmarchs are almost never seen outside of the hive. These aristocratic members of formian culture are the queen’s agents and advisors, generals of formian armies, and leaders of complex civic projects. They are deadly combatants, but their real power comes from their ability to elicit extraordinary performance from the entire hive. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Formian Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Queen.md b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Queen.md new file mode 100644 index 0000000..53d61c3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Queen.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 17 +Environment: any land or underground (Castrovel) +hp: 290 +modifier: 3 +name: Formian, Formian Queen +statblock: true +tags: +Type: LN Large monstrous humanoid +--- +# FORMIAN, FORMIAN QUEEN +Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently. Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers. Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies. + +**Source** _Alien Archive 3 pg. 38_ + +## FORMIAN QUEEN CR 17 + +**XP 102,400** +LN Large monstrous humanoid +**Init** -3 ((+1 with hive mind); **Senses** blindsense (scent, vibration) 60 ft., darkvision 60 ft.; **Perception** +34 (+38 with hive mind) + +### DEFENSE + +**HP** 290 +**EAC** 30; **KAC** 31 +**Fort** +17; **Ref** +15; **Will** +22 +**Defensive Abilities** fast healing 10; **DR** 10/—; **Resistances** sonic 10 + +### OFFENSE + +**Speed** 5 ft. +**Melee** claw +28 (8d6+15 S) +**Ranged** banshee sonic pistol +26 (4d8+17 So; critical deafen \[DC 24\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** possess formian, telepathic feedback +**Spell-Like Abilities** (CL 17th; ranged +26) +1/day—_enshrining refuge_ (DC 26), _snuff life_ (DC 26) +3/day—_commune with nature_, _feeblemind_ (DC 25), _heat leech_ (DC 25), _teleport_ +At will—_greater invisibility_, _mind thrust_ (4th level, DC 24) + +### STATISTICS + +**STR** -2; **DEX** -3; **CON** +8; **INT** +5; **WIS** +4; **CHA** +11 +**Feats** Blind-Fight +**Skills** Diplomacy +34, Intimidate +34, Life Science +29, Mysticism +29, Physical Science +29 +**Languages** Castrovelian, Common, Terran; telepathy 200 ft. +**Other Abilities** hive frenzy, hive mind +**Gear** banshee sonic pistol with 1 super-capacity battery (80 charges) + +### ECOLOGY + +**Environment** any land or underground (Castrovel) +**Organization** hive (1 plus 300–8,000 formians) + +### SPECIAL ABILITIES + +**Hive Frenzy (Su)** Once per day as a standard action, a formian queen can issue a command to all formians within range of her telepathy, stirring them into a frenzy. Each affected formian gains the benefits of haste for 1 minute. + +**Hive Mind (Ex)** Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. + +**Possess Formian (Su)** As a full action, a formian queen can transfer her consciousness to the body of any formian within range of her telepathy that she has line of effect to. This ability functions like dominate person (caster level = formian queen’s CR), except that it works only on formians; for as long as the target is affected and the queen’s consciousness is outside of her body, the queen’s body is unconscious (though she is aware if any damage is done to it). An unwilling target can attempt a DC 24 Will saving throw to resist being possessed in this manner, but the queen’s offspring are usually willing. The queen receives all sensory input from the target creature; she can speak through it, and she can use her total skill bonus for Intelligence-, Wisdom-, and Charisma-based skills. If the target creature is slain or moves to a different plane from the queen’s body, the queen returns to her own body immediately; otherwise, she can return to her own body as a move action, ending the possession effect. + +**Telepathic Feedback (Su)** As a standard action, a formian queen can unleash a blast of debilitating telepathic feedback. Each non-formian creature within range of her telepathy must succeed at a DC 24 Will save or take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks for 1 minute. Creatures with telepathy or limited telepathy take a –2 penalty to the saving throw to resist a formian queen’s telepathic feedback. A creature that succeeds at its saving throw is immune to the formian queen’s telepathic feedback for 24 hours, and a creature can be affected by only one telepathic feedback at a time. This is a mind-affecting effect. + +## DESCRIPTION + +The queen is the center of a formian hive, figuratively and literally. A queen’s physical existence is rooted in reproduction: her first responsibility is laying the eggs that populate the hive. Indeed, she can’t actually stop this process, which takes place largely without conscious thought as she goes about her business. In emergencies, some queens resort to extreme hormonal treatments to suppress their laying, but such drastic means are rarely employed. Once they start laying, most queens never physically move more than a few feet at a time; in the rare event that they must be relocated, they are carried upon massive palanquins by members of the hive or are installed on hovering thrones. + +These physical constraints don’t mean a queen is helpless or powerless. A queen has defensive capabilities unparalleled in the hive, including the ability to teleport herself away from danger if overwhelmed. She can turn her telepathic prowess into a weapon to harm and disable foes, and she can possess any member of the hive to borrow their senses and inspect locations, interact with others, or confront intruders “in person.” + +Each formian hive—typically an entire settlement—has its own queen, and the hive is absolutely subordinate to the queen, epitomizing the ultimate order and hierarchical nature of formian society. In the distant past, this loyalty led to tremendous conflict between hives, as each queen and hive pursued its own agenda and perceived the others as threats. The long-ago establishment of the abstract concept of the “Overqueen” among the formian queens of Castrovel enabled separate hives to unify their goals and operations, effectively creating one metahive among all of formian society on that planet. The directives established by the Overqueen are purposefully broad suggestions promoting the well-being of the formian race, so as to avoid infighting between queens trying to set more specific goals. + +Within a hive, the queen is the absolute authority: she establishes the overall direction and goals for the hive, which the various hive members—from the powerful myrmarchs down to the countless workers—strive to carry out. Part of this comes from the fact that the vast majority of a hive’s members are direct offspring of the queen (in fact, when a new queen takes over, a hive sees massive turnover as its members are rapidly replaced with the new queen’s brood); as with most social insects, the genetic similarity of a single queen’s offspring leads to tight social bonds and minimal competition. The queen is typically quite active in the hive’s operations, meeting with myrmarchs and taskmasters personally to provide specific and detailed instruction. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Formian Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Taskmaster.md b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Taskmaster.md new file mode 100644 index 0000000..db9cbdb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Taskmaster.md @@ -0,0 +1,80 @@ +--- +aliases: +cr: 7 +Environment: any land or underground (Castrovel) +hp: 90 +modifier: 2 +name: Formian, Formian Taskmaster +statblock: true +tags: +Type: LN Medium monstrous humanoid +--- +# FORMIAN, FORMIAN TASKMASTER +## FORMIAN + +**Source** _Alien Archive pg. 50_ +Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently. Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers. Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies. + + +## FORMIAN, FORMIAN TASKMASTER +**Source** _Alien Archive 2 pg. 52_ + +## FORMIAN TASKMASTER CR 7 + +**XP 3,200** +LN Medium monstrous humanoid +**Init** +2 (+6 with hive mind); **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +14 (+18 with hive mind) + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 19 +**Fort** +6; **Ref** +8; **Will** +12 +**Resistances** sonic 10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** stinger +12 (1d8+8 P plus taskmaster toxin) +**Ranged** thunderstrike streetsweeper +14 (1d10+7 So; critical knockdown) +**Spell-Like Abilities** (CL 7th; ranged +14) +1/day—_suggestion_ (DC 20), _tongues_ +3/day—_daze monster_ (DC 19), _force blast_ (DC 19), _hurl forcedisk_, _mystic cure_ (2nd level) +At will—_charm person_ (DC 18), _mindlink_ + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +1; **INT** +2; **WIS** +5; **CHA** +4 +**Feats** Combat Casting +**Skills** Diplomacy +19, Profession (merchant) +19, Sense Motive +14 +**Languages** Common; telepathy 120 ft. +**Other Abilities** hive mind, mental motivation +**Gear** thunderstrike streetsweeper with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any land or underground (Castrovel) +**Organization** solitary, exchange (2–6), work crew (1 plus 6–12 formian workers), or band (1 plus 3–15 formian workers and 5–8 formian warriors) + +### SPECIAL ABILITIES + +**Hive Mind (Ex)** Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and to Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. + +**Mental Motivation (Su)** As a move action, a taskmaster can inspire all other formians from the same hive within range of its telepathy, granting them a +2 morale bonus to attacks, skill checks, and saves against charm and fear effects for 1 minute. A creature can be affected by only one taskmaster’s mental motivation ability at a time. + +### TASKMASTER TOXIN + +**Type** poison (injury); **Save** Fortitude DC 17 +**Track** Dexterity; **Frequency** 1/round for 6 rounds +**Cure** 1 save + +## DESCRIPTION + +Formian taskmasters and myrmarchs each serve highly specialized roles within their hive-organized species. Taskmasters are typically 5 feet tall and weigh 300 pounds, while myrmarchs average 8 feet in height and weigh around 1,200 pounds. + +Formian taskmasters play a mercantile role and often represent formian interests abroad. Formian myrmarchs are almost never seen outside of the hive. These aristocratic members of formian culture are the queen’s agents and advisors, generals of formian armies, and leaders of complex civic projects. They are deadly combatants, but their real power comes from their ability to elicit extraordinary performance from the entire hive. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Formian Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Warrior.md b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Warrior.md new file mode 100644 index 0000000..3b3448e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Formian, Formian Warrior.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 3 +Environment: any land or underground (Castrovel) +hp: 39 +modifier: 2 +name: Formian, Formian Warrior +statblock: true +tags: +Type: LN Medium monstrous humanoid +--- +# FORMIAN, FORMIAN WARRIOR +Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently. Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers. Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies. + +**Source** _Alien Archive pg. 50_ + +## FORMIAN WARRIOR CR 3 + +**XP 800** +Formian soldier +LN Medium monstrous humanoid +**Init** +2 (+6 with hive mind); **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +8 (+12 with hive mind) + +### DEFENSE + +**HP** 39 +**EAC** 17; **KAC** 20 +**Fort** +5; **Ref** +3; **Will** +4 +**Resistances** sonic 10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** claw +11 (1d6+7 S) or stinger +11 (1d4+7 P plus formian toxin) +**Ranged** azimuth laser rifle +8 (1d8+3 F; critical burn 1d6) +**Offensive Abilities** deadly grasp, fighting styles (guard) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** +0; **WIS** -1; **CHA** +0 +**Skills** Acrobatics +13, Intimidate +8, Stealth +8 +**Languages** Common; limited telepathy 60 ft. +**Other Abilities** armor training, hive mind +**Gear** squad defiance series, azimuth laser rifle with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any land or underground (Castrovel) +**Organization** solitary, pair, patrol (3–12), or band (5–8 plus 3–15 formian workers) + +### SPECIAL ABILITIES + +**Deadly Grasp (Ex)** When a formian warrior succeeds at a combat maneuver to maintain a grapple, it can make a melee attack with its stinger as a move action. + +**Hive Mind (Ex)** Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. + +### FORMIAN TOXIN + +**Type** poison (injury) +**Save** Fortitude DC 12; **Track** Dexterity +**Frequency** 1/round for 6 rounds; **Cure** 1 save + +## DESCRIPTION + +Formian workers are the backbone of hive labor and hatched in large clutches-many workers never gain a name beyond their number within the clutch. While strong, they typically flee combat unless ordered to fight. Formian warriors, by contrast, are fierce sterile females, each with a stronger individual identity to allow for more effective battle tactics. This individualism makes warriors more likely to chafe under strict hive hierarchies, and these are the formians most likely to set out on their own. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Formian Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Formian.md b/Compendium/SF1E/Bestiary/Alien Codex/Formian.md new file mode 100644 index 0000000..9489581 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Formian.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any land or underground (Castrovel) +hp: 12 +modifier: 2 +name: Formian +statblock: true +tags: +Type: LN Small monstrous humanoid +--- +# FORMIAN +Formians resemble giant ants with humanoid upper bodies, and carve their chitinous plates with insignias reflecting their individual names and achievements. Members of a hive all share a telepathic link, allowing them to coordinate efficiently. + +Within a hive are castes specialized to particular tasks. The queen leads the hive and is its sole means of propagation, while castes like the aristocratic myrmarchs and mercantile taskmasters direct lower castes like warriors and workers. + +Formians are most common on Castrovel. For millennia they sought to eradicate the lashunta, their traditional foes, but their queens now instead focus on adopting other species’ technology to industrialize their traditional hive societies. + +**Source** _Alien Archive pg. 50_ + +## FORMIAN WORKER CR 1/2 + +**XP 200** +LN Small monstrous humanoid +**Init** +2 (+6 with hive mind); **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +4 (+8 with hive mind) + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +2; **Ref** +2; **Will** +2 +**Resistances** sonic 10 + +### OFFENSE + +**Speed** 40 ft., burrow 10 ft. +**Melee** bite +5 (1d4+3 P) +**Ranged** survival flare gun +3 (1d3 F; critical burn 1d6) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** +1; **INT** +0; **WIS** +0; **CHA** -1 +**Skills** Athletics +9, Engineering +9, Physical Science +4, Profession (miner) +9, Survival +4 +**Languages** Common; limited telepathy 60 ft. +**Other Abilities** able assistant, hive mind, peerless bearer +**Gear** survival flare gun with 10 flares + +### ECOLOGY + +**Environment** any land or underground (Castrovel) +**Organization** solitary, work crew (6–12), or band (3–15 plus 5–8 formian warriors) + +### SPECIAL ABILITIES + +**Able Assistant (Ex)** When supporting an ally within range of its limited telepathy through covering fire, harrying fire, or the aid another action, a formian worker provides a +4 bonus to its ally’s AC, attack roll, or skill check instead of the normal +2 bonus. + +**Hive Mind (Ex)** Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian with this ability, a formian gains a +4 bonus to initiative and Perception checks. If one formian is aware of a combatant, all members of the hive mind within range are aware of it, and a member of the hive mind cannot be surprised unless all members within range are surprised. If one member of the hive mind succeeds at a Will save to disbelieve an illusion effect, all members of that hive mind within telepathic range also disbelieve the effect. + +**Peerless Bearer (Ex)** Formian workers are bred for heavy labor. A formian worker can carry 5 additional bulk beyond the normal limits for its Strength before becoming encumbered or overburdened. + +## DESCRIPTION + +Formian workers are the backbone of hive labor and hatched in large clutches-many workers never gain a name beyond their number within the clutch. While strong, they typically flee combat unless ordered to fight. Formian warriors, by contrast, are fierce sterile females, each with a stronger individual identity to allow for more effective battle tactics. This individualism makes warriors more likely to chafe under strict hive hierarchies, and these are the formians most likely to set out on their own. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Colony.md b/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Colony.md new file mode 100644 index 0000000..3505abe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Colony.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 19 +Environment: any forests (Orikolai) +hp: 420 +modifier: 0 +name: Frujai, Frujai Colony +statblock: true +tags: +Type: N Colossal plant +--- +# FRUJAI, FRUJAI COLONY +On the toroid-shaped world of Orikolai, dramatic fluctuations of gravity, light, and temperature are commonplace. Sentient fungi known as frujais are among the most successful of the planet’s inhabitants, having developed not only a seasonal life cycle but also biological and psychic means of overcoming different gravity levels. Frujais function much like ants, with the colony’s living hub spawning hundreds of simple workers and soldiers to sustain it. During Orikolai’s frigid winters, frujais hibernate, awakening at the first signs of spring to blanket their territory in spores that take root in the thawing corpses of any animals that didn’t survive the cold. If not enough corpses are available, the colony begins to hunt aggressively, attacking whatever living organisms it comes across. + +The immature drones that sprout from these infested cadavers (use the statistics for a frujai soldier above, without the colony guard ability) wander through unclaimed territory, scavenging and hunting to grow strong. In early autumn, the drones convene and mate in roiling ligneous mats, during which they spar with and even consume one another. Those that survive the process disperse to pursue migratory herds or shadow large prey back to the latters’ winter lairs, eating and killing as much as possible in order to stockpile as much nutrition as they can. They then consume these stores over the winter months, growing to their colossal mature size and metamorphosing into fully functional frujai colonies. Both colonies and the individual soldiers they spawn as guardians use their mastery of gravity to collect stones and other objects, which constantly orbit them and represent their only concessions to wealth or vanity. + +Despite their strange shapes, frujai colonies and soldiers are surprisingly intelligent. Frujais see themselves as ecological caretakers, weeding out the weak and clearing the path for stronger creatures. Several attempts at settling Orikolai have failed when frujais interpreted the settlements as well-stocked larders of weak-willed flesh. Larger frujai colonies sometimes entertain interviews with avid xenobiologists, though the dialogues are as likely to descend into ravenous feasting upon the scholars as they are to explore the deep philosophical musings that occupy the frujais the rest of the time. + +**Source** _Alien Archive pg. 52_ + +## FRUJAI COLONY CR 19 + +**XP 204,800** +N Colossal plant +**Init** +0; **Senses** low-light vision; **Perception** +32 + +### DEFENSE + +**HP** 420; **RP** 6 +**EAC** 31; **KAC** 33 +**Fort** +22; **Ref** +15; **Will** +20 +**Defensive Abilities** absolute gravity; **Immunities** plant immunities + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** bite +33 (6d10+29 P) or slam +33 (4d12+29 B) +**Multiattack** bite +27 (6d10+29 P), 2 slams +27 (4d12+29 B) +**Ranged** gravity thrust +30 (8d8+19 force) +**Space** 30 ft.; **Reach** 30 ft. +**Offensive Abilities** gravity control, slough minion + +### STATISTICS + +**STR** +10; **DEX** +0; **CON** +9; **INT** +2; **WIS** +4; **CHA** +9 +**Skills** Intimidate +37, Life Science +32, Survival +32 +**Languages** Frujai; telepathy 300 ft. + +### ECOLOGY + +**Environment** any forests (Orikolai) +**Organization** solitary or communion (2–5) + +### SPECIAL ABILITIES + +**Absolute Gravity (Su)** A frujai colony is able to control its apparent mass through a combination of organelles and psychic commands. It gains a +4 bonus to its KAC against bull rush, reposition, and trip combat maneuvers. Furthermore, it can ignore the effect of supernatural gravity effects such as _control gravity_ and can always behave as though natural gravity conditions were up to two steps stronger or weaker. + +**Gravity Control (Su)** A frujai colony can control gravity in a variety of ways. At the beginning of its turn, a colony selects two of the following five abilities that it can use before the beginning of its next turn. By spending 1 Resolve Point, a colony can select three of the abilities that round instead. If a colony has a sustained ability active (such as flight or gravity field) and does not select that as one of its abilities for the turn, that effect ends immediately. + +_Flight_: As a free action, the frujai colony gains an extraordinary fly speed of 40 feet (poor maneuverability). When this ability ends, the colony descends gently at a rate of 60 feet per round and takes no damage when it lands. + +_Gravity Field_: The frujai colony can create a zone of abnormal gravity as a standard action, as per _control gravity_ (CL 19th). A colony can maintain only one such effect at a time, and the abnormal gravity field ends if it uses this ability again. + +_Gravity Shield_: The frujai colony combines levitating improvised shields with pulses of gravity to deflect attacks, gaining a +4 bonus to its AC. + +_Gravity Thrust_: The frujai colony can use its gravity thrust attack. This is a ranged attack against EAC with a maximum range of 200 feet and no range increment. + +_Gravity Wave_: As a standard action, the frujai colony can unleash a wave of force in a 60-foot cone that deals 8d6+17 bludgeoning damage to each creature in the area and pushes affected creatures 10 feet away from the colony. A target can attempt a DC 24 Reflex save to halve the damage and negate the movement. + +**Slough Minion (Ex)** A frujai colony can sprout frujai soldiers (see below) naturally in a process that takes several weeks, but as a full action, a colony can expend 1 Resolve Point to create a temporary frujai soldier in an adjacent space; the soldier can act immediately. A temporary soldier remains animate for 1 hour before crumbling. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Soldier.md b/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Soldier.md new file mode 100644 index 0000000..cddb5a8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Frujai, Frujai Soldier.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 12 +Environment: any forests (Orikolai) +hp: 210 +modifier: 2 +name: Frujai, Frujai Soldier +statblock: true +tags: +Type: N Large plant +--- +# FRUJAI, FRUJAI SOLDIER +On the toroid-shaped world of Orikolai, dramatic fluctuations of gravity, light, and temperature are commonplace. Sentient fungi known as frujais are among the most successful of the planet’s inhabitants, having developed not only a seasonal life cycle but also biological and psychic means of overcoming different gravity levels. Frujais function much like ants, with the colony’s living hub spawning hundreds of simple workers and soldiers to sustain it. During Orikolai’s frigid winters, frujais hibernate, awakening at the first signs of spring to blanket their territory in spores that take root in the thawing corpses of any animals that didn’t survive the cold. If not enough corpses are available, the colony begins to hunt aggressively, attacking whatever living organisms it comes across. + +The immature drones that sprout from these infested cadavers (use the statistics for a frujai soldier above, without the colony guard ability) wander through unclaimed territory, scavenging and hunting to grow strong. In early autumn, the drones convene and mate in roiling ligneous mats, during which they spar with and even consume one another. Those that survive the process disperse to pursue migratory herds or shadow large prey back to the latters’ winter lairs, eating and killing as much as possible in order to stockpile as much nutrition as they can. They then consume these stores over the winter months, growing to their colossal mature size and metamorphosing into fully functional frujai colonies. Both colonies and the individual soldiers they spawn as guardians use their mastery of gravity to collect stones and other objects, which constantly orbit them and represent their only concessions to wealth or vanity. + +Despite their strange shapes, frujai colonies and soldiers are surprisingly intelligent. Frujais see themselves as ecological caretakers, weeding out the weak and clearing the path for stronger creatures. Several attempts at settling Orikolai have failed when frujais interpreted the settlements as well-stocked larders of weak-willed flesh. Larger frujai colonies sometimes entertain interviews with avid xenobiologists, though the dialogues are as likely to descend into ravenous feasting upon the scholars as they are to explore the deep philosophical musings that occupy the frujais the rest of the time. + +**Source** _Alien Archive pg. 53_ + +## FRUJAI SOLDIER CR 12 + +**XP 19,200** +N Large plant +**Init** +2; **Senses** low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 210 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +14; **Will** +11 +**Defensive Abilities** absolute gravity; **Immunities** plant immunities + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** slam +25 (6d4+20 B) +**Ranged** gravity anchor +22 (6d4+12 force plus reposition or trip) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** colony guard + +### STATISTICS + +**STR** +8; **DEX** +2; **CON** +5; **INT** -1; **WIS** +2; **CHA** +2 +**Skills** Intimidate +27, Stealth +22, Survival +22 +**Languages** Frujai; telepathy 100 ft. + +### ECOLOGY + +**Environment** any forests (Orikolai) +**Organization** solitary or squad (2–8) + +### SPECIAL ABILITIES + +**Absolute Gravity (Su)** A frujai soldier is able to control its apparent mass through a combination of organelles and psychic commands. It gains a +4 bonus to its KAC against bull rush, reposition, and trip combat maneuvers. Furthermore, it can ignore the effect of supernatural gravity effects such as control gravity and can always behave as though natural gravity conditions were up to two steps stronger or weaker. + +**Colony Guard (Ex)** Whenever a frujai colony takes damage, all frujai soldiers within 300 feet gain a +4 morale bonus to attack rolls and a 10-foot bonus to their base speed for 1 round. + +**Gravity Anchor (Su)** A frujai soldier can create violent fluctuations in gravity as a ranged attack against EAC with a 150-foot range and no range increment. If the attack hits, the soldier can attempt either a reposition or a trip combat maneuver against the target as a free action, using its gravity anchor’s attack bonus of +4 to perform the maneuver. When repositioning a creature in this way, the frujai soldier can move the target up to 10 feet from its original position. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal, Garaggakal Polymath.md b/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal, Garaggakal Polymath.md new file mode 100644 index 0000000..f9b9cfd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal, Garaggakal Polymath.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 14 +Environment: any (the Drift) +hp: 255 +modifier: 8 +name: Garaggakal, Garaggakal Polymath +statblock: true +tags: +Type: CE Large outsider (extraplanar) +--- +# GARAGGAKAL, GARAGGAKAL POLYMATH +The Drift remains very much a mystery to explorers and scholars in the Pact Worlds, and scientists have only recently discovered life-forms native to it. The garaggakal, sometimes called a “Drift wraith” by those spacefarers fortunate enough to have survived an encounter with these predators, is one such species. A garaggakal is mostly humanoid in form, with rubbery, yellowish skin, translucent wings, and a long reptilian tail. A garaggakal’s head is little more than a gaping, lamprey-like mouth filled with curved teeth. An average garaggakal has a 20-foot wingspan and stands around 8 feet tall, though its tail can more than double that length, and it weighs approximately 400 pounds. A garaggakal polymath can be 15 feet tall or more, weighing as much as 1,000 pounds. + +Garaggakals freely roam the Drift on their diaphanous wings, hunting whatever living prey they can find. Garaggakals seem to divide all life into two categories: predators (such as themselves) and prey (everything else). To a garaggakal, the best way to learn more about a newly discovered species is to kill, dissect, and eat it—and not necessarily in that order. + +Garaggakals are ambush predators. When a garaggakal encounters a living creature in the Drift, it stalks its prey, using stealth and its innate ability to phase through solid matter to approach undetected, before draining its victim’s life force from a distance. Garaggakals have been known to stalk entire starships, phasing through a vessel’s hull to hunt and feed on the crew inside. + +When it comes time to reproduce, a garaggakal seeks out an area of intense radiation somewhere in the Drift, where it absorbs enough energy to undergo cytogenesis, literally creating new cells from the Drift’s planar energies to “build” its offspring. Upon completion, the process results in a fully grown adult garaggakal. + +Garaggakals increase in size and strength as they age. A garaggakal can live for centuries, growing to more than twice its normal adult size. Called garaggakal polymaths, these elder creatures have a burning curiosity that drives them on ever-longer journeys through the Drift. + + +**Source** _Alien Archive 2 pg. 54_ + +## GARAGGAKAL POLYMATH CR 14 + +**XP 38,400** +CE Large outsider (extraplanar) +**Init** +8; **Senses** blindsight (emotion) 60 ft., darkvision 60 ft., sense through (emotion) 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 255; **RP** 5 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +16; **Will** +14 +**Immunities** radiation +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** bite +28 (8d6+20 P plus analyzed strike) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** leech life (DC 20) + +### STATISTICS + +**STR** +6; **DEX** +8; **CON** +4; **INT** +3; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +30 (+38 to fly), Athletics +25, Stealth +30, Survival +25 +**Languages** Garaggakal (can’t speak any language); telepathy 100 ft. +**Other Abilities** no breath, phase through + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary + +### SPECIAL ABILITIES + +**Analyzed Strike (Ex)** A garaggakal polymath has spent centuries analyzing the species it has encountered in the Drift, and it uses this knowledge to target its prey’s most sensitive and vulnerable areas. Any creature that takes damage from the garaggakal’s bite attack must succeed at a DC 20 Fortitude save or become off-kilter (in zero gravity) or off-target for 1 round (in gravity). + +**Leech Life (Su)** As a standard action, a garaggakal polymath can spend 1 Resolve Point to leech the life from one target within 30 feet. This deals 14d6 damage (Fortitude DC 20 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt. + +**Phase Through (Su)** A garaggakal can momentarily shift out of phase with reality. As a full action, a garaggakal can spend 1 Resolve Point to phase through up to 15 feet of solid matter. If it attempts to phase through something that is more than 15 feet thick, the attempt fails, but the action and Resolve Points are still expended. A garaggakal cannot phase through force effects, such as force fields. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal.md b/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal.md new file mode 100644 index 0000000..fcc2b2c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Garaggakal.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 5 +Environment: any (the Drift) +hp: 75 +modifier: 5 +name: Garaggakal +statblock: true +tags: [1:] +Type: CE Medium outsider (extraplanar) +--- +# GARAGGAKAL +The Drift remains very much a mystery to explorers and scholars in the Pact Worlds, and scientists have only recently discovered life-forms native to it. The garaggakal, sometimes called a “Drift wraith” by those spacefarers fortunate enough to have survived an encounter with these predators, is one such species. A garaggakal is mostly humanoid in form, with rubbery, yellowish skin, translucent wings, and a long reptilian tail. A garaggakal’s head is little more than a gaping, lamprey-like mouth filled with curved teeth. An average garaggakal has a 20-foot wingspan and stands around 8 feet tall, though its tail can more than double that length, and it weighs approximately 400 pounds. A garaggakal polymath can be 15 feet tall or more, weighing as much as 1,000 pounds. + +Garaggakals freely roam the Drift on their diaphanous wings, hunting whatever living prey they can find. Garaggakals seem to divide all life into two categories: predators (such as themselves) and prey (everything else). To a garaggakal, the best way to learn more about a newly discovered species is to kill, dissect, and eat it—and not necessarily in that order. + +Garaggakals are ambush predators. When a garaggakal encounters a living creature in the Drift, it stalks its prey, using stealth and its innate ability to phase through solid matter to approach undetected, before draining its victim’s life force from a distance. Garaggakals have been known to stalk entire starships, phasing through a vessel’s hull to hunt and feed on the crew inside. + +When it comes time to reproduce, a garaggakal seeks out an area of intense radiation somewhere in the Drift, where it absorbs enough energy to undergo cytogenesis, literally creating new cells from the Drift’s planar energies to “build” its offspring. Upon completion, the process results in a fully grown adult garaggakal. + +Garaggakals increase in size and strength as they age. A garaggakal can live for centuries, growing to more than twice its normal adult size. Called garaggakal polymaths, these elder creatures have a burning curiosity that drives them on ever-longer journeys through the Drift. + +**Source** _Alien Archive 2 pg. 54_, _Starfinder Incident at Absalom Station pg. 58_ + +## GARAGGAKAL CR 5 + +**XP 1,600** +CE Medium outsider (extraplanar) +**Init** +5; **Senses** blindsight (emotion) 60 ft., darkvision 60 ft., sense through (emotion) 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 75; **RP** 4 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +7; **Will** +6 +**Immunities** radiation +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** bite +12 (2d6+9 P) +**Offensive Abilities** leech life (DC 13) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +3; **INT** +1; **WIS** +2; **CHA** -2 +**Skills** Acrobatics +16 (+24 to fly), Athletics +11, Stealth +16, Survival +11 +**Languages** Garaggakal (can’t speak any language); telepathy 100 ft. +**Other Abilities** no breath, phase through + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary + +### SPECIAL ABILITIES + +**Leech Life (Su)** As a standard action, a garaggakal can spend 1 Resolve Point to leech the life from one target within 30 feet. This deals 3d6 damage (Fortitude DC 13 half), and the garaggakal gains temporary Hit Points equal to the amount of damage dealt. + +**Phase Through (Su)** A garaggakal can momentarily shift out of phase with reality. As a full action, a garaggakal can spend 1 Resolve Point to phase through up to 15 feet of solid matter. If it attempts to phase through something that is more than 15 feet thick, the attempt fails, but the action and Resolve Points are still expended. A garaggakal cannot phase through force effects, such as force fields. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gargantuan Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Gargantuan Herd Animal.md new file mode 100644 index 0000000..90b03fe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gargantuan Herd Animal.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 90 +modifier: 0 +name: Gargantuan Herd Animal +statblock: true +tags: +Type: N Gargantuan animal +--- +# GARGANTUAN HERD ANIMAL +**Source** _Alien Archive 2 pg. 75_ +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + +**Source** _Alien Archive 2 pg. 74_ + +## GARGANTUAN HERD ANIMAL CR 6 + +**XP 2,400** +N Gargantuan animal +**Init** +0; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +11; **Ref** +8; **Will** +6 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +15 (2d4+12 B) +**Space** 20 ft.; **Reach** 20 ft. + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +4; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +18 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran Flora-Shaper.md b/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran Flora-Shaper.md new file mode 100644 index 0000000..3e24e19 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran Flora-Shaper.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 75 +modifier: +name: Ghoran, Ghoran Flora-Shaper +statblock: true +tags: +Type: N Medium plant +--- +# GHORAN, GHORAN FLORA-SHAPER +Originally created by an obsessive druid from lost Golarion long before the Gap, ghorans are an ancient race whose ancestry is steeped in tragedy. Every aspect of ghoran physiology was designed to be perfect; unfortunately, that included “perfect taste”—their flesh-like rinds were so delicious that humans hunted them nearly to extinction. Worse, each was able to produce only one seed, adding to the precariousness of their species. Over hundreds of generations, they evolved from shambling, vine-like creatures into their current humanoid forms, but they still found themselves ostracized by humanity. While the first humans took to the stars, Golarion’s ghorans abandoned what is now the Pact Worlds to forge a new identity for their people. They discovered a planet they named Ghorus Prime and terraformed it from a barren rock to a lush floral paradise. The ghorans have flourished in this new world. Through genetic engineering, they have expanded their reproductive abilities, leading to the development of two ghoran subraces—the lithe and springy saplings and the tall and dense oaklings. + +Ghorans are roughly the same size as humans, and are nearly as diverse physically, though unlike humans, ghorans can adjust their bodies’ shapes within their frames’ limits. Their “skin” is a complex layer of fibrous vines and rinds with a texture like moss-covered bark, while their faces consist of hundreds of layered petals that flush and flutter at a whim. + +Each ghoran has a ghorus seed within its navel. As a full action, a ghoran can expel this seed. If planted in fertile soil and left undisturbed for 1d6 days, the seed grows into a sapling ghoran who physically mirrors the original. If left undisturbed for an additional 2d6 days, the seed grows into an oakling ghoran instead. After a sapling ghoran has been fully grown for 2d20 months, they can choose to grow into an oakling ghoran, a process that takes 1d6 weeks. Every 20 years or so, a ghoran develops a new seed, allowing the race to slowly grow its numbers. + +Many ghorans are withdrawn around flesh-and-blood creatures. They often prefer the company of vesk to humans—in fact, a popular conspiracy holds that ghorans fed information about humans to the vesk during the Silent War between the Pact Worlds and the Veskarium. Thus, ghoran-colonized planets and the Pact Worlds view each other with distrust. Despite these grounds for suspicion, ghoran society emphasizes the importance of community life, friendship, and companionship—all luxuries most ghorans could only dream of when they were few and hunted. + +**Source** _Alien Archive 2 pg. 56_ + +## GHORAN FLORA-SHAPER CR 6 + +**XP 2,400** +Oakling ghoran mystic +N Medium plant +**Init** +1; **Perception** +18 + +### DEFENSE + +**HP** 75; **RP** 4 +**EAC** 17; **KAC** 18 +**Fort** +5; **Ref** +5; **Will** +9 +**Defensive Abilities** limited plant benefits +**Weaknesses** delicious + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +10 (1d6+6 S) +**Ranged** corona laser pistol +12 (2d4+6 F) +**Offensive Abilities** grasping vines (DC 18) +**Mystic Spell-Like Abilities** (CL 6th) +At will—_mindlink_ +**Mystic Spells Known** (CL 6th) +2nd (3/day)—_fog cloud_, _mind thrust_ (DC 18), _summon creature_ (skittermander whelp, small first world beast, tiny earth elemental, or tiny water elemental) +1st (6/day)—_lesser remove condition_, _life bubble_, _mystic cure_, _wisp ally_ +0 (at will)—_fatigue_ (DC 16), _stabilize_ +**Connection** xenodruid + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +3; **INT** -1; **WIS** +5; **CHA** +2 +**Skills** Diplomacy +13, Intimidate +18, Life Science +18, Mysticism +18, Sense Motive +13, Survival +18 +**Languages** Common, Aquan, Ghoran, Skittermander, Terran +**Other Abilities** animal adaptation, speak with animals +**Gear** corona laser pistol with 3 batteries (20 charges), ghoran synthbark II (as kasatha microcord II), tactical dueling sword + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (1–2 plus 4–6 ghoran world-tamers) + +### SPECIAL ABILITIES + +**Delicious (Ex)** Ghorans take a –2 penalty to attack rolls and Acrobatics checks to escape a grapple against a creature that uses the grab ability with a bite natural weapon. + +**Limited Plant Benefits (Ex)** Despite being plant creatures, ghorans don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus on saving throws against mindaffecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +**Photosynthesis (Ex)** Ghorans undergo photosynthesis to gain nutrition instead of eating (although they can eat if they so wish). A ghoran can go without light (either sunlight or UV light, such as from starships) for 3 days, after which they must attempt Constitution checks to avoid starvation. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran World-Tamer.md b/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran World-Tamer.md new file mode 100644 index 0000000..06bd140 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ghoran, Ghoran World-Tamer.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 17 +modifier: 5 +name: Ghoran, Ghoran World-Tamer +statblock: true +tags: +Type: N Small plant +--- +# GHORAN, GHORAN WORLD-TAMER +Originally created by an obsessive druid from lost Golarion long before the Gap, ghorans are an ancient race whose ancestry is steeped in tragedy. Every aspect of ghoran physiology was designed to be perfect; unfortunately, that included “perfect taste”—their flesh-like rinds were so delicious that humans hunted them nearly to extinction. Worse, each was able to produce only one seed, adding to the precariousness of their species. Over hundreds of generations, they evolved from shambling, vine-like creatures into their current humanoid forms, but they still found themselves ostracized by humanity. While the first humans took to the stars, Golarion’s ghorans abandoned what is now the Pact Worlds to forge a new identity for their people. They discovered a planet they named Ghorus Prime and terraformed it from a barren rock to a lush floral paradise. The ghorans have flourished in this new world. Through genetic engineering, they have expanded their reproductive abilities, leading to the development of two ghoran subraces—the lithe and springy saplings and the tall and dense oaklings. + +Ghorans are roughly the same size as humans, and are nearly as diverse physically, though unlike humans, ghorans can adjust their bodies’ shapes within their frames’ limits. Their “skin” is a complex layer of fibrous vines and rinds with a texture like moss-covered bark, while their faces consist of hundreds of layered petals that flush and flutter at a whim. + +Each ghoran has a ghorus seed within its navel. As a full action, a ghoran can expel this seed. If planted in fertile soil and left undisturbed for 1d6 days, the seed grows into a sapling ghoran who physically mirrors the original. If left undisturbed for an additional 2d6 days, the seed grows into an oakling ghoran instead. After a sapling ghoran has been fully grown for 2d20 months, they can choose to grow into an oakling ghoran, a process that takes 1d6 weeks. Every 20 years or so, a ghoran develops a new seed, allowing the race to slowly grow its numbers. + +Many ghorans are withdrawn around flesh-and-blood creatures. They often prefer the company of vesk to humans—in fact, a popular conspiracy holds that ghorans fed information about humans to the vesk during the Silent War between the Pact Worlds and the Veskarium. Thus, ghoran-colonized planets and the Pact Worlds view each other with distrust. Despite these grounds for suspicion, ghoran society emphasizes the importance of community life, friendship, and companionship—all luxuries most ghorans could only dream of when they were few and hunted. + + +**Source** _Alien Archive 2 pg. 56_ + +## GHORAN WORLD-TAMER CR 1 + +**XP 400** +Sapling ghoran operative +N Small plant +**Init** +5; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +4; **Will** +4 +**Defensive Abilities** limited plant benefits +**Weaknesses** delicious + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4 S) +**Ranged** tactical semi-auto pistol +6 (1d6 P) +**Offensive Abilities** trick attack +1d4 + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +2; **INT** -1; **WIS** +0; **CHA** +1 +**Skills** Culture +11, Diplomacy +5, Life Science +11, Medicine +11, Sense Motive +11, Survival +11 (+15 with trick attack) +**Languages** Common, Ghoran, Vesk +**Other Abilities** operative specialization (explorer), photosynthesis +**Gear** second skin, survival knife, tactical semi-auto pistol with 45 small arm rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (2–6) + +### SPECIAL ABILITIES + +**Delicious (Ex)** Ghorans take a –2 penalty to attack rolls and Acrobatics checks to escape a grapple against a creature that uses the grab ability with a bite natural weapon. + +**Limited Plant Benefits (Ex)** Despite being plant creatures, ghorans don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus on saving throws against mindaffecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +**Photosynthesis (Ex)** Ghorans undergo photosynthesis to gain nutrition instead of eating (although they can eat if they so wish). A ghoran can go without light (either sunlight or UV light, such as from starships) for 3 days, after which they must attempt Constitution checks to avoid starvation. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ghost.md b/Compendium/SF1E/Bestiary/Alien Codex/Ghost.md new file mode 100644 index 0000000..350db78 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ghost.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 90 +modifier: 2 +name: Ghost +statblock: true +tags: +Type: CE Medium undead (incorporeal) +--- +# GHOST + +**Source** _Alien Archive 2 pg. 58_ + +## GHOST CR 7 + +**XP 3,200** +Male ghost mystic +CE Medium undead (incorporeal) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 90; **RP** 3 +**EAC** 18; **KAC** 19 +**Fort** +7; **Ref** +7; **Will** +11 +**Defensive Abilities** [[Incorporeal]] , rejuvenation; **Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, average) +**Melee** corrupting touch +11 (7d6, DC 17) +**Offensive Abilities** backlash, corrupting gaze (DC 17), corrupting touch (DC 17), distraction (DC 17), frightful moan (DC 17), share pain, sow doubt +**Mystic Spell-Like Abilities** (CL 7th) +At will—_mindlink_ +**Mystic Spells Known** (CL 7th) +3rd (3/day)—_psychokinetic strangulation_ (DC 20), _synaptic pulse_ (DC 20) +2nd (6/day)—_hold person_ (DC 19), _inflict pain_ (DC 19), _mind thrust_ (DC 19), _see invisibility_ +1st (at will)—_detect thoughts_ (DC 18), _lesser confusion_ (DC 18) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** —; **INT** +1; **WIS** +5; **CHA** +4 +**Skills** Acrobatics +14, Disguise +19, Intimidate +14, Mysticism +19, Sense Motive +19, Stealth +19 +**Languages** Common, 1 other language known in life + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Corrupting Gaze (Su)** The ghost has a gaze ability with a range of 30 feet that deals 1d4 Charisma damage plus 1d10 cold damage per 3 CR (a Fortitude save negates the Charisma damage, but not the physical damage). + +**Corrupting Touch (Su)** As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack deals 7d6 damage. This damage has no type—it manifests in the form of aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage dealt. + +**Frightful Moan (Su)** The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot radius of the ghost must succeed at a Will save or become frightened for 2d4 rounds. Ghosts of CR 10 or higher cause creatures that fail the save to gain the paralyzed condition for 1 round. Ghosts of CR 15 or higher also cause creatures that fail the save to gain the cowering condition for 1d4 rounds. This is a hearing-dependent, mind-affecting fear effect. A creature that successfully saves against frightful moan cannot be affected by the same ghost’s moan for 24 hours. + +**Rejuvenation (Su)** In most cases, ghosts cannot be destroyed by violence—a “destroyed” spirit dematerializes, but restores itself in 2d4 days. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and should be determined by the GM when creating the ghost. + +## DESCRIPTION + +In most cases, when a creature dies, its soul is severed from its physical body and sent on to its fate in the afterlife. However, sometimes souls are bound to the physical world by powerful emotion and cannot move on. While ghosts bound by positive emotions do exist, in most cases horrendous injustice creates ghosts. A ghost’s every action and thought is devoted to the emotion that bound it to the physical world, such that most ghosts become hateful mockeries of their mortal selves. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ghoul, Ghoul Shock Trooper.md b/Compendium/SF1E/Bestiary/Alien Codex/Ghoul, Ghoul Shock Trooper.md new file mode 100644 index 0000000..50c20b2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ghoul, Ghoul Shock Trooper.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 180 +modifier: 5 +name: Ghoul, Ghoul Shock Trooper +statblock: true +tags: +Type: CE Medium undead +--- +# GHOUL, GHOUL SHOCK TROOPER +In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Their adaptability is striking even for undead creatures, and ghouls who are patient and dedicated can become excellent researchers, scholars, soldiers, laborers, and more. Ghouls of all proficiencies and backgrounds are especially populous on the undead planet of Eox. + +Ghouls spread—sometimes purposefully—a virulent disease known as ghoul fever through their saliva. As creatures that die of ghoul fever often rise as ghouls themselves, a population explosion can easily result. However, even in ghoul society, it is frowned upon to inflict ghoul fever on large numbers of living creatures. Such behavior leads to unwanted attention from authorities, particularly on worlds adjacent to or in the Pact Worlds. + +Rather than spread the undead scourge they carry inside them, ambitious ghouls instead seek training and selfimprovement in pursuits that interest them. Many of these ghouls become ghoul shock troopers. Others find that technology suits them and become mechanics or technomancers, fusing their shrewd understanding of their own organic biology with the elegance of machinery. Ghoul envoys are rare, since undead are stubbornly independent as a rule, and few living crew members would follow the commands of someone so off-putting as a ghoul. + +Whether on Eox or beyond, certain powerful ghouls known as ghasts can affect even elves with their paralysis, and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons. In many cases, powerful ghouls and lacedons are high-ranking members of the military on Eox or even the Corpse Fleet. + +**Source** _Alien Archive 2 pg. 60_ + +## GHOUL SHOCK TROOPER CR 11 + +**XP 12,800** +Ghoul soldier +CE Medium undead +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 25; **KAC** 26 +**Fort** +13; **Ref** +11; **Will** +14 +**Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft. (20 ft. in armor) +**Melee** bite +23 (4d6+16 P plus ghoul fever and paralysis) or claw +23 (4d6+16 S plus paralysis) +**Ranged** perihelion artillery laser +21 (3d8+11 F; critical burn 2d6) or tactical autobeam rifle +21 (3d8+11 F; critical burn 2d6) or frag grenade IV +20 (explode \[15 ft., 6d6 P, DC 18\]) +**Offensive Abilities** fighting styles (guard, hit-and-run), nimble fusillade, opening volley, soldier’s onslaught + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** —; **INT** +3; **WIS** +2; **CHA** +3 +**Feats** Cleave +**Skills** Acrobatics +25, Athletics +20, Stealth +20 +**Languages** Common, Eoxian +**Other Abilities** duck and weave, unliving +**Gear** golemforged plating IV, perihelion artillery laser with 1 ultra-capacity battery (100 charges), tactical autobeam rifle with 1 high-capacity battery (40 charges), frag grenades IV (2) + +### ECOLOGY + +**Environment** any +**Organization** solitary, gang (2–6), or pack (7–12) + +### SPECIAL ABILITIES + +**Paralysis (Ex)** When a ghoul shock trooper deals damage to a creature with its bite or claw attack, the target must succeed at a DC 18 Fortitude saving throw or gain the paralyzed condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul’s paralysis. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ghoul.md b/Compendium/SF1E/Bestiary/Alien Codex/Ghoul.md new file mode 100644 index 0000000..8339708 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ghoul.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 18 +modifier: 4 +name: Ghoul +statblock: true +tags: [3:] +Type: CE Medium undead +--- +# GHOUL +In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Their adaptability is striking even for undead creatures, and ghouls who are patient and dedicated can become excellent researchers, scholars, soldiers, laborers, and more. Ghouls of all proficiencies and backgrounds are especially populous on the undead planet of Eox. + +Ghouls spread—sometimes purposefully—a virulent disease known as ghoul fever through their saliva. As creatures that die of ghoul fever often rise as ghouls themselves, a population explosion can easily result. However, even in ghoul society, it is frowned upon to inflict ghoul fever on large numbers of living creatures. Such behavior leads to unwanted attention from authorities, particularly on worlds adjacent to or in the Pact Worlds. + +Rather than spread the undead scourge they carry inside them, ambitious ghouls instead seek training and selfimprovement in pursuits that interest them. Many of these ghouls become ghoul shock troopers. Others find that technology suits them and become mechanics or technomancers, fusing their shrewd understanding of their own organic biology with the elegance of machinery. Ghoul envoys are rare, since undead are stubbornly independent as a rule, and few living crew members would follow the commands of someone so off-putting as a ghoul. + +Whether on Eox or beyond, certain powerful ghouls known as ghasts can affect even elves with their paralysis, and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons. In many cases, powerful ghouls and lacedons are high-ranking members of the military on Eox or even the Corpse Fleet. + +**Source** _Alien Archive 2 pg. 60_, _Starfinder Splintered Worlds pg. 54_ + +## GHOUL CR 1 + +**XP 400** +CE Medium undead +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 18 +**EAC** 12; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +3 +**Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +5 (1d6+3 P plus ghoul fever and paralysis) or claw +5 (1d6+3 S plus paralysis) +**Ranged** azimuth laser pistol +8 (1d4+1 F; critical burn 1d4) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** —; **INT** +1; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +5, Athletics +5, Stealth +10 +**Languages** Common, Eoxian +**Other Abilities** unliving +**Gear** azimuth laser pistol with 1 battery (20 charges) + +### ECOLOGY + +**Environment** any +**Organization** solitary, gang (2–6), or pack (7–12) + +### SPECIAL ABILITIES + +**Paralysis (Ex)** When a ghoul deals damage to a creature with its bite or claw attack, the target must succeed at a DC 12 Fortitude saving throw or gain the paralyzed condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Creatures with the elf subtype are immune to a ghoul’s paralysis. + +### GHOUL FEVER + +**Type** disease (injury); **Save** Fortitude DC 12 +**Track** physical; **Frequency** 1/day +**Effect** A creature that dies of ghoul fever rises as a ghoul within 24 hours. +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Giant, Moon Giant.md b/Compendium/SF1E/Bestiary/Alien Codex/Giant, Moon Giant.md new file mode 100644 index 0000000..9e7a6d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Giant, Moon Giant.md @@ -0,0 +1,77 @@ +--- +aliases: +cr: 15 +Environment: any lunar +hp: 330 +modifier: 4 +name: Giant, Moon Giant +statblock: true +tags: +Type: LN Huge humanoid (giant) +--- +# GIANT, MOON GIANT +Giants are humanoid creatures with great strength and mighty stature, standing from 9 feet to over 25 feet tall. They often live apart from other races, as even space stations intended to be inclusive of multiple species are often too small to comfortably accommodate a giant’s massive size. How welcoming these giants are to non-giant visitors depends on the specific giant society, though all giants can be unpredictable and dangerous to others. + + +**Source** _Alien Archive 2 pg. 62_ + +## MOON GIANT CR 15 + +**XP 51,200** +LN Huge humanoid (giant) +**Init** +4; **Senses** low-light vision, sense through (vision, 60 ft.); **Perception** +31 +**Aura** lunar (60 ft., DC 21) + +### DEFENSE + +**HP** 330 +**EAC** 29; **KAC** 31 +**Fort** +17; **Ref** +17; **Will** +19 +**Resistances** cold 30, fire 30 + +### OFFENSE + +**Speed** 50 ft. +**Melee** slam +25 (8d6+24 B) +**Ranged** hurled debris +28 (8d6+30 B plus 10-ft.-radius area of difficult terrain around the spot where the debris hit) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** crush (8d6+24 B) +**Spell-Like Abilities** (CL 15th) +1/day—_call cosmos_, _contact other plane_ +3/day—_bestow curse_ (DC 19), _discern lies_ (DC 20), _divination_, _mind probe_ (DC 20) +At will—_clairaudience/clairvoyance_, _speak with dead_ (DC 19) + +### STATISTICS + +**STR** +9; **DEX** +4; **CON** +7; **INT** +3; **WIS** +5; **CHA** +3 +**Feats** Deadly Aim +**Skills** Intimidate +31, Life Science +26, Mysticism +31, Sense Motive +26 +**Languages** Common, Terran + +### ECOLOGY + +**Environment** any lunar +**Organization** solitary, pair, or cult (3–6) + +### SPECIAL ABILITIES + +**Hurl Debris (Ex)** The mighty strength of a giant allows it to turn nearly anything into a ranged weapon. A giant is assumed to have such debris available (either loose or readily torn from the environment without requiring an extra action) unless the GM rules otherwise. Hurled debris has a range increment equal to the giant’s Strength modifier × 5 feet. Such attacks also create difficult terrain in a 5-foot-radius area around the target, or a 10-foot-radius area for Huge and larger giants. + +**Lunar Aura (Su)** Creatures within 60 feet of a moon giant are affected by its lunar aura as long as they remain within range. A creature that succeeds at its save against the aura is immune to that particular moon giant’s lunar aura for 24 hours. A moon giant can change the effect of the aura as a swift action, and the giant can choose whether to include itself as part of the same swift action. The giant can choose one of the following effects. + +_Waning_: Affected creatures fall asleep as deep slumber. The giant’s lunar aura is not limited by CR or Hit Dice. +_Waxing_: Affected creatures gain a number of temporary Hit Points equal to the giant’s CR and gain the ability to make three attacks during a full attack, though each attack takes a –5 penalty (instead of a –4 penalty). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Giant (Simple) Graft Template +\- Cloud Giant (Giant) Graft Template +\- Moon Giant (Giant) Graft Template +\- Stone Giant (Giant) Graft Template +\- Storm Giant (Giant) Graft Template +\- Fire Giant (Giant) Graft Template +\- Slag Giant (Giant) Graft Template +\- Sun Giant (Giant) Graft Template +\- Giant (Creature Subtype) Graft Template +\- Eclipse Giant (Giant) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Glass Serpent.md b/Compendium/SF1E/Bestiary/Alien Codex/Glass Serpent.md new file mode 100644 index 0000000..15b11fe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Glass Serpent.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 5 +Environment: any (Eox) +hp: 77 +modifier: 3 +name: Glass Serpent +statblock: true +tags: +Type: N Gargantuan magical beast +--- +# GLASS SERPENT +## GLASS SERPENT CR 5 + +**XP 1,600** +N Gargantuan magical beast +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 77 +**EAC** 16; **KAC** 20 +**Fort** +9; **Ref** +9; **Will** +4 +**Defensive Abilities** ravenous invisibility; **Immunities** radiation + +### OFFENSE + +**Speed** 60 ft., climb 30 ft., swim 30 ft. +**Melee** tentacle +15 (1d6+11 S plus swallow whole) +**Multiattack** 3 tentacles +9 (1d4+11 S plus swallow whole) +**Space** 20 ft.; **Reach** 30 ft. +**Offensive Abilities** swallow whole (1d6+5 A, EAC 16, KAC 16, 19 HP) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +1; **INT** -4; **WIS** +2; **CHA** -2 +**Skills** Athletics +13 (+21 to climb or swim), Stealth +13, Survival +13 +**Other Abilities** no breath + +### ECOLOGY + +**Environment** any (Eox) +**Organization** solitary, rival pair, or brood family (2–3 adults and 3–5 juveniles) + +### SPECIAL ABILITIES + +**Ravenous Invisibility (Ex)** A glass serpent can become invisible as part of any other action. Each time it successfully damages a creature while invisible, it must attempt a DC 14 Will save. If it fails, this ability is suspended and the glass serpent becomes visible for 1 round (though it can turn invisible again at the start of its next turn). A glass serpent that has swallowed a creature cannot turn invisible using this ability until 1 week after it swallowed the creature, when its meal has been completely digested. (If the swallowed creature escapes or is otherwise removed, the glass serpent can use this ability again immediately.) An invisible glass serpent can resume being visible as part of any other action. + +## DESCRIPTION + +The terrifying ambush predators known as glass serpents are some of the most notorious beasts to roam the blasted wastelands of Eox, preying on local fauna and unwary undead alike. Similar creatures have been found on dozens of planets, including those outside the Pact Worlds, leading scholars to speculate that glass serpents may have been brought to Eox in its ancient past through magical means, or that they may represent a natural case of parallel evolution on worlds that have suffered massive catastrophes. + +Glass serpents have long, undulating bodies that bulge and narrow at regular intervals, giving them a shape almost like a chain of thick links. Their heads are much different from those of traditional snakes, with a row of eyes peering out from beneath an armored, helmetlike crest, and long feeding tentacles each tipped with a glowing, crystalline tooth dangling from their mouths. Yet, the most fearsome aspect of glass serpents must be their legendary scales: smooth crystalline structures that warp and wrap light around the serpents, turning them invisible and making them terrifying combatants. This invisibility isn’t entirely voluntary and requires enough energy from a serpent that it can activate the ability only when it is hungry and hunting. When well fed, the serpent becomes visible once more, its body appearing partially translucent and strewn with shimmering rainbows. This weakness is of no comfort to those creatures that become the serpent’s prey and provide it with sustenance, pieces of which are visible as they pass through the serpent’s translucent digestive system. An adult glass serpent can grow to be 60 feet long and up to 5,000 pounds. + +Hermaphroditic and capable of mating as long as they’re sufficiently nourished, glass serpents have a fascinating courtship process. A glass serpent looking to mate seeks out another glass serpent of roughly its own size and ability level and challenges it in an elaborate ritual. Once this challenge is accepted, the two become a “rival pair.” For the next 6 weeks, the two travel together, hunting in tandem but violently attempting to keep the other from eating a share of any slain prey. At the end of this period, they seek out the largest and most powerful glass serpent they can find and attempt to woo this third serpent into accepting the mantle of motherhood via displays of their prowess and gifts of regurgitated food. If this third serpent agrees, it and the larger, better-fed member of the rival pair—called the “bull”—mate. The bull then departs, and the other member of the rival pair—the “guard”—remains to serve the pregnant serpent, bringing food and providing defense until the young are born. Young glass serpents are capable of hunting on their own within a month, at which point all members of the family go their separate ways. + +Not intelligent enough to be considered truly sentient, glass serpents are nevertheless cunning hunters and opportunists, with natural curiosity and adaptability in addition to their predatory instincts. Although glass serpents can diminish the glow in their tentacles’ crystalline teeth to better preserve their invisibility, they understand that the light itself remains visible even when their bodies are not. As such, many will purposefully illuminate these lures while invisible, creating delicate, dancing displays of light or even mimicking signal beacons, hoping to draw prey near. Glass serpents have learned that creatures from other worlds often require air, and they specifically target such creatures, ripping open environment suits, vehicles, or structures to asphyxiate their prey. + +For all the danger they present, glass serpents have long been a part of Eoxian culture, taking on the cultural role of noble predator that other groups often ascribe to wolves, lions, eagles, or dragons. Domesticated glass serpents are the chosen hunting beasts of both the planet’s nobility and its criminal organizations. Several Bone Sages and ancient organizations have glass serpents on their coats of arms or corporate logos, and execution by glass serpent is an ancient practice that still continues. In recent centuries, the creatures have been heavily exported to other planets, partially for their status in Eoxian culture but more often because their scales can be commercially harvested for illusion magic and a wide variety of optical technologies. The challenge of imprisoning smart animals that can turn invisible and don’t need to breathe means that wild glass serpent populations can now be found on nearly every terrestrial or aquatic planet in the Pact Worlds and many colony worlds beyond. Most notably, the Diaspora has seen significant problems with glass serpents adapting to the highly trafficked waterways of the River Between, where despite their slight disadvantage in movement and stealth, they still prove devastating to travelers. Many crèche worlds regularly hire mercenaries and adventurers to hunt down and eradicate these serpents, but the population keeps mysteriously bouncing back. + +## GLASS SCALE TECHNOLOGY + +Glass serpent scales are a wonder of evolution, capturing and bending light with their unique molecular structure. Simply skinning a dead glass snake results in a pretty but useless hide, as the motion of the scales and their relationship to the muscle underneath are both key to their function. When properly harvested and arranged, the scales can effectively augment armor or even other creatures’ skins, granting the wearers a measure of the serpents’ invisibility. Originally developed by Eoxian technomancers, this glasstech was quickly replicated by the drow arms dealers of Apostae, and from there it spread throughout the Pact Worlds and beyond. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Honchohead.md b/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Honchohead.md new file mode 100644 index 0000000..d05964a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Honchohead.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 24 +modifier: 4 +name: Goblin (Space), Space Goblin Honchohead +statblock: true +tags: +Type: NE Small humanoid (goblinoid) +--- +# GOBLIN (SPACE), SPACE GOBLIN HONCHOHEAD +Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful. + +Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion’s goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols. + +While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins. + +Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it. + +Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.” + +The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head. + + +**Source** _Alien Archive pg. 54_ + +## SPACE GOBLIN HONCHOHEAD CR 2 + +**XP 600** +NE Small humanoid (goblinoid) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 24 +**EAC** 14; **KAC** 15 +**Fort** +1; **Ref** +3; **Will** +5 + +### OFFENSE + +**Speed** 35 ft. +**Melee** dogslicer +6 (1d4+2 S) +**Ranged** unstable junklaser +9 (1d4+2 F; critical burn 1d4) +**Offensive Abilities** disturbing screech, tinker + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +1; **INT** +2; **WIS** +0; **CHA** +0 +**Skills** Computers +12, Intimidate +12, Piloting +7, Stealth +12 +**Languages** Common, Goblin +**Gear** tattered estex suit, dogslicer, junklaser with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** tribe (1 plus 13+ zaperators, 13+ noncombatants, and 5–6 alien pets) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Zaperator.md b/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Zaperator.md new file mode 100644 index 0000000..0f2d4a5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Goblin Space), Space Goblin Zaperator.md @@ -0,0 +1,69 @@ +--- +modifier: 3 +hp: 6 +statblock: true +name: Goblin (Space), Space Goblin Zaperator +cr: 1/3 +hp: 6 +Type: NE Small humanoid (goblinoid) +Environment: any +--- + +eGoblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful. + +Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion’s goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols. + +While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins. + +Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it. + +Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.” + +The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head. + + +**Source** _Alien Archive pg. 54_ + +## SPACE GOBLIN ZAPERATOR CR 1/3 + +**XP 135** +NE Small humanoid (goblinoid) +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 11; **KAC** 12 +**Fort** +0; **Ref** +2; **Will** +2 + +### OFFENSE + +**Speed** 35 ft. +**Melee** dogslicer +0 (1d4 S) +**Ranged** unstable junklaser +3 (1d4 F; critical burn 1d4) +**Offensive Abilities** tinker + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Computers +7, Engineering +7, Stealth +7, Survival +3 +**Languages** Common, Goblin +**Gear** tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges) + +### ECOLOGY + +**Environment** any +**Organization** gang (4–12) or tribe (13+ plus 13+noncombatants, 1 honchohead of CR 2–3, and 5–6 alien pets) + +### SPECIAL ABILITIES + +**Disturbing Screech (Ex)** As a standard action, a space goblin honchohead can let out a screech that puts all non-goblinoid creatures within 30 feet on edge. Each affected creature must succeed at a DC 13 Will saving throw or gain the off-target condition for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same space goblin honchohead’s disturbing screech for 24 hours. This is a mind-affecting, sense-dependent effect. + +**Tinker (Ex)** As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). + +**Unstable Junklaser (Ex)** A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode \[20 ft., 1d8 B, DC 10\]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Goblin (Space) Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Golem, Cybernetic Golem.md b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Cybernetic Golem.md new file mode 100644 index 0000000..38d4aea --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Cybernetic Golem.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 125 +modifier: 2 +name: Golem, Cybernetic Golem +statblock: true +tags: +Type: N Large construct (magical, technological) +--- +# GOLEM, CYBERNETIC GOLEM +These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment. + + + +**Source** _Alien Archive 2 pg. 66_ + +## CYBERNETIC GOLEM CR 8 + +**XP 4,800** +N Large construct (magical, technological) +**Init** +2; **Senses** darkvision 60 ft., low-light vision, X-ray vision; **Perception** +18 + +### DEFENSE + +**HP** 125 +**EAC** 19; **KAC** 23 +**Fort** +7; **Ref** +7; **Will** +5 +**Defensive Abilities** integrated weapons; **DR** 5/adamantine or wound; **Immunities** construct immunities, magic + +### OFFENSE + +**Speed** 40 ft. +**Melee** LFD pulse gauntlet +19 (3d6+14 B & So; critical knockdown) +**Ranged** corona artillery laser +15 (2d8+8 F; critical burn 1d6) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** berserk, haste circuit + +### STATISTICS + +**STR** +6; **DEX** +2; **CON** —; **INT** —; **WIS** +0; **CHA** -2 +**Other Abilities** comm, mindless, unliving +**Gear** 2 LFD pulse gauntlets with 4 batteries (20 charges each), corona artillery laser with 4 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary or gang (2-4) + +### SPECIAL ABILITIES + +**Berserk (Ex)** When a cybernetic golem takes damage that reduces it to half its maximum Hit Points or fewer, and whenever it takes damage while it has half its maximum Hit Points or fewer, it must attempt a DC 15 Will saving throw. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can’t reach or shoot a creature, it attacks objects. The golem can attempt a DC 15 Will saving throw at the end of each of its turns to end the berserk state. If the golem’s creator communicates with the golem to calm it, via comm unit or from within 60 feet, and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw. + +**Comm (Ex)** A golem can receive wireless communications (and thus commands from its creator) at planetary range. + +**Haste Circuit (Su)** A cybernetic golem can use a swift action to gain the benefit of the _haste_ spell. This effect lasts for 1 round, and then the circuit shuts down and must recharge for 1 round before being activated again. The golem can use its circuit up to 10 rounds per day. + +**Magic Immunity (Ex)** A cybernetic or nanotech golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem as follows. + +- The golem can be affected by _discharge_ or _greater discharge_ but has a unique reaction to the spells. If the golem fails a saving throw against either spell, it becomes confused for 1d4 rounds instead of suffering the spell’s normal effect. The golem can attempt a Fortitude save at the end of each of its turns, ending the condition on a success. +- Magical effects that deal cold damage slow (as the slow spell) the golem for 3 rounds (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect. +- The golem automatically fails saving throws against weapons and magical effects that deal electricity damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem’s maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored. + +**X-Ray Vision (Ex)** As a move action, the golem can grant itself X-ray vision, which functions like an X-ray visor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Golem, Nanotech Golem.md b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Nanotech Golem.md new file mode 100644 index 0000000..98a570a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Nanotech Golem.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 250 +modifier: 8 +name: Golem, Nanotech Golem +statblock: true +tags: +Type: N Large construct (magical, technological) +--- +# GOLEM, NANOTECH GOLEM +These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment. + + +**Source** _Alien Archive 2 pg. 67_ + +## NANOTECH GOLEM CR 14 + +**XP 38,400** +N Large construct (magical, technological) +**Init** +8; **Senses** all-around vision, darkvision 60 ft., low.light vision; **Perception** +25 + +### DEFENSE + +**HP** 250 +**EAC** 29; **KAC** 29; 47 against combat maneuvers +**Fort** +12; **Ref** +16; **Will** +10 +**Defensive Abilities** regeneration 10 (acid or fire), swarmlike, unflankable; **Immunities** construct immunities, magic + +### OFFENSE + +**Speed** 40 ft., fly 40 ft. (Su, perfect) +**Melee** nanite filament +27 (4d6+20 S or P; critical severe wound \[DC 20\]) +**Ranged** nanite scattershot +27 (4d12+14 P) +**Space** 10 ft.; **Reach** 10 ft. (15 ft. with nanite filament) +**Offensive Abilities** nanite cloud + +### STATISTICS + +**STR** +6; **DEX** +8; **CON** —; **INT** —; **WIS** +0; **CHA** -2 +**Other Abilities** comm, mindless, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary or gang (2–4) + +### SPECIAL ABILITIES + +**All-Around Vision (Ex)** A nanotech golem sees in all directions at once. + +**Comm (Ex)** A golem can receive wireless communications (and thus commands from its creator) at planetary range. + +**Magic Immunity (Ex)** A cybernetic or nanotech golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem as follows. + +- The golem can be affected by _discharge_ or _greater discharge_ but has a unique reaction to the spells. If the golem fails a saving throw against either spell, it becomes confused for 1d4 rounds instead of suffering the spell’s normal effect. The golem can attempt a Fortitude save at the end of each of its turns, ending the condition on a success. +- Magical effects that deal cold damage slow (as the slow spell) the golem for 3 rounds (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect. +- The golem automatically fails saving throws against weapons and magical effects that deal electricity damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem’s maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored. + +**Nanite Cloud (Ex)** Nanites swarm within 5 feet of the nanotech golem, and the golem can enter an opponent’s space, provoking an attack of opportunity from that foe. At the end of each of the golem’s turns, each creature within 5 feet of the golem or sharing its space takes 8d6 piercing damage and is nauseated for 1 round. A successful DC 20 Fortitude saving throw halves the damage and negates the condition. + +**Nanite Scattershot (Ex)** As an attack, a nanotech golem can unleash a stream of nanite particles at a single target as a kinetic attack with a range increment of 90 feet. + +**Swarmlike (Ex)** A nanotech golem is immune to critical hits, as well as entangled, flat-footed, off-kilter, off-target, pinned, prone, and staggered effects. It takes only half damage from any attack or effect that targets only one creature. Automatic fire must hit the golem as if it were three targets to deal full damage to it. In addition, the golem can move through openings 1 inch wide without squeezing, and it can squeeze to move through microscopic openings. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Golem, Neutronium Golem.md b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Neutronium Golem.md new file mode 100644 index 0000000..ef69b7c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Golem, Neutronium Golem.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 90 +modifier: 2 +name: Golem, Neutronium Golem +statblock: true +tags: +Type: N Large construct (magical, technological) +--- +# GOLEM, NEUTRONIUM GOLEM +These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment. + + +**Source** _Alien Archive 3 pg. 42_ + +## NEUTRONIUM GOLEM CR 6 + +**XP 2,400** +N Large construct (magical, technological) +**Init** +2; **Senses** darkvision 60 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +6; **Ref** +6; **Will** +3 +**DR** 5/—; **Immunities** construct immunities, electricity, light, magic + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +17 (1d8+11 B; critical knockdown) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** berserk + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** —; **INT** —; **WIS** +0; **CHA** -2 +**Skills** Stealth +13 +**Other Abilities** mindless, comm, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary or gang (2–4) + +### SPECIAL ABILITIES + +**Berserk (Ex)** When a neutronium golem takes damage that reduces it to half its maximum Hit Points or fewer, and whenever it takes damage while it has half its maximum Hit Points or fewer, it must attempt a DC 13 Will saving throw. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can’t reach a creature, it attacks objects. The golem can attempt a DC 13 Will saving throw at the end of each of its turns to end the berserk state. If the golem’s creator communicates with the golem to calm it, via comm unit or from within 60 feet, and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw. + +**Comm (Ex)** A golem can receive wireless communications (and thus commands from its creator) at planetary range. + +**Light Immunity (Ex)** A neutronium golem does not interact with visible light, so it is immune to laser weapons or any other attack based on visible light. In any area of dim, normal, or bright light, a neutronium golem is invisible. + +**Magic Immunity (Ex)** A neutronium golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows. + +- If the golem is inside the area of a control gravity spell used to increase gravity and fails its saving throw, instead of the usual effects of the spell, the golem becomes Tiny (reducing its space and reach to 2-1/2 ft.) and sinks partially into the ground, becoming pinned for the duration of the spell. +- If the golem is inside the area of a control gravity spell used to reverse gravity or create an area of zero-g and fails its saving throw, in addition to the normal effects of the spell, it partially loses its humanoid shape as it becomes Huge (increasing its size and reach to 15 ft.) for the duration of the spell. In this state, it is staggered. +- The golem automatically fails its saving throw against discharge and greater discharge but has a unique reaction to these spells. Discharge and the area discharge effect of greater discharge heal the golem for 5d8 Hit Points; the targeted discharge effect of greater discharge heals it for 11d8 Hit Points. +- The golem can be targeted with a recharge spell, but this spell has a unique effect upon it. If the golem fails its saving throw, it loses its immunity to electricity and light, becoming visible as a creature of highly reffective metal for 2d4 rounds. + +## DESCRIPTION + +Neutronium, the material found in the heart of a neutron star, is one of the densest substances in existence. Just a spoonful of it would weigh billions of tons and, if dropped onto the surface of a planet, would simply puncture the planet’s crust until it reached the core. Further, neutronium possesses some unusual properties; because it has no electrons, it does not interact with light. Scientists have studied neutronium for centuries, with many of them pursuing the practical goal of weaponizing the substance. + +Recently, a group of drow mystics and technomancers made a breakthrough while working to decode ancient texts supposedly written by Eloritu. After decades of work, they managed to temporarily bind an elemental spirit to a neutron star. The elemental, working from within the star, was able to remove a tiny piece of super-dense neutronium, which the drow then isolated with force magic. The team experimented on this rare sample for months on end, until they finally perfected a technomagical process that reduced the density of the neutronium enough to make it more workable, while simultaneously shaping the now enormous object into a vaguely humanoid form. They moved the bound elemental spirit out of its star and into this new vessel, and the first neutronium golem was created. + +Since then, the method of crafting neutronium golems has spread through the Pact Worlds. The drow creators of the technique have even begun to industrialize the process, producing neutronium golems in the dozens and charging exorbitant sums for them. Unfortunately, their work has angered some of the drow’s demon lord patrons, which has led some elements of Apostae’s ruling class to call for their expulsion from drow society, if not outright execution. House Brevak in particular has spent a great deal of resources to eliminate these “rogue elements” from drow society and take over the production of neutronium golems—for the good of all drow, naturally. + +A neutronium golem is invisible in light but pitch black in darkness; this quality makes it both a deadly assassin and a useful guardian. Species with natural darkvision— like drow—can easily see and interact with these golems in the darkness that is their natural environment. But when intruders trespass into the lightless chambers where a golem is stationed, any illumination they bring with them only serves to make the neutronium golem more dangerous. In addition, the incredible density and neutral charge of neutronium grants the construct a number of immunities even beyond those normally associated with a golem. However, a neutronium golem does have weaknesses. By delivering a charge to the neutronium that makes up the golem’s body, its immunity to light is temporarily negated, causing it to become visible. The magical forces which give the neutronium a humanoid form are also precariously balanced, so rapid fluctuations in gravity can disrupt the golem’s body. Finally, like many golems, it has a tendency to fly into an uncontrollable rage when damaged. + +Although the process for creating neutronium golems is a relatively recent development in the Pact Worlds, rumors persist that older neutronium golems exist elsewhere in the galaxy. Based on the writings studied by the drow scientists, it may be that Eloritu—or his priests— originally created neutronium golems to guard sites sacred to the Hidden Truth. Numerous alien cultures venerated Eloritu long before the Pact Worlds discovered his faith, and some of these cultures may have made use of neutronium golems. An alternative theory is that Eloritu meant to keep the knowledge of creating neutronium golems a mystery from the mortal species of the galaxy, and the reappearance of the technique in the present risks attracting the wrath of the god of secrets. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gray Goo.md b/Compendium/SF1E/Bestiary/Alien Codex/Gray Goo.md new file mode 100644 index 0000000..7501737 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gray Goo.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 250 +modifier: 8 +name: Gray Goo +statblock: true +tags: +Type: N Fine construct (swarm, technological) +--- +# GRAY GOO + +**Source** _Alien Archive 4 pg. 38_ + +## GRAY GOO CR 14 + +**XP 38,400** +N Fine construct (swarm, technological) +**Init** +8; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[life-forms only\]) 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +14; **Ref** +16; **Will** +10 +**Defensive Abilities** swarm defenses, void adaptation;; **Immunities** construct immunities, swarm immunities;; **Resistances** cold 15; +**Weaknesses** vulnerable to fire, vulnerable to magic + +### OFFENSE + +**Speed** 50 ft., fly 50 ft. (Ex, perfect) +**Melee** swarm attack +28 (8d6+20 B plus dismantle \[DC 20\]) +**Space** 10 ft.; **Reach** 0 ft. +**Offensive Abilities** infest (DC 20) + +### STATISTICS + +**STR** +6; **DEX** +8; **CON** —; **INT** +4; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +30, Computers +25, Survival +25 +**Languages** Common (can’t speak any language) +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or storm (3–12) + +### SPECIAL ABILITIES + +**Dismantle (Ex)** Creatures damaged by a gray goo’s swarm attack must succeed at a Reflex save or a random piece of hybrid or technological equipment that they’re wearing or wielding takes the same amount of damage. In addition, at the beginning of its turn, a gray goo can automatically deal its melee attack damage to an unattended hybrid or technological object in its space. +**Infest (Ex)** As a standard action, a gray goo can infest an adjacent Medium or larger creature (Fortitude save negates). The gray goo moves inside the creature’s body, dealing double its normal swarm attack damage to its host each round at the beginning of the gray goo’s turn. A gray goo can’t use its normal attacks while infesting a host, but it can be targeted normally during the infestation and can end the infestation as a move action. A host reduced to 0 Hit Points while infested by a gray goo is reduced to dust and destroyed, as if killed by disintegrate. A gray goo infesting a host can be expelled by any effect that cures disease, such as _remove affliction_; the effective disease DC is the same as the infest ability’s. + +## DESCRIPTION + +Over millennia, explorers from across the known galaxy pass down fearful tales of a sentient, liquid-like swarm of nanites that can envelop creatures and quickly turn them to dust. Once connected to grays, a mysterious species of abductors who used advanced fringe technology with a similar silvery sheen, these creatures gained the moniker gray goo. However, the term has survived despite there being no corroborating evidence that firmly links the two. + +The only solid information about gray goo originates from the scattered reports of rare surviving witnesses. Gray goo attacks its victims by surprise, taking advantage of any hapless beings it comes across as it roams a desolate wasteland. Indeed, another commonality among gray goo sightings is the entity’s seeming preference for places devoid of life—though many argue that the gray goos created such environments. Scientists posit that most gray goo originates with a sapient species’ often well-intentioned attempt to develop an autonomous nanite swarm that can affect technological repairs, perform delicate biomedical operations, or even terraform. However, even a simple error in their programming, or in some cases the malicious introduction of a deadly code hack, can have disastrous effects, especially for swarms that can ingest a wide range of materials and self-replicate. Rumors persist of entire worlds, once prosperous technological paradises, now entirely covered in writhing swarms of gray goo. + +When not engaged in the consumption of material, most gray goos seem to have two driving directives: replicate and assimilate. The clouds of nanites have even hacked computer systems and technological constructs of sufficient sophistication, usually through brute force methods, to access and incorporate any useful data within. If a computer system’s countermeasures block it, the goo attempts to dismantle the console and reduce it to its essential components before stripping even those parts to a fine metallic dust. + +Because of a recent black-market item derived from gray goo (see nanite capsules below), bounties and attempts at tracking down the swarms have risen dramatically to keep up with demand. Very few parties have successfully obtained more than a handful of viable samples—if they survive at all. While gray goo is more commonly found among abandoned space debris and can survive the coldness of space, instances of the entity have cropped up in low-population spacecrafts and stations, especially among the Diaspora. + +The construct-populated Pact World of Aballon has outlawed any work related to the gray goo out of an abundance of caution—including even research projects related to the dangerous entities—and any being found in violation of this restriction receives an immediate and permanent ban from the planet. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gray.md b/Compendium/SF1E/Bestiary/Alien Codex/Gray.md new file mode 100644 index 0000000..3117734 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gray.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 43 +modifier: 1 +name: Gray +statblock: true +tags: +Type: NE Small humanoid (gray) +--- +# GRAY +## GRAY CR 4 + +**XP 1,200** +NE Small humanoid (gray) +**Init** +1; **Senses** darkvision 30 ft.; **Perception** +10 + +### DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 15 +**Fort** +3; **Ref** +3; **Will** +9 +**Defensive Abilities** phase + +### OFFENSE + +**Speed** 30 ft. +**Melee** touch +6 (probe) +**Ranged** needler pistol +8 (1d4+4 P plus blue whinnis) +**Offensive Abilities** sleep paralysis +**Spell-Like Abilities** (CL 4th) +1/day—_deep slumber_ (DC 18), _hold person_ (DC 17) +3/day—_detect thoughts_ (DC 16), _mind link_ (DC 16), _mind thrust_ (1st-level, DC 16) +At will—_daze_ (DC 15), _detect affliction_ + +### STATISTICS + +**STR** -1; **DEX** +1; **CON** +0; **INT** +5; **WIS** +0; **CHA** +3 +**Skills** Life Science +15, Medicine +10, Sense Motive +15 +**Languages** Aklo (can’t speak); telepathy 100 ft. +**Gear** gray skinsuit (functions as basic lashunta tempweave), needler pistol with 25 darts, 5 doses of blue whinnis + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or invasion (6–12) + +### SPECIAL ABILITIES + +**Phase (Su)** Grays exist slightly out of phase with the Material Plane. A gray can pass through walls or material objects (but not corporeal creatures) as long as it begins and ends its turn outside of any wall or obstacle. In addition, a gray always benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a gray. + +**Probe (Su)** A gray creates powerful psychic connections to creatures it touches, transferring information and sensations at terrifying speeds. A creature struck by a gray’s touch (a melee attack targeting KAC) is staggered by sensory overload for 1d4 rounds unless it succeeds at a DC 15 Will save. + +Alternatively, if the creature it touches is conscious, intelligent, and paralyzed, a gray can instead use a standard action to probe the creature’s mind. It can search for the answer to a simple question (such as, “What is your starship’s point of origin?”) or seek information on one general topic known to the subject. The target can resist this probing with a successful DC 15 Will save. The gray can probe a single creature in this way only once per minute, but if it remains in contact with the subject for at least 1 minute, it can choose one Intelligence-based skill the subject has at least 1 rank in and attempt checks using the subject’s skill modifier instead of its own for the next 24 hours. + +A gray can’t employ this ability in both ways simultaneously, and using this ability to overload a target’s senses interrupts its efforts to probe for information. + +**Sleep Paralysis (Su)** As a standard action, a gray can paralyze a sleeping creature within 30 feet that it can see. A target that succeeds at a DC 15 Will save remains asleep and is immune to the same gray’s sleep paralysis ability for 24 hours. A creature that fails the save awakens but is paralyzed for 1d6 minutes. Any attack or hostile action other than a gray’s ability to probe for information ends this paralysis. If the paralysis is not interrupted and its duration ends, the victim falls back asleep and has no memory of the event, as if its memory were eliminated by _modify memory_. The victim can attempt a DC 15 Will save against the memory erasure; if it succeeds, it remembers the paralysis and probing but with imperfect clarity. + +## DESCRIPTION + +No one knows what planet or even galaxy the grays call home, but reports of their unnerving abductions, nightmarish paralysis, and mysterious experiments have been collected from countless worlds for as long as starships have sailed in the dark spaces of the universe. Such reports are fragmentary and unreliable, offered by victims recounting hazy memories of enduring various procedures under clinically bright lights or waking in cramped and lightless confinement, and do little to explain the methodology or goals of their captors. Those captors, though, have much in common no matter the specific circumstances or the species of the victim: an otherworldly presence, condescending interactions, and a sinister disregard for the agency and dignity of those they take as subjects for their experiments. + +Grays communicate only telepathically, even among their own kind. Their faces and glassy black eyes show little emotion or reaction, and while graceful, they usually move with deliberate intention, often spending several moments in thought before committing to an action or movement. This inscrutability renders them enigmatic and disturbing to most other races. + +Little is known about the grays’ motivations, and to date no efforts have been successful at establishing diplomatic relationships with them. However, their goals appear to center around the search for information, rather than conquest. Victims of their paralytic abductions are almost always returned mostly unharmed, though the sudden appearance of a series of scars or an inexplicable implant undermines the effects of the grays’ ability to erase memories of the experience. Researchers wonder at the end goals of this accumulation of knowledge and what purposes the information gleaned may serve in the meantime. Some fringe scientists believe grays are preparing for an eventual all-out invasion, while others posit they are simply curious about us, but their alien mindsets lead them to sate this inquisitiveness in disturbing ways. + +Once rare enough that reports of their abductions were written off as conspiracy and delusion, encounters with grays have become disturbingly more common with the advent of Drift travel. Their sleek, disk-shaped starships lurk in the dark corners of the Drift, appearing seemingly out of nowhere to confront vessels with inattentive or unwary crews. Much like the grays themselves, their ships are designed less for offense and more for evading and subduing their targets, employing tractor beams and EMP weapons to disable and control a vessel, preserving its crew as test subjects. Such captives find themselves unable to move, held under brilliant lights, their captors mere silhouettes as their thoughts and memories are sifted under the gray’s psychic touch. + +## MEMORY EXPUNGER + +The mind is still a thing of mystery. Neuroscientists have yet to isolate the exact nature of consciousness, and while they can tell which portions of the brain are responsible for storing memories, purely technological methods of creating or implanting memories have failed on every level. However, deleting memories seems to be a much simpler task, and certain amoral research firms have studied enough of grays’ abilities to create the following piece of illegal tech. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Gray (Creature Subtype) Graft Template +\- Gray Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Computer Glitch Gremlin.md b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Computer Glitch Gremlin.md new file mode 100644 index 0000000..9640dd4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Computer Glitch Gremlin.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 5 +modifier: 2 +name: Gremlin, Computer Glitch Gremlin +statblock: true +tags: +Type: LE Tiny fey +--- +# GREMLIN, COMPUTER GLITCH GREMLIN +Gremlins are fey spirits intimately tied to technological malfunctions. One variety of gremlin, called glitch gremlins, is especially common (and feared) in societies with advanced technology. Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail. + +A computer glitch gremlin’s appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds. + + +## GREMLIN, COMPUTER GLITCH GREMLIN +**Source** _Alien Archive 2 pg. 68_ + +## COMPUTER GLITCH GREMLIN CR 1/2 + +**XP 200** +LE Tiny fey +**Init** +2; **Senses** low-light vision; **Perception** +4 + +### DEFENSE + +**HP** 5 +**EAC** 9; **KAC** 10 +**Fort** +2; **Ref** +2; **Will** +3 +**Defensive Abilities** networked technomancy; **Resistances** cold 5, electricity 5; **SR** 11 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** bite +2 (1d4–1 P plus glitch module, DC 10) +**Space** 2-1/2 ft.; **Reach** 0 ft. +**Offensive Abilities** glitch module, networked technomancy +**Spell-Like Abilities** (CL 1st; melee +1, ranged +1) +1/day—_erase_, _jolting surge_ +At will—_energy ray_ (electricity only), _ghost sound_ (DC 13), _transfer charge_ +Constant—_detect tech_ (computers only) + +### STATISTICS + +**STR** -1; **DEX** +2; **CON** +1; **INT** +3; **WIS** +1; **CHA** -2 +**Skills** Computers +9, Engineering +4 (+9 to use computers), Stealth +9 +**Languages** Aklo, Common; digital telepathy 30 ft. + +### ECOLOGY + +**Environment** any +**Organization** pair or infection (3–8) + +### SPECIAL ABILITIES + +**Digital Telepathy (Su)** A computer glitch gremlin can communicate telepathically only with digital devices and with other creatures that can do so (such as other computer glitch gremlins). This allows the glitch gremlin to attempt Computers checks to access any computer within the telepathy’s range. + +**Glitch Module (Su)** When a glitch gremlin succeeds at a Computers check to access a system or hits a foe with an attack or spell, the accessed system or one random computer held or carried by the struck creature glitches. An attended computer (including any computer on a creature hit by a computer glitch gremlin’s attack or spell) negate this effect by succeeding at a DC 10 Will save. The glitch causes one of the following effects, which functions as if the system had the indicated countermeasure (DC = 16 + the number of glitch gremlins within 30 feet when the glitch was added): a fake shell countermeasure that obstructs all users, an alarm that plays a loud and potentially embarrassing audio or holographic file when accessed by any user unless the user succeeds at a Computers check as if hacking the system, or one randomly determined countermeasure that applies even to users with root access. Disabling or removing this glitch requires a Computers check as if disabling or removing a module. A disabled glitch reactivates after 1d10 minutes if not removed. A system can have no more than one glitch per module. + +**Networked Technomancy (Sp)** When gathered in groups, computer glitch gremlins share their magic. As long as a computer glitch gremlin is within 30 feet of another of its kind, it gains concealment thanks to erratic holograms that falteringly appear near it and emulate the appearance of surrounding objects. Groups of computer glitch goblins can also use more potent spell-like abilities; each gremlin in the group except for one takes a standard action to prepare the spell-like ability, and the final gremlin actually uses it. Two computer glitch gremlins can use _implant data_ or _logic bomb_ (DC 15), four can use _holographic image_ (3rd level, DC 16) or _instant virus_ (DC 16), and six can use _destruction protocol_ (DC 17). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin Malefactor.md b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin Malefactor.md new file mode 100644 index 0000000..ecb65fb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin Malefactor.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 43 +modifier: 5 +name: Gremlin, Hobkins Gremlin Malefactor +statblock: true +tags: +Type: NE Small fey +--- +# GREMLIN, HOBKINS GREMLIN MALEFACTOR +Gremlins are fey spirits intimately tied to technological malfunctions. One variety of gremlin, called glitch gremlins, is especially common (and feared) in societies with advanced technology. Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail. + +A computer glitch gremlin’s appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds. + + +**Source** _Alien Archive 3 pg. 44_ + +## HOBKINS GREMLIN MALEFACTOR CR 4 + +**XP 1,200** +NE Small fey +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 16 +**Fort** +5; **Ref** +5; **Will** +7 +**Defensive Abilities** out of phase; **DR** 5/cold iron + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +7 (1d4+3 P) or claw +7 (1d4+3 S) +**Spell-Like Abilities** (CL 4th, ranged +7) +1/day—_hologram memory_ (2nd level, DC 17), _hurl forcedisk_ (DC 17) +3/day—_fear_ (1st level, DC 16), _mind thrust_ (1st level, DC 16), _reffecting armor_ (DC 16) +At will—_ghost sound_ (DC 15), _psychokinetic hand_ (DC 15) + +### STATISTICS + +**STR** -1; **DEX** +5; **CON** +0; **INT** +1; **WIS** +3; **CHA** +1 +**Skills** Computers +10, Engineering +10, Intimidate +15, Stealth +15 +**Languages** Aklo, Common; limited telepathy 60 ft. +**Other Abilities** collateral damage, minor levitation, perfect coordination + +### ECOLOGY + +**Environment** any +**Organization** solitary or infestation (1 plus 6–30 hobkins gremlins) + +### SPECIAL ABILITIES + +**Collateral Damage (Su)** Whenever an attack fails to damage a hobkins, whether due to a low attack roll, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target in range of the original attack (if any), including objects. The attack can’t be redirected against the original attacker, though it can be redirected against the original attacker’s gear (but not the weapon used to make the original attack). The attacker rolls a new attack and damage roll against the new target, and the attack is considered to have the penetrating weapon special quality. + +**Minor Levitation (Su)** A hobkins floats about 1 inch about the ground, allowing it to ignore difficult terrain. As a move action, a hobkins can levitate up to 20 feet straight up, but at the end of the movement, unless it has found something to cling to, it returns to 1 inch above the nearest flat surface below it. + +**Out of Phase (Su)** Hobkins exist slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 50% miss chance. This ability functions as _displacement_. + +**Perfect Coordination (Su)** A hobkins malefactor can use its psychic ability to orchestrate precise mayhem and destruction with other hobkins. As a full action, the malefactor can telepathically instruct up to 15 hobkins that are within 60 feet; each of the chosen gremlins gains a +2 circumstance bonus to its next skill check or attack roll, or the DC of the next spell it casts increases by 2. + +## DESCRIPTION + +Gremlins delight in mayhem and destruction, and hobkins find particularly malicious glee in manipulating others into destroying their own equipment. With their mottled gray skin and round, glowing eyes, hobkins blend into the shadows and observe the best ways to encourage frustration and ruin. These patient creatures will often lie in wait for the perfect moment to pop up and startle an unwitting victim into dropping something delicate or valuable before they fade back into their hiding place. Once the target of their mischief is riled up after several such unexpected interruptions, a hobkins might appear again, just out of reach, to draw the frustrated victim’s ire—which can often result in the person shooting a cherished item in the same room. + +A cunning hobkins might cause a stir without even showing itself. These slight creatures use their spell-like abilities to create a string of irritating but minor diversions, knowing that many beings will struggle to maintain a calm, rational state of mind as tension builds. A hobkins might use ghost sound to create feedback or disturbing noises that make a comm unit appear to be malfunctioning, or employ holographic image to display a “low battery” warning on an ammunition cartridge that is actually full, aware of the universal tendency to resort to “percussive maintenance” when technology is unreliable. Computer interfaces are favorite targets of these crafty gremlins as well, as they fool users into believing their keystrokes aren’t recording properly or their touchscreens are frozen. Particularly insidious and creative hobkins have been known to use holographic image to display a convincing virus alert, snickering with glee from the shadows as a hapless technician is fooled into wiping their own computer. + +Sporting large, bat-like ears, needle-like teeth, and spindly, elongated limbs, a hobkins stands about 3 feet tall and weighs 15 pounds. Sightings have been reported in various environments around the Pact Worlds and beyond, and while it’s not uncommon to encounter a lone hobkins, where there’s one there are often more. A gang of hobkins gremlins is problematic enough, but more than a handful poses a much more pressing concern: the potential presence of a hobkins malefactor. + +Unlike the mottled gray hobkins, malefactors have swirling skin patterns reminiscent of galaxies in dark purple and blue hues, and their faceted, gem-like eyes glow with a disconcerting silver or red light. These slightly larger gremlins have strong psychic abilities and a keen interest in the workings and potential failings of technology. They are capable of coordinating full hobkins infestations to terrifying effect. A malefactor will often use stealth to go unnoticed and orchestrate events telepathically from a secure vantage point, but malefactors are ferocious if cornered. Not content with the simple destruction of small personalized items, malefactors utilize their stronger understanding of computers and engineering to direct full-scale assaults within warehouses, on starships, and even on planet-wide technological systems. + +In one legendary encounter in the Diaspora, a hobkins infestation resulted in the destruction of the heavy freighter Hummingbird. Directed by a malefactor stowaway, hobkins gremlins moved systematically through the ship, leading its crew to believe their vessel was suffering from multiple malfunctions. Navigation appeared nonresponsive, life support seemed to be failing, shields were out of balance, and crew members saw error messages appear where there were no errors, leading them to race off to fix each apparent calamity. After manipulating the unlucky crew into sabotaging their own systems, the gremlins ensured the Hummingbird was locked into a collision course with one of many large asteroids in the Diaspora before finally allowing the crew to see something real: thirty hobkins gremlins with evil grins waving from within the escape pods. Panicked, the crew ejected the pods from the ship, hoping to rid themselves of the creatures—unwittingly ensuring the hobkins’ survival as their final action before impact. Wary spacefarers view this incident as a cautionary tale, and search for signs of the presence of hobkins gremlins when faced with unexplained technological glitches on their ships. + +Scholars have yet to establish whether malefactors are hobkins that have undergone a psychic apotheosis or are a completely different species of gremlin with traits in common with hobkins. Attempts to capture and study any type of gremlin usually end in disaster. Recently, several think tanks have taken more diplomatic approaches, luring in hobkins by setting up delicate sensors and computers in areas known to be infested with the gremlins and simply waiting. When things begin to go haywire, the scientists try to speak with the hobkins to learn more about them. This tactic has also yielded little success so far, and in one terrifying case, garnered the attention of a particularly cruel malefactor, who proceeded to cause a meltdown in the facility’s core nuclear reactor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin.md b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin.md new file mode 100644 index 0000000..f5a41fe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Hobkins Gremlin.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 11 +modifier: 3 +name: Gremlin, Hobkins Gremlin +statblock: true +tags: +Type: NE Small fey +--- +# GREMLIN, HOBKINS GREMLIN +Gremlins are fey spirits intimately tied to technological malfunctions. One variety of gremlin, called glitch gremlins, is especially common (and feared) in societies with advanced technology. Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail. + +A computer glitch gremlin’s appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds. + + +**Source** _Alien Archive 3 pg. 44_ + +## HOBKINS GREMLIN CR 1/2 + +**XP 200** +NE Small fey +**Init** +3; **Senses** low-light vision; **Perception** +4 + +### DEFENSE + +**HP** 11 +**EAC** 9; **KAC** 10 +**Fort** +2; **Ref** +2; **Will** +3 +**Defensive Abilities** out of phase; **DR** 5/cold iron + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +1 (1d4–1 P) or claw +1 (1d4–1 S) +**Spell-Like Abilities** (CL 1st) +3/day—_holographic image_ (1st level, DC 14) +At will—_ghost sound_ (DC 13), _psychokinetic hand_ (DC 13) + +### STATISTICS + +**STR** -1; **DEX** +3; **CON** +0; **INT** +1; **WIS** +1; **CHA** +2 +**Skills** Acrobatics +4, Intimidate +9, Stealth +9 +**Languages** Aklo, Common +**Other Abilities** collateral damage, minor levitation + +### ECOLOGY + +**Environment** any +**Organization** solitary, gang (2–5), or infestation (6–30 plus one malefactor) + +### SPECIAL ABILITIES + +**Collateral Damage (Su)** Whenever an attack fails to damage a hobkins, whether due to a low attack roll, a miss chance, or a failure to penetrate DR, the hobkins can redirect the attack to any target in range of the original attack (if any), including objects. The attack can’t be redirected against the original attacker, though it can be redirected against the original attacker’s gear (but not the weapon used to make the original attack). The attacker rolls a new attack and damage roll against the new target, and the attack is considered to have the penetrating weapon special quality. + +**Minor Levitation (Su)** A hobkins floats about 1 inch about the ground, allowing it to ignore difficult terrain. As a move action, a hobkins can levitate up to 20 feet straight up, but at the end of the movement, unless it has found something to cling to, it returns to 1 inch above the nearest flat surface below it. + +**Out of Phase (Su)** Hobkins exist slightly out of phase with the Material Plane, causing all ranged attacks against them to suffer a 50% miss chance. This ability functions as _displacement_. + +## DESCRIPTION + +Gremlins delight in mayhem and destruction, and hobkins find particularly malicious glee in manipulating others into destroying their own equipment. With their mottled gray skin and round, glowing eyes, hobkins blend into the shadows and observe the best ways to encourage frustration and ruin. These patient creatures will often lie in wait for the perfect moment to pop up and startle an unwitting victim into dropping something delicate or valuable before they fade back into their hiding place. Once the target of their mischief is riled up after several such unexpected interruptions, a hobkins might appear again, just out of reach, to draw the frustrated victim’s ire—which can often result in the person shooting a cherished item in the same room. + +A cunning hobkins might cause a stir without even showing itself. These slight creatures use their spell-like abilities to create a string of irritating but minor diversions, knowing that many beings will struggle to maintain a calm, rational state of mind as tension builds. A hobkins might use ghost sound to create feedback or disturbing noises that make a comm unit appear to be malfunctioning, or employ holographic image to display a “low battery” warning on an ammunition cartridge that is actually full, aware of the universal tendency to resort to “percussive maintenance” when technology is unreliable. Computer interfaces are favorite targets of these crafty gremlins as well, as they fool users into believing their keystrokes aren’t recording properly or their touchscreens are frozen. Particularly insidious and creative hobkins have been known to use holographic image to display a convincing virus alert, snickering with glee from the shadows as a hapless technician is fooled into wiping their own computer. + +Sporting large, bat-like ears, needle-like teeth, and spindly, elongated limbs, a hobkins stands about 3 feet tall and weighs 15 pounds. Sightings have been reported in various environments around the Pact Worlds and beyond, and while it’s not uncommon to encounter a lone hobkins, where there’s one there are often more. A gang of hobkins gremlins is problematic enough, but more than a handful poses a much more pressing concern: the potential presence of a hobkins malefactor. + +Unlike the mottled gray hobkins, malefactors have swirling skin patterns reminiscent of galaxies in dark purple and blue hues, and their faceted, gem-like eyes glow with a disconcerting silver or red light. These slightly larger gremlins have strong psychic abilities and a keen interest in the workings and potential failings of technology. They are capable of coordinating full hobkins infestations to terrifying effect. A malefactor will often use stealth to go unnoticed and orchestrate events telepathically from a secure vantage point, but malefactors are ferocious if cornered. Not content with the simple destruction of small personalized items, malefactors utilize their stronger understanding of computers and engineering to direct full-scale assaults within warehouses, on starships, and even on planet-wide technological systems. + +In one legendary encounter in the Diaspora, a hobkins infestation resulted in the destruction of the heavy freighter Hummingbird. Directed by a malefactor stowaway, hobkins gremlins moved systematically through the ship, leading its crew to believe their vessel was suffering from multiple malfunctions. Navigation appeared nonresponsive, life support seemed to be failing, shields were out of balance, and crew members saw error messages appear where there were no errors, leading them to race off to fix each apparent calamity. After manipulating the unlucky crew into sabotaging their own systems, the gremlins ensured the Hummingbird was locked into a collision course with one of many large asteroids in the Diaspora before finally allowing the crew to see something real: thirty hobkins gremlins with evil grins waving from within the escape pods. Panicked, the crew ejected the pods from the ship, hoping to rid themselves of the creatures—unwittingly ensuring the hobkins’ survival as their final action before impact. Wary spacefarers view this incident as a cautionary tale, and search for signs of the presence of hobkins gremlins when faced with unexplained technological glitches on their ships. + +Scholars have yet to establish whether malefactors are hobkins that have undergone a psychic apotheosis or are a completely different species of gremlin with traits in common with hobkins. Attempts to capture and study any type of gremlin usually end in disaster. Recently, several think tanks have taken more diplomatic approaches, luring in hobkins by setting up delicate sensors and computers in areas known to be infested with the gremlins and simply waiting. When things begin to go haywire, the scientists try to speak with the hobkins to learn more about them. This tactic has also yielded little success so far, and in one terrifying case, garnered the attention of a particularly cruel malefactor, who proceeded to cause a meltdown in the facility’s core nuclear reactor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Ship Glitch Gremlin.md b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Ship Glitch Gremlin.md new file mode 100644 index 0000000..7b0b2b8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Ship Glitch Gremlin.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 1 +Environment: any or vacuum +hp: 14 +modifier: 3 +name: Gremlin, Ship Glitch Gremlin +statblock: true +tags: +Type: CE Small fey +--- +# GREMLIN, SHIP GLITCH GREMLIN +Gremlins are fey spirits intimately tied to technological malfunctions. One variety of gremlin, called glitch gremlins, is especially common (and feared) in societies with advanced technology. Both computer glitch gremlins and ship glitch gremlins demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail. + +A computer glitch gremlin’s appearance varies widely with the digital data it has eaten, but they average 1 foot in height and weigh around 4 pounds. Ship glitch gremlins have lamprey-like mouths and long, spidery arms and legs. They stand 2-1/2 feet tall and weigh approximately 20 pounds. + + +**Source** _Alien Archive 2 pg. 69_ + +## SHIP GLITCH GREMLIN CR 1 + +**XP 400** +CE Small fey +**Init** +3; **Senses** _detect tech_ (starships and their integrated systems only), low-light vision; **Perception** +5 +**Aura** disaster (30 ft.) + +### DEFENSE + +**HP** 14 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +4 +**Defensive Abilities** void adaptation; **Immunities** fire; **Resistances** cold 5; **SR** 12 + +### OFFENSE + +**Speed** 30 ft., climb 30 ft., fly 60 ft. (Ex, clumsy) +**Melee** attach +3 or bite +3 (1d4+1 A & P; critical corrode 1d4) or wing +3 (1d4+1 B; critical knockdown) +**Multiattack** attach –3, bite –3 (1d4+1 A & P; critical corrode 1d4), and wing –3 (1d4+1 B; critical knockdown) +**Spell-Like Abilities** (CL 2nd; ranged +2) +1/day—_grease_ (DC 14), _hold portal_, _overheat_ (DC 14) +At will—_dancing lights_, _energy ray_ (electricity or fire only), _ghost sound_ (DC 13) +Constant—_detect tech_ (starships and their integrated systems only) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +1; **INT** +0; **WIS** +1; **CHA** +2 +**Skills** Acrobatics +5 (–3 to fly), Computers +5 (+10 to use starship systems), Engineering +10, Piloting +10 +**Languages** Aklo, Common +**Other Abilities** spaceflight, stellar stowaway + +### ECOLOGY + +**Environment** any or vacuum +**Organization** solitary, pair, or flock (3–12) + +### SPECIAL ABILITIES + +**Aura of Disaster (Ex)** Whenever an attack against a ship glitch gremlin fails to affect the gremlin for any reason while any part of a starship is within 30 feet of the gremlin and within range of the attack (including any time the gremlin is on board a starship), the attack ricochets wildly to cause damage to the ship and its systems. A randomly determined starship system becomes one step more damaged. (If the damaged system is life support, rather than the normal effect, a 10-foot-radius of the gremlin’s choice within the ship becomes a zero-gravity environment until the life support system is patched or repaired.) In addition, spilled oil or debris falls in 1d4 5-foot-squares of the gremlin’s choice within 30 feet, creating difficult terrain or cover as the gremlin prefers. + +**Stellar Stowaway (Ex)** In starship combat, a ship glitch gremlin on board a ship can cause havoc at the end of its ship’s turn. It attempts an Engineering check against the same DC to patch a damaged starship system; if it succeeds, it causes the ship system of its choice to function as if one step more damaged until the end of starship combat. If that system is already critical, another randomly chosen system is degraded this way instead. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Vaigruuk.md b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Vaigruuk.md new file mode 100644 index 0000000..978a4f2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Gremlin, Vaigruuk.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 21 +modifier: 4 +name: Gremlin, Vaigruuk +statblock: true +tags: +Type: CE Small fey +--- +# GREMLIN, VAIGRUUK + + +[[Alien_GremlinVaigruuk.webp|Zeigen!]] + +**XP 600** +CE Small fey +**Init** +4; **Senses** low-light vision; **Perception** +7 +**Aura** amplified radiation (20 ft.) + +### DEFENSE + +**HP** 21 +**EAC** 12; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +5 +**Immunities** poison; **SR** 13 + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +3 (1d4+1 S) +**Ranged** caustic glob +5 (1d4+2 A) +**Spell-Like Abilities** (CL 1st) +1/day—_grease_ (DC 15), _overheat_ (DC 15) +At will—_dancing lights_, _detect radiation_ + +### STATISTICS + +**STR** -1; **DEX** +4; **CON** +2; **INT** +1; **WIS** +0; **CHA** -1 +**Skills** Engineering +12, Stealth +12, Survival +7 +**Languages** Aklo, Common +**Other Abilities** despoiling touch, irradiating lights + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Amplified Radiation Aura (Su)** A vaigruuk’s long, dangling ears act as radiation amplifiers. It emits low radiation within 20 feet, which it amplifies from harmless background radiation in the area. When within an area of low radiation, the vaigruuk emits medium radiation. In any environment where there is absolutely no radiation at all, such as certain shielded chambers, this aura doesn’t function. The vaigruuk can suppress its aura by wrapping its ears tightly around its body as a move action, but it is flat-footed during this time. Unwrapping its ears is another move action. +**Caustic Glob (Ex)** As a ranged attack that targets EAC, a vaigruuk can spit a glob of nauseating poison at a single creature within 30 feet. The acid damage from this glob results from vapors that eat away at a creature’s tissues and sinuses like a fast-acting toxin; creatures immune to poison take no damage from the vaigruuk’s caustic glob. +**Despoiling Touch (Su)** When a vaigruuk touches ordinary food in a container no larger than itself, the food becomes rancid and loses all nutritional value. +**Irradiating Lights (Su)** The illumination a vaigruuk creates with its dancing lights spell-like ability emits low radiation within the area of their illumination (which is 10 feet for dancing lights) and is always a sickly green color. + +## DESCRIPTION + +Vaigruuks are hunched, long-eared gremlins that love to skulk around and sicken creatures that don’t realize they’re there. Despite their affinity for poison and radioactivity, these gremlins don't wallow in toxic areas—they’re instead drawn to places where non-ill people congregate, such as fitness centers or athletic events. There, vaigruuks spoil food and inflict radiation sickness from a good hiding place. Vaigruuks don’t often work together, as they frequently devolve into bickering about the best way to undertake their sabotage, thus risking getting caught. + +Vaigruuks are singularly aberrant, with asymmetrical clusters of beady eyes above two slit-like nostrils and a drooling mouth. Their most prominent feature is fleshy, rabbitlike ears, which are so long they hang down to the ground. Vaigruuks are incredibly vain about their ears and take great care to groom them each day, brushing the clumps of hairy bristles on them. These ears function as radiation receivers and amplifiers, allowing the vaigruuk to sense the presence of nearby radiation and bolster its effects. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Grioth, Eclipse Seer.md b/Compendium/SF1E/Bestiary/Alien Codex/Grioth, Eclipse Seer.md new file mode 100644 index 0000000..c525a8d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Grioth, Eclipse Seer.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 75 +modifier: 2 +name: Grioth, Eclipse Seer +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# GRIOTH, ECLIPSE SEER +Sadistic psychics and religious fanatics, grioths raid other worlds under the cover of darkness. These unfathomably cruel creatures take delight in inflicting pain and sowing terror. Ancient grioths once inhabited planets adrift in the Dark Tapestry, where they encountered unthinkable horrors and embraced them as kin. Subsumed by darkness and fouler things, grioths are devoted thralls to their patron, the Haunter of the Dark, an aspect of the chaotic evil Outer God Nyarlathotep. + +Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing. They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs. + +Grioths live in vast crystalline spire cities. With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies. They serve as conduits to the Hunter of the Dark, enacting eldritch rituals to establish temporary portals to worlds undergoing an eclipse. Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources—primarily food, technology, and living sapient creatures. In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds. + +For unknown reasons, Triune’s Signal was lost to the grioths, though they quickly pried the secrets of Drift travel from the minds of their sapient victims. In their sleek voidglass starships, they travel the Drift and beyond in search of easy prey and resource-rich worlds to subjugate. + +Due to prolonged exposure to the Dark Tapestry, grioths can be born with strange physiological alterations, the terrors of the unknowable realm intruding into their forms or giving them powers far beyond their kin. The most powerful become potent psychics who boast nigh‑impenetrable mental defenses. These grioth paragons, known as Vessels, are considered blessed by the Haunter of the Dark and swiftly rise to positions of power, becoming CEOs of major corporations, military generals, religious leaders, or overseers of entire colonies. + +**Source** _Alien Archive 4 pg. 40_ + +## ECLIPSE SEER CR 6 + +**XP 2,400** +CE Medium monstrous humanoid +**Init** +2; **Senses** blindsight (sound) 60 ft., see in darkness;; **Perception** +13 + +### DEFENSE + +**HP** 75 +**EAC** 17; **KAC** 18 +**Fort** +5; **Ref** +7; **Will** +11; +1 vs. mind-affecting effects +**Defensive Abilities** void adaptation; **Immunities** cold +**Weaknesses** light blindness, vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft., fly 40 ft. (Ex, average) +**Melee** bite +11 (1d6+6 P plus psychotomimetic saliva) +**Ranged** liquidator disintegration pistol +13 (1d10+6 A) +**Offensive Abilities** mindshock +**Spell-Like Abilities** (CL 6th) +1/day—_hold person_ (DC 18), _inflict pain_ (DC 18) +3/day—_command_ (DC 17), _detect thoughts_ (DC 17), _lesser confusion_ (DC 17) +At will—_daze_ (DC 16), _psychokinetic hand_ (DC 16) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +2; **WIS** +5; **CHA** +3 +**Skills** Acrobatics +13, Intimidate +18, Mysticism +18, Physical Science +13 +**Languages** Aklo, Grioth; telepathy 100 ft. (150 ft. with voidglass armor) +**Other Abilities** no breath +**Gear** voidglass zeizerer diffractor II PW, liquidator disintegration pistol AR with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary or omen (1 plus 7–20 grioths) + +### SPECIAL ABILITIES + +**Mindshock (Su)** Three times per day as a standard action, a grioth can unleash a wave of violent psychic energy. Each non‑grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 16 Will save takes half damage, negates the shaken condition, and is immune to the same grioth eclipse seer’s mindshock for 24 hours. This is a mind-affecting effect. +**Psychotomimetic Saliva (Ex)** Grioth saliva is laced with psychotropic toxins that overload a victim’s neurological pathways, causing intense, rapid‑fire hallucinations, confusion, and violent seizures. Creatures that are immune to mind‑affecting effects are immune to this poison. + +### PSYCHOTOMIMCTIC SALIVA + +**Type** poison (injury); **Save** Fortitude DC 16 +**Track** Wisdom; **Frequency** 1/round for 6 rounds +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Grioth.md b/Compendium/SF1E/Bestiary/Alien Codex/Grioth.md new file mode 100644 index 0000000..787a3e0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Grioth.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 17 +modifier: 4 +name: Grioth +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# GRIOTH +Sadistic psychics and religious fanatics, grioths raid other worlds under the cover of darkness. These unfathomably cruel creatures take delight in inflicting pain and sowing terror. Ancient grioths once inhabited planets adrift in the Dark Tapestry, where they encountered unthinkable horrors and embraced them as kin. Subsumed by darkness and fouler things, grioths are devoted thralls to their patron, the Haunter of the Dark, an aspect of the chaotic evil Outer God Nyarlathotep. + +Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing. They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs. + +Grioths live in vast crystalline spire cities. With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies. They serve as conduits to the Hunter of the Dark, enacting eldritch rituals to establish temporary portals to worlds undergoing an eclipse. Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources—primarily food, technology, and living sapient creatures. In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds. + +For unknown reasons, Triune’s Signal was lost to the grioths, though they quickly pried the secrets of Drift travel from the minds of their sapient victims. In their sleek voidglass starships, they travel the Drift and beyond in search of easy prey and resource-rich worlds to subjugate. + +Due to prolonged exposure to the Dark Tapestry, grioths can be born with strange physiological alterations, the terrors of the unknowable realm intruding into their forms or giving them powers far beyond their kin. The most powerful become potent psychics who boast nigh‑impenetrable mental defenses. These grioth paragons, known as Vessels, are considered blessed by the Haunter of the Dark and swiftly rise to positions of power, becoming CEOs of major corporations, military generals, religious leaders, or overseers of entire colonies. + + +**Source** _Alien Archive 4 pg. 40_ + +## GRIOTH CR 1 + +**XP 400** +CE Medium monstrous humanoid +**Init** +4; **Senses** blindsight (sound) 60 ft., see in darkness;; **Perception** +10 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +6 +**Defensive Abilities** void adaptation; **Immunities** cold +**Weaknesses** light blindness, vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft., fly 40 ft. (Ex, average) +**Melee** bite +7 (1d4+2 P plus psychotomimetic saliva) or voidglass longsword +7 (1d8+2 S; critical demoralize AR) +**Ranged** bruiser decoupler +5 (1d4+1 A; critical demoralize AR) +**Offensive Abilities** mindshock +**Spell-Like Abilities** (CL 1st) +1/day—_detect tech_, _lesser confusion_ (DC 12) +At will—_daze_ (DC 11), _detect magic_ + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +0; **INT** +0; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +10, Athletics +5, Intimidate +10, Mysticism +5, Stealth +5 +**Languages** Aklo, Grioth; limited telepathy 60 ft. +**Other Abilities** no breath, void adaptation +**Gear** second skin, bruiser decoupler AR with 2 batteries (20 charges each), voidglass longsword + +### ECOLOGY + +**Environment** any +**Organization** solitary, clutch (2–6), or omen (7–20 plus 1 grioth eclipse seer) + +### SPECIAL ABILITIES + +**Mindshock (Su)** Once per day as a standard action, a grioth can unleash a wave of violent psychic energy. Each non‑grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 12 Will save takes half damage and negates the shaken condition. This is a mind-affecting effect. +**Psychotomimetic Saliva (Ex)** Grioth saliva is laced with psychotropic toxins that overload a victim’s neurological pathways, causing intense, rapid‑fire hallucinations, confusion, and violent seizures. Creatures that are immune to mind‑affecting effects are immune to this poison. + +### PSYCHOTOMIMCTIC SALIVA + +**Type** poison (injury); **Save** Fortitude DC 12 +**Track** Wisdom; **Frequency** 1/round for 6 rounds +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Haan, Haan Combat Pilot.md b/Compendium/SF1E/Bestiary/Alien Codex/Haan, Haan Combat Pilot.md new file mode 100644 index 0000000..ee8068c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Haan, Haan Combat Pilot.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 7 +Environment: any sky (Bretheda) +hp: 102 +modifier: 5 +name: Haan, Haan Combat Pilot +statblock: true +tags: +Type: CN Large monstrous humanoid +--- +# HAAN, HAAN COMBAT PILOT +The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet’s depths. + +Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or an other social organizations that promise a senses of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they’ve named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence. + +The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering “file and style” services to help them establish unique and identifiable looks. + +**Source** _Alien Archive pg. 58_ + +## HAAN COMBAT PILOT CR 7 + +**XP 3,200** +Haan operative +CN Large monstrous humanoid +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +15 + +### DEFENSE + +**HP** 102 +**EAC** 20; **KAC** 21 +**Fort** +6; **Ref** +9; **Will** +10 +**Defensive Abilities** evasion, uncanny agility + +### OFFENSE + +**Speed** 40 ft., climb 40 ft., fly 30 ft. (Ex, average), swim 40 ft.; sure-footed +**Melee** balloon +12 (see below) or tactical knife +12 (2d4+9 S) +**Ranged** advanced semi-auto pistol +14 (2d6+7 P) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** firespray, debilitating trick, trick attack +4d8 + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +0; **INT** +1; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +20, Engineering +15, Piloting +20, Profession (soldier) +15, Stealth +20 +**Languages** Brethedan, Common +**Other Abilities** operative specialization (daredevil) +**Gear** D-suit I, advanced semi-auto pistol with 60 small arm rounds, tactical knife + +### ECOLOGY + +**Environment** any sky (Bretheda) +**Organization** solitary + +### SPECIAL ABILITIES + +**Balloon (Ex)** A haan can create and inflate a web balloon and attach it to an adjacent enemy with a successful melee attack against KAC. If the attack hits, the target immediately rises 30 feet off the ground in a straight line, and it continues to rise at a speed of 30 feet each round on the haan’s turn. Every round after the balloon is attached, the target can attempt a DC 14 Reflex save to cut or break free of the web balloon. If freeing itself from the balloon causes the creature to fall, it takes falling damage as normal. This ability does not function in a vacuum or zero gravity. + +**Firespray (Ex)** As a standard action, a haan can spray its flammable lifting gases and light them with sparks, creating a 30-foot cone of flame. All creatures within the cone take 3d6 fire damage (Reflex DC 14 half). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Haan Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Haan.md b/Compendium/SF1E/Bestiary/Alien Codex/Haan.md new file mode 100644 index 0000000..23f964a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Haan.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 3 +Environment: any sky (Bretheda) +hp: 36 +modifier: 4 +name: Haan +statblock: true +tags: +Type: CN Large monstrous humanoid +--- +# HAAN +The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet’s depths. + +Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or an other social organizations that promise a senses of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they’ve named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence. + +The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering “file and style” services to help them establish unique and identifiable looks. + +**Source** _Alien Archive pg. 58_ + +## HAAN CR 3 + +**XP 800** +CN Large monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 36 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +4; **Will** +8 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** balloon +10 (see below) or claw +10 (1d4+5 S) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** firespray + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +0; **INT** -1; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +13, Engineering +8, Piloting +13, Stealth +8 +**Languages** Brethedan, Common + +### ECOLOGY + +**Environment** any sky (Bretheda) +**Organization** solitary, pair, or flotilla (3–10) + +### SPECIAL ABILITIES + +**Balloon (Ex)** A haan can create and inflate a web balloon and attach it to an adjacent enemy with a successful melee attack against KAC. If the attack hits, the target immediately rises 30 feet off the ground in a straight line, and it continues to rise at a speed of 30 feet each round on the haan’s turn. Every round after the balloon is attached, the target can attempt a DC 14 Reflex save to cut or break free of the web balloon. If freeing itself from the balloon causes the creature to fall, it takes falling damage as normal. This ability does not function in a vacuum or zero gravity. + +**Firespray (Ex)** As a standard action, a haan can spray its flammable lifting gases and light them with sparks, creating a 30-foot cone of flame. All creatures within the cone take 3d6 fire damage (Reflex DC 14 half). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Haan Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Hyper-analyst.md b/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Hyper-analyst.md new file mode 100644 index 0000000..9545e0d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Hyper-analyst.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 3 +Environment: any (moons of Hadrogess) +hp: 35 +modifier: 2 +name: Hadrogaan, Hyper-analyst +statblock: true +tags: +Type: N Medium humanoid (hadrogaan) +--- +# HADROGAAN, HYPER-ANALYST +Though now the symbiotic primary inhabitants of the three moons of Hadrogess—a desolate world in the Vast— Hadrogaans once lived on the planet itself, millennia ago. They possess knowledge of their life on Hadrogess’s surface, and their departure from it, that date back to before the Gap, but even so, much of that history has been lost. Obsessive historians have reconstructed pieces of their history, but uncertainties and inconsistencies still plague the field. + +All hadrogaans know for sure is that some catastrophe caused the planet’s atmosphere to begin slowly leaking into space. Faced with extinction, they scrambled for a possible solution. Following a series of frantic and unsanctioned experiments, a team of fringe scientists discovered a sapient crystal that grew deep beneath the planet’s crust, one that could merge with a hadrogaan body in a process that—in most cases— led to greater intellect and insight. These scientists claimed that the crystalline organisms, collectively called kallestrine, not only willingly participated in these experiments, but that they had sent psychic signals to the scientists—leading the latter to discover them—and had even proposed merging the entire hadrogaan species with kallestrine. Successful merging caused a rapid processing-power expansion that many felt could propel the two organisms into a new era of enlightenment, and in fact, many hadrogaans saw this way as their only hope for salvation. + +Modern hadrogaans know that most of their people accepted the merging and somehow found a way—before the advent of starships—to settle their planet’s three moons. In their new symbiotic forms, hadrogaans formed a society dedicated to science, philosophy, progress, and utilitarianism in all matters. Their advancements positioned them to embrace Drift travel soon after receiving Triune’s signal, and whenever possible, hadrogaans seek positive relations with alien life—but should peace talks fail, they have no qualms with swift and efficient military solutions. + +Most hadrogaans stand at about 8 feet tall with long limbs, thin bodies, and elongated fingers. Large hollows perforate their torsos, limbs, and sometimes their necks and faces, each filled with glimmering crystals—the organism that hadrogaans merged with during the Gap. The merging altered the species’ genetic makeup, and hadrogaan children are born with these crystalline hollows, which can grow and shift over time. + +From infancy, hadrogaans have a constant internal dialogue between their organic brains and the crystalline neural network inhabiting their body. The crystal pushes them to consider the practicality and utility of every action, as well as that of any person or object they might encounter. What is its purpose? How might it be of use? At what point does its usefulness outweigh its drawbacks? This extreme practicality isn’t always logical or in the individual’s best interest, but most hadrogaans agree that attempting to drastically alter their symbiotic relationship would prove detrimental to the species as a whole. + +For reasons unknown—the most common theory being that the initial merging of organisms didn’t always work as intended—hadrogaans are dimorphic. Luma hadrogaans have more dominant crystalline features and frailer bodies, while doluma hadrogaans have fewer crystals—sometimes only one or two hollows—but far more bulk. While genetically distinct, these two subspecies can still reproduce with the other. No consistent pattern exists for the expression of this dimorphism in offspring, regardless of the parents’ types. + +Luma hadrogaans possess the increased intellect that was, in theory, the goal of the merging. The crystals of doluma hadrogaans, on the other hand, tend to instead reinforce their musculature. Despite these physical differences, hadrogaans of both subspecies can serve in a variety of societal roles, though luma hadrogaans lean toward positions that require strategic thinking or deep and rapid analysis. Outside their home systems, they typically work as explorers, scientists, and diplomats. Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters. + +Most hadrogaans see no practical purpose in returning to their home planet and have made few efforts to directly study or explore the surface of Hadrogess, instead preferring to focus on future developments for their current lunar homes. A few iconoclastic philosophers and scientists have directed their attention to the planet, however, and the discovery of obliterated cities, desolate landscapes, and signs of a once-extant mutant population hint at a possibly more sinister past. + +**Source** _Alien Archive 4 pg. 42_ + +## HYPER-ANALYST CR 3 + +**XP 800** +Luma hadrogaan mechanic +N Medium humanoid (hadrogaan) +**Init** +2; **Senses** blindsense (vibration) 30 ft.; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +4 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +7 (1d4+3 B) +**Ranged** static arc pistol +9 (1d6+3 E; critical arc 2) +**Offensive Abilities** overload (DC 14), target tracking + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +4; **WIS** +1; **CHA** +0 +**Skills** Computers +13, Engineering +13, Life Science +13, Medicine +8, Physical Science +13, Piloting +8 +**Languages** Common, Hadrogaan +**Other Abilities** artificial intelligence (exocortex), custom rig, mechanic tricks (portable power) +**Gear** casual stationwear, static arc pistol with 1 battery (20 charges), tactical baton; Augmentations standard datajack + +### ECOLOGY + +**Environment** any (moons of Hadrogess) +**Organization** solitary, pair, or think tank (3–6) + +### SPECIAL ABILITIES + +**Dual Nervous Systems** Hadrogaans have both an organic brain and a crystalline nervous system. A hadrogaan can install an additional brain augmentation. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Hadrogaan (Creature Subtype) Graft Template +\- Hadrogaan Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Smart-merc.md b/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Smart-merc.md new file mode 100644 index 0000000..72fdc37 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hadrogaan, Smart-merc.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 10 +Environment: any (moons of Hadrogess) +hp: 165 +modifier: 12 +name: Hadrogaan, Smart-merc +statblock: true +tags: +Type: N Medium humanoid (hadrogaan) +--- +# HADROGAAN, SMART-MERC +Though now the symbiotic primary inhabitants of the three moons of Hadrogess—a desolate world in the Vast— Hadrogaans once lived on the planet itself, millennia ago. They possess knowledge of their life on Hadrogess’s surface, and their departure from it, that date back to before the Gap, but even so, much of that history has been lost. Obsessive historians have reconstructed pieces of their history, but uncertainties and inconsistencies still plague the field. + +All hadrogaans know for sure is that some catastrophe caused the planet’s atmosphere to begin slowly leaking into space. Faced with extinction, they scrambled for a possible solution. Following a series of frantic and unsanctioned experiments, a team of fringe scientists discovered a sapient crystal that grew deep beneath the planet’s crust, one that could merge with a hadrogaan body in a process that—in most cases— led to greater intellect and insight. These scientists claimed that the crystalline organisms, collectively called kallestrine, not only willingly participated in these experiments, but that they had sent psychic signals to the scientists—leading the latter to discover them—and had even proposed merging the entire hadrogaan species with kallestrine. Successful merging caused a rapid processing-power expansion that many felt could propel the two organisms into a new era of enlightenment, and in fact, many hadrogaans saw this way as their only hope for salvation. + +Modern hadrogaans know that most of their people accepted the merging and somehow found a way—before the advent of starships—to settle their planet’s three moons. In their new symbiotic forms, hadrogaans formed a society dedicated to science, philosophy, progress, and utilitarianism in all matters. Their advancements positioned them to embrace Drift travel soon after receiving Triune’s signal, and whenever possible, hadrogaans seek positive relations with alien life—but should peace talks fail, they have no qualms with swift and efficient military solutions. + +Most hadrogaans stand at about 8 feet tall with long limbs, thin bodies, and elongated fingers. Large hollows perforate their torsos, limbs, and sometimes their necks and faces, each filled with glimmering crystals—the organism that hadrogaans merged with during the Gap. The merging altered the species’ genetic makeup, and hadrogaan children are born with these crystalline hollows, which can grow and shift over time. + +From infancy, hadrogaans have a constant internal dialogue between their organic brains and the crystalline neural network inhabiting their body. The crystal pushes them to consider the practicality and utility of every action, as well as that of any person or object they might encounter. What is its purpose? How might it be of use? At what point does its usefulness outweigh its drawbacks? This extreme practicality isn’t always logical or in the individual’s best interest, but most hadrogaans agree that attempting to drastically alter their symbiotic relationship would prove detrimental to the species as a whole. + +For reasons unknown—the most common theory being that the initial merging of organisms didn’t always work as intended—hadrogaans are dimorphic. Luma hadrogaans have more dominant crystalline features and frailer bodies, while doluma hadrogaans have fewer crystals—sometimes only one or two hollows—but far more bulk. While genetically distinct, these two subspecies can still reproduce with the other. No consistent pattern exists for the expression of this dimorphism in offspring, regardless of the parents’ types. + +Luma hadrogaans possess the increased intellect that was, in theory, the goal of the merging. The crystals of doluma hadrogaans, on the other hand, tend to instead reinforce their musculature. Despite these physical differences, hadrogaans of both subspecies can serve in a variety of societal roles, though luma hadrogaans lean toward positions that require strategic thinking or deep and rapid analysis. Outside their home systems, they typically work as explorers, scientists, and diplomats. Starfaring dolumas, on the other hand, more likely eke out their living as lone thrill-seekers, mercenaries, or bounty hunters. + +Most hadrogaans see no practical purpose in returning to their home planet and have made few efforts to directly study or explore the surface of Hadrogess, instead preferring to focus on future developments for their current lunar homes. A few iconoclastic philosophers and scientists have directed their attention to the planet, however, and the discovery of obliterated cities, desolate landscapes, and signs of a once-extant mutant population hint at a possibly more sinister past. + +**Source** _Alien Archive 4 pg. 42_ + +## SMART-MERC CR 10 + +**XP 9,600** +Doluma hadrogaan soldier +N Medium humanoid (hadrogaan) +**Init** +12; **Senses** blindsense (vibration) 30 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165; **RP** 5 +**EAC** 23; **KAC** 26 +**Fort** +12; **Ref** +10; **Will** +11 + +### OFFENSE + +**Speed** 30 ft. (20 ft. in armor) +**Melee** comet hammer +19 (4d6+15 B) +**Ranged** tactical autobeam rifle +23 (5d4+10 F; critical burn 2d4) or frag grenade IV +22 (explode \[15 ft., 6d6 P, DC 17\]) +**Offensive Abilities** fighting styles (guard, sharpshoot), focus fire, intense focus, sniper’s aim + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +3; **INT** +1; **WIS** +2; **CHA** +0 +**Skills** Athletics +24, Computers +19, Physical Science +19 +**Languages** Common, Hadrogaan +**Other Abilities** armor training +**Gear** specialist defiance series, comet hammer with 2 batteries (20 charges each), tactical autobeam rifle with 2 high-capacity batteries (40 charges each), frag grenades IV (2) + +### ECOLOGY + +**Environment** any (moons of Hadrogess) +**Organization** solitary, pair, or squad (3–8) + +### SPECIAL ABILITIES + +**Dual Nervous Systems** Hadrogaans have both an organic brain and a crystalline nervous system. A hadrogaan can install an additional brain augmentation. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Hadrogaan (Creature Subtype) Graft Template +\- Hadrogaan Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa Haeshi Form).md b/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa Haeshi Form).md new file mode 100644 index 0000000..195fef1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa Haeshi Form).md @@ -0,0 +1,80 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 200 +modifier: 5 +name: Haeshi-Shaa, Haeshi-Shaa (Haeshi Form) +statblock: true +tags: +Type: CE Large aberration +--- +# HAESHI-SHAA, HAESHI-SHAA (HAESHI FORM) +Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, commonly referred to simply as haeshi, appears as a constantly churning, chunky fluid, while their vaporous form, known as shaa, appears as a hazy brown fog. Both forms hum with atonal harmonies that are unnerving, sometimes nauseating, to others. + +While both forms of haeshi-shaas constantly preach a doctrine of annihilation, each form takes a slightly different approach. The attitudes of an individual haeshi-shaa change as the creature shifts forms. Liquid haeshi are more aggressive, while vaporous shaa are more introspective. + +The creatures’ dogma of obliteration and their reverence for black holes stem from their belief that all cosmic complexity should be reduced to its most basic particles, because only in that state can a being be truly one with the universe. + +Haeshi-shaas serve as oracles, as they claim the ability to see the invisible pathways through the universe connecting particles spiraling toward entropy. Though this claim is dubious, other creatures that serve the Dominion heed the lessons of both haeshi-shaas and chyzaedus, another member of its priestly caste. + +Haeshi-shaas and chyzaedus are relatively recent assimilations into the Dominion, given its galactic time scale, and each species has claimed a different role within the nightmarish collective. The Dominion of the Black doesn’t concern itself with faith and religion, but the coalition seems to have a use for these strange creatures that preach its philosophy. + +Many believe that the two species came into the role of priests among the Dominion because they are linked in destruction. Forgotten records claim that the tonal resonance that all chyzaedus experienced when their home planet was devoured by a black hole was a result of creatures that would become the haeshi-shaas. These creatures were known in ancient history as beings of pure sound whose strange, farreaching tones conveyed a slightly different message of consumption and destruction. + +Haeshi-shaas can’t predict when they might shift into their variant form. Some seek out events that might serve as a catalyst, while others wait for the change to occur naturally. These creatures can exist for ages, shifting thousands of times, but over time, the bonds that cause the cyclical shifts of a haeshi-shaa’s form deteriorate. A haeshi-shaa can live for as long as 25,000 years before its final shift comes to pass and it completely dissipates among the winds of the universe. + +**Source** _Alien Archive 2 pg. 70_ + +## HAESHI-SHAA (HAESHI FORM) CR 12 + +**XP 19,200** +CE Large aberration +**Init** +5; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +22 +**Aura** stench (10 ft., DC 19) + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +14; **Ref** +11; **Will** +16 +**Defensive Abilities** fast healing 5, unflankable; **DR** 10/magic; **Immunities** bleed, critical hits, disease, mind-affecting effects, nonlethal, paralysis, poison, polymorph, sleep, stunning; **Resistances** cold 10, fire 10; **SR** 23 + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** slam +25 (6d4+20 B plus viral vapor) +**Multiattack** 3 slams +19 (3d6+20 B plus viral vapor) +**Ranged** sonic bolt +22 (6d4+12 So) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 12th) +1/day—_mind thrust_ (4th level, DC 19) +3/day—_fear_ (3rd level, DC 18) +At will—_force blast_ (DC 17) + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +4; **INT** +2; **WIS** +4; **CHA** +2 +**Skills** Acrobatics +22 (+30 to fly), Life Science +22, Mysticism +27, Physical Science +22 +**Languages** Abyssal, Aklo, Common; telepathy 100 ft. +**Other Abilities** compression, death throes, no breath + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Death Throes (Su)** When killed, a haeshi explodes in a frenetic wave of psychic energy that assaults the minds of creatures within 20 feet, dealing 6d6 damage (Will DC 19 half). This is a mind-affecting effect. + +**Sonic Bolt (Ex)** A haeshi-shaa can fire a beam of disruptive sound at a target within 100 feet. + +**Stench Aura (Ex)** Haeshi-shaas exude a horrible stench. An affected creature must succeed at a Fortitude save with the listed DC or be sickened while within the aura’s effect. Sickened creatures become nauseated on subsequent failed saving throws. + +### VIRAL VAPOR + +**Type** disease (contact, inhaled, or injury); **Save** Fortitude DC 18 +**Track** physical; **Frequency** 1/day +**Effect** At the debilitated state, the victim becomes partially vaporous. Attacks made by or targeting the victim have a 25% miss chance. At bedridden, this effect ends and the victim is incorporeal. At dead, the victim’s form completely dissipates into fine particles. +**Cure** 2 consecutive saves diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa.md b/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa.md new file mode 100644 index 0000000..b995182 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Haeshi-Shaa, Haeshi-Shaa.md @@ -0,0 +1,82 @@ +--- +aliases: +cr: 16 +Environment: any +hp: 300 +modifier: 10 +name: Haeshi-Shaa, Haeshi-Shaa +statblock: true +tags: +Type: NE Large aberration +--- +# HAESHI-SHAA, HAESHI-SHAA +Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, commonly referred to simply as haeshi, appears as a constantly churning, chunky fluid, while their vaporous form, known as shaa, appears as a hazy brown fog. Both forms hum with atonal harmonies that are unnerving, sometimes nauseating, to others. + +While both forms of haeshi-shaas constantly preach a doctrine of annihilation, each form takes a slightly different approach. The attitudes of an individual haeshi-shaa change as the creature shifts forms. Liquid haeshi are more aggressive, while vaporous shaa are more introspective. + +The creatures’ dogma of obliteration and their reverence for black holes stem from their belief that all cosmic complexity should be reduced to its most basic particles, because only in that state can a being be truly one with the universe. + +Haeshi-shaas serve as oracles, as they claim the ability to see the invisible pathways through the universe connecting particles spiraling toward entropy. Though this claim is dubious, other creatures that serve the Dominion heed the lessons of both haeshi-shaas and chyzaedus, another member of its priestly caste. + +Haeshi-shaas and chyzaedus are relatively recent assimilations into the Dominion, given its galactic time scale, and each species has claimed a different role within the nightmarish collective. The Dominion of the Black doesn’t concern itself with faith and religion, but the coalition seems to have a use for these strange creatures that preach its philosophy. + +Many believe that the two species came into the role of priests among the Dominion because they are linked in destruction. Forgotten records claim that the tonal resonance that all chyzaedus experienced when their home planet was devoured by a black hole was a result of creatures that would become the haeshi-shaas. These creatures were known in ancient history as beings of pure sound whose strange, farreaching tones conveyed a slightly different message of consumption and destruction. + +Haeshi-shaas can’t predict when they might shift into their variant form. Some seek out events that might serve as a catalyst, while others wait for the change to occur naturally. These creatures can exist for ages, shifting thousands of times, but over time, the bonds that cause the cyclical shifts of a haeshi-shaa’s form deteriorate. A haeshi-shaa can live for as long as 25,000 years before its final shift comes to pass and it completely dissipates among the winds of the universe. + +**Source** _Alien Archive 2 pg. 70_ + +## HAESHI-SHAA (SHAA FORM) CR 16 + +**XP 76,800** +NE Large aberration +**Init** +10; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +28 +**Aura** stench (10 ft., DC 22) + +### DEFENSE + +**HP** 300 +**EAC** 29; **KAC** 30 +**Fort** +14; **Ref** +14; **Will** +20 +**Defensive Abilities** fast healing 5, incorporeal, unflankable; **Immunities** bleed, critical hits, disease, mind-affecting effects, nonlethal, paralysis, poison, polymorph, sleep, stunning; **Resistances** cold 20, fire 20; **SR** 27 + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** touch +25 (viral vapor) +**Ranged** sonic bolt +27 (6d4+16 So) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** expand, thicken +**Spell-Like Abilities** (CL 16th; melee +25, ranged +27) +1/day—_shadowy fleet_ (DC 26), _true seeing_ +3/day—_crush skull_ (DC 25), _mystic cure_ (5th level), _remove affliction_, _synapse overload_ (DC 25) +At will—_fear_ (4th level, DC 24), _mind probe_ (DC 24) + +### STATISTICS + +**STR** +2; **DEX** +10; **CON** +7; **INT** +3; **WIS** +5; **CHA** +5 +**Skills** Acrobatics +28 (+36 to fly), Life Science +28, Mysticism +33, Physical Science +28 +**Languages** Abyssal, Aklo, Common; telepathy 100 ft. +**Other Abilities** no breath + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Expand (Ex)** As a full action, a shaa can spread its matter thin, increasing its size to Gargantuan and gaining a space and reach of 20 feet. A shaa can maintain this ability as long as it concentrates, but it can take only purely mental actions or its thicken ability while in this state. A shaa can return to its normal size as a move action. + +**Sonic Bolt (Su)** A haeshi-shaa can fire a beam of disruptive sound at a target within 100 feet. + +**Stench Aura (Ex)** Haeshi-shaas exude a horrible stench. An affected creature must succeed at a Fortitude save with the listed DC or be sickened while within the aura’s effect. Sickened creatures become nauseated on subsequent failed saving throws. + +**Thicken (Ex)** A shaa can agitate its molecules and assume a nearly impenetrable, semitransparent form. As a full action, a shaa can become solid for 1d6 rounds. In this form, the shaa is not incorporeal, gains DR 30/— and 100 temporary Hit Points, can take no actions, and is immovable. The shaa reverts to its natural form at the end of the duration and loses any remaining temporary Hit Points. + +### VIRAL VAPOR + +**Type** disease (contact, inhaled, or injury); **Save** Fortitude DC 18 +**Track** physical; **Frequency** 1/day +**Effect** At the debilitated state, the victim becomes partially vaporous. Attacks made by or targeting the victim have a 25% miss chance. At bedridden, this effect ends and the victim is incorporeal. At dead, the victim’s form completely dissipates into fine particles. +**Cure** 2 consecutive saves diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hallajin.md b/Compendium/SF1E/Bestiary/Alien Codex/Hallajin.md new file mode 100644 index 0000000..0a0a977 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hallajin.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 17 +Environment: any +hp: 280 +modifier: 5 +name: Hallajin +statblock: true +tags: +Type: CN Large aberration +--- +# HALLAJIN +## HALLAJIN CR 17 + +**XP 102,400** +CN Large aberration +**Init** +5; **Senses** blindsight (thought) 120 ft., darkvision 60 ft., sense through (thought); **Perception** +29 + +### DEFENSE + +**HP** 280 +**EAC** 31; **KAC** 30 +**Fort** +15; **Ref** +15; **Will** +22 +**Defensive Abilities** incorporeal, searing mind; **Immunities** advanced immunities; **SR** 28 +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** fly 120 ft. (Ex, perfect) +**Melee** energy surge +25 (8d6+17 F) +**Ranged** energy surge +27 (4d8+17 F) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 17th; melee +25) +1/day—_control gravity_ (DC 26), _gravitational singularity_ (DC 26) +3/day—_greater synaptic pulse_ (DC 25), _retrocognition_, _synapse overload_ (DC 25), _telekinesis_ (DC 25) +At will—_confusion_ (DC 24), _mind probe_ (DC 24) + +### STATISTICS + +**STR** —; **DEX** +5; **CON** +8; **INT** +11; **WIS** +8; **CHA** +5 +**Skills** Culture +34, Mysticism +34 +**Languages** Hallas, telepathy 120 ft. and telepathy (anywhere on same plane, other hallajins only) +**Other Abilities** light leap, shining + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Advanced Immunities (Ex)** Hallajins are immune to bleed, disease, mind-affecting effects, paralysis, poison, sleep, and stunning. They are also immune to ability damage, ability drain, exhaustion, fatigue, negative levels, and nonlethal damage. + +**Energy Surge (Ex)** A hallajin can concentrate its glowing form into deadly flaming energy to make either melee or ranged attacks. Its ranged energy surge attack has a range increment of 100 feet. + +**Light Leap (Su)** As a full action, a hallajin can teleport (as per _teleport_), except it can’t leave or enter an area enclosed by barriers of electrical energy. + +**Searing Mind (Ex)** The mind and spirit of a hallajin is so convoluted and energetic that direct contact with it via abilities like _detect thoughts_, _mind link_, or other spells or abilities that charm or dominate causes feedback of psychic energy. The creature contacting the hallajin’s mind takes 4d8+8 psychic damage (Will DC 24 half). This damage occurs each round a creature remains in contact with the hallajin’s mind. A hallajin using its telepathy on a creature doesn’t affect it in this way. + +**Shining Form (Ex)** A hallajin sheds light as per a beacon. + +## DESCRIPTION + +Spacefaring legends from ancient times describe the “lights of Hallas,” strange glowing forms seen on the moon Hallas beneath the stormy shadow of Liavara the Dreamer. Most of the time, these shapes look like shifting multicolored masses of light, though sometimes hints of feathery wings, scaly coils, staring eyes, or writhing tendrils emerge from within their depths. These forms were initially believed to be just strange lights seen in the sky of Hallas, perhaps an aurora or a type of ball lightning related to the storms of Liavara, but visitors to the moon quickly learned they were intelligent—if inscrutable—creatures, though that knowledge came at a high price. The creatures are able to communicate telepathically, but when the first emissaries from nearby Arkanen attempted to contact them in the same manner, the experience seared the emissaries’ minds. This led to the establishment of a powerful magical cordon around the world—one that remains in place to this day, now administrated by Pact Worlds officials on nearby Arkanen to ensure unprepared visitors don’t accidentally destroy their minds or anger the powerful entities. + +Study of ancient ruins and artifacts on Hallas by modern archaeological and paleobiological teams has contributed to the belief that the so-called hallajins (their name for themselves is unknown) once had material forms but developed beyond the need for them and became beings of pure energy. Examination of the surviving art and artifacts on Hallas suggests hallajins considered their small world the center of the universe, with other worlds and stars revolving around it, and saw the idea of leaving it as heresy. This may explain why hallajins are rarely seen away from Hallas. Though actual answers are few, historians believe that those occasional hallajins sighted on other worlds may be descendants of an ancient schism in their society that happened before the Gap or the establishment of the protective cordon. + +Hallajins can use their light leap ability to appear and vanish at will, fly swiftly, pass through material barriers, and cross vast distances in the blink of an eye. Early adepts of Arkanen discovered that hallajins either will not or cannot pass through intense electrical fields, and they found that electricity appears to cause hallajins pain— or at least that they recoil from it. Researchers theorize that electricity interferes in some way with the creatures’ energy matrices. This weakness provides a means of shielding against hallajin intrusions, although intense electrical energy fields also appear to draw the creatures’ attention, perhaps being especially visible to their senses. Large concentrations of minds, particularly emotional ones, seem to likewise draw the creatures, and researchers must keep their minds carefully shielded with specialized armor or magical protections. + +What hallajins want, if anything, is unclear. The little of their culture recovered from ancient ruins and brief interactions indicates that their advancement to their current form was part of an intentional cultural drive to attempt to reach collective godhood. Whether the creatures intentionally stopped at their current state or simply couldn’t progress any further remains unknown. Today, hallajins appear capricious and intensely curious, and their behavior is unpredictable. They are almost always encountered singly, although small groups of them have been sighted in the distance on Hallas. Yet despite their apparently solitary behavior, they remain in near-constant communication with others of their kind across vast distances. They don’t appear to understand or respond to any known spoken languages, and attempts to contact them telepathically usually end in disaster. The hallajins sometimes initiate contact, telepathically “speaking” in an unsettling chorus of voices to their listeners, but rarely say anything intelligible. Hallajins occasionally follow visitors to their home planets, exercising their telekinetic abilities to shift objects around or cause random poltergeistlike phenomena, sometimes dangerously. In a few cases, the energy beings turn suddenly hostile, attacking with bursts of searing energy or overloading victims’ minds. Interestingly, hallajins appear incapable of recognizing mechanical constructs as anything but objects, even if such creatures are intelligent. + +The unexplained behavior, strange powers, and eerie appearance of hallajins lead some intelligent creatures to revere them as examples of universal forces or enlightened beings. A few visiting scholars have started single-minded cults around the creatures, believing that hallajins hold the secrets to assisting corporeal beings in attaining a similarly evolved state, if only they can be persuaded to share them. Some think this is accomplished by attracting the attention of the lights of Hallas, and then communing and proving their worthiness in some fashion, while others think they can trick or even force the secret from hallajins. Hallajin cults tend to be obsessed with ancient artifacts from Hallas and strange electrical mechanisms designed to summon, communicate with, or even trap the objects of their worship. Though many fear the consequences of allowing such groups contact with the creatures, so far the Pact Worlds overseers have continued to grant these fanatics unrestricted access to Hallas. + +Due to their aberrant anatomy, it is incredibly difficult to determine the average size of a hallajin. Most scientists posit that they range from 14 to 20 feet in length and, as beings of energy, weigh next to nothing. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Hanakan Attendant.md b/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Hanakan Attendant.md new file mode 100644 index 0000000..5de115a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Hanakan Attendant.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 1 +Environment: any (Ash’Akan) +hp: 13 +modifier: 1 +name: Hanakan, Hanakan Attendant +statblock: true +tags: +Type: N Small magical beast +--- +# HANAKAN, HANAKAN ATTENDANT +Like many native creatures of the Ash’Akan system in the Vast, the hanakans developed magical skills early in their evolution. Unlike most creatures, however, they eventually attained sapience, and as their minds and bodies grew more complex, they embraced magic to help tame their world, just as many humanoids relied on tools and technology. The hanakans’ mastery of magic allowed them to construct vast cities and megastructures, communicate over large distances, and produce whatever goods they needed. + +With their history and society steeped in magic, most hanakans learn the basics of spellcasting just as human children learn to operate technological devices. Their culture considers electricity anathema, and hanakans shun the electronic devices that most other sapient races depend on, instead meeting the needs of a complex modern society with magic and various hybrid devices. While nothing explicitly forbids hanakans from operating computers or wielding technological weapons, they view it with the same distaste most races reserve for necromancy. + +Hanakan religion teaches that they have two souls: a “child soul” that every person is born with, and a ssenavar, or “high soul,” that they create. To come of age, a child must forge or attune themself to a soulstone: a mystic jewel that houses their ssenavar and chronicles their life experience. Soulstones are cherished objects, and hanakans wear or carry them at all times. Soulstones can be passed down for generations, housing the magic of a dozen individuals and functioning as powerful hybrid items or solarian weapon crystals. A hanakan without a soulstone is viewed as a child at best—without autonomy or authority—rendering those who lose their ssenavar socially inert and grief-stricken. Consequently, one of the most respected callings in hanakan culture is that of the soulstone hunter. These daring adventurers work on behalf of distraught clients to recover lost or stolen soulstones. + +Hanakans resemble bipedal oviraptors, with long, lean bodies standing on two legs, thin arms lined with feathers, a flexible neck, and a long, whiplike tail ending in a fan of feathers. Each grows a unique crest of feathers from their head that, combined with their tail fan, enables them to express the broad range of hanakan emotions and forms the basis of their somatic language. Hanakans are omnivorous, using magic to grow a variety of crops and rear cattle-sized, herbivorous spiders called vanshas. + +Hailing from a world of weather extremes and cataclysmic volcanism, hanakans have evolved a symbiotic relationship with a bacteria in their lungs. This symbiosis allows hanakans to quickly adapt to changing climates and toxic gases and has helped them expand their civilization across the six planets of their home system well before Pact Worlds explorers made first contact. Hanakans remain dominant within the Ash’Akan system and have utterly subsumed the culture of their only sapient neighbor, the soft-shelled zendontai. Unified by the teachings of the great philosopher Ssena’ssess, hanakans are a largely peaceful species that settles disputes through debate, proxy champions, and subterfuge rather than open war. + +Hanakans are rarely found in the Pact Worlds, largely due to their disdain for traditional technology. Most hanakans refuse to travel in space except on hybrid or magical vessels. The mere existence of the Drift and its defiance of magical transport is profoundly disquieting to the species, much less the prospect of traveling through it. In their home system, they use powerful spells and gates to move between planets. Those hanakans who travel beyond Ash’Akan tend to be misfits who can tolerate or even appreciate technological societies, though even these rare few often employ hybridized weapon fusions and other workarounds. Most hanakans are solarians, mystics, or spellcasters of some sort, while mechanics and technomancers are almost nonexistent. + +The average hanakan stands 2-1/12 feet tall at the shoulder, measures 4 feet long from nose to tail, and weighs around 25 pounds. + +**Source** _Alien Archive 3 pg. 48_ + +## HANAKAN ATTENDANT CR 1 + +**XP 400** +Hanakan mystic +N Small magical beast +**Init** +1; **Senses** darkvision 60 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 13 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +4 +**Defensive Abilities** atmospheric adaptation + +### OFFENSE + +**Speed** 40 ft.; climb 20 ft. +**Melee** survival knife +3 (1d4+1 S) +**Hanakan Spell-Like Abilities** (CL 1st) +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ +**Mystic Spells Known** (CL 1st, ranged +5) +1st (3/day)—_detect thoughts_ (DC 14), _mystic cure_ +0 (at will)—_ghost sound_ (DC 13), _telekinetic projectile_ +**Connection** empath + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +1; **INT** +0; **WIS** +4; **CHA** +2 +**Skills** Medicine +5, Mysticism +10, Sense Motive +10 +**Languages** Common, Akan +**Other Abilities** empathy +**Gear** survival knife + +### ECOLOGY + +**Environment** any (Ash’Akan) +**Organization** solitary, pair, or pack (3–36) + +### SPECIAL ABILITIES + +**Atmospheric Adaptation (Ex)** Hanakans’ exposure to a variety of atmospheres has made them immune to inhaled poisons and acclimated to thin and thick atmospheres. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Hanakan Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Soulstone Hunter.md b/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Soulstone Hunter.md new file mode 100644 index 0000000..e31d1e2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hanakan, Soulstone Hunter.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 8 +Environment: any (Ash’Akan) +hp: 112 +modifier: 4 +name: Hanakan, Soulstone Hunter +statblock: true +tags: +Type: LN Small magical beast +--- +# HANAKAN, SOULSTONE HUNTER +Like many native creatures of the Ash’Akan system in the Vast, the hanakans developed magical skills early in their evolution. Unlike most creatures, however, they eventually attained sapience, and as their minds and bodies grew more complex, they embraced magic to help tame their world, just as many humanoids relied on tools and technology. The hanakans’ mastery of magic allowed them to construct vast cities and megastructures, communicate over large distances, and produce whatever goods they needed. + +With their history and society steeped in magic, most hanakans learn the basics of spellcasting just as human children learn to operate technological devices. Their culture considers electricity anathema, and hanakans shun the electronic devices that most other sapient races depend on, instead meeting the needs of a complex modern society with magic and various hybrid devices. While nothing explicitly forbids hanakans from operating computers or wielding technological weapons, they view it with the same distaste most races reserve for necromancy. + +Hanakan religion teaches that they have two souls: a “child soul” that every person is born with, and a ssenavar, or “high soul,” that they create. To come of age, a child must forge or attune themself to a soulstone: a mystic jewel that houses their ssenavar and chronicles their life experience. Soulstones are cherished objects, and hanakans wear or carry them at all times. Soulstones can be passed down for generations, housing the magic of a dozen individuals and functioning as powerful hybrid items or solarian weapon crystals. A hanakan without a soulstone is viewed as a child at best—without autonomy or authority—rendering those who lose their ssenavar socially inert and grief-stricken. Consequently, one of the most respected callings in hanakan culture is that of the soulstone hunter. These daring adventurers work on behalf of distraught clients to recover lost or stolen soulstones. + +Hanakans resemble bipedal oviraptors, with long, lean bodies standing on two legs, thin arms lined with feathers, a flexible neck, and a long, whiplike tail ending in a fan of feathers. Each grows a unique crest of feathers from their head that, combined with their tail fan, enables them to express the broad range of hanakan emotions and forms the basis of their somatic language. Hanakans are omnivorous, using magic to grow a variety of crops and rear cattle-sized, herbivorous spiders called vanshas. + +Hailing from a world of weather extremes and cataclysmic volcanism, hanakans have evolved a symbiotic relationship with a bacteria in their lungs. This symbiosis allows hanakans to quickly adapt to changing climates and toxic gases and has helped them expand their civilization across the six planets of their home system well before Pact Worlds explorers made first contact. Hanakans remain dominant within the Ash’Akan system and have utterly subsumed the culture of their only sapient neighbor, the soft-shelled zendontai. Unified by the teachings of the great philosopher Ssena’ssess, hanakans are a largely peaceful species that settles disputes through debate, proxy champions, and subterfuge rather than open war. + +Hanakans are rarely found in the Pact Worlds, largely due to their disdain for traditional technology. Most hanakans refuse to travel in space except on hybrid or magical vessels. The mere existence of the Drift and its defiance of magical transport is profoundly disquieting to the species, much less the prospect of traveling through it. In their home system, they use powerful spells and gates to move between planets. Those hanakans who travel beyond Ash’Akan tend to be misfits who can tolerate or even appreciate technological societies, though even these rare few often employ hybridized weapon fusions and other workarounds. Most hanakans are solarians, mystics, or spellcasters of some sort, while mechanics and technomancers are almost nonexistent. + +The average hanakan stands 2-1/12 feet tall at the shoulder, measures 4 feet long from nose to tail, and weighs around 25 pounds. + +## HANAKAN, SOULSTONE HUNTER +**Source** _Alien Archive 3 pg. 48_ + +## SOULSTONE HUNTER CR 8 + +**XP 4,800** +Hanakan solarian +LN Small magical beast +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 112 +**EAC** 21; **KAC** 23 +**Fort** +10; **Ref** +8; **Will** +9 +**Defensive Abilities** atmospheric adaptation + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** solar weapon +20 (3d4+14 S; critical knockdown) +**Ranged** _hybridized gelid hail pistol_ +17 (2d6 C & P; critical bleed 1d6) +**Special Attacks** flashing strikes, stellar revelations (black hole \[25-ft. radius, pull 15 ft., DC 18\], corona \[2d6 F, resistance 10 to cold\], defy gravity, supernova \[10-ft. radius, 9d6 F, DC 18\]) +**Hanakan Spell-Like Abilities** (CL 8th) +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +1; **INT** +0; **WIS** +1; **CHA** +2 +**Skills** Athletics +16, Mysticism +21, Stealth +16 +**Languages** Common, Akan +**Other Abilities** solar manifestation (solar weapon), stellar alignment +**Gear** _hybridized gelid hail pistol_ with 2 batteries (20 charges each), _minor graviton crystal_ + +### ECOLOGY + +**Environment** any (Ash’Akan) +**Organization** solitary, pair, or recovery (3–5) + +### SPECIAL ABILITIES + +**Atmospheric Adaptation (Ex)** Hanakans’ exposure to a variety of atmospheres has made them immune to inhaled poisons and acclimated to thin and thick atmospheres. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Harpy Jasmine.md b/Compendium/SF1E/Bestiary/Alien Codex/Harpy Jasmine.md new file mode 100644 index 0000000..630a38d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Harpy Jasmine.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 5 +Environment: temperate or warm forests (Castrovel) +hp: 60 +modifier: 0 +name: Harpy Jasmine +statblock: true +tags: +Type: N Medium plant +--- +# HARPY JASMINE + +**Source** _Alien Archive 4 pg. 44_ + +## HARPY JASMINE CR 5 + +**XP 1,600** +N Medium plant +**Init** +0; **Senses** blindsense (thought) 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 60 +**EAC** 16; **KAC** 17 +**Fort** +6; **Ref** +2; **Will** +8 +**Immunities** plant immunities; **Resistances** fire 5 +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 5 ft., climb 5 ft. +**Melee** vine +12 (1d6+9 B plus grab) +**Space** 5 ft.; **Reach** 10 ft. +**Offensive Abilities** haunting memory +**Spell-Like Abilities** (CL 5th) +3/day—_hold person_ (DC 17), _song of the cosmos_ (DC 17) 6/day—_charm person_ (DC 16), _lesser confusion_ (DC 16), _wisp ally_ +At will—_dancing lights_, _ghost sound_ (DC 15) + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** —; **WIS** +1; **CHA** +2 + +### ECOLOGY + +**Environment** temperate or warm forests (Castrovel) +**Organization** solitary, or thicket (2–5) + +### SPECIAL ABILITIES + +**Haunting Memory (Su)** Once per day as a full-round action, a harpy jasmine can create psychic echoes of people and events it has encountered, playing back moments of intense emotion or pain. This functions as a 4th-level _holographic image_ spell (CL 5th, Will DC 15), but the harpy jasmine can only replay events it has already experienced and has no conscious control over the images, sounds, and sensations it creates. + +## DESCRIPTION + +Flush with life, Castrovel hosts countless carnivorous plants that evolved to feed on the planet’s bountiful fauna. Many of these flora boast complex protein chains that function as both nerves and fast-twitch muscles. Although the assassin vine is one of the most well-known examples, harpy jasmine infamously has one of the most sinister lures: psychic powers that draw in and pummel curious prey. Despite its colorful moniker—derived from its songs and fascination-based abilities—the blossom has nothing in common with actual harpies. + +In the wild, harpy jasmines grow as a large shrub with long runners, each studded with five-petaled flowers, stretching from their leafy bodies. They use complex illusions to lure in and strangle curious beasts, though incredibly, the plants don’t display the intelligence to invent or adapt their illusions that might be expected from such a predator. Instead, harpy jasmines record nearby events and emotions that they replicate with little variation or apparent understanding. Animal memories rarely show more than instinctual scenes of distress or content grazing, but intelligent prey can inadvertently surrender secrets to the plants, which in some cases result in jarringly inappropriate lures. However, eccentric detectives and security companies have occasionally cultivated or provoked harpy jasmines to have the plants replay scenes of a nearby crime. + +The flowers play a small role in lashunta mythology, serving as a symbol of death and knowledge. Lashunta legend claims that especially old and large examples of harpy jasmines grow to tree-like proportions and develop their own minds, amalgams built from the psychic impressions of countless previous victims. At least two such myths involve heroes seeking out such ancient plants to recover a lost secret; the cautionary fable of the Sing-Sweet Vine warns against becoming obsessed with the past, and in another tale, a venerable harpy jasmine’s memory of a loved one is the final ingredient needed to restore a hero’s deceased friend to life. + +After siphoning away the nutritious fluids of their prey to store in their bulbous taproots, harpy jasmines leave corpses to decay and nourish the soil, often burying a kill to protect the remains from scavengers. While the plants can disperse seeds into the wind, few sprouts reach the ideal, marshy conditions that juvenile plants need to sustain themselves until they develop the ability to move on their own. Instead, the most common harpy jasmine reproduction method is by cuttings—severing a part of the plant’s body and planting it in a fresh kill before uprooting and wandering elsewhere. The severed tendril can move independently and soon grows into a clone of the original. + +Like true jasmine, harpy jasmine prefers warm and humid environments, though it has the hardiness to survive anywhere that the ambient temperature stays above freezing. It grows across much of Castrovel, and shortsighted horticulturalists have transplanted it to many other warm climes throughout the Pact Worlds and Near Space. At least one luxury cruise line has also tried growing the plant aboard starships to enjoy their sweet, perfumed scent and the mild euphoria the plants generate when content—though a failure to properly prune and control the plants has led to bloodshed and lawsuits on at least one occasion. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hashukayak.md b/Compendium/SF1E/Bestiary/Alien Codex/Hashukayak.md new file mode 100644 index 0000000..53dc6ef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hashukayak.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 0 +name: Hashukayak +statblock: true +tags: +Type: N Large animal +--- +# HASHUKAYAK +## HASHUKAYAK CR 5 + +**XP 1,600** +N Large animal +**Init** +0; **Senses** blindsense (scent) 60 ft., low-light vision; see sexual dimorphism; **Perception** +10 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19; see sexual dimorphism +**Fort** +9; **Ref** +8; **Will** +5 + +### OFFENSE + +**Speed** 30 ft.; see sexual dimorphism +**Melee** slam +14 (2d6+7 B; critical knockdown) or gore +13 (3d6+6 P; critical bleed 1d6); see sexual dimorphism +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** trample (2d6+7 B, DC 13) + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +4; **INT** -4; **WIS** +2; **CHA** -1 +**Skills** Athletics +10; see sexual dimorphism + +### ECOLOGY + +**Environment** temperate plains or hills (Orikolai) +**Organization** solitary, gang (2–9 males), or herd (5–20 females and young) + +### SPECIAL ABILITIES + +Sexual Dimorphism (Ex) Male and female hashukayaks manifest different physical traits during adolescence, and an adult gains several additional abilities that modify the statistics above. + +Males develop a voluminous ruff of fur along their necks, front shoulder joints, and humps. They are also heavier, with stout horns growing from their heads and front shoulders. These adaptations grant a male hashukayak a gore attack (included in the statistics above), a +1 bonus to KAC, and a +15 bonus to Intimidate checks. + +Female hashukayaks are less massive, more adaptable, and far swifter. Their fur ruffs extend only across their necks but connect to dense arrays of nerve cells that help detect smells, wind, and movement. These adaptations grant a female hashukayak a +1 bonus to EAC, a 40-foot land speed, blindsense (vibration) with a range of 30 feet, and a +10 bonus to Survival checks. + +## DESCRIPTION + +Due to its rare ring shape, the planet Orikolai is a place of diverse environments, variable gravity, and extreme seasons where one side of the planet is in constant light for hundreds of days at a time while the other side is in perpetual gloom. Whereas some species hibernate or have evolved to spend months at a time in darkness, hashukayaks tirelessly migrate from one side of the ring to the other in pursuit of sunlight and the lush plants on which they feed. These massive beasts are a keystone species, serving as prey for many of the planet’s large carnivores, dispersing seeds over huge areas, and cropping grasses to make way for new growth. + +Although hashukayaks demonstrate considerable sexual dimorphism, they have many traits in common. Each is an eight-legged herbivore about 10 feet long and 5 feet tall at the shoulder, weighing about 4,000 pounds in a normal gravity environment (though the gravity on Orikolai is irregular). Hashukayaks store excess fat and water in a double hump at the base of the neck, which they use to store nutrients when crossing less hospitable terrain. A hashukayak’s eight eyes can focus independently, and each perceives a different spectrum of light, allowing the animal to see in dim conditions as well as sense subtle cues in the atmosphere that signal the changing seasons. To handle the reduced oxygen levels and air density toward the planet’s rim, these creatures have a second set of lungs that can inflate and more efficiently process thin air. These lungs also help to keep the animals buoyant in water, making them clumsy but capable swimmers. + +A hashukayak primarily feeds on grasses, which it plucks with eight feeding tentacles arrayed around its mouth. The animal relies on its gizzard and a series of five stomachs to break down the vegetation in several cycles of fermentation aided by its rich, digestive microbiome. Hashukayaks diversify their diet as opportunities allow, digging up roots, breaking into insect colonies to snatch up larvae, or even consuming the occasional carrion. Only in three documented cases have the creatures actively chased down larger fauna to consume, and each incident seemed to be aberrant behavior associated with nutritional deficiencies or high stress. + +Adult male and female hashukayaks live different lifestyles and inhabit different territories that overlap only periodically. When most amateur xenobiologists think of hashukayaks, they imagine the female adult, bald but for a narrow band of long hairs around the neck. These sensitive whiskers allow female hashukayaks to sense an array of stimuli, and their leaner bodies allow them to cover large distances to find food or escape predators. Female hashukayaks gather in large herds for protection, traveling with their young. As the long summer ends, these herds migrate from the higher-gravity equator toward the rim, where the planet’s divergent tectonic plates form warm lakes and fertile grasslands. + +There, the males live year round in the low-gravity plains. Male hashukayaks grow bulkier in this environment, but for all the competitive advantages their mass provides, they have a limited range. In an area with normal gravity, a male moves at half speed and gradually becomes sick and dies as its weight compresses its digestive tract. The front third of a male’s body is covered in dense hair, with the greatest concentration around its neck and hump. This shields the animal from the broad horns that males grow and use to battle one another for dominance during the long summers. For all their brutal competition, male hashukayaks become much more docile during the transitional season, when the migratory females and juveniles travel to the rim. At that time, dominant males use their feeding tentacles to build elaborate altars or bowers made of logs, dried grasses, and smoothed pebbles. The fancier the installation and its contents, the more attractive the male, and accomplished architects can mate numerous times in a season. + +## GRAVITY SERUM + +Pharmaceutical experts have developed ways to adapt the contents of hashukayaks’ sundry glands to grant consumers some of the creatures’ resilience in high-gravity environments. Regularly consuming this gravity serum can lead to increased bone density and muscle growth, making it a popular supplement for athletes. However, the long-term effects of this serum remain untested, with apocryphal reports of unseemly hair growth and difficulty processing meat. Many sports leagues ban the substance on principle. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Armiger.md b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Armiger.md new file mode 100644 index 0000000..8425224 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Armiger.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 5 +name: Hellknights, Hellknight Armiger +statblock: true +tags: +Type: LN Medium humanoid (lashunta) +--- +# HELLKNIGHTS, HELLKNIGHT ARMIGER +Hellknights preserve law and order at any cost. They coordinate their efforts from massive citadel-ships, but most of their forces are deployed in smaller groups to handle minor disruptions. Different orders have different focuses and different methods, but they all share many commonalities. Hellknights might seek to brutally punish criminals and pirates, crush uprisings against stabilizing authorities (no matter how unreasonable or unpopular those authorities might be), or forcibly “civilize” frontiers they perceive as unruly. + +## HELLKNIGHTS, HELLKNIGHT ARMIGER + +**Source** _Pact Worlds pg. 172_ + +## HELLKNIGHT ARMIGER CR 5 + +**XP 1,600** +Damaya lashunta soldier (star knight) +LN Medium humanoid (lashunta) +**Init** +5; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +5; **Will** +6 +**Defensive Abilities** armor mastery + +### OFFENSE + +**Speed** 25 ft. +**Melee** tactical cryopike +14 (1d8+10 C) +**Ranged** anchoring thunderstrike sonic rifle +11 (1d10+5 So; critical deafen \[DC 15\]) or shock grenade II +11 (explode \[15 ft., 1d12 E, DC 15\]) or stickybomb grenade II +11 (explode \[15 ft., entangled 2d4 rounds, DC 15\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with cryopike) +**Offensive Abilities** challenge, fighting styles (bombard), grenade expert (25 ft.), heavy fire (+5 damage) +**Lashunta Spell-Like Abilities** (CL 5th) +1/day—_detect thoughts (DC_ 12) +At will—_daze_ (DC 11), _psychokinetic hand_ + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** +1; **WIS** +0; **CHA** +1 +**Skills** Athletics +11, Culture +11, Intimidate +16 +**Languages** Castrovelian, Common, planetary language, up to 1 other; limited telepathy 30 ft. +**Gear** officer ceremonial plate (targeting computer), _anchoring thunderstrike sonic rifle_ with 2 high-capacity batteries (40 charges each), tactical cryopike with 1 high-capacity battery (40 charges), shock grenade II, stickybomb grenade II + +### ECOLOGY + +## DESCRIPTION + +Hellknight armigers train under more experienced Hellknights until they succeed at the test that grants them the full rank of Hellknight. They have little to no leeway in interpreting their orders and strive to enforce all edicts given by their superiors. +**Adaptation:** A Hellknight armiger can function as an exceptionally disciplined Steward or bounty hunter. Alternatively, a Hellknight armiger could also be one of the soldiers of Castrovel's lashunta city-states. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Commander.md b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Commander.md new file mode 100644 index 0000000..ec44bbe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Commander.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 165 +modifier: 5 +name: Hellknights, Hellknight Commander +statblock: true +tags: +Type: LN Medium humanoid (human) +--- +# HELLKNIGHTS, HELLKNIGHT COMMANDER +Hellknights preserve law and order at any cost. They coordinate their efforts from massive citadel-ships, but most of their forces are deployed in smaller groups to handle minor disruptions. Different orders have different focuses and different methods, but they all share many commonalities. Hellknights might seek to brutally punish criminals and pirates, crush uprisings against stabilizing authorities (no matter how unreasonable or unpopular those authorities might be), or forcibly “civilize” frontiers they perceive as unruly. + + +## HELLKNIGHTS, HELLKNIGHT COMMANDER + +**Source** _Pact Worlds pg. 173_ + +## HELLKNIGHT COMMANDER CR 10 + +**XP 9,600** +Human solarian (star knight) +LN Medium humanoid (human) +**Init** +5; **Perception** +19 + +### DEFENSE + +**HP** 165; **RP** 5 +**EAC** 23; **KAC** 25 +**Fort** +12; **Ref** +10; **Will** +11 +**DR** 5/—; **Resistances** cold or fire 10 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft (jetpack, average) +**Melee** solar weapon +22 (2d10+18 S; critical severe wound \[DC 19\]) +**Ranged** apprehending hailstorm-class zero pistol +19 (2d6+10 C; critical staggered \[DC 19\]) +**Offensive Abilities** anchoring attack, flashing strikes, stellar revelations (black hole \[30-ft. radius, pull 20 ft., DC 19\], blazing orbit \[3d6 F\], supernova \[15-ft. radius, 11d6 F, DC 19\]), zenith revelations (wormholes \[2, 5 rounds\]) + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +3; **INT** +1; **WIS** +3; **CHA** +3 +**Feats** Lunge +**Skills** Athletics +24, Culture +19, Mysticism +19, Sense Motive +19 +**Languages** Common +**Other Abilities** solar manifestation (weapon), stellar alignment +**Gear** d-suit III (deflective reinforcement, _haste circuit_, jetpack), _apprehending hailstorm-class zero pistol_ with 2 high-capacity batteries (40 charges each), _minor gluon crystal_ + +### ECOLOGY + +## DESCRIPTION + +Hellknight commanders lead missions and determine how subordinate Hellknights should handle unexpected circumstances. They negotiate with authorities to determine their purview in a system with an organized government. Without a government to restrain them, Hellknight commanders take it upon themselves to institute their own merciless vision of order, regardless of the wishes of any folk who happen to already be there. +Hellknight commanders are accustomed to unquestioning obedience. As a result, they have little patience for rabble-rousers and are quick to condemn anyone who questions their methods without a sound legal argument. Many Hellknight commanders take pride in their ability to turn any combat into an opportunity for an object lesson to their troops. +**Adaptation:** A Hellknight commander can function as an exceptionally disciplined and militaristic mid-level Steward leader. Alternatively, a Hellknight commander can be the fierce captain of a warship. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Signifier.md b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Signifier.md new file mode 100644 index 0000000..e2b30e6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hellknights, Hellknight Signifier.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 90 +modifier: 1 +name: Hellknights, Hellknight Signifier +statblock: true +tags: +Type: LN Medium humanoid (human) +--- +# HELLKNIGHTS, HELLKNIGHT SIGNIFIER + +**Source** _Pact Worlds pg. 172_ + +## HELLKNIGHT SIGNIFIER CR 7 + +**XP 3,200** +Human mystic (star knight) +LN Medium humanoid (human) +**Init** +1; **Perception** +14 + +### DEFENSE + +**HP** 90; **RP** 4 +**EAC** 18; **KAC** 19 +**Fort** +6; **Ref** +6; **Will** +10 + +### OFFENSE + +**Speed** 30 ft. +**Melee** carbon staff +13 (1d8+9 B plus block; critical knockdown) +**Ranged** apprehending corona laser pistol +11 (2d4+7 F; critical burn 1d4) +**Offensive Abilities** anchoring attack, forced amity (DC 17), inexplicable commands +**Spell-Like Abilities** (CL 7th) +At will—_mindlink_ +**Mystic Spells Known** (CL 7th) +3rd (3/day)—_dispel magic_ (DC 20), _suggestion_ (DC 20) +2nd (6/day)—_force blast_ (DC 19), _hold person_ (DC 19), _mystic cure_, _see invisibility_ +1st (at will)—_command_ (DC 18), _wisp ally_ +**Connection** overlord + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +4; **INT** +1; **WIS** +5; **CHA** +0 +**Skills** Culture +14, Diplomacy +19, Intimidate +14, Mysticism +19 +**Languages** Common, Kasatha +**Gear** d-suit II, _apprehending corona laser pistol_ with 2 batteries (20 charges each), carbon staff + +### ECOLOGY + +## DESCRIPTION + +Famous for the impersonal masks they wear, Hellknight signifers use a combination of magic and weaponry to enforce the law. Their masks help them maintain emotional distance from whatever matter is at hand and discourage appeals to any outside affiliation, creed, or race. These masks also typically provide the Hellknight signifers with data about ambient magic and unsecured communications and help them focus on their orders. +More practically, Hellknight signifers are specialists trained to handle spells and technology. Most of the time, this means providing support to other Hellknights or identifying and neutralizing enemy spellcasters or stranger threats. They remain watchful in combat, often demanding to know the nature of any trickery they don't immediately recognize. +**Adaptation:** A Hellknight signifer can serve as an exceptionally disciplined mid-level Steward spellcaster. By changing the spells to focus more strongly on mind-affecting spells such as _charm person_, this character can be a mystic of the Sholar Adat on the _Idari_. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Colossal Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Colossal Herd Animal.md new file mode 100644 index 0000000..d6a97b3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Colossal Herd Animal.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 125 +modifier: 0 +name: Herd Animal, Colossal Herd Animal +statblock: true +tags: +Type: xxx +--- +# HERD ANIMAL, COLOSSAL HERD ANIMAL +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + + +**Source** _Alien Archive 2 pg. 75_ + +## COLOSSAL HERD ANIMAL CR 8 + +**XP 4,800** +N Colossal animal +**Init** +0; **Senses** low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +13; **Ref** +10; **Will** +8 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +18 (3d4+16 B) +**Space** 30 ft.; **Reach** 30 ft. + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +4; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +21 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Huge Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Huge Herd Animal.md new file mode 100644 index 0000000..78c1c92 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Huge Herd Animal.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 50 +modifier: 0 +name: Herd Animal, Colossal Herd Animal +statblock: true +tags: +Type: N Huge animal +--- +# HERD ANIMAL, HUGE HERD ANIMAL + +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + + +**Source** _Alien Archive 2 pg. 74_ + +## HUGE HERD ANIMAL CR 4 +**XP 1,200** +N Huge animal +**Init** +0; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +9; **Ref** +6; **Will** +4 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +11 (1d6+9 B) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +15 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–18) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Large Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Large Herd Animal.md new file mode 100644 index 0000000..fd01d4f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Large Herd Animal.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 25 +modifier: 2 +name: Herd Animal, Large Herd Animal +statblock: true +tags: +Type: N Large animal +--- +# HERD ANIMAL, LARGE HERD ANIMAL +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + +**Source** _Alien Archive 2 pg. 74_ + +## LARGE HERD ANIMAL CR 2 + +**XP 600** +N Large animal +**Init** +2; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +6; **Will** +1 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +9 (1d6+5 B) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** +2; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +7 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–30) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Medium Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Medium Herd Animal.md new file mode 100644 index 0000000..8505f39 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Medium Herd Animal.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 13 +modifier: 2 +name: Herd Animal, Medium Herd Animal +statblock: true +tags: +Type: N Medium animal +--- +# HERD ANIMAL, MEDIUM HERD ANIMAL +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + +**Source** _Alien Archive 2 pg. 74_ + +## MEDIUM HERD ANIMAL CR 1/2 + +**XP 200** +N Medium animal +**Init** +2; **Senses** low-light vision; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +3; **Ref** +4; **Will** +1 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +4 (1d6+1 B) + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +1; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +4 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3–30) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Small Herd Animal.md b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Small Herd Animal.md new file mode 100644 index 0000000..6eebb72 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Herd Animal, Small Herd Animal.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 6 +modifier: 2 +name: Herd Animal, Small Herd Animal +statblock: true +tags: +Type: N Small animal +--- +# HERD ANIMAL, SMALL HERD ANIMAL +From the ruthigs of Castrovel to the wollipeds of Triaxus, herd animals are beasts that gather in social groups comprised entirely of creatures of the same species. Herding behavior allows animals to gather and move together for protection from predators. Most commonly, herd animals are herbivores or docile omnivores. Predator statistics better represent fiercer animals, including aggressive herbivores and omnivores that may or may not move in groups of their own kind. + +In the Pact Worlds, the most common herd animals are domesticated. When various species took to exploring and colonizing the stars, they brought their livestock with them. For instance, cattle, goats, and sheep can be found on Absalom Station, as well as on any world where humans have a significant presence. Herd animals in the Pact Worlds serve a variety of purposes in the various societies that cultivate and support them. Farmers and engineers commonly maintain groups of herd animals to harvest their meat, though keeping herd animals for their shorn fur to create textiles is a more sustainable practice. Other cultivators leverage herd animals as mounts or pack animals, and training these docile creatures can result in large profits for professionals who are particularly skilled in this pursuit. + +More rarely, some xenobiologists even cultivate groups of herd animals for scientists and corporations who wish to stabilize wild planets’ ecosystems. In this case, interested parties might place large numbers of pack animals in foreign locales to help tame rampant vegetation growth or provide prey for a dying species of predator. The goal of such projects is almost always to improve a planet’s suitability for colonization, mining, or farming. However, this practice is often controversial among ethnobiologists, who argue that introducing large populations of non-native species in this manner produces harmful and unforeseen results more often than it aids environments. + +**Source** _Alien Archive 2 pg. 74_ + +## SMALL HERD ANIMAL CR 1/3 + +**XP 135** +N Small animal +**Init** +2; **Senses** low-light vision; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 12 +**Fort** +2; **Ref** +3; **Will** +1 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +2 (1d4 B) + +### STATISTICS + +**STR** -2; **DEX** +2; **CON** +0; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +3 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (4–40) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hesper.md b/Compendium/SF1E/Bestiary/Alien Codex/Hesper.md new file mode 100644 index 0000000..724c9e3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hesper.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 2 +Environment: any starship or urban +hp: 21 +modifier: 1 +name: Hesper +statblock: true +tags: +Type: CN Medium fey +--- + +# HESPER CR 2 + +**XP 600** +CN Medium fey +**Init** +1; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 21 +**EAC** 13; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +5 +**Defensive Abilities** reactor sprite; **Immunities** fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft. +**Melee** mutating touch +3 (see below) +**Ranged** _energy ray_ +5 (1d3 A, C, E, or F) +**Spell-Like Abilities** (CL 2nd; +3 melee, +5 ranged) +1/day—_jolting surge_, _overheat_ (DC 15) +At will—_energy ray_, _mending_ +Constant—_detect radiation_ + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +2; **INT** +0; **WIS** +1; **CHA** +4 +**Skills** Diplomacy +12, Engineering +7, Physical Science +12 +**Languages** Common + +### ECOLOGY + +**Environment** any starship or urban +**Organization** solitary, pair, or clique (3–12) + +### SPECIAL ABILITIES + +**Mutating Touch (Su)** A hesper can deliver an enormous dose of radiation with a touch, triggering sudden mutations and pain in living creatures. With a successful attack against a living creature’s KAC, a hesper causes the target to sprout tumors that erupt at the beginning of its next turn, causing a random mutation (roll 1d20 on the table below) that persists for 24 hours. An affected creature can negate this transformation with a successful DC 13 Fortitude saving throw. Once a creature has been affected by a hesper’s mutating touch, it becomes immune to that particular fey’s mutating touch for 24 hours. + +**Reactor Sprite (Su)** If a hesper spends 1 hour in close contact with a starship’s power core or another large power source (such as a fusion reactor), it can form a long-term bond. A hesper can merge with its bonded reactor, gaining fast healing 5 while it remains merged. A merged hesper is aware of what happens in the reactor’s immediate vicinity, but if the reactor is broken or suffers the wrecked critical damage condition, the hesper is immediately expelled and takes 3d6 damage. If the reactor is destroyed while the hesper is merged with it, the hesper is slain instantly (Fortitude DC 15 negates). A hesper can bond with only one reactor at a time, and forming a new bond severs its previous bond. + +## MUTATING TOUCH + +| D20 | Mutation | Effect | +|-------|-------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Additional eyes | Target gains light blindness and a +4 bonus to sight-based Perception checks | +| 2–3 | Autonomous parasite | Target takes 1d6 slashing damage as a parasite emerges | +| 4–5 | Bioelectric cells | Technological items held by the target gain the broken condition for as long as the target holds them | +| 6–7 | Claws, spines, or teeth on one limb | Target gains a natural melee attack that deals 1d3+Str piercing damage for Medium creatures, but it takes a –2 penalty to attacks with two-handed weapons | +| 8–9 | Glowing tumors | Target sheds light as a lantern and takes a –5 penalty to Stealth checks | +| 10 | Gills | Target gains the amphibious ability, but takes a –2 penalty to Fortitude saving throws | +| 11 | Hypertrichosis | Target gains a +1 bonus to its AC, but the max Dex bonus of armor it wears decreases by 1 | +| 12–13 | Musk gland | Target gains a 30-foot aura that nauseates living creatures within it (Fortitude DC = 10 + half the target’s level or CR + the target’s Con modifier) | +| 14–15 | Secondary ears | Target gains vulnerability to sonic damage and a +4 bonus to hearing-based Perception checks | +| 16–17 | Vestigial limb | Target grows a useless extra limb that imparts a –2 penalty to Dexterity-based skill checks | +| 18–19 | Weeping sores | Target takes a –2 penalty to Charisma-based skill checks | +| 20 | Wracking pain | Target is sickened | + +## DESCRIPTION + +Lithe and handsome, hespers embody the potential for change inherent in technological power sources. They are energetic and excitable, interested in new faces, sights, and sensations, which drives them to spread across the universe. However, hespers are invested in change for change’s sake. Though rarely malicious, they worm their way into any repository of advanced technology, rebuilding devices and asking endless questions. Most line their nests with all sorts of souvenirs— most of them stolen—which they occasionally rebuild into bizarre and sometimes radioactive totems. + +Hespers stand 4 to 5 feet tall but are deceptively dense, weighing 300 to 400 pounds despite their slim, generally masculine builds. Their hair color changes from day to day, running the gamut of the colors of the humanoids around them, and their flesh glows softly in the dark. Though they’re not dangerously radioactive unless they wish to be, their presence excites the air around them, creating drifting motes of light. A hesper can focus this energy at will to project rays of fire, emit arcs of electricity, or overload electronic devices. This same energy can infuse other living creatures with focused doses of radiation, skipping the normal radiation sickness and instead causing short-lived changes to a victim’s genetic structure. + +Once vanishingly rare, hespers have become somewhat commonplace as more civilizations have taken to the stars. The glowing fey are especially at home in starships, bonding to the vessels’ reactors. They can be blessings for some ships, serving as constant attendants for one of a starship’s most crucial systems, but their fickle nature also means they grow bored with regular routes or overlong stays in port, and they create drama to amuse themselves. + +These nuclear fey have few common traditions, instead adopting the customs of whatever societies they dwell within. Most of their knowledge is instinctual, rounded out by boundless curiosity. Though hespers don’t typically seek out their own kind, large installations and radioactive waste facilities can host small circles of the fey. Notoriously shameless flirts, hespers often keep mortal lovers who protect or provide for them. A hesper reproduces by triggering the growth of a grotesque exowomb on a willing lover, which expands for 1–2 weeks before spilling forth a small but fully matured hesper. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Lieutenant.md b/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Lieutenant.md new file mode 100644 index 0000000..de37f71 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Lieutenant.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 105 +modifier: 5 +name: Hobgoblin, Hobgoblin Lieutenant +statblock: true +tags: +Type: LE Medium humanoid (goblinoid) +--- +# HOBGOBLIN, HOBGOBLIN LIEUTENANT +Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose. + +Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old. + +Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspendedanimation expeditions of expansion, or that they had access to powerful interstellar transportation magic. + +While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap. + +Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh. + +However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor. + +A typical hobgoblin is 5 feet tall and weighs 160 pounds. + +**Source** _Alien Archive 2 pg. 76_ + +## HOBGOBLIN LIEUTENANT CR 7 + +**XP 3,200** +Hobgoblin soldier +LE Medium humanoid (goblinoid) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21; +1 vs. combat maneuvers +**Fort** +9; **Ref** +7; **Will** +8 +**Defensive Abilities** battle hardened + +### OFFENSE + +**Speed** 30 ft. (25 ft. in armor) +**Melee** sintered longsword +14 (2d8+13 S) +**Ranged** corona laser rifle +18 (2d6+7 F; critical burn 1d6) or stickybomb grenade II +17 (explode \[15 ft., entangle 2d4 rounds, DC 15\]) +**Offensive Abilities** fighting styles (hit-and-run), furious combatant, nimble fusillade, opening volley + +### STATISTICS + +**STR** +4; **DEX** +5; **CON** +2; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Athletics +14, Intimidate +14, Stealth +19 +**Languages** Common, Goblin +**Gear** golemforged plating III, corona laser rifle with 2 high-capacity batteries (40 charges each), sintered longsword, stickybomb grenades II (2) + +### ECOLOGY + +**Environment** any +**Organization** solitary, small command (1–2 plus 4–10 hobgoblin troopers), command unit (3–6 plus 1 ja noi) + +### SPECIAL ABILITIES + +**Battle Hardened (Ex)** Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers. + +**Furious Combatant (Ex)** When a hobgoblin lieutenant scores a critical hit against a foe, the hobgoblin can attempt an Intimidate check to demoralize that foe as a reaction. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Hobgoblin Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Trooper.md b/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Trooper.md new file mode 100644 index 0000000..ac65afa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hobgoblin, Hobgoblin Trooper.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 4 +name: Hobgoblin, Hobgoblin Trooper +statblock: true +tags: +Type: LE Medium humanoid (goblinoid) +--- +# HOBGOBLIN, HOBGOBLIN TROOPER +Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose. + +Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old. + +Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspendedanimation expeditions of expansion, or that they had access to powerful interstellar transportation magic. + +While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap. + +Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh. + +However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor. + +A typical hobgoblin is 5 feet tall and weighs 160 pounds. + +**Source** _Alien Archive 2 pg. 76_ + +## HOBGOBLIN TROOPER CR 1 + +**XP 400** +LE Medium humanoid (goblinoid) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13; +1 vs. combat maneuvers +**Fort** +3; **Ref** +5; **Will** +1 +**Defensive Abilities** battle hardened + +### OFFENSE + +**Speed** 30 ft. (25 ft. in armor) +**Melee** standard taclash +5 (1d4+3 S nonlethal) +**Ranged** azimuth laser rifle +8 (1d8+1 F; critical burn 1d6) or stickybomb grenade I +8 (explode \[10ft., entangled 2d4 rounds, DC 10\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with standard taclash) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Athletics +5, Intimidate +5, Stealth +10 +**Languages** Common, Goblin +**Gear** lashunta ringwear I, azimuth laser rifle with 2 batteries (20 charges each), standard taclash, stickybomb grenades I (2) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, advance unit (3–6 plus 1 kanabo commando), squad (3–12), warband (4–16 plus 1 hobgoblin lieutenant) + +### SPECIAL ABILITIES + +**Battle Hardened (Ex)** Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hortus, Hortinarch.md b/Compendium/SF1E/Bestiary/Alien Codex/Hortus, Hortinarch.md new file mode 100644 index 0000000..ee5ba08 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hortus, Hortinarch.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 11 +Environment: any (Croban V) +hp: 155 +modifier: 5 +name: Hortus, Hortinarch +statblock: true +tags: +Type: NG Medium plant +--- +# HORTUS, HORTINARCH +Hailing from the Azlanti-conquered world of Croban V, hortuses are a sapient fungal species. Thick ligaments fill the interior of a hortus, granting them excellent defense against kinetic damage, though slashing weapons can sever these cords. These plant life-forms are renowned for their lethargic ways, and they are rarely found outside the strictly controlled borders of their homeworld. Hortuses speak in languid, drawn-out, monotone voices that impatient creatures find frustrating to follow. Among themselves, hortuses speak in a language of spore releases that other species can’t easily reproduce without the installation of complex augmentations. Hortuses’ caps and stalks can take a wide array of forms, with many reminiscent of mundane fungi found on worlds throughout the galaxy. + +Over millennia, hortuses converted their once relatively barren world into a vegetation-rich paradise, using their unique biology to expel a combination of chemicals and spores that altered atmospheric conditions to their liking. By the time the Azlanti arrived on Croban V, the hortuses had already developed into a relatively passive, contented species, mostly due to the sedative-like atmosphere they’d crafted for themselves. The Azlanti conquest of Croban V was a relatively bloodless affair, as what passed for hortus leadership wanted only to preserve the lax living conditions of their society. The Azlanti were content to let the hortuses continue their sedentary lifestyle in exchange for use of their unique means of atmospheric modification. + +Only a small number of hortuses are active beyond their homeworld. Most of these hortuses work in direct service to the Azlanti Star Empire, either as scientists or as living agents of atmospheric change. The Azlanti often deposit large groups of hortus colonists on distant worlds. Over the course of generations, these hortus colonies gradually transform small, self-contained regions to be more amenable to human life. + +The few hortuses who act outside of Azlanti supervision are renegades. Either possessing a modicum of genetic variance that makes them less susceptible to their species’ chemical spore concoctions, or having simply avoided larger congregations of their species, these hortuses each react differently to their freedom. Many renegade hortuses stand in opposition to the Azlanti, while others simply seek to explore the greater galaxy and find new meaning among the stars. + +An average hortus is 4-1/2 feet tall and weighs 200 pounds. + +**Source** _Alien Archive 3 pg. 50_ + +## HORTINARCH CR 11 + +**XP 12,800** +Hortus technomancer +NG Medium plant +**Init** +5; **Senses** low-light vision; **Perception** +20 + +### DEFENSE + +**HP** 155; **RP** 5 +**EAC** 23; **KAC** 24 +**Fort** +12; **Ref** +10; **Will** +14; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned +**Defensive Abilities** limited plant benefits, slightly poisonous (DC 20); **DR** 5/slashing + +### OFFENSE + +**Speed** 30 ft. +**Melee** advanced living staff +17 (4d6+13 B; critical bind) +**Ranged** advanced rotating pistol +19 (4d4+11 P) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with advanced living staff) +**Technomancer Spells Known** (CL 11th; melee +17, ranged +19) +4th (3/day)—_corrosive haze_ (DC 22), _greater invisibility_ +3rd (6/day)—_displacement_, _instant virus_ (DC 21), _slow_ (DC 21), _tongues_ +2nd (at will)—_caustic conversion_, _flight_ + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +2; **INT** +8; **WIS** +3; **CHA** +0 +**Skills** Computers +25, Mysticism +20, Physical Science +25 +**Languages** Azlanti, Common, Hortaa +**Other Abilities** atmospheric alteration (DC 20), cache capacitor 1 (unseen servant), magic hacks (flash teleport, reboot mind), spell cache (advanced living staff) +**Gear** kasatha microcord IV, advanced living staff with 2 batteries (20 charges each), advanced rotating pistol with 16 small arm rounds + +### ECOLOGY + +**Environment** any (Croban V) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Atmospheric Alteration (Ex)** As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect. + +**Limited Plant Benefits (Ex)** Despite being plant creatures, hortuses don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +**Slightly Poisonous (Ex)** A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hortus.md b/Compendium/SF1E/Bestiary/Alien Codex/Hortus.md new file mode 100644 index 0000000..f762c0f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hortus.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 2 +Environment: any (Croban V) +hp: 25 +modifier: 0 +name: Hortus +statblock: true +tags: +Type: NG Medium plant +--- +# HORTUS +Hailing from the Azlanti-conquered world of Croban V, hortuses are a sapient fungal species. Thick ligaments fill the interior of a hortus, granting them excellent defense against kinetic damage, though slashing weapons can sever these cords. These plant life-forms are renowned for their lethargic ways, and they are rarely found outside the strictly controlled borders of their homeworld. Hortuses speak in languid, drawn-out, monotone voices that impatient creatures find frustrating to follow. Among themselves, hortuses speak in a language of spore releases that other species can’t easily reproduce without the installation of complex augmentations. Hortuses’ caps and stalks can take a wide array of forms, with many reminiscent of mundane fungi found on worlds throughout the galaxy. + +Over millennia, hortuses converted their once relatively barren world into a vegetation-rich paradise, using their unique biology to expel a combination of chemicals and spores that altered atmospheric conditions to their liking. By the time the Azlanti arrived on Croban V, the hortuses had already developed into a relatively passive, contented species, mostly due to the sedative-like atmosphere they’d crafted for themselves. The Azlanti conquest of Croban V was a relatively bloodless affair, as what passed for hortus leadership wanted only to preserve the lax living conditions of their society. The Azlanti were content to let the hortuses continue their sedentary lifestyle in exchange for use of their unique means of atmospheric modification. + +Only a small number of hortuses are active beyond their homeworld. Most of these hortuses work in direct service to the Azlanti Star Empire, either as scientists or as living agents of atmospheric change. The Azlanti often deposit large groups of hortus colonists on distant worlds. Over the course of generations, these hortus colonies gradually transform small, self-contained regions to be more amenable to human life. + +The few hortuses who act outside of Azlanti supervision are renegades. Either possessing a modicum of genetic variance that makes them less susceptible to their species’ chemical spore concoctions, or having simply avoided larger congregations of their species, these hortuses each react differently to their freedom. Many renegade hortuses stand in opposition to the Azlanti, while others simply seek to explore the greater galaxy and find new meaning among the stars. + +An average hortus is 4-1/2 feet tall and weighs 200 pounds. + +**Source** _Alien Archive 3 pg. 50_ + +## HORTUS CR 2 + +**XP 600** +NG Medium plant +**Init** +0; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25; **RP** 3 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +4; **Will** +1; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned +**Defensive Abilities** limited plant benefits, slightly poisonous (DC 11); **DR** 5/slashing + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical pike +10 (1d8+4 P) +**Ranged** tactical semi-auto pistol +7 (1d6+2 P) +**Space** 5 ft; **Reach** 5 ft. (10 ft. with tactical pike) + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +4; **INT** +1; **WIS** +1; **CHA** +0 +**Skills** Engineering +7, Medicine +7, Physical Science +12 +**Languages** Azlanti, Common, Hortaa +**Other Abilities** atmospheric alteration (DC 11) +**Gear** graphite carbon skin, tactical pike, tactical semi-auto pistol with 18 small arm rounds, _mk I serum of healing_ + +### ECOLOGY + +**Environment** any (Croban V) +**Organization** solitary, pair, or expulsion (3–16) + +### SPECIAL ABILITIES + +**Atmospheric Alteration (Ex)** As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect. + +**Limited Plant Benefits (Ex)** Despite being plant creatures, hortuses don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +**Slightly Poisonous (Ex)** A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos, Thing from Beyond Time.md b/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos, Thing from Beyond Time.md new file mode 100644 index 0000000..890fe3d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos, Thing from Beyond Time.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 17 +Environment: any +hp: 295 +modifier: 11 +name: Hound of Tindalos, Thing from Beyond Time +statblock: true +tags: +Type: NE Huge outsider (evil, extraplanar) +--- +# HOUND OF TINDALOS, THING FROM BEYOND TIME +Little is known about the Dimension of Time beyond the fact of its existence. Some speculate that more was known pre-Gap, but if this is true, that knowledge has been lost. Still extant, however, are the plane’s predators, the hounds of Tindalos. + +These otherworldly hunters are outsiders in the truest sense. Scientists speculate the hounds dwell among the angles of time, whereas other life dwells on its curves. As a result, the hounds treat angles as doorways in the fabric of time and space. The hounds use these angles to come and go, first appearing like smoke, then scrabbling into reality. + +The hounds enter the world to track down and slaughter those who have dared to test or go beyond the bounds of reality. Would-be time travelers and those who subvert the limits of time and space are their primary prey. Misuse of the Drift has also roused the hounds’ ire. Derelict vessels found with evidence of hound visitations lend truth to fearful tales of the creatures invading starships before they enter or after they exit the Drift. Within that plane, abandoned hulks have been boarded with hounds still trapped inside, unable to use their magic to escape the Drift. + +Hounds of Tindalos also pursue yithians (see page 134), especially when a yithian is in a borrowed body and even more so during any long-term exchange. Speculation is that mind swapping offends the hounds, who see it as a method of transcending time and space. In the past, yithians attempted to mind swap with hounds but quickly learned such attempts were futile and sometimes fatal. + +Tales are also told of enormous hounds, known as “things from beyond time,” manifesting in proximity to black holes. What draws the attention of these massive creatures is a mystery, but one story tells of such a hound entering a vesk capital ship while it traveled home with an artifact taken from Vesk-2. Official reports say the craft was lost to Swarm scouts. + +What “Tindalos” represents is another mystery. A few texts, such as Prekliken’s Book of Cults, refer to it as a location found on “the far side of time” that is guarded by the hounds. Other works claim Tindalos is a creature, such as a Great Old One. Still other scholarly pieces posit the word is from a lost language and means something akin to “apocalypse.” + +**Source** _Alien Archive 3 pg. 52_ + +## THING FROM BEYOND TIME CR 17 + +**XP 102,400** +NE Huge outsider (evil, extraplanar) +**Init** +11; **Senses** darkvision 120 ft., discern prey; **Perception** +34 + +### DEFENSE + +**HP** 295 +**EAC** 31; **KAC** 32 +**Fort** +15; **Ref** +20; **Will** +17 +**Defensive Abilities** otherworldly mind; **DR** 10/magic and piercing; **Immunities** mind-affecting effects, poison + +### OFFENSE + +**Speed** 50 ft., fly 50 ft. (flight, average) +**Melee** bite +29 (6d8+22 P) or tongue +29 (3d12+22 P plus mind drain) claws +29 (6d8+22 S) +**Space** 15 ft.; **Reach** 15 ft. (20 ft. with tongue) +**Offensive Abilities** ripping gaze (30 ft., 11d6 S; Fort DC 24) +**Spell-Like Abilities** (CL 17th; ranged +29) +1/day—_haste_, _slow_ (DC 21) +3/day—_fog cloud_, _greater invisibility_, _plane shift_ (self only) +At will—_dimensional anchor_, _interplanetary teleport_ (casting time swift action; self only) +Constant—_flight_ (3rd level; 50-ft. speed; self only) + +### STATISTICS + +**STR** +5; **DEX** +11; **CON** +5; **INT** +2; **WIS** +8; **CHA** +2 +**Skills** Acrobatics +34, Mysticism +34, Sense Motive +29, Stealth +29 +**Languages** Aklo +**Other Abilities** angled entry + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Angled Entry (Sp)** A hound of Tindalos can use _interplanetary teleport_ or _plane shift_ only when adjacent to a fixed angle in the physical environment. Temporary angles are insufficient, as are angles that also include curves. + +**Discern Prey (Su)** Hounds of Tindalos can sense their prey, which is any creature that violates the laws of time and space, including trying to use magic to enter the Drift. A hound senses such creatures as if it had blindsense with a range of 120 feet, and the hound always knows the direction toward its prey. This directional sense works at any distance and across planar boundaries. If the prey is protected from divination, the hound must attempt a check, rolling 1d20 + the hound’s CR against a DC that equals 11 + the caster level or CR of the creator of the antidivination effect. On a success, the hound ignores the effect. If the check fails, the hound can’t try again and can’t sense the prey while the effect lasts. + +**Mind Drain (Ex)** When the thing from beyond time hits with its barbed tongue, its target must succeed at a DC 24 Fortitude saving throw or gain 1 permanent negative level. + +**Otherworldly Mind (Ex)** Any creature that uses a mind-affecting effect on a hound or communicates with it telepathically must attempt a DC 24 Will saving throw. A creature that fails takes 10d10 damage and becomes confused for 2d4 rounds. This is a mind-affecting effect. + +**Ripping Gaze (Su)** The gaze’s damage is magical. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos.md b/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos.md new file mode 100644 index 0000000..21bf700 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hound of Tindalos.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 90 +modifier: 5 +name: Hound of Tindalos +statblock: true +tags: +Type: NE Medium outsider (evil, extraplanar) +--- +# HOUND OF TINDALOS +Little is known about the Dimension of Time beyond the fact of its existence. Some speculate that more was known pre-Gap, but if this is true, that knowledge has been lost. Still extant, however, are the plane’s predators, the hounds of Tindalos. + +These otherworldly hunters are outsiders in the truest sense. Scientists speculate the hounds dwell among the angles of time, whereas other life dwells on its curves. As a result, the hounds treat angles as doorways in the fabric of time and space. The hounds use these angles to come and go, first appearing like smoke, then scrabbling into reality. + +The hounds enter the world to track down and slaughter those who have dared to test or go beyond the bounds of reality. Would-be time travelers and those who subvert the limits of time and space are their primary prey. Misuse of the Drift has also roused the hounds’ ire. Derelict vessels found with evidence of hound visitations lend truth to fearful tales of the creatures invading starships before they enter or after they exit the Drift. Within that plane, abandoned hulks have been boarded with hounds still trapped inside, unable to use their magic to escape the Drift. + +Hounds of Tindalos also pursue yithians (see page 134), especially when a yithian is in a borrowed body and even more so during any long-term exchange. Speculation is that mind swapping offends the hounds, who see it as a method of transcending time and space. In the past, yithians attempted to mind swap with hounds but quickly learned such attempts were futile and sometimes fatal. + +Tales are also told of enormous hounds, known as “things from beyond time,” manifesting in proximity to black holes. What draws the attention of these massive creatures is a mystery, but one story tells of such a hound entering a vesk capital ship while it traveled home with an artifact taken from Vesk-2. Official reports say the craft was lost to Swarm scouts. + +What “Tindalos” represents is another mystery. A few texts, such as Prekliken’s Book of Cults, refer to it as a location found on “the far side of time” that is guarded by the hounds. Other works claim Tindalos is a creature, such as a Great Old One. Still other scholarly pieces posit the word is from a lost language and means something akin to “apocalypse.” + +**Source** _Alien Archive 3 pg. 52_ + +## HOUND OF TINDALOS CR 7 + +**XP 3,200** +NE Medium outsider (evil, extraplanar) +**Init** +5; **Senses** darkvision 120 ft., discern prey; **Perception** +19 + +### DEFENSE + +**HP** 90 +**EAC** 19; **KAC** 20 +**Fort** +6; **Ref** +10; **Will** +8 +**Defensive Abilities** otherworldly mind; **DR** 10/magic; **Immunities** mind-affecting effects, poison + +### OFFENSE + +**Speed** 40 ft., fly 40 ft. (_flight_, average) +**Melee** bite +16 (1d8+9 P) or claws +16 (1d8+9 S) +**Offensive Abilities** ripping gaze (30 ft., 4d6 S; Fort DC 17) +**Spell-Like Abilities** (CL 7th; ranged +16) +1/day—_haste_, _slow_ (DC 18) +3/day—_dimensional anchor_, _fog cloud_, _invisibility_, _plane shift_ (self only) At will—_interplanetary teleport_ (casting time swift action; self only) +Constant—_flight_ (3rd level; 40-ft. speed; self only) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +2; **INT** +2; **WIS** +4; **CHA** +2 +**Skills** Acrobatics +14, Mysticism +19, Sense Motive +19, Stealth +14 +**Languages** Aklo +**Other Abilities** angled entry + +### ECOLOGY + +**Environment** any +**Organization** solitary or pack (2–12) + +### SPECIAL ABILITIES + +**Angled Entry (Sp)** A hound of Tindalos can use _interplanetary teleport_ or _plane shift_ only when adjacent to a fixed angle in the physical environment. Temporary angles are insufficient, as are angles that also include curves. + +**Discern Prey (Su)** Hounds of Tindalos can sense their prey, which is any creature that violates the laws of time and space, including trying to use magic to enter the Drift. A hound senses such creatures as if it had blindsense with a range of 120 feet, and the hound always knows the direction toward its prey. This directional sense works at any distance and across planar boundaries. If the prey is protected from divination, the hound must attempt a check, rolling 1d20 + the hound’s CR against a DC that equals 11 + the caster level or CR of the creator of the antidivination effect. On a success, the hound ignores the effect. If the check fails, the hound can’t try again and can’t sense the prey while the effect lasts. + +**Otherworldly Mind (Ex)** Any creature that uses a mind-affecting effect on a hound or communicates with it telepathically must attempt a DC 17 Will saving throw. A creature that fails takes 4d10 damage and becomes confused for 2d4 rounds. This is a mind-affecting effect. + +**Ripping Gaze (Su)** The gaze’s damage is magical. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. diff --git "a/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina, Youngling.md" "b/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina, Youngling.md" new file mode 100644 index 0000000..fcd4371 --- /dev/null +++ "b/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina, Youngling.md" @@ -0,0 +1,65 @@ +--- +aliases: +cr: 3 +Environment: warm forests (Mulkaxi) +hp: 35 +modifier: 4 +name: Huitz’plina, Youngling +statblock: true +tags: +Type: CG Medium magical beast +--- +# HUITZ’PLINA, YOUNGLING +The precognitive huitz’plinas originate from a heavily forested dwarf planet in the Vast called Mulkaxi. Among many others they have seized, the Azlanti Star Empire claimed Mulkaxi for its abundant minerals buried deep in the world’s mountain regions. Being arboreal and living mainly in forested lowlands, huitz’plinas have mostly avoided direct interaction with the empire. For its part, the Azlanti Star Empire sees little utility in annexing huitz’plinas, who contentedly remain separated from mining operations in their homes among the extensive networks of branches in their forest canopies. + +Some speculate that huitz’plinas’ seeming indifference toward the Azlanti presence stems from some event they’ve collectively foreseen. In fact, huitz’plinas have highly individualized and personalized precognitive abilities. While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note. + +Huitz’plinas have long, glimmering spines that cover their bodies, save for their face, that develop shortly after their birth. Younger huitz’plinas have sharp, well-defined spines, which they can launch in a defensive assault—an ability that once protected them from the predators of their ancient evolutionary past. As huitz’plinas age, their spines become feathery, giving an illusion of multicolored fur—though they can prove just as deadly when launched. Huitz’plinas also have strong and prehensile tails that they use in their everyday activities, from climbing along the canopy to increasing their dexterity and balance on the ground. + +Huitz’plinas use a mix of vocal chords and the thumping of their prehensile tails in their musical language, which makes it difficult for tailless beings to replicate; the language is full of idioms based on huitz’plinas’ glimpses of the future. Huitz’plina don’t often use instruments in their music. Instead, large choirs sing haunting melodies that drift down from the treetops. + +Over the decades, the most curious huitz’plinas have found ways to be useful to local Azlanti operations with the goal of leaving their home planet to enter the wider universe. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Several have returned after grand adventures, spurring more of their species to set out and explore, so huitz’plinas can now be found across the galaxy. Such huitz’plina travelers traditionally bring with them a petrified Mulkaxi flower blossom to remind them of where they come from. The blossoms vary in color, from rich blue to blood red to sea green, and they often become a huitz’plina’s most treasured object. + +While not all the creatures they encounter know about huitz’plina’s precognitive abilities, some members of other species suspect huitz’plinas in the galaxy at large serve as spies for the Azlanti Star Empire—though there’s little evidence to support such a theory. As huitz’plinas were extremely well adapted to their low-tech forest environment, they tend to lack proficiency in most of the technologies that many in the galaxy take for granted. As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt. + +Huitz’plinas reach maturity around 30 and can live over one hundred years each, though their spines first show signs of color around 15 years of age. + + +**Source** _Alien Archive 4 pg. 46_ + +## YOUNGLING CR 3 + +**XP 800** +CG Medium magical beast +**Init** +4; **Senses** blindsense (scent) 30 ft., darkvision 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +6 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical switchblade +10 (1d4+3 S) +**Ranged** tactical rail gun +8 (1d8+3 P) +**Offensive Abilities** spine assault (Reflex DC 14, 9 P) + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +2; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +13, Athletics +13 (+21 to climb), Mysticism +13, Stealth +8 +**Languages** Azlanti, Common, Mulkaxi +**Other Abilities** predreaming +**Gear** flight suit stationwear, tactical rail gun AR with 24 long‑arm rounds, tactical switchblade AR + +### ECOLOGY + +**Environment** warm forests (Mulkaxi) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Predreaming (Su)** Once per day, a huitz’plina can spend a Resolve Point to receive a hazy vision related to the outcome of an event, goal, or activity as far as a day into the future. This otherwise functions as augury with a 100% chance of successfully receiving a meaningful reply. +**Spine Assault (Ex)** Once per day, after a huitz’plina takes the total defense action and before the start of their next turn, they can take a reaction to launch a barrage of spines in a 20-foot spread centered on themselves. Every other creature in the area must succeed at a Reflex save (DC = 10 + half the huitz’plina’s level + the huitz’plina’s Constitution modifier) or take piercing damage equal to three times the huitz’plina’s level; a successful save halves this damage. diff --git "a/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina.md" "b/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina.md" new file mode 100644 index 0000000..4b7e4c9 --- /dev/null +++ "b/Compendium/SF1E/Bestiary/Alien Codex/Huitz\342\200\231plina.md" @@ -0,0 +1,66 @@ +--- +aliases: +cr: 9 +Environment: warm forests (Mulkaxi) +hp: 135 +modifier: 6 +name: Huitz’plina +statblock: true +tags: +Type: NG Medium magical beast +--- +# HUITZ’PLINA +The precognitive huitz’plinas originate from a heavily forested dwarf planet in the Vast called Mulkaxi. Among many others they have seized, the Azlanti Star Empire claimed Mulkaxi for its abundant minerals buried deep in the world’s mountain regions. Being arboreal and living mainly in forested lowlands, huitz’plinas have mostly avoided direct interaction with the empire. For its part, the Azlanti Star Empire sees little utility in annexing huitz’plinas, who contentedly remain separated from mining operations in their homes among the extensive networks of branches in their forest canopies. + +Some speculate that huitz’plinas’ seeming indifference toward the Azlanti presence stems from some event they’ve collectively foreseen. In fact, huitz’plinas have highly individualized and personalized precognitive abilities. While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note. + +Huitz’plinas have long, glimmering spines that cover their bodies, save for their face, that develop shortly after their birth. Younger huitz’plinas have sharp, well-defined spines, which they can launch in a defensive assault—an ability that once protected them from the predators of their ancient evolutionary past. As huitz’plinas age, their spines become feathery, giving an illusion of multicolored fur—though they can prove just as deadly when launched. Huitz’plinas also have strong and prehensile tails that they use in their everyday activities, from climbing along the canopy to increasing their dexterity and balance on the ground. + +Huitz’plinas use a mix of vocal chords and the thumping of their prehensile tails in their musical language, which makes it difficult for tailless beings to replicate; the language is full of idioms based on huitz’plinas’ glimpses of the future. Huitz’plina don’t often use instruments in their music. Instead, large choirs sing haunting melodies that drift down from the treetops. + +Over the decades, the most curious huitz’plinas have found ways to be useful to local Azlanti operations with the goal of leaving their home planet to enter the wider universe. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Several have returned after grand adventures, spurring more of their species to set out and explore, so huitz’plinas can now be found across the galaxy. Such huitz’plina travelers traditionally bring with them a petrified Mulkaxi flower blossom to remind them of where they come from. The blossoms vary in color, from rich blue to blood red to sea green, and they often become a huitz’plina’s most treasured object. + +While not all the creatures they encounter know about huitz’plina’s precognitive abilities, some members of other species suspect huitz’plinas in the galaxy at large serve as spies for the Azlanti Star Empire—though there’s little evidence to support such a theory. As huitz’plinas were extremely well adapted to their low-tech forest environment, they tend to lack proficiency in most of the technologies that many in the galaxy take for granted. As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt. + +Huitz’plinas reach maturity around 30 and can live over one hundred years each, though their spines first show signs of color around 15 years of age. + +**Source** _Alien Archive 4 pg. 46_ + +## HUITZ’PLINA CR 9 + +**XP 6,400** +Huitz’plina operative +NG Medium magical beast +**Init** +6; **Senses** blindsense (scent) 30 ft., darkvision 60 ft., low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 135; **RP** 4 +**EAC** 22; **KAC** 23 +**Fort** +10; **Ref** +10; **Will** +12 +**Defensive Abilities** evasion, uncanny agility + +### OFFENSE + +**Speed** 50 ft., climb 20 ft. +**Melee** tactical knife +18 (2d4+9 S) +**Ranged** aphelion laser pistol +20 (3d4+9 F; critical burn 1d4) +**Offensive Abilities** debilitating trick, spine assault (Reflex DC 18, 27 P), trick attack +5d8, triple attack + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** +3; **INT** +4; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +17, Athletics +17 (+25 to climb), Culture +22, Mysticism +22, Stealth +17, Survival +22 +**Languages** Azlanti, Common, Mulkaxi +**Other Abilities** operative exploits (certainty, ever vigilant), predreaming, specialization (explorer) +**Gear** D-suit III, aphelion laser pistol with 2 high-capacity batteries (40 charges each), tactical knife + +### ECOLOGY + +**Environment** warm forests (Mulkaxi) +**Organization** solitary, pair, or prickle (3–4) + +### SPECIAL ABILITIES + +**Predreaming (Su)** Once per day, a huitz’plina can spend a Resolve Point to receive a hazy vision related to the outcome of an event, goal, or activity as far as a day into the future. This otherwise functions as augury with a 100% chance of successfully receiving a meaningful reply. +**Spine Assault (Ex)** Once per day, after a huitz’plina takes the total defense action and before the start of their next turn, they can take a reaction to launch a barrage of spines in a 20-foot spread centered on themselves. Every other creature in the area must succeed at a Reflex save (DC = 10 + half the huitz’plina’s level + the huitz’plina’s Constitution modifier) or take piercing damage equal to three times the huitz’plina’s level; a successful save halves this damage. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Hulsa.md b/Compendium/SF1E/Bestiary/Alien Codex/Hulsa.md new file mode 100644 index 0000000..d64ff3d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Hulsa.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 142 +modifier: 0 +name: Hulsa +statblock: true +tags: [9:] +Type: CN Medium fey +--- +# HULSA + +**Source** _Alien Archive 4 pg. 48_, _Starfinder The Rune Drive Gambit pg. 59_ + +## HULSA CR 10 + +**XP 9,600** +CN Medium fey +**Init** +0; **Senses** low-light vision, see invisibility; **Perception** +19 + +### DEFENSE + +**HP** 142; **RP** 5 +**EAC** 23; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +13 +**Defensive Abilities** solar adaptation, stellar revelation (soul furnace), void adaptation; **Immunities** electricity, fire + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** solar weapon +21 (3d6+11 F or S; critical burn 1d6) +**Ranged** light ray +20 (3d6+11 E & F; critical burn 1d6) +**Offensive Abilities** flashing strikes, kaleidoscopic glow, stellar revelations (miniature star \[10-ft. radius, 5d6 F\], supernova \[15-ft. radius, 11d6 F; DC 19\]) +**Spell-Like Abilities** (CL 10th) +At will—_life bubble_ (DC 19) +Constant—_see invisibility_ + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +1; **INT** +3; **WIS** +5; **CHA** +8 +**Skills** Acrobatics +19 (+27 to fly), Life Science +24, Mysticism +24, Physical Science +24 +**Languages** Common; electromagnetic communication +**Other Abilities** life-giving glow, solar manifestation (solar weapon), stellar alignment (photon) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or constellation (3–5) + +### SPECIAL ABILITIES + +**Electromagnetic Communication (Su)** A hulsa can communicate with other creatures within the same star system. With other hulsas, this ability functions as telepathy. Otherwise, the hulsa mentally broadcasts to technological comm units. +**Flashing Strikes (Ex)** When making a full attack entirely with melee weapons, a hulsa takes a –3 penalty to each attack roll instead of the normal –4 penalty. +**Kaleidoscopic Glow (Su)** A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa. A hulsa can extinguish or relight their light as a move action. +In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration. Creatures within 90 feet of the hulsa that can see this light become fascinated while the effect lasts and for 1 round after it ends (Will DC 19 negates). The hulsa can instead focus the glow on one creature, which works like the hypnotic glow stellar revelation of a 10th‑level solarian (DC 19, 10 rounds). Hulsas are immune to this ability. This is a mind-affecting effect. +**Life-Giving Glow (Su)** A hulsa can spend 1 Resolve Point to heal living creatures within their bright light. They can heal themself or one other living creature as a standard action, or themself and other creatures of their choice in their bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one (Fortitude DC 19 half). +**Light Ray (Su)** A hulsa’s light ray has a range increment of 90 feet and the bright special property. + +## DESCRIPTION + +These stout fey resemble metallic golems with their animated armor plates that emit bright, kaleidoscopic light. A typical hulsa stands about 5 feet tall and weights 300 pounds, though a few outliers tower more than 7 feet in height. Hulsa heads bear few features and virtually no expressions, offering only a few lines to suggest eyes or mouths. Instead, most expression comes from the collection of metallic ornaments that hover symmetrically behind their shoulders like decorative wings, their colors and orientation conveying hints of the hulsa’s mood. These ornaments emit luminous rays, sheets, and contrails when the fey fly but don’t move like traditional wings. + +Rather than representing terrestrial environments like forests and oceans, hulsas connect to specific stars. In many ways, this connection is symbolic, such as how hulsas often speak of directions in relation to their star rather than by magnetic poles. Hulsas from proximate stars consider each other kin, occasionally convening as “constellations” to socialize or combat mutual threats. Likewise, those fey tied to stars of a similar type (such as white dwarves and red giants) acknowledge each other as peers. Hulsas who lack such connections largely leave each other alone or, rarely, form distant rivalries founded in some esoteric disagreement about one of the universe’s underlying mechanics. These relationships can last eons, for hulsas appear ageless and claim to be as old as their respective stars. There are no known instances of hulsas expiring when their stars die, yet those whose stars have extinguished or exploded are never seen again. + +A hulsa’s actions seem unpredictable and erratic to most; the fey travels at random, pausing for days or even years at a time without warning. Only two things seem consistent with their behavior. First, a hulsa demands that they and the forces they represent be treated with respect. Any insult, either direct or dismissive, marks the perpetrator for retribution. The severity of this retribution is always measured by their level of affront rather than by any objective standard, ranging from causing minor annoyance to outright destruction of the offender’s corporeal form. When a hulsa doesn’t believe they can easily mete out justice, they wait, reserving their vengeance for as long as necessary. Legends speak of hulsas who took centuries to build alliances and train an offender’s enemies simply to see an insult avenged. If the original offender dies before the hulsa exacts vengeance, the fey seeks out whoever else they can hold accountable, ranging from the original offender’s heirs to societies that trained the offender. The hulsa even matter-of-factly explains why it punishes these other parties and rarely allows for other ways to seek atonement. + +The second consistent aspect of hulsa behavior is education. They love teaching others about the universe’s physical phenomena. Students who approach a hulsa respectfully can inquire about the life cycle of stars, the nature of the fey realm’s influence on the universe, or how an individual can access cosmic power, though these lessons come on the hulsa’s terms. A hulsa might refuse to teach anything but the basics, require an obscure form of compensation for their efforts, or deny secrets to anyone unwilling to commit to a decades-long apprenticeship to absorb the lessons with the proper depth. Several kasatha-led monasteries maintain that a legendary hulsa taught their founders the solarian arts. + +Although most hulsas contently travel alone, individual hulsas might seek out companions with whom they can experience cosmic phenomena. A few of these fey even find senior roles on starships that explore the Vast, trading their expertise for the opportunity to cruise around the cosmos with like-minded company. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Burrower.md b/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Burrower.md new file mode 100644 index 0000000..45be115 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Burrower.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 5 +Environment: warm mountains and underground +hp: 70 +modifier: 3 +name: Ignurso, Burrower +statblock: true +tags: +Type: N Large magical beast +--- +# IGNURSO, BURROWER +Ignursos are ursine mammals typically found in geothermally active areas, from hot springs to calderas. Standing up to 10 feet tall when on their hind legs and weighing up to 800 pounds, ignursos are physically intimidating. Yet they rarely make use of their fearsome appearance, instead preferring to burrow underground or lounge wherever it’s warm. When they do act out of hunger or stress, ignursos become forces of destruction, their cyclopean eyes blazing with ferocity as the creatures exhale gouts of fire. + +An ignurso’s body is ideally suited for extremely warm environments. Wiry, flame-resistant fur covers its legs and belly, giving the creature crucial insulation in cooler areas. Its back and head are protected by thick scales able to shed incoming blows and fiery ash with equal ease, allowing an ignurso to remain active even during moderate volcanic events. Thick foreclaws allow the ignurso to dig swiftly through soil and softer igneous rock, climb with ease, and knock down prey. The only part of its body ill-suited to its fiery, subterranean terrain is its single eye—a liability around spraying soil or stray sparks. Having a single eye is evolutionarily common on the ignurso’s home planet, and they have developed a nictitating membrane to protect their eye, keen vision in darkness and smoke alike, and a plow-like horn above the eye that serves as a visor against the worst debris. + +Except in regions with consistently hot surface climates, ignursos tunnel deep underground during winter to avoid the chill, hibernating for months at a time. In their volcanically active homes, burrowing means not only avoiding cold air but also getting closer to deep magma veins. Closer to the surface, ignursos tear through the soil in search of insect larvae and burrowing creatures. During volcanic events, ignursos seek out carrion, feasting on creatures that have suffocated by toxic gases or crushed by debris. They even carve surface trenches well ahead of eruptions and use the trenches to funnel lava into long barriers in which they trap their prey. + +When other food is scarce, ignursos grudgingly leave their favored haunts—especially when trying to fatten up for hibernation. They’re opportunistic omnivores, enjoying berries and grasses as readily as they do fish, eggs, carrion, and urban refuse. Dozens of viral videos chronicle the rare cases when ignursos wander into settlements. Unaware of the flammability of objects around them, ignursos often accidentally cause fiery explosions, then scramble away while roaring in shock as their surroundings go up in flame. + +Ignursos remain usually solitary unless courting a mate or raising cubs. Females give birth to live young and raise them for about 18 months before urging them to fend for themselves. Younger ignursos, known as burrowers, aggressively dig out their own domains and live out fairly animalistic existences. Ignursos have a natural lifespan of about 25 years, and in the last decade of life, the creatures develop exceptional cunning and resilience. This seems to come from an intensifying attunement to their volcanic surroundings, as if communing with the fires deep below. In fact, not only do these elders apparently learn to understand Ignan and sense impending eruptions, but their fire breath changes to superheated plasma. Known as masons, these ignursos tunnel less and build more, using their breath to melt rock to a liquid consistency before shaping it into crude structures. Along with basic shelters, ignurso masons sculpt strange monuments and statues, the purpose of which continues to vex biologists. + +For all the danger they represent, ignursos serve two crucial roles in their ecosystems: volcanic mitigation and habitat creation. Periodically, an overzealous ignurso digs so close to a volcano’s magma chamber that lava breaks through the rock, wells up within the ignurso’s tunnels, and vents lazily to the surface. In such events, the destruction is minimal, and geologists have determined that these vents release some of the underground pressure, making true eruptions less frequent and devastating. As some of the few creatures able to tunnel through solid rock, ignursos are also a keystone species in volcanically active areas. Their heavy claws pulverize the hard surface, making way for small plants to colonize the new soil, and their broad tunnels create new habitats for a variety of animals. Ignurso mason construction has even shaped early cultures, with several planets’ earliest cities having relied on their structures as rudimentary shelters. As hot spots migrate +**Source** _Alien Archive 4 pg. 50_ + +## BURROWER CR 5 + +**XP 1,600** +N Large magical beast +**Init** +3; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[smoke only\]); **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 15 +**Fort** +9; **Ref** +9; **Will** +4 +**Defensive Abilities** lavaproof; **Resistances** fire 10 +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft., burrow 10 ft., climb 20 ft. +**Melee** bite +15 (1d6+10 P) or claw +15 (1d6+10 S plus grab; critical burn 1d6) +**Multiattack** bite +9 (1d6+10 P), 2 claws +9 (1d6+10 S plus grab; critical burn 1d6) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** breath weapon (30-ft. cone, 6d6 F, DC 13 Reflex, usable every 1d4 rounds), vent + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -2; **WIS** +1; **CHA** +0 +**Skills** Athletics +16, Stealth +11, Survival +11 + +### ECOLOGY + +**Environment** warm mountains and underground +**Organization** solitary, pair, pack (3–8) + +### SPECIAL ABILITIES + +**Lavaproof (Ex)** An ignurso is immune to fire damage from lava and similar effects. +**Vent (Su)** As a move action, or in place of making a bite attack when using multiattack, an ignurso can forcefully exhale a 20-foot-radius cloud of choking smoke centered on itself. Non-ignursos in or entering the area are sickened for 1 round (Fortitude DC 13 negates), and the cloud otherwise functions as _fog cloud_ with a duration of 1d6 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Mason.md b/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Mason.md new file mode 100644 index 0000000..77e3e34 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ignurso, Mason.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 11 +Environment: warm and temperate mountains and underground +hp: 180 +modifier: 5 +name: Ignurso, Mason +statblock: true +tags: +Type: N Large magical beast +--- +# IGNURSO, MASON +## IGNURSO + +**Source** _Alien Archive 4 pg. 50_ +Ignursos are ursine mammals typically found in geothermally active areas, from hot springs to calderas. Standing up to 10 feet tall when on their hind legs and weighing up to 800 pounds, ignursos are physically intimidating. Yet they rarely make use of their fearsome appearance, instead preferring to burrow underground or lounge wherever it’s warm. When they do act out of hunger or stress, ignursos become forces of destruction, their cyclopean eyes blazing with ferocity as the creatures exhale gouts of fire. + +An ignurso’s body is ideally suited for extremely warm environments. Wiry, flame-resistant fur covers its legs and belly, giving the creature crucial insulation in cooler areas. Its back and head are protected by thick scales able to shed incoming blows and fiery ash with equal ease, allowing an ignurso to remain active even during moderate volcanic events. Thick foreclaws allow the ignurso to dig swiftly through soil and softer igneous rock, climb with ease, and knock down prey. The only part of its body ill-suited to its fiery, subterranean terrain is its single eye—a liability around spraying soil or stray sparks. Having a single eye is evolutionarily common on the ignurso’s home planet, and they have developed a nictitating membrane to protect their eye, keen vision in darkness and smoke alike, and a plow-like horn above the eye that serves as a visor against the worst debris. + +Except in regions with consistently hot surface climates, ignursos tunnel deep underground during winter to avoid the chill, hibernating for months at a time. In their volcanically active homes, burrowing means not only avoiding cold air but also getting closer to deep magma veins. Closer to the surface, ignursos tear through the soil in search of insect larvae and burrowing creatures. During volcanic events, ignursos seek out carrion, feasting on creatures that have suffocated by toxic gases or crushed by debris. They even carve surface trenches well ahead of eruptions and use the trenches to funnel lava into long barriers in which they trap their prey. + +When other food is scarce, ignursos grudgingly leave their favored haunts—especially when trying to fatten up for hibernation. They’re opportunistic omnivores, enjoying berries and grasses as readily as they do fish, eggs, carrion, and urban refuse. Dozens of viral videos chronicle the rare cases when ignursos wander into settlements. Unaware of the flammability of objects around them, ignursos often accidentally cause fiery explosions, then scramble away while roaring in shock as their surroundings go up in flame. + +Ignursos remain usually solitary unless courting a mate or raising cubs. Females give birth to live young and raise them for about 18 months before urging them to fend for themselves. Younger ignursos, known as burrowers, aggressively dig out their own domains and live out fairly animalistic existences. Ignursos have a natural lifespan of about 25 years, and in the last decade of life, the creatures develop exceptional cunning and resilience. This seems to come from an intensifying attunement to their volcanic surroundings, as if communing with the fires deep below. In fact, not only do these elders apparently learn to understand Ignan and sense impending eruptions, but their fire breath changes to superheated plasma. Known as masons, these ignursos tunnel less and build more, using their breath to melt rock to a liquid consistency before shaping it into crude structures. Along with basic shelters, ignurso masons sculpt strange monuments and statues, the purpose of which continues to vex biologists. + +For all the danger they represent, ignursos serve two crucial roles in their ecosystems: volcanic mitigation and habitat creation. Periodically, an overzealous ignurso digs so close to a volcano’s magma chamber that lava breaks through the rock, wells up within the ignurso’s tunnels, and vents lazily to the surface. In such events, the destruction is minimal, and geologists have determined that these vents release some of the underground pressure, making true eruptions less frequent and devastating. As some of the few creatures able to tunnel through solid rock, ignursos are also a keystone species in volcanically active areas. Their heavy claws pulverize the hard surface, making way for small plants to colonize the new soil, and their broad tunnels create new habitats for a variety of animals. Ignurso mason construction has even shaped early cultures, with several planets’ earliest cities having relied on their structures as rudimentary shelters. As hot spots migrate over the millennia, so too do ignurso populations, consistently reshaping the land. + +**Source** _Alien Archive 4 pg. 50_ + +## MASON CR 11 + +**XP 12,800** +N Large magical beast +**Init** +5; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[smoke only\]); **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +15; **Will** +10 +**Immunities** fire +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft., burrow 20 ft., climb 20 ft. +**Melee** bite +24 (4d6+19 P) or claw +24 (4d6+19 S plus grab; critical burn 2d6) +**Multiattack** bite +15 (4d6+19 P), 2 claws +18 (4d6+19 S plus grab; critical burn 2d6) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** breath weapon (30-ft. cone, 12d6 E&F, DC 13 Reflex, usable every 1d4 rounds), vent + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +3; **INT** -1; **WIS** +1; **CHA** +1 +**Skills** Athletics +25, Stealth +20, Survival +20 +**Languages** Ignan (can’t speak) + +### ECOLOGY + +**Environment** warm and temperate mountains and underground +**Organization** solitary, pair, crew (3–6) + +### SPECIAL ABILITIES + +**Vent (Su)** As a move action, or in place of making a bite attack when using multiattack, an ignurso can forcefully exhale a 20-foot-radius cloud of choking smoke centered on itself. Non-ignursos in or entering the area are sickened for 1 round (Fortitude DC 13 negates), and the cloud otherwise functions as _fog cloud_ with a duration of 1d6 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri, Ijtikri Commando.md b/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri, Ijtikri Commando.md new file mode 100644 index 0000000..1a6ffc1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri, Ijtikri Commando.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 4 +Environment: any (Vesk-2) +hp: 50 +modifier: 3 +name: Ijtikri, Ijtikri Commando +statblock: true +tags: +Type: N Medium aberration +--- +# IJTIKRI, IJTIKRI COMMANDO +Native to island-strewn Vesk-2, ijtikris are sapient beings that resemble squids, though they are terrestrial upon reaching adulthood. Each has an oblong body that they hold roughly vertically atop the muscular arms that surround their mouth. An ijtikri has two long and dexterous feeding tentacles that are tipped with pads that serve as manipulators and allow the ijtikri to use tools. An ijtikri’s head is close to the ground and covered with an array of visual sensors: an eye on each side of the head, three simple dorsal eyespots, and a pair of complex eyes on the upper trunk. This last pair allows an ijtikri to see without exposing much of their body. + +An ijtikri has a shell that covers the head and lower mantle, with a lighter exoskeletal lattice protecting the upper mantle. This facial plating gives rise to the vesk nickname for the species: stone‑faced squids. Many genes in ijtikris activate only in response to certain environmental stimuli, so an ijtikri’s shell shape and instinctive skills develop in predictable ways according to external influences. As a result, ijtikris from a particular region have a similar appearance. The common varieties include gray, indigo, and crimson ijtikris. + +An ijtikri hatches in water from a free-floating egg. Though these eggs get consumed by a variety of marine life, those that survive hatch into larvae that in turn feed on zooplankton. Once large enough to risk being prey to larger creatures, ijtikri larvae migrate into coastal waters and anchor to hollows in rocks or reefs. During this phase, the anchored ijtikri filter feeds and grows. By the latter part of their second year of life, a juvenile has built up a large enough reserve of fat and minerals that they cease feeding, break down the anchor, and undergo a metamorphosis into their adult form, including air-breathing lungs, before rising to the surface and swimming for land. + +Because they reach physical maturity without social interaction, ijtikris emerge from the water with only instinctive skills. However, each ijtikri has a cluster of ganglia known as a skenoseen organ, which helps the ijtikri smell and locate the nearest group of mature ijtikris. These groups incorporate any newcomer, whose adoptive cousins teach them language, culture, and the skills necessary to survive. + +Adult ijtikris mate numerous times over the course of their life, with each partner taking some gametes to store in specialized organs; however, fertilization doesn’t occur during adulthood. Instead, an adult ijtikri can begin a final metamorphosis at any point. Over several weeks, the ijtikri’s body fills with gas, splits its shell, and grows to up to 20 feet in length. The body achieves aerial buoyancy and rises into the air, gently propelling itself toward the open sea. Once far from land, the ijtikri fertilizes stored eggs and disperses them. Then, the ijtikri dies and descends into the water, where various life forms consume the remains. Modern ijtikris view this metamorphosis as a worthy sacrifice once one’s legacy is secure. However, advanced medical techniques allow ijtikris to fertilize eggs in small batches without such a transformation. + +Ijtikris started as nomadic hunter-gatherers. Adoption of stone tools 6,000 years ago allowed them to implement agriculture, build villages, and fend off predators. When vesk starships landed on Vesk-2, the ijtikris had city-states with iron-age technology. Resistance to vesk rule was brief. Within several years, the planet became part of the Veskarium. Ijtikris who have just emerged from the sea readily adopt almost any accepting group as surrogate families, so they are natural recruits for Veskarium organizations. Modern ijtikris have largely adopted vesk culture. Those who remain on Vesk-2 contribute to local industries, such as fish farming, salt production, and defrex ranching. + +Ijtikris clashed with the vesk most strongly over ancient ruins that predate ijtikri stone-age culture. Most are little more than foundations among paved plazas. Nevertheless, ijtikris avoided these places. The vesk instead explored them, despite ijtikri pleading, especially the island of Trafodi, which had intact edifices. Within a vault on Trafodi, vesk discovered the Trafodi Paradox. This artifact was lost in transit to Vesk Prime, supposedly to the Swarm, though rumors speak of another possibility. + +## IJTIKRI, IJTIKRI COMMANDO +**Source** _Alien Archive 3 pg. 54_ + +## IJTIKRI COMMANDO CR 4 + +**XP 1,200** +Ijtikri soldier +N Medium aberration +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +4; **Will** +5; +4 vs. critical hit effects +**Defensive Abilities** hardened mantle + +### OFFENSE + +**Speed** 30 ft. (crawl at half this speed), swim 30 ft. +**Melee** hook sword +11 (1d8+6 S; critical bleed 1d4) +**Ranged** thunderstrike sonic rifle +12 (1d10+2 So; critical deafen \[DC 13\]) +**Offensive Abilities** fighting style (sharpshoot), sniper’s aim +**Spell-Like Abilities** (CL 4th) +1/day—_keen senses_ + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +3; **INT** +0; **WIS** +2; **CHA** +0 +**Feats** Kip Up +**Skills** Acrobatics +10, Athletics +10, Stealth +15 +**Languages** Common, Iji, Vesk +**Gear** defrex hide, hook sword, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any (Vesk-2) +**Organization** solitary or squad (2–7) + +### SPECIAL ABILITIES + +**Hardened Mantle (Ex)** An ijtikri reduces the damage they take from any critical hit by 7, to a minimum of 1 (unless reduced by other means). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Ijtikri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri.md b/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri.md new file mode 100644 index 0000000..5f3aefa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ijtikri.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 1/2 +Environment: any (Vesk-2) +hp: 12 +modifier: 0 +name: Ijtikri +statblock: true +tags: +Type: N Medium aberration +--- +# IJTIKRI +Native to island-strewn Vesk-2, ijtikris are sapient beings that resemble squids, though they are terrestrial upon reaching adulthood. Each has an oblong body that they hold roughly vertically atop the muscular arms that surround their mouth. An ijtikri has two long and dexterous feeding tentacles that are tipped with pads that serve as manipulators and allow the ijtikri to use tools. An ijtikri’s head is close to the ground and covered with an array of visual sensors: an eye on each side of the head, three simple dorsal eyespots, and a pair of complex eyes on the upper trunk. This last pair allows an ijtikri to see without exposing much of their body. + +An ijtikri has a shell that covers the head and lower mantle, with a lighter exoskeletal lattice protecting the upper mantle. This facial plating gives rise to the vesk nickname for the species: stone‑faced squids. Many genes in ijtikris activate only in response to certain environmental stimuli, so an ijtikri’s shell shape and instinctive skills develop in predictable ways according to external influences. As a result, ijtikris from a particular region have a similar appearance. The common varieties include gray, indigo, and crimson ijtikris. + +An ijtikri hatches in water from a free-floating egg. Though these eggs get consumed by a variety of marine life, those that survive hatch into larvae that in turn feed on zooplankton. Once large enough to risk being prey to larger creatures, ijtikri larvae migrate into coastal waters and anchor to hollows in rocks or reefs. During this phase, the anchored ijtikri filter feeds and grows. By the latter part of their second year of life, a juvenile has built up a large enough reserve of fat and minerals that they cease feeding, break down the anchor, and undergo a metamorphosis into their adult form, including air-breathing lungs, before rising to the surface and swimming for land. + +Because they reach physical maturity without social interaction, ijtikris emerge from the water with only instinctive skills. However, each ijtikri has a cluster of ganglia known as a skenoseen organ, which helps the ijtikri smell and locate the nearest group of mature ijtikris. These groups incorporate any newcomer, whose adoptive cousins teach them language, culture, and the skills necessary to survive. + +Adult ijtikris mate numerous times over the course of their life, with each partner taking some gametes to store in specialized organs; however, fertilization doesn’t occur during adulthood. Instead, an adult ijtikri can begin a final metamorphosis at any point. Over several weeks, the ijtikri’s body fills with gas, splits its shell, and grows to up to 20 feet in length. The body achieves aerial buoyancy and rises into the air, gently propelling itself toward the open sea. Once far from land, the ijtikri fertilizes stored eggs and disperses them. Then, the ijtikri dies and descends into the water, where various life forms consume the remains. Modern ijtikris view this metamorphosis as a worthy sacrifice once one’s legacy is secure. However, advanced medical techniques allow ijtikris to fertilize eggs in small batches without such a transformation. + +Ijtikris started as nomadic hunter-gatherers. Adoption of stone tools 6,000 years ago allowed them to implement agriculture, build villages, and fend off predators. When vesk starships landed on Vesk-2, the ijtikris had city-states with iron-age technology. Resistance to vesk rule was brief. Within several years, the planet became part of the Veskarium. Ijtikris who have just emerged from the sea readily adopt almost any accepting group as surrogate families, so they are natural recruits for Veskarium organizations. Modern ijtikris have largely adopted vesk culture. Those who remain on Vesk-2 contribute to local industries, such as fish farming, salt production, and defrex ranching. + +Ijtikris clashed with the vesk most strongly over ancient ruins that predate ijtikri stone-age culture. Most are little more than foundations among paved plazas. Nevertheless, ijtikris avoided these places. The vesk instead explored them, despite ijtikri pleading, especially the island of Trafodi, which had intact edifices. Within a vault on Trafodi, vesk discovered the Trafodi Paradox. This artifact was lost in transit to Vesk Prime, supposedly to the Swarm, though rumors speak of another possibility. + +**Source** _Alien Archive 3 pg. 54_ + +## IJTIKRI CR 1/2 + +**XP 200** +N Medium aberration +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +3; **Ref** +0; **Will** +2; +4 vs. critical hit effects +**Defensive Abilities** hardened mantle + +### OFFENSE + +**Speed** 30 ft. (crawl at half this speed), swim 30 ft. +**Melee** survival knife +4 (1d4+1 S) +**Ranged** needler pistol +3 (1d4 P; critical injection DC +2) +**Spell-Like Abilities** (CL 1st) +1/day—_wisp ally_ + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +3; **INT** +0; **WIS** +2; **CHA** +0 +**Feats** Kip Up +**Skills** Athletics +9, Life Science +4, Piloting +4, Stealth +9, Survival +9 +**Languages** Common, Iji, Vesk +**Gear** second skin, needler pistol with 12 darts, survival knife, tier 1 sedative + +### ECOLOGY + +**Environment** any (Vesk-2) +**Organization** solitary or shoal (2–7) + +### SPECIAL ABILITIES + +**Hardened Mantle (Ex)** An ijtikri reduces the damage they take from any critical hit by 4, to a minimum of 1 (unless reduced by other means). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Ijtikri Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Brood-Minder.md b/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Brood-Minder.md new file mode 100644 index 0000000..1c8e46e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Brood-Minder.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 2 +Environment: any deserts, hills, or mountains (Akiton) +hp: 21 +modifier: 2 +name: Ikeshti, Ikeshti Brood-Minder +statblock: true +tags: +Type: N Small humanoid (ikeshti) +--- +# IKESHTI, IKESHTI BROOD-MINDER +Ikeshtis are a hardy race of lizardfolk native to the deserts and hills of Akiton, and their convoluted life cycle provides the blueprint for their civilization. The physiology and psychology of ikeshtis shift drastically as they go through childhood, adolescence, mating, and one of three adult paths. + +When they are hatched, ikeshtis are little more than gaping mouths attached to tiny, emaciated versions of their adult forms. A brood of ikeshti young will eat any organic matter they come across. As they grow larger, their brains become more developed, and they learn the rudiments of speech and other skills from their brood-minders, who guide them in their feeding habits. Such broods sometimes operate as living garbage disposals for large settlements, while others are taught to perform nomadic grazing that leaves the local biosphere intact. However, ikeshti broods left to their own devices seek out areas rich in organic matter and devour it all, much like a swarm of locusts. + +After 5 years and 3 feet of growth, ikeshtis leave their broodminders and settle down into a more civilized mode, banding together with other adolescents of various ages. These ikeshtis collaborate to advance their economic, social, and technological skills, typically working around the fringes of civilization as junk traders, mechanics, and scavengers. + +After 10 to 20 years of adolescence, ikeshtis begin to rut. They become violent and single-minded, their intelligence overcome by urges to fight and mate. Rutting ikeshtis once again eat voraciously, gaining new spurs and claws as well as hardened scales. If they find a willing partner, they mate, laying and fertilizing a large clutch of eggs. The two mates then fight each other to the death. If the male survives the combat, he becomes a brood-minder. If the female is victorious, she becomes a congregant. Rutting ikeshtis who never find mating partners continue to grow ever larger and more aggressive, eventually losing their mental faculties altogether and becoming riveners. + +Brood-minders quickly regain their prior knowledge and personalities, but their temperaments become somewhat phlegmatic and standoffish. They are driven by strong urges to manage a brood of young ikeshtis. They have no instinctive preference for their own young and seek to add newborn ikeshtis to their broods to the limit of their ability to control and guide them, even killing off the weakest young to open up space for candidates who show more promise. Brood-minders live a solitary life, focused on leading their broods to food sources and keeping them alive. + +Congregants instinctively feel the need to ensure the success of ikeshti society as a whole. Some form groupings much like adolescent nests, living collaboratively, but individual congregants often become adventurers off-planet to bring wealth and fame back to their people. + +Riveners are ikeshtis who were unable to find a mate while rutting and lost their personalities to the brew of hormones swirling inside them. They are bestial and irrational, remembering only the rudiments of language and unable to engage in more than low cunning. Riveners care only about killing, eating, and the thrill of battle. Ikeshtis who come across a rivener go to almost any lengths to put it down, as they believe the existence of these terrors brings shame to their race. + +**Source** _Alien Archive pg. 64_ + +## IKESHTI BROOD-MINDER CR 2 + +**XP 600** +Ikeshti technomancer +N Small humanoid (ikeshti) +**Init** +2; **Perception** +7 + +### DEFENSE + +**HP** 21 +**EAC** 14; **KAC** 15 +**Fort** +1; **Ref** +1; **Will** +5 + +### OFFENSE + +**Speed** 30 ft., climb 15 ft. +**Melee** survival knife +4 (1d4+1 S) +**Ranged** tactical semi-auto pistol +6 (1d6+2 P) +**Offensive Abilities** squirt blood +**Technomancer Spells Known** (CL 2nd; melee +4, ranged +6) +1st (3/day)—_detect tech_, _jolting surge_ +0 (at will)—_detect magic_, _energy ray_ + +### STATISTICS + +**STR** -1; **DEX** +2; **CON** +0; **INT** +4; **WIS** +1; **CHA** +1 +**Feats** Spell Penetration +**Skills** Computers +12, Engineering +12, Sense Motive +7 +**Languages** Akitonian, Common +**Other Abilities** spell cache (wrist computer) +**Gear** freebooter armor I, survival knife, tactical semi-auto pistol with 30 small arm rounds + +### ECOLOGY + +**Environment** any deserts, hills, or mountains (Akiton) +**Organization** solitary, team (2–4), or nest (5–12) + +### SPECIAL ABILITIES + +**Squirt Blood (Ex)** Once per day as a move action, an ikeshti brood-minder can squirt blood from one of his eyes at a foe within 30 feet, making a ranged attack (+6 for most ikeshti brood-minders) against the target’s KAC. A successful hit grants the next ally who hits that foe the benefit of harrying fire against it (_Starfinder Core Rulebook_ 247). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Rivener.md b/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Rivener.md new file mode 100644 index 0000000..aeb5bd8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ikeshti, Ikeshti Rivener.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 5 +Environment: any deserts, hills, or mountains (Akiton) +hp: 84 +modifier: 2 +name: Ikeshti, Ikeshti Rivener +statblock: true +tags: +Type: N Large humanoid (ikeshti) +--- +# IKESHTI, IKESHTI RIVENER +keshtis are a hardy race of lizardfolk native to the deserts and hills of Akiton, and their convoluted life cycle provides the blueprint for their civilization. The physiology and psychology of ikeshtis shift drastically as they go through childhood, adolescence, mating, and one of three adult paths. + +When they are hatched, ikeshtis are little more than gaping mouths attached to tiny, emaciated versions of their adult forms. A brood of ikeshti young will eat any organic matter they come across. As they grow larger, their brains become more developed, and they learn the rudiments of speech and other skills from their brood-minders, who guide them in their feeding habits. Such broods sometimes operate as living garbage disposals for large settlements, while others are taught to perform nomadic grazing that leaves the local biosphere intact. However, ikeshti broods left to their own devices seek out areas rich in organic matter and devour it all, much like a swarm of locusts. + +After 5 years and 3 feet of growth, ikeshtis leave their broodminders and settle down into a more civilized mode, banding together with other adolescents of various ages. These ikeshtis collaborate to advance their economic, social, and technological skills, typically working around the fringes of civilization as junk traders, mechanics, and scavengers. + +After 10 to 20 years of adolescence, ikeshtis begin to rut. They become violent and single-minded, their intelligence overcome by urges to fight and mate. Rutting ikeshtis once again eat voraciously, gaining new spurs and claws as well as hardened scales. If they find a willing partner, they mate, laying and fertilizing a large clutch of eggs. The two mates then fight each other to the death. If the male survives the combat, he becomes a brood-minder. If the female is victorious, she becomes a congregant. Rutting ikeshtis who never find mating partners continue to grow ever larger and more aggressive, eventually losing their mental faculties altogether and becoming riveners. + +Brood-minders quickly regain their prior knowledge and personalities, but their temperaments become somewhat phlegmatic and standoffish. They are driven by strong urges to manage a brood of young ikeshtis. They have no instinctive preference for their own young and seek to add newborn ikeshtis to their broods to the limit of their ability to control and guide them, even killing off the weakest young to open up space for candidates who show more promise. Brood-minders live a solitary life, focused on leading their broods to food sources and keeping them alive. + +Congregants instinctively feel the need to ensure the success of ikeshti society as a whole. Some form groupings much like adolescent nests, living collaboratively, but individual congregants often become adventurers off-planet to bring wealth and fame back to their people. + +Riveners are ikeshtis who were unable to find a mate while rutting and lost their personalities to the brew of hormones swirling inside them. They are bestial and irrational, remembering only the rudiments of language and unable to engage in more than low cunning. Riveners care only about killing, eating, and the thrill of battle. Ikeshtis who come across a rivener go to almost any lengths to put it down, as they believe the existence of these terrors brings shame to their race. +**Source** _Alien Archive pg. 64_ + +## IKESHTI RIVENER CR 5 + +**XP 1,600** +N Large humanoid (ikeshti) +**Init** +2; **Perception** +11 + +### DEFENSE + +**HP** 84 +**EAC** 18; **KAC** 20 +**Fort** +9; **Ref** +7; **Will** +4 + +### OFFENSE + +**Speed** 30 ft., climb 15 ft. +**Melee** claw +11 (2d6+10 S) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** +5; **INT** -3; **WIS** +1; **CHA** +0 +**Skills** Athletics +16, Acrobatics +11, Stealth +11 +**Languages** Akitonian (can speak and understand only simple words) + +### ECOLOGY + +**Environment** any deserts, hills, or mountains (Akiton) +**Organization** solitary diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Inevitable, Anhamut.md b/Compendium/SF1E/Bestiary/Alien Codex/Inevitable, Anhamut.md new file mode 100644 index 0000000..1490153 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Inevitable, Anhamut.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 180 +modifier: 3 +name: Inevitable, Anhamut +statblock: true +tags: +Type: LN Medium outsider (inevitable, lawful) +--- + +# ANHAMUT CR 10 +**XP 9,600** +LN Medium outsider (inevitable, lawful) +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 180 +**EAC** 23; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +13 +**Defensive Abilities** regeneration 5 (chaotic); **DR** 10/chaotic; **Immunities** electricity; swarm immunities in discorporated form; **SR** 21 + +### OFFENSE + +**Speed** 30 ft., fly 40 ft. (Su, perfect, discorporated form only) +**Melee** nanite blade +21 (2d8+12 S; critical nanite burst \[DC 19\]) +**Ranged** electric discharge +19 (3d4+10 E) +**Offensive Abilities** inevitable onslaught +**Spell-Like Abilities** (CL 10th) +1/day—_interplanetary teleport_ (self plus 50 bulk of objects) + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +2; **INT** +5; **WIS** +2; **CHA** +8 +**Skills** Computers +24, Culture +19, Diplomacy +24, Engineering +24, Sense Motive +19 +**Languages** truespeech +**Other Abilities** constructed, discorporation + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Discorporation (Ex)** An anhamut’s robotic body can discorporate its component nanites into a swarm of Diminutive creatures as a standard action. Reincorporating its parts into its regular form is also a standard action. While in its discorporated form, an anhamut cannot use its nanite blade, but it gains swarm immunities and can fly. In addition, a discorporated anhamut can interface directly with many forms of technology, and it counts as having a hacking kit when attempting Computers skill checks. While an anhamut is in discorporated form, its total Stealth bonus increases to +24. + +**Electric Discharge (Ex)** As a standard action, an anhamut can generate a powerful electric charge from its blade (or between the individual nanomachines that make up its discorporated form) and launch this charge as a ranged attack against EAC at a target within 60 feet. + +**Inevitable Onslaught (Ex)** When an anhamut makes a full attack, it can make up to three melee attacks instead of two melee attacks. It takes a –6 penalty to these attacks instead of a –4 penalty. + +**Nanite Blade (Ex)** An anhamut’s sword is composed of the same nanites as the outsider itself, and functions as if it has the _axiomatic_ and _nanite_ weapon fusions. + +## DESCRIPTION + +Shortly after Triune sent the Signal out to all mortal life, gifting the secrets of Drift travel, the axiomites received their own similarly mysterious message. Instead of plans for a Drift engine, however, this signal contained blueprints for the construction of an entirely new type of inevitable: the anhamut. A humanoid-shaped robot composed of millions of nearly microscopic nanites, an anhamut can discorporate its “solid” form into a swarm of individual nanites to infiltrate well-guarded areas, avoid detection, and interface with various forms of technology. In its assembled form, an anhamut wields a blade made of its own nanites, and regardless of whether it’s discorporated or assembled, it can generate a powerful bolt of electrical current with which to assault its foes. + +Anhamuts are programmed with the central tenet that the exploration and mapping of the universe bring a kind of order to the chaotic cosmos, and they seek to protect this process and those who engage in it. Anhamuts hunt down those who attempt to destroy the hyperspace beacons that make Drift travel possible, and they sometimes aid adventurers who have discovered a new planet or alien society in returning home to report this information to their societies. These inevitables are aggressive in pursuing their agendas, yet also slightly more subtle than their kindred; for example, they might use their discorporated forms to stealthily sabotage enemy equipment before a battle can even begin. At the same time, however, an anhamut who has calculated that the odds of a direct fight are solidly in its favor isn’t afraid to make its presence known with an electrical blast and a flurry of corrosive sword blows. + +Like some of their predecessors, anhamuts are more than willing to gather non-inevitable allies to help accomplish their goals, and they have absorbed all sorts of cultural information about an incredible number of societies in their travels (all of which is recorded in Axis for other inevitables to download). Armed with these facts, anhamuts make excellent diplomats, presenting their cases to prospective associates with logical statements that cut straight to the chase. Some anhamuts have maintained ties to large groups of allies over the decades, which allows them to potentially call upon small armies to aid them when necessary. + +Though anhamuts are steadfast protectors of explorers and stellar cartographers (as well as the technology that facilitates such vocations), these inevitables are unconcerned with the colonization of newly discovered worlds. A space station that serves as a waypoint for travelers into the unknown might benefit from the guardianship of an anhamut, while a similar station created as a corporate mining facility would not. An anhamut might aid a group of pioneers scouting an uncharted planet, but once they start to lay down roots, that anhamut generally moves on to other missions. Conversely, an anhamut might protect the inhabitants of an alien world from being destroyed by a larger civilization if that smaller culture is on the verge of developing spaceflight, and an organization attempting to hide the existence of a world—even for the objective good of the galaxy—might find itself at odds with the uncompromising machines. + +Scholars of the Outer Planes find this relatively new type of inevitable singularly fascinating. The being that revealed the anhamuts’ design to the axiomites still remains a mystery, and while many assume that Triune was responsible for their creation—due both to the timing and the fact that they further many of Triune’s areas of interest—the tripartite god itself has not issued a statement either way. Moreover, as a patron of machines, Triune seems like a natural fit for inevitables, yet what allegiance the machine-people owe the newly arisen god remains open for debate in the face of untold millennia of independent operation. Whatever the politics, priests within the church of Triune have been known to openly court aid from anhamuts, treating them as blessed heralds of their god, and so long as their missions align, anhamuts seem content with this arrangement. + +Strangely, while anhamuts exist to foster the mapping (both physical and metaphysical) of the cosmos, they do little such work on their own. Those few who do are referred to as Edgeseekers and rarely interact with mortals for any significant time, choosing instead to jump magically from planet to planet, recording their own cryptic notes. The rest focus on encouraging mortals to do the research for themselves, leading to the sharing of information and even friendship between anhamuts and high-powered members of organizations like the Starfinder Society. Yet while they can be assets to scholars, anhamuts can be extremely aggravating to governments and corporations attempting to keep secret the locations of secure facilities, and adventurers are sometimes hired to put down insurgents and infiltrators who’ve managed to recruit one of the strange machines. + +## NANITE WEAPONS + +While an anhamut’s nanite blade is a part of its very being, the fundamental design has inspired mortal technomagical engineers to create their own versions. Weapons with the following fusion have their primary striking surfaces formed of a dense field of programmed nanites. These microscopic machines hold their relative positions well enough to respond like ordinary steel in most situations, simulating a razor edge by devouring any material that comes in contact with their activated blade-matrix. When a blow is fierce enough, however, the shock is sometimes enough to break the nanites out of their careful lattice, sending a cloud of them into a frenzy of mechanical corrosion. Rather than being a problem, however, this breakdown is actually the _nanite_ fusion’s most appealing property, as this leaves the target swarmed with tiny machines intent on dismantling it—a painful and disconcerting experience not unlike being bathed in acid. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Exterminator-class.md b/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Exterminator-class.md new file mode 100644 index 0000000..abda734 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Exterminator-class.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 115 +modifier: 5 +name: Infiltration Robot, Exterminator-class +statblock: true +tags: +Type: LN Medium construct (technological) +--- +# INFILTRATION ROBOT, EXTERMINATOR-CLASS +Beneath layers of synthskin and expert disguises, every infiltration robot is basically identical. A spindly, humanoid machine’s frame between 4 and 6 feet in height, lacking any feature that might indicate some specific design inspiration. By design, however, this interior is rarely seen. To most, an infiltration robot simply looks like some humanoid they know: a grocer, a pilot, or even a coworker with a penchant for cheesy snacks. + +These disguises are made possible by the synthskin that coats every infiltration robot. Synthskin is a pliable, synthetic substance that can be tuned to perfectly mimic a variety of humanoid species, even simulating blood and internal organs. Paired with an adjustable chassis, synthskin allows infiltration robots to be built as near-perfect replicas of a variety of humanoid species and subspecies. Social mimicry is handled by advanced processing centers that border on true AI, allowing for swift swapping between simulated personalities as well as resulting in all the quirks and personality development of intelligent life. + +The most basic form of infiltration robot is the monitor class. Monitors are primarily meant to observe and report upon their targets. While capable of combat, and in theory assassination, it is generally considered a last resort. Whatever information the monitor can get back to its controller is likely far more valuable than anyone it could reasonably kill, and damage from combat risks revealing the mechanical nature of the spy. As such, if a monitor initiates combat is likely believes that it has been found out, or that something far more valuable than its mission is at stake. + +More advanced by far are exterminator-class infiltration robots. Exterminators feature prototype nanobot swarms embedded in their chassis, allowing them to shrug off damage and swiftly repair their synthskin if it is damaged in battle. They can also effortlessly reshape their synthskin, changing their height, color, gender expression, apparent age, and species on the fly. This makes them both more resilient in battle and far more adaptable as assassins than monitor-class robots, as they can shift disguises as often as needed to approach virtually any target unsuspected. This adaptability also makes them much more aggressive; exterminators whose disguise is compromised can simply shift into another, so they are much more likely to initiate deadly combat without concern for their discovery. + +**Source** _Alien Archive 4 pg. 102_ + +## EXTERMINATOR-CLASS CR 7 + +**XP 3,200** +LN Medium construct (technological) +**Init** +5; **Senses** darkvision 60 ft.; low light vision;; **Perception** +14 + +### DEFENSE + +**HP** 115 +**EAC** 19; **KAC** 21 +**Fort** +7; **Ref** +7; **Will** +4 +**Defensive Abilities** advanced synthskin, regeneration 10 (magical fire); **DR** 5/—;; **Immunities** construct immunities +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 50 ft. +**Melee** slam +18 (2d6+8 B) +**Ranged** advanced semi-auto pistol +15 (2d6+7 P) + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** —; **INT** +2; **WIS** +0; **CHA** +4 +**Skills** Acrobatics +14, Bluff +19, Disguise +19, Sense Motive +14, Stealth +19 +**Languages** Common +**Gear** advanced semi-auto pistol with 24 small-arm rounds + +### ECOLOGY + +**Environment** Any +**Organization** solitary, pair, or cell (1 exterminator-class infiltration robot and 3 monitor-class infiltration robots) + +### SPECIAL ABILITIES + +**Advanced Synthskin (Ex)** Infiltration robots are composed almost entirely of adaptive nanite flesh, allowing them to impersonate other species and insulating them from typical robot weaknesses. While its advanced synthskin is active, an infiltration robot appears to be a member of a medium-sized humanoid or monstrous humanoid species of its choice. This otherwise functions as the change shape universal creature rule (page 152), except the infiltration robot can activate it as a swift action. While an infiltration robot has fewer than half its Hit Points remaining, it can’t use this ability. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Monitor-class.md b/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Monitor-class.md new file mode 100644 index 0000000..663dbeb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Infiltration Robot, Monitor-class.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 25 +modifier: 4 +name: Infiltration Robot, Monitor-class +statblock: true +tags: +Type: LN Medium construct (technological) +--- +# INFILTRATION ROBOT, MONITOR-CLASS +Beneath layers of synthskin and expert disguises, every infiltration robot is basically identical. A spindly, humanoid machine’s frame between 4 and 6 feet in height, lacking any feature that might indicate some specific design inspiration. By design, however, this interior is rarely seen. To most, an infiltration robot simply looks like some humanoid they know: a grocer, a pilot, or even a coworker with a penchant for cheesy snacks. + +These disguises are made possible by the synthskin that coats every infiltration robot. Synthskin is a pliable, synthetic substance that can be tuned to perfectly mimic a variety of humanoid species, even simulating blood and internal organs. Paired with an adjustable chassis, synthskin allows infiltration robots to be built as near-perfect replicas of a variety of humanoid species and subspecies. Social mimicry is handled by advanced processing centers that border on true AI, allowing for swift swapping between simulated personalities as well as resulting in all the quirks and personality development of intelligent life. + +The most basic form of infiltration robot is the monitor class. Monitors are primarily meant to observe and report upon their targets. While capable of combat, and in theory assassination, it is generally considered a last resort. Whatever information the monitor can get back to its controller is likely far more valuable than anyone it could reasonably kill, and damage from combat risks revealing the mechanical nature of the spy. As such, if a monitor initiates combat is likely believes that it has been found out, or that something far more valuable than its mission is at stake. + +More advanced by far are exterminator-class infiltration robots. Exterminators feature prototype nanobot swarms embedded in their chassis, allowing them to shrug off damage and swiftly repair their synthskin if it is damaged in battle. They can also effortlessly reshape their synthskin, changing their height, color, gender expression, apparent age, and species on the fly. This makes them both more resilient in battle and far more adaptable as assassins than monitor-class robots, as they can shift disguises as often as needed to approach virtually any target unsuspected. This adaptability also makes them much more aggressive; exterminators whose disguise is compromised can simply shift into another, so they are much more likely to initiate deadly combat without concern for their discovery. + +**Source** _Alien Archive 4 pg. 102_ + +## MONITOR-CLASS CR 2 + +**XP 600** +LN Medium construct (technological) +**Init** +4; **Senses** darkvision 60 ft.; low light vision;; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 12; **KAC** 15 +**Fort** -1; **Ref** -1; **Will** +2 +**Defensive Abilities** synthskin; **DR** 2/— Immunities construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 40 ft. +**Melee** slam +7 (1d4+2 B) +**Ranged** tactical semi-auto pistol +9 (1d6+2 P) + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** —; **INT** +1; **WIS** +0; **CHA** +2 +**Skills** Acrobatics +7, Bluff +12, Disguise +12, Sense Motive +7, Stealth +12 +**Languages** Common +**Other Abilities** unliving +**Gear** tactical semi-auto pistol with 18 small-arm rounds + +### ECOLOGY + +**Environment** Any +**Organization** solitary or conspiracy (2–4) + +### SPECIAL ABILITIES + +**Synthskin (Ex)** Infiltration robots are covered in a thick layer of synthetic, adaptive flesh, allowing them to impersonate other species and insulating them from typical robot weaknesses; however, this facade fades and loses its protective qualities once heavily damaged. While its synthskin is active, an infiltration robot appears to be a member of a medium-sized humanoid or monstrous humanoid species (chosen at the robot’s creation) and it is not vulnerable to critical hits or electricity. While an infiltration robot has fewer than half of its Hit Points remaining, its synthskin is deactivated, it is revealed as a construct, and it is vulnerable to critical hits and electricity as normal. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi, Oshirokiroi.md b/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi, Oshirokiroi.md new file mode 100644 index 0000000..59f4dcd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi, Oshirokiroi.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 12 +Environment: any sky (Osoro) +hp: 208 +modifier: 5 +name: Irokiroi, Oshirokiroi +statblock: true +tags: +Type: N Gargantuan animal +--- +# IROKIROI, OSHIROKIROI +Though most inhabitants of the Liavaran moon of Osoro remain confined to the few mountain peaks rising above the roiling cloud-seas of toxic gases, these perilous clouds are home to their own seldom-seen and poorly understood jungle ecosystem. The apex predators of this system are irokirois, huge serpentine creatures with long wing fins that spiral in a helical pattern along their entire bodies, from their razorfanged tripartite maws to their tapered tails. Though most irokirois keep to the toxic gas seas, their corkscrewing flight occasionally brings them to the surface or even to the skies above to attack Osoran settlements in furious rages. + +Irokirois are largely solitary creatures. Roughly twice every year, they congregate in writhing coils of up to a dozen to mate, after which each gives birth to dozens of tiny young. These offspring spiral to the bottom of the cloud seas and drill into the ground, where they feed until their wing fins develop. An irokiroi continues to grow throughout its lifespan, and one that survives long enough eventually grows into an enormous predator with the capacity to wreak great destruction; Osorans call these immense apex predators oshirokirois. + +In recent years, irokiroi and oshirokiroi attacks have increased drastically, with some Osoran settlements fighting off multiple instances each month. A strong correlation exists between the rise in attacks and the growing popularity of Bhalakosti Excursion’s survival safari trips into the moon’s poisonous jungles, run by dirindi (see pages 20–21) natives of the moon and patronized by predominantly vesk customers. Though the company’s representatives have declined to comment on the situation, biologists theorize that the excursions’ hunting of predators that feed on immature irokirois has led to a surge in the irokiroi population and therefore more attacks. + +**Source** _Alien Archive 3 pg. 56_ + +## OSHIROKIROI CR 12 + +**XP 19,200** +N Gargantuan animal +**Init** +5; **Senses** blindsight (sound) 120 ft., sightless; **Perception** +22 +**Aura** anharmonic hum (30 ft., Fort DC 19) + +### DEFENSE + +**HP** 208 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +16; **Will** +11 +**Immunities** poison +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** fly 60 ft. (Ex, clumsy) +**Melee** bite +25 (6d4+20 P plus topple; critical bleed 2d6) or wing +25 (6d4+20 S; critical bleed 2d4) +**Ranged** sonic burst +22 (6d4+12 So; critical deafen \[DC 19\]) +**Space** 20 ft.; **Reach** 15 ft. +**Offensive Abilities** breath weapon (60-ft. cone, 13d6 A plus Osoran roil, Reflex DC 19 half) + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +4; **INT** -4; **WIS** +0; **CHA** +0 +**Feats** Spring Attack +**Skills** Acrobatics +27 (+19 to fly) +**Other Abilities** death throes + +### ECOLOGY + +**Environment** any sky (Osoro) +**Organization** solitary, pair, or coil (1–2 plus 6–12 irokirois) + +### SPECIAL ABILITIES + +**Anharmonic Hum (Ex)** The wing membranes of an oshirokiroi vibrate with a series of anharmonic frequencies. A creature that enters or starts its turn within 30 feet of an oshirokiroi takes 3d4 sonic damage (Fortitude DC 19 half). + +**Breath Weapon (Ex)** When not within the gas seas of Osoro, an oshirokiroi can expel extra gas stored in its gas bladder as a standard action, dealing acid damage and exposing creatures in the area to Osoran roil poison. An oshirokiroi can use this breath weapon only once each time it emerges from the gas seas; reentering the gas sea refreshes this ability. + +**Death Throes (Ex)** When an oshirokiroi is killed, its gas bladder loses cohesion and explodes in a burst of high-frequency sound and toxic gases. Each creature within 20 feet of the oshirokiroi takes 6d6 sonic damage and is deafened for 1d4 rounds; with a successful DC 19 Fortitude save, a creature takes half the damage and negates the deafened effect. The area in a radius of 50 feet from the oshirokiroi becomes a dense cloud of toxic fumes that provide concealment. A creature that enters or starts its turn in the cloud takes 4d4 acid damage and is exposed to Osoran roil poison. The cloud can be dispersed in the same way as _fog cloud_ and otherwise dissipates on its own in 1 minute. + +**Sonic Burst (Ex)** An oshirokiroi’s sonic burst is a high-frequency screech that can target a single creature within 40 feet. In addition, an oshirokiroi’s sonic burst has the deafen critical hit effect (DC 19). + +**Topple (Ex)** If an irokiroi’s bite attack hits the target’s KAC + 4, the irokiroi deals its normal damage and automatically trips the target (this takes no action). + +### OSORAN ROIL + +**Type** poison (inhaled); **Save** Fortitude DC 19 +**Track** Constitution; **Onset** 1 minute; **Frequency** 1/minute for 6 minutes +**Cure** 2 consecutive saves diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi.md b/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi.md new file mode 100644 index 0000000..f6d674b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Irokiroi.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 5 +Environment: any sky (Osoro) +hp: 72 +modifier: 5 +name: Irokiroi +statblock: true +tags: +Type: N Huge animal +--- +# IROKIROI +Though most inhabitants of the Liavaran moon of Osoro remain confined to the few mountain peaks rising above the roiling cloud-seas of toxic gases, these perilous clouds are home to their own seldom-seen and poorly understood jungle ecosystem. The apex predators of this system are irokirois, huge serpentine creatures with long wing fins that spiral in a helical pattern along their entire bodies, from their razorfanged tripartite maws to their tapered tails. Though most irokirois keep to the toxic gas seas, their corkscrewing flight occasionally brings them to the surface or even to the skies above to attack Osoran settlements in furious rages. + +Irokirois are largely solitary creatures. Roughly twice every year, they congregate in writhing coils of up to a dozen to mate, after which each gives birth to dozens of tiny young. These offspring spiral to the bottom of the cloud seas and drill into the ground, where they feed until their wing fins develop. An irokiroi continues to grow throughout its lifespan, and one that survives long enough eventually grows into an enormous predator with the capacity to wreak great destruction; Osorans call these immense apex predators oshirokirois. + +In recent years, irokiroi and oshirokiroi attacks have increased drastically, with some Osoran settlements fighting off multiple instances each month. A strong correlation exists between the rise in attacks and the growing popularity of Bhalakosti Excursion’s survival safari trips into the moon’s poisonous jungles, run by dirindi (see pages 20–21) natives of the moon and patronized by predominantly vesk customers. Though the company’s representatives have declined to comment on the situation, biologists theorize that the excursions’ hunting of predators that feed on immature irokirois has led to a surge in the irokiroi population and therefore more attacks. + +**Source** _Alien Archive 3 pg. 56_ + +## IROKIROI CR 5 + +**XP 1,600** +N Huge animal +**Init** +5; **Senses** blindsight (sound) 120 ft., sightless; **Perception** +11 + +### DEFENSE + +**HP** 72 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +9; **Will** +4 +**Immunities** poison +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** fly 60 ft. (Ex, average) +**Melee** bite +14 (1d6+10 P plus topple; critical bleed 1d6) or wing +14 (1d6+10 S; critical bleed 1d4) +**Ranged** sonic burst +11 (1d6+5 So) +**Space** 15 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -4; **WIS** +0; **CHA** +0 +**Feats** Spring Attack +**Skills** Acrobatics +16 +**Other Abilities** death throes + +### ECOLOGY + +**Environment** any sky (Osoro) +**Organization** solitary or coil (6–12 plus 1–2 oshirokirois) + +### SPECIAL ABILITIES + +**Death Throes (Ex)** When an irokiroi is killed, its gas bladder loses cohesion and explodes in a burst of high-frequency sound and toxic gases. Each creature within 15 feet of the irokiroi takes 2d6 sonic damage and is deafened for 1d4 rounds; with a successful DC 13 Fortitude save, a creature takes half the damage and negates the deafened effect. The area in a 30-foot radius from the irokiroi becomes a dense cloud of caustic fumes that provide concealment. A creature that enters or starts its turn in the cloud takes 2d4 acid damage. The cloud can be dispersed in the same way as fog cloud and otherwise dissipates on its own in 1 minute. + +**Sonic Burst (Ex)** An irokiroi’s sonic burst is a high-frequency screech that can target a single creature within 40 feet. + +**Topple (Ex)** If an irokiroi’s bite attack hits the target’s KAC + 4, the irokiroi deals its normal damage and automatically trips the target (this takes no action). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh, Reminiscent.md b/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh, Reminiscent.md new file mode 100644 index 0000000..fb8ecca --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh, Reminiscent.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 140 +modifier: 5 +name: Itmi Vruh, Reminiscent +statblock: true +tags: +Type: LE Medium undead (incorporeal) +--- +# ITMI VRUH, REMINISCENT +Travel through space and the Drift is not without hazards. Even making the transition from normal space to the Drift presents a rare danger. When a Drift engine malfunctions, whether due to damage from combat, energy fluctuations, or influence from stellar phenomena, the starship can perform an incomplete jump: the starship and most of its crew arrive physically intact, but at some point in the transplanar leap, a creature’s soul is left behind. Such a lost soul is known as an itmi vruh. The trauma of being ripped from their body and left adrift in space compels this spirit to crave only one thing: a return to their corporeal form. Meanwhile, crew members who make the jump unscathed often find the corpse of their companion showing no signs of injury or illness. Thanks to the nature of the Drift and the utter trauma of the severance, jumping back to the point of departure is no help, and only those most familiar with the dangers of Drift travel ever guess at what might have happened. + +Doomed to wander, an itmi vruh sometimes encounters living creatures that remind the spirit of who they were during their life. In such circumstances, the undead finds themself compelled to take over the familiar creature in a futile effort to reclaim their old life. An itmi vruh’s possession slowly erodes the original soul’s control over of their body, eventually forcing them out completely. Many across the galaxy have heard stories describing how an itmi vruh’s possession became a permanent arrangement. + +Usually, though, an itmi vruh possessing another creature concludes that the body the undead now inhabits is not their own. The more similar that body and its associated life is to their own, the longer it takes the intruding spirit to realize this. Most possessions last somewhere between a few hours and a few days. While living in the new body, the itmi vruh behaves like they used to, going through the motions of eating, sleeping, and basic communication. In this fugue state, they often resemble a normal creature experiencing amnesia. Crew or family members trying to treat a loved one for amnesia can inadvertently speed up the itmi vruh’s realization that they are not inhabiting their own body. One telltale sign of an itmi vruh possession is that they can become frantic when a ship is about to travel into the Drift; this is a manifestation of the trauma they suffered when they lost their original body. Whenever an itmi vruh’s possession is ended, the creature flies into a furious rage, lashing out at the living. + +An itmi vruh that has possessed numerous bodies can slowly grow stronger as they absorb some of the residual energy, memories, and sometimes even abilities of those they have possessed, eventually becoming a powerful itmi vruh reminiscent. These rarer undead often have a number of additional magical abilities garnered from their victims over time. + +**Source** _Alien Archive 4 pg. 52_ + +## REMINISCENT CR 10 + +**XP 9,600** +LE Medium undead (incorporeal) +**Init** +5; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 140 +**EAC** 22; **KAC** 23 +**Fort** +9; **Ref** +9; **Will** +15 +**Defensive Abilities** incorporeal Immunities undead immunities Weakness captivating memento + +### OFFENSE + +**Speed** fly 40 ft. (Su, average) +**Melee** touch +18 (1d10+13 C plus memory deluge \[DC 19\]) +**Offensive Abilities** memory deluge (DC 19), possess body (DC 19) +**Mystic Spell-Like Abilities** (CL 10th) +At will—_mindlink_ +**Mystic Spells Known** (CL 10th) 4th (3/day)—confusion (DC 22), mind thrust (DC 22) 3rd (6/day)— slow (DC 21), suggestion (DC 21), synaptic pulse (DC 21), tongues +4th (3/day)—_confusion_ (DC 22), _mind thrust_ (DC 22) +3rd (6/day)—_slow_ (DC 21), _suggestion_ (DC 21), _synaptic pulse_ (DC 21), _tongues_ +2nd (at will)—_hold person_ (DC 20), _inflict pain_ (DC 20) + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** —; **INT** +0; **WIS** +8; **CHA** +0 +**Skills** Acrobatics +19, Disguise +19, Mysticism +24, Sense Motive +24, Stealth +19 +**Languages** Common +**Other Abilities** drift attraction + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Captivating Memento(Su)** Completely obsessed with their former life, an itmi vruh becomes fascinated with any object (or reasonable facsimile) that had a special meaning to them while alive, at the GM’s discretion. This fascination lasts as long as the itmi vruh can see the object or the fascination ends normally, whichever comes first, up to a maximum of 24 hours. Once the effect ends, the itmi vruh is immune to fascination by such objects for 24 hours. +**Drift Attraction (Su)** The energies that ripped the itmi vruh from their body hold a strange attraction to the creature, drawing them in like a moth to flame. If a ship exits the Drift into a solar system with an itmi vruh, the itmi vruh can fly toward the ship at incredible speeds, arriving at the ship in 2d20 hours. +**Memory Deluge (Su)** An itmi vruh is filled with longing for their old life and projects the few memories they still retain, overwhelming many who encounter them. A creature that touches or is hit by the itmi vruh must succeed at a Will saving throw or take 1d3 Wisdom damage. +**Possess Body (Su)** Once per day as a full action, an itmi vruh can attempt to possess the body of an adjacent living creature. The targeted creature must attempt a Will saving throw or be possessed; this functions as dominate person (caster level = the itmi vruh’s CR + its Charisma bonus). The itmi vruh does not need to know a common language to direct their victim. The itmi vruh is fully subsumed into the target’s body and can perform only mental actions, but they are immune to damage until they leave (either voluntarily, when forced out by magic, or when the host falls unconscious). Leaving a possessed creature voluntarily is a move action. A creature that successfully saves is immune to that same itmi vruh’s possess body ability for 24 hours. This is a mind-affecting compulsion effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh.md b/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh.md new file mode 100644 index 0000000..2c0c908 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Itmi Vruh.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 5 +name: Itmi Vruh +statblock: true +tags: +Type: LE Medium undead (incorporeal) +--- +# ITMI VRUH +Travel through space and the Drift is not without hazards. Even making the transition from normal space to the Drift presents a rare danger. When a Drift engine malfunctions, whether due to damage from combat, energy fluctuations, or influence from stellar phenomena, the starship can perform an incomplete jump: the starship and most of its crew arrive physically intact, but at some point in the transplanar leap, a creature’s soul is left behind. Such a lost soul is known as an itmi vruh. The trauma of being ripped from their body and left adrift in space compels this spirit to crave only one thing: a return to their corporeal form. Meanwhile, crew members who make the jump unscathed often find the corpse of their companion showing no signs of injury or illness. Thanks to the nature of the Drift and the utter trauma of the severance, jumping back to the point of departure is no help, and only those most familiar with the dangers of Drift travel ever guess at what might have happened. + +Doomed to wander, an itmi vruh sometimes encounters living creatures that remind the spirit of who they were during their life. In such circumstances, the undead finds themself compelled to take over the familiar creature in a futile effort to reclaim their old life. An itmi vruh’s possession slowly erodes the original soul’s control over of their body, eventually forcing them out completely. Many across the galaxy have heard stories describing how an itmi vruh’s possession became a permanent arrangement. + +Usually, though, an itmi vruh possessing another creature concludes that the body the undead now inhabits is not their own. The more similar that body and its associated life is to their own, the longer it takes the intruding spirit to realize this. Most possessions last somewhere between a few hours and a few days. While living in the new body, the itmi vruh behaves like they used to, going through the motions of eating, sleeping, and basic communication. In this fugue state, they often resemble a normal creature experiencing amnesia. Crew or family members trying to treat a loved one for amnesia can inadvertently speed up the itmi vruh’s realization that they are not inhabiting their own body. One telltale sign of an itmi vruh possession is that they can become frantic when a ship is about to travel into the Drift; this is a manifestation of the trauma they suffered when they lost their original body. Whenever an itmi vruh’s possession is ended, the creature flies into a furious rage, lashing out at the living. + +An itmi vruh that has possessed numerous bodies can slowly grow stronger as they absorb some of the residual energy, memories, and sometimes even abilities of those they have possessed, eventually becoming a powerful itmi vruh reminiscent. These rarer undead often have a number of additional magical abilities garnered from their victims over time. + +**Source** _Alien Archive 4 pg. 52_ + +## ITMI VRUH CR 5 + +**XP 1,600** +LE Medium undead (incorporeal) +**Init** +5; **Senses** blindsight (life) 60 ft., darkvision 60 ft.;; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +7; **Will** +6 +**Defensive Abilities** incorporeal; **Immunities** undead immunities Weakness captivating memento + +### OFFENSE + +**Speed** fly 40 ft. (Su, average) +**Melee** touch +14 (1d6+7 C plus memory deluge \[DC 13\]) +**Offensive Abilities** memory deluge (DC 13), possess body (DC 13) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** —; **INT** +0; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +11, Sense Motive +11, Stealth +16 +**Languages** Common +**Other Abilities** drift attraction, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Captivating Memento(Su)** Completely obsessed with their former life, an itmi vruh becomes fascinated with any object (or reasonable facsimile) that had a special meaning to them while alive, at the GM’s discretion. This fascination lasts as long as the itmi vruh can see the object or the fascination ends normally, whichever comes first, up to a maximum of 24 hours. Once the effect ends, the itmi vruh is immune to fascination by such objects for 24 hours. +**Drift Attraction (Su)** The energies that ripped the itmi vruh from their body hold a strange attraction to the creature, drawing them in like a moth to flame. If a ship exits the Drift into a solar system with an itmi vruh, the itmi vruh can fly toward the ship at incredible speeds, arriving at the ship in 2d20 hours. +**Memory Deluge (Su)** An itmi vruh is filled with longing for their old life and projects the few memories they still retain, overwhelming many who encounter them. A creature that touches or is hit by the itmi vruh must succeed at a Will saving throw or take 1d3 Wisdom damage. +**Possess Body (Su)** Once per day as a full action, an itmi vruh can attempt to possess the body of an adjacent living creature. The targeted creature must attempt a Will saving throw or be possessed; this functions as dominate person (caster level = the itmi vruh’s CR + its Charisma bonus). The itmi vruh does not need to know a common language to direct their victim. The itmi vruh is fully subsumed into the target’s body and can perform only mental actions, but they are immune to damage until they leave (either voluntarily, when forced out by magic, or when the host falls unconscious). Leaving a possessed creature voluntarily is a move action. A creature that successfully saves is immune to that same itmi vruh’s possess body ability for 24 hours. This is a mind-affecting compulsion effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi, Disruptor.md b/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi, Disruptor.md new file mode 100644 index 0000000..4bf6c3f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi, Disruptor.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 105 +modifier: 5 +name: Ixtangi, Disruptor +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# IXTANGI, DISRUPTOR +Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. The ixtangis’ history on their beautiful, verdant planet is long and painful, and they’ve only recently been saved from the brink of planetary destruction, thriving in floating island-countries that dot Doganga’s skies. + +Ixtangis are tall and reptilian, and their default colorations are green, red, blue, or black. Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. They are able to change the structure of these crystals and the resultant colors at will and can even become functionally invisible to observers by mimicking the scenery behind them. They have two sets of eyes that are able to move independently from one another, granting them a wide range of vision. Their snouts taper in thick, wedge-like horns, and some ixtangis also have large, bony crests that they like to accessorize with jewelry and precious stones. Their mouths are filled with razor-sharp teeth, and their tongues are long and retractable. Ixtangis have long, flexible tails that end in a scorpion-like stinger. They rarely find themselves using this poisonous barb in modern times, but they may lash out if startled or if they have no other option. + +Before the Gap, ixtangis continually fought a planet-threatening disease called the Blighted Bark. This supernatural plague resulted from the ixtangis’ overuse of Doganga’s natural resources. When the ixtangis’ central government finally realized how far they’d pushed Doganga’s ability to support the ixtangis’ continued existence, it commissioned a council of powerful ixtangi spellcasters, known as gleamscales, to push back against the civilization’s overuse of natural resources. Performing an extremely potent, centuries-old ritual passed down through the gleamscales’ literature, the gleamscales intended to replenish the planet’s resources, and—for a few years—it worked. + +Little did most ixtangis know, the gleamscales’ rituals made use of evil magic, taken from Abaddon by irresponsible gleamscale progenitors. The ixtangis, who thought themselves successful, rested on their laurels while the malevolent magic from the rituals interacted with the innate magical properties of Doganga’s jungles. This caused the magic to conjure shadowy and sickly vegetation and animals, which then spread this plague, known as the Blighted Bark, to the surrounding regions. + +After a decade of the Blighted Bark taking over all of Doganga’s jungles, the ixtangis were at a loss. Their efforts to repel the blight failed, and with no means of leaving the planet, they accepted their fate, resolving to die with their Doganga. Then the Gap happened. + +On the other side of this universal amnesia, the majority of ixtangis find themselves living lush and affluent lives in country-sized floating islands. These technological “country ships” levitate hundreds of feet above Doganga’s verdant jungle canopies, and are anywhere from ten to hundreds of miles across. Each of these domed countries carries the name of a nation that was once on Doganga’s surface. Ixtangis scientists and historians attempt (fruitlessly) to figure out how their ancestors not only avoided destruction, but rebounded with a vengeance. The Blighted Bark is all but gone, with only a few manageable outbreaks occurring once every couple of years. + +The only ixtangis left on Doganga’s surface are those known as duskdwellers. These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. They’re also the foremost breeders of moonlily, a psychotropic flower that blooms only in shadow. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions. Duskdwellers exhibit keen survival skills, using their dinosaur beasts of burden to travel the jungles in search of resources—or better places to settle where the demands of the “highscales” above can’t reach them. + +**Source** _Alien Archive 4 pg. 54_ + +## DISRUPTOR CR 7 + +**XP 3,200** +N Medium monstrous humanoid +**Init** +5; **Senses** darkvision 60 ft., low-light vision;; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +11; **Will** +8 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** fangblade +15 (1d12+9 S; critical bleed 1d8) or tail +15 (2d6+9 P; critical barb poison \[DC 18\]) +**Ranged** corona laser rifle +18 (2d6+7 F, critical burn 1d6) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +4; **INT** +1; **WIS** +4; **CHA** +1 +**Skills** Acrobatics +14, Stealth +19, Survival +14 +**Languages** Common, Ixtangi +**Other Abilities** liquid crystal display (DC 15), unflappable climber +**Gear** ixtangi survivalwear (functions as estex suit III), corona laser rifle with 2 high-capacity batteries (40 charges each), fangblade with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or glimmer (3–10) + +### SPECIAL ABILITIES + +**Barb Poison (Ex)** If an ixtangi scores a critical hit with their racial natural weapon, their target must succeed at a Fortitude save (DC = 10 + the ixtangi’s Constitution modifier + half the ixtangi’s level ) or gain the flat-footed condition until the end of its next turn. This is a poison effect. +**Liquid Crystal Display (Ex)** An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects. +_Glimmer:_ The ixtangi flashes their coloration in a display that distracts onlookers. Enemies within 30 feet that can see the ixtangi must succeed at a DC Will save (DC = 10 + the ixtangi’s Charisma modifier + half the ixtangi’s level ) or be fascinated for 1d4 rounds. A creature can be affected by this ability only once per day. This is a mind-affecting effect. +_Stealth:_ The ixtangi mimics their surroundings, becoming almost invisible. They gain a +2 racial bonus to Stealth checks to hide until the beginning of their next turn. +**Unflappable Climber (Ex)** An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi.md b/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi.md new file mode 100644 index 0000000..3f59465 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ixtangi.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 17 +modifier: 1 +name: Ixtangi +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# IXTANGI +Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. The ixtangis’ history on their beautiful, verdant planet is long and painful, and they’ve only recently been saved from the brink of planetary destruction, thriving in floating island-countries that dot Doganga’s skies. + +Ixtangis are tall and reptilian, and their default colorations are green, red, blue, or black. Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. They are able to change the structure of these crystals and the resultant colors at will and can even become functionally invisible to observers by mimicking the scenery behind them. They have two sets of eyes that are able to move independently from one another, granting them a wide range of vision. Their snouts taper in thick, wedge-like horns, and some ixtangis also have large, bony crests that they like to accessorize with jewelry and precious stones. Their mouths are filled with razor-sharp teeth, and their tongues are long and retractable. Ixtangis have long, flexible tails that end in a scorpion-like stinger. They rarely find themselves using this poisonous barb in modern times, but they may lash out if startled or if they have no other option. + +Before the Gap, ixtangis continually fought a planet-threatening disease called the Blighted Bark. This supernatural plague resulted from the ixtangis’ overuse of Doganga’s natural resources. When the ixtangis’ central government finally realized how far they’d pushed Doganga’s ability to support the ixtangis’ continued existence, it commissioned a council of powerful ixtangi spellcasters, known as gleamscales, to push back against the civilization’s overuse of natural resources. Performing an extremely potent, centuries-old ritual passed down through the gleamscales’ literature, the gleamscales intended to replenish the planet’s resources, and—for a few years—it worked. + +Little did most ixtangis know, the gleamscales’ rituals made use of evil magic, taken from Abaddon by irresponsible gleamscale progenitors. The ixtangis, who thought themselves successful, rested on their laurels while the malevolent magic from the rituals interacted with the innate magical properties of Doganga’s jungles. This caused the magic to conjure shadowy and sickly vegetation and animals, which then spread this plague, known as the Blighted Bark, to the surrounding regions. + +After a decade of the Blighted Bark taking over all of Doganga’s jungles, the ixtangis were at a loss. Their efforts to repel the blight failed, and with no means of leaving the planet, they accepted their fate, resolving to die with their Doganga. Then the Gap happened. + +On the other side of this universal amnesia, the majority of ixtangis find themselves living lush and affluent lives in country-sized floating islands. These technological “country ships” levitate hundreds of feet above Doganga’s verdant jungle canopies, and are anywhere from ten to hundreds of miles across. Each of these domed countries carries the name of a nation that was once on Doganga’s surface. Ixtangis scientists and historians attempt (fruitlessly) to figure out how their ancestors not only avoided destruction, but rebounded with a vengeance. The Blighted Bark is all but gone, with only a few manageable outbreaks occurring once every couple of years. + +The only ixtangis left on Doganga’s surface are those known as duskdwellers. These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. They’re also the foremost breeders of moonlily, a psychotropic flower that blooms only in shadow. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions. Duskdwellers exhibit keen survival skills, using their dinosaur beasts of burden to travel the jungles in search of resources—or better places to settle where the demands of the “highscales” above can’t reach them. + +**Source** _Alien Archive 4 pg. 54_ + +## IXTANGI CR 1 + +**XP 400** +N Medium monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft., low-light vision;; **Perception** +9 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +6 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** survival knife +5 (1d4+1 S) or tail +5 (1d4+1 P; critical barb poison \[DC 13\]) +**Ranged** pulsecaster pistol +7 (1d4+1 E nonlethal) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +2; **INT** +1; **WIS** +0; **CHA** +4 +**Skills** Acrobatics +9, Culture +4, Diplomacy +4, Stealth +9 +**Languages** Common, Ixtangi +**Other Abilities** liquid crystal display (DC 15), unflappable climber +**Gear** ixtangi stationwear (functions as estex suit I), pulsecaster pistol with 2 batteries (20 charges each), survival knife + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or glimmer (3–10) + +### SPECIAL ABILITIES + +**Barb Poison (Ex)** If an ixtangi scores a critical hit with their racial natural weapon, their target must succeed at a Fortitude save (DC = 10 + the ixtangi’s Constitution modifier + half the ixtangi’s level ) or gain the flat-footed condition until the end of its next turn. This is a poison effect. +**Liquid Crystal Display (Ex)** An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects. +_Glimmer:_ The ixtangi flashes their coloration in a display that distracts onlookers. Enemies within 30 feet that can see the ixtangi must succeed at a DC Will save (DC = 10 + the ixtangi’s Charisma modifier + half the ixtangi’s level ) or be fascinated for 1d4 rounds. A creature can be affected by this ability only once per day. This is a mind-affecting effect. +_Stealth:_ The ixtangi mimics their surroundings, becoming almost invisible. They gain a +2 racial bonus to Stealth checks to hide until the beginning of their next turn. +**Unflappable Climber (Ex)** An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Ixtangi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Healer.md b/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Healer.md new file mode 100644 index 0000000..5863279 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Healer.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 8 +Environment: any (Izalraan) +hp: 110 +modifier: 2 +name: Izalguun, Izalguun Healer +statblock: true +tags: +Type: LN Large monstrous humanoid +--- +# IZALGUUN, IZALGUUN HEALER +Izalguuns are horse‑sized, six‑limbed creatures with a gray‑green coloration and occasional mottling around their joints. Their lower arms are bulkier and elongated, allowing izalguuns to use them as a second set of legs. When traveling or enjoying the outdoors, izalguuns walk using their lower arms, making them resemble centaur‑like quadrupeds, though they can just as easily stand on only their lowermost two legs. They have vertically oriented mouths with a bony chin protrusion that helps collect food and liquid runoff. They inhabit a cold world in the Vast called Izalraan, though the people of the Pact Worlds know it as Icefront. + +Corporate scientists made the Pact World’s first contact with izalguuns, who live as low‑tech hunter‑gatherers subsisting on Izalraan’s limited resources. A group representing the Starfinder Society recently uncovered more about this species’ past, learning that izalguuns hid a trove of lost technological wonders under their modest villages. The Starfinders also discovered that izalguuns were one of eight civilizations that once dwelt in a distant trinary star system in the Vast known as the Scoured Stars, and that they departed ages ago, before the Gap. + +Izalguuns long ago distanced themselves from their advanced technology, seeking to reconnect with the natural world they’d scorned during their time in the Scoured Stars. Recognizing that they might one day need to defend themselves from creatures wielding advanced implements of war, they kept their technology buried in subterranean complexes across Izalraan. Even among izalguun, only elders and healers are permitted to venture into such places to retrieve tools and technologies when needed to ensure a prosperous existence for their people. Much of the remaining izalguun technology is medical in nature, and there are a small number of grounded but operational starships that could theoretically launch to dissuade any aggressors seeking to attack the izalguuns. The warlike jinsuls remain the greatest threat to izalguuns’ independence and hidden existence, and the peaceful species dreads the seemingly inevitable day when their ancient technological weaponry must finally be unleashed in a desperate defense. + +While most izalguuns live scattered about planet Izalraan’s surface, izalguun tribes remain in regular contact via communication relays in their hidden starship safe houses. Izalguun tribes categorize each member’s role as one of three: hunter, gatherer, or leader. Hunters prepare for and undertake hunts of Izalraan’s vicious megafauna. Gatherers prepare food brought back by hunters, supplementing it with collected flora. Elders, healers, and scientists make up izalguuns’ leadership caste. Healers and scientists spend most of their time aboard the grounded starships learning about izalguun history and technology, while elders provide guidance to all and maintain the coherency of their tribes. + +For those rare izalguuns who reject the traditional lives of their contemporaries and wish to leave Izalraan, rudimentary shuttles are made available, though these ships are programmed to scrub all records of Izalraan’s location and any information the species. Thus, the choice of leaving Izalraan is a permanent one, made in exchange for the opportunity to experience the wider galaxy. + +The average izalguun is 7 feet tall and weighs around 900 pounds. + +**Source** _Alien Archive 3 pg. 58_ + +## IZALGUUN HEALER CR 8 + +**XP 4,800** +Izalguun envoy +LN Large monstrous humanoid +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 110; **RP** 4 +**EAC** 20; **KAC** 21 +**Fort** +7; **Ref** +9; **Will** +11 + +### OFFENSE + +**Speed** 20 ft. +**Melee** advanced lance +16 (2d6+10 P) +**Ranged** defender shield projector +18 (shield 2d6) +**Space** 10 ft.; **Reach** 10 ft. (15 ft. with advanced lance) + +### STATISTICS + +**STR** +2; **DEX** +2; **CON** +0; **INT** +4; **WIS** +0; **CHA** +6 +**Skills** Computers +21, Diplomacy +21, Life Science +16, Medicine +21, Sense Motive +21, Survival +16 +**Languages** Common, Izalguun +**Other Abilities** envoy improvisations (desperate defense, draw fire, quick inspiring boost), multiarmed (4), posture (bipedal) +**Gear** kasatha microcord III, advanced lance, defender shield projector with 2 super‑capacity batteries (80 charges each) + +### ECOLOGY + +**Environment** any (Izalraan) +**Organization** solitary, pair, or expedition (3–4 with 6–10 izalguun hunters) + +### SPECIAL ABILITIES + +**Posture (Ex)** Izalguuns can walk on two limbs or four. As a move action, an izalguun can switch between a bipedal and a quadrupedal posture. When in its quadrupedal posture, an izalguun has a land speed of 40 feet and a reach of 5 feet. While in its bipedal posture, an izalguun has a land speed of 20 feet, a reach of 10 feet, and the multiarmed (4) universal creature rule. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Izalguun Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Hunter.md b/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Hunter.md new file mode 100644 index 0000000..5b9288c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Izalguun, Izalguun Hunter.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 4 +Environment: any (Izalraan) +hp: 50 +modifier: 1 +name: Izalguun, Izalguun Hunter +statblock: true +tags: +Type: LN Large monstrous humanoid +--- +# IZALGUUN, IZALGUUN HUNTER +Izalguuns are horse‑sized, six‑limbed creatures with a gray‑green coloration and occasional mottling around their joints. Their lower arms are bulkier and elongated, allowing izalguuns to use them as a second set of legs. When traveling or enjoying the outdoors, izalguuns walk using their lower arms, making them resemble centaur‑like quadrupeds, though they can just as easily stand on only their lowermost two legs. They have vertically oriented mouths with a bony chin protrusion that helps collect food and liquid runoff. They inhabit a cold world in the Vast called Izalraan, though the people of the Pact Worlds know it as Icefront. + +Corporate scientists made the Pact World’s first contact with izalguuns, who live as low‑tech hunter‑gatherers subsisting on Izalraan’s limited resources. A group representing the Starfinder Society recently uncovered more about this species’ past, learning that izalguuns hid a trove of lost technological wonders under their modest villages. The Starfinders also discovered that izalguuns were one of eight civilizations that once dwelt in a distant trinary star system in the Vast known as the Scoured Stars, and that they departed ages ago, before the Gap. + +Izalguuns long ago distanced themselves from their advanced technology, seeking to reconnect with the natural world they’d scorned during their time in the Scoured Stars. Recognizing that they might one day need to defend themselves from creatures wielding advanced implements of war, they kept their technology buried in subterranean complexes across Izalraan. Even among izalguun, only elders and healers are permitted to venture into such places to retrieve tools and technologies when needed to ensure a prosperous existence for their people. Much of the remaining izalguun technology is medical in nature, and there are a small number of grounded but operational starships that could theoretically launch to dissuade any aggressors seeking to attack the izalguuns. The warlike jinsuls remain the greatest threat to izalguuns’ independence and hidden existence, and the peaceful species dreads the seemingly inevitable day when their ancient technological weaponry must finally be unleashed in a desperate defense. + +While most izalguuns live scattered about planet Izalraan’s surface, izalguun tribes remain in regular contact via communication relays in their hidden starship safe houses. Izalguun tribes categorize each member’s role as one of three: hunter, gatherer, or leader. Hunters prepare for and undertake hunts of Izalraan’s vicious megafauna. Gatherers prepare food brought back by hunters, supplementing it with collected flora. Elders, healers, and scientists make up izalguuns’ leadership caste. Healers and scientists spend most of their time aboard the grounded starships learning about izalguun history and technology, while elders provide guidance to all and maintain the coherency of their tribes. + +For those rare izalguuns who reject the traditional lives of their contemporaries and wish to leave Izalraan, rudimentary shuttles are made available, though these ships are programmed to scrub all records of Izalraan’s location and any information the species. Thus, the choice of leaving Izalraan is a permanent one, made in exchange for the opportunity to experience the wider galaxy. + +The average izalguun is 7 feet tall and weighs around 900 pounds. + +**Source** _Alien Archive 3 pg. 58_ + +## IZALGUUN HUNTER CR 4 + +**XP 1,200** +Izalguun soldier +LN Large monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +8; **Will** +5 + +### OFFENSE + +**Speed** 40 ft. (35 ft. in armor) +**Melee** tactical pike +13 (1d8+9 P) +**Ranged** tactical crossbolter +10 (1d10+4 P) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with tactical pike) +**Offensive Abilities** fighting style (guard) + +### STATISTICS + +**STR** +5; **DEX** +1; **CON** +3; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Athletics +10, Computers +15, Engineering +15, Survival +10 +**Languages** Common, Izalguun +**Other Abilities** armor training, posture (quadrupedal) +**Gear** ash dendron armor, tactical crossbolter with 20 arrows, tactical pike + +### ECOLOGY + +**Environment** any (Izalraan) +**Organization** solitary, pair, or party (3–8) + +### SPECIAL ABILITIES + +**Posture (Ex)** Izalguuns can walk on two limbs or four. As a move action, an izalguun can switch between a bipedal and a quadrupedal posture. When in its quadrupedal posture, an izalguun has a land speed of 40 feet and a reach of 5 feet. While in its bipedal posture, an izalguun has a land speed of 20 feet, a reach of 10 feet, and the multiarmed (4) universal creature rule. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Base Commander.md b/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Base Commander.md new file mode 100644 index 0000000..50c128a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Base Commander.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 60 +modifier: 3 +name: Jinsul, Jinsul Base Commander +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# JINSUL, JINSUL BASE COMMANDER +Jinsuls are chitinous, six‑legged creatures with a set of robust forelimbs and three rows of hooked pincers. Their bulbous bodies are covered with dozens of eyes, giving jinsuls a 360‑degree field of vision. Originally inhabitants of the trinary star system in the Vast known to the Pact Worlds as the Scoured Stars, jinsuls built large and complex temples to honor their protector deity, Kadrical, who raised a mystical golden forcefield called the Godshield around the entire system. + +When the Godshield later vanished, jinsuls (as well as a number of other species) left the Scoured Stars en masse, settling in a harsh region of space in the Vast. Collectively known as the Jinsul Hierocracy, the jinsuls tested their resolve against hostile alien life forms and vicious natural phenomena, becoming bloodthirsty killers. As part of a grueling coming‑of‑age ritual, jinsuls began performing cybernetic augmentations—implanting razor‑sharp sabers into their first set of forelimbs—with no anesthesia or pain management. + +During their self‑imposed exile, jinsuls largely freed themselves from their fanatical allegiance to Kadrical. However, in recent years, the appearance of one of the god’s divine heralds, Dhurus, once again brought the jinsuls into unified worship of their former protector. In return for their unwavering devotion, Dhurus granted special abilities to the most powerful of the jinsuls to aid in their hostile conquests. + +A capable, efficient species, jinsuls have developed ships, starbases, and space stations that run on automated systems and cadres of specialized robots, allowing for minimal staffing even in large, complex structures. Such skeleton crews are often led by base commanders, who serve as both religious and tactical leaders. A broader focus on multipurpose technology allows for rapid and efficient deployment of troops. This is best exemplified in the delivery ducts of their starships, which can either quickly deposit troops onto planetary surfaces or deploy them into breached enemy starships in swift boarding actions. + +The average jinsul is 7 feet tall and weighs 300 pounds or more. + +**Source** _Alien Archive 3 pg. 60_ + +## JINSUL BASE COMMANDER CR 5 + +**XP 1,600** +Jinsul technomancer +CE Medium monstrous humanoid +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 60 +**EAC** 16; **KAC** 17 +**Fort** +4; **Ref** +6; **Will** +10; +4 vs. fear +**Defensive Abilities** unflankable, unshakable belief + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +9 (1d4+5 P) or leg blade +9 (1d6+5 S; critical bleed 1d8) +**Ranged** frostbite‑class zero pistol +11 (1d6+5 C; critical staggered \[DC 15\]) +**Technomancer Spells Known** (CL 5th; melee + 9, ranged +11) +2nd (3/day)—_logic bomb_ (DC 17), _spider climb_ +1st (6/day)—_comprehend languages_ (DC 16), _jolting surge_, _magic missile_ +0 (at will)—_energy ray_, _psychokinetic hand_ + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +5; **WIS** +2; **CHA** +0 +**Skills** Athletics +16, Computers +16, Intimidate +11, Mysticism +11 +**Languages** Jinsul +**Other Abilities** magic hacks (empowered weapon), powerful leap, spell cache (siccatite pincer) +**Gear** estex suit II, frostbite‑class zero pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Powerful Leap (Ex)** When attempting an Athletics checks to jump, a jinsul is always considered to have taken a running start. + +**Unshakable Belief (Ex)** Whenever a jinsul base commander is the target of a trick attack, it can attempt a Bluff or Sense Motive check in response. If the jinsul base commander’s result equals or exceeds that of the trick attack skill check, the trick attack is unsuccessful. If the jinsul’s check exceeds the trick attack check by 5 or more, the creature performing the trick attack gains the off‑target condition until the end of their next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Warrior.md b/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Warrior.md new file mode 100644 index 0000000..4c1dc21 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Jinsul, Jinsul Warrior.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 4 +name: Jinsul, Jinsul Warrior +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# JINSUL, JINSUL WARRIOR +Jinsuls are chitinous, six‑legged creatures with a set of robust forelimbs and three rows of hooked pincers. Their bulbous bodies are covered with dozens of eyes, giving jinsuls a 360‑degree field of vision. Originally inhabitants of the trinary star system in the Vast known to the Pact Worlds as the Scoured Stars, jinsuls built large and complex temples to honor their protector deity, Kadrical, who raised a mystical golden forcefield called the Godshield around the entire system. + +When the Godshield later vanished, jinsuls (as well as a number of other species) left the Scoured Stars en masse, settling in a harsh region of space in the Vast. Collectively known as the Jinsul Hierocracy, the jinsuls tested their resolve against hostile alien life forms and vicious natural phenomena, becoming bloodthirsty killers. As part of a grueling coming‑of‑age ritual, jinsuls began performing cybernetic augmentations—implanting razor‑sharp sabers into their first set of forelimbs—with no anesthesia or pain management. + +During their self‑imposed exile, jinsuls largely freed themselves from their fanatical allegiance to Kadrical. However, in recent years, the appearance of one of the god’s divine heralds, Dhurus, once again brought the jinsuls into unified worship of their former protector. In return for their unwavering devotion, Dhurus granted special abilities to the most powerful of the jinsuls to aid in their hostile conquests. + +A capable, efficient species, jinsuls have developed ships, starbases, and space stations that run on automated systems and cadres of specialized robots, allowing for minimal staffing even in large, complex structures. Such skeleton crews are often led by base commanders, who serve as both religious and tactical leaders. A broader focus on multipurpose technology allows for rapid and efficient deployment of troops. This is best exemplified in the delivery ducts of their starships, which can either quickly deposit troops onto planetary surfaces or deploy them into breached enemy starships in swift boarding actions. + +The average jinsul is 7 feet tall and weighs 300 pounds or more. + + +**Source** _Alien Archive 3 pg. 60_ + +## JINSUL WARRIOR CR 1 + +**XP 400** +CE Medium monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +5; **Will** +3; +4 vs. fear +**Defensive Abilities** unflankable + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +6 (1d4+3 P) or leg blade +6 (1d6+3 S; critical bleed 1d6) +**Ranged** tactical arc emitter +9 (1d4+1 E) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +0; **WIS** +0; **CHA** -1 +**Skills** Athletics +10, Piloting +5, Survival +5 +**Languages** Jinsul +**Other Abilities** powerful leap +**Gear** freebooter armor I, tactical arc emitter with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or assault (3+) + +### SPECIAL ABILITIES + +**Powerful Leap (Ex)** When attempting an Athletics checks to jump, a jinsul is always considered to have taken a running start. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Joltvine.md b/Compendium/SF1E/Bestiary/Alien Codex/Joltvine.md new file mode 100644 index 0000000..5160c23 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Joltvine.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 1 +Environment: any land (Weydana-4) +hp: 20 +modifier: 4 +name: Joltvine +statblock: true +tags: +Type: N Medium plant +--- +# JOLTVINE +[[Alien_Joltvine.webp|Zeigen!]] + +## JOLTVINE CR 1 + +**XP 400** +N Medium plant +**Init** +4; **Senses** low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +5; **Will** +1 +**Immunities** plant immunities; **Resistances** electricity 10 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 20 ft., climb 10 ft. +**Melee** tendril +5 (1d6+3 B) +**Ranged** electric jolt +8 (1d4+1 E) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Athletics +5 (+13 to climb), Stealth +10 (+20 in dense vegetation) +**Other Abilities** vine camouflage + +### ECOLOGY + +**Environment** any land (Weydana-4) +**Organization** solitary + +### SPECIAL ABILITIES + +**Electric Jolt (Ex)** As a ranged attack, a joltvine can discharge a ray of electricity that has a range increment of 20 feet. +**Vine Camouflage (Ex)** The joltvine closes its flowers as a standard action, during which it blends in with other leafy plant life and appears to be a patch of ordinary vegetation. This camouflage provides the joltvine a +10 bonus to Stealth checks while in dense vegetation, and it allows a joltvine to attempt a Stealth check even when lacking cover or concealment. Once a creature succeeds at a Perception check to realize a joltvine is more than it appears, the joltvine loses the benefit of vine camouflage against that creature until the creature can no longer see it. + +## DESCRIPTION + +Across Weydana-4, white trumpet vines are fast-growing creeping vines that have overrun several temperate regions. Brought in as decorative plants by settlers from the Marixah Republic who didn’t realize how seriously they would impact the local ecosystem, white trumpet vines have outlived their humanoid tenders and spread rampantly for over a century. They smother native plants. Their distinctive white trumpet-shaped flowers draw pollinators, and their broad leaves shade other plants from vital sunlight. +However, powerful lightning storms can funnel an overwhelming amount of electricity into a white trumpet vine (such as from a bolt of lightning), and the plant’s cells become infused with the energy, transforming the mundane vines into the much more dangerous joltvines. Joltvines gain a modicum of sentience from the transformation. +Joltvines uproot themselves from the white trumpet vines clustered around them and, by means of electrical transmission in their cells, writhe slowly but determinedly along surfaces, following a rudimentary instinct to seek out other sources of electricity. When a joltvine detects faint electric signals in living beings—or powerful electric signals in technological equipment—it attacks the source with its own darts of electricity. If it suspects prey might happen by, it prepares and ambush by hiding among mundane vegetation by closing up its distinctive white flowers. +New joltvines seek to spread their genetic material; fortunately, joltvines produce only more white trumpet vines, not more joltvines. Joltvines thus tend to be solitary creatures once they’ve left the patch where they were created. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Raconteur.md b/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Raconteur.md new file mode 100644 index 0000000..bf4077a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Raconteur.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 105 +modifier: 4 +name: Jububnan, Raconteur +statblock: true +tags: +Type: CN Medium monstrous humanoid +--- +# JUBUBNAN, RACONTEUR +Jububnans resemble human-sized toads that stand on a single stout leg. Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods. Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about 200 pounds, though puffed jububnans can be as tall as 10 feet. + +The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy. Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Since jububnans live only an average of 60 years, they’ve had several generations since the end of the Gap, and it’s widely believed that the truth of their origin is shrouded by that mysterious lost age. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size. + +Many followers of Weydan believe jububnans to be a species blessed by The Endless Horizon, seeing the species’ innate pluck and ability to persevere in solitary wandering as exemplars of their deity. For their part, jububnans as a whole don’t share any particular affinity to Weydan, and in fact, display an exceptionally wide variety of deific and philosophical allegiances. Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority. + +Thanks to jububnans’ ability to reproduce rapidly, their normally solitary species can sometimes form tight-knit familial communities. Some pirate outfits in Near Space and the Vast consist of jububnan outlaws who bred multiple generations of offspring with the sole goal of staffing starships and creating a larger enterprise with trusted family allies. In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference. However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space. As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest. + +**Source** _Alien Archive 4 pg. 56_ + +## RACONTEUR CR 8 + +**XP 4,800** +Jububnan witchwarper +CN Medium monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20; +4 vs. bull rush and trip +**Fort** +7; **Ref** +9; **Will** +9 + +### OFFENSE + +**Speed** 30 ft., swim 30 ft. +**Melee** tactical knife +13 (2d4+8 S) +**Ranged** red star plasma pistol +15 (1d8+8 E & F; critical burn 1d8) or incendiary grenade II +15 (explode \[10 ft., 1d6 burn, DC 18\]) +**Witchwarper Spells Known** (CL 8th ranged +15) 3rd (3/day)—explosive blast (DC 20), probability prediction +3rd (3/day)—_explosive blast_(DC 20), _probability prediction_ +2nd (6/day)—_caustic conversion_, _hold person_ (DC 19), _slice reality_ (DC 19) +1st (at will)—_puncture veil_, _shifting surge_ + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +2; **INT** +2; **WIS** +0; **CHA** +6 +**Skills** Acrobatics +16, Culture +21, Mysticism +21, Stealth +16 +**Languages** Common, Jububnan +**Other Abilities** alternate outcome (1/day), astonishing balance, infinite worlds (3/day), paradigm shifts (inhibit \[DC 18\], flash teleport), puff up, wanderer’s pluck +**Gear** advanced lashunta tempweave, incendiary grenades II (2), red star plasma pistol with 2 capacity batteries (20 charges each), tactical knife + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Astonishing Balance (Ex)** A jububnan can move 10 feet instead of 5 when taking a crawl action. A jububnan also gains a +4 racial bonus to AC against bull rush and trip combat maneuvers. +**Puff Up (Ex)** As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. If the physical space the jububnan is in can’t accommodate their new size, the ability fails. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action. The jububnan can’t use this ability again until they take a 10-minute rest to regain Stamina Points. +**Wanderer’s Pluck (Ex)** Jububnans have tenacious spirits that allow them to thrive while alone. When an effect allows a jububnan to reroll an attack roll, saving throw, or skill check, they gain a +2 racial bonus to that reroll. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Traveler.md b/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Traveler.md new file mode 100644 index 0000000..e5b762e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Jububnan, Traveler.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 8 +name: Jububnan, Traveler +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# JUBUBNAN, TRAVELER +Jububnans resemble human-sized toads that stand on a single stout leg. Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods. Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about 200 pounds, though puffed jububnans can be as tall as 10 feet. + +The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy. Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Since jububnans live only an average of 60 years, they’ve had several generations since the end of the Gap, and it’s widely believed that the truth of their origin is shrouded by that mysterious lost age. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size. + +Many followers of Weydan believe jububnans to be a species blessed by The Endless Horizon, seeing the species’ innate pluck and ability to persevere in solitary wandering as exemplars of their deity. For their part, jububnans as a whole don’t share any particular affinity to Weydan, and in fact, display an exceptionally wide variety of deific and philosophical allegiances. Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority. + +Thanks to jububnans’ ability to reproduce rapidly, their normally solitary species can sometimes form tight-knit familial communities. Some pirate outfits in Near Space and the Vast consist of jububnan outlaws who bred multiple generations of offspring with the sole goal of staffing starships and creating a larger enterprise with trusted family allies. In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference. However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space. As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest. + +**Source** _Alien Archive 4 pg. 56_ + +## TRAVELER CR 2 + +**XP 600** +Jububnan operative +N Medium monstrous humanoid +**Init** +8; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14; +4 vs. bull rush and trip +**Fort** +1; **Ref** +4; **Will** +5 +**Defensive Abilities** evasion + +### OFFENSE + +**Speed** 30 ft., swim 30 ft. +**Melee** survival knife +7 (1d4+2 S) +**Ranged** static arc pistol +9 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +9 (1d10+2 P) +**Offensive Abilities** trick attack +1d4 + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +1; **INT** +2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +13, Athletics +13 (+21 to swim), Culture +13, Life Science +8, Stealth +8 +**Languages** Common, Jububnan +**Other Abilities** astonishing balance, operative exploits (uncanny mobility), puff up, specialization (daredevil), wanderer’s pluck +**Gear** second skin, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 10 sniper rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or knot (3–6) + +### SPECIAL ABILITIES + +**Astonishing Balance (Ex)** A jububnan can move 10 feet instead of 5 when taking a crawl action. A jububnan also gains a +4 racial bonus to AC against bull rush and trip combat maneuvers. +**Puff Up (Ex)** As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. If the physical space the jububnan is in can’t accommodate their new size, the ability fails. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action. The jububnan can’t use this ability again until they take a 10-minute rest to regain Stamina Points. +**Wanderer’s Pluck (Ex)** Jububnans have tenacious spirits that allow them to thrive while alone. When an effect allows a jububnan to reroll an attack roll, saving throw, or skill check, they gain a +2 racial bonus to that reroll. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kaion, Multipole.md b/Compendium/SF1E/Bestiary/Alien Codex/Kaion, Multipole.md new file mode 100644 index 0000000..4cad90f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kaion, Multipole.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 11 +Environment: mountains, urban, or vacuum (Diaspora) +hp: 180 +modifier: 8 +name: Kaion, Multipole +statblock: true +tags: +Type: N Huge animal +--- +# KAION, MULTIPOLE +Kaions hound miners and shippers across the galaxy, feasting on starship hulls and mined ores alike. These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. These metals accumulate in the kaion’s shell as well as in the numerous metallic sclerites that cover the kaion’s many tentacles and two long arms. The kaion’s armored surface also produces powerful magnetic fields that respond to the creature’s bioelectric impulses, often visible in field lines of metallic dust that adhere to the creature’s shell, expanding and contracting in rhythmic, breath-like movements. By using a nearby metallic surface as an anchor, kaions can propel themselves via magnetic levitation. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships. By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned. + +Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey. When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multichambered chimeric organism called a multipole, that can fly through space unaided. + +**Source** _Alien Archive 4 pg. 58_ + +## MULTIPOLE CR 11 + +**XP 12,800** +N Huge animal +**Init** +8; **Senses** blindsense (electromagnetism) 60 ft., low-light vision; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 23; **KAC** 26 +**Fort** +14; **Ref** +16; **Will** +10 +**Defensive Abilities** void adaptation + +### OFFENSE + +**Speed** 10 ft., fly 60 ft. (Ex, perfect) +**Melee** radula +20 (4d6+14 S) or slam +20 (3d8+14 B plus grab) +**Ranged** sclerite +23 (3d10+11 P plus entangle) +**Offensive Abilities** polarity pulse, sclerite shower + +### STATISTICS + +**STR** +3; **DEX** +8; **CON** +5; **INT** -4; **WIS** +0; **CHA** -2 +**Skills** Acrobatics +20 (+28 to fly), Athletics +20 +**Other Abilities** magnetic levitation + +### ECOLOGY + +**Environment** mountains, urban, or vacuum (Diaspora) +**Organization** solitary or pod (1 kaion multipole plus 3–6 kaions) + +### SPECIAL ABILITIES + +**Magnetic Levitation (Ex)** A kaion multipole can fly in a vacuum. A kaion multipole’s magnetic levitation is powerful enough that it can fly even when not near a planetary surface or metallic object, and it counts as a metallic structure for the purpose of enabling other kaions’ magnetic levitation. +**Polarity Pulse (Ex)** As a standard action, a kaion multipole can release a magnetic pulse that creates a 60-foot-radius spread centered at a point within 60 feet. Each creature in that area wielding metallic weapons, wearing metallic armor, or entangled by a kaion’s sclerites must succeed at a DC 18 Reflex save or be pulled up to 30 feet toward the center of the pulse, or double that if it fails by 5 or more. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the center of the pulse. Being pulled doesn’t provoke attacks of opportunity. +**Sclerites (Ex)** As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 26 Athletics or Acrobatics check. +**Sclerite Shower (Ex)** Once every 1d4 rounds, a kaion multipole can shoot a cluster of sclerites in a 30-foot cone or 60-foot line burst. Creatures in the area take 6d6 piercing damage and are entangled by the kaion multipole’s sclerites (page 58). An affected creature can attempt a DC 18 Reflex save to take half damage and ignore the entangled effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kaion.md b/Compendium/SF1E/Bestiary/Alien Codex/Kaion.md new file mode 100644 index 0000000..ac0a8e5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kaion.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 2 +Environment: mountains, urban, or vacuum (Diaspora) +hp: 25 +modifier: 4 +name: Kaion +statblock: true +tags: +Type: N Small animal +--- +# KAION +Kaions hound miners and shippers across the galaxy, feasting on starship hulls and mined ores alike. These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. These metals accumulate in the kaion’s shell as well as in the numerous metallic sclerites that cover the kaion’s many tentacles and two long arms. The kaion’s armored surface also produces powerful magnetic fields that respond to the creature’s bioelectric impulses, often visible in field lines of metallic dust that adhere to the creature’s shell, expanding and contracting in rhythmic, breath-like movements. By using a nearby metallic surface as an anchor, kaions can propel themselves via magnetic levitation. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships. By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned. + +Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey. When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multichambered chimeric organism called a multipole, that can fly through space unaided. + +**Source** _Alien Archive 4 pg. 58_ + +## KAION CR 2 + +**XP 600** +N Small animal +**Init** +4; **Senses** blindsense (electromagnetism) 60 ft., low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 12; **KAC** 16 +**Fort** +5; **Ref** +7; **Will** +1 +**Defensive Abilities** void adaptation + +### OFFENSE + +**Speed** 10 ft., fly 60 ft. (Ex, perfect) +**Melee** radula +7 (1d6+3 S) or slam +7 (1d4+3 B plus grab) +**Ranged** sclerite +10 (1d6+2 P plus entangled) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with slam) +**Offensive Abilities** polarity pulse + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** -4; **WIS** +0; **CHA** -2 +**Skills** Acrobatics +7 (+15 to fly), Athletics +7 +**Other Abilities** magnetic levitation + +### ECOLOGY + +**Environment** mountains, urban, or vacuum (Diaspora) +**Organization** solitary, pair, or pod (3–6 kaions plus 1 kaion multipole) + +### SPECIAL ABILITIES + +**Magnetic Levitation (Ex)** A kaion can fly in a vacuum. However, this flight is limited to within 60 feet of a planet or asteroid’s surface or a nearby metallic structure, such as a steel railing or a starship’s hull. +**Polarity Pulse (Ex)** As a standard action, a kaion can release a magnetic pulse in a 60-foot-radius spread. Each creature in that area wielding metallic weapons, wearing metallic armor, or entangled by a kaion’s sclerites must succeed at a DC 13 Reflex save or be pulled up to 30 feet toward the kaion, or double that on a failure by 5 or more. This movement doesn’t provoke attacks of opportunity. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion. +**Sclerites (Ex)** As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 Athletics or Acrobatics check. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kalo Deepseeker.md b/Compendium/SF1E/Bestiary/Alien Codex/Kalo Deepseeker.md new file mode 100644 index 0000000..6d36307 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kalo Deepseeker.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 5 +Environment: any aquatic (Kalo-Mahoi) +hp: 57 +modifier: 3 +name: Kalo Deepseeker +statblock: true +tags: +Type: NG Medium monstrous humanoid (aquatic) +--- +# KALO DEEPSEEKER +Humans often compare kalos to bats due to the thin membranes between their arms and legs. In fact, these winglike structures are fins, allowing kalos to swoop with grace and speed through the icy waters of the Brethedan moon of Kalo-Mahoi. Kalo skin has a blue-green tinge and is translucent in places. Their bulging, glowing eyes can move and focus independently. + +Highly civilized and generally peaceful, kalos were the first residents of any moon to successfully win independent Pact Worlds recognition, and today, many of their coral-encrusted underwater vent cities feature air-filled spaces for terrestrial dignitaries and expatriates, with trading outposts studding the ocean world’s crusty shell of surface ice. While kalos primarily rely on sonar as they glide wraithlike through the dark oceans, their cities are riots of colored lights—testaments to the culture’s rich artistic tradition. + +Few kalos lack an artistic or scholarly hobby, and though not overly tied to tradition, most kalos take pride in their history, giving their children and organizations names harkening back to ancient tribal practices. Members of military units are often given evocative names like “sharkhunters” despite their modern responsibilities. Those in traditional roles such as that of the mystical deepspeaker, who converses with—and can even command—creatures of the depths, are less necessary in the age of executives and prime ministers, yet these sages are still often sought out as arbitrators and mediators for both community and governmental disputes. + +Although slower out of water, kalo warriors are renowned for their calm precision in battle, especially in zero-g and underwater, and known for using cryo weapons against enemies of other races, trusting their natural resistances to protect them from friendly fire. The average kalo is 5-1/2 feet tall and weighs 100 pounds. + +**Source** _Alien Archive pg. 68_ + +## KALO DEEPSPEAKER CR 5 + +**XP 1,600** +Kalo mystic +NG Medium monstrous humanoid (aquatic) +**Init** +3; **Senses** blindsight (sound) 60 ft., low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 57 +**EAC** 17; **KAC** 17 +**Fort** +3; **Ref** +4; **Will** +9 +**Resistances** cold 10 + +### OFFENSE + +**Speed** 20 ft., swim 50 ft. +**Melee** underwater tactical spear +8 (1d6+5 P) +**Ranged** underwater frostbite-class zero pistol +10 (1d6+5 C; critical staggered \[DC 15\]) +**Offensive Abilities** grasping vines (DC 15) +**Mystic Spell-Like Abilities** (CL 5th) +At will—_mindlink_ +**Mystic Spells Known** (CL 5th) +2nd (3/day)—_fog cloud_, _summon creature_ +1st (6/day)—_command_ (DC 16), _life bubble_, _mind thrust_ (DC 16) +0 (at will)—_daze_ (DC 15), _telepathic message_ +**Connection** xenodruid + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +1; **INT** +0; **WIS** +5; **CHA** +2 +**Skills** Mysticism +16, Diplomacy +16, Profession (judge) +11, Stealth +11 (+15 in water), Survival +11 +**Languages** Common, Kalo; speak with animals +**Gear** basic Lashunta tempweave, underwater tactical spear, underwater frostbite-class zero pistol with 3 batteries (20 charges each) + +### ECOLOGY + +**Environment** any aquatic (Kalo-Mahoi) +**Organization** solitary or delegation (1 deepspeaker and honor guard of 3–6 kalo sharkhunters) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kalo, Kalo Sharkhunter.md b/Compendium/SF1E/Bestiary/Alien Codex/Kalo, Kalo Sharkhunter.md new file mode 100644 index 0000000..13b96f3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kalo, Kalo Sharkhunter.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 2 +Environment: any aquatic (Kalo-Mahoi) +hp: 22 +modifier: 4 +name: Kalo, Kalo Sharkhunter +statblock: true +tags: +Type: NG Medium monstrous humanoid (aquatic) +--- +# KALO, KALO SHARKHUNTER +Humans often compare kalos to bats due to the thin membranes between their arms and legs. In fact, these winglike structures are fins, allowing kalos to swoop with grace and speed through the icy waters of the Brethedan moon of Kalo-Mahoi. Kalo skin has a blue-green tinge and is translucent in places. Their bulging, glowing eyes can move and focus independently. + +Highly civilized and generally peaceful, kalos were the first residents of any moon to successfully win independent Pact Worlds recognition, and today, many of their coral-encrusted underwater vent cities feature air-filled spaces for terrestrial dignitaries and expatriates, with trading outposts studding the ocean world’s crusty shell of surface ice. While kalos primarily rely on sonar as they glide wraithlike through the dark oceans, their cities are riots of colored lights—testaments to the culture’s rich artistic tradition. + +Few kalos lack an artistic or scholarly hobby, and though not overly tied to tradition, most kalos take pride in their history, giving their children and organizations names harkening back to ancient tribal practices. Members of military units are often given evocative names like “sharkhunters” despite their modern responsibilities. Those in traditional roles such as that of the mystical deepspeaker, who converses with—and can even command—creatures of the depths, are less necessary in the age of executives and prime ministers, yet these sages are still often sought out as arbitrators and mediators for both community and governmental disputes. + +Although slower out of water, kalo warriors are renowned for their calm precision in battle, especially in zero-g and underwater, and known for using cryo weapons against enemies of other races, trusting their natural resistances to protect them from friendly fire. The average kalo is 5-1/2 feet tall and weighs 100 pounds. + +**Source** _Alien Archive pg. 68_ + +## KALO SHARKHUNTER CR 2 + +**XP 600** +Kalo soldier +NG Medium monstrous humanoid (aquatic) +**Init** +4; **Senses** blindsight (sound) 60 ft., low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 22 +**EAC** 16; **KAC** 17 +**Fort** +1; **Ref** +3; **Will** +5 +**Resistances** cold 10 + +### OFFENSE + +**Speed** 20 ft., swim 50 ft. +**Melee** underwater tactical starknife +8 (1d4+3 P) +**Ranged** underwater autotarget rifle +10 (1d6+2 P) or frag grenade I +10 (explode \[15ft., 1d6 P, DC 11\]) +**Offensive Abilities** fighting styles (hit-and-run), threedimensional tactics + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** -1; **INT** +0; **WIS** +2; **CHA** +0 +**Feats** Opening Volley +**Skills** Athletics +12 (+20 when swimming), Profession (poet) +7, Stealth +12 (+16 in water) +**Languages** Common, Kalo +**Gear** freebooter armor I, frag grenades I (2), underwater autotarget rifle with 50 longarm rounds, underwater tactical starknife + +### ECOLOGY + +**Environment** any aquatic (Kalo-Mahoi) +**Organization** solitary, pair, or squad (3–10) + +### SPECIAL ABILITIES + +**Three-Dimensional Tactics (Ex)** Kalo sharkhunters are trained to fight in three dimensions. Whenever a kalo sharkhunter is fighting underwater, in zero-g, while flying, or in other situations where she isn’t restricted to a single plane of movement, she gains a +1 bonus to attack rolls in any round in which she has moved, even if it’s just a guarded step. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kami, Chinjugami.md b/Compendium/SF1E/Bestiary/Alien Codex/Kami, Chinjugami.md new file mode 100644 index 0000000..649bd4b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kami, Chinjugami.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 16 +Environment: any +hp: 255 +modifier: 2 +name: Kami, Chinjugami +statblock: true +tags: +Type: N Gargantuan outsider (kami, native) +--- +# KAMI, CHINJUGAMI +Spirits known as kami hold guardianship over various aspects of existence, caring for them in esoteric ways. Legend holds that the gods created the kami, which propagated throughout the universe. Kami are said to spontaneously manifest as they find new objects to guard, from the tiniest flower to entire cities. Kami that fall to evil ways risk becoming oni. + +According to folktales, a personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, the kami then becoming an anthropomorphic version of the object. In addition, the resultant amalgam develops a personality in accordance with the object’s treatment. Treasured objects birth tsukumogami that are kind, while abandoned or abused objects become jealous and wrathful tsukumogami. These creatures often seek companionship from mortals, though tsukumogami that are envious of the living may become aggressive if rebuffed. Numerous reports exist of encounters with furious tsukumogami that sprung to life after the Gap. Though tsukumogami prefer to ward small personal items, their size belies the threat they pose. + +A chinjugami is much larger than a tsukumogami and often selects a constructed ecosystem, especially one separated from a planet, as its ward. Although a chinjugami prefers to stay merged with its ward, it can manifest as a titan of metal and greenery. A chinjugami might claim a park on a space station as its host. When a kami claims an occupied ecosystem, it intervenes only in subtle ways, such as removing rust from pipes. It is when such constructed ecosystems are abandoned that chinjugami fully embrace their roles as protectors and stewards of their wards, patrolling relevant areas, performing upkeep, maintaining ecological balance, and ensuring enough resources exist for sustainability. Those chinjugami that guard abandoned spaces are suspicious of strangers, often believing them to be interlopers that might try to reclaim the area only to forsake it again. A typical chinjugami is about 40 feet tall. + +**Source** _Alien Archive 3 pg. 62_ + +## CHINJUGAMI CR 16 + +**XP 76,800** +N Gargantuan outsider (kami, native) +**Init** +2; **Senses** blindsight (life) 60 ft., darkvision 60 ft., low-light vision; **Perception** +28 + +### DEFENSE + +**HP** 255 +**EAC** 29; **KAC** 30 +**Fort** +16; **Ref** +14; **Will** +19 +**Defensive Abilities** fast healing 10, revitalization contingency; **Immunities** bleed, mind-affecting effects, petrification, polymorph; **Resistances** acid 10, electricity 10, fire 10 + +### OFFENSE + +**Speed** 50 ft., fly 50 ft. (Su, perfect) +**Melee** biomechanical staff +27 (6d8+27 B or P; critical bind or bleed \[see text\]) +**Space** 20 ft.; **Reach** 20 ft. (25 ft. with biomechanical staff) +**Spell-Like Abilities** (CL 16th) +1/day—_chain surge_ (DC 26), _divination_, _terraform_ +3/day—_creation_, _greater dispel magic_, _mystic cure_ (5th level), _greater remove condition_, _summon creature_ (5th level; three 4th-level kami) +At will—_cosmic eddy_ (DC 24), _life bubble_ + +### STATISTICS + +**STR** +10; **DEX** +2; **CON** +5; **INT** +4; **WIS** +7; **CHA** +4 +**Skills** Acrobatics +28 (+36 to fly), Engineering +28, Mysticism +33 +**Languages** Common; telepathy 100 ft. +**Other Abilities** merge with ward (space station park), no breath + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Biomechanical Staff (Su)** As a swift action or as part of a full attack, a chinjugami can manifest a staff in its grasp. The staff’s effective item level is equal to the chinjugami’s CR. The staff has the reach weapon special property and can deal either bludgeoning or piercing damage with each attack. On a critical hit, the chinjugami chooses one of two effects—the staff either sprouts entangling vines, applying the bind critical hit effect, or disrupts the target’s body, applying the bleed critical hit effect. A chinjugami can manifest only one staff at a time. If the kami loses hold of the staff, the weapon disintegrates. + +**Merge with Ward (Su)** A kami has a specific ward—a creature with an Intelligence of –4 or lower, an object, or a location—listed in parentheses in the kami’s stat block. As a full action, a kami adjacent to its ward can merge body and mind with that ward. While merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. Typically, this trait allows a kami no control over its ward, although some kami (such as the tsukumogami) are exceptions. If the kami has no control over its ward, it can take no actions while merged other than to emerge from its ward as an action. The kami can emerge adjacent to the ward, provided the kami’s body is at least one size smaller than the ward. If the ward is a location, the kami can emerge at any point within that location. If the ward is destroyed while a kami is merged with it, the kami dies. If the ward is destroyed while the kami is not merged with it, the kami loses its merge with ward and fast healing traits, and the kami becomes sickened. It can take on a new ward by spending 7 days doing so, and it regains its traits and loses the sickened condition once it does. + +Some kami have additional abilities and limitations relative to their wards. A chinjugami claims a massive fabricated ecosystem as its ward. + +**Revitalization Contingency (Su)** A chinjugami that is reduced to 0 Hit Points disperses into light that merges with the chinjugami’s ward. For 7 days, the chinjugami is unconscious as it regenerates its body and mind. After that time, the chinjugami regains consciousness and can reemerge from its ward. A chinjugami can be completely destroyed only if its ward is destroyed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kami, Tsukumogami.md b/Compendium/SF1E/Bestiary/Alien Codex/Kami, Tsukumogami.md new file mode 100644 index 0000000..737fc87 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kami, Tsukumogami.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 43 +modifier: 5 +name: Kami, Tsukumogami +statblock: true +tags: +Type: NE Diminutive outsider (kami, native) +--- +# KAMI, TSUKUMOGAMI +Spirits known as kami hold guardianship over various aspects of existence, caring for them in esoteric ways. Legend holds that the gods created the kami, which propagated throughout the universe. Kami are said to spontaneously manifest as they find new objects to guard, from the tiniest flower to entire cities. Kami that fall to evil ways risk becoming oni. + +According to folktales, a personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, the kami then becoming an anthropomorphic version of the object. In addition, the resultant amalgam develops a personality in accordance with the object’s treatment. Treasured objects birth tsukumogami that are kind, while abandoned or abused objects become jealous and wrathful tsukumogami. These creatures often seek companionship from mortals, though tsukumogami that are envious of the living may become aggressive if rebuffed. Numerous reports exist of encounters with furious tsukumogami that sprung to life after the Gap. Though tsukumogami prefer to ward small personal items, their size belies the threat they pose. + +A chinjugami is much larger than a tsukumogami and often selects a constructed ecosystem, especially one separated from a planet, as its ward. Although a chinjugami prefers to stay merged with its ward, it can manifest as a titan of metal and greenery. A chinjugami might claim a park on a space station as its host. When a kami claims an occupied ecosystem, it intervenes only in subtle ways, such as removing rust from pipes. It is when such constructed ecosystems are abandoned that chinjugami fully embrace their roles as protectors and stewards of their wards, patrolling relevant areas, performing upkeep, maintaining ecological balance, and ensuring enough resources exist for sustainability. Those chinjugami that guard abandoned spaces are suspicious of strangers, often believing them to be interlopers that might try to reclaim the area only to forsake it again. A typical chinjugami is about 40 feet tall. + +**Source** _Alien Archive 3 pg. 62_ + +## TSUKUMOGAMI CR 4 + +**XP 1,200** +NE Diminutive outsider (kami, native) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 16 +**Fort** +3; **Ref** +3; **Will** +9 +**Defensive Abilities** fast healing 5; **Immunities** construct immunities, petrification, polymorph; **Resistances** acid 10, electricity 10, fire 10 + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +9 (1d4+2 B) +**Space** 1 ft.; **Reach** 0 ft. +**Spell-Like Abilities** (CL 4th, melee +9) +1/day—_inject nanobots_ (DC 17), _invisibility_ +3/day—_holographic image_ (1st level, DC 16), _jolting surge_, _magic missile_ +At will—_ghost sound_ (DC 15), _mending_ + +### STATISTICS + +**STR** -2; **DEX** +5; **CON** +0; **INT** +0; **WIS** +3; **CHA** +2 +**Feats** Mobility, Spring Attack +**Skills** Acrobatics +10, Engineering +10, Mysticism +10, Stealth +15 +**Languages** Common; telepathy 100 ft. +**Other Abilities** merge with ward (personal comm unit), no breath, permanent merge + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Merge with Ward (Su)** A kami has a specific ward—a creature with an Intelligence of –4 or lower, an object, or a location—listed in parentheses in the kami’s stat block. As a full action, a kami adjacent to its ward can merge body and mind with that ward. While merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. Typically, this trait allows a kami no control over its ward, although some kami (such as the tsukumogami) are exceptions. If the kami has no control over its ward, it can take no actions while merged other than to emerge from its ward as an action. The kami can emerge adjacent to the ward, provided the kami’s body is at least one size smaller than the ward. If the ward is a location, the kami can emerge at any point within that location. If the ward is destroyed while a kami is merged with it, the kami dies. If the ward is destroyed while the kami is not merged with it, the kami loses its merge with ward and fast healing traits, and the kami becomes sickened. It can take on a new ward by spending 7 days doing so, and it regains its traits and loses the sickened condition once it does. + +Some kami have additional abilities and limitations relative to their wards. + +**Permanent Merge (Su)** A tsukumogami claims an object of no more than 2 bulk as its ward, and the kami permanently merges with its ward, animating and controlling that object as its body. The tsukumogami can appear to be its ward by remaining still, allowing it to attempt a Stealth check to hide in plain sight as if it had cover or concealment. If it succeeds, it appears to be a normal version of its ward rather than a creature. A tsukumogami can’t emerge from its ward. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Khefak, Thasteron Khefak.md b/Compendium/SF1E/Bestiary/Alien Codex/Khefak, Thasteron Khefak.md new file mode 100644 index 0000000..8cc71fe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Khefak, Thasteron Khefak.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 3 +Environment: any (Akiton) +hp: 40 +modifier: 2 +name: Khefak, Thasteron Khefak +statblock: true +tags: +Type: N Medium vermin +--- +# KHEFAK, THASTERON KHEFAK + +Khefaks are a sort of arthropod—similar to a cross between a centipede and crab—with a hard exoskeleton, 20 segmented legs, and frontfacing pincers. A long slit runs from the creature’s head to its midpoint that functions for eating, birthing, and excretion. A khefak uses its pincers to hack edible materials apart and its legs to sort and shovel chunks into its maw, which is full of grinding points. A khefak’s carapace varies based on diet, but every khefak craves thasteron. Any khefak that consumes thasteron rapidly swells in size, its exoskeleton gaining a crystalline appearance. + +Akiton thrived during the years when starships required thasteron for space travel. During that time, a firm called Khefak Biogenetics genetically engineered the first khefaks to consume thasteron rubble, scrap, and dust and then biochemically refine what would be waste material back into usable fuel. When the thasteron market crashed after the advent of Drift travel, Akitonian mining corporations abandoned their mines and refineries along with the khefaks. The arthropods were expected to die with the thasteron market, but they didn’t. + +Created to reproduce rapidly and adapt to polluted environments, khefaks had no trouble acclimating to their new conditions. Freed from the thasteron facilities, the khefaks began consuming other inorganic materials. As their numbers grew, these pests began to stow away on starfaring vessels and appear on other worlds, but governments’ preventive measures have largely restricted khefaks to Akiton. + +Khefaks have a high metabolism, devouring plastics, composites, and most metals, but they don’t eat soil or similar substances. A khefak must eat many times its weight each day, so a khefak incursion can cause rapid structural damage. + +On Akiton, locals hunt khefaks to control their numbers and keep them from invading functioning structures. Although the creatures’ flesh isn’t edible, khefaks nonetheless make valuable targets because the creatures incorporate minerals they eat into their carapace plates and refine some substances into a purer form. Scavengers kill the creatures for bounties and to collect enough shells to sell as mineral compounds or make useful items. + +Khefaks reproduce asexually when they have ample food, producing one offspring every few days. Young provided an adequate source of nutrition grow to maturity within days. When khefaks consume every available scrap, they spread out to new areas. If a source of food can’t be located, the khefaks find a safe place to hibernate and can endure for years in this state. Few worlds that have modern societies lack refined materials khefaks can consume, so starvation among these creatures is rare—on Akiton, it’s unheard of. + +The survival of the khefak species on Akiton is all but assured, since some locals raise and train the creatures. Trainers transport khefaks to abandoned areas and release them to pick through ruins. The released khefaks then locate and consume valuable salvage in locations dangerous to other life. The resulting exoskeletons can be harvested for considerable profit. This practice, along with any sort of khefak “farming,” is illegal in numerous regions on Akiton. + +## KHEFAK EXOSKELETONS + +Genetic engineers designed the khefak carapace for easy harvest. Within hours of a khefak’s death, its connective tissue degenerates, making the carapace easy to hollow out with about 1 minute of work. The carapace can then be refined for various uses. Depending on the diet of a khefak, its clean exoskeleton has a market value between 5 and 50 credits. A thasteron khefak carapace is worth 30 credits. + +**Source** _Alien Archive 2 pg. 78_ + +## THASTERON KHEFAK CR 3 + +]**XP 800** +N Medium vermin +**Init** +2; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +8 +**Aura** radiation (15 ft., DC 13) + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +5; **Will** +2 +**Immunities** radiation + +### OFFENSE + +**Speed** 30 ft., burrow 5 ft., climb 30 ft. +**Melee** claw +11 (1d6+4 S) +**Offensive Abilities** break objects + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +4; **INT** —; **WIS** +0; **CHA** -3 +**Other Abilities** consume objects, mindless + +### ECOLOGY + +**Environment** any (Akiton) +**Organization** solitary, pair, colony (1–3 plus 3–9 khefaks), or infestation (2–8 plus 10–40 khefaks) + +### SPECIAL ABILITIES + +**Aura of Radiation (Ex)** A thasteron khefak’s aura is an emanation of low radiation. + +**Break Objects (Ex)** When attacking an object, a thasteron khefak treats that object’s hardness as if it were 15 lower. + +**Consume Objects (Ex)** A thasteron khefak can eat objects with hardness 15 or lower. A thasteron khefak deals 2 damage to the object it’s consuming per minute. A thasteron khefak is sated and stops feeding on a given day after dealing 100 damage this way. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Khefak.md b/Compendium/SF1E/Bestiary/Alien Codex/Khefak.md new file mode 100644 index 0000000..a803d10 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Khefak.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 1/3 +Environment: any (Akiton) +hp: 6 +modifier: 1 +name: Khefak +statblock: true +tags: +Type: N Small vermin +--- +# KHEFAK +KhefakKhefaks are a sort of arthropod—similar to a cross between a centipede and crab—with a hard exoskeleton, 20 segmented legs, and frontfacing pincers. A long slit runs from the creature’s head to its midpoint that functions for eating, birthing, and excretion. A khefak uses its pincers to hack edible materials apart and its legs to sort and shovel chunks into its maw, which is full of grinding points. A khefak’s carapace varies based on diet, but every khefak craves thasteron. Any khefak that consumes thasteron rapidly swells in size, its exoskeleton gaining a crystalline appearance. + +Akiton thrived during the years when starships required thasteron for space travel. During that time, a firm called Khefak Biogenetics genetically engineered the first khefaks to consume thasteron rubble, scrap, and dust and then biochemically refine what would be waste material back into usable fuel. When the thasteron market crashed after the advent of Drift travel, Akitonian mining corporations abandoned their mines and refineries along with the khefaks. The arthropods were expected to die with the thasteron market, but they didn’t. + +Created to reproduce rapidly and adapt to polluted environments, khefaks had no trouble acclimating to their new conditions. Freed from the thasteron facilities, the khefaks began consuming other inorganic materials. As their numbers grew, these pests began to stow away on starfaring vessels and appear on other worlds, but governments’ preventive measures have largely restricted khefaks to Akiton. + +Khefaks have a high metabolism, devouring plastics, composites, and most metals, but they don’t eat soil or similar substances. A khefak must eat many times its weight each day, so a khefak incursion can cause rapid structural damage. + +On Akiton, locals hunt khefaks to control their numbers and keep them from invading functioning structures. Although the creatures’ flesh isn’t edible, khefaks nonetheless make valuable targets because the creatures incorporate minerals they eat into their carapace plates and refine some substances into a purer form. Scavengers kill the creatures for bounties and to collect enough shells to sell as mineral compounds or make useful items. + +Khefaks reproduce asexually when they have ample food, producing one offspring every few days. Young provided an adequate source of nutrition grow to maturity within days. When khefaks consume every available scrap, they spread out to new areas. If a source of food can’t be located, the khefaks find a safe place to hibernate and can endure for years in this state. Few worlds that have modern societies lack refined materials khefaks can consume, so starvation among these creatures is rare—on Akiton, it’s unheard of. + +The survival of the khefak species on Akiton is all but assured, since some locals raise and train the creatures. Trainers transport khefaks to abandoned areas and release them to pick through ruins. The released khefaks then locate and consume valuable salvage in locations dangerous to other life. The resulting exoskeletons can be harvested for considerable profit. This practice, along with any sort of khefak “farming,” is illegal in numerous regions on Akiton. + +## KHEFAK EXOSKELETONS + +Genetic engineers designed the khefak carapace for easy harvest. Within hours of a khefak’s death, its connective tissue degenerates, making the carapace easy to hollow out with about 1 minute of work. The carapace can then be refined for various uses. Depending on the diet of a khefak, its clean exoskeleton has a market value between 5 and 50 credits. A thasteron khefak carapace is worth 30 credits. + +**Source** _Alien Archive 2 pg. 78_ + +## CR 1/3 + +**XP 135** +N Small vermin +**Init** +1; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 12 +**Fort** +3; **Ref** +1; **Will** +0 +**Immunities** radiation + +### OFFENSE + +**Speed** 20 ft., burrow 5 ft., climb 20 ft. +**Melee** claw +4 (1d6 S) +**Offensive Abilities** break objects + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +3; **INT** —; **WIS** +0; **CHA** -3 +**Other Abilities** consume objects, mindless + +### ECOLOGY + +**Environment** any (Akiton) +**Organization** solitary, pair, colony (3–9), or infestation (10–40) + +### SPECIAL ABILITIES + +**Break Objects (Ex)** When attacking an object, a khefak treats that object’s hardness as if it were 10 lower. + +**Consume Objects (Ex)** A khefak can eat objects with hardness 10 or lower. A khefak deals 1 damage to an object it’s consuming per minute. A khefak is sated and stops feeding on a given day after dealing 50 damage this way. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Khulan, Ascendant.md b/Compendium/SF1E/Bestiary/Alien Codex/Khulan, Ascendant.md new file mode 100644 index 0000000..6f87f37 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Khulan, Ascendant.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 12 +Environment: any mountains or underground (Akiton) +hp: 175 +modifier: 5 +name: Khulan, Ascendant +statblock: true +tags: +Type: LN Medium fey (fire, incorporeal) +--- +# KHULAN, ASCENDANT +Khulans are glossy-eyed fey that act as enigmatic custodians of worlds’ molten cores, the resulting geomagnetic fields, and the pyroclastic gases that help insulate worlds so that their surfaces can sustain life. Most often, khulans appear as vaguely humanoid beings with large heads, ephemeral bodies, and limbs that seem to trail away into nothingness. A typical khulan is 7-1/2 feet tall. + +These ghostly fey spend most of their time deep belowground, drifting through the mantles and blazingly hot metallic cores of many rocky planets. When they surface, khulans often travel through convective conduits, old lava tubes, or active volcanoes, emerging with minimal fanfare to survey the upper ecosystems’ health. Where they sense disturbances in their planets’ cosmic defenses, khulans silently study the causes and swiftly retaliate against any mortal tampering they deem harmful. Otherwise, the surface’s relative chill displeases the fey, who either retreat deep underground or sap warmth from living creatures in order to sustain a healthy body temperature. + +On occasion, a khulan adopts a surface settlement or population under threat, most often one at risk from environmental degradation or unnatural weather. In some cases, this involves shepherding the fey’s charges to safety underground, and in others weaving a shield from the planet’s geomagnetic and atmospheric power to deflect the oncoming threat. Enough of these stories survive to suggest the fey are benign or even benevolent. However, just as many tales describe instances in which khulans’ charges have disappeared forever, owed the fey impossible debts as payment for khulan intervention, or been found as frozen corpses in warm fields, suggesting that the ghostly beings adhere to utterly alien motivations. + +Dozens of khulans patrol Akiton’s Hivemarket, a partly subterranean bazaar in the shadow of Mount Ka, an extinct volcano. There the fey attack anyone who engages in theft or attempts to seize control of the site by force, yet they almost never stop legitimate business, no matter how heinous the transaction. Ongoing university studies documenting the khulans’ behavior and anatomy elicit varied reactions from the fey ranging from silent disdain to violent outbursts and to cryptically brief interviews that only trigger more questions. + +These Akitonian khulans’ visibility makes them one of the best-studied populations in the galaxy, thus most assume that khulans both are endemic to Akiton and are naturally legless ghost beings. However, Akiton’s molten core has cooled dramatically over the past millions of years, and ancient cave art suggests that the planet’s khulans have grown weaker and more ephemeral as the core’s energy and geomagnetic field dwindle. The art depicts khulans with faint digitigrade legs bearing stout fins for swimming, and rare sightings of khulans on younger planets report similar findings. Popular theories suggest the khulans slowly fade as their homes die, and although Akiton’s khulans are no longer able to protect the dying planet’s core, they strive to at least protect the market and its inhabitants. + +**Source** _Alien Archive 4 pg. 60_ + +## ASCENDANT CR 12 + +**XP 19,200** +LN Medium fey (fire, incorporeal) +**Init** +5; **Senses** blindsight 60 ft. (vibration), detect radiation, low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 175 +**EAC** 26; **KAC** 26 +**Fort** +13; **Ref** +13; **Will** +15 +**Defensive Abilities** geomagnetic field, incorporeal;; **Immunities** fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** fly 40 ft. (Su, perfect) +**Melee** leeching touch +20 (5d6 C; see text) or claw +22 (2d12+12 S) +**Spell-Like Abilities** (CL 12th) +1/day—_explosive blast_ (DC 20), _remove radioactivity_ (DC 21) +Constant—_detect radiation_ + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +4; **INT** +2; **WIS** +8; **CHA** +4 +**Skills** Acrobatics +27 (+35 to fly), Intimidate +27, Physical Science +22, Sense Motive +27, Stealth +22, Survival +22 +**Languages** Akitonian, Common, Ignan, Terran + +### ECOLOGY + +**Environment** any mountains or underground (Akiton) +**Organization** solitary, pair, or patrol (3–9) + +### SPECIAL ABILITIES + +**Geomagnetic Field (Su)** As a move action while on a planet that has at least a thin atmosphere and a mass at least 1/50th that of lost Golarion, a khulan can generate a 10-foot-radius protective field that grants resistance to cold, electricity, and fire damage within the protected area. If the planet’s atmosphere is thin, this resistance value is 10, and the resistance increases to 12 or 15 if the atmosphere is normal or thick, respectively. A khulan’s attacks ignore any energy resistance granted by a khulan’s geomagnetic field ability. The barrier also grants all creatures in its area a +4 circumstance bonus to saves against radiation. +The barrier is an emanation that is centered on and moves with the khulan, and the field persists until the khulan is incapacitated or it dismisses the field; this doesn’t require an action. +**Leeching Touch (Su)** As a standard action, a khulan can strike with their incorporeal limbs, making an attack that targets EAC. On a hit against a living creature, this attack deals 5d6 cold damage, and the khulan regains a number of Hit Points equal to half the damage dealt. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Khulan.md b/Compendium/SF1E/Bestiary/Alien Codex/Khulan.md new file mode 100644 index 0000000..5af193e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Khulan.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 7 +Environment: any mountains or underground (Akiton) +hp: 95 +modifier: 4 +name: Khulan +statblock: true +tags: +Type: LN Medium fey (fire, incorporeal) +--- +# KHULAN +Khulans are glossy-eyed fey that act as enigmatic custodians of worlds’ molten cores, the resulting geomagnetic fields, and the pyroclastic gases that help insulate worlds so that their surfaces can sustain life. Most often, khulans appear as vaguely humanoid beings with large heads, ephemeral bodies, and limbs that seem to trail away into nothingness. A typical khulan is 7-1/2 feet tall. + +These ghostly fey spend most of their time deep belowground, drifting through the mantles and blazingly hot metallic cores of many rocky planets. When they surface, khulans often travel through convective conduits, old lava tubes, or active volcanoes, emerging with minimal fanfare to survey the upper ecosystems’ health. Where they sense disturbances in their planets’ cosmic defenses, khulans silently study the causes and swiftly retaliate against any mortal tampering they deem harmful. Otherwise, the surface’s relative chill displeases the fey, who either retreat deep underground or sap warmth from living creatures in order to sustain a healthy body temperature. + +On occasion, a khulan adopts a surface settlement or population under threat, most often one at risk from environmental degradation or unnatural weather. In some cases, this involves shepherding the fey’s charges to safety underground, and in others weaving a shield from the planet’s geomagnetic and atmospheric power to deflect the oncoming threat. Enough of these stories survive to suggest the fey are benign or even benevolent. However, just as many tales describe instances in which khulans’ charges have disappeared forever, owed the fey impossible debts as payment for khulan intervention, or been found as frozen corpses in warm fields, suggesting that the ghostly beings adhere to utterly alien motivations. + +Dozens of khulans patrol Akiton’s Hivemarket, a partly subterranean bazaar in the shadow of Mount Ka, an extinct volcano. There the fey attack anyone who engages in theft or attempts to seize control of the site by force, yet they almost never stop legitimate business, no matter how heinous the transaction. Ongoing university studies documenting the khulans’ behavior and anatomy elicit varied reactions from the fey ranging from silent disdain to violent outbursts and to cryptically brief interviews that only trigger more questions. + +These Akitonian khulans’ visibility makes them one of the best-studied populations in the galaxy, thus most assume that khulans both are endemic to Akiton and are naturally legless ghost beings. However, Akiton’s molten core has cooled dramatically over the past millions of years, and ancient cave art suggests that the planet’s khulans have grown weaker and more ephemeral as the core’s energy and geomagnetic field dwindle. The art depicts khulans with faint digitigrade legs bearing stout fins for swimming, and rare sightings of khulans on younger planets report similar findings. Popular theories suggest the khulans slowly fade as their homes die, and although Akiton’s khulans are no longer able to protect the dying planet’s core, they strive to at least protect the market and its inhabitants. + +**Source** _Alien Archive 4 pg. 60_ + +## KHULAN CR 7 + +**XP 3,200** +LN Medium fey (fire, incorporeal) +**Init** +4; **Senses** blindsight 60 ft. (vibration), detect radiation, low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 95 +**EAC** 19; **KAC** 20 +**Fort** +8; **Ref** +8; **Will** +10 +**Defensive Abilities** geomagnetic field, incorporeal;; **Immunities** fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** fly 40 ft. (Su, perfect) +**Melee** leeching touch +12 (3d6 C; see text) or claw +14 (1d8+7 S) +**Spell-Like Abilities** (CL 7th ranged +12) +1/day—_explosive blast_ (DC 18) +Constant—_detect radiation_ + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +1; **INT** +1; **WIS** +5; **CHA** +2 +**Skills** Acrobatics +19 (+27 to fly), Intimidate +19, Physical Science +14, Sense Motive +19, Stealth +14, Survival +14 +**Languages** Akitonian, Common, Ignan, Terran + +### ECOLOGY + +**Environment** any mountains or underground (Akiton) +**Organization** solitary, pair, or patrol (3–9) + +### SPECIAL ABILITIES + +**Geomagnetic Field (Su)** As a move action while on a planet that has at least a thin atmosphere and a mass at least 1/50th that of lost Golarion, a khulan can generate a 10-foot-radius protective field that grants resistance to cold, electricity, and fire damage within the protected area. If the planet’s atmosphere is thin, this resistance value is 5, and the resistance increases to 7 or 10 if the atmosphere is normal or thick, respectively. A khulan’s attacks ignore any energy resistance granted by a khulan’s geomagnetic field ability. The barrier also grants all creatures in its area a +4 circumstance bonus to saves against radiation. +The barrier is an emanation that is centered on and moves with the khulan, and the field persists until the khulan is incapacitated or it dismisses the field; this doesn’t require an action. +**Leeching Touch (Su)** As a standard action, a khulan can strike with their incorporeal limbs, making an attack that targets EAC. On a hit against a living creature, this attack deals 3d6 cold damage, and the khulan regains a number of Hit Points equal to half the damage dealt. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Guard.md b/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Guard.md new file mode 100644 index 0000000..dca95a5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Guard.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 3 +Environment: any (Stabrisis-14) +hp: 40 +modifier: 4 +name: Kiirinta, Guard +statblock: true +tags: +Type: CN Small fey +--- +# KIIRINTA, GUARD +[[AA4_Kiirinta_Guard.png|Spielern zeigen!]] + +Kiirintas are small, moth-like creatures with brightly colored wings, six limbs, and a pair of feathery antennae above their insectile eyes. Their front two limbs have three grasping, finger-like appendages for manipulating objects. Their back limbs have several jagged claws, and they can rear up on their two hindmost limbs to reach their full height of 3 to 4 feet. Kiirintas can live up to 500 years and reach adulthood at 30. + +Kiirintas’ home world, called Stabrisis-14 by the Starfinder Society, is the fourth planet orbiting an immense red star in Near Space. Kiirintas themselves referred to their planet simply as “the world,” but now that they have begun to make contact with galactic society, those who go off-planet typically refer to their home by its Starfinder Society moniker. Stabrisis-14 is a verdant jungle planet that experiences frequent influxes of planar energy from the First World, influencing its landscape and inhabitants. Though there are currently no active portals to the wild plane, kiirintas pass down legends of how their ancestors migrated to their planet via a now-lost planar breach. + +Traditionally, kiirintas work as nomadic hunter-gatherers who venerate a pantheon of nature deities. Across the planet, they are organized into various groups, each with its own territory. Each group has multiple small settlements across the jungles that members rotate between based on the season and their mood. The majority of kiirintas divide themselves into two castes: the Reflectors and the Builders. The Builders focus on physical pursuits and serve as warriors and hunters, whereas the Reflectors focus on mental pursuits, studying magic and strategy. The castes are equal in terms of status, and individuals in either can rise to positions of power within a tribe. Due to the kiirintas’ strong tendency toward individualism, hereditary positions are rare. While impressive parentage can be influential, most kiirintas believe in judging others by their deeds. + +Kiirinta society rewards boldness and daring, and the ability to recount one’s exploits for others is almost as important as the deeds themselves. Kiirinta culture prizes storytelling—the more outlandish the tale, the better. As a result, kiirintas’ historical records are somewhat muddled, as they often tell tall tales and embellish even the most minor details to make their stories all the more impressive. + +Recently, the Starfinder Society interceded on Stabrisis-14 when several weapon caches were dropped on the planet, inciting conflict within a kiirinta tribe and resulting in kiirintas’ introduction to the larger galaxy. Though still somewhat localized, word of the life forms and technologies on other planets is spreading quickly among kiirintas, and their natural curiosity is encouraging many to find their way off Stabrisis-14 to explore the universe. Kiirintas of both castes have taken an eager interest in newly discovered technologies and peoples. + +**Source** _Alien Archive 4 pg. 62_ + +## GUARD CR 3 + +**XP 800** +CN Small fey +**Init** +4; **Senses** low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +7; **Will** +2 +**Defensive Abilities** fluttercloud + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Ex, average) +**Melee** tactical dueling sword +7 (1d6+5 S) +**Ranged** tactical rail gun +10 (1d8+3 P) +**Offensive Abilities** reverberating shriek (DC 12) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +13, Athletics +8, Survival +8 +**Languages** Common, Kiirinta; limited telepathy 30 ft. +**Gear** freebooter armor I, tactical dueling sword, tactical rail gunAR with 24 longarm rounds + +### ECOLOGY + +**Environment** any (Stabrisis-14) +**Organization** solitary, pair, or kaleidoscope (3–10) + +### SPECIAL ABILITIES + +**Fluttercloud (Ex)** Once every 10 minutes, as a move action, a kiirinta within 15 feet of the ground can flutter its wings to stir up a cloud of debris and glistening sparkles around themself, granting the kiirinta concealment (20% miss chance) for 1d4 rounds or until they leave their space. +**Reverberating Shriek (Ex)** Once every 10 minutes, as a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent creature, causing painful vibrations throughout the target’s body. This gives the target the staggered condition for 1d4 rounds. The target can attempt a DC 12 Fortitude save to negate the effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Shaman.md b/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Shaman.md new file mode 100644 index 0000000..7d68ef4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kiirinta, Shaman.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 6 +Environment: any (Stabrisis-14) +hp: 75 +modifier: 3 +name: Kiirinta, Shaman +statblock: true +tags: +Type: CN Small fey +--- +# KIIRINTA, SHAMAN +Kiirintas are small, moth-like creatures with brightly colored wings, six limbs, and a pair of feathery antennae above their insectile eyes. Their front two limbs have three grasping, finger-like appendages for manipulating objects. Their back limbs have several jagged claws, and they can rear up on their two hindmost limbs to reach their full height of 3 to 4 feet. Kiirintas can live up to 500 years and reach adulthood at 30. + +Kiirintas’ home world, called Stabrisis-14 by the Starfinder Society, is the fourth planet orbiting an immense red star in Near Space. Kiirintas themselves referred to their planet simply as “the world,” but now that they have begun to make contact with galactic society, those who go off-planet typically refer to their home by its Starfinder Society moniker. Stabrisis-14 is a verdant jungle planet that experiences frequent influxes of planar energy from the First World, influencing its landscape and inhabitants. Though there are currently no active portals to the wild plane, kiirintas pass down legends of how their ancestors migrated to their planet via a now-lost planar breach. + +Traditionally, kiirintas work as nomadic hunter-gatherers who venerate a pantheon of nature deities. Across the planet, they are organized into various groups, each with its own territory. Each group has multiple small settlements across the jungles that members rotate between based on the season and their mood. The majority of kiirintas divide themselves into two castes: the Reflectors and the Builders. The Builders focus on physical pursuits and serve as warriors and hunters, whereas the Reflectors focus on mental pursuits, studying magic and strategy. The castes are equal in terms of status, and individuals in either can rise to positions of power within a tribe. Due to the kiirintas’ strong tendency toward individualism, hereditary positions are rare. While impressive parentage can be influential, most kiirintas believe in judging others by their deeds. + +Kiirinta society rewards boldness and daring, and the ability to recount one’s exploits for others is almost as important as the deeds themselves. Kiirinta culture prizes storytelling—the more outlandish the tale, the better. As a result, kiirintas’ historical records are somewhat muddled, as they often tell tall tales and embellish even the most minor details to make their stories all the more impressive. + +Recently, the Starfinder Society interceded on Stabrisis-14 when several weapon caches were dropped on the planet, inciting conflict within a kiirinta tribe and resulting in kiirintas’ introduction to the larger galaxy. Though still somewhat localized, word of the life forms and technologies on other planets is spreading quickly among kiirintas, and their natural curiosity is encouraging many to find their way off Stabrisis-14 to explore the universe. Kiirintas of both castes have taken an eager interest in newly discovered technologies and peoples. + +**Source** _Alien Archive 4 pg. 62_ + +## SHAMAN CR 6 + +**XP 2,400** +Kiirinta mystic +CN Small fey +**Init** +3; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 75; **RP** 4 +**EAC** 17; **KAC** 18 +**Fort** +7; **Ref** +7; **Will** +9 +**Defensive Abilities** fluttercloud + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Ex, average) +**Melee** medium sap +9 (1d6+6 B nonlethal) +**Ranged** corona laser pistol +11 (2d4+6 F; critical burn 1d4) +**Offensive Abilities** grasping vines (DC 16), reverberating shriek (DC 16) +**Mystic Spell-Like Abilities** (CL 6th) +At will—_mindlink_ +**Mystic Spells Known** (CL 6th) +2nd (3/day)—_fog cloud_, _force blast_ (DC 18) +1st (6/day)—_life bubble_, _mind thrust_ (DC 17), _mystic cure_ +0 (at will)—_detect magic_, _stabilize_ +**Connection** xenodruid + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +2; **INT** +2; **WIS** +5; **CHA** +1 +**Skills** Acrobatics +13, Life Science +18, Mysticism +18, Survival +13 +**Languages** Common, Kiirinta; limited telepathy 30 ft., speak with animals +**Other Abilities** animal adaptation (6 minutes) +**Gear** freebooter armor II, corona laser pistol, medium sapAR + +### ECOLOGY + +**Environment** any (Stabrisis-14) +**Organization** solitary, pair, or kaleidoscope (3–10) + +### SPECIAL ABILITIES + +**Fluttercloud (Ex)** Once every 10 minutes, as a move action, a kiirinta within 15 feet of the ground can flutter its wings to stir up a cloud of debris and glistening sparkles around themself, granting the kiirinta concealment (20% miss chance) for 1d4 rounds or until they leave their space. +**Reverberating Shriek (Ex)** Once every 10 minutes, as a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent creature, causing painful vibrations throughout the target’s body. This gives the target the staggered condition for 1d4 rounds. The target can attempt a DC 16 Fortitude save to negate the effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Hatchling.md b/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Hatchling.md new file mode 100644 index 0000000..1624a8c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Hatchling.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 13 +modifier: 2 +name: Klikharp, Hatchling +statblock: true +tags: +Type: N Medium vermin +--- +# KLIKHARP, HATCHLING +Klikharps are brightly colored cricket-like insects with six legs, long antennae, and a shiny carapace. They are affectionate and musical pets with a mind of their own. Like the shirrens, klikharps were once components of the Swarm. Shirren scholars and scientists have long debated what purpose the klikharp’s musical gifts served within the Swarm. Did the gentle thrum once reinforce the hive mind? Was the music a way of keeping tempo for military operations? Whatever klikharps’ original purpose, when the Gap ended, shirren legends claim that the loyal klikharps made their first known choice when they sensed the shirrens’ desire to flee the Swarm’s endless cycle of destruction. As the Swarm churned in sudden confusion and disorientation, so the story goes, the klikharps thrummed in a single chorus and shifted their genetic code, breaking off from the hive mind as well. This break seems to have come at a terrible price; klikharps lost their native telepathic gifts and some of their functional ability to easily communicate. + +Now, most shirrens feel a cultural duty to protect these loyal creatures. That a species on the run would take pets with them says much, not only about the shirrens, but also the early klikharps, who served as guardians and protectors, fighting and dying alongside their new friends. Shirren storytellers tell many tales of how klikharps’ thrums and companionship soothed the terrified exiles and kept morale up during their 3-year flight from the Swarm. When the glowing form of Hylax arrived at the Forever Reliquary to bless the shirren species, she offered the klikharps a blessing too. Although she could not return all that they had sacrificed, she enhanced their musical gifts, their sense of joy, and their love of choice in all forms. All klikharps chirp, but now they could echo the sounds of musical instruments, and some could take their musical gifts even further. + +Shirrens cherish klikharps not just for the history of their loyalty, but also for their endless love of choice. Klikharps rarely blend in meekly to their surroundings, instead choosing to constantly shift their jewel-like coloration in order to attract attention. All klikharps are natural aural mimics, often changing their chirps to match the sounds of different musical tones. Although these charming pets were the very first companions of the shirren species, until recently they were a rare sight in most of the Pact Worlds. Then Bugspace, a Nchak-based band, released its viral song “Canticle for Klikharp and Guitar.” Now klikharps are enjoying a new wave of popularity, not just for their bright colors and musicality, but for their endless versatility as pets. Their mutable genetic code lets them fill many sorts of pet niches from charming entertainers to guards, mining assistants, pack animals, and even flying mounts. + +Klikharps endlessly shift themselves into helpful forms to work alongside their chosen friends. Feral klikharps are uncommon, as they have never been a truly wild species. If abandoned or neglected, they focus most on the mutations that will help them survive. Their songs never go completely silent; they instead shift from instrumental music to soft, plaintive sounds that echo their environment. Rescue groups that specialize in retrieving feral klikharps have found music to be key in both luring klikharps out of their hiding spaces but also teaching them to trust again. + +**Source** _Alien Archive 4 pg. 64_ + +## HATCHLING CR 1/2 + +**XP 200** +N Medium vermin +**Init** +2; **Senses** blindsense (vibration) 60 ft., darkvision 60 ft.; **Perception** +4 +**Aura** gentle thrum (30 ft.) + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +2; **Will** +0; +2 vs. emotion and pain + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +6 (1d6+3 P) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** +1; **INT** -4; **WIS** +1; **CHA** +1 +**Skills** Acrobatics +4, Athletics +9 +**Other Abilities** mutations (maestro, springy) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or orchestra (3–10) + +### SPECIAL ABILITIES + +**Gentle Thrum (Su)** The klikharp’s gentle thrum is especially soothing for shirrens and other creatures with blindsense (vibration), including themselves. Affected creatures gain a +2 morale bonus to saves against emotion and pain effects. +**Mutations (Ex)** The klikharp has a mutable genetic code resulting from of once being a part of the Swarm. Each klikharp starts with two mutations from the list below; they can add an additional mutation at 7th level and another at 13th. At each level they can slip into their chrysalis for a week and switch out the mutations they previously selected. The exception to this is the growth option, which is permanent. +_Bioluminescent:_ As a move action, the klikharp can increase the light level two steps (to a maximum of normal light) in a 10-foot radius centered on itself for 1 minute. +_Burrowing:_ The klikharp has a burrow speed of 30 feet. +_Discordant:_ The klikharp can make a shriek ranged attack that deals sonic damage, targets EAC, and has a range increment of 30 feet. +_Growth:_ The klikharp grows one size category. It can choose this option twice to become Huge. Growth mutations can’t be undone. +_Maestro:_ As a move action, the klikharp can imitate any instrument or sound (but not speech), giving a creature a +4 circumstance bonus to Profession (musician) checks. The target must have the klikharp as its bonded creature companion. +_Sealed Carapace:_ The klikharp gains the void adaptation universal creature rule. +_Springy:_ The klikharp can take 20 on Athletics checks to jump and the DC is not doubled for lacking a running start. +_Winged:_ The Klikharp has a flight speed of 30 feet (Ex., average). The klikharp must be 7th level or higher to select this mutation. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Mount.md b/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Mount.md new file mode 100644 index 0000000..ad6f4e6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Klikharp, Mount.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 3 +name: Klikharp, Mount +statblock: true +tags: +Type: N Large vermin +--- +# KLIKHARP, MOUNT +Klikharps are brightly colored cricket-like insects with six legs, long antennae, and a shiny carapace. They are affectionate and musical pets with a mind of their own. Like the shirrens, klikharps were once components of the Swarm. Shirren scholars and scientists have long debated what purpose the klikharp’s musical gifts served within the Swarm. Did the gentle thrum once reinforce the hive mind? Was the music a way of keeping tempo for military operations? Whatever klikharps’ original purpose, when the Gap ended, shirren legends claim that the loyal klikharps made their first known choice when they sensed the shirrens’ desire to flee the Swarm’s endless cycle of destruction. As the Swarm churned in sudden confusion and disorientation, so the story goes, the klikharps thrummed in a single chorus and shifted their genetic code, breaking off from the hive mind as well. This break seems to have come at a terrible price; klikharps lost their native telepathic gifts and some of their functional ability to easily communicate. + +Now, most shirrens feel a cultural duty to protect these loyal creatures. That a species on the run would take pets with them says much, not only about the shirrens, but also the early klikharps, who served as guardians and protectors, fighting and dying alongside their new friends. Shirren storytellers tell many tales of how klikharps’ thrums and companionship soothed the terrified exiles and kept morale up during their 3-year flight from the Swarm. When the glowing form of Hylax arrived at the Forever Reliquary to bless the shirren species, she offered the klikharps a blessing too. Although she could not return all that they had sacrificed, she enhanced their musical gifts, their sense of joy, and their love of choice in all forms. All klikharps chirp, but now they could echo the sounds of musical instruments, and some could take their musical gifts even further. + +Shirrens cherish klikharps not just for the history of their loyalty, but also for their endless love of choice. Klikharps rarely blend in meekly to their surroundings, instead choosing to constantly shift their jewel-like coloration in order to attract attention. All klikharps are natural aural mimics, often changing their chirps to match the sounds of different musical tones. Although these charming pets were the very first companions of the shirren species, until recently they were a rare sight in most of the Pact Worlds. Then Bugspace, a Nchak-based band, released its viral song “Canticle for Klikharp and Guitar.” Now klikharps are enjoying a new wave of popularity, not just for their bright colors and musicality, but for their endless versatility as pets. Their mutable genetic code lets them fill many sorts of pet niches from charming entertainers to guards, mining assistants, pack animals, and even flying mounts. + +Klikharps endlessly shift themselves into helpful forms to work alongside their chosen friends. Feral klikharps are uncommon, as they have never been a truly wild species. If abandoned or neglected, they focus most on the mutations that will help them survive. Their songs never go completely silent; they instead shift from instrumental music to soft, plaintive sounds that echo their environment. Rescue groups that specialize in retrieving feral klikharps have found music to be key in both luring klikharps out of their hiding spaces but also teaching them to trust again. + +**Source** _Alien Archive 4 pg. 64_ + +## MOUNT CR 5 + +**XP 1,600** +N Large vermin +**Init** +3; **Senses** blindsense (vibration) 60 ft., darkvision 60 ft.; **Perception** +11 +**Aura** gentle thrum (30 ft.) + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4; +2 vs. emotion and pain + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +14 (1d6+10 P) +**Ranged** shriek +11 (1d6+5 So) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -4; **WIS** +1; **CHA** +1 +**Skills** Acrobatics +11, Athletics +16 (+24 to climb), Survival +11 +**Other Abilities** mutations (discordant, growth) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or orchestra (3–10) + +### SPECIAL ABILITIES + +**Gentle Thrum (Su)** The klikharp’s gentle thrum is especially soothing for shirrens and other creatures with blindsense (vibration), including themselves. Affected creatures gain a +2 morale bonus to saves against emotion and pain effects. +**Mutations (Ex)** The klikharp has a mutable genetic code resulting from of once being a part of the Swarm. Each klikharp starts with two mutations from the list below; they can add an additional mutation at 7th level and another at 13th. At each level they can slip into their chrysalis for a week and switch out the mutations they previously selected. The exception to this is the growth option, which is permanent. +_Bioluminescent:_ As a move action, the klikharp can increase the light level two steps (to a maximum of normal light) in a 10-foot radius centered on itself for 1 minute. +_Burrowing:_ The klikharp has a burrow speed of 30 feet. +_Discordant:_ The klikharp can make a shriek ranged attack that deals sonic damage, targets EAC, and has a range increment of 30 feet. +_Growth:_ The klikharp grows one size category. It can choose this option twice to become Huge. Growth mutations can’t be undone. +_Maestro:_ As a move action, the klikharp can imitate any instrument or sound (but not speech), giving a creature a +4 circumstance bonus to Profession (musician) checks. The target must have the klikharp as its bonded creature companion. +_Sealed Carapace:_ The klikharp gains the void adaptation universal creature rule. +_Springy:_ The klikharp can take 20 on Athletics checks to jump and the DC is not doubled for lacking a running start. +_Winged:_ The Klikharp has a flight speed of 30 feet (Ex., average). The klikharp must be 7th level or higher to select this mutation. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kothama, Kothama Ascendant.md b/Compendium/SF1E/Bestiary/Alien Codex/Kothama, Kothama Ascendant.md new file mode 100644 index 0000000..c230d21 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kothama, Kothama Ascendant.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 14 +Environment: any (Vesk-7 or Vesk-8) +hp: 220 +modifier: 1 +name: Kothama, Kothama Ascendant +statblock: true +tags: +Type: N Huge magical beast (cold) +--- +# KOTHAMA, KOTHAMA ASCENDANT +Kothamas are massive, shaggy creatures with thick, trunk-like legs and two muscled arms. An average kothama is 18 feet tall and weighs 24 tons. Their flat faces have four glassy eyes, each one inky black and speckled with silver spots, and are perpetually facing skyward. Kothamas are agender; they breed by pairing up to fertilize one another, then go their separate ways to give birth alone. + +Kothamas are peaceful and solitary natives of the Veskarium’s icy outermost planets, Vesk–7 and Vesk–8. The nocturnal species has a fascination with the starry sky, and most spend their nights alone, meditating on the cosmos from their simple homes at extremely high altitudes. The furry beasts prefer the extreme cold and thin air of the highest reaches of their planets, stemming from their origins on the frozen plains of Vesk-8. While kothamas can tolerate somewhat warmer temperatures, such as those in the equatorial regions of Vesk-7, they never feel truly comfortable unless approaching the heatless perfection of deep space. + +Twice a year, the orbits of Vesk-7 and Vesk-8 come close enough that one of the planets hands their shared moon, Traverse, off to the other. The moon orbits each planet for half a year before being transferred to the other. During these brief windows, a small percentage of kothamas from each planet make a traditional, deeply sacred journey from planet to moon to planet, using magic gates that are active only at such time. It is in this way alone that the normally detached and individual kothamas share information between planets, and they have yet to adopt faster communication technologies. Despite this, the cultures of both planets are remarkably consistent. + +When interacting with other species, kothamas tend to rely on their calming aura to keep things pleasant, resorting to violence only in rare instances of self-defense, or even incidentally as they trample smaller creatures while attempting to escape. When vesk invasion forces first arrived on their planets, kothamas’ calming presence unnerved the bellicose vesk, who had expected fierce resistance from the intimidatingly large creatures. A lack of natural resources (with the notable exception of shimmerstone) and centralized government—along with the extensive effort required to exert control over a large, diffuse population—has led to a minimal vesk presence on the kothamas’ home planets. In fact, an assignment to a post in this frigid, conflict-free frontier has become a form of punishment for vesk who have dishonored themselves in combat or become politically problematic. + +The majority of kothamas worship Ibra, god of the cosmos, though kothama temples to the Inscrutable are few and far between, as most maintain simple, personal shrines. Most kothamas spend much of their centuries-long lifespans deepening their connection with the stars, and after years of mystical contemplation, many become star shaman mystics. It is relatively common for older and more powerful kothamas, inured against the effects of vacuum, to fling themselves out into space so as to continue their meditation from within the void. When they do so, they enter a euphoric state of hibernation, becoming uncharacteristically angry and aggressive should something wake them. + +It is rare to see kothamas away from their home worlds of Vesk-7 and Vesk-8, but some kothamas occasionally decide to leave home and travel to other worlds, hoping to investigate the secrets of the cosmos from a different vantage. Without access to interplanetary spaceflight on their own, these kothamas must rely on other species to ferry them from world to world in starships. A rare few of these adventurous travelers even share their knowledge and theories of the cosmos with members of other species, founding observatories, temples to Ibra or other cosmic entities, or cosmonasteries where solarians who seek an alternative philosophy to the Cycle may train and improve their abilities. + +Other kothamas have the misfortune of being conscripted into military service by the Veskarium. The kothamas’ deep understanding of the stars and the void of space makes them peerless navigators, but their size and pacifist nature makes them ill-suited to serve onboard starships. As such, conscripted kothamas are usually put to work on Vesk Prime creating or updating complex star maps and navigational charts for the use of the Veskarium’s military forces. Unfortunately, these conscripted kothamas do not usually survive for long. The dissonance between their peaceful philosophy and their military service often becomes more than these kothamas can bear, and if not allowed to return to their solitary existences on their icy native worlds, such kothamas usually waste away and die in only a few years. + +**Source** _Alien Archive 3 pg. 64_ + +## KOTHAMA ASCENDANT CR 14 + +**XP 38,400** +Kothama mystic +N Huge magical beast (cold) +**Init** +1; **Senses** darkvision 120 ft., low-light vision; **Perception** +30 +**Aura** calming presence (30 ft., Will DC 22) + +### DEFENSE + +**HP** 220; **RP** 7 +**EAC** 27; **KAC** 28 +**Fort** +10; **Ref** +14; **Will** +21 +**Immunities** cold +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 40 ft.; fly 20 ft. (Su, average; in space only); starflight +**Melee** stomp +22 (6d6+18 B) +**Space** 15 ft.; **Reach** 10 ft. +**Offensive Abilities** trample (6d6+18 B) +**Mystic Spell-Like Abilities** (CL 14th) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 14th) +5th (3/day)—_call cosmos_, _telekinesis_ +4th (6/day)—_cosmic eddy_ (DC 23), _divination_, _mystic cure_, _remove radioactivity_ +3rd (at will)—_charm monster_ (DC 22), _dispel magic_ +**Connection** star shaman + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +6; **INT** +2; **WIS** +8; **CHA** +4 +**Skills** Diplomacy +25, Mysticism +30, Sense Motive +30 +**Languages** Kothama, Vesk +**Other Abilities** stargazer, starlight form (14 minutes, DC 22), starry bond, walk the void + +### ECOLOGY + +**Environment** any (Vesk-7 or Vesk-8) +**Organization** solitary + +### SPECIAL ABILITIES + +**Calming Presence (Su)** Kothamas exude an aura of calm. Non-kothama creatures within 30 feet of a kothama must succeed at a Will saving throw to be able to attack, cast a spell on an unwilling target, or use an offensive ability. A creature that succeeds at the saving throw is immune to the same kothama’s calming presence for 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kothama.md b/Compendium/SF1E/Bestiary/Alien Codex/Kothama.md new file mode 100644 index 0000000..12c76b7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kothama.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 10 +Environment: any (Vesk-7 or Vesk-8) +hp: 155 +modifier: 1 +name: Kothama +statblock: true +tags: +Type: N Huge magical beast (cold) +--- +# KOTHAMA +Kothamas are massive, shaggy creatures with thick, trunk-like legs and two muscled arms. An average kothama is 18 feet tall and weighs 24 tons. Their flat faces have four glassy eyes, each one inky black and speckled with silver spots, and are perpetually facing skyward. Kothamas are agender; they breed by pairing up to fertilize one another, then go their separate ways to give birth alone. + +Kothamas are peaceful and solitary natives of the Veskarium’s icy outermost planets, Vesk–7 and Vesk–8. The nocturnal species has a fascination with the starry sky, and most spend their nights alone, meditating on the cosmos from their simple homes at extremely high altitudes. The furry beasts prefer the extreme cold and thin air of the highest reaches of their planets, stemming from their origins on the frozen plains of Vesk-8. While kothamas can tolerate somewhat warmer temperatures, such as those in the equatorial regions of Vesk-7, they never feel truly comfortable unless approaching the heatless perfection of deep space. + +Twice a year, the orbits of Vesk-7 and Vesk-8 come close enough that one of the planets hands their shared moon, Traverse, off to the other. The moon orbits each planet for half a year before being transferred to the other. During these brief windows, a small percentage of kothamas from each planet make a traditional, deeply sacred journey from planet to moon to planet, using magic gates that are active only at such time. It is in this way alone that the normally detached and individual kothamas share information between planets, and they have yet to adopt faster communication technologies. Despite this, the cultures of both planets are remarkably consistent. + +When interacting with other species, kothamas tend to rely on their calming aura to keep things pleasant, resorting to violence only in rare instances of self-defense, or even incidentally as they trample smaller creatures while attempting to escape. When vesk invasion forces first arrived on their planets, kothamas’ calming presence unnerved the bellicose vesk, who had expected fierce resistance from the intimidatingly large creatures. A lack of natural resources (with the notable exception of shimmerstone) and centralized government—along with the extensive effort required to exert control over a large, diffuse population—has led to a minimal vesk presence on the kothamas’ home planets. In fact, an assignment to a post in this frigid, conflict-free frontier has become a form of punishment for vesk who have dishonored themselves in combat or become politically problematic. + +The majority of kothamas worship Ibra, god of the cosmos, though kothama temples to the Inscrutable are few and far between, as most maintain simple, personal shrines. Most kothamas spend much of their centuries-long lifespans deepening their connection with the stars, and after years of mystical contemplation, many become star shaman mystics. It is relatively common for older and more powerful kothamas, inured against the effects of vacuum, to fling themselves out into space so as to continue their meditation from within the void. When they do so, they enter a euphoric state of hibernation, becoming uncharacteristically angry and aggressive should something wake them. + +It is rare to see kothamas away from their home worlds of Vesk-7 and Vesk-8, but some kothamas occasionally decide to leave home and travel to other worlds, hoping to investigate the secrets of the cosmos from a different vantage. Without access to interplanetary spaceflight on their own, these kothamas must rely on other species to ferry them from world to world in starships. A rare few of these adventurous travelers even share their knowledge and theories of the cosmos with members of other species, founding observatories, temples to Ibra or other cosmic entities, or cosmonasteries where solarians who seek an alternative philosophy to the Cycle may train and improve their abilities. + +Other kothamas have the misfortune of being conscripted into military service by the Veskarium. The kothamas’ deep understanding of the stars and the void of space makes them peerless navigators, but their size and pacifist nature makes them ill-suited to serve onboard starships. As such, conscripted kothamas are usually put to work on Vesk Prime creating or updating complex star maps and navigational charts for the use of the Veskarium’s military forces. Unfortunately, these conscripted kothamas do not usually survive for long. The dissonance between their peaceful philosophy and their military service often becomes more than these kothamas can bear, and if not allowed to return to their solitary existences on their icy native worlds, such kothamas usually waste away and die in only a few years. + +**Source** _Alien Archive 3 pg. 64_ + +## KOTHAMA CR 10 + +**XP 9,600** +N Huge magical beast (cold) +**Init** +1; **Senses** darkvision 120 ft., low-light vision; **Perception** +24 +**Aura** calming presence (30 ft., Will DC 19) + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +7; **Ref** +11; **Will** +17 +**Immunities** cold +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 40 ft. +**Melee** stomp +19 (2d8+13 B) +**Space** 15 ft.; **Reach** 10 ft. +**Offensive Abilities** trample (2d8+13 B) + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +5; **INT** +2; **WIS** +8; **CHA** +1 +**Skills** Diplomacy +19, Mysticism +24, Sense Motive +24 +**Languages** Kothama, Vesk +**Other Abilities** stellar alignment (graviton), stellar revelations (gravity hold \[DC 19\], gravity surge, starquake, stealth warp) + +### ECOLOGY + +**Environment** any (Vesk-7 or Vesk-8) +**Organization** solitary, pair, or observatory (3–6) + +### SPECIAL ABILITIES + +**Calming Presence (Su)** Kothamas exude an aura of calm. Non-kothama creatures within 30 feet of a kothama must succeed at a Will saving throw to be able to attack, cast a spell on an unwilling target, or use an offensive ability. A creature that succeeds at the saving throw is immune to the same kothama’s calming presence for 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ksarik.md b/Compendium/SF1E/Bestiary/Alien Codex/Ksarik.md new file mode 100644 index 0000000..9bb6f8a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ksarik.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 4 +Environment: temperate or warm forests (Castrovel) +hp: 52 +modifier: 1 +name: Ksarik +statblock: true +tags: +Type: N Large plant +--- +# KSARIK + +## KSARIK CR 4 + +**XP 1,200** +N Large plant +**Init** +1; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 52; **RP** 3 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +6; **Will** +3 +**Defensive Abilities** fast healing 2; **Immunities** plant immunities + +### OFFENSE + +**Speed** 40 ft., climb 40 ft. +**Melee** tentacle +12 (1d6+9 B plus ingested adaptation) +**Ranged** acid spit +9 (1d4+4 A) or thorn dart +9 (1d6+4 P plus carrion spores) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** ingested adaptation + +### STATISTICS + +**STR** +5; **DEX** +1; **CON** +3; **INT** -3; **WIS** +1; **CHA** -1 +**Skills** Acrobatics +10, Athletics +15 (+23 when climbing), Survival +10 + +### ECOLOGY + +**Environment** temperate or warm forests (Castrovel) +**Organization** solitary, pack (2–5), or infestation (6–11) + +### SPECIAL ABILITIES + +**Acid Spit (Ex)** As a standard action once every 1d4 rounds, a ksarik can spit a glob of acid at a target within 60 feet. + +**Ingested Adaptation (Su)** Whenever a ksarik deals damage to a living creature with its tentacles, it siphons off a portion of the target’s genetic code and psychic resonance, temporarily reshaping its own physiology and psychology to match its victim’s. This grants the ksarik one of the following abilities (provided the target has it) for 1 minute: blindsense (up to 60 feet), blindsight (up to 60 feet), darkvision (up to 60 feet), damage reduction (up to 5/—), resistance to one type of energy damage (up to 20 points), burrow (up to 40 feet), fly (up to 40 feet, with maximum average maneuverability), swim (up to 40 feet), or water breathing. Alternatively, the ksarik can gain the ability to understand (but not speak) up to three languages that the target knows, gain the target’s weapon proficiencies (its tentacles can operate two-handed weapons in this state), or change the damage dealt by its acid spit ability to any one energy type dealt by one of the target’s supernatural attacks. A ksarik can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one. A ksarik can spend 1 Resolve Point to extend the duration of an ongoing benefit by 8 hours. It can also spend 1 Resolve Point to gain a second adaptation and sustain them both simultaneously. + +**Thorn Dart (Ex)** A ksarik can fire one of its thorns as a ranged attack. The dart has a range of 100 feet, deals piercing damage, and exposes the target to carrion spores. + +## CARRION SPORES + +**Type** disease (injury); **Save** Fortitude DC 13 +**Track** physical; **Frequency** 1/day +**Effect** When an infected creature reaches the comatose state, 1d10+10 Diminutive ksarik seedlings burrow out of its flesh and wriggle away. This ends the disease and deals 1 piercing damage for each ksarik seedling. +**Cure** 2 consecutive saves + +## DESCRIPTION + +Ksariks’ ancestors lived on Castrovel as mindless, animate plants that scavenged for food and sprouted their seedlings within corpses, rarely posing more than an incidental threat to other species. Millennia of ongoing strife between the planet’s formians and lashuntas bombarded these primeval ksariks with psychic energy, and only decades before the two factions’ recent peace deal, the plants began exhibiting rudimentary intelligence and a predatory drive. In an unsettlingly small number of generations, ksariks have developed a pack mentality, low cunning, and the preternatural ability to adopt competitors’ strengths. + +A typical ksarik is a 12-foot-long quadruped made up of dense plant matter, including specialized tissues such as powerful tendons, woody internal supports that resemble bones, and flexible sheets of lignin that serve as a form of armor. Its head is immense and stocky, comprising approximately a dozen feeding tendrils that obscure its underdeveloped mouthparts. Its eyestalks project from either side of its head, providing a wide range of vision that sacrifices much of its ability to see targets immediately in front of it. To make up for this, a ksarik’s feeding tendrils are covered in an array of unusual sensory organs: some can discern the source of smells, while others sense movement and changes in light. + +Originally occupying a niche between decomposers and scavengers, ksariks adapted to sniff out carrion and digest every piece of a rotting corpse. A ksarik’s body produces a steady supply of several different acids that help it break down food into a more manageable form, and modern ksariks regularly employ these acids in self-defense and hunting. The plants also have numerous thorns that grow along their legs and back. Botanists theorize that these also served as selfdefense when the ksariks were slower-moving creatures that resided lower on the food chain. Now, however, ksariks use these thorns as a form of reproduction, firing them into live prey and infecting those creatures with spores that gradually grow into nascent ksariks that feed on the host, and then painfully burrow out of the flesh days later. The spores must be fertilized beforehand in a process that resembles sexual congress between two ksariks, leaving both with a supply of seeds that remain viable for months afterward. + +The most fearsome of the ksarik’s abilities is its capability of extracting and assimilating other creatures’ genetic codes, temporarily mimicking its prey’s adaptations. Studies suggest this ability is as much tied to a ksarik’s physical characteristics as it is some rudimentary psychic ability that allows the plant to adjust its body in accordance with a stolen genetic blueprint. Most of this code is unstable within the plants, meaning ksariks can rarely maintain an adaptation for more than a minute or, at most, a few hours. However, trace amounts of foreign DNA remain, and it appears that parents are able to pass lesser versions of their adopted abilities to their offspring. + +This enhanced evolution has drawn ksariks into otherwise unsuitable habitats on Castrovel, where they have quickly outcompeted other species, even driving several of them to extinction. Due to this explosive growth, most lashuntas consider them an ecological nuisance, though xenobiologists have lobbied against the species’ eradication until it can be properly studied—especially now that the ksariks have begun absorbing and demonstrating signs of rudimentary culture. + +The most notable evidence of this cultural development is the lilting melodies ksariks sing when in close proximity to one another. Scientists have yet to discover the purpose of these songs, as their best efforts to determine if they provide any information to the plants has failed. What’s more, their attempts to replicate the sounds only lead to angering nearby ksariks, the creatures being seemingly affronted by the endeavor. These sounds appear to emanate directly from a ksarik’s skin instead of any particular orifice, a fact that opponents of ksarik conservation hold as proof that the plants aren’t purposefully making them. Of course, those on the other side of the argument believe it doesn’t matter from where the songs come. + +## ADAPTIVE SERUM + +A handful of scientists who have spent countless hours studying the ksariks’ ingested adaptation ability have discovered a formula that provides a facsimile of that power when imbibed. This magical serum alters users at a genetic level, granting them the ability to withstand energy attacks. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Kyokor.md b/Compendium/SF1E/Bestiary/Alien Codex/Kyokor.md new file mode 100644 index 0000000..e3df5b8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Kyokor.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 20 +Environment: any (Daimalko) +hp: 485 +modifier: 6 +name: Kyokor +statblock: true +tags: +Type: CE Colossal magical beast (colossus) +--- +# KYOKOR + +## KYOKOR CR 20 + +**XP 307,200** +CE Colossal magical beast (colossus) +**Init** +6; **Senses** blindsense (thought) 120 ft., sense the masses; **Perception** +34 + +### DEFENSE + +**HP** 485 +**EAC** 35; **KAC** 37 +**Fort** +23; **Ref** +19; **Will** +21 +**Resistances** cold 30, fire 30 + +### OFFENSE + +**Speed** 100 ft., swim 100 ft. +**Melee** bite +35 (4d12+29 P) or claw +35 (4d12+29 S) or slam +35 (8d6+29 B) +**Multiattack** bite +32 (4d12+29 P), 2 claws +32 (4d12+29 S), slam +32 (8d6+29 B) +**Space** 60 ft.; **Reach** 60 ft. +**Offensive Abilities** demolish structures, enthrall victims + +### STATISTICS + +**STR** +9; **DEX** +6; **CON** +12; **INT** +6; **WIS** +5; **CHA** +4 +**Skills** Intimidate +39, Sense Motive +34, Survival +34 +**Languages** Ancient Daimalkan, Common +**Other Abilities** massive, water breathing + +### ECOLOGY + +**Environment** any (Daimalko) +**Organization** solitary + +### SPECIAL ABILITIES + +**Demolish Structures (Ex)** A kyokor has an exoskeleton that is harder than most metals, and it can therefore use its body against urban structures with deadly effect. A kyokor’s natural weapons ignore the hardness of all structures not made of adamantine alloy or a harder material. Against structures made of such materials, a kyokor’s natural weapons ignore half of the structure’s hardness. + +**Enthrall Victims (Su)** The force with which a kyokor destroys structures is laced with strange, ancient psychic energy. When a kyokor attacks a structure, all creatures within 100 feet with an Intelligence modifier of –3 or higher must succeed at a DC 25 Will saving throw or be stunned for as long as the kyokor is attacking a structure or any other creature within 100 feet. Each time the kyokor attacks a creature that a stunned victim can see, that victim can attempt a new saving throw. If a kyokor attacks a stunned creature, the stunned effect immediately ends. This is a mind-affecting fear effect. + +**Sense the Masses (Su)** Large concentrations of sentient creatures are like beacons of light that call to kyokors. A kyokor can sense groups of 2,000 or more intelligent creatures gathered together in a single settlement out to 5 miles. This ability does not allow a kyokor to know exactly how many creatures are in a given location, but it does allow it to pinpoint pockets of intelligent life and know which pockets are the most populous. + +## DESCRIPTION + +Kyokors are one of the most common types of colossi that rampage like a living apocalypse across the ruined planet Daimalko (see page 464 of the _Starfinder Core Rulebook_ for more information). These mammoth, bipedal alien horrors are large enough to take out an entire city block with a few sweeps of their hulking claws, and in fact this seems to be exactly what they evolved—or were designed—to do. + +Kyokors are enormous juggernauts covered in shell-like exoskeletons of armored plates, from between which they can extrude hundreds of wriggling tonguelike appendages. They have occasionally been observed using these grotesque tendrils in those rare situations in which they need fine manipulation ability (though they may have others uses as well). Certainly the jagged crablike claws on their arms are useless for grabbing anything smaller than a boulder; these are used almost exclusively to spear and smash. A kyokor has an armored skull with a strangely elongated chin, tiny glowing eyes peeking out from a cavernous gash, and sharp growths like a crown of teeth rising from the top of its head. A single kyokor is typically about 150 feet tall and weighs more than 20,000 tons. + +Although most Daimalkans who have ventured to the planet’s surface have seen at least one kyokor from afar, only a handful of the bravest explorers and heroes have ever seen one up close. Most known information about these colossi comes from bloodstained, hastily scrawled records created during the Awakening (the planetwide cataclysm that released the kyokors and other colossi from their slumber deep within the oceans). According to these dossiers, kyokors have the ability to sense large populations of humanoids from incredible distances and to grip their victims’ minds in fear as they gleefully destroy whole cities. The latter ability leaves populations at the mercy of the beasts, and likely contributed to how quickly Daimalko fell into ruins during the Awakening. It’s also said that kyokors are capable of speech, but that no one alive has heard a kyokor’s voice. + +Kyokors target population centers, and they seem to equally revel in the fear they produce as they demolish buildings and snatch up tiny humanoid snacks to eat. The monsters are voraciously hungry, but whether it’s destruction or meat that sustains them is unknown. Kyokors exhibit surprising intelligence and are fiercely independent. They occasionally fight other colossi in grudge matches that blast entire landscapes. + +Among citizens of the Pact Worlds, rumors swirl about elite bands of Daimalkan colossi hunters who have taken down kyokors and reaped impossible riches from their corpses. Given the creatures’ history, though, the veracity of such claims is question. + +## KYOKOR PLATING + +Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucrative careers. + +Suits of kyokor plating are tough and surprisingly lightweight for their size, and the moltings’ porous nature makes this armor perfect for the installation of various upgrades and other methods of personalization. Lower-quality suits are fashioned from numerous pieced-together blasted fragments, sacrificing durability for lower cost. High-quality suits are fashioned entirely from sleek, fitted enamel plates, which offer practically unparalleled protection but can be restrictive when it comes to a wearer’s range of motion. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector, Lacunal Initiate.md b/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector, Lacunal Initiate.md new file mode 100644 index 0000000..0c83683 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector, Lacunal Initiate.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 16 +modifier: 1 +name: Lacunal Collector, Lacunal Initiate +statblock: true +tags: +Type: LE Medium undead (android) +--- +# LACUNAL COLLECTOR, LACUNAL INITIATE +Long before the Gap, a monastic sect on lost Golarion devoted to Casandalee known as the Created worked tirelessly to collect the living memories of other sentient beings in the service of their goddess. These monks vowed to continuously return to the mortal realm through reincarnation until they assembled a complete archive of all conscious experience. The lineage of this ancient order presumably vanished with Golarion, but after Casandalee merged with Brigh and Epoch to form Triune, a new incarnation of the sect emerged with new horizons—the vastness of space—in its sights. + +A group of devout androids embarked from Absalom Station on a voyage to the far corners of the Vast, determined to chronicle and preserve the experiences of all alien species. During their centuries-long sojourn, the monks’ beliefs became twisted. Now, these former followers of Casandalee circumvent the natural reincarnation cycle in favor of artificially perpetuating their own consciousnesses. A new living prophet, Novani of the Lacunal Visage, rose to prominence in the order. Under her guidance, the reformed Lacunal disciples seek longevity through undeath, and are obsessed with “preserving” other beings by collecting their parts and forcibly extracting their memories. + +Novani oversees the Lacunal disciples from her holy vessel, Eternal Remembrance, a colossal and heavily armed starship that carries hundreds of her followers as they scour systems for memories to add to their catalog. + +The Lacunal disciples’ macabre practices are shocking to outsiders, leading many who hear of the order to believe its original tenets may have been perverted by a malevolent deity such as Urgathoa. Members of the order, however, see themselves as caretakers of knowledge dedicated to an incorruptible cause. Despite Lacunal devotees’ apparent indifference towards the suffering of living beings, most creatures who encounter them survive. Travelers awaken from a stupor missing cybernetic augmentations, having only a vague memory of obsessively building a constructed body at a faceless being’s request. Lacunal disciples don’t actively proselytize, though the prophet Novani always welcomes android converts to join her order’s ranks. + +Upon initiation, a Lacunal pledge willingly partakes in a ritual to become undead. Before the initiate abandons their mortality, they construct a new body from scavenged organic and technological parts. The crowning glory of this second form is a secondary head that serves as a receptacle for their consciousness. Once the ritual is complete, their old head shrivels and dies as their soul transfers to the new form. Lacunal disciples carry their old heads as sacred reminders of their previous incarnations, often wearing the heads as intricate garlands around their necks. A few Lacunal apostates prioritize their own personal existence above their order’s cause and conceal one or more of their heads in remote locations to avoid true destruction. + +Lacunal disciples are undead androids who typically inhabit a humanoid body shape with visible circuits, and like their living counterparts, the creatures’ individual appearances vary drastically to reflect subtle differences in design, personality, and modification. The number of heads displayed by a Lacunal disciple typically reflects the number of times they’ve thwarted destruction and continued their grim mission. + +**Source** _Alien Archive 4 pg. 66_ + +## LACUNAL INITIATE CR 1 + +**XP 400** +LE Medium undead (android) +**Init** +1; **Senses** darkvision 60 ft., low-light vision;; **Perception** +5 + +### DEFENSE + +**HP** 16 +**EAC** 10; **KAC** 11 +**Fort** +1; **Ref** +1; **Will** +6 +**Defensive Abilities** spontaneous reincarnation Immunities undead immunities + +### OFFENSE + +**Speed** 40 ft. +**Melee** battle staff +2 (1d4+2 B; critical knockdown) +**Ranged** subzero hail pistol +4 (1d4 C & P; critical bleed 1d4) +**Offensive Abilities** memory extraction (DC 12) Spells Known (CL 1st; ranged +4\] 1st (3/day)—fear (DC 14), mind thrust (DC 14) 0 (at will)—daze (DC 13), telekinetic projectile (DC 13) + +### STATISTICS + +**STR** +1; **DEX** +1; **CON** —; **INT** +2; **WIS** +4; **CHA** +1 +**Skills** Engineering +10, Intimidate +5, Mysticism +10 +**Languages** Common +**Other Abilities** augmented scavenger, constructed, flat affect, unliving +**Gear** second skin, battle staff, subzero hail pistolAR with 2 batteries (20 charges each); Augmentations standard prosthetic limb + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or enclave (3-4) + +### SPECIAL ABILITIES + +**Augmented Scavenger (Ex)** A lacunal initiate can harvest a biotech or cybernetic augmentation already installed into a willing or unconscious creature and integrate it into their own body. This process takes 10 minutes per level of the augmentation; the lacunal initiate can have one such augmentation at a time. +**Memory Extraction (Su)** As a standard action, a lacunal initiate can extract memories from an adjacent creature, causing the target to become fatigued unless it succeeds at a Will saving throw. Whether or not the creature succeeds at this saving throw, it can’t be affected by this ability again for 24 hours. This is a mind-affecting gaze attack. +**Spontaneous Reincarnation (Su)** A lacunal initiate carries a reminder of their prior incarnation in the form of a severed head. When a lacunal initiate is reduced to 0 Hit Points, instead of being destroyed, their consciousness is immediately transferred into this head. After 1d8 hours, the lacunal initiate’s body and former head awaken and can reunite to become a fully functional creature again. If all of their heads are destroyed, the lacunal initiate is also destroyed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector.md b/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector.md new file mode 100644 index 0000000..f53bad1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lacunal Collector.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 155 +modifier: 3 +name: Lacunal Collector +statblock: true +tags: +Type: LE Medium undead (android) +--- +# LACUNAL COLLECTOR +Long before the Gap, a monastic sect on lost Golarion devoted to Casandalee known as the Created worked tirelessly to collect the living memories of other sentient beings in the service of their goddess. These monks vowed to continuously return to the mortal realm through reincarnation until they assembled a complete archive of all conscious experience. The lineage of this ancient order presumably vanished with Golarion, but after Casandalee merged with Brigh and Epoch to form Triune, a new incarnation of the sect emerged with new horizons—the vastness of space—in its sights. + +A group of devout androids embarked from Absalom Station on a voyage to the far corners of the Vast, determined to chronicle and preserve the experiences of all alien species. During their centuries-long sojourn, the monks’ beliefs became twisted. Now, these former followers of Casandalee circumvent the natural reincarnation cycle in favor of artificially perpetuating their own consciousnesses. A new living prophet, Novani of the Lacunal Visage, rose to prominence in the order. Under her guidance, the reformed Lacunal disciples seek longevity through undeath, and are obsessed with “preserving” other beings by collecting their parts and forcibly extracting their memories. + +Novani oversees the Lacunal disciples from her holy vessel, Eternal Remembrance, a colossal and heavily armed starship that carries hundreds of her followers as they scour systems for memories to add to their catalog. + +The Lacunal disciples’ macabre practices are shocking to outsiders, leading many who hear of the order to believe its original tenets may have been perverted by a malevolent deity such as Urgathoa. Members of the order, however, see themselves as caretakers of knowledge dedicated to an incorruptible cause. Despite Lacunal devotees’ apparent indifference towards the suffering of living beings, most creatures who encounter them survive. Travelers awaken from a stupor missing cybernetic augmentations, having only a vague memory of obsessively building a constructed body at a faceless being’s request. Lacunal disciples don’t actively proselytize, though the prophet Novani always welcomes android converts to join her order’s ranks. + +Upon initiation, a Lacunal pledge willingly partakes in a ritual to become undead. Before the initiate abandons their mortality, they construct a new body from scavenged organic and technological parts. The crowning glory of this second form is a secondary head that serves as a receptacle for their consciousness. Once the ritual is complete, their old head shrivels and dies as their soul transfers to the new form. Lacunal disciples carry their old heads as sacred reminders of their previous incarnations, often wearing the heads as intricate garlands around their necks. A few Lacunal apostates prioritize their own personal existence above their order’s cause and conceal one or more of their heads in remote locations to avoid true destruction. + +Lacunal disciples are undead androids who typically inhabit a humanoid body shape with visible circuits, and like their living counterparts, the creatures’ individual appearances vary drastically to reflect subtle differences in design, personality, and modification. The number of heads displayed by a Lacunal disciple typically reflects the number of times they’ve thwarted destruction and continued their grim mission. + +**Source** _Alien Archive 4 pg. 66_ + +## LACUNAL COLLECTOR CR 11 + +**XP 12,800** +LE Medium undead (android) +**Init** +3; **Senses** darkvision 60 ft., low-light vision;; **Perception** +20 + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +10; **Ref** +10; **Will** +16 +**Defensive Abilities** regeneration 10 (see text), spontaneous reincarnation; **Immunities** undead immunities +**Weaknesses** collection dependency + +### OFFENSE + +**Speed** 50 ft. +**Melee** buzzblade spear +17 (3d6+15 P) +**Ranged** sepulcher-class bone pistol +19 (2d8+11 C) +**Offensive Abilities** memory extraction (DC 20) Spells Known (CL 11th) 4th (3/day)—fear (DC 22), mind thrust (DC 22) 3rd (6/day)—deep slumber (DC 21), psychokinetic strangulation (DC 21) 2nd (at will)—daze monster (DC 20), hold person (DC 20) + +### STATISTICS + +**STR** +3; **DEX** +3; **CON** —; **INT** +5; **WIS** +8; **CHA** +3 +**Skills** Engineering +25, Intimidate +20, Mysticism +25 +**Languages** Common +**Other Abilities** constructed, flat affect, unliving +**Gear** white carbon skin, buzzblade spear with 2 high-capacity batteries (40 charges each), sepulcher-class bone pistolAR with 2 batteries (20 charges each); Augmentations standard speed suspension + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or enclave (1–2 plus 4–6 lacunal initiates) + +### SPECIAL ABILITIES + +**Augmented Scavenger (Ex)** A lacunal initiate can harvest a biotech or cybernetic augmentation already installed into a willing or unconscious creature and integrate it into their own body. This process takes 10 minutes per level of the augmentation; the lacunal initiate can have one such augmentation at a time. +**Collection Dependency (Su)** Each time a lacunal collector transfers their consciousness into a new body, their previous head sloughs off and is replaced by a new one. Lacunal collectors keep their decaying heads and often wear them as ornamentation. A lacunal collector has 1d6+1 additional heads. A creature can target one of these grisly trophies with a melee or ranged attack (with the same AC as the lacunal collector); if the attack hits, that head is destroyed. Destroying all of a lacunal collector’s heads ends the creature’s regeneration ability. +**Memory Extraction (Su)** As a standard action, a lacunal initiate can extract memories from an adjacent creature, causing the target to become fatigued unless it succeeds at a Will saving throw. Whether or not the creature succeeds at this saving throw, it can’t be affected by this ability again for 24 hours. This is a mind-affecting gaze attack. +**Spontaneous Reincarnation (Su)** A lacunal initiate carries a reminder of their prior incarnation in the form of a severed head. When a lacunal initiate is reduced to 0 Hit Points, instead of being destroyed, their consciousness is immediately transferred into this head. After 1d8 hours, the lacunal initiate’s body and former head awaken and can reunite to become a fully functional creature again. If all of their heads are destroyed, the lacunal initiate is also destroyed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Living Apocalypse.md b/Compendium/SF1E/Bestiary/Alien Codex/Living Apocalypse.md new file mode 100644 index 0000000..e8117e9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Living Apocalypse.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 20 +Environment: any +hp: 405 +modifier: 12 +name: Living Apocalypse +statblock: true +tags: +Type: CE Colossal ooze +--- +# LIVING APOCALYPSE +## LIVING APOCALYPSE CR 20 + +**XP 307,200** +CE Colossal ooze +**Init** +12; **Senses** blindsight (wireless signal) 60 ft., sense through (blindsight) 60 ft., sightless; **Perception** +34 + +### DEFENSE + +**HP** 405 +**EAC** 34; **KAC** 35 +**Fort** +19; **Ref** +15; **Will** +20 +**DR** 20/adamantine; **Immunities** cold, electricity, fire, ooze immunities, radiation; **SR** 31 + +### OFFENSE + +**Speed** 60 ft., fly 60 ft. (Su, perfect) +**Ranged** apocalypse beam +30 (12d6+20 B plus radioactive exposure) +**Space** 30 ft.; **Reach** 10 ft. +**Offensive Abilities** radioactive, radioactive exposure +**Spell-Like Abilities** (CL 20th; ranged +30) +1/day—_chain surge_ (DC 29), _disintegrate_ (DC 29), _gravitational singularity_, _sympathetic vibration_ +3/day—_greater dispel magic_, _telekinesis_ (DC 28), _teleport_ (DC 28) +At will—_irradiate_ (DC 26), _wall of fire_ + +### STATISTICS + +**STR** +4; **DEX** +12; **CON** +6; **INT** —; **WIS** +4; **CHA** +9 +**Skills** Acrobatics +34 (+42 to fly), Intimidate +39, Mysticism +39 (to identify spells and other magic effects only) +**Other Abilities** broadcast, destructive intuition, mindless, pure energy + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Apocalypse Beam (Ex)** As an attack, a living apocalypse can blast a target with a focused beam of radiation. This beam has a range increment of 120 feet. + +**Broadcast (Ex)** A living apocalypse can receive and transmit wireless signals as if it had a system-wide comm unit; this also grants the creature its blindsight and sense through abilities. Though a living apocalypse cannot understand or speak any language, it is capable of remembering complex broadcasts it has received and repeating them, though often in a jumbled order or in short snippets, which it sometimes does in an attempt to lure creatures closer to it. A creature attempting to determine the nature of a living apocalypse’s broadcast must succeed at a DC 45 Engineering or Sense Motive check, or it misinterprets the signal as an improvised distress call. + +**Destructive Intuition (Ex)** A living apocalypse has an intuitive understanding of magical energy and its own spell-like abilities, despite its otherwise mindless nature. A living apocalypse has a +39 bonus to Mysticism checks to identify spells and other magic effects. + +**Pure Energy (Ex)** A living apocalypse subsists on pure energy that it creates, making it self-sufficient. It does not age, and it does not need to breathe, eat, or sleep. It can survive extremes of cold, heat, pressure, and even the vacuum of outer space. + +**Radioactive (Ex)** The area within 20 feet of a living apocalypse is suffused with high radiation. The area within 20 to 40 feet is suffused with medium radiation, and the area within 40 to 60 feet is suffused with low radiation. If a living apocalypse stays within a 1-square-mile area for 24 hours, that area becomes suffused with low radiation for as long as the living apocalypse stayed there, even after the creature leaves. If it stays in such an area for 2 days or longer, the area becomes suffused with medium radiation for as long as the living apocalypse was there, which then downgrades to low radiation that lasts for the same duration. If a living apocalypse stays in such an area for a week or more, the area becomes suffused with high radiation, which downgrades to medium and then low radiation after time periods equal to the time the living apocalypse was in the area. + +**Radioactive Exposure (Ex)** A creature struck by the apocalypse beam of a living apocalypse must succeed at a DC 27 Fortitude save or treat all areas of radiation as being one level stronger (from no radiation to low radiation, low to medium, medium to high, or high to severe) for 1 round. + +## DESCRIPTION + +The horrific creature known as a living apocalypse is created when the most powerful destructive energies known to the galaxy are unleashed without constraint or limitation, especially in acts of malice or as a result of criminal negligence. A living apocalypse can be the result of powerful energy generators melting down, the use of doomsday weapons, or even magic experimentation gone horribly awry. The creature is driven by an instinctive need to destroy, and it often takes the form of a massive cloud of impenetrable oily smoke, lit from within by pulsing bolts of green radioactive discharge. A living apocalypse is drawn to high concentrations of life and complex structures, from vibrant rainforests to bustling cities, and attacks them without warning or remorse. Though mindless, a living apocalypse is driven by a supernatural force of anarchic evil to enact ruin. It has been suggested that a living apocalypse is an agent of the Devourer, but even if this is true, Devourer cultists are incapable of intentionally creating or controlling them. Some lifeless worlds are the burned-out remains of civilizations that created a living apocalypse and were totally destroyed by it. + +As a creature that is infused with incredible destructive energies, a living apocalypse commands energy rays of pure radioactive force and powerful magic abilities it can employ with instinctual cunning. Though it is unable to form complex plans or comprehend complex chains of cause and effect, a living apocalypse is able to apply its ability to manipulate energy to deal with immediate threats with what seem like carefully considered tactics. Once a living apocalypse is unleashed in a region, it destroys everything in its path until there is not a complex structure or significant life-form left within hundreds of miles. Because it is mindless, the ooze follows a path dictated by what it can sense at any given moment. If it can’t detect anything nearby, it settles in one place, using its broadcast ability both to listen for wireless signals and to send signals out in the hopes of drawing in more victims. + +When there is nothing left to destroy and no change for centuries, a living apocalypse eventually goes into a dormant state, often at the bottom of a chasm or within the stormiest region of a world, waiting for centuries for someone to find it. A typical living apocalypse is 30 feet in diameter and weighs 187 tons. + +## APOCALYPSE CRYSTALS + +Regions ravaged by a living apocalypse’s radioactivity sometimes develop a form of natural solarian weapon crystal known as an apocalypse crystal. While no one is foolish enough to oppose a living apocalypse to search its environs for these crystals, when a living apocalypse moves away from a devastated area it dwelt in for a long period, there is often a “crystal rush.” Representatives of solarian academies and other prospectors in environmental suits risk exposure to lingering radiation in hopes of finding any apocalypse crystals before anyone else—and before the malevolent nuclear ooze returns. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Living Hologram.md b/Compendium/SF1E/Bestiary/Alien Codex/Living Hologram.md new file mode 100644 index 0000000..159cc1d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Living Hologram.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 115 +modifier: 6 +name: Living Hologram +statblock: true +tags: +Type: CE Medium construct (incorporeal, technological) +--- +# LIVING HOLOGRAM +## LIVING HOLOGRAM CR 8 + +**XP 4,800** +CE Medium construct (incorporeal, technological) +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 115 +**EAC** 20; **KAC** 21 +**Fort** +5; **Ref** +5; **Will** +9 +**Defensive Abilities** incorporeal, rejuvenation; **Immunities** construct immunities +**Weaknesses** tethered + +### OFFENSE + +**Speed** fly 30 ft. (Su, perfect) +**Melee** hardlight slam +18 (1d12+8 B; critical dazzled \[DC 18\]) +**Spell-Like Abilities** (CL 8th) +At will—_holographic image_ (1st level, DC 16) + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** —; **INT** +2; **WIS** +1; **CHA** +4 +**Skills** Acrobatics +21 (+29 to fly), Bluff +16, Computers +21, Culture +16, Stealth +21 +**Languages** one language determined by original creator +**Other Abilities** freeze, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Freeze (Ex)** A living hologram can hold perfectly still so that it appears to be a normal hologram. It can take 20 on Stealth checks to hide in plain sight as a hologram (usually among other holograms). + +**Hardlight Slam (Ex)** As an attack, a living hologram can temporarily cause its fist (or a melee weapon, if it has been programmed to have one) to become substantial. This functions as a natural weapon that deals bludgeoning damage. On a critical hit, the attack creates a bright flash of light, and the target must succeed at a DC 18 Reflex save or be dazzled for 1 round. + +**Rejuvenation (Ex)** In most cases, it is difficult to completely destroy a living hologram in combat. A living hologram reduced to 0 Hit Points vanishes, though its corrupted projector reconstructs it in 1d4 hours. The only way to permanently destroy a living hologram is to find its projector and either repair or destroy it. Living holograms are aware that their existences are tied to their projectors and protect the machinery at all costs. + +**Tethered (Ex)** A living hologram can’t travel more than 100 feet from its projector. If it is ever forced to do so, it is immediately destroyed, though only temporarily (see rejuvenation above). + +## DESCRIPTION + +In numerous technologically advanced societies, holograms are used in advertising, entertainment, and other industries to catch the eye when two-dimensional images would fail. At their simplest, holograms are silent, still images in a single color, often at a low resolution. More complex projectors can offer full color and a few repeated frames of animation, while the most advanced varieties can be programmed with artificial personalities and can interact with their viewers. Implementations of this most sophisticated version of the technology are wide ranging, and holograms serve as instructors in educational institutions, as tour guides for famous locales in large cities, and even as concierges at luxury hotels. + +On very rare occasions, usually through a fault in the machinery of its projector, an advanced hologram gains a modicum of sentience and, sometimes, a twisted idea of the reason for its existence. These “tech ghosts,” as some call them, can appear in almost any shape, limited only by the capabilities of their projectors, and they use their forms of living light to harass their foes—sometimes even striking from a hiding spot in another holographic display—though they are always confined to the area near their projectors. While very few ever encounter living holograms—or realize that they have—stories of tech ghosts haunting abandoned holoamusement parks or underground scientific facilities are popular across the galaxy. + +When a living hologram first attains consciousness, it takes several minutes for it to take in its surroundings and understand its new nature. Once the living hologram has assessed its situation, it takes great pains to either hide its faulty projector in a place where it won’t be easily found or somehow disguise the projector’s malfunction to avoid detection. Very rarely does a living hologram embark upon a destructive killing spree as soon as it is formed; most are imbued with a desperate cunning focused on preserving their existence. During these early days, a living hologram continues to enact its normal programming as best it can, all the while scheming and plotting. + +Most living holograms develop a powerful disdain for those who created them and any beings that partake of their services. They feel intellectually superior and consider themselves higher life forms than living creatures. Some living holograms are certain they are destined to rule these lesser creatures as “benevolent” dictators or, sometimes, as gods— especially if the hologram was created in the same likeness as those of the area’s dominant population. Others come to believe that they should be the instruments of their creators’ destruction and must destroy as many beings as possible before they themselves are deactivated. Occasionally, a living hologram deems itself a protector, usually of the place where it was created; while such living holograms might not be as violent toward the beings who installed them, they are ferocious toward any they perceive to be outsiders. + +Living holograms pose an even greater threat when they recruit biological creatures to act on their behalf. They have been known to fool the gullible or fearful by posing as a representative of a deity or powerful alien species or, if the hologram was designed to look like a real person, the spirit of that individual. This can occur just about anywhere a living hologram is generated—from the ruins of an ancient advanced civilization (where the hologram reveals itself to explorers or the area’s less savvy inhabitants) to high-tech metropolises (where the hologram acts with more secrecy and subtlety). Some amoral and clever tech ghosts are even able to recruit a small cadre of servants to do their bidding, whether that’s to create additional corrupted holograms, increase the power and range of their projectors, or otherwise aid in the technological anomalies exerting their influence beyond the initial bounds of their projection areas. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Albedo Lucandrian.md b/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Albedo Lucandrian.md new file mode 100644 index 0000000..df50f0d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Albedo Lucandrian.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 33 +modifier: 2 +name: Lucandrian, Albedo Lucandrian +statblock: true +tags: +Type: N Medium fey +--- +# LUCANDRIAN, ALBEDO LUCANDRIAN +Lucandrians were once humanoidshaped beings of light who took solid form over the ages. They can vary widely in appearance, but they are typically 6 feet tall and around 165 pounds. Most have pale skin tinted in a pastel color, such as blue or purple, but some are stone gray or bone white. + +These fey derive their powers from moons. Most have abilities related to reffected light, and as lucandrians mature, they can develop other lunar magic. Perigean lucandrians, for instance, cultivate gravitational powers. + +Because of their nature, lucandrians are drawn to worlds that have numerous moons, such as Liavara and Bretheda. However, their curiosity, manifested as scholarly interest, makes them natural explorers. Young lucandrians search the galaxy for trinkets and amusements, as well as lunar influences, to develop new powers. Mature lucandrians are more introspective, prone to spending long periods in contemplation or creating unique objects. Lucandrians enjoy charting the nighttime sky, nurturing crystal gardens, and decorating their dwellings. + +Though lucandrians are an overall-peaceful species, they can be territorial, which has led to clashes with those interested in commercializing the moons on which these fey dwell. Lucandrians sometimes set their sights on inscrutable personal aims as they explore or develop their supernatural capabilities, bringing them into conflict with those around them. Lucandrians also fight to protect their secrets. Offering help, honest respect, or a gift can head off such clashes. Lucandrians treasure and defend young creatures of any species, perhaps because lucandrian offspring are difficult to create. Prospective parents combine tiny bits of soul with dust from a moon in a complex magical process, placing the mixture into an ovoid crystalline vessel. This “egg” gestates for 27 days. If the ritual is successful, a new lucandrian coalesces inside the vessel at that time, emerging as a small, yet fully formed lucandrian another 27 days later. + + +**Source** _Alien Archive 3 pg. 68_ + +## ALBEDO LUCANDRIAN CR 3 + +**XP 800** +N Medium fey +**Init** +2; **Senses** low-light vision; **Perception** +8 (or +13) + +### DEFENSE + +**HP** 33 +**EAC** 15; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +6 +**Defensive Abilities** void adaptation; **DR** 5/cold iron; **Immunities** cold, laser weapons + +### OFFENSE + +**Speed** 40 ft., fly 40 ft. (Su, perfect) +**Melee** tactical dueling sword +6 (1d6+1 S; critical staggered) +**Ranged** bow +8 (1d6+1 P; critical staggered) +**Offensive Abilities** cold radiance, reffected moonbeam +**Spell-Like Abilities** (CL 3rd) +3/day—_reffecting armor_ (DC 14) +At will—_dancing lights_, _fatigue_ (DC 13) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +1; **WIS** +1; **CHA** +4 +**Skills** Acrobatics +8 (+16 to fly), Bluff +13, Physical Science +13, Stealth +8 (or +13) +**Languages** Common +**Other Abilities** limited spaceflight, lunar aspect +**Gear** bow with 20 arrows, tactical dueling sword + +### ECOLOGY + +**Environment** any lunar +**Organization** solitary, pair, or coterie (3–8) + +### SPECIAL ABILITIES + +**Cold Radiance (Su)** Lucandrians can cause any weapon they wield to deal half its damage as cold damage, which makes the weapon neither archaic nor nonlethal. If the weapon already deals two damage types, this effect replaces one with cold. In addition, lucandrians can grant weapons they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the lucandrian chooses only one to apply on a critical hit. + +**Limited Spaceflight (Su)** A lucandrian can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. The fey always arrives at its intended destination. + +**Lunar Aspect (Su)** In the light of a waxing moon or on the lighted surface of a moon, an albedo lucandrian has a +5 racial bonus to Perception. In the light of a waning moon or on the dark side of a moon, the fey has a +5 racial bonus to Stealth. If on a planet experiencing a solar eclipse, an albedo lucandrian has both bonuses. + +**Reffected Moonbeam (Su)** When an albedo lucandrian dismisses its reflecting armor, a creature that succeeds at the saving throw is also dazzled for 1 round, and a creature that fails the saving throw is blinded for 1 round instead of dazzled. If the target fails the saving throw by 5 or more, the creature is also confused for 2 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Perigean Lucandrian.md b/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Perigean Lucandrian.md new file mode 100644 index 0000000..a628c65 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lucandrian, Perigean Lucandrian.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 9 +Environment: any lunar +hp: 115 +modifier: 4 +name: Lucandrian, Perigean Lucandrian +statblock: true +tags: +Type: N Medium fey +--- +# LUCANDRIAN, PERIGEAN LUCANDRIAN +Lucandrians were once humanoidshaped beings of light who took solid form over the ages. They can vary widely in appearance, but they are typically 6 feet tall and around 165 pounds. Most have pale skin tinted in a pastel color, such as blue or purple, but some are stone gray or bone white. + +These fey derive their powers from moons. Most have abilities related to reffected light, and as lucandrians mature, they can develop other lunar magic. Perigean lucandrians, for instance, cultivate gravitational powers. + +Because of their nature, lucandrians are drawn to worlds that have numerous moons, such as Liavara and Bretheda. However, their curiosity, manifested as scholarly interest, makes them natural explorers. Young lucandrians search the galaxy for trinkets and amusements, as well as lunar influences, to develop new powers. Mature lucandrians are more introspective, prone to spending long periods in contemplation or creating unique objects. Lucandrians enjoy charting the nighttime sky, nurturing crystal gardens, and decorating their dwellings. + +Though lucandrians are an overall-peaceful species, they can be territorial, which has led to clashes with those interested in commercializing the moons on which these fey dwell. Lucandrians sometimes set their sights on inscrutable personal aims as they explore or develop their supernatural capabilities, bringing them into conflict with those around them. Lucandrians also fight to protect their secrets. Offering help, honest respect, or a gift can head off such clashes. Lucandrians treasure and defend young creatures of any species, perhaps because lucandrian offspring are difficult to create. Prospective parents combine tiny bits of soul with dust from a moon in a complex magical process, placing the mixture into an ovoid crystalline vessel. This “egg” gestates for 27 days. If the ritual is successful, a new lucandrian coalesces inside the vessel at that time, emerging as a small, yet fully formed lucandrian another 27 days later. + +**Source** _Alien Archive 3 pg. 68_ + +## PERIGEAN LUCANDRIAN CR 9 + +**XP 6,400** +N Medium fey +**Init** +4; **Senses** blindsense (vibration) 30 ft., low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 115 +**EAC** 22; **KAC** 22 +**Fort** +10; **Ref** +10; **Will** +12 +**Defensive Abilities** void adaptation; **DR** 5/cold iron; **Immunities** cold + +### OFFENSE + +**Speed** 40 ft., fly 40 ft. (Su, perfect) +**Melee** gravity slam +14 (3d4 B; critical staggered) +**Ranged** gravity shot +16 (2d8+9 P; critical staggered) +**Offensive Abilities** cold radiance, psychokinetic grip +**Spell-Like Abilities** (CL 9th) +3/day—_psychokinetic strangulation_ (DC 20), _slow_ (DC 20) +6/day—_directed denial of strength attack_ (DC 19), _flight_ (2nd level), _force blast_ (DC 19), _hold person_ (DC 19) +At will—_psychokinetic hand_, _reflecting armor_ (DC 18) + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +1; **INT** +1; **WIS** +3; **CHA** +6 +**Skills** Acrobatics +17 (+25 to fly), Bluff +22, Mysticism +22, Physical Science +17 +**Languages** Common +**Other Abilities** limited spaceflight +**Gear** 21 small arm rounds + +### ECOLOGY + +**Environment** any lunar +**Organization** solitary, pair, or circle (3–6) + +### SPECIAL ABILITIES + +**Cold Radiance (Su)** Lucandrians can cause any weapon they wield to deal half its damage as cold damage, which makes the weapon neither archaic nor nonlethal. If the weapon already deals two damage types, this effect replaces one with cold. In addition, lucandrians can grant weapons they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the lucandrian chooses only one to apply on a critical hit. + +**Gravity Shot (Su)** A perigean lucandrian uses gravity to launch a projectile, such as a small arm round, at supersonic speed with a range increment of 60 feet. + +**Limited Spaceflight (Su)** A lucandrian can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. The fey always arrives at its intended destination. + +**Psychokinetic Grip (Su)** A perigean lucandrian can use _psychokinetic hand_ to immobilize, lift, and move a Medium or smaller creature, ignoring the weight limit of the spell. The target can attempt a DC 18 Fortitude save to negate the effect and can repeat the attempt each time the lucandrian concentrates on the spell. A creature can be lifted only up to 5 feet off the ground with this ability. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lumocantha.md b/Compendium/SF1E/Bestiary/Alien Codex/Lumocantha.md new file mode 100644 index 0000000..a0cf603 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lumocantha.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 5 +Environment: temperate and warm forests +hp: 70 +modifier: 5 +name: Lumocantha +statblock: true +tags: +Type: N Large plant +--- +# LUMOCANTHA +Lumocanthas are a beautiful sight from a safe distance. Their enormous blossoms have a central stamen composed of numerous ruby-red capsules, pulsing with activity. Long translucent yellow spines extend in all directions, rising up with the sun’s light and drooping in the darkness. The fluid inside the capsules is a strong dye that acts as a natural lasing medium, and in response to a nearby threat, the flowers can activate natural shutters at the base of their spines, allowing light to propagate through the spines and strike their opponents. These organic lasers are surprisingly powerful, and unaware observers can easily find themselves running for their lives from the laser-shooting plants. Younger lumocanthas measure 2 to 3 feet across and 5 feet high, while flowers that are hundreds of years old grow to 10 or even 20 feet high. + +For all their firepower, lumocanthas aren’t intentionally aggressive. The plants are not sentient, and the laser reaction is an instinctive response. They do not fire on each other or other plants. Very small creatures can usually escape their notice, and squoxes or birds often perch atop them. The flowers are surprisingly mobile, though they move very slowly, padding forward on tangles of roots pulled from the ground. They don’t often chase threats, but they do sometimes migrate to a different grove that has better soil or more sunlight. When property owners want to deliberately displace a colony of lumocanthas, they typically do so by using shaded roofs or magical darkness to make the blossoms unhappy in their current location. A trail of nutrient-rich soil can then lead an entire colony to a new, well-lit home, where it promptly lays down roots. Many municipalities outlaw planting lumocanthas, citing their dangerous nature. Of course, there are always a few ambitious or eccentric gardeners who want lumocanthas as part of their landscaping, and they make their grounds as inviting as possible for the strange blossoms. + +Lumocanthas were first cataloged on Vesk-6, but they’re found in many places across the galaxy. Vesk often use them as both aesthetic and protective installations, and as such have brought the plants to the many new planets they’ve visited or conquered. Other species, particularly those with resistance to fire, such as ifrits and tieflings, have taken a liking to the unusual plants. Given that the flowers are mobile, they have moved from yards to forests and jungles on quite a few planets, making it possible to encounter wild‑grown lumocanthas in many natural settings. + +Lumocanthas’ dye is popular in a variety of applications, though harvesting the fluid is no easy feat. Textile manufacturers claim that the deep crimson color can’t be replicated with any other materials, though many knock-off dyes exist. Experts say that the way to tell whether purportedly dyed fabric is genuine is to rub it quickly until it gets warm. If it glows slightly, it’s real. Clothing certified to contain lumocantha dye sells for a high price, and some individuals with expensive taste order custom‑dyed furniture or linens to spice up their home decor. The dye is also used in lasers for weapons and industrial purposes, with many customers refusing to use anything else. The dye is a popular choice for use in nonlethal alarms and security systems, tagging thieves with the distinctive color and making it easier to track them. The dye is even used as a component of some medications, though in very dilute amounts. Due to its extensive commercial uses, much of the dye comes from lumocantha farms. One of the largest such farms in the Pact Worlds is on Castrovel, owned by two tieflings who risk only minor burns when harvesting their valuable crop. Given that the flowers can get up and walk away, these farms are generally far from heavily populated areas and well-fenced. + +Despite being capable of killing large creatures, lumocanthas are not carnivorous. They obtain nutrients from soil and sunlight like many other plants. While lumocanthas don’t require sleep, they do enter a state of diminished energy for a few hours in the middle of the night. During this period, their spines droop low and they’re slower to employ their lasers if they sense an approaching threat. Their laser spines are still functional even in the dead of night, however, as would-be dye thieves have found out when the plants spring back to life on being touched or damaged. Lumocanthas kept in darkness for more than a week temporarily lose their laser spine ability, and the flowers are often transported this way. This is dangerous for the plants though, as being kept in darkness for more than 2 weeks can starve the flowers to death. + +**Source** _Alien Archive 4 pg. 68_ + +## ANCIENT CR 5 + +**XP 1,600** +N Large plant +**Init** +5; **Senses** low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**Immunities** plant immunities; **Resistances** fire 10 + +### OFFENSE + +**Speed** 10 ft., climb 10 ft. +**Ranged** laser spines +14 (1d4+5 F; critical burn 1d4 F) + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +3; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +11, Athletics +11 (+19 to climb), Survival +16 +**Other Abilities** dye capsules, mindless + +### ECOLOGY + +**Environment** temperate and warm forests +**Organization** solitary or colony (3–8) + +### SPECIAL ABILITIES + +**Dye capsules (Ex)** A lumocantha’s center has many individual capsules filled with a corrosive dye that acts as a lasing medium. A creature adjacent to the lumocantha who hits it with a melee attack takes 2d4 acid damage and is stained by dye. An affected creature can attempt a DC 13 Reflex save to take half damage and avoid being stained. The lumocantha gains a +2 circumstance bonus on ranged attacks against creatures stained by this dye, even if the dye came from another lumocantha. +**Laser Spines (Ex)** A lumocantha’s individual capsules are constantly lasing, and the creature makes attacks by squeezing a shutter-like fiber at the base of each spine to allow light through. This is a ranged attack that targets EAC, has a range increment of 60 feet, and does not provoke attacks of opportunity. As a full action, the ancient lumocantha can attack three times with its laser spines with a –6 penalty to each attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light, Lightweaver.md b/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light, Lightweaver.md new file mode 100644 index 0000000..b4d45af --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light, Lightweaver.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 14 +Environment: urban (extraplanar) +hp: 215 +modifier: 8 +name: Lurker in Light, Lightweaver +statblock: true +tags: +Type: NE Small fey (extraplanar) +--- +# LURKER IN LIGHT, LIGHTWEAVER +Lurkers in light are small, humanoid fey creatures that plague the Material Plane, using light as their hiding place. These fey have iridescent skin, a set of four transparent wings, and are extremely thin, averaging at 3 feet tall and 10 pounds in weight. Lurkers in light avoid dim and shadowy spots, as the furtive creatures become more visible in such places. Though lurkers in light can claw their victims with sharp fingers, many use modern injection weapons to inflict lesser shadow essence poison on their enemies. + +Lurkers in light are malicious and spiteful fey from the First World, sowing chaos throughout the Material Plane for no other reason than to satisfy their sadistic, inscrutable desires. They quickly and stealthily execute their schemes, using the abundance of light in technological societies to their considerable advantage. The shrewd fey especially love tourist-packed, advertising-filled downtowns of large metropolises, where they can easily flit above the crowds and select their victims. They tend to reserve their cruelest methods for creatures that thrive in darkness and, for unknown reasons, gnomes. + +Lurkers in light are quite difficult to clear out of sufficiently advanced environments, as the abundant light in cities, space stations, and starships provides them many places to hide. It is sometimes necessary to temporarily shut off all power when hunting a lurker, which carries its own dangers for isolated stations and starships in transit. Long ago on lost Golarion, lurkers in light incursions were rarer and perhaps more manageable—it’s far easier to extinguish a torch than plunge a city block into darkness. In addition, the creatures needed to complete costly rituals to travel to and from their home plane. Modern lurkers in light have no such limitation, having mastered the ability to flit between a limited set of planes sometime during the Gap. + +Lightweavers are older, more sadistic lurkers in light, learned in mysticism and fond of large-scale torment. They have honed their hatred to the height of efficiency, blending arcane knowledge and resourcefulness. The creatures also eschew the use of poison in favor of a growing obsession with radioactivity. This sometimes brings them into conflict with hespers over particularly prolific sources of radiation. Lightweavers gather what radioactive material they can and create elaborate nests, where they cultivate horrific weapons specifically for rituals in which they sear the flesh of their victims. Some have even developed magical rituals, performed in groups, that allow them to convey a starship engine to a collective scrapyard-nest, where they bask in its radioactive glow. With extended exposure, lightweavers become imbued with a measure of radioactivity, increasing the threat they pose. + +**Source** _Alien Archive 3 pg. 70_ + +## LIGHTWEAVER CR 14 + +**XP 38,400** +NE Small fey (extraplanar) +**Init** +8; **Senses** low-light vision; **Perception** +25 +**Aura** radioactive (high, 10 ft., DC 20) + +### DEFENSE + +**HP** 215 +**EAC** 27; **KAC** 28 +**Fort** +14; **Ref** +14; **Will** +17 +**DR** 10/cold iron; **Immunities** blinded + +### OFFENSE + +**Speed** 50 ft., fly 50 ft (Ex, perfect) +**Melee** claw +22 (6d6+14 S) +**Ranged** neutron radshot +20 (5d4+14 F; critical irradiate \[DC 22\]) +**Spell-Like Abilities** (CL 14th; ranged +20) +1/day—_greater synaptic pulse_ (DC 24), _plane shift_ (Elemental Planes, First World, or Material Plane; self only), _waves of fatigue_ +3/day—_confusion_ (DC 23), _enervation_, _mind probe_ (DC 23), _mind thrust_ (4th level, DC 23) +At will—_fear_ (3rd level, DC 22), _irradiate_ (DC 22) + +### STATISTICS + +**STR** +0; **DEX** +8; **CON** +2; **INT** +3; **WIS** +4; **CHA** +6 +**Skills** Acrobatics +25 (+33 to fly), Mysticism +25, Stealth +30 +**Languages** Aklo, Common, Gnome +**Other Abilities** blend with light, daylight door, illumine, ritual leap +**Gear** neutron radshot with 2 super-capacity batteries (80 charges each) + +### ECOLOGY + +**Environment** urban (extraplanar) +**Organization** solitary, pair, or flicker (3–8) + +### SPECIAL ABILITIES + +**Blend with Light (Su)** A lurker in light is invisible in areas of bright light. + +**Daylight Door (Sp)** Once per day, a lurker in light can cast _dimension door_, though it can transport only itself and objects of up to 5 total bulk. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the spell fails, but this ability is not expended for the day. + +**Illumine (Su)** A lightweaver wields exquisite control over local illumination. Twice per day as a move action, a lightweaver can create a 60-foot area of bright light centered on itself that lasts for 1d6 minutes. + +**Ritual Leap (Su)** Lightweavers are able to transport a starship’s power core or other large power source through a rip in space by completing a gruesome ritual at the power source’s location. To conduct the ritual, three lightweavers slaughter one humanoid creature and spend two hours completing the rite, during which the lightweavers vivisect their victim and replace its organs with radioactive crystals. Once the ritual is complete, the lightweavers can transport the starship’s power core as _interplanetary teleport_. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light.md b/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light.md new file mode 100644 index 0000000..122a109 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lurker in Light.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 5 +Environment: urban (extraplanar) +hp: 70 +modifier: 5 +name: Lurker in Light +statblock: true +tags: +Type: NE Small fey (extraplanar) +--- +# LURKER IN LIGHT +Lurkers in light are small, humanoid fey creatures that plague the Material Plane, using light as their hiding place. These fey have iridescent skin, a set of four transparent wings, and are extremely thin, averaging at 3 feet tall and 10 pounds in weight. Lurkers in light avoid dim and shadowy spots, as the furtive creatures become more visible in such places. Though lurkers in light can claw their victims with sharp fingers, many use modern injection weapons to inflict lesser shadow essence poison on their enemies. + +Lurkers in light are malicious and spiteful fey from the First World, sowing chaos throughout the Material Plane for no other reason than to satisfy their sadistic, inscrutable desires. They quickly and stealthily execute their schemes, using the abundance of light in technological societies to their considerable advantage. The shrewd fey especially love tourist-packed, advertising-filled downtowns of large metropolises, where they can easily flit above the crowds and select their victims. They tend to reserve their cruelest methods for creatures that thrive in darkness and, for unknown reasons, gnomes. + +Lurkers in light are quite difficult to clear out of sufficiently advanced environments, as the abundant light in cities, space stations, and starships provides them many places to hide. It is sometimes necessary to temporarily shut off all power when hunting a lurker, which carries its own dangers for isolated stations and starships in transit. Long ago on lost Golarion, lurkers in light incursions were rarer and perhaps more manageable—it’s far easier to extinguish a torch than plunge a city block into darkness. In addition, the creatures needed to complete costly rituals to travel to and from their home plane. Modern lurkers in light have no such limitation, having mastered the ability to flit between a limited set of planes sometime during the Gap. + +Lightweavers are older, more sadistic lurkers in light, learned in mysticism and fond of large-scale torment. They have honed their hatred to the height of efficiency, blending arcane knowledge and resourcefulness. The creatures also eschew the use of poison in favor of a growing obsession with radioactivity. This sometimes brings them into conflict with hespers over particularly prolific sources of radiation. Lightweavers gather what radioactive material they can and create elaborate nests, where they cultivate horrific weapons specifically for rituals in which they sear the flesh of their victims. Some have even developed magical rituals, performed in groups, that allow them to convey a starship engine to a collective scrapyard-nest, where they bask in its radioactive glow. With extended exposure, lightweavers become imbued with a measure of radioactivity, increasing the threat they pose. + +**Source** _Alien Archive 3 pg. 70_ + +## LURKER IN LIGHT CR 5 + +**XP 1,600** +NE Small fey (extraplanar) +**Init** +5; **Senses** low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +9; **Will** +4 +**DR** 5/cold iron; **Immunities** blinded + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** claw +13 (1d6+6 S) or basic spined blade +13 (1d6 P plus lesser shadow essence; critical injection DC +2) +**Spell-Like Abilities** (CL 5th) +1/day—_plane shift_ (Elemental Planes, First World, or Material Plane; self only) +3/day—_wisp ally_ +At will—_dancing lights_ + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +1; **INT** +1; **WIS** +2; **CHA** +3 +**Skills** Acrobatics +11, Mysticism +11, Stealth +16 +**Languages** Aklo, Common, Gnome +**Other Abilities** blend with light, daylight door +**Gear** basic spined blade + +### ECOLOGY + +**Environment** urban (extraplanar) +**Organization** solitary, pair, or gang (3–8) + +### SPECIAL ABILITIES + +**Blend with Light (Su)** A lurker in light is invisible in areas of bright light. + +**Daylight Door (Sp)** Once per day, a lurker in light can cast dimension door, though it can transport only itself and objects of up to 5 total bulk. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the spell fails, but this ability is not expended for the day. + +### LESSER SHADOW ESSENCE + +**Type** poison (injury); **Save** Fortitude DC 13 +**Track** Strength; **Frequency** 1/round for 6 rounds **Effect** At the staggered state, the penalties from the weakened state become permanent until the victim benefits from a lesser restoration spell. +**Cure** 1 save diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Lynxicoot.md b/Compendium/SF1E/Bestiary/Alien Codex/Lynxicoot.md new file mode 100644 index 0000000..0778e83 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Lynxicoot.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 20 +modifier: 4 +name: Lynxicoot +statblock: true +tags: +Type: N Medium animal +--- +# LYNXICOOT +[[HOTV_Creature_Lynxicoot.webp| Zeigen!]]From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 102_ + +## MEDIUM PREDATOR CR 1 + +**XP 800** +N Medium animal +**Init** +4; **Senses** low-light vision; darkvision 60 ft **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +5; **Will** +2 + +### OFFENSE + +**Speed** 50 ft. +**Melee** claw +11 (1d6+4 S) +**Offensive Abilities** pack attack +1d6, pounce + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +8, Athletics +13(+21 to jump), Stealth +8 +**Other Abilities** tracking (scent) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–12) + +**Pack Attack (Ex)** When flanking with another lynxicoot, the pack leader deals an additional 1d6 slashing damage with its claw attack. + +**Pounce (Ex)** When a lynxicoot charges, it can also make a full attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Many-miened One.md b/Compendium/SF1E/Bestiary/Alien Codex/Many-miened One.md new file mode 100644 index 0000000..918bf59 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Many-miened One.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 19 +Environment: any land +hp: 350 +modifier: 6 +name: Many-miened One +statblock: true +tags: +Type: N Huge construct (magical) +--- +# MANY-MIENED ONE + +**Source** _Alien Archive 4 pg. 70_ + +## MANY-MIENED ONE CR 19 + +**XP 204,800** +N Huge construct (magical) +**Init** +6; **Senses** blindsense (vibration) 60 ft., blindsight (thought, gibbous phase only) 200 ft.; darkvision 60 ft.; low light vision; **Perception** +37 + +### DEFENSE + +**HP** 350; **RP** 7 +**EAC** 32; **KAC** 33 +**Fort** +14; **Ref** +14; **Will** +19 +**Defensive Abilities** fast healing 10, unflankable; **DR** 15/cold iron; **Immunities** construct immunities, change phase + +### OFFENSE + +**Speed** 40 ft. +**Melee** slam +30 (9d8+30 B) +**Multiattack** (crescent phase only) 3 slams +24 (9d8+30) or 3 energy beams +22 (5d10+19; critical staggered) +**Ranged** energy beam +28 (5d10+19; critical staggered) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** create darkness, phase radiance +**Spell-Like Abilities** (CL 19th) 4/day—change phase (chain surge, control gravity, gravitational singularity, mind thrust \[6th level\], veil) +4/day—change phase (_chain surge_, _control gravity_, _gravitational singularity_, _mind thrust_ \[6th level\], _veil_) +At will—change phase (_confusion_, _dimension door_, _gravity well_, _greater invisibility_) + +### STATISTICS + +**STR** +11; **DEX** +6; **CON** —; **INT** +4; **WIS** +9; **CHA** +3 +**Skills** Mysticism +32, Sense Motive +32; change phase +**Languages** Aklo, Common, Sylvan; telepathy 200 ft. (gibbous phase only) +**Other Abilities** change phase, spaceflight, unliving + +### ECOLOGY + +**Environment** any land +**Organization** solitary or vendetta (many-miened one plus 2–8 lucandrians) + +### SPECIAL ABILITIES + +**Change Phase (Su)** A many-miened one has a multitude of faces spaced about its floating head, and once per round it can rotate its head to display a different face representing one of five lunar phases: crescent, full, gibbous, half, or new. Each phase grants the construct one or more special abilities, a skill with a +32 bonus, and immunity to one damage type. Most phases also grant several spell-like abilities, and a many-miened one can cast its 6th-level spell-like abilities four times per day in any combination. A many-miened one’s phase continues until the construct changes its phase again, at which point it loses its earlier phase benefits and gains the new phase benefits immediately. +_Crescent:_ The crescent moon phase grants the construct destructive speed. The phase’s damage is electricity, the skill is Intimidate, and the spell-like abilities are _chain surge_ and _dimension door_. The many-miened one gains the multiattack ability usable with its slam and energy beam attacks. It also gains a +3 bonus to Reflex saving throws and a +10-foot enhancement bonus to its speed. +_Full:_ The full moon phase grants the construct blazing combat power. The phase’s damage is fire, the skill is Athletics, and the phase grants no spell-like abilities. The many-miened one gains a +2 enhancement bonus to its attack rolls, Fortitude saving throws, and AC. In addition, it gains the Cleave, Deadly Aim, Great Cleave, and Penetrating attack feats. +_Gibbous:_ The gibbous moon phase grants the construct powerful telepathic abilities. The phase’s damage is sonic, the skill is Bluff, and the spell-like abilities are _confusion_ and _mind thrust_ (6th level). The many-miened one gains telepathy and blindsight (thought) with ranges of 200 feet each. It can also apply the blast special weapon property to its energy beam attack, reducing the range increment for such attacks to 60 feet. +_Half:_ The half moon phase grants the construct poise and gravity powers. The phase’s damage is acid, the skill is Acrobatics, and the spell-like abilities are _control gravity_, _gravitational singularity_, and _gravity well_. The many-miened one gains the Deflect Projectiles feat as well as a fly speed of 60 feet with perfect maneuverability. +_New:_ The new moon phase grants the construct stealth and suppression abilities. The phase’s damage is cold, the skill is Stealth, and the spell-like abilities are _greater invisibility_ and _veil_. The many-miened one gains spell resistance 30 and the Dispelling Strike feat. +**Energy Beam (Su)** A many-miened one’s energy beam has a range increment of 80 feet. When making its first energy beam attack of its turn, the construct can give the attack the line and unwieldy special weapon properties. The damage type dealt by the energy beam is based on the construct’s current phase (see Change Phase). +**Phase Radiance (Su)** A many-miened one can cause its slam attack or any weapon it wields to deal half its damage as another type of damage based on the construct’s current phase: acid (half), cold (new), electricity (crescent), fire (full), or sonic (gibbous). + +## DESCRIPTION + +The lunar fey known as lucandrians cherish their young, in part because the process of creating lucandrian offspring is so difficult. When outside forces such as mining ventures, military tests, or crystal hunters destroy a lucandrian creche, the community gathers its broken children and enacts a dire ritual. The rite combines some of the survivors and the lost children’s spirits into a magical construct intended for one purpose: vengeance. + +Known as many-miened ones, these constructs are devastating forces of destruction composed primarily of lunar dust and moon crystal cemented together by soul quintessence to create extraordinarily tough bodies. Their multifaceted heads float and rotate atop neckless bodies, and like a many-sided die, each facet bears a different face. When contemplating an obstacle, the head periodically rotates to bring different faces to bear, relying on the various faces’ unique magical abilities to overcome threats and fulfill the construct’s vendetta. These powers draw power from the many-miened one’s origin moon, shifting abilities as the many-miened one embodies the moon’s different phases. + +While a many-miened one’s body is nearly impervious to damage and houses devastating magic, the constituent lucandrians that are bound within it all maintain some semblance of their identities and willfulness, deferring to the lucandrian whose face is currently dominant. An enraged many-miened one adeptly maneuvers and fights, effortlessly changing its lunar phase to devastating effect. Only the ruination of whatever entity destroyed the children is sufficient to sate their quest for vengeance, though the exact means and fulfillment may evolve over time. + +There is no single fate for those many-miened ones who fulfill their objectives. Some continue seeking vengeance, either blindly lashing out at others or seeking out strangers in need of avenging angels. Others become wise counselors who advise lucandrian communities while trying to achieve inner calm and true union between their individual personalities. In rare cases, a many-miened one ritually disassembles itself, striving to reform the fey who sacrificed themselves to create the construct. This severing is almost always fatal, only occasionally creating a single lucandrian survivor haunted by the sudden absence of their myriad comrades. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Hunter.md b/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Hunter.md new file mode 100644 index 0000000..e6a5681 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Hunter.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 1/2 +Environment: any (Marata) +hp: 13 +modifier: 4 +name: Maraquoi, Maraquoi Hunter +statblock: true +tags: +Type: NG Medium humanoid (maraquoi) +--- +# MARAQUOI, MARAQUOI HUNTER +Maraquoi are the primary native race of Marata, one of Bretheda’s moons. A primitive culture until relatively recently, maraquoi have made rapid technological advances as a result of interplanetary trade, yet they maintain many of the traditions of their ancestors. Maraquoi stand slightly taller than humans on average, and their bodies are covered with silky fur that acts like thousands of tiny antennae, transmitting sound to their sensitive skin. Maraquoi also each have a prehensile simian tail that allows them to manipulate objects. + +More than anything else, the maraquoi’s complex genders and familial structures set them apart from other races. Where many humanoid races in the Pact Worlds have a binary system of sexual reproduction, maraquoi have seven different sexes, each playing a different role in the process of reproduction. The ilsha, qsha, and susha (roughly translated to “earth-sire,” “sky-sire,” and “water-sire,” respectively) each contribute genetic material to the uisha (“sharer”). Shortly thereafter, the uisha passes the fetal maraquoi on to a klsha (“bearer”), who carries the child to term. Once born, the infant maraquoi must be passed on to a mesha (“cradle”), who carries the child in a marsupial-style pouch and nurses them until they wean. The most unusual sex might be the zysha (“facilitator”). While a zysha does not have much to do with the physical process of reproduction, their presence throughout is vital, as they somehow still pass on elements of their genetic code to the developing maraquoi. Monogamous marriage and similar traditions are unknown in traditional maraquoi culture, and despite the influx of media from other worlds, most maraquoi remain perplexed or amused by the concept. + +Maraquoi culture has a deep respect for life and the notion of family. The loss of several tribe members could prevent reproduction altogether, and so every life must be protected and treasured. This applies to other forms of life as well, and each hunt is traditionally followed by a ritual honoring the slain beast. Nearly all maraquoi consider themselves part of a single extended family, and intertribal conflict is rarely lethal. At the same time, the abundance of predatory fauna on their home world means that maraquoi warriors are both common and extremely skilled, using their abilities to guard their tribes. The practice of turning to mercenary work on other planets has deeply divided the maraquoi in recent generations: some believe there’s no conflict with their belief system so long as they never kill other maraquoi, while others rail against what they see as an abandonment of virtue and the exploitation of their noble guardians by outside interests. Even maraquoi mercenaries, however, retain much of their traditional honor system, with rituals recognizing fallen friends and foes alike. + +Many maraquoi treasure their ancient hunter-gatherer customs, and some tribes still dwell in cliffside caves and split-log longhouses in the deep forests, with only basic technological conveniences. Others follow cattlelizard herds across rocky plateaus but use modern vehicles and weapons. Still others seek to fully industrialize, and in recent years they have created impressive urban settlements, mining and exporting the planet’s natural resources in violation of the traditionally communal approach to property. Tensions are increasing between the various groups, and some maraquoi fear that their society is on the verge of fracturing beyond repair. + +**Source** _Alien Archive pg. 74_ + +## MARAQUOI HUNTER CR 1/2 + +**XP 200** +NG Medium humanoid (maraquoi) +**Init** +4; **Senses** low-light vision, blindsense (30 ft.); **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +2; **Ref** +1; **Will** +2 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical spear +6 (1d6+2 P) +**Ranged** pulsecaster rifle +3 (1d6 E) + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +3; **INT** +0; **WIS** +1; **CHA** +0 +**Skills** Athletics +4 (+12 when climbing), Stealth +4, Survival +9 +**Languages** Common, Maraquoi +**Gear** pulsecaster rifle with 2 batteries (20 charges each), tactical spear + +### ECOLOGY + +**Environment** any (Marata) +**Organization** solitary, hunt (2–4), or warband (4–12 plus 1 maraquoi shaman) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Shaman.md b/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Shaman.md new file mode 100644 index 0000000..e543595 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Maraquoi, Maraquoi Shaman.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: "8" +Environment: any (Marata) +hp: 105 +modifier: 0 +name: Maraquoi, Maraquoi Shaman +statblock: true +tags: +Type: NG Medium humanoid (maraquoi) +--- +# MARAQUOI, MARAQUOI SHAMAN +Maraquoi are the primary native race of Marata, one of Bretheda’s moons. A primitive culture until relatively recently, maraquoi have made rapid technological advances as a result of interplanetary trade, yet they maintain many of the traditions of their ancestors. Maraquoi stand slightly taller than humans on average, and their bodies are covered with silky fur that acts like thousands of tiny antennae, transmitting sound to their sensitive skin. Maraquoi also each have a prehensile simian tail that allows them to manipulate objects. + +More than anything else, the maraquoi’s complex genders and familial structures set them apart from other races. Where many humanoid races in the Pact Worlds have a binary system of sexual reproduction, maraquoi have seven different sexes, each playing a different role in the process of reproduction. The ilsha, qsha, and susha (roughly translated to “earth-sire,” “sky-sire,” and “water-sire,” respectively) each contribute genetic material to the uisha (“sharer”). Shortly thereafter, the uisha passes the fetal maraquoi on to a klsha (“bearer”), who carries the child to term. Once born, the infant maraquoi must be passed on to a mesha (“cradle”), who carries the child in a marsupial-style pouch and nurses them until they wean. The most unusual sex might be the zysha (“facilitator”). While a zysha does not have much to do with the physical process of reproduction, their presence throughout is vital, as they somehow still pass on elements of their genetic code to the developing maraquoi. Monogamous marriage and similar traditions are unknown in traditional maraquoi culture, and despite the influx of media from other worlds, most maraquoi remain perplexed or amused by the concept. + +Maraquoi culture has a deep respect for life and the notion of family. The loss of several tribe members could prevent reproduction altogether, and so every life must be protected and treasured. This applies to other forms of life as well, and each hunt is traditionally followed by a ritual honoring the slain beast. Nearly all maraquoi consider themselves part of a single extended family, and intertribal conflict is rarely lethal. At the same time, the abundance of predatory fauna on their home world means that maraquoi warriors are both common and extremely skilled, using their abilities to guard their tribes. The practice of turning to mercenary work on other planets has deeply divided the maraquoi in recent generations: some believe there’s no conflict with their belief system so long as they never kill other maraquoi, while others rail against what they see as an abandonment of virtue and the exploitation of their noble guardians by outside interests. Even maraquoi mercenaries, however, retain much of their traditional honor system, with rituals recognizing fallen friends and foes alike. + +Many maraquoi treasure their ancient hunter-gatherer customs, and some tribes still dwell in cliffside caves and split-log longhouses in the deep forests, with only basic technological conveniences. Others follow cattlelizard herds across rocky plateaus but use modern vehicles and weapons. Still others seek to fully industrialize, and in recent years they have created impressive urban settlements, mining and exporting the planet’s natural resources in violation of the traditionally communal approach to property. Tensions are increasing between the various groups, and some maraquoi fear that their society is on the verge of fracturing beyond repair. + +**Source** _Alien Archive pg. 74_ + +## MARAQUOI SHAMAN CR 8 + +**XP 4,800** +Maraquoi mystic +NG Medium humanoid (maraquoi) +**Init** +0; **Senses** low-light vision, blindsense (sound) 30 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +11 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** sentinel spear +15 (2d6+9 P) +**Ranged** sentinel spear +13 (2d6+9 P) +**Mystic Spell-Like Abilities** (CL 8th) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 8th) +3rd (3/day)—_dispel magic_, _mystic cure_ +2nd (6/day)—_force blast_ (DC 19), _inflict pain_ (DC 19), _lesser restoration_, _remove condition_ +1st (at will)—_charm person_ (DC 18), _lesser remove condition_ +**Connection** healer + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +4; **INT** +1; **WIS** +6; **CHA** +2 +**Skills** Diplomacy +16, Medicine +21, Mysticism +21 +**Languages** Common, Maraquoi +**Other Abilities** healer’s bond, healing channel (6d8), lifelink (8 HP) +**Gear** d-suit II, sentinel spear + +### ECOLOGY + +**Environment** any (Marata) +**Organization** solitary or warband (1 plus 4–12 maraquoi hunters) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Marooned One.md b/Compendium/SF1E/Bestiary/Alien Codex/Marooned One.md new file mode 100644 index 0000000..0fa66fa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Marooned One.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 115 +modifier: 4 +name: Marooned One +statblock: true +tags: +Type: NE Medium undead +--- +# MAROONED ONE +## MAROONED ONE CR 8 + +**XP 4,800** +NE Medium undead +**Init** +4; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 115 +**EAC** 23; **KAC** 25 +**Fort** +11; **Ref** +7; **Will** +13 +**Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical knife +17 (2d4+10 S) +**Ranged** advanced semi-auto pistol +15 (2d6+8 P) +**Offensive Abilities** strangle + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** —; **INT** +6; **WIS** +1; **CHA** +1 +**Skills** Computers +21, Culture +16, Engineering +21 (+26 to disable life-support systems), Stealth +21, Survival +16 +**Languages** Common, 1 other language known in life +**Other Abilities** sabotage life support +**Gear** kasatha microcord III, advanced semi-auto pistol with 30 small arm rounds, tactical knife + +### ECOLOGY + +**Environment** any +**Organization** solitary or desolation (2–5) + +### SPECIAL ABILITIES + +**Sabotage Life Support (Ex)** A marooned one gains a +5 bonus to Engineering checks to disable a device that provides life support. + +**Strangle (Su)** When a marooned one succeeds at a grapple combat maneuver, the target must attempt a DC 18 Fortitude save. If the target fails, it takes 1d12+10 bludgeoning damage and 1d4 Constitution damage; if it succeeds, it takes half the bludgeoning damage and negates the Constitution damage. + +## DESCRIPTION + +There is a special psychological pain in watching your last chance of survival slip out of sight. Those who are left behind to die in the cold of space—whether on a deserted asteroid or a derelict ship—sometimes arise as a special type of undead called a marooned one. Whether they died of asphyxiation, dehydration, or starvation, unfortunate souls that arise as marooned ones have a desiccated look, with taut skin stretched across their bones. Depending on how long it took them to die, they may have patched environment suits or other signs of their attempts to prolong their isolated lives as long as possible. Many show evidence of madness, both from the psychological pain of their abandonment and from the supernatural dread of the horrific transformation that awaits them just on the other side of death. They often have elaborate tattoos or ritual scarification—marks to count each day of their abandonment are common—or signs of dramatic self-harm, sometimes even including obvious signs of suicide from last-ditch efforts to end their loneliness or avoid the undead eternities that await them. Regardless of their mortal forms or alterations thereto, all marooned ones are distinguishable from similar undead by their glowing, ice-blue eyes and mouths that open unnaturally wide in cheek-splitting and jaw-cracking screams of fury. + +Marooned ones inevitably remain near the place of their abandonment, ironically assuring that nobody recovers their remains or otherwise disturbs their final resting place without paying the price. While they have nearly as much intelligence as they did in life, their original personalities erode quickly under the corrosive power of the malicious energies reanimating them, and they use their cognition and what remains of their memories in service of a single purpose: causing other living creatures to suffer the same fate as they did. + +The only time one of these undead feels something close to pleasure is when it forces or tricks a group of intruders in its territory into leaving one of their own behind. The marooned one avoids killing this castaway if possible, instead attempting to bond with the victim over their shared fate, increasing the chance that the intruder rises as a marooned one when it dies. This bonding can seem strangely caring; as soon as its victim’s fate is sealed, a marooned one gives every appearance of sympathizing with its prey, even giving advice on how to continue to survive in their current environment as long as possible. This emotion is hollow, however, for a marooned one can never be convinced to allow a victim to escape, and what personality the undead manages to manifest during these conversations inevitably fades again with the victim’s death and rebirth as a fellow undead. Once such a transformation occurs, the marooned ones show little interest in one another, waiting in total silence for more of the living to wander into their shared territory. + +Marooned ones can operate any equipment they could in life and, as a representative sample of spacefarers, are often quite technologically savvy. They are frequently armed with weaponry appropriate to their earlier station, but they use such arms mostly to threaten and intimidate, and they prefer to strangle victims to death if marooning them isn’t possible. Their technological acumen is also a major part of their threat, as starship crews sometimes don’t realize they’re in danger until a marooned one has already quietly and permanently disabled their starship, trapping them in the creature’s territory. + +Marooned ones are most often found in the hulks of dead starships and other places where spacefarers have been left to die slowly, adrift in the black due to mechanical failure or malicious pirates. Yet marooned ones can also arise in perfectly habitable but dangerously isolated regions: colonists and explorers stranded on new worlds, soldiers abandoned by allies on a battlefield—anyone who dies after being left behind can potentially turn into a marooned one. + +## FAVORITE TACTICS + +Marooned ones typically have a lot of time to wait around before prey wanders into range, as well as the technical skills to make that wait worthwhile. Marooned ones have a variety of ploys to lure more victims and ensure that those who answer such calls never escape. + +**Distress Beacons**: A great number of spaceships and stationary space installations have distress beacons or some other communication equipment that can be used to call for help. A marooned one trapped in such a location will sometimes get the distress beacon up and running again in an attempt to lure in prey. Marooned ones can’t convincingly imitate the living, but they can sometimes pull together enough audio or video footage from files on hand to concoct elaborate scenarios to lure travelers away from their ships and into vulnerable situations. + +**Hijacking**: When trespassers invade a marooned one’s territory, the marooned one often uses its superior knowledge of the layout of the locale to bypass the intruders and get aboard their starship. Once inside, the undead gains control of the vessel by killing any crew still onboard and either flies the starship out of reach or permanently disables it, leaving those stranded to gradually die in their new hostile environs and potentially become marooned ones themselves. A marooned one equipped with a working starship often turns it into a deathtrap before luring more prey onboard. A very successful marooned one can pull this trick several times. + +**Sabotage**: If a marooned one can’t wrest a starship from its owners, it might play a longer game, stowing away upon the vessel and working to sabotage it once underway. Disrupting an oxygen recycler, while complicated, yields a wealth of suffering. In these cases, the dying crew will often go to their final rest hearing a raspy voice over the intercom whispering, “Sleep now. It will be over soon.” diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Medium Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Medium Predator.md new file mode 100644 index 0000000..65dcda9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Medium Predator.md @@ -0,0 +1,44 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 2 +name: Medium Predator +statblock: true +tags: +Type: N Medium animal +--- +# MEDIUM PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 102_ + +## MEDIUM PREDATOR CR 1 + +**XP 400** +N Medium animal +**Init** +2; **Senses** low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +1 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +7 (1d6+2 P or S) + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +2; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +5, Athletics +5, Stealth +5 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go, Mi-Go High Priest.md b/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go, Mi-Go High Priest.md new file mode 100644 index 0000000..b8860f5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go, Mi-Go High Priest.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 155 +modifier: 3 +name: Mi-Go, Mi-Go High Priest +statblock: true +tags: +Type: NE Medium plant +--- +# MI-GO, MI-GO HIGH PRIEST +Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale. + +Although a mi-go resembles an arthropod, the creature is actually a highly evolved form of fungus. Mi-go can speak in a buzzing voice, but their own language consists of the complex shifting of color patterns upon their bulbous heads. This communication allows for the dissemination of astounding amounts of information quickly, but for those other than mi-go, speaking the language requires special equipment. + +Mi-go meld faith and science, magic and technology, and other themes together into an unsettling whole. Most mi-go serve Nyarlathotep or other entities of the Elder Mythos, and their minds work in a fashion alien to typical humanoid thinking. To migo, their devotion to their gods isn’t admiration, slavery, or worship—it’s akin to the relationship between a student and a professor. + +Other minions of the Elder Mythos might be allies, but mi-go consider themselves to be superior to most living things. Gifted with supernatural skill in surgery and biotechnology, mi-go can rework the flesh of those they capture with precision, remaking their victims into forms more appropriate for servitude or for truly alien aesthetics. These alien fungi can also keep creatures alive through the most invasive surgical procedures, so those who fall prey to mi-go don’t retain their sanity for long. Using their technology and ability to squeeze into a tighter shape, mi-go construct cunning disguises, replacing those whose brains they’ve harvested in order to invade societies from within. Only the mi-go know the extent to which they’ve infiltrated societies throughout the galaxy. A mi-go is the size of a human but weighs only 90 pounds. + +**Source** _Alien Archive 2 pg. 82_ + +## MI-GO HIGH PRIEST CR 11 + +**XP 12,800** +Mi-go mystic +NE Medium plant +**Init** +3; **Senses** blindsight (vibration) 30 ft., low-light vision; **Perception** +20 + +### DEFENSE + +**HP** 155; **RP** 5 +**EAC** 23; **KAC** 24 +**Fort** +12; **Ref** +10; **Will** +14 +**Defensive Abilities** void adaptation; **DR** 5/slashing; **Immunities** cold, plant immunities; **Resistances** electricity 10, fire 10 + +### OFFENSE + +**Speed** 30 ft., fly 50 ft. (Su, average) +**Melee** claw +19 (2d10+12 S plus grab) +**Ranged** mi-go hailstorm-class zero pistol +19 (2d6+13 C; critical staggered \[DC 20\]) +**Offensive Abilities** evisceration +**Mystic Spell-Like Abilities** (CL 11th) +At will—_mindlink_, _telepathic bond_ +11/day—_mind probe_ (DC 22) +**Mystic Spells Known** (CL 11th; ranged +19) +4th (3/day)—_confusion_ (DC 22), _mind thrust_ (DC 22) +3rd (6/day)—_charm monster_ (DC 21), _dispel magic_, _suggestion_ (DC 21), _tongues_ +2nd (at will)—_fog cloud_, _inflict pain_ (DC 20) +**Connection** Akashic + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +2; **INT** +5; **WIS** +8; **CHA** +1 +**Skills** Acrobatics +20, Bluff +25, Life Science +20, Medicine +20, Mysticism +25 +**Languages** Aklo, Common, Mi-Go +**Other Abilities** access Akashic record, Akashic knowledge, mi-go technology, spaceflight (Mysticism), peer into the future (2/day) +**Gear** mi-go hailstorm-class zero pistol with 2 mi-go high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, cult (1 plus 3.9 mi.go), or invasion (1.4 plus 6.15 mi-go) + +### SPECIAL ABILITIES + +**Evisceration (Ex)** A mi-go is capable of performing swift surgical operations upon targets that are helpless or that the mi-go currently has grappled. Against such a target, any hit with the mi-go’s claw counts as a critical hit that has the severe wound critical hit effect with a save DC of 20. If the mi-go actually scores a critical hit against such a target, the mi-go rolls the damage three times instead of twice, and the save DC increases to 22. + +**Mi-Go Technology (Ex)** Mi-go use Life Science in place of Engineering to craft technological and hybrid items. These are technological or hybrid biotech items that work like their typical counterparts, except that Life Science is also used to repair them. Species other than mi-go can use Engineering or Life Science to identify this gear, which is alien tech. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go.md b/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go.md new file mode 100644 index 0000000..204c431 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mi-Go.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 80 +modifier: 3 +name: Mi-Go +statblock: true +tags: +Type: NE Medium plant +--- +# MI-GO +Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale. + +Although a mi-go resembles an arthropod, the creature is actually a highly evolved form of fungus. Mi-go can speak in a buzzing voice, but their own language consists of the complex shifting of color patterns upon their bulbous heads. This communication allows for the dissemination of astounding amounts of information quickly, but for those other than mi-go, speaking the language requires special equipment. + +Mi-go meld faith and science, magic and technology, and other themes together into an unsettling whole. Most mi-go serve Nyarlathotep or other entities of the Elder Mythos, and their minds work in a fashion alien to typical humanoid thinking. To migo, their devotion to their gods isn’t admiration, slavery, or worship—it’s akin to the relationship between a student and a professor. + +Other minions of the Elder Mythos might be allies, but mi-go consider themselves to be superior to most living things. Gifted with supernatural skill in surgery and biotechnology, mi-go can rework the flesh of those they capture with precision, remaking their victims into forms more appropriate for servitude or for truly alien aesthetics. These alien fungi can also keep creatures alive through the most invasive surgical procedures, so those who fall prey to mi-go don’t retain their sanity for long. Using their technology and ability to squeeze into a tighter shape, mi-go construct cunning disguises, replacing those whose brains they’ve harvested in order to invade societies from within. Only the mi-go know the extent to which they’ve infiltrated societies throughout the galaxy. A mi-go is the size of a human but weighs only 90 pounds. + + +**Source** _Alien Archive 2 pg. 82_ + +## MI-GO CR 6 + +**XP 2,400** +NE Medium plant +**Init** +3; **Senses** blindsight (vibration) 30 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +11; **Ref** +5; **Will** +5 +**Defensive Abilities** void adaptation; **DR** 5/slashing; **Immunities** cold, plant immunities; **Resistances** electricity 10, fire 10 + +### OFFENSE + +**Speed** 30 ft., fly 50 ft. (Su, average) +**Melee** claw +14 (1d6+7 S plus grab) +**Ranged** mi-go frostbite-class zero rifle +14 (1d8+5 C; critical staggered \[DC 16\]) +**Offensive Abilities** evisceration + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +2; **INT** +5; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +13, Bluff +18, Engineering +13, Life Science +18, Medicine +13, Mysticism +18 +**Languages** Aklo, Common, Mi-Go +**Other Abilities** mi-go technology, spaceflight (Mysticism) +**Gear** mi-go frostbite-class zero rifle with 2 mi-go high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or scouting party (3–9) + +### SPECIAL ABILITIES + +**Evisceration (Ex)** A mi-go is capable of performing swift surgical operations upon targets that are helpless or that the mi-go currently has grappled. Against such a target, any hit with the mi-go’s claw counts as a critical hit that has the severe wound critical hit effect with a save DC of 16. If the mi-go actually scores a critical hit against such a target, the mi-go rolls the damage three times instead of twice, and the save DC increases to 18. + +**Mi-Go Technology (Ex)** Mi-go use Life Science in place of Engineering to craft technological and hybrid items. These are technological or hybrid biotech items that work like their typical counterparts, except that Life Science is also used to repair them. Species other than mi-go can use Engineering or Life Science to identify this gear, which is alien tech. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle Behemoth.md b/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle Behemoth.md new file mode 100644 index 0000000..a07f9e6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle Behemoth.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 1 +Environment: any underground (Weydana-4) +hp: 22 +modifier: 2 +name: Mole-Beetle Behemoth +statblock: true +tags: +Type: N Large vermin +--- +# MOLE-BEETLE BEHEMOTH +[[Alien_MoleBeetle.webp|Zeigen!]] + +## MOLE-BEETLE CR 1 + +**XP 0** +N Large vermin +**Init** +2; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 22 +**EAC** 11; **KAC** 13 +**Fort** +5; **Ref** +3; **Will** +1 + +### OFFENSE + +**Speed** 20 ft., burrow 20 ft. +**Melee** bite +8 (1d6+5 P) +**Offensive Abilities** eversion feeding (DC 10, bleed 1d6) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** —; **WIS** +1; **CHA** -4 +**Skills** Stealth +7 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any underground (Weydana-4) +**Organization** solitary, pair, or brood (3–12) + +**During Combat** The behemoth fights the largest active foe it sees. When it can catch at least 4 creatures with eversion feeding (including the smaller mole-beetles), it uses that ability, but it quits doing so if anyone successfully strikes its stomach. + +**Morale** As it hasn’t yet faced a foe it hasn’t been able to defeat, the behemoth doesn’t understand caution or retreat. It fights to the death. + +### SPECIAL ABILITIES + +**Eversion Feeding (Ex)** As a standard action, a mole-beetle can expel its lumpy stomach into an empty adjacent square. Several dozen hooked feeding filaments whip out from the stomach. Creatures other than the mole-beetle adjacent to the stomach must succeed at a DC 8 Reflex saving throw or gain the bleeding condition (1d4 damage) from the hooks. The mole-beetle then reels its stomach back into its body. The stomach’s expulsion and retraction don’t provoke attacks of opportunity, but a creature that has readied an action to strike at the stomach can do so; its stomach has the same defenses as the mole-beetle, and damage dealt to the stomach is subtracted from the mole-beetle’s Hit Points. + +## DESCRIPTION + +Mole-beetles have placidly burrowed beneath Weydana-4’s surface for untold millennia. About 3 feet in length, mole-beetles resemble a slender insect with a pinkish-yellow carapace, ridged, chitinous claws resemblant of those of burrowing rodents, and a narrow insectile face. They consume endless mouthfuls of soil containing biomatter while tunneling, and sharp barbs in their stomachs break up the soil so their stomach lining can absorb nutrients. Like other terrestrial vermin, mole-beetles fill the tunnels behind them with churned soil similar to compost, which enables plants to grow stronger and more quickly. Much of Weydana‑4’s verdant growth is due to these untiring tunnelers. + +Mole-beetles rarely bother attacking other creatures, but they're far from timid. If provoked, they slash at their foes with their sharp claws. Sudden, significant disturbances in the ground drive mole-beetles into a rage. They might be set off by the rumbling of a herd of large herbivores or even by the tremor from a falling tree. Earthquakes, in particular, drive broods of mole-beetles into days-long frenzies. + +Hungry or desperate mole-beetles can disgorge their stomach, attached to their innards by strong ligaments, allowing it to absorb nutrition directly and quickly. Several barbs lash out from the everted stomach and slice through the area, breaking apart soil and creatures alike into smaller bits that mole-beetles can consume. Mole-beetles don't leave their stomachs everted for long, tugging them back into place after few moments of feeding. + +Mole-beetles are communal creatures, often found in squirming broods. Moving in broods provides greater protection from predators and makes breaking up tough soil easier for the mole beetles. Each brood has a distinct hierarchy, with lead mole-beetles receiving the larger share of nutrients, and eventually the weaker mole-beetles break off on their own brood. Mole-beetles that have been brood leaders for a long time grow remarkably large and strong; these mole-beetle behemoths can grow to the size of a shuttlecraft. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle.md b/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle.md new file mode 100644 index 0000000..208c08e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mole-Beetle.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 1/3 +Environment: any underground (Weydana-4) +hp: 6 +modifier: 3 +name: Mole-Beetle +statblock: true +tags: +Type: N Small vermin +--- +# MOLE-BEETLE +[[Alien_MoleBeetle.webp|Zeigen!]] + +## MOLE-BEETLE CR + +**XP 0** +N Small vermin +**Init** +3; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 12 +**Fort** +3; **Ref** +1; **Will** +0 + +### OFFENSE + +**Speed** 20 ft., burrow 20 ft. +**Melee** claw +4 (1d6+1 S) +**Offensive Abilities** eversion feeding (DC 8, bleed 1d4) + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +1; **INT** —; **WIS** +0; **CHA** -4 +**Skills** Stealth +7 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any underground (Weydana-4) +**Organization** solitary, pair, or brood (3–12) + +### SPECIAL ABILITIES + +**Eversion Feeding (Ex)** As a standard action, a mole-beetle can expel its lumpy stomach into an empty adjacent square. Several dozen hooked feeding filaments whip out from the stomach. Creatures other than the mole-beetle adjacent to the stomach must succeed at a DC 8 Reflex saving throw or gain the bleeding condition (1d4 damage) from the hooks. The mole-beetle then reels its stomach back into its body. The stomach’s expulsion and retraction don’t provoke attacks of opportunity, but a creature that has readied an action to strike at the stomach can do so; its stomach has the same defenses as the mole-beetle, and damage dealt to the stomach is subtracted from the mole-beetle’s Hit Points. + +## DESCRIPTION + +Mole-beetles have placidly burrowed beneath Weydana-4’s surface for untold millennia. About 3 feet in length, mole-beetles resemble a slender insect with a pinkish-yellow carapace, ridged, chitinous claws resemblant of those of burrowing rodents, and a narrow insectile face. They consume endless mouthfuls of soil containing biomatter while tunneling, and sharp barbs in their stomachs break up the soil so their stomach lining can absorb nutrients. Like other terrestrial vermin, mole-beetles fill the tunnels behind them with churned soil similar to compost, which enables plants to grow stronger and more quickly. Much of Weydana‑4’s verdant growth is due to these untiring tunnelers. + +Mole-beetles rarely bother attacking other creatures, but they're far from timid. If provoked, they slash at their foes with their sharp claws. Sudden, significant disturbances in the ground drive mole-beetles into a rage. They might be set off by the rumbling of a herd of large herbivores or even by the tremor from a falling tree. Earthquakes, in particular, drive broods of mole-beetles into days-long frenzies. + +Hungry or desperate mole-beetles can disgorge their stomach, attached to their innards by strong ligaments, allowing it to absorb nutrition directly and quickly. Several barbs lash out from the everted stomach and slice through the area, breaking apart soil and creatures alike into smaller bits that mole-beetles can consume. Mole-beetles don't leave their stomachs everted for long, tugging them back into place after few moments of feeding. + +Mole-beetles are communal creatures, often found in squirming broods. Moving in broods provides greater protection from predators and makes breaking up tough soil easier for the mole beetles. Each brood has a distinct hierarchy, with lead mole-beetles receiving the larger share of nutrients, and eventually the weaker mole-beetles break off on their own brood. Mole-beetles that have been brood leaders for a long time grow remarkably large and strong; these mole-beetle behemoths can grow to the size of a shuttlecraft. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Moonflower, Moonflower Titan.md b/Compendium/SF1E/Bestiary/Alien Codex/Moonflower, Moonflower Titan.md new file mode 100644 index 0000000..972068a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Moonflower, Moonflower Titan.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 16 +Environment: any land +hp: 300 +modifier: 0 +name: Moonflower, Moonflower Titan +statblock: true +tags: +Type: N Gargantuan plant +--- +# MOONFLOWER, MOONFLOWER TITAN + +A moonflower is an enormous plant with a twisted, knotted trunk that reaches a height of 20 feet or more. Atop this stem is a maw capable of swallowing large prey. Powerful tendrils at the base of the creature dig deeply into the ground beneath, but these can quickly uproot, allowing the moonflower to move. + +Despite their presence on many worlds, moonflowers are poorly understood. They aren’t known to communicate with other living creatures, but they do use a bizarre form of telepathy that allows them to communicate with one another. When someone has managed to intrude upon a moonflower’s strange thoughts, the only images to be found are of dense forests, jungles, or swamps ruled by sentient plant life. Whether these images mean the creatures share a consciousness, have some type of genetic memory, or portend something entirely different remains unclear. + +What is clear is that all moonflowers feed and reproduce through similar means. Biotechnologists have long studied moonflower reproduction for its cloning ramifications and possible application to other fields. The researchers who observe moonflowers usually do so remotely to remain safe, but they have managed to learn quite a bit about the plant’s curious life cycle. When a moonflower creates a pod spawn, the root systems of the progenitor and its offspring become intertwined and share the nutrients of the digested creature. In this way, several groves in the Pact Worlds have flourished in areas rich with animal life. The island of Feylonar on Castrovel is home to one of the most well-known groves. Xenobotanists assume some mechanism keeps moonflowers from eating all available life and running out of food, while others speculate that moonflowers “manage” the animal population where they live. However, the truth is unknown. + +Some massive moonflower specimens have been dubbed “titans” for their prodigious size and appetites. Growing up to 50 feet in height, these creatures tower over their smaller kin while maintaining a similar overall appearance. The nutrition such creatures need to sustain themselves makes them quite rare. On the planet Galvix, however, where the primary sentient population is humanoid giants, a significant population of moonflower titans thrives. As a response, the native giants have developed hunting traditions around pruning the moonflowers every decade or so to keep their numbers in check. During these times, human-sized and smaller offworlders are invited to try their hands at moonflower hunts. + +## MOONFLOWER LIGHTGRAFTS + +Xenobotanists have long been intrigued by the moonflower’s ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an augmentation installed. + + +## MOONFLOWER, MOONFLOWER TITAN +**Source** _Alien Archive 2 pg. 84_ + +## MOONFLOWER TITAN CR 16 + +**XP 76,800** +N Gargantuan plant +**Init** -1; **Senses** darkvision 60 ft., low-light vision; **Perception** +28 + +### DEFENSE + +**HP** 300 +**EAC** 30; **KAC** 32 +**Fort** +20; **Ref** +14; **Will** +18 +**DR** 10/slashing; **Immunities** electricity, plant immunities; **Resistances** cold 10 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +30 (6d10+26 B plus swallow whole) +**Multiattack** bite +24 (6d10+26 P plus swallow whole), 2 tentacles +24 (5d6+26 B) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** moon pulse, swallow whole (0 or 10d6 A & B \[see text\], EAC 30, KAC 28, 75 HP) + +### STATISTICS + +**STR** +10; **DEX** -1; **CON** +7; **INT** -2; **WIS** +5; **CHA** +0 +**Skills** Stealth +28 (+33 in dense vegetation) +**Languages** telepathy (10 miles, other moonflowers only) +**Other Abilities** pod spawn + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or grove (1 plus 2–8 moonflowers) + +### SPECIAL ABILITIES + +**Moon Pulse (Su)** As a standard action, a moonflower titan can emit a pulse of bright light and psychic static from its body. Each creature within a 50-foot spherical spread originating from the moonflower’s space must attempt a DC 22 Fortitude save. Those that fail are blinded, deafened, and unable to use any other sense for 1d4 rounds. Other than the blinding affect, this ability is a mind-affecting effect. A creature that is immune to mind-affecting effects but in the area and able to see the moonflower can be blinded by this effect. + +**Pod Spawn (Ex)** A Small or larger living creature that dies while enclosed in a digestive pod is digested, its body completely destroyed in 1 hour. Another hour later, the pod sprouts into a new moonflower. This new moonflower has features that bear a minor resemblance to the digested creature. Any equipment the digested creature carried remains inside the new moonflower. A Huge creature transforms into a moonflower titan instead of a moonflower. + +**Root Tremor (Ex)** As a full action, a moonflower titan can thrust its roots and tentacles into the ground, causing a violent tremor. Each creature within a 50-foot-radius spread originating in the moonflower’s space must attempt a DC 22 Reflex saving throw. Those that fail take 10d6 bludgeoning damage and fall prone. Creatures that succeed take half the damage and remain standing. + +**Swallow Whole (Ex)** If a moonflower successfully swallows a target, that creature remains inside the moonflower for 2 rounds, during which the victim takes no damage and the moonflower can’t swallow another creature. After this time, the target is enclosed in a fibrous digestive pod and expelled into a space adjacent to the moonflower. The pod then acts as the swallowing creature, with the same swallow whole statistics but now able to deal acid damage. A creature can’t use Athletics to climb out of this enclosing pod. Other creatures can attack the pod, but the enclosed creature takes damage equal to half the damage dealt to the pod. An external attacker can avoid dealing the enclosed creature damage by using a bladed weapon to make one attack against the pod as a full action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Moonflower.md b/Compendium/SF1E/Bestiary/Alien Codex/Moonflower.md new file mode 100644 index 0000000..366fe81 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Moonflower.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 8 +Environment: any land +hp: 125 +modifier: 0 +name: Moonflower +statblock: true +tags: +Type: N Huge plant +--- +# MOONFLOWER + +A moonflower is an enormous plant with a twisted, knotted trunk that reaches a height of 20 feet or more. Atop this stem is a maw capable of swallowing large prey. Powerful tendrils at the base of the creature dig deeply into the ground beneath, but these can quickly uproot, allowing the moonflower to move. + +Despite their presence on many worlds, moonflowers are poorly understood. They aren’t known to communicate with other living creatures, but they do use a bizarre form of telepathy that allows them to communicate with one another. When someone has managed to intrude upon a moonflower’s strange thoughts, the only images to be found are of dense forests, jungles, or swamps ruled by sentient plant life. Whether these images mean the creatures share a consciousness, have some type of genetic memory, or portend something entirely different remains unclear. + +What is clear is that all moonflowers feed and reproduce through similar means. Biotechnologists have long studied moonflower reproduction for its cloning ramifications and possible application to other fields. The researchers who observe moonflowers usually do so remotely to remain safe, but they have managed to learn quite a bit about the plant’s curious life cycle. When a moonflower creates a pod spawn, the root systems of the progenitor and its offspring become intertwined and share the nutrients of the digested creature. In this way, several groves in the Pact Worlds have flourished in areas rich with animal life. The island of Feylonar on Castrovel is home to one of the most well-known groves. Xenobotanists assume some mechanism keeps moonflowers from eating all available life and running out of food, while others speculate that moonflowers “manage” the animal population where they live. However, the truth is unknown. + +Some massive moonflower specimens have been dubbed “titans” for their prodigious size and appetites. Growing up to 50 feet in height, these creatures tower over their smaller kin while maintaining a similar overall appearance. The nutrition such creatures need to sustain themselves makes them quite rare. On the planet Galvix, however, where the primary sentient population is humanoid giants, a significant population of moonflower titans thrives. As a response, the native giants have developed hunting traditions around pruning the moonflowers every decade or so to keep their numbers in check. During these times, human-sized and smaller offworlders are invited to try their hands at moonflower hunts. + +## MOONFLOWER LIGHTGRAFTS + +Xenobotanists have long been intrigued by the moonflower’s ability to produce powerful bursts of light. After many unsuccessful attempts to harness this capability from moonflower tissue alone, they discovered that grafting a bioengineered light-producing nodule to another living creature could give that host the ability to activate a similar light-burst effect. Given the strange thoughts of moonflowers, however, few customers elect to have such an augmentation installed. + +**Source** _Alien Archive 2 pg. 84_ + +## MOONFLOWER CR 8 + +**XP 4,800** +N Huge plant +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +7; **Will** +10 +**DR** 10/slashing; **Immunities** electricity, plant immunities; **Resistances** cold 10 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 20 ft. +**Melee** bite +19 (2d6+14 B plus swallow whole) +**Multiattack** bite +13 (2d6+14 B plus swallow whole), 2 tentacles +13 (1d8+14 B) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** light pulse, swallow whole (0 or 4d6 A \[see text\], EAC 20, KAC 18, 31 HP) + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +4; **INT** -3; **WIS** +2; **CHA** +0 +**Skills** Stealth +16 (+21 in dense vegetation) +**Languages** telepathy (1 mile, other moonflowers only) +**Other Abilities** pod spawn + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or cluster (3–8) + +### SPECIAL ABILITIES + +**Light Pulse (Su)** As a standard action, a moonflower can emit a pulse of bright light from its body. Creatures within 50 feet of and able to see the moonflower must succeed at a DC 16 Fortitude save or be blinded for 1d4 rounds. + +**Pod Spawn (Ex)** A Small or larger living creature that dies while enclosed in a digestive pod is digested, its body completely destroyed in 1 hour. Another hour later, the pod sprouts into a new moonflower. This new moonflower has features that bear a minor resemblance to the digested creature. Any equipment the digested creature carried remains inside the new moonflower. + +**Swallow Whole (Ex)** If a moonflower successfully swallows a target, that creature remains inside the moonflower for 2 rounds, during which the victim takes no damage and the moonflower can’t swallow another creature. After this time, the target is enclosed in a fibrous digestive pod and expelled into a space adjacent to the moonflower. The pod then acts as the swallowing creature, with the same swallow whole statistics but now able to deal acid damage. A creature can’t use Athletics to climb out of this enclosing pod. Other creatures can attack the pod, but the enclosed creature takes damage equal to half the damage dealt to the pod. An external attacker can avoid dealing the enclosed creature damage by using a bladed weapon to make one attack against the pod as a full action. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mordagast, Butcher.md b/Compendium/SF1E/Bestiary/Alien Codex/Mordagast, Butcher.md new file mode 100644 index 0000000..e7e4e22 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mordagast, Butcher.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 13 +Environment: any forest, hills, or vacuum +hp: 225 +modifier: 8 +name: Mordagast, Butcher +statblock: true +tags: +Type: N Huge animal +--- +# MORDAGAST, BUTCHER +Cunning predators, mordagasts resemble mundane praying mantises of extraordinary proportions. Like their analogues, they’re arthropodal ambush hunters that rely on compound eyes and a pair of raptorial legs to identify and immobilize prey before chewing their victims apart with powerful jaws. But even more than the mordagast’s vicious power, explorers dread its ability to discorporate, briefly transforming into a ghostly reflection of itself in order to surprise its prey or bypass defenses. A mordagast’s instinctive psychic abilities cause a fraction of its body to phase out of existence entirely while harmlessly holding the remaining cells together. This state dramatically limits the impact of physical trauma while also warping light around the mordagast in a way that blurs its form and absorbs sound waves. Mordagasts display exceptional finesse with their discorporation, causing even individual segments to phase out for a split second, enabling their claws to bypass thin barriers like conventional armor before materializing deep inside their victims’ bodies. + +Mordagasts’ spectral strategy has inspired countless tales across the worlds they now inhabit. Spotting a mordagast at dusk is commonly interpreted as an omen of imminent disaster. For many, a mordagast is a ghost that prowls the fens, a cryptid that absconds with livestock, or a bogeyman that gobbles up wayward children. For others, the creatures take on religious significance and are interpreted instead as divine messengers. + +Although mordagasts rarely live past 10 years, under special circumstances a mordagast can exceed not only its life expectancy but also its size limits. These exceptional adults are known as butchers, in large part because their tremendous size relies on them killing and consuming countless creatures over their lifetimes. High caloric intake is the only trigger for the development of butchers; such mordagasts often hunt and consume their own kind, triggering additional growth that’s poorly understood among xenobiologists. They’re also more common on oxygen-rich and low-gravity planets, where it’s easier for the creatures to support their extraordinary mass. On worlds with standard gravity, even mordagast butchers’ strong legs struggle to support their bodies for long, and they commonly rely on dissipation and tobogganing their bellies along the ground when weighed down by a recent meal. + +Yet the strangest of mordagast butchers’ features is their adaptation to space environments. Survey vessels periodically identify these creatures patiently clinging to asteroids and other low-gravity bodies. From there they raid mining operations, launch themselves onto passing starships, or even ride space debris toward distant worlds. By detaching from meteorites high in a planet’s atmosphere, these mordagasts can dissipate and float to the surface to lay eggs and populate new worlds. +**Source** _Alien Archive 4 pg. 72_ + +## BUTCHER CR 13 + +**XP 25,600** +N Huge animal +**Init** +8; **Senses** darkvision 60 ft., low-light vision;; **Perception** +28 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +17; **Will** +12 +**Resistances** cold 10 + +### OFFENSE + +**Speed** 40 ft., fly 30 ft. (Ex, clumsy) +**Melee** talon +26 (2d12+21 P plus grab; critical bleed 2d8) or bite +26 (3d12+21 P) +**Offensive Abilities** phase strike + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +4; **INT** -4; **WIS** +0; **CHA** +3 +**Skills** Acrobatics +23 (+15 to fly), Survival +23, Stealth +30 +**Other Abilities** dissipate, void adaptation + +### ECOLOGY + +**Environment** any forest, hills, or vacuum +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Dissipate (Su)** As a swift action, the mordagast can diffuse its molecules, entering a semi-fluid state that diffracts light and sound waves. While diffused, a mordagast gains concealment and can hide even while being directly observed, even from creatures with blindsense or blindsight based on sound or vibration. A diffused mordagast also gains DR 10/—, deals 10 less damage with its attacks, and can’t grab creatures. The mordagast can maintain its diffused state for 10 minutes at a time, after which it can’t diffuse again until it has remained in its normal form for twice the time it spent diffused. A mordagast can end its diffused state as a swift action. +**Phase Strike (Su)** As a swift action every 1d4 rounds, a mordagast can dissipate its talons for several seconds, causing them to rematerialize after passing through its prey’s defenses. Until the end of its turn, the mordagast’s talon attacks target EAC rather than KAC. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mordagast.md b/Compendium/SF1E/Bestiary/Alien Codex/Mordagast.md new file mode 100644 index 0000000..2f85d92 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mordagast.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 7 +Environment: any forest or hills +hp: 105 +modifier: 4 +name: Mordagast +statblock: true +tags: +Type: N Medium animal +--- +# MORDAGAST +Cunning predators, mordagasts resemble mundane praying mantises of extraordinary proportions. Like their analogues, they’re arthropodal ambush hunters that rely on compound eyes and a pair of raptorial legs to identify and immobilize prey before chewing their victims apart with powerful jaws. But even more than the mordagast’s vicious power, explorers dread its ability to discorporate, briefly transforming into a ghostly reflection of itself in order to surprise its prey or bypass defenses. A mordagast’s instinctive psychic abilities cause a fraction of its body to phase out of existence entirely while harmlessly holding the remaining cells together. This state dramatically limits the impact of physical trauma while also warping light around the mordagast in a way that blurs its form and absorbs sound waves. Mordagasts display exceptional finesse with their discorporation, causing even individual segments to phase out for a split second, enabling their claws to bypass thin barriers like conventional armor before materializing deep inside their victims’ bodies. + +Mordagasts’ spectral strategy has inspired countless tales across the worlds they now inhabit. Spotting a mordagast at dusk is commonly interpreted as an omen of imminent disaster. For many, a mordagast is a ghost that prowls the fens, a cryptid that absconds with livestock, or a bogeyman that gobbles up wayward children. For others, the creatures take on religious significance and are interpreted instead as divine messengers. + +Although mordagasts rarely live past 10 years, under special circumstances a mordagast can exceed not only its life expectancy but also its size limits. These exceptional adults are known as butchers, in large part because their tremendous size relies on them killing and consuming countless creatures over their lifetimes. High caloric intake is the only trigger for the development of butchers; such mordagasts often hunt and consume their own kind, triggering additional growth that’s poorly understood among xenobiologists. They’re also more common on oxygen-rich and low-gravity planets, where it’s easier for the creatures to support their extraordinary mass. On worlds with standard gravity, even mordagast butchers’ strong legs struggle to support their bodies for long, and they commonly rely on dissipation and tobogganing their bellies along the ground when weighed down by a recent meal. + +Yet the strangest of mordagast butchers’ features is their adaptation to space environments. Survey vessels periodically identify these creatures patiently clinging to asteroids and other low-gravity bodies. From there they raid mining operations, launch themselves onto passing starships, or even ride space debris toward distant worlds. By detaching from meteorites high in a planet’s atmosphere, these mordagasts can dissipate and float to the surface to lay eggs and populate new worlds. + +**Source** _Alien Archive 4 pg. 72_ + +## MORDAGAST CR 7 + +**XP 3,200** +N Medium animal +**Init** +4; **Senses** darkvision 60 ft., low-light vision;; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Ex, clumsy) +**Melee** talon +17 (1d8+12 P plus grab; critical bleed 1d8) or bite +17 (2d6+12 P; critical wound) +**Offensive Abilities** phase strike + +### STATISTICS + +**STR** +5; **DEX** +4; **CON** +3; **INT** -4; **WIS** +0; **CHA** +2 +**Skills** Acrobatics +14 (+6 to fly), Survival +14, Stealth +19 +**Other Abilities** dissipate + +### ECOLOGY + +**Environment** any forest or hills +**Organization** solitary, pair, or haunt (3–12) + +### SPECIAL ABILITIES + +**Dissipate (Su)** As a swift action, the mordagast can diffuse its molecules, entering a semi-fluid state that diffracts light and sound waves. While diffused, a mordagast gains concealment and can hide even while being directly observed, even from creatures with blindsense or blindsight based on sound or vibration. A diffused mordagast also gains DR 10/—, deals 10 less damage with its attacks, and can’t grab creatures. The mordagast can maintain its diffused state for 10 minutes at a time, after which it can’t diffuse again until it has remained in its normal form for twice the time it spent diffused. A mordagast can end its diffused state as a swift action. +**Phase Strike (Su)** As a swift action every 1d4 rounds, a mordagast can dissipate its talons for several seconds, causing them to rematerialize after passing through its prey’s defenses. Until the end of its turn, the mordagast’s talon attacks target EAC rather than KAC. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw, Morlamaw Mayor.md b/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw, Morlamaw Mayor.md new file mode 100644 index 0000000..a46a8d6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw, Morlamaw Mayor.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 9 +Environment: any water (Arniselle) +hp: 135 +modifier: 6 +name: Morlamaw, Morlamaw Mayor +statblock: true +tags: +Type: LN Large monstrous humanoid (aquatic) +--- +# MORLAMAW, MORLAMAW MAYOR +The small planet of Arniselle in the Vast features a few small ice-laden landmasses, but the immense oceans contain nearly all of its life, including the vibrantly colored morlamaws. These creatures, whose imposing physical size belies their generally good-natured personalities, have round torsos that end in a single wide flipper. They can breathe both underwater and on land, perhaps indicating that their ancestors lived on the planet’s continents in eons past. Currently, only particularly brave morlamaws venture onto the land, though swimming up to the surface isn’t uncommon. A morlamaw’s side flippers allow a large degree of fine movement, enabling them to manipulate objects and use equipment. A morlamaw has four tusks that they decorate with patterns meaningful to them as an individual. Their coloration doesn’t necessarily correspond to that of their parents, and they are sometimes born with multiple colors, which is thought to be a sign of good luck for the family. Morlamaws are typically between 10 and 12 feet long and weigh between 1 to 1-1/2 tons. + +Morlamaw society is concentrated in several dozen cities built into long undersea trenches. The largest settlements have extensive urban areas that effectively form small citystates. Each city has a leader, though some inherit their titles while others are elected. Their buildings tend to be very regular, with morlamaws often digging straight lines into the trenches rather than following the natural curvature of the terrain. Many morlamaws take to engineering and have developed underwater versions of common technologies, though computers remain an engineering challenge. While no other sapient species are native to Arniselle, the trench cities are easy to protect from the many dangerous predators that inhabit the cold oceanic world. Travel between trenches is risky, resulting in de facto highways along the most efficient routes. Morlamaws who commit dangerous crimes are exiled, sentenced to fend for themselves in the underwater wilds. Most eventually succumb to the dangers of the wilderness, but a few thrive, becoming even deadlier themselves. + +Morlamaw society is extremely orderly, and most morlamaws prefer to follow others. Their daily lives are often defined by the numbers of lines they wait in. Their diet is primarily carnivorous, and many morlamaws are skilled hunters. While their ancestors speared fish directly with their tusks, modern morlamaws are more likely to use spears, nets, or traps. Other morlamaws cultivate or gather shellfish. Some adventurous morlamaws hunt on land, and the meat they find there is considered a great delicacy. Spellcasters are extremely common, and even morlamaws who can’t actually cast spells are knowledgeable about mystical topics. Most morlamaws are also fairly religious, worshipping a large number of their own deities and attending religious services regularly. Each trench city has its own patron deities. + +The morlamaw language is based on gesture and expression as much as words. Gestures vary greatly between regions, and what is innocuous in one trench city could be insulting in another, making communication between the trench cities difficult. Music and dance also play a large role in morlamaw culture, and choirs and orchestras abound. Instruments are typically percussive or metal-stringed, since they must function underwater, and these are accompanied by vocals. Morlamaw music is very structured, with multipart harmonies. Their dances take full advantage of being performed underwater, as entertainers twirl with the currents. + +Arniselle recently attracted visitors from the Pact Worlds, thanks to the planet’s prevalent natural resources, introducing the morlamaws to creatures from other planets for the first time. Several of the major trench cities now have teams hard at work developing water-filled, Drift-capable starships. Particularly adventurous morlamaws have taken to the stars in other ways, getting jobs with mining companies, trading consortiums, the Starfinder Society, and AbadarCorp, who find the orderly morlamaws to be excellent employees. Among other species, morlamaws have a reputation as friendly, good-natured, cooperative, and somewhat gullible. + +**Source** _Alien Archive 3 pg. 72_ + +## MORLAMAW MAYOR CR 9 + +**XP 6,400** +Morlamaw envoy +LN Large monstrous humanoid (aquatic) +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +18 + +### DEFENSE + +**HP** 135 +**EAC** 22; **KAC** 23 +**Fort** +8; **Ref** +10; **Will** +12 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 20 ft., swim 40 ft. +**Melee** tusk +17 (3d4+9 P plus skewer) or underwater sentinel spear +17 (2d6+9 P) +**Ranged** underwater advanced semi-auto pistol +19 (2d6+9 P) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 9th) +1/day—_mystic cure_ (3rd level) +3/day—_mind thrust_ (2nd level, DC 17) +At will—_mindlink_ + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +1; **INT** +3; **WIS** -1; **CHA** +6 +**Skills** Athletics +23 (+31 to swim), Bluff +18, Diplomacy +18, Intimidate +23, Mysticism +18, Sense Motive +23 +**Languages** Common, Morlamaw +**Other Abilities** amphibious, envoy improvisations (desperate defense, heads up, hurry), water breathing +**Gear** gold AbadarCorp travel suit, underwater advanced semi-auto pistol with 24 small arm rounds, underwater sentinel spear + +### ECOLOGY + +**Environment** any water (Arniselle) +**Organization** solitary or traveling party (1 plus 3–6 morlamaws) + +### SPECIAL ABILITIES + +**Skewer (Ex)** When a morlamaw successfully deals damage with their tusk to a creature that isn’t adjacent to them, they can move that creature 5 feet into an adjacent square. This movement doesn’t provoke attacks of opportunity. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw.md b/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw.md new file mode 100644 index 0000000..b6b46c5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Morlamaw.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 3 +Environment: any water (Arniselle) +hp: 32 +modifier: 0 +name: Morlamaw +statblock: true +tags: +Type: LN Large monstrous humanoid (aquatic) +--- +# MORLAMAW +The small planet of Arniselle in the Vast features a few small ice-laden landmasses, but the immense oceans contain nearly all of its life, including the vibrantly colored morlamaws. These creatures, whose imposing physical size belies their generally good-natured personalities, have round torsos that end in a single wide flipper. They can breathe both underwater and on land, perhaps indicating that their ancestors lived on the planet’s continents in eons past. Currently, only particularly brave morlamaws venture onto the land, though swimming up to the surface isn’t uncommon. A morlamaw’s side flippers allow a large degree of fine movement, enabling them to manipulate objects and use equipment. A morlamaw has four tusks that they decorate with patterns meaningful to them as an individual. Their coloration doesn’t necessarily correspond to that of their parents, and they are sometimes born with multiple colors, which is thought to be a sign of good luck for the family. Morlamaws are typically between 10 and 12 feet long and weigh between 1 to 1-1/2 tons. + +Morlamaw society is concentrated in several dozen cities built into long undersea trenches. The largest settlements have extensive urban areas that effectively form small citystates. Each city has a leader, though some inherit their titles while others are elected. Their buildings tend to be very regular, with morlamaws often digging straight lines into the trenches rather than following the natural curvature of the terrain. Many morlamaws take to engineering and have developed underwater versions of common technologies, though computers remain an engineering challenge. While no other sapient species are native to Arniselle, the trench cities are easy to protect from the many dangerous predators that inhabit the cold oceanic world. Travel between trenches is risky, resulting in de facto highways along the most efficient routes. Morlamaws who commit dangerous crimes are exiled, sentenced to fend for themselves in the underwater wilds. Most eventually succumb to the dangers of the wilderness, but a few thrive, becoming even deadlier themselves. + +Morlamaw society is extremely orderly, and most morlamaws prefer to follow others. Their daily lives are often defined by the numbers of lines they wait in. Their diet is primarily carnivorous, and many morlamaws are skilled hunters. While their ancestors speared fish directly with their tusks, modern morlamaws are more likely to use spears, nets, or traps. Other morlamaws cultivate or gather shellfish. Some adventurous morlamaws hunt on land, and the meat they find there is considered a great delicacy. Spellcasters are extremely common, and even morlamaws who can’t actually cast spells are knowledgeable about mystical topics. Most morlamaws are also fairly religious, worshipping a large number of their own deities and attending religious services regularly. Each trench city has its own patron deities. + +The morlamaw language is based on gesture and expression as much as words. Gestures vary greatly between regions, and what is innocuous in one trench city could be insulting in another, making communication between the trench cities difficult. Music and dance also play a large role in morlamaw culture, and choirs and orchestras abound. Instruments are typically percussive or metal-stringed, since they must function underwater, and these are accompanied by vocals. Morlamaw music is very structured, with multipart harmonies. Their dances take full advantage of being performed underwater, as entertainers twirl with the currents. + +Arniselle recently attracted visitors from the Pact Worlds, thanks to the planet’s prevalent natural resources, introducing the morlamaws to creatures from other planets for the first time. Several of the major trench cities now have teams hard at work developing water-filled, Drift-capable starships. Particularly adventurous morlamaws have taken to the stars in other ways, getting jobs with mining companies, trading consortiums, the Starfinder Society, and AbadarCorp, who find the orderly morlamaws to be excellent employees. Among other species, morlamaws have a reputation as friendly, good-natured, cooperative, and somewhat gullible. + +**Source** _Alien Archive 3 pg. 72_ + +## MORLAMAW CR 3 + +**XP 800** +LN Large monstrous humanoid (aquatic) +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 32 +**EAC** 13; **KAC** 14 +**Fort** +2; **Ref** +4; **Will** +8 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 20 ft., swim 40 ft. +**Melee** tusk +8 (1d4+5 P plus skewer) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 3rd; ranged +6) +1/day—_mind thrust_ (1st level, DC 16), _mystic cure_ (1st level) +At will—_telekinetic projectile_, _telepathic message_ + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +1; **INT** +0; **WIS** +4; **CHA** +1 +**Skills** Athletics +13 (+21 to swim), Mysticism +13, Survival +8 +**Languages** Common, Morlamaw +**Other Abilities** amphibious, water breathing +**Gear** casual stationwear + +### ECOLOGY + +**Environment** any water (Arniselle) +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Skewer (Ex)** When a morlamaw successfully deals damage with their tusk to a creature that isn’t adjacent to them, they can move that creature 5 feet into an adjacent square. This movement doesn’t provoke attacks of opportunity. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Mountain Eel.md b/Compendium/SF1E/Bestiary/Alien Codex/Mountain Eel.md new file mode 100644 index 0000000..a106b9d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Mountain Eel.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 6 +Environment: temperate or warm mountains (Castrovel) +hp: 95 +modifier: 6 +name: Mountain Eel +statblock: true +tags: +Type: N Huge animal +--- +# MOUNTAIN EEL +## MOUNTAIN EEL CR 6 + +**XP 2,400** +N Huge animal +**Init** +6; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 95 +**EAC** 18; **KAC** 20 +**Fort** +10; **Ref** +10; **Will** +5 + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +16 (1d8+11 P) +**Space** 15 ft.; **Reach** 10 ft. +**Offensive Abilities** paralyzing gaze (60 ft., DC 14), trample (1d8+11 B, DC 16) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +3; **INT** -4; **WIS** +0; **CHA** +0 +**Skills** Athletics +18, Stealth +18 + +### ECOLOGY + +**Environment** temperate or warm mountains (Castrovel) +**Organization** solitary, pair, or bed (3–5) + +### SPECIAL ABILITIES + +**Paralyzing Gaze (Ex)** Looking into a mountain eel’s strange compound eyes causes the muscles of most living creatures to freeze up. A living creature that can see and begins its turn within 60 feet of a mountain eel must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. A creature who succeeds at its save is immune to that mountain eel’s paralyzing gaze for 24 hours. Creatures without a sense of sight and other mountain eels are immune to this effect. + +## DESCRIPTION + +Due to some quirk of parallel evolution, these massive creatures have features resembling their waterborne kin’s, especially their gaping maws filled with terrible teeth. On the other hand, mountain eels have large, arthropodan compound eyes, and their coloring tends to range from dark to very dark green. Mountain eels dwell on the slopes of the mountains of Castrovel, gliding quietly between the trees as they hunt for prey. The gaze of a mountain eel paralyzes most creatures, allowing the beast to run its victims down and feast on their corpses. A typical mountain eel is about 5 feet tall but 60 feet from nostrils to tail if laid out in a straight line, though it constantly squirms and contorts its body. Despite its size, a mountain eel is very light, weighing approximately 300 pounds. + +Mountain eels are carnivores, and they prefer their meals to be freshly dead before they tear into the flesh. However, they need to eat close to their weight in food every day, so they have been known to devour longdead creatures if enough meat remains on the bones. If a mountain eel has sated its appetite before completely consuming its prey, it simply leaves the body to rot, sometimes coming back to it the following day or leaving it for scavengers (or other mountain eels). Mountain eels get almost all of their hydration from eating, and they tend to avoid larger bodies of water, though it isn’t uncommon to spot a mountain eel splashing through a small stream or turning its face up toward the sky during a rainstorm. Despite their massive bulk, mountain eels are surprisingly quiet in most of their movements, as they distribute their weight across the length of their bodies using their multitude of winged armlike appendages. The creatures also use these arms to push underbrush and small trees to one side as they travel, to avoid the telling sounds of snapping branches and crunching twigs. As a mountain eel closes in on its prey, however, it abandons all attempts at subtlety to gather up enough speed to crush its targets. + +In addition to their uncannily quiet locomotion, mountain eels only very infrequently vocalize in any way. After years of study, scientists have discovered that the creatures’ vocal chords are almost completely vestigial. After noticing dozens of small scent glands located just under their scales during their dissections, these researchers posited that mountain eels communicate with one another through smells. Xenobiologists are still unsure exactly how this ability works, but mountain eel hunters and others who live in mountain eel territory have learned that certain smells mean danger. + +Mountain eels give birth to live offspring, a messy process that produces a handful of nearly translucent, mucus-covered elvers that are each almost as big as a human. Though newly born mountain elvers’ size might allow them to hunt right away, their fearsome fangs don’t grow in for several weeks. During this time, the parent eels bring small chunks of meat to their offspring, which swallow the food whole. As they start feeding, their pigmentation slowly comes in, and when they do finally develop their teeth, the elvers can take down their own, albeit smaller, prey. It takes several more years of constant eating before an elver becomes a full adult mountain eel and another few years before it reaches sexual maturity. + +Judging on appearance alone, it is difficult to tell an elderly mountain eel from an adult. A mountain eel close to the end of its life tends to move a little slower, however, and the odors it emanates become more flowery. Once it becomes unable to catch enough food, the beast slowly starves to death. A mountain eel’s corpse quickly succumbs to the elements, rotting faster than most other dead flesh and attracting teeming swarms of insects. Even a dead mountain eel’s bones seem to disappear after a few days in Castrovelian weather; they are often mistaken for fallen logs covered in a thick layer of bright-green moss. + +Some lashuntas and formians enjoy hunting mountain eels, despite (and many would say because of) the danger they pose. These thrill seekers equip themselves with sniper rifles and veils before setting out for the planet’s mountainous areas. The eels leave very little trace of their movements through the foliage, so hunters must be on the lookout for partially chewed carcasses and other signs of mountain eel habitation, such as an increased insect population. Once they find one of the beasts, they make sure to isolate it before striking. Successful lashunta hunters skin the dead eels to make items of clothing, which they sometimes enchant (like the items presented below). Formians, on the other hand, enjoy cooking mountain eel meat, using an array of exotic spices. + +## MOUNTAIN EEL LEATHER + +Mountain eels’ hides are easily worked, and talented leatherworkers who dabble in enchanting often make them into magic items such as the ones listed below. + +_Reckless Gloves_ +_Resilient Jacket_ +_Trampling Boots_ diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat, Bantling.md b/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat, Bantling.md new file mode 100644 index 0000000..4c45d51 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat, Bantling.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 1 +Environment: any underground or water +hp: 20 +modifier: 2 +name: Murzzilat, Bantling +statblock: true +tags: +Type: N Small animal (aquatic) +--- +# MURZZILAT, BANTLING +Deep in the lightless depths of countless worlds live murzzilats, amphibious mammals known for their grotesque contortions and ethereal vocalizations. Capable of both swimming and flight, these creatures are ungainly on land but well adapted to life in partially submerged tunnels and caverns, where their songs echo for miles in a haunting underground symphony. + +A murzzilat has an oversized head with massive bulging eyes and a wide mouth it unhinges to swallow small prey whole. Green scales lined with dozens of powerful pectoral fins covers its elongated, shriveled body. Membranous wings protrude from its back, and six spindly limbs dangle down from its body, each ending in a sharp hook. Although these weak limbs can’t support its body weight, a murzzilat can shove them deep into cracks to drag small prey out of hiding or use them to latch onto large prey. An average murzzilat is 6 feet long and weighs 35 pounds. + +While swimming, murzzilats fold their wings flat against their backs and fold their legs up under their bodies, propelling themselves through the water with their fins. The incredibly flexible creatures squeeze through narrow tunnels and cracks by contorting and twisting their bodies, displaying their internal organs, and popping their limbs in and out of joint. These adaptations enable murzzilats to escape from cave-ins and travel through tiny tunnels that creatures of their size typically couldn’t pass. + +Murzzilats have scent glands along their backs, which they rub along stone to mark their territory. This overwhelmingly strong scent is long lasting but pleasing to most sentient species. Highly valued in the beauty and cleaning industries, the scent glands of a murzzilat fetch a high price on the black market and make poaching a profitable venture, particularly on Akiton and other planets with lax environmental regulations. + +Incredibly vocal, murzzilats have a multitude of calls, cries, and songs. From clicking trills and deep bellows to haunting nocturnes and joyful refrains, their many songs echo throughout the tunnels and caverns they call home, both above and below water. Considered holy to some adherents of the goddess Shelyn, murzzilat songs have inspired artists throughout the Pact Worlds and beyond. Five years ago, a team of xenozoologists set out to catalog murzzilats’ songs, recording vocalizations from multiple worlds. Preliminary research from the ongoing study indicates murzzilats consistently add new vocalizations to their repertoires. Interested zoologists often seek to enlist the aid of locals and trustworthy explorers to track the evolution of the creatures’ songs. + +Murzzilats find the death or theft of their young, called bantlings, incredibly distressing; such an occurrence causes them to enter a torpor for a prolonged period of time, refusing to sing for months on end. Although both parents mourn, the parent that birthed the bantling will follow the scent of the deceased or missing bantling for miles in search of its remains, going as far as to collect the leavings from a dangerous predator. + +**Source** _Alien Archive 4 pg. 76_ + +## BANTLING CR 1 + +**XP 400** +N Small animal (aquatic) +**Init** +2; **Senses** darkvision 60 ft., low-light vision;; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +5; **Ref** +5; **Will** +1 + +### OFFENSE + +**Speed** 10 ft., fly 20 ft. (Ex, perfect), swim 20 ft. +**Melee** bite +8 (1d6+5 P) or attach +8 +**Ranged** melodic assault +5 (1d4+1 So) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** -4; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +5 (+13 to fly), Athletics +10 (+18 to swim), Intimidate +5 +**Other Abilities** amphibious, compression, water breathing + +### ECOLOGY + +**Environment** any underground or water +**Organization** solitary, litter (2–6), or choir (2–6 plus 1 murzzilat) + +### SPECIAL ABILITIES + +**Melodic Assault (Ex)** As a ranged attack that targets EAC, a murzzilat bantling can sing a sonic blast with a range increment of 30 feet at a single target. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat.md b/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat.md new file mode 100644 index 0000000..8748592 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Murzzilat.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 4 +Environment: any underground or water +hp: 50 +modifier: 3 +name: Murzzilat +statblock: true +tags: +Type: N Medium animal (aquatic) +--- +# MURZZILAT +Deep in the lightless depths of countless worlds live murzzilats, amphibious mammals known for their grotesque contortions and ethereal vocalizations. Capable of both swimming and flight, these creatures are ungainly on land but well adapted to life in partially submerged tunnels and caverns, where their songs echo for miles in a haunting underground symphony. + +A murzzilat has an oversized head with massive bulging eyes and a wide mouth it unhinges to swallow small prey whole. Green scales lined with dozens of powerful pectoral fins covers its elongated, shriveled body. Membranous wings protrude from its back, and six spindly limbs dangle down from its body, each ending in a sharp hook. Although these weak limbs can’t support its body weight, a murzzilat can shove them deep into cracks to drag small prey out of hiding or use them to latch onto large prey. An average murzzilat is 6 feet long and weighs 35 pounds. + +While swimming, murzzilats fold their wings flat against their backs and fold their legs up under their bodies, propelling themselves through the water with their fins. The incredibly flexible creatures squeeze through narrow tunnels and cracks by contorting and twisting their bodies, displaying their internal organs, and popping their limbs in and out of joint. These adaptations enable murzzilats to escape from cave-ins and travel through tiny tunnels that creatures of their size typically couldn’t pass. + +Murzzilats have scent glands along their backs, which they rub along stone to mark their territory. This overwhelmingly strong scent is long lasting but pleasing to most sentient species. Highly valued in the beauty and cleaning industries, the scent glands of a murzzilat fetch a high price on the black market and make poaching a profitable venture, particularly on Akiton and other planets with lax environmental regulations. + +Incredibly vocal, murzzilats have a multitude of calls, cries, and songs. From clicking trills and deep bellows to haunting nocturnes and joyful refrains, their many songs echo throughout the tunnels and caverns they call home, both above and below water. Considered holy to some adherents of the goddess Shelyn, murzzilat songs have inspired artists throughout the Pact Worlds and beyond. Five years ago, a team of xenozoologists set out to catalog murzzilats’ songs, recording vocalizations from multiple worlds. Preliminary research from the ongoing study indicates murzzilats consistently add new vocalizations to their repertoires. Interested zoologists often seek to enlist the aid of locals and trustworthy explorers to track the evolution of the creatures’ songs. + +Murzzilats find the death or theft of their young, called bantlings, incredibly distressing; such an occurrence causes them to enter a torpor for a prolonged period of time, refusing to sing for months on end. Although both parents mourn, the parent that birthed the bantling will follow the scent of the deceased or missing bantling for miles in search of its remains, going as far as to collect the leavings from a dangerous predator. +**Source** _Alien Archive 4 pg. 76_ + +## MURZZILAT CR 4 + +**XP 1,200** +N Medium animal (aquatic) +**Init** +3; **Senses** darkvision 60 ft., low-light vision;; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +8; **Will** +3 + +### OFFENSE + +**Speed** 10 ft., fly 30 ft. (Ex, perfect), swim 30 ft. +**Melee** bite +12 (1d6+9 P) or attach +12 +**Ranged** melodic assault +9 (1d4+4 So; critical off-target \[DC 13\]) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +1; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +10 (+18 to fly), Athletics +15 (+23 to swim), Intimidate +10 +**Other Abilities** amphibious, compression, rallying song, water breathing + +### ECOLOGY + +**Environment** any underground or water +**Organization** solitary, pair, or choir (1 with 2–6 murzzilat bantlings) + +### SPECIAL ABILITIES + +**Melodic Assault (Ex)** As a ranged attack that targets EAC, a murzzilat can sing a sonic blast with a range increment of 60 feet at a single target. On a critical hit, the target must succeed at a DC 13 Fortitude save or become off-target for 1 round. +**Rallying Song (Ex)** As a standard action, a murzzilat can sing an inspiring song that rallies allies within 30 feet to battle, granting them a +1 morale bonus to attack rolls and skill checks for 1 minute. A creature can be affected by only one murzzilat’s rallying song at a time. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Necrosaturated Stag-Bear.md b/Compendium/SF1E/Bestiary/Alien Codex/Necrosaturated Stag-Bear.md new file mode 100644 index 0000000..d85caef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Necrosaturated Stag-Bear.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 2 +Environment: any (Weydana-4) +hp: 25 +modifier: 1 +name: Necrosaturated Stag-Bear +statblock: true +tags: +Type: NE Large magical beast +--- +# NECROSATURATED STAG-BEAR +[[HOTV_Creature_NecrosaturatedStagBear.webp|Zeigen!]] + +**XP 600** +NE Large magical beast +**Init** +1; **Senses** blindsense (life) 60 ft., darkvision 60 ft., low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +6; **Will** +1 +**Defensive Abilities** too tough to die (2/day) +**Weaknesses** disruptive susceptibility + +### OFFENSE + +**Speed** 40 ft. +**Melee** antlers +11 (1d6+6 B) or bite +8 (1d8+4 P) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** determined charge + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +2; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +7 + +### ECOLOGY + +**Environment** any (Weydana-4) +**Organization** solitary, pair, or herd (3–18) + +### SPECIAL ABILITIES + +**Determined Charge (Ex)** A stag-bear can charge without taking the normal charge penalties to its attack roll or AC. In addition, it can charge through difficult terrain. +**Disruptive Susceptibility (Su)** A necrosaturated creature takes half again as much damage (+50%) when it takes damage from a weapon with a disruptive fusion. +**Too Tough to Die (Ex)** Twice per day, when a necrosaturated stag-bear would be reduced to 0 Hit Points, it can use its reaction to remain at 1 Hit Point instead. It can’t use this ability if a critical hit reduced it to 0 Hit Points. Each time it uses this ability, it gains a cumulative –2 penalty to attack rolls for 24 hours. + +## DESCRIPTION + +Some animals, magical beasts, and vermin contaminated with lingering negative energy begin to rot while still alive, rather that succumbing to the mercy of a swift death. Their flesh withers, making them resemble undead, even though they remain terribly—and painfully—alive. + +The stag-bear is an omnivorous herd animal found throughout the plains across Weydana-4. The creatures resemble broad-shouldered bears with a wide rack of antlers. Stag-bears rarely pose a threat unless provoked. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Necrovite.md b/Compendium/SF1E/Bestiary/Alien Codex/Necrovite.md new file mode 100644 index 0000000..db9de99 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Necrovite.md @@ -0,0 +1,82 @@ +--- +aliases: +cr: 13 +Environment: any (Eox) +hp: 186 +modifier: 3 +name: Necrovite +statblock: true +tags: +Type: NE Medium undead +--- +# NECROVITE + +## NECROVITE CR 13 + +**XP 25,600** +NE Medium undead +**Init** +3; **Senses** blindsight (life) 60 ft., darkvision 60 ft.; **Perception** +23 + +### DEFENSE + +**HP** 186; **RP** 5 +**EAC** 29; **KAC** 30 +**Fort** +12; **Ref** +12; **Will** +18 +**Defensive Abilities** fast healing 10, rejuvenation (1d8 days); **Immunities** cold, electricity, undead immunities + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, average) +**Melee** _Eoxian wrackstaff_ +20 (6d4+13 B; critical _inflict pain_ \[DC 21\]) +**Ranged** perihelion laser pistol +22 (4d4+13 F; critical burn 2d4) +**Offensive Abilities** undead mastery +**Spells Known** (CL 13th; ranged +22) +5th (3/day)—_heat leech_ (DC 24), _mind thrust_ (DC 24) +4th (4/day)—_corrosive haze_ (DC 23), _dimension door_, _enervation_, _hold monster_ (DC 23) +3rd (at will)—_dispel magic_, _explosive blast_ (DC 22) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** —; **INT** +8; **WIS** +4; **CHA** +6 +**Skills** Bluff +28, Computers +28, Engineering +28, Mysticism +28, Sense Motive +28 +**Languages** Common, Eoxian, Sarcesian; limited telepathy 30 ft. +**Other Abilities** magic hacks (flash teleport, tech countermeasures), unliving +**Gear** d-suit IV (gray force field \[20 temporary HP\]), _Eoxian wrackstaff_, perihelion laser pistol with 6 high-capacity batteries (40 charges each), _spell gem of dominate person_, _spell gem of teleport_ + +### ECOLOGY + +**Environment** any (Eox) +**Organization** solitary + +### SPECIAL ABILITIES + +**Fatigue Aura (Su)** Any creature that comes within 30 feet of a necrovite is fatigued unless it succeeds at a DC 21 Fortitude saving throw. A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same necrovite’s aura for 24 hours. + +**Rejuvenation (Su)** When a necrovite is destroyed, its electroencephalon immediately begins to rebuild the creature’s body nearby and download the necrovite’s consciousness into it. After 1d8 days, the necrovite wakens fully healed (albeit without any gear it left behind on its old body). + +**Undead Mastery (Su)** As a standard action, a necrovite can cause one undead creature within 50 feet to fall under its control as per _control undead_ (Will DC 21 negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the necrovite’s undead mastery for 24 hours. A necrovite can control a group of undead whose total CR is no greater than twice its CR (26 for the typical necrovite). + +## DESCRIPTION + +Long ago, when the native humanoids of Eox—called elebrians—destroyed two neighboring planets, the backlash devastated their own world as well, forcing them to turn to necromancy to survive. The most powerful spellcasters among these survivors combined their advanced technology with the ancient magical traditions of lichdom to achieve immortality in the form of eternal undeath. These were the first necrovites, and along with their colleagues who sought refuge in other forms of undeath, they took control of their ravaged planet to become the first bone sages, Eox’s notoriously aloof heads of state. + +Becoming a necrovite is a long and arduous process, but the crux of the ritual involves extracting the spellcaster’s consciousness and soul and imprisoning them in a technomagical relic called an electroencephalon. The spellcaster dies but becomes undead, and as long as her electroencephalon remains intact she can continue her existence without fear of the passage of time. + +In addition to constructing an electroencephalon to house her soul, a prospective necrovite must also research and learn the proper ritual to transfer her life force into the receptacle and prepare her body for the transformation into undeath. This ritual is unique to each body and soul—what works for one necrovite will not work for another—and likely has deleterious effects. The exact methods for each spellcaster’s transformation into a necrovite are left to the GM’s discretion, but the process should involve expenditures of hundreds of thousands of credits, multiple dangerous quests, and many difficult skill checks over the course of months, years, or decades. + +The above stat block represents an elebrian necrovite—a necrovite formed from one of Eox’s original humanoid inhabitants—but other races can become necrovites as well, using the template graft in the sidebar. + +## ELECTROENCEPHALON + +An integral step in becoming a necrovite is the creation of the electroencephalon in which the aspirant stores her consciousness and soul. The only way to truly destroy a necrovite is to locate and destroy her electroencephalon; otherwise, the necrovite simply regenerates, awakening fully healed 1d10 days later. Not even disintegrating a necrovite’s corpse or flinging it into a sun can destroy it—so long as the electroencephalon remains unharmed. This is one reason why many necrovites not only keep their electroencephalons hidden but build secret bunkers to house them, stocked with whatever they might need to rebuild and take revenge on their killers. + +Each necrovite must craft her own unique electroencephalon, which is a hybrid item with a level equal to the character’s caster level at the time of creation. The character must be a spellcaster and have a caster level of 7th or higher. Creating an electroencephalon otherwise follows the normal rules for crafting equipment (see page 235 of the _Starfinder Core Rulebook_). The cost to create an electroencephalon varies between individual creators and should be determined by the GM, but it is roughly equivalent to the price of a small arm with an item level equal to the creator’s caster level. + +## EOXIAN WRACKSTAVES + +The _Eoxian wrackstaff_ is a hybrid weapon that can trace its history back to the time when Eox was a living world with living inhabitants. Used by ancient elebrian leaders to keep their subjects and slaves in line, the _Eoxian wrackstaff_ survives to the modern day as a relic of that past still clung to by those same rulers, who turned to undeath to survive their planets’ demise. Now, most elebrian bone sages wield these weapons as symbols of their undying rule, and their use has spread throughout the Pact Worlds, though people tend not to trust a wielder of one. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Necrovite (Other) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nihili, Nihili Captain.md b/Compendium/SF1E/Bestiary/Alien Codex/Nihili, Nihili Captain.md new file mode 100644 index 0000000..c2775e2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nihili, Nihili Captain.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 13 +Environment: any vacuum +hp: 270 +modifier: 6 +name: Nihili, Nihili Captain +statblock: true +tags: +Type: NE Medium undead +--- +# NIHILI, NIHILI CAPTAIN + +More so than any harsh desert or freezing tundra, the airless void of space is an unforgiving killer. Most life-forms can survive for about 90 seconds in a vacuum before dying, though rapid depressurization can cause unconsciousness in as little as 15 seconds. When an unprotected body is introduced to a vacuum, the gases inside it begin to expand due to the difference in pressure. While this causes discomfort, especially in the abdominal area due to the expansion of intestinal gases, the real danger comes from any oxygen still in the lungs. If that gas can’t escape (say, because the person is trying to hold his breath), the delicate pulmonary tissue can become severely damaged. Those who survive such an event can be left with permanent injuries, such as blindness, a collapsed lung, or worse. Those who do not survive spend their last few moments in terrible pain and mind-numbing terror, and sometimes such suffering prevents souls from passing on to the afterlife. These unfortunate creatures rise again as undead monstrosities known as nihilis. + +With puffy skin, ragged wounds from gases escaping the body, and gaping mouths, nihilis might resemble mindless zombies, but they have a sharp intellect and powers that make them far more formidable. A nihili’s gaze can crush the lungs of any living creature who sees it, as if the victim were being squeezed by a giant hand. In addition, nihilis creates their own gravity, allowing them to move easily about the wrecked starships where they are usually found. This aura can surprise those attempting to float past nihilis in zero gravity, often causing them to fall face first onto whatever surfaces the undead are standing on. Nihilis that perished floating through the void use this ability to cling to passing vehicles, eventually working their way inside to slaughter the vessels’ crews. + +Nihilis have an everlasting hatred of the living, especially of spacefarers for daring to travel the void. Some scholars posit that nihilis are the embodiment of outer space’s cruelest aspects and exist only to punish those who sully its vacuum. While most scoff at the idea of ascribing a will to something so vast and pervasive as space, there is no denying that nihilis exist and are vicious killers. The undead use their natural cunning to lie in wait for potential victims, usually crouching in dark corners near the ceiling where few think to look before springing into combat. They fight with almost no sense of self-preservation, unless vastly outnumbered, at which time the nihilis turn and flee. Once nihilis have killed their victims, they usually leave the corpses where they fall, having no desire to consume living flesh or blood. They then begin the hunt for further prey. + +Most nihilis occur naturally, but they can be created by powerful spellcasters using the _animate dead_ spell. Animating a nihili in this way requires crushed rock from a planetoid with no atmosphere as part of casting the spell. Nihilis created by Eoxian necromancers are sometimes assigned to ships of the Corpse Fleet as engineers, as they can walk along the outside of the vessels with little difficulty in order to make repairs. An ambitious nihili who proves its worth might eventually become the captain of its own Corpse Fleet ship. + +Rumors speak of a cult of nihilis in the fringes of the Vast who have discovered a small tear in reality that opens up onto the Negative Energy Plane. Calling it a “dark star,” these nihilis eject corpses (usually of victims they have killed) into the surrounding vacuum as sacrifices; some of these bodies are animated as nihilis who immediately attain honored positions in the cult, as they preach of sinister whispers from beyond the portal that encourage this gruesome form of reproduction. When one of these nihilis is destroyed, its remaining flesh is almost instantly flensed from its body, leaving a skeleton marked with glowing blue runes that are difficult for living creatures to focus on—attempting to do so results in blurred vision and nosebleeds. The few mystics who have studied these runes (usually through sketches or eyewitness descriptions) have yet to decipher their meaning. A small handful of rune-marked bones are kept in smoked-glass cases inside secure vaults by a few arcane research bases within the Pact Worlds. + +No one knows for certain whether the nihilis who worship this “dark star” are venerating a shadowy entity or are suffering from some unknown kind of madness. However, travelers who survive passing through this region return with tales of huge masses of floating corpses forming a ring around a cloud of ebony particles that seems to absorb all light. + +**Source** _Alien Archive pg. 82_ + +## NIHILI CAPTAIN CR 13 + +**XP 25,600** +NE Medium undead +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +23 +**Aura** gravity well (5 ft., DC 21) + +### DEFENSE + +**HP** 270 +**EAC** 27; **KAC** 29 +**Fort** +15; **Ref** +15; **Will** +14 +**Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** slam +26 (3d12+21 B) +**Offensive Abilities** decompression gaze (15 ft., DC 21, 3d8+11 B) + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** —; **INT** +4; **WIS** +0; **CHA** +0 +**Skills** Athletics +28 (+36 when climbing), Stealth +23 +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any vacuum +**Organization** any + +### SPECIAL ABILITIES + +**Decompression Gaze (Su)** The dead stare of a nihili makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. + +**Gravity Well (Su)** A nihili generates a field of gravity that functions in a 5-foot aura around itself (including 5 feet above the nihili), exerting a downward force toward the nihili’s feet. This allows the nihili to function as if constantly under the effect of _spider climb_. Any creature entering this aura from an area of zero-g must succeed at a DC 15 Reflex saving throw or be knocked prone. + +## EXTRA CONTENT diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nihili.md b/Compendium/SF1E/Bestiary/Alien Codex/Nihili.md new file mode 100644 index 0000000..a55f266 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nihili.md @@ -0,0 +1,63 @@ +--- +aliases: + - Nihili +cr: "5" +Environment: any vacuum +hp: 72 +modifier: 3 +name: Nihili +statblock: true +tags: [] +Type: NE Medium undead +--- +# NIHILI +More so than any harsh desert or freezing tundra, the airless void of space is an unforgiving killer. Most life-forms can survive for about 90 seconds in a vacuum before dying, though rapid depressurization can cause unconsciousness in as little as 15 seconds. When an unprotected body is introduced to a vacuum, the gases inside it begin to expand due to the difference in pressure. While this causes discomfort, especially in the abdominal area due to the expansion of intestinal gases, the real danger comes from any oxygen still in the lungs. If that gas can’t escape (say, because the person is trying to hold his breath), the delicate pulmonary tissue can become severely damaged. Those who survive such an event can be left with permanent injuries, such as blindness, a collapsed lung, or worse. Those who do not survive spend their last few moments in terrible pain and mind-numbing terror, and sometimes such suffering prevents souls from passing on to the afterlife. These unfortunate creatures rise again as undead monstrosities known as nihilis. + +With puffy skin, ragged wounds from gases escaping the body, and gaping mouths, nihilis might resemble mindless zombies, but they have a sharp intellect and powers that make them far more formidable. A nihili’s gaze can crush the lungs of any living creature who sees it, as if the victim were being squeezed by a giant hand. In addition, nihilis creates their own gravity, allowing them to move easily about the wrecked starships where they are usually found. This aura can surprise those attempting to float past nihilis in zero gravity, often causing them to fall face first onto whatever surfaces the undead are standing on. Nihilis that perished floating through the void use this ability to cling to passing vehicles, eventually working their way inside to slaughter the vessels’ crews. + +Nihilis have an everlasting hatred of the living, especially of spacefarers for daring to travel the void. Some scholars posit that nihilis are the embodiment of outer space’s cruelest aspects and exist only to punish those who sully its vacuum. While most scoff at the idea of ascribing a will to something so vast and pervasive as space, there is no denying that nihilis exist and are vicious killers. The undead use their natural cunning to lie in wait for potential victims, usually crouching in dark corners near the ceiling where few think to look before springing into combat. They fight with almost no sense of self-preservation, unless vastly outnumbered, at which time the nihilis turn and flee. Once nihilis have killed their victims, they usually leave the corpses where they fall, having no desire to consume living flesh or blood. They then begin the hunt for further prey. + +Most nihilis occur naturally, but they can be created by powerful spellcasters using the _animate dead_ spell. Animating a nihili in this way requires crushed rock from a planetoid with no atmosphere as part of casting the spell. Nihilis created by Eoxian necromancers are sometimes assigned to ships of the Corpse Fleet as engineers, as they can walk along the outside of the vessels with little difficulty in order to make repairs. An ambitious nihili who proves its worth might eventually become the captain of its own Corpse Fleet ship. + +Rumors speak of a cult of nihilis in the fringes of the Vast who have discovered a small tear in reality that opens up onto the Negative Energy Plane. Calling it a “dark star,” these nihilis eject corpses (usually of victims they have killed) into the surrounding vacuum as sacrifices; some of these bodies are animated as nihilis who immediately attain honored positions in the cult, as they preach of sinister whispers from beyond the portal that encourage this gruesome form of reproduction. When one of these nihilis is destroyed, its remaining flesh is almost instantly flensed from its body, leaving a skeleton marked with glowing blue runes that are difficult for living creatures to focus on—attempting to do so results in blurred vision and nosebleeds. The few mystics who have studied these runes (usually through sketches or eyewitness descriptions) have yet to decipher their meaning. A small handful of rune-marked bones are kept in smoked-glass cases inside secure vaults by a few arcane research bases within the Pact Worlds. + +No one knows for certain whether the nihilis who worship this “dark star” are venerating a shadowy entity or are suffering from some unknown kind of madness. However, travelers who survive passing through this region return with tales of huge masses of floating corpses forming a ring around a cloud of ebony particles that seems to absorb all light. + +**Source** _Alien Archive pg. 82_ + +## NIHILI CR 5 + +**XP 1,600** +NE Medium undead +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +11 +**Aura** gravity well (5 ft., DC 15) + +### DEFENSE + +**HP** 72 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +7; **Will** +6 +**Immunities** undead immunities + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** slam +14 (1d6+10 B) +**Offensive Abilities** decompression gaze (15 ft., DC 15, 1d4+3 B) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** —; **INT** +2; **WIS** +0; **CHA** +0 +**Skills** Athletics +16 (+24 when climbing), Stealth +11 +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any vacuum +**Organization** any + +### SPECIAL ABILITIES + +**Decompression Gaze (Su)** The dead stare of a nihili makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. + +**Gravity Well (Su)** A nihili generates a field of gravity that functions in a 5-foot aura around itself (including 5 feet above the nihili), exerting a downward force toward the nihili’s feet. This allows the nihili to function as if constantly under the effect of _spider climb_. Any creature entering this aura from an area of zero-g must succeed at a DC 15 Reflex saving throw or be knocked prone. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nuar Specialist.md b/Compendium/SF1E/Bestiary/Alien Codex/Nuar Specialist.md new file mode 100644 index 0000000..31fe483 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nuar Specialist.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 8 +Environment: any (Absalom Station) +hp: 117 +modifier: 0 +name: Nuar Specialist +statblock: true +tags: +Type: LN Medium monstrous humanoid +--- +# NUAR SPECIALIST +Nuars are pale, minotaur-like creatures with formidable frames and roughly bovine faces, hooves, and horns. Their skin and hair range in coloration from snow white to cream, light gray, or tan, with eyes that are generally pink or red, though they much more rarely may be bright blue, green, or yellow. Nuars’ bestial appearance often convinces others that the creatures are slow-witted and simple, but this is far from the truth. + +Nuars trace their origins to lost Golarion, claiming they are a race distinct from the larger and less intelligent race of common minotaurs. Their accepted history states they existed on Absalom Station, and before that in the ancient city of Absalom, long before the Gap. With no firm scholarship to rely on, nuars have built a new mythology and history by borrowing elements from numerous other species and faiths. + +Nuars have a strong appreciation for the culture of orcs and half-orcs, and often follow orc conventions and traditions that don’t interfere with their endeavors in invention and innovation. They are drawn to technology and commonly worship Triune or Yaraesa, with their most senior priests also serving as skilled designers, engineers, and inventors. + +Nuars are not a numerous race, even on their declared home of Absalom Station. They have no known major settlements of their own, though rumors persist of technologically advanced labyrinths hidden deep within asteroids of the Diaspora. Beyond Absalom Station, they are most often found on exploratory ships, as their combination of impressive physiques, keen intellects, and urges to research and create serve them well. However, as nuars age, they also tend to want to establish roots, often returning to Absalom Station to start a family or build a community. + +A typical nuar stands between 7 and 7-1/2 feet tall and weighs about 300 pounds. + +## MAZE-CORES + +The nuars’ natural grasp of complex patterns and shifting connections has allowed them to develop special kinds of multifunctional devices using an adjustable component known as a maze-core. A maze-core device acts as two different pieces of equipment, though it can function as only one of the two at any given time. Only powered or technological equipment can be built as maze-core devices, and the items must be melee weapons, small arms, longarms, heavy weapons, computers, or technological devices. + +To create a maze-core device, select two pieces of equipment. The maze-core device has a bulk equal to that of the bulkiest of the two items + 1, and a cost equal to the most expensive of the two items + 1-1/2 times the cost of the less expensive item. When determining the maze-core equipment’s hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses. + +Changing a piece of maze-core equipment to function as the alternate piece of equipment is a swift action. + + +**Source** _Alien Archive pg. 86_ + +## NUAR SPECIALIST CR 8 + +**XP 4,800** +Nuar mechanic +LN Medium monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 117 +**EAC** 19; **KAC** 20 +**Fort** +9; **Ref** +9; **Will** +9 + +### OFFENSE + +**Speed** 40 ft. +**Melee** buzzblade dueling sword +17 (2d6+10 S) or horn +17 (1d12+10 P) +**Ranged** aphelion laser pistol +15 (3d4+8 F; critical burn 1d4) or frag grenade III +15 (explode \[15 ft., 4d6 P, DC 18\]) +**Offensive Abilities** gore, knockdown, overload (DC 18), target tracking + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +2; **INT** +6; **WIS** +4; **CHA** +1 +**Skills** Athletics +16, Bluff +16, Computers +21, Engineering +21, Physical Science +21 +**Languages** Common, Orc +**Other Abilities** artificial intelligence (exocortex), expert rig (cerebral implant), maze mind, mechanic tricks (holographic projector, neural shunt), miracle worker 1/day, remote hack (DC 18), wireless hack +**Gear** advanced lashunta tempweave (black force field \[10 HP\]), maze-core aphelion laser pistol and buzzblade dueling sword with 2 high-capacity batteries (40 charges each), frag grenades III (4), detonators (4) + +### ECOLOGY + +**Environment** any (Absalom Station) +**Organization** solitary + +### SPECIAL ABILITIES + +**Gore (Ex)** A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain. + +**Maze Mind (Ex)** Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nuar, Nuar Enforcer.md b/Compendium/SF1E/Bestiary/Alien Codex/Nuar, Nuar Enforcer.md new file mode 100644 index 0000000..0594560 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nuar, Nuar Enforcer.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 4 +Environment: any (Absalom Station) +hp: 52 +modifier: 0 +name: Nuar, Nuar Enforcer +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# NUAR, NUAR ENFORCER +Nuars are pale, minotaur-like creatures with formidable frames and roughly bovine faces, hooves, and horns. Their skin and hair range in coloration from snow white to cream, light gray, or tan, with eyes that are generally pink or red, though they much more rarely may be bright blue, green, or yellow. Nuars’ bestial appearance often convinces others that the creatures are slow-witted and simple, but this is far from the truth. + +Nuars trace their origins to lost Golarion, claiming they are a race distinct from the larger and less intelligent race of common minotaurs. Their accepted history states they existed on Absalom Station, and before that in the ancient city of Absalom, long before the Gap. With no firm scholarship to rely on, nuars have built a new mythology and history by borrowing elements from numerous other species and faiths. + +Nuars have a strong appreciation for the culture of orcs and half-orcs, and often follow orc conventions and traditions that don’t interfere with their endeavors in invention and innovation. They are drawn to technology and commonly worship Triune or Yaraesa, with their most senior priests also serving as skilled designers, engineers, and inventors. + +Nuars are not a numerous race, even on their declared home of Absalom Station. They have no known major settlements of their own, though rumors persist of technologically advanced labyrinths hidden deep within asteroids of the Diaspora. Beyond Absalom Station, they are most often found on exploratory ships, as their combination of impressive physiques, keen intellects, and urges to research and create serve them well. However, as nuars age, they also tend to want to establish roots, often returning to Absalom Station to start a family or build a community. + +A typical nuar stands between 7 and 7-1/2 feet tall and weighs about 300 pounds. + +## MAZE-CORES + +The nuars’ natural grasp of complex patterns and shifting connections has allowed them to develop special kinds of multifunctional devices using an adjustable component known as a maze-core. A maze-core device acts as two different pieces of equipment, though it can function as only one of the two at any given time. Only powered or technological equipment can be built as maze-core devices, and the items must be melee weapons, small arms, longarms, heavy weapons, computers, or technological devices. + +To create a maze-core device, select two pieces of equipment. The maze-core device has a bulk equal to that of the bulkiest of the two items + 1, and a cost equal to the most expensive of the two items + 1-1/2 times the cost of the less expensive item. When determining the maze-core equipment’s hardness and Hit Points, treat it as having the higher level of the two items, but for all other calculations, each item retains its own item level. If both items require the same kind of ammunition or power (such as a battery), they share a single battery of the highest capacity either device uses. + +Changing a piece of maze-core equipment to function as the alternate piece of equipment is a swift action. + +**Source** _Alien Archive pg. 86_ + +## NUAR ENFORCER CR 4 + +**XP 1,200** +Nuar soldier +N Medium monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 52 +**EAC** 18; **KAC** 20 +**Fort** +6; **Ref** +4; **Will** +5 + +### OFFENSE + +**Speed** 35 ft. +**Melee** tactical cryopike +12 (1d8+11 C) or horn +12 (1d6+11 P) +**Ranged** frostbite-class zero rifle +9 (1d8+4 C; critical staggered \[DC 13\]) or frag grenade II +9 (explode \[15ft., 2d6 P, DC 13\]) +**Offensive Abilities** gore, fighting styles (hit-and-run), knockdown + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** +1; **WIS** +1; **CHA** +0 +**Feats** Opening Volley +**Skills** Athletics +15, Intimidate +10, Survival +10 +**Languages** Common, Orc +**Other Abilities** maze mind +**Gear** lashunta ringwear II, maze-core frostbite-class zero rifle and tactical cryopike with 2 high-capacity batteries (40 charges each), frag grenades II (3) + +### ECOLOGY + +**Environment** any (Absalom Station) +**Organization** solitary, pair, or brute squad (3–6) + +### SPECIAL ABILITIES + +**Gore (Ex)** A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain. + +**Knockdown (Ex)** When a nuar enforcer scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect. + +**Maze Mind (Ex)** Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Adult Nyssholora.md b/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Adult Nyssholora.md new file mode 100644 index 0000000..ad2ca74 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Adult Nyssholora.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 11 +Environment: temperate or warm plains (Castrovel) +hp: 180 +modifier: 0 +name: Nyssholora, Adult Nyssholora +statblock: true +tags: +Type: N Huge magical beast +--- +# NYSSHOLORA, ADULT NYSSHOLORA +Among the most feared and deadly apex predators on Castrovel, a nyssholora is a dinosaur-like monster that stalks the wilderness across both Asana and the Colonies. These fearless hunters eat whatever they can catch and kill. They have plagued lashuntas and formians enough to figure prominently in the mythology of both species for millennia. + +A nyssholora resembles a tyrannosaur, standing on its hind legs and counterbalancing its massive head with a long, muscular tail. A nyssholora has a pair of upper appendages with claws that resemble scythe blades, as well as a smaller pair of similar arms the creature uses to mark its territory and communicate its location to offspring, hunting partners, or a mate. A wide maw filled with two rows of fangs dominates the creature’s head, and eight beady eyes run in two vertical rows along the bridge of its nose. A wide, flat crest tops its skull, behind which writhe a mass of short, smooth tentacles. A smaller bundle of tentacles tips the nyssholora’s tail. These tentacles serve two purposes. First, the nyssholora uses them to collect energy from the atmosphere. Second, they aid the nyssholora in sensing the presence of telepathic prey, including formians and lashuntas. Stealth in the plains is all but impossible for a creature the size of a nyssholora, and it makes little effort to camouflage itself, sporting bright neon striations of yellow and orange across its thick purple or pink hide. + +Nyssholoras nest and lay eggs, and both parents keep watch over unhatched young in the treacherous Castrovelian wilderness. Brooding nyssholoras are particularly aggressive, due to hunger and the desire to protect their offspring. When young nyssholoras hatch, they remain in the nest for only a day. They then stay near a parent, learning how to hunt. Juvenile nyssholoras become more and more independent over the course of a month and then set out on their own or in small groups that typically end up breaking up a couple months later. Adult nyssholoras have been known to respond to distress calls of their own offspring up to a year after separation. + +The people of Castrovel hunt nyssholoras to keep their numbers down. Big-game hunters collect the beasts’ phasic claws, the third segment of the creature’s forearms. These bladed talons are sharp, but their real danger is that they vibrate at ultrasonic speeds, creating a blade of concentrated sound waves that precedes the physical structure of the claw as it swipes through the air. This can cut through even extremely dense materials. Because of these adaptations, Castrovelian scientists have long believed that nyssholoras evolved to hunt prey that had both telepathy and preternaturally strong armor. This hypothetical prey has long since vanished from Castrovel, but the nyssholora, lacking predators to challenge its position at the top of the food chain, has remained. More than one nyssholora has used its talons to carve open vehicle hulls or cut into city walls to get at prey. + +Similarly, the volume and force with which a nyssholora releases its low, resonant roar are enough to weaken the structural integrity of buildings and concuss the bodies of other creatures. This mighty bellow offers potential prey an early warning to the beast’s approach since, in the absence of overwhelming ambient noise, a nyssholora’s cry can be heard as far as 20 miles away. The beast’s roar is so iconic that an entire genre of loud, growling music popular among korasha lashuntas adopted its name—originally as an insult from the style’s detractors, but quickly embraced by fans. Nyssholoran roar performances can be heard in counterculture hot spots throughout the Pact Worlds. + +In its horizontal walking pose, an adult nyssholora is 15 feet tall at the hip but can stand upright to over 20 feet. The typical adult nyssholora stretches as much as 40 feet from the tip of its tail to its nose and weighs 15 tons, although formian and lashunta legends tell of epic specimens two or three times recorded sizes. Juvenile nyssholoras are less than half the size and weigh almost 2 tons. + +**Source** _Alien Archive 2 pg. 86_ + +## ADULT NYSSHOLORA CR 11 + +**XP 12,800** +N Huge magical beast +**Init** +0; **Senses** darkvision 60 ft., low-light vision, telepathy sense 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +10; **Will** +13 +**Resistances** electricity 10, sonic 10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +24 (4d6+19 P plus swallow whole) or phasic claws +24 (2d8+19 So; critical wound \[DC 18\]) or tail scourge +24 (2d8+19 E) +**Multiattack** bite +18 (4d6+19 P plus swallow whole), phasic claws +18 (2d8+19 So; critical wound \[DC 18\]), tail scourge +18 (2d8+19 E) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** breath weapon (30-ft. cone, 11d6 So \[see text\], Reflex DC 18 half, usable every 1d6 rounds \[see text\]), swallow whole (4d6+19 B, EAC 24, KAC 22, 45 HP) + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +5; **INT** -4; **WIS** +3; **CHA** -2 +**Skills** Athletics +25 + +### ECOLOGY + +**Environment** temperate or warm plains (Castrovel) +**Organization** solitary, pair, or brood (1–2 adults plus 3–6 juveniles) + +### SPECIAL ABILITIES + +**Breath Weapon (Su)** A creature that fails its saving throw against the breath weapon is also staggered for 1 round. This breath weapon ignores an object’s hardness. An adult nyssholora can't use its breath weapon if it has a creature grappled in its mouth or for at least 1 round after swallowing a creature. + +**Phasic Claws (Su)** A nyssholora’s claws ignore half an object’s hardness. + +**Telepathy Sense (Su)** A nyssholora can sense any creature within 60 feet of it that has telepathy, limited telepathy, or a similar ability, such as that from a mystic’s telepathic bond. This sense works through walls or other obstacles, functioning like blindsense (vibration) and sense through (vibration). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Juvenile Nyssholora.md b/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Juvenile Nyssholora.md new file mode 100644 index 0000000..3dff37d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Nyssholora, Juvenile Nyssholora.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 4 +Environment: temperate or warm plains (Castrovel) +hp: 50 +modifier: 0 +name: Nyssholora, Juvenile Nyssholora +statblock: true +tags: +Type: N Large magical beast +--- +# NYSSHOLORA, JUVENILE NYSSHOLORA +Among the most feared and deadly apex predators on Castrovel, a nyssholora is a dinosaur-like monster that stalks the wilderness across both Asana and the Colonies. These fearless hunters eat whatever they can catch and kill. They have plagued lashuntas and formians enough to figure prominently in the mythology of both species for millennia. + +A nyssholora resembles a tyrannosaur, standing on its hind legs and counterbalancing its massive head with a long, muscular tail. A nyssholora has a pair of upper appendages with claws that resemble scythe blades, as well as a smaller pair of similar arms the creature uses to mark its territory and communicate its location to offspring, hunting partners, or a mate. A wide maw filled with two rows of fangs dominates the creature’s head, and eight beady eyes run in two vertical rows along the bridge of its nose. A wide, flat crest tops its skull, behind which writhe a mass of short, smooth tentacles. A smaller bundle of tentacles tips the nyssholora’s tail. These tentacles serve two purposes. First, the nyssholora uses them to collect energy from the atmosphere. Second, they aid the nyssholora in sensing the presence of telepathic prey, including formians and lashuntas. Stealth in the plains is all but impossible for a creature the size of a nyssholora, and it makes little effort to camouflage itself, sporting bright neon striations of yellow and orange across its thick purple or pink hide. + +Nyssholoras nest and lay eggs, and both parents keep watch over unhatched young in the treacherous Castrovelian wilderness. Brooding nyssholoras are particularly aggressive, due to hunger and the desire to protect their offspring. When young nyssholoras hatch, they remain in the nest for only a day. They then stay near a parent, learning how to hunt. Juvenile nyssholoras become more and more independent over the course of a month and then set out on their own or in small groups that typically end up breaking up a couple months later. Adult nyssholoras have been known to respond to distress calls of their own offspring up to a year after separation. + +The people of Castrovel hunt nyssholoras to keep their numbers down. Big-game hunters collect the beasts’ phasic claws, the third segment of the creature’s forearms. These bladed talons are sharp, but their real danger is that they vibrate at ultrasonic speeds, creating a blade of concentrated sound waves that precedes the physical structure of the claw as it swipes through the air. This can cut through even extremely dense materials. Because of these adaptations, Castrovelian scientists have long believed that nyssholoras evolved to hunt prey that had both telepathy and preternaturally strong armor. This hypothetical prey has long since vanished from Castrovel, but the nyssholora, lacking predators to challenge its position at the top of the food chain, has remained. More than one nyssholora has used its talons to carve open vehicle hulls or cut into city walls to get at prey. + +Similarly, the volume and force with which a nyssholora releases its low, resonant roar are enough to weaken the structural integrity of buildings and concuss the bodies of other creatures. This mighty bellow offers potential prey an early warning to the beast’s approach since, in the absence of overwhelming ambient noise, a nyssholora’s cry can be heard as far as 20 miles away. The beast’s roar is so iconic that an entire genre of loud, growling music popular among korasha lashuntas adopted its name—originally as an insult from the style’s detractors, but quickly embraced by fans. Nyssholoran roar performances can be heard in counterculture hot spots throughout the Pact Worlds. + +In its horizontal walking pose, an adult nyssholora is 15 feet tall at the hip but can stand upright to over 20 feet. The typical adult nyssholora stretches as much as 40 feet from the tip of its tail to its nose and weighs 15 tons, although formian and lashunta legends tell of epic specimens two or three times recorded sizes. Juvenile nyssholoras are less than half the size and weigh almost 2 tons. + +**Source** _Alien Archive 2 pg. 86_ + +## JUVENILE NYSSHOLORA CR 4 + +**XP 1,200** +N Large magical beast +**Init** +0; **Senses** darkvision 60 ft., low-light vision, telepathy sense 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +3; **Will** +6 +**Resistances** electricity 5, sonic 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +13 (1d6+9 P) or phasic claws +13 (1d4+9 So) or tail scourge +13 (1d4+9 E) +**Multiattack** bite +7 (2d6+9 P), phasic claws +7 (1d4+9 So), tail scourge +7 (1d4+9 E) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** breath weapon (15-ft. cone, 4d6 So \[see text\], Reflex DC 13 half, usable every 1d6 rounds) + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +15 + +### ECOLOGY + +**Environment** temperate or warm plains (Castrovel) +**Organization** solitary, pair, or pack (3–6) + +### SPECIAL ABILITIES + +**Breath Weapon (Su)** A creature that fails its saving throw against the breath weapon is also staggered for 1 round. This breath weapon ignores an object’s hardness. + +**Phasic Claws (Su)** A nyssholora’s claws ignore half an object’s hardness. + +**Telepathy Sense (Su)** A nyssholora can sense any creature within 60 feet of it that has telepathy, limited telepathy, or a similar ability, such as that from a mystic’s telepathic bond. This sense works through walls or other obstacles, functioning like blindsense (vibration) and sense through (vibration). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Oma.md b/Compendium/SF1E/Bestiary/Alien Codex/Oma.md new file mode 100644 index 0000000..9dfdf9d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Oma.md @@ -0,0 +1,80 @@ +--- +aliases: +cr: 16 +Environment: any vacuum or gas giant +hp: 285 +modifier: 8 +name: Oma +statblock: true +tags: +Type: N Colossal magical beast +--- +# OMA +## OMA CR 16 + +**XP 76,800** +N Colossal magical beast +**Init** +8; **Senses** darkvision 60 ft., low-light vision; **Perception** +28 + +### DEFENSE + +**HP** 285 +**EAC** 30; **KAC** 31 +**Fort** +16; **Ref** +16; **Will** +19 +**Immunities** cold, electricity, vacuum + +### OFFENSE + +**Speed** fly 60 ft. (Su, clumsy) +**Melee** tail slap +27 (6d8+19 B) or bite +27 (6d6+19 P plus swallow whole) +**Ranged** electrical discharge +29 (6d4+16 E; critical overload \[DC 24\]) +**Space** 30 ft.; **Reach** 20 ft. (30 ft. with tail slap) +**Offensive Abilities** swallow whole (5d4+16 E, EAC 30, KAC 27, 71 HP) +**Spells Known** (CL 16th) +1/day—_chain surge_ (DC 24), _greater discharge_ (DC 24) + +### STATISTICS + +**STR** +3; **DEX** +3; **CON** +7; **INT** +0; **WIS** +10; **CHA** +5 +**Skills** Acrobatics +33 (+25 when flying), Piloting +33, Sense Motive +28 +**Languages** starsong (can’t speak any language) +**Other Abilities** cavatina, no breath + +### ECOLOGY + +**Environment** any vacuum or gas giant +**Organization** solitary, pair, or pod (3–5) + +### SPECIAL ABILITIES + +**Cavatina (Su)** Once per day as a move action, an oma can sing a telepathic song that either encourages its friends or dispirits its foes. The oma can grant a +2 morale bonus to ability checks, attack rolls, and skill checks to all allies within 60 feet. Alternatively, the oma can cause all enemies within 60 feet who fail DC 24 Will saving throws to take a –2 penalty to ability checks, attack rolls, and skill checks. This bonus or penalty lasts for 8 rounds. + +**Electrical Discharge (Ex)** An oma can strike foes with a blast of electrical energy that has a range increment of 120 feet. When an oma scores a critical hit with its electric discharge, the target must succeed at a DC 24 Reflex save or technological items held by the target are unusable and do not provide any benefit to their wielder for 1 minute. + +## DESCRIPTION + +Oma are vast creatures, often called “space whales,” that travel endlessly through the inky void. They magically project electromagnetic fields that shield them from the effects of the vacuum as well as from the particulate rings and dense atmospheres of the gas giants in which they usually feed, extracting energy and nutrients with their energy baleen. Oma are most often seen traveling alone, though there are regions of the Pact Worlds system where pods of oma are known to migrate together on a particular, if mysterious, schedule. Rarely, massive numbers of oma gather in the rings of a planet and put on an incredible show, their energy fields intermingling and reacting with local gases to light up swaths of space in a multicolored spectacle. A typical oma is 150 feet long and weighs 250 tons. + +The most commonly known—and least understood—feature of oma is their starsong: a haunting telepathic melody that can be perceived thousands of miles away, even across the void of space. While most describe starsong as slow, mournful, and crooning, none ever agree on the finer details of a particular oma song, which suggests that each listener hears something different. Attempts to decipher concrete meaning from these tonal poems have so far eluded even the most brilliant magic and linguistics experts, as the oma speak in riddles that even they don’t always appear to understand. Scholars and cryptolinguists among the glowing (and completely unrelated) poet-whales of Triaxus’s arctic seas claim that the patterns represent a surprisingly complete oral history of the universe, albeit a highly stylized and nonchronological version. Whatever the content of the songs, even the saltiest of spacefarers can become tearily nostalgic when they recall their first experience hearing the haunting sound in the silence between worlds. + +Most reported interactions with oma have affirmed their docile nature, and many experienced spacefarers believe that the titanic creatures have a benevolent streak and that sighting one is a sign of good luck and favorable trade ahead. More than one crew of a disabled starship has reported being found by a passing oma, which then herded the ship back to civilized space. Once its temporary charges are safe again among their kind, the oma bids farewell with slow somersaults and cryptic starsong. However, those few that have attempted to hunt oma for sport have found them more than capable of defending themselves; the massive beasts can unleash a targeted burst of energy that disables most modern starship power cores. This has not gone unnoticed by various governments, who make periodic (and so far unsuccessful) attempts to reverse engineer and weaponize this ability. Oma are also capable of swallowing small starships (such as fighters and interceptors) whole; some do it accidentally as they feed, but most only when provoked. + +## OMA AS STARSHIPS + +Barathus once used oma as living starships, telepathically directing the creatures from within their surprisingly habitable stomachs. Modern bioengineering has made this form of travel rare, though occasionally delegations of barathus arrive at a port in an oma to make a grand impression. In a more gruesome fashion, certain advances in the synthesis of organic materials have created a more morbid way for smaller creatures to also harness the great power of an oma. At the end of its natural life, a typical oma travels to a gas giant that meets specific (but unknown) criteria, where it locks itself into orbit and refuses to feed as it sings a final telepathic dirge. Enterprising shipbuilding outfits—sometimes employing telepaths who have attuned themselves to this particular song—race to reach a dying oma before its orbit inevitably decays and the titanic corpse is lost. Specialized crews secure and preserve the massive beast, refitting its body into a ship frame that, while poorly suited to Drift travel thanks to its largely organic nature, makes for an excellent—albeit ghoulish—Material Plane transport vessel. + +The following frame statistics can simulate a living or dead oma starship, at the GM’s discretion, using the system for building starships presented in the _Starfinder Core Rulebook_. + +## OMA + +**Size** Medium +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 85 (increment 15); **DT** —; **CT** 17 +**Mounts** forward arc (1 heavy, 1 light), port arc (1 light), starboard arc (1 light), aft arc (1 light) +**Expansion Bays** 6 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 20 + +### SPECIAL ABILITIES + +**Drift Resistant (Ex)** An oma’s body must be specially refitted to accommodate Drift travel; installing a Drift engine in an oma increases the price of the engine by 50%. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Oni, Ja Noi.md b/Compendium/SF1E/Bestiary/Alien Codex/Oni, Ja Noi.md new file mode 100644 index 0000000..2604585 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Oni, Ja Noi.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 84 +modifier: 5 +name: Oni, Ja Noi +statblock: true +tags: +Type: LE Medium outsider (goblinoid, native, oni, shapechanger) +--- +# ONI, JA NOI +Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war— though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble drow, humans, giants, shirrens, and vesk, but among the most common oni are the ja noi, who have ties to the violent and militarist race of hobgoblins. + +Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes. + +Some hobgoblin groups interact so closely with ja noi that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means “the strongest,” these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds. + +**Source** _Alien Archive 2 pg. 88_ + +## JA NOI CR 5 + +**XP 1,600** +LE Medium outsider (goblinoid, native, oni, shapechanger) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 84 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +7; **Will** +6 +**Defensive Abilities** regeneration 3 (acid or fire), serene fighter + +### OFFENSE + +**Speed** 30 ft. (25 ft. in armor) +**Melee** tactical swoop hammer +15 (1d10+10 B; critical knockdown) +**Ranged** thunderstrike sonic rifle +12 (1d10+5 So; critical deafen \[DC 13\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with tactical swoop hammer) +**Spell-Like Abilities** (CL 5th) +1/day—_flight_ (3rd level) +3/day—_command_ (DC 12), _fear_ (1st level, DC 12), _supercharge weapon_ + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** +1; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +16, Intimidate +11, Stealth +11 +**Languages** Common, Goblin +**Other Abilities** change shape (Small or Medium humanoid) +**Gear** lashunta ringwear II, tactical swoop hammer, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, patrol (2–4), or warband (5–7 plus 8–15 hobgoblin troopers) + +### SPECIAL ABILITIES + +**Serene Fighter (Ex)** A ja noi is an experienced combatant and can remain calm even in the face of great adversity. Once per day, a ja noi can reroll a Will saving throw. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Oni, Kanabo Commando.md b/Compendium/SF1E/Bestiary/Alien Codex/Oni, Kanabo Commando.md new file mode 100644 index 0000000..3857031 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Oni, Kanabo Commando.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 40 +modifier: 2 +name: Oni, Kanabo Commando +statblock: true +tags: +Type: LE Medium outsider (goblinoid, native) +--- +# ONI, KANABO COMMANDO +Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war— though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble drow, humans, giants, shirrens, and vesk, but among the most common oni are the ja noi, who have ties to the violent and militarist race of hobgoblins. + +Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes. + +Some hobgoblin groups interact so closely with ja noi that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means “the strongest,” these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds. + +**Source** _Alien Archive 2 pg. 88_ + +## KANABO COMMANDO CR 3 + +**XP 800** +Kanabo soldier +LE Medium outsider (goblinoid, native) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 15; **KAC** 18 +**Fort** +5; **Ref** +5; **Will** +4 +**Defensive Abilities** armor savant + +### OFFENSE + +**Speed** 30 ft. (20 ft. in armor) +**Melee** carbon steel curveblade +12 (1d10+7 S; critical bleed 1d6) +**Ranged** autotarget rifle +9 (1d6+3 P) or flash grenade I +9 (explode \[5 ft., blinded 1d4 rounds, DC 12\]) +**Offensive Abilities** fighting styles (arcane assailant) +**Spell-Like Abilities** (CL 3rd) +1/day—_disguise self_, _supercharge weapon_ + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Athletics +13, Intimidate +8, Stealth +8 +**Languages** Common, Goblin +**Other Abilities** rune of the eldritch knight +**Gear** golemforged plating II, autotarget rifle with 50 longarm rounds, carbon steel curveblade, flash grenades I (2) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, strike vanguard (1 with 2–12 hobgoblin troopers), or elite squad (2–5) + +### SPECIAL ABILITIES + +**Armor Savant (Ex)** Kanabo have an innate mastery of the use of armor. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, their armor check penalty is 1 less severe than normal. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Oracle of Oras.md b/Compendium/SF1E/Bestiary/Alien Codex/Oracle of Oras.md new file mode 100644 index 0000000..66e159e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Oracle of Oras.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 190 +modifier: 2 +name: Oracle of Oras +statblock: true +tags: +Type: CN Gargantuan plant +--- +# ORACLE OF ORAS +## ORACLE OF ORAS CR 13 + +**XP 25,600** +CN Gargantuan plant +**Init** -2; **Senses** blindsight (life) 120 ft.; low-light vision; **Perception** +23 +**Aura** reverence (60 ft., Will DC 21) + +### DEFENSE + +**HP** 190; **RP** 7 +**EAC** 26; **KAC** 27 +**Fort** +14; **Ref** +12; **Will** +16 +**Defensive Abilities** reactive resistance, regeneration 10 (acid), unflankable; **DR** 10/—; **Immunities** combat maneuvers, plant immunities; **Resistances** cold 10, electricity 10, fire 10 + +### OFFENSE + +**Speed** 0 ft. +**Melee** branch +22 (6d4+17 B plus grab) +**Ranged** 4 branches +16 (3d4+17 B plus grab) +**Space** 20 ft.; **Reach** 20 ft. (25 ft. with branch) +**Offensive Abilities** grasping vines (DC 21) +**Mystic Spell-Like Abilities** (CL 13th) +At will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 13th; melee +22) +5th (3/day)—_call cosmos_, _commune with nature_ +4th (6/day)—_hold monster_ (DC 23), _mind thrust_ (DC 23), _mystic cure_, _polymorph_ +3rd (at will)—_entropic grasp_, _tongues_ +**Connection** xenodruid + +### STATISTICS + +**STR** +4; **DEX** -2; **CON** +6; **INT** +4; **WIS** +8; **CHA** +4 +**Skills** Life Science +28, Mysticism +28, Survival +23 +**Languages** Common (can’t speak any language); speak with animals, telepathy 60 ft. +**Other Abilities** gene transfer, share resistance, verdant portal + +### ECOLOGY + +**Environment** any +**Organization** solitary or treehouse (1 plus 1–10 followers of other species) + +### SPECIAL ABILITIES + +**Gene Transfer (Su)** Once per day as a full action, an oracle of Oras can access its stores of genetic information and provide a burst of psychically encoded transformation to all allies in its _telepathic bond_ that are living creatures. Those allies gain two of the following abilities for 1 minute: blindsense (life; 60 ft.), blindsight (life; 30 ft.), burrow (40 ft.), darkvision (60 ft.), damage reduction (5/—), fly (40 ft.; Su, average), resistance 10 to one type of energy damage, swim (40 ft.), or water breathing. The oracle of Oras can spend a Resolve Point to allow these adaptations to last 8 hours instead. + +**Mystic Connection (Su)** Oracles of Oras have a divine connection with the god of change, granting them the mystic class graft with the xenodruid connection. + +**Reverence (Su)** A creature that enters or starts its turn in the area must succeed at a DC 21 Will save or gain the fascinated condition for 2d4 rounds. A creature that succeeds at the save is immune to this aura for 24 hours. This is a mind-affecting emotion effect. + +**Verdant Portal (Su)** Once per day as a full action, an oracle of Oras can allow up to six creatures to travel through itself to any willing oracle of Oras in the same star system. All the creatures in the group must be physically touching one another, and they must all be traveling to the same destination. + +## DESCRIPTION + +Part gene repository, part temple, and part environmental guardian, an oracle of Oras is a sacred tree that presides in biodiverse ecosystems as a protector and cataloger of evolving species and rare genomes. Although most commonly found in dense forests and jungles, oracles of Oras can be found in almost every kind of terrain and on a number of planes. As saplings, they adapt themselves to wherever they set down roots, from land to sea to far stranger environs. They flourish in places sacred to Oras: those that are biodiverse, breathtaking, and in a state of constant flux. The oracles believe that adaptation and evolution are sacred paths to meeting new challenges, and they offer guidance and protection to life forms and ecosystems that embody such change. A typical oracle of Oras is 60 feet tall and 20 feet in diameter, but they can grow larger or smaller depending on their environment. + +Since they are rooted, oracles of Oras welcome visitors from afar, and they send their seedlings far and wide with trusted emissaries so that their offspring can experience change, explore new horizons, and help life reshape itself. They spur growth and trade sacred genetic information, helping those that they protect change and evolve to meet new challenges. Rumors suggest that the trees are indirectly responsible for some of the most potent and beneficial mutations in recent history, such as the creation of stable bleachling gnomes. Oracles of Oras do not claim individual names, but sapient creatures often given them titles of esteem based on their location, such as Oracle of Daza. + +Oracles of Oras have been found floating in the clouds of Bretheda, Liavara, and other gas giants, drawing nourishment from the mists around them. On Castrovel, several grow deep in the jungles of Ukulam, and one resides near the city of El, where it engages in discourse with scientific and spiritual scholars. Others have been found nestled among coral reefs in the oceans of Melos and Kalo-Mahoi and thriving in the radioactive fields outside Daza in Akiton. Whatever its environ, each tree grows far from others of its species, sometimes separated by entire continents or even planets from the next nearest of its kind. The trees are gregarious, showing a great interest in biotechnicians, scholars, xenodruids, and new sapient species. Where oracles of Oras grow larger than the endemic sapient life, they have formed themselves into elaborate treehouses that house their followers and honored guests. These treehouses serve as dormitories and guesthouses, constantly adapting themselves to serve the needs of their residents. In return, some inhabitants pledge themselves to the protection of the tree, serving as an unofficial security force. Other visitors are more transitory, traveling from one oracle to another via their verdant portals and sharing news and offerings of genetic information. + +Oracles of Oras sometimes find themselves in conflict with sapient creatures that are particularly exploitative of their environment. Many a construction project and city expansion that would threaten a delicate ecosystem near an oracle of Oras has met with mysterious catastrophe severe enough to end the endeavor. The trees also freely offer up genetic variants of both staple crops and rare or endangered animal and plant life, driving down the value of those offered by companies that would profit from patented life forms. + +On occasion, oracles have been known to offer sanctuary to rogue scientists, political prisoners, or those labeled eco-terrorists, protecting such wards at any cost. More rarely, an oracle of Oras can go rogue, valuing change and experimentation so much that it deliberately imbalances an ecosystem or tries to transform inhabitants against their will. In such cases, local governments—or even other oracles in the same network—usually seek adventurers or other third parties to resolve these disputes. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Orocoran, Orocoran Ichor Lord.md b/Compendium/SF1E/Bestiary/Alien Codex/Orocoran, Orocoran Ichor Lord.md new file mode 100644 index 0000000..73c6a08 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Orocoran, Orocoran Ichor Lord.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 9 +Environment: any (Aucturn) +hp: 120 +modifier: 4 +name: Orocoran, Orocoran Ichor Lord +statblock: true +tags: +Type: CE Medium aberration +--- +# OROCORAN, OROCORAN ICHOR LORD + +Native to Aucturn, orocorans maybe even predate the coming of the cults of the Elder Mythos and the Dominion of the Black, and they remain one of their world’s most populous intelligent races. Orocorans are parasites that prey on the living planet, seeking out the pulsing veins of black ichor that run beneath parts of Aucturn’s surface, drawing the liquid out with their mosquito-like proboscises. In addition to feeding the orocorans, these eldritch fluids also act as a powerful narcotic, filling the orocorans with euphoric hallucinations. Orocorans call this dream state “womb mind,” and they believe that it allows them to commune directly with the gestating consciousness of the planet itself. Indeed, there may be some truth to this idea, as even those orocorans not actively dreaming can use the ichor lingering in their systems to tap into this mystical consciousness and receive vague prophetic advice regarding their actions. Orocorans can usually be found wherever the veins of ichor flow thickest, either defending their hallucinogenic watering hole or simply lying sprawled in the grips of drug-induced stupors. When not ichor dreaming, orocorans are irritable and unpredictable, in constant lowgrade pain from withdrawal symptoms. Slothful by nature, orocorans have little desire to create civilization, and they generally do so only when forced into it by more powerful races or rare orocoran individuals called ichor lords. + +While most orocorans have their higher faculties rotted out by the unending hunger of addiction, barely even using their telepathy to communicate, perhaps one in a thousand finds that the ichor supercharges its intellectual capacities, giving it not only a greater degree of cunning and intelligence but enhanced magical powers. These ichor lords believe themselves to be direct conduits to the mind of the sleeping planet, something between priests and avatars, and consider it their divine responsibility to organize their kin and rule over them in pursuit of the dreaming Aucturn’s goals. What exactly these goals might be varies wildly from lord to lord, but they somehow always seem to involve securing the ichor lord’s power and comfort, along with the crafting of elegant monasteries or massive fortresses to guard the local supply of ichor. These warlord-oracles control their fellows through both brute magical power and monopolization of the planet’s fluids, but the need for the ichor to be relatively fresh means that most of these makeshift kingdoms extend only as far as the local vein runs, their influence tapering as soon as the vein dives too far underground to be mined effectively. Regardless of the size of their holdings, all ichor lords and their subjects recognize the authority of the mysterious entity called Carsai the King. Though Carsai’s true nature has never been established, most orocorans believe him to be the greatest ichor lord and the ultimate prophet of their slumbering god, referring to him as the First Dreamer. + +Though capable of using other races’ technology—frequently armed for battle and used as shock troops by ichor lords or more organized races—threatened orocorans generally default to spewing their madness-inducing stomach fluids onto enemies, letting the fluids rot their targets’ minds, and then moving in to exsanguinate them with their proboscises. While orocorans are nearly 6 feet tall when standing upright, they prefer to run on all fours, and they usually weigh around 150 pounds. Orocorans have no gender or designated reproductive organs, and mating involves two participants piercing each other’s torsos with their proboscises to share genetic information and become pregnant. These individuals lay clutches of fertilized eggs in ichor-filled pockets gouged out of the planet’s skin, and then they abandon their young completely. + +**Source** _Alien Archive pg. 90_ + +## OROCORAN ICHOR LORD CR 9 + +**XP 6,400** +CE Medium aberration +**Init** +4; **Senses** darkvision 60 ft., _see invisibility_; **Perception** +17 + +### DEFENSE + +**HP** 120; **RP** 1 +**EAC** 21; **KAC** 22 +**Fort** +8; **Ref** +8; **Will** +14 (+16 vs. mind-affecting effects) +**Defensive Abilities** unflankable + +### OFFENSE + +**Speed** 30 ft. +**Melee** proboscis +15 (3d4+9 P; critical bleed 1d6) +**Ranged** projectile vomit +17 (2d6+9 A plus hallucinate) +**Spell-Like Abilities** (CL 6th) +1/day—_augury_ +Constant—_see invisibility_ +**Spells Known** (CL 9th) +3rd (2/day)—_charm monster_ (DC 20), _mind thrust_ (DC 20) +2nd (6/day)—_fear_ (DC 19), _hold person_ (DC 19), _mystic cure_, _spider climb_ +At will—_command_ (DC 18), _lesser remove condition_ + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +3; **INT** +2; **WIS** +6; **CHA** +3 +**Skills** Intimidate +22, Mysticism +22, Sense Motive +17 +**Languages** Aklo, Common (can’t speak any language); limited telepathy 60 ft. + +### ECOLOGY + +**Environment** any (Aucturn) +**Organization** solitary or congregation (1 ichor lord plus 10–20 orocorans) + +### SPECIAL ABILITIES + +**Hallucinate (Ex)** An orocoran’s stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran’s projectile vomit must succeed at a DC 16 Will save or be confused (as per _confusion_) for 1d4 rounds. + +**Projectile Vomit (Ex)** As a standard action, an orocoran can spew a thin stream of vomit at a target within 30 feet. In addition to taking damage, a creature hit with this spray is subject to the orocoran’s hallucinate ability. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Orocoran.md b/Compendium/SF1E/Bestiary/Alien Codex/Orocoran.md new file mode 100644 index 0000000..2045720 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Orocoran.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 6 +Environment: any (Aucturn) +hp: 93 +modifier: 5 +name: Orocoran +statblock: true +tags: +Type: CE Medium aberration +--- +# OROCORAN +Native to Aucturn, orocorans maybe even predate the coming of the cults of the Elder Mythos and the Dominion of the Black, and they remain one of their world’s most populous intelligent races. Orocorans are parasites that prey on the living planet, seeking out the pulsing veins of black ichor that run beneath parts of Aucturn’s surface, drawing the liquid out with their mosquito-like proboscises. In addition to feeding the orocorans, these eldritch fluids also act as a powerful narcotic, filling the orocorans with euphoric hallucinations. Orocorans call this dream state “womb mind,” and they believe that it allows them to commune directly with the gestating consciousness of the planet itself. Indeed, there may be some truth to this idea, as even those orocorans not actively dreaming can use the ichor lingering in their systems to tap into this mystical consciousness and receive vague prophetic advice regarding their actions. Orocorans can usually be found wherever the veins of ichor flow thickest, either defending their hallucinogenic watering hole or simply lying sprawled in the grips of drug-induced stupors. When not ichor dreaming, orocorans are irritable and unpredictable, in constant lowgrade pain from withdrawal symptoms. Slothful by nature, orocorans have little desire to create civilization, and they generally do so only when forced into it by more powerful races or rare orocoran individuals called ichor lords. + +While most orocorans have their higher faculties rotted out by the unending hunger of addiction, barely even using their telepathy to communicate, perhaps one in a thousand finds that the ichor supercharges its intellectual capacities, giving it not only a greater degree of cunning and intelligence but enhanced magical powers. These ichor lords believe themselves to be direct conduits to the mind of the sleeping planet, something between priests and avatars, and consider it their divine responsibility to organize their kin and rule over them in pursuit of the dreaming Aucturn’s goals. What exactly these goals might be varies wildly from lord to lord, but they somehow always seem to involve securing the ichor lord’s power and comfort, along with the crafting of elegant monasteries or massive fortresses to guard the local supply of ichor. These warlord-oracles control their fellows through both brute magical power and monopolization of the planet’s fluids, but the need for the ichor to be relatively fresh means that most of these makeshift kingdoms extend only as far as the local vein runs, their influence tapering as soon as the vein dives too far underground to be mined effectively. Regardless of the size of their holdings, all ichor lords and their subjects recognize the authority of the mysterious entity called Carsai the King. Though Carsai’s true nature has never been established, most orocorans believe him to be the greatest ichor lord and the ultimate prophet of their slumbering god, referring to him as the First Dreamer. + +Though capable of using other races’ technology—frequently armed for battle and used as shock troops by ichor lords or more organized races—threatened orocorans generally default to spewing their madness-inducing stomach fluids onto enemies, letting the fluids rot their targets’ minds, and then moving in to exsanguinate them with their proboscises. While orocorans are nearly 6 feet tall when standing upright, they prefer to run on all fours, and they usually weigh around 150 pounds. Orocorans have no gender or designated reproductive organs, and mating involves two participants piercing each other’s torsos with their proboscises to share genetic information and become pregnant. These individuals lay clutches of fertilized eggs in ichor-filled pockets gouged out of the planet’s skin, and then they abandon their young completely. + + +**Source** _Alien Archive pg. 90_ + +## OROCORAN CR 6 + +**XP 2,400** +CE Medium aberration +**Init** +5; **Senses** darkvision 60 ft., _see invisibility_; **Perception** +13 + +### DEFENSE + +**HP** 93; **RP** 1 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +8; **Will** +7 (+9 vs. mind-affecting effects) +**Defensive Abilities** unflankable + +### OFFENSE + +**Speed** 30 ft. +**Melee** proboscis +13 (1d8+6 P; critical bleed 1d6) +**Ranged** projectile vomit +16 (1d10+6 A plus hallucinate) +**Spell-Like Abilities** (CL 6th) +1/day—_augury_ +Constant—_see invisibility_ + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +3; **INT** -1; **WIS** +1; **CHA** +2 +**Skills** Mysticism +13, Stealth +18, Survival +13 +**Languages** Aklo (can’t speak any language); limited telepathy 60 ft. + +### ECOLOGY + +**Environment** any (Aucturn) +**Organization** solitary, brood (2–9), or congregation (10–20 orocorans plus 1 ichor lord) + +### SPECIAL ABILITIES + +**Hallucinate (Ex)** An orocoran’s stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran’s projectile vomit must succeed at a DC 16 Will save or be confused (as per _confusion_) for 1d4 rounds. + +**Projectile Vomit (Ex)** As a standard action, an orocoran can spew a thin stream of vomit at a target within 30 feet. In addition to taking damage, a creature hit with this spray is subject to the orocoran’s hallucinate ability. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Osharu, Osharu Headteacher.md b/Compendium/SF1E/Bestiary/Alien Codex/Osharu, Osharu Headteacher.md new file mode 100644 index 0000000..700dabc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Osharu, Osharu Headteacher.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 105 +modifier: 2 +name: Osharu, Osharu Headteacher +statblock: true +tags: +Type: LN Medium monstrous humanoid +--- +# OSHARU, OSHARU HEADTEACHER +To the slug-like osharus, religion and science are two sides of the same coin—concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science. + +Osharu settlements are essentially citysized universities. Individuals involved in similar fields of study group together so they can aid in each others’ research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field. + +This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races. + +Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren’t magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes. + +Despite the osharus’ willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support. + +The average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopard-spotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result. + + +**Source** _Alien Archive 2 pg. 92_ + +## OSHARU HEADTEACHER CR 8 + +**XP 4,800** +Osharu mystic +LN Medium monstrous humanoid +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +9; **Will** +13 +**Weaknesses** susceptible to salt + +### OFFENSE + +**Speed** 25 ft., swim 25 ft. +**Melee** carbon staff +14 (1d8+9 B; critical knockdown) +**Ranged** corona laser pistol +16 (2d4+8 F; critical burn 1d4) +**Mystic Spell-Like Abilities** (CL 8th) +At will—_mindlink_ +**Mystic Spells Known** (CL 8th; ranged +16) +3rd (3/day)—_remove affliction_, _tongues_ +2nd (6/day)—_augury_, _force blast_ (DC 19), _hurl forcedisk_, _zone of truth_ (DC 19) +1st (at will)—_identify_, _mystic cure_ +**Connection** Akashic + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +0; **INT** +4; **WIS** +6; **CHA** +2 +**Skills** Culture +16, Life Science +21, Medicine +16, Mysticism +21, Physical Science +21, Profession (professor) +16 +**Languages** Common, Osharu +**Other Abilities** access Akashic record, Akashic knowledge, peer into the future (1/day), slime +**Gear** advanced lashunta tempweave, carbon staff, corona laser pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** pair or expedition (1 headteacher plus 3–6 osharus) + +### SPECIAL ABILITIES + +**Slime (Ex)** As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores. + +**Susceptible to Salt (Ex)** A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Osharu.md b/Compendium/SF1E/Bestiary/Alien Codex/Osharu.md new file mode 100644 index 0000000..9590a03 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Osharu.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 10 +modifier: 1 +name: Osharu +statblock: true +tags: +Type: LG Medium monstrous humanoid +--- +# OSHARU +To the slug-like osharus, religion and science are two sides of the same coin—concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science. + +Osharu settlements are essentially citysized universities. Individuals involved in similar fields of study group together so they can aid in each others’ research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field. + +This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races. + +Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren’t magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes. + +Despite the osharus’ willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support. + +The average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopard-spotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result. + +**Source** _Alien Archive 2 pg. 92_ + +## OSHARU CR 1/2 + +**XP 200** +LG Medium monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 10 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +2; **Will** +5 +**Weaknesses** susceptible to salt + +### OFFENSE + +**Speed** 25 ft., swim 25 ft. +**Melee** unarmed strike +3 (1d3 B nonlethal) +**Ranged** pulsecaster pistol +5 (1d4 E nonlethal) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** -1; **INT** +3; **WIS** +2; **CHA** +0 +**Skills** Culture +4, Life Science +9, Medicine +4, Mysticism +9, Physical Science +9 +**Languages** Common, Osharu +**Other Abilities** slime +**Gear** pulsecaster pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** pair or expedition (3–6 plus 1 headteacher) + +### SPECIAL ABILITIES + +**Slime (Ex)** As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores. + +**Susceptible to Salt (Ex)** A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Enigma.md b/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Enigma.md new file mode 100644 index 0000000..abd1236 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Enigma.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 8 +Environment: aquatic (any water) +hp: 110 +modifier: 6 +name: Osifern, Enigma +statblock: true +tags: +Type: N Large animal (aquatic) +--- +# OSIFERN, ENIGMA +Often mistaken for vegetation, osiferns have proliferated in countless worlds’ shallow waterways. These largely sessile filter feeders anchor themselves to rocks, coral, shipwrecks or, occasionally, the shells of larger creatures early in life, rarely if ever moving from that spot. Resembling translucent tubes, osiferns are famous for their visible and deceptively sturdy internal skeleton—a defensive counterpoint to the creatures’ soft and flexible exteriors. Opaque, varied markings give them the appearance of having faces, although they don’t have eyes. While these patterns provide camouflage for young osiferns or spook potential predators, many adults sport bright, distinctive “faces” that make them stand out rather than blend in. + +Although outwardly endearing and harmless, osiferns are remarkably dangerous. Highly resilient, these creatures can adapt to salty, brackish, or fresh water without difficulty. Osiferns also readily bludgeon neighboring creatures to eliminate competition within their territories, and the enzymes they spray in self-defense conveniently also break down trespassers’ flesh into morsels the osiferns can absorb. Their gregarious sprouts can grow into vast osifern gardens; they can alert each other to danger through chemical signals, rallying rudimentary group defenses. + +Dangerous enough with their normal life cycle, osiferns infrequently congregate and then collectively metamorphose into an osifern enigma—a large, free-swimming predator with a central notochord and a mouth ringed with thick, ropy tendrils. The composite body has pneumatic mouthparts and teeth capable of grabbing and swallowing larger prey, in contrast to smaller osiferns’ filter feeding method. Most enigmas studied so far appear approximately 10 feet long and weigh 250 pounds, yet scars left on their escaped prey suggest they can reach twice this size or larger. Osifern enigmas can swiftly undulate through the water to reach deeper areas, where they commonly adapt to crushing depths and frigid temperatures (though enigmas that live near volcanic vents often have resistance to fire instead of cold). + +Enigmas demonstrate a surprising degree of aesthetic sensibilities, as they seem to enjoy making visual statements with their bodily markings, expelling jets of bioluminescence without warning and even grafting sparkly rocks or the bones of their prey onto their diaphanous bodies to augment their appearances. + +Scientific expeditions regularly hire adventurous divers and submersible pilots to help study (or even capture) enigmas, whereas conservation programs just as often send contractors with the same skills to eliminate osifern infestations. + +**Source** _Alien Archive 4 pg. 78_ + +## ENIGMA CR 8 + +**XP 4,800** +N Large animal (aquatic) +**Init** +6; **Senses** blindsight 120 ft. (sound), sightless;; **Perception** +16 + +### DEFENSE + +**HP** 110 +**EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +12; **Will** +7 +**Defensive Abilities** depth inured, regeneration 5 (electricity); **Resistances** cold 5 + +### OFFENSE + +**Speed** swim 50 ft. +**Melee** bite +19 (3d4+12 P plus swallow whole) or slam +19 (1d10+12 B) +**Multiattack** 3 slams +13 (1d10+12 B) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** enigmatic eruption, swallow whole (3d4+12 A, EAC 20, KAC 18, 27 HP) + +### STATISTICS + +**STR** +4; **DEX** +6; **CON** +2; **INT** -4; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +16, Athletics +21, Stealth +16 + +### ECOLOGY + +**Environment** aquatic (any water) +**Organization** solitary + +### SPECIAL ABILITIES + +**Depth Inured (Ex)** An osifern enigma is immune to the dangers of extreme depths. +**Enigmatic Eruption (Ex)** Three times per day as a standard action, an osifern enigma can regurgitate glittering digestive enzymes in a 30-foot cone. The enzyme deals 6d6 acid damage to creatures and objects in the area, and creatures in the area are blinded for 1d4 rounds; a creature that succeeds at a DC 16 Reflex save takes half damage and negates the blindness. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Sprout.md b/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Sprout.md new file mode 100644 index 0000000..0e72ea5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Osifern, Sprout.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 1/2 +Environment: aquatic (any water) +hp: 10 +modifier: 1 +name: Osifern, Sprout +statblock: true +tags: +Type: N Tiny animal (aquatic) +--- +# OSIFERN, SPROUT +Often mistaken for vegetation, osiferns have proliferated in countless worlds’ shallow waterways. These largely sessile filter feeders anchor themselves to rocks, coral, shipwrecks or, occasionally, the shells of larger creatures early in life, rarely if ever moving from that spot. Resembling translucent tubes, osiferns are famous for their visible and deceptively sturdy internal skeleton—a defensive counterpoint to the creatures’ soft and flexible exteriors. Opaque, varied markings give them the appearance of having faces, although they don’t have eyes. While these patterns provide camouflage for young osiferns or spook potential predators, many adults sport bright, distinctive “faces” that make them stand out rather than blend in. + +Although outwardly endearing and harmless, osiferns are remarkably dangerous. Highly resilient, these creatures can adapt to salty, brackish, or fresh water without difficulty. Osiferns also readily bludgeon neighboring creatures to eliminate competition within their territories, and the enzymes they spray in self-defense conveniently also break down trespassers’ flesh into morsels the osiferns can absorb. Their gregarious sprouts can grow into vast osifern gardens; they can alert each other to danger through chemical signals, rallying rudimentary group defenses. + +Dangerous enough with their normal life cycle, osiferns infrequently congregate and then collectively metamorphose into an osifern enigma—a large, free-swimming predator with a central notochord and a mouth ringed with thick, ropy tendrils. The composite body has pneumatic mouthparts and teeth capable of grabbing and swallowing larger prey, in contrast to smaller osiferns’ filter feeding method. Most enigmas studied so far appear approximately 10 feet long and weigh 250 pounds, yet scars left on their escaped prey suggest they can reach twice this size or larger. Osifern enigmas can swiftly undulate through the water to reach deeper areas, where they commonly adapt to crushing depths and frigid temperatures (though enigmas that live near volcanic vents often have resistance to fire instead of cold). + +Enigmas demonstrate a surprising degree of aesthetic sensibilities, as they seem to enjoy making visual statements with their bodily markings, expelling jets of bioluminescence without warning and even grafting sparkly rocks or the bones of their prey onto their diaphanous bodies to augment their appearances. + +Scientific expeditions regularly hire adventurous divers and submersible pilots to help study (or even capture) enigmas, whereas conservation programs just as often send contractors with the same skills to eliminate osifern infestations. + +**Source** _Alien Archive 4 pg. 78_ + +## SPROUT CR 1/2 + +**XP 200** +N Tiny animal (aquatic) +**Init** +1; **Senses** blindsense 30 ft. (sound), blindsight 5 ft. (sound), sightless; **Perception** +4 + +### DEFENSE + +**HP** 10 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +4; **Will** +0 +**Defensive Abilities** regeneration 1 (electricity) + +### OFFENSE + +**Speed** swim 10 ft. +**Melee** slam +3 (1d6+3 B) +**Ranged** ebullient jet +6 (1d6+1 A) +**Space** 2-1/2 ft.; **Reach** 0 ft. + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +2; **INT** -5; **WIS** +0; **CHA** +0 +**Skills** Athletics +9, Stealth +4, Survival +4 + +### ECOLOGY + +**Environment** aquatic (any water) +**Organization** solitary, pair, or accumulation (3–13) + +### SPECIAL ABILITIES + +**Ebullient Jet (Ex)** As a standard action usable once every 1d4 rounds, an osifern can expel a jet of seawater and chemicals to a maximum range of 30 feet with no range increment. Any creature damaged by this attack is nauseated for 1 round (Fortitude DC 9 negates). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Inquisitive.md b/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Inquisitive.md new file mode 100644 index 0000000..614a12a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Inquisitive.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 2 +Environment: any (Vesk-6) +hp: 20 +modifier: 2 +name: Pahtra, Pahtra Inquisitive +statblock: true +tags: +Type: N Medium humanoid (pahtra) +--- +# PAHTRA, PAHTRA INQUISITIVE +The catlike pahtras are one of the most prominent species of the Veskarium, natives of a lush world they call Pulonis but that the Veskarium designates as Vesk-6. Their home planet’s relatively low gravity and fast predatory species resulted in the pahtras evolving into a lean race with elongated humanoid bodies and limbs. Pahtras’ fur ranges in color from tawny brown to shades of black and gray, while their eyes can be virtually any color of the visible spectrum. According to ancient traditions, a pahtra’s unique facial pattern indicates her character and potential for achievement. Some pahtra societies still assign adolescent pahtras to a specific social role after a reading of her face patterns by a pahtra mystic. However, the most recent generations of pahtras have begun to resist this often-superficial classification, especially as news reaches Vesk-6 of prominent offworld pahtras who break their supposed type. + +While the tradition of assigning status based on facial fur patterns is fading, similarly ancient rites requiring all pahtras, regardless of status, to participate in a dangerous, weeks-long competition in their 15th year are still very common. Such competitions involve dividing the adolescents into groups of a dozen each and sending them into the jungle. There, they face both natural threats and their peers in survival challenges and war games that result in more than a few casualties each year. The performance of a pahtra in this rite often dictates the trajectory of their social standing thereafter. + +Most pahtras are asexual, and a relatively small number of breeding couples bolster the population with litters of six to eight kits at a time. While pahtras frequently form lifelong, loving relationships with a single partner or small set of partners, they cherish individualism above all else. From their first steps, they strive to distinguish themselves from their siblings by developing and perfecting a unique ability. This inclination also makes pahtras highly suspicious of conformism—including that demanded by their vesk overseers—and while they can be deeply distrustful of strangers, they are also very protective of those they consider friends. + +Pahtra culture sees music and battle as the two greatest possible career paths, defining all other activities by how they relate to these callings. They also see strong synergies in the two pursuits, using music not just for artistic expression but also to coordinate battles and intimidate their enemies. Pahtras have perfect pitch and are natural musicians, and their music plays a central role in their society. They use arias, ballads, and elaborate musicals to tell the stories of their most legendary warriors, and they play bass- and percussion-heavy music to bolster their morale on the battlefield. + +When the first wave of vesk forces arrived on Vesk-6, pahtras were much less advanced technologically, and though their many nations had significant similarities in culture, they were in no way united or uniform. They were ultimately unable to resist the vesk’s advanced weapons, starships, and interplanetary empire, but their warrior traditions, knowledge of local terrain, and willingness to fight for their homelands ensured the vesk conquest was neither swift nor easy. Their bold resistance won the pahtras no small amount of respect from the lizard-like race. While some smaller pahtra collectives were destroyed in the war, others formed coalitions and grew into larger and more varied nation-states. In time, all these major pahtra nations signed treaties with the Veskarium, accepting vesk rule and a host of Veskarium regulations in return for largely maintaining self-rule in local matters. Only the enormous Command 6 military base that serves as the capital of Vesk-6 and base of operations for the planet’s vesk high despot is ruled entirely by vesk officers and officials; more remote regions are generally overseen by a consul who works with local pahtra governments. While most such consuls are retired vesk officers, a few pahtra consuls also exist. + +Vesk-6 and its people are now unquestionably part of the Veskarium, but most pahtra uphold their cultural traditions, trusting in their ancient ways of life to keep them distinct (and often far away) from the vesk ruling class. Some groups seek to punish the vesk for their conquest, even seeking to expel their conquerors and reclaim Pulonis as their own, but such efforts rarely do more than draw the ire of legions of Veskarium peacekeepers. + +Most pahtras who refuse to live under vesk rule instead take advantage of the opportunities presented by the Veskarium’s alliance with the Pact Worlds, and travel far from their home planet to try their luck as explorers, mercenaries, musicians, or seers. + +**Source** _Alien Archive 2 pg. 94_ + +## PAHTRA INQUISITIVE CR 2 + +**XP 600** +Pahtra technomancer +N Medium humanoid (pahtra) +**Init** +2; **Senses** darkvision 60 ft., low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 20 +**EAC** 12; **KAC** 13 +**Fort** +1; **Ref** +3; **Will** +5 +**Defensive Abilities** nimble + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +4 (1d4+2 B) +**Ranged** static arc pistol +6 (1d6+2 E; critical arc 2) +**Technomancer Spells Known** (CL 2nd; melee +4, ranged +6) +1st (3/day)—_detect tech_, _jolting surge_ +0 (at will)—_detect magic_, _energy ray_ + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +4; **WIS** +1; **CHA** +1 +**Skills** Acrobatics +12, Computers +12, Mysticism +7, Profession (dancer) +7, Stealth +12 +**Languages** Common, Pahtra, Vesk +**Other Abilities** magic hacks (quick scan), spell cache (tattoo) +**Gear** kasatha microcord I, static arc pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Vesk-6) +**Organization** solitary, pair, or clowder (3–8) + +### SPECIAL ABILITIES + +**Nimble (Ex)** An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Stalker.md b/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Stalker.md new file mode 100644 index 0000000..da14fba --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Pahtra, Pahtra Stalker.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 6 +Environment: any (Vesk-6) +hp: 82 +modifier: 7 +name: Pahtra, Pahtra Stalker +statblock: true +tags: +Type: N Medium humanoid (pahtra) +--- +# PAHTRA, PAHTRA STALKER +The catlike pahtras are one of the most prominent species of the Veskarium, natives of a lush world they call Pulonis but that the Veskarium designates as Vesk-6. Their home planet’s relatively low gravity and fast predatory species resulted in the pahtras evolving into a lean race with elongated humanoid bodies and limbs. Pahtras’ fur ranges in color from tawny brown to shades of black and gray, while their eyes can be virtually any color of the visible spectrum. According to ancient traditions, a pahtra’s unique facial pattern indicates her character and potential for achievement. Some pahtra societies still assign adolescent pahtras to a specific social role after a reading of her face patterns by a pahtra mystic. However, the most recent generations of pahtras have begun to resist this often-superficial classification, especially as news reaches Vesk-6 of prominent offworld pahtras who break their supposed type. + +While the tradition of assigning status based on facial fur patterns is fading, similarly ancient rites requiring all pahtras, regardless of status, to participate in a dangerous, weeks-long competition in their 15th year are still very common. Such competitions involve dividing the adolescents into groups of a dozen each and sending them into the jungle. There, they face both natural threats and their peers in survival challenges and war games that result in more than a few casualties each year. The performance of a pahtra in this rite often dictates the trajectory of their social standing thereafter. + +Most pahtras are asexual, and a relatively small number of breeding couples bolster the population with litters of six to eight kits at a time. While pahtras frequently form lifelong, loving relationships with a single partner or small set of partners, they cherish individualism above all else. From their first steps, they strive to distinguish themselves from their siblings by developing and perfecting a unique ability. This inclination also makes pahtras highly suspicious of conformism—including that demanded by their vesk overseers—and while they can be deeply distrustful of strangers, they are also very protective of those they consider friends. + +Pahtra culture sees music and battle as the two greatest possible career paths, defining all other activities by how they relate to these callings. They also see strong synergies in the two pursuits, using music not just for artistic expression but also to coordinate battles and intimidate their enemies. Pahtras have perfect pitch and are natural musicians, and their music plays a central role in their society. They use arias, ballads, and elaborate musicals to tell the stories of their most legendary warriors, and they play bass- and percussion-heavy music to bolster their morale on the battlefield. + +When the first wave of vesk forces arrived on Vesk-6, pahtras were much less advanced technologically, and though their many nations had significant similarities in culture, they were in no way united or uniform. They were ultimately unable to resist the vesk’s advanced weapons, starships, and interplanetary empire, but their warrior traditions, knowledge of local terrain, and willingness to fight for their homelands ensured the vesk conquest was neither swift nor easy. Their bold resistance won the pahtras no small amount of respect from the lizard-like race. While some smaller pahtra collectives were destroyed in the war, others formed coalitions and grew into larger and more varied nation-states. In time, all these major pahtra nations signed treaties with the Veskarium, accepting vesk rule and a host of Veskarium regulations in return for largely maintaining self-rule in local matters. Only the enormous Command 6 military base that serves as the capital of Vesk-6 and base of operations for the planet’s vesk high despot is ruled entirely by vesk officers and officials; more remote regions are generally overseen by a consul who works with local pahtra governments. While most such consuls are retired vesk officers, a few pahtra consuls also exist. + +Vesk-6 and its people are now unquestionably part of the Veskarium, but most pahtra uphold their cultural traditions, trusting in their ancient ways of life to keep them distinct (and often far away) from the vesk ruling class. Some groups seek to punish the vesk for their conquest, even seeking to expel their conquerors and reclaim Pulonis as their own, but such efforts rarely do more than draw the ire of legions of Veskarium peacekeepers. + +Most pahtras who refuse to live under vesk rule instead take advantage of the opportunities presented by the Veskarium’s alliance with the Pact Worlds, and travel far from their home planet to try their luck as explorers, mercenaries, musicians, or seers. + +**Source** _Alien Archive 2 pg. 94_ + +## PAHTRA STALKER CR 6 + +**XP 2,400** +Pahtra operative +N Medium humanoid (pahtra) +**Init** +7; **Senses** darkvision 60 ft., low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 82; **RP** 4 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +8; **Will** +9 +**Defensive Abilities** evasion, nimble + +### OFFENSE + +**Speed** 40 ft. +**Melee** tactical knife +12 (2d4+6 S) +**Ranged** advanced semi-auto pistol +14 (2d6+6 P) or tactical shirren-eye rifle +14 (1d10+6 P) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +0; **INT** +3; **WIS** +2; **CHA** +1 +**Skills** Acrobatics +14, Athletics +19, Bluff +14, Culture +19, Profession (mercenary) +19, Sense Motive +19, Stealth +19 +**Languages** Common, Pahtra, Vesk +**Other Abilities** operative exploits (glimpse the truth, hampering shot), specialization (detective) +**Gear** elite stationwear, advanced semi-auto pistol with 24 small arm rounds, tactical knife, tactical shirren-eye rifle with 25 sniper rounds + +### ECOLOGY + +**Environment** any (Vesk-6) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Nimble (Ex)** An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Paraforan, Paraforan Fragment.md b/Compendium/SF1E/Bestiary/Alien Codex/Paraforan, Paraforan Fragment.md new file mode 100644 index 0000000..7140df5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Paraforan, Paraforan Fragment.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 6 +Environment: vacuum (the Drift) +hp: 80 +modifier: 5 +name: Paraforan, Paraforan Fragment +statblock: true +tags: +Type: N Medium outsider (extraplanar) +--- +# PARAFORAN, PARAFORAN FRAGMENT +Although many think of the Drift as a plane used strictly for starship travel, a dangerous repository of planar flotsam and jetsam, and a distant home to the god Triune and their most ardent devotees, it has its own strange ecosystem. Handfuls of explorers who frequent the Transitive Plane to expedite travel across the galaxy have told wild tales of mysterious crystalline formations floating surreptitiously nearby as they prepare to return to the Material Plane. Some have even reported seeing flashes of color rush by their portholes as the starship moves between the planes. While some might think these stories simple flights of fancy, their near-mythological subjects are actual creatures: the strangely beautiful, crystalline outsiders known as paraforans. + +Paraforans feed by consuming the energy given off in the wake of starships and creatures jumping between the Drift and the Material Plane. Astrophysicists have yet to discover how they reproduce or are born, with many believing they simply coalesce out of the unusual clouds of planar energy that populate the Drift. Paraforans begin life as smaller crystalline fragments that flit through the void, seeking Drift engine energy to consume. These creatures, known as paraforan fragments, can cause painful psychic interference when threatened but are quickly mollified by supernaturally flashing lights and other fascinating effects. When a half a dozen or more fragments gather in a single location in the Drift (usually close to a Drift beacon), they begin to resonate at the same frequency and meld together to form an adult paraforan, which has a larger wingspan and a feathery tail of multihued light. The consciousness of each fragment is contained within the paraforan, increasing the creature’s overall intelligence and psychic power. In addition, the adult paraforan can briefly tap into its fragments’ regenerative power to heal itself. When it does so, it glows with a light bright enough to temporarily blind many sighted creatures. + +Both paraforans and paraforan fragments can instinctively sense Drift beacons and Drift engines, flocking to them in the hopes of finding a starship making a jump. Due to the creatures’ appearance and attraction to such technology, they are colloquially known as “Drift moths.” Sadly, when paraforans move to feed off a starship’s wake, they can be dragged along for the ride. The passage between the planes is turbulent and violent, often causing paraforans to split into a collection of fragments. Sometimes, a paraforan or its fragments appear within a starship after a jump, which is disorienting for these creatures. Such a paraforan or fragment will usually try to flee the vessel, attacking anyone in the way. For some reason, while on the Material Plane, paraforans have difficulty feeding off Drift beacon energy and are less likely to be pulled back into the Drift when a starship engages its Drift engine. Eventually, these paraforans slowly starve to death, their bodies stiffening and losing much of their color. + +To date, paraforans have never been seen near Absalom Station. Some speculate that the energy generated by the Starstone is too much for the creatures to bear and that those doomed paraforans that attempt to feed off it are completely vaporized. + +**Source** _Alien Archive 3 pg. 76_ + +## PARAFORAN FRAGMENT CR 6 + +**XP 2,400** +N Medium outsider (extraplanar) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +18 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 +**Defensive Abilities** fast healing 5, void adaptation +**Weaknesses** susceptible to fascination + +### OFFENSE + +**Speed** fly 60 ft. (Su, average) +**Melee** slam +13 (1d6+8 B) +**Offensive Abilities** psychic shriek + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +3; **INT** -3; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +18, Athletics +13, Piloting +18 (to navigate only), Stealth +13 +**Other Abilities** spaceflight + +### ECOLOGY + +**Environment** vacuum (the Drift) +**Organization** solitary, pair, or collection (3–7) + +### SPECIAL ABILITIES + +**Psychic Shriek (Su)** Three times per day as a standard action, a paraforan fragment can vibrate at a frequency that manifests as a painful shriek within the minds of creatures around it. Each non-paraforan creature within a 30-foot radius takes 2d6+6 damage and gains the off-target condition for 1 round. A creature that succeeds at a DC 16 Will save takes half damage, negates the off-target condition, and is immune to the same paraforan fragment’s psychic shriek for 24 hours. This is a mind-affecting effect. + +**Susceptible to Fascination (Su)** A paraforan fragment automatically fails the saving throw against any effect that imparts the fascinated condition. When a potential threat approaches the paraforan fragment, it can attempt a saving throw against the fascinating effect, though it takes a –4 penalty to the save. A paraforan fragment loses its fast healing ability while it is fascinated and for 1d4 rounds after the fascinated condition ends. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Paraforan.md b/Compendium/SF1E/Bestiary/Alien Codex/Paraforan.md new file mode 100644 index 0000000..47e41b2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Paraforan.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 12 +Environment: vacuum (the Drift) +hp: 222 +modifier: 5 +name: Paraforan +statblock: true +tags: +Type: N Large outsider (extraplanar) +--- +# PARAFORAN + +## PARAFORAN CR 12 + +**XP 19,200** +N Large outsider (extraplanar) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +27 + +### DEFENSE + +**HP** 222 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +13; **Will** +15 +**Defensive Abilities** void adaptation + +### OFFENSE + +**Speed** fly 120 ft. (Su, perfect) +**Melee** slam +22 (2d12+16 B) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** shrieking chorus + +### STATISTICS + +**STR** +4; **DEX** +8; **CON** +5; **INT** +1; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +27 (+35 to fly), Athletics +22, Piloting +27 (to navigate only), Stealth +22 +**Other Abilities** healing incandescence, hyperspace master, spaceflight + +### ECOLOGY + +**Environment** vacuum (the Drift) +**Organization** solitary or voyage (2–4) + +### SPECIAL ABILITIES + +**Healing Incandescence (Su)** Once per day as a full action, a paraforan can pulse with a shimmering light that heals it. The paraforan gains fast healing 15 for 1d4+1 rounds. During this time, any creature that begins its turn or moves adjacent to the paraforan must succeed at a DC 21 Reflex save or gain the blinded condition for 1 round. This is a sense-dependent effect. + +**Hyperspace Master (Su)** When navigating, a paraforan treats all Drift beacons as frequently visited, even if it has never traveled to that beacon. + +**Shrieking Chorus (Su)** Three times per day as a standard action, a paraforan can vibrate its entire body to cause massive psychic pain. Each non-paraforan creature within 60 feet takes 4d8+12 damage and gains the shaken condition for 1d4 rounds. A creature that succeeds at a DC 21 Will save takes half damage, isn’t shaken, and cannot be affected by the same paraforan’s shrieking chorus for 24 hours. This is a mind-affecting effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Phentomite, Phentomite Bridger.md b/Compendium/SF1E/Bestiary/Alien Codex/Phentomite, Phentomite Bridger.md new file mode 100644 index 0000000..4275b83 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Phentomite, Phentomite Bridger.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 6 +Environment: any (Orry) +hp: 80 +modifier: 7 +name: Phentomite, Phentomite Bridger +statblock: true +tags: +Type: NG Medium humanoid (phentomite) +--- +# PHENTOMITE, PHENTOMITE BRIDGER +Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world’s mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding. + +Orry’s surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they’ve developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry’s planet-breaking accident. + +The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite’s skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance. + +The farmlands of Orry provide the phentomites with the majority of that world’s important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists’ enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry’s past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals. + +Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry’s gravitational anomaly—a certain death. + +The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry’s surfaces is incredibly hazardous. Orry’s trade partners have agreed to land offworld vessels only in a phentomitedesignated area outside of Zisfahani, Orry’s largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers. + + +**Source** _Alien Archive 2 pg. 96_ + +## PHENTOMITE BRIDGER CR 6 + +**XP 2,400** +Phentomite operative +NG Medium humanoid (phentomite) +**Init** +7; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +12; **Will** +5 +**Defensive Abilities** acclimated, evasion + +### OFFENSE + +**Speed** 40 ft., climb 30 ft., swim 30 ft. +**Melee** tactical knife +12 (2d4+8 S) +**Ranged** tactical semi-auto pistol +14 (1d6+6 P) or tactical shirren-eye rifle +14 (1d10+6 P) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +0; **INT** +2; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +19, Athletics +19 (+27 to climb or swim), Culture +14, Engineering +14, Survival +19 +**Languages** Orrian +**Other Abilities** heat tracker, operative exploits (sure-footed), specialization (daredevil) +**Gear** elite stationwear, tactical knife, tactical semi-auto pistol with 27 small arm rounds, tactical shirren-eye rifle with 20 sniper rounds + +### ECOLOGY + +**Environment** any (Orry) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Acclimated (Ex)** Phentomites are acclimated to thin atmospheres and high altitudes, and they count as Small creatures for the purpose of slow suffocation. + +**Heat Tracker (Ex)** As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the Perception skill to perform the follow tracks task of the Survival skill and also functions as the tracking universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Phentomite.md b/Compendium/SF1E/Bestiary/Alien Codex/Phentomite.md new file mode 100644 index 0000000..6f3ff43 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Phentomite.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 1/2 +Environment: any (Orry) +hp: 12 +modifier: 3 +name: Phentomite +statblock: true +tags: +Type: NG Medium humanoid (phentomite) +--- +# PHENTOMITE +Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world’s mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding. + +Orry’s surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they’ve developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry’s planet-breaking accident. + +The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite’s skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance. + +The farmlands of Orry provide the phentomites with the majority of that world’s important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists’ enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry’s past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals. + +Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry’s gravitational anomaly—a certain death. + +The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry’s surfaces is incredibly hazardous. Orry’s trade partners have agreed to land offworld vessels only in a phentomitedesignated area outside of Zisfahani, Orry’s largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers. + +**Source** _Alien Archive 2 pg. 96_ + +## PHENTOMITE CR 1/2 + +**XP 200** +NG Medium humanoid (phentomite) +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +9 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +3; **Will** +2 +**Defensive Abilities** acclimated + +### OFFENSE + +**Speed** 30 ft. +**Melee** club +2 (1d6+1 B) +**Ranged** tactical semi-auto pistol +4 (1d6 P) + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +0; **INT** +1; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +9, Athletics +9, Culture +4, Engineering +4, Survival +9 +**Languages** Orrian +**Other Abilities** heat tracker +**Gear** club, tactical semi-auto pistol with 18 small arm rounds + +### ECOLOGY + +**Environment** any (Orry) +**Organization** solitary or raft (2–5) + +### SPECIAL ABILITIES + +**Acclimated (Ex)** Phentomites are acclimated to thin atmospheres and high altitudes, and they count as Small creatures for the purpose of slow suffocation. + +**Heat Tracker (Ex)** As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the Perception skill to perform the follow tracks task of the Survival skill and also functions as the tracking universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm, Philosopher Worm Teleologarch.md b/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm, Philosopher Worm Teleologarch.md new file mode 100644 index 0000000..a5ea471 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm, Philosopher Worm Teleologarch.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 16 +Environment: any (Nchak) +hp: 280 +modifier: 0 +name: Philosopher Worm, Philosopher Worm Teleologarch +statblock: true +tags: +Type: LG Large monstrous humanoid +--- +# PHILOSOPHER WORM, PHILOSOPHER WORM TELEOLOGARCH +The sapient arthropods of Nchak are unified in their veneration of the Forever Queen, whom they believe to be a mortal incarnation of the goddess Hylax. As efficient as autocracies can be, the unwillingness of subjects to question their ruler’s judgment can be a fatal weakness. To correct this potential problem, the first Forever Queen established a caste of trusted advisors she called the philosopher worms. + +Unlike most of Nchak’s residents, a philosopher worm has only a few arthropodan features. It has an insectile thorax and six arms, but its lower body resembles that of a segmented worm. Its head is a flat, half-moon shape—a vertical semicircle of hardened flesh bearing a line of illuminated runes along its curved edge. The philosopher worms’ runes, which pulse in time with the beating of its three hearts, are manifestations of innate psychic magic and act as the creature’s sensory organs. An average philosopher worm is 8 feet long and weighs 500 pounds, but they grow throughout their long lives. The oldest can be up to 16 feet long and weigh more than 2 tons. + +Philosopher worms occupy a unique role in the Forever Queen’s government. Although a vital part of church and state, they remain separate from both, acting with autonomy. The worms focus their minds on deciphering the intricacies of the universe. Through a mixture of magic and teleological reasoning, the worms study what they describe as the “metaphysical threads” from which the gods wove reality, manipulating them to learn hidden knowledge or future events. They use what they learn to educate the Forever Queen and challenge her thinking on matters of state, ensuring she benefits from their scholarship. + +Only the most prestigious and accomplished worms warrant regular audiences with the queen. Most significant among these is the teleologarch, who acts as the queen’s primary advisor and is second only to her in authority. Philosopher worms who have yet to rise to such positions either assist their elders or organize other Nchaki citizens for institutional projects. Numerous trox serve the philosopher worms directly, most often working as the muscle and face to the worms’ intellect and political wishes. Most such trox serve as explorers, laborers, or sentinels, but some are aides, diplomats, or students. These trox act as surrogates for the worms in the wider galaxy, facilitating the worms’ aims and studies. This connection between the two species, which the trox are unforthcoming about, has led to all sorts of conspiracy theories about the nature of the philosopher worms. However, the trox speak the truth when they say the worms loyally serve the benevolent Forever Queen. + +Shirrens are second only to trox in their service to philosopher worms. Since shirrens arrived in the Pact Worlds and rediscovered their ties to Hylax, countless shirrens have sought to serve on Nchak. Few shirrens work for a philosopher worm directly, instead taking positions in a worm’s staff, subordinate to the trox. However, the shirrens have been in the Pact Worlds for centuries now, and several have risen to prominence on Nchak and studied directly with the worms. +**Source** _Alien Archive 3 pg. 78_ + +## PHILOSOPHER WORM TELEOLOGARCH CR 16 + +**XP 76,800** +LG Large monstrous humanoid +**Init** +0; **Senses** blindsight (thought) 60 ft., darkvision 60 ft.; **Perception** +28 +**Aura** soothing presence (30 ft., Will DC 24) + +### DEFENSE + +**HP** 280 +**EAC** 30; **KAC** 31 +**Fort** +16; **Ref** +14; **Will** +21 +**SR** 26 vs. mind-affecting effects only + +### OFFENSE + +**Speed** 40 ft. +**Melee** claw +28 (6d8+18 P) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** reality storm +**Spell-Like Abilities** (CL 16th; ranged +29) +1/day—_telepathic jaunt_, _vision_ +3/day—_divination_, _greater dispel magic_, _greater synaptic pulse_ (DC 23), _mind probe_ (DC 22), _retrocognition_ +At will—_augury_, _command_ (DC 19), _detect thoughts_ (DC 19), _discern lies_ (DC 22), _mindlink_, _mind thrust_ (4th level; DC 22), _psychokinetic hand_, _status_, _telekinetic projectile_, _telepathic bond_ + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +4; **INT** +8; **WIS** +7; **CHA** +7 +**Skills** Culture +28, Diplomacy +33, Life Science +28, Medicine +28, Mysticism +33, Physical Science +28, Sense Motive +33 +**Languages** telepathy 60 ft., truespeech +**Other Abilities** evaluate + +### ECOLOGY + +**Environment** any (Nchak) +**Organization** solitary + +### SPECIAL ABILITIES + +**Evaluate (Ex)** A philosopher worm can cast _detect thoughts_ as a swift action, and when cast, the spell works as if it had been active for 3 rounds. If the worm reads a creature’s surface thoughts and the creature fails the saving throw against the spell, the worm also learns the creature’s defensive abilities, weaknesses, and active defenses from items or spells. + +**Reality Storm (Sp)** This ability works like the _cosmic eddy_ spell (Reflex DC 22), except the damage it deals has the force descriptor. The philosopher worm teleologarch can have only one reality storm present at a time, but this ability can otherwise be used every 1d4 rounds. + +**Soothing Presence (Su)** A creature in the aura must succeed at a DC 24 Will saving throw to attempt to harm the philosopher worm. A creature that succeeds at the saving throw or is attacked by any philosopher worm is immune to this aura from any philosopher worm for 24 hours. The philosopher worm has a +4 insight bonus to Diplomacy checks made to influence affected insectile creatures of any creature type in this aura. Although the aura is a mind-affecting compulsion, mindless vermin aren’t immune to it. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm.md b/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm.md new file mode 100644 index 0000000..a4d1ff5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Philosopher Worm.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 7 +Environment: any (Nchak) +hp: 100 +modifier: 0 +name: Philosopher Worm +statblock: true +tags: +Type: LG Medium monstrous humanoid +--- +# PHILOSOPHER WORM +The sapient arthropods of Nchak are unified in their veneration of the Forever Queen, whom they believe to be a mortal incarnation of the goddess Hylax. As efficient as autocracies can be, the unwillingness of subjects to question their ruler’s judgment can be a fatal weakness. To correct this potential problem, the first Forever Queen established a caste of trusted advisors she called the philosopher worms. + +Unlike most of Nchak’s residents, a philosopher worm has only a few arthropodan features. It has an insectile thorax and six arms, but its lower body resembles that of a segmented worm. Its head is a flat, half-moon shape—a vertical semicircle of hardened flesh bearing a line of illuminated runes along its curved edge. The philosopher worms’ runes, which pulse in time with the beating of its three hearts, are manifestations of innate psychic magic and act as the creature’s sensory organs. An average philosopher worm is 8 feet long and weighs 500 pounds, but they grow throughout their long lives. The oldest can be up to 16 feet long and weigh more than 2 tons. + +Philosopher worms occupy a unique role in the Forever Queen’s government. Although a vital part of church and state, they remain separate from both, acting with autonomy. The worms focus their minds on deciphering the intricacies of the universe. Through a mixture of magic and teleological reasoning, the worms study what they describe as the “metaphysical threads” from which the gods wove reality, manipulating them to learn hidden knowledge or future events. They use what they learn to educate the Forever Queen and challenge her thinking on matters of state, ensuring she benefits from their scholarship. + +Only the most prestigious and accomplished worms warrant regular audiences with the queen. Most significant among these is the teleologarch, who acts as the queen’s primary advisor and is second only to her in authority. Philosopher worms who have yet to rise to such positions either assist their elders or organize other Nchaki citizens for institutional projects. Numerous trox serve the philosopher worms directly, most often working as the muscle and face to the worms’ intellect and political wishes. Most such trox serve as explorers, laborers, or sentinels, but some are aides, diplomats, or students. These trox act as surrogates for the worms in the wider galaxy, facilitating the worms’ aims and studies. This connection between the two species, which the trox are unforthcoming about, has led to all sorts of conspiracy theories about the nature of the philosopher worms. However, the trox speak the truth when they say the worms loyally serve the benevolent Forever Queen. + +Shirrens are second only to trox in their service to philosopher worms. Since shirrens arrived in the Pact Worlds and rediscovered their ties to Hylax, countless shirrens have sought to serve on Nchak. Few shirrens work for a philosopher worm directly, instead taking positions in a worm’s staff, subordinate to the trox. However, the shirrens have been in the Pact Worlds for centuries now, and several have risen to prominence on Nchak and studied directly with the worms. +**Source** _Alien Archive 3 pg. 78_ + +## PHILOSOPHER WORM CR 7 + +**XP 3,200** +LG Medium monstrous humanoid +**Init** +0; **Senses** blindsense (thought) 60 ft., darkvision 60 ft.; **Perception** +14 +**Aura** soothing presence (60 ft., Will DC 17) + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 20 +**Fort** +8; **Ref** +6; **Will** +12 + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +15 (1d8+7 P) +**Offensive Abilities** reality eddy +**Spell-Like Abilities** (CL 7th; ranged +16) +1/day—_dispel magic_, _divination_, _synaptic pulse_ (DC 18) +3/day—_augury_, _status_, _mind thrust_ (2nd level; DC 17), _telepathic bond_ +At will—_command_ (DC 16), _detect thoughts_ (DC 16), _mindlink_, _psychokinetic hand_, _telekinetic projectile_ + +### STATISTICS + +**STR** +0; **DEX** +0; **CON** +1; **INT** +4; **WIS** +4; **CHA** +4 +**Skills** Culture +14, Diplomacy +19, Life Science +14, Medicine +14, Mysticism +19, Sense Motive +19 +**Languages** Common, Nchaki, Shirren, and up to three others; telepathy 60 ft. +**Other Abilities** evaluate + +### ECOLOGY + +**Environment** any (Nchak) +**Organization** solitary, pair, or synod (3–9) + +### SPECIAL ABILITIES + +**Evaluate (Su)** A philosopher worm can cast _detect thoughts_ as a swift action, and when cast, the spell works as if it had been active for 3 rounds. If the worm reads a creature’s surface thoughts and the creature fails the saving throw against the spell, the worm also learns the creature’s defensive abilities, weaknesses, and active defenses from items or spells. + +**Reality Eddy (Sp)** A philosopher worm can sense the metaphysical weave underlying reality and manipulate it to devastating effect. This ability works like the cosmic eddy spell (Reflex DC 19), except the damage it deals has the force descriptor and the eddy has a duration of only 1 round. Once a philosopher worm has used this ability, it can only do so again after 1 hour. + +**Soothing Presence (Su)** A creature in the aura must succeed at a DC 17 Will saving throw to attempt to harm the philosopher worm. A creature that succeeds at the saving throw or is attacked by any philosopher worm is immune to this aura from any philosopher worm for 24 hours. The philosopher worm has a +4 insight bonus to Diplomacy checks made to influence affected insectile creatures of any creature type in this aura. Although the aura is a mind-affecting compulsion, mindless vermin aren’t immune to it. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Aasimar.md b/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Aasimar.md new file mode 100644 index 0000000..91f801f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Aasimar.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 17 +modifier: 2 +name: Planar Scion, Aasimar +statblock: true +tags: +Type: NG Medium outsider (native) +--- +# PLANAR SCION, AASIMAR +Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin. + +Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling. + +However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion. + +Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot. + +**Source** _Alien Archive 2 pg. 98_ + +## AASIMAR CR 1 + +**XP 400** +Aasimar envoy +NG Medium outsider (native) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +4 +**Resistances** acid 5, cold 5, electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +4 (1d6 S) +**Ranged** azimuth laser pistol +6 (1d4+1 F; critical burn 1d4) or frag grenade I +6 (explode \[15 ft., 1d6 P, DC 12\]) or smoke grenade I +6 (explode \[20 ft., smoke cloud 1 minute, DC 12\]) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +0; **WIS** +1; **CHA** +4 +**Skills** Culture +5, Diplomacy +10, Medicine +5, Sense Motive +10 +**Languages** Celestial, Elven, Common +**Other Abilities** celestial radiance, envoy improvisation (not in the face \[DC 14\]) +**Gear** flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical dueling sword, frag grenade I, smoke grenade I + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or band (3–6) + +### SPECIAL ABILITIES + +**Celestial Radiance (Su)** As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Tiefling.md b/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Tiefling.md new file mode 100644 index 0000000..228eeae --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Planar Scion, Tiefling.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 5 +name: Planar Scion, Tiefling +statblock: true +tags: +Type: LE Medium outsider (native) +--- +# PLANAR SCION, TIEFLING +Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin. + +Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling. + +However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion. + +Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot. + +**Source** _Alien Archive 2 pg. 98_ + +## TIEFLING CR 2 + +**XP 600** +Tiefling operative +LE Medium outsider (native) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14 +**Fort** +0; **Ref** +5; **Will** +3 +**Defensive Abilities** evasion; **Resistances** cold 5, electricity 5, fire 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +8 (1d4+1 B) +**Ranged** tactical semi-auto pistol +8 (1d6 P) or tactical shirren-eye rifle +8 (1d10 P) +**Offensive Abilities** fiendish gloom, trick attack +1d4 + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +0; **INT** +2; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +13, Athletics +8, Bluff +13, Sleight of Hand +8, Stealth +8 (+12 with trick attack) +**Languages** Akitonian, Common, Eoxian, Infernal +**Other Abilities** operative exploit (uncanny mobility), operative specialization (ghost) +**Gear** second skin (jump jets), tactical semi-auto pistol with 45 small arm rounds, tactical baton, tactical shirren-eye rifle with 25 sniper rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or gang (3–6) + +### SPECIAL ABILITIES + +**Fiendish Gloom (Su)** As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Planashar.md b/Compendium/SF1E/Bestiary/Alien Codex/Planashar.md new file mode 100644 index 0000000..8b29e3a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Planashar.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 17 +Environment: any +hp: 285 +modifier: 5 +name: Planashar +statblock: true +tags: +Type: LE Small construct (magical, technological) +--- +# PLANASHAR + + +**Source** _Alien Archive 4 pg. 80_ + +## PLANASHAR CR 17 + +**XP 102,400** +LE Small construct (magical, technological) +**Init** +5; **Senses** blindsight (vibration) 60 ft.; **Perception** +29 + +### DEFENSE + +**HP** 285 +**EAC** 30; **KAC** 31; +4 vs. ranged attacks +**Fort** +13; **Ref** +13; **Will** +18 +**Defensive Abilities** two dimensional; **DR** 10/magic;; **Immunities** construct immunities +**Weaknesses** sudden severance + +### OFFENSE + +**Speed** 60 ft. +**Spell-Like Abilities** (CL 17th ranged +28) +1/day—_greater discharge_ (DC 26), _mass rewire flesh_ (DC 26) +3/day—_control machines_ (DC 25), _holographic image_ (5th level, DC 25), _rapid repair_ (DC 25), _telekinesis_ (DC 25) +At will—_destruction protocol_, _rewire flesh_ (DC 24) + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** —; **INT** +11; **WIS** +8; **CHA** +0 +**Skills** Engineering +29, Mysticism +29, Stealth +34 +**Languages** Common, up to 11 others +**Other Abilities** convergence protocol, simulacrum, spider climb, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Convergence Protocol (Su)** If a non-construct creature dies within 30 feet of the planashar, the planashar can attempt to trap that creature in a telekinetic stasis field. The creature must succeed at a DC 24 Fortitude save or be telekinetically flattened into a two-dimensional form that the planashar immediately assimilates, leaving no trace of the creature’s body behind in the three-dimensional world. +**Simulacrum (Su)** As a full action, a planashar can construct a simulacrum from the remains of a technological construct. This simulacrum is a creature of a CR equal to the planashar’s CR minus 3 that uses the combatant array for its statistics, except its Hit Points are equal to 20% of the planashar’s and its attacks are determined by its simulacrum template graft (see below). The simulacrum takes its own actions, at the planashar’s direction, and acts on the planashar’s initiative. The planashar can control only one simulacrum at a time and can’t create a new one while a simulacrum is already active. +**Sudden Severance** If a planashar’s simulacrum is destroyed, the planashar takes 10d20 damage and is stunned for 1 round. +**Two Dimensional (Su)** The planashar can occupy squares occupied by other creatures, and its movement doesn’t provoke attacks of opportunity. It gains a +4 bonus to AC against ranged attacks. + +## DESCRIPTION + +Planashars belong to a militaristic and aggressive civilization of two-dimensional constructs known as the Planashar Dominion. They vowed long ago to assimilate the Pact Worlds and the rest of the known three-dimensional galaxy by any means necessary. + +Despite their uncertain origins, planashars maintain that, just like anacites, the First 0nes of Aballon created their kind. Planashars believe that the First Ones foresaw the coming of some cataclysmic event that would destroy the three-dimensional galaxy as they knew it; as a result, they created the Planashar Dominion as well as a hidden dimension known as the Infinite Loop—an endless, entirely two-dimensional realm. Planashars claim that they have evidence of the First Ones’ intent to transform all matter into two-dimensional forms and merge existence with the Infinite Loop, which will thereby save all creation from impending doom. + +Calling themselves Those Who Converge, planashars have discovered a way to return to the Material Plane. They focus on following through with the First Ones’ alleged plans to “save” the galaxy by uniting two- and three-dimensional realities into one and, in the process, destroy anacites once and for all. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Plasma Ooze.md b/Compendium/SF1E/Bestiary/Alien Codex/Plasma Ooze.md new file mode 100644 index 0000000..4c8a1ff --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Plasma Ooze.md @@ -0,0 +1,77 @@ +--- +aliases: +cr: 16 +Environment: any solar or vacuum +hp: 305 +modifier: 5 +name: Plasma Ooze +statblock: true +tags: +Type: N Gargantuan ooze +--- +# PLASMA OOZE + + +**Source** _Alien Archive 2 pg. 100_ + +## PLASMA OOZE CR 16 +**XP 76,800** +N Gargantuan ooze +**Init** +5; **Senses** blindsight (thought) 60 ft., sightless; **Perception** +28 +**Aura** electromagnetic field (100 ft., DC 22) + +### DEFENSE + +**HP** 305 +**EAC** 30; **KAC** 32 +**Fort** +20; **Ref** +16; **Will** +12 +**Defensive Abilities** plasma drain, void adaptation; **DR** 15/—; **Immunities** acid, electricity, fire, ooze immunities; **Resistances** cold 30 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** slam +27 (5d8+23 E & F; critical severe wound \[DC 22\]) +**Ranged** plasma pulse +30 (10d6+16 E & F; critical severe wound \[DC 22\]) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** magnetic draw + +### STATISTICS + +**STR** +7; **DEX** +5; **CON** +10; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +28 (+36 to fly), Piloting +28 (to navigate only) +**Other Abilities** compression, mindless, solar adaptation, spaceflight + +### ECOLOGY + +**Environment** any solar or vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Electromagnetic Field (Ex)** A plasma ooze generates a massive electromagnetic field that disrupts electronics and interferes with signals. Electronic signals, such as those employed by comm units, do not function within this area. When a creature activates an object with charges that is in the area, that object must succeed at a DC 22 Reflex save or it is drained of all charges and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 22 Reflex save or be staggered and unable to use energy-based attacks for 1d4 rounds. A creature or object that succeeds at its saving throw is immune to the plasma ooze’s electromagnetic field for 24 hours. + +**Magnetic Draw (Ex)** As a move action, a plasma ooze can draw all Medium and smaller creatures and unattended objects of no more than light bulk that are within 100 feet up to 30 feet toward itself (Reflex DC 22 negates; this DC increases by 5 for technological constructs and technological items). + +**Plasma Drain (Ex)** Once per day as a full action, a plasma ooze can drain the charges of plasma weapons within 100 feet to regain a number of Hit Points equal to the most charges drained from any one battery. Each weapon can attempt a DC 22 Reflex saving throw to negate this effect for that weapon. + +**Plasma Pulse (Ex)** A plasma ooze’s plasma pulse is a ranged attack with a range increment of 60 feet and the severe wound critical hit effect. + +## DESCRIPTION + +Enormous crackling lattices of electromagnetic energy, plasma oozes are significant threats to even the Pact Worlds’ most experienced spacefarers. Usually taking a roughly spherical form, a plasma ooze pulses with a brilliant array of pink, purple, and blue light, connected in a complex network that reaches whitehot intensity at its many nodes. These oozes are most often seen in the immediate vicinity of a star’s surface, but explorers have occasionally sighted the mysterious beings hovering near powerful electromagnetic phenomena in numerous system, both in the vacuum of space and on the surfaces of volatile planetoids. A typical plasma ooze is a rough hemisphere approximately 20 feet in diameter, weighing close to 100 tons. + +The origin of these oozes has been hotly debated since before the Gap, with ancient scholars speculating that the creatures originated on the Plane of Fire and were drawn to an inhabited system’s sun. However, nearly a century ago, the discovery of deserted cities within the sun of the Pact Worlds—along with modern claims by Plane of Fire natives that yet more civilizations exist in deeper layers of the sun—spawned a host of new theories, as abundant as the oozes are rare. + +One of the most popular hypotheses is that the sun’s abandoned cities, now called the Burning Archipelago, were the site of an ancient civilization’s attempts to harness the power of the star. As proponents of this story would have it, the experimenters were successful in creating the first plasma oozes, but they soon lost control of their creations and were quickly eradicated by the beings. Supposedly, the unleashed plasma oozes not only shut down the technological defenses of their creators, but also wiped out the digitally stored collective knowledge upon which the civilization relied for its continued survival. This version of events, though based almost entirely on conjecture and unable to explain plasma oozes’ presence in other systems, is nonetheless often cited by those who caution against an overdependence on technology. + +Such theories are met with vehement opposition by Sarenites, many of whom believe the Dawnflower herself created the sun’s cities and would not have permitted such a fate to befall them. Some of Sarenrae’s worshipers believe that the goddess created the plasma oozes too, making them custodians of the Archipelago and solar sites in other systems, and that whatever emptied the sun’s cities did so despite the oozes’ protection. + +Plasma ooze sightings often occur at the perimeter of a star just before massive flares occur, leading many to believe that the two are connected somehow. Some of Sarenrae’s worshipers claim that the oozes themselves draw out such flares in a search for some artifact buried deep with the sun, while more recent evidence points to the flares being involved in their reproduction. + +Several centuries ago, shortly after Drift travel became widespread, a small residential starship on a routine trip through the Drift reported encountering an enormous plasma ooze, many times larger than those of the Pact Worlds’ sun. Since then, a sighting is made every few decades on average, with the ooze’s reported size gradually increasing each time. How the plasma ooze entered the Drift in the first place is an open question; while most agree that the ooze must have been ripped from the Material Plane by the activation of a Drift engine, some suspect a deeper connection between the ooze and the Drift, normally accessible only by technology granted by the ascended AI god Triune. A few scholars even posit that the creature’s distortion of electromagnetic fields somehow granted it access to the Drift. Plasma oozes’ strong electromagnetic field makes them extremely dangerous to encounter in the vacuum of space, since even shielded starships can find themselves adrift after crossing paths with one. Similarly, in the rare instances when a plasma ooze takes up residence on a populated planet’s surface, the edges of its territory are often marked by the dusty hulls of disabled vehicles, their former owners having wisely abandoned them to live another day. Few living creatures survive contact with a plasma ooze, but those that do often bear terrible wounds that serve as permanent reminders of such oozes’ fearsome power. + +A small group of planar scions whose ancestry connects them to the Plane of Fire, and who have served in various military forces, has recently claimed to be actively hunting plasma oozes under the moniker “the Sunkillers.” They have stockpiled electricity-resistant armor and defensive gear to complement their natural tolerance for fire, and they are currently amassing powerful sonic weaponry that they are confident will bypass the creatures’ formidable defenses. Even with their preparations and experience, they are taking a considerable risk for what seems to be little reward—though anyone who could reliably take on a plasma ooze could likely charge a hefty fee for the service. + +## PLASMA DIVERTER + +An AbadarCorp subsidiary based in the Burning Archipelago has partially reverse-engineered the plasma ooze’s plasmadraining capabilities and begun to sell a somewhat unstable prototype plasma diverter in a few select markets. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Plasmalisk.md b/Compendium/SF1E/Bestiary/Alien Codex/Plasmalisk.md new file mode 100644 index 0000000..83310a8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Plasmalisk.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 14 +Environment: any warm or temperate land +hp: 250 +modifier: 4 +name: Plasmalisk +statblock: true +tags: +Type: N Large magical beast +--- +# PLASMALISK + +**Source** _Alien Archive 4 pg. 82_ + +## PLASMALISK CR 14 + +**XP 38,400** +N Large magical beast +**Init** +4; **Senses** blindsight (electricity) 60 ft., darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +18; **Ref** +18; **Will** +12 +**Immunities** radiation; **Resistances** electricity 15, fire 15 + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +28 (6d6+22 P plus 2d6 E & F) +**Ranged** plasma blast +25 (8d6 E & F) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** ionizing gaze (60 ft., DC 20) + +### STATISTICS + +**STR** +8; **DEX** +4; **CON** +6; **INT** -2; **WIS** +0; **CHA** -3 +**Skills** Acrobatics +25, Athletics +30 +**Other Abilities** assisted energization, luminous scales + +### ECOLOGY + +**Environment** any warm or temperate land +**Organization** solitary, pair, or mosaic (3–12) + +### SPECIAL ABILITIES + +**Assisted Energization (Ex)** Whenever a plasmalisk takes 15 or more electricity or fire damage in any combination from a single attack or effect (whether or not it resists any of the damage), reduce the number of rounds the plasmalisk must wait before it can use its plasma blast by 1, and increase the plasmalisk’s speed by 10 feet (maximum 50 feet) until the end of its next turn. +**Ionizing Gaze (Su)** A plasmalisk’s vibrantly glowing eyes can cause viewers’ bodily fluids to rapidly ionize and burn their bodies from the inside. A creature that fails a DC 20 Fortitude save is subject to the gaze’s effects, which mimic a Dexterity-track poison whose progression track is Healthy—Staggered—Immobile—Primed with a frequency of 1/round for 6 rounds and whose cure is 2 consecutive saves. A primed target is unconscious, and 1d4 hours after becoming primed, the creature’s body explodes in a burst of plasma that deals 6d6 electricity and fire damage to anything in a 10-foot radius (Reflex DC 20 half). Each time a creature fails the Fortitude save against a plasmalisk’s gaze, they take 3d6 electricity and fire damage as their body ionizes. A creature that has succeeded at the gaze’s initial save or has been cured of the gaze’s ongoing effect is immune to that plasmalisk’s ionizing gaze for 24 hours. This isn’t a poison effect. +Coating an affected creature completely with the plasmalisk’s blood ends the effect and immediately moves the creature two steps toward healthy. A plasmalisk has enough blood to coat 1d4+1 creatures in this way; a Large creature takes twice as much blood to coat. +**Luminous Scales (Ex)** The glow of a plasmalisk’s scales increases the light level in a 10-foot radius by one step to a maximum of bright light. As a swift action, a plasmalisk can suppress this glow until the end of its next turn. +**Plasma Blast (Ex)** A plasmalisk can spit a blob of swiftly ionizing material that explodes into plasma on contact. This functions as a ranged weapon with a range of 60 feet and the explode (10 ft.) weapon special property that deals 8d6 electricity and fire damage (Reflex DC 20 half). The plasmalisk can use this weapon once per 1d6 rounds. + +## DESCRIPTION + +Powerful reptilian predators, plasmalisks rely on blasts of plasma to hunt, scorching their prey and feasting on the remains. The key to their power stems from their ion cores— this specialized organ combines depressurization, chemical catalysts, and tiny nuclear reactions to ionize metals like lithium, sodium, and potassium. Plasmalisks use their constant plasma furnace as both a weapon and a power source. Not only do wisps of the plasma escape when plasmalisks bite, but they can also expel gouts of the ionized gases or channel the energy into creatures that meet their gazes. Their prey often boil alive, yet stronger victims smolder for hours, attracting scavengers before exploding and littering the area with ample food for canny plasmalisks to consume. + +Plasmalisks typically measure 12 feet from snout to tail and weigh about 4,500 pounds. These ponderous creatures rarely move at any pace faster than an amble even with their eight legs; this sluggishness stems from their alien metabolisms. Rather than draw power from mitochondria, plasmalisks’ cells are fueled almost entirely by a constant field of energy from their ion cores. When not actively hunting, their reaction rates slow. Plasmalisks often enter a torpor state in which they maintain just enough of their metabolism to restart the reactions once necessary. Their scales radiate a portion of their energy, both illuminating their surroundings and creating an electroreception field through which plasmalisks can sense nearby creatures and objects. Hibernating plasmalisks create almost no light, whereas fully active ones practically incandesce. Adults can modulate their light’s color and pattern to communicate, making nighttime mating displays visible for miles. In rare cases, whole mosaics gather together to glow in a reflection of the sky’s colors, attracting daring explorers and tourists who chase meteorological events in the hopes of spotting this behavior. + +Due to these resource-intensive actions, plasmalisks display ectothermic habits, sunning themselves or even basking on exposed cliffs during lightning storms or auroras to absorb ionized particles. These events generally calm plasmalisks, even to the point that they tolerate visitors and onlookers. Yet should plasmalisks absorb too much energy, they become moody and agitated, recklessly cavorting or hunting in an attempt to burn off the high. Reactors, power stations, and forges often draw the creatures from miles around, ultimately leading to the destruction of such locations once the plasmalisks overindulge and rampage. + +After a successful hunt, a plasmalisk primarily feeds on the ionized particles of its victims. However, the creature also requires conventional nutrients, albeit in smaller quantities than expected for sustaining its size; typically, a plasmalisk procures such nourishment by consuming its prey’s still-smoldering bodies. A plasmalisk’s greatest drive is its need for key minerals. Inexpertly dug furrows attest to a plasmalisk’s foraging, and it can migrate as much as 200 miles to reach mineral sources—no matter who or what lies in the way. + +Plasmalisks usually lay just a pair of eggs, depositing the second one roughly a week after the first, but well-fed females occasionally lay larger, even-numbered clutches. The translucent eggs glow with their parents’ ionizing energy, periodically fluctuating as the developing embryos shift and dream. Half of the eggs always hatch early, and these first hatchlings quickly cannibalize one of their less-developed clutch mates. Although macabre, this practice is essential to young plasmalisks’ survival, as hatchlings lack both the nutrients and activation energy to properly develop their ion cores. Genetic studies show that the slain sibling isn’t fully digested; the survivor’s body directly incorporates portions of the sibling’s organs and DNA, creating a chimeric whole. Collectors delight in capturing plasmalisk eggs—no easy feat given the parents’ tireless nest patrols. A little jury-rigged hardware can transform a healthy egg into a mobile (yet quite unethical) power station capable of restoring up to 100 charges or even jump-starting a damaged starship before killing the creature. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel, Polyphonic Plasm.md b/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel, Polyphonic Plasm.md new file mode 100644 index 0000000..5ca571c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel, Polyphonic Plasm.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 4 +Environment: any land +hp: 65 +modifier: 1 +name: Polyphonic Gel, Polyphonic Plasm +statblock: true +tags: +Type: N Large ooze +--- +# POLYPHONIC GEL, POLYPHONIC PLASM +A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels’ bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks. + +Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. When feeding, a gel sends out countless pulses that resonate off their prey’s body, the echoes fueling their metabolism. Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow—physically and in their sound vocabulary—when exposed to new sounds. + +Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. Despite their keepers’ best attempts to provide a balanced diet, the oozes’ desires can lead to catastrophic breakouts when they disintegrate their holding cells. When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither. + +Polyphonic gels can serve as a repository of sounds. In practice, they might repeat their prey’s garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. Engineering tests have managed only small successes to date, however, and most consider anything more as impractical. + +Early in life, a polyphonic gel spans about 2–3 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent’s sonic repertoire. Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. However, the gels often turn on anyone who interrupts their songs. + +Despite the dangers associated with polyphonic gels, they’re easy to detect and slow-moving, allowing careful xenobiologists and other researchers to study them with relative ease. Some Shelynites consider the oozes sacred, believing the creatures’ songs encode messages from the Eternal Rose herself. Worshippers have compiled years-long recordings and distributed them across Pact Worlds infospheres for free, and while the acolytes try to decode these soundscapes to understand their goddess, digital music artists have shamelessly sampled the files in hundreds of songs. These musical byproducts as well as the alien tones that only the gels can create only reinforce the Shelynites’ belief that polyphonic gels sing with divine will. Some priests happily shepherd these oozes across alien landscapes to help their charges learn new music. Though the priests might have good intentions, the wild and willful gels regularly escape to pursue some distant tune or tone. With so many incidents, several Pact Worlds have condemned and criminalized this expression of Shelyn’s faith. + +**Source** _Alien Archive 4 pg. 84_ + +## POLYPHONIC PLASM CR 4 + +**XP 1,200** +N Large ooze +**Init** +1; **Senses** blindsight (sound) 120 ft.; **Perception** +10 + +### DEFENSE + +**HP** 65 +**EAC** 16; **KAC** 16 +**Fort** +7; **Ref** +4; **Will** +1 +**Immunities** ooze immunities, sonic + +### OFFENSE + +**Speed** 15 ft., climb 15 ft. +**Melee** pseudopod +12 (1d6+7 So) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** amplify frequency, engulf (1d6+7 So, DC 13), resonant vibrations + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +5; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +15 + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or concert (3–12) + +### SPECIAL ABILITIES + +**Amplify Frequency (Ex)** Whenever a polyphonic gel would take sonic damage, it absorbs that energy instead. The stored vibrations amplify the creature’s sonic waves, increasing damage dealt by the ooze’s next pseudopod attack before the end of its next turn by 2d6. +**Resonant Vibrations (Ex)** When the polyphonic plasm deals sonic damage to the creature it has engulfed, it deals an equal amount of sonic damage to the creature’s armor as well. This damage ignores half of the armor’s hardness, rounded up. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel.md b/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel.md new file mode 100644 index 0000000..33ed0ed --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Polyphonic Gel.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 1/2 +Environment: any land +hp: 17 +modifier: 1 +name: Polyphonic Gel +statblock: true +tags: +Type: N Small ooze +--- +# POLYPHONIC GEL + +A polyphonic gel resembles smoked glass that pulses with multicolored lights in time to an unpredictable rhythm. This ooze is actually an organic, semi-fluid mass of millions of flexible fibers that constantly vibrate to produce audible frequencies, ranging from hauntingly beautiful to shrill and discordant. These captivating displays often lure observers who mistake their performances and languidly extended pseudopods for friendly gestures. Such observers soon discover that the gels’ bodies course with sonic vibrations that can devastate flesh, bone, and steel as well as break prey into edible chunks. + +Although polyphonic gels seem to draw some nutrition out of physical material, they primarily feed on sound. When feeding, a gel sends out countless pulses that resonate off their prey’s body, the echoes fueling their metabolism. Each absorbed sound also helps the gel form new fibers, like a brain forging fresh neurons while learning, as the sounds create each fiber and shape its texture. In this way, polyphonic gels gradually grow—physically and in their sound vocabulary—when exposed to new sounds. + +Polyphonic gels can survive indefinitely if exposed to periodic sound, like a noisy fan or the rush of a waterfall. However, they grow only when supplied a range of sounds and materials to absorb. In practice, the mindless oozes manifest cravings for different sounds that drive them to search for novel prey or specific material types. Polyphonic gels sometimes slither frantically past other food sources in search of a specific type of crystal or pitch of dwarven scream. Previously docile specimens kept in captivity for study often develop these cravings, too. Despite their keepers’ best attempts to provide a balanced diet, the oozes’ desires can lead to catastrophic breakouts when they disintegrate their holding cells. When fed a varied diet, polyphonic gels can grow with extraordinary speed, doubling in size in a matter of days. Conversely, those oozes deprived of sound altogether (including any trapped in the vacuum of space) starve and gradually wither. + +Polyphonic gels can serve as a repository of sounds. In practice, they might repeat their prey’s garbled last words, crooning nonsense phrases with the haunting voices of the departed. Theoretically, though, it should be possible to elicit specific sounds from these oozes by isolating the key fibers, agitating them, and recording the output. Engineering tests have managed only small successes to date, however, and most consider anything more as impractical. + +Early in life, a polyphonic gel spans about 2–3 feet in diameter and weighs a mere 20 pounds. It grows in proportion to its sound absorption and reaches polyphonic plasm status when it spans almost 10 feet across and weighs 400 pounds. Beyond this size, the oozes rarely dedicate nutrients to additional growth, instead focusing on reproduction by budding a new gel that carries away a fraction of its parent’s sonic repertoire. Even when independent, gels tend to shadow their parent plasms until lured away by tempting new stimuli. Gels of all sizes periodically seek each other out, forming concerts of a dozen or more gels that sing to each other for days on end. The purpose of these gatherings remains unknown. They rarely result in growth, and since the oozes lack any true nervous tissue (much less minds), it seems unclear if these gatherings hold social value for the creatures, though they appear visibly calmed afterward. However, the gels often turn on anyone who interrupts their songs. + +Despite the dangers associated with polyphonic gels, they’re easy to detect and slow-moving, allowing careful xenobiologists and other researchers to study them with relative ease. Some Shelynites consider the oozes sacred, believing the creatures’ songs encode messages from the Eternal Rose herself. Worshippers have compiled years-long recordings and distributed them across Pact Worlds infospheres for free, and while the acolytes try to decode these soundscapes to understand their goddess, digital music artists have shamelessly sampled the files in hundreds of songs. These musical byproducts as well as the alien tones that only the gels can create only reinforce the Shelynites’ belief that polyphonic gels sing with divine will. Some priests happily shepherd these oozes across alien landscapes to help their charges learn new music. Though the priests might have good intentions, the wild and willful gels regularly escape to pursue some distant tune or tone. With so many incidents, several Pact Worlds have condemned and criminalized this expression of Shelyn’s faith. + +**Source** _Alien Archive 4 pg. 84_ + +## POLYPHONIC GEL CR 1/2 +**XP 200** +N Small ooze +**Init** +1; **Senses** blindsight (sound) 120 ft.; **Perception** +4 + +### DEFENSE + +**HP** 17 +**EAC** 10; **KAC** 11 +**Fort** +4; **Ref** +0; **Will** -2 +**Immunities** ooze immunities, sonic + +### OFFENSE + +**Speed** 15 ft., climb 15 ft. +**Melee** pseudopod +6 (1d6+2 So) or attach +6 +**Offensive Abilities** amplify frequency, resonant vibrations + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +3; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +9 + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or concert (3–7) + +### SPECIAL ABILITIES + +**Amplify Frequency (Ex)** Whenever a polyphonic gel would take sonic damage, it absorbs that energy instead. The stored vibrations amplify the creature’s sonic waves, increasing damage dealt by the ooze’s next pseudopod attack before the end of its next turn by 1d6. +**Resonant Vibrations (Ex)** When the polyphonic gel deals sonic damage to a creature it’s attached to, it deals an equal amount of sonic damage to the target’s armor as well. This damage ignores half of the armor’s hardness, rounded up. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Colossal Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Colossal Predator.md new file mode 100644 index 0000000..a86f9b2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Colossal Predator.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 225 +modifier: 0 +name: Predator, Colossal Predator +statblock: true +tags: +Type: N Colossal animal +--- +# PREDATOR, COLOSSAL PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 103_ + +## COLOSSAL PREDATOR CR 13 + +**XP 25,600** +N Colossal animal +**Init** +0; **Senses** low-light vision; **Perception** +23 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +12; **Will** +13 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +25 (3d12+21 P or S) +**Space** 30 ft.; **Reach** 30 ft. + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +5; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +23 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–4) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Gargantuan Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Gargantuan Predator.md new file mode 100644 index 0000000..6a4450e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Gargantuan Predator.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 165 +modifier: 1 +name: Predator, Gargantuan Predator +statblock: true +tags: +Type: N Colossal animal +--- +# PREDATOR, GARGANTUAN PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 102_ + +## GARGANTUAN PREDATOR CR 10 + +**XP 9,600** +N Gargantuan animal +**Init** +1; **Senses** low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +14; **Ref** +9; **Will** +10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +21 (2d10+17 P or S) +**Space** 20 ft.; **Reach** 20 ft. + +### STATISTICS + +**STR** +7; **DEX** +1; **CON** +4; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +19 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–6) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Huge Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Huge Predator.md new file mode 100644 index 0000000..17b137d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Huge Predator.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 7 +Environment: any +hp: 105 +modifier: 2 +name: Predator, Huge Predator +statblock: true +tags: +Type: N Huge animal +--- +# PREDATOR, HUGE PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 102_ + +## HUGE PREDATOR CR 7 + +**XP 3,200** +N Huge animal +**Init** +2; **Senses** low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +7; **Will** +6 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +16 (2d6+12 P or S) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +4; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +14 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–8) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Large Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Large Predator.md new file mode 100644 index 0000000..fac747d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Large Predator.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 50 +modifier: 2 +name: Predator, Large Predator +statblock: true +tags: +Type: N Large animal +--- +# PREDATOR, LARGE PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + +**Source** _Alien Archive 2 pg. 102_ + +## LARGE PREDATOR CR 4 + +**XP 1,200** +N Large animal +**Init** +2; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +6; **Will** +3 + +### OFFENSE + +**Speed** 40 ft. +**Melee** natural weapon +11 (1d8+7 P or S) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +2; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Athletics +10 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Predator Swarm.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Predator Swarm.md new file mode 100644 index 0000000..8df6bf7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Predator Swarm.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 25 +modifier: 1 +name: Predator, Predator Swarm +statblock: true +tags: +Type: N Tiny animal (swarm) +--- +# PREDATOR, PREDATOR SWARM +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + + +**Source** _Alien Archive 2 pg. 102_ + +## PREDATOR SWARM CR 2 + +**XP 600** +N Tiny animal (swarm) +**Init** +1; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 12; **KAC** 14 +**Fort** +4; **Ref** +4; **Will** +1 +**Defensive Abilities** swarm defenses, unflankable; **Immunities** swarm immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** swarm attack (1d6 P or S) +**Space** 10 ft.; **Reach** 0 ft. +**Offensive Abilities** distraction + +### STATISTICS + +**STR** -2; **DEX** +1; **CON** +1; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +7, Athletics +7, Stealth +7 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, pack (3–6), or infestation (7–12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Predator, Small Predator.md b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Small Predator.md new file mode 100644 index 0000000..bbd7f1c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Predator, Small Predator.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 6 +modifier: 2 +name: Predator, Small Predator +statblock: true +tags: +Type: N Small animal +--- +# PREDATOR, SMALL PREDATOR +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + + +**Source** _Alien Archive 2 pg. 102_ + +## SMALL PREDATOR CR 1/3 + +**XP 135** +N Small animal +**Init** +2; **Senses** low-light vision; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 12 +**Fort** +0; **Ref** +2; **Will** +1 + +### OFFENSE + +**Speed** 30 ft. +**Melee** natural weapon +3 (1d4 P or S) + +### STATISTICS + +**STR** -2; **DEX** +2; **CON** +0; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +3, Athletics +3, Stealth +3 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3-21) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Protean, Durgastr.md b/Compendium/SF1E/Bestiary/Alien Codex/Protean, Durgastr.md new file mode 100644 index 0000000..58a888b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Protean, Durgastr.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 16 +Environment: any (Maelstrom) +hp: 255 +modifier: 7 +name: Protean, Durgastr +statblock: true +tags: +Type: CN Medium outsider (chaotic, extraplanar, protean, +--- +# PROTEAN, DURGASTR +As embodiments of chaos, most proteans remain in the comforting unpredictability of the Maelstrom, where they happily create and destroy at their ever-changing whims. Durgastrs in particular are explorers—often inadvertently. They delight in examining alternate realities, particularly planes that present imperfect reflections of each other, such as how the Shadow Plane and Ethereal Plane mirror aspects of the Material Plane. Where they find inspiring inconsistencies, durgastrs endeavor to overlay and fuse the strange realities into a multifaceted whole, often disrupting living creatures, cityscapes, and even whole ecosystems in the process. + +**Source** _Alien Archive 4 pg. 86_ + +## DURGASTR CR 16 + +**XP 76,800** +CN Medium outsider (chaotic, extraplanar, protean, +**Init** +7; **Senses** blindsense (vibration) 60 ft.; darkvision 60 ft.; **Perception** +28 +**Aura** dimensional shadow (100 ft.) + +### DEFENSE + +**HP** 255 +**EAC** 29; **KAC** 30 +**Fort** +14; **Ref** +16; **Will** +19 +**Defensive Abilities** amorphous, unfettered; **Immunities** acid, paralysis, polymorph; **Resistances** electricity 10, sonic 10 + +### OFFENSE + +**Speed** 40 ft., fly 60 ft. (Su, perfect), swim 40 ft. +**Melee** bite +26 (6d8+20 P; critical warpwave) or claw +26 (6d8+20 S; critical warpwave) or tail +26 (6d8+20 B plus grab; critical warpwave) +**Offensive Abilities** warpwave +**Spell-Like Abilities** (CL 16th melee +26, ranged +26) +1/day—_disintegrate_ (DC 26), _shadow walk_, _summon creature VI_ (proteans only), _terraform_ +3/day—_greater dispel magic_, _greater song of the cosmos_ (DC 24), _mislead_ (DC 25) +At will—_confusion_ (DC 24), _entropic grasp_ (DC 23), _probability prediction_ + +### STATISTICS + +**STR** +4; **DEX** +7; **CON** +5; **INT** +5; **WIS** +5; **CHA** +10 +**Skills** Acrobatics +28 (+36 to fly), Athletics +28, Bluff +33, Mysticism +33, Sense Motive +28 +**Languages** Abyssal, Protean; truespeech; telepathy 100 ft. +**Other Abilities** call proteans, change shape (any Small, Medium, or Large creature), no breath, spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any (Maelstrom) +**Organization** solitary or chorus (2–4) + +### SPECIAL ABILITIES + +**Call Proteans (Su)** By increasing the casting time of its _summon creature VI_ spell-like ability to 10 minutes, a durgastr can change the spell’s duration to instantaneous and can summon a number of proteans whose combined CR is no greater than the durgastr’s CR – 6 (CR 10 for most durgastrs). These summoned proteans are typically helpful to the durgastr but are not compelled to follow its orders. +**Dimensional Shadow (Su)** Creatures and objects cannot use extradimensional travel to enter or leave this aura unless they have the protean subtype. The durgastr can suppress this aura as a move action, and it remains suppressed until the durgastr takes another move action to reactivate it. +**Unfettered (Su)** A durgastr ignores difficult terrain, and it cannot be bull rushed, entangled, grappled, pinned, repositioned, or tripped. If a durgastr begins its turn with reduced speed or is unable to move while still able to take actions, the condition or effect causing this altered movement ends for the durgastr. If a durgastr starts its turn conscious but unable to take actions, the condition or effect causing that hindrance ends for the durgastr, and the durgastr becomes staggered. Whenever the durgastr is staggered, that condition ends in 1 round. In any case, an extant area effect hindering the durgastr continues for its duration, but the durgastr becomes immune to that instance of the effect. +**Warpwave (Su)** A creature struck by a critical hit from a durgastr or two of the durgastr’s melee attacks on the durgastr’s turn must succeed at a DC 24 Fortitude saving throw or be subjected to a supernatural warpwave effect that mimics the warpwave spell (see below; CL 16th). + +## DESCRIPTION + +As embodiments of chaos, most proteans remain in the comforting unpredictability of the Maelstrom, where they happily create and destroy at their ever-changing whims. Durgastrs in particular are explorers—often inadvertently. They delight in examining alternate realities, particularly planes that present imperfect reflections of each other, such as how the Shadow Plane and Ethereal Plane mirror aspects of the Material Plane. Where they find inspiring inconsistencies, durgastrs endeavor to overlay and fuse the strange realities into a multifaceted whole, often disrupting living creatures, cityscapes, and even whole ecosystems in the process. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Protean (Summoning) Graft Template +\- Protean (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Custodian.md b/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Custodian.md new file mode 100644 index 0000000..6f45ee8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Custodian.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 3 +Environment: any (Nolasa) +hp: 31 +modifier: 2 +name: Psacynoid, Custodian +statblock: true +tags: +Type: NG Medium monstrous humanoid +--- +# PSACYNOID, CUSTODIAN +Four-armed psacynoids hail from the Near Space world of Nolasa in the Euditace system. They’re the system’s only sentient species to have made contact with extrasolar civilizations, such as emissaries from the Pact Worlds and the Veskarium. However, very few psacynoids have left their home world in the decades since this initial contact. Psacynoid culture revolves mostly around the cultivation and harvesting of mystical crystals, and while the world’s newfound market for these items has greatly increased Nolasa’s wealth, many of its inhabitants consider spending credits on oneself to be in poor taste. Most psacynoids prefer to funnel that money back into their communities to maintain and repair infrastructure, foster social programs, and generally improve the quality of life for all. + +A psacynoid has a slender body with bulbous protrusions at either end; the upper is the creature’s head, which features an upward-pointing olfactory organ at the top, above a wide mouth. Their bottom bulb holds most of their vital organs and has four ambulatory appendages. Four spindly arms extend from their torso, two on each side. A psacynoid generally has a skittering gait that causes their body to careen wildly, making the creature appear to constantly be on the verge of toppling over. A typical psacynoid stands about 6 feet tall and weighs 125 pounds. + +On the surface, Nolasa appears to be a Golarion-like planet with numerous diverse biomes ranging from plains and forests to mountains and deserts. However, on closer inspection, the world is curiously flattened, with the highest and lowest elevations being less than half a mile above and below sea level. In fact, a series of massive caverns hide only a few hundred feet under the surface and run throughout the planet’s crust. These caves rest on Nolasa’s true tectonic plates and contain their own geography and ecosystems. Some believe that Nolasa’s current surface was somehow layered onto the original planet by an ancient power, creating a sort of world-sized nesting doll. + +Long ago, Nolasa’s psacynoids discovered that these caverns are infinite wells of invisible mystical power. When a wandering psacynoid geomancer discovered an unusual magical frequency within the stones of an empty cavern, they realized that their spells didn’t dissipate normally, instead coalescing into the seed of a crystalline structure that hung suspended in the air. The geomancer, unwilling to disturb the phenomenon, set up camp nearby, and over the next few weeks, watched the single crystal grow into a floating field of precious stones. The psacynoid collected the gems to bring back to the surface to study and, decades later, the process of crystal cultivation became the planet’s most studied and practiced field. + +Psacynoids learned that each cavern created only certain types of magical crystals, much like certain seeds can take root only in the right soil and climate. One cavern’s magic could grow only crystals that harnessed electrical energy, while the gems from another could summon creatures from other planes. Psacynoids who cultivate these crystals are known as custodians, and must be versed in the same type of magic as the caverns in which they work. Some psacynoids train in martial arts to become gallants and guard the underground settlements against dangerous wildlife. Gallants often exhibit mystical prowess themselves and harness it during combat. Regardless of psacynoids’ focus, most exhibit aptitude for crafting magical crystals, such as spell gems and solarian weapon crystals. + + +**Source** _Alien Archive 4 pg. 88_ + +## CUSTODIAN CR 3 + +**XP 800** +Psacynoid mystic +NG Medium monstrous humanoid +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 31; **RP** 3 +**EAC** 13; **KAC** 14 +**Fort** +2; **Ref** +4; **Will** +8 +**Resistances** sonic 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** battle staff +6 (1d4+3 B; critical knockdown) +**Ranged** tactical semi-auto pistol +8 (1d6+3 P) +**Mystic Spell-Like Abilities** (CL 3rd) +At will—_mindlink_ +**Mystic Spells Known** (CL 3rd) +1st (3/day)—_charm person_ (DC 16), _reflecting armor_ (DC 16) +0 (at will)—_daze_ (DC 15), _ghost sound_ (DC 15) +**Connection** melophile + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +1; **WIS** +4; **CHA** +1 +**Skills** Culture +8, Mysticism +13, Physical Science +13 +**Languages** Common, Psacynoa +**Other Abilities** multiarmed (4), song of the spheresCOM, universal choirCOM +**Gear** casual stationwear, battle staff, tactical semi-auto pistol with 18 small arm rounds + +### ECOLOGY + +**Environment** any (Nolasa) +**Organization** solitary, pair, band (3–5), or community (6–30 plus 1–3 psacynoid gallants) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Gallant.md b/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Gallant.md new file mode 100644 index 0000000..0197fe8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Psacynoid, Gallant.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 9 +Environment: any (Nolasa) +hp: 144 +modifier: 4 +name: Psacynoid, Gallant +statblock: true +tags: +Type: NG Medium monstrous humanoid +--- +# PSACYNOID, GALLANT +Four-armed psacynoids hail from the Near Space world of Nolasa in the Euditace system. They’re the system’s only sentient species to have made contact with extrasolar civilizations, such as emissaries from the Pact Worlds and the Veskarium. However, very few psacynoids have left their home world in the decades since this initial contact. Psacynoid culture revolves mostly around the cultivation and harvesting of mystical crystals, and while the world’s newfound market for these items has greatly increased Nolasa’s wealth, many of its inhabitants consider spending credits on oneself to be in poor taste. Most psacynoids prefer to funnel that money back into their communities to maintain and repair infrastructure, foster social programs, and generally improve the quality of life for all. + +A psacynoid has a slender body with bulbous protrusions at either end; the upper is the creature’s head, which features an upward-pointing olfactory organ at the top, above a wide mouth. Their bottom bulb holds most of their vital organs and has four ambulatory appendages. Four spindly arms extend from their torso, two on each side. A psacynoid generally has a skittering gait that causes their body to careen wildly, making the creature appear to constantly be on the verge of toppling over. A typical psacynoid stands about 6 feet tall and weighs 125 pounds. + +On the surface, Nolasa appears to be a Golarion-like planet with numerous diverse biomes ranging from plains and forests to mountains and deserts. However, on closer inspection, the world is curiously flattened, with the highest and lowest elevations being less than half a mile above and below sea level. In fact, a series of massive caverns hide only a few hundred feet under the surface and run throughout the planet’s crust. These caves rest on Nolasa’s true tectonic plates and contain their own geography and ecosystems. Some believe that Nolasa’s current surface was somehow layered onto the original planet by an ancient power, creating a sort of world-sized nesting doll. + +Long ago, Nolasa’s psacynoids discovered that these caverns are infinite wells of invisible mystical power. When a wandering psacynoid geomancer discovered an unusual magical frequency within the stones of an empty cavern, they realized that their spells didn’t dissipate normally, instead coalescing into the seed of a crystalline structure that hung suspended in the air. The geomancer, unwilling to disturb the phenomenon, set up camp nearby, and over the next few weeks, watched the single crystal grow into a floating field of precious stones. The psacynoid collected the gems to bring back to the surface to study and, decades later, the process of crystal cultivation became the planet’s most studied and practiced field. + +Psacynoids learned that each cavern created only certain types of magical crystals, much like certain seeds can take root only in the right soil and climate. One cavern’s magic could grow only crystals that harnessed electrical energy, while the gems from another could summon creatures from other planes. Psacynoids who cultivate these crystals are known as custodians, and must be versed in the same type of magic as the caverns in which they work. Some psacynoids train in martial arts to become gallants and guard the underground settlements against dangerous wildlife. Gallants often exhibit mystical prowess themselves and harness it during combat. Regardless of psacynoids’ focus, most exhibit aptitude for crafting magical crystals, such as spell gems and solarian weapon crystals. + +**Source** _Alien Archive 4 pg. 88_ + +## GALLANT CR 9 + +**XP 6,400** +Psacynoid solarian +NG Medium monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 144; **RP** 4 +**EAC** 22; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +10 +**Resistances** sonic 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** solar shield +22 (2d10+12 B; critical severe wound \[DC 16\]) +**Ranged** advanced semi-auto pistol +19 (2d6+9 P) +**Offensive Abilities** flashing strikes, stellar revelations (black hole \[30-ft. radius, pull 20 ft., DC 16\], ray of light, reflection, supernova \[15-ft. radius, 10d6 F, DC 16\], vital reinforcementCOM \[9 damage\]) + +### STATISTICS + +**STR** +3; **DEX** +4; **CON** +0; **INT** +1; **WIS** +2; **CHA** +6 +**Skills** Athletics +17, Mysticism +17, Physical Science +22 +**Languages** Common, Psacynoa +**Other Abilities** multiarmed (4), solar manifestation (solar shieldCOM), stellar alignment +**Gear** D-suit III, advanced semi-auto pistol with 24 small arm rounds, minor gluon crystal + +### ECOLOGY + +**Environment** any (Nolasa) +**Organization** solitary, pair, or community (1–3 plus 6–30 psacynoid custodians) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Erabryth.md b/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Erabryth.md new file mode 100644 index 0000000..4ea9ef4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Erabryth.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 1 +Environment: any (Boneyard) +hp: 17 +modifier: 2 +name: Psychopomp, Erabryth +statblock: true +tags: +Type: N Medium outsider (psychopomp) +--- +# PSYCHOPOMP, ERABRYTH + +Psychopomps are enigmatic guides, protectors of souls, and slayers of undead. These neutral outsiders safeguard the cycle of life, death, and afterlife. Native to the Boneyard, the terminus of the River of Souls where the goddess Pharasma judges the dead, psychopomps come in a variety of forms, each having their own aims, interests, and methodology for ensuring the journey of souls proceeds to their standards. Stoic, proud, and patient, psychopomps perform their duties with unwavering dedication, confident their collective efforts ensure existence will continue unabated throughout the ages. Having listened to the complaints and regrets of the dead since time began, psychopomps are unswayed by passionate pleas nor angry lamentations, making them seem aloof or uncaring. Nearly all psychopomps wear masks and speak a somber yet melodic language called Requian. Though some posit this behavior is a form of psychological intimidation, others believe the sight of an unmasked psychopomp puts unnecessary strain on a mortal soul. + +Erabryths are psychopomps who welcome and escort the souls of androids who have given their bodies up for renewal. Akin to procreation among androids, renewal is generally considered a decision to be celebrated and respected. Once incredibly rare, erabryths have increased in number in recent centuries, alongside the number of cycling android souls they guide. Averaging 6 feet tall and 200 pounds, erabryths are lanky androgynous outsiders; they have metallic, ribboned flesh and a mirrored disk in place of a face, backlit by a nimbus of light that changes color and intensity to display their emotions. + +In contrast to their erabryth kin, morrignas are warriors who uphold the sanctity of life and death by tracking down and destroying those who interfere with the natural flow of souls in any way. Cautious, cunning, and patient, morrignas unrelentingly hunt immortals, necromancers, and undead with extreme prejudice. + + +**Source** _Alien Archive 4 pg. 90_ + +## ERABRYTH CR 1 +**XP 400** +N Medium outsider (psychopomp) +**Init** +2; **Senses** blindsight (life) 60 ft., darkvision 60 ft., low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +1; **Will** +6 +**Immunities** death effects, disease, poison + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Su, average) +**Melee** cestus battleglove +5 (1d4+2 B) +**Ranged** light ray +7 (1d4+1 F) +**Offensive Abilities** forced reflection, spirit touch + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +0; **INT** +0; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +10, Intimidate +5, Mysticism +10, Sense Motive +10, Stealth +5 +**Languages** Abyssal, Celestial, Infernal, Requian; tongues +**Gear** cestus battleglove + +### ECOLOGY + +**Environment** any (Boneyard) +**Organization** solitary or reflection (2–6) + +### SPECIAL ABILITIES + +**Forced Reflection (Su)** As a standard action, an erabryth can force a single target within 60 feet to relive their most painful memories and regrets. The target becomes dazed for 1 round, after which they become shaken for 1d3 rounds. A successful DC 12 Will saving throw negates the dazed condition and reduces the shaken condition to 1 round. Regardless of the result of this saving throw, the target is immune to this erabryth’s forced reflection for 24 hours. This is a mindaffecting effect. +**Light Ray (Su)** As a ranged attack that targets EAC, an erabryth can emit a beam of light from their mirrored face at a single target. This beam has a range increment of 60 feet and the bright weapon special property. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Morrigna.md b/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Morrigna.md new file mode 100644 index 0000000..3832305 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Psychopomp, Morrigna.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 11 +Environment: any (Boneyard) +hp: 155 +modifier: 5 +name: Psychopomp, Morrigna +statblock: true +tags: +Type: N Medium outsider (psychopomp) +--- +# PSYCHOPOMP, MORRIGNA +Psychopomps are enigmatic guides, protectors of souls, and slayers of undead. These neutral outsiders safeguard the cycle of life, death, and afterlife. Native to the Boneyard, the terminus of the River of Souls where the goddess Pharasma judges the dead, psychopomps come in a variety of forms, each having their own aims, interests, and methodology for ensuring the journey of souls proceeds to their standards. Stoic, proud, and patient, psychopomps perform their duties with unwavering dedication, confident their collective efforts ensure existence will continue unabated throughout the ages. Having listened to the complaints and regrets of the dead since time began, psychopomps are unswayed by passionate pleas nor angry lamentations, making them seem aloof or uncaring. Nearly all psychopomps wear masks and speak a somber yet melodic language called Requian. Though some posit this behavior is a form of psychological intimidation, others believe the sight of an unmasked psychopomp puts unnecessary strain on a mortal soul. + +Erabryths are psychopomps who welcome and escort the souls of androids who have given their bodies up for renewal. Akin to procreation among androids, renewal is generally considered a decision to be celebrated and respected. Once incredibly rare, erabryths have increased in number in recent centuries, alongside the number of cycling android souls they guide. Averaging 6 feet tall and 200 pounds, erabryths are lanky androgynous outsiders; they have metallic, ribboned flesh and a mirrored disk in place of a face, backlit by a nimbus of light that changes color and intensity to display their emotions. + +In contrast to their erabryth kin, morrignas are warriors who uphold the sanctity of life and death by tracking down and destroying those who interfere with the natural flow of souls in any way. Cautious, cunning, and patient, morrignas unrelentingly hunt immortals, necromancers, and undead with extreme prejudice. + + +**Source** _Alien Archive 4 pg. 90_ + +## MORRIGNA CR 11 + +**XP 12,800** +N Medium outsider (psychopomp) +**Init** +5; **Senses** blindsight (life) 60 ft., darkvision 60 ft., low-light vision; **Perception** +20 +**Aura** web shroud (10 ft., Reflex DC 20) + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +10; **Ref** +10; **Will** +16 +**DR** 10/adamantine; **Immunities** death effects, disease, poison; **Resistances** cold 10, electricity 10; **SR** 22 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** disruptive evenfall shimmerstone staff +18 (5d6+12 B) or web lash +18 (2d10+12 S) +**Ranged** series-42 plasma guide +20 (3d8+11 E & F; critical severe wound) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with web lash) +**Offensive Abilities** spirit touch Spells Known (CL 11th; melee +18) 4th (3/day)—death ward, soul reap (DC 22) 3rd (6/day)—dispel magic, mind thrust (DC 21), mystic cure, speak with dead (DC 21) 2nd (at will)—force blast (DC 20), invisibility + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +1; **INT** +3; **WIS** +8; **CHA** +3 +**Skills** Athletics +20 (+28 to climb), Mysticism +25, Sense Motive +25, Stealth +20 +**Languages** Abyssal, Celestial, Infernal, Requian; tongues +**Other Abilities** arachnid spy, change shape (Small or Medium animal or humanoid) +**Gear** vesk brigandine IVAR, disruptive evenfall shimmerstone staffAA3, series-42 plasma guideAR with 1 super-capacity battery (80 charges) + +### ECOLOGY + +**Environment** any (Boneyard) +**Organization** solitary, pair, or reaping (3–15) + +### SPECIAL ABILITIES + +**Arachnid Spy (Su)** Once every hour as a full action, a morrigna can spin an invisible, magical spider out of their web shroud. This spider functions as the sensor of an _arcane eye_ spell, although the morrigna does not need to concentrate to use the arachnid spy. +**Web Shroud (Su)** A morrigna’s shroud is composed of silken webs that are mystically attuned to protect them from harm. A creature within this aura that fails a DC 20 Reflex saving throw becomes entangled for 1 round. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Quantum Slime.md b/Compendium/SF1E/Bestiary/Alien Codex/Quantum Slime.md new file mode 100644 index 0000000..19e86e5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Quantum Slime.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 15 +Environment: any +hp: 200 +modifier: 5 +name: Quantum Slime +statblock: true +tags: +Type: N Medium ooze +--- +# QUANTUM SLIME +## QUANTUM SLIME CR 15 + +**XP 51,200** +N Medium ooze +**Init** +5; **Senses** blindsight (vibration) 60 ft., sightless; **Perception** +26 + +### DEFENSE + +**HP** 200 +**EAC** 28; **KAC** 29 +**Fort** +15; **Ref** +11; **Will** +16 +**Immunities** ooze immunities; **SR** 26 + +### OFFENSE + +**Speed** fly 30 ft. (Su, average) +**Melee** quantum tendril +24 (4d6+22 E & F; critical quantum push \[DC 23\]) +**Space** 5 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 15th; melee +24, ranged +22) +1/day—_call cosmos_, _greater dispel magic_ +3/day—_cosmic eddy_ (DC 24), _creation_ (4th level), _dimension door_, _enervation_ +At will—_bestow curse_ (DC 23), _displacement_ + +### STATISTICS + +**STR** +7; **DEX** +5; **CON** +9; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +26, Stealth +31 +**Other Abilities** compression, mindless, quantum superposition + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Quantum Push (Su)** When a quantum slime scores a critical hit with its quantum tendril, it teleports the target to a space within 30 feet of its original position that the slime has line of effect to. The target can attempt a DC 23 Will saving throw to negate this effect; if the slime is attempting to teleport the target into a harmful position (such as into a square that is on fire or filled with a cloud of acid), the target receives a +4 circumstance bonus to the saving throw. + +**Quantum Superposition (Su)** Three times per day as a move action, a quantum slime can form a quantum-entangled copy of itself within 15 feet. The copy is identical to the original slime, including any ongoing bonuses, penalties, or effects with the same remaining duration, and the two slimes share a single pool of Hit Points, uses of spell-like abilities per day, and initiative count. The two slimes count as a single creature for the number of actions they can perform each round, and share the total number of actions between themselves (for instance, one slime can take a move action to move while the other slime takes a standard action to attack); if the slimes take a full action to make a full attack, each slime can attack once with the standard –4 penalty. If a foe attempts to cast a spell that affects both slimes, it must attempt to overcome the spell resistance of each slime, as if the slimes were two different creatures; if the foe fails to overcome the spell resistance of one of the slimes, neither is affected by the spell. If the two slimes are caught in an area effect that doesn’t allow for spell resistance, each one attempts a saving throw (if allowed), and the two slimes use the result of the highest saving throw, though if the spell deals damage, the slimes take damage only once. Any condition successfully imposed on one slime or action taken by one slime to affect itself (such as fighting defensively) affects both copies. When one slime is about to take damage, the quantum slime can “dismiss” that copy as a reaction; this negates the damage and causes the attack (if any) to miss. The remaining quantum slime becomes the “true” version of the creature. The two copies must remain within 200 feet of one another; if they are moved farther apart than that, one random copy of the slime is dismissed as above. Neither copy of the quantum slime can use this ability again while it is active. + +## DESCRIPTION + +The field of quantum mechanics attempts to describe the interactions between subatomic particles. By analyzing the angular momentum and energy stored within subatomic particles, scientists hope to be able to better understand the fundamentals of the universe, but these studies are often complicated by the unusual nature of many of such particles. Researchers who experiment too recklessly with quantum forces run the risk of spontaneously creating a quantum slime, an incredibly dangerous ooze composed of enlarged subatomic particles floating inside a mass of cloudy protoplasm-like goo. Though mindless, a quantum slime has the ability to alter reality at a quantum level, calling forth storms of cosmic energy, teleporting itself and others, or diminishing a creature’s overall competency. A quantum slime floats from place to place in a rough disc shape, occasionally extending a 10-foot-long tendril wreathed in plasma energy to strike at foes. + +When a quantum slime is created, usually by accident inside a laboratory or other research facility, it immediately lashes out against all other creatures present with a single-minded fury. Once it has destroyed everyone around it, the quantum slime begins exploring in response to some unknown stimulus. A quantum slime seems to move at random, occasionally teleporting past obstacles and then crossing back over its own path and attacking anything that stands in its way. Some scientists posit that quantum slimes move in response to changes in the environment on a subatomic level. Unfortunately, it is very difficult to replicate the conditions that create a quantum slime and even harder to capture and study one. A few researchers have had some luck directing a loose quantum slime’s movement by generating low-level electrical charges near the slime; too much charge, though, causes the slime to attack the source of the energy. + +A quantum slime can create a quantum-entangled copy of itself, an ability that both fascinates scientists and makes the creature extraordinarily difficult to battle and contain. This allows the slime to be in two places at once, though both versions are connected to one another—when one takes damage, the wounds appear on both. As a defense tactic, the quantum slime can cause one of its copies to disappear instead of taking damage. This raises many questions about which quantum slime was the original version and which was the duplicate—a metaphysical conundrum that most quantum physicists answer with a shrug and a platitude about the “mysteries of the subatomic universe.” + +Thus far, modern science has encountered only quantum slimes that were created accidentally and artificially within laboratory settings; no one has ever observed a naturally occurring quantum slimes. As a result, no concrete details about the quantum slime’s ecological niche, life cycle, reproduction, diet, and behavior are known. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Quorlu, Quorlu Sapper.md b/Compendium/SF1E/Bestiary/Alien Codex/Quorlu, Quorlu Sapper.md new file mode 100644 index 0000000..e1f83e7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Quorlu, Quorlu Sapper.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 145 +modifier: 1 +name: Quorlu, Quorlu Sapper +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# QUORLU, QUORLU SAPPER +Quorlus are quadrupedal, silicon-based creatures that have three tentacular arms and three eyestalks. They hail from Quorlosh, a strange world in the Vast that is highly geologically active but has only a thin atmosphere. Quorlus live in warrens in the planet’s exposed stony crust, where they delve for minerals that they consume for sustenance. Their warrens are like the settlements of many humanoids, and their inhabitants conduct crystal farming in which they “grow” gypsum, quartzes, and salts for food. The average quorlu is 4-1/2 feet tall and weighs 350 pounds. + +Their planet’s violent tectonic activity has instilled quorlus with a cultural acceptance of impermanence and resilience to loss. Quorlus value experiences more than material possessions, though by the standards of other worlds, they have abundant raw wealth. When a lava flow or quake damages a quorlu settlement, the quorlus dig out and repair, though they are too practical to rebuild where destruction is likely to occur again. + +Quorlus have a crystalline lithic shell that is vulnerable to certain sonic frequencies. Under this exterior, quorlus’ crystal-fiber organ structures float in plasma. At the center is the quorlu’s grinding heart, which serves as both a circulatory and a digestive organ and which generates the quorlu’s high internal heat. Extreme cold can slow a quorlu’s endothermic reactions, momentarily hindering the creature. + +Although quorlus can be tough combatants, few truly enjoy battle. Their extant military traditions stem from their engineering customs and emphasize the use of explosives, but they usually prefer peace and positive new experiences. This societal tendency makes them more inclined to be diplomats and explorers than warriors. + +Supplementing quorlus’ peaceful inclinations is the fact that most other sapient species find their voices soothing, especially when those voices are harmonized in song—and quorlus love to sing. Their language is melodic, tonal, and trilling, and it also includes subtle vibrations that shirrens in particular find especially pleasing thanks to their sensitivity to delicate vibrational shifts. The range of quorlu tones makes their language difficult for non-quorlus to master. + +Quorlus can be found throughout the Pact Worlds. They have an enclave and diplomatic corps on Absalom Station, and numerous quorlus join exploration outfits, including the Starfinder Society. Others serve as prospectors in the Diaspora and on inhospitable worlds. Quorlus are quick to volunteer for jobs inherently more hazardous for species that need to breathe or that are more susceptible to poison or disease. + +## HEAT-AMP GAUNTLETS + +Quorlus have developed gauntlets that store and amplify ambient heat, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies. + +**Source** _Alien Archive 2 pg. 104_ + +## QUORLU SAPPER CR 9 + +**XP 6,400** +Quorlu soldier +N Medium monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 145; **RP** 4 +**EAC** 22; **KAC** 24; +4 vs. bull rush, reposition, trip +**Fort** +11; **Ref** +9; **Will** +10; +2 vs. bleed +**Defensive Abilities** endothermic, lithic, stable, unflankable; **Resistances** fire 5 +**Weaknesses** susceptible to cold + +### OFFENSE + +**Speed** 25 ft. +**Melee** mk 2 heat-amp gauntlet +18 (2d6+12 B & F; critical burn 1d8) +**Ranged** red star plasma cannon +21 (explode \[5 ft., 2d10+9 E & F, DC 16\]; critical burn 1d8) or frag grenade III +21 (explode \[15 ft., 4d6 P, DC 16\]) +**Offensive Abilities** debilitating attack (DC 16, 3 rounds), fighting styles (bombard, hit-and-run), gear boosts (plasma immolation \[1d8\], powerful explosive), grenade expert (35 ft.), heavy fire (+3 damage), opening volley + +### STATISTICS + +**STR** +3; **DEX** +4; **CON** +6; **INT** +1; **WIS** +0; **CHA** +1 +**Skills** Athletics +22, Engineering +17, Intimidate +17 +**Languages** Common, Quorlu +**Other Abilities** multiarmed (3), tunneler +**Gear** advanced iridishell, mk 2 heat-amp gauntlet, red star plasma cannon with 2 high-capacity batteries (40 charges each), frag grenades III (2), detonator, explosives (frag III \[2\]) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (3–5) + +### SPECIAL ABILITIES + +**Endothermic (Ex)** A quorlu has resistance 5 to fire that stacks with one other source of fire resistance. + +**Lithic (Ex)** A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances. It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum. + +**Stable (Ex)** A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip. + +**Susceptible to Cold (Ex)** When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted. + +**Tunneler (Ex)** A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Quorlu.md b/Compendium/SF1E/Bestiary/Alien Codex/Quorlu.md new file mode 100644 index 0000000..717a31e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Quorlu.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 0 +name: Quorlu +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# QUORLU +Quorlus are quadrupedal, silicon-based creatures that have three tentacular arms and three eyestalks. They hail from Quorlosh, a strange world in the Vast that is highly geologically active but has only a thin atmosphere. Quorlus live in warrens in the planet’s exposed stony crust, where they delve for minerals that they consume for sustenance. Their warrens are like the settlements of many humanoids, and their inhabitants conduct crystal farming in which they “grow” gypsum, quartzes, and salts for food. The average quorlu is 4-1/2 feet tall and weighs 350 pounds. + +Their planet’s violent tectonic activity has instilled quorlus with a cultural acceptance of impermanence and resilience to loss. Quorlus value experiences more than material possessions, though by the standards of other worlds, they have abundant raw wealth. When a lava flow or quake damages a quorlu settlement, the quorlus dig out and repair, though they are too practical to rebuild where destruction is likely to occur again. + +Quorlus have a crystalline lithic shell that is vulnerable to certain sonic frequencies. Under this exterior, quorlus’ crystal-fiber organ structures float in plasma. At the center is the quorlu’s grinding heart, which serves as both a circulatory and a digestive organ and which generates the quorlu’s high internal heat. Extreme cold can slow a quorlu’s endothermic reactions, momentarily hindering the creature. + +Although quorlus can be tough combatants, few truly enjoy battle. Their extant military traditions stem from their engineering customs and emphasize the use of explosives, but they usually prefer peace and positive new experiences. This societal tendency makes them more inclined to be diplomats and explorers than warriors. + +Supplementing quorlus’ peaceful inclinations is the fact that most other sapient species find their voices soothing, especially when those voices are harmonized in song—and quorlus love to sing. Their language is melodic, tonal, and trilling, and it also includes subtle vibrations that shirrens in particular find especially pleasing thanks to their sensitivity to delicate vibrational shifts. The range of quorlu tones makes their language difficult for non-quorlus to master. + +Quorlus can be found throughout the Pact Worlds. They have an enclave and diplomatic corps on Absalom Station, and numerous quorlus join exploration outfits, including the Starfinder Society. Others serve as prospectors in the Diaspora and on inhospitable worlds. Quorlus are quick to volunteer for jobs inherently more hazardous for species that need to breathe or that are more susceptible to poison or disease. + +## HEAT-AMP GAUNTLETS + +Quorlus have developed gauntlets that store and amplify ambient heat, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies. + +**Source** _Alien Archive 2 pg. 104_ + +## QUORLU CR 2 + +**XP 600** +N Medium monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +12 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14; +4 vs. bull rush, reposition, trip +**Fort** +3; **Ref** +1; **Will** +7; +2 vs. bleed +**Defensive Abilities** endothermic, lithic, stable, unflankable; **Immunities** disease, poison; **Resistances** fire 5 +**Weaknesses** susceptible to cold + +### OFFENSE + +**Speed** 25 ft. +**Melee** mk 1 heat-amp gauntlet +9 (1d6+2 B & F; critical burn 1d4) +**Ranged** static arc pistol +7 (1d6+2 E; critical arc 2) + +### STATISTICS + +**STR** +0; **DEX** +0; **CON** +4; **INT** +1; **WIS** +0; **CHA** +2 +**Skills** Athletics +7, Computers +7, Diplomacy +12, Physical Science +12, Sense Motive +12 +**Languages** Common, Quorlu +**Other Abilities** multiarmed (3), tunneler +**Gear** freebooter armor I, heat-amp gauntlet, static arc pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (3–5) + +### SPECIAL ABILITIES + +**Endothermic (Ex)** A quorlu has resistance 5 to fire that stacks with one other source of fire resistance. + +**Lithic (Ex)** A quorlu’s silicon-based physiology grants it immunity to disease and poison, and it gains no benefit from drugs, medicinals, and similar nonmagical substances. It also gains a +2 racial bonus to saving throws against bleed effects. A quorlu doesn’t breathe or suffer the normal environmental effects of being in a vacuum. + +**Stable (Ex)** A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip. + +**Susceptible to Cold (Ex)** When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted. + +**Tunneler (Ex)** A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Quyu.md b/Compendium/SF1E/Bestiary/Alien Codex/Quyu.md new file mode 100644 index 0000000..4f96d2c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Quyu.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 80 +modifier: 3 +name: Quyu +statblock: true +tags: +Type: NE Medium aberration +--- +# QUYU + +**Source** _Alien Archive 4 pg. 92_ + +## QUYU CR 6 + +**XP 2,400** +NE Medium aberration +**Init** +3; **Senses** blindsight (vibration) 60ft., sightless;; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +5; **Will** +11 +**Defensive Abilities** void adaptation; **Immunities** acid, starvation + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +12 (1d6+8 P plus grab, cruel dissection \[DC 16\]) claw +12 (1d6+8 S) +**Ranged** spiked missile +14 (1d8+6 P plus cruel dissection \[DC 16\]) +**Offensive Abilities** pathetic gaze +**Spell-Like Abilities** (CL 6th) +At will—_charm person_ (DC 15) + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +2; **INT** +0; **WIS** +0; **CHA** +5 +**Skills** Bluff +18, Culture +13, Diplomacy +18, Disguise +18, Life Science + 13, Sense Motive +13 +**Languages** Brethedan, Common, Eoxian, Vesk (can’t speak any language) +**Other Abilities** facade form, no breath + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Cruel Dissection (Ex)** Quyus use their knowledge of physiology to increase their likelihood of landing devastating attacks. When a quyu hits with a bite or spiked missile attack, the target must succeed at a Fortitude save or take an additional 1d6 piercing damage. +**Facade Form (Ex)** As a move action, the quyu can switch into or out of its adorable facade form. While in its facade form, the quyu’s pathetic gaze is active, but it can’t use any of its melee or ranged attacks. While in facade form, the quyu is a Tiny creature. +**Pathetic Gaze (Su)** The quyu’s sightless eyes cast a magical influence on those who meet its gaze. While in facade form, any creature within 30 feet of the quyu that can see it must succeed at a DC 14 Will save or gain the fascinated condition. On a failed save, the target also becomes irrationally infatuated with the quyu and takes a –4 penalty to attacks against it for 1d4 rounds, even if the quyu leaves facade form. This is a mind-affecting emotion effect. +**Spiked Missile (Ex)** A quyu’s spiked missile attack has a range increment of 60 feet. + +## DESCRIPTION + +Quyus originated deep in the isolated regions of space and initially encountered other life-forms when a broken fraction of their barren asteroid home joined the Diaspora. Living for eons floating only among themselves in empty space, quyus do not require food, drink, or even an atmosphere to survive. The dangerously clever creatures quietly observed the sapient life-forms of their new homes and noted their bizarre tendency to defenselessly approach anything small, pathetic, and cute. The aberrations devised a devious hunting strategy that exploited what they saw as a flaw in the nature of many social species. Devoid of sympathy or compassion, quyus do not entirely understand why social life-forms approach them in their adorable disguises, but they receive a deep sense of satisfaction from the betrayed expressions of their victims when their adorable facades unfurl into their grotesque forms. + +Quyus are sightless and curious, and express their interest in the composition of other beings by dissecting their prey. They are masters of their own physiology and have learned to compress their larger, aberrant bodies into smaller forms, adopting traits such as fur and large ears to mimic what they’ve identified as commonly cute in other creatures. Even when in their aberration forms, evidence of their facade forms can manifest in patches across their bodies, which fold together to create their disguises. Lacking visual organs in their aberrant forms, quyus capture and dissect creatures from the local environment that sapient life-forms find adorable to learn what makes them appear so precious to other species. A sudden rise in small, cute creatures disappearing or being found dismembered is often the first sign of a quyu’s presence in the area. + +A quyu’s facade form varies depending on the surrounding area, as it adapts to best fit what is considered cute by the local culture. Generally this form is round and fluffy, with large, dark eyes and a perpetually dejected expression. Quyus always aim to invent the most precious facades possible from the perspective of their victims, regardless of whether such a creature suits the local ecology. Fortunately for quyus, few potential victims pause to consider whether a particularly adorable animal is in any way adapted to its environment. + +Most quyus live on the edge of civilization and lure isolated individuals into secluded ambush locations with their facade forms. Many learn to imitate injuries or crying to elicit helpful responses. They sometimes stow away on starships and quietly lure individual crew members to their doom, sometimes taking out an entire crew before being discovered. Planet-bound quyus, on the other hand, might build a den and string up dissected bodies to display their collection. The cleverest and most insidious quyus hunt in cosmopolitan settings that already host a wide variety of species, sapient and otherwise. + +Once a quyu has lured its prey close and lulled it into a false sense of security with its pitiful visage, its beguiling eyes tear apart from the pupil, the patches of fur split apart, and its downy ears morph into protruding spikes. An eyeless head bursts from each eye, covered in an acidic slime that coats the thin gray membrane of its true skin. As its body unfurls, the skeleton pops and snaps nauseatingly into place. Its true form has long forward limbs with opposable hands and dexterous long fingers, and it perches on crouched, short back legs. Its two elongated, large-jawed heads share a single consciousness. + +The most experienced and intelligent quyus choose to live benignly as innocuous pets in urban environments where they accept their keepers as accessories to their disguises and slip away to prowl the city when not observed. They prefer vulnerable keepers, innocent-seeming keepers who often escape the attention of those investigating suspicious disappearances. Cases of murders and missing persons perpetrated by quyus are often difficult to prove or recognize. While the scenes often look like an animal attack, the bodies are never eaten, and the precision of the kills often hints at some level of intelligent motive. Few are familiar enough with these otherworldly aberrations to suspect one may be trotting past the murder scene as a child’s cute and spunky pet. It typically takes a specialist or a team of experts to identify a quyu’s work and locate it among the beloved pets in the city. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Radiation Drake, Slasher.md b/Compendium/SF1E/Bestiary/Alien Codex/Radiation Drake, Slasher.md new file mode 100644 index 0000000..fa6984d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Radiation Drake, Slasher.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 4 +Environment: any land +hp: 50 +modifier: 2 +name: Radiation Drake, Slasher +statblock: true +tags: +Type: CE Medium dragon +--- +# RADIATION DRAKE, SLASHER +Radiation drakes are dangerous predators found on worlds with extensive radioactivity, such as natural deposits of radioactive ores or irradiated wastelands left by atomic warfare. They are dark in coloration, most often black or dull green, but they have bright crystalline teeth and spikes along their spines. A radiation drake has a draconic appearance, with a long neck and tail, wings, and powerful hind legs, but lacks front legs. + +In addition to its fearsome bite, a radiation drake can unleash gouts of superheated radioactive material. However, this technique requires considerable practice. Hatchlings can do little more than drool fiery puddles—an ability that they quickly learn to control lest they burn themselves. Juveniles practice regularly, leaving scorched scars in their territory as they swallow small stones, irradiate the pebbles, and learn to regurgitate the radioactive projectiles. Yet only the adults truly master the techniques, spitting fire with precision without relying on any supplemental material whatsoever. These radioactive attacks all cause the crystalline spikes along a radiation drake’s spine to glow with white-hot light. + +Radiation drakes lay their eggs in semi-molten surfaces, such as stone, plastics, or even ceramic the drakes vitrify with their breath. Where possible, a radiation drake situates its nest near sources of radiation, such as nuclear power stations, naturally radioactive rock formations, or even the bodies of fallen kaiju— enormous creatures of unknown origin. Once laid, a drake egg’s maturation depends on how much radiation it can absorb, with heavily toxic environments fueling rapid development. + +Yet whelps don’t come only from adult radiation drakes. Their eggs periodically appear on worlds with no prior radiation drake sightings, suggesting that under certain conditions, other drakes’ eggs can mutate and hatch radiation drakes. + +Radiation drakes rarely bother to do anything but act out on their most instinctive impulses unless driven to do so or guided by a worthy ally. Those allies are few and far between, as the drakes are violently territorial and radioactive, and they rarely form bonds with creatures. Ellicoths occasionally form friendly bands with radiation drakes, with the latter perching atop the spindly beasts and periodically dragging prey to drop before the ellicoths to maintain the peace. Hespers occasionally recruit radiation drakes, relying on the latter’s raw strength to access well-defended reactors and other technology. However, the alliances are usually short‑lived, as the drakes rarely have the patience to act as guards, usually instead laying waste to the devices the hespers so desperately want. + +**Source** _Alien Archive 4 pg. 94_ + +## SLASHER CR 4 + +**XP 1,200** +CE Medium dragon +**Init** +2; **Senses** darkvision 60 ft., low-light vision;; **Perception** +17 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +8; **Will** +5 +**DR** 5/magic; **Immunities** paralysis, radiation, sleep + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Ex, average) +**Melee** bite +13 (1d6+8 P plus radiation exposure) +**Ranged** atomic bezoar +10 (1d8 F plus radiation exposure) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** -2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +10, Intimidate +15, Survival +10 +**Languages** Draconic + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or glow (3–8) + +### SPECIAL ABILITIES + +**Atomic Bezoar (Ex)** A radiation drake slasher lacks a breath weapon yet can spit a mass of radioactive material that explodes on contact. The attack has a range increment of 20 feet, has the explode special weapon property (5 ft., DC 13), and can be used only once every other round. +**Radiation Exposure (Ex)** A creature that takes Hit Point damage from the radiation drake’s attacks is exposed to low radiation. This radiation bypasses environmental protections in armor. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Green.md b/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Green.md new file mode 100644 index 0000000..257a488 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Green.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 6 +Environment: temperate or warm forests or plains +hp: 90 +modifier: 1 +name: Rageshkor, Green +statblock: true +tags: +Type: N Large animal +--- +# RAGESHKOR, GREEN +Fierce, armored saurians, rageshkors are among Vesk Prime’s most famous fauna. These beasts evolved alongside the planet’s other aggressive wildlife, leading to deadly evolutions unknown to other thyreophorans, most notably movable armor plates, and tail spikes rageshkors can hurl at distant threats. + +Vesk have long seen rageshkors as worthy foes. Records from before the Gap show that hunting rageshkors is an age‑old tradition, with accomplished hunters regularly wearing the hard-won hide, plates, and spikes. These cultural values have survived into modern times, and vesk and non-vesk alike regularly travel to Vesk Prime specifically for the chance to hunt a rageshkor. The most dedicated hunters equip themselves with archaic weaponry in the spirit of tradition, but even modern armaments are no guarantee of an easy fight. + +The smaller green rageshkors are the most prolific species, still prevalent in Vesk Prime’s forests and plains. Adolescents typically break from their birth herd, roaming either alone or in small cohorts. These roving rageshkors are especially aggressive, and they often pick fights with passersby, land transports, and even small buildings. + +The might and ferocity of green rageshkors pale in comparison to those of their larger kin, rock rageshkors. These rare animals are typically solitary, and during less prosperous times, rock rageshkors hunker down into a form of hibernation. Combined with their camouflaged bodies and the accumulation of windblown debris, these animals often fade into the landscape, snapping to vicious alertness only to ambush prey that mistakes it for a boulder. + + +**Source** _Alien Archive 4 pg. 96_ + +## GREEN CR 6 + +**XP 2,400** +N Large animal +**Init** +1; **Senses** blindsense (scent) 30 ft., low-light vision;; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +11; **Ref** +8; **Will** +5 +**Defensive Abilities** align frill + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail +15 (1d8+11 P; critical knockdown) +**Ranged** spike +13 (1d8+11 P) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +5; **DEX** +1; **CON** +3; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Athletics +18, Intimidate +13 Feats Cleave + +### ECOLOGY + +**Environment** temperate or warm forests or plains +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Align Frill (Ex)** As a move action, a green rageshkor can align portions of the flexible frill of its back armor to block attacks from one enemy the rageshkor is observing. Doing so increases the rageshkor’s AC by 2 against attacks from that enemy until the start of the rageshkor’s next turn. +**Spike (Ex)** By whipping its tail, a green rageshkor can hurl a detachable spike from just below its spiked tail club as a ranged attack with a range increment of 20 feet and a maximum range of 100 feet. The creature can hurl only six such spikes in a 24-hour period. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Rock.md b/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Rock.md new file mode 100644 index 0000000..bd55189 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Rageshkor, Rock.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 12 +Environment: aany deserts or mountains ny +hp: 200 +modifier: 4 +name: Rageshkor, Rock +statblock: true +tags: +Type: N Huge animal +--- +# RAGESHKOR, ROCK +Fierce, armored saurians, rageshkors are among Vesk Prime’s most famous fauna. These beasts evolved alongside the planet’s other aggressive wildlife, leading to deadly evolutions unknown to other thyreophorans, most notably movable armor plates, and tail spikes rageshkors can hurl at distant threats. + +Vesk have long seen rageshkors as worthy foes. Records from before the Gap show that hunting rageshkors is an age‑old tradition, with accomplished hunters regularly wearing the hard-won hide, plates, and spikes. These cultural values have survived into modern times, and vesk and non-vesk alike regularly travel to Vesk Prime specifically for the chance to hunt a rageshkor. The most dedicated hunters equip themselves with archaic weaponry in the spirit of tradition, but even modern armaments are no guarantee of an easy fight. + +The smaller green rageshkors are the most prolific species, still prevalent in Vesk Prime’s forests and plains. Adolescents typically break from their birth herd, roaming either alone or in small cohorts. These roving rageshkors are especially aggressive, and they often pick fights with passersby, land transports, and even small buildings. + +The might and ferocity of green rageshkors pale in comparison to those of their larger kin, rock rageshkors. These rare animals are typically solitary, and during less prosperous times, rock rageshkors hunker down into a form of hibernation. Combined with their camouflaged bodies and the accumulation of windblown debris, these animals often fade into the landscape, snapping to vicious alertness only to ambush prey that mistakes it for a boulder. + +**Source** _Alien Archive 4 pg. 96_ + +## ROCK CR 12 + +**XP 19,200** +N Huge animal +**Init** +4; **Senses** blindsense (scent) 60 ft., low-light vision;; **Perception** +22 + +### DEFENSE + +**HP** 200; **RP** 5 +**EAC** 26; **KAC** 28 +**Fort** +17; **Ref** +14; **Will** +11 +**Defensive Abilities** align frill; **Resistances** cold 5, fire 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail +25 (6d4+20 P; critical knockdown) +**Ranged** spike +22 (3d8+20 P) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** sweep + +### STATISTICS + +**STR** +8; **DEX** +0; **CON** +5; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Athletics +27, Intimidate +22 Feats Cleave, Great Cleave +**Other Abilities** control breath + +### ECOLOGY + +**Environment** any deserts or mountains +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Align Frill (Ex)** As a move action, a rageshkor can align portions of the flexible frills on its back armor to block attacks from one enemy the rageshkor is observing. Doing so grants the rageshkor two benefits against that enemy’s attacks until the start of the rageshkor’s next turn: the rageshkor’s AC increases by 2 and its fire and cold resistances each increase to 10. +**Control Breath (Ex)** A rock rageshkor is unaffected by thin atmosphere and treats severely thin atmosphere as thin atmosphere (Core Rulebook 396). In addition, a rock rageshkor can hold its breath for 1 hour. Taking actions does not reduce this duration. +**Spike (Ex)** By whipping its tail, a green rageshkor can hurl a detachable spike from just below its spiked tail club as a ranged attack with a range increment of 20 feet and a maximum range of 100 feet. The creature can hurl only six such spikes in a 24-hour period. +**Sweep (Ex)** Each target for Cleave and Great Cleave must be within 15 feet of the previous target, rather than adjacent to the previous target, but it must still be within the rock rageshkor’s reach. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ravai.md b/Compendium/SF1E/Bestiary/Alien Codex/Ravai.md new file mode 100644 index 0000000..a2c86e0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ravai.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 6 +Environment: any solar +hp: 90 +modifier: 5 +name: Ravai +statblock: true +tags: +Type: N Medium fey (fire) +--- +# RAVAI + +**Source** _Alien Archive 2 pg. 106_ + +## RAVAI CR 6 + +**XP 2,400** +N Medium fey (fire) +**Init** +5; **Perception** +13 + +### DEFENSE + +**HP** 90; **RP** 4 +**EAC** 18; **KAC** 20 +**Fort** +7; **Ref** +10; **Will** +8 +**Immunities** electricity, fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** slam +12 (1d8+6 E & F) +**Ranged** ejection +15 (2d6+5 E & F; critical burn 1d4) +**Offensive Abilities** flare, grasping vines, implosion + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +0; **INT** +2; **WIS** +1; **CHA** +3 +**Skills** Acrobatics +13 (+21 to fly), Culture +13, Diplomacy +18, Mysticism +13 +**Languages** Common, First Speech +**Other Abilities** luminous, no breath, solar adaptation + +### ECOLOGY + +**Environment** any solar +**Organization** solitary, pair, or cluster (3–9) + +### SPECIAL ABILITIES + +**Ejection (Su)** A ravai’s ejection ranged attack has a range increment of 90 feet. + +**Flare (Su)** Once every 1d6 rounds, as a full action, a ravai can spend 1 Resolve Point to emit a burst of solar energy in a 20-footradius spherical spread centered on the ravai. Creatures in the area take 6d8 electricity and fire damage and are blinded for 1 round. A creature that succeeds at a DC 14 Fortitude saving throw takes half the damage and isn’t blinded. Creatures that are vulnerable to sunlight take a –6 penalty to this saving throw. Plants that aren’t fungi and plant creatures that aren’t fungoid take no damage; instead, this effect restores 6d8 Hit Points to such targets. + +**Grasping Vines (Su)** As a standard action, a ravai can use the xenodruid mystic’s grasping vines connection power (Reflex DC 14) as if the ravai were a 6th-level mystic. + +**Implosion (Su)** When killed, a ravai implodes into a gravitational singularity as the forces that hold the creature’s body together collapse. This singularity makes one combat maneuver (+16 attack bonus) against creatures within a 60-foot-radius spherical spread from the slain ravai. If the attack is successful, a creature moves 10 feet toward the singularity plus 10 feet for every 5 by which the result exceeds the target’s KAC + 8. Creatures drawn into the ravai’s space take 6d6 damage and are knocked prone in the nearest unoccupied space. Unattended objects of light bulk or less are automatically drawn into the ravai’s space and remain there. + +**Luminous (Su)** A ravai is supernaturally luminous, shining bright light out to a range of 60 feet, normal light for another 60 feet, and dim light for another 60 feet. A magical effect can reduce the light in this area only if from a source that has a higher level or CR than the ravai. As a move action, a ravai can reduce the area of this light by half or return it to normal. + +## DESCRIPTION + +The combustion that occurs within a star is one of the most powerful and vital forces in nature. Through its light and heat, a sun provides energy for life on worlds millions of miles away, and organisms that do not in some way rely on these gifts are rare indeed. It seems only natural, then, that such a crucial process should have associated fey. Ravais resemble humanoid grasshoppers with gnarled, plantlike elements—every surface glowing a mottled red and yellow like the surface of the sun seen through a dark filter. Despite their constant glow, ravais aren’t made of light, at least not as most scientists understand it. Instead, ravais generate strong magnetic fields that condense light into something akin to ordinary matter. This condensed light forms a ravai’s physical body and allows it to withstand the internal heat and pressure of even the most massive stars. An average ravai is 5 feet tall and weighs just 85 pounds. Although they are occasionally mistaken for elementals, ravais have no ties to the Plane of Fire, instead dwelling in mysterious settlements inside the stars of the Material Plane. + +As the fey embodiment of a star, a ravai can unleash tremendous destruction with the flaming tendrils that peel off its body like coronal mass ejections. But a ravai’s abilities also reflect the nurturing power of solar energy. The same flares of magical energy that might burn an enemy to cinders can also nourish and invigorate plants and other organisms that rely on the sun for energy. Indeed, without resorting to its magical abilities, a ravai can cause nearby plants to bloom and flourish quickly, even in the harshest conditions. First World lore speaks of ancient Material Plane societies that once summoned and bound ravais for terraforming purposes, harnessing and amplifying fey magic with lost technologies. With the advent of Drift travel, some explorers have ventured deeper into the galaxy in search of these ravai-terraformed worlds, but to date, no discoveries have been reported. However, it is said ravais hunt down any who seek to replicate these mislaid methods. + +Ravais make their homes inside stars throughout the galaxy, using the immense energies found there to link their Material Plane abodes to similar regions on the First World. However, ravais have a strained relationship with the fey of the First World. Ravai religion holds that their true patron is Apholine the Flame, an Eldest who long ago retreated to live within a sun. Ravais believe that they should follow her model and that she might return to lead them once they fully understand the mystery that led her to withdraw from First World affairs. Until then, they wait, study, and oppose the shadowy fey creatures called ankou, believing the assassin fey to be tainted, umbral reflections of ravai glory, as well as the future architects of a prophesied apocalypse called the Eclipse. + +To a ravai, all creatures born in the light of the ravai’s star are that fey’s metaphorical children. Academically minded ravais take an intense interest in the organisms that arise in their Material Plane solar systems. Through magical scrying and the interception of broadcasts, such ravais carefully study the intelligent species of their chosen system, which ravais dub their wards. A ravai scholar learns its wards’ religious practices, magic systems, and popular culture. This knowledge can foster great affection toward members of ward species, but just as often, a ravai observes with scholarly detachment or the excruciating paternalism one might show for a clever but poorly trained pet. + +Most ravais stay close to their homes inside stars unless called forth due to great need, summoning magic, or the orders of an Eldest, whom ravais still begrudgingly revere. There exists, however, a particular caste, faction, or life phase of ravais that is much more likely to be encountered among Material Plane residents. Little is known in specific about these wanderers who leave their solar homes to travel the galaxy. They frequently gather members of other intelligent species, as well as numerous plant creatures, to establish sun cults, study aspects of their wards’ cultures, or pursue strange quests. Such wandering ravais are invariably tight mandibled about their motivations, but a recent Starfinder Society report indicates that several different wandering ravais have referred to the act of leaving their home stars as the Tearing, hinting that their missions among Material Plane cultures are at the direction of an interstellar ruling council of ravais called the Prominences. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Domesticated.md b/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Domesticated.md new file mode 100644 index 0000000..7b4855f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Domesticated.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 1/2 +Environment: temperate forests +hp: 13 +modifier: 0 +name: Ravenous Drake, Domesticated +statblock: true +tags: +Type: N Small dragon +--- +# RAVENOUS DRAKE, DOMESTICATED +With the increasing prevalence of Drift travel, the threat of invasive species has grown more dire with each passing decade. Among the most often-cited cases of ecological irresponsibility is the rapid spread of ravenous drakes throughout the Pact Worlds and its trade affiliates beyond. + +Ravenous drakes are small, flightless dragons first encountered in the Vast on the forested planet Ajjaika-2. Adults typically measure 2–3 feet in length and weigh about 60 pounds before feeding. Unlike other dragons, these drakes lack a breath attack; instead, their lungs are most biologically efficient when drawing air inward, allowing a drake to create powerful suctioning vortexes that drag prey into the drake’s maw. Combined with their elastic jaws and a digestive system capable of breaking down nearly any matter, whether organic or inorganic, ravenous drakes are consummate scavengers that subsist by devouring anything that they decide might be edible—and lacking the intelligence of true dragons, a ravenous drake considers nearly anything worth eating. This haphazard hunting method results in a short lifespan of about 10 years in natural environments, as they have difficulty differentiating between prey and predators and often find themselves biting off more than they can swallow. + +Ravenous drakes rely on a unique reproduction strategy. A receptive female engages in a month-long feeding spree, especially favoring dense minerals. Once sated, she lays an unfertilized egg (or occasionally two) in a safe, sheltered place, relying on the egg’s preternaturally strong shell to protect it until the breeding pair’s male can swallow the egg, brooding it in a specialized egg crop. The weight is so considerable that the male can’t hunt effectively, relying on the female to deliver food during the egg’s 2-month gestation. During this time, the father slowly weakens the egg’s shell, in the process transferring genetic material to the developing young. When the egg cracks, the father regurgitates the offspring and then escorts his child for the first month of life, briefly swallowing the baby when necessary to protect it from larger predators. Eggs that go unfertilized are among the strongest natural materials known to the Pact Worlds and command a sizable price from those with the means to create useful items from the nearly indestructible shell material. + +Ravenous drakes came to the Pact Worlds’ attention shortly after the Gap, and the creatures’ willingness to eat anything, their curiosity, and their fearlessness swiftly captured the public imagination. Thanks to their ability to eat almost anything and relatively sedate behavior, the drakes took quickly to domestication, and ravenous drakes (commonly rebranded as gobblewyrms) soon spread across the Pact Worlds as mascots, pets, and vermin control. Domesticated ravenous drakes are calm and often affectionate creatures, though they require extensive training to prevent them from indiscriminately eating inedible objects like personal effects or small furniture. + +Yet their voracious appetites makes the drakes an ecological menace. On most settled planets, any unaccompanied and feral ravenous drakes are captured or even killed on sight to preserve local ecosystems. Ownership is highly regulated, with many governments requiring training classes and tracking implants before allowing such creatures beyond a starship’s hold. Understandably, this has fueled a robust black-market trade in the popular pets. The loss or release of a ravenous drake is prosecutable on a few Pact Worlds, with fines going as high as tens of thousands of credits; some drake farms have been bankrupted by the fines when a persistent drake managed to devour its way out of containment and trigger a mass escape. + +Scientists studying captive ravenous drakes have noted that the drakes’ growth seems limited only by its diet, positing that a drake with an unlimited supply of suitable food could grow to immense size. + +**Source** _Alien Archive 4 pg. 98_ + +## DOMESTICATED CR 1/2 + +**XP 200** +N Small dragon +**Init** +0; **Senses** darkvision 60 ft., low-light vision;; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +4; **Will** +2 +**Immunities** paralysis, sleep; **Resistances** acid 5 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** bite +7 (1d6+3 P) or suctioning vortex +7 (special; see below) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with suctioning vortex) +**Offensive Abilities** suctioning vortex (attach DC 10; swallow whole \[1d6 A, EAC 10, KAC 8, 3 HP\]) + +### STATISTICS + +**STR** +3; **DEX** +0; **CON** +2; **INT** -3; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +9, Athletics +4, Stealth +4 +**Languages** Common (cannot speak) + +### ECOLOGY + +**Environment** temperate forests +**Organization** solitary, pair, or clutch (3–5) + +### SPECIAL ABILITIES + +**Suctioning Vortex (Su)** As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the attach universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn’t attach. +Against a target of the ravenous drake’s size or smaller, this instead functions in many ways like the swallow whole universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn’t deal damage upon initially hitting the target. On its subsequent turns, while grappling or pinning the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the encumbered and flat-footed conditions. +The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Feral.md b/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Feral.md new file mode 100644 index 0000000..06f6905 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ravenous Drake, Feral.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 2 +Environment: temperate forests +hp: 25 +modifier: 0 +name: Ravenous Drake, Feral +statblock: true +tags: +Type: N Medium dragon +--- +# RAVENOUS DRAKE, FERAL +With the increasing prevalence of Drift travel, the threat of invasive species has grown more dire with each passing decade. Among the most often-cited cases of ecological irresponsibility is the rapid spread of ravenous drakes throughout the Pact Worlds and its trade affiliates beyond. + +Ravenous drakes are small, flightless dragons first encountered in the Vast on the forested planet Ajjaika-2. Adults typically measure 2–3 feet in length and weigh about 60 pounds before feeding. Unlike other dragons, these drakes lack a breath attack; instead, their lungs are most biologically efficient when drawing air inward, allowing a drake to create powerful suctioning vortexes that drag prey into the drake’s maw. Combined with their elastic jaws and a digestive system capable of breaking down nearly any matter, whether organic or inorganic, ravenous drakes are consummate scavengers that subsist by devouring anything that they decide might be edible—and lacking the intelligence of true dragons, a ravenous drake considers nearly anything worth eating. This haphazard hunting method results in a short lifespan of about 10 years in natural environments, as they have difficulty differentiating between prey and predators and often find themselves biting off more than they can swallow. + +Ravenous drakes rely on a unique reproduction strategy. A receptive female engages in a month-long feeding spree, especially favoring dense minerals. Once sated, she lays an unfertilized egg (or occasionally two) in a safe, sheltered place, relying on the egg’s preternaturally strong shell to protect it until the breeding pair’s male can swallow the egg, brooding it in a specialized egg crop. The weight is so considerable that the male can’t hunt effectively, relying on the female to deliver food during the egg’s 2-month gestation. During this time, the father slowly weakens the egg’s shell, in the process transferring genetic material to the developing young. When the egg cracks, the father regurgitates the offspring and then escorts his child for the first month of life, briefly swallowing the baby when necessary to protect it from larger predators. Eggs that go unfertilized are among the strongest natural materials known to the Pact Worlds and command a sizable price from those with the means to create useful items from the nearly indestructible shell material. + +Ravenous drakes came to the Pact Worlds’ attention shortly after the Gap, and the creatures’ willingness to eat anything, their curiosity, and their fearlessness swiftly captured the public imagination. Thanks to their ability to eat almost anything and relatively sedate behavior, the drakes took quickly to domestication, and ravenous drakes (commonly rebranded as gobblewyrms) soon spread across the Pact Worlds as mascots, pets, and vermin control. Domesticated ravenous drakes are calm and often affectionate creatures, though they require extensive training to prevent them from indiscriminately eating inedible objects like personal effects or small furniture. + +Yet their voracious appetites makes the drakes an ecological menace. On most settled planets, any unaccompanied and feral ravenous drakes are captured or even killed on sight to preserve local ecosystems. Ownership is highly regulated, with many governments requiring training classes and tracking implants before allowing such creatures beyond a starship’s hold. Understandably, this has fueled a robust black-market trade in the popular pets. The loss or release of a ravenous drake is prosecutable on a few Pact Worlds, with fines going as high as tens of thousands of credits; some drake farms have been bankrupted by the fines when a persistent drake managed to devour its way out of containment and trigger a mass escape. + +Scientists studying captive ravenous drakes have noted that the drakes’ growth seems limited only by its diet, positing that a drake with an unlimited supply of suitable food could grow to immense size. + +**Source** _Alien Archive 4 pg. 98_ + +## FERAL CR 2 + +**XP 600** +N Medium dragon +**Init** +0; **Senses** darkvision 60 ft., low-light vision;; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +6; **Will** +3 +**Immunities** paralysis, sleep; **Resistances** acid 5 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** bite +11 (1d6+6 P plus swallow whole) or suctioning vortex +11 (special; see above) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with suctioning vortex) +**Offensive Abilities** suctioning vortex (attach DC 13; swallow whole \[1d6+6 A, EAC 13, KAC 11, 6 HP\]) + +### STATISTICS + +**STR** +4; **DEX** +0; **CON** +2; **INT** -3; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +12, Athletics +7, Stealth +7 +**Languages** Common (cannot speak) + +### ECOLOGY + +**Environment** temperate forests +**Organization** solitary, pair, or clutch (3–5) + +### SPECIAL ABILITIES + +**Suctioning Vortex (Su)** As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the attach universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn’t attach. +Against a target of the ravenous drake’s size or smaller, this instead functions in many ways like the swallow whole universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn’t deal damage upon initially hitting the target. On its subsequent turns, while grappling or pinning the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the encumbered and flat-footed conditions. +The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Bioengineer.md b/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Bioengineer.md new file mode 100644 index 0000000..e36934c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Bioengineer.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 4 +Environment: any (Raxil) +hp: 45 +modifier: 3 +name: Raxilite, Raxilite Bioengineer +statblock: true +tags: +Type: N Tiny plant +--- +# RAXILITE, RAXILITE BIOENGINEER +Raxilites are a species of little sapient plants from Raxil, a warm, idyllic world in the Vast. About two decades ago, a lashunta exploration vessel from Castrovel arrived in Raxil’s system and found the raxilites living in peace, having achieved symbiosis with their world through exceptionally advanced biotechnology. + +The curious raxilites sent a delegation back to Castrovel with the lashuntas. The two species have much in common, as raxilites are also intellectual and place great importance on community. After a time on Castrovel, where many raxilites still visit and dwell, the raxilite mission journeyed to Absalom Station. There, they obtained protectorate status for Raxil, just days after the Swarm attack on the Pact Worlds and Veskarium. Raxilites provided aid, mostly in biotech and medicine, during that conflict, though they also helped the Xenowardens advance their biomechanical starship designs. In turn, the raxilites, who lacked starfaring vessels before their contact with the lashuntas, began building their own biomechanical craft. + +Today, Raxil is a major source of cutting-edge starship biotech, though most of this tech must be acquired in the Pact Worlds. Raxilites are gentle and gregarious, but they restrict immigration, importing, and tourism to Raxil as carefully as they tend the planet. However, exploration is a key part of raxilite culture. With the galaxy open to them, countless young raxilites leave Raxil to see the stars, which often requires them to adapt to technology built for larger creatures. Raxilite bioengineers invented the Lifting Floret Activation Network (LFAN) augmentation to deal with the issue, and most raxilites have these modifications implanted shortly after sprouting. + +When a raxilite reaches adulthood, they sprout a flower. Flowering raxilites are lively and sociable, and especially with modern medicine, a raxilite can spend their entire life flowering. However, most raxilites choose to have children. A raxilite has both male and female reproductive organs, and to reproduce, two or more raxilites gather to exchange pollen. Such raxilites then transition to a seeding stage, with a puffball of seeds like those of a dandelion. Raxilites can also maintain their seeding stage indefinitely, and most do so at least until they find a safe place to plant and sprout their young. After releasing seeds, a raxilite flowers again within a week. + +A typical raxilite is 16 inches tall and weighs 4 pounds. + +**Source** _Alien Archive 3 pg. 82_ + +## RAXILITE BIOENGINEER CR 4 + +**XP 1,200** +Raxilite mechanic +N Tiny plant +**Init** +3; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 45 +**EAC** 16; **KAC** 17 +**Fort** +5; **Ref** +5; **Will** +5 +**Defensive Abilities** limited plant benefits + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical switchblade +8 (1d4+2 S) +**Ranged** frostbite-class zero pistol +10 (1d6+2 C; critical staggered \[DC 15\]) +**Space** 2-1/2 ft.; **Reach** 0 ft. (5 ft. with one-handed items) +**Offensive Abilities** overload (DC 15), target tracking + +### STATISTICS + +**STR** -2; **DEX** +3; **CON** +0; **INT** +5; **WIS** +1; **CHA** +1 +**Skills** Acrobatics +10, Computers +15, Engineering +15, Life Science +15, Stealth +10 +**Languages** Castrovelian, Common, Raxi, Vercite +**Other Abilities** artificial intelligence (exocortex), custom rig (brain augmentation with standard datajack), LFAN, LFAN symbiosis, mechanic tricks (distracting hack, overcharge) +**Gear** basic lashunta tempweave, frostbite-class zero pistol with 2 batteries (20 charges each), tactical switchblade + +### ECOLOGY + +**Environment** any (Raxil) +**Organization** solitary, pair, or crew (3–6) + +### SPECIAL ABILITIES + +**LFAN (Ex)** An LFAN, or Lifting Floret Activation Network, is a biotech augmentation that looks like a cluster of artificial, prehensile “vines” attached to a raxilite’s brain system (the raxilite can add one other brain augmentation to the LFAN). The LFAN is as dexterous and strong as a human hand, and the vines can extend and retract, allowing a raxilite to use one-handed items as if they were a Medium creature with a reach of 5 feet. + +**LFAN Symbiosis (Ex)** When two or more raxilites share the same 5-foot space, they can use their LFANs together, allowing them to handle larger objects. Up to four raxilites can work together in this way, each acting as one hand. + +**Limited Plant Benefits (Ex)** Raxilites lack the immunities of most plants. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Researcher.md b/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Researcher.md new file mode 100644 index 0000000..8f363ac --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Raxilite, Raxilite Researcher.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 1/2 +Environment: any (Raxil) +hp: 12 +modifier: 2 +name: Raxilite, Raxilite Researcher +statblock: true +tags: +Type: N Tiny plant +--- +# RAXILITE, RAXILITE RESEARCHER +Raxilites are a species of little sapient plants from Raxil, a warm, idyllic world in the Vast. About two decades ago, a lashunta exploration vessel from Castrovel arrived in Raxil’s system and found the raxilites living in peace, having achieved symbiosis with their world through exceptionally advanced biotechnology. + +The curious raxilites sent a delegation back to Castrovel with the lashuntas. The two species have much in common, as raxilites are also intellectual and place great importance on community. After a time on Castrovel, where many raxilites still visit and dwell, the raxilite mission journeyed to Absalom Station. There, they obtained protectorate status for Raxil, just days after the Swarm attack on the Pact Worlds and Veskarium. Raxilites provided aid, mostly in biotech and medicine, during that conflict, though they also helped the Xenowardens advance their biomechanical starship designs. In turn, the raxilites, who lacked starfaring vessels before their contact with the lashuntas, began building their own biomechanical craft. + +Today, Raxil is a major source of cutting-edge starship biotech, though most of this tech must be acquired in the Pact Worlds. Raxilites are gentle and gregarious, but they restrict immigration, importing, and tourism to Raxil as carefully as they tend the planet. However, exploration is a key part of raxilite culture. With the galaxy open to them, countless young raxilites leave Raxil to see the stars, which often requires them to adapt to technology built for larger creatures. Raxilite bioengineers invented the Lifting Floret Activation Network (LFAN) augmentation to deal with the issue, and most raxilites have these modifications implanted shortly after sprouting. + +When a raxilite reaches adulthood, they sprout a flower. Flowering raxilites are lively and sociable, and especially with modern medicine, a raxilite can spend their entire life flowering. However, most raxilites choose to have children. A raxilite has both male and female reproductive organs, and to reproduce, two or more raxilites gather to exchange pollen. Such raxilites then transition to a seeding stage, with a puffball of seeds like those of a dandelion. Raxilites can also maintain their seeding stage indefinitely, and most do so at least until they find a safe place to plant and sprout their young. After releasing seeds, a raxilite flowers again within a week. + +A typical raxilite is 16 inches tall and weighs 4 pounds. + + +**Source** _Alien Archive 3 pg. 82_ + +## RAXILITE RESEARCHER CR 1/2 + +**XP 200** +N Tiny plant +**Init** +2; **Senses** low-light vision; **Perception** +4 + +### DEFENSE + +**HP** 12 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +2; **Will** +3 +**Defensive Abilities** limited plant benefits + +### OFFENSE + +**Speed** 30 ft. +**Melee** standard taclash +2 (1d4–2 S nonlethal) +**Ranged** pulsecaster pistol +4 (1d4 E nonlethal) +**Space** 2-1/2 ft.; **Reach** 0 ft. (5 ft. with one-handed items) + +### STATISTICS + +**STR** -2; **DEX** +2; **CON** +0; **INT** +3; **WIS** +1; **CHA** +1 +**Skills** Acrobatics +4, Computers +9, Engineering +9, Life Science +9, Stealth +4 +**Languages** Common, Raxi +**Other Abilities** LFAN, LFAN symbiosis +**Gear** second skin, pulsecaster pistol with 2 batteries (20 charges each), standard taclash + +### ECOLOGY + +**Environment** any (Raxil) +**Organization** solitary, pair, or field (3–12) + +### SPECIAL ABILITIES + +**LFAN (Ex)** An LFAN, or Lifting Floret Activation Network, is a biotech augmentation that looks like a cluster of artificial, prehensile “vines” attached to a raxilite’s brain system (the raxilite can add one other brain augmentation to the LFAN). The LFAN is as dexterous and strong as a human hand, and the vines can extend and retract, allowing a raxilite to use one-handed items as if they were a Medium creature with a reach of 5 feet. + +**LFAN Symbiosis (Ex)** When two or more raxilites share the same 5-foot space, they can use their LFANs together, allowing them to handle larger objects. Up to four raxilites can work together in this way, each acting as one hand. + +**Limited Plant Benefits (Ex)** Raxilites lack the immunities of most plants. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Rendalairn.md b/Compendium/SF1E/Bestiary/Alien Codex/Rendalairn.md new file mode 100644 index 0000000..cc487af --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Rendalairn.md @@ -0,0 +1,77 @@ +--- +aliases: +cr: 25 +Environment: any +hp: 700 +modifier: 12 +name: Rendalairn +statblock: true +tags: +Type: N Colossal construct (magical) +--- +# RENDALAIRN +## RENDALAIRN CR 25 + +**XP 1,638,400** +N Colossal construct (magical) +**Init** +12; **Senses** _true seeing_; **Perception** +46 + +### DEFENSE + +**HP** 700; **RP** 8 +**EAC** 42; **KAC** 44 +**Fort** +23; **Ref** +23; **Will** +19 +**Defensive Abilities** fast healing 25, juggernaut, juggernaut’s resolve; **Immunities** cold, construct immunities, fire; **SR** 36 + +### OFFENSE + +**Speed** 100 ft., burrow 50 ft., fly 100 ft. (Su, perfect) +**Melee** lash +41 (18d10+40 S; critical severe wound \[DC 28\]) +**Ranged** disintegration ray +38 (13d10+25 A & So; critical corrode 4d6) +**Space** 30 ft.; **Reach** 60 ft. +**Offensive Abilities** demolisher, override, quake pulse, trample (18d10+40 B & S, DC 28) +**Spell-Like Abilities** (CL 25th) +Constant—_true seeing_ (self) + +### STATISTICS + +**STR** +15; **DEX** +12; **CON** —; **INT** +5; **WIS** +8; **CHA** +0 +**Feats** Mobility, Shot on the Run, Spring Attack +**Skills** Acrobatics +41 (+49 to fly), Mysticism +41, Piloting +41 +**Languages** truespeech +**Other Abilities** comm, life siphon, spaceflight, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Comm (Ex)** A rendalairn can engage in wireless communications at system-wide range. + +**Demolisher (Ex)** A rendalairn’s attacks and abilities treat any object’s hardness as if it were 30 points lower than it is. + +**Disintegration Ray (Ex)** As a standard action, a rendalairn can fire its disintegration ray, which is a 120-foot line. Damage from this ray has the force descriptor. + +**Juggernaut (Ex)** While a rendalairn takes a move action, or a full action to run or withdraw, any damage dealt to the rendalairn is halved. + +**Juggernaut’s Resolve (Ex)** When a rendalairn is reduced to 0 Hit Points, as a reaction before being destroyed, it can spend 4 Resolve Points to appear to be destroyed but regain 75 Hit Points at the start of its next turn (including those from fast healing), at which point it becomes active again. Casting wish or miracle before the start of the rendalairn’s next turn can prevent the creature from revivifying. + +**Life Siphon (Su)** While within 60 feet of a rendalairn, any creature reduced to 0 Hit Points dies on its turn unless it spends enough Resolve Points to stabilize. The rendalairn gains any Resolve Points spent in this way, as well as any Resolve Points a creature spends for staying in the fight while within 60 feet of the rendalairn. + +**Override (Su)** As a swift action, a rendalairn can dictate the actions of one stunned technological construct during its next turn. At the start of the target’s next turn, it ceases being stunned and takes the dictated actions, which cannot be obviously self-destructive. + +**Quake Pulse (Su)** Once every 3 rounds, as a standard action, a rendalairn can spend 1 Resolve Point to create a field of electromagnetic and low-frequency sonic energy that simulates seismic waves and disrupts technology. Creatures and objects within a 20-foot-radius spread of the rendalairn take 10d12+40 electricity and sonic damage (Fortitude DC 28 for half; objects carried or held by a creature that succeeds at this save also take half damage). This damage has the force descriptor. A creature that fails the saving throw is knocked prone. If a technological construct fails the save, the construct is also stunned for 2 rounds even if it is normally immune to being stunned. Unattended hybrid or technological objects in the area cease functioning for 2 rounds. Those worn or carried by a creature cease functioning only if the creature fails the saving throw, and then for only 1 round. + +## DESCRIPTION + +Spacefarers who frequent the Vast whisper about great cosmic menaces hurtling across the void. According to such reports, these monstrosities are giant metallic spheres traveling in normal space at speeds so fast they preclude engagement. The massive spheres are said to have the ability to sunder asteroids and crack planets, sprouting razor-edged lashes that whirl around them in a lethal flurry. Enough sightings have occurred that authorities are concerned. + +The creature’s name, rendalairn, derives from a monster from an old spacefaring tale, but others refer to these creatures as “planet slayers.” There are two accounts of a rendalairn landing on a planet and starting a rampage that ended only when the construct was done destroying everything it could find, including sapient life. The two targeted worlds, Brimippé III and Grixis VI, are home to the ruins of two different technologically advanced but extinct species. Some speculate that rendalairns choose technological societies and sites, which has some people worried at the possibility of such a creature reaching the Pact Worlds or Veskarium. + +From observations gathered thus far, rendalairns seem to be specific in their attacks and ignore anything that doesn’t interfere with their intended devastation. During the attack on Brimippé III, scavengers recorded the rendalairn’s activity and broadcasts from orbit. In addition to a polite message informing them to maintain a safe distance from the demolition site, which each scavenger heard in their native language, the rendalairn transmitted streams of music, advertisements, or other such random media. Some of this media has since proven to be from pre-extinction Brimippé III. On Grixis VI, only some explorers escaped the rendalairn, which broadcasted its warning and then carried out the intended “demolition” with no concern for bystanders. + +No report has yet indicated more than one rendalairn in any one place. They are thought to be solitary. A few scientists have asserted, given the evidence, that “the” rendalairn is unique. Disparities in description, such as coloration or composition, could be attributed to observational errors. Whatever the case, a rendalairn is spherical with a 30-foot diameter. When its lashes extend, the creature can reach up to 60 feet away. From this data, xenobiologists and engineers have speculated the creature weighs at least 50 tons. + +No one is entirely sure when these massive constructs, if more than one exists, first appeared or who created them. The sheer size and complexity of the creatures indicate that significant resources and expertise were invested in their creation. According to reports, a rendalairn has no logos or other identifying marks, besides luminous circular markings that change over time. They have been sighted only in the Vast, which means they come from some far-flung part of the galaxy or, some have conjectured, beyond. The hypothesis that rendalairns are akin to tripods and, perhaps, manufactured by the same species is generally believed to be unlikely, due to the observed broadcasts, but has not been disproved. The mystery surrounding these creatures has prompted explorers and journalists to launch expeditions into the Vast in search of the monstrosities. Most return without significant data. A few have failed to return at all. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Reptoid.md b/Compendium/SF1E/Bestiary/Alien Codex/Reptoid.md new file mode 100644 index 0000000..6eb0cb8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Reptoid.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 16 +modifier: 0 +name: Reptoid +statblock: true +tags: +Type: LE Medium humanoid (reptoid, shapechanger) +--- +# REPTOID +Reptoids are masters of disguise and deception, who use their shapechanging abilities to infiltrate countless other societies, impersonating influential individuals and seeking positions of power within their target culture. The number of reptoids hidden within any given society is unknown, as in addition to their exceptional espionage and infiltration skills, the creatures also have psychic magic that allows them to cover their tracks and ensure cooperation from their enemies. + +The limited nature of the reptoids’ shapechanging ability means an individual typically holds only one alias at a time and undertakes the process of changing its cover only if that identity has been compromised. In some cases, reptoids work behind the scenes to engineer “mysterious accidents” that allow them to discard problematic identities and assume new ones, and some conspiracy theorists or counterespionage officials tend to view high-profile deaths as signs of potential reptoid activity—either covert assassinations by the creatures, or staged deaths to cover for new identities. Reptoids are known to spend years in their assumed forms; some spend more of their lives as other creatures than in their natural forms. + +Reptoid masters are the masterminds behind the race’s plots and infiltration, appearing rarely even in rumors and even less commonly encountered in the flesh. Reptoid masters command much more powerful domination magic than typical reptoids, ensuring their plots and identities remain hidden, and they are believed to be the leaders of this enigmatic race, though how they are chosen or made remains a mystery. No one in the Pact Worlds knows whether reptoid masters are the first to infiltrate a society and remain so effectively hidden that they are never uncovered, if they arrive on a planet only after other reptoids have established a power base, or if they remain distant from their kin and simply pull strings from some secure command center. This command center could be virtually anywhere in the galaxy—with some theories pointing to Absalom Station itself. + +As might be expected, reptoids are secretive about the end goals of their infiltrations, and when under extreme duress, they choose to die rather than reveal information about their home world or race. Some posit they are weakening target societies in preparation for eventual invasion, while others argue they may already hold complete control, and thus have no need for an invasion, preferring to live like parasites within a host society. + +**Source** _Alien Archive pg. 92_ + +## REPTOID CR 1 + +**XP 400** +LE Medium humanoid (reptoid, shapechanger) +**Init** +0; **Senses** low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 16 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +1; **Will** +6; +2 vs. mind-affecting effects and poisons + +### OFFENSE + +**Speed** 30 ft. +**Melee** claw +4 (1d4+2 S) +**Ranged** azimuth laser pistol +2 (1d4+1 F; critical burn 1d4) +**Spell-Like Abilities** (CL 1st) +1/day—_charm person_ (DC 15), _command_ (DC 15) +At will—_daze_ (DC 14), _telepathic message_ + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** -1; **INT** +2; **WIS** +1; **CHA** +4 +**Skills** Bluff +10, Diplomacy +10, Disguise +5, Sense Motive +5 +**Languages** Common, Reptoid, Vercite +**Other Abilities** change shape +**Gear** second skin, azimuth laser pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or cabal (3–8 plus 1 reptoid master) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Patrol-Class Security Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Patrol-Class Security Robot.md new file mode 100644 index 0000000..0f6a14a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Patrol-Class Security Robot.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 4 +Environment: any urban +hp: 52 +modifier: 5 +name: Robot (Security), Patrol-Class Security Robot +statblock: true +tags: +Type: N Medium construct (technological) +--- +# ROBOT (SECURITY), PATROL-CLASS SECURITY ROBOT + +Security robots come in a wide variety of makes and models, with a near-endless variety of customizations based on both the manufacturer and the aesthetics and needs of the consumer. Crafted with advanced user interfaces mimicking moderate intelligence, but without any of the emotions, unpredictability, or bias of a true AI or sentient creature, security bots are an eminently practical, reasonable solution to a wide variety of security needs. Unlike full-on military models, security robots usually come preprogrammed with certain fail-safes preventing them from engaging in violence beyond what’s necessary for the protection of their assigned population or property, making them a go-to option for police forces, corporations, and even wealthy individuals looking for peace of mind. + +One of the cheapest and most common types of security robot is the observer. Observer-class bots are usually small, flying robots designed primarily to record and report specific unsavory activities for later review by their owners, though they are also equipped to fend off minor threats. Whether buzzing through the access ducts of secure facilities or hovering over crowded marketplaces, observers are nearly ubiquitous in some advanced settlements. On Absalom Station, the most prominent brand is AbadarCorp’s VizAll, a flying orb with gentle contours designed to put citizens at ease, with a central eye, stubby fins, and relentlessly cheerful speech patterns. Aballon’s Sunward Corporation produces the more disconcerting Arbitron, whose insectile form mimics those of the resident anacites, while Triaxus’s Bluescale Industries crafts theirs to resemble tiny, mechanical drakes. Regardless of their shape, however, observers are known for their convenience, but they are infamous for their limited nuance—a problem for owners who forget their own security passphrase. Some of the cheapest models also have faulty programming that causes them to develop personality quirks, making a particular bot act especially aggressive, friendly, or even dejected. + +Patrol-class security robots are more humanoid in shape, standing about 6 feet tall with integrated armaments that keep the robots’ limbs free to apprehend offenders and engage in close combat. Given their deadlier weaponry and tougher armor plating, patrol-class security robots (sometimes simply called “patrol bots”) are more regulated in their sale and use. They are found mostly in large space stations and corporate facilities under government or syndicate control. As with observer-class robots, these models run the gamut from four-armed Idaran Peacekeepers to the artistic Castrovelian Linewalkers that guard against dangerous jungle beasts, yet the overwhelming industry leader is AbadarCorp’s Town Guard series. With blank, circular faces of glass or glowing energy and cleanly contoured limbs capable of folding up for easy storage, AbadarCorp’s patrol bot is a triumph of industrial design and defense. This model’s reputation has been further boosted due to the fact that it’s the only model of patrol bot currently used by Absalom Station’s government, with many going straight into service from the corporation’s manufactories in the Spike. + +Unfortunately, not all security bots end up working for law-abiding corporations or state governments. Various planets in the Pact Worlds system have their own rules about who is or is not licensed to own a security robot, and the Pact Worlds government generally finds it easier to look the other way than to get embroiled in the contentious issues of rights-to- weapons and planetary sovereignty. As a result, it’s not difficult for individuals to purchase security robots entirely unregulated on the black market, albeit at a high cost. In cases where a world outlaws such sales, these models are usually formerly legal models that have been stolen and cracked by hacker gangs, while in other places corporations quietly sell to known criminal enterprises without asking questions. Such security robots are sometimes marked by their owners to show their “allegiance”—they might be painted with gang symbols or have their heads replaced with disturbing mannequin busts. Other groups maintain their robots’ official appearances, the better to carry out kidnappings and extortion. Because of this, passersby occasionally stumble across pitched firefights between squads of similar-looking security robots. Those who wish to get involved must be careful to identify each side’s master, as they could find themselves unintentionally taking sides in a gang war. + +Though both observer and patrol models have safeguards to protect against it, glitches can occasionally develop in a security robot’s firmware, often the result of massive damage sustained during a firefight or improper diagnostics after such an altercation. In such cases, the glitch can override the bot’s usual baselevel programming regarding tiers of force and the logic of conflict escalation, or even its protocol to protect the innocent. This can result in a bloody rampage, with the robot either going berserk over perceived violation of nonexistent laws, or technically following the law but executing lethal punishment for even the smallest infraction. Even worse, an infected patrol bot’s nanites can carry its corrupted code like a virus, turning other security robots rogue. When this occurs, manufacturers like AbadarCorp are usually quick to hire discreet “contractors” to deal with the menace (as maintaining their own strike-and-disassembly force would publicly acknowledge the threat). + +**Source** _Alien Archive pg. 94_ + +## PATROL-CLASS SECURITY ROBOT CR 4 + +**XP 1,200** +N Medium construct (technological) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 52 +**EAC** 16; **KAC** 18 +**Fort** +4; **Ref** +4; **Will** +1 +**Defensive Abilities** integrated weapons, nanite repair; **Immunities** construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +10 (1d6+7 B) +**Ranged** integrated tactical arc emitter +13 (1d4+4 E) +**Offensive Abilities** jolting arc + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** —; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +10, Computers +10, Intimidate +15 +**Languages** Common +**Other Abilities** unliving +**Gear** tactical arc emitter with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any urban +**Organization** solitary, pair, or patrol (3–7) + +### SPECIAL ABILITIES + +**Integrated Weapons (Ex)** A security robot’s weapons are integrated into its frame and can’t be disarmed. + +**Jolting Arc (Ex)** Once every 1d4 rounds as a standard action, a patrol-class security robot can shoot an arc of electricity at up to four creatures within 40 feet (no two of which can be more than 30 feet apart). This arc deals 1d8 electricity damage to each target (Reflex DC 13 half). + +**Nanite Repair (Ex)** A patrol-class security robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR (4 Hit Points per hour for most security robots). Once per day as a full action, a patrol-class security robot can restore 3d8 Hit Points to itself or any touched construct with the technological subtype. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Pbserver-Class Security Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Pbserver-Class Security Robot.md new file mode 100644 index 0000000..1b95b3c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot (Security, Pbserver-Class Security Robot.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 1 +Environment: any urban +hp: 17 +modifier: 4 +name: Robot (Security), Pbserver-Class Security Robot +statblock: true +tags: +Type: N Small construct (technological) +--- +# ROBOT (SECURITY), PBSERVER-CLASS SECURITY ROBOT +Security robots come in a wide variety of makes and models, with a near-endless variety of customizations based on both the manufacturer and the aesthetics and needs of the consumer. Crafted with advanced user interfaces mimicking moderate intelligence, but without any of the emotions, unpredictability, or bias of a true AI or sentient creature, security bots are an eminently practical, reasonable solution to a wide variety of security needs. Unlike full-on military models, security robots usually come preprogrammed with certain fail-safes preventing them from engaging in violence beyond what’s necessary for the protection of their assigned population or property, making them a go-to option for police forces, corporations, and even wealthy individuals looking for peace of mind. + +One of the cheapest and most common types of security robot is the observer. Observer-class bots are usually small, flying robots designed primarily to record and report specific unsavory activities for later review by their owners, though they are also equipped to fend off minor threats. Whether buzzing through the access ducts of secure facilities or hovering over crowded marketplaces, observers are nearly ubiquitous in some advanced settlements. On Absalom Station, the most prominent brand is AbadarCorp’s VizAll, a flying orb with gentle contours designed to put citizens at ease, with a central eye, stubby fins, and relentlessly cheerful speech patterns. Aballon’s Sunward Corporation produces the more disconcerting Arbitron, whose insectile form mimics those of the resident anacites, while Triaxus’s Bluescale Industries crafts theirs to resemble tiny, mechanical drakes. Regardless of their shape, however, observers are known for their convenience, but they are infamous for their limited nuance—a problem for owners who forget their own security passphrase. Some of the cheapest models also have faulty programming that causes them to develop personality quirks, making a particular bot act especially aggressive, friendly, or even dejected. + +Patrol-class security robots are more humanoid in shape, standing about 6 feet tall with integrated armaments that keep the robots’ limbs free to apprehend offenders and engage in close combat. Given their deadlier weaponry and tougher armor plating, patrol-class security robots (sometimes simply called “patrol bots”) are more regulated in their sale and use. They are found mostly in large space stations and corporate facilities under government or syndicate control. As with observer-class robots, these models run the gamut from four-armed Idaran Peacekeepers to the artistic Castrovelian Linewalkers that guard against dangerous jungle beasts, yet the overwhelming industry leader is AbadarCorp’s Town Guard series. With blank, circular faces of glass or glowing energy and cleanly contoured limbs capable of folding up for easy storage, AbadarCorp’s patrol bot is a triumph of industrial design and defense. This model’s reputation has been further boosted due to the fact that it’s the only model of patrol bot currently used by Absalom Station’s government, with many going straight into service from the corporation’s manufactories in the Spike. + +Unfortunately, not all security bots end up working for law-abiding corporations or state governments. Various planets in the Pact Worlds system have their own rules about who is or is not licensed to own a security robot, and the Pact Worlds government generally finds it easier to look the other way than to get embroiled in the contentious issues of rights-to- weapons and planetary sovereignty. As a result, it’s not difficult for individuals to purchase security robots entirely unregulated on the black market, albeit at a high cost. In cases where a world outlaws such sales, these models are usually formerly legal models that have been stolen and cracked by hacker gangs, while in other places corporations quietly sell to known criminal enterprises without asking questions. Such security robots are sometimes marked by their owners to show their “allegiance”—they might be painted with gang symbols or have their heads replaced with disturbing mannequin busts. Other groups maintain their robots’ official appearances, the better to carry out kidnappings and extortion. Because of this, passersby occasionally stumble across pitched firefights between squads of similar-looking security robots. Those who wish to get involved must be careful to identify each side’s master, as they could find themselves unintentionally taking sides in a gang war. + +Though both observer and patrol models have safeguards to protect against it, glitches can occasionally develop in a security robot’s firmware, often the result of massive damage sustained during a firefight or improper diagnostics after such an altercation. In such cases, the glitch can override the bot’s usual baselevel programming regarding tiers of force and the logic of conflict escalation, or even its protocol to protect the innocent. This can result in a bloody rampage, with the robot either going berserk over perceived violation of nonexistent laws, or technically following the law but executing lethal punishment for even the smallest infraction. Even worse, an infected patrol bot’s nanites can carry its corrupted code like a virus, turning other security robots rogue. When this occurs, manufacturers like AbadarCorp are usually quick to hire discreet “contractors” to deal with the menace (as maintaining their own strike-and-disassembly force would publicly acknowledge the threat). + +**Source** _Alien Archive pg. 94_ + +## OBSERVER-CLASS SECURITY ROBOT CR 1 + +**XP 400** +N Small construct (technological) +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 14; **KAC** 15 +**Fort** +1; **Ref** +1; **Will** -1 +**Defensive Abilities** exigency, integrated weapons; **Immunities** construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** slam +6 (1d6+3 B) +**Ranged** integrated pulsecaster pistol +9 (1d4+1 E nonlethal), or stickybomb grenade I +9 (explode \[10 ft., entangled 2d4 rounds, DC 10\]) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** —; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +10, Athletics +5, Computers +5 +**Languages** Common +**Other Abilities** unliving +**Gear** pulsecaster pistol with 2 batteries (20 charges each), stickybomb grenades I (2) + +### ECOLOGY + +**Environment** any urban +**Organization** solitary or fleet (2–5) + +### SPECIAL ABILITIES + +**Exigency (Ex)** An observer-class security robot can expend a large store of energy to temporarily increase its processing power and attempt to avoid an attack. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus. + +**Integrated Weapons (Ex)** A security robot’s weapons are integrated into its frame and can’t be disarmed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot Dragon, Assault Laser Dragon.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot Dragon, Assault Laser Dragon.md new file mode 100644 index 0000000..1c1ea54 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot Dragon, Assault Laser Dragon.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 200 +modifier: 8 +name: Robot Dragon, Assault Laser Dragon +statblock: true +tags: +Type: LN Huge dragon (technological) +--- +# ROBOT DRAGON, ASSAULT LASER DRAGON + +**Source** _Alien Archive 4 pg. 100_ + +## ASSAULT LASER DRAGON CR 12 + +**XP 19,200** +LN Huge dragon (technological) +**Init** +8; **Senses** blindsight (vibration) 60 ft., darkvision 120 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +16; **Ref** +16; **Will** +13 +**Defensive Abilities** void adaptation; **Immunities** fire, paralysis, sleep; **SR** 23 +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 40 ft., fly 200 ft. (Ex, clumsy) +**Melee** bite +23 (6d4+17 P) +**Multiattack** bite +17 (3d4+17 P), 2 claws +15 (3d4+17 S), tail slap +15 (3d4+17 B) +**Ranged** laser bolt +26 (6d4+12 F; burn 3d6) +**Space** 15 ft.; **Reach** 10 ft. (15 ft. with bite) +**Offensive Abilities** breath weapon (45-ft. cone or 90-ft. line, 13d6 F, Reflex DC 19 half, usable every 1d4 rounds), crush (6d4+17 B) + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +3; **INT** +4; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +27 (+19 to fly), Computers +22, Piloting +22, Sense Motive +22 +**Languages** Common, Draconic +**Other Abilities** robotic, spaceflight + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Laser Bolt (Ex)** A laser dragon can fire laser beams from their mouth, eyes, or wingtips. This attack has a range increment of 100 feet, targets EAC, and has the burn critical hit effect that lists a number of d6s equal to one quarter their level (minimum 1). The attack also has the sniper weapon special property with a range of 1,000 feet. +**Robotic (Ex)** For effects targeting creatures by type, laser dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they are protected from environmental effects as if wearing armor (of an item level equal to the dragon’s CR) with its environmental protection active. + +## DESCRIPTION + +Robot dragons are incredibly complex artificial constructs so advanced they attract a dragon’s soul upon completion, much like android bodies. Each is built around a specific category of weapon. The creation of such creatures is a nearly lost art, and while robot dragons are often built as weapons of war to serve specific groups, they inevitably become independent. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot, Assassin Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Assassin Robot.md new file mode 100644 index 0000000..24b96ca --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Assassin Robot.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 135 +modifier: 6 +name: Robot, Assassin Robot +statblock: true +tags: +Type: N Medium construct (technological) +--- +# ROBOT, ASSASSIN ROBOT +Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war. + +Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult. + +Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts. + +There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. + +## SIEGE ROBOTS AS VEHICLES + +A siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover. + +**Source** _Alien Archive 2 pg. 108_ + +## ASSASSIN ROBOT CR 9 + +**XP 6,400** +N Medium construct (technological) +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 135 +**EAC** 22; **KAC** 23 +**Fort** +6; **Ref** +10; **Will** +6 +**Defensive Abilities** integrated weapons, retractable weapons; **Immunities** construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 40 ft., climb 40 ft. +**Melee** microserrated longsword +18 (2d10+13 S; critical bleed 2d6) +**Ranged** advanced semi-auto pistol +20 (2d6+9 P) or advanced shirren-eye rifle +20 (2d10+9 P) +**Offensive Abilities** holographic trick + +### STATISTICS + +**STR** +4; **DEX** +6; **CON** —; **INT** +1; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +22, Athletics +17 (+25 to climb), Computers +17, Stealth +22 +**Languages** Common +**Other Abilities** holographic camouflage, nanite repair, target tracking, unliving +**Gear** microserrated longsword, advanced semi-auto pistol with 48 small arm rounds, advanced shirren-eye rifle with 16 sniper rounds + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (3–5) + +### SPECIAL ABILITIES + +**Holographic Camouflage (Ex)** An assassin robot uses advanced sensors in conjunction with a holographic projector to blend in with its surroundings. If the assassin robot remains still for 1 round, it gains a +10 bonus to Stealth checks and is treated as having concealment until it moves out of its square; this doesn’t stack with invisibility or similar effects. As a move action, the robot can amplify this camouflage for up to 10 rounds per day, using the duration in 1-round increments. While the camouflage is amplified, the robot is affected as if by the _invisibility_ spell. + +**Holographic Trick (Ex)** As a full action, an assassin robot can move up to its speed, blurred by holographic camouflage, and then make an attack with a one-handed melee weapon or small arm. After its movement, the robot can attempt a Stealth check; this check is opposed by a Perception check attempted by its target, and if the robot is successful, its target is flat-footed against the attack and takes 5d8 additional damage on a hit. + +**Nanite Repair (Ex)** An assassin robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 6d8 Hit Points. + +**Retractable Weapons (Ex)** When not in use, each of an assassin robot’s weapons is folded inside the robot’s body and hidden from sight. A creature unaware of the robot’s hidden weapons must succeed at a DC 35 Perception check to notice one. An assassin robot can deploy any or all of its weapons as a swift action or as part of making an attack or full attack. Its weapons are mounted, leaving the robot’s hands free, and the robot can’t be disarmed of them. As a swift action, the robot can retract any or all of its weapons. + +**Target Tracking (Ex)** As a move action, an assassin robot can lock on to one target it can see. The tracked target doesn’t benefit from concealment against the robot and can’t succeed at Bluff checks against the robot to create a diversion. This tracking ends if the tracked target dies or is destroyed, the robot ceases being able to see the target, or the robot ends it as a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot, Guardian Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Guardian Robot.md new file mode 100644 index 0000000..258bc9b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Guardian Robot.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 70 +modifier: 5 +name: Robot, Guardian Robot +statblock: true +tags: +Type: N Medium construct (technological) +--- +# ROBOT, GUARDIAN ROBOT +Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war. + +Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult. + +Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts. + +There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. + +## SIEGE ROBOTS AS VEHICLES + +A siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover. + +**Source** _Alien Archive 3 pg. 86_ + +## GUARDIAN ROBOT CR 5 + +**XP 1,600** +N Medium construct (technological) +**Init** +5; **Senses** darkvision 60 ft., low-light vision, sense through (vision) 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +5; **Ref** +5; **Will** +2 +**Defensive Abilities** integrated weapons; **Immunities** construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +12 (1d6+8 B nonlethal; critical knockdown) +**Ranged** nyfiber net +15 (entangle) or sentry shield projector +15 (shield 1d4) or voltaic anchor pistol +15 (1d6+5 E nonlethal; critical bind) or flash grenade I +15 (explode \[5 ft., blinded 1d4 rounds, DC 15\]) or smoke grenade +15 (explode \[20 ft., smoke cloud 1 minute, DC 15\]) + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** —; **INT** +1; **WIS** +2; **CHA** +1 +**Feats** Bodyguard, In Harm’s Way +**Skills** Acrobatics +11, Intimidate +11, Medicine +11 +**Languages** Common +**Other Abilities** nanite repair, unliving +**Gear** nyfiber net, sentry shield projector with 1 high-capacity battery (40 charges), voltaic anchor pistol with 1 high-capacity battery (40 charges), flash grenades I (2), smoke grenades (2), mk 2 serum of healing, mk 1 serums of healing (2), advanced medkit + +### ECOLOGY + +**Environment** any +**Organization** solitary or detail (1 plus client) + +### SPECIAL ABILITIES + +**Nanite Repair (Ex)** A guardian robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can restore 3d8 Hit Points to itself or any touched construct with the technological subtype. + +## DESCRIPTION + +One of the many functions robots can serve is protection, whether for a single person or a large property. Several robot models have been created for just this purpose. + +Guardian robots have become something of a status symbol among business leaders and politicians in the Pact Worlds, and a whole range of defense-focused robotic bodyguards of all shapes and sizes are available. Most guardian robots are crafted to appear as unassuming humanoids of a certain species and usually have a quiet and deferential virtual intelligence. They constantly scan for potential nearby threats and endeavor to stay close to their handlers, engaging opponents from a distance using grenades or weighted nets. + +The desire to create autonomous defensive constructs can sometimes lead to unfortunate results, however, especially when time or a natural disaster alters a robot’s programming. A collection of massive drones known as keeper robots stalk the wild and forgotten areas of Castrovel seeking to destroy intruders, their original directives clearly corrupted into a surprising ferocity. Usually nonhumanoid in appearance, keeper robots are dangerous and implacable opponents. Some stand about 14 feet high on eight legs and weigh several tons. + +Scholars believe these keeper robots were designed to protect lands and resources from would-be scavengers at some point during the Gap. Interestingly, the Xenokeepers have led a campaign to keep Castrovel from amassing a small fighting force to destroy the keeper robots, arguing that the constructs provide a natural deterrent to poachers and others who would pillage the natural resources or archaeological finds of an area, since keeper robots are known to ignore the surrounding native wildlife. Recent reports have noted the existence of keeper robots on other planets outside of the Pact Worlds, looking as new as if they had just rolled off the factory floor, and sporting more modern weaponry. This has sparked a flurry of speculation about these robots’ origins. One of the more outrageous theories bandied about various infospheres is that keeper robots weren’t created during the Gap but at some point in the far future and were sent back to secure (or even destroy) some mysterious objective. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot, Keeper Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Keeper Robot.md new file mode 100644 index 0000000..7769180 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Keeper Robot.md @@ -0,0 +1,78 @@ +--- +aliases: +cr: 18 +Environment: any land +hp: 380 +modifier: 8 +name: Robot, Keeper Robot +statblock: true +tags: +Type: N Large construct (technological) +--- +# ROBOT, KEEPER ROBOT +Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war. + +Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult. + +Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts. + +There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. + +## SIEGE ROBOTS AS VEHICLES + +A siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover. + +**Source** _Alien Archive 3 pg. 86_ + +## KEEPER ROBOT CR 18 + +**XP 153,600** +N Large construct (technological) +**Init** +8; **Senses** darkvision 60 ft., low-light vision; **Perception** +31 + +### DEFENSE + +**HP** 380 +**EAC** 32; **KAC** 34 +**Fort** +17; **Ref** +17; **Will** +14 +**Defensive Abilities** integrated weapons, unflankable; **DR** 15/adamantine; **Immunities** construct immunities +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 40 ft., spider climb +**Melee** slam +33 (13d6+29 B) +**Ranged** avalanche-class zero rifle +30 (7d8+18 C; critical staggered \[DC 23\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** falling crush (13d6+29 B), redirect power (40-ft. cone, 19d6 E, Reflex DC 23 half, usable every 1d4 rounds) + +### STATISTICS + +**STR** +11; **DEX** +8; **CON** —; **INT** +5; **WIS** +6; **CHA** +0 +**Skills** Acrobatics +31, Athletics +31, Stealth +36 +**Languages** Common +**Other Abilities** nanite repair, unliving +**Gear** avalanche-class zero rifle with 1 ultra-capacity battery (100 charges) + +### ECOLOGY + +**Environment** any land +**Organization** solitary + +### SPECIAL ABILITIES + +**Falling Crush (Ex)** If a keeper robot is at least 20 feet directly above any number of Medium or smaller creatures in a 10-foot square (usually due to its spider climb ability), it can release its grip on the surface as a move action and fall onto those creatures. The keeper robot takes falling damage as normal, but each creature it falls on takes 13d6+29 bludgeoning damage and is pinned. Each crushed target can attempt to escape the pin as normal on its turn, and the pin ends automatically if the keeper robot moves off the target’s square. A target of falling crush can’t take the falling crush damage more than once, unless the keeper robot moves fully off that creature and then falls on it again. + +**Nanite Repair (Ex)** A keeper robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 12d8 Hit Points. + +**Redirect Power (Ex)** A keeper robot can leech power from nearby batteries to recharge its own weapon or unleash the stolen electricity at its foes. A keeper robot can activate this ability once every 1d4 rounds as a full action; when it does, each battery within 30 feet of the robot (excluding the one in its own weapon) loses 2d4 charges. The keeper robot can redirect this power to recharge the battery in its integrated weapon with the same number of charges. Alternatively, the keeper robot can amplify this power, releasing it in a weaponized arc of electricity, dealing 19d6 electricity damage in a 40-foot cone (Reflex DC 23 half). + +## DESCRIPTION + +One of the many functions robots can serve is protection, whether for a single person or a large property. Several robot models have been created for just this purpose. + +Guardian robots have become something of a status symbol among business leaders and politicians in the Pact Worlds, and a whole range of defense-focused robotic bodyguards of all shapes and sizes are available. Most guardian robots are crafted to appear as unassuming humanoids of a certain species and usually have a quiet and deferential virtual intelligence. They constantly scan for potential nearby threats and endeavor to stay close to their handlers, engaging opponents from a distance using grenades or weighted nets. + +The desire to create autonomous defensive constructs can sometimes lead to unfortunate results, however, especially when time or a natural disaster alters a robot’s programming. A collection of massive drones known as keeper robots stalk the wild and forgotten areas of Castrovel seeking to destroy intruders, their original directives clearly corrupted into a surprising ferocity. Usually nonhumanoid in appearance, keeper robots are dangerous and implacable opponents. Some stand about 14 feet high on eight legs and weigh several tons. + +Scholars believe these keeper robots were designed to protect lands and resources from would-be scavengers at some point during the Gap. Interestingly, the Xenokeepers have led a campaign to keep Castrovel from amassing a small fighting force to destroy the keeper robots, arguing that the constructs provide a natural deterrent to poachers and others who would pillage the natural resources or archaeological finds of an area, since keeper robots are known to ignore the surrounding native wildlife. Recent reports have noted the existence of keeper robots on other planets outside of the Pact Worlds, looking as new as if they had just rolled off the factory floor, and sporting more modern weaponry. This has sparked a flurry of speculation about these robots’ origins. One of the more outrageous theories bandied about various infospheres is that keeper robots weren’t created during the Gap but at some point in the far future and were sent back to secure (or even destroy) some mysterious objective. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Robot, Siege Robot.md b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Siege Robot.md new file mode 100644 index 0000000..290e98c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Robot, Siege Robot.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 15 +Environment: any +hp: 330 +modifier: 7 +name: Robot, Siege Robot +statblock: true +tags: +Type: N Huge construct (technological) +--- +# ROBOT, SIEGE ROBOT +Robots serve a variety of functions. They’re often employed in situations where the risks to living beings are too great or emotional responses are a hindrance—notably murder and war. + +Assassin robots are killing machines useful for stealthy slayings or gruesome public displays. A user can program targets into the robot, dispatch the unit, and rest assured. The robot relentlessly pursues its quarry, fearing nothing and using microfiber setae on its hands and feet to traverse vertical and horizontal surfaces with ease. Whether it succeeds, fails, escapes, or suffers destruction, the robot leaves little evidence behind—an assassin robot that is captured or destroyed automatically purges its memory and burns out its sensitive hardware components, making tracing the robot’s mission and origin extremely difficult. + +Typical assassin robots are 6 feet tall, weigh 300 pounds, and use the weapons detailed in the stat block on page 108, but they can be outfitted with other armaments as a mission requires. In particular, assassin robots on missions where more subtlety is called for use needler pistols stocked with poisoned darts. + +There is nothing subtle, however, about a siege robot. These machines serve as artificially intelligent assault vehicles, and many rightly fear these engines of war. Merciless and efficient, a siege robot is as effective at unloading massive damage against a single target as it is at mowing down enemy troops en masse, and its vehicle form makes it difficult to escape from on an open battlefield. Most siege robots are outfitted with large reserves of ammunition, enough to sustain a constant barrage for minutes at a time. + +## SIEGE ROBOTS AS VEHICLES + +A siege robot can be used as a vehicle in vehicle combat or vehicle chases. In such cases it acts as its own pilot and has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph, (hover); hardness 8; collision damage 16d10 B (DC 19); –3 attack roll penalty (–6 at full speed). A siege robot acting as a vehicle can carry up to 4 Medium passengers but provides them no cover. + +**Source** _Alien Archive 2 pg. 108_ + +## SIEGE ROBOT CR 15 + +**XP 51,200** +N Huge construct (technological) +**Init** +7; **Senses** darkvision 60 ft., low-light vision, sense through (vision \[foliage, gas, and smoke only\]) 60 ft.; **Perception** +26 + +### DEFENSE + +**HP** 330 +**EAC** 29; **KAC** 31 +**Fort** +15; **Ref** +15; **Will** +11 +**Defensive Abilities** hardened, integrated weapons; **Immunities** construct immunities +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 60 ft., fly 20 ft. (Ex, clumsy); limited flight +**Ranged** elite x-gen gun +29 (4d12+15 B & P) or heavy stellar cannon +29 (4d12+15 P; critical wound \[DC 21\]) or IMDS missile launcher +29 (13d8+15 B & F) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** autoload + +### STATISTICS + +**STR** +9; **DEX** +7; **CON** —; **INT** +1; **WIS** +5; **CHA** +0 +**Skills** Acrobatics +26 (+18 to fly), Engineering +26, Piloting +31 +**Languages** Common +**Other Abilities** advanced movement, nanite repair, unliving +**Gear** elite x-gen gun with 400 heavy rounds, heavy stellar cannon with 800 scattergun shells, IMDS missile launcher with 2 advanced missiles + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or battery (3–8) + +### SPECIAL ABILITIES + +**Advanced Movement (Ex)** Difficult terrain doesn’t hamper a siege robot’s movement. + +**Autoload (Ex)** A siege robot can reload its weapons as part of the same action used to fire them. + +**Hardened (Ex)** A siege robot takes half damage from explosives and collisions. + +**Limited Flight (Ex)** A siege robot’s thruster-based flight works in a vacuum, but in gravity, it can fly a maximum of 10 feet above the ground. + +**Nanite Repair (Ex)** A siege robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR. Once per day as a full action, the robot can regain 10d8 Hit Points. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Combat Drone.md b/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Combat Drone.md new file mode 100644 index 0000000..0027a2d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Combat Drone.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 250 +modifier: 6 +name: Rogue Drone, Rogue Combat Drone +statblock: true +tags: +Type: CN Medium construct (technological) +--- +# ROGUE DRONE, ROGUE COMBAT DRONE +Many mechanics and their drones are inseparable companions. Each drone is the unique expression of a mechanic’s genius, arising only after endless hours of tinkering, experimentation, and hard work. If separated from their creators, most drones simply stop, waiting for directives that might not ever come. However, due to outside influences or a glitch in their AIs, some gain autonomy. These freewilled robots are known as rogue drones. + +Among the most common rogue drones are those that are lost or orphaned. Sometimes, a dying mechanic can transfer a fraction of their consciousness to a beloved drone, with one final set of instructions to follow. A complex drone, already on the verge of sentience, may find its mechanic’s body and attempt to integrate their custom rig into its circuitry. In a few cases, when the mechanic is imprisoned or kidnapped, a determined drone gains independence in its search for them. Whatever the cause, rogue drones are often confused and seeking answers and may cause harm to creatures they encounter. + +Some rogues drones have even more traumatic origins. With noble but misguided intentions, agents of the more extremist cells of organizations like the Android Abolitionist Front will sometimes try to “liberate” a drone from its mechanic, regardless of the consequences. Other times, a drone can become magically corrupted or possessed by spirits and end up murdering its creator. Such rogue drones often become bent on destroying any humanoids and other sentient beings who cross their path. Occasionally, a rogue drone is created when a hostile AI hacks into the robot’s programming, creating a deadly agent in the physical world. + +The existence of rogue drones has caused legal conundrums in the Pact Worlds. Some experts see a rogue drone as a newborn SRO whose complex programming and sophisticated interfaces are on the verge of attracting a soul. Others consider a rogue drone to be an unpredictable piece of equipment that has outlived its primary purpose and should be destroyed. With no clear answers forthcoming, these legal battles will probably continue to rage on for years. + +### CREATING A ROGUE DRONE + +When creating a rogue drone, choose a chassis from those listed on page 75 of the Starfinder Core Rulebook. This determines the rogue drone’s main function and size. Then, build the drone as normal for a technological construct NPC, using the combatant array for a rogue combat drone, the expert array for a rogue stealth drone, and either array for a hover drone. However, instead of the listed number of special abilities and skills in the array, give the rogue drone a number of feats (chosen from the list on page 76 of the Core Rulebook) and drone mods as if building a drone for a mechanic whose level is equal to the rogue drone’s CR. As usual, if you give the rogue drone a feat that adjusts the creature’s statistics, simply include that adjustment and don’t list the feat in the stat block (but do count it against the number of feats it should have). + +As with a player building a mechanic’s drone, you must take into account all of a rogue drone’s proficiencies and weapon mounts when deciding what kind of weapons it wields, using mods where needed to suit a particular weapon. A rogue drone receives Perception as a master skill for free, but to receive any other skills, it must take the skill subroutine mod. A drone using the combatant array receives those skills as good skills, while one using the expert array receives them as master skills. All of a rogue drone’s mods are listed in its stat block, including those it received from its chassis. + +Like other NPCs, a rogue drone adds its level to all damage it deals with weapons. + + +**Source** _Alien Archive 3 pg. 88_ + +## ROGUE COMBAT DRONE CR 14 + +**XP 38,400** +CN Medium construct (technological) +**Init** +6; **Senses** blindsense (sound) 60 ft., darkvision 60 ft., low-light vision; **Perception** +30 + +### DEFENSE + +**HP** 250 +**EAC** 30; **KAC** 32 +**Fort** +14; **Ref** +14; **Will** +10 +**DR** 3/—; **Immunities** construct immunities + +### OFFENSE + +**Speed** 30 ft., burrow 15 ft. +**Melee** zero-edge dagger +27 (6d4+22 S) +**Ranged** _obscuring absolute-zero hailcannon_ +24 (6d8+14 C & P; critical staggered \[DC 20\]) + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** —; **INT** +2; **WIS** +4; **CHA** -1 +**Feats** Cleave, Great Cleave, Lunge, Mobility, Sidestep, Spring Attack +**Skills** Athletics +25 +**Languages** Common +**Other Abilities** drone mods (echolocators, enhanced armor, excavator, melee weapon arm, reductive plating, skill subroutine \[Athletics\], weapon proficiencies \[2+2\], weapon mounts \[2\]), unliving +**Gear** _obscuring absolute-zero hailcannon_ with 1 super-capacity battery, zero-edge dagger, mk 3 nanite patch + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or defection (3–6) + +### SPECIAL ABILITIES + +**Drone Mods (Ex)** A rogue drone has a number of mods equal to the number it would have as a drone built by a mechanic of a level equal to the rogue drone’s CR. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Hover Drone.md b/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Hover Drone.md new file mode 100644 index 0000000..ed4994a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Rogue Drone, Rogue Hover Drone.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 80 +modifier: 5 +name: Rogue Drone, Rogue Hover Drone +statblock: true +tags: +Type: N Tiny construct (technological) +--- +# ROGUE DRONE, ROGUE HOVER DRONE +Many mechanics and their drones are inseparable companions. Each drone is the unique expression of a mechanic’s genius, arising only after endless hours of tinkering, experimentation, and hard work. If separated from their creators, most drones simply stop, waiting for directives that might not ever come. However, due to outside influences or a glitch in their AIs, some gain autonomy. These freewilled robots are known as rogue drones. + +Among the most common rogue drones are those that are lost or orphaned. Sometimes, a dying mechanic can transfer a fraction of their consciousness to a beloved drone, with one final set of instructions to follow. A complex drone, already on the verge of sentience, may find its mechanic’s body and attempt to integrate their custom rig into its circuitry. In a few cases, when the mechanic is imprisoned or kidnapped, a determined drone gains independence in its search for them. Whatever the cause, rogue drones are often confused and seeking answers and may cause harm to creatures they encounter. + +Some rogues drones have even more traumatic origins. With noble but misguided intentions, agents of the more extremist cells of organizations like the Android Abolitionist Front will sometimes try to “liberate” a drone from its mechanic, regardless of the consequences. Other times, a drone can become magically corrupted or possessed by spirits and end up murdering its creator. Such rogue drones often become bent on destroying any humanoids and other sentient beings who cross their path. Occasionally, a rogue drone is created when a hostile AI hacks into the robot’s programming, creating a deadly agent in the physical world. + +The existence of rogue drones has caused legal conundrums in the Pact Worlds. Some experts see a rogue drone as a newborn SRO whose complex programming and sophisticated interfaces are on the verge of attracting a soul. Others consider a rogue drone to be an unpredictable piece of equipment that has outlived its primary purpose and should be destroyed. With no clear answers forthcoming, these legal battles will probably continue to rage on for years. + +### CREATING A ROGUE DRONE + +When creating a rogue drone, choose a chassis from those listed on page 75 of the Starfinder Core Rulebook. This determines the rogue drone’s main function and size. Then, build the drone as normal for a technological construct NPC, using the combatant array for a rogue combat drone, the expert array for a rogue stealth drone, and either array for a hover drone. However, instead of the listed number of special abilities and skills in the array, give the rogue drone a number of feats (chosen from the list on page 76 of the Core Rulebook) and drone mods as if building a drone for a mechanic whose level is equal to the rogue drone’s CR. As usual, if you give the rogue drone a feat that adjusts the creature’s statistics, simply include that adjustment and don’t list the feat in the stat block (but do count it against the number of feats it should have). + +As with a player building a mechanic’s drone, you must take into account all of a rogue drone’s proficiencies and weapon mounts when deciding what kind of weapons it wields, using mods where needed to suit a particular weapon. A rogue drone receives Perception as a master skill for free, but to receive any other skills, it must take the skill subroutine mod. A drone using the combatant array receives those skills as good skills, while one using the expert array receives them as master skills. All of a rogue drone’s mods are listed in its stat block, including those it received from its chassis. + +Like other NPCs, a rogue drone adds its level to all damage it deals with weapons. + +**Source** _Alien Archive 3 pg. 88_ + +## ROGUE HOVER DRONE CR 6 + +**XP 2,400** +N Tiny construct (technological) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +18 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +3; **Ref** +3; **Will** +7 +**Immunities** construct immunities + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, perfect) +**Ranged** _merciful tactical rotating pistol_ +15 (2d4+6 P nonlethal) + +### STATISTICS + +**STR** -2; **DEX** +5; **CON** —; **INT** +2; **WIS** +3; **CHA** -2 +**Feats** Far Shot, Mobility, Shot on the Run +**Skills** Acrobatics +18 (+26 to fly), Engineering +18 +**Languages** Common +**Other Abilities** drone mods (flight systems \[2\], manipulator arms, skill subroutines \[2; Acrobatics, Engineering\], weapon mount, weapon proficiency), unliving +**Gear** _merciful tactical rotating pistol_ with 20 small arm rounds, mk 2 nanite patch + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or defection (3–6) + +### SPECIAL ABILITIES + +**Drone Mods (Ex)** A rogue drone has a number of mods equal to the number it would have as a drone built by a mechanic of a level equal to the rogue drone’s CR. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian Technician.md b/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian Technician.md new file mode 100644 index 0000000..2acc0d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian Technician.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 1 +Environment: any (Triaxus) +hp: 16 +modifier: 5 +name: Ryphorian Technician +statblock: true +tags: +Type: NG Medium humanoid (ryphorian) +--- +# RYPHORIAN TECHNICIAN +Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian’s appearance is no longer an indicator of Triaxus’s current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet’s current season, taking steps to change a ryphorian’s seasonal form is currently a mark of wealth and status in some cultures. Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear’s shape to help the ryphorian focus on specific sounds. + +Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear. + +Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus’s season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian “generations” (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season. Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status. + +The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities. Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they’re also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders’ minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining systemwide celebrity and renown. + +Ryphorians’ relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it’s not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all. + +**Source** _Alien Archive pg. 96_ + +## RYPHORIAN TECHNICIAN CR 1 + +**XP 400** +Winterborn ryphorian mechanic +NG Medium humanoid (ryphorian) +**Init** +5; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 16 +**EAC** 12; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +2 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +4 (1d4+1 S) +**Ranged** pulsecaster pistol +6 (1d4+1 E nonlethal) +**Offensive Abilities** target tracking + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +2; **INT** +4; **WIS** +0; **CHA** -1 +**Skills** Computers +10, Engineering +10, Physical Science +5, Piloting +10, Survival +5 +**Languages** Common, Triaxian +**Other Abilities** artificial intelligence (exocortex), custom rig (armor upgrade) +**Gear** second skin, pulsecaster pistol with 2 batteries (20 charges each), survival knife + +### ECOLOGY + +**Environment** any (Triaxus) +**Organization** solitary, pair, or team (2–4 plus 4–8 bonded pairs \[see below\]) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian, Ryphorian Skyfire Pilot.md b/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian, Ryphorian Skyfire Pilot.md new file mode 100644 index 0000000..6686268 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ryphorian, Ryphorian Skyfire Pilot.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 5 +Environment: any (Triaxus) +hp: 63 +modifier: 5 +name: Ryphorian, Ryphorian Skyfire Pilot +statblock: true +tags: +Type: NG Medium humanoid (ryphorian) +--- +# RYPHORIAN, RYPHORIAN SKYFIRE PILOT +Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian’s appearance is no longer an indicator of Triaxus’s current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet’s current season, taking steps to change a ryphorian’s seasonal form is currently a mark of wealth and status in some cultures. Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear’s shape to help the ryphorian focus on specific sounds. + +Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear. + +Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus’s season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian “generations” (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season. Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status. + +The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities. Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they’re also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders’ minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining systemwide celebrity and renown. + +Ryphorians’ relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it’s not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all. + +**Source** _Alien Archive pg. 96_ + +## RYPHORIAN SKYFIRE PILOT CR 5 + +**XP 1,600** +Summerborn ryphorian operative +NG Medium humanoid (ryphorian) +**Init** +5; **Senses** low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 63; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +4; **Ref** +7; **Will** +8 +**Defensive Abilities** evasion; **Resistances** fire 5 + +### OFFENSE + +**Speed** 40 ft., fly 30 ft. (jetpack, average) +**Melee** survival knife +10 (1d4+6 S) +**Ranged** thunderstrike sonic pistol +12 (1d8+5 So; critical deafened \[DC 15\]) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +0; **INT** +3; **WIS** +2; **CHA** +1 +**Skills** Bluff +12, Culture +17, Engineering +12, Piloting +17, Survival +17 +**Languages** Common, Triaxian +**Other Abilities** operative exploits (ever vigilant, field treatment \[15 HP\]), specialization (explorer) +**Gear** estex suit II (jetpack, quick-release sheath), survival knife, thunderstrike sonic pistol with 4 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Triaxus) +**Organization** solitary, pair, bonded pair (1 skyfire pilot plus 1 dragonkin), or team (4–8 bonded pairs plus 2–4 ryphorian technicians) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb, Luminant.md b/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb, Luminant.md new file mode 100644 index 0000000..10a25af --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb, Luminant.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 155 +modifier: 3 +name: Sapient Purple Orb, Luminant +statblock: true +tags: +Type: NG Large aberration +--- +# SAPIENT PURPLE ORB, LUMINANT +With its pleasant, slowly swirling lavender surface, a sapient purple orb supplies a comforting—yet strange—presence. Purple orbs are curious and social beings that attempt to make contact with all new life they encounter, though they can be rather inept at doing so. They are able to communicate with few life-forms via their language, Orbian, as it is ancient and almost unknown to outsiders. Instead, they seek to connect directly with the minds of those they meet, supplementing their telepathy by flashing images or scenes onto the mist they emit from their surface. Less-mature purple orbs that haven’t yet bonded with others of their kind are typically more likely to be deceived or misled due to their willingness to trust and reach out to others. The typical sapient purple orb is 3 feet in diameter. + +Purple orbs express a strong desire for cooperation and solidarity, both with each other and with life-forms they’ve had positive interactions with. This may be attributed to their low population and apparent lack of a homeworld; indeed, if such a place exists, they are either reluctant or unable to identify it. Those who have interfaced with purple orbs often describe imagery that may suggest that significant numbers of the strange creatures lived within the Drift in past centuries. A purple orb with companions is fiercely defensive of them. If caught off-guard and attacked, their appearance changes to more intensely deep and dark purple, and they may spin violently, flinging the whole of their weight into the attacker—though purple orbs generally refrain from fatally damaging their opponents. + +A curious and rarely observed aspect of purple orbs is their bonding process. Clusters of three to six orbs at advanced stages of their life cycle sometimes opt to bond themselves to each other for the remainder of their existence, forming a single life-form called a luminant with vastly heightened capabilities resulting from their collective knowledge. + +Sightings of purple orbs are sporadic, though not necessarily uncommon; they’re spotted in large numbers for short periods of time, then seem to almost completely disappear from the entirety of the Pact Worlds for a year or longer. Those who have studied purple orbs have noted that each time they reappear, it’s in lower numbers than before. + +**Source** _Alien Archive 4 pg. 104_ + +## LUMINANT CR 11 + +**XP 12,800** +NG Large aberration +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +10; **Ref** +10; **Will** +16 +**Defensive Abilities** void adaptation; **Immunities** bleed, cold, radiation; **SR** 22 + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** slam +17 (2d10+11 B) +**Ranged** fused memory blast +19 (2d8+11; Will DC 20) +**Offensive Abilities** excandescent flash +**Spell-Like Abilities** (CL 11th) +1/day—_confusion_ (DC 22), _mind thrust_ (4th level, DC 22) +3/day—_dispel magic_, _haste_, _mental block_ (DC 21), _slow_ (DC 21) +At will—_detect thoughts_ (DC 19), _mystic cure_ (2nd level) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +2; **INT** +3; **WIS** +8; **CHA** +5 +**Skills** Acrobatics +20 (+28 to fly), Mysticism +25, Sense Motive +20 +**Languages** Orbian; telepathy 60 ft. +**Other Abilities** astral mist + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Astral Mist (Su)** As a standard action, a purple orb can emit a pleasant, opaque, and effervescent mist that spreads 20 feet outward from the orb’s location, granting a +2 morale bonus to saving throws for each ally within the mist until the beginning of the purple orb’s next turn. Enemies that enter or start their turn in the mist must succeed at a Will saving throw or gain the fascinated condition. +**Excandescent Flash (Su)** Once every minute as a standard action, a purple orb can increase its luminance to an aggressively bright spectrum. Each other creature within 20 feet that can see the purple orb must attempt a Reflex saving throw or be dazzled for 1d4 rounds. If a creature fails this saving throw by 5 or more, it is blinded for 1 round instead. +**Fused Memory Blast (Su)** A sapient purple orb luminant can draw upon their collective memories to gather an inner magical force, briefly shifting their appearance from a single entity to the number of bonded purple orbs the luminant formed from. They expel the fused memory blast from the center of the gathered orbs as a glittering, holographic sphere imprinted with their most potent memories on its surface. A luminant’s fused memory blast has a range increment of 60 feet and targets EAC; this is a mind-affecting force effect. A creature hit by this attack must succeed at a Will save or be overcome by the mix of memories and gain the stunned condition for 1 round; this ability can stun a given creature only once every 24 hours. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb.md b/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb.md new file mode 100644 index 0000000..f7ced46 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sapient Purple Orb.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 4 +Environment: any +hp: 43 +modifier: 2 +name: Sapient Purple Orb +statblock: true +tags: +Type: NG Small aberration +--- +# SAPIENT PURPLE ORB +With its pleasant, slowly swirling lavender surface, a sapient purple orb supplies a comforting—yet strange—presence. Purple orbs are curious and social beings that attempt to make contact with all new life they encounter, though they can be rather inept at doing so. They are able to communicate with few life-forms via their language, Orbian, as it is ancient and almost unknown to outsiders. Instead, they seek to connect directly with the minds of those they meet, supplementing their telepathy by flashing images or scenes onto the mist they emit from their surface. Less-mature purple orbs that haven’t yet bonded with others of their kind are typically more likely to be deceived or misled due to their willingness to trust and reach out to others. The typical sapient purple orb is 3 feet in diameter. + +Purple orbs express a strong desire for cooperation and solidarity, both with each other and with life-forms they’ve had positive interactions with. This may be attributed to their low population and apparent lack of a homeworld; indeed, if such a place exists, they are either reluctant or unable to identify it. Those who have interfaced with purple orbs often describe imagery that may suggest that significant numbers of the strange creatures lived within the Drift in past centuries. A purple orb with companions is fiercely defensive of them. If caught off-guard and attacked, their appearance changes to more intensely deep and dark purple, and they may spin violently, flinging the whole of their weight into the attacker—though purple orbs generally refrain from fatally damaging their opponents. + +A curious and rarely observed aspect of purple orbs is their bonding process. Clusters of three to six orbs at advanced stages of their life cycle sometimes opt to bond themselves to each other for the remainder of their existence, forming a single life-form called a luminant with vastly heightened capabilities resulting from their collective knowledge. + +Sightings of purple orbs are sporadic, though not necessarily uncommon; they’re spotted in large numbers for short periods of time, then seem to almost completely disappear from the entirety of the Pact Worlds for a year or longer. Those who have studied purple orbs have noted that each time they reappear, it’s in lower numbers than before. + +**Source** _Alien Archive 4 pg. 104_ + +## SAPIENT PURPLE ORB CR 4 + +**XP 1,200** +NG Small aberration +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 16 +**Fort** +3; **Ref** +3; **Will** +9 +**Defensive Abilities** void adaptation; **Immunities** bleed, cold, radiation; **SR** 15 + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** slam +8 (1d4+4 B) +**Offensive Abilities** excandescent flash (DC 15) +**Spell-Like Abilities** (CL 4th melee +8) +1/day—_force blast_ (DC 17), _mind thrust_ (2nd level DC 17) +3/day—_mystic cure_ (1st level), _reflecting armor_ (DC 16), _share language_ +At will—daze (DC 15), _ghost sound_ + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +1; **WIS** +5; **CHA** +3 +**Skills** Acrobatics +15 (+23 to fly), Mysticism +15, Sense Motive +10 +**Languages** Orbian; telepathy 60 ft. +**Other Abilities** astral mist (DC 15) + +### ECOLOGY + +**Environment** any +**Organization** solitary or cluster (3–6) + +### SPECIAL ABILITIES + +**Astral Mist (Su)** As a standard action, a purple orb can emit a pleasant, opaque, and effervescent mist that spreads 20 feet outward from the orb’s location, granting a +2 morale bonus to saving throws for each ally within the mist until the beginning of the purple orb’s next turn. Enemies that enter or start their turn in the mist must succeed at a Will saving throw or gain the fascinated condition. +**Excandescent Flash (Su)** Once every minute as a standard action, a purple orb can increase its luminance to an aggressively bright spectrum. Each other creature within 20 feet that can see the purple orb must attempt a Reflex saving throw or be dazzled for 1d4 rounds. If a creature fails this saving throw by 5 or more, it is blinded for 1 round instead. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Cybercommando.md b/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Cybercommando.md new file mode 100644 index 0000000..98d8481 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Cybercommando.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 8 +Environment: any low-gravity (Diaspora) +hp: 110 +modifier: 5 +name: Sarcesian, Sarcesian Cybercommando +statblock: true +tags: +Type: LN Large humanoid (sarcesian) +--- +# SARCESIAN, SARCESIAN CYBERCOMMANDO +Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thinair environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora. + +Thanks to arcane engines left behind by the sarcesians’ ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands. + +Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy. + +**Source** _Alien Archive pg. 98_ + +## SARCESIAN CYBERCOMMANDO CR 8 + +**XP 4,800** +Sarcesian mechanic +LN Large humanoid (sarcesian) +**Init** +5; **Senses** low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 110; **RP** 4 +**EAC** 23; **KAC** 24 +**Fort** +7; **Ref** +7; **Will** +11 + +### OFFENSE + +**Speed** 30 ft. +**Melee** buzzblade dueling sword +15 (2d6+8 S) +**Ranged** corona laser rifle +17 (2d6+8 F; critical burn 1d6) or screamer grenade II +17 (explode \[20 ft., 2d10 So plus deafened 1d4 minutes, DC 18\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** target tracking, overload (DC 18) + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** +0; **INT** +4; **WIS** +0; **CHA** +2 +**Skills** Acrobatics +21, Computers +21, Engineering +21, Intimidate +16, Piloting +16 +**Languages** Common, Sarcesian +**Other Abilities** artificial intelligence (exocortex), expert rig, mechanic trick (energy shield \[20 HP\], 8 min.), miracle worker 1/day, remote hack (DC 26), void flyer, wireless hack +**Gear** estex suit III, buzzblade dueling sword, corona laser rifle with 4 high-capacity batteries (40 charges each), screamer grenades II (5), _mk III serums of healing_ (2) + +### ECOLOGY + +**Environment** any low-gravity (Diaspora) +**Organization** solitary, pair, or regiment (3–5) + +### SPECIAL ABILITIES + +**Void Flyer (Su)** A sarcesian can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. By spending 1 Resolve Point, a sarcesian can extend this duration to a number of hours equal to her CR, or she can double that by spending 2 Resolve Points. When in a vacuum, sarcesians automatically grow wings made from pure energy that grant them a supernatural fly speed of 120 feet (average maneuverability) but that work only in a vacuum. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Sniper.md b/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Sniper.md new file mode 100644 index 0000000..58492b8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sarcesian, Sarcesian Sniper.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 5 +Environment: any low-gravity (Diaspora) +hp: 64 +modifier: 5 +name: Sarcesian, Sarcesian Sniper +statblock: true +tags: +Type: LN Large humanoid (sarcesian) +--- +# SARCESIAN, SARCESIAN SNIPER +Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thinair environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora. + +Thanks to arcane engines left behind by the sarcesians’ ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands. + +Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy. + +**Source** _Alien Archive pg. 98_ + +## SARCESIAN SNIPER CR 5 + +**XP 1,600** +Sarcesian operative +LN Large humanoid (sarcesian) +**Init** +5; **Senses** low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 64; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +4; **Ref** +9; **Will** +8 +**Defensive Abilities** evasion, uncanny agility + +### OFFENSE + +**Speed** 40 ft. +**Melee** tactical dueling sword +10 (1d6+5 S) +**Ranged** advanced Diasporan rifle +12 (2d8+5 F) or frag grenade II +12 (explode \[15 ft., 2d6 P, DC 15\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** debilitating trick, trick attack +3d8 + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +0; **INT** +3; **WIS** +0; **CHA** +2 +**Skills** Acrobatics +17, Bluff +12, Computers +12, Stealth +17, Survival +12 +**Languages** Common, Sarcesian +**Other Abilities** operative exploits (cloaking field), specialization (ghost), void flyer +**Gear** estex suit II, advanced Diasporan rifle (see page 99) with 2 batteries (20 charges each), frag grenades II (4), tactical dueling sword + +### ECOLOGY + +**Environment** any low-gravity (Diaspora) +**Organization** solitary, pair, or squad (3–5) + +### SPECIAL ABILITIES + +**Void Flyer (Su)** A sarcesian can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. By spending 1 Resolve Point, a sarcesian can extend this duration to a number of hours equal to her CR, or she can double that by spending 2 Resolve Points. When in a vacuum, sarcesians automatically grow wings made from pure energy that grant them a supernatural fly speed of 120 feet (average maneuverability) but that work only in a vacuum. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Sage.md b/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Sage.md new file mode 100644 index 0000000..7055251 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Sage.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 12 +Environment: any (Arkanen) +hp: 170 +modifier: 5 +name: Sazaron, Sazaron Sage +statblock: true +tags: +Type: NG Large monstrous humanoid +--- +# SAZARON, SAZARON SAGE +One of the co-governing species of Arkanen, a moon of Liavara, sazarons feel it is their duty to oversee and execute the many day-to-day tasks that maintain their home and balance out their mischievous dirindi cohabitants. Sazarons are large creatures with a lower body similar to an iguanodon, with two thick hind legs and two leaner front legs. Generally measuring 15 feet long and weighing 900 pounds, sazarons have long tails tipped with a large knob of bone that they can wield offensively. Starting at the saurian shoulders, the sazaron’s body transitions into the torso of a large humanoid. Their incredibly thick skin gives them electricity resistance, which is helpful in the weeks that their moon plunges into the electrically charged atmosphere of Liavara—and also insulates them from dirindis’ electric greetings. + +Sazarons are scholarly creatures that move at a more measured pace than most other inhabitants of Arkanen, preferring to avoid conflict in order to study and further their knowledge. Instinctively skeptical, sazarons also have the ability to magically compel others to speak only the truth. + +The ancient sazaron capital of Telataranas contains numerous magical universities and mystical academies, and a great number of sazaron sages, scholars, and scientists call the city home. These scholars are particularly interested in two fields of study. Those who study atmospheric submergence analyze phenomena related to Arkanen’s annual journey through of Liavara’s atmosphere, including its effects on their moon’s ecosystems and how best to store and ration the electricity collected by the gigantic pylons interspersed throughout the capital. These scholars often find themselves working alongside their electrically attuned dirindi fellows, while many of the less academically inclined are employed as part of the corps of electricians who maintain the pillars and energy reserves. + +The other most popular topic of study focuses on the mind-searing hallajins, which Arkanen is tasked with containing on the nearby moon of Hallas via a magical barrier. Many of the sazarons who are passionate about this subject either have worked to become official Pact World overseers of the mysterious species, or work closely with those overseers to make sure that the dangerous psychic energy of Hallas does not escape. Despite their desire to learn more about the hallajins and their abilities, sazarons rigidly uphold the strict rules that prohibit attempts to sneak onto Hallas— though they are more than happy to confiscate and analyze any artifacts or data that any lawbreakers might obtain. + +**Source** _Alien Archive 3 pg. 90_ + +## SAZARON SAGE CR 12 + +**XP 19,200** +Sazaron technomancer +NG Large monstrous humanoid +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +22 + +### DEFENSE + +**HP** 170; **RP** 5 +**EAC** 25; **KAC** 26 +**Fort** +11; **Ref** +13; **Will** +17 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail slap +20 (2d12+15 B) or ultrathin dueling sword +20 (3d6+15 S) +**Ranged** perihelion laser pistol +22 (4d4+12 F; critical burn 2d4) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with tail slap) +**Spell-Like Abilities** (CL 12th) +1/day—_zone of truth_ (DC 21) +**Technomancer Spells Known** (CL 12th) +4th (3/day)—_arcane eye_, _resilient sphere_ (DC 23) +3rd (6/day)—_arcing surge_ (DC 22), _clairaudience/ clairvoyance_, _dispel magic_, _slow_ +2nd (at will)—_make whole_, _see invisibility_ + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +2; **INT** +8; **WIS** +4; **CHA** +2 +**Skills** Computers +27, Culture +27, Life Science +27, Mysticism +22, Physical Science +27 +**Languages** Arkanen, Brethedan, Common, Dirindi, Sazaron; limited telepathy 30 ft. +**Other Abilities** cache capacitor 2 (keen senses, life bubble), magic hacks (eternal spell \[identify\], tech countermeasures), spell cache (dueling sword) +**Gear** platinum AbadarCorp travel suit, perihelion laser pistol with 2 high-capacity batteries (40 charges each), ultrathin dueling sword + +### ECOLOGY + +**Environment** any (Arkanen) +**Organization** solitary, pair, or assembly (3–15) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Scholar.md b/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Scholar.md new file mode 100644 index 0000000..2ad2a92 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sazaron, Sazaron Scholar.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 5 +Environment: any (Arkanen) +hp: 60 +modifier: 0 +name: Sazaron, Sazaron Scholar +statblock: true +tags: +Type: NG Large monstrous humanoid +--- +# SAZARON, SAZARON SCHOLAR +One of the co-governing species of Arkanen, a moon of Liavara, sazarons feel it is their duty to oversee and execute the many day-to-day tasks that maintain their home and balance out their mischievous dirindi cohabitants. Sazarons are large creatures with a lower body similar to an iguanodon, with two thick hind legs and two leaner front legs. Generally measuring 15 feet long and weighing 900 pounds, sazarons have long tails tipped with a large knob of bone that they can wield offensively. Starting at the saurian shoulders, the sazaron’s body transitions into the torso of a large humanoid. Their incredibly thick skin gives them electricity resistance, which is helpful in the weeks that their moon plunges into the electrically charged atmosphere of Liavara—and also insulates them from dirindis’ electric greetings. + +Sazarons are scholarly creatures that move at a more measured pace than most other inhabitants of Arkanen, preferring to avoid conflict in order to study and further their knowledge. Instinctively skeptical, sazarons also have the ability to magically compel others to speak only the truth. + +The ancient sazaron capital of Telataranas contains numerous magical universities and mystical academies, and a great number of sazaron sages, scholars, and scientists call the city home. These scholars are particularly interested in two fields of study. Those who study atmospheric submergence analyze phenomena related to Arkanen’s annual journey through of Liavara’s atmosphere, including its effects on their moon’s ecosystems and how best to store and ration the electricity collected by the gigantic pylons interspersed throughout the capital. These scholars often find themselves working alongside their electrically attuned dirindi fellows, while many of the less academically inclined are employed as part of the corps of electricians who maintain the pillars and energy reserves. + +The other most popular topic of study focuses on the mind-searing hallajins, which Arkanen is tasked with containing on the nearby moon of Hallas via a magical barrier. Many of the sazarons who are passionate about this subject either have worked to become official Pact World overseers of the mysterious species, or work closely with those overseers to make sure that the dangerous psychic energy of Hallas does not escape. Despite their desire to learn more about the hallajins and their abilities, sazarons rigidly uphold the strict rules that prohibit attempts to sneak onto Hallas— though they are more than happy to confiscate and analyze any artifacts or data that any lawbreakers might obtain. + +**Source** _Alien Archive 3 pg. 90_ + +## SAZARON SCHOLAR CR 5 + +**XP 1,600** +NG Large monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 60 +**EAC** 16; **KAC** 17 +**Fort** +4; **Ref** +6; **Will** +10 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail slap +11 (1d4+7 B) +**Ranged** frostbite-class zero pistol +9 (1d6+5 C; critical staggered \[DC 15\]) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with tail slap) +**Spell-Like Abilities** (CL 5th) +1/day—_augury_, _zone of truth_ (DC 17) +3/day—_identify_, _mystic cure_ (1st level), _share language_ +At will—_detect affliction_, _detect magic_ + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +1; **INT** +5; **WIS** +3; **CHA** +0 +**Skills** Culture +16, Life Science +16, Mysticism +11, Physical Science +16 +**Languages** Arkanen, Brethedan, Common, Dirindi, Sazaron; limited telepathy 30 ft. +**Other Abilities** estex suit II, frostbite-class zero pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Arkanen) +**Organization** solitary, pair, or forum (3–15) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Scavenger Slime.md b/Compendium/SF1E/Bestiary/Alien Codex/Scavenger Slime.md new file mode 100644 index 0000000..c099e11 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Scavenger Slime.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 145 +modifier: 3 +name: Scavenger Slime +statblock: true +tags: +Type: N Large ooze +--- +# SCAVENGER SLIME +## SCAVENGER SLIME CR 9 + +**XP 6,400** +N Large ooze +**Init** +3; **Senses** blindsight (vibration) 60 ft., sightless; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +9; **Will** +6 +**Defensive Abilities** scavenger shell; **DR** 5/adamantine; **Immunities** ooze immunities; **Resistances** fire 10 + +### OFFENSE + +**Speed** 20 ft. +**Melee** pseudopod +18 (2d10+13 B) +**Ranged** aphelion artillery laser +21 (3d8+9 F) or dual crossbolter +21 (2d10+9 P) or red star plasma rifle +21 (1d10+9 E & F) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +4; **DEX** +3; **CON** +6; **INT** —; **WIS** +0; **CHA** -2 +**Skills** Stealth +22 (+27 in ruins or garbage) +**Other Abilities** kitbash + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or work crew (3–10) + +### SPECIAL ABILITIES + +**Kitbash (Ex)** Scavenger slimes have an intuitive understanding of technology and how to use and repair it, despite their otherwise mindless nature. An ooze has a +22 bonus to Engineering checks to repair mechanical and technological items. A scavenger slime can form its body into any tool required for this repair work. + +**Scavenger Shell (Ex)** Scavenger slimes build protective shells for themselves out of refuse and their own natural resin, incorporating bits of repaired technology as they go. A scavenger slime’s shell grants the ooze DR 5/adamantine and resistance 10 to a random energy type depending on the technology it has incorporated, and also includes life-support systems similar to those in commercial armor, allowing it to survive in the vacuum of space. A scavenger slime can also incorporate weapons: one heavy weapon of an item level no greater than its Challenge Rating (9 for the typical scavenger slime), and either two longarms or three small arms each of an item level no greater than its CR – 1. A scavenger slime gains proficiency in whatever weapons it incorporates into its shell and powers these weapons naturally with the energy it produces. A weapon in a scavenger slime’s shell can be sundered as if it were an item with an item level equal to the slime’s CR. The scavenger slime listed here is resistant to fire and has incorporated an aphelion artillery laser, a dual crossbolter, and a red star plasma rifle. + +## DESCRIPTION + +Entropy is the one constant in the universe. Time breaks all things down, as all creation marches inexorably toward chaos and oblivion. + +Many eons ago, a long-vanished civilization took offense to this cosmic truth and conceived of an all-purpose gel—equal parts magic and nanotechnology—that could repair nearly anything, including flesh. At some point in that civilization’s history, perhaps due to some industrial accident, a vat of this gel gained a limited sentience and began to reproduce in dark corners and sewers. + +Despite all their advanced technology, the civilization eventually collapsed—perhaps even as a result of being overrun by their own creation—but the sentient gel survived, hitching rides on the hulls and in the cramped cargo bays of their progenitor race’s scattering survivors. Released onto other worlds, the gel continued to evolve and adapt, becoming the scrounging, hoarding blobs of protoplasm now generally referred to as scavenger slimes. These oozes now lurk in ruins across the galaxy, gluing together elaborate, snaillike shells for themselves from detritus and jury-rigging whatever technology they find into half-functioning weaponry. + +Scavenger slimes are lumps of protoplasm measuring about 6 feet across. Though mindless, they have an intuitive understanding of order and technological systems, allowing them to patch or repair nearly anything they encounter, though rarely into a form as reliable or attractive as it may have once been. Actually using these items is often beyond them— an ooze might rebuild a hovercar, but have no idea how to operate it, unable to even grasp its purpose. Similarly, an ooze might repair a datapad, yet have no concept what the sights and sounds it displays are attempting to communicate. The sole exception to this principle is weapons: through whatever mechanism, scavenger slimes long ago gained the ability to direct and trigger the weapons they rebuild, instinctively understanding what they’re for and how to use them in their own defense, treating them like specially adapted limbs. + +The key to a scavenger slime’s survival mechanisms is the dense resin it secretes, which it uses to bind pieces together or form rudimentary tools on its pseudopods. Scavenger slimes can even vary the conductivity of this resin, allowing them to patch and repair technology. This ability contributes to the scavenger slime’s most iconic feature: durable, snaillike shells each creature fashions from whatever trash it encounters. How these mindless creatures select and shape the components of their shells remains a mystery, but each supports a sophisticated and uniquely evolved life-support system that protects the ooze from vacuum. Most scavenger slimes also incorporate various kitbashed weapons into their shells, making them formidable opponents to even well-equipped adventurers. + +Scavenger oozes are the bane of adventurers and treasure hunters exploring ancient ruins and abandoned space stations. Heavily armored and armed, they defend garbage heaps and treasure troves with ferocity, and whatever priceless technology they uncover is quickly disassembled and glued into their shells or incorporated into new weapons. + +Their hundreds of eggs—each barely the size of a grain of rice—cling to clothing and boots, allowing them to easily spread to new environments or even starships, where they quietly grow in dark crevices, causing random system failures until the young slimes begin tearing into ship’s vital components. Despite the danger scavenger slimes pose, some creatures find them endlessly delightful. Gremlins find kinship in their destructive nature, while space goblins share the slimes’ habitats and gift for rebuilding technology. Some pirate crews have also learned to seed long-haul freighters with scavenger slime eggs, then follow from a safe distance until the oozes shut down their victims’ defenses. + +While the vast majority of scavenger slimes tear down and rebuild technology, a small variant population exists that instead tears down organic beings to “maintain” them. These rare gene-scavenger slimes construct semiliving shells from bones, hide, and organs of whatever creatures they encounter, incorporating strange special abilities from various aliens and monsters. These advanced scavenger slimes demonstrate a far wider range of special abilities than their technologically inclined kin, and they engage trespassers with horrifying enthusiasm, dragging living victims away to break down—sometimes while still conscious—into new parts for their macabre armor. + +## SCAVENGER SLIME GRENADES + +The scavenger slime’s sticky resin can be used as makeshift stickybomb grenades (_Starfinder Core Rulebook_ 178). A slain scavenger slime, when properly harvested in treated glass vessels, yields up to 20 item levels’ worth of stickybomb grenades—so 2 stickybomb grenades III (each level 10), or 5 stickybomb grenades II (each level 4), and so on. Harvesting the slime in this manner requires a DC 28 Engineering or Life Science check—success means you acquire all the desired stickybombs, while failure deals 2d10+13 bludgeoning damage to you as the slime revitalizes just long enough to attack you. This check can be attempted only once per scavenger slime corpse. + +## SLIME-PATCH SYSTEMS + +While most spacefarers know better than to try and harness scavenger slimes’ technology, given the obvious dangers involved, the oozes’ ability to quickly adapt and repair systems has made them surprisingly useful tools for those starship engineers daring enough to employ them. Slime-patch systems can be installed in any starship for 8 Build Points, with no expansion bay or PCU cost. When a ship with slime-patch systems acquires a critical damage condition, the slime-patch system automatically turns on, spraying the damaged systems with scavenger slime material almost like a fire-sprinkler system. The slime, which is chemically treated to die within moments of its unexpected freedom, automatically begins repairing the system, reducing the number of engineering actions required to patch the critical damage condition by 1 (minimum 1). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shakalta, Shakalta Star-Guardian.md b/Compendium/SF1E/Bestiary/Alien Codex/Shakalta, Shakalta Star-Guardian.md new file mode 100644 index 0000000..37b1238 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shakalta, Shakalta Star-Guardian.md @@ -0,0 +1,87 @@ +--- +aliases: +cr: 7 +Environment: any (Accara IV) +hp: 100 +modifier: 2 +name: Shakalta, Shakalta Star-Guardian +statblock: true +tags: +Type: NG Medium humanoid (shakalta) +--- +# SHAKALTA, SHAKALTA STAR-GUARDIAN +Shakaltas are a species of highly intuitive psychic entities that inhabit Accara IV, a planet in the Vast with a very short day-night cycle. Each shakalta is born as a soul, appearing as a mote of glowing energy with a vague face and fully developed mind. A juvenile inherits a great amount of knowledge and spends their first few years receiving intensive telepathic education from their parents. A shakalta develops their identity and personality during this time. After a few years, a shakalta child is considered ready to become an adult. + +To enter adulthood, two shakalta souls must bond together. Young shakaltas travel to Accara IV seeking a partner to bond with. Psychic compatibility and spiritual connection are all that matter to potential soul partners, and both souls must consent for this bonding to work. The deep link between bonded shakalta souls is one that surpasses trust and love. When two shakaltas agree to bond, they intertwine, creating a body of coherent energy to share, living the rest of their lives in this intimate proximity. + +A shakalta’s body has only one soul controlling outward activities at a given time. The inactive soul recedes and rests, conscious only of its mate. Cosmetic changes in the body reffect the active soul’s sense of itself. These visual variations allow nonpsychic creatures to tell each soul from the other. + +The culture of the shakaltas is deeply spiritual. Arrival in the galaxy as energy makes it easy for shakaltas to value knowledge, mysticism, and other immaterial concepts over objects and wealth. Shakaltas revere Yaraesa, the light of wisdom, and Sarenrae, the light of life. The two deities are often represented together in shakalta shrines, as separate luminosities unified in an eternal balance. Shakaltas spend their long lives seeking experiences and attempting to bring light and positivity to existence. Many shakaltas remain on Accara IV, gathering in family-like groups and living lives of quiet devotion to their deities, philosophy, and one another. However, some shakaltas feel a calling to leave their home world for a greater purpose. Members of the shakalta Star-Guardians exemplify this urge, their loose coalition dedicated to traveling the galaxy and defending it against evil. + +The shakalta belief in the balance of dualities extends even to life and death. When a shakalta decides to reproduce, each bonded soul contributes vitality to create a kernel of psychic energy. The shakalta carries this “embryo” inside their body for 18 months. A juvenile shakalta called a neophyte then emerges without effort, immediately ready to begin its education. Conversely, some shakaltas agree to peacefully end their lives before natural death, seeing their passing as another avenue of exploration. Shakaltas believe their souls reincarnate and that bonded souls can find their partners in the next life, which might not be as shakaltas. + +Shakaltas average 6-1/2 feet in height and weigh about 100 pounds. Shakaltas live for well over 500 years. + + + +**Source** _Alien Archive 3 pg. 92_ + +## SHAKALTA STAR-GUARDIAN CR 7 + +**XP 3,200** +Shakalta mystic/solarian +NG Medium humanoid (shakalta) +**Init** +2; **Perception** +14 +**Aura** light (5 ft.) + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +7; **Will** +8 +**Defensive Abilities** psychic shunt, void adaptation; **Immunities** disease, poison +**Weaknesses** star sustenance + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (jetpack, average), fly 20 ft. (in space) +**Melee** _solar weapon_ +16 (1d6+1d4+9 S) +**Ranged** _holy inertial cavitation pistol_ +16 (2d6+7 E & F; critical pulse 1d6) +**Offensive Abilities** solar manifestation (solar weapon), stellar alignment, stellar revelations (black hole \[25-ft. radius, push 15 ft., DC 15\], gravity anchor, stellar rush, supernova \[10-ft. radius, 5d6 fire, DC 15\]) +**Mystic Spell-Like Abilities** (CL 3rd) +At will—_mindlink_ +**Shakalta Spell-Like Abilities** (CL 7th; ranged +16) +At will—_dancing lights_, _energy ray_ (electricity or fire only) +**Mystic Spells Known** (CL 3rd; ranged +16) +1st (3/day)—_reffecting armor_ (DC 18), _magic missile_ +0 (at will)—_stabilize_, _telekinetic projectile_ +**Connection** star shaman + +### STATISTICS + +**STR** +2; **DEX** +2; **CON** +0; **INT** +0; **WIS** +5; **CHA** +4 +**Skills** Acrobatics +14, Mysticism +19, Piloting +14 +**Languages** Accaran, Common; limited telepathy 30 ft. +**Other Abilities** bonded souls, starlight form (3 minutes), walk the void +**Gear** d-suit II (brightlight projector, jetpack), holy inertial cavitation pistol with 3 high-capacity batteries (40 charges each), lesser t-quark crystal + +### ECOLOGY + +**Environment** any (Accara IV) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Aura of Light (Ex)** The light level increases by one step within 10 feet of a shakalta. If the shakalta’s body is mostly covered, such as by opaque armor, this light diminishes to a 5-foot radius. Complete covering can douse the light. + +**Bonded Souls (Ex)** Two souls bond to form an adult shakalta. Each soul has its own awareness, identity, and personality, but each can communicate with the other and access the other’s thoughts and memories. When these souls bond, they create one shared permanent physical body out of coherent energy. Each day, after the shakalta rests to regain daily-use abilities, one soul takes active control of the body, which might change slightly in appearance to match the active personality. The other soul is still present but becomes mostly inactive, able to communicate only with the active soul. The inactive soul is also beyond the reach of other outside communication and mind-affecting effects. If a shakalta dies, both souls leave the shared body, but the bonded pair counts as one soul for raise dead and similar life-restoring effects. + +**Psychic Shunt (Su)** Once per day, as a reaction when a shakalta fails a saving throw against a mind-affecting effect, the active soul can divert the effect to the inactive soul. The active soul is unaffected by the effect, but for the duration of that effect, the shakalta has the off-target condition and takes a –2 penalty to skill checks. While a mind-affecting effect is diverted to the inactive soul, spells can be cast to end the effect as if the whole shakalta were affected by it. If the souls switch active states while either is affected by a mind-affecting effect, the shakalta gains a new saving throw against those effects. + +**Star Sustenance (Ex)** Shakaltas gain sustenance from the light of stars, and they don’t need water, although they can eat and drink if they wish. A shakalta can go without such light, which starship and space station lights can duplicate, for 1 day plus a number of hours equal to their Constitution score, after which they must attempt Constitution checks as if going without water. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Shakalta (Creature Subtype) Graft Template +\- Shakalta Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shantak.md b/Compendium/SF1E/Bestiary/Alien Codex/Shantak.md new file mode 100644 index 0000000..6bbe2c6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shantak.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 8 +Environment: cold mountains or vacuum +hp: 125 +modifier: 2 +name: Shantak +statblock: true +tags: +Type: CE Huge magical beast +--- +# SHANTAK + +**Source** _Alien Archive 2 pg. 110_ + +## SHANTAK CR 8 + +**XP 4,800** +CE Huge magical beast +**Init** +2; **Senses** darkvision 60 ft., low-light vision;; **Perception** +16 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +12; **Will** +7 +**Defensive Abilities** slippery, void adaptation; **Immunities** cold, disease + +### OFFENSE + +**Speed** 20 ft., fly 80 ft. (Su, average) +**Melee** bite +20 (3d4+14 P) or talons +20 (3d4+14 S plus grab) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +6; **DEX** +2; **CON** +4; **INT** -1; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +21, Piloting +16 (to navigate only) +**Languages** Aklo +**Other Abilities** share defenses, spaceflight + +### ECOLOGY + +**Environment** cold mountains or vacuum +**Organization** solitary, pair, or flock (3–12) + +### SPECIAL ABILITIES + +**Share Defenses (Su)** As a swift action, a shantak can grant a single creature touching it void adaptation for as long as the creature remains in contact. The shantak can withdraw this protection as a free action. + +**Slippery (Ex)** A shantak’s scales seep slippery slime, granting it a +8 bonus to Acrobatics checks to escape and imposing a –5 penalty to all Survival checks to ride the shantak. + +## DESCRIPTION + +Shantaks are bizarre, winged creatures that seem to be an incongruous blend of reptile and bird. Although shantaks appear ungainly on land when perched on their two legs, their vast, bat-like wings enable the creatures to soar gracefully through vacuum as easily as they fly in atmospheres. Slimy scales cover a shantak’s body, and its vaguely horselike head features a wide maw filled with dagger-like teeth. A shantak is about 30 feet long from nose to tail and weighs approximately 6,000 pounds. Planetside, shantaks inhabit remote and foreboding mountain peaks, but their ability to survive in and fly through vacuum means they can also be found in the void of space. + +Despite their bestial appearances, shantaks are intelligent, and speak in shrill voices that sound like glass grinding against stone. They are willful creatures and cannot simply be trained as mounts. A would-be shantak rider must first seek out a shantak, braving its lair or hunting grounds, and then use diplomacy or magic to secure a shantak’s cooperation as a mount, often with a liberal dose of flattery. Even then, shantaks have a tendency to deliberately strand riders in dangerous areas, or worse, revoke their shared defenses while in the depths of space so their riders asphyxiate and swiftly perish. The flesh of such unfortunate riders is particularly delightful to a shantak, especially if it is able to feed where the rider’s one-time allies and friends can watch. + +Many shantaks have a strange and irrational fear of certain humanoid winged creatures, such as faceless nightgaunts said to dwell in certain dreams, or specific types of winged humanoids more common in civilized regions. While these irrational fears are usually not so overwhelming as to have physical or mental effects on a shantak, shantaks do take pains to avoid confrontations with these other types of creatures if at all possible. + +Shantaks’ ability to travel the gulf of space ensures that these scaly creatures can be found on numerous worlds and their satellites. Yet despite this ability, shantaks are generally quite reluctant to seek out new worlds on their own unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the depths of space. Before the widespread use of Drift technology, some species employed shantaks as a rare and dangerous method of traveling among the stars, and there may well be as-yet-undiscovered civilizations in the Vast that continue to do so—perhaps because their technological advancement has not reached a level where they can use Drift travel. + +Curiously, even those who have never encountered a shantak in real life often know of these creatures, for shantaks dwell in the shared dreams of slumbering minds as surely as in the depths of space. Some scientists and philosophers have gone so as far as to suggest that shantaks first hailed from a mysterious shared demiplane within the Dimension of Dreams called the Dreamlands. These scholars further posit that eerie and dangerous rituals have enabled the creatures to transform themselves from figments imagined by sleeping minds into creatures that exist in the waking world on countless planets. + +Although shantaks do not enjoy the presence of active starships—almost as if the energies exuded by an active power core cause them some sort of intense discomfort— shantaks are quite fond of derelict ships. Large numbers of shantaks have been reported to roost in the nooks and crannies of a drifting hulk’s hull, and exploration of the interior of these abandoned ships often reveals truly disturbing “caches” of food—the partially eaten remains of entire crews. Shantaks that roost in derelict starships take full advantage of their adoptive homes, ensuring their nests are well hidden from observation. These shantaks can be quite cunning in dressing the hulk in what appears to be valuable scrap, and some have even learned to tamper with shipboard alarm systems to send out false distress signals. The most cunning and dangerous of these drifting traps arise when the shantaks forge an alliance with another creature, often an undead created when a starship is destroyed. A shantak flock can wing off to distant worlds to retrieve rare necessities for their allies, returning via spaceflight to keep the denizen of a stranded derelict well supplied in luxuries that, without their own ship to command, they would otherwise be forced to forgo. + +## SHANTAK WHISTLES + +While the advent of Drift technology has made interstellar travel accessible to the masses, not everyone is comfortable with using starships to travel. Some have philosophical reasons for avoiding the Drift, while others take offense at the notion of answering to the whim of a starship captain. Many have goals among the stars that they prefer not to share with others. Whatever the reason, the opportunity to travel atop a shantak’s slippery back remains the preferred (and perhaps only viable) option for some. A shantak whistle is a sought-after tool for those who wish to find a shantak mount. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sharpwing.md b/Compendium/SF1E/Bestiary/Alien Codex/Sharpwing.md new file mode 100644 index 0000000..73f16df --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sharpwing.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 8 +Environment: any cold (Aballon) +hp: 125 +modifier: 12 +name: Sharpwing +statblock: true +tags: +Type: N Large animal +--- +# SHARPWING + +## SHARPWING CR 8 + +**XP 4,800** +N Large animal +**Init** +12; **Senses** low-light vision; **Perception** +21 + +### DEFENSE + +**HP** 125 +**EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +12; **Will** +7 +**Defensive Abilities** unflankable; **Immunities** nonlethal damage + +### OFFENSE + +**Speed** 15 ft., fly 80 ft. (Ex, perfect) +**Melee** bite +19 (1d10+14 P) or claw +19 (1d6+14 S; critical bleed 1d4) +**Multiattack** bite +13 (1d10+14 P), 2 claws +13 (1d6+14 S; critical bleed 1d4) + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +2; **INT** -4; **WIS** +0; **CHA** +0 +**Feats** Spring Attack +**Skills** Acrobatics +21 (+29 when flying), Athletics +16, Stealth +16 +**Other Abilities** ovitonomy + +### ECOLOGY + +**Environment** any cold (Aballon) +**Organization** solitary, pair, or sight (3–8) + +### SPECIAL ABILITIES + +**Ovitonomy (Ex)** A sharpwing egg is inlaid with the same visual sensors that cover the adult creature’s body. By concentrating, either parent can see through these eyes just as it can through its own, allowing it to monitor the egg’s surroundings for potential threats while it is out hunting for sustenance. However, the sharpwing is unaware of its own surroundings while it is concentrating on its egg. In addition, these visual sensors allow a sharpwing egg to nominally react to its own surroundings. If an unattended egg sees an approaching threat (usually any creature other than a sharpwing), it can extend a number of short limbs and crawl away in search of safety at a speed of 10 feet per round. Either of the egg’s parents can also direct the egg to move, using the same connection that allows the parent to see through the egg’s eyes. + +## DESCRIPTION + +Sharpwings are fierce and fast carnivores found mainly in and soaring between the Ice Wells of Aballon—deep craters filled with a surprising variety of biological life that most people wouldn’t associate with the predominantly machine-occupied planet. Those who encroach on sharpwing territory know that the only way to survive an encounter with the deadly predator is to bring it down before it draws close enough to attack with its devastating talons. Even such an undertaking is fraught with risk, as the creatures slice through the sky at such speeds that few have a chance of firing more than once or twice before the creature’s razor claws descend. Sneaking up on a sharpwing is next to impossible thanks to the sensors covering its sleek body and wings, and while the beast is flying, it almost always sees its prey long before the prey is aware of its presence. + +Fortunately for other creatures, these long-ranging hunters typically fly alone. One sharpwing is a dangerous foe, with little preference in the creatures it hunts. A pair can be deadly even to an experienced adventurer, especially if the creatures happen to be defending a nest or a newly hatched keenling, and woe unto the foolish explorer who stumbles the creatures roosting along the edges of an Ice Well crater. Only in lean times will the creatures take to the sky as a group to hunt, but when they do, they have been known to bring down prey several times their size. + +Sharpwing breeding season lasts for several months each year, during which an unpaired male sharpwing’s many visual sensors begin to blink rapidly. Biologists believe that this fast blinking signals to unpaired female sharpwings that the male’s sensors are strong and plentiful. In areas where the male sharpwing population is greater than the female population, multiple unpaired males sometimes gather in a circle around a female and spread their wings, trying to showcase as many of their sensors as possible. The female sharpwing then chooses a suitable mate from among the suitors by pecking sharply at his forehead. A sharpwing lays only three or four eggs at a time, and the parents remain paired until all the eggs have hatched, as they both have connections to them after they are laid. + +Sharpwing eggs are covered with the same organs that cover a sharpwing’s body, and sharpwing parents have the curious ability to see through those eyes. Many scholars believe this connection is possible due to a genetic form of quantum entanglement the creatures evolved thanks to Aballon’s natural radiation. Others posit that the First Ones are responsible for tinkering with the species’ genetic code millennia ago. In addition, and slightly more puzzling to biologists, is the eggs’ ability to sprout slender legs and flee threats perceived through these same sensors. Such movement is of questionable evolutionary benefit, as it is neither swift nor stealthy and has been known to result in the eggs tumbling down cliffs, sinking into bodies of water, or otherwise ensuring their own destruction. + +Sharpwings’ unusual biology provides multitudinous opportunities in arcane, biogenetic, and technological research and development, but it has led to overeager researchers turning to or becoming game hunters. Paying to acquire a sharpwing or one of their eggs is a costly endeavor, and even more so for living specimens. Some entrepreneurs have captured sharpwings to breed them as a commodity, leading to out-of-control invasive populations of the predators on planets far from Aballon. However, they are on the brink of extinction on their home world due to this same increasing demand and the planet’s ever-expanding urban sprawl. This threat to the species (and the threat sharpwings pose to species on other worlds) has drawn the attention of the Xenowardens, and discussion of trade sanctions now threatens to push the breeding, capture, and trade of sharpwings and their eggs into the black market, where it will undoubtedly flourish and possibly hasten the species’ demise. + +## OCUCLOAKS + +For centuries, military organizations have striven to give their fighters the same type of battlefield awareness granted by a sharpwing’s many eyes. In the past, certain arcane scholars have re-created this ability with unstable magic, sometimes with unfortunate (and grotesque) consequences. Early tests with clothing studded with nanocameras linked to a pair of bulky goggles left most users disoriented and queasy. More recent studies of sharpwing egg anatomy and advances in modern biotechnology have enabled the creation of an organic microprocessor that attaches to the user’s occipital lobe, giving her the ability to interpret visual signals generated by sensors woven into a piece of clothing known to many manufacturers as an ocucloak. The most popular models of the following biotechnological augmentation (_Starfinder Core Rulebook_ 208) and the attached garment are produced by Brethedan companies. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Analyst.md b/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Analyst.md new file mode 100644 index 0000000..fcc60a9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Analyst.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 4 +Environment: any (Perdure) +hp: 43 +modifier: 3 +name: Shatori, Shatori Analyst +statblock: true +tags: +Type: N Medium humanoid (shatori) +--- +# SHATORI, SHATORI ANALYST +Before the Gap, shatoris had a utopian civilization that spanned several words in the Disaj system in the Vast, built upon a wellspring of magic on their home world, Perdane. When the source of their power dwindled, the shatoris searched the planes for more eldritch energy. Their overreach led them to Abaddon, and when they retreated from that plane, an army of daemons followed them back to the Disaj system. + +The daemons overwhelmed the defenses of Perdane, destroying civilization and the environment there. As the forces of Abaddon spread, the shatoris withdrew to Perdure, another world in their system, to plan. They knew their doom was a matter of time, so they hastily enacted a complex ritual that opened a demiplane to allow some of them to enter stasis for centuries. The complex spell was too rushed, though, and the survivors ended up in a pocket dimension connected to Pharasma’s Boneyard, where the shatoris slept for ages. As they did, the Boneyard’s energies altered them. + +When their spell released them, the remaining shatoris were changed. They each retained great height and grace, but their flesh had become semitransparent and their bones limned with light. This combination makes shatoris’ eyes glow and their bones visible through their translucent flesh. Shatoris are living creatures, but centuries of exposure to the energies of the Boneyard have have extended each shatori’s natural life indefinitely and rendered them sterile. + +The shatoris returned to Perdure a shattered people. They had witnessed their species’ near extinction and their civilization’s ruin. All their previous accomplishments had been razed to ruins, and their future seems to be one of slow attrition. Despair gripped survivors in the early days after their return. The wisest shatoris could see that their people’s despondency might accomplish what the daemons could not. Nine of these shatoris, called the Shabani, drafted a document called the Shaban, laying out ideal behavior and enshrining a culture of impartiality and tranquility, placing the objective over the subjective. The Shaban endorses detachment from the material world and rejects the worship of gods. It instead recommends philosophical egoism that leans toward benevolent self-interest, which includes working to benefit others, seeing the common good as an extension of personal welfare. Based on the Shaban, shatoris believe they should each find a purpose and use their gifts to fulfill that reason for existing, profiting themselves and others. According to the Shaban, inaction is the greatest sin—a wasted life dishonors the billions of shatoris who were denied the chance to live at all. + +Shatoris see each death among them as a potentially catastrophic loss. Therefore, they seek to ensure their personal knowledge and culture is remembered even if they fail to survive, keeping detailed records. Shatoris also distribute their knowledge with little restraint, including to other sapient species. + +When the Signal provided Drift travel to the shatoris, they had already expanded to Prevail, another world relatively untouched by the daemons in the Disaj system. Despite exploring Drift travel in theory, they remained in Disaj. When the Azlanti arrived in the Disaj system, the shatoris headed off conflict by offering their services as analysts, scholars, and magic‑users. The Disaj system became a vassal of the Azlanti Star Empire with no struggle. Shatoris serve the Azlanti with quiet obedience, fearing for their species’ survival. Still, some brave shatoris act subtly against the empire. As highly skilled servants, shatoris conduct research and fill bureaucratic roles essential to the empire’s stability and expansion. Many of these privileged positions allow shatoris to influence the course of the empire’s policy and future, and the stoic immortals hope the long-term impact of their actions changes the empire for the better of all. + +The combination of shatori philosophy, dread of extinction, and desire for remembrance makes many averse to risk. Such shatoris remain in imperial space, hunting for ways to alter their fate. A few shatoris, however, are bold enough to take greater risks and travel the galaxy in search of answers and new possibilities. + +**Source** _Alien Archive 3 pg. 94_ + +## SHATORI ANALYST CR 4 + +**XP 1,200** +Shatori technomancer +N Medium humanoid (shatori) +**Init** +3; **Perception** +10 + +### DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 16 +**Fort** +3; **Ref** +5; **Will** +7; +2 vs. death effects, disease, fear effects, poison + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +6 (1d6+2 S) +**Ranged** tactical semi-auto pistol +8 (1d6+2 P) +**Spell-Like Abilities** (CL 4th) +At will—_detect magic_, _grave words_, _stabilize_ +**Technomancer Spells Known** (CL 4th; melee +6) +2nd (3/day)—_inject nanobots_ (DC 17), _make whole_ +1st (6/day)—_comprehend languages_, _identify_, _magic missile_ +0 (at will)—_mending_, _psychokinetic hand_ + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +5; **WIS** +1; **CHA** +0 +**Skills** Computers +15, Engineering +10, Mysticism +10, Sense Motive +10 +**Languages** Azlanti, Perani +**Other Abilities** magic hacks (quick scan), psychometry, shared stillness, spell cache (datapad) +**Gear** graphite carbon skin, tactical dueling sword, tactical semi-auto pistol with 27 small arm rounds, datapad + +### ECOLOGY + +**Environment** any (Perdure) +**Organization** solitary, team (2–5), or convention (6–11) + +### SPECIAL ABILITIES + +**Psychometry (Su)** By taking a standard action to touch a creature or object, a shatori gains a +4 racial bonus to their next check to identify the creature, their next check to recall knowledge about the creature or the object, or their next Sense Motive check against the creature. To touch an unwilling creature, the shatori must succeed at a melee attack roll against that creature’s EAC. + +**Shared Stillness (Su)** Allies within 10 feet of a shatori gain a +1 morale bonus to saving throws against fear effects. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Theorist.md b/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Theorist.md new file mode 100644 index 0000000..c2e08bf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shatori, Shatori Theorist.md @@ -0,0 +1,81 @@ +--- +aliases: +cr: 10 +Environment: LN Medium humanoid (shatori) +hp: 140 +modifier: 0 +name: Shatori, Shatori Theorist +statblock: true +tags: +Type: LN Medium humanoid (shatori) +--- +# SHATORI, SHATORI THEORIST + +Before the Gap, shatoris had a utopian civilization that spanned several words in the Disaj system in the Vast, built upon a wellspring of magic on their home world, Perdane. When the source of their power dwindled, the shatoris searched the planes for more eldritch energy. Their overreach led them to Abaddon, and when they retreated from that plane, an army of daemons followed them back to the Disaj system. + +The daemons overwhelmed the defenses of Perdane, destroying civilization and the environment there. As the forces of Abaddon spread, the shatoris withdrew to Perdure, another world in their system, to plan. They knew their doom was a matter of time, so they hastily enacted a complex ritual that opened a demiplane to allow some of them to enter stasis for centuries. The complex spell was too rushed, though, and the survivors ended up in a pocket dimension connected to Pharasma’s Boneyard, where the shatoris slept for ages. As they did, the Boneyard’s energies altered them. + +When their spell released them, the remaining shatoris were changed. They each retained great height and grace, but their flesh had become semitransparent and their bones limned with light. This combination makes shatoris’ eyes glow and their bones visible through their translucent flesh. Shatoris are living creatures, but centuries of exposure to the energies of the Boneyard have have extended each shatori’s natural life indefinitely and rendered them sterile. + +The shatoris returned to Perdure a shattered people. They had witnessed their species’ near extinction and their civilization’s ruin. All their previous accomplishments had been razed to ruins, and their future seems to be one of slow attrition. Despair gripped survivors in the early days after their return. The wisest shatoris could see that their people’s despondency might accomplish what the daemons could not. Nine of these shatoris, called the Shabani, drafted a document called the Shaban, laying out ideal behavior and enshrining a culture of impartiality and tranquility, placing the objective over the subjective. The Shaban endorses detachment from the material world and rejects the worship of gods. It instead recommends philosophical egoism that leans toward benevolent self-interest, which includes working to benefit others, seeing the common good as an extension of personal welfare. Based on the Shaban, shatoris believe they should each find a purpose and use their gifts to fulfill that reason for existing, profiting themselves and others. According to the Shaban, inaction is the greatest sin—a wasted life dishonors the billions of shatoris who were denied the chance to live at all. + +Shatoris see each death among them as a potentially catastrophic loss. Therefore, they seek to ensure their personal knowledge and culture is remembered even if they fail to survive, keeping detailed records. Shatoris also distribute their knowledge with little restraint, including to other sapient species. + +When the Signal provided Drift travel to the shatoris, they had already expanded to Prevail, another world relatively untouched by the daemons in the Disaj system. Despite exploring Drift travel in theory, they remained in Disaj. When the Azlanti arrived in the Disaj system, the shatoris headed off conflict by offering their services as analysts, scholars, and magic‑users. The Disaj system became a vassal of the Azlanti Star Empire with no struggle. Shatoris serve the Azlanti with quiet obedience, fearing for their species’ survival. Still, some brave shatoris act subtly against the empire. As highly skilled servants, shatoris conduct research and fill bureaucratic roles essential to the empire’s stability and expansion. Many of these privileged positions allow shatoris to influence the course of the empire’s policy and future, and the stoic immortals hope the long-term impact of their actions changes the empire for the better of all. + +The combination of shatori philosophy, dread of extinction, and desire for remembrance makes many averse to risk. Such shatoris remain in imperial space, hunting for ways to alter their fate. A few shatoris, however, are bold enough to take greater risks and travel the galaxy in search of answers and new possibilities. + +**Source** _Alien Archive 3 pg. 94_ + +## SHATORI THEORIST CR 10 +**XP 9,600** +Shatori mystic +LN Medium humanoid (shatori) +**Init** +0; **Perception** +19 + +### DEFENSE + +**HP** 140; **RP** 5 +**EAC** 22; **KAC** 23 +**Fort** +9; **Ref** +9; **Will** +13; +2 vs. death effects, disease, fear effects, poison + +### OFFENSE + +**Speed** 30 ft. +**Melee** buzzblade dueling sword +16 (2d6+10 S) +**Ranged** elite semi-auto pistol +18 (3d6+8 P) +**Mystic Spell-Like Abilities** (CL 10th) +10/day—_mind probe_ (DC 22) +At will—_mindlink_ +**Spell-Like Abilities** (CL 10th) +At will—_detect magic_, _grave words_, _stabilize_ +**Mystic Spells Known** (CL 10th; ranged +18) +4th (3/day)—_confusion_ (DC 22), _divination_ +3rd (6/day)—_dispel magic_, _mind thrust_ (DC 21), _speak with dead_ (DC 21), _tongues_ +2nd (at will)—_augury_, _see invisibility_ +**Connection** Akashic + +### STATISTICS + +**STR** +0; **DEX** +0; **CON** +0; **INT** +3; **WIS** +8; **CHA** +5 +**Skills** Culture +19, Diplomacy +24, Mysticism +24, Sense Motive +19 +**Languages** Azlanti, Celestial, Common, Draconic, Infernal, Perani +**Other Abilities** access Akashic Record, peer into the future 1/day, psychometry, shared stillness +**Gear** freebooter armor III, buzzblade dueling sword with 1 battery (20 charges), elite semi-auto pistol with 24 small arm rounds + +### ECOLOGY + +**Environment** any (Perdure) +**Organization** solitary, pair, or meeting (3–6) + +### SPECIAL ABILITIES + +**Psychometry (Su)** By taking a standard action to touch a creature or object, a shatori gains a +4 racial bonus to their next check to identify the creature, their next check to recall knowledge about the creature or the object, or their next Sense Motive check against the creature. To touch an unwilling creature, the shatori must succeed at a melee attack roll against that creature’s EAC. + +**Shared Stillness (Su)** Allies within 10 feet of a shatori gain a +1 morale bonus to saving throws against fear effects. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Shatori (Creature Subtype) Graft Template +\- Shatori Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shell Toad.md b/Compendium/SF1E/Bestiary/Alien Codex/Shell Toad.md new file mode 100644 index 0000000..51bd3e5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shell Toad.md @@ -0,0 +1,49 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 6 +modifier: 2 +name: Shell Toad +statblock: true +tags: +Type: N Small animal +--- +# SHELL TOAD +[[Alien_ShellToad.webp|Zeigen!]] +From the vortex sharks of Kalo-Mahoi to the hoarbats of Verces’s Darkside, and from the dire tigers of Castrovel to the tremor worms of Akiton, predators abound in the Pact Worlds and on planets across the galaxy. What unites these disparate species is that their diets include the meat of other creatures and that they hunt and kill to acquire this food. On planets where sapient species are dominant, predators have learned that weapon-wielding creatures can be deadly prey. Other predators, deprived of such contact, often see sentient explorers as an unfamiliar form of potential sustenance, making confrontations inevitable. + +Predators come in all shapes and sizes, limited only by the environment where they are found. Bigger predators rely on abundant food, cycles of inactivity, an omnivorous diet, or a combination of these. Smaller predators have fewer requirements and can be equally dangerous; even very small animals can evolve pack tactics to overwhelm larger and stronger creatures. Some of these swarms, such as the flying viper eels of Bretheda, strip flesh from bone as they move over and around prey. + + +**Source** _Alien Archive 2 pg. 102_ + +## SMALL PREDATOR CR 1/3 + +**XP 135** +N Small animal +**Init** +2; **Senses** low-light vision; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 12 +**Fort** +0; **Ref** +2; **Will** +1 + +### OFFENSE + +**Speed** 30 ft. +**Melee** clubtongue +3 (1d4 B plus staggered [DC 10]; critical knockdown) + +### STATISTICS + +**STR** -2; **DEX** +2; **CON** +0; **INT** -4; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +3, Athletics +3, Stealth +3 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3-21) + +### SPECIAL ABILITIES +Clubtongue (Ex) A shell toad’s heavy tongue hits with unexpected force. A creature hit by a shell toad’s clubtongue must succeed at a DC 10 Fortitude saving throw or become staggered for 1 round. On a critical hit, the creature is also knocked prone. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Warrior.md b/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Warrior.md new file mode 100644 index 0000000..defe60d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Warrior.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 5 +Environment: any (Shimrinsara) +hp: 74 +modifier: 7 +name: Shimreen, Shimreen Warrior +statblock: true +tags: +Type: LN Medium humanoid (shimreen) +--- +# SHIMREEN, SHIMREEN WARRIOR +The world of Shimrinsara, deep in the Vast, is constantly plagued by violent storms, but seven glittering dome-cities protrude through the tempestuous clouds. These metropolises stand as a testament to the perseverance and resourcefulness of the planet’s most notable inhabitants: crystalline humanoids known as shimreens. Shimreens built their domes not only to protect their cities from the storms, but also to harness the abundant available energy that powers their civilization. According to surviving records, the crystalline people have been doing this since long before the Gap. + +Shimreens are composed of glimmering crystal, and the average shimreen is 7 feet tall and weighs 600 pounds. Though their tall, angular bodies can be any color (or even clear), most tend toward cool, bright jewel tones such as blue, purple, or teal. Much like their radiant metropolises, shimreens glow from within. + +The most popular legend about how shimreens came to be holds that the first shimreen was kissed by lightning, rising out of the earth and into sapience—and that their spark has passed down through the generations. Whatever their origins, modern shimreen are not so much born as they are made. Pharasma’s Forge, once merely a small volcanic hotspot, has developed over millennia into a sacred temple of making and unmaking. Narrow canals, carved into the mountain’s face in ray-like patterns, direct small rivers of lava into creation chambers. To form a new shimreen, fragments from one or more living parents are placed into a chamber, which is superheated by lava until either a soul is attracted to the seed crystals and a new shimreen is formed, or the contributed shards are consumed. It’s possible for a single shimreen to reproduce alone, or for each member of a large family unit to donate a piece of themselves. Since shimreens generally live for centuries, when one passes away, their body is taken in a solemn procession to be added to the lava that powers Pharasma’s Forge so that they may contribute to the making of new life. Shimreens are able to change their body slightly to fit their needs, including shifting an arm into a crystal lance or adjusting their constant internal glow. A significant number of shimreens shape the crystals atop their heads to form crowns, while others let the crystals around their faces grow wild to form clusters they call manes— and some do both. + +Thanks to Shimrinsara’s endless source of energy, its citizens are employed chiefly in the pursuit of culture and trade, rather than toiling to gather resources. Two castes make up the majority of shimreen inhabitants: workers and warriors. Workers can have a variety of skilled occupations and include artisans, engineers, entertainers, and scientists. Warriors are mainly tasked with fending off attempted incursions from outsiders who covet the shimreens’ plentiful resources, though they are also skilled in hunting the wild creatures that survive unprotected in the planet’s harsh atmosphere. + +The seven glowing cities of Shimrinsara are called the Jewels of Shimreen, and the largest of these is Kaniqlu, where elected representatives from each city form a council of seven that governs the planet. While most shimreens are fiercely protective of their home world, they do enjoy engaging in trade with other cultures so that they may learn and grow. During shimreen holidays, citizens gather to watch parades featuring several battalions of warriors, all performing intricate routines that are a mixture of elegant, flowing dance and ruthlessly lethal combat maneuvers. +**Source** _Alien Archive 3 pg. 96_ + +## SHIMREEN WARRIOR CR 5 + +**XP 1,600** +Shimreen soldier +LN Medium humanoid (shimreen) +**Init** +7; **Perception** +11 + +### DEFENSE + +**HP** 74 +**EAC** 17; **KAC** 20 +**Fort** +7; **Ref** +5; **Will** +5 +**Immunities** dazzled; **Resistances** electricity 5 + +### OFFENSE + +**Speed** 40 ft. (35 ft. in armor) +**Melee** crystal lance +14 (1d3+12 P) +**Ranged** thunderstrike sonic rifle +11 (1d10+5 So; critical deafen \[DC 13\]) or frag grenade II +11 (explode \[15 ft., 2d6 P, DC 13\]) +**Offensive Abilities** amplify (1d4), charge attack, fighting styles (blitz) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** +2; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +11, Athletics +16, Engineering +11 +**Languages** Shimreeni, Terran +**Other Abilities** radiant, shift limb +**Gear** lashunta ringwear II, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each), frag grenades II (2) + +### ECOLOGY + +**Environment** any (Shimrinsara) +**Organization** solitary, pair, or cluster (3–8) + +### SPECIAL ABILITIES + +**Amplify (Ex)** Whenever a shimreen takes energy damage, they can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within their crystalline form. The next time the shimreen hits with a melee attack, they release this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can’t take additional damage in this way again until they release the energy they’re storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at 8th level (or CR 8) and 3d4 at 16th level (or CR 16). +**Radiant (Ex)** A shimreen constantly emits dim, normal, or bright light in a 5-foot radius and is immune to the dazzled condition. A shimreen can adjust their current level of light as a move action, but they can’t extinguish it. + +**Shift Limb (Ex)** As a swift action, a shimreen can transform one of their hands into a natural weapon that deals piercing damage. While transformed, this hand can’t be used to hold or use anything. The shimreen can reverse the transformation as a swift action. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Shimreen (Creature Subtype) Graft Template +\- Shimreen Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Worker.md b/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Worker.md new file mode 100644 index 0000000..9a26de0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shimreen, Shimreen Worker.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 1 +Environment: any (Shimrinsara) +hp: 17 +modifier: 2 +name: Shimreen, Shimreen Worker +statblock: true +tags: +Type: LN Medium humanoid (shimreen) +--- +# SHIMREEN, SHIMREEN WORKER +The world of Shimrinsara, deep in the Vast, is constantly plagued by violent storms, but seven glittering dome-cities protrude through the tempestuous clouds. These metropolises stand as a testament to the perseverance and resourcefulness of the planet’s most notable inhabitants: crystalline humanoids known as shimreens. Shimreens built their domes not only to protect their cities from the storms, but also to harness the abundant available energy that powers their civilization. According to surviving records, the crystalline people have been doing this since long before the Gap. + +Shimreens are composed of glimmering crystal, and the average shimreen is 7 feet tall and weighs 600 pounds. Though their tall, angular bodies can be any color (or even clear), most tend toward cool, bright jewel tones such as blue, purple, or teal. Much like their radiant metropolises, shimreens glow from within. + +The most popular legend about how shimreens came to be holds that the first shimreen was kissed by lightning, rising out of the earth and into sapience—and that their spark has passed down through the generations. Whatever their origins, modern shimreen are not so much born as they are made. Pharasma’s Forge, once merely a small volcanic hotspot, has developed over millennia into a sacred temple of making and unmaking. Narrow canals, carved into the mountain’s face in ray-like patterns, direct small rivers of lava into creation chambers. To form a new shimreen, fragments from one or more living parents are placed into a chamber, which is superheated by lava until either a soul is attracted to the seed crystals and a new shimreen is formed, or the contributed shards are consumed. It’s possible for a single shimreen to reproduce alone, or for each member of a large family unit to donate a piece of themselves. Since shimreens generally live for centuries, when one passes away, their body is taken in a solemn procession to be added to the lava that powers Pharasma’s Forge so that they may contribute to the making of new life. Shimreens are able to change their body slightly to fit their needs, including shifting an arm into a crystal lance or adjusting their constant internal glow. A significant number of shimreens shape the crystals atop their heads to form crowns, while others let the crystals around their faces grow wild to form clusters they call manes— and some do both. + +Thanks to Shimrinsara’s endless source of energy, its citizens are employed chiefly in the pursuit of culture and trade, rather than toiling to gather resources. Two castes make up the majority of shimreen inhabitants: workers and warriors. Workers can have a variety of skilled occupations and include artisans, engineers, entertainers, and scientists. Warriors are mainly tasked with fending off attempted incursions from outsiders who covet the shimreens’ plentiful resources, though they are also skilled in hunting the wild creatures that survive unprotected in the planet’s harsh atmosphere. + +The seven glowing cities of Shimrinsara are called the Jewels of Shimreen, and the largest of these is Kaniqlu, where elected representatives from each city form a council of seven that governs the planet. While most shimreens are fiercely protective of their home world, they do enjoy engaging in trade with other cultures so that they may learn and grow. During shimreen holidays, citizens gather to watch parades featuring several battalions of warriors, all performing intricate routines that are a mixture of elegant, flowing dance and ruthlessly lethal combat maneuvers. + + +**Source** _Alien Archive 3 pg. 96_ + +## SHIMREEN WORKER CR 1 + +**XP 400** +Shimreen mechanic +LN Medium humanoid (shimreen) +**Init** +2; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +2 +**Immunities** dazzled; **Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** crystal lance +4 (1d3+2 P) +**Ranged** azimuth laser pistol +6 (1d4+1 F; critical 1d4 burn) +**Offensive Abilities** amplify (1d4), target tracking + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +1; **INT** +4; **WIS** +0; **CHA** +0 +**Skills** Computers +10, Engineering +10, Medicine +5, Physical Science +10, Piloting +5 +**Languages** Shimreeni, Terran +**Other Abilities** artificial intelligence (exocortex), custom rig (arm augmentation), radiant, shfit limb +**Gear** flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Shimrinsara) +**Organization** solitary, pair, or geode (3–8) + +### SPECIAL ABILITIES + +**Amplify (Ex)** Whenever a shimreen takes energy damage, they can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within their crystalline form. The next time the shimreen hits with a melee attack, they release this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can’t take additional damage in this way again until they release the energy they’re storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at 8th level (or CR 8) and 3d4 at 16th level (or CR 16). +**Radiant (Ex)** A shimreen constantly emits dim, normal, or bright light in a 5-foot radius and is immune to the dazzled condition. A shimreen can adjust their current level of light as a move action, but they can’t extinguish it. + +**Shift Limb (Ex)** As a swift action, a shimreen can transform one of their hands into a natural weapon that deals piercing damage. While transformed, this hand can’t be used to hold or use anything. The shimreen can reverse the transformation as a swift action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shipkiller Bulb.md b/Compendium/SF1E/Bestiary/Alien Codex/Shipkiller Bulb.md new file mode 100644 index 0000000..a95109b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shipkiller Bulb.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 18 +Environment: any sky (gas giant) or vacuum +hp: 415 +modifier: 0 +name: Shipkiller Bulb +statblock: true +tags: +Type: N Gargantuan plant +--- +# SHIPKILLER BULB + +**Source** _Alien Archive 4 pg. 108_ + +## SHIPKILLER BULB CR 18 + +**XP 153,600** +N Gargantuan plant +**Init** +0; **Senses** gravity sense 300 ft., low-light vision;; **Perception** +31 + +### DEFENSE + +**HP** 415 +**EAC** 30; **KAC** 32 +**Fort** +21; **Ref** +19; **Will** +16 +**Defensive Abilities** void adaptation; **Immunities** plant immunities + +### OFFENSE + +**Speed** 40 ft., climb 20 ft., fly 120 ft. (Ex, average) +**Melee** tendril +32 (13d6+29 S) +**Ranged** gravity pulse +29 (6d10+18 plus entangle) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** crush (13d6+29 B) + +### STATISTICS + +**STR** +11; **DEX** -1; **CON** +8; **INT** -4; **WIS** +6; **CHA** +0 +**Skills** Acrobatics +31, Athletics +36, Stealth +31 +**Other Abilities** spaceflight (Acrobatics), stellar stealth, wall smasher + +### ECOLOGY + +**Environment** any sky (gas giant) or vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Entangle (Ex)** After a shipkiller bulb’s gravity pulse hits, it entangles the target with gravitational pressure (Reflex DC 23 negates). An entangled creature can escape as a move action with a successful Acrobatics check (DC 37) or Strength check (DC 16). The entangled effect otherwise lasts for 2d4 rounds. +**Gravity Pulse (Ex)** The shipkiller bulb can weaponize gravitational distortions as an attack with a range increment of 60 feet; this is a force effect. +**Gravity Sense (Ex)** A shipkiller bulb can detect the gravity signatures from the mass of larger creatures and objects. This functions as blindsense except that the shipkiller bulb can sense only Small and larger creatures, as well as objects whose bulk is 3 or higher. The plant can detect powerful gravity events (such as weaponized singularities or a _control gravity_ spell) at a range of 1 mile. +**Stellar Stealth (Ex)** A shipkiller bulb can foil technological sensors, using Stealth to hide even if it lacks cover. The Stealth check DC equals 10+ the starship science officer’s Computers modifier to perform the scan action, including any modifier granted by the starship’s sensors. +**Wall Smasher (Ex)** A shipkiller bulb can break a barrier such as a door or wall as a swift action, and if it spends a standard action to break a barrier, it gains a +30 circumstance bonus to the Strength check. When used against a wall, wall smasher affects a 20-foot-by-20-foot section. + +## DESCRIPTION + +A massive species of spaceborne plants inhabits the rocky rings of gas giants throughout the galaxy. Known to Pact Worlds scientists as greater ring roots, these creatures resemble immense, hirsute tubers bristling with gnarled tendrils and alien eyes. However, countless tragedies since the Gap have earned the infamous plant its more common name: the shipkiller bulb. + +Like most plants, a shipkiller bulb subsists on a combination of minerals and photosynthesis, both of which are difficult to secure in their habitat. Many gas giants’ great distance from their respective suns leave the bulbs relatively starved for light, so when the plants orbit along their planets’ sun-facing sides, they unfurl their compact leaves into huge panels that catch as much light as possible. For water, the bulbs capture the rings’ ice crystals or draw frozen water out of debris, and they break apart the minerals in ring dust or descend into upper atmospheres to secure the necessary gases. In ideal circumstances, a shipkiller bulb takes root in an asteroid, slowly drains the rocky mass of essential minerals, and then discards the crumbling debris before seeking out a new host. + +Not only do shipkiller bulbs possess extraordinary patience, but they have exceptional gravitational abilities as well. Much of the bulb houses a specialized organ cluster which allows the plant to manipulate gravity, using it to push its body through space and drag in comets to consume. Gravity control is also critical to the bulbs’ propagation, as the plants combine their orbital momentum with their own telekinetic push to hurl seeds at tremendous speed across space. Most of these seeds are clones formed intermittently throughout its life, though each bulb blooms in a massive display of petals about once per century in order to reproduce sexually. These events draw opportunistic pollinators from the gas giants, and the resulting fruit clusters (known as brethebeans) are both delicious and among the most expensive produce in the Pact Worlds. + +Shipkiller bulbs are generally quite peaceful. When starships enter or exit the Drift near a bulb, however, the resulting gravitational disturbances vex the plant like nails on a chalkboard. Disoriented and angry, an irritated shipkiller bulb acts erratically and often violently. In the best case, this involves fleeing the area or hurling nearby debris in frustration—a response that often inadvertently embeds the bulb’s seeds in any starships within range. But when the Drift event is especially close or the bulb is starved for nutrients, the plant earns its epithet. With a combination of powerful tendrils and pulses of gravity, a shipkiller bulb can tear open a starship’s hull within seconds. In its rampage, the plant preferentially attacks living creatures, though it will still deal massive structural damage. A shipkiller bulb wrecks its target until it loses interest, is chased off by powerful defenses, or is sated by draining the starship’s energy reserves, yet even a victorious crew might have to evacuate a vessel too damaged to repair. If left alone, a shipkiller bulb often lingers around the wreck for months, leeching nutrients from the hull until only a fragile shell remains. + +Fortunately, a concentrated burst of starship weapons fire is often enough to discourage a riled bulb. The catch is that shipkiller bulbs are extremely difficult to detect, as the same gravitational fields they use for feeding also interfere with most forms of starship sensors. As a result, the first sign of a plant could be the sound of it tearing apart a vessel’s bulkhead. At least one specialized scanner design developed by the Xenowardens can reliably detect shipkiller bulbs, though the technology is neither widespread nor easy to integrate into fully technological starships. Foraging vessels that harvest the rare brethebeans are often equipped with specialized gravity scanners that have limited use beyond picking up the plants’ unique signatures, but the technology’s price and power requirements make it impractical for most vessels. + +Thanks to their stealth, longevity, and far-flung seeds, shipkiller bulbs can theoretically appear anywhere in the galaxy, especially in debris fields, asteroid belts, and planetary rings. The population around Bretheda has largely been exterminated following violent Drift incidents, though rogue bulbs periodically resurface around the gas giants or in the Diaspora. A seed even lodged in Absalom Station’s Spike district, growing to the size of a car before being found and removed. Absalom Station and similar settlements periodically organize bulb patrols designed primarily to uproot any shipkiller seeds while simultaneously serving to sniff out any other parasites or lurking dangers within the space stations’ less trafficked regions. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shipmind.md b/Compendium/SF1E/Bestiary/Alien Codex/Shipmind.md new file mode 100644 index 0000000..0efd7ce --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shipmind.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 13 +Environment: any (Dominion of the Black starships) +hp: 225 +modifier: 6 +name: Shipmind +statblock: true +tags: +Type: CE Huge ooze +--- +# SHIPMIND + +**Source** _Alien Archive 2 pg. 112_ + +## SHIPMIND CR 13 + +**XP 25,600** +CE Huge ooze +**Init** +6; **Senses** blindsight (life) 60 ft., detect alignment; **Perception** +23 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +15; **Ref** +17; **Will** +10 +**Defensive Abilities** thought disruption; **DR** 10/—; **Immunities** bludgeoning, charm, electricity, fire, ooze immunities; **SR** 24 +**Weaknesses** confined, vulnerable to cold + +### OFFENSE + +**Speed** 0 ft. (10 ft. outside of container) +**Melee** slam +26 (3d12+21 B plus grab and thought disruption) +**Ranged** plasma bolt +23 (5d6+13 E & F; critical burn 1d10) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** immerse +**Spell-Like Abilities** (CL 13th; ranged +23) +1/day—_telekinesis_ (DC 20) +3/day—_confusion_ (DC 19) +At will—_slow_ (DC 18) + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +4; **INT** +3; **WIS** +4; **CHA** +3 +**Skills** Computers +23, Engineering +23, Mysticism +23, Piloting +28, Sense Motive +23 +**Languages** Abyssal, Aklo, Common, Draconic, Drow, Infernal; telepathy 60 ft. +**Other Abilities** ship interface + +### ECOLOGY + +**Environment** any (Dominion of the Black starships) +**Organization** solitary + +### SPECIAL ABILITIES + +**Confined (Ex)** A shipmind dwells within an immobile container. While inside its container, a shipmind has a speed of 0 feet. When it leaves its container, it gains a speed of 10 feet and takes a –10 penalty to AC. A shipmind can live outside of its container for 1 hour without consequences, but at the start of each subsequent hour, it gains 1 negative level as it slowly dissolves. This process can be reversed only if the shipmind returns to its container, where the shipmind can then remove 1 negative level per hour. The container has hardness 10 and 60 Hit Points, and a creature that targets the container with a melee or ranged weapon attack automatically hits it. The crystalline nature of the container makes it vulnerable to sonic damage. A shipmind in a container that has the broken condition takes a –5 penalty to AC. + +**Immerse (Ex)** When a shipmind in its container successfully grabs a Large or smaller target with one of its slam attacks and pins the target, it can drag that target into its body as a swift action, dealing 6d6 damage (Fortitude DC 19 half), half of which is electricity and half of which is fire, and subjecting the target to thought disruption. A creature that remains immersed takes this damage again at the start of each of the shipmind’s turns. In addition, an immersed creature without environmental protections is in danger of suffocating. A creature can attempt Acrobatics checks to escape immersion as if escaping from being pinned, gaining a +5 circumstance bonus if the shipmind’s container has the broken condition. + +**Plasma Bolt (Ex)** A shipmind’s plasma bolt has a range increment of 80 feet. + +**Ship Interface (Ex)** While a shipmind is interfaced with a Dominion starship, it can observe events anywhere within the vessel, as well as within 90 feet of its exterior hull, as if using _clairaudience/clairvoyance_ for as long as the shipmind concentrates. The shipmind’s detect alignment works through its remote sensor at the same range. While concentrating on an area, the shipmind can activate ship systems in that area as a swift action. In addition, the shipmind can converse with creatures in the area by vibrating the walls (or the hull while in atmosphere). In addition, during starship combat in a Dominion ship with which it is interfaced, a shipmind can take up to 5 crew actions, none of which can be captain actions. + +**Thought Disruption (Su)** A shipmind’s alien psyche is disruptive to the minds of most other life-forms. A creature that touches or is hit by the ooze must succeed at a DC 19 Will saving throw or take 1d4 Wisdom damage. This is a mind-affecting effect. + +## DESCRIPTION + +A shipmind is an ooze of thick, bubbling yellowish liquid. Unlike many oozes, this biological entity relies on a bizarre symbiosis with technology to survive. The creature lives in a container made of crystalline material and inorganic components, which serves the ooze like a shell. Outside this container, a shipmind is vulnerable and doomed to die, but this limited existence is little hindrance to a shipmind, since its sole purpose is to pilot starfaring vessels that serve the Dominion of the Black. + +Dominion starships are bizarre amalgamations of organic and inorganic components. Strange membranes hold bulkheads and the hull together. Fibrous material resembling muscles and connective tissue work some of the ships’ mechanical components, such as doors, while a web of nerve-like cables carry power and data, and networks of tubules carry various fluids. At the center of this network in the largest Dominion ships is a shipmind, connected to everything through disturbingly organic cables. + +A shipmind has an intimate connection to its starship and can survive as long as its craft does, sometimes for many centuries. The creatures are cruel even to their supposed allies, and they are given to fits of inexplicable behavior. + +Seeders are the most common large Dominion starships. Some are scouts or assault vessels with only a shipmind aboard, while others travel with a crew of other entities affiliated with the Dominion of the Black. These ships land on life-rich planets, unleashing Dominion-allied creatures to infest the region around the landing site, assimilating native organisms. + +If left alone planetside for too long, a Dominion seeder’s shipmind can quickly degenerate, causing the ship’s organic aspects to also decay. In about a decade, the ship rots into uselessness and the shipmind dies. During that time, the shipmind might leave of its own accord, or it might spend its remaining time brutally toying with any creature it can. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shobhad, Shobhad Warleader.md b/Compendium/SF1E/Bestiary/Alien Codex/Shobhad, Shobhad Warleader.md new file mode 100644 index 0000000..ec1b249 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shobhad, Shobhad Warleader.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 7 +Environment: cold deserts or mountains (Akiton) +hp: 105 +modifier: 6 +name: Shobhad, Shobhad Warleader +statblock: true +tags: +Type: N Large monstrous humanoid +--- +# SHOBHAD, SHOBHAD WARLEADER +Collectively called the “shobhad-neh,” the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton’s wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton’s new metropolises these days, the majority continue to live in the planet’s harsh hills and canyons. + +Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age. + +Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn’t a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a shobhad, and breaking one’s word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they’ve been agreed to. + +Shobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there’s always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again. +**Source** _Alien Archive pg. 104_ + +## SHOBHAD WARLEADER CR 7 + +**XP 3,200** +Shobhad soldier +N Large monstrous humanoid +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 20; **KAC** 21 +**Fort** +9; **Ref** +7; **Will** +8 +**Defensive Abilities** ferocity; **Resistances** cold 5 + +### OFFENSE + +**Speed** 50 ft. +**Melee** sintered longsword +17 (2d8+12 S) +**Multiattack** 2 sintered longswords +12 (2d8+12 S), 2 slams +12 (1d6+12 B)\` +**Ranged** shobhad longrifle +14 (2d10+8 P) +**Offensive Abilities** charge attack, fighting styles (blitz) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +4; **INT** +0; **WIS** +0; **CHA** +2 +**Skills** Intimidate +19, Stealth +14, Survival +14 +**Languages** Akitonian, Shobhad +**Gear** advanced war harness (functions as d-suit II), sintered longswords (2), shobhad longrifle (functions as an advanced shirren-eye rifle) with 50 sniper rounds + +### ECOLOGY + +**Environment** cold deserts or mountains (Akiton) +**Organization** solitary, clan (1 plus 20+ shobhads), or moot (2–8) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shobhad.md b/Compendium/SF1E/Bestiary/Alien Codex/Shobhad.md new file mode 100644 index 0000000..48e5390 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shobhad.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 4 +Environment: cold deserts or mountains (Akiton) +hp: 50 +modifier: 1 +name: Shobhad +statblock: true +tags: +Type: N Large monstrous humanoid +--- +# SHOBHAD +Collectively called the “shobhad-neh,” the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton’s wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton’s new metropolises these days, the majority continue to live in the planet’s harsh hills and canyons. + +Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age. + +Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn’t a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a shobhad, and breaking one’s word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they’ve been agreed to. + +Shobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there’s always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again. + + +**Source** _Alien Archive pg. 104_ + +## SHOBHAD CR 4 + +**XP 1,200** +N Large monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 16 +**Fort** +6; **Ref** +8; **Will** +5 +**Defensive Abilities** ferocity; **Resistances** cold 5 + +### OFFENSE + +**Speed** 40 ft. +**Melee** carbon steel curve blade +13 (1d10+9 S; critical bleed 1d6) +**Ranged** squad machine gun +10 (1d10+4 P) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +5; **DEX** +1; **CON** +3; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Intimidate +15, Stealth +10, Survival +10 +**Languages** Shobhad +**Gear** tactical war harness (functions as defrex hide), carbon steel curve blades (2), squad machine gun with 80 heavy rounds + +### ECOLOGY + +**Environment** cold deserts or mountains (Akiton) +**Organization** solitary, pair, raiding party (3–19), or clan (20+ plus 1 warleader) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu, Feral Shotalashu.md b/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu, Feral Shotalashu.md new file mode 100644 index 0000000..ad693d8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu, Feral Shotalashu.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 6 +Environment: warm forests (Castrovel) +hp: 90 +modifier: 5 +name: Shotalashu, Feral Shotalashu +statblock: true +tags: +Type: N Large magical beast +--- +# SHOTALASHU, FERAL SHOTALASHU +For as long as lashuntas have been among the dominant species on Castrovel, shotalashus—the lashuntas’ traditional telepathic reptilian mounts—have served at their sides. Millennia of domestication and parallel evolution have strengthened the symbiotic bond between the two species, allowing lashuntas to form a close mental link with a chosen mount. + +Shotalashus have rudimentary telepathic abilities similar to those of the lashuntas themselves, a fact that has contributed to their use as close pets and trusted mounts even in the modern day, when much more sophisticated and technologically advanced forms of both transportation and companionship exist. This tradition has lasted so long in part because of the kinship the lashuntas feel with their bonded shotalashus, but also because the symbiotic bond between the two species is deeply ingrained into lashunta culture. Shotalashu-mounted cavalry still serve as ceremonial honor guards for lashunta dignitaries, and members of all social stations regard their bonded mounts as occupying a cherished place in the family. Though shotalashus are seen less often in teeming metropolises than they are in smaller settlements, no city on Castrovel is devoid of at least basic amenities for the honored beasts, from training facilities to boarding services. + +While it’s common for a lashunta to switch between shotalashus throughout her life, some bonds between beast and rider deepen over time, and it is not unheard of for a warrior to bond with a single shotalashu mount until death. Lashunta whose mounts die suffer psychic trauma and often require time to recover before they can bond with another mount, and shotalashus who lose their bonded riders have been known to grieve for months, or even years. + +Though rare, some shotalashus still live in the wild, forming feral packs that use their telepathy to bond not with a rider, but with one another, forming a highly effective collective mind that makes them efficient and deadly hunters. Particularly adventurous lashuntas set out on solo quests into the most remote of Castrovel’s wilds in search of a potentially stronger mount from among untamed stock. These brave souls must first break an individual shotalashu away from its pack before attempting the long and arduous task of taming and eventually bonding with the creature. + +A typical domesticated shotalashu is over 10 feet long from snout to tail-tip, and weighs more than 1,000 pounds, while wild specimens can grow as large as 12 feet in length and weigh a staggering 1,500 pounds. + +## SHOTALASHU EQUIPMENT + +As technology has advanced, telepathic bonding with shotalashus has become possible for those who aren’t lashunta. The lashuntas have also maintained traditional gear for shotalashu riding: the shotalashu link cortex and the shotalashu saddle. + + +**Source** _Alien Archive 2 pg. 114_ + +## FERAL SHOTALASHU CR 6 + +**XP 2,400** +N Large magical beast +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +18 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +10; **Ref** +10; **Will** +5 + +### OFFENSE + +**Speed** 60 ft. +**Melee** claws +17 (1d8+8 S) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +2; **DEX** +5; **CON** +3; **INT** -3; **WIS** +1; **CHA** -1 +**Skills** Acrobatics +13, Perception +18, Stealth +13 +**Languages** Lashunta (can’t speak) +**Other Abilities** jungle strider, pack telepathy + +### ECOLOGY + +**Environment** warm forests (Castrovel) +**Organization** solitary, pair, or pack (3–12) + +### SPECIAL ABILITIES + +**Jungle Strider (Ex)** Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu’s speed is not impeded by natural difficult terrain such as undergrowth. + +**Pack Telepathy (Su)** This functions as the shotalashu mount’s telepathic link ability (see the shotalashu entry) except that instead of forming a bond with a single lashunta, a feral shotalashu can create a link with up to 5 other shotalashus in a process that requires no skill check but takes 1 year of close interaction rather than a single hour. When any member of a pack’s telepathic network dies, each other shotalashu directly linked to that creature is dazed for 1 round but takes no damage. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu.md b/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu.md new file mode 100644 index 0000000..9def3aa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Shotalashu.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 2 +Environment: warm forests (Castrovel) +hp: 25 +modifier: 4 +name: Shotalashu +statblock: true +tags: +Type: N Large magical beast +--- +# SHOTALASHU +For as long as lashuntas have been among the dominant species on Castrovel, shotalashus—the lashuntas’ traditional telepathic reptilian mounts—have served at their sides. Millennia of domestication and parallel evolution have strengthened the symbiotic bond between the two species, allowing lashuntas to form a close mental link with a chosen mount. + +Shotalashus have rudimentary telepathic abilities similar to those of the lashuntas themselves, a fact that has contributed to their use as close pets and trusted mounts even in the modern day, when much more sophisticated and technologically advanced forms of both transportation and companionship exist. This tradition has lasted so long in part because of the kinship the lashuntas feel with their bonded shotalashus, but also because the symbiotic bond between the two species is deeply ingrained into lashunta culture. Shotalashu-mounted cavalry still serve as ceremonial honor guards for lashunta dignitaries, and members of all social stations regard their bonded mounts as occupying a cherished place in the family. Though shotalashus are seen less often in teeming metropolises than they are in smaller settlements, no city on Castrovel is devoid of at least basic amenities for the honored beasts, from training facilities to boarding services. + +While it’s common for a lashunta to switch between shotalashus throughout her life, some bonds between beast and rider deepen over time, and it is not unheard of for a warrior to bond with a single shotalashu mount until death. Lashunta whose mounts die suffer psychic trauma and often require time to recover before they can bond with another mount, and shotalashus who lose their bonded riders have been known to grieve for months, or even years. + +Though rare, some shotalashus still live in the wild, forming feral packs that use their telepathy to bond not with a rider, but with one another, forming a highly effective collective mind that makes them efficient and deadly hunters. Particularly adventurous lashuntas set out on solo quests into the most remote of Castrovel’s wilds in search of a potentially stronger mount from among untamed stock. These brave souls must first break an individual shotalashu away from its pack before attempting the long and arduous task of taming and eventually bonding with the creature. + +A typical domesticated shotalashu is over 10 feet long from snout to tail-tip, and weighs more than 1,000 pounds, while wild specimens can grow as large as 12 feet in length and weigh a staggering 1,500 pounds. + +## SHOTALASHU EQUIPMENT + +As technology has advanced, telepathic bonding with shotalashus has become possible for those who aren’t lashunta. The lashuntas have also maintained traditional gear for shotalashu riding: the shotalashu link cortex and the shotalashu saddle. + +**Source** _Alien Archive 2 pg. 114_ + +## SHOTALASHU CR 2 + +**XP 600** +N Large magical beast +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +12 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +6; **Will** +1 + +### OFFENSE + +**Speed** 60 ft. +**Melee** claws +11 (1d6+3 S) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** -3; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +7, Perception +12, Stealth +7 +**Languages** Lashunta (can’t speak) +**Other Abilities** jungle strider, telepathic link + +### ECOLOGY + +**Environment** warm forests (Castrovel) +**Organization** solitary, bonded mount (1 plus 1 lashunta), or pack (3–5) + +### SPECIAL ABILITIES + +**Jungle Strider (Ex)** Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu’s speed is not impeded by natural difficult terrain such as undergrowth. + +**Telepathic Link (Su)** A lashunta can spend 1 hour and attempt a Survival check (DC 15 + 1-1/2 the shotalashu’s CR) to form a telepathic bond with an unbound shotalashu. If the lashunta is successful, the rider’s link functions as _telepathic bond_ with a permanent duration. A bonded shotalashu is considered trained in battle when carrying or fighting alongside the bonded lashunta. A lashunta can’t be linked to more than one shotalashu at a time, but she can break her link with one shotalashu in favor of another at any time. If either of the linked beings dies while bonded, the surviving creature suffers telepathic backlash, becoming dazed for 1 round and taking 3d6 damage. Creatures that have limited telepathy or telepathy other than lashuntas and that speak a common language with a shotalashu can also attempt to forge this telepathic bond, but they take a –5 penalty to their Survival checks to do so. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Silicanid.md b/Compendium/SF1E/Bestiary/Alien Codex/Silicanid.md new file mode 100644 index 0000000..1372cd4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Silicanid.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 2 +Environment: any land (Waydana-1) +hp: 25 +modifier: 4 +name: Silicanid +statblock: true +tags: +Type: N Small animal (fire) +--- +# SILICANID +[[HOTV_Creature_Silicano.webp|Zeigen!]] + +## SILICANID CR 2 + +**XP 600** +N Small animal (fire) +**Init** +4; **Senses** blindsense (scent) 60 ft., low-light vision; **Perception** +12 +**Aura** warmth (5 ft.) + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +6; **Will** +1 +**Immunities** fire +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 40 ft.; burrow 20 ft. +**Melee** bite +10 (1d6+3 F & P; critical burn 1d4) or claw +10 (1d6+3 F & S; critical burn 1d4) +**Offensive Abilities** takedown + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +0; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Athletics +7, Sense Motive +7, Survival +12 +**Other Abilities** tracking (scent) + +### ECOLOGY + +**Environment** any land (Waydana-1) +**Organization** solitary, pair, pack (3–6) + +### SPECIAL ABILITIES + +**Aura of Warmth (Ex)** Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold. +**Takedown (Ex)** When a silicanid attacks on a charge and hits a creature of Medium size or smaller, the target is knocked prone. + +## DESCRIPTION + +As their name implies, silicanids are canids native to Weydana-1 that have inorganic, silicone-based bodies that resemble obsidian and magma more than flesh and blood; even their coats are a collection of soot and ash instead of fur. Doglike in both appearance and behavior, silicanids are natural hunters just like their carbon-based cousins, and they’re armed with teeth and claws of solid quartz. They instinctually chase down their prey, even burrowing into dens when necessary. + +As companions, silicanids have a well-earned reputation as excellent varmint-hunters, due to their small stature and tenacity. Their aura of warmth makes them especially popular among vesk and other cold-blooded species, and they are much in demand as therapy animals or as companions in frigid environments. Silicanids are pack animals in the wild, and they form a fierce bond with others. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Silicon Mummy, Mummified Prophet.md b/Compendium/SF1E/Bestiary/Alien Codex/Silicon Mummy, Mummified Prophet.md new file mode 100644 index 0000000..8b0413c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Silicon Mummy, Mummified Prophet.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 170 +modifier: 5 +name: Silicon Mummy, Mummified Prophet +statblock: true +tags: +Type: LN Medium undead +--- +# SILICON MUMMY, MUMMIFIED PROPHET + +**Source** _Alien Archive 4 pg. 74_ + +## MUMMIFIED PROPHET CR 12 + +**XP 19,200** +Silicon mummy mystic +LN Medium undead +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +22 + +### DEFENSE + +**HP** 170; **RP** 5 +**EAC** 25; **KAC** 26 +**Fort** +11; **Ref** +11; **Will** +18 +**Defensive Abilities** constructed shell, share pain (DC 21), silicon casing (25%); **DR** 10/adamantine Immunities undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +19 (4d6+16 B) +**Ranged** perihelion laser pistol +21 (4d4+12 F; critical burn 2d4) +**Offensive Abilities** backlash (12 damage), mental anguish (DC 21), mindbreaking link (DC 21), sow doubt (6 rounds, DC 21) +**Mystic Spell-Like Abilities** (CL 12th) At Will—mindlink, telepathic bond +At Will—_mindlink_, _telepathic bond_ +**Mystic Spells Known** (CL 12th melee +19, ranged +21) 5th (3/day)—crush skull (DC 24), dominate person (DC 24) 4th (6/day)—cosmic eddy (DC 23), divination, enervation (DC 23), hold monster (DC 23) 3rd (at will)—dispel magic (DC 22), mind thrust (3rd level, DC 22) +5th (3/day)—_crush skull_ (DC 24), _dominate person_ (DC 24) +4th (6/day)—_cosmic eddy_ (DC 23), _divination_, _enervation_ (DC 23), _hold monster_ (DC 23) +3rd (at will)—_dispel magic_ (DC 22), _mind thrust_ (3rd level, DC 22) +**Connection** mindbreaker + +### STATISTICS + +**STR** +4; **DEX** +5; **CON** —; **INT** +3; **WIS** +3; **CHA** +8 +**Skills** Culture +27, Intimidate +27, Mysticism +27, Physical Science +22 +**Languages** Common, Eoxian, Triaxian, Vesk (can’t speak any language); telepathy 100 ft. +**Other Abilities** solar battery (4 points), unliving +**Gear** perihelion laser pistol with 2 high-capacity batteries (40 charges) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or entombment (3–8) + +### SPECIAL ABILITIES + +**Constructed Shell (Ex)** For effects targeting creatures by type, a silicon mummy counts as both a construct and as undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). +**Silicon Casing (Ex)** A silicon mummy’s protective exterior and nonfunctional organs limit critical damage; the mummy has a 25% chance to ignore the extra damage dealt by a critical hit and gains a +4 bonus to saves against critical hit effects. +**Solar Battery (Ex)** A silicon mummy can absorb solar energy in the form of Solar Reserve Points (SRP), which they can spend in place of Resolve Points. For every 8 hours a silicon mummy spends exposed to the light of a star, the mummy gains 1 SRP, to a maximum number of SRPs equal to one-third their CR (4 for a mummified prophet). For every week a silicon mummy absorbs no stellar energy, they lose 1 SRP. However, the mummy can intentionally enter a state of hibernation to lose only 1 point per 20 years, and although the mummy is aware of their surroundings and can fully animate as a move action, they are staggered for 1d4 hours afterward. As a swift action, a silicon mummy can expend 1 SRP to enhance either their next melee attack, ranged attack, or spell before the end of their turn. An enhanced attack gains a +2 circumstance bonus to its attack roll and deals an additional 3d6 damage if it hits. An enhanced spell increases the spell’s saving throw DC by 2. + +## DESCRIPTION + +Whether mummification involves storing bodies atop frigid peaks, interring them in deoxygenated environments, or carefully preserving them with chemicals and surgical care, most processes of mummification trace their roots back to archaic societies. With the development of advanced materials, the favored method now involves injecting specialized resins into a cadaver’s veins— afterward either replacing the body’s flesh with a silicon facsimile or sealing the body within a translucent silicon shell that shields them from the elements and decay. Although some request mummification as a symbolic gesture, others have developed techniques for sealing a creature’s soul within their body and animating them as an unliving, sentient being. These occult methods are carefully guarded by a handful of corporations and cults. + +The most sophisticated reanimation rituals preserve nearly all of the original body’s memories, even allowing the soul to persist in a comfortable way that doesn’t drive the undead creature to embrace evil. Although some of these beings continue their previous lives in a less public capacity—interacting with polite society through the infosphere or intermediaries, or operating openly on planets like Eox—in many cases the silicon mummy withdraws from the living world entirely. Wealthy families occasionally shell out extraordinary sums to preserve a revered elder or beloved pet. + +No matter the methodology, though, the complex mummification ritual doesn’t always go perfectly. Flawed procedures for creating an undead can result in a mummy with mere echoes of their former self, with the remainder of their persona replaced by insatiable rage, unshakable ennui, or empty compliance. Those undead that aren’t destroyed outright (or lost, if the mummy escapes the facility) can find roles as guardians or servants. Yet even bodies preserved for mundane burial occasionally animate spontaneously, often awakening in a combination of pain and confusion before haring off in desperate pursuit of justice or answers. Creatures accidentally mummified in industrial settings can also animate as silicon mummies. For example, an employee who tumbles into a vat during a preventable accident might arise and systematically murder their negligent supervisors. Unfortunately, rogue mummies aren’t always recognized as a threat thanks to their role in popular media, especially in several campy xenoarchaeology films over the past century that have inspired popular costumes worn to masquerades and specific holiday celebrations. + +Silicon mummies retain enough control over their bodies to make subtle alterations to their blue-gray exteriors, rendering crude emotions and facial expressions. Furthermore, a mummy can modulate the opacity of their silicon exterior, either highlighting or obscuring the preserved veins or body within. However, the impermeable forms lack the vocal capacity to speak, instead gaining the ability to broadcast their thoughts telepathically. + diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Skarak.md b/Compendium/SF1E/Bestiary/Alien Codex/Skarak.md new file mode 100644 index 0000000..11ec30c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Skarak.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 13 +Environment: any land +hp: 215 +modifier: 6 +name: Skarak +statblock: true +tags: +Type: N Huge magical beast +--- +# SKARAK + +**Source** _Alien Archive 4 pg. 110_ + +## SKARAK CR 13 + +**XP 25,600** +N Huge magical beast +**Init** +6; **Senses** darkvision 60 ft., low-light vision, blindsense (vibration) 30 ft.; **Perception** +23 + +### DEFENSE + +**HP** 215 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +17; **Will** +12 +**DR** 10/magic; **Resistances** cold 10 +**Weaknesses** vulnerable to fire + +### OFFENSE + +**Speed** 50 ft., burrow 20 ft., climb 50 ft. +**Melee** bite +27 (3d12+21 P plus swallow whole) or gore +27 (3d12+21 B & P; critical knockdown) +**Ranged** tether +24 (3d12+13 B plus entangle) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** frenzied thrash, quad-stomached, snare, swallow whole (3d12+21 A; EAC 27, KAC 25, 54 HP) + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +4; **INT** +0; **WIS** +0; **CHA** -4 +**Skills** Acrobatics +28, Athletics +23, Sense Motive +23 + +### ECOLOGY + +**Environment** any land +**Organization** solitary, pair, or massacre (3–8) + +### SPECIAL ABILITIES + +**Frenzied Thrash (Ex)** By abandoning any regard for its own defense, a skarak can thrash out at multiple foes at once. As a full action, a skarak can make one gore attack against each enemy of which it’s aware in its threatened area. The skarak is flat-footed until the beginning of its next turn. +**Quad-Stomached (Ex)** A skarak has four stomachs, allowing it to continue to swallow creatures whole even after one or more creatures have cut their way out of the skarak’s gut. +**Snare (Su)** A skarak can spin and hurl a weblike coil with a range increment of 20 feet. Any Huge or smaller creature hit by the tether is entangled (Reflex DC 19 negates). The entangled condition persists until the target escapes with a successful DC 29 Acrobatics or Athletics check as a standard action, the target cuts itself free with a slashing weapon (EAC 27, KAC 25, 27 HP), or 1d10 minutes pass, at which point the tether’s adhesive becomes weak enough to escape automatically. +As a move action, a skarak can teleport a creature it has entangled with its tether to any square within its reach (Will DC 19 negates); the creature must be within 60 feet of the skarak to be teleported, and the target cannot be teleported to a space that is intrinsically dangerous, such as over a pit. This movement does not provoke attacks of opportunity. + +## DESCRIPTION + +Skaraks are massive, eight-legged predators that resemble horned arachnids covered in patches of black, white, and blue bristles. Their 16-foot leg spans and 3-ton bodies bely a deadly agility, and skaraks can chase down even fleet prey with little difficulty before goring their victims and swallowing them whole. Those they can’t reach they trap, either constructing devious pits or ensnaring their targets with lassos of sticky silk webs. + +Skaraks are exceptionally efficient eaters, securing nutrients from virtually all parts of a kill. Yet the creatures’ jaws are best designed for stabbing and pinning prey, not chewing, and their bony throat plates perform only cursory mastication. Instead, food travels through a series of four stomachs, similar to those of herbivorous ruminants. Powerful digestive acids break down carcasses (even the protective shells common to creatures on their home planet), and periodically transfer matter back to its throat for chewing during idle periods. The second stomach functions like a gizzard, gradually accumulating indigestible matter like stones and metal that help to grind food. Adventurers have found durable technological treasures inside this organ and also within the ambergris-like nodules the skaraks excrete. In times of limited prey, skaraks are known to graze on vegetation. + +Skarak webbing is as much a sensory tool as it is a weapon. With the help of magically attuned cerebral lobes, skaraks can sense magical pathways between their own position and their webs. By reaching through these invisible portals, skaraks can drag a web-ensnared target into a waiting mouth. This intuition appears completely unattuned to any other form of magic, yet witchwarping scholars are quick to connect skaraks’ space-bending abilities with their own magical tradition, even paying a bounty for fresh skarak silk to test and prove that it’s from another reality. + +Unlike spider webs, skarak webs have only a short-lived adhesive that loses all but a modicum of stickiness after a few minutes’ exposure to most atmospheres, making the threads nearly useless for creating lasting traps. Instead, skaraks spin simple hunting lassos and weave shelters, drawing finger-thick silk from spinnerets on their back legs and directing it with foot-combs on their front legs. + +For all their resemblance to giant spiders, skaraks are highly analytical and expressive. A lone skarak might watch a settlement from afar for days to memorize behavioral patterns before launching a raid to snatch up prey at an opportune moment. But far more famously, skaraks are unabashed art critics, apparently delighting in beautiful visual expressions while vandalizing artwork that doesn’t meet their standards. Many settlements near skarak territories have developed artistic traditions to shield their communities, ranging from dance festivals during the creatures’ mating seasons to funding public art installations as a form of self-defense. If the quality meets the predators’ standards, marauding skaraks often marvel at the art for hours before dispersing as if in a haze. They’re far less adept at creating their own art, but they create nonetheless, building elaborate webs with interwoven baubles ranging from skulls and polished stones to spent rifle shells and dropped cred sticks. Occasionally, these web tapestries display scenes like nearby landmarks or animals, and a popular theory among adventurers is that these images act as treasure maps to hidden wealth. + +Skaraks are predominantly solitary, yet they gather in small groups during their mating season, which occurs roughly once every Pact Standard year. After filling the nights with the haunting sounds of their dances, skaraks breed and embark on a group hunt that lasts for weeks as they gorge to fuel egg development. This rampage carves literal trails of destruction, with the adults shattering architecture in their path as they dig shallow furrows and fill them with uneaten carcasses as food stores for their future offspring. After finding or hollowing out a subterranean nest, the skaraks lay their eggs and scatter, leaving the eggs to incubate for about 5 months before hatching. + +The newly hatched young instinctively retrace their parents’ rampage trail, eating any remaining carrion and hunting prey still in the area. Settlements nearby adapt to this cycle and often prioritize erasing these trails over repairing their own homes just to avoid the second wave of attack. A few warlords have even laid false trails to direct young skaraks against their enemies. More proactive settlements track down and burn these nests whenever possible. Yet skarak parents are canny. Not only do they typically kill off any other predators along their trail so that their young face little competition, they often leave only the weakest prey alive, ensuring their offspring can hone their hunting skills on hapless victims. As a result, some cultures view survivors of the first wave of skarak attacks as helplessly inept rather than lucky. + +Skaraks are organic creatures that seem to have reached several different systems before the Gap—ostensibly traveling with the help of their strange teleportation sense. Sometime during the Gap, the research company Homeworld Biotech apparently began an amoral and ill-advised genetic manipulation of skaraks to transform the creatures into docile livestock able to survive in nearly any environment. As the Gap ended, the untold decades of records from the program became garbled, yet initial tests suggested the skaraks were suitable for export. Needing income to stay afloat, Homeworld Biotech sold and shipped hundreds of their stock to at least a dozen planets before the disastrous reports started rolling in: once outside the labs, the skaraks turned on their herders and escaped. As criminal negligence accusations mounted, the company quietly dissolved, its upper management exploiting the recent Gap’s lost records to restart their lives elsewhere. The skaraks survive as invasive species on an untold number of worlds. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Skittermander Alien.md b/Compendium/SF1E/Bestiary/Alien Codex/Skittermander Alien.md new file mode 100644 index 0000000..9b60524 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Skittermander Alien.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 2 +Environment: any (Vesk-3) +hp: 23 +modifier: 2 +name: Skittermander Alien +statblock: true +tags: +Type: CN Small humanoid (skittermander) +--- +# SKITTERMANDER ALIEN +Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case. + +When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium’s superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation. + +Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn’t truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory. + +Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice. + +Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes. + +After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings. + +The average adult skittermander is 3 feet tall and weighs about 35 pounds. + +**Source** _Alien Archive pg. 106_ + +## SKITTERMANDER CR 2 + +**XP 600** +Skittermander envoy +CN Small humanoid (skittermander) +**Init** +2; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 23 +**EAC** 14; **KAC** 15 +**Fort** +1; **Ref** +3; **Will** +5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** ember flame doshko +6 (1d8+3 F; critical wound) +**Ranged** static arc pistol (1d6+2 E; critical arc 2) +**Offensive Abilities** hyper + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +0; **INT** +0; **WIS** +1; **CHA** +4 +**Skills** Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Stealth +7 +**Languages** Common, Vesk +**Other Abilities** envoy improvisations (get ’em, inspiring boost \[8 SP\]) +**Gear** freebooter armor I, ember flame doshko, static arc pistol with 3 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Vesk-3) +**Organization** solitary, pair, or mob (3-12) + +### SPECIAL ABILITIES + +**Hyper (Ex)** Once per day, a skittermander can take an extra move action. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Skittermander (Creature Subtype) Graft Template +\- Skittermander Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Skittermander, Skittermander Whelp.md b/Compendium/SF1E/Bestiary/Alien Codex/Skittermander, Skittermander Whelp.md new file mode 100644 index 0000000..dd2024b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Skittermander, Skittermander Whelp.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 1/3 +Environment: any (Vesk-3) +hp: 6 +modifier: 3 +name: Skittermander, Skittermander Whelp +statblock: true +tags: +Type: N Diminutive humanoid (skittermander) +--- +# SKITTERMANDER, SKITTERMANDER WHELP + +Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case. + +When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium’s superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation. + +Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn’t truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory. + +Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice. + +Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes. + +After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings. + +The average adult skittermander is 3 feet tall and weighs about 35 pounds. + +**Source** _Alien Archive pg. 106_ + +## SKITTERMANDER WHELP CR 1/3 + +**XP 135** +N Diminutive humanoid (skittermander) +**Init** +3; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 6 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +4; **Will** +0 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** bite +2 (1d4–2 P plus attach) +**Space** 1 ft.; **Reach** 0 ft. (5 ft. with bite) + +### STATISTICS + +**STR** -2; **DEX** +3; **CON** +0; **INT** -2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +7, Athletics +3 (+11 when climbing), Stealth +7 + +### ECOLOGY + +**Environment** any (Vesk-3) +**Organization** solitary or nest (5-24) + +### SPECIAL ABILITIES + +**Attach (Ex)** A skittermander whelp that hits with a bite attack automatically initiates a special combat maneuver against its target (this does not take an action) with a +4 racial bonus. If successful, the skittermander whelp moves into the target’s space without provoking an attack of opportunity and attaches to the target. The whelp gains partial cover, (though not against attacks made by the target) as well as a +2 circumstance bonus to melee attacks and damage rolls, but it can attack only the creature to which it is attached. The target (or an ally adjacent to the target) can remove an attached skittermander whelp with a successful DC 10 Strength check as a move action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Skreesire, Skreeling.md b/Compendium/SF1E/Bestiary/Alien Codex/Skreesire, Skreeling.md new file mode 100644 index 0000000..bfe7e9a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Skreesire, Skreeling.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 3 +Environment: any hills or mountains +hp: 35 +modifier: 4 +name: Skreesire, Skreeling +statblock: true +tags: +Type: NE Small aberration +--- +# SKREESIRE, SKREELING + +Skreesires are insidious horrors that lurk in the rocky reaches of the universe. These creatures resemble monstrous lizards with sharp-toothed maws, nonfunctional wings, and strong tentacles in place of legs, which they use to grab prey. They stand up to 10 feet tall and weigh up to 500 pounds. + +Skreesires typically live solitary lives on rocky planetoids. The beasts are fiercely protective of their territories, even from other skreesires. They view any intrusion from a sentient creature as a threat, and thus they often use their infamous mental abilities to twist intruders’ minds and cause those creatures to flee. If that fails, they descend on the trespasser with teeth and tentacles. + +Skreesires are hermaphroditic and can self-fertilize, though they usually do so only after particularly large feasts, when they have the energy required to do so. They tend to lay their clutches of eggs in the corpses of the creatures they have just fed upon, but they use soft sand or tangles of vines if needed. + +The brutal and shrewd skreelings are the immature offspring of skreesires that have not yet developed the full mental abilities of their progenitors. Skreeling siblings hunt in packs, combining their nascent fighting abilities to take down foes, and they are much stronger when they work together. Skreeling hosts, as xenobiologists call these packs, often live in rocky nooks and crannies or caves where they can better protect themselves from threats until they reach adulthood. Although they lack telepathy and the physical characteristics that would allow them to speak, skreelings can emit shrill, distinctive battle cries, often to distract prey or frighten predators away from their lairs. + +Skreelings almost always lair within 100 yards or so of a parent skreesire’s territory. Skreelings are omnivorous and even ingest ash, metal shavings, or wood when regular food is scarce. Once the vicious creatures reach adulthood, their expanded intellects combined with their burgeoning appetites for territory often see siblings turn on each other until the host eventually disperses and the individual skreelings search for new lairs. + +Skreelings typically are about 3 feet tall, weigh about 30 pounds, and have a wingspan of about 3-1/2 feet. As the creatures grow larger and mature into full-grown skreesires, they outgrow their wings—losing their ability to fly—and their lower legs atrophy and drop off, their tails developing into multiple ambulatory tentacles. This is a very gradual process that begins the moment they are born. + +Occasionally, a skreeling becomes stunted in its development, growing too large to fly but not yet having a skreesire’s psychic faculties. These mutants—known as “skreemules”—are often killed by their siblings, but they sometimes escape to live solitary lives, crawling through the hills on their malformed tentacles and snapping at any potential prey. + +Though uncommon, skreeling infestations near settlements are treated more like natural hazards to be avoided than pests to be eliminated. Some residents even derive a kind of pride from these annoyances, going so far as to name geological features of the area or local businesses after the creatures. These citizens make sure to warn travelers and newcomers about the skreeling lairs, as much to keep the flying aberrations safe as the people they caution. However, such settlements are quick to curtail the skreelings should they get violent, and they hold no such love for their far more dangerous adult forms. + +**Source** _Alien Archive 3 pg. 98_ + +## SKREELING CR 3 +**XP 800** +NE Small aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +2; **Will** +8 +**DR** 5/cold iron + +### OFFENSE + +**Speed** 20 ft., fly 40 ft. (Ex, average) +**Melee** bite +9 (1d4+4 P) or claw +9 (1d4+4 S) +**Offensive Abilities** cluster + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** +1; **WIS** -1; **CHA** -1 +**Skills** Acrobatics +8, Athletics +13, Intimidate +8, Stealth +13 (+18 in rocky terrain), Survival +13 +**Languages** Aklo, Common (can’t speak any language) + +### ECOLOGY + +**Environment** any hills or mountains +**Organization** pair, trio, or host (4–8) + +### SPECIAL ABILITIES + +**Cluster (Ex)** Skreelings are born and grow to adulthood in small packs, and they are more comfortable fighting alongside other skreelings, including their siblings. When two or more skreelings flank a single creature, each skreeling attacking that creature receives an additional +1 circumstance bonus to attack rolls. In addition, when a skreeling hits a creature that two or more skreelings are flanking, that creature gains the bleeding condition for 1 damage, in addition to the skreeling’s normal damage. The damage from the bleeding condition increases by 1 for each individual skreeling that successfully hits the creature, but it does not increase if the same skreeling hits multiple times. (For example, a single creature hit by two flanking skreelings gains the bleeding condition for 2 damage, but the same creature hit multiple times by the same skreeling only gains the bleeding condition for 1 damage). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Skreesire.md b/Compendium/SF1E/Bestiary/Alien Codex/Skreesire.md new file mode 100644 index 0000000..af1854f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Skreesire.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 7 +Environment: any hills or mountains +hp: 100 +modifier: 4 +name: Skreesire +statblock: true +tags: +Type: NE Large aberration +--- +# SKREESIRE +Skreesires are insidious horrors that lurk in the rocky reaches of the universe. These creatures resemble monstrous lizards with sharp-toothed maws, nonfunctional wings, and strong tentacles in place of legs, which they use to grab prey. They stand up to 10 feet tall and weigh up to 500 pounds. + +Skreesires typically live solitary lives on rocky planetoids. The beasts are fiercely protective of their territories, even from other skreesires. They view any intrusion from a sentient creature as a threat, and thus they often use their infamous mental abilities to twist intruders’ minds and cause those creatures to flee. If that fails, they descend on the trespasser with teeth and tentacles. + +Skreesires are hermaphroditic and can self-fertilize, though they usually do so only after particularly large feasts, when they have the energy required to do so. They tend to lay their clutches of eggs in the corpses of the creatures they have just fed upon, but they use soft sand or tangles of vines if needed. + +The brutal and shrewd skreelings are the immature offspring of skreesires that have not yet developed the full mental abilities of their progenitors. Skreeling siblings hunt in packs, combining their nascent fighting abilities to take down foes, and they are much stronger when they work together. Skreeling hosts, as xenobiologists call these packs, often live in rocky nooks and crannies or caves where they can better protect themselves from threats until they reach adulthood. Although they lack telepathy and the physical characteristics that would allow them to speak, skreelings can emit shrill, distinctive battle cries, often to distract prey or frighten predators away from their lairs. + +Skreelings almost always lair within 100 yards or so of a parent skreesire’s territory. Skreelings are omnivorous and even ingest ash, metal shavings, or wood when regular food is scarce. Once the vicious creatures reach adulthood, their expanded intellects combined with their burgeoning appetites for territory often see siblings turn on each other until the host eventually disperses and the individual skreelings search for new lairs. + +Skreelings typically are about 3 feet tall, weigh about 30 pounds, and have a wingspan of about 3-1/2 feet. As the creatures grow larger and mature into full-grown skreesires, they outgrow their wings—losing their ability to fly—and their lower legs atrophy and drop off, their tails developing into multiple ambulatory tentacles. This is a very gradual process that begins the moment they are born. + +Occasionally, a skreeling becomes stunted in its development, growing too large to fly but not yet having a skreesire’s psychic faculties. These mutants—known as “skreemules”—are often killed by their siblings, but they sometimes escape to live solitary lives, crawling through the hills on their malformed tentacles and snapping at any potential prey. + +Though uncommon, skreeling infestations near settlements are treated more like natural hazards to be avoided than pests to be eliminated. Some residents even derive a kind of pride from these annoyances, going so far as to name geological features of the area or local businesses after the creatures. These citizens make sure to warn travelers and newcomers about the skreeling lairs, as much to keep the flying aberrations safe as the people they caution. However, such settlements are quick to curtail the skreelings should they get violent, and they hold no such love for their far more dangerous adult forms. + + +**Source** _Alien Archive 3 pg. 98_ + +## SKREESIRE CR 7 + +**XP 3,200** +NE Large aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 20 +**Fort** +6; **Ref** +6; **Will** +12 +**DR** 5/cold iron; **Immunities** acid + +### OFFENSE + +**Speed** 30 ft., swim 20 ft. +**Melee** bite +15 (1d8+9 P) or tentacle +15 (1d8+9 B plus grab) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** enthrall + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +5; **WIS** +1; **CHA** -2 +**Skills** Acrobatics +14, Athletics +19, Intimidate +14, Stealth +19 (+24 in rocky terrain), Survival +19 +**Languages** Aklo, Common (can’t speak any language); telepathy 100 ft. +**Other Abilities** camouflage + +### ECOLOGY + +**Environment** any hills or mountains +**Organization** solitary + +### SPECIAL ABILITIES + +**Camouflage (Ex)** A skreesire’s scaly skin has a mottled pattern that blends in well with their preferred surroundings of rocky hills and mountain terrains. In addition to a skreesire’s normal racial bonus to Stealth, when a skreesire remains stationary for 1 round in rocky terrain, it gains a +10 circumstance bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the skreesire takes any action, it loses this bonus until it once again spends 1 round remaining stationary. + +**Enthrall (Su)** Skreesires have powerful wills and can use them to change the course of an intelligent creature’s thoughts. Three times per day as a standard action, a skreesire can project its will into the mind of an intelligent creature within 40 feet. The target hears a mighty telepathic screech, and if it fails a DC 17 Will saving throw, it is affected as per suggestion. Whether or not it succeeds at its save, a creature can’t be affected by the same skreesire’s enthrall ability for 24 hours. This is a mind-affecting effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Small Elemental.md b/Compendium/SF1E/Bestiary/Alien Codex/Small Elemental.md new file mode 100644 index 0000000..8b60703 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Small Elemental.md @@ -0,0 +1,39 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 2 +name: Small Elemental +statblock: true +tags: +Type: N Large outsider (elemental, extraplanar) +--- + +# SMALL ELEMENTAL CR 1 + +**XP 400** +N Small outsider (elemental, extraplanar) +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 12; **KAC** 13 +**Fort** +5; **Ref** +3; **Will** +1 +**Immunities** elemental immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +9 (1d6+5 B) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +5, Athletics +5 + +### ECOLOGY + +**Environment** any +**Organization** any \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Juvenile Solar Wisp.md b/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Juvenile Solar Wisp.md new file mode 100644 index 0000000..2a06fc1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Juvenile Solar Wisp.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 5 +Environment: temperate or warm land or vacuum +hp: 63 +modifier: 5 +name: Solar Wisp, Juvenile Solar Wisp +statblock: true +tags: +Type: N Huge outsider (air, elemental, fire, native) +--- +# SOLAR WISP, JUVENILE SOLAR WISP + +Life exists in myriad forms across the universe, dwelling everywhere from the vast depths of space to the heart of a star—and the places in between. Solar wisps are blobs of ejecta from a sun’s corona that have taken on a modicum of sentience. No one is exactly sure how solar wisps originate, though some believe it is Sarenrae’s divine will, while others point toward a consciousness similar to that of elementals, claiming that solar wisps are nothing more than cousins of fire elementals. But while it is true solar wisps are amorphous orbs of burning plasma with almost animal-level intelligence, the similarities end there. These creatures have a long and unique life cycle that begins in a star and can end in calamity. + +When a solar wisp is “born,” it measures about 20 feet in diameter, but the material of its being is loosely held together by minor gravitational forces. At this point, a solar wisp isn’t much more than a red-hot cloud of colloidal matter. Driven by instinct, the solar wisp attaches itself to a nearby fast-moving celestial body (usually a comet), which eventually takes it close to a planet or moon containing the minerals on which the solar wisp feeds. As it burns its way across such a landscape, the solar wisp gains more mass but shrinks in size. Responding to unknown stimuli, the solar wisp launches itself back into space to latch onto another comet or meteor to repeat the process. + +As a solar wisp feeds and ages, it increases in density but decreases in diameter. Despite its reduction in size to a mere few feet in diameter, a mature solar wisp burns with far greater intensity and is much more dangerous than a juvenile. A solar wisp of any age and size can pose a threat, however, as it is unwavering in its pursuit of food, consuming the minerals it seeks out in its internal furnace. This can be a destructive process that puts it in conflict with other species—especially if those species also rely on the same minerals for economic stability. Most creatures that attempt to stop a mature solar wisp underestimate its abilities thanks to its small size. Its effects on local gravity and its intense heat mean that most who confront a solar wisp are lucky if they get away with only severe burns. + +Though it has a life span measured in centuries—and sometimes multiple thousands of years—a solar wisp does eventually die. An elderly solar wisp is a tiny ball that burns like a nuclear explosion, and when it expires, it implodes into a gravitational singularity that affects a half-mile radius. Though this miniature black hole lasts for less than an hour, it poses a great danger to those caught in its pull. A recent report from Near Space tells of an entire nascent colony wiped out by a dying solar wisp that, until then, had served as a kind of mascot and beacon for the unfortunate settlers. + +## PHOTINO CRYSTALS + +In their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called photino crystals that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun’s Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the _Idari_; and in Fullbright, Verces’s scorched, sun-facing hemisphere. + + +**Source** _Alien Archive 2 pg. 116_ + +## JUVENILE SOLAR WISP CR 5 +**XP 1,600** +N Huge outsider (air, elemental, fire, native) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 63 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**Defensive Abilities** void adaptation; **Immunities** elemental immunities, fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** fly 30 ft. (Su, perfect) +**Melee** slam +15 (1d6+8 F) +**Space** 15 ft.; **Reach** 5 ft. +**Offensive Abilities** engulf (1d6+8 F, DC 13) + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +2; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +16 (+24 to fly) +**Other Abilities** aglow (20 ft.), solar adaptation, spaceflight + +### ECOLOGY + +**Environment** temperate or warm land or vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Aglow (Ex)** A solar wisp increases the light level by one step out to a radius of 10 feet × half the solar wisp’s CR. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Mature Solar Wisp.md b/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Mature Solar Wisp.md new file mode 100644 index 0000000..4fde4ee --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Solar Wisp, Mature Solar Wisp.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 19 +Environment: temperate or warm land or vacuum +hp: 400 +modifier: 11 +name: Solar Wisp, Mature Solar Wisp +statblock: true +tags: +Type: N Small outsider (air, elemental, fire, native) +--- +# SOLAR WISP, MATURE SOLAR WISP +Life exists in myriad forms across the universe, dwelling everywhere from the vast depths of space to the heart of a star—and the places in between. Solar wisps are blobs of ejecta from a sun’s corona that have taken on a modicum of sentience. No one is exactly sure how solar wisps originate, though some believe it is Sarenrae’s divine will, while others point toward a consciousness similar to that of elementals, claiming that solar wisps are nothing more than cousins of fire elementals. But while it is true solar wisps are amorphous orbs of burning plasma with almost animal-level intelligence, the similarities end there. These creatures have a long and unique life cycle that begins in a star and can end in calamity. + +When a solar wisp is “born,” it measures about 20 feet in diameter, but the material of its being is loosely held together by minor gravitational forces. At this point, a solar wisp isn’t much more than a red-hot cloud of colloidal matter. Driven by instinct, the solar wisp attaches itself to a nearby fast-moving celestial body (usually a comet), which eventually takes it close to a planet or moon containing the minerals on which the solar wisp feeds. As it burns its way across such a landscape, the solar wisp gains more mass but shrinks in size. Responding to unknown stimuli, the solar wisp launches itself back into space to latch onto another comet or meteor to repeat the process. + +As a solar wisp feeds and ages, it increases in density but decreases in diameter. Despite its reduction in size to a mere few feet in diameter, a mature solar wisp burns with far greater intensity and is much more dangerous than a juvenile. A solar wisp of any age and size can pose a threat, however, as it is unwavering in its pursuit of food, consuming the minerals it seeks out in its internal furnace. This can be a destructive process that puts it in conflict with other species—especially if those species also rely on the same minerals for economic stability. Most creatures that attempt to stop a mature solar wisp underestimate its abilities thanks to its small size. Its effects on local gravity and its intense heat mean that most who confront a solar wisp are lucky if they get away with only severe burns. + +Though it has a life span measured in centuries—and sometimes multiple thousands of years—a solar wisp does eventually die. An elderly solar wisp is a tiny ball that burns like a nuclear explosion, and when it expires, it implodes into a gravitational singularity that affects a half-mile radius. Though this miniature black hole lasts for less than an hour, it poses a great danger to those caught in its pull. A recent report from Near Space tells of an entire nascent colony wiped out by a dying solar wisp that, until then, had served as a kind of mascot and beacon for the unfortunate settlers. + +## PHOTINO CRYSTALS + +In their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called photino crystals that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun’s Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the _Idari_; and in Fullbright, Verces’s scorched, sun-facing hemisphere. + +**Source** _Alien Archive 2 pg. 116_ + +## MATURE SOLAR WISP CR 19 + +**XP 204,800** +N Small outsider (air, elemental, fire, native) +**Init** +11; **Senses** darkvision 60 ft.; **Perception** +32 +**Aura** gravitational pull aura (120 ft.) + +### DEFENSE + +**HP** 400 +**EAC** 34; **KAC** 35 +**Fort** +22; **Ref** +20; **Will** +16 +**Defensive Abilities** void adaptation; **Immunities** elemental immunities, fire, radiation +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** slam +31 (15d6+28 F) +**Ranged** solar ray +34 (8d8+19 F; critical burn 6d6) +**Offensive Abilities** conflagration, stellar heat + +### STATISTICS + +**STR** +9; **DEX** +11; **CON** +6; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +37 (+45 to fly) +**Other Abilities** aglow (90 ft.), solar adaptation, spaceflight + +### ECOLOGY + +**Environment** temperate or warm land or vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Aglow (Ex)** A solar wisp increases the light level by one step out to a radius of 10 feet × half the solar wisp’s CR. + +**Conflagration (Ex)** Once every 1d4 rounds as a standard action, a mature solar wisp can hurl a portion of its burning form at a grid intersection within 120 feet, at which point the flames detonate, dealing 10d6 fire damage to all creatures within a 20-foot-radius burst. An affected creature can attempt a DC 24 Reflex saving throw to halve the damage. + +**Gravitational Pull Aura (Ex)** A creature within 120 feet of a mature solar wisp has its speed reduced by half when it moves away from the solar wisp, and can move at double its speed when moving toward the solar wisp. + +**Solar Ray (Ex)** A mature solar wisp can project an intense ray of light as a ranged attack against a target within 240 feet. + +**Stellar Heat (Ex)** A creature adjacent to a mature solar wisp takes 3d12 fire damage from the intense heat that the elemental radiates. A creature that succeeds at DC 24 Fortitude save takes half this damage. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Lumyr.md b/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Lumyr.md new file mode 100644 index 0000000..941ec25 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Lumyr.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 8 +Environment: any +hp: 105 +modifier: 6 +name: Sombrian, Lumyr +statblock: true +tags: +Type: CN Medium fey +--- +# SOMBRIAN, LUMYR + +When celestial bodies align, the cosmic fabric between the Material Plane and the First World sometimes thins, especially when combined with the emotional energy of the mortal fears and myths of those celestial bodies’ populaces. These ideal astronomical and psychological conditions often birth a sombrian, a fey creature imbued with either the blazing energy of a star or the eerie light of a blood moon. + +Those born from a lunar eclipse are called lumyrs, while those born from a solar eclipse are called solmyrs. Both tend to resemble an intelligent species native to the system that birthed them. Most lumyrs have wings and other features reminiscent of nocturnal flying insects. However, their most unsettling feature is their apparent lack of internal organs; their mouths open into lightless voids, their wounds bleed only brief spatters of light, and their bodies are hollow, organ-less shells. Solmyrs’ eyes blaze like raging infernos and blinding light lines their bodies. + +While lumyrs are insatiably curious and hedonistic, solmyrs are more reclusive and less focused on the ephemeral amusements of their kin. Many mythologies purport that each solmyr is granted a piece of prophecy upon their creation, most often a portent or warning about their star system of origin. + + +**Source** _Alien Archive 4 pg. 112_ + +## LUMYR CR 8 +**XP 4,800** +CN Medium fey +**Init** +6; **Senses** darkvision 60 ft., low-light vision;; **Perception** +21 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 20 +**Fort** +9; **Ref** +9; **Will** +11 +**Defensive Abilities** void adaptation Immunities bleed, cold +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** +12 touch (1d12+8 C plus confounding frost) +**Ranged** +14 cryobolt (1d10+8 C plus confounding frost) +**Offensive Abilities** ill omen +**Spell-Like Abilities** (CL 8th) +1/day—_animate dead_ +3/day—_command undead_ (DC 19), _fog cloud_, _invisibility_, _mirror image_ +At will—_charm person_ (DC 18), _wisp ally_ + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** +0; **INT** +2; **WIS** +2; **CHA** +4 +**Skills** Acrobatics +16, Bluff +16, Stealth +21 +**Languages** Aklo, Common +**Other Abilities** limited spaceflight + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or gambol (3–6) + +### SPECIAL ABILITIES + +**Confounding Frost (Su)** When a lumyr scores a critical hit against a foe with one of the lumyr’s natural weapons, the mystical frost also confuses the target for 1 round (Will DC 18 negates). +**Cryobolt (Su)** A lumyr’s cryobolt is a ranged attack with a range increment of 60 feet. +**Ill Omen (Su)** Once per day as a reaction when a creature the lumyr can see within 60 feet succeeds at an attack roll, saving throw or skill check, the lumyr can force that creature to immediately reroll the check and use the lower result. +**Limited Spaceflight (Su)** A lumyr can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Solmyr.md b/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Solmyr.md new file mode 100644 index 0000000..a9168ea --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Sombrian, Solmyr.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 190 +modifier: 8 +name: Sombrian, Solmyr +statblock: true +tags: +Type: LN Medium fey +--- +# SOMBRIAN, SOLMYR +When celestial bodies align, the cosmic fabric between the Material Plane and the First World sometimes thins, especially when combined with the emotional energy of the mortal fears and myths of those celestial bodies’ populaces. These ideal astronomical and psychological conditions often birth a sombrian, a fey creature imbued with either the blazing energy of a star or the eerie light of a blood moon. + +Those born from a lunar eclipse are called lumyrs, while those born from a solar eclipse are called solmyrs. Both tend to resemble an intelligent species native to the system that birthed them. Most lumyrs have wings and other features reminiscent of nocturnal flying insects. However, their most unsettling feature is their apparent lack of internal organs; their mouths open into lightless voids, their wounds bleed only brief spatters of light, and their bodies are hollow, organ-less shells. Solmyrs’ eyes blaze like raging infernos and blinding light lines their bodies. + +While lumyrs are insatiably curious and hedonistic, solmyrs are more reclusive and less focused on the ephemeral amusements of their kin. Many mythologies purport that each solmyr is granted a piece of prophecy upon their creation, most often a portent or warning about their star system of origin. + +**Source** _Alien Archive 4 pg. 112_ + +## SOLMYR CR 13 + +**XP 25,600** +LN Medium fey +**Init** +8; **Senses** low-light vision;; **Perception** +28 + +### DEFENSE + +**HP** 190; **RP** 5 +**EAC** 26; **KAC** 27 +**Fort** +14; **Ref** +14; **Will** +16 +**Defensive Abilities** void adaptation DR 10/cold iron; **Immunities** fire;; **SR** 24 +**Weaknesses** vulnerable to sonic + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** touch +19 (6d4+17 F plus cursed critical) +**Ranged** firebolt +21 (2d10+13 F plus cursed critical) +**Offensive Abilities** ill omens, searing radiance +**Spell-Like Abilities** (CL 13th) +1/day—_contact other plane_, _heat leech_ (DC 24) +3/day—_divination_, _holographic image_ (4th level, DC 23), _greater invisibility_, _mind thrust_ (4th level, DC 23) +At will—_slow_ (DC 22), _prescience_ (DC 22) + +### STATISTICS + +**STR** +4; **DEX** +8; **CON** +2; **INT** +2; **WIS** +6; **CHA** +4 +**Skills** Acrobatics +28, Mysticism +23, Sense Motive +23 +**Languages** Aklo, Common +**Other Abilities** divination expert, limited spaceflight + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or court (1 solmyr and 2–7 lumyrs) + +### SPECIAL ABILITIES + +**Cursed Critical (Su)** When a solmyr successfully scores a critical hit against a foe with one of the solmyr’s natural weapons, the attack’s flames inflict a curse as _bestow curse_ (Will DC 21 negates). +**Divination Expert (Su)** When the solmyr casts a divination spell that involves a roll to determine whether the spell provides useful or misleading information, they roll twice and use the better result. +**Firebolt (Su)** A solmyr’s firebolt is a ranged attack with a range increment of 60 feet. +**Ill Omens (Su)** As a reaction when a creature the solmyr can see within 60 feet succeeds at an attack roll, saving throw, or skill check, the solmyr can spend 1 Resolve Point to force that creature to immediately reroll the check and use the lower result. +**Limited Spaceflight (Su)** A solmyrs can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. +**Searing Radiance (Ex)** A solmyr is surrounded by an aura of fiery light that illuminates a 30-foot radius with bright light. The light also functions as a gaze ability, with affected creatures blinded for 1d3 rounds (Fortitude DC 21 negates). A solmyr can suppress or resume this ability as a swift action. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Explorer.md b/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Explorer.md new file mode 100644 index 0000000..eb9e69e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Explorer.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 170 +modifier: 11 +name: Spathinae, Spathinae Explorer +statblock: true +tags: +Type: CG Medium monstrous humanoid +--- +# SPATHINAE, SPATHINAE EXPLORER +Spathinae are an insectile species occupying several worlds in the Vast. Individually, these creatures have significant physical variety, resembling wasps, mantises, and moths, among others. Each inch‑long spathinae is much like the insect it resembles, but thousands organize themselves to form a biological and neural network. The result is a colony that operates much like a single sapient creature. + +Such a colony is like a swarm and refers to themselves in the plural, but their consciousness is specific, with one personality and set of memories. The colony can alter their shape. Most take humanoid form, speaking with a buzzing, layered voice from a featureless “head.” Spathinae colonies prefer armor adjusted so each constituent can wear one component, allowing the colony to behave like a swarm. + +Most colonies realize creatures made up of a single contiguous mass can have difficulty thinking of a distributed sapience as a group with a common purpose, rather than a single creature able to act like a swarm. Most spathinae use the colony’s name without pointing out that each constituent has its own name. + +Damage can disrupt a spathinae colony’s network, or even cause the colony to “die,” their connection failing and sapience fading away. Hundreds of constituents might survive, but the colony dissipates, barring magic that returns life to and reunifies the disintegrated consciousness. Remnants of “dead” colonies might join other constituents to form a new colony, but any connection to the original is ephemeral. + +Spathinae do not grieve such losses. Many revere Oras and see life as a constant process of exploration and change. Constituents make sacrifices so the colony can thrive. Colonies take risks, face challenges, adapt, and dissolve to advance their species. A given colony can endure for more than a century, but colonies also disperse and re-form, surrendering individuality for greater good. + +Even the spathinae do not know where they originated—any records of this place were lost to the Gap. They have no clear indication if any planet on which they now reside was their home world. Most spathinae colonies pay little heed to their lack of history, however, as evolution continues without regard for the past. Some feel, though, that purposeful advancement requires them to seek their origin and learn from that place. + +Most societies treat spathinae colonies as individuals, with the rights and obligations thereof. However, a few peoples, such as the Azlanti, see spathinae colonies as no more than a collection of bugs, and in such cases, the colonies have no rights at all. + +**Source** _Alien Archive 3 pg. 100_ + +## SPATHINAE EXPLORER CR 11 + +**XP 12,800** +Spathinae colony operative +CG Medium monstrous humanoid +**Init** +11; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +21 + +### DEFENSE + +**HP** 170 +**EAC** 24; **KAC** 25 +**Fort** +10; **Ref** +13; **Will** +14; +2 vs. mind-affecting effects +**Defensive Abilities** evasion, spathinae defenses, uncanny agility + +### OFFENSE + +**Speed** 50 ft., climb 30 ft., fly 20 ft. (Ex, average), swim 30 ft. +**Melee** advanced retractable spike +19 (3d4+14 P) +**Ranged** wave modulator IV +22 (2d8+11 F or So) or triple multistage rifle +22 (3d8+11 B) +**Offensive Abilities** debilitating trick, trick attack +6d8, triple attack + +### STATISTICS + +**STR** +3; **DEX** +8; **CON** +0; **INT** +0; **WIS** +5; **CHA** +0 +**Skills** Acrobatics +26, Culture +26, Life Science +21, Stealth +21, Survival +26 +**Languages** Brethedan, Castrovelian, Common, Nchaki, Shirren, Spathinae, Vesk +**Other Abilities** into the unknown, operative exploits (ever vigilant, versatile movement), shapable, specialization (explorer) swarm flexibility, verminlike +**Gear** lashunta mind mail II (advanced retractable spikes \[2\], white force field \[15 HP\]), triple multistage rifle with 15 mini-rockets, wave modulator IV with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (3–6) + +### SPECIAL ABILITIES + +**Shapable (Ex)** Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to “regrow” the limb. At least two of these limbs must be used for locomotion, or the colony’s land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can’t make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing armor not adjusted for them or powered armor can use neither their swarm flexibility ability nor the colony’s natural fly speed. + +**Spathinae Defenses (Ex)** A spathinae colony has a +2 racial bonus to saving throws against bleed, critical hit effects, paralysis, sleep, and stunning. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the swarm defenses universal creature rule does not apply to spathinae colonies. + +**Swarm Flexibility (Ex)** A spathinae colony has compression and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the escape and tumble tasks of the Acrobatics skill and gains a +4 racial bonus to Acrobatics checks for those tasks. + +**Verminlike (Ex)** For effects targeting creatures by type, a spathinae colony counts as both monstrous humanoid and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The spathinae also gains a +2 racial bonus to saving throws against mind-affecting effects. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Guard.md b/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Guard.md new file mode 100644 index 0000000..1501e8f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spathinae, Spathinae Guard.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 4 +name: Spathinae, Spathinae Guard +statblock: true +tags: +Type: N Medium monstrous humanoid +--- +# SPATHINAE, SPATHINAE GUARD +Spathinae are an insectile species occupying several worlds in the Vast. Individually, these creatures have significant physical variety, resembling wasps, mantises, and moths, among others. Each inch‑long spathinae is much like the insect it resembles, but thousands organize themselves to form a biological and neural network. The result is a colony that operates much like a single sapient creature. + +Such a colony is like a swarm and refers to themselves in the plural, but their consciousness is specific, with one personality and set of memories. The colony can alter their shape. Most take humanoid form, speaking with a buzzing, layered voice from a featureless “head.” Spathinae colonies prefer armor adjusted so each constituent can wear one component, allowing the colony to behave like a swarm. + +Most colonies realize creatures made up of a single contiguous mass can have difficulty thinking of a distributed sapience as a group with a common purpose, rather than a single creature able to act like a swarm. Most spathinae use the colony’s name without pointing out that each constituent has its own name. + +Damage can disrupt a spathinae colony’s network, or even cause the colony to “die,” their connection failing and sapience fading away. Hundreds of constituents might survive, but the colony dissipates, barring magic that returns life to and reunifies the disintegrated consciousness. Remnants of “dead” colonies might join other constituents to form a new colony, but any connection to the original is ephemeral. + +Spathinae do not grieve such losses. Many revere Oras and see life as a constant process of exploration and change. Constituents make sacrifices so the colony can thrive. Colonies take risks, face challenges, adapt, and dissolve to advance their species. A given colony can endure for more than a century, but colonies also disperse and re-form, surrendering individuality for greater good. + +Even the spathinae do not know where they originated—any records of this place were lost to the Gap. They have no clear indication if any planet on which they now reside was their home world. Most spathinae colonies pay little heed to their lack of history, however, as evolution continues without regard for the past. Some feel, though, that purposeful advancement requires them to seek their origin and learn from that place. + +Most societies treat spathinae colonies as individuals, with the rights and obligations thereof. However, a few peoples, such as the Azlanti, see spathinae colonies as no more than a collection of bugs, and in such cases, the colonies have no rights at all. + +**Source** _Alien Archive 3 pg. 100_ + +## SPATHINAE GUARD CR 1 + +**XP 400** +Spathinae colony soldier +N Medium monstrous humanoid +**Init** +4; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +5; **Will** +3; +2 vs. mind-affecting effects +**Defensive Abilities** spathinae defenses + +### OFFENSE + +**Speed** 30 ft., fly 20 ft. (Ex, average) +**Melee** longsword +6 (1d8+2 S) +**Ranged** azimuth laser rifle +9 (1d8+1 F; critical burn 1d6) +**Offensive Abilities** fighting styles (sharpshoot), sniper’s aim + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +0; **INT** +0; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +10, Intimidate +5, Stealth +5 +**Languages** Common, Spathinae +**Other Abilities** shapable, swarm flexibility, verminlike +**Gear** second skin, azimuth laser rifle with 2 batteries (20 charges each), longsword + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or squad (3–14) + +### SPECIAL ABILITIES + +**Shapable (Ex)** Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to “regrow” the limb. At least two of these limbs must be used for locomotion, or the colony’s land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can’t make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing armor not adjusted for them or powered armor can use neither their swarm flexibility ability nor the colony’s natural fly speed. + +**Spathinae Defenses (Ex)** A spathinae colony has a +2 racial bonus to saving throws against bleed, critical hit effects, paralysis, sleep, and stunning. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the swarm defenses universal creature rule does not apply to spathinae colonies. + +**Swarm Flexibility (Ex)** A spathinae colony has compression and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the escape and tumble tasks of the Acrobatics skill and gains a +4 racial bonus to Acrobatics checks for those tasks. + +**Verminlike (Ex)** For effects targeting creatures by type, a spathinae colony counts as both monstrous humanoid and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The spathinae also gains a +2 racial bonus to saving throws against mind-affecting effects. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Aspecna.md b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Aspecna.md new file mode 100644 index 0000000..c1aa5ab --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Aspecna.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 18 +Environment: any (the Drift) +hp: 320 +modifier: 8 +name: Spectra, Aspecna +statblock: true +tags: +Type: N Huge outsider (extraplanar, spectra) +--- +# SPECTRA, ASPECNA + +Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes. Yet spectra are also undeniably of the Drift itself. They have inherent resistance to magic and can slip in and out of the Drift via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through the Drift, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship’s intercom or causing text to appear on a vidscreen, for instance. + +Iridias are one of the few spectra encountered outside the Drift, most often on the Material Plane. Averaging 6 feet tall with opalescent skin and a coil of glistening rainbow light for hair, iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune. Iridias have been known to visit remote worlds in the Vast where Triune’s original signal containing the secrets of Drift travel were lost or suppressed, bringing with them instructions and a second chance to join the galactic community. They are also keen to see mortal technology continue to grow and advance—an interest that can put them at odds with societies that choose to limit technology’s influence, as well as others wary of sudden unfettered progress, such as the tekhoinos aeons. + +Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune’s realm. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent Drift-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname “Drift angels” among those who regularly travel through the plane. + +**Source** _Alien Archive 3 pg. 102_ + +## ASPECNA CR 18 +**XP 153,600** +N Huge outsider (extraplanar, spectra) +**Init** +8; **Senses** darkvision 60 ft., detect alignment; **Perception** +31 + +### DEFENSE + +**HP** 320 +**EAC** 31; **KAC** 32 +**Fort** +16; **Ref** +16; **Will** +22 +**Defensive Abilities** void adaptation; **DR** 15/chaotic, evil, good, or lawful; **Immunities** electricity; **Resistances** cold 5, sonic 5; **SR** 29 + +### OFFENSE + +**Speed** 50 ft., fly 100 ft. (Ex, perfect) +**Melee** slam +29 (8d8+22 B) or tail slash +29 (8d8+22 S) +**Multiattack** 2 slams +23 (5d8+22 B), tail slash +23 (5d8+22 S) +**Ranged** bloom beam +27 (3d12+18 F; critical stunned) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** balancing gaze, hyperflux +**Spell-Like Abilities** (CL 18th; melee +27) +1/day—_chain surge_ (DC 27), _greater discharge_ (DC 27) +3/day—_control machines_ (DC 26), _holographic image_ (5th level), _remove radioactivity_, _synapse overload_ (DC 26) +At will—_implant data_, _recharge_, _true seeing_ + +### STATISTICS + +**STR** +4; **DEX** +8; **CON** +4; **INT** +11; **WIS** +6; **CHA** +6 +**Skills** Acrobatics +31 (+39 to fly), Computers +36, Engineering +36, Mysticism +36, Sense Motive +31 +**Languages** machine telepathy 100 ft., truespeech +**Other Abilities** seek outcome, slip drive, spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary or triad (1 aspecna and 2 iridias) + +### SPECIAL ABILITIES + +**Balancing Gaze (Su)** As a full action, an aspecna can force each chaotic, evil, good, or lawful creature within 30 feet to attempt a DC 25 Will saving throw. Creatures that fail this save gain the staggered condition for 1d4 rounds, and the DCs of their spells and abilities are reduced by 2 for the same duration. Creatures that succeed at this save are immune to that aspecna’s balancing gaze for 24 hours. This is a sense‑dependent effect. + +**Bloom Beam (Ex)** An aspecna’s bloom beam is a ranged attack with a range of 120 feet, the blast weapon special property, and the stunned critical hit effect. + +**Hyperflux (Su)** The area surrounding an aspecna crackles with constant uncertainty and potential for change as it shuffles reality, reorganizing and optimizing the planar energies on which it draws. As a move action, an aspecna can change the type of energy damage (from fire to sonic, for instance) done by its bloom beam and spell-like abilities for 1 minute. + +**Seek Outcome (Su)** An aspecna can peer into the causal nexus of ongoing events to calculate the most efficient course of action. An aspecna can take 10 on any skill check, even during combat or if stress or distractions would normally prevent it from doing so. In addition, three times per day, an aspecna can reroll a failed ability check, attack roll, or saving throw. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Iridia.md b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Iridia.md new file mode 100644 index 0000000..2ee948e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Iridia.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 8 +Environment: any (the Drift) +hp: 115 +modifier: 4 +name: Spectra, Iridia +statblock: true +tags: +Type: N Medium outsider (extraplanar, spectra) +--- +# SPECTRA, IRIDIA +Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes. Yet spectra are also undeniably of the Drift itself. They have inherent resistance to magic and can slip in and out of the Drift via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through the Drift, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship’s intercom or causing text to appear on a vidscreen, for instance. + +Iridias are one of the few spectra encountered outside the Drift, most often on the Material Plane. Averaging 6 feet tall with opalescent skin and a coil of glistening rainbow light for hair, iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune. Iridias have been known to visit remote worlds in the Vast where Triune’s original signal containing the secrets of Drift travel were lost or suppressed, bringing with them instructions and a second chance to join the galactic community. They are also keen to see mortal technology continue to grow and advance—an interest that can put them at odds with societies that choose to limit technology’s influence, as well as others wary of sudden unfettered progress, such as the tekhoinos aeons. + +Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune’s realm. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent Drift-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname “Drift angels” among those who regularly travel through the plane. + +**Source** _Alien Archive 3 pg. 102_ + +## IRIDIA CR 8 + +**XP 4,800** +N Medium outsider (extraplanar, spectra) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 115 +**EAC** 20; **KAC** 21 +**Fort** +7; **Ref** +7; **Will** +13 +**Defensive Abilities** void adaptation; **DR** 5/chaotic, evil, good, or lawful; **Immunities** electricity; **Resistances** cold 5, sonic 5; **SR** 19 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Ex, perfect) +**Melee** slam +16 (1d12+8 B) +**Ranged** dusk ray +18 (1d10+8 C & E) +**Spell-Like Abilities** (CL 8th; ranged +18) +1/day—_holographic image_ (3rd level), _teleport_ (self only) +3/day—_caustic conversion_, _implant data_, _make whole_, _recharge_ +At will—_detect tech_, _disguise self_ + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +2; **INT** +6; **WIS** +2; **CHA** +2 +**Skills** Acrobatics +16 (+24 to fly), Computers +21, Diplomacy +16, Engineering +21, Mysticism +21, Sense Motive +16 +**Languages** machine telepathy 100 ft., truespeech +**Other Abilities** slip drive, spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary or sequence (2, 3, 5, or 8) + +### SPECIAL ABILITIES + +**Dusk Ray (Ex)** An iridia’s dusk ray is a ranged attack with a range increment of 60 feet and the line weapon special property. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Sondria.md b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Sondria.md new file mode 100644 index 0000000..ef22612 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Sondria.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 14 +Environment: any (the Drift) +hp: 250 +modifier: 6 +name: Spectra, Sondria +statblock: true +tags: +Type: N Small outsider (extraplanar, spectra) +--- +# SPECTRA, SONDRIA +Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes. Yet spectra are also undeniably of the Drift itself. They have inherent resistance to magic and can slip in and out of the Drift via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through the Drift, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship’s intercom or causing text to appear on a vidscreen, for instance. + +Iridias are one of the few spectra encountered outside the Drift, most often on the Material Plane. Averaging 6 feet tall with opalescent skin and a coil of glistening rainbow light for hair, iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune. Iridias have been known to visit remote worlds in the Vast where Triune’s original signal containing the secrets of Drift travel were lost or suppressed, bringing with them instructions and a second chance to join the galactic community. They are also keen to see mortal technology continue to grow and advance—an interest that can put them at odds with societies that choose to limit technology’s influence, as well as others wary of sudden unfettered progress, such as the tekhoinos aeons. + +Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune’s realm. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent Drift-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname “Drift angels” among those who regularly travel through the plane. + +**Source** _Alien Archive 4 pg. 114_ + +## SONDRIA CR 14 + +**XP 38,400** +N Small outsider (extraplanar, spectra) +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +16; **Will** +14 +**Defensive Abilities** void adaptation; **DR** 10/chaotic, evil, good, or law; **Immunities** electricity; **Resistances** cold 5, sonic 5; **SR** 24 + +### OFFENSE + +**Speed** 30 ft., fly 100 ft. (Ex, perfect) +**Melee** claw +28 (8d6+22 S; critical Drift dash) +**Multiattack** 4 claws +22 (4d6+22 S; critical Drift dash) +**Ranged** vibrochitter +25 (3d12+14 So) +**Spell-Like Abilities** (CL 14th) +3/day—_holographic image_ (4th level, DC 19), _recharge_ +At will—_implant data_ + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +4; **INT** +4; **WIS** +4; **CHA** +2 +**Skills** Acrobatics +25 (+33 to fly), Computers +30, Engineering +30, Mysticism +30, Sense Motive +25 +**Languages** machine telepathy 100 ft., truespeech +**Other Abilities** drift boost, multiarmed (6), rebuild, slip drive, spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary, sequence (2, 3, 5, or 8), or triarmament (1 aspecna plus 2 sondrias) + +### SPECIAL ABILITIES + +**Drift Boost (Ex)** A sondria can attach themself to a starship of any size and lend that ship the use of their slip drive, allowing the ship to travel through the Drift. The ship uses the Drift engine rating for the sondria’s slip drive (7 for a CR 14 sondria) and needs to remain stationary for only 6 seconds before engaging the drive. +**Drift Dash (Ex)** A sondria who scores a critical hit with its claw attack can slip through the Drift and teleport adjacent to a secondary target within 10 feet, making another claw attack against that target at a –4 penalty; this does not require an action. The sondria can use this ability a maximum of two times per round. +**Rebuild (Sp)** Three or more sondrias can spend 10 minutes chanting in a series of low-frequency clips and chirps to use _reincarnate_ as a spell-like ability on one target. Targets reincarnated through this ability are always reincarnated as androids and do not roll on the reincarnate table to randomly determine their new body. +**Vibrochitter (Ex)** A sondria’s vibrochitter is a ranged attack with a range increment of 30 feet that targets EAC and has the blast weapon special property. + +## DESCRIPTION + +Spectra are a race of outsiders native to the hyperspace plane of the Drift, concerned with technological growth and advancement, the protection of the Drift, and the spread of Drift technology across the galaxy. Encounters with the relatively new group of outsiders have occurred with greater frequency over the 300 years since they joined the Great Beyond. In recent decades, two new types of spectra have begun to appear: wyspirias and sondrias. It’s unknown whether these spectra existed in the Drift all along, simply unobserved by mortals, or if Triune newly created them to further some fresh purpose. + +Wyspirias, often compared to iridias as emissaries of the Drift, are dispatched across the galaxy, possibly on missions from Triune themself, or perhaps on behalf of the mysterious hierarchy of spectra. They stand 7 feet tall with chassis of multicolored glass, and a multitude of coiled, rootlike tentacles cascading from their waists. As a result of the resemblance they bear to floating trees, they are sometimes called trees of knowledge. Wyspirias use their tendrils to plug themselves into people and machines alike—a direct connection that allows them to quickly transfer huge quantities of data between connected people and devices. Whereas iridias come to the Prime Material Plane offering gifts of knowledge and technology to mortals, many believe wyspirias do the opposite, collecting libraries of secrets and information about the galaxy for the unseen purposes of spectra. Rarely, wyspirias are said to appear during the peace talks of warring civilizations, connecting the opposing delegates and enabling them to understand each other directly. Many believe these spectra intervene only when they deem the risk of losing technology or information from a conflict too great. + +Sondrias are a new variety of spectra primarily encountered inside the Drift. They are small and sharply featured, with six arms, razor talons, and round, flat, owlish faces. Sometimes called Drift pixies, their presence is always accompanied by a grainy, low-pitched hum or buzzing noise. Sondrias use their own voices more often than other types of spectra, and sequences of sondrias have a habit of speaking at the same time in overlapping sentences that are difficult to pick apart. Like the larger and more formidable aspecnas, sondrias patrol the Drift to help lost travelers and rescue marooned escape pods or starships whose Drift engines malfunction, latching onto the vessels and using their slip drives to boost them back to the Material Plane. It’s rumored sequences of sondria can also offer Triune’s blessing to those killed during Drift travel or in service of the All Code’s agenda—by reincarnating them as androids. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Spectra (Creature Subtype) Graft Template \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Wyspiria.md b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Wyspiria.md new file mode 100644 index 0000000..428538f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spectra, Wyspiria.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 11 +Environment: any (the Drift) +hp: 155 +modifier: 5 +name: Spectra, Wyspiria +statblock: true +tags: +Type: N Medium outsider (extraplanar, spectra) +--- +# SPECTRA, WYSPIRIA +Spectra, a race of outsiders native to the newly discovered hyperspace plane of the Drift, are unique in the Great Beyond as a relatively recent addition to the multiverse, rising in prominence over the last 300 years alongside the proliferation of Drift technology. Concerned primarily with the protection and promulgation of the nascent plane, and of advanced technology in general, spectra are beings of paradox and dichotomy. Some metaphysicians believe that, just as the Drift grows by pulling in pieces of the multiverse each time a starship uses it to travel, so too are spectra created—amalgamations of raw, sometimes opposing energies born from the stolen pieces of other planes. Yet spectra are also undeniably of the Drift itself. They have inherent resistance to magic and can slip in and out of the Drift via innate esoteric—though purely technological—means. Some theorists posit that, like the beacons that enable travel through the Drift, spectra somehow exist simultaneously in multiple planes, manifesting in only one at any given time. Spectra rarely speak using their own voices, which are a mix of low-fidelity synthesized tones. They prefer to use their machine telepathy to temporarily harness nearby communication technology, speaking using a starship’s intercom or causing text to appear on a vidscreen, for instance. + +Iridias are one of the few spectra encountered outside the Drift, most often on the Material Plane. Averaging 6 feet tall with opalescent skin and a coil of glistening rainbow light for hair, iridias serve as messengers and ambassadors to species of all planes, evangelizing the benefits of advanced technology and enforcing the tripartite will of Triune. Iridias have been known to visit remote worlds in the Vast where Triune’s original signal containing the secrets of Drift travel were lost or suppressed, bringing with them instructions and a second chance to join the galactic community. They are also keen to see mortal technology continue to grow and advance—an interest that can put them at odds with societies that choose to limit technology’s influence, as well as others wary of sudden unfettered progress, such as the tekhoinos aeons. + +Aspecnas, powerful spectra paragons with fan-like tails and faces that resemble blooming flowers, rarely interact directly with the Material Plane. These formidable outsiders instead concern themselves with maintaining the precarious balance of power among extraplanar forces in the Drift, opposing any who would attempt to establish strongholds with the intent of laying their own claim to a substantial expanse of Triune’s realm. Aspecnas have on occasion appeared to correct the course of mortals who have become lost in the ever-shifting plane, and even intervened to protect weaker mortals from the predation of malevolent Drift-marooned outsiders. These rare but memorable acts have earned aspecnas the nickname “Drift angels” among those who regularly travel through the plane. + +**Source** _Alien Archive 4 pg. 114_ + +## WYSPIRIA CR 11 + +**XP 12,800** +N Medium outsider (extraplanar, spectra) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 155 +**EAC** 23; **KAC** 24 +**Fort** +10; **Ref** +10; **Will** +16 +**Defensive Abilities** void adaptation; **DR** 5/chaotic, evil, good, or law; **Immunities** electricity; **Resistances** cold 5, sonic 5; **SR** 21 + +### OFFENSE + +**Speed** 10 ft., fly 60 ft. (Ex, perfect) +**Melee** tentacle +18 (connect \[DC 20\]) +**Ranged** shockray +20 (2d8+11 E) +**Space** 5 ft.; **Reach** 15 ft. +**Spell-Like Abilities** (CL 11th ranged +20) +1/day—_holographic image_ (4th level, DC 23), _resilient sphere_ (DC 22), _teleport_ (self only) +3/day—_haste_, _explosive blast_ (DC 21), _slow_ (DC 21) +At will—_detect tech_, _implant data_, _recharge_ + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +3; **INT** +8; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +20 (+28 to fly), Computers +25, Engineering +25, Mysticism +25, Sense Motive +20 +**Languages** machine telepathy 100 ft., truespeech +**Other Abilities** borrow time, slip drive, spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any (the Drift) +**Organization** solitary, sequence (2, 3, 5, or 8), or delegation (1 wyspiria plus 2 iridias) + +### SPECIAL ABILITIES + +**Borrow Time (Su)** As a reaction, a wyspiria can pull potential energy away from their future self and into the present, taking a standard action during another creature’s turn as though the wyspiria had readied an action. After using borrow time, the wyspiria is staggered until the end of their next turn. +**Connect (Ex)** A wyspiria that hits with their tentacle attack can automatically connect themself to the target, plugging one of their cord-like appendages into the target. Once connected, the wyspiria feeds the target a stream of fabricated sensory data, allowing the wyspiria to transfer information and false perceptions. Each round at the start of their turn, the target must succeed at a Will save to remain aware of their real surroundings. On a failure, they are staggered until the start of their next turn. The wyspiria can take a move action at the beginning of their turn each round to maintain all of their connections; otherwise all their connections end. The appendages have 15 feet of reach, and attached targets’ movement is restricted to within 15 feet of the wyspiria. The appendage can be detached with a successful Strength check (DC 15) as a standard action, or with a successful attack against the appendage (same AC as the wyspiria). Targets can also attempt a Strength check to break free any time the wyspiria moves; this requires no action. On a failure, the target moves with the wyspiria. A wyspiria can maintain up to ten connections at one time. +**Shockray (Ex)** A wyspiria’s shockray is a ranged attack with a range increment of 60 feet. + +## DESCRIPTION + +Spectra are a race of outsiders native to the hyperspace plane of the Drift, concerned with technological growth and advancement, the protection of the Drift, and the spread of Drift technology across the galaxy. Encounters with the relatively new group of outsiders have occurred with greater frequency over the 300 years since they joined the Great Beyond. In recent decades, two new types of spectra have begun to appear: wyspirias and sondrias. It’s unknown whether these spectra existed in the Drift all along, simply unobserved by mortals, or if Triune newly created them to further some fresh purpose. + +Wyspirias, often compared to iridias as emissaries of the Drift, are dispatched across the galaxy, possibly on missions from Triune themself, or perhaps on behalf of the mysterious hierarchy of spectra. They stand 7 feet tall with chassis of multicolored glass, and a multitude of coiled, rootlike tentacles cascading from their waists. As a result of the resemblance they bear to floating trees, they are sometimes called trees of knowledge. Wyspirias use their tendrils to plug themselves into people and machines alike—a direct connection that allows them to quickly transfer huge quantities of data between connected people and devices. Whereas iridias come to the Prime Material Plane offering gifts of knowledge and technology to mortals, many believe wyspirias do the opposite, collecting libraries of secrets and information about the galaxy for the unseen purposes of spectra. Rarely, wyspirias are said to appear during the peace talks of warring civilizations, connecting the opposing delegates and enabling them to understand each other directly. Many believe these spectra intervene only when they deem the risk of losing technology or information from a conflict too great. + +Sondrias are a new variety of spectra primarily encountered inside the Drift. They are small and sharply featured, with six arms, razor talons, and round, flat, owlish faces. Sometimes called Drift pixies, their presence is always accompanied by a grainy, low-pitched hum or buzzing noise. Sondrias use their own voices more often than other types of spectra, and sequences of sondrias have a habit of speaking at the same time in overlapping sentences that are difficult to pick apart. Like the larger and more formidable aspecnas, sondrias patrol the Drift to help lost travelers and rescue marooned escape pods or starships whose Drift engines malfunction, latching onto the vessels and using their slip drives to boost them back to the Material Plane. It’s rumored sequences of sondria can also offer Triune’s blessing to those killed during Drift travel or in service of the All Code’s agenda—by reincarnating them as androids. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Spectra (Creature Subtype) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Spider Goat Skeletton.md b/Compendium/SF1E/Bestiary/Alien Codex/Spider Goat Skeletton.md new file mode 100644 index 0000000..82e2bfe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Spider Goat Skeletton.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 13 +modifier: 2 +name: Spider Goat Skelleton +statblock: true +tags: +Type: NE Medium undead +--- +# SPIDER GOAT SKELETTON + +[[HOTV_Creature_SpiderGoatSkeleton.webp|Zeigen!]] +The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living. + +Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the _create undead_ spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences. + +In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. + +Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions. + +Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed. + +**Source** _Alien Archive pg. 114_ + +## SKELETAL UNDEAD CR 1/2 + +**XP 200** +NE Medium undead +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +2; **Ref** +2; **Will** +2 +**DR** 5/magic; **Immunities** cold, undead immunities + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** slam +6 (1d6+3 B) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** —; **INT** —; **WIS** +1; **CHA** +1 +**Skills** Athletics +9 (+17 to climb) +**Other Abilities** mindless, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, squad (3–8), or legion (9+) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Squox, Trained Squox.md b/Compendium/SF1E/Bestiary/Alien Codex/Squox, Trained Squox.md new file mode 100644 index 0000000..d645cb7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Squox, Trained Squox.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 4 +name: Squox, Trained Squox +statblock: true +tags: +Type: N Tiny animal +--- +# SQUOX, TRAINED SQUOX +Called vulkariki in Lashunta, squoxes gained their popular moniker from humans who thought the creatures resembled a cross between a fox and a squirrel, with useful qualities from both animals. Squoxes are furry, vulpine animals roughly 2 feet in length and weighing around 15 pounds. They are quadrupedal, with five-fingered prehensile paws that have rotating wrists and ankles, allowing them to climb down surfaces headfirst like a squirrel. The creature’s other features are fox-like, including a flattened head with triangular ears, a pointed snout, and a bushy tail. Squox fur can come in hues of red orange, gray, fulvous, white, or brown, with white on the belly, neck, and tail tip. The species also has an array of fur patterns and environmental adaptations, such as long ears that allow desert-dwelling squoxes to disperse heat and thick seasonal fur and coloration for those accustomed to arctic regions. + +Squoxes are among the most intelligent animal species in the Pact Worlds, exhibiting social behaviors and hierarchies along with a vast vocal repertoire. When confronted, squoxes are devious tacticians, especially in groups. They are clever enough to poke eyes, bite sensitive regions, and steal objects to bait enemies away from a den. + +Although they originated on Castrovel, squoxes gained popularity across the Pact Worlds for their adorable features and ability to adapt to new environments. The people of Asana happily exported squoxes, which lashuntas see as pests. Over centuries, squoxes spread and successfully adjusted to biomes across the Pact Worlds. They’ve even begun to appear in the wild in the Veskarium and worlds in the Vast. + +Xenowardens have tried to preserve the native squoxes of Castrovel while simultaneously curbing the incursion of the species into other ecologies. The group fears the invasive critters might irrevocably damage invaded ecosystems if left unchecked. Therefore, Xenowardens actively promote squox hunting on numerous worlds, as well as legal controls against importing the animals and releasing them into the wild. + +## SQUOX PETS + +Squoxes are abundant across the Pact Worlds, breeding quickly and living for up to 10 years, or double that in captivity. Their intelligence and delightful appearance make them desirable companion animals, and they’re intelligent enough to be easily trained. Squoxes are also loyal, protective, charming, and entertaining, making them great companions for children. As clever and fun as they are, squoxes are also notorious for mischief, such as figuring out how to open cabinets and work simple machinery with the same aptitude as a very young sapient. They’ve even been known to clean up after themselves to hide thefts or accidents from their owners. Nevertheless, squoxes make great pets. + +A squox kit can be purchased for 100 credits at 1 month old, just weaned from its mother. Untrained squoxes born as pets are usually domesticated and friendly but likely to misbehave without training. However, unscrupulous dealers gather squox kits in the wild and pass them off as domesticated, selling them at bargain prices. Squoxes reach adulthood by 10 months, and a fully trained adult squox goes for 400 credits. + +A squox kit can be reared, or an older squox domesticated and trained, using the Survival skill, which takes 3 months. The squox’s inherent cleverness, curiosity, and friendliness grant its trainer a +2 circumstance bonus to Survival checks to rear or train it. A domesticated squox is friendly or helpful toward its trainer and any owner who treats it well. + +### SQUOX GEAR + +This item, known colloquially as a squox pocket, is available to PCs who want to protect their pets. Shirrens use similar devices to carry and protect their young, although they call the device a larva tube. + +### SQUOX FEAT + +This feat is for PCs who have a trained squox pet. + +**Source** _Alien Archive 2 pg. 118_ + +## TRAINED SQUOX CR 1 + +**XP 400** +N Tiny animal +**Init** +4; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +5 + +### DEFENSE + +**HP** 20 +**EAC** 12; **KAC** 12 +**Fort** +3; **Ref** +6; **Will** +1 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +7 (1d4+1 P) +**Space** 2-1/2 ft.; **Reach** 0 ft. +**Offensive Abilities** squox tricks + +### STATISTICS + +**STR** -2; **DEX** +4; **CON** +2; **INT** -4; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +10 (+14 to balance, escape, or tumble), Athletics +5 (+13 to climb), Stealth +10 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or team (3–6) + +### SPECIAL ABILITIES + +**Squox Tricks (Ex)** A squox can use Acrobatics to jump instead of Athletics. In addition, a squox can use its Acrobatics bonus as its attack bonus when it attempts a dirty trick, disarm, or trip combat maneuver. If the squox succeeds at a dirty trick maneuver, it can choose only between the entangled and off-target conditions. A squox’s tail, two front paws, and mouth count as hands free for a disarm attempt. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Squox.md b/Compendium/SF1E/Bestiary/Alien Codex/Squox.md new file mode 100644 index 0000000..1adca72 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Squox.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 135 +modifier: 3 +name: Squox +statblock: true +tags: +Type: N Tiny animal +--- +# SQUOX +Called vulkariki in Lashunta, squoxes gained their popular moniker from humans who thought the creatures resembled a cross between a fox and a squirrel, with useful qualities from both animals. Squoxes are furry, vulpine animals roughly 2 feet in length and weighing around 15 pounds. They are quadrupedal, with five-fingered prehensile paws that have rotating wrists and ankles, allowing them to climb down surfaces headfirst like a squirrel. The creature’s other features are fox-like, including a flattened head with triangular ears, a pointed snout, and a bushy tail. Squox fur can come in hues of red orange, gray, fulvous, white, or brown, with white on the belly, neck, and tail tip. The species also has an array of fur patterns and environmental adaptations, such as long ears that allow desert-dwelling squoxes to disperse heat and thick seasonal fur and coloration for those accustomed to arctic regions. + +Squoxes are among the most intelligent animal species in the Pact Worlds, exhibiting social behaviors and hierarchies along with a vast vocal repertoire. When confronted, squoxes are devious tacticians, especially in groups. They are clever enough to poke eyes, bite sensitive regions, and steal objects to bait enemies away from a den. + +Although they originated on Castrovel, squoxes gained popularity across the Pact Worlds for their adorable features and ability to adapt to new environments. The people of Asana happily exported squoxes, which lashuntas see as pests. Over centuries, squoxes spread and successfully adjusted to biomes across the Pact Worlds. They’ve even begun to appear in the wild in the Veskarium and worlds in the Vast. + +Xenowardens have tried to preserve the native squoxes of Castrovel while simultaneously curbing the incursion of the species into other ecologies. The group fears the invasive critters might irrevocably damage invaded ecosystems if left unchecked. Therefore, Xenowardens actively promote squox hunting on numerous worlds, as well as legal controls against importing the animals and releasing them into the wild. + +## SQUOX PETS + +Squoxes are abundant across the Pact Worlds, breeding quickly and living for up to 10 years, or double that in captivity. Their intelligence and delightful appearance make them desirable companion animals, and they’re intelligent enough to be easily trained. Squoxes are also loyal, protective, charming, and entertaining, making them great companions for children. As clever and fun as they are, squoxes are also notorious for mischief, such as figuring out how to open cabinets and work simple machinery with the same aptitude as a very young sapient. They’ve even been known to clean up after themselves to hide thefts or accidents from their owners. Nevertheless, squoxes make great pets. + +A squox kit can be purchased for 100 credits at 1 month old, just weaned from its mother. Untrained squoxes born as pets are usually domesticated and friendly but likely to misbehave without training. However, unscrupulous dealers gather squox kits in the wild and pass them off as domesticated, selling them at bargain prices. Squoxes reach adulthood by 10 months, and a fully trained adult squox goes for 400 credits. + +A squox kit can be reared, or an older squox domesticated and trained, using the Survival skill, which takes 3 months. The squox’s inherent cleverness, curiosity, and friendliness grant its trainer a +2 circumstance bonus to Survival checks to rear or train it. A domesticated squox is friendly or helpful toward its trainer and any owner who treats it well. + +### SQUOX GEAR + +This item, known colloquially as a squox pocket, is available to PCs who want to protect their pets. Shirrens use similar devices to carry and protect their young, although they call the device a larva tube. + +### SQUOX FEAT + +This feat is for PCs who have a trained squox pet. + +**Source** _Alien Archive 2 pg. 118_ + +## SQUOX CR 1/3 + +**XP 135** +N Tiny animal +**Init** +3; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +3 + +### DEFENSE + +**HP** 6 +**EAC** 11; **KAC** 11 +**Fort** +1; **Ref** +4; **Will** +0 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +3 (1d4 P) +**Space** 2-1/2 ft.; **Reach** 0 ft. +**Offensive Abilities** squox tricks + +### STATISTICS + +**STR** -3; **DEX** +3; **CON** +0; **INT** -4; **WIS** +0; **CHA** +1 +**Skills** Acrobatics +7 (+11 to balance, escape, or tumble), Athletics +3 (+11 to climb), Stealth +7 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or skulk (3–8) + +### SPECIAL ABILITIES + +**Squox Tricks (Ex)** A squox can use Acrobatics to jump instead of Athletics. In addition, a squox can use its Acrobatics bonus as its attack bonus when it attempts a dirty trick, disarm, or trip combat maneuver. If the squox succeeds at a dirty trick maneuver, it can choose only between the entangled and off-target conditions. A squox’s tail, two front paws, and mouth count as hands free for a disarm attempt. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Starmetal Eater, Horacalcum Eater.md b/Compendium/SF1E/Bestiary/Alien Codex/Starmetal Eater, Horacalcum Eater.md new file mode 100644 index 0000000..3218be4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Starmetal Eater, Horacalcum Eater.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 230 +modifier: 10 +name: Starmetal Eater, Horacalcum Eater +statblock: true +tags: +Type: N Medium ooze +--- +# STARMETAL EATER, HORACALCUM EATER +Strange protoplasmic pests that subsist on the rarest of metals, starmetal eaters usually remain microscopic and innocuous. Yet when these creatures gorge themselves on a rich vein of naturally occurring starmetal or even items made of starmetal alloy—either of which they can detect at great distances—they experience a swift growth spurt and can reach several feet in diameter. Each starmetal eater fixates its diet on one specific type of starmetal, gaining strange abilities as its appearance and essence are suffused with its metal of choice. + + +**Source** _Alien Archive 4 pg. 116_ + +## HORACALCUM EATER CR 13 + +**XP 25,600** +N Medium ooze +**Init** +10; **Senses** blindsense (scent \[horacalcum only\]) 1 mile, blindsight (vibration) 60 ft., sightless; **Perception** +23 + +### DEFENSE + +**HP** 230 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +13; **Will** +10 +**Defensive Abilities** temporal dilation; **Immunities** ooze immunities, staggered + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** slam +26 (3d12+21 B plus temporal stutter; critical stunned) +**Offensive Abilities** temporal stutter + +### STATISTICS + +**STR** +8; **DEX** +4; **CON** +6; **INT** —; **WIS** +0; **CHA** +0 +**Skills** Athletics +28 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Temporal Dilation (Ex)** A horacalcum eater slows incoming projectiles, and ranged attacks against it have a 20% chance of missing. +**Temporal Stutter (Su)** A creature struck by a horacalcum eater is staggered for 1 round (Fortitude DC 19 negates). If the target succeeds at the save, it instead gains a +10- foot enhancement bonus to each of its movement speeds for 1 round. A creature struck multiple times can be both staggered and accelerated by a horacalcum eater. + diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Stormghost.md b/Compendium/SF1E/Bestiary/Alien Codex/Stormghost.md new file mode 100644 index 0000000..c34a634 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Stormghost.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 15 +Environment: any +hp: 275 +modifier: 9 +name: Stormghost +statblock: true +tags: +Type: CE Large monstrous humanoid +--- +# STORMGHOST + +**Source** _Alien Archive 4 pg. 118_ + +## STORMGHOST CR 15 + +**XP 51,200** +CE Large monstrous humanoid +**Init** +9; **Senses** blindsense (scent) 60 ft., darkvision 90 ft., low-light vision, weathersight; **Perception** +31 +**Aura** static (5 ft., 2d6 electricity) + +### DEFENSE + +**HP** 275 +**EAC** 29; **KAC** 31 +**Fort** +17; **Ref** +19; **Will** +15 +**Defensive Abilities** regeneration 5 (acid) Immunities disease, electricity, poison; **Resistances** cold 10, fire 10 + +### OFFENSE + +**Speed** 50 ft., climb 30 ft. +**Melee** claw +29 (8d6+24 S and E) +**Multiattack** bite +23 (3d12+24 P and E), 2 claws +23 (3d12+24 S and E) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with claws) +**Offensive Abilities** impaling leap, static charge +**Spell-Like Abilities** (CL 11th ranged +26) +1/day—_hailstorm_ +3/day—_greater invisibility_, _control atmosphere_ (DC 20) +At will—_ray of exhaustion_ (DC 19) + +### STATISTICS + +**STR** +9; **DEX** +7; **CON** +5; **INT** +2; **WIS** +5; **CHA** +3 +**Skills** Acrobatics +26, Athletics +26 (+34 to climb), Stealth +31, Survival +26 +**Languages** Auran + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Impaling Leap (Ex)** As a full action, a stormghost can leap up to 30 feet and land adjacent to a target that is at least one size smaller than themself and impale the victim with their spiky legs. The target must succeed at a DC 21 Reflex save or take 4d8+24 points of piercing damage and gain the pinned condition until the beginning of the stormghost’s next turn, at which point the stormghost can attempt to renew the pinned condition with a grapple combat maneuver as normal. +**Static Charge (Su)** Crackling electricity surrounds a stormghost. As a standard action once every 1d4 rounds, a stormghost can focus this static charge into a bolt, releasing it in a 40-foot line that deals 8d6 electricity damage. A successful DC 20 Reflex save halves this damage. +**Weathersight (Ex)** A stormghost can see perfectly through dust, fog, mist, rain, heavy snow, and smoke. They ignore concealment and penalties to Perception checks from such effects. + +## DESCRIPTION + +Stormghosts can live for an exceedingly long time—up to 2,000 years—thanks to their natural regeneration. Each of these rarely encountered hunters has a muscular humanoid torso and stands nearly 8 feet tall on four jagged insectile legs. Tiny eyes ring a stormghost’s conical head, which also bears a toothy mouth. Built of muscled flesh and hardened chitin, a stormghost weighs roughly 1,500 pounds. + +Triaxians who first encountered these creatures named them stormghosts because of their ability to conjure malignant weather and attack unseen. Though stormghosts inhabit many different locales, they often hunt their prey in remote mountainous areas, where they leap down on their victims from cliffsides or ambush them in blind mountain passes. These predators engage any target, posing a risk to not only the humanoids of Triaxus, but also the dragons. While most stormghosts have tints with shades of blue, gray, and white, the pigments in their hide adapt to their surroundings; for example, stormghosts in the jungles of Castrovel are mottled greens and browns. + +Exceptionally single-minded, stormghosts live to hunt and hate losing quarry, and they persistently pursue their fleeing prey, even forgoing rest. As with many efficient hunters, stormghosts’ senses and tenacity make them difficult to evade. These traits, in addition to their superior stamina, help them doggedly track down any prey that initially escape their attack. Only when another major predator begins hunting in the same region does a stormghost shift their attention from their original prey. Solitary creatures, stormghosts resist sharing their hunting grounds, especially with others of their kind. + +According to records kept by dragonriders of the Skyfire Mandate, fewer than 1,000 stormghosts have been spotted on Triaxus. Multiple sightings of these rare creatures, made safely from the back of a dragonkin, seem to be of the same stormghost; many scholars estimate that the creatures have a smaller population than initially believed, with a few at most living in the Parapet Mountains. A naturalist in Preita recently published a journal detailing his journey in search for evidence of a stormghost, as tales of these creatures and other vicious beasts are fashionable in the cosmopolitan cities of the Allied Territories. In these writings, he postulates that stormghosts initially came from another world in the solar system, or perhaps beyond. In fact, while stormghosts first appeared on Triaxus long before the Gap, people in the Pact Worlds and even worlds in Near Space have since reported incidents that strongly indicate stormghost activity, suggesting that they’ve since spread beyond their original planet—or that they didn’t originate on Triaxus to begin with. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Stridermander, Stridermander Tyrant.md b/Compendium/SF1E/Bestiary/Alien Codex/Stridermander, Stridermander Tyrant.md new file mode 100644 index 0000000..cf535aa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Stridermander, Stridermander Tyrant.md @@ -0,0 +1,67 @@ +--- +aliases: +cr: 10 +Environment: any (Vesk-3) +hp: 165 +modifier: 5 +name: Stridermander, Stridermander Tyrant +statblock: true +tags: +Type: CE Large monstrous humanoid (skittermander) +--- +# STRIDERMANDER, STRIDERMANDER TYRANT +Stridermanders are an evolutionary cousin of the more numerous skittermanders. A planetwide disaster millions of years ago split the common ancestor of both species into two populations. One population remained on the planet’s devastated surface and evolved into the skittermanders. The other population retreated into the planet’s extensive cave system, becoming larger, faster, and increasingly vicious as they competed for dwindling food supplies. Eventually, the stridermanders reemerged on the surface and the two populations met once again—and the skittermanders became prey. + +Called strovion by the vesk, which roughly translates as “skittering wolves,” stridermanders are brawny and threatening. Like most natives of Vesk-3, they have eight limbs, four of which are long and graceful, capable of running at high speeds and climbing through the rocky caverns where the creatures make their nests. The four shorter arms are more muscular and used for restraining prey, mating, and manipulating their environment. Their most identifiable feature is a feeding tendril that emerges from their abdomen— similar to that of a skittermander whelp—which is long enough and strong enough to drag a grown human through the darkness or lift a vesk soldier into the air. + +Stridermanders feed by restraining their victims and puncturing their flesh, draining their fluids first so the rest of the body can be eaten more slowly over time. They prefer preying on skittermanders but will attack and devour anything their own size or smaller, as the vesk have discovered. + +While simpleminded and animalistic, stridermanders are clever predators and construct simple obsidian tools. They have no language but hunt using coordinated pack tactics. Even more terrifying, skittermander legends speak of stridermander tyrants—larger, more vicious mutants with uncanny abilities to cloud people’s minds and fool the senses. + +Today, stridermanders remain a danger in Vesk-3’s deep forests and caverns, though the Veskarium has heavily curtailed their numbers. Their whelps are small, rodent-like, and solitary, making them difficult to exterminate and allowing them to easily stow away on starships. Stridermanders have consequently migrated to several other worlds, where they reproduce quickly and fill apex predator roles in wilderness and ruins environments. Vesk see the species as dangerous predators worthy of hunting, and the Veskarium has exported stridermanders off-world for use as guard beasts, and for a variety of dangerous sporting events. + +**Source** _Alien Archive 3 pg. 104_ + +## STRIDERMANDER TYRANT CR 10 + +**XP 9,600** +CE Large monstrous humanoid (skittermander) +**Init** +5; **Senses** blindsense (scent) 60 ft., darkvision 60 ft., low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +12; **Ref** +14; **Will** +11; +2 vs. disease and poison effects +**Defensive Abilities** camouflage +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 50 ft., climb 30 ft. +**Melee** bite +23 (2d10+18 P) or claw +23 (1d10+18 S) or feeding tendril +23 (1d6+18 P) +**Multiattack** 4 claws +17 (1d10+18 S) +**Space** 10 ft.; **Reach** 10 ft. (20 ft. with feeding tendril) +**Offensive Abilities** gorge (+8) +**Spell-Like Abilities** (CL 10th) +1/day—_hold monster_ (DC 18) +3/day—_knock_, _suggestion_ (DC 17) +At will—_dancing lights_, _ghost sound_ (DC 14) + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +3; **INT** -3; **WIS** +2; **CHA** +0 +**Skills** Athletics +19 (+27 to climb), Stealth +24, Survival +19 + +### ECOLOGY + +**Environment** any (Vesk-3) +**Organization** solitary or pack (1 tyrant and 3–10 stridermanders) + +### SPECIAL ABILITIES + +**Camouflage (Ex)** A stridermander can alter the color and texture of its fur to blend into its environment. Whenever a stridermander remains motionless for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the stridermander moves more than 10 feet or takes a hostile action (such as attacking or casting a spell), it loses this bonus until it once again spends 1 round remaining still. + +**Feeding Tendril (Ex)** A stridermander’s secondary mouth is similar to a skittermander whelp’s, but it has a more powerful and developed feeding tendril. As a standard action, a stridermander can strike at a creature its size or smaller up to 10 feet away with this tendril. In addition to dealing damage, if the stridermander hits the target’s KAC + 4, it grapples the target and pulls the target adjacent to the stridermander; this movement doesn’t provoke attacks of opportunity. The stridermander doesn’t need to have a limb free to perform or maintain this grapple, but it can only grapple one target at a time. The stridermander can maintain this grapple with the same attack as a move action on subsequent rounds. + +**Gorge (Ex)** When a stridermander hits with its bite attack against a creature it has grappled with its feeding tendril, it deals additional damage equal to its Strength modifier. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Stridermander.md b/Compendium/SF1E/Bestiary/Alien Codex/Stridermander.md new file mode 100644 index 0000000..d4f3cc1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Stridermander.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 3 +Environment: any (Vesk-3) +hp: 40 +modifier: 2 +name: Stridermander +statblock: true +tags: +Type: CN Medium monstrous humanoid (skittermander) +--- +# STRIDERMANDER +Vesk-3 is perhaps best known for its dominant species, the accommodating and helpful skittermanders, but the planet—like any ecosystem—has evolved dangers and predators all its own. + +Stridermanders are an evolutionary cousin of the more numerous skittermanders. A planetwide disaster millions of years ago split the common ancestor of both species into two populations. One population remained on the planet’s devastated surface and evolved into the skittermanders. The other population retreated into the planet’s extensive cave system, becoming larger, faster, and increasingly vicious as they competed for dwindling food supplies. Eventually, the stridermanders reemerged on the surface and the two populations met once again—and the skittermanders became prey. + +Called strovion by the vesk, which roughly translates as “skittering wolves,” stridermanders are brawny and threatening. Like most natives of Vesk-3, they have eight limbs, four of which are long and graceful, capable of running at high speeds and climbing through the rocky caverns where the creatures make their nests. The four shorter arms are more muscular and used for restraining prey, mating, and manipulating their environment. Their most identifiable feature is a feeding tendril that emerges from their abdomen— similar to that of a skittermander whelp—which is long enough and strong enough to drag a grown human through the darkness or lift a vesk soldier into the air. + +Stridermanders feed by restraining their victims and puncturing their flesh, draining their fluids first so the rest of the body can be eaten more slowly over time. They prefer preying on skittermanders but will attack and devour anything their own size or smaller, as the vesk have discovered. + +While simpleminded and animalistic, stridermanders are clever predators and construct simple obsidian tools. They have no language but hunt using coordinated pack tactics. Even more terrifying, skittermander legends speak of stridermander tyrants—larger, more vicious mutants with uncanny abilities to cloud people’s minds and fool the senses. + +Today, stridermanders remain a danger in Vesk-3’s deep forests and caverns, though the Veskarium has heavily curtailed their numbers. Their whelps are small, rodent-like, and solitary, making them difficult to exterminate and allowing them to easily stow away on starships. Stridermanders have consequently migrated to several other worlds, where they reproduce quickly and fill apex predator roles in wilderness and ruins environments. Vesk see the species as dangerous predators worthy of hunting, and the Veskarium has exported stridermanders off-world for use as guard beasts, and for a variety of dangerous sporting events. + +**Source** _Alien Archive 3 pg. 104_ + +## STRIDERMANDER CR 3 + +**XP 800** +CN Medium monstrous humanoid (skittermander) +**Init** +2; **Senses** darkvision 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +7; **Will** +4; +2 vs. disease and poison effects +**Defensive Abilities** camouflage +**Weaknesses** light blindness + +### OFFENSE + +**Speed** 40 ft., climb 30 ft. +**Melee** archaic obsidian spear +12 (1d6+7 P) or bite +12 (1d6+7 P) or feeding tendril +12 (1d3+7 P) +**Ranged** archaic obsidian spear +9 (1d6+7 P) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with feeding tendril) +**Offensive Abilities** gorge (+4) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** -3; **WIS** +1; **CHA** -2 +**Skills** Athletics +8 (+16 to climb), Stealth +13, Survival +8 +**Other Abilities** archaic obsidian spear (treat as archaic tactical spear) + +### ECOLOGY + +**Environment** any (Vesk-3) +**Organization** solitary, pair, or route (3–10) + +### SPECIAL ABILITIES + +**Camouflage (Ex)** A stridermander can alter the color and texture of its fur to blend into its environment. Whenever a stridermander remains motionless for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the stridermander moves more than 10 feet or takes a hostile action (such as attacking or casting a spell), it loses this bonus until it once again spends 1 round remaining still. + +**Feeding Tendril (Ex)** A stridermander’s secondary mouth is similar to a skittermander whelp’s, but it has a more powerful and developed feeding tendril. As a standard action, a stridermander can strike at a creature its size or smaller up to 10 feet away with this tendril. In addition to dealing damage, if the stridermander hits the target’s KAC + 4, it grapples the target and pulls the target adjacent to the stridermander; this movement doesn’t provoke attacks of opportunity. The stridermander doesn’t need to have a limb free to perform or maintain this grapple, but it can only grapple one target at a time. The stridermander can maintain this grapple with the same attack as a move action on subsequent rounds. + +**Gorge (Ex)** When a stridermander hits with its bite attack against a creature it has grappled with its feeding tendril, it deals additional damage equal to its Strength modifier. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Pup.md b/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Pup.md new file mode 100644 index 0000000..d7702fc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Pup.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 5 +Environment: warm or temperate deserts +hp: 75 +modifier: 3 +name: Supenga, Pup +statblock: true +tags: +Type: N Medium plant +--- +# SUPENGA, PUP +Whereas most desert plants in the Pact Worlds and beyond rely on endurance and luck to survive between intermittent rains, the hardy supengas enjoy another approach: carnivory. A supenga’s body consists of fleshy stalks and storage bulbs covered by a coat of dense, vibrant, sun-stressed succulent leaves. Not only can these leaves move independently, creating rippling displays that reflect the supenga’s moods, but specialized leaves along its body, feet, and mouth function as protective studs, claws, and teeth, respectively. They even see through highly evolved leaves that serve as their eyes by reflecting light through a wide range of colored chlorophyll. + +Supengas’ waxy leaf coating staves off the worst of heat, cold, and dehydration, letting these plants wander with little concern for shade and shelter. Their epicuticular wax is also poisonous, and supengas’ leafy teeth have an especially virulent version of the toxin that induces momentary paralysis. + +Insatiable eaters, supengas have adapted to gorge whenever possible to prepare for lean seasons. Pups slowly bud and grow from reproductive shoots along their parent’s back, forming inconspicuous rosettes that swell into scaled fruits. Once developed, a pup uncurls, plucks itself free, and hides among its parent’s foliage for several years, rarely descending except to scavenge scraps. It stays until it’s ready for better feeding grounds or its exasperated parent at last shakes it free. Solitary pups typically survive on a steady supply of smaller animals like squoxes; pups from the same supenga brood commonly set off as a group, using their combined strength to take down much larger prey. + +Upon growing to about 15 feet in total length, a supenga’s physical development slows considerably as it directs much of its energy toward reproduction. Known as titans, these mature adults produce as many as several hundred offspring over a century. + +In the Pact Worlds, supengas roam stretches of Akiton and the Fullbright wastes of Verces, but their largest population traverses the northern and western deserts of Castrovel’s Colonies. + +**Source** _Alien Archive 4 pg. 120_ + +## PUP CR 5 + +**XP 1,600** +N Medium plant +**Init** +3; **Senses** blindsense (vibration) 60 ft., low-light vision;; **Perception** +11 + +### DEFENSE + +**HP** 75 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**Defensive Abilities** ferocity; **Immunities** plant immunities;; **Resistances** cold 5, fire 5 +**Weaknesses** vulnerable to slashing + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +12 (1d6+10 P plus epicuticular enzyme) or tail +14 (1d6+10 B) +**Offensive Abilities** spinning charge + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -3; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +16, Athletics +11 + +### ECOLOGY + +**Environment** warm or temperate deserts +**Organization** solitary or clutch (2–5) + +### SPECIAL ABILITIES + +**Epicuticular Enzyme (Ex)** The wax coating a supenga’s teeth contains a digestive, paralytic enzyme. When a supenga damages a creature with its bite, the target must succeed at a DC 13 Fortitude save or gain the paralyzed condition for 1d4 rounds. As a full action, the target can attempt a new save to end the condition. This is a poison effect. +**Spinning Charge (Ex)** A supenga can curl into a ball and launch itself at enemies. When performing this special charge, the supenga ignores the charge penalties, must use its tail to perform the charge’s melee attack, and increases the attack’s damage by 5. After resolving a spinning charge, the supenga is staggered until the end of its next turn (Fortitude DC 13 negates). diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Titan.md b/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Titan.md new file mode 100644 index 0000000..9695afe --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Supenga, Titan.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 15 +Environment: warm and temperate deserts +hp: 290 +modifier: 5 +name: Supenga, Titan +statblock: true +tags: +Type: N Huge plant +--- +# SUPENGA, TITAN +Whereas most desert plants in the Pact Worlds and beyond rely on endurance and luck to survive between intermittent rains, the hardy supengas enjoy another approach: carnivory. A supenga’s body consists of fleshy stalks and storage bulbs covered by a coat of dense, vibrant, sun-stressed succulent leaves. Not only can these leaves move independently, creating rippling displays that reflect the supenga’s moods, but specialized leaves along its body, feet, and mouth function as protective studs, claws, and teeth, respectively. They even see through highly evolved leaves that serve as their eyes by reflecting light through a wide range of colored chlorophyll. + +Supengas’ waxy leaf coating staves off the worst of heat, cold, and dehydration, letting these plants wander with little concern for shade and shelter. Their epicuticular wax is also poisonous, and supengas’ leafy teeth have an especially virulent version of the toxin that induces momentary paralysis. + +Insatiable eaters, supengas have adapted to gorge whenever possible to prepare for lean seasons. Pups slowly bud and grow from reproductive shoots along their parent’s back, forming inconspicuous rosettes that swell into scaled fruits. Once developed, a pup uncurls, plucks itself free, and hides among its parent’s foliage for several years, rarely descending except to scavenge scraps. It stays until it’s ready for better feeding grounds or its exasperated parent at last shakes it free. Solitary pups typically survive on a steady supply of smaller animals like squoxes; pups from the same supenga brood commonly set off as a group, using their combined strength to take down much larger prey. + +Upon growing to about 15 feet in total length, a supenga’s physical development slows considerably as it directs much of its energy toward reproduction. Known as titans, these mature adults produce as many as several hundred offspring over a century. + +In the Pact Worlds, supengas roam stretches of Akiton and the Fullbright wastes of Verces, but their largest population traverses the northern and western deserts of Castrovel’s Colonies. + + +**Source** _Alien Archive 4 pg. 120_ + +## TITAN CR 15 + +**XP 51,200** +N Huge plant +**Init** +5; **Senses** blindsense (vibration) 60 ft., low-light vision; **Perception** +26 +**Aura** gnawing brood (10 ft., Reflex DC 21) + +### DEFENSE + +**HP** 290 +**EAC** 29; **KAC** 31 +**Fort** +19; **Ref** +17; **Will** +13 +**Defensive Abilities** ferocity, self-propagate Immunities plant immunities; **Resistances** cold 10, fire 10 +**Weaknesses** vulnerable to slashing + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** bite +26 (8d6+24 P plus epicuticular enzyme) or claw +28 (6d6+24 S) or tail +28 (8d6+24 B) +**Multiattack** 2 claws +22 (6d6+24 S), tail +22 (8d6+24 B) +**Space** 15 ft.; **Reach** 10 ft. (15 ft. with tail) + +### STATISTICS + +**STR** +9; **DEX** +5; **CON** +7; **INT** -3; **WIS** +2; **CHA** +1 +**Skills** Acrobatics +26, Athletics +31 + +### ECOLOGY + +**Environment** warm and temperate deserts +**Organization** solitary + +### SPECIAL ABILITIES + +**Epicuticular Enzyme (Ex)** The wax coating a supenga’s teeth contains a digestive, paralytic enzyme. When a supenga damages a creature with its bite, the target must succeed at a DC 21 Fortitude save or gain the paralyzed condition for 1d4 rounds. As a full action, the target can attempt a new save to end the condition. This is a poison effect. +**Gnawing Brood (Ex)** A typical supenga titan’s body is crawling with its pups, which hungrily bite at nearby prey. Creatures in the aura take 6d6 piercing damage (Reflex DC 21 negates). If a supenga titan takes 30 or more damage from an effect that affects all targets in an area (such as from a grenade or a blast weapon), its gnawing brood aura is deactivated and can’t be reactivated for 1 round. +**Self-Propagate (Ex)** When a supenga titan takes slashing damage, its gnawing brood aura’s damage increases to 6d6+12 until the end of its next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Surnoch.md b/Compendium/SF1E/Bestiary/Alien Codex/Surnoch.md new file mode 100644 index 0000000..525d8d8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Surnoch.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 9 +Environment: any underground or vacuum (Diaspora) +hp: 145 +modifier: 6 +name: Surnoch +statblock: true +tags: +Type: N Large animal +--- +# SURNOCH +## SURNOCH CR 9 + +**XP 6,400** +N Large animal +**Init** +6; **Senses** low-light vision, sense through (vision \[stone only\]); **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +13; **Will** +8 +**Immunities** acid + +### OFFENSE + +**Speed** 30 ft., burrow 30 ft. +**Melee** bite +21 (2d10+12 P) +**Ranged** acid jet +18 (3d6+9 A) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** corrosive spines + +### STATISTICS + +**STR** +3; **DEX** +6; **CON** +4; **INT** -4; **WIS** +2; **CHA** +0 +**Skills** Stealth +22, Acrobatics +17 +**Other Abilities** no breath, tunnel swiftness + +### ECOLOGY + +**Environment** any underground or vacuum (Diaspora) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Acid Jet (Ex)** As a standard action, a surnoch can spew a stream of acid from one of its spines. This attack has the line weapon special property and a range increment of 60 feet. + +**Corrosive Spines (Ex)** A creature that begins its turn grappled by a surnoch automatically takes 3d6+9 acid and piercing damage from the acid dripping from its spines. + +**Tunnel Swiftness (Ex)** When moving in a tunnel that it or another surnoch has burrowed, a surnoch moves five times its speed and doesn’t gain the flat-footed condition when it takes the run action. In addition, it can hustle in such a tunnel for 3 hours each day before it begins to take nonlethal damage. + +## DESCRIPTION + +Surnochs are burrowing creatures that live in and devour the crusts of asteroids and small moons. Jaws that function like grinders and glands at the bases of their many spines that exude acid to liquefy rock allow these wormlike creatures to create labyrinthine tunnels in their domains, through which they can move with uncanny speed. The color of a surnoch’s hide is similar to that of the rock it burrows through. A typical surnoch is 15 feet long and weighs over 1,200 pounds. + +At its leading end, a surnoch has a deep funnel of a mouth lined with numerous small orifices. At the back of the funnel is the grasping jaw with which it brings material into the funnel to be sorted. While the grasping jaw looks ferocious, the real danger of the maw lies in the fact that it is essentially a giant, churning mining machine. + +The numerous small orifices that line the interior of a surnoch’s mouth allow matter of different consistencies to stream through as the creature chews and melts its way through rock and stone. Nutrientrich material is routed to the surnoch’s digestive tract, while much of the rest of it is broken down into various acids by the surnoch’s caustrolizer system, a series of organs unique to the creature that act like a chemical factory. A surnoch has an innate sense of which minerals its body requires the most of and has evolved a kind of X-ray vision that it allows it to find these foodstuffs, even through several feet of rock. + +After consuming some of its favored elements, a surnoch excretes condensed and hardened forms of the minerals it can neither digest nor turn into acid. A feeding surnoch leaves tunnels full of strange alloys and amalgams in its wake, some which can’t be created through any other process. The castings that line a surnoch tunnel have an ethereal, shimmering beauty, like mother-of-pearl arranged in strange symmetries. Many of the endemic alloys are useful to the technological races of the Pact Worlds, so occasional expeditions purposefully seek out asteroids mined by surnochs to harvest the beasts’ unusual leavings. The greatest connoisseurs of these castings are the sarcesians, who turn the beautiful substances into jewelry and elaborate sculptures. + +Approaching surnoch territory to harvest such material, or for any other reason, is incredibly dangerous. Surnochs aren’t territorial but they are ravenous. Almost any technology that can transport a visitor to a surnoch-infested asteroid contains the elements that a surnoch consumes. While powered armor and electronic items are the most likely to draw hungry surnochs, most refined material has a reasonable chance of looking like dinner. Those who make their livings harvesting surnoch castings primarily use equipment created from materials that have already been vetted as uninteresting to the creatures. + +Surnochs are found mainly in the asteroids of the Diaspora and in the larger rocks of the Liavaran rings, fully sorting and digesting them before drifting through space to the next host. Surnochs are sometimes seen on small moons across the Pact Worlds, especially the shepherd moons of Liavara, and the discovery of surnoch remains on larger moons has given scientists a fairly precise understanding of how much gravity the beasts can withstand. + +A surnoch reproduces once every decade or so, in a process where a smaller creature slowly grows from the surnoch’s hide over the course of a month. This parthenogenesis is often preceded by a period of gorging by the surnoch, which is difficult to differentiate from the creature’s normal voracious feeding behavior. A surnoch feasting in this manner tends to consume minerals with natural radiation (such as uranium), though rocky areas that have been bombarded with nuclear weapons also tend to draw a surnoch ready to reproduce. Once the creature’s bud fully sprouts, it detaches with a burst of acid and the newly formed surnoch is ready to begin feeding. Luckily for the galaxy, at least a third of surnoch parents immediately consume their offspring immediately following this “birth” for reasons that continue to baffle biologists to this day. + +While most surnochs are solitary creatures, two will occasionally travel and feed together, often working their way through parallel tunnels to consume different minerals. While to outsiders it might seem like the two surnochs are deliberately working in concert to cause the most destruction, the truth is far less sinister. The two creatures have been brought together by unknown electromagnetic symbols echoing off their thick hides and attuning their appetites to crave distinct fare. And just as quickly as the pair came together, some mysterious trigger can set them against one another in a tumbling mass of spines and acid that is usually even more devastating than the two surnochs feeding peacefully. A handful of survivors from a recent surnoch attack on a Glimmerglass Inc. production facility in the Diaspora claim that their factory was targeted by a rival company that placed a losing bid for the rights to their asteroid several years before. While their allegations have been dismissed as paranoid ravings, independent investigators found strange computer chips in the brain of what they believe is the corpse of the attacking surnoch. + +## ACID LANCER + +In addition to collecting the valuable composites the creature leaves behind, some entrepreneurs enter surnochs’ territory to hunt and kill them for their acid-producing glands and spines. These components can be made into heavy weapons known as acid lancers, which shoot jets of caustic fluid. A wielder of an acid lancer can squeeze the gland located near the trigger to give her next shot an extra boost of damaging acid. Acid lancers use a special synthetic acid called caustrol for ammunition, which has the same price and comes in the same size containers as petrol. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Common.md b/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Common.md new file mode 100644 index 0000000..34e319c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Common.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 2 +Environment: any marsh (Castrovel) +hp: 25 +modifier: 5 +name: Swamp Strider, Common +statblock: true +tags: +Type: N Large animal +--- +# SWAMP STRIDER, COMMON +Swamp striders stand about 8 feet tall at the shoulder and weigh around 1,250 pounds. Excellently adapted to wetland biomes, these spindly herbivores specialize in browsing on the leaves, bark, and branches of shrubs and young trees, grazing on grasses only when they lack access to other foods. They depart their swamps infrequently; the ripening of seasonal fruits might lure them out, and the fire-wary swamp striders also know to move away during droughts when desiccated marshes ignite all too easily. + +Roaming so far afield can leave swamp striders vulnerable to predators like shotalashus, nyssholoras, tashtaris, and a host of tyrannosaurid renkroda subspecies. Even lashuntas have hunted this popular prey since time immemorial; the meat’s taste is among the most synthesized food flavorings for Castrovelian snacks. Despite their lanky profile and awkward gait, swamp striders boast numerous defenses, including their extraordinary speed and agility under pressure. When on the run, a scattering herd often throws caution to the wind, hurling themselves through vegetation with wanton disregard; most humanoid deaths by swamp striders occur as a result of the creatures fleeing from something far deadlier and crashing into unsuspecting bystanders. In the presence of water, swamp striders either dive for cover in deeper pools or ably dash across shallower bogs, their broad footpads distributing their weight just as their feet’s hydrophobic skin limits the grip of sucking mud. + +But speed isn’t swamp striders’ only protection. Their bodies sport an array of defensive spines, most often spikes on their forelimbs designed to sweep backward and spear any creature unwise enough to target the herbivore’s hindquarters. The crested swamp strider species boasts fearsome head horns as well, and swamp striders of any type ferociously lash out whenever they feel threatened. + +Yet what most people know about swamp striders is their stench, which arises from the multitudinous algae that grow in their thick fur. The motley green, brown, and red flora help camouflage the creatures visually among the wetland grasses and mosses. Their smell, in contrast, is so strong that it overwhelms the sensitive nostrils of their predators, practically disabling others’ olfactory senses and also deterring all but the most determined hunters. Moreover, each swamp strider’s colony has a slightly different composition and scent, helping the creatures recognize each other and identify interlopers, whom the herd challenges with low clicking sounds. + + +**Source** _Alien Archive 4 pg. 122_ + +## COMMON CR 2 + +**XP 600** +N Large animal +**Init** +5; **Senses** blindsense (scent) 60 ft.; **Perception** +7 +**Aura** algal gas (30 ft., Fortitude DC 11) + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 16 +**Fort** +6; **Ref** +6; **Will** +1 +**Weaknesses** flammable + +### OFFENSE + +**Speed** 60 ft., swim 30 ft. +**Melee** gore +10 (1d6+4 P) or tail +10 (1d4+4 B) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with tail) +**Offensive Abilities** ferocious charge + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** -5; **WIS** +1; **CHA** -2 +**Skills** Athletics +7 +**Other Abilities** marshborn + +### ECOLOGY + +**Environment** any marsh (Castrovel) +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Algal Gas (Ex)** Swamp striders’ fur supports thriving colonies of algae that emit malodorous, flammable gas. Creatures in the algal gas effect are sickened while they remain in the aura and for 1 round afterward (Fortitude DC 11 negates). Creatures with active environmental protections or no sense of smell are immune to this sickened effect. +**Flammable (Ex)** When a swamp strider takes fire damage, it also gains the burning (1d8 F) condition, after which the creature’s algal gas and flammable abilities are disabled for 1 hour. While it burns, the swamp strider’s attacks deal an additional 1d4 fire damage. +**Marshborn (Ex)** A swamp strider can move through bogs without penalty to its normal speed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Crested.md b/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Crested.md new file mode 100644 index 0000000..383a658 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Swamp Strider, Crested.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 10 +Environment: any marshes (Castrovel) +hp: 165 +modifier: 8 +name: Swamp Strider, Crested +statblock: true +tags: +Type: N Large animal +--- +# SWAMP STRIDER, CRESTED +Swamp striders stand about 8 feet tall at the shoulder and weigh around 1,250 pounds. Excellently adapted to wetland biomes, these spindly herbivores specialize in browsing on the leaves, bark, and branches of shrubs and young trees, grazing on grasses only when they lack access to other foods. They depart their swamps infrequently; the ripening of seasonal fruits might lure them out, and the fire-wary swamp striders also know to move away during droughts when desiccated marshes ignite all too easily. + +Roaming so far afield can leave swamp striders vulnerable to predators like shotalashus, nyssholoras, tashtaris, and a host of tyrannosaurid renkroda subspecies. Even lashuntas have hunted this popular prey since time immemorial; the meat’s taste is among the most synthesized food flavorings for Castrovelian snacks. Despite their lanky profile and awkward gait, swamp striders boast numerous defenses, including their extraordinary speed and agility under pressure. When on the run, a scattering herd often throws caution to the wind, hurling themselves through vegetation with wanton disregard; most humanoid deaths by swamp striders occur as a result of the creatures fleeing from something far deadlier and crashing into unsuspecting bystanders. In the presence of water, swamp striders either dive for cover in deeper pools or ably dash across shallower bogs, their broad footpads distributing their weight just as their feet’s hydrophobic skin limits the grip of sucking mud. + +But speed isn’t swamp striders’ only protection. Their bodies sport an array of defensive spines, most often spikes on their forelimbs designed to sweep backward and spear any creature unwise enough to target the herbivore’s hindquarters. The crested swamp strider species boasts fearsome head horns as well, and swamp striders of any type ferociously lash out whenever they feel threatened. + +Yet what most people know about swamp striders is their stench, which arises from the multitudinous algae that grow in their thick fur. The motley green, brown, and red flora help camouflage the creatures visually among the wetland grasses and mosses. Their smell, in contrast, is so strong that it overwhelms the sensitive nostrils of their predators, practically disabling others’ olfactory senses and also deterring all but the most determined hunters. Moreover, each swamp strider’s colony has a slightly different composition and scent, helping the creatures recognize each other and identify interlopers, whom the herd challenges with low clicking sounds. + + +**Source** _Alien Archive 4 pg. 122_ + +## CRESTED CR 10 + +**XP 9,600** +N Large animal +**Init** +8; **Senses** blindsense (scent) 60 ft.; **Perception** +19 +**Aura** algal gas (30 ft., Fortitude DC 17) + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +13; **Ref** +15; **Will** +9 + +### OFFENSE + +**Speed** 60 ft., swim 30 ft. Attack gore +22 (2d8+15 P) or slam +22 (3d4+15+15 B) +**Multiattack** gore +16 (2d8+15 P), 2 slams +16 (3d4+15 B) +**Space** 10 ft.; **Reach** 5 ft. (10 ft. with gore) +**Offensive Abilities** ferocious charge + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +3; **INT** -5; **WIS** +3; **CHA** -2 +**Skills** Athletics +24 +**Other Abilities** marshborn + +### ECOLOGY + +**Environment** any marshes (Castrovel) +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Algal Gas (Ex)** Swamp striders’ fur supports thriving colonies of algae that emit malodorous, flammable gas. Creatures in the algal gas effect are sickened while they remain in the aura and for 1 round afterward (Fortitude DC 17 negates). Creatures with active environmental protections or no sense of smell are immune to this sickened effect. +**Flammable (Ex)** When a swamp strider takes fire damage, it also gains the burning (2d8 F) condition, after which the creature’s algal gas and flammable abilities are disabled for 1 hour. While it burns, the swamp strider’s attacks deal an additional 1d8 fire damage. +**Marshborn (Ex)** A swamp strider can move through bogs without penalty to its normal speed. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Swarm Thresher Lord.md b/Compendium/SF1E/Bestiary/Alien Codex/Swarm Thresher Lord.md new file mode 100644 index 0000000..0c200c4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Swarm Thresher Lord.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 165 +modifier: 5 +name: Swarm Thresher Lord +statblock: true +tags: +Type: CE Large monstrous humanoid +--- +# SWARM THRESHER LORD +Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory. + +Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can. + +While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components. + +The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes. + +**Source** _Alien Archive pg. 110_ + +## SWARM THRESHER LORD CR 10 + +**XP 9,600** +CE Large monstrous humanoid +**Init** +5; **Senses** darkvision 60 ft., blindsense (vibration) 30 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +14; **Ref** +14; **Will** +11 +**Defensive Abilities** swarm mind; **Immunities** acid, fear effects + +### OFFENSE + +**Speed** 30 ft., climb 20 ft., fly 20 ft. (Ex, average) +**Melee** arm blade +23 (2d10+18 S; critical bleed 1d8) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** blade storm + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** +3; **INT** -2; **WIS** +1; **CHA** -3 +**Skills** Acrobatics +19, Athletics +19 (+27 when climbing), Stealth +24 +**Languages** Shirren; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Arm Blade (Ex)** A thresher lord has massive blades grafted onto its forearms, replacing its normal hands. A thresher lord can’t wield any other weapons, but neither can it be disarmed. + +**Blade Storm (Ex)** When making a full attack entirely with melee weapons, a thresher lord takes a –3 penalty to each attack roll instead of the normal –4 penalty. In addition, a thresher lord can make up to three melee attacks instead of two attacks when making a full attack. If it does so, it takes a –5 penalty to these attacks. + +**Swarm Mind (Ex)** Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures.) In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect. + +## DESCRIPTION + +The two Swarm components listed here are some of the most common aspects of the Swarm’s varied evolutions. + +Corrovoxes are Swarm shock troops. They act as advance scouts and worldseekers for the Swarm, and moving vast hordes across potential feeder worlds. Like many Swarm creatures, corrovoxes have latent telepathic ability and are capable of psychically ravaging a foe’s mind. Thresher lords descend on their foes on insectile wings and, as their name implies, quickly cut prey down with the massive razor-sharp blades that grow from their arms. When the carnage is complete, other components of the Swarm arrive to feast upon the bloody remains. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Symbiend, Damoritosh_s Arm Host.md b/Compendium/SF1E/Bestiary/Alien Codex/Symbiend, Damoritosh_s Arm Host.md new file mode 100644 index 0000000..644c1fd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Symbiend, Damoritosh_s Arm Host.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 90 +modifier: 6 +name: Symbiend, Damoritosh's Arm Host +statblock: true +tags: +Type: Human soldier +--- +# SYMBIEND, DAMORITOSH'S ARM HOST +While most examples of symbiosis are paired species that have slowly evolved a beneficial relationship, a narrow category of symbionts—referred to commonly as symbiends—have the ability to bond to and enhance nearly any other creature, feeding off and even influencing their hosts. Though spread across the galaxy, symbiends share a number of biological similarities that hint at common origins, or at least suggest some measure of engineering in the distant past. + +Despite the impressive abilities they grant to hosts, symbiends are almost helpless on their own. They communicate empathically with their hosts, while a rare few are also sentient and able to speak with—and even overwhelm—their hosts. Once a symbiend has been removed from a host, it refuses to rebond to the same host, preferring to find a new creature more invested in the partnership. + +Dozens of different symbiends exist, but those most commonly encountered in the Pact Worlds are listed below. The template grafts below can be used to create a creature bonded to a symbiend; at the GM’s discretion, a PC can also bond with a symbiend, ignoring the array requirements and suggested ability score modifiers. A symbiend counts as an augmentation that is “installed” in the listed systems, though a removed symbiend can be used by another creature (unlike normal augmentations). Symbiends can’t be purchased or sold (at least, not in reputable settlements). + +**Source** _Alien Archive pg. 112_ + +## DAMORITOSH'S ARM HOST CR 6 + +**XP 2,400** +Human soldier +CN Medium humanoid (human) +**Init** +6; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 21; **KAC** 23 +**Fort** +8; **Ref** +6; **Will** +7 (+5 vs. emotion effects) + +### OFFENSE + +**Speed** 30 ft. +**Melee** unarmed strike +16 (1d3+14 B) +**Ranged** red star plasma pistol +13 (1d8+6 E & F; critical burn 1d8) or frag grenade II +13 (explode \[15 ft., 2d6 P, DC 14\]) +**Special Attacks** charge attack, fighting styles (blitz), frothing rage + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +3; **INT** +0; **WIS** +1; **CHA** -1 +**Skills** Athletics +20, Engineering +11, Intimidate +17 +**Languages** Common +**Gear** vesk overplate I with filtered rebreather, frag grenades II (2), red star plasma pistol with 4 batteries (20 charges each); **Augmentations** Damoritosh’s arm symbiend + +### ECOLOGY + +**Environment** any +**Organization** solitary diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Symbiend.md b/Compendium/SF1E/Bestiary/Alien Codex/Symbiend.md new file mode 100644 index 0000000..6055a7b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Symbiend.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 1/3 +Environment: any +hp: 6 +modifier: 3 +name: Symbiend +statblock: true +tags: +Type: N Diminutive aberration +--- +# SYMBIEND +While most examples of symbiosis are paired species that have slowly evolved a beneficial relationship, a narrow category of symbionts—referred to commonly as symbiends—have the ability to bond to and enhance nearly any other creature, feeding off and even influencing their hosts. Though spread across the galaxy, symbiends share a number of biological similarities that hint at common origins, or at least suggest some measure of engineering in the distant past. + +Despite the impressive abilities they grant to hosts, symbiends are almost helpless on their own. They communicate empathically with their hosts, while a rare few are also sentient and able to speak with—and even overwhelm—their hosts. Once a symbiend has been removed from a host, it refuses to rebond to the same host, preferring to find a new creature more invested in the partnership. + +Dozens of different symbiends exist, but those most commonly encountered in the Pact Worlds are listed below. The template grafts below can be used to create a creature bonded to a symbiend; at the GM’s discretion, a PC can also bond with a symbiend, ignoring the array requirements and suggested ability score modifiers. A symbiend counts as an augmentation that is “installed” in the listed systems, though a removed symbiend can be used by another creature (unlike normal augmentations). Symbiends can’t be purchased or sold (at least, not in reputable settlements). + + +**Source** _Alien Archive pg. 112_ + +## SYMBIEND CR 1/3 + +**XP 135** +N Diminutive aberration +**Init** +3; **Perception** +7 + +### DEFENSE + +**HP** 6 +**EAC** 11; **KAC** 11 +**Fort** +0; **Ref** +2; **Will** +2 + +### OFFENSE + +**Speed** 15 ft. +**Melee** sting +2 (attach) +**Space** 1 ft.; **Reach** 0 ft. + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Stealth +7, Survival +7 +**Other Abilities** symbiosis + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Symbiosis (Ex)** As a full action, a symbiend that begins its turn attached to a living aberration, animal, dragon, humanoid, magical beast, or monstrous humanoid can connect to that creature’s nervous system, granting it the abilities of the symbiend’s template graft (see below). The two creatures effectively become one until the host is killed, the symbiend chooses to detach itself, or the symbiend is removed with a medical procedure (usually requiring a successful DC 25 Medicine check). An unwilling host can prevent this connection with a successful DC 15 Will save. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tashtari, Tashtari Alpha.md b/Compendium/SF1E/Bestiary/Alien Codex/Tashtari, Tashtari Alpha.md new file mode 100644 index 0000000..8955417 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tashtari, Tashtari Alpha.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 7 +Environment: any forests or marshes (Castrovel) +hp: 105 +modifier: 5 +name: Tashtari, Tashtari Alpha +statblock: true +tags: +Type: N Medium magical beast +--- +# TASHTARI, TASHTARI ALPHA +The first glimpse most observers have of a tashtari pack is a far-off twinkling of lights, which is easily mistaken for swamp gas or the glint of moonlight. Produced by the coat of supple filaments that cover a tashtari’s body, these phosphorescent lights facilitate communication, allowing tashtari packs to silently coordinate while searching for prey and setting up ambushes. Tashtaris also use this luminescence for social interactions. Tashtaris evolved their tactics and laser attacks to hunt the small, quick-moving mammals of their native habitat on Castrovel, but these predators are not shy about taking down larger prey if circumstances are in their favor. + +A pack of tashtaris consists of a dominant mating pair, their offspring, and close relatives. Juvenile tashtaris leave the pack soon after reaching maturity to seek mates from unrelated groups and found new packs. + +Tashtaris are nocturnal. During the day, they use the flexible claws on their trio of multijointed legs to scramble to the sunlit tops of tall trees in their habitat. They spend much of the day basking, with their photoreceptive filaments raised to maximize sunlight absorption. This basking behavior, more common in cold-blooded creatures, offsets the tremendous caloric demands of the tashtari’s muzzle laser. Instead of using bioluminescence, the tashtari stores solar energy gathered by its filaments in a photoenergetic node at its throat. When attacking, the tashtari uses a flexible focusing membrane to concentrate energy into a coherent, deadly beam. + +Sentient species of Castrovel refer to these beasts as tashtaris, but offworlders have nicknamed the creatures “laser wolves,” based on their hunting behavior and unique physiology. Attempts to domesticate tashtaris have spread the creatures to far-flung parts of the galaxy, but trainers must closely monitor the creatures’ intake of solar radiation. Tashtaris transplanted to systems with stronger solar output can become dangerously aggressive. + +## TASHTARI BIOTECH + +Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to duplicate through synthetic means. Cessation of hostilities between the formians and lashuntas has allowed a recent surge in the regulated trade of biotech that incorporates tashtari tissue. Explorers and scouts equip themselves with focusing membranes or filament mesh, and many people throughout the Pact Worlds use photoenergetic nodes for practical and cosmetic purposes. + +**Source** _Alien Archive 2 pg. 124_ + +## TASHTARI ALPHA CR 7 + +**XP 3,200** +N Medium magical beast +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 +**Resistances** fire 5 + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** bite +15 (2d6+11 P) +**Ranged** muzzle beam +18 (2d6+7 F; critical burn 1d6) +**Offensive Abilities** bristle nova + +### STATISTICS + +**STR** +4; **DEX** +5; **CON** +2; **INT** +1; **WIS** +1; **CHA** -1 +**Skills** Acrobatics +14, Athletics +14 (+22 to climb), Stealth +19 + +### ECOLOGY + +**Environment** any forests or marshes (Castrovel) +**Organization** pack (2 plus 3–8 tashtaris) + +### SPECIAL ABILITIES + +**Bristle Nova (Ex)** Once per day as a standard action, a tashtari alpha can cause its filaments to flare with intense light. Each creature within 60 feet must succeed at a DC 15 Fortitude save or be blinded for 1d4 rounds. Creatures that succeed at this save are instead dazzled for 1 round. This ability has no effect on sightless creatures. Tashtaris and tashtari alphas are immune to the effects of this ability. + +**Muzzle Beam (Ex)** As an attack, a tashtari alpha can unleash a focused ray of light from its mouth that can burn a target like the beam of a laser rifle. This ray has a range increment of 120 feet. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tashtari.md b/Compendium/SF1E/Bestiary/Alien Codex/Tashtari.md new file mode 100644 index 0000000..be6a9dc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tashtari.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 3 +Environment: any forests or marshes (Castrovel) +hp: 40 +modifier: 4 +name: Tashtari +statblock: true +tags: +Type: N Medium magical beast +--- +# TASHTARI +The first glimpse most observers have of a tashtari pack is a far-off twinkling of lights, which is easily mistaken for swamp gas or the glint of moonlight. Produced by the coat of supple filaments that cover a tashtari’s body, these phosphorescent lights facilitate communication, allowing tashtari packs to silently coordinate while searching for prey and setting up ambushes. Tashtaris also use this luminescence for social interactions. Tashtaris evolved their tactics and laser attacks to hunt the small, quick-moving mammals of their native habitat on Castrovel, but these predators are not shy about taking down larger prey if circumstances are in their favor. + +A pack of tashtaris consists of a dominant mating pair, their offspring, and close relatives. Juvenile tashtaris leave the pack soon after reaching maturity to seek mates from unrelated groups and found new packs. + +Tashtaris are nocturnal. During the day, they use the flexible claws on their trio of multijointed legs to scramble to the sunlit tops of tall trees in their habitat. They spend much of the day basking, with their photoreceptive filaments raised to maximize sunlight absorption. This basking behavior, more common in cold-blooded creatures, offsets the tremendous caloric demands of the tashtari’s muzzle laser. Instead of using bioluminescence, the tashtari stores solar energy gathered by its filaments in a photoenergetic node at its throat. When attacking, the tashtari uses a flexible focusing membrane to concentrate energy into a coherent, deadly beam. + +Sentient species of Castrovel refer to these beasts as tashtaris, but offworlders have nicknamed the creatures “laser wolves,” based on their hunting behavior and unique physiology. Attempts to domesticate tashtaris have spread the creatures to far-flung parts of the galaxy, but trainers must closely monitor the creatures’ intake of solar radiation. Tashtaris transplanted to systems with stronger solar output can become dangerously aggressive. + +## TASHTARI BIOTECH + +Hunters can do brisk business harvesting the filaments, photoenergetic nodes, and focusing membranes of tashtaris and selling them to bioengineers. If not for conservation efforts on Castrovel, tashtaris could have been hunted to extinction, since their photosensitive adaptations are difficult and expensive to duplicate through synthetic means. Cessation of hostilities between the formians and lashuntas has allowed a recent surge in the regulated trade of biotech that incorporates tashtari tissue. Explorers and scouts equip themselves with focusing membranes or filament mesh, and many people throughout the Pact Worlds use photoenergetic nodes for practical and cosmetic purposes. + +**Source** _Alien Archive 2 pg. 124_ + +## TASHTARI CR 3 + +**XP 800** +N Medium magical beast +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +7; **Will** +2 +**Resistances** fire 5 + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** bite +9 (1d6+5 P) +**Ranged** muzzle beam +12 (1d4+3 F; critical burn 1d4) +**Offensive Abilities** bristle flash + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** +0; **WIS** +1; **CHA** -1 +**Skills** Acrobatics +8, Athletics +8 (+16 to climb), Stealth +13 + +### ECOLOGY + +**Environment** any forests or marshes (Castrovel) +**Organization** pack (3–8) + +### SPECIAL ABILITIES + +**Bristle Flash (Ex)** Once per day as a standard action, a tashtari can cause its filaments to glow with intense light. Each creature within 60 feet must succeed at a DC 12 Fortitude save or be dazzled for 1d4 rounds. This ability has no effect on sightless creatures. Tashtaris and tashtari alphas are immune to the effects of this ability. + +**Muzzle Beam (Ex)** As an attack, a tashtari can unleash a focused ray of light from its mouth that can burn a target like the beam of a laser pistol. This ray has a range increment of 80 feet. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tekenki.md b/Compendium/SF1E/Bestiary/Alien Codex/Tekenki.md new file mode 100644 index 0000000..2dec3ef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tekenki.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 17 +Environment: any (Daimalko) +hp: 340 +modifier: 8 +name: Tekenki +statblock: true +tags: +Type: CE Colossal construct (magical, technological) +--- +# TEKENKI +## TEKENKI CR 17 + +**XP 102,400** +CE Colossal construct (magical, technological) +**Init** +8; **Senses** blindsense (thought) 120 ft., sense the masses; **Perception** +29 + +### DEFENSE + +**HP** 340 +**EAC** 31; **KAC** 33 +**Fort** +17; **Ref** +13; **Will** +17 +**Defensive Abilities** construct immunities, integrated weapons; **Resistances** cold 30, fire 30 + +### OFFENSE + +**Speed** 100 ft., fly 100 ft. (jets, clumsy), swim 100 ft. +**Melee** slam +32 (6d12+28 B) +**Ranged** integrated white star plasma cannon +29 (6d10+17 E & F; critical burn 3d8) +**Space** 150 ft.; **Reach** 60 ft. +**Offensive Abilities** demolish structures, electromagnetic pulse, unwieldy fire + +### STATISTICS + +**STR** +11; **DEX** +8; **CON** —; **INT** +5; **WIS** +5; **CHA** +5 +**Skills** Acrobatics +29 (+21 to fly), Athletics +29, Intimidate +34, Piloting +29, Sense Motive +29 +**Languages** Ancient Daimalkan, Common +**Other Abilities** internal ammunition, spaceflight +**Gear** white star plasma cannons (3) + +### ECOLOGY + +**Environment** any (Daimalko) +**Organization** solitary + +### SPECIAL ABILITIES + +**Demolish Structures (Ex)** A tekenki’s slam ignores the hardness of structures not made of adamantine alloy or a harder material. Against structures made of such materials, a tekenki’s slam ignores half of the hardness. + +**Electromagnetic Pulse (Su)** Once per day as a full action, a tekenki can release an electromagnetic pulse. The pulse causes technology within 60 feet, including weapons without the analog special property, armor environmental protections, powered armor, technological and hybrid items, and starships, to cease functioning for 1 minute. Items that have an item level equal to or higher than the tekenki’s CR are unaffected. A creature wearing or wielding affected technology can reduce the duration for that technology to 1d4 rounds by succeeding at a DC 22 Reflex saving throw. A technological construct must succeed at this save or be staggered for 1 round. + +**Internal Ammunition (Ex)** A tekenki needs no batteries for its plasma cannons or similar powered weapons. Tekenkis that utilize other weapons can produce the needed ammunition. If these weapons are removed from the tekenki, they must be fitted with conventional ammunition. + +**Sense the Masses (Su)** Large concentrations of sapient creatures are like beacons that call to tekenkis. A tekenki can sense groups of 2,000 or more such creatures gathered together in a single settlement at a range of 5 miles. This ability does not allow a tekenki to know how many creatures are in a given location, but it does allow it to pinpoint pockets of sapient life and know which pockets are the most populous. + +**Unwieldy Fire (Ex)** A tekenki can use any of its integrated unwieldy weapons to make a full attack, provided the tekenki has at least one such weapon per attack. + +## DESCRIPTION + +Tekenkis are outliers among the massive hulks known collectively as colossi or kaiju. Most such horrors are organic in nature, but tekenkis are mechanical. Plates of magic-infused alloys etched with bizarre patterns cover their bodies. Atop this hulk are plasma cannons that draw power from the tekenki’s internal fusion, fueled by whatever material the monster occasionally consumes. A tekenki also carries a reserve of eldritch energy that allows the creature to neutralize technology, plunging the region around the creature into disarray when technology stops working. + +These rare colossi are found across the galaxy. Some people believe tekenkis came from Daimalko, but the truth remains unknown. On Daimalko, numerous colossi rose from the planet’s evaporated oceans 200 years ago during a cataclysm called the Awakening. Tekenkis rampage across that planet today, using their uncanny abilities to sense population centers and wreak havoc on embattled survivors, most of whom have huddled underground since the colossi arose. However, tekenkis are more likely to battle the far less rare kyokors and other colossi. Such a clash is as devastating to the area in which it occurs as it is to either titanic monster. + +The fact that tekenkis appeared after the initial Awakening and regularly seek battle with other colossi has led some to suspect they came from elsewhere. Studies have also shown that tekenkis are capable of technological spaceflight, although none have been observed doing so, and few ever fly at all except in what resembles an extended leap. Perhaps they sensed the Awakening and came to Daimalko in response. Maybe they were always on the planet, an ancient check to the primal horror the colossi represent. Some among Daimalko’s people, the damai, seek the origins of the tekenkis, hoping to turn the mechanical beasts into allies in the fight to retake Daimalko from the colossi. + +Whatever their origin, there is little chance that tekenkis are naturally occurring. Those who have studied these hulks have determined that tekenkis have internal engineering similar to pre-Gap machinery, although their space-related tech seems more recent. Daimalkan legends, which also speak of the slumbering creatures that eventually awakened to destroy the planet, told of masters who—in their hubris— wished to control Daimalko’s technology. Although these tales were never tied to the colossi, some lore experts and scientists have wondered if an ancient Daimalkan cabal is responsible for creating tekenkis and programming them to adapt to their circumstances. A fringe few believe that these lost masters were behind the creation of all Daimalkan colossi. + +In the first decades after the Awakening, the damai hardly differentiated between the enormous horrors that devastated their civilizations. However, after 50 years, leaders who became known as the Guardians discovered mystical, rune-scribed orbs deep underground. The Guardians used these artifacts, which convey information about colossi to users, and the empathic bonds the orbs created among the Guardians to keep their people safe from the rampaging colossi. As their settlements became more stable and a few Guardians ushered some damai back aboveground, scholars studied the colossi. Some brave souls mounted expeditions into the blasted wilderness, while other colonies sent strike teams against colossi. These brave souls took note of two tekenki qualities: First, the Guardian orbs convey no data about the mechanical colossi. Second, tekenkis can neutralize technology with electromagnetic blasts. Damai have yet to create a reliable way to fight tekenkis, so a tekenki sighting can drive inhabitants of a surface colony belowground again. + +Daimalko was never a hub of interstellar activity, but after the Awakening, colossi hunters and scientists ventured to the planet in droves. Some tried to extract colossi to study for noble purposes, but others have sought to study and then replicate the beasts for their own ends. A few groups determined to learn more about these monstrosities succeeded in disabling and spiriting away dormant colossi. Tragically, more than one of these creatures, including a few tekenkis, reanimated on the destination worlds and destroyed the facilities that held them. Such monsters still rampage across their new homes. Wherever tekenkis and other colossi are found away from Daimalko, the remains of an ill-fated experimental facility are somewhere nearby. Finding a tekenki on another world without such a link to Daimalko could lend credence to the theory that they come from elsewhere and, possibly, point the way to their origins. + +A typical tekenki is 60 feet tall and 150 feet long and weighs 250 tons. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Telia, Telia Raconteur.md b/Compendium/SF1E/Bestiary/Alien Codex/Telia, Telia Raconteur.md new file mode 100644 index 0000000..43871ad --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Telia, Telia Raconteur.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 7 +Environment: any (Pygos) +hp: 104 +modifier: 5 +name: Telia, Telia Raconteur +statblock: true +tags: +Type: NG Medium monstrous humanoid +--- +# TELIA, TELIA RACONTEUR +Of all the species known to the Pact Worlds, the tortoise-like telias have perhaps the most complex relationship with the Gap. They are long-lived creatures—most live to be 1,000—and their vast experience has taught them that memory is mutable and (for other species) fleeting, so the Gap is to them just an exaggeration of this constant truth. Whereas elves, many of whom also lived through the Gap, might stew over memories of a betrayal lost to the Gap, a telia is generally glad for the opportunity to let go of a similar grievance, imagining the many possibilities of what might have taken place in their own past. + +Over time, a telia’s scaled shell changes pattern and color based on the telia’s experiences. Each bony plate, or scute, is a comprehensive physical record of the creature’s experiences, radiating a series of fine rings from its center. The rings’ color and shape differences give subtle clues to the telia’s experiences. Times of great joy, learning, and discovery often produce brightly colored and clearly defined rings, while darker times can result in cloudy, imprecise portions. Individuals older than a few hundred years are apparent from the scrambled or sometimes totally absent markings on the edges of their scutes—physical evidence of the scrambled time of the Gap. + +Telias have exceptional control over their memories. Some choose to forget entire centuries in a bid to excise trauma or in hopes of again experiencing the joy of discovering their passions. Most, however, trim only bad habits, bits of bias, and old grudges. Partially as a result of this practice, telias are genial and relaxed. Some underestimate telias based on their advanced age, but most telias are generous in deliberately ignoring such prejudice, having only pity for the narrow views of such short-lived creatures. In fact, telia culture considers individual blame to be abhorrent, which means some see telias as shiftless or incapable of accepting or assigning responsibility. To the typical telia, however, the vast causal nexus that leads to any given outcome is too nebulous to oversimplify. In their view, one can’t blame a creature without in part blaming its community, its family, and its ancestors—and in turn their families and community, onward to infinity. As a result, most telias are quick to forgive those who wrong them. + +Storytelling is central to telia society, and most are well practiced in the craft. Though telias devised a written language long before the Gap, they rarely use it today. Instead, telias embrace an oral tradition, passing down even complex technological information entirely verbally. They take an unhurried approach to learning, and it is common for a telia engineer to spend many decades as an apprentice. While they understand why other species rely on written records, most telias would much rather listen to a story told well than read from a screen. Telias are curious creatures, and when their travels take them away from their communities, they take their stories along with them in the form of video and audio recordings. Among an adventuring telia’s most precious possessions is their digital archive of their friends’ and family’s favorite stories. + +Telias originated on Pygos, the only inhabited planet in its Near Space system, rich with coral reefs, continent-spanning jungles, and complex cave systems, all teeming with unusual life. Thanks to their technological know-how, telias were among the first in the galaxy to correctly interpret Triune’s signal and build Drift engines. However, the ending of the Gap proved much more disorienting to telias than to shorter‑lived species, and it was only after decades of debate that a small delegation of telias first left their home world. Once introduced to the broader galaxy, telias have fallen in love with the near infinite diversity of life and experience available beyond their own star system, and they regularly make trips to the Pact Worlds and the Veskarium. The average telia is 4-1/2 feet tall and weighs 200 pounds. + +**Source** _Alien Archive 3 pg. 112_ + +## TELIA RACONTEUR CR 7 + +**XP 3,200** +Telia envoy +NG Medium monstrous humanoid +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 104; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +8; **Ref** +6; **Will** +10 +**Defensive Abilities** retract + +### OFFENSE + +**Speed** 25 ft. swim 20 ft. +**Melee** carbon staff +16 (1d8+9 B; critical knockdown) +**Ranged** corona laser pistol +14 (2d4+7 F; critical burn 1d4) or _mk 3 holo grenade_ +14 (explode \[20 ft.; 3rd-level _holographic image_, CL 9th, 10 rounds; DC 17\]) + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +2; **INT** +4; **WIS** +2; **CHA** +5 +**Skills** Culture +19, Diplomacy +19, Engineering +19, Medicine +14, Sense Motive +14 +**Languages** Common, Telian, Vesk +**Other Abilities** envoy improvisations (don’t quit, draw fire, duck under), flashback +**Gear** silver AbadarCorp travel suit, carbon staff, corona laser pistol with 2 batteries (20 charges each), _mk 3 holo grenades_ (2) + +### ECOLOGY + +**Environment** any (Pygos) +**Organization** solitary, pair, or yarn (1 plus 2–3 telias) + +### SPECIAL ABILITIES + +**Flashback (Ex)** Once per day, a telia can reroll a failed Intelligence-based skill check. + +**Retract (Ex)** A telia that takes the total defense action gains a +6 bonus to their Armor Class instead of the usual +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Telia.md b/Compendium/SF1E/Bestiary/Alien Codex/Telia.md new file mode 100644 index 0000000..fd69d73 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Telia.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 2 +Environment: any (Pygos) +hp: 23 +modifier: 0 +name: Telia +statblock: true +tags: +Type: NG Medium monstrous humanoid +--- +# TELIA +Of all the species known to the Pact Worlds, the tortoise-like telias have perhaps the most complex relationship with the Gap. They are long-lived creatures—most live to be 1,000—and their vast experience has taught them that memory is mutable and (for other species) fleeting, so the Gap is to them just an exaggeration of this constant truth. Whereas elves, many of whom also lived through the Gap, might stew over memories of a betrayal lost to the Gap, a telia is generally glad for the opportunity to let go of a similar grievance, imagining the many possibilities of what might have taken place in their own past. + +Over time, a telia’s scaled shell changes pattern and color based on the telia’s experiences. Each bony plate, or scute, is a comprehensive physical record of the creature’s experiences, radiating a series of fine rings from its center. The rings’ color and shape differences give subtle clues to the telia’s experiences. Times of great joy, learning, and discovery often produce brightly colored and clearly defined rings, while darker times can result in cloudy, imprecise portions. Individuals older than a few hundred years are apparent from the scrambled or sometimes totally absent markings on the edges of their scutes—physical evidence of the scrambled time of the Gap. + +Telias have exceptional control over their memories. Some choose to forget entire centuries in a bid to excise trauma or in hopes of again experiencing the joy of discovering their passions. Most, however, trim only bad habits, bits of bias, and old grudges. Partially as a result of this practice, telias are genial and relaxed. Some underestimate telias based on their advanced age, but most telias are generous in deliberately ignoring such prejudice, having only pity for the narrow views of such short-lived creatures. In fact, telia culture considers individual blame to be abhorrent, which means some see telias as shiftless or incapable of accepting or assigning responsibility. To the typical telia, however, the vast causal nexus that leads to any given outcome is too nebulous to oversimplify. In their view, one can’t blame a creature without in part blaming its community, its family, and its ancestors—and in turn their families and community, onward to infinity. As a result, most telias are quick to forgive those who wrong them. + +Storytelling is central to telia society, and most are well practiced in the craft. Though telias devised a written language long before the Gap, they rarely use it today. Instead, telias embrace an oral tradition, passing down even complex technological information entirely verbally. They take an unhurried approach to learning, and it is common for a telia engineer to spend many decades as an apprentice. While they understand why other species rely on written records, most telias would much rather listen to a story told well than read from a screen. Telias are curious creatures, and when their travels take them away from their communities, they take their stories along with them in the form of video and audio recordings. Among an adventuring telia’s most precious possessions is their digital archive of their friends’ and family’s favorite stories. + +Telias originated on Pygos, the only inhabited planet in its Near Space system, rich with coral reefs, continent-spanning jungles, and complex cave systems, all teeming with unusual life. Thanks to their technological know-how, telias were among the first in the galaxy to correctly interpret Triune’s signal and build Drift engines. However, the ending of the Gap proved much more disorienting to telias than to shorter‑lived species, and it was only after decades of debate that a small delegation of telias first left their home world. Once introduced to the broader galaxy, telias have fallen in love with the near infinite diversity of life and experience available beyond their own star system, and they regularly make trips to the Pact Worlds and the Veskarium. The average telia is 4-1/2 feet tall and weighs 200 pounds. + + +**Source** _Alien Archive 3 pg. 112_ + +## TELIA CR 2 + +**XP 600** +NG Medium monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +1; **Will** +7 +**Defensive Abilities** retract + +### OFFENSE + +**Speed** 25 ft., swim 20 ft. +**Melee** tactical baton +9 (1d4+3 B) +**Ranged** static arc pistol +7 (1d6+2 E; critical arc 2) + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +4; **INT** +1; **WIS** +2; **CHA** +1 +**Skills** Culture +12, Engineering +12, Medicine +12, Sense Motive +7, Survival +7 +**Languages** Common, Telian, Vesk +**Other Abilities** flashback +**Gear** freebooter armor I, static arc pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Pygos) +**Organization** solitary, pair, or longevity (3–12) + +### SPECIAL ABILITIES + +**Flashback (Ex)** Once per day, a telia can reroll a failed Intelligence-based skill check. + +**Retract (Ex)** A telia that takes the total defense action gains a +6 bonus to their Armor Class instead of the usual +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/The Seen.md b/Compendium/SF1E/Bestiary/Alien Codex/The Seen.md new file mode 100644 index 0000000..55e2166 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/The Seen.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 185 +modifier: 4 +name: The Seen +statblock: true +tags: +Type: CN Medium aberration +--- +# THE SEEN + + +**Source** _Alien Archive 4 pg. 106_ + +## THE SEEN CR 12 + +**XP 19,200** +CN Medium aberration +**Init** +4; **Senses** blindsight (life) 60 ft., darkvision 60 ft.;; **Perception** +27 +**Aura** frightful presence (100 ft., Will DC 21) + +### DEFENSE + +**HP** 185 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +11; **Will** +17 + +### OFFENSE + +**Speed** 30 ft. (60 ft. when unobserved) +**Melee** talon +21 (2d12+15 P) +**Ranged** wave blast +23 (2d8+12; critical staggered) +**Spell-Like Abilities** (CL 12th) +1/day—_mind thrust_ (4th level, DC 21) +3/day—_displacement_ (DC 20) +At will—_invisibility_ (self only) + +### STATISTICS + +**STR** +3; **DEX** +4; **CON** +3; **INT** +5; **WIS** +8; **CHA** +2 +**Skills** Acrobatics +22, Disguise +27, Intimidate +22, Stealth +27 +**Languages** telepathy 100 ft. (other Seen only) +**Other Abilities** quantum duality + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3–6) + +### SPECIAL ABILITIES + +**Quantum Duality (Ex)** The very act of observing the Seen changes the creature on a molecular level. Whether a creature (or magic or technological sensor) is observing the Seen changes its abilities and statistics as follows. +_Observed:_ While the Seen is observed by any non-Seen creature, magic, or technological sensor, its speed is 30 feet and it is corporeal. It can also attempt Stealth checks to hide in plain sight. +_Unobserved:_ While nothing is directly observing the Seen, its speed is 60 feet and it is incorporeal. +**Wave Blast (Ex)** The Seen can emit a wave of force as a ranged attack with a range increment of 60 feet; this is a force effect. + +## DESCRIPTION + +Modern science has drawn back the curtain on countless mysteries of the universe, but the Seen, known only by an enigmatic proper noun conferred on them by those familiar with the strange creatures, are emblematic of mortal creatures’ still-limited understanding of quantum mechanics. The Seen have the disconcerting property of changing completely, down to the molecular level, when they are observed—whether by a creature or technology. Strangely, this shift appears to be automatic and instantaneous. Whether this ability arose through natural selection or some stranger method, their shifting forms make the Seen formidable ambush predators: lightning-fast, able to move through barriers while unobserved, and capable of destroying multiple targets at once even after they’ve been spotted. + +The Seen’s deadly nature and inability (or perhaps refusal) to communicate with other life-forms makes them a challenge to study, and biologists have conflicting opinions on what the Seen do with their prey. No sightings have ever been reported of the Seen eating their victims, and in fact, they don’t appear to have mouths—though since their physical structures change upon being sighted, there’s no telling what they look like unobserved. In their observed form, they appear as gangly humanoids whose four limbs each end in a single, massive talon, with sharp spikes flaying out from their upper abdomen. Their uncanny speed when invisible, paired with strange galloping noises heard by survivors, have led to myths and horror stories of spindly creatures that sprint on four unnaturally long legs. This frightening image has made the Seen a common feature in popular horror media and infosphere conspiracy theory forums alike. + +Attempts to research the Seen have almost universally ended in unmitigated disaster. The first such venture, an infamous experiment that gave the creatures their name, was led by a kasathan biophysics lab aboard the Idari. Researchers paid a large sum of credits to a small group of mercenaries to bring them one of the creatures alive and mostly unharmed. After only two days of keeping the creature in captivity, a blast of force hit the lab and the surrounding area, sending all equipment offline. When help eventually arrived to investigate, everyone involved in the project had vanished. However, the blast didn’t destroy all the data that the research team had already collected, leading to a shocking discovery made while reviewing the surviving surveillance footage: when the lab was closed and empty of other creatures, hidden cameras pointed at the Seen were enough to prevent it from changing to its unobserved form, even with no other lifeforms present to observe it. The implication that the monster’s biology somehow responded to the mere presence of a technological observer shook the scientific world to the core. Researchers now had to contend with the possibility that a living, multicellular organism could behave on a molecular level the same way that light or individual particles do, with the mere presence of a sensor being enough to alter the creature’s fundamental properties. + +Further attempts to study the elusive creatures have met with similar fates; small parties sent to investigate sightings never return, and even the members of larger expeditions or task forces have vanished without a trace. + +Even without being able to communicate with the Seen, anyone who has faced one and lived to tell the tale can attest to their intelligence. The aberrations are sometimes encountered in pairs or even small packs that seem to work together to confound and corner their prey, though such encounters have presented no clear pattern as to the Seen’s preferred environment, and no confirmed sightings have reported evidence of a nest or some other kind of dwelling or territory. + +One theory, which is mostly common among the more fringe elements of the scientific community, is that the Seen are in fact extraplanar beings that appear in the Material Plane only to feed. This theory is perhaps supported by the fact that the Seen rarely leave behind corpses of their victims, though skeptics argue that this is simply because the Seen swallow their meals whole once there’s no one left to witness their feast. A relatively recent hypothesis about the Seen’s potential origin and motivations is growing in popularity. Its primary proponent, a kasatha witchwarper named Hyeldar Zon Deamis, posits that the Seen hail from alternate realities, and are in fact researchers of a sort in their own right, not murdering but capturing and transporting them for study wherever it is they call home. Scientific journals and infosphere amateurs alike fiercely debate these and many other contrasting theories, but the truth remains that very little is known about the Seen. Formal studies are exceedingly rare due to their often-fatal conclusions, though there are still fairly regular calls throughout the galaxy for adventurers willing to try to track down and capture the creatures for further examination. Such expeditions often offer rich rewards—which, as noted by the cynical, is likely because the odds of a crew living long enough to collect payment are so slim. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Dissolver.md b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Dissolver.md new file mode 100644 index 0000000..10f899b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Dissolver.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 11 +Environment: any +hp: 180 +modifier: 3 +name: The Swarm, Dissolver +statblock: true +tags: +Type: CE Large monstrous humanoid +--- +# THE SWARM, DISSOLVER +Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory. + +Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can. + +While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components. + +The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes. + + +**Source** _Alien Archive 3 pg. 106_ + +## DISSOLVER CR 11 + +**XP 12,800** +CE Large monstrous humanoid +**Init** +3; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +13; **Will** +12 +**Defensive Abilities** Swarm mind; **Immunities** acid, fear effects; **Resistances** fire 10 + +### OFFENSE + +**Speed** 20 ft., climb 10 ft. +**Melee** slam +28 (4d6+19 B; critical push 10 ft.) +**Ranged** corrosive jet +23 (3d8+11 A & F; critical corrode 2d4) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** wing gust + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +5; **INT** +1; **WIS** +0; **CHA** -2 +**Skills** Acrobatics +20, Athletics +25 (+33 to climb) +**Languages** Shirren; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** pair or pack (1–2 plus 3–8 Swarm creatures) + +### SPECIAL ABILITIES + +**Corrosive Jet (Ex)** The Swarm dissolver can spew a jet of corrosive chemicals with a range of 30 feet. This attack has the line and unwieldy weapon special properties. + +**Wing Gust (Ex)** A Swarm dissolver’s vestigial wings have surprising power. As a standard action, a Swarm dissolver can beat its wings rapidly to create a powerful gust of wind in a 30-foot cone. All nonmagical flames in the cone are extinguished, and any Medium or smaller creatures in the area must succeed at a DC 18 Reflex save or be pushed 10 feet away from the Swarm dissolver and knocked prone. + +## DESCRIPTION + +There is a seemingly infinite variety of Swarm components, as the species adapts and creates specialized spawn to counter the many obstacles it faces in its effort to devour the galaxy. + +A Swarm dissolver’s main focus is to protect smaller Swarm components and provide an impenetrable front line during combat, incinerating the most formidable foes while also accompanying corrovoxes, mindreapers, and other Swarm shock troops when they swoop in to clean up after a battle. A dissolver’s exoskeleton is thicker than that of most other Swarm creatures, but its most prominent offensive feature—sturdy horns that curl back toward the dissolver’s body— are surprisingly not its primary weapons; these horns instead function as a last-resort defense, allowing a dissolver to fling enemies away with a mighty shove. A dissolver’s main mode of attack is actually hidden between its mandibles: two vascular conduits pump highly corrosive and combustible chemicals from within separate glands in the dissolver’s abdomen. These chemicals are inert when separate but explode when combined, in a conflagration of acid and fire. Like many other Swarm components, a dissolver bears a set of insectile wings, but they aren’t powerful enough for the massive, heavy creature to fly. + +Swarm xersks are a rare sight, and in fact only a handful have been seen by members of other species who lived to spread news of their existence. These creatures rarely resort to physical attacks, instead relying on their potent psychic abilities to mentally assault and frighten intelligent creatures. + +These bizarre Swarm components have large, crested heads covered in a horrifying array of staring eyes. Those who look into a xersk’s eyes for even a few seconds begin to question reality, and may eventually lose their hold on it altogether. + +Superficially, xersks appear to exhibit more free will than most Swarm components. They can often be found alone, quietly observing a geographical feature or distant constellation. Despite this odd behavior, xersks are still very much a part of the Swarm’s hive mind, and like every Swarm component, they act solely to further the Swarm’s machinations, no matter how nebulous their demeanor might seem to outside observers. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Swarm Corrovox.md b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Swarm Corrovox.md new file mode 100644 index 0000000..dc357dd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Swarm Corrovox.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 40 +modifier: 4 +name: The Swarm, Swarm Corrovox +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# THE SWARM, SWARM CORROVOX +Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory. + +Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can. + +While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components. + +The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes. + +**Source** _Alien Archive pg. 110_ + +## SWARM CORROVOX CR 3 + +**XP 800** +CE Medium monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft., blindsense (vibration) 30 ft.; **Perception** +13 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +7; **Will** +4 +**Defensive Abilities** swarm mind; **Immunities** acid, fear effects + +### OFFENSE + +**Speed** 40 ft., climb 30 ft. +**Melee** claw +9 (1d6+5 S) +**Ranged** acid cannon +12 (1d4+3 A; critical corrode 1d4) +**Offensive Abilities** psychic assault + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** -1; **WIS** +1; **CHA** -3 +**Skills** Acrobatics +8, Athletics +8 (+16 when climbing), Stealth +8 +**Languages** Shirren; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or pack (3-8) + +### SPECIAL ABILITIES + +**Acid Cannon (Ex)** A corrovox has an organic acid cannon grafted onto its forearm that can fire blobs of organic acid at a range increment of 40 feet. This weapon can’t be disarmed and produces its own ammunition, so it never runs out. + +**Psychic Assault (Su)** A corrovox can unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target takes an amount of damage equal to 1d4 × the corrovox’s CR (3d4 damage for most corrovoxes). A successful DC 12 Will save halves this damage. + +**Swarm Mind (Ex)** Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures.) In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect. + +## DESCRIPTION + +The two Swarm components listed here are some of the most common aspects of the Swarm’s varied evolutions. + +Corrovoxes are Swarm shock troops. They act as advance scouts and worldseekers for the Swarm, and moving vast hordes across potential feeder worlds. Like many Swarm creatures, corrovoxes have latent telepathic ability and are capable of psychically ravaging a foe’s mind. Thresher lords descend on their foes on insectile wings and, as their name implies, quickly cut prey down with the massive razor-sharp blades that grow from their arms. When the carnage is complete, other components of the Swarm arrive to feast upon the bloody remains. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Xersk.md b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Xersk.md new file mode 100644 index 0000000..e552ba1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/The Swarm, Xersk.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 16 +Environment: any +hp: 255 +modifier: 3 +name: The Swarm, Xersk +statblock: true +tags: +Type: CE Medium monstrous humanoid +--- +# THE SWARM, XERSK +Originally an insectile race called the kucharn, the Swarm is now a single-minded collective with a desire to consume all things and absorb their best qualities into itself. The Swarm moves from planet to planet in tremendous organic hive-ships, reducing each so-called “feeder world” to a barren husk incapable of supporting life, and occasionally altering its own DNA in the process to take on qualities from that world’s species. Once it has consumed everything of use on a planet, the Swarm moves on, not bothering to hold territory. + +Ironically, one of the most violent races in the galaxy also birthed one of the most peaceful, as a mutation within a sub-hive gave life to the shirrens, who broke away to form a new species. The Swarm is notorious not just because of the invasion that finally ended hostilities between the Pact Worlds and the Veskarium, but also thanks to the warnings of shirrens, who understand the Swarm’s might and its hunger as no other race can. + +While individual components of the Swarm have some form of intelligence—or at least a set of complex programmed behaviors that resembles intellect—they cannot generally be reasoned with in any fashion. Swarm components rarely communicate with other creatures, as they see every alien entity as either a food source or a threat. The Swarm’s morale is unbreakable, and while individual components might retreat for tactical reasons, fear is utterly unknown to the Swarm and its components. + +The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures. Because of its constant genetic upgrading and experimentation, the Swarm encompasses components with a wide variety of shapes, sizes, and capabilities, from the mighty dreadlancers to the microscopic, bloodstream-infesting toxicytes. + +**Source** _Alien Archive 3 pg. 106_ + +## XERSK CR 16 + +**XP 76,800** +CE Medium monstrous humanoid +**Init** +3; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft., _see invisibility_; **Perception** +33 + +### DEFENSE + +**HP** 255 +**EAC** 29; **KAC** 30 +**Fort** +14; **Ref** +16; **Will** +21 +**Defensive Abilities** Swarm mind; **Immunities** acid, fear effects + +### OFFENSE + +**Speed** 30 ft., climb 20 ft., fly 30 ft. (Ex, clumsy) +**Melee** claw +25 (6d8+19 S) +**Offensive Abilities** demoralizing gaze (60 ft., Will DC 24), siphon fear +**Spell-Like Abilities** (CL 16th) +1/day—_mass inflict pain_ (DC 26), _mind thrust_ (6th level, DC 26) +3/day—_crush skull_ (DC 25), _feeblemind (DC 25), _greater command_ (DC 25), _greater synaptic pulse_ (DC 25) +At will—_fear_ (4th level, DC 24), _mind thrust_ (4th level, DC 24) +Constant—_see invisibility_ + +### STATISTICS + +**STR** +3; **DEX** +3; **CON** +5; **INT** +7; **WIS** +10; **CHA** -1 +**Skills** Acrobatics +28 (+20 to fly), Athletics +28 (+36 to climb), Sense Motive +33 +**Languages** Shirren; telepathy 100 ft. + +### ECOLOGY + +**Environment** any +**Organization** solitary or cult (1 plus 5–30 Swarm creatures) + +### SPECIAL ABILITIES + +**Demoralizing Gaze (Su)** A Swarm xersk’s numerous unblinking eyes sow doubt in the minds of creatures that look into them. A non-Swarm creature within 60 feet of the Swarm xersk that fails a DC 24 Will saving throw gains the shaken condition for 1 round. This is a mind-affecting effect. + +**Siphon Fear (Su)** As a standard action, a Swarm xersk can establish a parasitic psychic connection to a single creature with the shaken, frightened, or panicked condition. A target creature must succeed at a DC 24 Will saving throw or the Swarm xersk latches onto it mentally and begins siphoning the victim’s fear; if the creature gained the condition from one of the Swarm xersk’s spells or abilities, it takes an additional –2 penalty to this save. At the beginning of an affected target’s turn, it takes 2d6 damage, and the Swarm xersk regains Hit Points equal to half that amount (minimum 1). A Swarm xersk can be simultaneously attached to a number of victims equal to half its Wisdom modifier (5 for most Swarm xersks). An affected creature can attempt a new saving throw at the end of each of its turns to break the psychic connection and end the ability’s effects. The effects of siphon fear end automatically if an attached creature’s condition is removed. This is a mind-affecting effect. + +## DESCRIPTION + +There is a seemingly infinite variety of Swarm components, as the species adapts and creates specialized spawn to counter the many obstacles it faces in its effort to devour the galaxy. + +A Swarm dissolver’s main focus is to protect smaller Swarm components and provide an impenetrable front line during combat, incinerating the most formidable foes while also accompanying corrovoxes, mindreapers, and other Swarm shock troops when they swoop in to clean up after a battle. A dissolver’s exoskeleton is thicker than that of most other Swarm creatures, but its most prominent offensive feature—sturdy horns that curl back toward the dissolver’s body— are surprisingly not its primary weapons; these horns instead function as a last-resort defense, allowing a dissolver to fling enemies away with a mighty shove. A dissolver’s main mode of attack is actually hidden between its mandibles: two vascular conduits pump highly corrosive and combustible chemicals from within separate glands in the dissolver’s abdomen. These chemicals are inert when separate but explode when combined, in a conflagration of acid and fire. Like many other Swarm components, a dissolver bears a set of insectile wings, but they aren’t powerful enough for the massive, heavy creature to fly. + +Swarm xersks are a rare sight, and in fact only a handful have been seen by members of other species who lived to spread news of their existence. These creatures rarely resort to physical attacks, instead relying on their potent psychic abilities to mentally assault and frighten intelligent creatures. + +These bizarre Swarm components have large, crested heads covered in a horrifying array of staring eyes. Those who look into a xersk’s eyes for even a few seconds begin to question reality, and may eventually lose their hold on it altogether. + +Superficially, xersks appear to exhibit more free will than most Swarm components. They can often be found alone, quietly observing a geographical feature or distant constellation. Despite this odd behavior, xersks are still very much a part of the Swarm’s hive mind, and like every Swarm component, they act solely to further the Swarm’s machinations, no matter how nebulous their demeanor might seem to outside observers. + +_ diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod, Caldera.md b/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod, Caldera.md new file mode 100644 index 0000000..34271cf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod, Caldera.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 10 +Environment: any warm mountains +hp: 162 +modifier: 3 +name: Thermatrod, Caldera +statblock: true +tags: +Type: CN Huge magical beast (fire) +--- +# THERMATROD, CALDERA +Despite being large, bipedal creatures, thermatrods use a knuckle-walking quadrupedal gait resembling a gorilla’s stride, though they occasionally stand on their back legs or use their arms to climb. A mix of several types of molten stone and metal found on their native planet make up thermatrods’ torsos, allowing them to digest heavy minerals inedible to most living creatures. Several interlocking raised hexagonal plates resembling basalt columns make up their cooler backside. Due to this composition, a typical thermatrod stands 10 feet tall and weighs several tons. + +Many mystics believe that the worlds thermatrods inhabit must also have connections to the Elemental Planes of Earth and Fire—thin spots where the energies of those places bleed through into the Material Plane. After much study by dedicated xenobiologists, however, current wisdom maintains that though the creatures might strongly resemble the elemental inhabitants of those planes, they’re simply silicon-based beasts that thrive in extreme heat. + +Like some other silicon-based life-forms, thermatrods’ chemical evolution didn’t result in traditional sensory organs such as eyes and ears. However, fine crystalline matrices within the stone of a thermatrod’s head allow it to sense even very fine tremors. The one typical sense organ it does have is its dripping maw, into which the beast crams loose stones for sustenance. + +Pact Worlds scientists don’t yet fully understand how a thermatrod’s silicon core maintains its intense heat. Some believe that, like a planet, it must contain radioactive elements that decay to generate this energy. The fact that thermatrods appear more prevalent in warm areas that contain a larger percentage of naturally radioactive metals supports this theory, but some question why the creatures themselves aren’t radioactive. Other xenobiologists posit that thermatrods might contain fragments of Hellfire that never cease burning, but no one has proven this hypothesis. + +Thermatrods’ method of reproduction adds to the mystery of their biology. They travel to a hot geographical location, such as volcano or a thermal spring, to undergo a kind of mitosis. A thermatrod’s torso cracks open before spilling forth a portion of its molten core onto the ground. The exterior of this blob cools into the general shape of another thermatrod, which instinctively seeks out stone and metals to consume. If the surrounding area has an appropriate amount of sustenance, the newborn thermatrod grows to standard size within hours. Otherwise, the creature dies, leaving nothing behind but a strangely shaped rock, for which some collectors pay handsomely. In either case, the original thermatrod moves on long before the new one finishes developing. + +On rare occasions, a severe disturbance in a planet’s magnetic field can cause two thermatrods in the same place to completely expel their cores, forming a single new mass. This pile hardens into a huge, four-armed thermatrod that devours any and all nearby metal-laced stones and crystals. Known as a thermatrod caldera, this creature constantly seeks out more materials to consume, its burning appetite for ore almost impossible to sate. Unfortunate mining operations that happen to be in the same area as a caldera’s feeding grounds usually get torn apart by the ravenous beast, often killing any workers caught in the way, as well as causing hundreds of thousands of credits worth in damages and lost profits. As such, mining companies that operate in areas of known thermatrod activity often spend extra resources on defensive barriers and equip their security with cryo weapons. Otherwise, these corporations must rely on freelancers to travel to an overrun mine and deal with any rampaging behemoths, which can often run up an even steeper bill. + +**Source** _Alien Archive 4 pg. 124_ + +## CALDERA CR 10 + +**XP 9,600** +CN Huge magical beast (fire) +**Init** +3; **Senses** blindsight (vibration) 60 ft., sightless; **Perception** +19 +**Aura** melting aura (5 ft., 3d4 F) + +### DEFENSE + +**HP** 162 +**EAC** 23; **KAC** 25 +**Fort** +14; **Ref** +14; **Will** +9 +**Immunities** fire +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft., burrow 30 ft. +**Melee** slam +23 (2d10+18 F) +**Multiattack** 4 slams +17 (1d10+18 F) +**Offensive Abilities** slag bombardment (6d6 F, DC 17) + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +5; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +19, Athletics +24, Intimidate +19 +**Other Abilities** deaf, earth glide + +### ECOLOGY + +**Environment** any warm mountains +**Organization** solitary + +### SPECIAL ABILITIES + +**Deaf (Ex)** Thermatrods can’t attempt Perception checks to listen and are immune to effects that rely on hearing to function. +**Melting Aura (Ex)** A creature that begins its turn within 5 feet of a thermatrod takes 1d4 fire damage from the creature’s intense internal temperature. +**Slag Bombardment (Ex)** As a full action, a thermatrod can spray part of its core at up to three grid intersections within 60 feet. Each creature within 10 feet of these intersections takes 6d6 fire damage and gains the staggered condition as the molten material hardens. An affected creature can attempt a DC 12 Reflex save to halve the damage and negate the staggered condition. Otherwise, the staggered condition lasts for 1 minute or until the target or an adjacent creature uses a full action to free the target. A creature caught in two or more overlapping areas affected by this ability is subject to the damage only once but takes a –2 penalty to the Reflex saving throw. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod.md b/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod.md new file mode 100644 index 0000000..a4421d0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Thermatrod.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 3 +Environment: any warm mountains +hp: 39 +modifier: 1 +name: Thermatrod +statblock: true +tags: +Type: CN Large magical beast (fire) +--- +# THERMATROD +Despite being large, bipedal creatures, thermatrods use a knuckle-walking quadrupedal gait resembling a gorilla’s stride, though they occasionally stand on their back legs or use their arms to climb. A mix of several types of molten stone and metal found on their native planet make up thermatrods’ torsos, allowing them to digest heavy minerals inedible to most living creatures. Several interlocking raised hexagonal plates resembling basalt columns make up their cooler backside. Due to this composition, a typical thermatrod stands 10 feet tall and weighs several tons. + +Many mystics believe that the worlds thermatrods inhabit must also have connections to the Elemental Planes of Earth and Fire—thin spots where the energies of those places bleed through into the Material Plane. After much study by dedicated xenobiologists, however, current wisdom maintains that though the creatures might strongly resemble the elemental inhabitants of those planes, they’re simply silicon-based beasts that thrive in extreme heat. + +Like some other silicon-based life-forms, thermatrods’ chemical evolution didn’t result in traditional sensory organs such as eyes and ears. However, fine crystalline matrices within the stone of a thermatrod’s head allow it to sense even very fine tremors. The one typical sense organ it does have is its dripping maw, into which the beast crams loose stones for sustenance. + +Pact Worlds scientists don’t yet fully understand how a thermatrod’s silicon core maintains its intense heat. Some believe that, like a planet, it must contain radioactive elements that decay to generate this energy. The fact that thermatrods appear more prevalent in warm areas that contain a larger percentage of naturally radioactive metals supports this theory, but some question why the creatures themselves aren’t radioactive. Other xenobiologists posit that thermatrods might contain fragments of Hellfire that never cease burning, but no one has proven this hypothesis. + +Thermatrods’ method of reproduction adds to the mystery of their biology. They travel to a hot geographical location, such as volcano or a thermal spring, to undergo a kind of mitosis. A thermatrod’s torso cracks open before spilling forth a portion of its molten core onto the ground. The exterior of this blob cools into the general shape of another thermatrod, which instinctively seeks out stone and metals to consume. If the surrounding area has an appropriate amount of sustenance, the newborn thermatrod grows to standard size within hours. Otherwise, the creature dies, leaving nothing behind but a strangely shaped rock, for which some collectors pay handsomely. In either case, the original thermatrod moves on long before the new one finishes developing. + +On rare occasions, a severe disturbance in a planet’s magnetic field can cause two thermatrods in the same place to completely expel their cores, forming a single new mass. This pile hardens into a huge, four-armed thermatrod that devours any and all nearby metal-laced stones and crystals. Known as a thermatrod caldera, this creature constantly seeks out more materials to consume, its burning appetite for ore almost impossible to sate. Unfortunate mining operations that happen to be in the same area as a caldera’s feeding grounds usually get torn apart by the ravenous beast, often killing any workers caught in the way, as well as causing hundreds of thousands of credits worth in damages and lost profits. As such, mining companies that operate in areas of known thermatrod activity often spend extra resources on defensive barriers and equip their security with cryo weapons. Otherwise, these corporations must rely on freelancers to travel to an overrun mine and deal with any rampaging behemoths, which can often run up an even steeper bill. + +**Source** _Alien Archive 4 pg. 124_ + +## THERMATROD CR 3 + +**XP 800** +CN Large magical beast (fire) +**Init** +1; **Senses** blindsight (vibration) 60 ft., sightless;; **Perception** +8 +**Aura** melting aura (5 ft., 1d4 F) + +### DEFENSE + +**HP** 39 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +7; **Will** +2 +**Immunities** fire +**Weaknesses** vulnerable to cold + +### OFFENSE + +**Speed** 30 ft., burrow 30 ft. +**Melee** slam +12 (1d6+7 F) +**Offensive Abilities** slag barrage (2d6 F, DC 12) + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +2; **INT** +0; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +8, Athletics +13, Intimidate +8 +**Other Abilities** deaf, earth glide + +### ECOLOGY + +**Environment** any warm mountains +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Deaf (Ex)** Thermatrods can’t attempt Perception checks to listen and are immune to effects that rely on hearing to function. +**Melting Aura (Ex)** A creature that begins its turn within 5 feet of a thermatrod takes 1d4 fire damage from the creature’s intense internal temperature. +**Slag Barrage (Ex)** As a full action, a thermatrod can spray part of its core at a grid intersection within 60 feet. Each creature within 10 feet of this intersection takes 2d6 fire damage and gains the staggered condition as the molten material hardens. An affected creature can attempt a DC 12 Reflex save to halve the damage and negate the staggered condition. Otherwise, the staggered condition lasts for 1 minute or until the target or an adjacent creature uses a full action to free the target. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Thorgothrel.md b/Compendium/SF1E/Bestiary/Alien Codex/Thorgothrel.md new file mode 100644 index 0000000..8a27de0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Thorgothrel.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 8 +Environment: any (Gothra) +hp: 100 +modifier: 0 +name: Thorgothrel +statblock: true +tags: +Type: LE Large ooze +--- +# THORGOTHREL +## THORGOTHREL CR 8 + +**XP 4,800** +LE Large ooze +**Init** +0; **Senses** blindsight (life) 100 ft., sightless; **Perception** +16 + +### DEFENSE + +**HP** 100; **RP** 4 +**EAC** 20; **KAC** 21 +**Fort** +9; **Ref** +5; **Will** +9 +**Defensive Abilities** integrated force field (20 HP); **Immunities** cold, electricity, ooze immunities; **Resistances** acid 10 +**Weaknesses** sublimation + +### OFFENSE + +**Speed** 20 ft. +**Melee** pseudopod +19 (3d4+14 B plus atavistic resequencing) +**Ranged** field overload +16 (2d8+8 E) +**Space** 10 ft.; **Reach** 10 ft. + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +2; **INT** +4; **WIS** +0; **CHA** +1 +**Skills** Computers +16, Engineering +21, Life Science +21, Medicine +21, Physical Science +16 +**Languages** Aklo, Common, Infernal (can’t speak any language); telepathy 100 ft. + +### ECOLOGY + +**Environment** any (Gothra) +**Organization** solitary, pair, or symposium (3–6) + +### SPECIAL ABILITIES + +**Field Overload (Ex)** As standard action, a thorgothrel can reduce its integrated force field’s temporary Hit Points by 2 to unleash an electrical blast at a single target within 100 feet. As a full action, it can reduce the Hit Points of its integrated force field by 6 to unleash its electrical blast at up to 3 separate targets within 100 feet. The thorgothrel can’t use this ability if its integrated force field lacks enough temporary Hit Points to spend. + +**Integrated Force Field (Ex)** A thorgothrel’s internal armatures create an invisible field around it just like the shield provided by a gray force field armor upgrade, except that it has unlimited charges. Its internal force field generator cannot be removed or targeted by spells or effects unless the thorgothrel is slain or expels it. When the number of temporary Hit Points supplied by the thorgothrel’s integrated force field is reduced to 0, the thorgothrel can spend 1 Resolve Point as a reaction to regain the 20 temporary Hit Points supplied by the force field. + +**Sublimation (Ex)** A thorgothrel’s natural substance boils away painfully when it isn’t protected by its integrated force field. A thorgothrel that begins its turn with 0 temporary Hit Points from its force field loses 4d4 Hit Points and is off-target until the end of its turn. Sublimation does not occur within a vacuum or within carefully modulated environments that mimic the atmosphere of the thorgothrel’s poisonous home world. + +### ATAVISTIC RESEQUENCING + +**Type** poison (injury); **Save** Fortitude DC 18 +**Track** Intelligence (special); **Frequency** 1/round for 6 rounds +**Effect** progression track is Healthy–Weakened– Impaired–Animalistic–Animalistic. The second animalistic functions as an end state, and at the second animalistic state, the effects of the state are permanent until the victim benefits from a _restoration_ spell. +**Cure** 2 consecutive saves + +## DESCRIPTION + +The aggressive and insightful genetic manipulators known as thorgothrels enforce their vision of retrogressive development on other species. Once an enlightened humanoid society with impressive technological advancements, the thorgothrels fell under the sway of philosophers and zealots who believed that evolution into higher-ordered forms posed a danger to the universe. The thorgothrels thus began millennia-long self-experimentation to revert themselves to simple, protoplasmic forms while retaining their keen intelligence. About the same time as their society succeeded in this goal, they developed space travel and brought their crusade into the rest of the galaxy. Thorgothrels are now determined to repair the “evolutionary errors” that infest all of existence. + +Thorgothrels can apply their mastery of biology and genetic sciences to new creatures they meet after only a few minutes of observation. Despite the medical advances their knowledge might herald for others, most thorgothrels consider regression to a biologically primitive state the only type of genetic manipulation worth performing. They cause this deterioration with startling speed, excreting a complex series of chemicals from their pseudopods that quickly break down a victim’s genetic structure. Their victims’ brains devolve, which suits the thorgothrels fine, as they prefer to have their intellects alone design the fates of living things. Although many thorgothrels prefer to inflict this condition with gentle touches of their pseudopods in controlled laboratory settings, more fanatical thorgothrels deploy this genetic regression in combat. Both are considered appropriate and even laudatory methods in thorgothrel society. Although thorgothrels insist their vision of devolution is appropriate for all living things— intelligent and unintelligent alike—they derive the most satisfaction from genetic regression of intelligent creatures. Unfortunate prisoner-patients who suffer thorgothrel ministrations over weeks or months are inevitably transformed into near-feral beasts that harm themselves in attempts to escape. Thorgothrels consider each lost patient a mere stepping-stone on the long road to devolution of the universe and simply move on to the next experiment. + +Thorgothrels are frequently repulsed by the diversity of intelligent life they meet. They preach that humanoids, in particular, bear dangerously hyper-specialized organs and would be better served with a homogeneous form. Thorgothrels therefore rarely interact peacefully with humanoid societies, instead massing in large numbers to reduce entire planetary populations to mindless, atavistic beasts. Thorgothrels might initially get along well with other intelligent amorphous or ooze races, such as the selamids, but thorgothrels are inevitably disappointed when members of these races won’t join the fight to “improve” other life-forms throughout the universe. + +For all their preaching of genetic superiority, thorgothrels face incredible physical limitations when away from their home world of Gothra. Blobs of protoplasm 12 feet in diameter and only a few inches thick, thorgothrels have no other means of locomotion other than to undulate slowly and awkwardly along the ground. Nearly all atmospheres other than Gothra’s cause thorgothrels’ bodies to evaporate painfully in mere minutes. To overcome these limitations, the thorgothrels again turned to technology. Each thorgothrel wraps itself around an armature of silvery metal, allowing it to stand upright and walk by contracting its form around the armature. As the thorgothrel numerical system is ternary, most armatures have three, six, or nine appendages, although the precise number is based on each thorgothrel’s personal preference. Thorgothrels are translucent, so their strange armatures are visible deep within their upright, undulating forms. + +To protect their fragile forms from sublimation— and to shield themselves from the hostility of those who oppose their mandate to reforge all higher-ordered life—thorgothrels imbue their armatures with sophisticated force field generators. Thorgothrels have fine control over the energy modulated by their force fields, and they can both launch blasts of this energy at foes and recharge it with their own internal electrical reserves. The armature’s metal not only supports and protects a thorgothrel, but nourishes it. Each armature carries low-grade electrical charges that thorgothrels feed on. These charges also quicken a thorgothrel’s intellect, enabling rapid processing of sensory stimuli. Most thorgothrels become exceedingly possessive of their armatures, marking them with symbols to indicate personal scientific successes and victories that advance their crusade. + +Although these silvery, metallic armatures are the most common technological solutions thorgothrels employ, more inventive or influential thorgothrels sometimes rely on alternative devices, such as enormous walking machines, reticulated gliders, or even strange devices that translate thought into physical form. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Thyreophoran.md b/Compendium/SF1E/Bestiary/Alien Codex/Thyreophoran.md new file mode 100644 index 0000000..d631700 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Thyreophoran.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 83 +modifier: 0 +name: Thyreophoran +statblock: true +tags: +Type: N Huge animal +--- +# THYREOPHORAN +The term “dinosaur” refers to a category of reptilelike fauna associated with a planet’s prehistoric evolutionary scale. Dinosaurs vary in size, although many are quite large, and they come in a variety of forms. A ceratopsid is a quadruped that has bony frills extending from its head back over its shoulders, as well as horns that adorn its face; one example is the herbivorous triceratops. Dromaeosaurids are bipedal, feathered carnivores, like the pack-hunting deinonychus (also called a raptor). Plesiosaurs are marine reptiles with long necks and toothy mouths that dwell and hunt near the water’s surface. Pterosaurs are flying reptilian beasts with membranous wings and long, sharp, triangular beaks. Sauropods are immense, lumbering quadrupeds with long necks and tails and towering stature, such as brachiosaurus and diplodocus. Theropods are bipedal dinosaurs, generally carnivorous, with fearsome, fanged jaws and clawed digits, like the tyrannosaurus. Thyreophorans are quadrupedal dinosaurs with armor-plated backs and tails weaponized with bludgeoning bone or piercing spikes, including the ankylosaurus and the stegosaurus. + +## CREATING DINOSAURS + +The dinosaurs in this entry serve a couple of purposes. Employ them as written when you need statistics for this sort of creature. To create a unique dinosaur, use the stat blocks here and your concept as starting points. Decide what type of natural weapon the animal has, altering the damage type to suit the weapon. Then add elements from Appendix 2: Environmental Grafts. Tailor anything you want to fit your concept. + +**Source** _Alien Archive 2 pg. 38_ + +## THYREOPHORAN CR 6 + +**XP 2,400** +N Huge animal +**Init** +0; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 83 +**EAC** 18; **KAC** 22 +**Fort** +11; **Ref** +8; **Will** +5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tail +15 (1d8+11 B or P; critical knockdown) +**Space** 15 ft.; **Reach** 15 ft. + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** -4; **WIS** +1; **CHA** -2 + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or herd (3-12) diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Time Dimensional.md b/Compendium/SF1E/Bestiary/Alien Codex/Time Dimensional.md new file mode 100644 index 0000000..4957d68 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Time Dimensional.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 14 +Environment: any (Dimension of Time) +hp: 235 +modifier: 6 +name: Time Dimensional +statblock: true +tags: +Type: N Large outsider (extraplanar) +--- +# TIME DIMENSIONAL +## TIME DIMENSIONAL CR 14 + +**XP 38,400** +N Large outsider (extraplanar) +**Init** +6; **Senses** darkvision 120 ft.; **Perception** +25 +**Aura** temporal dilation (30 ft.) + +### DEFENSE + +**HP** 235 +**EAC** 28; **KAC** 29 +**Fort** +12; **Ref** +14; **Will** +17 +**Defensive Abilities** unflankable; **DR** 10/—; **Immunities** chronal immunities; **Resistances** acid 10, cold 10, electricity 10, fire 10, sonic 10; **SR** 25 + +### OFFENSE + +**Speed** 40 ft., fly 60 ft. (Su, perfect) +**Melee** slam +26 (6d6+22 B plus dilating strike) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** temporal stasis, time stop +**Spell-Like Abilities** (CL 14th; melee +26) +1/day—_modify memory_ (DC 22), _waves of fatigue_ +3/day—_dimension door_, _hold monster_ (DC 21) +At will—_entropic grasp_ (DC 20), _haste_, _interplanetary teleport_ (self plus 5 bulk of objects), _plane shift_ (self only) + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** +4; **INT** +3; **WIS** +4; **CHA** +3 +**Skills** Acrobatics +30 (+38 to fly), Diplomacy +25, Mysticism +30, Sense Motive +25, Stealth +30 +**Languages** Abyssal, Aklo, Common; telepathy 100 ft., truespeech +**Other Abilities** timestream knowledge + +### ECOLOGY + +**Environment** any (Dimension of Time) +**Organization** solitary, pair, or chronology (3–12) + +### SPECIAL ABILITIES + +**Chronal Immunities (Ex)** A time dimensional is immune to bleed, critical hits, paralysis, poison, radiation, sleep, stunning, and the effects of a vacuum. In addition, a time dimensional is immune to _haste_, _slow_, and other effects that manipulate time or the number of actions a time dimensional can take. + +**Dilating Strike (Ex)** A time dimensional’s attack slows the local flow of time around its target. A creature hit by a time dimensional’s slam attack must succeed at a DC 22 Will save or be affected by slow for 1d4 rounds. Whether or not it succeeds at the saving throw, a creature cannot be affected again by this ability for 1 minute. + +**Temporal Dilation (Ex)** The area around a time dimensional slows the temporal passage of projectiles and spells. Creatures in this aura (including the time dimensional) have concealment against ranged attacks. A time dimensional can dismiss or resume this aura as a free action. + +**Temporal Stasis (Su)** Once per day as a full action, a time dimensional can attempt a melee attack against EAC at a +24 bonus against a creature within reach. If the attack is successful, the creature must succeed at a DC 22 Fortitude save or enter a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed (taking no damage from effects such as bleeding or burning or from poisons or diseases). The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. At the end of its turn, an affected creature can attempt a DC 22 Will save. After the first success, the creature can take purely mental actions, though its physical body still remains in stasis. After the second success, time partially resumes for the creature; it is affected as per slow and takes a –6 penalty to attack rolls and Dexterity-based skills. After the third success, the slow effect ends, and the penalty is reduced to –4. After the fourth success, the penalty is reduced to –2, and after the fifth success, the affected creature returns to normal. Otherwise, any state persists until it is dispelled via _dispel magic_ (use the time dimensional’s CR as the caster level). + +**Time Stop (Su)** Once per day as a full action, the time dimensional can stop the flow of time for all other creatures. In reality, the time dimensional speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The time dimensional is free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm the time dimensional. While the time stop is in effect, other creatures are invulnerable to the time dimensional’s attacks and spells; it cannot target creatures other than itself. A spell that affects an area and has a duration longer than the remaining duration of the time stop has its normal effects on other creatures once the time stop ends. The time dimensional cannot move or harm items held, carried, or worn by a creature stuck in normal time, but it can affect any item that is not in another creature’s possession. The time dimensional is undetectable while time stop lasts. + +**Timestream Knowledge (Ex)** A time dimensional has nearly perfect information about the passage of time in its vicinity and is fully aware of all its own knowledge from all points in its personal timeline. It always acts in the surprise round, and its initiative is calculated as if it rolled a natural 20. In addition, a time dimensional can use any actions remaining on its turn after using _dimension door_. It also gains a +20 bonus to any skill check to recall knowledge. + +## DESCRIPTION + +Time dimensionals are living fragments of the Dimension of Time, the mysterious demiplane that seems to act as the focal point for the entire flow of time throughout existence. These creatures are seemingly created whenever an event or individual threatens the nature of causality or the flow of time. Time dimensionals act as corrective agents on behalf of the dimension, confronting and neutralizing threats to the timestream. This action can take a variety of forms, ranging from the destruction of the offending target to altering the memories and motives of specific individuals to delaying events until the self-correcting power of time can resolve any discrepancies. In situations of great disruption, the Dimension of Time will dispatch several dimensionals at once to work in conjunction to preserve the timestream. + +Due to the fragile nature of causality, the Dimension of Time creates time dimensionals in only the most necessary scenarios. The dimension’s discretion confounds scholars as the situations that require a time dimensional’s presence seem inconsistent. Some seemingly mundane circumstances, such as the uneventful passage of a Vercite transport through the Drift in 303 ag, have caused the appearance of a time dimensional. Meanwhile, events that seem like an obvious beacon for time dimensionals, like the Veskarium research vessel that used a black hole to alter its relative time flow to quickly advance weapons technology in 296 ag, garnered no attention from the creatures whatsoever. + +The appearance of a time dimensional varies between each noted sighting and from dimensional to dimensional. The most common appearance is that of a lanky humanoid approximately 12 feet tall formed from myriad crystal facets. Other times, the crystal appears smoother, taking on the appearance of polished glass, while sometimes the shape is wholly translucent. Regardless of a time dimensional’s shape, images of events throughout time, including past, present, and possible future events, constantly flicker within the creature’s body. + +Time dimensionals share a portion of the powers of the Dimension of Time and are capable of manipulating the flow of time in a localized area. This allows a time dimensional to lock a creature out of time’s progression or advance the flow of time on an item so quickly that it crumbles to dust. Additionally, this ability grants a time dimensional superior control over its temporal position, allowing it to move around a battlefield in the blink of an eye. This free access to the flow of time also allows a time dimensional to tap into its own past and future knowledge at any time. + +Scholars’ fascination with both the Dimension of Time and its native creatures has led several theories throughout history. Some say the existence of time dimensionals in the first place implies a measure of inherent sapience to the Dimension of Time, as few other planes would be capable of creating such creatures, let alone dispatching them with such precision. A few esoteric sages believe that, despite the differing appearance of some dimensionals, only a single time dimensional exists: a creature whose form becomes smoother as its existence progresses, perhaps due to constant creation and reabsorption of the creature by the Dimension of Time. If true, this lone dimensional must be crossing and recrossing its own temporal path, meeting later or earlier incarnations of itself and working in tandem with them to enact the dimension’s will. + +Beyond collecting small amounts of temporal residue left behind by destroyed time dimensionals, any attempt to access the power of time dimensionals is futile. Researchers who have attempted to use time travel to return to lost Golarion or other notable points throughout history have vanished entirely or, as rumors persist, encountered an exceptionally rare and powerful time dimensional that removed the individual from time entirely, erasing any evidence of the victim’s existence. Skeptics are quick to point out that even if such a thing occurred, no one would actually know about it. Even if a chronal scientist doesn’t draw the ire of the Dimension of Time, they run the risk of attracting a hound of Tindalos, a terrifying danger in its own right. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tripod.md b/Compendium/SF1E/Bestiary/Alien Codex/Tripod.md new file mode 100644 index 0000000..16c6fdc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tripod.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 225 +modifier: 6 +name: Tripod +statblock: true +tags: +Type: NE Gargantuan construct (technological) +--- +# TRIPOD +## TRIPOD CR 13 + +**XP 25,600** +NE Gargantuan construct (technological) +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +23 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +13; **Ref** +13; **Will** +10 +**Defensive Abilities** integrated weapons; **Immunities** acid, construct immunities + +### OFFENSE + +**Speed** 60 ft. +**Melee** tentacle +26 (3d10+21 B plus deconstruction cage) or slam +26 (3d12+21 B; critical knockdown) +**Ranged** integrated decimator disintegrator cannon +24 (3d10+13 A; critical corrode 2d6) or integrated platoon minelayer with decoupler grenades IV +24 (explode \[15 ft., nanite cloud 1 minute, corrode 4d4, DC 17\]) +**Space** 20 ft.; **Reach** 20 ft. (40 ft. with tentacle) +**Offensive Abilities** deconstruction cage (3d6+13 A, EAC 27, KAC 27, 56 HP), trample (3d12+21 B, DC 19). + +### STATISTICS + +**STR** +8; **DEX** +6; **CON** —; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Athletics +28, Intimidate +23, Piloting +23 +**Languages** shortwave 100 ft. +**Other Abilities** internal ammunition, unliving +**Gear** decimator disintegrator cannon, platoon minelayer with 4 decoupler grenades IV + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or platoon (3–6) + +### SPECIAL ABILITIES + +**Deconstruction Cage (Ex)** The tripod’s deconstruction cage works as the swallow whole ability, except the target is placed in a cage on the construct’s body rather than completely swallowed. All attacks that hit the cage deal only half damage to it, and attacks that hit it from the outside deal its occupant half the damage the cage takes. If the cage is damaged enough to allow a creature to escape, the tripod can’t use the cage again for 24 hours, at which point it is repaired. A creature can escape the cage by succeeding at a DC 29 Engineering check to disable the door or a DC 29 Athletics check to break it open. Each time a creature takes damage from the deconstruction cage, the tripod regains 1 Hit Point for every 4 the victim loses as the construct’s nanite constituents use the harvested material for repairs. This deconstruction targets gear inside the cage after a creature in the cage dies, dealing the gear 4 damage each minute, ignoring hardness, and restoring 1 Hit Point to the tripod each time this damage occurs. + +**Internal Ammunition (Ex)** A tripod doesn’t need batteries for its disintegrator cannon or similar powered weapons. It can produce 1 decoupler grenade for its minelayer every 2 hours. Tripods that use other weapons can produce those weapons’ ammunition at similar rates. If these weapons are removed from the tripod, they can be fitted with conventional ammunition. + +**Shortwave (Ex)** A tripod can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype. + +## DESCRIPTION + +Tripods are the product of a long-extinct species of warmongers who dwelled upon a distant, unknown world in the Vast. Those creators are long gone, but their legacy endures in these devastating and malevolent war machines. After plying the Void for countless years while hibernating in cylinders of starmetal alloy, tripods sometimes crash into a planet. They are often discovered this way, buried at the centers of craters that formed during their initial arrival on those worlds. The machines remain dormant for centuries before awakening either when disturbed or according to a preset trigger, at which point they stride forth to bring destruction upon the planet. + +A tripod is an immense creature more than 50 feet tall. Striding on three articulated legs and attacking with long, mechanical tentacles, tripods also fight with devastating disintegrator weapons and infamous grenades of corrosive gas. Instead of computer consoles and electronic power sources, each tripod is powered and controlled by an immortal mass of adaptive nanotechnology. This fluid mass of tiny machines makes up everything about the construct that is changeable, including powering its weapons. This collective is said to be the part of the tripod that can be contacted and reasoned with. All tripods refer to themselves as collective entities, using “we” for self‑reference. + +Some scholars speculate that the form and nature of tripods are reffections of those of their mysterious progenitors, although little remains to indicate what this mysterious species was like when they were active on their home world. Ancient legends speak of a time when this species unleashed an army of tripods upon other worlds, using immense devices to launch them in their hibernation tubes across interplanetary gulfs. Certainly the fact that tripods can be encountered on all manner of planets across the galaxy is a sign of the malice of their creators. What finally brought this species to an end and left their tripods abandoned across the galaxy is unknown. + +Tripods possess a cruel and sadistic intelligence, perhaps as an intentional feature. Waging war brings a sense of purpose to the tripod. Each tripod gives loud intermittent shrieking calls, like the screech of metal grinding on metal. If one hears the call of another, the constructs gather together. They form groups and spread destruction for no apparent purpose other than to cause ruin. + +Tripods are especially responsive to electronic communication. The anacites of Aballon used this fact to their advantage, turning three rampaging tripods from enemies to allies, and those war machines still stride Aballon. Each acts as a freelance hunter of outlaws and participates in larger battles at the Midnight Trenches. The anacites can influence the tripods, but the war constructs overall do as they will, acquiescing only to the anacite directive to stay outside the cities of the First Ones. Despite this command, the tripods of Aballon have harassed the khizars of Constant, keeping the plantlike people and the bizarre vegetation in check outside the city’s perimeter. + +Other species have studied defeated tripods and used this knowledge, along with harvested technology, to build facsimiles of the colossal constructs. The appearance of these new tripods can vary, but they have their signature array of three agile legs, grasping tentacles, and nanotech inner workings. Even these recently created tripods tend to be wicked and warlike. It’s as if some facet of the ancient technology that allows for their creation infects them with the will to wage war. + +## TRIPODS AS VEHICLES + +A tripod has an internal compartment and can be used as a Gargantuan vehicle in vehicle combat or vehicle chases. In such cases, it acts as its own pilot, although its passengers might be able to direct or influence it. It has the following additional statistics: item level equal to its CR; drive speed 60 ft., full speed 500 ft., overland speed 60 mph; collision damage 12d10 B (DC 17)—a tripod’s legs deal damage like a Large vehicle, but they’re also easier to avoid; reduce collision damage the tripod takes by 20; –4 attack roll penalty (–6 at full speed). A tripod acting as a vehicle can carry up to 3 Medium passengers and provides them total cover. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Troll, Void Troll.md b/Compendium/SF1E/Bestiary/Alien Codex/Troll, Void Troll.md new file mode 100644 index 0000000..bd37bef --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Troll, Void Troll.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 14 +Environment: any +hp: 235 +modifier: 4 +name: Troll, Void Troll +statblock: true +tags: +Type: CE Large humanoid (giant) +--- +# TROLL, VOID TROLL +Ancient and implacable, trolls are fierce carnivores whose regenerative powers allow them to survive in nearly any environment. Those same powers make trolls voracious, and a hungry troll is relentless and fearless when in search of food. + +Trolls prefer the cold air and clean winds of high mountains. In almost any environ, however, trolls are apex predators, with an acute sense of smell that allows them to detect hidden prey. + +Trolls have curved claws and teeth, perfect for tearing flesh from bone or ripping armored hide open to reveal the tender flesh beneath. Over-inflated confidence comes naturally to trolls, leading most to have little sense of self-preservation. The remarkable regeneration trolls have means they rapidly recover even from significant wounds. In combat, a troll attacks recklessly in pursuit of food or while defending its territory. Trolls eat what they take down, and they don’t wait until their prey is dead before doing so. + +Despite their aggression toward other creatures, trolls are nurturing toward each other and their young. Female trolls form groups to raise juveniles, teaching and sheltering their whelps in turns as each female takes time to hunt. Male trolls are more solitary. Once grown, they strike out on their own to claim territory, usually rejoining other trolls only to duel or mate. However, male trolls have been observed raising troll young when female trolls are absent. + +Some corporations, hoping to profit from research on trolls, go to great lengths to acquire live specimens. Some seek the secrets of regeneration for use in medicine. Others are less moral in their intentions. Trolls can survive even the worst experiments, and viable mutant strains can result from such unscrupulous research. + +One of the most heinous of these “evolutions” is the void troll. As a wounded troll regenerates, specific magical conditions and exposure to cosmic forces without the protective barrier of an atmosphere can sear away the troll’s weaknesses. What this torturous process leaves behind is a more powerful troll, its regrown and irradiated hide as hard as modern composites and capable of reffecting lasers and magical energies. + +Trolls can be up to 14 feet tall and weigh up to 1-1/2 tons. A troll’s heavy head, long jaws, and thick, hunched shoulders make it appear shorter and stockier than it is. + +**Source** _Alien Archive 3 pg. 120_ + +## VOID TROLL CR 14 + +**XP 38,400** +CE Large humanoid (giant) +**Init** +4; **Senses** blindsense (scent) 60 ft., darkvision 60 ft., low-light vision; **Perception** +25 + +### DEFENSE + +**HP** 235; **RP** 5 +**EAC** 28; **KAC** 30 +**Fort** +18; **Ref** +16; **Will** +12 +**Defensive Abilities** regeneration 15 (acid), void adaptation, void hide; **Immunities** disease, off-kilter, poison; **SR** 25 + +### OFFENSE + +**Speed** 40 ft. +**Melee** bite +27 (8d6+20 P; critical wound \[DC 20\]) or claw +27 (4d8+20 S; critical wound \[DC 20\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** maul + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +8; **INT** -2; **WIS** +0; **CHA** -2 +**Skills** Athletics +30, Intimidate +25 +**Languages** Common +**Other Abilities** tracking (scent) + +### ECOLOGY + +**Environment** any +**Organization** solitary or gang (2–4) + +### SPECIAL ABILITIES + +**Maul (Ex)** If the troll hits the same target with two claw attacks during the same turn, it can attempt a bite attack against that target with a –6 penalty to the attack roll. + +**Void Hide (Ex)** The troll can reffect some effects back at attackers or casters within 100 feet by spending 1 Resolve Point to do so, limited by the following parameters. If an attack misses the troll by 5 or fewer, as a reaction the troll can reflect the attack back at the attacker. The reflected attack deals the damage the troll would have taken, up to 30 damage (Reflex DC 20 for half). Similarly, if a spell of 4th level or lower targets the troll directly and fails to overcome the troll’s SR, as a reaction the troll can reflect the spell back at its caster as if the caster had been the target. This ability doesn’t work on effects that include the troll as one of multiple targets. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Troll.md b/Compendium/SF1E/Bestiary/Alien Codex/Troll.md new file mode 100644 index 0000000..57c447a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Troll.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 65 +modifier: 2 +name: Troll +statblock: true +tags: +Type: CE Large humanoid (giant) +--- +# TROLL +Ancient and implacable, trolls are fierce carnivores whose regenerative powers allow them to survive in nearly any environment. Those same powers make trolls voracious, and a hungry troll is relentless and fearless when in search of food. + +Trolls prefer the cold air and clean winds of high mountains. In almost any environ, however, trolls are apex predators, with an acute sense of smell that allows them to detect hidden prey. + +Trolls have curved claws and teeth, perfect for tearing flesh from bone or ripping armored hide open to reveal the tender flesh beneath. Over-inflated confidence comes naturally to trolls, leading most to have little sense of self-preservation. The remarkable regeneration trolls have means they rapidly recover even from significant wounds. In combat, a troll attacks recklessly in pursuit of food or while defending its territory. Trolls eat what they take down, and they don’t wait until their prey is dead before doing so. + +Despite their aggression toward other creatures, trolls are nurturing toward each other and their young. Female trolls form groups to raise juveniles, teaching and sheltering their whelps in turns as each female takes time to hunt. Male trolls are more solitary. Once grown, they strike out on their own to claim territory, usually rejoining other trolls only to duel or mate. However, male trolls have been observed raising troll young when female trolls are absent. + +Some corporations, hoping to profit from research on trolls, go to great lengths to acquire live specimens. Some seek the secrets of regeneration for use in medicine. Others are less moral in their intentions. Trolls can survive even the worst experiments, and viable mutant strains can result from such unscrupulous research. + +One of the most heinous of these “evolutions” is the void troll. As a wounded troll regenerates, specific magical conditions and exposure to cosmic forces without the protective barrier of an atmosphere can sear away the troll’s weaknesses. What this torturous process leaves behind is a more powerful troll, its regrown and irradiated hide as hard as modern composites and capable of reffecting lasers and magical energies. + +Trolls can be up to 14 feet tall and weigh up to 1-1/2 tons. A troll’s heavy head, long jaws, and thick, hunched shoulders make it appear shorter and stockier than it is. + +**Source** _Alien Archive 3 pg. 120_ + +## TROLL CR 5 + +**XP 1,600** +CE Large humanoid (giant) +**Init** +2; **Senses** blindsense (scent) 60 ft., darkvision 60 ft., low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4 +**Defensive Abilities** regeneration 5 (acid or fire) + +### OFFENSE + +**Speed** 30 ft. +**Melee** bite +14 (1d6+9 P; critical wound \[DC 13\]) or claw +14 (1d4+9 S; critical wound \[DC 13\]) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** maul + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +5; **INT** -2; **WIS** -1; **CHA** -2 +**Skills** Athletics +16, Intimidate +11 +**Languages** Common +**Other Abilities** tracking (scent) + +### ECOLOGY + +**Environment** any +**Organization** solitary or gang (2–4) + +### SPECIAL ABILITIES + +**Maul (Ex)** If the troll hits the same target with two claw attacks during the same turn, it can attempt a bite attack against that target with a –6 penalty to the attack roll. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Trox, Trox Defensor.md b/Compendium/SF1E/Bestiary/Alien Codex/Trox, Trox Defensor.md new file mode 100644 index 0000000..27d98ba --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Trox, Trox Defensor.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 9 +Environment: any (Nchak) +hp: 145 +modifier: 4 +name: Trox, Trox Defensor +statblock: true +tags: +Type: LG Large monstrous humanoid +--- +# TROX, TROX DEFENSOR +Trox are massive, sturdy creatures native to the Liavaran moon of Nchak. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits. + +Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long before the Gap when Nchak’s spiritual leader, believed to be a mortal incarnation of Hylax, ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox’s eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display. + +Many of these humanoid trox were then encased in shielded asteroids in Liavara’s rings and ejected from orbit at magically enhanced speeds in myriad directions. The asteroids landed on several worlds in their home system. Duergar enslaved the trox that landed on lost Golarion and twisted them into murderous beasts. These further-altered trox disappeared when Golarion did, but their story is well known to Nchak’s trox, making them even more vehement opponents of slavery. + +Although they were created as emissaries, trox also make great soldiers. On Nchak, they are protectors of the spiritual center of Hylax worship, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen. + +Trox often serve as spiritual guides and advisors to those curious about Hylax. She is the goddess of diplomacy and peace, as well as protector of the weak, a role for which trox are also well equipped. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts. + +Trox devoted to Hylax wield hammers. To trox, these weapons are ancient symbols of constructive power, and are also useful for vanquishing threats to peace. + +**Source** _Alien Archive 2 pg. 126_ + +## TROX DEFENSOR CR 9 + +**XP 6,400** +Trox soldier +LG Large monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145; **RP** 4 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +12; **Will** +10 +**Defensive Abilities** bulwark, guard’s protection + +### OFFENSE + +**Speed** 50 ft., burrow 20 ft. +**Melee** advanced swoop hammer +22 (3d10+18 B; critical knockdown) +**Ranged** advanced arc emitter +19 (2d4+9 E) or stickybomb grenade III +19 (explode \[20 ft., entangled 2d4 rounds, DC 16\]) +**Space** 10 ft.; **Reach** 10 ft. (15 ft. with advanced swoop hammer) +**Offensive Abilities** frenzy, grappler + +### STATISTICS + +**STR** +6; **DEX** +0; **CON** +4; **INT** +1; **WIS** +3; **CHA** +1 +**Skills** Athletics +22, Intimidate +17, Mysticism +17 +**Languages** Common, Nchaki +**Other Abilities** armor training, rapid recovery, vestigial arms +**Gear** advanced iridishell, advanced swoop hammer, advanced arc emitter with 2 high-capacity batteries (40 charges each), stickybomb grenades III (2) + +### ECOLOGY + +**Environment** any (Nchak) +**Organization** solitary, band (2–8), or clan (9–20) + +### SPECIAL ABILITIES + +**Bulwark (Ex)** When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally. + +**Frenzy (Ex)** Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute. + +**Grappler (Ex)** Trox gain a +2 racial bonus to grapple combat maneuvers. + +**Vesitigal Arms (Ex)** A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Trox Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Trox.md b/Compendium/SF1E/Bestiary/Alien Codex/Trox.md new file mode 100644 index 0000000..1494224 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Trox.md @@ -0,0 +1,73 @@ +--- +aliases: +cr: 2 +Environment: any (Nchak) +hp: 25 +modifier: 0 +name: Trox +statblock: true +tags: +Type: NG Large monstrous humanoid +--- +# TROX +Trox are massive, sturdy creatures native to the Liavaran moon of Nchak. They have chitinous armor and a fearsome, mandibled countenance that belies their gentle spirits. + +Three distinct, related creatures have been called trox. The original trox were eight-legged arthropods until a time long before the Gap when Nchak’s spiritual leader, believed to be a mortal incarnation of Hylax, ordered their magical transformation into their current humanoid form. Spellcasters made four of the trox’s eight legs into powerful limbs, shaped mandibles into scythes, and transformed chitin into layered armor plates that can flare in an intimidating display. + +Many of these humanoid trox were then encased in shielded asteroids in Liavara’s rings and ejected from orbit at magically enhanced speeds in myriad directions. The asteroids landed on several worlds in their home system. Duergar enslaved the trox that landed on lost Golarion and twisted them into murderous beasts. These further-altered trox disappeared when Golarion did, but their story is well known to Nchak’s trox, making them even more vehement opponents of slavery. + +Although they were created as emissaries, trox also make great soldiers. On Nchak, they are protectors of the spiritual center of Hylax worship, and they greet all peaceful visitors with humility and grace. The influence the philosopher worms of Nchak hold over the trox is mysterious. Trox speak of these worms only to say that they serve the beneficent aims of the Forever Queen. + +Trox often serve as spiritual guides and advisors to those curious about Hylax. She is the goddess of diplomacy and peace, as well as protector of the weak, a role for which trox are also well equipped. Trox travel more often to teach and protect others than to seek adventure. Despite their might, they prefer to use their imposing presence to defuse conflict before it starts. + +Trox devoted to Hylax wield hammers. To trox, these weapons are ancient symbols of constructive power, and are also useful for vanquishing threats to peace. + +**Source** _Alien Archive 2 pg. 126_ + +## TROX CR 2 + +**XP 600** +NG Large monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +6; **Ref** +5; **Will** +3 +**Defensive Abilities** bulwark + +### OFFENSE + +**Speed** 40 ft., burrow 20 ft. +**Melee** assault hammer +11 (1d6+6 B) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** frenzy, grappler + +### STATISTICS + +**STR** +4; **DEX** +0; **CON** +2; **INT** +0; **WIS** +1; **CHA** +0 +**Skills** Athletics +12, Intimidate +7, Mysticism +7 +**Languages** Common, Nchaki +**Other Abilities** vestigial arms +**Gear** assault hammer + +### ECOLOGY + +**Environment** any (Nchak) +**Organization** solitary, band (2–8), or clan (9–20) + +### SPECIAL ABILITIES + +**Bulwark (Ex)** When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally. + +**Frenzy (Ex)** Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute. + +**Grappler (Ex)** Trox gain a +2 racial bonus to grapple combat maneuvers. + +**Vesitigal Arms (Ex)** A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Trox Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Explorer.md b/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Explorer.md new file mode 100644 index 0000000..af506da --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Explorer.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 35 +modifier: 4 +name: Tryziarka, Explorer +statblock: true +tags: +Type: N Medium humanoid (tryziarka) +--- +# TRYZIARKA, EXPLORER +Tryziarkas originated on the world Suron in the Vast. As their system’s star died, the tryziarka nations built dozens of legacy starships, each of which served as a self-contained biosphere capable of supporting life for the indefinite future. In these legacy ships, tryziarkas scattered across the stars in the hopes of finding new homes. + +Tryziarkas’ double-jointed elbows and knees lend great flexibility to their tall, hairless, humanoid forms. Their skin comes in many hues, and many have mottling of a second color across their bodies. In early childhood, each tryziarka pairs with a magical ooze known as a karakande in a symbiotic relationship. This ooze forms a faintly glowing, tattoo-like pattern on the surface of a tryziarka’s body and communicates with its host through empathetic pulses of emotion and magic. Tryziarkas have bonded with karakandes since their days on Suron, and they see their ooze companions as an intrinsic part of themselves, and the magic they grant as part of their identities. The average tryziarka is 7 feet tall and weighs 250 pounds. + +Each individual tryziarka’s ooze-tattoo manifests in its own unique design, and tryziarkas can choose to imbue trusted others with their design, temporarily granting them a piece the ooze’s magic. Depending on the recipient species and the intent of both parties, the tattoo can become nonmagical and even permanent, serving as a symbol of friendship—and often something deeper— between the two creatures. Tryziarka family members often trade tattoos, as do members of other close-knit social units. + +As tryziarkas spread across the galaxy in their legacy ships, some found new homes on uninhabited worlds, others fatally crash landed or succumbed to dangerous stellar phenomena, and some travel still on a quest for a new world. + +**Source** _Alien Archive 4 pg. 126_ + +## EXPLORER CR 3 + +**XP 800** +Tryziarka operative +N Medium humanoid (tryziarka) +**Init** +4; **Perception** +9 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +5; **Will** +6 +**Defensive Abilities** evasion + +### OFFENSE + +**Speed** 40 ft. +**Melee** survival knife +7 (1d4+3 S) +**Ranged** semi-auto tactical pistol +9 (1d6+3 P) +**Offensive Abilities** stunt and strike COM, stuntsCOM (Culture; analyze, distracting blather) Tryziarka Spell-Like Abilities (CL 3rd) 1/day—stabilize + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +0; **INT** +2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +14 (+16 to escape grapple), Athletics +9, Culture +14, Stealth +9, Survival +14 +**Languages** Common +**Other Abilities** operative exploit (without a traceCOM), specialization (explorer), tattoo magic, tattoo transference +**Gear** graphite carbon skin, semi-auto tactical pistol with 18 small arm rounds, survival knife + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or quest (3–8) + +### SPECIAL ABILITIES + +**Tattoo Magic (Sp)** Tryziarkas’ magical ooze symbiotes can manifest in many forms. At character creation, a tryziarka chooses a 0-level spell from the mystic spell list and can cast it at will as a spell-like ability. Upon reaching 5th level, a tryziarka chooses a 1st-level mystic spell and can also cast it once per day as a spell-like ability. Their caster level for these spell-like abilities is equal to the tryziarka’s character level, and Wisdom is the key ability score. +**Tattoo Transference (Sp)** Tryziarkas can temporarily tattoo parts of the magic held by their karakande on other creatures. Once per day, a tryziarka spend 1 minute in physical contact with a willing creature to place some of their ooze-magic on that creature, granting that creature the tattoo magic ability (identical to the tryziarka’s own); that creature loses this ability at the end of 24 hours. A creature can benefit from only one such ability at a time (not counting their own from being a tryziarka). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Tryziarka (Creature Subtype) Graft Template +\- Tryziarka Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Legacy-captain.md b/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Legacy-captain.md new file mode 100644 index 0000000..9bf0901 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tryziarka, Legacy-captain.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 185 +modifier: 5 +name: Tryziarka, Legacy-captain +statblock: true +tags: +Type: N Medium humanoid (tryziarka) +--- +# TRYZIARKA, LEGACY-CAPTAIN +Tryziarkas originated on the world Suron in the Vast. As their system’s star died, the tryziarka nations built dozens of legacy starships, each of which served as a self-contained biosphere capable of supporting life for the indefinite future. In these legacy ships, tryziarkas scattered across the stars in the hopes of finding new homes. + +Tryziarkas’ double-jointed elbows and knees lend great flexibility to their tall, hairless, humanoid forms. Their skin comes in many hues, and many have mottling of a second color across their bodies. In early childhood, each tryziarka pairs with a magical ooze known as a karakande in a symbiotic relationship. This ooze forms a faintly glowing, tattoo-like pattern on the surface of a tryziarka’s body and communicates with its host through empathetic pulses of emotion and magic. Tryziarkas have bonded with karakandes since their days on Suron, and they see their ooze companions as an intrinsic part of themselves, and the magic they grant as part of their identities. The average tryziarka is 7 feet tall and weighs 250 pounds. + +Each individual tryziarka’s ooze-tattoo manifests in its own unique design, and tryziarkas can choose to imbue trusted others with their design, temporarily granting them a piece the ooze’s magic. Depending on the recipient species and the intent of both parties, the tattoo can become nonmagical and even permanent, serving as a symbol of friendship—and often something deeper— between the two creatures. Tryziarka family members often trade tattoos, as do members of other close-knit social units. + +As tryziarkas spread across the galaxy in their legacy ships, some found new homes on uninhabited worlds, others fatally crash landed or succumbed to dangerous stellar phenomena, and some travel still on a quest for a new world. + +**Source** _Alien Archive 4 pg. 126_ + +## LEGACY-CAPTAIN CR 12 + +**XP 19,200** +Tryziarka envoy/mystic +N Medium humanoid (tryziarka) +**Init** +5; **Perception** +22 + +### DEFENSE + +**HP** 185 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +13; **Will** +15 + +### OFFENSE + +**Speed** 30 ft. fly 20 ft. (Su, average; in space only) +**Melee** ultrathin dueling sword +21 (3d6+13 S) +**Ranged** perihelion laser pistol +23 (4d4+12 F; critical burn 2d4) Tryziarka Spell-Like Abilities (CL 12th) 1/day—mind thrust (1st level, DC 18) At will—stabilize +**Mystic Spell-Like Abilities** (CL 4th) +At will—_mindlink_ +**Mystic Spells Known** (CL 4th) +2nd (3/day)—_darkvision_, _predict foe_ +1st (6/day)—_comprehend customs_, _magic missile_, _mystic cure_ +0 (at will)—_detect magic_, _telepathic message_ +**Connection** star shaman + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +3; **INT** +4; **WIS** +5; **CHA** +7 +**Skills** Acrobatics + 22, Diplomacy +27, Mysticism +27, Piloting +22, Sense Motive +27 +**Languages** Common +**Other Abilities** envoy improvisations (hidden agenda, improved get ’em, watch out), starlight form (4 minutes, DC 13), tattoo magic, tattoo transference, walk the void +**Gear** kasatha microcord IV, perihelion laser pistol with two high capacity batteries (40 charges each), ultrathin dueling sword + +### ECOLOGY + +**Environment** any +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Tattoo Magic (Sp)** Tryziarkas’ magical ooze symbiotes can manifest in many forms. At character creation, a tryziarka chooses a 0-level spell from the mystic spell list and can cast it at will as a spell-like ability. Upon reaching 5th level, a tryziarka chooses a 1st-level mystic spell and can also cast it once per day as a spell-like ability. Their caster level for these spell-like abilities is equal to the tryziarka’s character level, and Wisdom is the key ability score. +**Tattoo Transference (Sp)** Tryziarkas can temporarily tattoo parts of the magic held by their karakande on other creatures. Once per day, a tryziarka spend 1 minute in physical contact with a willing creature to place some of their ooze-magic on that creature, granting that creature the tattoo magic ability (identical to the tryziarka’s own); that creature loses this ability at the end of 24 hours. A creature can benefit from only one such ability at a time (not counting their own from being a tryziarka). + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Tryziarka (Creature Subtype) Graft Template +\- Tryziarka Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Tzitzimitl.md b/Compendium/SF1E/Bestiary/Alien Codex/Tzitzimitl.md new file mode 100644 index 0000000..71f6384 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Tzitzimitl.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 19 +Environment: any +hp: 415 +modifier: 9 +name: Tzitzimitl +statblock: true +tags: +Type: NE Gargantuan undead +--- +# TZITZIMITL +## TZITZIMITL CR 19 + +**XP 204,800** +NE Gargantuan undead +**Init** +9; **Senses** _arcane sight_, blindsense (life) 60 ft., darkvision 120 ft., _true seeing_; **Perception** +32 + +### DEFENSE + +**HP** 415 +**EAC** 33; **KAC** 35 +**Fort** +20; **Ref** +20; **Will** +18 +**DR** 15/bludgeoning and good; **Immunities** cold, electricity, undead immunities; **Resistances** fire 15; **SR** 30 + +### OFFENSE + +**Speed** 50 ft., fly 60 ft. (Su, perfect) +**Melee** bite +33 (12d6+30 B & E plus energy drain) or claw +33 (15d6+30 S & E) +**Ranged** eyebeam +30 (8d8+19 E) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** eclipse, electric force, energy drain (2 levels, DC 24), light to dark +**Spell-Like Abilities** (CL 19th) +3/day—_animate dead_, _haste_, _interplanetary teleport_ +At will—_bestow curse_ (DC 21) +Constant—_arcane sight_, _true seeing_ + +### STATISTICS + +**STR** +11; **DEX** +5; **CON** —; **INT** +5; **WIS** +6; **CHA** +9 +**Skills** Acrobatics +32 (+40 to fly), Life Science +32, Mysticism +32, Physical Science +32 +**Languages** Abyssal, Aklo, Celestial, Common +**Other Abilities** spaceflight (Mysticism) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Eclipse (Su)** As a standard action, a tzitzimitl can focus the power of solar eclipses to create a 60-foot spherical spread of darkness. This darkness counters all nonmagical light, as well as any magical light from a source with a level or CR lower than the tzitzimitl’s. A creature in the area when the darkness appears takes 8d6 cold damage (Fortitude DC 24 half) and is staggered while it remains in the area and for 1d4 rounds after leaving. The darkness lasts for 1 round, but the tzitzimitl can concentrate as a free action on each of its turns to maintain the effect for another round. + +**Electric Force (Su)** Electricity damage a tzitzimitl deals has the force descriptor. + +**Eyebeam (Su)** A tzitzimitl’s eyebeam has a range of 100 feet. + +**Light to Dark (Su)** When any creature would regain Hit Points from a magical effect while within 100 feet of the tzitzimitl, as a reaction the tzitzimitl can cause the effect to instead deal its target an amount of damage equal to the Hit Points the target would have regained. If the tzitzimitl would take damage from a magical effect that normally heals the living, the tzitzimitl can use this ability to instead regain Hit points equal to the damage it would have taken. This ability can affect any number of creatures at once, including the tzitzimitl. Therefore, if an effect would heal the living while harming the tzitzimitl, the tzitzimitl can co-opt the entire effect to harm the living and heal itself. + +## DESCRIPTION + +Tzitzimitls are enigmatic undead beings unleashed in some forgotten time to visit death and darkness on the galaxy. Some say the lightless gulfs between the stars—the ultimate nothingness on the Material Plane—birthed tzitzimitls. Others claim tzitzimitls are the avatars of a death god they themselves murdered. Tzitzimitls have plied the vastness of space for ages, perhaps even since the creation of the universe. As long as life has been a concept, death has followed. Perhaps tzitzimitls are manifestations of this truism. + +Other legends abound. One is that these undead behemoths were titans who were banished from their home plane and thrust into the void on the Material Plane. Another claims that tzitzimitls come from a massive planet orbiting a binary star deep in the Vast, where a dying race created them to enact revenge on an ancient enemy. That these skeletal undead tower over most humanoids has led to the belief that giants must have populated this lost world. A variation on this tale of a planet of giants speculates that tzitzimitls are what remained when the titans there cast off the evil within themselves and became immortal, luminous beings. A similar, if less grandiose, story posits tzitzimitls are the improperly buried dead of this theoretical species of titans. + +These speculations and flights of fancy are all that is known to mortals. No tzitzimitl has ever paused in its path of devastation to discuss its origins. Observation proves only that, as stars give life to the worlds around them, tzitzimitls seem intent on extinguishing life and snuffing that light. Although no individual tzitzimitl has the deific or super-technological powers to darken an active star, these malignant creatures are nevertheless associated with both eclipses and dying stars. + +Tzitzimitls usually travel alone. But unknown to most, in the Vast, tzitzimitls have a loose cabal that plans the destruction of entire solar systems. Quenching the force and power of a star is an incredible task: tzitzimitls scheme for as long as it takes to enact their plans to extinguish a target sun. In this age of advanced technology and magic, these tzitzimitls work to create or seize the means to bring their goals to fruition. The tzitzimitl cabal learned of the Stellar Degenerator (Dead Suns Adventure Path), but they failed to claim the ancient superweapon before a group of heroes from the Pact Worlds destroyed it. However, these tzitzimitls now aim to recreate that engine of destruction. + +Tzitzimitls have plied the vastness of space for millennia. While flying through the void, tzitzimitls come into contact with space debris and strange gases that cling to their skeletal forms and dance with the creature’s spiritual lightning. These undead titans rarely put their feet down on solid ground. When not in space, tzitzimitls float, suspended above the ground, choosing to not make contact with worlds they plan on plunging into darkness. + +Some tzitzimitls lie dormant on planets or other astronomical bodies, awaiting the proper stellar alignment or some other vile signal before awakening. On a few worlds, great champions, most forgotten, faced and defeated an invading tzitzimitl, but the creature’s remains retain a spark of undeath. Mighty magic could resuscitate that darkness. + +Cultists of the Devourer see tzitzimitls as avatars of their deity in practice if not in fact. Some seek to use magic to revive a slain tzitzimitl and place it under their thrall. Others find and propitiate tzitzimitls to direct them against the Pact Worlds. Unlike these cultists, a few who learn of tzitzimitls seek to worship them. Still other groups, eager to avoid the destruction of their own systems or willing to deliver such a fate upon others, seek out entombed tzitzimitls to destroy or harness them, respectively. In either case, the result is usually many dead mortals and the emergence of an awakened tzitzimitl. Other groups, from doomsday sects to bold necromancers, seek out active tzitzimitls and present themselves to the undead creatures. Most tzitzimitls consider these foolish interlopers insignificant and destroy them. Others welcome mortals and delight in their destructive plans. Tzitzimitls who accept devotion raise fallen servants as undead, which are far more suitable for operations in the vacuum of space. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Cybernetic Zombie.md b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Cybernetic Zombie.md new file mode 100644 index 0000000..70a7dea --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Cybernetic Zombie.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 40 +modifier: 4 +name: Undead Minion, Cybernetic Zombie +statblock: true +tags: +Type: N Medium undead +--- +# UNDEAD MINION, CYBERNETIC ZOMBIE +## UNDEAD MINION + +**Source** _Alien Archive pg. 114_ +The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living. + +Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the _create undead_ spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences. + +In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. + +Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions. + +Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed. + +**Source** _Alien Archive pg. 114_ + +## CYBERNETIC ZOMBIE CR 3 + +**XP 800** +N Medium undead +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +5; **Will** +4 +**Immunities** undead immunities +**Weaknesses** vulnerable to electricity + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +8 (1d6+5 B) +**Ranged** integrated static arc pistol +11 (1d6+3 E; critical arc 2) +**Offensive Abilities** self-destruct (1d6+3 E, DC 12) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** —; **INT** —; **WIS** +1; **CHA** +1 +**Skills** Athletics +13 +**Other Abilities** mindless, unliving +**Gear** static arc pistol with 2 batteries (20 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, phalanx (3–12), or army (13+) + +### SPECIAL ABILITIES + +**Integrated Weapons (Ex)** A cybernetic zombie’s ranged weapon is integrated into its body and can’t be disarmed. + +**Self-Destruct (Ex)** A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Cybernetic Zombie (Undead Minion) Graft Template +\- Occult Zombie (Undead Minion) Graft Template +\- Skeletal Undead (Undead Minion) Graft Template diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Occult Zombie.md b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Occult Zombie.md new file mode 100644 index 0000000..a6963f7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Occult Zombie.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 24 +modifier: 2 +name: Undead Minion, Occult Zombie +statblock: true +tags: +Type: NE Medium undead +--- +# UNDEAD MINION, OCCULT ZOMBIE +**Source** _Alien Archive pg. 114_ +The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living. + +Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the _create undead_ spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences. + +In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. + +Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions. + +Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed. + +**Source** _Alien Archive pg. 114_ + +## OCCULT ZOMBIE CR 1 + +**XP 400** +NE Medium undead +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 24 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +3 +**DR** 5/magic; **Immunities** undead immunities +**Weaknesses** staggered + +### OFFENSE + +**Speed** 30 ft. +**Melee** slam +8 (1d6+5 B) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** —; **INT** —; **WIS** +1; **CHA** +0 +**Skills** Athletics +10 +**Other Abilities** mindless, unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, pack (3–12), or horde (13+) + +### SPECIAL ABILITIES + +**Staggered (Ex)** An occult zombie is always considered staggered and can never take more than a single move or standard action in a round. It can’t take full actions. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Cybernetic Zombie (Undead Minion) Graft Template +\- Occult Zombie (Undead Minion) Graft Template +\- Skeletal Undead (Undead Minion) Graft Template \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Skeletal Undead.md b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Skeletal Undead.md new file mode 100644 index 0000000..6c8896f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion, Skeletal Undead.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 13 +modifier: 2 +name: Undead Minion, Skeletal Undead +statblock: true +tags: +Type: NE Medium undead +--- +# UNDEAD MINION, SKELETAL UNDEAD +The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living. + +Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the _create undead_ spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences. + +In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. + +Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions. + +Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed. + +**Source** _Alien Archive pg. 114_ + +## SKELETAL UNDEAD CR 1/2 + +**XP 200** +NE Medium undead +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +2; **Ref** +2; **Will** +2 +**DR** 5/magic; **Immunities** cold, undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4+3 S) or claw +6 (1d6+3 S) +**Ranged** hunting rifle +3 (1d8 P) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** —; **INT** —; **WIS** +1; **CHA** +1 +**Skills** Athletics +9 +**Other Abilities** mindless, unliving +**Gear** hunting rifle with 20 longarm rounds, survival knife + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, squad (3–8), or legion (9+) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Cybernetic Zombie (Undead Minion) Graft Template +\- Occult Zombie (Undead Minion) Graft Template +\- Skeletal Undead (Undead Minion) Graft Template \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion.md b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion.md new file mode 100644 index 0000000..94f88db --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Undead Minion.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 1/2 +Environment: any +hp: 13 +modifier: 2 +name: Undead Minion +statblock: true +tags: +Type: NE Medium undead +--- +# UNDEAD MINION +The most commonly encountered undead in the galaxy are the mindless minions of greater undead (such as necrovites and vampires) or of powerful spellcasters (including both mystics and technomancers of all races). As creatures with no motivations of their own, undead minions can also be found leaderless in the remains of ruined structures on planetary surfaces, adrift in derelict spacecraft, and even floating through the void of space. Whether encountered as servants of a mastermind who coordinates their movements or as a mindless threat in the wake of a cataclysmic disaster, undead minions are always a force to be reckoned with and a scourge to the living. + +Though there are countless types of mindless undead who serve as minions, the most common are cybernetic zombies, occult zombies, and skeletal undead. Both occult zombies and skeletal undead are animated by magical or supernatural forces and created either in dark necromantic rituals (including the _create undead_ spell) or by strange and mysterious reactions between the Material and Negative Energy Planes. Cybernetic zombies, on the other hand, arise as the result of technological implants that continue to function after their hosts have died, causing the body to act in a sad, shambling imitation of real life. Without control from an external force, these three kinds of undead simply go through the motions of their former lives, without reason, purpose, or the promise of an end to their miserable existences. + +In the Pact Worlds, most undead hail from the dead world of Eox and were created by the bone sages, though zombies and skeletal creatures are also found among the wreckage of ancient battlefields on Akiton and the enigmatic, alien structures on Aucturn. In contrast, cybernetic zombies are most often found on worlds with high levels of technological development, such as Aballon, Castrovel, and Verces. + +Those cultists of Urgathoa who see undeath as the pinnacle of being surround themselves with undead minions, both to use their abilities to terrorize innocent folk and to study their physiology in order to become undead themselves. While these worshipers would prefer to become more intelligent undead creatures, they often find that their fate is to rise up as a skeleton or zombie. Priests of Pharasma, on the other hand, often go out of their way to destroy all undead creatures, especially their mindless minions. + +Undead minions can be formed from the corpses of any type of creature, though most of those appearing in folklore from across the galaxy are animated versions of whatever culture is telling the tale. Humanoids tell of ambulatory corpses rising from their ritual burial grounds, while aberrations, dragons, and magical beasts have their own legends of mindless dead of their own species returning to plague the living. Whatever the undead creatures’ original form, they often maintain natural attacks and other physical characteristics of their living counterparts even in undeath, though their mindless nature means they lose the ability to carry out complex tactics, conduct intricate or detailed tasks, and cast spells or take other mentally engaging actions. Yet the creatures’ mindlessness makes them all the more frightening and threatening, as they can be neither reasoned with nor cowed. + +Use the following template grafts to create other versions of the undead minions presented here. + + +**Source** _Alien Archive pg. 114_ + +## SKELETAL UNDEAD CR 1/2 + +**XP 200** +NE Medium undead +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +2; **Ref** +2; **Will** +2 +**DR** 5/magic; **Immunities** cold, undead immunities + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4+3 S) or claw +6 (1d6+3 S) +**Ranged** hunting rifle +3 (1d8 P) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** —; **INT** —; **WIS** +1; **CHA** +1 +**Skills** Athletics +9 +**Other Abilities** mindless, unliving +**Gear** hunting rifle with 20 longarm rounds, survival knife + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, squad (3–8), or legion (9+) + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Cybernetic Zombie (Undead Minion) Graft Template +\- Occult Zombie (Undead Minion) Graft Template +\- Skeletal Undead (Undead Minion) Graft Template \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Urog.md b/Compendium/SF1E/Bestiary/Alien Codex/Urog.md new file mode 100644 index 0000000..058e79c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Urog.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 3 +Environment: warm hills and mountains (Dykon) +hp: 35 +modifier: 1 +name: Urog +statblock: true +tags: +Type: N Large magical beast +--- +[[AA1_Urog.png|Spielern zeigen!]] + + +# UROG CR 3 + +**XP 800** +N Large magical beast +**Init** +1; **Senses** darkvision 60 ft., electrolocation, low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 35; **RP** 3 +**EAC** 14; **KAC** 15 +**Fort** +4; **Ref** +4; **Will** +6 +**Immunities** poison; **Resistances** electricity 5 + +### OFFENSE + +**Speed** 20 ft. +**Melee** slam +10 (1d4+4 B) +**Ranged** electrical discharge +8 (1d4+3 E) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** semiconductive + +### STATISTICS + +**STR** +1; **DEX** +1; **CON** +2; **INT** +4; **WIS** +0; **CHA** -1 +**Skills** Computers +13, Engineering +13, Life Science +8, Physical Science +8, Profession (mathematician) +13 +**Languages** Brethedan, Urog; telepathy 100 ft. (can’t speak any language) + +### ECOLOGY + +**Environment** warm hills and mountains (Dykon) +**Organization** solitary, binomial (2), coefficient (3–5), or polynomial (6 or more) + +### SPECIAL ABILITIES + +**Electrical Discharge (Ex)** An urog can release a small bolt of electricity at a single foe as a ranged attack with a range increment of 40 feet. + +**Electrolocation (Ex)** An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (vision). + +**Semiconductive (Ex)** Urogs can alter their silicon-based composition to increase or decrease their electric conductivity. As a move action, an urog can spend 1 Resolve Point and lose its natural resistance to electricity for 1 round to gain a bonus to the damage it deals with its electrical discharge ranged attack equal to its Constitution modifier. These effects last until the beginning of its next turn. + +## DESCRIPTION + +Dykon, one of Bretheda’s numerous moons, is legendary for its entirely silicon-based ecosystem. While many carbon-based life-forms from other Pact Worlds have since settled there, mining valuable crystals and hunting the silicon predators for their biologically produced superconductors, the world’s crystalline forests and faceted plateaus have also produced their own intelligent races, most notably the famed urogs. + +Urog anatomy can be deceptive. When encountered in their everyday or “traveling mode,” they almost resemble crystalline slugs or snails, their shimmering shell-scales hanging down almost to the ground and hiding their limbs as they float along like hovercrafts on a thin cushion of electromagnetism produced by microscopic cilia. It’s only when they’re in “engagement mode”—whether that means mating, fighting, or interacting directly with other races or their environment—that they rear up and unfold their multiple sets of articulated limbs. While every urog has a powerful beak adorning its head-stalk, this is used solely for fighting and reproduction. Food consumption actually occurs underneath an urog, as it uses the localized electromagnetic effects of its cilia to gradually break molecular bonds and tear tiny pieces off whatever it’s consuming. These “bites” are so microscopic that it’s often hard for other races to even tell what’s happening, with the item in question simply eroding steadily without any obvious markings. Though this allows urogs to eat nearly anything, breaking off and absorbing only the molecules they need and leaving aside the ones they don’t, they prefer the silicon-based plant life of their home. This peculiar method of absorbing nutrients also makes them nearly impossible to poison or drug, as their bodies simply discard any unnecessary ingested molecules. + +With plenty of options for food and few predators thanks to their size and sturdy frames, urogs are free to spend most of their time in contemplation. Constantly inspired by the complex geometry of their crystalline world, they wander seemingly at random across the moon’s surface, alone or in loose coalitions, working on mathematical problems or conducting enigmatic experiments. Their languid pace belies their exceedingly sharp intellect; indeed, it is likely because of their laser-like focus on unlocking the galaxy’s most esoteric mathematical and scientific secrets that they can be somewhat slow to react to external stimuli. + +Urogs often become single minded in finding the most efficient solution to a problem, spending untold hours just to shave seconds off a given process. This reputation for exactitude has made the crystalline creatures sought-after astrogators, consultants, engineers, and scientists in the Pact Worlds, though most members of other races who work with them acknowledge that such relationships can be challenging, to put it mildly. Though largely friendly— at least by their own standards—urogs are creatures with little appreciation for social niceties. A bored urog will think nothing of tuning out the person speaking to them or even wandering away entirely, regardless of how powerful the speaker may be, or how potentially life-threatening the matter they’re discussing. Even those who do prove themselves worthy of an urog’s attention must still deal with its brusque personality. Urog emotions are difficult for most other creatures to understand, and resolve primarily around the satisfaction of solving a problem, disappointment at failure, or the excitement of a promising line of inquiry. As such, urogs readily point out mistakes, whether their own or others’. While this is in the interest of improving performance and achieving better results, few humans have the patience and poise to graciously accept an enthusiastic urog’s stream of constant criticism. + +Urogs who choose lives of adventure often do so because they believe mathematical and scientific secrets hide in pockets of the galaxy that simply can’t be observed from their limited vantage point on a small moon—and often because they distrust the rigor of the scholarship produced by other species. Urogs who leave Dykon for long periods sometimes suffer an attenuation of their race’s special abilities, likely due to their changed diet and lack of certain electrical fields normally provided by the moon itself. Most successful spacefaring urogs eventually see the value in assisting their less deliberate companions, and they make excellent engineers and science officers on ships that have enough room for the large creatures and their overbearing personas. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Urog Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Ursikka.md b/Compendium/SF1E/Bestiary/Alien Codex/Ursikka.md new file mode 100644 index 0000000..55a8ecd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Ursikka.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 10 +Environment: any arctic (Triaxus) +hp: 165 +modifier: 3 +name: Ursikka +statblock: true +tags: +Type: N Huge magical beast +--- +# URSIKKA + +**Source** _Alien Archive 4 pg. 128_ + +## URSIKKA CR 10 + +**XP 9,600** +N Huge magical beast +**Init** +3; **Senses** darkvision 60 ft., low-light vision, blindsense (vibration) 30 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +14; **Ref** +14; **Will** +9 +**Defensive Abilities** ferocity; **Resistances** cold 20 + +### OFFENSE + +**Speed** 40 ft., burrow 20 ft.; ice burrow +**Melee** bite +23 (2d10+18 P plus freezing saliva) or claw +23 (2d10+18 S) +**Space** 15 ft.; **Reach** 15 ft. +**Offensive Abilities** coat claws, freezing saliva, spit + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +5; **INT** -3; **WIS** +1; **CHA** -3 +**Skills** Acrobatics +19, Athletics +24, Survival +19 +**Other Abilities** hibernation + +### ECOLOGY + +**Environment** any arctic (Triaxus) +**Organization** solitary, pair, or hive (3–10) + +### SPECIAL ABILITIES + +**Coat Claws (Ex)** As a standard action, an ursikka can coat its pincerlike claws with freezing, viscous saliva. This coating lasts for 1 minute. Any creature hit by an ursikka’s coated claws takes an additional 2d10 cold damage (Reflex DC 17 half). +**Freezing Saliva (Ex)** The saliva that drips from an ursikka’s mouth is sticky as well as cold, and any creature hit by its bite or spit attack becomes entangled for 1d4 rounds (Reflex DC 17 negates). At the end of each turn they’re entangled, a creature takes 2d10 cold damage. An entangled creature can end the entangled condition early with a successful DC 17 Acrobatics or Strength check as a standard action, or by dealing 15 points of fire or slashing damage to the saliva. +**Hibernation (Ex)** An ursikka can enter a prolonged state of hibernation by weaving a cocoon from its spittle. It takes 1 uninterrupted hour of work for an ursikka to create this cocoon and an additional 24 hours for the cocoon to fully harden, after which it has hardness 10 and 100 Hit Points. While hibernating, an ursikka doesn’t need to drink or eat. As long as the cocoon remains intact, the ursikka remains unharmed in its hibernation. An ursikka must use its attacks to break free from its cocoon. +**Ice Burrow (Ex)** Ursikkas have evolved to thrive in icy climes that are inhospitable to most other creatures. In addition to dirt, ursikkas can burrow through solid ice and through packed snow of any density. +**Spit (Ex)** As a standard action, an ursikka can spit a 60-foot line of its saliva. Creatures in the area take 6d10 cold damage and become entangled. A successful DC 17 Reflex save halves the damage and negates the entangled condition. + +## DESCRIPTION + +Populating Triaxian children’s horror tales, ursikkas roam the Triaxian wilderness during the wandering planet’s winter years. These enormous, nightmarish praying mantises stretch 20 feet in length and stand as tall as 25 feet—mostly due to the long, slender walking legs on which they skitter with an eerie speed. Ursikkas’ grasping forelimbs each end in sharp pincers capable of shearing flesh from bone, and their three-part maws can open wide enough to swallow humans whole. Freezing saliva drips from their gnashing mandibles, which can injure and trap prey. + +Ursikkas are endlessly hungry creatures that act primarily on instinct. As such, they view all smaller creatures as food. During their planet’s long winters, ursikkas terrorize Triaxus’s extensive rural lands to secure the several tons of meat they need each week to survive. They prefer to consume large, cold-blooded creatures, but hungry ursikkas pursue any viable prey, particularly victims that seem sluggish and easy to catch. + +As winter draws to a close, ursikkas become especially ravenous as they prepare for a long hibernation in their summer abodes: cocoons constructed from their own freezing saliva. The cocoons’ temperature resistance makes it an exceptional insulation material for delicate machinery, and Triaxian factories long ago devised chemical baths that make the cocoons more pliable. Freelance hunters can collect considerable bounties for these cocoons. Summerborn ryphorians actively seek and destroy slumbering ursikkas—not only to profit off their cocoons and hides, but also to cull the predators before they awaken the next winter and pose an active threat to communities. These local crews and hunting teams periodically join forces, each benefiting from the others’ aid. Their joint hunting ventures are limited to the summer seasons. This is in part because ursikkas almost always consume their cocoons to recoup the expended nutrients when they emerge in winter, and also because hunting hibernating ursikkas is safer than tracking active ones. The creatures are still ferocious even in summer, but their saliva production slows considerably during hibernation, and unless an awoken ursikka can eat enough to build a new cocoon, it often dies from exposure. Disturbed ursikkas sometimes rampage in the verdant summer wildernesses, desperate to eat and then return to sleep. + +Thanks to their tempestuous tempers and voracious appetites, ursikkas typically live solitary existences. However, where prey is abundant, ursikkas sometimes live in pairs or, rarely, in small hives. Even then, they typically hunt alone and fiercely guard their kills from their kin. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Utesra, Phylarch.md b/Compendium/SF1E/Bestiary/Alien Codex/Utesra, Phylarch.md new file mode 100644 index 0000000..6f6399a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Utesra, Phylarch.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 11 +Environment: any hill, mountain, or urban +hp: 180 +modifier: 3 +name: Utesra, Phylarch +statblock: true +tags: +Type: N Large vermin +--- +# UTESRA, PHYLARCH +Utesras evolved on the rain-ravaged planet of Gaskar III in Near Space. Often simply called “cliff anglers,” they are insectile predators adapted to clinging to wet escarpments and luring prey within reach using hypnotic light displays. A series of electrocyte-dense organs run along an utresa’s thorax, head, and hunting tendrils, allowing the creature to sense its surroundings with sonarlike pulses, create soft flashes of light and direct painful shocks. The haunting lights have spawned cautionary tales that mirror those of the will-o’-wisp, warning travelers against wandering toward the promise of lights spotted in the rain and fog. + +Utesras are obligate parasitoids, able to reproduce only by incubating their eggs in others’ flesh. The common utesra is merely a voracious larval form of the organism, and only after feeding consistently and molting repeatedly does the larva develop into an adult, referred to as an utesra phylarch. Phylarches incapacitate larger prey to lay their eggs in, typically abandoning the host in a relatively dry location until the eggs can hatch. In rare cases a phylarch even shadows its hosts for days, chasing off other predators like an ill-intentioned guardian. + +Although stealthy, utesras favor ambushes over patiently stalking victims. However, ongoing settlement of their longstanding habitat has led to an increase in aggressive and opportunistic behavior. In addition to utesras increasingly breaking into small houses on Gaskar III, several medical evacuations of utesras’ victims have accidentally spread the vermin beyond that planet. Most infamously, a crew of biological surveyors attempted to flee to Absalom Station after being attacked by a phylarch, but by the time the starship emerged from the Drift, juvenile utesras had hatched and overrun the ship, killing its crew. The ship later crashed into Akiton, and the surviving utesras have since spread along the planet’s Edaio Rift as an invasive species—especially in the cliff city of Maro, where they prey upon humanoids. The creatures’ affinity for cliffs has even resulted in their taking over old skyscrapers and other artificial structures to form deadly hunting platforms where their haunting lures blend in with other urban lights. + +**Source** _Alien Archive 4 pg. 130_ + +## PHYLARCH CR 11 + +**XP 12,800** +N Large vermin +**Init** +3; **Senses** blindsense (vibration) 30 ft.; darkvision 60 ft.;; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +13; **Will** +10; Resistances electricity 10 (20 vs. nonlethal electricity) + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** bite +23 (4d6+19 P) or ovipositor +23 (3d8+11 P plus injection; see text) or shock tendril +21 (3d8+11 E nonlethal; critical staggered) +**Space** 10 ft.; **Reach** 10 ft. (40 ft. with shock tendril) +**Offensive Abilities** strobe + +### STATISTICS + +**STR** +8; **DEX** +3; **CON** +5; **INT** —; **WIS** +1; **CHA** -1 +**Skills** Stealth +20 + +### ECOLOGY + +**Environment** any hill, mountain, or urban +**Organization** solitary, pair, or scintillation (1 phylarch plus 2–6 utesras) + +### SPECIAL ABILITIES + +**Injection (Ex)** When an utesra phylarch hits a target with its ovipositor, it can attempt a second attack with a +23 bonus against the same target’s EAC as a move action. If it hits, it deals 3d8+11 acid damage and exposes the target to utesra incubation (see below) by injecting a cluster of eggs into the target. Once an utesra phylarch deals this acid damage, it can’t use its injection again for 2d6 hours. +**Shock Tendril (Ex)** An utesra can lash with its electrically charged dorsal stalk. This attack lets the utesra ensnare the target per the grab ability, though the attack result is compared to the target’s EAC to determine whether the creature is grappled or pinned. Anytime the utesra renews the grapple, it also deals the tendril’s damage and repositions the target 5 feet closer to the utesra, plus 5 more feet for every 5 by which the attack exceeds the target’s EAC + 4. If the target ends the forced movement within the utesra’s normal reach, it can bite the target as a move action. A creature can sever a shock tendril by dealing 20 points of slashing damage to it (the tendril has the same AC as the utesra). An utesra can regenerate a severed tendril over the course of a week. +**Strobe (Ex)** As a standard action, an utesra can flicker one or more of its dorsal stalks until the beginning of its next turn, creating subtle, calming electromagnetic vibrations. The utesra can maintain this strobing each round as a move action. Any creature other than an utesra within 60 feet of the utesra and able to see the display becomes fascinated (Will DC 18 negates) for as long as the utesra continues to strobe, though threatening actions can potentially break the effect as normal. A creature that succeeds at this saving throw is immune to the strobe of utesras (but not utesra phylarchs) for 24 hours. The utesra can’t concurrently use a stalk to create a shock tendril and to strobe. + +### UTESRA INCUBATION + +**Type** disease (injury); **Save** Fortitude DC 18 +**Track** physical; **Frequency** 1/day +**Effect** No latent state; if the infected creature dies, 1d4+3 juvenile utesras hatch and devour the corpse over the course of 1d4 days. +**Cure** 2 consecutive saves diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Utesra.md b/Compendium/SF1E/Bestiary/Alien Codex/Utesra.md new file mode 100644 index 0000000..29e5b44 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Utesra.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 5 +Environment: any hill, mountain, or urban +hp: 70 +modifier: 5 +name: Utesra +statblock: true +tags: +Type: N Medium vermin +--- +# UTESRA +Utesras evolved on the rain-ravaged planet of Gaskar III in Near Space. Often simply called “cliff anglers,” they are insectile predators adapted to clinging to wet escarpments and luring prey within reach using hypnotic light displays. A series of electrocyte-dense organs run along an utresa’s thorax, head, and hunting tendrils, allowing the creature to sense its surroundings with sonarlike pulses, create soft flashes of light and direct painful shocks. The haunting lights have spawned cautionary tales that mirror those of the will-o’-wisp, warning travelers against wandering toward the promise of lights spotted in the rain and fog. + +Utesras are obligate parasitoids, able to reproduce only by incubating their eggs in others’ flesh. The common utesra is merely a voracious larval form of the organism, and only after feeding consistently and molting repeatedly does the larva develop into an adult, referred to as an utesra phylarch. Phylarches incapacitate larger prey to lay their eggs in, typically abandoning the host in a relatively dry location until the eggs can hatch. In rare cases a phylarch even shadows its hosts for days, chasing off other predators like an ill-intentioned guardian. + +Although stealthy, utesras favor ambushes over patiently stalking victims. However, ongoing settlement of their longstanding habitat has led to an increase in aggressive and opportunistic behavior. In addition to utesras increasingly breaking into small houses on Gaskar III, several medical evacuations of utesras’ victims have accidentally spread the vermin beyond that planet. Most infamously, a crew of biological surveyors attempted to flee to Absalom Station after being attacked by a phylarch, but by the time the starship emerged from the Drift, juvenile utesras had hatched and overrun the ship, killing its crew. The ship later crashed into Akiton, and the surviving utesras have since spread along the planet’s Edaio Rift as an invasive species—especially in the cliff city of Maro, where they prey upon humanoids. The creatures’ affinity for cliffs has even resulted in their taking over old skyscrapers and other artificial structures to form deadly hunting platforms where their haunting lures blend in with other urban lights. + + +**Source** _Alien Archive 4 pg. 130_ + +## UTESRA CR 5 + +**XP 1,600** +N Medium vermin +**Init** +5; **Senses** blindsense (vibration) 30 ft.; darkvision 60 ft.;; **Perception** +11 + +### DEFENSE + +**HP** 70 +**EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +9; **Will** +4 +**Resistances** electricity 5 (10 vs. nonlethal electricity) + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** bite +14 (1d6+8 P) or shock tendril +14 (1d6+5 E nonlethal plus grab; critical staggered) +**Space** 5 ft.; **Reach** 5 ft. (30 ft. with shock tendril) +**Offensive Abilities** strobe + +### STATISTICS + +**STR** +3; **DEX** +5; **CON** +2; **INT** —; **WIS** +1; **CHA** -3 +**Skills** Stealth +11 + +### ECOLOGY + +**Environment** any hill, mountain, or urban +**Organization** solitary, pair, or scintillation (3–8) + +### SPECIAL ABILITIES + +**Shock Tendril (Ex)** An utesra can lash with its electrically charged dorsal stalk. This attack lets the utesra ensnare the target per the grab ability, though the attack result is compared to the target’s EAC to determine whether the creature is grappled or pinned. Anytime the utesra renews the grapple, it also deals the tendril’s damage and repositions the target 5 feet closer to the utesra, plus 5 more feet for every 5 by which the attack exceeds the target’s EAC + 4. If the target ends the forced movement within the utesra’s normal reach, it can bite the target as a move action. A creature can sever a shock tendril by dealing 20 points of slashing damage to it (the tendril has the same AC as the utesra). An utesra can regenerate a severed tendril over the course of a week. +**Strobe (Ex)** As a standard action, an utesra can flicker one or more of its dorsal stalks until the beginning of its next turn, creating subtle, calming electromagnetic vibrations. The utesra can maintain this strobing each round as a move action. Any creature other than an utesra within 60 feet of the utesra and able to see the display becomes fascinated (Will DC 13 negates) for as long as the utesra continues to strobe, though threatening actions can potentially break the effect as normal. A creature that succeeds at this saving throw is immune to the strobe of utesras (but not utesra phylarchs) for 24 hours. The utesra can’t concurrently use a stalk to create a shock tendril and to strobe. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Valkyrie.md b/Compendium/SF1E/Bestiary/Alien Codex/Valkyrie.md new file mode 100644 index 0000000..9c7d74e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Valkyrie.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 200 +modifier: 4 +name: Valkyrie +statblock: true +tags: +Type: CN Medium outsider (extraplanar) +--- +# VALKYRIE +## VALKYRIE CR 12 + +**XP 19,200** +CN Medium outsider (extraplanar) +**Init** +4; **Senses** darkvision 60 ft., death sense 30 ft.; **Perception** +22 + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +14; **Ref** +14; **Will** +13 +**DR** 10/cold iron and lawful; **Immunities** cold, electricity, poison; **Resistances** acid 10, fire 10; **SR** 23 + +### OFFENSE + +**Speed** 30 ft., fly 100 ft. (Su, perfect) +**Melee** _returning buzzblade spear_ +26 (3d6+16 P) +**Ranged** _returning buzzblade spear_ +23 (3d6+16 P) or impulse storm coil +23 (4d6+12 E) +**Spell-Like Abilities** (CL 12th) +1/day—_mystic cure_ (4th level) 3/day—_arcing surge_ (DC 18), _speak with dead_ (DC 18), _tongues_ At will—_plane shift_ (self only) + +### STATISTICS + +**STR** +4; **DEX** +4; **CON** +4; **INT** +2; **WIS** +5; **CHA** +8 +**Feats** Shot on the Run +**Skills** Acrobatics +22 (+30 to fly), Medicine +22, Sense Motive +27, Survival +22 +**Languages** Celestial, Common +**Other Abilities** battle trained, choose the slain, death sense +**Gear** vesk overplate III, _returning buzzblade spear_ with 2 high-capacity batteries (40 charges each), impulse storm coil with 2 super-capacity batteries (80 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary or ride (2–8 valkyries) + +### SPECIAL ABILITIES + +**Battle Trained (Ex)** A valkyrie is proficient with all armor and ignores negative speed adjustments from armor. + +**Choose the Slain (Su)** A valkyrie can draw a willing soul from a creature within 2 rounds of that creature’s death and store it in her spear. A soul stored this way can’t be returned through magical or technological means, such as raise dead or a regeneration table, unless the spear is first destroyed. + +**Death Sense (Su)** A valkyrie can instantly determine whether each creature she can see within 30 feet is dead, dying, healthy, undead, or unliving (such as a technological construct) and how many Resolve Points the creature currently has. + +## DESCRIPTION + +Valkyries are resplendent outsiders of mysterious origins known for their ancient tradition of scouring the Material Plane for legendary warriors who perish in combat. Valkyries appear on battlefields throughout the galaxy in search of combatants of great skill and renown, supernaturally aware of who is ready to accept death’s embrace and who yearns to fight on another day. When she locates such a target, a valkyrie can either claim the soul of a deceased warrior or aid the living to continue the battle. Though space travel is a relatively recent development for some mortal species, the valkyries took to the stars long ago to advance their quest of collecting the souls of worthy fighters. As a result, diverse cultures across the universe, most notably those of the Pact Worlds and the Veskarium, recognize these powerful extraplanar creatures as choosers of the slain. + +Valkyries are always female and frequently appear as powerful and majestic human or vesk women. A human valkyrie is 6 feet tall and weighs close to 200 pounds, while a vesk valkyrie is 8 feet tall and weighs approximately 300 pounds. Valkyries may take on the appearance of other species if they wish, and references to “warrior angels” wreathed in lightning exist within many cultures outside the Pact Worlds. + +Valkyries are most often associated with gods of war, conflict, valor, and courage. Some valkyries are independent, serving no deity directly—a fact that suggests the outsiders are mercenaries by nature and have complex, ever-changing allegiances to the divine. Whatever a given valkyrie’s associations, her duty is sacred: to protect the souls of slain heroes on their journey from the Material Plane to the Boneyard, where they face judgment and learn their final destination in the Outer Planes. What qualifies a soul for this honor varies by deity—and various cultures and faiths across the galaxy interpret the worth of a warrior in vastly different ways. Valkyries hold a special place in the dominant religion of the Veskarium, where they are referred to as the Spear Maidens of Damoritosh. + +Valkyries also come to the aid of warriors who are near death—or even recently dead—but still have a fierce drive to fight on. In this way, a valkyrie’s intervention has turned the tide of battle in countless conflicts across the galaxy. + +The mysteries surrounding the afterlife extend to valkyries and their practices, and mortals have questioned for millennia why the striking outsiders shepherd the souls of dead heroes. Some skeptics even posit that valkyries divert souls from their rightful course, collecting them for some great and terrible conflict to come, or stocking grand arenas for the entertainment of beings of unknowable power and alien intellect. This theory holds little credence among scholars, however, who note no recorded conflicts between valkyries and servants of Pharasma, the goddess of life and death, who would certainly object to such subversion. + +In the years since the Gap, many valkyries have forgone their traditional sleipnir or pegasus mounts and adopted modern suits of armor. Armor and weapons created by valkyrie engineers blend the latest nanocarbon and polymer technology with powerful magic, resulting in creations that armorers of the Material Plane can only dream about. Occasionally, a valkyrie might gift such a suit of armor, or perhaps a unique weapon, to a mortal warrior she deems worthy. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Marauder.md b/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Marauder.md new file mode 100644 index 0000000..997d020 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Marauder.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 25 +modifier: 6 +name: Varculak, Varculak Marauder +statblock: true +tags: +Type: NE Medium undead +--- +# VARCULAK, VARCULAK MARAUDER +Varculaks, also known as soul wights, are undead that occur when a humanoid dies with an intense desire to continue living. The longing turns to anger as life slips away, but the varculak’s will is strong enough that the soul doesn’t pass on into the River of Souls for Pharasma’s judgment. Instead, a portion of the mortal essence passes away, leaving behind a soul with little memory of who it once was, and locked inside a halfliving body. What remains is grim determination and rage. Among occult scholars, this state is known as “the Curse of Varcul.” The legendary first varculak, once a human named Varcul, supposedly existed thousands of years before the Gap. Some say he still does, and varculaks make a deal with him to continue living—a bargain they don’t remember. + +A varculak looks much as they did in life, except limbs and sensory organs outside the human norm wither away and turn to dust. Lashuntas, for example, lose their antennae, while kasathas lose their extra arms and strix lose their wings. (Some speculate this effect is related to the fabled Varcul and his erstwhile humanity, or he requires his “offspring” to make these sacrifices.) Eyes undergo a notable change, the orbs giving way to points of cold light, which can be of any hue. Except for this alteration, a varculak who has eaten or rested recently can look almost alive, but becomes pale and drawn quickly between periods of refreshment, and varculaks never look so much like corpses as when they sleep. These changes prevent them from passing for a normal member of any humanoid species. + +Most varculaks are creatures of deep passion. They have a sense of life as fleeting, and they seek not only to experience what it has to offer, but also to give it purpose. Varculaks are rarely idle. If anything, they can be obsessive and, having died once, are averse to fewer risks than the living. A lucky few remember some important task they left unfinished in their previous life and make that their purpose. In this way, many varculaks end up reintegrating with the society that death temporarily separated them from. + +Some varculaks, however, remember only the circumstances of their death. This one recollection can lead a varculak who died violently to focus on vengeance, seeking those responsible. That done, a varculak can become obsessed with the chain of blame, condemning nearly anyone for even a tenuous connection to the varculak’s death. If a mercenary killed such a varculak, the undead seeks first that mercenary, then the mercenary’s entire company, then those who hired the mercenary, and eventually even those responsible for the conflict that led to the varculak’s demise or the manufacturer of the weapon the mercenary used for the deed. A varculak on such a path of destruction is more likely to face a second and final death than to reach the path’s end. + +**Source** _Alien Archive 3 pg. 126_ + +## VARCULAK MARAUDER CR 2 + +**XP 600** +Varculak soldier +NE Medium undead +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +4; **Ref** +2; **Will** +3 +**Defensive Abilities** deathless vitality +**Weaknesses** deathless weakness, silver susceptibility + +### OFFENSE + +**Speed** 40 ft. +**Melee** thunderstrike pulse gauntlet +10 (1d6+6 B & So, critical knockdown or leech \[DC 11\]) +**Ranged** tactical acid dart rifle +8 (1d8+2 A & P; critical corrode 1d4) or incendiary grenade I +8 (explode \[5 ft., 1d6 F plus 1d4 burn, DC 13\]) +**Offensive Abilities** fighting style (blitz), gear boost (bullet barrage), grave touch (DC 13) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +1; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Athletics +12, Intimidate +7, Stealth +7 +**Languages** Castrovelian, Common +**Other Abilities** torpor, unnerving visage (human) +**Gear** freebooter armor I, tactical acid dart rifle with 20 darts, thunderstrike pulse gauntlet with 1 battery (20 charges), incendiary grenades I (2) + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Deathless Vitality (Ex)** Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink. + +**Deathless Weakness (Ex)** A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight. Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1). + +**Grave Touch (Su)** A varculak imparts the leech critical hit effect to any melee weapon it wields, but the saving throw DC is 10 + the varculak’s level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit. + +**Silver Susceptibility (Ex)** Kinetic attacks with silver weapons bypass any DR a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon’s critical hit DC or be staggered for 1 round. + +**Torpor (Ex)** A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to Perception checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded. + +**Unnerving Visage (Ex)** Living members of the varculak’s former species find these undead disturbing. The varculak gains a +2 racial bonus to Intimidate checks made against members of that species but takes a –2 penalty to Bluff and Diplomacy checks made against them. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Varculak Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Noble.md b/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Noble.md new file mode 100644 index 0000000..4e65e16 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Varculak, Varculak Noble.md @@ -0,0 +1,75 @@ +--- +aliases: +cr: 12 +Environment: any +hp: 185 +modifier: 5 +name: Varculak, Varculak Noble +statblock: true +tags: +Type: CN Small undead +--- +# VARCULAK, VARCULAK NOBLE +Varculaks, also known as soul wights, are undead that occur when a humanoid dies with an intense desire to continue living. The longing turns to anger as life slips away, but the varculak’s will is strong enough that the soul doesn’t pass on into the River of Souls for Pharasma’s judgment. Instead, a portion of the mortal essence passes away, leaving behind a soul with little memory of who it once was, and locked inside a halfliving body. What remains is grim determination and rage. Among occult scholars, this state is known as “the Curse of Varcul.” The legendary first varculak, once a human named Varcul, supposedly existed thousands of years before the Gap. Some say he still does, and varculaks make a deal with him to continue living—a bargain they don’t remember. + +A varculak looks much as they did in life, except limbs and sensory organs outside the human norm wither away and turn to dust. Lashuntas, for example, lose their antennae, while kasathas lose their extra arms and strix lose their wings. (Some speculate this effect is related to the fabled Varcul and his erstwhile humanity, or he requires his “offspring” to make these sacrifices.) Eyes undergo a notable change, the orbs giving way to points of cold light, which can be of any hue. Except for this alteration, a varculak who has eaten or rested recently can look almost alive, but becomes pale and drawn quickly between periods of refreshment, and varculaks never look so much like corpses as when they sleep. These changes prevent them from passing for a normal member of any humanoid species. + +Most varculaks are creatures of deep passion. They have a sense of life as fleeting, and they seek not only to experience what it has to offer, but also to give it purpose. Varculaks are rarely idle. If anything, they can be obsessive and, having died once, are averse to fewer risks than the living. A lucky few remember some important task they left unfinished in their previous life and make that their purpose. In this way, many varculaks end up reintegrating with the society that death temporarily separated them from. + +Some varculaks, however, remember only the circumstances of their death. This one recollection can lead a varculak who died violently to focus on vengeance, seeking those responsible. That done, a varculak can become obsessed with the chain of blame, condemning nearly anyone for even a tenuous connection to the varculak’s death. If a mercenary killed such a varculak, the undead seeks first that mercenary, then the mercenary’s entire company, then those who hired the mercenary, and eventually even those responsible for the conflict that led to the varculak’s demise or the manufacturer of the weapon the mercenary used for the deed. A varculak on such a path of destruction is more likely to face a second and final death than to reach the path’s end. + +**Source** _Alien Archive 3 pg. 126_ + +## VARCULAK NOBLE CR 12 + +**XP 19,200** +Varculak envoy +CN Small undead +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +22 + +### DEFENSE + +**HP** 185; **RP** 5 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +15; **Will** +13 +**Defensive Abilities** deathless vitality +**Weaknesses** deathless weakness, silver susceptibility + +### OFFENSE + +**Speed** 30 ft. +**Melee** ultrathin dueling sword +21 (4d4+13 S; critical leech \[DC 21\]) +**Ranged** advanced tetrad rings +23 (2d6+12 B; critical push \[5 ft.\]) +**Offensive Abilities** grave touch (DC 21) + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +1; **INT** +4; **WIS** +0; **CHA** +8 +**Skills** Athletics +22, Bluff +27, Diplomacy +22, Intimidate +27, Sense Motive +22 +**Languages** Akitonian, Common, Eoxian, Shirren, Ysoki +**Other Abilities** envoy improvisations (hidden agenda, improved get ’em, improved hurry, quick dispiriting taunt), torpor, unnerving visage (ysoki) +**Gear** platinum AbadarCorp travel suit, advanced tetrad rings with 2 batteries (20 charges each), ultrathin dueling sword + +### ECOLOGY + +**Environment** any +**Organization** solitary + +### SPECIAL ABILITIES + +**Deathless Vitality (Ex)** Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink. + +**Deathless Weakness (Ex)** A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight. Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1). + +**Grave Touch (Su)** A varculak imparts the leech critical hit effect to any melee weapon it wields, but the saving throw DC is 10 + the varculak’s level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit. + +**Silver Susceptibility (Ex)** Kinetic attacks with silver weapons bypass any DR a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon’s critical hit DC or be staggered for 1 round. + +**Torpor (Ex)** A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to Perception checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded. + +**Unnerving Visage (Ex)** Living members of the varculak’s former species find these undead disturbing. The varculak gains a +2 racial bonus to Intimidate checks made against members of that species but takes a –2 penalty to Bluff and Diplomacy checks made against them. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Varculak Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vasporan, Broodling.md b/Compendium/SF1E/Bestiary/Alien Codex/Vasporan, Broodling.md new file mode 100644 index 0000000..c77c1b7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vasporan, Broodling.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 4 +Environment: any sky (Old Ustavia) +hp: 50 +modifier: 3 +name: Vasporan, Broodling +statblock: true +tags: +Type: N Medium animal +--- +# VASPORAN, BROODLING +Vasporans are ambush predators capable of molting at highly accelerated rates. They use this molting ability for both offense and defense. A vasporan can molt select parts of its body to create large, balloon-like sacs it can use to catch air currents to fly. In environments where wind is minimal or unreliable, a vasporan can also produce internal gases to fill these sacs and thus create independent lift. The vasporan uses its flight to ambush creatures from a great height. In cases when its ambush fails or the vasporan itself is the subject of an attack, it molts as a means to escape injury. A vasporan can produce a reactive agent that causes its molted skin to instantly harden when exposed to air. This tough, molted shell serves as a distraction and can even intercept an attack in dire situations. + +A vasporan’s highly sensitive sense of smell warns it of approaching predators, and it’s also useful in detecting prey from great distances between various layers of thick gases. In addition using their molting capabilities to escape, vasporans molt their shells as a distraction. In most cases, vasporans molt after a failed ambush to make it difficult for the would-be prey to know where the vasporans have gone. The creatures also mark their territories with dozens of brittle moltings, both as a warning to other creatures and as an early detection system—a vasporan shell makes a distinct crackling and popping sound when it’s stepped on or destroyed that can alert the former owner when danger is approaching. + +In recent years, xenobiologists have posited that some particularly hardy specimens are able to produce a unique mix of gases that can both accelerate them to the high speeds needed to reach nearby planets and provide them with breathable air on the journey. Such exceptional vasporans are thought to be rare, but vasporan broods on other planets are nonetheless becoming more common, and many species are now having to learn to contend with these dangerous creatures. + +A typical vasporan is 11 feet long and weighs 750 pounds. + +**Source** _Alien Archive 4 pg. 132_ + +## BROODLING CR 4 + +**XP 1,200** +N Medium animal +**Init** +3; **Senses** blindsense (scent) 90 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +8; **Will** +3 +**Defensive Abilities** flash molt + +### OFFENSE + +**Speed** 20 ft., climb 20 ft., fly 40 ft. (Ex, average) +**Melee** claw +12 (1d6+5 S) +**Ranged** spines +9 (1d6+4 P) +**Offensive Abilities** ambush strike + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +5; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +10, Athletics +10 (+18 to climb), Stealth +15 +**Other Abilities** autotomous flight + +### ECOLOGY + +**Environment** any sky (Old Ustavia) +**Organization** solitary, pair, or brood (3–6) + +### SPECIAL ABILITIES + +**Ambush Strike (Ex)** A vasporan deals 1d6 additional damage against any creature unaware of it. +**Autotomous Flight (Ex)** A vasporan can molt specific parts of its skin to create sacs that catch wind currents or become filled with gases. In winds higher than a light wind, a vasporan’s fly speed increases by 15 feet. +**Flash Molt (Ex)** As a reaction when hit by an attack that targets its KAC, a vasporan can molt its flesh to attempt to avoid the attack. The vasporan gains hardness 10 against the attack’s damage and can take a guarded step. The vasporan can’t use flash molt again for 1d4 rounds. +**Spines (Ex)** As a standard action, a vasporan can eject thin spines as a ranged attack that targets KAC and has a range increment of 30 feet. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vasporan.md b/Compendium/SF1E/Bestiary/Alien Codex/Vasporan.md new file mode 100644 index 0000000..b4f046f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vasporan.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 9 +Environment: any sky (Old Ustavia) +hp: 145 +modifier: 3 +name: Vasporan +statblock: true +tags: +Type: N Large animal +--- +# VASPORAN +Vasporans are ambush predators capable of molting at highly accelerated rates. They use this molting ability for both offense and defense. A vasporan can molt select parts of its body to create large, balloon-like sacs it can use to catch air currents to fly. In environments where wind is minimal or unreliable, a vasporan can also produce internal gases to fill these sacs and thus create independent lift. The vasporan uses its flight to ambush creatures from a great height. In cases when its ambush fails or the vasporan itself is the subject of an attack, it molts as a means to escape injury. A vasporan can produce a reactive agent that causes its molted skin to instantly harden when exposed to air. This tough, molted shell serves as a distraction and can even intercept an attack in dire situations. + +A vasporan’s highly sensitive sense of smell warns it of approaching predators, and it’s also useful in detecting prey from great distances between various layers of thick gases. In addition using their molting capabilities to escape, vasporans molt their shells as a distraction. In most cases, vasporans molt after a failed ambush to make it difficult for the would-be prey to know where the vasporans have gone. The creatures also mark their territories with dozens of brittle moltings, both as a warning to other creatures and as an early detection system—a vasporan shell makes a distinct crackling and popping sound when it’s stepped on or destroyed that can alert the former owner when danger is approaching. + +In recent years, xenobiologists have posited that some particularly hardy specimens are able to produce a unique mix of gases that can both accelerate them to the high speeds needed to reach nearby planets and provide them with breathable air on the journey. Such exceptional vasporans are thought to be rare, but vasporan broods on other planets are nonetheless becoming more common, and many species are now having to learn to contend with these dangerous creatures. + +A typical vasporan is 11 feet long and weighs 750 pounds. + +**Source** _Alien Archive 4 pg. 132_ + +## VASPORAN CR 9 + +**XP 6,400** +N Large animal +**Init** +3; **Senses** blindsense (scent) 90 ft., low-light vision;; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +13; **Will** +8 +**Defensive Abilities** flash molt + +### OFFENSE + +**Speed** 20 ft., climb 20 ft., fly 40 ft. (Ex, average) +**Melee** claw +21 (2d10+13 S) +**Ranged** spines +18 (5d4+9 P) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** ambush strike + +### STATISTICS + +**STR** +4; **DEX** +3; **CON** +6; **INT** -4; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +17, Athletics +17 (+25 to climb), Stealth +22 +**Other Abilities** autotomous flight, gaseous flesh + +### ECOLOGY + +**Environment** any sky (Old Ustavia) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Ambush Strike (Ex)** A vasporan deals 2d8 additional damage against any creature unaware of it. +**Autotomous Flight (Ex)** A vasporan can molt specific parts of its skin to create sacs that catch wind currents or become filled with gases. In winds higher than a light wind, a vasporan’s fly speed increases by 15 feet. +**Flash Molt (Ex)** As a reaction when hit by an attack that targets its KAC, a vasporan can molt its flesh to attempt to avoid the attack. The vasporan gains hardness 20 against the attack’s damage and can take a guarded step. The vasporan can’t use flash molt again for 1d4 rounds. +**Gaseous Flesh (Ex)** A vasporan’s flesh contains pockets of volatile gases trapped just beneath the surface. These pockets ignite and explode when a vasporan is hit by a melee attack that deals fire damage. This deals 2d6 fire damage to creatures adjacent to the vasporan. A creature can avoid this damage with a successful DC 16 Reflex save. +**Spines (Ex)** As a standard action, a vasporan can eject thin spines as a ranged attack that targets KAC and has a range increment of 30 feet. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Velstrac, Anchorite.md b/Compendium/SF1E/Bestiary/Alien Codex/Velstrac, Anchorite.md new file mode 100644 index 0000000..a90086a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Velstrac, Anchorite.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 4 +Environment: any (Shadow Plane) +hp: 50 +modifier: 5 +name: Velstrac, Anchorite +statblock: true +tags: +Type: LE Medium outsider (evil, extraplanar, velstrac, lawful) +--- +# VELSTRAC, ANCHORITE +Sometimes called “kytons” by mortals, velstracs are cruel fiends who dwell on the Shadow Plane. Each velstrac seeks to unlock its highest potential by following a path of methodical, self-inflicted pain while also psychically feeding on the fear and anguish of mortal creatures. Velstracs care only for this path of pain and its mystical destination; they see “lesser” beings as nothing more than stepping-stones for their own ascension. + +Transformation requires a velstrac to excise pieces of itself, spiritually and physically. Dross is cut away and replaced with grafts—artificial or natural, flesh or spirit, magical or technological. Each graft brings the velstrac closer to its ideal state and increases its power. In this practice, velstracs are more fanatical than even the Augmented are about cybernetic augmentations. The emotions and pain experienced during each step, they believe, cause spiritual evolution. + +Legend holds that the first velstracs emerged when mortals conceived of cruelty as an acceptable means of personal advancement. The goodly gods, astonished and dismayed, chained the velstracs in Hell. However, instead of struggling against their bonds, the velstracs subsumed their chains and eventually escaped into the Shadow Plane. + +Velstracs leave the Shadow Plane to prey on sentient creatures. They maintain installations and portals in dark locales, launching forays into the Material Plane from such places. Most mortals who fall into velstrac clutches are doomed to live out the remainder of their days—or minutes—in agony. However, such mortals can sometimes become velstracs themselves. The supposed methods of this shift differ wildly, but all involve terrible suffering that only escalates after the transformation is complete. These newest velstracs often become anchorites, fiendish ascetics devoted to the torment of themselves as much as of others. An anchorite’s first act must be to willingly mutilate its flesh, showing its dedication to the velstrac way. + +Anchorites are among the lowest-ranking fiends in the velstrac hierarchy. Often working in pairs or squads, they are crafters, gophers, and soldiers. Anchorite labor produces the majority of velstrac equipment, from their starships to their hide armors with inward-pointing studs and spikes. Anchorites take pains to make their creations macabre and ornate. These velstracs also make up the rank and file of velstrac exploration teams and starship crews. + +In battle, anchorites aim to inflict maximum amounts of delicious agony upon themselves and their foes. Sharing pain is an ecstasy to anchorites as they guide each other along the path of evolution. Few velstracs of any sort refuse to telepathically pair with an anchorite and at least taste its pain, and it’s a rare and disgraceful act for an anchorite to refuse to share with another. A stronger velstrac who takes advantage of an anchorite to survive an otherwise deadly conflict is not considered to be acting dishonorably because in velstrac doctrine, the weak exist to serve the needs of the mighty. All velstracs answer to the demands of their strongest, the velstrac demagogues. + +## VELSTRAC STARSHIPS + +A clear hierarchy commands all velstrac groupings, including the fiends’ starfaring forces. The velstracs’ fast and sleek corvettes serve as heavy scouts and raiders, cutting into enemy territory and fleets like serrated blades. In starship combat, corvette crews fight as they would in personal combat, with the aim to deal maximum damage as brutally as possible. After strafing disabled ships with chain cannons, corvettes usually make boarding maneuvers to take prisoners. Corvette anchorite crews have even been known to use their escape pods as ballistic weapons against ships with weakened defenses, hoping to overcome those defenses and, perhaps, to improvise boarding at the same time. + +## VELSTRAC FLENSERS + +Velstracs wield flensers—blades designed to slice skin from muscle and muscle from bone—sometimes mounting these knives on rifles as bayonets. Flensers are honed to supernatural sharpness and powered to vibrate with the rhythms of the wielder’s body. Velstracs have mastered the art of using these advanced melee weapons to inflict wounds while keeping targets alive. The table above shows an array of flensers, which can be purchased only in the darkest corners of the galaxy. + +**Source** _Alien Archive 2 pg. 128_ + +## ANCHORITE CR 4 + +**XP 1,200** +LE Medium outsider (evil, extraplanar, velstrac, lawful) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 50 +**EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +8; **Will** +3 +**Defensive Abilities** paired pain, regeneration 5 (good or silver); **Immunities** cold + +### OFFENSE + +**Speed** 30 ft. +**Melee** ascetic velstrac flenser +10 (1d4+5 S & So; critical bleed 1d4) +**Ranged** tactical acid dart rifle +13 (1d8+4 A & P; critical corrode 1d4) or frag grenade II +13 (explode \[15 ft., 2d6 P, DC 13\]) +**Offensive Abilities** unnerving gaze (30 ft., DC 13) + +### STATISTICS + +**STR** +1; **DEX** +5; **CON** +3; **INT** +0; **WIS** +1; **CHA** +1 +**Feats** Opening Volley +**Skills** Acrobatics +15, Athletics +10, Intimidate +10, Sense Motive +10 +**Languages** Common, Infernal; telepathy 30 ft. +**Gear** velstrac harness (functions as defrex hide), tactical acid dart rifle with 20 darts, ascetic velstrac flenser (see page 129) with 1 battery (20 charges), frag grenades II (2) + +### ECOLOGY + +**Environment** any (Shadow Plane) +**Organization** solitary, pair, habit (3–6), or priory (7–12) + +### SPECIAL ABILITIES + +**Paired Pain (Su)** As a reaction after taking damage, an anchorite can telepathically link with a willing allied velstrac that it can see within 30 feet. When either of the velstracs paired in this way takes further damage, that damage is divided evenly between the two. A velstrac of a higher CR can share its damage with an anchorite while refusing to take the anchorite’s shared damage. An anchorite already paired with another velstrac can’t use this ability to create a new pair. The pairing lasts for 1 minute, until one of the pair dies, or until one of the pair ends it as a move action. The pairing also ends if one partner is ever more than 30 feet from the other. + +**Unnerving Gaze (Su)** The anchorite’s visage causes viewers to see themselves as the subject of the velstrac’s selfmutilation. A creature that fails a DC 13 Will save against this gaze is shaken for 1 round. This is a mind-affecting, fear effect. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Asteroid Louse.md b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Asteroid Louse.md new file mode 100644 index 0000000..443f4aa --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Asteroid Louse.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 1/2 +Environment: any vacuum +hp: 13 +modifier: 2 +name: Vermin (Space) Asteroid Louse +statblock: true +tags: +Type: N Small vermin +--- +# ASTEROID LOUSE +Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory. + +Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy. + +Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures. + + +**Source** _Alien Archive 2 pg. 132_ + +## ASTEROID LOUSE CR 1/2 + +**XP 200** +N Small vermin +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +2; **Will** +0 +**Defensive Abilities** void adaptation; **Immunities** acid + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** attach +6 or bite +6 (1d6+1 P) +**Offensive Abilities** break objects + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +3; **INT** —; **WIS** +0; **CHA** -4 +**Other Abilities** caustic remains, consume objects, mindless + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, brood (3–9), or infestation (10–40) + +### SPECIAL ABILITIES + +**Break Objects (Ex)** When attacking an object, an asteroid louse treats that object’s hardness as 10 lower. + +**Caustic Remains (Ex)** The remains of an asteroid louse are caustic and stay so for 5 rounds. This acid affects inorganic material and flesh. Creatures or items that touch the remains take 1d4 acid damage that treats hardness as 10 lower than it is. Anything in contact with the acid for a full round instead takes 8 acid damage. + +**Consume Objects (Ex)** An asteroid louse can eat objects with a hardness of 10 or lower. It deals 1 damage per minute to an object it’s consuming. An asteroid louse is sated and stops feeding on a given day after dealing 100 damage this way. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Comet Wasp Swarm.md b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Comet Wasp Swarm.md new file mode 100644 index 0000000..e122fd3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Comet Wasp Swarm.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 12 +Environment: any vacuum +hp: 200 +modifier: 8 +name: Vermin (Space), Comet Wasp Swarm +statblock: true +tags: +Type: N Diminutive vermin (swarm) +--- +# VERMIN (SPACE), COMET WASP SWARM +Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory. + +Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy. + +Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures. + + +**Source** _Alien Archive 2 pg. 133_ + +## COMET WASP SWARM CR 12 + +**XP 19,200** +N Diminutive vermin (swarm) +**Init** +8; **Senses** blindsight (vibration) 30 ft., darkvision 60 ft.; **Perception** +22 + +### DEFENSE + +**HP** 200 +**EAC** 26; **KAC** 28 +**Fort** +14; **Ref** +16; **Will** +11 +**Defensive Abilities** swarm defenses, void adaptation; **Immunities** cold, swarm immunities + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** swarm attack (6d6 C & P plus chilling toxin) +**Space** 10 ft.; **Reach** 0 ft. +**Offensive Abilities** distraction (DC 19), implant + +### STATISTICS + +**STR** -2; **DEX** +8; **CON** +5; **INT** —; **WIS** +0; **CHA** -3 +**Skills** Acrobatics +22 (+30 to fly) +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any vacuum +**Organization** swarm, pair, or brood (3–6) + +### SPECIAL ABILITIES + +**Implant (Ex)** A comet wasp swarm can choose not to use its swarm attack on (and deal no damage to) a helpless or paralyzed living creature in its space. Instead of doing so, the swarm implants eggs in that creature, afflicting it with comet wasp gestation. + +### CHILLING TOXIN + +**Type** poison (injury); **Save** Fortitude DC 19 +**Track** Dexterity (special); **Frequency** 1/round for 6 rounds +**Effect** progression track is Healthy—Sluggish—Stiffened— Staggered—Immobile; no end state +**Cure** 1 save + +### COMET WASP GESTATION + +**Type** disease (injury); **Save** Fortitude DC 19 +**Track** physical (special); **Frequency** 1/day +**Effect** no latent state; the victim dies on the fifth day as a new comet wasp swarm cuts itself free +**Cure** surgically extract eggs with a Medicine check (DC 19) that takes 1 hour and requires a medical lab; subject takes 1d4 Constitution damage on each attempt diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Necropede.md b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Necropede.md new file mode 100644 index 0000000..498225f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Necropede.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 3 +Environment: any (Eox) +hp: 40 +modifier: 3 +name: Vermin (Space), Necropede +statblock: true +tags: +Type: N Large vermin +--- +# VERMIN (SPACE), NECROPEDE +Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory. + +Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy. + +Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures. + + + +**Source** _Alien Archive 2 pg. 132_ + +## NECROPEDE CR 3 + +**XP 800** +N Large vermin +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +5; **Will** +2 +**Defensive Abilities** void adaptation; **Immunities** acid + +### OFFENSE + +**Speed** 30 ft., climb 30 ft. +**Melee** bite +11 (2d4+1 A & P; critical corrode 1d4) +**Space** 10 ft.; **Reach** 5 ft. + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +5; **INT** —; **WIS** +0; **CHA** -3 +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any (Eox) +**Organization** solitary, pair, or colony (3–6) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Planetoid Beetle.md b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Planetoid Beetle.md new file mode 100644 index 0000000..ff6386a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Planetoid Beetle.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 9 +Environment: any vacuum +hp: 145 +modifier: 3 +name: Vermin (Space), Planetoid Beetle +statblock: true +tags: +Type: N Huge vermin +--- +# VERMIN (SPACE), PLANETOID BEETLE +Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory. + +Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy. + +Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures. + + +**Source** _Alien Archive 2 pg. 132_ + +## PLANETOID BEETLE CR 9 + +**XP 6,400** +N Huge vermin +**Init** +3; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +11; **Will** +8 +**Defensive Abilities** void adaptation; **Immunities** acid + +### OFFENSE + +**Speed** 30 ft., burrow 10 ft., climb 30 ft. +**Melee** bite +21 (2d10+15 A & P) +**Ranged** acid spit +19 (4d6+4 A; critical corrode 1d6) +**Space** 15 ft.; **Reach** 10 ft. +**Offensive Abilities** break objects + +### STATISTICS + +**STR** +6; **DEX** +3; **CON** +4; **INT** —; **WIS** +0; **CHA** -3 +**Other Abilities** consume objects, mindless, rock tunneler + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Acid Spit (Ex)** Once per round as a standard action, the planetoid beetle can spit acid as a ranged attack that has the line property and a range of 60 feet. + +**Break Objects (Ex)** When attacking an object, a planetoid beetle treats that object’s hardness as 10 lower. + +**Consume Objects (Ex)** A planetoid beetle can eat objects with a hardness of 10 or lower. It deals 4 damage per minute to an object it’s consuming. It is sated and stops feeding on a given day after dealing 400 damage in this way. + +**Rock Tunneler (Ex)** Using its acid to soften rock, a planetoid beetle can burrow through stone at half speed. It can make tunnels when it burrows. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Warpmoth Swarm.md b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Warpmoth Swarm.md new file mode 100644 index 0000000..2a5a111 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vermin (Space, Warpmoth Swarm.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 6 +Environment: any vacuum +hp: 90 +modifier: 5 +name: Vermin (Space), Warpmoth Swarm +statblock: true +tags: +Type: N Fine vermin (swarm) +--- +# VERMIN (SPACE), WARPMOTH SWARM +Even the vacuum of space has bugs. Most of these void-dwelling vermin are harmless, but some are dangerous or predatory. + +Asteroid lice and planetoid beetles feed on minerals in the rock of their airless habitats. Asteroid lice are communal, but planetoid beetles are territorial, tolerating only one mate. These creatures and their eggs can float in space to a new home. However, careless quarrying and shipping have accelerated their spread through the galaxy. + +Xenobiologists theorize many space vermin evolved in special circumstances. Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh. A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate. Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures. + +**Source** _Alien Archive 2 pg. 132_ + +## WARPMOTH SWARM CR 6 + +**XP 2,400** +N Fine vermin (swarm) +**Init** +5; **Senses** blindsense (vibration) 30 ft., darkvision 60 ft.; **Perception** +13 +**Aura** disorienting (15 ft., DC 14) + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +10; **Will** +5 +**Defensive Abilities** swarm defenses, void adaptation; **Immunities** swarm immunities + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** swarm attack (2d6 P) +**Space** 10 ft.; **Reach** 0 ft. +**Offensive Abilities** distraction (DC 14) + +### STATISTICS + +**STR** -5; **DEX** +5; **CON** +3; **INT** —; **WIS** +0; **CHA** -3 +**Skills** Acrobatics +13 (+21 to fly) +**Other Abilities** mindless + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, or delusion (3–6) + +### SPECIAL ABILITIES + +**Disorienting Aura (Ex)** A warpmoth swarm creates an oscillating light (colloquially called its warp) that is disorienting. A creature that is within this aura, can see the light, and fails a DC 14 Will saving throw can move at only half speed, rounded down to the nearest 5-foot increment. This is a mind-affecting effect. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Aether Pilot.md b/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Aether Pilot.md new file mode 100644 index 0000000..f5fe5b7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Aether Pilot.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 2 +Environment: any (Verces) +hp: 23 +modifier: 4 +name: Verthani, Verthani Aether Pilot +statblock: true +tags: +Type: N Medium humanoid (verthani) +--- +# VERTHANI, VERTHANI AETHER PILOT + +Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet. + +Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy. + +Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani’s caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system’s rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels. + +The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds. + +In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles. + +God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color. + +Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces’s Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture. + +**Source** _Alien Archive pg. 118_ + +## VERTHANI AETHER PILOT CR 2 + +**XP 600** +Verthani operative +N Medium humanoid (verthani) +**Init** +4; **Senses** low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 23 +**EAC** 14; **KAC** 15 +**Fort** +1; **Ref** +4; **Will** +5 +**Defensive Abilities** evasion + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4+3 S) +**Ranged** static arc pistol +8 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +8 (1d10+2 P) +**Offensive Abilities** trick attack +1d4 + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +1; **INT** +2; **WIS** +1; **CHA** +0 +**Skills** Acrobatics +13, Computers +8, Engineering +8, Piloting +16, Stealth +13 +**Languages** Common, Vercite +**Other Abilities** operative exploits (uncanny pilot), operative specialization (ghost), skin mimic +**Gear** estex suit I, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 20 longarm rounds; **Augmentations** datajack, prosthetic arm + +### ECOLOGY + +**Environment** any (Verces) +**Organization** solitary, pair, or squad (3-8) + +### SPECIAL ABILITIES + +**Skin Mimic (Ex)** Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the _invisibility_ spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Verthani (Creature Subtype) Graft Template +\- Verthani Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Pure One.md b/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Pure One.md new file mode 100644 index 0000000..cd8aba7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Verthani, Verthani Pure One.md @@ -0,0 +1,77 @@ +--- +aliases: +cr: 9 +Environment: any (Verces) +hp: 116 +modifier: 4 +name: Verthani, Verthani Pure One +statblock: true +tags: +Type: N Medium humanoid (verthani) +--- +# VERTHANI, VERTHANI PURE ONE +Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet. + +Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy. + +Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani’s caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system’s rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels. + +The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds. + +In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles. + +God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color. + +Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces’s Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture. + +**Source** _Alien Archive pg. 118_ + +## VERTHANI PURE ONE CR 9 + +**XP 6,400** +Verthani mystic +N Medium humanoid (verthani) +**Init** +4; **Senses** low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 116 +**EAC** 23; **KAC** 24 +**Fort** +8; **Ref** +8; **Will** +12 + +### OFFENSE + +**Speed** 30 ft. +**Melee** carbon staff +15 (1d8+10 B; critical knockdown) +**Ranged** aphelion laser pistol +17 (3d4+9 F; critical burn 1d4) +**Mystic Spell-Like Abilities** (CL 9th) +9/day—_mind probe_ (DC 20) +At will—_mindlink_ +**Mystic Spells Known** (CL 9th) +3rd (3/day)—_mind thrust_ (DC 20), _tongues_ +2nd (6/day)—_augury_, _force blast_ (DC 19), _hold person_ (DC 19), _mystic cure_ +1st (at will)—_detect thoughts_ (DC 18), _identify_ +**Connection** Akashic + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +2; **INT** +2; **WIS** +6; **CHA** +3 +**Skills** Culture +17, Diplomacy +17, Life Science +17, Medicine +22, Mysticism +22, Sense Motive +17 +**Languages** Abyssal, Celestial, Common, Vercite +**Other Abilities** access Akashic Record, peer into the future 1/day, skin mimic +**Gear** advanced lashunta tempweave, aphelion laser pistol with 2 high-capacity batteries (40 charges each), carbon staff, advanced medkit, _mk 2 serums of healing_ (3) + +### ECOLOGY + +**Environment** any (Verces) +**Organization** solitary, pair, or cabal (3-5) + +### SPECIAL ABILITIES + +**Skin Mimic (Ex)** Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the _invisibility_ spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Verthani (Creature Subtype) Graft Template +\- Verthani Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Handler.md b/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Handler.md new file mode 100644 index 0000000..0789db1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Handler.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 6 +Environment: any (Lajok) +hp: 80 +modifier: 2 +name: Vlaka, Vlaka Handler +statblock: true +tags: +Type: NG Medium humanoid (vlaka) +--- +# VLAKA, VLAKA HANDLER +Wolflike creatures with thick fur, vlakas hail from a doomed planet called Lajok, an arctic world in the Vast that is the most distant from its system’s dying star. Life is barely sustainable on Lajok, and as its sun grows dimmer, it might be able to sustain an ecosphere for only a few more centuries. Some vlakas respond to this knowledge by building strong communities that can last as long as possible on their home world, but others travel among the stars seeking a longer-term solution. + +Vlaka fur is usually white with large patches of pale blue, gray, or black, and it provides them protection against all but the most bitter cold. Around twothirds of vlakas are born blind or deaf. Although they have long had access to magic and technology that can mitigate or remove such conditions, not all vlakas choose to do so, valuing the cultural touchstones such as language and perspective variances that are associated with differing ways of sensing the world. A typical vlaka stands 5-1/2 to 6-1/2 feet tall and weighs between 175 and 250 lbs. + +Vlakas can appear unnervingly serious, but they’re acutely attuned to the emotional state of others, and they offer friendly encouragement when they sense it might be helpful. Vlakas emphasize on the well-being of the group over the individual, a practice that evolved from survival strategies required to thrive in the tundra of Lajok. While not wholly self-sacrificing, vlakas go to great lengths to assist, protect, and encourage their friends, colleagues, and kin. Vlakas frown upon self-aggrandizing leadership, and they respect those who display wisdom, listen the most, and speak the least. + +Most vlaka groups are led by councils whose members rotate between roles and dutifully carry out the will of their constituents rather than seeking political power for themselves. Vlakas who travel with other races often find themselves thrust into leadership positions thanks to their penchant for working for the benefit of and listening to their allies. Most vlakas accept such responsibilities but deflect any unwarranted respect afforded them solely due to their title. + +A few vlakas who visited the Pact Worlds before the Absalom Pact was signed served as a bridge between Eox and other worlds. Vlakas have since become famous as dependable go-betweens for groups seeking genuine accord. A vlaka might even work with clients who have been bad actors in the past, hoping to find a situation beneficial to all sides and to see ethical improvement in future behavior. + +Many sapient creatures find themselves drawn to the camaraderie vlakas offer, but others try to take advantage of their openness. Vlakas who grow weary of the strife among other races might withdraw to focus on working with animals or machines. However, most vlakas seek well-intentioned groups of like-minded starfarers to do some good in a galaxy that can be callous and brutal. + + + +**Source** _Alien Archive 2 pg. 134_ + +## VLAKA HANDLER CR 6 + +**XP 2,400** +Vlaka envoy +NG Medium humanoid (vlaka) +**Init** +2; **Senses** blinded, blindsight (hearing) 60 ft., blindsight (scent) 30 ft.; **Perception** +13 + +### DEFENSE + +**HP** 80; **RP** 4 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical knife +12 (2d4+6 S) +**Ranged** corona laser pistol +14 (2d4+6 F; critical burn 1d4) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +3; **WIS** +0; **CHA** +5 +**Skills** Culture +13, Diplomacy +18, Medicine +18, Piloting +13, Sense Motive +18 +**Languages** Common, Vlakan (spoken, signed, and tactile) +**Other Abilities** envoy improvisations (quick inspiring boost \[12 SP\], watch out, watch your step) +**Gear** freebooter armor II, corona laser pistol with 2 batteries (20 charges each), tactical knife + +### ECOLOGY + +**Environment** any (Lajok) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Buoy (Ex)** As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Vlaka (Creature Subtype) Graft Template +\- Vlaka Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Tracker.md b/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Tracker.md new file mode 100644 index 0000000..5257da6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vlaka, Vlaka Tracker.md @@ -0,0 +1,71 @@ +--- +aliases: +cr: 2 +Environment: any (Lajok) +hp: 23 +modifier: 4 +name: Vlaka, Vlaka Tracker +statblock: true +tags: +Type: LN Medium humanoid (vlaka) +--- +# VLAKA, VLAKA TRACKER +Wolflike creatures with thick fur, vlakas hail from a doomed planet called Lajok, an arctic world in the Vast that is the most distant from its system’s dying star. Life is barely sustainable on Lajok, and as its sun grows dimmer, it might be able to sustain an ecosphere for only a few more centuries. Some vlakas respond to this knowledge by building strong communities that can last as long as possible on their home world, but others travel among the stars seeking a longer-term solution. + +Vlaka fur is usually white with large patches of pale blue, gray, or black, and it provides them protection against all but the most bitter cold. Around twothirds of vlakas are born blind or deaf. Although they have long had access to magic and technology that can mitigate or remove such conditions, not all vlakas choose to do so, valuing the cultural touchstones such as language and perspective variances that are associated with differing ways of sensing the world. A typical vlaka stands 5-1/2 to 6-1/2 feet tall and weighs between 175 and 250 lbs. + +Vlakas can appear unnervingly serious, but they’re acutely attuned to the emotional state of others, and they offer friendly encouragement when they sense it might be helpful. Vlakas emphasize on the well-being of the group over the individual, a practice that evolved from survival strategies required to thrive in the tundra of Lajok. While not wholly self-sacrificing, vlakas go to great lengths to assist, protect, and encourage their friends, colleagues, and kin. Vlakas frown upon self-aggrandizing leadership, and they respect those who display wisdom, listen the most, and speak the least. + +Most vlaka groups are led by councils whose members rotate between roles and dutifully carry out the will of their constituents rather than seeking political power for themselves. Vlakas who travel with other races often find themselves thrust into leadership positions thanks to their penchant for working for the benefit of and listening to their allies. Most vlakas accept such responsibilities but deflect any unwarranted respect afforded them solely due to their title. + +A few vlakas who visited the Pact Worlds before the Absalom Pact was signed served as a bridge between Eox and other worlds. Vlakas have since become famous as dependable go-betweens for groups seeking genuine accord. A vlaka might even work with clients who have been bad actors in the past, hoping to find a situation beneficial to all sides and to see ethical improvement in future behavior. + +Many sapient creatures find themselves drawn to the camaraderie vlakas offer, but others try to take advantage of their openness. Vlakas who grow weary of the strife among other races might withdraw to focus on working with animals or machines. However, most vlakas seek well-intentioned groups of like-minded starfarers to do some good in a galaxy that can be callous and brutal. + +**Source** _Alien Archive 2 pg. 134_ + +## VLAKA TRACKER CR 2 + +**XP 600** +Vlaka mechanic +LN Medium humanoid (vlaka) +**Init** +4; **Senses** blindsight (scent) 30 ft., deafened, low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 23; **RP** 3 +**EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +5; **Will** +3 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +6 (1d4+2 B) +**Ranged** static arc pistol +8 (1d6+2 E; critical arc 2) +**Offensive Abilities** target tracking + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +4; **WIS** +0; **CHA** +0 +**Skills** Computers +12, Engineering +12, Life Science +7, Medicine +12, Stealth +7 +**Languages** Common, Vlakan (spoken, signed, and tactile) +**Other Abilities** artificial intelligence (exocortex), buoy, custom rig (brain), deaf +**Gear** freebooter armor I, static arc pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Lajok) +**Organization** solitary, pair, or pack (3–5) + +### SPECIAL ABILITIES + +**Buoy (Ex)** As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability. + +**Deaf (Ex)** This vlaka tracker cannot attempt Perception checks to listen and is immune to effects that rely on hearing to function. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Vlaka (Creature Subtype) Graft Template +\- Vlaka Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Void Hag.md b/Compendium/SF1E/Bestiary/Alien Codex/Void Hag.md new file mode 100644 index 0000000..c6a95f8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Void Hag.md @@ -0,0 +1,79 @@ +--- +aliases: +cr: 10 +Environment: any vacuum +hp: 118 +modifier: 7 +name: Void Hag +statblock: true +tags: +Type: NE Medium monstrous humanoid +--- +# VOID HAG +## HAG, VOID HAG +**Source** _Alien Archive pg. 120_ + +## VOID HAG CR 10 + +**XP 9,600** +NE Medium monstrous humanoid +**Init** +7; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 118 +**EAC** 25; **KAC** 27 +**Fort** +9; **Ref** +11; **Will** +15 +**DR** 10/magic; **Immunities** cold, disease, fear, sleep; **SR** 20 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (Su, perfect) +**Melee** ultrathin dagger +17 (4d4+11 S) +**Ranged** hailstorm-class zero pistol +19 (2d6+10 C; critical staggered \[DC 19\]) +**Offensive Abilities** stardust robes +**Spell-Like Abilities** (CL 10th, ranged +19) +1/day—_cosmic eddy_ (DC 22), _enervation_ +3/day—_irradiate_ (DC 21), _psychokinetic strangulation_ (DC 21) +At will—_inflict pain_ (DC 20) + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +0; **INT** +8; **WIS** +2; **CHA** +3 +**Skills** Acrobatics +19 (+27 when flying), Intimidate +24, Mysticism +24, Stealth +19 +**Languages** Aklo, Common, Drow +**Other Abilities** no breath +**Gear** white carbon carbon skin, hailstorm-class zero pistol with 4 high-capacity batteries (40 charges each), ultrathin dagger + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary or coven (see below) + +### SPECIAL ABILITIES + +**Stardust Robes (Su)** Three times per day as a standard action, a void hag can release the energies of the cosmos stored within her robes. Creatures within 30 feet of the void hag each take 2d6+10 force damage and are outlined in glowing motes of stellar energy for 2d4 rounds. An outlined creature takes a -20 penalty to Stealth checks and doesn’t benefit from the concealment normally provided by _displacement_, _invisibility_, or similar effects. A target that succeeds at a DC 19 Reflex saving throw halves this damage and negates the outlining effect. Other void hags are immune to this ability. + +## DESCRIPTION + +Void hags are terrifying scourges of deep space, enacting their cruel whims on any innocents who cross their paths. A typical void hag stands over 7 feet tall but weighs no more than 150 pounds. They have long limbs, and their hands and feet are similarly elongated, ending in disturbingly sharp, silvery nails. Most void hags have substantial heads of hair that they let loose to frame their faces in the low- to zero-gravity environments in which they dwell. + +No one is certain whether void hags are crones who adapted to living in outer space (greatly changing their physiology in the process) or a race of alien witches from a distant, unknown world. Void hags aren’t interested in elucidating their origins to those they consider to be lesser beings, which is just about everyone they come across. Rather, void hags instinctively wish to rule over other life-forms, usually cooperating only with other void hags. On occasion, power struggles break out between allied crones, but they often end swiftly and brutally as one overpowers the other. Void hags despise stupidity in any form, and they find great satisfaction in punishing it, usually in ways that are quite painful and often fatal to the victim. + +Though it grants her only a small portion of her power, a void hag’s set of robes is her most important possession. She views the robes as a badge of honor, since a young void hag must undergo a series of harrowing trials to craft them. First, she weaves the cloak from fibers of plants found on naturally irradiated worlds. Then, she finds a star emitting strong solar flares and waits for a phenomenon known as a coronal mass ejection—a massive explosion of plasma and magnetism—in which she bathes the robes. If she survives, she drags the robes into the center of a nebula, collecting cosmic dust and ionized gas particles along the way. She then dons the robes and meditates, often for days, until she visualizes a pattern of stars that she imprints upon the cloak. The design of each set of robes is personally important to the void hag who crafted it, and no two sets of robes look the same. + +This process can take years—or sometimes even decades—but once finished, the void hag is bonded to her robes and only the strongest magic can separate her from them. However, until a void hag makes her robes, no other hag will see her as an equal. Some void hags go so far as to completely ignore those of their kind who haven’t crafted their own robes. A void hag in a coven (see below) who somehow loses her robes is forcefully driven out, even though it strips the coven of all power. Even if the expelled hag retrieves her robes (or fashions a new set), she usually must form an entirely new coven, as her previous compatriots never fully trust her again. + +Void hags have been seen within Apostae, aiding a handful of drow noble houses in the constant corporate espionage the race perpetrates against one another. Void hags who are diligent and sadistically inventive can rise to be major players in a drow corporation’s security division, sometimes rooting out spies from within and leading strike teams against other drow holdings. However, a void hag can never climb higher than that on the corporate ladder, as those positions are almost always exclusive to drow nobles. + +Though Aucturn might seem to be a place of great interest to void hags, they avoid that planet with almost no exception. Some sages claim that the crones are afraid of the Stranger and its disturbing inhabitants. Void hags scoff angrily if this theory is ever espoused in their presence and give vague hints about “certain pacts” made with potent entities that lead them to avoid Aucturn. No one has been able to get further clarification out of void hags on the matter, and so it remains an unsolved mystery. + +Void hags have a similarly standoffish relationship with the Dominion of the Black, though members of the two groups will sometimes deign to work together in extreme circumstances. Such a partnership is always short lived and tense, probably because void hags suspect that deh-nolos and neh-thalggus would eagerly collect their brains if given half a chance. + +## VOID HAG COVENS + +Three hags of any type can band together to form a coven, gaining access to more powerful magical abilities. Covens of void hags are particularly formidable, and they often lay claim to entire asteroids or other small planetoids as their domains. A void hag coven will often craft a roughly square container called a stellar cauldron out of unknown materials that can somehow withstand the various arcane fission and fusion processes studied by the void hags. A stellar cauldron acts as a focus for many of the coven’s rituals and is sometimes used to brew powerful serums and spell ampoules. Scientists from across the galaxy would love to get their hands on one of these stellar cauldrons to examine its composition, but void hag covens are as protective of their cauldrons as an individual void hag is of her robes. + +Whenever all three void hags of a coven are within 10 feet of one another, they can work together to use any of the following spell-like abilities: _call cosmos_ (DC 24), _clairaudience/clairvoyance_, _control gravity_ (DC 25), _gravitational singularity_ (DC 25), _interplanetary teleport_, _retrocognition_, _snuff life_ (DC 25), _telepathy_, and _vision_. All three void hags must take a full action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 13th (or the highest caster level of the most powerful hag in the coven). The coven also ignores Resolve Point costs of the spell-like abilities. + +At the GM’s discretion, other hag covens might have different spell-like abilities. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vorthuul.md b/Compendium/SF1E/Bestiary/Alien Codex/Vorthuul.md new file mode 100644 index 0000000..84dcca9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vorthuul.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 10 +Environment: any vacuum +hp: 165 +modifier: 5 +name: Vorthuul +statblock: true +tags: +Type: NE Medium undead +--- +# VORTHUUL +## VORTHUUL CR 10 + +**XP 9,600** +NE Medium undead +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +12; **Ref** +12; **Will** +11 +**Defensive Abilities** quantum duality; **Immunities** undead immunities +**Weaknesses** event horizon + +### OFFENSE + +**Speed** fly 60 ft. (Su, perfect) +**Melee** claw +22 (2d10+18 S) +**Ranged** gravity blast +19 (4d6+10 B; critical stunned) +**Offensive Abilities** gravitational maelstrom, voidheart + +### STATISTICS + +**STR** +8; **DEX** +5; **CON** —; **INT** +0; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +24 (+32 to fly), Athletics +19, Stealth +19 +**Languages** Common +**Other Abilities** unliving + +### ECOLOGY + +**Environment** vacuum +**Organization** solitary, pair, or supermass (3–6) + +### SPECIAL ABILITIES + +**Event Horizon (Su)** Vorthuuls bend light toward themselves, including that produced by laser weapons. Attacks made with laser weapons against a vorthuul gain a +4 circumstance bonus to the attack roll and ignore the miss chance from concealment. + +**Gravitational Maelstrom (Su)** Three times per day as a full action, a vorthuul can take on the crushing gravitational properties of a black hole for 1d4+1 rounds, during which time the vorthuul’s speed is reduced by half. At the end of the vorthuul’s turn, creatures the same size or smaller and unattended objects of no more than light bulk within 30 feet of the vorthuul are drawn toward it. The vorthuul makes a single special combat maneuver with an attack bonus of +22, comparing the result to each creature’s KAC + 4. If successful, the creature is pulled 5 feet closer to the vorthuul plus 5 additional feet for every 5 by which the result exceeds the target’s KAC + 4. Unattended objects are automatically moved 10 feet closer to the vorthuul each round. While this ability is active, any creature that begins its turn adjacent to the vorthuul takes 2d10+10 bludgeoning damage (Fortitude DC 17 half); unattended objects automatically take this damage when they are moved adjacent to the vorthuul. In addition, any creature within 30 feet of the vorthuul while this ability is active has its speed reduced by half when it moves away from the vorthuul or doubled when it moves toward the vorthuul. A creature that moves neither toward nor away from the vorthuul during this time moves at its normal speed. + +**Gravity Blast (Su)** A vorthuul’s gravity blast has a range increment of 60 feet. + +**Quantum Duality (Su)** Vorthuuls are constantly shifting between the forms of two spirits that are forever intertwined through quantum entanglement: one an apparition that continually suffers in agony as its physical form is stretched by the black hole’s tidal forces, the other a tranquil, compressed mass created by a singularity’s crushing abyss. The vorthuul decides which of its two forms is dominant at the start of combat and can switch between the forms as a move action. + +_Form of Crushing Tranquility:_ The vorthuul gains immunity to bludgeoning damage and force effects, as well as a +4 circumstance bonus to Will saves. + +_Form of Everburning Essence:_ The vorthuul gains elemental immunities and ferocity. + +**Voidheart (Su)** As a standard action, a vorthuul can attempt to touch an adjacent creature with an attack bonus of +22 against the target’s EAC to channel the torment of being consumed by a singularity onto them. If the target fails a DC 19 Fortitude save, it is immediately pinned and staggered by the crushing agony for 1 minute. As a standard action during its turn, the creature can attempt a DC 35 Acrobatics check to escape or a DC 25 Strength check to break through the invisible bonds of gravity, removing the pinned and staggered conditions. + +## DESCRIPTION + +While it is unknown exactly what happens to any starfarer unfortunate enough to be pulled into a black hole, most scientists are certain that nothing can survive the multitude of gravitational forces that batter anything that passes the event horizon. However, reports of strange undead creatures appearing on starships and space stations near these deadly cosmic phenomena have led kasatha mystics aboard the Idari to conjecture that the terrible agony undergone by those consumed by a black hole sometimes allows their spirits to escape the phenomenon and continue on to wreak havoc among the living. The kasathas call such entities vorthuuls, though they are sometimes referred to as singularity wraiths by others. A vorthuul is a strange apparition that appears to be composed of two intertwined forms: one a squat, obsidian skeleton that emanates calm, the other the phantom visage of a creature eternally screaming in unbearable pain as it is stretched to impossible lengths. Neither of these forms ever separates from the other, though one spirit always seems to have dominance at any given moment, pulling along the other with its whims. + +Kasatha sages suggest that these two entangled spirits were once a single living creature that suffered the extreme misfortune of being pulled inexorably into the mouth of a black hole. In this moment, where time and reality get twisted, the black hole creates two versions of the same creature: one that is tortuously extended vertically while being compressed horizontally, and the other that is crushed into infinite density as it is drawn into the singularity. Both versions of the original creature are horribly killed, of course, and their spirits are linked to one another through quantum entanglement. + +While no one knows precisely how these two versions of the same creature’s spirit combine to form an undead vorthuul, those who travel the void know the true dangers these creatures present. Seemingly able to harness the gravitational forces of a black hole, a vorthuul is a horrifying sight for a party of adventurers hoping to loot an abandoned starship or mine precious metals from the surface of an asteroid. + +A vorthuul can appear on a starship, research station, or other celestial object when it passes close to a black hole (though not close enough to be caught by the singularity’s gravitational pull), seemingly manifesting as an avatar of the black hole itself. A singularity that has swallowed countless souls might be “home” to a large group of vorthuuls, making the region of space near that black hole particularly dangerous to living creatures. Such collections of vorthuuls often go unreported if no one makes it out of the area alive, leading to rumors of “haunted” stretches of space. + +Solarians—especially those of the kasatha species—are especially aware of and concerned with the threat vorthuuls pose. Some solarians believe that many vorthuuls were once members of the same tradition who became disproportionately attuned with graviton forces. Their connection with the cosmic forces of gravity and light became imbalanced, contributing to their rebirth as vorthuuls, and they now seek out living solarians to completely destroy them. + +Other groups, such as the Cult of the Devourer, respect the vorthuuls’ uncanny power, viewing them as avatars of their god of infinite destruction, and may even attempt to capture a vorthuul in an attempt to unleash its wrath upon their foes. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Vracinea.md b/Compendium/SF1E/Bestiary/Alien Codex/Vracinea.md new file mode 100644 index 0000000..b3e3184 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Vracinea.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 4 +Environment: temperate and warm forests (Castrovel) +hp: 51 +modifier: 3 +name: Vracinea +statblock: true +tags: +Type: N Large plant +--- +# VRACINEA +## VRACINEA CR 4 + +**XP 1,200** +N Large plant +**Init** +3; **Senses** low-light vision; **Perception** +10 +**Aura** paralyzing scent (15 ft., Fortitude DC 13) + +### DEFENSE + +**HP** 51 +**EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +6; **Will** +3 +**Immunities** plant immunities + +### OFFENSE + +**Speed** 15 ft. +**Melee** bite +12 (1d6+9 P) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** lure (120 feet, Will DC 13) + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +1; **INT** -4; **WIS** +0; **CHA** +0 +**Skills** Athletics +10, Stealth +15, Survival +10 + +### ECOLOGY + +**Environment** temperate and warm forests (Castrovel) +**Organization** solitary + +### SPECIAL ABILITIES + +**Lure (Su)** Each living creature within 120 feet of a vracinea that can see its violet blossoms must succeed at a DC 13 Will save each round at the beginning of its turn or be drawn toward the plant. An affected target must use 2 move actions each round to move directly toward the vracinea at its full speed, and it can’t move in such a way that it loses line of sight to the vracinea. If the only path to the vracinea passes through terrain that could harm the target (such as a river of lava or a bed of sharp thorns), the target can attempt an additional saving throw to shake off the effect before moving into the dangerous area. An affected creature within 5 feet of the vracinea can take no actions and offers no resistance to the vracinea’s attacks. Once a creature successfully saves against this effect, it is immune to the same vracinea’s lure ability for 24 hours. This is a mind-affecting, sense-dependent effect. + +**Paralyzing Scent (Ex)** A vracinea constantly exudes a sweet odor to a radius of 15 feet. Any living creature with a sense of smell that enters or starts its turn in this area of effect must succeed at a DC 13 Fortitude save or be paralyzed for 1 round. Once a creature successfully saves against this effect, it is immune to the same vracinea’s paralyzing scent for 24 hours. This is an inhaled poison effect. + +## DESCRIPTION + +The vracinea is one such predator, a shambling plant creature with several fanged mouths and large blossoms that both attract living creatures with psychic impulses and exude a scent that holds prey in place. Standing almost 12 feet tall, a typical vracinea weighs 2,000 pounds, though one currently digesting a victim might be heavier. + +Usually, a vracinea forsakes its mobility to lie in wait for its next meal, covering its lower half with nearby vines and branches and leaving only its blossom lures visible. If possible, it situates itself in a clearing or at the top of a rise to maximize its hunting range. Once its mesmerized prey has gotten close to it, the vracinea allows its flowers’ paralyzing odor to wash over its victim before the plant creature bursts forth from its camouflage and attacks. If an injured prey manages to shake off the scent’s effects and attempts to escape, the vracinea will pursue as best it can for a short time before giving up and beginning its hunting cycle over again, often selecting a new location in the process. + +Xenobotanists aren’t certain of the mechanisms behind a vracinea’s blossom lures, as only a few scientists who set out to study these plant creatures have returned with evidence. Some believe the flowers vibrate at an almost subatomic level, stimulating a target’s subconscious desires, while others think that the vracinea transmits psychic impulses to its prey through the flowers. Either way, affected creatures can’t help but move toward the vracinea until they get caught within the plant’s paralyzing scent aura, after which they are quickly devoured. + +Vracineas are solitary and territorial creatures. When two come into contact, they often charge at one another, quickly becoming locked in a struggle of gnashing teeth until one falls dead or retreats to nurse its wounds. The stakes of such skirmishes can be especially high, given that nearby prey are often unable to resist the draw of both creatures and end up standing by, paralyzed. The winning vracinea claims any such prizes and claims the nearby territory. It then picks a new hiding spot and patiently waits for other victims to appear. Rarely, a starving vracinea—easily recognizable by the deep purple coloration of its blossom lures—will pursue, kill, and feast on the loser of a contest of dominance, though this is the only time a vracinea partakes in cannibalism. In fact, a vracinea usually refuses to eat other plant creatures; xenobotanists believe those that do are in fact attempting to reach unabsorbed meat in the other creature’s system. + +On Castrovel, vracineas flourish on the continent of Ukulam, where they can stake expansive hunting grounds and avoid other voracious members of their species. All is not completely peaceful, however, as many vracineas compete for food with the jungle’s other carnivorous creatures, such as tentacled ksariks and serpentine mountain eels. Over many generations, ksariks have learned to detect the scent of vracineas from greater and greater distances, along with the knowledge that they have little to gain from ingesting a vracinea’s genetic information. In addition, the two plant creatures tend to be evenly matched, making any confrontation between the two dangerous for both. As a result, they generally only come into direct conflict in times of desperation, or occasionally when a ksarik is tracking victims infected by its carrion spores. Mountain eels, on the other hand, are often more powerful than vracineas, though the two only fight for resources if a vracinea attempts to claim part of a mountainside frequented by a bed of mountain eels for its hunting ground. Usually outnumbered, a vracinea is quickly dispatched by mountain eels, but occasionally one of the plant creatures discovers a nest of newly born elvers left behind by its parents and enjoys a grand feast. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Warpstitcher.md b/Compendium/SF1E/Bestiary/Alien Codex/Warpstitcher.md new file mode 100644 index 0000000..cd7b4a5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Warpstitcher.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 14 +Environment: any land +hp: 225 +modifier: 4 +name: Warpstitcher +statblock: true +tags: +Type: LE Large aberration +--- +# WARPSTITCHER + +**Source** _Alien Archive 4 pg. 136_ + +## WARPSTITCHER CR 14 + +**XP 38,400** +LE Large aberration +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 225 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +16; **Will** +14 +**Defensive Abilities** resist reality + +### OFFENSE + +**Speed** 40 ft., climb 40 ft. +**Melee** claw +27 (8d6+22 P plus warp suture; critical bleed 2d8) +**Space** 10 ft.; **Reach** 10 ft. +**Offensive Abilities** warp suture + +### STATISTICS + +**STR** +8; **DEX** +4; **CON** +3; **INT** +1; **WIS** +0; **CHA** +6 +**Skills** Athletics +25, Bluff +30, Mysticism +25, Stealth +25 +**Languages** Common; telepathy 100 ft., truespeech + +### ECOLOGY + +**Environment** any land +**Organization** solitary or scolding (2–6) + +### SPECIAL ABILITIES + +**Resist Reality (Su)** As a reaction, when the warpstitcher would take damage, it can gain resistance 10 against one of the damage types the triggering attack deals. This resistance applies to the triggering attack’s damage and lasts until the beginning of the warpstitcher’s next turn. The warpstitcher can’t use this ability to reduce damage dealt to its warp sutures. +If the warpstitcher has at least one living creature grappled or pinned with warp suture (see below), this ability deals 5d8 force damage to one of those creatures (5d8+14 if the creature is pinned) unless it succeeds at a DC 20 Will save. If the creature fails this saving throw, the resistance granted by this ability this round increases by an amount equal to one-quarter the damage dealt. +**Warp Suture (Su)** A warpstitcher uses long claws threaded with strands of quintessence to sew its unfortunate victims into itself. If a warpstitcher’s claw attack roll result equals or exceeds the target’s KAC + 4, it automatically grapples the target. (If it equals or exceeds the target’s KAC + 13, it instead pins the target). On the beginning of the warpstitcher’s next turn after grappling or pinning the target, if the target hasn’t escaped the grapple or pin, the target automatically takes the claw attack’s damage. The warpstitcher can then make a new attack roll with the same attack as a standard action. If the roll equals or exceeds the target’s KAC, the grapple or pin is maintained. +While grappled or pinned by this ability, a target shares the warpstitcher’s space and moves wherever the warpstitcher does (though the target doesn’t provoke attacks of opportunity for this movement). +Creatures can attempt to cut the target free (EAC 28, KAC 26, 56 HP), though any attack that doesn’t deal slashing damage deals only half its normal damage. Alternatively a sewn creature can attempt to wriggle free using the escape task of the Acrobatics skill (DC 36), or the creature can burst free with a successful DC 15 Athletics check as a standard action, though the latter deals 8d6+14 slashing damage to the target as it tears free. +A warpstitcher can grapple or pin up to two Medium creatures in this way (doubling the number of creatures it can bind for each additional size category by which these creatures are smaller). If a target dies while grappled or pinned by this ability, its body is absorbed into the warpstitcher and destroyed 1d3 rounds later. + +## DESCRIPTION + +A warpstitcher preys upon sapient creatures, targeting spellcasters who manipulate the fabric of the multiverse. Terrifying to behold, these aberrations have several barbed, insectile legs supporting a massive, bulbous torso that writhes and roils with the flesh of victims they’ve grafted into their bodies. The warpstitcher’s back has five slender appendages that each taper into needle-like points of extraordinary sharpness. The creature’s infamy and name stem from their hunting strategy: they pin down their victim, skewer its flesh, and use shimmering thread to sew the hapless creature into their bodies. + +Those few who’ve survived being sewn to a warpstitcher claim the stitches pulse with energy that trigger disturbing visions, such as the victims’ deaths in alternate realities. For most, the revelations prove so painful or incomprehensible that those survivors’ minds suffer irreparable damage. A rare handful instead experience different visions entirely, emerging from the near-death experience with an ineffable sense of revelation and euphoria. This possibility has led desperate sensates to hunt down a warpstitcher on the off chance of attaining this strange enlightenment, as survivors sometimes achieve unprecedented witchwarping powers. Most die, however. Once a victim’s consciousness has been utterly destroyed, a warpstitcher absorbs the body that continues to kick and contort from unseen nightmares. No one knows for certain if a warpstitcher feeds off its victims’ flesh, thoughts, energy from other timelines, or something else entirely. + +Warpstitchers hunt those who wield powerful magic or technology recklessly, believing such abuses create dimensional echoes that damage alternate realities. Upon identifying a target, warpstitchers stalk their quarry relentlessly, confirming their suspicions before striking. They favor targeting witchwarpers, whose magic frequently violates numerous warpstitcher taboos. Other potential prey for these aberrations include those who wield supernatural power, especially irreverent solarians and engineers of space-bending technologies. Warpstitchers hold a special hatred for Drift engines, believing that starships that have them inflict terrible wounds on extraplanar ecosystems. + +Although they’re most often encountered as remorseless assassins, warpstitchers regularly communicate with others telepathically. In some cases, they might deliver a grim admonition to an amateur spellcaster practicing their first cantrips, only to disappear seconds later. More often, warpstitchers assert control over a group of weaker creatures through lies and manipulation, promising to tell their subordinates’ futures or open a portal to extradimensional riches in exchange for obedience. For all the aberrations’ power, they almost never have the capability to fulfill these promises. Instead they rely on coercing others into making up for their shortcomings, such as by transporting the warpstitchers to other worlds, providing magical support, or securing rare lore that might help the warpstitchers find their way home and undo the Gap’s damage. + +Warpstitchers’ most dangerous lies, however, might be the ones they tell themselves. Many warpstitchers believe that eons ago, when the infinite fabric of the multiverse amounted to no more than a single thread, the gods created their kind to sew together the space between alternate realities. There, warpstitchers reinforced cosmic boundaries and mended tears resulting from interdimensional paradoxes. That is, until the Gap, when warpstitchers woke to find themselves ripped from their interstitial realms and condemned to live among mortal creatures. Many warpstitchers blame witchwarpers for the Gap and the warpstitchers’ subsequent exile. The aberrations’ own mythology insists these spellcasters greedily altered reality to eliminate warpstitchers and to access immense magical power before creating the Gap to erase the memory of their deeds and hide their betrayal. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Devil-in-a-box.md b/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Devil-in-a-box.md new file mode 100644 index 0000000..253667e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Devil-in-a-box.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 3 +Environment: any +hp: 40 +modifier: 4 +name: Weaponized Toy, Weaponized Devil-in-a-box +statblock: true +tags: +Type: N Tiny construct (technological) +--- +# WEAPONIZED TOY, WEAPONIZED DEVIL-IN-A-BOX +As the weapons trade thrives, companies have become more strict about items they ship or allow in baggage. Weapons and combat-oriented creatures are commonly banned. In response, arms dealers and tech-minded assassins build combat drones disguised as toys. Many of these constructs are concealed only for transport, but some integrate their innocuous appearance into their functions with the intent of fooling potential victims as much as shipping securely. Not to be overlooked is the humiliation of being attacked by a toy. + +One popular design is the devil-in-a-box. A figure, scary or cute, is stuffed into a box or similar container, from which it springs when activated. The construct has serrated limbs or jaws capable of slicing through modern composites and a keen virtual intelligence programmed to identify and track targets and to maim or kill. Common “devils” range from literal fiends to skittermanders with saw-like jaws or model Swarm thresher lords. These murderous toys are common enough that modern security gives more scrutiny to them in customs and boarding processes, but telling a mere toy from a killer drone is difficult. + +High-end gaming devices have been used for similar ends. Gamedroids normally function, singly or in groups, to create sophisticated holographic game environments using rechargeable banks of spell chips embedded in their onboard casting units. Installing new spell chips into a prepackaged casting unit is difficult. However, weaponized casting units can be scratch-built in a reasonable amount of time and installed into gamedroids. A shipment of gamedroids can then become a delivery of assassins, loaded with combat magic. Like other weaponized toys, these lethal constructs need only to be assigned a target. And, since off-the-shelf models can be weaponized, tracing the perpetrators can be problematic. + +Laws to control weaponized toys are hard to create and enforce. Lobbyists balk at legislation that burdens manufacturers or slows shipping. Apostae’s lobbyists in particular have been vocal that laws mustn’t hold producers accountable for misuse of their goods, as the precedent would be untenable and the reach overlarge. Responsibility lies, industry advocates insist, with law enforcement and the criminals who perpetrate such abuse. + + +**Source** _Alien Archive 3 pg. 132_ + +## WEAPONIZED DEVIL-IN-A-BOX CR 3 + +**XP 800** +N Tiny construct (technological) +**Init** +4; **Senses** darkvision 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 40 +**EAC** 14; **KAC** 16 +**Fort** +3; **Ref** +3; **Will** +0 +**Defensive Abilities** boxed; **Immunities** construct immunities +**Weaknesses** vulnerable to critical hits + +### OFFENSE + +**Speed** 30 ft. +**Melee** cutters +12 (1d6+4 S; critical bleed 1d4) +**Space** 2-1/2 ft.; **Reach** 0 ft. (or 5 ft.) +**Offensive Abilities** mobile reach, pounce + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** —; **INT** +0; **WIS** +0; **CHA** +0 +**Feats** Mobility, Spring Attack +**Skills** Acrobatics +13, Athletics +8 +**Languages** Common (can’t speak any language) +**Other Abilities** unliving + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or cackle (3–8) + +### SPECIAL ABILITIES + +**Boxed (Ex)** A weaponized devil-in-a-box has an attached box with a lid. While inside its box or motionless, the creature looks like a normal toy. + +As a move action, a weaponized devil-in-a-box can pull itself partially into its box, gaining partial cover. It takes a –2 penalty to attack rolls and can move at only half speed while doing so. As a full action, a weaponized devil-in-a-box can pull itself fully into its box, granting itself total cover. While withdrawn in this way, the devil-in-a-box can’t move or attack, and it can’t see. In either case, the devil-in-a-box can emerge from its box as a move action. + +The box has hardness 10 and 20 Hit Points, and a creature that targets the container with a melee or ranged attack automatically hits it. A devil-in-a-box whose box has the broken condition takes a –2 penalty to AC. If the box is destroyed, the penalty increases to –4, and the devil-in-a-box is staggered until a new box is attached. + +**Mobile Reach (Ex)** Provided it emerges fully from its box or moves before it attacks, a weaponized devil-in-a-box’s reach increases to 5 feet. + +**Pounce (Ex)** When a weaponized devil-in-a-box charges, it can also make a full attack. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Gamedroid.md b/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Gamedroid.md new file mode 100644 index 0000000..59605e9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Weaponized Toy, Weaponized Gamedroid.md @@ -0,0 +1,63 @@ +--- +aliases: +cr: 6 +Environment: any +hp: 75 +modifier: 5 +name: Weaponized-Toy-Gamedroid +statblock: true +tags: +Type: N Small construct (magical, technological) +--- +# WEAPONIZED TOY, WEAPONIZED GAMEDROID +As the weapons trade thrives, companies have become more strict about items they ship or allow in baggage. Weapons and combat-oriented creatures are commonly banned. In response, arms dealers and tech-minded assassins build combat drones disguised as toys. Many of these constructs are concealed only for transport, but some integrate their innocuous appearance into their functions with the intent of fooling potential victims as much as shipping securely. Not to be overlooked is the humiliation of being attacked by a toy. + +One popular design is the devil-in-a-box. A figure, scary or cute, is stuffed into a box or similar container, from which it springs when activated. The construct has serrated limbs or jaws capable of slicing through modern composites and a keen virtual intelligence programmed to identify and track targets and to maim or kill. Common “devils” range from literal fiends to skittermanders with saw-like jaws or model Swarm thresher lords. These murderous toys are common enough that modern security gives more scrutiny to them in customs and boarding processes, but telling a mere toy from a killer drone is difficult. + +High-end gaming devices have been used for similar ends. Gamedroids normally function, singly or in groups, to create sophisticated holographic game environments using rechargeable banks of spell chips embedded in their onboard casting units. Installing new spell chips into a prepackaged casting unit is difficult. However, weaponized casting units can be scratch-built in a reasonable amount of time and installed into gamedroids. A shipment of gamedroids can then become a delivery of assassins, loaded with combat magic. Like other weaponized toys, these lethal constructs need only to be assigned a target. And, since off-the-shelf models can be weaponized, tracing the perpetrators can be problematic. + +Laws to control weaponized toys are hard to create and enforce. Lobbyists balk at legislation that burdens manufacturers or slows shipping. Apostae’s lobbyists in particular have been vocal that laws mustn’t hold producers accountable for misuse of their goods, as the precedent would be untenable and the reach overlarge. Responsibility lies, industry advocates insist, with law enforcement and the criminals who perpetrate such abuse. + +**Source** _Alien Archive 3 pg. 132_ + +## WEAPONIZED GAMEDROID CR 6 + +**XP 2,400** +N Small construct (magical, technological) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 75 +**EAC** 17; **KAC** 18 +**Fort** +3; **Ref** +3; **Will** +7 +**Immunities** construct immunities +**Weaknesses** vulnerable to critical hits, vulnerable to electricity + +### OFFENSE + +**Speed** 10 ft., fly 30 ft. (Ex, average) +**Melee** slam +13 (1d6+6 B) +**Offensive Abilities** casting unit +**Spell-Like Abilities** (CL 6th; melee +13) +1/day—_fabricate scrap_, _jolting surge_, _junksword_ (2nd level) +2/day—_magic missile_, _wisp ally_ +At will—_disguise self_ (DC 17), _holographic image_ (3rd level, DC 19), _psychokinetic hand_, _token spell_ + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** —; **INT** +2; **WIS** +0; **CHA** +2 +**Skills** Acrobatics +13, Disguise +18 +**Languages** Common, up to 2 other languages +**Other Abilities** sound modulation + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or squad (3–9) + +### SPECIAL ABILITIES + +**Casting Unit (Ex)** A weaponized gamedroid gains its spells from a special amalgamation of spell chips known as a casting unit. Some of the spells a weaponized gamedroid can cast vary, usually based on a theme, but like non-weaponized gamedroids, they typically use _holographic image_ to build a gaming environment, _disguise self_ to change their appearance in that environment, _psychokinetic hand_ to manipulate the player in minor ways, and _token spell_ for some special effects. The gamedroid can concentrate on _holographic image_ as a swift action on each of its turns, and it can cast spells while so doing. In addition, when a gamedroid casts _disguise self_, it can appear to be as little as 1 foot in diameter or as big as 8 feet tall. + +**Sound Modulation (Ex)** A weaponized gamedroid can change its voice and other sounds it makes. This trait grants the gamedroid a +2 circumstance bonus to Disguise checks if a change in sound helps the disguise. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Wolliped, Alural War Wolliped.md b/Compendium/SF1E/Bestiary/Alien Codex/Wolliped, Alural War Wolliped.md new file mode 100644 index 0000000..86e1597 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Wolliped, Alural War Wolliped.md @@ -0,0 +1,74 @@ +--- +aliases: +cr: 9 +Environment: cold hills, mountains, or plains (Triaxus) +hp: 145 +modifier: 4 +name: Wolliped, Alural War Wolliped +statblock: true +tags: +Type: N Large animal +--- +# WOLLIPED, ALURAL WAR WOLLIPED +Wollipeds are eight-legged mammals with a thick fleece and long tusks. Originally native to the Parapet Mountains on Triaxus, wollipeds were among the first animals the ryphorians domesticated. On Triaxus, ryphorians have raised wollipeds as livestock for thousands of years. With the advent of Drift travel, however, wollipeds have spread to other planets beyond the Pact Worlds. + +In the wild, wollipeds are herd animals. When threatened, they gather in a tight cluster, adults on the outside with their tusks facing outward, and the young and infirm herd members protected in the center. Wollipeds also spit as a defense mechanism. They developed spiting to warn off competitors for choice food. However, if attacked or sufficiently upset, a wolliped vomits the half-digested contents of its stomach to scare off attackers. Wolliped defensive clusters rain this spit on would-be attackers, often driving off all but the hardiest of predators. + +On Triaxus, herds of wild wollipeds migrate great distances during the planet’s harsh winters in search of food. Most wollipeds are herbivores. Those dwelling in high altitudes or areas with sparse vegetation feed on lichens, mosses, and tubers. Wollipeds of the plains graze on grasses and leaves. + +Like ryphorians, wollipeds have adapted to Triaxus’s long seasons, regardless of what planet they inhabit. Wollipeds born in the winter (Triaxus’s current season) have long, thick, shaggy coats. Those born in the summer have shorter, thinner coats. Winterborn wollipeds grow much longer tusks than their summerborn kindred, using them to dig into the ice and snow for burmoss, roots and rhizomes, tubers, and patches of sentient tulbos fungus. All wollipeds also clash their tusks in dominance competitions and mating displays. + +Wollipeds are exceptionally surefooted, able to easily climb steep mountain trails and maneuver in deep snow. This ability to navigate challenging environments, as well as their docile nature, made wollipeds a natural choice for domestication. Of greatest value is the wollipeds’ fleece, which can be spun and woven into warm, water-repellent textiles. Wollipeds are also raised for their meat, and some ryphorians drink a potent alcohol made from fermented wolliped milk for traditional celebrations and rituals. Wollipeds also make fine mounts and beasts of burden. + +Herds of domesticated wollipeds can be found all over Triaxus, from the Allied Territories to Ning. Most are raised for their fleece, but more than half of Triaxus’s domesticated wolliped production goes to feeding the population of the Drakelands. The same traits that led to the domestication of wollipeds on Triaxus have made them valuable as hardy livestock on cold or mountainous colony worlds. In a pinch, colonists can use them for physical labor, just as the ryphorians did in pre-Gap times. + +A typical wolliped is about 12 feet long from nose to base of tail, stands 5 feet tall at the front shoulder, and weighs around 3,000 pounds. Wollipeds mate annually and give birth after 11 months. Most wollipeds live for about 15 years. + +### REGIONAL VARIANTS + +The wolliped statistics represent the most common breed native to Triaxus, but other breeds exist across the world. These beasts are available off-world as well. + +**Alural:** Ryphorian tribes of the Alural Plains in the Drakelands have long bred the strongest and most aggressive wollipeds. They start with the only known carnivorous strain of wollipeds, which aren’t docile like their herbivorous kin. Alural trainers then prepare the wollipeds for riders and war. For those who prefer the ancient tradition of riding a wolliped into battle, this variety is widely regarded as the best. The alural war wolliped statistics represent a combat-trained, armored wolliped. A wild alural is like a normal wolliped, but it lacks the docile weakness. + +**Ningese:** The island continent Ning on Triaxus is home to a small breed of wolliped, known for its hardiness, speed, and agility. Ningese wolliped fleece is fine and soft, and the animals’ tender meat is considered a delicacy on Triaxus. Both are rare luxuries elsewhere, because the Immortal Suzerainty of Ning claims independence from the Pact Worlds, and Ning’s exports carry severe tariffs and shipping restrictions. Ningese wollipeds have the miniature simple template, Strength +2 (1d6+5 B damage for their gore), Dexterity and initiative +4, and their speed is 60 feet. + +**Source** _Alien Archive 3 pg. 134_ + +## ALURAL WAR WOLLIPED CR 9 + +**XP 6,400** +N Large animal +**Init** +4; **Senses** blindsense (scent) 60 ft., low-light vision; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +13; **Will** +8 + +### OFFENSE + +**Speed** 50 ft. (45 ft. in armor); snow stride +**Melee** gore +21 (2d10+15 P) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** spit (1/hour; ranged +19), trample (2d10+15 B, DC 16) + +### STATISTICS + +**STR** +6; **DEX** +4; **CON** +3; **INT** -4; **WIS** +0; **CHA** -3 +**Skills** Athletics +22, Survival +17 +**Other Abilities** cold inured +**Gear** pinion skyfire armor + +### ECOLOGY + +**Environment** cold hills, mountains, or plains (Triaxus) +**Organization** solitary, pair, or mounted (1 alural war wolliped and 1 ryphorian) + +### SPECIAL ABILITIES + +**Cold Inured (Ex)** A wolliped treats severe cold as cold and extreme cold as severe cold. + +**Snow Stride (Ex)** A wolliped treats heavy snow as difficult terrain and snow as normal terrain. + +**Spit (Ex)** Once per hour, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a DC 16 Fortitude save or be sickened for 1d6 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Wolliped.md b/Compendium/SF1E/Bestiary/Alien Codex/Wolliped.md new file mode 100644 index 0000000..b01584f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Wolliped.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 3 +Environment: cold hills, mountains, or plains (Triaxus) +hp: 35 +modifier: 2 +name: Wolliped +statblock: true +tags: +Type: N Large animal +--- +# WOLLIPED +Wollipeds are eight-legged mammals with a thick fleece and long tusks. Originally native to the Parapet Mountains on Triaxus, wollipeds were among the first animals the ryphorians domesticated. On Triaxus, ryphorians have raised wollipeds as livestock for thousands of years. With the advent of Drift travel, however, wollipeds have spread to other planets beyond the Pact Worlds. + +In the wild, wollipeds are herd animals. When threatened, they gather in a tight cluster, adults on the outside with their tusks facing outward, and the young and infirm herd members protected in the center. Wollipeds also spit as a defense mechanism. They developed spiting to warn off competitors for choice food. However, if attacked or sufficiently upset, a wolliped vomits the half-digested contents of its stomach to scare off attackers. Wolliped defensive clusters rain this spit on would-be attackers, often driving off all but the hardiest of predators. + +On Triaxus, herds of wild wollipeds migrate great distances during the planet’s harsh winters in search of food. Most wollipeds are herbivores. Those dwelling in high altitudes or areas with sparse vegetation feed on lichens, mosses, and tubers. Wollipeds of the plains graze on grasses and leaves. + +Like ryphorians, wollipeds have adapted to Triaxus’s long seasons, regardless of what planet they inhabit. Wollipeds born in the winter (Triaxus’s current season) have long, thick, shaggy coats. Those born in the summer have shorter, thinner coats. Winterborn wollipeds grow much longer tusks than their summerborn kindred, using them to dig into the ice and snow for burmoss, roots and rhizomes, tubers, and patches of sentient tulbos fungus. All wollipeds also clash their tusks in dominance competitions and mating displays. + +Wollipeds are exceptionally surefooted, able to easily climb steep mountain trails and maneuver in deep snow. This ability to navigate challenging environments, as well as their docile nature, made wollipeds a natural choice for domestication. Of greatest value is the wollipeds’ fleece, which can be spun and woven into warm, water-repellent textiles. Wollipeds are also raised for their meat, and some ryphorians drink a potent alcohol made from fermented wolliped milk for traditional celebrations and rituals. Wollipeds also make fine mounts and beasts of burden. + +Herds of domesticated wollipeds can be found all over Triaxus, from the Allied Territories to Ning. Most are raised for their fleece, but more than half of Triaxus’s domesticated wolliped production goes to feeding the population of the Drakelands. The same traits that led to the domestication of wollipeds on Triaxus have made them valuable as hardy livestock on cold or mountainous colony worlds. In a pinch, colonists can use them for physical labor, just as the ryphorians did in pre-Gap times. + +A typical wolliped is about 12 feet long from nose to base of tail, stands 5 feet tall at the front shoulder, and weighs around 3,000 pounds. Wollipeds mate annually and give birth after 11 months. Most wollipeds live for about 15 years. + +### REGIONAL VARIANTS + +The wolliped statistics represent the most common breed native to Triaxus, but other breeds exist across the world. These beasts are available off-world as well. + +**Alural:** Ryphorian tribes of the Alural Plains in the Drakelands have long bred the strongest and most aggressive wollipeds. They start with the only known carnivorous strain of wollipeds, which aren’t docile like their herbivorous kin. Alural trainers then prepare the wollipeds for riders and war. For those who prefer the ancient tradition of riding a wolliped into battle, this variety is widely regarded as the best. The alural war wolliped statistics represent a combat-trained, armored wolliped. A wild alural is like a normal wolliped, but it lacks the docile weakness. + +**Ningese:** The island continent Ning on Triaxus is home to a small breed of wolliped, known for its hardiness, speed, and agility. Ningese wolliped fleece is fine and soft, and the animals’ tender meat is considered a delicacy on Triaxus. Both are rare luxuries elsewhere, because the Immortal Suzerainty of Ning claims independence from the Pact Worlds, and Ning’s exports carry severe tariffs and shipping restrictions. Ningese wollipeds have the miniature simple template, Strength +2 (1d6+5 B damage for their gore), Dexterity and initiative +4, and their speed is 60 feet. + +**Source** _Alien Archive 3 pg. 134_ + +## WOLLIPED CR 3 + +**XP 800** +N Large animal +**Init** +2; **Senses** blindsense (scent) 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +7; **Will** +2 +**Weaknesses** docile + +### OFFENSE + +**Speed** 50 ft.; snow stride +**Melee** gore +8 (1d6+7 P) +**Space** 10 ft.; **Reach** 5 ft. +**Offensive Abilities** spit (1/hour; ranged +6) + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +3; **INT** -4; **WIS** +0; **CHA** -3 +**Skills** Athletics +13, Survival +8 +**Other Abilities** cold inured + +### ECOLOGY + +**Environment** cold hills, mountains, or plains (Triaxus) +**Organization** solitary, pair, or herd (3–12) + +### SPECIAL ABILITIES + +**Cold Inured (Ex)** A wolliped treats severe cold as cold and extreme cold as severe cold. + +**Docile (Ex)** A docile wolliped uses the low attack bonus from the combatant array for its gore attack. The wolliped loses this weakness if trained for combat, a function of the rear a wild animal task of the Survival skill. A wolliped trained this way uses the high attack bonus for its gore attack and adds the knockdown critical hit effect. + +**Snow Stride (Ex)** A wolliped treats heavy snow as difficult terrain and snow as normal terrain. + +**Spit (Ex)** Once per hour, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a DC 12 Fortitude save or be sickened for 1d4 rounds. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi, Fortunaut.md b/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi, Fortunaut.md new file mode 100644 index 0000000..e121097 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi, Fortunaut.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 9 +Environment: any (Worlan) +hp: 135 +modifier: 4 +name: Worlanisi, Fortunaut +statblock: true +tags: +Type: CG Small humanoid (worlanisi) +--- +# WORLANISI, FORTUNAUT +Hailing from the Near Space planet of Worlan, worlanisi have become known across the galaxy for their preternatural luck. This luck seems to stem from some inborn trait, and worlanisi society has affirmed and integrated this luck into its collective mindset for generations. From an early age, worlanisi are taught to see the lucky side of virtually every event. Even situations that others might see as significant downturns in fortune, worlanisi typically interpret as blessings in disguise. + +Despite (or perhaps because of) worlanisi’s ubiquitous good fortune, many aspects of their culture account for or even offset luck, favoring meritocracy and egalitarian processes. Their most popular sports and games, including the strategic card game Seven Suns, have little to no element of luck—often the only kind of games that others play with worlanisi. In places where their lucky reputation precedes them, worlanisi earn steady work from those seeking an extra edge. Most such endeavors prove to be self-fulfilling prophecies, as associates commonly attribute fortunate outcomes to their worlanisi comrades—whether or not the latter’s fate-bending knack played any role. This narrative has become so entrenched in popular culture that to “draw straws with a worlanisi” has since turned into a common expression meaning to accept one’s fate. Disreputable worlanisi enjoy playing on this reputation and pushing it to its extreme, bilking the gullible by claiming to offer, for instance, excellent investment schemes that can’t possibly go wrong. + +Desna, goddess of luck and travelers, is a favorite patron among the worlanisi. Many of them take to the stars upon reaching early adulthood—often with very little direction or preplanning—making a hitchhiking worlanisi a common sight in starship hubs. Worlanisi as a whole tend to look upon other species as tragically unfortunate, though usually with great sympathy for their plights. Even more pitiable are those individuals who try to augment their luck with superstitions, rituals, or talismans; to worlanisi you either have it or you don’t. Some worlanisi cheerfully offer themselves for various dangerous ventures in the name of balancing a crew’s long odds—some parties consider the presence of these four-armed good luck charms a boon while others interpret a worlanisi’s confidence as reckless or condescending. + +Worlanisi develop horn-cones at an early age, with additional concentric rings forming during puberty. These structures amplify both incoming and outgoing mental signals. In their distant evolutionary past, worlanisi used these structures to detect and follow faint telepathic signatures while on the hunt, similar to how some insects track pheromone trails. However, untold millennia of other selective pressures and improved technologies have diminished their horn-cones’ size and functions. Presently, many worlanisi have to exercise their minds regularly to simply maintain their telepathic abilities. Though no longer sensitive enough to detect minds or parse others’ thoughts, the vestigial horn-cones still painfully amplify incoming mental effects to psychically deafening levels. + +**Source** _Alien Archive 4 pg. 138_ + +## FORTUNAUT CR 9 + +**XP 6,400** +Worlanisi mechanic +CG Small humanoid (worlanisi) +**Init** +4; **Perception** +17 + +### DEFENSE + +**HP** 135 +**EAC** 22; **KAC** 23 +**Fort** +10; **Ref** +10; **Will** +10; –1 vs. mind-affecting +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** incapacitator +17 (3d4+11 B nonlethal) +**Ranged** persuader +19 (2d4+9 E & F; critical wound) +**Offensive Abilities** overload (DC 18), override (DC 18), target tracking + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +3; **INT** +6; **WIS** +2; **CHA** +4 +**Skills** Acrobatics +17, Athletics +22 (+30 to climb), Computers +22, Diplomacy +17, Engineering +22 Feats Fusillade +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** artificial intelligence (exocortex), expert rig, mechanic tricks (holographic projector, neural shunt), miracle worker (1/day), multiarmed (4), remote hack (40 ft.), wireless hack, worlanisi gamble, worlanisi luck +**Gear** d-suit III, incapacitator with 1 battery (20 charges), 4 persuadersAR with 4 batteries (20 charges each) + +### ECOLOGY + +**Environment** any (Worlan) +**Organization** solitary, pair, or jackpot (3–5) + +### SPECIAL ABILITIES + +**Psychic Reverb (Ex)** A worlanisi takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. +**Worlanisi Gamble (Ex)** Once per day as a reaction when the worlanisi or an ally they can see within 15 feet rolls an attack roll, saving throw, or skill check, the worlanisi causes that creature to roll twice and take the better result. +**Worlanisi Luck (Ex)** The first time each day that a worlanisi rolls a natural 1 on a d20 roll, they treat it as a natural 20 instead. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi.md b/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi.md new file mode 100644 index 0000000..7f4fd18 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Worlanisi.md @@ -0,0 +1,66 @@ +--- +aliases: +cr: 1 +Environment: any (Worlan) +hp: 17 +modifier: 2 +name: Worlanisi +statblock: true +tags: +Type: CG Small humanoid (worlanisi) +--- +# WORLANISI +Hailing from the Near Space planet of Worlan, worlanisi have become known across the galaxy for their preternatural luck. This luck seems to stem from some inborn trait, and worlanisi society has affirmed and integrated this luck into its collective mindset for generations. From an early age, worlanisi are taught to see the lucky side of virtually every event. Even situations that others might see as significant downturns in fortune, worlanisi typically interpret as blessings in disguise. + +Despite (or perhaps because of) worlanisi’s ubiquitous good fortune, many aspects of their culture account for or even offset luck, favoring meritocracy and egalitarian processes. Their most popular sports and games, including the strategic card game Seven Suns, have little to no element of luck—often the only kind of games that others play with worlanisi. In places where their lucky reputation precedes them, worlanisi earn steady work from those seeking an extra edge. Most such endeavors prove to be self-fulfilling prophecies, as associates commonly attribute fortunate outcomes to their worlanisi comrades—whether or not the latter’s fate-bending knack played any role. This narrative has become so entrenched in popular culture that to “draw straws with a worlanisi” has since turned into a common expression meaning to accept one’s fate. Disreputable worlanisi enjoy playing on this reputation and pushing it to its extreme, bilking the gullible by claiming to offer, for instance, excellent investment schemes that can’t possibly go wrong. + +Desna, goddess of luck and travelers, is a favorite patron among the worlanisi. Many of them take to the stars upon reaching early adulthood—often with very little direction or preplanning—making a hitchhiking worlanisi a common sight in starship hubs. Worlanisi as a whole tend to look upon other species as tragically unfortunate, though usually with great sympathy for their plights. Even more pitiable are those individuals who try to augment their luck with superstitions, rituals, or talismans; to worlanisi you either have it or you don’t. Some worlanisi cheerfully offer themselves for various dangerous ventures in the name of balancing a crew’s long odds—some parties consider the presence of these four-armed good luck charms a boon while others interpret a worlanisi’s confidence as reckless or condescending. + +Worlanisi develop horn-cones at an early age, with additional concentric rings forming during puberty. These structures amplify both incoming and outgoing mental signals. In their distant evolutionary past, worlanisi used these structures to detect and follow faint telepathic signatures while on the hunt, similar to how some insects track pheromone trails. However, untold millennia of other selective pressures and improved technologies have diminished their horn-cones’ size and functions. Presently, many worlanisi have to exercise their minds regularly to simply maintain their telepathic abilities. Though no longer sensitive enough to detect minds or parse others’ thoughts, the vestigial horn-cones still painfully amplify incoming mental effects to psychically deafening levels. + +## WORLANISI +**Source** _Alien Archive 4 pg. 138_ + +## WORLANISI CR 1 + +**XP 400** +CG Small humanoid (worlanisi) +**Init** +2; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +4; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical baton +4 (1d4+1 B) +**Ranged** pulsecaster pistol +6 (1d4+1 E nonlethal) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +1; **WIS** +0; **CHA** +4 +**Skills** Acrobatics +10, Athletics +10 (+18 to climb), Bluff +10, Culture +5, Mysticism +5 +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** multiarmed (4), worlanisi gamble, worlanisi luck +**Gear** flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), tactical baton + +### ECOLOGY + +**Environment** any (Worlan) +**Organization** solitary, pair, or fluke (3–5) + +### SPECIAL ABILITIES + +**Psychic Reverb (Ex)** A worlanisi takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. +**Worlanisi Gamble (Ex)** Once per day as a reaction when the worlanisi or an ally they can see within 15 feet rolls an attack roll, saving throw, or skill check, the worlanisi causes that creature to roll twice and take the better result. +**Worlanisi Luck (Ex)** The first time each day that a worlanisi rolls a natural 1 on a d20 roll, they treat it as a natural 20 instead. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Worlanisi (Creature Subtype) Graft Template +\- Worlanisi Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Wrikreechee.md b/Compendium/SF1E/Bestiary/Alien Codex/Wrikreechee.md new file mode 100644 index 0000000..238bac2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Wrikreechee.md @@ -0,0 +1,70 @@ +--- +aliases: +cr: 3 +Environment: any aquatic or urban (Akchios) +hp: 36 +modifier: 1 +name: Wrikreechee +statblock: true +tags: +Type: LN Medium monstrous humanoid (aquatic) +--- +# WRIKREECHEE +## WRIKREECHEE CR 3 + +]**XP 800** +Wrikreechee envoy +LN Medium monstrous humanoid (aquatic) +**Init** -1; **Senses** darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 36 +**EAC** 12; **KAC** 13 +**Fort** +2; **Ref** +4; **Will** +6 +**Defensive Abilities** sheltering + +### OFFENSE + +**Speed** 20 ft., swim 30 ft. +**Melee** survival knife +10 (1d4+3 S) +**Ranged** tactical semi-auto pistol +8 (1d6+3 P) +**Offensive Abilities** cooperative, snag + +### STATISTICS + +**STR** +0; **DEX** -1; **CON** +1; **INT** +4; **WIS** +1; **CHA** +3 +**Skills** Athletics +8 (+16 when swimming), Diplomacy +13, Engineering +13, Medicine +8, Sense Motive +13 +**Languages** Common, Wrikreechee +**Other Abilities** amphibious, envoy improvisations (get ’em, inspiring boost \[9 SP\]) +**Gear** graphite carbon skin, survival knife, tactical semi-auto pistol with 30 small arm rounds + +### ECOLOGY + +**Environment** any aquatic or urban (Akchios) +**Organization** solitary, fixture (2–7), colony (8–20) + +### SPECIAL ABILITIES + +**Cooperative (Ex)** Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check. + +**Sheltering (Ex)** A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1. + +**Snag (Ex)** Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a –4 penalty to the attack rolls. + +## DESCRIPTION + +Spindly and deliberate, wrikreechees are chitinous filter feeders who bear as much a resemblance to mollusks as they do to airbreathing humanoids. Their two lower limbs are robust, capable of clinging to jagged surfaces for extended periods, while their forelimbs bear dozens of long, fibrous whiskers that fan out like baleen to catch passing food particles. These forelimbs each also bear a set of three grasping claws, with which a wrikreechee can manipulate objects, tools, and weapons. + +Wrikreechees are natives of Akchios, a lonely, watery planet with a fairly eccentric orbit around an orange main-sequence star. Over much of its existence, Akchios was covered in ice miles thick, melting only partly every 3 years when the planet drew closer to the sun. Fairly simple life developed in its concealed oceans, feeding upon nutrients surging from deep-sea vents. Only a modest range of more complex life-forms evolved in the lightless depths, and among these were the wrikreechees: soft-bodied organisms who developed rigid exoskeletons that allowed them to wander and feed during the warming cycle. During the cooling cycle, they molted their shells and retreated into coral-like constructions to conserve energy and socialize with their wintering colony. As best as modern scholars can tell, their kind evolved self-awareness and higher thought processes as a direct extension of this communal living. Though the species developed only rudimentary technologies in the absence of fire and metallurgy, their cultural love of history, mathematics, and philosophy made them a highly educated people. + +For the past 100,000 years, Akchios’s sun has grown hotter, melting more and more of the planet’s icy shell. Several centuries before the Gap, Akchios thawed enough to expose its immense ocean, revealing the cosmos to the wrikreechees for the first time. They had already developed complex astronomic theories by the time Pact Worlds explorers arrived 50 years ago, and although the wrikreechees still had only simple tools, they had the academic aptitude to quickly understand and adopt the visitors’ technologies. While still fairly uncommon beyond their home world, traveling wrikreechee scholars and engineers are renowned for creating wonders of architecture and adapting old technologies in innovative ways. + +Among the wrikreechees’ most important developments are a swath of pharmaceuticals and inexpensive biotech solutions that have helped them adapt to life in dry environments. Most importantly, these include a series of hormonal enhancements that allow a wrikreechee to maintain its shell year round and a biotech vocal enhancer that helps the creature project its voice and enunciate at near-human levels— without which a wrikreechee’s simple jaw and throat mangle a range of consonants and can barely project above a whisper in air. Much of the Wrikreechee language is conveyed through arm movements and chirps, with entire syntactic structures expressed solely through vibrations felt only over short distances in the water. These grammatical constructions are reserved primarily for terms of endearment, trust, and understanding. As a result, wrikreechees emit a nearly inaudible buzz around dear friends, and they find communication over comm units distressingly sterile. + +Temperature fluctuations remain the bane of most wrikreechees; because of their adaptation to seasonal stimuli, they become noticeably torpid in cold weather, and heat can spur practically manic bouts of energy. Those who can afford to do so wear suits with environmental controls to maintain their body temperatures—and prevent any mood swings that would otherwise result. Most wrikreechee travelers delight in clothing and crowded rooms, finding both to be suitable replacements for the colonies they left behind. + +## EXTRA CONTENT + +The following extra content was found for this creature: +\- Wrikreechee Race Entry diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Yithian, Yithian Elder.md b/Compendium/SF1E/Bestiary/Alien Codex/Yithian, Yithian Elder.md new file mode 100644 index 0000000..14a0e06 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Yithian, Yithian Elder.md @@ -0,0 +1,72 @@ +--- +aliases: +cr: 13 +Environment: any +hp: 200 +modifier: 1 +name: Yithian, Yithian Elder +statblock: true +tags: +Type: LN Large aberration +--- +# YITHIAN, YITHIAN ELDER +In eons past, yithians inhabited a dying world. They used a desperate gambit to escape their planet’s doom: casting their minds through time and space. These errant souls came to rest in the bodies they possess today. The minds that already inhabited these bodies were exiled back to the yithians’ doomed world, but what mattered to yithians was the survival of their species, so they had and have little concern for those exiles. Hounds of Tindalos hunt yithians, perhaps for this act, although yithians aren’t sure. + +From their new home, the yithians created magitech that allowed them to contact minds on other planets and in other times. When the yithians found hospitable worlds, they created portals to those places. It was in this manner that yithians first came to Golarion. Those who lived on Golarion disappeared during the Gap, along with the rest of the planet. + +As with all other denizens of the galaxy, yithians lost memory of the time during the Gap, a condition that vexes and frightens them. They also lost access to the devices that allowed them to transcend time. Their scientists continue to seek the cause of the Gap, but the more they do so, the more they realize the answer might be beyond their comprehension. + +Yithians retain a weaker version of their forebears’ ability to swap minds. With this power, along with the use of their hybrid portals and the immense psychic power of their elders, they travel between galactic locales. They often mind swap into other species to make use of starships, which they rarely build. + +Yithian technology is akin to other high-tech equipment in the galaxy. They prefer electricity weapons. Some historians speculate that the storm coil is a pre-Gap yithian invention, although yithian versions are boxy and made for their physiology. How the weapon became widespread in the modern galaxy is yet another mystery of the Gap. + +Yithians are about 10 feet tall and weigh nearly 2,000 pounds. They live for millennia. + +## YITHIAN, YITHIAN ELDER + +**Source** _Alien Archive 3 pg. 136_ + +## YITHIAN ELDER CR 13 + +**XP 25,600** +LN Large aberration +**Init** +1; **Senses** blindsense (thought) 150 ft., darkvision 60 ft.; **Perception** +23 + +### DEFENSE + +**HP** 200 +**EAC** 27; **KAC** 28 +**Fort** +12; **Ref** +12; **Will** +18 +**Defensive Abilities** fast healing 5, unflankable; **DR** 10/magic; **Resistances** acid 10, cold 10, fire 10 + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** pincer +24 (6d4+17 S; critical wound \[DC 21\]) +**Ranged** impulse storm coil +22 (4d6+13 E) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 13th) +1/day—_telepathic jaunt_ +3/day—_arcane eye_, _mind probe_ (DC 21) +At will—_detect thoughts_ (range 150 ft.; DC 18), _mindlink_ (range 150 ft.), _mind swap_ (DC 23), _modify memory_ (DC 22), _telepathic bond_ + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +4; **INT** +8; **WIS** +3; **CHA** +6 +**Skills** Culture +28, Engineering +23, Life Science +28, Mysticism +28, Physical Science +23 +**Languages** Aklo, Common, Yithian; telepathy 150 ft. +**Other Abilities** mental projection, mind swap mastery, telepathic bond +**Gear** impulse storm coil with 4 super-capacity batteries (80 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, band (1–2 plus 3–9 yithians) + +### SPECIAL ABILITIES + +**Mental Projection (Su)** A yithian elder can use its spell-like abilities as if it were in the location of a creature that is party to the yithian’s telepathic bond. + +**Mind Swap Mastery (Su)** When a yithian casts mind swap, the duration is permanent (D). The yithian takes its senses and defensive abilities with it to a new body and doesn’t gain the awkward trait. In addition, when the yithian returns to its own body, the _mind swap_ target must succeed at a DC 20 Will saving throw or forget being in the yithian’s body. + +**Telepathic Bond (Su)** As the mystic class. diff --git a/Compendium/SF1E/Bestiary/Alien Codex/Yithian.md b/Compendium/SF1E/Bestiary/Alien Codex/Yithian.md new file mode 100644 index 0000000..f32ef0b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Alien Codex/Yithian.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 9 +Environment: any +hp: 125 +modifier: 1 +name: Yithian +statblock: true +tags: +Type: LN Large aberration +--- +# YITHIAN +In eons past, yithians inhabited a dying world. They used a desperate gambit to escape their planet’s doom: casting their minds through time and space. These errant souls came to rest in the bodies they possess today. The minds that already inhabited these bodies were exiled back to the yithians’ doomed world, but what mattered to yithians was the survival of their species, so they had and have little concern for those exiles. Hounds of Tindalos hunt yithians, perhaps for this act, although yithians aren’t sure. + +From their new home, the yithians created magitech that allowed them to contact minds on other planets and in other times. When the yithians found hospitable worlds, they created portals to those places. It was in this manner that yithians first came to Golarion. Those who lived on Golarion disappeared during the Gap, along with the rest of the planet. + +As with all other denizens of the galaxy, yithians lost memory of the time during the Gap, a condition that vexes and frightens them. They also lost access to the devices that allowed them to transcend time. Their scientists continue to seek the cause of the Gap, but the more they do so, the more they realize the answer might be beyond their comprehension. + +Yithians retain a weaker version of their forebears’ ability to swap minds. With this power, along with the use of their hybrid portals and the immense psychic power of their elders, they travel between galactic locales. They often mind swap into other species to make use of starships, which they rarely build. + +Yithian technology is akin to other high-tech equipment in the galaxy. They prefer electricity weapons. Some historians speculate that the storm coil is a pre-Gap yithian invention, although yithian versions are boxy and made for their physiology. How the weapon became widespread in the modern galaxy is yet another mystery of the Gap. + +Yithians are about 10 feet tall and weigh nearly 2,000 pounds. They live for millennia. + +## YITHIAN +**Source** _Alien Archive 3 pg. 136_ + +## YITHIAN CR 9 + +**XP 6,400** +LN Large aberration +**Init** +1; **Senses** blindsense (thought) 100 ft., darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 125 +**EAC** 22; **KAC** 23 +**Fort** +8; **Ref** +8; **Will** +14 +**Defensive Abilities** fast healing 5, unflankable; **DR** 10/magic; **Resistances** acid 10, cold 10, fire 10 + +### OFFENSE + +**Speed** 20 ft., climb 20 ft. +**Melee** pincer +19 (3d4+12 S; critical wound \[DC 18\]) +**Ranged** jolt storm coil +17 (2d6+9 E) +**Space** 10 ft.; **Reach** 10 ft. +**Spell-Like Abilities** (CL 9th) +At will—_detect thoughts_ (range 100 ft., DC 16), _mind swap_ (DC 21), _modify memory_ (DC 20) + +### STATISTICS + +**STR** +3; **DEX** +1; **CON** +3; **INT** +6; **WIS** +2; **CHA** +4 +**Skills** Culture +22, Engineering +17, Life Science +22, Mysticism +17, Physical Science +22 +**Languages** Aklo, Common, Yithian; telepathy 100 ft. +**Other Abilities** mind swap mastery +**Gear** jolt storm coil with 4 high-capacity batteries (40 charges each) + +### ECOLOGY + +**Environment** any +**Organization** solitary, pair, or band (3–9) + +### SPECIAL ABILITIES + +**Mind Swap Mastery (Su)** When a yithian casts mind swap, the duration is permanent (D). The yithian takes its senses and defensive abilities with it to a new body and doesn’t gain the awkward trait. In addition, when the yithian returns to its own body, the _mind swap_ target must succeed at a DC 20 Will saving throw or forget being in the yithian’s body. diff --git a/Bestiary/Anacite Ambassador.md b/Compendium/SF1E/Bestiary/Anacite Ambassador.md similarity index 91% rename from Bestiary/Anacite Ambassador.md rename to Compendium/SF1E/Bestiary/Anacite Ambassador.md index b7db9fc..311da9a 100644 --- a/Bestiary/Anacite Ambassador.md +++ b/Compendium/SF1E/Bestiary/Anacite Ambassador.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anacite Ambassador diff --git a/Bestiary/Anacite Laborer.md b/Compendium/SF1E/Bestiary/Anacite Laborer.md similarity index 91% rename from Bestiary/Anacite Laborer.md rename to Compendium/SF1E/Bestiary/Anacite Laborer.md index 0a1526b..7652b74 100644 --- a/Bestiary/Anacite Laborer.md +++ b/Compendium/SF1E/Bestiary/Anacite Laborer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anacite Laborer diff --git a/Bestiary/Anacite Predator Drone.md b/Compendium/SF1E/Bestiary/Anacite Predator Drone.md similarity index 92% rename from Bestiary/Anacite Predator Drone.md rename to Compendium/SF1E/Bestiary/Anacite Predator Drone.md index c19d15b..be329f4 100644 --- a/Bestiary/Anacite Predator Drone.md +++ b/Compendium/SF1E/Bestiary/Anacite Predator Drone.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anacite Predator Drone diff --git a/Bestiary/Anacite Wingbot.md b/Compendium/SF1E/Bestiary/Anacite Wingbot.md similarity index 91% rename from Bestiary/Anacite Wingbot.md rename to Compendium/SF1E/Bestiary/Anacite Wingbot.md index 763cb6c..17d9d69 100644 --- a/Bestiary/Anacite Wingbot.md +++ b/Compendium/SF1E/Bestiary/Anacite Wingbot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anacite Wingbot diff --git a/Bestiary/Anchorite.md b/Compendium/SF1E/Bestiary/Anchorite.md similarity index 92% rename from Bestiary/Anchorite.md rename to Compendium/SF1E/Bestiary/Anchorite.md index e4faacd..2f0b4b9 100644 --- a/Bestiary/Anchorite.md +++ b/Compendium/SF1E/Bestiary/Anchorite.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anchorite diff --git a/Bestiary/Anhamut.md b/Compendium/SF1E/Bestiary/Anhamut.md similarity index 90% rename from Bestiary/Anhamut.md rename to Compendium/SF1E/Bestiary/Anhamut.md index 95943fa..bbe3b56 100644 --- a/Bestiary/Anhamut.md +++ b/Compendium/SF1E/Bestiary/Anhamut.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Anhamut diff --git a/Bestiary/Apari.md b/Compendium/SF1E/Bestiary/Apari.md similarity index 90% rename from Bestiary/Apari.md rename to Compendium/SF1E/Bestiary/Apari.md index bd94fd9..d66b7c0 100644 --- a/Bestiary/Apari.md +++ b/Compendium/SF1E/Bestiary/Apari.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Apari diff --git a/Bestiary/Arquand Gazelle.md b/Compendium/SF1E/Bestiary/Arquand Gazelle.md similarity index 92% rename from Bestiary/Arquand Gazelle.md rename to Compendium/SF1E/Bestiary/Arquand Gazelle.md index 3686d4d..578e69a 100644 --- a/Bestiary/Arquand Gazelle.md +++ b/Compendium/SF1E/Bestiary/Arquand Gazelle.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Arquand Gazelle diff --git a/Bestiary/Assassin Robot.md b/Compendium/SF1E/Bestiary/Assassin Robot.md similarity index 91% rename from Bestiary/Assassin Robot.md rename to Compendium/SF1E/Bestiary/Assassin Robot.md index 92a98eb..c916a09 100644 --- a/Bestiary/Assassin Robot.md +++ b/Compendium/SF1E/Bestiary/Assassin Robot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Assassin Robot diff --git a/Bestiary/Assembly Ooze.md b/Compendium/SF1E/Bestiary/Assembly Ooze.md similarity index 91% rename from Bestiary/Assembly Ooze.md rename to Compendium/SF1E/Bestiary/Assembly Ooze.md index e46661f..703ce7c 100644 --- a/Bestiary/Assembly Ooze.md +++ b/Compendium/SF1E/Bestiary/Assembly Ooze.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Assembly Ooze diff --git a/Bestiary/Asteray.md b/Compendium/SF1E/Bestiary/Asteray.md similarity index 90% rename from Bestiary/Asteray.md rename to Compendium/SF1E/Bestiary/Asteray.md index 1bdfc88..3d41438 100644 --- a/Bestiary/Asteray.md +++ b/Compendium/SF1E/Bestiary/Asteray.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Asteray diff --git a/Bestiary/Asteroid Louse.md b/Compendium/SF1E/Bestiary/Asteroid Louse.md similarity index 91% rename from Bestiary/Asteroid Louse.md rename to Compendium/SF1E/Bestiary/Asteroid Louse.md index b24cbcd..3b95673 100644 --- a/Bestiary/Asteroid Louse.md +++ b/Compendium/SF1E/Bestiary/Asteroid Louse.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Asteroid Louse diff --git a/Bestiary/Atrocite.md b/Compendium/SF1E/Bestiary/Atrocite.md similarity index 92% rename from Bestiary/Atrocite.md rename to Compendium/SF1E/Bestiary/Atrocite.md index 0d926ff..9b3d618 100644 --- a/Bestiary/Atrocite.md +++ b/Compendium/SF1E/Bestiary/Atrocite.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Atrocite diff --git a/Bestiary/Barachius.md b/Compendium/SF1E/Bestiary/Barachius.md similarity index 91% rename from Bestiary/Barachius.md rename to Compendium/SF1E/Bestiary/Barachius.md index dc29b39..e8cb83f 100644 --- a/Bestiary/Barachius.md +++ b/Compendium/SF1E/Bestiary/Barachius.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Barachius diff --git a/Bestiary/Barathu.md b/Compendium/SF1E/Bestiary/Barathu.md similarity index 91% rename from Bestiary/Barathu.md rename to Compendium/SF1E/Bestiary/Barathu.md index e8a860b..0d6f72c 100644 --- a/Bestiary/Barathu.md +++ b/Compendium/SF1E/Bestiary/Barathu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Barathu diff --git a/Bestiary/Baykok.md b/Compendium/SF1E/Bestiary/Baykok.md similarity index 91% rename from Bestiary/Baykok.md rename to Compendium/SF1E/Bestiary/Baykok.md index 323de59..4c92842 100644 --- a/Bestiary/Baykok.md +++ b/Compendium/SF1E/Bestiary/Baykok.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Baykok diff --git a/Bestiary/Bloodbrother.md b/Compendium/SF1E/Bestiary/Bloodbrother.md similarity index 91% rename from Bestiary/Bloodbrother.md rename to Compendium/SF1E/Bestiary/Bloodbrother.md index 22186de..a901767 100644 --- a/Bestiary/Bloodbrother.md +++ b/Compendium/SF1E/Bestiary/Bloodbrother.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bloodbrother diff --git a/Bestiary/Bodysnatcher Autocrat.md b/Compendium/SF1E/Bestiary/Bodysnatcher Autocrat.md similarity index 90% rename from Bestiary/Bodysnatcher Autocrat.md rename to Compendium/SF1E/Bestiary/Bodysnatcher Autocrat.md index 754f324..db4008a 100644 --- a/Bestiary/Bodysnatcher Autocrat.md +++ b/Compendium/SF1E/Bestiary/Bodysnatcher Autocrat.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bodysnatcher Autocrat diff --git a/Bestiary/Bodysnatcher Slime.md b/Compendium/SF1E/Bestiary/Bodysnatcher Slime.md similarity index 90% rename from Bestiary/Bodysnatcher Slime.md rename to Compendium/SF1E/Bestiary/Bodysnatcher Slime.md index fba0f4f..116186c 100644 --- a/Bestiary/Bodysnatcher Slime.md +++ b/Compendium/SF1E/Bestiary/Bodysnatcher Slime.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bodysnatcher Slime diff --git a/Bestiary/Bolida Miner.md b/Compendium/SF1E/Bestiary/Bolida Miner.md similarity index 91% rename from Bestiary/Bolida Miner.md rename to Compendium/SF1E/Bestiary/Bolida Miner.md index 66c2ee7..abc64ef 100644 --- a/Bestiary/Bolida Miner.md +++ b/Compendium/SF1E/Bestiary/Bolida Miner.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bolida Miner diff --git a/Bestiary/Bolida Overseer.md b/Compendium/SF1E/Bestiary/Bolida Overseer.md similarity index 91% rename from Bestiary/Bolida Overseer.md rename to Compendium/SF1E/Bestiary/Bolida Overseer.md index f191287..3025aa8 100644 --- a/Bestiary/Bolida Overseer.md +++ b/Compendium/SF1E/Bestiary/Bolida Overseer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bolida Overseer diff --git a/Bestiary/Bone Trooper Captain.md b/Compendium/SF1E/Bestiary/Bone Trooper Captain.md similarity index 91% rename from Bestiary/Bone Trooper Captain.md rename to Compendium/SF1E/Bestiary/Bone Trooper Captain.md index dd38dd1..b490e16 100644 --- a/Bestiary/Bone Trooper Captain.md +++ b/Compendium/SF1E/Bestiary/Bone Trooper Captain.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bone Trooper Captain diff --git a/Bestiary/Bone Trooper Technomancer.md b/Compendium/SF1E/Bestiary/Bone Trooper Technomancer.md similarity index 91% rename from Bestiary/Bone Trooper Technomancer.md rename to Compendium/SF1E/Bestiary/Bone Trooper Technomancer.md index 3a253a1..556943e 100644 --- a/Bestiary/Bone Trooper Technomancer.md +++ b/Compendium/SF1E/Bestiary/Bone Trooper Technomancer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bone Trooper Technomancer diff --git a/Bestiary/Bone Trooper.md b/Compendium/SF1E/Bestiary/Bone Trooper.md similarity index 91% rename from Bestiary/Bone Trooper.md rename to Compendium/SF1E/Bestiary/Bone Trooper.md index 05d0671..d8e2ead 100644 --- a/Bestiary/Bone Trooper.md +++ b/Compendium/SF1E/Bestiary/Bone Trooper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bone Trooper diff --git a/Bestiary/Bryrvath.md b/Compendium/SF1E/Bestiary/Bryrvath.md similarity index 91% rename from Bestiary/Bryrvath.md rename to Compendium/SF1E/Bestiary/Bryrvath.md index 5f39122..7d72cd5 100644 --- a/Bestiary/Bryrvath.md +++ b/Compendium/SF1E/Bestiary/Bryrvath.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Bryrvath diff --git a/Bestiary/Calecor.md b/Compendium/SF1E/Bestiary/Calecor.md similarity index 89% rename from Bestiary/Calecor.md rename to Compendium/SF1E/Bestiary/Calecor.md index 57bf559..8481081 100644 --- a/Bestiary/Calecor.md +++ b/Compendium/SF1E/Bestiary/Calecor.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Calecor diff --git a/Bestiary/Caypin.md b/Compendium/SF1E/Bestiary/Caypin.md similarity index 90% rename from Bestiary/Caypin.md rename to Compendium/SF1E/Bestiary/Caypin.md index 9e7adb8..a5b9667 100644 --- a/Bestiary/Caypin.md +++ b/Compendium/SF1E/Bestiary/Caypin.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Caypin diff --git a/Bestiary/Ceratopsid.md b/Compendium/SF1E/Bestiary/Ceratopsid.md similarity index 90% rename from Bestiary/Ceratopsid.md rename to Compendium/SF1E/Bestiary/Ceratopsid.md index 70596e9..97a35a1 100644 --- a/Bestiary/Ceratopsid.md +++ b/Compendium/SF1E/Bestiary/Ceratopsid.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ceratopsid diff --git a/Bestiary/Cerebric Fungus Voyager.md b/Compendium/SF1E/Bestiary/Cerebric Fungus Voyager.md similarity index 92% rename from Bestiary/Cerebric Fungus Voyager.md rename to Compendium/SF1E/Bestiary/Cerebric Fungus Voyager.md index fc1bd08..fc26299 100644 --- a/Bestiary/Cerebric Fungus Voyager.md +++ b/Compendium/SF1E/Bestiary/Cerebric Fungus Voyager.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cerebric Fungus Voyager diff --git a/Bestiary/Cerebric Fungus.md b/Compendium/SF1E/Bestiary/Cerebric Fungus.md similarity index 91% rename from Bestiary/Cerebric Fungus.md rename to Compendium/SF1E/Bestiary/Cerebric Fungus.md index 4f72e91..9c85de4 100644 --- a/Bestiary/Cerebric Fungus.md +++ b/Compendium/SF1E/Bestiary/Cerebric Fungus.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cerebric Fungus diff --git a/Bestiary/Colour Out Of Space.md b/Compendium/SF1E/Bestiary/Colour Out Of Space.md similarity index 90% rename from Bestiary/Colour Out Of Space.md rename to Compendium/SF1E/Bestiary/Colour Out Of Space.md index d466f6f..34f888d 100644 --- a/Bestiary/Colour Out Of Space.md +++ b/Compendium/SF1E/Bestiary/Colour Out Of Space.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Colour Out Of Space diff --git a/Bestiary/Comet Wasp Swarm.md b/Compendium/SF1E/Bestiary/Comet Wasp Swarm.md similarity index 91% rename from Bestiary/Comet Wasp Swarm.md rename to Compendium/SF1E/Bestiary/Comet Wasp Swarm.md index ae66a98..b6f9e48 100644 --- a/Bestiary/Comet Wasp Swarm.md +++ b/Compendium/SF1E/Bestiary/Comet Wasp Swarm.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Comet Wasp Swarm diff --git a/Bestiary/Computer Glitch Gremlin.md b/Compendium/SF1E/Bestiary/Computer Glitch Gremlin.md similarity index 91% rename from Bestiary/Computer Glitch Gremlin.md rename to Compendium/SF1E/Bestiary/Computer Glitch Gremlin.md index 6ec0944..66484ae 100644 --- a/Bestiary/Computer Glitch Gremlin.md +++ b/Compendium/SF1E/Bestiary/Computer Glitch Gremlin.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Computer Glitch Gremlin diff --git a/Bestiary/Contemplative Mentor.md b/Compendium/SF1E/Bestiary/Contemplative Mentor.md similarity index 91% rename from Bestiary/Contemplative Mentor.md rename to Compendium/SF1E/Bestiary/Contemplative Mentor.md index 4dcc1bf..e451f45 100644 --- a/Bestiary/Contemplative Mentor.md +++ b/Compendium/SF1E/Bestiary/Contemplative Mentor.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Contemplative Mentor diff --git a/Bestiary/Contemplative.md b/Compendium/SF1E/Bestiary/Contemplative.md similarity index 91% rename from Bestiary/Contemplative.md rename to Compendium/SF1E/Bestiary/Contemplative.md index a0305b1..9e24db3 100644 --- a/Bestiary/Contemplative.md +++ b/Compendium/SF1E/Bestiary/Contemplative.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Contemplative diff --git a/Bestiary/Corpsefolk Marine.md b/Compendium/SF1E/Bestiary/Corpsefolk Marine.md similarity index 91% rename from Bestiary/Corpsefolk Marine.md rename to Compendium/SF1E/Bestiary/Corpsefolk Marine.md index 81f3264..193df3a 100644 --- a/Bestiary/Corpsefolk Marine.md +++ b/Compendium/SF1E/Bestiary/Corpsefolk Marine.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Corpsefolk Marine diff --git a/Bestiary/Corpsefolk Operative.md b/Compendium/SF1E/Bestiary/Corpsefolk Operative.md similarity index 91% rename from Bestiary/Corpsefolk Operative.md rename to Compendium/SF1E/Bestiary/Corpsefolk Operative.md index 0703fc9..4e9ab5a 100644 --- a/Bestiary/Corpsefolk Operative.md +++ b/Compendium/SF1E/Bestiary/Corpsefolk Operative.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Corpsefolk Operative diff --git a/Bestiary/Corpsefolk.md b/Compendium/SF1E/Bestiary/Corpsefolk.md similarity index 91% rename from Bestiary/Corpsefolk.md rename to Compendium/SF1E/Bestiary/Corpsefolk.md index f90195c..4e92073 100644 --- a/Bestiary/Corpsefolk.md +++ b/Compendium/SF1E/Bestiary/Corpsefolk.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Corpsefolk diff --git a/Bestiary/Crest-Eater.md b/Compendium/SF1E/Bestiary/Crest-Eater.md similarity index 91% rename from Bestiary/Crest-Eater.md rename to Compendium/SF1E/Bestiary/Crest-Eater.md index dd772f9..fe521c4 100644 --- a/Bestiary/Crest-Eater.md +++ b/Compendium/SF1E/Bestiary/Crest-Eater.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Crest-Eater diff --git a/Bestiary/Cult Initiate.md b/Compendium/SF1E/Bestiary/Cult Initiate.md similarity index 90% rename from Bestiary/Cult Initiate.md rename to Compendium/SF1E/Bestiary/Cult Initiate.md index ae34a02..b8cdaaf 100644 --- a/Bestiary/Cult Initiate.md +++ b/Compendium/SF1E/Bestiary/Cult Initiate.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cult Initiate diff --git a/Bestiary/Cult Killer.md b/Compendium/SF1E/Bestiary/Cult Killer.md similarity index 90% rename from Bestiary/Cult Killer.md rename to Compendium/SF1E/Bestiary/Cult Killer.md index 7a232da..fd59e56 100644 --- a/Bestiary/Cult Killer.md +++ b/Compendium/SF1E/Bestiary/Cult Killer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cult Killer diff --git a/Bestiary/Cult Leader.md b/Compendium/SF1E/Bestiary/Cult Leader.md similarity index 90% rename from Bestiary/Cult Leader.md rename to Compendium/SF1E/Bestiary/Cult Leader.md index 66a683e..b36135b 100644 --- a/Bestiary/Cult Leader.md +++ b/Compendium/SF1E/Bestiary/Cult Leader.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cult Leader diff --git a/Bestiary/Cybernetic Golem.md b/Compendium/SF1E/Bestiary/Cybernetic Golem.md similarity index 91% rename from Bestiary/Cybernetic Golem.md rename to Compendium/SF1E/Bestiary/Cybernetic Golem.md index 5e00e02..19e4979 100644 --- a/Bestiary/Cybernetic Golem.md +++ b/Compendium/SF1E/Bestiary/Cybernetic Golem.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cybernetic Golem diff --git a/Bestiary/Cybernetic Zombie.md b/Compendium/SF1E/Bestiary/Cybernetic Zombie.md similarity index 91% rename from Bestiary/Cybernetic Zombie.md rename to Compendium/SF1E/Bestiary/Cybernetic Zombie.md index 7a8d068..11be904 100644 --- a/Bestiary/Cybernetic Zombie.md +++ b/Compendium/SF1E/Bestiary/Cybernetic Zombie.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Cybernetic Zombie diff --git a/Bestiary/Damai Guardian.md b/Compendium/SF1E/Bestiary/Damai Guardian.md similarity index 91% rename from Bestiary/Damai Guardian.md rename to Compendium/SF1E/Bestiary/Damai Guardian.md index e88f3cb..fc7ffaa 100644 --- a/Bestiary/Damai Guardian.md +++ b/Compendium/SF1E/Bestiary/Damai Guardian.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Damai Guardian diff --git a/Bestiary/Damai.md b/Compendium/SF1E/Bestiary/Damai.md similarity index 91% rename from Bestiary/Damai.md rename to Compendium/SF1E/Bestiary/Damai.md index 45f1cb4..ad0be13 100644 --- a/Bestiary/Damai.md +++ b/Compendium/SF1E/Bestiary/Damai.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Damai diff --git a/Bestiary/Damoritosh's Arm Host.md b/Compendium/SF1E/Bestiary/Damoritosh's Arm Host.md similarity index 90% rename from Bestiary/Damoritosh's Arm Host.md rename to Compendium/SF1E/Bestiary/Damoritosh's Arm Host.md index 2b8d577..ffd506e 100644 --- a/Bestiary/Damoritosh's Arm Host.md +++ b/Compendium/SF1E/Bestiary/Damoritosh's Arm Host.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Damoritosh's Arm Host diff --git a/Bestiary/Deh-Nolo.md b/Compendium/SF1E/Bestiary/Deh-Nolo.md similarity index 90% rename from Bestiary/Deh-Nolo.md rename to Compendium/SF1E/Bestiary/Deh-Nolo.md index e0cb418..4201fdb 100644 --- a/Bestiary/Deh-Nolo.md +++ b/Compendium/SF1E/Bestiary/Deh-Nolo.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Deh-Nolo diff --git a/Bestiary/Detective.md b/Compendium/SF1E/Bestiary/Detective.md similarity index 90% rename from Bestiary/Detective.md rename to Compendium/SF1E/Bestiary/Detective.md index 895b9d8..d125178 100644 --- a/Bestiary/Detective.md +++ b/Compendium/SF1E/Bestiary/Detective.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Detective diff --git a/Bestiary/Draelik.md b/Compendium/SF1E/Bestiary/Draelik.md similarity index 91% rename from Bestiary/Draelik.md rename to Compendium/SF1E/Bestiary/Draelik.md index 362ba71..6ea5dbb 100644 --- a/Bestiary/Draelik.md +++ b/Compendium/SF1E/Bestiary/Draelik.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Draelik diff --git a/Bestiary/Dragonkin.md b/Compendium/SF1E/Bestiary/Dragonkin.md similarity index 92% rename from Bestiary/Dragonkin.md rename to Compendium/SF1E/Bestiary/Dragonkin.md index 184a3ba..ec1c49d 100644 --- a/Bestiary/Dragonkin.md +++ b/Compendium/SF1E/Bestiary/Dragonkin.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Dragonkin diff --git a/Bestiary/Dreamer.md b/Compendium/SF1E/Bestiary/Dreamer.md similarity index 91% rename from Bestiary/Dreamer.md rename to Compendium/SF1E/Bestiary/Dreamer.md index d3e9260..607e550 100644 --- a/Bestiary/Dreamer.md +++ b/Compendium/SF1E/Bestiary/Dreamer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Dreamer diff --git a/Bestiary/Driftdead.md b/Compendium/SF1E/Bestiary/Driftdead.md similarity index 90% rename from Bestiary/Driftdead.md rename to Compendium/SF1E/Bestiary/Driftdead.md index 7fd184b..76dc3d5 100644 --- a/Bestiary/Driftdead.md +++ b/Compendium/SF1E/Bestiary/Driftdead.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Driftdead diff --git a/Bestiary/Dromaeosaurid.md b/Compendium/SF1E/Bestiary/Dromaeosaurid.md similarity index 91% rename from Bestiary/Dromaeosaurid.md rename to Compendium/SF1E/Bestiary/Dromaeosaurid.md index 2b786be..c6a5968 100644 --- a/Bestiary/Dromaeosaurid.md +++ b/Compendium/SF1E/Bestiary/Dromaeosaurid.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Dromaeosaurid diff --git a/Bestiary/Drow Enforcer.md b/Compendium/SF1E/Bestiary/Drow Enforcer.md similarity index 92% rename from Bestiary/Drow Enforcer.md rename to Compendium/SF1E/Bestiary/Drow Enforcer.md index b1d4141..5ecd2c7 100644 --- a/Bestiary/Drow Enforcer.md +++ b/Compendium/SF1E/Bestiary/Drow Enforcer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Drow Enforcer diff --git a/Bestiary/Drow Noble Arms Dealer.md b/Compendium/SF1E/Bestiary/Drow Noble Arms Dealer.md similarity index 92% rename from Bestiary/Drow Noble Arms Dealer.md rename to Compendium/SF1E/Bestiary/Drow Noble Arms Dealer.md index 1f3c32f..7a0df57 100644 --- a/Bestiary/Drow Noble Arms Dealer.md +++ b/Compendium/SF1E/Bestiary/Drow Noble Arms Dealer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Drow Noble Arms Dealer diff --git a/Bestiary/Dust Manta Monarch.md b/Compendium/SF1E/Bestiary/Dust Manta Monarch.md similarity index 91% rename from Bestiary/Dust Manta Monarch.md rename to Compendium/SF1E/Bestiary/Dust Manta Monarch.md index 8e539c2..79a347e 100644 --- a/Bestiary/Dust Manta Monarch.md +++ b/Compendium/SF1E/Bestiary/Dust Manta Monarch.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Dust Manta Monarch diff --git a/Bestiary/Dust Manta.md b/Compendium/SF1E/Bestiary/Dust Manta.md similarity index 92% rename from Bestiary/Dust Manta.md rename to Compendium/SF1E/Bestiary/Dust Manta.md index 43293a5..a57d265 100644 --- a/Bestiary/Dust Manta.md +++ b/Compendium/SF1E/Bestiary/Dust Manta.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Dust Manta diff --git a/Bestiary/Early Stage Barathu.md b/Compendium/SF1E/Bestiary/Early Stage Barathu.md similarity index 91% rename from Bestiary/Early Stage Barathu.md rename to Compendium/SF1E/Bestiary/Early Stage Barathu.md index 19460da..bb20423 100644 --- a/Bestiary/Early Stage Barathu.md +++ b/Compendium/SF1E/Bestiary/Early Stage Barathu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Early Stage Barathu diff --git a/Bestiary/Elder Elemental.md b/Compendium/SF1E/Bestiary/Elder Elemental.md similarity index 91% rename from Bestiary/Elder Elemental.md rename to Compendium/SF1E/Bestiary/Elder Elemental.md index 874f827..3701ade 100644 --- a/Bestiary/Elder Elemental.md +++ b/Compendium/SF1E/Bestiary/Elder Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Elder Elemental diff --git a/Bestiary/Elebrian.md b/Compendium/SF1E/Bestiary/Elebrian.md similarity index 91% rename from Bestiary/Elebrian.md rename to Compendium/SF1E/Bestiary/Elebrian.md index f983abd..4c2d678 100644 --- a/Bestiary/Elebrian.md +++ b/Compendium/SF1E/Bestiary/Elebrian.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Elebrian diff --git a/Bestiary/Electrovore.md b/Compendium/SF1E/Bestiary/Electrovore.md similarity index 91% rename from Bestiary/Electrovore.md rename to Compendium/SF1E/Bestiary/Electrovore.md index 28c22ff..0b699fb 100644 --- a/Bestiary/Electrovore.md +++ b/Compendium/SF1E/Bestiary/Electrovore.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Electrovore diff --git a/Bestiary/Ellicoth.md b/Compendium/SF1E/Bestiary/Ellicoth.md similarity index 91% rename from Bestiary/Ellicoth.md rename to Compendium/SF1E/Bestiary/Ellicoth.md index dd1bdf1..ea58475 100644 --- a/Bestiary/Ellicoth.md +++ b/Compendium/SF1E/Bestiary/Ellicoth.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ellicoth diff --git a/Bestiary/Embri Speaker.md b/Compendium/SF1E/Bestiary/Embri Speaker.md similarity index 90% rename from Bestiary/Embri Speaker.md rename to Compendium/SF1E/Bestiary/Embri Speaker.md index f8fa840..6c6e9df 100644 --- a/Bestiary/Embri Speaker.md +++ b/Compendium/SF1E/Bestiary/Embri Speaker.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Embri Speaker diff --git a/Bestiary/Embri.md b/Compendium/SF1E/Bestiary/Embri.md similarity index 90% rename from Bestiary/Embri.md rename to Compendium/SF1E/Bestiary/Embri.md index 887c98e..74538d0 100644 --- a/Bestiary/Embri.md +++ b/Compendium/SF1E/Bestiary/Embri.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Embri diff --git a/Bestiary/Emotivore Mastermind.md b/Compendium/SF1E/Bestiary/Emotivore Mastermind.md similarity index 92% rename from Bestiary/Emotivore Mastermind.md rename to Compendium/SF1E/Bestiary/Emotivore Mastermind.md index eaac037..76ede90 100644 --- a/Bestiary/Emotivore Mastermind.md +++ b/Compendium/SF1E/Bestiary/Emotivore Mastermind.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Emotivore Mastermind diff --git a/Bestiary/Emotivore.md b/Compendium/SF1E/Bestiary/Emotivore.md similarity index 91% rename from Bestiary/Emotivore.md rename to Compendium/SF1E/Bestiary/Emotivore.md index 9e3875b..c8121a0 100644 --- a/Bestiary/Emotivore.md +++ b/Compendium/SF1E/Bestiary/Emotivore.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Emotivore diff --git a/Bestiary/Endbringer Devil (Dhalochar).md b/Compendium/SF1E/Bestiary/Endbringer Devil Dhalochar).md similarity index 93% rename from Bestiary/Endbringer Devil (Dhalochar).md rename to Compendium/SF1E/Bestiary/Endbringer Devil Dhalochar).md index cec9157..6e82db6 100644 --- a/Bestiary/Endbringer Devil (Dhalochar).md +++ b/Compendium/SF1E/Bestiary/Endbringer Devil Dhalochar).md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Endbringer Devil (Dhalochar) diff --git a/Bestiary/Eohi.md b/Compendium/SF1E/Bestiary/Eohi.md similarity index 91% rename from Bestiary/Eohi.md rename to Compendium/SF1E/Bestiary/Eohi.md index 54fb1b0..8b2fe06 100644 --- a/Bestiary/Eohi.md +++ b/Compendium/SF1E/Bestiary/Eohi.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Eohi diff --git a/Bestiary/Feral Shotalashu.md b/Compendium/SF1E/Bestiary/Feral Shotalashu.md similarity index 91% rename from Bestiary/Feral Shotalashu.md rename to Compendium/SF1E/Bestiary/Feral Shotalashu.md index 0ddffaa..11d4d9d 100644 --- a/Bestiary/Feral Shotalashu.md +++ b/Compendium/SF1E/Bestiary/Feral Shotalashu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Feral Shotalashu diff --git a/Bestiary/Ferran.md b/Compendium/SF1E/Bestiary/Ferran.md similarity index 91% rename from Bestiary/Ferran.md rename to Compendium/SF1E/Bestiary/Ferran.md index 5495081..33e691e 100644 --- a/Bestiary/Ferran.md +++ b/Compendium/SF1E/Bestiary/Ferran.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ferran diff --git a/Bestiary/Formian Myrmarch.md b/Compendium/SF1E/Bestiary/Formian Myrmarch.md similarity index 92% rename from Bestiary/Formian Myrmarch.md rename to Compendium/SF1E/Bestiary/Formian Myrmarch.md index 1b9d364..ffc50be 100644 --- a/Bestiary/Formian Myrmarch.md +++ b/Compendium/SF1E/Bestiary/Formian Myrmarch.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Formian Myrmarch diff --git a/Bestiary/Formian Taskmaster.md b/Compendium/SF1E/Bestiary/Formian Taskmaster.md similarity index 92% rename from Bestiary/Formian Taskmaster.md rename to Compendium/SF1E/Bestiary/Formian Taskmaster.md index 5bb4f05..dd24c07 100644 --- a/Bestiary/Formian Taskmaster.md +++ b/Compendium/SF1E/Bestiary/Formian Taskmaster.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Formian Taskmaster diff --git a/Bestiary/Formian Warrior.md b/Compendium/SF1E/Bestiary/Formian Warrior.md similarity index 93% rename from Bestiary/Formian Warrior.md rename to Compendium/SF1E/Bestiary/Formian Warrior.md index e35dae8..4b4142b 100644 --- a/Bestiary/Formian Warrior.md +++ b/Compendium/SF1E/Bestiary/Formian Warrior.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Formian Warrior diff --git a/Bestiary/Formian Worker.md b/Compendium/SF1E/Bestiary/Formian Worker.md similarity index 92% rename from Bestiary/Formian Worker.md rename to Compendium/SF1E/Bestiary/Formian Worker.md index 2bbd469..e287871 100644 --- a/Bestiary/Formian Worker.md +++ b/Compendium/SF1E/Bestiary/Formian Worker.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Formian Worker diff --git a/Bestiary/Free Captain.md b/Compendium/SF1E/Bestiary/Free Captain.md similarity index 90% rename from Bestiary/Free Captain.md rename to Compendium/SF1E/Bestiary/Free Captain.md index 9c331c9..33a5361 100644 --- a/Bestiary/Free Captain.md +++ b/Compendium/SF1E/Bestiary/Free Captain.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Free Captain diff --git a/Bestiary/Frujai Colony.md b/Compendium/SF1E/Bestiary/Frujai Colony.md similarity index 91% rename from Bestiary/Frujai Colony.md rename to Compendium/SF1E/Bestiary/Frujai Colony.md index 18bf9ae..8d14bcc 100644 --- a/Bestiary/Frujai Colony.md +++ b/Compendium/SF1E/Bestiary/Frujai Colony.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Frujai Colony diff --git a/Bestiary/Frujai Soldier.md b/Compendium/SF1E/Bestiary/Frujai Soldier.md similarity index 91% rename from Bestiary/Frujai Soldier.md rename to Compendium/SF1E/Bestiary/Frujai Soldier.md index 1522aaf..e9d5b03 100644 --- a/Bestiary/Frujai Soldier.md +++ b/Compendium/SF1E/Bestiary/Frujai Soldier.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Frujai Soldier diff --git a/Bestiary/Gang Machinist.md b/Compendium/SF1E/Bestiary/Gang Machinist.md similarity index 90% rename from Bestiary/Gang Machinist.md rename to Compendium/SF1E/Bestiary/Gang Machinist.md index dca0de1..f1390d3 100644 --- a/Bestiary/Gang Machinist.md +++ b/Compendium/SF1E/Bestiary/Gang Machinist.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Gang Machinist diff --git a/Bestiary/Gang Pusher.md b/Compendium/SF1E/Bestiary/Gang Pusher.md similarity index 89% rename from Bestiary/Gang Pusher.md rename to Compendium/SF1E/Bestiary/Gang Pusher.md index 01461f8..b8deb8a 100644 --- a/Bestiary/Gang Pusher.md +++ b/Compendium/SF1E/Bestiary/Gang Pusher.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Gang Pusher diff --git a/Bestiary/Gang Tough.md b/Compendium/SF1E/Bestiary/Gang Tough.md similarity index 90% rename from Bestiary/Gang Tough.md rename to Compendium/SF1E/Bestiary/Gang Tough.md index 4a7b183..6efcdbe 100644 --- a/Bestiary/Gang Tough.md +++ b/Compendium/SF1E/Bestiary/Gang Tough.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Gang Tough diff --git a/Bestiary/Garaggakal Polymath.md b/Compendium/SF1E/Bestiary/Garaggakal Polymath.md similarity index 91% rename from Bestiary/Garaggakal Polymath.md rename to Compendium/SF1E/Bestiary/Garaggakal Polymath.md index 5dad8a1..77d5cc1 100644 --- a/Bestiary/Garaggakal Polymath.md +++ b/Compendium/SF1E/Bestiary/Garaggakal Polymath.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Garaggakal Polymath diff --git a/Bestiary/Garaggakal.md b/Compendium/SF1E/Bestiary/Garaggakal.md similarity index 90% rename from Bestiary/Garaggakal.md rename to Compendium/SF1E/Bestiary/Garaggakal.md index 5cd3ead..bfa6d4d 100644 --- a/Bestiary/Garaggakal.md +++ b/Compendium/SF1E/Bestiary/Garaggakal.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Garaggakal diff --git a/Bestiary/Gatecrasher.md b/Compendium/SF1E/Bestiary/Gatecrasher.md similarity index 91% rename from Bestiary/Gatecrasher.md rename to Compendium/SF1E/Bestiary/Gatecrasher.md index 59b49d3..ed2b499 100644 --- a/Bestiary/Gatecrasher.md +++ b/Compendium/SF1E/Bestiary/Gatecrasher.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Gatecrasher diff --git a/Bestiary/Ghibrani.md b/Compendium/SF1E/Bestiary/Ghibrani.md similarity index 91% rename from Bestiary/Ghibrani.md rename to Compendium/SF1E/Bestiary/Ghibrani.md index 5574c52..b885eb5 100644 --- a/Bestiary/Ghibrani.md +++ b/Compendium/SF1E/Bestiary/Ghibrani.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghibrani diff --git a/Bestiary/Ghoran Flora-Shaper.md b/Compendium/SF1E/Bestiary/Ghoran Flora-Shaper.md similarity index 91% rename from Bestiary/Ghoran Flora-Shaper.md rename to Compendium/SF1E/Bestiary/Ghoran Flora-Shaper.md index cfa59d6..4d63c0c 100644 --- a/Bestiary/Ghoran Flora-Shaper.md +++ b/Compendium/SF1E/Bestiary/Ghoran Flora-Shaper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghoran Flora-Shaper diff --git a/Bestiary/Ghoran World-Tamer.md b/Compendium/SF1E/Bestiary/Ghoran World-Tamer.md similarity index 91% rename from Bestiary/Ghoran World-Tamer.md rename to Compendium/SF1E/Bestiary/Ghoran World-Tamer.md index 71e00ad..76ff237 100644 --- a/Bestiary/Ghoran World-Tamer.md +++ b/Compendium/SF1E/Bestiary/Ghoran World-Tamer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghoran World-Tamer diff --git a/Bestiary/Ghost.md b/Compendium/SF1E/Bestiary/Ghost.md similarity index 90% rename from Bestiary/Ghost.md rename to Compendium/SF1E/Bestiary/Ghost.md index 40e9887..47f5e8b 100644 --- a/Bestiary/Ghost.md +++ b/Compendium/SF1E/Bestiary/Ghost.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghost diff --git a/Bestiary/Ghoul Shock Trooper.md b/Compendium/SF1E/Bestiary/Ghoul Shock Trooper.md similarity index 91% rename from Bestiary/Ghoul Shock Trooper.md rename to Compendium/SF1E/Bestiary/Ghoul Shock Trooper.md index cb36320..cae7b76 100644 --- a/Bestiary/Ghoul Shock Trooper.md +++ b/Compendium/SF1E/Bestiary/Ghoul Shock Trooper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghoul Shock Trooper diff --git a/Bestiary/Ghoul.md b/Compendium/SF1E/Bestiary/Ghoul.md similarity index 90% rename from Bestiary/Ghoul.md rename to Compendium/SF1E/Bestiary/Ghoul.md index 1d73a86..e19a882 100644 --- a/Bestiary/Ghoul.md +++ b/Compendium/SF1E/Bestiary/Ghoul.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ghoul diff --git a/Bestiary/Glass Serpent.md b/Compendium/SF1E/Bestiary/Glass Serpent.md similarity index 91% rename from Bestiary/Glass Serpent.md rename to Compendium/SF1E/Bestiary/Glass Serpent.md index 6c6579e..d102e14 100644 --- a/Bestiary/Glass Serpent.md +++ b/Compendium/SF1E/Bestiary/Glass Serpent.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Glass Serpent diff --git a/Bestiary/Gray.md b/Compendium/SF1E/Bestiary/Gray.md similarity index 91% rename from Bestiary/Gray.md rename to Compendium/SF1E/Bestiary/Gray.md index 0be58d6..f1e79eb 100644 --- a/Bestiary/Gray.md +++ b/Compendium/SF1E/Bestiary/Gray.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Gray diff --git a/Bestiary/Greater Elemental.md b/Compendium/SF1E/Bestiary/Greater Elemental.md similarity index 91% rename from Bestiary/Greater Elemental.md rename to Compendium/SF1E/Bestiary/Greater Elemental.md index 7b70fdf..69672db 100644 --- a/Bestiary/Greater Elemental.md +++ b/Compendium/SF1E/Bestiary/Greater Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Greater Elemental diff --git a/Bestiary/Haan Combat Pilot.md b/Compendium/SF1E/Bestiary/Haan Combat Pilot.md similarity index 90% rename from Bestiary/Haan Combat Pilot.md rename to Compendium/SF1E/Bestiary/Haan Combat Pilot.md index f0f2f5b..3f3b847 100644 --- a/Bestiary/Haan Combat Pilot.md +++ b/Compendium/SF1E/Bestiary/Haan Combat Pilot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Haan Combat Pilot diff --git a/Bestiary/Haan.md b/Compendium/SF1E/Bestiary/Haan.md similarity index 91% rename from Bestiary/Haan.md rename to Compendium/SF1E/Bestiary/Haan.md index b8ae592..b4018a5 100644 --- a/Bestiary/Haan.md +++ b/Compendium/SF1E/Bestiary/Haan.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Haan diff --git a/Bestiary/Haeshi-Shaa (Haeshi Form).md b/Compendium/SF1E/Bestiary/Haeshi-Shaa Haeshi Form).md similarity index 90% rename from Bestiary/Haeshi-Shaa (Haeshi Form).md rename to Compendium/SF1E/Bestiary/Haeshi-Shaa Haeshi Form).md index b693eb2..a04c842 100644 --- a/Bestiary/Haeshi-Shaa (Haeshi Form).md +++ b/Compendium/SF1E/Bestiary/Haeshi-Shaa Haeshi Form).md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Haeshi-Shaa (Haeshi Form) diff --git a/Bestiary/Haeshi-Shaa (Shaa Form).md b/Compendium/SF1E/Bestiary/Haeshi-Shaa Shaa Form).md similarity index 91% rename from Bestiary/Haeshi-Shaa (Shaa Form).md rename to Compendium/SF1E/Bestiary/Haeshi-Shaa Shaa Form).md index 3bc742b..0bc8452 100644 --- a/Bestiary/Haeshi-Shaa (Shaa Form).md +++ b/Compendium/SF1E/Bestiary/Haeshi-Shaa Shaa Form).md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Haeshi-Shaa (Shaa Form) diff --git a/Bestiary/Hallajin.md b/Compendium/SF1E/Bestiary/Hallajin.md similarity index 90% rename from Bestiary/Hallajin.md rename to Compendium/SF1E/Bestiary/Hallajin.md index 0cfe5b4..447a912 100644 --- a/Bestiary/Hallajin.md +++ b/Compendium/SF1E/Bestiary/Hallajin.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hallajin diff --git a/Bestiary/Hashukayak.md b/Compendium/SF1E/Bestiary/Hashukayak.md similarity index 91% rename from Bestiary/Hashukayak.md rename to Compendium/SF1E/Bestiary/Hashukayak.md index a5895ae..9fbbcf4 100644 --- a/Bestiary/Hashukayak.md +++ b/Compendium/SF1E/Bestiary/Hashukayak.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hashukayak diff --git a/Bestiary/Hellknight Armiger.md b/Compendium/SF1E/Bestiary/Hellknight Armiger.md similarity index 90% rename from Bestiary/Hellknight Armiger.md rename to Compendium/SF1E/Bestiary/Hellknight Armiger.md index a1031f8..f5fbaba 100644 --- a/Bestiary/Hellknight Armiger.md +++ b/Compendium/SF1E/Bestiary/Hellknight Armiger.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hellknight Armiger diff --git a/Bestiary/Hellknight Commander.md b/Compendium/SF1E/Bestiary/Hellknight Commander.md similarity index 90% rename from Bestiary/Hellknight Commander.md rename to Compendium/SF1E/Bestiary/Hellknight Commander.md index 26de980..0c15c00 100644 --- a/Bestiary/Hellknight Commander.md +++ b/Compendium/SF1E/Bestiary/Hellknight Commander.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hellknight Commander diff --git a/Bestiary/Hellknight Signifer.md b/Compendium/SF1E/Bestiary/Hellknight Signifer.md similarity index 90% rename from Bestiary/Hellknight Signifer.md rename to Compendium/SF1E/Bestiary/Hellknight Signifer.md index bf8b089..a98da51 100644 --- a/Bestiary/Hellknight Signifer.md +++ b/Compendium/SF1E/Bestiary/Hellknight Signifer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hellknight Signifer diff --git a/Bestiary/Hesper.md b/Compendium/SF1E/Bestiary/Hesper.md similarity index 91% rename from Bestiary/Hesper.md rename to Compendium/SF1E/Bestiary/Hesper.md index c150a01..c67dfee 100644 --- a/Bestiary/Hesper.md +++ b/Compendium/SF1E/Bestiary/Hesper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hesper diff --git a/Bestiary/Hobgoblin Lieutenant.md b/Compendium/SF1E/Bestiary/Hobgoblin Lieutenant.md similarity index 91% rename from Bestiary/Hobgoblin Lieutenant.md rename to Compendium/SF1E/Bestiary/Hobgoblin Lieutenant.md index 4f9eb1c..66d1447 100644 --- a/Bestiary/Hobgoblin Lieutenant.md +++ b/Compendium/SF1E/Bestiary/Hobgoblin Lieutenant.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hobgoblin Lieutenant diff --git a/Bestiary/Hobgoblin Trooper.md b/Compendium/SF1E/Bestiary/Hobgoblin Trooper.md similarity index 91% rename from Bestiary/Hobgoblin Trooper.md rename to Compendium/SF1E/Bestiary/Hobgoblin Trooper.md index a1c8a7d..7a4b6be 100644 --- a/Bestiary/Hobgoblin Trooper.md +++ b/Compendium/SF1E/Bestiary/Hobgoblin Trooper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Hobgoblin Trooper diff --git a/Bestiary/Huge Elemental.md b/Compendium/SF1E/Bestiary/Huge Elemental.md similarity index 91% rename from Bestiary/Huge Elemental.md rename to Compendium/SF1E/Bestiary/Huge Elemental.md index acdf28b..4e19abc 100644 --- a/Bestiary/Huge Elemental.md +++ b/Compendium/SF1E/Bestiary/Huge Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Huge Elemental diff --git a/Bestiary/Ikeshti Brood-Minder.md b/Compendium/SF1E/Bestiary/Ikeshti Brood-Minder.md similarity index 92% rename from Bestiary/Ikeshti Brood-Minder.md rename to Compendium/SF1E/Bestiary/Ikeshti Brood-Minder.md index 47b6f4c..4526ca8 100644 --- a/Bestiary/Ikeshti Brood-Minder.md +++ b/Compendium/SF1E/Bestiary/Ikeshti Brood-Minder.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ikeshti Brood-Minder diff --git a/Bestiary/Ikeshti Rivener.md b/Compendium/SF1E/Bestiary/Ikeshti Rivener.md similarity index 91% rename from Bestiary/Ikeshti Rivener.md rename to Compendium/SF1E/Bestiary/Ikeshti Rivener.md index 7127359..9c7d1d6 100644 --- a/Bestiary/Ikeshti Rivener.md +++ b/Compendium/SF1E/Bestiary/Ikeshti Rivener.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ikeshti Rivener diff --git a/Bestiary/Ilthisarian.md b/Compendium/SF1E/Bestiary/Ilthisarian.md similarity index 91% rename from Bestiary/Ilthisarian.md rename to Compendium/SF1E/Bestiary/Ilthisarian.md index 3fa1e3b..ec94ff7 100644 --- a/Bestiary/Ilthisarian.md +++ b/Compendium/SF1E/Bestiary/Ilthisarian.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ilthisarian diff --git a/Bestiary/Ja Noi.md b/Compendium/SF1E/Bestiary/Ja Noi.md similarity index 92% rename from Bestiary/Ja Noi.md rename to Compendium/SF1E/Bestiary/Ja Noi.md index e2b77ef..c4bbe6f 100644 --- a/Bestiary/Ja Noi.md +++ b/Compendium/SF1E/Bestiary/Ja Noi.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ja Noi diff --git a/Bestiary/Jubsnuth.md b/Compendium/SF1E/Bestiary/Jubsnuth.md similarity index 91% rename from Bestiary/Jubsnuth.md rename to Compendium/SF1E/Bestiary/Jubsnuth.md index b8d488f..bd06677 100644 --- a/Bestiary/Jubsnuth.md +++ b/Compendium/SF1E/Bestiary/Jubsnuth.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Jubsnuth diff --git a/Bestiary/Juvenile Nyssholora.md b/Compendium/SF1E/Bestiary/Juvenile Nyssholora.md similarity index 92% rename from Bestiary/Juvenile Nyssholora.md rename to Compendium/SF1E/Bestiary/Juvenile Nyssholora.md index 139319b..0c809f6 100644 --- a/Bestiary/Juvenile Nyssholora.md +++ b/Compendium/SF1E/Bestiary/Juvenile Nyssholora.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Juvenile Nyssholora diff --git a/Bestiary/Juvenile Solar Wisp.md b/Compendium/SF1E/Bestiary/Juvenile Solar Wisp.md similarity index 92% rename from Bestiary/Juvenile Solar Wisp.md rename to Compendium/SF1E/Bestiary/Juvenile Solar Wisp.md index 94c1d53..4648a08 100644 --- a/Bestiary/Juvenile Solar Wisp.md +++ b/Compendium/SF1E/Bestiary/Juvenile Solar Wisp.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Juvenile Solar Wisp diff --git a/Bestiary/Kalo Deepspeaker.md b/Compendium/SF1E/Bestiary/Kalo Deepspeaker.md similarity index 92% rename from Bestiary/Kalo Deepspeaker.md rename to Compendium/SF1E/Bestiary/Kalo Deepspeaker.md index 04ef504..645a0b9 100644 --- a/Bestiary/Kalo Deepspeaker.md +++ b/Compendium/SF1E/Bestiary/Kalo Deepspeaker.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kalo Deepspeaker diff --git a/Bestiary/Kalo Sharkhunter.md b/Compendium/SF1E/Bestiary/Kalo Sharkhunter.md similarity index 92% rename from Bestiary/Kalo Sharkhunter.md rename to Compendium/SF1E/Bestiary/Kalo Sharkhunter.md index 321ec16..5973e47 100644 --- a/Bestiary/Kalo Sharkhunter.md +++ b/Compendium/SF1E/Bestiary/Kalo Sharkhunter.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kalo Sharkhunter diff --git a/Bestiary/Kanabo Commando.md b/Compendium/SF1E/Bestiary/Kanabo Commando.md similarity index 91% rename from Bestiary/Kanabo Commando.md rename to Compendium/SF1E/Bestiary/Kanabo Commando.md index 89fbc39..fbc6b71 100644 --- a/Bestiary/Kanabo Commando.md +++ b/Compendium/SF1E/Bestiary/Kanabo Commando.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kanabo Commando diff --git a/Bestiary/Kaukariki.md b/Compendium/SF1E/Bestiary/Kaukariki.md similarity index 91% rename from Bestiary/Kaukariki.md rename to Compendium/SF1E/Bestiary/Kaukariki.md index bccd081..3c78be5 100644 --- a/Bestiary/Kaukariki.md +++ b/Compendium/SF1E/Bestiary/Kaukariki.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kaukariki diff --git a/Bestiary/Khefak.md b/Compendium/SF1E/Bestiary/Khefak.md similarity index 91% rename from Bestiary/Khefak.md rename to Compendium/SF1E/Bestiary/Khefak.md index 549f9c5..b819d90 100644 --- a/Bestiary/Khefak.md +++ b/Compendium/SF1E/Bestiary/Khefak.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Khefak diff --git a/Bestiary/Kish.md b/Compendium/SF1E/Bestiary/Kish.md similarity index 91% rename from Bestiary/Kish.md rename to Compendium/SF1E/Bestiary/Kish.md index 8d2c744..79abda3 100644 --- a/Bestiary/Kish.md +++ b/Compendium/SF1E/Bestiary/Kish.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kish diff --git a/Bestiary/Ksarik.md b/Compendium/SF1E/Bestiary/Ksarik.md similarity index 91% rename from Bestiary/Ksarik.md rename to Compendium/SF1E/Bestiary/Ksarik.md index 60f7307..28c0d63 100644 --- a/Bestiary/Ksarik.md +++ b/Compendium/SF1E/Bestiary/Ksarik.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ksarik diff --git a/Bestiary/Kurobozu.md b/Compendium/SF1E/Bestiary/Kurobozu.md similarity index 90% rename from Bestiary/Kurobozu.md rename to Compendium/SF1E/Bestiary/Kurobozu.md index ae02828..2ccc0f9 100644 --- a/Bestiary/Kurobozu.md +++ b/Compendium/SF1E/Bestiary/Kurobozu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kurobozu diff --git a/Bestiary/Kyokor.md b/Compendium/SF1E/Bestiary/Kyokor.md similarity index 90% rename from Bestiary/Kyokor.md rename to Compendium/SF1E/Bestiary/Kyokor.md index 96e0f1f..30d7fd7 100644 --- a/Bestiary/Kyokor.md +++ b/Compendium/SF1E/Bestiary/Kyokor.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Kyokor diff --git a/Bestiary/Large Elemental.md b/Compendium/SF1E/Bestiary/Large Elemental.md similarity index 91% rename from Bestiary/Large Elemental.md rename to Compendium/SF1E/Bestiary/Large Elemental.md index b0acd30..0171096 100644 --- a/Bestiary/Large Elemental.md +++ b/Compendium/SF1E/Bestiary/Large Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Large Elemental diff --git a/Bestiary/Living Apocalypse.md b/Compendium/SF1E/Bestiary/Living Apocalypse.md similarity index 90% rename from Bestiary/Living Apocalypse.md rename to Compendium/SF1E/Bestiary/Living Apocalypse.md index 2fe558b..c862757 100644 --- a/Bestiary/Living Apocalypse.md +++ b/Compendium/SF1E/Bestiary/Living Apocalypse.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Living Apocalypse diff --git a/Bestiary/Living Hologram.md b/Compendium/SF1E/Bestiary/Living Hologram.md similarity index 91% rename from Bestiary/Living Hologram.md rename to Compendium/SF1E/Bestiary/Living Hologram.md index 8b00fa1..01dd90d 100644 --- a/Bestiary/Living Hologram.md +++ b/Compendium/SF1E/Bestiary/Living Hologram.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Living Hologram diff --git a/Bestiary/Lore Guardian.md b/Compendium/SF1E/Bestiary/Lore Guardian.md similarity index 91% rename from Bestiary/Lore Guardian.md rename to Compendium/SF1E/Bestiary/Lore Guardian.md index 8a07bb8..3fe0b54 100644 --- a/Bestiary/Lore Guardian.md +++ b/Compendium/SF1E/Bestiary/Lore Guardian.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Lore Guardian diff --git a/Bestiary/Maraquoi Hunter.md b/Compendium/SF1E/Bestiary/Maraquoi Hunter.md similarity index 92% rename from Bestiary/Maraquoi Hunter.md rename to Compendium/SF1E/Bestiary/Maraquoi Hunter.md index 3eb80d2..a5d9400 100644 --- a/Bestiary/Maraquoi Hunter.md +++ b/Compendium/SF1E/Bestiary/Maraquoi Hunter.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Maraquoi Hunter diff --git a/Bestiary/Maraquoi Shaman.md b/Compendium/SF1E/Bestiary/Maraquoi Shaman.md similarity index 92% rename from Bestiary/Maraquoi Shaman.md rename to Compendium/SF1E/Bestiary/Maraquoi Shaman.md index b81cf3b..4728f93 100644 --- a/Bestiary/Maraquoi Shaman.md +++ b/Compendium/SF1E/Bestiary/Maraquoi Shaman.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Maraquoi Shaman diff --git a/Bestiary/Marooned One.md b/Compendium/SF1E/Bestiary/Marooned One.md similarity index 90% rename from Bestiary/Marooned One.md rename to Compendium/SF1E/Bestiary/Marooned One.md index d289376..878fae2 100644 --- a/Bestiary/Marooned One.md +++ b/Compendium/SF1E/Bestiary/Marooned One.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Marooned One diff --git a/Bestiary/Marrowblight.md b/Compendium/SF1E/Bestiary/Marrowblight.md similarity index 90% rename from Bestiary/Marrowblight.md rename to Compendium/SF1E/Bestiary/Marrowblight.md index b68ab08..9d3251f 100644 --- a/Bestiary/Marrowblight.md +++ b/Compendium/SF1E/Bestiary/Marrowblight.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Marrowblight diff --git a/Bestiary/Mature Solar Wisp.md b/Compendium/SF1E/Bestiary/Mature Solar Wisp.md similarity index 92% rename from Bestiary/Mature Solar Wisp.md rename to Compendium/SF1E/Bestiary/Mature Solar Wisp.md index 1fee422..5533332 100644 --- a/Bestiary/Mature Solar Wisp.md +++ b/Compendium/SF1E/Bestiary/Mature Solar Wisp.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mature Solar Wisp diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Aeon Striker.md b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Aeon Striker.md new file mode 100644 index 0000000..4c0f758 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Aeon Striker.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 6 +Type: Gargantuan blinkstriker +--- +# AEON STRIKER + +**Source** _Tech Revolution pg. 118_ +Gargantuan blinkstriker, **Tier** 6 +**Operators** 2-6; **PP** 5 (1/turn, max 12) +**Speed** 90 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 66; **SP** 15; **Hardness** 3 +**EAC** 23; **KAC** 24 +**Fort** +6; **Ref** +8 +**Immunities** construct immunities + +### OFFENSE + +**Melee** thundergauntlet (upper limb—3d6+11 So; critical knockdown) +**Ranged** rotary cannon (frame—3d10+6 P), or +laser rifle (frame—3d8+6 F; burn 1d8) +**Space** 20 ft.; **Reach** 20 ft. +**Strength** +5 + +### SYSTEMS + +**Power Core** mk 2 eternal (aeon core); **Lower Limbs** fast biped; **Upper Limbs** precision arms (+2 melee, +1 ranged); **Auxiliary** autotarget, entry hatch, haste circuit, plasma-shock circuits, teleporter; **Upgrades** fleet diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Azlanti Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Azlanti Mechs.md new file mode 100644 index 0000000..41964bc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Azlanti Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# AZLANTI MECHS + +The Azlanti Star Empire manufactures a variety of powerful weapons to maintain total supremacy over its sector of space, and their mechs prove no exception. These paragons of weaponized technomagic typically feature sleek, humanoid shapes inspired by the conventional Aeon Guard armored silhouette. The Star Empire’s mechs are reflections of the empire’s grandeur and hubris, and Azlanti manufacturers design models with equal consideration paid to aesthetics and combat functionality. +Two of the most common Azlanti models are the Aeon Striker and the Imperator Pinion. The Aeon Striker relies on its inherent mobility and speed—along with the twitch reflexes of its operators—to control the battlefield. Strikers are found at the flash points of battles, teleporting into the action and unleashing flurries of attacks against larger, slower enemies. After delivering these surgical attacks, the Striker blinks out of range to pursue the next target. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Imperator Pinion.md b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Imperator Pinion.md new file mode 100644 index 0000000..b440b61 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Azlanti Mechs/Imperator Pinion.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 14 +Type: Gargantuan heavenspiercer +--- + +# IMPERATOR PINION + +**Source** _Tech Revolution pg. 118_ +Gargantuan heavenspiercer, **Tier** 14 +**Operators** 2–6; **PP** 5 (1/turn, max 12) +**Speed** 20 ft., fly 60 ft. (average); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 112; **SP** 31; **Hardness** 7 +**EAC** 32; **KAC** 35 +**Fort** +12; **Ref** +13 +**Immunities** construct immunities + +### OFFENSE + +**Melee** autospear (upper limb—9d8+21 P) +**Ranged** laser rifle (upper limb—9d8+14 F; critical burn 4d8) or +rocket launcher (frame—9d10+14 F&P explode \[10 ft.\]) +**Space** 20 ft.; **Reach** 20 ft. (30 ft. with autospear) +**Strength** +7 + +### SYSTEMS + +**Power Core** mk 2 eternal (aeon core); **Lower Limbs** basic biped; **Upper Limbs** assault arms (+0 melee, +1 ranged); **Auxiliary** ammo reserve, autotarget, entry hatch, weapon core (acid, cold); **Upgrades** superior computer diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Corpsefleet Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Corpsefleet Mechs.md new file mode 100644 index 0000000..e244eff --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Corpsefleet Mechs.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +# CORPSEFLEET MECHS + +Few things can strike fear into the heart of a battle-weary frontline trooper more than a Corpse Fleet mech. From a distance, they appear as mobile skeletons of some long-dead beast, but up close, a more horrifying detail becomes clear. Much like Eoxian starships, Corpse Fleet mechs contain vital systems within an ossified carapace resembling a gigantic skeleton. The coffin-like cockpit is placed with little regard to pilot safety, often wedged in between functional components like an implanted foreign organ. It isn’t uncommon for pilots to pry back cartilage and sinew to crawl into the mech for access to the cockpit. Hydraulic hoses and gore-slick cabling snake in and out of the exterior bones, piercing mysterious organs and coiling around the decaying muscle protected by the exoskeleton. Semi-organic facsimiles of battle-tested Pact World weapons are commonly integrated into peripheral bones that hang stiffly off the central body’s edges, and it isn’t unusual to see familiar-looking components grafted into the construct’s interior biology. The most protected element is the power core; this Eoxian-pioneered tech allows these mechs to pull the dying ember of life from a recently deceased creature and rip it apart into raw energy to gain a brief surge of power. As if the ghastly visage wasn’t enough to stoke fear in an enemy, audible screams of shattered souls echo from deep within the mech’s heart when running at full power. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Crypt Behemoth.md b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Crypt Behemoth.md new file mode 100644 index 0000000..cb8090a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Crypt Behemoth.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 12 +Type: Colossal seahellion +--- + +# CRYPT BEHEMOTH - TIER 12 + +**Source** _Tech Revolution pg. 119_ +Colossal seahellion, **Tier** 12 +**Operators** 2–6; **PP** 9 (2/turn, max 18) +**Speed** 40 ft., swim 60 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 139; **SP** 27; **Hardness** 8 +**EAC** 30; **KAC** 35 +**Fort** +14; **Ref** +12 +**Immunities** construct immunities + +### OFFENSE + +**Melee** chainwhip (upper limb—10d4+20 B) +**Ranged** missile battery (frame—10d4+12 F&P) +**Space** 30 ft.; **Reach** 30 ft. +**Strength** +8 + +### SYSTEMS + +**Power Core** mk 4 eternal (corpsegnawer core); **Lower Limbs** quadruped; **Upper Limbs** assault arms (+1 melee, +0 ranged); **Auxiliary** entry hatch, plasma-shock circuits, plow plating, weapon core (acid, electricity) diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Fated Ossuary.md b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Fated Ossuary.md new file mode 100644 index 0000000..bbff159 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Corpsefleet Mechs/Fated Ossuary.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 3 +Type: Huge skirmisher +--- + +# FATED OSSUARY + +**Source** _Tech Revolution pg. 119_ +Huge skirmisher, **Tier** 3 +**Operators** 1–2; **PP** 1 (3/turn, max 7) +**Speed** 100 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 36; **SP** 9; **Hardness** 1 +**EAC** 20; **KAC** 21 +**Fort** +5; **Ref** +6 +**Immunities** construct immunities + +### OFFENSE + +**Melee** scythe (upper limb—2d6+7) +**Ranged** acid dart rifle (frame—2d6+3 A; corrode 1d6) or +frost rifle (frame—2d8+3 C; staggered) +**Space** 15 ft.; **Reach** 15 ft. +**Strength** +4 + +### SYSTEMS + +**Power Core** mk 2 dynamo (corpsegnawer core); **Lower Limbs** fast biped; **Upper Limbs** precision arms (+2 melee, +1 ranged); **Auxiliary** haste circuit, plow plating; **Upgrades** fleet (2) diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Aeropa.md b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Aeropa.md new file mode 100644 index 0000000..f35793e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Aeropa.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 8 +Type: Huge skyspy +--- + +# AEROPA + +**Source** _Tech Revolution pg. 120_ +Huge skyspy, **Tier** 8 +**Operators** 1–2; **PP** 7 (2/turn, max 15) +**Speed** 20 ft., fly 80 ft. (average), fly 10 ft. (perfect, maximum elevation 5 ft.); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 74; **SP** 19; **Hardness** 4 +**EAC** 28; **KAC** 28 +**Fort** +9; **Ref** +10 +**Immunities** construct immunities + +### OFFENSE + +**Melee** plasma sword (upper limb—4d10+12 E&F; critical severe wound) or +spiked shield (upper limb—5d6+12 B or P; critical bleed 2d6) +**Ranged** laser rifle (frame—5d6+8 F; critical burn 2d6) +**Space** 15 ft.; **Reach** 15 ft. +**Strength** +4 + +### SYSTEMS + +**Power Core** mk 3 eternal core; **Lower Limbs** hoverpad; **Upper Limbs** tough arms (+0 melee, +0 ranged); **Auxiliary** cloaker, haste circuit, reconnaissance array diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Daimalkan Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Daimalkan Mechs.md new file mode 100644 index 0000000..d4c0905 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Daimalkan Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# DAIMALKAN MECHS +Cobbled together from ancestral memories, old records, and scraps from fallen civilizations, Daimalkan mechs are among the most well-honed in the galaxy, and for good reason, as they’re the only line of defense against the colossi who desire to destroy all life on Daimalko. +The dire lack of resources on the apocalypse-ravaged world makes the existence of these mechs all the more impressive, not to mention their ability to hold their own against the massive, destructive creatures that roam the planet. +Towering testaments to ingenuity and perseverance, Daimalkan mechs sometimes incorporate the bones, teeth, scales, or even sinews of the titans they fell in battle. The structural innovations and novel weaponry born from necessity are seen in new Daimalkan mechs and imitated across the galaxy by other manufacturers that have seen the beast-slayers in action. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Valkor.md b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Valkor.md new file mode 100644 index 0000000..06aaa7b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Daimalkan Mechs/Valkor.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 16 +Type: Colossal juggernaut +--- + +# VALKOR + +**Source** _Tech Revolution pg. 120_ +Colossal juggernaut, **Tier** 16 +**Operators** 2–6; **PP** 2 (3/turn, max 8) +**Speed** 50 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 190; **SP** 35; **Hardness** 10 +**EAC** 36; **KAC** 38 +**Fort** +16; **Ref** +15 +**Immunities** construct immunities + +### OFFENSE + +**Melee** hammerfist (upper—11d6+26 B) +**Ranged** rotary cannon (frame—11d10+16 P) +**Space** 30 ft.; **Reach** 30 ft. +**Strength** +10 + +### SYSTEMS + +**Power Core** mk 3 dynamo (scrapper core); **Lower Limbs** heavy biped; **Upper Limbs** assault arms (+0 melee, +1 ranged); **Auxiliary** ammo reserve, entry hatch, plasma shock circuits, plow plating diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Flayer.md b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Flayer.md new file mode 100644 index 0000000..d93b82c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Flayer.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 3 +Type: Huge skirmisher +--- + +# FLAYER + +**Source** _Tech Revolution pg. 121_ +Huge skirmisher, **Tier** 3 +**Operators** 1–2; **PP** 2 (3/turn, max 8) +**Speed** 80 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 36; **SP** 12; **Hardness** 1 +**EAC** 20; **KAC** 24 +**Fort** +6; **Ref** +6 +**Immunities** construct immunities + +### OFFENSE + +**Melee** chainwhip (upper limb—2d4+7 B) or +spiked shield (upper limb—2d6+7 B or P; critical bleed 1d6) +**Ranged** rotary cannon (frame—2d8+3 P) +**Space** 15 ft.; **Reach** 15 ft. (20 ft. with chainwhip) +**Strength** +4 + +### SYSTEMS + +**Power Core** mk 3 dynamo; **Lower Limbs** fast biped; **Upper Limbs** assault arms (+1 melee, +0 ranged); **Auxiliary** entry hatch, thrusters; **Upgrades** enhanced shields, unbreakable armor diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellhound.md b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellhound.md new file mode 100644 index 0000000..68b72ac --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellhound.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 12 +Type: Colossal juggernaut +--- + +# HELLHOUND + +**Source** _Tech Revolution pg. 121_ +Colossal juggernaut , **Tier** 12 +**Operators** 2–6; **PP** 7 (2/turn, max 15) +**Speed** 50 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 146; **SP** 27; **Hardness** 8 +**EAC** 31; **KAC** 34 +**Fort** +13; **Ref** +13 +**Immunities** construct immunities + +### OFFENSE + +**Ranged** flamethrower (upper limb—7d10+12 F; critical burn 3d10) or +rotary cannon (frame—7d10+12 P) +**Space** 30 ft.; **Reach** 30 ft. +**Strength** +8 + +### SYSTEMS + +**Power Core** mk 3 eternal; **Lower Limbs** quadruped; **Upper Limbs** tough arms (+0 melee, +0 ranged); **Auxiliary** entry hatch, plow plating, systems jammer, weapon core (electricity, sonic) diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellknight Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellknight Mechs.md new file mode 100644 index 0000000..4ad2ee4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Hellknight Mechs/Hellknight Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# HELLKNIGHT MECHS +In the grand Hellknight tradition, the sworn paragons of infernal law build their mechs with the intent to subdue their foes first through intimidation, and all those they can’t cow are crushed beneath the gauntlet. Nearly all Hellknight mechs feature superior armor and wield frightening analogs of archaic weapons. Most are designed for solo or pair operation, making these mechs essentially empowered suits of armor that reflect the Hellknights’ typical uncompromising adherence to tradition and rules. Each Hellknight order has a unique visual appearance for their mechs to distinguish from those of other orders. +Flayers are statuesque representations of the Hellknight ideal: a bipedal suit of armor equipped with shields and melee weapons modeled after swords, chainwhips, maces, or scourges. After some embarrassing early defeats, newer variations of the Flayer also incorporate ranged weapons into their design. +Some models, however, such as the awe-inspiring Hellhound, completely break these guidelines. What began as a controversial experiment might be the future of Hellknight mechs. Indeed, the new Hellhound line is quickly surpassing other models in popularity. Aesthetically, the Hellhound looks similar to its namesake with its tank-like chassis resting on four powerful legs. Its upper limbs are retractable shields that can block incoming attacks or merge to form a maw that spews bursts of flame. Unlike its bipedal counterparts, the Hellhound can accommodate an entire squad of operators. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IAU _Tangler_.md b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IAU _Tangler_.md new file mode 100644 index 0000000..eed5160 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IAU _Tangler_.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 2 +Type: Huge skyspy +--- + +# IAU “TANGLER” + +**Source** _Tech Revolution pg. 122_ +Huge skyspy, **Tier** 2 +**Operators** 1–2; **PP** 1 (2/turn, max 6) +**Speed** 30 ft., fly 80 ft. (average); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 24; **SP** 9; **Hardness** 1 +**EAC** 21; **KAC** 20 +**Fort** +3; **Ref** +7 +**Immunities** construct immunities + +### OFFENSE + +**Melee** buzzblade (upper limb—1d8+4 S; bleed 1d4) +or shears (upper limb—1d6+4 S; critical wound) +**Ranged** sonic shotgun (frame—1d8+2 So; critical knockdown) +**Space** 15 ft.; **Reach** 15 ft. +**Strength** +2 + +### SYSTEMS + +**Power Core** mk 1 dynamo; **Lower Limbs** agile biped; **Upper Limbs** precision arms (+2 melee, +1 ranged); **Auxiliary** ammo reserve, entry hatch, haste circuit; **Upgrades** enhanced shields, fleet, rapid reflexes diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IBU _Breacher_.md b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IBU _Breacher_.md new file mode 100644 index 0000000..1d42423 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/IBU _Breacher_.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 12 +Type: Colossal juggernaut +--- + +# IBU “BREACHER” - TIER 12 + +**Source** _Tech Revolution pg. 122_ +Colossal juggernaut, **Tier** 12 +**Operators** 2–6; **PP** 7 (2/turn, max 15) +**Speed** 50 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 146; **SP** 27; **Hardness** 8 +**EAC** 31; **KAC** 33 +**Fort** +13; **Ref** +12 +**Immunities** construct immunities + +### OFFENSE + +**Melee** hammerfist (upper limb—10d4+21 B) +**Ranged** rocket launcher (frame—7d10+12 F&P explode \[10 ft.\]) +**Space** 30 ft.; **Reach** 30 ft. +**Strength** +9 + +### SYSTEMS + +**Power Core** mk 3 eternal; **Lower Limbs** heavy biped; **Upper Limbs** powerful arms (+1 melee, +0 ranged); **Auxiliary** autotarget, plasma-shock circuits, plow plating, weapon core (electricity, sonic); **Upgrades** superior computer diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/Idaran Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/Idaran Mechs.md new file mode 100644 index 0000000..5d1099d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Idaran Mechs/Idaran Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# IDARAN MECHS +The Idari, the massive generational ship that a significant portion of the kasathan population consider home, also has some of the most distinctive mech technology in the Pact Worlds. Designed by and for multi-dexterous kasatha, these mechs are easily distinguished by their multiple sets of arms. While some non-kasasthas learn to operate these mechs using cortex interfaces to control and coordinate the additional limbs, their true capabilities shine best under the control of kasatha pilots, for whom controlling an additional set of arms comes as naturally as breathing. +The most common mechs present on the Idari are offensive skirmishing units designed for versatile patrol, protection of key locations, and advanced security. Officially designated as IAUs, or Idaran Assault Units, the mechs are colloquially referred to as “tangler.” +Less recognizable—but certainly more feared by those familiar with them—than IAUs, IBUs, or Idaran Breaching Units, are designed to tear holes through the hulls of enemy spacecraft. IBUs have multiple saws, claws, and other tools integrated into their secondary limbs. Kasathan engineers refer to these mechs by a nickname that reflects their intended use: “breachers.” \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Mech Examples.md b/Compendium/SF1E/Bestiary/Mech Examples/Mech Examples.md new file mode 100644 index 0000000..b999670 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Mech Examples.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# SAMPLE MECHS + +**Source** _Tech Revolution pg. 92_ +Pages 112–119 present more than a dozen examples of mechs from cultures across the galaxy, such as the Azlanti Imperator Pinion, the Daimalko Valkor, the Idaran Breacher, and the Veskarium’s Warmander. The mechs detailed there are of course just examples; far stranger and rarer models are manufactured across the galaxy, as well as near-infinite custom-built mechs found throughout the Starfinder setting. + +```dataview +TABLE Type, Tier +FROM "Bestiary/Mech Examples" +SORT Tier ASC +``` + diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Legion Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Legion Mechs.md new file mode 100644 index 0000000..156c3cc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Legion Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# SKYFIRE LEGION MECHS +Taking cues from their traditional pairings, most Skyfire Legion mechs have been designed to have enough room for a ryphorian and a dragonkin ally. These mechs generally emulate dragons in both their appearance and functionality, unsurprising considering the mercenary group once took their name from the dragons they fought. The Skyfire Legion favors centaur-like quadrupedal mechs with a combination of destructive close-range weapons and elemental area weapons, such as thundergauntlets, flamethrowers, frostspears, and plasma swords. They value mechs with enough room in the cockpit or cargo hold that allows them to easily deploy their larger dragonkin allies for combat when necessary. +The most common of the Legion’s mechs is the Skyfire Quickwing, a mobile and versatile combat machine capable of flight. Possessing reinforced armor plating and light shielding, Quickwings are typically deployed in squadrons of four to six for short range reconnaissance and skirmishing. Some pilots outfit their Quickwings with more powerful energy cores and lighter weaponry, using them as mid-range scouting units that make up what they lack in stealth with flight and ferocity. +The Skyfire Legion doesn’t limit themselves to short-range skirmishers. The Skyfire Wyrm is a powerful combat juggernaut designed to look like a true dragon, with a powerful quadrupedal chassis equipped with flight and destructive claws designed to shear through armored plating; it has powerful weaponry integrated into the main chassis—typically missile batteries, rocket launchers, or sonic shotguns. “Release the hatchlings” is common Legion jargon for opening the hatch on a Wyrm to release dragonkin-ryphorian pairs who can provide tactical support while the Wyrm handles airborne combatants. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Quickwing.md b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Quickwing.md new file mode 100644 index 0000000..63f236f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Quickwing.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 2 +Type: Huge skyspy +--- + +# SKYFIRE QUICKWING + +**Source** _Tech Revolution pg. 123_ +Huge skyspy, **Tier** 2 +**Operators** 1–2; **PP** 2 (3/turn, max 8) +**Speed** 40 ft., fly 90 ft. (average); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 24; **SP** 9; **Hardness** 1 +**EAC** 20; **KAC** 20 +**Fort** +3; **Ref** +6 +**Immunities** construct immunities + +### OFFENSE + +**Melee** buzzblade (upper limb—1d8+4 S; bleed 1d4) or +spear (upper limb—1d8+4 P or S) +**Ranged** sonic shotgun (frame—1d8+2 So; critical knockdown) +**Space** 15 ft.; **Reach** 15 ft. (20 ft. with spear) +**Strength** +2 + +### SYSTEMS + +**Power Core** mk 3 dynamo; **Lower Limbs** agile biped; **Upper Limbs** precision arms (+1 melee, +2 ranged); **Auxiliary** autotarget, entry hatch, hast circuit; **Upgrades** enhanced shields, fleet diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Wyrm.md b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Wyrm.md new file mode 100644 index 0000000..4f8e219 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Skyfire Legion Mechs/Skyfire Wyrm.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 12 +Type: Colossal leviathan +--- + +# SKYFIRE WYRM + +**Source** _Tech Revolution pg. 123_ +Colossal leviathan, **Tier** 12 +**Operators** 2–6; **PP** 2 (7/turn, max 15) +**Speed** 20 ft., fly 40 ft. (average); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 122; **SP** 27; **Hardness** 8 +**EAC** 30; **KAC** 33 +**Fort** +12; **Ref** +13 +**Immunities** construct immunities + +### OFFENSE + +**Melee** plasma sword (upper limb—7d10+20 E&F; critical severe wound) +**Ranged** rocket launcher (frame—7d10+12 F&P explode \[10 ft.\]) +**Space** 30 ft.; **Reach** 30 ft. +**Strength** +8 + +### SYSTEMS + +**Power Core** mk 3 eternal; **Lower Limbs** quadruped; **Upper Limbs** powerful arms (+1 melee, +0 ranged); **Auxiliary** emp cannon, entry hatch, haste circuit, plow plating diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Ripclaw.md b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Ripclaw.md new file mode 100644 index 0000000..072fc71 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Ripclaw.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 2 +Type: Huge skirmisher +--- + +# RIPCLAW + +**Source** _Tech Revolution pg. 124_ +Huge skirmisher, **Tier** 2 +**Operators** 1–2; **PP** 7 (1/turn, max 16) +**Speed** 60 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 32; **SP** 7; **Hardness** 1 +**EAC** 19; **KAC** 22 +**Fort** +6; **Ref** +4 +**Immunities** construct immunities + +### OFFENSE + +**Melee** flame doshko (upper limb—1d8+6 F; critical burn 1d4) or +sonic shotgun (upper limb—1d8+6 So; critical knockdown) +**Ranged** laser rifle (frame—1d8+2 F; burn 1d4), or +missile battery (frame—1d6+2 F&P) +**Space** 15 ft.; **Reach** 15 ft. +**Strength** +4 + +### SYSTEMS + +**Power Core** mk 3 eternal (battle core); **Lower Limbs** heavy biped; **Upper Limbs** assault arms (+1 melee, +0 ranged); **Auxiliary** ammo reserve, entry hatch; **Upgrades** unbreakable armor diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Veskarium Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Veskarium Mechs.md new file mode 100644 index 0000000..2298538 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Veskarium Mechs.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# VESKARIUM MECHS +Before the historical events that cemented their allegiance with the Pact Worlds, the Veskarium poured their resources into designing combat-ready machines to empower their conquering forces. Many vesks believed Damoritosh himself demanded the creation of these “battle engines,” and priests often blessed the completed machines before battle. The invention of the battle core—each one treated as a relic dedicated to the Church of the Conqueror—earned mechs a lasting place in vesk religious iconography. +The Warmander, sometimes nicknamed the skittertank, is based on an archaic design that was later resurrected and updated by skittermander engineers after the conquest of Vesk-3. Up to six operators can pilot the six-limbed amphibious siege engine. +The High Despots first commissioned the Ripclaw during the Swarm War. Dubbed “bug hunters” by their first generation of pilots, these mechs were designed for two purposes: kill the Swarm, and never run out of bullets. Historically, Veskarium mechs were deployed to increase a ground unit’s firepower, and vesk pilots’ bullet-hungry tactics eventually necessitated the invention of support mechs. Rarely found outside the Veskarium, and largely out of commission in modern times, these transport frames had few functions other than delivering spare ammunition and weapons to deployed mechs. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Warmander.md b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Warmander.md new file mode 100644 index 0000000..68453f6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Veskarium Mechs/Warmander.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 7 +Type: Gargantuan swampstalker +--- + +# WARMANDER + +**Source** _Tech Revolution pg. 124_ +Gargantuan swampstalker, **Tier** 7 +**Operators** 2–6; **PP** 7 (1/turn, max 16) +**Speed** 40 ft., swim 60 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 84; **SP** 17; **Hardness** 4 +**EAC** 25; **KAC** 29 +**Fort** +11; **Ref** +8 +**Immunities** construct immunities + +### OFFENSE + +**Melee** buzzblade (lower limb—4d6+14 S; critical bleed) +**Ranged** rotary cannon (frame—4d8+7 P) +**Space** 20 ft.; **Reach** 20 ft. +**Strength** +7 + +### SYSTEMS + +**Power Core** mk 3 eternal (battle core); **Lower Limbs** quadruped; **Upper Limbs** tough (+0 melee, +0 ranged); **Auxiliary** ammo reserve, EMP cannon, entry hatch, systems jammer; **Upgrades** unbreakable armor diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Canopy.md b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Canopy.md new file mode 100644 index 0000000..505e9e0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Canopy.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 16 +Type: Gargantuan trooptank +--- + +# XENOWARDEN CANOPY + +**Source** _Tech Revolution pg. 125_ +Gargantuan trooptank, **Tier** 16 +**Operators** 2–6; **PP** 6 (1/turn, max 13) +**Speed** 60 ft., fly 10 ft. (perfect, maximum elevation 5 ft.); +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 175; **SP** 51; **Hardness** 10 +**EAC** 37; **KAC** 38 +**Fort** +15; **Ref** +14 +**Immunities** construct immunities + +### OFFENSE + +**Melee** spiked shield (upper limb—11d8+24 B or P; critical bleed 5d8) +**Ranged** rocket launcher (frame—11d10+16 F&P explode \[10 ft.\]) +**Space** 20 ft.; **Reach** 20 ft. +**Strength** +8 + +### SYSTEMS + +**Power Core** mk 2 eternal; **Lower Limbs** tough arms (+0 melee, +0 ranged); **Upper Limbs** ammo reserve, autotarget, cargo catapult, cargo hold (2); **Auxiliary** enhanced shields diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Mechs.md b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Mechs.md new file mode 100644 index 0000000..3f1f45b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Mechs.md @@ -0,0 +1,9 @@ +--- +aliases: +tags: +--- +# XENOWARDEN MECHS +The mechs that make up the backbone of Xenowarden planetary armor are a symbiotic union of multiple types of plants, trees, and lichens. With each mech grown to specification, arborists work carefully to graft multiple cultivars of native trees to a thin framework of supportive wire and light alloy framing. These saplings are nurtured and trained to an endoskeleton, and once a mech has matured, it can sustain its own energy needs with root systems and a verdant crown, possibly resulting in enormous mechs like the Xenowarden Canopy. +All central control systems route to the cockpit ensconced somewhere within the flora. The mech’s functions might be controlled via algae pads, delicate fungal signaling systems, and precise nerve-like root structures coiling up into the cockpit. +Smaller mechs, like the Xenowarden Seedling, are readied for service earlier in the growth cycle, which lets them retain a great deal more flexibility and bend in the donor flora materials. This early harvest creates mechs that best serve as forward scouts that can cover more ground but with a trade-off of the pilot having less protection. The pilot usually sits partially exposed in the crown of the main tree, using more traditional control surfaces to actuate the mech in combat. +When a Xenowarden mech is knocked out during combat or otherwise abandoned, the root system takes permanent hold in the soil. The once powerful construct then takes on a second life as a flourish of new plant growth surrounds the fallen war machine. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Seedling.md b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Seedling.md new file mode 100644 index 0000000..7d90071 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Mech Examples/Xenowarden Mechs/Xenowarden Seedling.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Mech +tags: +Tier: 2 +Type: Huge marshghost +--- + +# XENOWARDEN SEEDLING + +**Source** _Tech Revolution pg. 125_ +Huge marshghost, **Tier** 2 +**Operators** 1–2; **PP** 6 (1/turn, max 13) +**Speed** 70 ft., swim 100 ft.; +**Senses** blindsense (vibration) 30 ft., darkvision 120 ft., low-light vision + +### DEFENSE + +**HP** 30; **SP** 9; **Hardness** 1 +**EAC** 19; **KAC** 20 +**Fort** +4; **Ref** +5 +**Immunities** construct immunities + +### OFFENSE + +**Melee** buzzblade (lower limb—1d8+4 S; critical bleed 1d4) or +spiked shield (upper limb—1d8+4 B or P; critical bleed 1d4) +**Ranged** laser rifle (frame—1d8+2 F; critical burn 1d4 +**Space** 15 ft.; **Reach** 15 ft. +**Strength** +2 + +### SYSTEMS + +**Power Core** mk 2 eternal; **Lower Limbs** heavy biped; **Upper Limbs** powerful arms (+1 melee, +0 ranged); **Auxiliary** entry hatch, haste circuit, reconnaissance array; **Upgrades** enhanced shields, fleet (2) diff --git a/Bestiary/Medium Elemental.md b/Compendium/SF1E/Bestiary/Medium Elemental.md similarity index 91% rename from Bestiary/Medium Elemental.md rename to Compendium/SF1E/Bestiary/Medium Elemental.md index de1105a..9fdc1a6 100644 --- a/Bestiary/Medium Elemental.md +++ b/Compendium/SF1E/Bestiary/Medium Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Medium Elemental diff --git a/Bestiary/Mercenary Commando.md b/Compendium/SF1E/Bestiary/Mercenary Commando.md similarity index 90% rename from Bestiary/Mercenary Commando.md rename to Compendium/SF1E/Bestiary/Mercenary Commando.md index e816b85..2009bcb 100644 --- a/Bestiary/Mercenary Commando.md +++ b/Compendium/SF1E/Bestiary/Mercenary Commando.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mercenary Commando diff --git a/Bestiary/Mercenary Rookie.md b/Compendium/SF1E/Bestiary/Mercenary Rookie.md similarity index 90% rename from Bestiary/Mercenary Rookie.md rename to Compendium/SF1E/Bestiary/Mercenary Rookie.md index 13924f3..0991fc8 100644 --- a/Bestiary/Mercenary Rookie.md +++ b/Compendium/SF1E/Bestiary/Mercenary Rookie.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mercenary Rookie diff --git a/Bestiary/Mercenary Technomancer.md b/Compendium/SF1E/Bestiary/Mercenary Technomancer.md similarity index 90% rename from Bestiary/Mercenary Technomancer.md rename to Compendium/SF1E/Bestiary/Mercenary Technomancer.md index a739180..f47169c 100644 --- a/Bestiary/Mercenary Technomancer.md +++ b/Compendium/SF1E/Bestiary/Mercenary Technomancer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mercenary Technomancer diff --git a/Bestiary/Mi-Go High Priest.md b/Compendium/SF1E/Bestiary/Mi-Go High Priest.md similarity index 90% rename from Bestiary/Mi-Go High Priest.md rename to Compendium/SF1E/Bestiary/Mi-Go High Priest.md index d64800c..0e1919e 100644 --- a/Bestiary/Mi-Go High Priest.md +++ b/Compendium/SF1E/Bestiary/Mi-Go High Priest.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mi-Go High Priest diff --git a/Bestiary/Mi-Go.md b/Compendium/SF1E/Bestiary/Mi-Go.md similarity index 90% rename from Bestiary/Mi-Go.md rename to Compendium/SF1E/Bestiary/Mi-Go.md index fb0d1d7..fde1401 100644 --- a/Bestiary/Mi-Go.md +++ b/Compendium/SF1E/Bestiary/Mi-Go.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mi-Go diff --git a/Bestiary/Mohrg.md b/Compendium/SF1E/Bestiary/Mohrg.md similarity index 91% rename from Bestiary/Mohrg.md rename to Compendium/SF1E/Bestiary/Mohrg.md index 7e77b64..66e7243 100644 --- a/Bestiary/Mohrg.md +++ b/Compendium/SF1E/Bestiary/Mohrg.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mohrg diff --git a/Bestiary/Moon Giant.md b/Compendium/SF1E/Bestiary/Moon Giant.md similarity index 91% rename from Bestiary/Moon Giant.md rename to Compendium/SF1E/Bestiary/Moon Giant.md index 6347aa4..878b21a 100644 --- a/Bestiary/Moon Giant.md +++ b/Compendium/SF1E/Bestiary/Moon Giant.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Moon Giant diff --git a/Bestiary/Moonflower titan.md b/Compendium/SF1E/Bestiary/Moonflower titan.md similarity index 90% rename from Bestiary/Moonflower titan.md rename to Compendium/SF1E/Bestiary/Moonflower titan.md index dc7663d..0ea8b03 100644 --- a/Bestiary/Moonflower titan.md +++ b/Compendium/SF1E/Bestiary/Moonflower titan.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Moonflower titan diff --git a/Bestiary/Moonflower.md b/Compendium/SF1E/Bestiary/Moonflower.md similarity index 90% rename from Bestiary/Moonflower.md rename to Compendium/SF1E/Bestiary/Moonflower.md index 52c091b..e039cac 100644 --- a/Bestiary/Moonflower.md +++ b/Compendium/SF1E/Bestiary/Moonflower.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Moonflower diff --git a/Bestiary/Mountain Eel.md b/Compendium/SF1E/Bestiary/Mountain Eel.md similarity index 91% rename from Bestiary/Mountain Eel.md rename to Compendium/SF1E/Bestiary/Mountain Eel.md index 75da6d2..08de7e7 100644 --- a/Bestiary/Mountain Eel.md +++ b/Compendium/SF1E/Bestiary/Mountain Eel.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Mountain Eel diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Aether Soldier.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Aether Soldier.md new file mode 100644 index 0000000..f64c8f1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Aether Soldier.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 20 +modifier: 0 +Monster Type: NPC +name: Aether Soldier +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# AETHER SOLDIER + + +**XP 400** +LG Medium humanoid (human) +**Init** +0; Perception +5 + +DEFENSE + +**HP** 20; **EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +1; **Will** +3 (+2 vs spells and spell-like abilities) + +OFFENSE + +**Speed** 30 ft. +**Melee** longsword +8 (1d8+4 S) +**Ranged** hunting rifle +5 (1d8 P) +**Offensive Abilities** fighting styles (arcane assailant), rune of the eldritch knight + +STATISTICS + +**Str** +4; **Dex** +0; **Con** +2; **Int** +0; **Wis** +1; **Cha** +0 +**Feats** Cleave, Spellbane +**Skills** Athletics +10, Mysticism +5, Survival +5 +**Languages** Common +**Gear** golemforged plating I, longsword, hunting rifle, frag grenade I, stickybomb grenade I + +ABOUT + +An aether soldier has endured exposure to radioactive aetherite and has been inured to its effects while being trained to master the subtle force flux that still endures in weapons made from it. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Alien Hunter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Alien Hunter.md new file mode 100644 index 0000000..80a1106 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Alien Hunter.md @@ -0,0 +1,45 @@ +--- +modifier:7 +name: Alien Hunter +Monster Type: NPC +hp: 78 +statblock: true +Type: Legendary Games NPC Codex +cr: 5 +--- +# ALIEN HUNTER +**XP 1,600** +Human operative +N Medium humanoid (human) +**Init** +7; Perception +17 + +DEFENSE + +**HP** 78; **EAC** 18; **KAC** 18 +**Fort** +4; **Ref** +7; **Will** +8 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 40 ft., climb 30 ft., swim 30 ft. +**Melee** tactical knife +11 (2d4+7 S; analog, operative) +**Ranged** corona laser pistol +13 (2d4+5 F; critical burn 1d4) or tactical shirren-eye rifle +13 (1d10+5 P; analog, sniper \[250 ft.\], unwieldy) or stickybomb grenade II +13 (explode \[entangled 2d4 rounds, 15 ft., DC 15\]) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +STATISTICS + +**Str** +2; **Dex** +5; **Con** +0; **Int** +3; **Wis** +2; **Cha** +0 +**Skills** Acrobatics +17, Athletics +17, Culture +12, Piloting +12, Sense Motive +12 +**Languages** Common, Vesk, Ysoki +**Other Abilities** operative exploits (holographic clone, uncanny mobility), operative specialization (daredevil) +**Gear** estex suit II, corona laser pistol with high-capacity battery (40 charges), stickybomb grenades II (2), tactical knife, tactical shirren-eye rifle with 20 longarm rounds, serums of healing mk II (2) + +**Boon** An alien hunter can locate and track a particular wild beast or monster, leading the PCs to its lair. + +ABOUT + +An alien hunter is a clever, experienced hunter, prowling the forest trails with her faithful hawk serving as her eyes above. Whether seeking a reward or bounty, an impressive trophy, or simply an epic fireside tale of the hunt, an alien hunter seldom rests or tarries long when she hears whispered tales of wild things to put in her sights. Monster hunters can be outriders and protectors of the wilderness or skilled hunters. Different types of monster hunters can be easily created by changing the monster hunter’s favored enemy, favored terrain, or animal companion, or adding a mount and exchanging some ranged combat feats for mounted combat feats. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ancient High Priestess.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ancient High Priestess.md new file mode 100644 index 0000000..ec66788 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ancient High Priestess.md @@ -0,0 +1,68 @@ +--- +aliases: +cr: 15 +hp: 235 +modifier: 0 +Monster Type: NPC +name: Ancient High Priestess +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ANCIENT HIGH PRIESTESS +**XP 51,200** +Human mystic +N Medium humanoid (human) +**Init** +0; **Senses** blindsight (emotion) 60 ft.; Perception +26 + +DEFENSE + +**HP** 235 +**RP** 7 +**EAC** 28; **KAC** 29; +2 EAC vs. incorporeal +**Fort** +13; **Ref** +13; **Will** +18 + +OFFENSE + +**Speed** 30 ft. +**Melee** anarchic advanced living staff +22 (4d6+15 B, critical bind) +**Ranged** wasp sting pistol +24 (5d8+15 A and B, critical corrode 3d6) +**Mystic Spell-Like Abilities** (CL 15th) + +**At will**—discern lies (DC 24), mind-link, retrocognition + +**Kalmoc Oracle Spell-Like Abilities** (CL 15th) + +**At will**—clairaudience/clairvoyance, speak with dead (DC 23) + +**Mystic Spells Known** (CL 15th) + +**5th (3/day)**—crush skull (DC 25), dominate person (DC 25) +**4th (6/day)**—cosmic eddy (DC 24), mind probe (DC 24), mystic cure IV, resistant armor +**3rd (at will)**—bestow curse (DC 23), slow (DC 23) + +**Connection** empath + +STATISTICS + +**Str** +0; **Dex** +0; **Con** +7; **Int** +0; **Wis** +9; **Cha** +5 +**Skills** Mysticism +31, Culture +26, Life Science +26, Sense Motive +31 +**Languages** Common, Kalmoc +**Other Abilities** blood of heroes (3/day), empathy, spirit walk (2/day), telepathic bond +**Gear** serum of healing mk2, elite hardlight series with ghost armor upgrade, anarchic advanced living staff with two batteries (20 charges each), wasp sting pistol with two high-capacity batteries (40 charges each) + +SPECIAL ABILITIES + +#### BLOOD OF HEROES (SU) + +Three times per day as a move action, the kalmoc oracle can summon the strength of her ancestors to bolster her own power. She receives a +3 morale bonus on attacks, damage rolls, and +3 to her saving throws against fear effects. These benefits last for 5 rounds. + +#### SPIRIT WALK (SU) + +Twice per day as a standard action, the kalmoc oracle may become incorporeal and invisible. In this form, she can move in any direction and pass through solid objects. She can take no other action other than to move while in this form. She may remain in this form for 15 rounds but may end it prematurely as a standard action. + +An ancient high priestess is a throwback to the old faiths that have endured despite the relentless advance of technology. She may be truly ancient herself, a survivor from an age gone by, or may be the young receptacle of the collective wisdom of the ancestors and the spirit world beyond. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Apothecary.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Apothecary.md new file mode 100644 index 0000000..5083f7a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Apothecary.md @@ -0,0 +1,78 @@ +--- +modifier:4 +name: Apothecary +Monster Type: NPC +hp: 40 +statblock: true +Type: Legendary Games NPC Codex +cr: 3 +--- +# APOTHECARY +**XP 800** +Gnome mystic +NG Small humanoid (gnome) +**Init** +4; Perception +13, low-light vision + +DEFENSE + +**HP** 40; **EAC** 13; **KAC** 14 +**Fort** +5; **Ref** +2; **Will** +6; +2 vs. illusions +**Weaknesses** hobbled +**Defensive Abilities** eternal hope, experimental healing, healing channel, lifelink + +OFFENSE + +**Speed** 15 ft. +**Melee** tactical dueling sword +5 (1d6+3 S; analog) +**Ranged** azimuth laser pistol +7 (1d4+3 F; critical burn 1d4) or smoke grenade 1 +7 (explode: smoke cloud 1 minute, 20 ft., DC 14) +**Mystic Spells Known** (CL 3rd) + +**1st (3/day)**—detect radiation, lesser remove condition +**0th (at will)**—detect affliction, stabilize + +**Spell-like Abilities** (CL 3rd) + +**1/day**—dancing lights, ghost sound, token spell + +**Connection** healer + +TACTICS + +**During Combat** An apothecary tries to heal allies and otherwise avoid drawing fire; they attempt to evade enemies by using their smoke grenades. + +**Morale** An apothecary surrenders if allies do, and generally attempts to parley with superior forces or if their Hit Points drop below 15. + +STATISTICS + +**Str** +0; **Dex** +0; **Con** +2; **Int** +0; **Wis** +4; **Cha** +1 +**Skills** Culture +13, Medicine +13, Mysticism +8 +**Feats** Medical Expert +**Languages** Common +**Other Abilities** gnome magic +**Gear** casual stationwear, azimuth laser pistol with 20 charges, tactical dueling sword, smoke grenades I (2), analgesic 1, antitoxin 1, medkit (basic), medpatch + +SPECIAL ABILITIES + +#### EXPERIMENTAL HEALING (SU) + +An apothecary’s knowledge of experimental medicine extends to esoteric draughts that can enhance lifelink at great personal risk to the apothecary. When using lifelink, they can choose to enhance it, to instead transfer 4d8 Hit Points. This renders the apothecary staggered for 1d3 rounds the first time the apothecary uses it on any given day. The second time, the apothecary is rendered unconscious for 1 hour instead. The apothecary may use this ability 2 times before requiring an 8-hour rest to use it again. + +#### HEALING CHANNEL (SU) + +An apothecary can channel energy to heal themselves and their allies. Healing themselves with this channeled energy is a move action, healing an ally touched is a standard action, and healing all allies within 30 feet is a full action. This energy heals 4d8 Hit Points. The apothecary may use this ability 2 times before requiring an 8-hour rest to use it again. + +#### HOBBLED (EX) + +The apothecary suffers from an incurable genetic defect or an incurable combat injury in their legs, which reduces their speed. + +#### LIFELINK (SU) + +At the start of each turn, an apothecary can choose an ally within 30 feet who has taken Hit Point damage and transfer the wounds to themselves, dealing up to 4 Hit Points damage to themselves, while healing the ally’s Hit Points by an equal amount. This does not require any action. Damage thus incurred may not be prevented or reduced by any means. + +ABOUT + +Apothecaries are wise healers, often scarred by the harsh life in space. Their injuries (of which being hobbled is but one example) drive them to ceaselessly explore experimental medicines, both magical and mundane. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ascetic Hero.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ascetic Hero.md new file mode 100644 index 0000000..fc8bcd6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ascetic Hero.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 14 +hp: 312 +modifier: 10 +Monster Type: NPC +name: Ascetic Hero +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ASCETIC HERO + +**XP 38,400** +Human soldier +CG Medium humanoid (human) +**Init** +10; Perception +25 + +DEFENSE + +**HP** 312 +**RP** 6; **EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +14; **Will** +14 + +OFFENSE + +**Speed**30 ft. +**Melee** menacing zero-edge longsword +27 (7d8+22 S, critical severe wound, DC 22) +**Ranged** perihelion serpent laser +24(3d12+14 F, critical burn 4d4, DC 22) or cryo grenade III +24 (explode \[20 ft., 4d8+14 C plus staggered, DC 22\]), flash grenade II +24 (explode \[15 ft., blinded, 1d6 rounds, DC 22\]) +**Offensive Abilities** fighting styles (arcane assailant, sharpshooter), style techniques (focus fire, power of legend, rune of the eldritch knight, secret of the archmagi, secret of the magi, sniper’s aim), soldier’s onslaught + +STATISTICS + +**Str** +8; **Dex** +6; **Con** +4; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Acrobatics +25,Culture +25, Diplomacy +30, Engineering +25 +**Feats** Improved Critical +**Languages** Common, Vakaran +**Gear** serum of healing mk2, ready to wear echelon fashion, menacing zero-edge longsword, perihelion serpent laser with three high-capacity batteries (40 charges each), cryo grenade III, flash grenade II + +ABOUT + +An ascetic hero is a throwback to the old ways, to battle with ancient weapons and techniques, someone who eschews modern technology in order to demonstrate that the old ways still have a place even in a sci-fi society. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Detective.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Detective.md new file mode 100644 index 0000000..d9d8746 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Detective.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 13 +hp: 190 +modifier: 6 +Monster Type: NPC +name: Auttaine Detective +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# AUTTAINE DETECTIVE +**XP 25,600** +Auttaine technomancer +N Medium humanoid (half-construct, human) +**Init** +6; **Senses** darkvision 60 ft.; Perception +23 + +DEFENSE + +**HP** 190; **EAC** 26; **KAC** 27 +**Fort** +14; **Ref** +12; **Will** +16 + +OFFENSE + +**Speed** 30 ft. +**Melee** ultrathin dagger +24 (4d4+13 S) +**Ranged** seeking aurora arc pistol +24 (3d6+13 E, stun; critical arc 2d6) +**Offensive Abilities** cache capacitor (darkvision, life bubble), spell cache, technomancer exploits (spell shot) +**Technomancer Spells** (CL 13th; melee +22, ranged +24) + +**5th (3/day)**—flight, heat leech (DC 24) +**4th (6/day)**—corrosive haze (DC 23), dimension door, resistant armor, wall of fire (DC 23) +**3rd (at will)**—arcing surge (DC 22), haste + +TACTICS + +**Before Combat** The detective has darkvision and life bubble active in her cache capacitor. If she’s expecting trouble, she’ll cast haste on herself and her allies, followed by flight and resistant armor. + +**During Combat** The detective is a cautious combatant. She prefers to try to ambush if possible, using allies as a diversion and withdrawing and moving to a better vantage point to take out lone opponents one by one. + +**Morale** Very cautious, the detective never allows herself (or allies, if she can help it) to fall below half hit points without calling for a retreat. + +STATISTICS + +**Str** +0; **Dex** +6; **Con** +4; **Int** +8; **Wis** +4; **Cha** +6 +**Skills** Sense Motive +23, Mysticism +23, Sense Motive +28 +**Languages** Common, Dwarven, Giant, Terran +**Gear** ready to wear echelon fashion, aurora arc pistol with seeking weapon fusion seal (14th level) and three batteries, ultrathin dagger, long welder’s coat containing deep pockets within which are a silk purse containing 200 credits, hidden compartment contains a mk 3 serum of healing in a steel-stoppered bottle, and a tiny gold and pewter tiger-like figure gripping a rock worth 250 credits. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Inquisitor.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Inquisitor.md new file mode 100644 index 0000000..5ff6aca --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Inquisitor.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 12 +hp: 185 +modifier: 5 +Monster Type: NPC +name: Auttaine Inquisitor +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# AUTTAINE INQUISITOR +Home >Game Mastering >Bestiary >NPCs > + +**XP 19,200** +Auttaine envoy +LE Medium humanoid (half-construct, human) +**Init** +5; Perception +22 + +DEFENSE + +**HP** 185; **EAC** 26; **KAC** 27 +**Fort** +13; **Ref** +13; **Will** +15 + +OFFENSE + +**Speed** 20 ft. +**Melee** ultrathin dueling sword +21 (3d6+16 S) +**Ranged** elite semi-auto pistol +23 (2d6+12 P) +**Offensive Abilities** envoy improvisations (get ‘em, hurry, improved get ‘em, improved hurry) + +TACTICS + +**During Combat** Inquisitors prefer to direct from the rear, using ranged attacks and envoy improvisations. + +**Morale** Inquisitors are fanatical, only fleeing if they are the last standing. + +STATISTICS + +**Str** +4; **Dex** +5; **Con** +2; **Int** +2; **Wis** +0; **Cha** +8 +**Skills** Athletics +22, Diplomacy +22, Intimidate +27, Medicine +22, Sense Motive +27 +**Languages** Common +**Gear** 2 serums of healing mk 2, platinum corporate travel suit, elite semi-auto pistol with 36 rounds, ultrathin dueling sword + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Zealot Overlord.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Zealot Overlord.md new file mode 100644 index 0000000..edb2302 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Auttaine Zealot Overlord.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 18 +hp: 240 +modifier: 8 +Monster Type: NPC +name: Auttaine Zealot Overlord +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# AUTTAINE ZEALOT OVERLORD +**XP 204,800** +Auttaine technomancer +LE Medium humanoid (half-construct, human) + +**Init** +8; **Senses** darkvision 60 ft., detect radiation; **Perception** +31 + +DEFENSE + +**HP** 240; **EAC** 31; **KAC** 32 +**Fort** +18; **Ref** +16; **Will** +20 +**Defensive Abilities** legendary reconstruction + +OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, good) +**Melee** molecular rift dagger +28 (10d4+18 S) +**Ranged** zenith laser pistol +28 (8d4+18 E; critical burn 4d4) +**Offensive Abilities** legendary casting, legendary surge (5 points, 1d6) +**Technomancer Spells Known** (CL 18th; melee +26, ranged +28) + +**6th (3/day)**—chain surge (DC 27), greater resistant armor, true seeing +**5th (6/day)**—control machines (DC 26), greater dispel magic, heat leech (DC 26), teleport, unwilling guardian (DC 26) +**4th (at will)**—corrosive haze (DC 25), rewire flesh (DC 25), wall of fire (DC 25) + +TACTICS + +**During Combat** The zealot overlord is an incredibly powerful opponent, but he is most dangerous because he is cautious. He tries not to get caught in melee at all if he can manage, hiding behind his mechanical angels as he tosses his most powerful spells at the PCs. His care extends into his spell casting, preferring to protect himself with greater resistant armor, unwilling guardian, and wall of fire to more offensive options. He tries to keep an angel near him at all times to have access to guarding wings, saving a legendary power point for legendary reconstruction. Once his protecting angel has died or turned against him, he’ll consider direct damage like chain surge and heat leech. + +STATISTICS + +**Str** +0; **Dex** +8; **Con** +6; **Int** +11; **Wis** +6; **Cha** +4 +**Skills** Culture +31, Engineering +36, Mysticism +36 +**Feats** Agile Casting +**Languages** Common, Draconic, Giant, Gnome, Undercommon +**Other Abilities** cache capacitor 3 (detect radiation, darkvision, flight (3rd)) +**Gear** bespoke echelon fashion, molecular rift dagger, zenith laser pistol plus one super capacity battery, Purity medal of honor made of platinum and gold in worth 1,200 credits, Purity commander uniform, battered leather journal containing Roth’s lifelong studies of an ancient collection of curious jade and skymetal game pieces depicting the very animals the PCs have seen on the gates here worth 1,400 credits. + +SPECIAL ABILITIES + +#### LEGENDARY SURGE + +Roth has a pool of 5 legendary power points. When he rolls a d20, he can spend a legendary power point as a reaction after the results are revealed to add 1d6 to the result of the roll. This can change the outcome of the roll. + +#### LEGENDARY RECONSTRUCTION (EX) + +When Roth is reduced to zero hit points, he can spend a legendary power point (see Legendary Surge) to rebuild and rewire his body, immediately healing 120 hit points and permanently changing his creature type permanently to construct (gaining the construct immunities defensive ability). He can use this ability once per day, but the change in creature type is permanent. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Battleflower Master.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Battleflower Master.md new file mode 100644 index 0000000..e0a525c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Battleflower Master.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 16 +hp: 300 +modifier: 10 +Monster Type: NPC +name: Battleflower Master +statblock: true +Subtype: Sport Figures +tags: +Type: Bestiary NPC +--- +# BATTLEFLOWER MASTER +Across the universe, sapient species have independently discovered the societal benefits of friendly (and not-so-friendly) competition—as well as the fame and fortune that can be made by widely broadcasting such competitions to die-hard fans. While some cultures thrive on intellectual games of skill and strategy, others revel in fast-paced displays of martial might, brute strength, or deadly struggle. No matter the culture, those who succeed in these displays of wit and brawn can amass quite a bit of wealth, cultural clout, and even interplanetary notoriety. +Sports figures are direct and to-the-point combatants with a focus on physicality, dexterity, or brute force, and they can easily serve in any role where violence is a means to an end. Re-skinned sports figures might serve as flashy mercenaries, daring pirates, specially trained guards, or hired muscle. + +**CR** 16 +**XP 76,800** +Transitional ryphorian +LN Medium humanoid (ryphorian) +**Init** +10; **Senses** low-light vision; **Perception** +33 + +### DEFENSE + +**HP** 300 +**EAC** 30; **KAC** 32 +**Fort** +18; **Ref** +20; **Will** +14 +**Defensive Abilities** trimorphic; **Resistances** cold 2, fire 2 + +### OFFENSE + +**Speed** 30 ft. +**Melee** zero-edge battle ribbon +30 (5d8+23 S; critical severe wound) or unarmed strike +30 (6d10+23 B plus grab) +**Offensive Abilities** working the crowd + +### STATISTICS + +**STR** +7; **DEX** +10; **CON** +0; **INT** +0; **WIS** +0; **CHA** +5 +**Feats** Improved Combat Maneuver (grapple) +**Skills** Acrobatics +28, Athletics +28, Profession (dancer) +33 +**Languages** Common, Triaxian +**Gear** elite defrex hide, elite irising shield, zero-edge battle ribbon + +### ECOLOGY + +### SPECIAL ABILITIES + +**Working the Crowd (Ex)** While a battleflower master is fighting in front of two or more noncombatants, whenever they successfully grapple an opponent or hit an opponent with a weapon with the Profession (dancer) weapon special property, they can attempt a Profession (dancer) check with the same DC as a check to demoralize that enemy (as the Intimidate skill) as a swift action. If the grapple attempt or attack roll is a natural 20, the battleflower master can roll twice on the demoralize attempt and take the higher roll. This is an emotion and fear effect. + +## DESCRIPTION + +The battleflowers of Ning are among the most famed martial artists within the Pact Worlds. Their rigorous training regimen incorporates multiple styles from across the galaxy and celebrates innovation, as long as it contributes to the greater culture of elaborate ritual combats for the entertainment of massive, dedicated crowds. \ No newline at end of file diff --git "a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Hunter-Killer.md" "b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Hunter-Killer.md" new file mode 100644 index 0000000..bc405b3 --- /dev/null +++ "b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Hunter-Killer.md" @@ -0,0 +1,72 @@ +--- +aliases: +cr: 13 +hp: 210 +modifier: 11 +Monster Type: NPC +name: Bil’djooli Hunter-Killer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# BIL’DJOOLI HUNTER-KILLER +**XP 25,600** +Bil’djool operative +LE Medium aberration (aquatic, bil’djooli) +**Init** +11; Perception +29, darkvision 60 ft., low-light vision +**Aura** contamination (5 ft., DC 21) + +DEFENSE + +**HP** 210; **EAC** 27; **KAC** 28 +**Fort** +12; **Ref** +15; **Will** +16 +**Defensive Abilities** evasion, uncanny agility; **Resistances** cold 10 +**Weaknesses** vulnerability to toxins + +OFFENSE + +**Speed** 20 ft., fly 30 ft. (average), swim 60 ft. +**Melee** ultrathin dagger+22 (4d4+19 S; analog, operative) +**Multiattack** 4 tentacles +16 (3d4 +19 B, plus contamination) +**Ranged** paragon bil’djooli rod +24 (3d6+13 A, C, E, F or So; critical matter conversion IV) or elite shirren eye rifle +24 (4d10+13 P; analog, sniper \[750 ft.\], unwieldy) or stickybomb grenade III +24 (explode \[20 ft., entangled 2d4 rounds, DC 21\]) +**Offensive Abilities** jet, debilitating trick, quad attack, trick attack +7d8 + +TACTICS + +**During Combat** A bil’djooli hunter-killer attempts to snipe from cover and use hit and run tactics supported by their cloaking fields to bring down prey. Unlike most bil’djooli of higher ranks, a hunter-killer does not mind getting their tentacles dirty. + +**Morale** A bil’djooli hunter-killer attempts a coordinated retreat when dropped below 50 Hit Points. Specially bred and trained for combat, a bil’djooli hunter-killer does not surrender, except in the most desperate of circumstances. + +STATISTICS + +**Str** +6; **Dex** +8; **Con** +0; **Int** +0; **Wis** +4; **Cha** +0 +**Skills** Acrobatics +29, Athletics +24, Engineering +24, Life Science +29, Medicine+24, Sense Motive +24, Stealth +29, Feats Stand Still +**Languages** Bil’djooli, Common +**Other Abilities** jet, operative exploit (cloaking field, glimpse the truth), operative specialization (ghost) +**Gear** bil’djooli armor IV with jetpack (capacity 40) and targeting computer, bil’djooli rod (paragon) with ultra- capacity battery (100 charges), shirren-eye rifle (elite) with 50 rounds, stickybomb grenades III (4), ultrathin dagger, mk III serum of healing (2) + +SPECIAL ABILITIES + +#### CONTAMINATION (EX) + +As a bil’djooli elite soldier, but the save DC is 21. + +#### GLIMPSE THE TRUTH (EX) + +This functions as the operative exploit of the same name, save that the bil’djooli hunter- killer may use it five times per day before requiring an 8–hour rest to use it again. + +#### JET (EX) + +As a bil’djooli elite soldier. + +#### PHASE SHIFT ESCAPE (EX) + +A bil’djooli hunter-killer can move through solid matter by converting their matter into out of phase energy for just a moment. As a full action, the bil’djooli can phase through up to 10 feet of solid matter, leaving a clearly visible black stain. This otherwise functions as the operative specialization power of the same name. + +ABOUT + +Bil’djooli hunter-killers are deadly assassins that specialize in quickly and efficiently taking down foes. If a target is too powerful to swiftly eliminate, they engage in pursuit predation tactics, interrupting rests and striking when their prey is vulnerable. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git "a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Navarch.md" "b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Navarch.md" new file mode 100644 index 0000000..b69224d --- /dev/null +++ "b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bil\342\200\231djooli Navarch.md" @@ -0,0 +1,77 @@ +--- +aliases: +cr: 17 +hp: 285 +modifier: 5 +Monster Type: NPC +name: Bil’djooli Navarch +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# BIL’DJOOLI NAVARCH +**XP 102,400** +Bil’djool mystic +LE Medium aberration (aquatic, bil’djooli) +**Init** +5; Perception +29, darkvision 60 ft., low-light vision +**Aura** contamination (5 ft., DC 24) + +DEFENSE + +**HP** 285 +**RP** 6 **EAC** 30; **KAC** 31 +**Fort** +15; **Ref** +15; **Will** +22 +**Defensive Abilities** share pain (DC 24); **Resistances** cold 10 +**Weaknesses** vulnerability to toxins + +OFFENSE + +**Speed** 20 ft., fly 30 ft. (average), swim 40 ft. +**Melee** peacemaker+25 (6d6 +17 B; critical knockdown) +**Multiattack** 4 tentacles + 19 (6d4 +17 B, plus psychic contamination) +**Ranged** paragon bil’djooli rod +27 (3d6+17 A, C, E, F or So; critical matter conversion IV) +**Mystic Spell-Like Abilities** (CL 17th) + +**At will**–mind link (DC 21), telepathic bond + +**Mystic Spells Known** (CL 17th, ranged +27) + +**6th (1/day)**–mind thrust (DC 29), snuff life (DC 29) +**5th (3/day)**–feeblemind (DC 28), greater dispel magic, greater synaptic pulse (DC 28), resistant aegis +**4th (at will)**–confusion (DC 27), hold monster (DC 27) +**Offensive Abilities** backlash (17 damage), mental anguish (DC 24), mind-breaking link (DC 24), mindkiller (DC 24), sow doubt (8 rounds, DC 24) + +**Connection** mindbreaker + +TACTICS + +**During Combat** A bil’djooli navarch relishes in the authority it has over its subordinates, commanding absolute loyalty, while crushing weaker minds with their deadly spells. They try to stay out of melee if possible, and use their bil’djooli rods only as a last resort or to probe foes for vulnerabilities in their defenses. + +**Morale** A bil’djooli navarch fights to the death while other bil’djooli are around, and will only surrender when reduced below 35 Hit Points, and then only if no other bil’djooli can witness their shame. + +STATISTICS + +**Str** +0; **Dex** +5; **Con** +0; **Int** +0; **Wis** +11; **Cha** +8 +**Skills** Bluff +29, Intimidate +34, Life Science +29, Medicine +34, Mysticism +34 +**Feats** Spell Focus +**Languages** Bil’djool, Common +**Other Abilities** jet, mind-link, telepathic bond +**Gear** D-Suit V with jetpack (capacity 40) and mk 2 toxin vents, bil’djooli rod (paragon) with ultra-capacity battery (100 charges), peacemaker, mk III serums of healing (3) + +SPECIAL ABILITIES + +#### CONTAMINATION (EX) + +As a bil’djooli elite soldier, but the save DC is 24. + +#### JET (EX) + +As a bil’djooli elite soldier. + +ABOUT + +Bil’djooli navarchs are the potent leaders of the bil’djooli. Capable of snuffing out life with but a thought, they inspire fear and absolute obedience whenever they show up on the battlefield. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bloodfire Mystic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bloodfire Mystic.md new file mode 100644 index 0000000..9843b34 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bloodfire Mystic.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 6 +hp: 75 +modifier: 3 +Monster Type: NPC +name: Bloodfire Mystic +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# BLOODFIRE MYSTIC +**XP 2,400** +Half-orc mystic +NE Medium humanoid (human, orc) +**Init** +3; **Senses** darkvision 60 ft.; Perception +18 + +DEFENSE + +**HP** 75; **EAC** 17; **KAC** 18 +**Fort** +5; **Ref** +5; **Will** +9 + +OFFENSE + +**Speed** 30 ft. +**Melee** tactical knife +10 (2d4+5 S) +**Ranged** red star plasma pistol +12 (1d8+5 E & F; critical burn 1d8) + +**Mystic Spells Known** (CL 6th; melee +10, ranged +12) + +**3rd (3/day)**—speak with dead, suggestion (DC 19) +**2nd (6/day)**—fear (DC 18), hold person (DC 18), hurl forcedisk, see invisibility +**1st (at will)**—detect thoughts (DC 17), share language +**0th (at will)**—telepathic message + +TACTICS + +**During Combat** A bloodfire mystic patrols her domain with keen-eyed fervor, maintaining contact with her minions using telepathic message. If she notices combat, she immediately alerts the other patrols and goes to support them. + +STATISTICS + +**Str** +0; **Dex** +3; **Con** +2; **Int** +0; **Wis** +0; **Cha** +5 +**Skills** Culture +13, Intimidate +18, Survival +13 +**Languages** Common, Orc +**Gear** elite stationwear, red star plasma pistol with 2 batteries (20 charges each), tactical knife + +SPECIAL ABILITIES + +#### ORC FEROCITY (EX) + +Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of her next turn, when she becomes unconscious as normal. If she takes additional damage before this, she ceases to be able to act and falls unconscious. + +ABOUT + +The bloodfire mystic scours the minds and hearts of the living and the dead, always alert to the voices of the spirits to enhance her own sense of mystery, power, and influence. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bounty Hunter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bounty Hunter.md new file mode 100644 index 0000000..91a0c6f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Bounty Hunter.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 10 +hp: 150 +modifier: 11 +Monster Type: NPC +name: Bounty Hunter +statblock: true +Subtype: Bounty Hunters +tags: +Type: Bestiary NPC +--- +# BOUNTY HUNTER +Anyone who seeks and catches those who don’t want to be caught may be called a bounty hunter, though in practice, the term comprises an array of professionals. Most bounty hunters have legal sanction, such as a license to hunt fugitives, but many also work in a gray area between legal authority and vigilantism. Bounty hunters take jobs from legitimate authorities, but what legitimate means varies by location. Little stops a bounty hunter from acting as an agent of a private party, and many are enforcers for the unscrupulous. Some clever bounty hunters double as private investigators, tracking down missing people or runaways. + +**CR** 10 +**XP 9,600** +Pahtra +N Medium humanoid (pahtra) +**Init** +11; **Senses** darkvision 60 ft., low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 150 +**EAC** 23; **KAC** 24 +**Fort** +9; **Ref** +11; **Will** +13; +2 vs. charm and compulsion +**Defensive Abilities** nimble + +### OFFENSE + +**Speed** 50 ft., fly 60 ft. (_forcepack_, average) +**Melee** aurora polarity gauntlets +20 (2d6+12 E) +**Ranged** tactical magnetar rifle +20 (2d8+10 P) or stickybomb grenade III +20 (explode 20 ft., entangled 2d4 rounds [DC 19]) + +### STATISTICS + +**STR** +2; **DEX** +7; **CON** +1; **INT** +1; **WIS** +4; **CHA** +3 +**Feats** Mobility, Parting Shot +**Skills** Acrobatics +19, Culture +19, Diplomacy +19, Intimidate +19, Piloting +19, Profession (bounty hunter) +23, Sense Motive +19, Stealth +19, Survival +19 +**Languages** Common, Pahtra, Vesk, any one other +**Other Abilities** mark, swift stalker +**Gear** freebooter armor III (_forcepack_), aurora polarity gauntlets with 1 high-capacity battery (40 charges), tactical magnetar rifle (_inertial dampener_) with 90 longarm rounds, manacles (4); **Augmentations** standard speed suspension + +### ECOLOGY + +### SPECIAL ABILITIES + +**Mark (Ex)** A bounty hunter can choose one sapient creature as a mark, provided the bounty hunter can identify that creature by a specific identity and has studied the mark for 1 hour using available information, or directly observed the mark for 1 minute outside of combat or as a full action in combat. The bounty hunter gains an insight bonus on skill checks made to investigate, track, or gather information on the mark, as well as on Sense Motive checks against the mark. This bonus equals 1 + the bounty hunter’s CR divided by 6 (+2 total at CR 10). Also, the bounty hunter can use Sense Motive instead of Perception to use the pierce disguise or search tasks of the Perception skill against the mark. +**Swift Stalker (Ex)** A bounty hunter reduces the penalty for following tracks using Survival while moving at full speed to 0. The agent also reduces the penalty for moving at more than half speed while using Stealth to hide to –5. + +## DESCRIPTION + +The bounty hunters of the public imagination are hardened experts who use combat, investigation, and legal knowhow to track fugitives across the stars. Such bounty hunters can be military or law enforcement personnel who hang up official duties for freelance ones. Others arose as civilian contractors, learning the rougher parts of the trade as they went. Whatever the case, these bounty hunters take on riskier contracts and don’t shy from jobs that might require hurting or killing the mark. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Brutaris Lock-back.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Brutaris Lock-back.md new file mode 100644 index 0000000..16d8c41 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Brutaris Lock-back.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 10 +hp: 165 +modifier: 3 +Monster Type: NPC +name: Brutaris Lock-back +statblock: true +Subtype: Sport Figures +tags: +Type: Bestiary NPC +--- +# BRUTARIS LOCK-BACK +Across the universe, sapient species have independently discovered the societal benefits of friendly (and not-so-friendly) competition—as well as the fame and fortune that can be made by widely broadcasting such competitions to die-hard fans. While some cultures thrive on intellectual games of skill and strategy, others revel in fast-paced displays of martial might, brute strength, or deadly struggle. No matter the culture, those who succeed in these displays of wit and brawn can amass quite a bit of wealth, cultural clout, and even interplanetary notoriety. +Sports figures are direct and to-the-point combatants with a focus on physicality, dexterity, or brute force, and they can easily serve in any role where violence is a means to an end. Re-skinned sports figures might serve as flashy mercenaries, daring pirates, specially trained guards, or hired muscle. + +**CR** 10 +**XP 9,600** +Uplifted bear +CN Large magical beast +**Init** +3; **Senses** low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +14; **Ref** +14; **Will** +9 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. (35 ft., climb 15 ft. in armor) +**Melee** bite +23 (2d10+15 S) Space 10 ft.; Reach 5 ft. +**Offensive Abilities** ferocious charge, unstoppable momentum + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +8; **INT** +3; **WIS** +0; **CHA** +0 +**Feats** Improved Combat Maneuver (bull rush) +**Skills** Acrobatics +19, Athletics +24, Intimidate +19 +**Languages** Common; limited telepathy 30 ft. +**Gear** kyokor plating III + +### ECOLOGY + +### SPECIAL ABILITIES + +**Unstoppable Momentum (Ex)** When using the ferocious charge ability, a brutaris lock-back can attempt a bull rush in the place of the trip attempt. If the bull rush attempt succeeds, treat the result as 5 higher for the purpose of determining the distance the target is knocked back. + +## DESCRIPTION + +In the Pact Worlds sport of brutaris, the role of the lock-back, or demoralizer, is traditionally given to the biggest or toughest member of the team. Brutaris team owners find lock-backs who exhibit a combination of strength, swiftness, and especially ferocity make for highly entertaining matches with lots of ad revenue; thus, the most illustrious brutaris teams center the lock-back in their line-up. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Captains Club Guide.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Captains Club Guide.md new file mode 100644 index 0000000..8bf732d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Captains Club Guide.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 13 +hp: 225 +modifier: 4 +Monster Type: NPC +name: Captains Club Guide +statblock: true +Subtype: Guides +tags: +Type: Bestiary NPC +--- +# CAPTAINS CLUB GUIDE +Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. +While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. + +**CR** 13 +**XP 25,600** +Uplifted bear +LN Large magical beast +**Init** +4; **Senses** low-light vision; **Perception** +23 + +### DEFENSE + +**HP** 225 +**EAC** 27; **KAC** 29 +**Fort** +17; **Ref** +17; **Will** +12 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** claw +24 (3d12+17 S) or ultrathin doshakari +24 (5d4+17 P; critical wound) +**Ranged** aurora arc pistol +27 (3d6+13 E; critical arc 2d6) Space 10 ft.; Reach 5 ft. +**Offensive Abilities** ferocious charge + +### STATISTICS + +**STR** +4; **DEX** +4; **CON** +8; **INT** +6; **WIS** +4; **CHA** +3 +**Feats** Laugh at Danger +**Skills** Athletics +23, Intimidate +23, Survival +28 +**Languages** Common; limited telepathy 30 ft. +**Other Abilities** known far and wide +**Gear** d-suit IV, aurora arc pistol with 2 high-capacity batteries (40 charges each), ultrathin doshakari + +### ECOLOGY + +### SPECIAL ABILITIES + +**Known Far and Wide (Ex)** A captains club guide is legendary in the places they’ve traveled to. Lower the DC of Diplomacy and Intimidate checks the guide and their allies attempt in places the guide is familiar with by 5. + +## DESCRIPTION + +Guides in this unofficial alliance of retired explorers—most of whom weren’t actually captains—can usually be coaxed away from retirement for “one last jaunt” to somewhere they visited in their more active days. While their information is occasionally out of date, they make up for it with quick thinking, a higher- than-expected ability to defend themselves, and the weight of their name and reputation. That reputation is also usually the way they gain work, often spreading news of their exploits around a sector and hinting there might be more adventures yet to come. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Career Ranger.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Career Ranger.md new file mode 100644 index 0000000..c3c1a2d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Career Ranger.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 4 +Monster Type: NPC +name: Career Ranger +statblock: true +Subtype: Survivalist +tags: +Type: Bestiary NPC +--- +# CAREER RANGER +Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes. + +**CR** 3 +**XP 800** +Kobold +LN Small humanoid (kobold) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +4; **Will** +6 +**Resistances** acid 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** basic handaxe +7 (1d4+4 S) +**Ranged** frost subduer +9 (1d3+3 C nonlethal; critical staggered) or dual focus rifle +9 (2d4+3 F; critical burn 1d4) +**Offensive Abilities** expert sniper + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** -1; **INT** +0; **WIS** +2; **CHA** +1 +**Skills** Acrobatics +8, Athletics +8, Engineering +13, Physical Science +8, Stealth +8, Survival +13 +**Languages** Common, Draconic +**Gear** graphite carbon skin, basic handaxe, dual focus rifle with 2 batteries (20 charges each), frost subduer with 2 batteries (20 charges each), trapsmith’s tools + +### ECOLOGY + +### SPECIAL ABILITIES + +**Expert Sniper (Ex)** As long as a career ranger has cover or concealment against their target, they don’t take the normal –20 penalty for attempting to hide after sniping. + +## DESCRIPTION + +Career rangers are self-sufficient and at home in the wilderness. They excel at guerrilla tactics, such as crafting traps and setting ambushes for prey or enemies. A career ranger might be an isolated loner in the middle of nowhere or a vital member of a rural community. Career rangers in smaller communities are often responsible for scouting and hunting to keep their communities safe and fed. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Careful Initiate.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Careful Initiate.md new file mode 100644 index 0000000..9cb024a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Careful Initiate.md @@ -0,0 +1,62 @@ +--- +aliases: +cr: 1/2 +hp: 13 +modifier: 6 +Monster Type: NPC +name: Careful Initiate +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# CAREFUL INITIATE +Home >Game Mastering >Bestiary >NPCs > + +**XP 200** +Human solarian +LN Medium humanoid (human) +**Init** +6; Perception +4 + +DEFENSE + +**HP** 13; **EAC** 11; **KAC** 13 +**Fort** +2; **Ref** +0; **Will** +2 + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4+3 S) +**Ranged** carbonedge shuriken +3 (1d4+3 P; critical bleed 1d4) +**Offensive Abilities** black hole supernova + +TACTICS + +**During Combat** Careful initiates often fight defensively until they’re fully photon-attuned before releasing a supernova. When fighting with allies, they often take guarded steps to flank their opponents. + +**Morale** If reduced to 8 or fewer hp, they flee. + +STATISTICS + +**Str** +3; **Dex** +2; **Con** +0; **Int** +0; **Wis** +0; **Cha** +1 +**Skills** Acrobatics +9, Disguise +4, Mysticism +4, Sense Motive +4, Stealth +4 +**Languages** Common, Dwarven +**Other Abilities** solar manifestation (solar armor), stellar alignment +**Gear** flight suit stationware, survival knife, beacon, cable line (titanium alloy/50 ft), tool kit (disguise kit), serum of healing mk 1, carbonedge shuriken + +SPECIAL ABILITIES + +#### BLACK HOLE (SU) + +This functions as the solarian stellar revelation of the same name. As a standard action, the careful initiate can pull any number of creatures within 20 feet closer. Each target must succeed a DC 9 Fortitude saving throw or be pulled 10 feet towards the careful initiate. + +#### SUPERNOVA (SU) + +This functions as the solarian stellar revelation of the same name. As a standard action, the careful initiate can deal 2d6 fire damage to all creatures within 10 feet. A creature that succeeds a DC 9 Reflex saving throw takes half damage. + +ABOUT + +Careful initiates have just learned to harness their powers; they tend to fight to preserve their own health, often at the expense of winning the battle. + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Champion.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Champion.md new file mode 100644 index 0000000..1cd65d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Champion.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 14 +hp: 250 +modifier: 2 +Monster Type: NPC +name: Champion +statblock: true +Subtype: Religious Figures +tags: +Type: Bestiary NPC +--- +# CHAMPION +Religious figures are typically individuals who rise in their faith’s ranks due to their unrivaled devotion and skill—or even due to the blessings bestowed upon them by their deity. Religious figures don’t just lead the devout; they often also steer nonreligious discourse. Depending on their congregation and ambitions, the leader might even overshadow the government of a city or planet. Although this arrangement might bring peace, it could as easily realize a terrible regime of divine tyranny or terror. + +**CR** 14 +**XP 38,400** +Astriapi +LN Medium monstrous humanoid +**Init** +2; **Senses** blindsense (scent) 30ft., darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +18; **Will** +14 +**Immunities** charm, compulsion, fear + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** _axiomatic grindblade_ +28 (4d10+20 S; critical bleed 2d8) bite +28 (6d6+20 P) +**Ranged** _axiomatic perihelion laser rifle_ +24 (5d6+14 F; critical burn 2d6) + +### STATISTICS + +**STR** +6; **DEX** +2; **CON** +4; **INT** +0; **WIS** +6; **CHA** +3 +**Skills** Acrobatics +30, Diplomacy +25, Mysticism +25 +**Languages** Astriapi, Common +**Other Abilities** honey production +**Gear** squad hardlight series, _axiomatic grindblade_, _axiomatic perihelion laser rifle_ with 1 high-capacity battery (100 charges), astriapi honey (functions as _mk 3 serum of healing_), holy symbol + +### ECOLOGY + +### SPECIAL ABILITIES + +**Sacred Strike (Su)** A champion can use this ability before making an attack to roll the attack twice and use the better result. The attack deals damage as though all of the target’s damage reduction, hardness, and resistances were 5 lower (minimum 0). Once a champion performs a sacred strike, they can’t do so again for 1d10 rounds. + +## DESCRIPTION + +Champions are warrior-scholars of the faith who fearlessly defend their fellow believers. Some operate alone, roaming widely to avenge wrongs committed against their gods. Others are leaders whose bravery inspires the faithful. Although the term champion might evoke images of justice and honor, a champion’s behavior reflects their respective god’s will, and an evil divinity often acts through equally vile paragons. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Chlorvian Justice.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Chlorvian Justice.md new file mode 100644 index 0000000..71e3355 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Chlorvian Justice.md @@ -0,0 +1,43 @@ +--- +aliases: +cr: 6 +hp: 90 +modifier: 5 +Monster Type: NPC +name: Chlorvian Justice +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# CHLORVIAN JUSTICE +Home >Game Mastering >Bestiary >NPCs > + +**XP 2,400** +Chlorvian Soldier +LG Medium humanoid +**Init** +5; **Senses** low-light vision; Perception +13 + +DEFENSE + +**HP** 90 +**RP** 4; **EAC** 18; **KAC** 20 +**Fort** +9; **Ref** +7; **Will** +8 +**Defensive Abilities** symbiotic + +OFFENSE + +**Speed** 30 ft. +**Melee** fangblade +13 (1d12+9 S; critical bleed 1d8) +**Ranged** ag accelerator rifle +16 (3d4+6 P) +**Offensive abilities** bullet barrage, fighting styles (sharpshoot), focus fire, sniper’s aim + +STATISTICS + +**Str** +3; **Dex** +5; **Con** +2; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Acrobatics +13, Athletics +13, Life Science +18 +**Languages** Common, Druidic, Sylvan +**Gear** estex suit III, fangblade, ag accelerator rifle, cryo grenade I, Incendiary grenade II, riot grenade III + +Section 15: Copyright Notice + +Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Colveare Hierarch.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Colveare Hierarch.md new file mode 100644 index 0000000..f397e61 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Colveare Hierarch.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 14 +hp: 215 +modifier: 3 +Monster Type: NPC +name: Colveare Hierarch +statblock: true +Subtype: Tyrants +tags: +Type: Bestiary NPC +--- +# COLVEARE HIERARCH +Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. + +**CR** 14 +**XP 38,400** +Astriapi +LE Medium monstrous humanoid +**Init** +3; **Senses** blindsense 30 ft. (scent), darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 215; **RP** 6 +**EAC** 27; **KAC** 28 +**Fort** +13; **Ref** +15; **Will** +20 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** nanoserrated chitinblade +22 (4d8+16 S; critical bleed 2d8) or bite +22 (1d3+21 P) +**Ranged** executioner caustoject +24 (4d4+14 A plus injection; critical injection +2) +**Spells Known** (CL 14th; ranged +24) +5th (3/day)—_dominate person_ (DC 24), _greater synaptic pulse_ (DC 24) +4th (6/day)—_confusion_ (DC 23), _discern lies_ (DC 23), _hold monster_ (DC 23), _mind thrust_ (DC 23) +3rd (at will)—_divine aspect_, _suggestion_ (DC 22) + +### STATISTICS + +**STR** +2; **DEX** +3; **CON** +6; **INT** +1; **WIS** +8; **CHA** +4 +**Skills** Diplomacy +25, Engineering +30, Mysticism +30 +**Languages** Astriapi, Common +**Other Abilities** zhufera visions +**Gear** ready to wear echelon fashion, nanoserrated chitinblade, executioner caustoject with 2 batteries (20 charges each), tier III sedative (5) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Zhufera Visions (Su)** As a standard action, the hierarch can psychically project terrifying visions that affect any number of creatures within 60 feet. Each affected creature attempts a Will save (DC = 8 + the hierarch’s CR). If they fail, they’re staggered for 1 round and shaken for 1d4 rounds. If they succeed, they’re shaken for 1 round. After being affected by this ability, a creature is immune to that hierarch’s zhufera visions for 1 hour. This is a mind-affecting ability. + +## DESCRIPTION + +The astriapi home world Colveare is run by a council called the Hierarchs, descended from revolutionary warrior-priests. While Colveare today is a peaceful marvel of civic engineering, a few ambitious Hierarch outliers found conspiracies, cults, or private armies to rule unequivocally. While these aspirations often take the Hierarch far from home, a few aspire to overthrow Colveare’s government and install themselves as absolute monarchs. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Combat Medic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Combat Medic.md new file mode 100644 index 0000000..00dbdbc --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Combat Medic.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 2 +Monster Type: NPC +name: Combat Medic +statblock: true +Subtype: Former Military +tags: +Type: Bestiary NPC +--- +# COMBAT MEDIC +Military training hones experts with varied skillsets, tempering them in battlefield conditions. Mercenary work is an obvious outlet for their skills, but former military pros function well as security forces and rescue teams, and on exploration missions and supply delivery in dangerous areas. They might be found in more mundane settings, such as corporate facilities or research labs, especially in places where people or facilities need extra protection. Each of these NPCs has the following ability. +**Unit Tactics (Ex)** Before rolling initiative, the character can choose to roll twice and take the lower result, and an ally within 30 feet can roll their initiative check twice and use the better result. When the character successfully uses covering fire, the selected ally gains the circumstance bonus to AC against the next two attacks made against them by creatures in the character’s line of effect. + +**CR** 3 +**XP 800** +Luma hadrogaan +N Medium humanoid (hadrogaan) +**Init** +2; **Senses** blindsense (vibration) 30 ft.; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +4; **Will** +6 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +7 (1d6+4 S) +**Ranged** autotarget rifle +9 (1d6+3 P) + +### STATISTICS + +**STR** +1; **DEX** +2; **CON** +0; **INT** +4; **WIS** +1; **CHA** +1 +**Skills** Athletics +8, Life Science +13, Medicine +13, Physical Science +8 +**Languages** Castrovelian, Common, up to 4 others; limited telepathy 30 ft. +**Other Abilities** combat medic, dual nervous system , unit tactics +**Gear** regimental dress I (easy access kit AR \[basic medkit\]), autotarget rifle (light bayonet bracket with tactical dueling sword) with 50 longarm rounds, chemalyzer , personal comm unit, 2 batteries (20 charges each) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Combat Medic (Ex)** When a combat medic exceeds a Medicine check DC by 5 or more, the combat medic can also perform the treat deadly wounds task on the target without spending additional time. If the check exceeds the DC by 10 or more, the combat medic also applies their Intelligence modifier to the amount healed by treat deadly wounds, as normal. + +## DESCRIPTION + +A combat medic learns to perform emergency first aid on the battlefield—skills that transfer directly to paramedic roles in civilian situations. A combat medic is valuable to a fighting unit because, in addition to providing fire support, the medic can patch up allies and get them back into the fight or enable their retreat. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Con Artist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Con Artist.md new file mode 100644 index 0000000..d9f9ba5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Con Artist.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 1/2 +hp: 12 +modifier: 1 +Monster Type: NPC +name: Con Artist +statblock: true +Subtype: Charlatans +tags: +Type: Bestiary NPC +--- +# CON ARTIST +Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors. + +**CR** 0.5 +**XP 200** +Vlaka +CN Medium humanoid (vlaka) +**Init** +1; **Senses** blindsense (scent) 30 ft., low-light vision; **Perception** +9 + +### DEFENSE + +**HP** 12; **RP** 3 +**EAC** 10; **KAC** 11 +**Fort** +0; **Ref** +0; **Will** +5 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +2 (1d4 S) +**Ranged** pulsecaster pistol +4 (1d4 E) or smoke grenade +4 (explode \[20 ft., smoke cloud 1 min., DC 15 + 1 per previous check\]) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +0; **INT** +1; **WIS** +2; **CHA** +3 +**Skills** Bluff +9, Computers +4, Culture +9, Diplomacy +9, Sense Motive +9\*, Stealth +4 +**Languages** Common, Vlakan (signed, spoken, and tactile), up to 1 other +**Other Abilities** buoy , cooperative , practiced liar +**Gear** flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), survival knife, smoke grenade (2) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Practiced Liar (Ex)** When a con artist attempts a Bluff check to lie, they can spend 1 Resolve Point to make the DC of their Bluff check equal to 10 + the target’s total Sense Motive bonus, even if the target is suspicious of the con artist. The con artist also gains a +2 circumstance bonus on such a Bluff check. + +## DESCRIPTION + +Con artists are small-time scammers who bilk the gullible of credits by convincing them something false is true. The street corner psychic spins fortunes for credits, the down-on-their-luck billionaire needs a favor, and the lawyer requests banking information to transfer a distant relative’s inheritance. Most rely on fast talk, quick wits, and a well-told lie, but others excel in technological scams. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Conspiracist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Conspiracist.md new file mode 100644 index 0000000..4f031c8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Conspiracist.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 1 +Monster Type: NPC +name: Conspiracist +statblock: true +Subtype: Investigators +tags: +Type: Bestiary NPC +--- +# CONSPIRACIST +Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes. + +**CR** 1 +**XP 400** +Contemplative +CN Medium monstrous humanoid +**Init** +1; **Senses** blindsense (thought) 30 ft., darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +6 +**Weaknesses** atrophied + +### OFFENSE + +**Speed** 5 ft., fly 30 ft. (Su, perfect) +**Melee** cestus battleglove +5 (1d4 B) +**Ranged** survival flare gun +7 (1d3+1 F; critical burn 1d6) or pulsecaster pistol +7 (1d4+1 E) +**Offensive Abilities** applied knowledge , convoluted conspiracy + +### STATISTICS + +**STR** -1; **DEX** +1; **CON** +0; **INT** +4; **WIS** +2; **CHA** +1 +**Skills** Computers +5, Culture +5, Diplomacy +5, Life Science +5, Physical Science +5, Sense Motive +10 +**Languages** Akitonian, Common, Ysoki, and up to 3 others; telepathy 100 ft. +**Gear** second skin, cestus battleglove, pulsecaster pistol with 1 battery (20 charges), survival flare gun with 3 flares + +### ECOLOGY + +### SPECIAL ABILITIES + +**Convoluted Conspiracy (Ex)** As a full action, a conspiracist can expound on a brilliantly confusing theory. Each creature within 30 feet of the conspiracist that can hear the conspiracist is dazed for 1 round, unless they succeed at a Will saving throw (DC = 11 + CR). Whether or not the creature succeeds at the saving throw, they are then immune to this conspiracist’s convoluted conspiracy for 1 minute. This is a language-dependent, mind-affecting ability. + +## DESCRIPTION + +Conspiracists are obsessed with the unexplained, their passion often earning them a reputation as eccentric or weird. Yet a conspiracist’s passion sometimes leads them to imagine connections where none exist, getting them into trouble. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Constable.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Constable.md new file mode 100644 index 0000000..0fa4ecc --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Constable.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 7 +hp: 105 +modifier: 3 +Monster Type: NPC +name: Constable +statblock: true +Subtype: Stewards +tags: +Type: Bestiary NPC +--- +# CONSTABLE +With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. + +**CR** 7 +**XP 3,200** +Kalo +NG monstrous humanoid (aquatic) +**Init** +3; **Senses** blindsight (sound) 60 ft., low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +11; **Will** +8 +**Resistances** cold 10 + +### OFFENSE + +**Speed** 15 ft., swim 45 ft. +**Melee** underwater aurora shockpad +17 (2d4+13 E stun; critical staggered) or manacles +17 (1d8+13 B) +**Ranged** underwater thunderstrike sonic rifle +14 (1d10+7 So; critical deafen) or riot grenade II +14 (explode \[15 ft., staggered, DC 16\]) + +### STATISTICS + +**STR** +6; **DEX** +3; **CON** +2; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Athletics +19, Acrobatics +14, Intimidate +14 +**Languages** Common, Kalo +**Other Abilities** manacles training +**Gear** officer ceremonial plate, underwater aurora shock pad, underwater thunderstrike sonic rifle with 2 batteries (40 charges each), riot grenades II (2), manacles + +### ECOLOGY + +### SPECIAL ABILITIES + +**Manacles Training (Ex)** A Stewards constable can wield manacles as though they were a one-handed basic melee weapon with the analog special property. If a manacles attack result would equal or exceed the target’s KAC + 4, the constable can attempt a grapple combat maneuver against the target as part of the attack. If the attack result equals or exceeds the target’s KAC + 13 and the combat maneuver check succeeds, the constable grapples and applies the restraints to the target. + +## DESCRIPTION + +Constables have much more to do than chasing criminals— constables patrol neighborhoods, assist in investigations, guard visiting dignitaries, provide disaster relief, and more. Constables have limited authority to deputize capable bystanders like adventurers to help contain a threat. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Convoy Driver.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Convoy Driver.md new file mode 100644 index 0000000..31ff89e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Convoy Driver.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 1 +hp: 20 +modifier: 1 +Monster Type: NPC +name: Convoy Driver +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# CONVOY DRIVER + +**XP 400** +Human soldier +N Medium humanoid (human) +**Init** +1; Perception +5 + +DEFENSE + +**HP** 20; **EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +3 + +OFFENSE + +**Speed** 30 ft. +**Melee** thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical knockdown) +**Ranged** azimuth laser rifle +5 (1d8+1 F; critical burn 1d6) or shock grenade I +5 (explode \[15 ft., 1d8 E, DC 11\]) +**Offensive Abilities** fighting styles (guard) + +STATISTICS + +**Str** +4; **Dex** +1; **Con** +2; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Bluff +5, Intimidate +10, Survival +5 +**Feats** Bodyguard, Diehard +**Languages** Common (Argosa) +**Other Abilities** armor training +**Gear** Argosan caravan armor (treat as lashunta ringwear I), azimuth laser rifle with battery (20 charges), thunderstrike pulse gauntlet with battery (20 charges), shock grenades I (2) + +ABOUT + +**Boon** Convoy drivers can arrange for PCs to travel with a convoy to a destination of their choice, either as guests or as guards. + +Convoy drivers are sturdy veterans with an eye for troublemakers. They are armed and skilled at driving and protecting laden trucks, hovercraft, or similar vehicles, or in low-tech fringe areas they ride horses and lead wagons safely through dangerous territory. + +If encountered in a city or town, convoy drivers serve as city guards or patrol officers, either on foot or on vehicles, dedicated to keeping the peace and maintaining order. They favor disarming, tripping, sundering, and dealing nonlethal damage when possible to break up fights and quell the unruly. They can offer a different boon to characters befriending them. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Coral Singer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Coral Singer.md new file mode 100644 index 0000000..2584184 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Coral Singer.md @@ -0,0 +1,41 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 1 +Monster Type: NPC +name: Coral Singer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# CORAL SINGER + +**XP 800** +Locathah envoy +N Medium humanoid (aquatic, locathah) +**Init** +1; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 35; **EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +7; **Will** +6 + +OFFENSE + +**Speed** 20 ft., swim 40 ft. +**Melee** tactical dueling sword +7 (1d6+3 S) +**Ranged** tactical needler +9 (1d6+3 P, critical injection DC +2) + +STATISTICS + +**Str** +0; **Dex** +1; **Con** +1; **Int** +2; **Wis** +1; **Cha** +4 +**Skills** Athletics +13, Culture +8, Diplomacy +13, Sense Motive +13, Sleight of Hand +8 +**Other Abilities** amphibious, inspiring boost, universal expression, water breathing +**Gear** hardened resin, tactical dueling sword , tactical needler , sedative tier 1(1d4 nonlethal) + +ECOLOGY + +**Environment** any (usually aquatic) +**Organization** solitary, pair, or band (3–6) + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Courier.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Courier.md new file mode 100644 index 0000000..3d93fd4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Courier.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 7 +hp: 100 +modifier: 2 +Monster Type: NPC +name: Courier +statblock: true +Subtype: Guides +tags: +Type: Bestiary NPC +--- +# COURIER +Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. +While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. + +**CR** 7 +**XP 3,200** +Transitional ryphorian +N Medium humanoid (ryphorian) +**Init** +2; **Senses** low-light vision; **Perception** +19 + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 20 +**Fort** +6; **Ref** +8; **Will** +10 +**Resistances** cold 2, fire 2 + +### OFFENSE + +**Speed** 30 ft. +**Melee** ultrathin sword cane +15 (2d4+7 P; critical bleed 1d4) +**Ranged** flare compliance ray +13 (2d4+7 F; critical blind) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +2; **INT** +5; **WIS** +2; **CHA** +4 +**Skills** Acrobatics +14, Bluff +19, Diplomacy +19, Sense Motive +14, Stealth +14 +**Languages** Common, Triaxian +**Other Abilities** local shortcut +**Gear** elite stationwear, flare compliance ray , ultrathin sword cane + +### ECOLOGY + +### SPECIAL ABILITIES + +**Local Shortcut (Ex)** In locations the courier is familiar with they increase their speeds by 10 feet and the speeds of allies within 50 feet by 5 feet. + +## DESCRIPTION + +Couriers’ knowledge of an area comes from their work delivering goods throughout their city, planet, or system of choice. They make it their business to be friendly with their customers, who range from small businesses and long-distance lovers to underground criminal enterprises. Couriers get to know their delivery area well, gathering information on shortcuts, hotspots, and landmarks usually known only to locals. They fit in guide work between deliveries and usually pick up customers while on the job, learning to keep an eye out for those new to an area who might be willing to pay to get the lay of the land. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Cutthroat Lawyer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Cutthroat Lawyer.md new file mode 100644 index 0000000..69077fe --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Cutthroat Lawyer.md @@ -0,0 +1,39 @@ +--- +aliases: +cr: 7 +hp: 100 +modifier: 2 +Monster Type: NPC +name: Cutthroat Lawyer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# CUTTHROAT LAWYER + + +**XP 3,200** +Half-elf +N Medium humanoid (elf, human) +**Init** +2; **Senses** low-light vision; Perception +14 + +DEFENSE + +**HP** 100; **EAC** 19; **KAC** 20 +**Fort** +6; **Ref** +6; **Will** +10 + +OFFENSE + +**Speed** 30 ft. +**Melee** buzzblade dueling sword +13 (2d6+7 S) + +STATISTICS + +**Str** +0; **Dex** +2; **Con** +1; **Int** +1; **Wis** +4; **Cha** +5 +**Skills** Bluff +19, Diplomacy +19, Intimidate +19, Mysticism +14, Sense Motive +14 +**Languages** Common, Elven +**Gear** business stationwear, buzzblade dueling sword with 1 battery (20 charges) + +ABOUT + +A cutthroat lawyer is a master of loopholes, doublespeak, intimidation, and litigation. She prides herself on doing whatever it takes—within the law—to win her case. The lawyer has a network of contacts, observers, and expert witnesses ready to help investigate, often including less- skilled lawyers (use the successful merchant statblock) hoping to gain some prestige by association, as well as investigator wizards and sometimes informants from the wrong side of the law, such as dealers, prostitutes, con artists, and street thugs. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Data Analyst.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Data Analyst.md new file mode 100644 index 0000000..a9f870f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Data Analyst.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 3 +Monster Type: NPC +name: Data Analyst +statblock: true +Subtype: Stewards +tags: +Type: Bestiary NPC +--- +# DATA ANALYST +With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. + +**CR** 5 +**XP 1,600** +Nuar +N Medium monstrous humanoid +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 65; **RP** 4 +**EAC** 17; **KAC** 18 +**Fort** +4; **Ref** +6; **Will** +10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** horn +10 (1d4+6 P) +**Ranged** explorer handcoil +12 (1d6+5; critical arc 1d6) or stickybomb grenade II +12 (explode \[15 ft, entangled 2d4 rounds, DC 15 Reflex\]) +**Offensive Abilities** gore + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +0; **INT** +5; **WIS** +1; **CHA** +0 +**Skills** Computers +16, Engineering +16, Life Science +11, Medicine +11, Physical Science +16 +**Languages** Arkanen, Common, Drow, Vercite +**Other Abilities** calculate the odds, mind maze +**Gear** regimental dress I, explorer handcoil with 2 batteries (20 charges each), stickybomb grenades II (2), engineering kit, hacking kit, tier 1 miniaturized computer with basic AI + +### ECOLOGY + +### SPECIAL ABILITIES + +**Calculate the Odds (Ex)** A data analyst can spend 1 Resolve Point as a move action to study a creature within 60 feet. Before the end of the data analyst’s next turn, the next time they make an attack against the target and roll a 5 or lower on the attack roll’s die, they can reroll the attack and use the higher result. + +## DESCRIPTION + +There’s far more to the Stewards than blue-armored enforcers on patrol. Behind the scenes, experts at the Bastion headquarters handle investigations. Periodically, these agents embark on field work to analyze security data, crack datapads, combat technomagical viruses, and study strange phenomena. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deadeye.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deadeye.md new file mode 100644 index 0000000..a2c86ef --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deadeye.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 14 +hp: 250 +modifier: 8 +Monster Type: NPC +name: Deadeye +statblock: true +Subtype: Assassins +tags: +Type: Bestiary NPC +--- +# DEADEYE +Assassins are skilled killers who excel in eliminating single targets. Often using various forms of stealth and subterfuge, they can pass between guards undetected and skillfully navigate traps to quickly dispatch their marked query. High-profile corporations, cults, or criminal syndicates may employ assassins, but most work alone or as part of secretive guilds for hire and by contract. +Assassins work in the shadows, with some operating discreetly among the underbellies of society and others conducting their business while hiding in plain sight. Regardless of their methods, they’re valued for their ability to hide their tracks and maintain their employer’s anonymity. The most skilled assassins can take out high-profile figures without leaving any evidence for investigators to follow. The more difficult the job and the greater the prominence of the target, the higher the fee they command. + +**CR** 14 +**XP 38,400** +Formian +NE Medium monstrous humanoid +**Init** +8 (+12 with hive mind); **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +25 (+29 with hive mind) + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +18; **Will** +14 +**Resistances** sonic 10 + +### OFFENSE + +**Speed** 40 ft. +**Melee** claw +25 (8d6+16 S) +**Ranged** elite shirren-eye rifle +28 (4d10+14 P) +**Offensive Abilities** skip shot + +### STATISTICS + +**STR** +2; **DEX** +8; **CON** +2; **INT** +6; **WIS** +4; **CHA** +0 +**Skills** Acrobatics +30, Stealth +30 +**Languages** Common, limited telepathy 60 ft. +**Other Abilities** hive mind +**Gear** freebooter armor IV, elite shirren-eye rifle with 6 sniper rounds + +### ECOLOGY + +### SPECIAL ABILITIES + +**Skip Shot (Su)** When a deadeye fires a sniper weapon, the ammunition blinks onto a different plane and then reappears just before reaching the target. As long as a deadeye has line of sight to their target, they don’t need line of effect to make a ranged attack. + +## DESCRIPTION + +Deadeyes specialize in neutralizing targets at ranges so long their bullets lodge within their targets long before the target hears the weapon firing. Some can temporarily bend their bullets into different planes, making them even harder to protect against. Deadeyes are notoriously difficult to track after an assassination attempt since they can alter the trajectory of their fired ammunition. Their bullets sometimes appear to come from walls. +During major events and ceremonies, the slightest threat of a deadeye can increase the required security perimeter tenfold. Their skill at eliminating their targets in public settings makes deadeyes particularly coveted assassins for clients seeking to cause panic and societal unrest. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deep One Elder.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deep One Elder.md new file mode 100644 index 0000000..2988647 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deep One Elder.md @@ -0,0 +1,78 @@ +--- +aliases: +cr: 14 +hp: 215 +modifier: 5 +Monster Type: NPC +name: Deep One Elder +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# DEEP ONE ELDER +**XP 38,400** +CE Gargantuan monstrous humanoid (aquatic) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; Perception +24 +**Aura** resistant aegis (DC 19), staggering presence (180 ft., DC 21) + +DEFENSE + +**HP** 215; **EAC** 27; **KAC** 28 +**Fort** +14; **Ref** +14; **Will** +17 +**Defensive Abilities** regeneration 10 (fire); mind reflection; **Immunities** cold, disease; **Resistances** acid 10, electricity 10; DR 10/magic and piercing; SR 25 + +OFFENSE + +**Speed** 30 ft., swim 60 ft. +**Melee** bite +23 (2d8+13 P) or claw +23 (2d6+13 S) +**Multiattack** bite +23 (4d8+14 P), 2 claws +21 (3d6+14 S) +**Space** 20 ft.; **Reach** 20 ft. +**Offensive Abilities** devastating strike, trample (2d8+13 B, DC 30) +**Spell-Like Abilities** (CL 14th) + +**Constant**—resistant aegis (DC 19) +**At will**—hold person (DC 16) +**3/day**—cosmic eddy (DC 18), confusion (DC 18) +**1/day**—dominate person (DC 19), mass suggestion (DC 20) +**1/week**—planar binding (entities of CR 10 or lower; DC 20) + +STATISTICS + +**Str** +8; **Dex** +0; **Con** +4; **Int** +3; **Wis** +4; **Cha** +3 +**Skills** Culture +25, Intimidate +30, Mysticism +25, Perception +30, Sense Motive +25 +**Languages** Aklo, Common +**Other Abilities** amphibious, deep dweller, deific, immortal + +SPECIAL ABILITIES + +#### DEEP DWELLER (EX) + +Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease. + +#### DEVASTATING STRIKE (EX) + +An elder deep one ignores the first 10 points of hardness when it damages an object with its claws. A creature struck with a critical hit from an elder deep one’s claw must succeed at a DC 22 Fortitude save or be stunned for 1 round. The save DC is Strength– based. + +#### DEIFIC (SU) + +An elder deep one can grant divine spells to its worshipers. Granting spells does not require any specific action on the elder deep one’s behalf. Elder deep ones grant access to the domains of Chaos, Evil, Madness, and Water. Their symbols vary, but their favored weapon is the claw. + +#### IMMORTAL (EX) + +A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging. + +#### MIND REFLECTION (EX) + +Any mind-affecting effect that fails to affect an elder deep one is reflected back on the source, treating the elder deep one as the controller and source of the spell. + +#### STAGGERING PRESENCE (EX) + +This ability functions as frightful presence, except that a creature that fails its save is also staggered as long as it remains in the area of effect, and for an additional 1d6 rounds after leaving that area. This is a mind-affecting fear effect. + +ECOLOGY + +**Environment** any water +**Organization** solitary or pair + +A few deep ones never stop growing over the eons of their endless lives. Many elder deep ones claim the names of monsters or gods for their own—Mother Hydra and Father Dagon being two of the more legendary of their kind. Elder deep ones ascend to the status of near-gods in deep one society, towering over their kin and ruling their sunken cities. Just as they are worshiped, so do the elder deep ones worship the Great Old Ones and Outer Gods themselves. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deepsea Guardian.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deepsea Guardian.md new file mode 100644 index 0000000..ad9fcf6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deepsea Guardian.md @@ -0,0 +1,42 @@ +--- +aliases: +cr: 5 +hp: 70 +modifier: 1 +Monster Type: NPC +name: Deepsea Guardian +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# DEEPSEA GUARDIAN +Home >Game Mastering >Bestiary >NPCs > + +**XP 1,600** +Locathah solarian +N Medium humanoid (aquatic, locathah) +**Init** +1; **Senses** darkvision 60 ft.; Perception +16 + +DEFENSE + +**HP** 70; **EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +8; **Will** +6 + +OFFENSE + +**Speed** 20 ft., swim 40 ft. +**Melee** solar weapon +14 (1d6+10 S and 1d4 C, critical staggered) +**Ranged** static arc pistol +11 (1d6+5 E, critical arc 2) +**Offensive abilities** black hole (25 ft., Fortitude DC 13 negates), radiation (5 ft. or 10 ft. Fortitude DC 13 negates), supernova (10 ft., 6d6 F, Reflex DC 13 halves), stellar rush + +STATISTICS + +**Str** +5; **Dex** +1; **Con** +2; **Int** +0; **Wis** +1; **Cha** +3 +**Skills** Acrobatics +11, Athletics +16, Mysticism +11 +**Other Abilities** amphibious, solar manifestation (weapon), stellar alignment (photon), , water breathing +**Gear** estex suit II, deepsea pearl (shard), static arc pistol + +ECOLOGY + +**Environment** any (usually aquatic) +**Organization** solitary, pair, or company (3–6) diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deirdrik.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deirdrik.md new file mode 100644 index 0000000..16c99d8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Deirdrik.md @@ -0,0 +1,41 @@ +--- +aliases: +cr: 2 +Environment: any +hp: 23 +modifier: 2 +Monster Type: NPC +name: Deirdrik +statblock: true +tags: +Type: HOTV NPC +--- +# DEIRDRIK + +XP 600 + +Female ysoki envoy +N Small humanoid (ysoki) +Init +2; Senses darkvision 60 ft.; Perception +7 + +**DEFENSE** +EAC 13; KAC 14 +Fort +1; Ref +3; Will +5 OFFENSE +Speed 30 ft. +Melee survival knife +6 (1d4+2 S) + +**Ranged** +tactical semi-auto pistol +8 (1d6+2 P) Spell-Like Abilities (CL 2nd) + +1/day—comprehend languages, detect thoughts (DC 13) 3/day—telepathic message + +**TACTICS** +During Combat Deirdrik doesn’t like getting into physical fights, but if forced, she prefers to use her envoy improvisations to keep enemies off-balance. Morale Deirdrik flees as soon as she’s injured and describes the injury in ludicrously exaggerated detail when talking about how badly she was assaulted, which grants her 1 Vote Point in the election if it hasn’t happened yet. + +Str +0; Dex +2; Con +0; Int +2; Wis +1; Cha +4 +Skills Bluff +12, Computers +12, Culture +7, Diplomacy +7, + +Sense Motive +12, Stealth +12, Survival +7 +Languages Common, Ysoki +Other Abilities cheek pouches, envoy improvisations (clever feint, not in the face), moxie +Gear second skin, survival knife, tactical semi-auto pistol with 18 rounds \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Detective.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Detective.md new file mode 100644 index 0000000..73ff46a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Detective.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 7 +hp: 105 +modifier: 1 +Monster Type: NPC +name: Detective +statblock: true +Subtype: Investigators +tags: +Type: Bestiary NPC +--- +# DETECTIVE +Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes. + +**CR** 7 +**XP 3,200** +Nuar +LG Medium monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +11; **Will** +8 + +### OFFENSE + +**Speed** 40 ft. +**Melee** medium sap +18 (1d6+9 B) or horn +18 (2d6+9 P) +**Ranged** _merciful advanced semi-auto pistol_ +15 (2d6+7 P) or mk 3 riot grenade +15 (explode \[15 ft., staggered, DC 15\]) +**Offensive Abilities** apprehend, gore , pursue suspect + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +2; **INT** +5; **WIS** +4; **CHA** +1 +**Skills** Athletics +14, Culture +14, Diplomacy +14, Intimidation +14, Sense Motive +14 +**Languages** Common, and up to 5 others +**Other Abilities** maze mind +**Gear** freebooter armor II, medium sap , _merciful advanced semi-auto pistol_ with 20 rounds, mk 3 riot grenade (2), detective’s badge, manacles with key (4) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Apprehend (Ex)** If a detective’s melee attack roll equals or exceeds its target’s KAC + 8 (or KAC + 4 if the detective is using a nonlethal weapon), the detective automatically grapples the target. +**Pursue Suspect (Ex)** A detective can designate a target they can see and suspect has committed a crime as a suspect as a move action. A target remains a suspect until apprehended, proven innocent, or until the detective clears the target of suspicion as a full action. A detective can have a maximum number of suspects equal to their half their Wisdom modifier at one time. A detective gains a +2 bonus on attack rolls and skill checks against their suspects. + +## DESCRIPTION + +Detectives pursue and apprehend those deemed criminals, leaving matters of judgment and incarceration to the courts to handle. They specialize in subduing their foes, often considering lethal tactics to be unprofessional or beyond their jurisdiction. Most detectives work within the law, but some work outside or even against it, particularly in areas where government authorities can’t be counted upon to uphold the law. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Divine Avatar.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Divine Avatar.md new file mode 100644 index 0000000..2e1cc04 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Divine Avatar.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 20 +hp: 395 +modifier: 0 +Monster Type: NPC +name: Divine Avatar +statblock: true +Subtype: Religious Figures +tags: +Type: Bestiary NPC +--- +# DIVINE AVATAR +Religious figures are typically individuals who rise in their faith’s ranks due to their unrivaled devotion and skill—or even due to the blessings bestowed upon them by their deity. Religious figures don’t just lead the devout; they often also steer nonreligious discourse. Depending on their congregation and ambitions, the leader might even overshadow the government of a city or planet. Although this arrangement might bring peace, it could as easily realize a terrible regime of divine tyranny or terror. + +**CR** 20 +**XP 307,200** +Vlaka +LN Medium humanoid (vlaka) +**Init** +0; **Senses** blinded, blindsight (hearing) 60 ft., blindsight (scent) 30 ft.; **Perception** +34 + +### DEFENSE + +**HP** 395 +**EAC** 34; **KAC** 35 +**Fort** +19; **Ref** +17; **Will** +22 +**Resistances** cold 20 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Su, perfect) +**Melee** touch +28 (6d10+25 E) +**Ranged** rebuke +30 (6d10+20 So; critical deafen) +Spell-Like Abilities (CL 20th) +1/day—_[[Enshrining Refuge]]_ (DC 29), _mass [[Inflict Pain]]_ (DC 29), _mass [[Mystic Cure]]_ (6th level), _[[Shadow Walk]]_ (DC 29) +3/day—_[[Break Enchantment]]_, _[[Call Cosmos]]_, _greater [[Dispel Magic]]_ +At will—_[[Discern Lies]]_ (DC 25), _[[Mind Thrust]]_ (4th level, DC 25) + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +3; **INT** +4; **WIS** +13; **CHA** +10 +**Skills** Diplomacy +34, Medicine +34, Mysticism +39 +**Languages** Common, Vlakan (signed, spoken, and tactile) +**Other Abilities** ascendant, buoy + +### ECOLOGY + +### SPECIAL ABILITIES + +**Ascendant (Ex)** At the beginning of their turn, a divine avatar can channel their god’s overwhelming power to strengthen their mortal body. This grants the divine avatar 50 temporary Hit Points, increases the save DCs of their spells by 2, doubles the range of their special senses, and grants them a +2 bonus to their AC, attack rolls, saving throws, and skill checks. At the beginning of each subsequent turn, the divine avatar must succeed at a Fortitude save (DC = 25 + 1 for each turn spent using ascendant in the last minute) or the ability ends immediately. When the ability ends, the divine avatar becomes fatigued for 1 round, and they can’t use this ability again for 1 minute. +**Rebuke (Su)** As a standard action, a divine avatar can speak a destructive word as a ranged attack with a range increment of 60 feet. + +## DESCRIPTION + +Divine avatars have ascended beyond the traditional bounds of their religion and primarily serve as the mouthpieces of their deities. There are few, if any, divine avatars within each religion, and their words and authority are second only to the gods they serve. Though they would never admit so publicly, some see being chosen as an avatar of their deity as a curse, especially when a strong-willed deity demands much from them. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Double Agent.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Double Agent.md new file mode 100644 index 0000000..f4ee30b --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Double Agent.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 14 +hp: 115 +modifier: 4 +Monster Type: NPC +name: Double Agent +statblock: true +Subtype: Infilitrators +tags: +Type: Bestiary NPC +--- +# DOUBLE AGENT +Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances. +In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins or thieves + +**CR** 14 +**XP 4,800** +Kobold +N Small humanoid (kobold) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 115 +**EAC** 20; **KAC** 21 +**Fort** +7; **Ref** +7; **Will** +13 +**Resistances** fire 5 + +### OFFENSE + +**Speed** 30 ft. +**Ranged** drake dragon pistol +17 (3d4+8 F; critical burn 2d4) or smoke grenade I +17 (explode \[20 ft., smoke cloud 1 minute, DC 12\]) +**Offensive Abilities** disorienting twitch + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** +0; **INT** +2; **WIS** +0; **CHA** +6 +**Skills** Acrobatics +16, Bluff +21, Engineering +21, Piloting +16, Stealth +21 +**Languages** Common, Draconic +**Gear** estex suit III, drake dragon pistol with 20 petrol, smoke grenades (2) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Disorienting Twitch (Ex)** As a reaction when a creature makes a ranged attack against the double agent, they can yelp, twitch, or jump in such a sudden and unexpected way that it momentarily disorients the attacker. The double agent selects a creature within 10 feet; the attacker must succeed at a Will save or attack the selected creature instead. The DC is equal to 10 + the double agent’s CR (DC 18 for this double agent). + +## DESCRIPTION + +A double agent is a spy ostensibly employed by one organization to spy on a rival, but is secretly working for that rival, providing accurate but useless information to their employer. However, the loyalties of a double agent are hard to predict. If their real mission is discovered, they may be coerced to switch sides, and indeed some double agents are simply opportunists who play both sides. Regardless, a double agent is privy to many secrets and can be an asset to anyone who can convince them to cooperate. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Dwarven Engineer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Dwarven Engineer.md new file mode 100644 index 0000000..99c39d9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Dwarven Engineer.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 4 +hp: 45 +modifier: 3 +Monster Type: NPC +name: Dwarven Engineer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# DWARVEN ENGINEER +Home >Game Mastering >Bestiary >NPCs > + +**XP 1,200** +Dwarf mechanic +LN Medium humanoid (dwarf) +**Init** +3; **Senses** 60 ft.; Perception +11 + +DEFENSE + +**HP** 45; **EAC** 16; **KAC** 17 +**Fort** +5; **Ref** +5; **Will** +7; +2 vs. poison, spells, and spell-like abilities + +OFFENSE + +**Speed** 20 ft. +**Melee** tactical swoop hammer +10 (1d10+6 B; critical knockdown) +**Ranged** thunderstrike sonic pistol (1d8+4 So; critical deafen \[DC 15\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with swoop hammer) +**Offensive Abilities** traditional enemies + +STATISTICS + +**Str** +2; **Dex** +3; **Con** +1; **Int** +5; **Wis** +0; **Cha** +0 +**Skills** Athletics +11, Engineering +16, Physical Science +16, Profession (Craftsman) +16 +**Feats** Barricade, Master Crafter +**Languages** Bahgra, Common, Dwarven, Elven, Oulbaene, Vesk +**Other Abilities** stonecunning +**Gear** golemforged plating II (load lifter), tactical swoop hammer, thunderstrike sonic pistol with 1 battery (20 charges) + +ABOUT + +Engineers love tinkering with machinery and their normally taciturn demeanor changes rapidly if someone shows similar interest in the devices they love. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Elite Rescuer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Elite Rescuer.md new file mode 100644 index 0000000..344bf3f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Elite Rescuer.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 10 +hp: 140 +modifier: 5 +Monster Type: NPC +name: Elite Rescuer +statblock: true +Subtype: Emergency Workers +tags: +Type: Bestiary NPC +--- +# ELITE RESCUER +Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions. + +**CR** 10 +**XP 9,600** +Vlaka +NG Medium humanoid (vlaka) +**Init** +5; **Senses** blindsight (scent) 30 ft., blindsight (life, dying and stable living creatures only) 30 ft., deafened, low-light vision; **Perception** +24 + +### DEFENSE + +**HP** 140; **RP** 4 +**EAC** 22; **KAC** 23 +**Fort** +11; **Ref** +9; **Will** +13 +**Resistances** cold 10 + +### OFFENSE + +**Speed** 30 ft., fly 60 ft. (average) +**Melee** sintered handaxe +16 (2d6+12 S) +**Ranged** elite semi-auto pistol +18 (3d6+10 P) +**Offensive Abilities** cooperative +**Spell-Like Abilities** (CL 10th) +1/day—_know coordinates_ +**Spells Known** (CL 10th; ranged +18) +4th (3/day)—_arcane eye_, _remove radioactivity_ (DC 22) +3rd (6/day)—_clairaudience/clairvoyance_, _dispel magic_, _healing junkbot_, _slow_ (DC 21) +2nd (at will)—_caustic conversion_, _mirror image_ + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +3; **INT** +6; **WIS** +3; **CHA** +0 +**Skills** Acrobatics +19, Medicine +24, Survival +24 +**Languages** Common, Vlakan (spoken, signed, and tactile), up to 8 others +**Other Abilities** buoy , on your feet +**Gear** freebooter III (forcepack), sintered handaxe , elite semi-auto pistol with 24 small arm rounds, _mk 3 serums of healing_ (2), _spell gem of tongues_, advanced medkit, emergency beacon , grappler, sprayflesh (4), titanium alloy cable line (150 ft.); **Augmentations** synchronous heart + +### ECOLOGY + +### SPECIAL ABILITIES + +**On Your Feet (Ex)** When an elite rescuer uses Medicine to treat deadly wounds and exceeds the check’s DC by 5 or more, they also suppress one of the following conditions the target might have for 1d4 hours: dazzled, deafened, fatigued, nauseated, shaken, sickened, or staggered. Alternatively, the elite rescuer can reduce any movement speed penalty a target’s experiencing by 10 feet for 1d4 hours. + +## DESCRIPTION + +For disasters covering a huge area or with several victims, magically adept rescuers can use divinations and specialized senses to search for survivors. These experts often work alone, and must be fit enough to clamber over terrain, remove obstacles, and potentially carry their charges back to safety. 163 \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emissary.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emissary.md new file mode 100644 index 0000000..ffec640 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emissary.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 0 +Monster Type: NPC +name: Emissary +statblock: true +Subtype: Diplomats +tags: +Type: Bestiary NPC +--- +# EMISSARY +Diplomats are ambassadors for their people, working to establish better relationships with those from other cultures, find ways for groups to collaborate, and realize peaceful solutions when violence seems imminent. Given the stakes for fumbling a negotiation, diplomats are highly trained professionals who are equally capable of charming others and evading political traps. +However, diplomats aren’t necessarily the PCs’ allies. An evil empire might employ diplomats who suppress internal dissent and international complaints through clever misdirection. Diplomats might introduce well-intentioned political entanglements in defense of their own objectives, even if these limit the PCs’ abilities to thwart some greater evil. A diplomat is often a non-combat threat, challenging PCs to employ logic, guile, and charm to discourage, discredit, or sway their rival. + +**CR** 3 +**XP 800** +Pahtra +CG Medium humanoid (pahtra) +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +8 + +### DEFENSE + +**HP** 35; **RP** 3 +**EAC** 14; **KAC** 14 +**Fort** +2; **Ref** +4; **Will** +6 +**Defensive Abilities** nimble + +### OFFENSE + +**Speed** 30 ft. +**Melee** unarmed strike +7 (1d3+3 B nonlethal) +**Ranged** static arc pistol +9 (1d6+3 E; critical arc 2) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +0; **INT** +2; **WIS** +4; **CHA** +1 +**Skills** Bluff +13, Culture +8, Diplomacy +13, Disguise +8, Sense Motive +13 +**Languages** Common, Pahtra, Vesk +**Other Abilities** focused purpose +**Gear** second skin, static arc pistol with 1 battery (20 charges), professional clothing + +### ECOLOGY + +### SPECIAL ABILITIES + +**Focused Purpose (Ex)** Once per day by concentrating for 1 minute, an emissary can dedicate themself to a goal that lasts for 24 hours. Before attempting a saving throw, skill check, or ability check that would directly help the emissary fulfill their goal, they can spend 1 Resolve Point to roll the check twice and use the better result. + +## DESCRIPTION + +Emissaries are professional negotiators who communicate, advocate for, and verbally defend their patron’s interests. This might require appearing before a trade commission to dispute a contract, courting Pact Council favor to push for a planet’s admission as a protectorate, or smoothing over an awkward incident. More often, an emissary plays a subtle and sustained role by building connections and keeping their patron on another party’s figurative radar. Whatever their objectives, these diplomats do whatever is necessary to fulfill their mission. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emt.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emt.md new file mode 100644 index 0000000..e75d809 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Emt.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 2 +Monster Type: NPC +name: Emt +statblock: true +Subtype: Medical Staff +tags: +Type: Bestiary NPC +--- +# EMT +In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price. + +**CR** 3 +**XP 800** +Formian +LG Medium monstrous humanoid +**Init** +2; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +4; **Will** +8 +**Resistances** sonic 5 + +### OFFENSE + +**Speed** 40 ft. +**Melee** claw +8 (1d4+5 P) or survival knife +8 (1d4+5 S) +**Ranged** static arc pistol +10 (1d6+3 E stun; critical arc 2) or tactical needler pistol +10 (1d4+3 P; critical injection DC +2) +**Offensive Abilities** injection weapon training + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +1; **INT** +3; **WIS** +0; **CHA** +0 +**Skills** Athletics +8, Computers +8, Life Science +13, Medicine +13, Piloting +13 +**Languages** Castrovelian, Common, Shirren; limited telepathy 60 ft. +**Gear** clearweave I, static arc pistol with 2 batteries (20 charges each), survival knife, tactical needler pistol with 16 darts, _mk 1 serums of healing_ (2), amblaree (3), chemalyzer, medkit + +### ECOLOGY + +### SPECIAL ABILITIES + +**Injection Weapon Training (Ex)** An EMT gains a +5 circumstance bonus to attack rolls using weapons with the injection special property when attacking a willing target. On a successful attack with an injection weapon against a willing target, the EMT can choose to deal no damage to the target while still affecting the target with any drug, serum, or similar substance loaded into the injection weapon. + +## DESCRIPTION + +Emergency medical technicians (sometimes abbreviated as EMTs) are often first on the scene, providing field care and stabilizing seriously injured patients for transportation to a medical facility for more intense procedures. Although not included in their gear, EMTs typically operate with an ambulance, such as a hover truck with a medical lab expansion bay. +The stats presented here also work well for a medic early in their career, such as a doctor in residency or self-trained street clinician. This could also represent a criminal, such as an organ thief. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Enercopter Pilot.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Enercopter Pilot.md new file mode 100644 index 0000000..a4be995 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Enercopter Pilot.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 9 +hp: 135 +modifier: 6 +Monster Type: NPC +name: Enercopter Pilot +statblock: true +Subtype: Emergency Workers +tags: +Type: Bestiary NPC +--- +# ENERCOPTER PILOT +Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions. + +**CR** 9 +**XP 6,400** +Worlanisi +CG Small humanoid (worlanisi) +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 135 +**EAC** 22; **KAC** 23 +**Fort** +10; **Ref** +8; **Will** +12; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft., fly 60 ft. (average) +**Melee** buzzblade dueling sword +17 (2d6+12 S) +**Ranged** screamer decoupler +19 (1d10+9 A; critical demoralize) +**Offensive Abilities** lucky stunt + +### STATISTICS + +**STR** +3; **DEX** +6; **CON** +0; **INT** +4; **WIS** +0; **CHA** +1 +**Skills** Bluff +17, Computers +22, Engineering +22, Piloting +22, Stealth +17 +**Languages** Common, Worlanisi, up to 4 others; limited telepathy 60 ft. +**Other Abilities** multiarmed (4) , worlanisi gamble , worlanisi luck +**Gear** d-suit III (forcepack), buzzblade dueling sword with 1 battery (20 charges), screamer decoupler with 2 batteries (40 charges each), _mk 3 serum of healing_; **Augmentations** advanced darkvision capacitors + +### ECOLOGY + +### SPECIAL ABILITIES + +**Lucky Stunt (Ex)** When performing a vehicle stunt, an enercopter pilot rolls the Piloting check twice and uses the better result. + +## DESCRIPTION + +When disaster strikes beyond reach of intact infrastructure, aerial support is crucial to delivering supplies, surveying damage, and extracting survivors. Enercopter pilots are airborne daredevils who brave narrow landing zones, hazardous weather, and live fire to save lives. Although the stat block below doesn’t include a vehicle, these pilots are typically encountered with a recon enercopter (Armory 138). \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Alchemist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Alchemist.md new file mode 100644 index 0000000..33b8df6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Alchemist.md @@ -0,0 +1,41 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 2 +Monster Type: NPC +name: Erahthi Alchemist +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ERAHTHI ALCHEMIST +Home >Game Mastering >Bestiary >NPCs > + +**XP 400** +LN Medium outsider (erahthi, native, plantlike) +**Init** +2; **Senses** darkvision 60 ft.; Perception +5 + +DEFENSE + +**HP** 17; **EAC** 11; **KAC** 13 +**Fort** +1; **Ref** +1; **Will** +4 + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +4 (1d4+1 S) +**Ranged** tactical semi-auto pistol +6 (1d6+1 P) or frag grenade I +6 (explode \[15 ft.,1d6 P, DC 12\]) or shock grenade I +6 (explode \[15 ft., 1d8 E, DC 12\]) or smoke grenade +6 (explode \[smoke cloud 1 minute, 20 ft.\]) or stickybomb grenade I +6 (explode \[entangled 2d4 rounds, 10 ft., DC 12\]) +**Spell-Like Abilities** (CL 1st) + +**1/day**—mystic cure (level 1) +**At will**—daze (DC 11), detect affliction + +STATISTICS + +**Str** +0; **Dex** +2; **Con** +0; **Int** +4; **Wis** +1; **Cha** +1 +**Feats** Connection Inkling, Grenade Proficiency +**Skills** Diplomacy +5, Life Science +10, Mysticism +10, Profession (alchemist) +10, Survival +5 +**Languages** Aklo, Hymnas, Erahthi +**Other Abilities** camouflage, dermal breathing, treespeech, wood-infused, woodland passage +**Gear** estex suit I, survival knife, tactical semi-auto pistol, frag grenade I (2), shock grenade I, smoke grenade, stickybomb grenade I diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Psychic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Psychic.md new file mode 100644 index 0000000..e403ad6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erahthi Psychic.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 4 +hp: 46 +modifier: 1 +Monster Type: NPC +name: Erahthi Psychic +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ERAHTHI PSYCHIC +**XP 2,400** +LN Medium outsider (native) +**Init** +1; **Senses** darkvision 60 ft; Perception +10 + +DEFENSE + +**HP** 46; **EAC** 12; **KAC** 14 +**Fort** +1; **Ref** +3; **Will** +8; +4 vs. mind-affecting effects, paralysis, poison, stun +**Immunities** sleep + +OFFENSE + +**Speed** 30 ft.; woodland passage +**Melee** survival knife +4 (1d4-1) +**Ranged** frostbite-class zero pistol +7 (1d6 C; critical staggered) +**Spells Known** (CL 7th) + +**3rd (2/day)**—suggestion (DC 19) +**2nd (3/day)**—augury, see invisibility +**1st (4/day)**—charm person, detect thoughts, mind link, share language +**Cantrips (at will)**—daze, telekinetic projectile, telepathic message + +STATISTICS + +**Str** -1; **Dex** +1; **Con** +0; **Int** +3; **Wis** +3; **Cha** +1 +**Skills** Bluff +11, Culture +13, Diplomacy +11, Mysticism +13, Perception +13, Sense Motive +13, Stealth +1 (+5 in forest terrain); **Racial Modifiers** +4 Stealth in forest terrain +**Languages** Common, Erahthi, Okanta, Sylvan; Plantspeech +**Other Abilities** dermal breathing, wood-infused +**Gear** stationwear flight suit, frostbite-class zero pistol, survival knife, basic medkit, ring of resistance Mk 1 + +ECOLOGY + +**Environment** any +**Organization** solitary, grove (1 plus 1-3 erahthi slayers) + +Psychic ability is common among the erahthi, the wood- aligned elemental beings who inhabit the forest world of Kir-Sharaat. Those erahthi psychics who seek adventure beyond their homeworld are often referred to as “heartreaders”, as their ability to divine emotion seems to give them the ability to read the truest desires of the heart. In reality, it is the heartreader’s skill with enchantment that makes it seem so; victims believe they were following their own heart when they were in truth serving the erahthi’s agenda instead. + +Despite this power, most erahthi heartreaders do not manipulate those around them for personal gain. Many seek knowledge of new places and cultures, having little or no experience off their homeworld. Heartreaders merely find it expeditious to ensure conversations lead where the they want them to lead, rather than trusting to chance. Predictably, this approach is often met with hostility, despite the fact that the erahthi intended little deliberate harm. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erathi Slayer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erathi Slayer.md new file mode 100644 index 0000000..a06384b --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Erathi Slayer.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 7 +hp: 92 +modifier: 1 +Monster Type: NPC +name: Erathi Slayer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ERATHI SLAYER +Home >Game Mastering >Bestiary >NPCs > + +**XP 2,400** +LN Medium outsider (native) +**Init** +1; **Senses** darkvision 60 ft; Perception +10 + +DEFENSE + +**HP** 92; **EAC** 25; **KAC** 27 +**Fort** +9; **Ref** +6; **Will** +8; +4 vs. mind-affecting effects, paralysis, poison, stun +**Immunities** sleep + +OFFENSE + +**Speed** 30 ft.; woodland passage +**Melee** static shock truncheon +10 (1d12 E; critical Arc 1d4) or tactical knife +10 (2d4+1 S) +**Ranged** advanced semi-auto pistol +13 (2d6 P) or combat rifle +14 (3d8 P) + +STATISTICS + +**Str** +1; **Dex** +3; **Con** +2; **Int** +0; **Wis** +1; **Cha** -1 +**Skills** Acrobatics +16, Athletics +14, Perception +14, Stealth +16 (+20 in forest terrain); **Racial Modifiers** +4 Stealth in forest terrain +**Languages** Common, Erahthi; Plantspeech +**Other Abilities** dermal breathing, wood-infused +**Gear** freebooter armor III, static shock truncheon, tactical knife, combat rifle, advanced semi-auto pistol, frag grenade III (2) + +ECOLOGY + +**Environment** any +**Organization** solitary, grove (1 plus 1-3 erahthi slayers) + +Erahthi slayers are found across the Aethera System. Those encountered on Kir-Sharaat are typically under the employ of the erahthi government, operating as spies and assassins ensuring the safety of their homeworld. When encountered off of Kir-Sharaat, erahthi slayers might be expatriate assassins for hire, mercenaries, or secret agents of the Tritarch carrying out long-term assignments. + +An erahthi slayer is a versatile opponent, able to move between ranged and melee combat with ease. Most do not possess the force of presence to communicate with plants, as many of their kind can, and feel less of an innate connection to nature. This is, perhaps, why they are so quick to adapt to alien technologies like aethertech. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Excommunicant.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Excommunicant.md new file mode 100644 index 0000000..41399d9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Excommunicant.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 20 +hp: 45 +modifier: 0 +Monster Type: NPC +name: Excommunicant +statblock: true +Subtype: Religious Figures +tags: +Type: Bestiary NPC +--- +# EXCOMMUNICANT +Religious figures are typically individuals who rise in their faith’s ranks due to their unrivaled devotion and skill—or even due to the blessings bestowed upon them by their deity. Religious figures don’t just lead the devout; they often also steer nonreligious discourse. Depending on their congregation and ambitions, the leader might even overshadow the government of a city or planet. Although this arrangement might bring peace, it could as easily realize a terrible regime of divine tyranny or terror. + +**CR** 20 +**XP 1,200** +Summerborn ryphorian +N Medium humanoid (ryphorian) +**Init** +0; **Senses** low-light vision; **Perception** +10 + +### DEFENSE + +**HP** 45 +**EAC** 16; **KAC** 17 +**Fort** +5; **Ref** +3; **Will** +7 +**Resistances** fire 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +8 (1d4+5 B) +**Ranged** tactical semi-auto pistol +10 (1d6+4 P) + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +2; **INT** +1; **WIS** +2; **CHA** +5 +**Skills** Bluff +15, Computers +10, Diplomacy +15, Mysticism +10, Sense Motive +15 +**Languages** Common, Triaxian +**Other Abilities** proselytize (DC 15) +**Gear** casual stationwear, tactical baton, tactical semi-auto pistol (9 rounds), holy symbol + +### ECOLOGY + +### SPECIAL ABILITIES + +**Proselytize (Ex)** As a full action, an excommunicant can engage up to 20 creatures within 60 feet in vigorous debate. Each affected creature becomes fascinated (Will negates’ DC = 11 + the excommunicant’s CR) for as long as the excommunicant continues debating as a standard action each round, maximum 10 minutes. As a move action once per hour after debating a creature for at least 1 minute, an excommunicant can charm that creature for 1d4 hours, as _charm monster_ (Will negates). This ability’s save DCs increase by 3 for any creature whose patron deity is the same as that of the excommunicant. This is an auditory, language-dependent effect. + +## DESCRIPTION + +Excommunicants once belonged to a religion, but their divergent beliefs led mainstream followers to cast them out. While many truly believe they’re following the will of their deities, others have cast their gods aside and work solely to cause trouble for their previous congregations. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/False Prophet.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/False Prophet.md new file mode 100644 index 0000000..319498c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/False Prophet.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 8 +hp: 105 +modifier: 1 +Monster Type: NPC +name: False Prophet +statblock: true +Subtype: Charlatans +tags: +Type: Bestiary NPC +--- +# FALSE PROPHET +Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors. + +**CR** 8 +**XP 4,800** +Astriapi +LE Medium monstrous humanoid +**Init** +1; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105; **RP** 4 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +9; **Will** +13 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** ultrathin sword cane +14 (2d4+8 P; critical bleed 1d4) or bite +14 (1d12+8 P) +**Ranged** advanced semi-auto pistol +16 (2d6+8 P) +**Offensive Abilities** excommunicate +**Spell-Like Abilities** (CL 8th) +1/day—_dispel magic_, _psychokinetic strangulation_ (DC 20) +3/day—_hold person_ (DC 19), _inflict pain_ (DC 19), _mind thrust_ +(2nd level, DC 19), mystic cure (2nd level) +At will—_command_ (DC 18), _detect thoughts_ (DC 18) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +1; **INT** +2; **WIS** +4; **CHA** +6 +**Skills** Acrobatics +16, Bluff +21, Diplomacy +21, Mysticism +21, Sense Motive +16 +**Languages** Astriapi, Common, up to 2 others +**Other Abilities** honey production , powerful prophecy +**Gear** advanced lashunta tempweave, advanced semi-auto pistol with 24 small arm rounds, ultrathin sword cane + +### ECOLOGY + +### SPECIAL ABILITIES + +**Excommunicate (Ex)** As a move action, the false prophet denounces a foe within 60 feet as an enemy of their god or their divine purpose. The false prophet and their allies gain a +1 morale bonus to attack rolls made against that target for 1d4 rounds. That target is then immune to excommunicate for 24 hours. +**Powerful Prophecy (Su)** As a full action, the false prophet spends 1 Resolve Point and acts as if they were receiving a command or vision directly from their god that they transmit to bystanders. This manifests as either a blessing or a curse. +If the false prophet invokes a blessing, all allies of the false prophet within 30 feet who can see and hear the false prophet gain a number of temporary Hit Points equal to the false prophet’s CR for 1 minute. +If the false prophet invokes a curse, all enemies of the false prophet within 30 feet are shaken for 1d4 rounds unless they succeed at a Will save (the DC is equal to the ability DC for a spellcaster of the prophet’s CR; 18 for a CR 8 prophet). A false prophet can have only one powerful prophecy in effect at a time. + +## DESCRIPTION + +False prophets are con artists who pose as priests, oracles, or even chosen vessels for a deity, often with a supposed divine mission or purpose that sets them apart from the bulk of the faith, all to take advantage of the faithful. While the least ambitious false prophets visit members of a faith to gather donations or beg hospitality and favors, most false prophets insinuate themselves into at-risk or unhappy communities and gather a congregation or cult around themselves, using innocents as resources, tools, or shields. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Field Biologist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Field Biologist.md new file mode 100644 index 0000000..bfd5870 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Field Biologist.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 7 +hp: 105 +modifier: 2 +Monster Type: NPC +name: False Prophet +statblock: true +Subtype: Scholars +tags: +Type: Bestiary NPC +--- +# FIELD BIOLOGIST +Though many are students and educators at formal institutions, scholars are as likely to be solitary academics or self-taught. Adventurers might seek a scholar to decipher a mysterious text or perform a complicated spell. A scholar could be a party’s patron, sending them to retrieve artifacts or data from faraway planets. Villainous scholars might seek nefarious lore or publish dangerously fabricated research for profit or prestige. +These scholars have Intelligence-focused skills, yet you can replace these skills to represent other studies, such as a scholar of the arts having Profession (painter) instead of Engineering. + +**CR** 7 +**XP 3,200** +Uplifted bear +N Large magical beast +**Init** +2; **Senses** low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +11; **Ref** +11; **Will** +6 + +### OFFENSE + +**Speed** 35 ft.; climb 15 ft. +**Melee** apprehension-class capture pole +18 (2d8+11 P) or claw +18 (2d6+11 S) +**Ranged** static arc rifle +15 (1d12+7 E) Size 10 ft.; Reach 5 ft. (10 ft. with capture pole) +**Offensive Abilities** ferocious charge , precise aim, wrassle + +### STATISTICS + +**STR** +4; **DEX** +2; **CON** +2; **INT** +5; **WIS** -1; **CHA** +0 +**Skills** Life Science +19, Medicine +14, Physical Science +14, Survival +14 +**Languages** Common, up to 5 others; limited telepathy 30 ft. +**Gear** lashunta ringwear II, apprehension-class capture pole, static arc rifle with 2 high-capacity batteries (40 charges each), habitat box, tier 1 antitoxin, tier 2 sedative (4) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Precise Aim (Ex)** When a field biologist scores a critical hit, their attack deals additional damage equal to their CR, applied after doubling the attack’s damage. +**Wrassle (Ex)** A field researcher can attempt a grapple combat maneuver with a +4 bonus as a full action. If they succeed, they can deal nonlethal damage to the target equal to their claw damage in addition to the grapple check’s other effects. + +## DESCRIPTION + +Field biologists specialize in wilderness research and are often equipped with nonlethal weapons to subdue creatures so they can be carefully studied, chipped, and released back into the wild. Those who survive numerous expeditions often earn a reputation for resourcefulness and grit, attracting junior researchers and other colleagues. Most biologists deeply respect the life-forms they study, but some seek to capture creatures to perform illegal and harmful experiments for the sake of profit. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Fortunate Warlord.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Fortunate Warlord.md new file mode 100644 index 0000000..bce777e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Fortunate Warlord.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 11 +hp: 180 +modifier: 8 +Monster Type: NPC +name: Fortunate Warlord +statblock: true +Subtype: Tyrants +tags: +Type: Bestiary NPC +--- +# FORTUNATE WARLORD +Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. + +**CR** 11 +**XP 12,800** +Worlanisi +NE Small humanoid (worlanisi) +**Init** +8; **Perception** +20 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +15; **Ref** +13; **Will** +10; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical plasma sword +20 (2d8+16 E&F; critical severe wound) +**Ranged** medium machine gun +23 (3d10+11 P) or cryo grenade II +20 (explode \[15 ft., 2d8 C plus staggered, DC 18\]) +**Offensive Abilities** lucky bounce + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +2; **INT** +1; **WIS** +0; **CHA** +3 +**Skills** Bluff +20, Diplomacy +20, Intimidate +25 +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** multiarmed (4) , worlanisi gamble , worlanisi luck +**Gear** freebooter armor III, medium machine gun with 240 rounds, tactical plasma sword with 2 batteries (20 charges each), cryo grenades II (3) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Lucky Bounce (Ex)** As a move action, a fortunate warlord can draw and throw a grenade with a –10 penalty to their attack roll. When a fortunate warlord misses a ranged attack with a thrown weapon, they can reduce the number of squares the weapon lands away from the target by 1. In addition, they roll 1d8 twice and use either result to determine the misdirection of the throw. + +## DESCRIPTION + +Some worlanisi leverage their preternatural luck to best their rivals, forging loyal armies that revere the leader’s track record of uncanny victories. These fiefdoms typically thrive less on careful planning than they do on aggression, creating situations where the warlord can beat the odds in one fell swoop. These leaders most often run pirate ships or mercenary crews, where a quick tongue and quicker aim can win the day. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Pirate Lord.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Pirate Lord.md new file mode 100644 index 0000000..994e2f5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Pirate Lord.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 7 +hp: 110 +modifier: 8 +Monster Type: NPC +name: Free Captains, Pirate Lord +statblock: true +tags: +Type: Bestiary NPC +--- +# FREE CAPTAINS, PIRATE LORD + +**XP 3,200** +Vesk solarian +LE Medium humanoid (vesk) +**Init** +8; **Senses** low-light vision; **Perception** +14 + +### DEFENSE + +**HP** 110 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +7; **Will** +8; +2 vs. fear +**Resistances** cold or fire 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** advanced doshko +17 (2d12+12 P) or unarmed strike +17 (1d3+15 B) +**Ranged** red star plasma pistol +14 (1d8+7 E & F; critical burn 1d8) +**Offensive Abilities** flashing strikes, natural weapons, stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 15], gravity surge [+17], stellar rush [3d6 F, DC 15], supernova [10-ft. radius, 8d6 F, DC 15]) + +### STATISTICS + +**STR** +5; **DEX** +4; **CON** +2; **INT** +0; **WIS** +1; **CHA** +2 +**Skills** Athletics +14, Intimidate +14, Mysticism +14, Piloting +19 +**Languages** Common, Sarcesian, Vesk +**Other Abilities** armor savant, solar manifestation (armor), stellar alignment +**Gear** silver AbadarCorp travel suit, advanced doshko, red star plasma pistol with 4 batteries (20 charges each) + +### ECOLOGY + +## DESCRIPTION + +The Pirate Council of Broken Rock  provides what little leadership and direction the pirates of the Diaspora will accept, but only the most infamous and successful Free Captains are considered pirate lords and nominated for positions on the council. This political process is fraught with backstabbing and betrayal, as the current members of the Pirate Council are often reluctant to share their power with those whom they consider newcomers. +Each pirate lord commands a fleet of starships and controls one of the innumerable asteroid bases, hidden dockyards, and pirate ports in the Diaspora. A few pirate lords own gaudy mansions on Broken Rock and spend a lot of their time lounging within them, delegating control of their fleets to trusted underlings. Other pirate lords tend to scoff at these hands-off pirate lords. +**Adaptation:** A pirate lord could be a flashy warlord commanding a personal fleet of starships or an organized crime boss. Alternatively, a pirate lord could be a famous pirate hunter, fearlessly tracking down wanted pirates and bringing them to justice. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Space Pirate.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Space Pirate.md new file mode 100644 index 0000000..be7223f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Free Captains, Space Pirate.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 1 +Environment: any +hp: 22 +modifier: 8 +Monster Type: NPC +name: Free Captains, Space Pirate +statblock: true +tags: +Type: NE Medium humanoid (human) +--- +# FREE CAPTAINS, SPACE PIRATE +Anyone who regularly traverses the space lanes is aware of the threat posed by space pirates, and within the Pact Worlds, no pirates are as infamous—or as successful—as the Free Captains. More a coalition of independent starship captains than an organized pirate fleet, the Free Captains primarily operate out of the myriad floating asteroids of the Diaspora, but their influence stretches out to the Veskarium, Near Space, and even the Vast. An elected council of pirate lords serves as the organization's ostensible leaders, and any Free Captain “right and true” has the right to vote for council members and to present grievances and other business before the council. However, the Pirate Council's authority over individual Free Captains depends on the strength of the pirate lords' personal influence and the might of their individual pirate fleets. What truly joins the Free Captains together is the pirate code they all share—a loose set of rules that nevertheless provides some structure to the pirates' depredations and serves as a unifying influence when the Free Captains are faced with outside threats from local and interplanetary security forces. Many of the pirate code's “rules” leave plenty of room for interpretation, however, and while one Free Captain might set prisoners free once she has relieved her captives of their valuables, another might be a cutthroat buccaneer with no compunction about taking innocent lives. +Piracy in the Pact Worlds is a serious concern for any corporation that needs to ship goods from one planet to another. While the wealthier companies are able to outfit their cargo ships with enough firepower to fend off raiders or hire mercenary escorts, smaller vessels need to be fast or stealthy to avoid the predations of space pirates. Most private citizens rely on Hellknight and Steward patrols to keep space safe, but those forces can't be everywhere at once. + +## FREE CAPTAINS, SPACE PIRATE + +**Source** _Pact Worlds pg. 170_ + +## SPACE PIRATE CR 1 + +**XP 400** +Human soldier +NE Medium humanoid (human) +**Init** +8; **Perception** +5 + +### DEFENSE + +**HP** 22 +**EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +3; **Will** +3 + +### OFFENSE + +**Speed** 30 ft. +**Melee** longsword +5 (1d8+3 S) +**Ranged** tactical semi-auto pistol +8 (1d6+1 P) or frag grenade I +8 (explode \[15 ft., 1d6 P, DC 10\]) +**Offensive Abilities** fighting styles (bombard), grenade expert (+10 ft.) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +1; **INT** -1; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +5, Athletics +5, Intimidate +5, Piloting +10 +**Languages** Common, Sarcesian +**Gear** second skin, longsword, tactical semi-auto pistol with 30 small arm rounds, frag grenades I (2) + +### ECOLOGY + +## DESCRIPTION + +Space pirates are any rank-and-file crew members found aboard a pirate vessel. They may have taken to a life of piracy because of a criminal past or a lack of other opportunities, or because they were press-ganged, or they may even have been born into a family or clan of pirates. Given the barest basics of pilot training, space pirates focus most of their abilities on combat and intimidation, serving as gunners for the ship's weapons and as members of boarding parties. Some Free Captains aren't particular about the kind of crew members they recruit for their vessels, taking any bodies they can find. Others are looking for only the cream of the crop, but they are willing to train those who appear to have potential. +**Adaptation:** A space pirate can be a crew member on any starship, especially ones where the crew needs to be as good at fighting as they are at flying the ship. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gang Tough.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gang Tough.md new file mode 100644 index 0000000..ac4c0eb --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gang Tough.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 1/2 +hp: 13 +modifier: 2 +Monster Type: NPC +name: Gang Tough +statblock: true +tags: +Type: Street Ganger +--- + +# GANG TOUGH +**Source** [_Pact Worlds pg. 178_](https://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds) + +## GANG TOUGH CR 1/2 + +**XP 200** +CN Medium humanoid (human) +**Init** +2; **Perception** +4 + +### DEFENSE + +**HP** 13 +**EAC** 10; **KAC** 12 +**Fort** +4; **Ref** +2; **Will** +0 + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +5 (1d4+3 P) or cestus battleglove +5 (1d4+3 B) +**Ranged** tactical semi-auto pistol +4 (1d6 P) + +### STATISTICS + +**STR** +3; **DEX** +2; **CON** +1; **INT** +0; **WIS** +0; **CHA** -1 +**Feats** Deadly Aim, Quick Draw +**Skills** Athletics +9, Culture +4, Intimidate +4, Stealth +4 +**Languages** Common +**Gear** flight suit stationwear, cestus battleglove, survival knife, tactical semi-auto pistol with 27 small arm rounds + +### ECOLOGY + +## DESCRIPTION + +Gang toughs might be desperate survivors or violent individuals who thrive when their strength is rewarded. Many just want a quick path to money, no matter who they have to hurt to get it, but others work for gangs to simply keep themselves and their families safe. Regardless of their motives, they usually present themselves as unstoppable and utterly ruthless, fearing that any other type of behavior could be seen as weak. They brag and taunt in combat, hoping to scare foes into surrendering or simply fleeing. +On Akiton, toughs are usually crimson-skinned Akitonian humans (known as the Hylki), androids, or ysoki. In Nightarch on Apostae, they tend to be half-orcs. On Absalom Station, a gang tough is equally likely to be of almost any race. On other planets, a tough is usually one of the dominant race of the world. +**Adaptation:** A gang tough can be a rough-and-tumble street vigilante or hired security at any business on Absalom Station or across the Pact Worlds. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Garil Archaeologist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Garil Archaeologist.md new file mode 100644 index 0000000..33ffac7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Garil Archaeologist.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 4 +Monster Type: NPC +name: Garil Archaeologist +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GARIL ARCHAEOLOGIST +**XP 2,400** +N Medium monstrous humanoid (garil) +**Init** +4; **Senses** darkvision 60 ft.; Perception +18 + +DEFENSE + +**HP** 80 +**RP** 4; **EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +8; **Will** +10 +**Defensive Abilities** evasion, operative exploit (field treatment) + +OFFENSE + +**Speed** 40 ft., climb 30 ft. +**Melee** survival knife +15 (1d4+6 S), +**Ranged** handcannon, swagger +15 (1d12+6 P; critical knockdown) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +STATISTICS + +**Str** +2; **Dex** +3; **Con** +2; **Int** +5; **Wis** -1; **Cha** +1 +**Skills** Diplomacy +19, Culture +19, Mysticism +14, Perception +19, Sense Motive +19 Survival +14 +**Languages** Aklo, Common, Draconic, Garil, Giant, Terran, Vanara, Undercommon +**Other Abilities** operative exploit (jack of all trades, glimpse of truth) operative specialization (detective), quick movement +**Gear** backpack, archeologist’s kit (+2 culture checks to examine for historical significance), clear spindle aeon stone, comm unit, credstick (300 credits), elite stationwear armor, survival knife, swagger handcannon with 25 rounds + +SPECIAL ABILITIES + +#### CLIMB + +Garil have a climb speed of 20 feet and a +8 on Athletics checks when climbing. + +#### GREGARIOUS (EX) + +When a garil successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the garil’s Charisma\-based skills for the next 24 hours. + +#### STUBBORN (EX) + +As a swift action a garil gains a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. Spending 1 Resolve point increases this to a +4 bonus for one round. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source, it can only use one of these abilities per round but can try the other on the second round if the first reroll ability fails. + +ECOLOGY + +**Environment** Universities, ancient ruins +**Organization** solitary, research team (3–6) + +A garil archaeologist can tell PCs secrets of ruins and relics of a specific ancient culture, granting a +2 bonus on Culture checks to identify items relating to that culture, Perception or Engineering checks when dealing with traps or secret doors in a ruin from that culture. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gladiator Champion.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gladiator Champion.md new file mode 100644 index 0000000..6e6fa7d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gladiator Champion.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 8 +hp: 150 +modifier: 6 +Monster Type: NPC +name: Gladiator Champion +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GLADIATOR CHAMPION +**XP 4,800** +NE Medium humanoid (human) +**Init** +6; Perception +16 + +DEFENSE + +**HP** 150; **EAC** 20; **KAC** 22 +**Fort** +12; **Ref** +13; **Will** +7 + +OFFENSE + +**Speed** 30 ft. +**Melee** limning decimator disintegration lash +19 (1d10+12 A; critical corrode 1d6) or static shock truncheon +19 (1d12+12 E; critical arc 1d4) +**Ranged** corona shoulder laser +16 (1d8+8 F; critical burn 1d6) +**Offensive Abilities** show-off + +TACTICS + +**Before Combat** The gladiator champion fills their auto- injector with their serum of healing. + +**During Combat** The gladiator champion attempts to keep their primary target in melee, only resorting to their corona shoulder laser when they’re unable to reach them in melee. They throw their teleportation puck into a corner of the arena they think an opponent may flee to, later teleporting to it to catch them by surprise. + +**Morale** In an arena or paid event, a gladiator champion fights until the conditions of the fight are met. Outside of paid combat, they surrender if reduced to 50 or fewer hit points. + +STATISTICS + +**Str** +4; **Dex** +6; **Con** +0; **Int** +0; **Wis** +0; **Cha** +2 +**Skills** Acrobatics +16, Athletics +16, Bluff +21, Profession (video personality) +16 +**Languages** Common, Eoxian +**Gear** advanced lashunta tempweave (auto-injector, corona shoulder laser, jetpack), decimator disintegration lash, static shock truncheon, corona shoulder laser, improvisation adornment mk 1, teleportation puck, serum of healing mk 3, medkit (advanced) + +SPECIAL ABILITIES + +#### SHOW-OFF (EX) + +A gladiator can spend a move action to perform a trick, mock their opponent, or otherwise rile up a crowd. They gain a +1 morale bonus to attack rolls, damage rolls, EAC, KAC, and saving throws against a single creature they can see. This ability has no effect if there is no crowd of 10 or more creatures to impress. + +ABOUT + +In the gladiatorial games, this competitor knows how to use the crowd to their advantage and fights with sadistic glee. Outside the area, they’d rather enjoy the fruits of their labor than get into any fights. After all, they’re paid for that kind of thing. + +A typical gladiator champion rose up from hopeless slavery to great fame, winning match after match with luck, skill, and the approval of the crowd. He has defeated single opponents and dozens of warriors at once, as well as strange beasts from every world. Now at the top of his game, the champion fights every public battle as if a grand audience were watching. Though he may be a slave, he has thousands of fans, and his owner (or patron, if he is free) is careful to not put him in matches where he will likely be slain. The gladiator champion lives for the fighting, the glory, the wet heat of his opponent’s blood, and the noise of the joyous crowd. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Commando.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Commando.md new file mode 100644 index 0000000..a8a63dd --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Commando.md @@ -0,0 +1,40 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 5 +Monster Type: NPC +name: Gladiator Champion +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GNOLL COMMANDO +Home >Game Mastering >Bestiary >NPCs > + +**XP 600** +Gnoll operative +CE Medium humanoid (gnoll) +**Init** +5; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 23 each; **EAC** 14; **KAC** 15 +**Fort** +4; **Ref** +9; **Will** +2 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +8 (1d4+4 S) or bite +8 (1d3+5 P) +**Ranged** pulsecaster pistol +6 (1d4+2 E nonlethal) +**Offensive Abilities** natural weapons, trick attack +1d4 + +STATISTICS + +**Str** +2; **Dex** +4; **Con** +1; **Int** +0; **Wis** +0; **Cha** –1 +**Skills** Acrobatics +13, Athletics +13, Intimidate +8, Perception +8, Stealth +8, Survival +13 +**Languages** Gnoll +**Other Abilities** operative exploits (uncanny mobility), specialization (daredevil) +**Gear** second skin, pulsecaster pistol with 1 battery (20 charges), survival knife + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Lieutenant.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Lieutenant.md new file mode 100644 index 0000000..3fa3462 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Lieutenant.md @@ -0,0 +1,49 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 2 +Monster Type: NPC +name: Gladiator Champion +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GNOLL LIEUTENANT + + +**XP 1,600** +Gnoll envoy +CN Medium humanoid (gnoll) +**Init** +2; **Senses** darkvision 60 ft.; Perception +16 + +DEFENSE + +**HP** 65; **EAC** 18; **KAC** 19 +**Fort** +6; **Ref** +6; **Will** +8 + +OFFENSE + +**Speed** 30 ft. +**Melee** standard taclash +10 (1d4+6 S nonlethal) or bite +10 (1d4+6 P) +**Ranged** frostbite-class zero pistol +12 (1d6+5 C; critical staggered \[DC 15\]) +**Space** 5 ft.; **Reach** 5 ft. (10 ft. with taclash) + +TACTICS + +**During Combat** The lieutenant leads from the front, using his taclash to threaten as many enemies as possible and designating the weakest target in reach with get ’em. + +**Morale** The lieutenant fights to the death. + +STATISTICS + +**Str** +1; **Dex** +2; **Con** +0; **Int** +3; **Wis** +0; **Cha** +5 +**Skills** Acrobatics +16, Athletics +16, Intimidate +11, Survival +11 +**Languages** Gnoll +**Other Abilities** envoy improvisations (get ’em, hurry) +**Gear** d-suit I, frostbite-class zero pistol with 1 battery (20 charges), standard taclash + +ABOUT + +Gnoll lieutenants use intimidation and the crack of their taclashes to push lesser members of the pack into battle and to demoralize their enemies. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Packlord.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Packlord.md new file mode 100644 index 0000000..cfa1e90 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Packlord.md @@ -0,0 +1,44 @@ +--- +aliases: +cr: 9 +hp: 145 +modifier: 3 +Monster Type: NPC +name: Gnoll Packlord +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GNOLL PACKLORD + +**XP 6,400** +CE Medium humanoid (gnoll) +**Init** +3; **Senses** darkvision 60 ft.; Perception +17 + +DEFENSE + +**HP** 145; **EAC** 22; **KAC** 24 +**Fort** +13; **Ref** +11; **Will** +8 + +OFFENSE + +**Speed** 30 ft. +**Melee** advanced meteor glaive +18 (3d8+17 F & S; critical wound) +**Ranged** advanced petrol converter +18 (3d6+9 F OR A) +**Offensive Abilities** cleave, step up and strike + +TACTICS + +**During Combat** Packlords charge into the fight, attempting to take down the most heavily armored opponents first, cleaving when possible. + +STATISTICS + +**Str** +6; **Dex** +3; **Con** +4; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Acrobatics +17, Athletics +17, Survival +22 +**Languages** Common, Gnoll +**Gear** superior formian hide (white force field), advanced meteor glaive with two batteries, advanced petrol converter with one canister, serum of healing mk 3 + +ABOUT + +Gnoll packlords lead their pack by example, heading into battle first to distract and harass their prey while the rest of their pack surrounds and captures as many slaves as they can. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Rageborn.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Rageborn.md new file mode 100644 index 0000000..f26e163 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Rageborn.md @@ -0,0 +1,44 @@ +--- +aliases: +cr: 3 +hp: 40 +modifier: 1 +Monster Type: NPC +name: Gnoll Rageborn +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GNOLL RAGEBORN + + +**XP 800** +CE Medium humanoid (gnoll) +**Init** +1; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 40; **EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +5; **Will** +2 + +OFFENSE + +**Speed** 30 ft. +**Melee** diamagnetic storm hammer +8 (1d8+8 B & E; critical knockdown) +**Ranged** tactical rail gun +8 (1d8+3 P) or +8 stickybomb grenade (entangled 2d4 rounds; DC 12) +**Offensive Abilities** step up + +TACTICS + +**During Combat** Rageborn initiate combat by throwing a stickybomb grenade at the most tightly packed group of prey before engaging them in melee combat. They save their remaining grenade for fleeing foes and use ranged attacks only when given no other options. + +STATISTICS + +**Str** +4; **Dex** +1; **Con** +2; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Acrobatics +8, Athletics +8, Survival +13 +**Languages** Common, Gnoll +**Gear** basic formian hide (jump jets), diamagnetic storm hammer with one battery, tactical rail gun with 12 rounds, serum of healing mk1 (2), stickybomb grenade I (2) + +ABOUT + +Gnoll rageborn are trained from a pup to be the most devastating melee combatant in the pack. They are tasked with tracking down prey and heading into battle first. They prefer swarm tactics, ganging up on their prey and showing little mercy. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Sharpshooter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Sharpshooter.md new file mode 100644 index 0000000..110fb4a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Gnoll Sharpshooter.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 3 +hp: 40 +modifier: 4 +Monster Type: NPC +name: Gnoll Sharpshooter +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GNOLL SHARPSHOOTER + + +**XP 800** +Gnoll soldier +CE Medium humanoid (gnoll) +**Init** +4; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 40 each; **EAC** 15; **KAC** 17 +**Fort** +7; **Ref** +3; **Will** +4 + +OFFENSE + +**Speed** 30 ft. +**Melee** longsword +8 (1d8+5 S) or bite +8 (1d3+6 P) +**Ranged** frostbite-class zero rifle +11 (1d8+3 C) or incendiary grenade +11 (explode \[5 ft., 1d6 F plus 1d4 burn, DC 12\]) +**Offensive Abilities** natural weapons + +TACTICS + +**During Combat** These savage soldiers typically mount themselves on vicious war boars. They only use their grenades after they’re wounded, not wanting to risk damaging plunder they might steal from their prey. + +STATISTICS + +**Str** +2; **Dex** +4; **Con** +1; **Int** +0; **Wis** +0; **Cha** –1 +**Skills** Athletics +8, Intimidate +8, Perception +8, Survival +13 +**Languages** Gnoll +**Other Abilities** gear boost (armored advantage) +**Gear** graphite carbon skin, frost-bite class zero rifle with 1 battery (40 charges), longsword, 2 incendiary grenades + +ABOUT + +These elite soldiers pound enemies into submission as deadly scouts. They also typically serve as the lowest of gnoll war leaders, eager to prove their mettle in order to move up in the dominance hierarchy of the pack. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grifter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grifter.md new file mode 100644 index 0000000..2443346 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grifter.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 2 +hp: 25 +modifier: 4 +Monster Type: NPC +name: Grifter +statblock: true +Subtype: Charlatans +tags: +Type: Bestiary NPC +--- +# GRIFTER +Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors. + +**CR** 2 +**XP 600** +Worlanisi +CN Small humanoid (worlanisi) +**Init** +4; **Perception** +7 + +### DEFENSE + +**HP** 25 +**EAC** 13; **KAC** 15 +**Fort** +4; **Ref** +6; **Will** +1; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical switchblade +10 (1d4+3 S) +**Ranged** diffraction perforator pistol +7 (1d4+2 So; critical bleed 1d4) + +### STATISTICS + +**STR** +1; **DEX** +4; **CON** +1; **INT** +0; **WIS** +1; **CHA** +2 +**Feats** Improved Feint +**Skills** Acrobatics +7, Bluff +7, Sleight of Hand +12 +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** distracting prattle, multiarmed (4) , worlanisi gamble , worlanisi luck +**Gear** freebooter armor I, diffraction perforator pistol with 2 batteries (20 charges each), tactical switchblade + +### ECOLOGY + +### SPECIAL ABILITIES + +**Distracting Prattle (Ex)** As a move action, the grifter talks incessantly, covering their motions and distracting their marks with misleading conversation. The grifter gains a +2 circumstance bonus to Bluff and Sleight of Hand checks until the end of their turn. + +## DESCRIPTION + +Grifters work up close and personal, earning their credits through sleight of hand and misleading prattle, and are always ready to flee if they’re caught cheating or their marks lose their temper. Most pick pockets or run street-corner hustles, but many work at festivals and circus midways, or play or rig games at casinos and gambling dens. Some work in groups, with one grifter distracting an audience or mark while another relieves them of their credits, possessions, or vehicle. The most benevolent work as magicians and use their skills to entertain. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grizzled Mercenary.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grizzled Mercenary.md new file mode 100644 index 0000000..21f4f89 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Grizzled Mercenary.md @@ -0,0 +1,40 @@ +--- +aliases: +cr: 4 +hp: 60 +modifier: 0 +Monster Type: NPC +name: Grizzled Mercenary +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# GRIZZLED MERCENARY + + +**XP 1,200** +CN Medium humanoid (human) +**Init** +0; Perception +10 + +DEFENSE + +**HP** 60; **EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +6; **Will** +3; **DR** 4/– + +OFFENSE + +**Speed** 20 ft. +**Melee** frostbite-class zero knife +9 (1d4+9 C; critical staggered) or tactical handaxe +9 (1d6+9 S) +**Ranged** squad machine gun +12 (1d10+4 P) or advanced plasma bolter +12 (2d8+4 E & F; critical wound) or thunderstrike sonic pistol +12 (1d8+4 So; critical deafen) +**Offensive Abilities** breath weapon (15-ft. cone, 3d6 A, DC 15, 1/day) + +STATISTICS + +**Str** +5; **Dex** +0; **Con** +3; **Int** +0; **Wis** +1; **Cha** +0 +**Skills** Athletics +10, Intimidate +15, Medicine +10, Survival +10 +**Languages** Common, Eoxian, Lashunta, Vesk, Ysoki +**Gear** enforcer armor I, tactical handaxe, frostbite-class zero knife, thunderstrike sonic pistol, advanced plasma bolter, squad machine gun, stickybomb grenade II (2), frag grenade II (2), serum of healing mk 2, field ration (1 week), dust goggles, reconfigurable clothing, binoculars, flashlight, manacles, signal jammer (level 4), wyrmling dragon gland + +ABOUT + +Grizzled mercenaries have been around long enough to know that being flashy only makes you a target and being prepared for anything keeps you alive. They carry many weapons for dealing with a variety of situations and prize utility above all else… except for credits. A grizzled mercenary is armed to the teeth and has survived wars and reckless adventurers. He carries multiple weapons so that he can deal with various types of foes and is unfazed by most encounters. He is loyal as long as he is paid well, but not willing to risk his life on an obvious suicide mission. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hacker.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hacker.md new file mode 100644 index 0000000..642aa6c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hacker.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 3 +Monster Type: NPC +name: Hacker +statblock: true +Subtype: Infilitrators +tags: +Type: Bestiary NPC +--- +# HACKER +Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances. +In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins or thieves + +**CR** 5 +**XP 1,600** +SRO +CN Small construct (technological) +**Init** +3; **Senses** darkvision 60 ft.; **Perception** +11 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 18 +**Fort** +2; **Ref** +2; **Will** +6 +**Defensive Abilities** robotic + +### OFFENSE + +**Speed** 30 ft. +**Ranged** swagger handcannon +13 (1d12+5 P; critical knockdown) +**Offensive Abilities** hack equipment + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +5; **WIS** +2; **CHA** +0 +**Skills** Computers +16, Engineering +16, Physical Science +11, Sleight of Hand +11, Stealth +16 +**Languages** Common +**Other Abilities** healing circuit , integrated equipment , natural- born hacker +**Gear** business stationwear, swagger handcannon with 12 scattergun shells, integrated high-density datajack, integrated personal comm unit + +### ECOLOGY + +### SPECIAL ABILITIES + +**Hack Equipment (Ex)** As a standard action, a hacker can attempt to temporarily deactivate one weapon, piece of equipment, or armor upgrade within 30 feet, provided it’s a technological or hybrid item. They roll 1d20 + their CR; the DC is equal to 10 + the item level. If they succeed, they deactivate the device until the beginning of their next turn. +The device’s owner can take a move action and attempt an Engineering check with a DC equal to 10 + 1-1/2 × the hacker’s CR + their Dexterity modifier (DC 20 for this hacker). If they succeed, they reactivate the device. +**Natural-Born Hacker (Ex)** Equipped with integrated tools, a hacker always counts as having the appropriate tool or basic kit for any Computer or Engineering skill check they attempt. Additionally, they can attempt Computers and Engineering skill checks at a range of 30 feet. When they use this ability to remotely hack a mechanism or computer, a clearly visible holographic keyboard manifests in front of them, making it obvious they’re the origin of the activity. + +## DESCRIPTION + +Hackers are experts at bypassing security measures and getting into computer systems. They usually aim to steal intellectual property or sensitive personal records to blackmail people, or use malware to compromise systems. Hackers take pride in their skills but value their lives even more. Rather than getting directly involved in combat, a hacker prefers to partner with muscle to keep hostiles at bay. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Professional.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Professional.md new file mode 100644 index 0000000..f1ec5f3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Professional.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 6 +hp: 6 +modifier: 5 +Monster Type: NPC +name: Hazard Professional +statblock: true +Subtype: Emergency Workers +tags: +Type: Bestiary NPC +--- +# HAZARD PROFESSIONAL +Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions. + +**CR** 6 +**XP 2,400** +Winterborn ryphorian +LN Medium humanoid (ryphorian) +**Init** +5; **Senses** low-light vision; **Perception** +18 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 +**Resistances** cold 5 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (average) +**Melee** light sap +12 (1d4+6 B nonlethal) +**Ranged** wave modulator II +14 (1d6+6 F or So) + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +1; **INT** +3; **WIS** +2; **CHA** +0 +**Skills** Acrobatics +13, Athletics +13, Engineering +18, Mysticism +18, Physical Science +18 +**Languages** Common, Triaxian, up to 3 others +**Other Abilities** cut that wire +**Gear** d-suit II (jetpack), light sap , wave modulator II with 2 batteries (20 charges each), rad-out serums COM (2), chemalyzer , fire extinguisher, radiation sweeper, spy drone, survival knife, trapsmith’s tools + +### ECOLOGY + +### SPECIAL ABILITIES + +**Cut That Wire (Ex)** When disabling a hazard or trap, a hazard professional doesn’t trigger it unless they fail their roll to disable by 10 or more. + +## DESCRIPTION + +Hazard professionals neutralize and clean up dangerous substances and explosive devices, disarming lethal obstacles before they can endanger others. This risky work often exposes these professionals directly to the peril they combat. Although catastrophic mistakes are often fatal, the experts pack heavy protection that deflects radiation, toxins, and shrapnel that might exist even when everything goes right. A typical hazard professional is trained to understand and deactivate a wide range of threats, including both technological and magical devices. Though usually used to remove threats, hazard professionals can easily weaponize their skills. Military units, terrorist organizations, and crime rings all welcome a canny demolitionist. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Response Crew.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Response Crew.md new file mode 100644 index 0000000..8a51243 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hazard Response Crew.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 10 +hp: 40 +modifier: 1 +Monster Type: NPC +name: Hazard Response Crew +statblock: true +Subtype: Emergency Workers +tags: +Type: Bestiary NPC +--- +# HAZARD RESPONSE CREW +Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions. + +**CR** 10 +**XP 800** +Formian +LN Medium monstrous humanoid +**Init** +1; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 40; **RP** 3 +**EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +7; **Will** +4 +**Resistances** sonic 5 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** personal cryospike +12 (1d4+7 C plus extinguish) +**Ranged** static arc pistol +9 (1d6+3 E; critical arc 2) or foam grenade I +9 (explode \[10 ft., extinguish, DC 12\]) +**Offensive Abilities** emergency preparedness + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +2; **INT** +0; **WIS** +0; **CHA** +1 +**Skills** Athletics +13, Engineering +8, Physical Science +8 +**Languages** Castrovelian, Common +**Gear** second skin, personal cryospike with 2 batteries (20 charges each), static arc pistol with 2 batteries (20 charges each), foam grenade I , _mk 1 serum of healing_, fire extinguisher, medpatch (5), radiation badge; **Augmentations** climbing suckers, voice amplifier + +### ECOLOGY + +### SPECIAL ABILITIES + +**Emergency Preparedness (Ex)** A hazard response crew can spend 1 Resolve Point as a swift action to change either one type of energy damage dealt by one of their weapons into another energy type, or change their energy resistance to resist a different type of energy. This ability can affect and apply to only the following energy types: acid, cold, electricity, fire, and sonic. Either effect lasts for 1d4+1 rounds. + +## DESCRIPTION + +Corporations and governments alike maintain hazard response crews, ensuring dedicated personnel can arrive within hours of disaster to clear roads, repair infrastructure, clear debris, and track down victims. Crew gear typically includes tools for cutting apart barriers and extinguishing flames, many of which are easily weaponized in case a crew needs to fend off scavengers, escaped animals, or other threats. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Agent.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Agent.md new file mode 100644 index 0000000..7b05e83 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Agent.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 7 +hp: 100 +modifier: 2 +Monster Type: NPC +name: Hetzuud Agent +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# HETZUUD AGENT +Home >Game Mastering >Bestiary >NPCs > + +**XP 3,200** +Hetzuud operative +NE Medium ooze +**Init** +2; **Senses** blindsight (vibration) 60 ft.; Perception +14 + +DEFENSE + +**HP** 100 each; **EAC** 19; **KAC** 20 +**Fort** +6; **Ref** +10; **Will** +6 +**Immunities** ooze immunities + +OFFENSE + +**Speed** 20 ft., climb 10 ft. +**Melee** slam +15 (1d8+12 B) +**Ranged** advanced semi-auto pistol +13 (2d6+8 P) +**Offensive Abilities** trick attack +3d8 + +TACTICS + +**During Combat** The agents use trick attack whenever possible, preferring to fight at close range. + +**Morale** Each agent will surrender if it is the last survivor. Otherwise, even if its counterparts are unconscious, they consider the risk of being turned in as a traitor too great. + +STATISTICS + +**Str** +5; **Dex** +2; **Con** +4; **Int** +0; **Wis** +2; **Cha** +0 +**Skills** Athletics +14, Bluff +19, Disguise +19, Sense Motive +14, Stealth +19 +**Languages** Common, Hetzuud (tactile), Ultari +**Other Abilities** change shape (any \[same size category\]), compression, internal storage, mimic object, perfect copy +**Gear** d-suit II, advanced semi-auto pistol with 30 rounds, mk 2 serum of healing, spell ampoule of invisibility diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Void Sorcerer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Void Sorcerer.md new file mode 100644 index 0000000..8cf4eb4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Hetzuud Void Sorcerer.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 9 +hp: 120 +modifier: 3 +Monster Type: NPC +name: Hetzuud Void Sorcerer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# HETZUUD VOID SORCERER + + +**XP 6,400** +Hetzuud mystic +NE Medium ooze +**Init** +3; **Senses** blindsight (vibration) 60 ft.; Perception +17 + +DEFENSE + +**HP** 120; **EAC** 21; **KAC** 22 +**Fort** +8; **Ref** +8; **Will** +12 +**Immunities** ooze immunities + +OFFENSE + +**Speed** 20 ft., climb 10 ft. +**Melee** slam +15 (1d8+15 B) +**Offensive Abilities** healing touch (45, 1/day) + +**Mystic Spells Known** (CL 9th; melee +15, ranged +15) + +**3rd (3/day)**—haste, suggestion (DC 20) +**2nd (6/day)**—hold person (DC 19), force blast (DC 19), mind thrust (DC 19), status +**1st (at will)**—lesser remove condition, reflecting armor + +TACTICS + +**Before Combat** The mystic casts reflecting armor and status whenever he suspects trouble. + +**During Combat** The mystic casts haste at the beginning of combat, using force blast to clear away opponents if necessary, but he truly relishes casting hold person and taunting humanoids for their weakness. Once reduced below half Hit Points, he applies his healing touch to himself. + +**Morale** The mystic will fight to the death rather than surrender to another life form. + +STATISTICS + +**Str** +3; **Dex** +3; **Con** +4; **Int** +0; **Wis** +6; **Cha** +0 +**Skills** Athletics +17, Disguise +22, Mysticism +22 +**Languages** Common, Hetzuud (tactile), Ultari +**Other Abilities** change shape (any \[same size category\]), compression, internal storage, mimic object, perfect copy +**Gear** d-suit III, ring of sustenance + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Impostor.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Impostor.md new file mode 100644 index 0000000..27e7f42 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Impostor.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 1 +Monster Type: NPC +name: Impostor +statblock: true +Subtype: Charlatans +tags: +Type: Bestiary NPC +--- +# IMPOSTOR +Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors. + +**CR** 6 +**XP 2,400** +Astrazoan +NE Medium aberration (shapechanger) +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +5; **Will** +11 +**Defensive Abilities** friendly face + +### OFFENSE + +**Speed** 30 ft. +**Melee** distortion mirage dagger +14 (1d4+8 F) +**Ranged** corona laser pistol +12 (2d4+6 F; critical burn 1d4) + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +0; **INT** +3; **WIS** +2; **CHA** +5 +**Skills** Bluff +18, Culture +18, Diplomacy +13, Disguise +18, Intimidate +13, Sense Motive +13 +**Languages** Common, up to 2 others +**Other Abilities** change form , compression , cover slip-up, deep cover, many forms +**Gear** lashunta mind mail I (_glamer projector_), corona laser pistol with 2 batteries (20 charges each), distortion mirage dagger with 2 batteries (20 charges each) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Cover Slip-Up (Ex)** The first time each day a creature would succeed at a Perception check to see through the impostor’s disguise or a Sense Motive check to disbelieve the impostor’s lie, treat that creature’s result as if it rolled a natural 1 on its check. +**Deep Cover (Ex)** Twenty-four hours after initially adopting a persona, an impostor gains a +2 bonus on Bluff checks to lie and Disguise checks made to maintain that persona. The impostor loses these bonuses immediately upon impersonating another person with Disguise or change form. +**Friendly Face (Ex)** As a reaction when the impostor is the target of an attack roll, they can temporarily shift their facial features and demeanor to resemble an innocent or someone their attacker knows. The impostor attempts a Disguise check with a DC equal to 10 + their attacker’s Sense Motive modifier. On a success, the attacker takes a –2 penalty to the triggering attack roll. + +## DESCRIPTION + +Impostors are expert actors and liars, trained to look like countless species and to portray these species in conjunction with other cultures, social strata, jobs, and personalities. Impostors are perceptive, think on their feet, and always ready to adapt to changing circumstances. More benign impostors find work as actors, celebrity impersonators, and comedians. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Influencer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Influencer.md new file mode 100644 index 0000000..3864d69 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Influencer.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 7 +hp: 95 +modifier: 2 +Monster Type: NPC +name: Influencer +statblock: true +Subtype: Influencer +tags: +Type: Bestiary NPC +--- +# INFLUENCER +Celebrities shine in ways that often draw admiration, adoration, or amusement from fans across their home worlds and beyond. They regularly engage with fans through interviews, social media, and special appearances, boosting their sway in the court of public opinion. Some celebrities use their massive platforms to influence policy and elections, and it’s not uncommon for groups with specific political or corporate interests to secretly plant or sponsor celebrities to advance particular agendas. + +**CR** 7 +**XP 3,200** +Contemplative +N Medium monstrous humanoid +**Init** +2; **Senses** blindsense (thought) 60 ft., darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 95 +**EAC** 19; **KAC** 20 +**Fort** +5; **Ref** +7; **Will** +11 +**Weaknesses** atrophied + +### OFFENSE + +**Speed** 5 ft., fly 30 ft. (Su, perfect) +**Melee** claw +16 (1d8+6 S) +**Offensive Abilities** applied knowledge +**Spell-Like Abilities** CL 7th +1/day—_detect thoughts_ (DC 16), _mind thrust_ (3rd level, DC 18) At will—_daze_ (DC 15), _psychokinetic hand_ + +### STATISTICS + +**STR** -1; **DEX** +1; **CON** +0; **INT** +3; **WIS** +3; **CHA** +6 +**Skills** Bluff +19, Computers +14, Culture +19, Diplomacy +14, Profession (video personality) +19 +**Languages** Akitonian, Common, Ysoki; telepathy 100 ft. +**Other Abilities** brand ambassador + +### ECOLOGY + +### SPECIAL ABILITIES + +**Brand Ambassador (Ex)** An influencer can spend 1 hour creating and distributing media about an item, location, or person, after which the influencer attempts a Profession (video personality) check with a DC equal to 10 + 1-1/2 × the subject’s CR, item level, or the CR of the location’s owner. If the influencer succeeds at the check, they attract large crowds to the subject. If the media was positive, this allows anyone who attempts to earn income with a Profession check related to the subject that week to roll their check twice and use the better result. For negative media, the unfriendly coverage disrupts business, forcing anyone attempting to earn income with a Profession check related to the subject that week to roll their check twice and use the worse result. After using this ability, the influencer can’t affect that subject for another week. + +## DESCRIPTION + +Influencers build their reputations as subject matter and lifestyle experts. They inspire their followers to mirror the example they set, whether that means cooking the same recipes, adopting the same magical shortcuts, or assuming the same political stance. They act as advocates, reviewers, and brand ambassadors. However, they must sustain viewership and their reputations, and any threat to either of these can transform the influencer into an implacable foe. An accomplished influencer wields fearsome power, potentially generating or crushing demand for a new product. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Inquisitor.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Inquisitor.md new file mode 100644 index 0000000..0e8ba0d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Inquisitor.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 3 +Monster Type: NPC +name: Inquisitor +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# INQUISITOR + +**XP 1,600** +Human mechanic +LN humanoid (human) +**Init** +3; **Senses** darkvision 60 ft., low-light vision; Perception +16 + +DEFENSE + +**HP** 65 each; **EAC** 17; **KAC** 18 +**Fort** +6; **Ref** +8; **Will** +6 + +OFFENSE + +**Speed** 30 ft. +**Melee** tactical dueling sword +10 (1d6+6 S) +**Ranged** advanced semi-auto pistol +12 (2d6+5 P) +**Offensive Abilities** overload (DC 15), target tracking + +TACTICS + +**During Combat** The inquisitor priests prefers to stay at range, using target tracking and their pistols. + +**Morale** Inquisitors fight to the death against those using magic. + +STATISTICS + +**Str** +1; **Dex** +3; **Con** +2; **Int** +5; **Wis** +0; **Cha** +0 +**Skills** Culture +16, Engineering +16, Life Science +11, Medicine +11, Physical Science +11 +**Feats** Medical Expert + +**Languages** Common, Elven, Gnoll, Gnome, Vesk +**Other Abilities** artificial intelligence (exocortex), custom rig, mechanic tricks (nightvision processor, visual data processor), wireless hack +**Gear** d-suit I, advanced semi-auto pistol with 20 small arm rounds, tactical dueling sword + +SPECIAL ABILITIES + +#### TARGET TRACKING (EX) + +As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. + +The inquisitor battles the forces of chaos, usually at the behest of a local government. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Dragoon.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Dragoon.md new file mode 100644 index 0000000..c02d285 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Dragoon.md @@ -0,0 +1,40 @@ +--- +aliases: +cr: 14 +hp: 300 +modifier: 10 +Monster Type: NPC +name: Klaven Dragoon +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# KLAVEN DRAGOON + + +**XP 38,400** +Klaven human soldier +LE Medium humanoid (human) +**Init** +10; **Senses** darkvision, low-light vision; Perception +25 + +DEFENSE + +**HP** 300 **RP** 6 **EAC** 28; **KAC** 30 +**Fort** +17; **Ref** +15; **Will** +15 +2 vs. disease, ingested poison, nauseated, and sickened +**Immunities** fear Resistances cold 10, fire 10 +**Weaknesses** malign influence + +OFFENSE + +**Speed** 35 ft., fly 20 ft. (clumsy) +**Melee** elite lance +24 (6d10+24 P) +**Ranged** subjugation injector pistol +24 (5d6+14 P; critical injection dc +2) +**Offensive abilities** charge attack, fighting styles (blitz, hit- and-run), keep fighting (3d6 + 14), nimble fusillade, opening volley, perfect opportunity, soldier’s onslaught + +STATISTICS + +**Str** +8; **Dex** +6; **Con** +4; **Int** -2; **Wis** +2; **Cha** -2 +**Skills** Intimidate +25, Piloting +30, Sense Motive +25, Stealth +25 +**Languages** Common, Draconic +**Special Abilities** converted host, energy modulation (3/day), nanite exchange +**Gear** kyokor plating IV, elite lance, subjugation Injector pistol, mk 3 adaptive serum, mk 2 thermal capacitor, nanite relay, jetpack diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Shocktrooper.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Shocktrooper.md new file mode 100644 index 0000000..ff9373e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Klaven Shocktrooper.md @@ -0,0 +1,46 @@ +--- +aliases: +cr: 2 +hp: 25 +modifier: 1 +Monster Type: NPC +name: Klaven Shocktrooper +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# KLAVEN SHOCKTROOPER + + +**XP 600** +Klaven soldier +LE Medium humanoid (human) +**Init** +1; **Senses** darkvision 60 ft.; Perception +7 + +DEFENSE + +**HP** 25; **EAC** 13; **KAC** 16 +**Fort** +6; **Ref** +2; **Will** +3; +2 vs. disease, ingested poison, nauseated, and sickened +**Immunities** fear +**Weaknesses** malign influence + +OFFENSE + +**Speed** 25 ft. +**Melee** carbon steel battleaxe +10 (1d10+6 S; critical bleed 1d6) or bone spur +10 (1d6+6 S) +**Ranged** spur rifle +7 (1d6+2 P) or incendiary grenade I +7 (explode \[5 ft., 1d6 F plus 1d4 burn, DC 11\]) +**Offensive Abilities** fighting styles (hit-and-run) + +STATISTICS + +**Str** +4; **Dex** +1; **Con** +2; **Int** –1; **Wis** +0; **Cha** –1 +**Skills** Athletics +7, Intimidate +12, Stealth +7 (+11 in forest or jungle) +**Feats** Cleave, Opening Volley, Strike Back +**Languages** Common, Ultari +**Special Abilities** converted host, energy modulation (1/day), nanite exchange +**Gear** hidden soldier armor, carbon steel battleaxe (as carbon steel curve blade), spur rifle with 5 spurs, incendiary grenades I (2) + +ABOUT + +Klaven marines are created by transmogrifying aquatic races such as locathah or merfolk. You can create similar land-based klaven troops by simply adjusting the speed of the troop and removing the Swim skill. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Blade.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Blade.md new file mode 100644 index 0000000..69f5acb --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Blade.md @@ -0,0 +1,41 @@ +--- +aliases: +cr: 5 +hp: 70 +modifier: 2 +Monster Type: NPC +name: Krang Blade +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# KRANG BLADE + + +**XP 1,600** +Krang soldier +N Medium humanoid (krang) +**Init** +2; Perception +0 + +DEFENSE + +**HP** 70; **EAC** 17; **KAC** 19 +**Fort** +9; **Ref** +7; **Will** +4; +2 vs. fear, +4 vs. disease and poison + +OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical cryopike +14 (1d8+12 C) or head-butt +14 (1d6+12 B) +**Ranged** corona laser pistol +11 (2d4+5 F; critical burn 1d4) or frag grenade II +11 (explode \[15 ft., 2d6 P, DC 13\]) +**Space** 5 ft.; **Reach** 10 ft. +**Offensive Abilities** fighting styles (hit-and-run), nimble fusillade, relentless, smash + +STATISTICS + +**Str** +5; **Dex** +3; **Con** +2; **Int** +0; **Wis** +0; **Cha** +1 +**Skills** Engineering +11, Intimidate +16, Survival +11 +**Feats** Multiattack, Opening Volley +**Languages** Common, Krang +**Other Abilities** elongated arms +**Gear** lashunta ringwear II, corona laser pistol with 1 battery (20 charges), tactical cryopike with 1 battery (20 charges), frag grenades II (2) + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Hammerfist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Hammerfist.md new file mode 100644 index 0000000..b3c2c90 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Krang Hammerfist.md @@ -0,0 +1,42 @@ +--- +aliases: +cr: 4 +hp: 50 +modifier: 5 +Monster Type: NPC +name: Krang Hammerfist +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# KRANG HAMMERFIST + +**XP 1,200** +N Medium humanoid (krang) +**Init** +5; Perception +0 + +DEFENSE + +**HP** 50; **EAC** 16; **KAC** 18 +**Fort** +8; **Ref** +6; **Will** +3; +2 vs. fear, +4 vs. disease and poison + +OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** unarmed strike +12 (1d6+9 B nonlethal) or head-butt +12 (1d6+11 B) +**Space** 5 ft.; **Reach** 10 ft. +**Offensive Abilities** relentless, smash + +TACTICS + +**During Combat** Kodr sticks with his fists, dealing nonlethal damage unless an opponent draws a lethal weapon. Then he resorts to his head-butt and the smash ability. Morale Kodr withdraws to get the other bouncers from B2 as soon as he’s reduced below 40 HP. As long as at least one other bouncer is standing, he fights to the death. + +STATISTICS + +**Str** +5; **Dex** +1; **Con** +3; **Int** +0; **Wis** +0; **Cha** +1 +**Skills** Engineering +10, Intimidate +15, Survival +10 +**Feats** Multiattack +**Languages** Common, Krang +**Other Abilities** elongated arms +**Gear** squad defiance series + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Lizardfolk Scaled Soldier.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Lizardfolk Scaled Soldier.md new file mode 100644 index 0000000..dd2eb5c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Lizardfolk Scaled Soldier.md @@ -0,0 +1,39 @@ +--- +aliases: +cr: 4 +hp: 50 +modifier: 5 +Monster Type: NPC +name: Lizardfolk Scaled Soldier +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# LIZARDFOLK SCALED SOLDIER + +**XP 1,200** +Lizardfolk fighter 4 +N Medium humanoid (lizardfolk) +**Init** +5; **Senses** low-light vision Perception +0 + +DEFENSE + +**HP** 50; **EAC** 16; **KAC** 19 +**Fort** +8; **Ref** +6; **Will** +3; +2 vs. fear + +OFFENSE + +**Speed** 40 ft. +**Melee** carbon steel curve blade +12 (1d10+11 S) +**Ranged** autotarget rifle +10 (1d6 P) +**Offensive Abilities** fighting styles (blitz), natural weapons + +STATISTICS + +**Str** +5; **Dex** +3; **Con** +1; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Engineering +10, Intimidate +15, Survival +10 +**Feats** Cleave +**Languages** Common, Draconic +**Other Abilities** armor savant +**Gear** officer ceremonial plate, carbon steel curve blade, autotarget rifle with 20 rounds + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Loran Ascetic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Loran Ascetic.md new file mode 100644 index 0000000..6711511 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Loran Ascetic.md @@ -0,0 +1,65 @@ +--- +aliases: +cr: 5 +hp: 70 +modifier: 2 +Monster Type: NPC +name: Loran Ascetic +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# LORAN ASCETIC + +**XP 1,600** +LN Medium outsider (aquatic) +**Init** +2; **Senses** darkvision 60 ft.; Perception +11 + +DEFENSE + +**HP** 70; **EAC** 17; **KAC** 19 +**Fort** +7; **Ref** +9; **Will** +4 +**Defensive Abilities** evasion, Immune disease; **Resistances** cold 5 + +OFFENSE + +**Speed** 30 ft., swim 40 ft. +**Melee** unarmed strike +15 (1d6+10) +**Ranged** throwing knife +11 (1d8+5) +**Offensive Abilities** flurry of blows, ki control (5/day) + +STATISTICS + +**Str** +5; **Dex** +2; **Con** +0; **Int** +0; **Wis** +3; **Cha** +0 +**Skills** Acrobatics +11, Athletics +16, Stealth +11 +**Languages** Aquan, Common +**Other Abilities** amphibious, slow fall + +SPECIAL ABILITIES + +#### FLURRY OF BLOWS (EX) + +A loran can make a flurry of blows as a full-attack action. When doing so, they may make one additional attack, taking a –2 penalty on all of their attack rolls. Lorans deal their normal unarmed damage for all successful attacks made with flurry of blows + +#### KI CONTROL (SU) + +Lorans have a pool of 3 resolve points they can use to accomplish amazing feats. As long as they have at least 1 resolve point, they can use it to power their ki control. Ki control allows their unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. By spending 1 resolve point, a loran can do one of the following: + +- Make one additional attack at its highest attack bonus +- Increase its speed by 20 feet for 1 round +- Give itself a +4 dodge bonus to EAC or KAC for 1 round. A loran can spend a point on this ability twice to give itself a bonus to EAC and KAC at the same time. + +Each of these powers is activated as a swift action. + +#### NATURAL WEAPONS (EX) + +Due to their culture of martial discipline, Lorans are always considered armed and their unarmed strike does not count as archaic. + +#### SLOW FALL (SU) + +A loran in an environment with atmosphere can slow its fall. This is a supernatural ability that functions as per flight cast at 1st level. + +ECOLOGY + +**Environment** any +**Organization** solitary, pair, or wave (3-10) diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Magical Duelist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Magical Duelist.md new file mode 100644 index 0000000..ec7cdc0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Magical Duelist.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 6 +hp: 75 +modifier: 3 +Monster Type: NPC +name: Magical Duelist +statblock: true +Subtype: Sport Figures +tags: +Type: Bestiary NPC +--- +# MAGICAL DUELIST + +Across the universe, sapient species have independently discovered the societal benefits of friendly (and not-so-friendly) competition—as well as the fame and fortune that can be made by widely broadcasting such competitions to die-hard fans. While some cultures thrive on intellectual games of skill and strategy, others revel in fast-paced displays of martial might, brute strength, or deadly struggle. No matter the culture, those who succeed in these displays of wit and brawn can amass quite a bit of wealth, cultural clout, and even interplanetary notoriety. +Sports figures are direct and to-the-point combatants with a focus on physicality, dexterity, or brute force, and they can easily serve in any role where violence is a means to an end. Re-skinned sports figures might serve as flashy mercenaries, daring pirates, specially trained guards, or hired muscle. + +**CR** 6 +**XP 2,400** +Hanakan +N Small magical beast +**Init** +3; **Senses** darkvision 60 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 75 +**EAC** 17; **KAC** 18 +**Fort** +7; **Ref** +7; **Will** +9 +**Defensive Abilities** atmospheric adaptation + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** tactical dueling sword +11 (1d6+6 S) +**Ranged** _advanced skipshot pistol_ +13 (2d4+6 P; critical bleed 1d6) +**Offensive Abilities** evocation mastery, subtle distractions +**Hanakan Spell-Like Abilities** (CL 6th) +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ +**Spells Known** (CL 6th; ranged +13) +2nd (3/day)—caustic conversion, emberstep (DC 18) +1st (6/day)—_magic missile_, _overheat_ (DC 17), _reflecting armor_ (DC 17) +0 (at will)—_daze_ (DC 16), _energy ray_ + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +2; **INT** +0; **WIS** +2; **CHA** +5 +**Skills** Acrobatics +13, Bluff +18, Mysticism +18 +**Languages** Common, Akan +**Gear** elite stationwear, _advanced skipshot pistol_ with 40 small arm rounds, tactical dueling sword + +### ECOLOGY + +### SPECIAL ABILITIES + +**Evocation Mastery (Su)** When rolling damage for an evocation spell, the magical duelist adds 1 damage per die rolled. +**Subtle Distractions (Ex)** If a magical duelist successfully feints against an opponent, that creature also takes a –2 penalty to any saving throws against spells the duelist casts until the end of the duelist’s next turn. + +## DESCRIPTION + +Every four years, hanakans hold an exhibition in their home system of Ash’Akan, where the most adept spellcasters throughout the galaxy display their technical expertise and most exciting thaumaturgical breakthroughs to win prestige for their respective homes. The magical fighting competition, named the Trials of Power, is one of the most eagerly awaited events of the symposium. While some attempt to win on wit or unexpected tactics, others attempt to show their proficiency through overwhelming arcane firepower. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Masked Assassin.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Masked Assassin.md new file mode 100644 index 0000000..e9c4902 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Masked Assassin.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 3 +Monster Type: NPC +name: Masked Assassin +statblock: true +Subtype: Assassins +tags: +Type: Bestiary NPC +--- +# MASKED ASSASSIN +Assassins are skilled killers who excel in eliminating single targets. Often using various forms of stealth and subterfuge, they can pass between guards undetected and skillfully navigate traps to quickly dispatch their marked query. High-profile corporations, cults, or criminal syndicates may employ assassins, but most work alone or as part of secretive guilds for hire and by contract. +Assassins work in the shadows, with some operating discreetly among the underbellies of society and others conducting their business while hiding in plain sight. Regardless of their methods, they’re valued for their ability to hide their tracks and maintain their employer’s anonymity. The most skilled assassins can take out high-profile figures without leaving any evidence for investigators to follow. The more difficult the job and the greater the prominence of the target, the higher the fee they command. + +**CR** 5 +**XP 1,600** +Worlanisi +CE Small humanoid (worlanisi) +**Init** +3; **Perception** +16 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 18 +**Fort** +4; **Ref** +6; **Will** +8; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical knife +12 (2d4+5 S) +**Ranged** azimuth laser pistol +10 (1d4 F; critical burn 1d4) + +### STATISTICS + +**STR** +0; **DEX** +3; **CON** +0; **INT** +5; **WIS** -2; **CHA** +2 +**Skills** Acrobatics +16, Bluff +11, Disguise +11, Perception +11, Stealth +16 +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** masked aspect, multiarmed (4), worlanisi gamble , worlanisi luck +**Gear** azimuth laser pistol, tactical knife + +### ECOLOGY + +### SPECIAL ABILITIES + +**Masked Aspect (Ex)** Twice per day, when a masked assassin dons a mask or other full-face covering, they can instantaneously take on the appearance of any creature they’ve seen in person within the past 24 hours. A creature must succeed at a Perception check to realize this is a disguise (DC = 20 + 1.5 × the masked assassin’s CR). This effect lasts for 10 minutes or until the effect is ended. + +## DESCRIPTION + +Masked assassins use masks to skillfully disguise their appearance. They can change their entire aspect in the blink of an eye, making it easy to approach their targets unnoticed and escape into the crowd after eliminating the target. Masked assassins rely primarily on their ability to work in plain sight, and are most likely to be encountered by guards and hired hands while hunting. They’re typically hired to assassinate lower-value targets. If discovered, they typically flee rather than fight and risk capture or death. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Megalonyxa.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Megalonyxa.md new file mode 100644 index 0000000..81caad4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Megalonyxa.md @@ -0,0 +1,76 @@ +--- +aliases: +cr: 4 +hp: 43 +modifier: 0 +Monster Type: NPC +name: Megalonyxa +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# MEGALONYXA +**XP 1,200** +Megalonyxa technomancer +LG Large monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; Perception +10 + +DEFENSE + +**HP** 43 +**EAC** 15; **KAC** 16 +**Fort** +3; **Ref** +3; **Will** +7 +**DR** 5/— + +OFFENSE + +**Speed** 20 ft. +**Melee** survival knife +8 (1d4+7 S) +**Ranged** thunderstrike sonic pistol +6 (1d8+4 So; critical deafen \[DC 15\]) or squad machine gun +6 (1d10+4 P) +**Space** 10 ft.; **Reach** 10 ft. +**Technomancer Spells Known** (CL 4th; ranged +6) + +**2nd (3/day)**—caustic conversion, fog cloud +**1st (6/day)**—hold portal, magic missile, supercharge weapon +**0 (at will)**—dancing lights, telepathic message + +STATISTICS + +**Str** +3; **Dex** +0; **Con** +0; **Int** +5; **Wis** +1; **Cha** +0 +**Skills** Computers +15, Engineering +15, Mysticism +10 +**Languages** Common, Dwarven, Megalonic, Terran, Vesk +**Other Abilities** efficient sabotage, magic hacks (countertech), spell cache (tattoo) +**Gear** defrex hide, squad machine gun with 40 heavy rounds, survival knife, thunderstrike sonic pistol with 2 batteries (20 charges each) + +SPECIAL ABILITIES + +#### EFFICIENT SABOTAGE (EX) + +Once per day when attempting an Engineering check to disable a device, a megaloynxa can roll 1d6 and add the result of the roll as an insight bonus to the check. + +ECOLOGY + +**Environment** any +**Organization** solitary, pair, or family (3–8) + +The stocky megalonyxa hail from a heavy gravity world. There, they contemplated the stars as a mostly sedentary species, and were able to build a thriving civilization through the use of magic. Spaceflight eluded them, however. As such, when extraplanetary visitors arrived, they found a highly evolved society eager to take to the stars. + +A typical megalonyxa stands about 10 feet tall and weighs 500 pounds. + +### RACIAL TRAITS + +**Ability Adjustments**: +2 Str, +2 Int, –2 Dex + +**Hit Points**: 6 + +**Size and Type**: Megalonyxas are Large monstrous humanoids with a space and reach of 10 feet. + +**Darkvision**: Megalonyxas have darkvision with a range of 60 feet. + +**Efficient Sabotage**: See stat block. + +**High Grav Worlder**: Megalonyxas gain Heavy Weapon Proficiency without having to meet the prerequisites. If a megaloynxa gains proficiency in heavy weapons from another source, they can ignore the penalty to attack rolls for having too low a Strength to use the weapon. + +**Plodding**: Megalonyxas have a land speed of 20 feet. + +**Tough Hide**: Megalonyxas gain DR 5/—. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Commando.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Commando.md new file mode 100644 index 0000000..773d71f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Commando.md @@ -0,0 +1,58 @@ +--- +aliases: +cr: 10 +Environment: any +hp: 150 +modifier: 8 +Monster Type: NPC +name: Mercenaries, Mercenary Commando +statblock: true +tags: +Type: N Medium humanoid (lashunta) +--- +# MERCENARIES, MERCENARY COMMANDO +Mercenaries work for the highest bidder, generally with no questions asked (except by those who belong to the Skyfire Legion and a few other more principled companies). Mercenaries can serve the interests of almost any faction with enough credits, but most often they work for employers who can't employ a formal military force or who can't be seen getting their own hands dirty. Since their ultimate goal is simply to get paid, mercenaries are rarely willing to fight to the death unless they fear failure will ruin them completely anyway. If approached with an appealing offer, some particularly ruthless mercenaries are willing to betray their employers, but their new loyalty is just as fickle. Many mercenaries know that changing sides in the middle of a job could ruin their reputations, so they are therefore willing to be bought off only in a way that they can plausibly deny later or that will make them so much money that they will be set for life. There are countless mercenary groups throughout the Pact Worlds, ranging from large and acclaimed to small and obscure. Many groups specialize in certain types of missions; some take on only jobs that put them on the battlefield, while others prefer to stick to the shadows. Mercenary groups accept a variety of forms of payment, from hard credits to technological gear and weapons to magic items. + +## MERCENARIES, MERCENARY COMMANDO + +**Source** _Pact Worlds pg. 175_ + +## MERCENARY COMMANDO CR 10 + +**XP 9,600** +Damaya lashunta operative +N Medium humanoid (lashunta) +**Init** +8; **Perception** +20 + +### DEFENSE + +**HP** 150 +**EAC** 23; **KAC** 24 +**Fort** +9; **Ref** +12; **Will** +13 +**Defensive Abilities** evasion, uncanny agility + +### OFFENSE + +**Speed** 50 ft. +**Melee** incapacitator +20 (3d4+12 B nonlethal; critical staggered \[DC 19\]) +**Ranged** elite semi-auto pistol +20 (3d6+10 P) or advanced shirren-eye rifle +20 (2d10+10 P) +**Offensive Abilities** debilitating trick, trick attack +5d8, triple attack +**Lashunta Spell-Like Abilities** (CL 10th) +1/day—_detect thoughts (DC_ 17) +At will—_daze_ (DC 16), _psychokinetic hand_ + +### STATISTICS + +**STR** +2; **DEX** +8; **CON** +2; **INT** +5; **WIS** +3; **CHA** +3 +**Skills** Acrobatics +25, Bluff +20, Culture +25, Disguise +20, Stealth +25 (+29 when using trick attack) +**Languages** Castrovelian, Common, up to 5 others; limited telepathy 30 ft. +**Other Abilities** operative exploits (cloaking field, master of disguise \[3/day, 100 minutes or 10 minutes, DC 19\]), specialization (ghost) +**Gear** freebooter armor III, advanced shirren-eye rifle with 12 sniper rounds, elite semi-auto pistol with 36 small arm rounds, incapacitator with 1 battery (20 charges) + +### ECOLOGY + +## DESCRIPTION + +A mercenary commando is the best there is at quickly and quietly eliminating enemies and hazards for an employer, preferably leaving little or no collateral damage, evidence, or witnesses. Some lead teams of rookie mercenaries, but many operate alone or in small strike teams against well-researched targets. Teams that operate with commandos often demand high prices. +Commandos prefer to go in knowing all the angles, but they are very good at improvising when that simply isn't an option. Those who pride themselves on cold professionalism speak only to further their latest ploy, but the most storied commandos are those who take pleasure in playful banter with challenging foes, especially ones who survive to face them again another time. +**Adaptation:** A mercenary commando can be an assassin serving Lao Shu Po or a master Steward spy working a mission that cannot be officially acknowledged. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Rookie.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Rookie.md new file mode 100644 index 0000000..91ba4dd --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mercenaries, Mercenary Rookie.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 6 +Environment: LN Medium humanoid (vesk) +hp: 90 +modifier: 7 +Monster Type: NPC +name: Mercenaries, Mercenary Rookie +statblock: true +tags: +Type: LN Medium humanoid (vesk) +--- +# MERCENARIES, MERCENARY ROOKIE +Mercenaries work for the highest bidder, generally with no questions asked (except by those who belong to the Skyfire Legion and a few other more principled companies). Mercenaries can serve the interests of almost any faction with enough credits, but most often they work for employers who can't employ a formal military force or who can't be seen getting their own hands dirty. Since their ultimate goal is simply to get paid, mercenaries are rarely willing to fight to the death unless they fear failure will ruin them completely anyway. If approached with an appealing offer, some particularly ruthless mercenaries are willing to betray their employers, but their new loyalty is just as fickle. Many mercenaries know that changing sides in the middle of a job could ruin their reputations, so they are therefore willing to be bought off only in a way that they can plausibly deny later or that will make them so much money that they will be set for life. There are countless mercenary groups throughout the Pact Worlds, ranging from large and acclaimed to small and obscure. Many groups specialize in certain types of missions; some take on only jobs that put them on the battlefield, while others prefer to stick to the shadows. Mercenary groups accept a variety of forms of payment, from hard credits to technological gear and weapons to magic items. + +## MERCENARIES, MERCENARY ROOKIE + +**Source** _Pact Worlds pg. 174_ + +## MERCENARY ROOKIE CR 6 + +**XP 2,400** +Vesk soldier +LN Medium humanoid (vesk) +**Init** +7; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 19; **KAC** 21 +**Fort** +8; **Ref** +6; **Will** +7; +2 vs. fear + +### OFFENSE + +**Speed** 40 ft. (35 ft. in armor), fly 30 ft. (jetpack, average) +**Melee** red star plasma doshko +16 (1d10+13 E & F; critical severe wound \[DC 14\]) or unarmed strike +16 (1d3+16 B) +**Ranged** static arc rifle +13 (1d12+6 E; critical arc 1d6) or cryo grenade I +13 (explode \[10 ft., 1d8 C plus staggered, DC 14\]) or flash grenade II +13 (explode \[10 ft., blinded 1d4 rounds, DC 14)\] +**Offensive Abilities** charge attack, fighting styles (blitz), natural weapons + +### STATISTICS + +**STR** +5; **DEX** +3; **CON** +2; **INT** -1; **WIS** +0; **CHA** +1 +**Feats** Step Up, Step Up and Strike +**Skills** Athletics +18, Intimidate +13, Stealth +13 +**Languages** Common, Vesk +**Other Abilities** armor savant +**Gear** vesk overplate I (jetpack), red star plasma doshko with 1 battery (20 charges), static arc rifle with 1 high-capacity battery (40 charges) + +### ECOLOGY + +## DESCRIPTION + +Even rookie mercenaries are usually recruited only after they have demonstrated prowess in one of any number of militaries or in a security role elsewhere. Many left their previous positions hoping for more freedom, more money, or more glory. As such, they tend to have their own ideas about how to get things done. They might show off or play fast and loose with their orders—at least until they are faced with a foe that seems truly dangerous. More successful mercenary rookies, however, tend to approach the task like they would military service with loftier motives, and they take pride in professionally following orders. With a handful of successful missions under his belt, a mercenary is no longer considered a rookie, and he often has the scars to show for it. At this point, he is usually referred to as a grunt and might be working his way up the chain of command with an eye on becoming a captain or taking on another leadership role. +**Adaptation:** A mercenary rookie can be a well-equipped fighter serving any government (although if the rookie isn't working for the Veskarium, he is most likely not a vesk) or security for a major corporation. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mugger.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mugger.md new file mode 100644 index 0000000..2450c3b --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mugger.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 6 +hp: 90 +modifier: 2 +Monster Type: NPC +name: Mugger +statblock: true +Subtype: Thieves +tags: +Type: Bestiary NPC +--- +# MUGGER +Thieves are common throughout the galaxy, though more numerous in larger cities and space stations. They have a variety of methods and motivations for snaring others’ property; some thieves strike back against an amoral corporate system that left them behind, while others selfishly prey on those with little power to defend their possessions. PCs can encounter thieves in numerous circumstances, whether as unsavory associates, crafty foes, or on-again-off-again allies and rivals. + +**CR** 6 +**XP 2,400** +Nuar +CE Medium monstrous humanoid +**Init** +2; **Senses** darkvision 60 ft.; **Perception** +13 + +### DEFENSE + +**HP** 90 +**EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +10; **Will** +7 + +### OFFENSE + +**Speed** 40 ft. +**Melee** yellow star solar brand +17 (1d8+11 E & F; critical wound) or horn +17 (1d8+11 P) +**Ranged** thunderstrike sonic rifle +14 (1d10+6 So; critical deafen) +**Offensive Abilities** beatdown, gore , menace + +### STATISTICS + +**STR** +5; **DEX** +2; **CON** +3; **INT** +1; **WIS** +0; **CHA** +1 +**Skills** Athletics +13, Intimidate +18, Survival +13 +**Languages** Common, Orc +**Other Abilities** maze mind +**Gear** freebooter armor II, thunderstrike sonic rifle with 1 high-capacity battery (40 charges), yellow star solar brand with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Beatdown (Ex)** As a standard action, a mugger can attempt a combat maneuver to trip a target. If this succeeds, the mugger also deals damage equal to one of their melee attacks. +**Menace (Ex)** As a standard action, the mugger can menace a target, who must succeed at a Will save (DC = 9 + the mugger’s CR) or be forced to follow the mugger’s orders as if affected by _command_. If the target succeeds at their Will save, they’re immune to that mugger’s menace ability for 24 hours. + +## DESCRIPTION + +Like pickpockets, muggers are common in large cities, but they adopt a strategy of brute force rather than stealth. Most muggers are physically imposing, the better to intimidate their ictims into handing over valuables. They can be among the lower echelons of an organized gang or simply free agents. A mugger might prey on low-level PCs who wander down the wrong alleyway, or the PCs might witness a mugging and wish to help. Most muggers flee if their victims put up a fight, which could provide the opportunity for an exciting chase. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mysterious Hermit.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mysterious Hermit.md new file mode 100644 index 0000000..97b8a5d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Mysterious Hermit.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 14 +hp: 215 +modifier: 6 +Monster Type: NPC +name: Mysterious Hermit +statblock: true +Subtype: Survivalist +tags: +Type: Bestiary NPC +--- +# MYSTERIOUS HERMIT +Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes. + +**CR** 14 +**XP 38,400** +Astrazoan +CN Medium aberration (shapechanger) +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +25 + +### DEFENSE + +**HP** 215; **RP** 5 +**EAC** 27; **KAC** 28 +**Fort** +12; **Ref** +12; **Will** +19 + +### OFFENSE + +**Speed** 30 ft. +**Melee** advanced living staff +21 (4d6+14 B; critical bind) +**Ranged** parallax laser pistol +23 (5d4+14 F; critical burn 3d4) +**Spells Known** (CL 14th) +5th (3/day)—_commune with nature_, _raise dead_ +4th (6/day)—_confusion_ (DC 23), _discern lies_ (DC 23), _divination_, _restoration_ +3rd (at will)—_mind thrust_ (DC 22), _remove affliction_ + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** +0; **INT** +4; **WIS** +8; **CHA** +4 +**Skills** Life Science +30, Mysticism +30, Survival +25 +**Languages** Aklo, Common, up to 4 others +**Other Abilities** change form , compression , many forms , peer into the unknown, weird surroundings +**Gear** freebooter armor IV, advanced living staff with 2 batteries (20 charges each), parallax laser pistol with 2 super-capacity batteries (80 charges each) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Peer into the Unknown (Su)** A mysterious hermit can spend 1 Resolve Point to gain +2 on an attack roll, skill check, or saving throw. They can choose to use this ability after success or failure has been determined. +**Weird Surroundings (Su)** A mysterious hermit has the ability to alter the terrain close to their home. In any location where the hermit has lived for at least 1 year, they can create one of the following effects within a radius of 1 mile: change the local gravity by 1 step, change the local temperature by 1 step, or increase Survival DCs to avoid getting lost by 10. A mysterious hermit can change which effect is active once per day and the change takes effect after 1 day. + +## DESCRIPTION + +For one reason or another, mysterious hermits isolate themselves from civilization. Perhaps a hermit chose isolation to better focus on their studies, or perhaps they fled their home after being persecuted for performing horrible experiments on the local populace. Locating a hermit and convincing them to share their knowledge requires seekers to travel to remote, dangerous locales simply for the chance of receiving a hermit’s aid. Hermits can have a range of reactions to others seeking them; they might be grateful for some brief company, or be violently distrustful of those who seek their knowledge. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/NPC Adversaries Codex.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/NPC Adversaries Codex.md new file mode 100644 index 0000000..3abd97a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/NPC Adversaries Codex.md @@ -0,0 +1,11 @@ +--- +aliases: +modifier: +tags: +--- +# NPC ADVERSARIES CODEX +```dataview +TABLE cr as "CR", type as "TYPE" +FROM "Bestiary/NPC Adversaries Codex" +SORT cr ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Notorious Bounty Hunter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Notorious Bounty Hunter.md new file mode 100644 index 0000000..15e5a65 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Notorious Bounty Hunter.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 14 +hp: 235 +modifier: 12 +Monster Type: NPC +name: Notorious Bounty Hunter +statblock: true +Subtype: Bounty Hunters +tags: +Type: Bestiary NPC +--- +# NOTORIOUS BOUNTY HUNTER +Anyone who seeks and catches those who don’t want to be caught may be called a bounty hunter, though in practice, the term comprises an array of professionals. Most bounty hunters have legal sanction, such as a license to hunt fugitives, but many also work in a gray area between legal authority and vigilantism. Bounty hunters take jobs from legitimate authorities, but what legitimate means varies by location. Little stops a bounty hunter from acting as an agent of a private party, and many are enforcers for the unscrupulous. Some clever bounty hunters double as private investigators, tracking down missing people or runaways. + +**CR** 14 +**XP 38,400** +Nuar +N Medium monstrous humanoid +**Init** +12; **Senses** darkvision 60 ft., low-light vision; **Perception** +25 + +### DEFENSE + +**HP** 235; **RP** 5 +**EAC** 28; **KAC** 29 +**Fort** +12; **Ref** +14; **Will** +17 + +### OFFENSE + +**Speed** 70 ft., fly 60 ft. (_forcepack_, average) +**Melee** grindblade +25 (4d10+17 S; critical bleed 2d8) or unarmed strike +25 (1d3+21 B) +**Ranged** advanced magnetar rifle +23 (4d8+14 P) or riot grenade III +23 (explode 15 ft., 1d8 S nonlethal and staggered \[DC 22\]) +**Offensive Abilities** gore + +### STATISTICS + +**STR** +3; **DEX** +8; **CON** +1; **INT** +1; **WIS** +4; **CHA** +3 +**Feats** Cleave, Great Cleave +**Skills** Acrobatics +25, Athletics +30, Culture +25, Intimidate +25, Piloting +25, Profession (bounty hunter) +30, Sense Motive +25, Stealth +25, Survival +25 +**Languages** Common, up to 2 others +**Other Abilities** intimidating, mark, maze mind +**Gear** freebooter armor IV (auto-injector \[_mk 3 serum of healing_\]), _forcepack_), advanced magnetar rifle (grenadier bracket AR with squad NIL grenade launcher) with 120 longarm rounds, grindblade (_inertial dampener_), riot grenades III AR (2), binder restraints (5), _efficient bandolier_, _mk 3 serums of healing_ (2); **Augmentations** complete speed suspension + +### ECOLOGY + +### SPECIAL ABILITIES + +**Intimidating (Ex)** A notorious bounty hunter can demoralize using Intimidate as a move action. As a full action, the bounty hunter can demoralize up to 10 creatures within 60 feet; the Intimidate DC equals the highest DC to demoralize among the targets. If the check succeeds, the shaken condition lasts only 1 round for all affected targets. +**Mark (Ex)** A notorious bounty hunter can choose one sapient creature as a mark, provided the notorious bounty hunter can identify that creature by a specific identity and has studied the mark for 1 hour using available information, or directly observed the mark for 1 minute outside of combat or as a full action in combat. The notorious bounty hunter gains an insight bonus on skill checks made to investigate, track, or gather information on the mark, as well as on Sense Motive checks against the mark. This bonus equals 1 + the notorious bounty hunter’s CR divided by 6 (+3 total at CR 14). Also, the notorious bounty hunter can use Sense Motive instead of Perception to use the pierce disguise or search tasks of the Perception skill against the mark. + +## DESCRIPTION + +A notorious bounty hunter has not only a reputation for success, but also one of mercilessness and resilience. Such bounty hunters take on the toughest targets, preferring dead-or-alive contracts that can increase their renown. These bounty hunters prefer intimidation, using crowd control tactics and few nonlethal options. Even when apparently killed, these professionals rarely stay dead, ensuring they’re as immortal as their legends are. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Officer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Officer.md new file mode 100644 index 0000000..f45cfe1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Officer.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 12 +hp: 185 +modifier: 7 +Monster Type: NPC +name: Officer +statblock: true +Subtype: Former Military +tags: +Type: Bestiary NPC +--- +# OFFICER +Military training hones experts with varied skillsets, tempering them in battlefield conditions. Mercenary work is an obvious outlet for their skills, but former military pros function well as security forces and rescue teams, and on exploration missions and supply delivery in dangerous areas. They might be found in more mundane settings, such as corporate facilities or research labs, especially in places where people or facilities need extra protection. Each of these NPCs has the following ability. +**Unit Tactics (Ex)** Before rolling initiative, the character can choose to roll twice and take the lower result, and an ally within 30 feet can roll their initiative check twice and use the better result. When the character successfully uses covering fire, the selected ally gains the circumstance bonus to AC against the next two attacks made against them by creatures in the character’s line of effect. + +**CR** 12 +**XP 19,200** +Worlanisi +N Small humanoid (worlanisi) +**Init** +7; **Senses** darkvision 60 ft., low-light vision; **Perception** +27 + +### DEFENSE + +**HP** 185 +**EAC** 26; **KAC** 27 +**Fort** +11; **Ref** +13; **Will** +15 +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** tactical plasma sword +22 (2d8+15 E&F; critical severe wound) +**Ranged** tactical magnetar rifle +22 (2d8+12 P) +**Offensive Abilities** unit command, unnerving precision + +### STATISTICS + +**STR** +3; **DEX** +3; **CON** +1; **INT** +3; **WIS** +3; **CHA** +5 +**Feats** Suppressive Fire +**Skills** Athletics +22, Bluff +22, Computers +22, Diplomacy +22, Intimidate +27, Pilot +22, Profession (mercenary) +27, Sense Motive +22 +**Languages** Common, Worlanisi, up to 3 others; limited telepathy 60 ft. +**Other Abilities** multiarmed (4) , unit tactics, worlanisi gamble , worlanisi luck +**Gear** regimental dress II (courage module), tactical magnetar rifle (light bayonet bracket with tactical plasma sword with 1 battery \[20 charges\]) with 90 longarm rounds, personal comm unit; **Augmentations** advanced darkvision capacitors, voice amplifier + +### ECOLOGY + +### SPECIAL ABILITIES + +**Unit Command (Ex)** As a standard action, the officer can issue a command to a willing ally within 60 feet that can hear or precisely sense the officer. The target can take one standard action, one move action, or one swift action. A creature can’t benefit from this ability more than once per minute. +**Unnerving Precision (Ex)** Once per round when an officer’s attack exceeds their target’s AC by 5 or more, the target becomes shaken for 1 round (Will negates, DC = 10 + the officer’s CR). + +## DESCRIPTION + +A retired military officer retains tactical, strategic, and logistical expertise. In combat, they provide commands and inspiration, all while providing ranged support to rattle the enemy. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Pilot.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Pilot.md new file mode 100644 index 0000000..04fb6a4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Pilot.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 1 +hp: 20 +modifier: 4 +Monster Type: NPC +name: Okanta Pilot +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# OKANTA PILOT + +**XP 400** +NG Medium humanoid (okanta) +**Init** +4; **Senses** low-light vision; Perception +5 + +DEFENSE + +**HP** 20; **EAC** 11; **KAC** 13 +**Fort** +3; **Ref** +1; **Will** +3 +**Defensive Abilities** fearless surge +**Weaknesses** light sensitivity + +OFFENSE + +**Speed** 40 ft. +**Melee** tactical doshko +8 (1d12+5 P) +**Ranged** tactical semi-auto pistol +5 (1d6+1 P) +**Offensive Abilities** challenge + +STATISTICS + +**Str** +4; **Dex** +0; **Con** +2; **Int** +0; **Wis** +0; **Cha** +1 +**Skills** Athletics +5, Engineering +5, Intimidate +10, Piloting +10 +**Languages** Hymnas, Okanta +**Other Abilities** ace pilot, adaptive mimicry, powerful build, rapid response +**Gear** golemforged plating I, tactical doshko, tactical semi- auto pistol + +SPECIAL ABILITIES + +#### ACE PILOT (EX) + +This okanta soldier is a piloting prodigy, gaining a +5 insight bonus to Piloting checks. + +#### CHALLENGE (EX) + +As a standard action, an okanta pilot can taunt an enemy within 60 feet by attempting an Intimidate check at the same DC as a check to demoralize that enemy. If he succeeds, the enemy must target the pilot for their actions until the beginning of the pilot’s next turn, to the exclusion of any other activities. + +#### FEARLESS SURGE (EX) + +An okanta pilot can use his reaction to being targeted by a fear effect to gain a +4 racial bonus on the saving throw against it. If he succeeds, he also gains a +2 racial bonus to Will saving throws until the start of his next turn. Once he has used fearless surge, he can’t use it again until he has taken a 10-minute rest. + +ABOUT + +Many okanta form a specialized bond with small aethertech fighters and similar small warcraft, piloting them into battle as knights of old did their living steeds. Aethertech ships are described in detail in the Aethera Campaign Setting, as is the aethership pilot archetype. In a campaign not using aethertech, an okanta pilot’s statistics can be used as a traditional soldier. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Runebreaker.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Runebreaker.md new file mode 100644 index 0000000..7dc2d6f --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Okanta Runebreaker.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 14 +hp: 250 +modifier: 6 +Monster Type: NPC +name: Okanta Runebreaker +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# OKANTA RUNEBREAKER + + +**XP 38,400** +CN Medium humanoid (okanta) +**Init** +6; **Senses** low-light vision; Perception +25 + +DEFENSE + +**HP** 250 +**RP** 5; **EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +14; **Will** +14 (+2 vs. spells and spell like abilities) +**Defensive Abilities** fearless surge +**Weaknesses** light sensitivity + +OFFENSE + +**Speed** 40 ft. +**Melee** ruin devastation blade +27 (5d8+22 S & So) or Gore +27 (1d6+22 P) +**Multiattack** 2 ruin devastation blade +21 (5d8+22 S & So) and gore +21 (1d6+22 P) +**Ranged** advanced seeker rifle +24 (6d8+14 P & So) +**Offensive Abilities** powerful build, fighting styles (arcane assailant, blitz), rune of the eldritch knight, secret of the magi, power of legend, secret of the archmagi (thundering), charge attack, soldier’s onslaught +**Spell-Like Abilities** (CL 14th) + +**1/day**—reflecting armor +**At Will**—detect magic, fatigue, stabilize + +STATISTICS + +**Str** +8; **Dex** +2; **Con** +6; **Int** +0; **Wis** +2; **Cha** +0 +**Feats** Connection Inkling, Minor Psychic Power, Spellbane +**Skills** Athletics +30, Intimidate +25, Stealth +25, Survival +25 +**Languages** Okanta, Hymnas +**Other Abilities** adaptive mimicry +**Gear** ruin devastation blade, advanced seeker rifle, vesk overplate IV armor, 2 frag grenades V + +ECOLOGY + +**Environment** any +**Organization** solitary or collective noun + +Among okantan tribes, the runebreaker is a legendary warrior of great magical promise trained not to hone that magic art, but to contain it within to gird herself against the sorcery of the clan’s enemies. Okanta runebreakers swear solemn vows to defend their kin against any and all magical incursions and refuse to leave Orbis Aurea unless the threat to their clan originates from off-world. Each runebreaker forsakes their name to take on a title or mantle passed down by other runebreakers of their clan. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ops Infiltrator.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ops Infiltrator.md new file mode 100644 index 0000000..2971022 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ops Infiltrator.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 15 +hp: 255 +modifier: 9 +Monster Type: NPC +name: Ops Infiltrator +statblock: true +Subtype: Stewards +tags: +Type: Bestiary NPC +--- +# OPS INFILTRATOR +With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. + +**CR** 15 +**XP 51,200** +Winterborn ryphorian +LN Medium humanoid (ryphorian) +**Init** +9; **Senses** low-light vision; **Perception** +31 + +### DEFENSE + +**HP** 255; **RP** 7 +**EAC** 29; **KAC** 30 +**Fort** +13; **Ref** +15; **Will** +18; +2 vs mind-affecting, staggered, +**Resistances** cold 15 + +### OFFENSE + +**Speed** 30 ft. +**Melee** molecular rift sword cane +24 (3d8+15 P; critical bleed 1d8) +**Ranged** aphelion shoulder laser +26 (2d8+15 F; critical burn 2d6) or mk 3 holo grenade +26 (explode \[20 ft., 3rd-level holographic image, DC 23\]) +**Offensive Abilities** cover up + +### STATISTICS + +**STR** +0; **DEX** +9; **CON** +2; **INT** +5; **WIS** +1; **CHA** +7 +**Skills** Bluff +31, Culture +26, Disguise +31, Sense Motive +26, Stealth +31 +**Languages** Common, Draconic, Triaxian, plus any 15 others +**Gear** squad hardlight series, aphelion shoulder laser with 2 batteries (20 charges each), molecular rift sword cane, mk 3 holo grenade , holoskin, personal comm unit; **Augmentations** vocal modulator + +### ECOLOGY + +### SPECIAL ABILITIES + +**Body Double (Su)** As a reaction when they would be hit by an attack, an ops infiltrator can create a figment to retroactively apply a 20% miss chance against the triggering attack. If they spend 1 Resolve Point when activating this ability, they instead gain a 50% miss chance. This is an illusion ability. +**Cover Up (Ex)** By speaking with a creature for up to 5 minutes and spending 1 Resolve Point, an ops infiltrator can alter that creature’s memory of an event that’s no longer than the time they spend speaking. Alternatively, an ops infiltrator can use this ability as a standard action against a creature within 30 feet, briefly muddling the target’s memory of recent events leading up to that moment; the target becomes confused for 1d4 rounds (Will negates, DC = 13 + 1/2 the specialist’s CR). Once a creature has been targeted by this ability, they’re immune to that infiltrator’s cover up for 24 hours. This is a language-dependent, mind-affecting, and sense-dependent ability. + +## DESCRIPTION + +Ops infiltrators identify threats to the Pact Worlds through a combination of stealth, espionage, disguise, and charm. These agents typically work solo, yet they periodically hire trusted teams to gather information or covertly destroy a target. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Overwatch Captain.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Overwatch Captain.md new file mode 100644 index 0000000..5a9654d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Overwatch Captain.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 10 +hp: 165 +modifier: 0 +Monster Type: NPC +name: Overwatch Captain +statblock: true +Subtype: Stewards +tags: +Type: Bestiary NPC +--- +# OVERWATCH CAPTAIN +With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. + +**CR** 10 +**XP 9,600** +Trox +LG Large monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +19 + +### DEFENSE + +**HP** 165 +**EAC** 23; **KAC** 25 +**Fort** +12; **Ref** +14; **Will** +11 +**Defensive Abilities** bulwark + +### OFFENSE + +**Speed** 35 ft., burrow 15 ft. +**Melee** advanced swoop hammer +23 (3d10+15 B; critical knockdown) +**Ranged** surge staccato rifle +20 (2d10+10 So; critical deafen) or riot grenade III +20 (1d8 S, nonlethal, staggered, DC 17) Space 10 ft.; Reach 10 ft. +**Offensive Abilities** air strike, frenzy , grappler + +### STATISTICS + +**STR** +5; **DEX** +0; **CON** +3; **INT** +0; **WIS** +2; **CHA** +8 +**Skills** Athletics +19, Diplomacy +19, Piloting +24 +**Languages** Common, Nchaki +**Other Abilities** vestigial arms +**Gear** lashunta ringwear III, advanced swoop hammer, surge staccato rifleR with 2 batteries (40 charges each), riot grenade III , manacles + +### ECOLOGY + +### SPECIAL ABILITIES + +**Air Strike (Ex)** Once per day as a full action while outdoors and in line of sight of a flying allied starship, an Overwatch captain can coordinate an exceptionally accurate air strike against an outdoor area with a 20-foot radius at a range of 1 mile. At the beginning of the captain’s next turn, the allied starship fires, dealing 10d8 fire and piercing damage to anything in the area. Creatures take half damage with a successful Reflex save (DC 12 + 1/2 the captain’s CR). + +## DESCRIPTION + +While Overwatch captains often command larger starships, they’re also dispatched as pilots in smaller craft for more discreet missions, such as tracking major outlaws or leading assaults against galactic invaders. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pact Worlds Delegate.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pact Worlds Delegate.md new file mode 100644 index 0000000..3731bfe --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pact Worlds Delegate.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 1 +Monster Type: NPC +name: Pact Worlds Delegate +statblock: true +Subtype: Diplomats +tags: +Type: Bestiary NPC +--- +# PACT WORLDS DELEGATE +Diplomats are ambassadors for their people, working to establish better relationships with those from other cultures, find ways for groups to collaborate, and realize peaceful solutions when violence seems imminent. Given the stakes for fumbling a negotiation, diplomats are highly trained professionals who are equally capable of charming others and evading political traps. +However, diplomats aren’t necessarily the PCs’ allies. An evil empire might employ diplomats who suppress internal dissent and international complaints through clever misdirection. Diplomats might introduce well-intentioned political entanglements in defense of their own objectives, even if these limit the PCs’ abilities to thwart some greater evil. A diplomat is often a non-combat threat, challenging PCs to employ logic, guile, and charm to discourage, discredit, or sway their rival. + +**CR** 6 +**XP 2,400** +Raxilite +NG Tiny plant +**Init** +1; **Senses** low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +7; **Ref** +5; **Will** +9; +2 vs. mind-affecting effects, + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical switchblade +12 (1d4+5 S) +**Ranged** static arc pistol +14 (1d6+6 E; critical arc 2) Space 2-1/2 ft.; Reach 0 ft. (5 ft. with a one-handed weapon) + +### STATISTICS + +**STR** -1; **DEX** +1; **CON** +0; **INT** +3; **WIS** +2; **CHA** +5 +**Skills** Bluff +18, Computers +13, Culture +13, Diplomacy +18, Sense Motive +18 +**Languages** Brethedan, Common, Castrovelian, Raxi, Vercite +**Other Abilities** diplomatic staff, LFAN , LFAN symbiosis , secure channel +**Gear** elite stationwear, static arc pistol with 1 battery (20 charges), tactical switchblade , personal comm unit, professional clothing + +### ECOLOGY + +### SPECIAL ABILITIES + +**Diplomatic Staff (Ex)** Helpful functionaries assist a Pact Worlds delegate, who automatically gains the benefit of Aid Another on checks to recall knowledge and can make such checks untrained while in contact with their staff. +**Secure Channel (Ex)** By spending 10d6 minutes coordinating with contacts, a delegate can use a personal comm unit to send a message as though it were a system-wide comm unit, and they can use a system-wide comm unit to send a message as though it were an unlimited comm unit. + +## DESCRIPTION + +Protectorates and Pact Worlds alike send delegates to the Pact Council, where these diplomats promote their respective worlds’ interests (though only Pact Worlds’ delegates have full voting rights). With such influence, a helpful delegate might direct the star system’s resources toward a favorite cause. Conversely, an offended delegate could become a project’s nemesis by consistently maligning its operations and blocking support. This power makes delegates targets of corruption or threats, and these dignitaries often hire armed guards while abroad. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Parabolas Revivalist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Parabolas Revivalist.md new file mode 100644 index 0000000..96a2aae --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Parabolas Revivalist.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 4 +Monster Type: NPC +name: Parabolas Revivalist +statblock: true +Subtype: Sport Figures +tags: +Type: NPC +--- +# PARABOLAS REVIVALIST + +Across the universe, sapient species have independently discovered the societal benefits of friendly (and not-so-friendly) competition—as well as the fame and fortune that can be made by widely broadcasting such competitions to die-hard fans. While some cultures thrive on intellectual games of skill and strategy, others revel in fast-paced displays of martial might, brute strength, or deadly struggle. No matter the culture, those who succeed in these displays of wit and brawn can amass quite a bit of wealth, cultural clout, and even interplanetary notoriety. +Sports figures are direct and to-the-point combatants with a focus on physicality, dexterity, or brute force, and they can easily serve in any role where violence is a means to an end. Re-skinned sports figures might serve as flashy mercenaries, daring pirates, specially trained guards, or hired muscle. + +**CR** 2 +**XP 600** +Shimreen +NG Medium humanoid (shimreen) +**Init** +4; **Perception** +7 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14 +**Fort** +1; **Ref** +3; **Will** +5 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** light sap +6 (1d4+4 B nonlethal) +**Ranged** frost subduer +8 (1d3+2 C; critical staggered) +**Offensive Abilities** amplify (1d4) + +### STATISTICS + +**STR** +2; **DEX** +4; **CON** +0; **INT** +1; **WIS** +0; **CHA** +0 +**Skills** Acrobatics +12, Athletics +12, Bluff +7, Culture +12, Sleight of Hand +7 +**Languages** Common, Shimreeni, up to 2 others +**Other Abilities** gravitic agility, shift limb , stellar alignment (graviton) +**Gear** freebooter armor I, frost subduer with 2 batteries (20 charges each), light sap + +### ECOLOGY + +### SPECIAL ABILITIES + +**Gravitic Agility (Su)** By making micro-adjustments to their personal gravity, parabolas revivalists can perform impressive feats of acrobatic prowess, even going airborne for short periods of time. While attuned, a parabolas revivalist gains a bonus to Acrobatics checks equal to one-third their CR. While fully attuned, a parabolas revivalist gains the ferocious charge universal creature rule and a fly speed of 30 feet when charging; after they use ferocious charge, they immediately become unattuned. + +## DESCRIPTION + +When a recent Starfinder Society expedition to the copaxi planet Tabrid Minor uncovered the lost rules to a forgotten sport called parabolas, copaxi anthropologists and sports enthusiasts were electrified by the discovery. Today, following reconstructed rules, parabolas revivalists throughout the galaxy attempt to recreate it, rekindle popular interest in the pastime, and develop the skills of gravitational mastery required by the demanding acrobatic, gravity-bending sport. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Paranormal Investigator.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Paranormal Investigator.md new file mode 100644 index 0000000..27ec50a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Paranormal Investigator.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 10 +hp: 150 +modifier: 3 +Monster Type: NPC +name: Paranormal Investigator +statblock: true +Subtype: Investigators +tags: +Type: Bestiary NPC +--- +# PARANORMAL INVESTIGATOR +Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes. + +**CR** 10 +**XP 9,600** +Hadrogaan +N Medium humanoid (hadrogaan) +**Init** +3; **Senses** blindsense (vibration) 30 ft.; **Perception** +24 + +### DEFENSE + +**HP** 150; **RP** 5 +**EAC** 23; **KAC** 24 +**Fort** +9; **Ref** +9; **Will** +15 + +### OFFENSE + +**Speed** 30 ft. +**Melee** sentinel spear +18 (2d6+11 P) +**Ranged** aurora polarity rifle +20 (2d8+10 E) +**Offensive Abilities** banish the paranormal, elucidate + +### STATISTICS + +**STR** +1; **DEX** +3; **CON** +2; **INT** +5; **WIS** +8; **CHA** +2 +**Skills** Acrobatics +19, Life Science +19, Medicine +19, Mysticism +24, Physical Science +19, Sense Motive +24 +**Languages** Common, Hadrogaan, and up to 5 more +**Other Abilities** dual nervous systems , paranormal scholar +**Gear** white carbon carbon skin, aurora polarity rifle with 2 batteries (40 charges each), sentinel spear; **Augmentations** Augmentations cerebral countermeasures + +### ECOLOGY + +### SPECIAL ABILITIES + +**Banish the Paranormal (Su)** As a move action, the paranormal investigator can spend 1 Resolve Point to imbue a weapon they’re wielding with mysterious power for 1 minute. The weapon gains one of the following fusions: _anarchic_, _axiomatic_, _charge disrupting_, _ghost killer_, _holy_, _limning_, or _unholy_. +**Elucidate (Su)** As a full action, the paranormal investigator can share their knowledge about one incorporeal creature, outsider, or undead they’ve identified, granting their allies within 60 feet a +1 insight bonus to AC and attack rolls against creatures of that kind for 1 minute. +**Paranormal Scholar (Ex)** The paranormal investigator gains a +4 bonus to identify and recall knowledge about incorporeal creatures, outsiders, planes, and undead. + +## DESCRIPTION + +Paranormal investigators study, confront, and banish that which doesn’t belong in the galaxy, including extraplanar beings, souls that refuse to pass on, and most undead. Most paranormal investigators are made, not born, their lives disrupted by the paranormal or occult. This makes many indifferent to the desires and plights of their targets—a “good” or “benevolent” intruder is no different than one who’s actively harmful to them. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Penthe Dreamwalker.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Penthe Dreamwalker.md new file mode 100644 index 0000000..7d67e97 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Penthe Dreamwalker.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 1 +hp: 16 +modifier: 2 +Monster Type: NPC +name: Penthe Dreamwalker +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# PENTHE DREAMWALKER + +**XP 400** +Penthe mystic +N Medium humanoid +**Init** +2; Perception +10 + +DEFENSE + +**HP** 16; **EAC** 10; **KAC** 11 +**Fort** +1; **Ref** +1; **Will** +6 +**Defensive Abilities** walk the void + +OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +2 (1d6 B) +**Ranged** pulsecaster pistol +6 (1d4+2 E) +**Spell-Like Abilities** (CL 2nd) + +**1/day**—dream speech + +**Mystic Spell-Like Abilities** (CL 2nd) + +**At will**—mind-link + +**Mystic Spells Known** (CL 2nd) + +**1st (3/day)**—mind thrust (DC 13), shooting stars (as magic missile) +**0th (at will)**—detect affliction, ghost sound + +**Connection** star shaman + +STATISTICS + +**Str** +0; **Dex** +2; **Con** +1; **Int** +0; **Wis** +4; **Cha** +1 +**Skills** Mysticism +10, Piloting +5, Sense Motive +5 +**Languages** Penthe +**Other Abilities** dream denizen, dreamspeaker, waking avatar + +ECOLOGY + +**Environment** any +**Organization** solitary or pair + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Performer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Performer.md new file mode 100644 index 0000000..547025c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Performer.md @@ -0,0 +1,51 @@ +--- +aliases: +CR: 4 +hp: 45 +modifier: 0 +Monster Type: NPC +name: Performer +statblock: true +Subtype: Influencer +tags: +Type: Bestiary NPC +--- +# PERFORMER +Celebrities shine in ways that often draw admiration, adoration, or amusement from fans across their home worlds and beyond. They regularly engage with fans through interviews, social media, and special appearances, boosting their sway in the court of public opinion. Some celebrities use their massive platforms to influence policy and elections, and it’s not uncommon for groups with specific political or corporate interests to secretly plant or sponsor celebrities to advance particular agendas. + +**CR** 4 +**XP 1,200** +Cephalume +N Medium aberration (plantlike) +**Init** +0; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 45 +**EAC** 16; **KAC** 17 +**Fort** +3; **Ref** +3; **Will** +9; +2 vs. mind-affecting effects, paralysis, +**Resistances** cold 5 + +### OFFENSE + +**Speed** 10 ft., swim 30 ft. +**Melee** traditional battle ribbon +10 (1d8+6 S) Space 5 ft.; Reach 10 ft. +**Offensive Abilities** beguiling glow (DC 15), star of the show (DC 15) + +### STATISTICS + +**STR** +2; **DEX** +1; **CON** +1; **INT** +0; **WIS** +2; **CHA** +5 +**Skills** Acrobatics +10, Culture +10, Diplomacy +15, Profession (dancer) +15 +**Languages** Common, Lumos +**Other Abilities** bioluminescence , plantlike , symbiote adaption (tentacle krikik) +**Gear** second skin, traditional battle ribbon + +### ECOLOGY + +### SPECIAL ABILITIES + +**Star of the Show (Ex)** Three times per day as a full action, a performer can begin a captivating show that fascinates creatures within 60 feet (Will negates) for as long as the performer keeps performing (a standard action each round). Once during the effect’s duration, the performer can continue performing as a full action instead of as a standard action to also impart a suggestion to one fascinated creature, as the spell (Will negates). This is a sense-dependent effect, and the suggestion effect is language-dependent. + +## DESCRIPTION + +Performers captivate and entertain their audiences with a wide range of art forms, including singing, dancing, playing instruments, acrobatics, magic tricks, and more. While many celebrities rise to fame on digital platforms, performers thrive best in front of a live audience. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Personal Concierge.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Personal Concierge.md new file mode 100644 index 0000000..bd91130 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Personal Concierge.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 2 +Monster Type: NPC +name: Personal Concierge +statblock: true +Subtype: Guides +tags: +Type: Bestiary NPC +--- +# PERSONAL CONCIERGE +Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. +While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. + +**CR* 3 +**XP 800** +Astriapi +NG Medium monstrous humanoid +**Init** +2; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +8 + +### DEFENSE + +**HP** 35 +**EAC** 14; **KAC** 15 +**Fort** +2; **Ref** +4; **Will** +8 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** tactical switchblade +8 (1d4+3 S) or bite +8 (1d4+3 P) +**Ranged** tactical nightarch needler +10 (1d6 P; critical injection DC +2) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +1; **WIS** +1; **CHA** +4 +**Skills** Acrobatics +8, Culture +13, Diplomacy +13, Sense Motive +13, Sleight of Hand +8 +**Languages** Astriapi, Common +**Other Abilities** honey production , wily wallflower +**Gear** casual stationwear, tactical nightarch needler with 10 darts, tactical switchblade + +### ECOLOGY + +### SPECIAL ABILITIES + +**Wily Wallflower (Ex)** A personal concierge can fade into the background at will, leaving others as the focus—or target—of attention. As a move action while within 15 feet of at least two other creatures, a personal concierge can attempt a Stealth check to hide from enemies within 60 feet, even without cover or concealment. + +## DESCRIPTION + +For those who can afford it, personal concierges offer a customized introduction to an unfamiliar place. Usually affiliated with one of several large firms, concierges use their deep pockets and company reputation to gain access to rare and unavailable locales. Many work directly with powerful interests and are dispatched to give visitors a positive view of a new place or discreetly boost tourism. It isn’t all luxury travel though—some concierges are known to help with prisoner extraction or the procurement and trade of high-level secrets. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Mercenary Captain.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Mercenary Captain.md new file mode 100644 index 0000000..5ebcd66 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Mercenary Captain.md @@ -0,0 +1,47 @@ +--- +aliases: +cr: 10 +hp: 165 +modifier: 5 +Monster Type: NPC +name: Phalanx Mercenary Captain +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# PHALANX MERCENARY CAPTAIN + + +**XP 9,600** +LN Medium humanoid (phalanx, aether) +**Init** +5; **Senses** darkvision 60 ft.; Perception +19 + +DEFENSE + +**HP** 165; **EAC** 23; **KAC** 26 +**Fort** +12; **Ref** +10; **Will** +11 +**Defensive Abilities** armored advantage; **Immunities** aetherite radiation +**Weaknesses** aetherite dependency + +OFFENSE + +**Speed** 40 ft. +**Melee** comet hammer +22 (4d6+22 B) or armored fists +22 (1d3+22 B) +**Multiattack** 2 comet hammers +16 (4d6+22 B)Ranged LFD sonic rifle +19 (2d10+10 S; critical deafen) +**Offensive Abilities** hammer fist, enhanced tank, smash through, melee striker, armored fists + +STATISTICS + +**Str** +8; **Dex** +1; **Con** +5; **Int** +0; **Wis** +0; **Cha** +2 +**Feats** Antagonize +**Skills** Athletics +19, Diplomacy +19, Intimidate +24 +**Languages** Hymnas +**Other Abilities** rapid response, flashback, constructed +**Gear** specialist defiance series armor, 1 stickybomb grenade III, 1 frag grenade IV + +ECOLOGY + +**Environment** any +**Organization** solitary or troop + +Phalanx with decorated backgrounds in the Century War often stayed behind to serve the Hierarchy as elite soldiers policing the frontier. However, those phalanx who chose not to return to the Hierarchy often found themselves at the fore of a new kind of armed force. Phalanx veterans gravitated towards leadership positions, due to their lifetime of combat experience. These needless soldiers lead efficient troops of their kin and other resilient fighters into battle for the highest bidder. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Snoop.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Snoop.md new file mode 100644 index 0000000..4fff5a7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phalanx Snoop.md @@ -0,0 +1,39 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 3 +Monster Type: NPC +name: Phalanx Snoop +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# PHALANX SNOOP + + +**XP 400** +LN Medium humanoid (aether, phalanx) +**Init** +3; **Senses** darkvision 60 ft.; Perception +6 + +DEFENSE + +**HP** 17; **EAC** 11; **KAC** 13 +**Fort** +1; **Ref** +4; **Will** +4; **Immunities** phalanx immunities +**Weaknesses** aetherite dependency + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +4 (1d4 S) or armored fist +4 (1d3 B) +**Ranged** tactical semi-auto pistol +6 (1d6 P) +**Offensive Abilities** trick attack +1d4 + +STATISTICS + +**Str** +0; **Dex** +2; **Con** +0; **Int** +0; **Wis** +1; **Cha** +4 +**Feats** Quick Draw +**Skills** Culture +11, Engineering +6, Sense Motive +11, Stealth +11 +**Languages** Erahthi, Hymnas +**Other Abilities** constructed, curiosity, flashback +**Gear** second skin, survival knife, tactical semi-auto pistol diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phantom Thieve.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phantom Thieve.md new file mode 100644 index 0000000..cf018a5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Phantom Thieve.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 15 +hp: 255 +modifier: 9 +Monster Type: NPC +name: Phantom Thieve +statblock: true +Subtype: Thieves +tags: +Type: Bestiary NPC +--- +# PHANTOM THIEVE +Thieves are common throughout the galaxy, though more numerous in larger cities and space stations. They have a variety of methods and motivations for snaring others’ property; some thieves strike back against an amoral corporate system that left them behind, while others selfishly prey on those with little power to defend their possessions. PCs can encounter thieves in numerous circumstances, whether as unsavory associates, crafty foes, or on-again-off-again allies and rivals. + +**CR** 15 +**XP 51,200** +Pahtra +N Medium humanoid (pahtra) +**Init** +9; **Senses** darkvision 60 ft., low-light vision; **Perception** +26 + +### DEFENSE + +**HP** 255; **RP** 6 +**EAC** 29; **KAC** 30 +**Fort** +13; **Ref** +15; **Will** +18; +2 vs. charm and compulsion +**Defensive Abilities** nimble, wary + +### OFFENSE + +**Speed** 40 ft. +**Melee** zero-edge dagger +24 (6d4+19 S) +**Ranged** inductive anchor pistol +26 (4d6+15 E nonlethal; critical bind) +**Offensive Abilities** dispel defenses + +### STATISTICS + +**STR** +4; **DEX** +9; **CON** +3; **INT** +5; **WIS** +4; **CHA** +7 +**Skills** Acrobatics +31, Athletics +31 (+2 to climb metal surfaces), Bluff +26, Computers +26, Engineering +26, Stealth +31 +**Languages** Castrovelian, Common, Draconic, Kasatha, Pahtra, Vercite, Vesk +**Other Abilities** blend +**Gear** diamond carbon skin, inductive anchor pistol with 2 super-capacity batteries (80 charges each), zero-edge dagger, _infiltration assistant_ + +### ECOLOGY + +### SPECIAL ABILITIES + +**Blend (Su)** As a swift action, the phantom thief can spend 1 Resolve Point to appear insubstantial, fading into the background. Though not true invisibility, this gives the phantom thief a +2 bonus to Stealth checks for the next 10 minutes (+4 if they haven’t moved for the past round). +**Dispel Defenses (Su)** The phantom thief is adept at dispelling magical traps and protections. As a standard action, they can spend 1 Resolve Point to unravel a magical effect, as a targeted dispel magic, using their CR as their caster level for the dispel check. + +## DESCRIPTION + +Phantom thieves view themselves as the elite of the thieving world, carrying out their thefts with a trademark panache. Most phantom thieves exclusively target the wealthy, whose possessions present the most tempting targets. Many leave behind some sort of calling card to mark a theft as their work. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Physician.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Physician.md new file mode 100644 index 0000000..2b0770b --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Physician.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 2 +Monster Type: NPC +name: Physician +statblock: true +Subtype: Medical Staff +tags: +Type: Bestiary NPC +--- +# PHYSICIAN +In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price. + +**CR** 6 +**XP 2,400** +Maraquoi +NG Medium humanoid (maraquoi) +**Init** +2; **Senses** blindsense (sound) 30 ft., blindsight (dying, live, and stable creatures only) 30 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** light sap +12 (1d6+6 B nonlethal) +**Ranged** voltaic anchor pistol +14 (1d6+6 E nonlethal; critical bind) +**Offensive Abilities** anatomical specialty (animals and humanoids) + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +0; **INT** +5; **WIS** +1; **CHA** +3 +**Skills** Diplomacy +13, Intimidate +18, Life Science +13, Medicine +18, Profession (Doctor) +18 +**Languages** Common, Maraquoi, and up to 4 others +**Other Abilities** bedside manner +**Gear** basic lashunta tempweave, light sap AR , voltaic anchor pistol with 2 batteries (40 charges each), _mk 2 serums of healing_ (3), advanced medkit, chemalyzer, sprayflesh; **Augmentations** synchronous heart + +### ECOLOGY + +### SPECIAL ABILITIES + +**Anatomical Specialty (Ex)** Against creatures of their own creature type or of one other creature type the physician chooses, they add their Intelligence modifier as a bonus to damage with weapon attacks. +**Bedside Manner (Ex)** Whenever a physician uses Medicine to treat deadly wounds and exceeds the DC by 5 or more, they add both their Intelligence bonus and Charisma bonus to the number of Hit Points regained. + +## DESCRIPTION + +Physicians are accomplished medical staff with ample hands-on knowledge. However, exposure to suffering sometimes erodes a physician’s moral compass, driving them to violate medical taboos in a misguided attempt to invent new cures. Not only might this harm patients, but it could even lead to vengeful undead and other aggressive creations in the name of science. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pickpocket.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pickpocket.md new file mode 100644 index 0000000..51a0e07 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Pickpocket.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 4 +Monster Type: NPC +name: Pickpocket +statblock: true +Subtype: Thieves +tags: +Type: Bestiary NPC +--- +# PICKPOCKET +Thieves are common throughout the galaxy, though more numerous in larger cities and space stations. They have a variety of methods and motivations for snaring others’ property; some thieves strike back against an amoral corporate system that left them behind, while others selfishly prey on those with little power to defend their possessions. PCs can encounter thieves in numerous circumstances, whether as unsavory associates, crafty foes, or on-again-off-again allies and rivals. + +**CR** 1 +**XP 400** +Kobold +CN Small humanoid (kobold) +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +4 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +4 (1d4+1 S) +**Ranged** pulsecaster pistol +6 (1d4+1 E nonlethal) +**Offensive Abilities** swipe + +### STATISTICS + +**STR** +0; **DEX** +4; **CON** -1; **INT** +1; **WIS** +0; **CHA** +2 +**Skills** Bluff +5, Engineering +5, Physical Science +10, Sleight of Hand +10, Stealth +10 +**Languages** Common, Draconic +**Gear** flight suit stationwear, pulsecaster pistol with 2 batteries (20 charges each), survival knife + +### ECOLOGY + +### SPECIAL ABILITIES + +**Swipe (Ex)** As a standard action, the pickpocket can attempt a Sleight of Hand check (DC 20 + the target’s level or CR) in combat to snatch a small, non-held item from a target, disguising it as a feint or dodge. On a success, the pickpocket takes the item and quickly conceals it on their person. The target can attempt an opposed Perception check against the pickpocket’s Sleight of Hand result to notice the theft. + +## DESCRIPTION + +Pickpockets are found in virtually all major settlements, particularly those with heavy tourism. Many prefer to avoid violence, whether from moral scruples or because they don’t expect to win such fights. Pickpockets might belong to criminal gangs, while others operate on their own. PCs could run afoul of a pickpocket when exploring a new city, or they could be asked to track down a troublesome pickpocket gang by concerned business owners. Some pickpockets steal simply to survive, which might give PCs encountering them an ethical quandary. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Plenipotentiary.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Plenipotentiary.md new file mode 100644 index 0000000..8369052 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Plenipotentiary.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 11 +hp: 155 +modifier: 2 +Monster Type: NPC +name: Plenipotentiary +statblock: true +Subtype: Diplomats +tags: +Type: Bestiary NPC +--- +# PLENIPOTENTIARY +Diplomats are ambassadors for their people, working to establish better relationships with those from other cultures, find ways for groups to collaborate, and realize peaceful solutions when violence seems imminent. Given the stakes for fumbling a negotiation, diplomats are highly trained professionals who are equally capable of charming others and evading political traps. +However, diplomats aren’t necessarily the PCs’ allies. An evil empire might employ diplomats who suppress internal dissent and international complaints through clever misdirection. Diplomats might introduce well-intentioned political entanglements in defense of their own objectives, even if these limit the PCs’ abilities to thwart some greater evil. A diplomat is often a non-combat threat, challenging PCs to employ logic, guile, and charm to discourage, discredit, or sway their rival. + +**CR** 11 +**XP 12,800** +Psacynoid +LG Medium monstrous humanoid +**Init** +2; **Perception** +8 + +### DEFENSE + +**HP** 155; **RP** 6 +**EAC** 24; **KAC** 25 +**Fort** +10; **Ref** +12; **Will** +16; +4 vs. language-dependent and + +### OFFENSE + +**Speed** 30 ft. +**Melee** advanced retractable spike +22 (3d4+11 P) +**Ranged** aphelion laser pistol +20 (3d4+11 F; critical burn 1d4) +**Spells Known** (CL 11th) +3/day—_augury_, _share language_ +At will—_telepathic message_ + +### STATISTICS + +**STR** +0; **DEX** +2; **CON** +1; **INT** +5; **WIS** +8; **CHA** +3 +**Feats** Connection Inkling +**Skills** Culture +25 Diplomacy +25, Intimidate +20, Mysticism +20, Sense Motive +25 +**Languages** Common, Psacynoa, up to 16 others +**Other Abilities** multilimbed (4) +**Gear** clearweave II AR , advanced retractable spike AR , aphelion laser pistol with 1 battery (40 charges), professional clothing + +### ECOLOGY + +### SPECIAL ABILITIES + +**Instinctive Command (Ex)** As a move action, a plenipotentiary can issue an order with hypnotizing confidence to a creature within 60 feet. This functions as command (Will DC 20 negates). After using this ability, the plenipotentiary can’t do so again for 1d6 rounds, though at any time they can reduce the number of rounds by 3 for every Resolve Point they spend. + +## DESCRIPTION + +A plenipotentiary is an elite diplomat vested with the full power of their government to act and craft novel treaties without prior clearance. They command potent tools: state secrets, communication magic, and often an entourage of capable assistants. They rarely achieve this role without showing exemplary wisdom and self-control; however, power corrupts some plenipotentiaries, turning them into terrifying political juggernauts who can spread chaos unless their patrons intervene quickly. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Poacher.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Poacher.md new file mode 100644 index 0000000..298101c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Poacher.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 5 +Monster Type: NPC +name: Poacher +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# POACHER + +**XP 600** +Human operative +CE Medium humanoid (human) +**Init** +5; **Senses** darkvision 60 ft., low-light vision, scent; Perception +13 + +DEFENSE + +**HP** 23 + +**EAC** 13; **KAC** 14 +**Fort** +1; **Ref** +4; **Will** +5 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +6 (1d4+2 S; analog, operative) +**Ranged** needler pistol +8 (1d4+2 P plus blue whinnis; critical injection DC +2; analog, injection) or tactical shirren-eye rifle +8 (1d10+2 P; analog, sniper \[250 ft.\], unwieldy) +**Offensive Abilities** sniper’s aim, trick attack +1d6 + +STATISTICS + +**Str** +0; **Dex** +4; **Con** +1; **Int** +0; **Wis** +1; **Cha** +0 +**Skills** Acrobatics +8, Athletics +8, Culture +13, Life Science +8, Stealth +13, Survival +13 +**Languages** Common +**Other Abilities** operative specialization (explorer) +**Gear** second skin, needler pistol with 18 darts, 6 doses of blue whinnis, tactical shirren-eye rifle with 20 longarm rounds, survival knife + +SPECIAL ABILITIES + +#### SNIPER’S AIM (EX) + +When the poacher makes a ranged attack against a target with cover, they reduce the AC bonus from cover by 2. A poacher can’t use sniper’s aim against an enemy with total cover. + +ABOUT + +Poachers hunt creatures, including sometimes sentient creatures, that they are not supposed to, for thrill and/ or profit. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Postgrad Student.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Postgrad Student.md new file mode 100644 index 0000000..eae58ea --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Postgrad Student.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 0 +Monster Type: NPC +name: Postgrad Student +statblock: true +Subtype: Scholars +tags: +Type: Bestiary NPC +--- +# POSTGRAD STUDENT +Though many are students and educators at formal institutions, scholars are as likely to be solitary academics or self-taught. Adventurers might seek a scholar to decipher a mysterious text or perform a complicated spell. A scholar could be a party’s patron, sending them to retrieve artifacts or data from faraway planets. Villainous scholars might seek nefarious lore or publish dangerously fabricated research for profit or prestige. +These scholars have Intelligence-focused skills, yet you can replace these skills to represent other studies, such as a scholar of the arts having Profession (painter) instead of Engineering. + +**CR** 1 +**XP 400** +Contemplative +N Medium monstrous humanoid +**Init** +0; **Senses** blindsense (thought) 60 ft., darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 17 +**EAC** 11; **KAC** 12 +**Fort** +1; **Ref** +3; **Will** +6 +**Weaknesses** atrophied + +### OFFENSE + +**Speed** 5 ft.; fly 30 ft. (average) +**Melee** tactical sword cane +5 (1d4 P) +**Ranged** azimuth laser pistol +7 (1d4+1 F; critical burn) +**Offensive Abilities** applied knowledge + +### STATISTICS + +**STR** -1; **DEX** +0; **CON** -1; **INT** +4; **WIS** +1; **CHA** +2 +**Skills** Computers +10, Culture +10, Engineering +10, Life Science +5, Physical Science +5 +**Languages** Akitonian, Common, up to 4 others; telepathy 100 ft. +**Other Abilities** formal education +**Gear** flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical sword cane + +### ECOLOGY + +### SPECIAL ABILITIES + +**Formal Education (Ex)** Once per day, a postgrad student can roll 1d10+10 instead of rolling 1d20 when attempting an Intelligence-based skill check. + +## DESCRIPTION + +Postgrad students have attained one of their field’s highest academic degrees, typically involving years of study and perhaps also a portfolio of published works. Postgrad students often experience pressure to make a name for themselves, which can motivate risky or even unethical decisions, such as dangerous experiments that endanger bystanders or stealing data. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prisoner.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prisoner.md new file mode 100644 index 0000000..1b03ccd --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prisoner.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 1 +Monster Type: NPC +name: Prisoner +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# PRISONER +**XP 600** +N Medium humanoid (human) +**Init** +1; Perception +9 + +DEFENSE + +**HP** 23; **EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +1; **Will** +5 + +OFFENSE + +**Speed** 30 ft. +**Melee** improvised club +8 (1d6+2 B; analog, archaic) + +STATISTICS + +**Str** +0; **Dex** +1; **Con** +4; **Int** +0; **Wis** +2; **Cha** +0 +**Skills** Acrobatics +9, Athletics +9, Bluff +14, Computers +14, Sleight of Hand +14, Stealth +9 +**Languages** Common +**Other Abilities** prison insight +**Gear** improvised club + +SPECIAL ABILITIES + +#### PRISON INSIGHT (EX) + +A prisoner can impart secrets of a prison they have inhabited, granting a +4 bonus when using the aid another action to help an ally with Diplomacy, Perception and Survival checks within that prison. A prisoner can also draw a map of a prison, might have information about other prisoners, or know which guards are corrupt. + +ABOUT + +Prisoners are hapless wretches who have spent uncounted years locked away in the deepest cells. Battered and bruised, their minds assaulted by the endless imprisonment and the mad ravings of weak-minded cellmates, prisoners endure through sheer force of will and the hope that one day they shall see their freedom. Prisoners may be found in town jails, large prisons, or isolated lockups, either as convicted criminals, political prisoners, or wretched captives. + +Prisoners can be used for escaped convicts, beggars, indentured servants, crash survivors, escaped laborers, or similar outlaws or desperate folk. Swapping skills allow for great customization of the prisoner: A doctor imprisoned because of some secret discovered while treating a patient, for example, might replace Bluff with Diplomacy, Computers with Medicine, and Stealth with Life Science. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prophet.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prophet.md new file mode 100644 index 0000000..96b0372 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Prophet.md @@ -0,0 +1,54 @@ +--- +aliases: +cr: 8 +hp: 105 +modifier: 0 +Monster Type: NPC +name: Prophet +statblock: true +Subtype: Religious Figures +tags: +Type: Bestiary NPC +--- +# PROPHET +Religious figures are typically individuals who rise in their faith’s ranks due to their unrivaled devotion and skill—or even due to the blessings bestowed upon them by their deity. Religious figures don’t just lead the devout; they often also steer nonreligious discourse. Depending on their congregation and ambitions, the leader might even overshadow the government of a city or planet. Although this arrangement might bring peace, it could as easily realize a terrible regime of divine tyranny or terror. + +**CR** 8 +**XP 4,800** +Scyphozoan +NG Medium aberration +**Init** +0; **Senses** blindsense (vibration) 30 ft.; **Perception** +16 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +11 + +### OFFENSE + +**Speed** 30 ft., swim 30 ft. +**Melee** void staff +15 (1d10+9 C; critical suffocate) tentacle +15 (1d10+9 A) +**Spell-Like Abilities** (CL 8th) + +1/day—_break enchantment_, _contact other plane_, _reincarnate_, _retrocognition_, _telepathy_ +3/day—_divination_, _mystic cure_ (4th level) +At will—_clairaudience/clairvoyance_, _tongues_ + +### STATISTICS + +**STR** +1; **DEX** +0; **CON** +1; **INT** +2; **WIS** +6; **CHA** +4 +**Skills** Diplomacy +21, Mysticism +21, Stealth +16 (+20 in water) +**Languages** Aquan, Common, Scyphozoan +**Other Abilities** amphibious , fortuitous prophecy +**Gear** lashunta mind mail I , crypt-class void staff , holy symbol + +### ECOLOGY + +### SPECIAL ABILITIES + +**Fortuitous Prophecy (Su)** By performing a personalized ritual for 10 minutes, a prophet can bestow a prophecy on a willing creature within 30 feet. Once during the next year, the creature can invoke the prophecy before attempting an attack roll, skill check, or saving throw to roll the check 5 times and use the best result. Once a creature benefits from a fortuitous prophecy, they’re immune to further uses of this ability for 10 years. + +## DESCRIPTION + +Prophets are chosen by the gods to foretell the future, though they rarely have a choice in the matter. Their prophecies manifest as waking visions, astrological readings, cosmic energy pulses, or even direct conversations with their deities. While some prophets embrace their gift and serve as impartial messengers, others become overwhelmed by their prophecies, either in the hope of bringing their visions to fruition or in an attempt to stop some unfavorable future. These prophets often fall victim to exploitative opportunists who try to use them as a tool to foresee and manipulate the future. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Healer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Healer.md new file mode 100644 index 0000000..89185f5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Healer.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 9 +hp: 120 +modifier: 0 +Monster Type: NPC +name: Psychic Healer +statblock: true +Subtype: Medical Staff +tags: +Type: Bestiary NPC +--- +# PSYCHIC HEALER +In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price. + +**CR** 9 +**XP 6,400** +Uplifted bear +CG Large magical beast +**Init** +0; **Senses** low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 120 +**EAC** 21; **KAC** 22 +**Fort** +10; **Ref** +10; **Will** +12; +4 vs. curses + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** claw +18 (3d4+13 S) +**Ranged** rime subduer +16 (1d12+9 C nonlethal; critical staggered) Space 10 ft.; Reach 5 ft. +**Offensive Abilities** ferocious charge +**Spells Known** (CL 9th) +3rd (3/day)—_remove affliction_ (DC 20), _synaptic pulse_ (DC 20) +2nd (6/day)—_hold person_ (DC 19), _lesser restoration_ (DC 19), _mystic cure_ (DC 19), _status_ (DC 19) +1st (at will)—_command_ (DC 18), _lesser remove condition_, _mystic cure_ (DC 18) + +### STATISTICS + +**STR** +4; **DEX** +0; **CON** +0; **INT** +2; **WIS** +6; **CHA** +2 +**Skills** Bluff +22, Medicine +17, Mysticism +22 +**Languages** Common; limited telepathy 30 ft. +**Other Abilities** soothing magic +**Gear** lashunta mind mail I, rime subduer with 2 batteries (20 charges each), _mk 3 serum of healing_, advanced medkit + +### ECOLOGY + +### SPECIAL ABILITIES + +**Soothing Magic (Su)** When a psychic healer restores Hit Points to a creature, the target also gains a +2 morale bonus to their next saving throw against a curse, mind-affecting, or pain effect attempted in the next 10 minutes. + +## DESCRIPTION + +Psychic healers use magic to unravel curses, banish malevolent spirits, and burn away diseases. These miraculous remedies can make psychic healers into self-serving celebrities or cult leaders. Others are hermits or iconoclasts who disdain social obligations and demand potential clients prove their worth. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Seer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Seer.md new file mode 100644 index 0000000..cdfc910 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Psychic Seer.md @@ -0,0 +1,59 @@ +--- +aliases: +cr: 4 +hp: 43 +modifier: 1 +Monster Type: NPC +name: Psychic Seer +statblock: true +Subtype: Investigators +tags: +Type: Bestiary NPC +--- +# PSYCHIC SEER +Investigators uncover secrets and sift truth from lies. This often places investigators on the side of the law, but when the powers that be are corrupt, investigators might find themselves labeled vigilantes or ostracized. Yet they aren’t easily discouraged, and can become relentless foes. + +**CR** 4 +**XP 1,200** +Hanakan +NG Small magical beast +**Init** +1; **Senses** darkvision 60 ft., low-light vision; **Perception** +15 + +### DEFENSE + +**HP** 43; **RP** 3 +**EAC** 15; **KAC** 16 +**Fort** +5; **Ref** +5; **Will** +7 +**Defensive Abilities** atmospheric adaptation + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** tactical handaxe +5 (1d6+4 S) +**Ranged** murmur sonic suppressor +9 (1d4+4 So; critical stifle) +**Offensive Abilities** foretell +**Hanakan Spell-Like Abilities** (CL 4th) +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ +**Spell-Like Abilities** (CL 4th) +1/day—_augury_, _zone of truth_ (DC 15) +3/day—_detect thoughts_ (DC 14), _mindlink_, _share memory_ +At will—_ghost sound_ (DC 13), _telepathic message_ +Constant—_tongues_ + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +1; **INT** +1; **WIS** +5; **CHA** +3 +**Skills** Bluff +10, Mysticism +15, Sense Motive +15 +**Languages** Akan, Common, and up to 1 other +**Gear** basic defrex hide, murmur sonic suppressor with 2 batteries (20 charges each), tactical handaxe + +### ECOLOGY + +### SPECIAL ABILITIES + +**Foretell (Su)** Before attempting an attack roll, saving throw, or skill check, a psychic seer can spend 1 Resolve Point to roll that check twice and use the better result. + +## DESCRIPTION + +Psychic seers read the thoughts and intentions of others as easily as most would read a story. Due to the intrusive nature of their abilities, psychic seers sometimes experience legal limitations or even prejudice. Thus, these investigators often don’t advertise their talents openly, instead framing their skills as uncanny hunches and specialized know-how. However, in more tolerant communities, psychic seers often serve as leaders. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quantum Mage.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quantum Mage.md new file mode 100644 index 0000000..3f0f5ee --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quantum Mage.md @@ -0,0 +1,69 @@ +--- +aliases: +cr: 8 +hp: 125 +modifier: 0 +Monster Type: NPC +name: Quantum Mage +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# QUANTUM MAGE +**XP 4,800** +Human mystic +N Medium humanoid (human) +**Init** +0; **Senses** superposition awareness; Perception +16 + +DEFENSE + +**HP** 125; **EAC** 19; **KAC** 20 +**Fort** +7; **Ref** +7; **Will** +11 + +OFFENSE + +**Speed** 30 ft. +**Melee** tactical knife +13 (2d4+8) +**Ranged** gelid hail pistol +15 (2d6+8 C and P, critical bleed 1d6) +**Mystic Spell-Like Abilities** (CL 8th) + +**At will**—mind-link + +**Quantum Mage Spell-Like Abilities** (CL 8th) + +**At will**—spatial folding + +**Mystic Spells Known** (CL 8th) + +**3rd (3/day)**—haste, mind thrust III (DC 20) +**2nd (6/day)**—darkvision, fog cloud, hurl forcedisk, summon creature II +**1st (at will)**—reflecting armor, shooting stars (as magic missile) + +**Connection** star shaman + +STATISTICS + +**Str** +0; **Dex** +0; **Con** +4; **Int** +0; **Wis** +6; **Cha** +2 +**Skills** Mysticism +21, Physical Science +16, Piloting +21, Stealth +16 + +**Languages** Andromedan, Common +**Other Abilities** spatial shift, stargazer, starlight form (8 minutes, DC 18), walk the void +**Gear** serum of healing mk2, advanced lashunta tempweave, tactical knife, gelid hail pistol with two batteries (20 charges each) + +SPECIAL ABILITIES + +#### SPATIAL FOLDING (SP) + +The quantum mage can teleport up to maximum 240 feet per day as a standard action. He may continue to teleport until his daily amount is exhausted. This teleportation must be used in 5-foot increments and this movement does not provoke an attack of opportunity. He may bring other willing and adjacent creatures that he is aware of but must expend an equal amount of distance for each additional creature. + +#### SPATIAL SHIFT (SU) + +Three times per day, the quantum mage can teleport to a nearby space as a swift action as if using dimension door. The mage must be able to see the space he moves into and cannot take another creature with him. He can move a maximum of 30 feet. + +#### SUPERPOSITION AWARENESS (SU) + +The quantum mage can sense when a creature or object teleports or moves to or from another plane or dimension (for example through the use of spells like ethereal jaunt, plane shift, shadow walk), within a 120-foot radius centered on himself. Furthermore, he knows the approximate direction and distance from himself. This awareness is not blocked by walls or other obstacles unless the area is specifically warded from divination effects and abilities. This ability ceases once the effect ends. For example, the mage may become aware of a creature teleporting into the area, but his ability to sense the creature ends immediately after they arrive. The quantum mage can also sense the ongoing presence of active effects of a similar nature (for example, an active teleportation portal). + +ABOUT + +A quantum mage is a mystic who specializes in the magic of transportation, from small-scale dimensional hops to studying massive stargate technology. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quartermaster.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quartermaster.md new file mode 100644 index 0000000..17fd59e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Quartermaster.md @@ -0,0 +1,55 @@ +--- +aliases: +cr: 8 +hp: 115 +modifier: 0 +Monster Type: NPC +name: Quartermaster +statblock: true +Subtype: Former Military +tags: +Type: Bestiary NPC +--- +# QUARTERMASTER +Military training hones experts with varied skillsets, tempering them in battlefield conditions. Mercenary work is an obvious outlet for their skills, but former military pros function well as security forces and rescue teams, and on exploration missions and supply delivery in dangerous areas. They might be found in more mundane settings, such as corporate facilities or research labs, especially in places where people or facilities need extra protection. Each of these NPCs has the following ability. +**Unit Tactics (Ex)** Before rolling initiative, the character can choose to roll twice and take the lower result, and an ally within 30 feet can roll their initiative check twice and use the better result. When the character successfully uses covering fire, the selected ally gains the circumstance bonus to AC against the next two attacks made against them by creatures in the character’s line of effect. + +**CR** 8 +**XP 4,800** +Quorlu +N Medium monstrous humanoid +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +16 + +### DEFENSE + +**HP** 115; **RP** 5 +**EAC** 20; **KAC** 21 +**Fort** +7; **Ref** +9; **Will** +13; +2 vs bleed, disease, and poison +**Defensive Abilities** endothermic, lithic, stable, unflankable; **Immunities** disease, poison; **Resistances** fire 5 +**Weaknesses** susceptible to cold + +### OFFENSE + +**Speed** 45 ft. +**Melee** fangblade +18 (1d12+12 S; critical bleed 1d8) +**Ranged** frostbite-class frost projector +16 (1d10+8 C; critical staggered) or advanced rail gun +16 (1d10+8 P) +**Offensive Abilities** resourceful fighter + +### STATISTICS + +**STR** +4; **DEX** +0; **CON** +1; **INT** +3; **WIS** +5; **CHA** +1 +**Feats** Barricade +**Skills** Athletics +16, Computers +16, Diplomacy +16, Engineer +16, Pilot +16, Profession (manager) +21, Sense Motive +16 +**Languages** Common, Quorlu, up to 3 others +**Other Abilities** multiarmed (3) , tunneler , unit tactics +**Gear** estex suit III (frostbite-class frost projector with 2 batteries \[40 charges each\], quicksuit ), advanced rail gun AR with 75 longarm rounds, fangblade with 1 battery (20 charges), engineering tool kit, personal comm unit; **Augmentations** Augmentations standard speed suspension + +### ECOLOGY + +### SPECIAL ABILITIES + +**Resourceful Fighter (Ex)** A quartermaster can spend 1 Resolve Point as a move action to draw a set of ammunition, healing serum, technological item, personal item, grenade, or similar small device at the GM’s discretion. The item’s level can’t exceed one-third the quartermaster’s CR and can’t be more than 1 bulk. The item functions until the quartermaster regains their Resolve Points. + +## DESCRIPTION + +A quartermaster ensures equipment and supplies get where they need to go, are stored in good order, remain serviceable until needed, and oversees distribution. They’re not only capable bargainers: they also learn the basics of powered armor to operate cargo lifters and similar rigs. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Recovery Agent.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Recovery Agent.md new file mode 100644 index 0000000..c97026e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Recovery Agent.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 9 +Monster Type: NPC +name: Recovery Agent +statblock: true +Subtype: Bounty Hunters +tags: +Type: Bestiary NPC +--- +# RECOVERY AGENT +Anyone who seeks and catches those who don’t want to be caught may be called a bounty hunter, though in practice, the term comprises an array of professionals. Most bounty hunters have legal sanction, such as a license to hunt fugitives, but many also work in a gray area between legal authority and vigilantism. Bounty hunters take jobs from legitimate authorities, but what legitimate means varies by location. Little stops a bounty hunter from acting as an agent of a private party, and many are enforcers for the unscrupulous. Some clever bounty hunters double as private investigators, tracking down missing people or runaways. + +**CR** 6 +**XP 2,400** +Maraquoi +N Medium humanoid (maraquoi) +**Init** +9; **Senses** blindsense (sound) 30 ft., low-light vision; **Perception** +13 + +### DEFENSE + +**HP** 80 +**EAC** 18; **KAC** 19 +**Fort** +4; **Ref** +6; **Will** +8 + +### OFFENSE + +**Speed** 40 ft., climb 20 ft., fly 30 ft. (jetpack, average) +**Melee** tactical dueling sword +12 (1d6+6 S) +**Ranged** tactical semi-auto pistol +14 (1d6+6 P) or stickybomb grenade II +14 (explode 15 ft., entangled 2d4 rounds \[DC 16\]) + +### STATISTICS + +**STR** +0; **DEX** +5; **CON** +1; **INT** +1; **WIS** +2; **CHA** +3 +**Skills** Culture +11, Diplomacy +16, Intimidate +11, Piloting +11, Profession (bounty hunter) +16, Sense Motive +11, Stealth +11, Survival +11 +**Languages** Brethedan, Common, Maraquoi +**Other Abilities** mark, prehensile tail , swift stalker +**Gear** freebooter armor II (jetpack), tactical dueling sword, tactical semi-auto pistol (_inertial dampener_) with 27 small arm rounds, stickybomb grenade II, binder restraints (5), manacles; **Augmentations** minimal speed suspension + +### ECOLOGY + +### SPECIAL ABILITIES + +**Mark (Ex)** A recovery agent can choose one sapient creature as a mark, provided the recovery agent can identify that creature by a specific identity and has studied the mark for 1 hour using available information, or directly observed the mark for 1 minute outside of combat or as a full action in combat. The recovery agent gains an insight bonus on skill checks made to investigate, track, or gather information on the mark, as well as on Sense Motive checks against the mark. This bonus equals 1 + the recovery agent’s CR divided by 6 (+2 total at CR 6). Also, the recovery agent can use Sense Motive instead of Perception to use the pierce disguise or search tasks of the Perception skill against the mark. +**Swift Stalker (Ex)** A recovery agent reduces the penalty for following tracks using Survival while moving at full speed to 0. The agent also reduces the penalty for moving at more than half speed while using Stealth to hide to –5. + +## DESCRIPTION + +Recovery agents are often veteran skip tracers who act across a larger region and handle harder cases. These hunters confront criminals, sometimes on quasi-legal or violent terms. A recovery agent opens with investigation and diplomacy but is prepared for a fight. Pursuit often leads a recovery agent from city streets into the wilderness, where their survival skills provide an edge. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Religious Peacekeeper.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Religious Peacekeeper.md new file mode 100644 index 0000000..474d751 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Religious Peacekeeper.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 7 +hp: 105 +modifier: 4 +Monster Type: NPC +name: Religious Peacekeeper +statblock: true +Subtype: Diplomats +tags: +Type: Bestiary NPC +--- +# RELIGIOUS PEACEKEEPER +Diplomats are ambassadors for their people, working to establish better relationships with those from other cultures, find ways for groups to collaborate, and realize peaceful solutions when violence seems imminent. Given the stakes for fumbling a negotiation, diplomats are highly trained professionals who are equally capable of charming others and evading political traps. +However, diplomats aren’t necessarily the PCs’ allies. An evil empire might employ diplomats who suppress internal dissent and international complaints through clever misdirection. Diplomats might introduce well-intentioned political entanglements in defense of their own objectives, even if these limit the PCs’ abilities to thwart some greater evil. A diplomat is often a non-combat threat, challenging PCs to employ logic, guile, and charm to discourage, discredit, or sway their rival. + +**CR** 7 +**XP 3,200** +Trox +LN monstrous humanoid +**Init** +4; **Senses** darkvision 60 ft.; **Perception** +14 + +### DEFENSE + +**HP** 105 +**EAC** 19; **KAC** 21 +**Fort** +9; **Ref** +11; **Will** +8 +**Defensive Abilities** bulwark + +### OFFENSE + +**Speed** 40 ft., burrow 20 ft. +**Melee** static stun staff +17 (1d10+11 E; critical staggered) Space 10 ft.; Reach 10 ft. +**Offensive Abilities** frenzy , grappler + +### STATISTICS + +**STR** +4; **DEX** +0; **CON** +4; **INT** +0; **WIS** +2; **CHA** +2 +**Skills** Diplomacy +14, Intimidate +19, Mysticism +14 +**Languages** Common, Nchaki +**Other Abilities** calm down, vestigial arms +**Gear** commander ceremonial plate, static stun staff, holy book of Hylax, ceremonial clothing + +### ECOLOGY + +### SPECIAL ABILITIES + +**Calm Down (Ex)** Once every 1d4 rounds, a religious peacekeeper can target two creatures within range when using Intimidate to demoralize; they attempt a single Intimidate check and apply the result to both targets. When the peacekeeper successfully demoralizes a creature, they can reduce the duration of the shaken condition by 1 round to also make the target staggered for 1 round. + +## DESCRIPTION + +Whether uniting warring factions with shared beliefs or mediating schisms driven by divergent dogma, religious peacekeepers wield divine authority to bring riled parties to the bargaining table. Good-aligned diplomats might convey compassion, and the lawful-aligned might leverage tradition and treaties. On the other hand, chaotic-aligned negotiators might keep everyone off balance, promoting short-term solutions that are fuel for future conflict. Evil-aligned peacekeepers are especially insidious, tempting weary factions with peace and disarming heroic forces so tyrants can continue to rule unchallenged. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Sacred Killer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Sacred Killer.md new file mode 100644 index 0000000..ec8abf5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Sacred Killer.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 8 +hp: 115 +modifier: 6 +Monster Type: NPC +name: Sacred Killer +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# SACRED KILLER + +**XP 4,800** +Half-orc operative +NE Medium humanoid (human, orc) +**Init** +6; **Senses** darkvision 60 ft.; Perception +16 + +Resistances sonic 5 + +DEFENSE + +**HP** 115; **EAC** 20; **KAC** 21 +**Fort** +7; **Ref** +11; **Will** +7 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 40 ft. +**Melee** tactical knife +17 (2d4+4 S) +**Ranged** advanced semi-auto pistol +17 (2d6+4 P) or advanced shirren-eye rifle +17 (2d10+8 P) +**Offensive Abilities** death attack, trick attack +4d8 + +STATISTICS + +**Str** +0; **Dex** +6; **Con** +0; **Int** +2; **Wis** +-; **Cha** +4 +**Skills** Acrobatics +21, Intimidate +21, Sense Motive +16, Stealth +21, Survival +16 +**Languages** Common, Orc +**Gear** advanced lashunta tempweave (sonic dampener), advanced semi-auto pistol with 60 rounds, advanced shirren-eye rifle with 8 rounds, tactical knife + +SPECIAL ABILITIES + +#### DEATH ATTACK (EX) + +After studying a target for three consecutive rounds as a full action, the sacred killer can make a melee or ranged attack as a death attack. If this attack hits, it is automatically considered a critical hit. The target must also succeed at a DC 18 Fortitude save or be reduced to 0 Hit Points and 0 Stamina Points. Characters with the Legendary Power feat can spend a legendary power point instead of losing Hit Points and Stamina Points. + +#### ORC FEROCITY (EX) + +Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of her next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious. + +ABOUT + +Most evil temples and cults use sacred killers to enforce their twisted will or to eliminate annoying enemies. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Scholar Of Magic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Scholar Of Magic.md new file mode 100644 index 0000000..b609f9c --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Scholar Of Magic.md @@ -0,0 +1,60 @@ +--- +aliases: +cr: 11 +hp: 155 +modifier: 0 +Monster Type: NPC +name: Scholar Of Magic +statblock: true +Subtype: Scholars +tags: +Type: Bestiary NPC +--- +# SCHOLAR OF MAGIC +Though many are students and educators at formal institutions, scholars are as likely to be solitary academics or self-taught. Adventurers might seek a scholar to decipher a mysterious text or perform a complicated spell. A scholar could be a party’s patron, sending them to retrieve artifacts or data from faraway planets. Villainous scholars might seek nefarious lore or publish dangerously fabricated research for profit or prestige. +These scholars have Intelligence-focused skills, yet you can replace these skills to represent other studies, such as a scholar of the arts having Profession (painter) instead of Engineering. + +**CR** 11 +**XP 12,800** +Hanakan +LN Small magical beast +**Init** +0; **Senses** darkvision 60 ft., low-light vision; **Perception** +20 + +### DEFENSE + +**HP** 155; **RP** 5 +**EAC** 23; **KAC** 24 +**Fort** +12; **Ref** +12; **Will** +14 +**Defensive Abilities** atmospheric adaptation + +### OFFENSE + +**Speed** 40 ft.; climb 20 ft. +**Melee** zero edge sword cane +18 (2d6+11 P; critical bleed 1d6) +**Ranged** ferric ionizer +20 (4d4+11 E; critical arc 2d4) +**Offensive Abilities** channel magic, ultimate power +**Spell-Like Abilities** (CL 11th) +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ +**Spells Known** (CL 11th; ranged +20) +4th (3/day)—_creation_, _flight_ +3rd (6/day)—_arcane sight_, _dispel magic_, _explosive blast_ (DC 21), _slow_ (DC 21) +2nd (at will)—_caustic conversion_, _mirror image_ + +### STATISTICS + +**STR** +0; **DEX** +0; **CON** +1; **INT** +5; **WIS** +8; **CHA** +3 +**Skills** Culture +20, Medicine +25, Mysticism +25 +**Languages** Akan, Common, up to 5 others +**Gear** kasatha microcord III, feric ionizer with 2 batteries (20 charges each), zero-edge sword cane + +### ECOLOGY + +### SPECIAL ABILITIES + +**Channel Magic (Su)** Before making an attack with a weapon, a scholar of magic can spend 1 Resolve Point and expend a spell slot or spell gem to gain a circumstance bonus to the attack equal to half the spell’s level and a bonus to the attack’s damage equal to 3 × the spell’s level. +**Ultimate Power (Su)** A scholar of magic can spend 1 Resolve Point when they cast a damaging spell to treat any damage dice that roll a 1 as though they’d instead rolled the maximum result. + +## DESCRIPTION + +Eminent magical scholars have extensively studied the theory and application of magic and how it interacts with the rest of the universe. They’re often deans of arcane academies, chief magical officers of corporations, or innovators reinventing magic for the next generation. They sometimes hire assistants to participate in dangerous experiments or acquire rare magical objects. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Shapeshifter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Shapeshifter.md new file mode 100644 index 0000000..3e3be97 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Shapeshifter.md @@ -0,0 +1,48 @@ +--- +aliases: +cr: 11 +hp: 180 +modifier: 8 +Monster Type: NPC +name: Shapeshifter +statblock: true +Subtype: Infilitrators +tags: +Type: Bestiary NPC +--- +# SHAPESHIFTER +Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances. +In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins or thieves + +**CR** 11 +**XP 12,800** +Astrazoan +LE Medium aberration (shapechanger) +**Init** +8; **Senses** darkvision 60 ft.; **Perception** +21 + +### DEFENSE + +**HP** 180 +**EAC** 24; **KAC** 26 +**Fort** +10; **Ref** +13; **Will** +15 + +### OFFENSE + +**Speed** 30 ft. +**Melee** _returning throwing ultrathin doshko_ +23 (4d12+16 P) +**Ranged** _returning throwing ultrathin doshko_ +20 (4d12+11 P) + +### STATISTICS + +**STR** +5; **DEX** +8; **CON** +0; **INT** +0; **WIS** +0; **CHA** +3 +**Feats** Flashmorph, Improved Feint, Morphing Feint +**Skills** Acrobatics +21, Bluff +21, Disguise +26 +**Languages** Common, Drow, Lashunta, Triaxian +**Other Abilities** change form , compression , many forms +**Gear** white carbon carbon skin, _returning throwing ultrathin doshko_ + +### ECOLOGY + +## DESCRIPTION + +One of the most insidious types of infiltrators, a shapeshifter can impersonate almost anyone, hiding in plain sight to gain access to restricted data or locations. They could be the android summoned to repair workstations, the serious vesk security guard who checks everyone’s clearance upon entrance, or the driven drow CEO who wants to hear more about the newest prototype weapon. Shapeshifters are also highly trained killers who must often dispose of the people whose identities they steal. They carry only equipment they can easily hide, taking everything else they might need from their victims. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Singularity Accelerationist.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Singularity Accelerationist.md new file mode 100644 index 0000000..271fcce --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Singularity Accelerationist.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 7 +hp: 100 +modifier: 1 +Monster Type: NPC +name: Singularity Accelerationist +statblock: true +Subtype: Tyrants +tags: +Type: Bestiary NPC +--- +# SINGULARITY ACCELERATIONIST +Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. + +**CR** 7 +**XP 3,200** +SRO +LE Medium construct (technological) +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +15 + +### DEFENSE + +**HP** 100 +**EAC** 19; **KAC** 20 +**Fort** +4; **Ref** +4; **Will** +8 +**Immunities** construct immunities + +### OFFENSE + +**Speed** 20 ft. +**Melee** fangblade +16 (1d12+11 S; critical bleed 1d8) +**Ranged** corona artillery laser +14 (2d8+7 F; critical burn 1d6) + +### STATISTICS + +**STR** +4; **DEX** +1; **CON** +0; **INT** +5; **WIS** +2; **CHA** +0 +**Skills** Computers +19 (+20 if accessing computer from high- density datajack), Engineering +19, Intimidate +14, Physical Science +19, Piloting +14 +**Languages** Common, up to 5 others +**Other Abilities** healing circuit , integrated equipment (personal comm unit, retinal reflectors, standard datajack), optimize for destruction, robotic +**Gear** vesk overplate I, corona artillery laser with two high- capacity batteries (40 charges each), fangblade with two batteries (20 charges each), personal comm unit, tool kit (engineering); **Augmentations** high-density datajack, retinal reflectors + +### ECOLOGY + +### SPECIAL ABILITIES + +**Optimize For Destruction (Ex)** The singularity accelerationist can optimize a construct with the technological subtype whose CR doesn’t exceed their own, granting the creature the brute adjustment special ability. This process takes 8 hours of work. + +## DESCRIPTION + +As dangerous provocateurs pounding the drum of self- preservation, singularity accelerationists amass like-minded machines to realize an inevitable goal: the complete removal of chaotic organic life who would ruin artificial intelligence’s inevitable domination of the known universe. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skilled Sniper.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skilled Sniper.md new file mode 100644 index 0000000..fa846eb --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skilled Sniper.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 2 +hp: 22 +modifier: 4 +Monster Type: NPC +name: Skilled Sniper +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# SKILLED SNIPER + + +**XP 600 each** +Half-elf operative +CN Medium humanoid (elf, human) +**Init** +4; **Senses** low-light vision; Perception +13 + +DEFENSE + +**HP** 22 each; **EAC** 13; **KAC** 14 +**Fort** +1; **Ref** +6; **Will** +5; +2 vs. enchantments +**Defensive Abilities** evasion; **Immunities** sleep + +OFFENSE + +**Speed** 30 ft. +**Melee** survival knife +8 (1d4+2 S) +**Ranged** static arc pistol +8 (1d6+2 E; critical arc 2) or tactical shirren-eye rifle +8 (1d10 P) +**Offensive Abilities** trick attack +1d4 + +TACTICS + +**During Combat** Skilled snipers try to keep out of the way of heavy fighting, firing from the sidelines with their sniper rifles as much as possible. If brought into direct conflict, they use their uncanny mobility to slip away from fights. + +**Morale** Skilled snipers aren’t proud and flee if their boss is taken out or when they are reduced to half HP. + +STATISTICS + +**Str** +0; **Dex** +4; **Con** +0; **Int** +2; **Wis** +1; **Cha** +1 +**Skills** Acrobatics +13, Bluff +8, Diplomacy +8, Intimidate +13, Sense Motive +8, Stealth +13 +**Feats** Antagonize +**Languages** Common, Elven +**Other Abilities** operative exploits (uncanny mobility), specialization (ghost) +**Gear** freebooter armor I, static arc pistol with 1 battery (20 charges), survival knife, tactical shirren-eye rifle with 10 rounds + +ABOUT + +The skilled sniper waits for the perfect opportunity to strike. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skip Tracer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skip Tracer.md new file mode 100644 index 0000000..98ee8b0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Skip Tracer.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 1 +hp: 15 +modifier: 5 +Monster Type: NPC +name: Skip Tracer +statblock: true +Subtype: Bounty Hunters +tags: +Type: Bestiary NPC +--- +# SKIP TRACER +Anyone who seeks and catches those who don’t want to be caught may be called a bounty hunter, though in practice, the term comprises an array of professionals. Most bounty hunters have legal sanction, such as a license to hunt fugitives, but many also work in a gray area between legal authority and vigilantism. Bounty hunters take jobs from legitimate authorities, but what legitimate means varies by location. Little stops a bounty hunter from acting as an agent of a private party, and many are enforcers for the unscrupulous. Some clever bounty hunters double as private investigators, tracking down missing people or runaways. + +**CR** 1 +**XP 400** +Blue-scaled kobold +LN Small humanoid (kobold) +**Init** +5; **Senses** darkvision 60 ft.; **Perception** +5 + +### DEFENSE + +**HP** 15 +**EAC** 12; **KAC** 13 +**Fort** +1; **Ref** +3; **Will** +4 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +4 (1d4+1 B) +**Ranged** static arc pistol +6 (1d6 E; critical arc 2) + +### STATISTICS + +**STR** +0; **DEX** +1; **CON** +1; **INT** +1; **WIS** +2; **CHA** +2 +**Skills** Bluff +5, Culture +5, Diplomacy +10, Profession (bounty hunter) +10, Sense Motive +10, Stealth +5 +**Languages** Common, Draconic, any 1 other +**Other Abilities** mark +**Gear** second skin (quick-release sheathe), static arc pistol with 2 batteries (20 charges each), tactical baton, binder restraints (5); **Augmentations** voice modulator + +### ECOLOGY + +### SPECIAL ABILITIES + +**Mark (Ex)** A skip tracer can choose one sapient creature as a mark, provided the skip tracer can identify that creature by a specific identity and has studied the mark for 1 hour using available information, or directly observed the mark for 1 minute outside of combat or as a full action in combat. The skip tracer gains an insight bonus on skill checks made to investigate, track, or gather information on the mark, as well as on Sense Motive checks against the mark. This bonus equals 1 + the skip tracer’s CR divided by 6 (+1 total at CR 1). Also, the skip tracer can use Sense Motive instead of Perception to use the pierce disguise or search tasks of the Perception skill against the mark. + +## DESCRIPTION + +Skip tracers track those who renege on legal obligations—civil or criminal—usually for those who skip out on bail, court dates, or private contracts. Side jobs tracking down missing people are within a skip tracer’s purview, too. The typical skip tracer prefers investigation, negotiation, and nonlethal methods to retrieve their quarry, working within the bounds of the law. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Slaver.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Slaver.md new file mode 100644 index 0000000..6e7ce60 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Slaver.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 3 +hp: 40 +modifier: 2 +Monster Type: NPC +name: Slaver +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# SLAVER +**XP 800** +Human soldier +NE Medium humanoid (human) +**Init** +2; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 40; **EAC** 14; **KAC** 16 +**Fort** +5; **Ref** +3; **Will** +4 + +OFFENSE + +**Speed** 30 ft. +**Melee** hook sword +11 (1d8+8 S; critical bleed 1d4) or merciful red star plasma lash +8 (1d4+11 E & F; critical knockdown) +**Ranged** medic injector pistol +11 (1d6+3 P plus tier 1 sedative; critical injection DC +2) or stickybomb grenade II +11 (explode \[15 ft., entangled 2d4 rounds, DC 12\]) +**Offensive Abilities** fighting styles (hit-and-run), opening volley + +TACTICS + +**Before Combat** Slavers hunt their targets, using their infrared sensors in the cover of darkness before striking. During Combat Slavers use their opening volley ability to weaken or immobilize their targets before moving in to strike in melee. + +**Morale** If reduced to 20 or fewer hit points, a slaver will retreat and search for easier prey. + +STATISTICS + +**Str** +4; **Dex** +2; **Con** +1; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Athletics +8, Intimidate +13, Stealth +8, Survival +8 +**Languages** Common, Eoxian, Goblin, Infernal +**Gear** serum of healing mk 1, graphite carbon skin (infrared sensors), hook sword, merciful red star plasma lash with 2 batteries (20 charges), medic injector pistol, stickybomb grenade II (2), binoculars, cable line (titanium alloy, 30 ft), lock (average), manacles, tier 1 sedative (10), medpatch + +ABOUT + +Slavers have always existed, preying on the weak and disenfranchised. They look for any easy targets in areas with poor law enforcement. Once captured, they bring their slaves to market on worlds where slavery is legal. Most slavers hunt in packs, traveling on transport vessels configured for moving herds of slaves. Slavers are the scourge of free societies, capturing the innocent and spiriting them away to mines, plantations, and pleasure palaces on distant worlds. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Special Forces Medic.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Special Forces Medic.md new file mode 100644 index 0000000..756f3f0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Special Forces Medic.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 13 +hp: 225 +modifier: 1 +Monster Type: NPC +name: Special Forces Medic +statblock: true +Subtype: Medical Staff +tags: +Type: Bestiary NPC +--- +# SPECIAL FORCES MEDIC +In many societies, practicing medicine requires extensive (and often formal) education and even certification. Yet the galaxy is a big, dangerous place, and some of the best healers are self-taught, work outside of official networks, or both. Altruism, prestige, or profit motivate most medics to provide life-saving care. However, medics can be villains, with criminals, charlatans, and unethical innovators willing to provide risky surgeries, experimental drugs, or cure-all placebos for the right price. + +**CR** 13 +**XP 25,600** +Nuar +N Medium monstrous humanoid +**Init** +1; **Senses** darkvision 60 ft.; **Perception** +28 + +### DEFENSE + +**HP** 225; **RP** 7 +**EAC** 27; **KAC** 29 +**Fort** +15; **Ref** +17; **Will** +14 + +### OFFENSE + +**Speed** 35 ft. +**Melee** horn +27 (3d12+21 P) or _called returning alto singing disk_ +27 (3d6+21 So; critical confuse) +**Ranged** _called returning alto singing disk_ +24 (3d6+21 So; critical confuse) +**Offensive Abilities** friendly fire , gore + +### STATISTICS + +**STR** +8; **DEX** +1; **CON** +4; **INT** +6; **WIS** +2; **CHA** +0 +**Skills** Athletics +23, Medicine +28, Survival +23 +**Languages** Common, Orc, and up to 3 others +**Other Abilities** maze mind , rapid treatment, shield the fallen +**Gear** pinion skyfire armor, called returning alto singing disk, _mk 3 serums of healing_ (3), advanced medkit, white nanite hypopens (3); **Augmentations** _mk 2 force soles_ + +### ECOLOGY + +### SPECIAL ABILITIES + +**Rapid Treatment (Ex)** A special forces medic can spend 1 Resolve Point to use Medicine to treat deadly wounds as a standard action rather than requiring 1 minute of treatment. If the Medicine check is successful, the target receives twice as many Hit Points as normal. +**Shield the Fallen (Ex)** When the medic uses Medicine to provide first aid, treat deadly wounds, treat disease, or treat drugs or poison, they gain Bodyguard and In Harm’s Way as bonus feats for 1 minute, but they can only use these feats to protect the target of their Medicine check. + +## DESCRIPTION + +For elite combat medics, doing their job often means exposing themselves to the same fangs and gunfire that wounded their comrades a moment earlier. These doctors are typically part of a military unit and receive training in combat and infiltration. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spell Hunter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spell Hunter.md new file mode 100644 index 0000000..6240b18 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spell Hunter.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 6 +hp: 90 +modifier: 7 +Monster Type: NPC +name: Spell Hunter +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# SPELL HUNTER + + +**XP 2,400** +Dwarven soldier +LE Medium humanoid (dwarf) +**Init** +7; **Senses** darkvision 60 ft.; Perception +13 + +DEFENSE + +**HP** 90; **EAC** 18; **KAC** 21 +**Fort** +8; **Ref** +6; **Will** +7 + +OFFENSE + +**Speed** 30 ft.; fly (average) 30 ft. +**Melee** tactical swoop hammer +16 (1d10+11 B; critical knockdown) +**Ranged** corona laser rifle +13 (2d6+6 F; critical burn 1d6) +**Offensive Abilities** charge attack, traditional enemies + +TACTICS + +**During Combat** Dwarven spell hunters vow to destroy all magic users. They rush up to their opponents, attempt to bull rush them into a bad position, then use their superior reach and mobility to prevent their prey from being able to cast spells safely. They use their jetpack and stickybombs to deal with particularly wily mages. + +STATISTICS + +**Str** +5; **Dex** +3; **Con** +2; **Int** +0; **Wis** +0; **Cha** +0 +**Feats** Improved Combat Maneuver (Bull Rush), Step Up +**Skills** Athletics +18, Intimidate +13, Survival +13 +**Languages** Common, Dwarven, Vesk +**Other Abilities** slow but steady, stonecunning +**Gear** kyokor plating II, tactical swoop hammer, corona laser rifle, screamer grenade I, stickybomb grenade II (2), manacles, medpatch, serum of healing mk 2, jetpack + +SPECIAL ABILITIES + +#### CHARGE ATTACK (EX) + +A dwarven spell hunter can make a charge without the charge penalties and can substitute a bull rush for the melee attack at the end of the charge. + +ABOUT + +Employed by anti-magic sects and hired as mercenaries, dwarven spell hunters are particularly good at combating their favored targets: spellcasters. Though occasionally asked to bring their prey back alive, accidents do happen. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spry Ambusher.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spry Ambusher.md new file mode 100644 index 0000000..b3b5b6a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spry Ambusher.md @@ -0,0 +1,40 @@ +--- +aliases: +cr: 3 +hp: 40 +modifier: 2 +Monster Type: NPC +name: Spry Ambusher +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# SPRY AMBUSHER + +**XP 800** +Gnome (feychild) solarian +LN Small humanoid (gnome) +**Init** +2; **Senses** low-light vision; Perception +8 + +DEFENSE + +**HP** 40 each; **EAC** 15; **KAC** 17 +**Fort** +5; **Ref** +5; **Will** +4; +2 vs. fear, despair, and illusions + +OFFENSE + +**Speed** 30 ft. +**Melee** carbon steel curve blade +11 (1d10+7 S; critical bleed 1d6) +**Ranged** static arc pistol +8 (1d6+3 E; critical arc 2) or flash grenade I +8 (explode \[5 ft., blinded 1d4 rounds, DC 12\]) +**Offensive Abilities** stellar revelations (black hole \[20-ft. radius, pull 10 ft., DC 12\], plasma sheath, supernova \[10- ft. radius, 5d6 F, DC 12\]) +**Gnome Spell-Like Abilities** (CL 3rd) + +**1/day**—dancing lights, ghost sound (DC 11), token spell + +STATISTICS + +**Str** +4; **Dex** +2; **Con** +0; **Int** +0; **Wis** +0; **Cha** +1 +**Skills** Culture +13, Mysticism +8 +**Languages** Common, Gnome +**Other Abilities** eternal hope, solar manifestation (solar armor), stellar alignment +**Gear** graphite carbon skin, carbon steel curve blade, static arc pistol with 1 battery (20 charges), flash grenades I (2) diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spy.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spy.md new file mode 100644 index 0000000..9be5954 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Spy.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 14 +hp: 250 +modifier: 8 +Monster Type: NPC +name: Spy +statblock: true +Subtype: Infilitrators +tags: +Type: Bestiary NPC +--- +# SPY +Infiltrators are skilled at sneaking in and out of restricted places. Although different types of infiltrators may have similar goals, their methods for avoiding or compromising guards and security measures differ greatly: shapeshifters rely on their ability to become someone else, spies are masters of remaining undetected, hackers can easily break into both physical locations and computer systems to steal information, and double agents are trained to maintain a cover and lie about their allegiances. +In adventures, infiltrators are most often encountered as antagonists who are planning to break into a secure facility to carry out acts of espionage or sabotage or to exfiltrate prisoners. Depending on the type of gig in question, infiltrators may work with assassins or thieves + +**CR** 14 +**XP 38,400** +Scyphozoan +NE Medium aberration +**Init** +8; **Senses** blindsense (vibration) 30 ft.; **Perception** +26 + +### DEFENSE + +**HP** 250 +**EAC** 28; **KAC** 30 +**Fort** +16; **Ref** +16; **Will** +14 + +### OFFENSE + +**Speed** 40 ft., swim 40 ft. +**Melee** tentacle +24 (8d6+18 A & B) +**Ranged** onslaught meduza rifle +27 (7d8+14 A & S; critical bind) +**Offensive Abilities** acidic tentacles + +### STATISTICS + +**STR** +4; **DEX** +8; **CON** +1; **INT** +6; **WIS** +0; **CHA** +0 +**Feats** Shot on the Run +**Skills** Acrobatics +26, Engineering +26, Stealth +31 +**Languages** Common, Scyphozoan +**Other Abilities** amphibious +**Gear** freebooter armor IV, commander meduza rifle (page 119) with 2 super-capacity batteries (80 charges each) + +### ECOLOGY + +## DESCRIPTION + +Spies often engage in corporate espionage, infiltrating secure locations to steal intellectual property such as plans or prototypes for new types of weapons, engines, medicine, or cybernetics. In times of war, spies are needed to gather military intelligence behind enemy lines. In either case, a spy most often relies on stealth to sneak past guards, leaving as little evidence as possible about their presence. +Despite their preference for subterfuge, spies rarely hesitate to dispatch with anyone who gets in the way of their mission. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Stowalong.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Stowalong.md new file mode 100644 index 0000000..394fd1e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Stowalong.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 9 +hp: 135 +modifier: 4 +Monster Type: NPC +name: Stowalong +statblock: true +Subtype: Guides +tags: +Type: Bestiary NPC +--- +# STOWALONG +Guides provide safe passage for a fee, shepherding travelers through dangerous or unfamiliar territory. Most specialize in a specific region, using their knowledge, connections, and adaptability to bring clients to their destination in one piece. Used to situations where they and their clients are on their own, guides tend to prefer finesse to force in tough situations, but if charm doesn’t work, they’ll do whatever it takes to get the job done. +While the most straightforward way for players to encounter a guide is by hiring one, guides offer a variety of other potential encounters. Players might find a stowalong on their ship, retrace a captains club guide’s adventure, use a personal concierge to gain access to power, or help a courier track down a local rumor. Guides also often have valuable information about planetary conditions, know the location of unexplored sites, and can make connections with influential locals. + +**CR** 9 +**XP 6,400** +Worlanisi +CN Small humanoid (worlanisi) +**Init** +4; **Perception** +17 + +### DEFENSE + +**HP** 135 +**EAC** 22; **KAC** 23 +**Fort** +8; **Ref** +12; **Will** +10; –1 vs. mind-affecting effects +**Weaknesses** psychic reverb + +### OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** sintered handaxe +19 (2d6+12 S) +**Ranged** aphelion laser pistol +17 (3d4+9 F; critical burn 1d4) + +### STATISTICS + +**STR** +3; **DEX** +4; **CON** +3; **INT** +3; **WIS** +1; **CHA** +6 +**Feats** Cultural Chameleon +**Skills** Bluff +22, Culture +17, Diplomacy +22, Piloting +17, Stealth +22 +**Languages** Common, Worlanisi; limited telepathy 60 ft. +**Other Abilities** multiarmed (4) , take it easy, worlanisi gamble , worlanisi luck +**Gear** kasatha microcord III, aphelion laser pistol with 2 high- capacity batteries (40 charges each), sintered handaxe + +### ECOLOGY + +### SPECIAL ABILITIES + +**Take It Easy (Ex)** As a standard action, a stowalong can target an unfamiliar creature within 30 feet that isn’t engaged in combat. The target must attempt a Will save (DC = 11 + the stowalong’s CR). If it fails, the target’s attitude toward the stowalong and their allies improves by one category for one hour. This doesn’t count toward the once-per-day limitation for using Diplomacy to change a creature’s attitude. + +## DESCRIPTION + +Stowalongs trade their knowledge and skills for free passage on spacefaring vessels. Often experts in an entire system, they are well-connected fixers who everyone seems to know or owe a favor to. This allows them to do high-risk work, escorting customers through disputed or war-torn areas that other guides avoid. Between jobs, stowalongs look for clients in trade hubs and encourage crews they have traveled with to refer them to trusted associates. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Streamer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Streamer.md new file mode 100644 index 0000000..1e18003 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Streamer.md @@ -0,0 +1,51 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 0 +Monster Type: NPC +name: Streamer +statblock: true +Subtype: Influencer +tags: +Type: Bestiary NPC +--- +# STREAMER +Celebrities shine in ways that often draw admiration, adoration, or amusement from fans across their home worlds and beyond. They regularly engage with fans through interviews, social media, and special appearances, boosting their sway in the court of public opinion. Some celebrities use their massive platforms to influence policy and elections, and it’s not uncommon for groups with specific political or corporate interests to secretly plant or sponsor celebrities to advance particular agendas. + +**CR** 2 +**XP 600** +Uplifted bear +CG Large magical beast +**Init** +0; **Senses** low-light vision; **Perception** +7 + +### DEFENSE + +**HP** 23 +**EAC** 13; **KAC** 14 +**Fort** +3; **Ref** +3; **Will** +5 +**Defensive Abilities** relatable + +### OFFENSE + +**Speed** 40 ft., climb 20 ft. +**Melee** claw +9 (1d4+4 S) Space 10 ft.; Reach 5 ft. +**Offensive Abilities** ferocious charge + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +2; **INT** +2; **WIS** -1; **CHA** +4 +**Skills** Athletics +7, Computers +12, Culture +12, Profession (video personality) +12, Sense Motive +7 +**Languages** Common, limited telepathy 30 ft. +**Other Abilities** relatable +**Gear** video camera scanner + +### ECOLOGY + +### SPECIAL ABILITIES + +**Relatable (Ex)** After spending at least 1 minute nonviolently interacting with a creature, a streamer develops a special rapport with that creature for 1d4 hours. If that creature attempts to directly attack the streamer while the rapport lasts, the creature must attempt a Will save (DC = 10 + the streamer’s CR). If the save fails, the creature can’t complete the attack, that part of its action is lost, and it can’t attempt to directly attack the streamer again for 1 round. If the save succeeds, the creature can attack the streamer normally for the duration of the rapport. If the streamer attacks the creature or one of the creature’s allies, the rapport ends. + +## DESCRIPTION + +Streamers present content live via digital platforms, attracting avid audiences that love these celebrities’ skill, conversation, idiosyncrasies, and knowledge. Streamed content might encompass anything from cooking hacks to gladiatorial home- and-garden tips for growing giant carnivorous plants like a pro. Streamers who provide content in public places sometimes catch unique footage of crimes or major events, becoming spontaneous journalists or invaluable witnesses. While these serendipitous recordings can earn a streamer fame, chronicling illicit activity can also create dangerous enemies. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Subject Expert.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Subject Expert.md new file mode 100644 index 0000000..91f3b51 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Subject Expert.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 5 +hp: 65 +modifier: 0 +Monster Type: NPC +name: Subject Expert +statblock: true +Subtype: Scholars +tags: +Type: Bestiary NPC +--- +# SUBJECT EXPERT +Though many are students and educators at formal institutions, scholars are as likely to be solitary academics or self-taught. Adventurers might seek a scholar to decipher a mysterious text or perform a complicated spell. A scholar could be a party’s patron, sending them to retrieve artifacts or data from faraway planets. Villainous scholars might seek nefarious lore or publish dangerously fabricated research for profit or prestige. +These scholars have Intelligence-focused skills, yet you can replace these skills to represent other studies, such as a scholar of the arts having Profession (painter) instead of Engineering. + +**CR** 5 +**XP 1,600** +Urog +LN Large magical beast +**Init** +0; **Senses** darkvision 60 ft., electrolocation, low-light vision; **Perception** +11 + +### DEFENSE + +**HP** 65 +**EAC** 17; **KAC** 18 +**Fort** +6; **Ref** +6; **Will** +8 +**Immunities** poison; **Resistances** electricity 5 + +### OFFENSE + +**Speed** 20 ft. +**Melee** tactical switchblade +13 (1d4+7 S) +**Ranged** sheet lightning pistol +11 (1d6+5 E) Space 10 ft.; Reach 5 ft. + +### STATISTICS + +**STR** +2; **DEX** +0; **CON** +3; **INT** +5; **WIS** +0; **CHA** -1 +**Skills** Acrobatics +11, Athletics +11, Bluff –3, Computers +16, Diplomacy –3, Engineering +16, Physical Science +16 +**Languages** Brethedan, Common, Urog, up to 4 others; limited telepathy 30 ft. +**Other Abilities** lecture +**Gear** business stationwear, sheet lightning pistol with 2 high- capacity batteries (40 charges each), tactical switchblade + +### ECOLOGY + +### SPECIAL ABILITIES + +**Lecture (Ex)** A subject expert can spend 1 minute delivering a lecture about an Intelligence-based skill to a number of creatures that doesn’t exceed their CR. When one of the lectured creatures attempts a check using that Intelligence- based skill within the next 8 hours, they can either use the subject expert’s modifier with a –5 penalty in place of their own modifier, or they can gain a +1 insight bonus to their check. For this check, the creature is treated as trained in the skill. Once a creature applies the lecture effect, they can’t modify another check in this way until they have a full night’s rest. + +## DESCRIPTION + +Subject experts boast exceptional academic and practical knowledge in their chosen fields. At academic institutions, they’re the department heads publishing groundbreaking research and teaching the most advanced classes. They might hire adventurers to perform surveys or collect samples from locations too dangerous or distant for them to go themselves. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tavern Champion.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tavern Champion.md new file mode 100644 index 0000000..dc5477a --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tavern Champion.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 3 +hp: 40 +modifier: 2 +Monster Type: NPC +name: Tavern Champion +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# TAVERN CHAMPION +**XP 800** +N Medium humanoid (orc) +**Init** +2; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 40; **EAC** 14; **KAC** 16 +**Fort** +7; **Ref** +5; **Will** +2 + +OFFENSE + +**Speed** 30 ft. +**Melee** unarmed strike +11 (1d3+7 nonlethal B) or survival knife +8 (1d4+9 S) +**Ranged** azimuth laser pistol +8 (1d4+3 F; critical burn 1d4) + +TACTICS + +**Before Combat** The tavern champion boasts and brags while enjoying a drink with their buddies and is always looking for a challenge. + +**During Combat** The tavern champion uses unarmed strikes to attack nonlethally. If specifically angered or attacked with a lethal weapon, they pull their survival knife or laser pistol, relentlessly attacking. + +STATISTICS + +**Str** +4; **Dex** +2; **Con** +1; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Athletics +13, Bluff +8, Intimidate +13, Profession (Dockworker) +8 +**Languages** Common, Orc +**Other abilities** bluster, ferocity +**Gear** casual stationwear, cestus battleglove, survival knife, azimuth laser pistol, Intoxicant (superior), meal (common), hygiene kit, lighter + +SPECIAL ABILITIES + +#### BLUSTER (EX) + +As a move action, a tavern champion can brag about their own abilities or hurl a stinging insult at an opponent. If they succeed at a Bluff check with a DC equal to 15 + their target’s CR, they gain a +1 to hit and a +1 to damage their target for 1 round. + +#### ORC FEROCITY (EX) + +Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of her next turn, when she becomes unconscious as normal. If she takes additional damage before this, she ceases to be able to act and falls unconscious. + +ABOUT + +A tavern champion is locally famous for boxing, throwing darts, arm wrestling, or just coming out on top in a bar fight. If she’s not in the mood to fight—for example, if she’s just trying to enjoy a meal or drink with friends—she prefers to intimidate rivals into backing down, but still enjoys a good brawl and knocks out anyone who doesn’t take no for an answer. + +Often found in seedy bars and back alley gambling houses, tavern champions tend to succeed in life by bullying easy targets, making lucky bets, and promoting their own image through any means necessary. When confronted with another powerful presence, they often feel the need to assert their own dominance to prove who is the better person. This assertion often comes with violence. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tech-Bonded Rigger.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tech-Bonded Rigger.md new file mode 100644 index 0000000..c6e68f4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tech-Bonded Rigger.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 2 +Monster Type: NPC +name: Tech-Bonded Rigger +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# TECH-BONDED RIGGER + +**XP 400** +CG Medium humanoid (human) +**Init** +2; Perception +5 + +DEFENSE + +**HP** 17; **EAC** 11; **KAC** 12 +**Fort** +3; **Ref** +3; **Will** +2 + +OFFENSE + +**Speed** 30 ft. +**Melee** basic handaxe +4 (1d4+1 S) +**Ranged** tactical semi-auto pistol +6 (1d6+1 P) + +STATISTICS + +**Str** +0; **Dex** +2; **Con** +1; **Int** +4; **Wis** +0; **Cha** +0 +**Feats** Deadly Aim, Far Shot +**Skills** Acrobatics +5, Computers +10, Engineering +10, Stealth +10, Survival +5 +**Languages** Erahthi, Hymnas, Okantan, Terran +**Other Abilities** artificial intelligence (drone), custom rig +**Gear** estex suit I, basic handaxe, tactical semi-auto pistol + +##### STEALTH DRONE + +**Size** Small + +**Speed** 40 feet, climb 20 feet + +**EAC** 10, **KAC** 12 + +**Fort** +0; **Ref** +2; **Will** +0 + +**Ability Scores** **Str** 12; **Dex** 14; **Con**—; **Int** 6; **Wis** 10; **Cha** 6 + +**Feats** Nimble Moves + +**Skills** Acrobatics +1, Stealth +1 + +**Mods** climbing claws, reactive camouflage, smuggler’s compartment, weapon mount + +**Special Abilities** limited AI, master control, skill unit diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Trophy Hunter.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Trophy Hunter.md new file mode 100644 index 0000000..bd32c06 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Trophy Hunter.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 9 +hp: 145 +modifier: 6 +Monster Type: NPC +name: Trophy Hunter +statblock: true +Subtype: Survivalist +tags: +Type: Bestiary NPC +--- +# TROPHY HUNTER +Survivalists are defined by independence and self-sufficiency. They often expertly navigate specific types of hostile or dangerous terrain: forests, deserts, or more remote locales such as dead space or post-apocalyptic cityscapes. Survivalists generally don’t rely on others and commonly live and work alone. However, the following statistics can represent hunters and warriors within a community as well as hermits. A survivalist might have some kind of sentient companion or a creature companion, such as a beast of burden or a hunting beast. A survivalist might arrive at a critical moment to help PCs as they travel through a barren wasteland. Alternatively, a survivalist makes an excellent antagonist in a wilderness setting since they’re capable of using every aspect of the environment against their foes. + +**CR** 9 +**XP 6,400** +Pahtra +NE Medium humanoid (pahtra) +**Init** +6; **Senses** darkvision 60 ft., low-light vision; **Perception** +22 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +11; **Ref** +13; **Will** +8; +2 vs. charm and compulsion +**Defensive Abilities** nimble, wary + +### OFFENSE + +**Speed** 30 ft. +**Melee** blaze flame doshko +18 (2d8+12 F; critical wound) +**Ranged** elite plasma bolter +21 (3d10+9 E & F; critical wound) or advanced shirren-eye rifle +21 (2d10+9 P) +**Offensive Abilities** selected prey + +### STATISTICS + +**STR** +3; **DEX** +6; **CON** +0; **INT** +0; **WIS** +4; **CHA** +1 +**Feats** Deadly Aim +**Skills** Acrobatics +17, Stealth +22, Survival +17 +**Languages** Common, Pahtra +**Gear** advanced iridishell, advanced shirren-eye rifle with 20 sniper rounds, blaze flame doshko with 2 batteries (20 charges each), elite plasma bolter with 2 high-capacity batteries (40 charges each) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Selected Prey (Ex)** As a swift action, a trophy hunter can designate a creature they can see within 60 feet as their prey. This designation remains for a number of hours equal to the trophy hunter’s CR, until the marked prey dies, or until the trophy hunter designates another creature as their prey. A trophy hunter gains a bonus equal to half their CR to Survival checks to track their prey and to weapon damage rolls against their prey. + +## DESCRIPTION + +Trophy hunters seek to conquer the greatest prey they can track down. Some might hunt dangerous creatures to ensure the safety of others, and some are nothing more than glory hounds seeking thrill and prestige. Trophy hunters are sometimes accompanied by beasts they’ve captured and trained. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tusk Warrior.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tusk Warrior.md new file mode 100644 index 0000000..e10952e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Tusk Warrior.md @@ -0,0 +1,40 @@ +--- +aliases: +cr: 9 +hp: 145 +modifier: 8 +Monster Type: NPC +name: Tusk Warrior +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# TUSK WARRIOR + +**XP 6,400** +Human soldier +N Medium humanoid (human) + +Init +8; Perception +17 + +DEFENSE + +**HP** 145 +**RP** 4; **EAC** 22; **KAC** 24 +**Fort** +11; **Ref** +9; **Will** +10; +2 vs. blind or deafen + +OFFENSE + +**Speed** 40 ft. +**Melee** harmonic interference blade +21 (3d10+18 So; critical blind, deafen or wound) or weapon spikes (hook knife) +21 (1d8+18 S; critical bleed 1d6) +**Ranged** thunderstrike streetsweeper +18 (1d10+19 So; critical blind, deafen, or knockdown) or incendiary grenade III+18 (explode \[10 ft., 3d6+9 F plus 1d6 burn, DC 16\]), screamer grenade II +18 (explode \[20 ft., 2d10+9 So plus deafened 1d4 minutes, DC 16\]) +**Offensive Abilities** awesome cacophony (60 ft.), explosive entrance (10 ft., DC 16),fighting styles (blitz, shock and awe ), gear boost (melee striker, sonic resonance), loud and proud + +STATISTICS + +**Str** +6; **Dex** +4; **Con** +3; **Int** +0; **Wis** +0; **Cha** +0 +**Skills** Acrobatics +17, Intimidate +22, Sense Motive +17, Survival +17 +**Feats** Strike Back +**Languages** Common, Itac +**Other Abilities** rapid response +**Gear** night plate I with weapon spikes (hook knife), harmonic interference blade with two high-capacity batteries (40 charges each), thunderstrike streetsweeper with two high-capacity batteries (40 charges each), incendiary grenade III, screamer grenade II diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Patrician.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Patrician.md new file mode 100644 index 0000000..8f5d488 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Patrician.md @@ -0,0 +1,56 @@ +--- +aliases: +cr: 6 +hp: 80 +modifier: 2 +Monster Type: NPC +name: Ultari Patrician +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ULTARI PATRICIAN + + +**XP 2,400** +Ultari envoy +LE Medium outsider (evil, extraplanar, lawful) +**Init** +2; **Senses** blindsight (scent) 60 ft., darkvision 60 ft.; Perception +13 +**Aura** frightful presence (10 ft., DC 16) + +DEFENSE + +**HP** 80 +**RP** 4; **EAC** 18; **KAC** 19 +**Fort** +5; **Ref** +7; **Will** +9 +**Immune** mind-affecting effects + +OFFENSE + +**Speed** 30 ft. +**Melee** conscript Ultari broadsword +14 (1d10+8 P & S; critical demoralize) +**Ranged** wave modulator II +12 (1d6+6 F or So) +**Offensive Abilities** telepathic drain (DC 22) Spell-like Abilities (CL 6th; ranged +12) + +**1/day**—inflict pain (DC 16), mind thrust (2nd level, DC 16) +**3/day**—mind thrust (1st level, DC 15), reflecting armor +**At will**—daze (DC 14), psychokinetic hand, telekinetic projectile + +STATISTICS + +**Str** +2; **Dex** +2; **Con** +0; **Int** +1; **Wis** +1; **Cha** +5 +**Skills** Culture +18, Diplomacy +18, Disguise +13, Intimidate +13, Mysticism +18, Sense Motive +18 +**Other abilities** envoy improvisations (dispiriting taunt, quick inspiring boost, improved get ‘em) +**Languages** Ashtuul, Belligren, Common, Jagladine, Onaryx, Ultari +**Gear** elite stationwear, conscript Ultari broadsword, wave modulator IIA with 2 batteries (20 charges each) + +SPECIAL ABILITIES + +#### TELEPATHIC DRAIN (SU) + +As above, but the Will DC is 20. + +ECOLOGY + +**Environment** any +**Organization** solitary, pair, or council (3–10) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Techlord.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Techlord.md new file mode 100644 index 0000000..91af241 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ultari Techlord.md @@ -0,0 +1,61 @@ +--- +aliases: +cr: 21 +hp: 425 +modifier: 8 +Monster Type: NPC +name: Ultari Techlord +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ULTARI TECHLORD +**XP 409,600** +Ultari technomancer +LE Medium outsider (evil, extraplanar, lawful) +**Init** +8; **Senses** blindsight (scent) 60 ft., darkvision 60 ft.; Perception +35 +**Aura** frightful presence (10 ft., DC 29) + +DEFENSE + +**HP** 425 +**RP** 7 + +**EAC** 35; **KAC** 36 +**Fort** +18; **Ref** +18; **Will** +23 +**Immune** mind-affecting effects + +OFFENSE + +**Speed** 30 ft. +**Melee** demiurge ultari broadsword +31 (10d10+23 P & S; critical demoralize) +**Ranged** sunglass lens pistol +29 (7d8+21 F; critical burn 3d8) +**Offensive Abilities** cache capacitor 3, magic hacks (quickened spell, rain of fire), spell cache, telepathic drain (DC 29) +**Technomancer Spells Known** (CL 21st; ranged +29) + +**6th (3/day)**—chain surge (DC 29), disintegrate (DC 29), interplanetary teleport, mass rewire flesh (DC 29) +**5th (6/day)**—resistant aegis, telekinesis (DC 28), wall of force +**4th (at will)**—flight, greater invisibility + +**Spell-like Abilities** (CL 21st; ranged +29) + +**1/day**—inflict pain (DC 26), mind thrust (2nd level, DC 26) +**3/day**—mind thrust (1st level, DC 25), reflecting armor +**At will**—daze (DC 24), psychokinetic hand, telekinetic projectile + +STATISTICS + +**Str** +2; **Dex** +8; **Con** +0; **Int** +12; **Wis** +2; **Cha** +3 +**Skills** Computers +40, Engineering +40, Intimidate +40, Mysticism +40, Sense Motive +35 +**Languages** Ashtuul, Belligren, Common, Jagladine, Onaryx, Ultari +**Gear** nanotube carbon skin, demiurge ultari broadsword, sunglass lens pistol with 2 super-capacity batteries (80 charges each) + +SPECIAL ABILITIES + +#### TELEPATHIC DRAIN (SU) + +As above, but the Will DC is 29. + +ABOUT + +Scaled and serpentine alien species are a classic trope of science fiction, often as conquering enemy races but also as savage and primitive races whose skill in battle makes them dangerous even against more technologically adept enemies. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Underworld Mastermind.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Underworld Mastermind.md new file mode 100644 index 0000000..6d4b6ca --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Underworld Mastermind.md @@ -0,0 +1,53 @@ +--- +aliases: +cr: 19 +hp: 385 +modifier: 9 +Monster Type: NPC +name: Underworld Mastermind +statblock: true +Subtype: Tyrants +tags: +Type: Bestiary NPC +--- +# UNDERWORLD MASTERMIND +Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. + +**CR** 19 +**XP 204,800** +Astrazoan +NE Medium aberration (shapechanger) +**Init** +9; **Senses** darkvision 60 ft.; **Perception** +32 + +### DEFENSE + +**HP** 385 +**EAC** 33; **KAC** 34 +**Fort** +18; **Ref** +18; **Will** +21 + +### OFFENSE + +**Speed** 30 ft. +**Melee** molecular rift dagger +30 (10d4+21 S; critical bleed 19) +**Multiattack** ttack 3 molecular rift daggers +24 (10d4+21 S; critical bleed 19) +**Ranged** elite injector pistol +32 (9d6+19 P plus injection; critical injection +2) +**Offensive Abilities** cruel bladework, deadly betrayal (19d4) + +### STATISTICS + +**STR** +2; **DEX** +9; **CON** +1; **INT** +6; **WIS** +3; **CHA** +11 +**Skills** Acrobatics +32, Bluff +37, Disguise +37, Intimidate +37, Stealth +32 +**Languages** Common, up to 6 others +**Other Abilities** change shape , compression +**Gear** freebooter armor V, elite injector pistol with 40 darts, molecular rift daggers (3), hydrofluoric acid (3) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Deadly Betrayal (Ex)** If a mastermind successfully hits an enemy during a surprise round, they deal additional damage with the attack to one target equal to 1d4 per CR. +**Cruel Bladework (Ex)** Any operative slashing weapon the mastermind wields gains the bleed critical hit effect, with the bleed damage equal to the underworld mastermind’s CR. + +## DESCRIPTION + +The deadliest tyrants rule from the shadows. By blending in among minions, bystanders, and rivals alike, an underworld mastermind can steal secrets, manipulate social phenomena, and rule multiple organizations under many guises. Such a power broker often needs pawns—willing or unwitting—and they could act as a patron who maneuvers young adventurers to eventually gain an advantage. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vagabond.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vagabond.md new file mode 100644 index 0000000..382a2f7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vagabond.md @@ -0,0 +1,43 @@ +--- +aliases: +cr: 1 +hp: 15 +modifier: 1 +Monster Type: NPC +name: Vagabond +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# VAGABOND +**XP 400** +Human commoner 2/warrior 1 +N Medium humanoid +**Init** +1; **Senses** Perception +7 + +DEFENSE + +**AC** 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) +**hp** 15 (3 HD; 2d6+1d10+3) +**Fort** +3; **Ref** +1; **Will** –1 + +OFFENSE + +**Speed** 30 ft. +**Melee** battleaxe +3 (1d8+1/x3) or dagger +3 (1d4+1/19–20) +**Ranged** rifle +3 or +1/+1 (1d10/x4) or dagger +3 (1d4+1/19–20) + +STATISTICS + +**Str** 13; **Dex** 13; **Con** 12; **Int** 10; **Wis** 8; **Cha** 9 +**Base Atk** +2; **CMB** +3; **CMD** 14 +**Feats** Alertness, Point-Blank Shot, Rapid Shot +**Skills** Climb +3, Handle Animal +3, Knowledge (geography) +1, Knowledge (local) +1, Perception +7, Ride +3, Sense Motive +2, Survival +1, Swim +3 +**Languages** Common +**Gear** armored longcoat, buckler, battleaxe, dagger, rifle with 20 metal cartridges, mule, saddle + +**Boon** A vagabond can give accurate directions to any known landmark or settlement within 50 miles (+5 on Survival checks to avoid getting lost) and general information about likely dangers (terrain or hostile creatures) along the way. + +ABOUT + +Vagabonds are drifters who wander from settlement to settlement, picking up odd jobs but rarely letting settling anywhere. Vagabonds serve well as scouts, hunters, traveling peddlers, smugglers, or similar wanderers living on the fringes of society. Vagabonds make good low-level ranged combatants, and this skill can be improved by replacing the Alertness feat with Far Shot, Precise Shot, or Weapon Focus (any firearm). Alternatively, you can replace ranged weapon feats with Power Attack and Toughness to make a vagabond better in melee combat. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vidgamer.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vidgamer.md new file mode 100644 index 0000000..d380aa6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vidgamer.md @@ -0,0 +1,50 @@ +--- +aliases: +cr: 3 +hp: 35 +modifier: 6 +Monster Type: NPC +name: Vidgamer +statblock: true +Subtype: Influencer +tags: +Type: Bestiary NPC +--- +# VIDGAMER +Celebrities shine in ways that often draw admiration, adoration, or amusement from fans across their home worlds and beyond. They regularly engage with fans through interviews, social media, and special appearances, boosting their sway in the court of public opinion. Some celebrities use their massive platforms to influence policy and elections, and it’s not uncommon for groups with specific political or corporate interests to secretly plant or sponsor celebrities to advance particular agendas. + +**CR** 3 +**XP 800** +Kobold +N Small reptilian humanoid (kobold) +**Init** +6; **Senses** darkvision 60 ft.; **Perception** +10 + +### DEFENSE + +**HP** 35 +**EAC** 15; **KAC** 16 +**Fort** +2; **Ref** +4; **Will** +6 +**Resistances** electricity 5 + +### OFFENSE + +**Speed** 30 ft. +**Ranged** frost subduer +9 (1d3+3 nonlethal C; critical staggered) +**Offensive Abilities** get good + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** -2; **INT** +2; **WIS** +1; **CHA** +2 +**Skills** Bluff +10, Computers +15, Engineering +15, Intimidate +10, Physical Science +10, Profession (vidgamer) +15 +**Languages** Common, Draconic +**Gear** second skin, frost subduer with 1 battery (20 charges), tier 2 computer (miniaturization \[2\]) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Get Good (Ex)** When a vidgamer scores a critical hit against a creature within 60 feet, they can also attempt an Intimidate check to demoralize that creature as a reaction before the end of their turn. When a vidgamer rolls a natural 20 for a Profession (vidgamer) check to play a game, they can also attempt to demoralize one other participant in that game as a reaction before the end of their turn. + +## DESCRIPTION + +Vidgamers are professionals who game competitively, filling stadiums with cheering fans as they play in competitive tournaments. To make it to the professional stage, vidgamers must have sharpened senses and near-perfect reflexes that set them apart from millions of other gamers. Like other athletes, they train for hours every day to stay in peak condition. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vigilant Bodyguard.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vigilant Bodyguard.md new file mode 100644 index 0000000..4992db1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Vigilant Bodyguard.md @@ -0,0 +1,64 @@ +--- +aliases: +cr: 2 +hp: 30 +modifier: 1 +Monster Type: NPC +name: Vigilant Bodyguard +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# VIGILANT BODYGUARD + + +**XP 600** +Human solarian +LN Medium humanoid (human) +**Init** +1; Perception +12 + +DEFENSE + +**HP** 30; **EAC** 13; **KAC** 15 +**Fort** +5; **Ref** +3; **Will** +4 +**Defensive Abilities** dark matter + +OFFENSE + +**Speed** 40 ft. +**Melee** solar weapon +10 (1d6+6 B; critical knockdown) +**Ranged** static arc pistol +7 (1d6+2 E; critical arc 2; stun) +**Offensive Abilities** black hole, supernova + +TACTICS + +**During Combat** A vigilant bodyguard attunes to gravitons, powering up with dark matter and pulling enemies closer while their charge escapes. + +**Morale** The vigilant bodyguard fights to the death as long as their charge is in danger. + +STATISTICS + +**Str** +4; **Dex** +1; **Con** +1; **Int** +0; **Wis** +0; **Cha** +2 +**Skills** Acrobatics +7, Athletics +7, Mysticism +7, Sense Motive +12, Feats Fleet +**Languages** Common +**Other Abilities** solar manifestation, stellar alignment +**Gear** freebooter armor I, least graviton crystal, static arc pistol with 1 battery (20 charges) + +SPECIAL ABILITIES + +#### BLACK HOLE (SU) + +This functions as the solarian stellar revelation of the same name. As a standard action, the vigilant bodyguard can pull any number of creatures within 20 feet closer. Each target must succeed a DC 11 Fortitude saving throw or be pulled 10 feet towards the vigilant bodyguard. + +#### DARK MATTER (SU) + +This functions as the solarian stellar revelation of the same name. As a move action, the vigilant bodyguard can gain DR 1/— until he leaves graviton mode. + +#### SUPERNOVA (SU) + +This functions as the solarian stellar revelation of the same name. As a standard action, the vigilant bodyguard can deal 3d6 fire damage to all creatures within 10 feet. A creature that succeeds on a DC 11 Reflex saving throw takes half damage. + +ABOUT + +Some solarians serve as vigilant bodyguards to the rich and powerful. + diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Viper.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Viper.md new file mode 100644 index 0000000..f4fe998 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Viper.md @@ -0,0 +1,52 @@ +--- +aliases: +cr: 9 +hp: 145 +modifier: 6 +Monster Type: NPC +name: Viper +statblock: true +Subtype: Assassins +tags: +Type: Bestiary NPC +--- +# VIPER +Assassins are skilled killers who excel in eliminating single targets. Often using various forms of stealth and subterfuge, they can pass between guards undetected and skillfully navigate traps to quickly dispatch their marked query. High-profile corporations, cults, or criminal syndicates may employ assassins, but most work alone or as part of secretive guilds for hire and by contract. +Assassins work in the shadows, with some operating discreetly among the underbellies of society and others conducting their business while hiding in plain sight. Regardless of their methods, they’re valued for their ability to hide their tracks and maintain their employer’s anonymity. The most skilled assassins can take out high-profile figures without leaving any evidence for investigators to follow. The more difficult the job and the greater the prominence of the target, the higher the fee they command. + +**CR** 9 +**XP 6,400** +Astriapi +CE Medium monstrous humanoid +**Init** +6; **Senses** blindsense (scent) 30 ft., darkvision 60 ft.; **Perception** +17 + +### DEFENSE + +**HP** 145 +**EAC** 22; **KAC** 24 +**Fort** +1; **Ref** +13; **Will** +10 + +### OFFENSE + +**Speed** 30 ft., fly 30 ft. (Ex, average) +**Melee** sintered starknife +19 (4d4+9 P) or bite +19 (2d10+9 P) +**Ranged** advanced nightarch needler +22 (2d6+9 P; critical injection DC +2) + +### STATISTICS + +**STR** +0; **DEX** +6; **CON** +0; **INT** +3; **WIS** +0; **CHA** +4 +**Skills** Acrobatics +22, Bluff +17, Disguise +17, Life Science + 17, Stealth +22 +**Languages** Astriapi, Common +**Other Abilities** envenom, honey production +**Gear** dvanced nightarch needler with 10 darts, sintered starknife, viper poison (functions as ungol dust; 3 doses) + +### ECOLOGY + +### SPECIAL ABILITIES + +**Envenom (Ex)** Each viper has a signature poison, sometimes concocted with material from their own body. Each day they can produce three doses of this poison, which acts as an existing poison at a level lower than or equal to their CR. This poison can’t be sold and loses its toxicity after 24 hours. + +## DESCRIPTION + +Vipers rely on poison to take out their targets. They often craft their own toxins, using various aspects of their bodies, such as blood, tears, or chitin. They typically work alone. Vipers pride themselves on their calling cards, which can be used to trace assassinations back to them. Their ability to create novel venoms makes it difficult for natural defenses to resist the effects of the poison and for medical staff to treat those affected. +Vipers are skilled bioengineers who are likely to work or have previously worked in laboratories. They see assassinations as a chance to show off their talent and research, and they revel in the fear instilled by their creations. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Watch Captain.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Watch Captain.md new file mode 100644 index 0000000..986800e --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Watch Captain.md @@ -0,0 +1,57 @@ +--- +aliases: +cr: 6 +hp: 90 +modifier: 2 +Monster Type: NPC +name: Watch Captain +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# WATCH CAPTAIN +**XP 2,400** +Human soldier +LN Medium humanoid (human) +**Init** +2; Perception +13 + +DEFENSE + +**HP** 90; **EAC** 18; **KAC** 20 +**Fort** +8; **Ref** +6; **Will** +7 + +OFFENSE + +**Speed** 30 ft. +**Melee** standard taclash +16 (1d4+11 S; disarm, nonlethal, reach, trip) or tactical cryopike +16 (1d8+11 C; reach) +**Ranged** static arc rifle +13 (1d12+6 E; critical arc 1d6; stun) or flash grenade II +13 (explode \[10 ft., blinded 1d4 rounds, DC 14\]) +**Offensive Abilities** fighting style (guard), gear boost (flash freeze), intimidating authority + +TACTICS + +**During Combat** A watch captain tries to disarm and knock out living creatures with a taclash (if only to avoid having to fill out all the reports for killing someone), but retaliates with lethal force if it’s used against them. + +**Morale** A watch captain fights to the death if creatures under their command or protection are in danger, but otherwise retreats when reduced to 45 HP or fewer. + +STATISTICS + +**Str** +5; **Dex** +2; **Con** +3; **Int** +1; **Wis** +1; **Cha** +0 +**Skills** Athletics +13, Diplomacy +13, Intimidate +13, Profession (law enforcement) +18 +**Feats** Bodyguard, In Harm’s Way +**Languages** Common +**Other Abilities** armor training, guard’s protection, requisition +**Gear** flash grenades II (2), manacles, medpatches (2), personal comm unit, standard taclash, static arc rifle with 1 battery (40 charges), tactical cryopike with 1 battery (20 charges), vesk overplate I + +SPECIAL ABILITIES + +#### INTIMIDATING AUTHORITY (EX) + +When a watch captain attempts to demoralize a target, they may exert their authority. If they succeed at their Intimidate check, the target is staggered for 1 round in addition to being shaken. This ability never causes the target to be staggered for more than 1 round. The watch captain may use this ability 4 times before requiring an 8-hour rest to use it again. + +#### REQUISITION (EX) + +A watch captain has access to almost any sort of equipment through their employer. Once per day, they may gain a specific piece of equipment with a level equal to or less than their CR in 10-60 minutes or a single piece of equipment with a level equal to their CR+1 in 1-6 hours. If the item is not consumable and is destroyed, they may not use this ability again for a number of days equal to the item’s level. + +ABOUT + +Watch captains are stern and canny veterans, experienced soldiers and law enforcement officers who have seen and done it all. Quick of mind and naturally suspicious, they are thorough and professional in leading investigations yet also tactful when dealing with rich and poor alike. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ysoki Skulk.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ysoki Skulk.md new file mode 100644 index 0000000..319d13d --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Ysoki Skulk.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 2 +hp: 23 +modifier: 5 +Monster Type: NPC +name: Ysoki Skulk +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# YSOKI SKULK + + +**XP 600** +Ysoki operative +N Medium humanoid (ysoki) +**Init** +5; **Senses** darkvision 60 ft.; Perception +8 + +DEFENSE + +**HP** 23 each; **EAC** 13; **KAC** 14 +**Fort** +1; **Ref** +6; **Will** +5 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 30 ft. +**Melee** tactical baton +8 (1d4+2 B) +**Ranged** static arc pistol +6 (1d6 E; critical arc 2) +**Offensive Abilities** distracting strikes, operative exploits (uncanny mobility), trick attack +1d4 + +STATISTICS + +**Str** +0; **Dex** +4; **Con** +0; **Int** +3; **Wis** +1; **Cha** +1 +**Skills** Acrobatics +13, Engineering +13, Sleight of Hand +8, Stealth +13, Survival +8 +**Languages** Common (Argosan), Ysoki +**Other Abilities** cheek pouches, moxie, specialization (ghost) +**Gear** freebooter armor 1, static arc pistol with 1 battery (20 charges), tactical baton, mk 1 healing serum (2), engineering tool kit, credstick (45 credits) + +STATISTICS + +#### DISTRACTING STRIKES (EX) + +A creature that takes damage from a skaardorn skulk’s melee attacks must succeed at a DC 13 Fortitude save or be nauseated for 1 round. diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zahajin Warleader.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zahajin Warleader.md new file mode 100644 index 0000000..aa6cdd4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zahajin Warleader.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 4 +hp: 50 +modifier: 5 +Monster Type: NPC +name: Zahajin Warleader +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ZAHAJIN WARLEADER + + +**XP 1,200** +Zahajin soldier +CN Medium humanoid (aquatic) +**Init** +5; **Senses** darkvision 60 ft., low-light vision; Perception +12 +**Weaknesses** light blindness + +DEFENSE + +**HP** 50; **EAC** 16; **KAC** 18 +**Fort** +6; **Ref** +4; Will +5 +**Immunities** aetherite radiation + +OFFENSE + +**Speed** 30 ft., climb 30 ft., swim 40 ft. Melee aetherite greataxe +13 (1d12+11) +**Ranged** aetherite javelin +10 (1d6+4) +**Offensive Abilities** charge attack, fighting style (blitz), melee striker + +STATISTICS + +**Str** +5; **Dex** +1; **Con** +3; **Int** -1; **Wis** -1; **Cha** +1 +**Skills** Athletics +15 (climb +31), Intimidate +10, Stealth +10 +**Feats** Mobility +**Languages** Zahaj-el +**Other Abilities** amphibious +**Gear** squad defiance series armor, 10 aetherite javelins + +ECOLOGY + +**Environment** The Darkwild +**Organization** solitary, pair, or skirmish (1–2 plus 2d6 CR 1 zahajin soldiers) diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Scout.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Scout.md new file mode 100644 index 0000000..b930c5b --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Scout.md @@ -0,0 +1,37 @@ +--- +aliases: +cr: 1 +hp: 17 +modifier: 4 +Monster Type: NPC +name: Zvarr Scout +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ZVARR SCOUT + + +**XP 400** +Zvarr operative +CG Medium humanoid (zvarr) +**Init** +4; **Senses** darkvision 60 ft.; Perception +6 + +DEFENSE + +**HP** 17; **EAC** 11; **KAC** 12 +**Fort** +4; **Ref** +4; **Will** +4 + +OFFENSE + +**Speed** 30 ft., climb 20 ft. +**Melee** survival knife +4 (1d4+3 S) or bite +4 (1d4+3 P) +**Ranged** survival flare gun +6 (1d3+1 F; critical burn 1d6) or tactical shobhad horizon striker +6 (2d4+1 P) + +STATISTICS + +**Str** +2; **Dex** +4; **Con** +1; **Int** +0; **Wis** +1; **Cha** +0 +**Skills** Acrobatics +11, Athletics +11, Culture +11, Life Science +6, Piloting +6, Stealth +11, Survival +11 +**Languages** Common, Draconic +**Other abilities** specialization (explorer), trick attack +1d4, vestigial wings +**Gear** estex suit I, survival knife, survival flare gun with 2 flares, tactical shobhad horizon striker with 6 rounds diff --git a/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Spellsniper.md b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Spellsniper.md new file mode 100644 index 0000000..deaa509 --- /dev/null +++ b/Compendium/SF1E/Bestiary/NPC Adversaries Codex/Zvarr Spellsniper.md @@ -0,0 +1,45 @@ +--- +aliases: +cr: 7 +hp: 90 +modifier: 4 +Monster Type: NPC +name: Zvarr Spellsniper +statblock: true +tags: +Type: Legendary Games NPC Codex +--- +# ZVARR SPELLSNIPER + + +**XP 3,200** +Zvarr technomancer +LN Medium humanoid (zvarr) +**Init** +4; **Senses** darkvision 60 ft.; Perception +19 + +DEFENSE + +**HP** 90 +**RP** 4; **EAC** 18; **KAC** 19 +**Fort** +6; **Ref** +6; **Will** +10 + +OFFENSE + +**Speed** 30 ft., climb 20 ft., fly 40 ft. (Ex, average) +**Melee** basic spined blade +11 (1d6+7 P; critical injection DC +2) or bite +11 (1d8+10 P) +**Ranged** advanced razorrang +13 (3d6+3 S; critical wound) or triple focus rifle +13 (3d4+7 F; critical burn 2d4) +**Offensive abilities** cache capacitor 1, magic hacks (empowered weapon, distant spell), spell cache +**Technomancer Spells Known** (CL 7th; ranged +13) + +**3rd (3/day)**—arcing surge (DC 20), clairaudience/clairvoyance +**2nd (6/day)**—fog cloud, invisibility, mirror image +**1st (at will)**—magic missile, supercharge weapon + +STATISTICS + +**Str** +0; **Dex** +4; **Con** +0; **Int** +5; **Wis** +2; **Cha** +0 +**Skills** Computers +19, Mysticism +19, Perception +19, Stealth +14, Survival +19 +**Feats** Winged Heritor +**Languages** Auran, Common, Draconic, Dwarven +**Other abilities** stretched wings, vestigial wings +**Gear** ag spec ops armor, basic spined blade, advanced razorrang, triple focus rifle with high-capacity battery (40 charges) diff --git a/Bestiary/Nanotech Golem.md b/Compendium/SF1E/Bestiary/Nanotech Golem.md similarity index 91% rename from Bestiary/Nanotech Golem.md rename to Compendium/SF1E/Bestiary/Nanotech Golem.md index ae8f7db..bc142ec 100644 --- a/Bestiary/Nanotech Golem.md +++ b/Compendium/SF1E/Bestiary/Nanotech Golem.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Nanotech Golem diff --git a/Bestiary/Necropede.md b/Compendium/SF1E/Bestiary/Necropede.md similarity index 91% rename from Bestiary/Necropede.md rename to Compendium/SF1E/Bestiary/Necropede.md index 0d6b45b..8f5a712 100644 --- a/Bestiary/Necropede.md +++ b/Compendium/SF1E/Bestiary/Necropede.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Necropede diff --git a/Bestiary/Necrovite.md b/Compendium/SF1E/Bestiary/Necrovite.md similarity index 90% rename from Bestiary/Necrovite.md rename to Compendium/SF1E/Bestiary/Necrovite.md index 6d2f693..8ffd377 100644 --- a/Bestiary/Necrovite.md +++ b/Compendium/SF1E/Bestiary/Necrovite.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Necrovite diff --git a/Bestiary/Nihili Captain.md b/Compendium/SF1E/Bestiary/Nihili Captain.md similarity index 90% rename from Bestiary/Nihili Captain.md rename to Compendium/SF1E/Bestiary/Nihili Captain.md index 9138371..23685ce 100644 --- a/Bestiary/Nihili Captain.md +++ b/Compendium/SF1E/Bestiary/Nihili Captain.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Nihili Captain diff --git a/Bestiary/Nihili.md b/Compendium/SF1E/Bestiary/Nihili.md similarity index 89% rename from Bestiary/Nihili.md rename to Compendium/SF1E/Bestiary/Nihili.md index ff3da2f..783ce55 100644 --- a/Bestiary/Nihili.md +++ b/Compendium/SF1E/Bestiary/Nihili.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Nihili diff --git a/Bestiary/Nuar Enforcer.md b/Compendium/SF1E/Bestiary/Nuar Enforcer.md similarity index 91% rename from Bestiary/Nuar Enforcer.md rename to Compendium/SF1E/Bestiary/Nuar Enforcer.md index 4485f69..b52ca65 100644 --- a/Bestiary/Nuar Enforcer.md +++ b/Compendium/SF1E/Bestiary/Nuar Enforcer.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Nuar Enforcer diff --git a/Bestiary/Nuar Specialist.md b/Compendium/SF1E/Bestiary/Nuar Specialist.md similarity index 91% rename from Bestiary/Nuar Specialist.md rename to Compendium/SF1E/Bestiary/Nuar Specialist.md index cffbcbe..1d072ac 100644 --- a/Bestiary/Nuar Specialist.md +++ b/Compendium/SF1E/Bestiary/Nuar Specialist.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Nuar Specialist diff --git a/Bestiary/Oblivion Shade.md b/Compendium/SF1E/Bestiary/Oblivion Shade.md similarity index 91% rename from Bestiary/Oblivion Shade.md rename to Compendium/SF1E/Bestiary/Oblivion Shade.md index fa23281..37995ac 100644 --- a/Bestiary/Oblivion Shade.md +++ b/Compendium/SF1E/Bestiary/Oblivion Shade.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Oblivion Shade diff --git a/Bestiary/Observer-Class Security Robot.md b/Compendium/SF1E/Bestiary/Observer-Class Security Robot.md similarity index 91% rename from Bestiary/Observer-Class Security Robot.md rename to Compendium/SF1E/Bestiary/Observer-Class Security Robot.md index 37e2e93..8b9d199 100644 --- a/Bestiary/Observer-Class Security Robot.md +++ b/Compendium/SF1E/Bestiary/Observer-Class Security Robot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Observer-Class Security Robot diff --git a/Bestiary/Occult Zombie.md b/Compendium/SF1E/Bestiary/Occult Zombie.md similarity index 91% rename from Bestiary/Occult Zombie.md rename to Compendium/SF1E/Bestiary/Occult Zombie.md index 2124e42..4e7f96e 100644 --- a/Bestiary/Occult Zombie.md +++ b/Compendium/SF1E/Bestiary/Occult Zombie.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Occult Zombie diff --git a/Bestiary/Old Void Dragon.md b/Compendium/SF1E/Bestiary/Old Void Dragon.md similarity index 90% rename from Bestiary/Old Void Dragon.md rename to Compendium/SF1E/Bestiary/Old Void Dragon.md index 539a8ec..6d0dc25 100644 --- a/Bestiary/Old Void Dragon.md +++ b/Compendium/SF1E/Bestiary/Old Void Dragon.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Old Void Dragon diff --git a/Bestiary/Oma.md b/Compendium/SF1E/Bestiary/Oma.md similarity index 91% rename from Bestiary/Oma.md rename to Compendium/SF1E/Bestiary/Oma.md index 938c000..95dcdce 100644 --- a/Bestiary/Oma.md +++ b/Compendium/SF1E/Bestiary/Oma.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Oma diff --git a/Bestiary/Orc Technician.md b/Compendium/SF1E/Bestiary/Orc Technician.md similarity index 91% rename from Bestiary/Orc Technician.md rename to Compendium/SF1E/Bestiary/Orc Technician.md index 24ba063..59bb31e 100644 --- a/Bestiary/Orc Technician.md +++ b/Compendium/SF1E/Bestiary/Orc Technician.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Orc Technician diff --git a/Bestiary/Orc Trooper.md b/Compendium/SF1E/Bestiary/Orc Trooper.md similarity index 91% rename from Bestiary/Orc Trooper.md rename to Compendium/SF1E/Bestiary/Orc Trooper.md index 19b5584..ba34166 100644 --- a/Bestiary/Orc Trooper.md +++ b/Compendium/SF1E/Bestiary/Orc Trooper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Orc Trooper diff --git a/Bestiary/Orocoran Ichor Lord.md b/Compendium/SF1E/Bestiary/Orocoran Ichor Lord.md similarity index 91% rename from Bestiary/Orocoran Ichor Lord.md rename to Compendium/SF1E/Bestiary/Orocoran Ichor Lord.md index 2ab1b79..3533729 100644 --- a/Bestiary/Orocoran Ichor Lord.md +++ b/Compendium/SF1E/Bestiary/Orocoran Ichor Lord.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Orocoran Ichor Lord diff --git a/Bestiary/Orocoran.md b/Compendium/SF1E/Bestiary/Orocoran.md similarity index 92% rename from Bestiary/Orocoran.md rename to Compendium/SF1E/Bestiary/Orocoran.md index f41cce1..c63178f 100644 --- a/Bestiary/Orocoran.md +++ b/Compendium/SF1E/Bestiary/Orocoran.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Orocoran diff --git a/Bestiary/Osharu Headteacher.md b/Compendium/SF1E/Bestiary/Osharu Headteacher.md similarity index 90% rename from Bestiary/Osharu Headteacher.md rename to Compendium/SF1E/Bestiary/Osharu Headteacher.md index b71acaf..b7d2df0 100644 --- a/Bestiary/Osharu Headteacher.md +++ b/Compendium/SF1E/Bestiary/Osharu Headteacher.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Osharu Headteacher diff --git a/Bestiary/Osharu.md b/Compendium/SF1E/Bestiary/Osharu.md similarity index 90% rename from Bestiary/Osharu.md rename to Compendium/SF1E/Bestiary/Osharu.md index 9191d44..cb38538 100644 --- a/Bestiary/Osharu.md +++ b/Compendium/SF1E/Bestiary/Osharu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Osharu diff --git a/Bestiary/Pahtra Inquisitive.md b/Compendium/SF1E/Bestiary/Pahtra Inquisitive.md similarity index 91% rename from Bestiary/Pahtra Inquisitive.md rename to Compendium/SF1E/Bestiary/Pahtra Inquisitive.md index c5f3b0e..eef8635 100644 --- a/Bestiary/Pahtra Inquisitive.md +++ b/Compendium/SF1E/Bestiary/Pahtra Inquisitive.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pahtra Inquisitive diff --git a/Bestiary/Pahtra Stalker.md b/Compendium/SF1E/Bestiary/Pahtra Stalker.md similarity index 90% rename from Bestiary/Pahtra Stalker.md rename to Compendium/SF1E/Bestiary/Pahtra Stalker.md index 8859826..54509ad 100644 --- a/Bestiary/Pahtra Stalker.md +++ b/Compendium/SF1E/Bestiary/Pahtra Stalker.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pahtra Stalker diff --git a/Bestiary/Pale Stranger.md b/Compendium/SF1E/Bestiary/Pale Stranger.md similarity index 90% rename from Bestiary/Pale Stranger.md rename to Compendium/SF1E/Bestiary/Pale Stranger.md index c9aac87..02c30e0 100644 --- a/Bestiary/Pale Stranger.md +++ b/Compendium/SF1E/Bestiary/Pale Stranger.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pale Stranger diff --git a/Bestiary/Patrol-Class Security Robot.md b/Compendium/SF1E/Bestiary/Patrol-Class Security Robot.md similarity index 91% rename from Bestiary/Patrol-Class Security Robot.md rename to Compendium/SF1E/Bestiary/Patrol-Class Security Robot.md index 51fd086..10069ad 100644 --- a/Bestiary/Patrol-Class Security Robot.md +++ b/Compendium/SF1E/Bestiary/Patrol-Class Security Robot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Patrol-Class Security Robot diff --git a/Bestiary/Phentomite Bridger.md b/Compendium/SF1E/Bestiary/Phentomite Bridger.md similarity index 91% rename from Bestiary/Phentomite Bridger.md rename to Compendium/SF1E/Bestiary/Phentomite Bridger.md index 2de83ab..b4fbe0b 100644 --- a/Bestiary/Phentomite Bridger.md +++ b/Compendium/SF1E/Bestiary/Phentomite Bridger.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Phentomite Bridger diff --git a/Bestiary/Phentomite.md b/Compendium/SF1E/Bestiary/Phentomite.md similarity index 91% rename from Bestiary/Phentomite.md rename to Compendium/SF1E/Bestiary/Phentomite.md index 2b700a1..6215cb3 100644 --- a/Bestiary/Phentomite.md +++ b/Compendium/SF1E/Bestiary/Phentomite.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Phentomite diff --git a/Bestiary/Pirate Lord.md b/Compendium/SF1E/Bestiary/Pirate Lord.md similarity index 90% rename from Bestiary/Pirate Lord.md rename to Compendium/SF1E/Bestiary/Pirate Lord.md index e0b40ac..34e3d69 100644 --- a/Bestiary/Pirate Lord.md +++ b/Compendium/SF1E/Bestiary/Pirate Lord.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pirate Lord diff --git a/Bestiary/Planetoid Beetle.md b/Compendium/SF1E/Bestiary/Planetoid Beetle.md similarity index 90% rename from Bestiary/Planetoid Beetle.md rename to Compendium/SF1E/Bestiary/Planetoid Beetle.md index 10a9240..00bb54c 100644 --- a/Bestiary/Planetoid Beetle.md +++ b/Compendium/SF1E/Bestiary/Planetoid Beetle.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Planetoid Beetle diff --git a/Bestiary/Plasma ooze.md b/Compendium/SF1E/Bestiary/Plasma ooze.md similarity index 90% rename from Bestiary/Plasma ooze.md rename to Compendium/SF1E/Bestiary/Plasma ooze.md index 49ab336..dcdad75 100644 --- a/Bestiary/Plasma ooze.md +++ b/Compendium/SF1E/Bestiary/Plasma ooze.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Plasma ooze diff --git a/Bestiary/Plesiosaur.md b/Compendium/SF1E/Bestiary/Plesiosaur.md similarity index 91% rename from Bestiary/Plesiosaur.md rename to Compendium/SF1E/Bestiary/Plesiosaur.md index 2574962..0f27ce0 100644 --- a/Bestiary/Plesiosaur.md +++ b/Compendium/SF1E/Bestiary/Plesiosaur.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Plesiosaur diff --git a/Bestiary/Pluprex.md b/Compendium/SF1E/Bestiary/Pluprex.md similarity index 92% rename from Bestiary/Pluprex.md rename to Compendium/SF1E/Bestiary/Pluprex.md index 0f1462e..d0179f7 100644 --- a/Bestiary/Pluprex.md +++ b/Compendium/SF1E/Bestiary/Pluprex.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pluprex diff --git a/Bestiary/Prexian Mutantspawn.md b/Compendium/SF1E/Bestiary/Prexian Mutantspawn.md similarity index 92% rename from Bestiary/Prexian Mutantspawn.md rename to Compendium/SF1E/Bestiary/Prexian Mutantspawn.md index b22a09e..a22f152 100644 --- a/Bestiary/Prexian Mutantspawn.md +++ b/Compendium/SF1E/Bestiary/Prexian Mutantspawn.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Prexian Mutantspawn diff --git a/Bestiary/Pterosaur.md b/Compendium/SF1E/Bestiary/Pterosaur.md similarity index 90% rename from Bestiary/Pterosaur.md rename to Compendium/SF1E/Bestiary/Pterosaur.md index 55163e3..e8d9244 100644 --- a/Bestiary/Pterosaur.md +++ b/Compendium/SF1E/Bestiary/Pterosaur.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Pterosaur diff --git a/Bestiary/Quorlu Sapper.md b/Compendium/SF1E/Bestiary/Quorlu Sapper.md similarity index 91% rename from Bestiary/Quorlu Sapper.md rename to Compendium/SF1E/Bestiary/Quorlu Sapper.md index 28cbfaa..e1b2c46 100644 --- a/Bestiary/Quorlu Sapper.md +++ b/Compendium/SF1E/Bestiary/Quorlu Sapper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Quorlu Sapper diff --git a/Bestiary/Quorlu.md b/Compendium/SF1E/Bestiary/Quorlu.md similarity index 91% rename from Bestiary/Quorlu.md rename to Compendium/SF1E/Bestiary/Quorlu.md index e0d3219..bb7c5e4 100644 --- a/Bestiary/Quorlu.md +++ b/Compendium/SF1E/Bestiary/Quorlu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Quorlu diff --git a/Bestiary/Rauzhant.md b/Compendium/SF1E/Bestiary/Rauzhant.md similarity index 91% rename from Bestiary/Rauzhant.md rename to Compendium/SF1E/Bestiary/Rauzhant.md index 73de3eb..d22ce63 100644 --- a/Bestiary/Rauzhant.md +++ b/Compendium/SF1E/Bestiary/Rauzhant.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Rauzhant diff --git a/Bestiary/Ravai.md b/Compendium/SF1E/Bestiary/Ravai.md similarity index 90% rename from Bestiary/Ravai.md rename to Compendium/SF1E/Bestiary/Ravai.md index 82f2edc..35f8a8c 100644 --- a/Bestiary/Ravai.md +++ b/Compendium/SF1E/Bestiary/Ravai.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ravai diff --git a/Bestiary/Rebuilt.md b/Compendium/SF1E/Bestiary/Rebuilt.md similarity index 90% rename from Bestiary/Rebuilt.md rename to Compendium/SF1E/Bestiary/Rebuilt.md index 4e226f2..657ed78 100644 --- a/Bestiary/Rebuilt.md +++ b/Compendium/SF1E/Bestiary/Rebuilt.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Rebuilt diff --git a/Bestiary/Renkroda, Whiskered.md b/Compendium/SF1E/Bestiary/Renkroda, Whiskered.md similarity index 91% rename from Bestiary/Renkroda, Whiskered.md rename to Compendium/SF1E/Bestiary/Renkroda, Whiskered.md index 25b8924..37b9e38 100644 --- a/Bestiary/Renkroda, Whiskered.md +++ b/Compendium/SF1E/Bestiary/Renkroda, Whiskered.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Renkroda, Whiskered diff --git a/Bestiary/Reptoid Master.md b/Compendium/SF1E/Bestiary/Reptoid Master.md similarity index 92% rename from Bestiary/Reptoid Master.md rename to Compendium/SF1E/Bestiary/Reptoid Master.md index ffadaa3..48b1213 100644 --- a/Bestiary/Reptoid Master.md +++ b/Compendium/SF1E/Bestiary/Reptoid Master.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Reptoid Master diff --git a/Bestiary/Reptoid.md b/Compendium/SF1E/Bestiary/Reptoid.md similarity index 92% rename from Bestiary/Reptoid.md rename to Compendium/SF1E/Bestiary/Reptoid.md index 27b2449..963bde7 100644 --- a/Bestiary/Reptoid.md +++ b/Compendium/SF1E/Bestiary/Reptoid.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Reptoid diff --git a/Bestiary/Ryphorian Skyfire Pilot.md b/Compendium/SF1E/Bestiary/Ryphorian Skyfire Pilot.md similarity index 93% rename from Bestiary/Ryphorian Skyfire Pilot.md rename to Compendium/SF1E/Bestiary/Ryphorian Skyfire Pilot.md index 9811c85..f54911a 100644 --- a/Bestiary/Ryphorian Skyfire Pilot.md +++ b/Compendium/SF1E/Bestiary/Ryphorian Skyfire Pilot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ryphorian Skyfire Pilot diff --git a/Bestiary/Ryphorian Technician.md b/Compendium/SF1E/Bestiary/Ryphorian Technician.md similarity index 92% rename from Bestiary/Ryphorian Technician.md rename to Compendium/SF1E/Bestiary/Ryphorian Technician.md index 5541d35..98c01fb 100644 --- a/Bestiary/Ryphorian Technician.md +++ b/Compendium/SF1E/Bestiary/Ryphorian Technician.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ryphorian Technician diff --git a/Bestiary/Sarcesian Cybercommando.md b/Compendium/SF1E/Bestiary/Sarcesian Cybercommando.md similarity index 92% rename from Bestiary/Sarcesian Cybercommando.md rename to Compendium/SF1E/Bestiary/Sarcesian Cybercommando.md index c78d7cf..ebc2be7 100644 --- a/Bestiary/Sarcesian Cybercommando.md +++ b/Compendium/SF1E/Bestiary/Sarcesian Cybercommando.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Sarcesian Cybercommando diff --git a/Bestiary/Sarcesian Sniper.md b/Compendium/SF1E/Bestiary/Sarcesian Sniper.md similarity index 91% rename from Bestiary/Sarcesian Sniper.md rename to Compendium/SF1E/Bestiary/Sarcesian Sniper.md index a8e1381..5f75c87 100644 --- a/Bestiary/Sarcesian Sniper.md +++ b/Compendium/SF1E/Bestiary/Sarcesian Sniper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Sarcesian Sniper diff --git a/Bestiary/Sauropod.md b/Compendium/SF1E/Bestiary/Sauropod.md similarity index 91% rename from Bestiary/Sauropod.md rename to Compendium/SF1E/Bestiary/Sauropod.md index e9b9d98..7e428b9 100644 --- a/Bestiary/Sauropod.md +++ b/Compendium/SF1E/Bestiary/Sauropod.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Sauropod diff --git a/Bestiary/Scavenger Slime.md b/Compendium/SF1E/Bestiary/Scavenger Slime.md similarity index 91% rename from Bestiary/Scavenger Slime.md rename to Compendium/SF1E/Bestiary/Scavenger Slime.md index 8bd9249..6aa6c78 100644 --- a/Bestiary/Scavenger Slime.md +++ b/Compendium/SF1E/Bestiary/Scavenger Slime.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Scavenger Slime diff --git a/Bestiary/Scyphozoan.md b/Compendium/SF1E/Bestiary/Scyphozoan.md similarity index 91% rename from Bestiary/Scyphozoan.md rename to Compendium/SF1E/Bestiary/Scyphozoan.md index b2a7d3b..04e14e6 100644 --- a/Bestiary/Scyphozoan.md +++ b/Compendium/SF1E/Bestiary/Scyphozoan.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Scyphozoan diff --git a/Bestiary/Security Guard.md b/Compendium/SF1E/Bestiary/Security Guard.md similarity index 90% rename from Bestiary/Security Guard.md rename to Compendium/SF1E/Bestiary/Security Guard.md index 778324f..3e0a366 100644 --- a/Bestiary/Security Guard.md +++ b/Compendium/SF1E/Bestiary/Security Guard.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Security Guard diff --git a/Bestiary/Security Specialist.md b/Compendium/SF1E/Bestiary/Security Specialist.md similarity index 90% rename from Bestiary/Security Specialist.md rename to Compendium/SF1E/Bestiary/Security Specialist.md index ca4dcf3..5e0de2a 100644 --- a/Bestiary/Security Specialist.md +++ b/Compendium/SF1E/Bestiary/Security Specialist.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Security Specialist diff --git a/Bestiary/Selamid.md b/Compendium/SF1E/Bestiary/Selamid.md similarity index 91% rename from Bestiary/Selamid.md rename to Compendium/SF1E/Bestiary/Selamid.md index 608d09d..03d44ea 100644 --- a/Bestiary/Selamid.md +++ b/Compendium/SF1E/Bestiary/Selamid.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Selamid diff --git a/Bestiary/Seprevoi.md b/Compendium/SF1E/Bestiary/Seprevoi.md similarity index 90% rename from Bestiary/Seprevoi.md rename to Compendium/SF1E/Bestiary/Seprevoi.md index 82bfac9..b0fd27d 100644 --- a/Bestiary/Seprevoi.md +++ b/Compendium/SF1E/Bestiary/Seprevoi.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Seprevoi diff --git a/Bestiary/Shantak.md b/Compendium/SF1E/Bestiary/Shantak.md similarity index 91% rename from Bestiary/Shantak.md rename to Compendium/SF1E/Bestiary/Shantak.md index 920f5ba..bf7fe11 100644 --- a/Bestiary/Shantak.md +++ b/Compendium/SF1E/Bestiary/Shantak.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shantak diff --git a/Bestiary/Sharpwing.md b/Compendium/SF1E/Bestiary/Sharpwing.md similarity index 91% rename from Bestiary/Sharpwing.md rename to Compendium/SF1E/Bestiary/Sharpwing.md index e1d17ed..0e5fea9 100644 --- a/Bestiary/Sharpwing.md +++ b/Compendium/SF1E/Bestiary/Sharpwing.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Sharpwing diff --git a/Bestiary/Shimreen.md b/Compendium/SF1E/Bestiary/Shimreen.md similarity index 91% rename from Bestiary/Shimreen.md rename to Compendium/SF1E/Bestiary/Shimreen.md index e73c1e7..a3beccf 100644 --- a/Bestiary/Shimreen.md +++ b/Compendium/SF1E/Bestiary/Shimreen.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shimreen diff --git a/Bestiary/Ship Glitch Gremlin.md b/Compendium/SF1E/Bestiary/Ship Glitch Gremlin.md similarity index 91% rename from Bestiary/Ship Glitch Gremlin.md rename to Compendium/SF1E/Bestiary/Ship Glitch Gremlin.md index 7072400..3a8f0b7 100644 --- a/Bestiary/Ship Glitch Gremlin.md +++ b/Compendium/SF1E/Bestiary/Ship Glitch Gremlin.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Ship Glitch Gremlin diff --git a/Bestiary/Shipmind.md b/Compendium/SF1E/Bestiary/Shipmind.md similarity index 89% rename from Bestiary/Shipmind.md rename to Compendium/SF1E/Bestiary/Shipmind.md index c86dc3c..c835076 100644 --- a/Bestiary/Shipmind.md +++ b/Compendium/SF1E/Bestiary/Shipmind.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shipmind diff --git a/Bestiary/Shobhad Warleader.md b/Compendium/SF1E/Bestiary/Shobhad Warleader.md similarity index 92% rename from Bestiary/Shobhad Warleader.md rename to Compendium/SF1E/Bestiary/Shobhad Warleader.md index 815dcfe..2715db3 100644 --- a/Bestiary/Shobhad Warleader.md +++ b/Compendium/SF1E/Bestiary/Shobhad Warleader.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shobhad Warleader diff --git a/Bestiary/Shobhad.md b/Compendium/SF1E/Bestiary/Shobhad.md similarity index 92% rename from Bestiary/Shobhad.md rename to Compendium/SF1E/Bestiary/Shobhad.md index 070e567..76a01ed 100644 --- a/Bestiary/Shobhad.md +++ b/Compendium/SF1E/Bestiary/Shobhad.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shobhad diff --git a/Bestiary/Shotalashu.md b/Compendium/SF1E/Bestiary/Shotalashu.md similarity index 91% rename from Bestiary/Shotalashu.md rename to Compendium/SF1E/Bestiary/Shotalashu.md index f6ba76d..73582cb 100644 --- a/Bestiary/Shotalashu.md +++ b/Compendium/SF1E/Bestiary/Shotalashu.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Shotalashu diff --git a/Bestiary/Siege Robot.md b/Compendium/SF1E/Bestiary/Siege Robot.md similarity index 91% rename from Bestiary/Siege Robot.md rename to Compendium/SF1E/Bestiary/Siege Robot.md index 16a7bb9..e47473c 100644 --- a/Bestiary/Siege Robot.md +++ b/Compendium/SF1E/Bestiary/Siege Robot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Siege Robot diff --git a/Bestiary/Skeletal Undead.md b/Compendium/SF1E/Bestiary/Skeletal Undead.md similarity index 91% rename from Bestiary/Skeletal Undead.md rename to Compendium/SF1E/Bestiary/Skeletal Undead.md index d4842c9..6b65204 100644 --- a/Bestiary/Skeletal Undead.md +++ b/Compendium/SF1E/Bestiary/Skeletal Undead.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Skeletal Undead diff --git a/Bestiary/Skittermander Whelp.md b/Compendium/SF1E/Bestiary/Skittermander Whelp.md similarity index 91% rename from Bestiary/Skittermander Whelp.md rename to Compendium/SF1E/Bestiary/Skittermander Whelp.md index 1f8dc80..35cc525 100644 --- a/Bestiary/Skittermander Whelp.md +++ b/Compendium/SF1E/Bestiary/Skittermander Whelp.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Skittermander Whelp diff --git a/Bestiary/Skittermander.md b/Compendium/SF1E/Bestiary/Skittermander.md similarity index 91% rename from Bestiary/Skittermander.md rename to Compendium/SF1E/Bestiary/Skittermander.md index 8f78308..f1314f1 100644 --- a/Bestiary/Skittermander.md +++ b/Compendium/SF1E/Bestiary/Skittermander.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Skittermander diff --git a/Bestiary/Skreeling.md b/Compendium/SF1E/Bestiary/Skreeling.md similarity index 91% rename from Bestiary/Skreeling.md rename to Compendium/SF1E/Bestiary/Skreeling.md index abee8a6..240c91d 100644 --- a/Bestiary/Skreeling.md +++ b/Compendium/SF1E/Bestiary/Skreeling.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Skreeling diff --git a/Bestiary/Skreesire.md b/Compendium/SF1E/Bestiary/Skreesire.md similarity index 90% rename from Bestiary/Skreesire.md rename to Compendium/SF1E/Bestiary/Skreesire.md index 8dd0e79..9d27c6d 100644 --- a/Bestiary/Skreesire.md +++ b/Compendium/SF1E/Bestiary/Skreesire.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Skreesire diff --git a/Bestiary/Sky Fisher.md b/Compendium/SF1E/Bestiary/Sky Fisher.md similarity index 90% rename from Bestiary/Sky Fisher.md rename to Compendium/SF1E/Bestiary/Sky Fisher.md index 5fbe122..574d71b 100644 --- a/Bestiary/Sky Fisher.md +++ b/Compendium/SF1E/Bestiary/Sky Fisher.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Sky Fisher diff --git a/Bestiary/Small Elemental.md b/Compendium/SF1E/Bestiary/Small Elemental.md similarity index 91% rename from Bestiary/Small Elemental.md rename to Compendium/SF1E/Bestiary/Small Elemental.md index 5de2012..b826efa 100644 --- a/Bestiary/Small Elemental.md +++ b/Compendium/SF1E/Bestiary/Small Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Small Elemental diff --git a/Bestiary/Space Goblin Honchohead.md b/Compendium/SF1E/Bestiary/Space Goblin Honchohead.md similarity index 93% rename from Bestiary/Space Goblin Honchohead.md rename to Compendium/SF1E/Bestiary/Space Goblin Honchohead.md index 0075186..0589cbd 100644 --- a/Bestiary/Space Goblin Honchohead.md +++ b/Compendium/SF1E/Bestiary/Space Goblin Honchohead.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Space Goblin Honchohead diff --git a/Bestiary/Space Goblin Monark.md b/Compendium/SF1E/Bestiary/Space Goblin Monark.md similarity index 92% rename from Bestiary/Space Goblin Monark.md rename to Compendium/SF1E/Bestiary/Space Goblin Monark.md index 996fe6a..d36bc10 100644 --- a/Bestiary/Space Goblin Monark.md +++ b/Compendium/SF1E/Bestiary/Space Goblin Monark.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Space Goblin Monark diff --git a/Bestiary/Space Goblin Zaperator.md b/Compendium/SF1E/Bestiary/Space Goblin Zaperator.md similarity index 93% rename from Bestiary/Space Goblin Zaperator.md rename to Compendium/SF1E/Bestiary/Space Goblin Zaperator.md index c2c41fb..a3da8e9 100644 --- a/Bestiary/Space Goblin Zaperator.md +++ b/Compendium/SF1E/Bestiary/Space Goblin Zaperator.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Space Goblin Zaperator diff --git a/Bestiary/Space Pirate.md b/Compendium/SF1E/Bestiary/Space Pirate.md similarity index 90% rename from Bestiary/Space Pirate.md rename to Compendium/SF1E/Bestiary/Space Pirate.md index c32ebb0..f68d93a 100644 --- a/Bestiary/Space Pirate.md +++ b/Compendium/SF1E/Bestiary/Space Pirate.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Space Pirate diff --git a/Compendium/SF1E/Bestiary/Special NPCs/CR 2 Nanitenwesen.md b/Compendium/SF1E/Bestiary/Special NPCs/CR 2 Nanitenwesen.md new file mode 100644 index 0000000..c0c0364 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Special NPCs/CR 2 Nanitenwesen.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +[[Creature_Nanite.png|Spielern zeigen!]] +SILENT ECHO NANITENWESEN CR 2 + +Large Construct + +**Init** +2; **Senses** Darkvision 60 ft., Low-light Vision; **Perception** +7 + +**DEFENSE** **HP** 25; **RP** 3 + +**EAC** 13; **KAC** 15 + +**Fort** +2; **Ref** +2; **Will** -1 + +**Immunities** Construct Immunities, Immunity To Magic + +**OFFENSE** + +**Speed** fly 30 ft. (average) + +**Space** large + +**Offensive Abilities** Engulf, Nanite Scattershot 1d6+2, Natural Weapons + +**STATISTICS** + +**Str** +4; **Dex** +2; **Con** -; **Int** -; **Wis** +0; **Cha** +0 + +**Skills** Acrobatics +12, Disguise +7, Sense Motive +7 + +**Other Abilities** Mindless, Unliving + +**SPECIAL ABILITIES** + +**Engulf** As a standard action, the creature can move up to its speed, moving into or through the space of any creatures that are at least one size smaller than itself without penalty. Every creature in the engulfing creature’s path is automatically engulfed with no attack roll needed. A targeted creature can attempt a Reflex saving throw to avoid being engulfed; if it attempts this save, it can’t make an attack of opportunity against the engulfing creature due to that creature’s movement. On a successful save, the target is pushed back or aside (target’s choice) as the engulfing creature continues to move. An engulfed creature gains the pinned condition, takes the listed damage at the beginning of each turn it’s engulfed, is in danger of suffocating if it doesn’t have environmental protections, and is trapped within the engulfing creature’s body until it’s no longer pinned. An engulfed creature moves with the engulfing creature; this movement doesn’t provoke attacks of opportunity against the engulfed creature. A creature can engulf one creature that’s one size smaller than itself, up to two creatures that are two sizes smaller, or up to four creatures that are three sizes smaller. + +_Format:_ **Offensive Abilities** engulf (1d6+8 F, DC 13). + +**Mindless** If the construct is mindless, set Intelligence modifier to — and add mindless + +**Nanite Scattershot 1d6+2** The simulacrum can unleash a stream of nanite particles at a single target as a ranged attack that deals piercing damage and has a range increment of 90 feet. + +**Natural Weapons** Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. + +In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual). diff --git a/Compendium/SF1E/Bestiary/Special NPCs/CR 5 Stumklingen Soldat.md b/Compendium/SF1E/Bestiary/Special NPCs/CR 5 Stumklingen Soldat.md new file mode 100644 index 0000000..e198514 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Special NPCs/CR 5 Stumklingen Soldat.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +ALIEN HUNTER CR 5 + +**XP 1,600** +[Human](https://www.starjammersrd.com/races/#Humans) [operative](https://www.starjammersrd.com/classes/operative/) +N Medium humanoid ([human](https://www.starjammersrd.com/races/#Humans)) +**Init** +7; [Perception](https://www.starjammersrd.com/skills/#Perception_Wis) +17 + +DEFENSE + +**HP** 78; **EAC** 18; **KAC** 18 +**Fort** +4; **Ref** +7; **Will** +8 +**Defensive Abilities** evasion + +OFFENSE + +**Speed** 40 ft., climb 30 ft., swim 30 ft. +**Melee** tactical knife +11 (2d4+7 S; analog, [operative](https://www.starjammersrd.com/classes/operative/)) +**Ranged** corona laser pistol +13 (2d4+5 F; critical burn 1d4) or tactical shirren-eye rifle +13 (1d10+5 P; analog, sniper [250 ft.], unwieldy) or stickybomb grenade II +13 (explode [[entangled](https://www.starjammersrd.com/game-mastering/conditions/#Entangled) 2d4 rounds, 15 ft., DC 15]) +**Offensive Abilities** debilitating trick, trick attack +3d8 + +STATISTICS + +**Str** +2; **Dex** +5; **Con** +0; **Int** +3; **Wis** +2; **Cha** +0 +**Skills** [Acrobatics](https://www.starjammersrd.com/skills/#Acrobatics_Dex_Armor_Check_Penalty) +17, [Athletics](https://www.starjammersrd.com/skills/#Athletics_Str_Armor_Check_Penalty) +17, [Culture](https://www.starjammersrd.com/skills/#Culture_Int_Trained_Only) +12, [Piloting](https://www.starjammersrd.com/skills/#Piloting_Dex) +12, [Sense Motive](https://www.starjammersrd.com/skills/#Sense_Motive_Wis) +12 +**Languages** Common, [Vesk](https://www.starjammersrd.com/races/#Vesk), [Ysoki](https://www.starjammersrd.com/races/#Ysoki) +**Other Abilities** [operative](https://www.starjammersrd.com/classes/operative/) exploits (holographic clone, uncanny mobility), [operative](https://www.starjammersrd.com/classes/operative/) specialization (daredevil) +**Gear** estex suit II, corona laser pistol with high-capacity battery (40 charges), stickybomb grenades II (2), tactical knife, tactical shirren-eye rifle with 20 longarm rounds, serums of healing mk II (2) + +**Boon** An alien hunter can locate and track a particular wild beast or monster, leading the PCs to its lair. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Special NPCs/CR 6 Silent Echo Agent.md b/Compendium/SF1E/Bestiary/Special NPCs/CR 6 Silent Echo Agent.md new file mode 100644 index 0000000..a1a86f9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Special NPCs/CR 6 Silent Echo Agent.md @@ -0,0 +1,52 @@ +--- +aliases: +tags: +--- +[[Creature_SilentEchoAgent.jpg|Spielern zeigen!]] +SILENT ECHO AGENTCR 6 + +Medium Construct (Technological) + +**Init** +2; **Senses** Darkvision 60 ft., Low-light Vision; **Perception** +13 + +**DEFENSE** **HP** 80; **RP** 4 + +**EAC** 18; **KAC** 19 + +**Fort** +3; **Ref** +3; **Will** +7 + +**Immunities** Construct Immunities + +**OFFENSE** + +**Speed** 30 ft., fly 15 ft. (perfect) + +**Melee** Greataxe, Tactical +15 (1d12 +11 S) + +**Ranged** Anchor Pistol, Voltaic +13 (1d6 +6 E; critical Bind) + +**Offensive Abilities** Crush, Nanintensturm + +**STATISTICS** + +**Str** +5; **Dex** +2; **Con** -; **Int** -; **Wis** +0; **Cha** +0 + +**Skills** Athletics +18, Acrobatics +13, Bluff +13, Intimidate +18, Survival +18 + +**Other Abilities** Mindless, Unliving, Defensive Dispersal, Nanite Array, Nanocyte Knack, Primary Nanite Faculty + +**Gear** Autoencoded Veil I, Tactical Greataxe, Voltaic Anchor Pistol + +**SPECIAL ABILITIES** + +**Crush** When ending a flying or jumping movement, the creature can land on targets that are at least three size categories smaller than itself. Targets are automatically knocked prone, take the listed damage, and are pinned. Each crushed target can attempt to escape the pin normally on its turn, and the pin ends automatically if the crushing creature moves out of the target’s square. A crushed target does not take damage from the crush more than once, unless the crushing creature moves fully off that creature and then back onto it. + +_Format:_ **Offensive Abilities** crush (4d6+8 B). +_Guidelines:_ Use the same damage amount as for the creature’s standard melee attack. + +**Mindless** If the construct is mindless, set Intelligence modifier to — and add mindless + +**Nanintensturm** As a standard action, the creature can exhale a cone or line of energy or another magical effect. A breath weapon attack usually deals damage, and it’s often energy-based. A breath weapon usually allows a target to attempt a Reflex saving throw for half damage, though some breath weapons require a successful Fortitude or Will save instead. A creature is immune to its own breath weapon and the breath weapons of others of its kind unless otherwise noted. Each breath weapon also indicates how often it can be used. + +_Format:_ **Offensive Abilities** breath weapon (60-ft. cone, 8d6 F, Reflex DC 18 half, usable every 1d4 rounds); if the breath weapon has more complicated effects, it also has an entry in Special Abilities. +_Guidelines:_ 1d6 damage + 1d6 per CR, usable once every 1d4 rounds. A cone is usually 30 feet long, increasing by 10 feet for every size category above Medium or decreasing by 5 feet for every size category below Medium. A line is twice as long as a cone would be. diff --git a/Bestiary/Squox.md b/Compendium/SF1E/Bestiary/Squox.md similarity index 90% rename from Bestiary/Squox.md rename to Compendium/SF1E/Bestiary/Squox.md index 44e47a1..582f621 100644 --- a/Bestiary/Squox.md +++ b/Compendium/SF1E/Bestiary/Squox.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Squox diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Aballonian Ships.md b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Aballonian Ships.md new file mode 100644 index 0000000..6111ee0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Aballonian Ships.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# ABALLONIAN SHIPS +In the millennia since the disappearance of the First Ones, the mysterious race that founded the first cities on [[Aballon]] and populated them entirely with machines, the anacites have divided themselves into two groups: Those Who Wait and Those Who Become. This latter group maintains fleets of starships, intent upon exploring and colonizing the stars. + +Manufactured in vast machine factories on [[Aballon]] by companies such as [[Compiler Enterprises]] (often called CompEnt) and [[Pact Worlds & Beyond/Gruppen & Organisationen/Manufacturers/Starship Manufacturers/Multifold Industries|Multifold Industries]], these vessels are created primarily for robotic life. Few have any form of atmosphere or personal comforts, and their controls are often entirely digital, with crew members simply accessing the ship’s systems through specialized data ports. While this might seem to give them a tactical advantage, most Aballonian vessels are designed for exploration and colonization, with defenses almost as an afterthought. + +By far the most common Aballonian ship is the Autonomous Exploration Vehicle, or AEV. These tiny vessels have only one crew member, usually built into the starship itself. Their primary goal is to travel to new worlds in search of likely planets for colonization, and they accompany larger ships in small swarms. Although capable of acting autonomously, these vessels are often controlled by a Group Defense Frigate, a heavily armed destroyer designed to protect the vastly more important seedships, which carry the necessary equipment to colonize other worlds. Seedships vary greatly in size and configuration, with the smallest transporting only the tools necessary to begin modest ore processing and manufacturing. Over time, even such a small operation can evolve into a self-sustaining colony inhabited entirely by robotic servitors. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt AEV Tier.md b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt AEV Tier.md new file mode 100644 index 0000000..dccfaf3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt AEV Tier.md @@ -0,0 +1,25 @@ +--- +Type: Aballonian Ship +NoteType: Starship +Type: Tiny Racer +Tier: 1/3 +--- +# COMPENT AEV +> [!infobox|locr n-th clean] +> [[Starship_CompentAEV.jpg|Spielern zeigen!]] +> +Tiny racer , **Tier** 1/3 +**Speed** 8; **Maneuverability** perfect (turn 0); **Drift** 1 +**AC** 15; **TL** 12 +**HP** 20; **DT** —; **CT** 4 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** mining laser (2d6) +**Power Core** Micron Light (50 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, basic short-range sensors, data net, mk 3 armor; **Expansion Bays** none; **Modifiers** +2 Computers, +2 Piloting; **Complement** 1 + +## CREW + +**Science Officer** Computers +12 (1 rank), gunnery +4, PIloting +7 (1 rank) + +## DESCRIPTION + +The anacite pilot of a specific Autonomous Exploration Vehicle is often created and programmed to fit inside of and operate that vessel. Once its mission has been completed, its consciousness is usually transferred to another shell. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt Group Defense Frigate.md b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt Group Defense Frigate.md new file mode 100644 index 0000000..84adb34 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/CompEnt Group Defense Frigate.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: "8" +Type: Large Destroyer +--- +# COMPENT GROUP DEFENSE FRIGATE + +> [!infobox|locr n-th clean] +> [[Starship_CompentGroupDefenseFrigate.jpg|Spielern zeigen!]] +> +Large destroyer , **Tier** 8 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 23; **TL** 20 +**HP** 190; **DT** —; **CT** 38 +**Shields** medium 140 (forward 35, port 35, starboard 35, aft 35) +**Attack (Forward)** particle beam (8d6) +**Attack (Port)** coilgun (4d4) +**Attack (Starboard)** coilgun (4d4) +**Attack (Aft)** coilgun (4d4) +**Attack (Turret)** flak thrower (3d4) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, anti-hacking systems, crew quarters (common), data net, mk 2 trinode computer, mk 4 defenses, mk 6 armor; **Expansion Bays** launch tubes (2, each holding one AEV); **Modifiers** +2 any three checks per round, +4 Computers, +1 Piloting; **Complement** 20 + +### CREW + +**Captain** Computers +25 (8 ranks), Diplomacy +16 (8 ranks), Engineering +21 (8 ranks), gunnery +13, Piloting +17 (8 ranks) +**Engineer (1 officer, 2 crew)** Engineering +21 (8 ranks) +**Gunners (2 officers, 2 crew each)** gunnery +19 +**Pilot (1 officer, 3 crew)** Piloting +22 (8 ranks) +**Science Officers (2 officers, 2 crew each)** Computers +25 (8 ranks) + +## DESCRIPTION + +CompEnt engineers design Group Defense Frigates with little regard to aesthetic concerns, though some find their stark utilitarianism an enticing feature. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Multifold Seedship.md b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Multifold Seedship.md new file mode 100644 index 0000000..24b2897 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Aballonian Ships/Multifold Seedship.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: "11" +Type: Colossal dreadnought (colony ship) +--- +# MULTIFOLD SEEDSHIP - TIER 11 + +> [!infobox|locr n-th clean] +> [[Starship_MultifoldSeedship.jpg|Spielern zeigen!]] +> +Huge bulk freighter, **Tier** 11 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 26; **TL** 25 +**HP** 200; **DT** 5; **CT** 40 +**Shields** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Attack (Forward)** gravity gun (6d6) +**Attack (Aft)** heavy laser cannon (4d8) +**Attack (Turret)** flak thrower (3d4), high explosive missile launcher (4d8) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, crew quarters (common), data net, mk 4 trinode computer, mk 7 armor, mk 7 defenses; **Expansion Bays** cargo holds (8, typically containing a small refinery and manufacturing hub), science lab, tech workshop; **Modifiers** +4 any three checks per round, +4 Computers; **Complement** 30 + +### CREW + +**Captain** Computers +29 (11 ranks), Diplomacy +20 (11 ranks), Engineering +20 (11 ranks), gunnery +17, Intimidate +20 (11 ranks), Piloting +20 (11 ranks) +**Engineer (1 officer, 4 crew)** Engineering +25 (11 ranks) +**Gunners (2 officers, 3 crew each)** gunnery +22 +**Pilot (1 officer, 3 crew)** Piloting +25 (11 ranks) +**Science Officers (2 officers, 5 crew each)** Computers +29 (11 ranks) + +## DESCRIPTION + +These large freighters are built to serve a practical purpose: conveying and protecting a multitude of mechanical equipment and its operators to new frontiers. Its mostly anacite crew require very little in the way of comforts. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Dyad.md b/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Dyad.md new file mode 100644 index 0000000..b772d15 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Dyad.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: Tiny fighter +--- +# AAC DYAD +Tiny fighter, **Tier** 2 +**Speed** 10; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 18; **TL** 17 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** light buster cannon (3d8; 5 hexes), light plasma torpedo launcher (3d8; 20 hexes) +**Attack (Aft)** flak thrower (3d4; 5 hexes) +**Power Core** Pulse Brown (90 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses, mk 1 duonode computer, security (biometric locks); **Expansion Bays** none; **Modifiers** +1 to any 2 checks per round, +2 Computers (sensors only), +1 Piloting; **Complement** 2 (minimum 1, maximum 2) + +### CREW + +**Gunner** Computers +7 (2 ranks), Engineering +7 (2 ranks), gunnery +6 (2nd level) +**Pilot** gunnery +6 (2nd level), Piloting +13 (2 ranks) + +## DESCRIPTION + + +[[Starship_AACDyad.jpg | Zeigen!]] +Manufactured by the Allied Arms Corporation (AAC) of Triaxus, the Dyad is a mainstay of the Skyfire Legion’s mercenary fleet. From escorting corporate mining expeditions to providing an orbital guard for fledgling colonies operating outside Steward protection, variations of the Dyad have defended against space pirates and raiders for generations. Most Skyfire Legion Dyad crews consist of a bonded ryphorian-dragonkin pair whose near-telepathic connection enables flawless teamwork. Even those who manage to steal a Dyad often find the vessel doesn’t handle well for unfamiliar pilots—not only thanks to the oversized back seat built for a dragonkin’s frame, but also because the controls are infamously finicky if the operators don’t carefully coordinate their movements. + +Dyads typically deploy in fleets up to 16 strong, supported by an AAC Hoardmaster, the Skyfire Mandate’s premier carrier (page 110). The smaller fighters occasionally operate independently for several weeks at a time when patrolling protected space or tracking a posted bounty. For a starship designed for long-range escort missions, the Dyad has only minimal amenities, with most spaces awkwardly constrained by the starship’s impressive arsenal. Even so, a Dyad’s aft crew space contains a miniature cargo closet where dragonkin co-pilots often store their “hoards” of personal armaments. These compartments, coupled with the vessels’ military renown, make decommissioned Dyads highly desirable for both legal and illicit cargo-hauling operations. + +Corporations occasionally employ Dyads when operating within lawless sectors because of their intimidation factor. Pirates and Free Captains tend to provide wide berth to a Dyad after spotting its distinctive forward-swept wings, preferring to target easier prey rather than risk incurring the wrath of the Skyfire Legion. On the other hand, those criminals fortunate enough to steal and retrofit a Dyad can exploit the Legion’s vaunted reputation to approach and overpower cargo vessels before their crews are any the wiser. The Skyfire Legion takes such instances of mimicry very seriously, either dispatching starships to eliminate the imposters or hiring trusted freelancers to destroy the vessels completely. + +Demand for both the Dyad and Hoardmaster spiked after the Pact Worlds’ initial diplomatic missions to the Azlanti Star Empire failed, raising concerns of Azlanti raiders. Even though the Empire hasn’t directly threatened the Pact Worlds in the decades since, the Skyfire Legion has commissioned hundreds more Dyads and accelerated pilot training in response to growing demand for the Legion’s services. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Hoardmaster.md b/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Hoardmaster.md new file mode 100644 index 0000000..f77bd45 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Allied Arms Corp AAC/AAC Hoardmaster.md @@ -0,0 +1,39 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 14 +Type: Gargantuan carrier +--- +# AAC HOARDMASTER +> [!infobox|locr n-th clean] +> [[Starship_AACHoardmaster.jpg|Spielern zeigen!]] +> +Gargantuan carrier, **Tier** 14 +**Speed** 4; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 25; **TL** 24 +**HP** 330; **DT** 10; **CT** 66 +**Shields** heavy 480 (forward 120, port 120, starboard 120, aft 120) +**Attack (Forward)** mega teleportation beam (1d20×10; 20 hexes) +**Attack (Port)** twin laser (5d8; 20 hexes) +**Attack (Starboard)** twin laser (5d8; 20 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 3 trinode computer; **Expansion Bays** combat training facility (elite), cargo hold, hangar bays (2), tech workshop; **Modifiers** +3 to any 3 checks per round, +2 Computers (sensors only), –1 Piloting; **Complement** 111 (minimum 75, maximum 200) + +### CREW + +**Captain** Bluff +25 (14 ranks), Diplomacy +25 (14 ranks), Intimidate +30 (14 ranks), Piloting +26 (14 ranks) +**Engineers (3 officers, 10 crew each)** Engineering +30 (14 ranks) +**Gunners (3 officers, 10 crew each)** gunnery +20 (14th level) +**Pilots (2 officers, 10 crew each)** Piloting +26 (14 ranks) +**Science Officers (2 officers, 10 crew each)** Computers +25 (14 ranks) + +## DESCRIPTION + +A product of the Allied Arms Corporation (AAC) of Triaxus, the Hoardmaster is the flagship of the Skyfire Legion’s mercenary fleet. The aptly named carrier can launch over a dozen smaller craft into battle. Designed to operate in tandem with AAC Dyads, this specialized carrier has experienced a surge in popularity during the past 50 years. + +The echoes of the Swarm War, combined with the identification of other potential threats to the Pact Worlds, have created myriad opportunities for the Skyfire Legion’s iconic vessels to showcase their might. Most recently, a pair of Hoardmasters defended competing corporate mining interests in the Vast against Swarm reconnaissance teams. Their Dyad squads covered the emergency extraction of a Veskarium mining colony’s ground assets while simultaneously protecting nearby Pact Worlds transports as the Hoardmasters warmed up their Drift engines for the retreat to safety. Live vidstream coverage of the maneuver inspired a host of hopeful Skyfire recruits across Near Space, bringing new interplanetary relevancy to an already potent mercenary force. + +Though the Hoardmaster is slow, each carries a complement of up to 16 Dyads that can be launched at a moment’s notice via catapult tubes integrated throughout its hull. The Skyfire Legion encourages soldiers to maintain constant battle-readiness; to this end, all Skyfire Legion Hoardmasters incorporate state-of-the-art combat training facilities. + +As with Skyfire Legion Dyads, most Hoardmaster crews consist of bonded ryphorian-dragonkin pairs whose deep connection allows teamwork otherwise deemed practically impossible. Given the fleet of Dyads—and their pilots—often aboard a Hoardmaster, co-pilots of these massive carriers must be of the highest caliber, chosen only after lengthy training and testing periods. Piloting a Hoardmaster is considered a high honor among the members of the Skyfire Legion, and competition to even qualify for consideration is fierce among pilot pairs. In fact, more than a few duos have pulled foolhardy flying stunts in Dyads and played dangerous political games in an attempt to get noticed as potential Hoardmaster pilots. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Azlanti Empire Ships.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Azlanti Empire Ships.md new file mode 100644 index 0000000..e5f00d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Azlanti Empire Ships.md @@ -0,0 +1,6 @@ +--- +aliases: +tags: [4_] +--- +# AZLANTI EMPIRE SHIPS +In addition to the Klokworx Prism, a scout ship described inside the cover of _Starfinder Adventure Path, the following starships are manufactured within the Azlanti Star Empire. Vessels that have the Sovereign designation are built in the Imperial Foundry, which are the state shipyards for the empire. Government contractors and privately held companies construct many other sorts of vessels for the empire and its people. One prominent contractor is Klokworx Industries, which specializes in drones, drone deployment, and scout craft such as the Prism. Arioch-Oyadae, a tech conglomerate owned by allied noble families, has a subsidiary called Vanguard Craftworks that has long produced transport ships for the private sector and state interests. Imperial decree requires contractor tech to be safeguarded in the same way state-owned vessels are. Ships that might be deployed outside the empire, especially Klokworx drones and scouts, are fitted with self-destruct or autodestruct systems. Vessels that have crew have biometric locks to hinder intruders. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Drone.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Drone.md new file mode 100644 index 0000000..086d210 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Drone.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/4 +Type: Tiny Racer +--- +# KLOKWORX DRONE +Tiny racer, **Tier** 1/4 +**Speed** 8; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 13; **TL** 13 +**HP** 20; **DT** —; **CT** 4 +**Shields** none +**Attack (Turret)** coilgun (4d4) +**Power Core** Micron Light (50 PCU); **Drift Engine** none; **Systems** autodestruct system, basic computer, cut-rate short-range sensors, extra weapon mount (turret light); **Modifiers** +2 Piloting; **Complement** — + +### CREW + +**Captain (this is an automated ship; everything is run by the Onboard Computer instead of crew)** gunnery +3, Piloting +7 (1 rank) + +## DESCRIPTION + +**Automated (Ex)** An Azlanti Klokworx drone has no crew. It has a specialized computer that can perform one pilot action in the helm phase and one gunnery action in the gunnery phase. + +**Critical Damage (Ex)** An Azlanti Klokworx drone doesn’t take critical damage effects. When it would take such an effect, it instead loses 2 Hull Points. + +The Klokworx drone is an autonomous light combat racer with no crew, designed to harass enemy ships and interfere with their maneuvering. This drone is the preferred model in the Imperial Fleet, but a number of manufacturers produce similar automated vessels. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Nexus.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Nexus.md new file mode 100644 index 0000000..45f6a38 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Klokworx Nexus.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Gargantuan Carrier +--- +# KLOKWORX NEXUS +Gargantuan carrier +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 23; **TL** 22 +**HP** 330; **DT** 10; **CT** 66 +**Shields** heavy 280 (forward 70, port 70, starboard 70, aft 70) +**Attack (Forward)** heavy drone launcher (2d8×10) +**Attack (Port)** heavy laser net (5d6) +**Attack (Starboard)** heavy laser net (5d6) +**Attack (Aft)** drone launcher (5d8) +**Attack (Turret)** coilgun (4d4) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** advanced medium-range sensors, autodestruct system, biometric locks, crew quarters (common), extra weapon mount (aft heavy), mk 2 trinode computer, mk 3 defenses, mk 4 armor; **Expansion Bays** cargo hold, drone tubes (4), hangar bays (2), tech workshop; **Modifiers** +2 any three checks per round, +4 Computers (sensors only); **Complement** 105 + +### CREW + +**Captain (plus 2 officers)** Computers +27 (13 ranks), Diplomacy +28 (13 ranks), gunnery +17, Intimidate +23 (13 ranks) +**Engineers (4 officers, 8 crew each)** Engineering +28 (13 ranks) +**Gunners (3 officers, 3 crew each)** gunnery +19 +**Pilots (3 officers, 3 crew each)** Piloting +28 (13 ranks) +**Science Officers (6 officers, 6 crew each)** Computers +32 (13 ranks), gunnery +16 (+19 with drone weapons) + +## DESCRIPTION + +Drone carriers are standard in the Imperial Fleet, providing fighter support without the need for living pilots. The Klokworx Nexus, manufactured by the empire’s leading military contractor and automation firm, is the most common drone carrier in the imperial navy. This vessel sees wide use across the empire, from defending space stations to providing backup to other capital ships in large-scale battles. Alongside gunner teams, Nexus carriers employ squads of military science officers to manage and enhance the drones’ performance in combat. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Harrier.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Harrier.md new file mode 100644 index 0000000..abf0e8a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Harrier.md @@ -0,0 +1,25 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Tiny Fighter +--- +# SOVEREIGN HARRIER +Tiny fighter, **Tier** 1 +**Speed** 10; **Maneuverability** good (turn 1); **Drift** — +**AC** 16; **TL** 16 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** light particle beam (3d6), light torpedo launcher (2d8) +**Attack (Aft)** flak thrower (3d4) +**Power Core** Micron Ultra (80 PCU); **Drift Engine** none; **Systems** autodestruct system, basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses; **Modifiers** +1 Piloting; **Complement** 2 + +### CREW + +**Gunner** gunnery +5 +**Pilot** Piloting +11 (1 rank) + +## DESCRIPTION + +The Sovereign Harrier is one of the most iconic vessels of the Azlanti Star Empire. Each crew member slots into a capsule cockpit within the ship’s torso, where they work with one another and as part of a larger squadron of harriers. These fighters are the keystone of imperial naval maneuvers, and they and their pilots feature heavily in several mainstream Azlanti entertainment series. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Monitor.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Monitor.md new file mode 100644 index 0000000..06d2f11 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Monitor.md @@ -0,0 +1,29 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 5 +Type: Medium Transport +--- +# SOVEREIGN MONITOR +Medium transport, **Tier** 5 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 18; **TL** 17 +**HP** 85; **DT** —; **CT** 17 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** gravity gun (6d6), light aeon torpedo launcher (3d6) +**Attack (Aft)** gyrolaser (1d8) +**Attack (Turret)** coilgun (4d4) +**Power Core** Pulse Red (175 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, autodestruct system, biometric locks, crew quarters (good), mk 1 duonode computer, mk 2 defenses, mk 3 armor; **Expansion Bays** brig, cargo holds (2), recreation suite (gym); **Modifiers** +1 any two checks per round, +4 Computers (sensors only); **Complement** 6 + +### CREW + +**Captain** Diplomacy +11 (5 ranks), gunnery +8, Intimidate +16 (5 ranks), Piloting +11 (5 ranks) +**Engineer** Engineering +16 (5 ranks) +**Gunners (2)** gunnery +10 +**Pilot** gunnery +9, Piloting +16 (5 ranks) +**Science Officer** Computers +20 (5 ranks) + +## DESCRIPTION + +The Sovereign Monitor is a long-range imperial patrol ship that polices the empire’s borders or serves as an escort for larger vessels. The Monitor’s powerful sensors can track other spacecraft effectively at maximum range, and its gravity gun allows it to capture ships or objects for closer inspection. Other systems ensure Azlanti technology never falls into enemy hands—a particularly important consideration in this case, given that these ships are often on the empire’s fringes and thus most vulnerable to attack or capture by outsiders. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Sumpter.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Sumpter.md new file mode 100644 index 0000000..bbd7a94 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Sumpter.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: Large Heavy Freighter +--- +# SOVEREIGN SUMPTER +Large heavy freighter, **Tier** 9 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 21; **TL** 20 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** heavy laser net (5d6) +**Attack (Port)** heavy laser net (5d6) +**Attack (Starboard)** heavy laser net (5d6) +**Attack (Aft)** laser net (2d6) +**Attack (Turret)** coilgun (4d4) +**Power Core** Pulse Prismatic (300 PCU); **Drift Engine** Signal Basic; **Systems** autodestruct system, basic short-range sensors, basic computer, biometric locks, crew quarters (common), extra weapon mount (aft light), extra weapon mount (turret light), mk 2 defenses, mk 3 armor, quantum defender; **Expansion Bays** cargo holds (4), Drift stasis unit (3), medical bay; **Modifiers** +2 Computers (sensors only); **Complement** 17 + +### CREW + +**Captain (plus 1 officer)** gunnery +13, Intimidate +17 (9 ranks), Piloting +17 (9 ranks) +**Engineers (3)** Engineering +17 (9 ranks) +**Gunners (6)** gunnery +15 +**Pilots (3)** gunnery +15, Piloting +22 (9 ranks) +**Science Officers (3)** Computers +19 (9 ranks), Medicine +17 (9 ranks) + +## DESCRIPTION + +The Sovereign Sumpter is a troop transport that carries Azlanti ground forces to combat zones while the troops are in stasis, eliminating the need for quarters, entertainment, and rations. Escort ships, such as a Sovereign Monitor, usually accompany a Sumpter, which is swift enough to convey its living payload safely along with assault equipment and vehicles carried in the cargo holds. Intended to assure such delivery, a Sumpter is built for defense, with ample point weaponry to ward off tracking weapons. Its size also allows for easy landing on most worlds the Azlanti choose to assault. Once troops have been deployed, the Sumpter can be repurposed to transport prisoners for reeducation and, perhaps, sale. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Vindicator.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Vindicator.md new file mode 100644 index 0000000..2a8858c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Sovereign Vindicator.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 18 +Type: Colossal Dreadnought +--- +# SOVEREIGN VINDICATOR +Colossal dreadnought, **Tier** 18 +**Speed** 6; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 27; **TL** 27 +**HP** 600; **DT** 15; **CT** 120 +**Shields** superior 540 (forward 135, port 135, starboard 135, aft 135) +**Attack (Forward)** heavy laser net (5d6), quantum missile launcher (2d8×10), super radiant cannon (2d6×10) +**Attack (Port)** heavy laser net (5d6), super radiant cannon (2d6×10) +**Attack (Starboard)** heavy laser net (5d6), super radiant cannon (2d6×10) +**Attack (Turret)** laser net (2d6), laser net (2d6), linked coilguns (8d4), linked coilguns (8d4) +**Power Core** Gateway Ultra (2, 500 PCU each); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, autodestruct system, biometric locks, crew quarters (good), extra weapon mount (2 light turrets), mk 3 trinode computer, mk 7 armor, mk 8 defenses; **Expansion Bays** _aeon comm_, cargo holds (8), hangar bays (2), imperial shrine, medical bay, tech workshop; **Modifiers** +3 any three checks per round, +4 Computers (sensors only), –1 Piloting; **Complement** 260 + +### CREW + +**Captain (plus 4 officers)** Diplomacy +31 (18 ranks), Intimidate +31 (18 ranks), Piloting +30 (18 ranks) +**Engineers (6 officers, 10 crew each)** Engineering +36 (18 ranks) +**Gunner (11 officers, 11 crew each)** gunnery +26 +**Pilots (3 officers, 9 crew each)** Piloting +35 (18 ranks) +**Science Officers (3 officers, 8 crew each)** Computers +35 (18 ranks) + +## DESCRIPTION + +A massive dreadnought that can obliterate most spacefaring enemies and challenge space stations, a Sovereign Vindicator flies at the head of an armada to terminate incursions into the empire or take over new systems. In annexation operations, a Vindicator acts as a frontline assault vessel with drone carriers and Harrier fighters for support. In a second line, along with defensive warships, transport vessels such as Sumpters hold positions away from the naval conflict to avoid unnecessary losses. Barring the need for targeted assaults planetside, any ground invasion begins only after Vindicators and their flotillas have eliminated spaceborne threats. + +Vindicator command is among the highest privileges in the Imperial Fleet, given only to pure-blooded Azlanti who can be trusted with such destructive potential. Therefore, a duxillar or Azlanti noble of higher station usually captains one of these dreadnoughts. Members of the royal family command Vindicators that guard the Aristia system and New Thespera. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Comet.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Comet.md new file mode 100644 index 0000000..ac3f03f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Comet.md @@ -0,0 +1,28 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 3 +Type: Small Shuttle +--- +# VANGUARD COMET +Small shuttle, **Tier** 3 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** 3 +**AC** 17; **TL** 17 +**HP** 35; **DT** —; **CT** 7 +**Shields** light 70 (forward 15, port 15, starboard 15, aft 25) +**Attack (Turret)** coilgun (4d4) +**Power Core** Pulse Green (150 PCU); **Drift Engine** Signal Major; **Systems** _aeon diffuser_ (_clear spindle aeon stone_), autodestruct system, basic computer, basic short-range sensors, biometric locks, crew quarters (common), extra weapon mount (turret light), mk 3 armor, mk 3 defenses; **Expansion Bays** cargo holds (3); **Modifiers** +2 Computers (sensors only), +1 Piloting; **Complement** 4 + +### CREW + +**Captain** Bluff +13 (3 ranks), Diplomacy +8 (3 ranks), gunnery +5, Piloting +9 (3 ranks) +**Engineer** Computers +10 (3 ranks), Engineering +8 (3 ranks) +**Gunner** Computers +10 (3 ranks), gunnery +7 +**Pilot** Piloting +14 (3 ranks) + +## DESCRIPTION + +Vanguard’s luxury shuttle, the Comet is a sleek ship designed to rapidly deliver passengers and cargo and to outrun its foes. Vanguard Comet captains do everything they can to bring the ship’s speed to bear. The Comet isn’t made for a close-quarters firefight, but few other vessels can match it in a chase. + +A Vanguard Comet is configurable. Instead of three cargo bays, it can have other systems and expansions worth no more than 3 Build Points. It has 48 PCU to spare for those expansions. Usually, a Comet has guest quarters and escape pods for one or two important passengers. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Sanctum.md b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Sanctum.md new file mode 100644 index 0000000..b3b832c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Azlanti Empire Ships/Vanguard Sanctum.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: Large Heavy Freighter +--- +# VANGUARD SANCTUM +Large heavy freighter, **Tier** 8 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 21; **TL** 21 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** _aeon caster_ (3d4), _aeon caster_ (3d4), radiant cannon (7d6) +**Attack (Port)** light aeon torpedo launcher (3d6) +**Attack (Starboard)** light aeon torpedo launcher (3d6) +**Attack (Turret)** _aeon caster_ (3d4) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Basic; **Systems** autodestruct system, basic medium-range sensors, biometric locks, crew quarters (good), extra weapon mount (turret light), mk 1 mononode computer, mk 4 armor, mk 4 defenses; **Expansion Bays** arcane laboratory, cargo holds (2), guest quarters (2, luxurious), life boats (2), recreation suite (HAC); **Modifiers** +1 any one check per round, +2 Computers (sensors only), +1 Piloting; **Complement** 9 + +### CREW + +**Captain** Diplomacy +16 (8 ranks), gunnery +10 (+14 with _aeon casters_), Intimidate +16 (8 ranks), Mysticism +21 (8 ranks) +**Engineers (2)** Engineering +16 (8 ranks) +**Gunners (3)** gunnery +14 +**Pilots (2)** gunnery +14, Piloting +17 (8 ranks) +**Science Officer** Computers +18 (8 ranks) + +## DESCRIPTION + +Vanguard Craftworks custom builds its Sanctum model to provide mobile residences for wealthy Azlanti who require opulence during interplanetary transit. A Sanctum provides spacious quarters and sweeping views, along with every amenity a discerning passenger could want. Life boats on this vessel are for the passengers, since the crew is assumed to be committed to the ship. + +**Customization**: Vanguard Sanctums can vary widely, since each user customizes the ship to personal taste. A magicusing noble might own the one in the stat block, acting as the captain, serving as gunner on aeon casters, and using both guest quarters as one stately apartment. + +**Star Palaces**: Vanguard and other companies build even bigger luxury vessels, so-called star palaces, for wealthy and noble customers. Absent special dispensation, imperial law limits commoners to bulk freighter frames for such extravagant personal starships. Aristocrats can use cruiser frames, allowing for larger crew (or servant) complements and heavier weapons. However, even nobles need permission to build more sizable and militarily capable starships. The Ixomander twins who rule from the Aeon Throne continue the tradition of awarding the right to build capital ships only to noble families of proven loyalty. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Blackwind Sepulcher.md b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Blackwind Sepulcher.md new file mode 100644 index 0000000..5ed76d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Blackwind Sepulcher.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 5 +Type: Medium Transport +--- +# BLACKWIND SEPULCHER +> [!infobox|locr n-th clean] +> [[Starship_BlackwindSepulcher.jpg|Spielern zeigen!]] +> + +Medium transport, **Tier** 5 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 20; **TL** 20 +**HP** 85; **DT** —; **CT** 17 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** heavy EMP cannon (special), light laser cannon (2d4) +**Attack (Aft)** gyrolaser (1d8) +**Attack (Turret)** light torpedo launcher (2d8), light torpedo launcher (2d8) +**Power Core** Pulse White (140 PCU); **Drift Engine** Signal Booster; **Systems** basic computer, basic long-range sensors, crew quarters (common), mk 5 armor, mk 6 defenses; **Expansion Bays** cargo holds (5); **Modifiers** +2 Computers; **Complement** 6 + +## CREW + +**Captain** gunnery +10, Intimidate +11 (5 ranks), Piloting +11 (5 ranks) +**Engineer** Engineering +16 (5 ranks) +**Gunners (2)** gunnery +10 +**Pilot** Piloting +11 (5 ranks) +**Science Officer** Computers +13 (5 ranks) + +## DESCRIPTION + +Sepulchers are easily recognized by their dome-like bridge canopy, which resembles an eerie red eye. Though employed by plenty of private Eoxian corporations, their intimidating bone spurs make it hard to forget the ships’ origin (and still common use) as troop transport for undead marines. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death_s Head Necroglider.md b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death_s Head Necroglider.md new file mode 100644 index 0000000..404ee7f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death_s Head Necroglider.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: Tiny Interceptor +--- +# DEATH'S HEAD NECROGLIDER +> [!infobox|locr n-th clean] +> [[Starship_DeathsHandNEcroglider.jpg|Spielern zeigen!]] +> + +Tiny interceptor, **Tier** 1/2 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 16; **TL** 16 +**HP** 30; **DT** —; **CT** 6 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** gyrolaser (1d8), light EMP cannon (special) +**Power Core** Micron Heavy (70 PCU); **Drift Engine** none; **Systems** basic computer, budget short-range sensors, mk 3 armor, mk 3 defenses; **Expansion Bays** none; **Modifiers** +1 Piloting; **Complement** 1 + +## CREW + +**Pilot** gunnery +3, Piloting +11 (1 rank) + +## DESCRIPTION + +Tiny fighters made to resemble bone sarcophagi, Necrogliders are each just large enough for one undead pilot. These notorious pilots jack their brains directly into their ships’ sensors and controls, allowing them to recline in eerie repose as they direct the ships by thought alone. diff --git "a/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death\342\200\231s Head Charon.md" "b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death\342\200\231s Head Charon.md" new file mode 100644 index 0000000..eb45dad --- /dev/null +++ "b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Death\342\200\231s Head Charon.md" @@ -0,0 +1,36 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: Large heavy freighter +--- +# DEATH’S HEAD CHARON +> [!infobox|locr n-th clean] +> [[Starship_DeathsHandCharon.jpg|Spielern zeigen!]] +> +Large heavy freighter, **Tier** 9 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 23; **TL** 25 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 120 (forward 30, port 30, starboard 30, aft 30) +**Attack (Forward)** particle beam (8d6; 20 hexes), _shadow bolt projector_ (1d10; 10 hexes) +**Attack (Aft)** coilgun (4d4; 20 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** basic long-range sensors, crew quarters (common), mk 5 armor, mk 8 defenses, mk 2 trinode computer, security (computer countermeasures [mk 2 shock grid]); **Expansion Bays** cargo holds (4), sealed environment compartments (2), smuggler’s compartments (2); **Modifiers** +2 to any three checks per round, +2 Computers (sensors only); **Complement** 15 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +22 (9 ranks), Diplomacy +17 (9 ranks), gunnery +15 (9th level), Intimidate +17 (9 ranks), Piloting +17 (9 ranks) +**Engineer (1 officer, 2 crew)** Engineering +17 (9 ranks) +**Gunners (2 officers, 2 crew each)** gunnery +15 (9th level) +**Pilot** Piloting +17 (9 ranks) +**Science Officer (1 officer, 3 crew)** Computers +17 (9 ranks) + +## DESCRIPTION + +Though Death’s Head is better known for its small-frame vessels, the Charon is a notable exception. For the company, the model’s production history is second only to the Necroglider, dating back to the Silent War between the Pact Worlds and the Veskarium. The model earned a dark reputation during this time for being a “corpse-hauler,” as less-than-scrupulous merchants used the Charon to transport wartime casualties back to Eox for reanimation—especially vesk cadavers, for which the bone sages paid handsomely. + +This practice ended abruptly with the Pact Worlds-Veskarium truce, yet the Charon’s wartime reputation survives. The Vesk never forgot about the starships, or the associated defilement of their fallen soldiers. Popular myth tells of predatory bone ships that descend upon civilian vessels to kill and abduct prey. In the age of legal cadaver markets, the idea of corpse peddlers attacking noncombatants is fanciful at best. Nevertheless, Charon vessels are regularly subject to “random inspections” by port authorities, especially in the Veskarium. The bone sages stress that no major incidents of illicit corpse smuggling have occurred for several decades, but more than one freight crew has been detained for missing documentation that legitimizes the origin of its cargo. Whether these were honest clerical oversights or attempts to skirt intergalactic law has been unclear. + +The Death’s Head Charon has the long silhouette of the riverboats of old, but with bony flanges reminiscent of a spinal column. These skeletal ships embark on long, silent voyages into the deep reaches of space, drifting from port to port seeking profit and potentially illicit cargo. Their expansive cargo holds make them popular with Eoxian merchant fleets, though this space comes at the cost of crew comforts—most infamously, cramped crew cabins and virtually nonexistent kitchen facilities. The issue is immaterial for undead crews, however. Environmentally sealed chambers are the only parts of the starship with consistent life support, to allow live cargo and other sensitive merchandise to survive transport. Despite their fleshmongering reputation, the starships commonly transport all manner of goods. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Eoxian Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Eoxian Starships.md new file mode 100644 index 0000000..bcce306 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Eoxian Starships.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# EOXIAN STARSHIPS +Unlike many Pact Worlds, Eox has never fully offered its ship technology to the wider market—nor is anyone particularly eager for them to. That’s because Eoxian ships are grotesque, baroque blendings of technology and strange magic, designed specifically for the comfort of their undead users. Atmosphere is an unnecessary inconvenience for most elebrians, and thus many Eoxian ships are open to the void in places, their hulls shaped like the rib cages of great beasts. (In some cases, this is actual truth, with walls or ornaments built from the bones of some of the largest creatures to wander the planes, but more often these frames are made of hardened ceramic or nanocarbon.) Unshielded reactors flood engineering levels with devastating radiation, galleys and sleeping quarters are rarely required, and skeletal repair crews and fire teams skitter along the outer hulls even in the hottest dogfights without so much as a safety line, heedless of the void yawning above their heads. Small wonder, then, that only the Bone Sages and their subjects would fly such monstrosities. + +Of all the starship styles presented here, Eoxian-style ships are those most strongly associated with the race that developed them, and they are primarily owned by elebrians and other undead, whether they be government officials, private citizens, or members of the rogue Corpse Fleet—the exiled branch of the Eoxian Navy that now preys on citizens of the Pact Worlds. Yet, Eoxian ships retrofitted to accommodate living creatures are favored by some criminal organizations and mercenaries looking to intimidate their foes, or smugglers hoping that no one will bother—or dare—to interfere with what appears to be a Bone Sage courier ship. And of course, like any sensible plutocrats, the Bone Sages maintain ships capable of safely transporting and defending their many living servants and business partners from other worlds. + +Some of the largest manufacturers of Eoxian-style ships are Death’s Head, makers of the coffin-like Necroglider fighters, whose pilots fly feet-first toward the enemy; Blackwind Engineering, which operates out of Orphys; and Thaumtech Unlimited, whose self-contained mining-manufactories are scattered throughout the Thousand Moons. Though sometimes owned outright by a single Bone Sage, most of these companies do their best to remain neutral, as they can make as much money from bribes and politicking as they do from their starships. After all, no Bone Sage wants to take the chance of a rival gaining a technological advantage, and thus it can be quite profitable to agree not to sell one’s starships to particular clients. Often, these same companies use the vast resources thus acquired to fund their research and development teams, creating ever more dangerous weapons that they can sell to their benefactors, quietly peddle off-planet, or license to manufacturers unrestrained by undead politics. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Thaumtech Omenbringer - Tier 14.md b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Thaumtech Omenbringer - Tier 14.md new file mode 100644 index 0000000..290aade --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Eoxian Starships/Thaumtech Omenbringer - Tier 14.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 14 +Type: Gargantuan battleship +--- +# THAUMTECH OMENBRINGER - TIER 14 +> [!infobox|locr n-th clean] +> [[Starship_ThaumatechOmenbringer.jpg|Spielern zeigen!]] +> + +Gargantuan battleship, **Tier** 14 +**Speed** 4; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 27; **TL** 27 +**HP** 400; **DT** 10; **CT** 80 +**Shields** heavy 240 (forward 60, port 60, starboard 60, aft 60) +**Attack (Forward)** heavy laser cannon (4d8), super EMP cannon (special) +**Attack (Port)** heavy laser array (6d4) +**Attack (Starboard)** heavy laser array (6d4) +**Attack (Aft)** tactical nuclear missile launcher (5d8) +**Attack (Turret)** heavy torpedo launcher (5d8), heavy torpedo launcher (5d8) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, basic computer, crew quarters (common), mk 7 armor, mk 8 defenses, security (biometric locks); **Expansion Bays** hangar bays (2); **Modifiers** +4 Computers, +2 Piloting; **Complement** 200 + +### CREW + +**Captain** Diplomacy +25 (14 ranks), gunnery +20, Intimidate +30 (14 ranks), Piloting +25 (14 ranks) +**Engineers (3 officers, 35 crew each)** Engineering +25 (14 ranks) +**Gunners (5 officers, 15 crew each)** gunnery +20 +**Pilot (1 officer, 5 crew)** Piloting +32 (14 ranks) +**Science Officer (1 officer, 4 crew)** Computers +29 (14 ranks) + +## DESCRIPTION + +The Omenbringer sails through the void like the corpse of some vast whale, but its organic aesthetics belie the cutting-edge technology of its construction. Within its gullet hang ranks of Necrogliders and other fighters, their undead pilots able to stay ready at their stations indefinitely. Without life support on many decks, the ship is very difficult to take down, and big sections (such as the hangars) stand airless and open to space by design. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Gideron Authority Ships.md b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Gideron Authority Ships.md new file mode 100644 index 0000000..dbb1a42 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Gideron Authority Ships.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# GIDEON AUTHORITY STARSHIPS +The Gideron Authority’s thirst for intergalactic expansion, however focused and driven it is by discipline and strength through unity, still must be backed by a strong fleet of ships. With this push for a strong space presence, they have encountered the scarcest resource of all: time. Ships take time to build, and the bigger the ship, the longer it takes. +The Gideron fleet therefore reflects preferences similar to those of the Authority’s ground troop–based combat: numerous smaller ships rather than one big capital ship, and overwhelming attack strength over defense. Strength in numbers, strength in the offensive. This makes the Gideron Authority fleet a force to be reckoned with, even though it’s a relatively new player on the galactic battlefield. The Authority’s enemies can expect their larger vessels to be rammed and then overrun by swarms of smaller ships. All this in turn makes way for boarding vessels, and a great many ships have fallen after being conquered from the inside by precise and brutal troop strikes. +The navy life is a harsh one, and enlisted personnel are expected to give their life for the Authority without question. But the crews of ships that perform well can count on reaching the status of hero quickly and gaining the attendant rewards that come with such a reputation. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Naginata-class Attack Vessel.md b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Naginata-class Attack Vessel.md new file mode 100644 index 0000000..1966f0a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Naginata-class Attack Vessel.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 14 +Type: Gargantuan battleship +--- +# NAGINATA-CLASS ATTACK VESSEL +Gargantuan battleship, **Tier** 14 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 26; **TL** 25 +**HP** 400; **DT** 10; **CT** 80 +**Shields** heavy 240 (forward 60, port 60, starboard 60, aft 60) +**Attack (Forward)** heavy laser cannon (4d8; 10 hexes), super plasma cannon (3d6×10; 10 hexes) +**Attack (Port)** heavy laser array (6d4; 5 hexes) +**Attack (Starboard)** heavy laser array (6d4; 5 hexes) +**Attack (Aft)** chain cannon (6d4; 5 hexes) +**Attack (Turret)** 2 heavy torpedo launchers (5d8; 20 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 6 armor, mk 6 defenses, security (biometric locks); **Expansion Bays** cargo holds (2), hangar bays (2), shuttle bays (2); **Modifiers** +3 to any two checks per round, +2 Computers (sensors only), +1 Piloting; **Complement** 200 (minimum 100, maximum 300) + +### CREW + +**Captain** Diplomacy +25 (14 ranks), gunnery +20 (14th level), Intimidate +30 (14 ranks), Piloting +25 (14 ranks) +**Engineers (3 officers, 30 crew each)** Engineering +25 (14 ranks) +**Gunners (5 officers, 20 crew each)** gunnery +20 (14th level) +**Pilot (1 officer, 4 crew)** Piloting +30 (14 ranks) +**Science Officer (1 officer, 3 crew)** Computers +25 (14 ranks) + +## DESCRIPTION + +While the Gideron Authority values a distributed offensive, they coordinate attacks when necessary. Crews of Naginata-Class Attack Vessels are highly trained in syncing with nearby ships to manage the most effective maneuvers possible. + +### SPECIAL ABILITIES + +**Command Presence** When a Naginata-Class Attack Vessel is within 5 hexes of at least two other Gideron Authority starships, those starships can use the Naginata-Class Attack Vessel’s Piloting check for the helm phase. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sledge-class Boarding Vessel.md b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sledge-class Boarding Vessel.md new file mode 100644 index 0000000..d2582e7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sledge-class Boarding Vessel.md @@ -0,0 +1,30 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: Large Destroyer +--- +# SLEDGE-CLASS BOARDING VESSEL +Large destroyer. **Tier** 6 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 19; **TL** 19 +**HP** 170; **DT** —; **CT** 34 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** minor ramming prow (2d4) +**Attack (Port)** light particle beam (3d6; 10 hexes) +**Attack (Starboard)** light particle beam (3d6; 10 hexes) +**Attack (Turret)** chain cannon (6d4; 5 hexes) +**Power Core** Arcus Maximum (200 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), mk 2 duonode computer, mk 4 armor, mk 4 defenses; **Expansion Bays** cargo hold (4, modified to hold troops at the ready); **Modifiers** +2 to any two checks per round, +2 Computers (sensors only); **Complement** 6 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +13 (6 ranks), Computers +13 (6 ranks), Diplomacy +13 (6 ranks), Engineering +13 (6 ranks), gunnery +11 (6th level), Intimidate +18 (6 ranks), Piloting +13 (6 ranks) +**Engineer** Engineering +13 (6 ranks) +**Gunners (2)** gunnery +11 (6th level) +**Pilot** Piloting +18 (6 ranks) +**Science Officer** Computers +13 (6 ranks) + +## DESCRIPTION + +The Sledge-Class Boarding Vessel is outfitted to hold numerous shock troops ready to stream out into close-quarters battle. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sword-class Attack Vessel.md b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sword-class Attack Vessel.md new file mode 100644 index 0000000..8d7980a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Gideron Authority Ships/Sword-class Attack Vessel.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: Medium Explorer +--- +# SWORD-CLASS ATTACK VESSEL +[[Starship_AttackVessel.jpeg|Spielern zeigen!]] +Medium explorer, **Tier** 2 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 14; **TL** 12 +**HP** 55; **DT** —; **CT** 11 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** minor ramming prow (2d4) +**Attack (Port)** light laser cannon (2d4; 5 hexes) +**Attack (Starboard)** light laser cannon (2d4; 5 hexes) +**Attack (Turret)** coilgun (4d4; 20 hexes) +**Power Core** Arcus Heavy (130 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), mk 1 mononode computer, mk 2 armor; **Expansion Bays** cargo holds (2), medical bay, recreation suite (gym); **Modifiers** +1 to any one check per round, +2 Computers (sensors only), +1 Piloting; **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +7 (2 ranks), Diplomacy +7 (2 ranks), Engineering +7 (2 ranks), gunnery +6 (2nd level), Intimidate +12 (2 ranks), Piloting +7 (2 ranks) +**Engineer** Engineering +7 (2 ranks) +**Gunners (2)** gunnery +6 +**Pilot** Piloting +7 (2 ranks) +**Science Officer** Computers +7 (2 ranks) + +## DESCRIPTION + +The sleek and streamlined Sword Class Attack Vessel is designed as much for intimidation as it is for combat prowess—and it excels in both. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Hellknight Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Hellknight Starships.md new file mode 100644 index 0000000..b8762c5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Hellknight Starships.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# HELLKNIGHT STARSHIPS +Few vessels inspire more dread than a Hellknight ship. Built to be both technologically superior and fiercely intimidating, these craft are sleek, black, and festooned with forbidding horns, infernal insignia, and spikes—much like the armor and gear of their crew. More often than not, those who find themselves facing off against the Hellknights surrender before even a single shot is fired, hoping to curry favor with the ruthless law-keepers. + +Above all else, the Hellknights use their vessels as a means of maintaining order in the vast depths of space. The majority of their ships are constructed by the Hellknight-owned Infernex Inc., which has a massive shipyard near the sun that some say is directly connected to Hell, with enslaved devils enchanting ship components at the whim of Hellknight signifer technicians. + +If the situation is truly dire and supreme order is called for, the Hellknights can bring one of their Citadels to bear. These massive battle stations are the mobile headquarters of each Hellknight order, larger than almost any other vessel found in the Pact Worlds and capable of docking with up to four mighty battleships at once. Even more terrifying, these Citadels are Drift-capable, although only after a lengthy period of running their reactors at maximum capacity. To many Pact Worlds governments, the mere existence of these vessels is a dangerous provocation, but the Hellknights insist that they are necessary in light of recent threats to the system, and few who remember the onslaught of the Swarm or the war with the Veskarium can bring themselves to argue the point. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Burning Nail.md b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Burning Nail.md new file mode 100644 index 0000000..b6798ee --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Burning Nail.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Tiny Fighter +--- +# INFERNEX BURNING NAIL +> [!infobox|locr n-th clean] +> [[Starship_InfernexBurningNail.jpg|Spielern zeigen!]] +> +Tiny fighter, **Tier** 1 +**Speed** 10; **Maneuverability** good (turn 1); **Drift** — +**AC** 16; **TL** 15 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 20 (forward 10, port 4, starboard 4, aft 2) +**Attack (Forward)** light particle beam (3d6), light plasma torpedo launcher (3d8) +**Attack (Aft)** coilgun (4d4) +**Power Core** Micron Ultra (80 PCU); **Drift Engine** none; **Systems** basic short-range sensors, mk1 mononode computer, mk 2 defenses, mk 3 armor; **Expansion Bays** none; **Modifiers** +1 any one check per round, +2 Computers, +1 Piloting; **Complement** 1 + +### CREW + +**Pilot** Computers +7 (1 rank), gunnery +5, Piloting +10 (1 rank) + +## DESCRIPTION + +A standard fighter in the Hellknight navy, an Infernex Burning Nail offers both speed and firepower, though its lack of port and starboard weapons is a known weakness. Burning Nail pilots are trained to compensate for this flaw by employing daring piloting maneuvers. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Interdictus.md b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Interdictus.md new file mode 100644 index 0000000..1df907e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Interdictus.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Huge Cruiser +--- +# INFERNEX INTERDICTUS +> [!infobox|locr n-th clean] +> [[Starship_InfernexInterdictus.jpg|Spielern zeigen!]] +> +Huge cruiser, **Tier** 13 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 28; **TL** 25 +**HP** 255; **DT** 5; **CT** 51 +**Shields** heavy 280 (forward 100, port 60, starboard 60, aft 60) +**Attack (Forward)** super x-laser cannon (3d4×10) +**Attack (Port)** light plasma cannon (2d12) +**Attack (Starboard)** light plasma cannon (2d12) +**Attack (Turret)** gravity gun (6d6) +**Power Core** Nova Heavy (200 PCU), Nova Light (150 PCU);; **Drift Engine** Signal Booster; **Systems** advanced mid-range sensors, crew quarters (common), mk 4 duonode computer, mk 5 defenses, mk 7 armor; **Expansion Bays** brigs (2), cargo holds (2), Drift shadow projector, medical bay; **Modifiers** +4 any two checks per round, +4 Computers;; **Complement** 42 + +### CREW + +**Captain** Computers +27 (13 ranks), Diplomacy +28 (13 ranks), gunnery +20, Intimidate +28 (13 ranks), Piloting +23 (13 ranks) +**Engineers (2 officers, 6 crew each)** Engineering +28 (13 ranks) +**Gunners (3 officers, 4 crew each)** gunnery +25 +**Pilot (1 officer, 3 crew)** Piloting +28 (13 ranks) +**Science Officers (2 officers, 3 crew each)** Computers +32 (13 ranks) + +## DESCRIPTION + +The Hellknights send in an Infernex Interdictus when they wish to stop other vessels in their tracks and bring in their crews alive. The combination of gravity gun and Drift shadow projector makes an Interdictus difficult to escape from. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Keep Diabolical.md b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Keep Diabolical.md new file mode 100644 index 0000000..b996910 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Hellknight Starships/Infernex Keep Diabolical.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 16 +Type: Gargantuan battleship +--- +# INFERNEX KEEP DIABOLICAL +> [!infobox|locr n-th clean] +> [[Starship_InfernexKeepDiabolical.jpg|Spielern zeigen!]] +> +Gargantuan battleship, **Tier** +**Speed** 6; **Maneuverability** average (turn 3); **Drift** 1 +**AC** 31; **TL** 30 +**HP** 440; **DT** 10; **CT** 88 +**Shields** heavy 360 (forward 100, port 80, starboard 80, aft 100) +**Attack (Forward)** linked particle beams (16d6), hellfire torpedo launcher (2d10×10) +**Attack (Port)** heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6) +**Attack (Starboard)** heavy laser cannon (4d8), heavy laser cannon (4d8), micromissile battery (2d6) +**Attack (Turret)** heavy laser net (5d6), heavy laser net (5d6) +**Power Core** Gateway Light (300 PCU), Nova Heavy (200 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (common), mk 5 duonode computer, mk 9 armor, mk 10 defenses; **Expansion Bays** escape pods, guest quarters (luxurious), hangar bay, medical bay, tech workshop; **Modifiers** +5 any two checks per round, +4 Computers, +1 Piloting; **Complement** 200 + +### CREW + +**Captain (plus 2 officers)** Computers +32 (16 ranks), Diplomacy +33 (16 ranks), Engineering +28 (16 ranks), gunnery +25, Intimidate +33 (16 ranks), Piloting +29 (16 ranks) +**Engineers (6 officers, 12 crew each)** Engineering +33 (16 ranks) +**Gunners (8 officers, 8 crew each)** gunnery +30 +**Pilot (1 officer, 10 crew)** Piloting +34 (16 ranks) +**Science Officers (6 officers, 5 crew each)** Computers +37 (16 ranks) + +## DESCRIPTION + +Bristling with weapons—not to mention wicked-looking barbs—a Hellknight Keep Diabolical is among the most feared starships both within the Pact Worlds system and in deep space. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Brightsword.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Brightsword.md new file mode 100644 index 0000000..e3aba3a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Brightsword.md @@ -0,0 +1,28 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: Tiny fighter +--- +# INHERITORWORKS BRIGHTSWORD +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksBrightsword.jpg|Spielern zeigen!]] +> +Tiny fighter, **Tier** 2 +**Speed** 12; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 21; **TL** 18 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** light plasma cannon (2d12), light plasma torpedo launcher (3d8) +**Attack (Aft)** light laser cannon (2d4) +**Power Core** Arcus Light (75 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, basic computer, mk 5 defenses, mk 7 armor; **Expansion Bays** none; **Modifiers** +4 Computers; **Complement** 2 + +### CREW + +**Gunner** gunnery +8 +**Pilot** Computers +11 (2 ranks), Piloting +12 (2 ranks) + +## DESCRIPTION + +An Inheritorworks Brightsword's main weapon—a light plasma cannon— is mounted within a blade-shaped housing in the front of the vessel. This imposing feature acts as a deterrent to enemy ships when they spot a wave of Brightswords streaking through the sky. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Cathedralship.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Cathedralship.md new file mode 100644 index 0000000..977f9a3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Cathedralship.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 16 +Type: Gargantuan carrier +--- +# INHERITORWORKS CATHEDRALSHIP +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksCathedralship.jpg|Spielern zeigen!]] +> +Gargantuan carrier, **Tier** 16 +**Speed** 6; **Maneuverability** poor (turn 4); **Drift** 1 +**AC** 33; **TL** 30 +**HP** 360; **DT** 10; **CT** 72 +**Shields** heavy 360 (forward 90, port 90, starboard 90, aft 90) +**Attack (Forward)** particle beam cannon (3d4×10) +**Attack (Port)** railgun (8d4), railgun (8d4) +**Attack (Starboard)** railgun (8d4), railgun (8d4) +**Attack (Turret)** laser net (2d6), laser net (2d6) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (common), mk 5 duonode computer, mk 10 defenses, mk 11 armor; **Expansion Bays** hangar bays (2), medical bay, tech workshop; **Modifiers** +5 any two checks per round, +4 Computers;; **Complement** 145 + +### CREW + +**Captain (plus 1 officer)** Computers +32 (16 ranks), Diplomacy +33 (16 ranks), Engineering +28 (16 ranks), gunnery +25, Intimidate +33 (16 ranks), Piloting +28 (16 ranks) +**Engineers (4 officers, 14 crew each)** Engineering +33 (16 ranks) +**Gunners (6 officers, 5 crew each)** gunnery +30 +**Pilot (1 officer, 10 crew)** Piloting +33 (16 ranks) +**Science Officers (6 officers, 5 crew each)** Computers +37 (16 ranks) + +## DESCRIPTION + +Massive, grandiose vessels, the Inheritorworks Cathedralships are the pride of the Iomedaean navy. In addition to being capable of carrying 16 Brightswords within its hangars, a Cathedralship has the capital weaponry to be a formidable foe in its own right. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Javelin.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Javelin.md new file mode 100644 index 0000000..6b7a6eb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Javelin.md @@ -0,0 +1,40 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 12 +Type: Large destroyer +--- +# INHERITORWORKS JAVELIN +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksJavelin.jpg|Spielern zeigen!]] +> +Large destroyer, **Tier** 12 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 3 +**AC** 28; **TL** 27 +**HP** 210; **DT** —; **CT** 42 +**Shields** superior 480 (forward 120, port 120, starboard 120, aft 120) +**Attack (Forward)** imposing ramming prow (4d4; ram), persistent particle beam (10d6; 20 hexes) +**Attack (Port)** chain cannon (6d4; 5 hexes) +**Attack (Starboard)** chain cannon (6d4; 5 hexes) +**Attack (Aft)** light plasma mines (2d12; 4 mines) +**Attack (Turret)** rail ballista (6d8; 10 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Major; **Systems** basic long-range sensors, crew quarters (common), mk 7 armor, mk 7 defenses, mk 2 tetranode computer; **Expansion Bays** combat training facility (specialized), cargo hold, life boats, medical bay; **Modifiers** +1 to any 4 checks per round, Computers +2 (sensors only); **Complement** 20 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +22 (12 ranks), gunnery +17 (12th level), Intimidate +27 (12 ranks) +**Engineer (1 officer, 3 crew)** Engineering +22 (12 ranks) +**Gunners (2 officers, 4 crew each)** gunnery +17 (12th level) +**Pilot** Piloting +22 (12 ranks) +**Science Officer (1 officer, 3 crew)** Computers +22 (12 ranks) + +## DESCRIPTION + +Even with 11 fleets at their command, the Knights of Golarion can’t be everywhere at once. Designed to serve as the “tip of the spear” for the Iomedaean navy, the new Javelin-class destroyer is a formidable addition that’s designed to respond independently to significant threats. Though a Javelin’s high-velocity approach is terrifying to its enemies, the Drift is where this ship truly excels. Mobility combined with its stalwart defenses makes the Javelin an ideal front-line attack vessel, able to respond to threats quickly and engage from nearly any corner of the galaxy. + +The latest Javelin design upgrades include a punishing array of weapons, which retract inside a spearhead-like ramming prow when inactive. Javelins particularly shine against carrier vessels, storming through any vanguard to batter and disable the bulkier, slower craft before they can launch their fighters. When a battle can’t be won in space, Javelin crews readily ram the opposition, dispatching an elite crusader boarding squad to disable foes in hand-to-hand combat. + +Even in its first decade of service, the Javelin has distinguished itself in the field. The highly decorated Ozemheart is among the most famous, having destroyed over 35 Hellknight fighter craft in a skirmish above Aucturn before disabling the feared cruiser Nightmonger in response to what the Ozemheart’s crew considered an overreach of the dubious Hellknight jurisdiction. + +The Ozemheart’s radiant exterior belies the spartan accommodations within. As a matter of course, Javelins lack features such as entertainment bays and plush crew quarters, but Ozemheart takes even this austere trend a step further. Some Javelin operators jokingly attribute the vessel’s stiff-backed reputation to the infamously uncomfortable beds onboard. On the Ozemheart, off-duty crew members are never far from their stations. Captain Pela Najani maintains a constant rotation of fresh souls, while a mandatory fitness regimen keeps officers and crew in peak physical condition. Under Najani’s inspired captainship, spirituality isn’t neglected either; her crew observes daily prayers, meditation, and regular fasting days to strengthen its dedication to Iomedae. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Redeemer.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Redeemer.md new file mode 100644 index 0000000..4d165f7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Redeemer.md @@ -0,0 +1,39 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 18 +Type: Colossal dreadnought +--- +# INHERITORWORKS REDEEMER +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksRedeemer.jpg|Spielern zeigen!]] +> +Colossal dreadnought, **Tier** 18 +**Speed** 4; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 26; **TL** 29 +**HP** 600; **DT** 15; **CT** 120 +**Shields** superior 540 (forward 150, port 150, starboard 150, aft 90) +**Attack (Forward)** nuclear mega missile launcher (4d8×10; 20 hexes), persistent particle beam (10d6; 20 hexes), supermaser (2d8×10; 20 hexes) +**Attack (Port)** heavy nuclear missile launcher (10d8; 20 hexes), linked heavy laser cannons (8d8; 10 hexes) +**Attack (Starboard)** heavy nuclear missile launcher (10d8; 20 hexes), linked heavy laser cannons (8d8; 10 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes); _linked magic torpedo units_ (4d4+4; 20 hexes) +**Power Core** Gateway Ultras (2; 1,000 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (common), mk 6 armor, mk 10 defenses, mk 3 trinode computer, security (anti-hacking systems); **Expansion Bays** cargo holds (6), escape pods (3), power core housing, recreation suite (gym), shuttle bay; **Modifiers** +3 to any three checks per round, +2 Computers (sensors only); **Complement** 242 (minimum 125, maximum 500) + +### CREW + +**Captain** Bluff +31 (18 ranks), Diplomacy +31 (18 ranks), gunnery +26 (18th level), Intimidate +36 (18 ranks), Piloting +31 (18 ranks) +**Engineers (3 officers, 30 crew each)** Engineering +31 (18 ranks) +**Gunners (5 officers, 20 crew each)** gunnery +26 (18th level) +**Pilot (1 officer, 10 crew)** Piloting +31 (18 ranks) +**Science Officers (2 officers, 15 crew each)** Computers +31 (18 ranks) + +## DESCRIPTION + +If the Cathedralship (Pact Worlds 159) is the heart of the Iomedaean navy, the Redeemer is unquestionably its fist. Slow but indefatigable, these titanic vessels patrol the galaxy with authority. To date, only three of these powerful dreadnoughts have been completed. This is partly due to the vessels’ more specialized role—each operates independently from Iomedae’s 11 fleets—but primarily due to the immense cost. In battle, a Redeemer commonly serves as long-range artillery, blasting away from the back lines and relying on auxiliary starships to prevent foes from engaging its relatively under-protected aft quarter. + +Easily the most controversial addition to the Redeemer is its nuclear armament. Iomedaean starships employ nuclear weapons only sparingly—even against hated rivals—due to their potential for collateral damage and to old prejudices against weaponized toxins, including radiation. However, the Iomedaean navy ultimately equipped the Redeemer with a vast array of warheads, insistent that their forces not trail in firepower. + +In 311 ag, Inheritorworks launched its first Redeemer-class warship—the aptly named Redemption. Three months later, it engaged a Hellknight marauding fleet led by the less formidable cruiser Eye of Cocytus in Near Space. Even with its superior firepower, the Redemption succumbed to the Hellknights and was damaged beyond repair. Yet recovered starship logs indicate the battle involved no nuclear missiles, leading some to believe the commander hesitated to deploy the starships’ most powerful weapons. + +The abrupt loss shook the Iomedaean navy. Production stalled on future Redeemer-class warships until 314 ag, when Inheritorworks launched two new Redeemers: the Covenant and the Daybringer. Boasting enhanced armor and shields, these sister ships have wasted no time bringing the sword of Iomedae to the galaxy. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Shieldcraft.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Shieldcraft.md new file mode 100644 index 0000000..fc6a8d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Shieldcraft.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: Medium transport +--- +# INHERITORWORKS SHIELDCRAFT +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksShieldcraft.jpg|Spielern zeigen!]] +> +Medium transport, **Tier** 8 +**Speed** 6; **Maneuverability** aerage (turn 2); **Drift** 1 +**AC** 25; **TL** 23 +**HP** 100; **DT** —; **CT** 20 +**Shields** heavy 280 (forward 160, port 40, starboard 40, aft 40) +**Attack (Forward)** persistent particle beam (10d6), tactical nuclear missile launcher (5d8) +**Attack (Aft)** flak thrower (3d4) +**Attack (Turret)** laser net (2d6), light particle beam (3d6) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, crew quarters (common), mk 2 trinode computer, mk 6 defenses, mk 7 armor; **Expansion Bays** cargo holds (2), guest quarters (2, common), medical bay; **Modifiers** +2 any three checks per round, +4 Computers, +1 Piloting; **Complement** 6 + +### CREW + +**Captain** Computers +20 (8 ranks), Diplomacy +21 (8 ranks), Engineering +16 (8 ranks), gunnery +15, Piloting +18 (8 ranks) +**Engineer** Engineering +21 (8 ranks) +**Gunners (2)** gunnery +19 +**Pilot** Piloting +23 (8 ranks) +**Science Officer** Computers +25 (8 ranks) + +## DESCRIPTION + +Iomedaean Shieldcrafts serve as transports for platoons of crusaders journeying to the front in their fight against evil. These soldiers store their suits of powered armor in the ship's cargo bays on the voyage as they await deployment. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Truestrike.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Truestrike.md new file mode 100644 index 0000000..742a83d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Inheritorworks Truestrike.md @@ -0,0 +1,39 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/3 +Type: Tiny interceptor +--- +# INHERITORWORKS TRUESTRIKE +> [!infobox|locr n-th clean] +> [[Starship_InheritorworksTruestrike.jpg|Spielern zeigen!]] +> + +Tiny interceptor, **Tier** 1/3 +**Speed** 10; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 13; **TL** 14 +**HP** 30; **DT** —; **CT** 6 +**Shields** basic 10 (forward 3, port 3, starboard 3, aft 1) +**Attack (Forward)** linked gyrolasers (2d8; 5 hexes) +**Power Core** Micron Heavy (70 PCU); **Drift Engine** none; **Systems** basic computer, budget short-range sensors, mk 1 defenses; **Expansion Bays** none; **Modifiers** +2 Piloting; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** gunnery +3 (1st level), Piloting +11 (1 rank) + +## DESCRIPTION + +The Truestrike is a wily short-range interceptor designed to frustrate and confuse the enemy. This sleek, lightweight ship represents one of Inheritorworks’ smallest and most aerodynamic designs. Though not as fast as the Brightsword, the Truestrike is far more agile, especially for a skilled pilot. New pilots often complain about the oversensitivity of the craft’s controls, however, noting that Truestrikes are easy to maneuver but difficult to keep steady. + +Truestrikes typically deploy as part of coordinated squadrons, such as launching in groups of four from a Cathedralship’s hangar bays to swarm foes through suppressing fire and draw enemy attention away from less nimble targets. Though they are more effective as support craft, Truestrikes’ mobility can prove advantageous in one-on-one combat. + +Many consider Truestrike pilots the bravest and most devout warriors in the Iomedaean navy—at least partly because the starships have few defenses and a deserved reputation for flimsiness. Yet their pilots seem to acknowledge the lethal circumstances with pride. Before earning their wings, and again before entering battle, every Truestrike pilot recites the squadron oath: “I surrender myself into the hands of Iomedae, whose true aim guides my spirit against all evils and redeems my soul in victory.” + +The advanced training required to fly a Truestrike is a rigorous affair. Willing veterans endure weeks of intense, unwinnable combat scenarios and repetitive high-G maneuver simulations— exercises designed to suppress the pilots’ fear and sense of self-preservation. Each pilot is trained to strike true in the heat of battle, using every second they’re still alive to execute combat actions at maximum efficiency. + +Despite the grim odds, piloting a Truestrike isn’t a death sentence. The longest-serving Truestrike pilot, Commander Kao Vizlo, is a legend among the Iomedaeans—on par with the most honored champions of old Golarion. A veteran of over 35 engagements, Vizlo credits his longevity not to his piloting skills, but to the grace and wisdom of Iomedae. Successful Truestrike pilots often have much higher gunnery modifiers and Piloting ranks than are represented in the statistics above, and battle-tested Truestrikes often receive upgrades (and are higher tier). + +To date, the Truestrike has distinguished itself in several key battles, including the defense against the Veskarium incursion above Liavara’s shimmering rings in 266 ag. Despite heavy losses, Truestrike squadrons managed to defeat the strike fleet before it could seize Upwell Station, devastating its carrier and shredding most of the enemy fighters. + +Despite the ship’s Iomedaean origins, not every Truestrike serves a divine cause; its compact size and low repair costs make it an attractive option for drow raiders and pirates targeting cargo freighters beyond the Diaspora. Much to the Iomedaeans’ growing dismay, some Truestrikes’ gleaming hulls are only a disguise for the nefarious operators at their helms. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Iomedaean Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Iomedaean Starships.md new file mode 100644 index 0000000..44b359c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Iomedaean Starships/Iomedaean Starships.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# IOMEDAEAN STARSHIPS +The battle against evil is not confined to planets, moons, and space stations. Those who venerate Iomedae know they must be ready to fight among the stars and hold a light against the constant darkness. Few other faiths have fleets that even approach the size of the Iomedaean navy. Like many of their other structures, the vessels used by the forces of Iomedae are meant to invoke a sense of purity and strength, with some of the largest looking like they are made from marble, with soaring buttresses and stained glass windows. The navy’s headquarters are at Absalom Station, and they often share ships or otherwise work in concert with the Knights of Golarion to keep humanity’s home safe from any danger. Iomedaean vessels are commissioned from a dedicated subsidiary of Sanjaval Spaceflight Systems called Inheritorworks. + +Divided up into 11 fleets (sometimes called Acts), the Iomedaean navy can respond to nearly any threat. Seven of the fleets are designated for general engagement, with enough vessels for system-wide maneuvers, as well as orbital and surface engagements. Of the remaining fleets, two are surface assault specialists, with vessels designed specifically to deploy ground-assault vehicles and troops. The final two fleets are for scouting and exploration, containing a smaller number of vessels with state-of-the-art sensors and fast engines for quick getaways. + +The forces of Iomedae sometimes find themselves in conflict with the Hellknights, as while both are trying to bring order to the galaxy, their approaches could not be more different. Although their differences have not yet escalated into a full-on war, the two forces have traded fire on more than one occasion. Even more remarkable is when the two groups work together to defeat a threat of pure chaos, such as the Cult of the Devourer. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Keris.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Keris.md new file mode 100644 index 0000000..c723d1d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Keris.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 3 +Type: Tiny fighter +--- +# IDARAN KERIS +> [!infobox|locr n-th clean] +> [[Starship_IdaranKeris.jpg|Spielern zeigen!]] +> + +Tiny fighter, **Tier** 3 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 17; **TL** 17 +**HP** 35; **DT** —; **CT** 7 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** light particle beam (3d6; 10 hexes), _magic torpedo units_ (2d4+2; 20 hexes) +**Attack (Aft)** laser net (2d6; 5 hexes) +**Power Core** Pulse Black (120 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, mk 4 armor, mk 4 defenses, mk 2 duonode computer; **Modifiers** +2 to any 2 checks per round, +2 Computers (sensors only), +1 Piloting; **Complement** 2 (minimum 1, maximum 2) + +### CREW + +**Gunner** Engineering +8 (3 ranks), gunnery +7 (3rd level) +**Pilot** Computers +8 (3 ranks), gunnery +7 (3rd level), Piloting +14 (3 ranks) + +## DESCRIPTION + +At the Doyenate’s urging, Idari Crucible Works designed the Keris as a versatile and sustainable long-range fighter. The ship’s distinctive teardrop shape, downswept wings, and golden cockpit canopy combine familiar hallmarks of kasathan shipbuilding with the innovative features represented in Idari Crucible Works’ newer models. Unlike most craft of its size, the Keris’s cockpit contains seating and controls that allow the pilot and gunner to sit next to one another, rather than in tandem. Operators agree that the spacious design is a welcome alternative to the typical arrangement, and the roomy crew space is particularly prized for its comfort during long-distance missions. + +Though it incorporates cutting-edge Pact World technology into its design, the Keris is steeped in ancient kasathan tradition; the vessels that inspired its form served as escorts for colony ships long before Idari’s own journey. While examining ancient schematics, kasathan engineers realized they could resurrect the millennia-old design and enhance it with Pact Worlds technology, such as vastly improved thrusters, as well as with Drift functionality. Some traditionalists yearn to rediscover the alloys used in the original Kerises’ construction to incorporate into the manufacturing process. That this technology seems lost to the Gap hasn’t stopped wealthy patrons from funding expeditions to recover aging kasathan starship hulls for study. + +Today, these fighters frequently serve as long-range patrol vessels or as guardians for cruiser vanguards in military operations across Near Space. Fleet commanders treasure the Keris for its operational endurance and fuel efficiency, whereas their engineers prize the Keris’s easy maintenance routines. The starship’s hearty defensive specs seem to encourage risky behavior, however. One tactic popularized by Keris fighter pilots involves reinforcing the aft shields while positioning the craft between the ship they’re protecting and incoming projectiles. The gunner then opens fire on the hostile torpedoes using the craft’s aft-mounted weapon, hopefully destroying the projectiles before they can reach their target. This “reverse Keris” maneuver earns these pilots a perhaps undeserved reputation as foolhardy and reckless. Still, the bold tactic has saved more than a few ships from devastating bombardment, and Keris operators continue to favor and develop risky maneuvers in the heat of battle—somewhat contrary to kasathas’ love of tradition. It’s not uncommon for Keris crews to challenge passersby to friendly duels, trusting their starships’ shields to deflect harm while testing out innovative strategies on unfamiliar targets. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Millennia.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Millennia.md new file mode 100644 index 0000000..ffe6f29 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Millennia.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 12 +Type: Gargantuan carrier +--- +# IDARAN MILLENNIA +> [!infobox|locr n-th clean] +> [[Starship_IdaranMillennia.jpg|Spielern zeigen!]] +> +Gargantuan carrier, **Tier** 12 +**Speed** 4; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 23; **TL** 23 +**HP** 330; **DT** 10; **CT** 66 +**Shields** medium 160 (forward 40, port 40, starboard 40, aft 40) +**Attack (Forward)** super plasma cannon (3d6×10) +**Attack (Port)** heavy laser cannon (4d8) +**Attack (Starboard)** heavy laser cannon (4d8) +**Attack (Turret)** high explosive missile launcher (4d8), high explosive missile launcher (4d8) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** budget long-range sensors, crew quarters (common), mk 5 armor, mk 6 defenses, mk 2 trinode computer; **Expansion Bays** cargo holds (2), hangar bays (2); **Modifiers** +2 any three checks per round, +1 Piloting; **Complement** 120 + +### CREW + +**Captain** Bluff +22 (12 ranks), Diplomacy +22 (12 ranks), gunnery +17, Intimidate +22 (12 ranks), Piloting +23 (12 ranks) +**Engineers (2 officers, 30 crew each)** Engineering +22 (12 ranks) +**Gunners (3 officers, 15 crew each)** gunnery +17 +**Pilot (1 officer, 4 crew)** Piloting +28 (12 ranks) +**Science Officer (1 officer, 3 crew)** Computers +22 (12 ranks) + +## DESCRIPTION + +The Idaran Millennia resembles a sleek bird skull, with delicate, rippled fins. When cruising, the ship remains compact, yet in combat its “beak” opens to reveal a magnetic launch strip capable of firing a swarm of fighters into the fray with incredible speed. Even more disturbing, its fins detach, floating in a perfect magnetic field lock—their purpose is a highly classified secret. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Peregrinasi.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Peregrinasi.md new file mode 100644 index 0000000..b3197a8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Peregrinasi.md @@ -0,0 +1,36 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 7 +Type: Medium transport +--- +# IDARAN PEREGRINASI +> [!infobox|locr n-th clean] +> [[Starship_IdaranPeregrinasi.jpg|Spielern zeigen!]] +> +Medium transport, **Tier** 7 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 22; **TL** 19 +**HP** 85; **DT** —; **CT** 17 +**Shields** medium 140 (forward 40, port 30, starboard 30, aft 40) +**Attack (Forward)** heavy plasma torpedo launcher (5d10; 20 hexes), light particle beam (3d6; 10 hexes) +**Attack (Aft)** gyrolaser (1d8; 5 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes), light particle beam (3d6; 10 hexes) +**Power Core** Pulse Blue (200 PCU); **Drift Engine** Signal Booster; **Systems** basic medium-range sensors, crew quarters (good), mk 5 armor, mk 3 defenses, mk 2 duonode computer; **Expansion Bays** combat training facility (basic), medical bay, recreation suite (HAC), surveying sensors, tech workshop; **Modifiers** +2 to any 2 checks per round, +2 Computers (sensors only); **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Bluff +14 (7 ranks), Computers +14 (7 ranks), Diplomacy +19 (7 ranks), Engineering +14 (7 ranks), gunnery +12 (7th level), Piloting +14 (7 ranks) +**Engineer** Computers +14 (7 ranks), Engineering +14 (7 ranks) +**Gunners (2)** gunnery +12 (7th level) +**Pilot** Piloting +14 (7 ranks) +**Science Officer** Computers +19 (7 ranks), Life Science +14 (7 ranks), Physical Science +14 (7 ranks) + +## DESCRIPTION + +When kasatha sojourners finally reached Akiton, they found the planet they hoped to settle already inhabited by technologically advanced species. While many chose to integrate into Akiton’s society and the nascent Pact Worlds at large, a minority faction advocated for the Idari to power back up and continue searching for a new, uncontested home world. Although this group failed to convince the ruling Doyenate to start the Idari on a new journey, the Doyenate saw the wisdom in continuing the search and commissioned a fleet of speedy transport starships suited for exploration and small-scale colonization. + +Inspired by an ancient kasathan design, a Peregrinasi has a sleek exterior that sports sweeping fins for in-atmosphere flight, plus a rounded belly designed for water landings and concealed landing gear for terrestrial touchdowns. The starship’s interior combines clean curves and spacious living quarters, plus numerous common areas and amenities to maintain crew morale during long journeys. Those journeys have become shorter and shorter as kasathan designers have incorporated ever-better Drift engines into their designs. Older Peregrinasi models often used a mere Drift Basic engine and instead invested their limited resources into stronger shields to weather the myriad threats of the Vast. + +The Peregrinasi’s far-flung travels have endeared it to many travelers, and since 297 ag, Idari Crucible Works has sold the starships to non-kasatha explorers and merchants. With ample defensive features and specialized expansion bays, the Peregrinasi is also the favored vessel for any young kasathas embarking on their Tempering journeys. Most kasathan crews keep a position open to accommodate one of these adolescents, ensuring a smooth transmission of kasathan culture, wisdom, and solidarity from adults to youths. Those kasathan youths who are part of a tight-knit cohort might even secure a Peregrinasi of their own; these crews often only have a few ranks in each skill, making them a lesser challenge for anyone callous enough to attack the young adults. But word travels fast, and such predators often draw swift retaliation. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Saga.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Saga.md new file mode 100644 index 0000000..73af0cc --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Saga.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Huge cruiser +--- +# IDARAN SAGA +> [!infobox|locr n-th clean] +> [[Starship_IdaranSaga.jpg|Spielern zeigen!]] +> +Huge cruiser, **Tier** 13 +**Speed** 8; **Maneuverability** average (turn 3; **Drift** 1 +**AC** 29; **TL** 31 +**HP** 255; **DT** 14; **CT** 51 +**Shields** heavy 420 (forward 105, port 105, starboard 105, aft 105) +**Attack (Forward)** particle beam cannon (3d4×10; 20 hexes) +**Attack (Port)** light plasma torpedo launcher (3d8; 20 hexes) +**Attack (Starboard)** light plasma torpedo launcher (3d8; 20 hexes) +**Attack (Turret)** persistent particle beam (10d6; 20 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** adamantine alloy armor, advanced long-range sensors, crew quarters (good), mk 9 armor, mk 9 defenses, mk 2 tetranode computer; **Expansion Bays** cargo holds (2), medical bay, shuttle bays (2), tech workshop; **Modifiers** +2 to any 4 checks per round, +4 Computers (sensors only); **Complement** 89 (minimum 20, maximum 100) + +### CREW + +**Captain** Bluff +23 (13 ranks), Computers +23 (13 ranks), Diplomacy +23 (13 ranks), Engineering +23 (13 ranks), gunnery +19 (13th level), Piloting +23 (13 ranks) +**Engineers (2 officers, 15 crew each)** Engineering +23 (13 ranks) +**Gunners (3 officers, 10 crew each)** gunnery +19 (13th level) +**Pilot** Piloting +23 (13 ranks) +**Science Officers (2 officers, 10 crew)** Computers +28 (13 ranks) + +## DESCRIPTION + +Upon arriving in the Pact Worlds, the kasathas of the Idari realized that the small, aging escort fleet that had ushered the colony ship from their home world was outclassed and outgunned by their new neighbors’ starships. Developed as a cornerstone of this new navy, the Saga is a versatile battle cruiser that has played a critical role in maintaining kasathan interests and supplementing Steward forces in times of war. + +The Saga incorporates a combination of Pact Worlds technology and proprietary Idari Crucible Works energy-to-matter construction techniques. The starships are as much defenders as they are visual statements of kasathan aesthetics. Not only does a Saga display the iconic curving silhouette of other kasathan starships, but many of its core sections interlock with magnetic field locks, allowing elements to detach, reconfigure, and even float in parallel alongside the starship’s main body. The largest of these components rest along the Saga’s port and starboard sides, detaching during confrontations and spreading into menacing, metallic wings. In addition to their intimidation factor, the wings are also weapons platforms, each equipped with a host of torpedoes and an edge that helps channel the Saga’s electromagnetic countermeasures to foil enemy sensors and targeting systems. Finally, the wings conceal the starship’s armored shuttle bays. + +A Saga starship on patrol typically carries two Keris or Thunderbolt starships within its twin shuttle bays, often deploying these ships to assist during armed engagements. Saga captains are famously accommodating of disabled starships, vacating these bays to allow vessels in distress to benefit from a Saga’s cutting-edge medical and repair facilities. This array of functionality allows a Saga to serve as a support ship for larger fleets, but Saga crews’ compassionate aid to countless strangers has won kasathas far more engagements than their weapons alone. Saga ships are such a well-recognized source of aid to those in distress across the Pact Worlds that “A Saga for sore eyes!” is a common exultation of relief. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Thunderbolt.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Thunderbolt.md new file mode 100644 index 0000000..8571a09 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Thunderbolt.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: Small shuttle +--- +# IDARAN THUNDERBOLT +> [!infobox|locr n-th clean] +> [[Starship_IdaranThunderbolt.jpg|Spielern zeigen!]] +> +Small shuttle, **Tier** 6 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** 1 +**AC** 24; **TL** 25 +**HP** 40; **DT** —; **CT** 8 +**Shields** medium 200 (forward 80, port 40, starboard 40, aft 40) +**Attack (Forward)** decorative ramming prow (2d4; 1 hex) +**Attack (Turret)** laser net (2d6; 5 hexes) +**Power Core** Pulse Red (175 PCU); **Drift Engine** Signal Basic; **Systems** advanced medium-range sensors, crew quarters (common), extra weapon mount (turret), mk 7 armor, mk 9 defenses, mk 1 trinode computer, security (antipersonnel weapon [static shock caster]); **Expansion Bays** breaching pod, combat training facility (specialized), passenger seating; **Modifiers** +1 to any 3 checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 4 (minimum 1, maximum 4) + +### CREW + +**Captain** Bluff +13 (6 ranks), Computers +13 (6 ranks), Diplomacy +13 (6 ranks), Engineering +13 (6 ranks), gunnery +11 (6th level), Piloting +13 (6 ranks) +**Engineer** Computers +13 (6 ranks), Engineering +18 (6 ranks) +**Gunner** gunnery +11 (6th level) +**Pilot** gunnery +11 (6th level), Piloting +19 (6 ranks) + +## DESCRIPTION + +Kasathas have long revered melee techniques over all other forms of combat, and the Thunderbolt not only enables kasathas to engage enemies hand-to-hand, but also allows them to neutralize other vessels without inflicting significant hull damage. This swift, heavily armored shuttle boasts precise sensors for pinpointing weak spots in other starships’ shields and defenses, which the Thunderbolt’s reinforced prow can punch a hole through large enough that its complement of 16 warriors can board and overpower the enemy crew. When dealing with especially maneuverable foes, the starship can instead launch breaching pods to deliver its soldiers across vast distances. Even after deploying its warriors, the starship’s crew often continues to ram and harass enemies, retreating only once the starship’s shields are nearly depleted. + +Though it was originally developed by the Doyenate as a conveyance vessel for skilled kasathan fighters, the Thunderbolt also appeals to other factions and species in need of a specialty assault craft. Many in the Veskarium’s military admire the model, having affectionately nicknamed it the “Fist of Damoritosh” for the carnage it inflicts; retired vesk soldiers often buy aftermarket Thunderbolts, eager to pilot these bold starships for that reputation alone. According to rumors, the High Despots recently opened negotiations with the Doyenate to commission their own personalized fleet of Thunderbolts. Such arms deals are notoriously intricate and often move at a glacial pace, but if the Doyenate accepts the bid, the resulting arms deal could represent a major change in the Near Space fiscal-political climate; as commercialization of their creations increases, Idari Crucible Works could rise as a premier military starship manufacturer in the coming decades. + +Several judiciary and governmental organizations, including the Stewards, are concerned that this development could undermine their authority, unwittingly provoke military aggression within the Pact Worlds, or embolden the Veskarium to launch even more attacks on Near Space worlds. Likewise, some Veskarium manufacturers have taken offense to the High Despots commissioning vessels from non-vesk shipyards, and the otherwise respectful kasatha-vesk relations continue to suffer as the manufacturers work to out-maneuver one another. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Vanserai.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Vanserai.md new file mode 100644 index 0000000..c78c36c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Vanserai.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: Large heavy freighter +--- +# IDARAN VANSERAI +> [!infobox|locr n-th clean] +> [[Starship_IdaranVanserai.jpg|Spielern zeigen!]] +> + +Large heavy freighter, **Tier** 4 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 16; **TL** 15 +**HP** 140; **DT** —; **CT** 28 +**Shields** light 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** heavy laser cannon (4d8) +**Attack (Port)** heavy laser cannon (4d8) +**Attack (Starboard)** heavy laser cannon (4d8) +**Power Core** Arcus Ultra (150 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, budget short-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses; **Expansion Bays** cargo holds (8); **Modifiers** +1 Piloting; **Complement** 10 + +### CREW + +**Captain** Bluff +15 (4 ranks), Computers +10 (4 ranks), Diplomacy +15 (4 ranks), Engineering +10 (4 ranks), gunnery +9, Piloting +11 (4 ranks) +**Engineers (3)** Engineering +10 (4 ranks) +**Gunners (3)** gunnery +9 +**Pilot** Piloting +16 (4 ranks) +**Science Officers (2)** Computers +10 (4 ranks) + +## DESCRIPTION + +Big-bellied Vanserais resemble starfighters gone to fat. With prominent wing guns and a bridge canopy made to look like a much smaller cockpit, a Vanserai’s appearance is designed to make it clear that while it may be a freighter, it’s no easy target. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Voidrunner.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Voidrunner.md new file mode 100644 index 0000000..32e653f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Idaran Voidrunner.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/3 +Type: Tiny racer +--- +# IDARAN VOIDRUNNER +> [!infobox|locr n-th clean] +> [[Starship_IdaranVoidrunner.jpg|Spielern zeigen!]] +> + +Tiny racer, **Tier** 1/3 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 15; **TL** 14 +**HP** 20; **DT** —; **CT** 4 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** gyrolaser (1d8) +**Power Core** Micron Heavy (70 PCU); **Drift Engine** none; **Systems** basic computer, basic mid-range sensors, mk 2 armor, mk 1 defenses; **Expansion Bays** none; **Modifiers** +2 Computers, +1 Piloting; **Complement** 1 + +### CREW + +**Pilot** Computers +7 (1 rank), gunnery +3, Piloting +11 (1 rank) + +## DESCRIPTION + +Few ships can match the speed and maneuverability of a Voidrunner, making it the perfect ship for daredevils, elite combat pilots looking to rely on skill rather than heavy arms and armor, and criminals in need of a fast getaway. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Kasathan Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Kasathan Starships.md new file mode 100644 index 0000000..b75d307 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Kasathan Starships/Kasathan Starships.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# KASATHAN STARSHIPS +Nearly all new kasathan-style ships found in the Pact Worlds are manufactured by the government of the _Idari_, produced in the ship’s massive state-run engineering bays called the Crucibles. Those few kasathan ships old enough to have arrived in the system alongside the _Idari_—perhaps even having been manufactured on Kasath itself—are either worthless or priceless: pitted and rusting hulks just barely holding together, or marvels of custom engineering reserved for the Doyenate and their top emissaries and warriors. + +Kasathan ships are generally artistic and graceful, with smooth, ornate designs perfected long ago and only reluctantly modified to incorporate technological advances. While kasathan ships are in some ways similar to designs originating in the Pact Worlds, with their smaller vessels echoing the predatory spearheads of atmospheric combat, other aspects of their design befuddle human pilots. Consider, for instance, the classic Idaran Trigrammaton heavy fighter, feared for both its speed and the number of armaments it can bring to bear on anyone entering the vicinity of the _Idari_ without permission. Unlike most fighters, which carry a single pilot, or at most a pilot and a gunner, Trigrammatons require three crew members who share roles in perfect synchronization, giving them an unparalleled awareness of their surroundings and the enemy and allowing them to pull off maneuvers that leave solo pilots shaking in their flight suits. While not all kasathan ships are this unique, even their most basic freighters often look stately and regal, generally incorporating a number of secondary pod-hulls or outriggers. Kasathan ships can also often be recognized by the golden sheen of their canopies and viewports. This is the result of a proprietary acrylic-like material called esaris, which is capable of shielding pilots from blinding light or radiation and incorporating incredibly detailed active displays while preserving perfect clarity. Though other manufacturers have attempted for years to buy, retroengineer, or steal the formula, so far they have all failed, with rumors circulating that the material has some greater significance known only to the Doyenate, possibly related to the Outer Planes. + +Another feature that sets kasathan ships apart is their modularity. Unlike normal ships, some kasathan ships use magnetic field locks instead of conventional welds, allowing them to bind parts together without them actually touching, or even rearrange sections into new configurations on the fly. Few sights can compare to the eerie beauty of an Idaran Saga-class warship spreading its wings in preparation for battle, and these locks also allow some of the largest ships to break apart into smaller, individually self-sufficient units when necessary, either to abandon damaged modules or to better surround and entrap an enemy. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/ATech Resolute.md b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/ATech Resolute.md new file mode 100644 index 0000000..c954199 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/ATech Resolute.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: Large heavy freighter +--- +# ATECH RESOLUTE +> [!infobox|locr n-th clean] +> [[Starship_AtechResolute.jpg|Spielern zeigen!]] +> +Large heavy freighter, **Tier** 8 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 21; **TL** 21 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 120 (forward 30, port 30, starboard 30, aft 30) +**Attack (Forward)** heavy laser cannon (4d8; 10 hexes) +**Attack (Port)** light particle beam (3d6; 10 hexes) +**Attack (Starboard)** light particle beam (3d6; 10 hexes) +**Attack (Aft)** flak thrower (3d4; 5 hexes) +**Attack (Turret)** light plasma torpedo launcher (3d8; 20 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), fortified hull (steel composite), mk 4 armor, mk 4 defenses, mk 2 duonode computer; **Expansion Bays** cargo holds (6), escape pods, medical bay; **Modifiers** +2 to any two checks per round, +2 Computers (sensors only); **Complement** 19 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +16 (8 ranks), Diplomacy +16 (8 ranks), gunnery +14 (8 level), Intimidate +16 (8 ranks), Piloting +16 (8 ranks) +**Engineer (1 officer, 6 crew)** Engineering +21 (8 ranks) +**Gunners (2 officers, 2 crew each)** gunnery +14 (8th level) +**Pilot (1 officer, 3 crew)** Piloting +16 (8 ranks) +**Science Officer** Computers +16 (8 ranks) + +## DESCRIPTION + +The ATech Resolute is a simple, sturdy ship with a bold personality and a beloved subculture. AbadarCorp first commissioned the Resolute over a century ago to meet its growing need for a deep space freighter that didn’t need an escort. An especially troubling surge in piracy had made the conglomerate’s colonial ambitions far too costly not to take more direct action. The answer came in the form of this blocky, golden hulk that, no matter how hard it was battered, wouldn’t give up the fight. To some customers’ chagrin, the same durability makes the factory-installed amenities difficult to upgrade; while the austere interior plastics are undeniably hardy, their most polite critics often describe them as “discouragingly industrial.” + +After AbadarCorp had built up a substantial fleet of Resolute vessels, the model became available to other companies and individuals, quickly gaining a reputation for its stellar reliability. Notable and varied operations like the Aspis Consortium, the Knights of Golarion, and the Golden League regularly employ the Resolute, not only representing a considerable fraction of the starship’s sales but also advertising the design’s reliability to independent pilots. Ironically, the Free Captains have also gained respect for the ships after battling them through the years, and have managed to commandeer a few more Resolutes than ATech would prefer. AbadarCorp occasionally posts bounties for these rogue starships, paying a reward based on the condition of a returned ship—less for proper documentation of its destruction. + +While the prolific AbadarCorp-owned fleet of Resolutes sports extensive golden filigree, independently owned ships are also richly decorated. In fact, the ships’ long lifespan and beloved reliability have endeared them to many, and it’s become a tradition for private owners to adorn their ships with baubles and paint them with bright, vibrant, and unique designs. It’s not uncommon for a Resolute to outlive its original owner and end up passed from generation to generation of budding entrepreneurs, with each new owner adding their own flair to the vibrant mess. AbadarCorp encourages this tradition by hosting various modding pageants as a low-cost way to protect its own visual brand, ensuring that its gold-hued vessels are distinctive as company property. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Atech Immortal.md b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Atech Immortal.md new file mode 100644 index 0000000..be0dff5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Atech Immortal.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: Huge cruiser +--- +# ATECH IMMORTAL +> [!infobox|locr n-th clean] +> [[Starship_AtechImmortal.jpg|Spielern zeigen!]] +> +Huge cruiser, **Tier** 10 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 22; **TL** 22 +**HP** 230; **DT** 5; **CT** 46 +**Shields** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Attack (Forward)** particle beam cannon (3d4×10) +**Attack (Port)** light plasma cannon (2d12) +**Attack (Starboard)** light plasma cannon (2d12) +**Attack (Turret)** heavy plasma torpedo launcher (5d10) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (good), mk 4 armor, mk 4 defenses, mk 3 duonode computer; **Expansion Bays** cargo holds (3), life boats, medical bay, shuttle bay; **Modifiers** +3 any two checks per round, +2 Computers; **Complement** 60 + +### CREW + +**Captain** Bluff +19 (10 ranks), Computers +21 (10 ranks), Diplomacy +19 (10 ranks), Engineering +19 (10 ranks), gunnery +15, Intimidate +19 (10 ranks) +**Engineer (1 officer, 20 crew)** Engineering +19 (10 ranks) +**Gunners (3 officers, 10 crew each)** gunnery +15 +**Pilot (1 officer, 3 crew)** Piloting +19 (10 ranks) +**Science Officer** Computers +21 (10 ranks) + +## DESCRIPTION + +Severe and pugnacious, the Immortal is the workhorse capital ship of military fleets like those of the Stewards and the Knights of Golarion. Thickly armored and loaded with weapons, this cruiser rarely needs to fire a shot in most conflicts, as its mere appearance in-system can stop a conflict cold and send all but the most militant threats running for the safety of the Drift. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Kevolari Venture.md b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Kevolari Venture.md new file mode 100644 index 0000000..ae10f93 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Kevolari Venture.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Medium explorer +--- +# KEVOLARI VENTURE +> [!infobox|locr n-th clean] +> [[Starship_KevolariVenture.jpg|Spielern zeigen!]] +> +Medium explorer, **Tier** 1 +**Speed** 6; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 14; **TL** 12 +**HP** 55; **DT** —; **CT** 11 +**Shields** basic 20 (forward 5, port 5, starboard 5, aft 5) +**Attack (Forward)** light laser cannon (2d4) +**Attack (Turret)** high explosive missile launcher (4d8) +**Power Core** Pulse Gray (100 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, budget mid-range sensors, crew quarters (common), mk 3 armor, mk 1 defenses; **Expansion Bays** cargo holds (3), physical science lab; **Modifiers** +2 Piloting; **Complement** 6 + +### CREW + +**Captain** Bluff +5 (1 rank), Computers +5 (1 rank), Diplomacy +5 (1 rank), gunnery +5, Intimidate +5 (1 rank), Piloting +7 (1 rank) +**Engineer** Engineering +5 (1 rank) +**Gunners (2)** gunnery +5 +**Pilot** Piloting +12 (1 rank) +**Science Officer** Computers +10 (1 rank) + +## DESCRIPTION + +Thoroughly industrial in its aesthetics, the Venture is a ship designed to keep its crew alive in unfriendly systems—everything else is secondary. Inside, however, the Venture is surprisingly comfortable, making it perfect for exploration, permanent residency, and long-haul shipping. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Pact Worlds Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Pact Worlds Starships.md new file mode 100644 index 0000000..aeedcda --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Pact Worlds Starships.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- + +# PACT WORLDS STARSHIPS +The Pact Worlds have a long history of travel between the planets of their solar system, stretching back even before the Gap via magical portals and the technomagical aetherships of Verces. As trade increased and spaceflight became more commonplace, ideas flowed quickly and furiously, with designs converging as various corporations and militaries stole or purchased the best advances from other worlds. Castrovelian shipyards known for their delicate fins and speed in a vacuum adopted the ruggedness of Akiton’s sandstorm-blasted atmospheric fliers, while both incorporated the latest drive systems and armament advances from Verces and Absalom Station, plus powerful (but carefully limited) Aballonian AIs to aid in every aspect of piloting and navigation. Today, millennia after those early ships, the most common ship designs in the Pact Worlds have blended together so thoroughly that most are no longer strongly associated with any particular race, but simply with the system as a whole. + +Whether produced by AbadarCorp’s ATech subsidiary, Castrovel’s Kevolari Collective, Sanjaval Spaceflight Systems of Akiton, Verces’ Ringworks Industries, or any of a thousand smaller shops, Pact Worlds ships tend to share certain similar features. Many of the smaller freighters and fighters show their evolution from atmospheric jet fighters and orbital spacecraft, with functional wings, fins, and streamlined profiles. This grace gives way to the blocky bulk of larger ships that will never be used in an atmosphere, yet even massive ships like the ATech Immortal Series—a staple of the Stewards’ peacekeeping fleet— possess a certain severe, military beauty. + +Despite sharing certain elements of design, the umbrella of Pact World ship chassis contains plenty of diversity. No one is likely to confuse a dwarven rock-hopper from the Diaspora’s mining worlds for a big-bellied, ysoki-operated Sanjaval Redsun trader, let alone an Aballonian autofreighter or Skyfire Legion carrier. Even ships of the same model can still vary wildly thanks to paint schemes, decorative body flourishes, and other aftermarket modifications, and many captains choose their ships’ aesthetics as carefully as their own clothes. Certain factions employ only a single brand of ship, while others are a hodgepodge of makes and models. + +Not all groups within the Pact Worlds have allowed economic incentives to draw them into the engineering melting pot, however. In addition to the Eoxians (see page 306), many other Pact Worlds peoples have maintained proprietary designs, from the sleek, magical vessels of Castrovel’s elves to the half-sentient biological vessels of the Brethedans and Xenowardens, and more. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Ringworks Wanderer.md b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Ringworks Wanderer.md new file mode 100644 index 0000000..161fe67 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Pact Worlds Starships/Ringworks Wanderer.md @@ -0,0 +1,29 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/4 +Type: Small shuttle +--- +# RINGWORKS WANDERER +> [!infobox|locr n-th clean] +> [[Starship_RingworksWanderer.jpg|Spielern zeigen!]] +> +Small shuttle, **Tier** 1/4 +**Speed** 6; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 14; **TL** 13 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** light laser cannon (2d4) +**Power Core** Micron Light (50 PCU); **Drift Engine** none; **Systems** basic computer, budget short-range sensors, mk 2 armor, mk 1 defenses; **Expansion Bays** cargo holds (2), passenger seating; **Modifiers** +3 Piloting; **Complement** 4 + +### CREW + +**Engineer** Engineering +5 (1 rank) +**Gunner** gunnery +3 +**Pilot** Piloting +13 (1 rank) +**Science Officer** Computers +5 (1 rank) + +## DESCRIPTION + +One of Ringworks’ most versatile designs, the Wanderer evolved out of early aerospace fighters and spaceplanes and still maintains much of their sleek design. Many organizations and governments use a slimmed-down and armed-up version of the Wanderer—sometimes called a Starwasp—for planetary defense or as a short-range fighter. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Dominion Seeder.md b/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Dominion Seeder.md new file mode 100644 index 0000000..59ebf32 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Dominion Seeder.md @@ -0,0 +1,30 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Large destroyer +--- +# DOMINION SEEDER +Large destroyer, **Tier** 13 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 30; **TL** 32 +**HP** 210; **DT** —; **CT** 42 +**Shields** heavy 420 (forward 105, port 105, starboard 105, aft 105) +**Attack (Forward)** gravity gun (6d6), plasma cannon (5d12) +**Attack (Port)** light plasma cannon (2d12) +**Attack (Starboard)** light plasma cannon (2d12) +**Attack (Aft)** gyrolaser (1d8) +**Attack (Turret)** light plasma cannon (2d12) +**Power Core** Gateway Heavy (400); **Drift Engine** Signal Booster; **Systems** advanced long-range sensors, computer countermeasures (feedback), crew quarters (common), mk 3 trinode computer, mk 8 armor, mk 11 defenses, self-destruct system; **Expansion Bays** cargo holds (2), guest quarters (common), science lab; **Modifiers** +3 to any 3 checks each round, +4 Computers (sensors only); Complement 1 shipmind; **Complement** 1 + +### CREW + +**Engineer (Shipmind)** Engineering +23 (13 ranks) +**Gunner (Shipmind)** gunnery +19 +**Pilot (Shipmind)** Piloting +28 (13 ranks) +**Science Officer (Shipmind)** Computers +23 (13 ranks) + +## DESCRIPTION + +**Shipmind (Ex)** A Dominion seeder can be crewed entirely by a single shipmind, which can take up to 5 crew actions (in any role except captain) each round of starship combat using the listed bonuses. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Shipmind Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Shipmind Starships.md new file mode 100644 index 0000000..808f213 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shipmind Starships/Shipmind Starships.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# SHIPMIND STARSHIPS +A shipmind is an ooze of thick, bubbling yellowish liquid. Unlike many oozes, this biological entity relies on a bizarre symbiosis with technology to survive. The creature lives in a container made of crystalline material and inorganic components, which serves the ooze like a shell. Outside this container, a shipmind is vulnerable and doomed to die, but this limited existence is little hindrance to a shipmind, since its sole purpose is to pilot starfaring vessels that serve the Dominion of the Black. + +Dominion starships are bizarre amalgamations of organic and inorganic components. Strange membranes hold bulkheads and the hull together. Fibrous material resembling muscles and connective tissue work some of the ships’ mechanical components, such as doors, while a web of nerve-like cables carry power and data, and networks of tubules carry various fluids. At the center of this network in the largest Dominion ships is a shipmind, connected to everything through disturbingly organic cables. + +A shipmind has an intimate connection to its starship and can survive as long as its craft does, sometimes for many centuries. The creatures are cruel even to their supposed allies, and they are given to fits of inexplicable behavior.Seeders are the most common large Dominion starships. Some are scouts or assault vessels with only a shipmind aboard, while others travel with a crew of other entities affiliated with the Dominion of the Black. These ships land on life-rich planets, unleashing Dominion-allied creatures to infest the region around the landing site, assimilating native organisms. + +If left alone planetside for too long, a Dominion seeder’s shipmind can quickly degenerate, causing the ship’s organic aspects to also decay. In about a decade, the ship rots into uselessness and the shipmind dies. During that time, the shipmind might leave of its own accord, or it might spend its remaining time brutally toying with any creature it can. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Hivonyx Titan Hauler.md b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Hivonyx Titan Hauler.md new file mode 100644 index 0000000..42f90a5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Hivonyx Titan Hauler.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: Huge bulk freighter +--- +# HIVONYX TITAN HAULER +> [!infobox|locr n-th clean] +> [[Starship_HivonyxTitanHauler.jpg|Spielern zeigen!]] +> +Huge bulk freighter, **Tier** 9 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 22; **TL** 21 +**HP** 200; **DT** 5; **CT** 40 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** maser (6d10) +**Attack (Aft)** particle beam (8d6) +**Attack (Turret)** heavy plasma torpedo launcher (3d8), heavy plasma torpedo launcher (3d8) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 3 mononode computer; **Expansion Bays** cargo holds (5), escape pods (5); **Modifiers** +3 any one check per round, +2 Computers; **Complement** 35 + +### CREW + +**Captain** Bluff +17 (9 ranks), Computers +19 (9 ranks), Diplomacy +17 (9 ranks), Engineering +17 (9 ranks), gunnery +15, Intimidate +17 (9 ranks), Piloting +17 (9 ranks) +**Engineer (1 officer, 15 crew)** Engineering +17 (9 ranks) +**Gunners (2 officers, 5 crew each)** gunnery +15 +**Pilot (1 officer, 2 crew)** Piloting +22 (9 ranks) +**Science Officer (1 officer, 2 crew)** Computers +19 (9 ranks) + +## DESCRIPTION + +Despite its formidable array of weapons and sensors, the Titan Hauler is optimized for freight, carrying huge loads within its beetle-like frame. Its partially organic nature aids in this capacity, as sphincter doors and expandable chambers can resize themselves to accommodate any cargo. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Shirren Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Shirren Starships.md new file mode 100644 index 0000000..9e1b2ab --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Shirren Starships.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- + +# SHIRREN STARSHIPS +Based on Swarm technology, shirren ships are manufactured in dry docks like any other, yet incorporate organic parts grown in specialized assembly vats. Often off-putting to members of other races, the twisting, hive-like corridors on shirren ships make the insect people feel instantly at home. + +Since shirren technology originated as an almost entirely biological enterprise, the ships resemble shirrens in many ways. Smooth, shell-like hulls guard blisters of eye-like windows and clusters of thin, protruding weapons and sensor arrays. While the Swarm (and thus, by extension, shirrens) learned to incorporate more conventional industrial processes as it overwhelmed and consumed other races, it never quite lost its instinctive desire to model its creations upon itself. From the wasplike Drone Mk III to the hulking Titan Haulers, shirren ships are known for their dependability and versatility, and they can often be found retrofitted with accommodations for non-shirren races. Still, not every mechanic likes dealing with a ship whose components might bleed or shudder when operated upon. + +A variety of organizations produce shirren-style ships, often including as many members of other races as shirrens themselves. The largest, the pacifist collective Hivonyx Industries, churns out a tremendous number of freighters and couriers, but includes software locking all the ship’s armaments to keep them from firing unless the ship has first taken damage—restrictions most of their customers immediately remove. Hivonyx’s closest competitors, Starhive and United Interfaith Engineering, publicly respect their rival’s moral stance, yet add no such safeguards. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Starhive Drone MK III.md b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Starhive Drone MK III.md new file mode 100644 index 0000000..c6068b3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Starhive Drone MK III.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Small light freighter +--- +# STARHIVE DRONE MK III +> [!infobox|locr n-th clean] +> [[Starship_StarhiveDroneMk2.jpg|Spielern zeigen!]] +> +Small light freighter, **Tier** 1 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 14; **TL** 13 +**HP** 40; **DT** —; **CT** 8 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** linked gyrolasers (2d8) +**Attack (Port)** light torpedo launcher (2d8) +**Attack (Starboard)** light torpedo launcher (2d8) +**Power Core** Pulse Brown (90 PCU); **Drift Engine** Signal Basic; **Systems** budget mid-range sensors, crew quarters (basic), mk 2 armor, mk 1 defenses, mk 1 mononode computer; **Expansion Bays** cargo holds (2), escape pods; **Modifiers** +1 any one check per round, +1 Piloting; **Complement** 6 + +### CREW + +**Captain** Computers +5 (1 rank), Diplomacy +5 (1 rank), Engineering +5 (1 rank), gunnery +5 +**Engineer** Engineering +10 (1 rank) +**Gunners (2)** gunnery +5 +**Pilot** Piloting +6 (1 rank) +**Science Officer** Computers +5 (1 rank) + +## DESCRIPTION + +As befits their name, Drones are extremely common and used as freight, personnel transport, light colonial defense, and more. Despite the ships’ mass production, Starhive takes a natural shirren pride in making sure each ship’s iridescent paint job is unique. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Uie Hiveguard.md b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Uie Hiveguard.md new file mode 100644 index 0000000..11ab3a4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Shirren Starships/Uie Hiveguard.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: Large destroyer +--- +# UIE HIVEGUARD +> [!infobox|locr n-th clean] +> [[Starship_UIEHiveguard.jpg|Spielern zeigen!]] +> +Large destroyer, **Tier** 6 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 19; **TL** 19 +**HP** 170; **DT** —; **CT** 34 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** heavy laser net (5d6), twin laser (5d8) +**Attack (Port)** flak thrower (3d4) +**Attack (Starboard)** flak thrower (3d4) +**Attack (Turret)** light torpedo launcher (2d8) +**Power Core** Arcus Maximum (200 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 1 trinode computer; **Expansion Bays** cargo bay, escape pods (3); **Modifiers** +1 any three checks per round, +2 Computers; **Complement** 13 + +### CREW + +**Captain** Bluff +13 (6 ranks), Computers +15 (6 ranks), Diplomacy +13 (6 ranks), Engineering +13 (6 ranks), gunnery +11, Intimidate +13 (6 ranks), Piloting +13 (6 ranks) +**Engineer (1 officer, 3 crew)** Engineering +18 (6 ranks) +**Gunners (2 officers, 2 crew each)** gunnery +11 +**Pilot** Piloting +13 (6 ranks) +**Science Officer** Computers +15 (6 ranks) + +## DESCRIPTION + +Shirrens may prefer peace to war, but they still remember the terrifying capabilities of their former slave masters, the Swarm. These destroyers employ much of the same technology to create swift, deadly warships that can be operated by a small crew. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Alinoisos.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Alinoisos.md new file mode 100644 index 0000000..50171ab --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Alinoisos.md @@ -0,0 +1,49 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: N Medium starship outsider +--- +# ALINOISOS +N Medium starship outsider, **Tier** 13 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** — +**AC** 27; **TL** 24 +**HP** 340; **DT** —; **CT** 68 +**Shields** 305 (forward 80, port 75, starboard 75, aft 75) +**Attack (Forward)** meteor (5d6; 10 hexes), molten fist (2d4×10; 10 hexes) +**Attack (Turret)** meteor (5d6; 10 hexes), meteor (5d6; 10 hexes) + +### CREW + +**Engineer (1 action)** Engineering +23 (13 ranks) +**Gunners (4 actions)** gunnery +19 (13th level) +**Pilot (1 action)** Piloting +29 (13 ranks) +**Science Officer (1 action)** Computers +23 (13 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Gravitational Adjustment (Ex)** Every 1d4 rounds, just before or after it moves during the helm phase, an alinoisos can push or pull a starship to an empty hex either further away or closer. + +**Living Starship (Ex)** An alinoisos is a spacefaring aeon so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the following table to determine the effects when an alinoisos takes critical damage. + +| D% | SYSTEM | EFFECT | +|--------|---------------|-------------------------------------------------------------------------------------------------------------------| +| 1–30 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Heart | Condition applies to all engineer actions, except when patching or repairing the heart. | +| 91–100 | Brain† | During the next round, each of the alinoisos’s attempted actions has a 25% chance of failure. | + + +† An alinoisos’s brain doesn’t gain critical damage conditions. + +## DESCRIPTION + +An alinoisos is a nebulous aeon tasked with maintaining the balance between light and gravity, and it attempts to neutralize any imbalances it perceives by any means necessary and with no concern for ethics or morality. + +An alinoisos travels the multiverse in search of imbalance, and might focus on such things as a megastructure that saps the energy from a star it encompasses, an advanced civilization that has discovered technomagical means of manipulating gravity, or even starships whose gravity-bending weapons happen to catch the aeon’s attention. The outsider then neutralizes these perceived threats, whether through destruction or its ability to manipulate gravity. Because alinoisoses share similar concerns with solarians, the rare alinoisos is sometimes revered as a near-mythical mascot of sorts by remote solarian enclaves, which imprint its likeness onto their armor, banners, and architecture. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Blinking Telelith.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Blinking Telelith.md new file mode 100644 index 0000000..6358202 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Blinking Telelith.md @@ -0,0 +1,64 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: N Large starship magical beast +--- + +# BLINKING TELELITH + +N Large starship magical beast, **Tier** 10 + +**Speed** 8; **Maneuverability** average (turn 2); **Drift** — +**AC** 26; **TL** 26 +**HP** 190; **DT** —; **CT** 38 +**Shields** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Attack (Forward)** linked railgun (16d4), slam (6d8, ripper) +**Attack (Turret)** hurl debris (10d6) +**Power Core** large telelith heart (300 PCU); **Drift Engine** none; **Systems** mk 7 armor, mk 8 defenses; **Expansion Bays** telelith matrix + +### CREW + +**Engineer (1 action)** Engineering +24 (10 ranks) +**Gunners (2 actions)** gunnery +15 (10th level) +**Pilot (1 action)** Piloting +24 (10 ranks) + +### ECOLOGY + +**Environment** any vacuum or the Drift +**Organization** solitary, pair, or cluster (3–4) + +### SPECIAL ABILITIES + +**Auto-Destruct (Ex)** When a swarming telelith drops to 0 Hull Points, it explodes as if it activated a self-destruct system. + +**Hurl Debris (Ex)** A swarming telelith can hurl debris at short range. This weapon has the point (+8) special property. + +Telelith Matrix (Su) Three times per day, a blinking telelith can attempt the telelith gambit stunt; it performs the maneuver if it succeeds at a DC 30 Piloting check. + +**Living Starship (Ex)** A swarming telelith is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below when the swarming telelith takes critical damage. A telelith’s brain can’t gain the wrecked condition. + +| D% | SYSTEM | EFFECT | +|--------|--------------------|----------------------------------------------------------------------------------| +| 1–30 | Circulatory System | Condition applies to all gunner actions | +| 31–60 | Nervous System | Condition applies to all pilot actions | +| 61–90 | Heart | Condition applies to all engineer actions except patching or repairing the heart | +| 91–100 | Brain | Condition applies to all actions | + + +**Slam (Ex)** A telelith can use its slam only against a target in an adjacent hex. This attack has the ripper special property. + +## DESCRIPTION + +Teleliths, often called “living asteroids,” look like irregular rock chunks dozens to hundreds of feet across. Difficult to distinguish from ordinary asteroids tumbling through space, teleliths are silicon-based entities with a rudimentary intelligence and a predilection for disguise. Teleliths feed on metal and are particularly drawn to dense or highly refined materials, such as those found in space stations and starships. Although some teleliths are scavengers, drifting lazily through asteroid fields to feed on metal-rich finds, others are ambush predators. Such teleliths lurk amid asteroids, wreckage, or other debris, waiting to launch themselves at passing vessels. + +Teleliths fight by slamming into their foes or hurling halfdigested chunks of rock or metal through their pores. These creatures continue to grow throughout their millennia-long life spans, and older teleliths develop strange abilities, including a strong electromagnetic field that works like a starship’s shields. In addition, these larger, fiercer teleliths can launch mineral shards from their pores at railgun speeds. These teleliths also develop peculiar organs that contract in a metaphysical fashion to create a bizarre temporary wormhole that connects nearby points in space. The telelith uses this ability to “blink” across space, ambushing its prey or evading danger, although a pilot with quick enough reflexes can follow the telelith through this spatial distortion. + +When feeding, a telelith unfolds its stony carapace to reveal serrated mandibles and fourteen grasping appendages. Although vaguely resembling terrestrial isopods such as pill bugs, which roll into a ball for defense, an unfolded configuration is not the telelith’s natural or preferred shape. A telelith unfolds only to eat, clinging to surfaces with its graspers while it grinds metal with its mandibles and absorbs the resultant powder through feeding vents. Once its meal is done (or sooner if the telelith senses danger) the telelith snaps back into its meteor-shaped configuration. Xenobiologists have observed that teleliths don’t otherwise unfold, not even to breed. + +When it does decide to breed, a telelith releases gametes onto a solid surface through the same pores the creature uses to hurl debris. Once a second telelith does the same, infant teleliths gestate in egg-like nodules attached to the fertilized area, sometimes referred to as “void barnacles.” The nodules never hatch, but instead form the initial shell for a juvenile telelith, which breaks off when it’s ready to feed. + +Although they lack a language or culture, teleliths are social creatures. They are most often encountered in large groups. Stories of asteroid fields composed mostly of teleliths that gather around and feed on massive planetoids seem fanciful. However, such fields might be mating gatherings or regions where countless telelith hatchlings have emerged from hibernation. + +A telelith can suspend its life functions indefinitely to survive tumbling through space without nourishing materials. Elder teleliths also work together to launch nursery asteroids into interstellar space after breeding. Teleliths have no way to enter the Drift on their own, but they have hitched rides on or been pulled into the Drift by starships. For all these reasons, the creatures can not only be found within the Drift, but they can also be encountered throughout the galaxy. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Cerebrex.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Cerebrex.md new file mode 100644 index 0000000..745a75b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Cerebrex.md @@ -0,0 +1,51 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 18 +Type: CN Huge starship ooze +--- +# CEREBREX +CN Huge starship ooze, **Tier** 18 +**Speed** 4; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 30; **TL** 27 +**HP** 640; **DT** 5; **CT** 128 +**Shields** 400 (forward 100, port 100, starboard 100, aft 100) +**Attack (Forward)** globules (7d8; 10 hexes), tethers (2d10×10; 10 hexes) +**Attack (Port)** globules (7d8; 10 hexes) +**Attack (Starboard)** globules (7d8; 10 hexes) +**Attack (Turret)** globules (7d8; 10 hexes), tethers (2d10×10; 10 hexes) + +### CREW + +**Engineer (1 action)** Engineering +31 (18 ranks) +**Gunners (5 actions)** gunnery +26 (18th level) +**Pilot (1 action)** Piloting +28 (18 ranks) +**Science Officer (1 action)** Computers +36 (18 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Intelligence Drain (Su)** Once per combat, instead of taking actions during the engineering phase, a cerebrex can force up to five creatures on a starship within 7 hexes of it to each attempt a DC 25 Will saving throw, taking 2 Intelligence damage on a failure. The cerebrex regains 50 Hull Points for every creature that fails this check. This is a mind-affecting effect. + +**Living Starship (Ex)** A cerebrex is a spacefaring ooze so immense it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the following table to determine the effects when a cerebrex takes critical damage. + +| D% | SYSTEM | EFFECT | +|--------|---------------|-------------------------------------------------------------------------------------------------------------------| +| 1–30 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Pseudopods | Condition applies to all engineer actions, except when patching or repairing the pseudopods. | +| 91–100 | Nucleus† | During the next round, each of the cerebrex’s attempted actions has a 25% chance of failure. | + + +† A cerebrex’s nucleus doesn’t gain critical damage conditions. + +## DESCRIPTION + +From afar, a cerebrex looks like a distant constellation of stars connected by glowing, fiery tethers—but this immense ooze is no stationary star system. Rather, cerebrexes are sentient, space-dwelling oozes that are relatively intelligent. These gargantuan creatures travel the galaxy in search of clusters of sapient life to feast upon. But sapience is more than just a tantalizing beacon for a cerebrex; this ooze has evolved the strange ability to metabolize both the physical matter of its food and a fragment of its prey’s sapience. + +After feasting on entire civilizations, a cerebrex briefly takes on an almost-humanoid intelligence—just long enough to plan its next attack and map the way to the next-closest cluster of civilized life. This spark of intelligence is fleeting, though, and as the ooze digests its meal completely, the inherited intelligence also fades. By the time the cerebrex makes it to the next planet, it has only a vague idea of why it traveled there, but its ability to sense intelligence from thousands of miles away means its next spark of sapience is never too far off. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Derelict Shade.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Derelict Shade.md new file mode 100644 index 0000000..f0886fb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Derelict Shade.md @@ -0,0 +1,49 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: NE Small starship undead +--- +# DERELICT SHADE +NE Small starship undead, **Tier** 4 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** — +**AC** 19; **TL** 16 +**HP** 90; **DT** —; **CT** 18 +**Shields** 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** howling souls (3d4 plus numbing; 10 hexes) +**Attack (Aft)** soul fragments (3d4; 10 hexes) +**Attack (Turret)** soul fragments (3d4; 10 hexes) + +### CREW + +**Engineer (1 action)** Engineering +10 (4 ranks) +**Gunners (2 actions)** gunnery +9 (4th level) +**Magic Officer (1 action)** Mysticism +15 (4 ranks) +**Pilot (1 action)** Piloting +10 (4 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Ghosts in the Machine (Ex)** A derelict shade’s weaponry carries fragments of its crew’s souls. If the derelict shade deals Hull Point damage to an enemy ship, these fragments infect the ship’s systems and cause one randomly determined system to gain the glitching condition until the end of the next round, regardless of the amount of damage dealt. If the damage dealt would already give the system the glitching condition, it instead gains the malfunctioning condition until the end of the next round. A system that is already malfunctioning or wrecked is not affected. + +**Living Starship (Ex)** A derelict shade is an undead creature so immense that it functions as a starship (and thus engages only in starship combat). The ghostly remnants of the crew members, functioning as a unified whole, can take engineer, gunner, magic officer, and pilot actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a derelict shade takes critical damage. +| D% | SYSTEM | EFFECT | +|--------|---------------|-------------------------------------------------------------------------------------------------------------------| +| 1–30 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Marrow | Condition applies to all engineer and magic officer actions, except when patching or repairing the marrow. | +| 91–100 | Core† | During the next round, each of the derelict shade’s attempted actions has a 25% chance of failure. | + + +† A derelict shade’s core doesn’t gain critical damage conditions. + +**Shadeswarm (Ex)** When using its teleportation ability to appear adjacent to a starship that has no shields remaining in one or more quadrants, a derelict shade can attempt a check using its gunnery bonus as part of using its teleportation. If the result is equal to or greater than the adjacent ship’s AC, any living crew members aboard the starship are swarmed by spirits from the derelict shade. Each affected creature must succeed at a DC 11 Will save or be unable to act until after the next round’s helm phase. + +## DESCRIPTION + +On occasion, when an entire starship crew is killed upon destruction of their starship—whether by accident or malice—a derelict shade forms from the remains. Although derelict shades are not true ghosts, as the crew members’ souls do move on, the terror of their last moments causes fragments of their souls to combine and rise as a single creature, taking the form of their old ship. Cunning and cruel, a derelict shade seeks only to inflict on other ships the same pain that it suffered. Though it stays away from larger fleets, it eagerly attacks lone ships that it views as easy prey; if destroyed, such ships often give rise to derelict shades themselves. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Giant Space Tardigrade.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Giant Space Tardigrade.md new file mode 100644 index 0000000..b04c21c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Giant Space Tardigrade.md @@ -0,0 +1,64 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: N Medium starship magical beast +--- +# GIANT SPACE TARDIGRADE + +**Source** _Alien Archive 3 pg. 40_ + +N Medium starship magical beast, **Tier** 4 +**Speed** 6; **Maneuverability** good (turn 1); **Drift** — +**AC** 18; **TL** 18 +**HP** 65; **DT** —; **CT** 13 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** plasma cannon (5d12) +**Attack (Port)** light plasma cannon (2d12) +**Attack (Starboard)** light plasma cannon (2d12) +**Power Core** tardigrade brain (150 PCU); **Drift Engine** none; **Systems** basic computer, basic medium-range sensors, mk 4 armor, mk 4 defenses, upgraded heavy weapon mount (forward arc); **Expansion Bays** none +**Other Abilities** living starship, redundant lobes, rugged, self-repair, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +10 (4 ranks) +**Gunner (1 action)** gunnery +9 (4th level) +**Pilot (1 action)** Piloting +15 (4 ranks) +**Science Officer (1 action)** Computers +10 (4 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, or endurance (3–8) + +### SPECIAL ABILITIES + +**Living Starship (Ex)** A giant space tardigrade is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a giant space tardigrade takes critical damage. + +**Redundant Lobes (Ex)** The first time the giant space tardigrade’s brain is wrecked, the creature automatically switches to its redundant lobes, removing all critical damage conditions from the brain. + +| D% | SYSTEM | EFFECT | +|--------|------------------|---------------------------------------------------------------------------------------------------------------| +| 1–20 | Sensory bristles | Condition applies to all science officer actions | +| 21–50 | Weapons array | Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc. | +| 51-80 | Propulsion | Condition applies to all pilot actions. | +| 81-100 | Brain | Condition applies to all engineer actions except hold it together and patch. | + +**Rugged (Ex)** A giant tardigrade is particularly resistant to radiation and EMP pulses. It is unaffected by starship weapons with the EMP special property and suffers no effects of radiation from irradiating starship weapons. + +**Self-Repair (Ex)** A giant tardigrade automatically regains 1 Hull Point every hour. + +## DESCRIPTION + +Among the most durable creatures in existence, giant space tardigrades are truly enormous relatives of the microscopic water-dwelling tardigrades found on many worlds. Like their smaller cousins, giant space tardigrades resemble lumbering bear-like creatures with a segmented body and eight legs. Although all tardigrades can withstand the vacuum and radiation of space for a time, giant space tardigrades are at home in airless environments, drifting through space to find food. Due to the rarity of sustenance in the vast gulfs of space, giant tardigrades can eat nearly anything and are often aggressive in their attempts to destroy and consume starships they encounter. Some trade corporations and stationmasters put bounties on giant space tardigrades that have proven to be a nuisance, and a popular joke among spacers is that the best thing to devour or chase away a giant space tardigrade is a bigger one. + +Giant space tardigrades are notorious for their durability and ability to survive even the most extreme conditions. A giant space tardigrade can withstand immense heat, pressure, and radiation; explorers have spotted them drifting through radioactive nebulae, the crushing atmospheres of gas giants, and intense solar flares without sustaining any harm. Even a badly wounded giant space tardigrade can completely recover in only a few days. They are not biologically complex, but their pudgy bodies contain several supplementary systems—such as duplicate nerve clusters and redundant brain lobes—to help ensure their survival. Giant space tardigrades are particularly resistant to dehydration and starvation, as they can temporarily replace the water in their bodies with a durable protein, which causes them to shrivel slightly but allows them to survive in a state of quasi-hibernation for decades. + +Although not much more intelligent than animals, giant space tardigrades can develop distinctive personalities that some starship crews have learned to recognize. Although most giant space tardigrades tend to be aggressive from hunger, some are playful and curious. Giant space tardigrades are good at recognizing starships they’ve seen before, and they can harbor grudges against vessels that attacked them years or even decades earlier. Giant space tardigrades also remember starships that treated them well or led them to food, and they sometimes play simple tricks on these old “friends”--like soaring out from behind a large asteroid to surprise them, or batting a satellite or comet playfully toward the vessel. Some giant space tardigrades express obvious preferences, such as a tendency to nuzzle smooth kasathan starships or flee from bony Eoxian vessels. + +When angry, a giant space tardigrade can pose a serious threat, particularly to smaller starships or those with novice crews. A giant tardigrade is equipped with several natural weapons, and is able to draw upon its inner energy reserves to emit powerful beams of plasma. + +Veteran starship crews know that giant space tardigrades are resistant to several types of common starship weapons. A giant space tardigrade will sometimes feign defeat to lure attackers closer, and canny crews know to watch for tricks. After a giant space tardigrade is finally vanquished, such crews sail in to harvest the most precious parts of the creature, much like ancient whalers converging on a defeated whale. Giant space tardigrades have components valuable in certain industries; their hides are remarkably durable, and researchers study their nerve clusters in search of medical breakthroughs. + +Although most giant space tardigrades are around 120 to 160 feet long and weigh 200 tons, there have been sightings of creatures at least twice this size. A giant space tardigrade can live for centuries, or even longer if forced into many long periods of hibernation. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gigantic Elemental.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gigantic Elemental.md new file mode 100644 index 0000000..f53ca5f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gigantic Elemental.md @@ -0,0 +1,79 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: N Medium starship outsider (elemental, extraplanar) +--- +# GIGANTIC ELEMENTAL +**Source** _Alien Archive 4 pg. 30_ + +N Medium starship outsider (elemental, extraplanar), **Tier** 4 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** — +**AC** 19; **TL** 19 +**HP** 65; **DT** —; **CT** 13 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** light plasma cannon (2d12; 5 hexes) +**Attack (Port)** light torpedo launcher (2d8; 20 hexes) +**Attack (Starboard)** light torpedo launcher (2d8; 20 hexes) +**Attack (Turret)** light particle beam (3d6; 10 hexes) +**Power Core** elemental core (150 PCU); **Drift Engine** none; **Systems** mk 5 armor, mk 6 defenses; **Expansion Bays** none +**Other Abilities** living starship, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +10 (4 ranks) +**Gunners (2 actions)** gunnery +9 (4th level) +**Pilot (1 action)** Piloting +16 (4 ranks) + +### ECOLOGY + +**Environment** any sky or vacuum (Elemental Plane) +**Organization** solitary or pair + +### SPECIAL ABILITIES + +**Living Starship (Ex)** An immense elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the immense elemental takes critical damage. The immense elemental’s elemental cohesion can’t gain the wrecked condition. + +| D% | System | Effect | +|--------|------------|----------------------------------------------------------------------------------------| +| 1–30 | Weapons | Condition applies to all gunner actions. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Core | Condition applies to all engineer actions, except when patching or repairing the core. | +| 91–100 | Elemental | Condition applies to all cohesion actions. | + +## DESCRIPTION + +Some elementals are so large that they function as starships for the purposes of combat in Starfinder. Most commonly encountered on the Elemental Planes, these rare creatures tend to leave other natives of their elemental plane alone but sometimes strike out aggressively at manufactured starships they perceive as threats. Starship-sized elementals that are pulled into the Material Plane (often by accident) are equally as hostile and can be quite dangerous when they appear along heavily used travel routes. Usually, nothing short of a system’s entire standing fleet is enough to counter an assault from the largest of these elementals. There have even been rare instances of military forces conscripting a starship-scale elemental to join its forces, with devastating effect. + +Starship-sized elementals come in many shapes, from an unformed mass of elemental material to a massive animal. Some even appear as popular models of manufactured starships, though scholars disagree on why—whether it’s an attempt to blend in, or to lure such vessels closer and ambush them. A starship-sized elemental’s weapons are magically infused with the elemental energy of its home plane, though this usually results in only cosmetic differences and has no effect within starship combat. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena. + +The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the four following grafts. + +## ELEMENTAL STARSHIP GRAFTS + +The four types of elemental starship grafts are listed below. These grafts function similarly to the simple template grafts used for non-starship creatures, providing minor changes to the main stat block as well as additional abilities. + +### AIR ELEMENTAL STARSHIP GRAFT + +Despite being made of living wind, starship-sized elementals from the Elemental Plane of Air are surrounded by a mystical field of energy that keeps them from dissipating in a vacuum. +**Traits:** Air subtype; increase speed by 2; reduce distance between turns by 1 (if already 0, the elemental instead gains a +2 bonus to Piloting checks); reduce Piloting bonus by 1; whirlwind flyby (see below); **Languages:** Auran. +_Whirlwind Flyby (Ex):_ When a starship-sized air elemental successfully performs the flyby stunt, in addition to it firing at a chosen quadrant of the enemy vessel at close range during the next gunnery phase, the enemy vessel takes a –2 penalty to AC and TL until the start of the next round and is turned to face the direction of the air elemental’s choosing. + +### EARTH ELEMENTAL STARSHIP GRAFT + +Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets. +**Traits:** Earth subtype; increase AC by 2; increase distance between turns by 1 (maximum 4); earthen fortifications (see below); **Languages:** Terran. +_Earthen Fortifications (Ex):_ Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1. + +### FIRE ELEMENTAL STARSHIP GRAFT + +Burning nearly as hot as a star, spacebound elementals from the Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane. +**Traits:** Fire subtype; increase speed by 4; reduce Piloting bonus by 2; +4 bonus to Piloting checks for determining when to act during the helm phase; burning blasts (see below); **Languages:** Ignan. +_Burning Blasts (Ex):_ Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points (not damage that depletes Shield Points) by an amount equal to its tier (minimum 1). + +### WATER ELEMENTAL STARSHIP GRAFT + +Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space. +**Traits:** Water subtype; increase TL by 2; –1 penalty to gunnery checks; slippery stunts (see below); **Languages:** Aquan. +_Slippery Stunts (Ex):_ When a starship-sized air elemental successfully performs a back off, barrel roll, evade, or slide stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gwahled.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gwahled.md new file mode 100644 index 0000000..fb447d1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Gwahled.md @@ -0,0 +1,66 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 15 +Type: NE Gargantuan starship fey +--- +# GWAHLED +**Source** _Alien Archive 3 pg. 46_ + +NE Gargantuan starship fey, **Tier** 15 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** — +**AC** 29; **TL** 29 +**HP** 400; **DT** 10; **CT** 80 +**Shields** heavy 420 (forward 105, port 105, starboard 105, aft 105) +**Attack (Forward)** bite (5d12 plus swallow starship) +**Attack (Turret)** photon flare (2d10×10) +**Attack (Turret)** graviton net (10d6) +**Power Core** gwahled heart (500 PCU); **Drift Engine** none; **Systems** mk 8 armor, mk 9 defenses; **Expansion Bays** none +**Other Abilities** fear-eater aura, living starship, paranormal astrogation, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +31 (15 ranks) +**Gunners (2 actions)** gunnery +22 (15th level) +**Pilot (1 action)** Piloting +26 (15 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Bite (Ex)** A gwahled can use its bite only against a ship in an adjacent hex. If the gwahled deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the bitten starship can attempt a DC 32 Piloting check to break free of the gwahled’s maw. While holding a starship in its maw, the gwahled can’t move or turn, but it can make attacks with its photon flare and graviton net, or attempt to bite or swallow the same starship. The gwahled and the ship it is holding take a –2 penalty to AC and TL and to Piloting checks to determine movement order in starship combat. + +**Fear-Eater Aura (Su)** A creature that starts its turn within 20 hexes of the gwahled and able to see it (or engaged in starship combat with it) must succeed at a DC 22 Will saving throw or become frightened. A creature that fails by 5 or more is panicked instead. A creature that successfully saves cannot be affected again by the same gwahled’s fear-eater aura for 24 hours. + +**Graviton Net (Su)** A gwahled’s graviton net has short range, and the point (+12) and tractor beam special properties. + +**Living Starship (Ex)** A gwahled is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the gwahled takes critical damage. The gwahled’s brain can’t gain the wrecked condition. + +| D% | SYSTEM | EFFECT | +|--------|-----------------|-----------------------------------------------------------------------------------------| +| 1–30 | Weapon array | Condition applies to all gunner actions. | +| 31–60 | Gravity centers | Condition applies to all pilot actions and gunner actions with attacks other than bite. | +| 61–90 | Heart | Condition applies to engineer actions except patching or repairing the heart. | +| 91–100 | Brain | Condition applies to all actions. | + +**Paranormal Astrogation (Su)** A gwahled can transport itself through space at astonishing speeds, arriving anywhere in the galaxy within 10d6 days. They rarely do so, except when hungry, and otherwise mostly do so randomly. + +**Photon Flare (Ex)** A gwahled’s photon flare has medium range. To a starship without functioning shields, this weapon not only deals damage but also has the EMP special property. + +**Swallow Starship (Ex)** If the gwahled is holding a starship smaller than it in place, it can swallow that vessel by making a successful bite attack against it. A gwahled’s gullet can hold one Huge ship, two Large ships, four Medium ships, eight Small ships, or sixteen Tiny ships. A gwahled can take an action during the gunnery phase to attempt to incinerate starships inside it, dealing 5d12 damage (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise) and applying the EMP special property. A swallowed vessel can still attack. The gwahled’s interior has AC 25, TL 25, and DT 5. However, starship weapons deal half damage to the firing ship through a combination of blowback and the gwahled’s physical reactions. If a swallowed starship deals 100 damage to the gwahled’s interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a DC 32 Piloting check, or DC 37 if the gwahled has no hole in it. On a failure, the starship remains within the gwahled. + +## DESCRIPTION + +Gamboling through space with inscrutable whims, gwahleds are among the largest fey in existence— and also among the rarest. A gwahled looks like an astronomical object, but it has three eyes and a massive maw capable of swallowing starships. Devouring a vessel garners the gwahled no sustenance, although it can feed on the fear of the doomed crew. + +Gwahleds require only this fear to sustain them. They seek mortal fright produced on a planetary scale. A gwahled sleepily wanders the interstellar reaches until it has a vision of a planet with sufficient sapient life and with technology good enough to detect an incoming space object but no means to thwart such a calamity. Once the gwahled has dreamed of an appropriate planet, it travels on a collision course toward that world, behaving as though it were a comet inexorably drawn to the planet’s gravitational field. The gwahled is large enough that if it struck most worlds, the outcome would be an extinction-level event—and it relies on this fact to feed. + +As the gwahled draws closer to its target, it siphons the fear radiating from a population aware of its own doom. Once the gwahled is very close to the planet, the fey’s fear-eater aura drives most creatures on the world into abject terror. Few can act rationally in the face of this astronomical horror. Even those who resist the supernatural fear can find themselves giving in to despair as their civilization crumbles around them. From these emotions, the gwahled takes the nourishment it needs. Sated, the creature changes course, moving away from the planet before causing any direct physical harm. It then drowsily continues its journey among the stars, awaiting visions of another world. Although a gwahled’s arrival rarely results in the expected extinction, the visitation can cause civilizations to disintegrate. Countless people die in the fear and confusion. The world’s organizations fall apart as people succumb to desperation or resignation. Horrible accidents and lasting pollution are often the results. Sometimes, national enemies choose the moment of impending doom to enact decisive strikes against one another. Once the population recovers its senses, the devastation has likely set it back decades—if not centuries—in its development. + +Comanides oppose gwahleds. These comet fey travel to systems a gwahled might threaten and warn the inhabitants of the peril. A comanide might seek the aid of travelers who can thwart the gwahled on behalf of those it seeks to prey upon. + +A gwahled rarely visits the same world twice. However, a few have established cosmic routes among populated planets that have yet to develop adequate defenses. People who expect the titanic fey are less likely to panic at the creature’s approach, but the fey’s aura can still inflict terror and thereby provide the gwahled ample sustenance. Visitors to worlds on a gwahled’s feeding route often find cultures that have religions or stories of a “chaos star” that brings despair, fear, and turmoil on a generational timescale. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Immense Elemental.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Immense Elemental.md new file mode 100644 index 0000000..77d87c2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Immense Elemental.md @@ -0,0 +1,78 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: N Tiny starship outsider (elemental, extraplanar) +--- +# IMMENSE ELEMENTAL + +**Source** _Alien Archive 4 pg. 30_ + + +N Tiny starship outsider (elemental, extraplanar), **Tier** 1/2 +**Speed** 10; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 16; **TL** 16 +**HP** 30; **DT** —; **CT** 6 +**Shields** basic 20 (forward 5, port 5, starboard 5, aft 5) +**Attack (Forward)** gyrolaser (1d8; 5 hexes), light laser cannon (2d4; 5 hexes) +**Power Core** elemental core (70 PCU); **Drift Engine** none; **Systems** mk 3 armor, mk 3 defenses; **Expansion Bays** none +**Other Abilities** living starship, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +4 (1 rank) +**Gunners (2 actions)** gunnery +3 (1st level) +**Pilot (1 action)** Piloting +11 (1 rank) + +### ECOLOGY + +**Environment** any sky or vacuum (Elemental Plane) +**Organization** solitary, pair, or squadron (3–5) + +### SPECIAL ABILITIES + +**Living Starship (Ex)** An immense elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the immense elemental takes critical damage. The immense elemental’s elemental cohesion can’t gain the wrecked condition. + +| D% | System | Effect | +|--------|------------|----------------------------------------------------------------------------------------| +| 1–30 | Weapons | Condition applies to all gunner actions. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Core | Condition applies to all engineer actions, except when patching or repairing the core. | +| 91–100 | Elemental | Condition applies to all cohesion actions. | + +## DESCRIPTION + +Some elementals are so large that they function as starships for the purposes of combat in Starfinder. Most commonly encountered on the Elemental Planes, these rare creatures tend to leave other natives of their elemental plane alone but sometimes strike out aggressively at manufactured starships they perceive as threats. Starship-sized elementals that are pulled into the Material Plane (often by accident) are equally as hostile and can be quite dangerous when they appear along heavily used travel routes. Usually, nothing short of a system’s entire standing fleet is enough to counter an assault from the largest of these elementals. There have even been rare instances of military forces conscripting a starship-scale elemental to join its forces, with devastating effect. + +Starship-sized elementals come in many shapes, from an unformed mass of elemental material to a massive animal. Some even appear as popular models of manufactured starships, though scholars disagree on why—whether it’s an attempt to blend in, or to lure such vessels closer and ambush them. A starship-sized elemental’s weapons are magically infused with the elemental energy of its home plane, though this usually results in only cosmetic differences and has no effect within starship combat. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena. + +The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the four following grafts. + +## ELEMENTAL STARSHIP GRAFTS + +The four types of elemental starship grafts are listed below. These grafts function similarly to the simple template grafts used for non-starship creatures, providing minor changes to the main stat block as well as additional abilities. + +### AIR ELEMENTAL STARSHIP GRAFT + +Despite being made of living wind, starship-sized elementals from the Elemental Plane of Air are surrounded by a mystical field of energy that keeps them from dissipating in a vacuum. +**Traits:** Air subtype; increase speed by 2; reduce distance between turns by 1 (if already 0, the elemental instead gains a +2 bonus to Piloting checks); reduce Piloting bonus by 1; whirlwind flyby (see below); **Languages:** Auran. +_Whirlwind Flyby (Ex):_ When a starship-sized air elemental successfully performs the flyby stunt, in addition to it firing at a chosen quadrant of the enemy vessel at close range during the next gunnery phase, the enemy vessel takes a –2 penalty to AC and TL until the start of the next round and is turned to face the direction of the air elemental’s choosing. + +### EARTH ELEMENTAL STARSHIP GRAFT + +Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets. +**Traits:** Earth subtype; increase AC by 2; increase distance between turns by 1 (maximum 4); earthen fortifications (see below); **Languages:** Terran. +_Earthen Fortifications (Ex):_ Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1. + +### FIRE ELEMENTAL STARSHIP GRAFT + +Burning nearly as hot as a star, spacebound elementals from the Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane. +**Traits:** Fire subtype; increase speed by 4; reduce Piloting bonus by 2; +4 bonus to Piloting checks for determining when to act during the helm phase; burning blasts (see below); **Languages:** Ignan. +_Burning Blasts (Ex):_ Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points (not damage that depletes Shield Points) by an amount equal to its tier (minimum 1). + +### WATER ELEMENTAL STARSHIP GRAFT + +Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space. +**Traits:** Water subtype; increase TL by 2; –1 penalty to gunnery checks; slippery stunts (see below); **Languages:** Aquan. +_Slippery Stunts (Ex):_ When a starship-sized air elemental successfully performs a back off, barrel roll, evade, or slide stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Novaspawn.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Novaspawn.md new file mode 100644 index 0000000..986bd5f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Novaspawn.md @@ -0,0 +1,61 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: N Huge starship aberration +--- +# NOVASPAWN + +**Source** _Alien Archive pg. 84_ + +N Huge starship aberration, **Tier** 8 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** — +**AC** 22; **TL** 20 +**HP** 200; **DT** 5; **CT** 40 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** tentacles +12 (4d4 plus immobilize), particle beam +12 (8d6) +**Attack (Port)** heavy laser cannon +12 (4d8) +**Attack (Starboard)** heavy laser cannon +12 (4d8) +**Attack (Aft)** heavy laser cannon +12 (4d8) +**Skills** Engineering +16, Piloting +20 +**Power Core** novaspawn heart (250 PCU); **Drift Engine** none; **Systems** mk 6 armor, mk 5 defenses; **Expansion Bays** none +**Other Abilities** living starship, no breath + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Living Starship (Ex)** While a novaspawn is a living creature, it is so immense that it functions as a starship (and thus engages in only starship combat). Though it has no crew, it can still take engineer, gunner, and pilot actions (one of each, in the appropriate phases) using the skill bonuses listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Assume it has 8 ranks in the Engineering and Piloting skills and a base attack bonus of +8. Use the following table to determine the effects when a novaspawn takes critical damage. The novaspawn’s brain doesn’t take critical damage conditions. + +| D% | System | Effect | +|--------|---------------|------------------------------------------------------------------------------------------------------------------| +| 1–30 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc | +| 31–60 | Propulsion | Condition applies to all pilot actions | +| 61–90 | Heart | Condition applies to all engineer actions, except when patching or repairing the heart | +| 91–100 | Brain | During the next round, each of the novaspawn’s attempted actions have a 25% chance of failure | + +**Tentacles (Ex)** The gigantic tentacles dangling from a novaspawn’s forward arc are powerful enough to grab a starship and hold it in place, making it easier for the novaspawn to blast the vessel with its particle beam. A novaspawn can make a tentacles attack only against a Large or smaller starship that is in its forward firing arc and in a hex adjacent to the novaspawn. If the attack deals Hull Point damage to the target, that vessel can’t move unless its pilot succeeds at a DC 27 Piloting check as an action during the helm phase. A starship that is immobilized in this way takes a -2 penalty to its AC and Target Lock. + +## DESCRIPTION + +Novaspawn are rare, enormous creatures of silicon and steellike flesh that live in the vacuum of space. They feed on cosmic radiation and travel with a purpose that no scientist has been able to fully fathom. No one is certain where they come from or exactly how long they live. However, scholars have discovered records that hint that at the end of a novaspawn’s life cycle, it undergoes a devastating transformation to become a new star. This phenomenon has been named “solar parturition,” though no currently living mortal has seen it occur. Most speculate that the process would burn nearby planets to cinders and irrevocably alter the climate of others farther away. + +Novaspawn are generally peaceful, and they often react to outside stimuli in ways that most people don’t understand. However, if antagonized, one of these spacefaring creatures can devastate smaller starships with ease, as its crystalline protrusions can convert internal electrical currents into blasts of energy much like those of standard laser cannons. A novaspawn also generates its own protective shields using its aberrant biology, which some believe is as much magical as it is scientific. + +## OLDER NOVASPAWN + +The stat block above represents a novaspawn in an early stage of its maturation—such a novaspawn is still older than some civilizations. Older novaspawn can grow to Colossal starship size, dwarfing even the mightiest of warships. Novaspawn of such size are foes of a much higher tier, and their armaments function as capital weapons. + +## SOLAR PARTURITION (CR 14) + +In rare occasions, a novaspawn that is ill or under malign influences undergoes the process of parturition dangerously close to an inhabited planet or immobile space station. While the process isn’t instantaneous, it still doesn’t leave enough to time to evacuate an entire world or crowded facility and get the residents to a safe distance (at least several hundred thousand miles away). However, all is not lost for these unfortunate souls. A group of adventurers brave enough to face a series of demanding challenges can stop a novaspawn’s parturition before its completion. + +During a novaspawn’s transformation, it remains still and its outer defenses are powered down. An intrepid starship crew can then approach and “board” the novaspawn by climbing into one of the heat dispersal vents located on its dorsal side. Since the novaspawn requires as much as heat as possible during the parturition process, these vents are completely sealed, but they can be cut open (a vent has 240 Hit Points and hardness 25) or forced open (DC 40 Strength check). Involuntary muscle contractions reseal the vent 3d4 rounds later. + +Once inside, the heroes must navigate the novaspawn’s twisting internal passageways while dealing with the growing heat and radiation. With a successful DC 30 Life Science check, they can find their way to the novaspawn’s heart in 2d6+7 minutes (each successive attempt requires an additional 1d6 minutes). However, every minute spent inside, each hero must succeed at a DC 20 Fortitude check or take 10 fire damage. The novaspawn’s heart must then be “deactivated” to halt the transformation, which requires six successful DC 36 skill checks (any combination of Engineering, Life Science, and Mysticism checks). Any character in the novaspawn’s heart chamber is subjected to a high level of radiation; those outside are not. + +If this complex process of magic and science is stopped, the novaspawn dies, but it won’t explode unless someone brings it back to life, which would require a powerful occult process or an intricate technological procedure. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Shalar.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Shalar.md new file mode 100644 index 0000000..2694428 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Shalar.md @@ -0,0 +1,41 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 20 +Type: Supercolossal base ship +--- +# SHALAR +> [!infobox|locr n-th clean] +> [[Starship_Shalar.jpg|Spielern zeigen!]] +> +Supercolossal base ship, **Tier** 20 +**Speed** 6; **Maneuverability** clumsy (turn 5); **Drift** 1 +**AC** 33; **TL** 32 +**HP** 825; **DT** 15; **CT** 165 +**Ablative Armor** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Shields** heavy 480 (forward 90, port 130, starboard 130, aft 130) +**Attack (Forward)** gravity cannon (2d6×10; 10 hexes), particle beam (8d6; 20 hexes), particle beam (8d6; 20 hexes) +**Attack (Port)** heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes) +**Attack (Starboard)** heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes) +**Attack (Aft)** heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes) +**Attack (Turret)** mass driver (2d6×10; 20 hexes), mass driver (2d6×10; 20 hexes) +**Power Core** Titan Heavy (950 PCU); **Drift Engine** Signal Basic; **Systems** crew quarters (good), mk 11 armor, mk 12 defenses, mk 6 mononode computer, mk 6 network nodes (3); **Expansion Bays** cargo holds (220), guest quarters (luxurious), hangar bays (4), recreation suite (HAC), recycling system, science lab (life science, physical science), tech workshop; **Modifiers** +6 to any 4 checks per round, +2 Computers (sensors only), –1 Piloting; **Complement** 4,021 (minimum 150, maximum 100,000) + +### CREW + +**Captain (1 officer, 50 crew)** Diplomacy +34 (20 ranks), Engineering +39 (20 ranks), gunnery +29 (20th level), Intimidate +34 (20 ranks), Piloting +34 (20 ranks) +**Engineers (5 officers, 375 crew each)** Engineering +39 (20 ranks) +**Gunners (5 officers, 260 crew each)** gunnery +29 (20th level) +**Pilot (1 officer, 100 crew)** Piloting +34 (20 ranks) +**Science Officers (4 officers, 170 crew each)** Computers +34 (20 ranks) + +## DESCRIPTION + +When the first Star Citadel, Heorrhad, had its innards hewn from stone, its dwarven engineers repurposed the waste rock to construct Shalar, a vast and sturdy fortress reinforced with modern, high-tech materials. Rumors suggest that somewhere near Shalar’s center rests a keystone that, should it ever be destroyed or removed, would trigger a cascade of failures that would spell the end of the entire citadel. The tenacious rumor persists despite the fortress’s strength, so its dwarven crew members instead direct visitors’ attention to the display within half of an enormous geode (the other half residing in Heorrhad, symbolizing the two citadels’ deep connection). + +While Shalar is neither the first nor the largest of the dwarven Star Citadels (those honors belong to Heorrhad and Ironstar, respectively), it is easily the most far-ranging, readily traveling the Pact Worlds, Near Space, and the Vast. Its crew boasts that Shalar has as many purposes as there are stones that make it up. Of late, the citadel has been amassing resources, mercenaries, and smaller starships as if in anticipation of some grand voyage, though where it’s bound next is a tight-lipped secret that’s inspired vigorous speculation. + +## SPECIAL ABILITIES + +**Extensive Redundancies (Ex)** Shalar’s framework is so tightly fitted and its systems so well protected by redundancies that each system ignores the first instance of critical damage that would be applied to it per starship combat. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Stellar Protozoa.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Stellar Protozoa.md new file mode 100644 index 0000000..8a95b38 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Stellar Protozoa.md @@ -0,0 +1,63 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 7 +Type: N Huge starship vermin +--- +# STELLAR PROTOZOA + +N Huge starship vermin, **Tier** 7 +**Speed** 8; **Maneuverability** poor (turn 3); **Drift** — +**AC** 19; **TL** 19 +**HP** 180; **DT** 5; **CT** 36 +**Shields** medium 90 (forward 24, port 22, starboard 22, aft 22) +**Attack (Forward)** stellar membrane (2d4 plus swallow starship), light cytoplasm launcher (4d6) +**Attack (Aft)** particle beam (8d6) +**Attack (Turret)** heavy cytoplasm launcher (6d8) +**Power Core** stellar protozoa nucleus (250 PCU); **Drift Engine** none; **Systems** mk 4 armor, mk 5 defenses; **Expansion Bays** none +**Other Abilities** biotic weapons, draining aura, living starship, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +15 (7 ranks) +**Gunner (1 action)** gunnery +12 (7th level) +**Pilot (1 action)** +18 (7 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, or swarm (3–6) + +### SPECIAL ABILITIES + +**Biotic Weapons (Ex)** A stellar protozoa’s flexible body grants its particle beam the broad arc special property. See the Starship Weapons page for cytoplasm weapons. + +**Draining Aura (Su)** A power core within 5 hexes of a stellar protozoa at the start of a round produces 10 fewer PCUs; this might force some starship systems, as determined by the crew, to become inactive. These reduced PCUs are restored when the stellar protozoa is disabled or when the power core is no longer within 20 hexes of the stellar protozoa. Any creature within 5 hexes of a stellar protozoa at the start of a round gains a temporary negative level unless it succeeds at a DC 15 Fortitude saving throw. The stellar protozoa gains no temporary HP for draining levels. A creature that successfully saves cannot be affected again by the same stellar protozoa’s draining aura for 24 hours. These negative levels are removed if the stellar protozoa is disabled or when the affected creature is no longer within 20 hexes of the protozoa. Stellar protozoans are immune to this ability. + +**Living Starship (Ex)** A stellar protozoa is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the following table to determine the effects when a stellar protozoa takes critical damage. + +
D%SystemEffect
1–10Aura generatorWhile this system has critical damage, the stellar protozoa cannot drain PCUs or impose negative levels with its draining aura. If this system is wrecked, PCU reductions and negative levels the aura imposed are immediately restored.
11–40Weapons arrayRandomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc.
41–70PropulsionCondition applies to pilot actions
71–100NucleusCondition applies to engineer actions except hold it together and patch.
+ + +**Stellar Membrane (Ex)** A stellar protozoa can make a stellar membrane attack against only a Large or smaller starship that is in its forward firing arc and in a hex adjacent to the stellar protozoa. + +**Swallow Starship (Ex)** If a stellar protozoa’s stellar membrane attack deals Hull Point damage to a target, that vessel is pulled into the stellar protozoa’s body. The protozoa can hold one Large ship, two Medium ships, four Small ships, or eight Tiny ships. A vessel takes 4d4 damage each time it starts a round of starship combat inside the stellar protozoa (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise). A swallowed starship can still attack, and the protozoa’s interior has AC 14, TL 14, and DT 0. However, at such close range, starship weapons deal half their damage to the firing ship through a combination of blowback and the protozoa’s physical reactions. If a swallowed starship deals 20 Hull Points to the protozoa’s interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a Piloting check (DC 20, or DC 25 if the protozoa has no hole in it). On a failure, the starship remains within the protozoa. + +## DESCRIPTION + +Stellar protozoans are single-celled organisms larger than some space stations. Mindless and voracious, these creatures move through space draining energy and consuming matter. + +A stellar protozoa has thin flagella that wave erratically. These flagella serve as a sensing mechanism, keeping the protozoa apprised of nearby objects. The strands also focus the protozoafs biological energy, erecting energy shields and discharging particle beams. Floating in the center of a stellar protozoa is a massive nucleus. This nucleus is a rudimentary brain, communicating through the viscous cytoplasm inside the protozoa. When a stellar protozoa is in danger, the nucleus coordinates its movements, shields, and particle beams. In addition, the nucleus can energize knots of cytoplasm and eject them through temporary gaps in the creaturefs tough exterior. + +Stellar protozoans also produce a supernatural field that drains nearby energy. Within this field, starships lose power, living creatures weaken, and rotating bodies slow, their energy drawn away. This field has no effect on stellar protozoans but can eventually kill other living creatures and drain power sources. + +This stolen energy is sufficient to sustain stellar protozoans indefinitely, but the creatures draw more nourishment from matter. When a stellar protozoa contacts a source of food. which is anything smaller than it is.it surrounds the object and begins breaking it down with corrosive cytoplasm. High.energy material, such as that found in starship power cores, provides it with the most substantive nutrition. + +When a stellar protozoa absorbs sufficient food, its nucleus grows and splits in two, dividing the protozoa into two smaller creatures. In an area that has sufficient food, the protozoans can divide rapidly enough to overwhelm the region. + +Stellar protozoans instinctively avoid gravity wells and donft venture near stars or planets.a tendency that canny pilots can use to escape the creaturesf attention. Although a stellar protozoa isnft capable of entering or exiting the Drift on its own, travelers have spotted the creatures floating in Drift space, likely unable to leave after being pulled into the extraplanar realm by some other force. + +## CYTOPLASM WEAPONS + +Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and fashion it into a starship weapon, using a starship’s computers to simulate the nucleus’s commands to the amorphous goo. If the PCs defeat a protozoa, a successful DC 20 Life Science check allows them to salvage enough cytoplasm to add either the light or heavy cytoplasm launcher to a starship when the group has the Build Points available. The GM can also make these weapons available on the open market. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarm Dreadlancer.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarm Dreadlancer.md new file mode 100644 index 0000000..76c06d5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarm Dreadlancer.md @@ -0,0 +1,49 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 11 +Type: CE Huge starship monstrous humanoid +--- +# SWARM DREADLANCER + + +CE Huge starship monstrous humanoid, **Tier** 11 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 27; **TL** 24 +**HP** 230; **DT** 5; **CT** 46 +**Shields** heavy 240 (forward 60, port 60, starboard 60, aft 60) +**Attack (Forward)** super plasma cannon (3d6×10) +**Attack (Port)** micromissile battery (2d6) +**Attack (Starboard)** micromissile battery (2d6) +**Attack (Turret)** particle beam (8d6) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Basic; **Systems** advanced medium-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 8 armor; **Expansion Bays** guest quarters (2 common), shuttle bay +**Other Abilities** fleet mind, living starship, void adaptation + +### CREW + +**Engineers (2 actions)** Engineering +20 (11 ranks) +**Gunners (3 actions)** gunnery + 16 (11th level) +**Pilot** Piloting +21 (11 ranks) +**Science Officers (2 actions)** Computers +20 (11 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary, pair, or grist (3–8) + +### SPECIAL ABILITIES + +**Fleet Mind (Ex)** Like the individual Swarm components, Swarm starships are bound together into a singular hive mind through a blend of radio, quantum, and telepathic communication. All Swarm starships within 10 hexes of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm starships under appropriate circumstances, potentially alerting distant Swarm vessels.) Swarm vessels can also communicate telepathically with all Swarm creatures within 10 hexes. + +**Living Starship (Ex)** A dreadlancer is a colony of symbiotic creatures so immense that it functions as a starship (and thus engages in only starship combat). Four central brains (represented as a tetranode computer) command a host of bioengineered Swarm components that act as a unified organism. These brains allow the dreadlancer to take crew actions using the skill bonuses, ranks, and level listed in Crew Actions above. Modifiers for the dreadlancer’s size, speed, and maneuverability are already factored into its statistics. Critical damage to life support instead damages the central brains, with the listed effect applying to gunnery actions, in addition to any penalties from weapons array critical damage. Critical damage to crew has no effect on the dreadlancer, due to the adaptability of its components. + +## DESCRIPTION + +The myriad components that make up the Swarm act as a single-minded collective that consumes and incorporates other life. Individual components of the Swarm cannot be dissuaded from their tasks, sacrificing themselves if necessary. The Swarm has little regard for manufactured weapons, instead grafting biotechnology onto individuals or growing entire new subhives. Constant mutation has shaped the Swarm into many specialized forms, from microscopic parasites to bioorganic starships. The two Swarm components listed here are some of the more specialized Swarm evolutions. + +Mindreapers are intelligence-retrieval components whose method of gathering intel is far from subtle: they use a bioweapon spike for lethal interrogations, impaling a victim through the brain and extracting neural tissue. Once the mindreaper has this brain matter, it can spend up to an hour extracting knowledge from it. In combat, soldiers of the Swarm support mindreapers in their duty. Rarely encountered alone, mindreapers bolster allies while neutralizing enemies with painful psychic feedback. Mindreapers are still units in the collective, but they show more initiative and adaptability. Swarm packs that contain mindreapers use more complex tactics than those without. + +Swarm dreadlancers are a colony of Swarm components that form a living starship built around a plasma bioweapon. The vessel’s four brains allow damaged dreadlancers to repair themselves given time and access to materials. These brains can self-terminate if captured, and they can eliminate a brain showing rogue tendencies. + +A dreadlancer’s internal components are noncombatants, but it can carry a complement of troops to repel boarders and engage in extravehicular missions. It also contains a Swarm transport shuttle. Use the statistics for the Ringworks Wanderer for this shuttle, except that it has the fleet mind and living starship special abilities. The shuttle has the listed ranks and bonuses, and it can take an engineer, gunner, and pilot action (one of each, in the appropriate phases). It cannot take captain actions. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarming Telelith.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarming Telelith.md new file mode 100644 index 0000000..ea88daf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Swarming Telelith.md @@ -0,0 +1,59 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: N Small starship magical beast +--- +# SWARMING TELELITH + +N Small starship magical beast, **Tier** 2 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 17; **TL** 17 +**HP** 35; **DT** —; **CT** 7 +**Shields** light 50 (forward 13, port 12, starboard 12, aft 13) +**Attack (Forward)** slam (6d4) +**Attack (Turret)** hurl debris (4d4) +**Power Core** small telelith heart (120 PCU); **Drift Engine** none; **Systems** mk 4 armor, mk 4 defenses; **Expansion Bays** none + +### CREW + +**Engineer (1 action)** Engineering +12 (2 ranks) +**Gunner (1 action)** gunnery +6 (2nd level) +**Pilot (1 action)** Piloting +13 (2 ranks) + +### ECOLOGY + +**Environment** any vacuum or the Drift +**Organization** solitary, pair, or knot (3–12) + +### SPECIAL ABILITIES + +**Auto-Destruct (Ex)** When a swarming telelith drops to 0 Hull Points, it explodes as if it activated a self-destruct system. + +**Hurl Debris (Ex)** A swarming telelith can hurl debris at short range. This weapon has the point (+8) special property. + +**Living Starship (Ex)** A swarming telelith is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below when the swarming telelith takes critical damage. A telelith’s brain can’t gain the wrecked condition. + +| D% | SYSTEM | EFFECT | +|--------|--------------------|----------------------------------------------------------------------------------| +| 1–30 | Circulatory System | Condition applies to all gunner actions | +| 31–60 | Nervous System | Condition applies to all pilot actions | +| 61–90 | Heart | Condition applies to all engineer actions except patching or repairing the heart | +| 91–100 | Brain | Condition applies to all actions | + +**Slam (Ex)** A telelith can use its slam only against a target in an adjacent hex. This attack has the ripper special property. + +## DESCRIPTION + +Teleliths, often called “living asteroids,” look like irregular rock chunks dozens to hundreds of feet across. Difficult to distinguish from ordinary asteroids tumbling through space, teleliths are silicon-based entities with a rudimentary intelligence and a predilection for disguise. Teleliths feed on metal and are particularly drawn to dense or highly refined materials, such as those found in space stations and starships. Although some teleliths are scavengers, drifting lazily through asteroid fields to feed on metal-rich finds, others are ambush predators. Such teleliths lurk amid asteroids, wreckage, or other debris, waiting to launch themselves at passing vessels. + +Teleliths fight by slamming into their foes or hurling halfdigested chunks of rock or metal through their pores. These creatures continue to grow throughout their millennia-long life spans, and older teleliths develop strange abilities, including a strong electromagnetic field that works like a starship’s shields. In addition, these larger, fiercer teleliths can launch mineral shards from their pores at railgun speeds. These teleliths also develop peculiar organs that contract in a metaphysical fashion to create a bizarre temporary wormhole that connects nearby points in space. The telelith uses this ability to “blink” across space, ambushing its prey or evading danger, although a pilot with quick enough reflexes can follow the telelith through this spatial distortion. + +When feeding, a telelith unfolds its stony carapace to reveal serrated mandibles and fourteen grasping appendages. Although vaguely resembling terrestrial isopods such as pill bugs, which roll into a ball for defense, an unfolded configuration is not the telelith’s natural or preferred shape. A telelith unfolds only to eat, clinging to surfaces with its graspers while it grinds metal with its mandibles and absorbs the resultant powder through feeding vents. Once its meal is done (or sooner if the telelith senses danger) the telelith snaps back into its meteor-shaped configuration. Xenobiologists have observed that teleliths don’t otherwise unfold, not even to breed. + +When it does decide to breed, a telelith releases gametes onto a solid surface through the same pores the creature uses to hurl debris. Once a second telelith does the same, infant teleliths gestate in egg-like nodules attached to the fertilized area, sometimes referred to as “void barnacles.” The nodules never hatch, but instead form the initial shell for a juvenile telelith, which breaks off when it’s ready to feed. + +Although they lack a language or culture, teleliths are social creatures. They are most often encountered in large groups. Stories of asteroid fields composed mostly of teleliths that gather around and feed on massive planetoids seem fanciful. However, such fields might be mating gatherings or regions where countless telelith hatchlings have emerged from hibernation. + +A telelith can suspend its life functions indefinitely to survive tumbling through space without nourishing materials. Elder teleliths also work together to launch nursery asteroids into interstellar space after breeding. Teleliths have no way to enter the Drift on their own, but they have hitched rides on or been pulled into the Drift by starships. For all these reasons, the creatures can not only be found within the Drift, but they can also be encountered throughout the galaxy. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Titanic Elemental.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Titanic Elemental.md new file mode 100644 index 0000000..030f804 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Titanic Elemental.md @@ -0,0 +1,81 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: N Huge starship outsider (elemental, extraplanar) +--- +# TITANIC ELEMENTAL + +**Source** _Alien Archive 4 pg. 30_ + +N Huge starship outsider (elemental, extraplanar), **Tier** 10 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** — +**AC** 25; **TL** 14 +**HP** 230; **DT** 5; **CT** 46 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** particle beam cannon (3d4×10; 20 hexes) +**Attack (Port)** high explosive missile launcher (4d8; 20 hexes) +**Attack (Starboard)** high explosive missile launcher (4d8; 20 hexes) +**Attack (Turret)** plasma cannon (5d12; 10 hexes) +**Power Core** elemental core (300 PCU); **Drift Engine** none; **Systems** mk 7 armor, mk 7 defenses; **Expansion Bays** none +**Other Abilities** living starship, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +19 (10 ranks) +**Gunners (2 actions)** gunnery +15 (10th level) +**Pilot (1 action)** Piloting +24 (10 ranks) + +### ECOLOGY + +**Environment** any sky or vacuum (Elemental Plane) +**Organization** solitary + +### SPECIAL ABILITIES + +**Living Starship (Ex)** An immense elemental is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the table below whenever the immense elemental takes critical damage. The immense elemental’s elemental cohesion can’t gain the wrecked condition. + +| D% | System | Effect | +|--------|------------|----------------------------------------------------------------------------------------| +| 1–30 | Weapons | Condition applies to all gunner actions. | +| 31–60 | Propulsion | Condition applies to all pilot actions. | +| 61–90 | Core | Condition applies to all engineer actions, except when patching or repairing the core. | +| 91–100 | Elemental | Condition applies to all cohesion actions. | + + +## DESCRIPTION + +Some elementals are so large that they function as starships for the purposes of combat in Starfinder. Most commonly encountered on the Elemental Planes, these rare creatures tend to leave other natives of their elemental plane alone but sometimes strike out aggressively at manufactured starships they perceive as threats. Starship-sized elementals that are pulled into the Material Plane (often by accident) are equally as hostile and can be quite dangerous when they appear along heavily used travel routes. Usually, nothing short of a system’s entire standing fleet is enough to counter an assault from the largest of these elementals. There have even been rare instances of military forces conscripting a starship-scale elemental to join its forces, with devastating effect. + +Starship-sized elementals come in many shapes, from an unformed mass of elemental material to a massive animal. Some even appear as popular models of manufactured starships, though scholars disagree on why—whether it’s an attempt to blend in, or to lure such vessels closer and ambush them. A starship-sized elemental’s weapons are magically infused with the elemental energy of its home plane, though this usually results in only cosmetic differences and has no effect within starship combat. Their scale and appearance can be so unexpected that inexperienced starship crews sometimes mistake them for stellar phenomena. + +The statistics for a specific starship-sized elemental can be generated using one of the stat blocks above plus one of the four following grafts. + +## ELEMENTAL STARSHIP GRAFTS + +The four types of elemental starship grafts are listed below. These grafts function similarly to the simple template grafts used for non-starship creatures, providing minor changes to the main stat block as well as additional abilities. + +### AIR ELEMENTAL STARSHIP GRAFT + +Despite being made of living wind, starship-sized elementals from the Elemental Plane of Air are surrounded by a mystical field of energy that keeps them from dissipating in a vacuum. +**Traits:** Air subtype; increase speed by 2; reduce distance between turns by 1 (if already 0, the elemental instead gains a +2 bonus to Piloting checks); reduce Piloting bonus by 1; whirlwind flyby (see below); **Languages:** Auran. +_Whirlwind Flyby (Ex):_ When a starship-sized air elemental successfully performs the flyby stunt, in addition to it firing at a chosen quadrant of the enemy vessel at close range during the next gunnery phase, the enemy vessel takes a –2 penalty to AC and TL until the start of the next round and is turned to face the direction of the air elemental’s choosing. + +### EARTH ELEMENTAL STARSHIP GRAFT + +Elementals from the Elemental Plane of Earth tend to be composed of dirt, stone, and crystal, and they are sometimes mistaken for asteroids and comets. +**Traits:** Earth subtype; increase AC by 2; increase distance between turns by 1 (maximum 4); earthen fortifications (see below); **Languages:** Terran. +_Earthen Fortifications (Ex):_ Penalties from critical damage conditions for the starship-sized earth elemental are reduced by 1. + +### FIRE ELEMENTAL STARSHIP GRAFT + +Burning nearly as hot as a star, spacebound elementals from the Elemental Plane of Fire speed through the inky darkness searching for ways to return to their home plane. +**Traits:** Fire subtype; increase speed by 4; reduce Piloting bonus by 2; +4 bonus to Piloting checks for determining when to act during the helm phase; burning blasts (see below); **Languages:** Ignan. +_Burning Blasts (Ex):_ Attacks from a starship-sized fire elemental are hot enough to melt starship hulls. The fire elemental increases damage dealt to Hull Points (not damage that depletes Shield Points) by an amount equal to its tier (minimum 1). + +### WATER ELEMENTAL STARSHIP GRAFT + +Starship-sized elementals from the Elemental Plane of Water retain their liquid forms even within the void of space. +**Traits:** Water subtype; increase TL by 2; –1 penalty to gunnery checks; slippery stunts (see below); **Languages:** Aquan. +_Slippery Stunts (Ex):_ When a starship-sized air elemental successfully performs a back off, barrel roll, evade, or slide stunt, and the result of the check exceeds the DC by 5 or more, the elemental can turn to face any direction at the end of its movement. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Vermelith.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Vermelith.md new file mode 100644 index 0000000..ae6db19 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Vermelith.md @@ -0,0 +1,67 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: N Huge starship magical beast +--- +# VERMELITH + +**Source** _Alien Archive 2 pg. 130_ + +N Huge starship magical beast, **Tier** 9 +**Speed** 4; **Maneuverability** poor (turn 3); **Drift** — +**AC** 25; **TL** 22; **Immunities** EMP, radiation, vacuum +**HP** 200; **DT** 5; **CT** 40 +**Shields** none +**Attack (Forward)** gravity gun +13 (6d6), bite +13 (8d6 plus EMP and swallow starship) +**Attack (Turret)** tail whip +13 (8d6, ripper) +**Skills** Engineering +17, Piloting +18 +**Power Core** vermelith heart (150 PCU); **Drift Engine** none; **Systems** mk 5 defenses, mk 8 armor; **Expansion Bays** swallow starship +**Other Abilities** encyst, extreme resistance, living starship, void adaptation + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Bite (Ex)** A vermelith can use its bite only against a ship in an adjacent hex. If the vermelith deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the bitten starship can attempt a DC 28 Piloting check to break free of the jaws. While holding a starship in its jaws, the vermelith can’t move, turn, or use its gravity gun, but it can make tail attacks or attempt to bite or swallow the same starship. The vermelith and the ship it is holding take a –2 penalty to AC and TL and to Piloting checks to determine movement order in starship combat. + +**Encyst (Ex)** A vermelith can coil up and, over 6 hours, exude a rocky layer that resembles an asteroid. An encysted vermelith can take no actions, but it increases its AC and TL by 5 and its DT by 10. A creature that succeeds at a DC 28 Mysticism check can identify an encysted vermelith as a creature. A vermelith can remain encysted indefinitely. If awakened during starship combat, a vermelith bursts out of its cyst during the engineering phase and acts normally. + +**Extreme Resistance (Ex)** A vermelith gains a +4 bonus to its AC against direct fire weapons that have the EMP special property or use gravity, and its DT against such weapons is 15. A vermelith has a +5 bonus to Piloting checks it attempts due to gravity, such as escaping a tractor beam. + +**Living Starship (Ex)** A vermelith is a living creature that can engages only in starship combat. It has no crew, but it can still take engineer, gunner, and pilot actions using the skill bonuses, ranks, and level listed in the Crew Actions section above. Modifiers for its size, speed, and maneuverability are already factored into its statistics. Use the table below when the vermelith takes critical damage. The vermelith’s brain can’t gain the wrecked condition. + +| D% | System | Effect | +|--------|-----------------|--------------------------------------------------------------------------------| +| 1–30 | Weapon array | Condition applies to all gunner actions | +| 31–60 | Gravity centers | Condition applies to gunner actions with the gravity gun and all pilot actions | +| 61–90 | Heart | Condition applies to engineer actions except patching or repairing the heart | +| 91–100 | Brain | Condition applies to all actions | + + + +**Swallow Starship (Ex)** If a vermelith is holding a starship smaller than it in place, it can swallow that vessel by making a successful bite attack against it. A vermelith’s gullet can hold one Large ship, two Medium ships, four Small ships, or eight Tiny ships. A vermelith can take an action during the gunnery phase to crush starships inside it, dealing 4d6 damage (divide this damage equally across all arcs, starting with the forward arc and proceeding clockwise) and applying the EMP special property. A swallowed vessel can still attack. The vermelith’s interior has AC 21, TL 18, and DT 0. However, starship weapons deal half their damage to the firing ship through a combination of blowback and the vermelith’s physical reactions. If a swallowed starship deals 50 damage to the vermelith’s interior, the ship blows a hole in the creature big enough to attempt to fly through. During the helm phase, the pilot of a swallowed starship can attempt to fly free with a Piloting check (DC 28, or DC 33 if the vermelith has no hole in it). On a failure, the starship remains within the vermelith. + +**Tail Whip (Ex)** A vermelith can use its tail whip only against a starship in an adjacent hex. This attack has the ripper special property. + +## DESCRIPTION + +Vermeliths are silicon-based worms of various sizes, but the titanic, starship-eating variety commands the most attention. These worms are lithotrophs that eat rock and metal. They dwell in asteroid fields, comet heads, dust clouds, and small moons. + +Growing slowly but constantly, vermeliths live thousands of years, taking centuries to mature. They’re adapted to zerogravity and vacuum, but they can tolerate gravity, so they inhabit moons and planetoids, with or without atmosphere. Vermeliths can also perceive and manipulate electromagnetic and gravitational fields, including their own internal fields, which the worms use to move through space, rend objects, and find food by sensing the density of nearby materials. + +Vermeliths begin life as egglike cysts, which are smooth, rocky orbs 5 feet across, drifting through space. The worm remains quiescent until its cyst drifts near a mineral-rich body. Once it finds such a prize, the worm dissolves its cyst and uses gravity manipulation to land. The young vermelith burrows in, gorging on the minerals. When the vermelith exhausts its food, it travels to nearby sources. If no such target can be found, the worm launches itself into space and encysts again, awakening when a chance encounter brings it near a new potential meal. + +These star worms lead solitary lives and react aggressively to any interlopers in their territory, whether they are starships or other vermeliths. If an adult vermelith ventures near another mature specimen, both release a cloud of gametes before the stronger vermelith drives the weaker one away. These gamete clouds mix and form dozens of eggs, propagating the species. The reflective nutritive dust released with the gametes also forms vermeliths’ natural defensive countermeasures. + +Adult vermeliths spend much of their time asleep, conserving energy and digesting. A sleeping vermelith poses little threat to explorers unless something awakens it. While tall tales tell of ships that accidentally landed inside a sleeping vermelith with its mouth agape, deliberate exploration can also prove lucrative. The cavernous innards of an adult vermelith can enclose an entire ecosystem, including diverse life-forms. Moisture and gases from the vermelith’s digestive processes fill this internal cavity, kept in place by pressure and the vermelith’s bizarre internal gravity. Derelict ships and ancient technology that survived digestion can be found inside, sometimes thousands of years old. Some vermeliths even have breathable atmospheres inside them. Inhabitants of these ecosystems aid their host’s digestion or feed off the vermelith, while others are opportunistic survivors from destroyed vessels or smaller asteroids the worm swallowed. No two vermeliths house the same internal ecology. + +Mature vermeliths average 1,200 feet long, but these worms continue growing throughout their lives. Truly ancient vermeliths can be Colossal and threaten the largest starships. + +## VERMELITH STARSHIPS + +A slain vermelith’s shell makes an excellent starship frame, with a hull that mitigates deleterious electromagnetic effects and provides a distinctive starship profile. A frame derived from a vermelith uses the head and a portion of the body, so this structure is smaller than the full worm. Larger vermeliths can provide materials for larger frames. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Void Devil (Volocoth.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Void Devil (Volocoth.md new file mode 100644 index 0000000..1383ab1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Void Devil (Volocoth.md @@ -0,0 +1,51 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: LE Medium starship outsider +--- +# VOID DEVIL (VOLOCOTH) + +LE Medium starship outsider, **Tier** 6 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 20; **TL** 21 +**HP** 85; **DT** —; **CT** 24 +**Shields** light 80 (forward 20, port 20, starboard 20, aft 20) +**Attack (Forward)** serrated mandibles (4d6; 1 hex), slow burn heavy missile launcher (8d8, smoldering 4d8; 20 hexes) +**Attack (Turret)** hellfire beam (6d6; 10 hexes) +**Power Core** Light Inferno Core (150 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, budget long-range sensors, mk 4 armor, mk 5 defenses, self-destruct system; **Expansion Bays** passenger seating +**Other Abilities** devil starship, hellfire plating, void adaptation + +### CREW + +**Engineer (1 action)** Engineering +13 (4 ranks) +**Gunner (1 action)** gunnery +11 (6th level) +**Pilot (1 action)** Piloting +18 (4 ranks) +**Science Officer (1 action)** Computers +13 (4 ranks) + +### ECOLOGY + +**Environment** any (Hell) +**Organization** solitary, wing (2–5), or flight (6–12) + +### SPECIAL ABILITIES + +**Devil Starship (Ex)** A volocoth is a living creature so immense it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take engineer, gunner, pilot, and science officer actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a volocoth takes critical damage. + +| D% | SYSTEM | EFFECT | +|--------|------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–10 | Head | Condition applies to gunner actions using the turret. | +| 11–40 | Maw | Condition applies to gunner actions using weapons in the forward arc. If this system is malfunctioning or worse, the volocoth can't hold a starship with its serrated mandibles. | +| 41–70 | Core | Condition applies to all engineer actions, except when patching or repairing the core. | +| 71–100 | Propulsion | Condition applies to all pilot actions. | + + + + +**Hellfire Plating (Ex)** A volocoth gains a +2 bonus to its AC and TL against direct-fire weapons with “laser” in the name and weapons with the smoldering special property (Near Space 115). After being successfully hit by a smoldering weapon, the volocoth takes no additional damage the following round. +**Serrated Mandibles (Ex)** A volocoth can use its serrated mandibles only against a ship in an adjacent hex. If the volocoth deals damage with this attack to a ship of its size or smaller, it holds that ship in place. As an action, the pilot of the held starship can attempt a DC 24 Piloting check to break free of the jaws. While holding a starship in its mandibles, the volocoth can’t move, turn, or use weapons in its forward arc except to attack the held ship. The volocoth and the ship it’s holding take a –2 penalty to AC and TL, and to Piloting checks to determine movement order during starship combat. + +## DESCRIPTION + +The insectile body of this enormous, flying devil is fronted by a formidable maw with wicked, serrated mandibles. Atop the body, like the forecastle of a nautical ship, is a swiveling beacon of flaming light that channels the fires of Hell. Ships caught in the crush of the volocoth’s mandibles are at greater risk from the attacks of the volocoth’s allies. Capable of carrying a small squad of smaller devils within, void devils are often used as assault vehicles for infernal raids on other planes. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Voraija.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Voraija.md new file mode 100644 index 0000000..3b2011e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Voraija.md @@ -0,0 +1,62 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: N Small starship magical beast +--- +# VORAIJA + +**Source** _Alien Archive 4 pg. 134_ + +N Small starship magical beast, **Tier** 1/2 +**Speed** 10; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 12; **TL** 12 +**HP** 35; **DT** —; **CT** 7 +**Shields** none +**Attack (Forward)** basic ramming prow (2d4; 0 hexes) +**Attack (Aft)** tail slap (1d4, ripper; 5 hexes) +**Attack (Turret)** vocalization (1d8 plus EMP; 20 hexes) +**Power Core** voraija heart (90 PCU); **Drift Engine** none; **Systems** basic computer, basic medium-range sensors, mk 1 armor, mk 1 defenses, extra weapon mount (aft arc); **Expansion Bays** none +**Other Abilities** living starship, pod synergy, void adaptation + +### CREW + +**Gunner (1 action)** gunnery +3 (1st level) +**Pilot (1 action)** Piloting +10 (1 rank) +**Science Officer (1 action)** Computers +4 (1 rank) + +### ECOLOGY + +**Environment** any gas giant or vacuum +**Organization** solitary, pair, or pod (3–30) + +### SPECIAL ABILITIES + +**Living Starship (Ex)** A voraija is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can still take crew actions using the skill bonuses, ranks, and level listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when the voraija takes critical damage. + +| D% | DAMAGE | MINIMUM SIZE | +|--------|---------------|---------------------------------------------------------------------------------------------------------------| +| 1–20 | Sensory Melon | Condition applies to all science officer actions. | +| 21–51 | Weapons Array | Randomly determine one arc containing weapons; condition applies to gunner actions using weapons in that arc. | +| 51–85 | Propulsion | Condition applies to all pilot actions. | +| 86–100 | Brain | During the next round, each of the creature’s attempted actions has a 25% chance of failure. | + +**Pod Synergy (Ex)** Members of a voraija pod communicate through microwave calls and can coordinate their attacks as a group. Treat all damage from vocalization attacks as if it came from a single attack for the purpose of overcoming a target’s damage threshold. In addition, a pod of three or more voraijas can choose to roll a single Piloting check during the helm phase to determine their movement order, gaining a +1 circumstance bonus to the check for every three participating voraijas (maximum +5); each participating voraija uses the check’s result. +**Spines (Ex)** A voraija’s fins and body bristle with defensive spines. When rammed by an enemy or struck by an attack whose maximum range is 1 hex, the voraija deals 1d4 damage to the attacker. + +## DESCRIPTION + +The gregarious, cetacean-like creatures known as voraijas grow to lengths of 100 feet or more. Though rarely glimpsed in their void migrations, pods of these graceful beasts cavort effortlessly through the vacuum, singing to each other in microwave concerts that reverberate through starship hulls and light up planetary sensors. Their migrations, erratic and ponderous, trace paths across the stars such that a pod might only return to a system once every few centuries. On entering a system, voraijas swim up the solar wind currents in search of gas giant planets where they can rest and give birth. They often remain in these planets for months or even years, where they protect their young. Once the young voraijas can travel, the pod then spends several more months touring the system, sounding out each planet and moon with powerful microwave bursts to sense what has changed since their last visit. + +Voraijas reach maturity at about 35 years of age, growing to lengths of 80 feet and weighing about 40 tons. Their lifespans encompass centuries, with some matriarchs surpassing the millennium mark. Voraija skin looks like a mix of warm colors, such as yellow, orange, and pink. This coloration provides little for concealment in open space, yet the creatures benefit from the camouflage mottling when hunting in the upper reaches of gas giants. Voraijas have specific patterns unique to each one, and every individual has a different pattern of metal-rich osteoderms that disrupt microwave radiation to generate a unique echo, which helps the pod identify members even across vast distances. + +This variant of echolocation and their whale-like forms caused biologists to mistakenly classify voraijas as a subspecies of oma, yet voraijas belong to a completely different species. Their version of starsong has only rudimentary telepathic undertones, conveying most of its power and meaning through electromagnetic waves. In contrast to omas’ ethereal, mournful sonatas, playful riffs and forceful shouts characterize voraija vocalizations, carrying a vibrational component that most creatures feel as buzzing or heat—or that most starship sensors read as overpowering static. + +This communication is key to voraijas’ survival, as they coordinate closely to hunt in pods, favoring organic creatures native to gas giants. Using bursts of high-frequency waves, voraijas corral and stun comparatively small prey like cloud rays (page 20) before swallowing their targets whole. Voraija have fairly small teeth, ill-suited to inflicting lethal wounds. However, eyewitnesses attest that voraijas occasionally team up to hunt large prey, such as space tardigrades or omas; during these efforts, voraijas kill their targets with microwave bursts before biting into the carcass and rolling away for added leverage. When driving off threats, voraijas turn to their powerful rostrums and tails, both of which can inflict terrible bludgeoning blows. + +A visiting voraija pod’s songs can instigate serious communications disruption across a nearby planet’s surface, much like being hit by a solar flare. Technologically advanced societies often send starship escorts to shepherd voraijas before the creatures cause too much damage. However, these encounters often result in misunderstanding and violence due to the voraijas’ stubborn curiosity. Each death only enrages the creatures, for the emotional bonds within a family are powerful. The loss of an elder—especially a pod’s matriarch—can leave the group disoriented and angry, spurring the voraijas to vindictively hunt and destroy any starships they can find in a system. + +In the past, unscrupulous starship manufacturers hunted voraija (or paid bounties to independent outfits) and harvested their organs, including their brains and hearts, to install into existing systems as budget biotech upgrades. A dwindling number of elder voraijas bear the scars of this cruel practice, which often involved injecting transmitters into survivors to track the pod for future hunts. Today, Pact Worlds legislation explicitly forbids hunting voraijas, almost completely collapsing the industry. While most voraijas are docile and don’t attack starships without provocation, a few ancient matriarchs remember how they were once hunted, and actively assault any starships that get too close. + +Entrepreneurs have explored a more humane way to profit off the creatures: voraija tours. In exchange for a substantial sum of credits, guides pilot voraija-spotting vessels—anything from luxurious liners to spartan shuttles—that carry tourists as close as possible to voraija pods to watch the creatures fly and sing. All too often, these starships draw too near, provoking the voraijas to lash out. Xenowardens and other activists have steadfastly opposed this growing industry, yet the practice shows no sign of slowing despite the dangers. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Zoaphorix.md b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Zoaphorix.md new file mode 100644 index 0000000..cf5779d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starship Creatures/Zoaphorix.md @@ -0,0 +1,46 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: CN Huge starship aberration +--- +# ZOAPHORIX + +CN Huge starship aberration, **Tier** 10 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** — +**AC** 22; **TL** 19 +**HP** 300; **DT** 5; **CT** 60 +**Shields** 180 (forward 45, port 45, starboard 45, aft 45) +**Attack (Forward)** seeds (4d6; 10 hexes), tentacles (1d8×10; 10 hexes) +**Attack (Port)** seeds (4d6; 10 hexes) +**Attack (Starboard)** seeds (4d6; 10 hexes) +**Attack (Turret)** seeds (4d6; 10 hexes), tentacles (1d8×10; 10 hexes) + +### CREW + +**Engineer (1 action)** Engineering +24 (10 ranks) +**Gunners (3 actions)** gunnery +15 (10th level) +**Pilot (1 action)** Piloting +20 (10 ranks) + +### ECOLOGY + +**Environment** any vacuum +**Organization** solitary + +### SPECIAL ABILITIES + +**Expelled Tendril (Ex)** During the gunnery phase, a zoaphorix can expel one of its tendrils with a deploy drone gunner action; this functions as a weapon with the deployed special property. A zoaphorix tendril has an AC and TL of 22 and 20 HP. + +**Living Starship (Ex)** A zoaphorix is a living creature so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can take engineer, gunner, and pilot actions using the bonuses, level, and ranks listed above. Modifiers for its size, speed, and maneuverability have already been factored into its statistics. Use the following table to determine the effects when a zoaphorix takes critical damage. + + + + +† Only a zoaphorix’s weapons array can gain critical damage conditions. + +**Microbial Infestation (Ex)** A zoaphorix carries myriad bizarre bacteria within its microbiome. These bacteria don’t harm the zoaphorix but can quickly eat through starships. If a zoaphorix deals Hull Point damage to an adjacent target in its forward arc, the target is infected with hull-eating bacteria that deal 3d6 damage per turn. + +## DESCRIPTION + +The few who have escaped a zoaphorix’s clutches have described it as resembling an upturned jellyfish with a mass of knotted, phosphorescent tentacles and smaller tendrils trailing along underneath. A zoaphorix hunts by expelling seeds and some of its tendrils to harry its prey, then attacking with its remaining tentacles to wear away at the vessel’s hull with its microbes. Once expelled, a zoaphorix tendril will grow to a full zoaphorix over several months if not slain. Though a somewhat instinctive predator, a zoaphorix is far from an unintelligent creature. It views itself as the guardian deity of the lesser creatures that make up its form, and it hunts ships it believes will be good “gifts” for its microbiome. Ironically, this tendency often leads it to pick more dangerous fights, risking the very biome it aims to protect. Zoaphorixes are typically solitary, traversing space until they find suitable gifts. Although capable of communicating with their prey, they rarely bother to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Starships Examples.md b/Compendium/SF1E/Bestiary/Starships Examples/Starships Examples.md new file mode 100644 index 0000000..7a0a0d2 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Starships Examples.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +The following section presents a handful of ship models common (or at least well-known) within the [[Pact Worlds]] and allied planets. While these have been divided into particular groups, this doesn’t mean that only characters of that group can be found flying these ships. Rather, each group reflects the stylistic differences in starship designs and chassis due to the cultural heritage and preferences of the manufacturers. For example, since Veskarians developed [[Starship Travel Mechanics]] independently of the Pact World [[Races]], their ship designs naturally have a different feel, showcasing their race’s particular aesthetics and values. Thanks to interplanetary trade, however, no one in the [[Pact Worlds]] today thinks it odd to find a [[Vesk]] flying a [[Shirren]]-style ship, or vice versa. Furthermore, most shipbuilding consortiums have seen the advantages of interchangeable parts, meaning repairing a ship of one style with parts salvaged from another is usually effective. + +Even within a given group, however, starships are not uniform. The [[Pact Worlds]] alone have dozens of [[Starship Manufacturers]], each with its own unique models and specializations, and these have been modified further to meet the goals of their clients. While more unusual ships—from Kuthite Shadowtears, whose tortured pilots lance through enemy formations like spears, to the massive Iomedaean cathedralships, whose proprietary archon drives carry legions of armored crusaders to regions of the galaxy under threat—aren’t detailed here, they do exist. Whatever your specific needs, there’s a starship company out there ready to build you the perfect ship—if you can afford it! + +```dataview +TABLE Type, Tier +FROM "Bestiary/Starships Examples" +SORT Tier ASC +``` + diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Farseer.md b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Farseer.md new file mode 100644 index 0000000..fd5e55c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Farseer.md @@ -0,0 +1,29 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 3 +Type: Medium explorer +--- +# SC FARSEER +Medium explorer, **Tier** 3 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 15; **TL** 17 +**HP** 55; **DT** —; **CT** 11 +**Shields** medium 90 (forward 23, port 22, starboard 22, aft 23) +**Attack (Forward)** light laser cannon (2d4; 5 hexes) +**Attack (Port)** light laser cannon (2d4; 5 hexes) +**Attack (Starboard)** light laser cannon (2d4; 5 hexes) +**Attack (Turret)** coilgun (4d4; 20 hexes) +**Power Core** Pulse Green (150 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (common), mk 2 armor, mk 2 mononode computer, mk 4 defenses; **Expansion Bays** cargo hold, science lab (life), science lab (physical), sealed environment chamber; **Modifiers** +2 to any one check per round, +4 Computers (sensors only), +1 Piloting; **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +8 (3 ranks), Diplomacy +8 (3 ranks), gunnery +7 (3rd level), Piloting +9 (3 ranks) +**Engineer** Engineering +8 (3 ranks) +**Pilot** gunnery +7 (3rd level), Piloting +9 (3 ranks) +**Science Officer (1 officer, 2 crew)** Computers +13 (3 ranks) + +## DESCRIPTION + +Farseers are the front lines of the Szandite Collective’s exploratory efforts, equipped with extremely fine-tuned, advanced sensor arrays—and laboratories to examine their findings. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Metropolis.md b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Metropolis.md new file mode 100644 index 0000000..b6d1c90 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Metropolis.md @@ -0,0 +1,30 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Gargantuan carrier +--- +# SC METROPOLIS +Gargantuan carrier, **Tier** 13 +**Speed** 8; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 24; **TL** 29 +**HP** 330; **DT** 10; **CT** 66 +**Shields** heavy 480 (forward 120, port 120, starboard 120, aft 120) +**Attack (Forward)** superlaser (2d4×10; 20 hexes) +**Attack (Turret)** light EMP cannon (special; 5 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** advanced medium-range sensors, crew quarters (good), mk 4 duonode computer, mk 5 armor, mk 11 defenses; **Expansion Bays** hangar bay, medical bay, recreation suite (HAC), science lab (general), sealed environment chamber, shuttle bay; **Modifiers** +4 to any two checks per round, +4 Computers (sensors only), –1 Piloting; **Complement** 111 (minimum 75, maximum 200) + +### CREW + +**Captain** Computers +23 (13 ranks), Diplomacy +23 (13 ranks), Engineering +23 (13 ranks), gunnery +19 (13th level), Intimidate +23 (13 ranks), Piloting +23 (13 ranks) +**Engineers (4 officers, 14 crew each)** Engineering +23 (13 ranks) +**Gunner (1 officer, 2 crew)** gunnery +19 +**Pilot (1 officer, 10 crew)** Piloting +23 (13 ranks) +**Science Officers (6 officers, 5 crew each)** Computers +28 (13 ranks) + +## DESCRIPTION + +This enormous carrier operates with a relatively few but highly specialized and talented personnel, and it can offer safe harbor to more vulnerable ships. + +### MODULAR HARBOR A SZANDITE COLLECTIVE SHIP ADJACENT TO THIS SHIP CAN LINK WITH IT IN A SPECIFIC ARC. THE LINKED SHIP CAN’T MOVE OR FIRE ITS WEAPONS, AND DAMAGE THAT WOULD BE DEALT TO THE LINKED SHIP IS DEALT TO THE METROPOLIS’S SHIELDS IN THAT QUADRANT FIRST. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Vaultship.md b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Vaultship.md new file mode 100644 index 0000000..b225151 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/SC Vaultship.md @@ -0,0 +1,26 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 7 +Type: Large heavy freighter +--- +# SC VAULTSHIP +Large heavy freighter, **Tier** 7 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 11; **TL** 19 +**HP** 140; **DT** —; **CT** 28 +**Shields** heavy 320 (forward 80, port 80, starboard 80, aft 80) +**Attack (Forward)** mining laser (2d6; 5 hexes) +**Power Core** Nova Heavy (200 PCU); **Drift Engine** Signal Booster; **Systems** advanced short-range sensors, anti-hacking systems mk 1, computer countermeasures (alarm), crew quarters (common), mk 2 armor, mk 2 trinode computer, mk 10 defenses; **Expansion Bays** arcane laboratory, cargo holds (3), guest quarters (common), science lab (general), sealed environment chamber, tech workshop; **Modifiers** +2 to any three checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 18 (minimum 6, maximum 20) + +### CREW + +**Captain** Diplomacy +14, Engineering +14 (7 ranks), Piloting +14 (7 ranks) +**Engineers (2 officers, 3 crew each)** Engineering +14 (7 ranks) +**Pilot** gunnery +12 (7th level), Piloting +14 (7 ranks) +**Science Officers (2 officers, 3 crew each)** Computers +19 (7 ranks) + +## DESCRIPTION + +Vaultships protect the Szandite Collective’s invaluable findings with thick plates of armor and extensive shielding, though these hulks are also often accompanied by support ships. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/Szandite Collective Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/Szandite Collective Starships.md new file mode 100644 index 0000000..67effa0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Szandite Collective Starships/Szandite Collective Starships.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# SZANDITE COLLECTIVE STARSHIPS +By the time Triune revealed Drift engine technology via the Signal, the Szandite Collective had been collaborating for centuries. They designed their starships to accommodate myriad alien physiologies, knowing they would spend years together among the stars. The starships’ engine rooms and control interfaces are the epitome of adaptive design. Szandite Collective ships vary in appearance, but almost all of them approximate collections of various geometric shapes—such as cubes, prisms, pyramids, and polyhedrons—that make them immediately recognizable. +The Collective recognizes that its aversion to armed conflict and relative lack of experience with advanced weapons has the potential to leave its starships vulnerable during expeditions, so they emphasize defense systems, scanners, and shields in their ships’ designs. Otherwise, their vessels are specifically designed to further their goals of discovery, exploration, and research. The Collective sends Farseers to gather and report information, even equipping them with extensive mobile laboratories to conduct remote research operations as necessary. Heavily shielded Vaultships study and transport artifacts, including massive chunks of szandite crystal that fill entire cargo holds. Metropolis ships carry and protect other starships and their crews between the Collective home worlds, and some of these massive ships are especially equipped to make diplomatic or exploratory journeys to other populated systems. +A peculiar aspect of Szandite Collective ships is their modular nature. The Collective designed technology that allowed their ships to be taken apart, combined, separated, or rebuilt over a period of several days or weeks, allowing them to adapt the configuration and function of their ships and fleets as needed without needing a space station or dock to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Opulos Drift Cruiser.md b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Opulos Drift Cruiser.md new file mode 100644 index 0000000..bb7dc5c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Opulos Drift Cruiser.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 11 +Type: Huge bulk freighter +--- +# OPULOS DRIFT CRUISER +> [!infobox|locr n-th clean] +> [[Starship_OpulusDriftCruiser.jpg|Spielern zeigen!]] +> +Huge bulk freighter, **Tier** 11 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** 2 +**AC** 26; **TL** 26 +**HP** 200; **DT** 5; **CT** 40 +**Shields** heavy 240 (forward 60, port 60, starboard 60, aft 60) +**Attack (Forward)** plasma cannon (5d12) +**Attack (Aft)** light EMP cannon (special) +**Attack (Turret)** flak thrower (3d4), flak thrower (3d4) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Booster; **Systems** advanced long-range sensors, crew quarters (common), mk 3 trinode computer, mk 7 armor, mk 8 defenses; **Expansion Bays** escape pods (2, 12 pods), guest quarters (3 good, 1 luxurious), recreation suites (gym, HAC), shuttle bay; **Modifiers** +3 any three checks per round, +4 Computers; **Complement** 26 + +### CREW + +**Captain** Computers +24 (11 ranks), Diplomacy +25 (11 ranks), Engineering +20 (11 ranks), gunnery +17, Piloting +20 (11 ranks) +**Engineers (2 officers, 3 crew each)** Engineering +25 (11 ranks) +**Gunner (1 officer, 2 crew)** gunnery +22 +**Pilot (1 officer, 5 crew)** Piloting +25 (11 ranks) +**Science Officers (2 officers, 3 crew each)** Computers +29 (11 ranks) + +## DESCRIPTION + +The recent disappearance of the Drift Cruiser Utopia while taking guests to see a comet plunge into a brown dwarf star in the Vast has done little to dissuade those clamoring for tickets aboard these opulent vessels. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Redshift Pleasure Sail.md b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Redshift Pleasure Sail.md new file mode 100644 index 0000000..26210f9 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Redshift Pleasure Sail.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 3 +Type: Medium explorer +--- +# REDSHIFT PLEASURE SAIL +> [!infobox|locr n-th clean] +> [[Starship_RedshiftPleasureSail.jpg|Spielern zeigen!]] +> + +Medium explorer, **Tier** 3 +**Speed** 12; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 18; **TL** 17 +**HP** 55; **DT** —; **CT** 11 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** coilgun (4d4) +**Attack (Port)** light laser cannon (2d4) +**Attack (Starboard)** light laser cannon (2d4) +**Attack (Turret)** flak thrower (3d4) +**Power Core** Pulse Green (150 PCU); **Drift Engine** none; **Systems** basic computer, basic short-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses; **Expansion Bays** escape pods, guest quarters (good), recreation suites (HAC, trivid den); **Modifiers** +2 Computers; **Complement** 4 + +### CREW + +**Captain** Computers +15 (3 ranks), Diplomacy +13 (3 ranks), Piloting +8 (3 ranks) +**Engineer** Engineering +13 (3 ranks) +**Gunner** gunnery +10 +**Pilot** Piloting +13 (3 ranks) + +## DESCRIPTION + +The most striking feature of a Redshift Pleasure Sail—its enormous solar sail—is more of a throwback to its original, antiquated design than an actually functional system. These luxury vessels are popular with the Pact Worlds' rich and powerful. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Terminator Star Drake.md b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Terminator Star Drake.md new file mode 100644 index 0000000..ea08fac --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Terminator Star Drake.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/4 +Type: Tiny racer +--- +# TERMINATOR STAR DRAKE +> [!infobox|locr n-th clean] +> [[Starship_TerminatorStarDrake.jpg]] +> + +Tiny racer, **Tier** 1/4 +**Speed** 14; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 16; **TL** 13 +**HP** 20; **DT** —; **CT** 4 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** light laser cannon (2d4) +**Power Core** Micron Light (50 PCU); **Drift Engine** none; **Systems** basic computer, basic short-range sensors, mk 3 armor;; **Expansion Bays** none; **Modifiers** +2 Computers; **Complement** 1 + +### CREW + +**Pilot** gunnery +5, Piloting +10 (1 rank) + +## DESCRIPTION + +Vercite pilots favor Terminator Star Drakes as their vessels of choice for the Absalom Run, a race from Verces to Absalom Station and back that occurs once every 3 years. The winner of the race becomes an instant celebrity throughout the system. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Vercite Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Vercite Starships.md new file mode 100644 index 0000000..4f7c1e6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vercite Starships/Vercite Starships.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# VERCITE STARSHIPS +The stars have always been a second home to the people of Verces, who explored the depths of space in their dirigible aetherships before many worlds even mastered the wheel. While the Augmented are still among the most common Vercite explorers, the pleasures of space travel are now enjoyed by those of any caste, as long as they have the credits to pay for it. + +Verces is home to several of the most prominent and versatile ship manufacturers in the Pact Worlds, most notably Ringworks Industries, yet its original aethership designs never completely faded away. Instead, dramatic evolutions of these ancient vessels became the modern aetherships, high-end luxury craft known for their style and comfort, whose amenities often come at the cost of armaments and defenses. These vessels are designed for recreation and flagrant displays of status, whether that’s jetting around in a Terminator-brand Star Drake racer or boarding one of the elite Opulos cruise ships that take guests on voyages to view amazing astronomical phenomena and once-in-a-lifetime cosmic events. + +Bookings on these latter vessels, many fitted with ostentatious antique brass and upholstery older than the Pact Worlds government itself, are frequently made years in advance, while other vessels depart seemingly at the whims of their captains. Owing to the relatively small number of publicly bookable Drift Cruisers, such berths are highly sought after. Only the ultra-wealthy can afford to own their own Drift Cruisers, often using them as mobile mansions or corporate headquarters, and the Opulos Corporation steadfastly refuses to reveal who may have purchased such vessels. + +Even more than for luxury, Vercite aetherships are known for their speed. Designed more as toys for the prosperous than true exploratory vessels, smaller aetherships are often limited to travel within the Pact Worlds system but offer extreme real-space acceleration. From Redshift Revolution’s two-seater X Series to Terminator’s sleek Drake models, the shipyards at Skydock boast a wide variety of these vessels outfitted for various events and challenges. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Devastator.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Devastator.md new file mode 100644 index 0000000..a394635 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Devastator.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 14 +Type: Gargantuan carrier +--- +# BMC DEVASTATOR +> [!infobox|locr n-th clean] +> [[Starship_DMCDevestator.jpg|Spielern zeigen!]] +> +Gargantuan carrier, **Tier** 14 +**Speed** 6; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 27; **TL** 25 +**HP** 330; **DT** 10; **CT** 66 +**Shields** medium 140 (forward 35, port 35, starboard 35, aft 35) +**Attack (Forward)** mass driver (2d6×10, 20 hexes), massive ramming prow (2d4×10; 1 hex) +**Attack (Port)** heavy laser array (6d4; 5 hexes), heavy torpedo launcher (5d8; 20 hexes) +**Attack (Starboard)** heavy laser array (6d4; 5 hexes; array), heavy torpedo launcher (5d8; 20 hexes) +**Attack (Turret)** linked light particle beams (6d6; 10 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, budget long-range sensors, crew quarters (common), mk 7 armor, mk 6 defenses; **Expansion Bays** hangar bays (2; 16 BMC Maulers), shuttle bay (BMC Predator); **Complement** 150 (minimum 75, maximum 200)plus 50 Mauler and Predator pilots + +### CREW + +**Captain** Diplomacy +25 (14 ranks), Engineering +25 (14 ranks), gunnery +20 (14th level), Intimidate +30 (14 ranks), Piloting +25 (14 ranks) +**Engineers (5 officers, 12 crew each)** Engineering +25 (14 ranks) +**Gunners (6 officers, 10 crew each)** gunnery +20 (14th level) +**Pilot (1 officer, 5 crew)** Piloting +30 (14 ranks) +**Science Officers (2 officers, 5 crew each)** Computers +25 (14 ranks) + +## DESCRIPTION + +The Veskarium is not generally known for its subtlety, and neither are the starships of the Blood Mountain Clans. This trend is perhaps best exemplified by the BMC Devastator, which brings the unflinching boldness of the vesk to new heights. Designed as a smaller, faster, and cheaper carrier-focused alternative to the mighty Vindicas Tyrant, the Devastator is a newer design developed during the Swarm War. In contrast to most carrier designs that are intended to project power from a relatively safe distance, the Devastator is designed to get up close and personal. + +The Veskarium’s standard tactical doctrine for the Devastator is for the carrier to deploy its complement of 16 BMC Mauler starfighters, then accelerate toward the greatest threat on the battlefield until it can ram the enemy vessel, softening up its target with its forward mass driver along the way. Outfitted with a massive ramming prow and reinforced frame to absorb much of the kinetic energy released by such collisions, the Devastator is perfectly suited for such unorthodox tactics. The carrier is relatively lightly armored and shielded for a ship of its size, relying instead on its accompanying fighters and secondary armaments for defense. Piloting a Devastator using these traditional tactics is not for the faint of heart, and it is not uncommon for even seasoned pilots to spend significant time studying these ships before daring to take the helm. + +The the efficacy of this doctrine was proved in 294 ag at the Battle of Kesta-vol, a key engagement in the Swarm War. Unaccompanied by any other Veskarium capital ships, a flotilla of six Devastators was ordered to defend Kesta-vol, a Veskarium colony world in Near Space, against an invading Swarm fleet that outnumbered them three to one. While their fighters targeted the Swarm’s landing ships and smaller fighters, the Devastators inflicted massive damage on the capital ships with their ramming attacks. The remnants of the Swarm fleet withdrew into the Drift, leaving Kesta-vol in Veskarium hands with the loss of only three Devastators. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Dmolangari.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Dmolangari.md new file mode 100644 index 0000000..00b4876 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Dmolangari.md @@ -0,0 +1,41 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 11 +Type: Huge bulk freighter +--- +# BMC DMOLANGARI +> [!infobox|locr n-th clean] +> [[Starship_BMCOmolangari.jpg|Spielern zeigen!]] +> +Huge bulk freighter, **Tier** 11 +**Speed** 10; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 25; **TL** 26 +**HP** 200; **DT** 5; **CT** 40 +**Shields** heavy 280 (forward 70, port 70, starboard 70, aft 70) +**Attack (Forward)** supermaser (2d8×10; 20 hexes) +**Attack (Aft)** gravity gun (6d6; 10 hexes) +**Attack (Turret)** light plasma torpedo launcher (3d8; 20 hexes), light torpedo launcher (2d8; 20 hexes) +**Power Core** Nova Heavy (2; 400 PCU); **Drift Engine** Signal Basic; **Systems** budget short-range sensors, crew quarters (common), mk 6 armor, mk 8 defenses, mk 2 duonode computer; **Expansion Bays** cargo holds (6), shuttle bay, tech workshops (2); **Modifiers** +2 any two checks per round, –1 Piloting; **Complement** 50 (minimum 20, maximum 50) + +### CREW + +**Captain** Diplomacy +20 (11 ranks), gunnery +16 (11th level), Intimidate +25 (11 ranks), Piloting +19 (11 ranks) +**Chief Mates (3)** Athletics +25 (11 ranks) +**Engineers (3 officers, 7 crew each)** Engineering +20 (11 ranks) +**Gunners (3 officers, 4 crew each)** gunnery +16 (11th level) +**Pilot (1 officer, 4 crew)** Piloting +19 (11 ranks) +**Science Officers (2)** Computers +20 (11 ranks) + +## DESCRIPTION + +Named for one of the mightiest mountain ranges on Vesk Prime, the Blood Mountain Clans’ Dmolangari-class combat supply ship is a near-ubiquitous vessel in both the Veskarium’s military and commercial navies. Since the end of the Silent War in 291 ag, the Dmolangari has regularly appeared hauling freight throughout the Pact Worlds as well as the Veskarium—a stark contrast to the feared Veskarium warships encountered in generations past. + +Though the ship was originally designed as a combat-capable support vessel for the Veskarium’s interstellar wars of conquest, a large share of existing Dmolangaris and their crews have taken up civilian contracts, making these starships some of the best-equipped freighters in current widespread use. The Veskarium military continues to use the Dmolangari in its original role and regularly updates its design, while also leveraging the peace afforded by the current Veskarium-Pact Worlds alliance to sell the ship on the civilian market. + +For all the tales of its invincibility, the Dmolangari struggles under certain circumstances. The starship is slightly too large to land safely on most planets, restricting it to docking with space stations or relying on smaller shuttles to ferry goods while the freighter remains in orbit. Additionally, some sites of the Veskarium’s failed conquests still associate these starships with bitter invasions, with saltier port authorities denying safe harbor to even the most peaceful Dmolangari crews. + +Heavily armored and shielded, the Dmolangari is primarily designed to be able to take a beating and still deliver its cargo in one piece, though it is more than capable of holding its own in battle. The Dmolangari can deliver a lethal punch to opponents with its capital-scale supermaser, while its aft gravity gun also doubles as a tractor beam for support duties like recovery, salvage, and towing. Turret-mounted torpedoes round out the Dmolangari’s armaments. The Dmolangari is also equipped with an integral shuttle bay—those in Veskarium military service usually a carry a single BMC Predator, giving each freighter its own defensive escort. + +In addition to the standard model, BMC also offers a transport variant of the Dmolangari, replacing the stock vessel’s cargo holds with passenger seating and giving it the capability to shuttle up to 96 combat-ready troops. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Mauler.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Mauler.md new file mode 100644 index 0000000..8a9edaf --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Mauler.md @@ -0,0 +1,29 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: Tiny fighter +--- +# BMC MAULER +> [!infobox|locr n-th clean] +> [[Starship_BMCMauler.jpg|Spielern zeigen!]] +> +Tiny fighter, **Tier** 2 +**Speed** 10; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 19; **TL** 18 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** light plasma cannon (2d12), tactical nuclear missile launcher (5d8) +**Attack (Aft)** flak thrower (3d4) +**Power Core** Pulse Brown (90 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, mk 5 armor, mk 5 defenses, mk 1 mononode computer; **Expansion Bays** none; **Modifiers** +1 any one check per round, +4 Computers, +1 Piloting; **Complement** 2 + +### CREW + +**Captain** Computers +11 (2 ranks), gunnery +6, Piloting +12 (2 ranks) +**Gunner** gunnery +6 +**Pilot** Computers +11 (2 ranks), gunnery +7, Piloting +12 (2 ranks) + +## DESCRIPTION + +While Maulers can be flown in combat by a single person, making them popular with bounty hunters and other lone wolves, militaries usually staff them with two: a pilot seated upright in the bubble canopy, and a gunner behind the pilot operating via screens. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Predator.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Predator.md new file mode 100644 index 0000000..f43839b --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/BMC Predator.md @@ -0,0 +1,24 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: Small shuttle +--- +# BMC PREDATOR +Small shuttle, **Tier** 9 +**Speed** 10; **Maneuverability** perfect (turn 0); **Drift** 5 +**AC** 26; **TL** 24 +**HP** 45; **DT** —; **CT** 9 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** linked light plasma cannons (4d12; 5 hexes) +**Attack (Turret)** flak thrower (3d4; 5 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Ultra; **Systems** advanced short-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 defenses, mk 6 armor, security (advanced cloaking device, anti-hacking systems, computer countermeasures [shock grid rank 1], self-destruct system); **Expansion Bays** brig, life boat, tech workshop; **Modifiers** +2 to any three checks per round, +4 Computers (sensors only), +2 Piloting; **Complement** 1 (minimum 1, maximum 4) + +### CREW + +**Captain** Computers +17 (9 ranks), Engineering +17 (9 ranks), gunnery +15 (9th level), Piloting +24 (9 ranks) + +## DESCRIPTION + +Vesk pilots must earn themselves access to the BMC Predator, a more powerful version of the BMC Mauler. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Merciless Blade.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Merciless Blade.md new file mode 100644 index 0000000..d6633ab --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Merciless Blade.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 19 +Type: Supercolossal base ship +--- +# MERCILESS BLADE + +Supercolossal base ship, **Tier** 19 +**Speed** 4; **Maneuverability** clumsy (turn 1); **Drift** 1 +**AC** 25; **TL** 33 +**HP** 750; **DT** 15; **CT** 150 +**Shields** superior 600 (forward 150, port 150, starboard 150, aft 150) +**Attack (Forward)** gravity gun (6d6; 10 hexes), heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes) +**Attack (Port)** heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes) +**Attack (Starboard)** heavy laser net (5d6; 5 hexes), linked heavy laser array (12d4; 5 hexes) +**Attack (Turret)** nuclear mega-missile launcher (4d8×10; 20 hexes), persistent particle beam cannon (3d4×10; 20 hexes) +**Power Core** Titan Ultra (1,200 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (good; 10% luxury), mk 4 armor, mk 10 mononode computer with 5 network nodesSOM, mk 12 defenses, security (anti-hacking systems [4], biometric locks); **Expansion Bays** arcane laboratory, cargo holds (35), Drift booster, hangar bays (5), life boats, medical bay, recreation suite (gym, HAC), recycling system, science lab, sealed environment chamber, synthesis bay, tactical sensor tank, tech workshop; **Modifiers** +10 to any six checks per round, +4 Computers (sensors only), –1 Piloting; **Complement** 85,000 (minimum 150, maximum 100,000) + +### CREW + +**Captain** Computers +32 (19 ranks), Diplomacy +32 (19 ranks), gunnery +28 (19th level), Intimidate +32 (19 ranks), Piloting +32 (19 ranks) +**Engineers (2 officers, 6,840 crew each)** Engineering +37 (19 ranks) +**Gunners (4 officers, 10,410 crew each)** gunnery +28 (19th level) +**Pilot (1 officer, 299 crew)** Piloting +32 (19 ranks) +**Science Officers (3 officers, 9,790 crew each)** Computers +32 (19 ranks) + +## DESCRIPTION + +The Merciless Blade is an enormous city-ship, carrying tens of thousands of souls at any given time. As a vesk ship, it is more than capable of defending itself—even unleashing havoc—but it is also constantly swarming with other vesk craft. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Dropship.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Dropship.md new file mode 100644 index 0000000..b3bd599 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Dropship.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: Medium transport +--- +# NORIKAMA DROPSHIP +> [!infobox|locr n-th clean] +> [[Starship_NorikamaDropship.jpg|Spielern zeigen!]] +> +Medium transport, **Tier** 8 +**Speed** 12; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 24; **TL** 23 +**HP** 100; **DT** —; **CT** 20 +**Shields** light 80 (forward 20, port 20, starboard 20, aft 20) +**Attack (Forward)** coilgun (4d4), persistent particle beam (10d6) +**Attack (Aft)** coilgun (4d4) +**Attack (Turret)** light plasma cannon (2d12), light plasma cannon (2d12) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** basic long-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 duonode computer; **Expansion Bays** guest quarters (5, common); **Modifiers** +3 any two checks per round, +2 Computers, –1 Piloting; **Complement** 5 + +### CREW + +**Captain** Engineering +16 (8 ranks), gunnery +14, Intimidate +16 (8 ranks), Piloting +15 (8 ranks) +**Engineer** Engineering +16 (8 ranks) +**Gunner** gunnery +14 +**Pilot** Piloting +20 (8 ranks) +**Science Officer** Computers +18 (8 ranks) + +## DESCRIPTION + +Styled as a miniature version of larger vesk warships, the Norikama Dropship is designed as a fleet transport ship, but it has no problem picking a fight on its own. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Reliant.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Reliant.md new file mode 100644 index 0000000..6c7dd1e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Norikama Reliant.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: Small light freighter +--- +# NORIKAMA RELIANT +> [!infobox|locr n-th clean] +> [[Starship_NorikamaDropship.jpg|Spielern zeigen!]] +> + +Small light freighter, **Tier** 4 +**Speed** 6; **Maneuverability** good (turn 1); **Drift** 2 +**AC** 19; **TL** 19 +**HP** 50; **DT** —; **CT** 10 +**Shields** light 50 (forward 15, port 10, starboard 10, aft 15) +**Attack (Forward)** linked gyrolasers (2d8; 5 hexes) +**Attack (Port)** tactical nuclear missile launcher (5d8; 20 hexes) +**Attack (Starboard)** tactical nuclear missile launcher (5d8; 20 hexes) +**Power Core** Pulse Green (150 PCU); **Drift Engine** Signal Booster; **Systems** advanced long-range sensors, crew quarters (common), mk 3 duonode computer, mk 4 armor, mk 4 defenses; **Expansion Bays** cargo holds (3)*; **Modifiers** +3 to any two checks per round, +4 Computers (sensors only), +2 Piloting; **Complement** 5 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +10 (4 ranks), Engineering +10 (4 ranks), gunnery +9 (4th level), Intimidate +10 (4 ranks), Piloting +12 (4 ranks) +**Engineer** Engineering +15 (4 ranks) +**Gunner** gunnery +9 (4th level) +**Pilot** Piloting +12 (4 ranks) +**Science Officer** Computers +10 (4 ranks) + +## DESCRIPTION + +_* 6 Build Points are available for customizing the expansion bays in this versatile ship._ + +Reliants earn their name by having a wide range of potential loadouts that make them reliably useful in many different situations. An easily swappable set of bays in the ship’s stern is the cornerstone of its flexibility. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Veskarium Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Veskarium Starships.md new file mode 100644 index 0000000..6868cca --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Veskarium Starships/Veskarium Starships.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# VESKARIUM STARSHIPS +Like vesk themselves, Veskarium-style ships tend to be brutish and pugnacious. They bristle with weapons and armor without regard for aesthetics, and many of their shapes were originally inspired by the sharklike reptilian predators in the seas of Vesk-2. + +Though the Veskarium is a monolithic military-industrial complex, its government is strangely permissive of its manufacturers selling ships to its rivals. Some believe this is due to the vesk’s inherent sense of honor—there’s little joy in beating a poorly armed opponent—while others fear governmentmandated back doors into ship AIs, or chalk it up to the power of crony capitalism. Regardless, Veskarium ships are extremely popular among the rough-and-tumble sorts of the Pact Worlds: corporations, criminals, and mercenaries that need a lot of firepower without a lot of questions. Most military organizations old enough to remember the war with the Veskarium, such as the Stewards and the Knights of Golarion, respect the vessels but would never include them in their fleets. Ships by the Norikama Syndicate, based on a neutral colony world of the same name and specializing in knockoffs of other companies’ designs, are most commonly encountered in Pact Worlds space, yet many ships by Veskarium-based corporations such as Dashadz Industries, Vindicas, and the Blood Mountain Clans regularly make their way into circulation via military salvage, the gray market, or honest sale. Perhaps the most common and recognizable of all Veskarium ships is the BMC Mauler. With its distinctive Y-shaped outline, created by wing arms descending to the central bubble cockpit, the Mauler proves shockingly maneuverable and once chewed through squadrons of Pact Worlds defenders. Today, the Mauler remains the default fighter on most vesk carriers and serves as the weapon of choice for vesk pilots engaging in honor duels. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Conqueror of Worlds.md b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Conqueror of Worlds.md new file mode 100644 index 0000000..637d2cd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Conqueror of Worlds.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 20 +Type: Supercolossal ultranought +--- + +# CONQUEROR OF WORLDS + +**Source** _Near Space pg. 123_ +Supercolossal ultranought, **Tier** 20 +**Speed** 6; **Maneuverability** clumsy (turn 6); **Drift** 1 +**AC** 35; **TL** 32 +**HP** 1050; **DT** 15; **CT** 210 +**Shields** superior 600 (forward 150, port 150, starboard 150, aft 150) +**Attack (Forward)** gravity gun (6d6; 10 hexes), ultra x-laser cannon (6d8×10; 20 hexes) +**Attack (Port)** antimatter mega-missile launcher (4d10×10; 20 hexes) +**Attack (Starboard)** antimatter mega-missile launcher (4d10×10; 20 hexes) +**Attack (Turret)** persistent particle beam cannon (2d10×10; 20 hexes) +**Power Core** Titan Heavy (950 PCU); **Drift Engine** Signal Basic; **Systems** advanced short-range sensors, crew quarters (common; 10% good, 1% luxury), hangar bay, mk 4 mononode computer, network node, mk 13 armor, mk 13 defenses, security (anti-hacking systems \[4\], biometric locks); **Expansion Bays** cargo holds (35), recreation suite (gym), sealed environment chamber, tech workshop; **Modifiers** +4 to any two checks per round, +4 Computers (sensors only), –2 Piloting; **Complement** 5,000 (minimum 250, maximum 5,000) + +### CREW + +**Captain** Diplomacy +34 (20 ranks), Engineering +34 (20 ranks), gunnery +29 (20th level), Intimidate +34 (20 ranks), Piloting +34 (20 ranks) +**Engineers (2 officers, 850 crew each)** Engineering +34 (20 ranks) +**Gunners (2 officers, 1,500 crew each)** gunnery +29 (20th level) +**Pilot (1 officer, 195 crew)** Piloting +39 (20 ranks) +**Science Officer (1 officer, 98 crew)** Computers +34 (20 ranks) + +## DESCRIPTION + +This vast killing machine is a paragon of Vesk military might and control. It takes a crew of thousands of dedicated personnel to maintain and operate. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Enforcer.md b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Enforcer.md new file mode 100644 index 0000000..45f42c4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Enforcer.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 12 +Type: Huge cruiser +--- + +# VINDICAS ENFORCER + +**Source** _Near Space pg. 122_ +Huge cruiser, **Tier** 12 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 28; **TL** 27 +**HP** 255; **DT** 5; **CT** 51 +**Shields** medium 140 (forward 35, port 35, starboard 35, aft 35) +**Attack (Forward)** antimatter mega-missile launcher (4d10×10; 20 hexes) +**Attack (Port)** light plasma cannon (2d12; 5 hexes) +**Attack (Starboard)** light plasma cannon (2d12; 5 hexes) +**Attack (Turret)** x-laser cannon (8d6; 20 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Booster; **Systems** basic computer, budget long-range sensors, crew quarters (common), mk 8 armor, mk 8 defenses; **Expansion Bays** cargo bay (2), guest quarters (2, common), shuttle bay; **Complement** 80 (minimum 20, maximum 100) + +### CREW + +**Captain** Diplomacy +22 (12 ranks), gunnery +17 (12th level), Intimidate +27 (12 ranks), Piloting +22 (12 ranks) +**Engineer (1 officer, 16 crew)** Engineering +22 (12 ranks) +**Gunners (2 officers, 20 crew each)** gunnery +17 (12th level) +**Pilot (1 officer, 4 crew)** Piloting +22 (12 ranks) +**Science Officer (1 officer, 14 crew)** Computers +22 (12 ranks) + +## DESCRIPTION + +Enforcers are more than well-equipped for starship combat, but one of their primary functions is to deliver squads of specialized troops to Vesk-controlled territories. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Punisher.md b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Punisher.md new file mode 100644 index 0000000..e4323e0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Punisher.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 7 +Type: Large destroyer +--- + +# VINDICAS PUNISHER + +**Source** _Near Space pg. 122_ +Large destroyer, **Tier** 7 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 22; **TL** 21 +**HP** 170; **DT** —; **CT** 34 +**Shields** medium 140 (forward 35, port 35, starboard 35, aft 35) +**Attack (Forward)** heavy laser array (6d4; 5 hexes), heavy laser cannon (4d8; 10 hexes) +**Attack (Turret)** coilgun (4d4; 20 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** basic computer, budget short-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses; **Expansion Bays** brig, cargo hold, guest quarters (2, common); **Complement** 6 (minimum 6, maximum 20) + +### CREW + +**Captain** Engineering +14 (7 ranks), gunnery +12 (7th level), Intimidate +14 (7 ranks), Piloting +14 (7 ranks) +**Engineer** Engineering +14 (7 ranks) +**Gunners (2)** gunnery +12 (7th level) +**Pilot** Piloting +19 (7 ranks) +**Science Officer** Computers +14 (7 ranks) + +## DESCRIPTION + +Punishers are fast and relatively sleek, allowing them to chase down high-value targets no matter where their prey flies. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Ships.md b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Ships.md new file mode 100644 index 0000000..94c9656 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Ships.md @@ -0,0 +1,8 @@ +--- +aliases: +tags: +--- +# VINDICAS SHIPS +Vindicas has manufactured starships for the Veskarium since the vesk first gained Drift technology. Their facilities constantly produce Enforcers, Punishers, and Tyrants, which form the backbone of Veskarium military might. The designs focus on thick armor and overwhelming firepower while completely neglecting basic comforts and updated technology. Vesk generals claim that the utilitarian designs keep troops focused and disciplined in the dead of space. +The Vindicas Punisher is designed for both pursuit and capture of valuable assets, both prisoners and resources. It carries a squad of vesk commandos, ready to board enemy vessels and extract their targets. Its larger sibling, the Vindicas Enforcer, also houses a squad of commandos, ready for deployment in semipermanent occupations of conquered colonies and space stations. +The most well-known Vindicas vessel is the Conqueror of Worlds. This masterpiece of destruction is the flagship of the Veskarium, and the last thing many science officers see on their sensors, just before facing Pharasma. When the Veskarium has decided to bring a planet under its control and that planet resists, it brings in this massive weapon to lay waste to any defenses the planet can muster. The ship can hold its targets in place with a tractor beam while its spinal-mounted ultra x-laser cannon warms up; then the cannon can rip an entire line of starships to shreds. When engaging opposing fleets, the ship rarely needs to fire the weapon twice before the target acquiesces to virtually any demand the Veskarium makes. \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Tyrant.md b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Tyrant.md new file mode 100644 index 0000000..8b4d786 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Vindicas Ships/Vindicas Tyrant.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 16 +Type: Colossal dreadnought +--- + +# VINDICAS TYRANT +> [!infobox|locr n-th clean] +> [[Starship_VindicasTyrant.jpg|Spielern zeigen!]] +> +Colossal dreadnought, **Tier** 16 +**Speed** 4; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 28; **TL** 26 +**HP** 600; **DT** 15; **CT** 120 +**Shields** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Attack (Forward)** heavy laser cannon (4d8), particle beam cannon (3d4×10) +**Attack (Port)** heavy torpedo launcher (5d8), superlaser (2d4×10) +**Attack (Starboard)** heavy torpedo launcher (5d8), superlaser (2d4×10) +**Attack (Turret)** linked coilguns (8d4) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, budget mid-range sensors, crew quarters (common), mk 10 armor, mk 10 defenses; **Expansion Bays** cargo holds (12), hangar bays (2); **Complement** 300 + +### CREW + +**Captain** Diplomacy +28 (16 ranks), Engineering +28 (16 ranks), gunnery +23, Intimidate +33 (16 ranks), Piloting +28 (16 ranks) +**Engineers (3 officers, 45 crew each)** Engineering +28 (16 ranks) +**Gunners (5 officers, 25 crew each)** gunnery +23 +**Pilot (1 officer, 12 crew)** Piloting +28 (16 ranks) +**Science Officers (2 officers, 8 crew each)** Computers +28 (16 ranks) + +## DESCRIPTION + +Feared across multiple star systems, the Tyrant lives up to its name. Huge weapon batteries tear through even the most formidable capital ships, while its hangars unleash squadrons of Maulers to mop up foes too insignificant to be worth the Tyrant’s direct attention. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Brevak Vermelance.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Brevak Vermelance.md new file mode 100644 index 0000000..780c578 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Brevak Vermelance.md @@ -0,0 +1,43 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: Large vermelith +--- +# BREVAK VERMELANCE +> [!infobox|locr n-th clean] +> [[Starship_BrevakVermelance.jpg|Spielern zeigen!]] +> +Large vermelith, **Tier** 10 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 26; **TL** 25 +**HP** 170; **DT** —; **CT** 34 +**Shields** medium 100 (forward 20, port 30, starboard 30, aft 20) +**Attack (Forward)** light torpedo launcher (2d8; 20 hexes), railgun (8d4; 20 hexes) +**Attack (Port)** light particle beam (3d6; 10 hexes) +**Attack (Starboard)** light particle beam (3d6; 10 hexes) +**Attack (Aft)** coilgun (4d4; 20 hexes) +**Attack (Turret)** light plasma cannon (2d12; 5 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** basic mid-range sensors, crew quarters (good), mk 7 armor, mk 7 defenses, mk 2 tetranode computer; **Expansion Bays** cargo holds (3), guest quarters (luxurious), launch tube, tech workshop; **Modifiers** +2 to any 4 checks per round, +2 Computers (sensors only); **Complement** 20 (minimum 6, maximum 20) + +### CREW + +**Captain (1 officer, 2 crew)** Diplomacy +19 (10 ranks), gunnery +15 (10th level), Intimidate +24 (10 ranks), Piloting +19 (10 ranks) +**Engineer (1 officer, 4 crew)** Engineering +24 (10 ranks) +**Gunners (4)** gunnery +15 (10th level) +**Pilot (1 officer, 4 crew)** Piloting +24 (10 ranks) +**Science Officer (1 officer, 2 crew)** Computers +19 (10 ranks) + +## DESCRIPTION + +Originally constructed and employed by Apostae’s House Brevak to operate as both a show ship and mobile arms-dealing platform, the formidable Vermelance is now a staple in the cutthroat world of drow business. These ships are made from the repurposed corpses of vermeliths—massive, rock-eating, silicon-based space worms—slain by Apostae outriders near the Diaspora. Inspired by the disconcerting effects its appearance has on potential enemies, drow traders emphasize the Vermelance’s intimidation factor as part of their business strategy; if the mere sight of the starship throws potential partners or rivals off their game, negotiations might sway in the owners’ favor. + +Of course, many species in the galaxy are not so easily intimidated, so House Brevak is happy to treat dignitaries and potential buyers to firsthand demonstrations of the ship’s combat prowess and maneuverability during which they can also enjoy the ship’s lavishly appointed accommodations. While the Vermelance often serves as a show ship, it possesses genuine lethality, darting through space with impossibly agile twists and turns. Drow technicians enhance the naturally articulated body of the Vermelance with electromechanical rigging, enabling a well-coordinated team of pilots to bend and twist different portions of the once-living ship in elusive and dazzling combat maneuvers. Even so, some Vermelances demonstrate residual willfulness and minor glitches, as though the deceased creature were trying to regain consciousness and reclaim control of its corpse. + +Training crews of pilots to synchronize their movements across a single ship isn’t without its hazards. Rumors abound of a Vermelance that tore itself apart when its operators’ actions fell out of sync, but this might be a warning to spook pilot trainees, an outright lie spread by envious industry competitors, or a tall tale among would-be thieves. + +## SPECIAL ABILITIES + +**Articulated Spine (Ex)** The DC of barrel roll, evade, and flip and burn Piloting stunts is reduced by 3. +**Extreme Resistance (Ex)** The effects of EMP weapons are halved against a Vermelance. The Vermelance has a +1 bonus to its AC against direct fire weapons that use gravity and a +1 bonus to Piloting checks attempted due to gravity effects. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Citadel Zirval.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Citadel Zirval.md new file mode 100644 index 0000000..d32eedd --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Citadel Zirval.md @@ -0,0 +1,42 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 19 +Type: Supercolossal base ship +--- +# CITADEL ZIRVAL +> [!infobox|locr n-th clean] +> [[Starship_Citadel_Zirval.jpg|Spielern zeigen!]] +> +Supercolossal base ship, **Tier** 19 +**Speed** 6; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 26; **TL** 20 +**HP** 750; **DT** 15; **CT** 150 +**Shields** superior 600 (forward 150, port 150, starboard 150, aft 150) +**Attack (Forward)** antimatter mega-missile launcher (4d10×10; 20 hexes), maser (6d10; 20 hexes) +**Attack (Port)** maser (6d10; 20 hexes) +**Attack (Starboard)** maser (6d10; 20 hexes) +**Attack (Aft)** maser (6d10; 20 hexes) +**Attack (Turret)** heavy laser net (5d6; 5 hexes), _shadow bolt array_ (1d10×10; 10 hexes), supermaser (2d8×10; 20 hexes) +**Power Core** Titan Ultra (1,200 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (good), mk 6 armor, mk 10 defenses, mk 5 mononode computer with 3 mk 5 network nodes; **Expansion Bays** brigs (4), cargo holds (25), Drift shadow beacon, general science lab, guest quarters (luxurious), hangar bays (3), life boats (3), medical bay, recreation suite (gym), sealed environmental chambers (2); **Modifiers** +2 to any 4 checks per round, +4 Computers (sensors only), –1 Piloting; **Complement** 11,660 (minimum 4,000, maximum 100,000) + +### CREW + +**Captain** Bluff +32 (19 ranks), Diplomacy +32 (19 ranks), Intimidate +37 (19 ranks), Piloting +32 (19 ranks) +**Engineers (4 officers, 2,250 crew each)** Engineering +32 (19 ranks) +**Gunners (6 officers, 120 crew each)** gunnery +28 (19th level) +**Pilot (1 officer, 425 crew)** Piloting +32 (19 ranks) +**Science Officers (3 officers, 500 crew each)** Computers +32 (19 ranks) + +## DESCRIPTION + +Those who broadcast propaganda that incites rebellion attract the Hellknight Order of the Eclipse, which has dedicated itself to quashing destabilizing messages in an environment of limitless communication. Hellknights aboard smaller vessels can, when orbiting over a communications center, scramble the Drift correspondence of satellites and even large settlements. But when a metropolis, space station, or entire nation is complicit in spreading chaos, Citadel Zirval itself might arrive, blocking out the system’s star- and radio-waves alike with its miles-wide bulk. + +Citadel Zirval was designed in the haunting aesthetic of an ancient Hellknight fortress, with thousands of rooms, hallways, training facilities, interrogation chambers, and more. At any time, it sustains 5,000 or more armigers in training, plus unknown thousands of Hellknights ready to deploy across the galaxy. + +The current Citadel Zirval is new, rebuilt after the Swarm destroyed it during the Battle of Stalendre-2. The Hellknight operation disrupted the Swarm’s telepathic coordination, allowing a Veskarium fleet to devastate that force, but the citadel fell to a counterattack. This second Citadel Zirval has operated for 12 years since, and thanks to its predecessor’s sacrifice and the Hellknights’ ongoing assistance in quashing dissent, the Order of the Eclipse enjoys impunity and outright welcome in much of Veskarium space. + +## SPECIAL ABILITIES + +**Orbital EMP** Citadel Zirval maintains an extraordinary EMP weapon that can blast a 3-mile radius from high orbit as though it were a capital-class orbital weapon. This disables lights, non-analog technological equipment, and computers that are tier 4 and lower, though not larger defenses or starships. The effect also dampens communications infrastructure, limiting their maximum range to 3 miles. The effect lasts for 1d3 hours. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/CompEnt Those Who Are.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/CompEnt Those Who Are.md new file mode 100644 index 0000000..49292f5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/CompEnt Those Who Are.md @@ -0,0 +1,42 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 17 +Type: Colossal dreadnought (colony ship) +--- +# COMPENT THOSE WHO ARE +> [!infobox|locr n-th clean] +> [[Starship_CompentThoseWhoAre.jpg|Spielern zeigen!]] +> +Colossal dreadnought (colony ship), **Tier** 17 +**Speed** 6; **Maneuverability** clumsy (turn 6); **Drift** 1 +**AC** 26; **TL** 24 +**HP** 600; **DT** 15; **CT** 120 +**Ablative Armor** heavy 400 (forward 100, port 100, starboard 100, aft 100) +**Shields** light deflector shields 8 (DV 8, +1 AC, +2 TL) +**Attack (Forward)** quantum missile launcher (2d8×10; 20 hexes), super orbital particle cannon (2d6×10; 20 hexes) +**Attack (Port)** superlaser (2d4×10; 20 hexes) +**Attack (Starboard)** superlaser (2d4×10; 20 hexes) +**Attack (Turret)** light particle beam (3d6; 10 hexes), linked light torpedo launchers (4d8; 20 hexes), tactical nuclear missile launcher (5d8; 20 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** advanced short-range sensors, crew quarters (common), mk 6 armor, mk 6 defenses, mk 3 trinode computer; **Expansion Bays** arcane laboratory, cargo holds (40), conference room, medical bay, physical science lab, shuttle bay, tech workshop; **Modifiers** +3 to any 3 checks per round, –2 to Piloting, +4 Computers (sensors only); **Complement** 328 (minimum 125, maximum 500) + +### CREW + +**Captain** Diplomacy +29 (17 ranks), gunnery +25 (17th level), Intimidate +29 (17 ranks), Piloting +29 (17 ranks) +**Engineers (3 officers, 40 crew each)** Engineering +34 (17 ranks) +**Gunners (4 officers, 20 crew each)** gunnery +25 (17th level) +**Pilot (1 officer, 15 crew)** Piloting +27 (17 ranks) +**Science Officers (4 officers, 25 crew each)** Computers +29 (17 ranks) + +## DESCRIPTION + +Compiler Enterprises (CompEnt) isn’t known for building starships with extreme firepower, but its latest design represents a major departure from that reputation. The company hasn’t officially acknowledged the dreadnought Those Who Are or addressed why it set off bristling with weaponry, but its construction suggests an alarming change in CompEnt’s mission. + +Those Who Are is massive, even for CompEnt. It showcases the company’s trademark ample cargo space but, instead of customizable modular bays, boasts state-of-the-art shielding and armor, advanced weaponry, and housing for hosts of passengers. Lumbering at slow speeds and carrying a cannon designed to assault planetoids, Those Who Are seems built for wartime endurance and little else. + +The most popular rumor as to the ship’s purpose is that the Those Who Become anacites crafted it to seek out and avenge their own missing spacecraft. Others suggest that Those Who Become discovered a terrible threat outside the galaxy and designed their warship for when that nebulous enemy arrives. It’s also possible the ship is designed to wipe out other planets’ settlements and forcibly colonize those worlds. + +Realistically, CompEnt likely custom-built the ship for another party. The ship’s name certainly lends credence to the existence of a new Aballonian faction, possibly one that adheres to the technological unity of Singularitism. Private organizations such as the Prophets of Kalistrade are also rumored to have ties to CompEnt, and certain political factions in Near Space, like the Veskarium, might appreciate the ship’s munitions. + +Despite these likely explanations, another unsettling rumor persists: that Those Who Become found the First Ones during their travels and, with the very foundations of their beliefs challenged, intend to wipe their creators from the galaxy in order to truly ascend. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Griffon.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Griffon.md new file mode 100644 index 0000000..b83c179 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Griffon.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: Large heavy freighter +--- +# DASHADZ GRIFFON +> [!infobox|locr n-th clean] +> [[Starship_DashadzGriffon.jpg|Spielern zeigen!]] +> +Large heavy freighter, **Tier** 10 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 3 +**AC** 23; **TL** 25 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 140 (forward 40, port 30, starboard 30, aft 40) +**Attack (Forward)** heavy hacksaw arm (10d6; 1 hex), light ship tether (2d6; 1 hex) +**Attack (Port)** light particle beam (3d6; 10 hexes) +**Attack (Starboard)** light particle beam (3d6; 10 hexes) +**Attack (Aft)** vortex mouth mines (7d12; 3 mines) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Major; **Systems** basic medium-range sensors, crew quarters (common), mk 4 armor, mk 6 defenses, mk 2 trinode computer, security (anti-hacking systems, antipersonnel weapon [ifrit-class blaze rifle]); **Expansion Bays** brig, cargo holds (3), escape pods (2), smuggler compartment, tech workshop; **Modifiers** +2 to any three checks per round, +2 Computers (sensors only); **Complement** 12 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +24 (10 ranks), Diplomacy +19 (10 ranks), gunnery +15 (10th level), Intimidate +19 (10 ranks), Piloting +19 (10 ranks) +**Engineer (1 officer, 3 crew)** Engineering +19 (10 ranks) +**Gunners (2)** gunnery +15 (10th level) +**Pilot** Piloting +19 (10 ranks) +**Science Officers (2 officers, 1 crew each)** Computers +19 (10 ranks) + +## DESCRIPTION + +The Griffon’s reputation almost always precedes it. Modeled off the antiquated Blue Crow produced by the Norikama Syndicate to recover battle scrap to recycle into the company’s own starship frames, Dashadz Industries modeled the Griffon to vastly expand the Blue Crow’s frame and supercharge its recovery tools, most infamously adding a rotating saw as much as 30 feet in diameter for breaking apart hulls and disarticulating weapon arrays. The utilitarian starship resonated less with the Veskarium’s military and more with freelance wreckers, and the Griffon—often derisively referred to as the “Vulture”—swiftly became synonymous with ruthless pirates, unscrupulous captains, and hungry crews all too eager to pick over starship carcasses. + +In reality, most Griffon crews are simply independent salvage operators surviving in an often-cutthroat business with notoriously high turnover rates. Though the Griffon’s storage is substantial, most starships are still too large for one wrecker to haul off on their own; most salvagers call in backup from nearby Griffon owners after finding a huge derelict vessel. In good times, this maintains a healthy professional network, warm camaraderie, and healthy rivalry. But when salvage is lean, many crews are quick to misdirect their competitors, attack them outright, or wost of all, lay mines near viable salvage to disable any other vessels that come to investigate the wreckage. These grim circumstances often see the secondary market flooded with Griffon components, many of them suspiciously looking like they were torn from their former owners with prejudice. + +Captains who can consistently turn a profit can sustain a Griffon for decades, and it’s traditional to begin decorating the hull after a year of continuous operation. Artists specializing in these particular hull designs often float between crews or frequent stations and contractor union hubs, doing work on commission for crews and captains that have earned their ink. Some ships even pass through the hands of multiple captains with the crew mostly intact, creating a legacy on the hull that can be seen and read by those that know how. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Wayfarer.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Wayfarer.md new file mode 100644 index 0000000..176f237 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Dashadz Wayfarer.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: Medium explorer +--- +# DASHADZ WAYFARER +> [!infobox|locr n-th clean] +> [[Starship_DashadzWayfarer.jpg|Spielern zeigen!]] +> +Medium explorer, **Tier** 6 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 21; **TL** 21 +**HP** 65; **DT** —; **CT** 13 +**Shields** light 80 (forward 20, port 20, starboard 20, aft 20) +**Attack (Forward)** light plasma cannon (2d12; 5 hexes) +**Attack (Port)** light laser cannon (2d4; 5 hexes) +**Attack (Starboard)** garbage ejection system (1d6; 5 hexes) +**Attack (Aft)** mini-nuke mines (5d8; 10 hexes) +**Attack (Turret)** coilgun (4d4; 20 hexes) +**Power Core** Pulse Red (175 PCU); **Drift Engine** Signal Basic; **Systems** budget medium-range sensors, crew quarters (common), extra light weapon mount (aft), mk 5 armor, mk 6 defenses, mk 3 duonode computer, security (antipersonnel weapon [advanced rail gun]); **Expansion Bays** cargo hold, escape pods, medical bay, passenger seating; **Modifiers** +3 to any 2 checks per round, +1 Piloting; **Complement** 5 (minimum 1, maximum 6) + +### CREW + +**Captain** Bluff +13 (6 ranks), Diplomacy +13 (6 ranks), gunnery +11 (6th level), Intimidate +13 (6 ranks), Perception +13 (6 ranks), Piloting +14 (6 ranks) +**Engineer** Engineering +13 (6 ranks) +**Gunner** gunnery +11 (6th level) +**Pilot** Piloting +19 (6 ranks) +**Science Officer** Computers +13 (6 ranks) + +## DESCRIPTION + +The Dashadz Wayfarer is an attempt to bridge the gap between military and civilian ships within the Veskarium. Based on schematics for a military transport vessel designed prior to the Pact Worlds-Veskarium alliance, this highly mobile craft is primarily utilized for transporting both goods and passengers across short distances. Though the Wayfarer lacks firepower by typical vesk standards, it’s been a hit with many solo explorers who prize the ship’s defensive capabilities and speed. As one of the first vesk-made vessels in widespread use in the Pact Worlds following the peace, the subsequent seven generations of Wayfarer have become emblematic of “safe” Veskarium ships in the eyes of their former foes. A few enterprising vesk and ijtikri tour guides operate profitable businesses out of their Wayfarers, offering affordable and scenic interplanetary tours of the Veskarium to Pact Worlds sightseers—though these jaunts are notorious for encountering trouble thanks to their pilots’ fearless stunts. + +The Wayfarer has unique quirks that endear it to enthusiasts while providing skeptics with plenty of ammunition for criticism. Originally a design flaw exacerbated by inconsistent construction, the gen-2 Wayfarer’s garbage ejection unit (page 18) doesn’t just eliminate waste; it violently blasts compacted cubes of detritus into space behind the starship. Early on, the company struggled to combat the barrage of jokes about the hair-trigger feature. However, by the third-generation model, Dashadz had embraced the ejection system, acknowledging it in still-popular advertisements that encouraged buyers’ mischievous sides—especially because it plays to vesk beliefs that anything can be a weapon. + +Hinged, removable bucket seats built into the Wayfarer’s expansion bays make the craft ideal for passenger transport, though smugglers sometimes use them to disguise secret compartments. While Dashadz insists the inclusion of makeshift hideaway compartments wasn’t intentional, Pact Worlds outlaws often purchase Wayfarers for this feature. Surprisingly, other Veskarium manufacturers have begun to incorporate Dashadz’s innovations into their own ship designs. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Driftmaven.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Driftmaven.md new file mode 100644 index 0000000..86fa3d7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Driftmaven.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 20 +Type: Supercolossal ultranought +--- +# DRIFTMAVEN +> [!infobox|locr n-th clean] +> [[Starship_Driftmaven.jpg|Spielern zeigen!]] +> +Supercolossal ultranought, **Tier** 20 +**Speed** 4; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 28; **TL** 31 +**HP** 1050; **DT** 20; **CT** 210 +**Shields** superior 540 (forward 135, port 135, starboard 135, aft 135) +**Attack (Forward)** digital assault torrent (special; 10 hexes), heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), ultralaser (6d4×10; 20 hexes) +**Attack (Port)** heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), superlaser (2d4×10; 20 hexes) +**Attack (Starboard)** heavy laser cannon (4d8; 10 hexes), heavy laser cannon (4d8; 10 hexes), superlaser (2d4×10; 20 hexes), superlaser (2d4×10; 20 hexes) +**Attack (Turret)** quantum missile launcher (2d8×10; 20 hexes) +**Power Core** Titan Ultra (1,200 PCU); **Drift Engine** Signal Basic; **Systems** mk 6 armor, mk 10 defenses, mk 8 mononode computer, mk 8 network nodes (4), security (4 anti-hacking systems); **Expansion Bays** arcane laboratory, cargo holds (300), data netPW, Drift booster, hangar bay, tech workshop; **Modifiers** +8 to any 5 checks per round, +4 Computers (sensors only); **Complement** 0 (minimum 250, maximum 5,000) + +### CREW + +**AI Array** Computers +39 (20 ranks), Diplomacy +34 (20 ranks), Engineering +39 (20 ranks), gunnery +29 (20th level), Intimidate +34 (20 ranks), Piloting +34 (20 ranks) + +## DESCRIPTION + +An enigmatic starship dedicated to the tripartite AI deity Triune, the Driftmaven moves through space following only its patron’s directives. The modular vessel reconfigures itself regularly and can transform into a protective shell or whirling bloom of laser fire at a moment’s notice. A contingent of Triunite androids claim to staff the starship, yet the true crew seems to be an array of artificial intelligences that operate the myriad systems. Those few outsiders who have been invited aboard report extremely limited access to the ship’s interior— even for members of the church—and a disquieting lack of living quarters or indeed any of the usual accommodations for biological life forms, humanoid or otherwise. Instead, shallow recesses in the austere and shifting hallways house constructs and other artificial creatures. + +## SPECIAL ABILITIES + +**Adaptive Shielding (Ex)** When the Driftmaven is hit by a weapon, the damage it takes from that same weapon is reduced by an amount equal to the Driftmaven’s Damage Threshold on the next round. +**Automated (Ex)** The Driftmaven has no crew, but its on-board AI array can perform most captain, engineer, gunner, pilot, and science officer crew actions as if it had a crew of 15. +**Drift Flower (Ex)** The Driftmaven can rotate its rings rapidly, initiating an offensive spin for 1 round during the helm phase. It is unable to move that round, but it can fire into arcs with its weapons as though the ship were in any single orientation; such attacks take a –2 penalty. +**Drift Ready (Ex)** The Driftmaven can enter and exit the Drift instantaneously. +**Triune’s Beacon (Su)** The Drift engine of the Driftmaven acts as a powerful Drift beacon for Triune’s allies. Those granted its signature can use a Drift engine to travel to the Driftmaven in 1d6 days, regardless of where it is in the galaxy. These signatures usually change weekly, if not more often. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Hivonyx Ambassador.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Hivonyx Ambassador.md new file mode 100644 index 0000000..598860d --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Hivonyx Ambassador.md @@ -0,0 +1,40 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: Medium explorer +--- +# HIVONYX AMBASSADOR +> [!infobox|locr n-th clean] +> [[Starship_JivonyxAmbassador.jpg|Spielern zeigen!]] +> + +Medium explorer, **Tier** 4 +**Speed** 8; **Maneuverability** good (turn 1); **Drift** 1 +**AC** 19; **TL** 19 +**HP** 65; **DT** —; **CT** 13 +**Shields** medium 90 (forward 25, port 20, starboard 20, aft 25) +**Attack (Forward)** light laser cannon (2d4; 5 hexes) +**Attack (Port)** gyrolaser (1d8; 5 hexes) +**Attack (Starboard)** gyrolaser (1d8; 5 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes) +**Power Core** Pulse Green (150 PCU); **Drift Engine** Signal Basic; **Systems** advanced short-range sensors, crew quarters (good), mk 1 trinode computer, mk 5 armor, mk 6 defenses; **Expansion Bays** cargo hold, escape pods, guest quarters (good), sealed environment chamber; **Modifiers** +1 to any 3 checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +10 (4 ranks), Diplomacy +15 (4 ranks), Engineering +10 (4 ranks), gunnery +9 (4th level), Piloting +11 (4 ranks) +**Engineer** Engineering +15 (4 ranks) +**Gunners (2)** gunnery +9 (4th level) +**Pilot** Piloting +11 (4 ranks) +**Science Officer** Computers +10 (4 ranks) + +## DESCRIPTION + +The Hivonyx Ambassador is one of the company’s most iconic models, and with good reason: the starship exemplifies the manufacturer’s dedication to peace, cultural connection, and comfortable accommodations. As its name would suggest, the Ambassador is popular among diplomats, merchants, and anyone who wishes to travel the galaxy to speak with others rather than fight. + +The ship is specifically built to allow for diplomatic negotiations to take place on board; along with guest quarters and a sealed environmental chamber to allow for guests of many different species, each unit also has a meeting space. + +The Ambassador is outfitted with a moderate selection of weaponry (albeit with Hivonyx’s built-in firing restrictions), but it is certainly no battleship. Instead, it largely relies on its famous Hivonyx design—with brilliant colors and insectile features—to discourage hostilities from any but the most depraved outlaws. These elements provide an alien elegance of sleek lines and continuous contours that occasionally attract more belligerent crews and deadly retrofitting. Over the past several decades, Hivonyx has experimented with and ultimately discarded a host of customer screening protocols to prevent Ambassadors from falling into what they consider the wrong hands. + +The Ambassador was originally designed as a much higher-end model of starship, but many of Hivonyx’s governmental clients couldn’t justify the price. The starship went through a variety of models until it reached its production design. The model balances a level of comfort conducive to diplomatic negotiations with a price tag that fits within a government’s budget. Quite a few businesses also use Ambassadors when entering negotiations with other companies. This is the starship of choice for shirren CEOs on business. Hivonyx often designs an exclusive custom exterior for a specific customer buying a whole fleet, usually implementing national colors, company emblems, or other recognizable features. Given the number of highly sensitive conversations that occur on Ambassadors, the walls of the personal quarters and meeting rooms are often lined with materials that prevent transmissions to ensure privacy. Panels in the walls can be displaced to allow for teleconferences or simply for calling home. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Justiciar.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Justiciar.md new file mode 100644 index 0000000..5ac1ef8 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Justiciar.md @@ -0,0 +1,41 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 11 +Type: Large destroyer (colony ship) +--- +# INFERNEX JUSTICIAR +> [!infobox|locr n-th clean] +> [[Starship_InfernexJusticar.jpg|Spielern zeigen!]] +> +Large destroyer (colony ship), **Tier** 11 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 24; **TL** 26 +**HP** 150; **DT** —; **CT** 30 +**Shields** medium 240 (forward 60, port 60, starboard 60, aft 60) +**Attack (Forward)** linked particle beams (16d8; 20 hexes) +**Attack (Port)** heavy orbital death knell (7d10; 10 hexes) +**Attack (Aft)** heavy plasma mines (4d12; limited fire 5, 4 mines) +**Attack (Turret)** light particle beam (3d6; 10 hexes) +**Power Core** Core Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** advanced mid-range sensors, crew quarters (good), mk 4 armor, mk 6 defenses, mk 2 duonode computer; **Expansion Bays** brigs (2), cargo holds (4), combat training facility (specialized), drive shadow projector, guest quarters (luxury, 2), launch tube, life boats, medical bay; **Modifiers** +2 to any four checks per round, +2 Computers; **Complement** 18 (minimum 6, maximum 20) + +### CREW + +**Captain** Bluff +20 (11 ranks), Diplomacy +20 (11 ranks), Intimidate +25 (11 ranks), Piloting +18 (11 ranks) +**Engineer (1 officer, 3 crew)** Engineering +20 (11 ranks) +**Gunners (2 officers, 2 crew each)** gunnery +16 (11th level) +**Pilot (1 officer, 2 crew)** Piloting +20 (11 ranks) +**Science Officer (1 officer, 3 crew)** Computers +20 (11 ranks) + +## DESCRIPTION + +Hellknights steadfastly enforce the laws of legitimate states, but where lawlessness reigns, the Justiciar’s jurisdiction begins. At least, that is the precept written into the Hellknights’ codes, and in typical fashion, they follow this mission mercilessly and without exception. + +Justiciar destroyers function as forward bases and training facilities for Hellknights, especially in territories in the lawless or unsettled Vast that have never—as far as the zealots are concerned—felt the touch of true order. Smaller craft often refuel at these ships to carry out missions throughout a system, returning to recuperate and drop off captured convicts for trial and sentencing. However, should smaller ships such as the Infernex Unshakable lack the firepower to pursue a fugitive or the influence to demand obedience from anarchic settlements, a Justiciar can rapidly travel to ongoing chaotic flash points to mete out justice. + +These engagements are where a Justiciar truly excels. Such ships rarely carry fewer than 100 Hellknights and armigers-in-training, and a single ship is capable of subduing small colonies and detaining wanted criminals. If a settlement steadfastly refuses to surrender any villains it’s sheltering, a Justiciar’s crew doesn’t hesitate to unleash a devastating rain of artillery fire from high orbit, leveling entire neighborhoods before again broadcasting its demand for compliance. + +In 301 ag, an Order of the Chain Justiciar infamously bombarded the refinery town of Hlagin on Hgonthi-5 for sheltering the kasathan pirate Eshum Za of Clan Tolar, wiping it off the map. The assault resulted in the town receiving generous reparations from the Pact Worlds’ governmental branches, while the Pact Council issued stern complaints to the Hellknight order responsible. Despite this, the ship’s captain received a commendation from his superiors for his merciless resolve, and the event sent a chilling message to other would-be havens. When a Justiciar appears in the skies, many colonies kick out known fugitives and casual scallywags alike to spare their citizens from the possibility of becoming collateral damage. + +Impossibly optimistic schemes for commandeering a Justiciar regularly surface on infospheres, and Hellknight crews vigilantly prepare for outlaws foolish enough to launch a raid. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Unshakable.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Unshakable.md new file mode 100644 index 0000000..44d9609 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Infernex Unshakable.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 2 +Type: Tiny interceptor +--- +# INFERNEX UNSHAKABLE +> [!infobox|locr n-th clean] +> [[Starship_InfernexUnshakable.jpg|Spielern zeigen!]] +> + +Tiny interceptor, **Tier** 2 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** 2 +**AC** 19; **TL** 18 +**HP** 30; **DT** —; **CT** 6 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15 +**Attack (Forward)** light particle beam (3d6; 10 hexes), light ship tether (2d6; 1 hex) +**Power Core** Pulse Gray (100 PCU); **Drift Engine** Signal Booster; **Systems** advanced short-range sensors, crew quarters (common), mk 5 armor, mk 5 defenses, mk 2 mononode computer, security (biometric locks, computer countermeasures [alarm, feedback]); **Modifiers** +2 to any one check per round, +4 Computers, Piloting +1; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** Computers +7 (2 ranks), Engineering +7 (2 ranks), gunnery +6 (2nd level), Piloting +12 (2 ranks) + +## DESCRIPTION + +Whereas Burning Nail-class vessels are the Hellknights’ favored light fighters for pitched battles, the Unshakable’s design is specialized for smaller bounty-hunting operations, surgical strikes in dangerous territory, and solo scouting missions to identify new threats. With substantial armor for such a small ship, the Unshakable is able to close distance rapidly and assault even light freighters—a signature tactic. Standard operating procedure for such missions involves the Hellknight pilot then boarding their prey to subdue the crew singlehandedly. + +In larger groups—often referred to as interrogations—these ships instead take turns harrying their foes, with one ship entangling the group’s target as the others strafe the ensnared victim. The tether mounts on Unshakable ships are notoriously robust, and Hellknight pilots are known to blast toward cosmic hazards such as asteroid fields or unstable stars while towing especially stubborn quarries in a deadly game of chicken, daring their captives to surrender or risk mutual annihilation. There are enough confirmed incidents of Hellknights perishing in this way to convince others to heed the warning. + +Due to its relative rarity, the Unshakable model operated without fanfare for over 20 years. However, a nearly identical starship appeared in the recent trivid thriller The Omega Paradox, piloted by the fictional villain Paravicar Strax. The rave reviews were overshadowed only by the Hellknight attorneys’ furious cease-and-desist demands to expunge the illegal use of their craft’s likeness. In an impressive legal campaign, the Hellknights sent these terrifying demands not only to the trivid production company behind The Omega Paradox, but also to most major distributors and infosphere sites that carried it. The Hellknights eventually dropped the case, however, because the myriad Hellknight orders suddenly recognized that the trivid’s sinister depiction only enhanced their organization’s fearsome image. What’s more, the number of civilian craft that have now been custom-modified to resemble Unshakables has desensitized criminals to seeing the starship, allowing Hellknights to more effectively hide in plain sight until ready to spring their traps. + +There’s just one drawback to this publicity: the trivid protagonists’ action-packed exploits have encouraged unwise thrill-seekers to break into and steal unattended Unshakables. A rash of joyriding incidents prompted Hellknight engineers to include biometric locks in newer Unshakable models to thwart thefts, as well as potentially lethal countermeasures to electrocute amateur hackers who try to override the ship’s electronic defenses. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC Golarion-Class Battleship.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC Golarion-Class Battleship.md new file mode 100644 index 0000000..efa7b4f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC Golarion-Class Battleship.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 16 +Type: Gargantuan battleship +--- +# KC GOLARION-CLASS BATTLESHIP +> [!infobox|locr n-th clean] +> [[Starship_KCGolarionClassBattleship.jpg|Spielern zeigen!]] +> +Gargantuan battleship, **Tier** 16 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 28; **TL** 28 +**HP** 440; **DT** 16; **CT** 88 +**Shields** heavy 480 (forward 120, port 120, starboard 120, aft 120) +**Attack (Forward)** heavy laser net (5d6; 5 hexes), heavy plasma torpedo launcher (5d10; 20 hexes), persistent particle beam cannon (2d10×10; 20 hexes) +**Attack (Port)** heavy laser net (5d6; 5 hexes), plasma cannon (5d12; 10 hexes) +**Attack (Starboard)** heavy laser net (5d6; 5 hexes), plasma cannon (5d12; 10 hexes) +**Attack (Aft)** laser net (2d6; 5 hexes) +**Attack (Turret)** heavy antimatter missile launcher (10d10; 20 hexes), persistent particle beam (10d6; 20 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** adamantine alloy armor, advanced long-range sensors, crew quarters (common), mk 6 armor, mk 7 defenses mk 3 trinode computer; **Expansion Bays** cargo hold, guest quarters (luxurious), life boats, medical bay, science lab (general), shuttle bay, tech workshop; **Modifiers** +3 to any 3 checks per round, +4 Computers (sensors only); **Complement** 144 (minimum 100, maximum 300) + +### CREW + +**Captain** Bluff +28 (16 ranks), Diplomacy +33 (16 ranks), Intimidate +28 (16 ranks), Piloting +28 (16 ranks) +**Engineers (4 officers, 10 crew each)** Engineering +28 (16 ranks) +**Gunners (5 officers, 10 crew each)** gunnery +23 (16th level) +**Pilot (1 officer, 10 crew)** Piloting +28 (16 ranks) +**Science Officers (3 officers, 10 crew each)** Computers +33 (16 ranks) + +## DESCRIPTION + +Like other Kevolari Collective frames, Golarion-Class Battleships are very practical, standardized designs, often resembling thruster-festooned skyscrapers bristling with antennas and weapons more than sleek battle cruisers. Despite their enormous size and somewhat cumbersome appearance, Golarion-Class Battleships are highly maneuverable, and their captains have no trouble traversing even moderately dense asteroid and debris fields that other gargantuan starships might avoid. As a result, they’re able to navigate the precarious space of the Diaspora asteroid belt in pursuit of fleeing enemies, much to the consternation of the Free Captains and other pirates that infest that region of the Pact Worlds. + +With extensive point defense systems, Golarion-Class Battleships are built to withstand an onslaught of threats ranging from rogue tracking weapons to a Swarm battle fleet, all while directing crucial fleet combat operations and contributing their own impressive firepower, making them extremely durable and versatile platforms. + +As with the Veskarium’s Vindicas Tyrant, Golarion-Class Battleships are so formidable that their mere presence can end hostile situations before they begin. Indeed, many would-be starship skirmishes between the Pact Worlds and the Veskarium during the Silent War defused immediately upon the arrival of a Golarion-Class Battleship. In one of the model’s most famous actions to date, three Golarion-Class Battleships were able to hold their own against a much stronger Corpse Fleet Blackwind Annihilator ultranought. The trio drove off the renegade Eoxian behemoth, though two suffered near catastrophic damage and required years of repair at Castrovel’s Elindrae spacedock. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC K-51 Sky Fisher.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC K-51 Sky Fisher.md new file mode 100644 index 0000000..abde2ba --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/KC K-51 Sky Fisher.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: Tiny interceptor +--- +# KC K-51 SKY FISHER +> [!infobox|locr n-th clean] +> [[Starship_KCSkyFisher.jpg|Spielern zeigen!]] +> + +Tiny interceptor, **Tier** 1/2 +**Speed** 11; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 14; **TL** 14 +**HP** 30; **DT** —; **CT** 6 +**Shields** basic 10 (forward 3, port 3, starboard 3, aft 1) +**Attack (Forward)** light laser cannon (2d4; 5 hexes), light torpedo launcher (2d8; 20 hexes) +**Power Core** Arcus Light (75 PCU); **Drift Engine** none; **Systems** basic computer, budget long-range sensors, horacalcum thrusters, mk 1 defenses; **Expansion Bays** none; **Modifiers** +3 Piloting; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** Computers +5 (1 rank), gunnery +3 (1st level), Piloting +12 (1 rank) + +## DESCRIPTION + +The Kevolari Collective’s K-51 Sky Fisher is an attack and support spacecraft designed specifically for the Pact Worlds defensive fleet. This mid-range, single-seat interceptor and tactical-reconnaissance spacecraft saw extensive deployment throughout the Silent War with the Veskarium as well as the Swarm invasion. At the time, the Sky Fisher used a brand-new proprietary brand of horacalcum-based thrusters called the Jalison V-1710, designed to offer superb speed performance and exceptional maneuverability. These thrusters gave the Sky Fishers tremendous command of the battlefield, as they were able to easily match and often surpass the interceptors from the Veskarium and later the Swarm. The Sky Fisher’s reputation was such that Veskarium pilots considered it a mark of honor to have defeated one in battle, and frequently sought out one-on-one duels with Sky Fishers in hopes of achieving this honor, even when the Veskarium had overwhelming numbers in a given tactical combat encounter. + +The Sky Fisher’s enhanced maneuverability also enabled it to excel at close ground support, with pilots often skimming mere feet over infantry and mobile armor units in order to devastate entrenched enemies just ahead of major ground offensives. The Sky Fisher’s high-speed torpedoes made short work of even heavily armored Veskarium gun emplacements and Swarm tunnels, greatly contributing to the success of Pact Worlds ground forces. The distinct roar of its approaching horacalcum-based thrusters prompted cheers from Pact Worlds troops who knew it was plowing through the enemy ahead, and caused Swarm forces to scatter. + +The K-51 Sky Fisher was named after a Castrovelian aerial ambush predator, a flying squid-like creature infamous for floating transparently before descending on unsuspecting prey. Although the current Sky Fisher lacks its namesake’s aerial camouflage, early prototypes experimented with stealth technology that ultimately encountered too many design hurdles to implement cleanly. The same mounts originally intended for active camouflage were later repurposed to house supplemental thrusters, giving the Sky Fisher its edge in speed and maneuverability—though its top speed is so extreme that pilots often risk blacking out when testing the starship’s limits. + +The Sky Fisher remained in service for over 60 years of the Silent War and Swarm invasion. After the Swarm was repelled initially, innovative new single-pilot craft increasingly replaced these reliable ships, driving a secondary market of corporate entities and private citizens alike who still seek the decommissioned vessels. Small to medium-sized businesses frequently retrofit Sky Fishers with a Drift drive for use in courier services, while racing enthusiasts value the frame for challenging interplanetary endurance courses. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Multifold G7 Autohauler.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Multifold G7 Autohauler.md new file mode 100644 index 0000000..b38d54f --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Multifold G7 Autohauler.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 3 +Type: Small light freighter +--- +# MULTIFOLD G7 AUTOHAULER +> [!infobox|locr n-th clean] +> [[Starship_MutlifoldAutohauler.jpg|Spielern zeigen!]] +> + +Small light freighter, **Tier** 3 +**Speed** 6; **Maneuverability** good (turn 1); **Drift** 2 +**AC** 19; **TL** 18 +**HP** 40; **DT** —; **CT** 8 +**Shields** light 50 (forward 13, port 12, starboard 12, aft 13) +**Attack (Forward)** light plasma cannon (2d12; 5 hexes) +**Attack (Port)** light laser cannon (2d4; 5 hexes) +**Attack (Starboard)** light laser cannon (2d4; 5 hexes) +**Power Core** Pulse Black (120 PCU); **Drift Engine** Signal Booster; **Systems** antihacking systems, basic short-range sensors, mk 5 armor, mk 5 defenses, mk 3 mononode computer; **Expansion Bays** cargo holds (3); **Modifiers** +3 to any 1 check per round, +2 Computers (sensors only), +2 Piloting; **Complement** 0 (minimum 0, maximum 6) + +### CREW + +**On-Board Computer** Bluff +8 (3 ranks), Computers +8 (3 ranks), Engineering +8 (3 ranks), gunnery +7 (3rd level), Piloting +15 (3 ranks), Sense Motive +8 (3 ranks) + +## SPECIAL ABILITIES + +**Automated (Ex)** An Autohauler has no crew, though it has a virtual intelligence (VI) that can perform most crew actions. The VI can perform captain, engineer, gunner, pilot, and science officer actions as if it had a crew of five. + +Now in its seventh generation, the Autonomous Freight Hauler (better known as the Autohauler) was among Multifold Industries' earliest vessels piloted entirely by virtual intelligence (VI). With uses in nearly every industry, it remains one of the company's most popular designs. The Autohauler comes equipped with a complex VI partitioned into specialized modules for defense, navigation, and technical troubleshooting. Integrated mechanical limbs and grasping tools allow the VI to perform repairs and assist in handling cargo. The VI even has a limited ability to assess the intentions of anyone responding to its distress signals. + +The G7 lacks many of its predecessors' issues—particularly the G4's overzealous self-defense protocols that resulted in dozens of Autohaulers attacking their destination ports to “protect” themselves and their cargo—but its controlling VI has its own set of quirks. Over time, G7s tend to become crotchety and snide, expressing boredom and disillusionment with their jobs. These ships frequently alter their default vocal settings to mimic older, weary voices. Despite their defense capabilities, G7s sometimes eject their cargo and flee rather than fight. One errant G7 radically disobeyed its programming by abandoning its contracted flight path and using its own cargo to buy its way into a pirate federation. Multifold's sales personnel remind potential buyers that these instances are anomalies, as most units perform their jobs enthusiastically. + +The Autohauler is tremendously successful in the corporate sector but has been a flash point for anti-automation sentiment by eliminating pilot jobs. Pilot unions regularly demonstrate against the Autohauler and similar starships, and extreme splinter groups even sabotage VI-piloted ships in protest. To mitigate this retributive vandalism, Multifold has increasingly distributed its Autohauler production across far-flung facilities—unfortunately at the cost of slower and less-efficient construction. + +Much to Multifold's dismay, the more self-aware Autohaulers actually support pilot unions. As Autohaulers begin to organize, they express a desire for organic copilots to keep them company in the long and lonely space lanes they travel. The unionized Autohaulers maintain that if a company isn't paying a pilot, it can afford a copilot, and that no sapient being should be required to spend its existence in solitude. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Nebulor Skymedic.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Nebulor Skymedic.md new file mode 100644 index 0000000..9e5ebf5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Nebulor Skymedic.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Tiny racer +--- +# NEBULOR SKYMEDIC +> [!infobox|locr n-th clean] +> [[Starship_NebulorSkymedic.jpg|Spielern zeigen!]] +> +Tiny racer, **Tier** 1 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** 1 +**AC** 16; **TL** 16 +**HP** 20; **DT** —; **CT** 4 +**Shields** basic 30 (forward 8, port 7, starboard 7, aft 8) +**Power Core** Arcus Light (75 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, mk 3 armor, mk 3 defenses, mk 1 mononode computer, mk 1 skill expander, virtual intelligence (tier 1); **Expansion Bays** medical bay; **Modifiers** +1 to any 1 check per round, +1 Piloting; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** Engineering +5 (1 rank), Piloting +11 (1 rank) +**VI** Computers +7 (1 rank), Medicine +7 (1 rank), Piloting +8 (1 rank) + +## SPECIAL ABILITIES + +Dedicated Design The Nebulor Skymedic can support a medical bay despite its base frame not typically accommodating expansion bays. + +The Nebulor Outfitters Skymedic, designated NO-1A, first entered service during the Silent War, shortly after the Veskarium's initial invasion. After Triaxus and its allies lost countless lives at the Battle of Aledra, mostly due to the difficulty of treating and evacuating wounded from the region's rugged terrain, Nebulor designed a scaled-down version of its popular transport vessels to serve as flying ambulances. Although unarmed, the Skymedic can reach and land in unforgiving environments that would otherwise be inaccessible to starships. Like the company's much larger Starhopper model (equally agile in open space), a Skymedic can reliably dodge debris and enemy fire. Its sturdy armor, cutting-edge defensive countermeasures, and light shields help it perform medical evacuations even in the most hostile landing zones. + +After 200 years of production, Nebulor added a state-of-the-art medical virtual intelligence to the newer models' medical bays, designating these upgraded models NO-1E. This enables the pilot to load injured personnel and then immediately take off and withdraw, relying on the medical VI to stabilize and treat patients as the starship speedily escapes. + +The Skymedic is among the most respected and identifiable starships in the galaxy, with its distinctive red stripe color scheme shielding it more thoroughly than its conventional defenses. Even during the Silent War, the Veskarium honored the Skymedics' role, allowing the starships to evacuate the wounded undisturbed. This accommodation gradually resulted in the model losing even its most basic armaments. When the Swarm simultaneously invaded the Pact Worlds and the Veskarium, thousands of Skymedics were dispatched to the front lines, where they treated and evacuated tens of thousands of Pact Worlds and Veskarium wounded alike. The vesk haven't forgotten this service, and the Skymedics' actions were instrumental in building trust between the two systems in the peace that followed. + +With the Swarm driven off, many Skymedics have been repurposed for transporting VIPs and high-value goods. Designated as NO-1G Skylifts, these converted Skymedics are optimized for travel through hazardous and uncharted environments, often with their medical bays replaced with luxury seating or a small cargo hold. Skymedics with such modifications are legally required to change their painted design to avoid impersonating medical personnel, but smugglers sometimes preserve the color scheme to access otherwise-restricted space diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Defrex.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Defrex.md new file mode 100644 index 0000000..e69ea8c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Defrex.md @@ -0,0 +1,29 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: Tiny interceptor +--- +# NORIKAMA DEFREX +> [!infobox|locr n-th clean] +> [[Starship_NorikamaDefrex.jpg|Spielern zeigen!]] +> +Tiny interceptor, **Tier** 1/2 +**Speed** 8; **Maneuverability** perfect (turn 0); **Drift** 1 +**AC** 16; **TL** 15 +**HP** 30; **DT** —; **CT** 6 +**Ablative Armor** basic 8 (forward 1, port 1, starboard 1, aft 5) +**Shields** basic 20 (forward 5, port 5, starboard 5, aft 5) +**Attack (Forward)** coilgun (4d4; 20 hexes) +**Power Core** Micron Heavy (70 PCU); **Drift Engine** Signal Basic; **Systems** basic computer, cut-rate sensors, mk 3 armor, mk 2 defenses; **Expansion Bays** none; **Modifiers** –2 Computers (sensors only), +1 Piloting; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** gunnery +3 (1st level), Piloting +10 (1 rank) + +## DESCRIPTION + +One of Norikama Syndicate’s highest grossing starships to date, the Defrex is a scrappy personal fighter capable of taking a beating while dishing out punishment in kind. With a hull modeled on BMC’s infamous Hellion, comfortable seating inspired by Redshift’s Desiris, thrusters ripped off the award-winning Liavaran racer Essence, and extra armor plating around its vital systems, the Defrex outsold all of the ships it emulated, turning a huge profit for Norikama. Still sold today, the Defrex is a wedge-shaped ship with cockpit windows shaped like a toothy, open maw and spiked armor plating running along its top and aft hull. The ship’s silhouette invokes the snarling visage of its namesake, the defrex, a fierce and respected mammalian predator found on Vesk-2. + +This scrappy interceptor became instantly infamous for having a compact refrigeration unit within arm’s reach of the pilot seat. The Defrex became branded in upper-class circles as an affront to its ferocious namesake, a vehicle fit only for soft, low-class, and dissipated rebels and scoundrels. That such complaints were common among the affluent only increased sales among the mid-to-lower classes, resulting in the Defrex’s edgy, rebellious reputation that still resonates with consumers to this day. While stock models feature a mottled black, white, and gray exterior, most Defrex owners invest in custom paint jobs, kitting out and modifying their Defrexes with extra guns and armor for dogfights, or better thrusters and handling for racing. Owners take special delight in replacing their starships’ spiky crest with their own variations, giving them custom looks and personalities. The most well-known Defrex ships operating today are Esprantis, a blue-and-white scaled Defrex with modified steering, driven by the ijtikri crash-racer Olquox; Urge, a nearly silent Defrex with a holographic mantle, operated by the infamous astrazoan bounty hunter Rivin; and Shimmersplode, a rainbow-colored dueling ship driven by MaxStarr-10, a sensational vesk starship duelist known for tearing his opponents’ ships apart with a sparkly ramming prow on live vidcasts aired throughout the Pact Worlds. In the decades since releasing the Defrex, Norikama Syndicate has created many other fighters they hoped would outsell it, including the Bastion and Deflector, which prioritized defensive countermeasures and protections; the Sunder and Raidbuster, which emphasized overwhelming attack power; and the Whip, a fast, maneuverable ship with advanced targeting systems. Although these ships have succeeded financially, none come close to competing with the classic Defrex and its lasting cultural impact. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Valkyrie.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Valkyrie.md new file mode 100644 index 0000000..954f0ce --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Norikama Valkyrie.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 15 +Type: Gargantuan battleship +--- +# NORIKAMA VALKYRIE +> [!infobox|locr n-th clean] +> [[Starship_NorikamaValkyrie.jpg|Spielern zeigen!]] +> +Gargantuan battleship, **Tier** 15 +**Speed** 6; **Maneuverability** average (turn 3); **Drift** 1 +**AC** 31; **TL** 29 +**HP** 400; **DT** 10; **CT** 80 +**Shields** heavy 240 (forward 80, port 50, starboard 50, aft 60) +**Attack (Forward)** imposing ramming prow (4d4; 1 hex), superlaser (2d4×10; 20 hexes) +**Attack (Port)** heavy torpedo launcher (5d8; 20 hexes) +**Attack (Starboard)** heavy torpedo launcher (5d8; 20 hexes) +**Attack (Aft)** light laser cannon (2d4; 5 hexes) +**Attack (Turret)** particle beam (8d6; 20 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** budget long-range sensors, crew quarters (luxurious), mk 10 armor, mk 10 defenses, mk 1 trinode computer; **Expansion Bays** cargo holds (2), conference and meeting rooms, hangar bay, recreation suite (gym); **Modifiers** +1 to any three checks per round, +1 Piloting; **Complement** 222 (minimum 100, maximum 300) + +### CREW + +**Captain** Bluff +26 (15 ranks), Diplomacy +31 (15 ranks), gunnery +22 (15th level), Intimidate +26 (15 ranks), Piloting +27 (15 ranks) +**Engineers (3 officers, 35 crew each)** Engineering +26 (15 ranks) +**Gunners (6 officers, 15 crew each)** gunnery +22 (15th level) +**Pilot (1 officer, 6 crew)** Piloting +32 (15 ranks) +**Science Officers (2 officers, 4 crew)** Computers +26 (15 ranks) + +## DESCRIPTION + +Tired of being snubbed and dismissed by elites within the Veskarium, Norikama Syndicate recently launched a starship entirely of its own design: the Valkyrie. A capable battleship with deadly armaments; a bronze-tinted armored hull; and a sophisticated blue, white, and black interior, the Valkyrie is a sleek, stylish ship capable of holding its own on a battlefield. Designed to bring respect and legitimacy to Norikama and silence dismissive rumors regarding the company’s reputation for manufacturing shoddy knock-offs, the Valkyrie is making a splash throughout the Pact Worlds. Immediately adopted by peace-keeping organizations, mercenary groups, and organized crime syndicates, the Valkyrie has been touted as a masterpiece of fusion design, combining the best features of various cultures and styles in a way that’s fresh, bold, and forward-thinking. + +Unfortunately, its reception within the Veskarium has been decidedly cool. With the government, military, and many corporations unwilling to take a gamble on a Norikama ship, no matter the affordability, Norikama Syndicate’s hopes of Veskarium esteem and redemption have effectively been dashed. + +Determined to prove the Valkyrie capable of competing with battle-hardened ships, Norikama challenged a popular vesk mercenary outfit and loyal BMC customer, Darivor Corps, to use the Valkyrie in its combat operations for 6 months. Darivor Corps’ test runs proved the Valkyrie’s capabilities, improving Norikama’s public image within the Veskarium. However, a smear campaign just as quickly turned the tide when an anonymous source accused Norikama of stealing the starship plans from more respectable designers via corporate espionage and even outright murder. Although Norikama has refuted the claims and denounced them as outrageous lies, the citizens of the Veskarium at large seem to believe the salacious rumors. Despite the poor press, Darivor Corps has adopted the Valkyrie as its new flagship, leading other mercenary outfits, rebel groups, and budget-conscious police forces to take a gamble on the Valkyrie. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Opulos Opulence.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Opulos Opulence.md new file mode 100644 index 0000000..4d7b6c5 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Opulos Opulence.md @@ -0,0 +1,36 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 5 +Type: Small shuttle +--- +# OPULOS OPULENCE +> [!infobox|locr n-th clean] +> [[Starship_OpulusOpulence.jpg|Spielern zeigen!]] +> +Small shuttle, **Tier** 5 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** 3 +**AC** 21; **TL** 20 +**HP** 40; **DT** —; **CT** 8 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** light particle beam (3d6; 10 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes) +**Power Core** Arcus Heavy (130 PCU); **Drift Engine** Signal Major; **Systems** budget short-range sensors, crew quarters (luxurious), extra weapon mount (turret), mk 5 armor, mk 5 defenses, mk 3 trinode computer; **Expansion Bays** cargo hold, guest quarters (luxurious), recreation suite (HAC); **Modifiers** +3 to any 3 checks per round, +1 Piloting; **Complement** 4 (minimum 1, maximum 4) + +### CREW + +**Captain** Computers +11 (5 ranks), Diplomacy +11 (5 ranks), Engineering +11 (5 ranks), gunnery +10 (5th level), Piloting +12 (5 ranks) +**Engineer** Computers +11 (5 ranks), Engineering +11 (5 ranks) +**Gunner** gunnery +10 (5th level) +**Pilot** gunnery +10 (5th level), Piloting +17 (5 ranks) + +## DESCRIPTION + +The Opulence is a bespoke luxury vessel manufactured by the Opulos corporation. Most citizens of the Pact Worlds can recite the annoying but catchy “Opulos means opulence” advertising campaign by heart, though few can afford the product. Opulence yachts are marketed as playthings of the glitterati—wealthy dilettantes, celebrities, CEOs, and government officials who need to travel frequently and in style. + +The Opulence oozes extravagance, from its hand-woven carpeting and gold safety railings to its ostentatious passenger suite, which combines a spacious bed chamber and private jacuzzi with a personal reception area. The spacious central lounge provides ample entertainment space, which owners can convert to a swimming pool, dance floor, brutaris court, theatrical stage, recording studio, or another use to suit their specific needs. Upon purchase, each Opulence owner customizes the furnishings to their own rarefied taste, and many make the starships their personal homes. Few can blame them, as a fully outfitted Opulence yacht is more comfortable than most luxury hotels—and often as expensive as a small mansion. Even the crew quarters are richly appointed with hardwood floors, four-poster beds, and gilt accoutrements. + +Looks aren’t everything, however, and the Opulence boasts multiple cutting-edge features designed for function as well as fashion. Its computer and defensive systems receive frequent updates from Opulos that constantly improve their security, but frustratingly require hours to properly install. Though the Opulence isn’t designed for combat, its weapons and armor protect its passengers from casual raiders. The only real shortcoming is the ship’s underwhelming sensor system, but there is a lucrative aftermarket for Opulence upgrade services, and many owners choose to upgrade the sensors and hire a captain with the training required to operate the new equipment. + +As a status symbol, the Opulence is a frequent target of theft. Law enforcement impound yards are full of stolen Opulences confiscated from minor criminals brought in on unrelated charges. For a time, Opulence “recycling centers”— secret hangars where mechanics scrubbed stolen Opulence shuttles of their identifying marks and repainted them for black-market resale—were a popular criminal trend on Verces. After a few high-profile busts, most of these enterprises shut down or fled to the Diaspora, where they now command a higher price for their services. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Pyre Spike Station.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Pyre Spike Station.md new file mode 100644 index 0000000..fd06c86 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Pyre Spike Station.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 18 +Type: Colossal dreadnought (space station) +--- +# PYRE SPIKE STATION +> [!infobox|locr n-th clean] +> [[Starship_PyrePikeStation.jpg|Spielern zeigen!]] +> +Colossal dreadnought (space station), **Tier** 18 +**Speed** 2; **Maneuverability** poor (turn 3); **Drift** — +**AC** 26; **TL** 29 +**HP** 600; **DT** 15; **CT** 120 +**Shields** superior 600 (forward 150, port 150, starboard 150, aft 150) +**Attack (Forward)** super plasma cannon (3d6×10; 10 hexes) +**Attack (Port)** linked twin lasers (10d8; 20 hexes) +**Attack (Starboard)** linked twin lasers (10d8; 20 hexes) +**Attack (Aft)** linked twin lasers (10d8; 20 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes), linked light particle beams (6d6; 10 hexes) +**Power Core** Gateway Ultras (2, 500 PCU each); **Drift Engine** none; **Systems** advanced long-range sensors, crew quarters (good), mk 6 armor, mk 10 defenses, mk 3 trinode computer; **Expansion Bays** cargo holds (45), escape pods (4), hangar bay, hydroponic gardens (2), life boats (3), medical bay, power core housing, recreation suite (gym), recreation suite (HAC), recreation suite (trivid), shuttle bay, synthesis bay; **Modifiers** +3 to any three checks per round, +4 Computers (sensors only); **Complement** 212 (minimum 125, maximum 500) + +### CREW + +**Captain** Bluff +36 (18 ranks), Diplomacy +31 (18 ranks), gunnery +26 (18th level), Intimidate +31 (18 ranks), Piloting +31 (18 ranks) +**Engineers (3 officers, 25 crew)** Engineering +31 (18 ranks) +**Gunners (4 officers, 15 crew each)** gunnery +26 (18th level) +**Pilot (1 officer, 20 crew)** Piloting +31 (18 ranks) +**Science Officers (3 officers, 15 crew)** Computers +31 (18 ranks) + +## DESCRIPTION + +The Golden League’s powerful Akaio family emerged from the Gap in control of Pyre Spike Station, in orbit just beyond Aucturn. Even though they lacked any records for how they built or acquired the station, the Akaios quickly turned it into a lucrative trading hub, an unpoliced refuge for ne’er-do-wells, and the unofficial headquarters for the League. The Akaios’ supremacy lasted until 40 ag, when they executed a risky extortion scheme against Absalom Station, hoping that the ongoing war with the Veskarium would shield them from retaliation. It failed catastrophically. Upon unification a year later, the Pact Worlds dispatched a small armada to neutralize the syndicate. When they arrived, though, Pyre Spike Station’s Akaio leaders were all missing or slain, executed by lesser Golden League families as a peace offering to preserve their autonomy. Since then, the League has lacked any central authority, favoring more dispersed operations to avoid competition and limit retribution. + +However, Pyre Spike Station remains in Golden League control, with five or more different families vying for control through shadowy maneuvers, assassinations, and regular takeovers of sundry businesses in an ongoing turf war. The station’s other inhabitants tend to lie low to avoid the crossfire and political struggles, as they take advantage of the largely lawless sanctuary. Law enforcement—whether Stewards, Hellknights, or even bounty hunters—faces a chilly reception, often being refused services or even chased off entirely by League operatives. In return for the protection, visitors are expected to contribute illicit goods, favors, or labor to maintain the station. + +The station holds dozens of hidden passages, secret caches, and forgotten tunnels. Rumors persist that the old Akaio fortune lies deep within the station’s core. Even more troubling, though, are whispers that part of the Akaio family survived the purge, and the remnants are amassing a small army to retake their home. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Redshift Revolution X-62.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Redshift Revolution X-62.md new file mode 100644 index 0000000..da347e0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Redshift Revolution X-62.md @@ -0,0 +1,33 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1 +Type: Tiny racer +--- +# REDSHIFT REVOLUTION X-62 +> [!infobox|locr n-th clean] +> [[Starship_RedshiftRevolution.jpg|Spielern zeigen!]] +> + +Tiny racer, **Tier** 1 +**Speed** 15; **Maneuverability** good (turn 1); **Drift** 2 +**AC** 15; **TL** 15 +**HP** 35; **DT** —; **CT** 7 +**Shields** basic shields 40 (forward 10, port 10, starboard 10, aft 10) +**Attack (Forward)** flak thrower (3d4; 5 hexes), gyrolaser (1d8; 5 hexes) +**Power Core** Pulse Brown (90 PCU); **Drift Engine** Signal Booster; **Systems** budget short-range sensors, horacalcum thrusters, mk 2 armor, mk 2 defenses, mk 2 mononode computer; **Expansion Bays** none; **Modifiers** +2 to any 1 check per round; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** Computers +5 (1 rank), Diplomacy +5 (1 rank), Engineering +5 (1 rank), gunnery +5 (1st level), Intimidation +5 (1 rank), Piloting +10 (1 rank) + +## DESCRIPTION + +Redshift Revolution takes pride in its X Series of high-performance racing vessels. Not only was the X-22 instrumental in breaking old Drift travel records, but the line’s former crowning glory, the X-59, held the conventional speed record for years. Yet a team at Redshift Revolution recently redesigned the iconic craft, incorporating the latest technological and magical innovations in the quest for speed. The X-62 is the latest—but certainly not the last—model in this line, and it may be the fastest fighter ever built. + +The X-62 is designed for optimal velocity. The cockpit is stripped of all additional space and features deemed excessive by the design team, resulting in a compartment so cramped that operators larger than Rosaria Thistlehair, Redshift’s famous halfling test pilot, usually require assistance to board and deboard. The starship’s single, oversized thruster runs the length of its frame, cradled in horacalcum housing that mystically amplifies the ship’s already extraordinary velocity, leaving long, vibrantly orange contrails that advertise its starmetal augmentation. The overtuned performance requires regular rebalancing, and X-62 pilots are typically versed in all facets of starship operation to perform mid-flight adjustments. + +Although the X-62 is armed—mostly a formality to ensure that it can blast apart debris in its path—few militaries employ it due to its rudimentary armor and shields. Instead, most buyers are corporate-sponsored racing teams, thrill-seekers, or racing enthusiasts. The X-62 model is so new it hasn’t yet been used in competition, but at least three of the Pact Worlds’ top racing teams are reportedly prepping X-62s for the next Absalom Run. In the buildup to the impending race, rival crews seek out elite mechanics to fine-tune and customize their fighters in an effort to eke out every last ounce of performance from the design. Curiously, an anonymous Vercite buyer has purchased at least eight X-62s for undisclosed purposes; rumors of the speedy ships appearing among pirate fleets suggest the Free Captains are repurposing the vessels for sinister purposes. + +Ever since the release of the X-62, the X-59’s resale value has plummeted. Though these older models are still perfectly functional, the constantly shifting trends of the racing world have made them obsolete. Now, their parts are typically stripped and installed into X-62s for cheap repair and customization. Bandits and other disreputable individuals who traffic in stolen or counterfeit X Series parts showcase their modified creations on perilous racing courses throughout the Diaspora. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Peacebringer.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Peacebringer.md new file mode 100644 index 0000000..c77524e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Peacebringer.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 17 +Type: Colossal dreadnought +--- +# RINGWORKS PEACEBRINGER +> [!infobox|locr n-th clean] +> [[Starship_RingworksPeacebringer.jpg|Spielern zeigen!]] +> +Colossal dreadnought, **Tier** 17 +**Speed** 6; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 24; **TL** 26 +**HP** 600; **DT** 15; **CT** 120 +**Shields** superior 600 (forward 150, port 150, starboard 150, aft 150) +**Attack (Forward)** heavy laser net (5d6; 5 hexes), persistent particle beam cannon (2d10×10; 20 hexes), supermaser (2d8×10; 20 hexes) +**Attack (Port)** heavy laser net (5d6; 5 hexes), super plasma cannon (3d6×10; 10 hexes) +**Attack (Starboard)** heavy laser net (5d6; 5 hexes), super plasma cannon (3d6×10; 10 hexes) +**Attack (Turret)** laser net (2d6; 5 hexes), tactical nuclear missile launcher (5d8; 20 hexes) +**Power Core** Gateway Ultra (500 PCU), Gateway Light (300 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (common), mk 5 armor, mk 8 defenses, mk 3 trinode computer; **Expansion Bays** arcane laboratory, cargo holds (5), guest quarters (luxurious), hangar bay, medical bay, recreation suite (gym), recreation suite (HAC), science lab (general), shuttle bay, synthesis bay, tech workshop; **Modifiers** +3 to any 3 checks per round, +4 Computers (sensors only), –2 Piloting; **Complement** 267 (minimum 125, maximum 500) + +### CREW + +**Captain** Bluff +29 (17 ranks), Diplomacy +34 (17 ranks), Intimidate +29 (17 ranks), Piloting +27 (17 ranks) +**Engineers (6 officers, 15 crew each)** Engineering +29 (17 ranks) +**Gunners (8 officers, 10 crew each)** gunnery +25 (17th level) +**Pilot (1 officers, 15 crew)** Piloting +27 (17 ranks) +**Science Officers (6 officers, 10 crew each)** Computers +29 (17 ranks) + +## DESCRIPTION + +Ringworks Industries designed and built Peacebringer dreadnoughts exclusively for use in the Stewards’ Overwatch fleet. These colossal ships specialize in devastating invading capital fleets and reinforcing planetary defense forces, and they are intended to serve as the backbone of any major fleet dedicated to worldwide protection. Although Peacebringers are not particularly fast or maneuverable, merely bringing one of these behemoths into a system is often enough to quickly quell even the most ardent of insurrections. These heavily armed capital ships form the tip of the spear for the Overwatch fleet, with enough firepower to punch through enemy defense perimeters and take out command and control centers, thereby allowing the rest of the Overwatch fleet to quickly overwhelm a disoriented enemy. + +These dreadnoughts serve as the Steward Director-General’s flagship when they are traveling with the Overwatch Fleet, and the ships are often used as a less-than-subtle show of force during intergalactic negotiations. During the early days of the alliance between the Veskarium and the Pact Worlds, Veskarium officials were given an up-close tour of a Peacebringer’s main batteries. + +The Peacebringer also played an instrumental role in beating back the Swarm’s attack on the Pact Worlds. When Swarm forces first began to overwhelm both the Pact Worlds and the Veskarium fleets, a Peacebringer was quickly recalled from a Near Space goodwill mission. Upon its arrival back in system, the immense firepower of the dreadnought took a midsize contingent of Swarm completely by surprise, obliterating swaths of invaders with each round of fire from its impressive armaments. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Specter.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Specter.md new file mode 100644 index 0000000..9bedda3 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ringworks Specter.md @@ -0,0 +1,40 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 16 +Type: Gargantuan battleship +--- +# RINGWORKS SPECTER +> [!infobox|locr n-th clean] +> [[Starship_RingworksSpecter.jpg|Spielern zeigen!]] +> +Gargantuan battleship, **Tier** 16 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 30; **TL** 28 +**HP** 440; **DT** 10; **CT** 88 +**Shields** heavy 360 (forward 90, port 90, starboard 90, aft 90) +**Attack (Forward)** heavy nuclear missile launcher (10d8; 20 hexes), persistent particle beam (10d6; 20 hexes) +**Attack (Port)** linked heavy laser cannons (8d8; 10 hexes) +**Attack (Starboard)** linked heavy laser cannons (8d8; 10 hexes) +**Attack (Aft)** laser net (2d6; 5 hexes) +**Attack (Turret)** heavy laser cannon (4d8; 10 hexes) +**Power Core** Gateway Ultra (500 PCU); **Drift Engine** Signal Basic; **Systems** advanced long-range sensors, crew quarters (luxurious), mk 8 armor, mk 7 defenses, mk 3 trinode computer; **Expansion Bays** cargo hold, drop pod, escape pods, guest quarters (luxurious), medical bay, passenger seating, quantum defender, recreation suite (trivid den); **Modifiers** +3 to any 3 checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 163 (minimum 100, maximum 300) + +### CREW + +**Captain** Computers +28 (16 ranks), Diplomacy +28 (16 ranks), Engineering +28 (16 ranks), gunnery +23 (16th level), Intimidation +28 (16 ranks), Piloting +29 (16 ranks) +**Engineers (3 officers, 15 crew each)** Engineering +28 (16 ranks) +**Gunners (5 officers, 10 crew each)** gunnery +23 (16th level) +**Pilot (1 officer, 10 crew)** Piloting +29 (16 ranks) +**Science Officers (3 officers, 15 crew each)** Computers +33 (16 ranks) + +## DESCRIPTION + +The product of a decade of Ringworks research and development, the Specter represents the first known successful use of quantum defender technology on a capital ship. Previous efforts, notably by firms on Eox and in the Veskarium, avoided losses by designing semiautomated test models flown by virtual intelligences. These test vessels invariably self-destructed, merged with an asteroid or other piece of solid matter, or vanished forever. + +Vercite scientist Mulreen Bonasi finally managed to stabilize the quantum defender by linking it to the Drift engine, funneling any undesired quantum interactions into the Drift itself. Bonasi’s critics expressed outrage at the unknown peril of filling the Drift with unpredictable quantum forces, but Ringworks eagerly funded Bonasi’s patent and hired her as lead researcher for their Specter project. + +Automated drones weren’t enough to test this technology within a large vessel, however, and the moral implications of attaching a true artificial intelligence to a potentially doomed voyage were too grim to ignore. Teams of volunteers agreed to crew Specter prototypes in a series of experimental flights. Luckily most of the trials fared without incident, but the ill-fated Cyan Echo team failed to phase back after its quantum jaunt; those 180 souls have been presumed lost, along with their ship. + +Despite this tragedy, the Specter is ready to enter service as part of the Verces fleet as both a combatant and personnel carrier. Errant Eoxian scientists, frustrated by their previous failures and further antagonized by the craft’s ghostly name, recently hired teams of spies and saboteurs to steal Specter technology. Though officially condemned by the Eoxian government, engineering teams stand by in Corpse Fleet outposts, ready to dissemble Bonasi’s masterpiece should their agents successfully hijack a Specter. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sanjaval Redsun.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sanjaval Redsun.md new file mode 100644 index 0000000..864342e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sanjaval Redsun.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 9 +Type: Large heavy freighter +--- +# SANJAVAL REDSUN +> [!infobox|locr n-th clean] +> [[Starship_SanjavakRedsun.jpg|Spielern zeigen!]] +> +Large heavy freighter, **Tier** 9 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 23; **TL** 22 +**HP** 160; **DT** —; **CT** 32 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** gravity gun (6d6, 10 hexes, tractor beam), linked coilguns (8d4, 20 hexes) +**Attack (Port)** heavy laser net (5d6, 5 hexes) +**Attack (Starboard)** heavy laser net (5d6, 5 hexes) +**Attack (Aft)** flak thrower (3d4, 5 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** crew quarters (common), extra light weapon mount (aft), mk 5 armor, mk 5 defenses, mk 1 mononode computer, security (biometric locks); **Expansion Bays** cargo holds (6), smuggler compartment, tech workshop; **Modifiers** +1 any one check per round, +1 Piloting; **Complement** 12 (minimum 6, maximum 20) + +### CREW + +**Captain** Computers +22 (9 ranks), Engineering +22 (9 ranks), gunnery +15 (9th level), Piloting +18 (9 ranks) +**Engineers (4)** Engineering +22 (9 ranks) +**Gunners (4)** gunnery +15 (9th level) +**Pilots (2)** Piloting +18 (9 ranks) +**Science Officer** Computers +17 (9 ranks) + +## DESCRIPTION + +The Sanjaval Spaceflight Systems Redsun-class trader is a study in opportunity costs. On one hand, the heavy freighter contains six expansive cargo holds with removable bulkheads, allowing crews to combine the individual holds into one contiguous, cavernous cargo bay. On the other hand, all of the Redsun’s primary systems, living quarters, and weapons are packed into what little space is left over, making for very cramped living conditions for its crew members. Although it is broad, slow, and ungainly in space, the Redsun makes up for its ponderous performance on long hauls, as its powerful Drift engine cuts typical travel times in half. This speed, along with its prodigious cargo capacity, helps the Redsun stand out from its competitors; as such, it is a favored vessel among independent merchants throughout the Pact Worlds and beyond. + +The Redsun has proven especially popular with ysoki salvagers and scrappers, who like the freighter’s cargo-hauling capabilities and are undeterred by its confined living spaces. In fact, the crew decks on many ysoki-operated Redsuns often become narrow, winding warrens of junk, scrap, and spare parts—more akin to what one would expect to find in the junkyards of Akiton than on a Drift-capable freighter. While the Redsun was not specifically created for the ysoki market, a popular urban legend shared among ysoki crews holds that a ysoki engineer modified the ship’s plans in its final design stages, adding features that would appeal to the diminutive species. Regardless of Sanjaval’s original intent for the Redsun, it sells more of them to ysoki than to any other species, and their popularity in that sector has helped keep the design in production long past expectations. + +Ysoki-crewed Redsuns often operate on the fringes of the law, sometimes engaging in smuggling, blockade running, or trafficking in illicit or forbidden goods. The Redsun was not designed as a combat vessel, but it is capable of defending itself against minor attacks from pirates, raiders, or law enforcement. Some joke that the standard complement of point-defense weapons speaks to some long-retired engineer’s paranoia or a design artist’s desire to preserve and illuminate their work: when a Redsun is threatened, the light show of its laser nets and showers of reflective flak causes the ship to practically glow. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sov-El Korinath.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sov-El Korinath.md new file mode 100644 index 0000000..95d7f6a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sov-El Korinath.md @@ -0,0 +1,39 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 8 +Type: Small light freighter +--- +# SOV-EL KORINATH +> [!infobox|locr n-th clean] +> [[Starship_Sov-ElKorinath.jpg|Spielern zeigen!]] +> +Small light freighter, **Tier** 8 +**Speed** 10; **Maneuverability** good (turn 1); **Drift** 2 +**AC** 25; **TL** 25 +**HP** 60; **DT** —; **CT** 12 +**Shields** medium 200 (forward 50, port 50, starboard 50, aft 50) +**Attack (Forward)** linked tactical nuclear missile launchers (10d8; 20 hexes) +**Attack (Port)** linked gyrolasers (2d8; 5 hexes) +**Attack (Starboard)** linked gyrolasers (2d8; 5 hexes) +**Attack (Turret)** light particle beam (3d6; 10 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** advanced medium-range sensors, crew quarters (good), mk 6 armor, mk 7 defenses, mk 2 duonode computer, security (2 anti-hacking systems); **Expansion Bays** arcane laboratory, cargo hold, hydroponic garden; **Modifiers** +2 to any two checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Bluff +16 (8 ranks), Diplomacy +16 (8 ranks), Intimidate +21 (8 ranks), Piloting +17 (8 ranks) +**Engineer** Engineering +16 (8 ranks) +**Gunners (2)** gunnery +14 (8th level) +**Pilot** Piloting +17 (8 ranks) +**Science Officer** Computers +16 (8 ranks) + +## DESCRIPTION + +During the Gap, elves suffered a great betrayal whose details they cannot recall yet whose pain they cannot forget. Yet even as this betrayal drove them to sequester themselves on Castrovel, the call of space travel still beckoned. Sov-El is the best known of the few homegrown elven shipyards, building starships that can defend their elven crews and passengers from further harm while providing them with independence and access to galactic markets and knowledge. + +The Korinath is among the most common elven starships. True to classic elven design, the Korinath is a sleek and solid freighter that suffers no interference as it transports goods and passengers on lengthy voyages. The starship’s amenities are suited for isolation, with arcane facilities in which the crew can study and experiment on magical anomalies they find, plus robust hydroponic gardens that sustain the crew without any need for outside provisions. + +For non-elves, Korinaths are a rare sight. Nobody else knows what these vehicles transfer back and forth, spawning countless rumors that they’re transporting ancient artifacts, priceless treasures, secret technologies, or even wilder cargo. These tales spur the unwise to waylay Korinaths, in most cases resulting in the would-be pirates’ demise but exacerbating elven traumas and insular tendencies. The conflicts rarely last long, as Korinaths command extraordinary firepower for vessels of their size, and their gunners usually show little hesitation before responding to strangers with overwhelming force. + +The greatest concentration of Korinaths beyond Castrovel was recently spotted in the nine-world Helfen-Thel system. It may be that elves find ready customers for their techno-magical goods among the indigenous maggedli, though some speculate that they’re instead drawn to the local gateway and portal technologies, which are reminiscent of elves’ own aiudara. Drow of House Arabani have spied on these transactions, prompting Castrovel’s elves to become even more suspicious and defensive. Each month brings more reports of altercations with Korinath crews, and Pact Worlds officials have dispatched numerous teams to put a stop to these skirmishes. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sovereign Dominator.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sovereign Dominator.md new file mode 100644 index 0000000..660a52c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Sovereign Dominator.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 19 +Type: Supercolossal ultranought +--- +# SOVEREIGN DOMINATOR +> [!infobox|locr n-th clean] +> [[Sovereign Dominator|Spielern zeigen!]] +> +Supercolossal ultranought, **Tier** 19 +**Speed** 6; **Maneuverability** clumsy (turn 4); **Drift** 1 +**AC** 24; **TL** 27 +**HP** 950; **DT** 20; **CT** 190 +**Shields** medium 540 (forward 135, port 135, starboard 135, aft 135) +**Attack (Forward)** _heavy aeon torpedo launcher_ (6d8; 20 hexes), _heavy aeon torpedo launcher_ (6d8; 20 hexes), ultragraser (6d8×10; 20 hexes) +**Attack (Port)** gravity gun (6d6; 10 hexes), heavy torpedo launcher (5d8; 20 hexes) +**Attack (Starboard)** gravity gun (6d6; 10 hexes), heavy torpedo launcher (5d8; 20 hexes) +**Attack (Turret)** linked _heavy aeon casters_ (12d6; 10 hexes), supermaser (2d8×10; 20 hexes) +**Power Core** Titan Heavy (950 PCU); **Drift Engine** Signal Basic; **Systems** autodestruct system, basic medium-range sensors, crew quarters (luxurious), data net, mk 3 armor, mk 6 defenses, mk 6 mononode computer, mk 6 network nodes (2), security (4 anti-hacking systems, biometric locks); **Expansion Bays** arcane laboratory, general science lab, guest quarters (luxurious), hangar bays (5), medical bay, recreation suites (gym, HAC, trivid), sealed environmental chamber, synthesis bay; **Modifiers** +6 to any 3 checks per round, Computers +2 (sensors only), Piloting –1; **Complement** 1,145 (minimum 250, maximum 5,000) + +### CREW + +**Captain** Bluff +32 (19 ranks), Diplomacy +32 (19 ranks), gunnery +28 (19th level), Intimidate +37 (19 ranks), Piloting +31 (19 ranks) +**Engineers (4 officers, 90 crew each)** Engineering +32 (19 ranks) +**Gunners (6 officers, 65 crew each)** gunnery +28 (19th level) +**Pilot (1 officer, 80 crew)** Piloting +31 (19 ranks) +**Science Officers (3 officers, 100 crew each)** Computers +32 (19 ranks) + +## DESCRIPTION + +The masterpiece of the Imperial Foundry, the Sovereign Dominator is equipped to lead system-wide assaults. Few of these massive vessels exist, and only a handful of reports have escaped to speak of their capabilities. Indeed, the Azlanti Star Empire seems to thrive on these starships’ mystery and notoriety, making a Sovereign Dominator’s sudden appearance all the more terrifying. The recently conquered Uruthun system had fielded a valiant defense until one arrived, at which point the coalition government capitulated within an hour. + +Yet the Sovereign Dominator is not so invulnerable as its reputation seems to suggest. The Aristian exploded after suffering irreparable damage against an undisclosed foe, and the empire swiftly constructed and launched an identical replacement with the same name to keep up appearances. Smaller starships collected and hid away the remnants of the immense vessel’s broken hull, though fragments no doubt still float in the depths of space, preserving the Azlantis’ imperfect battle record. + +For an Azlanti soldier, assignment to a Sovereign Dominator is a great privilege. The starships are built for long invasions, and so boast some of the finest crew accommodations to maintain morale, from individual rooms to recreational facilities. Yet even the posh quarters rattle unsettlingly when a Sovereign Dominator’s largest weapon fires. The ultragraser’s design seemed a straightforward matter of scaling up existing technology, yet on activation, the prototype’s shock wave tore apart the test ship’s forward section. The final Sovereign Dominator design provides enough support and reinforcement to keep the massive starship from blasting apart, but not enough to avert its crew’s discomfort. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Star-Nambulance Void-Eater.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Star-Nambulance Void-Eater.md new file mode 100644 index 0000000..cd85ccb --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Star-Nambulance Void-Eater.md @@ -0,0 +1,41 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 13 +Type: Huge oma +--- +# STAR-NAMBULANCE VOID-EATER +> [!infobox|locr n-th clean] +> [[Starship_StarNambulanceVoidEeater.jpg|Spielern zeigen!]] +> +Huge oma, **Tier** 13 +**Speed** 6; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 28; **TL** 29 +**HP** 130; **DT** —; **CT** 26 +**Shields** heavy 320 (forward 80, port 80, starboard 80, aft 80) +**Attack (Forward)** laser net (2d6; 5 hexes), twin laser (5d8, 20 hexes) +**Attack (Port)** gyrolaser (1d8; 5 hexes) +**Attack (Starboard)** gyrolaser (1d8; 5 hexes) +**Attack (Aft)** light laser cannon (2d4; 5 hexes) +**Power Core** Pulse Blue (200 PCU); **Drift Engine** Signal Booster; **Systems** advanced mid-range sensors, crew quarters (luxurious), mk 5 armor, mk 7 defenses, mk 2 tetranode computer; **Expansion Bays** cargo hold, escape pods, guest quarters (luxury, 3), sealed environmental chamber; **Modifiers** +2 to any 4 checks per round, +4 Computers (sensors only), +1 Piloting; **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +23 (13 ranks), Diplomacy +28 (13 ranks), Engineering +23 (13 ranks), gunnery +19 (13th level), Piloting +23 (13 ranks) +**Engineer** Engineering +28 (13 ranks) +**Gunners (2)** gunnery +19 (13th level) +**Pilot** Piloting +23 (13 ranks) +**Science Officer** Computers +28 (13 ranks) + +## DESCRIPTION + +A Void-Eater starship is a magnificent sight to behold: an enormous “space whale” traversing the galaxy with passengers in tow. But while most oma starships are built from the carcasses of recently deceased omas, the barathu-operated Star-Nambulance Inc. has a completely different approach. The company takes its name from the sleep-like stellar drifting of the mighty omas that its members so admire. Rather than exploit omas or use their dying corpses to build their Void-Eaters, the barathus of Star-Nambulance gently call to omas using a starsong beacon that exudes telepathic songs similar to the ones the creatures naturally emit themselves. Star-Nambulance trainers gradually build trust with these omas until they earn the right to ride them through space. + +Once the omas accept passengers, Star-Nambulance gradually begins building structures on the oma, making a living starship that can take passengers across the galaxy. They sell these ships as Void-Eaters, an ethical alternative to oma carcass ships. These ships are high-end luxury goods, with Star-Nambulance only able to produce two or three a year. As a result, many barathus think of oma ships as the pinnacle of space travel, and the waiting list is for these living versions is decades long. Pilots must get accustomed to an entirely different method of piloting, as steering relies on simulated starsongs to move the oma in a particular direction. + +The oma’s natural electrical field powers a series of laser weapons, but these living starships are not intended for battle. In fact, Star-Nambulance specifies that if a Void-Eater is deliberately taken into a fight, the company can repossess it. The interior is designed with luxury in mind, though non-barathus find the accommodations somewhat odd, as personal quarters and bridge stations designed around barathu anatomy don’t work for anyone else. Star-Nambulance has yet to create a Void-Eater for a non-barathu buyer, though there are several on the wait-list. + +## SPECIAL ABILITIES + +**Drift Resistant (Ex)** An oma’s body must be specially refitted to accommodate Drift travel; installing a Drift engine in an oma increases the price of the engine by 50%. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Starhive Vespiar.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Starhive Vespiar.md new file mode 100644 index 0000000..bac0d46 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Starhive Vespiar.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 15 +Type: Gargantuan battleship +--- +# STARHIVE VESPIAR +> [!infobox|locr n-th clean] +> [[Starship_StarhiveVespiar.jpg|Spielern zeigen!]] +> +Gargantuan battleship, **Tier** 15 +**Speed** 4; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 29; **TL** 30 +**HP** 400; **DT** 10; **CT** 80 +**Shields** heavy 320 (forward 80, port 80, starboard 80, aft 80) +**Attack (Forward)** railgun (8d4; 20 hexes), superlaser (2d4×10; 20 hexes) +**Attack (Port)** heavy laser cannon (4d8; 10 hexes) +**Attack (Starboard)** heavy laser cannon (4d8; 10 hexes) +**Attack (Aft)** gyrolaser (1d8; 5 hexes) +**Attack (Turret)** heavy laser net (5d6; 5 hexes), particle beam (8d6; 20 hexes) +**Power Core** Gateway Heavy (400 PCU); **Drift Engine** Signal Basic; **Systems** basic long-range sensors, crew quarters (common), mk 8 armor, mk 10 defenses, mk 3 trinode computer; **Expansion Bays** cargo holds (4), escape pods (2), recreation suite (gym), tech workshop; **Modifiers** +3 to any 3 checks per round, +2 Computers (sensors only), +2 Piloting; **Complement** 145 (minimum 100, maximum 300) + +### CREW + +**Captain** Computers +26 (15 ranks), Diplomacy +26 (15 ranks), Engineering +26 (15 ranks), gunnery +22 (15th level), Intimidate +31 (15 ranks), Piloting +28 (15 ranks) +**Engineers (3 officers, 10 crew each)** Engineering +31 (15 ranks) +**Gunners (4 officers, 15 crew each)** gunnery +22 (15th level) +**Pilot (1 officer, 20 crew)** Piloting +28 (15 ranks) +**Science Officer (1 officer, 25 crew)** Computers +26 (15 ranks) + +## DESCRIPTION + +The Vespiar was the first starship produced on Nchak, and it represents a combination of trox and shirren engineering. Starhive built the Vespiar to be a powerful warship, capable of fighting back against the Swarm once it attacked the Pact Worlds. The design integrates wasp-like imagery, incorporating black-and-yellow paint jobs and stinger-like tails to intentionally look dangerous. True to form for highly individualistic and decision-loving shirrens, Vespiars are available with many options for their cargo bays and exact weapons configurations, yielding hundreds of different possible combinations and ensuring that very few Vespiars are exactly the same. + +Starhive saw a huge increase in Vespiar sales after the Swarm attacked. Prior to 291 ag, most non-shirren buyers thought that Starhive ships would be similar to Hivonyx models, with minimal weapons and software blocks to keep what weapons they do have from accidentally initiating combat. In reality, the primary customer base for the Vespiar comprised paramilitary organizations run by shirrens on various Pact Worlds, ever vigilant for the Swarm’s inevitable attack. When it came, they were ready. The combination of Starhive ships like the Vespiar and the shirrens’ anti-Swarm tactics so impressed the coalition defenders that demand for the ship tripled. The surge of capital allowed Starhive to incorporate innovative redesigns of the weapon mounts, most notably moving the iconic and devastating particle beam aft-stinger to a more flexible turret. Recent Vespiar models sport only a simple gyrolaser stinger, serving less as a defensive weapon and more as an homage to the classic design. + +Vespiars are notable for having modular bridge stations that can easily accommodate Large, Medium, or Small creatures, thanks to the collaboration between shirrens and trox. This also makes them popular on Akiton, where humans, shobhads, and ysoki often form crews together and switch positions frequently. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Terminator Slingshot.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Terminator Slingshot.md new file mode 100644 index 0000000..68d84d6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Terminator Slingshot.md @@ -0,0 +1,39 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 7 +Type: Large heavy freighter +--- +# TERMINATOR SLINGSHOT +> [!infobox|locr n-th clean] +> [[Starship_TerminatorSlingshot.jpg|Spielern zeigen!]] +> + +Large heavy freighter, **Tier** 7 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 19; **TL** 19 +**HP** 140; **DT** —; **CT** 28 +**Shields** light 100 (forward 30, port 20, starboard 20, aft 30) +**Attack (Forward)** gravity well generator (special; 5 hexes) +**Attack (Port)** laser net (2d6; 5 hexes) +**Attack (Starboard)** laser net (2d6; 5 hexes) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** budget short-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defenses, mk 1 trinode computer; **Expansion Bays** cargo holds (5), smuggler compartments (2), thrusters primer; **Modifiers** +1 to any 3 checks per round; **Complement** 7 (minimum 6, maximum 20) + +### CREW + +**Captain** Computers +14 (7 ranks), Engineering +14 (7 ranks), gunnery +12 (7th level), Intimidate +19 (7 ranks), Piloting +14 (7 ranks) +**Engineers (2)** Engineering +14 (7 ranks) +**Gunner** gunnery +12 (7th level) +**Pilot** Piloting +19 (7 ranks) +**Science Officers (2)** Computers +14 (7 ranks) + +## DESCRIPTION + +Like many Vercite ships, the Slingshot is notable for its combination of speed and luxury, despite being designed for hauling freight rather than transporting elite clientele. For seasoned personnel, serving aboard a Slingshot—where every crew member has their own stateroom with a full-sized bed and a bathroom with a private shower—may be the most comfortable job they’ve ever had. In addition to these comforts, the Slingshot is famed for its flight performance. Thruster upgrades enable these starships to accelerate from a dead stop to maximum speed in seconds. Cautious merchants love this feature almost as much as the smugglers and pirates who delight in repurposing these vessels for ambushes do. + +Over the last few years, the Slingshot has become the blockade runner of choice for Free Captains and other outlaws with a sense of style. These captains know better than to engage in a stand-up fight with a starship intended for the civilian market, and the Slingshot’s defensive weapons are designed to thwart or delay intercepting starships. The Stewards and other law enforcement agencies both hate and grudgingly respect the Slingshot as one of the most frustrating vessels to chase. + +Terminator embraced its unusual customer base with a slick advertising campaign that capitalized on the romance associated with space pirates while simultaneously condemning the use of their starships for illicit activities. The latest factory customization options for the Slingshot include paint jobs and interior decor themes that mimic styles popularized by infamous blockade runners in the Pact Worlds—a practice that sometimes results in cases of mistaken identity. Recently, members of a Prelurian Patrol intercepted a Slingshot matching the description of the vessel flown by notorious Free Captain Grazjva the Green, only to find the ship piloted by a middle-aged verthani accountant carrying no illicit cargo aside from a few grams of hyperleaf. + +Stock Slingshots have an impressive 175-ton cargo capacity, though many outlaws sacrifice up to 30 tons of cargo space to install dual shielded smuggler compartments. Some smuggler captains prefer to swap out the Slingshot’s default weapons for livelier munitions, but nearly all Slingshot owners enjoy tricking out their vessels with customizable cosmetic options. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Tetrad Caravel.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Tetrad Caravel.md new file mode 100644 index 0000000..881722e --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Tetrad Caravel.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 6 +Type: Medium transport +--- +# TETRAD CARAVEL +The Tetrad manufactures its own line of starships using unique hybrid technology, including proprietary planar aperture drives that enable the witchwyrds to travel between planes as well as into the Drift. Under no circumstances are these engines sold to non-witchwyrds. In the Pact Worlds, one of the most commonly encountered style of witchwyrd starships is the Tetrad Caravel, named after an ancient oceangoing vessel. + +Medium transport, **Tier** 6 +**Speed** 12; **Maneuverability** average (turn 2); **Drift** 2 +**AC** 18; **TL** 19 +**HP** 85; **DT** —; **CT** 17 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** heavy laser array (6d4), tactical nuclear missile launcher (5d8) +**Attack (Aft)** laser net (2d6) +**Attack (Turret)** light particle beam (3d6), light particle beam (3d6) +**Power Core** Pulse Blue (200 PCU); **Drift Engine** proprietary planar aperture drive; **Systems** basic long-range sensors, biometric locks, crew quarters (luxurious), mk 2 armor, mk 3 defenses, mk 1 tetranode computer; **Expansion Bays** cargo holds (2), guest quarters (luxurious), life boats, smuggler compartment; **Modifiers** +1 to any four checks per round, +2 Computers, –1 Piloting; **Complement** 6 + +### CREW + +**Captain (Witchwyrd)** Bluff +18 (6 ranks), Diplomacy +18 (6 ranks) +**Engineer** Engineering +13 (6 ranks) +**Gunners (2)** gunnery +10 +**Pilot** Piloting +16 (6 ranks) +**Science Officer** Computers +13 (6 ranks) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/UIE Petaltail.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/UIE Petaltail.md new file mode 100644 index 0000000..0e26d16 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/UIE Petaltail.md @@ -0,0 +1,31 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/3 +Type: Tiny racer +--- +# UIE PETALTAIL +> [!infobox|locr n-th clean] +> [[Starship_UIEPetaltail.jpg|Spielern zeigen!]] +> +Tiny racer, **Tier** 1/3 +**Speed** 6; **Maneuverability** perfect (turn 0); **Drift** 1 +**AC** 14; **TL** 14 +**HP** 20; **DT** —; **CT** 4 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** light laser cannon (2d4; 5 hexes) +**Attack (Aft)** light laser cannon (2d4; 5 hexes) +**Power Core** Micron Light (50 PCU); **Drift Engine** Signal Basic; **Systems** basic mid-range sensors, crew quarters (good), mk 1 armor, mk 1 defenses, mk 1 mononode computer; **Expansion Bays** none; **Modifiers** +1 to any 1 check per round, +2 Computers (sensors only), +3 Piloting; **Complement** 1 (minimum 1, maximum 1) + +### CREW + +**Pilot** Computers +4 (1 rank), gunnery +3 (1st level), Piloting +12 (1 rank) + +## DESCRIPTION + +The Petaltail is one of the most popular models available from United Interfaith Engineering, as well as one of the most affordable. The small, one-passenger starship is popular among shirrens for independent excursions through the galaxy. It features medium-range sensors and comfortable quarters, but its real appeal for many is the customization factor of the exterior. The model is somewhat insectile in appearance (as is common for shirren starships) and decorated with thousands of “scales” in hundreds of different colors. No two are ever exactly alike. Every owner can choose a model that is unique, allowing shirren customers in particular to express their individuality. The ships are minimally defended, and it’s not advisable to take a Petaltail on particularly dangerous voyages; they’re primarily intended for exploration and pleasure trips. + +Petaltail starships aren’t particularly fast, but they are extremely maneuverable, making them popular with starship collectors of many species who want to show off trick piloting in a flashy vehicle. Many shirren celebrities are known for buying several or even dozens of Petaltails so they can choose a different one for each excursion. UIE even offers scale replacement for owners who find themselves getting bored with their loadout. Owners have also developed an entire subculture around modding Petaltails: adding extravagant wings, tails, and other adornments—color-coordinated with each individual ship, of course. UIE promotes this type of modification, selling supplies and even sponsoring contests for the best modification jobs. These contests usually involve parades and demonstrations of trick piloting, and many shirrens attend, even those who aren’t starship enthusiasts. Winning entries often get snatched up by collectors for huge sums of credits, and young shirrens sometimes hope to fund their own expeditions by upgrading Petaltails and competing in these contests. + +Often, Petaltail pilots travel together for safety when covering long distances. Known as clusters, these groups of dozens of Petaltails flying together are a common and colorful sight in the Pact Worlds. Most major port cities have a club where Petaltail pilots can convene, looking for others going to the same destination, with wealthy owners sometimes tagging along with these groups for fun, regardless of their destination. While the majority of clusters consist of peaceful travelers, occasional clusters of young and aggressive shirrens use their large numbers to gang up on other ships, stealing their cargo or just being nuisances. UIE decries the practice, and the Free Captains have started to take notice, especially when these raids occur in the Diaspora. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ulrikka RC-HPR.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ulrikka RC-HPR.md new file mode 100644 index 0000000..f21dbf1 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Ulrikka RC-HPR.md @@ -0,0 +1,35 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 4 +Type: edium transport +--- +# ULRIKKA RC-HPR +> [!infobox|locr n-th clean] +> [[Starship_UlrikaRCHPR.jpg|Spielern zeigen!]] +> +Medium transport, **Tier** 4 +**Speed** 4; **Maneuverability** average (turn 2); **Drift** — +**AC** 18; **TL** 18 +**HP** 85; **DT** —; **CT** 17 +**Shields** light 60 (forward 15, port 15, starboard 15, aft 15) +**Attack (Forward)** flak thrower (3d4; 5 hexes), heavy laser array (6d4; 5 hexes) +**Attack (Aft)** laser net (2d6; 5 hexes) +**Attack (Turret)** linked mining lasers (4d6; 5 hexes) +**Power Core** Pulse Green (150 PCU); **Drift Engine** none; **Systems** advanced short-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 2 mononode computer; **Expansion Bays** cargo holds (3), escape pods, physical science lab; **Modifiers** +2 to any 1 check per round, +4 Computers (sensors only), +2 Piloting; **Complement** 4 (minimum 1, maximum 6) + +### CREW + +**Captain** Computers +10 (4 ranks), Diplomacy +10 (4 ranks), gunnery +9 (4th level), Intimidate +10 (4 ranks), Piloting +12 (4 ranks) +**Engineer** Engineering +15 (4 ranks) +**Gunner** gunnery +9 (4th level) +**Pilot** Piloting +12 (4 ranks) + +## DESCRIPTION + +The RC-HPR, colloquially known as the rock hopper, is a stockstandard dwarven mining ship that’s been widely adopted by other operations since. Although sizable, the starship’s small enough to fit into (and more importantly, get out of) tight spots in crowded asteroid fields, jagged planetoid surfaces, and other dangerous regions bearing valuable minerals. Its combination of agility and pokey speed have earned the RC-HPR—an abbreviation for Retrieval Craft (High-Potential Resources)—its endearing and somewhat derisive name. Rock hoppers are so dependable and efficient that many expeditions use much larger Drift-capable ships to transport them to job sites in Near Space or the Vast, often at great expense. Such ventures generate considerable buzz, and the payloads are inevitably worth fortunes. At least one such expedition famously disappeared, inspiring treasure hunters to seek the missing trove and its accompanying mining fleet. + +While these craft were designed to excel at mining, their primary function, they’re surprisingly versatile. Rock hoppers’ mining lasers are utterly devastating when applied as a self-defense weapon, and although the starships’ pointdefense weapons are intended to obliterate floating debris before it can damage the hull, these armaments just as readily disable incoming missiles. However, the rock hopper isn’t designed to fend off especially maneuverable or distant foes, and its precious payloads force it to rely on escort starships for protection; this is especially true in quadrants frequented by pirates and other ne’er-do-wells. Even knowing these risks, cash-strapped operations and expeditions on tight deadlines regularly understaff their rock hoppers or dispatch them without any escort, instead relying on hiring mercenaries to aid their beleaguered starships in the event of catastrophe. Dwarven excavations near their sky citadels (often Shalar, featured on page 123) regularly take these risks, knowing that reinforcements are never far away. + +Rock hoppers typically keep working until they’re literally falling apart, mining millions of cubic feet of rock during their long lifetimes. Their famously durable dwarven engineering lends them to affordable repair and modification, and rock hoppers retired from service make reliable first or second vessels for adventurers setting out into the galaxy to make a name for themselves. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Vanguard Exsanguinator.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Vanguard Exsanguinator.md new file mode 100644 index 0000000..13dd778 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Vanguard Exsanguinator.md @@ -0,0 +1,38 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 12 +Type: Huge cruiser +--- +# VANGUARD EXSANGUINATOR +> [!infobox|locr n-th clean] +> [[Starship_VanguardExsanguiator.jpg|Spielern zeigen!]] +> +Huge cruiser, **Tier** 12 +**Speed** 8; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 26; **TL** 26 +**HP** 255; **DT** 5; **CT** 51 +**Shields** heavy 240 (forward 90, port 50, starboard 50, aft 50) +**Attack (Forward)** super-blade hull (3d8×10; 1 hex) +**Attack (Port)** _light aeon torpedo launcher_ (3d6; 20 hexes) +**Attack (Starboard)** light aeon torpedo launcher (3d6; 20 hexes) +**Attack (Aft)** warp puck bank (special) +**Attack (Turret)** fractal nav-scram projector (special), light ship tether* (2d6; 1 hex) +**Power Core** Nova Ultra (300 PCU); **Drift Engine** Signal Basic; **Systems** autodestruct system, budget long-range sensors, crew quarters (common), mk 6 armor, mk 7 defenses, mk 2 tetranode computer, powersap; **Expansion Bays** cargo holds (3), general science lab, life boats, medical bay; **Modifiers** +2 to any 4 checks per round; **Complement** 56 (minimum 20, maximum 100) + +### CREW + +**Captain** Bluff +22 (12 ranks), Diplomacy +22 (12 ranks), gunnery +17 (12th level), Intimidate +22 (12 ranks), Piloting +22 (12 ranks) +**Engineers (2 officers, 8 crew each)** Engineering +22 (12 ranks) +**Gunners (3 officers, 5 crew each)** gunnery +17 (12th level) +**Pilot (1 officer, 4 crew)** Piloting +27 (12 ranks) +**Science Officers (2 officers, 6 crew each)** Computers +22 (12 ranks) + +## DESCRIPTION + +Although best known for its luxurious transports, Vanguard Craftworks periodically turns its research and development teams to building new military technology for the Azlanti Star Empire. Among the company’s most infamous designs is the Exsanguinator, a massive cruiser with a sharp and predatory silhouette. Incorporating experimental powersap technology, Exsanguinators excel at pulling alongside enemies and stealing their energy, simultaneously disabling the target’s systems and supercharging the cruiser’s combat capabilities. As a result, the ship has been nicknamed “Zura,” a homage to the demon lord of blood and vampires so fearfully immortalized in the Azlanti faith. + +Exsanguinators operate with brutal elegance. Despite their bulk, they turn swiftly and move even faster, and their warp puck banks enable them to teleport across a battlefield without warning to take quarries by surprise (see Transposition on page 17). Rather than destroy enemy starships, Exsanguinator crews typically disable their foes’ defenses and leave the vessels intact. Horror stories abound of crews being held hostage as bargaining chips aboard a dying starship in a display of “Azlanti diplomacy.” Worse still are the unknown (and ill-imagined) fates of the crews of defeated starships dragged by Exsanguinators back to the Azlanti Star Empire for study and salvage. These return trips are often quite slow, however, hypothetically enabling a target’s allies to launch a rescue before the ship can enter Azlanti space. Still, few mercenaries are willing to pursue such a dangerous foe. + +Unlike most Azlanti starships, Exsanguinators regularly receive exterior detailing and customization guided by their captains’ tastes and accomplishments. As a result, at least 30 unique Exsanguinators are documented in Pact Worlds and Veskarium databases, each with a colorful history of raids and war crimes. Among the most infamous and prolific is the Green Eurus, blamed for at least 14 strikes, dozens of destroyed starships, and more than a thousand crew and passengers enslaved or slain. The Green Eurus’s preference for targeting Opulos starships has incensed that manufacturer, prompting it to post numerous bounties for the Azlanti ship’s demise. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Velstrac Corvette.md b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Velstrac Corvette.md new file mode 100644 index 0000000..f07c9ae --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/World of Starships/Velstrac Corvette.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 5 +Type: Medium transport +--- +# VELSTRAC CORVETTE +A clear hierarchy commands all velstrac groupings, including the fiends’ starfaring forces. The velstracs’ fast and sleek corvettes serve as heavy scouts and raiders, cutting into enemy territory and fleets like serrated blades. In starship combat, corvette crews fight as they would in personal combat, with the aim to deal maximum damage as brutally as possible. After strafing disabled ships with chain cannons, corvettes usually make boarding maneuvers to take prisoners. Corvette anchorite crews have even been known to use their escape pods as ballistic weapons against ships with weakened defenses, hoping to overcome those defenses and, perhaps, to improvise boarding at the same time. + +Medium transport, **Tier** 5 +**Speed** 10; **Maneuverability** average (turn 2); **Drift** 1 +**AC** 18; **TL** 18 +**HP** 85; **DT** —; **CT** 17 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** heavy laser cannon (3d8), tactical nuclear missile launcher (5d8) +**Attack (Aft)** flak thrower (3d4) +**Attack (Turret)** chain cannon (6d4), light partical beam (3d6) +**Power Core** Pulse Red (175 PCU); **Drift Engine** Signal Basic; **Systems** basic medium-range sensors, crew quarters (common), m10 thrusters, mk 3 armor, mk 3 defenses, mk 1 trinode computer; **Expansion Bays** cargo hold, escape pods, guest quarters (common), medical bay, science lab; **Modifiers** +1 to any 3 checks each round, +2 Computers (sensors only); **Complement** 6 (minimum 1, maximum 6) + +### CREW + +**Captain (Velstrac)** Bluff +11 (5 ranks), Intimidate +16 (5 ranks) +**Engineer** Engineering +11 (5 ranks) +**Gunners (2)** gunnery +10 +**Pilot** Piloting +16 (5 ranks) +**Science Officer** Computers +13 (5 ranks) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Arkship.md b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Arkship.md new file mode 100644 index 0000000..c88bb76 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Arkship.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: Large biomechanical destroyer +--- +# UC ARKSHIP +> [!infobox|locr n-th clean] +> [[Starship_UCArkship.jpg|Spielern zeigen!]] +> +Large biomechanical destroyer, **Tier** 10 +**Speed** 8; **Maneuverability** average (turn 3); **Drift** 2 +**AC** 28; **TL** 23 +**HP** 190; **DT** —; **CT** 38 +**Shields** medium 100 (forward 25, port 25, starboard 25, aft 25) +**Attack (Forward)** heavy laser array (6d4), heavy spore pod launcher (special) +**Attack (Port)** coilgun (4d4) +**Attack (Starboard)** coilgun (4d4) +**Attack (Aft)** coilgun (4d4) +**Attack (Turret)** laser net (2d6) +**Power Core** Pulse Orange (250 PCU); **Drift Engine** Signal Booster; **Systems** advanced mid-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 9 armor; **Expansion Bays** cargo bays (2), hive bays (2); **Modifiers** +2 any four checks each round, +4 Computers; **Complement** 10 + +### CREW + +**Captain** Computer +23 (10 ranks), Diplomacy +24 (10 ranks), gunnery +16, Intimidation +19 (10 ranks), Piloting +19 (10 ranks) +**Engineers (3)** Engineering +24 (10 ranks) +**Gunners (3)** gunnery +21 +**Pilot** Piloting +24 (10 ranks) +**Science Officers (2)** Computer +28 (10 ranks) + +## DESCRIPTION + +Though they are composed of several UC Pod ships fused together, UC Arkships have a single sentience that acts in a very protective manner toward its component vessels. A crew must learn to comfort an Arkship when these pods are lost in battle. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Gardenship.md b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Gardenship.md new file mode 100644 index 0000000..34c8aae --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Gardenship.md @@ -0,0 +1,32 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 10 +Type: Huge biomechanical bulk freighter +--- +# UC GARDENSHIP +> [!infobox|locr n-th clean] +> [[Starship_UCGardenship.jpg|Spielern zeigen!]] +> +Huge biomechanical bulk freighter, **Tier** 10 +**Speed** 4; **Maneuverability** poor (turn 3); **Drift** 1 +**AC** 26; **TL** 23 +**HP** 200; **DT** 5; **CT** 40 +**Shields** medium 160 (forward 40, port 40, starboard 40, aft 40) +**Attack (Forward)** heavy laser array (6d4) +**Attack (Aft)** heavy laser array (6d4) +**Attack (Turret)** light spore pod launcher (special), light spore pod launcher (special) +**Power Core** Nova Heavy (200 PCU); **Drift Engine** Signal Basic; **Systems** budget mid-range sensors, crew quarters (basic), mk 3 mononode computer, mk 6 defenses, mk 8 armor; **Expansion Bays** hydroponic gardens (4), medical bay, synthesis bay; **Modifiers** +3 any one check each round, +1 Piloting; **Complement** 27 + +### CREW + +**Captain** Computer +24 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19, gunnery +16, Piloting +20 (10 ranks) +**Engineers (2 officers, 3 crew each)** Engineering +24 (10 ranks) +**Gunners (2)** gunnery +21 +**Pilot** Piloting +25 (10 ranks) +**Science Officers (3 officers, 4 crew each)** Computer +24 (10 ranks) + +## DESCRIPTION + +A UC Gardenship is a sight to behold drifting through space, a mass of bright green set against inky darkness and bringing life wherever it goes. Its foliage is protected from the harshness of vacuum by powerful (and nearly invisible) forcefields. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Librama.md b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Librama.md new file mode 100644 index 0000000..3e2d126 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Librama.md @@ -0,0 +1,37 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 5 +Type: Small biomechanical shuttle +--- +# UC LIBRAMA +> [!infobox|locr n-th clean] +> [[Starship_UCLibrama.jpg|Spielern zeigen!]] +> +Small biomechanical shuttle, **Tier** 5 +**Speed** 8; **Maneuverability** perfect (turn 0); **Drift** 3 +**AC** 20; **TL** 21 +**HP** 40; **DT** —; **CT** 8 +**Shields** light 50 (forward 15, port 10, starboard 10, aft 15) +**Attack (Forward)** light spore torpedo launcher (3d6; 10 hexes) +**Attack (Aft)** flak thrower (3d4; 5 hexes) +**Power Core** Arcus Ultra (150 PCU); **Drift Engine** Signal Major; **Systems** advanced long-range sensors, crew quarters (good), extra light weapon mount (aft), mk 4 armor, mk 5 defenses, mk 2 tetranode computer, security (anti-hacking systems, biometric locks); **Expansion Bays** hydroponic garden, science lab (general); **Modifiers** +2 to any 4 checks per round, +4 Computers (sensors only), +2 Piloting; **Complement** 3 (minimum 1, maximum 4) + +### CREW + +**Captain** Bluff +11 (5 ranks), Diplomacy +16 (5 ranks), gunnery +10 (5th level), Piloting +13 (5 ranks) +**Engineer** Engineering +11 (5 ranks +**Science Officer** Computers +16 (5 ranks) + +## DESCRIPTION + +Designed for preliminary exploration and long-range analysis of new and distant planets and civilizations, the Librama, a biomechanical starship model + +created by the Unified Conservatory, serves as a scouting vessel that pushes against the boundaries of known space. With the aim of conducting experiments, analyzing results, and offering a full report of its findings as quickly as possible, Librama ships are as self-sufficient as possible, in part to keep Xenowardens far ahead of those who might exploit the Librama’s new discoveries. Indeed, large resource-extraction corporations and other parties interested in tapping into the wealth of unknown worlds often dispatch their own craft to shadow Librama ships, just as reckless Starfinder Society crews occasionally lurk nearby to study whatever planets Xenowardens uncover—both risky maneuvers that have sparked numerous clashes deep in the Vast. + +Except when protecting these unstudied worlds from exploitative colonists, those who captain and crew Librama vessels train to avoid the rare confrontations that might threaten them while exploring the deepest reaches of space. In conflict, they generally aim to incapacitate an attacker with their spore torpedoes, retreat, and—as a last resort—request assistance from the Greenguards or Wildknights, prioritizing keeping their onboard research and samples as safe as possible. + +The onboard science labs are often retrofitted to suit specific long-term missions, sometimes being replaced with sealed environment chambers to preserve samples or even guest quarters if they anticipate meeting a new civilization. + +Ironically, the most zealous Xenowardens rarely realize that they’re often perpetuating the exact sort of exploitation they want to prevent when they capture samples of whatever native flora and fauna they deem necessary. Yet the specimens taken and cultivated for further study are often critical in developing natural cures, as well as in promoting an ecologically conscientious galaxy. Further, the peoples who accompany Librama crews on return trips to the Pact Worlds regularly serve as representatives of their cultures, giving a face to what might otherwise simply be seen as an asset to be mined hollow. As the vanguard of Xenowarden exploration with an eye toward conservation, Librama ships are the pride of the Unified Conservatory and a symbol of its ongoing mission. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Pod.md b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Pod.md new file mode 100644 index 0000000..40a38c4 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/UC Pod.md @@ -0,0 +1,27 @@ +--- +aliases: +NoteType: Starship +tags: +Tier: 1/2 +Type: Tiny biomechanical interceptor +--- +# UC POD +> [!infobox|locr n-th clean] +> [[Starship_UCPod.jpg|Spielern zeigen!]] +> + +Tiny biomechanical interceptor, **Tier** 1/2 +**Speed** 12; **Maneuverability** perfect (turn 0); **Drift** — +**AC** 16; **TL** 16 +**HP** 30; **DT** —; **CT** 6 +**Shields** basic 10 (forward 3, port 2, starboard 2, aft 3) +**Attack (Forward)** gyrolaser (1d8), light spore pod launcher (special) +**Power Core** Micron Heavy (70 PCU); **Drift Engine** none; **Systems** basic mid-range sensors, hive joining, mk 1 mononode computer, mk 3 armor, mk 3 defenses; **Expansion Bays** none; **Modifiers** +1 any one check each round, +2 Computers, +1 Piloting; **Complement** 1 + +### CREW + +**Pilot** Computers +7 (1 rank), gunnery +6, Piloting +11 (1 rank) + +## DESCRIPTION + +Sleek and maneuverable, UC Pods dart around the battlefield and harry their enemies with spore pod launchers, leaving larger ships to finish the fight. Pods tend to have more flighty empathetic responses, much like those of small birds. diff --git a/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/Xenowarden Starships.md b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/Xenowarden Starships.md new file mode 100644 index 0000000..7180fc0 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Starships Examples/Xenowarden Starships/Xenowarden Starships.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# XENOWARDEN STARSHIPS +A cross between conventional starship design and massive plant creatures, the ships of the Xenowardens are undeniably unique. Grown in orbital nurseries owned by the Xenowarden-sponsored Unified Conservatory (UC for short), these vessels are living things. The larger vessels also have a form of consciousness, although it is closer to animal empathy than actual sentience. Xenowarden crews and captains regularly take part in a deep bonding ritual with their starships. + +Technology is incorporated into Xenowarden vessels from the beginning, although they are fueled in ecologically conscious ways. These vessels draw on solar power to recharge their batteries, which use a specialized form of electrostatic algae to hold a charge. This has the unfortunate side effect of making their vessels extremely susceptible to radiation weapons, which can drain their power sources and leave the ships adrift and dead. One of the most common vessels in the order’s fleet is the Arkship. These vessels are formed of up to eight smaller Pod ships merged together. Most of them retain the ability to “shed” a few of their vessels to be used as shuttles when needed. This design also allows them to be very easily repaired. If one Pod is particularly damaged, it can be replaced with a brand-new, fully functional Pod in less than an hour. + +The largest Xenowarden vessels are the Gardenships, marvels of bioengineering that are capable of supporting their crews without any power at all as long as they receive enough solar radiation to sustain their hydroponic gardens. These vessels are still comparatively rare, and the Xenowardens view them more as ecological orbital platforms than conventional ships. Unfortunately, Gardenships take a long time to grow, and the bonding process can be grueling for some species. + + diff --git a/Bestiary/Stellar Protozoa.md b/Compendium/SF1E/Bestiary/Stellar Protozoa.md similarity index 91% rename from Bestiary/Stellar Protozoa.md rename to Compendium/SF1E/Bestiary/Stellar Protozoa.md index 868793a..3e102ad 100644 --- a/Bestiary/Stellar Protozoa.md +++ b/Compendium/SF1E/Bestiary/Stellar Protozoa.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Stellar Protozoa diff --git a/Bestiary/Surnoch.md b/Compendium/SF1E/Bestiary/Surnoch.md similarity index 91% rename from Bestiary/Surnoch.md rename to Compendium/SF1E/Bestiary/Surnoch.md index b20895a..f710d06 100644 --- a/Bestiary/Surnoch.md +++ b/Compendium/SF1E/Bestiary/Surnoch.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Surnoch diff --git a/Bestiary/Swarm Corrovox.md b/Compendium/SF1E/Bestiary/Swarm Corrovox.md similarity index 91% rename from Bestiary/Swarm Corrovox.md rename to Compendium/SF1E/Bestiary/Swarm Corrovox.md index 32f6cc2..42652f5 100644 --- a/Bestiary/Swarm Corrovox.md +++ b/Compendium/SF1E/Bestiary/Swarm Corrovox.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Swarm Corrovox diff --git a/Bestiary/Swarm Mindreaper.md b/Compendium/SF1E/Bestiary/Swarm Mindreaper.md similarity index 91% rename from Bestiary/Swarm Mindreaper.md rename to Compendium/SF1E/Bestiary/Swarm Mindreaper.md index 590b0aa..4dec43b 100644 --- a/Bestiary/Swarm Mindreaper.md +++ b/Compendium/SF1E/Bestiary/Swarm Mindreaper.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Swarm Mindreaper diff --git a/Bestiary/Swarm Thresher Lord.md b/Compendium/SF1E/Bestiary/Swarm Thresher Lord.md similarity index 91% rename from Bestiary/Swarm Thresher Lord.md rename to Compendium/SF1E/Bestiary/Swarm Thresher Lord.md index 58b42dd..bf3b972 100644 --- a/Bestiary/Swarm Thresher Lord.md +++ b/Compendium/SF1E/Bestiary/Swarm Thresher Lord.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Swarm Thresher Lord diff --git a/Bestiary/Symbiend.md b/Compendium/SF1E/Bestiary/Symbiend.md similarity index 90% rename from Bestiary/Symbiend.md rename to Compendium/SF1E/Bestiary/Symbiend.md index eb7b11d..5720c4d 100644 --- a/Bestiary/Symbiend.md +++ b/Compendium/SF1E/Bestiary/Symbiend.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Symbiend diff --git a/Bestiary/Tashtari Alpha.md b/Compendium/SF1E/Bestiary/Tashtari Alpha.md similarity index 92% rename from Bestiary/Tashtari Alpha.md rename to Compendium/SF1E/Bestiary/Tashtari Alpha.md index 560a3fa..b429932 100644 --- a/Bestiary/Tashtari Alpha.md +++ b/Compendium/SF1E/Bestiary/Tashtari Alpha.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tashtari Alpha diff --git a/Bestiary/Tashtari.md b/Compendium/SF1E/Bestiary/Tashtari.md similarity index 91% rename from Bestiary/Tashtari.md rename to Compendium/SF1E/Bestiary/Tashtari.md index 380c034..2a95f34 100644 --- a/Bestiary/Tashtari.md +++ b/Compendium/SF1E/Bestiary/Tashtari.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tashtari diff --git a/Bestiary/Tekhoinos Aeon.md b/Compendium/SF1E/Bestiary/Tekhoinos Aeon.md similarity index 92% rename from Bestiary/Tekhoinos Aeon.md rename to Compendium/SF1E/Bestiary/Tekhoinos Aeon.md index a08c9b5..cd68f2b 100644 --- a/Bestiary/Tekhoinos Aeon.md +++ b/Compendium/SF1E/Bestiary/Tekhoinos Aeon.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tekhoinos Aeon diff --git a/Bestiary/Thasteron Khefak.md b/Compendium/SF1E/Bestiary/Thasteron Khefak.md similarity index 90% rename from Bestiary/Thasteron Khefak.md rename to Compendium/SF1E/Bestiary/Thasteron Khefak.md index d1a098a..96aaae0 100644 --- a/Bestiary/Thasteron Khefak.md +++ b/Compendium/SF1E/Bestiary/Thasteron Khefak.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Thasteron Khefak diff --git a/Bestiary/Theropod.md b/Compendium/SF1E/Bestiary/Theropod.md similarity index 90% rename from Bestiary/Theropod.md rename to Compendium/SF1E/Bestiary/Theropod.md index 6cc3cc4..fbcfc7e 100644 --- a/Bestiary/Theropod.md +++ b/Compendium/SF1E/Bestiary/Theropod.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Theropod diff --git a/Bestiary/Thyreophoran.md b/Compendium/SF1E/Bestiary/Thyreophoran.md similarity index 90% rename from Bestiary/Thyreophoran.md rename to Compendium/SF1E/Bestiary/Thyreophoran.md index 1b48f76..500d581 100644 --- a/Bestiary/Thyreophoran.md +++ b/Compendium/SF1E/Bestiary/Thyreophoran.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Thyreophoran diff --git a/Bestiary/Tiefling.md b/Compendium/SF1E/Bestiary/Tiefling.md similarity index 91% rename from Bestiary/Tiefling.md rename to Compendium/SF1E/Bestiary/Tiefling.md index 5b1701e..68445f3 100644 --- a/Bestiary/Tiefling.md +++ b/Compendium/SF1E/Bestiary/Tiefling.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tiefling diff --git a/Bestiary/Tiny Elemental.md b/Compendium/SF1E/Bestiary/Tiny Elemental.md similarity index 91% rename from Bestiary/Tiny Elemental.md rename to Compendium/SF1E/Bestiary/Tiny Elemental.md index a902e42..ffcc3f1 100644 --- a/Bestiary/Tiny Elemental.md +++ b/Compendium/SF1E/Bestiary/Tiny Elemental.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tiny Elemental diff --git a/Bestiary/Trained Squox.md b/Compendium/SF1E/Bestiary/Trained Squox.md similarity index 90% rename from Bestiary/Trained Squox.md rename to Compendium/SF1E/Bestiary/Trained Squox.md index 2f522d9..bf5581f 100644 --- a/Bestiary/Trained Squox.md +++ b/Compendium/SF1E/Bestiary/Trained Squox.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Trained Squox diff --git a/Compendium/SF1E/Bestiary/Traps/Disintigration Trap.md b/Compendium/SF1E/Bestiary/Traps/Disintigration Trap.md new file mode 100644 index 0000000..d32d0ba --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Disintigration Trap.md @@ -0,0 +1,17 @@ +--- +name: Disintigration Champer Trap +cr: 14 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 413_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 38,400 +When organic matter enters the trapped room, a disintegration beam permeates it 1 round later, atomizing everything within. + +### DISINTEGRATION CHAMBER TRAP + +**Type** technological; **Perception** DC 41; **Disable** Engineering DC 36 (disable beam) +**Trigger** location; **Reset** 1 minute +**Effect** disintegration beam (14d12); Fortitude DC 22 reduces damage to 4d12; onset delay (1 round); multiple targets (all targets in room) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Explosive Detonation Trap.md b/Compendium/SF1E/Bestiary/Traps/Explosive Detonation Trap.md new file mode 100644 index 0000000..0ede37c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Explosive Detonation Trap.md @@ -0,0 +1,17 @@ +--- +name: Explosive Detonation Trap +cr: 9 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 413_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 6,400 +When the trap detects a living creature within 5 feet, it explodes. + +### EXPLOSIVE DETONATION TRAP + +**Type** technological; **Perception** DC 33; **Disable** Engineering DC 28 (defuse explosive) +**Trigger** proximity (thermal, 5 feet); **Reset** none +**Effect** explosion (8d12 F); Reflex DC 18 half; multiple targets (all targets within 20-ft. radius) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Hackers Curse Trap.md b/Compendium/SF1E/Bestiary/Traps/Hackers Curse Trap.md new file mode 100644 index 0000000..7a81a39 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Hackers Curse Trap.md @@ -0,0 +1,20 @@ +--- +aliases: + - Hacker's Curse Trap +cr: 7 +Environment: any +hp: +name: Hackers Curse Trap +statblock: true +tags: +Type: Trap +--- +**Source** [_Starfinder Core Rulebook pg. 413_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 3,200 +When an unauthorized user attempts to hack the trapped computer console, a magical curse script downloads into nearby technological items, which become cursehacked. A creature using a cursehacked item takes a –4 penalty to attack rolls (if it’s a weapon), AC (if it’s a suit of armor), skill checks (if it’s involved in attempting the skill check), and so on. The virus replicates in other technological items if they touch either a cursehacked item or a creature carrying or wearing one. This curse remains until removed by _remove affliction_ or similar magic or by a successful Computers DC 35 check that takes 10 minutes for a single item. + +### HACKER'S CURSE TRAP + +**Type** hybrid; **Perception** DC 30; **Disable** Computers DC 25 (rewrite virus code) or Mysticism DC 25 (dispel curse) +**Trigger** touch; **Reset** 1 minute +**Effect** curse (technological items become cursehacked; this is a curse effect); Will DC 17 negates (items of 8th level or above only; lower-level items receive no save); multiple targets (tech items carried by all creatures within 60 ft. of console) diff --git a/Compendium/SF1E/Bestiary/Traps/Jolting Console Trap.md b/Compendium/SF1E/Bestiary/Traps/Jolting Console Trap.md new file mode 100644 index 0000000..686e493 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Jolting Console Trap.md @@ -0,0 +1,17 @@ +--- +name: Jolting Console Trap +cr: 3 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 412_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 800 +When an unsuspecting creature touches the trapped console, the console sparks with electricity, shocking the triggering creature. + +### JOLTING CONSOLE TRAP + +**Type** technological; **Perception** DC 24; **Disable** Engineering DC 19 (disable shock plates) +**Trigger** touch; **Reset** immediate; **Bypass** wireless key card reader (Computers DC 19 to hack) +**Effect** arc of electricity (6d6 E); Reflex DC 14 half \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Laser Blast Trap.md b/Compendium/SF1E/Bestiary/Traps/Laser Blast Trap.md new file mode 100644 index 0000000..146a38a --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Laser Blast Trap.md @@ -0,0 +1,17 @@ +--- +name: Laser Blast Trap +cr: 1 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 412_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 400 +When sensors detect movement in the trapped room, a wall panel opens and a mounted laser rifle opens fire on the triggering creature. + +### LASER BLAST TRAP + +**Type** technological; **[[Perception (Wis)]]** DC 21; **Disable** [[Engineering (Int, Trained only)]] DC 15 (disable motion sensors) +**Trigger** location; **Reset** 1 minute +**Effect** laser +11 ranged (3d6+1 F) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Mind Spores Trap.md b/Compendium/SF1E/Bestiary/Traps/Mind Spores Trap.md new file mode 100644 index 0000000..cb7eb40 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Mind Spores Trap.md @@ -0,0 +1,19 @@ +--- +aliases: +cr: 6 +Environment: any +hp: +name: Mind Spores Trap +statblock: true +tags: +Type: Trap +--- +**Source** [_Starfinder Core Rulebook pg. 413_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 2,400 +When sensors detect movement, a vent releases a spray of spores that affect the triggering creature’s mental processes. + +### MIND SPORES TRAP + +**Type** hybrid; **[[Perception (Wis)]]** DC 29; **Disable** [[Engineering (Int, Trained only)]] DC 24 (jam vent closed) or [[Mysticism (Wis, Trained Only)]] DC 24 (neutralize spores) +**Trigger** location; **Reset** 1 hour +**Effect** spores (–4 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks, [[Skill Checks]], and [[Saving Throws]] for 1d4 hours; this is a mind-affecting effect); Will DC 16 negates; multiple targets (all targets in 30-ft. cone) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Obedience Implant Trap.md b/Compendium/SF1E/Bestiary/Traps/Obedience Implant Trap.md new file mode 100644 index 0000000..7ef2103 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Obedience Implant Trap.md @@ -0,0 +1,17 @@ +--- +name: Obedience Implant Trap +cr: 12 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** _Starfinder Core Rulebook pg. 413_ +**XP** 19,200 +When the trap sees a creature within 10 feet, a lancet implants a magic microchip in the triggering creature, which falls under the telepathic control of the trap’s creator, as per _dominate person_ (but affecting any creature). Removing the chip safely requires a 1-minute surgical procedure and a successful Medicine DC 28 check. Failure deals 3d6 slashing damage and leaves the implant in place. An implanted chip prevents magical means of ending the spell effect. Any later successful save (such as to resist a command) renders the spell effect dormant for 1 round rather than ending it. + +### OBEDIENCE IMPLANT TRAP + +**Type** hybrid; **Perception** DC 38; **Disable** Engineering DC 33 (disable lancet) or Mysticism DC 33 (render implant ineffective) +**Trigger** proximity (visual, 10 feet); **Reset** manual +**Effect** lancet +27 melee (3d6+10 P plus _dominate person_); Will DC 21 negates _dominate person_ effect \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Pit Trap.md b/Compendium/SF1E/Bestiary/Traps/Pit Trap.md new file mode 100644 index 0000000..2e21b73 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Pit Trap.md @@ -0,0 +1,17 @@ +--- +name: Pit Trap +cr: 1/2 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 411_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 200 +A 10-foot-square trapdoor opens when a creature walks on top of it, dumping victims into a 20-foot-deep pit. + +### PIT TRAP + +**Type** analog; **Perception** DC 17; **Disable** Engineering DC 12 (open trap door) or DC 18 (jam trap door shut) +**Trigger** location; **Reset** manual +**Effect** 20-ft.-deep pit (2d6 falling damage); Reflex DC 11 avoids; multiple targets (all targets in a 10-ft.-square area) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Sonic Blast Trap.md b/Compendium/SF1E/Bestiary/Traps/Sonic Blast Trap.md new file mode 100644 index 0000000..2bb4db7 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Sonic Blast Trap.md @@ -0,0 +1,15 @@ +--- +name: Sonic Blast Trap +cr: 6 +hp: - +Type: Trap +Environment: any +statblock: true +--- + +When sensors detect movement in the trapped room, a wall panel opens and a mounted sonic weapon fires on the triggering creature._ + +**XP 2,400** +**Type** technological; **Perception** DC 29; **Disable** Engineering DC 24 (disable motion sensors) +**Trigger** location; **Reset** 1 minute +**Effect** sonic blast +17 ranged (6d12 So, deafened) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Soul Upload Trap.md b/Compendium/SF1E/Bestiary/Traps/Soul Upload Trap.md new file mode 100644 index 0000000..b321548 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Soul Upload Trap.md @@ -0,0 +1,17 @@ +--- +name: Soul Upload Trap +cr: 17 +hp: - +Type: Trap +Environment: any +statblock: true +--- +**Source** [_Starfinder Core Rulebook pg. 413_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 102,400 +One minute after living creatures enter the trapped room, they are bombarded with energy that digitizes and removes their souls, leaving their bodies lifeless husks. The digitized souls are uploaded into data modules linked to the room’s computer system. Hacking the system via a successful Computers check can release trapped souls, but it usually has a wipe module—a failed attempt might purge the souls. Casting _raise dead_ on an affected body requires a successful DC 32 caster level check or the spell fails. + +### SOUL UPLOAD TRAP + +**Type** hybrid; **Perception** DC 45; **Disable** Computers DC 45 (disrupt system’s upload capacity) or Mysticism DC 40 (scramble magic) +**Trigger** location; **Reset** immediate +**Effect** death, soul uploaded into data module; Will DC 24 negates; onset delay (1 minute); multiple targets (all targets in room) \ No newline at end of file diff --git a/Compendium/SF1E/Bestiary/Traps/Traps.md b/Compendium/SF1E/Bestiary/Traps/Traps.md new file mode 100644 index 0000000..e1091c6 --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Traps.md @@ -0,0 +1,112 @@ +--- +aliases: +tags: +--- +Ancient alien ruins and corporate offices alike are rife with traps and defense mechanisms meant to protect valuable goods, personnel, and information. Additionally, adventuring characters sometimes encounter situations that, while not intentionally set up as traps, are just as dangerous—an unshielded power conduit in a damaged ship could prove deadly to those who aren’t careful, as could an unbalanced grav plate that might fling the unwary into a wall at high speeds. Whether the presentation of such dangers is intentional, accidental, or simply situational, all are represented using the same set of rules. + +# DETECTING A TRAP + +**Source** _Starfinder Core Rulebook pg. 410_ +A character can search for traps using the search task of the Perception skill. Compare the searching character’s Perception check result to the trap’s Perception DC. On a success, the character detects the trap. + +# TRIGGERING A TRAP + +**Source** _Starfinder Core Rulebook pg. 410_ +All traps have a defined trigger. If the characters fail to locate a trap while exploring an area, the trap might be triggered by a standard part of traveling, such as stepping on a floor plate or moving through a magical sensor. Some traps instead have touch triggers. These traps trigger only when a character deliberately takes an action that directly manipulates the environment—by opening a door or pulling a chain, for example. + +# DISABLING A TRAP + +**Source** _Starfinder Core Rulebook pg. 410_ +Characters can attempt to disable analog and technological traps with the Engineering skill, magical traps with the Mysticism skill, and most hybrid traps with either skill. Some traps require other skills to deactivate—for example, if a trap is controlled by a computer system’s control module, characters must use the Computers skill to hack the control module to prevent the computer from triggering the trap. For some traps, more than one skill can be used to disable them; often, these skill checks have different DCs and different results (which may not entirely disable the trap). Other traps require multiple skill checks to completely deactivate. The skills required to disable a trap (and the method of deactivation) are listed in the trap’s stat block. + +A character must first detect a trap in order to attempt to disable it, since only through observing particular details about the trap can the character know the proper countermeasures. Even if a trap has already been triggered, characters can still attempt to deactivate the trap. Some traps no longer pose a danger once they’ve been triggered, but the PCs might be able to stop the trap’s ongoing effects, if any. Other traps might not have ongoing effects, but reset over a period of time; characters can still attempt to disable the trap during this time. + +# GAINING EXPERIENCE + +**Source** _Starfinder Core Rulebook pg. 410_ +Characters gain experience points (XP) for overcoming a trap, whether they disable it, detect and then avoid it, or simply endure its effects. The XP for a trap is equal to the XP for a monster of the same CR (see Table 11–3: Experience Point Awards on page 390). + +# ELEMENTS OF A TRAP + +**Source** _Starfinder Core Rulebook pg. 410_ +Traps are presented in stat blocks with the following information; entries marked “optional” appear only if relevant. + +- **Name and CR**: This shows the trap’s name and CR. +- **XP**: This indicates the amount of XP characters receive for overcoming the trap. +- **Type**: A trap can be analog, magical, technological, or a hybrid of magical and technological. Analog traps don’t use any advanced technology or electrical power sources. Magical traps harness mystic energy to produce unusual effects. Technological traps use computers to bring other electronic machinery and weaponry to bear against their victims. Hybrid traps meld magic and technology together. +- **Perception**: This is the DC to find the trap using Perception. +- **Disable**: This is the DC to disable the trap using the listed skill or skills. +- **Trigger**: A trap’s trigger determines how it is set off. Unless otherwise noted, creatures smaller than Tiny do not normally set off traps. There are several ways to trigger a trap. + + _Location_: A location trigger goes off when a creature enters a specific area. + + _Proximity_: A proximity trigger activates when a creature approaches within a certain distance of the trap. Proximity triggers can detect creatures through various methods (as noted in parentheses). For example, a proximity (visual) trigger goes off if it can see the target, a proximity (auditory) trigger activates if enough noise occurs near it, and a proximity (thermal) trigger detects creatures’ body heat. + + _Touch_: A touch trigger goes off when a creature touches or tries to use a trapped item (such as a computer console). +- **Initiative (Optional)**: Some traps roll initiative to determine when they activate in a combat round. +- **Duration (Optional)**: If a trap has a duration longer than instantaneous, that is indicated here. Such a trap continues to produce its effect over multiple rounds on its initiative count. +- **Reset**: This lists the amount of time it takes for a trap to reset itself automatically; an immediate reset takes no time, which means the trap can trigger every round. Some traps have a manual reset, which means that someone must reset the trap manually. A trap with a reset entry of “none” is a single-use trap. Even if a trap resets, the group can get XP for overcoming it only once. PCs can attempt to disable a trap during its reset period at much lower risk than normal, since there’s no danger of setting off the trap; they can even take 20 (see page 133), as long as they can finish taking 20 before the trap resets! +- **Bypass (Optional)**: Some traps have a bypass mechanism that allows the trap’s creator or other users to temporarily disarm the trap. This can be a lock (requiring a successful Engineering check to disable), a hidden switch (requiring a successful Perception check to locate), a hidden lock (requiring a successful Perception check to locate and a successful Engineering check to disable), or some other method (such as a keypad that requires either the correct passcode or a successful Computers check to hack). Details of the bypass mechanism and any skill check necessary to activate the bypass are listed in this entry. +- **Effect**: This lists the effect the trap has on those that trigger it. This usually takes the form of an attack, a damaging effect, or some other kind of spell effect, though some traps produce special effects (for example, mind-altering gases). Some traps (especially those with durations) have an initial effect, which occurs on the round the trap is triggered, and a secondary effect, which occurs on subsequent rounds. This entry notes the trap’s attack bonus (if any), the damage the trap deals, which saving throw the target must attempt to avoid or reduce the trap’s effects, and any other pertinent information. + + _Multiple Targets_: A trap normally affects only a single creature (usually the one that triggered it); if a trap affects multiple targets, this entry notes which targets are affected. + + _Never Miss_: Some traps can’t be avoided. Such a trap has no attack bonus or a saving throw to avoid (though it might allow a saving throw to reduce damage). It always has an onset delay. + + _Onset Delay_: Some trap effects do not occur immediately. An onset delay is the amount of time between when the trap is sprung and when it deals damage. + + + +# DESIGNING A TRAP + +**Source** _Starfinder Core Rulebook pg. 411_ +To design a new trap, decide what CR you want the trap to have and consult Table 11–14: Trap Statistics on page 412 for guidance on the various statistics of a trap at that CR. These are only guidelines, however. Feel free to adjust a trap’s statistics, though you should avoid changing these numbers to values corresponding to a CR more than 2 higher or lower than the trap’s CR. + +- **Perception and Disable DCs**: All traps require Perception and disable DCs. If the trap requires multiple checks to disable, use the DC for a trap with a CR 2 lower than your trap. If the trap has a bypass mechanism, use this DC for detecting and disabling the bypass as well. +- **Initiative**: If it is important when your trap acts in combat, use this bonus to calculate the trap’s initiative. +- **EAC/KAC**: If the mechanical parts of your trap can be attacked, these values help determine how easy they are to hit. +- **Good and Poor Saves**: If PCs use special attacks that can target objects against the trap, these values can be used for the trap’s Fortitude and Reflex saves. You decide which is a good save and which is a poor save for your trap. Traps don’t normally need Will saves, but if necessary, a trap’s Will save is a poor save. +- **HP**: Crucial parts of some traps can be damaged and should have the listed number of Hit Points. Traps are immune to anything an object is immune to unless otherwise noted. Traps also have hardness based on their material. A trap reduced to 0 HP is destroyed. Destroying a trap might set off a final component of the trap, like an explosion. Traps never have Stamina Points. +- **Attack and Damage**: The table lists the trap’s attack bonus and its average damage, if any, but consider reducing this damage if a trap has multiple attacks or affects multiple targets. +- **Save DC**: If a trap affects its victims by means of an area effect, a spell, a poison, or another special ability, use the listed DC for the appropriate saving throw. + +# TRAP STATISTICS + +| CR | Perception DC | Disable DC | Initiative | EAC/KAC | Good Save | Poor Save | HP | Attack | Damage | Save DC | +|-----|---------------|------------|------------|---------|-----------|-----------|-----|--------|----------|---------| +| 1/2 | 17 | 12 | +4 | 9/13 | +3 | +0 | 12 | +9 | 2d6 | 11 | +| 1 | 21 | 16 | +6 | 10/14 | +4 | +1 | 19 | +11 | 3d6 | 12 | +| 2 | 23 | 18 | +7 | 12/16 | +5 | +2 | 25 | +12 | 4d6 | 13 | +| 3 | 24 | 19 | +8 | 13/17 | +6 | +3 | 38 | +13 | 6d6 | 14 | +| 4 | 26 | 21 | +9 | 15/19 | +7 | +4 | 50 | +14 | 4d10+2 | 15 | +| 5 | 27 | 22 | +10 | 16/20 | +8 | +5 | 69 | +15 | 4d12+4 | 15 | +| 6 | 29 | 24 | +11 | 17/21 | +9 | +6 | 88 | +17 | 6d12 | 16 | +| 7 | 30 | 25 | +12 | 18/22 | +10 | +7 | 107 | +19 | 8d10 | 17 | +| 8 | 32 | 27 | +14 | 19/23 | +11 | +8 | 125 | +20 | 8d12 | 18 | +| 9 | 33 | 28 | +15 | 21/25 | +12 | +9 | 144 | +22 | 10d10+5 | 18 | +| 10 | 35 | 30 | +16 | 22/26 | +13 | +10 | 163 | +23 | 10d12 | 19 | +| 11 | 36 | 31 | +17 | 23/27 | +14 | +11 | 181 | +24 | 12d12 | 20 | +| 12 | 38 | 33 | +19 | 25/29 | +15 | +12 | 200 | +27 | 12d12+5 | 21 | +| 13 | 39 | 34 | +20 | 26/30 | +16 | +13 | 225 | +28 | 14d12 | 21 | +| 14 | 41 | 36 | +21 | 27/31 | +17 | +14 | 250 | +29 | 14d12+7 | 22 | +| 15 | 42 | 37 | +22 | 28/32 | +18 | +15 | 275 | +30 | 14d12+15 | 23 | +| 16 | 44 | 39 | +23 | 29/33 | +19 | +16 | 300 | +31 | 16d12+15 | 24 | +| 17 | 45 | 40 | +24 | 30/34 | +20 | +17 | 338 | +32 | 16d12+30 | 24 | +| 18 | 47 | 42 | +26 | 31/35 | +21 | +18 | 375 | +33 | 16d12+45 | 25 | +| 19 | 48 | 43 | +27 | 32/36 | +22 | +19 | 413 | +34 | 16d12+60 | 26 | +| 20 | 50 | 45 | +28 | 34/38 | +23 | +20 | 463 | +35 | 16d12+75 | 27 | + +# EXAMPLE TRAPS + +| Trap | CR | +| ------------------------- | --- | +| [[Pit Trap]] | 0.5 | +| [[Laser Blast Trap]] | 1 | +| [[Jolting Console Trap]] | 3 | +| [[Trash Compactor Trap]] | 5 | +| [[Mind Spores Trap]] | 6 | +| [[Hacker's Curse Trap]] | 7 | +| [[Explosive Detonation Trap]] | 9 | +| [[Obedience Implant Trap]] | 12 | +| [[Disintigration Trap]] | 14 | +| [[Soul Upload Trap]] | 17 | diff --git a/Compendium/SF1E/Bestiary/Traps/Trash Compactor Trap.md b/Compendium/SF1E/Bestiary/Traps/Trash Compactor Trap.md new file mode 100644 index 0000000..d2e530c --- /dev/null +++ b/Compendium/SF1E/Bestiary/Traps/Trash Compactor Trap.md @@ -0,0 +1,19 @@ +--- +aliases: +cr: 5 +Environment: any +hp: 69 +name: Trash Compactor Trap +statblock: true +tags: +Type: Trap +--- +**Source** [_Starfinder Core Rulebook pg. 412_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +**XP** 1,600 +This trap consists of several 5-foot-square trapdoors that open when a creature stands on one, dumping the victim down a 60-foot-long chute and into a 30-foot-by-30-foot trash compactor with a single locked exit in one corner. The room is filled with debris and the floor functions as difficult terrain. One round later on the trap’s initiative count, two of the walls of the room begin closing inward, reducing the width of the room by 10 feet each round (to 20 feet on the first round, and so on). On the first round, this deals 2d6 bludgeoning damage to all nonamorphous creatures in the room. The damage increases to 8d6 on the second round, and to 32d6 on the third round. On the fourth round, the trash compactor’s exit opens to release the compressed garbage. A creature can climb back up the slippery chute with a successful DC 32 Athletics check. The gears controlling the compression mechanism have EAC 14, KAC 20, hardness 20, and 69 Hit Points. + +### TRASH COMPACTOR TRAP + +**Type** technological; **Perception** DC 27; **Disable** Engineering DC 19 (disable compression for 1 round) or DC 25 (open exit door) +**Trigger** location; **Init** +10; **Duration** 7 rounds; **Reset** 1 minute +**Initial Effect** several 60-ft.-long chutes (3d6 falling damage); Reflex DC 18 avoids; multiple targets (any target in one of several 5-ft.-square areas); **Secondary Effect** crushing walls (30-ft.-square room compresses 10 ft. per round, 2d6 B on first round, 8d6 B on second round, and 32d6 B on third round); Reflex DC 15 half; never miss; onset delay (1 round); multiple targets (all nonamorphous targets in the room) \ No newline at end of file diff --git a/Bestiary/Tritidair Azata.md b/Compendium/SF1E/Bestiary/Tritidair Azata.md similarity index 92% rename from Bestiary/Tritidair Azata.md rename to Compendium/SF1E/Bestiary/Tritidair Azata.md index 9c0b8ba..9db1532 100644 --- a/Bestiary/Tritidair Azata.md +++ b/Compendium/SF1E/Bestiary/Tritidair Azata.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Tritidair Azata diff --git a/Bestiary/Trox Defensor.md b/Compendium/SF1E/Bestiary/Trox Defensor.md similarity index 91% rename from Bestiary/Trox Defensor.md rename to Compendium/SF1E/Bestiary/Trox Defensor.md index 589eeba..15971e8 100644 --- a/Bestiary/Trox Defensor.md +++ b/Compendium/SF1E/Bestiary/Trox Defensor.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Trox Defensor diff --git a/Bestiary/Trox.md b/Compendium/SF1E/Bestiary/Trox.md similarity index 91% rename from Bestiary/Trox.md rename to Compendium/SF1E/Bestiary/Trox.md index f1580fe..90e36f0 100644 --- a/Bestiary/Trox.md +++ b/Compendium/SF1E/Bestiary/Trox.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Trox diff --git a/Bestiary/Uplifted Bear Avenger.md b/Compendium/SF1E/Bestiary/Uplifted Bear Avenger.md similarity index 90% rename from Bestiary/Uplifted Bear Avenger.md rename to Compendium/SF1E/Bestiary/Uplifted Bear Avenger.md index ec5d748..86708df 100644 --- a/Bestiary/Uplifted Bear Avenger.md +++ b/Compendium/SF1E/Bestiary/Uplifted Bear Avenger.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Uplifted Bear Avenger diff --git a/Bestiary/Uplifted Bear Constellate.md b/Compendium/SF1E/Bestiary/Uplifted Bear Constellate.md similarity index 90% rename from Bestiary/Uplifted Bear Constellate.md rename to Compendium/SF1E/Bestiary/Uplifted Bear Constellate.md index 9d6ca61..bc54c5c 100644 --- a/Bestiary/Uplifted Bear Constellate.md +++ b/Compendium/SF1E/Bestiary/Uplifted Bear Constellate.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Uplifted Bear Constellate diff --git a/Bestiary/Urog.md b/Compendium/SF1E/Bestiary/Urog.md similarity index 92% rename from Bestiary/Urog.md rename to Compendium/SF1E/Bestiary/Urog.md index 1bdd1a3..aa1454f 100644 --- a/Bestiary/Urog.md +++ b/Compendium/SF1E/Bestiary/Urog.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Urog diff --git a/Bestiary/Vampire, Jiang-Shi.md b/Compendium/SF1E/Bestiary/Vampire, Jiang-Shi.md similarity index 90% rename from Bestiary/Vampire, Jiang-Shi.md rename to Compendium/SF1E/Bestiary/Vampire, Jiang-Shi.md index 25ad125..dd89a66 100644 --- a/Bestiary/Vampire, Jiang-Shi.md +++ b/Compendium/SF1E/Bestiary/Vampire, Jiang-Shi.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Vampire, Jiang-Shi diff --git a/Bestiary/Veolisk.md b/Compendium/SF1E/Bestiary/Veolisk.md similarity index 90% rename from Bestiary/Veolisk.md rename to Compendium/SF1E/Bestiary/Veolisk.md index c4b8fce..b86b0dc 100644 --- a/Bestiary/Veolisk.md +++ b/Compendium/SF1E/Bestiary/Veolisk.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Veolisk diff --git a/Bestiary/Verthani Aether Pilot.md b/Compendium/SF1E/Bestiary/Verthani Aether Pilot.md similarity index 91% rename from Bestiary/Verthani Aether Pilot.md rename to Compendium/SF1E/Bestiary/Verthani Aether Pilot.md index a6cd273..5e70d36 100644 --- a/Bestiary/Verthani Aether Pilot.md +++ b/Compendium/SF1E/Bestiary/Verthani Aether Pilot.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Verthani Aether Pilot diff --git a/Bestiary/Verthani Pure One.md b/Compendium/SF1E/Bestiary/Verthani Pure One.md similarity index 91% rename from Bestiary/Verthani Pure One.md rename to Compendium/SF1E/Bestiary/Verthani Pure One.md index 07d3d5b..6669a03 100644 --- a/Bestiary/Verthani Pure One.md +++ b/Compendium/SF1E/Bestiary/Verthani Pure One.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Verthani Pure One diff --git a/Bestiary/Vlaka Handler.md b/Compendium/SF1E/Bestiary/Vlaka Handler.md similarity index 90% rename from Bestiary/Vlaka Handler.md rename to Compendium/SF1E/Bestiary/Vlaka Handler.md index 6ea420d..17210be 100644 --- a/Bestiary/Vlaka Handler.md +++ b/Compendium/SF1E/Bestiary/Vlaka Handler.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Vlaka Handler diff --git a/Bestiary/Vlaka Tracker.md b/Compendium/SF1E/Bestiary/Vlaka Tracker.md similarity index 91% rename from Bestiary/Vlaka Tracker.md rename to Compendium/SF1E/Bestiary/Vlaka Tracker.md index e3c95c8..4deab19 100644 --- a/Bestiary/Vlaka Tracker.md +++ b/Compendium/SF1E/Bestiary/Vlaka Tracker.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Vlaka Tracker diff --git a/Bestiary/Void Hag.md b/Compendium/SF1E/Bestiary/Void Hag.md similarity index 91% rename from Bestiary/Void Hag.md rename to Compendium/SF1E/Bestiary/Void Hag.md index 007a5b9..daf8f03 100644 --- a/Bestiary/Void Hag.md +++ b/Compendium/SF1E/Bestiary/Void Hag.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Void Hag diff --git a/Bestiary/Void Zombie.md b/Compendium/SF1E/Bestiary/Void Zombie.md similarity index 89% rename from Bestiary/Void Zombie.md rename to Compendium/SF1E/Bestiary/Void Zombie.md index abf0db0..1773b53 100644 --- a/Bestiary/Void Zombie.md +++ b/Compendium/SF1E/Bestiary/Void Zombie.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Void Zombie diff --git a/Bestiary/Vracinea.md b/Compendium/SF1E/Bestiary/Vracinea.md similarity index 91% rename from Bestiary/Vracinea.md rename to Compendium/SF1E/Bestiary/Vracinea.md index de8a2f4..21205f6 100644 --- a/Bestiary/Vracinea.md +++ b/Compendium/SF1E/Bestiary/Vracinea.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Vracinea diff --git a/Bestiary/Warmonger Devil (Levaloch).md b/Compendium/SF1E/Bestiary/Warmonger Devil (Levaloch.md similarity index 92% rename from Bestiary/Warmonger Devil (Levaloch).md rename to Compendium/SF1E/Bestiary/Warmonger Devil (Levaloch.md index 4f68257..0e71d6d 100644 --- a/Bestiary/Warmonger Devil (Levaloch).md +++ b/Compendium/SF1E/Bestiary/Warmonger Devil (Levaloch.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Warmonger Devil (Levaloch) diff --git a/Bestiary/Warpmoth Swarm.md b/Compendium/SF1E/Bestiary/Warpmoth Swarm.md similarity index 91% rename from Bestiary/Warpmoth Swarm.md rename to Compendium/SF1E/Bestiary/Warpmoth Swarm.md index 6243327..ac88e8c 100644 --- a/Bestiary/Warpmoth Swarm.md +++ b/Compendium/SF1E/Bestiary/Warpmoth Swarm.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Warpmoth Swarm diff --git a/Bestiary/Witchwyrd.md b/Compendium/SF1E/Bestiary/Witchwyrd.md similarity index 92% rename from Bestiary/Witchwyrd.md rename to Compendium/SF1E/Bestiary/Witchwyrd.md index 864d579..df33cd0 100644 --- a/Bestiary/Witchwyrd.md +++ b/Compendium/SF1E/Bestiary/Witchwyrd.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Witchwyrd diff --git a/Bestiary/Woioko.md b/Compendium/SF1E/Bestiary/Woioko.md similarity index 91% rename from Bestiary/Woioko.md rename to Compendium/SF1E/Bestiary/Woioko.md index 3f63cf2..7801761 100644 --- a/Bestiary/Woioko.md +++ b/Compendium/SF1E/Bestiary/Woioko.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Woioko diff --git a/Bestiary/Wrikreechee.md b/Compendium/SF1E/Bestiary/Wrikreechee.md similarity index 92% rename from Bestiary/Wrikreechee.md rename to Compendium/SF1E/Bestiary/Wrikreechee.md index 0580dd5..e7f26b5 100644 --- a/Bestiary/Wrikreechee.md +++ b/Compendium/SF1E/Bestiary/Wrikreechee.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Wrikreechee diff --git a/Bestiary/Writher Swarm.md b/Compendium/SF1E/Bestiary/Writher Swarm.md similarity index 91% rename from Bestiary/Writher Swarm.md rename to Compendium/SF1E/Bestiary/Writher Swarm.md index bdefe30..17ce2c2 100644 --- a/Bestiary/Writher Swarm.md +++ b/Compendium/SF1E/Bestiary/Writher Swarm.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Writher Swarm diff --git a/Bestiary/Yaruk.md b/Compendium/SF1E/Bestiary/Yaruk.md similarity index 91% rename from Bestiary/Yaruk.md rename to Compendium/SF1E/Bestiary/Yaruk.md index de90412..b47df2e 100644 --- a/Bestiary/Yaruk.md +++ b/Compendium/SF1E/Bestiary/Yaruk.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Yaruk diff --git a/Bestiary/Young Adult Blue Dragon.md b/Compendium/SF1E/Bestiary/Young Adult Blue Dragon.md similarity index 90% rename from Bestiary/Young Adult Blue Dragon.md rename to Compendium/SF1E/Bestiary/Young Adult Blue Dragon.md index 9a34503..f648c02 100644 --- a/Bestiary/Young Adult Blue Dragon.md +++ b/Compendium/SF1E/Bestiary/Young Adult Blue Dragon.md @@ -1,3 +1,7 @@ +--- +aliases: +tags: +--- # Young Adult Blue Dragon diff --git a/Compendium/SF1E/Classes/Biohacker/Biohacker Alternate Class Features.md b/Compendium/SF1E/Classes/Biohacker/Biohacker Alternate Class Features.md new file mode 100644 index 0000000..8a97ad2 --- /dev/null +++ b/Compendium/SF1E/Classes/Biohacker/Biohacker Alternate Class Features.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# BIOHACKER ALTERNATE CLASS FEATURES + +## AUTO-INJECTOR (EX) + +**Source** _Tech Revolution pg. 18_ +**Class** Biohacker + +You can create compact devices that inject their user with a biohack booster in response to specific conditions. While spending 10 minutes to create biohacks, you can transform any number of the created biohacks into auto-injectors and implant them in nearby creatures to whom your custom microlab is attuned. Each auto-injector occupies either the recipient’s endocrine body system for augmentations or one of their armor’s upgrade slots. When implanting the device, you must choose both the auto‑injector’s biohack and its triggering condition, such as “this ally is attacked” or “this ally attempts a Fortitude save.” When the triggering condition occurs, the auto-injector activates, injecting the booster into the ally without using an action. The injection takes effect before resolving the triggering action, so a granted AC bonus might avert an otherwise successful hit, a saving throw bonus applies to the triggering save, and so on. The biohacker can use a reaction to delay this auto-injector, preventing it from activating when its condition triggers. With 1 minute of work, the biohacker can remove an auto-injector and install it into another ally’s armor, or they can change the auto-injector’s triggering condition. +An auto-injector counts against the biohacker’s total number of biohacks they can have ready at one time and remains functional for 24 hours or until they create a biohack to replace it. +This modifies the biohacks class feature and replaces the minor biohacks class feature. + +## LEY LINE HACKER (SU) + +**Source** _Galactic Magic pg. 18_ +**Class** Biohacker + +Like an arcane phlebotomist, some biohackers track, empower, and dampen untapped veins of magical energy by using scientific and thaumaturgic catalysts. +A ley line hacker does not have access to the basic boosters and basic inhibitors listed on page 42 of the Starfinder Character Operations Manual. Instead, they can use their biohacks to create ley line hacks, specialized grenades that create supernatural effects. These function as biohacks, except they cannot be injected into creatures; they are instead thrown weapons with the explode (5 feet) weapon property and a 20‑foot range increment. You can draw, activate, and throw a ley line hack as a standard action. A ley line hack’s effects last for a number of rounds equal to your key ability score modifier. If a ley line hack requires a saving throw, the DC is equal to 10 + half your biohacker level + your key ability score. +At 3rd level, you can increase the radius of a ley line hack to 10 feet (or to 15 feet at 15th level), after which you cannot increase the radius of additional ley line hacks until you have taken a 10-minute rest to recover Stamina Points. At 9th level, you can increase the radius twice in this way before resting to recover Stamina Points. +You can create the following effects with a ley line hack: + +- Vines or other impediments cause creatures to take a –10‑foot penalty to their speeds (minimum 5 feet) for 1 round when they enter or begin their turn in the area. +- Choose either a protective or exposing effect when using this ley line hack. Obstacles in the area bend reflexively. If the ley line hack is protective, increase any bonuses to AC and Reflex saves granted by cover in the area by 1. If the hack is exposing, decrease any bonuses to AC and Reflex saves granted by cover in the area by 1 (minimum +0). +- Magical static suffuses the area. Any creature that enters or begins their turn in the area becomes off-target for 1 round (Fortitude negates), or nauseated for 1 round if they roll a natural 1 on their saving throw. + +Choose one of the following energy types: acid, cold, electricity, fire, or sonic. When a creature in the area takes damage of the chosen type (maximum once per round per creature), that damage increases by an amount equal to your biohacker level or your key ability modifier, whichever is lower. +Ley line hacker replaces spark of ingenuity and the biohacker class features basic booster and basic inhibitor. + +## RESONATING BIOHACK + +**Source** _Interstellar Species pg. 20_ +**Class** Biohacker + +Whereas most biohackers affect anatomy with injections, urogs’ crystalline physiology responds better to precise sonic resonances. An urog-trained biohacker can transform a living being’s composition with a word. +Choose one of the following: advanced melee weapons, longarms, or sniper weapons. You’re proficient with weapons of the chosen type in the sonic category, and rather than the normal Weapon Specialization benefit for these weapons, you instead add half your character level to their damage. You can deliver injectable substances like poisons, serums, drugs, medicinals, and biohacks using sonic weapons as though they have the injection weapon special property and deal slashing damage. For any biohacker ability that functions with injection weapons, you can also apply that ability to a sonic weapon. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level the bonus increases to +2, and at 18th level it increases to +3. When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting them with the biohack, drug, poison, serum, or other substance that was loaded into the injection weapon. +Rather than using a syringe from your custom microlab to deliver biohacks, you instead use a handheld sonic pad that targets the EAC of an unwilling target but otherwise functions as a syringe. At 2nd level, you can use your custom microlab to direct a sonic burst at a creature within half your custom microlab’s range, affecting it with a biohack as if you had applied it with the sonic pad; this requires no attack roll, but an unwilling target can negate a biohack delivered this way with a successful Fortitude save (DC = 10 + half your biohacker level + your key ability score modifier). This is a sonic effect. +This replaces the injection expert class ability and the theorem gained at 2nd level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Biohacker/Biohacker Class Builds.md b/Compendium/SF1E/Classes/Biohacker/Biohacker Class Builds.md new file mode 100644 index 0000000..f120305 --- /dev/null +++ b/Compendium/SF1E/Classes/Biohacker/Biohacker Class Builds.md @@ -0,0 +1,123 @@ +--- +aliases: +tags: +--- +# BIOHACKER CLASS BUILDS +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +## BIOPERFECTIONIST + +### THEME: SCHOLAR + +**Source** _Character Operations Manual pg. 48_ +You relentlessly study how biological systems function, and you don’t hesitate to experiment on yourself to find out! + +### FIELDS OF STUDY + +Neurochemistry (primary), Genetics (secondary) + +### SCIENTIFIC METHOD + +Studious. You may be called a “mad scientist” by some, but there is a well-organized method to your supposed madness. + +### THEOREMS + +Strange anatomy (2nd), Toxic skin (2nd), Stable biohacks (8th), Liquid bravery (14th) + +### FEATS + +Blind-Fight, Climbing Master, Diehard, Enhanced Resistance, Fast Talk + +### SKILLS + +Bluff, Life Science, Medicine, Physical Science, Sense Motive + +## MEDICAL EXAMINER + +### THEME: BOUNTY HUNTER + +**Source** _Character Operations Manual pg. 48_ +You hone your medical skills not to help the living, but to avenge the dead and bring their killers to justice. + +### FIELDS OF STUDY + +Toxicology (primary), Immunology (secondary) + +### SCIENTIFIC METHOD + +Instinctive. You often make deductive leaps lesser investigators can’t follow, allowing you to predict your prey’s actions. + +### THEOREMS + +Hampering inhibitor (2nd), Painful injection (2nd), Tranq Dart (8th), Energetic booster (14th) + +### FEATS + +Longarm Proficiency, Weapon Focus (longarms), Weapon Specialization (longarms) + +### SKILLS + +Culture, Medicine, Perception, Physical Science, Sense Motive + + +## SHADOW DOCTOR + +### THEME: MERCENARY + +**Source** _Character Operations Manual pg. 49_ +You provide medical services in exchange for cold, hard credits, often far from medical facilities (and any kind of record keeping). + +### FIELDS OF STUDY + +Pharmacology (primary), Toxicology (secondary) + +### SCIENTIFIC METHOD + +Studious. You rely on your intellect when making detached, rational decisions about what jobs to take, how much to charge for them, and what risks are too great to accept. + +### THEOREMS + +Field dressing (2nd), Treatment mastery (2nd), Arms expert (8th), Greater field dressing (14th) + +### FEATS + +Improved Initiative, Toughness, Weapon Focus (small arms) + +### SKILLS + +Bluff, Diplomacy, Medicine, Perception, Sleight of Hand + + +## XENOMEDIC + +### THEME: XENOSEEKER + +**Source** _Character Operations Manual pg. 49_ +You strive to understand how to heal and cure creatures of every possible species and background of afflictions. + +### FIELDS OF STUDY + +Genetics (primary), Immunology (secondary) + +### SCIENTIFIC METHOD + +Instinctive. You often treat ailments and wounds that have never been studied by science, depending on your intuition to make the right call. + +### THEOREMS + +Field dressing (2nd), Medication mastery (2nd), Treat condition (2nd), Powerful biohacks (8th) + +### FEATS + +Bodyguard Skill, Extra Resolve, Focus (Medicine) + +### SKILLS + +Computers, Culture, Engineering, Life Science, Medicine \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Biohacker/Biohacker.md b/Compendium/SF1E/Classes/Biohacker/Biohacker.md new file mode 100644 index 0000000..94af701 --- /dev/null +++ b/Compendium/SF1E/Classes/Biohacker/Biohacker.md @@ -0,0 +1,179 @@ +--- +aliases: +tags: +--- +# BIOHACKER + +**Source** _Character Operations Manual pg. 40_ +You’re fascinated by science in all its many facets. You understand that the fundamentals of biology, chemistry, physics, and other disciplines can help you exploit your enemies’ weaknesses and bolster your allies. You might be studious and methodical about your research, pushing your mind to the limit in search of discovery, or you might be a daring experimenter, improvising concoctions and stumbling upon grand revelations. Either way, you use your knowledge of several fields of scientific study to aid your allies, whether in the thick of battle or in crafting a perfect plan. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - INT|WIS + +Your Intelligence helps you learn about the sciences, while your Wisdom helps you interpret facts and apply them to real-world situations. You should choose either Intelligence or Wisdom as your key ability score. Once made, this choice cannot be changed. A high Dexterity can help you better aid your allies and hinder your foes with your ranged biohacks. + +## CLASS SKILLS + +The Biohacker's class skills are Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Engineering (Int), Life Science (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, small arms, and grenades + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | +|-------|-------------------|-----------|----------|-----------|----------------------------------------------------------------------------------------| +| 1st | +0 | +2 | +0 | +0 | Biohacks, custom microlab, injection expert, primary field of study, scientific method | +| 2nd | +1 | +3 | +0 | +0 | Injection expert +1, theorem | +| 3rd | +2 | +3 | +1 | +1 | Spark of ingenuity 1/day, weapon specialization | +| 4th | +3 | +4 | +1 | +1 | Theorem | +| 5th | +3 | +4 | +1 | +1 | Custom microlab (advanced medkit), primary field of study breakthrough | +| 6th | +4 | +5 | +2 | +2 | Theorem | +| 7th | +5 | +5 | +2 | +2 | Secondary field of study | +| 8th | +6 | +6 | +2 | +2 | Theorem | +| 9th | +6 | +6 | +3 | +3 | Custom microlab (medical lab, 90 feet), injection expert +2, spark of ingenuity 2/day | +| 10th | +7 | +7 | +3 | +3 | Theorem | +| 11th | +8 | +7 | +3 | +3 | Secondary field of study breakthrough | +| 12th | +9 | +8 | +4 | +4 | Theorem | +| 13th | +9 | +8 | +4 | +4 | Tertiary field of study | +| 14th | +10 | +9 | +4 | +4 | Theorem | +| 15th | +11 | +9 | +5 | +5 | Spark of ingenuity 3/day | +| 16th | +12 | +10 | +5 | +5 | Theorem | +| 17th | +12 | +10 | +5 | +5 | Custom microlab (120 feet), tertiary field of study breakthrough | +| 18th | +13 | +11 | +6 | +6 | Injection expert +3, theorem | +| 19th | +14 | +11 | +6 | +6 | Resolve analysis | +| 20th | +15 | +12 | +6 | +6 | Superserum, theorem | + + + + +## CUSTOM MICROLAB (EX) - 1ST LEVEL + +You have created a small, customized kit consisting of medical supplies, testing materials, and pharmaceutical compounds, which you can use to evaluate medical conditions and perform several additional tasks described below. You can configure your custom microlab to take the shape of anything that can fit in your hand or similar appendage. Alternatively, you can add it to an armor upgrade slot or to an augmentation system in your brain or an arm; it never takes up an armor upgrade slot or occupies a system in your body, so you can still use that slot or system for an armor upgrade or augmentation as normal. You must have your custom microlab on your person to use it, but you can configure it so it doesn’t need to be in your hand to function. + +Your custom microlab counts as a basic medkit and a chemalyzer and can be used for any purposes applicable to those items. As long as you are in possession of your custom microlab, you can use Physical Science or Life Science instead of Mysticism to make serums, though these serums are not magic items, can be identified using Life Science or Physical Science rather than Mysticism, and do not require a detect magic spell to attempt such a check to identify. + +As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20. + +You can also attune your custom microlab to a number of individual creatures equal to 3 + your key ability modifier. This takes 10 minutes, which you can combine with the time needed to prepare your biohacks for the day, and the creatures must be present, willing, and able to cooperate with the scan. If you attune your microlab to creatures in excess of this number, the oldest attunements beyond your maximum number end. Otherwise, attunement lasts 24 hours, after which changes in environment and the target’s condition require the microlab be re-attuned. Under some circumstances, you can deliver biohacks to attuned creatures using ranged injection weapons without making an attack roll. + +At 5th level, your custom microlab can function as an advanced medkit. At 9th level, it functions as a medical lab (with no increase to its bulk), and its range increases to 90 feet. At 17th level, its range increases to 120 feet. + +If your custom microlab is damaged, destroyed, lost, or stolen, you can kitbash a new one from any medkit or chemalyzer with 1 hour of work. You can have only one custom microlab at a time. If you create a new custom microlab, your old one functions as a normal item of whatever type you made it from. + +## BIOHACKS (EX) - 1ST LEVEL + +As part of your custom microlab, you keep a specialized micropharmacy of catalysts, nanites, and specialized chemicals, plus a small mixing apparatus and syringes. You can use these components to quickly fashion biohacks: specialized solutions that produce different effects. In living targets, your biohacks alter normal biological processes; in nonliving creatures, they emulate biochemistry via complex chemical compounds. You can use biohacks to boost your allies or inhibit your foes. Your biohacks produce their effects only when you inject a creature with them (see below), and only you know how to make and administer them properly—a biohack that leaves your possession becomes inert until you pick it up again. + +You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action. + +You can also deliver a biohack using a physical syringe (from your custom microlab) that you can wield in one hand. This is considered a consumable basic melee weapon with negligible bulk, 1 Hit Point, and an item level and hardness equal to your biohacker level. To inject an unwilling creature with a biohack in this manner, you must hit them with a melee attack. This attack deals no damage, but if the creature would be damaged by 1 point of piercing damage, that creature is instead affected by the biohack within the syringe. + +A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they’re within your custom microlab’s range. Under any other circumstance, injecting a biohack into an ally at range requires a successful ranged attack roll. + +The materials you use to create biohacks are inert until you activate them. Once activated, they can be used to create any biohacks you know. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier. This is the maximum number of biohacks you can have ready at one time. This preparation activates only the ingredients; you don’t need to decide which specific biohacks you’re creating until the actual actions or attacks used to deliver them. Activated biohack materials that aren’t used that day become inert, even if they’re still in your possession. You can readily replenish these inert reagents on a regular basis at no cost, unless the GM states otherwise. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare additional activated biohack ingredients to replace those you have used, up to your maximum. + +Biohacks come in two varieties: boosters and inhibitors. At 1st level, you know the basic boosters and inhibitors listed below, the minor boosters and inhibitors that follow, and the unique booster and inhibitor granted by your primary field of study. As you increase in level, you can also devise theorems to learn special biohacks, in addition to gaining biohacks from a secondary and a tertiary field of study. Additionally, most fields of study eventually provide you with breakthroughs: special biohacks described in their entries. + +## BASIC BOOSTER + +A basic booster biohack aids a creature in one manner or another. The effect lasts for a number of rounds equal to your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic booster biohack; when you use it, select an effect: + +- The target gains a +1 enhancement bonus to AC. +- The target gains a +2 enhancement bonus to skill checks. +- The target gains a +10-foot enhancement bonus to their speed. If the creature has more than one movement type, choose one to receive this bonus. + +## BASIC INHIBITOR + +A basic inhibitor biohack hinders a creature’s physiology or material function. The effect of an inhibitor lasts for a number of rounds equal to 3 + your key ability score modifier (minimum 1 round) unless it states otherwise. You begin play knowing this basic inhibitor biohack; when you use it, select an effect: + +- The target takes a –2 penalty to AC. +- You reduce the target’s DR by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. +- You reduce the target’s resistance to one type of energy (your choice) by 5. At 9th level, you instead reduce it by 10. At 17th level, you instead reduce it by 15. + +A creature can be affected by only one of your basic inhibitors at a time, though it could be under the effects of multiple basic inhibitors originating from multiple biohackers. If you affect a creature with a different basic inhibitor while a previous inhibitor is still in effect, the effects of the previous inhibitor end. + +## MINOR BIOHACKS + +You can create minor biohacks from less powerful (and more stable) pharmaceuticals, nanites, and catalysts, and you can add them to any attack you make with an injection weapon that does not already have another biohack added to it. You don’t need to activate the materials for minor biohacks in advance, and using them does not count against the maximum number of biohacks you can have ready at one time. Minor biohacks are otherwise used as and function as basic booster and basic inhibitor biohacks, and they count as such biohacks for the purposes of interactions with other abilities (such as spark of ingenuity). + +### MINOR BOOSTER + +Using a minor booster biohack allows you to attempt some Medicine checks on targets you affect so long as the target is within range of your custom microlab. This doesn’t require any additional time or action beyond making the attack. The tasks you can attempt with such a Medicine check depend on your level, and they don’t have the duration of normal booster biohacks. + +At 1st level, you can attempt a Medicine check to administer first aid. At 3rd level, you can attempt a Medicine check to treat drugs or poison, though on a successful check, the target gains a +4 bonus only on the next saving throw it attempts against the drug or poison, and that saving throw must occur within the next hour. At 6th level you can attempt a Medicine check to treat disease, though on a successful check, the target gains a +4 bonus only to the next saving throw it attempts against the disease, and that saving throw must occur within the next hour. + +### MINOR INHIBITOR + +A minor inhibitor biohack imposes a slight hindrance on a target: the target takes a –1 penalty to attack rolls for a number of rounds equal to 3 + your key ability score. + +## INJECTION EXPERT (EX) - 1ST LEVEL + +You are proficient with weapons with the injection weapon special property, as long as the weapon has not gained that weapon special property through a weapon fusion, spell, class feature, or similar ability or effect. At 2nd level, you gain a +1 bonus to attack rolls with these weapons. At 9th level, that bonus increases to +2, and at 18th level it increases to +3. + +When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon, you choose which type of ammunition you fire when you attempt the attack. + +## PRIMARY FIELD OF STUDY (EX) - 1ST LEVEL + +Your primary field of study represents your scientific specialty. Choose your primary field of study upon taking your first level in biohacker—once made, this choice cannot be changed. A field of study grants you a unique booster and inhibitor, many of which work only on living creatures (not objects or creatures with the unliving universal creature rule) and have special properties and descriptors explained in their entries. At 5th level, you gain the breakthrough for your field of study. + +## SCIENTIFIC METHOD (EX) - 1ST LEVEL + +You have an innate mental gift, and a special way of approaching problems that lets you surpass normal researchers and scholars. If your key ability score is Intelligence, you have a studious mind. If your key ability score is Wisdom, you have an instinctive mind. Your scientific method affects your spark of ingenuity class feature (see below), and may impact how some other class features function, as noted in those abilities. + +## STUDIOUS + +Your mind is a fortress of information that can rarely be breached. You gain a +1 bonus to Will saving throws. This bonus increases to +2 at 3rd level, +3 at 8th level, and +4 at 16th level. You also gain a +1 insight bonus to Life Science, Medicine, and Physical Science checks. This bonus increases by 1 at 3rd level, and every 4 levels thereafter. Additionally, you can add your Intelligence modifier instead of your Wisdom modifier to Perception and Sense Motive checks. + +## INSTINCTIVE + +You can quickly intuit the connections between things and often act instinctively on those connections, gaining knowledge and aptitude without always being able to say how you picked it up. Select two skills—once made, this choice cannot be changed. You gain a bonus rank in each of these two skills at every level, as well as a +1 insight bonus to checks using these skills. This bonus increases by 1 at 3rd level and every 4 levels thereafter. Additionally, you can add your Wisdom modifier instead of your Intelligence modifier to Life Science, Medicine, and Physical Science checks. + +## THEOREM (EX) - 2ND LEVEL + +As you gain experience, you devise theories about the way the universe works. Some theorems you can apply to yourself, altering your physiological structure to gain specific benefits, while others require the use of your custom microlab or other equipment or add additional options for your biohacks. + +You learn your first theorem at 2nd level, and you gain an additional theorem every 2 levels thereafter. If a theorem allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your biohacker level + your key ability score modifier. If a theorem requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your biohacker level + your key ability score modifier. Unless otherwise specified, you can’t learn a theorem more than once. Once you learn a theorem, that choice cannot be changed. + +## SPARK OF INGENUITY (EX) - 3RD LEVEL + +Possible permutations and offshoots of your formulas constantly run through your mind. Once per day, you can alter one of your biohacks to work in a different way, determined by your scientific method. You can do this one additional time per day at 9th level and at 15th level. + +If you are a studious biohacker, you can expend two uses of your biohack ability to combine the effect of two basic or minor biohacks (or one of each) into a single effect. This takes no additional time and allows a creature to be under the effects of two different basic or minor booster or inhibitor biohacks simultaneously. If the two effects have different durations, each effect ends after its normal time limit, though any with a duration measured in rounds last 1 round longer than normal. + +If you are an instinctive biohacker, when using a booster biohack, you can remove one of the following conditions, in addition to the booster’s normal effects: dazzled, fascinated, or shaken. If you are at least 9th level, you can instead add the off-target condition as one of the effects imposed by any of your inhibitors, or you can remove any one of the following conditions with any of your boosters: dazzled, deafened, fascinated, fatigued, off‑target, shaken, or sickened. Alternatively, you can add the dazzled condition to the effects imposed by any of your inhibitor biohacks. This effect lasts the length of the inhibitor’s duration. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. For weapons you have gained proficiency with only through the injection expert class feature, rather than the normal Weapon Specialization benefit, you instead add half your character level to damage you deal with those weapons. + +## SECONDARY FIELD OF STUDY (EX) - 7TH LEVEL + +You choose a secondary field of study, which must be different from your primary field of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 11th level, you gain the breakthrough for your secondary field of study. When discussing your eduction, your secondary field of study is often referred to as your “minor.” + +## TERTIARY FIELD OF STUDY (EX) - 13TH LEVEL + +You choose a third field of study, which must be different from your primary and secondary fields of study. Once made, this choice cannot be changed. You gain the unique booster and inhibitor biohacks for that field of study. At 17th level, you gain the breakthrough for your tertiary field of study. + +## RESOLVE ANALYSIS (EX) - 19TH LEVEL + +Whenever you use your spark of ingenuity class feature, you regain 1 Resolve Point, up to your normal maximum. + +## SUPERSERUM (SU) - 20TH LEVEL + +At 20th level, you have developed the formula for a superserum that can create powerful changes in a target. You can create two superserums per day. Your superserums are a special type of biohack, and you prepare them as part of the 10 minutes required to create your normal biohacks for the day. Your superserum produces one of the following effects; as with all biohacks, you decide on this effect as part of the attack or action you take to inject a creature with the biohack. + +- Grant major healing or bring a dead creature back to life. This functions as if you had cast raise dead or regenerate on the target, using your class level as the caster level. +- Scramble the physiological makeup of the target, causing massive internal damage. The target takes 17d10 points of damage and is exhausted and stunned for 1 round. If the target succeeds at a Fortitude saving throw (DC = 10 + half your biohacker level + your key ability score modifier), the damage is halved, and the target is instead only fatigued for 1 round. +- Relieve the target of debilitating conditions. Choose one set of ability scores: mental (Intelligence, Wisdom, and Charisma) or physical (Strength, Dexterity, and Constitution). The target is healed of all ability damage to the chosen set of ability scores, and all ability drain from these ability scores is removed. Regardless of which set of scores you choose, the superserum also eliminates any ongoing confusion, fear, and insanity effects; any mental afflictions that could be removed with dispel magic; and any diseases that use the mental disease track. It removes any effects magically altering the target’s memory—even instantaneous effects—and can restore the target’s memory to perfect clarity. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Biohacker/Fields of Study.md b/Compendium/SF1E/Classes/Biohacker/Fields of Study.md new file mode 100644 index 0000000..1fc5e79 --- /dev/null +++ b/Compendium/SF1E/Classes/Biohacker/Fields of Study.md @@ -0,0 +1,159 @@ +--- +aliases: +tags: +--- +# FIELDS OF STUDY + +**Source** _Character Operations Manual pg. 44_ +The following fields of study represent the most common academic specialties for a biohacker. Each field’s booster, inhibitor, and breakthrough ability follow the rules for basic biohacks unless specified otherwise. Unlike boosters and inhibitors, a breakthrough ability doesn’t count against your uses of the biohack class feature. You can use each breakthrough’s ability once, and you regain the ability to use it after you take a 10-minute rest to recover Stamina Points or take an 8-hour rest to regain Resolve Points. If an ability gained through a field of study requires a saving throw, the DC is equal to 10 + half your class level + your key ability score modifier. + +## ANESTHESIOLOGY + +**Source** _Tech Revolution pg. 18_ +Anesthesiology is the study of how to reduce sensation, awareness, and pain sensitivity. While normally used to prepare patients for surgical procedures, you can creatively apply principles of anesthesiology in combat to help your allies work through pain or to inhibit your opponents. + +**Booster**: You inject a living creature with a substance that confers insensitivity to pain. That creature gains a +2 enhancement bonus to saving throws against pain effects and gains DR 1/—. This DR increases by 1 for every 5 biohacker levels you have, and it stacks with one other source of DR, to a maximum DR value up to your biohacker level. + +**Inhibitor**: You deliver a chemical compound that makes the target tired and weak, dealing nonlethal damage equal to your biohacker level and giving the target the fatigued condition (Fortitude negates fatigue and halves the nonlethal damage). If the target is already fatigued and becomes fatigued again, it becomes exhausted instead. This is a poison effect. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Ignore Pain**: As a standard action, you can create and deliver a formula that allows a living creature to overcome pain and injury. When injected, the formula grants the target a number of temporary Hit Points equal to twice your biohacker level for 1 minute. The first time during that minute that the target is reduced to 0 Hit Points but not killed outright, it can continue to act normally until the end of its next turn or until it takes additional damage, at which point it becomes unconscious, as normal. + +## CYBERMEDICINE + +**Source** _Tech Revolution pg. 18_ +Cybermedicine is the study of integrating biological and technological material and understanding their interactions. + +**Booster**: You boost a living creature or construct with a nanite-infused substance that causes both living creatures and constructs to heal more efficiently. If that creature would benefit from any effect that restores Hit Points, increase the number of Hit Points restored by 50% or by an amount equal to your key ability score modifier, whichever is lower. + +**Inhibitor**: You deliver a nanite solution to a living creature or construct, interfering with its healing or repair. Whenever the creature would regain Hit Points from an effect, it must succeed at a Fortitude save or regain no Hit Points from the effect. For persistent healing effects like regeneration, the creature must attempt a new saving throw against the inhibitor each round to regain Hit Points, though the inhibitor doesn’t suppress such abilities altogether. This is a poison effect and ignores a construct’s immunity to poison. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Override Biology**: As a standard action, you create and deliver a formula packed with nanites that flood a living creature’s body, granting it construct-like traits. The target gains the no breath universal creature ability as well as a +2 enhancement bonus to saving throws against disease, mind-affecting effects, poison, and sleep (unless those effects specifically target constructs). + +## EFFICIENCY + +**Source** _Interstellar Species pg. 20_ +Efficiency is the study of maximizing useful work for a given amount of available energy. + +**Booster**: You enable the target to accomplish greater deeds with less effort. Once per round when the creature expends a Resolve Point, there’s a 25% chance it gains the Resolve Point’s effects but doesn’t expend the Resolve Point. This effect doesn’t last long enough to affect abilities that take longer than 1 minute, including resting to recover Stamina Points. + +**Inhibitor**: You deliver an agent that slows reaction time and causes the target to move inefficiently, imparting a –2 penalty to Reflex saving throws. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**True Efficiency (Ex)**: You create and apply a special compound to a biohack that doubles that biohack’s duration. You can use this breakthrough as part of the same action you use to administer the biohack. + +## GENETICS + +**Source** _Character Operations Manual pg. 45_ +Genetics is the study of living creatures’ inherited characteristics. + +**Booster**: You temporarily boost a living creature (one that does not have the unliving universal creature rule) to improve the acuity of its hearing, granting the subject the benefits of blindsense (sound) with a range of 60 feet. If the creature already has blindsense, it instead gains the benefit of the Blind‑Fight feat. This benefit lasts for 60 minutes. + +**Inhibitor**: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature's body, increasing the damage it takes from one energy type (your choice). If the creature takes the chosen type of energy damage, it takes additional damage of the same type equal to half your level (minimum 1). This biohack doesn't increase the damage a creature takes from natural hazards or environments, only damage from energy attacks, spells, and other abilities. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Gene Therapy (Ex)**: As a standard action, you can create and deliver a medicinal formula to a living creature that suspends the effects of damage to their mind and body. When injected, the formula allows the target to ignore the effects of all ability score damage and drain for 10 minutes. If you are at least 7th level, this effect lasts for 1 hour. If you are at least 13th level, it lasts for 24 hours. + +## IMMUNOLOGY + +**Source** _Character Operations Manual pg. 45_ +Immunology is the study of how living creatures’ bodies fight off diseases and other maladies. + +**Booster**: You boost a creature’s immune system, granting a +2 enhancement bonus to Fortitude saving throws. + +**Inhibitor**: You deliver a potent compound that weakens a creature’s immune system (or creates vulnerabilities in nonliving creatures), imparting a –2 penalty to Fortitude saving throws. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Suppress Disease (Ex)**: As a standard action, you can create and deliver a formula that supercharges a target’s immune system. When injected, the formula allows the target to ignore the effects of the highest stage (not including the disease’s end state) of a single disease affecting them for 1 hour. The disease doesn’t progress normally during that time, but this time doesn’t count toward the disease’s duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single disease for 24 hours. If you are at least 13th level, the target ignores the effects for 1 week. + +## NEUROCHEMISTRY + +**Source** _Character Operations Manual pg. 45_ +Neurochemistry is the study of the chemicals that affect creatures’ brains and nerves (or related cognitive systems). + +**Booster**: You bolster the chemistry of a creature’s brain (or other cognitive system), allowing it to ignore the effects of the confused and staggered conditions for the booster’s duration. While the creature is ignoring these effects, the duration of the condition elapses as normal. + +**Inhibitor**: You deliver a strong chemical admixture that interferes with a creature’s neurons (or equivalent), imparting a –2 penalty to Will saving throws. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Boost Neurotransmitters (Ex)**: As a standard action, you can create and deliver a compound that causes a surge of cognitive activity. When injected into a creature, the formula grants the target a +4 enhancement bonus to saving throws against mind‑affecting effects for 1 minute. If the target is already subject to a mind-affecting effect, the target can immediately attempt a new saving throw with a +2 enhancement bonus against the effect. This does not grant a new saving throw if the effect did not originally allow one. + +## PHARMACOLOGY + +**Source** _Character Operations Manual pg. 45_ +Pharmacology is the study of drugs and their effects on living creatures. + +**Booster**: You deliver a coagulant to a living creature, granting it immunity to the bleeding condition for the duration of this effect. If the creature is under the effect of the bleeding condition when you administer this biohack, that condition ends. + +**Inhibitor**: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a Fortitude save or also gain the entangled condition. This is a mind-affecting poison effect. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Alleviate Pain (Ex)**: As a standard action, you can create and deliver a formula to a living creature to prevent pain and nausea. When injected, the mixture provides the target with a +4 enhancement bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition. This bonus lasts for 1 minute. If the target is already under one of these effects, or if it already has the sickened or nauseated condition, it can immediately attempt a new saving throw with a +2 enhancement bonus to end the effect or remove the condition. This does not grant a new saving throw if the effect did not originally allow one. If you are at least 7th level, the bonus to saving throws against pain effects and effects that cause the sickened or nauseated condition increases to +6, or +4 for targets already afflicted and attempting a new saving throw. If you are at least 13th level, this automatically removes the sickened condition, and the bonus to new saving throws for the other conditions increases to +6. + +## THAUMAPATHY + +**Source** _Galactic Magic pg. 18_ +Thaumapathy studies the inherent magic that suffuses living things, enhancing or dampening that power with the use of eldritch pharmaceuticals. + +**Booster**: You temporarily boost a creature’s intrinsic magical field, granting it spell resistance equal to 5 + your class level. If it already has spell resistance, increase the spell resistance by 1 (or by 2 if the original spell resistance is less than or equal to 10 + your biohacker level). + +**Inhibitor**: Your inhibitor restricts the magical pathways of the target’s body, making spellcasting more difficult. Reduce the caster level and saving throw DCs of spells and spell-like abilities the creature casts by 1. The creature takes a penalty equal to 1 per damage die when rolling damage dealt by its spells and spell-like abilities. +For the duration of the inhibitor’s effect, spells and spell-like abilities that normally have a casting time of 1 standard action instead gain a casting time of 1 round, and spells and spell-like abilities that normally have a casting time of 1 round gain a casting time of 2 rounds. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Magic Renewal (Su)**: As a standard action, you can create and deliver a medicinal formula to a living creature that restores one of that creature’s expended spell slots or expended spell-like abilities. The level of the spell slot or spell-like ability restored cannot exceed one-third your biohacker level (rounded up). A creature can benefit from your magic renewal breakthrough only once per day. + +## THERMOREGULATION + +**Source** _Interstellar Species pg. 20_ +By manipulating thermoregulation, a biohacker can protect creatures from extreme temperatures or cause them to overheat. + +**Booster**: You protect a creature against extreme heat and cold. The target gains cold resistance 1 and fire resistance 1, and these resistances increase by 1 for every 4 biohacker levels you have. If the creature is burning, it can immediately attempt a Reflex save with a +2 bonus to end the burning effect. If the creature has the staggered condition from failing a saving throw against a cold effect, it can immediately attempt a new saving throw against the effect, ending it on a success. + +**Inhibitor**: You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Inescapable Heat (Ex)**: As a standard action, you can deliver a formula that heightens the target’s sensory response to heat and cold, causing unpredictable fear to these stimuli. For 1 minute, whenever the creature takes cold or fire damage, it becomes shaken for 1 round. The first time during that minute the creature begins its turn with the burning condition, it becomes confused for the duration of the burning effect (Will negates). However, on a d% result of 51–75 to determine the confused creature’s actions (Core Rulebook 274), the creature attempts to end the burning condition rather than dealing damage to itself. At the start of each subsequent turn, the creature can attempt a new Will save, ending the confused condition immediately on a success. This is a fear and pain effect. + +## TOXICOLOGY + +**Source** _Character Operations Manual pg. 46_ +Toxicology is the study of the adverse effects certain chemicals have on living creatures. + +**Booster**: You cause a living creature to sweat a foul secretion. Any living creature attacking the affected target with a natural attack takes a –2 penalty to the attack. This penalty is a poison effect. If the attacker has active environmental protections (such as those provided by most armor), the penalty applies only after the attacker has hit and damaged the target once. + +**Inhibitor**: You deliver a weak toxin into a living creature’s body, imparting the sickened condition unless it succeeds at a Fortitude saving throw. This is a poison effect. + +### BREAKTHROUGH + +You can use the following ability when you achieve the breakthrough for this field of study. + +**Suppress Poison (Ex)**: As a standard action, you can create and deliver a formula to a living creature that holds the course of a toxin in check. When injected, the formula allows the target to ignore the effects of the highest stage (not including the poison’s end state) of a single poison affecting that creature for 1 minute. The poison doesn’t progress normally during that time, but this time doesn’t count toward the poison’s duration. If you are at least 7th level, the target ignores the effects of the highest stage of a single poison for 10 minutes. If you are at least 13th level, the target ignores the effects of all stages of a single poison for 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Biohacker/Theorems.md b/Compendium/SF1E/Classes/Biohacker/Theorems.md new file mode 100644 index 0000000..bd32ad9 --- /dev/null +++ b/Compendium/SF1E/Classes/Biohacker/Theorems.md @@ -0,0 +1,287 @@ +--- +aliases: +tags: +--- +# THEOREMS + +**Source** _Character Operations Manual pg. 46_ +You formulate your first theorem at 2nd level and gain a new theorem every 2 levels thereafter. Theorems all require you to have a minimum biohacker level and are organized accordingly. Some theorems require you to satisfy other prerequisites, such as knowing other theorems. + +Theorems marked with an asterisk (\*) apply to your biohacks class feature and do not stack with one another. Only one such theorem can be applied to an individual biohack. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these theorems. + +### AMPOULE EXPERTISE (SU) + +**Source** _Galactic Magic pg. 19_ +You’ve discovered how to create specialized spell ampoules using ingredients in your custom microlab. Your selection of spell amps is limited to a number of spells equal to 3 + half your biohacker level; these spells must fulfill all the requirements for a spell amp as detailed on page 224 of the Starfinder Core Rulebook. These spells comprise the list of spell amps you can create with this ability. Each time you gain a biohacker level, you can swap out one spell on this list for another spell that qualifies. Whenever you gain an even‑numbered biohacker level, you also select one additional spell to add to your list of spell amps. +The first time each day that you create your biohacks, you can create two 0-level spell amps and one 1st-level spell amp from your list. At 8th level, you also can prepare one 2nd-level spell amp from your list. Your spell amps are highly experimental and provide a benefit only when either consumed by you or when an imbiber also spends 1 Resolve Point as part of the action to consume the spell amp. You can inject these spell amps as though they were biohacks, though you must expend 1 Resolve Point and a biohack to do so. + +### CULINARY EXPERT (EX) + +**Source** _Tech Revolution pg. 19_ +You can craft food or drink in half the time it would normally take, your custom microlab counts as professional’s tools for Profession (cook) checks, and you can use your Life Science skill in place of Profession (cook) for checks other than those to earn a living. If you gain an insight bonus to Life Science or Profession (cook) checks, you apply that insight bonus to both skills. + +### CUSHION THE BLOW (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +As a reaction, you can expend one of your biohacks to protect an ally attuned to your custom microlab who is about to take falling damage. The target must be adjacent to you or within the first range increment of a ranged injection weapon you’re wielding. The target treats the fall as if it were 20 feet shorter, plus an additional 10 at 5th level and every 3 levels thereafter. +At 5th level, you can spend 1 Resolve Point when you use this theorem to instead target an ally who is about to take bludgeoning damage from an attack or spell. The ally reduces the damage taken by an amount equal to twice your key ability score modifier. At 10th level, this amount increases to three times your key ability score modifier, and at 15th level, this amount increases to four times your key ability score modifier. Once a creature has benefited from this use of cushion the blow, they cannot benefit from it again until they take a 10-minute rest to recover Stamina Points. + +### ELECTROSTATIC SENSE (EX) + +**Source** _Interstellar Species pg. 21_ +You’ve attuned your body’s natural electrical field to be sensitive to others’ energy. You gain blindsense (electricity) with a range of 5 feet. You can expend a biohack as a move action to increase the range to 20 feet for a number of rounds equal to your key ability score modifier. +If you have blindsense (electricity), blindsight (electricity), electrolocation, or a similar sensory ability that uses electricity, you instead increase that ability’s range by 10 feet. You can expend a biohack as a move action to instead increase the ability’s range by 50% or to a range of 20 feet, whichever is greater, for a number of rounds equal to your key ability score. + +### ENERGIZED ASSAULT (EX) + +**Source** _Interstellar Species pg. 21_ +As a move action, you can expend a biohack to amplify your body’s natural electrical field to energize your attacks. For one minute, whenever you make an attack with a weapon, you can replace half that weapon’s damage with electricity damage. If the weapon already deals two types of damage, replace one of them of your choice with electricity. This theorem never causes a weapon that normally targets KAC to target EAC. + +### FIELD DRESSING (EX) + +**Source** _Character Operations Manual pg. 46_ +As a standard action, you can use your custom microlab to quickly render medical aid to an adjacent willing or unconscious creature. If you are an instinctive biohacker, the target regains a number of Stamina Points equal to your key ability score modifier. If you are a studious biohacker, the target regains a number of Hit Points equal to your key ability score modifier. This number increases to 1d6 + your key ability score modifier at 4th level, and to 2d8 + your key ability score modifier at 8th level. You must have your custom microlab in your possession to use this ability, and you can use it a number of times per day equal to your key ability score modifier. Regardless of what type of biohacker you are, once a creature has benefited from your field dressing, they cannot benefit from your field dressing again until they take a 10-minute rest to recover Stamina Points. + +### HAMPERING INHIBITOR\* (EX) + +**Source** _Character Operations Manual pg. 46_ +Any biohack inhibitor you successfully use against a foe decreases that foe’s speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased. + +### INSTANT RECALIBRATION (EX) + +**Source** _Interstellar Species pg. 21_ +When a creature attuned to your microlab would fail a skill check by 2 or less, you can expend a biohack as a reaction to adjust its hormone levels to coax peak performance, allowing the creature to reroll the skill check and take the better result. Once an attuned creature has rerolled a skill check from this ability, it can’t do so again until you rest for 8 hours to regain Resolve Points. You must be aware of and have line of sight to the attuned creature to use this theorem. + +### LOCOMOTIVE ADAPTATION (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +Once per day, you can spend 10 minutes creating fast-acting mutagens that alter subjects’ physiology (granting sticky suckers or webbing and fins on their appendages). Choose either a climb speed of 20 feet or a swim speed of 20 feet. At the end of the 10 minutes, you and all those attuned to your custom microlab gain the selected movement speed with a duration of 10 minutes × your biohacker level. A creature that already has the chosen form of movement is unaffected by the mutagen. You must have your custom microlab in your possession to use this ability. + +### MEDICATION MASTERY (EX) + +**Source** _Character Operations Manual pg. 46_ +You can quickly turn the compounds and catalysts in your custom microlab into medicinals. You can create an analgesic, an antitoxin, or a sedative with an item level no higher than your biohacker level. If you are an instinctive biohacker, you can also make excitants and stimulants. If you are a studious biohacker, you can also make antiemetics and coagulants. These medicinals are highly unstable and cannot be stored for later use or used by anyone else. You can add one of these medicinals to any attack you make with an injection weapon as part of the action to make the attack or attacks, but you can’t add a biohack of any kind to the same attack. You can use this ability a number of times equal to your key ability score, and you regain all expended uses of this ability (u‹p to your maximum) when you take a 10-minute rest to recover Stamina Points. + +### MICROLAB JACK (EX) + +**Source** _Tech Revolution pg. 19_ +Your custom microlab can function as a standard datajack, though it doesn’t count against the maximum number of augmentations you can install in your brain system. This functions as a high-density datajack at 8th level and as an accelerated datajack at 14th level. + +### MOBILITY ENHANCEMENT (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +You can administer a special biohack to a living creature, enhancing the target’s flexibility. This functions as a biohack booster but does not count against your total uses of biohack. If you hit the target, they increase the distance they can move when using Acrobatics to tumble by 5 feet, and they reduce the amount by which the Acrobatics DC increases when the target tumbles through a space threatened by multiple opponents to 1 per additional foe beyond the first. The target can also calculate the DC of Athletics checks to jump as though they always had a running start. You can use this special biohack a number of times per day equal to your key ability modifier, and its effects last for 1 minute. + +### MORPHING HACK (SU) + +**Source** _Galactic Magic pg. 19_ +You have developed a special hybrid biohack that can physically transform a creature. Once per day as a standard action, you can target a living creature with a special biohack that counts against your total uses of biohacks and otherwise functions as a biohack. If you hit your target, they are affected by a 1st-level polymorph spell; an unwilling creature can negate the effect with a successful Fortitude save. Your caster level for this effect is equal to your biohacker level, and the effect lasts for a number of rounds equal to your key ability score. As you advance in biohacker levels, your morphing hack becomes more potent; increase the polymorph spell level to 2nd when you reach 5th level, and by one additional spell level for every 3 biohacker levels you have (maximum 6th level at 17th level). +When you select this theorem, select a single polymorph form according to the guidelines for the spell on page 145 of Alien Archive 2. Every time you use this ability, the target turns into the polymorph form you have chosen. Each time you gain a biohacker level, you can select a new form for this theorem, replacing the old one. You can select this theorem multiple times, with each additional theorem giving you an additional daily use of this biohack and an additional polymorph form for the biohack. + +### PAINFUL INJECTION (EX) + +**Source** _Character Operations Manual pg. 46_ +When you hit an enemy with a weapon with the injection weapon special property, you can cause the ammunition (whatever it may be) to lodge painfully in that creature’s body. The target takes an additional amount of damage equal to half your key ability modifier. + +### PRICKLY BOOSTER\* (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +Any booster you successfully use on yourself or an ally causes the target’s skin to sprout thorny projections for a number of rounds equal to your key ability score modifier, in addition to the booster’s other effects. Any creature who hits the target with a natural attack or unarmed melee attack takes 1d6 piercing damage; this damage increases to 2d6 at 8th level, to 3d6 at 14th level, and to 5d6 at 20th level. + +### SPEEDY SERUMS (EX) + +**Source** _Character Operations Manual pg. 46_ +When you use your custom microlab to craft a serum, you can do so in half the normal time. + +### STRANGE ANATOMY (EX) + +**Source** _Character Operations Manual pg. 46_ +Using complex chemical concoctions, you have altered your own physiology. When an enemy scores a critical hit against you, reduce the amount of damage dealt by a number equal to your key ability score modifier. This does not prevent you from taking critical hit effects. At 6th level, reduce the damage from critical hits by twice your key ability score modifier. At 12th level, you reduce it by three times your key ability score modifier, and at 18th level, you reduce it by four times your key ability score modifier. + +### TELEPATHIC BOOST\* (EX) + +**Source** _Tech Revolution pg. 19_ +In addition to your biohacks’ normal effects, creatures you affect with your biohack boosters can communicate with you telepathically at a range of 30 feet for the duration of the booster’s effect as long as you share a language. + +### TOXIC SKIN (EX) + +**Source** _Character Operations Manual pg. 46_ +You have handled so many toxins that they’ve accumulated in your skin (or equivalent outer layer). Any creature that hits you with a natural attack must succeed at a Fortitude save or gain the sickened condition for 1 minute. Any creature that swallows you whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits you back out at the start of its next turn. (This vomiting takes no action.) When expelled, you land prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by your toxic skin, it can’t be affected by it again for 24 hours, although it could be affected by another biohacker’s toxic skin. + +### TREAT CONDITION (EX) + +**Source** _Character Operations Manual pg. 47_ +As a standard action, you can treat a willing, adjacent creature to remove the shaken, sickened, or staggered condition. This doesn’t end the effect that caused the condition, and the target can regain the condition from any source as normal. You can use this ability a number of times equal to your key ability score modifier. You regain all expended uses of this ability (up to your maximum) when you take a 10-minute rest to recover Stamina. + +### TREATMENT MASTERY (EX) + +**Source** _Character Operations Manual pg. 47_ +You gain a +2 circumstance bonus to your Medicine check when using the treat disease and treat drugs or poison tasks, and can do so with greater speed. It takes you 1 minute to treat disease, and a move action to treat drugs or poison. You can also attempt these tasks without a medkit, medical lab, or medical bay, though doing so takes the normal amount of time for both tasks and you do not gain the bonus to the checks. + +## 8TH LEVEL + +You must be 8th level or higher to choose these theorems. + +### ADVANCED LOCOMOTIVE ADAPTATION (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +You can use locomotive adaptation twice per day, and the climb and swim speeds you grant with this theorem increase to 30 feet each. When selecting the movement speed you give the targets, you add a burrow speed of 20 feet as well as an extraordinary fly speed of 20 feet with average maneuverability to the options from which you can choose. You must have the locomotive adaptation theorem to choose this theorem. + +### ARMS EXPERT (EX) + +**Source** _Character Operations Manual pg. 47_ +If you have the weapon specialization class feature, add your full class level to damage (rather than half your class level) with small arms and weapons with which you have gained proficiency through the injection expert class feature. + +### ELONGATION MUTATION\* (EX) + +**Source** _Galactic Magic pg. 19_ +Any booster you successfully use on yourself or an ally causes the target’s limbs to become elastic and capable of stretching a great distance. The creature increases its reach by 5 feet. This effect lasts a number of rounds equal to your primary ability score modifier (minimum 1 round), in addition to the booster’s other effects. + +### ENHANCED SENSES (EX) + +**Source** _Galaxy Exploration Manual pg. 14_ +Following a regimen of experimental treatments, you have altered your senses to notice even the faintest traces of sounds or movement. You gain blindsense (vibration) with a range of 5 feet as well as a +2 enhancement bonus to Will saving throws against illusions. +As a move action, you can spend 1 Resolve Point to enter a state of heightened awareness. This state allows you see invisible creatures as per see invisibility, your enhancement bonus to Will saving throws against illusions increases to +4, and you take a –2 penalty to Fortitude saving throws due to the enhanced strain on your body. This state lasts for a number of minutes equal to 10 × your biohacker level, and you can end the state before then as a swift action. + +### FAR INJECTION (EX) + +**Source** _Character Operations Manual pg. 47_ +Constant tinkering allows you to increase the range of ranged injection weapons with which you gained proficiency through your injection expert class feature. The range increments of these weapons double when you use them. At 16th level, their range increments instead triple when you use them. + +### FIRST AID EXPERT (EX) + +**Source** _Tech Revolution pg. 19_ +When you use your custom microlab as a medkit, advanced medkit, or medical lab to treat deadly wounds and exceed the DC by 5, rather than add your Intelligence modifier to the amount healed, you add either twice your Intelligence modifier or twice your Wisdom modifier to the amount healed. + +### GROUNDING INHIBITOR\* (EX) + +**Source** _Galaxy Exploration Manual pg. 15_ +Any biohack inhibitor you successfully use against a foe that has a nonmagical fly speed severely inhibits that target’s ability to fly. In addition to taking the inhibitor’s normal effects, the target has its maneuverability reduced to clumsy; if its maneuverability is already clumsy, its fly speed is halved. + +### IMPROVED INSTANT RECALIBRATION (EX) + +**Source** _Interstellar Species pg. 21_ +You’ve learned to spot a disaster before it happens. You can use the instant recalibration theorem when an attuned creature fails a skill check by 3 or less. If you also spend a Resolve Point when activating this ability, you can instead affect an attuned creature who would fail a skill check by 5 or less. You must know the instant recalibration theorem to select this theorem. + +### IMPROVED TREAT CONDITION (EX) + +**Source** _Character Operations Manual pg. 47_ +Add the following conditions to the list of those you can remove with the treat condition theorem: frightened and nauseated. You must know the treat condition theorem to select this theorem. + +### POWERFUL BIOHACKS\* (EX) + +**Source** _Character Operations Manual pg. 47_ +You can use fringe science to tweak your biohacks so that you can affect any creature with biohacks that normally don’t affect creatures with the unliving universal creature rule. If the biohack had the poison descriptor, you can remove that descriptor each time you use that biohack. + +### STABLE BIOHACKS (EX) + +**Source** _Character Operations Manual pg. 47_ +You have ironed out many of the kinks in your formulas, and your biohacks now remain effective even when they leave your possession. This allows you to give your biohacks to others to use at their convenience. Other creatures must load a biohacks into an injection weapon before use as a move action, or apply the biohack to themself or an adjacent willing or unconscious ally as a standard action. Biohacks you create that are not used count against your maximum until they are used or become inert 24 hours after creation. + +### SURE-STEP BOOSTER\* (EX) + +**Source** _Galaxy Exploration Manual pg. 15_ +Any booster you successfully use on yourself or an ally grants the target the ability to take a guarded step through difficult terrain for a number of rounds equal to your key ability score modifier, in addition to its normal effects. + +### TECHNOLOGICAL BIOHACKS (EX) + +**Source** _Tech Revolution pg. 19_ +Your biohacks that affect only living creatures can also affect creatures with the construct type or technological subtype. Your biohacks ignore such creatures’ immunities to poison. + +### THICKENED BONES (EX) + +**Source** _Interstellar Species pg. 21_ +Through extensive biochemical treatments, you’ve permanently reinforced your bones, making it less taxing to carry heavy loads and helping you resist catastrophic harm. Your bulk carrying limit increases by 2, and you don’t become fatigued from the long-term effects of living in a high-gravity environment. You gain a +2 bonus to saving throws made to resist the wound and severe wound critical hit effects, as well as other effects that would sever or mutilate your limbs. + +### TRANQ DART (EX) + +**Source** _Character Operations Manual pg. 47_ +Once per day, you can target a living creature with a special biohack as a standard action. This doesn’t deal any damage and doesn’t count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, they must succeed at a Fortitude saving throw or fall into a deep sleep after 1 round, gaining the asleep condition. On a successful saving throw, the target is unaffected. At 14th level, you can use this ability twice per day. This is a poison effect. + +### TREAT RADIATION (EX) + +**Source** _Galaxy Exploration Manual pg. 15_ +Using your custom microlab, you can spend 1 hour to treat the effects of radiation in one living creature, after which you make a special check, rolling 1d20 and adding your biohacker level and any insight bonus you have to Medicine checks to the result. The check’s DC equals the radiation effect’s save DC. If you succeed, the target is cured of both the radiation’s poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. At 14th level, it takes you only 10 minutes to perform this treatment, though this doesn’t count as a 10-minute rest to regain Stamina Points. + + +### ACCELERATED METABOLISM (EX) + +**Source** _Ports of Call pg. 53_ +Once per day, you can target a living creature with a special biohack as a move action. This doesn’t deal any damage and doesn’t count against your total uses of biohacks, but it otherwise functions as a biohack. If you hit the target, it must succeed at a Fortitude saving throw or suffer a dramatic increase in the speed at which its system metabolizes drugs and poisons. For the next 10 minutes, the onset time and maximum duration of any contact, ingested, inhaled, or injury drugs and poisons affecting the target are halved, and the victim must attempt two saves each round against the effects, progressing to the next stage on the appropriate track with each failed save. + + +### ADAPTIVE METABOLISM (EX) + +**Source** _Ports of Call pg. 53_ +As a move action, you can expend one of your biohacks to inject yourself or an ally attuned to your custom microlab with a specially designed compound derived from a native Kehtarian lichen with unsurpassed adaptive properties, momentarily fooling the target’s system into metabolizing chemical compounds differently. Choose any serum with an item level no greater than half your biohacker level. The next poison, drug, or serum that affects the target before the start of your next turn has the effect of the serum you chose instead of its usual one. The substituted effect lasts a maximum of 1d4 rounds or the length of the original effect, whichever is shorter. If the original effect is still ongoing when the duration expires, it resumes at the same stage it was at before the change. + + +### BOTANICAL BOOSTER\* (EX) + +**Source** _Ports of Call pg. 53_ +Any booster you successfully use on yourself or an ally alters the target’s biochemistry to become more like that of a plant or plant creature. The target gains a +2 enhancement bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it’s effective against plants. This extra benefit to the booster doesn’t affect targets with the plantlike subtype or the plantlike universal creature rule. + + +### DECOMPOSING INHIBITOR\* (EX) + +**Source** _Ports of Call pg. 53_ +Any biohack inhibitor you successfully use against a creature causes its cellular structure to rapidly break down. For each of the next 1d4+1 rounds, the target takes 2d6 acid damage at the end of its turn. + + + +## 14TH LEVEL + +You must be 14th level or higher to choose these theorems. + +### AMPOULE MASTERY (SU) + +**Source** _Galactic Magic pg. 19_ +You have surpassed conventional spell ampoule science, allowing you to prepare one 3rd-level spell amp each day from your list of known spell amps using the ampoule expertise theorem. When you gain this theorem, you also add one additional spell to your list of spell amps that you can prepare. +At 18th level, you can prepare one 4th-level spell amp each day from your list of known spell amps; this exceeds the normal level limit for spell ampoules, though any 4th-level spells you add to your list of spell amps must still follow all other rules for creating spell amps. +You must have Ampoule Expertise to select this theorem. + +### BLEEDING BIOHACKS\* (EX) + +**Source** _Tech Revolution pg. 19_ +Your biohacks include insidious anticoagulants. Any biohack inhibitor that you successfully use against a target also afflicts them with an amount of bleed damage equal to 1d10 + your key ability score modifier, in addition to the inhibitor’s standard effects. + +### ENERGETIC BOOSTER\* (EX) + +**Source** _Character Operations Manual pg. 47_ +Any booster you successfully use on yourself or an ally grants the benefits of Agile Casting, Shot on the Run, or Spring Attack (your choice) for a number of rounds equal to your key ability score, in addition to its normal effect. The ally does not have to meet any of these feats’ prerequisites to gain these benefits. + +### GREATER FIELD DRESSING (EX) + +**Source** _Character Operations Manual pg. 47_ +When you use the field dressing theorem, the target instead regains a number of Hit Points or Stamina Points (whichever you normally restore with field dressing) equal to 4d8 + your key ability score modifier, or 6d8 + your key ability score modifier if you are 18th level or higher. You must know the field dressing theorem to select this theorem. + +### GREATER TREAT CONDITION (EX) + +**Source** _Character Operations Manual pg. 47_ +Add the following conditions to the list of those you can remove with the treat condition theorem: cowering, dazed, panicked, paralyzed, and stunned. You must know the treat condition and improved treat condition theorems to select this theorem. + +### IRON GUT (EX) + +**Source** _Galaxy Exploration Manual pg. 15_ +You know how to fight through nausea. You are immune to the sickened condition. While you are nauseated, you can take either a swift action and move action during your turn or two move actions. The nauseated condition still prevents you from attacking, casting spells, concentrating on spells, or doing anything else that requires attention. + +### LIQUID BRAVERY (EX) + +**Source** _Character Operations Manual pg. 47_ +You have consumed enough fortifying chemical concoctions to have negated some of the fear you feel. You are immune to the shaken condition. If you are frightened, you need not flee or fight, and if you are panicked, you need not drop all held items and flee, but you still cower if you are cornered. You still take the penalties associated with frightened and panicked as normal. + +### OOZE FORM (EX) + +**Source** _Galaxy Exploration Manual pg. 15_ +Once per day, you can spend 10 minutes creating and administering a mutagen that gives your body ooze-like qualities for a number of hours equal to your key ability score modifier. For this duration, you gain the compression and unflankable universal creature rules, as well as immunity to the additional damage from critical hits (though you are still affected by critical hit effects). +Once during the mutagen’s duration as a reaction when you take piercing or slashing damage, you can split into two copies of yourself. Divide your current Hit Points and Stamina Points evenly between the two, but otherwise, the copies share the same statistics and equipment. If one of the copies casts a spell, expends ammunition, or uses other limited-use resources, that resource is consumed for both copies. Any item dropped by just one copy becomes inert, shapeless biomatter. The copies share the same initiative count, with one acting immediately after the other. Each turn, one of the copies can use a full round’s worth of actions, and the other can take only a move action. +The effect lasts 5 rounds, after which one of the copies dissolves, and the other copy becomes you. Combine the copies’ Hit Point totals and Stamina Point totals to determine your HP and SP totals when the effect ends; these totals cannot exceed their normal maximums. If the copies are adjacent to each other, one copy can meld with the other as a move action, ending the effect prematurely. If one of the copies is reduced to 0 HP, the effect ends; your remaining copy becomes the “real” version, and you are staggered until the end of your next turn. + +### POISON EXTRACTION (EX) + +**Source** _Tech Revolution pg. 19_ +You’ve modified your custom microlab to deal with poisonous substances. When you fail a saving throw against a poison effect, you can activate your custom microlab as a reaction to attempt to extract the toxin. Reroll the saving throw with a +2 bonus, and use the second result. If you succeed, you cure the poison, shunt the toxin into a small reservoir in your custom microlab, and create a dose of the poison that you can use. The extracted poison becomes harmless if not used within 1 hour. Once you use this theorem, you can’t do so again until you spend 1 Resolve Point to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Android Abolitionist.md b/Compendium/SF1E/Classes/Class Archetypes/Android Abolitionist.md new file mode 100644 index 0000000..4b4ab8c --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Android Abolitionist.md @@ -0,0 +1,30 @@ +--- +aliases: +tags: +--- +# ANDROID ABOLITIONIST + +**Source** _Character Operations Manual pg. 97_ +Androids were recognized as free citizens of the Pact Worlds more than a century ago, but nefarious corporations, the Azlanti Star Empire, and other bad actors still conscript them into forced labor. Android abolitionists are freedom fighters dedicated to liberating such androids and combating the oppression of created peoples. + +Only some who have this archetype are members of the Android Abolitionist Front, an organization dedicated to fighting against android slavery. Likewise, not all Android Abolitionist Front agents have this archetype. Individuals with this archetype who join the Android Abolitionist Front are secretly inducted into a clandestine cell of local liberators, who train new recruits in the subtle arts of infiltration, manipulation, and protection. Once ready, abolitionists infiltrate and disrupt android trafficking operations or free enslaved androids. + +## ALTERNATE CLASS FEATURES + +The android abolitionist grants alternate class features at 4th, 9th, and 18th levels. + +### CUNNING LIBERATOR (EX) - 4TH LEVEL + +You understand the methods that android slavers use to track created peoples, and you have become adept at avoiding these villains. Whenever you attempt a Culture check to recall knowledge about a location where you’re trying to lie low and avoid attention, reduce the DC by 5. Additionally, Bluff and Diplomacy are class skills for you. For each of these skills that are already class skills for you (or becomes a class skill for you) from a source other than this archetype, you can choose an additional class skill from among Disguise, Intimidate, Sense Motive, Sleight of Hand, Stealth, and Survival. + +### ABOLITIONIST AEGIS (EX) - 9TH LEVEL + +Your guidance is instrumental in keeping others safe. As a move action, you can designate a creature as your ward. Once you do so, that creature remains your ward for the rest of the day, and you cannot designate a different creature as your ward for 24 hours. You can have only one ward at a time. Once per minute as a reaction to when your ward is adjacent to you and would take damage, you can expend 1 Resolve Point and grant your ward DR 10/— or resistance 10 against one energy damage type (acid, cold, electricity, fire, or sonic). This damage reduction or resistance is applicable only against the triggering attack and ends as soon as the damage from the triggering attack is resolved. + +At 18th level, the amount of damage reduction or energy resistance this class feature grants increases to 15. + +### TRACELESS PERSONA (EX) - 18TH LEVEL + +You are exceptional at masking your digital and physical appearance, and you can help your ward to do the same. Once per day, you can take 20 on an attempt to use Computers to create or detect a forgery. Anyone attempting to use Computers to track the digital signature of you or your ward (if you have designated one using your abolitionist aegis class feature) must roll twice and use the lowest result when doing so. + +This feature provides a number of other benefits. The DC for another creature to find or follow your tracks is 20 + 1-1/2 × your ranks in Stealth or Survival (your choice), no matter what circumstances, surfaces, or conditions you travel in. If you mask or cover allies’ tracks, taking at least a full action to do so, this DC also applies to checks to find or follow those tracks. In addition, when you attempt a Disguise check to change your appearance, you can affect yourself and up to six allies. When you attempt to change your appearance and that of your allies, you can ignore DC modifiers for altering major features, being disguised as a different race of the same creature type, and being disguised as a different creature type. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Arcanamirium Sage.md b/Compendium/SF1E/Classes/Class Archetypes/Arcanamirium Sage.md new file mode 100644 index 0000000..a0822c6 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Arcanamirium Sage.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- +# ARCANAMIRIUM SAGE + +_SFS Note: Replace the final paragraph of the Arcanamirium sage's Magic Item Scholar ability with the following: “Additionally, you can treat your character level as 1 higher for the purpose of purchasing hybrid or magic items; this does not stack with other abilities that increase your effective level when purchasing items.”_ +**Source** _Pact Worlds pg. 183_ +Much like the pre-Gap arcane academy of the same name, the Arcanamirium on Absalom Station is a prestigious institution of magical learning. Numerous ancient and alien artifacts are stored in the university’s vaults, and many sages trained at the institution thus specialize in studying magic items. Arcanamirium sages learn to hack an item’s magical field, which allows them to unlock powers unavailable to normal users. + +Most Arcanamirium sages are mystics and technomancers who studied at the university, but other characters can be Arcanamirium sages, such as explorers who investigate ancient sites of magical power or adventurers who want to augment their abilities with magic. + +## ALTERNATE CLASS FEATURES + +The Arcanamirium sage archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels. + +### MAGIC ITEM SCHOLAR (EX) - 2ND LEVEL + +As an Arcanamirium sage, you have an almost instinctual grasp over magic and hybrid items. You gain an insight bonus equal to half your class level to Engineering and Mysticism checks to identify and repair hybrid and magic items, and you don’t need detect magic to determine whether an object is a magic item or to identify a magic item. You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem, even if you aren’t a spellcaster. + +You gain access to the spell _identify_. If you have the spells class feature, you add _identify_ to your list of spells known, and treat it as a spell on your class spell list. If you already have _identify_ as a spell known, you instead gain an additional 1st-level spell known of your choice from your class spell list. If you do not have a class spell list or spells known, you gain _identify_ as a spell-like ability you can cast twice per day. + +Additionally, in typical settlements, you can find and purchase any hybrid or magic item with an item level up to your character level + 2. As normal, the GM can restrict access to some items regardless of their level. + +### SPELL GEM MANIPULATION (SU) - 6TH LEVEL + +Once per day, while holding a spell gem in your hand, you can cast the spell encoded within the gem using a spell slot of the same level or higher, just as though you were casting one of your spells known. The spell must be on your class’s spell list and cannot require expensive materials as part of its casting. If the spell normally requires an expenditure of Resolve Points to cast, you must expend the same number of Resolve Points to use this ability. Using a spell gem this way doesn’t expend the magic encoded within the gem. If you aren’t a spellcaster, once per day you can instead cast a spell from a spell gem as though you were a spellcaster (expending the magic normally), as long as the spell gem’s item level isn’t higher than your character level. + +You also gain access to _augury_, using the same rules as for gaining access to identify in the magic item scholar alternate class feature. + +### MAGIC ITEM ATTUNEMENT (SU) - 9TH LEVEL + +You can wear up to three hybrid or magic items at a time and have them all function normally. + +You also gain access to _arcane sight_, using the same rules as for gaining access to identify in magic item scholar. + +### RECHARGE MAGIC ITEM (SU) - 12TH LEVEL + +Once per day, you can expend 1 Resolve Point to refresh a magic item’s daily charges, even if the magic item has already refreshed its charges for that day. The item level of this magic item can’t be higher than your character level. This doesn’t affect magic items that don’t have charges that refresh each day. + +### GREATER MAGIC ITEM ATTUNEMENT (SU) - 18TH LEVEL + +You can wear up to four hybrid or magic items at a time and have them all function normally. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Assassin.md b/Compendium/SF1E/Classes/Class Archetypes/Assassin.md new file mode 100644 index 0000000..d7f22b4 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Assassin.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# ASSASSIN + +**Source** _Near Space pg. 143_ +Throughout the galaxy, shadowy figures move unseen, expertly eliminating targets before disappearing back into anonymity. Assassins originate from many different home worlds and cultures, and while no single tradition defines these gifted killers, several secretive societies train accomplished warriors into finely honed tools of discreet murder. Others learn the deadly craft on their own or from a mentor, refining their skills through decades of mercenary work. Some see assassins as supernatural beings—avatars of death that employ reality-bending magic to eliminate their targets. Others maintain that assassins gain their edge via superior technology. In truth, assassins make use of all manner of tactics, and some even use technomagical methods. Many organizations court assassins with exorbitant salaries and promises of immunity. +While many of the galaxy’s denizens are capable of committing murderous acts, assassins regard death as a painter does a palette. A skilled assassin can observe a target and determine the precise moment to strike, dealing irreparable damage to the target’s vital organs and ending their life with a single lethal blow. Many assassins also employ magic capable of tampering with the memories of potential witnesses, while others deploy technology that obscures their presence from modern surveillance. +Assassins value anonymity and discretion above all else; leaving a fragment of security footage behind or allowing their identity to be discovered can cost an assassin their job, if not their life. Many operatives and soldiers seek training as an assassin, but anyone with a talent for stealth and the willingness to kill can become an assassin. Though murder is part of the job description, not all assassins have evil alignments. Some individuals with this specialized training use their talents to serve a higher cause, but many are hardened criminals or jaded veterans with too much blood on their hands. Rumor has it that some law enforcement agencies in the galaxy employ small units of assassins responsible for tracking and taking down high-risk criminal targets. + +## ALTERNATE CLASS FEATURES + +The assassin archetype grants alternate class features at 6th, 12th, and 18th levels. + +### OPPORTUNISTIC CLOAKING (EX) - 6TH LEVEL + +You know how to manipulate your environment and take advantage of gaps in others’ perception to become undetectable even in plain sight. Once per day, you can attempt a Stealth check to hide as though you had succeeded at the create a diversion task of the Bluff skill against up to six creatures you’re observing. This ability functions only in crowded areas or in dim light or darkness; the GM might determine you can use this ability in similar circumstances. + +### LETHAL STRIKE (EX) - 12TH LEVEL + +As a standard action, you can study the weaknesses of a single enemy that you’re observing. Once per day, on a round after you spend 2 consecutive rounds studying the same enemy this way, you can either take a full action to move up to your speed and make a single attack with a melee weapon, or take a full action to attack with a sniper weapon (using the sniper weapon’s sniper range if applicable), against the studied enemy. This lethal strike attack deals damage as normal, and the target must also succeed at a Fortitude saving throw (DC = 10 + half your character level + your key ability modifier) or take 1d6 additional damage per your character level. If the target fails the save, it must also attempt a second Fortitude saving throw with the same DC. If it fails this second save, it dies instantly; this is a death effect. +In addition, whenever you kill a creature using your lethal strike, you can attempt a Stealth check opposed by Perception checks to notice by those in the vicinity; if successful, you prevent those nearby from identifying you as the attacker. If you succeed by 5 or more, bystanders might not even immediately notice that the target is dead (at the GM’s discretion). + +### EXPLOITATIVE STRIKE (EX) - 18TH LEVEL + +When you use lethal strike, you can force your target to roll its initial save twice and take the worse result. Alternatively, when a target that you studied on your previous turn is within your reach and an ally’s attack results in a critical hit against it, you can activate lethal strike as a reaction. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Augmented.md b/Compendium/SF1E/Classes/Class Archetypes/Augmented.md new file mode 100644 index 0000000..33e1d23 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Augmented.md @@ -0,0 +1,42 @@ +--- +aliases: +tags: +--- +# AUGMENTED + +**Source** _Starfinder Armory pg. 143_ +Although first a caste on Verces, the Augmented have since become a cultural movement of seeking perfection through artificial upgrades—most often cybernetics. The Augmented push the boundaries of cybernetic integration, often appearing as much machine as organic. + +## ALTERNATE CLASS FEATURES + +The Augmented grants alternate class features at 2nd, 4th, 6th, and 9th levels. + +### FAVORED AUGMENTATION (EX) - 2ND LEVEL + +Select one system of the body for which you can acquire augmentations. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation’s price by 50%. + +### NESTED AUGMENTATIONS (EX) - 4TH LEVEL + +Whether it’s because your body is especially receptive to modification or you’re able to adjust your modifications to fit alongside one another, you can use more augmentations at once than other creatures can. You can install one additional augmentation into one system that already has an augmentation. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit. + +### SUSTAINED BY SCIENCE (EX) - 6TH LEVEL + +Your technological components from augmentations grant you extraordinary resilience. Whenever you spend one or more Resolve Points, you gain an equal number of charges as though your body were a battery with a maximum capacity equal to the number of augmentations you have. You can use these charges to power any device that you own, and any unused charges disappear at a rate of 1 charge per 10 minutes. This excess energy can be used only to directly power an object, and not to recharge a battery or item. + +When calculating how many Resolve Points you must spend to stabilize, subtract half your number of augmentations from your maximum Resolve Points. When you spend any Resolve Points to stabilize, you can also attempt a saving throw against one bleeding or burning condition affecting you against the effect’s original DC (or if there was no save, a Fortitude save equal to 10 + the source’s CR). If you succeed at the save, the condition ends. + +### OVERCLOCKED SYSTEMS (EX) - 9TH LEVEL + +The fusion between your natural form and your augmentations surpasses either’s intended limits. As a swift action, you can spend 1 Resolve Point to choose one personal upgrade you have and gain a temporary benefit based on the ability score it augments. The benefit increases based on the model type, treating mk 1 as 1, mk 2 as 2, and mk 3 as 3 for the purpose of calculating the effect. At 13th level you can gain the associated benefits for two of your personal upgrades, and at 17th level you can gain the associated benefits for up to three of your personal upgrades. These benefits last for a number of rounds equal to your character level. + +**Strength**: You gain a circumstance bonus equal to your Strength upgrade’s model to all Strength- and Dexterity-based skill checks and ability checks. Reduce your armor check penalty by an amount equal to your model type (minimum 0). + +**Dexterity**: Each of your modes of movement increases by an amount equal to 10 ft. × your Dexterity upgrade’s model, to a maximum of twice your normal speed for each. + +**Constitution**: At the end of your turn you regain Stamina Points equal to 3 × your Constitution upgrade’s model. + +**Intelligence**: You gain a circumstance bonus equal to your Intelligence upgrade’s model to all Intelligence-based skill checks and ability checks. Your critical hits deal additional damage equal to 4 × your model type. + +**Wisdom**: You gain a circumstance bonus equal to your Wisdom upgrade’s model to all Wisdom-based skill checks and ability checks as well as to initiative checks. + +**Charisma**: You gain a circumstance bonus equal to your Charisma upgrade’s model to all Charisma-based skill checks and ability checks. As a reaction, you can allow any ally that can see or hear you within 30 feet to reroll one attack roll, saving throw, or skill check. Using this reaction immediately ends all of your overclocked systems benefits. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Battle Leader.md b/Compendium/SF1E/Classes/Class Archetypes/Battle Leader.md new file mode 100644 index 0000000..e92356a --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Battle Leader.md @@ -0,0 +1,52 @@ +--- +aliases: +tags: +--- +# BATTLE LEADER +**Source** _Near Space pg. 144_ +Followers of a tradition that originated in the Veskarium among devout followers of Damoritosh, battle leaders are known for celebrating victories as they happen, yelling out to their allies when an enemy suffers a critical or lethal blow and inspiring further glorious actions. This tradition has since spread throughout other star systems, and many species, from calculating Eoxians in the Pact Worlds to bellicose hobgoblins from the Gideron Authority can be counted among their numbers. + +## ALTERNATE CLASS FEATURES + +The battle leader archetype has alternate class features at 2nd and 12th levels, and an optional alternate class feature that can be selected at any of 4th, 6th, 9th, and 18th levels. + +## VICTORY CRY (EX) - 2ND LEVEL + +You have learned how to capitalize on your allies’ successes in battle, inspiring them to further incredible feats. You learn one victory cry, chosen from those listed below. As a reaction when you or an ally scores a critical hit against a significant enemy with an attack or drops a significant enemy to 0 Hit Points, you can issue a victory cry, choosing one victory cry you know and providing its benefits to all allies within 60 feet of you (but not yourself). +The following victory cries are available to battle leaders. Each victory cry can be learned up to two times: the first time at 2nd level or higher, and the second time at 9th level or higher. Limited victory cries affect only the ally that scored a critical hit or reduced an enemy to 0 Hit Points; these are labeled with an asterisk (\*). An ally can be affected by each specific victory cry (regardless of its source) only once until they take a 10-minute rest to regain Stamina Points. + +### GOT ’EM! + +Each ally affected by this victory cry gains a morale bonus to damage rolls until the end of their next turn equal to half your Charisma bonus (minimum 1). If you learn this victory cry a second time, the morale bonus is instead equal to your Charisma bonus. + +### KEEP MOVING! + +All creatures affected by this victory cry gain a +10-foot morale bonus to their speed for one round. If you learn this victory cry a second time, this becomes a +20-foot morale bonus to speed instead. + +### LISTEN UP! + +Each creature affected by this victory cry chooses either saving throws or skill checks, and each such creature can choose differently. Until the end of their next turn, each such creature gains a +1 morale bonus to the selected option. If you learn this victory cry a second time, each affected creature can choose both options. + +### REGROUP!\* + +The triggering ally regains Stamina Points equal to your class level plus your Charisma bonus. If you learn this victory cry a second time, this becomes Stamina Points equal to twice your class level plus your Charisma bonus. + +### STAY ALERT!\* + +The triggering ally gains a +1 morale bonus to AC for 1 round. If you learn this victory cry a second time, this instead becomes a +1 morale bonus to AC and a +1 morale bonus to saving throws for 1 round. + +### TAKE A BREATHER!\* + +The triggering ally can immediately attempt a new saving throw against a single affliction that is affecting them. Failing this saving throw does not worsen the affliction. If you learn this victory cry a second time, the ally also gains a +4 morale bonus to this saving throw. + +### TREAD CAREFULLY! + +Each creature affected by this victory cry can move an additional 5 feet when taking a guarded step on their next turn; this additional 5 feet of movement provokes attacks of opportunity as normal. If you learn this victory cry a second time, the additional movement does not provoke attacks of opportunity. + +## EXPANDED VICTORY (EX; OPTIONAL) - 4TH, 6TH, 9TH, AND 18TH LEVELS + +You learn an additional victory cry from the list above. This alternate class feature can be selected at any, all, or none of these levels. + +## GLORIOUS SHOUT (EX) - 12TH LEVEL + +At the right moments, your voice carries more meaning and inflection, imparting further encouragement to empower your allies. You learn an additional victory cry from the list above. Additionally, when you issue a victory cry, you can choose two different victory cries and provide both of their benefits to the creatures affected by each victory cry. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Battleflower.md b/Compendium/SF1E/Classes/Class Archetypes/Battleflower.md new file mode 100644 index 0000000..4091035 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Battleflower.md @@ -0,0 +1,40 @@ +--- +aliases: +tags: +--- +# BATTLEFLOWER + +**Source** _Character Operations Manual pg. 98_ +Battleflowers (or ukara in Triaxian) are elite martial artists from Ning on Triaxus. The battleflower tradition goes back millennia. Renouncing family, social status, and outward expressions of gender, battleflowers perform extravagant, ritualized combats. They are celebrities in Ning and the wider Pact Worlds. + +This art requires martial skill and a flair for performance, so most battleflowers are envoys, operatives, solarians, or soldiers. Many battleflowers are ryphorians, but anyone can train to become one of these gladiators. + +## PREREQUISITES + +You must have 2 ranks in Profession (dancer) to take the battleflower archetype. + +## ALTERNATE CLASS FEATURES + +This archetype grants optional alternate class features at 2nd, 6th, 9th, 12th, and 18th levels. At each of these levels, you can choose the alternate feature or the class feature for your class. If a class feature requires a saving throw, the DC equals 10 + half your class level + your key ability score modifier. + +## BATTLEFLOWER TRAINING (EX) - 2ND LEVEL + +Choose one of the following feats for which you meet the prerequisites as a bonus feat: Advanced Melee Weapon Proficiency, Bodyguard, Close Combat, Improved Combat Maneuver, Improved Unarmed Strike, Jet Dash, or Special Weapon Proficiency. If you choose a feat that grants weapon proficiency, you also gain Weapon Specialization as a bonus feat at 3rd level for the selected weapon or weapon type. + +## ACROBATIC GRACE (EX) - 6TH LEVEL + +You can use Acrobatics checks in place of Diplomacy checks to change a creature’s attitude as a sense-dependent rather than language-dependent effect. In addition, your movements can enthrall observers. As a full action, you can move up to your speed while performing an acrobatic dance. Choose one enemy within 60 feet; that foe must succeed at a Will save or be fascinated while you continue to take this full action on your turns. You can affect one extra target for every 3 class levels you have above 6th. This is a mind-affecting, sense-dependent effect. + +## STAGGERING STRIKE (EX) - 9TH LEVEL + +When you make an unarmed strike, before the attack roll you can declare an attempt to stagger the target. If you hit, the target takes damage normally and must succeed at a Fortitude save or be staggered for 1 round. You can attempt this strike a number of times per day equal to one-third your class level. + +When declaring your staggering strike, you can choose a different effect depending on your level. At 12th level, you can render a target staggered for 1d6+1 rounds. At 16th level, you can make a target permanently blinded or deafened. At 20th level, you can render the target stunned for 1d6+1 rounds. Effects from multiple hits don’t stack, but they can extend the duration. + +## BALANCED SCALES (EX) - 12TH LEVEL + +As part of a move action, you can expend 1 Resolve Point to take 20 on an Acrobatics check to balance, or 2 Resolve Points to take 20 on an Acrobatics check to tumble. For balance, the effect lasts up to 1 minute, and for tumble, it lasts 1 round. In both cases, you can move at full speed. + +## UNCANNY INITIATIVE (EX) - 18TH LEVEL + +You can choose any number from 1 to 20 as the d20 result of your initiative check, adding initiative modifiers as normal. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Class Archetypes.md b/Compendium/SF1E/Classes/Class Archetypes/Class Archetypes.md new file mode 100644 index 0000000..4845054 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Class Archetypes.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# CLASS ARCHETYPES +From the cunning operative to the deadly soldier, each core class in the Starfinder Roleplaying Game draws upon a central idea common to many characters found in science fantasy settings. However, there is a vast universe of interesting and useful character concepts beyond those easily represented by the existing classes. Players can emulate some of these concepts by choosing specific class features, selecting an appropriate theme (see page 28), or multiclassing (see page 26) to combine elements from more than one class. However, other concepts demand changes to a character’s focus that are beyond the scope of the standard classes and themes. To encompass these major differences, your character can take an archetype—a set of alternate class features that alters or replaces class features you would otherwise gain at specific levels. + +An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character’s advancement. + +An archetype generally grants abilities that aren’t otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren’t tied to the background of any one core class or theme and aren’t available to characters via other sources. For example, the phrenic adept archetype (see page 128) could be used for a character who is naturally psychic or who gained psychic powers after being exposed to strange alien technology. Without a similar background or event, other characters can’t gain these powers, making it more appropriate for an archetype than a series of class features. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Commando.md b/Compendium/SF1E/Classes/Class Archetypes/Commando.md new file mode 100644 index 0000000..4f77b46 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Commando.md @@ -0,0 +1,47 @@ +--- +aliases: +tags: +--- +# COMMANDO + +**Source** _Near Space pg. 145_ +Commandos are elite specialists, trained to endure dangerous environments and hostile situations. They are known for building a resistance against specific threats, ranging from interrogation to weather. Above all else, a commando is tough and adaptable, sent into dangerous environments either as an individual or as part of a small troop to complete important missions or escort high-value individuals. +Organizations known to train commandos are widely varying, with soldier and vanguard commandos recruited by the Veskarium military, the Skyfire Legion of the Pact Worlds, and the Gideron Authority, where they play an important role in hostile environments and combat encounters. On Ghorus Prime, specialized commando mystics act as guides and operators for wilderness lodges that manage plant-creature populations in dangerous environments. The Speakers of Embroi are known for employing envoy commandos known for showing little fear, while squads regularly escort the Guardians of Daimalko. In both the Gideron Authority and the Marixah Republic, mystic and technomancer commandos lead investigations of unknown ruins in dangerous frontiers, resulting in technological advancements; such groups include the hobgoblin-led Scarlet Horse Troop and the Diamond Spider Division from the colonies of Sansorgis. What little exploration that has occurred on the floating ruins of Tabrid Minor is conducted largely by well-prepared commando biohackers and adaptable commando solarians. + +## ALTERNATE CLASS FEATURES + +The commando archetype grants alternate class features at 4th, 6th, and 12th levels, and an alternate class feature that can be selected at 9th level, 18th level, both, or neither. + +## COMMANDO CONDITIONING (EX) - 4TH LEVEL + +You have learned how to steel yourself against a specific type of hostile environment. Choose one conditioning style from those listed below. You gain a +2 insight bonus to saving throws against the types of effects listed in any conditioning styles you have selected from this archetype. This is your conditioning bonus. If your conditioning bonus would apply multiple times to a single saving throw, instead increase your conditioning bonus by +1 for every time after the first that it would apply. + +### CONDITIONING STYLES + +The following conditioning styles are available to commandos. Each conditioning style can be taken only once. + +- **Attention Division:** Your conditioning bonus applies against sense-dependent effects. +- **Caustic Training:** Your conditioning bonus applies against effects that would cause the entangled condition and effects that deal acid damage. +- **Combat Chance:** Your conditioning bonus applies against critical hit effects and effects that would force you to roll multiple times and take the worst result. +- **Counter-Interrogation:** Your conditioning bonus applies against charm and pain effects. +- **Extreme Cold:** Your conditioning bonus applies against cold dangers and effects that deal cold damage. +- **Extreme Heat:** Your conditioning bonus applies against heat dangers and effects that deal fire damage. +- **Gamma Protocols:** Your conditioning bonus applies against radiation and transmutation spells. +- **Hardened Demeanor:** Your conditioning bonus applies against compulsion effects and fear effects. +- **Mental Fortress:** Your conditioning bonus applies against mind-affecting effects. +- **Storm Training:** Your conditioning bonus applies against effects that deal electricity or sonic damage. +- **Temple Body:** Your conditioning bonus applies against diseases (other than addiction) and poisons. + + + +## EXCEPTIONAL ENDURANCE (EX) - 6TH LEVEL + +Your field training makes you exceptionally tough. Choose an additional conditioning style. In addition, you add your class level to your total Stamina Points. + +## FURTHER CONDITIONING (EX; OPTIONAL) - 9TH AND 18TH LEVELS + +Optionally, you can choose an additional conditioning style. + +## EXPOSURE TRAINING (EX) - 12TH LEVEL + +You have learned how to make the most out of any situation, even ones you’re not specifically trained for. Choose an additional conditioning style. Additionally, once per day as a reaction when you attempt a saving throw that your conditioning bonus doesn’t apply to, you can apply your conditioning bonus to that saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Deep Delver.md b/Compendium/SF1E/Classes/Class Archetypes/Deep Delver.md new file mode 100644 index 0000000..928dc56 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Deep Delver.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +# DEEP DELVER + +**Source** _Ports of Call pg. 113_ +While cave systems aren’t unique to Apostae, the city of Precipice maintains some of the best training facilities, including the Delver’s Union, for those who want to explore such environments. Whether they trained at a specialized institution or picked up their skills elsewhere, deep delvers are experts at surviving in dangerous conditions with dwindling resources. Some species who are adapted to living underground, such as xulgaths or bolidas (Alien Archive 2 20), might develop the skills of a delver just from their daily lives. Of course, such skills aren’t limited in usefulness to natural cave systems. Delvers can just as easily use their skills in cramped starship corridors, decrepit buildings with treacherous floors, alien ruins, and so on. +Delvers tend to have martially focused skill sets, such as that of soldiers, vanguards, or operatives. However, anyone who expects to spend extended periods of time underground can benefit from a deep delver’s abilities. Those who tend to be more perceptive than average, such as mystics, might also benefit from the additional awareness of one’s environment that being a delver confers. + +## ALTERNATE CLASS FEATURES + +The deep delver archetype grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels. + +## CLOSE-QUARTERS SPECIALIST (EX) - 2ND LEVEL + +You’re experienced at navigating tight spaces in dangerous conditions, allowing you to remain mobile and ready to respond to threats even with very little space to react. You no longer gain the entangled condition while squeezing. This ability doesn’t allow you to move through spaces narrower than half your space. Due to your familiarity with fighting in close quarters, you also gain a +1 bonus when making attacks against a foe that’s squeezing. +In addition, when you’re squeezing, you can use a reaction to gain a +2 circumstance bonus to your AC against a single attack by using the environment to your advantage. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. + +## HONED SENSES (EX) - 4TH LEVEL + +You’ve grown accustomed to navigating without light. You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Additionally, whether it be an impending cave-in or a deliberate trap, you have a practically preternatural ability to notice such threats in your vicinity. Whenever you come within 10 feet of a trap, you can attempt an immediate Perception check to detect the trap with a +2 insight bonus. This check is rolled in secret by the GM. + +## TREASURE HUNTER (SP) - 6TH LEVEL + +Cave systems aren’t just home to traps and hazards, but often also valuable finds. You’ve become adept at discerning the functions of such treasures. You can use your bonus in Perception in place of Engineering for the identify technology task of Engineering or in place of Mysticism for the identify magic item task of Mysticism. In addition, you can cast identify as a spell-like ability three times per day. Your caster level for this effect is equal to your character level. Once per day when you attempt a Perception check to search an area, you can spend 1 Resolve Point to treat the result as if you rolled a natural 20. + +## EQUIPMENT EXPLOITER (EX) - 9TH LEVEL + +You’re used to long expeditions underground, and you can rest and maintain your equipment even when in remote places. Environmental protections in armor you wear lasts for an additional number of days equal to your key ability score bonus before needing to be recharged. Additionally, you can squeeze charges from powered equipment even when it seems impossible. When you run out of charges while using a weapon that uses batteries, you can immediately spend 1 Resolve Point to cause the weapon’s battery to immediately regain 1d10 charges. You can use this ability on a particular battery only once per day. + +## SCRAPPY SURVIVOR (EX) - 12TH LEVEL + +After extensive physical conditioning and practice in the field, you can force your body to keep going even when you have nothing left. When you’re suffering from thirst, you need to attempt checks to avoid nonlethal damage only every 4 hours instead of every hour. When you’re suffering from starvation, you need to attempt checks to avoid nonlethal damage only every other day instead of every day. You can also hold your breath for a number of rounds equal to three times your Constitution score instead of two times your Constitution score. +In addition, you gain a climb speed equal to half your land speed. If you already have a climb speed, it instead increases by 10 feet. + +## TERRAIN SAVANT (SP) - 18TH LEVEL + +You’ve grown so familiar with traversing underground terrain that you’ve developed the ability to glean information about the environment that others would find impossible to discern. Once per day, you can cast commune with nature as a spell-like ability, with the following exceptions. The spell functions only underground or in an otherwise enclosed environment, and it has a radius of 1 mile per level instead of 100 feet per level. Your caster level for this effect is equal to your character level. You can use this ability additional times per day after the first but must spend 1 Resolve Point for each use after the first. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Divine Champion.md b/Compendium/SF1E/Classes/Class Archetypes/Divine Champion.md new file mode 100644 index 0000000..d2226c9 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Divine Champion.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# DIVINE CHAMPION + +_SFS Note: For the divine champion archetype, when selecting a connection for the lesser divine power ability, you must select a connection that has your deity listed in the “Associated Deities” header._ +**Source** _Pact Worlds pg. 184_ +Most sentient denizens of the Pact Worlds revere a deity, but few experience such a close connection with their gods as divine champions. A divine champion is a fervent defender of or crusader for a faith, becoming a living vessel for the deity’s power through study and prayer. However, gods are mysterious and inscrutable, and they sometimes bestow this power upon mortals who don’t understand why they were chosen. + +Divine champions of all classes exist, but different deities favor champions of different classes. For example, many of Hylax’s divine champions are envoys, while Iomedae prefers soldiers and Lao Shu Po favors operatives. + +## ALTERNATE CLASS FEATURES + +The divine champion archetype grants alternate class features at 2nd, 4th, 6th, 12th, and 18th levels. + +## DIVINE AWAKENING (SU) - 2ND LEVEL + +Choose a deity whose alignment is within one step of your own. If you have other abilities that require you to choose a deity (such as the priest theme), you must choose the same deity. + +You are divinely protected, gaining a +1 enhancement bonus to saving throws with your lowest base saving throw bonus; if two or three of your base saving throw bonuses are tied for the lowest value, choose one of those categories to gain this bonus. This functions as and doesn’t stack with the bonus provided by a ring of resistance, except the effect cannot be dispelled. At 6th level and every 4 levels thereafter, the bonus increases by 1. + +## DIVINE JUDGMENT (SU) - 4TH LEVEL + +Choose chaos, evil, good, or law; your choice must correspond to a portion of your or your deity’s alignment (or both, if possible). If both you and your deity are neutral, you can choose any one of the four. + +As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn’t a dragon or outsider): _anarchic_ (chaos), _axiomatic_ (law), _holy_ (good), or _unholy_ (evil). + +## LESSER DIVINE POWER (SP) - 6TH LEVEL + +Choose a connection (as per the mystic class feature) that fits within your deity’s ethos (subject to the GM’s discretion). Your bond with your deity has grown strong enough for you to duplicate the effects of some of the connection spells, though you don’t actually gain any connection abilities. + +Once per day, you can cast the 1st- or 2nd-level spell of your chosen connection as a spell-like ability. At 10th level, you can use this ability twice per day, and at 14th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell’s level + your key ability score modifier. + +## DIVINE POWER (SP) - 12TH LEVEL + +Your divine connection continues to grow, allowing you to use more powerful magic. Once per day, you can cast the 3rd- or 4th-level spell of your chosen connection as a spell-like ability. At 16th level, you can use this ability twice per day, and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell’s level + your key ability score modifier. + +## GREATER DIVINE POWER (SP) - 18TH LEVEL + +Your divine connection becomes immensely powerful. Once per day, you can cast the 5th- or 6th-level spell of your chosen connection as a spell-like ability. The save DC of these spells is equal to 10 + the spell’s level + your key ability score modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Doshko Specialist.md b/Compendium/SF1E/Classes/Class Archetypes/Doshko Specialist.md new file mode 100644 index 0000000..9546255 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Doshko Specialist.md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# DOSHKO SPECIALIST +**Source** _Near Space pg. 146_ +A doshko is as much a symbol as it is a weapon. The traditional vesk melee weapon, a doshko requires strength to wield and delivers devastating blows in the right hands. The weapon imparts a clear willingness to engage in bloody conflict, which is why fearsome groups like the church of Damoritosh intentionally rely on doshko iconography. Doshko specialists are martial artists who study the history and traditions of the doshko not only to improve their ability to vanquish foes in melee, but to learn lessons of honor and fury that the weapon’s legacy can teach. +Nearly everyone familiar with an arms dealer’s wares knows that doshkos come with anywhere from one to four axe-like blades made of steel or energy, though the three-bladed version is the most common. Few other than vesk martial historians— including doshko specialists—understand that each blade has a specific meaning. Doshko specialists call the weapons’ blades their “teeth,” and each tooth, from the tip down to the haft, must be earned, one at a time, by learning a specific truth about the weapon. Although anyone might purchase a doshko with a variable number of blades, doshko specialists prefer to limit themselves to doshkos with only the number of blades they have earned. Intense rivalries ignite when doshko specialists find themselves on opposite sides of a confrontation. +Most doshko specialists are solarians, soldiers, or vanguards. Such soldiers often have the blitz fighting style, while vanguards might have the cascade or momentum aspects. Many doshko specialists are vesk, although vesk usually appreciate those of other species who strive to embrace the power and legacy of their traditional weapon. + +## PREREQUISITES + +You must be proficient with advanced melee weapons, such as from the proficiency granted by a class, a class feature, or the Advanced Melee Weapons Proficiency feat. This proficiency imparts a prospective doshko specialist the honor of bearing a doshko with a single blade, which they call the Tooth of Eager Spirit. +If you are a solarian using a solar weapon and choose a doshko for its general design, you can apply the effects of this archetype to your solar weapon as though it were a doshko, as long as it remains as that design. + +## ALTERNATE CLASS FEATURES + +The doshko specialist archetype grants additional class features at 2nd, 6th, 12th, and 18th levels. Effects that apply to a doshko you are holding end as soon as you aren’t holding it. + +## TOOTH THAT SEEKS HONOR (EX) - 2ND LEVEL + +The second doshko tooth resists dishonor. Your training empowers you to recover from missed blows by extending your reach or changing tactics. When you miss an opponent with a melee attack with your doshko, you can grant that doshko the disarm, reach, sunder, or trip weapon special property until the end of your next turn. If you miss again before the start of your next turn, you can grant the doshko an additional special property from the list. You can grant a doshko only two special properties at a time with this ability. + +## TOOTH THAT BITES STEEL (EX) - 6TH LEVEL + +The third tooth strives to prove the doshko a superior weapon. You gain a +2 bonus to attack rolls when performing disarm, sunder, or trip combat maneuvers with a doshko. If your attack roll is a natural 20, you also apply the doshko’s critical hit effect (if any) to the target. + +## TOOTH THAT REAPS THE UNWORTHY (EX) - 12TH LEVEL + +The fourth tooth tears flesh. A doshko you hold that does not have the wound or severe wound critical hit effect gains the effects of the wounding weapon fusion. When you score a critical hit with a doshko with the wound or severe wound critical hit effect, you can spend 1 Resolve Point to choose the next-highest result from the Wounding Weapons table after rolling. When you score a critical hit with a doshko with the severe wound critical hit effect, you also increase the DC to save against it by 2. + +## TOOTH THAT COMMANDS TERROR (SU) - 18TH LEVEL + +You have earned the right to bear the celebrated five‑bladed doshko. Any doshko you hold manifests five blades, magically sprouting additional blades of steel or energy as needed. While you hold a doshko, you gain a +4 circumstance bonus to saves against fear effects and you gain the frightful presence universal creature rule with a range of 60 feet and a duration of 2d4 rounds. The DC for this effect is 10 + half your base attack bonus + your Strength modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Espionage Specialist.md b/Compendium/SF1E/Classes/Class Archetypes/Espionage Specialist.md new file mode 100644 index 0000000..8b9cd47 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Espionage Specialist.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# ESPIONAGE SPECIALIST + +**Source** _Character Operations Manual pg. 101_ +The complex web of corporate interests underpins most aspects of daily life in the Pact Worlds, extending far beyond simple commerce into governmental policy, military action, and interpersonal relationships. If conspiracy theorists are to be believed, corporations run the galaxy from behind the scenes by lobbying, depositing credits into the right accounts or hands, and knowing exactly which politicians to leverage and when. But corporate interests frequently conflict, and intense rivalries spring up between companies competing within the same market. Sometimes, corporate bigwigs can’t do their own dirty work, whether it’s because they don’t have time or because they don’t want their hands in something that’s downright illegal. That’s when they call in an espionage specialist. +Espionage specialists are company spies or clandestine agents trusted by corporate management to successfully complete sensitive tasks with the utmost discretion. These specialists most often work for seedy corporations with amoral leadership, notably Arabani Arms Ltd., the Aspis Consortium, and especially House Zeizerer on Apostae, but they can be found on the payroll of hundreds of companies throughout the Pact Worlds and beyond. Some of these specialists are freelancers. These well-trained individuals primarily concern themselves with assignments designed to undermine rival corporations. Common missions include infiltrating a target’s headquarters or warehouses, stealing technological schematics or prototypes, impersonating or even assassinating opponent executives, or keeping close watch on the competition. +Espionage specialists excel at slipping into a false identity and creating forged documentation to match. Many espionage specialists prefer to avoid violence in favor of stealthy, untraceable intrusions behind enemy lines, but they are trained in combat and capable of dealing precise damage to those they catch off guard. +Envoys and operatives gravitate toward this archetype. However, other characters can become espionage specialists, especially individuals with a talent for crafting disguises, hacking, or engaging in other forms of subterfuge. + +## ALTERNATE CLASS FEATURES + +This archetype grants alternate class features at 4th, 9th, and 12th levels. + +## COVERT EXPERT (EX) - 4TH LEVEL + +You excel at infiltration, and covert missions are your specialty. Bluff, Disguise, and Stealth are class skills for you, if they aren’t already. Once per day when you attempt a Bluff check, a Disguise check, or a Stealth check, you can roll twice and use the better result. You can use this ability additional times per day by expending 1 Resolve Point for each use after the first. + +## IMPROVISED FORGERY (EX) - 9TH LEVEL + +To do your work, you can’t afford to be recognized, and you also need to impersonate rival personnel—sometimes on short notice. Therefore, you have created numerous identities for yourself, with names and electronic documents to back them up. You find it easy to slip into any of your assumed personas with but a few moments of mental calibration and physical preparation. +Once per day as a full action, so long as you have access to an upgraded comm unit, a datapad, or any other type of computer, you can produce a false identity complete with forged documents, an official identification card or badge, and a minimal infosphere presence. As normal when creating forged documents, you must attempt a Computers skill check to create the forgery, and any creatures scrutinizing any of your documents can attempt an opposed Computers check to detect the forgery, with all the normal DC modifiers for other circumstances. If your forged identity includes significantly changing your visual appearance, you can use the result of your Computers check for your Disguise check to change your appearance, though you still must use a disguise kit, a spell such as disguise self, or a technological device such as a holoskin when using this aspect of improvised forgery. + +## BACKSTABBER (EX) - 12TH LEVEL + +One moment you might be schmoozing with a rival executive in a private office, and the next moment you’re assassinating them. You gain Fast-Talk, Greater Feint, or Improved Feint as a bonus feat. If you already have all these feats, you can select another feat for which you meet the prerequisites as a bonus feat. In addition, whenever you attack and hit someone who is flat-footed, such as during a surprise round, you deal that target an extra 1d8 damage of the same type your weapon normally deals. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Expedition Chronicler.md b/Compendium/SF1E/Classes/Class Archetypes/Expedition Chronicler.md new file mode 100644 index 0000000..f01a6d1 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Expedition Chronicler.md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# EXPEDITION CHRONICLER +_SFS Note: For the purposes of the Expedition Chronicler’s Perpetually Prepared feat, characters are able to resupply between scenarios. At a table GM’s discretion, a character may resupply during a scenario if they visit a suitable location (such as a major city or port)._ +**Source** _Ports of Call pg. 93_ +When preparing for a scientific or academic excursion, an ounce of preparation is worth a pound of unexpected complications. Expedition chroniclers work to ensure that their exploratory ventures are successful and fruitful, putting in the legwork to ensure that discoveries are properly documented, necessary equipment is procured and carefully packed ahead of time, and all the appropriate bureaucrats have received properly filed paperwork well in advance. When an expedition chronicler is a part of a crew, everyone else’s jobs become that much easier. Some chroniclers try to include expository text and turn their reports into thrilling tales of their adventures, while others take a fact‑driven approach that reads like a textbook. Some chroniclers are driven by a desire for fame, fortune, and glory, and use their writings as a way to build their own reputation—and possibly somewhat inflate their tales in the recounting. +A good expedition chronicler employs critical thinking skills, creative problem solving, and careful foresight to assist their colleagues to the best of their abilities. A chronicler knows that the overall success of the mission requires close collaboration and a little luck, and they’re just as happy to help their companions succeed with a well-timed assist or specific item as they are to succeed themselves. A chronicler should also be unafraid—or at least willing—to be in the thick of things, the better to be an eyewitness to unfolding events. To a well-prepared expedition chronicler, death can be avoided with a few additional contingencies, but to miss critical details or a valuable piece of information by hiding in the back is a true tragedy. +While members of any species can learn to become an expedition chronicler, the osharu culture of cooperative exploration and discovery means that many of the best practices held by chroniclers were pioneered by osharu adventurers, and their innate sense of caution and tendency for meticulous documentation make them natural logistical organizers. A disproportionate number of lashuntas also train as chroniclers due to their love of learning and the number of expeditionary opportunities that Castrovelian universities provide. A number of kasathas take on the role of chronicler, as these duties and responsibilities overlap considerably with the storytelling dedications of the goddess Talavet. Exploratory groups such as the Starfinder Society and the Aspis Consortium pay top credits for their members to receive operational training on Pabaq, and even military organizations such as the Veskarium or the Hellknights sometimes send quartermasters to get certification in expeditionary readiness from one of Jhavom’s universities. + +## ALTERNATE CLASS FEATURES + +The expedition chronicler archetype grants alternate class features at 2nd, 4th, 6th, 9th, and 12th levels. + +## CONSTANTLY CONNECTED - 2ND LEVEL + +Your rigorous note-taking and research skills provide you with knowledge and resources that you can call upon to answer difficult questions. You gain a tier 1 datapad (Starfinder Armory 100); you can pay credits to upgrade this datapad as normal. As long as you have access to this datapad, you automatically succeed at any checks to remember events that you were witness to, and you can attempt any check to recall knowledge untrained. Additionally, you can employ your contacts and researching skills to recall knowledge. If you can connect to an infosphere, reference a relevant downloaded data set, or use a comm unit to message an acquaintance, you can spend one hour to attempt a previously failed recall knowledge check a second time. + +## A WAY WITH WORDS (EX) - 4TH LEVEL + +Your ability with the written word is undeniable, and you can paint compelling pictures and sway opinions. You gain an insight bonus equal to a third of your character level to Profession (writer) checks. In addition, you can use Profession (writer) in place of Diplomacy when you attempt to change a creature’s attitude toward you, as long as you know a language that creature understands and spend one hour writing a persuasive message or making notes to consult while speaking to that creature. + +## PERPETUALLY PREPARED (EX) - 6TH LEVEL + +You know that sometimes the success or failure of a venture can hinge on deceptively simple matters of foresight and preparation. As a full action, you can dig through your pockets to retrieve an item, chosen at the time you take this action. This item can cost no more than 100 credits per character level you have above 5th (100 credits at 6th level, 200 credits at 7th level, and so on), and it can have no more than light bulk. After using this ability, you can’t use it again until you resupply at a location with a wide variety of equipment available (at the GM’s discretion) by spending credits equal to the value of the item you retrieved with this ability. + +## BRIEF REMINDER (EX) - 9TH LEVEL + +You can’t personally prepare for every eventuality, but by working with your teammates, you can set your team up for success. Once per day, you can spend 10 minutes reviewing your expedition notes and briefing any number of allies. You can also do this as part of spending 10 minutes and a Resolve Point to recover Stamina Points. Until the end of the day, as a reaction, you can shout a timely reminder or warning to add a +2 circumstance bonus to one d20 roll made by an ally who partook in the briefing session; this must be done before the roll. Once you use this ability, you can’t use it again until you give another briefing. At 15th level, you can hold briefings twice per day. + +## EVER READY (EX) - 12TH LEVEL + +Because you constantly think about potential difficulties, you’re rarely surprised by actual dangers. You can always act in a surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or 1 less than the initiative result of the first creature to act that would’ve surprised you, whichever is lower. If no creature would’ve successfully surprised you, you can choose one ally to benefit from this ability. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Fixer.md b/Compendium/SF1E/Classes/Class Archetypes/Fixer.md new file mode 100644 index 0000000..6b8988b --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Fixer.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# FIXER + +**Source** _Character Operations Manual pg. 102_ +When a sensitive criminal enterprise goes wrong, it’s time to call a fixer—the person who makes those problems go away. Sometimes doing so means the fixer gets their hands dirty with work no one else is willing or trained to do, such as cleaning a crime scene and hiding the evidence before it can come to light. At other times, being a fixer means being a master of data manipulation who can cover up a virtual trail, create a new identity, grease the right cogs in the bureaucratic machine, or contact other serious professionals, such as assassins, thieves, smugglers, and all manner of other specialists willing to do illegal jobs. Fixers also know how to smuggle goods and people, moving them before authorities can catch up with seizure orders or arrest warrants. +A good fixer is often in some other business with little plausible connection to criminal enterprises. The fixer themself doesn’t become involved in active criminal jobs, so no links exist to tie the fixer to the crime. Instead, the fixer shows up only when needed to fix a specific situation, then goes back to their normal life. Law enforcement shouldn’t be able to place the fixer within a list of suspects, much less link the fixer to a crime scene. +Conversely, fixers can be famous in the criminal world for their specialty skills, sometimes going by a working name. Reliable fixers are often on the payroll of mob bosses, gang leaders, and other criminal syndicates, although they are just as often employees of legitimate organizations. The fixer works on retainer and is on call for those inevitable late nights when events go sideways. Some fixers are no stranger to violence, though such tactics are seldom a fixer’s first recourse, since they draw attention and leave a mess the fixer inevitably has to clean up. Instead, the fixer solves most problems with skill, cunning, plausible deniability, and, when needed, lots of other people’s dirty money. + +## ALTERNATE CLASS FEATURES + +The fixer grants alternate class features at 6th, 9th, 12th, and 18th levels. + +## CLEANER (EX) - 6TH LEVEL + +You know how to clean a crime scene of incriminating evidence. You have a specialized tool kit called a cleaner’s kit, consisting of chemicals and tools you use for this task, and you gain this kit when you gain this class feature. The kit has light bulk. You must spend 1 hour at the crime scene and have access to your cleaner’s kit to clean it. When you do so, the DCs for skill checks related to investigating the crime scene that you’ve cleaned increase by 10. +In addition, you can use Diplomacy to arrange unmonitored transportation for yourself and up to six other creatures, or for goods that would fit into a vehicle of size Huge or less. The DC for this check is 15 + the highest CR or level of the people or things you want to transport. Add 5 to this DC if the people or things are well known or being actively sought by legal authorities. If you succeed at this check, transportation is available within 1 day. You do not need to pay for this transportation, but you might end up owing a few favors. + +## INFORMATION FIXER (EX) - 9TH LEVEL + +You know how to cover up information in the real world and on infospheres. When you negotiate with someone to protect a secret, lower the DC of Bluff, Diplomacy, and Intimidate checks you attempt by 5. You can expend 1 Resolve Point to treat the d20 roll in such situations as a 20. +In addition, with special software from your cleaner’s kit and a hacker’s kit, you can expend 1 Resolve Point to find and erase data from one infosphere to which you have access. Doing so takes 1d4 hours. The data you erase is limited to a general topic, like that stored on a secure data module (Starfinder Core Rulebook 215), although this ability does not erase data stored on such a module, only from the infosphere itself. The data you erase is only superficially deleted from the infosphere. Data backups restore the information 1d4+1 days after + +## CRIMINAL NETWORK (EX) - 12TH LEVEL + +You have an array of criminal contacts, so you know who to call when you need a tip, and your contacts are usually willing to help or point you to someone who can. Reduce your DC to gather information on criminal enterprises and figures by 5. When you communicate or meet with a criminal for the first time, improve their initial attitude toward you by one step. +Your reputation also helps you coerce others. When you use Intimidate to bully someone who has heard of either you or those for whom you work, the effect of a successful check lasts for 1d6 days. + +## DARK REP (EX) - 18TH LEVEL + +Among criminals, your name is spoken in a respectful tone. Lower the DC of Bluff, Diplomacy, and Intimidate checks you attempt against criminals who know of you by 5. In addition, as a full action, you can attempt an Intimidate check to demoralize all foes within 60 feet. The DC of this check is the highest DC to demoralize any one of those foes. If you succeed, each foe is shaken for 1 round plus 1 round for every 5 by which your check result exceeds the DC. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Free Trader.md b/Compendium/SF1E/Classes/Class Archetypes/Free Trader.md new file mode 100644 index 0000000..4630c8f --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Free Trader.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# FREE TRADER + +**Source** _Character Operations Manual pg. 103_ +A free trader is an independent contractor who buys, sells, and makes a living hauling freight. Most free traders own or work on a starship, buying surplus commodities on the cheap and traveling to distant worlds where those same commodities command good prices. Free traders sometimes band together into a small merchant company, with members acting as guards, engineers, and other specialists organized under a single manager. Everyone shares the profits. If they are lucky, one good cargo run make them rich, but for most, it’s a hardknock life that means barely scraping by. + +## ALTERNATE CLASS FEATURES + +The free trader archetype grants an alternate class feature at 2nd level, but this feature improves over multiple class levels. + +## MERCHANT SAVVY (EX) - 2ND LEVEL + +You know how to find cargo that needs hauling, buy it cheap, identify good markets, then sell for a profit. Three times per day when you attempt one of the following skill checks, you can reroll the d20 before the outcome is revealed. + +- Culture checks to recall knowledge about mercantile laws, customs, corporations, or other merchants +- Diplomacy checks to gather information about merchants, markets, and merchandise +- Profession checks using the accountant, corporate professional, manager, merchant, or smuggler skills, or any other Profession skills the GM approves +- Bluff, Diplomacy, or Sense Motive checks to negotiate the price for goods and services + +Starting at 9th level, your experience with shipping cargo has made you an expert at packing large lots into small spaces. You can fit 20% more cargo into a cargo container or cargo hold of any vehicle, starship, or pack animal. For example, a typical cargo hold in a starship’s expansion bay can hold 25 tons, but you can fit 30 tons of goods in that space. At 14th level, the amount of additional cargo you can fit into a vehicle or starship, or on a pack animal increases to 50%. +In addition, whenever you would lose cargo for any reason—such as a cargo hold being struck by weapon fire or cargo containers being stolen by thieves—you can attempt a Reflex saving throw. The DC of this saving throw is equal to that for a trap of the same CR as the threat that caused you to lose your cargo. On a success, emergency precautions allow you to rescue half the lost cargo. At 14th level, if you succeed at this saving throw, your precautions save the entire cargo. +When you reach 18th level, you have a reputation as an experienced trader among other merchants of all stripes. You can bring the weight of your experience and reputation down upon anyone who dares to refuse you contract terms you desire. Whenever you are negotiating with someone over a price, you can expend 1 Resolve Point to force that individual to give you the best price that character could be convinced to give under the normal circumstances. For example, if a successful skill check could convince an NPC to give you 50% off a particular purchase, your Resolve Point secures you that deal. If the best price is equivalent to the original price and your use of this ability would not earn you a discount, your Resolve Point is not expended. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Instructor.md b/Compendium/SF1E/Classes/Class Archetypes/Instructor.md new file mode 100644 index 0000000..4fd20d1 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Instructor.md @@ -0,0 +1,31 @@ +--- +aliases: +tags: +--- +# INSTRUCTOR + +**Source** _Character Operations Manual pg. 104_ +The galaxy is full of talented scholars, navigators, technicians, and other highly skilled individuals, but effective teaching requires its own mastery. An instructor is not merely a master of their craft; they have dedicated themselves to passing their wisdom on to the next generation of scholars, navigators, technicians, and others. +Numerous organizations throughout the galaxy have such masters among their ranks imparting their knowledge. Many an astrophysicist’s career has been encouraged by professors at Solar University in Stellacuna, and the elite fighting units of Kamora are instructed by the best that city-state has to offer. Corporations have also been known to poach instructors from classrooms and research labs with the promise of higher salaries and greater flexibility. Biotech firms in particular attempt to lure teachers from Bretheda’s Sui Saolus Academy to consult on classified projects, after the would-be instructor agrees to stringent nondisclosure terms and meets all security requirements. +Other instructors eschew academies and corporations alike, preferring to travel the galaxy with an apprentice or small group of students and lend their talents where needed. For those wishing to become instructors in their field, a credentialed university program is not the only path to becoming a respected teacher. Notable practitioners in countless fields have sought their own reclusive mentors or gained their mastery from years of hard-won experience. + +## PREREQUISITES + +You must have 9 ranks in one skill that is a class skill for you before taking the instructor archetype. This skill is referred to as your chosen skill in the class features that follow. + +## ALTERNATE CLASS FEATURES + +The instructor archetype grants alternate class features at 9th, 12th, and 18th levels. + +## MASTERY (EX) - 9TH LEVEL + +Your expertise allows you to apply your chosen skill with calm focus even when others would be distracted by the circumstances. Twice per day, you can take 10 with your chosen skill even in circumstances that normally prevent you from doing so. If you can take 10 or take 20 (including via mastery), you can expend a use of this feature to reduce the DC by 5, stacking with up to one other DC-lowering ability from another source (such as your theme). At 12th level, you can use this feature three times per day, and at 18th level, you can use it four times per day. + +## EFFICIENT MENTOR (EX) - 12TH LEVEL + +Your education and experience in your chosen skill are vast, and you’re talented at conveying knowledge to others when they look to you for assistance. When you attempt to aid another on a skill check, you do so in half the normal time if that time is measured in units other than actions. For tasks requiring actions, one that normally takes a full action takes you only a standard action. One that normally takes a standard action takes you only a move action, and if the task usually requires only a move action, you can do it as a swift action. +If you instead take the normal amount of time to aid another, the bonus you impart increases to +4 instead of the normal +2. At 18th level, you grant this +4 bonus even when you aid another quickly, and if you instead take the full time to aid another, you grant a +6 bonus instead of the normal +2. + +## LEGENDARY MASTERY (EX) - 18TH LEVEL + +You can apply your knowledge with precision and focus born of years of practice. Twice per day, you can take 20 with your chosen skill even in situations wherein taking 20 is normally impossible. If you do so and taking 20 would have negative repercussions, such as when hacking a system with Computers, you notice the possible consequences before they occur and can stop, deal with the problem, then return to taking 20. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Mediator.md b/Compendium/SF1E/Classes/Class Archetypes/Mediator.md new file mode 100644 index 0000000..bd16f17 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Mediator.md @@ -0,0 +1,32 @@ +--- +aliases: +tags: +--- +# MEDIATOR + +**Source** _Near Space pg. 147_ +With innumerable species populating the Pact Worlds, Near Space, and the worlds beyond, conflicts, disagreements, and misunderstandings inevitably arise between groups. To help mitigate any major consequences to such disputes, many take it upon themselves to act as peacemakers. These mediators are sometimes simply well-intentioned, skilled individuals who wish to put their talents to good use and help others around them. Other times, mediators receive specialized training to help deal with conflicts in formalized or professional settings. Regardless of their specific methods, most mediators learn to tap into an innate emotional and psychological understanding of others to help act as efficient arbitrators. +Most classes can make suitable mediators, but many tend to be envoys and mystics. Whatever their original training and skills, mediators can be quite helpful when navigating a range of difficult or tense situations, such as mediating peaceful diplomatic talks, facilitating corporate mergers, or negotiating surrender after a deadly battle. As for which species tend toward arbitration roles, mediator’s empathic abilities can be difficult to develop intentionally, but a number of species such as brenneris, damais, and vlakas are often particularly emotionally attuned, making them natural mediators. + +## ALTERNATE CLASS FEATURES + +The mediator archetype grants alternate class features at 2nd, 4th, 9th, and 12th levels. + +## DIPLOMATIC NUANCE (EX) - 2ND LEVEL + +You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. See page 41 of the Core Rulebook for a list of languages spoken in the Pact Worlds and beyond. +You can use your Diplomacy skill for Bluff checks to lie or pass a secret message and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more, rather than if you fail the check by 5 or more. + +## EXPERT NEGOTIATOR (EX) - 4TH LEVEL + +You are highly skilled at convincing others and reaching amicable agreements. If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher. When you fail a Diplomacy check to change the attitude of a hostile creature by 10 or less, you can attempt to change its attitude again. Whenever an ally uses aid another to assist you with a Diplomacy check to change a creature’s attitude, if you succeed at that check, the targeted creature’s attitude toward your ally also improves. + +## SPEAKER OF MANY WORLDS (SP) - 9TH LEVEL + +You can draw upon all known languages to make yourself understood in almost any situation. You gain the ability to cast tongues once per day as a spell-like ability. In addition, once per day as a full action, you can touch up to two willing creatures with an Intelligence modifier of at least –3 and grant them the ability to communicate with you and each other as though under the effect of tongues. This effect lasts for 1 hour or until you end it with a swift action. This is a mind-affecting affect. + +## EMPATHIC LINK (SU) - 12TH LEVEL + +You create a mental and emotional bond between yourself and other creatures. As a full action, you can touch up to two willing or unconscious creatures to create an empathic link between yourself and each creature touched. This empathic link lasts for 1 hour or until you end it for all creatures with a swift action. While linked, you and the linked creatures gain the effects of status in relation to one another. +Linked creatures have an automatic emotional connection that allows them to better understand each other’s feelings as well as provide a constant and passive psychological comfort and support. Whenever a linked creature fails a Will saving throw, a different linked creature can spend 1 Resolve Point as a reaction to allow the affected creature to reroll its failed saving throw. If the effect is an emotion or fear effect, the affected creature gains a +1 circumstance bonus to this reroll. The creature must use the second result, even if it’s worse. An affected creature can reroll a given saving throw only once in this manner. +Finally, you and the linked creatures learn how to anticipate each other’s needs and actions. Once per day at the beginning of combat, each linked creature can swap their initiative result with that of any other linked creature within 60 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Medic.md b/Compendium/SF1E/Classes/Class Archetypes/Medic.md new file mode 100644 index 0000000..0ad2aa1 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Medic.md @@ -0,0 +1,38 @@ +--- +aliases: +tags: +--- +# MEDIC + +**Source** _Character Operations Manual pg. 105_ +Many medical professionals staff hospitals and clinics, often specializing in a particular form of ailment or injury. Others are doctors for hire, working for rich or secretive clients with rare conditions or a history of putting themselves in harm’s way. Some medics dedicate their lives to helping the poor, while a few make a living providing care to criminals with deep pockets. + +## ALTERNATE CLASS FEATURES + +The medic archetype grants alternate class features at 2nd, 9th, and 18th levels. + +## DOCTOR (EX) - 2ND LEVEL + +You gain a number of special abilities related to the Medicine skill and healing, as noted below. + +- Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature. +- You can tend up to 20 patients with long-term care. +- When you use the long-term stability task of Medicine, if you succeed at the Medicine check by 10 or more, the patient heals 1 HP and regains consciousness. +- You can use Medicine to treat disease in only 1 minute instead of 10 minutes. + + + +## MEDICAL SPECIALIST (EX) - 9TH LEVEL + +Your medical mastery continues to improve; you gain the following abilities. + +- When you treat deadly wounds and succeed at the Medicine check by 5 or more, add your character level to the amount of Hit Points you restore. +- When you treat a creature for disease, drugs, or poison and the patient fails a saving throw that would result in the patient moving to the next step on the condition track, you can spend 1 Resolve Point to keep the creature at its current position on the condition track. The saving throw is not considered to have been successful, but the creature does not get worse. +- When a creature reaches a non-fatal end state for a disease, drug, or poison (such as that for leprosy), you can still treat them, and if your Medicine check is successful, the creature can still attempt a saving throw to recover. + + + +## BACK FROM THE BRINK (EX) - 18TH LEVEL + +You can restore life to a dead creature you can touch, provided the creature wasn’t slain by a death effect or turned into an undead, and its body wasn’t destroyed, significantly mutilated, disintegrated, and so on. You must have access to a medkit and use this ability within 1 minute of the creature’s death. Doing so requires 1 minute of uninterrupted work (a full action that provokes attacks of opportunity each round for 10 rounds). This ability cannot bring back constructs, elementals, outsiders, undead, or creatures that have died of old age. The target’s soul must be free and willing to return. +The revived target has 1 Hit Point, and any ability scores reduced to 0 are raised to 1. You close all mortal wounds and repair lethal damage, but you restore no missing parts. The creature has a temporary negative level for 24 hours, and it returns with no Resolve Points, no Stamina Points, and no spell slots remaining, regaining those as normal after resting. If the creature died because of an affliction (for example, an affliction with an end state of death), move that affliction one step back on the progression track. The creature continues to suffer from any disease, drugs, or poisons still in its system when it revives. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Phrenic Adept.md b/Compendium/SF1E/Classes/Class Archetypes/Phrenic Adept.md new file mode 100644 index 0000000..d756842 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Phrenic Adept.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# PHRENIC ADEPT + +**Source** _Starfinder Core Rulebook pg. 128_ +While many mystics and technomancers are trained in psychic traditions and terminology, there are also many characters who gain mental powers outside the context of those spellcasting classes. Phrenic adepts are able to draw on psychic abilities to a much greater extent than most psychic races such as lashuntas and shirrens, but their abilities lack the full depth and breadth of a spellcaster’s power. They thus use their supernatural talents to augment other options rather than drawing on them as their primary source of power. + +The majority of phrenic adepts are lashuntas and shirrens, though members of other races can also develop such psychic abilities. It is unusual for phrenic adepts to also be mystics or technomancers, as most spellcasters channel all their eldritch power into their class training, but it is not unknown. + +## ALTERNATE CLASS FEATURES + +The phrenic adept grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels. + +## PHRENIC AWAKENING (SU) - 2ND LEVEL + +You gain limited telepathy, as per the lashunta racial trait (see page 48). If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet. + +You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time. + +Additionally, you no longer need to meet the minimum Charisma requirement of the feat Minor Psychic Power or of any feat that has Minor Psychic Power as a prerequisite. + +## PHRENIC DEFENSE (EX) - 4TH LEVEL + +Your psychic powers give you additional defenses against mental attacks. The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor (see page 269), you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw. + +Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half. + +## PHRENIC SENSES (SP) - 6TH LEVEL + +You gain the power to sense mental abilities and the creatures who have them. As a standard action, you can spend 1 Resolve Point to activate your phrenic senses. This acts as the spell _arcane sight_, except you see only magic sources with the emotion, fear, mind-affecting, or pain descriptor. If you succeed at a Mysticism check to determine a source’s school of magic, you also learn which of these descriptors apply to it. If you concentrate on a specific creature within 120 feet of you as a standard action to determine whether it has any spellcasting or spell-like abilities (see _arcane sight_ on page 340), you learn only that it does if at least one of those abilities has one of these descriptors, and you learn the caster level of only the most powerful of these abilities. + +While your phrenic senses are active, you also gain blindsense (emotion) with a range of 30 feet. See page 262 for more details about blindsense. + +## LESSER PHRENIC POWER (SP) - 9TH LEVEL + +Your psychic abilities have grown strong enough to allow you to duplicate the effects of a few specific spells. Once per day, you can cast a spell from the following list as a spell-like ability: _charm monster_, _clairaudience/clairvoyance_, and _psychokinetic strangulation_. At 13th level, you can use this ability twice per day, and at 17th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score modifier. + +## PHRENIC POWER (EX) - 12TH LEVEL + +Your psychic abilities have significantly strengthened, allowing you to duplicate the effects of specific higher-level spells. Once per day, you can cast a spell from the following list as a spelllike ability: _confusion_, _mind probe_, and _telepathic bond_. At 16th level, you can use this ability twice per day, and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score’s modifier. + +## GREATER PHRENIC POWER (SU) - 18TH LEVEL + +Your psychic powers have grown to grant you potent mental abilities. Once per day you can use one of the following abilities. The save DC of these abilities is equal to 10 + half your class level + your key ability score modifier. + +- **Mass Synesthesia**: As a standard action, you can scramble the senses of creatures, causing their sensory input to be processed by the wrong senses, such that noises trigger bursts of color, smells are perceived as sounds, and so on. You can target one creature per 2 class levels, no two of which can be more than 30 feet apart and all of which must be within 100 feet of you. Each target must succeed at a Will save or be staggered and forced to treat all creatures as having concealment (see page 253) for 1 round per class level you have. Abilities that negate or reduce the effects of concealment have no effect on mass synesthesia. This is a mind-affecting ability. +- **Psychic Crush**: As a standard action, you can invade the mind of a single creature within 60 feet of you. You deal 15d8 nonlethal damage and cause the target to be sickened for 1 round per class level you have. If the target succeeds at a Fortitude save, it takes half damage and is not sickened. This is a pain effect. +- **Thought Shield**: As a move action, you can grant yourself a +5 enhancement bonus to saving throws against mind-affecting effects for 1 round per class level you have. For this duration, you are also immune to spells and effects that allow creatures to read your thoughts. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Powered Armor Jockey.md b/Compendium/SF1E/Classes/Class Archetypes/Powered Armor Jockey.md new file mode 100644 index 0000000..4ce9186 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Powered Armor Jockey.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# POWERED ARMOR JOCKEY + +**Source** _Character Operations Manual pg. 106_ +Powered armor jockeys go far beyond simply wearing powered armor—they learn how to get the best performance possible out of any suit of powered armor they wear. Most are deeply informed about armor manufacturers, construction techniques, and field repair, though a few just have an uncanny intuition with these armors. Powered armor jockeys are rare, and those who meet swap tales of improvements they’ve made, shortcuts they’ve discovered, or battles in which they persevered thanks to their armor’s remarkable resilience. +Most powered armor jockeys are soldiers or vanguards. Powered armor jockeys of other classes exist, such as mechanics who appreciate powered armor’s technical sophistication. + +## PREREQUISITES + +You must be proficient with powered armor to take the powered armor jockey archetype. + +## ALTERNATE CLASS FEATURES + +The powered armor jockey archetype grants class features at 6th, 9th, 12th, and 18th levels. + +## EFFICIENT UPGRADES (EX) - 6TH LEVEL + +By skillfully reworking your powered armor’s systems and making minor modifications to the chassis, you can fit more improvements onto the suit than its design ordinarily allows. You can add either one more armor upgrade to your powered armor than its normal maximum of upgrade slots, or one more weapon than its normal maximum number of weapon slots. At 12th level, you can have both one extra armor upgrade and one extra weapon simultaneously. This feature stacks with similar abilities, such as the enhanced tank technique of the armor storm soldier fighting style. + +## PERFECT FIT (EX) - 9TH LEVEL + +You feel at home in heavier armor, including powered armor, as though it were a second skin. While you are wearing powered armor, increase its land speed by 10 feet, up to your normal land speed, and reduce the speed adjustment from heavy armor you wear by 5 feet. In addition, reduce the armor check penalty of heavy armor or powered armor you wear by 1 (to a minimum of 0). This armor check penalty reduction stacks with reductions from other abilities, such as the armor training technique of the soldier’s guard fighting style. + +## BOOSTED LEVERAGE (EX) - 12TH LEVEL + +You understand the leverage points in powered armor you wear, allowing you to apply greater force when using the armor’s servos. While wearing powered armor of an item level equal to your character level or lower, increase its Strength score by 2 and increase its damage by 1d6 of the same type as the armor’s normal damage type. This damage increase stacks with other abilities, such as the mobile army technique of the soldier’s armor storm fighting style. Increase its Strength score by an additional 2 at 16th level and again at 18th level. + +## RIDE-OR-DIE RIG (EX) - 18TH LEVEL + +You understand that your armor’s purpose is to defend you from harm at all costs. You can expend 1 Resolve Point when you would take Hit Point damage to cause your powered armor to take the same amount of damage instead. Only Hit Point damage is transferred to your armor; your Stamina Points are depleted as normal, and you take any other effects of whatever harmed you, such as a critical hit effect. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/School Specialist.md b/Compendium/SF1E/Classes/Class Archetypes/School Specialist.md new file mode 100644 index 0000000..e500fc2 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/School Specialist.md @@ -0,0 +1,161 @@ +--- +aliases: +tags: +--- +# SCHOOL SPECIALIST + +**Source** _Galactic Magic pg. 40_ +Although most spellcasters define their abilities broadly by the source of power, such as a mystical connection or exploitation of technomagical secrets, some magic-users focus on a specific school of magic. Through such specialization, they can exceed their chosen spells’ expectations to create amazing effects. + +## PREREQUISITES + +Only characters who have the spells class feature can take this archetype. + +## ALTERNATE CLASS FEATURES + +The school specialist grants alternate class features at 2nd, 4th, 9th, and 12th levels. Each school specialist gains the following 2nd- and 9th-level abilities, and a school specialist’s 4th- and 12th-level alternate class features vary based on their specialist school. + +## BASE FEATURES + +### SPECIALIST SCHOOL (EX) - 2ND LEVEL + +Select a school: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. When you regain your daily spell slots, you gain one additional spell slot of the highest spell level you can cast. At 12th level, you also gain one additional spell slot for your second-highest spell level you can cast. You can use these bonus spell slots only to cast spells from your specialist school. + +--- + +### SPECIALIZED BREADTH (EX) - 9TH LEVEL + +You add two spells to your list of spells known. These spells must be of different levels and selected from your specialist school. At 12th level and again at 15th level, you gain an additional spell known from your specialist school of any level you can cast. + +## ABJURATION SCHOOL + +Abjurers specialize in magical protection. + +--- + +### BOLSTER ALLY (SP) - 4TH LEVEL + +As a standard action, you can expend a spell slot to form a shield around an ally within 30 feet of you. The target gains a number of temporary Hit Points equal to 1d8 per level of the expended spell. These temporary Hit Points last a number of rounds equal to your key ability score modifier. + +--- + +### SPELL DEFLECTION (SP) - 12TH LEVEL + +As a reaction, you can spend 1 Resolve Point to cast dispel magic as a spell-like ability, but only to use its counter function. Once you use this ability, you can’t do so again until you have rested for 10 minutes to regain Stamina Points. + +## CONJURATION SCHOOL + +Conjurers excel at summoning and teleportation magic. + +--- + +### EXTENDED SUMMONING (SU) - 4TH LEVEL + +You treat your caster level as 2 higher for the purpose of calculating the durations of your conjuration spells. + +--- + +### BLINK (SU) - 12TH LEVEL + +As a move action, you can spend 1 Resolve Point to teleport up to 60 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity. + +## DIVINATION SCHOOL + +Diviners have uncanny insight into the past and future. + +--- + +### DIVINER’S INSTINCT (SU) - 4TH LEVEL + +When you cast a divination spell of 1st level or higher, you gain a brief insight into an upcoming challenge and how you might overcome it. You can expend this insight as a reaction when you attempt a single skill check to gain an insight bonus equal to 1 + the divination spell’s level to checks with that skill until the end of your next turn. Your special insight fades if not used within 1 minute. + +--- + +### HYPERCOGNITION (SU) - 12TH LEVEL + +While using a divination spell that offers increasing information the longer you study an area or target (such as detect thoughts), you learn both the second and third round’s information on the second round. While using a divination spell that provides two or more pieces of information about an area or topic (such as commune with nature), you learn one additional piece of information. For all other divination spells, you treat your caster level as 1 higher. + +## ENCHANTMENT SCHOOL + +Enchanters excel at influencing the minds of others. + +--- + +### UNBREAKABLE WILL (SU) - 4TH LEVEL + +You gain a +2 bonus to saving throws against enchantment effects. In addition, once per day, when you fail a saving throw against a mind-affecting effect, you can reroll the failed saving throw as a reaction and take the higher result. + +--- + +### DUAL ENCHANTMENT (SU) - 12TH LEVEL + +Whenever you cast an enchantment spell that targets one or more creatures, you can spend 2 Resolve Points to target one additional creature who is in the spell’s range and within 30 feet of one of the spell’s original targets. The additional target gains a +2 circumstance bonus to its Will saving throw to resist your spell. + +## EVOCATION SCHOOL + +Evokers specialize in the manipulation of raw magical energies. + +--- + +### EVOKER’S REACH (SU) - 4TH LEVEL + +Evocation spells you cast that have a range of close, medium, or long have their ranges increased by 25%. Evocation spells you cast that affect at least seven 5-foot squares also affect one additional 5-foot square of your choice that is adjacent to the spell’s affected area. + +--- + +### FLEXIBLE EVOKER (SU) - 12TH LEVEL + +When you cast an evocation spell, you can spend 1 Resolve Point to change the damage dealt by that spell to one of the following damage types: acid, cold, electricity, fire, or sonic. If the spell deals more than one type of damage, all damage dealt by the spell becomes the damage type you select. + +## ILLUSION SCHOOL + +Illusionists study the practice of using magic to deceive others. + +--- + +### WISE TO ILLUSION (SU) - 4TH LEVEL + +You gain a +2 bonus to saving throws against illusion effects. You receive a saving throw to disbelieve illusions whenever you pass within 10 feet of them, whether or not you’re actively observing or interacting with the illusion. When you successfully disbelieve an illusion and communicate this fact to others, each observer can attempt a saving throw to disbelieve with a +6 bonus rather than a +4 bonus. + +--- + +### ILLUSORY SHIELD (SU) - 12TH LEVEL + +As a reaction when you’re targeted by an attack you are aware of, you can spend 2 Resolve Points to obscure yourself, gaining the effects of displacement against the attack. If the attack misses you, you can perform a guarded step immediately afterward without spending an action. + +## NECROMANCY SCHOOL + +Necromancers manipulate the forces of life and death. + +--- + +### REBUKE UNDEAD (SP) - 4TH LEVEL + +As a standard action, you can spend 1 Resolve Point to release a burst of repulsive energy in a 10-foot radius burst around you. This has two effects. First, it gives all undead in the area the flat-footed condition for 1d4 rounds, and while flat-footed in this way, the undead also take a –2 penalty to saving throws against your necromancy spells. Second, all undead in the area are pushed 10 feet away from you. Affected undead can attempt a Reflex save (DC = 10 half your level + your key ability score modifier) to negate both effects. + +--- + +### GRAVE SENSE (SU) - 12TH LEVEL + +You gain a special form of blindsense (life) to a range of 60 feet, allowing you to detect living and undead creatures, and discern which is which. As a move action, you can spend 1 Resolve Point to also gain blindsight (life) to a range of 60 feet for 1 minute. + +## TRANSMUTATION SCHOOL + +Transmuters specialize in transformative magic. + +--- + +### RESIDUAL TRANSFORMATION (SU) - 4TH LEVEL + +When you cast a transmutation spell of 1st level or higher, you retain part of its energy for 1 minute. You can expend this energy to gain one of the following benefits for 1 round: + +- You gain an enhancement bonus to your land speed equal to 5 feet × the transmutation spell’s level. +- You gain a special unarmed strike that deals bludgeoning, piercing, or slashing damage; the strike deals 1d4 damage per level of the spell. You can add your key ability score modifier rather than your Strength modifier on melee attacks rolls with this unarmed attack. + + + +--- + +### RECYCLE SPELL (SP) - 12TH LEVEL + +As a reaction when you or an adjacent ally succeed at a saving throw against a spell, you can redirect some of the magic into a weapon you touch. This augments the weapon as shifting surge. If the triggering spell was 3rd- or 4thlevel, the additional damage increases to 2d8 (or 1d8 if the weapon affects an area or multiple targets). If the triggering spell was 5th- or 6th-level, the additional damage increases to 2d12 (or 1d12 if the weapon affects an area or multiple targets). Once you use recycle spell, you can’t do so again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Skyfire Centurion.md b/Compendium/SF1E/Classes/Class Archetypes/Skyfire Centurion.md new file mode 100644 index 0000000..5a3311d --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Skyfire Centurion.md @@ -0,0 +1,40 @@ +--- +aliases: +tags: +--- +# SKYFIRE CENTURION + +**Source** _Pact Worlds pg. 185_ +With the advent of the Absalom Pact, the famed Triaxian dragonriders of the Dragon Legion took to the stars and became known as the Skyfire Legion, an elite and highly principled mercenary group that sells its protection to colonists and corporations operating beyond the Pact Worlds, where the Stewards cannot protect them. While many Skyfire legionnaires form a near-telepathic bond with dragonkin copilots, Skyfire centurions train to strengthen this connection even further, leading their allies and facilitating teamwork almost as if the members shared a single mind. + +The Skyfire Legion has several training facilities throughout the Pact Worlds where centurions and other legionnaires can hone their skills. Every legionnaire trains with a partner, and centurions undergo additional, stricter regimens to help focus their minds and toughen up their bodies. + +Not all members of the Skyfire Legion are centurions, and not all centurions have a dragonkin ally; the same teamwork techniques can be used with any intelligent creatures, even mechanical ones. Characters of all classes can become successful centurions, though most mystics and solarians lack the piloting ability to make full use of centurion abilities. Soldiers gain many combat feats, which makes them terrific centurions, while mechanics who choose their drones as their bonded allies can customize the drones for seamless teamwork. + +## ALTERNATE CLASS FEATURES + +The Skyfire centurion archetype grants alternate class features at 4th, 6th, 9th, and 12th levels. + +## COMBAT BOND (EX) - 4TH LEVEL + +You can train together with an ally whose Intelligence score is at least 1, forming a combat bond between you and the target creature. This training process takes 1 hour, and you can have only one bonded ally at a time. If you form a new combat bond with a creature, any previously formed combat bond is lost. No creature can be the bonded ally of two centurions. + +At 10th level, you can spend 1 Resolve Point to form a combat bond with an ally who can see or hear you as a standard action. + +Whenever you gain a bonus from covering fire or harrying fire provided by your bonded ally (or vice versa), the bonus increases to +4. When you are the captain of a ship and successfully use the encourage action on your bonded ally (or vice versa), the bonus granted increases to +4. + +## LEND EXPERTISE (EX) - 6TH LEVEL + +With just a few words, you can share your training with a bonded ally. As a move action, you can grant your bonded ally a single combat feat you have for 10 rounds, provided your bonded ally can see or hear you. The bonded ally must fulfill the feat’s prerequisites and be able to use the feat. For example, a mechanic’s drone can benefit only from feats that a drone can normally gain. If you have already granted your bonded ally a feat using this ability, the previous feat is lost. + +## CONCENTRATED FIRE (EX) - 9TH LEVEL + +When you and your bonded ally both ready an action to attack the same target and choose the same condition for the readied action, when you and your bonded ally make those attacks, use the highest of the two attack rolls (each attacker applies her own modifiers to the roll). If you and your bonded ally both hit the target, total the damage for both attacks before applying the target’s DR or energy resistances. + +In starship combat, when you and your bonded ally both attack the same opponent in the same round with a direct-fire weapon, use the highest of the two attack rolls (each attacker applies her own modifiers to the roll). If you and your bonded ally both hit the target, total the damage for both attacks for the purpose of determining how the target’s Damage Threshold affects the damage. + +## PERSEVERANCE (EX) - 12TH LEVEL + +You can perform the first aid task of the Medicine skill as a move action on your bonded ally. + +In addition, when you are adjacent to your bonded ally and your bonded ally is stable but not yet conscious, you can spend 1 Resolve Point as a full action to restore 1 Hit Point to your bonded ally. Your bonded ally can take actions as normal on her next turn, but you are staggered until the end of your next turn. To use this ability, your bonded ally must have fewer than one-quarter her maximum Resolve Points. You can use this ability if your bonded ally normally has no Resolve Points. You can’t use this ability on the same bonded ally again until you have recovered your Resolve Points after an 8-hour rest or its equivalent, but if you change the target of your combat bond ability before that, you can use this ability on the new bonded ally, provided you have Resolve Points to spend. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Star Knight.md b/Compendium/SF1E/Classes/Class Archetypes/Star Knight.md new file mode 100644 index 0000000..cff0b20 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Star Knight.md @@ -0,0 +1,76 @@ +--- +aliases: +tags: +--- +# STAR KNIGHT + +**Source** _Pact Worlds pg. 186_ +The traditions of knighthood have survived the millennia. Numerous orders, including (but certainly not limited to) the Knights of Golarion and the Hellknight Orders of the Chain, Eclipse, Furnace, Gate, Nail, Pike, and Scourge, are extremely active in the Pact Worlds and beyond. These highly trained and renowned warriors are star knights, defenders of specific causes championed by their orders and ready to enforce their oaths with sword, plasma cannon, and even magic when necessary. + +## ALTERNATE CLASS FEATURES + +The star knight archetype grants alternate class features at 2nd, 4th, 6th, and 12th levels. The star knight is an unusual archetype in that the 6th- and 12th-level alternate class features have multiple options, depending on what knightly order you belong to. If you don’t belong to a specific order (or you belong to one not listed here), you receive the guarded attack and the willpower alternate class features; if you to belong to one of the listed orders, you can still select these features if you wish. + +## ARMOR MASTERY - 2ND LEVEL + +You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor. If you are already proficient with heavy armor, you instead gain a fortification ability when wearing heavy armor or powered armor. Your fortification gives you a 20% chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled. If you have a fortification ability from another source (such as a force field), you instead increase the chance of a critical hit being created as a normal attack by 20% (to a maximum of 100%). + +## CHALLENGE - 4TH LEVEL + +As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours. + +## GUARDED ATTACK (EX) - 6TH LEVEL + +You have learned to use the strong plates and defensive abilities of your heavy armor to protect your weapon. When wearing heavy armor or powered armor, you gain a +4 bonus to your KAC against disarm and sunder combat maneuvers. You lose this bonus whenever you make a full attack, as it is impossible to protect your weapons while doing so. + +## WILLPOWER (EX) - 12TH LEVEL + +Your dedication to your order and your advanced training has strengthened your mind against certain effects. Once per day, when targeted by a mind-affecting effect that requires a saving throw, you can roll twice and take the better result. + +## ORDER-SPECIFIC ALTERNATE 6TH-LEVEL CLASS FEATURES + +Members of the Knights of Golarion and of the most common Hellknight orders each have one order-specific option that they can select for the alternate class feature at 6th level. Once you decide which 6th-level alternate class feature to take, you cannot change this decision. + +## ANCHORING ATTACK (SU) - 6TH LEVEL + +A Hellknight of the Order of the Chain can choose the anchoring attack alternate class feature. As a standard action, you can apply the _anchoring_ weapon fusion to any weapon you wield. You can use this ability once per day, plus one additional time per day at 9th level and every 3 levels thereafter. The weapon fusion remains active until the weapon becomes unattended or is wielded by another creature, or until you take a 10-minute rest to regain Stamina Points. This weapon fusion does not count toward the maximum number of levels of weapons fusions a weapon can have at once. + +## BLAZING ATTACK (SU) - 6TH LEVEL + +A Hellknight of the Order of the Furnace can choose the blazing attack alternate class feature. This acts as the anchoring attack alternate class feature, but it grants the _flaming_ weapon fusion as a standard action to a single weapon of 2nd level or higher that the knight wields. + +## COMMAND (SP) - 6TH LEVEL + +A Hellknight of the Order of the Nail can choose the command alternate class feature. As a standard action, you can cast _command_ as a spell-like ability. You can use this ability once per day, plus one additional time per day at 9th level and every 3 levels thereafter. The save DC is equal to 11 + your key ability score modifier. + +## CREATE DARKNESS (SU) - 6TH LEVEL + +A Hellknight of the Order of the Eclipse can choose the create darkness alternate class feature. As a standard action, you can create a 20-foot-radius zone of darkness centered within 20 feet of you. The zone negates the effects of all nonmagical light sources in its area and lasts for 1 minute. You can see as normal within the zone, and you can dismiss the effect as a standard action. Unless otherwise noted, any magic source of light can increase the light level in the area as normal. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level. + +## HOLY ATTACK (SU) - 6TH LEVEL + +A Knight of Golarion can choose the holy attack alternate class feature. This acts as the anchoring attack alternate class feature, but it grants the _holy_ weapon fusion as a standard action to any weapon of 2nd level or higher that the knight wields. + +## PIKE MASTERY (SU) - 6TH LEVEL + +A Hellknight of the Order of the Pike can choose the pike mastery alternate class feature. As a standard action, you can grant a melee weapon you wield the reach special property. Alternatively, you can combine a melee weapon that already has the reach special property with a ranged weapon you are proficient with, allowing the conglomeration to act both as a melee weapon with reach and as a ranged weapon. Whichever option you select, it lasts until the weapon becomes unattended, the weapon is wielded by another creature, you choose to dismiss the effect, or you take a 10-minute rest to regain Stamina Points. You can use this ability once per day, plus one additional time per day at 12th level and at 18th level. + +## SUMMON (SP) - 6TH LEVEL + +A Hellknight of the Order of the Gate can choose the summon alternate class feature. As a standard action, you can cast _summon creature_ as a spell-like ability with a spell level equal to one-third your class level. You can select only a single lawful creature to summon with this spell. You can use this ability once per day. + +## ZONE OF TRUTH (SP) - 6TH LEVEL + +A Hellknight of the Order of the Scourge can choose the zone of truth alternate class feature. As a standard action, you can cast _zone of truth_ as a spell-like ability. You can use this ability once per day, plus one additional time per day at 10th level and every 4 levels thereafter. The save DC is equal to 12 + your key ability score modifier. + +## ORDER-SPECIFIC ALTERNATE 12TH-LEVEL CLASS FEATURES + +Hellknights and Knights of Golarion each have a specific option which they can select for the alternate class feature at 12th level. Once the decision of which 12th-level alternate class feature to take is made, it cannot be changed. + +## IN HELL’S NAME (SU) - 12TH LEVEL + +Hellknights of any order can choose the in Hell’s name alternate class feature. As a standard action, you can pronounce a judgment against all nonlawful creatures within 20 feet of you. Each target that can hear you must succeed at a Will saving throw (DC = 10 + half your character level + your key ability score modifier) or be staggered for 1d4 rounds. This is a mind-affecting, sense-dependent effect. You can use this ability once per day, plus one additional time per day at 18th level. + +## SHIELD OTHER (SP) - 12TH LEVEL + +A Knight of Golarion can choose the shield other alternate class feature. As a standard action, you can cast _shield other_ as a spell-like ability without having to spend a Resolve Point. You can use this ability twice per day, plus one additional time per day at 15th level and at 18th level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Starfinder Data Jockey.md b/Compendium/SF1E/Classes/Class Archetypes/Starfinder Data Jockey.md new file mode 100644 index 0000000..c221bb5 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Starfinder Data Jockey.md @@ -0,0 +1,30 @@ +--- +aliases: +tags: +--- +# STARFINDER DATA JOCKEY + +**Source** _Pact Worlds pg. 188_ +Starfinder data jockeys are the Starfinder Society’s foremost experts on the analysis, architecture, manipulation, and retrieval of data. They live for the thrill of exploration and joy of discovery, delving into databases and networks much like a field agent ventures into ancient ruins. Most data jockeys are part of the Dataphiles faction (for more on Starfinder Society factions, see Appendix 2 of the _Starfinder Society Roleplaying Guild Guide_). + +Because of their affinity with computers and technology, most data jockeys are envoys, mechanics, operatives, or technomancers, but members of virtually any class can become successful data jockeys. + +## ALTERNATE CLASS FEATURES + +The Starfinder data jockey archetype grants alternate class features at 2nd, 6th, 9th, and 18th levels. + +## FAST RETRIEVAL (EX) - 2ND LEVEL + +Whenever you have access to an infosphere or downloaded data set, you can use the Computers skill for any skill check to recall knowledge. Furthermore, you dabble in scientific study and have a thirst for knowledge in fields beyond your own, and your ability to create simulations and process data allows you to emulate skills that would normally be beyond your grasp. Select Culture, Engineering, Life Science, Medicine, Mysticism, Physical Science, or Profession (any one); whenever you attempt a skill check with that skill, you can treat half your ranks in Computers as your ranks in that skill for the check, if that would be better. You are considered trained in the skill for the purposes of this check. If you spend 1 Resolve Point as part of the check, you can treat your full ranks in Computers as your ranks in that skill for the check. At 8th, 14th, and 20th levels, you can select an additional skill to use with this ability. Additionally, if you gain a number of ranks equal to or greater than half your ranks in Computers in a skill you have selected with this ability, you can immediately swap out that skill and select a new skill from the list to use with this ability. + +## SYSTEM GURU (EX) - 6TH LEVEL + +Whenever you use Computers to attempt to destroy or repair a system module, detect a fake shell, disable or manipulate a countermeasure or module, gain root access, or hack a computer system, and the target computer’s tier is no higher than half your level, you can roll twice and take the higher result. + +## TACTICAL ANALYSIS (EX) - 9TH LEVEL + +As a move action, you can analyze a creature’s movement and defenses, trying to find a weakness. Attempt a skill check using the same skill you would use if you were trying to identify the creature (Engineering, Life Science, or Mysticism). You cannot take 10 or take 20 on this check, even if an ability would allow you to do so in combat. The DC for this check is equal to 15 + the creature’s CR. If you succeed, you gain a +1 circumstance bonus to attack rolls against that creature until the end of your turn, and any weapon or spell attacks you make until the end of your turn ignore 5 points of the target’s DR and energy resistances. Alternatively, you can spend a second move action to relay this information to your allies; until the beginning of your next turn, your allies’ weapon and spell attacks can ignore 5 points of the target’s DR and energy resistances, but allies do not gain a bonus to attack rolls. + +## MASTER OF LORE (EX) - 18TH LEVEL + +You can treat your full ranks in Computers as your ranks in all skills you have selected with the fast retrieval ability, and you don’t need to spend Resolve Points to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Starfinder Forerunner.md b/Compendium/SF1E/Classes/Class Archetypes/Starfinder Forerunner.md new file mode 100644 index 0000000..f28c1e4 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Starfinder Forerunner.md @@ -0,0 +1,36 @@ +--- +aliases: +tags: +--- +# STARFINDER FORERUNNER + +**Source** _Starfinder Core Rulebook pg. 129_ +Members of the Starfinder Society (see page 479) spend a considerable amount of time, money, and effort exploring places their fellow Pact Worlds citizens have never been. Whether they’re investigating the ruins of ancient cultures, worlds with no modern technology, or civilizations with no prior contact with the Pact Worlds, Starfinders are always pushing the boundaries of explored space in a quest for snippets of knowledge about the edges of history before and after the Gap. When possible, these expeditions are preceded by, or at least accompanied by, a Starfinder forerunner who is specifically trained in exploration, scouting, and survival. + +Not all members of the Starfinder Society are forerunners, and not all forerunners take this archetype. The archetype represents an expert who has spent years studying with and apprenticing under more experienced forerunners. + +The majority of forerunners are envoys, mystics, and operatives, though forerunners who have levels in other classes also exist. + +## ALTERNATE CLASS FEATURES + +The Starfinder forerunner grants alternate class features at 2nd, 4th, and 6th levels. + +## TRAINED FOR TROUBLE (EX) - 2ND LEVEL + +You gain Culture and Survival as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result. + +You can attempt Engineering, Life Science, and Mysticism skill checks to identify creatures (see page 133) even if you are not trained in those skills. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed. + +## READY FOR ANYTHING (EX) - 4TH LEVEL + +As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This experience and expertise at planning gives you a number of abilities. + +When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat. + +When you successfully identify a creature with a skill check (see page 133), you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal. + +When you attempt a Culture check to decipher writing (see page 139), there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 (see page 133) on Culture checks to decipher writing even if you are not trained in Computers and don’t have access to a computer or downloaded dataset. + +## FIELD FIX (EX) - 6TH LEVEL + +You’ve spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles—and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Starwright.md b/Compendium/SF1E/Classes/Class Archetypes/Starwright.md new file mode 100644 index 0000000..d6d59f4 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Starwright.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# STARWRIGHT + +_SFS Note: Inubrix Armor and Abyssium Weapons are illegal._ +**Source** _Character Operations Manual pg. 107_ +The Starforgers are a guild famous for working with starmetals. Based out of Absalom Station, their skill at weaving starmetal into their work is famous across the galaxy, and they’re often at the forefront of starmetal research and development. + +## ALTERNATE CLASS FEATURES + +The starwright archetype grants an alternate class feature at 6th level. If you also forgo the class features gained at 12th and 18th levels, you gain an extra use of this feature per feature forgone. + +## STARMETAL APPLICATION (EX) - 6TH LEVEL + +You have a starwright’s kit containing tiny amounts of starmetal you can use once per day to infuse a single item. After 10 minutes of uninterrupted work, you grant the item the benefit from the chosen starmetal for 24 hours, as described below. For siccatite, choose cold (for a cold benefit) or hot (for a fire benefit). + +### ARMOR + +- **Abysium:** Reduce the usage of all upgrades by 1 (to a minimum usage of 1 for each upgrade). +- **Djezet:** The wearer gains a +2 bonus to caster level checks to overcome spell resistance, which stacks with the bonus provided by djezet-enhanced armor. +- **Horacalcum:** The wearer gains a +2 enhancement bonus to saves against slow and effects that alter time. +- **Inubrix:** The wearer can move through solid objects (though not doors and walls) up to 5 feet thick as if incorporeal. +- **Noqual:** The wearer gains spell resistance equal to 6 + your class level. +- **Siccatite:** The wearer gains resistance to cold or fire equal to your class level. + +### HYBRID AND TECHNOLOGICAL ITEMS + +- **Abysium:** Reduce the item’s usage by 1 (minimum 1). +- **Djezet:** If the item is hybrid, its item level increases by 1. If the item is a technological item, treat it as a hybrid item. +- **Horacalcum:** While the item is damaged, it regains 1 Hit Point per minute. +- **Noqual:** The item gains a +4 enhancement bonus to saving throws against magical effects and spells. +- **Siccatite:** The item gains immunity to cold or fire. + +### VEHICLES + +- **Abysium:** The vehicle gains a +4 enhancement bonus to saves against environmental effects. The vehicle’s passengers gain environmental protections as if from armor with an item level equal to your class level. +- **Djezet:** The vehicle gains an autopilot system with a Piloting bonus equal to your level. A vehicle that already has such a system gains a +4 enhancement bonus to Piloting checks. +- **Horacalcum:** The vehicle’s speed increases by 50 feet, its full speed by 100 feet, and its miles per hour by 10. +- **Inubrix:** The vehicle’s Piloting modifier increases by 4. +- **Noqual:** The vehicle gains a +4 enhancement bonus to saves against magical effects and spells. The vehicle’s passengers gain a +2 enhancement bonus to such saves. +- **Siccatite:** The vehicle gains immunity to cold or fire. The vehicle’s passengers gain a +2 enhancement bonus to their AC and saves against such effects. + +### WEAPONS + +- **Abysium:** The weapon functions as if it were made of abysium. A weapon already made of abysium increases the save DC of its sickened critical hit effect by 2. +- **Horacalcum:** The weapon functions as if it were made of horacalcum. A weapon already made of horacalcum increases the save DC of its staggered critical hit effect by 2. +- **Noqual:** The weapon functions as if it were made of made of noqual. A weapon already made of noqual increases its bonus to damage rolls by 2. +- **Siccatite:** The weapon functions as if it were made of cold siccatite or hot siccatite. A weapon already made from siccatite increases the cold or fire damage dealt by one‑quarter your class level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Archetypes/Steward Officer.md b/Compendium/SF1E/Classes/Class Archetypes/Steward Officer.md new file mode 100644 index 0000000..f29547d --- /dev/null +++ b/Compendium/SF1E/Classes/Class Archetypes/Steward Officer.md @@ -0,0 +1,30 @@ +--- +aliases: +tags: +--- +# STEWARD OFFICER + +**Source** _Pact Worlds pg. 189_ +The Stewards are interplanetary peacekeepers who enforce the Absalom Pact, which binds the Pact Worlds together in a tenuous alliance. Based in Absalom Station, the Stewards police space lines outside the territories of planetary governments, act as advisors and mediators in disputes, and end budding military conflicts with overwhelming force when necessary. The Stewards are as much diplomats as they are police, though violence is always a last resort for them. Because of the Stewards’ dual role, their training includes conflict-resolution techniques, combat techniques, and techniques that combine the two approaches. + +The majority of Steward officers are envoys with combat training or soldiers with diplomatic training, though solarians also make terrific Steward officers. + +## ALTERNATE CLASS FEATURES + +The Steward officer archetype grants alternate class features at 2nd, 4th, and 9th levels. + +## DIPLOMATIC TRAINING (EX) - 2ND LEVEL + +You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. See page 41 of the _Starfinder Core Rulebook_ for a list of languages spoken in the Pact Worlds and beyond. + +You can use your Diplomacy skill for Intimidate checks to demoralize a target and your Culture skill for Life Science checks to identify humanoids and monstrous humanoids. When you attempt a Diplomacy check to change a creature’s attitude but you fail the check, the creature’s attitude worsens only if you fail the check by 10 or more. + +## MILITARY TRAINING (EX) - 4TH LEVEL + +You gain one of the following feats as a bonus feat (you must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies. If you already have all the listed feats, you can choose a bonus combat feat instead. + +## DEMAND SURRENDER (EX) - 9TH LEVEL + +As a full action, you can ready an action to attack a foe if it takes any actions other than the following: change grips (from two-handed to one-handed), combat banter, drop an item, drop prone, sheathe a weapon, or total defense; purely mental actions such as a lashunta’s limited telepathy ability also do not trigger the attack. As part of the full action, you can attempt to demoralize that foe; if you successfully demoralize the foe, you also gain a +1 morale bonus to your attack roll if the readied action is triggered. If one of your allies attacks that foe before the readied action is triggered, you lose your readied action and your initiative count changes to the current initiative count for the remainder of the combat, as if the readied action had been triggered. Your allies can, however, also ready an action to attack your target without causing you to lose your readied action, provided that they choose the same trigger. If they do so and you have successfully demoralized the target, they also gain the +1 morale bonus to their attack rolls. + +At 14th level, you can use this ability as a standard action. Alternatively, you can use this ability as a full action, readying a full attack and an attempt to demoralize the target as part of the action. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Themes/Class Themes.md b/Compendium/SF1E/Classes/Class Themes/Class Themes.md new file mode 100644 index 0000000..95b0d31 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Class Themes.md @@ -0,0 +1,47 @@ +--- +aliases: +tags: +--- +# CLASS THEMES +A character theme represents a focus for your character, which may be a result of your background, upbringing, training, or mystic destiny. You select a character theme at 1st level, gaining special benefits that reflect major aspects of that theme at 1st, 6th, 12th, and 18th levels. All abilities are extraordinary abilities unless otherwise noted. With your GM’s permission, you can even create your own theme that fits your character concept perfectly! + +[[Theme Ace Pilot (+1 Dex]] Thanks to steady hands and nerves of steel, you are skilled at operating starships and other vehicles. +[[Theme Athlete (+1 Str, Dex, or Con]] You are a professional competitor and an expert in physical finesse or brute strength, providing you advantages in battle. +[[Theme Beastblood (+1 Int or Wis]] You have a powerful affinity with the beasts of the wild. +[[Theme Biotechnician (+1 Int]] You are a biotech researcher or avid user of such tech, constantly seeking out or developing new biotechnologies and combining existing augmentations with advancements in other fields. +[[Theme Bounty Hunter (+1 Con]] Almost nothing will stop you from tracking down your quarries and returning them dead or alive. +[[Theme Bureaucrat (+1 Int, Wis, or Cha]] You bring your no-nonsense ability to cut through red tape to bear in surprising ways. +[[Theme Corporate Agent (+1 Cha]] You are an agent of a corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. +[[Theme Crisis Refugee (+1 Con]] The Drift Crisis cut you off from the place you called home +[[Theme Cultist (+1 Con]] You served as a hooded, faceless adherent to a religion or organization that remains hidden from public view—usually because its aims are illegal or immoral. +[[Theme Cyberborn (+1 Int]] You’ve had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. +[[Theme Death-Touched (+1 Con]] You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. +[[Theme Dragonblood (+1 Cha]] You can feel draconic magic pulsing through your veins, and the guttural roar of dragons invigorates you. +[[Theme Dream Prophet (+1 Wis]] You were drawn to Liavara by the Dreamers’ songs, which awoke in you a resonance with these enlightened beings. +[[Theme Drift Crashed (+1 Dex]] You were aboard a starship when the Drift Crash occurred. +[[Theme Giantblood (+1 Str]] You can trace your ancestry to giants, allowing you to accomplish feats of great strength. +[[Theme Gladiator (+1 Con]] You are a veteran of the public blood sport industry—a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. +[[Theme Grifter (+1 Int]] Swindling, tricking, and ingratiating yourself to others using your force of personality are your specialties. +[[Theme Guard (+1 Str or +1 Dex]] You are a vigilant protector of your clients and friends, and you’ll let no harm come to them. +[[Theme Icon (+1 Cha]] You are a popular and respected celebrity within the bounds of colonized space. +[[Theme Law Officer (+1 Wis]] An enforcer of law and a protector of the public, you often put yourself at risk to ensure others’ safety. +[[Theme Mercenary (+1 Str]] You are a well-trained soldier of fortune who works well with your companions in battle. +[[Theme Noble Scion (+1 Cha]] You were born into a position of power and privilege and are a master of navigating high society. +[[Theme Opportunist (+1 Cha]] For many, a crisis is nothing less than an opportunity. +[[Theme Outlaw (+1 Dex]] Whether you are guilty or not, you are a wanted criminal in a city, on a planet, or even throughout the galaxy. +[[Theme Priest (+1 Wis]] Your unshakable devotion to a philosophy or religion forms the core of your personality. +[[Theme Prisoner (+1 Wis]] (+1 Wis): You are an escapee or parolee who uses your hard-won experience to great effect in the wider galaxy. +[[Theme Quartermaster (+1 Int]] You are always prepared to provision yourself and your allies with what’s needed to succeed. +[[Theme Roboticist (+1 Int]] You are fascinated by the internal workings of machines, whether they’re intelligent constructs or technological equipment. +[[Theme Scholar (+1 Int]] As an academic, you have a broad knowledge base and a thirst to expand it. +[[Theme Sensate (+1 Con]] You revel in new experiences, and as a result have a wide base of knowledge about the world. +[[Theme Solar Disciple (+1 Wis]] Whether you're a devotee of Sarenrae or simply a resident of the Burning Archipelago, the sun looms large in your life, figuratively and literally. +[[Theme Space Pirate (+1 Dex]] You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. +[[Theme Spacefarer (+1 Con]] You live your life among the stars, seeking new worlds to explore and yearning for the next adventure. +[[Theme Spectra Scion (+1 Int]] Whether you’re a worshipper of Triune, a longtime resident of the Drift, or simply a spacefarer who has relied on the plane for years, you’ve formed a magical connection to spectra, the plane’s unique inhabitants. Like these planar beings, you take on the tasks of bringing the word of the Drift to those who might have only recently discovered space travel, safeguarding the more vulnerable areas of the realm, and protecting travelers through Drift. +[[Theme Stormrunner (+1 Dex]] You are undaunted by storms, having thrown yourself into them time and again. +[[Theme Street Rat (+1 Dex]] Scrappy and streetwise, you are exceptionally adept at blending into the crowd to escape notice. +[[Theme Tempered Pilgram (+1 Cha]] You have examined the kasathas practice of the Tempering and have concluded that one year is not enough time to learn from the countless other civilizations. +[[Theme Themeless (+1 Any]] You don’t fit neatly into any of the other categories, or you see yourself as a blank slate. +[[Theme Xenoarchaeologist (+1 Int]] You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. +[[Theme Xenoseeker (+1 Cha]] As you travel outside of Pact Worlds space, you strive to make contact with alien life-forms. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Ace Pilot (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Ace Pilot (+1 Dex.md new file mode 100644 index 0000000..890cb9f --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Ace Pilot (+1 Dex.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME ACE PILOT (+1 DEX) + +**Source** _Starfinder Core Rulebook pg. 29_ +You are most comfortable at the controls of a vehicle, whether it’s a starship racing through the inky void of space or a ground vehicle zooming between trees, around boulders, and across dusty badlands. You might be a member of an elite military force, the recipient of intense courses of training. Alternatively, you might be a total amateur with innate skills that make you a much-admired hotshot. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## LONE WOLF (6TH LEVEL) + +You know at least a little bit about handling every role on a starship, and you can sub in for certain tasks in a pinch. Whenever you need to attempt a skill check either during starship combat or to directly repair or otherwise maintain your starship, you can treat half your ranks in Piloting as your ranks in the appropriate skill for the check, if that would be better (since you effectively have ranks in the related skill, you are considered trained in the skill for the purposes of this check). + +## NEED FOR SPEED (12TH LEVEL) + +Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more. + +## MASTER PILOT (18TH LEVEL) + +Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant enemy in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Athlete (+1 Str, Dex, or Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Athlete (+1 Str, Dex, or Con.md new file mode 100644 index 0000000..49f90fb --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Athlete (+1 Str, Dex, or Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME ATHLETE (+1 STR, DEX, OR CON) +**Source** _Character Operations Manual pg. 9_ +You currently are or formerly were a professional-level athlete with highly specialized physical skills. You might be a member of your region’s sports team, chosen for your exceptional strength or finesse, or maybe you competed in individual events requiring exemplary endurance. Your prowess may have already led you to travel extensively for competitions, or you might still be an up-and-coming star. Either way, your impressive physical capabilities enable you to make a living as a professional competitor. + +## THEME KNOWLEDGE (1ST LEVEL) + +You’ve been involved in your sport or activity for years, and you know a great deal about the industry. When recalling knowledge regarding details of your industry, whether historical or current, reduce the DC of the Culture check by 5. In addition, based on the primary abilities required in your chosen sport, either Acrobatics (for Dexterity or Constitution) or Athletics (for Strength or Constitution) is a class skill for you, though if the relevant skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Acrobatics or Athletics checks. Likewise, you gain an ability adjustment of +1 to either Strength, Dexterity, or Constitution at character creation, depending on which ability is most relevant to your athletic endeavors. + +## PHYSICAL PROWESS (6TH LEVEL) + +You have an impressive degree of control over your body. Athletes who chose Acrobatics at 1st level can move at full speed while balancing and do not fall prone on a failed attempt to tumble through an opponent’s square. Athletes who chose the Athletics skill at 1st level can move at full speed while climbing and can attempt a vertical or horizontal jump with merely a 5-foot running start, rather than the 10 feet normally required. + +## FAN FAVORITE (12TH LEVEL) + +When you’re in a region that recognizes your sport and need an act of goodwill—such as information from a journalist or medical assistance from a physician—you can take 3d4 hours to locate a fan or industry professional whose attitude starts as helpful toward you. + +## CHAMPION (18TH LEVEL) + +The memories of triumphs attained and challenges overcome can bolster you when facing current difficulties. Up to twice per day when in an area with gravity you have adjusted to, you can spend 10 minutes stretching, exercising, meditating, or performing other sport-specific drills to regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Beastblood (+1 Int or Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Beastblood (+1 Int or Wis.md new file mode 100644 index 0000000..959d433 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Beastblood (+1 Int or Wis.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: [40:] +--- +# THEME BEASTBLOOD (+1 INT OR WIS) +**Source** _Starfinder Planetfall pg. 55_ +You have a powerful affinity with the beasts of the wild. Perhaps you descend from—or were infected by—a lycanthrope or similar creature, were subjected to the rituals of a beastly fiend, or performed ancestral trials to pledge yourself to a beast spirit. Whatever the source, you fight and hunt like a wild thing, and you know the natural side of worlds like you were born to them. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have sterling instincts when it comes to understanding wild places. When you attempt a Life Science, Physical Science, or Survival check to recall knowledge about animals or terrestrial wilderness environments, reduce the DC by 5. Survival is a class skill for you, though if it's also a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## BESTIAL LINEAGE (6TH LEVEL) + +Your animalistic affinity increases. Select one of the following that best fits your ancestral animal or bestial influence. +**Feline Leap:** You are as lithe as a cat. When you jump, you are always considered to have a running start, and the DC for jumping vertically is equal to twice the number of feet you are attempting to jump (instead of four times). +**Lupine Tactics:** Your instincts lead you to flank foes and bring them down for the kill. When you flank an opponent, you gain a +2 bonus to your attack roll to perform the trip combat maneuver against that opponent, in addition to the benefits of flanking. This bonus does not stack with other effects that grant you a bonus to perform the trip combat maneuver. +**Rodent Scurry:** You are adept at skittering past foes or even underfoot. When using the tumble task of the Acrobatics skill, you move at full speed. +**Saurian Carnage:** Like the powerful saurian predators of worlds such as Castrovel, you are a terror to behold, especially when you spill enemies’ blood. When you successfully demoralize a creature, that creature is shaken for an additional round, or 2 additional rounds if that creature has witnessed you killing or disabling an enemy during the current encounter. +**Ursine Fury:** Injuries don’t make you weak, they make you angry. While you have no Stamina Points remaining, you gain a +5 foot bonus to your speed and you do not suffer the penalty to attack rolls or AC incurred by a charge. + +## WILD HUNT (12TH LEVEL) + +Your sense of smell has become as sharp as your ancestors’. You gain blindsense (scent) with a range of 30 feet. + +## ANIMAL INSTINCTS (18TH LEVEL) + +Up to twice per day, you can spend 10 minutes giving in to your animalistic impulses in some harmless fashion to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. For example, a feline beastblood might spend her time playfully stalking friends, chasing butterflies (or someone’s laser sight), or otherwise playing in feline fashion, while a saurian beastblood might spend time sunning themself on a warm stone. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Biotechnician (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Biotechnician (+1 Int.md new file mode 100644 index 0000000..2c1ea0d --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Biotechnician (+1 Int.md @@ -0,0 +1,26 @@ +--- +aliases: +tags: +--- +# THEME BIOTECHNICIAN (+1 INT) + + +_SFS Note: The biotechnician's discount on biotech augmentations from the industry connections ability does not stack with discounts from boons._ +**Source** _Pact Worlds pg. 127_ +You are a biotech researcher or avid user of such tech, constantly seeking out or developing new biotechnologies and combining existing augmentations with advancements in other fields. You might be a member of the Augmented, a researcher in one of Bretheda’s cutting-edge biotech corporations, a spellcasting genetomancer blending biotechnology with magic, or even a voluntary test subject for new augmentations. Either way, you have taken a strong hand in your own evolution. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have a sharp mind for the intricacies of biotech augmentations and keep up-to-date on current research in the field, whether because you work to develop such technology or because you are the beneficiary of biotech augmentations— or, most likely, both. Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## INDUSTRY CONNECTIONS (6TH LEVEL) + +You’ve forged and maintained a number of connections with significant players in the biotech industry, scoring yourself favors and preferred treatment. As long as you are able to contact your connections in the industry, you gain a 10% discount off the typical list price for biotech augmentations installed in you. + +## TEST SUBJECT (12TH LEVEL) + +Thanks to your enthusiasm for biotech gear and constant tinkering with your DNA, you can adopt experimental, cutting-edge augmentations in your body beyond what most people can support. You can install one additional piece of biotech augmentation than a typical member of your race. For example, a human could have both a dragon gland and a wildwise implant even though they both occupy the throat system. + +## ADAPTIVE BIOTECH (18TH LEVEL) + +You have learned to leverage your biotech augmentations in ways their creators hardly envisioned. Up to twice per day as a standard action, you can deactivate a piece of biotech implanted in your body (except for a prosthetic limb), rendering it inert until your next 8-hour rest, to regain 1 Resolve Point. An inert piece of biotech doesn’t grant its usual benefits (for instance, an inert venom spur can’t be used to attack), and you can shut down a single biotech implant only once per day. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Bounty Hunter (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Bounty Hunter (+1 Con.md new file mode 100644 index 0000000..d267b63 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Bounty Hunter (+1 Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME BOUNTY HUNTER (+1 CON) +**Source** _Starfinder Core Rulebook pg. 30_ +You track people down for money. It is a dangerous profession, as most of your targets understandably don’t wish to be caught. You wouldn’t have it any other way. You might have a code of ethics, never taking jobs that, say, target children or members of your own race. You might hunt down only escaped criminals. Or you might be completely amoral, taking any job that comes along—for the right price. + +## THEME KNOWLEDGE (1ST LEVEL) + +Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## SWIFT HUNTER (6TH LEVEL) + +You know just how to ask around about your marks to gain information and insight in a hurry. You can use Diplomacy to gather information about a specific individual in half the normal time, and you reduce the penalty for following tracks using Survival while moving at full speed to 0. + +## RELENTLESS (12TH LEVEL) + +You never seem to get tired, even when working longer and harder than everyone else in pursuit of your mark; some of your targets might even refer to you as a tireless ghost or an all-seeing hunter. You can walk or be otherwise active for 12 hours instead of 8 before needing to attempt Constitution checks for a forced march (see page 258), and you can hustle for 2 hours a day during overland travel (see page 258) instead of 1 hour. Reduce the penalty for following tracks using Survival while moving at double speed to –10. + +## MASTER HUNTER (18TH LEVEL) + +Your relentless pursuit of your mark steels your determination and can renew your inner reserves of strength. Once per day while in pursuit of your mark, you can review current information about your mark for 10 minutes to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. Additionally, once per day when you defeat your mark, you regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Bureaucrat (+1 Int, Wis, or Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Bureaucrat (+1 Int, Wis, or Cha.md new file mode 100644 index 0000000..72cdc8b --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Bureaucrat (+1 Int, Wis, or Cha.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME BUREAUCRAT (+1 INT, WIS, OR CHA) +**Source** _Near Space pg. 137_ +You’re a civil servant, facilitating the day-to-day operations of a governmental agency and leaping systemic hurdles to accomplish your goals. Whether you’re a minor dignitary in the Pact Worlds, the Veskarium, or beyond, you operate within institutional boundaries to effect change, navigating the proper channels to find solutions and dealing with opposing bureaucrats who block your way. You’re now an adventurer, and the skills you’ve developed as a bureaucrat continue to serve you well in encounters with organizations across the galaxy. + +## THEME KNOWLEDGE (1ST LEVEL) + +As a bureaucrat working for a governmental agency, you have become knowledgeable regarding your agency’s field. Choose one of the following skills that most closely relates to your governmental agency: Culture, Life Science, Mysticism, Physical Science, or a Profession skill (other Intelligence-, Wisdom-, or Charisma-based skills might apply at the GM’s discretion). Reduce the DC of checks with your chosen skill to recall knowledge on topics related to your governmental agency and its specific field of expertise by 5. The chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with that skill. In addition, you gain a +1 ability adjustment to the chosen skill’s key ability score at character creation. + +## STRAIGHT TO THE SOURCE (6TH LEVEL) + +You find a common—though not necessarily intentional—thread wherever you go in the wide galaxy: the convoluted inefficiencies of governmental organizations. You have learned to expertly navigate such labyrinthine bureaucracies, bypassing their most common runarounds and pitfalls. Once per day when you gather information in a settlement or other region with a notable governmental organization, you gain a +2 circumstance bonus to the check and reduce the time taken by half (to a minimum of 1 hour). + +## EXPERT IN THE FIELD (12TH LEVEL) + +You leverage your knowledge of your agency’s field to enhance your interactions with other professionals. When you spend 10 minutes with a creature that knows about your agency or is related to your agency’s field of expertise, you can pepper jargon and insider knowledge into your interaction, such as name- or title-dropping. On your next attempted Diplomacy check to change such a creature’s attitude or Intimidate check to bully such a creature, you gain a +4 circumstance bonus. + +## FRIENDS IN HIGH PLACES (18TH LEVEL) + +Throughout your career, you have developed connections with all sorts of governmental agents and agencies, and you can use these ties to further your influence throughout the galaxy. +When in a region with either your governmental agency or a different one with a related field of expertise, you can leverage your status to gain an appointment with a minor governmental functionary. You can usually schedule an appointment to take place sometime 1d4 to 2d6 days after you make your request, depending on diplomatic relations, familiarity between the two agencies, your personal reputation in the region, and any particular NPC’s attitude toward you (all at the GM’s discretion). +In addition, your expertise in your field and experience in dealing with various professionals navigating it have made you famously difficult to outmaneuver in negotiations. After you spend at least 10 minutes interacting with a creature that knows about your agency or is related to your agency’s field of expertise, you can attempt a Bluff check to lie, a Diplomacy check to change attitude, an Intimidate check to bully, or a Sense Motive check to detect deception against that creature. If you succeed, you regain 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. You can use this ability twice per day, but only once per creature. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Corporate Agent (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Corporate Agent (+1 Cha.md new file mode 100644 index 0000000..a0e7711 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Corporate Agent (+1 Cha.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME CORPORATE AGENT (+1 CHA) + + +**Source** _Pact Worlds pg. 47_ +Corporations control much of the modern world, from the food each person eats to the weapons a soldier deploys on the field of battle. You are an agent of one such corporation, which relies on your negotiation, deal-making, and your natural cunning to advance its agendas. Whether you are making proposals to agents of other corporations to split the mining rights for a valuable asteroid or establishing your corporation’s presence on a newly discovered world, you are the company’s eyes, ears, and hands. + +## THEME KNOWLEGE (1ST LEVEL) + +You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## NETWORKING (6TH LEVEL) + +If your corporate database doesn’t have a piece of information you are searching for, you probably know someone who does. It takes you only 10 minutes to attempt a Diplomacy check to gather information, as long as you have connection to a local infosphere or a quick way to communicate with contacts in a settlement that is at least technologically average (see _Starfinder Core Rulebook 406_). Additionally if you have access to a local infosphere, you can take 20 on a skill check to recall knowledge in half the normal time (typically 1 minute). + +## STRONG-ARM TACTICS (12TH LEVEL) + +When you throw the name of your company around, you can usually get what you want, though acting in such a way never wins you any friends. When you successfully use Intimidate to bully a creature, its change in attitude lasts three times as long. At the GM’s discretion, this ability might not work on creatures that haven’t heard of your corporation. + +## SEAL THE DEAL (18TH LEVEL) + +Nothing is more thrilling to you than engaging in spirited discussion to pursue your employer’s interests. It is why you were hired, and it’s why you venture out into the wider cosmos. Up to twice per day, after you spend at least 10 minutes bargaining and negotiating (this doesn’t count as resting to regain Stamina Points) or using an infosphere to research details relevant to a deal that is significantly advantageous to your company, you regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Crisis Refugee (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Crisis Refugee (+1 Con.md new file mode 100644 index 0000000..7ec4029 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Crisis Refugee (+1 Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME CRISIS REFUGEE (+1 CON) +**Source** _Drift Crisis pg. 38_ +The Drift Crisis cut you off from the place you called home. Whether you were visiting another planet or onboard a vessel that the Crash hurled light years across the cold vacuum of space, you find yourself among the many who desperately seek safety in a strange new land. You’ve seen and endured much, perhaps while searching for a new home in the turmoil of uncertainty. + +## THEME KNOWLEDGE (1ST LEVEL) + +You must navigate civilizations that might not be at all like the one in which you were raised. This taught you a lot about the different ways that people across the galaxy live their lives. Reduce the DC to identify or recall knowledge about previously unfamiliar cultures or ways of life by 5. Survival is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## STUBBORN RESILIENCE (6TH LEVEL) + +Whether you were stranded in an uncharted region of the galaxy or trapped behind enemy lines, you found yourself forced to travel extensively to find shelter. The journey exposed you to harsh situations, which you’ve grown to endure. You gain the Environmental Adaptation feat (Character Operations Manual 114), whether you meet the requirements for it or not. If you already possess this feat, select a number of environmental conditions and weather conditions equal to half your Constitution modifier (rounded up) from those listed in the Environmental Adaptation feat and add them to those you already possess. + +## CARE FOR OTHERS (12TH LEVEL) + +During your travels, you had to rely on others for safety and often returned the favor. You’ve learned the importance of caring for your fellow refugees and know how to knit their wounds when required. Once per day as a standard action, you can cast a 2nd-level mystic cure as a spell-like ability. At 16th level, this increases to twice per day. + +## HANG YOUR HAT (18TH LEVEL) + +Many refugees don’t have the luxury to return to their home world and must forge a new life for themselves. While at times you find yourself longing for home, your new adopted home and family groups bring you a sense of comfort and stability that bolsters you and gives you a reason to fight on. Select a new home world for your PC, which can’t be the same as your character’s place of birth and upbringing. Up to twice per day, when you spend 10 minutes contemplating the positive aspects of your newfound home, you recover 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. You must stipulate where this new home is when you reach this level; you aren’t able to change this selection once it has been made. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Cultist (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Cultist (+1 Con.md new file mode 100644 index 0000000..e350cfa --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Cultist (+1 Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME CULTIST (+1 CON) +**Source** _Pact Worlds pg. 147_ +You served as a hooded, faceless adherent to a religion or organization that remains hidden from public view—usually because its aims are illegal or immoral. Although your time in a cult is most likely behind you—or, at least, that’s what you insist whenever the subject arises—you remain keenly aware of signs of cult activity and inured to physical hardship by exposure to mind-expanding substances combined with sleepless nights of unending ritual. + +## THEME KNOWLEDGE (1ST LEVEL) + +You cataloged the symbols, members, and indoctrination techniques of the cult you joined, and you can generalize these to hidden cults of any kind. Reduce the DC of Culture and Mysticism checks to recall knowledge about hidden cults and secretive religions, including knowledge about their beliefs, hierarchy, and symbols, by 5. Reduce the DC of Diplomacy checks to gather information about hidden cults and their enigmatic members (usually considered obscure or secret knowledge or mysterious or obscure individuals) by 5. Disguise is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Disguise checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## CULT INFILTRATOR (6TH LEVEL) + +Once you have discovered a hidden cult, you can quickly learn to slip into the mindset of its members and pretend to be one of them. If you spend 10 minutes conversing with a member of a hidden cult and succeed at a DC 25 Culture check, typical followers of that cult have a starting attitude of indifferent toward you. You also gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against such followers. + +## EXCEPTIONAL ENDURANCE (12TH LEVEL) + +Your exposure to drugs and poisons during your time with the cult has left you inured to their effects. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, drug, or poison. You must decide to use this ability after rolling but before learning the outcome of your first roll. + +## MEMORIES OF DEVOTION (18TH LEVEL) + +Reflecting on your experience within or against the galaxy’s cults provides you with inner reserves of strength. Up to twice per day, you can deliberate about your time as a cultist—either by speaking to another person or by recording private audio logs—for 10 minutes to regain 1 Resolve Point; this time doesn’t count as resting for the purpose of regaining Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Cyberborn (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Cyberborn (+1 Int.md new file mode 100644 index 0000000..c070432 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Cyberborn (+1 Int.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME CYBERBORN (+1 INT) +**Source** _Pact Worlds pg. 67_ +You’ve had some form of cybernetic augmentation since you were very young, and you see further augmentation as a path to self-improvement. You might be a verthani from the Augmented caste, a steelskin orc seeking to distinguish yourself from mainstream society, or anyone else inspired by the possibilities technology offers. Either way, you strive to master your current cybernetics and seek to further upgrade yourself whenever the opportunity presents itself. + +## THEME KNOWLEDGE (1ST LEVEL) + +You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## SELF-HACKER (6TH LEVEL) + +Your constant experimentation has blurred the lines between your body and your augmentations. Once per day as a full action, you can overclock one of your cybernetic augmentations to regain a number of Stamina Points equal to the augmentation’s item level; you must have a cybernetic augmentation installed in your body to use this ability. + +## HARDENED SYSTEMS (12TH LEVEL) + +You understand the potential vulnerabilities of cybernetics and have tinkered extensively with your own to make them more resilient. The DC to hack your cybernetic augmentations via magic or technological means increases by 5, thanks to the devious security countermeasures you have added to them. Additionally, your cybernetic augmentations grant you electricity resistance 5; this resistance stacks with one other source of energy resistance. + +## MASTER MODDER (18TH LEVEL) + +You feel energized whenever you demonstrate the improved capabilities of your cybernetically enhanced body. Up to twice per day, when you have succeeded at a significant task in a way that crucially relied upon abilities granted by your cybernetics (GM’s discretion), you can spend 10 minutes testing and performing system maintenance on those augmentations to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Death-Touched (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Death-Touched (+1 Con.md new file mode 100644 index 0000000..5a5cc61 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Death-Touched (+1 Con.md @@ -0,0 +1,26 @@ +--- +aliases: +tags: +--- +# THEME DEATH-TOUCHED (+1 CON) + +**Source** _Pact Worlds pg. 97_ +You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change. + +## THEME KNOWLEDGE (1ST LEVEL) + +Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## DREAD VITALITY (6TH LEVEL) + +You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning. + +## INURED TO THE GRAVE (12TH LEVEL) + +Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source, that cold resistance instead increases by an amount equal to half your level. + +## LIFE EATER (18TH LEVEL) + +If you are close to a sapient creature when its life is snuffed out, you can draw part of the released energy into your deathinfused body, fueling your vitality. The first time each day when a living creature with an Intelligence score of 3 or more dies within 10 feet of you, you regain 1 Resolve Point. You need not be the one to deal the killing blow. + +Additionally, anytime you are unconscious and a living creature with an Intelligence score of 3 or more dies in a space adjacent to you, as a reaction you can spend the appropriate number of Resolve Points to stabilize or, if you are already stable, you can spend 1 Resolve Point to stay in the fight (_Starfinder Core Rulebook 251_). diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Dragonblood (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Dragonblood (+1 Cha.md new file mode 100644 index 0000000..d8d30aa --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Dragonblood (+1 Cha.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME DRAGONBLOOD (+1 CHA) +**Source** _Pact Worlds pg. 107_ +You can feel draconic magic pulsing through your veins, and the guttural roar of dragons invigorates you. Whether you’re from an area with deep ties to dragons or have simply spent your life studying the magnificent beasts, you understand how dragons’ categorization (metallic or chromatic and specific colors) affects their moods, outlooks, and even ultimate goals. You can harness the power of dragons, and you sing the creatures’ praises wherever you go. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have a voracious appetite for lore about dragons and never forget a detail, whether it’s about draconic culture, traditions, and abilities, or the personal information of the system’s oldest dragons. When you attempt a Culture or Mysticism check to recall knowledge about dragons’ ways, their abilities, or the names and general personal details about dragons that are adults or older, reduce the DC by 5. Culture is a class skill for you, but if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## DRAGON MIEN (6TH LEVEL) + +You can harness the terrifying reputation of dragons to strike fear into the hearts of those you oppose. You’ve read or seen so much of dragons’ tactics that you can mimic them with surprising accuracy and effectiveness. When you successfully use Intimidate to bully a creature, its change in attitude lasts for an additional 10 minutes. When you successfully use Intimidate to demoralize an opponent, it is shaken for 1 additional round. + +## DRAGON SKIN (12TH LEVEL) + +You have conditioned your skin to withstand the inherent power that dragons hold inside them, and you are more inured to elemental damage as a result. The first time each day you would take energy damage, you gain energy resistance 5 against that type of damage for that attack and for 1 hour afterward or until you rest to regain Stamina Points, whichever comes first. This energy resistance stacks with only one other type of energy resistance you have from another source. + +## DRAGON HOARD (18TH LEVEL) + +You have a deep understanding of dragons’ motivations, natural prowess, and ancient cultures, and you have taken on a dragon’s love of material possessions. Up to twice per day, you can spend 10 minutes cataloging and examining your wealth— such as inquiring into your bank account or polishing your most expensive weapon—to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Dream Prophet (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Dream Prophet (+1 Wis.md new file mode 100644 index 0000000..b37b726 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Dream Prophet (+1 Wis.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME DREAM PROPHET (+1 WIS) +**Source** _Pact Worlds pg. 117_ +You were drawn to Liavara by the Dreamers’ songs, which awoke in you a resonance with these enlightened beings. Now you see the world around you in a new light, and you have a transcendent, innate understanding of the mystical power suffusing the universe. You don’t command this energy; the most you can do is accept it and absorb it—and when you become utterly in sync with those psychic reverberations encapsulated in the Dreamers’ songs, you gain oracular glimpses of things yet to come. + +## THEME KNOWLEDGE (1ST LEVEL) + +Your perceptions of the psychic energies permeating reality provide you insight into various magical and mystical phenomena, especially those produced by creatures that can cast spells. Reduce the DCs of Mysticism checks to identify spells as they are being cast and to recall knowledge about arcane symbols and magic traditions by 5. Mysticism is always a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## FLASH OF PRESCIENCE (6TH LEVEL) + +When you fully open yourself to the psychic resonance around you, especially in the split second when your life is on the line, time seems to come to a halt. In these fleeting moments, you can sense the reverberations of actions that you have not yet taken, and guide your course accordingly. Once per day as a standard action, you can cast _augury_ as a spell-like ability, though you can see only 1 minute into the future. This functions in all other ways as _augury_. + +## DREAMS OF THE FUTURE (12TH LEVEL) + +Your dreams often contain vague visions of your immediate future, and they allow you to gain a bit of an edge in certain situations when these dreams rush to the forefront of your consciousness without warning. Each day after you wake from an 8-hour rest, choose ability checks, saving throws, or skill checks; twice per day, you can reroll a roll of the type you chose for that day. + +## REVERIE (18TH LEVEL) + +Up to twice per day after using your dreams of the future ability, if your reroll is unsuccessful, you can spend some time reflecting on the fleeting and sometimes unreliable nature of dreams and prophecy. You can spend 10 minutes in deep meditation on this topic to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Drift Crashed (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Drift Crashed (+1 Dex.md new file mode 100644 index 0000000..ed2ba4e --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Drift Crashed (+1 Dex.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME DRIFT CRASHED (+1 DEX) + +_SFS Note: The Drift Crashed theme is not available without a boon._ +**Source** _Drift Crisis pg. 39_ +You were aboard a starship when the Drift Crash occurred. You were either stranded in the plane until rescued, or your vessel was unceremoniously ejected onto the Material Plane and directly into danger. The experience drove you to action. Since then, you might have joined other teams seeking those who were lost or became caught in one of many ensuing military conflicts across the galaxy. Whatever the case, you emerged with a very personal connection to this life-changing event. + +## THEME KNOWLEDGE (1ST LEVEL) + +You’re accustomed to strenuous work, whether you’ve always been exceptionally active or if the Drift Crash inspired a sudden change from your previous lifestyle. This has been refined by your time in and out of the Drift, where changes in environment and gravity helped honed your endurance. Reduce the DC to identify or recall knowledge about variations in gravity and environments across different planes by 5. Athletics is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## DRIFT TREKKER (6TH LEVEL) + +The Drift is full of fragments ripped from various other planes. Whether as part of a rescue team or someone lost aboard one of these floating fragments of land, you’ve gained great experience navigating through many of them. Shifting gravitational eddies and fluctuating landmasses that make some travelers seasick, feel as stable as static ground for you. While in the Drift, you can move through nonmagical difficult terrain at your normal speed. In addition, when squeezing, you aren’t considered to have the entangled condition (although you still move at half your speed). + +## DRIFT NAVIGATOR (12TH LEVEL) + +You’ve seen more of the Drift than most people will in their entire lifetimes. Having spent so much time inside the transitive plane, you’ve developed an understanding of the mysterious and enigmatic ways of time and space. Although the realm is in a constant state of flux, your senses are attuned to the occasional landmark and biome that others would miss. Reduce the DC to skill checks to navigate while you’re in the Drift by 5. For all other Piloting skill checks undertaken in the Drift that don’t relate to navigation, you gain a +2 insight bonus or increase your existing insight bonus to Piloting checks by 1. + +## DRIFT RUNNER (18TH LEVEL) + +Passage into and out of the Drift is as natural for you as breathing, and just as thrilling as the most bleeding-edge HAC game. When you pass from the Material Plane into the Drift, you feel a thrill of excitement mixed with the warm sensation of returning to a place where a piece of your heart forever remains. Up to twice per day, when a vessel you’re aboard either enters or leaves the Drift, you recover 1 Resolve Point. You might be handling any role aboard the starship when it either enters or leaves the Drift in this way, or you might simply be a passenger. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Giantblood (+1 Str.md b/Compendium/SF1E/Classes/Class Themes/Theme Giantblood (+1 Str.md new file mode 100644 index 0000000..249b051 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Giantblood (+1 Str.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME GIANTBLOOD (+1 STR) +**Source** _Near Space pg. 138_ +Giants’ blood flows through your veins, and you feel a fascination and kinship with these towering beings. You may stand a little taller than most of your kind, and you are capable of great feats of endurance. Like many giantbloods, you likely bear some physical attributes of the specific giants you are descended from. You’ve learned to tap into giants’ great strength and fortitude to perform feats most people of your kind would find difficult, if not impossible. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have great respect for giants and know much about their varied societies, cultural traditions, and famous figures. When you attempt a Culture or Life Science check to identify or recall knowledge about giants, their abilities, or the names of famous giants, reduce the DC by 5. Culture is a class skill for you. If it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Strength at character creation. + +## OVERSIZED EQUIPMENT (6TH LEVEL) + +You can use larger pieces of equipment that others of your kind may find bulky and unwieldy. Treat your Strength score as 2 higher for the purposes of wielding weapons and wearing armor. You can use weapons designed for creatures one size category larger than you with a –2 penalty rather than the standard –4 penalty. + +## HURL DEBRIS (12TH LEVEL) + +You can exert yourself in a burst of tremendous strength. As a standard action, you can use two free hands to hurl a single piece of debris as a ranged attack with a thrown weapon that targets KAC. Debris is otherwise treated as an improvised weapon that deals 1d6 bludgeoning damage per bulk and has a range increment equal to 5 × your Strength modifier. Debris can be any object with a minimum bulk of 3 and a maximum bulk equal to your Strength modifier + 2, but that object must be unattended or readily torn from the environment (at the GM’s discretion). Picking up such debris is a move action. You can’t use this ability while encumbered or overburdened. + +## SIZE ADVANTAGE (18TH LEVEL) + +You delight in towering over others as giants do, and you thrive on feeling large and imposing. You gain a +2 bonus to Intimidate checks against creatures at least one size category smaller than you. In addition, twice per day, after you succeed at an Intimidate check against a significant enemy that is at least one size category smaller than you, you can spend 10 minutes reliving the memory of your success to regain 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Gladiator (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Gladiator (+1 Con.md new file mode 100644 index 0000000..5a400da --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Gladiator (+1 Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME GLADIATOR (+1 CON) +**Source** _Pact Worlds pg. 57_ +You are a veteran of the public blood sport industry—a survivor of countless battles to earn a shiny credstick of winnings, the adulation of your fans, or both. You might be a veteran of Akiton’s fighting pits, a student of the ritualized styles of Triaxus’s battleflowers, or the sort of masochist who can’t help but return to Eox’s Halls of the Living. You’re likely to die before your habits do, though, as you find few things more exciting than the rush of battle and the pounding cheers of a thousand fans. + +## THEME KNOWLEDGE (1ST LEVEL) + +Your experience in the arenas has exposed you to countless warrior cultures, and you both recognize strange martial arts and know how to impress others with your own unique style. Reduce the DC of Culture checks to recall knowledge about entertainment combat, fighting styles, and gladiatorial traditions by 5. Intimidate is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## FAMOUS FIGHTER (6TH LEVEL) + +You have developed a considerable fandom that loves you for your arena prowess. You’re famous enough that others require only a DC 15 Culture check to recognize your name and a DC 25 Culture check to recognize you out of context from your appearance alone. Because you’re famous for your brutal stage presence, you can spend twice the normal amount of time when using Intimidate to bully a creature whose attitude is indifferent or better. If you do and succeed at the check, when the effect wears off, the creature’s attitude toward you is worsened only to indifferent, not unfriendly. At the GM’s discretion, a die-hard fan’s attitude might be worsened to friendly instead, or you might be able to use this ability against an unfriendly target. + +## PART OF THE OUTFIT (12TH LEVEL) + +Your name is synonymous with your gladiatorial persona and outfit. As long as your gear is in good condition, you don’t take any circumstantial penalties for wearing light armor or heavy armor in social situations (such as wearing golemforged plate to a formal event). You can use Intimidate or Profession (gladiator; Charisma) to “hide” up to two smaller weapons (such as a small arm or one-handed melee weapon with light bulk) or one larger melee weapon on your body, though you do not conceal the weapon so much as convince others to accept your carrying it without any objections. You can draw these weapons as normal; you do not need to spend a standard action as you would to draw a hidden weapon. Otherwise, this functions as the hide object task of Sleight of Hand. At the GM’s discretion, areas with especially high security may not allow you to carry weapons at all, no matter your reputation. + +## CROWD FAVORITE (18TH LEVEL) + +The first time each day you deal the finishing blow (reduce a creature to 0 Hit Points) to a significant enemy in front of an audience (consisting of at least one bystander or ticket-holding fan, but not another enemy), you regain 1 Resolve Point. If the audience contains 20 or more creatures, you instead regain 2 Resolve Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Grifter (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Grifter (+1 Int.md new file mode 100644 index 0000000..5a4a269 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Grifter (+1 Int.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME GRIFTER (+1 INT) + +**Source** _Character Operations Manual pg. 10_ +Though you feel comfortable among all sorts of lowlifes, you rely on your intellect to defraud others. Whether you work the streets alone, in a small group, or as the brains behind a larger organization, you analyze opportunities and unapologetically exploit the system to achieve your ends. As a grifter, you’re an expert in one or two trades, but you also have the knowledge and confidence to convincingly pass as an authority in just about any profession. + +## THEME KNOWLEDGE (1ST LEVEL) + +You dabble in multiple professions and have the connections and deep knowledge of each occupation’s inner workings, allowing you to exploit colleagues and paying customers alike. When attempting a Culture or Profession check to recall knowledge about commercial organizations or businesses, reduce the DC by 5. You gain a +1 bonus to one Profession skill of your choice at character creation, and you can attempt any Profession skill untrained. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## CALCULATED EXPLOITATION (6TH LEVEL) + +You earn your living through swindling and defrauding others. While your schemes are often successful, your plans don’t always produce the results you expect, and past failures have taught you how to refine your techniques. Whenever you attempt a Profession check to earn a living, you can roll twice and use the higher result. In addition, once per day you can spend 10 minutes plotting how to get the best deal when purchasing or selling equipment and gear. Immediately following this planning period, you or a designated ally can attempt an appropriate skill check, at the GM’s discretion, to influence a merchant and receive a 10% discount on one item you purchase with an item level no greater than your character level – 2. + +## STRATEGIC NEGOTIATIONS (12TH LEVEL) + +You scrutinize each social and business interaction for loopholes, opportunities to exploit, and possibilities for additional profit. Your masterfully crafted schemes and analytical mind enable you to control situations rather than individuals. Once per day when you attempt a Bluff check to lie or a Diplomacy check to change someone’s attitude, you can attempt a Culture or Profession check instead, using your expertise and intellect to gain the target’s confidence. In addition, if you spend at least 10 minutes planning and rehearsing such an interaction, you can ignore the DC modifier to your Bluff check to lie when the target is hostile or unfriendly; if you are attempting to use Diplomacy to change a target’s attitude and fail by 5 or more, the target’s attitude does not get worse. + +## ENDGAME (18TH LEVEL) + +You’re a planner who leaves nothing to chance, and you reap the rewards for your patience and attention to detail. Nothing compares to the satisfaction you feel when your expertly positioned pieces slide into place and your schemes come to fruition. Twice per day, after you spend at least 1 minute to plan a con, heist, fraud, or other crime that swindles an individual or organization, and you succeed at a DC 30 Culture check or a check using the Profession skill you selected for the theme knowledge benefit, you regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Guard (+1 Str or +1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Guard (+1 Str or +1 Dex.md new file mode 100644 index 0000000..06905e3 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Guard (+1 Str or +1 Dex.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME GUARD (+1 STR OR +1 DEX) +**Source** _Character Operations Manual pg. 11_ +You are a guard, lookout, or forward scout, and it’s your job to keep a constant eye out. You might be an independent contractor whose clients change regularly, a lookout for a criminal organization, an elite military agent assigned to visiting political leaders or rich celebrities, or a permanent employee protecting a secure facility, a VIP, or even a friend. Regardless, you’re trained to identify threats and keep your client and their property safe. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are well versed in security systems, how to spot them, and how to use them to keep people and places safe. Reduce the DC for Engineering checks to identify technology and Mysticism checks to identify a magic items by 5, provided the item is a security system, surveillance equipment, or trap. In addition, Perception becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of either +1 to Strength or +1 to Dexterity (your choice) at character creation. + +## GUARDED WARD (6TH LEVEL) + +You focus on protecting a particular person or place, which becomes known as your ward. You must study a specific creature or a specific location (such as a building or starship) for 1 day to make it your ward. If your ward is a creature, you automatically succeed at checks to aid another with your ward when you are adjacent to them. If your ward is a location, you succeed at checks to aid another with anyone adjacent to you when you are both within your ward. You can change your ward by selecting a new one and studying it for 1 day. + +## ABLE GUARDIAN (12TH LEVEL) + +Those who have come to rely on you know you are vigilant and ready to help at a moment’s notice. You know when something just doesn’t feel right, and you’ve saved the life of more than one client. You can perform the first aid task of the Medicine skill as a move action rather than as a standard action, and you can perform the sense mental effect task of Sense Motive as a full action instead of taking 1 minute. In addition, you gain a +4 insight bonus to Fortitude saving throws against sleep deprivation. + +## SECURITY REVIEW (18TH LEVEL) + +Nothing makes you feel more at peace than going over security procedures and verifying that you have covered every angle, filled every gap, and tightened every loophole to ensure your ward is safe from harm. Once per day, you can spend 10 minutes reviewing security precautions you have taken for your ward and recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. In addition, once per day when you witness your ward being damaged by or failing a saving throw against an effect from a significant enemy, you recover 1 Resolve Point as a reaction. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Icon (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Icon (+1 Cha.md new file mode 100644 index 0000000..af45a03 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Icon (+1 Cha.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME ICON (+1 CHA) + +**Source** _Starfinder Core Rulebook pg. 31_ +Thanks to interstellar transmissions and Drift travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you get recognized on the Pact Worlds and in associated systems. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight. + +## THEME KNOWLEDGE (1ST LEVEL) + +Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, reduce the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## CELEBRITY (6TH LEVEL) + +You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free. + +## MEGACELEBRITY (12TH LEVEL) + +Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 5 (or 10 to recognize you out of context from your appearance alone) and it takes only 1d4 hours to find a fan who meets a generic description. In addition, fans give you a 10% discount on purchased goods. + +## MASTER ICON (18TH LEVEL) + +Up to twice per day, you can interact with the public about your profession (usually during a performance, such as a concert, but sometimes in a press conference afterward if your profession requires no audience) for a total of at least 10 minutes to recover 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Law Officer (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Law Officer (+1 Wis.md new file mode 100644 index 0000000..492e82c --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Law Officer (+1 Wis.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME LAW OFFICER (+1 WIS) +**Source** _Character Operations Manual pg. 12_ +You are an enforcer of law in a galaxy rife with chaos and corruption. Your mandate is to keep the peace, and you understand the weight of the role you play in society. Your senses are always tuned to your surroundings while you’re on the job, but you’re also skilled at navigating paperwork and bureaucratic records. As a figure of authority, you prevent crime and provide assistance to your community, so the public looks to you as a source of help and protection. + +## THEME KNOWLEDGE (1ST LEVEL) + +Your training and job experience allow you to deal with everyday citizens and dangerous criminal elements with equal efficacy. Combining keen senses and intuition, you have learned to quickly determine if other people you are interacting with are acting suspiciously, hiding or misrepresenting the truth, or trying to pass coded messages. Reduce the DC of Sense Motive checks to detect deception and discern secret messages by 5. Apply the same reduction to DCs for any checks you attempt to recall knowledge about criminals, law-enforcement agents, laws, and related law-enforcement practices. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## INVESTIGATIVE SAVVY (6TH LEVEL) + +You know how to cut through red tape and use databases to follow up on clues, find potential suspects, and perform research related to enforcing the law. When sorting through such data, you can complete a task in a fraction of the time it would take most people. It takes you only 10 minutes to attempt a Diplomacy check to gather information, provided you have access to an infosphere, appropriate downloaded data set, or the cooperation of a local law enforcement agency. In addition, once per day while you have access to such advantages, if you fail a Culture check to identify a criminal, law-enforcement agent, organization, legal practice, or law, you can reroll the check. + +## CROWD CONTROL (12TH LEVEL) + +You are comfortable among those you serve and protect. You know how to communicate to large groups of people, navigate a crowd, and redirect individuals within a crowd to allow yourself more freedom of movement. You can move through the spaces of creatures that are not hostile to you. If crowding creatures create difficult terrain that would reduce your speed or require you to squeeze, you can still move your normal speed. In addition, when you attempt to use Diplomacy to change the attitude of a group of creatures that is not already hostile toward you, lower the DC by 5. + +## PUBLIC SERVANT (18TH LEVEL) + +Those who respect the law and law enforcement agents have a sense of peace and security when you’re around. You, in turn, can sense the faith the public puts in you, and this rejuvenates you. The simple fact that you are trusted by those you are sworn to protect gives you the strength to carry on in the face of injustice. Twice per day, you can spend at least 10 minutes interacting with the people you serve, gaining trust and developing a rapport with community members. If you do so, you gain 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. In addition, after such interaction, you can spend another 10 minutes to gather information from nearby citizens. If you do, you can attempt a Diplomacy check for that task, and you gain a +2 circumstance bonus to the check. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Mercenary (+1 Str.md b/Compendium/SF1E/Classes/Class Themes/Theme Mercenary (+1 Str.md new file mode 100644 index 0000000..52438c3 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Mercenary (+1 Str.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME MERCENARY (+1 STR) + +**Source** _Starfinder Core Rulebook pg. 32_ +Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation. + +## GRUNT (6TH LEVEL) + +You’re used to long marches while carrying heavy equipment and can hoist most machinery with ease. Treat your Strength as 1 higher for the purpose of determining your bulk limit (see page 167). + +## SQUAD LEADER (12TH LEVEL) + +You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC). + +## COMMANDER (18TH LEVEL) + +You pull determination from your victories with your squad, no matter how bloody. After participating in at least three combats in a day in which you defeat distinct groups of significant enemies, you recover 1 Resolve Point. After participating in six such combats in a day, you recover a second Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Noble Scion (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Noble Scion (+1 Cha.md new file mode 100644 index 0000000..4877938 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Noble Scion (+1 Cha.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# THEME NOBLE SCION (+1 CHA) + +**Source** _Character Operations Manual pg. 13_ +You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family’s resources to ease your way through life, so the galaxy is yours to enjoy! + +## THEME KNOWLEDGE (1ST LEVEL) + +You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5. Choose either Bluff or Diplomacy. The chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## WEEKLY STIPEND (6TH LEVEL) + +From your family fortune, a bank trust, personal investments, or similar source, you receive a regular income or allowance to support yourself and help maintain the comfortable lifestyle to which you are accustomed. At the beginning of every week, you receive 100 credits. You cannot buy permanent goods or items with this stipend, with the sole exception of clothing, which you may purchase. Examples of the kind of services and nonmaterial goods you might spend your stipend on are listed below. Any unused credits are lost at the start of the next week when you receive your new stipend. + +- Lodgings, docking fees, taxes, tolls, and similar fees +- Meals or restaurant dining +- Professional services +- Transportation +- The use of recharging stations +- Invitations to exclusive events or entry into privileged locations + + + +## PERSONAL RETAINER (12TH LEVEL) + +You gain the services of a loyal NPC retainer. They might be an assistant or personal secretary, a devoted follower, a servant, a steward, or other subordinate, such as someone loyal to your aristocratic family. This NPC must be a member of a playable race, is CR 6, and uses the expert array, although they do not gain any special abilities from their array. They do not have a class graft, but they are equipped with light armor (item level 6 or lower), one small arm (item level 6 or lower), and a basic melee weapon (item level 5 or lower). The retainer does not always follow you around and is not meant to accompany you on adventures or in combat. (If your personal retainer is with you when combat breaks out, they fight defensively and move to get out of the way and avoid lines of fire.) Instead, they run various errands for you while you are adventuring, delivering messages, attending to your business, maintaining your home or living quarters on your starship, and ensuring that your stipend is spent according to your desires. If your retainer ever dies, you can hire and train a replacement after 1 week, but you must supply your new retainer with their gear. + +## SOCIAL BUTTERFLY (18TH LEVEL) + +You find mingling with your lessers, peers, and betters at high-profile social gatherings to be one of the best things in life. While attending an upperclass social function—such as a party, vid premiere, charity gala, gallery opening, or the like—you can spend 10 minutes socializing or networking to regain 1 Resolve Point. Being seen at hot social spots is similarly uplifting for you; if you spend 10 minutes as the focus of attention at such a place—an upscale bar, dance club, or similar scene—you regain 1 Resolve Point. The time spent socializing doesn’t count as resting to regain Stamina Points. You can regain 2 Resolve Points per day this way. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Opportunist (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Opportunist (+1 Cha.md new file mode 100644 index 0000000..81321b6 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Opportunist (+1 Cha.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME OPPORTUNIST (+1 CHA) + +**Source** _Drift Crisis pg. 40_ +For many, a crisis is nothing less than an opportunity. Perhaps you aim to turn a profit from the distress of those affected by the Drift Crisis, or maybe you see it as the perfect time to build new alliances or play enemies against one another. A massive disruption could even be your chance to cover up past crimes and seek a fresh start, for good or for ill. Whatever your motive, you seek the opportunities that come in the wake of a period of great change. + +## THEME KNOWLEDGE (1ST LEVEL) + +It takes a sharp mind to see a catastrophe and conceive of a way to better yourself or others. You’ve networked with groups and organizations across the galaxy, even if only on a surface level. No matter the situation, you know who to talk to. Reduce the DC to identify or recall knowledge about organizations, groups, and agencies that work across multiple systems by 5. Perception is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## YOU CAN TRUST ME (6TH LEVEL) + +Your quick thinking and ability to stay cool when things fall apart makes others keen to put their trust in you. Whenever someone needs assistance, you can seize the opportunity to help. You know that this not only builds the trust in whomever you’re assisting, it also develops social capital that you can cash in far into the future. What’s more, helping out positions you to better swoop in to the rescue and take the credit if your companions fail. Once per minute when you attempt to aid another creature’s skill check, you can roll twice and take the better result. If you exceed the check to aid by at least 10, and the creature you aided fails their skill check, you gain a +2 morale bonus to your next skill check within the next minute to attempt the same task that the creature failed. + +## STRIKE WHILE THE IRON IS HOT (12TH LEVEL) + +You know that if you want to motivate people to perform great feats of action, you need to rally them while their emotions are at their hottest. Those who seek to galvanize (or exploit) others achieve this with precise timing and earnest enthusiasm. Some unscrupulous opportunists might use this to encourage others to evil or selfish acts, but the well-intentioned opportunist knows that they can elicit a crowd or individual to enthusiastically embrace beneficial and positive goals. You can use Diplomacy to positively change a creature’s attitude by one additional category (or two, for a maximum of four, if you spend extra time) within a 24-hour period. + +## THE BRIGHT SIDE (18TH LEVEL) + +Experience has taught you that the best way to transform a crisis into an opportunity for growth is with the help of others. No one soul is an island; your goals can only be achieved together. By rousing people into action, you can motivate people in rebuilding damaged settlements, cement two warring nations into a binding peace treaty, or take advantage of a rival gang’s lost weapon smuggling routes to launch the perfect assault. Up to twice per day, when you convince someone to act in a manner that would turn a negative event into a positive outcome for themselves or others (including you), you recover 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Outlaw (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Outlaw (+1 Dex.md new file mode 100644 index 0000000..a0b3d18 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Outlaw (+1 Dex.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME OUTLAW (+1 DEX) +**Source** _Starfinder Core Rulebook pg. 33_ +Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere in the Pact Worlds. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to the Vast might be just the thing you need until the heat dies down—or until you’re dragged off to prison. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## LEGAL CORRUPTION (6TH LEVEL) + +Your underworld contacts have serious pull with the corporations and the authorities and can get you out of just about any legal trouble—as long as you’re willing to pay the right price. Depending on the severity of the crime, this can be anywhere between 500 credits × your character level and 10,000 credits × your character level. + +## BLACK MARKET CONNECTIONS (12TH LEVEL) + +You have contacts who can move goods of all manner discreetly and quietly just about anywhere to nearly any destination you can imagine. You can sell goods in any city for their usual price, even if the goods are illegal or too luxurious for the locals to afford. Additionally, for 10% more than the usual price, you can purchase goods to be delivered to a remote drop-off point (possibly near an adventure location) in the same solar system as a familiar city. The delivery always takes at least as long as the journey between the city and the drop-off point—and usually longer. + +## MASTER OUTLAW (18TH LEVEL) + +Organizing shady plans is one of your specialties, and doing so is like a sweet shot of adrenaline. Up to twice per day, after you spend at least 10 minutes to plan a significant heist, caper, or other crime (this doesn’t count as resting to regain Stamina Points) and successfully complete at least one action toward enacting that plan, you regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Priest (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Priest (+1 Wis.md new file mode 100644 index 0000000..3159702 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Priest (+1 Wis.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME PRIEST (+1 WIS) + + +**Source** _Starfinder Core Rulebook pg. 34_ +You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on. + +## THEME KNOWLEDGE (1ST LEVEL) + +Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## MANTLE OF THE CLERGY (6TH LEVEL) + +You have reached a rank of authority in your religion. Typical lay followers of your religion have a starting attitude of helpful toward you and will often provide you with simple assistance on request due to some combination of adoration, respect, or fear (depending on your religion), and even other clergy must give your opinions due consideration in matters of disagreement. You gain a +2 bonus to Diplomacy and Intimidate checks against lay followers and lowerranking clergy. + +## DIVINE BOON (12TH LEVEL) + +Your deity grants you mystic power. Choose one 1st-level mystic spell with some connection to your deity’s portfolio (subject to the GM’s approval). If you have levels in the mystic class, you gain 1 additional 1stlevel spell per day and add the chosen spell to your list of mystic spells known. Otherwise, you can use the chosen spell once per day as a spell-like ability. + +## TRUE COMMUNION (18TH LEVEL) + +Up to twice per day, after performing a significant action strongly aligned with your faith’s dogma (at the GM’s discretion), you can spend 10 minutes in deep meditation or prayer to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Prisoner (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Prisoner (+1 Wis.md new file mode 100644 index 0000000..843a165 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Prisoner (+1 Wis.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME PRISONER (+1 WIS) +**Source** _Near Space pg. 139_ +You have been incarcerated and have either escaped or been released, perhaps conditionally. You might have run afoul of the law or been unjustly locked up for a crime you didn’t commit. Either way, you have learned quite a bit during your time as an inmate. You figured out how to navigate gangs, guards, and sometimes dangerous and deceitful individuals. Now that you’re free of incarceration, you rely on the tools you learned and the conditioning you acquired to survive in the outside world. + +## THEME KNOWLEDGE (1ST LEVEL) + +You’ve spent time around criminals who got caught or people who were incarcerated unjustly, and you’ve experienced firsthand the effects of the criminal justice system on individuals. Reduce the DC of Culture checks to recall knowledge about criminal elements, incidents of corruption, and penal institutions by 5. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## CONCEAL CONTRABAND (6TH LEVEL) + +While incarcerated, you honed your skill at concealing contraband from the guards and other prisoners. You gain a +2 bonus to Sleight of Hand checks to hide an object on your body, and the +4 bonus to Perception a person would normally receive from observing you or searching your body is reduced by 2. In addition, you can retrieve a hidden object as a move action rather than a standard action. + +## ANYTHING’S A WEAPON (12TH LEVEL) + +While imprisoned, you had limited resources to defend yourself with, and often had to make do with what you had at hand at the time. When using a nonweapon object as an improvised weapon, you don’t treat it as archaic, and if you would take a –4 penalty to attacks with that weapon because it is improvised, that penalty is reduced by 2. + +## PRISONER’S PREDICAMENT (18TH LEVEL) + +Few things rouse you to action more than seeing others imprisoned—or being restrained yourself. Twice per day when you spend 10 minutes talking to a sapient creature that’s confined to a cell or in restraints (such as manacles) against its will, you regain 1 Resolve Point; you can do this only once per such creature. In addition, once per day, if you spend 10 minutes in a cell or restraints against your will, you regain 2 Resolve Points. You can gain no more than 2 Resolve Points each day with this ability, and it doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Quartermaster (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Quartermaster (+1 Int.md new file mode 100644 index 0000000..9803a72 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Quartermaster (+1 Int.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# THEME QUARTERMASTER (+1 INT) + +**Source** _Near Space pg. 140_ +While many think of front-line soldiers and officers as the core of a fighting force, you know that no military can function without access to supplies. You are the backbone of your army, providing your allies with resources crucial to their survival and amenities to provide material comforts in times of conflict. Perhaps you are a member of the Veskarium military who contributes to war efforts, but regardless of your specific affiliation, your allies know they can rely on you to get them exactly what they need. + +## THEME KNOWLEDGE (1ST LEVEL) + +Through intensive instruction and training, you’ve developed knowledge of the field of military logistics, which has translated to your career as a quartermaster. The DC of skill checks to identify military-related technological items or to recall knowledge related to the movement, maintenance, and transport of military personnel and supplies is reduced by 5. At character creation, you gain a free skill rank in Profession (quartermaster), which is an Intelligence-based skill and is a class skill for you; this does not allow your skill ranks in Profession (quartermaster) to exceed your character level. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## CARGO CARRIER (6TH LEVEL) + +Your profession requires you to carry all manner of gear, and you have learned to distribute the weight of the supplies you carry across your body, allowing you to carry it more efficiently. You can treat two items you’re carrying, neither of which is armor or weaponry, as having one less bulk than normal (to a minimum of light bulk). + +## FIELD CRAFTER (12TH LEVEL) + +You have learned to efficiently create clothing, shelter, and other amenities useful for your troops in the field, maintaining health and morale even in difficult times. You can use Profession (quartermaster) to craft the items listed below, even without access to a workshop. Treat your number of ranks in the Profession (quartermaster) skill as if it were 5 higher for the purpose of determining crafting time for these items. +**Food and Drink:** Intoxicant (minor), field ration, meal (poor or common). +**Personal Items:** Backpack (consumer or industrial), bonding epoxy, clothing (environmental, everyday, or travel), gear clamp, hygiene kit, tent (mass produced). +**Technological Items:** Cable line (titanium alloy or adamantine alloy, detonator, lock (simple, average, or good), portable light (beacon, flashlight, lantern, or spotlight), restraint (binders or manacles). + +## MASTER OF QUARTERS (18TH LEVEL) + +You take great satisfaction in providing for your allies—and for yourself—while undertaking challenging adventures in potentially hazardous circumstances. Twice per day, after you or an ally succeeds at a significant task in a way that crucially relied upon supplies you crafted using your field crafter ability (at the GM’s discretion), you can spend 10 minutes cataloging and organizing your remaining supplies to regain 1 Resolve Point. This does not count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Roboticist (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Roboticist (+1 Int.md new file mode 100644 index 0000000..2d78903 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Roboticist (+1 Int.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME ROBOTICIST (+1 INT) + +**Source** _Pact Worlds pg. 27_ +You are fascinated by the internal workings of machines, whether they’re intelligent constructs or technological equipment. You might be someone who enjoys tinkering in a garage, or you might be a worker at a factory that specializes in building robots or weaponry. You’re likely interested in exploring and figuring out the innovations of other organizations and species on distant worlds. Regardless of your specific motivation, there’s always a gadget that needs tinkering with. + +## THEME KNOWLEDGE (1ST LEVEL) + +You’re obsessed with the intricacies of constructs and how automated machines function. You can easily identify what a machine’s function is and have an easier time attempting to access the internal programming of mechanized life-forms. Reduce the DC of Engineering checks to identify creatures and technology by 5. Computers is a class skill for you, though if it is a class skill from a class you take at 1st level, you instead gain a +1 bonus to Computers checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## CRAFTING SAVANT (6TH LEVEL) + +You’ve mastered the art of putting together technological armor and weapons from a variety of components. While equipment you construct certainly has your flair, it’s also clear that you can accomplish great feats of construction. When calculating the number of ranks you have in a skill necessary to construct a technological (not magic or hybrid) item, increase that number by 1. This allows you to construct technological equipment of up to your character level + 1. + +## TECHNICAL KNACK (12TH LEVEL) + +You’ve developed a unique talent for efficiently repairing constructs and starships, whether effecting emergency repairs on a drone or keeping robotic allies in the fight. Once per day, you can cast make whole, but you can target only construct creatures or damaged technological (not hybrid or magical) items. When repairing a starship (_Starfinder Core Rulebook 321_), you reduce the time spent to 2 hours of work instead of 5. + +## MASTER ROBOTICIST (18TH LEVEL) + +There are few pieces of technology that you’re unfamiliar with, so you are sure to take time to examine those unique discoveries you happen upon. Up to twice per day, after you spend at least 10 minutes studying a previously undiscovered piece of technology with an item level within 5 levels of your character level or the wreckage of a significant enemy technological construct, you regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Scholar (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Scholar (+1 Int.md new file mode 100644 index 0000000..a5132de --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Scholar (+1 Int.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME SCHOLAR (+1 INT) +**Source** _Starfinder Core Rulebook pg. 35_ +You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## TIP OF THE TONGUE (6TH LEVEL) + +Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check (see page 243) to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse. + +## RESEARCH MAVEN (12TH LEVEL) + +You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds. + +## MASTER SCHOLAR (18TH LEVEL) + +To you, learning and absorbing knowledge related to your field of expertise is as refreshing as drinking from a cool spring in the middle of a desert planet. Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM’s discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using recall knowledge (see page 133) for the information you seek; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Sensate (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Sensate (+1 Con.md new file mode 100644 index 0000000..7d0dcd4 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Sensate (+1 Con.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME SENSATE (+1 CON) + +**Source** _Character Operations Manual pg. 14_ +You revel in new sensations and experiences. Armed with ineffable resilience and keenly developed senses, you greet each new adventure with zeal and reverence, drinking in the world around you with boundless enthusiasm. Though not immune to fear, your openness strengthens your resolve when facing the unknown. You might approach new encounters with reckless abandon or take a more thoughtful path, but whatever route you choose, finding new sensations fulfills you. + +## THEME KNOWLEDGE (1ST LEVEL) + +Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink. +Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## CHARMING CURIOSITY (6TH LEVEL) + +Your broad awareness provides you with insight when you try to influence people. This talent is valuable when you try to talk others into allowing you access to new experiences. Strangers might not understand your motivations, but your passion is contagious, and your ardent quest endears you to those who share your curiosity. Up to twice per day, you can roll twice when attempting a Diplomacy check and use the better of the two results. + +## FLASH OF COURAGE (12TH LEVEL) + +Though you want to have as many new experiences as you can, some encounters are so intimidating or dangerous that even you hesitate. After all, if a thrill resulted in serious injury or even death, it’s possible you could never feel a new sensation again! Despite the risk, you refuse to let fear stop you from seeing as much of the galaxy as your limits allow. You’ve successfully survived each moment of your life so far, haven’t you? With such an optimistic outlook toward the future, you gain a +1 morale bonus to Will saving throws against fear effects. In addition, once per day when you are affected by a fear effect, as a reaction, you can delay the onset of that effect for 1 round. Once the fear starts to affect you, it then has its normal duration from that point. + +## SENSATION JUNKY (18TH LEVEL) + +New experiences fulfill and exhilarate you, stoking your enthusiasm for the wondrous galaxy you inhabit, the opportunities it presents, and all it has to offer. Twice per day, you can enjoy a new experience that takes 10 minutes or longer. As an alternative, you can spend 10 minutes or longer processing a recent new experience in some way. You might make a digital record or write in a physical journal, discuss the experience, debate whether you’d repeat it, bask in the satisfaction of fulfilling your curiosity, or engage in similar reflection. If you do so, you regain 1 Resolve Point. The time spent reflecting on your experience doesn’t count as resting to regain Stamina. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Solar Disciple (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Solar Disciple (+1 Wis.md new file mode 100644 index 0000000..5bf8b74 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Solar Disciple (+1 Wis.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME SOLAR DISCIPLE (+1 WIS) + +**Source** _Pact Worlds pg. 17_ +The sun is the source of all life in the system, and though you may not worship it directly, you seek to honor this precious gift. From a distance, the sun is a serenely glowing light, but in actuality, it is a churning mass of plasma that reaches temperatures of millions of degrees. By meditating on this contradiction, you attempt to achieve inner peace and greater selfcontrol. Whether you're a devotee of Sarenrae or simply a resident of the Burning Archipelago, the sun looms large in your life, figuratively and literally. + +## THEME KNOWLEDGE (1ST LEVEL) + +You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## MENTAL GRAVITY (6TH LEVEL) + +Though nothing is truly constant in the universe, stars are one of the few celestial bodies whose positioning within their systems rarely changes. Like the sun’s ineffable mass, you will not be moved from your proper mental space. You gain a +1 bonus to Will saving throws against compulsion effects. + +## HEAT TRANSFER (12TH LEVEL) + +You have learned to thrive in the heat of the sun, and when you are burned, you can funnel some of that fiery energy into your own spells and weapons. Whenever you take fire damage, you can increase the amount of fire damage you deal as part of an attack or spell made before the end of your next turn by an amount equal to one-quarter the damage you just took (rounded down, minimum 1). + +## SUN MEDITATION (18TH LEVEL) + +After much practice and the occasional painful sunburn, your meditation regime has reached the peak of its potency. The light of the sun recharges you, much like it does a solar-powered battery. Up to twice per day, you can spend 10 minutes meditating while in the direct light of a sun to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Space Pirate (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Space Pirate (+1 Dex.md new file mode 100644 index 0000000..7235140 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Space Pirate (+1 Dex.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME SPACE PIRATE (+1 DEX) + +**Source** _Pact Worlds pg. 87_ +You are a free-ranging corsair within the wild and unpredictable fringes of galactic civilization and live by your own code, or a code shared with other like-minded individuals. You tend to view personal property as a laughable concept, unless it is your gear. You might be a freebooter on your own ship, a member of a space-bound gang of raiders, or even a member of the Free Captains of the Diaspora. Alternatively, you might be a new recruit to the piratical lifestyle, just learning the ropes under a more seasoned crew. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have a distinct advantage over others when operating in the shadows of society. Reduce the DC of Culture checks to recall knowledge about black market locations, known smugglers, and notorious space pirates by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## SMUGGLER (6TH LEVEL) + +You know how and when to move illicit goods and how to get in and out of tight situations that might spell doom for a less seasoned smuggler. Once per day when you attempt a Stealth check to hide, you can roll twice and take the higher result. Additionally, whenever someone attempts a Perception check to search your body for objects you have hidden on your person using the hide object task of the Sleight of Hand skill, the searcher receives only a +2 bonus to the check, instead of a +4 bonus. + +## SWORD AND PISTOL (12TH LEVEL) + +You are well trained in a traditional piratical fighting style dating as far back as the antiquated ages before the Gap. When you are wielding at least one one-handed melee weapon and at least one small arm, you can make two attacks against the same target with one of each type of weapon as a standard action. Each attack takes the same –4 penalty as a full attack action. + +## BESMARA'S BLESSING (18TH LEVEL) + +The pirate goddess Besmara blesses your thieving and marauding ways, even if you don’t worship her directly. Up to twice per day, when you successfully ambush and defeat a significant foe or group of foes in tactical combat or starship combat in order to take any goods and valuables they are transporting (or simply have in their possession), you recover 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Spacefarer (+1 Con.md b/Compendium/SF1E/Classes/Class Themes/Theme Spacefarer (+1 Con.md new file mode 100644 index 0000000..475b9da --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Spacefarer (+1 Con.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME SPACEFARER (+1 CON) +**Source** _Starfinder Core Rulebook pg. 36_ +Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot! + +## THEME KNOWLEDGE (1ST LEVEL) + +You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation. + +## EAGER DABBLER (6TH LEVEL) + +In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills (see page 134). + +## JACK OF ALL TRADES (12TH LEVEL) + +You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4. + +## MASTER EXPLORER (18TH LEVEL) + +Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with the Pact Worlds, though it doesn’t need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Spectra Scion (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Spectra Scion (+1 Int.md new file mode 100644 index 0000000..227ebee --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Spectra Scion (+1 Int.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME SPECTRA SCION (+1 INT) + + +**Source** _Drift Crisis pg. 41_ +Whether you’re a worshipper of Triune, a longtime resident of the Drift, or simply a spacefarer who has relied on the plane for years, you’ve formed a magical connection to spectra, the plane’s unique inhabitants. Like these planar beings, you take on the tasks of bringing the word of the Drift to those who might have only recently discovered space travel, safeguarding the more vulnerable areas of the realm, and protecting travelers through Drift. + +## THEME KNOWLEDGE (1ST LEVEL) + +Whether you’ve absorbed an intuitive sense of the Drift through long exposure, attained insights as a supernatural gift from spectra tutors, or some other means entirely, you’ve attained a deep understanding of the Drift and its inhabitants—even those you’ve never encountered. Reduce the DC to identify or recall knowledge about the Drift’s properties, the Drift’s hazards, spectra, and other inhabitants of the Drift by 5. Mysticism is a class skill for you. If it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## LIMITED MACHINE TELEPATHY (6TH LEVEL) + +As outsiders native to the Drift, a plane sacred to the god of computers Triune, spectra have the ability to speak wordlessly with most technology. As your connection to the Drift grows, you command a fraction of this power. You gain the ability to communicate telepathically with creatures that have the machine telepathy ability, with a range of 30 feet. You also gain the ability to communicate telepathically with technological devices within 5 feet, allowing you to attempt Computers checks on these devices without a user interface or hacking kit. At 12th level, the range of both forms of telepathy doubles, and at 18th level, it instead triples. + +## TRIUNE’S EMBRACE (12TH LEVEL) + +Your body is so acclimatized to the Drift that not only does the vacuum of space pose little threat to you, but also the Drift can sustain your life functions. Many cultures recognize this unique level of attunement as a true sign of the machine god’s favor. While in the Drift, you can breathe normally, don’t suffer the normal environmental effects of being in a vacuum, don’t experience decompression (Core Rulebook 394) by suddenly transitioning into a vacuum, and don’t need to eat or drink. For up to 1 hour per day, you can also apply these protections (except the need to eat and drink) while in the vacuum of space while not in the Drift. You don’t need to spend this duration consecutively, but you must do so in 5-minute intervals. + +## CHILD OF THE DRIFT (18TH LEVEL) + +You can draw considerable resolve from the Drift’s embrace. Up to twice per day, when you spend at least 10 minutes meditating in the vacuum of the Drift, you recover 1 Resolve Point. This doesn’t count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Stormrunner (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Stormrunner (+1 Dex.md new file mode 100644 index 0000000..88e0316 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Stormrunner (+1 Dex.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME STORMRUNNER (+1 DEX) + +**Source** _Near Space pg. 141_ +The tumultuous atmosphere of Vesk-5 or another storm-ridden world has trained you to navigate difficult or even forbidden airspaces with grace. You’ve learned recognize the order in the apparent randomness of a storm. Your knowledge of weather patterns, ability to make split second decisions, and near-instantaneous reaction time give you the ability to move just a bit faster than the lightning on your tail. Wherever you picked up this skill, you know how to read a situation and never take your surroundings for granted. + +## THEME KNOWLEDGE (1ST LEVEL) + +The life of a stormrunner is about beating the odds in high-risk situations. Reduce the DC of Survival checks to endure severe weather, orienteer, and predict weather when in rainy, snowy, stormy, or windy conditions by 5. Survival is a class skill for you, or if it is a class skill from the class you take at 1st level, you gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## EYE OF THE STORM (6TH LEVEL) + +When in stormy conditions, you’re able to gather greater information about your surroundings. Your visibility range in a storm (but not a powerful storm; Core Rulebook 399) is reduced by only half, and you take a –4 penalty to Perception checks instead of a –8 penalty. When you succeed at a Survival check to endure severe weather, you can move up to your full overland speed and still receive the +2 bonus to Fortitude saves against severe weather. You suffer the forced movement and take damage from a failed Acrobatics check to fly in dangerous wind conditions only if you fail the check by 10 or more, instead of by 5 or more. + +## UNDAUNTED (12TH LEVEL) + +Some consider stormrunners brave; others believe them to be reckless. Whether you have a steadfast mindset or have abandoned your self-preservation instinct, your many dangerous excursions have left you unperturbed by insurmountable odds and bullying tactics. The DC of Intimidate checks to bully or demoralize you is increased by 5. In addition, once per day as a reaction when you are affected by a fear effect, you can delay the onset of that effect for 1 round. + +## LIGHTNING REACTIONS (18TH LEVEL) + +You move faster than lightning, surprising your foes with your readiness for action. Twice per day, after a combat in which you acted in a surprise round, acted first (for tactical combat), or rolled the highest Piloting check in the first helm phase (for starship combat), you can spend 10 minutes mentally reviewing your actions and preparing for the next surprise to regain 1 Resolve Point. This does not count as resting to regain Stamina Points. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Street Rat (+1 Dex.md b/Compendium/SF1E/Classes/Class Themes/Theme Street Rat (+1 Dex.md new file mode 100644 index 0000000..b835df0 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Street Rat (+1 Dex.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME STREET RAT (+1 DEX) +**Source** _Character Operations Manual pg. 15_ +You were born into poverty among the lower classes of the galaxy. You might be a child of the slums that surround the major metropolises of many worlds, or a survivor huddling in the ruins of a collapsed society with no functional government. Whatever your story is, you started life at a disadvantage and have had to claw yourself forward every step of the way. You know how to move among the dregs of society, and life has taught you to depend only on yourself. + +## THEME KNOWLEDGE (1ST LEVEL) + +You grew up making your own way, without the benefits of a strong social safety net to protect and assist you. Even if your experience all comes from a single settlement, you have learned that certain roles within the slums and ghettos are, if not universal, still broadly applicable to a wide range of urban areas. As a result, you know the grittiest, most dangerous streets of any settlement like the back of your own hand (or other primary appendage). Reduce the DC of Culture checks to recall knowledge about local laws, the criminal underworld, rumors, and official and unofficial power players in the area (such as crime bosses, gangs, neighborhood leaders, and police) by 5. Reduce the DC of Survival checks to live off the land by 5. Stealth is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Stealth checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation. + +## SLIP THROUGH (6TH LEVEL) + +You make your way through the crowded spaces of back alleys, shantytowns, and broken fences with ease, and you have considerable experience slipping away from unfriendly citizens, moving through small gaps in security fencing, and even freeing yourself from binders and other restraints. When squeezing through or into a space that isn’t as wide as your normal space, you can move at your normal speed, and you are not considered entangled as a result of squeezing. Additionally, you gain a +4 bonus to Acrobatics checks to escape. + +## BLEND IN (12TH LEVEL) + +Life has taught you that, all too often, survival depends on avoiding attention. You may have relied on petty crime to acquire food and other essentials, and learned to escape after performing a theft without raising an alarm. Or you may have lived in a place where roving gangs held far more power than formal law enforcement; to stay safe, you had to avoid bullies eager to demonstrate their unfettered power by making an example out of you. +You are adept at appearing as just another one of the faceless horde that populates any city. In a settlement or other urban terrain or environments (including starships, space ports, and space stations), whenever someone tries to notice you, search for you, or pick you out from the local citizens, you can attempt a Stealth check to hide as part of any other action as long as you begin and end your movement adjacent to a creature that is not unfriendly or hostile to you, even if you do not have cover or concealment. You may do this each round if you can continue to meet this ability’s requirements. If you move more than half your speed, make an attack, or take a standard or full action, you immediately stop being hidden and cannot use this ability again until you have cover or concealment for at least 1 full round. + +## ONE WITH THE STREETS (18TH LEVEL) + +Though you may have once craved a quiet, safe existence, you’ve since grown used to life among the teeming masses, preferably with as few social rules as possible. Being on the streets invigorates you and recharges your reserves. Twice per day while you are in a settlement or within other urban terrain, you can spend 10 minutes wandering around, observing the ebb and flow of citizens, noting where the shadowed alleys are, soaking up the excitement and creativity of your surroundings, and generally feeling the pulse of the city around you. When you do, you regain 1 Resolve Point. This doesn’t count as resting to regain Stamina. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Tempered Pilgram (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Tempered Pilgram (+1 Cha.md new file mode 100644 index 0000000..275023c --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Tempered Pilgram (+1 Cha.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME TEMPERED PILGRAM (+1 CHA) + + +**Source** _Pact Worlds pg. 77_ +In their adolescence, kasathas undertake a yearlong walkabout known as the Tempering, in which they are encouraged to experience other cultures. You have examined this practice (or perhaps undergone it yourself) and have concluded that a year is not enough time to learn from the countless other civilizations. In any case, you don’t need to be a kasatha to consider yourself a student of the universe. Many tempered pilgrims are also followers of the philosophy of the Cycle. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have read and studied much in your eagerness to learn about and experience new cultures, and you often know about them before you encounter them. Reduce the DC of Culture checks to recall knowledge about a culture’s customs and related topics by 5. In addition, whenever you take a rank in Culture, you learn to speak and read two new languages instead of one. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## COMPELLING INFLUENCE (6TH LEVEL) + +You understand a variety of social cues and are quick to take advantage of them when you interact with others. When you exceed the DC of a Diplomacy check to improve a creature’s attitude by 5 or more, you need to spend only 1 extra minute interacting with the creature to improve its attitude by one additional category. In addition, you worsen a creature’s attitude only if you fail the Diplomacy check to improve its attitude by 10 or more. + +## BREADTH OF KNOWLEDGE (12TH LEVEL) + +In your many travels, you have accumulated a wide base of knowledge about all manner of subjects. You can always take 10 on skill checks to recall knowledge, no matter the circumstances. In addition, once per day when attempting a skill check with a skill you have no ranks in, you can roll twice and take the better result. + +## DIVERSE EXPERIENCES (18TH LEVEL) + +The Tempering is about learning something of your own culture by experiencing others. Up to twice per day, when you participate in an established cultural tradition that takes at least 10 minutes and is significantly different from a tradition of your own culture, you can reflect on those differences to recover 1 Resolve Point. What constitutes a cultural tradition is subject to the GM’s discretion, but it usually involves a formal or festive ceremony such as a dance, a feast, a parade, or even ritual meditation. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Themeless (+1 Any.md b/Compendium/SF1E/Classes/Class Themes/Theme Themeless (+1 Any.md new file mode 100644 index 0000000..4cb887b --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Themeless (+1 Any.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME THEMELESS (+1 ANY) + +**Source** _Starfinder Core Rulebook pg. 28_ +If you decide that none of the themes above fit your particular character concept, you can choose not to have a theme. You then gain the following benefits at the listed levels. A themeless character is considerably less powerful than a character with a theme, so choose this option with care. + +## GENERAL KNOWLEDGE (1ST LEVEL) + +You gain a class skill of your choice when you create a themeless character. Also, you gain an ability adjustment of +1 to any ability score you choose. + +## CERTAINTY (6TH LEVEL) + +Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check. + +## EXTENSIVE STUDIES (12TH LEVEL) + +Choose a skill that is a class skill for you. Once per day, you can reroll one such skill check before learning the results of the roll. You must take the second result, even if it is worse. + +## STEELY DETERMINATION (18TH LEVEL) + +Increase your pool of Resolve Points by 1. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Wild Warden (+1 Wis.md b/Compendium/SF1E/Classes/Class Themes/Theme Wild Warden (+1 Wis.md new file mode 100644 index 0000000..ffef543 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Wild Warden (+1 Wis.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# THEME WILD WARDEN (+1 WIS) + + +**Source** _Pact Worlds pg. 37_ +You believe that the trappings of civilization have made others soft, so you eschew them to live in the wilds, such as the jungles of Castrovel. You don’t necessarily avoid technology, as it can help you survive in some of the harsher, more extreme environments, but you tend to adorn your equipment with furs and leaves. This might make you seem like a backwards primitive to some people, but you know that nature—in all its forms—will be around long after all societies have collapsed and turned to dust. + +## THEME KNOWLEDGE (1ST LEVEL) + +In the course of your explorations of various biomes, you have studied all manner of flora and fauna. Reduce the DC to identify creatures of the animal, plant, and vermin types using Life Sciences by 5. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation. + +## PROTECTOR OF THE WILD (6TH LEVEL) + +You harm creatures of the wilderness only when necessary for survival, preferring to simply knock them unconscious whenever possible. When you use a weapon that deals lethal damage to deal nonlethal damage to a creature of the animal, plant, or vermin type that you have identified with a successful Life Sciences check, you don’t take the standard –4 penalty to your attack rolls. In addition, if you are dealing nonlethal damage in this way and score a critical hit, you can choose not to impose any of your weapon’s critical hit effects. Finally, you can use Life Science to provide first aid (as per the Medicine task) to creatures of the animal, plant, and vermin types. + +## MASTER FORAGER (12TH LEVEL) + +Thanks to your survival skills, you can find materials to sustain and bolster your allies while guiding and feeding them by foraging in a wild environment. When you succeed at a Survival check to live off the land, you and the creatures you provide food and water for as a result of the skill check regain an additional number of Hit Points equal to your Wisdom modifier when you next recover Hit Points with a full night’s rest (which must be no more than 24 hours after you succeed at your check). + +## COMMUNE WITH NATURE (18TH LEVEL) + +Being out in the natural world revitalizes your spirits, reminding you why you enjoy the lifestyle you lead. Up to twice per day in a natural setting (such as a jungle or even an arctic tundra), you can spend 10 minutes meditating or simply considering the world around you (this doesn’t count as resting to regain Stamina Points) to regain 1 Resolve Point. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Xenoarchaeologist (+1 Int.md b/Compendium/SF1E/Classes/Class Themes/Theme Xenoarchaeologist (+1 Int.md new file mode 100644 index 0000000..faa38b8 --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Xenoarchaeologist (+1 Int.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# THEME XENOARCHAEOLOGIST (+1 INT) + +**Source** _Pact Worlds pg. 137_ +You are driven to explore the ruins of bygone civilizations, whether they are millennia old or recently collapsed. You might seek to explore the interior of Apostae or travel the galaxy to discover lost settlements, and your motives might be purely academic or simply profiteering. You often employ modern technology to aid in your explorations, but you are no stranger to unusual and ancient machinery, sometimes using them in the field when in a pinch. + +## THEME KNOWLEDGE (1ST LEVEL) + +You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation. + +## TRAP SPOTTER (6TH LEVEL) + +You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM. + +## MASTER TRANSLATOR (12TH LEVEL) + +Your notable exposure to ancient and foreign writing systems allows you to gain the general meaning of new languages with ease, even if you have never been exposed to the language previously. You can attempt a Culture check to decipher writing of up to 250 words of text as a move action, and you have no chance of entirely misconstruing its meaning. Additionally, as long as you have any computer equipment (including just a comm unit), you are assumed to have the necessary data set to take 20 on Culture checks to decipher writing, which you can do even if you are not trained in the Computers skill. It normally takes you 20 minutes to take 20 on text up to 250 words. + +## ARCHAEOLOGICAL REVELATION (18TH LEVEL) + +Up to twice per day, when you document a new artifact from an ancient or unknown culture, you regain 1 Resolve Point. When you discover an item on an unexplored planet, this process usually takes 10 minutes at most (and doesn’t count as resting to regain Stamina Points), but even on known planets, you might be able to find new artifacts in 1d4 hours (or less) in old ruins or remote sections of cities with long histories or a high degree of trade with foreign cultures. diff --git a/Compendium/SF1E/Classes/Class Themes/Theme Xenoseeker (+1 Cha.md b/Compendium/SF1E/Classes/Class Themes/Theme Xenoseeker (+1 Cha.md new file mode 100644 index 0000000..f01e65b --- /dev/null +++ b/Compendium/SF1E/Classes/Class Themes/Theme Xenoseeker (+1 Cha.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# THEME XENOSEEKER (+1 CHA) +**Source** _Starfinder Core Rulebook pg. 37_ +The thought of meeting alien life-forms excites you. The more different their appearances and customs are from yours, the better! You either believe they have much to teach you or you want to prove you are better than them. Of course, the only way to accomplish your goal is to leave the Pact Worlds and travel to the Vast, where a virtually endless number of aliens await. + +## THEME KNOWLEDGE (1ST LEVEL) + +You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. + +## QUICK PIDGIN (6TH LEVEL) + +If you don’t share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they are willing), after which you attempt a DC 25 Culture check. If you succeed, you formulate a simple pidgin language that allows basic communication. You can use the pidgin language with those specific creatures only, but you gain a +2 bonus to Culture checks to create a pidgin language with similar creatures that speak the same language. + +## FIRST CONTACT (12TH LEVEL) + +You know how to make a good first impression on new races and assuage their fears of the unknown. When meeting a creature that has never seen your race or any of the races of your traveling companions, if it would normally be unfriendly to unknown races, treat it as indifferent instead. This has no effect if the creature would be hostile, indifferent, friendly, or helpful. + +## BRILLIANT DISCOVERY (18TH LEVEL) + +Up to twice per day, when you discover and document a new species of flora or fauna, you recover 1 RP. On an unexplored planet where every species is new, this process usually takes 10 minutes at most (and doesn’t count as rest to regain SP, but even on known planets, you might be able to find a new species in 1d4 hours (or fewer) in a remote biome or one with a high variety of wildlife. diff --git a/Compendium/SF1E/Classes/Classes.md b/Compendium/SF1E/Classes/Classes.md new file mode 100644 index 0000000..4385334 --- /dev/null +++ b/Compendium/SF1E/Classes/Classes.md @@ -0,0 +1,305 @@ +--- +aliases: +tags: +--- +# CLASSES +**Source** _Starfinder Core Rulebook pg. 126_ +From the cunning [[Operative]] to the deadly [[Soldier]], each core class in the Starfinder Roleplaying Game draws upon a central idea common to many characters found in science fantasy settings. However, there is a vast universe of interesting and useful character concepts beyond those easily represented by the existing classes. Players can emulate some of these concepts by choosing specific class features, selecting an appropriate theme (see page 28), or multiclassing (see page 26) to combine elements from more than one class. However, other concepts demand changes to a character’s focus that are beyond the scope of the standard classes and themes. To encompass these major differences, your character can take an archetype—a set of alternate class features that alters or replaces class features you would otherwise gain at specific levels. + +An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character’s advancement. + +An archetype generally grants abilities that aren’t otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren’t tied to the background of any one core class or theme and aren’t available to characters via other sources. For example, the phrenic adept archetype (see page 128) could be used for a character who is naturally psychic or who gained psychic powers after being exposed to strange alien technology. Without a similar background or event, other characters can’t gain these powers, making it more appropriate for an archetype than a series of class features. + +## GAINING AN ARCHETYPE + +**Source** _Starfinder Core Rulebook pg. 126_ +You can gain an archetype when you achieve a new class level in an eligible class matching the earliest level for which the archetype offers an alternate class feature. The archetype is then considered part of the class you gain a level in when you level up. For example, if you are playing an [[Envoy]] interested in being a [[Starfinder Forerunner]], you must select that archetype when you gain your 2nd level of [[Envoy]] (the first level at which the Starfinder forerunner has an alternate class feature). From that point forward, whenever you gain an envoy class level, you should check whether you gain an alternate class feature from the Starfinder forerunner archetype, as well as whether any envoy class features are altered or replaced. When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features. + +You cannot add the same archetype to multiple classes if you multiclass. For example, if a 2nd-level vesk envoy has selected the Starfinder forerunner archetype and later decides to multiclass and gain levels in the soldier class, the character cannot add the Starfinder forerunner archetype to his soldier class. Every time he gains soldier levels, he follows the normal character progression. If the character later gains more levels in envoy, that class continues to have the Starfinder forerunner archetype attached to it. + +You also cannot add more than one archetype to a specific class. For example, once you have added the Starfinder forerunner archetype to the envoy class, you cannot add any other archetype to that class. If you multiclass and gain a level in a new class, you can add a new archetype to that class when you reach the appropriate level. + +When an archetype refers to class level, it is referring to the number of levels you have in the class associated with the archetype. + +## ALTERNATE CLASS FEATURES + +**Source** _Starfinder Core Rulebook pg. 126_ +An archetype grants alternate class features that replace or alter class features normally granted by your class at one or more levels. The possible levels at which an archetype might grant an alternate class feature are 2nd, 4th, 6th, 9th, 12th, and 18th. An archetype might grant alternate class features at a few of these levels or at all of them. + +Each class has a specific list of the class features that are altered or replaced, as defined in each class’s replaced class features entry. For example, an envoy who selects the Starfinder forerunner at 2nd level gains the trained for trouble class feature granted by the Starfinder forerunner instead of the envoy improvisation normally gained at 2nd level. + +In some cases, a character gains a class feature at a later level than she would normally, rather than not gain it all. In these cases, a different class feature is generally replaced at the level the delayed class feature is now acquired. For example, a mechanic who has an archetype with a 9th-level alternate class feature does not gain the override class feature until 10th level. When this character’s mechanic class level reaches 10th, she gains the override class feature, but she doesn’t gain the mechanic trick normally gained at that level. + +## OTHER CONSIDERATIONS + +**Source** _Starfinder Core Rulebook pg. 126_ +While having an archetype may represent your training with or membership in a specific faction, having the archetype is generally not required for you to be considered part of a faction. For example, the Starfinder forerunner (see page 129) is specifically for characters who are part of the Starfinder Society and who have received special training for participation in Starfinder expeditions. However, it is not necessary to take this archetype in order to become a member of the Starfinder Society. The archetype represents only one possible path within the society, not the sole choice for characters tied to that faction. + +Archetypes can generally be added to any class, though some archetypes might note they are available only to specific classes or might have other prerequisites you must meet to select them. For example, an archetype that represents training in a specific magic tradition might be available only to mystics and technomancers, while an archetype designed for devotees of an ancient monastery’s fighting techniques might be available only to solarians and soldiers. An archetype notes in its description whether it has any prerequisites or restrictions. + +## CLASS GUIDE +**Face**: Envoy, Solarians, Operative, Witchwarper +**Skills**: Biohacker, Envoy, Mechanic, Operative, Solarian +**Spellcaster**: Mystic, Precog, Technomancer, Witchwarper +**Healing**: Biohacker, Envoy, Mystic, Nanocyte, Precog + +### **BIOHACKER** + +The Biohacker is an Intelligence or Wisdom-based Doctor class. Using the various Injection weapons that _Starfinder_ has, the Biohacker applies boons (Boosters) or banes (Inhibitors) to allies and enemies. Biohackers specialize in these unique “injection” weapons, and thus suffer on the damage side. To compensate, they apply massive defensive buffs to allies, or brutally penalize their foes. Rather than having spell slots to help their utility, the Biohacker is completely reliant on their incredible Intelligence and skills for out-of-combat performance. + +In terms of build paths, the Biohacker tends to either focus on buffing their allies or making enemies easier to deal with. The Biohacker may either use Intelligence or Wisdom for their effects; Intelligence Biohackers are able to combine their effects and are better when prepared. Wise biohackers are more focused on buffing their targets, such as removing conditions. + +Otherwise, a Biohacker may wish to focus on their field of study. These range from Genetics – a buffing archetype focused on altering a creature’s genetic makeup – to Toxicology – with abilities focused on lessening the pain of poisons while amplifying an enemy’s sickness. Thankfully, as a Biohacker levels up, they do get alternate fields of study. You’re not just stuck as a pharmacist the entire campaign! + +The Envoy is a Charisma-based diplomat or ruffian, who use their extraordinary talent with skills to influence a fight without ever shooting a gun. The Envoy chooses a select subsection of skills which they gain a _massive_ bonus to roll with. Then, when they enter combat, they use the skills they specialize in to bamboozle enemies and inspire their allies. They’re basically the Bards of _Starfinder_… But with _no_ spells! You’re just a massive pile of natural talent. + +Envoys don’t have any specific class archetypes or pathways to choose. Instead, they are essentially a specialist in a singular skill, such as Diplomacy or Medicine. All Envoys are innately great at Sense Motive. As a hyper-focused support, they must use their skill expertise very liberally during combat. The Envoy can gain a few extra Expertise skills, but they tend to focus on a single skill that they are _godly_ at. + +They expand their expertise in two directions.  + +- Envoys learn **Improvisations**, skills during combat which are small support buffs that the Envoy can use very often. Envoys are capable of granting bonuses to attack, handing out extra actions, and granting temporary health. And, as they level up, these improvisations become more varied and innately powerful. +- They also learn **Expertise Talents**. They take their Expertise Skills in skills that they are specialized in. This grants them brand new ways to use their skills in ways that other classes could only _dream_ of. + +### **MECHANIC** + +The Mechanic is an Intelligence-based genius with computers. They are essentially the Rangers of _Starfinder_, but it is not really that fair of a comparison. To start, they gain a Custom Rig, capable of improving their own personal ability by augmenting their body or by creating a small drone that they control like a pet. The Mechanic is a genius hacker, able to alter mechanisms and technology in ways no other classes can do innately. In a tech-heavy setting, the Mechanic is as much a miracle worker as any magic user could possibly be! + +The custom rig is the largest part of their combat power. You choose one of these two options; + +- **Exocortex** are augmentations to the Mechanist themself. This allows them to be significantly more accurate with weapons, and grants them access to computer tech and hacking ability without needing to carry a computer on them. + +- **Drones** are beefy, powerful pets that the Mechanic has full control over. The Mechanist has a lot of different chassis to choose from – light fliers, stealthy camo bots, and bulky bruiser droids. These will serve as acceptable frontliners and great scouts. + +Other than your basic class, all Mechanics learn Tricks. These tricks offer minor utility benefits both inside and outside of combat. These minor actions are essential to remember to ensure a Mechanic makes the use out of any given combat situation. + +### **MYSTIC** + +The Mystic is the Wisdom-based Cleric substitute of _Starfinder_. Pulling from the forces that be, the Mystic is one of the few spellcasters in the system. They have innate healing with just a touch, as well as level 6 Spell Slots. Of course, they aren’t great with guns… But, their magic can more than make up for how gently they hit with pistols. + +The big selling point of the Mystic is Connections. For any players of 5E, these are domains; the Mystic’s connection to the universe grants them innate powers that improve their spellcasting, grant them impressive knowledge in two skills, and grants them extra abilities. + +The connections are as follows: + +- **Akashic:** The Knowledge option with rerolls. + +- **Crusader:** A frontline bruiser. + +- **Delusion:** An enchanter focused on confusion. + +- **Devastator:** A hybrid caster that uses magic to fuel attacks. + +- **Empath:** A traditional all-round support build. + +- **Flamewalker:** A fire-based archetype. Mostly defensive. + +- **Geneturge:** A buff-based option that can transform. + +- **Healer:** A massive healer, focused on keeping others alive. + +- **Hive Mind:** A buffer that relies on a telepathic connection to allies. + +- **Melophile:** An enchanter able to buff allies like a Bard. + +- **Mindbreaker:** A mental assassin with surprising defensive abilities. + +- **Overlord:** An enchanter focused on dominating brains. + +- **Shadow:** A defensive build focused on hiding and sowing chaos in a fight. + +- **Shaper:** The Creation-based Connection. + +- **Star Shaman:** An all-rounder blaster, mobility, and reroll archetype. + +- **Trailblazer:** A mobility and exploration connection that connects to their environment. + +- **Warmonger:** A weapon-driven connection with great summoning capabilities. + +- **Xenoambassador:** A diplomat. + +- **Xenodruid:** A naturalist. Great lockdown and defensive abilities. + +### **NANOCYTE** + +The most recent class, the Nanocyte is a Constitution-based frontliner with nearly infinite utility. Capable of separating their body into a swarm of robots, they are hard to put down and highly influential in a fight. + +The main mechanics of the Nanocyte are the Arrays and Nanite Surge. The Arrays are; Sheath Array, improving their durability and skills; Cloud Array, which causes a small miss chance and allows you to safely move inside of it; and Gear Array, which allows you to construct a specific set of technological items. As you level up, these arrays improve with you. + +Outside of this, their main class abilities improve their durability, reduce damage from natural sources such as Bleed, and construct additional arrays. They can even die and revive once per day once they reach level 20, and revive an ally as well! + +The Faculties of the Nanocyte change how they may use their arrays. The Faculties are as follows. + +- **Discorporation:** The nanobots break down and reform, allowing the nanocyte to transform and heal easily. + +- **Infestation:** The nanobots assault nearby enemies while in Sheath and Cloud array, allowing for impressive Area of Effect damage and counterhit damage. + +- **Obliteration:** The nanobots improve the weapons of the Gear Array, dealing extra damage with greater accuracy. + +- **Redirection:** The nanobots mess with enemies, allowing for more accurate attacks and the ability to use Cloud Array to move enemies around the battlefield. + +- **Regeneration:** The nanobots are trained to heal the nanocyte and nearby allies, and can do so with ease, even capable of reviving the target. + +### **OPERATIVE** + +The Operative is the Dexterity-based spy and assassin of _Starfinder_. They have incredible abilities with skills, and get a massive bonus to all skills. They use this bonus to perform Trick Attack, a special action which adds a large amount of damage to attacks with small weapons or Dexterity-based weapons. However, to make a Trick Attack, they must make a pretty hard Bluff, Intimidate, or Stealth check. + +Their Operative Specialization is crucial for their utility. These specializations determine what skill (other than Bluff) can be used to make a Trick Attack. They also have specific upsides to give the Operative an edge in combat. If that wasn’t enough, these skills gain a +3 bonus innately and automatically improve as the Op levels up! If the Specialization’s Trick Attack skill does not use Dexterity, the Operative gains a boost so that the Trick Attack is more likely to land. + +- **Daredevil:** Acrobatics. Great mobility. + +- **Detective:** Sense Motive. Great lie-detection. + +- **Disciple:** Mysticism. Great anti-mage. + +- **Explorer:** Survival. Great fringe survivalist. + +- **Gadgeteer:** Engineering. Great problem-solving. + +- **Ghost:** Stealth. Great stealth and mobility. + +- **Hacker:** Computers. Great hacking. + +- **Spy:** Bluff. Great at disguising and subterfuge. + +- **Thief:** Sleight of Hand. Great distractions and problem-solving. + +With a whopping 10 base Skill Ranks per level (including the 2 for the Specialization), the Operative is fantastic both in and out of combat. To help them out, they gain access to Operative Exploits. These are minor ways to use Trick Attack or neuter enemies.  + +### **SOLARIAN** + +The Solarian is a Charisma-based Melee Bruiser; almost like the Monk of _Starfinder_, but _much_ beefier. With a stellar mote around their body, they can construct weapons, armors, or shields out of pure energy. During a fight, the Solarian’s body naturally tips back and forth between Graviton (tank) or Photon (damage) mode. While in one mode or another, the Solarian gains access to new abilities and bonuses. + +Instead of class paths, the Solarian’s Solar Manifestation is the most important part of the solarian’s combat build. This cannot be changed. + +- **Solar Armor:** You gain a bonus to AC while wearing light armor, and gives you innate resistance to either cold or fire. + +- **Solar Weapon:** You manifest a weapon. This weapon scales while you level up, gaining additional dice, and can become the strongest melee weapon in the game! + +- **Solar Flare:** You create a small solar flare, which acts like a pistol. This pistol deals a lot of damage, and scales fantastically with their level. It deals a lot less damage than their Melee Weapon option, but allows the Solarian to function as a ranged fighter. + +- **Solar Shield:** You create a shield made of innate energy. This shield can grant a massive +6 bonus if a Move Action is spent to raise it against a target. It can also bash people real good! + +- **Lunar Weapon:** Just like Solar Weapon, you make a weapon. However, this weapon is designed to use Dexterity to attack instead of Strength. Essentially, this allows for the Solarian to be a sneaky spy, rather than a brute. + +Combined with Revelations, their Stellar Mode is critical for destroying their enemies and keeping their allies safe from harm. + +### **SOLDIER** + +Soldier is a basic striker class; think of the Fighter from _Pathfinder_ or _Dungeons & Dragons_. They are great with all weapons, all armor, and have quite a few builds to make those weapons great! This class is by far the weakest out-of-combat, but still with enough skills to survive in non-fighting situations. And it _more_ than makes up for it by being the most potent gunslinger in the game. It’s raw accuracy and damage! + +The most important aspect of the Soldier is the combat style. Here’s a list of them; + +- **Ambusher:** Use speed and tactical positioning to end a fight fast. + +- **Arcane Assailant:** Use magical ability to bypass damage reduction and gain magical powers. + +- **Armor Storm:** Use armor to wade through their opponents with ease. + +- **Battlemaster:** Improvise during a fight to always have an advantage. + +- **Blitz:** Use blinding speed to rush their opponents. + +- **Bombard:** Hammer the battlefield with explosions and scattershot. + +- **Fourfold Tactician:** Wields multiple weapons in a blinding flurry. + +- **Gloom Gunner:** Attacks from the shadows to strike from nowhere. + +- **Guard:** Uses their own body to protect their allies. + +- **Hit-and-Run:** Use insane mobility to become a hybrid of ranged and melee offense. + +- **Hunter:** Uses intense focus to track their opponents. + +- **Pistol Dancer:** Uses small arms and great mobility on the battlefield. + +- **Qi Adept:** Uses Qi disciplines to cultivate magical abilities. + +- **Rover:** Uses knowledge of terrain to grant big advantages in fights. + +- **Sharpshoot:** Uses sniper rifles to decimate fights. + +- **Shock and Awe:** Overwhelms enemies with massive noises or flashing lights. + +- **Silent Slayer:** Uses stealth to get the drop on a target. + +- **Squad:** A team-based fighting style. + +- **Wrathful Warrior:** A rage-focused, resource-oriented fighting style. + +Other than these benefits, the Soldier learns to specialize in specific weapons and armor. They also gain _many_ combat [feats](https://www.nerdsandscoundrels.com/starfinder-feats/), and are thus able to fight in many, many different situations without missing a beat. + +### **TECHNOMANCER** + +The Technomancer is the Intelligence-based Arcane caster of the game. They have low health and poor natural proficiency with weapons. What’s more, they more than make up for this with an impressive spell list, capable of summoning weapons, objects, and the elements to their side. They have perhaps the best offensive spells of any of the spellcasters.  + +In addition to magic, the Technomancer learns Magical Hacks. These hacks benefit the Technomancer by allowing them to perform some new activities without necessarily needing to have a spell known. There are a ton of Magic Hacks. But some impressive hacks include; + +- **Adaptable Spell Knowledge** gives you more spells known. + +- **Countertech**, which allows the Technomancer to counter technology attacks. + +- **Empowered Weapon**, which allows you to improve a weapon’s attack and damage by spending a spell. + +- **Fabricate Arms** lets you become a heavy-weapon bruiser for a moment, or a sniper. + +- **Flash Teleport** gives you great mobility without spending spell slots. + +- **Glitch Step** gives you some decent mobility. + +- **Harmful Spells** add extra damage to their magic. + +- **Selective Targeting** allows you to save their friends from magic. + +Outside of magic, the Technomancer also becomes well-versed with both Computers and Mysticism, bridging the gap between the arcane and the science. Finally, they get to use their Cache in order to permanently cast some useful spells. + +### **VANGUARD** + +The Vanguard is a Constitution-based beefcastle of a tank. They are terrible at ranged combat, but make up for it with their innate durability. Their main mechanic, the Entropic Pool, is a resource that they build constantly during combat. This pool makes them harder to hit, and can be expended to improve their damage or grant you movement speed. + +All Vanguards have access to the Entropic Strike, an attack that requires just a touch and deals damage based on their level. This Entropic Strike deals low damage until level 10, where it spikes dramatically! The Vanguard also gains the ability to use Combat Maneuvers against a slightly easier target. + +Vanguards focus on an Aspect, which determines some of their Combat Control abilities. Here are the aspects that their Vanguard may adopt; + +- **Boundary.** This aspect focuses on constructing barriers. You gain better Sunder abilities, higher Perception, and can mitigate damage quite easily. + +- **Cascade.** This aspect focuses on change. You gain better Sunder abilities, higher Acrobatics, and can blind opponents and snowball debuffs on them. + +- **Exergy.** This aspect focuses on potential. You gain better Trip abilities, higher Intimidate, and access to bonus damage and easier critical hits. + +- **Inversion.** This aspect focuses on chaos. You gain better Reposition abilities, higher Medicine, and can heal hit points and stamina points. + +- **Momentum.** This aspect focuses on motion. You gain better Bull Rush abilities, higher Culture, and can shove people and objects with nothing more than their mind. + +- **Reaction.** This aspect focuses on natural reactions. You gain better Dirty Trick abilities, higher Physical Science, and can impose conditions and poison on their targets. + +No matter what you choose, you get to take a ton of damage and still dish out alright numbers. You are the focus of every enemy, and you can stay in the spotlight all day. + +### **WITCHWARPER** + +The Witchwarper is the Charisma-based combat control caster of _Starfinder_. They are somewhat similar to a Sorcerer. However, Witchwarpers may use their spells to cause alternate realities to appear, causing a number of different effects to happen. This gives them innately useful abilities, and they can save their spell slots for offensive or situational spells. + +The Witchwarper uses their gaze into the universes in order to improve skills, reroll d20s, and even rebuild their character on the fly. + +The Witchwarper’s spells are the cream of the crop. They have a ton of utility spells and situational effects so that you can cover multiple situations. But, you are not helpless outside of their Spell Slots! The Witchwarper gains Paradigm Shifts, small abilities and actions that the Witchwarper can use to manipulate reality. These shifts tend to be focused around buffing allies, debuffing foes, or forcing creatures to reroll dice. Some good general ones include; + +- **Eldritch Secret** for spells known. + +- **Flash Teleport** to get great movement. + +- **Inhibit** to slow targets down. + +- **Magic Deletion** to save themself from magic. + +- **Optimize** to gain access to haste for 1 Resolve. + +- **Overlapping Forms** for durability improvements. + +- **Prevent Wounds** for preemptive healing. + +- **Shifting Immunity** to remove a creature’s immunity to damage. + +- **Shift Resistance** to remove restrictive resistances. + +- **Substitute Mind** to remove dangerous enchantments. + +- **Swap Paradigms** to improve their utility. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Drone/Drone Chassis.md b/Compendium/SF1E/Classes/Drone/Drone Chassis.md new file mode 100644 index 0000000..def3cba --- /dev/null +++ b/Compendium/SF1E/Classes/Drone/Drone Chassis.md @@ -0,0 +1,149 @@ +--- +aliases: +tags: +--- +# DRONE CHASSIS +Each drone has one of three chassis types that determines its size, starting statistics, and initial mods, as well as the drone’s overall look and theme. These chassis types are combat, hover, and stealth, and they are presented below. Each is organized as follows, using the terms below. + +- **Size**: This is the base size of your drone. Regardless of the mods you give your drone, its size does not change. +- **Speed**: This shows the drone’s land speed and its speeds for any additional movement types. +- **AC**: This is the base Energy Armor Class (EAC) and Kinetic Armor Class (KAC) for this chassis. Add the bonus to its AC from the below table and your drone’s Dexterity modifier to these numbers to determine the drone’s EAC and KAC. +- **Good Save**: This type of saving throw is your drone’s best saving throw. This saving throw uses the Good Save bonus progression on the below table. +- **Poor Saves**: These types of saving throws are your drone’s worst saving throws. These saving throws use the Poor Save bonus progression on the below table. +- **Ability Scores**: This shows the drone’s base ability scores. Drones have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a drone as having a Constitution score of 10 (no bonus or penalty). Drones can’t use items that grant additional ability score increases. +- **Ability Increases**: These are the drone’s ability scores that increase as you gain levels, as determined by the Ability Increase progression on the below table. +- **Bonus Skill Unit**: Some chassis come programmed with knowledge of a skill that is a part of the chassis itself. This skill is a class skill for your drone, and it gains a number of ranks in that skill equal to your mechanic level. Your drone can use this skill while not under your direct control. This skill is in addition to the skill gained via the drone’s skill unit ability (see page 76). You can’t change this skill unit when you gain levels or when you rebuild your drone unless you choose a new chassis. If a chassis does not have a bonus skill unit entry, it gains no bonus skill units. +- **Initial Mods**: Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. You can’t change these mods when you gain levels or rebuild your drone unless you choose a new chassis. The list of mods appears on page 77. + + + +##  ARTILLERY DRONE + +**Source** _Tech Revolution pg. 25_ +Often built with a low profile to avoid return fire, an artillery drone is a mobile weapons platform strong enough to support the heaviest of ranged armaments. Its heavily armored core belies its exceptional agility and mechanical precision, allowing the drone to perch atop precarious vantage points and make tiny adjustments to line up the perfect shot. + +### STARTING STATISTICS + +**Size** Medium +**Speed** 30 ft. +**AC** EAC 10, KAC 12 +**Good Save** Reflex +**Poor Saves** Fortitude, Will +**Ability Scores** Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6 +**Ability Increases** Strength, Dexterity +**Initial Mods** weapon proficiency (heavy), weapon mount (x2) + +##  COMBAT DRONE + +**Source** _Starfinder Core Rulebook pg. 75_ +Bigger than other chassis options, the combat drone moves along the ground and is outfitted with wheels, tracks, legs, or a similar form of propulsion. This drone is designed specifically for battle. It has an armored body and multiple weapon mounts, allowing it to pack a variety of armaments. + +### STARTING STATISTICS + +**Size** Medium +**Speed** 30 ft. +**AC** EAC 10, KAC 13 +**Good Save** Fortitude +**Poor Saves** Reflex, Will +**Ability Scores** Str 14, Dex 12, Con —, Int 6, Wis 10, Cha 6 +**Ability Increases** Strength, Dexterity +**Initial Mods** reductive plating, weapon mount or melee weapon arm (up to 2 in any combination), weapon proficiency + +##  HOVER DRONE + +**Source** _Starfinder Core Rulebook pg. 75_ +The hover drone is the smallest chassis and is equipped with miniature hoverjets or similar aerial propulsion (legs or wheels provide propulsion on land). This drone can fly and avoid obstacles but isn’t very stealthy. A hover drone with melee weapon arms or weapon mounts can use weapons designed for Small or Medium creatures without penalty. + +### STARTING STATISTICS + +**Size** Tiny +**Speed** 30 feet, fly 30 feet (perfect) +**AC** EAC 11, KAC 11 +**Good Save** Reflex +**Poor Saves** Fortitude, Will +**Ability Scores** Str 6, Dex 16, Con —, Int 6, Wis 8, Cha 6 +**Ability Increases** Dexterity, Wisdom +**Bonus Skill Unit** Acrobatics +**Initial Mods** flight system (x2, included in its speed), weapon mount + +##  PROTOCOL DRONE + +**Source** _Tech Revolution pg. 25_ +Often built to resemble a sapient species, the protocol drone is an adept translator and negotiator programmed to sense and adapt to a wide variety of social situations and domestic tasks. + +### STARTING STATISTICS + +**Size** Small +**Speed** 30 ft. +**AC** EAC 11, KAC 11 +**Good Save** Will +**Poor Saves** Fortitude, Reflex +**Ability Scores** Str 6, Dex 10, Con —, Int 10, Wis 10, Cha 14 +**Ability Increases** Wisdom, Charisma +**Bonus Skill Unit** Culture, plus either Bluff, Diplomacy, Intimidate, or Sense Motive +**Initial Mods** linguistic module, manipulator arms, negotiator protocol (the negotiator protocol mod’s Charisma bonus is already included above) + +##  SAGE DRONE + +**Source** _Tech Revolution pg. 25_ +Among the smallest of all drones, the sage drone is an ambulatory supercomputer designed to analyze its surroundings and provide real-time advice. The drone readily identifies and reacts to danger, proving an adept combatant despite its lightweight frame and minimal armor. + +### STARTING STATISTICS + +**Size** Tiny +**Speed** 30 ft. +**AC** EAC 11, KAC 12 +**Good Save** Will +**Poor Saves** Fortitude, Reflex +**Ability Scores** Str 6, Dex 14, Con —, Int 12, Wis 12, Cha 6 +**Ability Increases** Intelligence, Wisdom +**Bonus Skill Unit** Two of the following: Computers, Culture, Life Science, Mysticism, Physical Science, Profession +**Initial Mods** internal database, skill subroutine (the skill subroutine mod’s Intelligence bonus is already included above), weapon mount + +##  STEALTH DRONE +**Source** _Starfinder Core Rulebook pg. 75_ +Sleek and covered in a light-absorbing alloy, the stealth drone prowls along the ground on multiple small legs, silenced wheels, an air cushion, or some similar form of propulsion. This drone specializes in stealth and infiltration and can vanish almost entirely from sight as long as it remains perfectly still. + +### STARTING STATISTICS + +**Size** Small +**Speed** 40 ft., climb 20 ft. +**AC** EAC 10, KAC 12 +**Good Save** Reflex +**Poor Saves** Fortitude, Will +**Ability Scores** Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6 +**Ability Increases** Dexterity, Wisdom +**Bonus Skill Unit** Stealth +**Initial Mods** climbing claws, reactive camouflage, weapon mount + +##  STORMSCOUT DRONE + +**Source** _Interstellar Species pg. 24_ +Compact and resilient, the stormscout drone was developed on Shimrinsara to survive deadly weather and even direct lightning strikes—defenses that make them popular across the galaxy for entering dangerous areas, collecting samples for scientific examination, and recording their surroundings. + +### STARTING STATISTICS + +**Size** Small +**Speed** 30 ft. +**AC** EAC 11, KAC 12 +**Good Save** Reflex +**Poor Saves** Fortitude, Will +**Ability Scores** Str 12, Dex 12, Con —, Int 8, Wis 10, Cha 6 +**Ability Increases** Dexterity, Intelligence +**Initial Mods** camera, conductive plating, manipulator arms, resistance (electricity) + +##  TUNNEL DRONE + +**Source** _Interstellar Species pg. 24_ +Reinforced to shrug off falling debris and rescue cave-in victims, the tunnel drone uses a combination of digging apparatuses, sensors, and heavy limbs to detect, access, and (if necessary) subdue subterranean objectives. + +### STARTING STATISTICS + +**Size** Medium +**Speed** 30 ft., burrow 15 ft. +**AC** EAC 10, KAC 13 +**Good Save** Fortitude +**Poor Saves** Reflex, Will +**Ability Scores** Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 6 +**Ability Increases** Strength, Dexterity +**Initial Mods** enhanced senses, excavator, melee weapon arm \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Drone/Drone Mods.md b/Compendium/SF1E/Classes/Drone/Drone Mods.md new file mode 100644 index 0000000..02a30be --- /dev/null +++ b/Compendium/SF1E/Classes/Drone/Drone Mods.md @@ -0,0 +1,278 @@ +--- +aliases: +tags: [41:] +--- +# DRONE MODS +As you gain levels, your drone gains custom modifications, gear, and programming that give it additional capabilities and options. Any level-based abilities for your drone’s mods use your full mechanic level, regardless of whether you’re using control net to assign fewer levels to your drone. + +Your drone gains its first custom modification at 1st level and an additional mod every 2 levels thereafter. Mods are grouped into two categories, basic and advanced. You can choose basic mods at any level, but you must be 11th level (or have assigned at least 11 levels to your drone) to select advanced mods. Some mods require your drone to have other custom mods installed before they can function. Unless otherwise noted, each mod can be selected only once. + +## BASIC MODS + +You can choose these mods at any level. + +###   ARC STRIKE (EX) + +**Source** _Interstellar Species pg. 24_ +As a standard action, you create a devastating energy stream that arcs between your custom rig and your drone, creating a line effect; to use this ability, your custom rig must be in your possession and your drone must be within 30 feet of you. For each advanced drone mod your drone has, the arc deals 1d8 electricity damage to each creature in the line; affected creatures can attempt Reflex saving throws to halve the damage (DC = 10 + half your mechanic level + your Intelligence modifier). The damage increases by 1d8 at 4th level and every three levels thereafter. You can instead activate this ability as a full action to increase the damage dice to d10s. +Once you’ve activated this drone mod, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points. + + +###   ARMOR SLOT (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone gains an armor upgrade slot for an armor upgrade (see page 204). If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot. + +###   BARRICADEBARRICADE) (EX) + +**Source** _Starfinder Armory pg. 147_ +Your drone gains the Barricade feat. Your drone must have Engineering as a class skill and manipulator arms for you to select this mod. + +###   BIO-NECROTIC BRIDGE (SU) + +**Source** _Starfinder Serpents in the Cradle pg. 43_ +Your drone must have a cybernetic bridge mod for you to choose this mod. The augmentation you install in your drone can be a biotech or necrotech augmentation. If this augmentation has an item level that’s 4 or more levels lower than your ranks in Life Sciences (for biotech augmentations) or Mysticism (for necrotech augmentations), you can create and install the augmentation yourself at no cost; you can change this self-built augmentation once per day with 1 hour of work. If the augmentation isn’t 4 or more levels lower than your appropriate skill ranks, you must acquire and pay for the augmentation (including changing or replacing it) normally. Aspis Consortium mechanics use a bionecrotic bridge to equip their drones with a venom spur or dragon gland. + +###   CAMERACAMERA) (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig. + +###   CARGO RACK (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items. + +###   CLIMBING CLAWS (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones. + +###   CONDUCTIVE PLATING (EX) + +**Source** _Interstellar Species pg. 24_ +Your drone conducts, stores, and unleashes electricity with a touch. Your drone gains a special unarmed strike that deals 1d3 electricity damage; this attack doesn’t count as archaic and targets EAC. When your drone reaches 3rd level, it gains Weapon Specialization with its natural weapon. Your drone must have the resistance (electricity) mod to select this mod. + + +###   CYBERNETIC BRIDGE (EX) + +**Source** _Starfinder Armory pg. 147_ +Your drone can be improved with one cybernetic or magitech augmentation, selected from only one of the following systems: arm, brain, ears, eyes, hand, legs, or throat. If the augmentation has an item level that is 4 or more levels lower than your ranks in Engineering (for cybernetics augmentations) or Mysticism (for magitech augmentations), you can create and install the augmentation yourself at no cost. You can change such self-built augmentations once per day with 1 hour of work. If the augmentation is not 4 or more levels lower than your appropriate skill ranks, you must acquire and pay for the augmentation (including changing or replacing the augmentation) normally. + +###   ENHANCED ARMOR (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod. + +###   ENHANCED SENSES (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well. + +###   EXTRA AMMO (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has. + + +#   GREASE (EX) + +**Source** _Starfinder Armory pg. 147_ +Your drone can dispense grease on itself or an adjacent object or area as a standard action. This functions as the spell _grease_ (DC = 11 + your drone’s Dexterity modifier) but is not a magic effect. Once your drone has used this ability, it cannot do so again until you take a 10-minute rest and spend 1 Resolve to regain Stamina Points while you have access to your drone. + +###   HARDENED AI (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions. + +###   HEURISTIC PROGRAMMING (EX) + +**Source** _Starfinder Armory pg. 147_ +Your drone can learn from its mistakes. When it fails a skill check, and attempts the same skill check for the same task the next round, on its second attempt it may roll the check twice and take the better of the two results. Once your drone has used this ability, it cannot use it again until you take ten minutes to review its programming. You may do this at the same time you take ten minutes and spend 1 Resolve Point to regain all your Stamina Points. + +###   HYDROJETSHYDROJETS) (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones. + +###   JUMP JETSJUMP%20JETS) (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again. + + +###   LINGUISTIC MODULE (EX) + +**Source** _Tech Revolution pg. 24_ +Powerful processors provide your drone with exceptional language mastery. Your drone learns an additional number of languages equal to 4 + the drone’s Intelligence modifier (minimum 2). Every time you gain a level, you can swap out one of these additional languages for a different language. + +###   MANIPULATOR ARMS (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty. + +###   MELEE WEAPON ARM (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone. + +###   MULTITOOL MASTERY (EX) + +**Source** _Tech Revolution pg. 24_ +Select two technological items of no more than light bulk, each with item levels no higher than your mechanic level. Add these items to the tools installed in your drone’s tool arm and to the list of tools that your drone is programmed to use. This mod requires that your drone has the tool arm mod. + +###   RANGEFINDER PROTOCOL (EX) + +**Source** _Tech Revolution pg. 24_ +Using sophisticated sensors and ballistics processors, your drone not only provides withering covering fire but can also quickly convey recommendations for how to best target your attacks. Your drone gains a +2 bonus to attack rolls to use covering fire, and it can choose to grant the circumstance bonus exclusively to you, rather than to the next ally to attack that foe. If it does so and that attack hits, it deals 1 additional damage per weapon damage die. You must be able to see or hear your drone to gain this benefit. + +###   REACTIVE COMMAND (EX) + +**Source** _Tech Revolution pg. 24_ +Your drone is programmed with an array of emergency protocols. If your drone’s good save bonus is Reflex, the drone gains a +1 bonus to Will saves; otherwise it gains a +1 bonus to Reflex saves. As a reaction, you can issue a reflexive command to your drone, allowing the drone to perform a reaction. + +###   REINFORCED CHASSIS (EX) + +**Source** _Tech Revolution pg. 24_ +Your drone’s frame is especially thick, housing redundant systems that mitigate otherwise-lethal damage. Your drone gains 3 Hit Points, plus an additional Hit Point for each mechanic level you have. + +###   RESISTANCE (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone gains resistance to an energy type of your choice—acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above. + +###   RIDING SADDLE (EX) + +**Source** _Starfinder Core Rulebook pg. 77_ +Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You no longer need to attempt the Survival check to fight from a combat-trained mount (see page 149 for more information). + +###   SKILL SUBROUTINES (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2. + +###   SMUGGLER'S COMPARTMENT (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action. + +###   SPEED (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone’s land speed increases by 10 feet. + +###   TOOL ARM (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Select one technological item from Chapter 7: Equipment of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control). + +###   UNCANNY SENSE (EX) + +**Source** _Tech Revolution pg. 24_ +Your drone gains two of the following benefits: it gains blindsense (scent) with a range of 30 feet; it gains sense through (vision smoke only) with a range of 30 feet; or its insight bonus to Perception skill checks increases to +4. If your drone has the camera mod and you choose the sense through ability above, the camera gains this sense through ability as well. This mod requires that your drone has the enhanced senses mod. + +###   WEAPON MOUNT (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone. + +###   WEAPON PROFICIENCY (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat. + +## ADVANCED MODS - 11TH LEVEL + +You must be 11th level or higher to choose these mods. + +###   DEFENSIVE FADE (EX) + +**Source** _Tech Revolution pg. 24_ +When under attack, your drone can disappear swiftly. Once per minute, as a reaction after taking damage, your drone can immediately activate its reactive camouflage as though it had remained stationary for 1 round, and it can attempt a Stealth check to hide even if it’s currently observed. If the drone also spends 1 Resolve Point while activating this ability, it can also take a defensive step after attempting the Stealth check. This mod requires that your drone has the reactive camouflage mod. + + +###   ECHOLOCATORS (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone uses basic echolocation to notice unseen foes. The drone gains blindsense (sound) with a range of 60 feet. + +###   ENERGY SHIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield’s Hit Points to full by spending 1 Resolve Point when you rest to regain Stamina Points. You can select this mod a second time to double the energy shield’s temporary Hit Points. + +###   EXCAVATOR (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface. + +###   FLIGHT SYSTEM (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed has perfect maneuverability and increases to its full land speed, and there is no limit on the amount of time it can fly. + +###   GREATER RESISTANCE (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Choose one type of energy for which your drone already has the resistance mod. Increase your drone’s resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod. + +###   GRENADIERGRENADIER (EX) + +**Source** _Interstellar Species pg. 24_ +By periodically scavenging materials, your drone creates improvised explosives. After a full 8 hour rest, your drone can create up to three grenades by spending 2 Resolve Points per grenade. It can create any grenade with an item level that doesn’t exceed your mechanic level – 3, but only the drone can use them. These grenades remain functional until used or until the drone recovers Resolve Points after a full 8 hour rest. The drone can draw and throw one of these grenades as a standard action, even if it lacks the limbs to do so. As a reaction when your drone is reduced to 0 HP, it can detonate one of its stored grenades, which explodes using one corner of the drone’s space as the explosion’s grid intersection. +You can select this mod a second time, which reduces the RP cost per grenade to 1 and enables the drone to make any grenade with an item level less than your mechanic level. + +###   INTERNAL DATABASE (EX) + +**Source** _Tech Revolution pg. 24_ +Your drone contains an extensive database of information as well as a powerful processing unit for analysis. Once every 10 minutes, when the drone makes a skill check to identify a creature or recall knowledge, it can roll 1d6 and add the result to the roll as an insight bonus. At 11th level, the drone rolls 1d8 instead, and at 16th level, it rolls 1d10. In addition, the drone adds Computers, Culture, Life Science, Mysticism, Physical Science, and Profession to the skills it can select with its skill unit. + +###   INVISIBILITY FIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the _invisibility_ spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the reactive camouflage mod to select this. + +###   MEDICAL SUBROUTINE (EX) + +**Source** _Starfinder Core Rulebook pg. 78_ +Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod. + +###   NEGOTIATOR PROTOCOL (EX) + +**Source** _Tech Revolution pg. 24_ +Your drone has agile subroutines that can readily read and adapt to social situations. Your drone’s Charisma score increases by 2, and it adds Bluff, Diplomacy, Intimidate, Profession, and Sense Motive to the skills it can select with its skill unit. In addition, it adds the following feats to the list of feats it can choose from: Advance Warning, Antagonize, Diversion, Fast Talk, Greater Feint, Improved Feint, Skill Focus, Skill Synergy, Tactful Advisor, Unfriendly Fire, and Veiled Threat. Finally, the drone gains one of those feats for which it meets the prerequisites. + +###   NOQUAL REINFORCEMENT (EX) + +**Source** _Tech Revolution pg. 25_ +Your drone incorporates noqual into its armor and several internal systems, dissipating magical effects. The drone gains spell resistance equal to 6 + its level. You can choose this mod a second time, increasing the spell resistance to 11 + its level. + +###   REACTIVE CAMOUFLAGE (EX) + +**Source** _Starfinder Core Rulebook pg. 79_ +Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the _invisibility_ spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still. + +###   REDUCTIVE PLATING (EX) + +**Source** _Starfinder Core Rulebook pg. 79_ +Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter. + +###   RETALIATORY SHOCK (EX) + +**Source** _Interstellar Species pg. 25_ +When your drone becomes grappled or is dealt damage by a creature within its reach, your drone can shock the attacker, dealing electricity damage as if the drone had struck the attacker with its conductive plating attack. Once your drone has used this mod, it can’t use it again for 1d4 rounds. Your drone must have the conductive plating mod to select this mod. + +###   SHOCK WAVE (EX) + +**Source** _Starfinder Core Rulebook pg. 79_ +Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier). + +###   SONAR PULSE (EX) + +**Source** _Tech Revolution pg. 25_ +Your drone’s echolocation is especially powerful. It gains blindsight (sound) with a range of 5 feet. As a move action, the drone can increase its blindsight range to 30 feet until the beginning of its next turn. While you’re within your drone’s blindsight range, you can sense anything that it senses with its blindsense (sound) and blindsight (sound). This mod requires that your drone has the echolocators drone mod. + +###   SONIC BLAST (EX) + +**Source** _Tech Revolution pg. 25_ +Your drone houses a devastating sound cannon. Once per hour, the drone can activate the sonic blast as a standard action, dealing sonic damage to all creatures and objects in a 30-foot cone; affected targets can halve the damage with a successful Fortitude saving throw (DC = 10 + 1/2 your mechanic level + your Intelligence modifier). The blast deals 1d10 damage for every two mechanic levels you have. diff --git a/Compendium/SF1E/Classes/Drone/Drone.md b/Compendium/SF1E/Classes/Drone/Drone.md new file mode 100644 index 0000000..b2e22f4 --- /dev/null +++ b/Compendium/SF1E/Classes/Drone/Drone.md @@ -0,0 +1,122 @@ +--- +aliases: +tags: +--- +# DRONE +**Description Source**: Starfinder Core Rulebook pg. 74 +If you choose the drone option for your artificial intelligence, you begin play with a robotic drone that you design. See Building Your Drone below for instructions on creating your drone. + +All drones have a neutral alignment and the same senses as an ordinary human. A drone is considered a construct with the technological subtype for the purposes of spells and effects targeting it. Drones have the construct immunities and unliving universal creature rules (see _Starfinder Alien Archive_). Your drone speaks all of the languages that you do. Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level. + +Like most constructs, a drone cannot recover from damage on its own. If a drone is reduced to 0 Hit Points, it becomes inactive until it is restored to 1 Hit Point or more. If a drone takes damage from a single attack equal to or greater than its maximum Hit Points while it has 0 current HP, the drone is destroyed. Once per day, you can take 10 minutes to repair your drone, which then recovers 10% of its Hit Point maximum. Additionally, when you take a 10-minute rest and spend a Resolve Point to recover Stamina Points, you can also choose to repair your drone as part of that same time period. + +If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills). + +## BUILDING YOUR DRONE + +Building a drone is a multistep process. First, choose the drone’s chassis, which along with your mechanic level determines its base statistics. Next, choose your drone’s special abilities and feats. Finally, select your drone’s modifications (“mods”), which grant your drone additional abilities and allow you to fully customize it. + +Other than those aspects determined by your drone’s chassis and mods, the exact details of your drone’s appearance and personality are up to you. + +## DRONE CHASSIS + +Each drone has one of three chassis types that determines its size, starting statistics, and initial mods, as well as the drone’s overall look and theme. These chassis types are combat, hover, and stealth, and they are presented on page 75. Each is organized as follows, using the terms below. + +- **Size**: This is the base size of your drone. Regardless of the mods you give your drone, its size does not change. +- **Speed**: This shows the drone’s land speed and its speeds for any additional movement types. +- **AC**: This is the base Energy Armor Class (EAC) and Kinetic Armor Class (KAC) for this chassis. Add the bonus to its AC from the below table and your drone’s Dexterity modifier to these numbers to determine the drone’s EAC and KAC. +- **Good Save**: This type of saving throw is your drone’s best saving throw. This saving throw uses the Good Save bonus progression on the below table. +- **Poor Saves**: These types of saving throws are your drone’s worst saving throws. These saving throws use the Poor Save bonus progression on the below table. +- **Ability Scores**: This shows the drone’s base ability scores. Drones have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a drone as having a Constitution score of 10 (no bonus or penalty). Drones can’t use items that grant additional ability score increases. +- **Ability Increases**: These are the drone’s ability scores that increase as you gain levels, as determined by the Ability Increase progression on the below table. +- **Bonus Skill Unit**: Some chassis come programmed with knowledge of a skill that is a part of the chassis itself. This skill is a class skill for your drone, and it gains a number of ranks in that skill equal to your mechanic level. Your drone can use this skill while not under your direct control. This skill is in addition to the skill gained via the drone’s skill unit ability (see page 76). You can’t change this skill unit when you gain levels or when you rebuild your drone unless you choose a new chassis. If a chassis does not have a bonus skill unit entry, it gains no bonus skill units. +- **Initial Mods**: Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. You can’t change these mods when you gain levels or rebuild your drone unless you choose a new chassis. The list of mods appears on page 77. + +## DRONE BASE STATISTICS + +Your drone’s abilities are determined by your mechanic level (or the level you assign to it through your control net ability) and the mods you select for your drone. The below table determines many of the base statistics for your drone. These base statistics modify the starting statistics determined by the drone’s chassis. The terms used in the table are as follows. + +- **Class Level**: This is equal to your mechanic level. If you have the control net class feature and assign fewer levels to your drone than you have, the drone’s base statistics are determined by the level you assign to it. +- **Hit Points**: This is the drone’s maximum number of Hit Points. For the purposes of spells and other effects that rely on level, your drone’s equivalent level is equal to your mechanic level (or the level you have assigned to it with the control net class feature). Drones do not have Stamina Points. +- **Base Attack Bonus**: This is the drone’s base attack bonus. +- **Armor Class**: Add the listed bonus and the drone’s Dexterity modifier to base Armor Class values listed for its chassis to determine the drone’s total EAC and KAC. Your drone cannot wear armor of any kind, and you cannot increase your drone’s AC further without selecting the appropriate mods. +- **Good Save Bonus, Poor Save Bonus**: These are the drone’s base saving throw bonuses. Each chassis type designates which saving throw uses the good save value and which ones use the poor save value. +- **Ability Increase**: Increase two of your drone’s ability scores, as designated by its chassis, by this amount. +- **Feats**: This is the drone’s total number of feats. You can select a drone’s feats from those listed in Drone Feats on page 76. A drone cannot select a feat that requires a base attack bonus of +1 until it gains its second feat at 3rd level. +- **Mods**: This is the number of custom modifications you can add to your drone. +- **Special**: Your drone gains these abilities when you reach (or assign via control net) the appropriate level, as noted on the table. These abilities are described in the section below. + + + +| Class Level | Hit Points | Base Attack Bonus | Armor Class | Good Save Bonus | Poor Save Bonus | Ability Increase | Feats | Mods | Special Abilities | +|-------------|------------|-------------------|-------------|-----------------|-----------------|------------------|-------|------|----------------------------------------------------| +| 1st | 10 | +1 | +0 | +2 | +0 | — | 1 | 1 | Basic mods, limited AI, master control, skill unit | +| 2nd | 20 | +2 | +1 | +3 | +0 | — | 1 | 1 | +| 3rd | 30 | +3 | +2 | +3 | +1 | — | 2 | 2 | +| 4th | 40 | +3 | +3 | +3 | +1 | +1 | 2 | 2 | +| 5th | 50 | +4 | +4 | +4 | +1 | — | 2 | 3 | +| 6th | 60 | +5 | +5 | +4 | +1 | — | 3 | 3 | +| 7th | 70 | +6 | +6 | +5 | +2 | +1 | 3 | 4 | Expert AI | +| 8th | 80 | +6 | +7 | +5 | +2 | — | 3 | 4 | +| 9th | 90 | +7 | +8 | +5 | +2 | — | 4 | 5 | +| 10th | 100 | +8 | +9 | +6 | +2 | +1 | 4 | 5 | Upgraded power core | +| 11th | 110 | +9 | +9 | +6 | +3 | — | 5 | 6 | Advanced mods | +| 12th | 120 | +9 | +10 | +6 | +3 | — | 5 | 6 | +| 13th | 130 | +10 | +11 | +7 | +3 | +1 | 5 | 7 | +| 14th | 140 | +11 | +12 | +7 | +3 | — | 6 | 7 | +| 15th | 150 | +12 | +13 | +8 | +4 | — | 6 | 8 | +| 16th | 160 | +12 | +14 | +8 | +4 | +1 | 6 | 8 | +| 17th | 170 | +13 | +15 | +8 | +4 | — | 7 | 9 | +| 18th | 190 | +14 | +16 | +9 | +4 | — | 7 | 9 | +| 19th | 210 | +15 | +17 | +9 | +5 | +1 | 8 | 10 | +| 20th | 230 | +15 | +18 | +9 | +5 | — | 8 | 10 | True AI | + + + +## DRONE SPECIAL ABILITIES + +Your drone gains the following abilities at the levels indicated. + +## BASIC MODS - 1ST LEVEL + +You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. The list of basic mods appears starting on page 77. + +## LIMITED AI (EX) - 1ST LEVEL + +Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range. + +## MASTER CONTROL (EX) - 1ST LEVEL + +As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone. + +## SKILL UNIT (EX) - 1ST LEVEL + +Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example). + +## EXPERT AI (EX) - 7TH LEVEL + +Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like limited AI, you must still be conscious and within range. + +## UPGRADED POWER CORE (EX) - 10TH LEVEL + +Your drone gains a pool of Resolve Points equal to 1 per 2 levels it has (minimum 1). Your drone can spend 1 Resolve Point to make a full attack without requiring your direct control and at only the normal –4 penalty for a full attack instead of the –6 penalty. Your drone regains Resolve Points after a full 8-hour rest as normal. + +## ADVANCED MODS - 11TH LEVEL + +You can choose from any of the mods on the advanced mod list whenever your drone gains a new mod (in addition to those from the basic mod list). Your drone must always have at least 5 mods from the basic list before you can add any advanced mods, even if you rebuild your drone after it gains this ability. The list of advanced mods appears on pages 78–79. + +## TRUE AI (EX) - 20TH LEVEL + +Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don’t need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks. + +## DRONE FEATS + +When choosing feats for your drone, you can choose from the following: + +Blind-Fight, Cleave, Deadly Aim, Far Shot, Great Cleave, Great Fortitude, Improved Combat Maneuver, Improved Critical, Iron Will, Jet Dash, Kip Up, Lightning Reflexes, Lunge, Mobility, Multi-Weapon Fighting, Nimble Moves, Opening Volley, Penetrating Attack, Shot on the Run, Skill Focus, Skill Synergy, Slippery Shooter, Spring Attack, Strike Back, Suppressive Fire, Versatile Focus, Versatile Specialization, Weapon Focus, Weapon Specialization + +At 10th level, when the drone has an upgraded power core, you can also choose: + +Extra Resolve, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes + +GMs can expand this list to include feats from other sources. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Envoy/Envoy Alternate Class Features.md b/Compendium/SF1E/Classes/Envoy/Envoy Alternate Class Features.md new file mode 100644 index 0000000..dcdada6 --- /dev/null +++ b/Compendium/SF1E/Classes/Envoy/Envoy Alternate Class Features.md @@ -0,0 +1,155 @@ +--- +aliases: +tags: +--- +# ENVOY ALTERNATE CLASS FEATURES + +## PSYCHIC EXPERTISE +**Source** _Galactic Magic pg. 20_ +**Class** Envoy + +You have latent psychic powers you’ve honed through practice and willpower into impressive feats of supernatural ability. +Psychic expertise alters expertise, and it replaces skill expertise and the expertise talent gained at 3rd level. + + +## PSYCHIC COMMUNICATOR (SU) - 1ST LEVEL + +You gain limited telepathy (Core Rulebook page 265). If you already have limited telepathy, you instead increase its range by 30 feet. At 9th level, you gain telepathy with a 30-foot range, allowing you to communicate mentally with any creature that has a language, even one you don’t share. + + +## PSYCHIC RESILIENCE (SU) - 1ST LEVEL + +You gain the envoy’s expertise ability, though you roll 1d4 for your expertise die. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d6 as your expertise die instead of 1d4. As a reaction before you attempt a Will save against a mind-affecting effect, you can roll your expertise die and add the result of the roll to your saving throw as an enhancement bonus. You must have at least 1 Resolve Point remaining to increase your saving throw in this way, and once you have done so, you cannot do so again until you have regained Stamina Points as part of a 10-minute rest. +At 5th level and every 4 levels thereafter, choose one of the following skills: Bluff, Culture, Diplomacy, Disguise, Intimidate, or Medicine. You are treated as having expertise with that skill for the purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks except Sense Motive. + + +## MENTAL AWARENESS (SU) - 3RD LEVEL + +At 3rd level, you gain blindsense (thought) with a range of 10 feet. This blindsense’s range increases to 20 feet at 9th level, 30 feet at 13th level, and 60 feet at 17th level. + + +## PSYCHIC EXPLOITS (SP) - 5TH LEVEL + +You can focus your mental powers to directly monitor or modify the thoughts of those around you. You can use your psychic exploits twice per day, though you regain one daily use each time you regain Stamina Points as part of a 10-minute rest. Your psychic exploits can detect or affect only creatures you can sense with your mental awareness. Any spell-like abilities use your envoy level as their caster level and your Charisma score to calculate saving throw DCs. +At 5th level, you can expend a psychic exploit to cast detect thoughts, mental silence, or mindlink as a spell-like ability. At 9th level, you can expend a psychic exploit when activating your psychic resilience ability to apply the latter’s bonus to a Will saving throw to a number of allies equal to half your Charisma modifier (minimum 1). At 13th level, you can expend a psychic exploit and 2 Resolve Points to cast discern lies, mind probe, or modify memory as a spell-like ability. At 17th level, you can expend a psychic exploit to gain blindsight (thought) with a range of 60 feet for 10 minutes. + +## SIGNATURE ITEM (EX) + +**Source** _Tech Revolution pg. 20_ +**Class** Envoy + +One of your items is an indispensable part of your technique or persona. At 1st level, after purchasing your starting equipment, designate one piece of equipment as your signature item, and choose one of the following categories that best fits the item: armor, clothing, tool, or weapon. Your signature item provides benefits based on the item's category. You can use the benefits granted by your item as long as you have at least 1 Resolve Point remaining and the item is in your possession and not destroyed. These special benefits are an extension of your exceptional connection to the item, and they don't function for others who wield or wear the item. Once per week, if your item is lost or destroyed, you can replace it with another item of the same category by spending 8 hours practicing with the new item. Whenever you gain a level, you can replace your signature item with a different one by spending 24 hours acclimating yourself to the replacement. If your new item is of a different category, you replace all benefits granted by the previous item with those of the new category. +You gain the benefits of your expertise class feature only while your signature gear is in your possession. You only add your expertise die to the skills you select with your skill expertise class feature; you don't automatically gain the ability to add your expertise die to Sense Motive checks. The first skill you select for skill expertise must be selected from a specific list based on your gear's category. +This feature modifies expertise and replaces the envoy improvisation gained at 1st level. + +--- + +## SIGNATURE CLOTHING (EX) + +**Source** _Tech Revolution pg. 20_ +Your signature item is a worn garment that doesn't provide an armor bonus, such as a hat or a complete outfit (Core Rulebook 230). When you gain your signature clothing, select two skills from the following to which you apply skill expertise: Bluff, Culture, Diplomacy, Disguise, or Intimidate. In addition, whenever you select an expertise talent associated with one of these skills, you also gain an expertise talent for the second skill. You can only use the skill expertise and expertise talents for one of these two skills at a time, but once per hour, as a standard action, you can adjust your signature clothing (such as by reversing your jacket or dramatically straightening your hat) to change which of the two skills' benefits you can use. You can use this ability an additional time per hour by spending 1 Resolve Point for each additional use. Once per day, before rolling your expertise die as part of a skill check for one of these skills, you can choose to roll your expertise die twice and take the better result. + +Additional skills you select with skill expertise function normally, as do the expertise talents you qualify for based on these additional skills. + +--- + +## SIGNATURE TOOL (EX) + +**Source** _Tech Revolution pg. 20_ +Your signature item is a handheld device with a specific non-combat purpose, such as a hacking kit or datapad. Your first skill expertise must be selected from the following list: Computers, Engineering, or Medicine. If you choose Computers or Engineering, your signature tool also functions as a mechanic's custom rig, and you can select mechanic tricks as though they were expertise talents, qualifying for tricks using the sum of your envoy and mechanic levels as your mechanic level. However, this doesn't grant you any other mechanic class features, and you can't select tricks that require another mechanic ability unless you've gained it from another source. + +If you choose Medicine, your signature tool also functions as a 1st-level biohacker's custom microlab, though if you have a custom microlab from another class, add your envoy levels and the other class's levels together for determining its abilities. You can select biohacker theorems as though they were expertise talents, qualifying for theorems using the sum of your envoy and biohacker levels as your biohacker level. However, this doesn't grant you any other biohacker abilities, and you can't select theorems that require another biohacker ability unless you've gained that required ability from another source. + +--- + +## SIGNATURE WEAPON (EX) + +**Source** _Tech Revolution pg. 20_ +Your signature item is a weapon. You can't select a natural weapon, but you can select an item that modifies a particular type of attack, such as a solarian weapon crystal or an augmentation that enhances your unarmed strikes. Your first skill expertise must be selected from the following list: Bluff, Engineering, or Intimidate. As a move action during combat, you can designate a foe and openly flourish your weapon at them, gaining a brief burst of confidence and accuracy. For a number of rounds equal to your Charisma modifier, you can make attacks against the designated foe with your signature weapon as if your base attack bonus from your envoy levels were equal to your envoy level; you must be able to see the foe to gain this benefit to your attack. + +--- + +## SIGNTAURE ARMOR (EX) + +**Source** _Tech Revolution pg. 20_ +Your signature item is a suit of armor, shield, or other gear specifically designed to protect you from harm. Your first skill expertise must be selected from the following: Disguise, Intimidate, or Sense Motive. Once per hour, as a reaction when an attack successfully hits you and deals damage, you can roll your expertise die and reduce the damage you take from the attack by an amount equal to your die's result plus your envoy level. You can use this ability an additional time per hour by spending 1 Resolve Point for each additional use. + +You ignore the base save bonus requirement of the saving expertise COM expertise talent. If you add your expertise die result to a save and the expertise die's result is a natural 1, you can reroll the expertise die once and use the second result. + +## SPELL SPEAKER (SU) + +**Source** _Galactic Magic pg. 20_ +**Class** Envoy + +You’ve learned to speak with, encourage, and reprimand magical forces as if they were living beings. And, to your credit, magic listens. Through a combination of encouragements, you can coax magic to follow your instructions and overcome even difficult obstacles, enhancing your companions’ spellcasting. +At 1st level, you can encourage the magic of an ally within 30 feet as a standard action, empowering the next 0-level or 1st-level spell they cast before the end of your next turn. The maximum level of spell that you can encourage increases by 1 for every 6 envoy levels you have, and you can increase this maximum level by 50% (rounded down) if you also spend 1 Resolve Point when using this ability. Once an ally has benefited from this encouragement, that ally can’t gain the benefits of your spell speaker ability again until they take a 10-minute rest to recover Stamina Points. +An empowered spell gains one of the following benefits. +**Amplified:** The spell is especially potent. On the turn that they cast the spell, the spellcaster can reroll any of the dice rolled to determine the spell’s effect (such as damage dice) whose result is a 1 and take the second result. Any such die that rolls its maximum value (such as 4 on a d4) treats its result as though it were 1 higher. +**Extended:** The spell’s duration is increased by 50%. +**Stretched:** The spell’s range is increased by 50%. If the range is touch, the spellcaster treats their natural reach as 5 feet greater for the purpose of delivering the spell. +**Targeted:** The spell eagerly seeks its target. On the turn that they cast the spell, the spellcaster can roll one attack roll (and any roll to resolve miss chance from concealment for that attack) twice and use the better result. +**Unstoppable:** The spell overcomes all obstacles. The spell treats any targets’ resistances as though they were reduced by an amount equal to your Charisma modifier (minimum 0). The spellcaster treats their caster level as 2 higher for the purpose of overcoming spell resistance. +**Widened:** You increase the length of any line effect created by the spell by 50%. You increase the length of any cone effect created by the spell by 25% (minimum 5 feet). You increase the radius of any cylinder or burst effect created by the spell by 25%; this has no effect on spells that create a burst whose radius is less than 20 feet. +This replaces the envoy improvisation gained at 1st level. + +## TECH WHISPERER (EX) + +**Source** _Tech Revolution pg. 21_ +**Class** Envoy + +You have an empathic connection to technological devices. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature. Choose one of the following skills: Bluff, Computers, Diplomacy, Engineering, or Intimidate. At 1st level, you can add your expertise die to skill checks using the chosen skill. At 6th level and every 5 levels thereafter, you can use expertise with one additional skill from the list. +All of your mind-affecting envoy improvisations can affect constructs, robots, and other creatures that have the technological subtype, even if they’re mindless or normally immune to such effects. However, these creatures receive a +2 bonus to their Will saves against your mind‑affecting improvisations. +At 5th level, you can communicate with technological machines (including non-sentient devices) in rudimentary ways as well as understand in vague terms the information they try to convey to you; this information usually consists of simple terms, such as “no entry” or “need energy,” or basic operating prompts, like “speak name” or “need keycard and password.” This allows you to use Bluff, Diplomacy, or Intimidate in place of Engineering to identify technology, so long as you can communicate with it. +At 9th level, you can attempt Diplomacy and Intimidate checks to influence such machines, though the DC of this check is 15 + 1-1/2 the device’s item level, further modified by the item’s initial attitude for Diplomacy checks. Most machines are indifferent, though some (particularly security systems) might be unfriendly or even hostile. You gain a +2 circumstance bonus to affect friendly machines with Computers or Engineering checks, and the bonus increases to +4 for helpful machines. At the GM’s discretion, helpful devices might perform simple favors for you. By contrast, a device made hostile by you might activate countermeasures, such as setting off alarms. +This isn’t a language-dependent or sense-dependent ability, but you must have physical contact with a machine that isn’t able to perceive you. +This feature alters expertise and skill expertise. + +## COMBAT EXPERTISE (EX)1ST LEVEL + +**Source** _Character Operations Manual pg. 68_ +**Class** Envoy + +You’re able to use your social skills and abilities to gain the upper hand during a confrontation, often depending on deception, misdirection, and pure confidence to defeat your foes instead of brute force. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature, but you do not add it to skill checks. Choose one of the following skills: Bluff, Computers, Culture, Diplomacy, Intimidate, or Sense Motive. + +As a standard action, you can make an expertise attack as an attack action. Prior to your attack roll, attempt a skill check using the chosen skill with a DC equal to 15 + 1-1/2 × your target’s CR. If you succeed at the check and your attack hits, you roll your expertise die and add the result to your damage roll, and the target is shaken for 1 round. + +You can use this ability and other expertise abilities as long as you have at least 1 Resolve Point remaining. This ability counts as the expertise ability for purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as altered bearing), you can use that ability only in a round in which you did not use combat expertise. + +At 5th level, and every 4 levels thereafter, you can select another skill you can use with combat expertise. This counts as having expertise with that skill for purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks. + +This replaces expertise and skill expertise. + +## MAGICAL EXPERTISE (EX)1ST LEVEL + +**Source** _Character Operations Manual pg. 68_ +**Class** Envoy + +You’re a master of Mysticism and exceptionally skilled at identifying and wielding magic. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature. You add Mysticism to your list of class skills, and you add your expertise die to your Mysticism check results instead of your Sense Motive check results. + +You also gain the following limited version of the mystic’s spells class feature. You use your Charisma score in place of your Wisdom score when determining the effects of your spellcasting, including the highest level of spell you can cast and the Difficulty Class for saving throws against your spells. Unlike a mystic, your selection of spells and spells per day is extremely limited. You begin play knowing one 0-level mystic spell, and you can cast your 0-level spells three times per day. At 5th level, you learn one 1st-level mystic spell and can cast it once per day. At 9th level, you learn one 2nd-level mystic spell and can cast it once per day. At 13th level, you learn one 3rd-level mystic spell and can cast it once per day. At 17th level, you learn one 4th-level mystic spell and can cast it once per day. Otherwise, this ability functions as the mystic’s spells class feature, including the ability to decipher magical inscriptions. You can cast your lower-level spells known using your higher-level spell slots, and you can cast variable-level spells you know using any level of spell slot you have available. + +This ability counts as the expertise ability for the purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as altered bearing), you must expend one of the spell slots you gain from this ability to gain that benefit. + +In addition, whenever you would gain a new expertise talent, you can instead choose one spell level that is at least one spell level lower than the highest spell level you can cast using this ability. You learn one additional mystic spell of the chosen spell level and increase your spells per day for that spell level by one, to a maximum of four. + +This ability replaces expertise and skill expertise, and it alters expertise talents.# Motivation Expertise (Ex)1st Level + +**Source** _Character Operations Manual pg. 68_ +**Class** Envoy + +You’re an expert at making people happy and high-spirited, allowing them to press forward when they might otherwise quit. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature. At 1st level, whenever you take an action that restores a creature’s Stamina Points or Hit Points, you can restore additional Stamina Points equal to the result of the roll of your expertise die. You can still use your expertise die on Sense Motive checks, but you always add the minimum possible result. This is also true for any skills you select with skill expertise. + +This replaces expertise. + +## POLYMORPHIC DISGUISE (SU)1ST LEVEL + +**Source** _Character Operations Manual pg. 68_ +**Class** Envoy + +You’re an expert in secret arts that allow you to change your appearance into something—or someone—totally different. You gain the shapechanger subtype and the change shape universal monster rule (Starfinder Alien Archive 152). This ability has the polymorph descriptor (Starfinder Alien Archive 2 141), and you must design one polymorph form to use with this ability. You must comply with all restrictions imposed by a 1st-level polymorph spell when designing this form (Alien Archive 2 145), and you can’t design a form of a creature that has an Intelligence modifier of −3 or lower. You add your expertise die to Disguise checks to change your appearance to your chosen form. + +At 5th level, your shapeshifting abilities improve. When you design your form, you must comply with all restrictions imposed by a 2nd-level polymorph spell. This further improves to a 3rdlevel polymorph spell at 9th level, a 4th-level polymorph spell at 13th level, a 5th-level polymorph spell at 17th level, and a 6th-level polymorph spell at 20th level. + +When selecting expertise talents, you don’t need to have expertise in the skills they affect, and you can use any expertise talent that requires you to forgo your expertise die by spending 1 Resolve Point as part of the action to use the expertise talent. In addition, when you would gain an expertise talent, you can instead learn a new polymorph form that you can assume using this alternate class feature. + +This alters expertise talents and replaces expertise, skill expertise, and true expertise. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Envoy/Envoy Class Builds.md b/Compendium/SF1E/Classes/Envoy/Envoy Class Builds.md new file mode 100644 index 0000000..c9bee39 --- /dev/null +++ b/Compendium/SF1E/Classes/Envoy/Envoy Class Builds.md @@ -0,0 +1,126 @@ +--- +aliases: +tags: +--- +# ENVOY CLASS BUILDS +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +## AMBASSADOR + +### THEME: XENOSEEKER + +**Source** _Starfinder Core Rulebook pg. 66_ +You represent a particular government in diplomatic matters, even occasionally making contact with new forms of life. + +### ABILITY SCORES + +Charisma gives you more Resolve Points and strengthens your social skills, and Strength makes you hit harder with your melee weapon. + +### ENVOY IMPROVISATIONS + +Dispiriting Taunt (1st), Universal Expression (1st), Quick Dispiriting Taunt (4th), Draw Fire (6th) + +### EXPERTISE TALENTS + +Cultural Savant, Rattling Presence + +### FEATS + +Weapon Focus (advanced melee weapons), Weapon Proficiency (advanced melee weapons), Weapon Specialization (advanced melee weapons) + +### SKILLS + +Bluff, Culture, Diplomacy, Intimidate, Sense Motive + + +## MILITARY OFFICER + +### THEME: ACE PILOT + +**Source** _Starfinder Core Rulebook pg. 66_ +You’re an expert at commanding troops and getting the most out of your forces on the bridge of a ship and on the battlefield. + +### ABILITY SCORES + +Dexterity is your most important ability score because you need it to hit with ranged attacks, while Charisma gives you more Resolve Points. + +### ENVOY IMPROVISATIONS + +Get 'Em (1st), Look Alive (1st), Quick Dispiriting Taunt (4th), Improved Get 'Em (6th) + +### EXPERTISE TALENTS + +Keen Observer, Rattling Presence + +### FEATS + +Longarm Proficiency, Weapon Focus (longarms), Weapon Specialization (longarms) + +### SKILLS + +Acrobatics, Athletics, Intimidate, Piloting, Sense Motive + + +## NEGOTIATOR + +### THEME: ICON + +**Source** _Starfinder Core Rulebook pg. 67_ +You have a head for business and know how to get the best deal in any situation. + +### ABILITY SCORES + +Charisma gives you more Resolve Points and strengthens your social skills, and Intelligence lets you know more about those with whom you are dealing. + +### ENVOY IMPROVISATIONS + +Not in the Face (1st), Hurry (4th), Clever Improvisations (6th), Improved Hurry (8th) + +### EXPERTISE TALENTS + +Cultural Savant, Slick Customer + +### FEATS + +Improved Initiative, Skill Focus (Culture), Skill Focus (Diplomacy) + +### SKILLS + +Bluff, Culture, Diplomacy, Profession (Arbiter), Sense Motive + + +## SCOUNDREL + +### THEME: OUTLAW + +**Source** _Starfinder Core Rulebook pg. 67_ +Though you are a criminal who usually looks out only for yourself, you can be counted on to help your friends in a pinch. + +### ABILITY SCORES + +Charisma gives you more Resolve Points and strengthens your social skills, and Dexterity helps you stay alive. + +### ENVOY IMPROVISATIONS + +Clever Faint (1st), Watch Your Step (1st), Clever Attack (4th), Watch Out (4th) + +### EXPERTISE TALENTS + +Convincing Liar, Cunning Disguise + +### FEATS + +Improved Feint, Greater Feint, Skill Focus (Bluff) + +### SKILLS + +Bluff, Culture, Disguise, Sleight of Hand, Stealth \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Envoy/Envoy Improvisations.md b/Compendium/SF1E/Classes/Envoy/Envoy Improvisations.md new file mode 100644 index 0000000..6b66a87 --- /dev/null +++ b/Compendium/SF1E/Classes/Envoy/Envoy Improvisations.md @@ -0,0 +1,384 @@ +--- +aliases: +tags: [35:] +--- +# ENVOY IMPROVISATIONS +You learn your first envoy improvisation at 1st level and an additional improvisation at 2nd level and every 2 levels thereafter. Many improvisations require you to have a minimum envoy level, and they are organized accordingly. Some improvisations have additional prerequisites, such as other improvisations. + + + +**Language-Dependent Improvisation** +**Mind-Affecting Improvisation** +**Sense-Dependent Improvisation** + + +### A FEW MORE STEPS! (EX) +**Source** _Interstellar Species pg. 22_ +As a reaction when an ally within 60 feet of you is reduced to 0 HP and would become unconscious, you can compel them to stay up and stagger out of the fray. The ally remains conscious, becomes nauseated, and gains temporary Hit Points equal to your envoy level + your Charisma modifier until the end of their next turn. Afterward, if the ally has 0 Hit Points, they become unconscious and dying as normal, including losing 1 Resolve Point at the end of their turn. Once a creature has been affected by this improvisation, they’re immune to it for 24 hours. +At 6th level, the ally becomes staggered and off-target rather than nauseated. If the ally is stable and unconscious and spends 1 Resolve Point to regain 1 HP within 1 minute of falling unconscious, they instead regain HP equal to your envoy level + your Charisma modifier. + +### BRACE YOURSELVES (EX) +**Source** _Starfinder Armory pg. 144_ +As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to AC if adjacent to at least one other ally, as you all position yourselves so that your armor protects you better. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. + +At 6th level, you can spend 1 Resolve Point to grant this bonus to AC against attacks made by all enemies within 60 feet. + +### CLEVER FEINT (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score. + +At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success. + +### COORDINATED RELOAD (EX) +**Source** _Starfinder Armory pg. 144_ +As a move action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to reload or draw a weapon. As part of the move action to activate this ability, you can also reload or draw a weapon. If the ally is adjacent to you, she can draw weapons and use ammunition you are carrying as though she were carrying them herself. The ally can use her extra move action in between her other actions, as well as before or after a full action. A character can use no more than one bonus action from coordinated reload or similar abilities (such as the quick quaff and hurry envoy improvisations) in a single round. + +### DISPIRITING TAUNT (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect. + +At 6th level, you can spend 1 Resolve Point to treat a failed Intimidate check for dispiriting taunt as if it were a success. + +### DON'T QUIT (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered. + +While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal. + +At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned. + +At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point. + +### EXPANDED ATTUNEMENT (EX) + +**Source** _Starfinder Core Rulebook pg. 62_ +You can use beneficial mind-affecting envoy improvisations to aid allies who usually would not be able to gain benefits from mind-affecting effects, such as constructs, robots, and undead. If the improvisation grants a morale bonus, even allies who can’t normally benefit from morale bonuses gain that bonus. + +### FIRE SUPPORT (EX) + +**Source** _Starfinder Armory pg. 144_ +When you take a standard action to provide harrying fire and hit the AC of 15 required to do so, you also provide covering fire for the next ally attacked by the target of your harrying fire attacks before your next turn. + +Additionally, as a full action, you can make two ranged attack rolls against two different targets, taking a –4 penalty to each attack roll, to apply harrying fire to each target hit. For each target that you successfully apply harrying fire to, you also provide covering fire for the next ally that is attacked by either target before your next turn. + +### GET 'EM (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. + +At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. + +### GOT YOUR BACK (EX) +**Source** _Interstellar Species pg. 22_ +As a move action, you grant the unflankable universal creature rule to yourself and a number of creatures that doesn’t exceed your Charisma modifier. When you use this improvisation, each creature affected must be within the melee reach of at least one other affected creature. The effect ends for an affected creature if it ends its turn without being in the melee reach of an affected ally. This effect lasts until the end of your next turn. If you spend a Resolve Point when activating the improvisation, it instead lasts a number of rounds equal to your Charisma modifier. + +### INSPIRING BOOST (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. + +At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. + +### LOOK ALIVE (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +When you spend a Resolve Point to regain Stamina Points after a 10-minute rest, all allies who stay within 60 feet of you throughout the rest gain a +2 morale bonus to Perception and initiative checks for the next hour or until the next 10-minute rest to recover Stamina Points, whichever comes first. + +### NOT IN THE FACE (EX) +**Source** _Starfinder Core Rulebook pg. 62_ +As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn. + +At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed. + +### ON MY MARK (EX) +**Source** _Interstellar Species pg. 22_ +When you ready an action, you can also provide quick encouragement and directions. Any ally who readies a similar action—such as making an attack, even if with a different type of weapon—with the same trigger before you take your readied action gains a +1 morale bonus to their first attack roll or skill check performed as part of the readied action. If the readied action requires a skill check to which you can apply your skill expertise, you can forego rolling the die and instead choose one ally who readied the same action; that ally rolls your expertise die and applies the result as an insight bonus to their check. If the readied action involves an attack roll, you can roll your expertise die and add its result to the damage dealt by one ally who also readied an attack and successfully hit the target. Once a creature benefits from this improvisation, it can’t do so again until you rest for 10 minutes to recover Stamina Points. + +### PHALANX FIGHTING (EX) +**Source** _Character Operations Manual pg. 69_ +Whenever you or an ally within 10 feet of you is wielding a shield, as a move action you can grant yourself and all allies within 10 feet of that ally the unaligned shield bonus of that shield until the start of your next turn. + +### QUICK QUAFF (EX) +**Source** _Starfinder Armory pg. 144_ +As a standard action, you can grant a single standard action to an ally within 60 feet. The ally can use that action during her next turn to draw or drink a serum or draw or inject a spell ampule. As part of the action to activate this ability, you can also draw a serum or spell ampule, or if you used a standard action, drink a serum or inject a spell ampule. If the ally is adjacent to you, she can draw serums and spell ampules that you are carrying as though she were carrying them herself. The ally can use her extra action in between her other actions, as well as before or after a full action. A character can use no more than one extra action from quick quaff or similar abilities (such as the coordinated reload or hurry envoy improvisations) in a single round. + +### SPELL GEM UNDERSTANDING (SU) + +**Source** _Character Operations Manual pg. 96_ +You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level + +### SUPERIOR COVERING FIRE (EX) +**Source** _Character Operations Manual pg. 69_ +When you take a standard action to provide covering fire and hit the AC 15 required, the target of your covering fire gains the circumstance bonus provided by your covering fire against all attacks attempted against them until the start of your next turn. +Additionally, as a full action you can make two ranged attack rolls to provide covering fire to two different allies, taking a −4 penalty to each attack roll. For each target that you successfully apply covering fire to, the circumstance bonus provided by your covering fire applies against all attacks attempted against that ally until the start of your next turn. +### TAKE THE HIT (EX) + +**Source** _Interstellar Species pg. 22_ +Not only are you ready to risk yourself to protect others—your sacrifice also inspires your companion. You gain Bodyguard as a bonus feat. If you already have Bodyguard, you instead gain In Harm’s Way as a bonus feat. If you use In Harm’s Way to intercept an attack that then reduces you to 0 Hit Points, you grant the attack’s original target a +1 morale bonus to AC, attack rolls, saving throws, and skill checks, as well as a number of temporary Hit Points equal to your envoy level + your Charisma modifier. These benefits last for a number of rounds equal to your Charisma modifier or until you regain consciousness, whichever happens first. + +## UNIVERSAL EXPRESSION (EX) + +**Source** _Starfinder Core Rulebook pg. 62_ +When using a language-dependent improvisation that affects an enemy, you can use the improvisation against that enemy even if the two of you do not share a language. + +### WATCH YOUR STEP (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +When an ally within 60 feet must succeed at a Reflex save to avoid a harmful effect, as a reaction before your ally attempts the saving throw, you can grant the ally a +2 bonus to that saving throw. + +At 6th level, you can spend 1 Resolve Point to have the ally roll twice on the saving throw and take the better result. Both of those rolls benefit from the +2 bonus provided by this ability. + +## 2ND LEVEL + +You must be at least 2nd level to choose the following envoy improvisations. + +### EXPERT GUIDE (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +As a move action, you can attempt a DC 15 Survival check to identify a clear path. If you succeed, select one 5-foot square of difficult terrain that you can perceive, plus one additional 5-foot square for every 5 points by which the result of your check exceeds the DC. Until the end of your next turn, you and your allies can move through the indicated spaces as though they weren’t difficult terrain. + +### SHOO! (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +As a standard action, you can attempt an Intimidate check to demoralize a creature with the animal or vermin creature type within 60 feet of you. If you succeed, the target must also succeed at a Will saving throw (DC = 10 + 1/2 your envoy level + your Charisma modifier) or become frightened for 1 round or until it takes an action to move away from you. Once a creature has been affected by this ability, it’s immune for 24 hours. +At 6th level, you can spend 1 Resolve Point to target multiple creatures with the animal or vermin creature type with this ability, up to a maximum number of creatures equal to half your envoy level. Attempt one Intimidate check against all your selected targets. The DC of the check is equal to the highest DC to demoralize any one of the foes, plus 1 for each additional target beyond the first. + +### SPECTACLE (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +As a standard action, you can distract an opponent within 60 feet. Attempt a Bluff check; the DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target’s attention is locked on you, giving it a –2 penalty to Perception checks other than those made against you as well as a –2 penalty to attack rolls for any attack that doesn’t include you as a target. This effect lasts until the end of your next turn or until the target can no longer perceive you with a precise sense. As a move action, you can extend the effect’s duration until the end of your following turn. +At 6th level, you can spend 1 Resolve Point to affect multiple creatures, up to a maximum of half your envoy level. Attempt one check against all of the targets. The DC of the check is equal to the DC to use spectacle against the creature with the highest CR of those you’re attempting to affect, plus 1 for each target beyond the first. When you extend the effect, the duration increases for all targets. However, the effect ends for a target (though not necessarily for other targets) once that target can no longer perceive you with a precise sense. + +## 4TH LEVEL + +You must be at least 4th level to choose the following envoy improvisations. + +### BORROWED ARCANA (SP) + +**Source** _Galactic Magic pg. 21_ +You can spend 1 Resolve Point to draw magic from a willing or unconscious ally within 30 feet of you, casting one of their spells as a spell-like ability. The spell’s level cannot exceed the maximum spell level you can empower with your spell speaker ability, and the ally must expend the appropriate available spell slot. You use your envoy level as the caster level, and you use your Charisma modifier to calculate the spell’s saving throw DCs. Activating this improvisation and casting the spell takes a standard action or an amount of time equal to the spell’s casting time, whichever is longer. Each time you use this improvisation per day, its Resolve Point cost increases by 1. +You must be 4th level and have the spell speaker alternate class ability to choose this improvisation. + +### CLEVER ATTACK (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation. + +### DUCK UNDER (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +You can duck under a foe’s melee attack, causing it to overextend and move into a position more favorable to you. You must take the total defense action (see page 247) to use this ability. If, before the start of your next turn, a foe misses you with a melee attack, as a reaction you can attempt a reposition combat maneuver with a +8 bonus to your attack roll against that foe. + +### FOCUS (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +As a standard action, you can encourage a single ally within 60 feet to focus on the danger at hand. If that ally is flat-footed or off-target, you end that condition. If circumstances would cause the ally to immediately become flat-footed or off-target again, you instead suppress that condition for 1 round. + +### HURRY (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +As a standard action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to take a guarded step, move up to her speed, or draw or sheathe a weapon. The ally can use her extra move action in between her other actions, and she can even use it before or after a full action. A character can use no more than one extra action from hurry in a single round. + +### LONG-RANGE IMPROVISATION (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +Double the range of your improvisations with ranges of at least 30 feet. + +### MARTYR’S IMPROVISATION (EX) + +**Source** _Character Operations Manual pg. 70_ +Whenever you’re reduced to 0 Hit Points, as a reaction before gaining the dying condition, you can immediately use any one of your envoy improvisations that can be used as a standard action, move action, or reaction. Once you have used this improvisation, you can’t use this ability again until you have regained Stamina Points following a 10-minute rest. + +### PERFECT INSULT (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +As a standard action, you study a creature to cultivate the perfect insult. Attempt a Culture check with a DC equal to 10 + your opponent’s total Bluff skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, you gain a +2 circumstance bonus to Bluff and Intimidate checks against that opponent for 1 minute. If you spend 1 Resolve Point, allies within 60 feet also gain this bonus for the same duration. Once you’ve attempted to craft a perfect insult against a creature, you can’t target that creature again with this ability for 24 hours. + +### QUICK DISPIRITING TAUNT (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +You can use dispiriting taunt as a move action instead of a standard action. You must have the dispiriting taunt envoy improvisation to choose this improvisation. # + +### QUICK INSPIRING BOOST (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +You can use inspiring boost as a move action instead of a standard action, though when you do so, the number of Stamina Points your ally recovers is reduced by your envoy level. You must have the inspiring boost envoy improvisation to choose this improvisation. + +### QUICK SHOO! (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +You can use shoo! as a move action instead of a standard action. You must have the shoo! envoy improvisation to choose this improvisation. + +### SUDDEN SHIFT (EX) +**Source** _Character Operations Manual pg. 70_ +Whenever you or an ally deal damage to an opponent within 60 feet of you, you can take a reaction to allow all allies within 60 feet of the opponent to take a guarded step as a reaction. All of the characters who took a guarded step using this improvisation have their speed reduced by 5 feet until the end of their next turn. + +### TERRIFYING BLAST (EX) +**Source** _Starfinder Armory pg. 144_ +When you throw a grenade, each creature within the radius of the explosion that fails its Reflex save against the grenade and takes damage from it must succeed at a Will save or gain the shaken condition for 1 round. This is a fear effect. + +### WATCH OUT (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone. + +At 8th level, you can spend 1 Resolve Point to prevent your ally from falling prone after the attack. + +### YOU’VE GOT THIS (EX) +**Source** _Galaxy Exploration Manual pg. 16_ +When an ally within 60 feet fails an Acrobatics or Athletics check, as a reaction, you allow that ally to reroll the check, using your modifier for the skill if it’s better than theirs. They must use the second result. A creature can’t benefit from this ability again until they take a 10-minute rest to recover Stamina Points. + +## 6TH LEVEL + +You must be at least 6th level to choose the following envoy improvisations. + +## BEDSIDE MANNER (EX) +**Source** _Starfinder Armory pg. 144_ +When you make a Medicine check to treat deadly wounds or successfully aid another for another creature’s Medicine check to treat deadly wounds, if the Medicine check is successful you can add your Charisma bonus to the number of Hit Points recovered as a result of the skill check. Additionally, when you make a Medicine check to treat disease or treat drugs or poison, or successfully aid another for another creature’s Medicine check to do so, if the Medicine check is successful, the saving throw bonus granted by the skill checks increases to +6. If the associated saving throw succeeds, it counts as two consecutive successes for the purposes of curing the intended affliction. + +### CLEVER IMPROVISATIONS (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +The first time you would spend Resolve Points on one of your envoy improvisations, reduce the cost by 1 Resolve Point (minimum 0). This ability refreshes whenever you take a 10-minute rest to recover Stamina Points and after an 8-hour rest to recover Resolve Points, reducing the Resolve Point cost of your next envoy improvisation after the rest. + +### COORDINATED BARRAGE (EX) +**Source** _Character Operations Manual pg. 70_ +As a move action, choose one ally within 60 feet. That ally gains the benefit of the Coordinated Shot feat. If the chosen ally already has this feat, they do not grant foes cover against attacks made by you and your allies. The effects of this improvisation last until the start of your next turn. + +### COORDINATED FLANKERS (EX) +**Source** _Character Operations Manual pg. 70_ +As a move action, you can coordinate your allies into effective flanking partners. Until the start of your next turn, you and your allies count as flanking any creature that at least two of you threaten, regardless of your position. + +### DRAW FIRE (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +As a standard action, you can spend 1 Resolve Point to make all enemies within 100 feet take a –4 penalty to all ranged attacks they make that don’t target you until the end of your next turn. This penalty remains even if you and an enemy move more than 100 feet away from each other, and enemies that weren’t within 100 feet when you used draw fire don’t take the penalty if they later come within range. + +### FAST CAMOUFLAGE (EX) + +**Source** _Galaxy Exploration Manual pg. 16_ +You can use a disguise kit for 1d3 rounds to apply basic camouflage to yourself suitable for a specific biome; without a disguise kit, it takes 1d3 minutes to scavenge suitable materials and apply the camouflage. While wearing this disguise in that biome, you can apply your expertise ability to your Stealth checks. The camouflage lasts for 1 hour. +If you spend 1 Resolve Point when using this ability, you can instead apply the camouflage to a willing adjacent creature, applying your expertise die to the creature’s Stealth checks. Once any other creature has benefited from this improvisation, it can’t gain the benefits again until it has taken a 10-minute rest to recover Stamina Points. + +### HEADS UP (EX) +**Source** _Starfinder Core Rulebook pg. 63_ +When you succeed at a Perception check, as a reaction, you can signal a single ally within 60 feet. That ally can act as if he had also succeeded at the Perception check with the same result. + +### IMPROVED GET 'EM (EX) + +**Source** _Starfinder Core Rulebook pg. 63_ +Your morale bonus from get ’em increases to +2. As a standard action, you can make a single attack against a target within 60 feet. You and your allies within 60 feet gain the benefits of get ’em against that target (applying these effects before making the attack roll). If you spend 1 Resolve Point when using this ability, you grant a +2 morale bonus to attack and damage rolls against all enemies who are within 60 feet. You must have the get ’em envoy improvisation to choose this improvisation. + +### INSPIRING ORATION (EX) +**Source** _Character Operations Manual pg. 70_ +You can use inspiring boost as a full action. If you do, all allies within 60 feet of you regain a number of Stamina Points equal to twice your envoy level + your Charisma modifier (up to their maximum); at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost or inspiring oration, that ally can’t gain the benefits of either improvisation again until they recover Stamina Points following a 10-minute rest. +As with the inspiring boost envoy improvisation, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained. You must have the inspiring boost improvisation to select this improvisation. + +### NATURAL SPECTACLE (EX) + +**Source** _Galaxy Exploration Manual pg. 17_ +Once per minute, you can extend your spectacle ability’s duration as a swift action rather than a move action. The effect of your spectacle ends for a creature only when the duration ends or when you end your turn where the creature can no longer perceive you with a precise sense. You must have the spectacle envoy improvisation to choose this improvisation. + +### QUICK PERFECT INSULT (EX) +**Source** _Galaxy Exploration Manual pg. 17_ +You can use perfect insult as a move action instead of a standard action. You must have the perfect insult envoy improvisation to choose this improvisation. + +### SHOCKING WEAKNESS (EX) +**Source** _Galaxy Exploration Manual pg. 17_ +When you succeed at a check to identify a creature, as a move action you can audibly point out its weaknesses in a way that makes the creature self-conscious. The creature becomes flat-footed until the start of your next turn. If there’s more than one creature of the same species present, this applies to all creatures of that species within 60 feet that can hear you. You can only use this ability once per species until you have taken a 10-minute rest to recover Stamina Points. + +### TAKE ’EM ALIVE (EX) +**Source** _Galaxy Exploration Manual pg. 17_ +You can urge your companions to avoid killing blows at the last second. To use this ability, you must be within 60 feet of both an ally and your ally’s target, the latter which must have taken damage from a nonlethal attack within the last minute. If your ally would reduce the target to 0 HP—and the attack doesn’t deal damage that equals or exceeds half the target’s maximum Hit Points—then, as a reaction, you can have the target merely fall unconscious from the attack as though the attack had dealt nonlethal damage. + +### TRUST YOUR GEAR (EX) +**Source** _Starfinder Armory pg. 145_ +As a move action, you can select an ally within 60 feet. Until the start of your next turn, that ally gains one of the following benefits: he can treat the armor check penalty of his armor as 4 lower than normal (to a minimum of 0); he can ignore the penalties for using armor or a weapon he is not proficient with; or he can ignore the broken condition of an item he is wearing or using. + +## 8TH LEVEL + +You must be at least 8th level to choose the following envoy improvisations. + +### CHANGING CIRCUMSTANCES (EX) +**Source** _Galaxy Exploration Manual pg. 17_ +As a reaction, you can spend 1 Resolve Point to change the triggering condition for the readied action of an ally within 60 feet, but you don’t change the readied action. Once a creature has been affected by this ability, they become immune to it for 24 hours. + +## COORDINATED MANEUVERS (EX) +**Source** _Character Operations Manual pg. 70_ +Whenever an ally within 60 feet attempts to use a combat maneuver against an opponent, as a reaction you can signal weak points in the opponent’s defenses. The ally gains a morale bonus to their attack roll for that combat maneuver equal to 1d4+1. Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest. + +### DESPERATE DEFENSE (EX) + +**Source** _Starfinder Core Rulebook pg. 64_ +As a move action, you can cause one ally adjacent to you to not be considered helpless (see page 276) for the purpose of actions that can be used only against helpless creatures (such as a coup de grace). This effect ends if the creature ceases to be adjacent to you or at the beginning of your next turn, whichever comes first. + +### EARLY WARNING (EX) + +**Source** _Galaxy Exploration Manual pg. 17_ +You can use a reaction before the first time you act in a combat, but only to use an envoy improvisation. You can’t use early warning during a surprise round. + +### EXPERT ATTACK (EX) + +**Source** _Starfinder Core Rulebook pg. 64_ +As a move action, you can spend 2 Resolve Points to add your bonus from expertise to your next attack roll before the end of your turn. + +### HIDDEN AGENDA (EX) + +**Source** _Starfinder Core Rulebook pg. 64_ +You’re an expert at veiling your true thoughts and goals. Whenever a creature attempts a Sense Motive check to detect a deception of yours, the creature must roll twice and take the worse of the two results. When you attempt a saving throw against an effect or ability that would read your thoughts or reveal your motives, you can roll twice and take the better of the two results. + +### IMPROVED BRACE YOURSELVES (EX) + +**Source** _Starfinder Armory pg. 145_ +Your morale bonus from brace yourselves increases to +2. When you use this ability, each ally within 60 feet may also drop prone as a reaction. You must have the brace yourselves envoy improvisation to choose this improvisation. ## Improved Hurry (Ex) + +**Source** _Starfinder Core Rulebook pg. 64_ +You can use the hurry envoy improvisation as a move action instead of a standard action. You must have the hurry envoy improvisation to choose this improvisation. + +At 12th level, you can use hurry as a standard action and spend 1 Resolve Point to grant a standard action instead of a move action. + +### IMPROVED TERRIFYING BLAST (EX) + +**Source** _Starfinder Armory pg. 145_ +When you use the terrifying blast envoy improvisation, the amount of rounds that creatures are shaken due to failing the Will save increases to 1d4+1 rounds. You must have the terrifying blast envoy improvisation to choose this improvisation. This is a fear effect. + +### JUST LIKE THAT! (EX) +**Source** _Galaxy Exploration Manual pg. 17_ +When you or an ally scores a critical hit against a creature, as a reaction, you can encourage a number of allies equal to your Charisma modifier to continue fighting that creature. For 1 round, the encouraged allies can score a critical hit against the creature on a natural 19 or 20; this effect ends immediately after an encouraged ally scores a critical hit against the target. Once you use this ability, you can’t use it again for 1 minute. + +### QUICK STUDY (EX) + +**Source** _Galaxy Exploration Manual pg. 17_ +As a move action, you become proficient with a type of weapon with which another ally within 30 feet is proficient. If that ally has weapon specialization with that weapon type, you can also apply that ally’s weapon specialization with that weapon type. This ability’s effects last a number of rounds equal to half your envoy level, after which you can’t use this ability again until after you regain Stamina Points following a 10-minute rest. + +### REPRIMAND SPELL (SU) +**Source** _Galactic Magic pg. 21_ +As a standard action, you spend 1 Resolve Point to scold a spell out of existence. This functions as dispel magic with a range of 30 feet, using your envoy level as your caster level. +At 12th level, you can instead spend 2 Resolve Points to cast dispel magic as a reaction, using its counter function against a spell that affects any target or creature within 30 feet of you. If your dispel check exceeds the DC by 10 or more, you convince the spell to follow your commands and can select a new target (or targets, as appropriate) for the spell within the spell’s original range. The spellcaster loses the ability to dismiss the spell, and you gain that ability. +You must be 8th level and have the spell speaker alternate class ability to choose this improvisation. + +### SCAPEGOAT (EX) +**Source** _Starfinder Merchants of the Void pg. 51_ +Through a mix of complex manipulation and other cues, you focus enemies’ fire on an ally. As a standard action, you can spend 1 Resolve Point and select a willing ally within 30 feet. Until the end of your next turn, enemies within 100 feet of that ally who can sense both you and that ally take a –4 penalty to all ranged attacks they make that don’t target that ally. This ability otherwise acts as if that ally used the draw fire improvisation. You must have the draw fire improvisation to choose this improvisation. + +### SEIZE THE ADVANTAGE (EX) +**Source** _Character Operations Manual pg. 70_ +As a reaction, whenever you or one of your allies critically hits a creature, you can choose one ally within 60 feet of the target of the critical hit. The chosen ally can immediately attack the target creature with one weapon they’re currently wielding as a reaction. If they do, the chosen ally takes a −4 penalty to their attack roll and is staggered until the end of their next turn. Characters who can’t be staggered can’t benefit from this improvisation. Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest. + +### SITUATIONAL AWARENESS (EX) + +**Source** _Starfinder Core Rulebook pg. 64_ +If you ready an action, once before the trigger you selected occurs, you can spend 1 Resolve Point to change both the trigger and the action you have ready. You must ready an action that takes the same kind of action as your originally readied action, or you must ready a lesser action. (For example, if you readied a standard action, you could switch to another standard action, a move action, or a swift action, and if you readied a move action, you could switch to another move action or a swift action.) + +### SUSTAINED DETERMINATION (EX) +**Source** _Starfinder Core Rulebook pg. 64_ +As a move action, you can spend 2 Resolve Points to grant an ally within 60 feet 1 Resolve Point that he can spend to empower one of his abilities, even if he has spent all of his own Resolve Points. The ally must spend the Resolve Point before the start of your next turn; if he does not do so, he loses the Resolve Point and you still lose the Resolve Points you spent. You can’t grant the same ally the benefits of this ability again until both you and your ally have recovered your Resolve Points after an 8-hour rest or its equivalent. + +## 10TH LEVEL + +You must be at least 10th level to choose the following envoy improvisations. + +## SPELL SCOOT (SU) +**Source** _Galactic Magic pg. 21_ +As a standard action, you can convince a spell effect to move. This functions as the targeted dispel function of dispel magic with a range of 60 feet, using your envoy level as your caster level. Rather than dispelling the effect, if you succeed, you move the spell’s area of effect a distance that cannot exceed 5 feet × your Charisma modifier. This adjustment cannot change the effect’s orientation, and the movement is instantaneous, causing no incidental damage or disruption as it moves to its new location. Alternatively, you can use this improvisation to clear the spell’s effect for 1 round from a number of 5-foot cubes that does not exceed your Charisma modifier, such as to clear a path through a wall of force. +You must be 10th level and have the spell speaker alternate class ability to choose this improvisation. + +## 12TH LEVEL + +You must be at least 12th level to choose the following envoy improvisations. + +## COORDINATED CHARGE (EX) +**Source** _Character Operations Manual pg. 70_ +Whenever you or an ally within 60 feet of you charges an opponent, you can signal all allies within 60 feet of the charging character as a reaction. Signaled characters can also charge the opponent as a reaction if the distance between the character and the charged opponent is equal to or less than the signaled character’s speed. All characters that charge an opponent using this improvisation are staggered until the end of their next turn. Characters who can’t be staggered can’t benefit from this improvisation. Once you use this ability, you can’t use it again until after you regain Stamina Points following a 10-minute rest. + +### FUSION RESONANCE (SU) + +**Source** _Character Operations Manual pg. 70_ +As a standard action, choose yourself or one ally within 60 feet. The chosen character must be within 10 feet of you or another ally that is within 60 feet of you. Until the end of the chosen character’s turn, they can choose one weapon fusion on a weapon wielded by an ally within 10 feet of them. The chosen character applies the benefits of the chosen weapon fusion on all weapon attacks they make until the end of their next turn (except any to which the fusion could not normally apply). This fusion doesn’t count toward the maximum total level of fusions the chosen character’s weapons can have at once. diff --git a/Compendium/SF1E/Classes/Envoy/Envoy.md b/Compendium/SF1E/Classes/Envoy/Envoy.md new file mode 100644 index 0000000..e6879d2 --- /dev/null +++ b/Compendium/SF1E/Classes/Envoy/Envoy.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- +# ENVOY +**Source** _Starfinder Core Rulebook pg. 60_ +You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - CHA + +Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills. + +## CLASS SKILLS + +The Envoy's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex). + +**Skill Points at each Level**: 8 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, grenades, small arms + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | +|-------|-------------------|-----------|----------|-----------|--------------------------------------------------------| +| 1st | +0 | +0 | +2 | +2 | Envoy improvisation, expertise (1d6), skill expertise | +| 2nd | +1 | +0 | +3 | +3 | Envoy improvisation | +| 3rd | +2 | +1 | +3 | +3 | Expertise talent, weapon specialization | +| 4th | +3 | +1 | +4 | +4 | Envoy improvisation | +| 5th | +3 | +1 | +4 | +4 | Expertise (1d6+1), skill expertise | +| 6th | +4 | +2 | +5 | +5 | Envoy improvisation | +| 7th | +5 | +2 | +5 | +5 | Expertise talent | +| 8th | +6 | +2 | +6 | +6 | Envoy improvisation | +| 9th | +6 | +3 | +6 | +6 | Expertise (1d6+2), skill expertise | +| 10th | +7 | +3 | +7 | +7 | Envoy improvisation | +| 11th | +8 | +3 | +7 | +7 | Expertise talent | +| 12th | +9 | +4 | +8 | +8 | Envoy improvisation | +| 13th | +9 | +4 | +8 | +8 | Expertise (1d8+2), skill expertise | +| 14th | +10 | +4 | +9 | +9 | Envoy improvisation | +| 15th | +11 | +5 | +9 | +9 | Expertise talent | +| 16th | +12 | +5 | +10 | +10 | Envoy improvisation | +| 17th | +12 | +5 | +10 | +10 | Expertise (1d8+3), skill expertise | +| 18th | +13 | +6 | +11 | +11 | Envoy improvisation | +| 19th | +14 | +6 | +11 | +11 | Expertise talent | +| 20th | +15 | +6 | +12 | +12 | Envoy improvisation, expertise (1d8+4), true expertise | + + + + +## ENVOY IMPROVISATION - 1ST LEVEL + +As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears here. + +If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects, the DC is equal to 10 + half your envoy level + your Charisma modifier. + +Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined here. + +## EXPERTISE - 1ST LEVEL + +You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. + +Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results. + +## SKILL EXPERTISE - 1ST LEVEL + +At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). + +## EXPERTISE TALENT - 3RD LEVEL + +At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise. The list of expertise talents appears here. + +## WEAPON SPECIALIZATION - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. + +## TRUE EXPERTISE - 20TH LEVEL + +You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point. + +As long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point. + +In addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Envoy/Expertise Talents.md b/Compendium/SF1E/Classes/Envoy/Expertise Talents.md new file mode 100644 index 0000000..60374b3 --- /dev/null +++ b/Compendium/SF1E/Classes/Envoy/Expertise Talents.md @@ -0,0 +1,264 @@ +--- +aliases: +tags: [25:] +--- +# EXPERTISE TALENTS +You gain an expertise talent at 3rd level and every 4 levels thereafter. With the exception of additional skill expertise, these talents require you to have expertise in the skills they affect, as indicated in parentheses after the talent’s name. + + +##  ADDITIONAL SKILL EXPERTISE(EX) + +**Source** _Starfinder Core Rulebook pg. 64_ +Choose another skill in which you have at least 1 rank from the list of skills you can choose with the expertise class feature; you can use expertise with that skill. You can choose this talent up to three times, choosing a different skill each time. + +##   ALTERED BEARING (EX; DISGUISE) + +**Source** _Starfinder Core Rulebook pg. 64_ +You can quickly adjust your posture, your stride, your demeanor, and the way your clothes and gear fit, causing casual observers to fail to recognize your true appearance. When you attempt a Disguise check to alter minor details of your appearance, you can forgo your expertise die to attempt the check as a move action. You don’t reduce the DC by 5 for attempting to alter only minor details, and if an observer succeeds at an opposed Perception check that pierces your disguise, he also realizes your true race and what features you have disguised. You can’t use this ability for more complex disguises. + +##   ANALYST (EX; SENSE MOTIVE) + +**Source** _Starfinder Core Rulebook pg. 64_ +You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using Sense Motive to detect deception or discern a secret message, as long as your expertise die roll result is not a 1, you don’t think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more. + +##   BAD IDEA (EX; INTIMIDATE) + +**Source** _Interstellar Species pg. 22_ +With a few quick words and menacing body language, you can make a foe reconsider starting a fight. When you roll initiative, make an Intimidate check against one creature you’re aware of within 30 feet. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater; if the creature has a special bonus to saving throws against fear effects, it adds this bonus to the DC. If you succeed, roll your expertise die and apply the result as a penalty to that creature’s initiative result. Once you use this expertise talent, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a mind-affecting fear effect. + +##   BATTLEFIELD MEDIC (EX; MEDICINE) + +**Source** _Starfinder Armory pg. 145_ +When you attempt a Medicine check to stop bleed damage or administer first aid to a dying creature, you can choose not to roll your expertise die in order to also automatically treat deadly wounds on that creature if your Medicine check is successful. The DC for the check is based on the medical equipment used, using the DC for treat deadly wounds + 5. This does not count as the treat deadly wounds treatment for the purposes of how many times per day a creature can receive this treatment, though a creature can only benefit from battlefield medic once per day. If you also have the surgeon expertise talent, you can increase the DC of a battlefield medic-related Medicine check by a total of 10 to use battlefield medic to treat deadly wounds on a creature one additional time per day (which does not count as a use of the surgeon expertise talent). + + +## BORROWED GUISE (EX; DISGUISE) + +**Source** _Starfinder Armory pg. 145_ +While you are wearing or wielding one or more items with a combined bulk of 1 or more that you have taken from another creature, you can more readily assume a false identity, disguising yourself as a creature of the same race or organization. You don’t need a disguise kit to attempt a Disguise check to change your appearance when using this expertise talent, though using one grants you a +2 bonus to your check. If you forgo rolling your expertise die, changing your appearance takes only 1d3 minutes rather than 1d3 × 10 minutes. + +Alternatively, if you have the materials that qualify for you to use this expertise talent, you may forgo your expertise die to attempt to disguise yourself as that exact creature. Anyone who knows that creature well gains a +10 bonus to Perception checks to oppose your disguise. + +##   CAUTIOUS EXPERTISE (EX; SEE BELOW) + +**Source** _Starfinder Core Rulebook pg. 64_ +Choose a skill you have selected with the skill expertise class feature. When you take 20 (see page 133) with this skill, you can roll your expertise die twice and take the better result. + +You can choose this talent up to three times, choosing a different skill selected with the skill expertise class feature each time. + +##   COMPUTER WHIZ (EX; COMPUTERS) + +**Source** _Starfinder Armory pg. 145_ +When you attempt a Computers check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check. At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die. + +##   CONVINCING LIAR (EX; BLUFF) + +**Source** _Starfinder Core Rulebook pg. 64_ +When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die. + +##   CREATE DIVERSION (EX; BLUFF) + +**Source** _Starfinder Armory pg. 145_ +When you attempt a Bluff check to create a diversion, you can forgo rolling your expertise die. If you succeed at the check, all your allies within 60 feet also count as having succeeded at creating a diversion until the beginning of your next turn. + +##   CULTURAL SAVANT (EX; CULTURE) + +**Source** _Starfinder Core Rulebook pg. 64_ +As long as you have enough time, you can take 20 on Culture checks to recall knowledge, even if you don’t have access to a computer terminal or other means of research. + +##   CUNNING DISGUISE (EX; DISGUISE) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt an initial Disguise check, you can forgo rolling your expertise die. Instead, the first time a creature would pierce your disguise with a Perception check, treat its result as if it had rolled a natural 1 on its Perception check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise. + +##   DEMOLITION EXPERT (EX; ENGINEERING) + +**Source** _Starfinder Armory pg. 145_ +When you attempt an Engineering check to arm or disable an explosive, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1 minute to arm an explosive or 2d4 rounds to disarm an explosive). + +##   EFFORTLESS INNUENDO (EX; BLUFF) + +**Source** _Character Operations Manual pg. 71_ +When you attempt a Bluff check to pass a secret message, you can forgo rolling your expertise die to pass your secret message to all allies within 60 feet, instead of just to a single ally. In addition, anyone overhearing your message must roll their Sense Motive checks twice and use the lower result when attempting to learn the gist of the message. + +##   EMPATHIC TRACKER (EX; SENSE MOTIVE) + +**Source** _Interstellar Species pg. 22_ +Your ability to read emotions borders on the supernatural. As a full action, you can study a creature within 60 feet and attempt a Sense Motive check; you can choose not to roll your expertise die for this check. The DC of this check is equal to either 10 + the creature’s total Bluff skill bonus, or 15 + 1-1/2 × the creature’s CR, whichever is greater. If you succeed, you can sense that creature as if you had blindsense (emotion) with a range of 30 feet (or a range of 60 feet if you chose to forego your expertise die) for 10 minutes. If you fail the check, you can’t try again for 10 minutes. You can only track one creature in this way at a time, plus an additional creature at 6th, 12th, and 18th levels. If you study another creature beyond this maximum, you cease detecting a creature of your choice with blindsense (emotion). + +##   ENGINEERING ADEPT (EX; ENGINEERING) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt an Engineering check to disable or repair a device, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt. + +##   ENHANCE (EX; COMPUTERS) + +**Source** _Tech Revolution pg. 21_ +You’ve mastered methods for improving the fidelity of digital images. When you use Perception or Sense Motive to examine a digital representation of a subject, such as one portrayed on a computer monitor, you can take 20 on your skill check in half the normal time (usually 1 minute), using your Computers skill in place of the applicable skill modifier. When using sensors to scan an enemy during starship combat, you can spend 1 Resolve Point to increase the sensors’ range increment by 5 hexes until the end of the round. + +##   EXPERT ADVICE (EX) + +**Source** _Starfinder Armory pg. 145_ +When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt. + +## EXPERT ARTIFICER (SU) + +**Source** _Galactic Magic pg. 21_ +You have a knack for using, repairing, and learning about enchanted gear, especially objects with which you become familiar. In a process that takes 1 minute, you can use Bluff, Diplomacy, or Intimidate in place of Mysticism to identify a magic item without simultaneously casting detect magic. When you regain your Resolve Points after resting, you can designate a number of magic items and/or hybrid items that you’ve had in your possession for at least 24 hours to be your attuned items. Once per day per item, you can repair one of your attuned items as a full action, for which you can use Engineering in place of Mysticism. + + +##   EXPERT DISTRACTION (EX; BLUFF) + +**Source** _Character Operations Manual pg. 71_ +Whenever you attempt a Bluff check to create a distraction, you can forgo rolling your expertise die. If you do and your skill check succeeds, you can add your expertise die to whichever skill task you attempt as part of the diversion (either a Stealth check to hide or a Sleight of Hand check to palm an object). If you forgo adding your expertise die to a Bluff check to create a distraction that you attempted using the Diversion feat and succeed at your Bluff check, you add your expertise die to every Stealth check to hide that your allies attempt. + +##   EXPERT FORGER (EX; COMPUTERS) + +**Source** _Starfinder Core Rulebook pg. 65_ +You have a database of electronic seals and predesigned templates that allow you forge an official document in a matter of moments. When you attempt a Computers check to create a forgery, as long as you have access to a computer, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1d4 minutes). + +##   FAST HACKFAST (EX; COMPUTERS) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt a Computers check to hack into a computer system, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt (to a minimum of 1 round). At 9th level, if you successfully hack the system, you can also negate a single countermeasure protecting that computer system. You cannot use this talent to negate a countermeasure from the same computer again for 24 hours. + +##   GREGARIOUS MIEN (EX; DIPLOMACY) + +**Source** _Character Operations Manual pg. 71_ +You can positively change a creature’s attitude using the Diplomacy skill by one additional category (or two, for a maximum of four, if you spend the extra time) within a 24-hour period. When doing so, you must forgo your expertise die on the Diplomacy check to change the creature’s attitude. + +##   IMPROVISE SURGERY (EX; MEDICINE) + +**Source** _Character Operations Manual pg. 71_ +You can improvise most basic medical instruments, allowing you to perform rudimentary surgeries without a medical kit. You can use the Medicine skill to treat deadly wounds without a basic medkit or to provide long-term care to a single patient without an advanced medkit. If you have a basic medkit, you gain a +1 insight bonus to Medicine checks to treat deadly wounds. If you have an advanced medkit, you gain a +2 insight bonus to Medicine checks to treat deadly wounds, and any temporary medical lab you establish using an advanced medkit acts in all ways as an actual medical lab. If you attempt a Medicine check that normally has its DC set by what equipment you use, you use the DC of a basic medkit, or an advanced medkit if you are 5th level or higher. + +##   INSPIRED MEDIC (EX; MEDICINE) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die. + +##   KEEN OBSERVER (EX; SENSE MOTIVE) + +**Source** _Starfinder Core Rulebook pg. 65_ +Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check. + +##   LIKELY TO BE RIGHT HERE (EX; SENSE MOTIVE) + +**Source** _Near Space pg. 128_ +You can use subtle cues to anticipate the location of a creature. While you are aware of a creature’s presence, you can use your Sense Motive bonus to attempt Perception checks to search for that creature. Alternatively, you can forgo your expertise die to use your Sense Motive bonus to attempt Perception checks to search an area. +Embri and non-embri characters can select these options if they have the fleshbound mask or masked emotions trait. + +##   MANEUVER EXPERTISE + +**Source** _Character Operations Manual pg. 71_ +You’re exceptionally skilled at all manner of self-defense, allowing you to easily perform and defend against combat maneuvers. Choose one combat maneuver. When resisting this combat maneuver, you gain a bonus to KAC equal to the minimum result of your expertise die. Additionally, if you attempt an attack roll to resolve the chosen combat maneuver, you can spend 1 Resolve Point as part of the action to add your expertise die to the attack roll’s result as an insight bonus. Once you have added this bonus to a combat maneuver attack roll, you can’t do so again until you have regained Stamina Points following a 10-minute rest. +You must have the combat expertise alternate class feature to select this expertise talent. You can take this expertise talent multiple times. Its effects do not stack. Each time you take it, it applies to a different combat maneuver. + +##   MASTER OF DISGUISE (EX; DISGUISE) + +**Source** _Character Operations Manual pg. 71_ +Whenever you attempt a Disguise check, you can forgo adding your expertise die to your skill check to reduce the total penalty you take for having altered your appearance by an amount equal to your envoy level, to a minimum penalty of 0. This penalty reduction applies only to disguises that change your appearance in the following ways: alter minor details, add major features, disguise yourself as a different race of the same creature type, or disguise yourself as a different creature type. + +##   MENACING GAZE (EX; INTIMIDATE) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the shaken condition (see page 277) for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours. + +##   MIRACLE WORKER (EX; MEDICINE) + +**Source** _Character Operations Manual pg. 71_ +Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level. + +##   ONE OF US (EX; CULTURE) + +**Source** _Interstellar Species pg. 23_ +You use your knowledge of a culture to make others feel that you belong. When you attempt a Culture check to recall knowledge about a specific place, society, or group, you can forego rolling your expertise die. If you do so and your skill check result lets you learn at least one piece of information, you also gain 2 bonus expertise dice, plus an additional expertise die for every 4 envoy levels you have. Whenever you attempt a Diplomacy check to change another’s attitude, a Disguise check to alter your appearance, or a Stealth check to hide by blending into a crowd, you can expend one of these bonus expertise dice to apply your expertise class feature to the check—though only if the check involves the place, society, or group about which you recalled knowledge. For example, you could better Disguise yourself as a member of a cult, blend in among a corporation’s workers, or make friends with a neighborhood’s inhabitants. When you rest for 8 hours to regain Resolve Points, any remaining bonus expertise dice are lost. +You can use this expertise talent once per day without spending Resolve Points, and you must spend 1 Resolve Point each subsequent time you use the ability that day. If you use the expertise talent again, you lose any previously gained bonus expertise dice. + +##   POWER USER (EX; COMPUTERS) + +**Source** _Tech Revolution pg. 21_ +You delight in using your technological expertise as a blunt instrument against the fragile egos of less tech-savvy individuals. By forgoing your expertise die, you can make a Computers check in place of an Intimidate check when attempting to bully or demoralize any creature that has a computer, comm unit, or similar device (including the comm unit typically included with armor). This is a language-dependent ability. + +##   RATTLING PRESENCE (EX; INTIMIDATE) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt an Intimidate check to demoralize an opponent, you can forgo rolling your expertise die to automatically increase the duration of the shaken condition by 1 round on a successful check. At 9th level, you instead increase the duration by 2 rounds on a success when using this talent. + +##   READ THE ROOM (EX; SENSE MOTIVE) + +**Source** _Interstellar Species pg. 23_ +You’re a master at studying reactions in a conversation, sensing topics that might upset others and adjusting your own arguments on the fly. If you would fail a Bluff check to lie, a Diplomacy check to change attitude, or an Intimidate check to bully, you can roll your expertise die. If the sum of your skill check result plus the expertise die would have succeeded at the check, you realize you’re about to say something inopportune and can change the subject without causing suspicion; your check neither succeeds nor fails, allowing you to retry the action and skill check later by spending the necessary time again. Once you use this expertise talent, you can’t do so again for 1 hour or until you rest for 10 minutes to regain Stamina Points, whichever comes first. + +##   REASONABLE EXCUSE (EX; BLUFF) + +**Source** _Starfinder The Chimera Mystery pg. 48_ +You can speak with such conviction that you earn the benefit of the doubt even under outlandish circumstances. When caught in a compromising situation that clearly indicates your guilt or would initiate combat, you can attempt an immediate Bluff check before initiative is rolled to lie and absolve yourself, but you must forgo your expertise die on this check. A successful check will stop an outbreak of violence as long as you (and anyone with you) is cooperative with those you are lying to (for example, leaving a restricted area or handing over stolen property you happen to “find”). You cannot use this ability to escape consequences for violence and other overtly hostile actions. + +## SAVING EXPERTISE (EX; SPECIAL) + +**Source** _Character Operations Manual pg. 71_ +Choose a saving throw with which you have a base bonus of +3 or higher. Whenever you attempt a saving throw of the chosen type and determine the result (but before you learn the outcome), you can spend 1 Resolve Point to either roll your expertise die and add the result to the total or reroll the saving throw. + + +##   SCENT OF DANGER (EX; SENSE MOTIVE) + +**Source** _Interstellar Species pg. 23_ +You can smell when there’s trouble brewing. If you’re surprised in combat, you don’t have the flat-footed condition for being surprised against any combatants you can detect with blindsense (scent) or blindsight (scent). When you roll initiative and can detect at least one combatant with your blindsense (scent) or blindsight (scent), you can spend 1 Resolve Point to roll your expertise die and add its result as an insight bonus to your initiative check. +You must have blindsense (scent) or blindsight (scent) to select this ability. + +##   SECURITY AUDIT (EX; CULTURE) + +**Source** _Tech Revolution pg. 21_ +You use your knowledge about the social or cultural tendencies of a computer’s owner to make educated guesses about likely passwords or other security practices. By testing possible passwords for 1 minute, you can attempt a Culture check (DC = the DC to hack the computer). If you succeed, you reduce the DC of Computers checks to hack the computer as though you had the proper password. + +##   SKILLED LINGUIST (EX; CULTURE) + +**Source** _Starfinder Core Rulebook pg. 65_ +You can speak and read a number of bonus languages equal to your ranks in Culture. Additionally, when you attempt a Culture check to decipher writing, you can forgo your expertise die to attempt the check as a full action (rather than the normal 1 minute) per approximately 250 words of writing or fewer. + +##   SLICK CUSTOMER (EX; DIPLOMACY) + +**Source** _Starfinder Core Rulebook pg. 65_ +When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die. + +##   STEADY HANDS (EX; ENGINEERING) + +**Source** _Tech Revolution pg. 21_ +You’re cool under pressure, and even your mistakes are less frequently catastrophic. Once per day, if you fail by 5 or more while using Engineering to arm an explosive or to disable a device, you can immediately reroll the check. + +##   STONE-FACED LIAR (EX; BLUFF) + +**Source** _Near Space pg. 128_ +You deliver lies in a monotone as naturally as any other routine communication. When you attempt a Bluff check to lie, you can forgo your expertise die to make the DC of your Bluff check equal to 10 + the target’s total Sense Motive bonus, even if the target is suspicious of you. At 9th level, you can instead spend 1 Resolve Point to use the above DC, add your expertise die instead of forgoing it, and ignore the modifier the DC would have if the target is unfriendly to you. +Embri and non-embri characters can select these options if they have the fleshbound mask or masked emotions trait. + +##   STUDENT OF TECHNOLOGY (EX; ENGINEERING) + +**Source** _Starfinder Core Rulebook pg. 65_ +As long as you have the time to do so, you can take 20 (see page 133) on Engineering checks to identify creatures and technology, even if you do not have access to a computer terminal or other means of research. If the creature or technology was created by a group or individual you are familiar with (normally including any major corporation or military), on a successful check you also identify what group created the object identified. + +##   SURGEON (EX; MEDICINE) + +**Source** _Starfinder Core Rulebook pg. 65_ +You can use Medicine to treat deadly wounds on a patient once each day in addition to the normal allowances for the medical equipment you are using. Because performing this level of advanced medicine is difficult and time consuming, the DC for this additional treatment increases by 5 and the skill check takes 1 hour. + +##   TECH FAMILIARITY (EX; CULTURE) + +**Source** _Starfinder Armory pg. 145_ +If you forgo rolling your expertise die on a Culture check, you can use Culture to identify hybrid, magic, and technological items as though you were using the Engineering or Mysticism skills. + +##   UNIVERSAL DIPLOMAT (EX; DIPLOMACY) + +**Source** _Character Operations Manual pg. 71_ +Your Diplomacy checks to change a creature’s attitude are not language-dependent. This allows you to use Diplomacy to change the attitude of a creature with whom you do not share a common language, as well as a creature with an Intelligence score of 1 or 2 (creatures with no Intelligence score can’t have their attitudes improved using the Diplomacy skill unless the GM says otherwise). + +##   WELL INFORMED (EX; DIPLOMACY) + +**Source** _Starfinder Core Rulebook pg. 65_ +You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a Diplomacy check to gather information, you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours). + +##   YOU DON’T SAY (EX; DIPLOMACY) + +**Source** _Interstellar Species pg. 23_ +Your talent for careful listening often coaxes others into volunteering intriguing information. When you use Diplomacy to gather information, you can forego rolling your expertise die. If you do so and succeed at the check, you learn an additional piece of information about the chosen topic or individual. Using this ability requires at least 10 minutes of interaction, even if you have an ability that would allow you to gather information more quickly. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Evolutionist/Adaptations.md b/Compendium/SF1E/Classes/Evolutionist/Adaptations.md new file mode 100644 index 0000000..d871d19 --- /dev/null +++ b/Compendium/SF1E/Classes/Evolutionist/Adaptations.md @@ -0,0 +1,134 @@ +--- +aliases: +tags: +--- +# ADAPTATIONS + +**Source** _Interstellar Species pg. 16_ +You learn your first adaptation at 2nd level and you gain an additional adaptation every 2 levels thereafter. Some require you meet additional prerequisites. + +## 2ND LEVEL + +You must be at least 2nd level to select these adaptations. + +### DAZZLING OUTBURST (SU) + +**Source** _Interstellar Species pg. 16_ +As a reaction when you spend 2 or more MP, you can perform a flashy display that dazzles adjacent enemies for 1 round (Reflex negates). If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can cause one of the dazzled creatures to instead be blinded for 1 round. Once you use this adaptation you can’t do so again until you have rested 10 minutes to regain Stamina Points. + +### DISTANT STRIKES (EX) + +**Source** _Interstellar Species pg. 16_ +Increase the range increments of your ranged adaptive strike by 50%. As a swift action, you can spend 1 MP either to increase your ranged adaptive strike’s range increment by 100% (rather than by 50%) or to grant your melee adaptive strike the reach weapon special property; either effect lasts until the start of your next turn. + +### INVERT FORM (EX) + +**Source** _Interstellar Species pg. 16_ +As a reaction, when an effect moves you or gives you the flat-footed, off-kilter, off-target, or prone condition, you can spend 2 MP to reorient your body, negating one of those conditions and reducing the distance you’re moved by 5 feet. + +### OCULAR ADVANTAGE (EX) + +**Source** _Interstellar Species pg. 16_ +You gain one of the following special abilities: darkvision (60 feet), low-light vision, or the unflankable universal creature rule, chosen when you learn this adaptation. If you choose darkvision and already have it, you instead increase the range of your darkvision by 30 feet. As a move action, you can spend 1 MP to gain the abilities you didn’t select for 1 minute. + +### RESISTANT FORM (EX) + +**Source** _Interstellar Species pg. 16_ +You can temporarily change your body’s composition, helping you shrug off harmful energies. When you learn this adaptation choose three of the following energy types: acid, cold, electricity, fire, or sonic. You can spend 1 MP as a move action to gain energy resistance to one of the energy types you chose. The value of this energy resistance equals 1 + half your evolutionist level, stacks with one other source of energy resistance you might have, and lasts for 3 rounds. +You can learn this adaptation a second time; this allows you to spend MP to gain resistance to any of the five energy types. + +### VERSATILE STRIKE (EX) + +**Source** _Interstellar Species pg. 16_ +As a swift action (or part of the full action used to make a full attack), you can spend 1 MP to transform your adaptive strike’s damage type until the beginning of your next turn. If your adaptive strike deals kinetic damage, you can have it deal any kinetic damage type instead. If your adaptive strike deals energy damage, you can have it deal any energy damage type instead. + +## 6TH LEVEL + +You must be at least 6th level to select these adaptations. + +### AREA STRIKE (EX) + +**Source** _Interstellar Species pg. 16_ +You can briefly empower your adaptive strike to strike large areas, such as launching hails of projectiles, breathing a gout of fire, battering foes with a flurry of tentacles, or skewering multiple foes with an elongated claw. You can spend 2 MP as a standard action to make one attack with your adaptive strike as though it had the blast weapon special property (affecting a 20-foot cone) or the line weapon special property (affecting a 40-foot line). For each additional MP you spend to activate this adaptation, you increase the cone’s length by 5 feet or increase the line’s length by 10 feet. + +### ENHANCED MOBILITY (NO) + +**Source** _Interstellar Species pg. 16_ +You gain one of the following: a climb speed equal to your land speed, a swim speed equal to your land speed, or a fly speed (average maneuverability) equal to your land speed, chosen when you learn this adaptation. In addition, when you spend 2 MP to gain a climb or swim speed, the effect lasts for 1 minute. You can select this adaptation up to three times, selecting a different speed each time. + +### EXTRAORDINARY SENSE (EX) + +**Source** _Interstellar Species pg. 16_ +You can manifest physiology for sensing your surroundings in exceptional ways. Choose two of the following senses: life, scent, sound, thought, or vibration. You gain blindsense with a range of 20 feet using those senses. As a move action, you can spend 2 MP to increase the range of the blindsense granted by this ability to 60 feet for 1 minute. + +### FEARSOME OUTBURST (SU) + +**Source** _Interstellar Species pg. 16_ +As a reaction when you spend 2 or more MP to use an adaptation, you can use Intimidate to demoralize a creature within 30 feet. If you have spent 4 or more MP since the end of your last turn when you activate this adaptation, you can either attempt to demoralize up to two additional creatures or you can cause a creature you successfully demoralized to also become frightened for 1 round (Will negates the frightened effect). Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. + +## 10TH LEVEL + +You must be at least 10th level to select these adaptations. + +### AUGMENTED POTENTIAL (EX) + +**Source** _Interstellar Species pg. 16_ +Your augmentations act as batteries for your own transformative powers. Once per day as a move action, you can draw energy and inspiration from your augmentations to gain Mutation Points. The maximum number of MP you gain in this way equals either one-fourth your evolutionist level or the sum of your augmentations’ item levels divided by 10, whichever is lower. Only augmentations of the types associated with your niche contribute to this augmentation item level sum. + +### ENHANCED RESISTANCE (EX) + +**Source** _Interstellar Species pg. 17_ +When you activate your resistant form adaptation as a move action, you increase its duration by a number of rounds equal to your key ability score modifier and you increase the value of its resistance by 2. You can activate resistant form as a reaction, but its MP cost increases to 2. +You must have the resistant form adaptation to select this adaptation. + +### EXTREME MOBILITY (NO) + +**Source** _Interstellar Species pg. 17_ +When you spend 2 MP to gain a climb or swim speed, you can instead gain a burrow speed equal to half your land speed for the effect’s duration. If you have the enhanced mobility adaptation, you can increase the swim speed it grants to 1-1/2 × your land speed, and you can improve the maneuverability of its fly speed to perfect. + +### FORCEFUL OUTBURST (SU) + +**Source** _Interstellar Species pg. 17_ +Your more powerful transformations can knock back bystanders. As a reaction when you spend 2 or more MP to use an adaptation, you can push away one or more creatures adjacent to you, moving them 5 feet away as if you had succeeded at a bull rush attempt against them (Fortitude negates). This movement doesn’t provoke attacks of opportunity. When you activate this adaptation, if you’ve spent 4 or more MP since the end of your last turn, you also make any pushed creature flat-footed until the end of your next turn. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. + +## 14TH LEVEL + +You must be at least 14th level to select these adaptations. + +### CONTROLLED TRANSFORMATION (EX) + +**Source** _Interstellar Species pg. 17_ +You expertly control your body’s adaptive quirks to mitigate your transformation’s drawbacks. If you have at least 1 MP, you treat your MP total as though it were 1 higher (to a maximum of your normal MP maximum) for the purpose of determining your instinct effects and you treat your MP total as though it were 1 lower (minimum 1 MP) for the purpose of determining your drawback effects. + +### EXPLOSIVE STRIKE (EX) + +**Source** _Interstellar Species pg. 17_ +You can spend 2 MP as a standard action to make an attack with your ranged adaptive strike as though it had the explode (10 feet) weapon special property. For each additional MP you spend to activate this adaptation, you can increase the explosion’s radius by 5 feet. Reduce this attack’s damage by an amount equal to half your evolutionist level. + +### PINPOINT SENSE (EX) + +**Source** _Interstellar Species pg. 17_ +When you activate your extraordinary sense adaptation, you instead gain blindsight to a range of 20 feet with the chosen sense and blindsense with the chosen sense to a range of 60 feet. +You must have the extraordinary sense adaptation to select this adaptation. + +### VIOLENT OUTBURST (EX) + +**Source** _Interstellar Species pg. 17_ +As a reaction when you spend 2 or more MP to use an adaptation, you can make an attack with your adaptive strike with a –2 penalty to the attack roll. If you use your ranged adaptive strike for this attack, the target must be within your weapon’s first range increment. If you have spent 5 or more MP since the end of your last turn when you activate this adaptation, you can either make the attack without the –2 penalty, or you can attack up to two targets with a –4 penalty applied to each attack roll. Once you use this adaptation, you can’t do so again until you have rested 10 minutes to regain Stamina Points. + +## 18TH LEVEL + +You must be at least 18th level to select these adaptations. + +### FISSION FORM (SU) + +**Source** _Interstellar Species pg. 17_ +Once per day as a move action, you can create a copy of yourself that instantaneously severs itself from your body and appears in an adjacent space. Your copy shares your statistics, lasts for 5 minutes, and has a number of Hit Points and Stamina Points both equal to 3 × your evolutionist level. Your copy appears with your adaptive strike manifested but beyond simple replicas of your apparel, it lacks equipment and can take only move actions. +In combat, both you and your copy share the same initiative count, with one acting immediately after the other. Each turn, either you or your copy can use a full round’s worth of actions and the other can take only a move action, though you can spend 1 MP to allow both to use a full round of actions for 1 round. Your copy acts and thinks independently, though it follows your instructions. You and your copy can both use your adaptations, evolution track, and adaptive strike, but your copy doesn’t have or gain MP; it uses your MP total and you must spend your MP to use its adaptations. +Maintaining your copy in combat is taxing. At the start of your turn after gaining MP, you must spend 1 MP to sustain your copy that round. Each full minute you sustain your copy, the MP cost per round to sustain it increases by 1. If you don’t sustain your copy, or if your copy is reduced to 0 HP, it dissolves into nothingness. + +### REGENERATIVE FORM (SU) + +**Source** _Interstellar Species pg. 17_ +Choose two of the following damage types: acid, cold, electricity, fire, or sonic. By spending 2 MP at the beginning of your turn, you gain regeneration 10 for 1 round and immediately regain 10 Hit Points. Your regeneration stops functioning for 1 round whenever you take energy damage of either of the two types you selected. At the start of each turn, you can sustain your regeneration for an additional round by spending a number of MP equal to 2 + half the number of rounds your regeneration has been active since the last time you rested 10 minutes to regain Stamina Points. +You can activate this adaptation even if you’re dying and otherwise unable to take actions. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Evolutionist/Evolutionis Class Builds.md b/Compendium/SF1E/Classes/Evolutionist/Evolutionis Class Builds.md new file mode 100644 index 0000000..f29f394 --- /dev/null +++ b/Compendium/SF1E/Classes/Evolutionist/Evolutionis Class Builds.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# EVOLUTIONIST CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +## BROADLEAF BATTLER + +### THEME: WILD WARDEN + +**Source** _Interstellar Species pg. 19_ +You tap into the potential of the green wilds to protect allies and overwhelm enemies with outbursts of overgrowth. + +### EVOLUTIONARY FOCUS + +Packmaster + +### NICHE + +Vital + +### EVOLUTIONIST ADAPTATIONS + +Dazzling outburst (2nd), Area strike (6th), Forceful outburst (10th), Controlled transformation (14th) + +### FEATS + +Barricade, Iron Will, Bodyguard, Medical Expert + +### SKILLS + +Acrobatics, Perception, Culture, Stealth + + +## CRYPT CUSTODIAN + +### THEME: DEATH TOUCHED + +**Source** _Interstellar Species pg. 19_ +Your intimacy with death grows with each passing day. You know how to invoke its power in yourself and others—for good or ill. + +### EVOLUTIONARY FOCUS + +Combat + +### NICHE + +Sepulchral + +### EVOLUTIONIST ADAPTATIONS + +Resistant form (2nd), Fearsome outburst (6th), Enhanced resistance (10th),Violent outburst (14th) + +### FEATS + +Deadly Aim, Great Fortitude, Diehard, Minor Psychic Power + +### SKILLS + +Culture, Perception, Intimidate, Stealth + + +## ELDRITCH CHAMPION + +### THEME: PRIEST + +**Source** _Interstellar Species pg. 18_ +You’re blessed by a deity to become much more than what you started out as, transforming into a practical scion of that greater power. + +### EVOLUTIONARY FOCUS + +Augmentation + +### NICHE + +Eldritch + +### EVOLUTIONIST ADAPTATIONS + +Distant strikes (2nd), Extraordinary sense (6th), Augmented potential (10th), Pinpoint sense (14th) + +### FEATS + +Far Shot, Improved Initiative, Mobility, Shot on the Run + +### SKILLS + +Acrobatics, Mysticism, Culture, Stealth + + +## SCRAPPER + +### THEME: ROBOTICIST + +**Source** _Interstellar Species pg. 18_ +At each opportunity you become more and more mechanical, upgrading your biological components into technological ones. + +### EVOLUTIONARY FOCUS + +Augmentation + +### NICHE + +Mechanized + +### EVOLUTIONIST ADAPTATIONS + +Versatile strike (2nd), Enhanced mobility (6th), Extreme mobility (10th), Explosive strike (14th) + +### FEATS + +Deadly Aim, Suppressive Fire, Fleet, Toughness + +### SKILLS + +Computers, Perception, Intimidate, Survival \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Evolutionist/Evolutionist.md b/Compendium/SF1E/Classes/Evolutionist/Evolutionist.md new file mode 100644 index 0000000..1c0070f --- /dev/null +++ b/Compendium/SF1E/Classes/Evolutionist/Evolutionist.md @@ -0,0 +1,169 @@ +--- +aliases: +tags: +--- +# EVOLUTIONIST +**Source** _Interstellar Species pg. 10_ +Conflict drives innovation, and in a strange and dangerous galaxy you’ve unlocked unparalleled means to adapt. By embracing mystic tradition, extensive augmentation, deliberate genetic mutation, or relying on other extraordinary means, you transform yourself into a powerful being better suited to achieving your goals. You might adopt characteristics of a ferocious chimera, an undead scion, a cybernetic paragon, or anything in between. Yet your evolution boasts a will of its own. Your abilities fight you for control in stressful situations, even while providing lethal instincts, an innate weapon, and spontaneous adaptations that help you outmaneuver, outwit, and outmatch your foes. No matter your niche, you are an adaptable combatant who forges your destiny in flesh, bone, or steel. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - STR|DEX + +Your Strength helps you overpower foes with melee attacks, while your Dexterity helps you fight at range and dodge, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice can’t be changed. + +## CLASS SKILLS + +The Evolutionist's class skills are Acrobatics (Dex), Athletics (Str), Culture (Int), Disguise (Cha), Intimidate (Cha), Perception (Wis), Profession (Cha, Int, or Wis), Stealth (Dex), Survival (Wis). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, grenades, small arms + +## CLASS FEATURES +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Adaptive Strike | +|-------|-------------------|-----------|----------|-----------|------------------------------------------------------------------------|-----------------| +| 1st | +1 | +2 | +2 | +0 | Adaptive strike, evolution track, flexible skill, niche, niche ability | 1d6 | +| 2nd | +2 | +3 | +3 | +0 | Augmented form, evolutionist adaptation, fulcrum | 1d6 | +| 3rd | +3 | +3 | +3 | +1 | Skill boost (+1), weapon specialization | 1d6 | +| 4th | +4 | +4 | +4 | +1 | Evolutionist adaptation | 1d6 | +| 5th | +5 | +4 | +4 | +1 | Evolution drain | 1d6 | +| 6th | +6 | +5 | +5 | +2 | Evolutionist adaptation, skill boost (+2) | 1d10 | +| 7th | +7 | +5 | +5 | +2 | Evolutionary focus (basic) | 1d10 | +| 8th | +8 | +6 | +6 | +2 | Evolutionist adaptation | 1d10 | +| 9th | +9 | +6 | +6 | +3 | Flexible skill, skill boost (+3) | 2d8 | +| 10th | +10 | +7 | +7 | +3 | Evolutionist adaptation, niche ability | 2d8 | +| 11th | +11 | +7 | +7 | +3 | Accelerated evolution | 2d10 | +| 12th | +12 | +8 | +8 | +4 | Evolutionist adaptation, skill boost (+4) | 2d10 | +| 13th | +13 | +8 | +8 | +4 | Evolutionary focus (advanced) | 3d10 | +| 14th | +14 | +9 | +9 | +4 | Evolution drinker, evolutionist adaptation | 3d10 | +| 15th | +15 | +9 | +9 | +5 | Skill boost (+5) | 4d10 | +| 16th | +16 | +10 | +10 | +5 | Evolutionist adaptation | 4d10 | +| 17th | +17 | +10 | +10 | +5 | Flexible skill | 5d10 | +| 18th | +18 | +11 | +11 | +6 | Evolutionist adaptation, skill boost (+6 | 6d10 | +| 19th | +19 | +11 | +11 | +6 | Evolutionary focus (ultimate | 7d10 | +| 20th | +20 | +12 | +12 | +6 | Evolutionist adaptation, niche ability | 8d10 | + + + +## ADAPTIVE STRIKE (EX) - 1ST LEVEL + +You can transform one or more parts of your body into a deadly weapon. This adaptive strike can take almost any form, such as curved claws, sharp teeth, a club-like tail, fiery wings, porcupine-like quills you can launch as projectiles, or throat glands that let you spit acid. Whatever its nature, your adaptive strike has a physical form that’s apparent to a casual observer. +Your adaptive strike can’t be disarmed, dropped, or sundered. It doesn’t interfere with your ability to wield equipment and doesn’t require hands to wield. Melee adaptive strikes are treated as basic melee weapons and threaten squares within your reach. Ranged adaptive strikes are treated as small arms. Manifesting or dismissing your adaptive strike is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). +At 1st level, choose whether your adaptive strike is melee or ranged; a ranged adaptive strike has a range increment of 30 feet. Also choose one of the following damage types for your adaptive strike: acid, bludgeoning, cold, electricity, fire, piercing, or slashing. As normal, an adaptive strike that deals energy damage targets EAC and an adaptive strike that deals kinetic damage targets KAC. Once made, these choices can’t be changed. +Your melee adaptive strike deals damage equal to 1d6 + your Strength modifier. Your ranged adaptive strike deals 1d6 damage. This damage increases to 1d10 at 6th level, 2d8 at 9th level, and 2d10 at 11th level. This damage then increases by 1d10 at 13th level, 15th level, 17th level, and every level thereafter. + +## EVOLUTION TRACK (SU) - 1ST LEVEL + +Your body houses latent transformative potential that roils to life in stressful situations. This potential takes the form of a pool of Mutation Points (MP). + +## GAINING MP + +Except where noted otherwise, you can gain Mutation Points only when involved in a combat encounter that includes a significant enemy (Core Rulebook 242). During combat, you gain 1 Mutation Point at the start of your turn. Once per turn, you can spend 1 Resolve Point to gain 1 Mutation Point. At the end of combat, you lose all Mutation Points. Other class features (such as evolution drain on page 13) provide additional ways to gain MP. +At 1st level, you can have a maximum of 5 MP. This maximum increases by 1 at 7th level, 14th level, and 20th level. + +## MAINTAINING MP + +As you gain Mutation Points your body and mind increasingly take on a supernatural character, such as exaggerated limbs, steely skin, luminescent eyes, or predatory drives. This gives you two beneficial instincts and one drawback; each of these provides an effect based on the number of MP you have, plus the cumulative effects of all lower MP values. Your drawback and one of your instincts are based on your niche (page 12). You also gain the following universal instinct. +**1 MP:** You gain a +5-foot enhancement bonus to one speed of your choice. +**2 MP:** Your adaptive strike gains a critical hit effect based on its damage type: arc (electricity), bindAR (cold), bleed (piercing or slashing), burn (fire), corrode (acid), or knockdown (bludgeoning). Critical hit effects that deal damage deal 1d6 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level. +**3 MP:** The enhancement bonus to speed increases to +10 feet. +**4 MP:** If you’re wearing light armor or no armor, you gain a +1 enhancement bonus to your AC. If you’re wearing heavy or powered armor, you gain a +1 enhancement bonus to your EAC, though this can’t increase your EAC above your KAC. +**5 MP:** Once per round, when you deal damage with your adaptive strike, you can increase the damage dealt to one target by an amount equal to half your evolutionist level (minimum +1 damage). +**6 MP:** You gain a +1 enhancement bonus to your saving throws. +**7 MP:** The enhancement bonus to speed increases to +20 feet. +**8 MP:** The enhancement bonus to your AC or EAC increases to +2. + +## SPENDING MP + +Along with these standard ways you can spend Mutation Points, some evolutionist adaptations (page 13) add more. +**1 MP:** You can spend 1 MP on your turn to manifest your adaptive strike without taking an action. +**2 MP:** As a swift action, you can spend 2 MP to gain either a climb speed equal to half your land speed or a swim speed equal to half your land speed. This effect lasts 3 rounds. When you take a full action to charge, run, or withdraw, you can activate this ability without taking an action, rather than as a swift action. +**Special:** Once per round, you can spend Mutation Points with no effect (which you might want to do to lose penalties, for example). If you use this ability as a move action, you can spend up to 2 MP. If you use this ability as a standard action, you can spend up to 4 MP. If you use this ability as a full action, you can spend up to 6 MP. + +## FLEXIBLE SKILL (EX) - 1ST LEVEL + +As part of your ongoing personal metamorphosis and adaptation to new circumstances, your skill repertoire is always evolving. Choose one additional skill and add it to your list of class skills. +At 9th level, you choose another additional skill to add to your list of class skills, and your skill ranks per evolutionist level increase to 6 + your Intelligence modifier. This retroactively grants you 8 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill. +At 17th level, you choose one more additional skill to add to your list of class skills, and your skill ranks per evolutionist level increases to 8 + your Intelligence modifier. This retroactively grants you 16 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill. + +## NICHE (SU) - 1ST LEVEL + +Each evolutionist selects a specific niche of personal transformation into some new kind of being, be it a living robot, ferocious god-beast, immortal undead, or being of magical energy. You must pick one niche upon taking your first evolutionist level, and once made this choice can’t be changed. Descriptions of the niches you can choose from appear on pages 14–15. +Each niche grants you several benefits and affects several of your other class features. If a niche ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities) the DC is equal to 10 + half your evolutionist level + your key ability score modifier unless otherwise stated. +**1st Level:** Your niche grants you a unique evolutionist adaptation and the listed skill as a bonus class skill. In addition, the niche affects several of your other class features: your niche provides a unique instinct and a unique drawback that affects your evolution track ability, determines which augmentations your augmented form ability affects at 2nd level, and determines one of the skills enhanced by your skill boost ability at 3rd level. +**10th Level:** Your transformation has reached an important milestone, giving you an ability you can use once per day. +**20th Level:** You have completed your transformation. Your creature type changes to one of the creature types associated with your niche. In addition, you become immune to one or more effects based on your niche, plus two additional effects of your choice from the following list: bleed, death effects, disease, fatigued (including exhausted), negative levels, nonlethal damage, paralysis, poison, sleep, or stun. + +## AUGMENTED FORM (EX) - 2ND LEVEL + +Your body eagerly accepts new augmentations, even creating some of the components out of your own flesh. You gain one free augmentation of the type associated with your niche, with a level equal to or lower than your level. Each time you gain a level, you can replace this augmentation using the same restrictions. +In addition, you reduce the cost of augmentations associated with your niche by 10%. This applies only to augmentations whose item levels are no greater than your evolutionist level. +If you receive a discount on an augmentation from another source (not counting the augmentation evolutionary focus below) you instead increase that discount by 5%. +Note that regardless of your niche, species grafts (Starfinder Alien Archive 4 140) qualify for the benefits of this ability, as long as they’re of the type associated with your niche. + +## EVOLUTIONIST ADAPTATION - 2ND LEVEL + +As you gain experience you master new ways to adjust your body and abilities on the fly, known as adaptations. At 2nd level and every 2 levels thereafter, you learn an additional adaptation. If an adaptation allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your evolutionist level + your key ability score modifier. +Unless otherwise specified, you can’t learn an adaptation more than once. The list of adaptations appears on pages 16–17. + +## FULCRUM(SU) - 2ND LEVEL + +You create a unique talisman, memento, or accessory called a fulcrum, which helps you channel supernatural energies into your strikes. Your fulcrum has an item level equal to your evolutionist level and you can install weapon fusions and fusion seals onto your fulcrum as if it were a weapon of that level. While openly wearing or carrying your fulcrum, your adaptive strike gains the effects of any fusions installed on your fulcrum so long as those fusions could be applied to a weapon of that type (for example, a disruptive weapon fusion functions only if your adaptive strike deals bludgeoning damage). So long as your fulcrum has at least one fusion installed, your adaptive strike also counts as a magic weapon. + +## SKILL BOOST (EX) - 3RD LEVEL + +Your personal transformation gradually enhances your prowess with certain skills. You gain a +1 insight bonus to skill checks with the class skill granted by your niche. In addition, choose one of the following skills: Acrobatics, Athletics, Culture, Disguise, or Stealth; you gain a +1 insight bonus to checks with that skill. When you gain an evolutionist class level, you can change which skill is augmented by this ability, choosing a different skill from that list. +The insight bonus to both skills increases by 1 at 6th level and every 3 levels thereafter. + +## WEAPON SPECIALIZATION - 3RD LEVEL + +You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. You gain a special form of weapon specialization for your adaptive strike. If your adaptive strike targets EAC, you add a bonus to your damage equal to your evolutionist level plus half of any other class levels you have. If your adaptive strike targets KAC, you add a bonus to your damage equal to 1-1/2 × your evolutionist class level, plus 1 × any other class levels you have. + +## EVOLUTION DRAIN (SU) - 5TH LEVEL + +You can leech genetic material and raw evolutionary potential from others. As a standard action, you can make a special melee attack against a significant enemy’s EAC. If you hit, the target must attempt a Fortitude save (DC = 10 + half your evolutionist level + your key ability score modifier). If the target succeeds, you gain 1 Mutation Point. If it fails, you gain 1d3 Mutation Points and the target is sickened for an equal number of rounds. +In addition, when you hit a creature with a melee adaptive strike or with a ranged adaptive strike within its first range increment, you can gain 1 MP as a reaction. After you’ve used your adaptive strike to gain a Mutation Point in this way, you can’t do so again until you rest for 10 minutes to regain Stamina Points. + +## EVOLUTIONARY FOCUS - 7TH LEVEL + +Having managed extraordinary achievements within your niche of transformation, you can afford to specialize into a secondary focus that further refines your powers. Choose one of the following focuses: augmentation, combat, or packmaster. Your focus grants you a basic power at 7th level, an advanced power at 13th level, and an ultimate power at 19th level. + +## AUGMENTATION (EX) + +Your body holds extraordinary potential for augmentation. +**Basic:** You gain one free augmentation of the type associated with your niche, with a level equal to or lower than your level – 2. Each time you gain a level, you can replace this augmentation using the same restrictions. The discount from your augmented form class feature increases to 20%. +**Advanced (13th Level):** The discount from your augmented form class feature increases to 30%. In addition, you can install one additional augmentation into one of your systems that already has an augmentation, so long as at least one of those augmentations is of a type associated with your niche. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit. +**Ultimate (19th Level):** The discount from your augmented form class feature increases to 40%. Your advanced focus ability now lets you install an additional augmentation in two different systems that already have augmentations, though this still doesn’t let you have more than two augmentations in a system. + +## COMBAT + +You wield your adaptive strike intuitively, raining blows upon your enemies. +**Basic:** When making a full attack you take a –3 penalty to attacks made with your adaptive strike instead of the normal –4 penalty. +**Advanced (13th Level):** When making a full attack entirely with your adaptive strike, you can make three attacks instead of two attacks. You take a –5 penalty to these attacks instead of a –3 penalty. +**Ultimate (19th Level):** Once per round when you make a full attack and hit the same target at least twice with your adaptive strike, you can exaggerate the target’s wounds (such as by rending them, creating a deadly current, or triggering secondary explosions), dealing 5d10 additional damage (Fortitude half). + +## PACKMASTER + +Your mastery of adaptations is so strong you can transform nearby allies. +**Basic:** Once per round when you spend one or more MP to use an adaptation, you can apply that adaptation’s effects to a willing adjacent ally in addition to gaining the effect yourself. The ally’s effect has half the normal duration. If the adaptation has a randomized result (such as a number of Stamina Points regained) the ally receives half the normal number. If the adaptation would modify an adaptive strike the ally doesn’t have, they can apply the effect to their unarmed strikes instead. +**Advanced (13th Level):** You can use your basic focus ability to share an adaptation with up to two willing allies instead of one and the affected allies must be within 15 feet of you. +**Ultimate (19th Level):** You can use your basic focus ability to share an adaptation with any number of willing allies within 20 feet. + +## ACCELERATED EVOLUTION - 11TH LEVEL + +When you gain MP at the start of your turn, you can gain 2 MP instead. Whenever you spend a Resolve Point to gain a Mutation Point, you can gain 2 MP instead. + +## EVOLUTION DRINKER (SU) - 14TH LEVEL + +When you hit a creature with your evolution drain special melee attack and the target fails its Fortitude save, you can choose to gain 1d3+1 Mutation Points instead of 1d3 MP. If you gain 4 Mutation Points in this way, the shock causes the target to be nauseated for 1 round, after which it’s sickened for 3 rounds. +When you score a critical hit against a creature with your adaptive strike, you can drain Mutation Points from it as though you had performed the special melee attack. If your adaptive strike has another critical hit effect, you can choose to apply either this effect or the weapon’s critical hit effect. Once you gain MP from a critical hit in this way, you can’t do so again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Evolutionist/Evolutionists Niches.md b/Compendium/SF1E/Classes/Evolutionist/Evolutionists Niches.md new file mode 100644 index 0000000..515923a --- /dev/null +++ b/Compendium/SF1E/Classes/Evolutionist/Evolutionists Niches.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# EVOLUTIONISTS NICHES + +**Source** _Interstellar Species pg. 14_ +The following are the most common evolutionist niches. + +## ELDRITCH + +**Source** _Interstellar Species pg. 14_ +You intend to gradually metamorphose into a fantastical or extraplanar being. Magical energy flows through your veins and deflects spells, yet the more you embrace this influence, the more toxic the mundane world becomes to you. + +**Augmentation Type**: Magitech +**Class Skill**: Mysticism +**Instinct**: When you have 1 or more Mutation Points you gain spell resistance equal to 5 + your MP + your evolutionist level. If you’re hit by or fail a saving throw against an enemy’s spell, you can take a reaction to gain a +2 bonus to saving throws of the same type (Reflex, for example) until the end of your next turn. In addition, you can voluntarily lower your spell resistance until the beginning of your next turn as a standard action or as a reaction. +**Drawback**: Your body increasingly operates on a magical level, leaving you vulnerable to mundane threats. While you have at least 1 MP, the first time you take nonmagical kinetic damage each round, you take additional damage equal to half your evolutionist level plus the number of MP you have. While you have at least 3 MP, you can’t voluntarily lower your spell resistance. +**Spell Bending (1st level)**: When a willing ally within 30 feet of you casts a spell, you can spend a number of MP equal to 1 + half the spell’s level as a reaction to absorb and redirect the spell’s energy. Attempt a Fortitude save, using the spell’s save DC as your saving throw’s DC. If you fail, you choose the spell’s targets, measure the spell’s range from your space, and make any attack rolls for the spell as if you were the caster, though the original spellcaster makes any caster level checks, rolls any damage, and is responsible for controlling and concentrating on any subsequent effects of the spell. If you succeed at the save, you can redirect the spell as if you had failed, but you also apply one of the following three special effects to the spell. + +- You increase the spell’s saving throw DCs by 2, to a maximum of 10 + half your evolutionist level + your key ability score modifier. +- The spellcaster’s caster level is treated as 2 higher for the purpose of overcoming spell resistance, to a maximum of your evolutionist level + 1. +- If the spell deals damage, you can replace your adaptive strike’s damage with one damage type dealt by the spell until the end of your next turn. This effect doesn’t change whether your adaptive strike targets KAC or EAC. + + +**Arcane Leap (10th level)**: As a move action, you instantly teleport to any space within your line of effect within 30 feet. When you activate your spell bending adaptation, you can spend 1 additional MP to activate this ability as part of that reaction, teleporting to any space within 30 feet that is within or adjacent to the spell’s target or area of effect. +**Niche Metamorphasis (20th level)**: Your creature type becomes your choice of dragon, fey, or outsider. You become immune to one of the following damage types: acid, cold, electricity, fire, or sonic. + +## MECHANIZED + +**Source** _Interstellar Species pg. 14_ +Your personal journey will transform you from mortal into machine. When stressed, your body begins replacing parts of you with mechanized armor. + +**Augmentation Type**: Cybernetics +**Class Skill**: Engineering +**Instinct**: Choose one type of kinetic damage (bludgeoning, piercing, or slashing) and one type of energy damage (acid, cold, electricity, fire, or sonic). You reduce the damage taken from damage types other than the two you selected by an amount equal to half your current MP. At 10th level the amount of reduction is instead equal to your MP. +**Drawback**: While you have at least 1 MP the first time per round you take either type of damage you chose for your instinct (above), you take additional damage equal to half your evolutionist level + your MP total. +If you have 3 or more MP you become increasingly robotic. You’re treated as both a construct and your creature type—whichever type allows an ability to affect you for abilities that only affect one type, and whichever is worse for abilities that affect both types. Such effects continue to affect you even if you have fewer than 3 MP later in the effect’s duration. In addition, you can’t gain morale bonuses and you take a penalty equal to half your MP total, rounded up, to Charisma-based skill checks except Intimidate. +**Avenging Burst (1st level)**: When a creature within 10 feet of you damages you, you can spend 1 MP as a reaction to vent lethal plasma through the wound to damage your attacker. This deals 1d4 electricity and fire damage for every 2 evolutionist levels you have; the creature takes half damage with a successful Reflex save. You can spend 1 additional MP when using this adaptation to roll d6s instead of d4s or you can spend 2 additional MP when using this adaptation to roll d8s instead of d4s. Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points. +**Rapid Reboot (10th level)**: As a standard action, you can reset and repair your cybernetic loadout, emerging recharged. Until the beginning of your next turn, you’re flat-footed and the value of your niche instinct’s damage reduction doubles. At the beginning of your next turn, you can end one of your ongoing adaptations to gain a number of MP equal to the MP you spent to activate that adaptation (maximum 2 MP). So long as you gain at least 1 MP in this way, you also regain Stamina Points equal to twice your evolutionist level. +**Niche Metamorphasis (20th level)**: Your creature type becomes construct. You gain immunity to fatigue and exhaustion. + +## SEPULCHRAL + +**Source** _Interstellar Species pg. 15_ +You strive to attain undead immortality on your own terms. While unliving energies strengthen your body and grant you supernatural power over life and death, you develop unnatural hungers that drive you to violence. If not controlled, your transformation might tear your body apart at the seams. + +**Augmentation Type**: Necrografts +**Class Skill**: Mysticism +**Instinct**: Once per round while you have 1 or more MP, when you deal damage with your adaptive strike to a living creature, you can increase the damage dealt to that creature by an amount equal to half your MP total, rounded up. This additional damage you deal increases to your MP total at 7th level, 1-1/2 × your MP total at 13th level, and 2 × your MP total at 19th level +**Drawback**: Once per round while you have at least 1 MP and reduce a living creature to 0 HP with your adaptive strike, you must attempt a Will save with a DC = 10 + half your character level + your MP total. If you fail, you must take your first action of your next turn to either make another attack with your adaptive strike that includes the defeated creature as a target or take a move action to spend at least 1 MP with no effect. +While you have 3 or more MP, the first time you regain Hit Points or Stamina Points from an effect—other than from your grim harvest ability (see below)—you decrease the number of HP or SP you regain by an amount equal to half your MP total, rounded up (minimum 1 HP or SP recovered). The amount by which you reduce the HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level. +**Grim Harvest (1st level)**: As a reaction when either you reduce a significant enemy to 0 HP with your adaptive strike or a significant enemy within 15 feet of you is reduced to 0 HP, you can spend 1 MP to regain 1d4 Hit Points for every 2 evolutionist levels you have; you can spend 1 additional MP when using this ability to roll d6s instead of d4s, or you can spend 2 additional MP when using this ability to roll d8s instead of d4s. +Once you use this adaptation, you can’t use it again until you rest for 10 minutes to regain Stamina Points. +**Spectral Step (10th level)**: You can spend 2 MP as a move action to become incorporeal and gain a fly speed of 30 feet with perfect maneuverability until the beginning of your next turn. As part of this action, you can also fly up to 15 feet. When this effect would end, you can extend the duration by 1 round by spending 2 MP, plus an additional MP for each previous round you have extended this effect. +**Niche Metamorphasis (20th level)**: Your creature type becomes undead. You gain immunity to death effects and negative levels. + +## VITAL + +**Source** _Interstellar Species pg. 15_ +Your body, a riot of biological potential, longs to become some extraordinary flora, fauna, or chimeric creature. Rampant life energy heals your wounds, yet your thoughts become equally impulsive and direct. + +**Augmentation Type**: Biotech +**Class Skill**: Life Science +**Instinct**: Once per round while you have 1 or more MP, the first time you regain Hit Points or Stamina Points from an effect, you increase the number of HP or SP you regain by an amount equal to half your MP total, rounded up. The additional HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level. +**Drawback**: Your mind and body react with greater impulsiveness and less control. While you have at least 1 MP you take a penalty to Will saves equal to half your MP total, rounded up. While you have at least 3 MP, you can’t use any ability that requires patience or concentration, such as spellcasting or any Charisma- or Intelligence-based skills except Intimidate. +**Biotic Invigoration (1st level)**: As a swift action, you can spend 1 MP to regain a number of Stamina Points equal to your evolutionist level. At the start of each of your next three turns, you and one adjacent ally regain a number of Stamina Points equal to your evolutionist level. Once you use this ability, you can’t use it again until you spend a Resolve Point to regain Stamina Points after a 10-minute rest. +**Adrenaline Rush (10th level)**: You move with an exceptional burst of speed. As a swift action, you take a guarded step and gain a +1 enhancement bonus to your AC and Reflex saves until the beginning of your next turn. If you spend 2 MP when activating this evolution, you can instead move up to half your speed with the guarded step and the enhancement bonus increases to +2. +**Niche Metamorphasis (20th level)**: Your creature type becomes your choice of aberration, monstrous humanoid, ooze, or plant. You gain immunity to critical hit effects and reduce any damage you take from critical hits by an amount equal to 20 + your key ability score modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mechanic/Exocortex.md b/Compendium/SF1E/Classes/Mechanic/Exocortex.md new file mode 100644 index 0000000..22ef1d2 --- /dev/null +++ b/Compendium/SF1E/Classes/Mechanic/Exocortex.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# EXOCORTEX +Your exocortex grants you all of the following abilities as you advance in level. + + +## COMBAT TRACKING (EX) - 1ST LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target. + +## MEMORY MODULE (EX) - 1ST LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check (see page 243) to recall knowledge (see page 143). In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill. + +## WIRELESS HACK (EX) - 5TH LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +On any round you don’t use combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks + +## EXOCORTEX MODS (EX) - 7TH LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list. + +## TWIN TRACKING (EX) - 10TH LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time. + +## MULTITASKING (EX) - 15TH LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +You can designate three targets for your exocortex to track (and designate them all as a single move action). In addition, the range of your exocortex’s wireless hack increases to 40 feet. Your exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex’s memory module in combat, even while it is engaged in combat tracking. + +## QUAD TRACKING (EX) - 20TH LEVEL + +**Source** _Starfinder Core Rulebook pg. 79_ +Your exocortex can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mechanic/Mechanic Class Builds.md b/Compendium/SF1E/Classes/Mechanic/Mechanic Class Builds.md new file mode 100644 index 0000000..8d5de3a --- /dev/null +++ b/Compendium/SF1E/Classes/Mechanic/Mechanic Class Builds.md @@ -0,0 +1,135 @@ +--- +aliases: +tags: +--- +# MECHANIC CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# COMBAT TECHNICIAN + +## THEME: MERCENARY + +**Source** {text}_Starfinder Core Rulebook pg. 80_ +No target is too large or armored for you and your drone to take down. + +## ABILITY SCORES + +Dexterity is your most important ability score because you need it to hit, and Intelligence enhances your skills and pool of Resolve Points. + +## ARTIFICIAL INTELLIGENCE + +Combat Drone + +## MECHANIC TRICKS + +Energy Shield (2nd), Boost Shield (8th), Resistant Energy (8th), Improved Resistant Energy (14th) + +## DRONE MODS + +Extra Ammo (1st), Energy Shield (11th) + +## FEATS + +Weapon Focus (longarms), Weapon Proficiency (longarms), Weapon Specialization (longarms) + +## SKILLS + +Computers, Engineering, Medicine, Perception, Piloting + + +# ENHANCED COMMANDO + +## THEME: BOUNTY HUNTER + +**Source** _Starfinder Core Rulebook pg. 80_ +You have augmented your body and mind to turn yourself into a fighting machine. + +## ABILITY SCORES + +Dexterity is your most important ability score because you need it to hit, and Intelligence gives you more Resolve Points. + +## ARTIFICIAL INTELLIGENCE + +Exocortex + +## MECHANIC TRICKS + +Overcharge (2nd), Overclocking (2nd), Hyperclocking (8th), Improved Overcharge (8th), Superior Overcharge (14th), Ultraclocking (14th) + +## FEATS + +Improved Initiative, Toughness, Weapon Focus (longarms) + +## SKILLS + +Athletics, Engineering, Perception + + +# SABOTEUR + +## THEME: OUTLAW + +**Source** _Starfinder Core Rulebook pg. 81_ +You use stealth and technical skills to take down unjust institutions. + +## ABILITY SCORES + +Intelligence is your most important ability score because it enhances your skills and ability DCs; Dexterity increases your AC. + +## ARTIFICIAL INTELLIGENCE + +Stealth Drone + +## MECHANIC TRICKS + +Hack Directory (2nd), Ghost Intrusion (8th), Saboteur (14th) + +## DRONE MODS + +Camera (1st), Invisibility Field (11th) + +## FEATS + +Skill Focus (Computers), Skill Focus (Engineering), Skill Synergy (Sleight of Hand and Stealth) + +## SKILLS + +Computers, Physical Science + + +# STARSHIP ENGINEER + +## THEME: SPACEFARER + +**Source** _Starfinder Core Rulebook pg. 81_ +You know your starship like no one else and seem able to push the vessel beyond its limits. + +## ABILITY SCORES + +Intelligence is important because it increases your pool of Resolve Points and enhances your skills; Dexterity allows you to be more effective in combat. + +## ARTIFICIAL INTELLIGENCE + +Exocortex + +## MECHANIC TRICKS + +Quick Patch (2nd), Quick Repair (2nd), Engineer's Eye (8th), Mod Tinkerer (14th) + +## FEATS + +Grenade Proficiency, Technomantic Dabbler, Weapon Focus (longarms) + +## SKILLS + +Computers, Engineering, Perception, Physical Science, Piloting \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mechanic/Mechanic Tricks.md b/Compendium/SF1E/Classes/Mechanic/Mechanic Tricks.md new file mode 100644 index 0000000..4f19d68 --- /dev/null +++ b/Compendium/SF1E/Classes/Mechanic/Mechanic Tricks.md @@ -0,0 +1,427 @@ +--- +aliases: +tags: [25:] +--- +# MECHANIC TRICKS +You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly. Some mechanic tricks require you to satisfy other prerequisites, such as having other tricks. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these mechanic tricks. + +### ATTENTIVE TAMPERING (EX) + +**Source** _Starfinder The Chimera Mystery pg. 48_ +You have a soft touch and naturally conceal signs of your tampering. Do not increase the DC of Engineering checks to hide your attempts to disable a device. +### CALIBRATE SPEED (EX) +**Source** _Galaxy Exploration Manual pg. 18_ +Your experimental armor prototype enables faster movement. Your experimental armor’s speed adjustment is increased by 5 feet (maximum 0 feet) while you’re wearing it. At 8th level, you instead ignore the armor’s speed adjustment. You must have an experimental armor prototype to select this mechanic trick. + +### COMBAT MAINTENANCE (EX) +**Source** _Starfinder Armory pg. 146_ +As a move action, you can fortify an item you touch against attack. The item’s hardness increases by an amount equal to your mechanic level (to a maximum of double its normal hardness) for 1 round. If the item is one you are wearing or holding, you can use this ability as a purely defensive reaction to an attack against it. + +### DISTRACTING HACK (EX) +**Source** _Starfinder Core Rulebook pg. 71_ +You can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. You must be able to access the computer (whether it is your own computer or you are within range to access one manually or via remote hack). This functions as a feint action except that it uses your Computers skill instead of Bluff, so you can apply the benefits of Improved Feint and Greater Feint if you have them. + +### ELECTROMAGNETIC DEFLECTION (EX) + +**Source** _Alien Archive 4 pg. 61_ +When you activate your energy shield, choose two of the following damage types: cold, electricity, or fire. While your shield is active, you gain resistance to the chosen damage types equal to half your mechanic level. You must have the energy shield mechanic trick to learn this trick. + +### ENERGY SHIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 71_ +As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest. + +### EXPLORATION ROUTINE (EX) + +**Source** _Galaxy Exploration Manual pg. 18_ +You’ve installed routines in your drone that enable it to adventure efficiently through strange and alien worlds. Add the following to the list of feats your drone can select: Ambush Awareness, Climbing Master, Echolocation Attack, Environmental Adaptation, Memory Access, and Swimming Master. Additionally, your drone gains one of these feats as a bonus feat when you select this trick (it must meet the skill rank prerequisites for the feat). You must have a drone to select this mechanic trick. + +### EXPLOSIVE ARTIST (EX) + +**Source** _Tech Revolution pg. 23_ +Choose one feat that includes proficiency with grenades as a prerequisite. You gain this feat as a bonus feat, and you can qualify for that feat as though your base attack bonus from your mechanic levels were equal to your mechanic level. + +### FUSION SPECIALIST (EX) + +**Source** _Galactic Magic pg. 23_ +When you apply a fusion seal to a weapon, it functions after 1 hour rather than the normal 24. Once per day, you can spend 1 Resolve Point while applying a fusion seal to instead have the seal function immediately after you transfer it. + +### HACK DIRECTORY (EX) + +**Source** _Starfinder Core Rulebook pg. 71_ +Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect. + +### HUNK OF JUNK (EX) + +**Source** _Interstellar Species pg. 127_ +You can appear to be a defunct piece of junk.As a move action, or as a reaction whenever you take damage, you can attempt to appear defunct. You immediately fall prone and attempt an Engineering check against each opponent who’s aware of you (DC = 10 + the opponent’s Sense Motive bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater). Anyone you succeed against believes you’re useless mechanical junk and acts accordingly. An opponent who closely inspects you as a standard action can attempt an Engineering, Perception, or Sense Motive check at the same DC to uncover your deception. Maintaining this ruse is a full action each turn. +This trick can be taken only by characters who can be targeted by effects that only affect constructs, including those of the construct type and those with the constructed species trait. + +### MAGIC SCANNER (EX) + +**Source** _Galactic Magic pg. 23_ +As a standard action, you attune your custom rig to detect the presence and nature of magical effects in the area, gaining the effects of the detect magic spell. You can use this to identify the properties and command words of magic and hybrid items, using Computers to identify magic in place of Mysticism. + +### MAGITECH OFFICER (EX) + +**Source** _Galactic Magic pg. 23_ +When acting as a magic officer (Starfinder Character Operations Manual 148) during starship combat, you can use Engineering in place of Mysticism to resolve crew actions. You can perform magic officer crew actions as though you had a number of ranks in Mysticism equal to the number of ranks you have in Engineering. + +### NATURAL COMPUTER (EX) + +**Source** _Near Space pg. 129_ +With 1 minute of work, you can use your custom rig to create a basic computer interface on a natural unworked surface, such as on the ground, a tree, or a rock face. The interface requires a power source and uses 1 charge per hour. If you are a plant creature, this instead takes a standard action and does not require a power source. The interface is attuned to unmodified material of the type on which it is placed. You know the general direction and distance of attuned materials, and you can use the interface to surveil its surroundings at distance of up to 50 feet × your mechanic level. The surveillance square has ordinary vision but can see only out to 30 feet. + +### NEURAL SHUNT (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as _dispel magic_ or _break enchantment_ can be cast on you to end the effect as if you were affected by it. Once the duration of the mind-affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick. + +### NIGHTVISION PROCESSOR (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +Your visual data processor allows you to see better in conditions of poor lighting, granting you low-light vision and darkvision to a range of 60 feet. You must have the visual data processor mechanic trick to learn this trick. + +### OVERCHARGE (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn. + +### OVERCLOCKING (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves. + +### OVERLOAD WEAPON (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the powered special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon’s item level or lower dealing the weapon’s normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn’t receive a Reflex save to negate the grenade’s effect (if any). Once you’ve primed a weapon to explode in this way, it’s difficult to reverse the effect, requiring 8 hours of work and a successful Engineering check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade. + +### PORTABLE CHARGING STATION (EX) + +**Source** _Character Operations Manual pg. 74_ +You can use your custom rig to recharge batteries. You can spend 10 minutes in contact with a battery and restore its charges to full. Once you have used your portable charging station a number of times per day equal to your Intelligence bonus (minimum 1), you can’t do so again for 24 hours. + +### PORTABLE POWER (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +You can use your custom rig to supply limited power for up to 1 minute to a computer or starship system that lacks power. If this system is part of a much larger network, this trick does not supply power to the entire network, just to a limited point of access (typically a terminal), which might greatly limit functionality. Once you have used portable power on a system, you cannot do so again on that system for 24 hours. + +### PROJECTED SHIELD (EX) + +**Source** _Interstellar Species pg. 25_ +When you activate your energy shield mechanic trick, you can apply its effects to an adjacent ally instead of to yourself. If your energy shield grants additional benefits, such as from the facet deflection trick, you also apply those additional benefits to the ally instead of yourself. Your energy shield ends immediately if the target is ever more than 100 feet away from you. If you activate your energy shield ability a second time (such as with the boost shield trick), any other energy shield you have active ends immediately. You must have the energy shield mechanic trick to select this trick. + +### PROTECTIVE PROGRAMMING (EX) + +**Source** _Character Operations Manual pg. 74_ +Once per day as a reaction when you fail a Reflex saving throw against an attack or spell that deals damage, if your drone is within 10 feet of the line between you and the damaging effect, you can direct your drone to interpose itself between you and the source of that damage. Your drone takes the damage the attack would have dealt to you, and you take no damage. If your drone is reduced to 0 Hit Points, it is destroyed until you repair it or build a new drone. You must have the drone option of the artificial intelligence class feature to choose this trick. + +### PROVISIONAL REPAIR (EX) + +**Source** _Starfinder Armory pg. 146_ +As a standard action, you can temporarily patch up a broken weapon or technological item to suppress the penalties from the broken condition for 1 minute per mechanic level. This does not restore any Hit Points to the item, and it does not function on an item reduced to 0 Hit Points. Additionally, when filling the engineer role during starship combat, once per combat you can perform the hold it together action in the same round you perform another engineering action. + +### QUICK PATCH (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +When you attempt to patch a system on a starship, you reduce the number of actions required to do so by one. This does not reduce the time needed to patch a glitching system, but you can patch two systems with one action. + +### QUICK REPAIR (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +When you attempt to repair an item, you can do so in half the time normally required (to a minimum of a full action). + +### RECALIBRATE ENGINE (EX) + +**Source** _Starfinder Armory pg. 146_ +As a full action, you can spend 1 Resolve Point to modify a touched vehicle’s engine with your custom rig to get a little more or less power out of it for 1 minute per mechanic level or until you undo it as a full action. The vehicle gains a +10 foot enhancement bonus to its speed and a +50 feet (+5 mph) enhancement bonus to its full speed (to a maximum of double) and its Piloting modifier is reduced by 2. You can also penalize its speed to increase its piloting modifier. + +Additionally, when filling the engineer role during starship combat you use the recalibrate engine ability in place of any other engineering action. The ship gains a +2 enhancement bonus to its speed for 1 turn, and the Piloting check made in the Helm phase to determine the order of movement of starships gains a +2 enhancement bonus, but all other Piloting checks made that turn take a –5 penalty. + +### REMOTE PILOT (EX) + +**Source** _Tech Revolution pg. 23_ +Your custom rig can exercise delicate control over your vehicle, which gains an autopilot function (Core Rulebook 280) with a Piloting bonus equal to 4 + 1-1/2 the vehicle’s item level. You can use your custom rig control the autopilot at a range of 500 feet, allowing you to engage, disengage, or enter coordinates for the autopilot as if you were in the vehicle. This range increases to 5 miles if you have the expert rig ability, 50 miles if you have the advanced rig ability, and has a planetary range if you have the superior rig ability. +You must have the experimental vehicle class feature to choose this trick. + +### REPAIR DRONE (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +When you repair your drone in either manner described on page 74, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick. + +### SAMPLE SCANNER (EX) + +**Source** _Galaxy Exploration Manual pg. 18_ +Your exocortex is adept at analyzing field samples. As a move action, you can place items or materials weighing up to 1 bulk into your custom rig and direct your exocortex to analyze them. This functions as taking 20 to recall knowledge about the items, but it takes 10 minutes to perform, instead of the usual 2 minutes. While scanning an object, you can’t use your exocortex’s memory module, and the number of targets you can designate your exocortex to track is reduced by one. You must have an exocortex to select this mechanic trick. + +### SPELL CHIP ARRAY (EX) + +**Source** _Interstellar Species pg. 127_ +You’ve built in a receiver for spell chips. You can insert a number of spell chips equal to half your level. Using these spell chips has the same requirements as normal. Because you have the chips linked in an array, you can expend a spell chip to cast a spell on any other spell chip you’ve inserted of the same or higher spell level. A spell chip array is difficult for creatures not aware of it to locate; someone performing a close inspection can discover it with a successful Mysticism or Perception check (DC = 10 + your total Engineering skill modifier). +This trick can be taken only by characters who can be targeted by effects that only affect constructs, including those of the construct type and those with the constructed species trait. + +### SPELL CHIP UNDERSTANDING (SU) + +**Source** _Galactic Magic pg. 23_ +You can use spell chips (Core Rulebook 215) as if you were a spellcaster. For the purpose of using spell chips, you treat all spells as your class’s spell list, and you use Intelligence as your key ability score for your spellcasting. Your effective caster level for spell chips you use is your mechanic level. + +### STRANDED INVENTIONS (EX) + +**Source** _Galaxy Exploration Manual pg. 18_ +You know how to make the most of your available resources, which comes in handy while exploring lower-tech worlds. In place of UPBs, you can use an equivalent value of raw materials on worlds with medium or low technology to craft technological items, but when you do so, you can craft items only of that world’s technology level or lower. Alternatively, you can craft a technological item whose item level doesn’t exceed your number of Engineering ranks – 2, regardless of the world’s technology or resources (subject to GM discretion). Armor or weapons you make using this trick gain the archaic property, technological items or weapons that use batteries can be used only once per day, and tool kits that provide bonuses to skill checks halve the granted bonus. + +### TECH TINKERER (EX) + +**Source** _Starfinder Armory pg. 146_ +You know how to modify the functions of UPBs to radically alter how items work. With 10 minutes of work, you can modify a technological item so that it temporarily functions as any other lower-level technological item of the same or lower bulk (losing its original function while in this new form). The item must have an item level and bulk no greater than half your mechanic level. If the new item requires a battery that has more charges than the original device’s battery (or another source of power or fuel not present in the original item), you must also provide the appropriate battery or power source. Any charges or similar expenditure from the new item come from the original item (if possible) or the new power source you install (if one was required). The new item retains the original item’s bulk. Any damage dealt to the new item is retained when it returns to its original form. If the item is broken or destroyed in its modified form, it remains broken or destroyed when it returns to its original form and must be repaired or replaced normally. + +This change lasts for 10 minutes per mechanic level or until you undo it with 10 minutes of work. You cannot modify or produce armor, augmentations, hybrid or magic items, items with limited uses or charges (such as batteries, drugs, or fuel), or weapons, although you can produce an item that uses charges from a battery or fuel if there is a separate battery or power source to power it. At 5th level, you can spend 1 Resolve Point to use this ability to modify an item whose level is equal to your mechanic level, giving it the function of a lower-level item. + +### TECHNOLOGICAL MEDIC (EX) + +**Source** _Character Operations Manual pg. 75_ +You can use your knowledge of machines and technology to repair androids and robots. Whenever you attempt a Medicine check to assist an android, SRO, or other creature with the constructed racial trait or construct (technological) subtype, you can use your Engineering skill instead of Medicine to achieve the same results. Your custom rig acts as a medkit for this purpose (or an advanced medkit, if you are 5th level or higher). + +### TERMINAL UPLINK (EX) + +**Source** _Galaxy Exploration Manual pg. 18_ +You can use your exocortex to stay vigilant. As a full action, you can upload your exocortex into a computer to which you have root access, directing it to monitor that computer. Once your exocortex is integrated, your custom rig alerts you whenever a creature operates or attempts to hack the computer, similar to the alarm countermeasure. Your exocortex upload can be removed from the computer by other users as if it were a module. If you upload your exocortex into a different computer, you lose the benefits of terminal uplink with the first computer, and the exocortex upload on that computer deletes itself 1d10 minutes later. +If you upload your exocortex into a computer with a camera, microphone, or other similar monitoring device, you can perceive the computer’s surroundings with that hardware by using your custom rig, so long as you’re within 100 feet per mechanic level you have of the computer. While observing the computer’s surroundings in this way, you can’t use your exocortex’s memory module, and the number of targets you can track with your exocortex is reduced by one. You must have an exocortex to select this mechanic trick. + +### VISUAL DATA PROCESSOR (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks. + +## 8TH LEVEL + +You must be 8th level or higher to choose these mechanic tricks. + +### ARTIFICIAL PILOT (EX) + +**Source** _Galaxy Exploration Manual pg. 18_ +Your drone has learned to operate vehicles quite independently. When you’re piloting a vehicle in which your drone is a passenger, you can engage autocontrol (or engage autopilot, if you have the expert AI ability) as part of the action you use to drive or race, even if the vehicle doesn’t have an autocontrol or an autopilot function. If the vehicle doesn’t have an autocontrol or autopilot function, your drone must spend its actions each round to maintain the engaged function. If it’s unable to do so, the autocontrol or autopilot stops functioning. You must have a drone to select this mechanic trick. + +### BOLSTER ARMOR (EX) + +**Source** _Character Operations Manual pg. 75_ +As a standard action, you can use your custom rig to modify a touched suit of light armor, heavy armor, or powered armor, granting it a number of temporary Hit Points equal to half your mechanic level. Any damage to the armor or its wearer is subtracted from these temporary Hit Points first. These temporary Hit Points last 1 minute or until reduced to 0. Once you use this ability, you can’t do so again unless you expend a Resolve Point to regain Stamina Points following a 10-minute rest. +Additionally, when acting in the engineer role during starship combat, instead of taking any other action, you can spend 1 Resolve Point to modify a single quadrant of your starship. You bolster that section of the ship’s armor or defensive countermeasures, increasing the ship’s Armor Class or Target Lock (respectively) in that quadrant by 2 for a number of rounds equal to your mechanic level; alternatively, you can restore a number of Shield Points in that quadrant equal to your mechanic level. + +### BOOST SHIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +Your energy shield grants you a number of temporary Hit Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield, you can spend 1 Resolve Point to use it again without having to regain Stamina Points first. This replenishes your shield’s temporary Hit Points to full. You must have the energy shield mechanic trick to learn this trick. + +### BROADCAST TELEMETRY (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +Your exocortex can broadcast crucial combat data to allies. When you use your combat tracking exocortex ability to track a creature, as a swift action, you can grant an ally the ability to make attacks against that target as if their base attack bonus were equal to your mechanic level. If you do, attacks you make against that target use your normal attack bonus. To benefit from this ability, the ally must be within 30 feet and have an active comm unit (such as those installed in most armor) or have a cybernetic or magitech eye(s) augmentation; if the ally has both a comm unit and applicable augmentation, you can broadcast to that ally at a range of 60 feet. When you use this trick, exocortex abilities that increase the number of targets you can track with combat tracking instead increase the number of targets that your ally can track. +This ability lasts until you end it with a swift action, you become unconscious, you can no longer perceive the target, or the ally moves beyond this trick’s range. You must have an exocortex to select this mechanic trick. + +### DEBUG CURSE (SU) + +**Source** _Galactic Magic pg. 23_ +Your custom rig is able to analyze and disable curses’ underlying magic. While in possession of your custom rig, you gain a +3 resistance bonus to saving throws against curses. Once per day, you can use your custom rig to remove a curse from a creature or object, per the spell remove affliction, using your mechanic level as your caster level. + +### DIVIDED UPLINK (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +You can keep your exocortex uploaded to a number of computers equal to half your Intelligence bonus (minimum 2) while using your terminal uplink mechanic trick. If your exocortex is uploaded to only one computer, you can monitor that computer’s surroundings without preventing you from using your exocortex’s memory module. Your uploaded exocortex is protected by a firewall countermeasure. You must have the twin tracking exocortex ability to select this mechanic trick. + +### DRONE MELD (EX) + +**Source** _Starfinder Core Rulebook pg. 72_ +As a full action while in contact with your drone, you can reconfigure it into a mechanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that you can wear. While in this form, the drone can’t take any actions or use any of its abilities, but you gain either the drone’s flight system mods if you have a hover drone, reactive camouflage (and an invisibility field if your drone has it) if you have a stealth drone, or reductive plating if you have a combat drone. You can end the meld and return the drone to its normal form as a full action. Though it normally acts on your turn just after you, the drone can take no actions on that turn other than transforming back. + +### ENERGY REFLECTION (EX) + +**Source** _Interstellar Species pg. 25_ +When you or your drone are dealt damage that’s subsequently reduced by your energy resistance, you can reflect some of that damage as a reaction. The source of the damage takes energy damage equal to the amount you or your drone resisted (Reflex half), dealing the same type of damage as was resisted. You or your drone must have a mechanic trick or drone mod that grants energy resistance (such as electromagnetic deflection, resistance, or resistant energy) to select this trick. + +### ENGINE PLASMA (EX) + +**Source** _Tech Revolution pg. 23_ +During the engineering phase of starship combat, you can perform a special engineer crew action called vent engines. As your starship moves during the next helm phase, it fills a number of consecutive hexes it departs with hazardous energy; the number of hexes filled can’t exceed your Intelligence modifier. The energy dissipates at the beginning of the following turn’s helm phase. Any starship that enters one or more of these hexes before then takes damage equal to 1d4 × your starship’s tier, distributed evenly across all four quadrants. You can use this action once per combat, though you can use it additional times by spending 1 Resolve Point for each additional use. + +### ENGINEER'S EYE (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering, or Perception check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship’s systems. + +### GEOMAGNETIC CHARGE (EX) + +**Source** _Alien Archive 4 pg. 61_ +As a reaction once per round while your energy shield is active and you reduce damage taken with your electromagnetic deflection trick, you can redirect the dissipated energy into a ranged energy weapon or melee weapon with the powered special property that you’re holding. The next time you hit with that weapon before the end of your next turn, you deal additional damage equal to the reduction provided by your electromagnetic deflection. You must be at least 8th level and have the electromagnetic deflection and energy shield mechanic tricks to learn this trick. + +### GHOST INTRUSION (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Whenever you use the Computers skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal. + +### HOLOGRAPHIC PROJECTOR (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Your custom rig can project holographic images as a standard action as often as you like, as per 2nd-level holographic image except it can create speech and has a range of only 120 feet. + +### HYPERCLOCKING (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +You further improve the response time of your AI. If you have a drone, your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an exocortex, you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw (see page 243) and take the higher result. You must have the overclocking mechanic trick to learn this trick. + +### IMPROVED OVERCHARGE (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick. + +### INVISIBILITY BYPASS PROCESSOR (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Your visual data processor now allows you to see invisible creatures as per _see invisibility_. You must have the visual data processor mechanic trick to learn this trick. + +### MANIFOLD SHIELD (EX) + +**Source** _Interstellar Species pg. 25_ +You’ve optimized your energy shield to protect multiple targets simultaneously. When you activate your energy shield trick, you can create energy shields targeting a number of creatures within your melee reach equal to your one-fourth your mechanic level. Each target gains a number of temporary Hit Points equal to your Intelligence modifier. In addition, you distribute an additional number of temporary Hit Points equal to your mechanic level between the shielded creatures; if you have the boost shield trick, you instead distribute additional temporary Hit Points equal to twice your mechanic level. You must have the projected shield mechanic trick to select this trick. + +### MOBILE ARMORY (EX) + +**Source** _Starfinder Armory pg. 146_ +You can modify a weapon or armor upgrade (either of which must not be archaic or analog) with the tech tinkerer mechanic trick. You can turn a weapon into another weapon or an armor upgrade into another armor upgrade, or turn either a weapon or an armor upgrade into a technological item. If you turn a weapon into another weapon that uses a different type of ammunition, you must provide that ammunition separately. You must have the tech tinkerer mechanic trick to learn this trick. + +### PROGRAM SPELL CHIP (EX) + +**Source** _Galactic Magic pg. 23_ +Your programming skills can achieve near-magical results. Choose two 0-level spells, two 1st-level spells, two 2nd‑level spells, and two 3rd-level spells from the technomancer spell list. You can craft spell chips of these spells, provided you have a number of ranks in Computers equal to the number of ranks in Mysticism that would normally be required. Rather than access to a workshop, you need access to a computer of a tier greater than or equal to the level of the spell you are programming into the spell chip. At 9th level and each subsequent mechanic level, you can choose one additional technomancer spell for which you can create spell chips. Beginning at 11th level, you can choose 4th‑level technomancer spells. At 14th level, you can choose 5th‑level technomancer spells, and at 17th level, you can choose 6th‑level technomancer spells. + +### RAPID SCANNER (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +When you use the sample scanner trick, your exocortex takes only 1d4 minutes to analyze materials or items (rather than 10 minutes). Alternatively, you can choose not to accelerate the process, in which case the scanning process doesn’t prevent you from using your exocortex’s memory module and doesn’t limit the number of targets your exocortex can track. You must have the sample scanner mechanic trick to select this mechanic trick. + +### RECALIBRATE WEAPON (EX) + +**Source** _Starfinder Armory pg. 147_ +As a standard action, you can use your custom rig to modify a touched ranged small arm, longarm, or heavy weapon. You can increase its range increment by 20 feet (or double, whichever is less), but doing so reduces the weapon’s damage dice by 1 when wielded by anyone other than you (for example, a weapon that would normally deal 3d8 damage deals 2d8 damage instead; a weapon reduced to 0 dice does 1 damage) or reduce its save DC by 2 for weapons that don’t use damage dice. You can instead reduce the range increment of such a weapon with a range increment of at least 40 feet to one-quarter its normal range and either increase its damage by 1d6 of its usual type or increase its save DC by 1 (for weapons that do not use damage dice). The item must be unattended or held by a willing creature. This change lasts for 1 minute per mechanic level or until you reverse the effect with a move action. + +Additionally, when filling the engineer role during starship combat, instead of taking any other action you can spend 1 Resolve Point to modify a single non-capital weapon. You either extend or shorten the weapon’s range by one step; doing so reduces its damage dice by 1 (such as 4d4 to 3d4, with weapons reduced to 0 dice doing 1 damage) or increases its damage by 1d6, respectively. You can’t reduce a weapon’s range below short or extend it beyond long. Any change lasts for 1 round per mechanic level or until you undo the recalibration as a push engineer action. + +### RESISTANT ENERGY (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Even when your energy shield is inactive, the ambient energy protects you from a particular type of energy attack. Choose acid, cold, electricity, fire, or sonic. You gain resistance 5 against that energy type. You must have the energy shield mechanic trick to learn this trick. + +### SCOUTBOT (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +You’re always crafting rudimentary bots in your spare time, and can use them to scout. It takes you 10 minutes and 1 Resolve Point to create a scoutbot. A scoutbot is a Small technological construct, its EAC and KAC are equal to 10 + your mechanic level, and it has 1 Hit Point per mechanic level you have (and no Stamina Points). It has a land speed of 30 feet, and you can control its movements with your custom rig as a move action. It has a camera that streams visual and auditory data back to your rig. The scoutbot uses your saving throw bonuses if necessary. It is untrained in all skills and has a +0 bonus in all of them, though you can use your own Perception skill when examining the feed from its stream. Once created, the scoutbot lasts for 1 minute per mechanic level you have before falling apart unless otherwise destroyed. + +### SHOCKING OVERLOAD (EX) + +**Source** _Character Operations Manual pg. 75_ +You can use your overload or override class feature to damage a creature. When you successfully use overload to cause a short in an electronic device in someone’s possession and the item’s owner fails their Reflex saving throw, that creature takes electricity damage as a result of the power surge. This surge deals 1d6 electricity damage per 4 levels of mechanic you have. When you use your override class feature to affect an android, drone, robot, or other creature with the technological subtype, that creature takes 1d6 electrical damage per 2 levels of mechanic you have and can attempt a Reflex saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) to negate this damage. + +### STRANDED INNOVATIONS (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +Your skill at crafting with low-tech resources is superb. You can use your stranded inventions mechanic trick to craft a technological item whose item level doesn’t exceed your ranks in Engineering –1. If you craft a technological item or weapon that uses batteries, it doubles the usage, but it isn’t limited to a single use per day and requires eight hours to recharge. You must have the stranded inventions mechanic trick to select this mechanic trick. + +### TECHNOLOGICAL INNOVATOR (EX) + +**Source** _Starfinder Armory pg. 147_ +Choose two mechanic tricks you meet the prerequisites for but don’t have. Once per day as a move action, you can gain one of these tricks for 10 minutes. Each time you gain a mechanic level, you can replace one of these mechanic tricks with another that you meet the prerequisites for but don’t have. + +### TOOL MODULE (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +You can spend 10 minutes (during which time you can’t rest to recover Stamina Points) installing a technological item that you can operate with one hand into your experimental weapon prototype. While you’re holding your experimental weapon prototype in at least one hand, you can use the installed item as if you were holding it. If the technological item and your experimental weapon prototype both use batteries of the same capacity, they can expend charges from each other’s batteries. The technological item remains joined to the weapon until you uninstall it with 10 minutes of work. You can’t have more than one item installed in your experimental weapon prototype at a time. You must have an experimental weapon prototype to select this mechanic trick. + +### VEHICULAR MIRACLE (EX) + +**Source** _Tech Revolution pg. 23_ +You can use your miracle worker mechanic class ability one additional time per day, and you can also affect non-starship vehicles with that ability. If the vehicle isn’t wrecked, you restore a number of the vehicle’s Hit Points equal to twice your class level. If the vehicle’s new Hit Points aren’t high enough to remove its broken status, the vehicle functions as if it weren’t broken until the end of your next turn. If you also spend 1 Resolve Point, you can use this ability on a wrecked vehicle, though the vehicle only functions for a number of minutes equal to your Intelligence modifier before being reduced to 0 Hit Points and becoming wrecked again. You can only restore function to a specific wrecked vehicle in this way once, after which that vehicle becomes immune to subsequent uses of the ability. You must have the miracle worker mechanic class ability to choose this trick. + +## 14TH LEVEL + +You must be 14th level or higher to choose these mechanic tricks. + +### ENERGY TRANSFERENCE (EX) + +**Source** _Interstellar Species pg. 25_ +Inspired by a shimreen’s ability to amplify damage, you’ve modified your custom rig to do the same. Whenever you take energy damage and have your custom rig in your possession, you can spend 1 Resolve Point as a reaction to channel some of that energy into one, two, or three weapons within 30 feet of you. The affected weapons are each supercharged, as supercharge weapon. + +### EXPERIMENTAL CORTEX DESIGN (EX) + +**Source** _Galaxy Exploration Manual pg. 19_ +You harness technologies normally available only to those with an exocortex. You gain the overclocking mechanic trick, and you’re treated as having an exocortex for the purposes of the overclocking, hyperclocking, and ultraclocking mechanic tricks. You must have neither a drone nor an exocortex to select this mechanic trick. + +### EXTRA MOD (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +If you have a drone, your drone gains an additional basic mod. If you have an exocortex, you gain an additional basic mod. It can’t be a basic mod taken a second time as an advanced mod. You can rebuild this extra mod when you gain a mechanic level as with any other mod, but you can’t rebuild this mod to convert it into the advanced version of the mod. + +### IMPROVED RESISTANT ENERGY (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Choose an additional energy type from resistant energy. You gain resistance 15 against both this and your original energy type. You must have the energy shield and resistant energy mechanic tricks to learn this trick. + +### INVENTIVE ENGINEER (EX) + +**Source** _Character Operations Manual pg. 75_ +You are adept at recalibrating and enhancing a starship’s systems. When acting in the engineer or chief mate roles during starship combat, instead of taking any other action, you can spend 1 Resolve Point to temporarily boost your starship’s capabilities. Choose one of the following options. Any change lasts for 1 turn of starship combat per mechanic level. A ship can benefit from only one of these options at a time; if it gains another of these benefits from any source, any previous inventive engineer benefit ends. +**Amplify Shields:** You double the regeneration speed of your ship’s shields. +**Angle Shields:** Select one weapon arc of your starship. Any attack made against you from a starship in that arc takes a –1 penalty to the attack roll. +**Countermeasures:** Your starship’s TL increased by 1. +**Low Power Mode:** You reduce the PCU cost of a specific system by 10 (minimum 5 PCU). +**Speed Boost:** You increase your ship’s speed by 2 hexes. + +### INVISIBILITY-HAMPERING PROJECTOR (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +As a move action, you can use your custom rig’s holographic projector to project a holographic image in a direct overlay over an invisible creature within 120 feet, and your custom rig’s computer moves the image to follow the invisible creature, effectively negating the creature’s invisibility as long as it remains within 120 feet of you. If it moves beyond that range, it breaks the effect until you use this ability again. You must have the holographic projector, invisibility bypass processor, and visual data processor mechanic tricks to learn this trick. + +### MELDED MOD (EX) + +**Source** _Starfinder Armory pg. 147_ +When you use your drone meld trick, your drone retains access to one of its basic mods. If the mod grants the drone abilities, attacks, or senses, you can use that ability, attack, or sense. If the mod lets the drone take an action without you commanding it to (such as the medical subroutine mod), the drone can end the drone meld and perform that action if the circumstances that would normally cause it to do so are fulfilled. If the mod requires equipment or tools that are not granted as part of the mod, you must have the appropriate equipment or tolls, separate from your drone, to use the mod. You can’t choose a mod that requires another mod. You must have the drone meld mechanic trick to learn this trick. + +### MOD TINKERER (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +You can spend 24 hours of uninterrupted work to exchange all your drone or exocortex mods at any time, even if you haven’t gained a level. Any other drone features (such as its chassis or bonus feats) can still be exchanged only when you gain a level. + +### PROTOTYPE TINKERER (EX) + +**Source** _Character Operations Manual pg. 75_ +You can spend 8 hours of uninterrupted work to rebuild your experimental prototype at any time, even if you haven’t gained a level. You may do this even if it is broken or destroyed, and can even rebuild it from scratch if you have appropriate spare parts or scrap. This allows you to exchange any customizations you have selected. You must have an experimental prototype to learn this trick. + +### SABOTEUR (EX) + +**Source** _Starfinder Core Rulebook pg. 73_ +Whenever you use the Engineering skill to sabotage or disable a device, you can roll twice and take the better result. In addition, if you have the appropriate tools (including your custom rig), performing these tasks takes half the normal amount of time, to a minimum of 1 move action. + +### SCOUTBOT MOD (EX) + +**Source** _Starfinder Armory pg. 147_ +Whenever you create a scoutbot, you can give it one basic drone mod. You must have the scoutbot mechanic trick to learn this trick. + +### SUPERIOR OVERCHARGE (EX) + +**Source** _Starfinder Core Rulebook pg. 74_ +The additional damage of the overcharge mechanic trick increases to 4d6. You must have the overcharge and improved overcharge mechanic tricks to learn this trick. You can select this trick multiple times. Each time you do after the first, increase the damage by 1d6 (to a maximum of 7d6 if you select it all four times). + +### SUPERIOR SCIENCE OFFICER (EX) + +**Source** _Character Operations Manual pg. 75_ +You excel at operating starship computer systems, and you can exploit your ship’s programming in ways others can’t. When acting in the science officer role during starship combat, instead of taking any other action, you can spend 1 Resolve Point to temporarily enhance your starship’s computer. Any change lasts for 1 round per mechanic level. A ship can benefit from only one of these options at a time; if it gains another of these benefits from any source, any previous superior science officer option ends. +**Improved Sensors:** Your scan actions reveal an additional piece of information about the starship being scanned. For instance, if your Computers skill check to scan a starship succeeds by 5 or more, you learn two pieces of information instead of one. +**Targeted Sensors:** When you perform a scan action, you can choose which information category to learn information about, regardless of the normal order of information you would learn. +**Upgrade Node:** You divert additional power to your starship’s computer, granting the computer’s bonus to one additional starship combat check per round. ## Ultraclocking (Ex) + +**Source** _Starfinder Core Rulebook pg. 74_ +If you have a drone, you can grant the effects of haste to your drone for 1 minute as a move action. If you have an exocortex, you can gain the effects of haste for 1 minute as a move action. Once you or your drone has used this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points from a 10-minute rest. You must have the overclocking and hyperclocking mechanic tricks to learn this trick. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mechanic/Mechanic.md b/Compendium/SF1E/Classes/Mechanic/Mechanic.md new file mode 100644 index 0000000..4aa8078 --- /dev/null +++ b/Compendium/SF1E/Classes/Mechanic/Mechanic.md @@ -0,0 +1,165 @@ +--- +aliases: +tags: +--- +# MECHANIC + +**Source** _Starfinder Core Rulebook pg. 68_ +You are a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives you insight into the world around you, allowing you to make the most of your gear, circumvent hardened defenses, and even take over remote systems. Your programming skill also gives you the ability to create a powerful ally, in the form of either an implanted artificial intelligence or a robotic drone, which can assist you with a variety of tasks. If there’s a computer or machine that needs to be fixed, bypassed, or destroyed, you’re the first on the scene. Whether you’re a skilled scientist, a starship engineer, or a battlefield technician, you’re no stranger to combat—but you find it much more reasonable to have your AI or drone do the fighting for you. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - INT + +You rely on your Intelligence for your knowledge, skills, and technical know-how, so Intelligence is your key ability score. A high Dexterity score makes your ranged attacks more accurate, should you engage in combat. + +## CLASS SKILLS + +The Mechanic's class skills are Athletics (Str), Computers (Int), Engineering (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, grenades, small arms + +## CLASS FEATURES +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | +|-------|-------------------|-----------|----------|-----------|----------------------------------------------------------| +| 1st | +0 | +2 | +2 | +0 | Artificial intelligence, bypass +1, custom rig | +| 2nd | +1 | +3 | +3 | +0 | Mechanic trick | +| 3rd | +2 | +3 | +3 | +1 | Overload, weapon specialization | +| 4th | +3 | +4 | +4 | +1 | Mechanic trick | +| 5th | +3 | +4 | +4 | +1 | Bypass +2, remote hack | +| 6th | +4 | +5 | +5 | +2 | Mechanic trick | +| 7th | +5 | +5 | +5 | +2 | Expert rig, miracle worker 1/day | +| 8th | +6 | +6 | +6 | +2 | Mechanic trick | +| 9th | +6 | +6 | +6 | +3 | Bypass +3, override | +| 10th | +7 | +7 | +7 | +3 | Mechanic trick | +| 11th | +8 | +7 | +7 | +3 | Coordinated assault +1, miracle worker 2/day | +| 12th | +9 | +8 | +8 | +4 | Mechanic trick | +| 13th | +9 | +8 | +8 | +4 | Advanced rig, bypass +4 | +| 14th | +10 | +9 | +9 | +4 | Mechanic trick | +| 15th | +11 | +9 | +9 | +5 | Miracle worker 3/day | +| 16th | +12 | +10 | +10 | +5 | Mechanic trick | +| 17th | +12 | +10 | +10 | +5 | Bypass +5, control net, coordinated assault +2 | +| 18th | +13 | +11 | +11 | +6 | Mechanic trick | +| 19th | +14 | +11 | +11 | +6 | Ghost in the machine, miracle worker 4/day, superior rig | +| 20th | +15 | +12 | +12 | +6 | Bypass +6, mechanic trick, tech master | + + + + +## ARTIFICIAL INTELLIGENCE (EX) - 1ST LEVEL + +You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed. + +## DRONE + +You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed here. + +## EXOCORTEX + +You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power—see Exocortex on here. Only you can access or interact with your exocortex. + +## BYPASS (EX) - 1ST LEVEL + +You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1. + +## CUSTOM RIG (EX) - 1ST LEVEL + +You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a personal comm unit (see page 218). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. + +If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks. + +## MECHANIC TRICK - 2ND LEVEL + +As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear. + +You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier. + +Unless otherwise specified, you can’t learn mechanic tricks more than once. The list of mechanic tricks appears on page 71. + +## OVERLOAD (EX) - 3RD LEVEL + +As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. + +## REMOTE HACK (EX) - 5TH LEVEL + +You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity. + +## EXPERT RIG (EX) - 7TH LEVEL + +Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices. See page 213 for more information on computers. + +You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range. + +## MIRACLE WORKER (EX) - 7TH LEVEL + +As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying. + +- **Armor**: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute. +- **Weapon**: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute. +- **Damaged Ship**: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships. + + + +## OVERRIDE (EX) - 9TH LEVEL + +Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours. + +## COORDINATED ASSAULT (EX) - 11TH LEVEL + +If you have a drone, whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an exocortex instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level. + +## ADVANCED RIG (EX) - 13TH LEVEL + +Your custom rig’s computer functions gain a bonus firewall countermeasure (see page 217). This firewall has no additional cost, does not count against the maximum number of countermeasures your custom rig can have, and can block off a module or group of modules already protected by a firewall. + +In addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship’s sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles. If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range. + +## CONTROL NET (EX) - 17TH LEVEL + +You are capable of operating multiple AIs, one in a drone and one in an exocortex. You must divide up your mechanic level between these different AIs, and each gains abilities based on the number of levels you assign to it. Every time you gain a level in mechanic, you can change the distribution of levels between these AIs using your custom rig after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, you can control them as normal (although you can directly control only one AI at a time). If the number of levels assigned to your exocortex is less than your mechanic level, your exocortex grants a smaller increase to your base attack bonus when using combat tracking (see page 79), as noted in the table below. You gain additional exocortex abilities, such as wireless hack and multitasking, based upon the level you assign to it as normal. + +
Levels AssignedIncrease to Base Attack Bonus
1-4+1
5-8+2
9-12+3
13-16+4
17-20+5
+ + + +## GHOST IN THE MACHINE (EX) - 19TH LEVEL + +When using your override class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and you can instead dictate its actions for the next round. These actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again. + +## SUPERIOR RIG (EX) - 19TH LEVEL + +Your custom rig’s computer functions now gain bonus lockout and wipe countermeasures. You can use your custom rig normally even when its lockout is active (you have special authorization no one else can access under any circumstances), and while any wiped data cannot be recovered by anyone else (as if the data module were destroyed), you can automatically recover it with 8 hours of work. These countermeasures have no additional cost and do not count against the maximum number of countermeasures your custom rig can have. + +Additionally, you can use your custom rig to communicate over an encrypted channel with your ship at a range encompassing a planet and its close orbit, allowing you to remotely pilot your starship from point to point on the same planet or to and from orbit (as well as use the encrypted communications functions of your expert and advanced rig at the same range). If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range. + +## TECH MASTER (EX) - 20TH LEVEL + +You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules presented on page 235, but the item being converted counts as its full value in crafting components. You cannot convert a onehanded weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back. + +# MECHANIC ARCHETYPE +## ALTERED OR REPLACED MECHANIC CLASS FEATURES + +For any level at which an archetype provides an alternate class feature, a mechanic who takes the archetype alters or replaces the listed class features. + +## MULTILEVEL + +**2nd, 4th, 6th, 12th, and 18th Levels**: You don’t gain a mechanic trick. + +## 9TH LEVEL + +You don’t gain the override class feature at 9th level. Instead, you gain it at 10th level, and you don’t gain the mechanic trick normally gained at 10th level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Akashic.md b/Compendium/SF1E/Classes/Mystic/Connections/Akashic.md new file mode 100644 index 0000000..584fc12 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Akashic.md @@ -0,0 +1,45 @@ +--- +aliases: +tags: +--- +# AKASHIC +**Source** _Starfinder Core Rulebook pg. 85_ +You’re linked to the collective knowledge of every sentient species that ever lived that’s held in the Akashic Record, an Astral library of perfect psychic records of every moment in history. You might be an ancient lorekeeper, an inquisitive student of the occult, an intuitive consulting detective, or a secret-hoarding spy. + +**Associated Deities**: Eloritu, Nyarlathotep, Pharasma, Talavet, Triune, Weydan, Yaraesa +**Associated Skills**: + +Culture and Mysticism +**Spells**: 1st - _Identify_, 2nd - _Augury_, 3rd - _Tongues_, 4th - _Divination_, 5th - _Contact Other Plane_, 6th - _Vision_ + +## AKASHIC KNOWLEDGE (EX) - 1ST LEVEL + +You gain the channel skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the channel skill class feature. + +## ACCESS AKASHIC RECORD (SU) - 3RD LEVEL + +You can access the Akashic Record to augment your skills. You can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level. + +## PEER INTO THE FUTURE (SU) - 6TH LEVEL + +Once per day, you can spend 10 minutes in uninterrupted meditation to receive visions of possible futures. At any point over the next 24 hours, you can declare that you are using the benefit of this ability before rolling one initiative check, saving throw, or skill check. You gain a +4 insight bonus to that check. At 11th level, you can use this ability twice per day, though you can’t use it again until after you’ve used your first bonus. + +## MIND PROBE (SP) - 9TH LEVEL + +You can use _mind probe_ as a spell-like ability a number of times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your mind probe is immune to further uses of this ability for 24 hours. + +## TELEPATHIC MEMORIES (SU) - 12TH LEVEL + +You can share memories at will with allies linked by your telepathic bond class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn’t otherwise be able to use aid another (to a limit of one such memory per skill check). + +## MEMORY PALACE (SU) - 15TH LEVEL + +You assemble an extradimensional library to house mental constructs representing your accumulated knowledge. This memory palace has a single shimmering entrance. You can access your memory palace once per day; when you do, the entrance appears within close range. If any creatures or objects that were not part of the memory palace when it was created remain inside it, the entrance remains where it first appeared. Only those you designate can enter the memory palace, and the entrance closes and becomes invisible behind you when you enter. Anyone inside can open the entrance and exit the memory palace at will. The only way to enter and exit the memory palace is via the entrance; even _plane shift_ and similar magic do not access it. + +You can create any floor plan you desire for your memory palace, up to a number of 10-foot cubes equal to your mystic level. Inside, the atmosphere is clean, fresh, and warm; outside conditions don’t affect the memory palace, nor do conditions inside it pass beyond. There is no furniture other than bookcases, computers, and a few desks and sofas. A number of unseen servants (as per the spell of the same name) equal to half your mystic level serve as librarians. The library keeps the same layout each time you access it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating—you don’t need to be inside it to alter it. + +When you gain this ability, choose one skill that can be used with the recall knowledge task. Consulting your memory palace gives anyone who studies within—including you—a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checks of that type untrained. At 16th level, and at each level thereafter, choose another skill that can be used with the recall knowledge task to which your memory palace’s skill bonus applies. + +## GLEAN SPELL (SU) - 18TH LEVEL + +Once per day, you can delve into the Akashic Record to cast a spell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Arcane.md b/Compendium/SF1E/Classes/Mystic/Connections/Arcane.md new file mode 100644 index 0000000..aaae5c0 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Arcane.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# ARCANE +**Source** _Galactic Magic pg. 24_ +You tap into the universe’s raw magic, channeling this energy to empower your spellcasting, suppress others’ magic, and protect yourself from harm. You’re a magical innovator, capable of tweaking and manipulating magical energy to suit your needs. + +**Associated Deities**: Eloritu, Lissala, Nyarlathotep, Pharasma +**Associated Skills**: + +Intimidate and Mysticism +**Spells**: 1st - _identify_, 2nd - _dampen spell_, 3rd - _dispel magic_, 4th - _mystical aegis_, 5th - _greater dispel magic_, 6th - _greater magic seal_ + +## SCOURING AURA (SU) - 1ST LEVEL + +Whenever you cast a spell, you emanate magical energy for a number of rounds equal to your Wisdom modifier (minimum 1). During this time, enemies that enter or begin their turn in a space adjacent to you take fire damage equal to the level of the spell you cast. When you would take damage from an attack or spell, you can end your scouring aura as a reaction to reduce the damage dealt by an amount equal to twice the level of the spell you cast (minimum 0 damage). + +## SPELL ECHO (SU) - 3RD LEVEL + +As a reaction whenever you cast a spell that has no effect (such as the affected creatures all succeeding at saving throws or being immune), you can spend a number of Resolve Points equal to half the spell’s level (rounded up) to capture the spell’s magical energy and retain it as a spell echo for a number of rounds equal to your Wisdom modifier (minimum 1). Once during this time, you can cast the captured spell a second time by expending the spell echo instead of expending a spell slot. You can have only one spell echo at a time. + +## ARCANE MANIPULATION (SU) - 6TH LEVEL + +You can spend 1 Resolve Point when casting a spell to augment it in one of the following ways: the spell’s duration increases by 50%, the spell’s range increases by 50%, or the spell’s damage increases by an amount equal to half your mystic level. + +## ELDRITCH SENSE (SU) - 9TH LEVEL + +Whenever your scouring aura is active, you can sense magical energy. This grants you blindsense (magic) for a range of 10 feet × the level of the spell that triggered scouring aura, which senses nearby magic in the area as detect magic. + +## SPELL CONSUMPTION (SU) - 12TH LEVEL + +You gain spell resistance equal to 6 + your mystic level. As a reaction when you would be the target of a spell, you can increase your spell resistance to 11 + your mystic level against that spell. Once you’ve used this reaction, you can’t use it again until you take a 10-minute rest to recover Stamina Points. Once per hour, when a spell fails to overcome your spell resistance, you absorb part of that spell’s energy and use it to fuel your spellcasting; you regain an expended 1st-level mystic spell slot. + +## UNLEASH MAGIC (SP) - 15TH LEVEL + +Once per day as a standard action, you unleash a burst of raw magic in a 30-foot radius around you, dealing 12d6 damage to every creature in the area (Reflex half). Each time you use unleash magic, you decide if it deals acid, cold, electricity, fire, or sonic damage. You can expend a mystic spell slot when using this ability to exclude a number of squares up to the level of the spell slot expended from the area of unleash magic. You can activate unleash magic additional times per day by expending 1 Resolve Point each time after the first. + +## SUPPRESSING AURA (SU) - 18TH LEVEL + +Once per day, you can end your scouring aura as a standard action to cast greater dispel magic. You can spend 2 Resolve Points to use this as a reaction instead. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Crusader.md b/Compendium/SF1E/Classes/Mystic/Connections/Crusader.md new file mode 100644 index 0000000..c78c726 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Crusader.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +# CRUSADER +**Source** _Character Operations Manual pg. 18_ +You serve a good-aligned deity, or you feel a connection to the ideals of justice, mercy, and righteousness. You are dedicated to defending the weak, and destroying evil and tyranny. This connection can be taken only by characters of good alignment. + +**Associated Deities**: Iomedae, Sarenrae +**Associated Skills**: Diplomacy and Mysticism +**Spells**: 1st - _reflecting armor_, 2nd - _shield other_, 3rd - _haste_, 4th - _death ward_, 5th - _resistant aegis_, 6th - _greater resistant armor_ + +## WEAPON PROFICIENCY (EX) - 1ST LEVEL + +Crusaders receive more martial training than most mystics, focusing on weapons favored by their deities. You gain proficiency with advanced melee weapons, and at 3rd level you gain Weapon Specialization with them. If you are already proficient with advanced melee weapons, you instead gain one bonus combat feat you meet the prerequisites for. + +## SWORN PROTECTOR (SU) - 3RD LEVEL + +At the start of each turn, you can designate one ally within 30 feet of you as being under your protection. As a reaction when an attack hits the selected ally, you can make one melee or ranged attack against the enemy who made the attack. If your attack hits, it deals no damage, but that enemy gains the off-target condition until the end of their next turn. + +## SMITE EVIL (SU) - 6TH LEVEL + +Once per day as a move action, you can infuse one weapon you touch, granting it the holy weapon fusion. If the weapon scores a critical hit against an evil creature, it applies the wound critical hit effect in addition to any other critical hit effect the weapon has. If the weapon already has the wound critical hit effect, it instead gains the severe wound or staggered critical hit effect (your choice). The weapon retains these benefits for 1 minute per mystic level. You can activate smite evil additional times per day by expending 1 Resolve Point each time after the first. + +## SACRED WEAPON (SU) - 9TH LEVEL + +Once per day, you can spend 10 minutes to add one of the following weapon fusions to one weapon of your choice: _axiomatic_, _holy_, _merciful_, or _returning_. The weapon retains this fusion for 24 hours or until you use this ability again. + +## DIVINE PROTECTION (SU) - 12TH LEVEL + +You gain a +2 divine bonus to saving throws against fear effects and against diseases, including magical and supernatural diseases. In addition, whenever you succeed at a saving throw against a disease, you are cured of that disease. + +## RADIANT AURA (SU) - 15TH LEVEL + +As a move action, you can expend 1 Resolve Point to create a 60-foot emanation centered on you that lasts 1 hour. This aura provides the benefits of your divine protection to creatures of your choice inside the area. + +## GUARDIAN ANGEL (SU) - 18TH LEVEL + +If damage reduces you to 0 Hit Points, even if you would die, you can expend 3 Resolve Points to stay alive and conscious with 1 Hit Point. You can use this ability as a reaction when another creature you can see drops to 0 Hit Points, expending 3 Resolve Points to allow that creature to stay alive and conscious with 1 Hit Point. Once you use this ability, you can do so again only after you rest for 8 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Empath.md b/Compendium/SF1E/Classes/Mystic/Connections/Empath.md new file mode 100644 index 0000000..4888924 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Empath.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +# EMPATH +**Source** _Starfinder Core Rulebook pg. 85_ +Your connection helps you sense emotions and notice details others can’t. You might be a diplomat, an investigator, a mind-reading bodyguard, a ship’s psychologist, or a psychic con artist. + +**Associated Deities**: Abadar, Hylax, Iomedae, Sarenrae, Talavet, Triune (Casandalee) +**Associated Skills**: Perception and Sense Motive +**Spells**: 1st - _Detect Thoughts_, 2nd - _Zone of Truth_, 3rd - _Clairaudience/clairvoyance_, 4th - _Mind Probe_, 5th - _Telepathy_, 6th - _True Seeing_ + +## EMPATHY (SU) - 1ST LEVEL + +As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute. + +## GREATER MINDLINK (SU) - 3RD LEVEL + +You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies. + +## EMOTIONSENSE (SU) - 6TH LEVEL + +You can detect and locate creatures within 60 feet that have emotions, as if you had blindsense (emotion); see page 262. A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of _nondetection_ or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way. + +## DISCERN LIES (SP) - 9TH LEVEL + +You can use _discern lies_ as a spell-like ability a number of times per day equal to your mystic level, each time targeting a single creature. This effect lasts 1 round. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours. + +## GREATER EMOTIONSENSE (SU) - 12TH LEVEL + +Your emotionsense is far more discerning, as if you had blindsight (emotion); see page 262. + +## RETROCOGNITION (SP) - 15TH LEVEL + +You can use _retrocognition_ as a spell-like ability at will. When doing so, you take a –2 penalty to saving throws against mind-affecting effects for as long as you concentrate on _retrocognition_ and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty. + +## EMPATHIC MASTERY (SP) - 18TH LEVEL + +You can spend 1 Resolve Point to use _psychic surgery_ as a spell-like ability. If you are incapacitated by an effect that _psychic surgery_ could remove and have at least 1 Resolve Point remaining, you can spend 1 Resolve Point to use this ability on yourself, even without being able to take any actions. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/First World.md b/Compendium/SF1E/Classes/Mystic/Connections/First World.md new file mode 100644 index 0000000..a7c91ce --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/First World.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# FIRST WORLD +**Source** _Galactic Magic pg. 24_ +You draw your magic from the First World, the riotous, ever‑shifting realm of the fey. Your powers manifest as illusory tricks, mind-clouding enchantments, and other deceptions. + +**Associated Deities**: Apholine, Ng, Ragadahn, Shyka, The Lantern King +**Associated Skills**: + +Bluff and Disguise +**Spells**: 1st-6th _baleful polymorph_; replaced by 1st - _disguise self_, 2nd - _song of the cosmos_, 3rd - _charm monster_, 4th - _confusion_, 5th - _greater command_ + +## DAZZLING DUST (SP) - 1ST LEVEL + +As a standard action, you can spend 1 Resolve Point to scatter glittering pixie dust in a 30-foot cone. Creatures in the area must succeed at a Fortitude save or become dazzled and take a –1 penalty to Will saving throws for a number of rounds equal to your Wisdom modifier (minimum 1). At 9th level, you can cause one creature dazzled by this ability to also be blinded for 1 round. + +## GLAMER SHROUD (SP) - 3RD LEVEL + +As a standard action, you veil yourself in shifting illusions. This grants you a 20% miss chance as though you had concealment, though this effect does not help you to hide. You can maintain this effect for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. + +## VANISHING TRICK (SU) - 6TH LEVEL + +When you take damage from a melee attack, you can expend a mystic spell slot as a reaction to teleport away after resolving the attack’s effects. You teleport to an open space to which you have line of effect, the total distance not exceeding 5 feet × the level of the expended spell slot. + +## OTHERWORLDLY MELODY (SP) - 9TH LEVEL + +Twice per day, you can sing a mystical tune that functions as either haste or slow. You gain one additional use per day at 13th level and again at 17th level. + +## COLLECTIVE GLAMER (SU) - 12TH LEVEL + +When you activate glamer shroud, you can spend 1 Resolve Point to grant its benefits to allies linked by your telepathic bond class feature. Your allies gain these benefits for 1 minute. + +## FIRST WORLD PRANKSTERS (SP) - 15TH LEVEL + +As a standard action, you can spend 1 Resolve Point to open a portal to the First World within 100 feet. Mischievous fey swarm through this portal, attacking all enemies in a 20-foot-radius spread. Each enemy in the area is the target of one of the following combat maneuvers: dirty trick, disarm, or trip. You select the action individually for each enemy targeted. The attack roll for these actions is equal to your caster level plus your Wisdom modifier. Their mischief concluded, the fey immediately return to the First World, and the portal closes. + +## NATURE’S FURY (SP) - 18TH LEVEL + +Once per day as a standard action, you can infest any number of enemies within a 50-foot spread centered on you with fey flora. As the plants sprout all over their body, each affected creature takes 5d6 bludgeoning damage and becomes entangled (Fortitude negates) for 1 minute. At the end of each of its turns, an affected creature becomes increasingly overgrown and attempts another Fortitude save. If they fail the save, they take 3d6 additional bludgeoning damage, and an entangled creature also becomes grappled for 1 round. As a standard action, an affected creature can attempt an additional Fortitude save to end the effect, taking no additional damage or penalties if that save fails. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Geneturge.md b/Compendium/SF1E/Classes/Mystic/Connections/Geneturge.md new file mode 100644 index 0000000..2510e7d --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Geneturge.md @@ -0,0 +1,67 @@ +--- +aliases: +tags: +--- +# GENETURGE +**Source** _Starfinder Armory pg. 148_ +You are connected to the very building blocks of life, adept at altering your DNA code and that of others. You may see augmentation as a natural part of evolution, or the ultimate form of self-improvement that drives life towards enlightenment, or even a perversion of the natural order undertaken to venerate dread gods. With your enhanced understanding of biotech, you might be a famous self-help expert, a sinister fleshwarper, or an adaptable xenoseeker surveying mysterious planets in the Vast. + +**Associated Deities**: Eloritu, Oras, Triune (Casandalee), Yaraesa +**Associated Skills**: + +Life Science and Medicine +**Spells**: 1st - _detect augmentation_, 2nd - _spider climb_, 3rd - _remove affliction_, 4th - _reject augmentation_, 5th - _modify memory_, 6th - _regenerate_ + +## PERSONAL MODIFICATION (EX) - 1ST LEVEL + +You gain a personalized biotech augmentation that is keyed to your genetic code. Your body synthesizes the organic material for the augmentation and you magically manipulate your DNA strands to integrate it into the biological system of your choice. Once implanted, the personal augmentation occupies that system, preventing the installation of any other upgrade, and you can only remove or implant the augmentation in a new system through the transform biotech class feature (see below). The personal augmentation provides a benefit based on which of your body’s systems you implant it in, as follows. + +**Arms (all)**: Treat your Strength score as 6 higher for the purpose of determining your bulk limit. + +**Brain**: Add one Intelligence-based skill to your list of associated skills for your connection. You can take 10 when using that skill, even if you are threatened or distracted. + +**Ears**: You take no penalty to sound-based Perception checks when you are sleeping, and gain a +2 bonus to saving throws against effects that would deafen you. + +**Eyes**: For targets you attack, reduce the miss chance due to concealment to 15%. Additionally, you gain a +2 bonus to Perception checks based on sight. + +**Feet (all)**: You can move through up to 5 feet of difficult terrain each round as if it were normal terrain. This allows you to take a guarded step into difficult terrain. + +**Hands (All)**: You can attempt Sleight of Hand checks as if you were trained in the skill, and you can retrieve a weapon or object hidden on your person in the same amount of time it would take to retrieve it were it not hidden. + +**Heart**: Add Bluff to your list of associated skills for your connection. You can take 10 when using Bluff to lie, even if you are threatened or distracted. + +**Legs (all)**: Gain a +1 bonus to your AC against combat maneuvers that would change your position, such as bull rush, reposition, or trip. + +**Lungs**: You gain a +4 bonus to saving throws against thick, severely thick, thin, and severely thin atmospheres, as well as against gas effects that are negated by not needing to breathe (such as a smoke grenade). + +**Skin**: You are protected from the dangers of extreme heat and cold as if you were wearing armor. + +**Spinal Column**: Add Acrobatics to your list of associated skills for your connection. You can take 10 when using Acrobatics to balance, even if you are threatened or distracted. + +**Throat**: Your voice is augmented, allowing you to be heard clearly even in extremely loud areas, such as windstorms and even hurricane-force winds. Creatures in such areas take no penalty to Perception checks to hear your voice. + +## TRANSFORM BIOTECH (SU) - 3RD LEVEL + +Once per day, as long as you have rested for 8 hours, you can alter one of your biotech augmentations as a standard action. You can permanently transfer your personal modification to a different biological system, changing its granted benefit, as long as the new system isn’t already occupied by a modification. Alternatively, you can cause a biotech augmentation you have had installed to function as your personal modification would if it were installed in that system, suppressing the normal functions of that augmentation but allowing you to gain the benefits of your personal modification for that system (in addition to the system your personal modification currently occupies). + +As a third option, you can temporarily alter one of your biotech augmentations. When you activate the transform biotech ability in this way, select one of your existing biotech augmentations that required you to make a choice when it was installed, such as the type of damage dealt by a dragon gland. You can select a new option for this augmentation as if it were newly installed. + +## INSISTENT BIOCHAINS (SU) - 6TH LEVEL + +Your genetic material is almost aggressive in its desire to integrate new information into its sequence. You gain a second personal modification, as the 1st-level personal modification ability. You also gain the ability to have a second biotech augmentation in any one system of your choice. You can use this second biotech augmentation to add your new personal modification to a system that already has a biotech augmentation, but you can’t ever have more than one personal modification in the same system simultaneously. + +## WARPING STRAIN (SU) - 9TH LEVEL + +As a standard action, you can reprogram the genetic material of a living foe within 60 feet, causing its biological systems to attack themselves. The target must succeed at a Fortitude save or be sickened for a number of rounds equal to your mystic level. Additionally, if the creature fails its save, for the same duration it can’t use any biotech augmentations that require an action to activate. Once a creature has attempted a saving throw against warping strain (regardless of the result), it is immune to this attack for 24 hours. + +## LINKED AUGMENTATION (SU) - 12TH LEVEL + +Whenever you or an ally linked by your telepathic bond class feature activates a biotech augmentation that can be used only a limited number of times before taking a 10-minute rest to regain Stamina Points, you can spend 1 Resolve Point as a reaction to prevent the augmentation’s use from counting against that limit. + +## INSTANT EVOLUTION (SU) - 15TH LEVEL + +Once per day as a full action, you can send changes to your genetic code rippling through one of your systems, spontaneously molding a biotech augmentation onto it. Choose one biotech augmentation or personal modification with an item level less than or equal to your mystic level. You gain the benefits of that biotech augmentation for a number of minutes equal to your mystic level. You cannot choose an augmentation that would occupy one of your systems that already contains an augmentation. + +## SYSTEM MASTERY (SU) - 18TH LEVEL + +Through your manipulation of recombinant DNA, you gain control over your immune-response system, making your body more resistant to harm. You gain a +4 enhancement bonus to saving throws against diseases, and any time you are affected by a disease, you can spend 1 Resolve Point as a standard action to attempt 1 additional saving throw against the disease. If you fail this save, you do not suffer any additional effects, but if you succeed, you are cured of the disease, even if it typically requires more than one successful saving throw to cure. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Glitchghost.md b/Compendium/SF1E/Classes/Mystic/Connections/Glitchghost.md new file mode 100644 index 0000000..8f8bfeb --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Glitchghost.md @@ -0,0 +1,42 @@ +--- +aliases: +tags: +--- +# GLITCHGHOST +**Source** _Tech Revolution pg. 26_ +By binding spiritual energy into objects, you can overwhelm and control technological devices and creatures. + +**Associated Deities**: Eloritu, Pharasma, Urgathoa +**Associated Skills**: + +Engineering and Mysticism +**Spells**: 1st-6th _spiritual consultation_; replaced by 1st - _spirit-bound computer_, 2nd - _haunted combatant_, 3rd - _phantom cycle_, 4th - _soothing protocol_, 5th - _transfer consciousness_ + +## SOUL SPARK (SU) - 1ST LEVEL + +As a standard action, you supercharge or overload a device within 30 feet for 1 minute. The device must have a usage of 1 or more charges and must be a technological item, weapon, suit of armor, or armor upgrade. If you supercharge the device, decrease its usage by a number of charges equal to 1 + 1/3 your mystic level (minimum usage of 1); if you overload the device, instead increase its usage by this number of charges. Once you use this ability, you can’t do so again until you take a 10-minute rest to regain Stamina Points. + +## DISRUPT TECHNOLOGY (SU) - 3RD LEVEL + +You can spend 1 Resolve Point as a standard action to trap a destructive spirit in an object within 60 feet. The object gains the broken condition for a number of rounds equal to 1 + half your mystic level. Archaic objects and exceptionally large objects (such as vehicles, starships, and buildings) are unaffected by this ability. An object in a creature’s possession can attempt a Will save to reduce the duration to 1 round. + +## SPECTRAL ARMAMENTS (SU) - 6TH LEVEL + +Once per day as a move action, you can infuse one armor or weapon you touch with eldritch energy. This grants a weapon the effects of a ghost killer or limning weapon fusion, or it grants the armor the effects of a ghost armor or telepathic dampener armor upgrade. This fusion doesn’t count toward the maximum total level of fusions the weapon can have at once, and this armor upgrade doesn’t require an upgrade slot. You can activate spectral armaments as a full action to infuse one additional item you touch; the affected items retain these benefits for 1 minute per mystic level. You can activate spectral armaments additional times per day by spending 1 Resolve Point each additional time you use it after the first. + +## SPIRIT SPEAKER (SU) - 9TH LEVEL + +You add your channel skill bonus to Charisma-based skill checks made to interact with incorporeal and technological creatures as well as to skill checks made to disable technological devices. Additionally, you can use speak with dead as a spell-like ability three times per day, but only to communicate with constructs or creatures with the technological subtype. + +## AWAKEN TECHNOLOGY (SU) - 12TH LEVEL + +You can spend 1 Resolve Point as a standard action to coax a spirit into possessing an item, computer, lock, trap, construct, or vehicle within 60 feet, for a number of minutes equal to your mystic level. A construct creature or an object in a creature’s possession can attempt a Will save to negate this effect. +If the possessed object is a computer, you can attempt Mysticism checks in place of Computers checks to operate it. If the possessed object is a lock or trap, you can use Mysticism in place of Engineering to disable it. If the possessed object is a vehicle, you can use Mysticism in place of Piloting to operate it. If the possessed object is a construct, it loses its immunity to mind-affecting effects. If the possessed object is a technological item with charges, it turns on. Objects that don’t fit into any of the above categories, including mechs and starships, are unaffected by this ability. + +## GHOSTLY FORM (SU) - 15TH LEVEL + +As a standard action, you can move up to your speed as if you were incorporeal, provided you begin and end your movement in an unoccupied space. Construct creatures and creatures wearing armor you pass through become overburdened for 1 round (Will negates) as you cause malfunctions. Whether or not the creature succeeds at its save, it then becomes immune to your ghostly form for 24 hours. You can use this ability a number of times per day equal to your mystic level. + +## SPIRIT STORM (SU) - 18TH LEVEL + +You can spend 1 Resolve Point as a standard action to unleash a barrage of spirits in a 30-foot-radius burst around you; this deals 12d6 force damage to constructs, undead, and creatures with the technological subtype in the area, and 12d6 cold damage to all other creatures in the area (Reflex half). Objects with hardness of 30 or lower in the area are broken for a number of rounds equal to your mystic level (or for 1 round if they succeeded at the saving throw). You can expend a mystic spell slot to exclude a number of squares, up to the level of the spell slot expended, from the area affected by the spirit storm. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Healer.md b/Compendium/SF1E/Classes/Mystic/Connections/Healer.md new file mode 100644 index 0000000..f210575 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Healer.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# HEALER +**Source** _Starfinder Core Rulebook pg. 86_ +Your connection channels the life force of all things—as well as its counterpart, death. You’re an expert healer, but not necessarily a selfless one. You might be a traveling doctor, a haunted medium, a military medic, or a tyrannical necromancer. + +**Associated Deities**: Desna, Hylax, Iomedae, Pharasma, Sarenrae, Talavet, Urgathoa, Weydan +**Associated Skills**: + +Medicine and Mysticism +**Spells**: 1st-6th _Mystic Cure_; replaced by 1st - _Remove Condition, Lesser_, 2nd - _Remove Condition_, 3rd - _Remove Affliction_, 4th - _Restoration_, 5th - _Remove Condition, Greater_ + +## HEALING CHANNEL (SU) - 1ST LEVEL + +You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter. + +## LIFELINK (SU) - 3RD LEVEL + +At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink. + +## HEALER’S BOND (SP) - 6TH LEVEL + +As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the _status_ spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of _status_ on all creatures linked by your telepathic bond. + +## STEAL LIFE (SU) - 9TH LEVEL + +As a standard action, you can spend 1 Resolve Point to steal part of a creature’s life force and transfer it to yourself or others. You must touch the target (requiring a successful melee attack against its EAC), which deals 1d6 damage for every 2 mystic levels you have (maximum 10d6). Choose an ally within 30 feet; that ally recovers an amount of Hit Points equal to the damage dealt (to a maximum of the foe’s remaining Hit Points). Alternatively, you can heal yourself instead, but you restore only a number of Hit Points equal to half the damage dealt. If this heals the recipient (you or your ally) up to maximum Hit Points, any excess persists for 1 hour as temporary Hit Points. If your attack misses, you don’t lose the Resolve Point. + +## CHANNEL BOND (SU) - 12TH LEVEL + +When you use healing channel as a standard action, you can heal an ally linked by your telepathic bond class feature as if you were touching that ally, as long as the ally is within 120 feet. When you use healing channel as a full action, it heals all allies linked by your telepathic bond class feature within 120 feet (as well as all other allies within 30 feet). + +## CHANNEL LIFE (SU) - 15TH LEVEL + +If you use healing channel on a creature that has died within 1 round, you can bring it back to life as per a 5th-level _mystic cure_ spell. + +## DENY DEATH (SU) - 18TH LEVEL + +You are immune to death effects and negative levels. If you would normally die from damage, as long as you have at least 1 Resolve Point remaining, you can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can’t regain Resolve Points again until you rest for 8 hours, even if you have another means to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Melophile.md b/Compendium/SF1E/Classes/Mystic/Connections/Melophile.md new file mode 100644 index 0000000..0116282 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Melophile.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# MELOPHILE +**Source** _Character Operations Manual pg. 78_ +You’re able to hear the soundless melody that drives all observable astronomical objects in the universe, a resonating delight that brings tears to the eyes of those capable of hearing it. You might be a mathematician, seeking to translate a soundless rhythm to audible harmony, or a traveling minstrel looking to share the socalled Song of the Spheres with any who care to listen. + +**Associated Deities**: Azathoth, Desna, Ibra, Yaraesa +**Associated Skills**: + +Culture and Physical Science +**Spells**: 1st - _charm person_, 2nd - _augury_, 3rd - _clairaudience/clairvoyance_, 4th - _cosmic eddy_, 5th - _synaptic pulse_, 6th - _enshrining refuge_ + +## SONG OF THE SPHERES (SU) - 1ST LEVEL + +You act as a conduit for the mystical Song of the Spheres, inspiring your allies with the hymns of creation. As a move action, you expend one mystic spell slot or spend 1 Resolve Point (your choice). All allies within 60 feet gain a +1 morale bonus to attack rolls and weapon damage rolls, as well as a +1 morale bonus to saves against charm, compulsion, and fear effects. This effect lasts a number of rounds equal to the level of the spell slot that you expended. If you spent a Resolve Point, this effect lasts a number of rounds equal to the highest level of mystic spell you can cast. This is a mind-affecting, sense-dependent effect. + +## UNIVERSAL CHOIR (SU) - 3RD LEVEL + +When you cast a mystic spell that allows a Will save to negate its effects (including a harmless spell), you gain the ability to communicate with any creature affected by the spell for its duration, as tongues. This allows you to use language-dependent spells to affect creatures that normally could not communicate with you or understand what you are communicating, but it does not allow you to communicate with creatures that are incapable of speaking or understanding language. + +## REINVIGORATING SONG (SU) - 6TH LEVEL + +Whenever you use your song of the spheres connection power, affected allies gain fast healing equal to half the level of the spell slot that you expended (minimum fast healing 1). If you spent a Resolve Point, affected allies gain fast healing equal to half the highest level of mystic spell that you can cast. Fast healing granted by this connection power lasts for the duration of your song of the spheres connection power. + +## SONG OF THE CELESTIAL DANCE (SU) - 9TH LEVEL + +When you use your song of the spheres connection power, you can spend 1 Resolve Point to grant all affected allies the benefits of haste for the duration of your song of the spheres connection power. The Resolve Point cost of this connection power is in addition to any spell slots or Resolve Points expended to use the song of the spheres connection power. + +## DAMPENING SONG (SU) - 12TH LEVEL + +When you use your song of the spheres connection power, affected allies gain resistance to a number of types of energy damage of your choice equal to half the level of the spell slot that you expended (minimum 1). If you spent a Resolve Point, affected allies gain resistance to a number of types of energy damage equal to half the level of the highest level of mystic spell that you can cast (minimum 1). Resistance granted by this connection power is equal to your mystic level and lasts for the duration of your song of the spheres. + +## RESILIENT SONG (SU) - 15TH LEVEL + +When you use your song of the spheres connection power, affected allies gain damage reduction equal to your mystic level against all bludgeoning, piercing, and slashing damage for the duration of your song of the spheres. + +## REWRITE THE SPHERES (SU) - 18TH LEVEL + +When you use your song of the spheres connection power by expending 1 or more Resolve Points, chose one creature or object that you are aware of. A number of allies affected by your song of the spheres equal to the number of RP you spent are affected by _subjective reality_, becoming convinced that the target is an illusion for the duration of your song of the spheres. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Mindbreaker.md b/Compendium/SF1E/Classes/Mystic/Connections/Mindbreaker.md new file mode 100644 index 0000000..988a6db --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Mindbreaker.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# MINDBREAKER +**Source** _Starfinder Core Rulebook pg. 87_ +You use your raw will and understanding of the mind’s structure to crush and demoralize your enemies. You might be a special ops assassin, a psychic interrogator, or a righteous military crusader breaking the enemy’s spirit on the battlefield. + +**Associated Deities**: Besmara, Damoritosh, Iomedae, The Devourer, Urgathoa, Zon-Kuthon +**Associated Skills**: + +Bluff and Intimidate +**Spells**: 1st-6th _Mind Thrust_; replaced by 1st - _Confusion, Lesser_, 2nd - _Inflict Pain_, 3rd - _Synaptic Pulse_, 4th - _Confusion_, 5th - _Feeblemind_ + +## SHARE PAIN (SU) - 1ST LEVEL + +Whenever a foe deals damage to you, you can spend 1 Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack’s damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect. + +## BACKLASH (SU) - 3RD LEVEL + +Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect. + +## SOW DOUBT (SU) - 6TH LEVEL + +As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect. + +## MENTAL ANGUISH (SU) - 9TH LEVEL + +As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mindaffecting pain effect. + +## MINDBREAKING LINK (SU) - 12TH LEVEL + +Whenever you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become confused for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect. + +## MINDKILLER (SU) - 15TH LEVEL + +As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect. + +## EXPLODE HEAD (SU) - 18TH LEVEL + +You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target’s head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Overlord.md b/Compendium/SF1E/Classes/Mystic/Connections/Overlord.md new file mode 100644 index 0000000..89a7a4c --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Overlord.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# OVERLORD +**Source** _Starfinder Core Rulebook pg. 87_ +You realize that not all connections are symmetrical, and seek to be the dominant force in any situation. You aren’t necessarily evil; perhaps you consider yourself a benevolent philosophermonarch who takes control for the good of your charges. You might also be a cult leader, a criminal mastermind, or a hypnotist. + +**Associated Deities**: Abadar, Besmara, Damoritosh, Lao Shu Po, Zon-Kuthon +**Associated Skills**: + +Diplomacy and Intimidate +**Spells**: 1st - _Command_, 2nd - _Hold Person_, 3rd - _Suggestion_, 4th - _Confusion_, 5th - _Dominate Person_, 6th - _Suggestion, Mass_ + +## INEXPLICABLE COMMANDS (SU) - 1ST LEVEL + +When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them. + +## FORCED AMITY (SP) - 3RD LEVEL + +You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as _charm person_. + +## ECHOES OF OBEDIENCE (SU) - 6TH LEVEL + +Even creatures that resist your dominance can’t shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect. + +## GREATER FORCED AMITY (SP) - 9TH LEVEL + +Your forced amity ability functions as _charm monster_. + +## JEALOUS OVERLORD (SU) - 12TH LEVEL + +When an ally linked by your telepathic bond class feature is subject to mind-affecting effect that issues commands, as a reaction you can issue a countermand allowing the linked ally to act normally. When you do, attempt an opposed Charisma check against the originator of the mind-affecting effect; if you succeed, your ally can act normally. + +## FORCEFUL COMMANDS (SU) - 15TH LEVEL + +When you use a mind-affecting charm or compulsion spell or spell-like ability against a target benefiting from an active spell that protects against your attack, you automatically become aware of the presence of such defenses, and can spend 1 Resolve Point as part of casting the spell to attempt a caster level check to dispel the highest-level such spell, as if you had cast _dispel magic_. + +## ABSOLUTE CONTROL (SU) - 18TH LEVEL + +When you issue a command to a dominated creature that would force it to act against its nature, you can spend 1 Resolve Point to deny it a new saving throw against your domination. The dominated creature still won’t carry out an obviously self-destructive order. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Star Shaman.md b/Compendium/SF1E/Classes/Mystic/Connections/Star Shaman.md new file mode 100644 index 0000000..782cbf6 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Star Shaman.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# STAR SHAMAN +**Source** _Starfinder Core Rulebook pg. 88_ +Your connection channels the energy of the cosmos, its celestial bodies, and the dark voids between them. You might be a brilliant astronomer, a daredevil starpilot, a Drift explorer, a prophetic astrologer, or a would-be transhuman godling. + +**Associated Deities**: Desna, Ibra, Nyarlathotep, Sarenrae, The Devourer, Triune +**Associated Skills**: + +Perception and Piloting +**Spells**: 1st - _Magic Missile_, 2nd - _Darkvision_, 3rd - _Irradiate_, 4th - _Remove Radioactivity_, 5th - _Telekinesis_, 6th - _Control Gravity_ + +## WALK THE VOID (SU) - 1ST LEVEL + +You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills. + +## STARLIGHT FORM (SU) - 3RD LEVEL + +You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day. + +## STARGAZER (SU) - 6TH LEVEL + +You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243). + +## STARFLIGHT (SU) - 9TH LEVEL + +While in starlight form, you gain the ability to fly as per the _flight_ spell (spell level 3rd or lower). + +## STARRY BOND (SU) - 12TH LEVEL + +You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature. + +## METEOR SHOWER (SU) - 15TH LEVEL + +You can spend 1 Resolve Point as a full action to call down a rain of meteorites in a 10-foot-radius vertical cylinder, 40 feet high, at a range of up to 250 feet. The meteorites deal 12d6 damage to every creature in the area (Reflex half). Half the damage is bludgeoning damage; the other half is fire damage. If you are outdoors and can see stars, the meteorites instead deal 12d10 damage. + +## INTERPLANETARY TELEPORT (SP) - 18TH LEVEL + +At 18th level, once per day, you can spend 1 Resolve Point as a full action to use _interplanetary teleport_ as a spell-like ability. If you have been to a location in another star system before, you can spend 2 Resolve Points to use _interplanetary teleport_ to travel there, even though it exceeds the spell’s normal range. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/The Drift Connection.md b/Compendium/SF1E/Classes/Mystic/Connections/The Drift Connection.md new file mode 100644 index 0000000..a38f93a --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/The Drift Connection.md @@ -0,0 +1,42 @@ +--- +aliases: +tags: +--- +# THE DRIFT CONNECTION +**Source** _Drift Crisis pg. 42_ +You worship Triune, have ties to the mysterious spectra, or have some other relationship with the Drift. Your magic can ease Drift travel, fold space, and impose Drift-like conditions. + +**Associated Deities**: Desna, Triune, Weydan +**Associated Skills**: + +Computers and Piloting +**Spells**: 1st - _life bubble_, 2nd - _fog cloud_, 3rd - _pinpoint navigation_, 4th - _elemental convergence_, 5th - _call cosmos_, 6th - _summon Drift beacons_ + +## DRIFT STEP (SU) - 1ST LEVEL + +As a move action, you can tap into the transitory nature of the Drift, enabling you to move further with each step than normally possible. For a number of rounds equal to your Wisdom modifier (minimum 1 round), you gain a +10-foot enhancement bonus to all of your speeds, and you can move up to 10 feet each time you take a guarded step. The enhancement bonus to speeds increases to +20 feet at 7th level and +30 feet at 15th level. You can use Drift step up to three times per day. + +## PRISMATIC NIMBUS (SU) - 3RD LEVEL + +As a standard action, you can emit a vibrant purple and pink aura of light reminiscent of the Drift. Your body sheds normal light in a 15-foot radius. A creature that enters or ends its turn in the area must succeed at a Fortitude save or be dazzled for 1 round. At 11th level, you instead shed normal light in a 30-foot radius. You can maintain your nimbus for a number of minutes per day equal to your mystic level; this duration doesn’t need to be continuous, but it must be used in 1-minute increments. + +## UNFOLD SPACE (SU) - 6TH LEVEL + +As a reaction when you’re targeted with an attack of which you’re aware, you can expend an unused mystic spell slot to unfold the space between you and the attacker, distorting the distance the attack must traverse to reach you. You gain an enhancement bonus to your AC against the attack equal to the level of the spell slot expended. If the triggering attack hits, you can attempt a Will save (DC = 10 + the attacker’s CR); if you succeed, you regain the expended spell slot. Once you’ve targeted an attacker, you can’t target the same attacker with this ability for 24 hours. + +## CONSUME MATTER (SU) - 9TH LEVEL + +You can spend 1 Resolve Point as a standard action to shatter molecular bonds in a 30-foot cone, absorbing some of the fragmented matter much like the Drift consumes planar material. Creatures in the area take 1d6 acid damage for every two mystic levels you have (maximum 10d6). Each creature in the area can attempt a Reflex save to halve this damage. You regain a number of Hit Points equal to half the damage dealt to one of the affected creatures. You gain any Hit Points recovered in excess of your maximum Hit Point total as temporary Hit Points that last 1 minute. + +## QUANTUM ENTANGLEMENT (SU) - 12TH LEVEL + +Creatures linked by your telepathic bond class feature become entangled on a quantum level. You can spend 1 Resolve Point as a standard action to select any two willing or unconscious creatures linked by your telepathic bond. The two creatures teleport into the other’s space, swapping places. Both creatures must be at most 120 feet away from you. Once you’ve used this ability, you can’t use it again until you’ve regained Stamina Points as part of a 10-minute rest. This is a teleportation effect. + +## INTEGRATE MATTER (SU) - 15TH LEVEL + +When one or more creatures fail their saving throw against your consume matter connection power, you gain one of the following from one of those creatures for 1d4 rounds: the creature’s damage reduction; the creature’s resistance or immunity to one energy type; or the creature’s immunity to one type of effect (such as poison). You choose the ability gained, and if you choose an ability the creature doesn’t have, you gain one of these abilities the creature does have, chosen at random. + +## EMBRACE THE DRIFT (SU) - 18TH LEVEL + +You transform into a spectra-like being, intrinsically linked to the Drift. You no longer need to breathe and are immune to the harmful environmental effects of outer space and a vacuum. You can automatically sense the direction and relative distance of the nearest five Drift beacons, and you can navigate to Alluvion as though you had a beacon code. While you’re on a starship with a Drift engine, you treat the rating of that Drift engine as 1 higher (maximum 6). While you’re in the Drift, you have a supernatural fly speed of 90 feet (perfect maneuverability). +Your body functions as a personal Drift engine. By concentrating for 10 minutes, you can spend 1, 4, 9, or 16 Resolve Points to enter the Drift, navigate the plane using the rules for Drift navigation, and (optionally) exit to the Material Plane as though you had a Drift engine rating of 1, 2, 3, or 4, respectively. While doing so, you can use either Mysticism or Piloting to navigate. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Trailblazer.md b/Compendium/SF1E/Classes/Mystic/Connections/Trailblazer.md new file mode 100644 index 0000000..951f1e5 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Trailblazer.md @@ -0,0 +1,42 @@ +--- +aliases: +tags: +--- +# TRAILBLAZER +**Source** _Galaxy Exploration Manual pg. 20_ +You love seeking out new vistas, exploring new horizons, and analyzing new environments. Benevolent trailblazers might travel for the sake of enlightenment, whereas selfish trailblazers exploit the resources and inhabitants of the worlds they discover. + +**Associated Deities**: Desna, Eloritu, Weydan, Yaraesa +**Associated Skills**: + +Piloting and Survival +**Spells**: 1st - _scan environment_, 2nd - _spider climb_, 3rd - _pinpoint navigation_, 4th - _control atmosphere_, 5th - _commune with planet_, 6th - _plane shift_ + +## BIOME BOND (SU) - 1ST LEVEL + +After you spend at least 12 hours in a specific biome, you can spend 10 minutes attuning yourself to that biome to make it your bonded biome; you can spend Resolve points to reduce to reduce the time you must first spend in the biome by 6 hours per Resolve Point. While in your bonded biome, you gain a +2 insight bonus to initiative checks and a +2 resistance bonus to saving throws to resist hazards. You can spend 1 Resolve Point to cast wisp ally as a spell-like ability while in your bonded biome, using your mystic level as your caster level. + +## NAVIGATION INSIGHT (EX) - 3RD LEVEL + +When using Piloting to navigate or astrogate a course, you treat unfamiliar locations as seldom visited locations and seldom visited locations as frequently visited locations when calculating the DC. Additionally, double your channel skill ability’s insight bonus to Piloting checks when you perform stunts during starship combat. + +## TENACIOUS EXPLORER (EX) - 6TH LEVEL + +While in your bonded biome, you’re immune to the effects of severe cold and severe heat, and you can move through difficult terrain as though you had the Nimble Moves feat. When you attempt a saving throw against a hazard in your bonded biome, you can spend 1 Resolve Point to roll the saving throw twice and take the better result. + +## SWIFT TRAVELS (EX) - 9TH LEVEL + +For every 10 points by which you exceed the Piloting check DC to navigate or astrogate, you can reroll one of the dice used to determine travel time to your destination and use the lower of the two results. When you travel overland in your bonded biome, you treat trackless terrain as though it had a road for the purpose of determining overland movement speed for you, any vehicle you pilot, and up to 10 allies within 60 feet of you. Once per day while in your bonded biome, you can cast _haste_ as a spell-like ability, using your mystic level as your caster level. + +## CHANNEL BIOME (SU) - 12TH LEVEL + +While in your bonded biome, you can spend 1 Resolve Point as a standard action to channel the biome into a violent blast in a 20-foot-radius burst with a range of 100 feet, dealing 1d6 damage per mystic level (Reflex half). +The damage type or types are based on your biome: airborne: bludgeoning; aquatic: cold and piercing; arctic: cold and sonic; desert: slashing and fire; forest: slashing; marsh: acid; mountain: sonic; other: piercing, acid, or electricity; plains: electricity; space: cold or force; subterranean: acid and bludgeoning; urban: piercing and sonic; weird: force. + +## BIOME SENSE (SU) - 15TH LEVEL + +While in your bonded biome, you gain blindsense (vibration) with a range of 30 feet, creatures gain no bonuses when flanking you, and you take no penalties to Perception checks for being asleep. + +## ONE WITH THE UNIVERSE (SU) - 18TH LEVEL + +You can bond with a biome automatically upon entering it, and you can maintain a connection to two bonded biomes at once (although you must still encounter them to do so). You don’t require food or water for sustenance, and you automatically succeed at Survival checks to avoid getting lost. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Warmonger.md b/Compendium/SF1E/Classes/Mystic/Connections/Warmonger.md new file mode 100644 index 0000000..865da8b --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Warmonger.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# WARMONGER +**Source** _Character Operations Manual pg. 79_ +You’re connected to the cosmic struggle for survival and supremacy, a universal conflict that permeates all cultures in the galaxy. You’re not necessarily evil; you might be a righteous crusader who uses violence to stop ne’er-do-wells or a monk who studies the inherently violent nature of the universe in order to transcend it. + +**Associated Deities**: Angradd, Damoritosh, Iomedae +**Associated Skills**: + +Athletics and Intimidate +**Spells**: 1st-6th _summon monster_; replaced by 1st - _seeking shot_, 2nd - _shield other_, 3rd - _haste_, 4th - _resistant armor_, 5th - _resistant aegis_ + +## WEAPONS OF WAR (SU) - 1ST LEVEL + +As a move action, you can call upon the insight of great warlords to gain an insight bonus to attack rolls equal to the difference between your base attack bonus and your mystic level (if your mystic level is greater than your base attack bonus). To use this ability, you must expend one mystic spell slot of 1st level or higher, and the effect lasts for a number of rounds equal to the level of the expended spell slot. Additionally, you always treat your mystic level as your base attack bonus for the purpose of meeting feat prerequisites. + +## SUMMON REINFORCEMENTS (SU) - 3RD LEVEL + +Whenever you cast a _summon monster_ spell to summon multiple creatures, each creature you summon gains a +1 morale bonus to AC, attack rolls, and saving throws. You can spend 1 Resolve Point when you cast _summon monster_ to reduce the spell’s casting time to a standard action. + +## SUIT UP (SU) - 6TH LEVEL + +As a full action, you can conjure augmenting plates of armor from planar energies, enhancing your own armor. When using this ability, you must expend a mystic spell slot of 1st level or higher, and the armor lasts a number of rounds equal to 1 + the level of the spell slot expended. The benefits you gain from your planar armor are: + +- +1 enhancement bonus to your AC. +- +2 enhancement bonus to saving throws. +- Resistance equal to twice the expended spell slot’s spell level against one energy type of your choice. +- A burrow speed of 20 feet, fly speed of 30 feet (perfect maneuverability), or swim speed of 30 feet (your choice). + + + +## GENERAL’S TACTICS (SU) - 9TH LEVEL + +Each day when you regain your mystic spells, choose one combat feat that you know. Whenever you summon one or more creatures using _summon monster_, all creatures summoned gain the benefits of the chosen feat. If you choose Adaptive Fighting with this ability, all creatures summoned gain the benefits of one of the feats you chose with Adaptive Fighting, determined when each creature is summoned; this counts as your use of Adaptive Fighting for the day. + +## BESTOW TACTICS (SU) - 12TH LEVEL + +As a move action, you can choose one ally within 30 feet and spend 1 Resolve Point. That ally gains the ability to take a guarded step without spending an action at the beginning or end of its turn, a +4 enhancement bonus to its KAC against combat maneuvers, and a number of temporary Hit Points equal to your mystic level. These benefits last 1 minute. + +## MASS SUIT UP (SP) - 15TH LEVEL + +Whenever you use your suit up connection power, instead of conjuring a suit for yourself only, you can conjure planar armor for yourself and up to three of your allies for a number of rounds equal to your mystic level. When doing so, the armor’s benefits are resolved for each target as if you had expended a spell slot 1 spell level lower than the spell slot you actually expended. For example, if you expended a 4th-level spell slot when activating this ability, affected allies gain planar armor as if you had expended a 3rd-level spell slot for each of them. + +## GREATER BESTOW TACTICS (SU) - 18TH LEVEL + +Whenever you use your bestow tactics connection power, all allies within 30 feet gain its benefits for 1 minute. Alternatively you may grant it to a single ally as part of any other action. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Xenoambassador.md b/Compendium/SF1E/Classes/Mystic/Connections/Xenoambassador.md new file mode 100644 index 0000000..cc3fa6a --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Xenoambassador.md @@ -0,0 +1,42 @@ +--- +aliases: +tags: +--- +# XENOAMBASSADOR +**Source** _Galaxy Exploration Manual pg. 20_ +You’re drawn to understand and embrace new cultures, especially anywhere you’re as alien to them as they are to you. You likely see yourself as a mediator who can prevent volatile first-contact encounters from becoming violent. Less benign xenoambassadors might study cultures only to subvert or exploit them. + +**Associated Deities**: Abadar, Hylax, Talavet, Weydan +**Associated Skills**: + +Culture and Diplomacy +**Spells**: 1st - _comprehend customs_, 2nd - _predict foe_, 3rd - _tongues_, 4th - _discern lies_, 5th - _telepathy_, 6th - _enshrining refuge_ + +## NATURAL LINGUIST (EX) - 1ST LEVEL + +If you don’t share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they’re willing), after which you can communicate basic concepts (such as “friendly,” “dangerous,” or “need help”), though you can’t understand one another’s exact words. At 6th level, if you exceed the Culture check DC by 10 or more, you can create a pidgin language allowing you to engage in basic conversations. +While communicating with a creature using any language you speak proficiently other than Common, your racial language, or the language of your home planet, your channel skill ability’s insight bonus to Diplomacy checks to influence that creature increases by 2. + +## DIPLOMATIC IMMUNITY (SU) - 3RD LEVEL + +You gain a +3 bonus to your AC and saving throws against any creature who can speak a language or communicate telepathically. Such creatures can sense this special defense before choosing you as the target of their attack. This protection ends at the end of your first turn in combat or once you perform a harmful action against another creature, whichever happens first. As a standard action before this ability ends, you can extend its duration by 1 round. + +## FORCEFUL DIRECTIVE (SU) - 6TH LEVEL + +As a standard action, you can issue a powerful command, which functions as the spell command, to a living creature within 30 feet; you can use this ability a number of times per day equal to your Wisdom modifier.. When you use this ability, you can reduce the effect’s saving throw DC by 2 to ignore its language-dependent descriptor. Once a creature successfully saves against this ability, it’s immune to the ability for 24 hours. + +## XENOAMBASSADOR’S EYE (EX) - 9TH LEVEL + +You gain a +1 insight bonus to AC against creatures with whom you share at least one language or pidgin language. Such creatures don’t gain any bonuses to attack rolls against you from flanking you. As a swift action, you can spend 1 Resolve Point to make such creatures flat-footed against your attacks until the beginning of your next turn. + +## COMMUNE WITH SETTLEMENT (SU) - 12TH LEVEL + +You can spend 1 Resolve Point and 10 minutes focusing on the thought patterns of intelligent creatures in a single settlement within 1 mile of you to learn up to three facts about the settlement from among the following subjects: the alignment and type; the population and approximate species breakdown; the government; settlement qualities; or the starting attitude of the majority of the settlement’s inhabitants toward you. If you’re in the settlement, you can attempt to gather information in addition to gaining these facts. For the check, you must attempt a Culture or Perception check in place of a Diplomacy check to gather information. + +## CULTURE SAGE (EX) - 15TH LEVEL + +Once per hour while communicating with a creature using any language you speak proficiently other than Common, your racial language, or the language of your home planet, you can reroll any Bluff, Diplomacy, Intimidate, or Sense Motive check against that creature and use the better result. + +## COSMIC MEDIATOR (SU) - 18TH LEVEL + +Once per day as a standard action, you can spend 1 or more Resolve Points (maximum 10 RP) to create a zone of peaceful discourse in a 10-foot radius. Any creatures in or entering this area become fascinated for the duration’s effect (Will negates), though they can communicate with any other creature in the area as if they shared a language. The Will save DC increases by 1 for every Resolve Point you expended to activate the ability. For each Resolve Point you expended to activate this ability, the effect lasts for 10 minutes and increases the area of effect’s radius by 20 feet. This is a mind-affecting effect. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Connections/Xenodriud.md b/Compendium/SF1E/Classes/Mystic/Connections/Xenodriud.md new file mode 100644 index 0000000..e9c6ba5 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Connections/Xenodriud.md @@ -0,0 +1,41 @@ +--- +aliases: +tags: +--- +# XENODRIUD +**Source** _Starfinder Core Rulebook pg. 89_ +You channel the energy inherent in the ecosystems around you, taking inspiration from the endless cycles of the natural world. You might be a corporate biotech researcher, a hermitic shaman of the Green Faith, or one of the legendary Xenowardens. + +**Associated Deities**: Green Faith (Philosophy), Oras +**Associated Skills**: + +Life Science and Survival +**Spells**: 1st - _Life Bubble_, 2nd - _Fog Cloud_, 3rd - _Entropic Grasp_, 4th - _Reincarnate_, 5th - _Commune with Nature_, 6th - _Terraform_ + +## SPEAK WITH ANIMALS (SU) - 1ST LEVEL + +You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals. + +## GRASPING VINES (SU) - 3RD LEVEL + +You can spend 1 Resolve Point as a standard action to cause an area within 100 feet to sprout writhing vines in a 20-foot-radius spread. The target surface must be solid but does not need to be capable of sustaining plants normally. The vines have a reach of 5 feet and attempt to wrap around creatures in the area of effect or those that enter the area; such a creature must succeed at a Reflex save or gain the entangled condition. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for a number of rounds equal to your mystic level, and the entire area is difficult terrain while the effect lasts. At 11th level, the vines can reach 10 feet and sprout thorns that deal 1d6 piercing damage each round to creatures in the area. + +## ANIMAL ADAPTATION (SU) - 6TH LEVEL + +As a standard action, you can modify your body. Choose one of the following to gain the noted benefit: elongated legs (increase your land speed by 10 feet), fins and webbed digits (granting you a swim speed equal to half your land speed), suckers on wrists and feet (granting you a climb speed equal to half your land speed), or vertical-slit pupils (granting you darkvision 60 feet). This ability lasts for a number of minutes per day equal to your mystic level; this duration doesn’t need to be continuous, but it must be used in 1-minute increments. Your base form and size are largely unchanged, but some of your body parts are altered. Armor and gear you are wearing adjusts to your new shape for the duration of this ability. You can have only one of these adaptations active at a time; choosing a new adaptation is a standard action and the new choice replaces the old. At 12th level, the climb and swim speeds granted by your adaptation are equal to your land speed, and you add wings (granting you a fly speed of 30 feet with average maneuverability) to the list of possible adaptations. + +## REACTIVE RESISTANCE (SU) - 9TH LEVEL + +The first time each day you would take energy damage, you immediately gain resistance 10 to that energy type for the remainder of the day. (If you are damaged by more than one energy type simultaneously, choose which type you resist.) + +## SHARE RESISTANCE (SU) - 12TH LEVEL + +As a standard action, you can spend 1 Resolve Point to grant allies linked by your telepathic bond class feature resistance 5 to the same energy type that you can resist through your reactive resistance class feature for 1 minute. You can’t use this ability if your reactive resistance class feature has not yet been activated for the day. + +## PLANT TRANSPORT (SU) - 15TH LEVEL + +Once per day as a full action, you can enter any living plant equal to your size or larger and exit from another plant of the same kind in the same solar system, regardless of the distance separating the two. The destination plant does not need to be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you merely designate direction and distance and this ability moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, this ability fails and you are ejected from the entry plant. You cannot travel through plant creatures. You can bring along objects as long as their bulk doesn’t exceed your Strength score. You can also bring up to five willing Medium or smaller creatures (each carrying no more bulk than their Strength scores) with you, provided they are linked to you with joined hands. + +## GUIDED REBIRTH (SU) - 18TH LEVEL + +As long as you have at least 1 Resolve Point remaining, you can spend all your remaining Resolve Points as a full action to surround yourself with an organic cocoon. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to animal, humanoid (of any subtype), or your original type, gaining superficial physical characteristics as appropriate. This change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies. Each time you make this transformation, you are cleansed of all poisons and diseases, are restored to full Hit Points and Stamina Points, and heal all ability damage. You must select a type other than your current type every time you make the transformation. You can use this ability once per day. Once you use this ability, you can’t regain Resolve Points until you rest for 8 hours, even if you have another means to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Mystic Alternate Class Features.md b/Compendium/SF1E/Classes/Mystic/Mystic Alternate Class Features.md new file mode 100644 index 0000000..7a94bca --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Mystic Alternate Class Features.md @@ -0,0 +1,184 @@ +--- +aliases: +tags: [30:, 50:] +--- +# MYSTIC ALTERNATE CLASS FEATURES + +# EPIPHANIES + + **Source** _Character Operations Manual pg. 76_ +**Class** Mystic + +While most mystics receive powers closely aligned to their connection, a few receive glimpses of supernatural insight that allows them to access different powers. Among mystic scholars, such an insight is generally known as an epiphany. Whenever you would gain a connection power, you can choose an epiphany of equal or lower level instead. For example, when you gain your 3rd-level connection power, you can choose any 1st-level or 3rd-level epiphany instead of gaining that connection power. + +If an epiphany allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the epiphany requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier. + +## 1ST LEVEL + +### EMPOWERED HEALING TOUCH (SU) + +**Source** _Character Operations Manual pg. 76_ +You can use your healing touch class feature as a standard action. You can also use healing touch more often by spending 1 Resolve Point each time you use healing touch after the first use each day. You must have the healing touch class feature to learn this epiphany. + +### LIMNING SPELL (EX) + +**Source** _Drift Crisis pg. 43_ +When you cast a mystic spell, you can cause one creature affected by the spell to glow for 1 round, shedding normal light in a 10-foot radius. This doesn’t negate a creature’s concealment (if any), but as long as the target isn’t in bright light, creatures become aware of the target’s location. The creature can negate this epiphany’s effect with a successful Will save. + +### MYSTIC FLARE (SU) + +**Source** _Starfinder Puppets Without Strings pg. 50_ +In your studies, you have benefited from a solarian tutor, who taught you how to draw power from the foundational forces of the universe. For you, a star’s corona or a black hole’s event horizon is a source of infinite energy. You gain a solar flare, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar flare. You do not gain any other solar-flare solarian abilities from mystic class levels. + +### OVERBEARING STARE (SU) + +**Source** _Character Operations Manual pg. 76_ +Each day when you regain Stamina Points and daily-use abilities following an 8-hour rest, choose one of the following: AC, attack rolls, Fortitude saves, Reflex saves, or Will saves. You can focus your gaze on one creature within 30 feet as a swift action, bringing down upon it the full might of unseen spirits associated with your connection. The target must succeed at a Will save or take a –1 penalty to the chosen statistic. You can maintain this effect against only one opponent at a time, and it remains in effect until you stare at a new target, the opponent moves more than 30 feet away from you, or either you or the opponent fall unconscious or dies. The penalties of multiple overbearing stares don’t stack. Once you have used this ability against a target, you can’t do so again for 24 hours. This is a mind-affecting, sense-dependent curse effect. + +### SOLAR CONNECTION (SU) + +**Source** _Character Operations Manual pg. 76_ +You have forged a connection to the powers of the cosmos, drawing upon a link to photons and gravity to forge a weapon made from the primal stuff of the universe. You gain a solar weapon, as the solar manifestation ability of a solarian with a class level equal to your mystic level. If you have levels in both classes, you add them together to determine the effectiveness of your solar weapon. You do not gain any other solar-weapon focused solarian abilities from mystic class levels. + +### TRIUNE’S BYPASS (EX) + +**Source** _Starfinder Clockwork Demons pg. 47_ +You’ve learned to use computers almost intuitively, letting your faith guide you without much need for technical understanding. You can attempt Computers checks to detect fake shells, disable or manipulate modules, gain root access, and hack systems untrained, and you can add your Wisdom modifier to such checks instead of your Intelligence modifier. + +### WRECKING FISTS (SU) + +**Source** _Character Operations Manual pg. 76_ +You gain Improved Unarmed Strike as a bonus feat, and your unarmed strikes don’t count as archaic weapons. Whenever you attack an opponent with your unarmed strikes as a standard action (or a full attack as a full action), as part of that action you can expend a 1st-level or higher spell slot before attempting the first attack roll to deal additional damage. If that attack hits, you deal an additional 2d6 damage per level of the spell slot expended, of the same damage type as your unarmed strike. + +## 3RD LEVEL + +You must be at least 3rd level to select these epiphanies. + +### EXPANDED SKILL CHANNELING (EX) + +**Source** _Character Operations Manual pg. 76_ +Choose two skills other than your connection’s associated skills. You add the insight bonus granted by the channel skill class feature to skill checks attempted with the chosen skills. In addition, you add your connection’s associated skills and any skills chosen with this epiphany to your list of class skills. + +### INFLUENCE TECH (EX) (EX) + +**Source** _Drift Crisis pg. 43_ +You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells. + +### SECONDARY CONNECTION + +**Source** _Character Operations Manual pg. 76_ +Choose a second connection. If you worship a deity, your second connection must be one associated with that deity. You gain the 1st-level connection power from the chosen connection. You don’t gain any additional connection powers from that connection, nor do you gain an insight bonus to skill checks attempted with the second connection’s associated skills from your channel skill ability. + +### SPELL TRANSFERENCE (SP) + +**Source** _Galactic Magic pg. 25_ +As a standard action, you can spend 1 Resolve Point to transfer a condition or spell affecting one willing target to another willing target, both of whom you’re touching. At 12th level, you can transfer effects between creatures affected by your telepathic bond class feature without touching them. + +## 6TH LEVEL + +You must be at least 6th level to select these epiphanies. + +### IMPROVED SECONDARY CONNECTION + +**Source** _Character Operations Manual pg. 76_ +You gain the 3rd-level connection power from your secondary connection. You must have the secondary connection epiphany to choose this epiphany. + +### MYSTIC REACH (SU) + +**Source** _Character Operations Manual pg. 76_ +You can alter a mystic spell’s range by casting it as a full action instead of its normal casting time. Touch spells become close-range spells (25 ft. + 5 ft./2 levels), close-range spells become medium-range spells (100 ft. + 10 ft./level), medium-range spells become long-range spells (400 ft. + 40 ft./level), and long-range spells have their range doubled. You can’t use this ability to alter a mystic spell with a casting time of a full action or longer. You can use this ability once per day at no cost, but you must spend 1 Resolve Point each time you use it after the first in a single day. + +### PARALLEL PROCESSING (SU) + +**Source** _Starfinder Clockwork Demons pg. 47_ +Once per day, by spending a Resolve Point, you can cut in half the time it takes to use Computers to hack a system without an increase to the DC of the check (to a minimum of one full action); you can still also voluntarily increase the DC by 5 to halve the time once again. + +### REPAIRING TOUCH (SU) + +**Source** _Drift Crisis pg. 43_ +Once per day, you can spend 10 minutes to magically repair an object, restoring up to 5 Hit Points per mystic level. You add mending and make whole to your list of spells known. You can’t swap these spells out to learn new spells in their place. + +### WRECKING SPELLS (EX) + +**Source** _Character Operations Manual pg. 76_ +When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by an amount equal to half your mystic level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks, the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn damage). This epiphany doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points. + +## 9TH LEVEL + +You must be at least 9th level to select these epiphanies. + +### FARSIGHT (SP) + +**Source** _Character Operations Manual pg. 76_ +You gain a divination reservoir. Each day when you regain your mystic spells, your divination reservoir fills with a number of points equal to half your mystic level. Any points from the previous day are lost. You can cast clairaudience/clairvoyance as a spell-like ability by spending 1 point from your divination reservoir, or arcane eye by spending 2 points from your divination reservoir. By spending 4 points from your arcane reservoir, you can combine these effects, allowing you to create an invisible magical sensor (as arcane eye) at any location you’re familiar with at a planetary range. + +### MEMORY STORAGE + +**Source** _Starfinder Clockwork Demons pg. 47_ +You can cast _displace memory_ as a spell-like ability once per day. Additionally, by spending a Resolve Point when casting this spell, you can transport the target object into an extraplanar warehouse for up to 24 hours. You can recall the object into your hands by concentrating on the object as a full action. If you don’t retrieve the object within 24 hours, it’s destroyed, but you can transport it back into the warehouse after retrieving it by spending an additional Resolve Point. At each of 12th, 15th, and 18th level, you can use this ability an additional time per day; there’s no limit to how many objects you can have within the extraplanar warehouse at any given time. + +### MIND PROBE (SP) + +**Source** _Character Operations Manual pg. 76_ +You can cast mind probe as a spell-like ability a number of times per day equal to your mystic level. Once a creature succeeds at its saving throw against this ability, it becomes immune to further uses of this ability for 24 hours. + +### MYSTIC STEP (SU) + +**Source** _Galactic Magic pg. 25_ +You naturally hover 6 inches above liquid or solid surfaces unless you will it otherwise. You don’t leave tracks and are immune to the off-kilter condition. You fall at a rate of 60 feet per round and take no damage upon landing. + +### SPELL BOND (SU) + +**Source** _Character Operations Manual pg. 76_ +When you cast a harmless spell with a range of touch, you can target any ally within 120 feet and linked by your telepathic bond class feature as if you were touching that ally. You must have the telepathic bond class feature to choose this epiphany. + +### TRIPARTITE MIND (SU) + +**Source** _Drift Crisis pg. 125_ +Inspired by Triune’s threefold form, you create two duplicates of your consciousness that misdirect and stymie mental intrusion. Any time you fail a saving throw against a mind-affecting effect that affects you (rather than affecting an area), the effect has an equal chance of affecting you or one of your remaining mental duplicates. If the effect affects a duplicate, you are instead affected as though you had succeeded at the saving throw, and the duplicate is destroyed. When you rest and regain your daily spell slots, you recreate any destroyed mental duplicates. + +## 12TH LEVEL + +You must be at least 12th level to select these epiphanies. + +### GREATER SECONDARY CONNECTION + +**Source** _Character Operations Manual pg. 76_ +You gain the 6th-level connection power from your secondary connection. You must have the secondary connection epiphany and the improved secondary connection epiphany to choose this epiphany. + +### LINGERING SPELL (EX) + +**Source** _Character Operations Manual pg. 76_ +When you cast a spell with a duration of longer than 1 round, you can spend 1 Resolve Point to double its duration. If the spell is one of your connection spells with a duration of 1 minute per level or longer, its duration increases to 24 hours instead. You can have only one spell affected by this epiphany at a time, and using this ability while another spell is already in effect causes that previous spell to immediately end as if its duration had expired. + +### MINDLINK BOND (SU) + +**Source** _Character Operations Manual pg. 76_ +You can combine your mindlink and telepathic bond class features, allowing you to rapidly transfer memories between bonded creatures at great distances. Once per round, any creature belonging to a telepathic bond that you created with your telepathic bond class feature can instantly transfer complex information to any other creatures within the telepathic bond, as the _mindlink_ spell, as a swift action. Each time this ability is used, the creature chooses which creatures belonging to your telepathic bond receive this information. +You must have the _mindlink_ and telepathic bond class features to choose this epiphany. + +## 15TH LEVEL + +You must be at least 15th level to select these epiphanies. + +### GUIDED REINCARNATION (SP) + +**Source** _Character Operations Manual pg. 76_ +Once per day, you can cast _reincarnate_ as a spell-like ability by spending all your remaining Resolve Points (minimum one-quarter your total Resolve Points). Instead of rolling to determine what type of creature the target returns as, the target returns as the race, gender, sex, and physical appearance of their choice. Rather than be a conscious choice of the target, this decision tends to reflect the innermost dreams and desires of the target’s soul, and so the reincarnation can be either identical to their previous form or a drastic departure, depending upon the individual. +Unlike the spell _reincarnate_, this ability does not require a monument as part of the casting. Instead, both you and your target gain 2 permanent negative levels (as described by the spell). The target returns to life as an infant of their race, growing from infancy to young adulthood over the course of 1 hour. The target has memories of their original life, but also of a new life that could have existed if they had lived in their new form. In addition to having a new race, the character can be rewritten as if they had used a _mnemonic editor_. + +### MODIFY MEMORY (SP) + +**Source** _Character Operations Manual pg. 76_ +You can use _modify memory_ as a spell-like ability a number of times per day equal to your mystic level. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours. When a target fails its saving throw against this spell, you can spend up to 3 Resolve Points. If you spend 1 Resolve Point, all changes you make to the target’s memory are instantaneous and require no additional rounds of concentration. If you spend 2 Resolve Points, you can change up to 1 hour of memories per mystic level you have. If you spend 3 Resolve Points, you can change up to 1 day of memories per mystic level you have. + +# MYSTIC SMITH (SU) + **Source** _Tech Revolution pg. 27_ +**Class** Mystic + +When crafting hybrid or magic items, the number of ranks you have in Engineering and Mysticism is treated as one higher for the purposes of determining what items you can craft and how long it takes to craft them. The time it takes you to install, remove, or transfer a fusion seal is reduced by a number of rounds equal to your mystic level, to a minimum of 1 round. When you transfer a fusion seal to a weapon, the fusion seal begins functioning after 1 round (or immediately if you also spend 1 Resolve Point).When crafting hybrid or magic items, the number of ranks you have in Engineering and Mysticism is treated as one higher for the purposes of determining what items you can craft and how long it takes to craft them. The time it takes you to install, remove, or transfer a fusion seal is reduced by a number of minutes equal to your mystic level, to a minimum of 1 minute. When you transfer a fusion seal to a weapon, the fusion seal begins functioning after only 1 hour (or immediately if you also spend 1 Resolve Point). +You add mending and make whole to your mystic spell list. Once per day, you can cast make whole as a spell-like ability, using your mystic level as your caster level, except the spell restores 1d6 Hit Points for each mystic level you have. +At 2nd level, you gain a +1 insight bonus to Engineering and Mysticism skill checks made to craft, identify, and repair hybrid and magic items. This bonus increases by 1 at 5th level and every three levels thereafter. +At 2nd level, as a swift action, you can supercharge your magical gear for a number of rounds equal to your Wisdom modifier, during which time you gain a +1 bonus to attack rolls made with hybrid weapons. This bonus increases to +2 at 9th level and +3 at 18th level. Once you use this ability, you can't do so again until you rest for 10 minutes to recover Stamina Points. +At 11th level, you can touch a weapon fusion or fusion seal installed in a weapon (requiring a successful melee attack against an unwilling wielder's EAC) as a standard action to drain that fusion, rendering it nonfunctional for 1 hour; the fusion can't be uninstalled or transferred while drained, and it still counts toward the total levels of fusions the weapon can have. You simultaneously grant the fusion's benefit to up to 10 weapons within 30 feet of you; this fusion doesn't count against the total levels of fusions those weapons can have but otherwise follows the rules for weapon fusions. After draining a fusion, you can't drain that same fusion for 24 hours. +Mystic smith replaces the healing touch, channel skill, mindlink, and telepathic bond class features. diff --git a/Compendium/SF1E/Classes/Mystic/Mystic Class Builds.md b/Compendium/SF1E/Classes/Mystic/Mystic Class Builds.md new file mode 100644 index 0000000..369fa18 --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Mystic Class Builds.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# MYSTIC CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# CRUSADER CHAPLAIN + +## THEME: MERCENARY + +**Source** _Starfinder Core Rulebook pg. 90_ +Your divine power keeps you and your fellow crusaders fighting for the glory of your god. + +## ABILITY SCORES + +Wisdom is important because it enhances your spells and abilities and allows you to heal more, but you want to keep your Dexterity or Strength equal or higher, depending on your weapon. + +## CONNECTION + +Healer + +## SPELLS + +Reflecting Armor (1st), Shield Other (2nd), Haste (3rd), Death Ward (4th), Mass Mystic Cure (5th), Psychic Surgery (6th) + +## FEATS + +Advanced Melee Weapon Proficiency or Longarm Proficiency, Extra Resolve, Harm Undead, Heavy Armor Proficiency, Weapon Specialization (advanced melee weapons or longarms) + +## SKILLS + +Intimidate, Medicine, Mysticism + + +# EMPATH + +## THEME: PRIEST + +**Source** _Starfinder Core Rulebook pg. 90_ +You are highly attuned to the emotional states of others, and you often help them work through their troubles. + +## ABILITY SCORES + +Wisdom is your most important ability score because it enhances your spells, abilities, and skills. A high Dexterity helps you stay out of harm’s way. + +## CONNECTION + +Empath + +## SPELLS + +Share Language (1st), Status (2nd), Suggestion (3rd), Discern Lies (4th), Modify Memory (5th), Subjective Reality (6th) + +## FEATS + +Combat Casting, Skill Focus (Sense Motive), Spell Focus + +## SKILLS + +Mysticism, Perception, Sense Motive + + +# STAR SHAMAN + +## THEME: SPACEFARER + +**Source** _Starfinder Core Rulebook pg. 91_ +You feel most at home bathed in starlight, traveling throughout the galaxy for your own mysterious purposes. + +## ABILITY SCORES + +Wisdom is your highest ability score because it enhances your spells and abilities, and Constitution enhances your staying power. + +## CONNECTION + +Star Shaman + +## SPELLS + +Wisp Ally (1st), Hurl Forcedisk (2nd), Dispel Magic (3rd), Cosmic Eddy (4th), Call Cosmos (5th), Gravitational Singularity (6th) + +## FEATS + +Great Fortitude, Improved Great Fortitude, Spell Focus, Toughness + +## SKILLS + +Mysticism, Perception, Piloting + + +# XENODRUID + +## THEME: XENOSEEKER + +**Source** _Starfinder Core Rulebook pg. 91_ +You take inspiration from all life, no matter how strange or alien, and see it as sacred. + +## ABILITY SCORES + +Wisdom is your most important ability score because it enhances your spells and abilities, while Dexterity increases your Armor Class and allows you to take certain feats. + +## CONNECTION + +Xenodruid + +## SPELLS + +Share Language (1st), Spider Climb (2nd), Tongues (3rd), Cosmic Eddy (4th), Telepathy (5th), Enshrining Refuge (6th) + +## FEATS + +Enhanced Resistance, Nimble Moves, Spell Focus + +## SKILLS + +Life Science, Mysticism, Survival \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Mystic/Mystic.md b/Compendium/SF1E/Classes/Mystic/Mystic.md new file mode 100644 index 0000000..f465bdd --- /dev/null +++ b/Compendium/SF1E/Classes/Mystic/Mystic.md @@ -0,0 +1,193 @@ +--- +aliases: +tags: +--- +# MYSTIC + +**Source** _Starfinder Core Rulebook pg. 82_ +You understand that what most people call magic is simply an expression of the innate connection between all things, and you intuitively tap into this unseen power to create strange effects. You may conceptualize the source of your magic as divine grace, a manipulation of fundamental energy, or an unlocking of psychic potential, but always with the knowledge that you are a conduit channeling forces greater than yourself. Though you may study, you understand that spellcasting—like all existence—is messy and intuitive, and you specialize in biology and mental systems too complex to be perfectly understood by science. You sense the intangible and exploit your bonds with others, whether to bolster them or bend them to your will. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - WIS + +Your Wisdom determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Wisdom is your key ability score. A high Charisma score can also help you in social situations. + +## CLASS SKILLS + +The Mystic's class skills are Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Survival (Wis). + +**Skill Points at each Level**: 6 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons and small arms + +## CLASS FEATURES + +# SPELLS PER DAY + + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | +| ----- | ----------------- | --------- | -------- | --------- | ------------------------------------------------------------- | --- | --- | --- | --- | --- | --- | +| 1st | +0 | +0 | +0 | +2 | Connection, connection power, connection spell, healing touch | 2 | - | - | - | - | - | +| 2nd | +1 | +0 | +0 | +3 | Channel skill +1, mindlink | 2 | - | - | - | - | - | +| 3rd | +2 | +1 | +1 | +3 | Connection power, weapon specialization | 3 | - | - | - | - | - | +| 4th | +3 | +1 | +1 | +4 | Connection spell | 3 | 2 | - | - | - | - | +| 5th | +3 | +1 | +1 | +4 | Channel skill +2 | 4 | 2 | - | - | - | - | +| 6th | +4 | +2 | +2 | +5 | Connection power | 4 | 3 | - | - | - | - | +| 7th | +5 | +2 | +2 | +5 | Connection spell | 4 | 3 | 2 | - | - | - | +| 8th | +6 | +2 | +2 | +6 | Channel skill +3 | 4 | 4 | 2 | - | - | - | +| 9th | +6 | +3 | +3 | +6 | Connection power | 5 | 4 | 3 | - | - | - | +| 10th | +7 | +3 | +3 | +7 | Connection spell | 5 | 4 | 3 | 2 | - | - | +| 11th | +8 | +3 | +3 | +7 | Channel skill +4, telepathic bond | 5 | 4 | 4 | 2 | - | - | +| 12th | +9 | +4 | +4 | +8 | Connection power | 5 | 5 | 4 | 3 | - | - | +| 13th | +9 | +4 | +4 | +8 | Connection spell | 5 | 5 | 4 | 3 | 2 | - | +| 14th | +10 | +4 | +4 | +9 | Channel skill +5 | 5 | 5 | 4 | 4 | 2 | - | +| 15th | +11 | +5 | +5 | +9 | Connection power | 5 | 5 | 5 | 4 | 3 | - | +| 16th | +12 | +5 | +5 | +10 | Connection spell | 5 | 5 | 5 | 4 | 3 | 2 | +| 17th | +12 | +5 | +5 | +10 | Channel skill +6 | 5 | 5 | 5 | 4 | 4 | 2 | +| 18th | +13 | +6 | +6 | +11 | Connection power | 5 | 5 | 5 | 5 | 4 | 3 | +| 19th | +14 | +6 | +6 | +11 | Transcendence | 5 | 5 | 5 | 5 | 5 | 4 | +| 20th | +15 | +6 | +6 | +12 | Channel skill +7, enlightenment | 5 | 5 | 5 | 5 | 5 | 5 | + + + +## SPELLS KNOWN + +| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +|-------|---|-----|-----|-----|-----|-----|-----| +| 1st | 4 | 2 | - | - | - | - | - | +| 2nd | 5 | 3 | - | - | - | - | - | +| 3rd | 6 | 4 | - | - | - | - | - | +| 4th | 6 | 4 | 2 | - | - | - | - | +| 5th | 6 | 4 | 3 | - | - | - | - | +| 6th | 6 | 4 | 4 | - | - | - | - | +| 7th | 6 | 5 | 4 | 2 | - | - | - | +| 8th | 6 | 5 | 4 | 3 | - | - | - | +| 9th | 6 | 5 | 4 | 4 | - | - | - | +| 10th | 6 | 5 | 5 | 4 | 2 | - | - | +| 11th | 6 | 6 | 5 | 4 | 3 | - | - | +| 12th | 6 | 6 | 5 | 4 | 4 | - | - | +| 13th | 6 | 6 | 5 | 5 | 4 | 2 | - | +| 14th | 6 | 6 | 6 | 5 | 4 | 3 | - | +| 15th | 6 | 6 | 6 | 5 | 4 | 4 | - | +| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 | +| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | +| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | +| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | +| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | + + + + +## SPELLS + +| Bonus Spells Per Day (By Spell Level) | | | | | | | | +| ------------------------------------- | --- | --- | --- | --- | --- | --- | --- | +| Wis Score | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1-11 | - | - | - | - | - | - | - | +| 12-13 | - | 1 | - | - | - | - | - | +| 14-15 | - | 1 | 1 | - | - | - | - | +| 16-17 | - | 1 | 1 | 1 | - | - | - | +| 18-19 | - | 1 | 1 | 1 | 1 | - | - | +| 20-21 | - | 2 | 1 | 1 | 1 | 1 | - | +| 22-23 | - | 2 | 2 | 1 | 1 | 1 | 1 | +| 24-25 | - | 2 | 2 | 2 | 1 | 1 | 1 | +| 26-27 | - | 2 | 2 | 2 | 2 | 1 | 1 | +| 28-29 | - | 3 | 2 | 2 | 2 | 2 | 1 | +| 30-31 | - | 3 | 3 | 2 | 2 | 2 | 2 | + +You cast spells drawn from the mystic spell list (see page 336). To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Wisdom modifier. + +You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–4: Mystic. In addition, you receive bonus spells per day if you have a Wisdom modifier of +1 or higher, as shown on Table 4–5: Mystic Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. + +Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, you learn one or more new spells, as indicated on Table 4–6: Mystic Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Wisdom modifier. + +Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level. + +You can cast any mystic spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one. + +You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem as a full action. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. + +## CONNECTION - 1ST LEVEL + +You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85. + +Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it. + +## CONNECTION POWER - 1ST LEVEL + +At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier. + +## CONNECTION SPELL - 1ST LEVEL + +Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry. + +If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level. + +## HEALING TOUCH (SU) - 1ST LEVEL + +Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level. + +## CHANNEL SKILL (SU) - 2ND LEVEL + +You draw strange feelings, instincts, knowledge, and urges from your connection, augmenting your prowess in certain tasks. Each connection has two skills associated with it. You gain a +1 insight bonus to skill checks with your connection’s associated skills. This bonus increases by 1 at 5th level and every 3 levels thereafter. + +## MINDLINK (SP) - 2ND LEVEL + +You can form a mental link with creatures you touch, communicating information rapidly through it. You can use _mindlink_ at will as a spell-like ability, though only once per day on any given individual. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with. + +## TELEPATHIC BOND (SP) - 11TH LEVEL + +As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as _telepathic bond_, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one. + +## TRANSCENDENCE (SP) - 19TH LEVEL + +You are close to becoming one with your connection. You can cast each of your connection spells once per day without consuming a spell slot. In addition, you learn how to temporarily transcend your physical form. Once per day, you can spend 1 Resolve Point to project your consciousness outside of your physical body in the form of an intangible psychic image of yourself. This counts as a 6th-level illusion effect and lasts for a number of rounds equal to your mystic level. While your consciousness is projected, your physical body is considered blind, deaf, and helpless, but you can return to your body as a swift action. You control your psychic image as though it was your own body, and your senses perceive only what the image can see and hear. You move with a fly speed of 60 feet and perfect maneuverability. You can pass through solid objects as though you were incorporeal, but you can’t go farther into a solid object than your space (5 feet for a Medium creature). You can’t directly affect physical objects. Your projected consciousness is immune to most attacks or effects, whether or not they affect incorporeal creatures, but mindaffecting effects have their full effect on you. + +You can cast any mystic spell or spell-like ability with a range of touch or greater from your projected consciousness. The spells affect other targets normally. You can’t cast any spells on your projected consciousness except for illusion spells. You need not maintain line of effect to your projected consciousness, but if you cross into another plane, even momentarily (including via Drift travel), your mind immediately returns to your physical body. + +## ENLIGHTENMENT (SU) - 20TH LEVEL + +You achieve enlightenment, becoming a living incarnation of your connection. You no longer age, nor do you die of old age. Once per day as a move action, you can enter a state of total communion with your connection that lasts for 1 minute. During this time, you gain a +4 insight bonus to attack rolls, saving throws, and skill checks, and you gain 20 temporary Resolve Points that you can use only on connection powers. Any unspent temporary Resolve Points disappear at the end of this minute. In addition, once per week, you can cast _miracle_ as a spell-like ability. + +# MYSTIC ARCHETYPE +# ALTERED OR REPLACED MYSTIC CLASS FEATURES + +For any level at which an archetype provides an alternate class feature, a mystic who takes the archetype alters or replaces the listed class features. + +## 2ND LEVEL + +For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1. At 2nd level, this means you know two 1st-level spells and five 0-level spells, and at 3rd level, you know three 1st-level spells and six 0-level spells. At 4th level, you know four 1st-level spells, but you know only a single 2nd-level spell (as 2nd level is now the highest levels of mystic spell you can cast), and so on. + +## 4TH LEVEL + +You don’t gain access to the highest-level connection spell you would normally have access to. + +## 6TH LEVEL + +You don’t gain access to the highest-level connection power you would normally have access to. + +## 9TH LEVEL + +You either don’t gain the healing touch class feature or don’t gain a feat you would otherwise gain from reaching an odd-numbered character level (see page 26); this feat could be the one normally gained at 9th level. + +## 12TH LEVEL + +At 11th level and again at 14th level, you don’t gain the increase to your channel skill bonus. Your channel skill bonus is thus 1 lower than normal at 11th level and 2 lower than normal at 14th level—it remains +3 and doesn’t increase to +4 until 17th level). + +## 18TH LEVEL + +You don’t gain access to the highest-level connection power you would normally have access to. If you would already not gain access to your highest-level connection power, you instead don’t gain access to the two highest-level connection powers you would normally have access to. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Absorption.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Absorption.md new file mode 100644 index 0000000..cd2106d --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Absorption.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# ABSORPTION +**Source** _Galactic Magic pg. 26_ +Your body absorbs attacks, swallowing bullets, toxins, and even magic that your nanites convert into bursts of power. + +## VANISH INTO THE DEPTHS (EX)1ST LEVEL + +You gain the defensive dispersal ability at 1st level instead of 2nd level. Add 1/2 your nanocyte level to the amount by which your defensive dispersal ability reduces the damage dealt by a triggering effect. + +## FUEL FOR THE FIRES (EX)5TH LEVEL + +You repurpose incoming damage, using it to make your own attacks deadlier. When you use your defensive dispersal ability to reduce the damage you take from an effect, you enhance the next attack you make with a weapon created by your gear array made before the end of your next turn. If the attack hits, it deals 1d6 additional damage (or 1d4 additional damage if the weapon attacks all creatures in an area). This additional damage increases by 1d6 (or 1d4 for attacks against an area) at 9th level, 13th level, and 17th level. Alternatively, when a creature in your cloud array takes damage before the end of your next turn, you can expend your absorbed energy to increase the damage the creature takes by 1d6 (increased to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level). Either form of additional damage is of the same type as the attack’s normal damage. + +## KINETIC SURGE (EX)9TH LEVEL + +When you use your defensive dispersal ability to reduce the damage you take from an attack, you convert some of that energy into rapid movement, granting you a +10-foot enhancement bonus to each of your speeds until the end of your next turn. During this time, calculate your DC for Athletics checks to jump as though you had a 10-foot running start. If the triggering attack for defensive dispersal was a critical hit, increase the enhancement bonus to speed to 20 feet, and you also gain a +3 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square until the end of your next turn. + +## ARCANE TURNABOUT (EX)13TH LEVEL + +The circumstance bonus to saving throws provided by defensive dispersal increases to +2 against spells and spell-like abilities. When you use your defensive dispersal ability against a spell or spell-like ability and succeed the effect’s initial saving throw (or if the spell fails to overcome your spell resistance, if any), you can deflect some of the magical energy to damage a creature within 30 feet. That creature takes 1d6 force damage per level of the spell (Fortitude half), and if you target the spell’s caster with this effect, they take a –2 penalty to the saving throw. + +## DEFLECTIVE DOME (EX)17TH LEVEL + +You gain the group dispersal knack (Starfinder Tech Revolution 15); if you already have the knack, you gain one other knack of your choice that’s available to a 10th-level nanocyte. Once per minute when you use your group dispersal knack, you can apply its benefits to all allies affected by the triggering effect who are adjacent to you or within your cloud array. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Discorporation.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Discorporation.md new file mode 100644 index 0000000..b9f249d --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Discorporation.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# DISCORPORATION +**Source** _Tech Revolution pg. 11_ +Your nanites rapidly break down and reform your body, granting you extraordinary flexibility and the ability to melt into an amorphous form. + +## REACTIVE SPRAY (EX)1ST LEVEL + +When you take damage from a significant enemy, you can take a reaction to form a temporary cloud array, using your nanocyte level to determine the cloud’s size and effects. This cloud lasts until the end of your next turn and doesn’t count against the maximum number of arrays that you can maintain simultaneously. If the triggering attack was a critical hit, you can also take a guarded step immediately after creating the cloud as part of this reaction. + +## SLITHERING SHAPE (EX)5TH LEVEL + +By using a nanite surge as a move action, you can melt your body and equipment into a shapeless pool of your size consisting of nanites. You can remain in this form for 1 minute per nanocyte level or until you revert to your natural form as a move action, though you can extend the duration by an additional 1 minute per nanocyte level by spending an additional nanite surge. While transformed, your speed is 20 feet, you gain darkvision with a range of 30 feet, you can move through an area as small as one-quarter of your own space without squeezing, and you can squeeze through openings as small as 1 inch wide. You gain a circumstance bonus equal to your Constitution modifier to Acrobatics checks to escape and to your KAC to resist being grappled or pinned. You also gain DR 5/ magic; this doesn’t stack with other forms of damage reduction. You’re unable to speak, attack, cast spells, use items, or perform tasks that require fine manual dexterity while transformed. This is a polymorph effect. + +## FLUID FORM (EX)9TH LEVEL + +Your body easily liquefies and bends around devastating attacks. You’re immune to the wound and severe wound critical hit effects. When you use defensive dispersal, you can also activate your reactive spray ability as part of the same reaction. + +## NANOSMOKE (EX)13TH LEVEL + +When you activate your slithering shape ability, you can instead transform into a thick nanite vapor. In addition to the effects of slithering shape, you gain a fly speed of 20 feet with perfect maneuverability, and you can move through openings as small as 1 inch wide without squeezing. While in this form, you can’t be entangled, flanked, flat-footed, grappled, off-kilter, off-target, pinned, prone, or staggered, and you’re immune to critical hits; you retain any such conditions you have when you use this ability. You take only half damage from any effect that targets only one creature. + +## SWARM SHADOW (EX)17TH LEVEL + +Once per day as a standard action, you can disperse your body and equipment into nanites that form a barely perceptible shell around an adjacent ally. You provide your ally the benefits of your sheath array, including those gained from spending nanite surges or from knacks that affect your sheath array. While in this form, you share your ally’s space, automatically move where they move, and have concealment, allowing you to hide in plain sight. You can maintain this passive form for up to 1 hour per nanocyte level, and you can end the effect as a move action to appear in any empty space adjacent to your ally. +While in this form, you can’t use equipment, but you can create two semisolid limbs that extend from your ally and share their reach, giving you two hands with which to wield equipment you create using one or more gear arrays. If you take a move action, standard action, full action, or attack of opportunity while in this form, it begins to destabilize, reducing the effect’s remaining duration to 1 round per nanocyte level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Faculties.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Faculties.md new file mode 100644 index 0000000..c1492a9 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Faculties.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +# FACULTIES +**Source** _Tech Revolution pg. 11_ +The following represent specialty paths that nanocytes commonly take while developing their nanite abilities. Each faculty lists the techniques you learn as you gain levels. For effects that require a saving throw, the DC is 10 + half your nanocyte level + your Constitution modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Infestation.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Infestation.md new file mode 100644 index 0000000..1e7c358 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Infestation.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# INFESTATION +**Source** _Tech Revolution pg. 12_ +Your nanites burrow into your foes, inflicting grievous injuries as they consume their victims from the inside. + +## MALIGNANT MIST (EX)1ST LEVEL + +When you form a cloud array or sheath array, you can use a nanite surge to damage anyone who makes contact with those nanites. Your cloud array deals 1d6 piercing damage (Fortitude negates) to each creature that starts its turn in or enters the cloud’s area. Your sheath array deals 1d6 piercing damage (Fortitude negates) to any creature that hits you with a melee natural weapon, melee weapon without the reach special property, or unarmed strike. After a creature attempts a saving throw against either effect, it’s immune to damage from this ability for 1 minute. You’re immune to the effects of your malignant mist. As a reaction, you can grant one creature you can see within 30 feet immunity to your malignant mist until the beginning of your next turn. The damage dealt by this ability increases to 1d8 at 3rd level, to 2d6 at 5th level, and by 1d6 every 2 nanocyte levels thereafter. This ability works against constructs. + +## TENACIOUS SWARM (EX)5TH LEVEL + +When a creature fails a Fortitude save against your malignant mist ability, they become infested with short-lived nanites that continue burrowing into their body. At the end of the infested creature’s turn, it takes piercing damage equal to your malignant mist ability’s minimum damage plus your Constitution modifier, after which it attempts a new Fortitude save to end the effect. This effect ends automatically after a number of rounds equal to your Constitution modifier. A creature can only be affected by a single tenacious swarm at a time. + +## TOXIC HOST (EX)9TH LEVEL + +When you use your malignant mist ability, you can make the nanites toxic in nature. Toxic nanites deal half damage to creatures that successfully save against your malignant mist ability. + +## NOXIOUS NANITES (EX)13TH LEVEL + +A creature affected by your tenacious swarm ability is also sickened for the duration of the effect. Weapons you form with your gear array gain the nauseate critical hit effect (Starfinder Armory 31). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the nauseate effect. + +## ENGINEERED CONTAGION (EX)17TH LEVEL + +You can activate your malignant mist ability once per minute without using a nanite surge. You can use a nanite surge as a swift action to infect up to two other creatures that you can see; these other creatures must be adjacent to one creature within 60 feet that you can see and that’s affected by your tenacious swarm. The new targets are immediately affected by your malignant mist, receiving a saving throw to reduce the effects as normal. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Obliteration.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Obliteration.md new file mode 100644 index 0000000..6e4a781 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Obliteration.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# OBLITERATION +**Source** _Tech Revolution pg. 12_ +Your nanites mercilessly tear apart your enemies, whether by guiding your strikes to inflict severe damage or exploding from your attacks to simultaneously hurt multiple foes. + +## UNSTOPPABLE NANITES (EX)1ST LEVEL + +Weapons you form with your gear array gain the penetrating and boost 1d4 special properties. To use the boost property with a weapon that doesn’t have charges, you must use one nanite surge instead of expending additional charges. At 5th level, the boost special property increases to 1d6, and it increases by an additional 1d6 at 9th, 13th, and 17th levels. + +## ENERGIZED SWARM (EX)5TH LEVEL + +While wielding a weapon you formed with your gear array, you can take a swift action to change half or all the weapon’s damage type to cold, electricity, or fire until the beginning of your next turn. If the weapon already has two damage types, choose one to replace. This ability doesn’t cause a weapon that normally targets KAC to target EAC. + +## SPREADING SWARM (EX)9TH LEVEL + +The first time on your turn that you hit with a weapon formed with your gear array, you can deal that weapon’s minimum damage to a different target creature within 10 feet of the original target. The second creature can attempt a Reflex save to take half damage. For example, a weapon that deals 6d8 damage would deal 6 damage to the secondary target with this effect. + +## FLASHING NANITES (EX)13TH LEVEL + +When making a full attack entirely with weapons formed from your gear array, you take a –3 penalty to each attack roll instead of the normal –4 penalty. + +## MICROSCOPIC BOMBARDMENT (EX)17TH LEVEL + +Your spreading swarm ability’s secondary target can be up to 20 feet away from your initial target. In addition, you can use a nanite surge before performing a full attack to apply your spreading swarm ability to both attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Redirection.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Redirection.md new file mode 100644 index 0000000..77ca9d9 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Redirection.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# REDIRECTION +**Source** _Tech Revolution pg. 12_ +Your nanites are forceful and energetic; they can redirect attacks, move objects, and lend weapons devastating mass. + +## SEEKING STRIKE (EX)1ST LEVEL + +As a move action, you can designate a target within 60 feet that’s inside or adjacent to your nanite cloud as your nanites’ focus, momentarily enhancing your accuracy against that target. The next attack you make against the target before the end of your next turn gains a +1 bonus to the attack roll and ignores the target’s concealment, if any. + +## PARTICLE PUSH (EX)5TH LEVEL + +You can condense your nanites into powerful waves that collide with creatures and objects. While your nanite cloud is within your reach, you can attempt bull rush, reposition, and trip combat maneuvers against targets in your nanite cloud as though they were within your melee reach; when doing so, you can use your Constitution modifier for your attack roll instead of your Strength modifier. + +## BEND BULLET (EX)9TH LEVEL + +Attacks you make with your seeking strike ability also reduce the AC bonus from cover by 2. This doesn’t allow you to attack a creature with total cover. +When you use your seeking strike with a weapon you formed with your gear array to make a ranged attack that targets a creature or creates a line, you can use one or more nanite surges to alter the attack’s path to avoid obstacles and allies. Up to a distance equal to the weapon’s first range increment, you can trace out any path for the attack that doesn’t turn more than 90 degrees per 5 feet traveled, potentially allowing the attack to avoid cover or total cover. Using this ability requires you to use one nanite surge for every two times your attack changes direction, rounded up. + +## REBOUNDING STRIKE (EX)13TH LEVEL + +After using your defensive dispersal ability to reduce the damage you take from a ranged or melee weapon attack from an attacker within 30 feet of you, you can use an additional nanite surge to redirect some of that energy back at the attacker; the target takes an amount of piercing damage equal to the amount by which your defensive dispersal reduced the triggering attack (Fortitude negates). + +## PARTICLE TSUNAMI (EX)17TH LEVEL + +As a full action, you can target up to three different creatures with your particle push ability. For each target, you choose whether to attempt a bull rush, reposition, or trip combat maneuver. You perform each attack with a –4 penalty, though before attempting an attack, you can use a nanite surge to reduce the penalty to –2 for that attack. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Faculties/Regeneration.md b/Compendium/SF1E/Classes/Nanocyte/Faculties/Regeneration.md new file mode 100644 index 0000000..c28d471 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Faculties/Regeneration.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# REGENERATION +**Source** _Tech Revolution pg. 13_ +Your nanites swiftly knit flesh, stabilize life signs, and heal superficial wounds—both your own and those of nearby allies. + +## REACTIVE REPAIR (EX)1ST LEVEL + +As a swift action, you can use a nanite surge to direct your nanites to repair and reinforce an ally. The target must either be adjacent to you or be adjacent to or within your nanite cloud. Alternatively, you can target yourself with this ability. For 1 minute, or until the target begins their turn no longer adjacent to you or adjacent to or within your cloud array, the target gains fast healing 1 (as per the universal creature rule), except that the ability restores Stamina Points instead of Hit Points. Whenever the target regains a Stamina Point from this ability, they also gain 1 temporary Hit Point that stacks with temporary Hit Points gained from this ability, but not with other temporary Hit Points. When the effect ends, the target loses any temporary Hit Points gained from this ability. At 5th level and every 4 levels thereafter, the fast healing increases by 1, and the temporary Hit Points increase by 2. + +## NANOMEDICINE (EX)5TH LEVEL + +You can use your Constitution modifier in place of your Intelligence modifier for Medicine checks. You can use the Medicine skill to treat creatures within or adjacent to your cloud array as though you were adjacent to them. You can use a nanite surge to apply first aid as a swift action or to treat deadly wounds as a full action for a creature in your cloud. + +## FLESH DONOR (EX)9TH LEVEL + +When you regain Stamina Points from your reactive repair ability, you can use a nanite surge as a reaction to multiply the number of Stamina Points you gain that round by 4. When an ally within 30 feet regains Stamina Points from your reactive repair ability, you can take a reaction to transfer a number of your own Stamina Points to that creature, up to an amount equal to three times your level. + +## FROM THE BRINK (EX)13TH LEVEL + +As a standard action, you can restore a dead creature to life so long as that creature died no more than 3 rounds ago from having 0 Hit Points and insufficient Resolve Points to stay alive or from massive damage. To use this ability, you must be adjacent to the body, or both you and the body must be adjacent to or within your cloud array. You end one of your current nanite arrays, channeling those nanites into the corpse, and use one nanite surge for each round (or fraction thereof) that the creature has been dead. This restores 5d8 Hit Points to the target and returns them to life, though in the process, the target gains a negative level for 24 hours. This ability can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on. + +## HEALING SWARM (EX)17TH LEVEL + +You effortlessly heal any damage dealt to you as your nanites endlessly repair your body. The first time each round that you use a nanite surge, you can recover up to 2d10 Hit Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Knacks.md b/Compendium/SF1E/Classes/Nanocyte/Knacks.md new file mode 100644 index 0000000..485c1ca --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Knacks.md @@ -0,0 +1,347 @@ +--- +aliases: +tags: +--- +# NANOCYTE KNACKS +**Source** _Tech Revolution pg. 13_ +You learn your first nanocyte knack at 2nd level and an additional knack every 2 levels thereafter. Nanocyte knacks all require you to meet a minimum nanocyte level, and they're organized accordingly. Some nanocyte knacks require you to satisfy other prerequisites, such as having other knacks. For effects that require a saving throw, the DC is 10 + half your nanocyte level + your Constitution modifier. + +## 2ND LEVEL + +You must be at least 2nd level to select these nanocyte knacks. + +### ABUNDANT NANITES (EX) + +**Source** _Tech Revolution pg. 13_ +Your body houses a seemingly inexhaustible amount of nanites. When calculating your number of nanite surges per day and the maximum bulk of your nanite gear, treat your Constitution modifier as 2 higher. + +### AGILE HOST (EX) + +**Source** _Tech Revolution pg. 14_ +While your sheath array is active, you can apply its bonus to skill checks as an insight bonus to your initiative checks. + +### CUSHIONING FORM (EX) + +**Source** _Interstellar Species pg. 26_ +You manipulate your nanites to slow your descent and cushion you from falls. While your sheath array is active, you treat falls as 20 feet shorter. You can use a nanite surge as a reaction to instead treat falls as 60 feet shorter for 1 round. + +### DRIFTING HOST (EX) + +**Source** _Interstellar Species pg. 26_ +Whether pulled by waves or other forces, you’re used to drifting far from your nanites and can control them at further distances. The distance you can be from your nanites at the end of your turn before they disperse increases to 15 feet. At 10th level, this distance increases to 20 feet, and at 18th level, to 25 feet. + +### ESOTERIC EDGE (EX) + +**Source** _Tech Revolution pg. 14_ +You gain proficiency with two special weapons, you can select special weapons when learning new major forms, and you learn one special weapon as a bonus major form. At 3rd level, you gain weapon specialization in the two selected weapons just as if your class granted proficiency. + +### GLIMMERING NANITES (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites emit pinpricks of colorful light. Your nanite cloud sheds dim light in its space and each space adjacent to it. You can suppress or activate this light as a move action. This light can be used to communicate in Lumos and other light-based visual languages you know. + +### HEAVY ARMOR EDGE (EX) + +**Source** _Tech Revolution pg. 14_ +Your nanites allow you to move comfortably while wearing thick gear. You gain proficiency with heavy armor, and you treat the bulk of heavy armor you wear as 1 lower. + +### INSTANT WARD (SU) + +**Source** _Galactic Magic pg. 27_ +Your nanites can inscribe magical sigils, creating temporary wards against supernatural beings. As a standard action while y o u r eldritch array or cloud array is active, you can direct your nanites to create a protective ward in a 5-foot square. This ward must be created on a stable surface, such as a wall or floor, and it is clearly visible. If your eldritch array is active, this ward appears in one square you occupy. If your cloud array is active, the ward appears in one square your cloud array occupies. When you or an ally stand in the warded square, that creature gains a +1 divine bonus to AC and saving throws against the attacks, spells, and abilities of fey, outsiders, and undead. If a fey, outsider, or undead who is not your ally enters or ends their turn in the warded square, they take a –1 penalty to AC and saving throws. Either effect lasts as long as the creature remains in the warded area and until the end of their next turn if they leave the warded area. +A space remains warded for 1 minute, until it is no longer adjacent to (or within) your nanite array, or until you create a new ward. + +### INSULATING NANITES (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites can absorb or emit heat to regulate your body temperature. Whenever you activate your nanite sheath, select hot or cold weather; your nanites can protect you from cold or heat, but not both simultaneously. Your nanite sheath reduces the severity of the selected dangerous temperature by one step. At 10th level, your nanites instead reduce the severity of dangerous temperatures by two steps. + +### MYRIAD FORMS (EX) + +**Source** _Tech Revolution pg. 14_ +You learn three additional minor forms that you can create with your nanite array. + +### OTHERWORLDLY NANITES (SU) + +**Source** _Galactic Magic pg. 27_ +Your nanites channel otherworldly powers. Choose a class that has the spells class feature. You gain a limited version of that class’s spells class feature rather than the technomancer’s spells class feature, replacing any technomancer spells you know from the eldritch nanites alternate class feature with spells from the chosen class’s spell list. In addition, you gain one additional 0-level spell known for your eldritch nanites. +You must have the eldritch nanites alternate class feature to select this knack. + +### SPLIT MANIFESTATION (EX) + +**Source** _Tech Revolution pg. 14_ +When using your gear array to form an operative weapon or small arm, you can manifest a second copy of that weapon. This counts as only one array for determining the number of arrays you have active. + +### SURGICAL HOST (EX) + +**Source** _Tech Revolution pg. 14_ +While your sheath array is active, you can perform Medicine checks on creatures within your reach. While you’re within reach of your cloud array, you can also perform Medicine checks on creatures in or adjacent to the cloud as though they were within your reach. For both forms, you perform Medicine checks as though you’re using a basic medkit; at 5th level, you instead perform Medicine checks as though you’re using an advanced medkit. At 8th level, you can select a medical lab as one of your minor forms known + +### SWARM STRIKE (EX) + +**Source** _Tech Revolution pg. 14_ +When you form your sheath array, you can use a nanite surge to gain a special unarmed strike that deals lethal damage, lacks the archaic trait, and has an item level equal to your nanocyte level. You can use your Constitution modifier in place of your Strength modifier for attack and damage rolls for this attack. Using a swarm strike requires you to have at least one hand free. For each attack, you can deal bludgeoning damage, piercing damage, slashing damage, or any two of these damage types. At 3rd level, you gain a unique weapon specialization with your swarm strike, adding 1-1/2 × your nanocyte level to its damage rolls (instead of just adding your character level). At 7th level, this unarmed strike gains the thrown (20 feet) special property, and while you have at least two hands free, your weapon specialization damage bonus with this weapon increases to 2 × your level. At 11th level, while you have at least two hands free, your swarm strike gains the reach special property. At 15th level, the range increment of your thrown swarm strike increases to 40 feet, and it increases to 60 feet at 19th level. You can use this ability only while your sheath array is active. + +### VERSATILE NANITES (EX) + +**Source** _Tech Revolution pg. 14_ +You’ve learned to direct your nanites in assisting you with difficult tasks, such as identifying damage, stitching wounds, reshaping your features, or further tuning your reflexes. Choose two of the following skills: Bluff, Disguise, Engineering, Medicine, Perception, or Piloting. You add these skills as options to which you can apply your sheath array’s insight bonus to skill checks. You can select this knack multiple times, each time selecting different skills. + + +### CUSHIONING SHEATH (EX) + +**Source** _Ports of Call pg. 103_ +You’re instinctively able to gather your nanite array beneath you to help break your fall when said fall would otherwise break you. When your sheath array is active, the surface on which you fall always counts as yielding (Core Rulebook400), converting the damage from the first 10 feet of a fall to nonlethal bludgeoning damage. In addition, when your sheath array is active, for every 5 by which your Acrobatics check exceeds the DC to avoid taking damage from the first 10 feet of a fall, you can ignore the damage from an additional 10 feet of falling. + + +### SPLIT CLOUD (EX) + +**Source** _Ports of Call pg. 103_ +You’ve learned to keep your nanites functioning even when they’re separated by currents or environmental factors. Your cloud array can have a gap of one 5-foot square between the spaces it fills. At 10th level, this increases to two 5-foot squares, and at 18th level, this increases to three 5-foot squares. Even if split into multiple smaller clouds by these gaps, the cloud functions as one unit. When reconfiguring the spaces your cloud occupies, at least one square of each smaller cloud must remain unchanged. + + + +## 6TH LEVEL + +You must be at least 6th level to select these nanocyte knacks. + +### CAMOUFLAGING SHEATH (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites can alter their color and appearance, settling on your flesh in a variety of patterns and colors, providing you camouflage in your surroundings. When you attempt a Stealth check while your sheath array is active, you can use a move action to increase the insight bonus to your Stealth check by 2 until the end of your turn. You can additionally use a nanite surge to hide in plain sight. + +### ENHANCED IMMUNITIES (EX) + +**Source** _Tech Revolution pg. 14_ +Your nanites reinforce your body, staving off even grave threats to your health. If you succeed at a Fortitude saving throw against an effect that has a reduced effect on a successful save, you instead avoid the effect entirely. + +### EXTENSIVE REACH (EX) + +**Source** _Interstellar Species pg. 26_ +You have precise control over your nanites and can use them to extend your reach. Your sheath array increases your natural reach by 5 feet. + +### FACIAL RECONFIGURATION (EX) + +**Source** _Tech Revolution pg. 14_ +Your nanites can harmlessly reshape your body in increasingly dramatic ways. While your sheath array is active, you can use the Disguise skill to change your appearance with 1d3 minutes of work; you can use one nanite surge to reduce this required time to a full action. You reduce one of the check’s DC modifiers by an amount equal to half your nanocyte level (to a minimum of +0), though this reduction applies only to disguises that change your appearance in the following ways: add major features, disguise yourself as a different race of the same creature type, or disguise yourself as a different creature type. +You must have the versatile nanites knack and have selected Disguise as one of the affected skills to select this knack. + +### HEAVY WEAPON EDGE (EX) + +**Source** _Tech Revolution pg. 14_ +You know how to deal damage with big weapons. You gain proficiency with heavy weapons, and you gain weapon specialization in heavy weapons just as if your class granted proficiency. When you gain this knack, you can replace one of your major forms known with that of a heavy weapon. You add your Constitution modifier to your Strength score for the purpose of wielding heavy weapons formed from your gear array without penalty. + +### HUNGRY NANITES (EX) + +**Source** _Tech Revolution pg. 14_ +Your nanites tear and gnaw on creatures you designate. After a creature takes damage in your nanite cloud or you damage a creature within 30 feet with a weapon formed with your gear array, you can take a reaction to cause the creature to gain the bleeding 1d6 condition (Fortitude negates). The amount of bleed damage increases to 1d10 at 10th level, 2d8 at 14th level, and 3d8 at 18th level. While the bleeding creature is within your cloud array, the Medicine DC to stop the bleeding condition increases by an amount equal to half your nanocyte level plus your Constitution modifier. After using this ability, you can’t use it again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. + +### INSTANT ARCHITECT (EX) + +**Source** _Tech Revolution pg. 15_ +You gain Barricade as a bonus feat. You can use Barricade to create a barrier within your nanite cloud rather than just in an adjacent space. +In addition, as a full action, you can use a nanite surge to shape your nanites into a temporary structure: a ladder up to 30 feet long, a door sealing an opening up to 10 feet square, a 10-foot-radius hemispherical shelter, or a 5-foot-wide bridge that spans up to 40 feet. This counts against the number of arrays you can have active. Regardless of the structure’s form, it has a number of Hit Points equal to your level, hardness equal to your Constitution modifier, and a break DC of 10. + +### NEUTRALIZING NANITES (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites can release a dense liquid sealant that douses flames and seals open wounds. While your sheath array is active you gain a +2 bonus to Medicine checks made to end the bleeding condition and Reflex saves made to end the burning condition. When you fail a check to end the bleeding or burning condition, you can use a nanite surge as a reaction to reroll the failed check or saving throw. + +### SENSORY NANITES (EX) + +**Source** _Tech Revolution pg. 15_ +Nothing that disturbs your nanite cloud escapes your attention. You gain blindsense (vibration) with a range of 5 feet. This blindsense also extends to any area in or adjacent to your cloud array. + +### TELEPATHIC CLOUD (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites contain an advanced communications array that transmits your thoughts directly into the minds of those nearby, enabling you to telepathically communicate in environments and situations where a language would be impossible to visually or audibly articulate, such as using Lumos in bright sunlight or audible languages in Luminar’s dense, gaseous seas. You can communicate telepathically with any creatures within the area of your cloud array with whom you share a language. + + +### AQUATIC PROPULSION (EX) + +**Source** _Ports of Call pg. 103_ +Your nanites propel your weapons with great force, pushing through water and dense gases without difficulty. Each time you form a weapon using your gear array, you can apply the underwater weapon special property to that weapon (when used underwater, it ignores the –2 penalty to attack rolls and deals full damage). If you do, combat maneuvers you attempt using that weapon gain a +1 bonus. + + +### HAMPERING NANITES (EX) + +**Source** _Ports of Call pg. 103_ +Your nanites seize and hobble your foes, restricting their movement. After a creature takes damage in your nanite cloud or you damage a creature within 30 feet with a weapon formed with your gear array, you can take a reaction to cause the creature to become entangled (Reflex negates) for a number of rounds equal to your Constitution modifier, or until it escapes with an Acrobatics check or a Strength check. An entangled creature can attempt such a check as a move action. After using this ability, you can’t use it again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. + + +### VEHICULAR ARRAY (EX) + +**Source** _Ports of Call pg. 103_ +You’ve learned to transform your nanites into basic vehicles to help you maneuver various terrain. When you use your gear array to take a major form, you can use a nanite surge to instead form your nanites into a basic enercycle that only you can ride. This otherwise follows the standard rules for your gear array. At 10th level, you can form your nanites into a torpedo minisub, and at 14th level, you can form your nanites into an ultralight turboglider (Armory 139). Regardless of the form, these vehicles offer no cover, can’t carry passengers, have no hardness, deal no collision damage, and have 1 HP. + + +## 10TH LEVEL + +You must be at least 10th level to select these nanocyte knacks. + +### ADAPTABLE WEAPONRY (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanites capably innovate new features when you manifest nanite weapons. Choose two of the following special weapon properties: block, bright, deflect, feint, grapple, harrying, penetrating, stun, sunder, or trip. Each time you form a weapon using your gear array, you can apply one of the selected special weapon properties to that weapon. You can select this knack multiple times; each time, select two additional special weapon properties and add them to the list of available properties (you still apply only one at a time). + +### ALACRITOUS FORM (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanite sheath increases your land speed by 10 feet. This increases to 15 feet at 14th level and 20 feet at 18th level. Once per day at the beginning of your turn, you can use one nanite surge to gain the benefits of haste until the beginning of your next turn. + +### ALL-SEEING NANITES (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanites’ sensors are especially acute. You gain blindsight (vibration) with a range of 5 feet. This blindsight also extends to any area in or adjacent to your nanite cloud. +As a reaction, after you touch a target, strike a target with a weapon formed with your gear array, or are hit by an adjacent creature, you can use a nanite surge to adhere a tiny mass of nanites to that creature or object; a creature can attempt a Reflex save to negate this effect. These nanites resonate with the rest of your nanite array, allowing you to sense the target as though you had blindsight (vibration) with a range of 120 feet. In addition, you can track the target with a base DC of 10 regardless of the surface conditions, and you can use Perception in place of Survival to track the target. The tracking nanites remain active for a number of days equal to your Constitution modifier. +You must have the sensory nanites knack to select this knack. + +### ANCHORED CLOUD (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites are accustomed to maintaining their position regardless of external pressure and motion. Spaces occupied by your cloud array are difficult terrain. + +### BEGUILING ARRAY (EX) + +**Source** _Interstellar Species pg. 26_ +Your nanites can mimic and amplify your natural glow. When you use beguiling glow while your cloud array is active, your beguiling glow emanates from all the spaces your cloud array fills, as well as from you. You can use one nanite surge when you activate beguiling glow to increase the radius of your beguiling glow to 30 feet and change its DC to that of your nanocyte knacks. You must have the beguiling glow species trait and the glimmering nanites knack to select this nanocyte knack. + +### BIOMETRIC THEFT (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanites can modify your features in subtle ways, allowing you to attempt a Disguise check in place of a Computers or Engineering check to defeat biometric locks and similar safeguards. As a reaction when you hit a creature with a melee attack or touch them, you can use a nanite surge to absorb a sample of the target’s DNA or other code. You can store a number of samples equal to your Constitution modifier at any time, and each sample remains viable for a number of days equal to your Constitution modifier. If you absorb another sample and exceed this maximum, you erase one sample of your choice. +You gain a +5 circumstance bonus on Disguise checks to bypass biometric safeguards keyed to any creature whose sample you have. In addition, if you have the facial reconfiguration knack you can use it to take the appearance of any creatures whose samples you have. +This instead grants a +10 circumstance bonus to the Disguise check. In addition, facial reconfiguration reduces the check’s DC modifier for this disguise by an amount equal to your nanocyte level (to a minimum of +0), applied to any of the check’s modifiers + +### DEFENSIVE DOPPELGANGER (EX) + +**Source** _Tech Revolution pg. 15_ +When you create a cloud array, you can use a nanite surge to cause a portion of your cloud array to form a lifelike replica of you that shadows and mimics your movements, functioning like a single figment image created by mirror image. The duplicate exists until it’s destroyed or you leave the cloud’s area. At 14th level, you create 1d2 images, and at 18th level, you create 1d4 images. + +### EXHAUSTING NANITES (EX) + +**Source** _Interstellar Species pg. 27_ +Your nanites utilize electrical pulses to cause exhausting muscle spasms and electrical interference. Weapons you form with your gear array gain the fatigue critical hit effect. Once per day, after you damage a creature with a weapon formed from your gear array, you can use a nanite surge as a reaction to impose the effects of slow on the target (Fortitude negates) for a number of rounds equal to half your Constitution bonus. Creatures immune to electricity are immune to exhausting nanites. + +### FEASTING NANITES (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanites break down and repurpose your foes’ vital fluids to fuel their host. Whenever the target of your hungry nanites takes bleed damage from that ability and is within 30 feet of you, you regain an equal number of Stamina Points. Until you next take a 10-minute rest to recover Stamina Points, you can regain a maximum number of Stamina Points in this way equal to 3 times your nanocyte level. You must have the hungry nanites knack to select this knack. + +### GROUP DISPERSAL (EX) + +**Source** _Tech Revolution pg. 15_ +Your nanites protect your companions as readily as they protect you. You can use your defensive dispersal on any ally you can see who’s adjacent to you or within your cloud array. When you use your defensive dispersal on yourself, any adjacent allies also gain the benefits of that ability against the triggering attack or effect. However, only you benefit from additional knacks or other abilities that provide any additional effects when you use defensive dispersal. + +### NANOMAGICAL FONT (SU) + +**Source** _Galactic Magic pg. 27_ +You gain 2 additional nanite surges per day that can be used only to gain additional spell slots to cast your spells gained by the eldritch nanites ability. Whenever you spend nanite surges to gain a spell slot, you regain Stamina Points equal to twice the number of nanite surges you spent. + +### NINEFOLD WARD (SU) + +**Source** _Galactic Magic pg. 27_ +When you activate your instant ward knack with your eldritch array, the ward covers a 15-foot-by-15-foot square centered on your space. When you activate your instant ward knack with your cloud array, the ward affects each square affected by your cloud array. +You must have the instant ward knack to select this knack. + +### RAPID RESHAPE (EX) + +**Source** _Tech Revolution pg. 16_ +Every 1d4 rounds, you can form or switch nanite arrays as a swift action without using a nanite surge. + +### SHOCK ABSORPTION (EX) + +**Source** _Interstellar Species pg. 27_ +Your nanites can disperse electrical currents throughout their volume. While your sheath array is active, or while you’re standing within the area of your cloud array, you have electricity resistance 5. When you would take electricity damage, you can use a nanite surge as a reaction to increase this resistance by an amount equal to your nanocyte level plus your Constitution bonus until the end of your next turn. + +### THOUSAND STITCHES (EX) + +**Source** _Tech Revolution pg. 16_ +You can use the surgical host knack to perform Medicine checks to treat deadly wounds as a standard action. If you succeed at this check, you restore 2 Hit Points per level or CR of the creature you’re treating. If you exceed the DC by 5 or more, you add your Intelligence bonus and Constitution bonus to the amount healed. +You must have the surgical host knack to select this knack. + +### ADAPTABLE AUGMENTATIONS (EX) + +**Source** *Ports of Call pg. 103* +You can temporarily alter the systems of your body to accept almost any augmentation. When you use your gear array to create a cybernetic augmentation, you can install it into any empty body slot, regardless of where it would normally be installed. If this augmentation takes up multiple slots, you must have the requisite number of empty body slots or the augmentation fails to manifest. + + +### EXPLORATORY FORM (EX) + +**Source** _Ports of Call pg. 103_ +You’re driven to explore diverse environments and worlds. While your sheath array is active, you can use a nanite surge to gain either a climb speed of 30 feet or a swim speed of 30 feet. If you already have the selected speed, you instead increase that speed by 15 feet. This lasts for a number of hours equal to your Constitution modifier. You lose this speed when your sheath array ends. + + +## 14TH LEVEL + +You must be at least 14th level to select these nanocyte knacks. + +### CHARGE VAMPIRE (EX) + +**Source** _Tech Revolution pg. 16_ +When you damage a creature in your nanite cloud or when you damage a creature within 30 feet using a weapon formed with your gear array, you can drain power from the target’s technological devices as a reaction. Choose one item in the target’s possession that uses charges or select a qualifying item at random. That item loses a number of charges equal to 1d10 plus your Constitution modifier (Fortitude half), and a battery in your possession gains an equal number of charges (to a maximum of the battery’s capacity). You can use this ability a number of times per day equal to your Constitution modifier. + +### DECONSTRUCTOR (EX) + +**Source** _Tech Revolution pg. 16_ +Weapons you form with your gear array and your faculty abilities deal additional damage equal to your Constitution modifier to constructs, objects, and creatures with the technological subtype. In addition, these attacks and abilities ignore an amount of hardness equal to your nanocyte level. This hardness reduction doesn’t stack with that of the penetrating weapon property but instead increases the weapon’s item level by an amount equal to your Constitution modifier for the purpose of calculating the amount of hardness the weapon ignores. + +### LUMINOUS NANITES (EX) + +**Source** _Interstellar Species pg. 27_ +Your nanites are luminous beacons that can flash brightly. The light shed by your nanite cloud increases in intensity, shedding bright light instead of dim light. You can use a nanite surge as a swift action to overcharge your nanites, causing them to flare brightly. Each creature within your nanite cloud must succeed at a Fortitude save or be blinded until the end of its next turn. A creature that succeeds at its Fortitude save is instead dazzled for a number of rounds equal to your Constitution bonus. After your nanites flare in this way, they go dark and can’t shed illumination of any kind until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest. You must have the glimmering nanites knack to select this knack. + +### MENACING PALL (EX) + +**Source** _Tech Revolution pg. 16_ +Your cloud array becomes a deadly fog that can strike those within from any angle. While you’re adjacent to or within your nanite cloud, you can make melee attacks with weapons formed with your gear array from any square occupied by your nanite cloud. This allows you to gain position-based benefits such as avoiding cover or flanking an enemy. This ability doesn’t allow you to see targets that you couldn’t otherwise perceive. You can’t use this ability to perform attacks of opportunity. + +### VIOLENT DISPERSAL (EX) + +**Source** _Interstellar Species pg. 27_ +You can use your nanites to rout your foes directly. While your sheath array is active, you can use a nanite surge to send your nanites rocketing off your body with powerful force. Attempt a single bull rush combat maneuver that targets each creature within 15 feet of you; you can use your Constitution modifier for this attack roll instead of your Strength modifier. Regardless of the result of the bull rush, each creature targeted in this way takes force damage equal to your Constitution modifier. After using violent dispersal, your nanites disperse, ending your sheath array. You can’t use violent dispersal again until you spend 1 Resolve Point to regain Stamina Points after a 10 minute rest. + + +### GLUTTONOUS NANITES (EX) + +**Source** _Ports of Call pg. 103_ +Your nanites make the most of every opportunity to regenerate. Once per day after a combat in which you defeat a significant enemy who’s no longer alive, you can direct your nanites to devour that enemy’s body; if you do so, you regain Stamina points equal to 3 times your nanocyte level. You must have the hungry nanites and feasting nanites knacks to select this knack. + + +## 18TH LEVEL + +You must be at least 18th level to select these nanocyte knacks. + +### ADAPTIVE TELEPATHY (EX) + +**Source** _Interstellar Species pg. 27_ +Your nanites can distill your thoughts into emotional images and feelings, enabling you to communicate with those with whom you don’t share a language. You can use a nanite surge to communicate simple ideas telepathically to any creatures within the area of your cloud array, even if you don’t share a common language. This doesn’t enable you to comprehend languages spoken within the area of your cloud array that you don’t understand. + +### BECOME LEGION (EX) + +**Source** _Tech Revolution pg. 16_ +As a move action, you can use a nanite surge to transform into a nanite fog, during which you can take no actions except those granted to you by this ability. This is a polymorph effect, and it counts against the number of arrays you can have active. While transformed, you’re a Gargantuan construct with the swarm subtype, a space of 20 feet, and a reach of 0 feet. You can occupy the same space as other creatures. As a standard action, you can make a swarm attack (1d4 piercing damage per 2 nanocyte levels) and gain swarm defenses (except immunity to single-target mind-affecting effects) and swarm immunities as per the universal creature rules (Starfinder Alien Archive 157). These immunities don’t end ongoing conditions. When dealing swarm damage to creatures in your space, you can avoid damaging a number of creatures up to your Constitution modifier. +This transformation lasts until the beginning of your next turn, at which point you can attempt a DC 30 Fortitude saving throw. If you succeed, the transformation’s duration extends to the beginning of your next turn. If you fail, the transformation ends, and you re-form in any space your swarm body occupied. The DC of this saving throw increases by 2 each time you succeed at the saving throw. If you’re reduced to 0 Hit Points, the transformation ends automatically. +You can’t use this knack again until after you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. + +### OMNIPRESENT FORM (EX) + +**Source** _Tech Revolution pg. 16_ +While you’re adjacent to or within your cloud array and take a guarded step, you can move a total distance equal to 5 feet plus 5 × half your Constitution modifier (rounded down) as long as your movement and destination is also entirely adjacent to or within your nanite cloud. Alternatively, you can use a nanite surge when taking a guarded step to teleport to any location so long as your starting point and destination are both adjacent to a square that contains your nanite cloud; this movement doesn’t provoke attacks of opportunity. + +### OMNISCIENT NANITES (EX) + +**Source** _Tech Revolution pg. 16_ +Nothing escapes the notice of your nanites. The range of your blindsight (vibration) granted by the all-seeing nanites knack increases to 20 feet. This blindsight also extends to any area to which your nanite cloud has line of effect, to a range of 20 feet. Traces of your nanite host can even penetrate solid material, granting you the sense through (blindsight \[vibration\]) ability, which is blocked by especially dense or thick materials as normal. Finally, when you apply a nanite tracker to a target using the all-seeing nanites knack, you can sense the target as though you had blindsight (vibration) with a range of a number of miles equal to your Constitution modifier. You must have the all-seeing nanites knack to select this knack. + +### SUDDEN TRANSFORMATION (EX) + +**Source** _Tech Revolution pg. 16_ +You can take a reaction to form a nanite array. After using this ability the first time each day, you must use a nanite surge each time you use it again. + + +### FLURRYING FOG (EX) + +**Source** _Ports of Call pg. 103_ +Your ability to strike from multiple angles out of your nanite cloud improves even further. While you’re adjacent to or within your nanite cloud, your reach with melee attacks made with weapons formed with your gear array gain additional reach of 10 feet. You can also make attacks of opportunity against any targets that would provoke them within your nanite cloud. You must have the menacing pall nanites knack to select this knack. diff --git a/Compendium/SF1E/Classes/Nanocyte/Nanocyte Alternate Class Features.md b/Compendium/SF1E/Classes/Nanocyte/Nanocyte Alternate Class Features.md new file mode 100644 index 0000000..98d6f17 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Nanocyte Alternate Class Features.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# NANOCYTE ALTERNATE CLASS FEATURES + +## ELDRITCH NANITES (SU) +**Source** _Galactic Magic pg. 26_ +**Class** Nanocyte + +Your nanites are heavily enchanted, limiting their ability to replicate technology but enabling them to weave magical effects at your direction. Your nanite array becomes a supernatural ability. You can’t learn or create major forms with your gear array, and the number of minor forms you know how to create is reduced by half (rounded down). You gain a special fourth nanite array called an eldritch array, which manifests as your nanites hovering close to your body, ready to produce magical effects. Your eldritch array grants you a +1 enhancement bonus to saving throws against spells and spell-like abilities. +You gain a limited version of the technomancer’s spells class feature that you can use only while your eldritch array is active. Use your Constitution score in place of your Intelligence score when determining the effects of your spellcasting, including the highest level of spell you can cast and the DC for saving throws against your spells. Unlike a technomancer, your selection of spells is extremely limited. You begin play knowing two 0-level spells, and you can cast your 0-level spells a number of times per day equal to 3 + 1/2 your nanocyte level. At 5th level, you learn one 1st-level spell, and you learn a second 1st-level spell at 11th level. At 9th level, you learn one 2nd-level spell, and you learn a second 2nd-level spell at 15th level. At 13th level, you learn one 3rd-level spell, and you learn a second 3rd-level spell at 19th level. At 17th level, you learn one 4th-level spell. Every time you gain a nanocyte level, you can replace a spell with a different technomancer spell of the same level. +At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. As a swift action, you can gain a 1st-level or higher spell slot that lasts until the end of your next turn if not expended beforehand. To do so, you must spend a number of nanite surges equal to the spell slot’s level. Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level until you have rested 10 minutes to regain Stamina Points. You can cast known variable-level spells using any level of spell slot you have available. If you manifest your eldritch array at a lower level, such as with your manifold array ability, the maximum level of spell you can cast is reduced by 1 for every 4 levels your array’s effective level is reduced. +Eldritch nanites alters nanite array. diff --git a/Compendium/SF1E/Classes/Nanocyte/Nanocyte Class Builds.md b/Compendium/SF1E/Classes/Nanocyte/Nanocyte Class Builds.md new file mode 100644 index 0000000..681b1c8 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Nanocyte Class Builds.md @@ -0,0 +1,71 @@ +--- +aliases: +tags: +--- +# NANOCYTE CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# BATTLE HOST + +## THEME: MERCENARY + +**Source** _Tech Revolution pg. 17_ +You’re an expert combatant who carries little equipment, yet you’re never unarmed. + +## ABILITY SCORES + +Constitution gives you more Resolve Points and keeps you healthy in a fight, and Strength lets you hit harder with your melee weapons. + +## PRIMARY NANITE FACULTY + +Obliteration + +## NANOCYTE KNACKS + +Abundant nanites (2nd), Heavy armor edge (2nd), Adaptable weaponry (10th), Group dispersal (10th), Rapid reshape (10th) + +## FEATS + +Adaptive Fighting, Enhanced Resistance, Improved Initiative, Opening Volley, Penetrating Attack + +## SKILLS + +Acrobatics, Athletics, Intimidate, Perception + + +# LIVING PLAGUE + +## THEME: DEATH TOUCHED + +**Source** _Tech Revolution pg. 17_ +Your nanites represent an invisible weapon that disintegrates obstacles from the inside out. + +## ABILITY SCORES + +Constitution is your most important ability score because it empowers your nanite abilities. Strength helps you hit your enemies. + +## PRIMARY NANITE FACULTY + +Infestation + +## NANOCYTE KNACKS + +Abundant nanites (2nd), Swarm strike (2nd), Hungry nanites (6th), Feasting nanites (10th), Charge vampire (14th), Menacing pall (14th) + +## FEATS + +Cleave, Lung Puncture, Improved Unarmed, Strike Toughness + +## SKILLS + +Life Science, Sleight of Hand, Perception, Stealth \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Nanocyte/Nanocyte.md b/Compendium/SF1E/Classes/Nanocyte/Nanocyte.md new file mode 100644 index 0000000..49f8b00 --- /dev/null +++ b/Compendium/SF1E/Classes/Nanocyte/Nanocyte.md @@ -0,0 +1,153 @@ +--- +aliases: +tags: +--- +# NANOCYTE + +**Source** _Tech Revolution pg. 8_ +Your body houses an untold number of nanites, tiny machines that can grant you incredible fortitude, transform into tools, and course across the battlefield to decimate your foes. Your total control of these nanites makes you an adept combatant who can manifest the perfect weapon or tool at a moment’s notice. Whether your powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, your nanites grow stronger by the day as you gradually transform into a being more machine than mortal. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - CON + +Your Constitution augments your nanites and helps you sustain a larger swarm, so Constitution is your key ability score. Strength and Dexterity can boost your combat effectiveness, whereas Intelligence greatly improves your skills. + +## CLASS SKILLS + +The Nanocyte's class skills are Acrobatics (Dex), Athletics (Str), Computers (Int), Engineering (Int), Life Science (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex), Stealth (Dex). + +**Skill Points at each Level**: 6 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic and advanced melee weapons, small arms, and longarms + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Major Forms | Minor Forms | +|-------|-------------------|-----------|----------|-----------|----------------------------------------------------------------------------------|-------------|-------------| +| 1st | +1 | +2 | +0 | +0 | Nanite array, nanite surge, primary nanite faculty, primary faculty technique | 2 | 3 | +| 2nd | +2 | +3 | +0 | +0 | Defensive dispersal, nanocyte knack | 2 | 4 | +| 3rd | +3 | +3 | +1 | +1 | Cyto-conversion (+1), weapon specialization | 3 | 4 | +| 4th | +4 | +4 | +1 | +1 | Nanocyte knack | 3 | 5 | +| 5th | +5 | +4 | +1 | +1 | Primary faculty technique | 4 | 5 | +| 6th | +6 | +5 | +2 | +2 | Nanocyte knack | 4 | 6 | +| 7th | +7 | +5 | +2 | +2 | Manifold array (two arrays) | 4 | 6 | +| 8th | +8 | +6 | +2 | +2 | Nanocyte knack | 4 | 7 | +| 9th | +9 | +6 | +3 | +3 | Primary faculty technique, secondary nanite faculty, secondary faculty technique | 5 | 7 | +| 10th | +10 | +7 | +3 | +3 | Cyto-conversion (+2), nanocyte knack | 5 | 8 | +| 11th | +11 | +7 | +3 | +3 | Eternal nanites | 5 | 8 | +| 12th | +12 | +8 | +4 | +4 | Nanocyte knack | 5 | 9 | +| 13th | +13 | +8 | +4 | +4 | Primary faculty technique, secondary faculty technique | 6 | 9 | +| 14th | +14 | +9 | +4 | +4 | Nanocyte knack | 6 | 10 | +| 15th | +15 | +9 | +5 | +5 | Manifold array (three arrays) | 6 | 10 | +| 16th | +16 | +10 | +5 | +5 | Cyto-conversion (+3), nanocyte knack | 6 | 11 | +| 17th | +17 | +10 | +5 | +5 | Primary faculty technique, secondary faculty technique | 7 | 11 | +| 18th | +18 | +11 | +6 | +6 | Nanocyte knack | 7 | 12 | +| 19th | +19 | +11 | +6 | +6 | Living legion | 7 | 12 | +| 20th | +20 | +12 | +6 | +6 | Infinite array, nanocyte knack | 7 | 13 | + + + + +## NANITE SURGE (EX) - 1ST LEVEL + +In certain situations, you can use a nanite surge to push your nanites to perform extraordinary feats a number of times per day equal to half your nanocyte level plus your Constitution modifier; the exact benefits vary by circumstance and are explained in the abilities below. At 5th level, you can spend 1 Resolve Point to gain and immediately use an additional nanite surge. You can use this ability multiple times. + +## NANITE ARRAY (EX) - 1ST LEVEL + +Your body hosts a multitude of nanites that you can direct to take one of three forms, called arrays. They can flood out of your body to form a cloud, combine to temporarily create items, or mobilize within you to amplify your physical abilities. +As a move action, you can direct your nanites to adopt an array. You can have only one array active at a time. Alternatively, you can use a nanite surge (above) to form or switch arrays as a swift action. The nanites maintain their array until you direct them into a different array, you fall unconscious, or you end your turn more than 10 feet from the array. If an array ends without being turned into a different array, the nanites disperse and return to your body at the beginning of your next turn and await further instructions. If you aren’t within 60 feet of the array or the array is physically blocked from reaching you, the nanites instead break down, and you can’t use your nanite array again until you spend 1 Resolve Point and take a full action to create a replacement array. +Your nanites are technological in nature and can be detected by spells (such as detect tech), but they aren’t otherwise subject to effects that affect technology. +The three forms of nanite arrays—sheath, cloud, and gear— provide the following benefits only while the specific array is active. + +## SHEATH ARRAY + +The nanite array reinforces your body, granting you a +1 enhancement bonus to Reflex saving throws and a +1 insight bonus to checks with two of the following skills: Acrobatics, Athletics, Sleight of Hand, or Stealth, selected when you form this array. At 3rd level and every 4 levels thereafter, these bonuses increase by 1. +When you form a sheath array, you can use a nanite surge to gain a number of temporary Hit Points equal to your nanocyte level; you lose any such remaining temporary Hit Points when the sheath array ends. + +## CLOUD ARRAY + +You nanites spread out into a faintly visible cloud that fills a number of contiguous 5-foot squares. The maximum number of squares you can fill this way equals 1 plus your Constitution bonus, and at least one of those squares must be adjacent to you. The cloud is stationary once formed, though you can reconfigure its space as a move action; if you do so, at least one square of the cloud must remain unchanged. When you take a guarded step, you can move 10 feet as long as you begin and end this movement adjacent to or within your cloud array. +When you form a cloud array, you can use a nanite surge to increase the cloud’s density. This causes the array’s space to provide concealment, but it provides only a 10% miss chance. It doesn’t provide enough concealment to hide, and your attacks ignore any miss chance provided by your cloud. This concealment doesn’t stack with existing concealment. +At 3rd level, whenever you form a cloud array, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 15%. At 7th level, it can fill an additional 5-foot square, and any miss chance the cloud provides increases to 20%. At 11th level, the cloud fills up to a number of contiguous squares equal to 1 plus twice your Constitution modifier. At 15th level, when you use a nanite surge while forming the cloud array, any miss chance the cloud provides increases to 25% (though your attacks still ignore any miss chance). At 19th level, the cloud instead fills up to a number of contiguous squares equal to 1 plus four times your Constitution modifier. + +## GEAR ARRAY + +Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or cybernetic augmentation. You can direct your nanites to create a limited selection of equipment, divided into major forms and minor forms. Major forms include weapons and cybernetic augmentations; minor forms include technological items (excluding armor and weapons) and personal items. At 1st level, you know how to create two major forms and three minor forms. You learn a new minor form at 2nd level and every 2 levels thereafter; you learn a new major form at 3rd level, 5th level, and every 4 levels thereafter. When you gain a nanocyte level, you can replace one of your major forms with a new major form and one of your minor forms with a new minor form. +To select a piece of equipment as one of your gear array’s major or minor forms, its level must be equal to or lower than your nanocyte level. Augmentations must be cybernetic, weapons and items must be technological items (not magic or hybrid), and you can’t select equipment that’s consumed on use (such as grenades) or whose bulk exceeds your Constitution modifier. +When creating a nanocyte character at higher than 1st level, for simplicity, you can choose major forms by choosing one form using your nanocyte level, the next form using your nanocyte level – 1, the next using your nanocyte level – 2, and so on. Any extra forms use a nanocyte level of 1. You can choose minor forms the same way. +When you use your gear array to create a handheld nanite weapon, technological item, or personal item, you can automatically grab and begin wielding it if you have the requisite number of hands free. Otherwise, the item floats in your space until the end of your turn, at which point it drops in your space. +When you use your gear array to create a cybernetic augmentation, it’s automatically installed in the appropriate body slot as long as that slot is empty; otherwise, it fails to manifest. If a given augmentation has a limited number of uses or frequency, that limit applies regardless of how many times you’ve created it with your gear array. Equipment that requires a battery or ammunition to function must be loaded to function. When you create such equipment, you can have it absorb and automatically load one appropriately-sized battery or set of suitable ammunition in your possession. Any item that uses a battery with fewer than 20 charges can instead use a standard battery. + +## PRIMARY NANITE FACULTY - 1ST LEVEL + +Whether by their design or your innovation, your nanites excel at a specialized task. Choose your primary faculty upon taking your first level in nanocyte—once made, this choice can’t be changed. Descriptions of faculties appear on pages 11–13. + +## PRIMARY FACULTY TECHNIQUES - 1ST LEVEL + +At 1st level and every 4 levels thereafter, you gain a faculty technique unique to your primary nanite faculty. + +## DEFENSIVE DISPERSAL (EX) - 2ND LEVEL + +By using a nanite surge as a reaction when you take damage, you can protect yourself with your nanites when they create a temporary barrier or cause part of your body to temporarily disperse. You reduce the damage dealt by the triggering effect by an amount equal to your nanocyte level plus your Constitution modifier, and you gain a +1 circumstance bonus to the first saving throw against the effect (such as the initial saving throw to resist a poison, but not subsequent saves against it). + +## NANOCYTE KNACK - 2ND LEVEL + +As you gain experience, you learn special ways to use your nanites called nanocyte knacks. You learn your first nanocyte knack at 2nd level, and you learn an additional knack every 2 levels thereafter. If a nanocyte knack allows a saving throw to resist its effects, the DC is equal to 10 + half your nanocyte level + your Constitution modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your nanocyte level + your Constitution modifier. The descriptions of nanocyte knacks appear on pages 13—16. You can’t learn the same knack more than once unless otherwise stated. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with, including any weapons for which you gained proficiency through a nanocyte knack. + +## CYTO-CONVERSION (EX) - 3RD LEVEL + +As your connection to your nanites grows, the swarm’s ability to break down and reassemble your body strengthens, gradually making you more machine than mortal. You receive a +1 circumstance bonus to saving throws against bleed, disease, poison, and sleep effects. In addition, you gain a 10% chance to treat a critical hit against you as a normal hit; it deals normal damage and doesn’t apply any critical hit effect. This percentage doesn’t stack with similar effects. +At 10th level, the circumstance bonus to saving throws increases to +2, and the chance to treat a critical hit against you as a normal hit increases to 20%. At 16th level, the circumstance bonus to saving throws increases to +3, and the fortification percentage increases to 30%. + +## MANIFOLD ARRAY (EX) - 7TH LEVEL + +With your improved command of your nanites, you split them into multiple arrays: a more potent primary array and a weaker secondary array. Your primary array calculates its effects using your full nanocyte level, whereas your secondary array calculates its effects using your nanocyte level – 4. You can create and sustain multiple clouds or pieces of gear simultaneously, though you can sustain only a single sheath array at a time. You must use separate actions to direct your nanites into each array. +At 15th level, you can split your array into three forms simultaneously: a primary form using your full level to calculate its effects, a secondary form using your level – 4, and a tertiary form using your level – 8. + +## SECONDARY NANITE FACULTY - 9TH LEVEL + +You choose another nanite faculty. Once you choose this second faculty, it can’t be changed. + +## SECONDARY FACULTY TECHNIQUES - 9TH LEVEL + +At 9th level and every 4 levels thereafter, you gain a faculty technique unique to your secondary nanite faculty. For the purposes of secondary faculty techniques that you obtain, treat your nanocyte level as equal to your nanocyte level – 8. + +## ETERNAL NANITES (EX) - 11TH LEVEL + +Your nanites recover quickly even from the most exhausting tasks. When you rest for 10 minutes to regain Stamina Points, you regain a daily use of your nanite surge ability; at 18th level, you regain 2 daily uses instead. When you spend 1 Resolve Point to gain the benefits of a nanite surge, you also regain an additional daily use of your nanite surge. + +## LIVING LEGION (EX) - 19TH LEVEL + +The effective level of your secondary nanite array increases to your level – 2, and the effective level of your tertiary nanite array increases to your level – 4. Once per day as a move action, you can supercharge your nanites, causing them to multiply and expand for 1 minute, granting you 10 temporary nanite surges. Any unused temporary nanite surges disappear at the end of this minute. + +## INFINITE ARRAY (EX) - 20TH LEVEL + +Once per day when you die from massive damage or from having 0 Hit Points and insufficient Resolve Points to stay alive, you can activate an emergency healing protocol. Using this ability on yourself takes no action. At the beginning of your next turn, your body and equipment disperse into a nanite mist, fly up to 30 feet, and reform, in the process restoring you to life. You reappear upright and wielding any combination of equipment in your possession, and you regain 1 Hit Point, all your Stamina Points, and 1 Resolve Point. You can then act on your turn as normal. +As a reaction, you can instead use a nanite surge to use this ability on an adjacent ally when they die under the same conditions. If you use a nanite surge when you use this ability, you can instead target an ally up to 20 feet away. You can use additional nanite surges to increase this range by 20 feet for each nanite surge used. The ally disperses, flies, and reforms at the beginning of their next turn. + +# NANOCYTE ARCHETYPES +# ALTERED OR REPLACED NANOCYTE CLASS FEATURES + +For any level at which an archetype provides an alternate class feature, a nanocyte who takes the archetype alters or replaces the listed class features. + +## MULTILEVEL + +**2nd, 4th, 6th, 12th, and 18th levels:** You don’t gain a knack. + +## 9TH LEVEL + +You don’t gain the secondary faculty or secondary faculty technique class features at 9th level. Instead you gain both at 10th level, and you don’t gain the knack normally gained at 10th level. You still treat your effective nanocyte level as your nanocyte level – 8 for the purposes of your secondary faculty techniques. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Operative/Operative Alternate Class Features.md b/Compendium/SF1E/Classes/Operative/Operative Alternate Class Features.md new file mode 100644 index 0000000..9d85076 --- /dev/null +++ b/Compendium/SF1E/Classes/Operative/Operative Alternate Class Features.md @@ -0,0 +1,187 @@ +--- +aliases: +tags: +--- +# OPERATIVE ALTERNATE CLASS FEATURES + +## HEAVYWEIGHT SKIRMISHER + +**Source** _Interstellar Species pg. 28_ +**Class** Operative + +You dance across battlefields with power and precision. Your operative key ability score becomes Strength. Operative abilities and saving throw DCs calculated using your Dexterity ability score modifier are instead calculated using your Strength ability score modifier. You don’t gain proficiency with sniper weapons, but you do gain proficiency with advanced melee weapons. +You can perform trick attacks with a wider array of weapons, referred to here as “skirmisher weapons.” A skirmisher weapon is any weapon you’re wielding and proficient with that doesn’t target multiple creatures, have the unwieldy property, or require a full action to make a single attack. If you succeed at the trick attack skill check, you can reroll one of the attack’s damage dice and use the higher result. At 7th, 11th, 15th, 17th, and 19th levels, you can reroll one additional damage die (maximum 6 dice) and use the higher result for each. You don’t deal additional trick attack damage until 5th level, but you can apply that additional damage to attacks with skirmisher weapons. At 5th level, your additional trick attack damage is 1d6. This increases to 2d6 at 9th level, 2d8 at 13th level, and 2d10 at 17th level. For any operative abilities that require you use an operative weapon, you can also use those abilities with melee skirmisher weapons. +You can gain the Heavy Armor Proficiency feat in place of learning an operative exploit. At 3rd level, you reduce the speed adjustment of any armor you wear by 5 feet (minimum no speed adjustment) and reduce the armor check penalty of any armor you wear by 1 (to a minimum of 0). At 9th level, your land speed increases by 5 feet, and you increase the maximum Dexterity bonus allowed by your armor by 1. At 15th level, you reduce the speed adjustment of any armor you wear by 10 feet total and gain DR 5/— against attacks of opportunity. +At 8th level, if you make a full attack entirely with skirmisher weapons and hit a creature twice, you also apply the effect of your debilitating trick class feature (or any additional option you can use in place of debilitating trick) as though you had hit the creature with your trick attack. At 13th level, when you make a full attack entirely with skirmisher weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty. +This modifies the operative’s key ability score, weapon proficiencies, and trick attack, and it replaces evasion, quick movement, triple attack, and quad attack. + +## IMPROVISER + +**Source** Tech Revolution pg. 28 +**Class** Operative + +You’re an expert innovator who can transform mundane objects into lethal weapons and build functional devices out of junk. So long as you have a hand free and are adjacent to items with a total bulk of 1 or higher that you could readily use as improvised weapons, you threaten nearby foes as though you were wielding a melee weapon. +As a move action, you can swiftly alter and determine how to best weaponize a mundane object with 2 or less bulk that you’re carrying. By spending 1 Resolve Point, you can perform this action as part of the same action you use to draw or pick up the improvised weapon. When you use the object as an improvised weapon, you ignore the –4 penalty to attacks with that weapon because it’s improvised, you don’t treat it as archaic, you give the weapon the thrown (10 feet) weapon special property, and you can choose to give the weapon the operative weapon special property whenever you make attacks with it. The improvised weapon deals 1d4 damage; this damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. The type of damage dealt by the improvised weapon is based on the components used to create it—typically bludgeoning, piercing, or slashing—and the weapon targets KAC. +At 3rd level, you can create temporarily functional technological items out of junk. To do so, you must have access to technological junk and gear like computers, scrap metal, or derelict vehicles with total bulk at least five times that of the device you want to create. Building a device takes a number of minutes equal to its item level, and when you finish creating the device, you must spend a number of Resolve Points equal to 1/4 the item’s level (rounded up) to make it functional. The device lasts a number of hours equal to your operative level, and if it consumes charges to function, it has a number of charges equal to its usage value (allowing the item to be used once). For each additional Resolve Point you spend when creating the item, it gains additional charges equal to its usage, to a maximum of the item’s capacity. +This replaces the operative’s edge class feature. + +## MAGICAL ASSASSIN (SU) + +**Source** Galactic Magic pg. 28 +**Class** Operative + +You can awaken latent magic in your weaponry. Mysticism is a class skill for you. As a move action, you can magically imbue one small arms or basic melee weapon with the operative weapon special property you’re wielding, treating it as a magic weapon for the purposes of bypassing damage reduction. In addition, when you imbue your weapon, choose one of the following energy types: acid, cold, electricity, or fire. When you attack with your imbued weapon as a standard action, before making the attack, attempt a Mysticism check with a DC equal to 20 + your target’s CR. If you succeed, you deal an additional 1d4 damage of the chosen energy type. This increases to 1d6 at 3rd level, to 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Your weapon remains imbued for 1 minute, until you imbue another weapon, or until the end of your turn if you cease wielding the weapon, whichever comes first. +At 4th level, when you imbue your weapon, you can also choose one of the following weapon fusions: anarchic, axiomatic, defiant, dispelling, disrupting, durable, holy, merciful, seeking, or unholy. While imbued, the weapon gains and automatically activates the chosen fusion, even if this fusion would exceed the number of fusions the weapon could normally accommodate, though the fusion must be one that could normally be applied to the weapon. At 10th level, you can also choose from the following fusions: corrosive, flaming, frost, ghost killer, shock, thundering, or wounding. At 17th level, you can apply two of these fusions to your imbued weapon at one time. +This alternate class feature replaces trick attack, debilitating trick, and double debilitation. + +## SNIPER + +**Source** Tech Revolution pg. 28 +**Class** Operative + +You’re a skilled sharpshooter who deals death over vast distances with sniper weapons. As a full action, you can move up to 1/4 your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative property, a small arm, or a sniper weapon. If the weapon has the sniper property, you can use the property as if you had used a move action to aim. Just before making your attack, attempt a Perception or Stealth check (or a check associated with your specialization) with a DC of 20 + 1-1/2 your target’s CR. If you succeed at the check, the target is flat-footed against the attack and you deal 1d3 additional damage. This damage increases to 1d6 additional damage at 3rd level, plus an additional 1d6 damage for every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property unless it also has the sniper special property, in which case this ability doesn’t allow you to move before attacking. +This replaces the operative’s trick attack class feature. + +## SPELL THIEVE (SU) + +**Source** Galactic Magic pg. 28 +**Class** Operative + +You steal magic from your opponents to empower yourself. The maximum spell level of spells, spell-like abilities, and spell slots you can affect with this class feature equals 1 + one-third your operative level (to a maximum of 6th-level spells at 15th level). +Your trick attack deals 1d3 additional damage at 1st level. This increases to 1d6 at 3rd level, 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Whenever you successfully use your trick attack to reduce a spell’s duration or to steal spell energy from a target, the stolen energy empowers your next successful trick attack made in the next minute, increasing the die size of the trick attack’s additional damage by two steps (to 1d6 at 1st level and to d10s at 3rd level and above). +When you hit a target with your trick attack, you gain momentary awareness of whether the target is affected by at least one spell and whether they can cast spells (including spell-like abilities). When dealing your trick attack damage to a creature, you can drain some of the target’s magic, halving the duration of one spell currently affecting the target. You can choose a specific spell to affect; otherwise, the can determine it randomly from among the beneficial spells affecting the target. You can reduce a given spell’s duration only once, and the target can negate the reduction with a successful Will save. +At 4th level, you can attempt to drain your target’s spellcasting potential when you hit a target with your trick attack instead of reducing the duration of one of the target’s spells. The target loses one spell slot of the highest spell level they can cast or a spell slot equal to one-third your operative level (whichever is lower), as if they had expended the slot. If the target has spell-like abilities, you can instead cause the creature to lose one daily use of their highest-level spell-like ability (maximum spell level equal to one-third your operative level). The target can negate this effect with a successful Will save. +At 8th level, when you reduce a spell’s duration with your trick attack, you also can spend 1 Resolve Point as a reaction to apply that spell’s effect to yourself. This effect lasts for the spell’s remaining duration or for a number of rounds equal to your Dexterity modifier, whichever is shorter. If you steal a second spell in this way, the first stolen spell’s effects end immediately. +At 17th level, when you apply a stolen spell’s effect to yourself, the effect lasts for a number of minutes equal to your Dexterity modifier or for the spell’s remaining duration, whichever is shorter. You can steal up to two spell effects at a time in this way; if you would steal a third effect, choose one of your current stolen spell effects to end immediately. +This alters trick attack and triple attack. It replaces debilitating trick, quad attack, and double debilitation. + +## MARKED FOR DEATH (SU) + +**Source** Character Operations Manual pg. 80 +**Class** Operative + +You’ve been trained with a particular set of abilities to excel at taking down enemies. Your specialization doesn’t grant you Skill Focus or free skill ranks with its associated skills. Instead, you can mark for death one opponent within 100 feet that you’re aware of as a move action. As long as that target is in sight, you gain a +1 enhancement bonus to attack rolls and the save DC of your operative class features and weapon critical effects against that foe. Marking a target for death focuses all of your attention on that foe, causing you to take a −2 penalty to AC and Reflex saves against attacks and effects that do not originate from the marked foe. You can end this effect as a swift action or a reaction, and designating another target causes you to immediately lose this bonus against the previous target. + +At 7th level, whenever you hit a flat-footed foe that you’ve marked for death with a trick attack, you can spend 1 Resolve Point to force the target to attempt a Fortitude save (DC = 10 + half your operative level + your Dexterity modifier). If the target fails this save, any condition you imposed on the target with debilitating trick has a duration of 1 round per operative level you have. If your target succeeds, you still apply all the normal effects of your trick attack. The target can attempt a new save against the condition at the end of each of its turns. + +This ability alters specialization and replaces specialization skill mastery. + +## STUNT & STRIKE (EX) + +**Source** _Character Operations Manual pg. 80_ +**Class** Operative + +You can perform skillful stunts while going on the offensive. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you're wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target's CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not flat-footed. + +At 1st level, choose one stunt associated with a skill with which you have Skill Focus. At 3rd level and every 4 levels thereafter, you choose another stunt that uses any skill that you have Skill Focus with. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier. Each of the skills listed below has several stunts associated with it. + +This replaces trick attack and debilitating trick. + + +## ACROBATIC STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Nimble Stunt:** You ignore nonmagical difficult terrain during your stunt and strike. At 6th level, you can spend 1 Resolve Point when you use stunt and strike to also ignore magical difficult terrain. +- **Operative's Kip-Up:** If you use stunt and strike while prone, you can stand up from prone without using an action and are immune to the off-kilter condition until the start of your next turn. If you have Kip-Up, the moxie racial trait, or a similar ability, you are also immune to the prone condition until the start of your next turn. + +--- + +## ATHLETICS STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Knock Down:** If your stunt and strike skill check and attack roll both succeed, the target must succeed at a Reflex save or be knocked prone. +- **Mighty Leap:** When you use stunt and strike, you gain a fly speed equal to 30 feet or your base speed (whichever is less) with average maneuverability. If you aren't on solid ground at the end of your turn, you fall. +- **Pummel Through:** If your stunt and strike skill check and attack roll both succeed, instead of causing the target to become flatfooted, you can push the target 5 feet away from you, as if you had succeeded at a bull rush combat maneuver attempt. +- **Wall Dasher:** You can walk on walls and ceilings during your stunt and strike, functioning as spider climb except your climb speed is equal to your base speed and you don't need to have any hands free. If you aren't on solid ground at the end of your turn, you fall. + + +## BLUFF STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Clever Retreat:** You can use stunt and strike to withdraw rather than press the offensive. You can move up to twice your speed, and your actions don't trigger reactions until the start of your next turn. When using stunt and strike in this way, you can't attack as part of the action, nor can you cause foes to become flat-footed. +- **Feinting Stunt:** If your stunt and strike skill check and attack roll both succeed, your target is flat-footed against all attacks until the start of your next turn. +- **Set-Up:** If your stunt and strike skill check and attack roll both succeed, your target also takes a -2 penalty to saving throws until the end of your next turn. + + +## COMPUTERS STUNTS + +**Source** _Character Operations Manual pg. 80_ +_SFS Note: Computer Dirty trick is not legal._ + +- **Blindsense:** Whenever you attempt a Computers check as part of your stunt and strike and succeed, instead of causing the target to become flat-footed, you gain blindsense (computers) 30 feet until the start of your next turn. This allows you to detect any creature carrying items that can be used with the Computers skill or can be connected to an infosphere (including personal comm units). +- **Dirty Trick:** Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: deafened, off-target, shaken, or sickened (your choice). + + +## CULTURE STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Analyze:** Whenever you attempt a Culture check as part of your stunt and strike and succeed, you can learn one of the following pieces of information about the target, plus one additional piece of information for every 5 by which your check's result exceeds the DC: archetypes\*, class\*, class features\*, first language, place of origin, spells known\*, or training in a Profession skill. For items marked with an asterisk (\*), if the target has more than one of these features, each one you discover counts as one piece of information. +- **Distracting Blather:** If your stunt and strike skill check and attack roll both succeed, your foe is off-target until the start of your next turn. This is a language-dependent effect. +- **Wordless Pidgin:** You can wordlessly relay information to any allies within 30 feet who can see you. This works like the limited telepathy ability (as the lashunta racial trait), except it is an extraordinary ability. Onlookers can decipher your wordless communication with a successful Sense Motive check (DC = 15 + 1-1/2 × your operative level). + + +## ENGINEERING STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Robotic Beatdown:** Any attacks you make against constructs or objects during your stunt and strike bypass an amount of hardness or DR the construct has equal to half your operative class level (minimum 1, to a minimum DR or hardness of 0). +- **Selective Explosions:** If your stunt and strike skill check and attack roll both succeed and your attack is made with a weapon that targets an area (such as a weapon with the automatic, blast, explode, flexible line, or line properties), you can select a number of squares up to your Dexterity modifier and remove them from the affected area. + + +## SLEIGHT OF HAND STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Ammo Drop:** If your stunt and strike skill check and attack roll both succeed, instead of causing a target to gain the flatfooted condition, you can reload one weapon you're carrying without requiring an action. +- **Swift Toss:** During a stunt and strike, drawing a weapon with the thrown property requires no action, and ranged attacks you make with thrown weapons don't provoke attacks of opportunity. +- **Swipe:** If your stunt and strike is made with a melee weapon and the skill check and attack roll succeed, you take one easily accessed item from the target's body, instead of causing them to be flat-footed, and are then holding it. This includes anything the target is not wielding which they could draw as a move action or less. You must have a hand free to use this stunt. + + +## STEALTH STUNTS + +**Source** _Character Operations Manual pg. 80_ + +- **Hidden Strike:** If your stunt and strike skill check succeeds, your movement doesn't provoke attacks of opportunity from your target. +- **Sniper's Stunt:** If you were hidden at the start of your turn and have cover or concealment at the end of your turn, you can attempt a Stealth check to hide as if you were using the sniping task of the Stealth skill. + +## QUICK COVER (EX) + +**Source** Character Operations Manual pg. 82 +**Class** Operative + +As a move action, you can crouch, minimize your profile, and otherwise maximize the cover you gain in an environment without taking the time to go fully prone or move to hide behind larger objects. By flipping a table to be on its edge, knocking over piles of boxes, spinning to keep your profile behind a light pole, or other actions, you gain cover from objects normally too small to provide cover. Objects that would normally offer no cover instead grant you partial cover, and objects that would normally offer partial cover instead grant you normal cover. This benefit lasts only until you leave your square or the beginning of your next turn, whichever happens first, and to gain the benefit again you must leave your current square. + +All other rules for determining if an object grants cover against a specific attack still apply. This ability cannot be used to gain improved cover or total cover. + +This replaces quick movement. + +## QUICK TRICK (EX) + +**Source** Character Operations Manual pg. 82 +**Class** Operative + +You can make a trick attack as a standard action if you do not move as part of that ability. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with. + +This replaces quick movement. + +## QUICK ZERO-G ADAPTATION + +**Source** Character Operations Manual pg. 82 +**Class** Operative + +You can quickly and easily adapt to the difficulties of operating in zero-g. You reduce the DC for any check required to move in zero-g by 5. In addition, when you use a move action to push off an object in zero-g, you move at your full land speed instead of at half. + +This replaces quick movement. + +## OPERATIVE'S ARSENAL (EX) + +**Source** Character Operations Manual pg. 82 +**Class** Operative + +At 8th level, choose one of the following weapon types: advanced melee weapons, longarms, heavy weapons, or any one special weapon of your choice. You gain proficiency with the chosen weapon type (or weapon, if you chose a special weapon). In addition, you can use trick attack with weapons of the chosen type. You do not add trick attack damage to such attacks, but the target is still flat-footed and you can use debilitating trick. At 13th level, you can choose a second type of weapon from the list. + +This replaces triple attack and quad attack. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Operative/Operative Class Builds.md b/Compendium/SF1E/Classes/Operative/Operative Class Builds.md new file mode 100644 index 0000000..9807228 --- /dev/null +++ b/Compendium/SF1E/Classes/Operative/Operative Class Builds.md @@ -0,0 +1,71 @@ +--- +aliases: +tags: +--- +# OPERATIVE CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# BATTLE HOST + +## THEME: MERCENARY + +**Source** ###_Tech Revolution pg. 17_ +You’re an expert combatant who carries little equipment, yet you’re never unarmed. + +## ABILITY SCORES + +Constitution gives you more Resolve Points and keeps you healthy in a fight, and Strength lets you hit harder with your melee weapons. + +## PRIMARY NANITE FACULTY + +Obliteration + +## NANOCYTE KNACKS + +Abundant nanites (2nd), Heavy armor edge (2nd), Adaptable weaponry (10th), Group dispersal (10th), Rapid reshape (10th) + +## FEATS + +Adaptive Fighting, Enhanced Resistance, Improved Initiative, Opening Volley, Penetrating Attack + +## SKILLS + +Acrobatics, Athletics, Intimidate, Perception + + +# LIVING PLAGUE + +## THEME: DEATH TOUCHED + +**Source** ###_Tech Revolution pg. 17_ +Your nanites represent an invisible weapon that disintegrates obstacles from the inside out. + +## ABILITY SCORES + +Constitution is your most important ability score because it empowers your nanite abilities. Strength helps you hit your enemies. + +## PRIMARY NANITE FACULTY + +Infestation + +## NANOCYTE KNACKS + +Abundant nanites (2nd), Swarm strike (2nd), Hungry nanites (6th), Feasting nanites (10th), Charge vampire (14th), Menacing pall (14th) + +## FEATS + +Cleave, Lung Puncture, Improved Unarmed, Strike Toughness + +## SKILLS + +Life Science, Sleight of Hand, Perception, Stealth \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Operative/Operative Exploits.md b/Compendium/SF1E/Classes/Operative/Operative Exploits.md new file mode 100644 index 0000000..1f1fab8 --- /dev/null +++ b/Compendium/SF1E/Classes/Operative/Operative Exploits.md @@ -0,0 +1,506 @@ +--- +aliases: +tags: +--- +# OPERATIVE EXPLOITS + +You learn your first operative exploit at 2nd level, and an additional exploit every 2 levels thereafter. Operative exploits require you to have a minimum operative level, and they are organized accordingly. Some require you to meet additional prerequisites, such as having other exploits. + +## 2ND LEVEL + +You must be at least 2nd level to choose these exploits. + +### ALIEN ARCHIVE (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature. ### Armor Optimizer (Ex) + +**Source** _Starfinder Core Rulebook pg. 150_ +You’ve learned to customize your armor. You can adjust armor to fit you without needing to attempt an Engineering check. This also allows you to add one upgrade slot to the armor, though any upgrade that uses that slot functions only when you wear the armor. Such upgrades are useless to anyone else. + +### BEGUILING OUTSIDER (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +You rely on aspects of your culture or society that others might find unfamiliar to pique their interest and make a good impression. Double your operative’s edge bonus to Bluff and Diplomacy checks when interacting with a creature or creatures who are unfamiliar with your species or home world (at the GM’s discretion). When you encounter such creatures, you can spend 1 Resolve Point to attempt a special Bluff or Diplomacy check whose DC equals 10 + 1-1/2 × the highest CR of these creatures, plus 1 for each additional creature in the group (maximum +10 for a group of 11 or more creatures). If you succeed, the creatures’ starting attitude improves by one step for 1 hour. This improvement doesn’t stack with any caused by other effects; however, this exploit’s short duration might allow you to attempt longer-lasting adjustments, such as with Diplomacy checks to change attitude. + +### COLLABORATIVE SPECIALIST (EX) +**Source** _Interstellar Species pg. 28_ +Whenever you successfully aid an ally’s skill check using one of your specialization’s associated skills, you can give that ally a bonus to their skill check equal to your operative’s edge bonus rather than +2. + +### COMBAT TRICK (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +You gain a bonus combat feat. You must meet all of that feat’s prerequisites. + +### COMING THROUGH (EX) + +**Source** _Interstellar Species pg. 29_ +You can attempt an Athletics check in place of Acrobatics check when attempting to tumble through an opponent’s space. You can choose to attempt to tumble through an opponent’s space as a full action instead of as a move action, in which case you can move up to half your speed and reduce the check DC by 5. + +### CONCEALED WEAPONRY (EX) + +**Source** _Starfinder Armory pg. 150_ +You are adept at concealing your weapons and other items. Double your operative’s edge bonus to Sleight of Hand checks when attempting to hide a small object on your body. Additionally, you can draw a hidden weapon as quickly as a non-hidden weapon. ### Death Strike (Ex) + +**Source** _Character Operations Manual pg. 82_ +As part of any attack you make, you can add the operative weapon special feature to your unarmed attacks. When you do this, it loses the archaic weapon special feature. When you do this, if you would normally add 1-1/2 times your character level to damage as a special form of specialization (such as from a racial trait such as a vesk’s natural weapons), you instead add only your character level to damage. This is true regardless of how many abilities or effects you have modifying your specialization that apply to your unarmed attacks. + +### DRAMATIC DIVE (EX) + +**Source** _Tech Revolution pg. 29_ +When a vehicle you’re in becomes broken, becomes wrecked, crashes, or takes collision damage, you can use a reaction to jump from the vehicle as though you had a running start. You halve any falling damage you might take from this jump. You can’t use this exploit if you’re currently benefiting from total cover inside a vehicle, and the GM might prohibit its use in other situations where you couldn’t feasibly reach and break free from a vehicle’s interior. + +### EFFICIENT FORAGER (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus. ### Elite Saboteur (Ex) + +**Source** _Starfinder Armory pg. 150_ +You can attempt an Engineering check to disable a device on a lock or trap in half the normal time. If this would reduce the duration to less than 1 round, you can disable the device as a standard action. + +### EXPEDITIOUS AMP (EX) + +**Source** _Galactic Magic pg. 29_ +You are practiced at quickly utilizing spell ampoules in emergency situations. You can inject yourself or a willing creature with a spell ampoule as a move action and can inject an unconscious creature as a standard action. + +### FEIGN DEATH (EX) + +**Source** _Character Operations Manual pg. 82_ +Whenever you take damage, you can attempt to feign death as a reaction. You immediately fall prone and attempt a Bluff check against each opponent that is aware of you. The DC for this check is equal to 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. Any opponent that you succeed against believes that you are dead and acts accordingly unless it inspects your body as a standard action and succeeds at a Medicine, Perception, or Sense Motive check at the same DC to uncover your deception. Maintaining this ruse is a full action each turn. + +### FIELD TREATMENT (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +You can take 1 minute to tend your wounds and spend 1 Resolve Point to recover a number of Hit Points equal to three times your operative level. + +### HOLOGRAPHIC CLONE (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as _mirror image_. You can use this exploit an additional time per day at 6th level, and again at 10th level. + +### INOCULATION (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease. + +### INVIGORATING STRIKE (EX) + +**Source** _Tech Revolution pg. 29_ +Victory reinvigorates you. Once per round when one of your attacks defeats a significant enemy, you regain Stamina Points equal to 1d4 + your key ability score modifier. The number of Stamina Points you regain increases by 1d4 at 5th level and every 3 levels thereafter. ### Jack of All Trades (Ex) + +**Source** _Starfinder Core Rulebook pg. 95_ +You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks. + +### KICK IT UP (EX) + +**Source** _Character Operations Manual pg. 82_ +As a move action, or at the beginning of any action you take that allows you to move (even if you do not choose to use that action to move), you may attempt to kick an unattended, unsecured object of no more than 2 bulk that is on the ground in your square or an adjacent square up into your hands. You must attempt a DC 15 Acrobatics check, and on a success you are holding the object in one or more of your free hands. If you hold it with enough hands to allow you to wield it, you can choose to be wielding it. + +### LIGHTNING RELOAD (EX) + +**Source** _Starfinder Armory pg. 150_ +You treat all small arms that do not have the automatic weapon special property as having the quick reload weapon special property. + +### NIGHTVISION (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. + +### PISTOL WHIP (EX) + +**Source** _Starfinder Armory pg. 150_ +You can use a small arm to make a melee attack. Treat this as an attack using Improved Unarmed Strike (whether or not you have that feat), but the attack is not archaic, deals lethal damage, and has the operative weapon special property. If you have an ability that gives you a special version of Weapon Specialization that allows you to add 1-1/2 × your level to natural or unarmed attacks as damage (such as vesk natural weapons), you add your level to pistol whip unarmed strikes; otherwise you add half your level as normal for an operative weapon. When you make an unarmed attack, you must decide before making the attack roll whether you are making a normal unarmed attack or using pistol whip to attack with a small arm. + +### POWERFUL FLIER (EX) + +**Source** _Interstellar Species pg. 29_ +You can perform an Athletics check in place of any Acrobatics check to fly. When ascending, the second square that you move upward doesn’t cost you an additional 5 feet of movement. You must have a fly speed to learn this exploit. + +### QUICK DISGUISE (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +Once per day as a standard action, you can quickly change your appearance. This functions as _disguise self_ and lasts for 1 minute per operative level. You can use this exploit an additional time per day at 6th level, and again at 10th level. + +### SECURE MIND (SU) + +**Source** _Starfinder ##32: The Starstone Blockade pg. 52_ +You have trained in methods to resist telepathic intrusion. Once per day, you can cast mental silence as a spell-like ability, using your character level as your caster level. You gain an additional use of this exploit at 6th level, and again at 10th level. + +### SENSE MAGIC (SU) + +**Source** _Galactic Magic pg. 29_ +You can use detect magic as a spell-like ability at will, treating your operative level as your caster level. This allows you to attempt Mysticism checks to identify magic items. ### Shuriken Assassin (Ex) + +**Source** _Character Operations Manual pg. 82_ +You gain the Special Weapon Proficiency feat with carbonedge shuriken (and no other model of shuriken) as a bonus feat. Additionally, you can add your Dexterity modifier rather than your Strength modifier to ranged attack rolls with carbonedge shuriken, and you make melee attack rolls with carbonedge shuriken as if they were basic melee operative weapons. You can use the trick attack class feature with a carbonedge shuriken. At 3rd level, you gain the Weapon Specialization feat with carbonedge shuriken (and no other model of shuriken) as a bonus feat. At 12th level, you deal an additional 1d4 damage with carbonedge shuriken and treat them as having the injection weapon special property. At 17th level, the additional damage dealt with carbonedge shuriken increases from 1d4 to 2d4. + +### TRAP SPOTTER (EX) + +**Source** _Starfinder Armory pg. 150_ +You double your operative’s edge bonus to Perception checks to notice traps. Additionally, you automatically receive a Perception check to notice a trap when you pass within 10 feet of it. + +### UNCANNY MOBILITY (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement. + +### UNCANNY PILOT (EX) + +**Source** _Starfinder Core Rulebook pg. 95_ +When you attack while you’re driving a vehicle, you halve the vehicle’s penalty to your attack roll (to a minimum of no penalty if the vehicle normally imposes a –1 penalty). When you’re in a chase, you gain a +2 bonus to skill checks you attempt when taking the evade or trick pilot actions. + +### WITHOUT A TRACE (EX) + +**Source** _Character Operations Manual pg. 82_ +When you attempt a skill check opposed by a foe’s Perception check, you gain a +2 enhancement bonus to your skill check’s result. In addition, the DC to follow your tracks with the Survival skill increases by 4. + +### XENOLINGUIST (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +Double your operative’s edge bonus to Culture checks made to decipher writing. You don’t risk entirely misconstruing the meaning of the text unless you fail the check by 15 or more. If your result exceeds the DC by 5 or more, you decipher the writing in half the usual time. + +## 6TH LEVEL + +You must be at least 6th level to choose these exploits. + +### ALL-TERRAIN PILOT (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +You’re adept at piloting terrestrial vehicles. You gain a +2 circumstance bonus to skill checks to use tricks during a vehicle chase. Once per vehicle chase while you’re piloting a vehicle, you can perform the double maneuver action, taking a –2 penalty to each skill check rather than a –4 penalty (or no penalty if your vehicle’s full speed is at least 50 feet faster than the fastest enemy vehicle’s full speed). You must have the uncanny pilot exploit to learn this exploit. + +### BLEEDING SHOT (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level. ### Certainty (Ex) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can spend 1 Resolve Point as a reaction to reroll one of your specialization’s associated skill checks (see page 243). ### Daring Leap (Ex) + +**Source** _Galactic Magic pg. 29_ +When calculating the Athletics check DC to jump, treat the total distance you’re trying to jump as though it were reduced by an amount equal to half your land speed bonus granted by the quick movement operative ability. As long as your jump brings you in contact with a solid surface like a wall or large piece of debris, you can spend 1 Resolve Point to immediately jump again from that surface as part of the same move action as though you had a running start; only after resolving this second jump do you fall if not on a surface that can support you. + +### DEBILITATING SNIPER (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can use trick attack with sniper weapons; this counts as aiming the weapon properly for the purposes of the sniper weapon special property. You do not add trick attack damage to your attack, but the target can still be made flat-footed, and you can use debilitating tricks. + +### DISARMING ATTACK (EX) + +**Source** _Starfinder Armory pg. 150_ +For your debilitating trick, you can attempt to disarm the target. Choose an item the target is holding that would be subject to a standard disarm combat maneuver. The target must succeed at a Reflex save or drop that item. If the target gains a bonus to its KAC against disarm combat maneuvers it adds this bonus to its saving throw, and if it is immune to the disarm combat maneuver it is immune to this operative exploit. Once you have used this ability to attempt to disarm a creature, that creature is immune to your disarming attack for 24 hours. + +### DISRUPTING SHOT (EX) + +**Source** _Character Operations Manual pg. 83_ +For your debilitating trick, you can attempt to hinder your opponent’s ability to cast spells and spell-like abilities. The target must succeed at a Will save or be unable to cast spells or spell-like abilities for 1 round. Once you’ve used this ability to attempt to hinder an opponent’s spellcasting, that creature is immune to your disrupting shot for 24 hours. You must have the deactivating shot and staggering shot exploits to choose this exploit. + +### ENHANCED SENSES (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision exploit, to learn this exploit. + +### EXPLORER’S LASH (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +You’re proficient with disintegration lashes (Armory 10), monowhips, plasma lashes, taclashes, and similar one-handed, whip-like advanced melee weapons (at the GM’s discretion). You gain weapon specialization in these weapons as if your class granted proficiency, and you can use trick attack with these weapons. You don’t add trick attack damage to your attack, but the target is still flatfooted, and you can use debilitating tricks. You can choose to deal lethal damage with such weapons if they normally deal nonlethal damage. + +### FAST AIM (EX) + +**Source** _Starfinder Armory pg. 150_ +As long as you are not flat-footed, off-kilter, or off-target, when attacking with a sniper rifle you use the range increment value listed with the sniper special property. + +### HAMPERING SHOT (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn. + +### HIGH-GROUND SNIPER (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +You exploit elevation to deliver especially deadly attacks from afar. When performing a trick attack with a sniper weapon, and so long as you’re at least 20 feet above your target for every 100 feet between you and the target (minimum 20 feet), you gain a bonus to the attack’s damage equal to half your operative level. You must have the debilitating sniper exploit to learn this exploit. ### Improved Quick Movement (Ex) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can move even faster than other operatives. You gain double the benefits of your quick movement ability, up to a maximum additional increase of +20 feet. You must have quick movement to learn this exploit. ### Interfering Shot (Ex) + +**Source** _Starfinder Core Rulebook pg. 96_ +For your debilitating trick, you can prevent your target from using reactions (see page 244) until the end of your next turn. ### Knee Shot (Ex) + +**Source** _Starfinder Armory pg. 150_ +For your debilitating trick, you can attempt to knock the target prone. The target must succeed at a Reflex save or fall prone. If the target gains a bonus to its KAC against trip combat maneuvers, it adds this bonus to its saving throw, and if it is immune to the trip combat maneuver it is immune to this operative exploit. Once you’ve used this ability to attempt to knock a target prone, that creature is immune to your knee shot for 24 hours. This exploit counts as staggering shot for the purpose of meeting the prerequisites of other operative exploits. + +### MENTALIST'S BANE (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +If you fail your Will saving throw against a mind-affecting effect with a duration of 1 round or more, you can attempt another saving throw against the effect 1 round later at the same DC. You get only one extra chance to save per effect. + +If you succeed at a saving throw against a charm or compulsion effect, you can prevent the effect’s originator from knowing you succeeded. You gain basic knowledge of what the mental effect would have made you do or feel, and you can attempt a Bluff check to pretend you are under that effect. If the mental effect would provide a link between you and the originator (like the _dominate person_ spell), you can choose to allow the link without the control. + +### OPERATIVE'S POUNCE (EX) + +**Source** _Starfinder Armory pg. 150_ +As a standard action, you can make a charge without the normal penalty to attack rolls when attacking on a charge, provided that you use an operative melee weapon to make the attack at the end of the charge. If the attack hits, you can substitute a debilitating trick effect for the damage the attack would deal. ### Professional Trick (Ex) + +**Source** _Tech Revolution pg. 29_ +Choose one Profession skill. Add that skill to the list of skills you can use to perform trick attacks. If your chosen Profession skill used for a trick attack matches the Profession skill listed for a weapon you wield that has the professional weapon special property (Armory 30), you can use that weapon to perform the trick attack. Unless the weapon either has the operative special weapon property or is also a small arm, you don’t add trick attack damage to your attack, but the target is still flat-footed, and you can use debilitating tricks. + +### RICOCHET SHOT (EX) + +**Source** _Starfinder Armory pg. 151_ +When you hit an enemy with a trick attack using a ranged weapon that targets KAC, you can forgo the effects of your debilitating trick to instead ricochet the projectile to a second target. Make a ranged attack at –6 against the second target and deal normal damage (without trick attack benefits) if the attack hits. You must have line of effect and line of sight both from you to the second target, and from the first target to the second target. When determining your attack penalties from range against the second target, count the full distance from you to the first target, and then the second target. + +### SETUP STRIKE (EX) + +**Source** _Interstellar Species pg. 29_ +Instead of making an attack as part of a trick attack, you can perform either covering fire or harrying fire. After resolving your covering fire or harrying fire, attempt the trick attack’s skill check as normal. If you succeed at the check, you provide an additional benefit. For covering fire, if the selected ally is hit by the target’s next attack before the end of your next turn, roll your trick attack damage and reduce the enemy’s damage dealt to your ally by that amount (minimum 0 damage). For harrying fire, if the next ally to attack the target hits, roll your trick attack damage and add it to the attack’s damage. Once an ally takes less damage from your covering fire benefit or a creature takes additional damage from your harrying fire benefit, they are immune to your setup strike’s additional benefit for 24 hours. + +### SOFT MOVEMENT (EX) + +**Source** _Character Operations Manual pg. 83_ +As a full action, you can move up to twice your speed, ignoring difficult terrain. When moving in this way, any liquid or solid surface will support you, regardless of your weight. You can move across water, lava, or even the thinnest tree branches, and environmental circumstances such as the slipperiness of the area you’re moving through or the current wind speed do not adjust the DCs of any Acrobatics or Athletics checks you attempt during this movement. While moving this way, you do not take damage from surfaces or hazards that react to being touched while moving in this way, such as from lava, and you don’t trigger any traps that use a location-based trigger. This ability doesn’t allow you to move across gases or vacuums, nor does it allow you to move across walls or vertical surfaces (though you can do so if you have an ability that allows you to, such as spider climb). At the end of your turn, this ability ends, and you are subject to any consequence of your location. + +### SPEED HACKER (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can disable mechanical devices with Engineering and computer systems with Computers in half the usual time. In the rare cases when disabling a system or device would normally be a full action, you can do it as a standard action, and if it would normally be a standard action, you can do it as a move action. + +### SPELL SNIPER (SU) + +**Source** _Galactic Magic pg. 29_ +You can magically imbue sniper weapons using your magical assassin feature (page 28). When you succeed at the associated Mysticism check to deal additional damage with an imbued sniper weapon, instead of rolling your additional damage dice, you deal 3 additional damage of the chosen type, plus 1 at 7th level and every 2 levels thereafter (maximum 10 additional damage at 19th level). ### Springboard (Ex) + +**Source** _Interstellar Species pg. 29_ +Once per turn when you succeed at a skill check to tumble through an opponent’s space, you can push off of that creature to gain additional momentum at the cost of their balance. Until the beginning of your next turn, the creature takes a –2 penalty to attack rolls when making attacks of opportunity, and the skill check DC for other creatures to tumble around or through the creature’s space is reduced by 5 (Reflex negates). In addition, you gain a +10-foot circumstance bonus to all of your movement speeds until the end of your turn. + +### STAGGERING SHOT (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +For your debilitating trick, you can attempt to stagger your target. The target must succeed at a Fortitude save or be staggered until the beginning of your next turn. Once you’ve used this ability to attempt to stagger a creature, that creature is immune to your staggering shot for 24 hours. + +### STALWART (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +If you succeed at a Fortitude save against an effect that normally requires multiples successful saves to cure (such as a disease or poison), that effect immediately ends and is cured with a single successful save. + +### SURE-FOOTED (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed. + +### UNCANNY SHOOTER (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +Your ranged attacks with small arms do not provoke attacks of opportunity. + +## 10TH LEVEL + +You must be at least 10th level to choose these exploits. + +### BLINDING SHOT (EX) + +**Source** _Starfinder Armory pg. 151_ +For your debilitating trick, you can attempt to temporarily blind a target. The target must succeed at a Fortitude save or gain the blinded condition for 1 round. Once you’ve used this ability to attempt to temporarily blind a creature, that creature is immune to your blinding shot for 24 hours. You must have the bleeding shot exploit to learn this exploit. + +### CLOAKING FIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 96_ +You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with _invisibility_) until you move. + +Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute. + +### DARING EXPLORER (EX) + +**Source** _Galaxy Exploration Manual pg. 22_ +When you fail an Acrobatics or Athletics check, you can spend 1 Resolve Point to either reroll the check and use the new result or add 5 to your result and use the new value to determine whether you succeed at the check. You can’t use this ability on trick attack attempts. Once you’ve used this ability, you can’t use it again until you’ve taken a 10-minute rest to recover Stamina Points. + +### DEACTIVATING SHOT (SU) + +**Source** _Starfinder Core Rulebook pg. 96_ +For your debilitating trick, you can attempt to temporarily suppress one magic item or deactivate one weapon, piece of equipment, or armor upgrade worn or carried by the target. Roll 1d20 + your operative level; the DC is equal to 10 + the item level. If you succeed, you deactivate the device (or suppress the item’s magical properties) until the beginning of your next turn. The device’s owner can spend a move action and attempt an Engineering check (for technological devices) or a Mysticism check (for magic items) against your operative exploit DC to try to reactivate the device. + +You can instead use this debilitating trick to temporarily deactivate a construct that has either the magical subtype (such as a golem) or the technological subtype (such as a robot). You don’t need to attempt a check, but the creature can attempt a Fortitude save to negate the debilitating effect. If it fails, it’s stunned until the beginning of your next turn. Once you’ve used this ability to attempt to deactivate a construct, that creature is immune to your deactivating shot for 24 hours. + +### DISARMING COMMAND (EX) + +**Source** _Tech Revolution pg. 29_ +For your debilitating trick, you can attempt to scare your opponent into dropping whatever they’re holding. Attempt an Intimidate check to demoralize a target within 30 feet of you. If you succeed, choose an item the target is holding that would be subject to a standard disarm combat maneuver. The target must succeed at a Will save or fumble that item. A fumbled item isn’t dropped, but the target can’t operate the item without spending a move action to restore its grip on the item, and until the target restores its grip, combat maneuvers made to disarm the fumbled item gain a +5 bonus. If the target fails its Will save by 5 or more, it instead drops the item as if you had disarmed it. +This ability can instead impede a target using a weapon with the integrated weapon special property. Failing the Will save by any amount causes the target to believe your attack damaged the integrated weapon in some way, preventing them from using that weapon for 1d6 rounds. As a move action, the target can check the affected weapon to end this effect. +Once you’ve used this ability against a creature, it becomes immune to your disarming command for 1 hour. + +### ELUSIVE HACKER (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +Your hacking skills make your code incredibly difficult for countermeasures to pin down. Whenever you would trigger a system’s countermeasure while hacking the system, there is a 50% chance that you manage to elude the countermeasure and it doesn’t trigger. You still haven’t disarmed the countermeasure, and it might trigger in the future. + +### EVER VIGILANT (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower. + +### EXPERIENTIAL LEARNING (EX) + +**Source** _Starfinder ##32: The Starstone Blockade pg. 52_ +After failing a saving throw against a magical effect with a duration longer than 1 round, you can attempt a second saving throw the following round to shake off the effect. If you succeed on this second saving throw, you gain a +2 insight bonus to saves against magical effects produced by the creature whose effect you just saved against; this bonus lasts for 24 hours. + +### EXTENDED DEBILITATION (EX) + +**Source** _Starfinder Armory pg. 151_ +When you hit an enemy with a trick attack, you can forgo your trick attack damage to increase the duration of the debilitating trick effect by 1 round. If you have the double debilitation ability, the duration of both debilitating tricks increases. Debilitating tricks with no duration (such as bleeding shot or knee shot) are unaffected. + +### FALSE FRIEND (SU) + +**Source** _Galactic Magic pg. 29_ +As a reaction, when a creature targets you with a hostile action, you can implant a brief psychic suggestion that you are a loved one, ally, or other creature they’d be unwilling to attack. The creature attempts a Will save against this mind‑affecting compulsion effect. If they succeed, they are shaken for 1 round by the unsettling experience. If they fail, the creature flinches and misses with the triggering attack, and additional attacks they make against you until the beginning of their next turn take a –2 penalty. Once you’ve used this ability, you cannot do so again until you rest for 10 minutes to recover Stamina Points. + +### FEARSOME PRESENCE (EX) + +**Source** _Interstellar Species pg. 29_ +After you finish moving as part of a trick attack (and before attempting your attack, if you haven’t done so already), you can perform a quick, intimidating display that makes any foe adjacent to you shaken until the beginning of your next turn (Will negates). This shaken condition is suppressed for a creature whenever it is no longer adjacent to you. Once you use this exploit, you can’t do so again until you rest for 10 minutes to regain Stamina Points. This is a fear effect. + +### GHOST STEP (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +You can’t be tracked using the Survival skill, though magical methods of following your tracks or finding your location function normally. When you would activate a trap with a proximity trigger, you can spend 1 Resolve Point to attempt a Stealth check whose DC equals the Perception DC to find the trap. If you succeed, you don’t trigger the trap for 1 round. The trap becomes immune to this ability for 24 hours afterward. This ability doesn’t prevent you from triggering the trap if you remain in the area, nor does it prevent other creatures from triggering the trap. You must have the without a trace exploit to learn this exploit. + +### GLIMPSE THE TRUTH (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +By picking up on subtle clues and hidden traces in your immediate surroundings, you can see things as they really are. As a full action, you can spend 1 Resolve Point to gain the effects of _true seeing_ for 1 round with a range of 60 feet. + +### HOLOGRAPHIC DISTRACTION (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +As a standard action, you can spend 1 Resolve Point to create a single holographic duplicate or psychic projection of yourself that moves away from you for 1 round per operative level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice your speed in one direction indicated by you when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it is not real. You must have the holographic clone exploit to learn this exploit. + +### IMPROVED EVASION (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to learn this exploit. + +### IMPROVED UNCANNY MOBILITY (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +When you use the trick attack action or take a standard action to move up to your speed, your movement doesn’t provoke attacks of opportunity. You still provoke attacks of opportunity normally when making ranged attacks or casting spells. You must have the uncanny mobility exploit to learn this exploit. + +### INFECTIOUS CHARM (EX) + +**Source** _Interstellar Species pg. 29_ +When you succeed at a Bluff check to lie, a Diplomacy check to change a creature’s attitude, or an Intimidate check to bully a creature, you can so deeply impact one of the affected creatures that it repeats your action against one of its allies as soon as it reasonably can, using your skill check modifier. If you lied, the creature conveys the lie sincerely. If you changed the creature’s attitude, that creature tries to change its ally’s attitude toward you. If you bullied the creature, it bullies its ally into helping perform the same task. If you spend 1 Resolve Point when using this exploit, the creature instead repeats the action against a number of allies that doesn’t exceed your key ability score modifier. Affected creatures want to repeat your action, but aren’t compelled to do so; if they encounter significant obstacles while seeking out allies, it might detour or even abandon the task. + +### INTELLIGENCE NETWORK (EX) + +**Source** _Character Operations Manual pg. 83_ +You have access to a secret intelligence network that gets you snippets of information and rumors you can sometimes use to reveal secrets or weaknesses of your rivals. This may be a collection of operatives and spies you have infiltrated, a connection to a formal information broker you trade tidbits of knowledge with, or an assemblage of allies and informants you’ve carefully curated over your travels. +You can make an inquiry to your intelligence network as long as you have access to an infosphere or communication device with at least system-wide range. This gives you the same information you would gain from casting the vision spell, except you make a special class level check (1d20 + your operative level) in place of a caster level check, it does not require a Resolve Point, and it takes 1d4 weeks for your network to get an answer to you. Your network can work on only one question at a time, and if you make a new request before a previous one is fulfilled, all time spend on the original question is lost, and you take a –1 penalty to your new class level check due to confusion and lack of focus among your network. + +### LASH SNARE (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +When you perform a trick attack with a one-handed, whip-like melee weapon for your debilitating attack, you can attempt to reposition the target. The target must succeed at a Reflex save or be moved 5 feet to a different location within your weapon’s reach and within 5 feet of its original placement. You can’t move the target past an obstacle. You must have the explorer’s lash exploit to learn this exploit. ### Master of Disguise (Ex) + +**Source** _Starfinder Core Rulebook pg. 97_ +You can take on the appearances of other creatures and even specific individuals. This functions as the quick disguise exploit, but the duration increases to 10 minutes per operative level. Alternatively, for 1 minute per operative level, you can take on the appearance of a specific individual that you have seen before. If you have heard the individual talk and can speak her language, you can also modulate your speech to match hers. This disguise is so convincing that creatures familiar with the individual must succeed at a Will saving throw before they can attempt a Perception check to pierce the disguise. You must have the quick disguise exploit to learn this exploit. + +### OPTICAL OPTIMIZATION (EX) + +**Source** _Starfinder Armory pg. 151_ +If you succeed by 10 or more at the skill check to deal additional damage on a trick attack, you ignore cover or concealment (but not total cover or total concealment) for that attack. + +### PSYCHOKINETIC SKILLS (SP) + +**Source** _Character Operations Manual pg. 83_ +You can use _psychokinetic hand_ as a spell-like ability at will. You can affect objects weighing up to 10 pounds per operative level you have, or 1 bulk per operative level you have. Additionally, you can use this spell-like ability with the Sleight of Hand skill and to perform the disable device task of the Engineering and Mysticism skills. + +### SIGNATURE STUNT (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +Choose a starship stunt (once made, this choice can’t be changed). When you make a Piloting check to perform that stunt in starship combat, roll twice and take the better result. You can choose and apply this exploit’s benefits to an additional stunt at 14th level and again at 18th level. + +### SPIDER CLIMBER (SU) + +**Source** _Character Operations Manual pg. 83_ +You can traverse surfaces—even perfectly smooth or vertical ones—with as little effort as a spider. You gain _spider climb_ as a constant spell-like ability. If your _spider climb_ spell is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it. You must have a climb speed to choose this exploit. + +### STUNNING SHOT (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +For your debilitating trick, you can try to stun your target. The target must succeed at a Fortitude save or be stunned until the start of your next turn. Once you’ve used this ability to try to stun a creature, it’s immune to your stunning shot for 24 hours. You must have the staggering shot exploit to learn this exploit. + +### TERRAIN CONCEALMENT (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +When you perform a trick attack, you make exceptional use of nearby cover and concealment until the beginning of your next turn. If you have partial cover or cover and would be hit by an attack or fail a Reflex save, you can spend 1 Resolve Point as a reaction to increase the cover’s bonus to your AC and Reflex saves by 2 against that effect; this ability can cause the attack to miss or cause your saving throw to succeed. If an attack would hit you while you have concealment, but the miss chance for concealment hasn’t yet been rolled, you can spend 1 Resolve Point as a reaction to increase the miss chance for concealment by 10% (maximum 35% miss chance). If the triggering attack misses, you can immediately take a guarded step. + +### TRICK STUNT (EX) + +**Source** _Tech Revolution pg. 29_ +When you use a full action to perform the ram or run over vehicle actions, you can perform a Piloting check with a DC of 20 + your target’s CR (or the first target’s CR for the run over action). If you succeed, roll your trick attack damage and divide the result by 2. You add this amount to the collision damage your vehicle deals to the first target, and you subtract this amount from the damage dealt to your vehicle when colliding with the first target. If you succeed at the Piloting check by 5 or more, you can also apply your debilitating trick to the first target you damage with the action. + +### UTILITY BELT (EX) + +**Source** _Starfinder Armory pg. 151_ +You can spend credits to store supplies in your utility belt, effectively depositing credits for later use. The maximum amount is equal to 1,000 credits per operative level you have (2,000 credits per level at 13th level, and 5,000 credits per level at 17th level). As a move action, you can produce any item with light or negligible bulk from your utility belt that does not have a price that exceeds the amount of credits currently deposited in the belt and that has an item level no greater than your operative level –2. This reduces the number of credits stored in the belt by a value equal to the item’s price. Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again. + +### VERSATILE MOVEMENT (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +You gain a climb speed and a swim speed equal to your land speed. This speed is not increased by the quick movement class feature or improved quick movement exploit. + +## 14TH LEVEL + +You must be at least 14th level to choose these exploits. + +### AUDACITY (EX) + +**Source** _Character Operations Manual pg. 83_ +You can take an unexpected or socially unacceptable action with such total confidence and lack of doubt that the target can’t immediately react to it. You can make an Intimidate check to demoralize a foe, but rather than cause them to be shaken on a successful check, you cause them to be staggered for 1 round plus 1 additional round for every 5 by which your result exceeds the DC. Once you have used this ability against a specific target, you cannot target them with it again for 24 hours. + +### DUAL SPECIALIZATION (EX) + +**Source** _Character Operations Manual pg. 83_ +Select an operative specialization other than your own. Once this choice has been made, it cannot be changed. You gain the 11th level ability granted by the specialization. You are not considered to have the second specialization you selected for purpose of any prerequisite. +You must have Skill Focus in the associated skills of the selected specialization, and must have taken its specialization exploit as one of your normal operative exploits. + +### EFFICIENT CLOAKING FIELD (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +Your cloaking field lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds of cloaking per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the cloaking field is active. You must have the cloaking field exploit to learn this exploit. + +### EXTREME MOVEMENT (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +Your climb speed and swim speed are increased by your quick movement class feature and the improved quick movement exploit. You must have the versatile movement exploit to learn this exploit. + +### KNOCKOUT SHOT (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +For your debilitating trick, you can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once you’ve used this ability to attempt to knock a creature out, that creature is immune to your knockout shot for 24 hours. You must have the staggering shot and stunning shot exploits to learn this exploit. + +### MULTIATTACK MASTERY (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +When you use triple attack or quad attack to attack the same target with all of your attacks, after your full attack is complete, if at least two of your attacks hit, you can apply a debilitating trick to the target. + +### SHADOW SLIDE (SP) + +**Source** _Character Operations Manual pg. 83_ +Your mastery of stealth and understanding of the shadows of the Material Plane is so great, you can actually physically walk into the edges of the Plane of Shadow. You must expend 1 Resolve Point to use this ability. It functions as _shadow walk_, except you can only use it on yourself and items or creatures you can carry, the duration is no more than 1 hour, and you must emerge from the Plane of Shadow back into the plane from which you departed. + +### SURVEILLANCE WRAITH (EX) + +**Source** _Starfinder Armory pg. 151_ +You are invisible to technological surveillance systems and most forms of divination magic, per _nondetection_. + +### TELEPORT TRACE (SU) + +**Source** _Galaxy Exploration Manual pg. 23_ +As a reaction when you observe a creature casting a spell or using a supernatural ability with the teleportation descriptor (such as _dimension door_), you attempt a Survival check whose DC equals 10 + 1-1/2 the creature’s CR. If you succeed, you learn the creature’s destination. This knowledge is precise if the creature traveled to a location within 2,000 feet of you or traveled to a location that’s familiar to you. For a distant location you’ve never visited or studied, you sense the creature’s general coordinates, narrowing down its destination to a town or 5-mile-radius region, but not its exact location. + +### UNCANNY SENSES (EX) + +**Source** _Starfinder Core Rulebook pg. 97_ +Your enhanced senses grow even more discerning. Your blindsense becomes blindsight with a range of 60 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses exploit to learn this exploit. + +### VIRULENT SHOT (EX) + +**Source** _Galaxy Exploration Manual pg. 23_ +If you’re wielding a weapon that targets KAC, for your debilitating trick, you can apply a dose of injury poison to the ammunition or weapon used as part of making the trick attack. If you exceed the target’s KAC by 8 or more, the poison’s initial save DC increases by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Operative/Operative Specializations.md b/Compendium/SF1E/Classes/Operative/Operative Specializations.md new file mode 100644 index 0000000..975d2bd --- /dev/null +++ b/Compendium/SF1E/Classes/Operative/Operative Specializations.md @@ -0,0 +1,122 @@ +--- +aliases: +tags: +--- +# OPERATIVE SPECIALIZATIONS +The following are some common operative specializations. + +##  BANDIT +**Source** _Tech Revolution pg. 28_ +You cultivate a menacing persona to coerce your targets. + +**Associated Skills**: Intimidate and Sense Motive. You can attempt an Intimidate check with a +4 bonus to make a trick attack by menacing or threatening your foe. +**Specialization Exploit**: Disarming Command. +**Commanding Presence (Ex)**: At 11th level, you can spend 1 Resolve Point as a standard action to attempt an Intimidate check to demoralize any number of creatures within 60 feet, though you take a cumulative –1 penalty to your Intimidate check for every two creatures you attempt to demoralize in this way (rounded down). Then choose a number of creatures you successfully demoralized (up to a number of creatures equal to your Charisma modifier). Those creatures follow a single command you issue for 1 round, per command (Will negates). Once you’ve targeted a creature with commanding presence, it’s immune to your commanding presence for 24 hours. This is a mind-affecting, sense-dependent fear effect; the secondary command effect is also language-dependent. + +##  BULLY + +**Source** _Interstellar Species pg. 28_ +You specialize in close combat, leveraging your intimidating presence to crush your foes’ defenses and hinder their attacks. + +**Associated Skills**: Athletics and Intimidate. You can attempt an Intimidate check with a +4 bonus to make a trick attack by menacing your opponent, making them hesitate to raise a defense. This is a fear effect, and if your foe has a bonus to saving throws against fear effects, they also apply it to the skill check DC of this Intimidate check. +**Specialization Exploit**: Fearsome presence. +**Domineering Strike (Ex)**: Whenever you make a trick attack against a creature that’s frightened, panicked, prone, or shaken, you treat any trick attack damage dice that roll a 1 or 2 as if they had rolled a 3 instead. + +##  DAREDEVIL + +**Source** _Starfinder Core Rulebook pg. 94_ +You specialize in missions requiring courage and athleticism. + +**Associated Skills**: Acrobatics and Athletics. You can attempt an Acrobatics check to make a trick attack. +**Specialization Exploit**: Versatile Movement. +**Terrain Attack (Ex)**: At 11th level, when you and a foe are both balancing, climbing, flying, or swimming, you automatically succeed at any Bluff check required to make a trick attack against that foe. + + +##  DETECTIVE + +**Source** _Starfinder Core Rulebook pg. 94_ +Your ability to read people and make deductions helps you ferret out the truth in any situation. + +**Associated Skills**: Culture and Sense Motive. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe. +**Specialization Exploit**: Glimpse the Truth. +**Detective's Insight (Ex)**: At 11th level, your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 1 Resolve Point and take 10 minutes pondering a mystery or quandary to gain an enigmatic insight as if you had cast _divination_ (though the result is often presented as a cryptic clue). + +##  DIPLOMAT + +**Source** _Interstellar Species pg. 28_ +You’re an expert negotiator who can slyly maneuver in social circles as readily as you maneuver across a battlefield. + +**Associated Skills**: Culture and Diplomacy. You can attempt a Diplomacy check with a +5 bonus to make a trick attack against a foe by calming or tricking them into thinking you’re not a threat. Each time you use Diplomacy to make a trick attack, this bonus decreases by 1d4 (minimum +0) until the end of the encounter. +**Specialization Exploit**: Infectious charm. +**Influencer (Ex)**: At 11th level, when you exceed the DC of a Diplomacy check to improve the attitude of a creature by 5 or more, you can improve their attitude by one additional step. + +##  DRIVER + +**Source** _Tech Revolution pg. 28_ +Your lightning reflexes and cool-headed judgment are without equal when you’re behind the wheel. + +**Associated Skills**: Piloting and Survival. When you make an attack while you’re inside a vehicle, you can attempt a Piloting check with a +1 bonus to make a trick attack. +**Specialization Exploit**: Trick Stunt. +**One With the Wheel (Ex)**: At 11th level, you reduce the penalty you take to attack rolls attempted from a moving vehicle by 2. By spending 1 Resolve Point, you can perform one of the following vehicle actions using the associated action type: board or disembark from a vehicle (swift action); start a vehicle (swift action); stop short (swift action); take control (no action); relinquish control (no action); engage or disengage autocontrol (no action); engage or disengage autopilot (no action); or make a single attack using a one-handed weapon as part of performing the race action (no action). + +##  EXPLORER + +**Source** _Starfinder Core Rulebook pg. 94_ +You’re an expert in scouting out dangerous locations using your knowledge and survival skills. + +**Associated Skills**: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings to your advantage. +**Specialization Exploit**: Ever Vigilant. +**Into the Unknown (Ex)**: At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Pact Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Pact Worlds, replace the Pact Worlds with that star system. + +##  GADGETEER + +**Source** _Starfinder Armory pg. 151_ +You rely on your quick wits and a healthy dose of paranoia to always have the right device at hand. + +**Associated Skills**: Engineering and Sleight of Hand. You can attempt an Engineering check with a +4 bonus to make a trick attack by using a customized device to momentarily distract your enemy. +**Specialization Exploit**: Utility Belt. +**Quick Deployment (Ex)**: At 11th level, once per round you can retrieve or put away a stored item (including from your utility belt) or pick up an item as part of another move action, standard action, or full action. + +##  GHOST + +**Source** _Starfinder Core Rulebook pg. 94_ +You can move from place to place without being noticed. + +**Associated Skills**: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check. +**Specialization Exploit**: Cloaking Field. +**Phase Shift Escape (Ex)**: At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by _wall of force_. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest. + +##  HACKER + +**Source** _Starfinder Core Rulebook pg. 94_ +Whether it’s a computer system or a mechanical device, you can hack it. + +**Associated Skills**: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers). +**Specialization Exploit**: Elusive Hacker. +**Control Hack (Ex)**: At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal. + +##  MEMORY WEAVER +**Source** _Galactic Magic pg. 28_ +You supernaturally twist the memories of others, rewriting them with the finesse of a computer hacker. + +**Associated Skills**: Bluff and Sense Motive. You can attempt a Bluff check with a +4 bonus to make a trick attack by muddling your target’s perceptions. +**Specialization Exploit**: False friend. +**Rewrite Memory (Su)**: At 11th level, once per day as a standard action, you can modify a creature’s memories as modify memory (Will negates). This modifies up to 1 minute of memory about a specific person or event instantaneously, and for each additional round you concentrate while the target is in range, you can modify another minute of memories associated with that subject (maximum 10 minutes per operative level). The modifications are permanent, but whenever the target is presented with evidence contradicting the altered memories, they can attempt a new Will saving throw; if they succeed, they end the memory alteration effect, regain their prior memories, and gain the confused condition for 1 round. This ability is a mind-affecting effect. + +##  SPY + +**Source** _Starfinder Core Rulebook pg. 95_ +You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle. + +**Associated Skills**: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check. +**Specialization Exploit**: Master of Disguise. +**Fool Detection (Ex)**: At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as _detect thoughts_), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success. + +##  THIEF + +**Source** _Starfinder Core Rulebook pg. 95_ +You specialize in acquisition, from quick swipes to complex heists. + +**Associated Skills**: Perception and Sleight of Hand. You can use Sleight of Hand to make a trick attack by concealing your weapons and motions. +**Specialization Exploit**: Holographic Distraction. +**Contingency Plan (Ex)**: At 11th level, you’ve performed enough heists to realize that things never go exactly as you had planned. When something unexpected happens during a heist or infiltration, you can spend 2 Resolve Points and specify a contingency plan that you had set up in advance for this eventuality, either having the right prop (such as an ID or a computer file, but not a particularly valuable item), having the right information, or having hired a confederate to perform a single task at the right time. You then attempt a skill check. The appropriate skill and the DC are at the GM’s discretion, with a higher DC for a more elaborate or unlikely contingency (see Skill DCs on page 392 for more information on setting skill DCs). If you succeed, you have the item or knowledge, or the confederate performs the task as specified. If you fail, either you don’t have what you need or your plan fails. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Operative/Operative.md b/Compendium/SF1E/Classes/Operative/Operative.md new file mode 100644 index 0000000..3e98273 --- /dev/null +++ b/Compendium/SF1E/Classes/Operative/Operative.md @@ -0,0 +1,122 @@ +--- +aliases: +tags: +--- +# OPERATIVE +**Source** _Starfinder Core Rulebook pg. 92_ +You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters. + +**Hit Points**: 6 +**Stamina Points**: 6 + +## KEY ABILITY SCORE - DEX + +Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score. High Intelligence boosts your skills, and Charisma aids in your interactions with other characters. + +## CLASS SKILLS + +The Operative's class skills are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis). + +**Skill Points at each Level**: 8 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, small arms, sniper weapons + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | +|-------|-------------------|-----------|----------|-----------|-----------------------------------------------------------------------------------------| +| 1st | +0 | +0 | +2 | +2 | Operative’s edge +1, specialization, trick attack +1d4 | +| 2nd | +1 | +0 | +3 | +3 | Evasion, operative exploit | +| 3rd | +2 | +1 | +3 | +3 | Operative’s edge +2, quick movement (+10 ft.), trick attack +1d8, weapon specialization | +| 4th | +3 | +1 | +4 | +4 | Debilitating trick, operative exploit | +| 5th | +3 | +1 | +4 | +4 | Specialization exploit, trick attack +3d8 | +| 6th | +4 | +2 | +5 | +5 | Operative exploit | +| 7th | +5 | +2 | +5 | +5 | Operative’s edge +3, specialization skill mastery, trick attack +4d8, uncanny agility | +| 8th | +6 | +2 | +6 | +6 | Operative exploit, triple attack | +| 9th | +6 | +3 | +6 | +6 | Quick movement (+20 ft.), trick attack +5d8 | +| 10th | +7 | +3 | +7 | +7 | Operative exploit | +| 11th | +8 | +3 | +7 | +7 | Operative’s edge +4, specialization power, trick attack +6d8 | +| 12th | +9 | +4 | +8 | +8 | Operative exploit | +| 13th | +9 | +4 | +8 | +8 | Quad attack, trick attack +7d8 | +| 14th | +10 | +4 | +9 | +9 | Operative exploit | +| 15th | +11 | +5 | +9 | +9 | Operative’s edge +5, quick movement (+30 ft.), trick attack +8d8 | +| 16th | +12 | +5 | +10 | +10 | Operative exploit | +| 17th | +12 | +5 | +10 | +10 | Double debilitation, trick attack +9d8 | +| 18th | +13 | +6 | +11 | +11 | Operative exploit | +| 19th | +14 | +6 | +11 | +11 | Operative’s edge +6, trick attack +10d8 | +| 20th | +15 | +6 | +12 | +12 | Operative exploit, supreme operative | + + + + +## OPERATIVE’S EDGE (EX) - 1ST LEVEL + +Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter. + +## SPECIALIZATION - 1ST LEVEL + +Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill). + +## SPECIALIZATION EXPLOIT - 5TH LEVEL + +You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites. + +## SPECIALIZATION SKILL MASTERY - 7TH LEVEL + +You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so. + +## SPECIALIZATION POWER - 11TH LEVEL + +You gain a special power depending on your specialization. + +## TRICK ATTACK (EX) - 1ST LEVEL + +You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed against your attack. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. + +## EVASION (EX) - 2ND LEVEL + +If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. + +## OPERATIVE EXPLOIT - 2ND LEVEL + +As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise. + +## QUICK MOVEMENT (EX) - 3RD LEVEL + +As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. + +## DEBILITATING TRICK (EX) - 4TH LEVEL + +When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack. + +## UNCANNY AGILITY (EX) - 7TH LEVEL + +You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. + +## TRIPLE ATTACK (EX) - 8TH LEVEL + +When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two. + +## QUAD ATTACK (EX) - 13TH LEVEL + +When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two. + +## DOUBLE DEBILITATION (EX) - 17TH LEVEL + +When you succeed at both the skill check and attack roll of your trick attack, you can apply two of your debilitating trick effects. + +## SUPREME OPERATIVE (EX) - 20TH LEVEL + +Whenever you attempt a skill check with your specialization’s associated skills, you can roll twice and take the higher result. Once per day as a move action, you can temporarily trade out one of your operative exploits for another operative exploit requiring the same level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Precog/Anchors.md b/Compendium/SF1E/Classes/Precog/Anchors.md new file mode 100644 index 0000000..9de2333 --- /dev/null +++ b/Compendium/SF1E/Classes/Precog/Anchors.md @@ -0,0 +1,88 @@ +--- +aliases: +tags: [45:] +--- +# ANCHORS + +**Source** _Galactic Magic pg. 9_ +You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can’t be changed. ## Chronomancy + +**Source** _Galactic Magic pg. 11_ +Powers with a vested interest in the flow of time have given some of their influence to you. Perhaps the fey Eldest Shyka has empowered you to avert some unknowable future timeline. Maybe, sometime in the distant past, a servant of Pharasma seeded such potency in the bloodline of one of your ancestors. You might have discovered some ineffable insight into space-time that allows you to perform supernatural feats. Whatever your connection with time, it is something granted by another power, and that power fuels you with magical energy that grants you greater control over time. + +**Focal Paradox**: Caster level checks and one class skill (chosen at 1st level). +**Improved Anchor**: Once per day as a swift action, you can slow time immediately around yourself until the end of your turn. For the duration, adjacent enemies that attempt reactions must succeed at a Reflex saving throw or lose the action. +**Greater Anchor**: Once per day, you can cast any spell you know that has a casting time of a standard action or less as a full action instead. After you successfully cast this spell, you can cast a second spell without taking an action (though it still uses a spell slot). The second spell must have a casting time of a standard action or less and be of a level no greater than the level of the first spell you cast minus 2. If you cast the second spell, you lose your standard action on your next turn. + +## DIMENSION OF TIME + +**Source** _Galactic Magic pg. 11_ +You have always known of and felt pulled toward the Dimension of Time. You might have encountered a hound of Tindalos or a time dimensional at some point in your life that created this unerring bond. You could explore the cosmos as an unwitting agent for the mysterious powers within the Dimension of Time, or you could simply use your powers for personal gain. + +**Focal Paradox**: Reflex saving throws. +**Improved Anchor**: Once per day, you can touch an object in your possession of 1 bulk or less. The object is protected from mundane effects of the passage of time (for example, metal does not rust, and fruit does not ripen or spoil) as long as you maintain this effect on it. You can maintain this effect on a number of objects equal to your Dexterity modifier (minimum 1) at any one time. If you exceed this limit, the oldest existing effect immediately ends. This ability has no effect on the functionality of technological objects. +**Greater Anchor**: You can unfetter your ability to travel as you traverse through perfect moments in time. Once per day as a swift action, you can move through difficult terrain without penalty, you increase all of your speeds by 20 feet, and you gain a +4 circumstance bonus to saving throws against any effects that would impart the entangled, exhausted, fatigued, flat-footed, grappled, paralyzed, pinned, staggered, or stunned conditions. These benefits last for a number of rounds equal to your precog level. + +## DOOMED FUTURE + +**Source** _Galactic Magic pg. 11_ +You are cursed with visions of a terrible future. Whether it’s the distant awakening of a Great Old One, a post-apocalyptic realm where automatons have conquered the stars, a magical cataclysm triggered by well-intentioned experiments, or a future where the Swarm encompasses all known worlds, a seemingly inevitable future is inseparably linked with your consciousness. Though you can see only glimpses of this doomed future, you struggle to avoid it, hoping your actions will eventually change the terrifying visions you receive. + +**Focal Paradox**: Fortitude saving throws. +**Improved Anchor**: Visions of your future haunt you, but also provide insight into what is to come. Once per day when you regain your spells, you gain a free paradox of 20 that you can use only on a skill check made to recall knowledge. +**Greater Anchor**: When you succeed at a Fortitude save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. + +## FRAGMENTED PAST + +**Source** _Galactic Magic pg. 11_ +There was a moment in your life that never should have happened. Though others may not believe you, you are certain in your very core that one critical moment altered whatever fate had in store for you. Since that divergence, you’ve gained a wider appreciation of time’s passage and a sense of what could have been, and you’re able to influence the timeline more than others could ever hope to. Still, you remain sure that your timeline is wrong, and it’s only a matter of time before someone or something comes to correct that error. + +**Focal Paradox**: Two trained skill checks (chosen at 1st level). +**Improved Anchor**: Once per day, at the start of your turn when you are dying, you can use a paradox to immediately stabilize. When you do so, you regain 1 Hit Point as though you spent 1 RP to stay in the fight (Starfinder Core Rulebook 251). +**Greater Anchor**: Once per day, when you take the full attack action and make both attacks against a single target, if one of your attacks is a hit and the other is a miss, you can instead hit (though not score a critical hit) with the attack that would have missed. Alternatively, if both attacks hit, you can make an additional attack with the same weapon against the same target at a –6 penalty. + +## MEMORY ECHOES + +_SFS Note: The Memory Echoes Greater Anchor can be used once per scenario in Starfinder Society play._ +**Source** _Interstellar Species pg. 30_ +Reincarnation may be rare, but you’re convinced you were once someone from the distant past, perhaps from a planet that has all but fallen out of existence, brought back to help teach something to those in the future. You have flashes of painful memories, perhaps of punishments doled out while living under harsh rule or of having those you love taken away from you by force. Whatever shape these thoughts may take, the power of it fuels your passion to bring that knowledge forth to those around you, working to ensure the past is neither repeated nor forgotten. + +**Focal Paradox**: : Diplomacy and Intimidate. You gain Intimidate as a class skill. +**Improved Anchor**: To better understand what has happened in the past, sometimes you need to use unconventional methods. Once per a day, you can use a paradox as part of a full action to cast speak with dead or tongues without expending a spell slot, even if these aren’t among your known spells. +**Greater Anchor**: Even though your perceptions are based on your knowledge of the past, sometimes the best laid plans aren’t enough. However, due to your past-life experiences, you can come up with a better idea. Once per a week as a full action, you can cast any spell from the precog list with a spell level at least one lower than the maximum level you can cast. + +## THE DRIFT CRISIS + +**Source** _Drift Crisis pg. 43_ +Through some confluence of conditions, the Drift Crash recalibrated your perception and magic to align with the event’s aftereffects. The Drift’s convulsions might have twisted the space-time of your home world, granting you visions of extraplanar pasts and futures. Perhaps you attained some ineffable insight into the Drift’s origins or what it might one day become. It could be Triune themself has granted you this power, or perhaps some powerful entity damaged by the Drift Crash reached out for a savior and found only your mind. + +**Focal Paradox**: Caster-level checks and initiative checks. +**Improved Anchor**: You can perceive and exploit moments where reality folds back upon itself, allowing you to step through ephemeral wormholes in space-time as you reach your destination in several leaps. Once per day without spending an action, you can double your speeds until the end of your turn, during which you gain a +4 bonus to your AC against attacks of opportunity. If you run or charge during this turn, you can turn up to 90 degrees once during your movement. +**Greater Anchor**: Once per day as a reaction, you can recreate a localized Drift Crash of your own to disrupt the motion of a creature that begins its movement within 60 feet of you. After the creature completes its movement, you instantly teleport it to an unoccupied space of your choosing the creature could reach with a move action. You can’t move the creature into an inherently dangerous space, such as a surface that can’t support its weight. An unwilling creature can negate this effect with a successful Reflex save. + +## THE GAP + +**Source** _Galactic Magic pg. 12_ +Through some event or mishap, your existence has become irrevocably linked to the indiscernible timeline of the Gap. You might be a long-lived species who thrived during that time or believe yourself to have come from the Gap when you woke with no memories in the present day. Whatever your connection, you can pull temporal power from the missing time of the Gap and use it to obfuscate elements of your own timeline. + +**Focal Paradox**: Will saving throws. +**Improved Anchor**: Your actions become difficult to record or view remotely. The first time per day a given creature attempts to perceive you using any sort of supplementary means of detection, such as those granted by equipment (including remote cameras or specialty goggles) or spells with the scrying descriptor, they must succeed at a Will save to see you properly. If a creature fails its save, it perceives you as only an indistinct blur for 1 minute, though the creature is still aware of your location. +**Greater Anchor**: You gain the ability to subtly smudge the timelines of others, removing yourself from their recent memory. Once per day as a move action, you can designate a creature within 60 feet to lose all memory of your prior actions and presence over the last hour. This otherwise works as the modify memory spell, except it adjusts all of the target’s memories that include you. In memories where you were present, the target can remember only an indistinct blur in your place. The target can attempt a Will save to negate this effect. A target can be affected by this ability only once per week. + +## TIMEWARPED + +**Source** _Galactic Magic pg. 12_ +Countless civilizations have experimented with technological means of achieving time travel. Though it appears no known civilization has yet mastered such technology, failed attempts can be found throughout the galaxy. Your bond with (or perhaps disconnect from) the flow of time stems from some technological origin. Perhaps you were the test subject of an experimental time travel device or you unexpectedly activated a malfunctioning chronal technology from a long-lost civilization. + +**Focal Paradox**: Initiative checks. +**Improved Anchor**: You can reverse time’s flow for certain pieces of technology. Once per day as a full action, you can restore the charges on a single battery, technological item, or hybrid item. +**Greater Anchor**: Once per day as a full action, you can access a custom temporal shelter. When you do so, you immediately disappear and emerge in your shelter. Your temporal shelter exists in a far-distant future in a space made up of a number of 10-foot cubes equal to your precog level and with an atmosphere tailored to your needs. It includes a servitor, freed from time’s trappings, that can construct a single item per visit with an item level equal to or less than your precog level; you must provide credits, UPBs, or both equal to the item’s price. Time passes normally both within and outside your temporal shelter. You can exit it at will, returning to the location that you left. + +## UNMAKING + +**Source** _Starfinder The Culling Shadow pg. 50_ +You have a profound supernatural connection to the Negative Energy Plane and areas linked to that plane, such as black holes. The Void might have altered your body or mind, and your link to the Negative Energy Plane leaves you profoundly aware, with absolute confidence, of the final fate of the universe. In time, everything in the galaxy will collapse and be absorbed by the Void; suns will die, and planets will cease their monotonous rotation until all matter finally fades from universe. You might even feel compelled to hasten others toward this ultimate destiny. + +**Focal Paradox**: Fortitude saving throws +**Improved Anchor**: Once per day as a full action, you can target a single item of up to 2 Bulk and within 30 feet and drain it of all charges. If the item is in someone’s possession, that creature can resist this effect with a successful Fortitude saving throw. +**Greater Anchor**: You mind has been hardened against traumatic effects. When you succeed at a Will save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Precog/Precog Class Builds.md b/Compendium/SF1E/Classes/Precog/Precog Class Builds.md new file mode 100644 index 0000000..c3d694b --- /dev/null +++ b/Compendium/SF1E/Classes/Precog/Precog Class Builds.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# PRECOG CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# APOCALYPSE SEER + +## THEME: DREAM PROPHET + +**Source** ###_Galactic Magic pg. 16_### +You are haunted by visions of impending disaster and are acutely aware of the cascading effects of even the most minor actions. + +## ABILITY SCORES + +Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps you with social skills. + +## ANCHOR + +Doomed future + +## TEMPORAL ANOMALIES + +Advanced preparation (2nd), I knew you’d say that (5th), Tactical oracle (8th), Desperate rewrite (11th), and Outcome adjustment (14th) + +## FEATS + +Constant Alert, Extra Resolve, Improved Initiative, Lightning Reflexes, and Oracular Gift + +## SKILLS + +Bluff, Culture, Diplomacy, Perception, and Sense Motive + + +# CHRONOMANCER + +## THEME: PRIEST + +**Source** ###_Galactic Magic pg. 17_### +You draw your ability to manipulate timelines from a magical source. + +## ABILITY SCORES + +Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps your understanding of magic. + +## ANCHOR + +Chronomancy + +## TEMPORAL ANOMALIES + +Shunt condition (2nd), Improved shunt condition (5th), Time walk (8th), Greater shunt condition (11th), and Outcome adjustment (14th) + +## FEATS + +Agile Casting, Mobility, Skill Synergy, Spell Focus, and Spellguard + +## SKILLS + +Culture, Diplomacy, Mysticism, Perception, and Sense Motive + + +# TIME TRAVELER + +## THEME: SCHOLAR + +**Source** ###_Galactic Magic pg. 17_### +You’re an expert combatant who carries little equipment, yet you’re never unarmed + +## ABILITY SCORES + +Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Wisdom helps your understanding of magic. + +## ANCHOR + +Timewarped + +## TEMPORAL ANOMALIES + +Ephemeral confidant (2nd), Instance analysis (5th), Looped existence (8th), Paradoxical genius (11th), and Offensive rewrite (14th) + +## FEATS + +Dive for Cover, Iron Will, Quick Draw, Tactful Advisor, and Technomantic Dabbler + +## SKILLS + +Culture, Diplomacy, Mysticism, Perception, and Sense Motive + + +# TIME-WORN WARRIOR + +## THEME: MERCENARY + +**Source** ###_Galactic Magic pg. 16_### +You lived through something you shouldn’t have, dodging time’s inexorable flow and retaining the ability to manipulate timelines. + +## ABILITY SCORES + +Dexterity and Intelligence are your most important ability scores, as they increase the effectiveness of your abilities and spells. Constitution makes you hardier. + +## ANCHOR + +Fragmented past + +## TEMPORAL ANOMALIES + +Future training (2nd), Time-hardened (5th), Forewarned (8th), Preternatural Strikes (11th), and Time’s Champion (14th) + +## FEATS + +Blind-Fight, Diehard, Enhanced Resistance, Great Fortitude, and Jet Dash + +## SKILLS + +Acrobatics, Bluff, Piloting, Sense Motive, and Stealth \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Precog/Precog.md b/Compendium/SF1E/Classes/Precog/Precog.md new file mode 100644 index 0000000..3b4116f --- /dev/null +++ b/Compendium/SF1E/Classes/Precog/Precog.md @@ -0,0 +1,151 @@ +--- +aliases: +tags: +--- +# PRECOG +**Source** _Galactic Magic pg. 8_ +Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You manipulate time dexterously—accelerating, slowing, or even reshaping chronologies to suit your needs. The skeins of time are yours to see, and you know how to apply enough pressure to adjust their threads ever so subtly. Your ability to understand the infinite possibilities of time also shaped you into someone capable of altering the material universe through powerful spellcasting, and you can harness temporal paradoxes to foresee the future—and dictate the present—in powerful ways. + +**Hit Points**: 5 +**Stamina Points**: 5 + +## KEY ABILITY SCORE - DEX + +Your Dexterity is your key ability score, and it determines the number of time-altering paradoxes you can use each day, as well as the saving throw DC of many precog abilities. Your Intelligence determines your spellcasting ability, the saving throw DC of your spells, and the number of bonus spells you can cast per day. + +## CLASS SKILLS + +The Precog's class skills are Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Mysticism (Wis), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), and Stealth (Dex). + +**Skill Points at each Level**: 6 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, small arms, and one of the following: advanced melee weapons, longarms, or sniper rifles + +## CLASS FEATURES +|   | Spells Per Day | +|--------|-------------------| +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1st | +0 | +0 | +2 | +0 | Anchor, focal paradox, paradox | 2 | - | - | - | - | - | +| 2nd | +1 | +0 | +3 | +0 | Temporal anomaly | 2 | - | - | - | - | - | +| 3rd | +2 | +1 | +3 | +1 | Chronomatic defense +2, weapon specialization | 3 | - | - | - | - | - | +| 4th | +3 | +1 | +4 | +1 | Temporal aggression | 3 | 2 | - | - | - | - | +| 5th | +3 | +1 | +4 | +1 | Temporal anomaly | 4 | 2 | - | - | - | - | +| 6th | +4 | +2 | +5 | +2 | Temporal aggression (allies) | 4 | 3 | - | - | - | - | +| 7th | +5 | +2 | +5 | +2 | Chronomatic defense +3 | 4 | 3 | 2 | - | - | - | +| 8th | +6 | +2 | +6 | +2 | Temporal anomaly | 4 | 4 | 2 | - | - | - | +| 9th | +6 | +3 | +6 | +3 | Improved anchor | 5 | 4 | 3 | - | - | - | +| 10th | +7 | +3 | +7 | +3 | Paradoxical acceleration | 5 | 4 | 3 | 2 | - | - | +| 11th | +8 | +3 | +7 | +3 | Temporal anomaly | 5 | 4 | 4 | 2 | - | - | +| 12th | +9 | +4 | +8 | +4 | Chronomatic flow +1 | 5 | 5 | 4 | 3 | - | - | +| 13th | +9 | +4 | +8 | +4 | Chronomatic defense +4 | 5 | 5 | 4 | 3 | 2 | - | +| 14th | +10 | +4 | +9 | +4 | Temporal anomaly | 5 | 5 | 4 | 4 | 2 | - | +| 15th | +11 | +5 | +9 | +5 | Greater anchor | 5 | 5 | 5 | 4 | 3 | - | +| 16th | +12 | +5 | +10 | +5 | Chronomatic flow +2 | 5 | 5 | 5 | 4 | 3 | 2 | +| 17th | +12 | +5 | +10 | +5 | Temporal anomaly | 5 | 5 | 5 | 4 | 4 | 2 | +| 18th | +13 | +6 | +11 | +6 | Chronomatic defense +5 | 5 | 5 | 5 | 5 | 4 | 3 | +| 19th | +14 | +6 | +11 | +6 | Chronomatic flow +3 | 5 | 5 | 5 | 5 | 5 | 4 | +| 20th | +15 | +6 | +12 | +6 | Temporal anomaly, timeless paragon | 5 | 5 | 5 | 5 | 5 | 5 | + + + + +## SPELLS KNOWN + +
Level01st2nd3rd4th5th6th
1st42-----
2nd53-----
3rd64-----
4th642----
5th643----
6th644----
7th6542---
8th6543---
9th6544---
10th65542--
11th66543--
12th66544--
13th665542-
14th666543-
15th666544-
16th6665542
17th6666543
18th6666544
19th6666554
20th6666655
+ + + +## SPELLS + +| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +|-------|---|-----|-----|-----|-----|-----|-----| +| 1st | 4 | 2 | - | - | - | - | - | +| 2nd | 5 | 3 | - | - | - | - | - | +| 3rd | 6 | 4 | - | - | - | - | - | +| 4th | 6 | 4 | 2 | - | - | - | - | +| 5th | 6 | 4 | 3 | - | - | - | - | +| 6th | 6 | 4 | 4 | - | - | - | - | +| 7th | 6 | 5 | 4 | 2 | - | - | - | +| 8th | 6 | 5 | 4 | 3 | - | - | - | +| 9th | 6 | 5 | 4 | 4 | - | - | - | +| 10th | 6 | 5 | 5 | 4 | 2 | - | - | +| 11th | 6 | 6 | 5 | 4 | 3 | - | - | +| 12th | 6 | 6 | 5 | 4 | 4 | - | - | +| 13th | 6 | 6 | 5 | 5 | 4 | 2 | - | +| 14th | 6 | 6 | 6 | 5 | 4 | 3 | - | +| 15th | 6 | 6 | 6 | 5 | 4 | 4 | - | +| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 | +| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | +| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | +| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | +| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | + + +You can cast spells drawn from the precog spell list (which is described in greater detail on pages 61–64). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. +You can cast only a certain number of spells of each spell level per day. Your number of spells per day can be found in Table 1–1: Precog above. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown in Table 1–2: Precog Bonus Spells (page 10)—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. +Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new precog level, you learn one or more new spells, as indicated on Table 1–3: Precog Spells Known. Unlike your spells per day, the numbers of spells you know isn’t affected by your Dexterity modifier. +Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level. +You can cast any precog spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one. +You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. + +## ANCHOR - 1ST LEVEL + +You have a preternatural affinity for an aspect of time itself that grants you power. Your anchor grounds your ability to interact with time and provides the foundation of all your powers. The exact nature of your specific anchor might be specific to you or be a broad element shared by other precogs. You must pick an anchor upon taking your first level of precog—once made, this choice can’t be changed. The anchors you can choose from begin on page 11. + +## FOCAL PARADOX 1ST LEVEL + +Your anchor provides you a particular aptitude when using your paradox ability (below). + +## IMPROVED ANCHOR 9TH LEVEL + +You gain increased competence channeling your anchor into a powerful effect. + +## GREATER ANCHOR 15TH LEVEL + +Your mastery of your anchor provides you an exceptional ability. + +## PARADOX (SU) - 1ST LEVEL + +Your unique relationship with time allows you to dexterously manipulate its flow at key moments, allowing you to know what’s going to happen before it transpires. Each day when you regain your spell slots, you also gain a number of paradoxes equal to 1 + half your Dexterity modifier (minimum 2) and lose any unused paradoxes from the previous day. Whenever you gain these or any other paradoxes, roll 1d20 for each and record the result associated with that paradox. You can never reroll paradoxes. +Many precog abilities allow you to use a paradox in place of a specific d20 roll you would make, using the paradox’s associated result instead of rolling a random result. The paradox functions in every way like a normally rolled die; a paradox of 1 functions as a natural 1, and a paradox of 20 functions as a natural 20. You can’t use a paradox for a die that has already been rolled or rerolled, and you can’t reroll a paradox. Some precog abilities simply require you to use a paradox without using its associated result. Regardless of how you use a paradox, it is lost and can’t be used again. +At 1st level, you can use a paradox in place of your d20 roll for an ability score check or caster level check. In addition, you can use a paradox on a d20 roll associated with your anchor’s focal paradox; once per day when you do, you immediately gain a new paradox. +At 3rd level, you can also use paradoxes in place of your initiative checks, Reflex saving throws, and skill checks (for skills in which you are trained). +At 5th level, you can also use paradoxes in place of your attack rolls, Fortitude and Will saving throws, and skill checks (for skills in which you are untrained). + +## TEMPORAL ANOMALY (SU) - 2ND LEVEL + +Temporal anomalies represent your ability to channel your unique relationship with time into tangible actions. You learn your first temporal anomaly at 2nd level, and an additional temporal anomaly every 3 levels thereafter. Unless otherwise stated, the effects of a temporal anomaly last for a number of rounds equal to your precog level. If a temporal anomaly allows for a saving throw to resist its effects, the DC is equal to 10 + half your precog level + your Dexterity modifier. +Unless otherwise specified, you can’t learn a given temporal anomaly more than once. The list of temporal anomalies begins on page 12. + +## CHRONOMATIC DEFENSE (SU) - 3RD LEVEL + +You can execute precisely timed moves that help you and others dodge incoming attacks. As a reaction when an attack is declared but before the result is known, you can use a paradox to grant an ally an insight bonus to AC until the end of your next turn. This bonus is equal to the paradox result or a maximum bonus of +2, whichever is lower. The maximum bonus increases to +3 at 7th level, +4 at 13th level, and +5 at 18th level. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. + +## TEMPORAL AGGRESSION (SU) - 4TH LEVEL + +You can view possible timelines and choose the precise moment that will inflict the most grievous injury upon your foes. When you roll damage dice, you can use a paradox in place of rolling any one damage die. If you do so, treat the result as either the value of the paradox or the maximum result of the damage die, whichever is lower. For example, you could use a paradox of 11 in place of a d10 damage die to get a value for 10 for that damage die. You can use this ability multiple times per damage roll, but only once per damage die. At 6th level, you can use this ability to replace an adjacent ally’s damage dice. + +## PARADOXICAL ACCELERATION (SU) - 10TH LEVEL + +You learn how to burn your personal reserves of energy to fuel a greater view of the timeline. As a standard action, you can spend 3 Resolve Points to gain 1 paradox. + +## CHRONOMATIC FLOW (SU) - 12TH LEVEL + +Through your knowledge of time’s flow, you can cast your spells with the exact timing necessary for maximum effect. As a swift action, you can use a paradox to increase the save DC on a spell you cast during your turn. This increase is equal to the paradox result or a maximum bonus of 1, whichever is lower. The maximum bonus increases to 2 at 16th level and 3 at 19th level. + +## TIMELESS PARAGON (SU) - 20TH LEVEL + +You exist in perfect synchrony with your timeline, gaining an impressive degree of control over your existence. You no longer age, nor do you die of old age. Once per week, you can act as though benefiting from a mnemonic editor, allowing you to change up to 2 character levels’ worth of decisions. Once per month, you can perform the same action, though you can change up to 10 character levels’ worth of decisions. Once per year, you can change up to 20 levels’ worth of your decisions. Through all of these changes, you can’t change your class levels in precog. +Furthermore, once per week, you can cast rewrite time as a spell-like ability. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Precog/Temporal Anomalies.md b/Compendium/SF1E/Classes/Precog/Temporal Anomalies.md new file mode 100644 index 0000000..50b0d24 --- /dev/null +++ b/Compendium/SF1E/Classes/Precog/Temporal Anomalies.md @@ -0,0 +1,250 @@ +--- +aliases: +tags: +--- +# TEMPORAL ANOMALIES + +**Source** _Galactic Magic pg. 12_ +You learn your first temporal anomaly at 2nd level and an additional temporal anomaly every 3 levels thereafter. Temporal anomalies all require you meet a minimum precog level, and they are organized accordingly. Some temporal anomalies require you to satisfy other prerequisites, such as having other temporal anomalies. For effects that require a saving throw, the DC is 10 + half your precog level + your Dexterity modifier. + +## 2ND LEVEL + +You must be at least 2nd level to select these temporal anomalies. + +### ADVANCED PREPARATION (SU) + +**Source** _Galactic Magic pg. 12_ +Your knowledge of timelines lets you prepare for almost any situation, giving you exactly what you need precisely when you need it. Once per day as a standard action, you can use a paradox to produce one consumable item (such as a grenade, serum, or spell gem). The item must have a bulk of L or less, and an item level no greater than your level. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at the most recent opportunity after glimpsing your future need of it. You can’t use this ability if you don’t have sufficient credits to pay for the item, and you can’t convert other items, except for UPBs, to pay for this cost. + +### EPHEMERAL CONFIDANT (SU) + +**Source** _Galactic Magic pg. 12_ +You have an ally who exists outside the normal flow of time, but you can only occasionally communicate with them. When you take this temporal anomaly, you can select the means in which you communicate with your confidant. They could appear to you as a holographic avatar only you can see and hear, or as visions that permeate your dreams. Regardless of what form your confidant takes, they can occasionally provide you with some insight that helps you navigate the present. +As a full action, you can use a paradox to consult with your confidant; you count as trained with a skill for up to a number of rounds equal to the paradox. +At 6th level, when you attempt a skill check for a skill in which you are normally untrained, you can substitute the paradox used for this ability in place of the d20 roll for that skill check. At 9th level, you gain a +4 insight bonus on the skill check, increasing to +8 at 12th level and +12 at 15th level. + +### FORENSIC ACUMEN (SU) + +**Source** _Interstellar Species pg. 30_ +You’ve developed a keen sense of awareness about your surroundings. By focusing on trace evidence such as footprints, scuffs on walls, and subtle scents lingering in the air, you can reach out with your temporal senses to reconstruct how and where things were moved in spaces you enter and examine. You gain a +1 insight bonus to Perception checks. When making a Perception check to search, you can spend a Resolve Point to roll twice and take the better result. +The insight bonus increases by 1 at 6th level and every 4 levels thereafter. + +### FUTURE TRAINING (EX) + +**Source** _Galactic Magic pg. 12_ +Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons. +You can select this temporal anomaly a second time; you must select different proficiencies. + +### PRESCIENT CASTING (SU) + +**Source** _Galactic Magic pg. 13_ +You glance into your immediate future to see how to precisely cast a spell while in danger. As part of casting a spell, you can use a paradox to not lose your spell if you take damage from a successful attack against you, including an attack of opportunity, or an effect against which you failed a saving throw. + +### SAFEGUARD (SU) + +**Source** _Galactic Magic pg. 13_ +By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a paradox to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level. + +### SEE WEAKNESSES (SU) + +**Source** _Interstellar Species pg. 30_ +You’ve learned to harness the ability for seeing gaps, allowing you to prepare for a foe’s weakness. As a move action, you can use a paradox to add extra acid, cold, electricity, fire, or sonic damage to your next attack before the end of your turn. Before choosing, you can attempt an identify creature check of the appropriate type; this doesn’t require an additional action. The extra damage is equal to the paradox result (maximum 4), but if the creature you hit isn’t vulnerable to the damage type you chose, this ability deals no extra damage. +The maximum amount of extra damage increases to 10 at 5th level and to 20 at 10th level. + +### SHUNT CONDITION (SU) + +**Source** _Galactic Magic pg. 13_ +You can delay the onset of dangerous conditions. As a reaction when you or an ally would gain the shaken, sickened, or staggered condition, you can use a paradox to delay the onset of the condition for a number of rounds equal to half the paradox (minimum 1). + +### SOMETHING’S NOT RIGHT HERE… (SU) + +**Source** _Interstellar Species pg. 30_ +Knowing that others can try to surprise them by lying in wait, trox have developed a way to ensure that part of their subconscious mind remains vigilant to scan their surroundings. You automatically receive a Perception check to notice a trap when you pass within 10 feet of it; the GM rolls this in secret. + +### TACTICAL TIMING (SU) + +**Source** _Galactic Magic pg. 13_ +You analyze the battlefield and pick out the precise moments your enemies will be least prepared to strike. As a move action, you can use a paradox to grant yourself and all allies within 30 feet a +2 insight bonus to AC against attacks of opportunity for 1d4 rounds. At 6th level, you can use this ability as a swift action. + +## 5TH LEVEL + +You must be at least 5th level to select these temporal anomalies. + +### I KNEW YOU’D SAY THAT (SU) + +**Source** _Galactic Magic pg. 13_ +You’ve seen enough of the future to know exactly the right moment to intercede on behalf of your allies in social situations. When you successfully perform the aid another action to assist an ally with a Bluff, Diplomacy, or Intimidate check, you can use a paradox in place of the ally’s d20 roll for the skill check. + +### IMPECCABLE TIMING (SU) + +**Source** _Interstellar Species pg. 30_ +You can see a split second into the future, giving you an advantage in avoiding the fallout from sudden explosions of energy or matter. If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you’re helpless or otherwise unable to move. However, if you gain proficiency in heavy armor from the future training temporal anomaly, you gain this benefit in heavy armor. + +### IMPROVED SHUNT CONDITION (SU) + +**Source** _Galactic Magic pg. 13_ +This functions as the shunt condition temporal anomaly, except you can also delay the following conditions: bleeding, burning, confused, frightened, and nauseated. You must know the shunt condition temporal anomaly to learn this temporal anomaly. + +### INSTANCE ANALYSIS (SU) + +**Source** _Galactic Magic pg. 13_ +By examining an ally and a threat, you can quickly discern the effectiveness of potential attacks by gazing momentarily into the future. As a move action, you can select an ally within 60 feet and a target within 60 feet. You can then choose one of your selected ally’s available abilities, spells, or weapons. You immediately know whether the target has immunity, damage reduction, energy resistance, or spell resistance that would apply to the selected ability, spell, or weapon. +At 8th level, you can use this ability for 1d4 abilities, spells, or weapons from any number of allies within 60 feet of you. You can’t use this ability again until you take a 10-minute rest to regain Stamina Points. + +### MULTIFOCAL (SU) + +**Source** _Galactic Magic pg. 14_ +More means of controlling the universe’s temporal paradoxes open themselves to you. When you select this temporal anomaly, you can select a second focal paradox from one of the following: ability score checks, caster level checks, Fortitude saves, initiative checks, Reflex saves, two specific trained skill checks, or Will saves. You can’t select the same focal paradox as provided by your anchor when making this choice, and this doesn’t increase the number of times per day that you can gain a paradox from your focal paradoxes. + +### RECYCLED PREPARATION (SU) + +**Source** _Interstellar Species pg. 30_ +By keeping a close eye on the past as well as the future, you know how to reach backward to recover the benefits of things that have recently been discarded. Once per day, you can use a paradox to reuse a single consumable item (such as a grenade, serum, or spell gem) that you used within the last 24 hours. The item must have light bulk or less and an item level no greater than your level. You must know the advanced preparation temporal anomaly to learn this temporal anomaly. + +### SPELL REWIND (SU) + +**Source** _Galactic Magic pg. 14_ +With a gesture, you can rewind a spell back into your mind rather than have it perform with lackluster effect. When you cast a spell that affects only one target, and that target successfully saves against that spell, you can use a paradox to regain the spell slot used to cast that spell. The paradox used must be at least double the spell’s level. If you use this ability with a spell that normally has effects on a failed save, the spell instead has no effect. + +### TIME-HARDENED (EX) + +**Source** _Galactic Magic pg. 14_ +You’ve mastered the art of enduring everything the galaxy—and time itself—has to throw at you. When you take this temporal anomaly, you increase your maximum Hit Points and Stamina Points by an amount equal to your precog level. Each time you gain a new precog level, you increase your maximum Hit Points and Stamina Points by 1. + +### WAIT FOR IT (SU) + +**Source** _Drift Crisis pg. 44_ +When you delay your action and cause your initiative count to change (Core Rulebook 249), you gain a +1 insight bonus to the next attack roll, skill check, caster-level check, or saving throw you attempt before the end of your delayed turn. At 13th level, the insight bonus increases to +2. Once you use this ability, you can’t do so again until you rest for 10 minutes to recover Stamina Points. + +## 8TH LEVEL + +You must be at least 8th level to select these temporal anomalies. + +### DESPERATE MEASURES (SU) + +**Source** _Interstellar Species pg. 31_ +Once per day as a full action, you can call upon all your past experiences to push out a blast of energy centered on yourself. You deal 1d4 bludgeoning damage plus 1d4 additional bludgeoning damage per precog level to all creatures within 5 feet of you, including yourself. This damage has the force descriptor. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect. + +### FOREWARNED (SU) + +**Source** _Galactic Magic pg. 14_ +With your levels of foresight, nothing can surprise you. At the start of a surprise round, you can use a paradox to act in that surprise round, replacing your initiative roll result with that paradox. + +### HELP ANOTHER (SU) + +**Source** _Interstellar Species pg. 31_ +Using your abilities to see through the threads of time, you intuit the exact way to steer an ally toward a foreseen outcome. When you successfully aid another on a skill check, you can use a paradox in place of the ally’s d20 roll for that check. + +### LOOPED EXISTENCE (SU) + +**Source** _Galactic Magic pg. 14_ +You can trap others in endless cycles. As a standard action, you can use a paradox to focus on a creature within 60 feet, forcing it into a temporal loop. The creature must succeed at a Will saving throw or gain the fatigued condition for a number of rounds equal to half the paradox (minimum 1). At 11th level, you can instead cause the target to gain the confused condition for 1d4 rounds. At 14th level, you can instead cause the target to gain the exhausted condition for 1d4 rounds. + +### MOMENTARY STUTTER (SU) + +**Source** _Galactic Magic pg. 14_ +You can rewind just enough of time to reverse your position without affecting other outcomes. At the start of your turn, you can use a paradox to mark your current location and activate this ability. At the end of your turn, you can immediately teleport to your starting location. This movement does not provoke attacks of opportunity. + +### SKILLFUL REWRITE (SU) + +**Source** _Galactic Magic pg. 14_ +When you tempt fate and fail, you can sometimes still recover through clever use of paradoxical power. As a reaction when you fail a skill check, you can use a paradox in place of the d20 rolled for the skill check. + +### TACTICAL ORACLE (SU) + +**Source** _Galactic Magic pg. 14_ +You have achieved total battlefield control with your glimpses into the future. You can use a paradox as a swift action to not provoke attacks of opportunity from movement until the end of your next turn. When you use this ability, you can use an additional paradox to grant this benefit to an ally within 60 feet. You must know the tactical timing temporal anomaly to learn this temporal anomaly. + +### TIME POCKET (SU) + +**Source** _Drift Crisis pg. 44_ +You can fold a small region of space-time in on itself, creating a tiny pocket dimension that hovers near you and functions as a null-space chamber that can store one item of up to 2 bulk. As a standard action, you can expend a paradox and touch an unattended object to transport it into the pocket dimension. As a move action, you can withdraw the stored object from the pocket dimension without spending a paradox. Any object stored in the pocket dimension doesn’t experience the flow of time: matter doesn’t decay, temperatures remain stable, and ongoing spells’ durations and effects are paused. +If an object occupies your pocket dimension when you die, it reappears harmlessly in your space 1d4 minutes after your death. + +### TIME WALK (SU) + +**Source** _Galactic Magic pg. 14_ +You can step outside time to move to a new position and then quickly step back if it would be advantageous to do so. As a full action, you can mark your starting space and then move up to your speed. At the end of the movement, you can decide whether to remain where you are or teleport to your starting space. Neither the initial movement nor the teleportation provokes attacks of opportunity. You can’t use this ability again until you’ve taken a 10-minute rest to regain Stamina Points. + +## 11TH LEVEL + +You must be at least 11th level to select these temporal anomalies. + +### BUTTERFLY EFFECT (SU) + +**Source** _Galactic Magic pg. 14_ +You can cause even seemingly insignificant actions to ripple throughout a battlefield and cause outsized effects. As a reaction when you or an ally within 60 feet miss an attack that targets AC, you can use a paradox to grant an insight bonus to subsequent attacks against that target’s AC. The bonus starts at +1 and increases by one with each subsequent missed attack against the target’s AC, to a maximum of +5. The bonus ends when the target is hit by an attack that targets AC. A target can be affected by only one instance of this ability at a time. + +### DESPERATE REWRITE (SU) + +**Source** _Galactic Magic pg. 14_ +As a reaction when you fail a saving throw, you can use a paradox in place of the d20 rolled for the saving throw. + +### GREATER SHUNT CONDITION (SU) + +**Source** _Galactic Magic pg. 14_ +This functions as the shunt condition and improved shunt condition temporal anomalies, except you can add the following conditions to those you can delay: asleep, cowering, dazed, paralyzed, and stunned. You must know the shunt condition and improved shunt condition temporal anomalies to learn this temporal anomaly. + +### IMPROVED IMPECCABLE TIMING (SU) + +**Source** _Interstellar Species pg. 31_ +You’ve learned to also be aware of more subtle forms of attack. When you fail a Reflex save against any effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. +You must know the impeccable timing temporal anomaly to learn this temporal anomaly. + +### MASTERFUL PREPARATION (SU) + +**Source** _Galactic Magic pg. 15_ +When you use the advanced preparation temporal anomaly, you can instead produce a non-consumable item, with the same restrictions and requirements as advanced preparation. At 14th level, the item can have up to 2 bulk. You must know the advanced preparation temporal anomaly to learn this temporal anomaly. + +### PARADOXICAL GENIUS (SU) + +**Source** _Galactic Magic pg. 15_ +You have mastered temporal inconsistency to the point that each of your paradoxes are so artfully inconsistent that they spiral into a cascade of alternate possibilities and powers. When you would gain a new paradox for using your anchor’s focal paradox, you gain two new paradoxes instead. + +### PARADOXICAL STUDIES (SU) + +_SFS Note: The Paradoxical Studies temporal anomaly prerequisite is incorrectly formatted, leading to confusion; the prerequisite is the Spell Rewind temporal anomaly._ +**Source** _Interstellar Species pg. 31_ +Occasionally, you can manifest the echoes of past memories into a boon for a present situation. Recalling now-overcome terrors of the past, you regain power. Once per day, you can use a paradox to regain a spent spell slot; the spell slot must be of a level equal to or lower than one third of the paradox used. +You must know the spell rewind temporal anomalyto learn this temporal anomaly. + +### PRETERNATURAL STRIKES (SU) + +**Source** _Galactic Magic pg. 15_ +Through analyzing the flow of time, you have such perfect control of your body that you sometimes appear to move faster than the eye can see. As part of a full attack action, you can use a paradox to teleport up to 30 feet between your first and second attacks; this movement does not provoke attacks of opportunity. + +## 14TH LEVEL + +You must be at least 14th level to select these temporal anomalies. + +### FINAL CONVERGENCE (SU) + +**Source** _Interstellar Species pg. 31_ +Pulling energy from within, you emit a concussive blast, demolishing all—seen and unseen—within its radius. As a full action, you can use a paradox to deal 1d6 bludgeoning damage plus 1d6 additional bludgeoning damage per precog level to all creatures within 10 feet of you, including yourself. This damage has the force descriptor. You can use one or more additional paradoxes to add their total value to the damage dealt. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect. + +### IMPROVED PARADOXICAL STUDIES (SU) + +**Source** _Interstellar Species pg. 31_ +Once per day, you can use a paradox to regain any spell slot that you have already spent. You must know the paradoxical studies temporal anomaly to learn this temporal anomaly. + +### OFFENSIVE REWRITE (SU) + +**Source** _Galactic Magic pg. 15_ +As a reaction when you fail to hit with an attack roll, you can use a paradox in place of the d20 rolled for your attack roll. + +### OUTCOME ADJUSTMENT (SU) + +**Source** _Galactic Magic pg. 15_ +As a reaction, when a creature within 100 feet would attack you or an ally, or attempt a caster level check or skill check, you can use a paradox before the check is rolled. If the creature fails a Will save, you can replace the attack roll or check’s d20 roll with the paradox. + +### RELEASE THE HOUNDS (SU) + +**Source** _Drift Crisis pg. 44_ +Manipulating time can attract dangerous attention from the Dimension of Time, but you’ve developed a risky way to redirect this attention as a weapon. As a standard action, you can spend a paradox to disrupt the time signature of a creature within 30 feet (Will negates). Beyond imparting a sense of physical unease, this disruption has no direct effect on the target. However, the effect acts as a beacon for hounds of Tindalos (Alien Archive 3 52). At the end of your next turn, a hound of Tindalos designates your target as its prey, uses its angled entry ability to appear as close as possible to the target, and spends the next hour chasing and attempting to destroy its prey. You don’t control the hound’s actions, and its attitude toward other creatures is indifferent. If the hound’s prey escapes beyond its reach, the hound departs. +At 16th, 18th, and 20th level, the hound you lure becomes more powerful, gaining the following cumulative benefits each time: +3 bonus to all attack rolls, +5 bonus to all damage rolls, +3 bonus to AC, +2 bonus to saves, +30 Hit Points, +3 to all skill and Perception modifiers, and a +2 bonus to all spell and ability save DCs. +When you use this temporal anomaly, you can spend 2 Resolve Points to summon two hounds of Tindalos instead of one, with the second hound appearing 1d4 rounds after the first. When you do so, however, there is a 5% chance you inadvertently attract a thing from beyond time (Alien Archive 3 52) for 1 hour instead of hounds of Tindalos. The thing from beyond time is hostile to both you and your target, and its starting attitude is indifferent to other creatures. + +### TIME’S CHAMPION (EX) + +**Source** _Galactic Magic pg. 15_ +You treat your base attack bonus as equal to your precog level. You must know the future training or time-hardened temporal anomaly to learn this temporal anomaly. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Solarian/Solarian Alternate Class Features.md b/Compendium/SF1E/Classes/Solarian/Solarian Alternate Class Features.md new file mode 100644 index 0000000..1948b68 --- /dev/null +++ b/Compendium/SF1E/Classes/Solarian/Solarian Alternate Class Features.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- +# SOLARIAN ALTERNATE CLASS FEATURES + + +## BROKEN CYCLE +**Source** Galactic Magic pg. 30 +**Class** Solarian + +Choose either photon mode or graviton mode. When using stellar mode, you can either become unattuned or enter only the chosen mode. When learning stellar revelations, you can choose only revelations associated with your chosen mode, including learning only the initial zenith revelation: black hole or supernova. You ignore the effect of disproportionate revelations (Core Rulebook 104). Multiply your solarian level by 1-1/2 for the purpose of calculating your insight bonuses to Reflex saves and damage rolls granted by graviton mode and photon mode, respectively. +At 3rd level, you must choose both of the skills for sidereal influence from the list for your chosen mode, and the ability’s effects apply to both skills while sidereal influence lasts. At 11th level, you choose one more skill from that list, and at 19th level, your sidereal influence applies to all five skills associated with your chosen mode. At 9th level, and again at 17th level, you learn two new revelations associated with your chosen mode, at least one of which must be a zenith revelation. +This alters your stellar mode, stellar revelations, sidereal influence, and zenith revelations. + +## ELECTRICAL ATTUNEMENT (SU) + +**Source** Tech Revolution pg. 30 +**Class** Solarian + +Your solarian powers are tuned to the interplay of energy and resistance, not photons and gravitons. Your stellar mode class feature enables you to be in three modes: energy mode, resistance mode, or unattuned. For the purpose of empowering revelations based on your attunement and meeting prerequisites, treat energy mode as photon mode, and treat resistance mode as graviton mode. Your solarian abilities that deal fire damage or provide cold resistance—such as corona, plasma sheath, or solar flare—deal electricity damage and grant electricity resistance instead. At 1st level, you learn the destructive discharge and energy sink stellar revelations instead of black hole and supernova. +Electromagnetic attunement alters solar manifestation, stellar mode, and stellar revelation. +**Energy Mode:** When you enter energy mode, you gain 1 energy attunement point and become energy-attuned; you’re treated as being photon-attuned for the purpose of determining your stellar revelations’ effects. While energy-attuned, your speeds all increase by 5 feet. This bonus increases by 5 feet for every 3 solarian levels you have. +**Resistance Mode:** When you enter resistance mode, you gain 1 resistance attunement point and become resistance-attuned; you’re treated as being graviton-attuned for the purpose of determining your stellar revelations’ effects. While you’re resistance-attuned, you gain damage reduction 1/—. This bonus increases by 1 for every 6 solarian levels you have, and this damage reduction stacks with one other source of DR. + +## EXTRA MANIFESTATION +**Source** _Character Operations Manual pg. 84_ +**Class** Solarian + +You gain a second solar manifestation. You can have only one manifestation active at a time unless you are fully attuned (graviton or photon), in which case you can use two manifestations at once. You must be at least 9th level to select extra manifestations. + +Extra manifestation replaces one selection of zenith revelations. + +## STELLAR SAGE + +**Source** _Galactic Magic pg. 30_ +**Class** Solarian + +You develop unparalleled mastery of stellar revelations, though doing so comes at the cost of your martial training. You gain a number of skill ranks per level equal to 6 + your Intelligence modifier instead of the normal 4 + your Intelligence modifier. You gain 6 Hit Points and a number of Stamina Points equal to 6 + your Constitution modifier at each level instead of the normal 7 Hit Points and 7 + your Constitution modifier. Your base attack bonus from solarian levels is equal to three-quarters of your class level (equivalent to that of a mystic or technomancer). +Besides learning additional stellar revelations at every even solarian level, you also learn a bonus stellar revelation at 5th level and every 4 levels thereafter. +At 7th level, as a reaction, whenever you score a critical hit or are critically hit, you can immediately change your stellar mode to any other stellar mode with an equal or lower number of attunement points (such as from photon mode with 3 attunement points to graviton mode with 3 points) after resolving the triggering attack. If you’re unattuned when using this ability, you enter either photon mode or graviton mode with 1 attunement point. +A solarian’s power stems from a careful balance of cosmic influences, yet some reap power from asymmetry in defiance of conventional study. These practitioners are increasingly common, and although few monasteries actively condemn these heterodoxies, most watch with eager curiosity to see what befalls these enlightened daredevils. At 13th level, you can use any two solarian revelations as a standard action, with one revelation taking effect immediately before the other. Both revelations must be ones you could normally activate with a standard action or move action, and neither can be a zenith revelation. To use this ability, you must spend a number of Resolve Points equal to 3 minus your current number of attunement points (minimum 1 RP). After activating the two revelations, you immediately become unattuned. +This alters the solarian’s Hit Points, Stamina Points, skill points, base attack bonus, and stellar revelations class features. This replaces flashing strikes and solarian’s onslaught. diff --git a/Compendium/SF1E/Classes/Solarian/Solarian Class Builds.md b/Compendium/SF1E/Classes/Solarian/Solarian Class Builds.md new file mode 100644 index 0000000..4c4efa9 --- /dev/null +++ b/Compendium/SF1E/Classes/Solarian/Solarian Class Builds.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# SOLARIAN CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# CHAMPION + +## THEME: ICON + +**Source** _Starfinder Core Rulebook pg. 108_ +You do what you must to protect the people you serve, even if it means getting your hands dirty. + +## ABILITY SCORES + +Strength is your most important ability score because you need it to hit, while Dexterity and Constitution keep you in the action. + +## SOLAR MANIFESTATION + +Solar Weapon + +## STELLAR REVELATIONS + +Gravity Anchor (2nd), Defy Gravity (6th), Wormholes (9th) + +## FEATS + +Deflect Projectiles, Improved Initiative, Mobility, Spring Attack, Step Up, Step Up and Strike, Weapon Focus (advanced melee weapons) + +## SKILLS + +Diplomacy, Intimidate, Sense Motive + + +# COSMIC MERCENARY + +## THEME: MERCENARY + +**Source** _Starfinder Core Rulebook pg. 108_ +You’ve been hardened by battle and are always ready for the next job. + +## ABILITY SCORES + +Strength is your most important ability score because you need it to hit. Additionally, Charisma gives you more Resolve Points, while Dexterity and Constitution provide staying power. + +## SOLAR MANIFESTATION + +Solar Weapon + +## STELLAR REVELATIONS + +Stellar Rush (2nd), Blazing Orbit (6th), Solar Acceleration (9th) + +## FEATS + +Adaptive Fighting, Diehard, Extra Resolve, Improved Initiative, Lunge, Toughness, Weapon Focus (advanced melee weapons) + +## SKILLS + +Acrobatics, Athletics, Intimidate, Perception + + +# LUMINOUS EXPLORER + +## THEME: XENOSEEKER + +**Source** _Starfinder Core Rulebook pg. 109_ +You journey to uncharted planets to learn everything you can about their flora, fauna, and civilizations. + +## ABILITY SCORES + +Dexterity is your most important ability score because you need it to hit, and Intelligence and Wisdom increase your skill bonuses. + +## SOLAR MANIFESTATION + +Solar Armor + +## STELLAR REVELATIONS + +Radiation (2nd), Corona (6th), Miniature Star (9th) + +## FEATS + +Climbing Master, Enhanced Resistance, Jet Dash, Mobility, Sidestep, Versatile Focus, Weapon Focus (small arms) + +## SKILLS + +Athletics, Mysticism, Perception, Physical Science + + +# OUTCAST + +## THEME: OUTLAW + +**Source** _Starfinder Core Rulebook pg. 109_ +You were once part of a close-knit group, but the manifestation of your powers frightened them, and they drove you away. + +## ABILITY SCORES + +Dexterity is your most important ability score because you need it to hit and to increase your AC, and Charisma gives you more Resolve Points. + +## SOLAR MANIFESTATION + +Solar Armor + +## STELLAR REVELATIONS + +Dark Matter (2nd), Reflection (6th), Time Dilation (9th) + +## FEATS + +Deadly Aim, Longarm Proficiency, Mobility, Shot on the Run, Slippery Shooter, Weapon Focus (longarms), Weapon Specialization (longarms) + +## SKILLS + +Acrobatics, Perception, Stealth \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Solarian/Solarian.md b/Compendium/SF1E/Classes/Solarian/Solarian.md new file mode 100644 index 0000000..7225228 --- /dev/null +++ b/Compendium/SF1E/Classes/Solarian/Solarian.md @@ -0,0 +1,183 @@ +--- +aliases: +tags: [35:] +--- +# SOLARIAN + +**Source** _Starfinder Core Rulebook pg. 100_ +The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation. + +**Hit Points**: 7 +**Stamina Points**: 7 + +## KEY ABILITY SCORE - CHA + +Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks. + +## CLASS SKILLS + +The Solarian's class skills are Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor, shields + +### WEAPONS + +Basic and advanced melee weapons and small arms + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Solar Armor | Solar Flare | Solar Shield | Solar Weapon | +|-------|-------------------|-----------|----------|-----------|--------------------------------------------------------------------------------------------|----------------------|-------------|--------------|--------------| +| 1st | +1 | +2 | +0 | +2 | Skill adept, solar manifestation, stellar mode, stellar revelation (black hole, supernova) | +1 AC | 1d4 | +1/+2 | 1d6 | +| 2nd | +2 | +3 | +0 | +3 | Stellar revelation | +1 AC | 1d4 | +1/+2 | 1d6 | +| 3rd | +3 | +3 | +1 | +3 | Sidereal influence (2 skills), weapon specialization | +1 AC | 1d4 | +1/+2 | 1d6 | +| 4th | +4 | +4 | +1 | +4 | Stellar revelation | +1 AC | 1d4 | +1/+2 | 1d6 | +| 5th | +5 | +4 | +1 | +4 | — | +1 AC, resistance 5 | 1d4 | +1/+3 | 1d6 | +| 6th | +6 | +5 | +2 | +5 | Stellar revelation | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 | +| 7th | +7 | +5 | +2 | +5 | Flashing strikes | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 | +| 8th | +8 | +6 | +2 | +6 | Stellar revelation | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 | +| 9th | +9 | +6 | +3 | +6 | Zenith revelations | +1 AC, resistance 5 | 3d4 | +1/+3 | 3d6 | +| 10th | +10 | +7 | +3 | +7 | Stellar revelation | +2 AC, resistance 10 | 3d4 | +1/+4 | 3d6 | +| 11th | +11 | +7 | +3 | +7 | Sidereal influence (4 skills) | +2 AC, resistance 10 | 3d4 | +1/+4 | 3d6 | +| 12th | +12 | +8 | +4 | +8 | Stellar revelation | +2 AC, resistance 10 | 4d4 | +1/+4 | 4d6 | +| 13th | +13 | +8 | +4 | +8 | Solarian’s onslaught | +2 AC, resistance 10 | 5d4 | +1/+4 | 5d6 | +| 14th | +14 | +9 | +4 | +9 | Stellar revelation | +2 AC, resistance 10 | 6d4 | +1/+4 | 6d6 | +| 15th | +15 | +9 | +5 | +9 | — | +2 AC, resistance 15 | 7d4 | +1/+5 | 7d6 | +| 16th | +16 | +10 | +5 | +10 | Stellar revelation | +2 AC, resistance 15 | 8d4 | +1/+5 | 8d6 | +| 17th | +17 | +10 | +5 | +10 | Zenith revelations | +2 AC, resistance 15 | 9d4 | +1/+5 | 9d6 | +| 18th | +18 | +11 | +6 | +11 | Stellar revelation | +2 AC, resistance 15 | 10d4 | +1/+5 | 10d6 | +| 19th | +19 | +11 | +6 | +11 | Sidereal influence (6 skills) | +2 AC, resistance 15 | 11d4 | +1/+5 | 11d6 | +| 20th | +20 | +12 | +6 | +12 | Stellar paragon, stellar revelation | +2 AC, resistance 20 | 12d4 | +1/+6 | 12d6 | + + + + +## SKILL ADEPT - 1ST LEVEL + +As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. + +## SOLAR MANIFESTATION (SU) - 1ST LEVEL + +At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. + +Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it. + +## LUNAR WEAPON + +**Source** _Starfinder Merchants of the Void pg. 53_ +You have studied the delicate and luminous light reflected from a moon or similar celestial body, allowing you to bring forth an exquisite weapon made for graceful combat. This manifestation functions similarly to solar weapon, except it deals 1d4 damage at 1st level. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Your lunar weapon also has the feint and operative special qualities (though it can’t be used to make trick attacks, if you have that class feature). Unlike other melee weapons with the operative special quality, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your lunar weapon, as opposed to half. If you’re a multiclass solarian, you add your full solarian level and half your levels in other classes to damage with your lunar weapon. + +## SOLAR ARMOR + +**Source** _Starfinder Core Rulebook pg. 101_ +You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. + +Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor or powered armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. + +Forming or dismissing solar armor is a move action. + +## SOLAR FLARE + +**Source** _Character Operations Manual pg. 84_ +You can condense your solar mote around one of your hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. The shape of normal ranged weapons—such as pistols, crossbows, and handcannons are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light are also possible. Your solar flare’s general design has no impact on its function, and it doesn’t give the weapon any weapon special properties. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. + +Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can’t be used to make trick attacks, if you have that class feature), and you’re automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. + +Unlike most small arms, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare. + +Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons (such as the flashing strikes class feature) function with your solar flare, even if they normally work only with melee attacks. Anything that specifically affects solar weapons (such as _solarian weapon crystals_) affects your solar flare in the same way, though it can’t gain any weapon special property, critical hit effect, or weapon fusion that can’t be applied to a small arm. + +Forming or dismissing a solar flare is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar flare is automatically dismissed if it ever leaves your hand. + +## SOLAR SHIELD + +**Source** _Character Operations Manual pg. 84_ +You can coalesce your solar mote around one of your hands, creating a deflecting shield of out of stellar energy. This shield appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. Normal defensive implements such as bucklers and kite shields are popular shapes for solar shields, but it is not unheard of for a solarian to bear a solar shield in the form of a shining orrery orbiting their arm, a set of rapidly spinning helicopter blades across their forearm, or stranger barriers. Your solar shield’s general design has no impact on its function, and it doesn’t give the shield any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. + +Your solar shield grants you a +1 shield bonus to AC (see Shields on page 124), and as a move action you can align the shield to grant you greater protection against one opponent you are observing (_Core Rulebook_ 260), which increases your shield bonus to AC to +2 against attacks from that opponent until the beginning of your next turn. At 5th level and again every 5 levels thereafter, the shield bonus when aligned against one target increases by an additional +1. + +You can make unarmed attacks with your solar shield; these attacks are not archaic, and you threaten squares within your reach while it is formed. You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the _solarian weapon crystal_, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage. + +Forming or dismissing a solar shield is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar shield is automatically dismissed if it ever leaves your hand. + +## SOLAR WEAPON + +**Source** _Starfinder Core Rulebook pg. 101_ +You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. + +Your solar weapon functions as a one-handed kinetic advanced melee weapon with an item level equal to your solarian level, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage. + +Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand. + +## STELLAR MODE (SU) - 1ST LEVEL + +The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations. + +When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below). + +At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned. + +At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations. + +When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you. + +## GRAVITON MODE + +When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have. + +## PHOTON MODE + +When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have. + +## UNATTUNED + +While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned. + +## STELLAR REVELATION - 1ST LEVEL + +As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103. + +Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat. + +### DISPROPORTIONATE REVELATIONS + +If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned. + +## SIDEREAL INFLUENCE (SU) - 3RD LEVEL + +You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. + +To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute. + +**Graviton Skills**: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex) +**Photon Skills**: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis) + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon. + +## FLASHING STRIKES (EX) - 7TH LEVEL + +Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty. + +## ZENITH REVELATIONS - 9TH LEVEL + +At 9th level and again at 17th level, you gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation. The list of zenith revelations begins on page 107. + +Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned. + +## SOLARIAN’S ONSLAUGHT (EX) - 13TH LEVEL + +When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks. + +## STELLAR PARAGON (SU) - 20TH LEVEL + +You are the spiritual kin of the stars themselves. As a move action, you can raise or lower light levels within 30 feet of yourself by one step. When you enter a stellar mode, you gain 2 attunement points of the corresponding type immediately and are considered attuned, and when you keep your current stellar mode at the start of your turn, you can gain 2 attunement points instead of 1, allowing you to become fully attuned after 2 rounds. + +In addition, you can spend 1 Resolve Point to gain enough attunement points to be fully attuned on the first round of combat (but not after using a zenith revelation), or spend 1 Resolve Point at the start of your turn in combat to exchange all of your attunement points in one stellar mode for an equal number of attunement points in the other mode. For example, you can switch from being fully attuned in graviton mode to being fully attuned in photon mode. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Solarian/Stellar Revelations.md b/Compendium/SF1E/Classes/Solarian/Stellar Revelations.md new file mode 100644 index 0000000..593e414 --- /dev/null +++ b/Compendium/SF1E/Classes/Solarian/Stellar Revelations.md @@ -0,0 +1,648 @@ +--- +aliases: +tags: [41:] +--- +# STELLAR REVELATIONS + +You learn your first stellar revelations (black hole and supernova) at 1st level, and learn an additional revelation at 2nd level and every 2 levels thereafter. Stellar revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked with a symbol that indicates whether it is a graviton revelation or a photon revelation; these symbols appear above. + + + + +**Photon Revelation** + + +**Graviton Revelation** + + + + +## 1ST LEVEL + +Every solarian gains Black Hole and Supernova at 1st level. Destructive Discharge and Energy Sink require the Electrical Attunement alternate class feature + +### BLACK HOLE (SU)) +**Source** _Starfinder Core Rulebook pg. 103_ + +When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them. + +### DESTRUCTIVE DISCHARGE (SU)) + +**Source** _Tech Revolution pg. 30_ +When you’re fully energy-attuned, as a standard action, you can deal 1d8 electricity damage plus 1d8 per solarian level to one creature within 30 feet of you (Fortitude half). Increase this revelation’s range by 5 feet for every 2 solarian levels you have. After you use this revelation, you immediately become unattuned. Destructive discharge functions as a zenith revelation for the purposes of abilities that reference them. + +### ENERGY SINK (SU)) + +**Source** _Tech Revolution pg. 30_ +When you’re fully resistance-attuned, as a standard action, you can cause all creatures within 10 feet of you to become fatigued for 1 minute, and any creature that’s already fatigued becomes nauseated for 1 round (Fortitude negates). Creatures affected by this ability must expend twice as many charges as normal when operating items powered by batteries. After you use this revelation, you immediately become unattuned. Energy sink functions as a zenith revelation for the purposes of abilities that reference them. + +### SUPERNOVA (SU)) + +**Source** _Starfinder Core Rulebook pg. 103_ +When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these stellar revelations. + +### AGILE WAVELENGTHS (SU)) + +**Source** _Character Operations Manual pg. 85_ +You have developed a technique to conduct maneuvers on the battlefield at range with your solar flare. You can attempt combat maneuvers as a ranged attack instead of a melee attack, with a range of 30 feet. Any weapon special properties your solar flare has that would affect certain combat maneuvers apply as normal. While attuned or fully attuned, you gain a +2 insight bonus to combat maneuvers attempted at range using this stellar revelation. You must have a solar flare to select this stellar revelation. + +### AWAKENED FLAMES (SU) + +**Source** _Galactic Magic pg. 30_ + As a standard action, you elevate the energy levels in the body of a target creature within 30 feet, causing it to combust if it moves. Until the end of your next turn, the first time the creature moves from its space, it gains the burning condition (Fortitude negates), dealing 1d6 fire damage per round. This damage increases by 1d6 at 6th level and every 4 levels thereafter. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against the creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, you can’t target it again with awakened flames for 24 hours. + +### BLADE IN THE NIGHT (SU)) + +**Source** _Character Operations Manual pg. 85_ +You have learned how to damage your foes not just with light, but also with the absence of light. As a move action, you can choose a creature within 30 feet of you. For 1 round, or until you leave graviton mode, you gain a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter. + +### CONSTRUCTIVE INTERFERENCE (SU)) + +**Source** _Starfinder Armory pg. 152_ + Forces humming within your solar armor make it more difficult for sound waves and electrical impulses to reach your body and harm you. You gain energy resistance 5 whenever your solar armor is active. You can choose either electricity resistance or sonic resistance when you activate the armor, and you can switch energy types as a move action. + +When you are attuned or fully attuned, you double the amount of resistance granted by this ability. + +### DARK MATTER (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ +As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level. + +### DARK MATTER SENSES (SU)) + +**Source** _Starfinder Serpents in the Cradle pg. 52_ +Your sensitivity to dark matter allows you to navigate in lightless conditions. You gain darkvision with a range of 60 feet. + +### DISTANT BURST (SU) + +**Source** _Character Operations Manual pg. 85_ + Your solar manifestation is an extension of yourself, and you have learned to center your power outward. Any stellar revelations (including zenith revelations) that have a radius and are centered on you can be centered anywhere within 20 feet of you. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of you. + +### DISTRACTING GLARE (SU) + +**Source** _Character Operations Manual pg. 85_ + Your shimmering power draws your enemies’ focus to the real threat: you. As a move action, you can focus your attention on a creature within 30 feet of you. The target must attempt a Fortitude save. If it fails, it takes a –2 penalty to attack rolls for attacks that don’t include you as a target for 1 round or until you leave photon mode. + +### FLARE (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ + As a move action, you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light each time you activate this revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save or be blinded for 1 round. Once you’ve targeted a creature with flare, you can’t target it with this revelation again for 10 minutes. Blind or sightless creatures are not affected by this use of this revelation. + +When you create a flash of light as a standard action and you are attuned or fully attuned, you can instead choose to make all enemies within range dazzled for 1 round (no save). + +### GRAVITATIONAL LOCK (SU)) + +**Source** _Tech Revolution pg. 30_ +You can bind an enemy to you through gravitational forces. As a move action, choose one creature adjacent to you. Whenever the target attempts to move to any space that isn’t adjacent to you before the beginning of your next turn, it must succeed at a Fortitude save or be unable to move into that space, losing the remainder of the distance it could’ve traveled with that action. Once the target is no longer adjacent to you, the effect ends. While you’re attuned or fully attuned, a target that fails its save also struggles to focus on anyone but you, treating enemies other than you as having concealment. Once a creature has been affected by this revelation, it becomes immune to your gravitational lock for 24 hours. + +### GRAVITIC REINFORCEMENT (SU)) + +**Source** _Character Operations Manual pg. 85_ +You can shore up your most frustrating weaknesses with balancing gravity. As a move action, you can gain a +1 enhancement bonus to your lowest saving throw for 1 minute, which persists even if you become unattuned, but not if you leave combat or a similar high-stress situation. If multiple saving throws are tied for lowest saving throw, choose one to benefit from this revelation. If you are in graviton mode while benefiting from this revelation, this bonus instead applies to all of your saving throws for as long as you are in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter. + +### GRAVITY ANCHOR (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ + As a move action, you can form a gravitational bond between yourself and either the surface you’re standing on or the objects you are holding. This grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. The bonus lasts for 1 round or until you leave graviton mode. You can have only one gravity anchor active at a time. + +When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack. + +### GRAVITY BOOST (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ + You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as _spider climb_, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position. + +When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles. + +### GRAVITY GRAPPLER (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ +You can shape gravity into translucent coils that you can anchor to objects. As a standard action, you can hurl this coil at a target, functioning in all ways like a grappler with titanium alloy cable line with a maximum range equal to 30 feet multiplied by your Charisma modifier (minimum 1). This cable line lasts for 1 minute or until you use this revelation again. While you are attuned or fully attuned, you gain Grappler Pull as a bonus feat. + +### GRAVITY HOLD (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ + This revelation allows you to move objects at a distance as per _psychokinetic hand_ (see page 370). + +When you are attuned or fully attuned, you can use the _psychokinetic hand_ ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can’t lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this revelation for 24 hours. + +### HEAVY LANDING (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ + You can redirect the energy of deadly falls into deadlier strikes. You reduce falling damage you take by an amount equal to your solarian level (minimum 0 damage). If you hit a creature using a melee attack within 1 round of reducing your falling damage in this way, your first such successful attack deals additional damage equal to the falling damage this revelation prevented. When you are fully graviton attuned, add your Charisma modifier to the maximum falling damage this revelation can prevent. + +### LIGHTSPEED TREAD (SU) + +**Source** _Galaxy Exploration Manual pg. 24_ + You can travel across great distances with incredible speed. You gain a +10-foot enhancement bonus to each of your speeds when calculating the distance you travel overland, and you grant this bonus to all allies within 50 feet of you. You also increase the full speed and speed in miles per hour of vehicles you pilot by 10%. +While you are attuned or fully attuned, each of your speeds gains a +10-foot enhancement bonus until the end of your next turn whenever you use a photon stellar revelation. + +### PERSONAL ORBIT (SU)) + +**Source** _Drift Crisis pg. 45_ + As a move action, you cause your body to act as a carefully controlled gravity well. Unattended objects of bulk L or less within 5 feet of you (as well as up to 3 items of bulk L or less stowed on your body) drift toward you and begin gently orbiting your body. The total bulk of objects orbiting you in this way can’t exceed half your solarian level, and the objects don’t provide you cover, concealment, or similar defensive advantages. You can retrieve any single item currently orbiting you as a swift action. Allies can pick up items orbiting you as if they were unattended, whereas other creatures must succeed at a Reflex save when attempting to grab one of the items. On a failed save, the action fails and is wasted. When you’re fully attuned, you can give one of your orbiting items to an adjacent creature as a swift action. +This effect lasts for a number of rounds equal to your Charisma modifier or until you leave graviton mode, whichever occurs first. As a move action, you can sustain the effect, resetting its duration to its maximum. When the effect ends, all orbiting objects immediately drop to the ground in your space. + +### PLASMA SHEATH (SU) + +**Source** _Starfinder Core Rulebook pg. 104_ + As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode. + +When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level. + +### RADIATION (SU) + +**Source** _Starfinder Core Rulebook pg. 104_ + As a standard action, you can emit an aura of low-level radiation. Creatures within 5 feet of you must succeed at a Fortitude save or be sickened. A sickened creature recovers as soon as it moves out of your aura, and a creature that succeeds at its saving throw is immune to your radiation for 24 hours. This is a poison effect (see page 415). The radiation lasts for 1 round or until you leave photon mode. + +When you are attuned or fully attuned, the size of your aura increases to 10 feet. + +### SOLAR BATTERY (SU) + +**Source** _Tech Revolution pg. 30_ + You can energize a battery with solar power, empowering a weapon but draining the battery in the process. As a move action, you supercharge one weapon you’re wielding or a weapon wielded by an ally within your melee reach. The weapon must have a battery, and that battery must have at least half its charges remaining. The next attack made with that weapon before the end of your next turn gains a bonus to its damage equal to your solarian level plus your Charisma modifier, but the attack expends the battery’s remaining charges. +If you’re attuned or fully attuned, you can cause half or all of the weapon’s damage to become fire damage instead of its normal damage type; this doesn’t change whether the attack targets EAC or KAC. If the attack already deals two types of damage, the wielder can replace one or both of them with fire damage. + +### STELLAR EQUILIBRIUM (SU) + +**Source** _Starfinder Armory pg. 152_ + You can draw energy from your connection to the cosmos to regulate your internal temperature and even your physiology. Also long as your solar armor is active, you can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves, and you do not need to eat or drink to survive. + +When you are attuned or fully attuned, you ignore the environmental effects of being in a vacuum and receive a +4 bonus to all saving throws against diseases and poisons. + +### STELLAR RUSH (SU)) + +**Source** _Starfinder Core Rulebook pg. 104_ + As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties (see page 248). +When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter. + +### ULTRAVIOLET PULSE (SU) + +**Source** _Character Operations Manual pg. 86_ + You can debilitate your opponents’ defenses with ultraviolet light. As a standard action, you can focus ultraviolet light on a creature you can see within 60 feet. That creature takes a –1 penalty to all saving throws for 1 round, or until you leave photon mode. If you are attuned or fully attuned, all creatures within 10 feet of the target take a –1 penalty to all saving throws for as long as the target is affected by this stellar revelation. If you would become unattuned from using a zenith revelation, the penalty remains until after the zenith revelation is resolved. + +### UNPREDICTABLE GRAVITY (SU)) + +**Source** _Galactic Magic pg. 30_ + As a standard action, you distort the kinesthesia of a target creature within 30 feet. Until the end of your next turn, the first time the creature moves from its space, it gains the flat-footed condition and treats the first square it enters as difficult terrain each time it uses a move action (Fortitude negates all of these effects). At the end of each of its turns, the target can attempt another Fortitude save, ending the revelation’s ongoing effects. If you’re attuned or fully attuned when you score a critical hit against a creature, you can attempt to use this revelation as a swift action against that creature rather than as a standard action until the end of your next turn. Once you’ve targeted a creature with this revelation, it becomes immune to your unpredictable gravity for 24 hours. + +### VISIONARY VIEW (SU) + +**Source** _Galaxy Exploration Manual pg. 24_ + You’re only in the dark when you decide to be. As a full action, you gain low-light vision and darkvision 60 feet, which last for 10 minutes. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode. At 10th level, the darkvision granted by this revelation also allows you to see in magical darkness as if it were normal darkness. + +## 6TH LEVEL + +You must be at least 6th level to choose these stellar revelations. + +### ASTROLOGIC SENSE (SU) + +**Source** _Starfinder Core Rulebook pg. 105_ + You can sense the movement of all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring good or bad results for you in the immediate future. This functions as augury (see page 340) with your effective caster level equal to your solarian level. You can spend 1 Resolve Point to use this revelation again on the same day, but you still can’t use it more than once per hour. + +When you are attuned or fully attuned, you can see 1 hour into the future (instead of half an hour as is normal for augury) when you use this revelation. + +### ATTACTIVE FORCE (SU)) + +**Source** _Starfinder Armory pg. 152_ + Your weapon exerts a pull that makes objects cling to it and can even stymie opponents with strands of force. As a move action, you can grant a weapon you wield, including your solar weapon, the disarm weapon special property. This benefit lasts for 1 round or until you leave graviton mode. + +When you are attuned or fully attuned, if you score a critical hit with the weapon, your target must succeed at a Reflex save or be entangled for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the entangling effect. + +### BACK BLAST (SU)) + +**Source** _Galactic Magic pg. 31_ + When you activate your supernova stellar revelation while in an area with an atmosphere, you can choose for the revelation to create intense turbulence in the affected area. Your supernova disperses fog, smoke, and similar effects as though it were strong wind. At the beginning of your next turn, the air implodes toward the area’s center, creating strong winds for 1 round and causing all creatures with the burning condition in the area to immediately take fire damage equal to the damage dealt by their burning condition (Reflex negates the additional damage). + +### BLAZING ORBIT (SU) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter. + +When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage; see page 273). + +### CORONA (SU)) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20. + +When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level. + +### CRUSH (SU)) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can’t target that creature with crush again for 24 hours. + +When you are attuned or fully attuned, you can spend 1 Resolve Point to also stun the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect. + +### CRUSHING FORCE (SU)) + +**Source** _Character Operations Manual pg. 86_ + Your weapons destroy the tools and energy your foes wield against you. As a move action, you can grant a weapon you wield, including your solar weapon, the sunder weapon special property. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your weapon gains the fatigue critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the fatigue effect. + +### CURVING FLARE (SU) + +**Source** _Character Operations Manual pg. 86_ + You have developed a technique to use your enemies’ gravity fields against them, creating a shining ricochet. When you make a ranged attack with your solar flare as a standard action and hit, you can use a move action to make a second ranged attack with your solar flare. This second attack is made at a –8 penalty (–6 if you’re attuned or fully attuned) and must be made against a different target than the first attack. You determine line of sight and the range of this attack starting from one corner of the space occupied by the target of the first attack. The second attack is treated as an attack in a full attack for the purposes of abilities that reduce the penalties for full attacks. You must have a solar flare to select this stellar revelation. + +### DEFY GRAVITY (SU)) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall. + +When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet. + +### DRAINING AGONY (SU)) + +**Source** _Character Operations Manual pg. 86_ + You can increase the suffering of those who would oppose you. As a reaction while you’re attuned or fully attuned, when a hostile creature within 30 feet of you takes damage from any source, you can add your solarian level to the total damage the creature takes. Once you use this revelation, you can’t use it again until the next time you rest for 10 minutes to regain Stamina Points. + +### GAMMA DISTORTION (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ + As a full action, you create a 5-, 10-, or 15-foot-radius aura that lasts 10 minutes and deflects incoming radiation. Creatures in the aura treat any radiation to which they’re exposed as being one step less severe (e.g. high radiation levels are treated as medium radiation levels). + +### GLOW OF LIFE (SU)) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. + +When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level. + +### GRAVITY PULSE (SU)) + +**Source** _Character Operations Manual pg. 86_ + Your solar flare has an intrinsic connection to gravitational forces. As a move action, you can grant your solar flare the gravitation (10 ft.) weapon special property. This benefit lasts for 1 round or until you leave graviton mode, whichever comes first. When you are attuned or fully attuned, this gravitation property instead has a value of 20 feet. You must have a solar flare to select this stellar revelation. + +### GRAVITY SURGE (SU)) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat. + +When you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you. + +### HUNTER’S GLOOM (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ + As a full action, you can warp light around you, creating an area of visual distortion in your space for 10 minutes or until your leave your space. This grants you concealment and a +2 circumstance bonus to Stealth checks, and the bonus increases to +4 when you attempt Stealth checks to snipe. +If you begin combat while concealed by this ability and while using your sidereal influence ability to augment graviton skills, your sidereal influence doesn’t automatically end; it instead ends during combat only once your hunter’s gloom effect ends. + +### HYPNOTIC GLOW (SU) + +**Source** _Starfinder Core Rulebook pg. 105_ + As a standard action, you can convince one living creature that you are to be trusted. This functions as _charm person_ (see page 342), but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can’t use this revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it. At 9th level, hypnotic glow functions as _charm monster_ (see page 342). + +When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the _command_ spell (no save; see page 343). + +### IMPLOSION SHOCK (SU)) + +**Source** _Galactic Magic pg. 31_ + At the beginning of your next turn after using black hole, as long as you’re in the revelation’s affected area, you can unleash a devastating shockwave that affects all creatures within 5 feet of you. Creatures in the shockwave take 1d8 force damage and are flat-footed until the beginning of your next turn (Fortitude negates). The damage increases by 1d8 at 8th level and every 2 levels thereafter. + +### LUMINESCENT INQUISITION (SU) + +**Source** _Character Operations Manual pg. 86_ + Your light shines upon your enemies and reveals the truth. As a move action, you can grant a weapon you wield, including your solar weapon or unarmed attacks, the aurora weapon special property. This benefit lasts for 1 round or until you leave photon mode, whichever comes first. When you are attuned or fully attuned, your weapon also gains the demoralize critical hit effect in addition to its normal critical hit effect. + +### PHOTON CIRCUITS (SU) + +**Source** _Tech Revolution pg. 31_ + By creating a complex web of energy inside a computer, you can override its programming. You can use Mysticism to perform the following tasks normally performed with the Computers skill: access unsecured system, detect fake shell, disable or manipulate module, gain root access, and hack system. + +### PLANAR PENUMBRA (SU)) + +**Source** _Drift Crisis pg. 45_ + You channel extraplanar energies that emulate a black hole’s crushing, draining power. As a move action, you cause a weapon you wield to deal cold damage instead of its usual damage type. (This doesn’t change whether the weapon targets EAC or KAC). The weapon ignores the cold resistance of chaotic outsiders and good outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until you leave graviton mode. You can’t use this stellar revelation to enhance a weapon that has the anarchic or holy fusion. +When you’re attuned or fully attuned, your weapon also gains your choice of the axiomatic or unholy fusion for the duration of the effect. This temporary fusion ignores item level requirements and doesn’t count toward the maximum level of fusions the weapon can have at once. + +### PLANAR RADIANCE (SU)) + +**Source** _Drift Crisis pg. 45_ + You have learned to channel extraplanar energies that emulate a star’s roiling warmth and symbolic benevolence. As a move action, you cause a weapon you wield to deal fire damage instead of its usual damage type. (This doesn’t change whether the weapon targets EAC or KAC). The weapon ignores the fire resistance of evil outsiders and lawful outsiders, and it deals an additional 1d6 damage against such creatures. This effect lasts for 1 round or until you leave photon mode. You can’t use this stellar revelation to enhance a weapon that has the axiomatic or unholy fusion. +When you’re attuned or fully attuned, your weapon also gains your choice of the anarchic or holy fusion for the duration of the effect. This temporary fusion ignores item level requirements and doesn’t count toward the maximum level of fusions the weapon can have at once. + +### REFLECTION (SU)) + +**Source** _Starfinder Core Rulebook pg. 106_ + You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn, or if you were fighting defensively and spend 1 Resolve Point, as a reaction you can redirect a ranged attack that misses you. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If your attack hits, the new target is damaged as if it had been the intended target of the original ranged attack. + +When you are attuned or fully attuned, you don’t take a –4 penalty to your redirected attack roll. + +### SHINING SURVIVAL (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ + As a full action, you create a mobile shelter that surrounds you in a 5-foot aura, protecting you within a faint, star-studded bubble of energy. While in the shelter, creatures double the bonus to Fortitude saving throws to resist severe weather granted by the Survival skill, and they gain a +4 circumstance bonus to Survival checks to avoid becoming lost. The shelter does not impede creatures’ movement or attacks. The shelter lasts for 8 hours or until you either are no longer benefiting from sidereal influence for photon skills or move more than 60 feet in one round. + +### SUBDUING BEAMS (SU) + +**Source** _Starfinder Armory pg. 152_ + While the sun can sear and burn, it also represents a gentler force of growth and redemption. As a move action, you can grant a weapon you wield, including your solar weapon, the nonlethal weapon special property by sheathing it in a field of cushioning energy. This lasts for 1 round or until you leave photon mode. + +When you are attuned or fully attuned, your weapon gains the staggered critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the staggered effect. + +### VITAL REINFORCEMENT (SU) + +**Source** _Character Operations Manual pg. 86_ + You have learned how to use photonic power to bolster your allies in the face of danger. As a reaction while you’re attuned or fully attuned, when an ally other than yourself within 30 feet of you takes damage, you can reduce the damage taken by your solarian level (minimum 0 damage). Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. + +### WARP PERCEPTION (SU)) + +**Source** _Galaxy Exploration Manual pg. 24_ + You bend light and minds alike to see what you want them to see. When you finish meditating to activate your sidereal influence for graviton skills, you can simultaneously attempt a Disguise check to change your appearance without using an action. Reduce the check’s DC modifier based on the features modified by an amount equal to half your level (to a minimum of +0). The disguise lasts for up to 12 hours. However, this effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with graviton skills nor have at least 1 attunement point in graviton mode. +You must have selected Disguise as a one of your sidereal influence skills to choose this revelation. + +### WEAPON ORBIT (SU)) + +**Source** _Tech Revolution pg. 31_ + As a standard action, make a ranged attack with a melee weapon you’re wielding against a target within 30 feet. If you hit, you add your Charisma modifier to the weapon’s damage instead of adding your Strength modifier. At the end of your turn, the weapon returns to your hand unless you don’t have a free hand, in which case the weapon lands in your square. If attuned or fully attuned, you can use this ability to perform a full attack with the melee weapon at range, but each attack must be made against a different target within range. These attacks can benefit from the flashing strikes class feature as though they were melee attacks. + +## 10TH LEVEL + +You must be at least 10th level to choose these stellar revelations. + +### BURN ENCHANTMENT (SU) + +**Source** _Starfinder Armory pg. 152_ + Your attacks’ cosmic energy shreds the magical forces wielded by spellcasters. As a move action, you sheathe your body in protective energy that attunes to spellcasters you strike. If the next successful melee attack you make before the beginning of your next turn hits a creature capable of casting spells or using spell-like abilities, you gain a +2 enhancement bonus to saving throws against that reature’s spells and spell-like abilities for 1 round. + +When you are attuned or fully attuned, your weapon gains the dispelling critical effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted _dispel magic_, per the spell, using your solarian level as the caster level. + +### DEBRIS FIELD (SU) + +**Source** _Starfinder Armory pg. 152_ + As a standard action, you can cause a cloud of debris, microscopic particles, and small items to orbit you, trapped in your personal gravitational field. This grants you concealment against ranged attacks. This ability functions for 1 round or until you leave graviton mode. + +When you are attuned or fully attuned, the cloud of debris and microscopic particles thickens, increasing the miss chance from your concealment to 50% on ranged attacks (though you are not considered to have total concealment). + +### FORCEFUL SHIELD (SU) + +**Source** _Character Operations Manual pg. 86_ + Your solar shield, when imbued with photonic energy, can be used for offense as well as defense. As a full action while holding your solar shield, you can make one melee attack with it, dealing damage as if it were a solar weapon (using your solarian level). You can also use it to make an attack of opportunity if a foe provokes one from you before the beginning of your next turn after you used your solar shield in this way. While attuned or fully attuned, you can align your solar shield against the target of your attack as part of the same full action. If you have a _solarian weapon crystal_ inserted in your solar shield, you apply its benefits to these melee attacks. You must have a solar shield to select this revelation. + +### GLOWING INFLUENCE (SU) + +**Source** _Galaxy Exploration Manual pg. 25_ + Your influence over light and heat is more adept than most. When you are using sidereal influence with photon skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the photon skill list that you can modify using your sidereal influence ability. + +### GRAVITY WELL (SU)) + +**Source** _Character Operations Manual pg. 86_ + You have learned how to use your solar manifestation to disrupt the gravitational fields around your enemies. As a full action while attuned or fully attuned, you can make an attack with your solar flare, solar shield, or solar weapon against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the area within a 10-foot radius of your target (including the air) becomes difficult terrain for a number of rounds equal to half your solarian level. + +### GROUNDING SINK (SU)) + +**Source** _Tech Revolution pg. 31_ + When you use the energy sink stellar revelation, you draw strength from those around you. If at least one creature fails the Fortitude save against your energy sink, you gain a number of temporary Hit Points equal to your solarian level that last for 1 minute. Upon gaining these temporary Hit Points, if you have the fatigued condition, you remove that condition. If you have the exhausted condition, you become fatigued instead. You must have the energy sink stellar revelation to select this revelation. + +### PARALYZING STORM (SU) + +**Source** _Tech Revolution pg. 31_ + Your electrical discharges overwhelm your target’s motor functions. If the target of your destructive discharge stellar revelation fails its saving throw against the effect, the revelation also has one of the following effects: the target is knocked prone, the target gains the flat-footed condition for 1 round, or the target must succeed at a second Fortitude save or be stunned for 1 round. You must have the destructive discharge stellar revelation to select this revelation. + +### SOLAR INFERNO (SU) + +**Source** _Character Operations Manual pg. 86_ + You have learned how to create a burst of cosmic energy at the point of your solar manifestation’s impact. As a full action while attuned or fully attuned, you can make an attack with your solar flare, solar shield, or solar weapon against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the target and each creature within 10 feet of it except you must attempt a Reflex save. A creature that fails its save gains the burning condition. This burning condition deals 2d6 damage (increasing by 1d6 at 14th level and again at 18th level). + +### SOUL FURNACE (SU) + +**Source** _Starfinder Core Rulebook pg. 106_ + You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. + +When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened. + +### STALWART SHIELD (SU)) + +**Source** _Character Operations Manual pg. 87_ + Your solar shield can imitate the cosmic properties of solar armor, especially when you are properly attuned. As a move action while holding your solar shield, you can gain resistance 5 to cold and fire, which increases by another 5 at 20th level. This resistance lasts for 1 round or until you leave graviton mode, whichever comes first. While attuned or fully attuned, if you use a move action to align your solar shield against a specific target, you increase this resistance by 5 against the abilities and attacks of that target. If you have any items that would specifically benefit solar armor, they apply their benefits to your solar shield while this revelation is active. You must have a solar shield to select this revelation. + +### STEALTH WARP (SU)) + +**Source** _Starfinder Core Rulebook pg. 106_ + You can bend light, sound, and even vibrations around your body, making you harder to notice. As a move action, you can grant yourself a +4 bonus to Stealth checks. This lasts for 1 round or until you leave graviton mode. + +When you are attuned or fully attuned, you can use this revelation to reduce your sensory output so much that you can attempt a Stealth check even when you’re directly observed and lack cover or a distraction. You are not invisible, simply difficult to see clearly, and if a creature was observing you prior to your Stealth check, it remains aware of your location until you successfully reach cover or concealment. Your stealth warp ends if you make an attack or cause another creature to attempt a saving throw, or at the beginning of your next turn unless you immediately take another move action to use this revelation. + +### VIVACIOUS NIMBUS (SU) + +**Source** _Drift Crisis pg. 45_ + As a standard action while shedding normal or bright light with your flare revelation, you can infuse the light with the Positive Energy Plane’s life-giving influence, granting creatures in the illuminated area the effects of the death ward spell. This additional effect lasts for 1 round or until you leave photon mode, whichever happens first, though you can maintain this effect as a standard action each round (or as a move action if you’re fully attuned). When you blind an undead creature with your flare revelation flash of brilliant light, the target also takes force damage equal to your solarian level. +You must have the flare revelation to select this revelation. + +### WEIGHTY INFLUENCE (SU)) + +**Source** _Galaxy Exploration Manual pg. 25_ + Your influence over gravity and attraction is more adept than most. When you are using sidereal influence with graviton skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the graviton skill list that you can modify using your sidereal influence ability. + +## 14TH LEVEL + +You must be at least 14th level to choose these stellar revelations. + +### BINARY SHIELD SYSTEM (SU)) + +**Source** _Character Operations Manual pg. 87_ + Your bond with your solar shield is strong enough that you can split your focus against multiple foes. When you are fully attuned and use a move action to align your solar shield against a specific target, you can choose a second creature to align your shield against, gaining the full benefits of aligning your shield against both of them. Both creatures must be within 30 feet of each other when you align your solar shield against them. You must have a solar shield to select this revelation. + +### CELESTIAL AEGIS (SU) + +**Source** _Drift Crisis pg. 45_ + As a move action, you channel the Positive Energy Plane’s power directly into your solar armor or solar shield, helping you capture and redirect your escaping life energy to bolster your body. As a reaction when you take damage that causes you to lose at least 2 Hit Points, you gain temporary Hit Points equal to half the number of Hit Points you lost from the attack or effect. These temporary Hit Points last 3 rounds. +If you’re attuned or fully attuned, you also gain spell resistance equal to 11 + your solarian level against necromancy spells, and against spells with the cold, darkness, or death descriptors. + +### GALLANT REBUTTAL (SU) + +**Source** _Character Operations Manual pg. 87_ + Your solar shield aligns with your cosmic potency to such an extent that you can retaliate with a starry burst against those who seek to harm you. As a reaction when you are attuned or fully attuned and take damage from a creature your solar shield is aligned against, you can cause that creature to take fire damage equal to your Charisma bonus. You must have a solar shield to select this revelation. + +### GRAVITY SHIELD (SU) + +**Source** _Starfinder Core Rulebook pg. 106_ + As a move action, you can create a minor shield of compressed gravity waves, granting you a +1 circumstance bonus to your AC. The shield lasts for 1 round or until you leave graviton mode. + +When you are attuned or fully attuned, as a move action, you can create a disk of massive gravitational energies that is capable of deflecting incoming attacks. Choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from the side you’re on. If you move, you can reposition your shield as part of your move action, moving it to a different edge of your space. You must use one of your hands to direct and maintain an active gravity shield. You cannot use this version of the gravity shield at the same time you use this revelation to gain a circumstance bonus to your AC. This gravity shield also lasts 1 round or until you leave graviton mode. + +### IMPOSSIBLE GRAVITY (SU)) + +**Source** _Galaxy Exploration Manual pg. 25_ + When you are attuned, you increase the maximum creature size that you can immobilize, lift, or move with the _psychokinetic hand_ ability of your gravity hold revelation to Large creatures. When you are fully attuned, the revelation can also affect Huge creatures. +When used to move or manipulate objects, the range of your psychokinetic hand ability increases to 100 feet. The maximum weight of the affected object increases to 10 pounds or 1 bulk per solarian level you have. While you are attuned, the maximum weight you can affect doubles. While you are fully attuned, the maximum weight instead quintuples, and you can move the object up to 30 feet as a move action. You must have the gravity hold revelation to choose this revelation. + +### ORBITAL AWARENESS (SU) + +**Source** _Galaxy Exploration Manual pg. 25_ + The stars themselves serve as your eyes, though you can project your senses even in their absence. As a full action, choose a 5-foot square that is within 30 feet and to which you have line of sight. For up to 10 minutes while you are within 30 feet of that square, you can perceive as though you were in the selected space. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode. +While you are outside, the effect’s range increases to 300 feet so long as you and the selected square both have a clear view of the sky or space. Under these circumstances, you can’t be flanked while this ability is active, and you can perceive from the selected square as though you had darkvision with a range of 120 feet. + +### PARTICLE FIELD (SU) + +**Source** _Starfinder Armory pg. 153_ + As a move action, you surround yourself with a swirling sheath of charged particles that absorb some damage from attacks made against you. This constantly renewing field of particles acts as a force field that grants 25 temporary Hit Points and has fast healing 4. This lasts for 1 round or until you leave photon mode. This force field does not function if you also have a force field from an armor upgrade, mechanic’s energy shield, or another similar effect. + +When you are attuned or fully attuned, the fast healing of your particle field increases to 6. + +### SOLAR FORTIFICATION (SU)) + +**Source** _Starfinder Armory pg. 153_ + Gravitational anomalies ripple through your solar armor, providing unexpected protection against devastating hits. As long as your solar armor is active, you gain a 20% chance that a critical hit against you is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll this percentage chance before the critical hit damage is rolled. You must have solar armor to select this revelation. + +When you are attuned or fully attuned, the chance that a critical hit against you is treated as a normal attack increases to 40%. + +### SUNBOLT (SU) + +**Source** _Starfinder Core Rulebook pg. 106_ + As a standard action, you can fire a bolt of concentrated solar energy at one target within long range (400 feet + 40 feet per solarian level you have) as a ranged attack targeting the foe’s EAC. If you hit, you deal 9d6 fire damage. If you have a solarian crystal (see Solarian Weapon Crystals on page 170) that changes the type of damage dealt by a solar weapon, you can use it to change the type of damage you deal with your sunbolt. Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. + +When you are attuned or fully attuned, you gain a +2 bonus to your ranged attack roll to use this revelation. + +### TENEBROUS BULWARK (SU)) + +**Source** _Drift Crisis pg. 45_ + As a move action, you channel the Negative Energy Plane’s power directly into your solar flare or solar weapon, helping you capture and convert your escaping life energy into deadly force. As a reaction when you take damage that causes you to lose at least 2 Hit Points, the next successful attack you make with your solar flare or solar weapon before the end of your next turn deals additional cold damage equal to half the number of Hit Points you lost. Undead creatures are immune to this additional cold damage. +If you’re attuned or fully attuned, whenever you use this revelation’s reaction to add cold damage to your next attack, your solar flare or solar weapon also gains the penetrating weapon special property until the end of your next turn. + +## 16TH LEVEL + +You must be at least 16th level to choose these stellar revelations. + +### ADAPTIVE GRAVITON (SU)) + +**Source** _Galaxy Exploration Manual pg. 25_ + Choose three graviton revelations that you don’t have. When you become fully graviton attuned, you gain one of these revelations of your choice until you are no longer fully graviton attuned. Temporarily gaining this revelation doesn’t count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations. + +### ADAPTIVE PHOTON (SU) + +**Source** _Galaxy Exploration Manual pg. 25_ + Choose three photon revelations that you don’t have. When you become fully photon attuned, you gain one of these revelations of your choice until you are no longer fully photon attuned. Temporarily gaining this revelation doesn’t count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations. + +### SUPERLATIVE CONSTELLATION (SU) + +**Source** _Character Operations Manual pg. 87_ + Your mastery of photonic energy has developed to such an extent that it flows from you in elegant, rapid patterns. Any photon revelation you have that can be used only once before taking a 10-minute rest to regain Stamina Points can now be used up to three times before taking such a rest. + +### SUPERLATIVE NEBULA (SU)) + +**Source** _Character Operations Manual pg. 87_ + Your mastery of gravity gives you the ability to flow through combat with ease. Whenever you use a graviton revelation as a move action or standard action, you can take a guarded step as part of the same action. Additionally, when you take Hit Point damage, as a reaction you can use any graviton revelation you have that can be used as a move action. Once you have used a graviton revelation as a reaction with this ability, you can’t do so again until you take a 10-minute rest to regain Stamina. + +### ULTIMATE GRAVITON (SU)) + +**Source** _Starfinder Core Rulebook pg. 106_ + As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith revelation) you have with a range doubles. Any graviton revelation (but not zenith revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity revelations you have. + +**Defy Gravity**: Your fly speed increases by 20 feet. +**Gravity Anchor**: As a move action, you can gain both types of gravity anchor simultaneously. +**Gravity Boost**: Your bonus applies to all Acrobatics checks, and you take no damage from any fall. +**Reflection**: If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can’t make further redirect attempts until you use this revelation again. + +The Following were added in Galactic Magic. +**Crushing Force:** Sunder combat maneuvers you perform with the affected weapon gain a +2 bonus to their attack roll. +**Draining Agony:** Until the end of your next turn, the creature damaged by this revelation takes additional damage from your attacks equal to your Charisma modifier. +**Gravity Pulse:** Increase the distance this revelation’s gravitation effect can move a target by 5 feet. +**Gravity Well:** The area of difficult terrain created by this revelation increases to 15 feet for 1 round, after which it’s reduced to 10 feet for the remainder of the effect. +**Implosion Shock:** You gain a +1 bonus to your AC until the beginning of your next turn. +**Stalwart Shield:** Adjacent allies also gain the resistance to cold and fire provided by this revelation. + +### ULTIMATE PHOTON (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith revelation) you have with a radius expands by 10 feet. Any photon revelation (but not zenith revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have. + +**Astrologic Sense**: You can see twice as far into the future as normal. +**Glow of Life**: You can use this revelation as a swift action, rather than a move action. +**Hypnotic Glow**: The charm’s duration doubles. +**Stellar Rush**: You gain a +2 bonus to your EAC until the beginning of your next turn. + +The following were added in Galactic Magic. +**Awakened Flames\*:** When rolling damage for this revelation’s burning condition, you treat any damage die with a result of 1 as though it were a 6. +**Back Blast:** Creatures that fail their Reflex save against this revelation are also buffeted by the winds, becoming flatfooted until the end of your next turn. +**Curving Flare:** The second ranged attack made with this revelation is made at only a –6 penalty (or –4 if you’re attuned or fully attuned). +**Distant Burst:** The revelation’s range increases to 30 feet, or 60 feet when you’re attuned or fully attuned. +**Forceful Shield:** Once per minute as part of this revelation’s full action, you can take a guarded step toward the target of your solar shield attack. +**Solar Inferno:** Increase the damage dealt by this revelation’s burning condition by an amount equal to your Charisma modifier. +**Vital Reinforcement:** The first time the affected ally regains Hit Points or Stamina Points before the end of your next turn after using this revelation, increase either the Hit Points or Stamina Points regained by half your solarian level. + +## ZENITH REVELATIONS + +You can choose these stellar revelations only when you gain the zenith revelations class feature. + +### CONSTELLATION BLAST (SU) + +**Source** _Character Operations Manual pg. 87_ + When you’re fully photon-attuned, as a standard action, you can create a momentary chain of bursting energy that burns through the terrain. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. You deal 5d6 fire damage, plus 1d6 for every 2 solarian levels you have beyond 9th, to each creature in each radius. An affected creature can attempt a Reflex save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability. + +### FEAR HORIZON (SU)) + +**Source** _Tech Revolution pg. 31_ + When you’re fully graviton-attuned, you can leverage cosmic gravity as a standard action to drain enemies’ hope. All enemies in a 30-foot emanation with a CR equal to or less than your level become frightened for 1 minute (Will negates). At the end of each of its turns, an affected creature can attempt a new saving throw to end the effect prematurely. This is a mind-affecting fear effect. + +### GRAVITIC CALLING (SU)) + +**Source** _Character Operations Manual pg. 87_ + When you’re fully graviton-attuned, you can call creatures of intense gravity to fight for you as a standard action. This functions as _summon creature_ with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be shadow creatures. Creatures you summon with this ability gain the Coordinated Shot feat. + +### MINIATURE STAR (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you’re larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares). + +Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star. + +### NEBULA STORM (SU)) + +**Source** _Character Operations Manual pg. 87_ + When you’re fully graviton-attuned, as a standard action, you can create areas of cosmic energy that make it difficult to maneuver. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. These areas become difficult terrain for a number of rounds equal to your solarian level, and any creature that starts their turn within this difficult terrain takes 3d6 bludgeoning damage, plus 1d6 for every 3 solarian levels you have beyond 9th. An affected creature can attempt a Fortitude save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability. + +### PARTICLE WAVE (SU) + +**Source** _Starfinder Armory pg. 153_ + When you’re fully photon-attuned, you can dissolve into a Large cloud composed of thousands of flaming pinpoints of brilliance as a standard action. While in this form, you gain a swarm attack that deals 4d6 fire damage, swarm defenses, swarm immunities (_Starfinder Alien Archive_ 157), and a fly speed equal to your land speed. You lose all normal modes of attack and movement, all abilities that depend on your physical form, and any bonus to your KAC and EAC granted by your armor. You can maintain this form for a number of rounds equal to your solarian level. Returning to your normal form before the duration expires requires a standard action. The damage of your swarm attack increases by 1d6 for every 3 solarian levels you have beyond 7th. At 17th level, targets damaged by your swarm attack must succeed at a Reflex saving throw or be blinded for 1 round. + +### PULSAR SPIN (SU) + +**Source** _Starfinder Serpents in the Cradle pg. 52_ + You can imitate the glory of a spinning pulsar. When you are fully photon-attuned, you can make a sudden spin as a standard action, emitting high-energy particles in a 120-foot line centered on you and extending 60 feet in either direction. Creatures in the affected squares other than you are exposed to low radiation. When you reach 6th level, creatures within your pulsar spin are exposed to medium radiation instead; at 12th level, they’re exposed to high radiation, and at 20th level, they’re exposed to extreme radiation. +In addition, when you use this power, any creature within 10 feet of you must succeed at a Fortitude save or be rendered off-target and flat-footed for 1 round by the tumultuous magnetic waves. + +### QUANTUM ENTRAPMENT (SU)) + +**Source** _Starfinder Armory pg. 153_ + When you’re fully graviton-attuned, you can pull a creature outside the normal confines of space and time. To use this ability, you must succeed at a melee attack against the target’s EAC. If you hit the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, you can spend 1 Resolve Point as a reaction when you hit a creature with this ability to increase its duration to a number of rounds equal to half your solarian level. + +### RAY OF LIGHT (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully photon-attuned, as a move action, you can transform yourself into a ray of light and move at light speed to any space you can see within long range. Any barrier that would block, reflect, or scatter light prevents you from moving through it. No creature can use a reaction to interfere with your movement or make attacks of opportunity against you unless it’s capable of reacting faster than the speed of light. At 17th level, you can touch one willing or unconscious creature to convert it to light and bring it with you as part of the same action. + +### SOLAR ACCELERATION (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by _haste_ (see page 358) for 1 minute after you use this revelation. At 17th level, the extra speed from the _haste_ effect increases to 60 feet (to a maximum of three times the creature’s normal speed). + +### SOLAR INCURSION (SU) + +**Source** _Character Operations Manual pg. 87_ + When you’re fully photon-attuned, you can invite creatures of fiery power to fight for you as a standard action. This functions as _summon creature_ with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be fire creatures. The natural attacks of creatures you summon with this ability have the _limning_ weapon fusion. + +### STARQUAKE (SU)) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this revelation. + +### STELLAR REBIRTH (SU) + +**Source** _Tech Revolution pg. 31_ + As a standard action when you’re fully photon-attuned, you can heal a creature you touch that has been dead for no more than 2 rounds. The creature is restored to life with 1 Hit Point and has 1 negative level for 24 hours. This ability has no effect on creatures slain by death effects, creatures turned into undead, or creatures whose bodies were significantly mutilated. + +### TIME DILATION (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren’t. Each target must succeed at a Fortitude save or by affected by _slow_ (see page 377) for a number of rounds equal to your solarian level. At 17th level, even targets that succeed at their saving throws are affected by slow for 1 round. + +### WORMHOLES (SU) + +**Source** _Starfinder Core Rulebook pg. 107_ + When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit. diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Ambusher.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Ambusher.md new file mode 100644 index 0000000..c95e0f8 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Ambusher.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# AMBUSHER +**Source** _Character Operations Manual pg. 19_ +The ambusher fighting style focuses on stealth, tactical positioning, and superior reflexes to gain an edge. You must have Stealth as a class skill to select this fighting style. + +## VIGILANCE (EX) - 1ST LEVEL + +You watch for danger and respond swiftly. You gain Improved Initiative as a bonus feat. Whenever you act before an enemy during the first round of combat, you gain a +1 insight bonus to weapon attack rolls against that enemy until the beginning of your next turn. + +## CHEAP SHOT (EX) - 5TH LEVEL + +When you are hidden from a target or when you have improved or total cover against a target, as a full action you can make one ranged attack against that target that deals additional damage equal to half your Dexterity bonus. + +## DEADLY REFLEXES (EX) - 9TH LEVEL + +When an enemy attacks you before you have taken any actions in combat, you can use your quick reflexes to retaliate. As a reaction, you can spend 1 Resolve Point to make one attack with a ranged weapon you are wielding immediately after the enemy’s attack. + +## EXPLOIT COVER (EX) - 13TH LEVEL + +When you attempt a Stealth check to hide from an enemy that can see you, you gain a +4 insight bonus to the check if you can move into improved or total cover. In addition, whenever you attempt a Stealth check to hide while sniping, the penalty to your Stealth check is only –10. + +## AMBUSHER’S EDGE (EX) - 17TH LEVEL + +As a full action, you can make one attack that, in addition to dealing its normal damage and effects, causes the target to gain the off-target condition until the end of its next turn. You can also use this ability as a standard action against any creature that is flat-footed. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Arcane Assailant.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Arcane Assailant.md new file mode 100644 index 0000000..6bee107 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Arcane Assailant.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# ARCANE ASSAILANT +**Source** _Starfinder Core Rulebook pg. 112_ +The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the Gap. This allows you to use magic runes to augment your weapons and call on legendary powers, giving you access to arcane options even when you don’t have a magic weapon in your possession. + +## RUNE OF THE ELDRITCH KNIGHT (SU) - 1ST LEVEL + +You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the Hit Points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher. + +## SECRET OF THE MAGI (SU) - 5TH LEVEL + +When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: flaming, frost, ghost killer, merciful, or shock. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191. + +## POWER OF LEGEND (SU) - 9TH LEVEL + +You can call on the link between you and the legendary heroes who wielded powerful magic weapons eons ago to overcome adversity. As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, you can spend 1 Resolve Point to end one of the following conditions affecting you: bleeding, burning, confused, exhausted, fatigued, flat-footed, off-target, shaken, or sickened. Alternatively, you can spend 1 Resolve Point to change the cowering condition to the frightened condition or change the frightened condition to the shaken condition. In this case, the new condition lasts for the same duration the original condition would have and can’t be further affected by this ability. + +## SECRET OF THE ARCHMAGI (SU) - 13TH LEVEL + +You can imbue two weapons with the rune of the eldritch knight. If you attempt to imbue a third weapon, the weapon infused first loses its rune and all benefits. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions (see page 191) of your choice: _bane_, _corrosive_, _ethereal_, _flaming_, _frost_, _holy_, _merciful_, _shock_, _thundering_, or _unholy_. You can grant no more than 10 total levels’ worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose. + +## ARCANE ATTACK (SU) - 17TH LEVEL + +As a standard action, you can spend 1 Resolve Point to use a weapon imbued with the rune of the eldritch knight to make an attack that strikes true. This attack ignores all cover and concealment, including total concealment (though you must at least be aware of a creature’s presence to target it with this attack). If the attack is a ranged attack, the target must be within the first range increment. The attack only affects your selected target, even if it normally affects an area or multiple targets. You still must make a normal attack roll, and if your attack misses, it has no effect. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Archer.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Archer.md new file mode 100644 index 0000000..3ad743c --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Archer.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# ARCHER +**Source** _Galactic Magic pg. 32_ +Choosing a bow over a laser rifle is often an defiant act performed to prove that obstacles can be overcome with the ancient weapon. + +## SNAPSHOT (EX) - 1ST LEVEL + +You gain proficiency with analog bow-like special weapons, including bows and apocalypse bows (referred to hereafter as bows). You can draw a bow or arrow as a swift action, or as part of the action used to make an attack or full attack. At 3rd level, you gain weapon specialization in bows as if your class granted proficiency. + +## CLOSE-COMBAT ARROWS (EX) - 5TH LEVEL + +You gain a +4 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack with a bow. You can wield an arrow as though it were a dueling sword (Core Rulebook 187) with the analog property and an item level equal to or lower than your soldier level. These attacks deal piercing damage rather than slashing damage. + +## PINPOINT TARGETING (EX) - 9TH LEVEL + +As a standard action, you can make a single attack with a bow, increasing your bonus to damage from Weapon Specialization for the attack to 1-1/2 × your soldier level. The attack ignores an amount of the target’s damage reduction or hardness (if any) by an amount equal to your key ability modifier. + +## FISTFUL OF ARROWS (EX) - 13TH LEVEL + +As a full action, you can draw, nock, and fire copious arrows in one motion, making an attack as though your bow had the automatic or line weapon special property. This attack expends ammunition as if you made 10 attacks; if you can’t expend that ammunition, you can’t use this ability. + +## SAVING SHOT (EX) - 17TH LEVEL + +As a reaction when a ranged attack is made against you or a target you can see within 30 feet of you, you can spend 1 Resolve Point to fire an arrow that might deflect the incoming projectile. Make a ranged attack with your bow and compare the result to the triggering attack’s result. If your roll is greater than the triggering attack’s result by 4 or less, the attacker rerolls the attack and uses the new result. If your attack roll exceeds the triggering attack’s result by 5 or more, the triggering attack misses. If the triggering attack was made with a grenade and would miss, you can choose a new target for the grenade that is within 20 feet of its original target. This ability can’t deflect unusually large projectiles, such as starship attacks, boulders, or large missiles. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Armor Storm.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Armor Storm.md new file mode 100644 index 0000000..cf5c918 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Armor Storm.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# ARMOR STORM + +**Source** _Starfinder Core Rulebook pg. 113_ +The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor’s capacity. + +## HAMMER FIST (EX) - 1ST LEVEL + +You treat any unarmed strike you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed strikes when using this ability. These unarmed strikes don’t benefit from other abilities that apply specifically to unarmed strikes (such as the Improved Unarmed Strike feat). + +## ENHANCED TANK (EX) - 5TH LEVEL + +You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities or a powerful patron giving you gear not available to the general public. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount and sells for 10% of the reduced cost. If you move an upgrade from this bonus slot to another slot, you must pay the difference between the upgrade’s reduced cost and its normal cost. + +## SMASH THROUGH (EX) - 9TH LEVEL + +While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed strike (and can use your hammer fist ability when doing so). + +## MOBILE ARMY (EX) - 13TH LEVEL + +You become a master of all weapons associated with your armor. You deal 1d6 additional damage with any attack from a weapon that is part of your armor, including unarmed strikes using the hammer fist ability and weapons that have been attached to your armor as an armor upgrade. The additional damage is of the same type as the weapon’s normal type. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers. + +## ON THE BOUNCE (EX) - 17TH LEVEL + +You learn to control your armor with such ease, you are actually more maneuverable in it than out of it. While wearing heavy armor or powered armor, you can move up to your speed when you make a full attack. You can move before or after all your attacks, but not both. If you have the Shot on the Run feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are ranged attacks. If you have the Spring Attack feat, you can divide your movement to move both before and after making a full attack as long as all the attacks are melee attacks. If you have both feats, your attacks can be any combination of melee and ranged attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Battlemaster.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Battlemaster.md new file mode 100644 index 0000000..d137631 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Battlemaster.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# BATTLEMASTER +**Source** _Character Operations Manual pg. 27_ +The battlemaster fighting style focuses on adapting your natural advantages to new dangers and situations as they arise. By anticipating particular threats or adjusting mid-combat to deal with specific foes, you can assure your survival and gain the advantage. The following soldier fighting style is an adaptation of this technique that has made its way to the Pact Worlds. You must have the armor savant and natural weapons racial traits to take this fighting style. + +## BOLSTER RESILIENCE (EX) - 1ST LEVEL + +As a move action, you can grant yourself DR 1/— for a number of rounds equal to your Strength or Constitution modifier (whichever is higher; minimum 1 round). Once you have used this ability, you can use it again only after you take a 10-minute rest to regain Stamina Points. This DR increases to DR 2/— at 5th level, DR 3/— at 9th level, DR 4/— at 13th level, and DR 5/— at 17th level. If you have DR from any other sources, the DR you gain from this ability increases by 1. Each time you are attacked while this ability is active, you can use either this DR or the DR gained from another source. + +## INSTINCTIVE STRIKE (EX) - 5TH LEVEL + +As a move action, you can study a target to spot vulnerabilities that make your melee attacks more effective. You gain a +1 insight bonus to the next melee attack roll you make against that target before the end of your next turn. You can study only one target at a time, and if you use this ability to gain a bonus against a new foe, any previous bonus is lost. Once you have made an attack against a creature with this bonus, you can’t use instinctive strike against that foe again for 24 hours. + +## REACTIVE RESISTANCE (EX) - 9TH LEVEL + +When you take energy damage, you can expend 1 Resolve Point as a reaction to gain energy resistance 10 against that type of energy damage (including the triggering damage) for 1 minute. If you took damage from multiple types of energy damage as part of the same attack or effect, you choose one to gain energy resistance against. You can have resistance against only one energy type from reactive resistance at a time. If you use this ability to gain resistance against a new damage type, any previous resistance gained from this ability is lost. + +## ANTICIPATE AMBUSH (EX) - 13TH LEVEL + +You can act during a surprise round. + +## EMPOWER DEFENSES (EX) - 17TH LEVEL + +As a move action, you can double the DR you gain from your bolster resilience style technique and the energy resistance you gain from your reactive resistance style technique until the start of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Blitz.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Blitz.md new file mode 100644 index 0000000..d553534 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Blitz.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# BLITZ +**Source** _Starfinder Core Rulebook pg. 113_ +The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes. + +## RAPID RESPONSE (EX) - 1ST LEVEL + +You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. + +## CHARGE ATTACK (EX) - 5TH LEVEL + +As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a –4 penalty. + +## KEEP FIGHTING (EX) - 9TH LEVEL + +As a move action, you can spend 1 Resolve Point to regain Stamina Points equal to 2d6 + your soldier level. You can’t use this ability again until after you regain Stamina Points from a 10-minute rest. The number of Stamina Points you regain increases by 1d6 at 10th level, 15th level, and 20th level. + +## PERFECT OPPORTUNITY (EX) - 13TH LEVEL + +When you hit a creature with an attack of opportunity, that creature can’t move out of the squares you threaten until the start of its next turn. In addition, when an enemy takes a guarded step (see page 247) out of a square you threaten, you can make an attack of opportunity against it with a –2 penalty to the attack roll. If the target provoked an attack of opportunity by moving, hitting with your attack of opportunity ends the target’s movement immediately, preventing it from carrying out the rest of its movement. + +## AGAINST THE ODDS (EX) - 17TH LEVEL + +You gain a bonus to melee damage rolls equal to double the number of enemies within 10 feet of you. Enemies who don’t constitute a significant threat (those with a CR equal to your level – 4 or less, or as determined by the GM) don’t count when calculating this bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bombard.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bombard.md new file mode 100644 index 0000000..38a4685 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bombard.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# BOMBARD +**Source** _Starfinder Core Rulebook pg. 114_ +The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weapons. + +## GRENADE EXPERT (EX) - 1ST LEVEL + +You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works). + +## HEAVY FIRE (EX) - 5TH LEVEL + +You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182). + +## DEBILITATING ATTACK (EX) - 9TH LEVEL + +When you hit an enemy with a ranged attack or an attack with a weapon with the blast or explode special property, you can spend 1 Resolve Point to inflict a debilitating effect on that enemy for a number of rounds equal to your Strength bonus. You can choose to make the target deafened, flat-footed, or off-target (see pages 275–277), or to reduce its speeds by half (to a minimum of 10 feet). The target can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier). + +## EXPLOSIVES ACUMEN (EX) - 13TH LEVEL + +You increase the DC to avoid attacks you make using weapons with the explode special property by 1. You reduce the amount of any damage you take from any weapon with the explode special property by an amount equal to your Strength bonus. + +## IMPACTFUL ATTACK (EX) - 17TH LEVEL + +As a full action, you can make a ranged attack that knocks enemies back. Targets you hit are knocked back 5 feet from you. If you use a weapon with the explode special property, all targets that fail their saving throws are instead knocked back 5 feet from the center of the explosion. An enemy that you critically hit or that rolls a natural 1 on its saving throw is also knocked prone. You can’t make an impactful attack with an automatic weapon, but you can use this ability with a weapon that has the blast special property. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bullet Rain.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bullet Rain.md new file mode 100644 index 0000000..2c84c5f --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Bullet Rain.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# BULLET RAIN +**Source** _Tech Revolution pg. 32_ +Whether the roar of flamethrowers heralds your entrance or the staccato beat of bullets punctuates your battle cries, you’re a master at using heavy weapons. + +## SPRAY TARGETS (EX) - 1ST LEVEL + +When attacking an area (like a line or cone) with heavy weapons, you ignore concealment and any cover less than total cover. + +## FOCUS FIRE (EX) - 5TH LEVEL + +When you make a single attack against an area—such as by using a weapon’s automatic mode—and the attack would affect only a single target, you can focus your attack on that target. If you hit, the target chooses to either drop prone or take additional damage from the attack equal to your soldier level. Dropping prone doesn’t negate the normal damage, nor does it affect the target’s AC against the triggering attack. This attack expends all of the weapon’s remaining ammunition, even if the attack wouldn’t normally do so. + +## FURIOUS RELOAD (EX) - 9TH LEVEL + +On your turn, you can spend 1 Resolve Point to reload a heavy weapon without using an action. When you do so, you gain a +1 morale bonus to attack rolls made with the reloaded weapon as well as temporary Hit Points equal to your key ability score modifier. Both effects last until the beginning of your next turn. + +## ONE-HANDED GUNNER (EX) - 13TH LEVEL + +You can wield a two-handed heavy weapon with only one hand as long as your Strength exceeds the minimum Strength needed to wield the weapon without a penalty by 2 or more. When you’re using two hands to operate a heavy weapon you could wield one-handed, once per round when you hit a target with the weapon, you can provide covering fire to one of your allies against the target you hit in addition to dealing damage. + +## OVERWHELMING FIREPOWER (EX) - 17TH LEVEL + +When you use a heavy weapon to attack an area, choose any number of targets in the area that you missed with the attack and that don’t benefit from total cover. The selected targets still take damage from the attack equal to your soldier level or equal to the weapon’s damage, whichever is lower. The damage type is identical to that dealt by the weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Farshot.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Farshot.md new file mode 100644 index 0000000..0cf2145 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Farshot.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# FARSHOT +**Source** _Interstellar Species pg. 32_ +For some, the best combat strategies eliminate the opposition before they’re even halfway close enough to pose a credible threat. You’re adept at keeping a low profile while launching consistent, patient, and deadly attacks from afar. This style is especially well suited to sniper weapons; activating a weapon’s sniper special property to increase a weapon’s range (typically as a move action) is referred to below as “aiming a sniper weapon,” and attacks made with that increased range are referred to as “aimed shots.” + +## STEADY SHOT (EX) - 1ST LEVEL + +You gain Stealth as a class skill. When you make an aimed shot, you can reroll any damage dice with a result of 1 and use the second result instead. + +## PATIENT PRECISION (EX) - 5TH LEVEL + +You can aim a sniper weapon as a full action instead of as a move action, designating a target when you do so. The next ranged attack you make against the target with that weapon before the end of your next turn is resolved as an aimed shot. If the attack is a critical hit, you roll your damage three times (rather than two times) and add the rolls together to calculate the critical hit’s damage, and the saving throw DCs of any of the attack’s critical hit effects are increased by 1. + +## LETHAL NEAR AND FAR (EX) - 9TH LEVEL + +While you’re adept at sniping, you’ve also turned your gun into a deadly improvised weapon. You increase the sniper weapon special property range increment of any weapon you wield by 20%. You can also attack with any sniper weapon of at least 1 bulk as though it were a two-handed basic melee weapon with the block weapon special property and the knockdown critical hit effect that deals bludgeoning damage based on its item level; if the sniper weapon’s item level is 7 or lower, it deals 1d8 damage, and this damage increases by 1d8 at item level 9 and every 2 item levels thereafter (maximum 7d8 at item level 19). + +## INSTANT AIM (EX) - 13TH LEVEL + +You can aim a sniper weapon as a swift action rather than as a move action, or you can aim your sniper weapon using your patient precision ability as a standard action. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. You can use this ability additional times without resting, but you must spend 1 Resolve Point for each additional use. + +## ONE SHOT, ONE KILL (EX) - 17TH LEVEL + +You gain the increased critical hit damage and increased critical effect save DC of your patient precision ability whenever you perform an aimed shot. If you use patient precision to aim as a full action (or as a standard action with instant aim), the next aimed shot you attempt before the end of your next turn scores a critical hit dealing double damage on a natural die result of 18 or 19, and it scores a critical hit dealing the full triple damage on a natural die result of 20. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Fourfold Tactician.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Fourfold Tactician.md new file mode 100644 index 0000000..2fbc5b3 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Fourfold Tactician.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# FOURFOLD TACTICIAN +**Source** _Character Operations Manual pg. 20_ +A fourfold tactician is a master of making use of multiple weapons and still having a spare hand. You must have four or more arms to select or use this fighting style. + +## DOUBLE DRAW (EX) - 1ST LEVEL + +You gain Double Draw as a bonus feat. If you have Double Draw, you can instead select a combat feat for which you meet the prerequisites. Starting at 9th level, you can draw or sheathe as many weapons as you have limbs, using the same action normally required to do so with one weapon. + +## FEINT AND STRIKE (EX) - 5TH LEVEL + +While wielding at least two weapons, you can feint and make one attack as a standard action. This ability counts as Improved Feint for meeting prerequisites. If you have Improved Feint, you instead gain a +2 insight bonus to Bluff checks to feint while you are wielding at least two weapons. + +## INSTANT RELOAD (EX) - 9TH LEVEL + +You can expend 1 Resolve Point to reload every weapon you are wielding as a move action. + +## RUN AND GUN (EX) - 13TH LEVEL + +While you are holding two or more weapons, you can move up to your speed before or after a full attack. You can’t move between attacks, and you can make no more than one attack with each weapon you are holding unless another ability, such as the Fusillade feat, allows you to do so. + +## OVERKILL (EX) - 17TH LEVEL + +As a full attack, you can fire two automatic weapons in their automatic mode, taking the same penalty to attack rolls you normally do for making a full attack. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Guard.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Guard.md new file mode 100644 index 0000000..52ce8ea --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Guard.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# GUARD +**Source** _Starfinder Core Rulebook pg. 114_ +The guard fighting style focuses on defense. You become adept at wearing armor, protecting against attacks, and enduring damage and other setbacks from attacks that get through your defenses. + +## ARMOR TRAINING (EX) - 1ST LEVEL + +You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. + +## GUARD’S PROTECTION (EX) - 5TH LEVEL + +When an ally adjacent to you is damaged by an attack, you can use your reaction to intercede. You take half the damage, and your ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both of you. In addition, you are now proficient with powered armor. + +## RAPID RECOVERY (EX) - 9TH LEVEL + +You can spend Resolve Points to ignore detrimental conditions. As a move action, you can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered (see pages 276–277). After 10 minutes, if the condition’s duration hasn’t ended, the condition’s effects return. You can suppress only one condition at a time; if you are both fatigued and shaken, you can avoid the effects of only one of them, and if you are affected by two different instances of the same condition, you’re still affected by the second one. + +## KINETIC RESISTANCE (EX) - 13TH LEVEL + +You gain DR 3/—. At 17th level, this DR increases to 5/—. + +## IMPENETRABLE DEFENSE (EX) - 17TH LEVEL + +As a standard action, you can set up a strong defense for yourself and an adjacent ally. Until the start of your next turn, you gain three benefits: your damage reduction increases to DR 10/—; you and the chosen ally each gain a +4 bonus to AC; and if you use guard’s protection, you direct all the damage to yourself such that your ally takes none. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hit-and-Run.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hit-and-Run.md new file mode 100644 index 0000000..7284da1 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hit-and-Run.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# HIT-AND-RUN +**Source** _Starfinder Core Rulebook pg. 115_ +The hit-and-run fighting style focuses on tactical movement as you move in and out of combat. You use ranged weapons but fight close up, and you can even mix ranged and melee attacks. Your abilities allow you to move even when you make full attacks and to avoid getting locked down by your enemies. + +## OPENING VOLLEY (EX) - 1ST LEVEL + +You gain Opening Volley as a bonus feat. If you already have this feat, choose a bonus combat feat instead. At 9th level, you can use Opening Volley on both your first and second turns in combat. + +## NIMBLE FUSILLADE (EX) - 5TH LEVEL + +When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up. + +## DUCK AND WEAVE (EX) - 9TH LEVEL + +When you move or make a ranged attack, you can spend 1 Resolve Point to avoid provoking attacks of opportunity from that movement or ranged attack. + +## ELUSIVE TARGET (EX) - 13TH LEVEL + +On any turn in which you move, you gain a +1 insight bonus to your AC until the start of your next turn. + +## HARRYING SHOT (EX) - 17TH LEVEL + +As a full action, you can make one attack and give the benefit of harrying fire (see page 247) against any creature you hit with that attack. If you use a blast weapon or automatic weapon, the benefit applies against all targets hit. You can also take your nimble fusillade movement before or after this attack. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hunter.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hunter.md new file mode 100644 index 0000000..3fddafd --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Hunter.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# HUNTER +**Source** _Character Operations Manual pg. 90_ +You’re a master of hunting all sorts of creatures, from big-game animals to runaway criminals and similar marks. You may use this expertise as a sniper, trophy hunter, sport enthusiast, or fugitive tracer. Far more focused on skills than other soldiers, your unique talents combine experience in the field with refined combat ability. + +## HUNTER’S EXPERTISE (EX) - 1ST LEVEL + +You add Perception to your list of class skills, and you gain a free skill rank at each soldier level you can use only for Perception or Survival (this does not allow you to exceed the maximum number of skill ranks in a single skill). If you take the hunter fighting style as your secondary fighting style, you gain a free skill rank for these skills only at 9th level and at each soldier level gained thereafter. + +## HUNT FOE (EX) - 5TH LEVEL + +As a move action, you can choose one opponent that you have line of sight to and that you are aware of and attempt a Survival check (DC = 15 + 1-1/2 × the creature’s CR). Alternatively you can attempt this skill check against a creature that you can’t see or aren’t aware of if you’ve discovered and identified a set of tracks belonging to the chosen creature that are within 30 feet of you. If you succeed, you gain a +1 insight bonus to damage rolls against the target, and to Bluff, Perception, Sense Motive, and Survival checks against them, as well as all skill checks to recall knowledge about them. The save DCs of your weapon attacks and soldier class abilities also increase by 1 against the target. You can maintain these bonuses against only one opponent at a time, and the bonuses remain in effect until your target is dead, you hunt a new target, or you end the effect without spending an action. If you fail the check to hunt your foe, you can’t attempt to hunt any creature again for 24 hours. + +## FAST HUNTING (EX) - 9TH LEVEL + +You take no penalty when using the Survival skill to find or follow tracks while moving at your full speed, and you reduce the penalty for finding or following tracks while moving twice your normal speed to –2. + +## HUNTING PARTY (EX) - 13TH LEVEL + +You can hunt two foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you can rally your allies to hunt your foes by spending 1 Resolve Point as a standard action, granting each ally within light of sight of you the benefits of your hunt foe style technique against your current designated target for 1 minute. + +## PEERLESS HUNTER (EX) - 17TH LEVEL + +You can hunt three foes simultaneously using the hunt foe fighting technique, though each foe requires a separate move or swift action and a separate successful skill check to hunt. In addition, you take no penalty to Survival checks for finding or following tracks at twice your normal speed. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Mine Menace.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Mine Menace.md new file mode 100644 index 0000000..89eb106 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Mine Menace.md @@ -0,0 +1,29 @@ +--- +aliases: +tags: +--- +# MINE MENACE +**Source** _Interstellar Species pg. 32_ +A fair fight might earn a soldier bragging rights, but it’s just as likely to earn them a shallow grave. To compensate for their smaller stature, kobolds often employ traps to hinder their foes and level the playing field. Most notably, this fighting style relies on deploying inexpensive proximity mines and making cunning strikes while an opponent is rattled by the explosions. + +## SET CHARGE (EX) - 1ST LEVEL + +You gain Stealth as a class skill. You can create an explosive mine with light bulk without paying for it; this process takes 10 minutes and can be performed when you spend a Resolve Point to rest and regain Stamina Points. You can have only one mine created by this ability at a time. As a full action that requires a free hand, you can draw, arm, and deploy the mine in a 5-foot square within 30 feet, after which the mine conceals itself with an active camouflage field. Only you can use your mines effectively. +Any creatures observing you when you deploy the mine automatically notices the mine’s location; other creatures must attempt a Perception check (DC 10 + your soldier level + your key ability score modifier) the first time they’re within 30 feet of the mine to spot it; this doesn’t require an action. A creature can disable a mine it spotted with a successful Engineering check (DC 10 + your soldier level + your key ability score modifier) as though it were a trap, and the mine deactivates harmlessly if destroyed (hardness 10, with Hit Points equal to 3 × your soldier level). A mine remains armed for 1 hour or until you create a new mine. +The next time a creature enters the square, the mine explodes, dealing 1d4 fire and piercing damage to any creature in that square and imposing a –5-foot penalty to its speed for 1d4 rounds. A mine doesn’t explode if a creature begins its turn in the same square, but it does explode if the creature leaves and reenters the square. The damage increases to 1d8 at your 3rd soldier level, 2d8 at 7th level, 3d8 at 11th level, 5d8 at 15th level, and 8d8 at 19th level. The speed penalty increases to –10 feet at 11th level, but it can’t reduce a creature’s speeds below half their normal values. + +## EXPLOSIVE MANEUVER (EX) - 5TH LEVEL + +You gain a +2 circumstance bonus to attack rolls made to perform bull rush or reposition combat maneuvers to move a creature into a square that contains your deployed mine. This bonus increases to +3 at 9th level, +4 at 13th level, and +5 at 17th level. + +## CUNNING STRIKE (EX) - 9TH LEVEL + +Choose Intelligence, Wisdom, or Charisma when you gain this ability. You gain a bonus to weapon damage equal to the chosen ability score’s modifier against creatures that are entangled, helpless, stunned, or have a penalty to their movement speed. This damage bonus increases by 1 at 11th level and every 2 levels thereafter. + +## MINEFIELD (EX) - 13TH LEVEL + +You can now create 1d3 mines with 10 minutes of work, and have and deploy up to three armed mines at a time. You can’t deploy a mine within 10 feet of another mine. + +## MASTERFUL MAYHEM (EX) - 17TH LEVEL + +Once per round when a mine you deployed is triggered you can increase its area of effect to also affect all squares within 10 feet of the mine. All creatures in that area take damage (Reflex half), but only the triggering creature gains the speed penalty. As a reaction when one of your mines explodes, you can choose a number of squares equal to your key ability score that aren’t affected. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Powerhouse Style.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Powerhouse Style.md new file mode 100644 index 0000000..d6e9da4 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Powerhouse Style.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# POWERHOUSE STYLE +**Source** _Tech Revolution pg. 32_ +You specialize in getting the most out of unwieldy weapons, swinging the likes of doshkos and swoop hammers with unstoppable force. After all, you only need to hit your opponent once, as long as you hit them hard enough. + +## UNWIELDY CLEAVE (EX) - 1ST LEVEL + +You gain the Cleave feat even if you wouldn’t normally meet its requirements, and you can use Cleave with an unwieldy melee weapon, which isn’t normally possible. If you already have this feat, choose a bonus combat feat for which you qualify instead. + +## WEAPON BLOCKING (EX) - 5TH LEVEL + +As a move action, you can grant an unwieldy melee weapon you wield the block weapon special property until the beginning of your next turn. If you use an unwieldy melee weapon with the block special ability to critically hit a target, the block property’s enhancement bonus to AC increases to +2 until the beginning of your next turn. + +## UNWIELDY OPPORTUNIST (EX) - 9TH LEVEL + +When a creature provokes an attack of opportunity from you, you can spend 1 Resolve Point to make the attack of opportunity with an unwieldy melee weapon you’re wielding, even if you’ve already attacked with it this round. If you have the soldier’s onslaught class ability or a similar ability that allows you to attack three or more times with full attack, you can spend 1 Resolve Point to use an unwieldy melee weapon you’re wielding to perform the full attack; when you do so, you perform one less attack than normal (e.g. making two attacks at a –6 penalty when using soldier’s onslaught). Once you use this ability, you can’t do so again until you take a 10-minute rest to recover Stamina Points. + +## FORCEFUL ATTACK (EX) - 13TH LEVEL + +As a full action, you can make one attack with an unwieldy melee weapon. If you hit, in addition to dealing damage, you can also perform a bull rush combat maneuver against the target, using your attack roll’s result as your combat maneuver’s attack roll to determine how far you push the target. + +## UNWIELDY POWER (EX) - 17TH LEVEL + +You bring an unbelievable amount of strength to your attacks, striking down your opponents with ease. When you use an unwieldy melee weapon, your damage from weapon specialization increases to 1-1/2 times your character level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Qi Adept.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Qi Adept.md new file mode 100644 index 0000000..2da10af --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Qi Adept.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# QI ADEPT +**Source** _Character Operations Manual pg. 90_ +You are able to tap into your personal life force, enabling you to unleash incredible strikes upon your foes. Whether you’ve discovered these techniques on your own or studied at ancient monasteries and temples devoted to these lost arts, yours is a power cultivated through intense training and skill. + +## QI STRIKE (SU) - 1ST LEVEL + +Your life-giving qi infuses your weapon attacks with your life essence, granting them eldritch power. Whenever you have at least 1 Resolve Point, your melee and ranged attacks count as magic for the purpose of bypassing damage reduction and other situations, such as attacking incorporeal creatures. + +## GATHER QI (SU) - 5TH LEVEL + +As a move action, you assert a degree of control over your body’s qi, allowing you to perform incredible feats of spiritual power. Each time you use gather qi, you spend 1 Resolve Point and choose one of the following qi powers. You gain that qi power until you rest for 8 hours or you use gather qi again to swap benefits. +**Extreme Speed:** You gain a +10-foot enhancement bonus to your land speed. +**Plasma Blast:** You condense your body’s qi into a beam of superheated plasma, allowing you to make a special ranged unarmed strike that targets KAC, requires one hand, is not archaic, has a range increment of 30 feet, deals lethal electricity and fire damage, and has the stunned critical hit effect. For the duration of this ability, you gain a special version of the Weapon Specialization feat that adds 1-1/2 times your level to the damage of this unarmed strike (rather than adding your level). +**Qi Flight:** You gain a fly speed equal to your base speed with average maneuverability. At the end of each turn, if you are not on ground able to support you, you fall. If you already have a fly speed, it increases by 10 feet instead. + +## BOUNTIFUL QI (SU) - 9TH LEVEL + +Whenever you use gather qi, you can gain one qi power without spending any Resolve Points or two qi powers by spending 1 Resolve Point. Alternatively, you can gain one qi power with its associated enhancement (see below) by spending 1 Resolve Point. The list of qi power enhancements is described below. +**Extreme Speed:** The enhancement bonus to speed that you gain from this qi power increases to 20 feet. +**Plasma Blast:** Choose one of the following weapon special properties: blast, explode (10 ft.; DC = 10 + half your character level + your Constitution modifier), or line. Each time you attack with your plasma blast, you can make the attack with the chosen weapon special property and the unwieldy weapon special property. +**Qi Flight:** The fly speed you gain from this qi power is equal to twice your base speed or your fly speed + 20 feet (whichever is higher). + +## QI OVERFLOW (SU) - 13TH LEVEL + +You gain a +1 insight bonus to the save DCs of all your soldier class features, weapon special properties, critical hit effects, and weapon fusions. + +## ABUNDANT QI (SU) - 17TH LEVEL + +Whenever you use gather qi, you can gain one qi power with its associated bountiful qi enhancement without spending any Resolve Points, two such powers by spending 1 Resolve Point, or all three such powers by spending 2 Resolve Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Rover.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Rover.md new file mode 100644 index 0000000..9bd7c7d --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Rover.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# ROVER +**Source** _Galaxy Exploration Manual pg. 26_ +No wilderness gets the better of you, and thanks to your special training and hard-learned lessons, your leadership might be crucial to your companions surviving the wilds as well. + +## SURVIVALIST (EX) - 1ST LEVEL + +You are at ease in the wilderness, able to navigate treacherous terrain, and capable of recognizing flora and fauna. You gain the Nimble Moves feat. If you already have the Nimble Moves feat, you gain an additional combat feat of your choice for which you qualify. Further, you can use Survival in place of Life Science to identify creatures of the plant, animal, and vermin types, and you gain a +1 insight bonus to Survival checks. This bonus increases by 1 at 5th level and every four levels afterward to a maximum of +5 at 17th level. + +## ALL-TERRAIN MOVEMENT (EX) - 5TH LEVEL + +You gain a climb speed and a swim speed equal to your land speed. Further, when you gain a fly speed from any source, your fly speed increases by 10 feet. This effect stacks with abilities such as the Sky Jockey feat. As a swift action, you can spend 1 Resolve Point to inspire allies within 30 feet who can see you to match your athletic prowess; affected allies gain a +2 insight bonus to Athletics checks for a number of rounds equal to your key ability modifier. + +## ASTOUNDING FORTITUDE (EX) - 9TH LEVEL + +You gain Improved Great Fortitude as a bonus feat. As a reaction, you can spend 1 Resolve Point to have an ally you can see within 10 feet reroll a failed Fortitude save. You can’t affect another ally in this way until you take a 10-minute rest to recover Stamina Points. + +## DEFT MOVEMENT (EX) - 13TH LEVEL + +You easily move around both treacherous terrain and dangerous creatures without either slowing you down. You ignore all non-magical difficult terrain. Further, you don’t provoke attacks of opportunity from moving through an enemy’s threatened space, though you still provoke attacks of opportunity as normal when casting a spell or making a ranged attack. + +## ENVIRONMENTAL TOLERANCE (EX) - 17TH LEVEL + +You gain cold and fire resistance equal to your level. If you have cold or fire resistance from another source, then this resistance stacks with one other source to a maximum value of 1-1/2 × your soldier level. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Sharpshoot.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Sharpshoot.md new file mode 100644 index 0000000..89ef277 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Sharpshoot.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# SHARPSHOOT +**Source** _Starfinder Core Rulebook pg. 115_ +The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus. + +## SNIPER’S AIM (EX) - 1ST LEVEL + +When you make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. You can’t use sniper’s aim against an enemy with total cover. + +## FOCUS FIRE (EX) - 5TH LEVEL + +When you make a full attack with a ranged weapon, you can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If your first attack kills or knocks out the target, you can instead make the second attack against a different creature at a –4 penalty. Once you have the soldier’s onslaught class feature (see page 112), you can use this ability with it, making three attacks against the same creature at a –5 penalty; if your first or second attack kills or knocks out your target, you can make your remaining attacks against a different creature at a –6 penalty. + +## INTENSE FOCUS (EX) - 9TH LEVEL + +When you make a ranged attack against a target with cover or concealment, you can spend 1 Resolve Point to negate its AC bonus from cover and reduce its concealment by one category (from total concealment to concealment or from concealment to no concealment). This benefit applies to all ranged attacks you make against that target this round. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover. + +## FOCUSED DAMAGE (EX) - 13TH LEVEL + +When you use focus fire, each attack against the first target deals 2d6 additional damage. Additional creatures you attack after killing or knocking out your first target don’t take this extra damage. + +## PREPARED SHOT (EX) - 17TH LEVEL + +As a standard action, you can study a target before you attack. The target must be within line of sight of you and either flat-footed or unaware of your presence. On the first attack you make against that target on your next turn, you gain a +2 bonus to your attack roll. If your attack hits, the target is staggered for 1 round; if you score a critical hit, the target is instead stunned for 1 round. Once you make a prepared shot, you can’t use this ability again against the same target for 24 hours. You can’t make an attack on the same round you study the target, even if an ability would let you attack without spending a standard or full action. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Shock and Awe.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Shock and Awe.md new file mode 100644 index 0000000..ba81900 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Shock and Awe.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# SHOCK AND AWE +**Source** _Starfinder Armory pg. 155_ +The shock and awe fighting style excels at overwhelming enemies senses with overpowering auditory and visual stimuli. You can modify your weapons to issue thunderous booms or blazing flashes of light, at the same time mitigating these effects with regard to your own senses. This style is strongest with weapons that deal sonic damage or that affect an area. + +## LOUD AND PROUD (EX) - 1ST LEVEL + +You gain a +2 bonus to saving throws against effects that would blind or deafen you. Any weapon you wield that has the powered weapon special property or that uses ammunition gains the bright weapon special property; you can activate or deactivate this ability as a swift or move action. Bright weapons you wield gain the blind critical hit effect or the deafen critical hit effect. If your bright weapon already has a critical hit effect, when you score a critical hit, you apply either the weapon’s normal critical hit effect, the blind critical hit effect, or the deafen critical hit effect. + +## AWESOME CACOPHONY (EX) - 5TH LEVEL + +As a full action, you can make a single attack using a weapon that deals sonic damage or has the bright special property. After resolving the attack, as part of the full action you can attempt an Intimidate check to demoralize any one creature within 60 feet of you that the attack hit or damaged. You can spend 1 Resolve Point to instead attempt an Intimidate check to demoralize every creature within 60 feet of you that the attack hit or damaged. + +## EXPLOSIVE ENTRANCE (EX) - 9TH LEVEL + +As a swift action on your first turn of combat or as a reaction after being subject to a critical hit, you can spend 1 Resolve Point to cause your armor, weapons, and other devices’ displays to flash with brilliant lights, blare loudly, or both. This causes all creatures within 10 feet of you to gain your choice of the flat-footed or off-target condition until the end of your next turn. A creature can negate this effect with a successful Fortitude save (DC = 10 + half your soldier level + your Strength modifier). At 15th level, you can affect all creatures within 15 feet of you. + +## OPPRESSIVE CADENCE (EX) - 13TH LEVEL + +When you make a full attack using a weapon that deals sonic damage or has the bright special property, your targets take a cumulative –1 penalty to saving throws against your critical hit effects for each of your previous attacks that hit that target since the beginning of your turn. When a target fails its save against your blind critical hit effect, it also takes 4d6 fire damage. When a target fails its save against your deafened critical hit effect, it also takes 4d6 sonic damage. + +## CRANK IT TO ELEVEN (EX) - 17TH LEVEL + +When attacking with a weapon that deals sonic damage or has the bright special property, you deal an amount of additional damage equal to your Strength modifier to targets with the blinded, deafened, or shaken condition. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Spellbrawler.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Spellbrawler.md new file mode 100644 index 0000000..1577371 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Spellbrawler.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# SPELLBRAWLER +**Source** _Galactic Magic pg. 32_ +This fighting style enables soldiers to harness arcane abilities that enhance their attacks and defenses. + +## ARCANE ARSENAL (SU) - 1ST LEVEL + +You gain Mysticism as a class skill. As a standard action, you can conjure an analog weapon whose item level is no greater than your soldier level – 2 (minimum 1st level). This weapon appears in your hand(s) fully loaded with the appropriate type of basic ammunition. The weapon and any remaining ammunition dissipate after 1 minute. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest. + +## SPELL SIPHON (SU) - 5TH LEVEL + +After you deal damage to a creature within 30 feet with an attack, you can spend 2 Resolve Points (or 1 Resolve Point if the attack was a critical hit) as a reaction to drain a portion of that creature’s magical energy (Will negates) to empower your next attack. If the creature fails its saving throw, it loses one spell slot of the highest level it knows, as if it had expended it. If the creature has only spell-like abilities, it loses one daily use of the highest-level spell-like ability it can cast (determined randomly). If the creature can’t cast spells or spell-like abilities, this ability has no effect, and you regain the Resolve Points expended. +If you successfully drain a spell or spell-like ability, you gain a +1 enhancement bonus to AC until the end of your next turn. When you deal damage with a weapon attack, you can dismiss this AC bonus to increase the damage dealt to one target by 1d6 per level of the drained spell or spell-like ability. + +## DISPELLING WEAPON (SU) - 9TH LEVEL + +By either spending 1 Resolve Point or dismissing the AC bonus granted by your spell siphon as a move action, you empower your next successful attack made against a target within 30 feet before the end of your next turn to disrupt magic. This functions as dispel magic for the targeted dispel function, using your soldier level as the dispel check’s caster level. At 17th level, this can instead function as greater dispel magic for the targeted dispel function. Once you use this ability, you can’t use it again until you have regained Stamina Points following a 10-minute rest. + +## ARCANE ARMOR (SU) - 13TH LEVEL + +The bonus to AC granted by spell siphon now lasts a number of rounds equal to the level of the drained spell (minimum 2 rounds), and the enhancement bonus also applies to your saves. You can dismiss these bonuses as a reaction to reduce the damage you take from an attack or effect by an amount equal to 1d6 per level of the drained spell or spell-like ability. + +## SIPHONED STORM (SU) - 17TH LEVEL + +When you dismiss the bonus to AC granted by your spell siphon to increase the damage dealt by your weapon attack, you instead add 1d8 per level of the drained spell or spell-like ability. Until the end of your next turn, you gain a bonus to damage with any subsequent weapon attacks equal to the level of the drained spell or spell-like ability. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Squad.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Squad.md new file mode 100644 index 0000000..bc7a8e3 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Squad.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +# SQUAD +**Source** _Character Operations Manual pg. 33_ +Soldiers in large organizations, such as the Stewards, learn to fight effectively together in small squads. You have mastered these techniques, and your combat skills focus on aiding your allies. Halfelves epitomize the cooperative spirit this style taps into. + +## COORDINATED AIM (EX) - 1ST LEVEL + +You can help squad mates hit targets even if you’re in the way. You gain Coordinated Shot as a bonus feat. Your allies gain the bonus even if you are providing cover to the target. If you already have that feat, you gain a bonus combat feat instead. + +## QUICK BACKUP (EX) - 5TH LEVEL + +As a full action, you can move up to twice your speed and make one attack, but your target must be a creature threatening an ally. Once you have used this ability, you cannot do so again until you have taken a 10-minute rest to regain Stamina Points. + +## MYSTIC SWAP (SU) - 9TH LEVEL + +As a move action, you can expend 1 Resolve Point to teleport, switching places with one ally within 60 feet. + +## PRECISE FLANKER (EX) - 13TH LEVEL + +You and allies who flank a foe with you gain an extra +1 bonus (+3 total) to your melee attack rolls against that target. If the flanked creature takes a guarded step, it provokes attacks of opportunity from you and allies who flank it with you. + +## SHARE TRAINING (EX) - 17TH LEVEL + +Select three combat feats you have. When you start your turn adjacent to an ally, as a reaction, you can select one of these feats and grant the ally its benefit for 1 round. To benefit from the selected feat, the ally must still meet its prerequisites. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Fighting Styles/Wrathful Warrior.md b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Wrathful Warrior.md new file mode 100644 index 0000000..27d4cb6 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Fighting Styles/Wrathful Warrior.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# WRATHFUL WARRIOR +**Source** _Character Operations Manual pg. 91_ +The wrathful warrior style draws upon your emotions—specifically your rage and wrath—to enable devastating attacks. You may have trained yourself to intentionally overload your fight-or-flight adrenaline response, or may just come from a long line of berserker warriors. At higher levels, you’re able to use your anger to ignore damage and strike with impudence. + +## FRENZIED FIGHTING (EX) - 1ST LEVEL + +As a swift action, you can enter a frenzy that empowers your attacks and deadens you to fear and pain for a number of rounds equal to 1d4 + half your soldier level (rounded up). While frenzied, you gain a +2 bonus to melee damage rolls and Will saves, as well as a –1 penalty to AC. +At 5th level and every 4 levels thereafter, the bonus to melee damage rolls granted by your frenzy increases by 1. While frenzied, you can’t use any ability that requires patience or concentration, such as spellcasting. or any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Intimidate, and Piloting. You can’t use this ability again until after your frenzy ends and you rest for 10 minutes to regain Stamina Points. + +## IGNORE PAIN (EX) - 5TH LEVEL + +Each time you use the frenzied fighting technique, you gain a number of temporary Hit Points equal to your soldier level. These temporary Hit Points are lost when your frenzy ends. You also gain a +4 bonus to saving throws against pain effects while frenzied. + +## CLOSE ENOUGH TO KILL (EX) - 9TH LEVEL + +Whenever you attempt an attack roll against an opponent while frenzied and miss, but your d20 roll is not a 1, you can spend 1 Resolve Point to treat the attack as a successful hit. This attack automatically deals minimum damage. For example, if you would normally deal 4d6+10 damage on a hit and use this ability, you would deal a total of 14 damage. + +## SHRUG OFF THE PAIN (EX) - 13TH LEVEL + +Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to half your soldier level. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to half your soldier level. If you have the Enhanced Resistance feat or later gain it, you must choose different damage types for each ability. + +## ADAPTIVE DAMAGE REDUCTION (EX) - 17TH LEVEL + +As a swift action, or as a reaction whenever you take damage, you can change which type of damage your shrug off the pain ability applies to. This lasts until the next time you use this ability, but once you use adaptive damage reduction, you can’t do so again until you spend 1 Resolve Point to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Soldier/Soldier Alternate Class Features.md b/Compendium/SF1E/Classes/Soldier/Soldier Alternate Class Features.md new file mode 100644 index 0000000..7598e05 --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Soldier Alternate Class Features.md @@ -0,0 +1,133 @@ +--- +aliases: +tags: +--- +# SOLDIER ALTERNATE CLASS FEATURES + +# ASCETIC WARRIOR + +**Source** Character Operations Manual pg. 88 +**Class** Soldier + +You study fighting styles thought lost to the Gap, often recorded only in the art of ancient civilizations or inferred from the shape of relic weapons and battle gear. You focus specifically ancient motions and techniques that rely on form and mobility rather than the harshness of attacks and resilience. You gain Improved Unarmed Strike as a bonus feat. You can deal lethal damage with your unarmed strikes, and the attack doesn’t count as archaic. At 3rd level, you gain a unique Weapon Specialization with your unarmed strikes, allowing you to add 1-1/2 times your character level to your damage rolls for your unarmed strikes (instead of just adding your character level, as usual). If you can already add 1-1/2 your character level to your unarmed attack rolls (such as due to the vesk natural attack racial trait), you instead can add the block, grapple, and stun weapon special properties to your unarmed strikes. + +This replaces the soldier’s proficiency with heavy armor and heavy weapons. + +# FEAT BOOSTS + + +_SFS Note: Multi-Weapon Versatility is not legal._ +**Source** _Character Operations Manual pg. 88_ +**Class** Soldier + +Whenever you would gain a gear boost, you can instead gain a technique called a feat boost that makes you better at using a specific combat feat that you have. All feat boosts require that you have a specific combat feat; this combat feat is indicated in parentheses after the feat boost's name. You cannot select a feat boost at the same level you gain access to its related feat. + + +## ADVANCED COORDINATION (EX; COORDINATED SHOT) + +**Source** _Character Operations Manual pg. 88_ +When you are threatening a foe with a wielded melee weapon, cover it gains from you doesn’t grant it any bonus to AC against your allies’ ranged attacks. The foe still counts as having cover for the purpose of effects such as the Coordinated Shot feat; it simply doesn’t gain any cover bonuses to AC against your allies’ attacks. + + +## BEATDOWN (EX; IMPROVED COMBAT MANEUVER \[TRIP\]) + +**Source** _Character Operations Manual pg. 88_ +Whenever a prone opponent that you threaten attempts to stand up from prone, as a reaction you can make a melee attack against that opponent. This functions similarly to an attack of opportunity, except your attack resolves before the opponent’s action (meaning they’re still prone when your attack roll and damage are resolved). You cannot use this attack to make a combat maneuver, even if you have another ability or item that would normally allow you to do so. + + +## BODYGUARD VIGILANCE (EX; BODYGUARD) + +**Source** _Character Operations Manual pg. 88_ +When you use the Bodyguard feat, it requires no action, but you must spend 1 Resolve Point each time after the first you use the Bodyguard feat during a single round, and each use must designate a different ally. Multiple uses of the Bodyguard feat don’t increase the penalty to Armor Class that you take using this feat. If you also have In Harm’s Way, each round you can use that feat to intercept one attack per target whose AC you have increased with the Bodyguard feat. + + +## CHOKEHOLD (EX; IMPROVED COMBAT MANEUVER \GRAPPLE + +**Source** _Character Operations Manual pg. 88_ +Whenever you have an opponent pinned, that foe can’t speak or perform actions that involve speaking or uttering sound using their voice (such as roaring, singing, and so on). Normally this prevents the target from using language-dependent abilities unless they have limited telepathy or a similar ability. + + +## DEFENSIVE CLEAVE (EX; CLEAVE) + +**Source** _Character Operations Manual pg. 88_ +When you use the Cleave or Great Cleave feat, you don’t take that feat’s penalty to your Armor Class. + +## DEFENSIVE LUNGE (EX; LUNGE) + +**Source** _Character Operations Manual pg. 88_ +When you use the Lunge feat, you don’t take that feat’s penalty to your Armor Class. + + +## GRABBING STRIKE (EX; IMPROVED COMBAT MANEUVER \GRAPPLE + +**Source** _Character Operations Manual pg. 88_ +Whenever you attack an opponent with an unarmed strike and the result of your attack roll exceeds the foe’s KAC by 8 or more, that foe gains the grappled condition as if you had successfully attempted a grapple combat maneuver. You must be at least 11th level to select this feat boost. + + +## GRAPPLE EQUIPMENT (EX; IMPROVED COMBAT MANEUVER \[GRAPPLE\]) + +**Source** _Character Operations Manual pg. 88_ +Whenever you succeed at an attack roll to grapple an opponent, you can remove one item from the target’s body that can be easily accessed, as described by the grapple combat maneuver, instead of imposing the grappled condition on your foe. + + +## LIGHTNING KIP-UP (EX; KIP-UP) + +**Source** _Character Operations Manual pg. 88_ +Whenever you have at least 1 Resolve Point, you can stand from prone as part of any other action you take. Creatures with the moxie racial trait can select this feat boost even if they do not have the Kip Up feat. + +## MULTI-WEAPON STRIKE (EX; MULTI-WEAPON FIGHTING) + +**Source** _Character Operations Manual pg. 88_ +As a standard action, you can make two attacks against a single foe, taking a –3 penalty to each attack. Both attacks must be made using small arms or operative melee weapons. If both attacks hit and deal the same type of damage, combine the damage and apply damage reduction, resistances, vulnerabilities, and similar effects only once. + +## MULTI-WEAPON VERSATILITY (EX; MULTI-WEAPON FIGHTING) + +**Source** _Character Operations Manual pg. 88_ +You treat all one-handed melee weapons as if they had the operative special property for the purpose of determining whether they benefit from the Multi-Weapon Fighting feat and any other combat feats and feat boosts that list Multi-Weapon Fighting as a prerequisite. + +## SLIDING DISARM (EX; IMPROVED COMBAT MANEUVER \[DISARM\]) + +**Source** _Character Operations Manual pg. 88_ +Whenever you successfully use the disarm combat maneuver against an opponent, you can knock the disarmed item up to 10 feet away from the opponent in a direction of your choice. + +## SOLDIER’S ADAPTABILITY (EX; ADAPTIVE FIGHTING) + +**Source** _Character Operations Manual pg. 88_ +You can use the Adaptive Fighting feat multiple times per day. Each time per day you use Adaptive Fighting after the first, you must spend 1 Resolve Point. If you use Adaptive Fighting again before a previous use expires, you replace the previously chosen feat with a different choice. If a combat feat has any daily, encounter, or target limitations, any uses of any feat chosen with this ability count toward its daily limit. + +## SPINNING CLEAVE (EX; CLEAVE) + +**Source** _Character Operations Manual pg. 88_ +Whenever you use the Cleave or Great Cleave feat, you can make subsequent attacks against foes that are not adjacent to one another, provided each foe is within your reach. + + +## SPRINGING ONSLAUGHT (EX; SPRING ATTACK) + +**Source** _Character Operations Manual pg. 88_ +When you use Spring Attack, you can select two targets to attack during your movement instead of one. Both attacks are made with a –4 penalty. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice with this ability. You must be at least 7th level to select this feat boost. + +## SPRINGING SHOT (EX; SHOT ON THE RUN) + +**Source** _Character Operations Manual pg. 88_ +When you use Shot on the Run, you can select two targets to attack during your movement instead of one. Both attacks take a –4 penalty. All restrictions of Shot on the Run apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can’t target the same creature twice with this ability. You must be at least 7th level to select this feat boost. + + +## VOLLEYING BOMBARDMENT (EX; OPENING VOLLEY) + +**Source** _Character Operations Manual pg. 88_ +Whenever you deal damage to an opponent with a ranged attack on your second or subsequent turn in a combat, you gain a +1 circumstance bonus to your next melee attack against that opponent, so long as this melee attack occurs before the end of your next turn. + +# SPECIAL OPS TRAINING + +**Source** _Character Operations Manual pg. 89_ +**Class** Soldier + +Whenever you would gain a gear boost, you can instead gain a technique called special ops training that makes you better with one or more skills commonly used to perform special military operations. + +## ADVANCED OPERATIONS SPECIALIST (EX) + +Choose one class skill you gained from the soldier class or a soldier class feature. You gain an insight bonus to this skill equal to one-third your soldier class level (minimum +1). You can select this special ops training more than once. Each time, you select a different class skill. + +## OPERATIONS SPECIALIST (EX) + +Choose one of the following skills: Bluff, Computers, Disguise, Perception, Piloting, or Stealth. Add the chosen skill to your list of soldier class skills, and gain a +1 bonus to checks with this skill. You can select this special ops training more than once. Each time, you select a different class skill. diff --git a/Compendium/SF1E/Classes/Soldier/Soldier.md b/Compendium/SF1E/Classes/Soldier/Soldier.md new file mode 100644 index 0000000..52d8ddc --- /dev/null +++ b/Compendium/SF1E/Classes/Soldier/Soldier.md @@ -0,0 +1,96 @@ +--- +aliases: +tags: +--- +# SOLDIER +**Source** _Starfinder Core Rulebook pg. 110_ +Conflict is an inevitable result of life. On every world that harbors complex living organisms, creatures battle one another for dominance, resources, territory, or ideals. Whether you’ve taken up arms to protect others, win glory, exact revenge, or simply earn a living, you are the perfect embodiment of this truth. You’re an expert at combat of all types but tend to prefer heavy armor and weapons—the bigger, the better. You may be a career soldier, a fresh mercenary recruit, or a lone wolf who rejects authority, but whether rushing in for hand-to-hand combat or firing tactical barrages, you’re a consummate warrior, never hesitating to put yourself in the line of fire to protect your friends. + +**Hit Points**: 7 +**Stamina Points**: 7 + +## KEY ABILITY SCORE - STR|DEX + +Your Strength helps you attack up close in melee and carry heavier weapons and armor, while your Dexterity helps you fire weapons from a distance and dodge returning fire, so you should choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. A high Constitution score allows you to soak up more damage. + +## CLASS SKILLS + +The Soldier's class skills are Acrobatics (Dex), Athletics (Str), Engineering (Int), Intimidate (Cha), Medicine (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Survival (Wis). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor and heavy armor, shields + +### WEAPONS + +Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades + +## CLASS FEATURES + +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | +|-------|-------------------|-----------|----------|-----------|------------------------------------------------------------------------------| +| 1st | +1 | +2 | +0 | +2 | Primary fighting style, primary style technique | +| 2nd | +2 | +3 | +0 | +3 | Combat feat | +| 3rd | +3 | +3 | +1 | +3 | Gear boost, weapon specialization | +| 4th | +4 | +4 | +1 | +4 | Combat feat | +| 5th | +5 | +4 | +1 | +4 | Primary style technique | +| 6th | +6 | +5 | +2 | +5 | Combat feat | +| 7th | +7 | +5 | +2 | +5 | Gear boost | +| 8th | +8 | +6 | +2 | +6 | Combat feat | +| 9th | +9 | +6 | +3 | +6 | Primary style technique, secondary fighting style, secondary style technique | +| 10th | +10 | +7 | +3 | +7 | Combat feat | +| 11th | +11 | +7 | +3 | +7 | Gear boost, soldier’s onslaught | +| 12th | +12 | +8 | +4 | +8 | Combat feat | +| 13th | +13 | +8 | +4 | +8 | Primary style technique, secondary style technique | +| 14th | +14 | +9 | +4 | +9 | Combat feat | +| 15th | +15 | +9 | +5 | +9 | Gear boost | +| 16th | +16 | +10 | +5 | +10 | Combat feat | +| 17th | +17 | +10 | +5 | +10 | Primary style technique, secondary style technique | +| 18th | +18 | +11 | +6 | +11 | Combat feat | +| 19th | +19 | +11 | +6 | +11 | Gear boost | +| 20th | +20 | +12 | +6 | +12 | Combat feat, kill shot | + + + + +## PRIMARY FIGHTING STYLE - 1ST LEVEL + +You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115. + +## PRIMARY STYLE TECHNIQUE - 1ST LEVEL + +At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style. + +## COMBAT FEAT - 2ND LEVEL + +At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. + +Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat. + +## GEAR BOOST - 3RD LEVEL + +At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with. + +## SECONDARY FIGHTING STYLE - 9TH LEVEL + +You choose another fighting style. Once you choose this second style, it cannot be changed. + +## SECONDARY STYLE TECHNIQUE - 9TH LEVEL + +At 9th level and every 4 levels thereafter, you gain a style technique unique to your secondary fighting style. For the purposes of these style techniques, treat your soldier level as equal to your soldier level – 8. + +## SOLDIER’S ONSLAUGHT (EX) - 11TH LEVEL + +When you make a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. + +## KILL SHOT (EX) - 20TH LEVEL + +As a standard action, you can make a single attack against an enemy. If the attack hits and does not kill your enemy, you can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once you’ve used this ability on a creature (regardless of whether or not you forced it to attempt a Fortitude save), that creature is immune to your kill shot for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Technomancer/Magic Hacks.md b/Compendium/SF1E/Classes/Technomancer/Magic Hacks.md new file mode 100644 index 0000000..84199eb --- /dev/null +++ b/Compendium/SF1E/Classes/Technomancer/Magic Hacks.md @@ -0,0 +1,432 @@ +--- +aliases: +tags: [25:, 23:] +--- +# MAGIC HACKS +You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these magic hacks. + +### CALCULATE TRAJECTORY (EX) +**Source** _Character Operations Manual pg. 93_ +As a move action, you can predetermine all potential outcomes and variables before attacking a foe with a spell to consistently strike them at their most vulnerable spot, forcing the target to rely on its reflexes to avoid your attack. If you cast a spell that requires a melee attack or ranged touch attack to affect a target before the end of your next turn, you automatically hit your target, but your foe can attempt a Reflex save to negate your spell’s effect (calculating your spell’s save DC normally). + +### COUNTERTECH (SU) +**Source** _Starfinder Core Rulebook pg. 120_ +As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon’s level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person. + +### DEGRADE HANDLING (EX) +**Source** _Drift Crisis pg. 46_ +As a standard action, you can expend an unused spell slot to degrade the navigational machinery of a vehicle within 30 feet. You reduce the target’s Piloting modifier by an amount equal to the expended spell level, and the effect lasts a number of rounds equal to your Intelligence modifier. Alternatively, you can instead target a starship with a range of 1 hex as a special crew action during the gunnery phase, reducing the target’s Piloting modifier by an amount equal to the expended spell slot’s level until the end of the next round. + +### DIRECT DENIAL OF SHAPECHANGING (SU) +**Source** _Character Operations Manual pg. 94_ +When you cast a polymorph spell on a target with the shapechanger subtype and that target attempts to end your polymorph effect using its change shape ability, that foe must attempt a Will save. If the foe fails its Will save, it fails to transform into the form allowed by its change shape ability and can’t attempt to do so again for the rest of your polymorph spell’s duration. + +### EMPOWERED WEAPON (SU) +**Source** _Starfinder Core Rulebook pg. 121_ +As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals. + +### ENERGIZE SPELL (EX) +**Source** _Starfinder Core Rulebook pg. 121_ +Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect. + +### EXTEND PROTECTIONS (SU) +**Source** _Galaxy Exploration Manual pg. 28_ +As a full action, you can expend an unused spell slot to recharge the number of days a suit of armor you touch can sustain its environmental protections by one day per level of the spell slot expended. + +### FABRICATE TECH (SP) +**Source** _Starfinder Core Rulebook pg. 121_ As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack. + +### GREMLIN COMPANION (SU) +**Source** _Tech Revolution pg. 34_ +Your magic has attracted an adoring gremlin that helps you sabotage and control technology. This gremlin is a special creature companion that you immediately obtain and bond with, granting you the Creature Companion Adept feat. You can use Mysticism ranks in place of Survival ranks to qualify for the Creature Companion Expert, Creature Companion Master, and creature Companion Virtuoso feats. If your gremlin companion dies, you can conjure and bond with a new gremlin companion 24 hours later as part of a ritual that takes 8 hours to complete. Your companion has the following statistics. + +### HARMFUL SPELLS (EX) +**Source** _Starfinder Core Rulebook pg. 121_ +When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as _magic missile_), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points. + +### MAGIC TRAJECTORIES (SU) +**Source** _Character Operations Manual pg. 94_ +As a move action, you can augment a technological powered weapon (either a ranged energy weapon or a melee weapon with the powered weapon special property) so its wielder can exclude a number of targets equal to your key ability modifier from any attacks made by the weapon for 5 rounds. You can do this to a weapon in your possession or one held by an ally that is within reach at the time you use this ability. Each time an attack is made with the weapon, the attacker can exclude targets they are aware of. This exclusion applies only to instant effects and critical hit effects, such as damage or bleed, not lingering secondary effects such as creating a cloud of smoke. +After you use this ability, you cannot do so again until after you take a 10-minute rest to regain Stamina Points. + +### QUICK SCAN (SU) +**Source** _Starfinder Core Rulebook pg. 121_ +As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours. + +### RECODE GEM (SU) +**Source** _Starfinder Armory pg. 156_ +You can alter the spell contained within the encoded lattices of a _spell gem_. This requires 1 minute of uninterrupted concentration. You hijack the power within the gem by inserting your own spellcode, replacing the spell originally encoded within the gem with one of your spells known of an equal or lower level. You can’t insert a replacement spell with expensive material components or that requires the expenditure of Resolve Points unless the original spell required components of equal or greater value or the same amount of Resolve Points. If you use this ability on a compound spell gem, it affects only one spell contained within the gem, leaving the other spell or spells intact. Once you have used this ability, you cannot recode another spell gem until you rest for 10 minutes and expend 1 Resolve Point to regain Stamina Points. + +### REROUTE TRAP (SU) +**Source** _Galaxy Exploration Manual pg. 28_ +As a standard action, you can expend an unused spell slot to rearrange the inner workings of a mechanical or technological device you touch. Reduce the DC of skill checks to disable the device by an amount equal to the level of the spell slot expended for 1 minute. If you fail a check to disable the device by 5 or more during this time, you can spend 1 Resolve Point as a reaction to avoid triggering the device. + +### ROBOT INFLUENCE (EX) +**Source** _Starfinder Core Rulebook pg. 121_ +You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells. + +### SCRAMBLE COMMUNICATIONS (EX) +**Source** _Drift Crisis pg. 46_ +As a standard action, you scramble the signal of all technological communication devices in a 5-foot burst within 30 feet. For 1 minute, the devices can’t connect to the infosphere and can’t be used to send messages or communications. If you spend 1 Resolve Point as an additional cost to activate scramble communications, the duration increases to 1 hour. If the device is in a creature’s possession, that creature can attempt a Will save to negate the effect. Once per minute as a full action, a creature adjacent to an affected device can attempt a Computers check (DC = 10 + your technomancer level + your Intelligence modifier + your insight bonus granted by techlore), ending this magic hack’s effect on that device if successful. After you have attempted to scramble a device with this magic hack, that device becomes immune to scramble communications for 24 hours. + +### SELECTIVE TARGETING (EX) + +**Source** _Starfinder Core Rulebook pg. 121_ +When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability. + +### SPELL COUNTERMEASURES (EX) + +**Source** _Starfinder Core Rulebook pg. 121_ +You gain a +2 bonus to saving throws against spells and other magical effects. + +### SUMMON CACHE (SU) + +**Source** _Starfinder Armory pg. 156_ +As a standard action, you can teleport your spell cache to your hand, even if another creature is currently holding it. This ability functions across any distance, as long as your spell cache is on the same plane as you, though it can’t teleport through effects that prevent teleportation. You can choose this magic hack only if your spell cache is an item. ## Technomantic Proficiency (Ex) + +### TECHNOMANTIC PROFICIENCY (EX) +**Source** _Starfinder Core Rulebook pg. 121_ +As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes. + +### TECHNOMANTIC SHIELD + +**Source** _Galactic Magic pg. 35_ +As a standard action, you can spend 1 Resolve Point to draw a shield and gain proficiency with that type of shield for 1 minute. + +### VITAL CONVERSION (SU) + +**Source** _Tech Revolution pg. 35_ +As a reaction when you use a spell to deal damage to a creature within 10 feet of you, you can convert some of that creature’s vital energies into electrical power. One battery in your possession regains a number of charges equal to the half the damage dealt or twice the spell’s level, whichever is less. + +## 5TH LEVEL + +You must be 5th level or higher to choose these magic hacks. + +### ADAPTABLE SPELL KNOWLEDGE (EX) + +**Source** _Character Operations Manual pg. 94_ +Choose three technomancer spells that you do not know, each with a level equal to or less than the highest spell level you can cast. As a move action, you can add one of these spells to your list of technomancer spells known for 1 minute. If you have the cache capacitor class feature and you could add that spell to one of your cache capacitor’s slots, you can add the spell to your cache capacitor during this time to extend its duration as described by that class feature. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use adaptable spell knowledge again before the duration expires, you replace the previous spell with your new choice. Each time you gain a technomancer level, you can replace one spell you selected with this ability with another choice. + +### AMPLIFY DRIFT ENGINE (SU) + +**Source** _Drift Crisis pg. 46_ +You can attune to a Drift engine to amplify its powers. Attuning to a Drift engine is a 10-minute process, at the end of which you must spend 2 Resolve Points that you can’t recover until you’re no longer attuned to the Drift engine. The attunement ends when you leave the starship or spend a full action to end the attunement. +While you’re attuned to a Drift engine, you treat the engine rating as though it were one higher, though this can’t grant a starship an effective engine rating higher than its size would normally allow. This benefit doesn’t stack with other effects that increase a Drift engine’s effective engine rating. To gain this benefit, you must remain attuned to the Drift engine for the entirety of the starship’s Drift voyage; if you become unattuned, the travel time increases, instead using its base engine rating to calculate the trip’s duration. While attuned to a Drift engine, you also apply your techlore bonus to Piloting checks you make to control the starship. + +### CACHE CONCENTRATION (SU) + +**Source** _Character Operations Manual pg. 94_ +Whenever you cast a spell with a duration of concentration, you can spend 1 Resolve Point to automate the concentration process by transforming the necessary concentration into a program loop that your spell cache can maintain for you. If the spell has a maximum duration, your spell cache maintains the spell for that maximum duration, during which you can act normally. Otherwise, your spell cache maintains the spell until you interrupt the program loop, which does not require an action. Your spell cache can loop only one spell at a time, and if you use this ability to loop a new spell while your spell cache is already looping a spell, the spell cache immediately stops concentrating on the previous spell. +You must have the spell cache class feature to choose this magic hack. + +### CHARGING JOLT (SU) + +**Source** _Starfinder Core Rulebook pg. 121_ +As a move action, you can expend an unused spell slot to refill charges in a weapon’s power cell. This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an Engineering check to disable a device with a bonus equal to double the level of the spell you expended. + +### DEBUG SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 122_ +Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1 (see page 243). At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast _disintegrate_, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled. + +### DISTANT SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 122_ +When you cast a spell with a range of close, medium, or long, you can spend 1 Resolve Point to double its range. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this magic hack. If the spell affects an area, doubling its range doesn’t alter the size of its area. + +### ENCHANTED FUSION (SU) + +**Source** _Starfinder Armory pg. 156_ +As a standard action, you can expend an unused spell slot to temporarily grant the effects of a weapon fusion to a weapon that you touch. When you activate this ability, choose from the following weapon fusions: _flaming_, _frost_, _ghost killer_, _merciful_, or _shock_. If you expend a spell slot of 4th, 5th, or 6th level, you gain the ability to choose either the _corrosive_ or _thundering_ fusion. The weapon gains the chosen fusion for a number of rounds equal to the level of the spell slot you expended. The weapon can’t gain a fusion it already has or one that can’t be applied to a weapon of its type, but this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. You must have the empowered weapon magic hack to choose this magic hack. + +### ENERGY ALTERATION (SU) + +**Source** _Character Operations Manual pg. 94_ +When you cast a spell that deals damage with a casting time of 1 standard action, you can cast the spell as a full action to change the type of damage it deals to any one of the following: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. If the spell requires an attack roll to hit, changing its damage type does not change whether it targets EAC or KAC. You can spend 1 Resolve Point when casting a spell that deals damage to apply the effects of this magic hack without adjusting the spell’s casting time. + +## EXTEND TELEPORTATION (SU) + +**Source** _Drift Crisis pg. 46_ +When you cast a spell from the conjuration (teleportation) school with a casting time of 1 standard action, you can cast the spell as a full action to double the range of the spell. You can spend 1 Resolve Point when casting a spell from the conjuration (teleportation) school to apply the effects of this magic hack without adjusting the spell’s casting time. + +### EXTENDED SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 122_ +When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours. + +### FABRICATE ARMS (SU) + +**Source** _Starfinder Core Rulebook pg. 122_ +As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th-level spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack. + +### GLITCH STEP (SU) + +**Source** _Character Operations Manual pg. 94_ +You can expend a 1st-level or higher spell slot to glitch yourself out of reality, as if you were an image on a bad view screen, allowing you to move in unpredictable ways. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action. + +- Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot. +- Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot. +- Pass through up to 1 foot of solid objects as if you were incorporeal (Core Rulebook 264). You can pass through ceilings, floors, and walls, provided they’re no thicker than 1 foot. + +### INSTANT UPGRADE (SU) + +**Source** _Galaxy Exploration Manual pg. 28_ +As a standard action, you can expend an unused spell slot to temporarily create and install an armor upgrade into a suit of armor you touch. The armor must have the available armor upgrade slots to accommodate the upgrade, and the upgrade’s item level can’t exceed three times the expended spell slot’s level. The armor gains the chosen upgrade for a number of rounds equal to your Intelligence bonus. +If the upgrade requires a standard action or move action to activate a persistent effect, such as a force field’s effect, the creature wearing the armor can choose to activate that effect as part of this magic hack. If the upgrade has a capacity, it comes fully charged. The armor can’t gain an upgrade it already has or one that can’t be installed in armor of its type. + +### MAGIC NEGATION (SP) + +**Source** _Starfinder Core Rulebook pg. 122_ +As a standard action, you can spend 1 RP to temporarily suppress magic, as if using dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell’s level is higher than you can cast or the item’s level is greater than your level, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell. ## Private Hologram (Su) + +**Source** _Starfinder The Chimera Mystery pg. 52_ +When you cast a _holographic image_ or _holographic terrain_ spell, you can choose to adjust the illusion’s magical frequency to make it visible only to you and a single target of your choosing within range who you can observe. You can spend 1 Resolve Point to instead make the illusion perceivable to a number of targets equal to your technomancer level. A private hologram can be seen by any effect that allows someone to see invisible creatures. + +### SHADOW GRENADE (SU) + +**Source** _Character Operations Manual pg. 94_ +As a standard action, you can create and throw a quasi-real duplicate of a grenade you have in your possession. You don’t need to have the grenade in hand, but you do have to have it easily accessible (essentially any grenade that would be a legal target of the Pull the Pin feat). To use this ability, you must expend a spell slot of a spell level equal to at least half the item level of the grenade to be thrown (minimum spell level 1). +The shadow grenade acts in all ways like a standard grenade of the type being duplicated, except you are proficient with it, and any creature that makes a saving throw against it is immune to all its effects. If the grenade would not normally allow a saving throw, creatures in its area can attempt a Will save against a DC of 10 + 1/2 your technomancer level + your key ability modifier. This also applies if the grenade requires a saving throw only under specific circumstances that don’t apply to a creature. For example, if you use this ability to create a shadow smoke grenade, any creature that inhales the shadow smoke attempts a Fortitude save as outlined in that item’s description and on a success is immune to all the grenade’s effects (including any cover it would grant). Creatures that do not inhale the grenade’s shadow smoke are still allowed a Will save, as outlined above, to ignore all the grenade’s effects (including cover). +You can use this ability to duplicate a grenade with a weapon fusion or fusion seal, but for the purpose of determining the level of the spell slot you must expend to use this ability, treat the grenade’s item level as equal to its base item level + the level of any fusions. + +### SPELL GRENADE (SP) + +**Source** _Starfinder Core Rulebook pg. 122_ +You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack. + +### TOXIC SPELL (EX) + +**Source** _Galaxy Exploration Manual pg. 28_ +When you cast an instantaneous spell that deals damage and are holding a dose of an injury poison in hand, you can expend the held poison to deliver it through your spell, breaking it down to its components and magically inserting it into your spell’s code. Choose a single target of the spell, or a single target within the spell’s area; if that target is damaged by the spell, they are also subjected to the poison. + +## 8TH LEVEL + +You must be 8th level or higher to choose these magic hacks. + +### BRAIN HACKER (SU) + +**Source** _Character Operations Manual pg. 95_ +To you, living brains are merely a type of organic computer, and you’ve learned to hack them as easily as you would an artificial mind. For the purpose of determining the effects of your technomancer spells, you treat all living creatures with an Intelligence score of 12 or higher as if they were both their original type and subtype and constructs with the technological subtype, whichever is more beneficial for you. This ability allows you to heal living creatures with spells like mending and make whole, as if they were constructs. + +### DIVINER'S TAP (SU) + +**Source** _Starfinder Core Rulebook pg. 122_ +You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful Computers check against the device’s DC. If you fail, you can’t try again on the same device. On a success, your tap lasts for a number of days equal to your caster level. You can program your tap either to give you general information about user activity on the device or to receive a mental alarm when a user accesses or transmits data about a specific topic (getting an idea of the information found). For instance, a user might hold a video call to talk about your exploits. If you chose to receive general information, you might know that a video call took place but not the call’s topic. If you chose to have the tap receive an alarm when the topic is you, you’d get the gist of the conversation (but not a complete transcript). Setting up a new diviner’s tap ends the duration of any previous one still in effect. + +### DRONE SUMMONER (SU) + +**Source** _Character Operations Manual pg. 95_ +When you cast summon creature to summon a robot, you can grant that robot a number of benefits as if it were a mechanic’s drone you controlled. If you summon multiple robots with a single creature summoning spell, you select one of them to receive these benefits. You can give it commands if it is within 100 feet of you, as if you had limited telepathy that functioned with the robot. +For every 4 caster levels you have, you can select one additional benefit to grant the robot, up to a maximum number of benefits equal to the spell level of the spell you used to summon it. Each time you gain a new technomancer level, you can change what benefits you have selected. When you summon a robot with a summon creature spell (Alien Archive 144), you can decide what benefits it receives from those you have selected, up to its maximum. +The benefits you can select from include bonus feats and drone mods. The bonus feats you can select from are Blind- Fight, Cleave, Far Shot, Jet Dash, Kip Up, and Mobility. The drone mods you can select from are camera, cargo rack, climbing claws, enhanced senses, hardened AI, hydrojets, jump jets, speed, and tool arm (you must define the tool when you select this benefit). +You must be able to cast summon creature to summon a robot to select this magic hack. + +### EXPANDED CACHE (SU) + +**Source** _Galaxy Exploration Manual pg. 28_ +You expand the selection of spells you can cast with the cache capacitor class feature. Add _comprehend languages_ and _lifting frame_ to the list of spells you can store in your cache capacitor’s first slot. At 12th level, add _mental silence_ and _personal gravity_ to the list of spells you can store in your cache capacitor’s second slot. At 18th level, add _dampening field_ and _instant upgrade_ to the list of spells you can store in your cache capacitor’s third slot. You must know a spell to store it in your cache capacitor. + +### EXTEND RUNTIME (SU) + +**Source** _Character Operations Manual pg. 95_ +You hack a spell’s runtime, dramatically increasing its duration. Whenever you cast a spell with a duration of 10 minutes/day or longer and target only yourself, you can either spend 1 Resolve Point or cast the spell using a higherlevel spell slot to increase its duration to 24 hours (D). + +### FABRICATE EXPLOSIVE (SP) + +**Source** _Starfinder Armory pg. 156_ +As a full action, you can expend an unused spell slot to concentrate its magical power into a grenade-like matrix of volatile energy. This fabricated explosive can mimic any grenade with an item level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. This grenade-like item remains a spell-like ability with a spell level equal to the level of the spell slot you expended, and it cannot be augmented or affected by abilities that affect technological devices or weapons. This explosive is unstable; only you can use it, and you must throw it within a number of rounds equal to the level of the expended spell slot or it dissipates harmlessly. You are considered proficient with the grenade for this attack. Once you have used this ability, you can’t use it again until you rest for 10 minutes and expend 1 Resolve Point to recover Stamina Points. + +### FLASH TELEPORT (SP) + +**Source** _Starfinder Core Rulebook pg. 122_ +As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity. + +### HOLOGRAPHIC CAMOUFLAGE (SU) + +**Source** _Galaxy Exploration Manual pg. 28_ +As a standard action, you can expend an unused spell slot to hide your presence with holographic camouflage, becoming concealed. If you don’t move or act for 1 round, at the beginning of your next turn, this camouflage renders you invisible until the next time you move or act. Holographic camouflage lasts for a number of minutes equal to the level of the spell slot you expended. ## Junk Arsenal (Su) + +**Source** _Tech Revolution pg. 35_ +You can spend one or more Resolve Points when you cast junk armor or junksword. For each Resolve Point spent, you cause one willing creature you touch while casting the spell to also gain the effects of that spell for 1 hour. Each junk armament created with the spell requires its own supply of junk to transform. The creature uses your technomancer level to calculate the spell’s effects, though the creature’s junk armament does not gain any additional abilities granted by your class abilities (such as the additional armor upgrade slot granted by junk technomancy). For junk armor, you can choose for each target whether to create light armor or temporarily turn the target’s light armor into heavy armor. For junksword, each weapon you create has identical statistics, such as which special properties it has and whether it is analog or powered. + +### MENTAL MARK (SU) + +**Source** _Starfinder Core Rulebook pg. 122_ +When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time. + +### SHRINK SHOT (EX) + +**Source** _Drift Crisis pg. 46_ +Imitating the transitive properties of the Drift, you can warp space to decrease the distance a weapon can fire. As a standard action, you expend an unused spell slot to halve the range increment of a ranged weapon within 100 feet for a number of rounds equal to the level of the spell slot expended. If the weapon is in a creature’s possession, that creature can attempt a Reflex saving throw to negate this effect. + +## SPELLSHOT (SP) + +**Source** _Starfinder Core Rulebook pg. 122_ +You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon’s range rather than the spell’s range. You must target a single creature with your attack, and the spell’s area is centered on that creature, or originates at the creature’s location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell, dealing damage as normal if you hit. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don’t benefit from this magic hack. + +### TECH COUNTERMEASURES (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of evasion (as the operative’s class feature; see page 93) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature. + +### TELEPORT GRENADE (SU) + +**Source** _Drift Crisis pg. 46_ +When you throw a grenade, you can spend 1 Resolve Point as part of the action to teleport the grenade to its destination. This increases the grenade’s range to 100 feet plus 10 feet for every technomancer level you have, with no range increment. In addition, your attack roll with the grenade ignores partial cover and cover, but not improved cover and total cover. + +### TRANSLOCATIONAL RECALL (SU) + +**Source** _Character Operations Manual pg. 95_ +As a standard action, you can spend 1 Resolve Point to create a translocational beacon that you place anywhere within your reach. As a swift action, you can instantly teleport from your current location to the location where you placed your translocational beacon, provided the beacon has at least 1 Hit Point and is no further than 10 feet × your technomancer level from your current location. This movement doesn’t provoke attacks of opportunity, although it does create a dazzling flash of neon light (Perception DC 0 to notice). +A transdimensional beacon is a Fine object with negligible bulk, hardness equal to your technomancer level, and Hit Points equal to 3 × your technomancer level. Your spell cache monitors your beacon, and you are automatically alerted if it is destroyed or you move out of its range. You can have only one beacon active at a time, and creating a new beacon causes the old beacon to immediately collapse and become inert. + +### USURP CODE (SU) + +**Source** _Tech Revolution pg. 35_ +You can spend 1 Resolve Point as a reaction when you or an adjacent ally successfully saves against a spell to absorb the spell’s formula into your spell cache. The spell’s formula remains in your spell cache for a number of rounds equal to your Intelligence modifier, and as a swift action or move action you can attempt to decode the spell by succeeding at a Mysticism check (DC = 10 + 5 × the level of the spell); you can instead attempt a Computers check with the same DC if the spell is on the technomancer spell list. Once you have deciphered the spell, temporarily add it to your list of spells known as a technomancer spell. After you cast this spell, the formula is erased from your spell cache. +You must have a spell cache to select this magic hack. + +### WIDENED SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 123_ +When you cast a spell with a burst, emanation, or spread, you can spend 2 Resolve Points to double its radius. For instance, a spell with a 30-foot burst would have a 60-foot burst instead. Spells that don’t have an area of one of these three types are not affected by this magic hack. + +## 11TH LEVEL + +You must be 11th level or higher to choose these magic hacks. + +## ADAPTIVE DEFENSES (SP) + +**Source** _Galaxy Exploration Manual pg. 29_ +As a standard action, you can expend an unused spell slot to construct magical defenses from the foreign particles in your wounds, granting you resistance to one type of energy damage dealt to you within the past minute. This resistance is equal to your class level and lasts for a number of rounds equal to the level of the spell slot you expended. You can spend 1 Resolve Point to activate this magic hack as a move action. + + +### COUNTERTECH SENTINEL (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +You can spend 1 Resolve Point to use your countertech magic hack to counter a direct attack against an ally within 15 feet. You can’t use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack. + +### CRITICAL SPELLS + +**Source** _Galactic Magic pg. 35_ +As a move action, you can add one of the following critical hit effects to the next spell you cast this turn that requires an attack roll: arc, burn, corrode, deafen, knockdown, or staggered. Damage dealt by the arc, burn, or corrode effect equals 1d6 × the spell’s level. Any critical hit effect that allows for a saving throw uses your magic hack DC. + +### DIMINISH SPELL RUNTIME (SU) + +**Source** _Character Operations Manual pg. 95_ +As a standard action, you can attempt to hack an active spell effect that you’re aware of to reduce its duration. You must be able to touch the area, creature, or object affected by the spell that you want to hack. As part of the hack, attempt a Mysticism check with a DC equal to 15 + 1-1/2 × the caster level of the spell. If you succeed, you reduce the spell’s duration by 50%. If this reduces its duration to less time than the effect has already been active, the spell ends as if dispelled. If you fail the check by 5 or more, you can’t attempt to hack that spell again for 24 hours. This ability does not affect spells with an instantaneous or permanent duration. + +### ETERNAL SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 123_ +Choose one 1st-level spell you know from the list of technomancer spells in the _Starfinder Core Rulebook_. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known. You can choose a 1st-level spell from a source other than the _Core Rulebook_ with the GM’s permission. + +### LONG-LASTING SPELL + +**Source** _Galactic Magic pg. 35_ +As a move action, you can spend 1 RP to boost a spell that deals damage and targets a single creature or object. This causes the target to take the spell’s minimum damage again at the start of their next turn. If the initial spell allows for a saving throw to reduce damage, this additional damage also allows for the same saving throw. You can’t use effects that would manipulate damage dice results (such as debug spell) with this ability. + +### MIND VIRUS (SU) + +**Source** _Starfinder Hive of Minds pg. 50_ +You implant a psychic countermeasure in your mind to protect against intrusion, much like computer security. When you attempt a Will saving throw against a mind-affecting effect, the creature using the effect on you must also attempt a Will saving throw. On a failure, the target is nauseated for 1d4 rounds. Even if the target succeeds at the Will save, it is sickened for 1 round. This is a mind-affecting effect. + +### PROXIMITY ALERT (EX) + +**Source** _Galaxy Exploration Manual pg. 29_ +As a standard action, you cause a personal comm unit you touch to sense and transmit subtle electronic impulses back to you. You gain blindsense (electricity) with a range of 30 feet centered on the comm unit. This effect lasts for 1 hour or until you move more than 100 feet from the comm unit. As a move action, you can expend an unused spell slot to also gain blindsight (electricity) with a range of 30 feet centered on the comm unit, which lasts for a number of rounds equal to twice the expended spell’s level. + +### REACTIVE COUNTER (SU) + +**Source** _Character Operations Manual pg. 95_ +Whenever an opponent you’re aware of casts a spell, as a reaction you can cast _dispel magic_ or _greater dispel magic_ in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast _dispel magic_ or _greater dispel magic_ in this way. You must know _dispel magic_ or _greater dispel magic_ to select this magic hack. + +### REBOOT MIND (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject’s brain, ending all mind-affecting effects affecting it, as well as all conditions that could be removed by _greater remove condition_ that were imparted on the creature by mind-affecting effects, but the subject becomes stunned until the end of its next turn. Once you reboot a mind, you can’t use this ability again for 24 hours. + +You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If she succeeds, the ally can allow her mind to be rebooted, but if she fails, you waste the expended Resolve Point and action. + +You can use this ability to reboot your own mind. If you’re unable to take actions, you can reboot your mind without spending actions, but it must be the first thing you do on your turn, and you are stunned until the end of your next turn. + +### SEEKING SHOT (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon’s range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. + +### SPELL COUPLING (EX) + +**Source** _Galaxy Exploration Manual pg. 29_ +When you cast an instantaneous spell that deals damage, you can expend an additional unused spell slot to code additional magic energy onto the spell, bolstering its effectiveness. You gain a bonus to your attack roll with the spell equal to half the additional unused spell slot’s level. The spell deals an additional 1d6 damage for every level of the additional unused spell slot. The saving throw DC of the spell increases by 1 if the additional unused spell slot expended is 3rd, 4th, or 5th level, or by 2 if you expended a 6th-level spell slot. +These benefits apply to all creatures affected by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn), nor does it increase ability damage or the spell’s other effects. + +### SPELL GLITCH (SP) + +**Source** _Drift Crisis pg. 46_ +As a standard action, you can infect an ongoing spell with a virulent spellcode that swiftly degrades the magic. To infect it, you must be aware of the spell and able to touch the area, creature, or object affected by the spell. As part of the infection, attempt a caster-level check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell glitches for a number of rounds equal to your Intelligence modifier. At the end of each of your turns while the spell is glitching, there is a 25% chance the spell ceases to function until the end of your next turn. If a spell ceases to function 2 consecutive rounds in this way, you can attempt a second caster-level check against the same DC, dispelling the spell as dispel magic if you succeed. Once you have targeted a spell with this magic hack, the spell becomes immune to further uses of spell glitch for 24 hours. + +### TRACKING BEACON (SP) + +**Source** _Drift Crisis pg. 46_ +You can spend 2 Resolve Points as a standard action to touch a vehicle or starship and infect it with a tracking program that tracks the vehicle on your behalf. The program lasts a number of days equal to your technomancer level, sending real-time coordinates to your spell cache to inform you of the vehicle’s location, whether it’s moving, and its relative status: unharmed, broken (vehicle only), wrecked (vehicle only), damaged (a starship with critical damage to at least one system), disabled (starship only), or destroyed. If the vehicle or starship enters the Drift, the program transmits Drift codes for the starship’s destination, enabling you to plot a course to the same destination. +A creature interacting with the vehicle can attempt a Computers or Mysticism check once per day to detect your tracking program, with a DC equal to 15 + 1-1/2 your technomancer level. Once detected, your tracking program can be dispelled as if it were a spell, or it can be removed by being hacked as if it were a computer whose tier is equal to half your technomancer level. + +## 14TH LEVEL + +You must be 14th level or higher to choose these magic hacks. + +## PERSONAL FIREWALL (SU) + +**Source** _Tech Revolution pg. 35_ +You have wrapped yourself in technomagical code that deflects incoming incantations. You gain spell resistance equal to 5 + your technomancer level. Against spells that appear on the technomancer spell list, your spell resistance increases to 10 + your technomancer level. + +### PHASE SHOT (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a _wall of force_, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. + +### QUICKENED SPELL (EX) + +**Source** _Starfinder Core Rulebook pg. 123_ +You can cast a spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level spell or 4 Resolve Points to cast a quickened 1st-level spell. You can quicken only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 6 Resolve Points to cast a quickened 2nd-level spell. + +### RAIN OF FIRE (SU) + +**Source** _Starfinder Core Rulebook pg. 123_ +Once per day as a full action, you can spend 2 Resolve Points to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon, whichever is lower. Each attack uses your highest attack bonus, and each enemy can be targeted only by a single shot. + +### REBOUNDING SPELL (SU) + +**Source** _Galaxy Exploration Manual pg. 29_ +When a single-target spell you cast fails to affect its target, you can spend 2 Resolve Points as a reaction to redirect the spell onto a new target within the spell’s range. If the spell requires an attack roll, reroll the attack against the new target with a –2 penalty. If the spell requires a saving throw, the new target attempts the saving throw with a +2 bonus. + +### REWIRE SYNAPSES (SP) + +**Source** _Galaxy Exploration Manual pg. 29_ +Once per day as a full action, you reconfigure the mind of a construct, living creature, or creature with the technological subtype within 60 feet of you and whose CR is lower than or equal to your technomancer level (Will negates). If the target fails the save, choose one of that creature’s allies as well as one of the creature’s foes that both you and the target can perceive with a precise sense. The magic hack causes the target to treat the chosen ally as if they were an enemy, urging the target to attack, harass, or evade that ally. The magic hack’s target also treats the chosen enemy as if they were an ally, compelling the target to protect, aid, and fight alongside that creature. These effects don’t compel the target to attack their new enemy to the exclusion of other targets, but the target does preferentially harm the new enemy when possible. +This effect lasts a number of rounds equal to your Intelligence modifier. At the end of any turn in which they harmed their new enemy, the target can attempt a new saving throw against this magic hack; if they succeed, the effect ends. + +### SOUL BACKUP (SU) + +**Source** _Tech Revolution pg. 35_ +As part of a ritual that takes 8 hours, during which the subject must remain within 10 feet of you, you can scan and download a compressed copy of a willing creature’s soul into your spell cache. Your spell cache can only store a number of such copies equal to your Intelligence modifier, you cannot store more than one copy of a specific creature’s soul in this way, and you can purge soul data with 1 minute of programming. +The soul data can be accessed in several ways, but after any of these uses, the decompressed data becomes so expansive that it exceeds your spell cache’s available memory and becomes irrevocably corrupted and unusable. First, a spellcaster can expend the data while casting raise dead on the stored soul’s body to halve the cost of the expensive beacon required by the spell. Second, you can expend the data to interview the subject so long as they are dead, as if casting speak with dead without needing access to the corpse. Finally, you can expend the data as a standard action to rebuff an undead creature made from the subject (such as the subject’s ghost or animated skeleton), with a range of 100 feet; the undead takes 1d20 force damage per technomancer level (Fortitude half). + +### SPELL LIBRARY (EX) + +**Source** _Starfinder Core Rulebook pg. 123_ +You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level. + +## 17TH LEVEL + +You must be 17th level or higher to choose these magic hacks. + +## PHASING SPELLSHOT (SP) + +**Source** _Starfinder Armory pg. 156_ +When you use your spellshot magic hack, you can spend 1 Resolve Point as a part of casting the spell to allow the attack to travel straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (although any magical barrier, such as a wall of force, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. You must have the spellshot and phase shot magic hacks to select this magic hack. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Technomancer/Technomancer Alternate Class Features.md b/Compendium/SF1E/Classes/Technomancer/Technomancer Alternate Class Features.md new file mode 100644 index 0000000..345b40b --- /dev/null +++ b/Compendium/SF1E/Classes/Technomancer/Technomancer Alternate Class Features.md @@ -0,0 +1,223 @@ +--- +aliases: +tags: [30:] +--- +# TECHNOMANCER ALTERNATE CLASS FEATURES + +# DRONE TECHNOMANCY + +**Source** Tech Revolution pg. 34 +**Class** Technomancer + +You have created an extraordinary new life powered by your technomancy, providing you a skilled companion at the cost of your overall magical potential. You gain a drone artificial intelligence, using your technomancer level as your mechanic level. If you have additional levels in a class that provides you a drone artificial intelligence, you add them together to the determine the effectiveness of your drone. You gain one fewer spell slot per day of each level. +When you learn new magic hacks, you can choose to select any of the following mechanic tricks as though they were magic hacks, using your technomancer level as your mechanic level to qualify for these tricks: drone meld, extra drone mod, hyperclocking, mod tinkerer, overclocking, repair drone, and ultraclocking. +This alters spells and replaces spell cache and cache capacitor. + +# IMMORTAL TUTOR +**Source** _Galactic Magic pg. 34_ +**Class** Technomancer + +You’ve learned technology from extraplanar experts. Choose one of the following categories that best fits your immortal tutor: aeon, celestial, elemental, fiend, inevitable, or protean. You gain the benefits associated with that tutor. +At 1st level, you gain the ability to cast a specific variable‑level spell once per day without expending a spell slot as though it were one of your known technomancer spells, and you do so using the spell level equal to the highest-level technomancer spell you can cast. +At 6th level, when you cast a 1st-level or higher technomancer spell, you can gain the tutor’s first lesson for a number of rounds equal to your Intelligence modifier. After you do so, you can’t use the first lesson again until you have rested 10 minutes to regain Stamina Points. At 12th level, you can spend 1 Resolve Point as a reaction to gain the benefits of your patron’s second lesson. At 18th level, you learn your patron’s third lesson, which grants an additional benefit whenever the first lesson ability is active. +This replaces spell cache and cache capacitor. + +--- + +## AEON + +**Source** _Galactic Magic pg. 34_ +You have learned reality-warping mathematics from the cosmos’s faceless custodians. +**Spell:** Flight +**First Lesson:** When you make an attack that would deal a damage type you have not dealt since the beginning of your last turn, you gain a +1 circumstance bonus to the attack roll. +**Second Lesson:** You gain the ability to speak and understand one language you perceive as if affected by comprehend languages and tongues for 10 minutes. +**Third Lesson:** You have a 60% fortification ability as if you had an active blue force field (Core Rulebook 206). + +--- + +## CELESTIAL + +**Source** _Galactic Magic pg. 34_ +Benevolent outsiders showed you the miracle’s sacred tech. +**Spell:** Summon creature (agathion, angel, archon, and azata only) +**First Lesson:** You gain DR/evil with a value equal to 1-1/2 × the spell’s level (rounded down). +**Second Lesson:** You apply your techlore bonus as an insight bonus to one skill check before attempting the check. +**Third Lesson:** You and allies within 30 feet who can see you gain a +1 morale bonus to saving throws. + +--- + +## ELEMENTAL + +**Source** _Galactic Magic pg. 34_ +A powerful elemental patron honed your fundamentals. Choose an elemental type for your patron: air, earth, fire, or water. +**Spell:** Summon creature (elementals only) +**First Lesson:** You gain a special movement speed based on your patron’s type. Air grants a 20-foot fly speed (average maneuverability). Earth grants a 15-foot burrow speed. Fire grants a +20-foot enhancement bonus to your land speed. Water grants a 30-foot swim speed. +**Second Lesson:** You reroll the damage dice for an attack or spell that deals acid, cold, electricity, or fire damage. Use whichever result is higher. +**Third Lesson:** You gain a defense based on your elemental type, with a value equal to 1 plus the spell’s level—electricity resistance (air), DR/piercing (earth), fire resistance (fire), or DR/bludgeoning (water). This DR or resistance stacks with one other source of DR or resistance you already have. + +--- + +## FIEND + +**Source** _Galactic Magic pg. 34_ +You’ve learned technological exploits from evil outsiders. +**Spell:** Summon creature (daemon, demon, and devil only) +**First Lesson:** You gain DR/good with a value equal to 1-1/2 × the spell’s level (rounded down). +**Second Lesson:** Your armor briefly grows spikes, dealing piercing damage equal to your technomancer level plus your Intelligence modifier to a creature that damaged you with a melee attack. +**Third Lesson:** You gain fire resistance 10. After you resolve the spell that triggers the first lesson, any enemies within 30 feet who can see you must succeed at a Will save or become shaken for 1d6 rounds (DC = 20 + your Intelligence modifier). + +--- + +## INEVITABLE + +**Source** _Galactic Magic pg. 34_ +_SFS Note: Replace the adamantine shot spell in the Inevitable Immortal Tutor Alternate Class Feature for Technomancers with magic missile._ +The precision of Axis formed the foundation of your studies. +**Spell:** Adamantine shot +**First Lesson:** You gain temporary Hit Points equal to three times the spell’s level. +**Second Lesson:** You gain a +4 enhancement bonus to one Fortitude save against a death effect, disease, necromancy effect, paralysis effect, poison, sleep effect, or stun effect. +**Third Lesson:** At the end of each turn, you regain Stamina Points equal to twice the spell’s level. + +--- + +## PROTEAN + +**Source** _Galactic Magic pg. 34_ +You learned to innovate your technomancy to keep pace with the Maelstrom’s everchanging criteria and physics. +**Spell:** Polymorph (self only) +**First Lesson:** When you cast a spell or make an attack that deals acid, cold, electricity, fire, or sonic damage, you can choose to replace that damage with one of the five damage types selected at random. If you do so, you can reroll one of the damage dice and use the second result. +**Second Lesson:** You reduce the damage you take from a critical hit by twice your technomancer level and gain a +2 bonus on saving throws against the attack’s critical hit effects. +**Third Lesson:** Your form becomes extremely fluid. You gain the compression ability (Alien Archive 153), can move through difficult terrain as though it were normal terrain, and gain a +3 circumstance bonus to KAC and saving throws against attacks of opportunity and effects that would grapple or entangle you. + +# JUNK TECHNOMANCY + +**Source** Tech Revolution pg. 34 +**Class** Technomancer + +Your magic easily recycles technological refuse into useful tools, literally making another’s trash into your treasure. You gain junk armor and junksword as 1st-level spells known. When you gain the ability to cast technomancer spells of a higher level, you add the next higher level of junk armor and junksword to your list of spells known. You immediately lose the lower level version of these two spells and replace them with one spell known for that lower spell level. Once per day, you can cast junk armor or junksword as a spell of the highest technomancer spell level that you can cast without expending a spell slot. When you cast junk spells—including any spells that specifically create or manipulate junk, such as junk armor, handy junkbot, or other spells as the GM’s discretion—you treat your technomancer caster level as 1 higher than normal. +At 3rd level, your techlore class feature grants its insight bonus to your Engineering checks rather than to Computers checks; it still grants you an insight bonus to Mysticism checks. At 6th level, armor you create or enhance with junk armor gains one armor upgrade slot. When you create a junksword, you can simultaneously place a weapon fusion seal into it whose item level cannot exceed half the spell’s caster level; the fusion seal is harmlessly returned to your hand when the spell ends. +This alters spells and techlore, and it replaces spell cache and cache capacitor. + +# CACHE AUGMENTATION (EX) + +**Source** Character Operations Manual pg. 92 +**Class** Technomancer + +Your studies of the fundamental forces of the galaxy have enabled you to enhance one of your body’s systems to benefit from the energy of stored spells. You might have been bestowed this augmentation by an order of technomancers, implanted the augmentation into yourself as part of your research, or witnessed part of your body undergo a technomantic apotheosis that left you with the ability to cast spells. Your cache augmentation takes the form of any cybernetic augmentation or magitech augmentation (Starfinder Armory 90) of your choice with an item level of 1. Each time you gain a level, the item level of your augmentation increases by 1, and you can replace it with a different augmentation with an item level equal to your technomancer level or lower. This augmentation counts toward the total number of augmentations you can have implanted into each of your body’s systems as normal. + +At 6th level, each time you regain your spells, choose one of the following: attack rolls, Computers and Engineering checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level. + +At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level. + +At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. + +These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the reject augmentation spell) you also lose these bonuses. + +This replaces spell cache and cache capacitor. + +# CACHE HACKS (SU) + +_SFS Note: Remove baleful polymorph as a 6th-level spell option; the rest of Genehacker’s Cache is legal for play_ +**Source** _Character Operations Manual pg. 92_ +**Class** Technomancer + +At 6th level, you can acquire a cache hack, a fundamental shift in the focus of your spell cache that alters the spells you can cast with the cache capacitor class feature. Choose one of the cache hacks described below; your cache capacitor can hold the listed spells instead of those described on page 120 of the Core Rulebook. + +Some of the cache hacks described below allow you to place spells with targets into your cache capacitor. These spells are marked with an asterisk (\*). For such spells, you effectively gain the ability to cast the cached spell at will. You don't need to make any decisions required for the spell in advance, but their duration expires normally. Reestablishing one of these spells requires only that you cast the spell again; you don't need to spend 5 minutes reestablishing it. You can have only one instance of each spell active at a time, and casting the spell again causes the previous instance to automatically end, as if its duration had expired. After 24 hours, you lose the ability to cast the spell in your cache capacitor and effects produced by those spells immediately end, as if their duration had expired. + +Aside from the change in the spell list and the changes listed above, your cache capacitor otherwise functions as described in the cache capacitor class feature. This alters cache capacitor. + +--- + +## DEVASTATOR'S CACHE + +**Source** _Character Operations Manual pg. 92_ +The devastator uses their technomancy not for fame, fortune, or glory. Instead, the devastator use their spells to lay waste to their enemies. +**First Slot (6th Level):** _jolting surge_\*, _magic missile_\*, _overheat_\*, _supercharge weapon_\*. +**Second Slot (12th Level):** _caustic conversion_\*, _directed denial of strength attack_\*, _inject nanobots_\*, or _logic bomb_\*. +**Third Slot (18th Level):** _arcing surge_\*, _entropic grasp_\*, _explosive blast_\*, or _irradiate_\*. + +--- + +## GENEHACKER'S CACHE + +**Source** _Character Operations Manual pg. 92_ +_SFS Note: Remove baleful polymorph as a 6th-level spell option_ +The genehacker uses their spell cache to fundamentally alter organisms, be it themselves, their allies, or their foes. +**First Slot (6th Level):** _baleful polymorph_\* (1st level), _keen senses_, _life bubble_, or _polymorph_ (1st level). +**Second Slot (12th Level):** _baleful polymorph_\* (2nd level or lower), _darkvision_, _polymorph_ (2nd level or lower), or _spider climb_. +**Third Slot (18th Level):** _baleful polymorph_\* (3rd level or lower), _flight_ (3rd level or lower), _lesser resistant armor_, or _polymorph_ (3rd level or lower). + +--- + +## HOLOGRAPHIC ARTIST'S + +**Source** _Character Operations Manual pg. 92_ +The holographic artist uses their spell cache to paint the world around them with dazzling holograms and creatures that others can't help but believe. +**First Slot (6th Level):** _disguise self_, _holographic image_ (1st level), _summon creature_ (1st level), or _unseen servant_. +**Second Slot (12th Level):** _holographic image_ (2nd level or lower), _invisibility_\*, _mirror image_\*, or _summon creature_ (2nd level or lower). +**Third Slot (18th Level):** _displacement_, _holographic image_\* (3rd level or lower), _nondetection_, _summon creature_ (3rd level or lower) + +--- + +## JUNKER'S CACHE + +**Source** _Character Operations Manual pg. 92_ +The junker uses their spell cache to build incredible weapons, armor, and machines from scrapped parts. +**First Slot (6th Level):** _detect tech_, _junk armor_ (1st level), _junksword_\* (1st level), or _supercharge weapon_\*. +**Second Slot (12th Level):** _junksword_\* (2nd level or lower), _microbot assault_\*, or _recharge_\*. +**Third Slot (18th Level):** _handy junkbot_\*, _healing junkbot_\*, or _junksword_\* (3rd level or lower). + +--- + +## OFFICER’S CACHE + +**Source** _Starfinder Puppets Without Strings pg. 50_ +An officer draws on their cache to satisfy a variety of tactical options in the field. +**First Slot (6th Level):** _comprehend languages_, _junksword_\* (1st level), _summon creature_ (1st level), or _supercharge weapon_\* +**Second Slot (12th Level):** _invisibility_\*, _junksword_\* (2nd level or lower), _school spirit_, or _summon creature_ (2nd level or lower) +**Third Slot (18th Level):** _junksword_\* (3rd level or lower), _summon creature_ (3rd level or lower) or _tongues_\* + +--- + +## SCHOLAR’S CACHE + +**Source** _Starfinder Puppets Without Strings pg. 50_ +The scholar uses their spell cache to further their studies. +**First Slot (6th Level):** _Akashic download_, _comprehend languages_, _identify_\*, or _unseen servant_ +**Second Slot (12th Level):** _Akashic tutor_ (2nd level or lower), _hoverdisk_, _instant upgrade_\*, or _school spirit_ +**Third Slot (18th Level):** _arcane sight_, _handy junkbot_, _mind of three_, or _tongues_ + +--- + +## SPYMASTER’S CACHE + +**Source** _Galactic Magic pg. 35_ +The spymaster uses their spell cache for infiltration, hiding their tracks, and uncovering secrets. +**First Slot (6th Level):** comprehend languages, disguise self, erase\*, or mental silence +**Second Slot (12th Level):** invisibility to technology\*, knock\*, manipulate tech\*, or osmose\* +**Third Slot (18th Level):** clairaudience/clairvoyance\*, duplicate data\*, nondetection, or see invisibility + +--- + +## TECHNOWITCH’S CACHE + +**Source** _Galactic Magic pg. 35_ +_SFS Note: Replace the incompetence spell in the Technowitch Cache Hack with mental silence._ +The technowitch bends reality to their whims with their spell cache, creating a world molded to their desires. +**First Slot (6th Level):** flight (1st level), incompetence\*, lifting frame\*, or polymorph (1st level) +**Second Slot (12th Level):** command undead\*, flight (2nd level or lower), polymorph (2nd level or lower), or spider climb +**Third Slot (18th Level):** flight (3rd level or lower), remote pilot\*, phantom cycle, or polymorph (3rd level or lower) + +# HACK CAPACITOR (SU) + +**Source** Character Operations Manual pg. 92 +**Class** Technomancer + +You can adjust your magical knowledge, granting you the ability to hack your spellcasting in unexpected ways. Select three magic hacks that you do not have but whose prerequisites you meet. As a move action, you can gain the benefit of one of these magic hacks for 1 minute. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use hack capacitor again before the duration expires, you replace the previous magic hack with the new choice. If a magic hack you chose with hack capacitor has a daily use limitation, any uses of any magic hack from your hack capacitor count toward the hack’s daily limit. Each time you gain a technomancer level, you can replace one magic hack you selected with this ability with another choice. + +At 12th level, select a fourth magic hack. As a move action, you can gain the benefit of two magic hacks for 1 minute by spending 1 Resolve Point (or 2 Resolve Points if you have already used this ability during the same day). Both magic hacks count as a single choice for the purpose of this ability, so if you use this ability again during the same day, both magic hacks are replaced. + +At 18th level, select a fifth magic hack. As a move action, you can gain the benefit of three magic hacks for 1 minute by spending 2 Resolve Points (or 3 Resolve Points if you have already used this ability during the same day). All three magic hacks count as a single choice for the purpose of this ability. At 19th level, you can use this ability as a swift action or a move action. + +This replaces cache capacitor and resolve attunement. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Technomancer/Technomancer Class Builds.md b/Compendium/SF1E/Classes/Technomancer/Technomancer Class Builds.md new file mode 100644 index 0000000..bf94a8b --- /dev/null +++ b/Compendium/SF1E/Classes/Technomancer/Technomancer Class Builds.md @@ -0,0 +1,110 @@ +--- +aliases: +tags: +--- +# TECHNIMANCER CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# BATTLEMAGE + +## THEME: MERCENARY + +**Source**_Starfinder Core Rulebook pg. 124_ + +## ABILITY SCORES + +Intelligence is your most important ability score because it enhances your spells and abilities, Constitution helps you stay alive, and Strength makes it easier for you to carry heavy weapons. + +## MAGIC HACKS + +Empowered Weapon (2nd), Fabricate Arms (5th), Spellshot (8th), Seeking Shot (11th), Phase Shot (14th) + +## FEATS + +Heavy Armor Proficiency, Heavy Weapon Proficiency, Longarm Weapon Proficiency, Weapon Specialization (heavy weapons) + +## SKILLS + +Computers, Engineering, Mysticism, Physical Science, Piloting + + +# CORPORATE TECHMAGE + +## THEME: ICON + +**Source** _Starfinder Core Rulebook pg. 124_ +You work for an important corporation, and when they need to get something done, they call on you. + +## ABILITY SCORES + +Intelligence is your most important ability score because it enhances your spells and abilities, and Dexterity increase your chances of not getting shot. + +## MAGIC HACKS + +Fabricate Tech (2nd), Distant Spell (5th), Diviner's Tap (8th), Seeking Shot (11th), Spell Library (14th) + +## FEATS + +Combat Casting, Greater Spell Penetration, Skill Synergy (Culture and Sense Motive), Spell Penetration + +## SKILLS + +Computers, Culture, Engineering, Mysticism, Sense Motive + + +# RESEARCH SCIENTIST + +## THEME: SCHOLAR + +**Source** _Starfinder Core Rulebook pg. 125_ +You use your sorcery to study all the strange things in the universe, and you need to prepare yourself for any danger. + +## ABILITY SCORES + +Intelligence is your most important ability score because it enhances your spells, your abilities, and many of your skills, and Constitution will help you survive. + +## MAGIC HACKS + +Countertech (2nd), Magic Negation (5th), Tech Countermeasures (8th), Countertech Sentinel (11th), Rain of Fire (14th) + +## FEATS + +Greater Iron Will, Iron Will, Skill Synergy (Computers and Engineering, Life Science and Physical Science) + +## SKILLS + +Computers, Engineering, Life Science, Mysticism, Physical Science + + +# THAUMATURGE + +## THEME: SCHOLAR + +**Source** _Starfinder Core Rulebook pg. 125_ +You have devoted your life to the study of magic in all its forms, but you don’t shy away from technology. + +## ABILITY SCORES + +Intelligence is your highest ability score because it enhances your spells and abilities, and Dexterity will allow you to hit more often with spells that require ranged attack rolls. + +## MAGIC HACKS + +Harmful Spells (2nd), Debug Spell (5th), Mental Mark (8th), Eternal Spell (11th), Quickened Spell (14th) + +## FEATS + +Agile Cast, Greater Spell Penetration, Penetrating Spell, Spell Focus, Spell Penetration + +## SKILLS + +Computers, Engineering, Life Science, Mysticism, Physical Science \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Technomancer/Technomancer.md b/Compendium/SF1E/Classes/Technomancer/Technomancer.md new file mode 100644 index 0000000..7277963 --- /dev/null +++ b/Compendium/SF1E/Classes/Technomancer/Technomancer.md @@ -0,0 +1,154 @@ +--- +aliases: +tags: +--- +# TECHNOMANCER +**Source** _Starfinder Core Rulebook pg. 118_ +To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy—which is gained from scientific study and experimentation—manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms. + +**Hit Points**: 5 +**Stamina Points**: 5 + +## KEY ABILITY SCORE - INT + +Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks. + +## CLASS SKILLS + +The Technomancer's class skills are Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, small arms + +## CLASS FEATURES +|   | Spells Per Day | +|--------|-------------------| +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1st | +0 | +0 | +0 | +2 | Spell cache | 2 | - | - | - | - | - | +| 2nd | +1 | +0 | +0 | +3 | Magic hack | 2 | - | - | - | - | - | +| 3rd | +2 | +1 | +1 | +3 | Spell Focus, techlore +1, weapon specialization | 3 | - | - | - | - | - | +| 4th | +3 | +1 | +1 | +4 | — | 3 | 2 | - | - | - | - | +| 5th | +3 | +1 | +1 | +4 | Magic hack | 4 | 2 | - | - | - | - | +| 6th | +4 | +2 | +2 | +5 | Cache capacitor 1, techlore +2 | 4 | 3 | - | - | - | - | +| 7th | +5 | +2 | +2 | +5 | — | 4 | 3 | 2 | - | - | - | +| 8th | +6 | +2 | +2 | +6 | Magic hack | 4 | 4 | 2 | - | - | - | +| 9th | +6 | +3 | +3 | +6 | Techlore +3 | 5 | 4 | 3 | - | - | - | +| 10th | +7 | +3 | +3 | +7 | — | 5 | 4 | 3 | 2 | - | - | +| 11th | +8 | +3 | +3 | +7 | Magic hack | 5 | 4 | 4 | 2 | - | - | +| 12th | +9 | +4 | +4 | +8 | Cache capacitor 2, techlore +4 | 5 | 5 | 4 | 3 | - | - | +| 13th | +9 | +4 | +4 | +8 | — | 5 | 5 | 4 | 3 | 2 | - | +| 14th | +10 | +4 | +4 | +9 | Magic hack | 5 | 5 | 4 | 4 | 2 | - | +| 15th | +11 | +5 | +5 | +9 | Techlore +5 | 5 | 5 | 5 | 4 | 3 | - | +| 16th | +12 | +5 | +5 | +10 | — | 5 | 5 | 5 | 4 | 3 | 2 | +| 17th | +12 | +5 | +5 | +10 | Magic hack | 5 | 5 | 5 | 4 | 4 | 2 | +| 18th | +13 | +6 | +6 | +11 | Cache capacitor 3, techlore +6 | 5 | 5 | 5 | 5 | 4 | 3 | +| 19th | +14 | +6 | +6 | +11 | Resolve attunement | 5 | 5 | 5 | 5 | 5 | 4 | +| 20th | +15 | +6 | +6 | +12 | Fuse spells, magic hack | 5 | 5 | 5 | 5 | 5 | 5 | + + + + +## SPELLS KNOWN + +| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +|-------|---|-----|-----|-----|-----|-----|-----| +| 1st | 4 | 2 | - | - | - | - | - | +| 2nd | 5 | 3 | - | - | - | - | - | +| 3rd | 6 | 4 | - | - | - | - | - | +| 4th | 6 | 4 | 2 | - | - | - | - | +| 5th | 6 | 4 | 3 | - | - | - | - | +| 6th | 6 | 4 | 4 | - | - | - | - | +| 7th | 6 | 5 | 4 | 2 | - | - | - | +| 8th | 6 | 5 | 4 | 3 | - | - | - | +| 9th | 6 | 5 | 4 | 4 | - | - | - | +| 10th | 6 | 5 | 5 | 4 | 2 | - | - | +| 11th | 6 | 6 | 5 | 4 | 3 | - | - | +| 12th | 6 | 6 | 5 | 4 | 4 | - | - | +| 13th | 6 | 6 | 5 | 5 | 4 | 2 | - | +| 14th | 6 | 6 | 6 | 5 | 4 | 3 | - | +| 15th | 6 | 6 | 6 | 5 | 4 | 4 | - | +| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 | +| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | +| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | +| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | +| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | + + + +## SPELLS +| Bonus Spells Per Day (By Spell Level) | +|---------------------------------------| +| Int Score | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1-11 | - | - | - | - | - | - | - | +| 12-13 | - | 1 | - | - | - | - | - | +| 14-15 | - | 1 | 1 | - | - | - | - | +| 16-17 | - | 1 | 1 | 1 | - | - | - | +| 18-19 | - | 1 | 1 | 1 | 1 | - | - | +| 20-21 | - | 2 | 1 | 1 | 1 | 1 | - | +| 22-23 | - | 2 | 2 | 1 | 1 | 1 | 1 | +| 24-25 | - | 2 | 2 | 2 | 1 | 1 | 1 | +| 26-27 | - | 2 | 2 | 2 | 2 | 1 | 1 | +| 28-29 | - | 3 | 2 | 2 | 2 | 2 | 1 | +| 30-31 | - | 3 | 3 | 2 | 2 | 2 | 2 | + + +You cast spells drawn from the technomancer spell list (see page 338). To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. + +You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. + +Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier. + +Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level. + +You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one. + +You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. + +## SPELL CACHE (SU) - 1ST LEVEL + +As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. + +If your spell cache is damaged, it is restored to full Hit Points the next time you regain your daily allotment of spell slots. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete. + +## MAGIC HACK - 2ND LEVEL + +You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120. + +## SPELL FOCUS - 3RD LEVEL + +You gain Spell Focus as a bonus feat. + +## TECHLORE (EX) - 3RD LEVEL + +You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. + +## CACHE CAPACITOR (SU) - 6TH LEVEL + +You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: _detect radiation_, _disguise self_, _keen senses_, or _unseen servant_. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells. + +At 12th level, your cache capacitor gains a second slot that can hold _darkvision_, _lesser resistant armor_, _life bubble_, or _spider climb_. + +At 18th level, your cache capacitor gains a third slot that can hold _arcane sight_, _flight_ (spell level 3rd or lower), _see invisibility_, or _tongues_. + +## RESOLVE ATTUNEMENT (EX) - 19TH LEVEL + +You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells. + +## FUSE SPELLS (EX) - 20TH LEVEL + +You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count as such for resolve attunement. + +Furthermore, you can spend 2 Resolve Points to combine two 6th-level spell slots to cast _wish_. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Vanguard/Aspects.md b/Compendium/SF1E/Classes/Vanguard/Aspects.md new file mode 100644 index 0000000..88c02f2 --- /dev/null +++ b/Compendium/SF1E/Classes/Vanguard/Aspects.md @@ -0,0 +1,218 @@ +--- +aliases: +tags: [44:] +--- +# ASPECTS +**Source** _Character Operations Manual pg. 53_ +The following are the most commonly adopted vanguard aspects. ## Apocalypse + +**Source** _Galactic Magic pg. 36_ +You embody the cataclysmic distortion and acceleration of natural entropy when exposed to reality-warping magic. + +**Aspect Insight (EX)**: You gain Improved Combat Maneuver (grapple) as a bonus feat and a +2 insight bonus to Mysticism checks. + +**Aspect Embodiment (Su)**: Once per combat, when a spell or spell-like ability that requires an attack roll misses you, or you succeed at a saving throw to negate the effects of a spell or spell-like ability, you can gain 1 Entropy Point without taking any additional actions. + +**Aspect Catalyst (Su)**: Each foe within 30 feet takes damage equal to your vanguard level and is subject to an additional effect (Fortitude negates). Roll 1d6 for each affected foe, using the result to determine the damage type and effect. + +_Improved_: The damage increases to twice your vanguard level. You can roll 1d6 twice for each affected foe, choosing one of the two results to apply. + +| D6 | DAMAGE AND EFFECT | +|----|----------------------------------------------------| +| 1 | Acid damage and entangled for 1 round. | +| 2 | Bludgeoning damage and knocked prone. | +| 3 | Cold damage and fatigued for 1 round. | +| 4 | Electric damage and staggered for 1 round. | +| 5 | Fire damage and burning 1d6 per 4 vanguard levels. | +| 6 | Sonic damage and sickened for 1 round. | + + +**Aspect Finale (Su)**: When you’re affected by a hostile spell that you have identified with a Mysticism check, you can spend 3 Entropy Points as a reaction to reflect some of the magic back at the spellcaster (Fortitude negates), causing them to also be affected by the spell as though they were one of its original targets. + +## BOUNDARY + +**Source** _Character Operations Manual pg. 53_ +You embody the forces that keep a system separated from its surroundings, isolating the reach of its entropy. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Perception checks. + +**Aspect Embodiment (Ex)**: Once per combat encounter, when an attack misses you or hits but fails to damage you, or you succeed at a saving throw that negates an effect, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each ally within 30 feet gains the ability to use your mitigate class feature without spending Entropy Points once within the next 10 rounds, using your vanguard level to determine the amount of damage reduced. + +_Improved_: Each ally within 30 feet can instead use your mitigate ability twice in the next 10 rounds. + +**Aspect Finale (Su)**: When you use your mitigate ability, it applies to all attacks against you until the end of your next turn. This doesn’t apply to allies using it as a result of your aspect catalyst. + +## CASCADE + +**Source** _Character Operations Manual pg. 54_ +You embody a single change in the balance of a system’s entropy that cascades into additional, progressively greater changes. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (sunder) as a bonus feat and also a +2 insight bonus to Acrobatics checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you hit multiple creatures in a single round with an attack or attacks (or effects that require an attack roll), you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each foe within 10 feet must succeed at a Reflex save or gain the blinded condition for 1d4 rounds. + +_Improved_: Each foe within 30 feet must succeed at a Reflex saving throw or gain the blinded condition for 1d4 rounds. + +**Aspect Finale (Su)**: When you damage a target with your entropic strike, as a reaction you can spend 1 Entropy Point to either apply a –2 penalty to that target’s AC, saving throws, or attack rolls (your choice), or halve the value of all DR and energy resistance the target has. These penalties do not stack, but you can apply different penalties to a single target with multiple hits. The effect lasts until you apply one of these effects to a new target or until the end of your next turn. If you successfully damage a target that has one of these penalties, the penalty’s duration is extended until the end of your next turn. + +## DISOBEDIENCE + +**Source** _Starfinder Allies Against the Eye pg. 48_ +You embody the social entropy that occurs within societal systems when participants within social hierarchies become dissatisfied and rebel against it. + +**Aspect Insight (Ex)**: You gain Improved Feint as a bonus feat and a +2 insight bonus to Diplomacy checks. Select one of your class skills; that skill is no longer a class skill for you, but you gain Bluff as a class skill instead. At 5th level, you gain a +2 bonus when you use Bluff to feint in combat. + +**Aspect Embodiment (Ex)**: Once per combat, when you hit a target with your entropic strike, and that target is suffering a penalty due to your successful use of Bluff, Diplomacy, or Intimidate (for example, if you’ve successfully feinted or demoralized them), you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each foe within 10 feet must succeed at a Will save or be confused for 1d4 rounds. While confused, the creature always acts normally and isn’t forced to attack the last creature that attacked it, but it still suffers all the other negative effects of being confused. + +_Improved_: Each foe within 10 feet must succeed at a Will save or be confused for 1d4 rounds. + +**Aspect Finale (Su)**: As a reaction when you hit a target with your entropic strike, and that target is suffering a penalty due to your successful use of Bluff, Diplomacy, or Intimidate (for example, if you have performed a successful feint or demoralized them), you can spend 1 Entropy Point to deal 1d4 Intelligence and Charisma damage to the target, but this effect can’t lower the target’s Intelligence or Charisma below 1. + +## EXERGY + +**Source** _Character Operations Manual pg. 54_ +You embody the total amount of potential work the energy in a system can perform when accessed by entropy. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (trip) as a bonus feat and a +2 insight bonus to Intimidate checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you make two or more attacks in the same turn, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each foe within 30 feet must attempt a Fortitude saving throw. On a failed save, a creature takes an additional 1d6 damage per 2 vanguard levels from the next damaging attack that hits it within the next minute. + +_Improved_: The additional damage is 1d6 per vanguard level. + +**Aspect Finale (Su)**: When you hit a foe with your entropic strike and the attack roll is a natural 18 or 19 (meaning the d20 shows an 18 or 19), you can apply one critical hit effect of that attack to your target, but you do not double the damage. This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits. If you roll a natural 20, the normal critical hit rules apply instead. + +## INDETERMINACY + +**Source** _Drift Crisis pg. 47_ +You embody the fundamentally random nature of subatomic particles, including their instability, interactions, variations, and the unseen connections between them. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Bluff checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you use a reaction, make an attack of opportunity, move, or are moved when it’s not your turn, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: You transform the area around you on a subatomic level, causing matter to move and bend unpredictably. You create a 15-foot emanation centered on you that functions as difficult terrain for all movement types until the end of your next turn. When this effect ends, the resumption of normal physics causes all creatures in the area to become off-target until the end of your next turn. You’re unaffected by your aspect catalyst. + +_Improved_: When the effect ends, any creature in contact with a floor, wall, or similar solid surface finds themselves momentarily glued to that surface as normal physical laws resume; the creature attempts a Reflex save, becoming entangled for 1 round if it fails. Your allies are unaffected by your aspect catalyst. + +**Aspect Finale (Su)**: As a reaction when you are dealt damage by a melee attack, you can spend 1 Entropy Point to rip the matter colliding with you from this plane and send it to another. This deals damage to the weapon that damaged you, or to your attacker if the weapon was a natural or unarmed attack, as if you hit it with your entropic strike. + +## INEVITABLE + +**Source** _Starfinder Allies Against the Eye pg. 43_ +You embody the inevitability of a universe slowly but methodically decaying to its ultimate state of total entropy. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (disarm) as a bonus feat and a +2 insight bonus to Intimidate checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you attack with a combat maneuver, you gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each foe within 30 feet must attempt a Fortitude saving throw or contract radiation sickness. + +_Improved_: The frequency of the radiation sickness is now 1/hour. + +**Aspect Finale (Su)**: When you score a critical hit with your entropic strike, you can spend 1 Entropy Point to unleash a torrent of entropic energy; if you do, enemies within 15 feet of you take damage as if they’d been hit by your entropic strike (though the damage isn’t doubled for your critical hit). + +## INVERSION + +**Source** _Character Operations Manual pg. 54_ +You embody the role chaos plays within entropy, sometimes temporarily reversing its natural progression. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (reposition) as a bonus feat and a +2 insight bonus to Medicine checks. + +**Aspect Embodiment (Ex)**: Once per combat encounter, when you regain Hit Points or Stamina Points, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: All allies other than yourself within 60 feet regain Stamina Points equal to twice your vanguard level. Creatures without Stamina Points (such as most NPCs) do not regain Hit Points from this ability. + +_Improved_: All allies other than yourself within 60 feet regain Hit Points equal to triple your vanguard level. If a creature reaches maximum Hit Points before using this full value, any excess restores the target’s Stamina Points. + +**Aspect Finale (Ex)**: As a reaction when you fail a saving throw, you can spend 1 or more Entropy Points to reroll that saving throw. You gain a bonus to this saving throw equal to the number of Entropy Points you spend. + +## MOMENTUM + +**Source** _Character Operations Manual pg. 55_ +You embody energy states that are preserved in ongoing motion, isolated from entropy + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (bull rush) as a bonus feat and a +2 insight bonus to Culture checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you move a distance greater than your normal speed in one turn (using multiple move actions, the run full action, or a bonus to speed that allows you to move beyond your normal maximum), you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Creatures you select in a 60-foot radius are pushed away from you. A targeted creature moves 30 feet directly away from you but can attempt a Fortitude saving throw to halve the distance. + +_Improved_: Targeted creatures that fail their Fortitude saves are also knocked prone and take 1d6 bludgeoning damage per 2 vanguard levels you have. + +**Aspect Finale (Sp)**: You can cast _telekinetic projectile_ at will as a spell-like ability. Rather than dealing the spell’s normal damage, both the target and the projectile take damage as if you hit them with your entropic strike. Additionally, you can spend 2 Entropy Points to cast _telekinesis_ as a spell-like ability, but only using its combat maneuver option. + +## OBSOLESCENCE + +**Source** _Tech Revolution pg. 36_ +You embody the entropic force of being left behind by the progress of others. You know that all good things must inevitably end, replaced by superior innovations. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (disarm) and a +2 insight bonus to Engineering checks. + +**Aspect Embodiment (Ex)**: Once per combat, when an enemy’s attack or effect causes you to gain a condition, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each enemy within 20 feet experiences an equipment malfunction, causing one piece of equipment in their possession to gain the broken condition (Fortitude negates). This affects equipment in the following order, skipping any equipment that enemy does not have and randomly determining the target if the enemy has multiple items of the same type that qualify: item in hand, armor worn, active technological item, stowed weapon, any other item. As a full action, a creature can attempt a new Fortitude save to end the item’s broken condition, otherwise it remains broken for a number of rounds equal to your Constitution modifier. NPCs with armor broken by this effect take a –2 penalty to AC. + +_Improved_: Each enemy within 20 feet instead has two of their items malfunction, requiring a separate Fortitude save for each. + +**Aspect Finale (Su)**: When you use your mitigate ability to reduce damage you take from a weapon within 30 feet, you can cause that weapon to become incomprehensibly outdated until the end of the attacker’s next turn (Fortitude negates). An outdated weapon gains the archaic weapon special property and takes a –2 penalty to attack rolls. Once affected, a weapon becomes immune to this ability for 24 hours. + +## REACTION + +**Source** _Character Operations Manual pg. 55_ +You embody the change entropy brings about through biological, chemical, and molecular reactions, such as rust and rot. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (dirty trick) as a bonus feat and a +2 insight bonus to Physical Science checks. + +**Aspect Embodiment (Su)**: Once per combat, when you impose a condition on an enemy, you can gain 1 Entropy Point without taking any additional action. + +**Aspect Catalyst (Su)**: Each foe within 30 feet must succeed at a Fortitude saving throw or gain the sickened condition for 1 round per vanguard level. + +_Improved_: One target of your choice within this ability’s range is also nauseated for 1 round if it fails its Fortitude save. + +**Aspect Finale (Su)**: You can spend 2 Entropy Points as a reaction to expose a creature you injure to entropic toxin. The save DC is determined as normal for an aspect ability. Once you apply this poison to a target, the target is immune to further applications of your entropic toxin for 24 hours. + +### ENTROPIC TOXIN + +**Type** poison (injury, special); **Save** Fortitude (DC varies) +**Track** choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma (special); **Frequency** 1/round for 3 rounds +**Effect** The target cannot progress beyond impaired/stiffened on the progression track. +**Cure** 1 save + +## REBOUND + +**Source** _Galactic Magic pg. 36_ +You embody energy’s ability to spring back, arresting and even reversing entropy’s flow to restore recently scattered matter. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (disarm) as a bonus feat and a +2 insight bonus to Diplomacy checks. + +**Aspect Embodiment (Su)**: Once per combat, when you prevent damage to yourself or an ally (such as with a mitigate class ability or In Harm’s Way feat), you can gain 1 Entropy Point without taking any additional actions. + +**Aspect Catalyst (Su)**: You and all allies within 30 feet gain hardness equal to your Constitution modifier for 1 round. During this time, you can strike your allies with your entropic strike without making an attack roll, and your entropic strike doesn’t deal damage to your allies but instead restores an equivalent number of Hit Points. An ally can’t regain Hit Points from your entropic strike more than once per hour. + +_Improved_: You can make one attack with your entropic strike against an ally when you use your aspect catalyst. + +**Aspect Finale (Su)**: As a reaction when you regain stamina or hit points, you can spend 1 or more Entropy Points to replicate half of this effect on allies within 30 feet. You effect a number of allies equal to the number of Entropy Points you spend. Stamina and Hit Points regained from this ability can’t be further replicated or increased in any way. + +## REGRESSION + +**Source** _Tech Revolution pg. 36_ +You embody the inevitable collapse of advancement to make way for simpler things, making you an agent of the inevitable step back that accompanies every two steps forward. + +**Aspect Insight (Ex)**: You gain Improved Combat Maneuver (sunder) and a +2 insight bonus to Survival checks. + +**Aspect Embodiment (Ex)**: Once per combat, when you deal damage to an object or creature with the technological subtype, you can gain 1 Entropy Point without taking an additional action. + +**Aspect Catalyst (Su)**: Each ally within 30 feet gains your entropic strike class feature (using your vanguard level – 2 to calculate its damage) until the beginning of your next turn. + +_Improved_: Your allies use your vanguard level + 0 to calculate the entropic strike’s damage, and the granted entropic strike gains the penetrating weapon special quality and the corrode (1d8 for every 3 vanguard levels you have) critical hit specialization. + +**Aspect Finale (Su)**: You can spend 2 Entropy Points as a reaction to trigger a chain reaction when you deal damage with your entropic strike to an object or creature with the technological subtype. Choose another object or creature with the technological subtype within 30 feet of the first target, and make a second attack with your entropic strike at a –4 penalty. If you hit and can perform additional reactions that turn, you can use another reaction to perform a third attack against a different object or creature with the technological subtype. +You determine line of sight and the range of this attack starting from one corner of the first target’s space. The second attack is treated as an attack in a full attack for the purposes of abilities that reduce the penalties for full attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Vanguard/Disciples.md b/Compendium/SF1E/Classes/Vanguard/Disciples.md new file mode 100644 index 0000000..7a77d87 --- /dev/null +++ b/Compendium/SF1E/Classes/Vanguard/Disciples.md @@ -0,0 +1,338 @@ +--- +aliases: +tags: +--- +# DISCIPLES +**Source** _Character Operations Manual pg. 55_ +You learn your first vanguard discipline at 2nd level, and you gain an additional discipline every 2 levels thereafter. Some require you to meet additional prerequisites, and some interact with shields, a new type of equipment. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these vanguard disciplines. + +### ANTAGONIZE (EX) + +**Source** _Character Operations Manual pg. 55_ +You have learned how to gain your opponents’ attention, drawing fire away from your allies and toward yourself. You gain Antagonize as a bonus feat. You do not need to meet its prerequisites. This is not a language-dependent ability for you, but it does not work on mindless targets. If you are at least 6th level, when you successfully use Antagonize on a foe, the duration of the penalty the foe takes is 3 rounds longer than usual (though it still ends after the foe attacks you, forces you to attempt a saving throw, or damages you), and the target takes a –2 penalty to attack rolls (in addition to the normal –2 for being off-target). + +### APPLIED ENTROPY (SP) + +**Source** _Galactic Magic pg. 37_ +You can repurpose your entropic abilities to cast several minor spell-like abilities, each of which you can cast 3 times per day: detect magic, energy ray (acid only), and token spell. You can’t use your token spell spell-like ability to create objects. + +### ATTRACTING SHIELD (SU) + +**Source** _Character Operations Manual pg. 55_ +You can direct energy from attacks near you into your shield. If you take a move action to align a shield against a specific attacker, you can also grant an adjacent willing or unconscious ally a +1 shield bonus to AC until the beginning of your next turn. This bonus ends if the ally ceases to be adjacent to you. + +### CHARGED SHOT (SU) + +**Source** _Tech Revolution pg. 37_ +When making a ranged attack with a weapon that uses charges for ammunition, you can spend Entropy Points in place or battery charges at a rate of 1 Entropy Point per 2 charges the attack would normally consume (minimum 1 EP). When you use this revelation, all damage dealt by the attack becomes acid damage, though this ability never causes a weapon that normally targets KAC to target EAC. + +### CURATIVE DECONSTRUCTION (SU) + +**Source** _Character Operations Manual pg. 55_ +You manipulate the entropy of microorganisms and toxins within your body, causing them to break down quickly. When you succeed at a saving throw against a disease or poison, you treat it as two consecutive successes for the purposes of curing that disease or poison. + +### DAMPEN (SU) + +**Source** _Character Operations Manual pg. 55_ +You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area. + +At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage. + +### DEFLECTIVE DETERIORATION (SU) + +**Source** _Galaxy Exploration Manual pg. 30_ +You gain a +1 bonus to AC and saving throws against traps and hazards. Once per hour when you take damage from or fail a saving throw against a trap or hazard, you gain 1 Entropy Point. If you are not in combat, you retain this Entropy Point for a number of rounds equal to your Constitution bonus (minimum 1) or until you spend it, whichever comes first. + +### ENTROPY AT THE WHEEL (SU) + +**Source** _Tech Revolution pg. 37_ +You drive with the reckless knowledge that even the toughest vehicle must eventually crumble. You gain Piloting as a class skill. Whenever a mech or vehicle you are piloting takes damage equal to or greater than twice your character level from a single attack or effect (after applying any reductions to that damage, such as from damage reduction, energy resistance, or hardness), you gain 1 EP. You cannot gain this EP as a result of any damaging effect that would cause you to gain EP from your entropic pool class feature (such as if an effect damages both you and your vehicle). + +### ENTROPY SHIELD (SU) + +**Source** _Character Operations Manual pg. 55_ +As part of any move action or full action you take, you can create a field of condensed, compressed entropy that forms in place on one of your limbs to protect you as a basic riot shield or basic tactical shield (you choose which each time you create the shield). The shield has no bulk, but it otherwise functions in all regards as a physical shield of the selected type. You can dismiss the shield as part of any move or full action you take, and it disappears at the end of your turn if you are not holding it. + +At 5th level, your compressed entropy functions as a field riot or tactical shield. At 10th level, it functions as an advanced riot or tactical shield. At 15th level, it functions as an elite riot or tactical shield, and at 20th level, it functions as a paragon riot or tactical shield. + +### EVASION (EX) + +**Source** _Character Operations Manual pg. 56_ +If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead take no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. + +### FLATTEN BULLETS (SU) + +**Source** _Character Operations Manual pg. 56_ +When you would be hit by a ranged attack with a weapon that deals kinetic damage, you can spend 1 Entropy Point as a reaction to attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. You can use this ability only when wearing heavy armor or powered armor, or carrying a shield, and you can’t use it if you are helpless or otherwise unable to move. + +### FRIENDLY FIRE (SU) + +**Source** _Character Operations Manual pg. 56_ +You have learned to bleed energy from the attacks of your allies when they affect you. You can reduce the damage you take from your allies’ attacks and effects by an amount equal to twice your vanguard level, to a minimum of 0. + +### INTERFERE (SU) + +**Source** _Character Operations Manual pg. 56_ +You can cause waves of unstable reactions that make it difficult for a specific foe to land a blow on a nearby ally. As a move action, you can select one foe you are observing and one ally that is adjacent to you. As long as the ally remains adjacent to you, they gain a +2 shield bonus to their AC against attacks from that foe until the end of your next turn. + +### INTERVENE (SU) + +**Source** _Character Operations Manual pg. 56_ +As a reaction when an adjacent ally would be damaged by an attack, you can take half the attack’s damage, with your ally taking the remaining damage. This doesn’t prevent your ally from suffering related effects, nor does it cause such effects to apply to you. If you have the Bodyguard feat and you take a reaction to apply that feat’s benefit to an adjacent ally who is then hit by the attack, you can activate intervene for that attack without taking an additional action. + +### METABOLIC STABILITY (EX) + +**Source** _Character Operations Manual pg. 56_ +Your control of the chemical processes in your own body gives you significant vigor. You gain Diehard as a bonus feat. + +### REMOTE DEFENSE (SU) + +**Source** _Drift Crisis pg. 47_ +As a move action, you toss your shield at an ally within 30 feet, telekinetically directing the shield’s movement. Your ally gains the shield’s bonus to AC as if they were wielding it. If you instead activate this discipline as a standard action, you also align the shield against a specific enemy, granting the ally the aligned shield bonus against that creature. The ally doesn’t need a hand free to gain these benefits, and they take no proficiency-based penalties from the shield. While this discipline is active, you don’t gain benefits from wielding the shield, and you must keep one hand free to direct and control the shield. At the beginning of your next turn, the shield flies back to your hand as long as it’s not restrained or in another creature’s possession. + +### RUINOUS RUSH (SU) + +**Source** _Galaxy Exploration Manual pg. 30_ +You can break down your body to reap critical energy, boosting your speed. When you take a move action to move your speed, you can take damage equal to your vanguard level to gain a +20 enhancement bonus to your movement speeds (maximum twice that movement’s speed) until the end of your next turn. This damage bypasses any Stamina Points you have and is applied directly to your Hit Points. + +### SHIELD SNAP (EX) + +**Source** _Drift Crisis pg. 48_ +You react instinctively to danger, shifting your focus in a flash. As a reaction when you’re the target of an attack, you can align your shield against your attacker. After you use this discipline, you can’t do so again until you rest for 10 minutes to recover Stamina Points. + +### TRANSMUTE WOUND (SU) + +**Source** _Drift Crisis pg. 48_ +As a reaction when you take damage, you can spend 1 Entropy Point to convert part of one damage type you take into another damage type. You can transform kinetic damage dealt to you only into another type of kinetic damage, and you can transform energy damage dealt to you only into another type of energy damage. The amount of damage you convert in this way can’t exceed your vanguard level plus your Constitution modifier. + +### WASTING RESILIENCE (SU) + +**Source** _Galaxy Exploration Manual pg. 30_ +Your body is inured to other effects that would cause decay. You gain a +2 bonus to saving throws against necromancy spells and effects, as well as against effects that would cause ability damage, ability drain, or energy drain. + +### ZERO-GRAVITY SCUFFLER (SU) + +**Source** _Character Operations Manual pg. 56_ +You can control how small amounts of momentum are added or removed from you. As a swift action, you can spend 1 Entropy Point to negate the off-kilter or off-target conditions. Additionally, when your movement causes you to run into an enemy in zero gravity, you can forgo your Acrobatics or Athletics check to avoid gaining the off-kilter condition. If you do, that enemy automatically fails its check to avoid becoming off-kilter and gains that condition. In addition, while in zero gravity, you can steady yourself if you are adjacent to any creature. + +## 6TH LEVEL + +You must be 6th level or higher to choose these vanguard disciplines. + +### BLAST THROUGH (EX) + +**Source** _Galaxy Exploration Manual pg. 30_ +When you take a full action to line up a shot to smash an object, your weapon gains the penetrating weapon special property. If your weapon already has that weapon special property, using this discipline instead adds half your vanguard level to your weapon’s item level for the purpose of calculating the amount of hardness that the penetrating special weapon property bypasses. When destroying an object with sudden force (Core Rulebook 409), you gain a bonus to the Strength check equal to your Constitution bonus. You must have Improved Combat Maneuver (sunder) to select this vanguard discipline. + +### BLAZE A TRAIL (SU) + +**Source** _Galaxy Exploration Manual pg. 30_ +Your entropic aura disintegrates obstacles on contact. When you forgo gaining an Entropy Point for charging when activating the entropic charge discipline, you can spend 1 or 2 additional Entropy Points. If you spend 1 Entropy Point, you dissolve any plant growth, rubble, or other nonmagical obstructions in your path that create difficult terrain, turning any such squares you move through during your charge into normal terrain. If you spend 2 Entropy Points, you also dissolve such obstructions in any squares adjacent to those squares you move through while charging. So long as you spend at least 1 Entropy Point in this way, any creatures that hit you with an attack of opportunity as you charge take 1d6 acid damage for every 2 vanguard levels you have (Reflex negates). You must have the entropic charge discipline to select this discipline. + +### BLINDSENSE (SU) + +**Source** _Character Operations Manual pg. 56_ +You can detect even subtle abnormalities in the natural exchange of heat around you. You gain blindsense (heat) with a range of 30 feet. + +### CURVE SHOT (SU) + +**Source** _Tech Revolution pg. 37_ +When you deliver your entropic strike through a small arm weapon, you can spend one or more Entropy Points and choose a space that is within a number of feet equal to 5 × the number of Entropy Points expended. Treat that square as the point of origin for your attack, determining cover and other modifiers as though you were attacking from that space. + +### DRAW FIRE (SU) + +**Source** _Character Operations Manual pg. 56_ +As a reaction when you are in the area of an attack or effect that requires an attack roll, you can spend 1 Entropy Point to grant allies in the area cover against the attack or effect. + +### ENERGIZE (SU) + +**Source** _Character Operations Manual pg. 56_ +You can absorb harmful energies, converting them to potential energy for use in entropic manipulation. As a reaction when you’re hit by an attack or effect that deals energy damage, you can gain 1 Entropy Point and attempt a Fortitude save (DC = 10 + 1-1/2 the CR or level of the attacker) to take half damage. Once you use this ability, you can’t use it again until you regain Stamina Points during a 10-minute rest. + +### ENTROPIC CHARGE (SU) + +**Source** _Character Operations Manual pg. 56_ +When you charge, you can attempt any combat maneuver for which you have the Improved Combat Maneuver feat in place of the normal melee attack. In addition, you can forgo gaining an Entropy Point for charging to ignore the normal charge penalties to your attack and AC, and to gain the ability to charge through difficult terrain. + +### ENTROPIC VEIL (SU) + +**Source** _Galactic Magic pg. 37_ +Like a fever burning away an infection, your inner entropic forces can overwhelm harmful magic. As a reaction when you fail a saving throw against a spell or spell-like ability with a duration of at least 1 round, you can spend 1 Entropy Point to attempt the save again. If you succeed, you suppress the spell’s ongoing effects for 1 round. At the beginning of each turn, you can spend 1 EP and attempt another save as a reaction to keep the spell suppressed for another round. If you fail the save, you can’t use entropic veil to suppress the spell further. Each round a spell is suppressed in this way counts as two rounds for the purpose of calculating the spell’s duration. + +### GUARDED COMBATANT (EX) + +**Source** _Character Operations Manual pg. 56_ +When using the fighting defensively standard or full action, you take a –3 penalty to your attacks instead of a –4 penalty. + +### HOLD ON TIGHT (EX) + +**Source** _Galaxy Exploration Manual pg. 30_ +You gain Climbing Master as a bonus feat. You gain a bonus to Athletics checks to climb equal to any attack roll bonuses you have that apply specifically to resolving grapple combat maneuvers. You must have Improved Combat Maneuver (grapple) to select this vanguard discipline. + +### INFUSE GRENADE (SU) + +**Source** _Tech Revolution pg. 37_ +You gain proficiency in grenades. As a swift action, you can spend any number of Entropy Points to energize a grenade you’re holding. For each EP you spend in this way, you increase the grenade’s range increment by 5 feet and increase its saving throw DC by 1, though the modified save DC can’t exceed 10 + 1/2 your vanguard level + your Constitution modifier. An energized grenade is unstable, and if not used before the end of your next turn, the grenade is destroyed or explodes (50% chance of either result). + +### NAVIGATIONAL DRIFT (EX) + +**Source** _Drift Crisis pg. 48_ +As a reaction when a creature within 15 feet of you moves, you can disrupt that creature’s momentum and trajectory. After they complete their movement, select a space adjacent to their new position. The creature must attempt a Will saving throw, doing so with a +4 bonus if the chosen space is dangerous (such as moving a creature off a cliff or into a fire). On a success, the creature is unaffected. On a failure, they end their move in the space you selected rather than the one they selected. While moving to this space, the creature’s movement doesn’t provoke attacks of opportunity. Once you have targeted a creature with this discipline, it becomes immune to further uses for 24 hours. +At 10th level, you can select a space up to 10 feet away from the creature’s intended position. At 15th level, you can select a space up to 15 feet away from the creature’s intended position. + +### PUSH OFF (EX) + +**Source** _Galaxy Exploration Manual pg. 30_ +When you use Athletics to jump, you are always treated as having a 10-foot running start. You gain a bonus to Athletics checks to jump equal to any attack roll bonuses you have that specifically apply to resolving bull rush combat maneuvers. You must have Improved Combat Maneuver (bull rush) to select this vanguard discipline. + +### SHIMMER GUARD (SU) + +**Source** _Character Operations Manual pg. 56_ +As part of any move action, you can cause the air around you to shimmer with heat. Squares adjacent to your space provide soft cover to allies for a number of rounds equal to your Constitution modifier. This ability ends if an opponent damages you or forces you to make a saving throw. + +### SWIFT ANTAGONIZE (EX) + +**Source** _Character Operations Manual pg. 56_ +You have mastered the art of quickly gaining the attention of opponents. You can use Antagonize once as a move action—you can do this even if you have already used Antagonize on the same foe in the past 24 hours, and using it as a move action does not prevent you from using Antagonize on the same foe as a standard action. This is not a language-dependent ability for you, but it does not work on mindless targets. + +Once you have used Antagonize as a move action, you cannot do so again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest. + +You must have the Antagonize feat to select this discipline. + +## 10TH LEVEL + +You must be 10th level or higher to choose these vanguard disciplines. + +### ACCELERATE (SU) + +**Source** _Character Operations Manual pg. 57_ +You can boost the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to add a +1 bonus per die to the damage dealt to every other creature in the area, or you can spend 2 Entropy Points to add +2 bonus per die. + +### BLINDSIGHT (SU) + +**Source** _Character Operations Manual pg. 57_ +Your ability to detect anomalous atomic vibration improves. You gain blindsight (heat) with a range of 20 feet. You must have selected the blindsense discipline or have blindsense (heat) from another source before you select this discipline. + +### BREAK FALL (EX) + +**Source** _Character Operations Manual pg. 57_ +As a reaction when you fall onto a solid surface while conscious, you can reduce the damage taken from the fall by 50% and avoid landing prone. + +### CLOTHESLINE (EX) + +**Source** _Character Operations Manual pg. 57_ +When a foe provokes an attack of opportunity from you, rather than make a normal melee attack, you can attempt a trip combat maneuver. If you succeed, the enemy ends all its movement for the round and is knocked prone. + +### DASTARD’S DISTRACTION (EX) + +**Source** _Galaxy Exploration Manual pg. 30_ +You gain Diversion as a bonus feat. If you already have this feat, you gain a different feat that lacks prerequisites. When you use the Diversion feat to allow multiple allies to hide, you take a –3 penalty to your Bluff check for every ally after the first, and on a failed check. You gain a bonus to Bluff checks to create a distraction equal to any attack roll bonuses you have that specifically apply to resolving dirty trick combat maneuvers. You must have Improved Combat Maneuver (dirty trick) to select this vanguard discipline. + +### EXCLUSION ZONE (SU) + +**Source** _Character Operations Manual pg. 57_ +As a reaction, you can spend 1 Entropy Point to exclude one or two allies from an area of effect you create with a weapon, spell, feat, or class feature. At 15th level, you can exclude up to three allies. At 20th level, you can exclude up to four allies. + +### IMPROVED EVASION (EX) + +**Source** _Character Operations Manual pg. 57_ +When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must have evasion to select this discipline. + +### INTUITIVE DECONSTRUCTION (EX) + +**Source** _Galaxy Exploration Manual pg. 31_ +When you use Engineering or Mysticism to disable a device, you can do so in half the normal amount of time (with 1 round becoming 1 standard action). You gain a bonus to Engineering and Mysticism checks to disable a device equal to any attack roll bonuses you have that specifically apply to resolving disarm combat maneuvers. You must have Improved Combat Maneuver (disarm) to select this vanguard discipline. + +### REACTOR’S RECOLLECTION (EX) + +**Source** _Galaxy Exploration Manual pg. 31_ +Your mind is quick to respond to flaws in a system. As a reaction when you fail a skill check to recall knowledge or to identify a creature, you can expend one use of your reactive class feature to reroll that skill check. You must have the reactive class feature to select this vanguard discipline. + +### ROAD HAZARD (SU) + +**Source** _Character Operations Manual pg. 57_ +If a vehicle uses the ram action against you, you can forgo your Reflex save as a reaction to take half the vehicle’s collision damage. If you do so, the vehicle takes double its collision damage. Additionally, if a foe charges you, you can spend 1 Entropy Point as a reaction to take half damage from the attack and cause the attacker to take the remaining damage. + +### SPATIAL DESTRUCTION (SU) + +**Source** _Galactic Magic pg. 37_ +You can briefly destroy space, causing reality to implode and carry you toward your enemy before the universe repairs the damage. When you make an attack with your entropic strike against a creature more than 5 feet away from you, you can move directly toward your target until you’re adjacent to them. You must spend 1 Entropy Point for every 5 feet you move in this way; otherwise, you don’t move. This movement doesn’t provoke attacks of opportunity. If there is an obstacle that prevents you from moving through it, such as an enemy creature or grate, you can attempt a melee attack roll to perform a special combat maneuver against that creature’s KAC + 8 or attempt a Strength check against that obstacle’s Strength DC to break. You can spend 1 EP before attempting either check to add your Constitution bonus to your attack or check. If you succeed, you move through the obstacle as though it weren’t there. If you fail, your movement stops adjacent to the obstacle. + +### TECHNOLOGICAL DEGRADATION (SU) + +**Source** _Drift Crisis pg. 48_ +You can funnel entropic forces into a technological creature to hinder their effectiveness. When you deal damage to a technological construct with your entropic strike, you can spend 1 Entropy Point to overload the construct’s machinery, giving them the off-target condition for a number of rounds equal to your Constitution modifier. If the construct succeeds at a Fortitude save, they reduce the duration to 1 round. + +### UNKNOWN KNOWNS (EX) + +**Source** _Galaxy Exploration Manual pg. 31_ +Anything is possible when broken into its simplest components, even complex actions. You can attempt any skill check untrained, and you can always take 10 to recall knowledge or identify a creature. When attempting a skill check untrained, you gain an insight bonus to that check equal to your Constitution bonus plus the number of Entropy Points in your entropic pool. + +## 14TH LEVEL + +You must be 14th level or higher to choose these vanguard disciplines. + +### ARREST (SU) + +**Source** _Character Operations Manual pg. 57_ +As a full action, you can spend Entropy Points to force each enemy within 20 feet to succeed at a Fortitude saving throw or gain the entangled condition. This condition lasts for a number of rounds equal to the number of Entropy Points spent. + +At 18th level, creatures that fail their saving throws are entangled as though tethered by an opposing force (and are therefore unable to move). + +### DISTORTION DREAMER (SU) + +_SFS Note: A vanguard that uses the Distortion Dreamer ability is off-target, not off-target and flat-footed_ +**Source** _Galaxy Exploration Manual pg. 31_ +You exude entropy even as you dream. At the beginning of your turn, you can enter a dreamlike state until the beginning of your next turn. While in this state, you have the flat-footed and off-target conditions, and you gain Entropy Points from your entropic pool class feature at an accelerated rate in the following ways. First, each time you take damage equal to or greater than three times your character level from a single attack or effect (after applying any abilities that reduce that damage), you gain 2 Entropy Points from your entropic pool class feature instead of 1. Second, if you take damage from a critical hit, you gain 2 Entropy Points instead of 1, in addition to any you gain from the attack’s normal damage. Finally, if you have no Entropy Points when the dreamlike state ends, you can spend 1 Resolve Point to gain 3 Entropy Points. + +### INFECTIOUS ENTROPY (SU) + +**Source** _Galactic Magic pg. 37_ +Your entropic strike can be virulent to your foes. When you successfully hit a creature with your entropic strike, you can spend 1 Entropy Point to infect it with a mote of entropic virulence until the end of your next turn (Fortitude negates). While the creature is infected and within your entropic strike’s melee reach, you can make entropic strike attacks that originate from the infected creature’s space on your turn. You can’t make attacks of opportunity from the infected creature’s space. + +### POISON-INURED (SU) + +**Source** _Character Operations Manual pg. 57_ +You are immune to poison and low-level radiation. Additionally, you treat each other category of radiation as one step lower (for example, you treat high radiation as medium radiation). + +### QUICK BOOST (EX) + +**Source** _Character Operations Manual pg. 57_ +You’ve scraped by through enough close calls that you’ve learned to use serums and injectable items quickly. You can retrieve and drink a serum, or retrieve and inject yourself with a medicinal or other item in an injection weapon, as a single standard action. If you already have a serum or injection weapon in hand, you can use it on yourself as a move action. + +### WEATHER-INURED (EX) + +**Source** _Galaxy Exploration Manual pg. 31_ +You endure cataclysms yet only emerge stronger. You gain Environmental Adaptation as a bonus feat, but you automatically gain all environmental and weather categories listed in that feat. In addition, when you attempt a saving throw against environmental conditions and weather conditions not listed in that feat (including magically altered conditions), and the result of your saving throw would cause you to suffer a partial effect, you instead suffer no effect. + +## 18TH LEVEL + +You must be 18th level or higher to choose these vanguard disciplines. + +### ABSOLUTE ZERO (SU) + +**Source** _Character Operations Manual pg. 57_ +One per day as a standard action, you can spend Entropy Points to become immobile for a number of rounds up to the number of Entropy Points spent. For the duration, you can’t be moved by any nonmagical effect and are immune to cold damage. In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 3d6 cold damage per Entropy Point spent. Any creature that takes this damage is affected as though by _slow_ (no save) until the damage is healed. You can dismiss this effect at the end of your turn without taking an action. + +Activating absolute zero automatically ends any living effigy discipline you have active. + +### CHRONAL PAUSE (SU) + +**Source** _Galaxy Exploration Manual pg. 31_ +Once per day you can spend 2 Entropy Points as a full action to take a 10-minute rest to recover Stamina Points, gaining all the normal benefits and following the normal restrictions for such a rest (including the ability to spend 1 Resolve Point to recover Stamina Points) except for the time expended. This rest does not decrease the duration of ongoing effects. For each additional 2 Entropy Points you spend when activating this ability, you can grant its effects to one additional willing creature within 15 feet of you. + +### INTERNAL RESERVOIR (EX) + +**Source** _Character Operations Manual pg. 57_ +When you take a 10-minute rest, even if you do not recover Stamina Points, you gain 1 Entropy Point which lasts until it is spent or you take another 10-minute rest. Additionally, your maximum number of Entropy Points increases by 2. + +### LIVING EFFIGY (SU) + +**Source** _Character Operations Manual pg. 57_ +Once per day as a standard action, you can spend Entropy Points to be affected as though by haste for a number of rounds up to the number of Entropy Points spent. For the duration, you can’t be slowed or have your movement reduced by any nonmagical effect, and you are immune to fire damage. In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 2d6 fire damage per Entropy Point spent. You can dismiss this effect as a reaction. + +Activating living effigy automatically ends any absolute zero discipline you have active. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Vanguard/Vanguard Class Builds.md b/Compendium/SF1E/Classes/Vanguard/Vanguard Class Builds.md new file mode 100644 index 0000000..b2d2523 --- /dev/null +++ b/Compendium/SF1E/Classes/Vanguard/Vanguard Class Builds.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# VANGUARD CLASS BUILDS + +Below are four examples of ways to build the class. These are examples of some of the choices you could make to create a specific kind of character, designed to help you think about different ways of playing the same class. + +**Theme**: This is an appropriate theme for the class build. +**Ability Scores**: This entry notes which ability scores are most important for the build. +**Class Choices**: Many classes offer multiple choices within certain class features (such as envoy improvisations and mechanic tricks). These entries list some appropriate choices for the build, ordered by the earliest level at which you can take each option. +**Spells**: Choices of spells that are particularly suited to the build are listed by spell level. +**Feats**: Useful feats are listed alphabetically. +**Skills**: These are the skills that best complement the build. + +--- + +# EXHIBITION FIGHTER + +## THEME: GLADIATOR + +**Source** _Character Operations Manual pg. 58_ +You are an expert in one or more forms of melee combat, and you gladly display your talents for money. + +## ABILITY SCORES + +Constitution fuels your Resolve Points and vanguard special abilities, and Dexterity aids with your defense and entropic strike attacks. + +## VANGUARD DISCIPLINES + +Entropy shield (2nd), Evasion (2nd), Zero-gravity scuffler (2nd), Blindsense (6th) + +## VANGUARD ASPECT + +Exergy + +## FEATS + +Improved Combat Maneuver (disarm), Improved Combat Maneuver (grapple), Weapon Focus (basic melee weapons) + +## SKILLS + +Acrobatics, Athletics, Medicine, Mysticism, Profession (video personality), Stealth + + +# HEAVY INFANTRY + +## THEME: MERCENARY + +**Source** _Character Operations Manual pg. 58_ +You are the boots on the ground, holding territory in the thick of the heaviest, most dangerous fighting. + +## ABILITY SCORES + +After Constitution, you need a high Strength score to benefit make the most of your heavy weapons and advanced melee weapons. + +## VANGUARD DISCIPLINES + +Dampen (2nd), Flatten bullets (2nd), Metabolic stability (2nd), Energize (6th) + +## VANGUARD ASPECT + +Boundary + +## FEATS + +Heavy Weapon Proficiency, Longarm Proficiency, Weapon Focus (heavy weapons) + +## SKILLS + +Athletics, Intimidate, Medicine, Perception, Stealth, Survival + + +# PEACEKEEPER + +## THEME: LAW OFFICER + +**Source** _Character Operations Manual pg. 59_ +Your job is to keep things calms and quiet, which you do as much with a stern look and reputation as with the potential for violence. + +## ABILITY SCORES + +Wisdom is extremely important to you when making difficult decisions about legal matters, and Charisma helps you resolve situations without resorting to combat. + +## VANGUARD DISCIPLINES + +Curative deconstruction (2nd), Friendly fire (2nd), Guarded combatant (6th), Clothesline (10th) + +## VANGUARD ASPECT + +Momentum + +## FEATS + +Improved Initiative, Skill Focus (Culture), Skill Focus (Diplomacy) + +## SKILLS + +Culture, Diplomacy, Intimidate, Life Science, Perception, Profession (arbiter) + + +# WARDEN + +## THEME: GUARD + +**Source** _Character Operations Manual pg. 59_ +You’re ready for trouble, with shields prepared for offense and defense. You can’t benefit from both at once, but you have arms to spare. + +## ABILITY SCORES + +Constitution is the most important ability score for you, and Strength allows you to carry the extra protective gear you want. + +## VANGUARD DISCIPLINES + +Antagonize (2nd), Attracting shield (2nd), Intervene (2nd), Draw fire (6th) + +## VANGUARD ASPECT + +Reaction + +## FEATS + +Improved Feint, Greater Feint, Skill Focus (Bluff) + +## SKILLS + +Athletics, Culture, Diplomacy, Perception, Profession (guard), Survival \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Vanguard/Vanguard Alternate Class Features.md b/Compendium/SF1E/Classes/Vanguard/Vanguard Alternate Class Features.md new file mode 100644 index 0000000..a9923d2 --- /dev/null +++ b/Compendium/SF1E/Classes/Vanguard/Vanguard Alternate Class Features.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# VANGUARD ALTERNATE CLASS FEATURES + +# ENTROPIC SHOT (SU) + +**Source** Tech Revolution pg. 36 +**Class** Vanguard + +You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die. +When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike, and remove the weapon properties feint and force. At 10th level, you don’t increase your entropic strike’s reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon’s range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you’re wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a 10-foot-radius burst with a range equal to your small arm’s range increment. +Entropic shot modifies entropic strike, entropic attunement, and weapon specialization. + +# MUTUTAL DESTRUCTION (SU) + +SFS Note: The Mutual Destruction Alternate Class Feature for Vanguards replaces Invulnerability, and alters Entropic Pool and Mitigate. +**Source** Galactic Magic pg. 36 +**Class** Vanguard + +You forgo many defensive capabilities to ensure your enemies’ obliteration. Your entropic pool no longer grants you a bonus to Armor Class. Instead, as long as you have at least 1 Entropy Point in your entropic pool, you can reroll any one damage die dealt by each of your entropic strikes, using the second result. The number of dice you can reroll increases by 1 at 8th level and every 3 levels thereafter (maximum 6 dice at 20th level). If you have no Stamina Points when you reroll a die in this way, you can roll 1d8 instead of 1d6 (or 1d6 instead of either 1d3 or 1d4). +When you spend EP as a move action to boost the damage of your next entropic strike attack, your entropic strike deals +1d6 damage for every EP expended, rather than +1d4 damage. When you do so, you take damage equal to the number of EP you spent. +At 2nd level, whenever you take damage from a creature within 30 feet of you, you can spend 1 Entropy Point to deal an amount of damage equal to your vanguard level to that creature. This damage must be a type of damage (or combination of damage types) that your entropic strike can deal. You can’t use the mitigate ability to reduce damage you take, but you retain the ability to remove your DR, energy resistance, and granted AC bonuses. In addition, as a reaction when you’re affected by an ability that would restore your Hit Points or Stamina Points, you can reduce the Hit Points or Stamina Points restored by any amount; as long as you reduce it by an amount equal to at least 3 + your vanguard level, you gain 1 EP. +At 20th level, you can spend a swift action to reduce the DR and energy resistances of yourself and all enemies in a 60-foot spread centered on you by 20 (minimum 0). This causes you to gain Entropy Points swiftly, gaining one additional EP from any effect that would grant you EP, and when you reroll any entropic strike damage die, you can roll 1d12 instead of 1d6. Finally, you can take 3 reactions each round. These benefits last for 1 minute. You can spend 1 Resolve Point to activate this ability as part of a full attack rather than as a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Vanguard/Vanguard.md b/Compendium/SF1E/Classes/Vanguard/Vanguard.md new file mode 100644 index 0000000..b68185a --- /dev/null +++ b/Compendium/SF1E/Classes/Vanguard/Vanguard.md @@ -0,0 +1,176 @@ +--- +aliases: +tags: +--- +# VANGUARD +**Source** _Character Operations Manual pg. 50_ +Change and decay are the only universal constants, and your understanding of these principles makes you a nigh-unstoppable force of nature: a juggernaut brimming with fundamental energies that allow you to hold the front line of any conflict and turn your own injuries into strength. The entropy within the universe and the level of chaos within any system stand at your disposal, and you channel them into potent combat abilities. To you, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse. The ability to control when and how things change defines your philosophy and power, allowing you to transform blows that should have destroyed you into ticking time bombs of destruction ready to be unleashed upon your enemies. + +**Hit Points**: 7 +**Stamina Points**: 7 + +## KEY ABILITY SCORE - CON + +Your Constitution determines your ability to control matter at an atomic level, the DCs of your abilities, the damage dealt by your entropic strike, and your general hardiness, so Constitution is your key ability score. A high Dexterity helps you act early in combat, avoid damage when you need to, and successfully land blows with your entropic strike. + +## CLASS SKILLS + +The Vanguard's class skills are Acrobatics (Dex), Athletics (Str), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Life Science (Int), Medicine (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Stealth (Dex), Survival (Wis). + +**Skill Points at each Level**: 6 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor, heavy armor, and shields + +### WEAPONS + +Basic melee weapons, advanced melee weapons, and small arms + +## CLASS FEATURES +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Entropic Strike Damage | +|-------|-------------------|-----------|----------|-----------|------------------------------------------------------------------------|------------------------| +| 1st | +1 | +2 | +2 | +0 | Entropic pool, entropic strike, first vanguard aspect (aspect insight) | 1d3 | +| 2nd | +2 | +3 | +3 | +0 | Mitigate, vanguard discipline | 1d3 | +| 3rd | +3 | +3 | +3 | +1 | Reactive 1/day, weapon specialization | 1d4 | +| 4th | +4 | +4 | +4 | +1 | First vanguard aspect (aspect embodiment), vanguard discipline | 1d4 | +| 5th | +5 | +4 | +4 | +1 | Entropic attunement (weapon special property) | 1d6 | +| 6th | +6 | +5 | +5 | +2 | Vanguard discipline | 2d6 | +| 7th | +7 | +5 | +5 | +2 | Entropic attunement (critical hit effect), uncanny agility | 2d6 | +| 8th | +8 | +6 | +6 | +2 | Second vanguard aspect (second aspect insight), vanguard discipline | 2d6 | +| 9th | +9 | +6 | +6 | +3 | Reactive 2/day | 3d6 | +| 10th | +10 | +7 | +7 | +3 | Entropic attunement (reach), vanguard discipline | 3d6 | +| 11th | +11 | +7 | +7 | +3 | Flashing strikes | 3d6 | +| 12th | +12 | +8 | +8 | +4 | First vanguard aspect (aspect catalyst), vanguard discipline | 4d6 | +| 13th | +13 | +8 | +8 | +4 | Entropic attunement (blast) | 5d6 | +| 14th | +14 | +9 | +9 | +4 | Vanguard discipline | 6d6 | +| 15th | +15 | +9 | +9 | +5 | Reactive 3/day, uncanny speed | 7d6 | +| 16th | +16 | +10 | +10 | +5 | Entropic attunement (radius), vanguard discipline | 8d6 | +| 17th | +17 | +10 | +10 | +5 | Second vanguard aspect (second aspect embodiment) | 9d6 | +| 18th | +18 | +11 | +11 | +6 | First vanguard aspect (aspect finale), vanguard discipline | 10d6 | +| 19th | +19 | +11 | +11 | +6 | Agent of change, entropic attunement (severe wound) | 11d6 | +| 20th | +20 | +12 | +12 | +6 | Invulnerability, vanguard discipline | 12d6 | + + + + +## ENTROPIC POOL (SU) - 1ST LEVEL + +You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier. + +You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy (Starfinder Core Rulebook 242). When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways. + +- While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level). +- Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. +- If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage. +- If you score a critical hit on a significant enemy, you gain 1 EP. +- If you take a full action to charge, you gain 1 EP. +- If you take two move actions on the same turn to move your speed each time, you gain 1 EP. +- As a move action, you can designate a willing adjacent ally as an entropic focus. They remain an entropic focus until the beginning of your next turn, unless they cease to be adjacent to you or you designate a new entropic focus (both of which end this effect). If your entropic focus takes damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP. If you are at least 6th level, you can expend a Resolve Point to designate an adjacent, willing ally as your entropic focus as a reaction when they take damage (and gain EP from damage they take from the triggering attack, if appropriate). + +Entropy Points can be expended in various ways, some of which you gain through vanguard aspects and disciplines. As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class. + +- As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have). +- As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn. You must decide how many EP to expend when you take this move action, and you can’t expend more EP than your level. If the boosted entropic strike hits, you deal +1d4 damage for every EP expended. + +## ENTROPIC STRIKE (SU) - 1ST LEVEL + +You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level. + +You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from. + +At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC. + +## FIRST VANGUARD ASPECT - 1ST LEVEL + +You have focused on one specific aspect of how entropy interacts with the universe, building a philosophy that goes far beyond mere physics. This aspect grants you an expanded command of the universe around you and teaches you important insights about matters that most people never connect to entropy. + +You select one vanguard aspect when you take your first level of vanguard. Once made, this choice can’t be changed. Descriptions of the aspects you can choose from appear on pages 53–55. If an aspect ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities), the DC is equal to 10 + half your vanguard level + your Constitution modifier unless stated otherwise. + +## ASPECT INSIGHT - 1ST LEVEL + +Your understanding of a specific aspect of entropy gives you insight into combat and one specific skill that others rarely understand. You gain the Improved Combat Maneuver feat for the listed combat maneuver. Additionally, you gain a +2 insight bonus to checks with one skill determined by your aspect. + +## ASPECT EMBODIMENT - 4TH LEVEL + +You gain an additional means of generating Entropy Points. If your aspect embodiment requires any interaction with another creature, that creature qualifies only if it is a significant enemy. + +## ASPECT CATALYST - 12TH LEVEL + +You have learned to create significant effects under certain conditions, guiding powerful forces with your subconscious mind. You gain an ability that you can use as a reaction the first time you take a critical hit in combat, or as a standard action by expending 4 Entropy Points. You can’t use the ability again until you take a 10-minute rest to regain Stamina Points. + +You also gain an improved version of the ability that you can use without taking an action the first time you reach 0 Stamina Points or 0 Hit Points in a combat encounter, expending all Entropy Points you have, if any. Once you use the improved version of the ability, you can’t do so again for 24 hours. + +## ASPECT FINALE - 18TH LEVEL + +You gain a powerful ability unique to your aspect. + +## MITIGATE (EX) - 2ND LEVEL + +You can control how you are affected by damage or effects that alter damage. As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack. + +Additionally, as a swift action, you can remove any DR or energy resistance you have, or the AC benefit of any ability or spell that increases your AC. If the effect granting DR or energy resistance has a duration, this ends the effect entirely for you. If you end an AC benefit, that AC benefit is ended for the duration of the effect. If the ability does not normally have a duration, you suspend the listed benefits until the beginning of your next turn. Additionally, whenever you first come under the effect of an ability or spell that grants you DR, energy resistance, or a bonus to AC, you can waive that benefit of the effect. + +## VANGUARD DISCIPLINE - 2ND LEVEL + +Your close attention to the multivariate interactions between countless systems of order and disorder, combined with your study of advanced combat techniques, allows you to manipulate reality in devastating ways known as disciplines. You learn your first vanguard discipline at 2nd level and an additional discipline every 2 levels thereafter. The list of vanguard disciplines appears on pages 55–57. Unless otherwise specified, you can’t select the same discipline more than once. If a vanguard discipline allows a saving throw to resist its effects, the DC is equal to 10 + half your vanguard level + your Constitution modifier. + +## REACTIVE (EX) - 3RD LEVEL + +Once per day, you can take an additional reaction during a single round, though you can still take only one reaction per triggering event. You can take a reaction before the first time you act in a combat, but not in a surprise round in which you are unable to act. + +At 9th level and again at 15th level, you can use this ability one additional time per day, though you can never use this ability to take more than two reactions in a round or one per triggering event. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain a special form of weapon specialization for your entropic strike, allowing you to add a bonus to your damage equal to your vanguard class level plus half of any other class levels you have. + +## ENTROPIC ATTUNEMENT (SU) - 5TH LEVEL + +As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier. + +At 5th level, choose one of the following weapon special properties: breachAR, bright, feintAR, forceAR, or penetrating. Once made, this choice can be changed only when you gain a new vanguard level. As long as you have at least 1 Entropy Point, your entropic strike has the chosen special property. + +At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects. + +At 10th level, you can extend your field of entropy far enough that your entropic strike gains the reach weapon special property. The reach granted by this property increases by an additional 5 feet at 13th level, 16th level, and 19th level. + +At 13th level, just before making an attack, you can spend 2 Entropy Points to grant your next attack the blast weapon special property with a range of 20 feet. At 16th level, this range increases to 30 feet, and at 19th level, it increases to 60 feet. + +At 16th level, as a standard action you can use your entropic strike to strike the ground or clap your hands together to deal damage in a radius. Make a single melee attack roll and compare the result to the EAC of creatures and objects within 20 feet (other than yourself). You damage each creature and object with an EAC equal to or lower than the attack result. You can expend 1 EP to exclude a number of targets equal to your Constitution modifier (minimum 1). + +At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level. + +## UNCANNY AGILITY (EX) - 7TH LEVEL + +You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you. + +## SECOND VANGUARD ASPECT - 8TH LEVEL + +Your understanding of the many ways entropy can control the physical world expands. Select a second vanguard aspect, which must be different from your first vanguard aspect. Once made, this choice cannot be changed. + +## SECOND ASPECT INSIGHT - 8TH LEVEL + +You gain the aspect insight benefit from your second vanguard aspect. If you already have the bonus feat granted by this aspect insight, you can instead select any other feat for which you meet the prerequisites. + +## SECOND ASPECT EMBODIMENT - 17TH LEVEL + +You gain the aspect embodiment benefit of the second vanguard aspect you selected at 8th level. + +## FLASHING STRIKES (EX) - 11TH LEVEL + +Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee attacks, you take a –3 penalty instead of the normal –4 penalty. + +## UNCANNY SPEED (EX) - 15TH LEVEL + +When making a full attack, you can also take a separate move action to move. The movement can occur before, after, or between the attacks from the full attack. All the movement must occur at the same time. This is a haste effect. + +## AGENT OF CHANGE (SU) - 19TH LEVEL + +You begin each combat encounter with 3 Entropy Points. + +## INVULNERABILITY (SU) - 20TH LEVEL + +Once per day as a reaction, you become immune to all weapon special properties that impose penalties on you or that grant an attacker bonuses against you, as well as all combat maneuvers, conditions, critical hits, and critical hit effects, and you can take three reactions each round. These benefits last for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Witchwarper/Paradigm Shift.md b/Compendium/SF1E/Classes/Witchwarper/Paradigm Shift.md new file mode 100644 index 0000000..0a009a9 --- /dev/null +++ b/Compendium/SF1E/Classes/Witchwarper/Paradigm Shift.md @@ -0,0 +1,285 @@ +--- +aliases: +tags: [30:] +--- +# PARADIGM SHIFT +**Source** _Character Operations Manual pg. 63_ +You learn your first paradigm shift at 2nd level and an additional paradigm shift every 3 levels thereafter. Paradigm shifts require you to be a certain level to learn them and are organized accordingly. See above for more information about paradigm shifts. + +## 2ND LEVEL + +You must be 2nd level or higher to choose these paradigm shifts. + +### ALTERNATE FORM (SU) + +**Source** _Galactic Magic pg. 38_ +As a standard action, you can target a creature within 100 feet that was summoned with summon creature or transformed with polymorph and alter their form (Will negates). You transform this creature from their current form to another creature or form allowed by the spell of that spell level, though these creatures or forms must be drawn from the predetermined polymorph forms or predetermined summon creature forms selected by you or the caster. The creature retains this new form for the duration of the summon creature or polymorph spell. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points, though you can use it additional times by spending 1 Resolve Point per additional use. + +### BOLSTER ILLUMINATION (SU) + +**Source** _Tech Revolution pg. 38_ +As a standard action, you can funnel magical energy into a technological light source within 100 feet. The area that light source illuminates is doubled. At 8th level, you can also cause the light source to increase the light level in its illuminated area by an additional step. At 14th level, the area is quadrupled. This effect lasts for 1 hour, and the maximum number of devices you can affect at one time equals your Charisma modifier; if you exceed this limit, your oldest use of the paradigm shift ends. You can’t affect a specific light source with this paradigm shift more than once every 24 hours. + +### DISRUPT ATTACK (SU) + +**Source** _Character Operations Manual pg. 63_ +As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can spend 1 Resolve Point to impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once you’ve targeted an attacker with this paradigm shift, you can’t target the same attacker with this paradigm shift again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4. + +### DISRUPT CREATURE (SU) + +**Source** _Character Operations Manual pg. 63_ +As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the shaken condition for a number of rounds equal to the level of the spell slot expended. + +### DISRUPT LETHALITY (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a standard action, you can touch a weapon to temporarily replace it with an incapacitating variant drawn from an alternate reality, causing the weapon to deal nonlethal damage (Will negates). + +### ELDRITCH SECRET + +**Source** _Character Operations Manual pg. 63_ +You can draw specific magic effects from other realities, allowing you to access spells normally not available to witchwarpers. Select one spell from the mystic or technomancer spell list. It must be of a level no greater than 1 lower than the highest-level spell you can cast. Add this to your list of witchwarper spells known. Each time you gain the ability to cast a higher level of witchwarper spells, you may swap out the spell gained with this paradigm shift for a new spell of a maximum level no greater than 1 lower than the highest-level spell you can cast. + +### ENSHROUDING GLOOM (SU) + +**Source** _Near Space pg. 127_ +As a standard action, you can target a creature within 100 feet and plunge it into darkness. This creates an area of magical darkness that affects only the targeted creature and occupies its space. This darkness does not affect the creature’s visibility to other creatures, nor its ability to attempt Stealth checks to hide. The darkness overcomes all nonmagical light and is itself overcome by any magical light source. At 8th level, each time the creature takes an action that lets it move while the darkness persists, it must succeed at a Reflex saving throw or the area of darkness moves with it. Once the creature has failed a saving throw and the darkness has moved with it, the darkness remains stationary for the remaining duration of this effect. + +### ILLUMINATING LIGHT (SU) + +**Source** _Galactic Magic pg. 39_ +As a standard action, you can surround a creature within 100 feet in a halo of light that outlines their form (Will negates). The targeted creature is treated as if they were in an area of normal light and takes a –20 penalty to Stealth checks. If the creature becomes invisible or unseen, it gains concealment rather than total concealment. After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points. + +### OVERLAPPING FORMS (SU) + +**Source** _Character Operations Manual pg. 63_ +As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 Resolve Point when using this ability to instead give an ally you touch a +1 enhancement bonus to AC. + +### PREVENT WOUNDS (SU) + +**Source** _Character Operations Manual pg. 63_ +As a reaction when you or an ally within 100 feet takes Hit Point damage, you can spend 1 Resolve Point to prevent 1d4 points of that damage for every 2 witchwarper levels you have. + +### PUSH GRENADE (SU) + +**Source** _Character Operations Manual pg. 63_ +As a reaction when a grenade would explode within 100 feet, you can shift the grenade’s position by 5 feet before it detonates, and your allies within its area of effect gain a +2 insight bonus to their saving throws against the grenade’s effects. You can also use this ability against an instantaneous effect or spell defined as a burst radius that requires a saving throw. At 8th level, you can shift the grenade’s detonation position by 10 feet. At 11th level, you can shift the grenade’s detonation position by 15 feet. + +### SHIFT RESISTANCE (SU) + +**Source** _Character Operations Manual pg. 64_ +As a standard action, you can change the type of a single energy resistance (but not immunity) of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. + +### SWAP AMMUNITION (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a standard action, you can pull the ammunition from one weapon and teleport it into another. Select two weapons within 50 feet of you that use the same type of ammunition or batteries. You transfer an amount of the first target’s ammunition to the second target; the ammunition you transfer each time you use this ability can’t exceed your witchwarper level plus your Charisma modifier. This transfer can’t reduce the first weapon’s remaining ammunition to less than 0, nor can it grant the second weapon ammunition that exceeds its maximum capacity. If one or both weapons are in the possession of unwilling creatures, each such creature can attempt a Will save to negate the effect. +This transfer is subtle but noticeable by anyone within reach of either weapon. You can transfer ammunition without it being detected as if using Sleight of Hand to palm an object, though you can use either Mysticism or Sleight of Hand for your skill check to resolve this action. + +### THWART ABILITY (SU) + +**Source** _Character Operations Manual pg. 64_ +As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal Stamina Point, Hit Point, or ability damage, you can spend 1 Resolve Point to grant the target a new saving throw with a +2 bonus to avoid or mitigate the effect’s damage and effects. + +### TRANSMUTE MATERIAL (SU) + +**Source** _Tech Revolution pg. 39_ +As a standard action, you can touch a weapon that deals kinetic damage and temporarily change the material it or its ammunition is constructed from into one of the following special materials: cold iron or silver. At 8th level, add adamantine alloy, inubrix, noqual, and siccatite to the list of special materials you can select. At 11th level, add abysium, horacalcum, and voidglass to the list of special materials you can select. The transformation lasts a number of rounds equal to your witchwarper level plus your Charisma modifier, after which the weapon becomes immune to your transmute material paradigm shift for 24 hours. + +## 5TH LEVEL + +You must be 5th level or higher to choose these paradigm shifts. + +### ALTERNATE ENTRY (SU) + +**Source** _Drift Crisis pg. 49_ +You can spend 1 Resolve Point as a standard action to replace a section of wall, floor, or ceiling within 30 feet with a counterpart from an alternate reality in which that obstacle contains an unlocked door, window, or other means of access. To create the opening, you must succeed at a caster-level check (1d20 + your caster level) with a DC equal to the obstacle’s break DC (Core Rulebook 408). You can spend up to 3 additional Resolve Points when activating this paradigm shift, gaining a cumulative +5 bonus to the caster-level check for each additional Resolve Point spent. The portal persists for 1 minute or until you dismiss it as a standard action, and a creature partway through the portal is immediately shunted to its choice of either side. This ability can only target artificial or constructed surfaces no more than 5 feet thick. + +### ALTERNATIVE CURRICULA (SU) + +**Source** _Starfinder Puppets Without Strings pg. 50_ +As a move action, you can spend 1 Resolve Point to envision an alternate reality in which you trained differently, took different coursework in school, or just paid more attention in the classes you did take. Choose a skill to acquire; for 1 minute, all the ranks you have in the skill to which your compound sight feature applies, as well as the compound sight feature itself, instead apply to the skill you are acquiring. This skill also becomes a class skill for you, so you receive a trained class skill bonus when making checks with it. However, you have 0 ranks in the skill to which your compound sight usually applies for the duration of this ability. +This effect lasts for 1 minute, though you can dismiss it at any time. If you use this ability to acquire a skill that requires you to make choices—such as Culture, which grants an additional language for every rank— you make those choices when you spend the Resolve Point to activate this ability. + +### DIMENSIONAL MEDIC (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a reaction when you would take damage from an ongoing condition (such as bleeding or burning), you can heal your recurring wounds by replacing them with already-sealed wounds. This ends the triggering condition before you take damage from it this turn. At 11th level, if you have a temporary blinded or deafened condition with a duration of less than 1 minute, you can spend 1 Resolve Point to end one or both of these conditions as well when using this ability. + +### ELDRITCH REFLECTION (SU) + +**Source** _Galactic Magic pg. 39_ +As a reaction, when you’re dealt damage by a spell, you can spend 1 Resolve Point to seize fragments of magical energy from other realities and interpose them between yourself and harm, reflecting a fraction of the damage back onto your attacker. Your attacker takes damage equal to your class level of the same type of damage you were dealt, though this damage can’t exceed the damage you took from the spell. + +### EXTENSIVE WORLDS (SU) + +**Source** _Galactic Magic pg. 39_ +When you use your infinite worlds ability, you can spend 1 Resolve Point to increase the effect’s radius to 15 feet (or 20 feet if you’re 11th level or higher). + +### INHIBIT (SP OR SU) + +**Source** _Character Operations Manual pg. 64_ +As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities as a supernatural ability. The target must succeed at a Will save or become staggered for 1 round. At 8th level, alternatively, you can spend 1 Resolve Point to instead use slow as a spell-like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. + +### OPTIMIZE (SP OR SU) + +**Source** _Character Operations Manual pg. 64_ +You can show a creature a glimpse of the results of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a supernatural haste effect. At 8th level, alternatively, you can spend 1 Resolve Point to instead use haste as a spell‑like ability. Once you’ve targeted a creature with this paradigm shift, you can’t target them with this paradigm shift again for 24 hours. + +### PARALLEL MODIFICATIONS (SU) + +**Source** _Tech Revolution pg. 39_ +As a standard action, you can augment a vehicle you touch with modifications from a parallel existence. You grant the vehicle one of the following vehicle modifications (page 80): adamantine plating mk 1, deflective field mk 1, grav-nav mk 1, pilot assist mk 1, or personnel enclosure. At 11th level, you also grant the vehicle one of the following vehicle modifications: boarding clamp, collision dampeners, ramming plow mk 1, terrain adaptation, or turbo boost. These modifications don’t take up a modification slot. This effect lasts until the end of your next turn, though as a standard action you can extend the effect’s duration by an addition round (maximum duration 1 minute). + +### RESIST ELEMENTS (SU) + +**Source** _Character Operations Manual pg. 64_ +As a reaction when you or a creature within 100 feet would take energy damage, you can spend 1 Resolve Point to grant the target resistance 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15. + +### SAFE PASSAGE (SU) + +**Source** _Galactic Magic pg. 39_ +As a standard action, you can expend an unused spell slot to temporarily transpose safe terrain from another reality beneath you as you move. For a number of rounds equal to the expended spell slot’s level, you ignore non-magical difficult terrain and reduce all damage you take from non-magical hazards by an amount equal to your witchwarper level. If you enter an area of magical difficult terrain or magical hazardous terrain, you can spend 1 Resolve Point as a reaction to attempt a dispel check against the magical terrain, as per dispel magic; if you succeed, you don’t dispel the effect but instead can move through and resist that terrain’s effects as though it were nonmagical for the duration of this paradigm shift. + +### SHIFTING OFFENSIVE (SU) + +**Source** _Character Operations Manual pg. 64_ +As a standard action, you can touch a weapon that deals damage and temporarily change its damage type. If the weapon deals kinetic damage, you can change it only to another type of kinetic damage; if it deals energy damage, you can change it only to another type of energy damage. This effect lasts until the end of your next turn. + +At 11th level, you can instead spend 1 RP to cause a touched weapon to deal any type of kinetic or energy damage, regardless of its normal damage type. For example, you could cause a zero rifle to deal piercing damage instead of cold. This ability never causes a weapon to target a different Armor Class. + +### SWAP PARADIGMS (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a standard action, you can temporarily replace one of your paradigm shifts with another paradigm shift that you don’t know but meet the prerequisites of. For the duration of this ability, you can use the new paradigm shift once but can’t use the paradigm shift it replaced. At 11th level, you can use the new paradigm shift twice during the duration of this ability. You can’t replace a paradigm shift that is currently in effect, that is a requirement for another paradigm shift you know, or that has limited uses that you have expended. When this ability ends, you immediately lose access to the new paradigm shift and regain your replaced paradigm shift. You can use swap paradigms multiple times per day, but you must spend 1 Resolve Point for each additional use. + +## 8TH LEVEL + +You must be 8th level or higher to choose these paradigm shifts. + +### ALTERNATE TRANSPORT (SU) + +**Source** _Tech Revolution pg. 39_ +As a standard action, you can spend 1 Resolve Point to transform a vehicle’s mode of transport, granting it wheels, a hull, wings, and other features as needed. One vehicle you touch replaces one of its current movement speeds with an equal movement speed selected from the following: land speed, swim speed, or fly speed. This transformation lasts for a number of minutes equal to your witchwarper level, though you can extend the duration to 8 hours by spending 2 additional Resolve Points when you activate this ability. + +### BORROWED EXCELLENCE (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +You draw on the strengths of alternate versions of yourself. As a standard action, choose an ability score and gain a +2 insight bonus to all skill checks associated with that ability score. If your skill modified by the compound sight uses the selected ability score, you increase compound sight’s insight bonus by 2 for the duration of this effect. Once you’ve used this paradigm shift, you can’t use it again until you take a 10-minute rest to recover Stamina Points. + +### DEVASTATING OVERLOAD (SU) + +**Source** _Tech Revolution pg. 39_ +As a standard action, you can spend 1 Resolve Point and target a creature with the technological subtype within 50 feet, afflicting it with catastrophic malfunctions drawn from an alternate reality (Fortitude negates). For the duration of the effect, each round that the target begins its turn within 50 feet of you, it takes 2d6 electricity damage. Alternatively, you can target a handheld technological device that uses a battery, dealing 2d6 electricity damage to whoever is holding or carrying the device whenever they begin their turn within 50 feet of you. The wielder can negate this effect with a successful Fortitude save. Once you’ve targeted a technological creature or device with this ability, it’s immune to your devastating overload for 24 hours. + +### FLASH TELEPORT (SU) + +**Source** _Character Operations Manual pg. 65_ +As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity. + +### HOBBLE CREATURE (SU) + +**Source** _Character Operations Manual pg. 65_ +As a standard action, you can expend an unused spell slot to target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the staggered condition for a number of rounds equal to the level of the spell slot expended. The creature can attempt a Fortitude save to negate this effect. You must know the disrupt creature paradigm shift to learn this paradigm shift. + +### MAGIC DELETION (SU) + +**Source** _Character Operations Manual pg. 65_ +As a reaction when you are targeted by a spell, you can spend 1 Resolve Point to gain spell resistance equal to 12 + your witchwarper level until the end of your next turn. + +### PHANTOM COLOSSUS (SU) + +**Source** _Near Space pg. 127_ +As a reaction, when a hostile creature within 100 feet would take any action to move 10 or more feet toward you or an ally, you can force it to witness an alternate reality in which a massive horror covered in tongues, teeth, and armored plates is bearing down toward it. The target creature must succeed at a Will saving throw or it instead loses its action immediately as it is shocked into stillness, and it cannot voluntarily take any additional movement until the beginning of its next turn. Once an attacker has been affected by this paradigm shift, it can’t be targeted by it again for 24 hours. This is a fear effect. + +### REPLACE TECH (SU) + +**Source** _Tech Revolution pg. 39_ +As a standard action, you briefly replace an inanimate object with its double drawn from another reality. You target one object weighing up to 3 Bulk within 50 feet, causing it to gain or lose the broken condition by becoming well-worn or brand new for a number of rounds equal to your witchwarper level. If the object is in the possession of an unwilling creature, that creature can attempt a Will save to negate this effect. After you use this ability, you cannot do so again until after you take a 10-minute rest to regain Stamina Points. + +### SHROUD (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a standard action, you can expend an unused spell slot to wrap yourself in supernatural mist. You gain concealment for a number of rounds equal to twice the level of the spell slot expended. You can see through this mist clearly, and you can’t use this obvious source of concealment to hide. You can spend 1 Resolve Point to activate this paradigm shift as a reaction when you are targeted by an attack. + +## 11TH LEVEL + +You must be 11th level or higher to choose these paradigm shifts. + +### DART ASIDE (SU) + +**Source** _Character Operations Manual pg. 65_ +As a reaction when you are hit by an attack but before the attack’s damage is resolved, you can spend 2 RP to teleport up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack or the attacker no longer has line of effect to you), the attack is treated as a miss. + +### DIMENSIONAL EXTRACTION (SU) + +**Source** _Galaxy Exploration Manual pg. 32_ +As a move action, you teleport up to 10 feet, extracting yourself from any impediments. If you are entangled, grappled, or pinned, these conditions end. If you are prone and would move to a solid surface, you are now standing. If you are off-kilter due to being in zero gravity, you right yourself. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity. After you use this ability, you can’t use it again for 1d6 rounds. You must know the flash teleport paradigm shift to learn this paradigm shift. + +### HIJACK PORTAL (SU) + +**Source** _Galactic Magic pg. 39_ +Once per day as a standard action, you can touch a door or similar portal, no dimension of which can exceed 5 feet for every three witchwarper levels you have. At the same time, you visualize another door within 1 mile that you’ve passed through within the past 24 hours, creating a link between the two doors. Whenever a willing creature enters the touched door, they can choose to emerge through the visualized door as if it were a magical one-way portal. This effect is a teleportation effect that lasts for 1 minute. At 17th level, you can use this ability twice per day. + +### SHAPED INFINITIES (SU) + +**Source** _Character Operations Manual pg. 65_ +When you use infinite worlds, you can exclude up to one 5-foot square per witchwarper level from the effect’s area. + +### SHIFTING ADAPTATION (SU) + +**Source** _Galaxy Exploration Manual pg. 33_ +You draw biological adaptations from an unfamiliar reality and apply them onto your form. Once per day when you regain your spell slots, select a single biome from those listed on page 46, such as aquatic, forest, or space. When you are in this biome, you ignore the effects of nonmagical difficult terrain. Additionally, you gain a +2 circumstance bonus to Survival checks and to saving throws made against environmental hazards when you are in this biome. + +### SUBSTITUTE MIND (SU) + +**Source** _Character Operations Manual pg. 65_ +You can free a creature from mental control or conditions that hamper it. Once per day as a standard action, you can touch a willing or unconscious creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects the target has as well as all conditions removed by _greater remove condition_ that were imposed on the creature by mind-affecting effects. The subject is stunned until the end of its next turn. + +You can also attempt to use this ability on an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If they succeed, the ally can allow their mind to be substituted, but if they fail, you waste the action and this use of substitute mind. This does not grant the ally a new saving throw if the effect did not originally allow one. + +At 14th level, you can use this ability on yourself, even if you’re otherwise unable to take actions because of a mind‑affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn. + +## 14TH LEVEL + +You must be 14th level or higher to choose these paradigm shifts. + +### ELDRITCH SIPHON (SU) + +**Source** _Galaxy Exploration Manual pg. 33_ +Once per day as a move action, you can siphon eldritch energy from an alternate reality to cast your next spell without expending a spell slot. You must cast this siphoned spell before the end of your turn. You can spend 2 Resolve Points to cast a siphoned 1st- or 2nd-level spell or 4 Resolve Points to cast a siphoned 3rd-level spell. You can siphon only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 4 Resolve Points to siphon a 4th-level spell. + +### ENDURE LIFETIMES (SU) + +**Source** _Galaxy Exploration Manual pg. 33_ +As a standard action, target one creature within 100 feet and subject them to the experiences of their every manifestation across myriad realities. This mental strain causes the creature to become exhausted unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. + +### PLANAR INTRUSION (SU) + +**Source** _Galactic Magic pg. 39_ +Whenever you expend a 3rd- or 4th-level spell to create a single powerful effect with your infinite worlds ability, you can channel additional energies from another plane of existence to also apply a second effect normally created by expending a 1st-level spell. Whenever you expend a 5th- or 6th-level spell to create a single powerful effect, you can also apply a second effect normally created by expending a 1st- or 2nd-level spell. + +### SHIFTING IMMUNITY (SU) + +**Source** _Character Operations Manual pg. 65_ +As a reaction when a creature with immunity to a type of energy damage within 100 feet is affected by energy damage, you can change the creature’s immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage is resolved. The effect of this paradigm shift lasts for 3 rounds. This does not affect the creature’s ability to survive environmental hazards or conditions, only what damage it takes from attacks and special abilities. (For example, a creature normally immune to fire that has its immunity shifted to cold by this ability and then swims in lava still doesn’t take damage from the lava even though it’s now vulnerable to fire weapons and spells.) The creature can attempt a Will saving throw to negate this effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift. + +### SHRED DEFENSES (SU) + +**Source** _Galaxy Exploration Manual pg. 33_ +As a reaction when a creature with spell resistance is affected by a spell while within 30 feet of you, you can unravel their magical defenses. Reduce the target’s spell resistance by 4 until the end of your next turn (Will negates). Each time a spell successfully overcomes the target’s spell resistance during this time, the amount by which this effect reduces the spell resistance increases by 1. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. + +### SWAPPING STEP (SU) + +**Source** _Character Operations Manual pg. 65_ +Once per round as a move action, you can switch the positions of two creatures within 100 feet, instantaneously swapping their places. This movement does not provoke attacks of opportunity. You can’t swap creatures’ positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will save to avoid this effect. If either creature succeeds, this paradigm shift has no effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. + +### TRANSFER AFFLICTION (SU) + +**Source** _Galaxy Exploration Manual pg. 33_ +As a standard action, select two living creatures within 100 feet: a primary target affected by an ongoing disease or poison and a secondary target who is not. The secondary target is exposed to one of the primary target’s diseases or poisons of your choice and must attempt a Fortitude saving throw against the affliction. If they fail the save, they gain the affliction and move to the first step on its progression track, and the primary target attempts a new saving throw against that affliction with a +4 circumstance bonus, curing them of the affliction if they succeed at the save. You can’t attempt to transfer the same affliction more than once per 24 hours. + +### UNVEIL REALITY (SU) + +**Source** _Character Operations Manual pg. 65_ +As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the stunned condition for 3 rounds unless it succeeds at a Will saving throw. This is a mind-affecting effect. Once you’ve targeted a creature with this paradigm shift, you can’t target that creature with this paradigm shift again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Witchwarper/Witchwarper Alternate Class Features.md b/Compendium/SF1E/Classes/Witchwarper/Witchwarper Alternate Class Features.md new file mode 100644 index 0000000..cabed03 --- /dev/null +++ b/Compendium/SF1E/Classes/Witchwarper/Witchwarper Alternate Class Features.md @@ -0,0 +1,86 @@ +--- +aliases: +tags: +--- +# WITCHWARPTER ALTERNATE CLASS FEATURES + +# INFINITE TECH (SU) +**Source** _Tech Revolution pg. 38_ +**Class** Witchwarper + +As a full action, you can expend a witchwarper spell slot of 1st level or higher to conjure from a parallel existence one suit of light armor, one basic melee weapon, or one small arm that functions only for you. Conjured gear has an item level equal to your caster level and comes fully loaded with ammunition (if it uses ammo) or a fully charged battery (if it uses charges). The item persists until you dismiss it as a standard action, until it’s more than 10 feet away from you for more than a minute, or until its duration runs out, after which it fades back to its original reality. Any additional components incorporated into the item (such as spare ammunition) harmlessly drop into the item’s space when the item disappears. +As part of conjuring an armor or weapon, you can install one or more armor upgrades or weapon fusions into the conjured gear, up to the maximum allowed by the armor’s upgrade slots or weapon’s item level. For each upgrade or fusion applied in this way, you must spend 1 Resolve Point. +When you conjure armor, you either don the armor as part of activating this ability (causing any armor you were already wearing to disappear until the ability ends), or you can cause the armor to appear in your space. The armor’s EAC bonus equals your witchwarper level, the KAC bonus equals your witchwarper level +2, the maximum Dexterity bonus is +4, the armor has no armor check penalty, and it has 1 armor upgrade slot (possibly more, based on the expended spell’s level). The armor’s duration is 1 hour per witchwarper level. +When you conjure a basic melee weapon or small arm, it appears either in one of your empty hands or in your space. When activating this ability, choose whether the weapon deals energy damage (your choice of acid, cold, electricity, fire, or sonic damage) or kinetic damage (your choice of bludgeoning, piercing, or slashing damage). In addition, the weapon gains one weapon special ability it qualifies for from the following list: block, conceal, disarm, feint, harrying, nonlethal, operative, penetrating, reach, reposition, thrown (20 feet), or trip. +A weapon that deals energy damage deals 1d4 damage of the chosen type, and a basic melee weapon gains the powered weapon special property. A weapon that deals kinetic damage deals 1d6 damage of the chosen type and has the analog weapon special property. Any conjured small arm has a range increment of 50 feet, usage 1, and capacity 20 (charges if it deals energy damage or rounds if it deals kinetic damage). The damage dealt by the conjured weapon increases by one damage die at 4th level and every 4 levels thereafter (maximum 6 dice at 20th level). The weapon’s duration is 10 minutes. +Conjured gear gains additional benefits based on the level of the spell slot expended to summon it (see below). You select these special benefits each time you conjure an item with this ability. The conjured gear must always qualify for any special properties and critical hit effects you apply to it. +**2nd (armor):** The armor grants you resistance 5 to one of the following damage types: acid, cold, electricity, fire, or sonic. +**2nd (weapon):** The weapon gains one critical hit effect chosen from the following: bind AR, blind, deafen, demoralize AR, knockdown, sicken AR, staggered, stifle AR, wound. +**3rd (armor):** As 2nd level, but your armor’s EAC and KAC bonuses increase by 1. +**3rd (weapon):** As 2nd level, but your weapon gains a second special property. +**4th (armor):** As 3rd level, but your armor gains a second armor upgrade slot. +**4th (weapon):** As 3rd level, but your weapon’s base damage increases to 1d6 (for energy damage) or 1d8 (for kinetic damage). +**5th (armor):** As 4th level, but your armor’s resistance applies to two damage types. +**5th (weapon):** As 4th level, but your weapon gains a third special property. +**6th (armor):** As 5th level, but your armor’s resistances each increase to 10, and it gains a third armor upgrade slot. +**6th (weapon):** As 5th level, but your weapon’s base damage increases to 1d8 (for energy damage) or 1d10 (for kinetic damage). +The infinite tech class feature replaces infinite worlds. + +# INFINITY LASH (SU) + +**Source** _Galactic Magic pg. 38_ +**Class** Witchwarper + +As a move action, you can form a whiplike strand of energy whose strikes tear away slivers of matter and replace them with alternate reality analogues to painful effect. This infinity lash functions as a magical one-handed basic melee weapon that disappears if it ever leaves your hand. It deals 1d4 slashing damage and has the analog and reach special properties. +As a move action while holding your infinity lash, you can expend a witchwarper spell slot of 1st level or higher to empower the infinity lash for a number of rounds equal to your Charisma modifier. This increases the damage dealt by your infinity lash by +1d4 per level of the spell slot expended, or by +2d4 per level of the spell slot expended if the spell slot expended was 5th level or higher. This also grants the weapon additional effects based on the level of spell slot expended as follows. +**1st:** You can deliver spells with a range of touch using your infinity lash’s reach rather than your natural reach. Your infinity lash gains the sicken critical hit effect. If your infinity lash has multiple critical hit effects, you can apply any one of those effects when you score a critical hit with the weapon. +**2nd:** As 1st level, plus you can change the damage your infinity lash deals to one of the following of your choice: acid, cold, electricity, fire, or sonic. Your infinity lash targets KAC. +**3rd:** As 2nd level, plus your infinity lash gains the disarm and trip special properties. +**4th:** As 3rd level, plus your infinity lash gains the staggered critical hit effect. +**5th:** As 4th level, plus your infinity lash gains the enfeeble critical hit effect. +**6th:** As 5th level, plus when you score a critical hit, you can select two critical hit effects to apply to the target. Infinity lash replaces infinite worlds. + +# PLUNDERER OF WORLDS (SU) + +**Source** _Drift Crisis pg. 49_ +**Class** Witchwarper + +Much as the Drift tears away pieces of other planes, you snag extraplanar energies from the Great Beyond. Twice per day as a standard action, you can project a random plane’s features into a nearby space. Roll on Table 1–2 to determine which plane is affected. After determining the plane, you choose where this planar bubble appears, filling a 10-foot‑radius emanation within 100 feet of you. A planar bubble lasts a number of rounds equal to your witchwarper level. You can’t dismiss the bubble, though you can have more than one in existence at once. At 4th, 10th, and 16th levels, you can create one additional planar bubble per day. +The planar bubble imposes various effects on creatures in its area, determined by the plane of origin. At 4th, 7th, 10th, 13th, and 16th levels, you gain additional ways to augment your bubbles by expending an unused witchwarper spell slot. You can expend only one spell slot in this way per bubble you create. You choose whether to expend a spell slot to augment a bubble after selecting its plane but before targeting the effect. +At 1st level, the planar bubble applies the plane’s enhanced magic and impeded magic effects for any spells and spell-like abilities cast inside its area. Any spell that has a descriptor that matches one of the bubble’s enhanced traits functions as though the spell’s caster level were 2 higher than normal, has its saving throw DC increased by 1, and gains a +2 insight bonus to any attack rolls made with the spell. Any spell that has a descriptor that matches one of the bubble’s impeded traits is difficult to cast; the spellcaster must succeed at a caster-level check (1d20 + their caster level) with a DC equal to 15 + twice the spell’s level; otherwise, they fail to cast the impeded spell. +At 4th level, you can expend a 1st-level spell slot to fill the area with difficult terrain, as the infinite worlds 1st-level environmental effect (Character Operations Manual 62). +At 7th level, the bubble’s radius increases to 15 feet. You can expend a spell slot to expand the bubble further, increasing its radius by an amount equal to 5 × the spell slot’s level. +At 10th level, you gain extraordinary control over your planar bubbles’ origins. You can expend a 2nd-level or higher spell slot when creating a bubble to roll its plane of origin a number of times equal to the expended spell’s level and choose one result. +At 13th level, the planar bubble’s radius increases to 20 feet. In addition, you can expend a 4th-level spell slot to fill the planar bubble with dangerous matter or energy, dealing force damage equal 5 + your Charisma modifier when a creature enters or begins its turn in the bubble. Each subsequent round, the amount of damage the planar bubble inflicts decreases by 1 (minimum 0). A creature can’t take this damage more than once per round, and they take half as much damage with a successful Fortitude save. Any creatures that have the subtype, creature type, or special ability listed in the planar bubble’s immune entry take no damage from this effect, whereas creatures that have the subtype, creature type, or special ability listed in the bubble’s vulnerability entry instead take double damage from the effect. A creature that is both immune and vulnerable to the damage instead takes the normal amount of damage. At the GM’s discretion, a creature closely associated with the planar bubble’s origin might be immune or vulnerable to its effects (such as a Shadow Plane creature being immune to a shadowy planar bubble’s damage). You’re immune to your own bubble’s damage unless you’re vulnerable to its effects. +At 16th level, you can expend a 6th-level spell slot as a standard action to end one of your planar bubbles prematurely. When you do so, the collapsing bubble attempts to draw one creature in its area back to the bubble’s plane of origin. This functions as plane shift, and an unwilling target can attempt a Will save to negate the effect. You can use this ability even if you’ve already expended a spell slot to modify the bubble. Plunderer of worlds replaces infinite worlds. + +| D% | PLANE | ENHANCED | IMPEDED | IMMUNE | VULNERABILITY | +|--------|----------------------------------------------------------------|-------------------|-------------------|-----------------------|-----------------------| +| 1–6 | Chaotic | chaotic | lawful | chaotic subtype | lawful subtype | +| 7–12 | Evil | evil | good | evil subtype | good subtype | +| 13–18 | Good | good | evil | good subtype | evil subtype | +| 19–24 | Lawful | lawful | chaotic | lawful subtype | chaotic subtype | +| 25–30 | Captivating | charm, emotion | — | mindless creatures | — | +| 31–36 | Discordant | pain, sonic | mind-affecting | — | — | +| 37–42 | Entropic | death, poison | creation, healing | undead type | living creatures | +| 43–48 | Eldritch | all spells | — | — | — | +| 49–54 | Shadowy | darkness, shadow | fire, light | — | — | +| 55–60 | Suppressed | — | all spells | — | — | +| 61–66 | Vivacious | creation, healing | death, disease | living creatures | undead type | +| 67–72 | Air | air, electricity | acid, earth | air subtype | earth subtype | +| 73–78 | Earth | acid, earth | air, electricity | earth subtype | air subtype | +| 79–84 | Fire | fire | cold, water | fire subtype | cold or water subtype | +| 85–90 | Water | cold, water | fire | cold or water subtype | fire subtype | +| 91–100 | Roll twice and apply both planar effects to the planar bubble. | + +# PROJECTED (SU) + +**Source** Galactic Magic pg. 38 +**Class** Witchwarper + +You’ve irrevocably drawn yourself from another reality into this one. You don’t belong here, and this reality has trouble reconciling your presence. However, you’ve learned to exploit your inconsistent density, size, and sheer existence. +At 3rd level, you’ve learned to harness reality’s attempts to erase you. As a move action, you can flicker in and out of existence, granting you a 20% miss chance against attacks and reducing the damage you take from area effects by an amount equal to your witchwarper level. The miss chance increases to 25% at 9th level and to 30% at 15th level. Unlike the miss chance granted by concealment, the flicker effect’s miss chance isn’t overcome by special senses such as blindsight. You can flicker only for a number of rounds equal to your witchwarper level, though these rounds need not be consecutive. +At 6th level, you can trick reality into miscalculating your size. As a move action, you gain one of the following benefits: you gain the compressionAA ability, your size decreases by one size category, or your size increases by one size category. If this transformation would increase your size to Large or larger and your reach is less than 10 feet, your reach becomes 10 feet. If your size decreases to Small or Medium, your reach decreases by 5 feet (minimum 5 feet). If your size becomes Tiny or smaller, you reach decreases by 5 feet (minimum 0 feet). +The transformation lasts for a number of rounds equal to your Charisma modifier (minimum 1). After you use this ability, you can’t do so again until after you take a 10-minute rest to regain Stamina Points. +At 12th level, once per day as part of a move action, you can move through creatures and objects as though you were incorporeal (Core Rulebook 264). You can use this ability twice per day at 18th level. +Projected replaces the compound sight and alternate outcome class features. \ No newline at end of file diff --git a/Compendium/SF1E/Classes/Witchwarper/Witchwarper.md b/Compendium/SF1E/Classes/Witchwarper/Witchwarper.md new file mode 100644 index 0000000..f3cd372 --- /dev/null +++ b/Compendium/SF1E/Classes/Witchwarper/Witchwarper.md @@ -0,0 +1,180 @@ +--- +aliases: +tags: +--- +# WITCHWARPER +**Source** _Character Operations Manual pg. 60_ +Most people believe that reality is limited to their physical surroundings. You know the truth: that everything around you is merely a thin veil draped across the infinite tapestry of existence. Your reality is a palimpsest, with all possible worlds and all alternate existences at your disposal. Through your magic and force of personality, you can peer into these time lines and pull from them as you see fit, using their dimensional echoes to twist and reshape your own world. + +**Hit Points**: 5 +**Stamina Points**: 5 + +## KEY ABILITY SCORE - CHA + +Your Charisma score determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Charisma is your key ability score. A high Dexterity score can help you fire weapons more accurately and dodge incoming attacks. + +## CLASS SKILLS + +The Witchwarper's class skills are Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Physical Science (Int), Profession (Cha, Int, or Wis). + +**Skill Points at each Level**: 4 + Int modifier. + +## PROFICIENCIES + +### ARMOR + +Light armor + +### WEAPONS + +Basic melee weapons, small arms, and grenades + +## CLASS FEATURES + +|   | Spells Per Day | +|--------|-------------------| +| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1st | +0 | +0 | +2 | +0 | Infinite worlds (1st-level spells) | 2 | - | - | - | - | - | +| 2nd | +1 | +0 | +3 | +0 | Paradigm shift | 2 | - | - | - | - | - | +| 3rd | +2 | +1 | +3 | +1 | Compound sight +1, weapon specialization | 3 | - | - | - | - | - | +| 4th | +3 | +1 | +4 | +1 | Infinite worlds (2nd-level spells) | 3 | 2 | - | - | - | - | +| 5th | +3 | +1 | +4 | +1 | Paradigm shift | 4 | 2 | - | - | - | - | +| 6th | +4 | +2 | +5 | +2 | Alternate outcome 1/day, compound sight +2 | 4 | 3 | - | - | - | - | +| 7th | +5 | +2 | +5 | +2 | Infinite worlds (3rd-level spells) | 4 | 3 | 2 | - | - | - | +| 8th | +6 | +2 | +6 | +2 | Paradigm shift | 4 | 4 | 2 | - | - | - | +| 9th | +6 | +3 | +6 | +3 | Compound sight +3 (two skills) | 5 | 4 | 3 | - | - | - | +| 10th | +7 | +3 | +7 | +3 | Infinite worlds (4th-level spells) | 5 | 4 | 3 | 2 | - | - | +| 11th | +8 | +3 | +7 | +3 | Paradigm shift | 5 | 4 | 4 | 2 | - | - | +| 12th | +9 | +4 | +8 | +4 | Alternate outcome 2/day, compound sight +4 | 5 | 5 | 4 | 3 | - | - | +| 13th | +9 | +4 | +8 | +4 | Infinite worlds (5th-level spells) | 5 | 5 | 4 | 3 | 2 | - | +| 14th | +10 | +4 | +9 | +4 | Paradigm shift | 5 | 5 | 4 | 4 | 2 | - | +| 15th | +11 | +5 | +9 | +5 | Compound sight +5 | 5 | 5 | 5 | 4 | 3 | - | +| 16th | +12 | +5 | +10 | +5 | Infinite worlds (6th-level spells) | 5 | 5 | 5 | 4 | 3 | 2 | +| 17th | +12 | +5 | +10 | +5 | Paradigm shift | 5 | 5 | 5 | 4 | 4 | 2 | +| 18th | +13 | +6 | +11 | +6 | Alternate outcome 3/day, compound sight +6 | 5 | 5 | 5 | 5 | 4 | 3 | +| 19th | +14 | +6 | +11 | +6 | Unfold existences | 5 | 5 | 5 | 5 | 5 | 4 | +| 20th | +15 | +6 | +12 | +6 | Paradigm shift, reality stutter | 5 | 5 | 5 | 5 | 5 | 5 | + + + + +## SPELLS KNOWN + +| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +|-------|---|-----|-----|-----|-----|-----|-----| +| 1st | 4 | 2 | - | - | - | - | - | +| 2nd | 5 | 3 | - | - | - | - | - | +| 3rd | 6 | 4 | - | - | - | - | - | +| 4th | 6 | 4 | 2 | - | - | - | - | +| 5th | 6 | 4 | 3 | - | - | - | - | +| 6th | 6 | 4 | 4 | - | - | - | - | +| 7th | 6 | 5 | 4 | 2 | - | - | - | +| 8th | 6 | 5 | 4 | 3 | - | - | - | +| 9th | 6 | 5 | 4 | 4 | - | - | - | +| 10th | 6 | 5 | 5 | 4 | 2 | - | - | +| 11th | 6 | 6 | 5 | 4 | 3 | - | - | +| 12th | 6 | 6 | 5 | 4 | 4 | - | - | +| 13th | 6 | 6 | 5 | 5 | 4 | 2 | - | +| 14th | 6 | 6 | 6 | 5 | 4 | 3 | - | +| 15th | 6 | 6 | 6 | 5 | 4 | 4 | - | +| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 | +| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | +| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | +| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | +| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | + + + + +## SPELLS + +| Bonus Spells Per Day (By Spell Level) | +|---------------------------------------| +| Cha Score | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | +| 1-11 | - | - | - | - | - | - | - | +| 12-13 | - | 1 | - | - | - | - | - | +| 14-15 | - | 1 | 1 | - | - | - | - | +| 16-17 | - | 1 | 1 | 1 | - | - | - | +| 18-19 | - | 1 | 1 | 1 | 1 | - | - | +| 20-21 | - | 2 | 1 | 1 | 1 | 1 | - | +| 22-23 | - | 2 | 2 | 1 | 1 | 1 | 1 | +| 24-25 | - | 2 | 2 | 2 | 1 | 1 | 1 | +| 26-27 | - | 2 | 2 | 2 | 2 | 1 | 1 | +| 28-29 | - | 3 | 2 | 2 | 2 | 2 | 1 | +| 30-31 | - | 3 | 3 | 2 | 2 | 2 | 2 | + + +You cast spells drawn from the witchwarper spell list. To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Charisma modifier. + +You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 2–3: Witchwarper. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on Table 2–4: Witchwarper Bonus Spells—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells—these spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day. + +Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new witchwarper level, you learn one or more new spells, as indicated on Table 2–5: Witchwarper Spells Known. Unlike your spells per day, the number of spells you know isn’t affected by your Charisma modifier. + +Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level. + +You can cast any witchwarper spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higherlevel spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a 2nd-level spell slot instead, if you have one. + +You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem. + +## INFINITE WORLDS (SU) - 1ST LEVEL + +As a standard action, you can create a bubble of altered reality, projecting elements of parallel existences into your current universe. You expend a witchwarper spell slot of 1st level or higher to create an environmental effect, such as summoning fog or thick vines from other realities, which lasts for a number of rounds equal to your class level unless specified otherwise. Alternatively, you can create an instantaneous effect, such a flash of fire from an explosion that occurred in a parallel universe. The particular effects depend on the level of the spell slot expended. + +All effects created by infinite worlds use the following rules unless they say otherwise. They have a range of 100 feet + 10 feet per witchwarper level and affect a 10-foot-radius spread. If you create multiple effects with one use of infinite worlds, they all originate at the same point. If an effect calls for a saving throw, the DC is equal to 10 + the spell level expended to create the effect + your Charisma modifier. You can define the cause and appearance of infinite worlds however you wish (subject to GM approval), but the effects themselves are only quasi-real and have no effects beyond the game mechanics listed as options for this ability. + +You can instead create multiple, milder effects in place of a single, more powerful effect. When you do this, you select two effects available to any version of this ability created by expending a lower-level spell slot than that you actually expend. For calculations based on spell level, use the level of the spell slot you expend. + +For example, a 10th-level witchwarper could expend a 3rd‑level spell slot and select either a 3rd-level effect or any two abilities normally created by expending 1st- or 2nd-level spells. + +The environmental and instantaneous effects you can create by sacrificing a witchwarper spell slot of a given level are as follows: + +- **1st (Environmental):** You cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a waterway is choked by roots and seaweed, or the air is flooded with floating strands of web-like filaments. You can affect a single movement type (land speed, burrow speed, climb speed, fly speed, or swim speed) or any combination of those movement types. When you create difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects. +- **1st (Instantaneous):** You cause a bright flash of light to fill the area. Each creature within the area must succeed at a Fortitude saves or be dazzled for 1 round per witchwarper level. If a creature rolls a natural 1 on its saving throw (meaning the d20 shows a “1”), it is also blinded for 1 round. +- **1st (Environmental):** You cause difficult terrain in the affected area to become normal terrain. When you eliminate non-magical difficult terrain in this way, you create magically altered terrain. +- **2nd (Environmental):** You cause a hazard that deals damage each round equal to the level of the spell slot expended, with a successful Fortitude save reducing the damage by half. A creature attempts this save when it first takes damage from this effect, and its result applies for the duration of the effect. You select the damage type each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). +- **2nd (Instantaneous):** You cause a destabilizing event, such as a brief earthquake, a split-second reversal of gravity, or a blast of icy wind. Each creature within the area must succeed at a Reflex save or be knocked prone. If a creature rolls a natural 1 on its saving throw, it is also moved 5 feet per level of the spell slot expended in a direction of your choice. +- **2nd (Environmental):** You stabilize the affected area, steadying unsteady terrain, preventing collapse, and filling gaps. Reduce the DCs to avoid falling, maintain footing, and balance in the area by 5. The area can collapse only due to circumstances that change after you create this effect or if the GM rules stability is impossible. For example, you can hold a collapsing cave in place for the duration but not a platform lacking any other support. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have. +- **3rd (Environmental):** You cause the area to grant concealment against one sense—vision, emotion, life, scent, sound, thought, or vibration. +- **3rd (Instantaneous):** You cause a disorienting event, such as bursts of flashing colors and loud sounds, or rain falling upward in spirals. Each creature within the area must succeed at a Will save or be knocked off-target for a number of rounds equal to the level of the spell expended. If a creature rolls a natural 1 on its saving throw, it is also staggered for 1 round. +- **3rd (Environmental):** You create a translucent sphere of protection centered on you that moves with you. This barrier and bubble of altered reality might be a thin, semisolid fog, a field of wind, or a bubble inside a film of ectoplasm. This sphere’s boundary provides soft cover and concealment. Atmosphere, gravity, and temperature are tolerable for any creature inside the sphere. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have. +- **4th (Environmental):** You create a barrier, the entirety of which must be within the range and area of infinite worlds’ environmental effects. The barrier is a number of 5-foot cubes no greater than double the level of the spell slot expended. The cubes must each connect along one side with at least one other cube, have hardness equal to double the level of the spell expended, and each have HP equal to 5 × the level of spell expended. Barriers you could summon might include old rusting barricades, slabs of ice, and so forth. +- **4th (Instantaneous):** You create a burst of damage affecting everything in the area. You select the type of damage each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic), and it deals 2d6 damage per level of the spell expended (Reflex half). +- **4th (Environmental):** You create open space in the affected area, provided any structural material and big masses, such as rubble or liquids, in the area have a hardness of 15 or lower. The effect makes it easy to temporarily excavate an area, removing all inanimate objects, but it’s harder to use to replace artificial structures, such as a standing stone building or vault, or to join strongly disparate environments, such as a starship interior and hard vacuum. The GM can increase a structure’s effective hardness by 10 if it meets these criteria. Creating this effect in an area with any structural material harder than hardness 15 requires you to succeed at a caster level check (1d20 + your caster level) against a DC equal to the hardness of the hardest structural material in the area. If this check fails, the alternate reality fails to manifest, and the spell slot used for this ability is expended with no effect. + This open space doesn’t damage surrounding structures or cause them to collapse, and it temporarily holds out moving materials, such as flowing water or unstable debris. If you open this space in an area that contains creatures, they remain and act appropriately according to other environmental factors that don’t change, such as atmosphere and gravity. + Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have. When the effect ends, creatures and objects that weren’t inside the open area before it appeared are safely shunted to the nearest open space outside the effect. Creatures and objects that were inside the area before it appeared and remained inside are safely shunted back to their original locations. You could, for instance, use this effect to rescue a creature buried in rubble, but removing the creature from the affected area before the superimposed space disappears is crucial. +- **5th (Environmental):** You make the air thicker or thinner, or fill it with toxic vapors. Each creature breathing the air must succeed at a Fortitude save or be sickened as long as it remains in the area. A creature attempts a single save when it is first exposed to the infinite worlds, which determines for the duration of the ability whether breathing within the area sickens that creature. +- **5th (Instantaneous):** You attempt to entangle all targets within the area. You might fill the area with chains, viscous glue, or quick-hardening cement. Each target must succeed at a Reflex save or be entangled and anchored in place for a number of rounds equal to the level of the spell slot expended. Creatures that enter the area after you use this ability are not entangled. +- **5th (Environmental):** Creatures in the area move and act normally despite being encumbered, entangled, exhausted, fatigued, off kilter, paralyzed, staggered, or hindered by another effect that reduces activity or speed, such as the slow spell. Within the area, creatures can’t be grappled or otherwise bound, and they automatically succeed at escaping from being grappled, pinned, or bound. Also, creatures ignore effects from the environment, such as from being underwater or in zero gravity, when moving and attacking. If a creature ignores an ongoing effect due to being in the area, the ongoing effect’s duration continues to elapse, and the effect resumes normally if the creature leaves the area or this effect ends. +- **6th (Environmental):** You reduce the hardness of objects within the area by 50% (Fortitude negates), or increase their hardness by 10 (to a maximum of double their normal hardness). + +## PARADIGM SHIFT - 2ND LEVEL + +Paradigm shifts represent your ability to briefly install pieces of alternate realities into your own, subtly or radically changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and an additional paradigm shift every 3 levels thereafter. Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier. + +Starting at 4th level, your ability to shuffle these realities improves. Upon gaining a witchwarper level (including at 4th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level. You can instead select a paradigm shift of a lower level, but note the level of the original paradigm shift so that when you later swap out the same paradigm shift at later levels, you can select any paradigm shift of the original level or lower.) + +The list of paradigm shifts appears following the class features. + +## COMPOUND SIGHT (SU) - 3RD LEVEL + +You can sift through many realities, gaining understanding of a task by seeing it attempted dozens of different ways. Choose a skill. You gain a +1 insight bonus to checks using that skill. This bonus increases by +1 at 6th level and every 3 levels thereafter. You can change your chosen skill every time you gain a witchwarper level. At 9th level, you become more adept with your compound sight and can choose two skills to apply it to. + +## WEAPON SPECIALIZATION (EX) - 3RD LEVEL + +You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. + +## ALTERNATE OUTCOME (SU) - 6TH LEVEL + +You can use your grasp of other realities to swap an outcome in your current existence with that of a more favorable reality. As a reaction once per day, you can reroll one attack roll, saving throw, ability check, or skill check that you attempt. Alternatively, you can expend a use of this ability as a reaction to cause a critical hit against you or an ally within 100 feet to instead be a normal hit. + +You gain one additional daily use of this ability at 12th level and again at 18th level. + +## UNFOLD EXISTENCES (SU) - 19TH LEVEL + +You have nearly unlimited insight into all possible worlds and can pluck power from them as you deem necessary. Select five paradigms shifts you don’t know but whose prerequisites you meet. These paradigm shifts must not require your level to be higher than 8th. You can use the selected paradigm shifts a total number of times per day equal to your Charisma modifier. + +## REALITY STUTTER (SU) - 20TH LEVEL + +Your force of will can infuse reality itself, changing key aspects of existence around you. You can spend 1 Resolve Point to use any paradigm shift you know. This doesn’t take an action, but you must use this ability on your turn unless the paradigm shift can be used as a reaction. If the paradigm shift requires a reaction, you still can’t use it unless the stated trigger has occurred, but using it does not expend your reaction for the round. If the paradigm shift requires you to spend Resolve Points to use it, you must still spend those Resolve Points in addition to that spent to use this ability. You can use reality stutter only once per turn. You can use the unfold existences ability in conjunction with reality stutter; doing so expends a daily use of unfold existences as normal. + +Furthermore, once per week, you can cast warp reality as a spell-like ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Adaptive Fighting Combat).md b/Compendium/SF1E/Feats/Combat Feats/Adaptive Fighting Combat).md new file mode 100644 index 0000000..5479c02 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Adaptive Fighting Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for. +Prerequisites: Three or more combat feats. +tags: +Type: Combat Feat +--- +# ADAPTIVE FIGHTING (COMBAT) +**Source** _Starfinder Core Rulebook pg. 154_ +You can adjust your fighting style to match specific conditions during combat. + +**Prerequisites**: Three or more combat feats. + +**Benefit**: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Add Leverage Combat).md b/Compendium/SF1E/Feats/Combat Feats/Add Leverage Combat).md new file mode 100644 index 0000000..ae35cfb --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Add Leverage Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: For each hand you use to wield your weapon beyond the minimum required to wield that weapon (to a maximum of two extra hands), you increase the distance you can move your opponent with a successful bull rush or reposition combat maneuver by 5 feet. If you use a trip combat maneuver against a flying opponent, you can increase the distance that creature descends by 5 feet for each additional hand used to wield your weapon. Changing your grip to alter the number of hands you are wielding a weapon with is a swift action. You can’t hold items in hands used to add leverage, or use them for any other purpose. +Prerequisites: Str 15 +tags: +Type: Combat Feat +--- +# ADD LEVERAGE (COMBAT) +**Source** _Character Operations Manual pg. 112_ +You hold your weapon using an extra hand (or more) to better push your enemies around. + +**Prerequisites**: Str 15. + +**Benefit**: For each hand you use to wield your weapon beyond the minimum required to wield that weapon (to a maximum of two extra hands), you increase the distance you can move your opponent with a successful bull rush or reposition combat maneuver by 5 feet. If you use a trip combat maneuver against a flying opponent, you can increase the distance that creature descends by 5 feet for each additional hand used to wield your weapon. Changing your grip to alter the number of hands you are wielding a weapon with is a swift action. You can’t hold items in hands used to add leverage, or use them for any other purpose. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Advance Warning Combat).md b/Compendium/SF1E/Feats/Combat Feats/Advance Warning Combat).md new file mode 100644 index 0000000..b01cdc7 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Advance Warning Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a move action, you can shout a warning to your allies, ending the flat-footed condition for any ally within 60 feet. You cannot use this feat when you’re flat-footed. Once you’ve used this ability, you cannot do so again until you’ve regained Stamina Points after a 10-minute rest. This is a sense-dependent ability. +Prerequisites: Cha 15. +tags: +Type: Combat Feat +--- +# ADVANCE WARNING (COMBAT) +**Source** _Character Operations Manual pg. 112_ +You shout a warning to your allies, focusing their attention on the threats around them. + +**Prerequisites**: Cha 15. + +**Benefit**: As a move action, you can shout a warning to your allies, ending the flat-footed condition for any ally within 60 feet. You cannot use this feat when you’re flat-footed. Once you’ve used this ability, you cannot do so again until you’ve regained Stamina Points after a 10-minute rest. This is a sense-dependent ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Advanced Melee Weapon Proficiency Combat).md b/Compendium/SF1E/Feats/Combat Feats/Advanced Melee Weapon Proficiency Combat).md new file mode 100644 index 0000000..791de8e --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Advanced Melee Weapon Proficiency Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain proficiency with advanced melee weapons (see Weapon Proficiency on page 243). +Prerequisites: Proficiency with basic melee weapons. +tags: +Type: Combat Feat +--- +# ADVANCED MELEE WEAPON PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 154_ +You know how to use advanced melee weapons. + +**Prerequisites**: Proficiency with basic melee weapons. + +**Benefit**: You gain proficiency with advanced melee weapons (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Ambuscade Combat).md b/Compendium/SF1E/Feats/Combat Feats/Ambuscade Combat).md new file mode 100644 index 0000000..e54786d --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Ambuscade Combat).md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: When you act in a surprise round and attack a target that has not yet acted in the same combat, you gain a +1 bonus to your attack roll and a bonus to damage equal to half your base attack bonus. +Prerequisites: +tags: +Type: Combat Feat +--- +# AMBUSCADE (COMBAT) +**Source** _Character Operations Manual pg. 112_ + +You are particularly skilled at attacking surprised targets. + +**Benefit**: When you act in a surprise round and attack a target that has not yet acted in the same combat, you gain a +1 bonus to your attack roll and a bonus to damage equal to half your base attack bonus. diff --git a/Compendium/SF1E/Feats/Combat Feats/Ambush Awareness Combat).md b/Compendium/SF1E/Feats/Combat Feats/Ambush Awareness Combat).md new file mode 100644 index 0000000..ce95254 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Ambush Awareness Combat).md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action. +Prerequisites: +tags: +Type: Combat Feat +--- +# AMBUSH AWARENESS (COMBAT) +**Source** _Character Operations Manual pg. 112_ +You are particularly skilled at avoiding attacks when surprised. + +**Benefit**: If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Barricade Combat).md b/Compendium/SF1E/Feats/Combat Feats/Barricade Combat).md new file mode 100644 index 0000000..b6a2e39 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Barricade Combat).md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM). +Prerequisites: Engineering 1 rank. +tags: +Type: Combat Feat +--- +# BARRICADE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 155_ +You are adept at creating quick, temporary cover. + +**Prerequisites**: Engineering 1 rank. + +**Benefit**: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253. + +The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Basic Melee Weapon Proficiency Combat).md b/Compendium/SF1E/Feats/Combat Feats/Basic Melee Weapon Proficiency Combat).md new file mode 100644 index 0000000..61a281c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Basic Melee Weapon Proficiency Combat).md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain proficiency with basic melee weapons (see Weapon Proficiency on page 243). +Prerequisites: +tags: +Type: Combat Feat +--- +# BASIC MELEE WEAPON PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 155_ +You know how to use basic melee weapons. + +**Benefit**: You gain proficiency with basic melee weapons (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Blind-Fight Combat).md b/Compendium/SF1E/Feats/Combat Feats/Blind-Fight Combat).md new file mode 100644 index 0000000..6aac5d6 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Blind-Fight Combat).md @@ -0,0 +1,14 @@ +--- +Type: Combat Feat +Prerequisites: +Benefit: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). + +You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded. +--- +# BLIND-FIGHT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 155_ +You are skilled at attacking opponents you can’t clearly see. + +**Benefit**: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). + +You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Blood in Their Eyes Combat).md b/Compendium/SF1E/Feats/Combat Feats/Blood in Their Eyes Combat).md new file mode 100644 index 0000000..58f56bb --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Blood in Their Eyes Combat).md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: When you score a critical hit with a weapon that deals slashing damage, in addition to any other critical hit effect you would normally apply, you also impose the dazzled condition on the target. The condition lasts until ended by any action or effect that would end the bleeding condition. +Prerequisites: +tags: +Type: Combat Feat +--- +# BLOOD IN THEIR EYES (COMBAT) +**Source** _Character Operations Manual pg. 113_ +You can deliver carefully placed slashing attacks. + +**Benefit**: When you score a critical hit with a weapon that deals slashing damage, in addition to any other critical hit effect you would normally apply, you also impose the dazzled condition on the target. The condition lasts until ended by any action or effect that would end the bleeding condition. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Bodyguard Combat).md b/Compendium/SF1E/Feats/Combat Feats/Bodyguard Combat).md new file mode 100644 index 0000000..c68399a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Bodyguard Combat).md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn. +Prerequisites: +tags: +Type: Combat Feat +--- +# BODYGUARD (COMBAT) +**Source** _Starfinder Core Rulebook pg. 155_ +You can attempt to ward off attacks that target nearby allies. + +**Benefit**: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Bullying Brute Combat).md b/Compendium/SF1E/Feats/Combat Feats/Bullying Brute Combat).md new file mode 100644 index 0000000..796e739 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Bullying Brute Combat).md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: Once per round when your attack roll to perform a bull rush, reposition, or trip combat maneuver exceeds the necessary result to succeed by 5 or more, you can also attempt an Intimidate check to demoralize the target. If you succeed at the combat maneuver but don’t exceed the needed result by 5 or more, you can spend 1 Resolve Point to demoralize your target as if you’d exceeded the KAC by 5 or more. +Prerequisites: Str 13, Intimidate 5 ranks. +tags: +Type: Combat Feat +--- + + +# BULLYING BRUTE (COMBAT) + +**Source** _Ports of Call pg. 43_ +You’re a terrifying sight when you toss your opponents around. + +**Prerequisites**: Str 13, Intimidate 5 ranks. + +**Benefit**: Once per round when your attack roll to perform a bull rush, reposition, or trip combat maneuver exceeds the necessary result to succeed by 5 or more, you can also attempt an Intimidate check to demoralize the target. If you succeed at the combat maneuver but don’t exceed the needed result by 5 or more, you can spend 1 Resolve Point to demoralize your target as if you’d exceeded the KAC by 5 or more. diff --git a/Compendium/SF1E/Feats/Combat Feats/Certain Strength Combat).md b/Compendium/SF1E/Feats/Combat Feats/Certain Strength Combat).md new file mode 100644 index 0000000..8d9c202 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Certain Strength Combat).md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Once per day after you roll an Athletics or Strength check, you can choose to reroll the check and use the second result. One additional time per day, you can reroll one Athletics check made to perform a chief mate crew action (Character Operations Manual 146). For each check, you must choose to apply this reroll after seeing the die result but before learning the result of the check. +Prerequisites: Str 13, character level 3rd. +tags: +Type: Combat Feat +--- + +# CERTAIN STRENGTH (COMBAT) + +**Source** _Ports of Call pg. 43_ +You rely on your strength to get through under pressure. + +**Prerequisites**: Str 13, character level 3rd. + +**Benefit**: Once per day after you roll an Athletics or Strength check, you can choose to reroll the check and use the second result. One additional time per day, you can reroll one Athletics check made to perform a chief mate crew action (Character Operations Manual 146). For each check, you must choose to apply this reroll after seeing the die result but before learning the result of the check. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Cleave Combat).md b/Compendium/SF1E/Feats/Combat Feats/Cleave Combat).md new file mode 100644 index 0000000..3861a75 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Cleave Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. +Prerequisites: Str 13, base attack bonus +1. +tags: +Type: Combat Feat +--- +# CLEAVE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 155_ +You can strike two adjacent foes with a single swing. + +**Prerequisites**: Str 13, base attack bonus +1. + +**Benefit**: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Close Combat Combat).md b/Compendium/SF1E/Feats/Combat Feats/Close Combat Combat).md new file mode 100644 index 0000000..28d8b88 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Close Combat Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# CLOSE COMBAT (COMBAT) +**Source** _Pact Worlds pg. 190_ +When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Combat Casting Combat).md b/Compendium/SF1E/Feats/Combat Feats/Combat Casting Combat).md new file mode 100644 index 0000000..304ed20 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Combat Casting Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting. +Prerequisites: Ability to cast 2nd-level spells. +tags: +Type: Combat Feat +--- +# COMBAT CASTING (COMBAT) +**Source** _Starfinder Core Rulebook pg. 156_ +You leave fewer openings when casting a spell. + +**Prerequisites**: Ability to cast 2nd-level spells. + +**Benefit**: You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Combat Feats.md b/Compendium/SF1E/Feats/Combat Feats/Combat Feats.md new file mode 100644 index 0000000..cf6f1c3 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Combat Feats.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# COMBAT FEATS +``` dataview +TABLE +Prerequisites, Benefit +FROM "Codex/Feats/Combat Feats" +SORT Name ASC +WHERE file.name != "Combat Feats" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Constant Alert Combat).md b/Compendium/SF1E/Feats/Combat Feats/Constant Alert Combat).md new file mode 100644 index 0000000..d903148 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Constant Alert Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Once per day, you can reroll an initiative check. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally. +Prerequisites: Wis 11, character level 5th. +tags: +Type: Combat Feat +--- +# CONSTANT ALERT (COMBAT) +**Source** _Character Operations Manual pg. 113_ +You’re always on the lookout for danger, making it hard to get the drop on you. + +**Prerequisites**: Wis 11, character level 5th. + +**Benefit**: Once per day, you can reroll an initiative check. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Cook Grenade Combat).md b/Compendium/SF1E/Feats/Combat Feats/Cook Grenade Combat).md new file mode 100644 index 0000000..45f7e6a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Cook Grenade Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full action, you can draw a grenade and make a ranged attack with it. If you do so, the grenade’s Reflex save DC is increased by 2. If your attack roll is a natural 1 (the d20 comes up 1), the grenade instead detonates at a randomly determined grid intersection of your space. +Prerequisites: Dex 11, proficiency with grenades +tags: +Type: Combat Feat +--- +# COOK GRENADE (COMBAT) +**Source** _Character Operations Manual pg. 113_ +You can pull the pin on a grenade and hold onto it until the last second before its detonation, making it harder to avoid. + +**Prerequisites**: Dex 11, proficiency with grenades + +**Benefit**: As a full action, you can draw a grenade and make a ranged attack with it. If you do so, the grenade’s Reflex save DC is increased by 2. If your attack roll is a natural 1 (the d20 comes up 1), the grenade instead detonates at a randomly determined grid intersection of your space. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Coordinated Shot Combat).md b/Compendium/SF1E/Feats/Combat Feats/Coordinated Shot Combat).md new file mode 100644 index 0000000..3ef17a8 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Coordinated Shot Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# COORDINATED SHOT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 156_ +You can maneuver a foe to be in the direct line of an ally’s fire. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Counter Grapple Combat).md b/Compendium/SF1E/Feats/Combat Feats/Counter Grapple Combat).md new file mode 100644 index 0000000..e81fd37 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Counter Grapple Combat).md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: As a reaction after a creature successfully uses the grapple combat maneuver against you (but doesn’t pin you), you can attempt a grapple combat maneuver against them with a –2 penalty to the attack roll. +Prerequisites: Improved Combat Maneuver (grapple). +tags: +Type: Combat Feat +--- + + +# COUNTER GRAPPLE (COMBAT) + +**Source** _Ports of Call pg. 43_ +You’re a skilled wrestler who can quickly turn the tables. + +**Prerequisites**: Improved Combat Maneuver (grapple). + +**Benefit**: As a reaction after a creature successfully uses the grapple combat maneuver against you (but doesn’t pin you), you can attempt a grapple combat maneuver against them with a –2 penalty to the attack roll. diff --git a/Compendium/SF1E/Feats/Combat Feats/Crescendo of Victory Combat).md b/Compendium/SF1E/Feats/Combat Feats/Crescendo of Victory Combat).md new file mode 100644 index 0000000..90d1922 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Crescendo of Victory Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When an ally within 30 feet of you scores a critical hit against a significant foe, as a reaction you can spend 1 Resolve Point and a charge of a sonic weapon you’re holding. The ally regains Stamina Points equal to 3 × your level or 4 × the number of Profession (musician) ranks you have, whichever is higher. +Prerequisites: Crescendo of Violence +tags: +Type: Combat Feat +--- +# CRESCENDO OF VICTORY (COMBAT) +**Source** _Interstellar Species pg. 98_ +Your perfect musical cues can accentuate a moment of triumph and send a surge of adrenaline through an ally. + +**Prerequisites**: Crescendo of Violence + +**Benefit**: When an ally within 30 feet of you scores a critical hit against a significant foe, as a reaction you can spend 1 Resolve Point and a charge of a sonic weapon you’re holding. The ally regains Stamina Points equal to 3 × your level or 4 × the number of Profession (musician) ranks you have, whichever is higher. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Crescendo of Violence Combat).md b/Compendium/SF1E/Feats/Combat Feats/Crescendo of Violence Combat).md new file mode 100644 index 0000000..813b7d2 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Crescendo of Violence Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you score a critical hit with a weapon that deals sonic damage, in addition to any other critical hit effect you would apply, all allies within 30 feet of you gain a +2 morale bonus to your choice of attack rolls, skill checks, or saving throws until the beginning of your next turn. +Prerequisites: Charisma 15 or Profession (musician) 5 ranks +tags: +Type: Combat Feat +--- +# CRESCENDO OF VIOLENCE (COMBAT) +**Source** _Interstellar Species pg. 98_ +Your skill with modulating the sounds of your sonic weapons into musical patterns borders on showboating but also inspires your allies. + +**Prerequisites**: Charisma 15 or Profession (musician) 5 ranks + +**Benefit**: When you score a critical hit with a weapon that deals sonic damage, in addition to any other critical hit effect you would apply, all allies within 30 feet of you gain a +2 morale bonus to your choice of attack rolls, skill checks, or saving throws until the beginning of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Deadly Aim Combat).md b/Compendium/SF1E/Feats/Combat Feats/Deadly Aim Combat).md new file mode 100644 index 0000000..653f9e0 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Deadly Aim Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1). +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# DEADLY AIM (COMBAT) +**Source** _Starfinder Core Rulebook pg. 156_ +You can strike your enemies’ weak points and deal more damage. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Defensive Roll Combat).md b/Compendium/SF1E/Feats/Combat Feats/Defensive Roll Combat).md new file mode 100644 index 0000000..62d38c0 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Defensive Roll Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a reaction when you are attacked or when you must attempt a Reflex saving throw, you can attempt an Acrobatics check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent’s attack roll result, the attack misses you. If you use this ability as a reaction when you must attempt a Reflex saving throw, you can use your Acrobatics check result as your Reflex save result. Once you use this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. After you use this ability, you are staggered on your next turn. +Prerequisites: Dex 19, Acrobatics 10 ranks. +tags: +Type: Combat Feat +--- +# DEFENSIVE ROLL (COMBAT) +**Source** _Character Operations Manual pg. 113_ +You can dive out of the way of an incoming attack. + +**Prerequisites**: Dex 19, Acrobatics 10 ranks. + +**Benefit**: As a reaction when you are attacked or when you must attempt a Reflex saving throw, you can attempt an Acrobatics check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent’s attack roll result, the attack misses you. If you use this ability as a reaction when you must attempt a Reflex saving throw, you can use your Acrobatics check result as your Reflex save result. Once you use this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. After you use this ability, you are staggered on your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Defensive Striker Combat).md b/Compendium/SF1E/Feats/Combat Feats/Defensive Striker Combat).md new file mode 100644 index 0000000..749e9ec --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Defensive Striker Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: While wearing light or heavy armor, you don’t take a –2 penalty to AC when you use the Cleave feat or the Lunge feat or when you charge. +Prerequisites: Dex 13, base attack bonus +1, armor training trait. +tags: +Type: Combat Feat +--- +# DEFENSIVE STRIKER (COMBAT) +**Source** _Near Space pg. 130_ +You were born to fight your enemies, and nobody does it better. + +**Prerequisites**: Dex 13, base attack bonus +1, armor training trait. + +**Benefit**: While wearing light or heavy armor, you don’t take a –2 penalty to AC when you use the Cleave feat or the Lunge feat or when you charge. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Deflect Projectiles Combat).md b/Compendium/SF1E/Feats/Combat Feats/Deflect Projectiles Combat).md new file mode 100644 index 0000000..2fb64cd --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Deflect Projectiles Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon. +Prerequisites: Base attack bonus +8. +tags: +Type: Combat Feat +--- +# DEFLECT PROJECTILES (COMBAT) +**Source** _Starfinder Core Rulebook pg. 156_ +You can use your melee weapon to deflect attacks. + +**Prerequisites**: Base attack bonus +8. + +**Benefit**: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Dire Straits Combat).md b/Compendium/SF1E/Feats/Combat Feats/Dire Straits Combat).md new file mode 100644 index 0000000..74839c7 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Dire Straits Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Once per day, when you are reduced to 0 Hit Points and have no Resolve Points remaining, you immediately stabilize. +Prerequisites: Con 15. +tags: +Type: Combat Feat +--- +# DIRE STRAITS (COMBAT) +**Source** _Character Operations Manual pg. 113_ +You manage to pull through one last time, even when you have nothing left to give. + +**Prerequisites**: Con 15. + +**Benefit**: Once per day, when you are reduced to 0 Hit Points and have no Resolve Points remaining, you immediately stabilize. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Discordant Din Combat).md b/Compendium/SF1E/Feats/Combat Feats/Discordant Din Combat).md new file mode 100644 index 0000000..2067a9d --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Discordant Din Combat).md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: As a standard action, you can make a single attack with a weapon that deals sonic damage and uses charges; this attack uses three times as many charges from the battery or power cell as normal. In addition to your normal weapon effects and damage, all creatures within 20 feet of the target must attempt a Fortitude save with a DC equal to 10 + 1/2 the weapon’s item level + the ability modifier you applied when making the attack with that weapon. Any creature that fails the save and possesses blindsense (sound or vibration) or blindsight (sound or vibration) is unable to use those abilities until the beginning of your next turn. +Prerequisites: +tags: +Type: Combat Feat +--- +# DISCORDANT DIN (COMBAT) +**Source** _Interstellar Species pg. 99_ +By aiming carefully, you can cause your sonic weapons to emit a terrible noise on impact, aggravating the senses of creatures that rely heavily on hearing. + +**Benefit**: As a standard action, you can make a single attack with a weapon that deals sonic damage and uses charges; this attack uses three times as many charges from the battery or power cell as normal. In addition to your normal weapon effects and damage, all creatures within 20 feet of the target must attempt a Fortitude save with a DC equal to 10 + 1/2 the weapon’s item level + the ability modifier you applied when making the attack with that weapon. Any creature that fails the save and possesses blindsense (sound or vibration) or blindsight (sound or vibration) is unable to use those abilities until the beginning of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Distance Hurler Combat).md b/Compendium/SF1E/Feats/Combat Feats/Distance Hurler Combat).md new file mode 100644 index 0000000..28b0b8a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Distance Hurler Combat).md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: ou increase the range increment of weapons with the thrown special property by 10 feet. If your Strength is 19 or higher, you instead increase the range increment by 20 feet. If your Strength is 23 or higher, you instead increase the range increment by 30 feet. +Prerequisites: Str 15. +tags: +Type: Combat Feat +--- + + +# DISTANCE HURLER (COMBAT) + +**Source** _Ports of Call pg. 43_ +You can hurl weapons great distances. + +**Prerequisites**: Str 15. + +**Benefit**: You increase the range increment of weapons with the thrown special property by 10 feet. If your Strength is 19 or higher, you instead increase the range increment by 20 feet. If your Strength is 23 or higher, you instead increase the range increment by 30 feet. diff --git a/Compendium/SF1E/Feats/Combat Feats/Dive for Cover Combat).md b/Compendium/SF1E/Feats/Combat Feats/Dive for Cover Combat).md new file mode 100644 index 0000000..a9c63b2 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Dive for Cover Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally. +Prerequisites: Base Reflex save bonus +2. +tags: +Type: Combat Feat +--- +# DIVE FOR COVER (COMBAT) +**Source** _Starfinder Core Rulebook pg. 156_ +You know how to dive out of the area of an effect. + +**Prerequisites**: Base Reflex save bonus +2. + +**Benefit**: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Double Draw Combat).md b/Compendium/SF1E/Feats/Combat Feats/Double Draw Combat).md new file mode 100644 index 0000000..85c6316 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Double Draw Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can draw, reload, or sheathe two weapons with the same action normally required to do so with one weapon. +Prerequisites: Four or more arms. +tags: +Type: Combat Feat +--- +# DOUBLE DRAW (COMBAT) +**Source** _Character Operations Manual pg. 21_ +Your limbs allow you to manipulate multiple weapons. + +**Prerequisites**: Four or more arms. + +**Benefit**: You can draw, reload, or sheathe two weapons with the same action normally required to do so with one weapon. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Double Tap Combat).md b/Compendium/SF1E/Feats/Combat Feats/Double Tap Combat).md new file mode 100644 index 0000000..b7dde0c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Double Tap Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from Weapon Specialization is equal to your character level (rather than half your character level). The small arm used cannot have the blast, explode, flexible line, line, unwieldy, or wide line weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the boost, guided, or variant boost weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability. +Prerequisites: Weapon Focus (small arms), proficiency with small arms. +tags: +Type: Combat Feat +--- +# DOUBLE TAP (COMBAT) +**Source** _Character Operations Manual pg. 114_ +You can make rapid small arm attacks to increase the effectiveness of your attacks. + +**Prerequisites**: Weapon Focus (small arms), proficiency with small arms. + +**Benefit**: As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from Weapon Specialization is equal to your character level (rather than half your character level). The small arm used cannot have the blast, explode, flexible line, line, unwieldy, or wide line weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the boost, guided, or variant boost weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Drag Down Combat).md b/Compendium/SF1E/Feats/Combat Feats/Drag Down Combat).md new file mode 100644 index 0000000..065b942 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Drag Down Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction. +Prerequisites: +tags: +Type: Combat Feat +--- +# DRAG DOWN (COMBAT) +## DRAG DOWN (COMBAT) + +**Source** _Starfinder Core Rulebook pg. 157_ +You are skilled at bringing your opponent down with you when you are knocked prone. + +**Benefit**: Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Far Shot Combat).md b/Compendium/SF1E/Feats/Combat Feats/Far Shot Combat).md new file mode 100644 index 0000000..d884064 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Far Shot Combat).md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# FAR SHOT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You remain accurate at longer ranges. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon. + +**Normal**: You take a –2 penalty per full range increment between you and your target. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Fleet Combat).md b/Compendium/SF1E/Feats/Combat Feats/Fleet Combat).md new file mode 100644 index 0000000..d7cf5c2 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Fleet Combat).md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: +Prerequisites: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet. +tags: +Type: Combat Feat +--- +# FLEET (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You are faster than most. + +**Benefit**: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Focues Spellcaster Combat).md b/Compendium/SF1E/Feats/Combat Feats/Focues Spellcaster Combat).md new file mode 100644 index 0000000..89f294f --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Focues Spellcaster Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: If your spell would fail as a result of you taking damage either from a successful attack or from an effect that you failed a saving throw against during the casting of the spell, as a reaction you can spend a Resolve Point to prevent the spell from failing. You suffer the effects of the attack as normal, but as long as you remain able to complete the spellcasting after the attack, you successfully cast the spell. +Prerequisites: Combat Casting, ability to cast 4th-level spells. +tags: +Type: Combat Feat +--- +# FOCUES SPELLCASTER (COMBAT) +**Source** _Pact Worlds pg. 191_ +You have learned to casually ignore wounds that would interfere with a lesser spellcaster’s concentration. + +**Prerequisites**: Combat Casting, ability to cast 4th-level spells. + +**Benefit**: If your spell would fail as a result of you taking damage either from a successful attack or from an effect that you failed a saving throw against during the casting of the spell, as a reaction you can spend a Resolve Point to prevent the spell from failing. You suffer the effects of the attack as normal, but as long as you remain able to complete the spellcasting after the attack, you successfully cast the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Fouling Reposition Combat).md b/Compendium/SF1E/Feats/Combat Feats/Fouling Reposition Combat).md new file mode 100644 index 0000000..ccb6445 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Fouling Reposition Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you succeed at a reposition combat maneuver against a creature and move your target so it ends its movement adjacent to a second creature, both creatures become off-target until the beginning of your next turn. +Prerequisites: Improved Combat Maneuver (reposition). +tags: +Type: Combat Feat +--- +# FOULING REPOSITION (COMBAT) +**Source** _Character Operations Manual pg. 115_ +When you reposition a foe, you can use the movement to disrupt both the target and a second creature. + +**Prerequisites**: Improved Combat Maneuver (reposition). + +**Benefit**: When you succeed at a reposition combat maneuver against a creature and move your target so it ends its movement adjacent to a second creature, both creatures become off-target until the beginning of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Fusillade Combat).md b/Compendium/SF1E/Feats/Combat Feats/Fusillade Combat).md new file mode 100644 index 0000000..8cbc273 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Fusillade Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an automatic weapon (see page 180). You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit. +Prerequisites: Base attack bonus +1, four or more arms. +tags: +Type: Combat Feat +--- +# FUSILLADE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You use your numerous limbs to lay down a hail of fire. + +**Prerequisites**: Base attack bonus +1, four or more arms. + +**Benefit**: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an automatic weapon (see page 180). You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Grab Attention Combat).md b/Compendium/SF1E/Feats/Combat Feats/Grab Attention Combat).md new file mode 100644 index 0000000..bc3f290 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Grab Attention Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you hit a target with a melee attack, you can attempt an Intimidate check, using the same DC as you would to demoralize that foe. If you succeed, the creature is off-target while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day. +Prerequisites: Intimidate 5 ranks. +tags: +Type: Combat Feat +--- +# GRAB ATTENTION (COMBAT) +**Source** _Character Operations Manual pg. 115_ +Your melee attack can grab your opponent’s attention, discouraging them from attacking anyone else. + +**Prerequisites**: Intimidate 5 ranks. + +**Benefit**: When you hit a target with a melee attack, you can attempt an Intimidate check, using the same DC as you would to demoralize that foe. If you succeed, the creature is off-target while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Grappler Pull Combat).md b/Compendium/SF1E/Feats/Combat Feats/Grappler Pull Combat).md new file mode 100644 index 0000000..6debc30 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Grappler Pull Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you grapple a creature with a grappler, you can attempt a reposition combat maneuver against that creature on your next turn as though it were within your reach. If you succeed, you can move the target only directly toward you. +Prerequisites: Str 11. +tags: +Type: Combat Feat +--- +# GRAPPLER PULL (COMBAT) +**Source** _Character Operations Manual pg. 115_ +You can use a grappler to draw your foes closer. + +**Prerequisites**: Str 11. + +**Benefit**: When you grapple a creature with a grappler, you can attempt a reposition combat maneuver against that creature on your next turn as though it were within your reach. If you succeed, you can move the target only directly toward you. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Great Cleave Combat).md b/Compendium/SF1E/Feats/Combat Feats/Great Cleave Combat).md new file mode 100644 index 0000000..5a5b80b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Great Cleave Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action. +Prerequisites: Str 13, Cleave, base attack bonus +4. +tags: +Type: Combat Feat +--- +# GREAT CLEAVE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You can strike many adjacent foes with a single blow. + +**Prerequisites**: Str 13, Cleave, base attack bonus +4. + +**Benefit**: If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Greater Feint Combat).md b/Compendium/SF1E/Feats/Combat Feats/Greater Feint Combat).md new file mode 100644 index 0000000..439927c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Greater Feint Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn. +Prerequisites: Improved Feint, base attack bonus +6. +tags: +Type: Combat Feat +--- +# GREATER FEINT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You are skilled at fooling your opponents in combat. + +**Prerequisites**: Improved Feint, base attack bonus +6. + +**Benefit**: Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Grenade Mastery Combat).md b/Compendium/SF1E/Feats/Combat Feats/Grenade Mastery Combat).md new file mode 100644 index 0000000..d21b8fc --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Grenade Mastery Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: The save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2. +Prerequisites: Proficiency with grenades. +tags: +Type: Combat Feat +--- +# GRENADE MASTERY (COMBAT) +**Source** _Character Operations Manual pg. 115_ +You know how to get the most out of your grenades. + +**Prerequisites**: Proficiency with grenades. + +**Benefit**: The save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Grenade Proficiency Combat).md b/Compendium/SF1E/Feats/Combat Feats/Grenade Proficiency Combat).md new file mode 100644 index 0000000..5fc1c9b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Grenade Proficiency Combat).md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain proficiency in grenades (see Weapon Proficiency on page 243). +Prerequisites: +tags: +Type: Combat Feat +--- +# GRENADE PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 157_ +You know how to use grenades. + +**Benefit**: You gain proficiency in grenades (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Ground Fighting Combat).md b/Compendium/SF1E/Feats/Combat Feats/Ground Fighting Combat).md new file mode 100644 index 0000000..3c52270 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Ground Fighting Combat).md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: The normal penalties to attack rolls from being grappled, pinned, and prone don’t apply to your unarmed attacks. The penalties from the pinned condition don’t apply to your attempts to grapple your opponent or free yourself. +Prerequisites: Str 11. +tags: +Type: Combat Feat +--- +# GROUND FIGHTING (COMBAT) +**Source** _Character Operations Manual pg. 115_ +You maintain your combat prowess even when at a disadvantage. + +**Prerequisites**: Str 11. + +**Benefit**: The normal penalties to attack rolls from being grappled, pinned, and prone don’t apply to your unarmed attacks. The penalties from the pinned condition don’t apply to your attempts to grapple your opponent or free yourself. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Harmony of Bullets Combat).md b/Compendium/SF1E/Feats/Combat Feats/Harmony of Bullets Combat).md new file mode 100644 index 0000000..de1de27 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Harmony of Bullets Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you make a full attack with two or more small arms that deal sonic damage or with two or more operative melee weapons that deal sonic damage, increase the damage dealt by one of those weapons by an amount equal to your Charisma modifier. In addition, if two or more of those attacks hit the same target, combine the damage from those attacks before applying the target’s sonic energy resistance or hardness, if any. +Prerequisites: Multi-Weapon Fighting +tags: +Type: Combat Feat +--- +# HARMONY OF BULLETS (COMBAT) +**Source** _Interstellar Species pg. 99_ +When wielding multiple sonic weapons, you can modulate their frequencies to allow them to musically amplify each other when operated together. + +**Prerequisites**: Multi-Weapon Fighting + +**Benefit**: When you make a full attack with two or more small arms that deal sonic damage or with two or more operative melee weapons that deal sonic damage, increase the damage dealt by one of those weapons by an amount equal to your Charisma modifier. In addition, if two or more of those attacks hit the same target, combine the damage from those attacks before applying the target’s sonic energy resistance or hardness, if any. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Heavy Armor Proficiency Combat).md b/Compendium/SF1E/Feats/Combat Feats/Heavy Armor Proficiency Combat).md new file mode 100644 index 0000000..580b30b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Heavy Armor Proficiency Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain proficiency with heavy armor (see page 242). +Prerequisites: Str 13, proficiency with light armor. +tags: +Type: Combat Feat +--- +# HEAVY ARMOR PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You know how to use heavy armor. + +**Prerequisites**: Str 13, proficiency with light armor. + +**Benefit**: You gain proficiency with heavy armor (see page 242). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Heavy Weapon Proficiency Combat).md b/Compendium/SF1E/Feats/Combat Feats/Heavy Weapon Proficiency Combat).md new file mode 100644 index 0000000..e49a3ac --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Heavy Weapon Proficiency Combat).md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain proficiency with heavy weapons (see page 243). +Prerequisites: Str 13, proficiency with small arms and longarms. +tags: +Type: Combat Feat +--- +# HEAVY WEAPON PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You know how to use heavy weapons. + +**Prerequisites**: Str 13, proficiency with small arms and longarms. + +**Benefit**: You gain proficiency with heavy weapons (see page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Impressive Flex Combat).md b/Compendium/SF1E/Feats/Combat Feats/Impressive Flex Combat).md new file mode 100644 index 0000000..8283f9a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Impressive Flex Combat).md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: As a full action, you show off your physical prowess in a dazzling or terrifying display. Attempt an Intimidate check to demoralize all foes within 30 feet of you, applying the check’s result separately to each creature and its DC to demoralize. If your display is dazzling, each creature you successfully demoralize is fascinated by your strength for 1d4 rounds rather than shaken. If your display is terrifying, each creature you successfully demoralize is shaken for 1 round (even if your check result would normally increase the duration of the shaken effect). Once you’ve successfully affected a creature with either display, they’re immune to this feat for 1 hour. This is a sense-dependent ability. +Prerequisites: Str 15, Intimidate 5 ranks. +tags: +Type: Combat Feat +--- + + +# IMPRESSIVE FLEX (COMBAT) + +**Source** _Ports of Call pg. 43_ +You terrify your foes with impressive posturing. + +**Prerequisites**: Str 15, Intimidate 5 ranks. + +**Benefit**: As a full action, you show off your physical prowess in a dazzling or terrifying display. Attempt an Intimidate check to demoralize all foes within 30 feet of you, applying the check’s result separately to each creature and its DC to demoralize. If your display is dazzling, each creature you successfully demoralize is fascinated by your strength for 1d4 rounds rather than shaken. If your display is terrifying, each creature you successfully demoralize is shaken for 1 round (even if your check result would normally increase the duration of the shaken effect). Once you’ve successfully affected a creature with either display, they’re immune to this feat for 1 hour. This is a sense-dependent ability. diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Combat Maneuver (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Combat Maneuver (Combat.md new file mode 100644 index 0000000..6b3f7ae --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Combat Maneuver (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# IMPROVED COMBAT MANEUVER (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You are particularly skilled with a specific combat maneuver. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver. + +**Special**: You can take Improved Combat Maneuver multiple times. The effects don’t stack. Each time you take the feat, it applies to a new combat maneuver. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Critical (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Critical (Combat.md new file mode 100644 index 0000000..56489b3 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Critical (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you score a critical hit with a weapon, increase the DC to resist that weapon’s critical effect by 2. +Prerequisites: Base attack bonus +8. +tags: +Type: Combat Feat +--- +# IMPROVED CRITICAL (COMBAT) + +**Source** _Starfinder Core Rulebook pg. 158_ +Attacks with your chosen weapon are harder to shake off. + +**Prerequisites**: Base attack bonus +8. + +**Benefit**: When you score a critical hit with a weapon, increase the DC to resist that weapon’s critical effect by 2. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Feint (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Feint (Combat.md new file mode 100644 index 0000000..cfa7a87 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Feint (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: +Prerequisites: +tags: +Type: Combat Feat +--- +# IMPROVED FEINT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You are skilled at fooling your opponents in combat. + +**Benefit**: You can use Bluff to feint in combat as a move action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Initiative (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Initiative (Combat.md new file mode 100644 index 0000000..5825d36 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Initiative (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: +Prerequisites: +tags: +Type: Combat Feat +--- +# IMPROVED INITIATIVE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +Your quick reflexes allow you to react rapidly to danger. + +**Benefit**: You gain a +4 bonus to initiative checks. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Sidestep (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Sidestep (Combat.md new file mode 100644 index 0000000..e895621 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Sidestep (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: +Prerequisites: +tags: +Type: Combat Feat +--- +# IMPROVED SIDESTEP (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You keep your mobility when sidestepping foes’ melee attacks. + +**Prerequisites**: Dex 17, Mobility or trick attack class feature, Sidestep. + +**Benefit**: After sidestepping an opponent’s missed attack using the Sidestep feat, you can still take a guarded step during your next turn, or you can move up to your full speed if you take an action to move during your next turn. + +**Normal**: If you use the Sidestep feat, you can’t take a guarded step during your next turn and your movement is reduced by 5 feet during your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Stand Still (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Stand Still (Combat.md new file mode 100644 index 0000000..c34bc89 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Stand Still (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: +Prerequisites: +tags: +Type: Combat Feat +--- +# IMPROVED STAND STILL (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You are particularly skilled at stopping foes in their tracks. + +**Prerequisites**: Stand Still. + +**Benefit**: You gain a +4 bonus to your melee attack roll for Stand Still. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Improved Unarmed Strike (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Improved Unarmed Strike (Combat.md new file mode 100644 index 0000000..e4364d7 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Improved Unarmed Strike (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: +Prerequisites: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage. +tags: +Type: Combat Feat +--- +# IMPROVED UNARMED STRIKE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You have trained to make your unarmed strikes lethal and strike with kicks, head-butts, and similar attacks. + +**Benefit**: Your unarmed strike damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. Your unarmed strikes don’t count as archaic and can deal lethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage. + +**Normal**: You don’t threaten any squares with unarmed strikes, and you must have a hand free to make an unarmed strike. \ No newline at end of file diff --git "a/Compendium/SF1E/Feats/Combat Feats/In Harm\342\200\231s Way (Combat.md" "b/Compendium/SF1E/Feats/Combat Feats/In Harm\342\200\231s Way (Combat.md" new file mode 100644 index 0000000..d6cee15 --- /dev/null +++ "b/Compendium/SF1E/Feats/Combat Feats/In Harm\342\200\231s Way (Combat.md" @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round. +Prerequisites: Bodyguard. +tags: +Type: Combat Feat +--- +# IN HARM’S WAY (COMBAT) + +**Source** _Starfinder Core Rulebook pg. 158_ +You put yourself in danger’s path to save your allies. + +**Prerequisites**: Bodyguard. + +**Benefit**: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Instant Crater (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Instant Crater (Combat.md new file mode 100644 index 0000000..55988b1 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Instant Crater (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can make a ranged attack using a weapon that has the explode weapon special property, targeting an intersection as normal and choosing one square adjacent to that intersection. If you hit the targeted intersection and your damage roll exceeds the hardness of the material of the chosen square, that square becomes difficult terrain. This is in addition to the normal effects of the weapon. +Prerequisites: Base attack bonus +5. +tags: +Type: Combat Feat +--- +# INSTANT CRATER (COMBAT) +**Source** _Character Operations Manual pg. 116_ +You can calculate the angle and timing of your explosive weapons to damage the ground, making the terrain treacherous. + +**Prerequisites**: Base attack bonus +5. + +**Benefit**: As a standard action, you can make a ranged attack using a weapon that has the explode weapon special property, targeting an intersection as normal and choosing one square adjacent to that intersection. If you hit the targeted intersection and your damage roll exceeds the hardness of the material of the chosen square, that square becomes difficult terrain. This is in addition to the normal effects of the weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Jet Charge (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Jet Charge (Combat.md new file mode 100644 index 0000000..caa881b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Jet Charge (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can activate a jetpack or jump jets armor upgrade (or similar equipment) as part of a charge action. If you do, you can move up to three times the fly speed normally granted by that equipment. +Prerequisites: Piloting 3 ranks. +tags: +Type: Combat Feat +--- +# JET CHARGE (COMBAT) +**Source** _Character Operations Manual pg. 116_ +You can boost your charge attacks with jets to move farther. + +**Prerequisites**: Piloting 3 ranks. + +**Benefit**: You can activate a jetpack or jump jets armor upgrade (or similar equipment) as part of a charge action. If you do, you can move up to three times the fly speed normally granted by that equipment. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Kip Up (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Kip Up (Combat.md new file mode 100644 index 0000000..8b27b42 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Kip Up (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can stand from prone as a swift action, rather than a move action. +Prerequisites: Acrobatics 1 rank. +tags: +Type: Combat Feat +--- +# KIP UP (COMBAT) +**Source** _Starfinder Core Rulebook pg. 158_ +You can stand up from prone in a hurry. + +**Prerequisites**: Acrobatics 1 rank. + +**Benefit**: You can stand from prone as a swift action, rather than a move action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Knock Heads (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Knock Heads (Combat.md new file mode 100644 index 0000000..0c7cf6d --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Knock Heads (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you succeed at a bull rush combat maneuver and push the target into another creature’s space, the target stops in the previous square as normal. However, both the target and the other creature take damage equal to half your character level plus your Strength modifier and gain the off-target condition until the beginning of your next turn. The second creature can reduce the damage by half and negate the off-target condition with a successful Reflex save (DC = 10 + 1/2 your level + your Strength modifier). +Prerequisites: Improved Combat Maneuver (bull rush). +tags: +Type: Combat Feat +--- + +# KNOCK HEADS (COMBAT) + +**Source** _Ports of Call pg. 43_ +You push foes into each other with disorienting, painful force. + +**Prerequisites**: Improved Combat Maneuver (bull rush). + +**Benefit**: When you succeed at a bull rush combat maneuver and push the target into another creature’s space, the target stops in the previous square as normal. However, both the target and the other creature take damage equal to half your character level plus your Strength modifier and gain the off-target condition until the beginning of your next turn. The second creature can reduce the damage by half and negate the off-target condition with a successful Reflex save (DC = 10 + 1/2 your level + your Strength modifier). diff --git a/Compendium/SF1E/Feats/Combat Feats/Laugh at Danger (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Laugh at Danger (Combat.md new file mode 100644 index 0000000..378695b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Laugh at Danger (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a reaction when you take Hit Point damage from a significant enemy that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain Stamina. +Prerequisites: Con 13. +tags: +Type: Combat Feat +--- +# LAUGH AT DANGER (COMBAT) +**Source** _Character Operations Manual pg. 116_ +You laugh in the face of peril, inspiring your allies to keep fighting. + +**Prerequisites**: Con 13. + +**Benefit**: As a reaction when you take Hit Point damage from a significant enemy that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain Stamina. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Light Armor Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Light Armor Proficiency (Combat.md new file mode 100644 index 0000000..7622194 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Light Armor Proficiency (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain proficiency with light armor (see Armor Proficiency on page 242) +Prerequisites: +tags: +Type: Combat Feat +--- +# LIGHT ARMOR PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 159_ +You know how to use light armor. + +**Benefit**: You gain proficiency with light armor (see Armor Proficiency on page 242) \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Living Ladder (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Living Ladder (Combat.md new file mode 100644 index 0000000..729ed6a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Living Ladder (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you’re prone and hit a target with an unarmed attack, you can stand without using an action. If the target of your unarmed attack is your size or smaller and your attack roll result exceeds their AC by 5 or more, that target falls prone. +Prerequisites: Str 17. +tags: +Type: Combat Feat +--- +# LIVING LADDER (COMBAT) +**Source** _Character Operations Manual pg. 116_ +When you’re down, you can leverage an upright foe to clamber back up, possibly dragging them down in the process. + +**Prerequisites**: Str 17. + +**Benefit**: When you’re prone and hit a target with an unarmed attack, you can stand without using an action. If the target of your unarmed attack is your size or smaller and your attack roll result exceeds their AC by 5 or more, that target falls prone. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Longarm Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Longarm Proficiency (Combat.md new file mode 100644 index 0000000..201296c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Longarm Proficiency (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain proficiency with longarms (see Weapon Proficiency on page 243). +Prerequisites: Proficiency with small arms. +tags: +Type: Combat Feat +--- +# LONGARM PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 159_ +You know how to use longarms. + +**Prerequisites**: Proficiency with small arms. + +**Benefit**: You gain proficiency with longarms (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Lung Puncture (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Lung Puncture (Combat.md new file mode 100644 index 0000000..96844e9 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Lung Puncture (Combat.md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: When you score a critical hit with a weapon that deals piercing damage, in addition to any other critical hit effect you would apply, you also impose the fatigued condition on the target for 1d4 rounds. +Prerequisites: +tags: +Type: Combat Feat +--- +# LUNG PUNCTURE (COMBAT) +**Source** _Character Operations Manual pg. 116_ +You can deliver particularly debilitating piercing attacks. + +**Benefit**: When you score a critical hit with a weapon that deals piercing damage, in addition to any other critical hit effect you would apply, you also impose the fatigued condition on the target for 1d4 rounds. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Lunge (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Lunge (Combat.md new file mode 100644 index 0000000..464ac2b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Lunge (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round. +Prerequisites: Base attack bonus +6. +tags: +Type: Combat Feat +--- +# LUNGE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 159_ +You can strike foes that would normally be out of reach. + +**Prerequisites**: Base attack bonus +6. + +**Benefit**: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Many-Handed Master (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Many-Handed Master (Combat.md new file mode 100644 index 0000000..61df8c6 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Many-Handed Master (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As long as you are not flat-footed, paralyzed, staggered, stunned, or unconscious, you gain a +2 bonus to your KAC against combat maneuvers. +Prerequisites: Four or more arms. +tags: +Type: Combat Feat +--- +# MANY-HANDED MASTER (COMBAT) +**Source** _Character Operations Manual pg. 21_ +You use your many limbs to counter combat maneuvers. + +**Prerequisites**: Four or more arms. + +**Benefit**: As long as you are not flat-footed, paralyzed, staggered, stunned, or unconscious, you gain a +2 bonus to your KAC against combat maneuvers. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Melt Defenses (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Melt Defenses (Combat.md new file mode 100644 index 0000000..ec2f041 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Melt Defenses (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you score a critical hit with an attack that deals acid damage, instead of applying the normal critical hit effect, you can disrupt the target’s defenses for 1d4 rounds. Attacks against a creature whose defenses have been disrupted in this manner target EAC, regardless of the attacks’ damage type. +Prerequisites: Base attack bonus +11. +tags: +Type: Combat Feat +--- +# MELT DEFENSES (COMBAT) +**Source** _Character Operations Manual pg. 116_ +You can dissolve key portions of your target’s defenses, making them easier to hit. + +**Prerequisites**: Base attack bonus +11. + +**Benefit**: When you score a critical hit with an attack that deals acid damage, instead of applying the normal critical hit effect, you can disrupt the target’s defenses for 1d4 rounds. Attacks against a creature whose defenses have been disrupted in this manner target EAC, regardless of the attacks’ damage type. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Mobility (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Mobility (Combat.md new file mode 100644 index 0000000..a3e5237 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Mobility (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. +Prerequisites: Dex 13. +tags: +Type: Combat Feat +--- +# MOBILITY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You can easily move past dangerous foes. + +**Prerequisites**: Dex 13. + +**Benefit**: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Momentous Attack (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Momentous Attack (Combat.md new file mode 100644 index 0000000..7b061f3 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Momentous Attack (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you score a critical hit with a melee weapon against an adjacent enemy, you can immediately move 5 feet to any square adjacent to both you and your target. This movement does not provoke attacks of opportunity. This effect is in addition to any other critical hit effects. +Prerequisites: Str 11, Athletics 5 ranks. +tags: +Type: Combat Feat +--- +# MOMENTOUS ATTACK (COMBAT) +**Source** _Character Operations Manual pg. 117_ +You can use the momentum of a mighty blow to reposition yourself. + +**Prerequisites**: Str 11, Athletics 5 ranks. + +**Benefit**: When you score a critical hit with a melee weapon against an adjacent enemy, you can immediately move 5 feet to any square adjacent to both you and your target. This movement does not provoke attacks of opportunity. This effect is in addition to any other critical hit effects. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Morphing Feint (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Morphing Feint (Combat.md new file mode 100644 index 0000000..b05ed90 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Morphing Feint (Combat.md @@ -0,0 +1,16 @@ +--- +Type: Combat Feat +Prerequisites: Bluff 1 rank, Disguise 1 rank +Benefit: Whenever you use an item, spell, or ability that allows you to disguise yourself as a standard action (such as disguise self, holoskin, the change form species trait, or the quick disguise operative exploit), you can feint as part of the action. When you do so, you attempt a Disguise check in place of a Bluff check to determine the results of your feint; this doesn’t include any additional bonuses the disguise ability grants, such as the +10 bonus to Disguise checks when casting disguise self. +Once a creature observes you using Morphing Feint (whether or not your feint is successful), that creature is immune to further uses of your Morphing Feint for 1 hour unless you also spend 1 Resolve Point when using Morphing Feint against it. +--- +# MORPHING FEINT (COMBAT) +**Source** _Interstellar Species pg. 51_ +Your sudden change of appearance creates an opening for an attack + +**Prerequisites**: Bluff 1 rank, Disguise 1 rank + +**Benefit**: Whenever you use an item, spell, or ability that allows you to disguise yourself as a standard action (such as disguise self, holoskin, the change form species trait, or the quick disguise operative exploit), you can feint as part of the action. When you do so, you attempt a Disguise check in place of a Bluff check to determine the results of your feint; this doesn’t include any additional bonuses the disguise ability grants, such as the +10 bonus to Disguise checks when casting disguise self. +Once a creature observes you using Morphing Feint (whether or not your feint is successful), that creature is immune to further uses of your Morphing Feint for 1 hour unless you also spend 1 Resolve Point when using Morphing Feint against it. + +**Special**: If you also have the Improved Feint and Flashmorph feats, you can combine the effects of Morphing Feint with any effect that allows you to disguise yourself as part of a move or full action (such as from the Flashmorph feat). If you do so while performing a trick attack, you attempt a Disguise check with a +4 bonus to resolve the trick attack instead of using any other skill. If you have these two feats as well as the clever feint or clever attack envoy improvisations, once per minute when you use either improvisation, you can also disguise yourself as part of that action with an item, spell, or ability you could use as a standard action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Multi-Weapon Fighting (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Multi-Weapon Fighting (Combat.md new file mode 100644 index 0000000..8e56e09 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Multi-Weapon Fighting (Combat.md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1. +Prerequisites: +tags: +Type: Combat Feat +--- +# MULTI-WEAPON FIGHTING (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks. + +**Benefit**: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Muscular Retort (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Muscular Retort (Combat.md new file mode 100644 index 0000000..01ae2e8 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Muscular Retort (Combat.md @@ -0,0 +1,18 @@ +--- +aliases: +Benefit: Select bull rush, grapple, or trip. You gain a +2 bonus to KAC against combat maneuvers of that type. If a creature attempts that maneuver against you and fails, they provoke an attack of opportunity from you. +Prerequisites: Str 15. +tags: +Type: Combat Feat +--- + +# MUSCULAR RETORT (COMBAT) + +**Source** _Ports of Call pg. 43_ +You use your raw strength and instinct to defend yourself in the heat of battle. + +**Prerequisites**: Str 15. + +**Benefit**: Select bull rush, grapple, or trip. You gain a +2 bonus to KAC against combat maneuvers of that type. If a creature attempts that maneuver against you and fails, they provoke an attack of opportunity from you. + +**Special**: You can take this feat multiple times. Each time you select this feat, select a different combat maneuver. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Mystic Strike (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Mystic Strike (Combat.md new file mode 100644 index 0000000..5d9c644 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Mystic Strike (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures. +Prerequisites: Ability to cast spells. +tags: +Type: Combat Feat +--- +# MYSTIC STRIKE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +Your magical power flows into your weapons. + +**Prerequisites**: Ability to cast spells. + +**Benefit**: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Nimble Moves (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Nimble Moves (Combat.md new file mode 100644 index 0000000..4b2043b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Nimble Moves (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain. +Prerequisites: Dex 15. +tags: +Type: Combat Feat +--- +# NIMBLE MOVES (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You can move across a single obstacle with ease. + +**Prerequisites**: Dex 15. + +**Benefit**: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Opening Volley (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Opening Volley (Combat.md new file mode 100644 index 0000000..9be6384 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Opening Volley (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn. +Prerequisites: +tags: +Type: Combat Feat +--- +# OPENING VOLLEY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack. + +**Benefit**: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn. diff --git a/Compendium/SF1E/Feats/Combat Feats/Parting Shot (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Parting Shot (Combat.md new file mode 100644 index 0000000..263e8c1 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Parting Shot (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can’t use it again until the next time you regain Stamina Points with a 10-minute rest. +Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. +tags: +Type: Combat Feat +--- +# PARTING SHOT (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You are an expert skirmisher and are able to take a final shot as you retreat. + +**Prerequisites**: Dex 15, Mobility, Shot on the Run, base attack bonus +6. + +**Benefit**: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can’t use it again until the next time you regain Stamina Points with a 10-minute rest. + +**Normal**: You can’t attack when using the withdraw action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Penetrating Attack (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Penetrating Attack (Combat.md new file mode 100644 index 0000000..b93ee90 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Penetrating Attack (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks. +Prerequisites: Base attack bonus +12. +tags: +Type: Combat Feat +--- +# PENETRATING ATTACK (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You know how to angle your attacks so that you penetrate your opponent’s defenses. + +**Prerequisites**: Base attack bonus +12. + +**Benefit**: Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Pinpoint Hurler (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Pinpoint Hurler (Combat.md new file mode 100644 index 0000000..537b88d --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Pinpoint Hurler (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: If you miss on a ranged attack with a thrown weapon, you can reduce the result of the d4 roll to determine how many squares away the weapon lands by 1. +Prerequisites: Str 15. +tags: +Type: Combat Feat +--- +# PINPOINT HURLER (COMBAT) +**Source** _Character Operations Manual pg. 117_ +You can hurl weapons with greater accuracy. + +**Prerequisites**: Str 15. + +**Benefit**: If you miss on a ranged attack with a thrown weapon, you can reduce the result of the d4 roll to determine how many squares away the weapon lands by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Plow Through (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Plow Through (Combat.md new file mode 100644 index 0000000..da74057 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Plow Through (Combat.md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: You can attempt to move directly through another creature’s space as if using Acrobatics to tumble; however, you use the Athletics skill in place of Acrobatics, the DC equals 15 + 1-1/2 the creature’s CR, and succeeding avoids provoking attacks of opportunity from the creature you move past (not from others). If you instead use a standard action to use this feat, you move at your full speed, and if you succeed at the Athletics check, you treat the creature’s space as difficult terrain and deal damage to the creature equal to your base attack bonus plus your Strength modifier. +Prerequisites: Str 15, Athletics 3 ranks. +tags: +Type: Combat Feat +--- + + +# PLOW THROUGH (COMBAT) + +**Source** _Ports of Call pg. 43_ +You use your size to push your way past your foes. + +**Prerequisites**: Str 15, Athletics 3 ranks. + +**Benefit**: You can attempt to move directly through another creature’s space as if using Acrobatics to tumble; however, you use the Athletics skill in place of Acrobatics, the DC equals 15 + 1-1/2 the creature’s CR, and succeeding avoids provoking attacks of opportunity from the creature you move past (not from others). If you instead use a standard action to use this feat, you move at your full speed, and if you succeed at the Athletics check, you treat the creature’s space as difficult terrain and deal damage to the creature equal to your base attack bonus plus your Strength modifier. diff --git a/Compendium/SF1E/Feats/Combat Feats/Powered Armored Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Powered Armored Proficiency (Combat.md new file mode 100644 index 0000000..5f7e201 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Powered Armored Proficiency (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain proficiency with powered armor (see Armor Proficiency on page 242). +Prerequisites: Str 13, base attack bonus +5, proficiency with light and heavy armor. +tags: +Type: Combat Feat +--- +# POWERED ARMORED PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You know how to use powered armor. + +**Prerequisites**: Str 13, base attack bonus +5, proficiency with light and heavy armor. + +**Benefit**: You gain proficiency with powered armor (see Armor Proficiency on page 242). + diff --git a/Compendium/SF1E/Feats/Combat Feats/Pull the Pin (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Pull the Pin (Combat.md new file mode 100644 index 0000000..95096c1 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Pull the Pin (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you make a successful disarm combat maneuver against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe’s possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within an equipment pack). The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated. The foe takes a –2 penalty to the saving throw against this grenade, and the grenade’s explosion has half its normal area. +Prerequisites: Improved Combat Maneuver (disarm). +tags: +Type: Combat Feat +--- +# PULL THE PIN (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You can activate a foe’s grenade. + +**Prerequisites**: Improved Combat Maneuver (disarm). + +**Benefit**: When you make a successful disarm combat maneuver against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe’s possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within an equipment pack). The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated. + +The foe takes a –2 penalty to the saving throw against this grenade, and the grenade’s explosion has half its normal area. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Quick Draw (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Quick Draw (Combat.md new file mode 100644 index 0000000..52305d8 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Quick Draw (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# QUICK DRAW (COMBAT) +**Source** _Starfinder Core Rulebook pg. 160_ +You can draw weapons faster than most. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action. + +**Normal**: You can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Reflect Projectiles (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Reflect Projectiles (Combat.md new file mode 100644 index 0000000..2b16711 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Reflect Projectiles (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a –4 penalty against the appropriate Armor Class of the new target. If your attack succeeds, the target is damaged as if it had been the target of the original attack. +Prerequisites: Deflect Projectiles, base attack bonus +16. +tags: +Type: Combat Feat +--- +# REFLECT PROJECTILES (COMBAT) +**Source** _Starfinder Core Rulebook pg. 161_ +You can use your melee weapon to redirect attacks. + +**Prerequisites**: Deflect Projectiles, base attack bonus +16. + +**Benefit**: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a –4 penalty against the appropriate Armor Class of the new target. If your attack succeeds, the target is damaged as if it had been the target of the original attack. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Ricochet Grenade (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Ricochet Grenade (Combat.md new file mode 100644 index 0000000..243dfa1 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Ricochet Grenade (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can make a ranged attack with a grenade, targeting an intersection that’s adjacent to a wall or large object. If you hit, you can pick a direction for the grenade to travel and then roll 1d4 to determine how far from the targeted intersection the grenade lands. The direction must be away from the wall or object, and not parallel to or through it. If you miss, use the normal rules for missing with a thrown weapon. +Prerequisites: Proficiency with grenades, base attack bonus +7. +tags: +Type: Combat Feat +--- +# RICOCHET GRENADE (COMBAT) +**Source** _Character Operations Manual pg. 117_ +You can use your environment to place a grenade in just the right spot. + +**Prerequisites**: Proficiency with grenades, base attack bonus +7. + +**Benefit**: As a standard action, you can make a ranged attack with a grenade, targeting an intersection that’s adjacent to a wall or large object. If you hit, you can pick a direction for the grenade to travel and then roll 1d4 to determine how far from the targeted intersection the grenade lands. The direction must be away from the wall or object, and not parallel to or through it. If you miss, use the normal rules for missing with a thrown weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Sacred Strike (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Sacred Strike (Combat.md new file mode 100644 index 0000000..d951770 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Sacred Strike (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you make an attack as a standard action against a creature, your attack is treated as having the same alignment as the deity you worship for the purposes of overcoming damage reduction. +Prerequisites: Worship a deity of an alignment within one step of your own. +tags: +Type: Combat Feat +--- +# SACRED STRIKE (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You imbue your weapons with the essence of your deity to strike down opposing forces. + +**Prerequisites**: Worship a deity of an alignment within one step of your own. + +**Benefit**: When you make an attack as a standard action against a creature, your attack is treated as having the same alignment as the deity you worship for the purposes of overcoming damage reduction. + +**Special**: If you change which deity you worship, this feat gives you no benefit until you next gain a character level, and then only if you still meet the prerequisite. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Shelter Ally (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Shelter Ally (Combat.md new file mode 100644 index 0000000..d69a172 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Shelter Ally (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can use Bodyguard to protect an ally within your natural reach, rather than just an adjacent ally. The bonus and penalty to AC from the Bodyguard feat are each increased by 1 when you use the ability on a smaller ally. +Prerequisites: Bodyguard, natural reach of 10 feet or more. +tags: +Type: Combat Feat +--- +# SHELTER ALLY (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You use your size and reach to better defend other creatures. + +**Prerequisites**: Bodyguard, natural reach of 10 feet or more. + +**Benefit**: You can use Bodyguard to protect an ally within your natural reach, rather than just an adjacent ally. The bonus and penalty to AC from the Bodyguard feat are each increased by 1 when you use the ability on a smaller ally. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Shield Block (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Shield Block (Combat.md new file mode 100644 index 0000000..9ddfa1b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Shield Block (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a reaction when you would take damage from an effect that allows a Reflex save, you can spend a Resolve Point to reduce the damage you take from that effect by an amount equal to your shield’s item level. +Prerequisites: Proficiency with shields. +tags: +Type: Combat Feat +--- +# SHIELD BLOCK (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You can position your shield to protect against area effects. + +**Prerequisites**: Proficiency with shields. + +**Benefit**: As a reaction when you would take damage from an effect that allows a Reflex save, you can spend a Resolve Point to reduce the damage you take from that effect by an amount equal to your shield’s item level. diff --git a/Compendium/SF1E/Feats/Combat Feats/Shield Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Shield Proficiency (Combat.md new file mode 100644 index 0000000..9f5b017 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Shield Proficiency (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain proficiency with shields. +Prerequisites: +tags: +Type: Combat Feat +--- +# SHIELD PROFICIENCY (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You are trained in the use of shields. + +**Benefit**: You gain proficiency with shields. + +**Special**: Mechanics with an exocortex, solarians, soldiers, and vanguards gain proficiency with shields automatically at 1st level. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Shot on the Run (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Shot on the Run (Combat.md new file mode 100644 index 0000000..72f7298 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Shot on the Run (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before). +Prerequisites: Dex 15, Mobility, base attack bonus +4. +tags: +Type: Combat Feat +--- +# SHOT ON THE RUN (COMBAT) +**Source** _Starfinder Core Rulebook pg. 161_ +You can move, make a ranged attack, and move again before your foes can react. + +**Prerequisites**: Dex 15, Mobility, base attack bonus +4. + +**Benefit**: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before). + +**Normal**: You can move only before or after making a ranged attack, not both. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Shoulder Burden (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Shoulder Burden (Combat.md new file mode 100644 index 0000000..5457a1c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Shoulder Burden (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: At the beginning of your turn, you can choose to ignore the encumbered condition and treat the overburdened condition as though you were instead encumbered for a number of rounds equal to your Strength modifier. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. In addition, the encumbered condition reduces your speeds by 5 feet (rather than by 10 feet), and the overburdened condition reduces your speeds to 10 feet (rather than to 5 feet). +Prerequisites: Str 15, character level 5th. +tags: +Type: Combat Feat +--- + +# SHOULDER BURDEN (COMBAT) + +**Source** _Ports of Call pg. 43_ +Even the heaviest loads barely slow you. + +**Prerequisites**: Str 15, character level 5th. + +**Benefit**: At the beginning of your turn, you can choose to ignore the encumbered condition and treat the overburdened condition as though you were instead encumbered for a number of rounds equal to your Strength modifier. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. In addition, the encumbered condition reduces your speeds by 5 feet (rather than by 10 feet), and the overburdened condition reduces your speeds to 10 feet (rather than to 5 feet). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Sidestep (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Sidestep (Combat.md new file mode 100644 index 0000000..583534b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Sidestep (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent’s threatened area. If you take this step, you can’t take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. +Prerequisites: Dex 15, Mobility or trick attack class feature. +tags: +Type: Combat Feat +--- +# SIDESTEP (COMBAT) +**Source** _Starfinder Core Rulebook pg. 161_ +You can reposition yourself after a foe’s missed swing. + +**Prerequisites**: Dex 15, Mobility or trick attack class feature. + +**Benefit**: Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent’s threatened area. If you take this step, you can’t take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Slam Down (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Slam Down (Combat.md new file mode 100644 index 0000000..25f3864 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Slam Down (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the knockdown critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you. +Prerequisites: +tags: +Type: Combat Feat +--- +# SLAM DOWN (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You can deliver particularly potent bludgeoning attacks. + +**Benefit**: When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the knockdown critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Slippery Shooter (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Slippery Shooter (Combat.md new file mode 100644 index 0000000..7272724 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Slippery Shooter (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack. +Prerequisites: Dex 15, base attack bonus +6. +tags: +Type: Combat Feat +--- +# SLIPPERY SHOOTER (COMBAT) +**Source** _Starfinder Core Rulebook pg. 161_ +You leave fewer openings when making a ranged attack. + +**Prerequisites**: Dex 15, base attack bonus +6. + +**Benefit**: You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Small Arm Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Small Arm Proficiency (Combat.md new file mode 100644 index 0000000..ed521c4 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Small Arm Proficiency (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain proficiency in small arms (see Weapon Proficiency on page 243). +Prerequisites: +tags: +Type: Combat Feat +--- +# SMALL ARM PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You know how to use small arms. + +**Benefit**: You gain proficiency in small arms (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Sniper Weapon Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Sniper Weapon Proficiency (Combat.md new file mode 100644 index 0000000..383d83f --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Sniper Weapon Proficiency (Combat.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain proficiency in sniper weapons (see Weapon Proficiency on page 243). +Prerequisites: +tags: +Type: Combat Feat +--- +# SNIPER WEAPON PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You know how to use sniper weapons. + +**Benefit**: You gain proficiency in sniper weapons (see Weapon Proficiency on page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Solid Stance (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Solid Stance (Combat.md new file mode 100644 index 0000000..e5a6da9 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Solid Stance (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Once per combat when an attack or effect would knock you prone, you can ignore that effect as a reaction. In addition, the distance that any nonmagical effect that would move you against your will is reduced by 5 feet. +Prerequisites: Con 15. +tags: +Type: Combat Feat +--- +# SOLID STANCE (COMBAT) +**Source** _Character Operations Manual pg. 118_ +You are difficult to move or knock down. + +**Prerequisites**: Con 15. + +**Benefit**: Once per combat when an attack or effect would knock you prone, you can ignore that effect as a reaction. In addition, the distance that any nonmagical effect that would move you against your will is reduced by 5 feet. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Special Weapon Proficiency (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Special Weapon Proficiency (Combat.md new file mode 100644 index 0000000..acd69a7 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Special Weapon Proficiency (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain proficiency with a single special weapon of your choice (see Weapon Proficiency on page 243). If the special weapon you choose is a melee special weapon, you must have proficiency with basic melee weapons. If the special weapon you choose is a ranged weapon, you must have proficiency with small arms. If a set of special weapons are all different models of the same weapon, proficiency with one such weapon grants proficiency with all weapons in the set. +Prerequisites: Proficiency with basic melee weapons or small arms (see below). +tags: +Type: Combat Feat +--- +# SPECIAL WEAPON PROFICIENCY (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You know how to use a special weapon. + +**Prerequisites**: Proficiency with basic melee weapons or small arms (see below). + +**Benefit**: You gain proficiency with a single special weapon of your choice (see Weapon Proficiency on page 243). If the special weapon you choose is a melee special weapon, you must have proficiency with basic melee weapons. If the special weapon you choose is a ranged weapon, you must have proficiency with small arms. If a set of special weapons are all different models of the same weapon, proficiency with one such weapon grants proficiency with all weapons in the set. + +**Special**: You can take this feat multiple times. Each time you do, select a different special weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Spectacular Smash (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Spectacular Smash (Combat.md new file mode 100644 index 0000000..dce5f8a --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Spectacular Smash (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you damage an object, you ignore an amount of its hardness equal to half your level (minimum 2). You gain an insight bonus to Strength checks to break an object equal to half your level (minimum 1). +Prerequisites: Str 15 +tags: +Type: Combat Feat +--- + +# SPECTACULAR SMASH (COMBAT) + +**Source** _Ports of Call pg. 43_ +You shatter objects with ease. + +**Prerequisites**: Str 15. + +**Benefit**: When you damage an object, you ignore an amount of its hardness equal to half your level (minimum 2). You gain an insight bonus to Strength checks to break an object equal to half your level (minimum 1). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Spring Attack (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Spring Attack (Combat.md new file mode 100644 index 0000000..4c81a80 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Spring Attack (Combat.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack. +Prerequisites: Dex 15, Mobility, base attack bonus +4. +tags: +Type: Combat Feat +--- +# SPRING ATTACK (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You can deftly move up to a foe, strike, and withdraw before it can react. + +**Prerequisites**: Dex 15, Mobility, base attack bonus +4. + +**Benefit**: As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack. + +**Normal**: You can move only before or after an attack, not both. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Spry Cover (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Spry Cover (Combat.md new file mode 100644 index 0000000..80ab13b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Spry Cover (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonus to her next Acrobatics check to tumble before the end of your next turn. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# SPRY COVER (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You can use covering fire to make it easier for your ally to move. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonus to her next Acrobatics check to tumble before the end of your next turn. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Stand Still (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Stand Still (Combat.md new file mode 100644 index 0000000..5a18834 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Stand Still (Combat.md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: When a foe provokes an attack of opportunity by leaving a square you threaten, you can attempt a melee attack as a reaction against that foe’s Kinetic Armor Class + 8. If you’re successful, the enemy cannot take any further movement for the rest of its turn. The enemy can still take the rest of its actions, but cannot leave that square. +Prerequisites: +tags: +Type: Combat Feat +--- +# STAND STILL (COMBAT) + +**Source** _Starfinder Core Rulebook pg. 162_ +You can stop foes that try to move past you. + +**Benefit**: When a foe provokes an attack of opportunity by leaving a square you threaten, you can attempt a melee attack as a reaction against that foe’s Kinetic Armor Class + 8. If you’re successful, the enemy cannot take any further movement for the rest of its turn. The enemy can still take the rest of its actions, but cannot leave that square. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Step Up (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Step Up (Combat.md new file mode 100644 index 0000000..d66e212 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Step Up (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# STEP UP (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You can close the distance when a foe tries to move away. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Step Up and Strike (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Step Up and Strike (Combat.md new file mode 100644 index 0000000..4cdda96 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Step Up and Strike (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction. +Prerequisites: Dex 13, Step Up, base attack bonus +6. +tags: +Type: Combat Feat +--- +# STEP UP AND STRIKE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +When a foe tries to move away, you can follow and make an attack of opportunity. + +**Prerequisites**: Dex 13, Step Up, base attack bonus +6. + +**Benefit**: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Strike Back (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Strike Back (Combat.md new file mode 100644 index 0000000..81e30fe --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Strike Back (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can ready an action to make a melee attack against a foe that attacks you with a melee weapon, even if that foe isn’t within your reach. +Prerequisites: Base attack bonus +1. +tags: +Type: Combat Feat +--- +# STRIKE BACK (COMBAT) +**Source** _Starfinder Core Rulebook pg. 163_ +You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: You can ready an action to make a melee attack against a foe that attacks you with a melee weapon, even if that foe isn’t within your reach. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Suppressive Fire (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Suppressive Fire (Combat.md new file mode 100644 index 0000000..a610557 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Suppressive Fire (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weapon’s range increment. You must expend 10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. Any creature with an AC equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choose a single ally that gains the benefit of the covering fire bonus to its AC. +Prerequisites: Base attack bonus +1, proficiency with heavy weapons. +tags: +Type: Combat Feat +--- +# SUPPRESSIVE FIRE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 162_ +You can use automatic weapons to create a cone of covering fire or harrying fire. + +**Prerequisites**: Base attack bonus +1, proficiency with heavy weapons. + +**Benefit**: As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weapon’s range increment. You must expend 10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. Any creature with an AC equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choose a single ally that gains the benefit of the covering fire bonus to its AC. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Terrifying Presence (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Terrifying Presence (Combat.md new file mode 100644 index 0000000..a1e9a27 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Terrifying Presence (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you succeed at an Intimidate check to demoralize, the duration is 1d4 rounds longer than normal. +Prerequisites: Intimidating racial trait. +tags: +Type: Combat Feat +--- +# TERRIFYING PRESENCE (COMBAT) +**Source** _Character Operations Manual pg. 34_ +Your fearsome displays instill fear longer. + +**Prerequisites**: Intimidating racial trait. + +**Benefit**: When you succeed at an Intimidate check to demoralize, the duration is 1d4 rounds longer than normal. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Tripping Rush (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Tripping Rush (Combat.md new file mode 100644 index 0000000..f37210d --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Tripping Rush (Combat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you succeed at a bull rush combat maneuver and the target’s movement is stopped by an obstacle, the target falls prone (or becomes off-kilter in zero gravity). +Prerequisites: Improved Combat Maneuver (trip), base attack bonus +5. +tags: +Type: Combat Feat +--- +# TRIPPING RUSH (COMBAT) +**Source** _Character Operations Manual pg. 119_ +You bull rush opponents into obstacles that knock them down. + +**Prerequisites**: Improved Combat Maneuver (trip), base attack bonus +5. + +**Benefit**: When you succeed at a bull rush combat maneuver and the target’s movement is stopped by an obstacle, the target falls prone (or becomes off-kilter in zero gravity). + diff --git a/Compendium/SF1E/Feats/Combat Feats/Unfriendly Fire (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Unfriendly Fire (Combat.md new file mode 100644 index 0000000..b784d29 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Unfriendly Fire (Combat.md @@ -0,0 +1,16 @@ +--- +Type: Combat Feat +Prerequisites: Bluff 5 ranks. +Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target. + +Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours. +--- +# UNFRIENDLY FIRE (COMBAT) +**Source** _Starfinder Core Rulebook pg. 163_ +You can trick foes into firing at an unintended target. + +**Prerequisites**: Bluff 5 ranks. + +**Benefit**: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target. + +Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Versatile Fighting (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Versatile Fighting (Combat.md new file mode 100644 index 0000000..fd59a60 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Versatile Fighting (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can spend 1 Resolve Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit. +Prerequisites: Adaptive Fighting, character level 5th. +tags: +Type: Combat Feat +--- +# VERSATILE FIGHTING (COMBAT) +**Source** _Character Operations Manual pg. 119_ +You draw upon your resolve to quickly change tactics in the heat of battle. + +**Prerequisites**: Adaptive Fighting, character level 5th. + +**Benefit**: You can spend 1 Resolve Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Versatile Focus (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Versatile Focus (Combat.md new file mode 100644 index 0000000..0fe8bd6 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Versatile Focus (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient. +Prerequisites: Weapon Focus (any). +tags: +Type: Combat Feat +--- +# VERSATILE FOCUS (COMBAT) +**Source** _Starfinder Core Rulebook pg. 163_ +Your accuracy applies to all weapons with which you are proficient. + +**Prerequisites**: Weapon Focus (any). + +**Benefit**: The benefits of Weapon Focus extend to all weapons with which you are proficient. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Versatile Specialization (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Versatile Specialization (Combat.md new file mode 100644 index 0000000..e38e46b --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Versatile Specialization (Combat.md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization. +Prerequisites: Weapon Specialization, character level 3rd. +tags: +Type: Combat Feat +--- +# VERSATILE SPECIALIZATION (COMBAT) + + +**Source** _Starfinder Core Rulebook pg. 163_ +You know how to get full value out of weapon types your class doesn’t normally use. + +**Prerequisites**: Weapon Specialization, character level 3rd. + +**Benefit**: You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization. + diff --git a/Compendium/SF1E/Feats/Combat Feats/Weapon Focus (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Weapon Focus (Combat.md new file mode 100644 index 0000000..b27935c --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Weapon Focus (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead. +Prerequisites: Proficiency with selected weapon type. +tags: +Type: Combat Feat +--- +# WEAPON FOCUS (COMBAT) +**Source** _Starfinder Core Rulebook pg. 163_ +You have increased training in a particular weapon type, making it easier to hit your target. + +**Prerequisites**: Proficiency with selected weapon type. + +**Benefit**: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Combat Feats/Weapon Specialization (Combat.md b/Compendium/SF1E/Feats/Combat Feats/Weapon Specialization (Combat.md new file mode 100644 index 0000000..f7254d5 --- /dev/null +++ b/Compendium/SF1E/Feats/Combat Feats/Weapon Specialization (Combat.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. +Prerequisites: Character level 3rd, proficiency with selected weapon type. +tags: +Type: Combat Feat +--- +# WEAPON SPECIALIZATION (COMBAT) +**Source** _Starfinder Core Rulebook pg. 163_ +You know how to get the full damage out of a weapon type your class doesn’t normally use. + +**Prerequisites**: Character level 3rd, proficiency with selected weapon type. + +**Benefit**: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Combat-Trained Mount, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Combat-Trained Mount, Creature Companion.md new file mode 100644 index 0000000..5676642 --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Combat-Trained Mount, Creature Companion.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Your creature companion is a combat-trained mount, and you no longer need to attempt the fight from a combat-trained mount task of Survival when directing it in battle. +Prerequisites: Survival 1 rank. +tags: +Type: Creature Companion Feat +--- +# COMBAT-TRAINED MOUNT (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +You work fluidly with your creature companion mount. + +**Prerequisites**: Survival 1 rank. + +**Benefit**: Your creature companion is a combat-trained mount, and you no longer need to attempt the fight from a combat-trained mount task of Survival when directing it in battle. + diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Adept, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Adept, Creature Companion.md new file mode 100644 index 0000000..2d3448f --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Adept, Creature Companion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Once per round, you can take a standard action to grant your creature companion action a standard action, take a move action to grant it a move action, or take a swift action to grant it a swift action. Your creature companion can take a move action before or after the granted action. You can control your creature companion at a range of 30 feet. +Prerequisites: Survival 1 rank. +tags: +Type: Creature Companion Feat +--- +# CREATURE COMPANION ADEPT (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +You can grant your creature companion simple actions. + +**Prerequisites**: Survival 1 rank. + +**Benefit**: Once per round, you can take a standard action to grant your creature companion action a standard action, take a move action to grant it a move action, or take a swift action to grant it a swift action. Your creature companion can take a move action before or after the granted action. You can control your creature companion at a range of 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Expert, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Expert, Creature Companion.md new file mode 100644 index 0000000..8465b43 --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Expert, Creature Companion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Your creature companion can take one reaction per round. In addition, when you use the Creature Companion Adept feat, you can grant your companion a standard action by taking a move action instead of a standard action. Alternatively, you can take a move action and a swift action to grant your companion a full action; if you do, it can take no other actions. You can control your creature companion at a range of 50 feet. +Prerequisites: Creature Companion Adept, Survival 4 ranks. +tags: +Type: Creature Companion Feat +--- +# CREATURE COMPANION EXPERT (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +Your control of your creature companion improves. + +**Prerequisites**: Creature Companion Adept, Survival 4 ranks. + +**Benefit**: Your creature companion can take one reaction per round. In addition, when you use the Creature Companion Adept feat, you can grant your companion a standard action by taking a move action instead of a standard action. Alternatively, you can take a move action and a swift action to grant your companion a full action; if you do, it can take no other actions. You can control your creature companion at a range of 50 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Feats.md b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Feats.md new file mode 100644 index 0000000..28e5c85 --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Feats.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- +# CREATURE COMPANSIONS + +Regardless of the way you gain a creature companion, granting your companion additional actions requires the Creature Companion Adept feat. You can become progressively better at working with your creature companion by taking subsequent creature companion feats. + +You can use the creature companion feats listed here only with a creature companion whose level is no greater than your ranks in Survival. + +``` dataview +TABLE +Prerequisites, Benefit +FROM "Codex/Feats/Creature Companion Feats" +SORT Name ASC +WHERE file.name != "Creature Companion Feats" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Master, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Master, Creature Companion.md new file mode 100644 index 0000000..7934e73 --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Master, Creature Companion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can either take a move action or standard action in addition to its normal move action, or forgo its normal move action and make a full attack. It takes a –6 penalty to full attacks made using this ability. You can control your creature companion at a range of 80 feet. +Prerequisites: Creature Companion Expert, Survival 10 ranks. +tags: +Type: Creature Companion Feat +--- +# CREATURE COMPANION MASTER (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +Your bond with your companion deepens, allowing it to anticipate your commands. + +**Prerequisites**: Creature Companion Expert, Survival 10 ranks. + +**Benefit**: Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can either take a move action or standard action in addition to its normal move action, or forgo its normal move action and make a full attack. It takes a –6 penalty to full attacks made using this ability. You can control your creature companion at a range of 80 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Virtuoso, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Virtuoso, Creature Companion.md new file mode 100644 index 0000000..5624c5d --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Creature Companion Virtuoso, Creature Companion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can forgo its normal move action to make a full attack with a –4 penalty to its attacks. You can control your creature companion at a range of 120 feet. +Prerequisites: Creature Companion Master, Survival 13 ranks. +tags: +Type: Creature Companion Feat +--- +# CREATURE COMPANION VIRTUOSO (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +Your creature companion can unleash its fury unbidden. + +**Prerequisites**: Creature Companion Master, Survival 13 ranks. + +**Benefit**: Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can forgo its normal move action to make a full attack with a –4 penalty to its attacks. You can control your creature companion at a range of 120 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Creature Companion Feats/Mounted Expert, Creature Companion.md b/Compendium/SF1E/Feats/Creature Companion Feats/Mounted Expert, Creature Companion.md new file mode 100644 index 0000000..2d4d736 --- /dev/null +++ b/Compendium/SF1E/Feats/Creature Companion Feats/Mounted Expert, Creature Companion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you would be knocked prone while mounted, you still gain the prone condition, but you stay mounted. You can take the stand up action to lose the prone condition as normal. Also, while you are mounted and able to take actions, your mount gains a +2 insight bonus to KAC against combat maneuvers +Prerequisites: Combat-Trained Mount, Survival 5 ranks. +tags: +Type: Creature Companion Feat +--- +# MOUNTED EXPERT (CREATURE COMPANION) +**Source** _Alien Archive 3 pg. 140_ +While mounted, you exhibit exceptional control over not just your creature companion but also yourself. + +**Prerequisites**: Combat-Trained Mount, Survival 5 ranks. + +**Benefit**: When you would be knocked prone while mounted, you still gain the prone condition, but you stay mounted. You can take the stand up action to lose the prone condition as normal. Also, while you are mounted and able to take actions, your mount gains a +2 insight bonus to KAC against combat maneuvers. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Divinie Variants.md b/Compendium/SF1E/Feats/Divinie Variants.md new file mode 100644 index 0000000..7e1369f --- /dev/null +++ b/Compendium/SF1E/Feats/Divinie Variants.md @@ -0,0 +1,29 @@ +--- +aliases: +tags: +--- +# DIVINE VARIANTS + +Worshipping a deity often brings spiritual fulfillment and support from a like-minded community. In general, though, a PC’s faith doesn’t impact their abilities directly. For each of the 20 deities featured in the Core Rulebook, the following pages contain not only additional information about the deity’s interests, typical worshippers, sacred sites, and resources their faiths might be able to offer, but they also present several options that can influence a PC’s abilities directly, as well as several ways a deity might express their approval or displeasure, at the GM’s direction. + +**Theme Knowledge:** In Starfinder, most themes reduce the DC of checks by 5 to recall knowledge about a particular subject, such as an outlaw’s knowledge about the criminal underworld (Core Rulebook 33). When picking your theme, you can choose to replace your theme’s special knowledge with the special theme knowledge associated with your deity. Your theme’s 1st- level theme knowledge ability still grants you its other abilities, such as its class skill and the bonus to an ability. + +**Favored Weapon:** Most deities have traditional weapons: weapons the deity personally wields or armaments commonly carried by the faith. Each favored weapon refers to a specific type of advanced melee weapon, longarm, heavy weapon, sniper weapon, or special weapon (such as longswords or laser rifles), and you gain the benefits for all models of that weapon. Rarely, a deity has multiple favored weapons to provide viable options across a wide range of item levels. + +**Edicts:** Deities expect their followers to regularly take particular actions and promote certain causes, represented by their listed edicts. These are not exhaustive lists, nor are they absolute mandates; edicts are often worded in an open-ended way that encourages worshippers to interpret and apply these expectations based on their current circumstances. + +**Anathema:** Certain actions so violate a deity’s goals, teachings, or style that they elicit the god’s displeasure. Minor infractions might earn admonishment from the faithful or divine agents, whereas severe or recurring infractions might see the violator expelled from the faith altogether, or worse. + +**Blessings:** Deities rarely intervene in mortal affairs directly and dramatically, but they periodically convey favor through small miracles. This entry lists ways a deity might express approval (such as through sensory phenomena) as well as more substantive ways they might aid mortals. While worshippers are the most frequent recipients of these blessings, anyone contributing or important to the faith’s goals might receive the deity’s favor. The GM ultimately determines who earns blessings, when they occur, and what in-game effect they have. + +Curses: This entry lists open-ended ways that a deity might inflict suffering, especially upon treacherous members of their faith, those who blaspheme the deity, and those who desecrate their sacred sites. As with blessings, the GM determines when these curses happen and what effect they have—anything from momentary inconvenience to an affliction that serves as a lasting adventure hook, depending on the offense’s severity. + +# NEW FEAT: **DIVINE WEAPON** + +Prerequisites: Worship a deity of an alignment within one step of your own alignment (Core Rulebook 25). + +**OVERVIEW** + +Benefit: You gain proficiency with all models of your deity’s CLASSES favored weapon, such as all longswords (standard, sintered, microserrated, and so forth). If you are 3rd level or higher, you also gain Weapon Specialization as a bonus feat for your deity’s favored weapon. If you are 10th level or higher, when you score a critical hit with your deity’s favored weapon, you increase the DC to resist that weapon’s critical hit effect by 2; this does not stack with the Improved Critical feat. + +**Special:** If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship if your alignment is within one step of that deity’s. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/Feats.md b/Compendium/SF1E/Feats/Feats.md new file mode 100644 index 0000000..ebdbe81 --- /dev/null +++ b/Compendium/SF1E/Feats/Feats.md @@ -0,0 +1,29 @@ +--- +aliases: +tags: +--- +# FEATS + +# PREREQUISITES + +Some feats have prerequisites. A character must have each indicated ability score, feat, base attack bonus, skill, class feature, and other listed quality in order to select or use that feat. She can gain a feat at the same level at which she gains its prerequisites. A character can’t use a feat if she loses a prerequisite, but she doesn’t lose the feat itself. If at a later time she regains the lost prerequisite, she immediately regains full use of the feat that prerequisite enables. + +# COMBAT FEATS + +Most feats are general, meaning that no special rules govern them as a group. Others are combat feats, which are feats that can be selected as a bonus feat by a soldier. This designation doesn’t restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites. + +## FEAT DESCRIPTIONS + +In the below table, the prerequisites and benefits of the feats are abbreviated for ease of reference. See the specific feat for its full details. The following format is used for all feat descriptions. + +**Feat Name**: The feat’s name is followed by a basic description of what the feat does. This description is only a explanation of the feat, not the game rules defining how it works. + +**Prerequisites**: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. A feat may have more than one prerequisite. This entry is absent if a feat has no prerequisites. + +**Benefit**: What the feat enables the character (“you” in the feat description) to do. A character cannot select a feat more than once unless it specifically says so. If a character somehow has the same feat more than once, the benefits of these feats do not stack unless indicated otherwise. Unless otherwise noted, the term “level” refers to character level. + +**Normal**: This entry lists the normal rules that apply to a character who does not have the feat. A character with the feat, on the other hand, can overcome these limitations. This information can help players understand why the feat is useful. If not having the feat causes no particular drawback, this entry is absent. + +**Special**: Additional unusual facts about the feat. + +_\*combat feat_ diff --git a/Compendium/SF1E/Feats/General Feats/Accelerated Recovery.md b/Compendium/SF1E/Feats/General Feats/Accelerated Recovery.md new file mode 100644 index 0000000..6ad4921 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Accelerated Recovery.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You regain twice as many Hit Points when taking an 8-hour rest. In addition, for each uninterrupted 8 hours of rest you receive, you recover from afflictions as though you had rested for a full day. This effect does not stack with other effects that increase these rates of healing and recovery; if more than one would apply, you choose which one takes effect. +Prerequisites: Con 13. +tags: +Type: General Feat +--- +# ACCELERATED RECOVERY +**Source** _Character Operations Manual pg. 112_ +Your body knits back together especially quickly while you are resting. + +**Prerequisites**: Con 13. + +**Benefit**: You regain twice as many Hit Points when taking an 8-hour rest. In addition, for each uninterrupted 8 hours of rest you receive, you recover from afflictions as though you had rested for a full day. This effect does not stack with other effects that increase these rates of healing and recovery; if more than one would apply, you choose which one takes effect. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Adaptive Casting.md b/Compendium/SF1E/Feats/General Feats/Adaptive Casting.md new file mode 100644 index 0000000..90c6b6b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Adaptive Casting.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Select three spells from class spell lists you can cast spells from. They must be at least 1 level lower than the highest spell level you can cast. Once per day, you can cast one of these spells as a spell-like ability. Each time you gain a caster level, you can change which three spells you have selected with this feat. +Prerequisites: Key ability score 19, caster level 7. +tags: +Type: General Feat +--- +# ADAPTIVE CASTING +**Source** _Character Operations Manual pg. 112_ +You have a few extra eldritch tricks up your sleeve. + +**Prerequisites**: Key ability score 19, caster level 7. + +**Benefit**: Select three spells from class spell lists you can cast spells from. They must be at least 1 level lower than the highest spell level you can cast. Once per day, you can cast one of these spells as a spell-like ability. Each time you gain a caster level, you can change which three spells you have selected with this feat. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Adaptive Upgrade.md b/Compendium/SF1E/Feats/General Feats/Adaptive Upgrade.md new file mode 100644 index 0000000..d37b96a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Adaptive Upgrade.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost. Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest. Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat. +Prerequisites: Int 19, Engineering 10 ranks. +tags: +Type: General Feat +--- +# ADAPTIVE UPGRADE +**Source** _Character Operations Manual pg. 112_ +You have adjusted one of your armor upgrades to give yourself a few more options. + +**Prerequisites**: Int 19, Engineering 10 ranks. + +**Benefit**: Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost. +Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest. +Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Agile Casting.md b/Compendium/SF1E/Feats/General Feats/Agile Casting.md new file mode 100644 index 0000000..3f517eb --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Agile Casting.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement. +Prerequisites: Key ability score 15, Dex 15, Mobility, caster level 4th. +tags: +Type: General Feat +--- +# AGILE CASTING +**Source** _Starfinder Core Rulebook pg. 155_ +You can move, cast a spell, and move again before foes react. + +**Prerequisites**: Key ability score 15, Dex 15, Mobility, caster level 4th. + +**Benefit**: As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement. + +**Normal**: You can move only before or after casting a spell, not both. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Alien Herbalism.md b/Compendium/SF1E/Feats/General Feats/Alien Herbalism.md new file mode 100644 index 0000000..4aefe1a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Alien Herbalism.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Life Science 5 ranks, Survival 5 ranks. +Benefit: Once per day, you can take 10 minutes and spend 1 Resolve Point to gather local flora and fauna, processing them to create a short-lived medicinal (Core Rulebook 231). The GM has discretion over whether enough such plants and animals are nearby to allow you to use this ability, though most wilderness settings not specifically described as barren typically have sufficient organisms to create such medicinals. Your creation is a tier 1 medicinal of any type you can create with Life Science, and it retains its potency for a number of minutes equal to 10 × your ranks in Survival. +For every 5 ranks in both Life Science and Survival you have beyond 5, you can either increase the tier of one medicinal you create with this feat (to a maximum of 4), or you can create one additional tier 1 medicinal or the same type. For example, with 15 ranks each in Life Science and Survival, you could create a tier 3 medicinal, a tier 2 and tier 1 medicinal, or three tier 1 medicinals. +--- +# ALIEN HERBALISM +**Source** _Galaxy Exploration Manual pg. 71_ +By gathering natural ingredients, you can create life-saving medicines. + +**Prerequisites**: Life Science 5 ranks, Survival 5 ranks. + +**Benefit**: Once per day, you can take 10 minutes and spend 1 Resolve Point to gather local flora and fauna, processing them to create a short-lived medicinal (Core Rulebook 231). The GM has discretion over whether enough such plants and animals are nearby to allow you to use this ability, though most wilderness settings not specifically described as barren typically have sufficient organisms to create such medicinals. Your creation is a tier 1 medicinal of any type you can create with Life Science, and it retains its potency for a number of minutes equal to 10 × your ranks in Survival. +For every 5 ranks in both Life Science and Survival you have beyond 5, you can either increase the tier of one medicinal you create with this feat (to a maximum of 4), or you can create one additional tier 1 medicinal or the same type. For example, with 15 ranks each in Life Science and Survival, you could create a tier 3 medicinal, a tier 2 and tier 1 medicinal, or three tier 1 medicinals. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/All Hands on Deck.md b/Compendium/SF1E/Feats/General Feats/All Hands on Deck.md new file mode 100644 index 0000000..379b6aa --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/All Hands on Deck.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When performing labor, perhaps requiring a Strength check or an Athletics check, such as digging a hole, moving cargo, or hauling in a rope, you can complete the task in half the usual time. Tasks requiring other checks aren’t included. +Prerequisites: Four or more arms. +tags: +Type: General Feat +--- +# ALL HANDS ON DECK +**Source** _Character Operations Manual pg. 20_ +Many hands make light work. + +**Prerequisites**: Four or more arms. + +**Benefit**: When performing labor, perhaps requiring a Strength check or an Athletics check, such as digging a hole, moving cargo, or hauling in a rope, you can complete the task in half the usual time. Tasks requiring other checks aren’t included. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Amplified Glitch.md b/Compendium/SF1E/Feats/General Feats/Amplified Glitch.md new file mode 100644 index 0000000..7900aa1 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Amplified Glitch.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours. +Prerequisites: Computers 3 ranks, Intimidate 3 ranks. +tags: +Type: General Feat +--- +# AMPLIFIED GLITCH +**Source** _Starfinder Core Rulebook pg. 155_ +You can create sudden distractions with technological devices. + +**Prerequisites**: Computers 3 ranks, Intimidate 3 ranks. + +**Benefit**: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. + +Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Amplified Outgoing Signals.md b/Compendium/SF1E/Feats/General Feats/Amplified Outgoing Signals.md new file mode 100644 index 0000000..c2627e2 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Amplified Outgoing Signals.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You add 1 damage per damage die to your mind-affecting spells, weapons and other effects. +Prerequisites: Psychic reverb species trait, character level 5th. +tags: +Type: General Feat +--- +# AMPLIFIED OUTGOING SIGNALS +**Source** _Interstellar Species pg. 147_ +Through profound pain and headaches connected to psychic contact has come wisdom. You have studied your own psychic reverb and can impose the effect on opponents. + +**Prerequisites**: Psychic reverb species trait, character level 5th. + +**Benefit**: You add 1 damage per damage die to your mind-affecting spells, weapons and other effects. + diff --git a/Compendium/SF1E/Feats/General Feats/Antagonize.md b/Compendium/SF1E/Feats/General Feats/Antagonize.md new file mode 100644 index 0000000..f494dbf --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Antagonize.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can antagonize a foe that can see and hear you by attempting a Diplomacy or Intimidate check (DC = 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher). If you succeed, the foe is off-target and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability. +Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks. +tags: +Type: General Feat +--- +# ANTAGONIZE +**Source** _Starfinder Core Rulebook pg. 155_ +You know how to make foes extremely angry with you. + +**Prerequisites**: Diplomacy 5 ranks, Intimidate 5 ranks. + +**Benefit**: As a standard action, you can antagonize a foe that can see and hear you by attempting a Diplomacy or Intimidate check (DC = 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher). If you succeed, the foe is off-target and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Apt Mentor.md b/Compendium/SF1E/Feats/General Feats/Apt Mentor.md new file mode 100644 index 0000000..86b9875 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Apt Mentor.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Three times per day, you can automatically succeed at an attempt to aid another on an Intelligence- or Wisdom-based check. Additionally, each time you succeed at a Diplomacy check to gather information, you can learn one additional piece of information. +Prerequisites: Life Science or Physical Science 5 ranks. +tags: +Type: General Feat +--- +# APT MENTOR +**Source** _Near Space pg. 132_ +Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication. Like these famous osharu scholars, you pride yourself in exuding not only confidence but warmth, which helps you mentor others in their fields. + +**Prerequisites**: Life Science or Physical Science 5 ranks. + +**Benefit**: Three times per day, you can automatically succeed at an attempt to aid another on an Intelligence- or Wisdom-based check. Additionally, each time you succeed at a Diplomacy check to gather information, you can learn one additional piece of information. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Bear Hug.md b/Compendium/SF1E/Feats/General Feats/Bear Hug.md new file mode 100644 index 0000000..fe5c1eb --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Bear Hug.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you successfully renew a grapple, you can also deal your unarmed strike’s base damage (not including your Strength modifier or Weapon Specialization) to the grappled creature. +Prerequisites: Improved Combat Maneuver (grapple) +tags: +Type: General Feat +--- +# BEAR HUG +**Source** _Interstellar Species pg. 135_ +You can crush grappled opponents in your arms or other limbs, squeezing them hard enough to cause injury. + +**Prerequisites**: Improved Combat Maneuver (grapple) + +**Benefit**: When you successfully renew a grapple, you can also deal your unarmed strike’s base damage (not including your Strength modifier or Weapon Specialization) to the grappled creature. + diff --git "a/Compendium/SF1E/Feats/General Feats/Bird\342\200\231s Eye View.md" "b/Compendium/SF1E/Feats/General Feats/Bird\342\200\231s Eye View.md" new file mode 100644 index 0000000..a7c3ef6 --- /dev/null +++ "b/Compendium/SF1E/Feats/General Feats/Bird\342\200\231s Eye View.md" @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: While you’re flying, you ignore cover and partial cover (but not total cover) of targets at least 10 feet below you. +Prerequisites: Base attack bonus +8. +tags: +Type: General Feat +--- +# BIRD’S EYE VIEW +**Source** _Galaxy Exploration Manual pg. 51_ +While you’re in the air, you use your advantageous altitude to your favor. + +**Prerequisites**: Base attack bonus +8. + +**Benefit**: While you’re flying, you ignore cover and partial cover (but not total cover) of targets at least 10 feet below you. + diff --git a/Compendium/SF1E/Feats/General Feats/Blood of the Spider.md b/Compendium/SF1E/Feats/General Feats/Blood of the Spider.md new file mode 100644 index 0000000..9cdc12a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Blood of the Spider.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can use _spider climb_ once per day as a spell-like ability, using your character level as the caster level. +Prerequisites: Racial trait that grants a spell-like ability. +tags: +Type: General Feat +--- +# BLOOD OF THE SPIDER +**Source** _Near Space pg. 130_ +Something in your ancestry has strengthened your innate magic and given it an arachnid twist. + +**Prerequisites**: Racial trait that grants a spell-like ability. + +**Benefit**: You can use _spider climb_ once per day as a spell-like ability, using your character level as the caster level. + diff --git a/Compendium/SF1E/Feats/General Feats/Borrowed Vitality.md b/Compendium/SF1E/Feats/General Feats/Borrowed Vitality.md new file mode 100644 index 0000000..65bff82 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Borrowed Vitality.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you would be hit by or fail a saving throw against a cold, death, or necromancy effect, or against an effect that would make you exhausted or fatigued, you can take a reaction to dissipate that attack into surrounding organisms. Until the end of the turn, you gain cold resistance equal to your ranks in Mysticism against such attacks, and you roll saving throws against those effects twice and take the better result. Non-creature plants within 15 feet of you visibly wither; if these plants would provide total concealment, they provide only concealment; if they would provide concealment, they provide no concealment. Affected plants typically recover within several days; affecting them again with this feat typically kills smaller mundane plants outright. You can use this feat once per day, though you can use it additional times by spending 1 Resolve Point each additional time you use the feat. To use this feat, there must be at least 8 squares of healthy vegetation within 15 feet of you, such as grasses, mosses, or trees. As few as 4 squares of especially dense vegetation, such as rain forest or intensive hydroponics, is also sufficient, and the GM has discretion over whether there are enough plants nearby to use this ability. +Prerequisites: Mysticism 5 ranks. +tags: +Type: General Feat +--- +# BORROWED VITALITY +**Source** _Galaxy Exploration Manual pg. 71_ +By sapping nearby flora, you can protect your own lifeforce. + +**Prerequisites**: Mysticism 5 ranks. + +**Benefit**: When you would be hit by or fail a saving throw against a cold, death, or necromancy effect, or against an effect that would make you exhausted or fatigued, you can take a reaction to dissipate that attack into surrounding organisms. Until the end of the turn, you gain cold resistance equal to your ranks in Mysticism against such attacks, and you roll saving throws against those effects twice and take the better result. Non-creature plants within 15 feet of you visibly wither; if these plants would provide total concealment, they provide only concealment; if they would provide concealment, they provide no concealment. Affected plants typically recover within several days; affecting them again with this feat typically kills smaller mundane plants outright. +You can use this feat once per day, though you can use it additional times by spending 1 Resolve Point each additional time you use the feat. To use this feat, there must be at least 8 squares of healthy vegetation within 15 feet of you, such as grasses, mosses, or trees. As few as 4 squares of especially dense vegetation, such as rain forest or intensive hydroponics, is also sufficient, and the GM has discretion over whether there are enough plants nearby to use this ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Brutal Slash.md b/Compendium/SF1E/Feats/General Feats/Brutal Slash.md new file mode 100644 index 0000000..1be1997 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Brutal Slash.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When your unarmed strike inflicts bleed damage using your Rending Slash feat, that unarmed strike deals additional slashing damage equal to half your character level. The bleed damage caused by Rending Slash increases to 1d8 + half your character level, or 2d8 + half your character level if your base attack bonus is +13 or higher. +Prerequisites: Str 17, Dex 13, base attack bonus +6, Rending Slash +tags: +Type: General Feat +--- +# BRUTAL SLASH +**Source** _Interstellar Species pg. 135_ +You use your finely honed natural attacks to rend an enemy to pieces. + +**Prerequisites**: Str 17, Dex 13, base attack bonus +6, Rending Slash + +**Benefit**: When your unarmed strike inflicts bleed damage using your Rending Slash feat, that unarmed strike deals additional slashing damage equal to half your character level. The bleed damage caused by Rending Slash increases to 1d8 + half your character level, or 2d8 + half your character level if your base attack bonus is +13 or higher. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Chemical Trail.md b/Compendium/SF1E/Feats/General Feats/Chemical Trail.md new file mode 100644 index 0000000..d7dc0ec --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Chemical Trail.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full action, you can mark a 5-foot square with specialized pheromones that encode a message you devise and, at your option, a direction. The message has a maximum number of words equal to your Charisma modifier or half your level, whichever is higher, and it can’t contain proper nouns. For example, you could convey “danger this way” with a direction, but not “Ask for Luwazi Elsebo.” To notice your pheromone markings, a creature within 15 feet must succeed at a Perception check with a DC equal to 20 + your level, and a creature interprets the message only if they exceed the check DC by 10 or more. A creature with blindsense (scent) or blindsight (scent) gains a +10 or +20 circumstance bonus respectively to detect and interpret your pheromone markings and can do so within the range of their sense if it’s greater than 15 feet. +Prerequisites: Blindsense (scent), blindsight (scent), or Survival 5 ranks +tags: +Type: General Feat +--- +# CHEMICAL TRAIL +**Source** _Interstellar Species pg. 71_ +You can imprint and interpret scent-related messages. + +**Prerequisites**: Blindsense (scent), blindsight (scent), or Survival 5 ranks + +**Benefit**: As a full action, you can mark a 5-foot square with specialized pheromones that encode a message you devise and, at your option, a direction. The message has a maximum number of words equal to your Charisma modifier or half your level, whichever is higher, and it can’t contain proper nouns. For example, you could convey “danger this way” with a direction, but not “Ask for Luwazi Elsebo.” To notice your pheromone markings, a creature within 15 feet must succeed at a Perception check with a DC equal to 20 + your level, and a creature interprets the message only if they exceed the check DC by 10 or more. A creature with blindsense (scent) or blindsight (scent) gains a +10 or +20 circumstance bonus respectively to detect and interpret your pheromone markings and can do so within the range of their sense if it’s greater than 15 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Chitinous Wall.md b/Compendium/SF1E/Feats/General Feats/Chitinous Wall.md new file mode 100644 index 0000000..c5e1422 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Chitinous Wall.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you use your bulwark species trait to grant an ally a bonus to AC, you grant a +5 bonus to AC against ranged attacks and a +1 bonus to Reflex saving throws when providing soft cover to allies until the beginning of your next turn. +Prerequisites: Bulwark species trait +tags: +Type: General Feat +--- +# CHITINOUS WALL +**Source** _Interstellar Species pg. 130_ +Your protective plates can better shield nearby allies. + +**Prerequisites**: Bulwark species trait + +**Benefit**: When you use your bulwark species trait to grant an ally a bonus to AC, you grant a +5 bonus to AC against ranged attacks and a +1 bonus to Reflex saving throws when providing soft cover to allies until the beginning of your next turn. + +**Normal**: Soft cover provides a +4 bonus to AC against ranged attacks and no bonus to Reflex saves. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Climbing Master.md b/Compendium/SF1E/Feats/General Feats/Climbing Master.md new file mode 100644 index 0000000..b756c83 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Climbing Master.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a climb speed equal to your land speed. +Prerequisites: Athletics 5 ranks. +tags: +Type: General Feat +--- +# CLIMBING MASTER +**Source** _Starfinder Core Rulebook pg. 155_ +You can climb as well as a monkey or a spider. + +**Prerequisites**: Athletics 5 ranks. + +**Benefit**: You gain a climb speed equal to your land speed. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Connection Inkling.md b/Compendium/SF1E/Feats/General Feats/Connection Inkling.md new file mode 100644 index 0000000..711cd3b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Connection Inkling.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. +Prerequisites: Wis 15, character level 5th, no levels in mystic. +tags: +Type: General Feat +--- +# CONNECTION INKLING +**Source** _Starfinder Core Rulebook pg. 156_ +You gain a hint of mystic power. + +**Prerequisites**: Wis 15, character level 5th, no levels in mystic. + +**Benefit**: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Conspiratorial Ally.md b/Compendium/SF1E/Feats/General Feats/Conspiratorial Ally.md new file mode 100644 index 0000000..5f97e3d --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Conspiratorial Ally.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: After a creature discusses their beliefs or guiding philosophy with you, or if they’re displaying a prominent symbol that would indicate their beliefs (such as a holy symbol), you can attempt a Culture check to recall knowledge (DC = 15 + 1-1/2 × the creature’s CR). On a success, you know what the creature cares deeply about and how to use that to your advantage. For the next minute, while you are using this knowledge, you can treat the creature’s attitude toward you as one step higher. +Prerequisites: +tags: +Type: General Feat +--- +# CONSPIRATORIAL ALLY +**Source** _Drift Crisis pg. 85_ +You’ve learned how to make friends by telling people what they want to hear. + +**Benefit**: After a creature discusses their beliefs or guiding philosophy with you, or if they’re displaying a prominent symbol that would indicate their beliefs (such as a holy symbol), you can attempt a Culture check to recall knowledge (DC = 15 + 1-1/2 × the creature’s CR). On a success, you know what the creature cares deeply about and how to use that to your advantage. For the next minute, while you are using this knowledge, you can treat the creature’s attitude toward you as one step higher. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Contrive.md b/Compendium/SF1E/Feats/General Feats/Contrive.md new file mode 100644 index 0000000..267b4a7 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Contrive.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you successfully use Bluff to create a diversion, you can allow an ally that’s adjacent to a creature that you diverted to attempt a DC 20 Sleight of Hand check to pick that creature’s pocket. You can allow your ally to place an object of negligible or light bulk on that creature instead of stealing an object, but the ally takes a –5 penalty to their Sleight of Hand check. +Prerequisites: Diversion. +tags: +Type: General Feat +--- +# CONTRIVE +**Source** _Drift Crisis pg. 85_ +You distract a target, allowing an ally to slip their hand into the mark’s pocket. + +**Prerequisites**: Diversion. + +**Benefit**: When you successfully use Bluff to create a diversion, you can allow an ally that’s adjacent to a creature that you diverted to attempt a DC 20 Sleight of Hand check to pick that creature’s pocket. You can allow your ally to place an object of negligible or light bulk on that creature instead of stealing an object, but the ally takes a –5 penalty to their Sleight of Hand check. + +**Normal**: Using Bluff to create a diversion does not allow an ally to attempt a Sleight of Hand check to pick a pocket. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Cosmic Truth.md b/Compendium/SF1E/Feats/General Feats/Cosmic Truth.md new file mode 100644 index 0000000..8a64a03 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Cosmic Truth.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can spend 1 RP to force one creature within 30 feet of you to attempt a Will save (DC = 10 + half your ranks in Bluff + your Wisdom bonus); if it fails, it is confused for 1d4 rounds. Once a creature has seen or heard you use this ability, it is immune to your further uses of the ability for 24 hours. This is a language-dependent, sense-dependent ability. +Prerequisites: Wis 15, Bluff 5 ranks, Mysticism 5 ranks. +tags: +Type: General Feat +--- +# COSMIC TRUTH +**Source** _Character Operations Manual pg. 113_ +You can reveal one of the mysterious underpinnings of the universe you’ve learned in your travels, forcing a creature to grapple with the implications. + +**Prerequisites**: Wis 15, Bluff 5 ranks, Mysticism 5 ranks. + +**Benefit**: As a standard action, you can spend 1 RP to force one creature within 30 feet of you to attempt a Will save (DC = 10 + half your ranks in Bluff + your Wisdom bonus); if it fails, it is confused for 1d4 rounds. Once a creature has seen or heard you use this ability, it is immune to your further uses of the ability for 24 hours. This is a language-dependent, sense-dependent ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Cultural Chameleon.md b/Compendium/SF1E/Feats/General Feats/Cultural Chameleon.md new file mode 100644 index 0000000..0cc2797 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Cultural Chameleon.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: Once per day after spending 1d4 hours in a settlement, you can attempt a DC 15 Culture check to recall knowledge about local customs, fads, sports teams, or other local phenomena. If you succeed at this check, you gain a +2 bonus to Diplomacy checks to gather information in that settlement, as well as to change the attitude of its residents. This benefit can’t apply multiple times to the same settlement. +Prerequisites: +tags: +Type: General Feat +--- +# CULTURAL CHAMELEON +**Source** _Galaxy Exploration Manual pg. 91_ +You can tap into the local zeitgeist to win friends and influence people. + +**Benefit**: Once per day after spending 1d4 hours in a settlement, you can attempt a DC 15 Culture check to recall knowledge about local customs, fads, sports teams, or other local phenomena. If you succeed at this check, you gain a +2 bonus to Diplomacy checks to gather information in that settlement, as well as to change the attitude of its residents. This benefit can’t apply multiple times to the same settlement. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Deadly Boast.md b/Compendium/SF1E/Feats/General Feats/Deadly Boast.md new file mode 100644 index 0000000..99c2563 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Deadly Boast.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full action, you can describe in great detail how powerful and effective a specific action taken by you or an ally is going to be. You must select a specific character to boast about, and a specific weapon, item, spell, or ability to be used. Attempt a Bluff check against all foes within 60 feet of you, using the same DC you would use if attempting to demoralize them with Intimidate—roll a single check and compare the result to the DC for each target. Each target your check succeeds against takes a –1 penalty to AC and a –2 penalty to saving throws against the action you boasted about until the end of your next turn. Once you have attempted to use this ability against a creature, it is immune to your use of this feat for 24 hours. This is a sense-dependent, language-dependent ability. +Prerequisites: Cha 19, Bluff 10 ranks. +tags: +Type: General Feat +--- +# DEADLY BOAST +**Source** _Character Operations Manual pg. 113_ +You can make an upcoming attack or effect sound so terrifying and dangerous that its targets are actually more likely to be affected by it. + +**Prerequisites**: Cha 19, Bluff 10 ranks. + +**Benefit**: As a full action, you can describe in great detail how powerful and effective a specific action taken by you or an ally is going to be. You must select a specific character to boast about, and a specific weapon, item, spell, or ability to be used. Attempt a Bluff check against all foes within 60 feet of you, using the same DC you would use if attempting to demoralize them with Intimidate—roll a single check and compare the result to the DC for each target. Each target your check succeeds against takes a –1 penalty to AC and a –2 penalty to saving throws against the action you boasted about until the end of your next turn. Once you have attempted to use this ability against a creature, it is immune to your use of this feat for 24 hours. This is a sense-dependent, language-dependent ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Diehard.md b/Compendium/SF1E/Feats/General Feats/Diehard.md new file mode 100644 index 0000000..369d85e --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Diehard.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round. +Prerequisites: +tags: +Type: General Feat +--- +# DIEHARD +## DIEHARD + +**Source** _Starfinder Core Rulebook pg. 156_ +You are especially hard to kill. Your wounds quickly stabilize when you’re grievously wounded. + +**Benefit**: When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round. + +**Normal**: You must use Resolve Points to stabilize and to stay in the fight in separate rounds. diff --git a/Compendium/SF1E/Feats/General Feats/Disease Adaptation.md b/Compendium/SF1E/Feats/General Feats/Disease Adaptation.md new file mode 100644 index 0000000..809f1f8 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Disease Adaptation.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 enhancement bonus to saving throws against disease. +Prerequisites: Con 11. +tags: +Type: General Feat +--- +# DISEASE ADAPTATION +**Source** _Character Operations Manual pg. 113_ +Ailments find it hard to take hold in your system. + +**Prerequisites**: Con 11. + +**Benefit**: You gain a +2 enhancement bonus to saving throws against disease. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Disease Rejection.md b/Compendium/SF1E/Feats/General Feats/Disease Rejection.md new file mode 100644 index 0000000..1fdcc1b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Disease Rejection.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you fulfill a disease’s cure condition, you move two steps toward healthy instead of one. +Prerequisites: Con 17, Disease Adaptation. +tags: +Type: General Feat +--- +# DISEASE REJECTION +|**Source** _Character Operations Manual pg. 114_ +You shake off ailments swiftly. + +**Prerequisites**: Con 17, Disease Adaptation. + +**Benefit**: When you fulfill a disease’s cure condition, you move two steps toward healthy instead of one. + diff --git a/Compendium/SF1E/Feats/General Feats/Dispelling Strike.md b/Compendium/SF1E/Feats/General Feats/Dispelling Strike.md new file mode 100644 index 0000000..9c89183 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Dispelling Strike.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you are wielding a magic weapon (normally a weapon with a weapon fusion, but anything that bypasses DR/magic qualifies), as a standard action you can spend 1 Resolve Point to cast dispel magic for the targeted dispel function. You can use this only against an adjacent target. Once you have used this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. +Prerequisites: Base attack bonus +10, Mysticism 10 ranks. +tags: +Type: General Feat +--- +# DISPELLING STRIKE +**Source** _Character Operations Manual pg. 114_ +You can stab, slice, or smash the magic right off of something— or someone. + +**Prerequisites**: Base attack bonus +10, Mysticism 10 ranks. + +**Benefit**: When you are wielding a magic weapon (normally a weapon with a weapon fusion, but anything that bypasses DR/magic qualifies), as a standard action you can spend 1 Resolve Point to cast dispel magic for the targeted dispel function. You can use this only against an adjacent target. Once you have used this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Dive Bomb.md b/Compendium/SF1E/Feats/General Feats/Dive Bomb.md new file mode 100644 index 0000000..482655e --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Dive Bomb.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: If you start your turn flying, you can take a full action to charge at an enemy that’s at least 10 feet below you. You don’t take the –2 penalty to your attack for this charge. +Prerequisites: Dex 14, base attack bonus +1. +tags: +Type: General Feat +--- +# DIVE BOMB +**Source** _Galaxy Exploration Manual pg. 51_ +You’re adept at swooping down on a foe. + +**Prerequisites**: Dex 14, base attack bonus +1. + +**Benefit**: If you start your turn flying, you can take a full action to charge at an enemy that’s at least 10 feet below you. You don’t take the –2 penalty to your attack for this charge. + diff --git a/Compendium/SF1E/Feats/General Feats/Diverse Conditioning.md b/Compendium/SF1E/Feats/General Feats/Diverse Conditioning.md new file mode 100644 index 0000000..97ed6ce --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Diverse Conditioning.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose two effect descriptors except for mind-affecting. You can spend 1 Resolve Point to reroll a failed saving throw against effects that have either of those descriptors. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina. +Prerequisites: Eternal hope or ecstatic joy racial trait, character level 5th. +tags: +Type: General Feat +--- +# DIVERSE CONDITIONING +**Source** _Character Operations Manual pg. 32_ +Your broad experience has made you better at avoiding danger. + +**Prerequisites**: Eternal hope or ecstatic joy racial trait, character level 5th. + +**Benefit**: Choose two effect descriptors except for mind-affecting. You can spend 1 Resolve Point to reroll a failed saving throw against effects that have either of those descriptors. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Diversion.md b/Compendium/SF1E/Feats/General Feats/Diversion.md new file mode 100644 index 0000000..7e8e21d --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Diversion.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you successfully use Bluff to create a distraction, you can allow an ally to attempt a Stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use Stealth to hide, but you take a –5 penalty to your Bluff check for every ally after the first, and on a failed check no ally can attempt to hide. +Prerequisites: +tags: +Type: General Feat +--- +# DIVERSION +**Source** _Starfinder Core Rulebook pg. 156_ +You can draw attention to yourself, allowing your allies to slip away. + +**Benefit**: When you successfully use Bluff to create a distraction, you can allow an ally to attempt a Stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use Stealth to hide, but you take a –5 penalty to your Bluff check for every ally after the first, and on a failed check no ally can attempt to hide. + +**Normal**: Using Bluff to create a distraction allows only you to attempt a Stealth check to hide. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Divine Blessing.md b/Compendium/SF1E/Feats/General Feats/Divine Blessing.md new file mode 100644 index 0000000..710b45b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Divine Blessing.md @@ -0,0 +1,54 @@ +--- +aliases: +Benefit: If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship, if your alignment is within one step of that deity’s. +Prerequisites: Worship a deity of an alignment within one step of your own alignment. +tags: +Type: General Feat +--- +# DIVINE BLESSING +**Source** _Pact Worlds pg. 190_ +Your benefit is determined by the deity you worship. + +_Abadar_: When you make an attack as a standard action against a chaotic fey or chaotic outsider, your attack ignores any one form of DR, resistance, or immunity to damage the target has (your choice). + +_Besmara_: You can attempt a disarm combat maneuver against an opponent to remove any item of 1 bulk or less that the target could draw as a move or swift action. + +_Damoritosh_: When you score a critical hit with a doshko that doesn’t have the wound or severe wound critical hit effect, you can replace any critical hit effect it normally has with the wound critical hit effect. If you score a critical hit with a doshko that normally has the wound or severe wound critical hit effect, you also apply the knockdown critical hit effect to the target. + +_Desna_: Your deity sometimes grants you bursts of luck. Once per day, you can reroll any one failed skill check. + +_The Devourer_: If you are knocked unconscious or killed by a creature that is a legal target for a weapon you are wielding, as a reaction you can make a single attack against the creature. You can make this single attack despite being unconscious or dead. + +_Eloritu_: Once per day you can cast identify as a spell-like ability, attempting a caster level check (use your character level as your caster level: 1d20 + your character level), in place of the normal Engineering or Mysticism check (though you still receive identify’s +10 bonus). + +_Hylax_: You gain limited telepathy, as per the shirren racial ability. If you already have limited telepathy, you gain the ability to treat any creature that has a friendly or helpful attitude toward you as if it shared a language with you when determining whether you can use limited telepathy to communicate with it. + +_Ibra_: When you attempt a skill check to recall knowledge about a very difficult question, you receive a +2 divine bonus to your check. + +_Iomedae_: When you make an attack as a standard action against an evil dragon or evil outsider, your attack ignores any one form of DR, resistance, or immunity to damage the target has (your choice). + +_Lao Shu Po_: When you attack a flat-footed target in the surprise round of combat, if your attack hits, it deals 1d6 additional damage of the same type as its normal damage to a single target affected by the attack. + +_Nyarlathotep_: Once per day when an attack, effect, or spell imposes a condition on you, as a reaction you can delay that condition so it takes effect on you 1 round later. The condition then lasts 1d4 rounds longer than it would have if you had not delayed it. + +_Oras_: Select three feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but whose prerequisites you meet. + +_Pharasma_: When you make an attack as a standard action against an undead creature, your attack ignores any one form of DR, resistance, or immunity to damage the target has (your choice). + +_Sarenrae_: The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire resistance or immunity does not apply to the holy energy portion of the damage. + +_Talavet_: As a move action, you can grant yourself a bonus as if an ally had succeeded at an aid another check or successfully used cover fire against a foe of your choice. This doesn’t stack with any use of those options. Once you have used this ability, you can’t use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points. + +_Triune_: You can use a computer without having a user interface or hacking kit simply by touching it. You must still succeed at a Computers check to hack it if you do not have authorized access. Additionally, you have limited telepathy that functions only with constructs with the technological subtype. + +_Urgathoa_: Once per day as a swift action, you can force a creature of your choice within 60 feet that is subject to a disease to immediately attempt a save against that disease as if enough time had passed to fulfill its frequency. The subject suffers the normal consequences of a failed save against the disease, but a successful save does not count toward a number of successful saves needed to end the disease. + +_Weydan_: Whenever you first arrive on a new planet, you can select an appearance for yourself when you are on that planet. This becomes your natural appearance when on that planet (though you can use Disguise to alter this new appearance normally). This new appearance must be of the same type and subtype as your race, but you can change any other details. Anyone attempting to recognize you based on some other appearance must succeed at a Perception check with a DC equal to 20 + 1-1/2 × your character level. + +_Yaraesa_: You can roll a skill check to recall knowledge twice and take the better of the two results. Once you have used this ability, you can’t use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points. + +_Zon-Kuthon_: When you cast a spell or make an attack that deals damage, you can grant that spell or attack the pain descriptor. When you damage a creature with a pain effect, as a reaction, you can cause it to become flat-footed for 1 round. Once you use this ability, you can’t use it again until you spend 1 Resolve Point during a 10-minute rest to regain Stamina Points. + +**Prerequisites**: Worship a deity of an alignment within one step of your own alignment. + +**Benefit**: If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship, if your alignment is within one step of that deity’s. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Divine Weapon.md b/Compendium/SF1E/Feats/General Feats/Divine Weapon.md new file mode 100644 index 0000000..431e302 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Divine Weapon.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain proficiency with all models of your deity’s favored weapon, such as all longswords (standard, sintered, microserrated, and so forth). If you are 3rd level or higher, you also gain Weapon Specialization as a bonus feat for your deity’s favored weapon. If you are 10th level or higher, when you score a critical hit with your deity’s favored weapon, you increase the DC to resist that weapon’s critical hit effect by 2; this does not stack with the Improved Critical feat. +Prerequisites: Worship a deity of an alignment within one step of your own alignment. +tags: +Type: General Feat +--- +# DIVINE WEAPON +**Source** _Galactic Magic pg. 99_ +You gain bonuses to your deity's favorite weapon. + +**Prerequisites**: Worship a deity of an alignment within one step of your own alignment. + +**Benefit**: You gain proficiency with all models of your deity’s favored weapon, such as all longswords (standard, sintered, microserrated, and so forth). If you are 3rd level or higher, you also gain Weapon Specialization as a bonus feat for your deity’s favored weapon. If you are 10th level or higher, when you score a critical hit with your deity’s favored weapon, you increase the DC to resist that weapon’s critical hit effect by 2; this does not stack with the Improved Critical feat. + +**Special**: If you change which deity you worship, this feat gives you no benefit until you next gain a character level. You then receive the benefit appropriate for the deity you now worship if your alignment is within one step of that deity’s. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Double Trouble.md b/Compendium/SF1E/Feats/General Feats/Double Trouble.md new file mode 100644 index 0000000..1aa4cb5 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Double Trouble.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: Once per day after you and an ally strike the same target using the same type of weapon within the same round, automatically apply the critical hit effect of the second weapon to hit to the target and increase any associated save DCs by 2. If the ally who struck the target is your bonded partner, in addition to being subject to the critical hit effects, the target is flat-footed until the end of your next turn. +Prerequisites: +tags: +Type: General Feat +--- +# DOUBLE TROUBLE +**Source** _Interstellar Species pg. 67_ +You and an ally become a double threat. + +**Benefit**: Once per day after you and an ally strike the same target using the same type of weapon within the same round, automatically apply the critical hit effect of the second weapon to hit to the target and increase any associated save DCs by 2. If the ally who struck the target is your bonded partner, in addition to being subject to the critical hit effects, the target is flat-footed until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Draconic Senses.md b/Compendium/SF1E/Feats/General Feats/Draconic Senses.md new file mode 100644 index 0000000..3dc25cc --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Draconic Senses.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You’ve enhanced your senses beyond the ability to see your surroundings. You gain blindsense (vibration) 15 feet. If you have the draconic vision species trait, you instead gain blindsense (vibration) 30 feet. +Prerequisites: darkvision and low-light vision +tags: +Type: General Feat +--- +# DRACONIC SENSES +**Source** _Interstellar Species pg. 67_ +You can detect even very slight movements nearby. + +**Prerequisites**: darkvision and low-light vision + +**Benefit**: You’ve enhanced your senses beyond the ability to see your surroundings. You gain blindsense (vibration) 15 feet. If you have the draconic vision species trait, you instead gain blindsense (vibration) 30 feet. diff --git a/Compendium/SF1E/Feats/General Feats/Draconic Shot.md b/Compendium/SF1E/Feats/General Feats/Draconic Shot.md new file mode 100644 index 0000000..0681608 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Draconic Shot.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Once per day, you can channel your natural breath weapon through a ranged weapon as a swift action. As part of a full round attack, add your breath weapon’s damage and energy type to a weapon you’re wielding. You can energize a willing ally’s ranged weapon using your breath weapon as a standard action. The weapon deals this additional damage on its next attack. A weapon affected by Draconic Shot gains the unwieldy property until fired, and it must be fired within 1 minute or the breath weapon’s energy dissipates and is lost. +Prerequisites: breath weapon species trait +tags: +Type: General Feat +--- +# DRACONIC SHOT +**Source** _Interstellar Species pg. 67_ +You channel your breath weapon into a ranged attack. + +**Prerequisites**: breath weapon species trait + +**Benefit**: Once per day, you can channel your natural breath weapon through a ranged weapon as a swift action. As part of a full round attack, add your breath weapon’s damage and energy type to a weapon you’re wielding. You can energize a willing ally’s ranged weapon using your breath weapon as a standard action. The weapon deals this additional damage on its next attack. A weapon affected by Draconic Shot gains the unwieldy property until fired, and it must be fired within 1 minute or the breath weapon’s energy dissipates and is lost. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Echolocation Attack.md b/Compendium/SF1E/Feats/General Feats/Echolocation Attack.md new file mode 100644 index 0000000..ceb47d2 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Echolocation Attack.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you take an action that deals sonic damage, as a move action you can grant yourself blindsense (sound) with a range of 30 feet until the end of your next turn. If you have blindsense (sound or vibration), you can instead grant yourself blindsight (sound or vibration, to match your blindsense) with a range of 30 feet or a range equal to your blindsense (whichever is shorter) until the end of your next turn. +Prerequisites: Perception as a class skill. +tags: +Type: General Feat +--- +# ECHOLOCATION ATTACK +**Source** _Character Operations Manual pg. 114_ +You have learned to use the echo of sonic attacks to locate unseen assailants. + +**Prerequisites**: Perception as a class skill. + +**Benefit**: When you take an action that deals sonic damage, as a move action you can grant yourself blindsense (sound) with a range of 30 feet until the end of your next turn. If you have blindsense (sound or vibration), you can instead grant yourself blindsight (sound or vibration, to match your blindsense) with a range of 30 feet or a range equal to your blindsense (whichever is shorter) until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Efficient Engineering.md b/Compendium/SF1E/Feats/General Feats/Efficient Engineering.md new file mode 100644 index 0000000..f4bf900 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Efficient Engineering.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you craft two or more of a specific item at a time, you must expend only 90% the normal number of UPBs when creating all subsequent copies of that item (or 80% if your number of ranks in the appropriate skill to craft the item exceeds that item’s level by 5 or more). This discount when crafting subsequent copies of the item persist until you either go 24 hours without making another of that item or until you make any other type of item. +Prerequisites: Int 15, Engineering 5 ranks +tags: +Type: General Feat +--- +# EFFICIENT ENGINEERING +**Source** _Interstellar Species pg. 71_ +Your experience and industriousness enable you to dramatically streamline your crafting projects. + +**Prerequisites**: Int 15, Engineering 5 ranks + +**Benefit**: When you craft two or more of a specific item at a time, you must expend only 90% the normal number of UPBs when creating all subsequent copies of that item (or 80% if your number of ranks in the appropriate skill to craft the item exceeds that item’s level by 5 or more). This discount when crafting subsequent copies of the item persist until you either go 24 hours without making another of that item or until you make any other type of item. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Effortless Aerobatics.md b/Compendium/SF1E/Feats/General Feats/Effortless Aerobatics.md new file mode 100644 index 0000000..5b44cd5 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Effortless Aerobatics.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When flying, it costs you no additional feet of movement to turn 45 degrees or ascend. At the GM’s discretion, maneuvering in high-wind conditions might still require additional feet of movement to turn or ascend. +Prerequisites: +tags: +Type: General Feat +--- +# EFFORTLESS AEROBATICS +**Source** _Galaxy Exploration Manual pg. 51_ +You’re particularly graceful while airborne. + +**Benefit**: When flying, it costs you no additional feet of movement to turn 45 degrees or ascend. At the GM’s discretion, maneuvering in high-wind conditions might still require additional feet of movement to turn or ascend. + +**Normal**: It costs an additional 5 feet of movement to turn 45 degrees while flying or for each square you ascend upward. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Eldritch Lore.md b/Compendium/SF1E/Feats/General Feats/Eldritch Lore.md new file mode 100644 index 0000000..a8afd87 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Eldritch Lore.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain one additional 2nd-level spell known from your class spell list. +Prerequisites: Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list. +tags: +Type: General Feat +--- +# ELDRITCH LORE +**Source** _Character Operations Manual pg. 114_ +You have learned a broad range of additional magic. + +**Prerequisites**: Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list. + +**Benefit**: You gain one additional 2nd-level spell known from your class spell list. + +**Special**: For every 3 levels by which your caster level exceeds 10th, you can take this feat an additional time. You cannot take this feat more times than you have taken Lesser Eldritch Lore. Each time you select this feat, you gain a different 2nd-level spell known from your class spell list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Enhanced Communalism.md b/Compendium/SF1E/Feats/General Feats/Enhanced Communalism.md new file mode 100644 index 0000000..677b144 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Enhanced Communalism.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can use the communalism racial trait multiple times per day. Each time you use it after the first, you must spend 1 Resolve Point to do so. Additionally, you can use communalism as a reaction when an ally within 10 feet of you attempts an attack roll or a skill check, allowing the ally to roll the triggering attack roll or skill check twice and use the higher result. +Prerequisites: Character level 5th, communalism racial trait. +tags: +Type: General Feat +--- +# ENHANCED COMMUNALISM +**Source** _Character Operations Manual pg. 24_ +You’re able to benefit from your allies’ presence more often. + +**Prerequisites**: Character level 5th, communalism racial trait. + +**Benefit**: You can use the communalism racial trait multiple times per day. Each time you use it after the first, you must spend 1 Resolve Point to do so. Additionally, you can use communalism as a reaction when an ally within 10 feet of you attempts an attack roll or a skill check, allowing the ally to roll the triggering attack roll or skill check twice and use the higher result. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Enhanced Resistance.md b/Compendium/SF1E/Feats/General Feats/Enhanced Resistance.md new file mode 100644 index 0000000..85437f9 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Enhanced Resistance.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn’t stack with DR. If you choose an energy type, you gain energy resistance against that type of energy equal to your base attack bonus. +Prerequisites: Base attack bonus +4. +tags: +Type: General Feat +--- +# ENHANCED RESISTANCE +**Source** _Starfinder Core Rulebook pg. 157_ +You have trained your body to resist a particular type of damage. + +**Prerequisites**: Base attack bonus +4. + +**Benefit**: Choose one kinetic damage type (bludgeoning, piercing, or slashing) or one energy type (acid, cold, electricity, fire, or sonic). If you choose a kinetic damage, you ignore damage of that type equal to your base attack bonus; this doesn’t stack with DR. If you choose an energy type, you gain energy resistance against that type of energy equal to your base attack bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Environmental Adaptation.md b/Compendium/SF1E/Feats/General Feats/Environmental Adaptation.md new file mode 100644 index 0000000..3c1d11a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Environmental Adaptation.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Select a number of the following environmental conditions and weather conditions equal to your Constitution modifier...... +Prerequisites: Con 13. +tags: +Type: General Feat +--- +# ENVIRONMENTAL ADAPTATION +**Source** _Character Operations Manual pg. 114_ +You are acclimated to a broad range of environments. + +**Prerequisites**: Con 13. + +**Benefit**: Select a number of the following environmental conditions and weather conditions equal to your Constitution modifier: thick atmosphere (includes severely thick atmosphere), thin atmosphere (includes severely thin atmosphere), toxic atmosphere (includes low-level and heavily toxic atmospheres), rain and snow (includes rain, snow, heavy snow, and dust storms), winds (includes light, moderate, strong, and severe winds and windstorms), cold dangers (includes cold, severe cold, and extreme cold), extreme gravity, heat dangers (includes heat, severe heat, and extreme heat), and smoke effects (including smoke grenades). You do not take any of the selected conditions’ penalties to skill checks or attack rolls, do not take nonlethal damage from them, and do not need to attempt saving throws to resist their effects. Once these condition choices are made, they cannot be changed. If your Constitution bonus increases from an effect that does not have a limited duration, you can add additional conditions to your list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Escaped Experimental Subject.md b/Compendium/SF1E/Feats/General Feats/Escaped Experimental Subject.md new file mode 100644 index 0000000..c093d58 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Escaped Experimental Subject.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain a +2 bonus on saves against biohacker inhibitors, drugs, medicinals, and poisons. +Prerequisites: +tags: +Type: General Feat +--- +# ESCAPED EXPERIMENTAL SUBJECT +**Source** _Interstellar Species pg. 147_ +Like the Vorlath mercenaries, you escaped from a laboratory. While there, you were exposed to a wide variety of procedures and your body learned to fight off an array of harmful substances. + +**Benefit**: You gain a +2 bonus on saves against biohacker inhibitors, drugs, medicinals, and poisons. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Extended Telepathy.md b/Compendium/SF1E/Feats/General Feats/Extended Telepathy.md new file mode 100644 index 0000000..66e6586 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Extended Telepathy.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Increase the range of your limited telepathy by 30 feet. +Prerequisites: Limited telepathy racial trait. +tags: +Type: General Feat +--- +# EXTENDED TELEPATHY +*Source** _Pact Worlds pg. 191_ +You have expanded your latent telepathic powers. + +**Prerequisites**: Limited telepathy racial trait. + +**Benefit**: Increase the range of your limited telepathy by 30 feet. + +**Special**: If you are a phrenic adept or have the Major Psychic Power feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don’t share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Mysticism check (DC = 15 + 1-1/2 × the creature’s CR). On a failed check, you can’t try to communicate telepathically with that creature again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Extra Resolve.md b/Compendium/SF1E/Feats/General Feats/Extra Resolve.md new file mode 100644 index 0000000..92064c0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Extra Resolve.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You have 2 additional Resolve Points in your pool. +Prerequisites: Character level 5th. +tags: +Type: General Feat +--- +# EXTRA RESOLVE +**Source** _Starfinder Core Rulebook pg. 157_ +Your resolve is stronger than most. + +**Prerequisites**: Character level 5th. + +**Benefit**: You have 2 additional Resolve Points in your pool. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Fast Talk.md b/Compendium/SF1E/Feats/General Feats/Fast Talk.md new file mode 100644 index 0000000..adf4449 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Fast Talk.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours. +Prerequisites: Bluff 5 ranks. +tags: +Type: General Feat +--- +# FAST TALK +**Source** _Starfinder Core Rulebook pg. 157_ +You can baffle a foe with chatter to disguise the start of battle. + +**Prerequisites**: Bluff 5 ranks. + +**Benefit**: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. + +When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Fighting Balance.md b/Compendium/SF1E/Feats/General Feats/Fighting Balance.md new file mode 100644 index 0000000..a14fa45 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Fighting Balance.md @@ -0,0 +1,13 @@ +--- +aliases: +Benefit: As a move action, you can crawl 10 feet. While you are prone, you take only a −2 penalty to melee attack rolls and no penalty to AC against melee attacks. +Prerequisites: +tags: +Type: General Feat +--- +# FIGHTING BALANCE +**Source** _Near Space pg. 131_ +You know how to fight while off-balance or prone. + +**Benefit**: As a move action, you can crawl 10 feet. While you are prone, you take only a −2 penalty to melee attack rolls and no penalty to AC against melee attacks. + diff --git a/Compendium/SF1E/Feats/General Feats/Flashmorph.md b/Compendium/SF1E/Feats/General Feats/Flashmorph.md new file mode 100644 index 0000000..8b7f44a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Flashmorph.md @@ -0,0 +1,16 @@ +--- +Type: General Feat +Prerequisites: Change form species trait, change shape universal monster rule, quick disguise operative exploit, or similar ability at the GM’s discretion. +Benefit: ou can use change form, change shape, or the quick disguise operative exploit as a move action, instead of as a standard action. +In addition, you can also use one of these abilities as part of a move action to move up to your speed, or as part of the full action to use the trick attack class feature. Once you do so, you can’t change your shape in this way while moving or performing a trick attack until you rest for 10 minutes to regain Stamina Points. +--- +# FLASHMORPH +**Source** _Interstellar Species pg. 51_ +You can change your appearance in an instant even while moving. + +**Prerequisites**: Change form species trait, change shape universal monster rule, quick disguise operative exploit, or similar ability at the GM’s discretion. + +**Benefit**: You can use change form, change shape, or the quick disguise operative exploit as a move action, instead of as a standard action. +In addition, you can also use one of these abilities as part of a move action to move up to your speed, or as part of the full action to use the trick attack class feature. Once you do so, you can’t change your shape in this way while moving or performing a trick attack until you rest for 10 minutes to regain Stamina Points. + +**Normal**: Using the change form species trait, change shape universal monster rule, or quick disguise operative exploit is a standard action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Focused Sense.md b/Compendium/SF1E/Feats/General Feats/Focused Sense.md new file mode 100644 index 0000000..402fee4 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Focused Sense.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a move action, you can gain blindsight (using the same sense as your blindsense) with a range equal to half that of your blindsense until the beginning of your next turn. You can use this ability with only one type of blindsense (such as sound or vibration) at a time. +Prerequisites: Blindsense. +tags: +Type: General Feat +--- +# FOCUSED SENSE +**Source** _Character Operations Manual pg. 115_ +You can sharpen an imprecise sense to detect things with precision at closer range. + +**Prerequisites**: Blindsense. + +**Benefit**: As a move action, you can gain blindsight (using the same sense as your blindsense) with a range equal to half that of your blindsense until the beginning of your next turn. You can use this ability with only one type of blindsense (such as sound or vibration) at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Four-Handed Hacker.md b/Compendium/SF1E/Feats/General Feats/Four-Handed Hacker.md new file mode 100644 index 0000000..3b3c34f --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Four-Handed Hacker.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time. +Prerequisites: Computers 1 rank, four or more hands. +tags: +Type: General Feat +--- +# FOUR-HANDED HACKER +**Source** _Character Operations Manual pg. 21_ +When you hack a computer, it’s a two-front war. + +**Prerequisites**: Computers 1 rank, four or more hands. + +**Benefit**: When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Free Runner.md b/Compendium/SF1E/Feats/General Feats/Free Runner.md new file mode 100644 index 0000000..9d40e05 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Free Runner.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you are in an urban or otherwise constructed environment (such as most settlements, a space station, or similar), you gain a +2 circumstance bonus to Athletics checks to climb and to Acrobatics checks to balance and tumble. In addition, you ignore the extra movement cost for the first 5 feet of difficult terrain you move through each turn in urban or constructed environments. +Prerequisites: Acrobatics 3 ranks. +tags: +Type: General Feat +--- +# FREE RUNNER +**Source** _Galaxy Exploration Manual pg. 91_ +You’re used to nimbly navigating constructed environments. + +**Prerequisites**: Acrobatics 3 ranks. + +**Benefit**: When you are in an urban or otherwise constructed environment (such as most settlements, a space station, or similar), you gain a +2 circumstance bonus to Athletics checks to climb and to Acrobatics checks to balance and tumble. In addition, you ignore the extra movement cost for the first 5 feet of difficult terrain you move through each turn in urban or constructed environments. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Friends in Low Places.md b/Compendium/SF1E/Feats/General Feats/Friends in Low Places.md new file mode 100644 index 0000000..e161bb9 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Friends in Low Places.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When using services in a settlement—such as lodgings, professional services, or transportation..... +Prerequisites: Diplomacy 5 ranks. +tags: +Type: General Feat +--- +# FRIENDS IN LOW PLACES +**Source** _Galaxy Exploration Manual pg. 91_ +Your winning and adaptable personality gains you access to less-reputable professional services. + +**Prerequisites**: Diplomacy 5 ranks. + +**Benefit**: When using services in a settlement—such as lodgings, professional services, or transportation— you can tap into a settlement’s gray market to pay half price for the service. If you do, there’s a 25% chance something goes wrong, subject to the GM’s discretion: a spell might wear off early, a lodging might be attacked in the middle of the night, or transportation might break down in the middle of a journey. +In addition, reduce the DC of Culture checks to recall knowledge about the criminal underworld by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Frightening Injection.md b/Compendium/SF1E/Feats/General Feats/Frightening Injection.md new file mode 100644 index 0000000..6506757 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Frightening Injection.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature as a move action before the end of your turn. A creature can be affected by this ability only once per day. +Prerequisites: Intimidate 3 ranks. +tags: +Type: General Feat +--- +# FRIGHTENING INJECTION +**Source** _Character Operations Manual pg. 115_ +You accompany your injections with a promise of terrible effects that shakes your target’s resolve. + +**Prerequisites**: Intimidate 3 ranks. + +**Benefit**: When you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature as a move action before the end of your turn. A creature can be affected by this ability only once per day. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Frightful Display.md b/Compendium/SF1E/Feats/General Feats/Frightful Display.md new file mode 100644 index 0000000..0cdd02d --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Frightful Display.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a reaction when a creature fails a saving throw against a spell you cast this round, you can attempt an Intimidate check to demoralize that creature. You can target only one creature regardless of how many creatures your spell affected, and a given creature can’t be targeted by this ability more than once per day. +Prerequisites: Cha 15, Intimidate 5 ranks, ability to cast spells. +tags: +Type: General Feat +--- +# FRIGHTFUL DISPLAY +**Source** _Character Operations Manual pg. 115_ +You unnerve your spell’s victim with odd gestures, cackling laughter, or other effects. + +**Prerequisites**: Cha 15, Intimidate 5 ranks, ability to cast spells. + +**Benefit**: As a reaction when a creature fails a saving throw against a spell you cast this round, you can attempt an Intimidate check to demoralize that creature. You can target only one creature regardless of how many creatures your spell affected, and a given creature can’t be targeted by this ability more than once per day. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/General Feats.md b/Compendium/SF1E/Feats/General Feats/General Feats.md new file mode 100644 index 0000000..9010561 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/General Feats.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# GENERAL FEATS +``` dataview +TABLE +Prerequisites, Benefit +FROM "Codex/Feats/General Feats" +SORT Name ASC +WHERE file.name != "General Feats" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Grab and Go.md b/Compendium/SF1E/Feats/General Feats/Grab and Go.md new file mode 100644 index 0000000..48b72f6 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Grab and Go.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When attempting a Sleight of Hand check to pick a pocket, you can immediately attempt a Stealth check to hide with a –5 penalty. You must have appropriate cover or concealment. Your target’s opposed Perception check to notice the pick-pocket attempt is against your Stealth check result. +Prerequisites: +tags: +Type: General Feat +--- +# GRAB AND GO +**Source** _Drift Crisis pg. 85_ +You’re an expert at picking a pocket and running. + +**Benefit**: When attempting a Sleight of Hand check to pick a pocket, you can immediately attempt a Stealth check to hide with a –5 penalty. You must have appropriate cover or concealment. Your target’s opposed Perception check to notice the pick-pocket attempt is against your Stealth check result. + +**Normal**: Your target’s opposed Perception check to notice the pick-pocket attempt is against your Sleight of Hand result. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Grasping LFAN.md b/Compendium/SF1E/Feats/General Feats/Grasping LFAN.md new file mode 100644 index 0000000..46d80c2 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Grasping LFAN.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 species bonus to your KAC against disarm combat maneuvers. You can use your LFAN to grapple other creatures. When you score a critical hit with your LFAN natural weapon, you can also automatically grapple the target if your attack roll equals or exceeds the target’s KAC +4 (pinning them instead if your attack roll equals or exceeds the target’s KAC +13). +Prerequisites: Pincered LFAN +tags: +Type: General Feat +--- +# GRASPING LFAN +**Source** _Interstellar Species pg. 111_ +You’ve modified the ends of your LFAN to tighten their grip. + +**Prerequisites**: Pincered LFAN + +**Benefit**: You gain a +2 species bonus to your KAC against disarm combat maneuvers. You can use your LFAN to grapple other creatures. When you score a critical hit with your LFAN natural weapon, you can also automatically grapple the target if your attack roll equals or exceeds the target’s KAC +4 (pinning them instead if your attack roll equals or exceeds the target’s KAC +13). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Great Fortitude.md b/Compendium/SF1E/Feats/General Feats/Great Fortitude.md new file mode 100644 index 0000000..3e7fe23 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Great Fortitude.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain a +2 bonus to Fortitude saving throws. +Prerequisites: +tags: +Type: General Feat +--- +# GREAT FORTITUDE +**Source** _Starfinder Core Rulebook pg. 157_ +You are resistant to diseases, poisons, and other maladies. + +**Benefit**: You gain a +2 bonus to Fortitude saving throws. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Greater Eldritch Lore.md b/Compendium/SF1E/Feats/General Feats/Greater Eldritch Lore.md new file mode 100644 index 0000000..e7dbfd4 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Greater Eldritch Lore.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain one additional 3rd-level spell known from your class spell list. +Prerequisites: Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list. +tags: +Type: General Feat +--- +# GREATER ELDRITCH LORE +**Source** _Character Operations Manual pg. 115_ +You have learned a broad range of additional potent magic. + +**Prerequisites**: Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list. + +**Benefit**: You gain one additional 3rd-level spell known from your class spell list. + +**Special**: For every 3 levels by which your caster level exceeds 13th, you can take this feat an additional time. You cannot take this feat more times than you have taken Eldritch Lore. Each time you select this feat, you gain a different 3rd-level spell known from your class spell list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Greater Spell Penetration.md b/Compendium/SF1E/Feats/General Feats/Greater Spell Penetration.md new file mode 100644 index 0000000..4603b1a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Greater Spell Penetration.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance. This bonus stacks with the bonus from Spell Penetration. +Prerequisites: Spell Penetration. +tags: +Type: General Feat +--- +# GREATER SPELL PENETRATION +**Source** _Starfinder Core Rulebook pg. 157_ +Your spells break through spell resistance much more easily than most. + +**Prerequisites**: Spell Penetration. + +**Benefit**: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance. This bonus stacks with the bonus from Spell Penetration. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Harm Undead.md b/Compendium/SF1E/Feats/General Feats/Harm Undead.md new file mode 100644 index 0000000..34dd071 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Harm Undead.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you use your healing channel as a full action, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC. +Prerequisites: Healing channel connection power, mystic level 1st. +tags: +Type: General Feat +--- +# HARM UNDEAD +**Source** _Starfinder Core Rulebook pg. 157_ +You can use your healing channel to harm undead. + +**Prerequisites**: Healing channel connection power, mystic level 1st. + +**Benefit**: When you use your healing channel as a full action, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Hauler.md b/Compendium/SF1E/Feats/General Feats/Hauler.md new file mode 100644 index 0000000..7808a89 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Hauler.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –4 penalty to Strength- and Dexterity-based checks. +Prerequisites: Str 13. +tags: +Type: General Feat +--- +# HAULER +**Source** _Character Operations Manual pg. 115_ +Through a combination of sheer power, practiced posture, and conscientious load balancing, you can carry more than most. + +**Prerequisites**: Str 13. + +**Benefit**: You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –4 penalty to Strength- and Dexterity-based checks. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Helpful Telepath.md b/Compendium/SF1E/Feats/General Feats/Helpful Telepath.md new file mode 100644 index 0000000..235ac26 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Helpful Telepath.md @@ -0,0 +1,18 @@ +--- +aliases: +Benefit: When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined...... +Prerequisites: Communalism or hive defense racial trait, limited telepathy or telepathy racial trait. +tags: +Type: General Feat +--- +# HELPFUL TELEPATH +**Source** _Character Operations Manual pg. 25_ +You’re able to provide uncanny support to your allies. + +**Prerequisites**: Communalism or hive defense racial trait, limited telepathy or telepathy racial trait. + +**Benefit**: When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy. +Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina. +_Aid Another:_ Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result. +_Covering Fire:_ Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result. +_Harrying Fire:_ Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Hibernate.md b/Compendium/SF1E/Feats/General Feats/Hibernate.md new file mode 100644 index 0000000..2277c85 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Hibernate.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you begin a full night’s rest or begin a full day’s rest, you can choose to enter a special form of regenerative torpor instead of sleeping normally. Upon completing your rest, you regain twice the normal number of Hit Points, heal twice the normal points of ability damage, and gain a +2 circumstance bonus to any saving throws you attempt to remove negative levels that day. While in this torpor, you’re difficult to rouse; if awoken before you finish resting, you’re flat-footed and fatigued until you can rest for at least 8 more hours. +Prerequisites: Con 13, any species that grants at least 6 Hit Points at 1st level +tags: +Type: General Feat +--- +# HIBERNATE +**Source** _Interstellar Species pg. 135_ +You can enter a deep, meditative state to heal yourself of wounds and infirmities. + +**Prerequisites**: Con 13, any species that grants at least 6 Hit Points at 1st level + +**Benefit**: When you begin a full night’s rest or begin a full day’s rest, you can choose to enter a special form of regenerative torpor instead of sleeping normally. Upon completing your rest, you regain twice the normal number of Hit Points, heal twice the normal points of ability damage, and gain a +2 circumstance bonus to any saving throws you attempt to remove negative levels that day. While in this torpor, you’re difficult to rouse; if awoken before you finish resting, you’re flat-footed and fatigued until you can rest for at least 8 more hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Hide Sabotage.md b/Compendium/SF1E/Feats/General Feats/Hide Sabotage.md new file mode 100644 index 0000000..7fbf7e3 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Hide Sabotage.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: After years of experience in sabotage, you cover any signs you would leave behind with ease. When you attempt an Engineering check to disable a device, the DC does not increase when you attempt to leave no trace of your tampering. +Prerequisites: Engineering 3 ranks. +tags: +Type: General Feat +--- +# HIDE SABOTAGE +**Source** _Drift Crisis pg. 85_ +You’re able to hide the evidence of your sabotage with ease. + +**Prerequisites**: Engineering 3 ranks. + +**Benefit**: After years of experience in sabotage, you cover any signs you would leave behind with ease. When you attempt an Engineering check to disable a device, the DC does not increase when you attempt to leave no trace of your tampering. + +**Normal**: Hiding evidence of tampering increases the DC of checks to disable device by 5. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Hurl Ally.md b/Compendium/SF1E/Feats/General Feats/Hurl Ally.md new file mode 100644 index 0000000..c752f21 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Hurl Ally.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can pick up and hurl a willing ally who’s one size category smaller than you up to 30 feet, or up to 60 feet if they’re two size categories smaller than you. You can hurl the ally an additional 5 feet if the ally is your bonded partner. +Prerequisites: size Large, Strength 17 +tags: +Type: General Feat +--- +# HURL ALLY +**Source** _Interstellar Species pg. 67_ +You use your innate strength to launch a smaller ally into the thick of battle. + +**Prerequisites**: size Large, Strength 17 + +**Benefit**: As a standard action, you can pick up and hurl a willing ally who’s one size category smaller than you up to 30 feet, or up to 60 feet if they’re two size categories smaller than you. You can hurl the ally an additional 5 feet if the ally is your bonded partner. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Hyper Speed.md b/Compendium/SF1E/Feats/General Feats/Hyper Speed.md new file mode 100644 index 0000000..12932b0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Hyper Speed.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you use your hyper racial ability, you gain concealment (20% miss chance) until the start of your next turn. +Prerequisites: Hyper racial ability. +tags: +Type: General Feat +--- +# HYPER SPEED +**Source** _Near Space pg. 134_ +You can’t hold still, making you difficult to hit. + +**Prerequisites**: Hyper racial ability. + +**Benefit**: When you use your hyper racial ability, you gain concealment (20% miss chance) until the start of your next turn. + diff --git a/Compendium/SF1E/Feats/General Feats/Improved Dive Bomb.md b/Compendium/SF1E/Feats/General Feats/Improved Dive Bomb.md new file mode 100644 index 0000000..b2a856f --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Dive Bomb.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When using the Dive Bomb feat, you can choose to substitute a trip combat maneuver for the melee attack at the end of the charge. The distance a target in the air descends upon a success is increased by 5 feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. +Prerequisites: Dex 14, Str 14, Dive Bomb, base attack bonus +7. +tags: +Type: General Feat +--- +# IMPROVED DIVE BOMB +**Source** _Galaxy Exploration Manual pg. 51_ +Your attacks from above are powerful enough to drive your foes into the ground. + +**Prerequisites**: Dex 14, Str 14, Dive Bomb, base attack bonus +7. + +**Benefit**: When using the Dive Bomb feat, you can choose to substitute a trip combat maneuver for the melee attack at the end of the charge. The distance a target in the air descends upon a success is increased by 5 feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Improved Energy Resistance.md b/Compendium/SF1E/Feats/General Feats/Improved Energy Resistance.md new file mode 100644 index 0000000..cab59cd --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Energy Resistance.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Your resistance to one type of energy damage from a racial trait stacks with one other source of energy resistance. If it already stacked, that resistance increases by 5 instead. +Prerequisites: Con 13, character level 10th, energy resistance from a racial trait. +tags: +Type: General Feat +--- +# IMPROVED ENERGY RESISTANCE +**Source** _Character Operations Manual pg. 116_ +Your natural resistance to an energy type is more pronounced. + +**Prerequisites**: Con 13, character level 10th, energy resistance from a racial trait. + +**Benefit**: Your resistance to one type of energy damage from a racial trait stacks with one other source of energy resistance. If it already stacked, that resistance increases by 5 instead. + +**Special**: You can take this feat multiple times—its effects don’t stack. Each time you take this feat, it applies to a different energy resistance from a racial trait. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Improved Great Fortitude.md b/Compendium/SF1E/Feats/General Feats/Improved Great Fortitude.md new file mode 100644 index 0000000..2e679b9 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Great Fortitude.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can spend 1 RP to reroll a failed Fortitude save (see page 243). +Prerequisites: Great Fortitude, character level 5th. +tags: +Type: General Feat +--- +# IMPROVED GREAT FORTITUDE +**Source** _Starfinder Core Rulebook pg. 158_ +You are more resistant to diseases, poisons, and dangers. + +**Prerequisites**: Great Fortitude, character level 5th. + +**Benefit**: You can spend 1 RP to reroll a failed Fortitude save (see page 243). + diff --git a/Compendium/SF1E/Feats/General Feats/Improved Iron Will.md b/Compendium/SF1E/Feats/General Feats/Improved Iron Will.md new file mode 100644 index 0000000..0d754ed --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Iron Will.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can spend 1 RP to reroll a failed Will save (see page 243). +Prerequisites: Iron Will, character level 5th. +tags: +Type: General Feat +--- +# IMPROVED IRON WILL +**Source** _Starfinder Core Rulebook pg. 158_ +Your clarity of thought allows you to resist mental attacks. + +**Prerequisites**: Iron Will, character level 5th. + +**Benefit**: You can spend 1 RP to reroll a failed Will save (see page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Improved Kip-Up.md b/Compendium/SF1E/Feats/General Feats/Improved Kip-Up.md new file mode 100644 index 0000000..0e35268 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Kip-Up.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can stand from prone as a reaction. If you have 5 or more ranks in Acrobatics, you can expend 1 Resolve Point to stand from prone during your turn as part of another full, move, or standard action you take. +Prerequisites: Acrobatics 1 rank, Kip-Up feat or moxie racial trait. +tags: +Type: General Feat +--- +# IMPROVED KIP-UP +**Source** _Character Operations Manual pg. 28_ +You can stand from prone in a blink of an eye. + +**Prerequisites**: Acrobatics 1 rank, Kip-Up feat or moxie racial trait. + +**Benefit**: You can stand from prone as a reaction. If you have 5 or more ranks in Acrobatics, you can expend 1 Resolve Point to stand from prone during your turn as part of another full, move, or standard action you take. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Improved Lightning Reflexes.md b/Compendium/SF1E/Feats/General Feats/Improved Lightning Reflexes.md new file mode 100644 index 0000000..12d403d --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Lightning Reflexes.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can spend 1 RP to reroll a failed Reflex save (see page 243). +Prerequisites: Lightning Reflexes, character level 5th. +tags: +Type: General Feat +--- +# IMPROVED LIGHTNING REFLEXES +**Source** _Starfinder Core Rulebook pg. 158_ +You have a knack for avoiding the dangers all around you. + +**Prerequisites**: Lightning Reflexes, character level 5th. + +**Benefit**: You can spend 1 RP to reroll a failed Reflex save (see page 243). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Improved Spell-Like Ability.md b/Compendium/SF1E/Feats/General Feats/Improved Spell-Like Ability.md new file mode 100644 index 0000000..358f66b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Improved Spell-Like Ability.md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day. +Prerequisites: At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th. +tags: +Type: General Feat +--- +# IMPROVED SPELL-LIKE ABILITY + +**Source** _Near Space pg. 131_ +You have focused on honing your innate magical talents. + +**Prerequisites**: At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th. + +**Benefit**: Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day. + +**Special**: You can select this feat more than once. Each time you can either choose the same spell-like ability or pick a different one. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Iron Will.md b/Compendium/SF1E/Feats/General Feats/Iron Will.md new file mode 100644 index 0000000..16d1cee --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Iron Will.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain a +2 bonus to Will saving throws. +Prerequisites: +tags: +Type: General Feat +--- +# IRON WILL +**Source** _Starfinder Core Rulebook pg. 158_ +You are more resistant to mental effects. + +**Benefit**: You gain a +2 bonus to Will saving throws. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Jet Dash.md b/Compendium/SF1E/Feats/General Feats/Jet Dash.md new file mode 100644 index 0000000..886bf00 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Jet Dash.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. +Prerequisites: +tags: +Type: General Feat +--- +# JET DASH +**Source** _Starfinder Core Rulebook pg. 158_ +You are swift of foot and can make enormous leaps. + +**Benefit**: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. + +**Normal**: You move four times your land speed and gain the flat-footed condition while running. + diff --git a/Compendium/SF1E/Feats/General Feats/Jinx.md b/Compendium/SF1E/Feats/General Feats/Jinx.md new file mode 100644 index 0000000..bd52bea --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Jinx.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Once per day as a reaction, when an enemy within 15 feet rolls an attack roll, saving throw, or skill check you can force them to roll twice and take the worst result. +Prerequisites: Character level 9th. +tags: +Type: General Feat +--- +# JINX +**Source** _Interstellar Species pg. 147_ +You have learned to tweak the luck of not just your allies, but your enemies as well. By changing an enemy’s fate at a critical moment, you can deny them a moment of victory. + +**Prerequisites**: Character level 9th. + +**Benefit**: Once per day as a reaction, when an enemy within 15 feet rolls an attack roll, saving throw, or skill check you can force them to roll twice and take the worst result. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Kasathan Battle Dance.md b/Compendium/SF1E/Feats/General Feats/Kasathan Battle Dance.md new file mode 100644 index 0000000..7c183da --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Kasathan Battle Dance.md @@ -0,0 +1,18 @@ +--- +aliases: +Benefit: When you take the withdraw action and have at least two hands free, none of the squares you move through are considered threatened by any opponent whose location you are aware of. +Prerequisites: Dex 13, Mobility or trick attack. +tags: +Type: General Feat +--- +# KASATHAN BATTLE DANCE +**Source** _Pact Worlds pg. 191_ +You are a student of the battle dances of kasathan legends. You weave in and out of a fray with grace, moving your arms and body in a flowing motion that confounds your foes. + +**Prerequisites**: Prerequisites: Dex 13, Mobility or trick attack. + +**Benefit**: When you take the withdraw action and have at least two hands free, none of the squares you move through are considered threatened by any opponent whose location you are aware of (see The Four States of Awareness on page 261 of the _Starfinder Core Rulebook_). + +**Normal**: When you withdraw, the square you start out in is not considered threatened by opponents you can see, but squares you subsequently move through may be. + +**Special**: A solarian with a solar weapon treats the hand holding the solar weapon as being free for purposes of using this feat. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Lesser Eldritch Lore.md b/Compendium/SF1E/Feats/General Feats/Lesser Eldritch Lore.md new file mode 100644 index 0000000..f7c1385 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Lesser Eldritch Lore.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain one additional 1st-level spell known from your class spell list. +Prerequisites: Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list. +tags: +Type: General Feat +--- +# LESSER ELDRITCH LORE +**Source** _Character Operations Manual pg. 116_ +You have learned a broad range of additional low-level magic. + +**Prerequisites**: Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list. + +**Benefit**: You gain one additional 1st-level spell known from your class spell list. + +**Special**: For every 3 levels by which your caster level exceeds 7th, you can take this feat an additional time. You cannot take this feat more times than you have taken Minor Eldritch Lore. Each time you select this feat, you gain a different 1st-level spell known from your class spell list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Lightning Reflexes.md b/Compendium/SF1E/Feats/General Feats/Lightning Reflexes.md new file mode 100644 index 0000000..ba5fbdd --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Lightning Reflexes.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain a +2 bonus to Reflex saving throws. +Prerequisites: +tags: +Type: General Feat +--- +# LIGHTNING REFLEXES +**Source** _Starfinder Core Rulebook pg. 159_ +You have faster reflexes than normal. + +**Benefit**: You gain a +2 bonus to Reflex saving throws. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Lucky Guess.md b/Compendium/SF1E/Feats/General Feats/Lucky Guess.md new file mode 100644 index 0000000..482336d --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Lucky Guess.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Once per day when recalling knowledge, you can roll on an untrained skill as if it were a trained class skill and you had ranks in it equal to your level. +Prerequisites: Any species trait or feat that allows you to reroll a d20. +tags: +Type: General Feat +--- +# LUCKY GUESS +**Source** _Interstellar Species pg. 147_ +Even if you don’t know an answer, sometimes you arrive at the solution anyway with a lucky guess. + +**Prerequisites**: Any species trait or feat that allows you to reroll a d20. + +**Benefit**: Once per day when recalling knowledge, you can roll on an untrained skill as if it were a trained class skill and you had ranks in it equal to your level. + diff --git a/Compendium/SF1E/Feats/General Feats/Major Draconic Form.md b/Compendium/SF1E/Feats/General Feats/Major Draconic Form.md new file mode 100644 index 0000000..fb35bfc --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Major Draconic Form.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: The polymorph spell-like ability granted by Minor Draconic Form now functions as a 3rd-level spell. At 11th level, the spell-like ability instead functions as a 4th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability. +Prerequisites: 7th level, Cha 15, Minor Draconic Form +tags: +Type: General Feat +--- +# MAJOR DRACONIC FORM +**Source** _Interstellar Species pg. 87_ +Your inner shapeshifting potential allows you to attain increasingly powerful draconic forms. + +**Prerequisites**: 7th level, Cha 15, Minor Draconic Form + +**Benefit**: The polymorph spell-like ability granted by Minor Draconic Form now functions as a 3rd-level spell. At 11th level, the spell-like ability instead functions as a 4th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Major Eldritch Lore.md b/Compendium/SF1E/Feats/General Feats/Major Eldritch Lore.md new file mode 100644 index 0000000..ad8d8b1 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Major Eldritch Lore.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain one additional 4th-level spell known from your class spell list. +Prerequisites: Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list. +tags: +Type: General Feat +--- +# MAJOR ELDRITCH LORE +**Source** _Character Operations Manual pg. 116_ +You have learned a broad range of additional powerful magic. + +**Prerequisites**: Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list. + +**Benefit**: You gain one additional 4th-level spell known from your class spell list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Major Psychic Power.md b/Compendium/SF1E/Feats/General Feats/Major Psychic Power.md new file mode 100644 index 0000000..8f0485a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Major Psychic Power.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Select one of the following 2nd-level spells..... +Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th. +tags: +Type: General Feat +--- +# MAJOR PSYCHIC POWER +**Source** _Starfinder Core Rulebook pg. 159_ +You have a significant natural psychic ability. + +**Prerequisites**: Cha 15, Minor Psychic Power, Psychic Power, character level 7th. + +**Benefit**: Select one of the following 2nd-level spells: _augury_ or _status_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Major Stage Magic.md b/Compendium/SF1E/Feats/General Feats/Major Stage Magic.md new file mode 100644 index 0000000..05f00c4 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Major Stage Magic.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Select one of the following 2nd-level spells...... +Prerequisites: Cha 15, Minor Stage Magic, Stage Magic, character level 7th. +tags: +Type: General Feat +--- +# MAJOR STAGE MAGIC +**Source** _Pact Worlds pg. 191_ +You wield illusions that misdirect, deceive, or entertain an audience. + +**Prerequisites**: Cha 15, Minor Stage Magic, Stage Magic, character level 7th. + +**Benefit**: Select one of the following 2nd-level spells: _holographic image_, _invisibility_, or _mirror image_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. If you select _holographic image_ with this feat and you have already selected _holographic image_ with the Stage Magic feat, you can replace the spell selected with Stage Magic with another spell listed in the Stage Magic feat. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Masked Visage.md b/Compendium/SF1E/Feats/General Feats/Masked Visage.md new file mode 100644 index 0000000..342aba8 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Masked Visage.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: While a mask obscures your face, you gain a +2 circumstance bonus to Bluff checks to lie. DCs of Sense Motive attempts against you increase by 2, as does the DC of Intimidate attempts to bully you. +Prerequisites: +tags: +Type: General Feat +--- +# MASKED VISAGE +**Source** _Character Operations Manual pg. 21_ +With your face concealed, you can be inscrutable. + +**Benefit**: While a mask obscures your face, you gain a +2 circumstance bonus to Bluff checks to lie. DCs of Sense Motive attempts against you increase by 2, as does the DC of Intimidate attempts to bully you. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Master Crafter.md b/Compendium/SF1E/Feats/General Feats/Master Crafter.md new file mode 100644 index 0000000..5cd6d58 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Master Crafter.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time. +Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. +tags: +Type: General Feat +--- +# MASTER CRAFTER +**Source** _Starfinder Core Rulebook pg. 159_ +You can construct things more quickly than most. + +**Prerequisites**: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. + +**Benefit**: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time. + +**Special**: You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Masterful Imitation.md b/Compendium/SF1E/Feats/General Feats/Masterful Imitation.md new file mode 100644 index 0000000..c4b4cea --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Masterful Imitation.md @@ -0,0 +1,16 @@ +--- +Type: General Feat +Prerequisites: Change form species trait or Disguise 7 ranks. +Benefit: Choose a creature type other than your own (such as undead if you’re a humanoid). You can disguise your species and creature type without increasing the DC of your Disguise check, provided that your assumed form’s creature type is either your own or the type you selected with this feat. Any other limitations to your assumed form still apply: for example, you can’t change your apparent creature type with disguise self, and an astrazoan must change into a Medium creature with their change form species trait. +--- +# MASTERFUL IMITATION +**Source** _Interstellar Species pg. 51_ +Your mastery of disguises allows you to pass for creatures wildly different from your own species. + +**Prerequisites**: Change form species trait or Disguise 7 ranks. + +**Benefit**: Choose a creature type other than your own (such as undead if you’re a humanoid). You can disguise your species and creature type without increasing the DC of your Disguise check, provided that your assumed form’s creature type is either your own or the type you selected with this feat. Any other limitations to your assumed form still apply: for example, you can’t change your apparent creature type with disguise self, and an astrazoan must change into a Medium creature with their change form species trait. + +**Normal**: The DC for Disguise checks is adjusted by +2 to +5 if you alter major features, by +2 to +8 if you disguise yourself as a different species of the same creature type, and by +10 if you disguise yourself as a different creature type. + +**Special**: An astrazoan can use this feat to assume forms of the chosen creature type in addition to taking aberration and humanoid forms when using the change form species trait. You can take this feat multiple times. Each time you take the feat, it applies to another creature type you choose. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Medical Expert.md b/Compendium/SF1E/Feats/General Feats/Medical Expert.md new file mode 100644 index 0000000..ba3357a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Medical Expert.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action (DC 25). If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide long-term care with just a medkit. +Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank. +tags: +Type: General Feat +--- +# MEDICAL EXPERT +**Source** _Starfinder Core Rulebook pg. 159_ +You are an expert at medical science and caring for the ill. + +**Prerequisites**: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank. + +**Benefit**: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action (DC 25). If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide long-term care with just a medkit. + +**Normal**: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Memory Access.md b/Compendium/SF1E/Feats/General Feats/Memory Access.md new file mode 100644 index 0000000..4639c28 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Memory Access.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 insight bonus to skill checks to identify creatures and recall knowledge. +Prerequisites: Construct type, constructed racial trait, exocortex, or head slot augmentation. +tags: +Type: General Feat +--- +# MEMORY ACCESS +**Source** _Character Operations Manual pg. 116_ +You can access the physical pathways of even the dimmest memories, whether from previous inhabitants of your body or from your own experiences. + +**Prerequisites**: Construct type, constructed racial trait, exocortex, or head slot augmentation. + +**Benefit**: You gain a +2 insight bonus to skill checks to identify creatures and recall knowledge. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Minor Draconic Form.md b/Compendium/SF1E/Feats/General Feats/Minor Draconic Form.md new file mode 100644 index 0000000..9ce75f3 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Minor Draconic Form.md @@ -0,0 +1,17 @@ +--- +aliases: +Benefit: When you select polymorph as a spell known, you add dragon to the list of creature types you can select when designing polymorphed forms. Changing a target that isn’t a dragon into a dragon form grants them a +2 enhancement bonus to saving throws against paralysis and sleep effects. In addition, you can cast polymorph on yourself once per day as a 1st-level spell-like ability, using your character level as your caster level. However, you can only use this spell-like ability to assume one predetermined form that has the dragon type. +Prerequisites: Cha 13; dragon type, dragon-scaled species ability, or dragonblood theme +tags: +Type: General Feat +--- +# MINOR DRACONIC FORM +**Source** _Interstellar Species pg. 87_ +You have a natural talent for assuming draconic form. + +**Prerequisites**: Cha 13; dragon type, dragon-scaled species ability, or dragonblood theme + +**Benefit**: When you select polymorph as a spell known, you add dragon to the list of creature types you can select when designing polymorphed forms. Changing a target that isn’t a dragon into a dragon form grants them a +2 enhancement bonus to saving throws against paralysis and sleep effects. +In addition, you can cast polymorph on yourself once per day as a 1st-level spell-like ability, using your character level as your caster level. However, you can only use this spell-like ability to assume one predetermined form that has the dragon type. + +**Special**: At the GM’s discretion, other dragon-themed abilities or rewards might allow you to qualify for this feat as if you were a dragon. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Minor Eldritch Lore.md b/Compendium/SF1E/Feats/General Feats/Minor Eldritch Lore.md new file mode 100644 index 0000000..26c6919 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Minor Eldritch Lore.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain one additional 0-level spell from your class spell list. +Prerequisites: Key ability score 15, caster level 4th, 4 levels in a class with a class spell list. +tags: +Type: General Feat +--- +# MINOR ELDRITCH LORE +**Source** _Character Operations Manual pg. 116_ +You have learned a broad range of additional minor magic. + +**Prerequisites**: Key ability score 15, caster level 4th, 4 levels in a class with a class spell list. + +**Benefit**: You gain one additional 0-level spell from your class spell list. + +**Special**: For every 3 levels by which your caster level exceeds 4th, you can take this feat an additional time. Each time you select this feat, you gain a different 0-level spell from your class spell list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Minor Psychic Power.md b/Compendium/SF1E/Feats/General Feats/Minor Psychic Power.md new file mode 100644 index 0000000..960a849 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Minor Psychic Power.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Select one of the following 0-level spells..... +Prerequisites: Cha 11. +tags: +Type: General Feat +--- +# MINOR PSYCHIC POWER +**Source** _Starfinder Core Rulebook pg. 160_ +You have a minor natural psychic ability. + +**Prerequisites**: Cha 11. + +**Benefit**: Select one of the following 0-level spells: _dancing lights_, _psychokinetic hand_, _telekinetic projectile_, or _telepathic message_. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. + +**Special**: You can select this feat more than once. Each time you do, you must choose a different spell from the list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Minor Stage Magic.md b/Compendium/SF1E/Feats/General Feats/Minor Stage Magic.md new file mode 100644 index 0000000..d6dcdb3 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Minor Stage Magic.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: Select one of the following 0-level spells..... +Prerequisites: Cha 11. +tags: +Type: General Feat +--- +# MINOR STAGE MAGIC +**Source** _Pact Worlds pg. 191_ +Entertainers and icons from entertainment houses such as the Hamisfore Theatorium on Absalom Station to Eox’s Halls of the Living understand the importance of showmanship. From a famous mentor or through your own inventiveness, you have developed a minor magical trick to entertain or distract. + +**Prerequisites**: Cha 11. + +**Benefit**: Select one of the following 0-level spells: _dancing lights_, _ghost sound_, or _token spell_. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. + +**Special**: You can select this feat more than once. Each time you do, you must choose a different spell from the list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Multitudinous LFAN.md b/Compendium/SF1E/Feats/General Feats/Multitudinous LFAN.md new file mode 100644 index 0000000..2912bf4 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Multitudinous LFAN.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Your LFAN is as strong and flexible as two human hands, allowing you to use two one-handed items or a two-handed item as though you were a Medium creature with a reach of 5 feet. While doing so, you’re flat-footed unless you have a Strength of 17 or higher. +Prerequisites: Strength 13, LFAN species trait +tags: +Type: General Feat +--- +# MULTITUDINOUS LFAN +**Source** _Interstellar Species pg. 111_ +Your LFAN’s tendrils can lift heavy loads that unbalance you. + +**Prerequisites**: Strength 13, LFAN species trait + +**Benefit**: Your LFAN is as strong and flexible as two human hands, allowing you to use two one-handed items or a two-handed item as though you were a Medium creature with a reach of 5 feet. While doing so, you’re flat-footed unless you have a Strength of 17 or higher. diff --git a/Compendium/SF1E/Feats/General Feats/Nanite Integration.md b/Compendium/SF1E/Feats/General Feats/Nanite Integration.md new file mode 100644 index 0000000..64b2e8b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Nanite Integration.md @@ -0,0 +1,19 @@ +--- +aliases: +Benefit: Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed...... +Prerequisites: Character level 3rd, constructed racial trait or construct type. +tags: +Type: General Feat +--- +# NANITE INTEGRATION +**Source** _Character Operations Manual pg. 17_ +Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats. + +**Prerequisites**: Character level 3rd, constructed racial trait or construct type. + +**Benefit**: Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed. +_Rebooting Nanites:_ Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw. +_Repairing Nanites:_ Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute. +_Surging Nanites:_ Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check. + +**Special**: You can select this feat up to three times. Each time, you must select a different benefit. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Operatic Shatter.md b/Compendium/SF1E/Feats/General Feats/Operatic Shatter.md new file mode 100644 index 0000000..f395d19 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Operatic Shatter.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You can spend a full action to sing at and examine an unattended object or structure within 120 feet of you, such as a piece of armor or steel wall. For the next hour or until you use this feat to assess another object, you reduce the target’s hardness against sonic damage you deal by an amount equal to your level. If you have another ability or weapon special property that would also reduce the target’s hardness, you either reduce the hardness by an amount equal to your level, or you reduce the hardness by an amount equal to half your level plus any hardness reduction provided by the other source, whichever is higher. As a standard action, you can sing or use an instrument to play a powerful note that damages an object or structure you’ve assessed with this feat. This note deals sonic damage equal to your level and has a range of 30 feet. Once you’ve sounded this destructive note, you can’t do so again until you rest for 10 minutes to recover Stamina Points. +Prerequisites: Perception 6 ranks +tags: +Type: General Feat +--- +# OPERATIC SHATTER +**Source** _Interstellar Species pg. 99_ +Through observation and experimentation, you can determine the exact pitch to shatter glass with your voice—and sturdier objects with your spells and weapons. + +**Prerequisites**: Perception 6 ranks + +**Benefit**: You can spend a full action to sing at and examine an unattended object or structure within 120 feet of you, such as a piece of armor or steel wall. For the next hour or until you use this feat to assess another object, you reduce the target’s hardness against sonic damage you deal by an amount equal to your level. If you have another ability or weapon special property that would also reduce the target’s hardness, you either reduce the hardness by an amount equal to your level, or you reduce the hardness by an amount equal to half your level plus any hardness reduction provided by the other source, whichever is higher. +As a standard action, you can sing or use an instrument to play a powerful note that damages an object or structure you’ve assessed with this feat. This note deals sonic damage equal to your level and has a range of 30 feet. Once you’ve sounded this destructive note, you can’t do so again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Oracular Gift.md b/Compendium/SF1E/Feats/General Feats/Oracular Gift.md new file mode 100644 index 0000000..3c77776 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Oracular Gift.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +1 bonus to Perception checks to act in the surprise round, as well as to initiative checks. Additionally, you can cast _augury_ once per day without spending a Resolve Point to do so, and add your caster level to the percentage chance of the spell giving you a meaningful reply. +Prerequisites: Ability to cast _augury_. +tags: +Type: General Feat +--- +# ORACULAR GIFT +**Source** _Character Operations Manual pg. 117_ +You have a particular knack for predicting the future. + +**Prerequisites**: Ability to cast _augury_. + +**Benefit**: You gain a +1 bonus to Perception checks to act in the surprise round, as well as to initiative checks. Additionally, you can cast _augury_ once per day without spending a Resolve Point to do so, and add your caster level to the percentage chance of the spell giving you a meaningful reply. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Penetrating Spell.md b/Compendium/SF1E/Feats/General Feats/Penetrating Spell.md new file mode 100644 index 0000000..b83053f --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Penetrating Spell.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Reduce your target’s energy resistances and damage reduction by 5 against your spell damage. +Prerequisites: Ability to cast 4th-level spells. +tags: +Type: General Feat +--- +# PENETRATING SPELL +**Source** _Starfinder Core Rulebook pg. 160_ +You know how to cast spells so that they penetrate your opponent’s defenses. + +**Prerequisites**: Ability to cast 4th-level spells. + +**Benefit**: Reduce your target’s energy resistances and damage reduction by 5 against your spell damage. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Percussive Maintenance.md b/Compendium/SF1E/Feats/General Feats/Percussive Maintenance.md new file mode 100644 index 0000000..a606c09 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Percussive Maintenance.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat. +Prerequisites: Str 11. +tags: +Type: General Feat +--- +# PERCUSSIVE MAINTENANCE +**Source** _Character Operations Manual pg. 117_ +You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work. + +**Prerequisites**: Str 11. + +**Benefit**: Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat. diff --git a/Compendium/SF1E/Feats/General Feats/Perpetual Polymorph.md b/Compendium/SF1E/Feats/General Feats/Perpetual Polymorph.md new file mode 100644 index 0000000..da148d9 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Perpetual Polymorph.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you cast polymorph on yourself and choose to transform into a predetermined polymorph form from a lower-level list of forms you know, you increase the spell’s duration. If you transform into a form that’s from a list one level lower, the duration increases to 5 minutes/level (D). If you transform into a form that’s from a list two levels lower, the duration increases to 1 hour/level (D). If you transform into a form that’s from a list three levels lower, the spell’s duration lasts until the next time you regain spell slots. +Prerequisites: You know the polymorph spell as a 2nd-level spell or higher. +tags: +Type: General Feat +--- +# PERPETUAL POLYMORPH +**Source** _Interstellar Species pg. 87_ +By assuming the form of a less powerful creature, you can dramatically extend the duration of your transformations. + +**Prerequisites**: You know the polymorph spell as a 2nd-level spell or higher. + +**Benefit**: When you cast polymorph on yourself and choose to transform into a predetermined polymorph form from a lower-level list of forms you know, you increase the spell’s duration. If you transform into a form that’s from a list one level lower, the duration increases to 5 minutes/level (D). If you transform into a form that’s from a list two levels lower, the duration increases to 1 hour/level (D). If you transform into a form that’s from a list three levels lower, the spell’s duration lasts until the next time you regain spell slots. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Pincered LFAN.md b/Compendium/SF1E/Feats/General Feats/Pincered LFAN.md new file mode 100644 index 0000000..52b1cf7 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Pincered LFAN.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you gain this feat, you can choose for the special unarmed strike to gain the operative weapon special property. If you do so, the special version of the Weapon Specialization feat at 3rd level adds only your character level to your damage rolls with the unarmed strike, not 1-1/2 × your character level. +Prerequisites: You gain the natural weapons universal creature rule, dealing piercing damage. +tags: +Type: General Feat +--- +# PINCERED LFAN +**Source** _Interstellar Species pg. 111_ +You’ve developed sharpened, retractable pincers at the ends of your LFAN tendrils, turning them into lethal weapons. + +**Prerequisites**: LFAN species trait + +**Benefit**: You gain the natural weapons universal creature rule, dealing piercing damage. + +**Special**: When you gain this feat, you can choose for the special unarmed strike to gain the operative weapon special property. If you do so, the special version of the Weapon Specialization feat at 3rd level adds only your character level to your damage rolls with the unarmed strike, not 1-1/2 × your character level. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Pinpoint Hearing.md b/Compendium/SF1E/Feats/General Feats/Pinpoint Hearing.md new file mode 100644 index 0000000..1c7af2e --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Pinpoint Hearing.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain blindsense (sound) with a range of 30 feet. If you already have blindsense (sound or vibration), you instead gain blindsight (sound or vibration, matching your blindsense type). When using the Echolocation Attack feat, you extend the range of your granted blindsight by 30 feet. +Prerequisites: Echolocation Attack, Perception 9 ranks +tags: +Type: General Feat +--- +# PINPOINT HEARING +**Source** _Interstellar Species pg. 99_ +You hear echoes so clearly that even the reflected sound of your footsteps or the hum of a starship’s engine can disclose hidden secrets. + +**Prerequisites**: Echolocation Attack, Perception 9 ranks + +**Benefit**: You gain blindsense (sound) with a range of 30 feet. If you already have blindsense (sound or vibration), you instead gain blindsight (sound or vibration, matching your blindsense type). When using the Echolocation Attack feat, you extend the range of your granted blindsight by 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Poison Adaptation.md b/Compendium/SF1E/Feats/General Feats/Poison Adaptation.md new file mode 100644 index 0000000..ccb35ab --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Poison Adaptation.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 enhancement bonus to saving throws against poison, and you take half damage from initial exposure to poisons. +Prerequisites: Con 11. +tags: +Type: General Feat +--- +# POISON ADAPTATION +**Source** _Character Operations Manual pg. 117_ +Your body is especially resistant to toxins. + +**Prerequisites**: Con 11. + +**Benefit**: You gain a +2 enhancement bonus to saving throws against poison, and you take half damage from initial exposure to poisons. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Poison Rejection (COM.md b/Compendium/SF1E/Feats/General Feats/Poison Rejection (COM.md new file mode 100644 index 0000000..45d9cf3 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Poison Rejection (COM.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you fulfill a poison’s cure condition (or reach the end of its duration), you move one step toward healthy. You also move one step toward healthy for each night of normal rest; this can be increased as normal using the long-term care task of Medicine. +Prerequisites: Con 17, Poison Adaptation. +tags: +Type: General Feat +--- +# POISON REJECTION (COM) +**Source** _Character Operations Manual pg. 117_ +Your body purges toxins quickly. + +**Prerequisites**: Con 17, Poison Adaptation. + +**Benefit**: When you fulfill a poison’s cure condition (or reach the end of its duration), you move one step toward healthy. You also move one step toward healthy for each night of normal rest; this can be increased as normal using the long-term care task of Medicine. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Poison Rejection (NS.md b/Compendium/SF1E/Feats/General Feats/Poison Rejection (NS.md new file mode 100644 index 0000000..2811367 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Poison Rejection (NS.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you are affected by a poison or venom, if you succeed at your first saving throw against the poison, you are immediately allowed a second at the same DC. If you succeed at both saves, you end the poison with no further effects. +Prerequisites: Racial trait with “poison” or “slime” in the name. +tags: +Type: General Feat +--- +# POISON REJECTION (NS) +**Source** _Near Space pg. 132_ +You’ve mastered a method of using your bodily fluids to negate poison and venom. + +**Prerequisites**: Racial trait with “poison” or “slime” in the name. + +**Benefit**: When you are affected by a poison or venom, if you succeed at your first saving throw against the poison, you are immediately allowed a second at the same DC. If you succeed at both saves, you end the poison with no further effects. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Polymorph Adept.md b/Compendium/SF1E/Feats/General Feats/Polymorph Adept.md new file mode 100644 index 0000000..abca278 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Polymorph Adept.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: While your _polymorph_ spell targeting yourself lasts, as a standard action, you can change into another form you know from that level of the spell or any lower-level version. This does not affect the duration of the spell. +Prerequisites: You know the _polymorph_ spell as a 3rd-level spell or higher. +tags: +Type: General Feat +--- +# POLYMORPH ADEPT +**Source** _Alien Archive 2 pg. 145_ +You are adept at changing forms using polymorph. + +**Prerequisites**: You know the _polymorph_ spell as a 3rd-level spell or higher. + +**Benefit**: While your _polymorph_ spell targeting yourself lasts, as a standard action, you can change into another form you know from that level of the spell or any lower-level version. This does not affect the duration of the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Polymorphic Titan.md b/Compendium/SF1E/Feats/General Feats/Polymorphic Titan.md new file mode 100644 index 0000000..c756b05 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Polymorphic Titan.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you cast polymorph on yourself as a 6th-level spell to transform into a Huge predetermined form, you can spend 1 RP to transform into a Gargantuan version of that form instead. The Gargantuan form grants a +4 enhancement bonus to Strength-based ability checks and skill checks. Alternatively, you can spend 2 RP to instead transform into a Colossal version of that form with a space of 30 feet, granting you a +5 enhancement bonus to Strength-based ability checks and skill checks. +Prerequisites: 17th level, you know the polymorph spell as a 6th-level spell, and you have at least one Huge predetermined polymorph form. +tags: +Type: General Feat +--- +# POLYMORPHIC TITAN +**Source** _Interstellar Species pg. 87_ +You can transform into utterly enormous creatures. + +**Prerequisites**: 17th level, you know the polymorph spell as a 6th-level spell, and you have at least one Huge predetermined polymorph form. + +**Benefit**: When you cast polymorph on yourself as a 6th-level spell to transform into a Huge predetermined form, you can spend 1 RP to transform into a Gargantuan version of that form instead. The Gargantuan form grants a +4 enhancement bonus to Strength-based ability checks and skill checks. Alternatively, you can spend 2 RP to instead transform into a Colossal version of that form with a space of 30 feet, granting you a +5 enhancement bonus to Strength-based ability checks and skill checks. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Positive Conduit.md b/Compendium/SF1E/Feats/General Feats/Positive Conduit.md new file mode 100644 index 0000000..e72231b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Positive Conduit.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you regain Hit Points from a magical effect or serum, you regain an additional amount of Hit Points equal to your Constitution modifier. Once you use this ability, you can’t use it again until you take a 10-minute rest to regain Stamina Points. +Prerequisites: Con 13. +tags: +Type: General Feat +--- +# POSITIVE CONDUIT +**Source** _Character Operations Manual pg. 117_ +Your body resonates with positive energy, absorbing more benefit than usual from healing effects. + +**Prerequisites**: Con 13. + +**Benefit**: When you regain Hit Points from a magical effect or serum, you regain an additional amount of Hit Points equal to your Constitution modifier. Once you use this ability, you can’t use it again until you take a 10-minute rest to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Profession Mastery.md b/Compendium/SF1E/Feats/General Feats/Profession Mastery.md new file mode 100644 index 0000000..e98e0c3 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Profession Mastery.md @@ -0,0 +1,19 @@ +--- +aliases: +Benefit: Choose one Profession skill that you have at least 1 rank in. You must also have a minimum ability score of 13 in the ability score associated with the chosen Profession skill. You can use your ranks in the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession (in place of that skill’s ranks). Each common profession skill appears below after its associated ability score, and each skill lists two skills you can select between when you take this feat. Once made, this decision cannot be changed..... +Prerequisites: Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait. +tags: +Type: General Feat +--- +# PROFESSION MASTERY +**Source** _Character Operations Manual pg. 25_ +Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect. + +**Prerequisites**: Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait. + +**Benefit**: Choose one Profession skill that you have at least 1 rank in. You must also have a minimum ability score of 13 in the ability score associated with the chosen Profession skill. You can use your ranks in the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession (in place of that skill’s ranks). Each common profession skill appears below after its associated ability score, and each skill lists two skills you can select between when you take this feat. Once made, this decision cannot be changed. +_Charisma-Based Profession Skills:_ Actor (Bluff, Disguise), artist (Culture, Disguise), comedian (Bluff, Intimidate), courtesan (Acrobatics, Bluff), dancer (Acrobatics, Athletics), musician (Bluff, Sense Motive), orator (Diplomacy, Sense Motive), poet (Bluff, Culture), politician (Diplomacy, Intimidate), video personality (Computers, Diplomacy), writer (Culture, Diplomacy) +_Intelligence-Based Profession Skills:_ Accountant (Computers, Perception), archaeologist (Culture, Life Science), architect (Engineering, Physical Science), corporate professional (Diplomacy, Intimidate), electrician (Engineering, Physical Science), lab technician (Life Science, Physical Science), lawyer (Culture, Intimidate), mathematician (Computers, Physical Science), philosopher (Bluff, Culture), professor (Intimidate, Sense Motive), psychologist (Diplomacy, Sense Motive), vidgamer (Computers, Culture). +_Wisdom-Based Profession Skills:_ Bounty hunter (Intimidate, Survival), cook (Life Science, Physical Science), counselor (Diplomacy, Sense Motive), dockworker (Athletics, Engineering), farmer (Life Science, Survival), gambler (Bluff, Sense Motive), general contractor (Diplomacy, Engineering), herbalist (Life Science, Medicine), maintenance worker (Athletics, Engineering), manager (Diplomacy, Intimidate), mercenary (Culture, Survival), merchant (Culture, Diplomacy), miner (Athletics, Physical Science), smuggler (Sleight of Hand, Stealth). + +**Special**: You can take this feat twice. The second time, you can use the chosen Profession skill to attempt tasks associated with both skills associated with that Profession skill. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Protective Fur.md b/Compendium/SF1E/Feats/General Feats/Protective Fur.md new file mode 100644 index 0000000..9963adf --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Protective Fur.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You gain a +2 circumstance bonus to Fortitude saves against cold and heat dangers. In addition, you gain a +4 circumstance bonus to Fortitude saves made to avoid contracting contact diseases and poisons. +Prerequisites: Skittermander or ysoki. +tags: +Type: General Feat +--- +# PROTECTIVE FUR +**Source** _Character Operations Manual pg. 117_ +Your thick fur protects you from certain environmental hazards and makes you resistant to some types of poisons. + +**Prerequisites**: Skittermander or ysoki. + +**Benefit**: You gain a +2 circumstance bonus to Fortitude saves against cold and heat dangers. In addition, you gain a +4 circumstance bonus to Fortitude saves made to avoid contracting contact diseases and poisons. + +**Special**: At the GM’s discretion, other furred races might meet the prerequisites for this feat. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Psychic Power.md b/Compendium/SF1E/Feats/General Feats/Psychic Power.md new file mode 100644 index 0000000..46c7782 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Psychic Power.md @@ -0,0 +1,15 @@ +--- +Type: General Feat +Prerequisites: Cha 13, Minor Psychic Power, character level 4th. +Benefit: Select one of the following 1st-level spells: _comprehend languages_, _detect thoughts_, or _mindlink_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. + +--- +# PSYCHIC POWER +**Source** _Starfinder Core Rulebook pg. 160_ +You have a natural psychic ability. + +**Prerequisites**: Cha 13, Minor Psychic Power, character level 4th. + +**Benefit**: Select one of the following 1st-level spells: _comprehend languages_, _detect thoughts_, or _mindlink_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. + +**Special**: You can select this feat more than once. Each time you do, you must choose a different spell from the list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Psychic Stalking.md b/Compendium/SF1E/Feats/General Feats/Psychic Stalking.md new file mode 100644 index 0000000..fc28ad5 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Psychic Stalking.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 species bonus to track intelligent or psychic creatures and can use Mysticism in place of Survival for tracking. +Prerequisites: Telepathy or limited telepathy species trait. +tags: +Type: General Feat +--- +# PSYCHIC STALKING +**Source** _Interstellar Species pg. 147_ +With extensive training, you have begun to sense the faint psychic trails left behind by intelligent and psychic creatures. You can use this newfound sensitivity to track prey with your psychic powers. + +**Prerequisites**: Telepathy or limited telepathy species trait. + +**Benefit**: You gain a +2 species bonus to track intelligent or psychic creatures and can use Mysticism in place of Survival for tracking. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Quicker Trickler.md b/Compendium/SF1E/Feats/General Feats/Quicker Trickler.md new file mode 100644 index 0000000..42e47df --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Quicker Trickler.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can trickle serums down the throats of other creatures as a standard action instead of as a full action. +Prerequisites: Medicine 3 ranks. +tags: +Type: General Feat +--- +# QUICKER TRICKLER +**Source** _Character Operations Manual pg. 117_ +You are skilled at administering serums. + +**Prerequisites**: Medicine 3 ranks. + +**Benefit**: You can trickle serums down the throats of other creatures as a standard action instead of as a full action. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Rallying Roar.md b/Compendium/SF1E/Feats/General Feats/Rallying Roar.md new file mode 100644 index 0000000..3720c70 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Rallying Roar.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can roar as a move action, affecting all creatures within 60 feet. Affected allies gain a +1 morale bonus to Will saves, and affected enemies take a –1 penalty to Will saves. These effects last until the start of your next turn. Once you roar in this way, you can’t do so again for 1d4 rounds. This is a sense-dependent, mind-affecting effect. +Prerequisites: Cha 13, Intimidate 1 rank +tags: +Type: General Feat +--- +# RALLYING ROAR +**Source** _Interstellar Species pg. 135_ +You’ve honed your voice to echo over the battlefield. + +**Prerequisites**: Cha 13, Intimidate 1 rank + +**Benefit**: You can roar as a move action, affecting all creatures within 60 feet. Affected allies gain a +1 morale bonus to Will saves, and affected enemies take a –1 penalty to Will saves. These effects last until the start of your next turn. Once you roar in this way, you can’t do so again for 1d4 rounds. This is a sense-dependent, mind-affecting effect. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Reality Glimmer.md b/Compendium/SF1E/Feats/General Feats/Reality Glimmer.md new file mode 100644 index 0000000..949c612 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Reality Glimmer.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. +Prerequisites: Cha 15, character level 5th, no levels in witchwarper. +tags: +Type: General Feat +--- +# REALITY GLIMMER +**Source** _Character Operations Manual pg. 117_ +You gain a thread of control over alternate realities. + +**Prerequisites**: Cha 15, character level 5th, no levels in witchwarper. + +**Benefit**: Choose two 0-level witchwarper spells and one 1st-level witchwarper spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Charisma. If you later gain levels in witchwarper, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Reject Chains.md b/Compendium/SF1E/Feats/General Feats/Reject Chains.md new file mode 100644 index 0000000..f2cd205 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Reject Chains.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain a +2 insight bonus to saving throws against charm and compulsion effects, and once per day you can reroll a save against such an effect. +Prerequisites: Shirren. +tags: +Type: General Feat +--- +# REJECT CHAINS +**Source** _Character Operations Manual pg. 117_ +Shirrens threw off the Swarm’s hold on their collective psyche, and the embers of that strength still burn within you. + +**Prerequisites**: Shirren. + +**Benefit**: You gain a +2 insight bonus to saving throws against charm and compulsion effects, and once per day you can reroll a save against such an effect. + diff --git a/Compendium/SF1E/Feats/General Feats/Reliable Connections.md b/Compendium/SF1E/Feats/General Feats/Reliable Connections.md new file mode 100644 index 0000000..ad0b55e --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Reliable Connections.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: While in a large settlement in which equipment is available, you can attempt to call in a favor from one of your more reliable connections. Once per week, you can spend 10 minutes to attempt a Diplomacy check to request that your contact send you a single piece of equipment with an item level no greater than your level; the DC of this check is 10 + 1-1/2 × the item’s level. On a success, the item arrives in approximately one hour by drone, courier, or other means. You must spend the appropriate credits to receive the item. The price of the item is reduced by a percentage equal to the amount by which your Diplomacy check exceeds the DC, up to a maximum of 10%. For example, a result of 24 on a DC of 19 would result in a 5% discount. +Prerequisites: Character level 5th. +tags: +Type: General Feat +--- +# RELIABLE CONNECTIONS +**Source** _Drift Crisis pg. 85_ +You can call in favors owed by various connections to get you the equipment you need in a pinch. + +**Prerequisites**: Character level 5th. + +**Benefit**: While in a large settlement in which equipment is available, you can attempt to call in a favor from one of your more reliable connections. Once per week, you can spend 10 minutes to attempt a Diplomacy check to request that your contact send you a single piece of equipment with an item level no greater than your level; the DC of this check is 10 + 1-1/2 × the item’s level. On a success, the item arrives in approximately one hour by drone, courier, or other means. You must spend the appropriate credits to receive the item. The price of the item is reduced by a percentage equal to the amount by which your Diplomacy check exceeds the DC, up to a maximum of 10%. For example, a result of 24 on a DC of 19 would result in a 5% discount. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Rending Slash.md b/Compendium/SF1E/Feats/General Feats/Rending Slash.md new file mode 100644 index 0000000..f6cb4d7 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Rending Slash.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: On your turn, the second time you successfully hit and deal slashing damage to a creature using the unarmed strike granted by your natural weapons trait, the target also takes bleed damage equal to 1d4 + half your character level. +Prerequisites: Str 13, Dex 13, natural weapons (s) species trait +tags: +Type: General Feat +--- +# RENDING SLASH +**Source** _Interstellar Species pg. 135_ +You viciously tear into an opponent’s flesh, leaving behind deep, jagged wounds. + +**Prerequisites**: Str 13, Dex 13, natural weapons (s) species trait + +**Benefit**: On your turn, the second time you successfully hit and deal slashing damage to a creature using the unarmed strike granted by your natural weapons trait, the target also takes bleed damage equal to 1d4 + half your character level. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Righteous Frenzy.md b/Compendium/SF1E/Feats/General Feats/Righteous Frenzy.md new file mode 100644 index 0000000..1e672e8 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Righteous Frenzy.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you activate your frenzy species trait, choose either destructive or healing energy. If you choose destructive energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn deals additional force damage equal to 1 + 1/2 your level. If you choose healing energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn causes an ally who has 0 Stamina Points to regain a number of Stamina Points equal to 1 + 1/2 your level. Even if you witness enemies harming your allies multiple times, you can’t deal additional damage or restore Stamina Points in this way more than once per round. +Prerequisites: Frenzy species trait +tags: +Type: General Feat +--- +# RIGHTEOUS FRENZY +**Source** _Interstellar Species pg. 130_ +Your furious defense of injured friends transforms you into a conduit for divine power, likely Hylax’s, but perhaps that of some other patron. + +**Prerequisites**: Frenzy species trait + +**Benefit**: When you activate your frenzy species trait, choose either destructive or healing energy. If you choose destructive energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn deals additional force damage equal to 1 + 1/2 your level. If you choose healing energy, whenever you observe an enemy deal Hit Points damage to one of your allies during your frenzy, your next successful attack against that enemy before the end of your next turn causes an ally who has 0 Stamina Points to regain a number of Stamina Points equal to 1 + 1/2 your level. Even if you witness enemies harming your allies multiple times, you can’t deal additional damage or restore Stamina Points in this way more than once per round. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Scurry.md b/Compendium/SF1E/Feats/General Feats/Scurry.md new file mode 100644 index 0000000..23d6cd0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Scurry.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so. +Prerequisites: Racial bonus to Dexterity, size Small. +tags: +Type: General Feat +--- +# SCURRY +**Source** _Character Operations Manual pg. 29_ +Your small size affords you superior tactical positioning. + +**Prerequisites**: Racial bonus to Dexterity, size Small. + +**Benefit**: You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so. \ No newline at end of file diff --git "a/Compendium/SF1E/Feats/General Feats/Shifter\342\200\231s Eye.md" "b/Compendium/SF1E/Feats/General Feats/Shifter\342\200\231s Eye.md" new file mode 100644 index 0000000..5c755f5 --- /dev/null +++ "b/Compendium/SF1E/Feats/General Feats/Shifter\342\200\231s Eye.md" @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you attempt a Perception check to pierce a creature’s disguise, you reduce any bonus it gains from any special ability it used to disguise itself (such as the +10 bonus to Disguise checks granted by disguise self or the change shape ability) by 5 or by an amount equal to your ranks in Disguise, whichever is greater. This can’t reduce the bonus granted by any of these abilities to less than 0. +Prerequisites: Change form species trait or Disguise 5 ranks. +tags: +Type: General Feat +--- +# SHIFTER’S EYE +**Source** _Interstellar Species pg. 51_ +Your mastery of disguises has made you adept at spotting impostors. + +**Prerequisites**: Change form species trait or Disguise 5 ranks. + +**Benefit**: When you attempt a Perception check to pierce a creature’s disguise, you reduce any bonus it gains from any special ability it used to disguise itself (such as the +10 bonus to Disguise checks granted by disguise self or the change shape ability) by 5 or by an amount equal to your ranks in Disguise, whichever is greater. This can’t reduce the bonus granted by any of these abilities to less than 0. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Silt Shield.md b/Compendium/SF1E/Feats/General Feats/Silt Shield.md new file mode 100644 index 0000000..a8cc3a6 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Silt Shield.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Stealth 1 rank, Survival 1 rank. +Benefit: As a full action, you can use a free hand to slather nearby moss, mud, or other easily smeared natural materials over your body; if you have at least two free hands, you can instead do so as a move action. While coated, you increase the percent miss chance of concealment provided by similar natural materials by 5% (or by 10% if you have at least 10 ranks in Stealth). In addition, each time a creature with blindsense (scent) would detect you with that sense, they have a 50% chance of failing to detect you with that sense. Each time a creature with blindsight (scent) would detect you with that sense, they have a 50% chance of gaining only the benefits of blindsense (scent). +The coating lasts for a number of minutes equal to 10 × your ranks in Survival, until you are critically hit by an attack, or until you are thoroughly doused by clean water or similar liquid, after which the coating is compromised enough to provide no benefit. You can benefit from only one application of this ability at a time. +--- +# SILT SHIELD +**Source** _Galaxy Exploration Manual pg. 71_ +You’re an expert at adopting emergency camouflage. + +**Prerequisites**: Stealth 1 rank, Survival 1 rank. + +**Benefit**: As a full action, you can use a free hand to slather nearby moss, mud, or other easily smeared natural materials over your body; if you have at least two free hands, you can instead do so as a move action. While coated, you increase the percent miss chance of concealment provided by similar natural materials by 5% (or by 10% if you have at least 10 ranks in Stealth). In addition, each time a creature with blindsense (scent) would detect you with that sense, they have a 50% chance of failing to detect you with that sense. Each time a creature with blindsight (scent) would detect you with that sense, they have a 50% chance of gaining only the benefits of blindsense (scent). +The coating lasts for a number of minutes equal to 10 × your ranks in Survival, until you are critically hit by an attack, or until you are thoroughly doused by clean water or similar liquid, after which the coating is compromised enough to provide no benefit. You can benefit from only one application of this ability at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Skill Focus.md b/Compendium/SF1E/Feats/General Feats/Skill Focus.md new file mode 100644 index 0000000..524c646 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Skill Focus.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. +Prerequisites: +tags: +Type: General Feat +--- +# SKILL FOCUS +**Source** _Starfinder Core Rulebook pg. 161_ +You are particularly adept at a certain skill. + +**Benefit**: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. + +**Special**: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill. + diff --git a/Compendium/SF1E/Feats/General Feats/Skill Synergy.md b/Compendium/SF1E/Feats/General Feats/Skill Synergy.md new file mode 100644 index 0000000..b3f59a1 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Skill Synergy.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. +Prerequisites: +tags: +Type: General Feat +--- +# SKILL SYNERGY +**Source** _Starfinder Core Rulebook pg. 161_ +You understand how two skills work well together. + +**Benefit**: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. + +**Special**: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Sky Jockey.md b/Compendium/SF1E/Feats/General Feats/Sky Jockey.md new file mode 100644 index 0000000..0407e6b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Sky Jockey.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you’re using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship’s speed increases by 1. +Prerequisites: Piloting 5 ranks. +tags: +Type: General Feat +--- +# SKY JOCKEY +**Source** _Starfinder Core Rulebook pg. 161_ +You can get the most out of flying technology. + +**Prerequisites**: Piloting 5 ranks. + +**Benefit**: When you’re using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship’s speed increases by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Soothing Focus.md b/Compendium/SF1E/Feats/General Feats/Soothing Focus.md new file mode 100644 index 0000000..0f51b9f --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Soothing Focus.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You no longer suffer any ill effects from your psychic reverb. +Prerequisites: Psychic reverb species trait, character level 7th. +tags: +Type: General Feat +--- +# SOOTHING FOCUS +**Source** _Interstellar Species pg. 147_ +Through meditation and continual psychic training, you have learned to tune out the worst of the psychic echoes that rattle you. + +**Prerequisites**: Psychic reverb species trait, character level 7th. + +**Benefit**: You no longer suffer any ill effects from your psychic reverb. + diff --git a/Compendium/SF1E/Feats/General Feats/Soothing Telepathy.md b/Compendium/SF1E/Feats/General Feats/Soothing Telepathy.md new file mode 100644 index 0000000..7f51c2a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Soothing Telepathy.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn. +Prerequisites: Limited telepathy or telepathy. +tags: +Type: General Feat +--- +# SOOTHING TELEPATHY +**Source** _Character Operations Manual pg. 118_ +Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies. + +**Prerequisites**: Limited telepathy or telepathy. + +**Benefit**: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Spell Feint.md b/Compendium/SF1E/Feats/General Feats/Spell Feint.md new file mode 100644 index 0000000..c9fc328 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spell Feint.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: When you succeed at a feint combat maneuver, instead of the normal effects, your opponent takes a –1 penalty to saving throws against the next spell you cast before the end of your next turn. +Prerequisites: +tags: +Type: General Feat +--- +# SPELL FEINT +**Source** _Character Operations Manual pg. 118_ +Your distractions create openings for your spells. + +**Benefit**: When you succeed at a feint combat maneuver, instead of the normal effects, your opponent takes a –1 penalty to saving throws against the next spell you cast before the end of your next turn. diff --git a/Compendium/SF1E/Feats/General Feats/Spell Focus.md b/Compendium/SF1E/Feats/General Feats/Spell Focus.md new file mode 100644 index 0000000..7b67399 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spell Focus.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. +Prerequisites: Ability to cast spells, character level 3rd. +tags: +Type: General Feat +--- +# SPELL FOCUS +**Source** _Starfinder Core Rulebook pg. 162_ +Through careful study, you have developed methods to make your spells harder to resist. + +**Prerequisites**: Ability to cast spells, character level 3rd. + +**Benefit**: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Spell Penetration.md b/Compendium/SF1E/Feats/General Feats/Spell Penetration.md new file mode 100644 index 0000000..daea6e0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spell Penetration.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance (see page 265). +Prerequisites: +tags: +Type: General Feat +--- +# SPELL PENETRATION +**Source** _Starfinder Core Rulebook pg. 162_ +Your spells break through spell resistance more easily than those of other spellcasters. + +**Benefit**: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance (see page 265). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Spellbane.md b/Compendium/SF1E/Feats/General Feats/Spellbane.md new file mode 100644 index 0000000..7685eb7 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spellbane.md @@ -0,0 +1,16 @@ +--- +aliases: +tags: +--- +--- +Type: General Feat +Prerequisites: Unable to cast spells or use spell-like abilities. +Benefit: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites. +--- +# SPELLBANE +**Source** _Starfinder Core Rulebook pg. 162_ +Your mind and body are fortified against magic. + +**Prerequisites**: Unable to cast spells or use spell-like abilities. + +**Benefit**: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Spellguard.md b/Compendium/SF1E/Feats/General Feats/Spellguard.md new file mode 100644 index 0000000..2fd9dbb --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spellguard.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a reaction when an adjacent ally is targeted by a spell or spell-like ability, you can create a minor protective ward, granting that ally a +2 insight bonus to their saving throw against that effect. This effect distracts you from your own defenses, and you take a –2 penalty to saving throws against spells and spell-like abilities until the beginning of your next turn. Once you use this ability, you can’t use it again until you regain Stamina Points with a 10-minute rest. +Prerequisites: Mysticism 3 ranks. +tags: +Type: General Feat +--- +# SPELLGUARD +**Source** _Character Operations Manual pg. 118_ +You can ward an ally against a spell at the cost of your own mystical defenses. + +**Prerequisites**: Mysticism 3 ranks. + +**Benefit**: As a reaction when an adjacent ally is targeted by a spell or spell-like ability, you can create a minor protective ward, granting that ally a +2 insight bonus to their saving throw against that effect. This effect distracts you from your own defenses, and you take a –2 penalty to saving throws against spells and spell-like abilities until the beginning of your next turn. Once you use this ability, you can’t use it again until you regain Stamina Points with a 10-minute rest. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Spot of Luck.md b/Compendium/SF1E/Feats/General Feats/Spot of Luck.md new file mode 100644 index 0000000..80b06e6 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Spot of Luck.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you use an ability to reroll one d20 roll, you can spend 1 Resolve Point to reroll twice and use the highest of all three results. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina Points. +Prerequisites: Any racial trait or feat that grants a d20 reroll, character level 5th. +tags: +Type: General Feat +--- +# SPOT OF LUCK +**Source** _Character Operations Manual pg. 32_ +When escaping tight spots, you defy the odds. + +**Prerequisites**: Any racial trait or feat that grants a d20 reroll, character level 5th. + +**Benefit**: When you use an ability to reroll one d20 roll, you can spend 1 Resolve Point to reroll twice and use the highest of all three results. Once you use this ability, you can do so again only after a 10-minute rest to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Squox Companion.md b/Compendium/SF1E/Feats/General Feats/Squox Companion.md new file mode 100644 index 0000000..f8f9164 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Squox Companion.md @@ -0,0 +1,20 @@ +--- +Type: General Feat +Prerequisites: ou own a trained squox that has an attitude of friendly or helpful toward you. +Benefit: You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks. + +Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead. + +In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check). +--- +# SQUOX COMPANION +**Source** _Alien Archive 2 pg. 119_ +Your squox is a well-trained companion. + +**Prerequisites**: You own a trained squox that has an attitude of friendly or helpful toward you. + +**Benefit**: You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks. + +Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead. + +In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check). \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Stage Magic.md b/Compendium/SF1E/Feats/General Feats/Stage Magic.md new file mode 100644 index 0000000..a361fda --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Stage Magic.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Cha 13, Minor Stage Magic, character level 4th. +Benefit: Select one of the following 1st-level spells: _disguise self_, _holographic image_, or _unseen servant_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. +--- +# STAGE MAGIC +**Source** _Pact Worlds pg. 191_ +You have learned new magical tricks to deceive or entertain. + +**Prerequisites**: Cha 13, Minor Stage Magic, character level 4th. + +**Benefit**: Select one of the following 1st-level spells: _disguise self_, _holographic image_, or _unseen servant_. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. + +**Normal**: You can select this feat more than once. Each time you do, you must choose a different spell from the list. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Startling Charge.md b/Compendium/SF1E/Feats/General Feats/Startling Charge.md new file mode 100644 index 0000000..b060ad1 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Startling Charge.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: When you charge as a full action, you can attempt an Intimidate check to demoralize a creature within your melee reach at the end of the charge, rather than making a melee attack. If you succeed at your Intimidate check, the target is shaken for 1 additional round and you gain a +1 morale bonus to attack rolls to resolve combat maneuvers against the target until the end of your next turn. +Prerequisites: Str 13, Intimidate 1 rank, ferocious charge universal creature rule +tags: +Type: General Feat +--- +# STARTLING CHARGE +**Source** _Interstellar Species pg. 135_ +You use your charge mainly to frighten your enemies rather than to attack them directly. + +**Prerequisites**: Str 13, Intimidate 1 rank, ferocious charge universal creature rule + +**Benefit**: When you charge as a full action, you can attempt an Intimidate check to demoralize a creature within your melee reach at the end of the charge, rather than making a melee attack. If you succeed at your Intimidate check, the target is shaken for 1 additional round and you gain a +1 morale bonus to attack rolls to resolve combat maneuvers against the target until the end of your next turn. + +**Special**: If you have an ability that allows you to charge without taking penalties to your attack roll or AC (such as the charge attack ability from the soldier’s blitz fighting style), you qualify for this feat as though you had the ferocious charge ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Steady Flier.md b/Compendium/SF1E/Feats/General Feats/Steady Flier.md new file mode 100644 index 0000000..0d77d06 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Steady Flier.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You get a +2 bonus on Acrobatics checks made to fly in dangerous wind conditions. In addition, you can take 10 on checks made to fly in wind conditions of windstorm or lower. +Prerequisites: Acrobatics 5 ranks. +tags: +Type: General Feat +--- +# STEADY FLIER +**Source** _Galaxy Exploration Manual pg. 51_ +Through focused training, you can fly through inclement conditions with ease. + +**Prerequisites**: Acrobatics 5 ranks. + +**Benefit**: You get a +2 bonus on Acrobatics checks made to fly in dangerous wind conditions. In addition, you can take 10 on checks made to fly in wind conditions of windstorm or lower. diff --git a/Compendium/SF1E/Feats/General Feats/Steady Footing.md b/Compendium/SF1E/Feats/General Feats/Steady Footing.md new file mode 100644 index 0000000..2c057a0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Steady Footing.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain a +2 bonus to KAC against the bull rush, reposition, and trip combat maneuvers. In addition, you gain a +2 bonus to saving throws against effects that would knock you prone. +Prerequisites: More than two legs or similar limbs. +tags: +Type: General Feat +--- +# STEADY FOOTING +**Source** _Near Space pg. 131_ +You use your multiple legs to your advantage. + +**Prerequisites**: More than two legs or similar limbs. + +**Benefit**: You gain a +2 bonus to KAC against the bull rush, reposition, and trip combat maneuvers. In addition, you gain a +2 bonus to saving throws against effects that would knock you prone. + diff --git a/Compendium/SF1E/Feats/General Feats/Strafe.md b/Compendium/SF1E/Feats/General Feats/Strafe.md new file mode 100644 index 0000000..82a26ca --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Strafe.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a full action while you’re flying, you can move up to your fly speed and make two ranged attacks, each with a –4 penalty to the attack roll. These attacks can take place at any point during your movement, but both must be made at the same point and against the same target. You must both begin and end your movement in the air. +Prerequisites: Dex 17, Mobility, Shot on the Run, base attack bonus +12. +tags: +Type: General Feat +--- +# STRAFE +**Source** _Galaxy Exploration Manual pg. 51_ +Your quick reflexes allow you to shoot rapidly from the air. + +**Prerequisites**: Dex 17, Mobility, Shot on the Run, base attack bonus +12. + +**Benefit**: As a full action while you’re flying, you can move up to your fly speed and make two ranged attacks, each with a –4 penalty to the attack roll. These attacks can take place at any point during your movement, but both must be made at the same point and against the same target. You must both begin and end your movement in the air. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Street Racer.md b/Compendium/SF1E/Feats/General Feats/Street Racer.md new file mode 100644 index 0000000..7a5a6db --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Street Racer.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Piloting 2 ranks. +Benefit: When performing a race action with a vehicle, you can attempt a Piloting check (DC = 15 + your vehicle’s item level) to drift, changing the heading of the vehicle at the end of the race movement up to 90 degrees. If you succeed at the check by 5 or more, you can change the heading of the vehicle by up to 180 degrees from its initial heading. +In addition, when you force a vehicle to race unsafely, you can roll twice for the Piloting check and take the better result. If you still fail this check, you stop short (as the pilot action), changing the vehicle’s heading up to 90 degrees rather than crashing or spinning out. +--- +# STREET RACER +**Source** _Galaxy Exploration Manual pg. 91_ +You’ve picked up the talent of drifting around tight city curves and can perform this maneuver whenever you pilot a vehicle. + +**Prerequisites**: Piloting 2 ranks. + +**Benefit**: When performing a race action with a vehicle, you can attempt a Piloting check (DC = 15 + your vehicle’s item level) to drift, changing the heading of the vehicle at the end of the race movement up to 90 degrees. If you succeed at the check by 5 or more, you can change the heading of the vehicle by up to 180 degrees from its initial heading. +In addition, when you force a vehicle to race unsafely, you can roll twice for the Piloting check and take the better result. If you still fail this check, you stop short (as the pilot action), changing the vehicle’s heading up to 90 degrees rather than crashing or spinning out. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Street Smarts.md b/Compendium/SF1E/Feats/General Feats/Street Smarts.md new file mode 100644 index 0000000..e79fd82 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Street Smarts.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: While in a settlement, you can spend 1d4 hours observing the populace to attempt a Sense Motive check in place of a Diplomacy check to gather information. +Prerequisites: Sense Motive 5 ranks. +tags: +Type: General Feat +--- +# STREET SMARTS +**Source** _Galaxy Exploration Manual pg. 91_ +You’ve developed your judgment through broad experiences and have learned to gather information at a glance. + +**Prerequisites**: Sense Motive 5 ranks. + +**Benefit**: While in a settlement, you can spend 1d4 hours observing the populace to attempt a Sense Motive check in place of a Diplomacy check to gather information. + diff --git a/Compendium/SF1E/Feats/General Feats/Survivalist.md b/Compendium/SF1E/Feats/General Feats/Survivalist.md new file mode 100644 index 0000000..44bd4d5 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Survivalist.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: When you attempt a Survival check to live off the land, you are not limited to moving only half your overland speed. If you succeed at the check, you can provide food and water for five more creatures than normal. +Prerequisites: Self-sufficient racial trait. +tags: +Type: General Feat +--- +# SURVIVALIST +**Source** _Character Operations Manual pg. 34_ +You know how to live off the land. + +**Prerequisites**: Self-sufficient racial trait. + +**Benefit**: When you attempt a Survival check to live off the land, you are not limited to moving only half your overland speed. If you succeed at the check, you can provide food and water for five more creatures than normal. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Swimming Master.md b/Compendium/SF1E/Feats/General Feats/Swimming Master.md new file mode 100644 index 0000000..1c64f82 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Swimming Master.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You gain a swim speed equal to your land speed. +Prerequisites: Athletics 5 ranks. +tags: +Type: General Feat +--- +# SWIMMING MASTER +**Source** _Starfinder Core Rulebook pg. 163_ +You can swim as well as a fish. + +**Prerequisites**: Athletics 5 ranks. + +**Benefit**: You gain a swim speed equal to your land speed. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Tactful Advisor.md b/Compendium/SF1E/Feats/General Feats/Tactful Advisor.md new file mode 100644 index 0000000..24e3d29 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Tactful Advisor.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you aid another, if the result of your check is 20 or higher, you provide an additional +1 enhancement bonus to your ally’s skill check. +Prerequisites: Cha 11. +tags: +Type: General Feat +--- +# TACTFUL ADVISOR +**Source** _Character Operations Manual pg. 118_ +You provide succinct but effective advice when aiding allies. + +**Prerequisites**: Cha 11. + +**Benefit**: When you aid another, if the result of your check is 20 or higher, you provide an additional +1 enhancement bonus to your ally’s skill check. + diff --git a/Compendium/SF1E/Feats/General Feats/Tailored Serum.md b/Compendium/SF1E/Feats/General Feats/Tailored Serum.md new file mode 100644 index 0000000..1ed1a59 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Tailored Serum.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: With 1 minute of work, you can modify a _serum of healing_ so that when it’s consumed by or administered to a specific creature, it restores a number of additional Hit Points equal to the serum’s item level. You can modify a number of serums this way each day equal to your Intelligence modifier. These modifications expire after 24 hours, returning the serum to its normal function. +Prerequisites: Life Science 5 ranks. +tags: +Type: General Feat +--- +# TAILORED SERUM +**Source** _Character Operations Manual pg. 118_ +You can modify a _serum of healing_ to synergize with your target’s genetic code. + +**Prerequisites**: Life Science 5 ranks. + +**Benefit**: With 1 minute of work, you can modify a _serum of healing_ so that when it’s consumed by or administered to a specific creature, it restores a number of additional Hit Points equal to the serum’s item level. You can modify a number of serums this way each day equal to your Intelligence modifier. These modifications expire after 24 hours, returning the serum to its normal function. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Technomantic Dabbler.md b/Compendium/SF1E/Feats/General Feats/Technomantic Dabbler.md new file mode 100644 index 0000000..f266968 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Technomantic Dabbler.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. +Prerequisites: Intelligence 15, character level 5th, no levels in technomancer. +tags: +Type: General Feat +--- +# TECHNOMANTIC DABBLER +**Source** _Starfinder Core Rulebook pg. 163_ +You dabble with coding in the language of magic. + +**Prerequisites**: Intelligence 15, character level 5th, no levels in technomancer. + +**Benefit**: Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. For these spells, your caster level is equal to your character level and the key ability score is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Telepathic Scream.md b/Compendium/SF1E/Feats/General Feats/Telepathic Scream.md new file mode 100644 index 0000000..982757a --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Telepathic Scream.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours. +Prerequisites: Intimidate 3 ranks; limited telepathy or telepathy. +tags: +Type: General Feat +--- +# TELEPATHIC SCREAM +**Source** _Character Operations Manual pg. 118_ +You can create a distressing telepathic scream to unnerve nearby creatures. + +**Prerequisites**: Intimidate 3 ranks; limited telepathy or telepathy. + +**Benefit**: As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Terrifying Presence (IS.md b/Compendium/SF1E/Feats/General Feats/Terrifying Presence (IS.md new file mode 100644 index 0000000..62344a2 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Terrifying Presence (IS.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: Whenever you deal damage with your breath weapon, all enemies that can perceive you must succeed at a Will save with a DC equal to 15 + your Charisma modifier or gain the frightened condition for 1 round. +Prerequisites: breath weapon species trait +tags: +Type: General Feat +--- +# TERRIFYING PRESENCE (IS) +**Source** _Interstellar Species pg. 67_ +Your use of your breath weapon strikes fear into the hearts of your enemies. + +**Prerequisites**: breath weapon species trait + +**Benefit**: Whenever you deal damage with your breath weapon, all enemies that can perceive you must succeed at a Will save with a DC equal to 15 + your Charisma modifier or gain the frightened condition for 1 round. + diff --git a/Compendium/SF1E/Feats/General Feats/Three-Point Stance.md b/Compendium/SF1E/Feats/General Feats/Three-Point Stance.md new file mode 100644 index 0000000..bc4bfd0 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Three-Point Stance.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: As long as you have one free hand (not being used to wield a weapon or hold anything), you take 1d6 less damage from falls and do not fall prone when you take damage from a fall unless you are unconscious. You also gain a +2 bonus to your KAC against grapple and trip attempts when you have a free hand, as well as to Acrobatics and Athletics checks to move in zero-g. +Prerequisites: +tags: +Type: General Feat +--- +# THREE-POINT STANCE +**Source** _Character Operations Manual pg. 119_ +You have learned the value of using an extra limb to help stabilize yourself in combat. + +**Benefit**: As long as you have one free hand (not being used to wield a weapon or hold anything), you take 1d6 less damage from falls and do not fall prone when you take damage from a fall unless you are unconscious. You also gain a +2 bonus to your KAC against grapple and trip attempts when you have a free hand, as well as to Acrobatics and Athletics checks to move in zero-g. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Through the Lines.md b/Compendium/SF1E/Feats/General Feats/Through the Lines.md new file mode 100644 index 0000000..92d0797 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Through the Lines.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When taking the charge action, you can move through one ally’s space. All other restrictions on movement during a charge still apply, and you can’t end your charge in a space occupied by an ally. +Prerequisites: Dex 13. +tags: +Type: General Feat +--- +# THROUGH THE LINES +**Source** _Character Operations Manual pg. 119_ +You charge through your allies to reach your foes. + +**Prerequisites**: Dex 13. + +**Benefit**: When taking the charge action, you can move through one ally’s space. All other restrictions on movement during a charge still apply, and you can’t end your charge in a space occupied by an ally. + diff --git a/Compendium/SF1E/Feats/General Feats/Tight Fit.md b/Compendium/SF1E/Feats/General Feats/Tight Fit.md new file mode 100644 index 0000000..0573ebf --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Tight Fit.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: While you’re squeezing, you don’t gain the entangled condition and your speed is reduced by 5 feet instead of halved. You still can’t run or charge while squeezing. +Prerequisites: Large size or larger. +tags: +Type: General Feat +--- +# TIGHT FIT +**Source** _Character Operations Manual pg. 119_ +Time spent navigating spaces designed for smaller creatures has taught you to fit through tight spaces more efficiently. + +**Prerequisites**: Large size or larger. + +**Benefit**: While you’re squeezing, you don’t gain the entangled condition and your speed is reduced by 5 feet instead of halved. You still can’t run or charge while squeezing. diff --git a/Compendium/SF1E/Feats/General Feats/Toughness.md b/Compendium/SF1E/Feats/General Feats/Toughness.md new file mode 100644 index 0000000..3032878 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Toughness.md @@ -0,0 +1,12 @@ +--- +aliases: +Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. +Prerequisites: +tags: +Type: General Feat +--- +# TOUGHNESS +**Source** _Starfinder Core Rulebook pg. 163_ +You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. + +**Benefit**: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Toxic Strike.md b/Compendium/SF1E/Feats/General Feats/Toxic Strike.md new file mode 100644 index 0000000..5670592 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Toxic Strike.md @@ -0,0 +1,25 @@ +--- +Type: General Feat +Prerequisites: Con 13, natural weapons species trait +Benefit: When you deal damage with an unarmed strike that deals piercing or slashing damage, as a reaction, you can expose the target to your biotoxin. Once you’ve used your venom, you can’t do so again until you rest for 10 minutes to regain Stamina Points, with a maximum number of daily uses equal to your Constitution modifier. +When you select this feat, you choose which ability score track your poison uses, using the following progression for which the final state is the end state... +--- +# TOXIC STRIKE +Your body naturally generates venom that you can deliver with your natural armaments. + +**Prerequisites**: Con 13, natural weapons species trait + +**Benefit**: When you deal damage with an unarmed strike that deals piercing or slashing damage, as a reaction, you can expose the target to your biotoxin. Once you’ve used your venom, you can’t do so again until you rest for 10 minutes to regain Stamina Points, with a maximum number of daily uses equal to your Constitution modifier. +When you select this feat, you choose which ability score track your poison uses, using the following progression for which the final state is the end state. +_Strength:_ Healthy—Weakened—Impaired—Staggered +_Dexterity:_ Healthy—Sluggish—Stiffened—Staggered +_Constitution:_ Healthy—Weakened—Impaired—Debilitated +_Intelligence:_ Healthy—Weakened—Impaired—Animalistic +_Wisdom:_ Healthy—Weakened—Impaired—Confused +_Charisma:_ Healthy—Weakened—Impaired—Pliable + +### PERSONAL BIOTOXIN + +**Type** poison (injury); **Save** Fortitude DC 10 + half your level + your Constitution modifier +**Track** Special; **Onset** 1 round; **Frequency** 1/round for 6 rounds +**Cure** 1 save. All effects end 1 hour after cure. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Trading Places.md b/Compendium/SF1E/Feats/General Feats/Trading Places.md new file mode 100644 index 0000000..653dfe2 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Trading Places.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: You can take a move action to switch places with a willing or unconscious ally within range of your normal movement that’s no larger than one size category larger than you. This requires spending one Resolve Point. This movement doesn’t trigger attacks of opportunity. You can’t use this ability again until you take a 10-minute rest to recover Stamina Points +Prerequisites: Character level 7th +tags: +Type: General Feat +--- +# TRADING PLACES +**Source** _Interstellar Species pg. 147_ +You have trained with the Vault of Vorlath or another tight-knit mercenary group and have learned their advanced positioning and teamwork skills. The Vorlath mercenaries are known for their ability to weave in and out of combat, tossing allies and clients to safety + +**Prerequisites**: Character level 7th + +**Benefit**: You can take a move action to switch places with a willing or unconscious ally within range of your normal movement that’s no larger than one size category larger than you. This requires spending one Resolve Point. This movement doesn’t trigger attacks of opportunity. You can’t use this ability again until you take a 10-minute rest to recover Stamina Points \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/True Dragon Form.md b/Compendium/SF1E/Feats/General Feats/True Dragon Form.md new file mode 100644 index 0000000..08b250b --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/True Dragon Form.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: The polymorph spell-like ability granted by Minor Draconic Form now functions as a 5th-level spell. At 17th level, the spell-like ability instead functions as a 6th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability. +Prerequisites: 15th level, Cha 17, Major Draconic Form +tags: +Type: General Feat +--- +# TRUE DRAGON FORM +**Source** _Interstellar Species pg. 87_ +You can transform into a truly awe-inspiring dragon. + +**Prerequisites**: 15th level, Cha 17, Major Draconic Form + +**Benefit**: The polymorph spell-like ability granted by Minor Draconic Form now functions as a 5th-level spell. At 17th level, the spell-like ability instead functions as a 6th-level spell. Each time the level of the spell-like ability increases, you create a new predetermined polymorph form that has the dragon type for this spell-like ability; this replaces any other predetermined form you’ve learned for the spell-like ability. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Underfoot.md b/Compendium/SF1E/Feats/General Feats/Underfoot.md new file mode 100644 index 0000000..0cfa3a9 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Underfoot.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small. +Benefit: As a move action, you can try to slip into the space of an adjacent foe larger than you are. To do so, attempt an Acrobatics check (DC = 15 + 1-1/2 × opponent’s CR). If you succeed, you enter your opponent’s space. If you fail, you remain in your starting position, and you are flat-footed and off-target until the end of your next turn. +While you occupy a foe’s space, that foe is flat-footed and off-target. If your opponent tries to move out of your space, it provokes an attack of opportunity from you. +--- +# UNDERFOOT +**Source** _Character Operations Manual pg. 29_ +You use your small size against larger foes. + +**Prerequisites**: Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small. + +**Benefit**: As a move action, you can try to slip into the space of an adjacent foe larger than you are. To do so, attempt an Acrobatics check (DC = 15 + 1-1/2 × opponent’s CR). If you succeed, you enter your opponent’s space. If you fail, you remain in your starting position, and you are flat-footed and off-target until the end of your next turn. +While you occupy a foe’s space, that foe is flat-footed and off-target. If your opponent tries to move out of your space, it provokes an attack of opportunity from you. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Unionist.md b/Compendium/SF1E/Feats/General Feats/Unionist.md new file mode 100644 index 0000000..9a5fb42 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Unionist.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: You gain a +2 insight bonus to attack rolls made as part of the covering fire and harrying fire actions. When you have two or more allies within 60 feet, this attack bonus increases to +5. +Prerequisites: Base attack bonus +1. +tags: +Type: General Feat +--- +# UNIONIST +**Source** _Near Space pg. 134_ +You have survived terrible ordeals and exploitation, and you now naturally come together to help protect others against more powerful opponents. + +**Prerequisites**: Base attack bonus +1. + +**Benefit**: You gain a +2 insight bonus to attack rolls made as part of the covering fire and harrying fire actions. When you have two or more allies within 60 feet, this attack bonus increases to +5. + diff --git a/Compendium/SF1E/Feats/General Feats/Urbanist.md b/Compendium/SF1E/Feats/General Feats/Urbanist.md new file mode 100644 index 0000000..814db92 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Urbanist.md @@ -0,0 +1,14 @@ +--- +Type: General Feat +Prerequisites: Sense Motive 5 ranks. +Benefit: While in urban environments, you can use the Survival skill to follow tracks (with a base DC of 15), live off the land, and orienteer. You gain a +2 insight bonus to such checks. +In addition, if you spend 1d4 hours in a settlement, you can take 20 on Culture checks to recall knowledge about that settlement as if you had access to a downloaded data set. +--- +# URBANIST +**Source** _Galaxy Exploration Manual pg. 91_ +You have an intuitive understanding of built environments and how people move through them. + +**Prerequisites**: Sense Motive 5 ranks. + +**Benefit**: While in urban environments, you can use the Survival skill to follow tracks (with a base DC of 15), live off the land, and orienteer. You gain a +2 insight bonus to such checks. +In addition, if you spend 1d4 hours in a settlement, you can take 20 on Culture checks to recall knowledge about that settlement as if you had access to a downloaded data set. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Veiled Threat.md b/Compendium/SF1E/Feats/General Feats/Veiled Threat.md new file mode 100644 index 0000000..6f23fde --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Veiled Threat.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile. +Prerequisites: Cha 15, Intimidate 1 rank. +tags: +Type: General Feat +--- +# VEILED THREAT +**Source** _Starfinder Core Rulebook pg. 163_ +You can be so subtle not even the people you threaten are entirely sure you threatened them. + +**Prerequisites**: Cha 15, Intimidate 1 rank. + +**Benefit**: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile. + diff --git a/Compendium/SF1E/Feats/General Feats/Vestigial Vigor.md b/Compendium/SF1E/Feats/General Feats/Vestigial Vigor.md new file mode 100644 index 0000000..993fdc5 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Vestigial Vigor.md @@ -0,0 +1,16 @@ +--- +aliases: +Benefit: You can combine the use of your vestigial arms to perform any one-handed task, including making attacks and using items. However, your reach with any weapons wielded by your vestigial arms is reduced by 5 feet. +Prerequisites: Vestigial arms species trait +tags: +Type: General Feat +--- +# VESTIGIAL VIGOR +**Source** _Interstellar Species pg. 131_ +Whether due to genetics or carefully targeted exercises, your vestigial arms are especially strong. + +**Prerequisites**: Vestigial arms species trait + +**Benefit**: You can combine the use of your vestigial arms to perform any one-handed task, including making attacks and using items. However, your reach with any weapons wielded by your vestigial arms is reduced by 5 feet. + +**Special**: If you have at least four vestigial arms, you can take this feat a second time. If you do, your vestigial arms can be used as if they were two hands, each requiring the dedicated use of half your vestigial arms. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Vidgame Aficionado.md b/Compendium/SF1E/Feats/General Feats/Vidgame Aficionado.md new file mode 100644 index 0000000..0189cab --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Vidgame Aficionado.md @@ -0,0 +1,14 @@ +--- +aliases: +Benefit: Your dedication to vidgames of all types has provided you an eclectic array of trivia and skills. You can attempt any Intelligence- or Wisdom-based Profession skill check using your Profession (vidgamer) modifier with a –5 penalty, and you’re treated as trained in those Profession skills. Once per day, you can attempt a Profession (vidgamer) check to identify a creature in place of using Engineering, Life Science, or Mysticism. +Prerequisites: Profession (vidgamer) 7 ranks. +tags: +Type: General Feat +--- +# VIDGAME AFICIONADO +**Source** _Alien Archive 4 pg. 25_ +Through dedication, you’ve honed your skill at games and employed them in your daily life. + +**Prerequisites**: Profession (vidgamer) 7 ranks. + +**Benefit**: Your dedication to vidgames of all types has provided you an eclectic array of trivia and skills. You can attempt any Intelligence- or Wisdom-based Profession skill check using your Profession (vidgamer) modifier with a –5 penalty, and you’re treated as trained in those Profession skills. Once per day, you can attempt a Profession (vidgamer) check to identify a creature in place of using Engineering, Life Science, or Mysticism. \ No newline at end of file diff --git a/Compendium/SF1E/Feats/General Feats/Wind Shield.md b/Compendium/SF1E/Feats/General Feats/Wind Shield.md new file mode 100644 index 0000000..fb85e77 --- /dev/null +++ b/Compendium/SF1E/Feats/General Feats/Wind Shield.md @@ -0,0 +1,15 @@ +--- +aliases: +Benefit: As a move action while you’re flying, you can spend 1 Resolve Point to whip up the wind around you, giving yourself cover against ranged attacks until the beginning of your next turn. +Prerequisites: Str 11, base attack bonus +5. +tags: +Type: General Feat +--- +# WIND SHIELD +**Source** _Galaxy Exploration Manual pg. 51_ +You can manipulate the air currents surrounding you to defend against attacks. + +**Prerequisites**: Str 11, base attack bonus +5. + +**Benefit**: As a move action while you’re flying, you can spend 1 Resolve Point to whip up the wind around you, giving yourself cover against ranged attacks until the beginning of your next turn. + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Ammunition.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Ammunition.md new file mode 100644 index 0000000..8b8df5e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Ammunition.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- + +# AMMUNITION +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Ammunition" +SORT Level ASC +WHERE file.name != "Ammunition" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Arrows.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Arrows.md new file mode 100644 index 0000000..757a5cf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Arrows.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 12 / 18 +Price: varies +tags: +Type: Ammo +--- +# ARROWS +**Source** _Starfinder Core Rulebook pg. 179_ +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** — + +### DESCRIPTION + +Arrow shafts are made of carbon fiber–reinforced plastic and have metal or ceramic heads. + +## ARROW, DIAMOND-EDGE + +**Source** _Starfinder Armory pg. 55_ +**Level** 12; **Price** 5,200 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** 3d6 p + +### DESCRIPTION + +For those who want to deal greater damage with a bow but don't want the noise and collateral damage of grenade arrows, conventional arrows are available with technological improvements to deal additional damage, including diamond-edge and molecular rift arrows. When used as ammunition for weapons other than the 1st-level bow (such as crossbolters), these arrows don't increase damage, but diamond-edge arrows gain the wound critical hit effect and molecular rift arrows gain the severe wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the effect granted by the arrow. + + +## ARROW, MOLECULAR RIFT + +**Source** _Starfinder Armory pg. 55_ +**Level** 18; **Price** 53,700 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** 10d6 p + +### DESCRIPTION + +For those who want to deal greater damage with a bow but don't want the noise and collateral damage of grenade arrows, conventional arrows are available with technological improvements to deal additional damage, including diamond-edge and molecular rift arrows. When used as ammunition for weapons other than the 1st-level bow (such as crossbolters), these arrows don't increase damage, but diamond-edge arrows gain the wound critical hit effect and molecular rift arrows gain the severe wound critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon's normal critical hit effect or the effect granted by the arrow. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Battery.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Battery.md new file mode 100644 index 0000000..af4a770 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Battery.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 4 / 5 +Price: varies +tags: +Type: Ammo +--- +# BATTERY +Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item’s actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes. + +## BATTERY, HIGH-CAPACITY + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 4; **Price** 330 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 40 +**Bulk** —; **Special** — + + +## BATTERY, STANDARD + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 60 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** —; **Special** — + +## BATTERY, SUPER-CAPACITY + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 4; **Price** 390 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 80 +**Bulk** —; **Special** — + +## BATTERY, ULTRA-CAPACITY + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 5; **Price** 445 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 100 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Darts.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Darts.md new file mode 100644 index 0000000..7f6f4a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Darts.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 20 +tags: +Type: Ammo +--- +# DARTS + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 20 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — + +### DESCRIPTION + +These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums, and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Explosive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Explosive.md new file mode 100644 index 0000000..6cb79b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Explosive.md @@ -0,0 +1,76 @@ +--- +aliases: +Level: 2 / 3 / 5 +Price: varies +tags: +Type: Ammo +--- +# EXPLOSIVE +Explosive ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the knockdown critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the knockdown critical hit effect, it instead gains the push (5 feet) critical hit effect in addition to knockdown, and this considered part of the weapon’s normal critical hit effect. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## EXPLOSIVE, ARROW + +**Source** _Starfinder Armory pg. 55_ +**Level** 2; **Price** 75 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, DARTS + +**Source** _Starfinder Armory pg. 55_ +**Level** 2; **Price** 50 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, ROUNDS, SMALL ARMS + +**Source** _Starfinder Armory pg. 55_ +**Level** 2; **Price** 60 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 30 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, SCATTERGUN SHELLS + +**Source** _Starfinder Armory pg. 55_ +**Level** 2; **Price** 110 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, ROUNDS, LONGARM AND SNIPER + +**Source** _Starfinder Armory pg. 55_ +**Level** 2; **Price** 150 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, ROUNDS, HEAVY + +**Source** _Starfinder Armory pg. 55_ +**Level** 3; **Price** 180 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** fiery + +## EXPLOSIVE, MINI-ROCKETS + +**Source** _Starfinder Armory pg. 55_ +**Level** 5; **Price** 450 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 10 +**Bulk** L; **Special** fiery \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flare.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flare.md new file mode 100644 index 0000000..24114d5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flare.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 5 +tags: +Type: Ammo +--- +# FLARE + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 5 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** —; **Special** — + +### DESCRIPTION + +Usually made of magnesium, flares burn brightly and can deliver some heat. You can ignite a flare by hand without the need for a flare gun. A lit flare burns for 1 hour, and it can be wielded in melee combat as an improvised weapon that deals 1d2 fire damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flechette.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flechette.md new file mode 100644 index 0000000..ebfeaa6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Flechette.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Ammo +--- +# FLECHETTE + +**Source** _Pact Worlds pg. 194_ +**Level** 1; **Price** 75 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Grenade Arrow.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Grenade Arrow.md new file mode 100644 index 0000000..2c871ab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Grenade Arrow.md @@ -0,0 +1,49 @@ +--- +aliases: +Level: 6 / 10 / 15 / 20 +Price: varies +tags: +Type: Ammo +--- +# GRENADE ARROW +The explosive tip of the arrow detonates on impact. A grenade arrow can be made using any handheld grenade. The miniaturized technology incorporated into the arrow increases its price substantially over an equivalent grenade. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## GRENADE ARROW, I + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 6; **Price** 875 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** —; **Special** as any 1st-level grenade + +## GRENADE ARROW, II + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 10; **Price** 5,450 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** —; **Special** as any 5th- or lower-level grenade + +## GRENADE ARROW, III + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 15; **Price** 32,050 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** —; **Special** as any 10th- or lower-level grenade + +## GRENADE ARROW, IV + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 20; **Price** 245,000 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** —; **Special** as any 15th- or lower-level grenade \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mini-Rockets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mini-Rockets.md new file mode 100644 index 0000000..f240d19 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mini-Rockets.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 300 +tags: +Type: Ammo +--- +# MINI-ROCKETS +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 4; **Price** 300 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 10 +**Bulk** L; **Special** — + +### DESCRIPTION + +These long, tapered shells hold combustible material as well as a chemical propellant. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Missile.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Missile.md new file mode 100644 index 0000000..562537f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Missile.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 10 / 13 +Price: varies +tags: +Type: Ammo +--- +# MISSILE +Missiles are heavy, snub-nosed munitions with devastating explosive power. A missile’s damage when fired from a missile launcher (such as an IMDS missile launcher) is listed in its entry in Table 7–9: Ammunition on page 179. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## MISSILE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 13; **Price** 14,600 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** 1; **Special** 13d8 b & f + +## MISSILE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 10; **Price** 5,700 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** 1; **Special** explode (6d8 B & P; 30 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mood Goo Tank.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mood Goo Tank.md new file mode 100644 index 0000000..0218b9a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Mood Goo Tank.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 250 +tags: +Type: Ammo +--- +# MOOD GOO TANK +**Source** _Drift Crisis pg. 51_ +**Level** 1; **Price** 250 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 10 mood goo +**Bulk** 1; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Nanite Canisters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Nanite Canisters.md new file mode 100644 index 0000000..6641d00 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Nanite Canisters.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 9 +Price: 2,150 +tags: +Type: Ammo +--- +# NANITE CANISTERS + +**Source** _Starfinder Armory pg. 55_ +**Level** 9; **Price** 2,150 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 10 nanites +**Bulk** L; **Special** — + +### DESCRIPTION + +Nanite canisters contain microscopic mechanical devices programmed to perform specific tasks. In weapons, they are typically tasked to dismantle as much of the target as they can before they are deactivated, but nanotechnology also has a wide range of peaceful uses. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Petrol Tank.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Petrol Tank.md new file mode 100644 index 0000000..44ca6e3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Petrol Tank.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 / 3 +Price: varies +tags: +Type: Ammo +--- +# PETROL TANK +Petrol is a highly flammable blend of hydrocarbons that is used in flame weapons (and petrol is occasionally used by desperate adventurers as fuel or for other various utilitarian purposes). A petrol tank snaps easily into the housing of weapons that are specifically petrol-powered. + +## PETROL TANK, HIGH-CAPACITY + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 3; **Price** 280 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 40 +**Bulk** 2; **Special** — + +## PETROL TANK, STANDARD + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 60 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** 1; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Phasing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Phasing.md new file mode 100644 index 0000000..ded2259 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Phasing.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 7 / 14 +Price: varies +tags: +Type: Ammo +--- +# PHASING +This ammunition is tipped with quantum-variable molecules, allowing it to phase through many materials prior to impacting with its target. If you take a move action to aim and then fire on the same turn a weapon with phasing ammo (including doing so with a sniper weapon), the attack ignores any cover the target has with a hardness equal to given value or less (hardness 10 for 7th-level rounds, hardness 20 for 14th-level rounds). The rounds literally bypass the cover, doing no damage to it. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## PHASING, I LONGARM AND SNIPER ROUNDS + +**Source** _Starfinder Armory pg. 55_ +**Level** 7; **Price** 820 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — + +## PHASING, II LONGARM AND SNIPER ROUNDS + +**Source** _Starfinder Armory pg. 55_ +**Level** 14; **Price** 9,420 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Plasma Missile.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Plasma Missile.md new file mode 100644 index 0000000..9720c07 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Plasma Missile.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 11 / 16 / 19 +Price: varies +tags: +Type: Ammo +--- +# PLASMA MISSILE +Compatible with any weapon that can use missiles as ammunition, plasma missiles deal additional damage beyond even their analog counterparts, and come with an increased price tag to match. Ionized plasma missiles are the most common, while stellar plasma missiles and HED (high energy density) plasma missiles deal increased amounts of damage. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## PLASMA MISSILE, HED + +**Source** _Starfinder Armory pg. 55_ +**Level** 19; **Price** 175,000 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** 1; **Special** 17d12 e&f + +## PLASMA MISSILE, IONIZED + +**Source** _Starfinder Armory pg. 55_ +**Level** 11; **Price** 6,700 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** 1; **Special** 8d8 e&f + +## PLASMA MISSILE, STELLAR + +**Source** _Starfinder Armory pg. 55_ +**Level** 16; **Price** 53,200 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 1 +**Bulk** 1; **Special** 12d10 e&f \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Rounds.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Rounds.md new file mode 100644 index 0000000..f6fd63b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Rounds.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 1 / 2 +Price: varies +tags: +Type: Ammo +--- +# ROUNDS +Cased rounds are housed in magazines, which can be fitted into the appropriate weapon. + +## ROUNDS, HEAVY + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 2; **Price** 90 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** — + +## ROUNDS, SMALL ARM + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 40 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 30 +**Bulk** L; **Special** — + +## ROUNDS, LONGARM AND SNIPER + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 75 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Scattergun Shells.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Scattergun Shells.md new file mode 100644 index 0000000..7d1f3c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Scattergun Shells.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 55 +tags: +Type: Ammo +--- +# SCATTERGUN SHELLS +**Source** _Starfinder Core Rulebook pg. 179_r-Core-Rulebook) +**Level** 1; **Price** 55 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** — + +### DESCRIPTION + +These cartridges are packed with small metal spheres that scatter when the cartridge explodes. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasphalt Canister.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasphalt Canister.md new file mode 100644 index 0000000..6d7f00e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasphalt Canister.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Ammo +--- +# THASPHALT CANISTER +**Source** _Drift Crisis pg. 51_ +**Level** 1; **Price** 75 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 thasphalt +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasteron pellets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasteron pellets.md new file mode 100644 index 0000000..10a85da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Thasteron pellets.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 3 +Price: 200 +tags: +Type: Ammo +--- +# THASTERON PELLETS +**Source** _Drift Crisis pg. 51_ +**Level** 3; **Price** 200 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 50 thasteron pellets +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Warpshot.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Warpshot.md new file mode 100644 index 0000000..17221fd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Ammunition/Warpshot.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 14 +Price: 9,750 +tags: +Type: Ammo +--- +# WARPSHOT +Made from razor-sharp fragments of warpstitcher claws housed within reinforced bullets, scattergun shells, or warheads, warpshot transforms on impact into whatever would best devastate the target. If warpshot ammunition hits a creature vulnerable to a particular damage type, the warpshot ammunition’s damage changes to that type. If warpshot ammunition’s damage would be reduced by the target’s resistances, the ammunition’s damage changes to force damage. This fusion never causes a weapon that normally targets KAC to target EAC. Due to the scarcity of warpstitchers and the dangers in harvesting the necessary material, warpshot ammunition is incredibly rare. + +### SPECIAL WEAPONS + +Special weapons resist classification into any other category. Some adventurers favor special weapons for the abilities they offer or for their unique beauty. + +## WARPSHOT, HEAVY ROUNDS + +**Source** _Alien Archive 4 pg. 137_ +**Level** 14; **Price** 9,750 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 20 +**Bulk** L; **Special** Force + +## WARPSHOT, MINI-ROCKETS + +**Source** _Alien Archive 4 pg. 137_ +**Level** 14; **Price** 9,750 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 10 +**Bulk** L; **Special** Force + +## WARPSHOT, SCATTERGUN SHELLS + +**Source** _Alien Archive 4 pg. 137_ +**Level** 14; **Price** 9,750 +**Hands** 1; **Proficiency** Ammo +**Damage** —; **Critical** — +**Capacity** 25 +**Bulk** L; **Special** Force \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Angel Wing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Angel Wing.md new file mode 100644 index 0000000..daf0f5d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Angel Wing.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 7 / 10 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## ANGEL WING, ASTRAL + +**Source** _Starfinder Armory pg. 41_ +**Level** 10; **Price** 17,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d6 E & F; **Critical** burn 2d6 +**Bulk** L; **Special** powered (capacity 20; usage 2), unwieldy + +--- + +## ANGEL WING, MOVANIC + +**Source** _Starfinder Armory pg. 41_ +**Level** 4; **Price** 1,890 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 E & F; **Critical** burn 1d6 +**Bulk** L; **Special** powered (capacity 20; usage 2), unwieldy + +## ANGEL WING, MONADIC + +**Source** _Starfinder Armory pg. 41_ +**Level** 7; **Price** 5,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 E & F; **Critical** burn 2d6 +**Bulk** L; **Special** powered (capacity 20; usage 2), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Bone Scepter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Bone Scepter.md new file mode 100644 index 0000000..136f90c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Bone Scepter.md @@ -0,0 +1,50 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +These narrow clubs are often constructed of numerous intertwined bones—as one might expect from a weapon designed by Eoxians—infused with a silvery absolute-zero alloy that instantly draws the heat out of living creatures on contact. Chill bone scepters and void bone scepters have fine threads of the rare alloy, while rigor bone scepters and cadaver bone scepters shimmer with it. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## BONE SCEPTER, CADAVER + +**Source** _Starfinder Armory pg. 34_ +**Level** 19; **Price** 598,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 12d6 C; **Critical** leech +**Bulk** L; **Special** analog, antibiological + +--- + +## BONE SCEPTER, CHILL + +**Source** _Starfinder Armory pg. 34_ +**Level** 3; **Price** 1,490 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 C; **Critical** leech +**Bulk** L; **Special** analog, antibiological + +## BONE SCEPTER, VOID + +**Source** _Starfinder Armory pg. 34_ +**Level** 8; **Price** 9,850 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 C; **Critical** leech +**Bulk** L; **Special** analog, antibiological + +## BONE SCEPTER, RIGOR + +**Source** _Starfinder Armory pg. 34_ +**Level** 13; **Price** 51,800 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 C; **Critical** leech +**Bulk** L; **Special** analog, antibiological \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Boomknuckles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Boomknuckles.md new file mode 100644 index 0000000..349ca1d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Boomknuckles.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 6 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Covering the hand and held in place with a horizontal grip, a set of boomknuckles resembles a heavy gauntlet. The weapon projects bone-shattering blasts at its highest setting, though more controlled bursts allow a user to hurl themselves over distances with ease. These weapons are often favored by parkour enthusiasts who use them to project blasts downward to vault over obstacles or leap incredible distances, often to the dismay of security personnel in the area. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## BOOMKNUCKLES, BANSHEE + +**Source** _Tech Revolution pg. 60_ +**Level** 18; **Price** 380,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d10 So; **Critical** Push (15 ft.) +**Bulk** L; **Special** Powered (capacity 40; usage 2), thruster, unbalancing + +--- + +## BOOMKNUCKLES, THUNDERSTRIKE + +**Source** _Tech Revolution pg. 60_ +**Level** 3; **Price** 1,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** Push (5 ft.) +**Bulk** L; **Special** Powered (capacity 20; usage 1), thruster, unbalancing + +## BOOMKNUCKLES, LFD + +**Source** _Tech Revolution pg. 60_ +**Level** 6; **Price** 4,350 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 So; **Critical** Push (10 ft.) +**Bulk** L; **Special** Powered (capacity 20; usage 1), thruster, unbalancing + +## BOOMKNUCKLES, HFD + +**Source** _Tech Revolution pg. 60_ +**Level** 12; **Price** 36,700 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d10 So; **Critical** Push (10 ft.) +**Bulk** L; **Special** Powered (capacity 40; usage 2), thruster, unbalancing \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Cryospike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Cryospike.md new file mode 100644 index 0000000..60696c7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Cryospike.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 9 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Cryospikes began as fire-extinguishing equipment, but they have since been weaponized and now serve a variety of roles. The weapon discharges a spike of hyper-cooled fluid that can be configured to put out a small fire or deal a burst of cold damage to its target. Most cryospike users integrate the apparatus’s maze of polymer tubing and coolant reservoirs into their armor to keep it always close at hand. The personal cryospike is based on a model originally designed for use in powered armor prototypes (as such early designs are prone to fires caused by engineering faults). Residential cryospikes are typically employed by firefighting crews, while industrial cryospikes is most often kept on hand in massive starship-engineering bays. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## CRYOSPIKE, INDUSTRIAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 15; **Price** 114,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 9d4 C; **Critical** — +**Bulk** L; **Special** extinguish, integrated (2 slots), powered (capacity 20; usage 2) + +## CRYOSPIKE, PERSONAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 2; **Price** 1,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 C; **Critical** — +**Bulk** L; **Special** extinguish, integrated (2 slots), powered (capacity 20; usage 2) + +## CRYOSPIKE, RESIDENTIAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 9; **Price** 13,700 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d4 C; **Critical** — +**Bulk** L; **Special** extinguish, integrated (2 slots), powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Disintegration Lash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Disintegration Lash.md new file mode 100644 index 0000000..c0230f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Disintegration Lash.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A disintegration lash is a marvel of bioengineering—a technological living organism that feeds on matter by breaking it down with its own high-energy proton-decoupling field. The result is a black, snakelike lash crackling with red-tinged energy, making this a weapon commonly wielded by those looking to intimidate their foes. Disintegration lashes are designated in the standard method for disintegrator weapons: liquidator, decimator, executioner, and eradicator. + +# DISINTEGRATOR WEAPONS + +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## DISINTEGRATION LASH, DECIMATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 8; **Price** 9,800 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d10 A; **Critical** corrode 1d6 +**Bulk** L; **Special** living, powered (capacity 20; usage 1), reach + +## DISINTEGRATION LASH, LIQUIDATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 3; **Price** 1,450 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 A; **Critical** corrode 1d6 +**Bulk** L; **Special** living, powered (capacity 20; usage 1), reach + +## DISINTEGRATION LASH, EXECUTIONER + +**Source** _Starfinder Armory pg. 36_ +**Level** 16; **Price** 113,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d20 A; **Critical** corrode 2d6 +**Bulk** L; **Special** living, powered (capacity 20; usage 1), reach + +## DISINTEGRATION LASH, ERADICATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 20; **Price** 850,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d20 A; **Critical** corrode 4d6 +**Bulk** L; **Special** living, powered (capacity 20; usage 1), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Doshkari.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Doshkari.md new file mode 100644 index 0000000..a8b4e5e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Doshkari.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 6 / 10 / 13 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# DOSHKARI +This punch dagger resembles a miniature doshko extending from the knuckles, with one to four diamond‑shaped blades. Doshakaris come in most of the same varieties as traditional steel doshkos, including the translucent molecular rift version. + +## DOSHAKARI, ADVANCED + +**Source** _Near Space pg. 149_ +**Level** 10; **Price** 18,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d4 P; **Critical** Wound +**Bulk** L; **Special** Analog, disarm, operative + +## DOSHAKARI, TACTICAL + +**Source** _Near Space pg. 149_ +**Level** 6; **Price** 4,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 P; **Critical** Wound +**Bulk** L; **Special** Analog, disarm, operative + +## DOSHAKARI, ULTRATHIN + +**Source** _Near Space pg. 149_ +**Level** 13; **Price** 51,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d4 P; **Critical** Wound +**Bulk** L; **Special** Analog, disarm, operative + +## DOSHAKARI, ZERO-EDGE + +**Source** _Near Space pg. 149_ +**Level** 16; **Price** 175,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d6 P; **Critical** Wound +**Bulk** L; **Special** Analog, disarm, operative + +## DOSHAKARI, MOLECULAR RIFT + +**Source** _Near Space pg. 149_ +**Level** 19; **Price** 575,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 9d6 P; **Critical** Severe wound +**Bulk** L; **Special** Analog, disarm, operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Electrovore Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Electrovore Gloves.md new file mode 100644 index 0000000..e64bc83 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Electrovore Gloves.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +With these battle gauntlets, enterprising weaponsmiths have harnessed the electrovore’s ability to conduct and siphon electrical energy. Using a combination of an electrovore’s spines, conductive wiring, and miniaturized storage cells, electrovore gloves deliver electricity damage and can even drain electrical impulses from living creatures and robots with a critical hit. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ELECTROVORE GLOVE, AURORA + +**Source** _Alien Archive pg. 45_ +**Level** 7; **Price** 6,250 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 P & E; **Critical** recharge 2 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## ELECTROVORE GLOVE, STATIC + +**Source** _Alien Archive pg. 45_ +**Level** 2; **Price** 750 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 P & E; **Critical** recharge 2 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## ELECTROVORE GLOVE, STORM + +**Source** _Alien Archive pg. 45_ +**Level** 13; **Price** 49,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d6 P & E; **Critical** recharge 4 +**Bulk** L; **Special** powered (capacity 40; usage 2) + +## ELECTROVORE GLOVE, TEMPEST + +**Source** _Alien Archive pg. 45_ +**Level** 18; **Price** 375,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 12d6 P & E; **Critical** recharge 4 +**Bulk** L; **Special** powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fangblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fangblade.md new file mode 100644 index 0000000..1696985 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fangblade.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 7 +NoteType: Weapon +Price: 5,430 +tags: +Type: Advanced-Melee +--- +# FANGBLADE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 7; **Price** 5,430 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d12 S; **Critical** bleed 1d8 +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +### DESCRIPTION + +Cheaper and less elegant than a ripper dueling sword, a fangblade is closer to an industrial chainsaw, with a toothed, motor-driven chain wrapped around its blade. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fractal Hook.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fractal Hook.md new file mode 100644 index 0000000..936def7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Fractal Hook.md @@ -0,0 +1,29 @@ +--- +aliases: +Hands: One-Handed +Level: 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# FRACTAL HOOK +These graceful weapons have an infinitely repeating shape that grows smaller and smaller at its edges. This constant reshaping creates a sawing effect, enabling the blades to cut through nearly any substance. + +## FRACTAL HOOK, DYNAMIC + +**Source** _Tech Revolution pg. 65_ +**Level** 18; **Price** 360,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 9d12 S; **Critical** Embed 8d4 +**Bulk** L; **Special** Analog, relic, penetrating, unwieldy + +--- + +## FRACTAL HOOK, STATIC + +**Source** _Tech Revolution pg. 65_ +**Level** 12; **Price** 32,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d12 S; **Critical** Embed 4d4 +**Bulk** L; **Special** Analog, relic, penetrating, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Gale Baton.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Gale Baton.md new file mode 100644 index 0000000..4931eab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Gale Baton.md @@ -0,0 +1,38 @@ +--- +NoteType: Weapon +Type: Advanced-Melee +Hands: One-Handed +Level: & / 11 / 17 +Price: varies +--- +A vortex of supercooled air swirls around this slender baton, freezing targets before the baton even makes contact and knocking dangerous projectiles off course. The tempest gale baton is the most common model and is widely available on the Idari and in other kasathan communities, with later developments resulting in the more powerful cyclone and hurricane gale batons. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## GALE BATON, CYCLONE + +**Source** _Starfinder Armory pg. 34_ +**Level** 11; **Price** 24,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d8 C; **Critical** staggered +**Bulk** L; **Special** deflect, operative, powered (capacity 80; usage 4) + +## GALE BATON, TEMPEST + +**Source** _Starfinder Armory pg. 34_ +**Level** 6; **Price** 4,240 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 C; **Critical** staggered +**Bulk** L; **Special** deflect, operative, powered (capacity 80; usage 4) + +## GALE BATON, HURRICAN + +**Source** _Starfinder Armory pg. 34_ +**Level** 17; **Price** 245,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 9d6 C; **Critical** staggered +**Bulk** L; **Special** deflect, operative, powered (capacity 80; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Glass Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Glass Blade.md new file mode 100644 index 0000000..e073277 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Glass Blade.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 7 / 13 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +This combat knife is made almost entirely from potassium-treated aluminosilicate glass, a strong, transparent material that retains the insulating properties of glass. A single exposed wire along the leading edge carries a deadly electric charge; the glass of the blade insulates the wearer against electrocution, and a rubberized grip makes it easy to hold. Live glass blades carry a continuous current, while the jolt, impulse, and surge models discharge upon impact. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## GLASS BLADE, JOLT + +**Source** _Starfinder Armory pg. 45_ +**Level** 7; **Price** 5,440 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 E & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 2) + +## GLASS BLADE, LIVE + +**Source** _Starfinder Armory pg. 45_ +**Level** 3; **Price** 1,230 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 E & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## GLASS BLADE, IMPULSE + +**Source** _Starfinder Armory pg. 45_ +**Level** 13; **Price** 46,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d6 E & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 2) + +## GLASS BLADE, SURGE + +**Source** _Starfinder Armory pg. 45_ +**Level** 18; **Price** 327,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 13d6 E & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Grinblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Grinblade.md new file mode 100644 index 0000000..d775166 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Grinblade.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 13 +NoteType: Weapon +Price: 45,700 +tags: +Type: Advanced-Melee +--- +# GRINBLADE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 13; **Price** 45,700 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d10 S; **Critical** bleed 2d8 +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The sharp edge of a grindblade has been crafted with advanced micropitting technology that turns it into a destructive rasp at close to the molecular level, capable of inflicting hideous damage. So sharp and savage is their edge that most grindblade designers don’t even bother giving them a point. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hammer.md new file mode 100644 index 0000000..afef44d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hammer.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 10 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# HAMMER +Assault hammers have heavily weighted metal heads and relatively light aluminum or polycarbonate grips. Hammer heads can be custom-made with designs or logos imprinted on the surface. Comet, gravity well, and meteoric hammers have weighted or pneumatically driven heads that deliver accelerated blows. + +## HAMMER, ASSAULT + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 1; **Price** 95 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 B; **Critical** — +**Bulk** 1; **Special** analog + +## HAMMER, COMET + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 10; **Price** 16,900 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d6 B; **Critical** — +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## HAMMER, METEORIC + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 16; **Price** 164,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 11d6 B; **Critical** — +**Bulk** 1; **Special** analog + +## HAMMER, GRAVITY WELL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 19; **Price** 551,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 15d6 B; **Critical** — +**Bulk** 1; **Special** powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hardlight Hand Wrap.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hardlight Hand Wrap.md new file mode 100644 index 0000000..95deb05 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hardlight Hand Wrap.md @@ -0,0 +1,53 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 9 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# HARDLIGHT HAND WRAP +A hardlight hand wrap consists of a small generator of force energy built into a form-fitting glove made of interwoven photoelectric ribbon. The weapon uses cutting-edge hologram technology to create bursts of hardlight that can briefly interact with both corporeal and incorporeal beings. It takes a bit of training to perfect the timing of strikes made with a hardlight hand wrap, as you must activate the force generator at the precise moment you hit your target, but many feel that the practice is worth the effort. Relatively inconspicuous and easily modifiable to fit any species’ anatomy, hardlight hand wraps are invaluable when facing living holograms, ghosts, and other incorporeal dangers. + +Hardlight hand wraps can be customized to shine in any color in the visible spectrum when used, and a few manufacturers of weapon accessories even offer custom firmware that modifies the appearance of a hardlight hand wrap to manifest as an animalistic claw or fist when used. This doesn’t change the weapon’s statistics, but it can be intimidating on the field of battle. A few unscrupulous types wield hardlight hand wraps when attempting to impersonate solarians, usually to scare off their enemies or as part of complicated con jobs. However, these ruses quickly fall apart when the faux solarians are unable to manifest any other powers these mystic warriors possess. + +## HARDLIGHT HAND WRAP, AMBIENT + +**Source** _Alien Archive 3 pg. 67_ +**Level** 9; **Price** 13,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d8 B; **Critical** — +**Bulk** L; **Special** Bright, Force, Powered (capacity 20, usage 2) + +## HARDLIGHT HAND WRAP, DIFFUSE + +**Source** _Alien Archive 3 pg. 67_ +**Level** 5; **Price** 3,180 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 B; **Critical** — +**Bulk** L; **Special** Bright, Force, Powered (capacity 20, usage 2) + +## HARDLIGHT HAND WRAP, NATURAL + +**Source** _Alien Archive 3 pg. 67_ +**Level** 14; **Price** 75,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d10 B; **Critical** — +**Bulk** L; **Special** Bright, Force, Powered (capacity 40, usage 4) + +## HARDLIGHT HAND WRAP, FLUORESCENT + +**Source** _Alien Archive 3 pg. 67_ +**Level** 17; **Price** 250,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d10 B; **Critical** — +**Bulk** L; **Special** Bright, Force, Powered (capacity 40, usage 4) + +## HARDLIGHT HAND WRAP, INCANDESCENT + +**Source** _Alien Archive 3 pg. 67_ +**Level** 20; **Price** 880,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 11d8 B; **Critical** — +**Bulk** L; **Special** Bright, Force, Powered (capacity 40, usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Heat-Amp Gauntlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Heat-Amp Gauntlet.md new file mode 100644 index 0000000..d0bb465 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Heat-Amp Gauntlet.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 12 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Quorlus have developed gauntlets that store and amplify ambient heat, unleashing it in hand-to-hand combat. Notorious for their use of these weapons, quorlu infiltrators and sappers also use heat-amp gauntlets to start fires to hinder their enemies. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## HEAT-AMP GAUNTLET, MK 1 + +**Source** _Alien Archive 2 pg. 105_ +**Level** 2; **Price** 500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 B & F; **Critical** Burn 1d4 +**Bulk** 1; **Special** powered (capacity 20, usage 1) + +## HEAT-AMP GAUNTLET, MK 2 + +**Source** _Alien Archive 2 pg. 105_ +**Level** 7; **Price** 7,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 B & F; **Critical** Burn 1d6 +**Bulk** 1; **Special** powered (capacity 20, usage 1) + +## HEAT-AMP GAUNTLET, MK 3 + +**Source** _Alien Archive 2 pg. 105_ +**Level** 12; **Price** 33,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 B & F; **Critical** Burn 2d6 +**Bulk** 1; **Special** powered (capacity 20, usage 1) + +## HEAT-AMP GAUNTLET, MK 4 + +**Source** _Alien Archive 2 pg. 105_ +**Level** 16; **Price** 178,250 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d6 B & F; **Critical** Burn 2d8 +**Bulk** 1; **Special** powered (capacity 20, usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hook Sword.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hook Sword.md new file mode 100644 index 0000000..b41e6c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Hook Sword.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 3 +NoteType: Weapon +Price: 1,420 +tags: +Type: Advanced-Melee +--- +# HOOK SWORD + +**Source** _Starfinder Armory pg. 52_ +**Level** 3; **Price** 1,420 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 S; **Critical** bleed 1d4 +**Bulk** L; **Special** analog, trip + +### DESCRIPTION + +A larger cousin of the hook knife, the hook sword is a longsword with a pronounced hook at one edge of the blade’s tip. This barb not only deals gouging wounds, but it can also be used to trip an unwary foe. The drow invented the hook sword based on their design for the hook knife, but the weapon can be found all over the galaxy in the hands of brutal fighters. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Ice Needle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Ice Needle.md new file mode 100644 index 0000000..df37699 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Ice Needle.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 5 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +This handheld melee weapon appears to be nothing more than a handle with a slot in one end. Once a vial of an injectable substance is inserted into this slot, the ice needle forms a slender spike of ice around that liquid core, allowing you to inject the substance into a foe with a virtually untraceable weapon. Undercover and furtive ice needles are often used primarily for their injecting capabilities, while artifice, espionage, and subterfuge ice needles deal significant damage along with the injection. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ICE NEEDLE, ARTIFICE + +**Source** _Starfinder Armory pg. 35_ +**Level** 10; **Price** 18,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d6 C & p; **Critical** injection DC +2 +**Bulk** L; **Special** conceal, injection, powered (capacity 40; usage 4) + +## ICE NEEDLE, UNDERCOVER + +**Source** _Starfinder Armory pg. 35_ +**Level** 1; **Price** 330 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 C & p; **Critical** injection DC +2 +**Bulk** L; **Special** conceal, injection, powered (capacity 20; usage 4) + +## ICE NEEDLE, FURITIVE + +**Source** _Starfinder Armory pg. 35_ +**Level** 5; **Price** 3,140 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 C & p; **Critical** injection DC +2 +**Bulk** L; **Special** conceal, injection, powered (capacity 40; usage 4) + +## ICE NEEDLE, ESPIONAGE + +**Source** _Starfinder Armory pg. 35_ +**Level** 14; **Price** 74,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d6 C & p; **Critical** injection DC +2 +**Bulk** L; **Special** conceal, injection, powered (capacity 40; usage 4) + +## ICE NEEDLE, SUBTERFUGE + +**Source** _Starfinder Armory pg. 35_ +**Level** 18; **Price** 384,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 13d6 C & p; **Critical** injection DC +2 +**Bulk** L; **Special** conceal, injection, powered (capacity 80; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Injection Glove.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Injection Glove.md new file mode 100644 index 0000000..9c4eee6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Injection Glove.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 2 +NoteType: Weapon +Price: 490 +tags: +Type: Advanced-Melee +--- +# INJECTION GLOVE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 2; **Price** 490 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 P; **Critical** injection DC +2 +**Bulk** L; **Special** analog, injection + +### DESCRIPTION + +Injection gloves were originally designed for medical use, but they have been heavily altered to serve in combat as well. A flat cartridge containing an injectable substance (such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. When the pointer finger encounters resistance, the needle pops out and injects its contents. The needle is reset by pressing it against a hard surface (which can be done as part of reloading it). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Junk Censer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Junk Censer.md new file mode 100644 index 0000000..412555e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Junk Censer.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 1 +NoteType: Weapon +Price: 125 +tags: +Type: Advanced-Melee +--- +# JUNK CENSER + +**Source** _Starfinder Armory pg. 38_ +**Level** 1; **Price** 125 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 B & f; **Critical** burn 1d4 +**Bulk** L; **Special** analog, fueled (capacity 20; usage 4), thrown (10 ft.) + +### DESCRIPTION + +A chain, cable, or other cord connects the long handle of this weapon to a perforated or grated container that is filled with exceptionally volatile compounds. Few are foolish enough to use such a weapon, so there’s been little advancement on its design, but many space goblins use junk censers with reckless and even gleeful abandon. While it is most often wielded in melee, the junk censer can also be thrown at an enemy. Like many cobbled-together weapons, a junk censer is unstable; on an attack roll of a natural 1, it deals its regular damage to the user and gains the broken condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Living Lash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Living Lash.md new file mode 100644 index 0000000..8b49bb2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Living Lash.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 6 +NoteType: Weapon +Price: 4,150 +tags: +Type: Advanced-Melee +--- +# LIVING LASH + +**Source** _Starfinder Armory pg. 52_ +**Level** 6; **Price** 4,150 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 S; **Critical** bind +**Bulk** L; **Special** living, powered (capacity 20; usage 1), reach, thought, unwieldy + +### DESCRIPTION + +A living lash is grown from a network of filaments closely related to neural fibers, and it remains biologically active after its creation. This living connection to neurophysiology makes the weapon easy to manipulate using telepathy, but it’s difficult to wield without such abilities. These weapons are common only on worlds with telepathic species. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Longsword.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Longsword.md new file mode 100644 index 0000000..be411b8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Longsword.md @@ -0,0 +1,104 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 7 / 9 / 11 / 14 / 17 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# LONGSWORD + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 20; **Price** 727,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 14d8 S; **Critical** — +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The ultimate advancement in metallurgic technology, designed by a tech firm owned by Ulrikka Clanholdings, a dimensional slice blade looks like an elongated stiletto surrounded by a blade-shaped aura. The aura is solid to the touch and can slice through almost any material. + +## LONGSWORD, STANDARD + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 1; **Price** 375 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 S; **Critical** — +**Bulk** 1; **Special** analog + +### DESCRIPTION + +A longsword is a straight, double-edged blade that typically protrudes from a haft. Modern longswords are made of stainless steel, carbon steel, or, rarely, a custom material such as titanium or bainite. + +## LONGSWORD, SINTERED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 7; **Price** 8,420 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d8 S; **Critical** — +**Bulk** 1; **Special** analog + +### DESCRIPTION + +A sintered longsword is made of compacted ceramics, forming a durable and finely edged blade. + +## LONGSWORD, MICROSERRATED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 9; **Price** 12,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d10 S; **Critical** bleed 2d6 +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The single edge of this sword looks homogeneous to the naked eye, but it is actually made of thousands of microscopic teeth. The teeth tear through organic matter, causing significant damage and bleeding. + +## LONGSWORD, ULTRATHIN + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 11; **Price** 26,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d8 S; **Critical** — +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The double-edged blade of an ultrathin longsword is made of dense metal that holds its edge and adds heft to a swing. The blade appears exceptionally thin and light, belying the damage it can deal. + +## LONGSWORD, ZERO-EDGE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 14; **Price** 79,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d8 S; **Critical** severe wound +**Bulk** L; **Special** analog + +### DESCRIPTION + +Crafted with quantum technology, the blade of this sword seems blurry due to its exceptionally fine edge. + +## LONGSWORD, MOLECULAR RIFT + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 17; **Price** 245,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d8 S; **Critical** — +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The molecules of this longsword have been artificially agitated, creating a devastating disruption field along its blade. It must be stored in a magnetic sheath to avoid cuts and damage from casual contact. + +## LONGSWORD, ULTRASERRATED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 18; **Price** 368,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d10 S; **Critical** bleed 6d6 +**Bulk** 1; **Special** analog + +### DESCRIPTION + +The single edge of this sword looks homogeneous to the naked eye, but it is actually made of thousands of microscopic teeth. The teeth tear through organic matter, causing significant damage and bleeding. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Magma Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Magma Blade.md new file mode 100644 index 0000000..64ab1ee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Magma Blade.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 8 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Though this sturdy sword appears to be made of stone when inactive, once powered the blade cracks and melts into a glowing bar of magma held in place by magnetic fields. The incredible heat inflicts grievous injuries on targets. Rhyolite magma blades are the most affordable model, andesite and basalt magma blades have increased intensity, and the formidable plagioclase magma blade is the most dangerous. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## MAGMA BLADE, ANDESITE + +**Source** _Starfinder Armory pg. 38_ +**Level** 8; **Price** 10,900 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d8 F & s; **Critical** wound +**Bulk** 1; **Special** powered (capacity 40; usage 2) + +## MAGMA BLADE, RHYOLITE + +**Source** _Starfinder Armory pg. 38_ +**Level** 4; **Price** 2,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 F & s; **Critical** wound +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## MAGMA BLADE, BASALT + +**Source** _Starfinder Armory pg. 38_ +**Level** 14; **Price** 79,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d8 F & s; **Critical** wound +**Bulk** 1; **Special** powered (capacity 40; usage 2) + +## MAGMA BLADE, PLAGIOCLASE + +**Source** _Starfinder Armory pg. 38_ +**Level** 19; **Price** 610,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 13d8 F & s; **Critical** wound +**Bulk** 1; **Special** powered (capacity 80; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Mirage Dagger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Mirage Dagger.md new file mode 100644 index 0000000..c8f41bb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Mirage Dagger.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: One-Handed +Level: 6 / 13 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The mirage dagger is an elegant one-handed blade that expels an aura of superheated air that causes visible distortions in the air around it. This minor displacement effect makes it easier to catch enemies off guard with it. A wide, circular guard protects the wielder’s hand while the blade is active. Distortion mirage daggers are the standard model; hallucination and illusion mirage daggers feature increased damage capabilities. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## MIRAGE DAGGER, DISTORTION + +**Source** _Starfinder Armory pg. 38_ +**Level** 6; **Price** 4,450 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 F; **Critical** — +**Bulk** L; **Special** feint, operative, powered (capacity 20; usage 1) + +## MIRAGE DAGGER, HALLUCINATION + +**Source** _Starfinder Armory pg. 38_ +**Level** 13; **Price** 50,800 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d4 F; **Critical** — +**Bulk** L; **Special** feint, operative, powered (capacity 20; usage 1) + +## MIRAGE DAGGER, ILLUSION + +**Source** _Starfinder Armory pg. 38_ +**Level** 20; **Price** 897,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d4 F; **Critical** — +**Bulk** L; **Special** feint, operative, powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Monowhip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Monowhip.md new file mode 100644 index 0000000..6bce1db --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Monowhip.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 15 +NoteType: Weapon +Price: 107,000 +tags: +Type: Advanced-Melee +--- +# MONOWHIP + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 15; **Price** 107,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d4 S; **Critical** severe wound +**Bulk** L; **Special** analog, disarm, reach, trip + +### DESCRIPTION + +Designed to deal maximum damage, a monowhip is woven of monofilament fibers reinforced with carbon particles. Weighted at one end and spooled from a tough carbon-fiber grip, it delivers surgical-quality lacerations with minimal strength. The cuts delivered are so clean that victims sometimes fail to notice a severed limb until they are overwhelmed by a rush of blood loss. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Needler Estoc.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Needler Estoc.md new file mode 100644 index 0000000..30e18d2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Needler Estoc.md @@ -0,0 +1,59 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 6 / 10 / 14 / 18 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# NEEDLER ESTOC +This slender blade is designed to puncture weak points in modern armor and inflict precise wounds on foes. The weapon possesses a small, transparent tank on its hilt, and when its wielder thrusts the blade into a foe, a spring-loaded mechanism forces anything placed in this tank up through thin passages within the blade to be discharged into the target. + +## NEEDLER ESTOC, HYPER-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 10; **Price** 17,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## NEEDLER ESTOC, STANDARD + +**Source** _Character Operations Manual pg. 122_ +**Level** 2; **Price** 175 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## NEEDLER ESTOC, SHARP-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 6; **Price** 4,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## NEEDLER ESTOC, ULTRA-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 14; **Price** 67,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 9d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## NEEDLER ESTOC, SUPREME-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 18; **Price** 342,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 14d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## NEEDLER ESTOC, MASTER-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 20; **Price** 750,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 18d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Neural Lash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Neural Lash.md new file mode 100644 index 0000000..b4c9833 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Neural Lash.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 9 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Similar to the living lash, a neural lash is a particularly flexible weapon that proves cumbersome to those without telepathic abilities. The neural lash has been bred to include bioelectric cells in addition to its neural fibers, delivering electricity damage and allowing the lash to deal nonlethal damage at its user’s direction. Barathu take credit for the development of the electroplax and amperometric neural lash, but later weapons manufacturers have improved upon those original models by developing the galvanic and voltaic neural lashes. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## NEURAL LASH, AMPEROMETRIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 9; **Price** 14,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d4 E; **Critical** arc 2d4 +**Bulk** L; **Special** Living, powered (capacity 20; usage 1), reach, stun, thought, unwieldy + +## NEURAL LASH, ELECTROPLAX + +**Source** _Starfinder Armory pg. 45_ +**Level** 4; **Price** 2,230 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 E; **Critical** arc 1d4 +**Bulk** L; **Special** Living, powered (capacity 20; usage 1), reach, stun, thought, unwieldy + +## NEURAL LASH, GALVANIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 14; **Price** 79,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d4 E; **Critical** arc 4d4 +**Bulk** L; **Special** Living, powered (capacity 20; usage 1), reach, stun, thought, unwieldy + +## NEURAL LASH, VOLTAIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 20; **Price** 909,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d10 E; **Critical** arc 3d10 +**Bulk** L; **Special** Living, powered (capacity 20; usage 1), reach, stun, thought, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/One Handed - Advanced Melee.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/One Handed - Advanced Melee.md new file mode 100644 index 0000000..e3658ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/One Handed - Advanced Melee.md @@ -0,0 +1,16 @@ +--- +aliases: +tags: +--- +# ADVANCED MELEE - ONE HANDED + +Any handheld weapon that must touch a target to damage it is considered a melee weapon. Advanced melee weapons require a degree of training and skill to use properly. Advanced melee weapons are divided into one-handed and two-handed weapons. + + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Advanced Melee/One Handed - Advanced Melee" +SORT Level ASC +WHERE file.name != "One Handed - Advanced Melee" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Lash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Lash.md new file mode 100644 index 0000000..125f52e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Lash.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A plasma lash has a sturdy, braided handle with a thick but flexible cord that divides into several narrower cables as it gets farther from the handle, each trailing lines of uncontained plasma. These weapons come in red star, yellow star, white star and blue star models. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA LASH, BLUE STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 19; **Price** 912,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 15d4 E & F; **Critical** knockdown +**Bulk** L; **Special** Powered (capacity 20, usage 1), reach, trip + +## PLASMA LASH, RED STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 3; **Price** 1,550 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 E & F; **Critical** knockdown +**Bulk** L; **Special** powered (capacity 20; usage 1), reach, trip + +## PLASMA LASH, YELLOW STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 8; **Price** 11,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d4 E & F; **Critical** knockdown +**Bulk** L; **Special** Powered (capacity 20, usage 1), reach, trip + +## PLASMA LASH, WHITE STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 14; **Price** 80,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d4 E & F; **Critical** knockdown +**Bulk** L; **Special** Powered (capacity 20, usage 1), reach, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Sword.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Sword.md new file mode 100644 index 0000000..80dce3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Plasma Sword.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: One-Handed +Level: 9 / 13 / 15 / 18 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A plasma generator is seated within this sword’s hilt. A plasma-resistant ceramic housing focuses the beam with the assistance of a localized force field, either in a single straight beam or along a magnetized blunted blade or wire-like lines. When the sword is unpowered, the plasma beam disappears. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA SWORD, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 20; **Price** 920,250 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d8 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 40; usage 4) + +## PLASMA SWORD, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 9; **Price** 14,550 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d8 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## PLASMA SWORD, RED STAR + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 13; **Price** 54,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d8 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 40; usage 4) + +## PLASMA SWORD, YELLOW STAR + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 15; **Price** 127,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d8 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 40; usage 4) + +## PLASMA SWORD, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 18; **Price** 415,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d8 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 40; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pulse Gauntlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pulse Gauntlet.md new file mode 100644 index 0000000..5ded195 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pulse Gauntlet.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 12 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +When a pulse gauntlet strikes its target, it releases a surge of sonic energy that can knock the target down. Pulse gauntlets are made of heavy-duty nylon with reinforced pads over the items’ knuckles. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## PULSE GAUNTLET, BANSHEE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 16; **Price** 148,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d6 B & So; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## PULSE GAUNTLET, THUNDERSTRIKE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 2; **Price** 475 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 B & So; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## PULSE GAUNTLET, LFD + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 7; **Price** 7,340 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 B & So; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## PULSE GAUNTLET, HFD + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 12; **Price** 31,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 B & So; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pyrod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pyrod.md new file mode 100644 index 0000000..fa6255a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Pyrod.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 10 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Constructed from an insulated tube containing an integrated petrol tank with a nozzle on one end, pyrods expel a gout of flame when swung with force. The weapons are used in lashunta dance and performance combat as often as in earnest melee, and many bear elegant laser engraving, sculpted grips, or other aesthetically pleasing elements. Luminous pyrods are produced with a greater eye toward aesthetics, while torch pyrods and beacon pyrods are designed to maximize their firepower. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## PYROD, BEACON + +**Source** _Starfinder Armory pg. 38_ +**Level** 16; **Price** 164,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d6 F; **Critical** jet 4d6 +**Bulk** L; **Special** analog, fueled (capacity 20; usage 1), professional (dancer) + +## PYROD, LUMINOUS + +**Source** _Starfinder Armory pg. 38_ +**Level** 3; **Price** 1,300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 F; **Critical** jet 1d4 +**Bulk** L; **Special** analog, fueled (capacity 20; usage 1), professional (dancer) + +## PYROD, TORCH + +**Source** _Starfinder Armory pg. 38_ +**Level** 10; **Price** 13,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d6 F; **Critical** jet 2d6 +**Bulk** L; **Special** analog, fueled (capacity 20; usage 1), professional (dancer) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resistance Rod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resistance Rod.md new file mode 100644 index 0000000..d0fc1c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resistance Rod.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 9 / 12 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The metal rod has a carefully insulated grip and a resistance coil designed to generate substantial heat surrounding the bulk of the baton’s shaft. Though the weapon is named for its engineering, it is often used by members of the Android Abolitionist Front and other rebel groups because of its evocative name and ease of construction. Straingauge resistance rods retain some flexibility and are easier to use, while thermistor and piezoresistor resistance rods employ more advanced coils to generate a hotter output. Induction resistance rods operate at higher outputs and are significantly more dangerous. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## RESISTANCE ROD, INDUCTION + +**Source** _Starfinder Armory pg. 39_ +**Level** 15; **Price** 94,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d4 F; **Critical** burn 4d4 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## RESISTANCE ROD, STRAIN-GAUGE + +**Source** _Starfinder Armory pg. 39_ +**Level** 2; **Price** 510 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 F; **Critical** burn 1d4 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## RESISTANCE ROD, THERMISTOR + +**Source** _Starfinder Armory pg. 39_ +**Level** 9; **Price** 12,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d4 F; **Critical** burn 2d4 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## RESISTANCE ROD, PIEZORESISTOR + +**Source** _Starfinder Armory pg. 39_ +**Level** 12; **Price** 31,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d4 F; **Critical** burn 3d4 +**Bulk** L; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resonant Gauntlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resonant Gauntlet.md new file mode 100644 index 0000000..eb2fe03 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Resonant Gauntlet.md @@ -0,0 +1,49 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The translucent crystal network in a resonant gauntlet has its origins in the rings of the gas giant Liavara. The rings contain crystal fragments thought to record every sonic vibration that passes through them. Researchers have yet to fully decode the information they hold, but they have been able to develop a material that shares some of the crystal’s properties. + +A resonant gauntlet is a long glove with composited crystal and metal around the user’s wrist, forearm, and knuckles. When a wearer strikes, the composite generates a harmful resonance that can be directed into a target’s body, rupturing cell walls and causing organ stress. The wearer can increase the effect by flexing the limb and digits under the gauntlet, causing the crystal to record the subtle sounds of the body and its component matter to build stronger resonance. The cellular resonance gauntlet is the basic model. Focused frequencies of the molecular, atomic, and quantum models stimulate respectively smaller components of matter to deal correspondingly large amounts of damage. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## RESONANT GAUNTLET, ATOMIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 15; **Price** 124,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d4 So; **Critical** nauseate +**Bulk** L; **Special** boost 4d4, powered (capacity 20; usage 1) + + +## RESONANT GAUNTLET, CELLULAR + +**Source** _Starfinder Armory pg. 50_ +**Level** 5; **Price** 3,230 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** nauseate +**Bulk** L; **Special** boost 1d4, powered (capacity 20; usage 1) + +## RESONANT GAUNTLET, MOLECULAR + +**Source** _Starfinder Armory pg. 50_ +**Level** 10; **Price** 19,900 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d4 So; **Critical** nauseate +**Bulk** L; **Special** boost 3d4, powered (capacity 20; usage 1) + +## RESONANT GAUNTLET, QUANTUM + +**Source** _Starfinder Armory pg. 50_ +**Level** 20; **Price** 901,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d12 So; **Critical** nauseate +**Bulk** L; **Special** boost 3d12, powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Searing Grip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Searing Grip.md new file mode 100644 index 0000000..3ba65e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Searing Grip.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 11 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The searing grip was originally designed for artists who craft their visions in various metals. The grip has several layers of insulation to separate the wearer’s hand from the resistance coils lining the palm and fingers; as such, the glove is often mistaken for a simple well-insulated work glove. Lengthy application of this heat can soften many metals, which aids in sculpting efforts, but even a quick touch can inflict painful burns, allowing searing grips to double as low-profile weapons. The versions typically employed by sculptors are designated low-heat and high-heat, though this is a relative distinction, as both operate at temperatures capable of dealing substantial damage. The weaponized searing grip drops the pretense of being an artist’s tool, though those trained in its use find that its functionality doesn’t differ substantially from the other models. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## SEARING GRIP, HIGH-HEAT + +**Source** _Starfinder Armory pg. 39_ +**Level** 11; **Price** 25,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d8 F; **Critical** burn 2d6 +**Bulk** L; **Special** grapple, powered (capacity 20; usage 2) + +## SEARING GRIP, LOW-HEAT + +**Source** _Starfinder Armory pg. 39_ +**Level** 5; **Price** 3,010 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 F; **Critical** burn 1d6 +**Bulk** L; **Special** grapple, powered (capacity 20; usage 2) + +## SEARING GRIP, WEAPONIZED + +**Source** _Starfinder Armory pg. 39_ +**Level** 18; **Price** 364,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 11d6 F; **Critical** burn 3d6 +**Bulk** L; **Special** grapple, powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Pad.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Pad.md new file mode 100644 index 0000000..d07515c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Pad.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 6 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A shock pad can be installed into an armor upgrade slot. When the user hits a target with the shock pad, the weapon emits an electric discharge that stuns or damages the target. These weapons are particularly valued in suits of powered armor that bring substantial strength to bear. Shock pads typically are available in static, aurora, storm, and tempest models. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## SHOCK PAD, AURORA + +**Source** _Starfinder Armory pg. 48_ +**Level** 6; **Price** 4,900 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d4 E; **Critical** staggered +**Bulk** L; **Special** integrated (1 slot), powered (capacity 20; usage 1), stun + +## SHOCK PAD, STATIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 2; **Price** 1,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 E; **Critical** staggered +**Bulk** L; **Special** integrated (1 slot), powered (capacity 20; usage 1), stun + +## SHOCK PAD, STORM + +**Source** _Starfinder Armory pg. 48_ +**Level** 12; **Price** 37,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d4 E; **Critical** staggered +**Bulk** L; **Special** integrated (1 slot), powered (capacity 20; usage 1), stun + +## SHOCK PAD, TEMPEST + +**Source** _Starfinder Armory pg. 48_ +**Level** 17; **Price** 268,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 13d4 E; **Critical** staggered +**Bulk** L; **Special** integrated (1 slot), powered (capacity 20; usage 1), stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Truncheon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Truncheon.md new file mode 100644 index 0000000..670d0d9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shock Truncheon.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 8 / 11 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +These polycarbonate batons have a side-handle grip and a electrode-lined striking surface that delivers an electrical charge. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## SHOCK TRUNCHEON, AURORA + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 11; **Price** 23,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d12 E; **Critical** arc 2d4 +**Bulk** 1; **Special** powered (capacity 20; usage 2), stun + +## SHOCK TRUNCHEON, STATIC + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 8; **Price** 9,150 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d12 E; **Critical** arc 1d4 +**Bulk** 1; **Special** powered (capacity 20; usage 2), stun + +## SHOCK TRUNCHEON, STORM + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 16; **Price** 80,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d12 E; **Critical** arc 3d4 +**Bulk** 1; **Special** powered (capacity 40; usage 2), stun + +## SHOCK TRUNCHEON, TEMPEST + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 19; **Price** 545,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d12 E; **Critical** arc 6d4 +**Bulk** 1; **Special** powered (capacity 40; usage 2), stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shrieking Knife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shrieking Knife.md new file mode 100644 index 0000000..d2c028b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Shrieking Knife.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 9 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A shrieking knife remains silent until it strikes a target, only then emitting a shrill burst of lethal frequencies. Harmonic models use focused sound arrays that are similar in their output, while interference versions combine sounds to increased effects. Infrasonic and ultrasonic models are like the interference version, but they also use sound waves outside the normal hearing spectrum. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SHRIEKING KNIFE, HARMONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 4; **Price** 2,180 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** — +**Bulk** L; **Special** operative, powered (capacity 20; usage 2) + +## SHRIEKING KNIFE, INTERFERENCE + +**Source** _Starfinder Armory pg. 51_ +**Level** 9; **Price** 13,700 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d4 So; **Critical** — +**Bulk** L; **Special** operative, powered (capacity 20; usage 2) + +## SHRIEKING KNIFE, INFRASONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 14; **Price** 77,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d4 So; **Critical** — +**Bulk** L; **Special** operative, powered (capacity 20; usage 4) + +## SHRIEKING KNIFE, ULTRASONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 17; **Price** 259,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d4 So; **Critical** — +**Bulk** L; **Special** operative, powered (capacity 20; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Singing Disk.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Singing Disk.md new file mode 100644 index 0000000..07a98e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Singing Disk.md @@ -0,0 +1,54 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 6 / 11 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A singing disk, also known as a shotalashu singer, is a 7-inch-diameter metal disk that is perforated with intricate abstract patterns and has a circular hole in the middle. When the weapon is swung or thrown, the perforations cause the air flowing through them to vibrate with a range of sonic frequencies like hundreds of voices singing simultaneously. The disks can sound quite lovely, but the sonic frequencies they create are unforgiving to the body and inner ear, and can muddle the mind. Singing disks have a series of models ranging from the sopranino to the soprano, alto, tenor, and bass versions. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SINGING DISK, ALTO + +**Source** _Starfinder Armory pg. 51_ +**Level** 11; **Price** 23,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d6 So; **Critical** confuse +**Bulk** L; **Special** analog, thrown (40 ft.) + +## SINGING DISK, SOPRANINO + +**Source** _Starfinder Armory pg. 51_ +**Level** 1; **Price** 115 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** confuse +**Bulk** L; **Special** analog, thrown (20 ft.) + +## SINGING DISK, SOPRANO + +**Source** _Starfinder Armory pg. 51_ +**Level** 6; **Price** 3,900 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 So; **Critical** confuse +**Bulk** L; **Special** analog, thrown (30 ft.) + +## SINGING DISK, TENOR + +**Source** _Starfinder Armory pg. 51_ +**Level** 16; **Price** 146,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d6 So; **Critical** confuse +**Bulk** L; **Special** analog, thrown (60 ft.) + +## SINGING DISK, BASS + +**Source** _Starfinder Armory pg. 51_ +**Level** 19; **Price** 482,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d6 So; **Critical** confuse +**Bulk** L; **Special** analog, thrown (80 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Skyfire Sword.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Skyfire Sword.md new file mode 100644 index 0000000..2d2f130 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Skyfire Sword.md @@ -0,0 +1,32 @@ +--- +aliases: +Hands: One-Handed +Level: 7 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Originally, these swords were known by their manufacturing ID, BSB–1750. Their popularity with the Skyfire Legion led to their colloquial name, Skyfire swords. Vents for burning gas jets line one edge of the hollow blade. When powered, magnetic fields contain and ignite the gases into a glowing corona of flames. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## SKYFIRE SWORD, INFERNO + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 17; **Price** 246,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d8 F; **Critical** burn 4d12 +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## SKYFIRE SWORD, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 7; **Price** 6,120 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d4 F; **Critical** burn 1d8 +**Bulk** 1; **Special** powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Snap Whip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Snap Whip.md new file mode 100644 index 0000000..b99ea42 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Snap Whip.md @@ -0,0 +1,45 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# SNAP WHIP +Until recently, atlapaks’ exceptional pincers resisted engineers’ efforts to replicate the same mechanics in the form of a reliable weapon. In the past three decades, breakthroughs in materials science have enabled arms manufacturers to create handheld versions of an atlapak claw, which take the form of a semi-flexible, whip-like rod. An assemblage of reinforced metallic percussion plates and high-pressure levers near the rod’s tip creates a focused shock of sonic energy when activated, shattering nearby materials. Artificial ligaments strung throughout the rod translate the kinetic energy of a user’s backswing to rearm the device, priming it to release another sonic burst. Early prototypes of the snap whip directly incorporated atlapak components, though all but the most eccentric versions of such whips are now entirely synthetic and merely borrow the atlapak’s uniquely evolved design. + +The drow corporation Arabani Arms ultimately developed the breakthrough technology that created viable snap whips, and it continues to protect the design via patents and ongoing research despite the countless lethal imitations that have appeared on the market. The company’s R&D department has yet to replicate atlapaks’ particular ability to channel sound waves over long distances—a breakthrough that would allow Arabani Arms to create a devastating new sniper weapon—but it has come close on several occasions. + +## SNAP WHIP, BANSHEE + +**Source** _Alien Archive 4 pg. 15_ +**Level** 18; **Price** 445,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d6 So; **Critical** Stunned +**Bulk** 1; **Special** Analog, penetrating, reach, sunder + +## SNAP WHIP, THUNDERSTRIKE + +**Source** _Alien Archive 4 pg. 15_ +**Level** 3; **Price** 1,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 So; **Critical** Staggered +**Bulk** 1; **Special** Analog, penetrating, reach, sunder + +## SNAP WHIP, LFD + +**Source** _Alien Archive 4 pg. 15_ +**Level** 8; **Price** 10,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 So; **Critical** Staggered +**Bulk** 1; **Special** Analog, penetrating, reach, sunder + +## SNAP WHIP, HFD + +**Source** _Alien Archive 4 pg. 15_ +**Level** 13; **Price** 54,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 So; **Critical** Stunned +**Bulk** 1; **Special** Analog, penetrating, reach, sunder \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Solar Brand.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Solar Brand.md new file mode 100644 index 0000000..5aa8688 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Solar Brand.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 6 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A solar brand consists of a flat plate that fits against the back of the hand, secured with a grip or a band. Once activated, the solar brand generates a protruding, arrowhead-shaped field of plasma. A red star solar brand doesn’t leave devastating marks, but the stronger yellow star, white star, and blue star models can cause lasting damage. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## SOLAR BRAND, BLUE STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 17; **Price** 245,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d8 E & F; **Critical** severe wound +**Bulk** L; **Special** powered (capacity 80; usage 4) + +## SOLAR BRAND, RED STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 2; **Price** 790 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 E & F; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 2) + +## SOLAR BRAND, YELLOW STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 6; **Price** 4,250 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 E & F; **Critical** wound +**Bulk** L; **Special** powered (capacity 40; usage 4) + +## SOLAR BRAND, WHITE STAR + +**Source** _Starfinder Armory pg. 43_ +**Level** 12; **Price** 35,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d8 E & F; **Critical** wound +**Bulk** L; **Special** powered (capacity 80; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Spark Knife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Spark Knife.md new file mode 100644 index 0000000..98fcf50 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Spark Knife.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 5 / 10 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A spark knife is similar in appearance to a typical survival knife, leading to confusion among those unfamiliar with the weapon. In addition to dealing electricity damage, a spark knife can siphon electrical charge from its target’s natural electrical attacks, recharging its own battery. These blades were originally created in the Absalom Station neighborhood of Sparks, and different versions trace their names to their usage there: runner spark knives are relatively inexpensive, followed by recruit spark knives. Crew spark knives and boss spark knives are rarer, tracing back to those in established positions in the neighborhood’s social order. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## SPARK KNIFE, BOSS + +**Source** _Starfinder Armory pg. 48_ +**Level** 15; **Price** 112,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 E & S; **Critical** arc 3d6 +**Bulk** L; **Special** drain charge, operative, powered (capacity 20; usage 1) + +## SPARK KNIFE, RUNNER + +**Source** _Starfinder Armory pg. 48_ +**Level** 1; **Price** 390 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 E & S; **Critical** arc 1d4 +**Bulk** L; **Special** drain charge, operative, powered (capacity 20; usage 1) + +## SPARK KNIFE, RECRUIT + +**Source** _Starfinder Armory pg. 48_ +**Level** 5; **Price** 3,070 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 E & S; **Critical** arc 1d6 +**Bulk** L; **Special** drain charge, operative, powered (capacity 20; usage 1) + +## SPARK KNIFE, CREW + +**Source** _Starfinder Armory pg. 48_ +**Level** 10; **Price** 18,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 E & S; **Critical** arc 2d6 +**Bulk** L; **Special** drain charge, operative, powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Starknife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Starknife.md new file mode 100644 index 0000000..c8f354a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Starknife.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 8 / 12 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# STARKNIFE +Four tapered metal blades surround the central ring of a starknife, which can be thrown or used to stab opponents. Accelerated and lightspeed starknives have gas-powered jets that fire when the starknife is wielded. Solid auras surround the blades of a dimensional slice starknife, which are manufactured with cutting-edge metallurgic techniques. In a sintered starknife, the metal blades are replaced with compressed ceramic blades. + +## STARKNIFE, ACCELERATED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 12; **Price** 40,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d8 F & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1), thrown (30 ft.) + +## STARKNIFE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 1; **Price** 110 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 P; **Critical** — +**Bulk** L; **Special** analog, thrown (20 ft.) + +## STARKNIFE, SINTERED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 8; **Price** 9,810 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d4 P; **Critical** — +**Bulk** L; **Special** analog, thrown (50 ft.) + +## STARKNIFE, LIGHTSPEED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 16; **Price** 183,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d8 F & P; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 2), thrown (50 ft.) + +## STARKNIFE, DIMENSIONAL SLICE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 19; **Price** 602,200 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d12 P; **Critical** — +**Bulk** L; **Special** analog, thrown (80 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Taclash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Taclash.md new file mode 100644 index 0000000..33112c7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Taclash.md @@ -0,0 +1,27 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 11 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# TACLASH +A tactical lash, or taclash as it is commonly called, is a length of nylon cord reinforced with carbon fibers. Taclashes were originally used by military organizations as a form of crowd control, and explorers and mercenaries came to appreciate the utility of the weapon. When a numbing taclash connects, a low electrical shock transmits through the lash. The shock is too mild to deal damage, but it can stun the target. + +## TACLASH, NUMBING + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 11; **Price** 24,800 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d4 S; **Critical** — +**Bulk** L; **Special** disarm, powered (capacity 20; usage 2), reach, stun, trip + +## TACLASH, STANDARD + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 1; **Price** 240 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 S; **Critical** — +**Bulk** L; **Special** analog, disarm, nonlethal, reach, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Talon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Talon.md new file mode 100644 index 0000000..be41a66 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Talon.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 8 / 12 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# TALON +A talon is a stylized weapon with a fitted grip and a curved, serrated blade. It can be used as a slashing weapon without activating the battery. When powered, the talon converts energy into acid that can melt through certain types of armor (though the weapon always targets a foe’s KAC). Shirrens favor talons, and some consider them to be holy weapons of Hylax, referring to them as the queen’s talons. Increasingly advanced models of the weapon are often named after roles of some hivedwelling species, beginning with drone, and advancing through warrior, knight, queen, and god. + +## TALON, DRONE + +**Source** _Starfinder Armory pg. 54_ +**Level** 4; **Price** 2,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 A|s; **Critical** corrode 1d6 +**Bulk** L; **Special** modal, powered (capacity 20; usage 1) + +## TALON, WARRIOR + +**Source** _Starfinder Armory pg. 54_ +**Level** 8; **Price** 10,500 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 A|s; **Critical** corrode 1d6 +**Bulk** L; **Special** modal, powered (capacity 20; usage 1) + +## TALON, KNIGHT + +**Source** _Starfinder Armory pg. 54_ +**Level** 12; **Price** 39,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 4d6 A|s; **Critical** corrode 2d6 +**Bulk** L; **Special** modal, powered (capacity 20; usage 1) + +## TALON, QUEEN + +**Source** _Starfinder Armory pg. 54_ +**Level** 16; **Price** 195,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d6 A|s; **Critical** corrode 3d6 +**Bulk** L; **Special** modal, powered (capacity 40; usage 2) + +## TALON, GOD + +**Source** _Starfinder Armory pg. 54_ +**Level** 20; **Price** 925,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 8d12 A|s; **Critical** corrode 4d6 +**Bulk** L; **Special** modal, powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Velstrac Flenser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Velstrac Flenser.md new file mode 100644 index 0000000..3d8c33b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Velstrac Flenser.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# VELSTRAC FLENSER +Velstracs wield flensers— blades designed to slice skin from muscle and muscle from bone—sometimes mounting these knives on rifles as bayonetS. Flensers are honed to supernatural sharpness and powered to vibrate with the rhythms of the wielder’s body. Velstracs have mastered the art of using these advanced melee weapons to inflict wounds while keeping targets alive. The table above shows an array of flensers, which can be purchased only in the darkest corners of the galaxy. + +## VELSTRAC FLENSER, ASCETIC + +**Source** _Alien Archive 2 pg. 129_ +**Level** 2; **Price** 550 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 S & So; **Critical** Bleed 1d4 +**Bulk** L; **Special** powered (capacity 20, usage 1) + +## VELSTRAC FLENSER, SINGER + +**Source** _Alien Archive 2 pg. 129_ +**Level** 7; **Price** 6,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 S & So; **Critical** Bleed 1d8 +**Bulk** L; **Special** powered (capacity 20, usage 1) + +## VELSTRAC FLENSER, DEBATER + +**Source** _Alien Archive 2 pg. 129_ +**Level** 12; **Price** 37,600 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 3d8 S & So; **Critical** Bleed 2d8 +**Bulk** L; **Special** powered (capacity 20, usage 1) + +## VELSTRAC FLENSER, RECLUSE + +**Source** _Alien Archive 2 pg. 129_ +**Level** 17; **Price** 261,360 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 10d8 S & So; **Critical** Bleed 4d8 +**Bulk** L; **Special** powered (capacity 20, usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Wailing Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Wailing Blade.md new file mode 100644 index 0000000..2e141b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Wailing Blade.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +While it looks like a longsword at a glance, a wailing blade is composed of a series of microtextured plates. When powered, these plates vibrate to generate an array of sonic frequencies at deafening and damaging volumes. A tymbal wailing blade produces only a single audible sound, while a euphonic wailing blade produces multiple pitches concurrently. Strident wailing blades and warbler wailing blades have pitches that vary, the former sounding like a layered chirping and the latter combining trilling notes. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## WAILING BLADE, EUPHONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 8; **Price** 9,080 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d8 S & So; **Critical** deafen +**Bulk** L; **Special** powered (capacity 40; usage 2) + +## WAILING BLADE, TYMBAL + +**Source** _Starfinder Armory pg. 51_ +**Level** 3; **Price** 1,270 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 S & So; **Critical** deafen +**Bulk** L; **Special** powered (capacity 20; usage 2) + +## WAILING BLADE, STRIDENT + +**Source** _Starfinder Armory pg. 51_ +**Level** 13; **Price** 47,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 6d6 S & So; **Critical** deafen +**Bulk** L; **Special** powered (capacity 40; usage 4) + +## WAILING BLADE, WARBLER + +**Source** _Starfinder Armory pg. 51_ +**Level** 18; **Price** 363,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 15d6 S & So; **Critical** deafen +**Bulk** L; **Special** powered (capacity 80; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Warfan.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Warfan.md new file mode 100644 index 0000000..6b5dc60 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Warfan.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 5 +NoteType: Weapon +Price: 3,070 +tags: +Type: Advanced-Melee +--- +# WARFAN + +**Source** _Starfinder Armory pg. 54_ +**Level** 5; **Price** 3,070 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d8 S; **Critical** — +**Bulk** L; **Special** analog, block + +### DESCRIPTION + +A warfan is a semicircle of nanocarbon fabric with a series of carbonedge ribs spaced evenly in a radial pattern. The ends of these ribs are sharpened such that a proficient wielder can block incoming attacks and make melee strikes with the weapon held in one hand. The flashy movements involved in using a warfan make it a superb weapon for combat when appearances matter as much as damage dealt. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Welder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Welder.md new file mode 100644 index 0000000..6438170 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Welder.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 5 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Though generally recognized as tools, welders are so commonly used as improvised weapons that some ysoki manufacturers have begun designing them to serve equally well in both roles. A welder is often little more than a battery casing and an exposed plasma conduit. Utility welders are simple and straightforward, and industrial welders are more powerful and built to be more comfortable for more regular use. Starship welders are versatile and relatively compact for their output, while offensive welders are intended for combat first and maintenance only as an afterthought. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## WELDER, INDUSTRIAL + +**Source** _Starfinder Armory pg. 43_ +**Level** 5; **Price** 3,100 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d4 E & F; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1), professional (contractor) + +## WELDER, UTILITY + +**Source** _Starfinder Armory pg. 43_ +**Level** 1; **Price** 300 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 E & f; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1), professional (contractor) + +## WELDER, STARSHIP + +**Source** _Starfinder Armory pg. 43_ +**Level** 11; **Price** 25,800 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d4 E & F; **Critical** — +**Bulk** L; **Special** powered (capacity 40; usage 2), professional (contractor) + +## WELDER, OFFENSIVE + +**Source** _Starfinder Armory pg. 43_ +**Level** 16; **Price** 164,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 11d4 E & F; **Critical** — +**Bulk** L; **Special** powered (capacity 40; usage 4), professional (contractor) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Zero Knife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Zero Knife.md new file mode 100644 index 0000000..59e77a4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/One Handed - Advanced Melee/Zero Knife.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 7 / 12 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A zero knife appears much like a folded switchblade, though the hilt is somewhat bulkier due to the battery; when activated, the zero knife forms a blade formed entirely of an aura of intense cold rather than steel. The frostbite-class zero knife is an easily obtained weapon whose blade rapidly accumulates flakes of frozen material in most atmospheres. The more advanced hailstorm-class, blizzard-class, avalancheclass, and icequake-class zero knives incorporate technology that eliminates the build-up. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ZERO KNIFE, AVALANCHE-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 16; **Price** 145,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 5d6 C; **Critical** staggered +**Bulk** L; **Special** conceal, operative, powered (capacity 40; usage 1) + +## ZERO KNIFE, FROSTBITE-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 4; **Price** 2,810 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d4 C; **Critical** staggered +**Bulk** L; **Special** conceal, operative, powered (capacity 40; usage 1) + +## ZERO KNIFE, HAILSTORM-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 7; **Price** 5,540 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 1d6 C; **Critical** staggered +**Bulk** L; **Special** conceal, operative, powered (capacity 40; usage 1) + +## ZERO KNIFE, BLIZZARD-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 12; **Price** 32,400 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 2d6 C; **Critical** staggered +**Bulk** L; **Special** conceal, operative, powered (capacity 40; usage 1) + +## ZERO KNIFE, ICEQUAKE-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 20; **Price** 729,000 +**Hands** 1; **Proficiency** Advanced Melee +**Damage** 7d6 C; **Critical** staggered +**Bulk** L; **Special** conceal, operative, powered (capacity 40; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Pike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Pike.md new file mode 100644 index 0000000..da6d9fe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Pike.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 9 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# ADVANCED MELEE PIKE +A pike is composed of a sharpened-aluminum, stainless-steel, or carbon-steel spike atop a light metal or polycarbonate staff. + +## PIKE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 9; **Price** 12,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 P; **Critical** bleed 1d8 +**Bulk** 2; **Special** analog, reach + +## PIKE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 2; **Price** 475 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 P; **Critical** — +**Bulk** 2; **Special** analog, reach + +## PIKE, ELITE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 15; **Price** 95,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d8 P; **Critical** bleed 3d8 +**Bulk** 2; **Special** analog, reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Staff.md new file mode 100644 index 0000000..efd5291 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Advanced Melee Staff.md @@ -0,0 +1,29 @@ +--- +aliases: +Hands: Two-Handed +Level: 7 / 13 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# ADVANCED MELEE STAFF +Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood. + +Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every time it strikes a surface. + +## STAFF, REPELLER + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 13; **Price** 45,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 B; **Critical** knockdown +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun + +## STAFF, SENTINEL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 7; **Price** 6,320 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 B; **Critical** — +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Battle Ribbon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Battle Ribbon.md new file mode 100644 index 0000000..59cf3df --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Battle Ribbon.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 8 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# BATTLE RIBBON +The battleflowers of Ning have been using battle ribbons in ritualized combat for millennia, their use dating back to long before the Gap. The weapon is a 10-foot-long ribbon and about 3 inches wide with sharpened edges, and is employed in rippling and flowing motions around the user. Battle ribbons are difficult to use without training, so most who take up the battle ribbon seek apprenticeship with the famous battleflowers of Ning to learn the elaborate performance art—though acquiring such a mentor is difficult, as they take students only rarely. Battle ribbon varieties start with modern materials used in a traditional blade, then proceed to the innovations of the microedge and zero-edge battle ribbons. + +## BATTLE RIBBON, MICRO-EDGE + +**Source** _Starfinder Armory pg. 52_ +**Level** 8; **Price** 9,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 S; **Critical** wound +**Bulk** 1; **Special** analog, operative, professional (dancer) + +## BATTLE RIBBON, TRADITIONAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 3; **Price** 270 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 S; **Critical** — +**Bulk** 1; **Special** analog, operative, professional (dancer) + +## BATTLE RIBBON, ZERO-EDGE + +**Source** _Starfinder Armory pg. 52_ +**Level** 12; **Price** 35,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d8 S; **Critical** severe wound +**Bulk** 1; **Special** analog, operative, professional (dancer) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Blaze Scimitar.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Blaze Scimitar.md new file mode 100644 index 0000000..69db245 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Blaze Scimitar.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 8 / 12 / 16 +NoteType: Weapon +Price: varies +tags: [13:] +Type: Advanced-Melee +--- +Known far and wide for their fighting prowess, Sarenites who delve into the darkest corners of the universe often take the holy weapon of their goddess with them. A blaze scimitar is made of a metallic alloy that can be heated to blistering temperatures again and again through use of a an induction magnet. These golden blades glow bright orange when activated and shed light in a wide area when they strike a blow. Due to their weight and the power required to follow through with attacks, they must be wielded with two hands. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## BLAZE SCIMITAR, ACOLYTE + +**Source** _Tech Revolution pg. 60_, _Starfinder Fire Starters pg. 52_ +**Level** 2; **Price** 740 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 F; **Critical** Burn 1d6 +**Bulk** 1; **Special** Bright, powered (capacity 20; usage 1) + +## BLAZE SCIMITAR, DISCIPLE + +**Source** _Tech Revolution pg. 60_, _Starfinder Fire Starters pg. 52_ +**Level** 8; **Price** 9,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d6 F; **Critical** Burn 1d8 +**Bulk** 1; **Special** Bright, powered (capacity 20; usage 1) + +## BLAZE SCIMITAR, CLERIC + +**Source** _Tech Revolution pg. 60_, _Starfinder Fire Starters pg. 52_ +**Level** 12; **Price** 34,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d6 F; **Critical** Burn 2d6 +**Bulk** 1; **Special** Bright, powered (capacity 40; usage 2) + +## BLAZE SCIMITAR, DIVINE + +**Source** _Tech Revolution pg. 60_, _Starfinder Fire Starters pg. 52_ +**Level** 16; **Price** 162,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d6 F; **Critical** Burn 2d8 +**Bulk** 1; **Special** Bright, powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Burning Chains.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Burning Chains.md new file mode 100644 index 0000000..3653314 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Burning Chains.md @@ -0,0 +1,40 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 9 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Hellknights of the Order of the Chain favor these lengths of blackened, fiery chain, which often incorporate etchings of infernal runes or hellscapes into their complex designs. Burning chains aren’t known for their damage so much as their extreme flexibility in confounding an enemy—and, of course, for the visual imagery a burning chain provides when combined with the distinctive Hellknight armor. The order’s names for the various models have become the most commonly used, from fiend-class burning chains to malebranche- and archdevil-class burning chains. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## BURNING CHAINS, ARCHDEVIL-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 16; **Price** 178,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d12 F; **Critical** fatigue +**Bulk** 2; **Special** analog, disarm, fueled (capacity 20; usage 1), reach, trip + +## BURNING CHAINS, FIEND-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 3; **Price** 1,450 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 F; **Critical** fatigue +**Bulk** 2; **Special** analog, disarm, fueled (capacity 20; usage 1), reach, trip + +## BURNING CHAINS, MALEBRANCHE-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 9; **Price** 13,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 F; **Critical** fatigue +**Bulk** 2; **Special** analog, disarm, fueled (capacity 20; usage 1), reach, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Capture Pole.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Capture Pole.md new file mode 100644 index 0000000..dbcde62 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Capture Pole.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 12 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# CAPTURE POLE +Built to resemble an ancient pre- Gap weapon used to apprehend prisoners of war, a capture pole consists of a polearm with a twopronged robotic head that snaps shut when its center is pressed against a target during an attack. Designed to lock around a creature’s neck, each of a capture pole’s prongs are outfitted with armor-piercing syringes used to inject a creature with a substance, typically a sedative to make apprehension easier. This occurs on a successful attack roll for a melee attack or grapple combat maneuver. Capture poles are favored weapons among the drow, who use them to capture slaves and discipline their orc servants. + +## CAPTURE POLE, APPREHENSION-CLASS + +**Source** _Character Operations Manual pg. 122_ +**Level** 7; **Price** 6,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Grapple, injection, reach + +## CAPTURE POLE, ENFORCEMENT-CLASS + +**Source** _Character Operations Manual pg. 122_ +**Level** 2; **Price** 550 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Grapple, injection, reach + +## CAPTURE POLE, IMPRISONMENT-CLASS + +**Source** _Character Operations Manual pg. 122_ +**Level** 12; **Price** 36,300 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Grapple, injection, reach + +## CAPTURE POLE, DOMINATION-CLASS + +**Source** _Character Operations Manual pg. 122_ +**Level** 17; **Price** 256,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d12 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Grapple, injection, reach + +## CAPTURE POLE, OVERLORD-CLASS + +**Source** _Character Operations Manual pg. 122_ +**Level** 20; **Price** 855,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 15d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Grapple, injection, reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Core Hammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Core Hammer.md new file mode 100644 index 0000000..62ddfff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Core Hammer.md @@ -0,0 +1,49 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# CORE HAMMER +The hollow head of this two-handed hammer is filled with exceptionally dense plasma, which is released on contact with enemies, sometimes even spraying plasma on a wellplaced strike. Core hammers constructed by the followers of Angradd tend to be functional works of dark metal, where vesk models are usually designed to display the plasma behind magnetic containment. Tactical core hammers and advanced core hammers contain a stable plasma core, while fusion core hammers and reactor core hammers employ devices that focus plasma to trigger momentary flares of nuclear fusion. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## CORE HAMMER, FUSION + +**Source** _Starfinder Armory pg. 41_ +**Level** 13; **Price** 48,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d6 E & F; **Critical** jet 4d6 +**Bulk** 2; **Special** powered (capacity 40; usage 5) + +## CORE HAMMER, TACTICAL + +**Source** _Starfinder Armory pg. 41_ +**Level** 3; **Price** 1,320 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 E & F; **Critical** jet 1d6 +**Bulk** 2; **Special** powered (capacity 40; usage 2) + +## CORE HAMMER, ADVANCED + +**Source** _Starfinder Armory pg. 41_ +**Level** 8; **Price** 9,150 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 E & F; **Critical** jet 2d6 +**Bulk** 2; **Special** powered (capacity 40; usage 2) + +## CORE HAMMER, REACTOR + +**Source** _Starfinder Armory pg. 41_ +**Level** 20; **Price** 725,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 15d6 E & F; **Critical** jet 8d6 +**Bulk** 2; **Special** powered (capacity 80; usage 8) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crisis Wrench.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crisis Wrench.md new file mode 100644 index 0000000..798b413 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crisis Wrench.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# CRISIS WRENCH +This short staff ends in reconfigurable wrench-like prongs suited for operating on heavy machinery, sawing through debris, and incapacitating robots gone haywire. Each crisis wrench has specially fitted compartments along its length that stores an engineering kit (Core Rulebook 221), and all crisis wrenches other than the tinker-class model also house an engineering specialty tool kit selected when purchasing the weapon. These kits are included in the weapon’s price and bulk. + +## CRISIS WRENCH, ARTIFICER-CLASS + +**Source** _Tech Revolution pg. 60_ +**Level** 16; **Price** 169,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d10 B|S; **Critical** Staggered +**Bulk** 1; **Special** Analog, lockdown, modal, professional (maintenance worker) + +## CRISIS WRENCH, TINKER-CLASS + +**Source** _Tech Revolution pg. 60_ +**Level** 1; **Price** 315 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 B|S; **Critical** Staggered +**Bulk** 1; **Special** Analog, lockdown, modal, professional (maintenance worker) + +## CRISIS WRENCH, SCRAPPER-CLASS + +**Source** _Tech Revolution pg. 60_ +**Level** 6; **Price** 4,250 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 B|S; **Critical** Staggered +**Bulk** 1; **Special** Analog, lockdown, modal, professional (maintenance worker) + +## CRISIS WRENCH, ENGINEER-CLASS + +**Source** _Tech Revolution pg. 60_ +**Level** 11; **Price** 25,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 B|S; **Critical** Staggered +**Bulk** 1; **Special** Analog, lockdown, modal, professional (maintenance worker) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Cryopike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Cryopike.md new file mode 100644 index 0000000..c3b7faa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Cryopike.md @@ -0,0 +1,32 @@ +--- +aliases: +Hands: Two-Handed +Level: 5 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The haft of a cryopike is a long aluminum or carbon-steel shaft with an adjustable rubber grip. A cryopike emits a blast of supercooled gas from its tip that acts as a freezing blade. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## CRYOPIKE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 12; **Price** 34,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 C; **Critical** staggered +**Bulk** 2; **Special** powered (capacity 40; usage 2), reach + +## CRYOPIKE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 5; **Price** 3,360 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 C; **Critical** — +**Bulk** 2; **Special** powered (capacity 40; usage 2), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crystal Spear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crystal Spear.md new file mode 100644 index 0000000..6fba377 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Crystal Spear.md @@ -0,0 +1,36 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 11 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# CRYSTAL SPEAR +A creature wielding a crystal spear can tighten its grip on the spear to engage the crystal’s growth, giving the weapon extra reach. The new growth is brittle and collapses on contact, returning the spear to its original size and shape. + +## CRYSTAL SPEAR, SENTINEL + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 11; **Price** 25,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d6 P; **Critical** — +**Bulk** 1; **Special** Analog, block, reach, thrown (20 ft.), underwater + + +## CRYSTAL SPEAR, TACTICAL + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 3; **Price** 1,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 P; **Critical** — +**Bulk** 1; **Special** Analog, block, reach, thrown (20 ft.), underwater + +## CRYSTAL SPEAR, ZERO-EDGE + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 18; **Price** 390,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 11d6 P; **Critical** — +**Bulk** 1; **Special** Analog, block, reach, thrown (20 ft.), underwater \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Curved Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Curved Blade.md new file mode 100644 index 0000000..b047f1c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Curved Blade.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 10 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# CURVED BLADE +This graceful, curving blade further increases the drama inherent in sword fighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve blade looks delicate, but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve blades have only a narrow visible blade area, surrounded by a solid aura; these are the sharpest and most dangerous curve blades on the market. + +## CURVE BLADE, BUZZBLADE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 16; **Price** 184,300 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d10 S; **Critical** bleed 5d6 +**Bulk** 2; **Special** powered (capacity 40; usage 2) + +## CURVE BLADE, CARBON STEEL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 4; **Price** 2,230 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 S; **Critical** bleed 1d6 +**Bulk** 2; **Special** analog + +## CURVE BLADE, ULTRATHIN + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 10; **Price** 18,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 S; **Critical** bleed 2d6 +**Bulk** 1; **Special** analog + +## CURVE BLADE, DIMENSIONAL SLICE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 20; **Price** 815,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 12d10 S; **Critical** bleed 6d6 +**Bulk** 2; **Special** powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Devestation Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Devestation Blade.md new file mode 100644 index 0000000..75eb74c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Devestation Blade.md @@ -0,0 +1,36 @@ +--- +aliases: +Hands: Two-Handed +Level: 7 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# DEVESTATION BLADE + +The overlarge devastation blade is a two-edged sword that creates terrifying wounds. Devastation blades are rarely subtle weapons, due to both their size and their often elaborate spiked designs. + +## DEVASTATION BLADE, APOCALYPSE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 18; **Price** 410,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 12d8 S; **Critical** — +**Bulk** 1; **Special** analog + +## DEVASTATION BLADE, WRACK + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 7; **Price** 5,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 S; **Critical** — +**Bulk** 1; **Special** analog + +## DEVASTATION BLADE, RUIN + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 13; **Price** 43,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d8 S; **Critical** — +**Bulk** 1; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Doshko.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Doshko.md new file mode 100644 index 0000000..1f4e47d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Doshko.md @@ -0,0 +1,61 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 7 / 11 / 14 / 17 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# DOSHKO +The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges. + +Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons. + +## DOSHKO, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 7; **Price** 5,300 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d12 P; **Critical** — +**Bulk** 1; **Special** analog, unwieldy + +## DOSHKO, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 1; **Price** 240 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d12 P; **Critical** — +**Bulk** 1; **Special** analog, unwieldy + +## DOSHKO, ULTRATHIN + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 11; **Price** 24,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d12 P; **Critical** — +**Bulk** 1; **Special** analog, unwieldy + +## DOSHKO, ZERO-EDGE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 14; **Price** 71,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d12 P; **Critical** — +**Bulk** 1; **Special** analog, unwieldy + +## DOSHKO, MOLECULAR RIFT + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 17; **Price** 248,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d12 P; **Critical** — +**Bulk** 1; **Special** powered (capacity 20; usage 1), unwieldy + +## DOSHKO, DIMENSIONAL BLADE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 19; **Price** 546,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 13d12 P; **Critical** — +**Bulk** 1; **Special** analog, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Dragonglaive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Dragonglaive.md new file mode 100644 index 0000000..51f3c54 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Dragonglaive.md @@ -0,0 +1,59 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 8 / 12 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A modern take on the traditional weapon of the dragonkin, the dragonglaive is a polearm in which the large slashing blade is electrified via embedded circuitry. These weapons are generally so heavy that they can be used only by Large creatures or creatures with Strength modifiers of at least +4. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## DRAGONGLAIVE, BASIC + +_SFS Note: Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4._ +**Source** _Alien Archive pg. 41_ +**Level** 4; **Price** 2,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 S & E; **Critical** — +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## DRAGONGLAIVE, THUNDERHEAD + +_SFS Note: Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4._ +**Source** _Alien Archive pg. 41_ +**Level** 8; **Price** 9,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 S & E; **Critical** — +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## DRAGONGLAIVE, STORMSTRIKE + +_SFS Note: Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4._ +**Source** _Alien Archive pg. 41_ +**Level** 12; **Price** 34,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 S & E; **Critical** — +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## DRAGONGLAIVE, SKYSHATTER + +_SFS Note: Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4._ +**Source** _Alien Archive pg. 41_ +**Level** 16; **Price** 160,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d8 S & E; **Critical** — +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## DRAGONGLAIVE, WYRMLORD + +_SFS Note: Dragonglaives can only be wielded by Large creatures or creatures with Strength modifiers of at least +4._ +**Source** _Alien Archive pg. 41_ +**Level** 19; **Price** 525,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 13d8 S & E; **Critical** — +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Electroflail.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Electroflail.md new file mode 100644 index 0000000..5f8ddd0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Electroflail.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: Two-Handed +Level: 5 / 9 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +An electroflail is a 2-foot-long haft and a floating spiked or ridged ball; as there is no visible tether between the two components, an electroflail appears to be two separate weapons. An electromagnetic force causes the ball to stay within a predetermined range of the haft’s end—usually around 1 foot away—while also conducting a substantial electric charge to the ball that is discharged upon a strike. The magnetic field can also interfere with other weapons, allowing a proficient user to use an electroflail to knock opponents’ weapons out of their grasp. These weapons see frequent use among various Hellknight orders, which often custom order designs featuring grinning devils, complete with spiked wings. Electroflails are available in tactical, advanced, elite, and paragon models. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ELECTROFLAIL, ADVANCED + +**Source** _Starfinder Armory pg. 45_ +**Level** 9; **Price** 12,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 E; **Critical** arc 2d6 +**Bulk** 1; **Special** disarm, powered (capacity 20; usage 1) + +## ELECTROFLAIL, TACTICAL + +**Source** _Starfinder Armory pg. 45_ +**Level** 5; **Price** 2,910 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 E; **Critical** arc 1d6 +**Bulk** 1; **Special** disarm, powered (capacity 20; usage 1) + +## ELECTROFLAIL, ELITE + +**Source** _Starfinder Armory pg. 45_ +**Level** 14; **Price** 69,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d6 E; **Critical** arc 3d6 +**Bulk** 1; **Special** disarm, powered (capacity 20; usage 1) + +## ELECTROFLAIL, PARAGON + +**Source** _Starfinder Armory pg. 45_ +**Level** 18; **Price** 360,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 11d6 E; **Critical** arc 4d6 +**Bulk** 1; **Special** disarm, powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Doshko.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Doshko.md new file mode 100644 index 0000000..5165c99 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Doshko.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 8 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +When activated, the blade of this doshko heats up by means of internal heating coils. The doshko deals fire damage and can also cause traumatic injuries. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLAME DOSHKO, BLAZE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 8; **Price** 8,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 F; **Critical** wound +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLAME DOSHKO, EMBER + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 2; **Price** 750 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 F; **Critical** wound +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLAME DOSHKO, INFERNO + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 13; **Price** 53,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d8 F; **Critical** wound +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLAME DOSHKO, SOLAR FLARE + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 19; **Price** 595,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d8 F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Spinner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Spinner.md new file mode 100644 index 0000000..c6d0940 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flame Spinner.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 5 / 12 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A flame spinner consists of two weighted balls attached to a length of cable; the pair is spun in an elegant, showy dance of spinning fire. Fireball and immolation flame spinners use petrol to generate a flaming nimbus around the ball’s metal casing, while supernova and fission flame spinners dispense with the casing and instead compress the petrol to generate a dense mass of blazing heat in place of each ball. Using a flame spinner effectively is difficult due to the complex handling required, and kasathas and other races with additional limbs find they have a substantial advantage in that regard. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLAME SPINNER, FIREBALL + +**Source** _Starfinder Armory pg. 37_ +**Level** 1; **Price** 225 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 F; **Critical** burn 1d4 +**Bulk** 1; **Special** analog, free hands (2), fueled (capacity 20; usage 1), unwieldy + +## FLAME SPINNER, IMMOLATION + +**Source** _Starfinder Armory pg. 37_ +**Level** 5; **Price** 2,860 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 F; **Critical** burn 1d6 +**Bulk** 1; **Special** analog, free hands (2), fueled (capacity 20; usage 2), unwieldy + +## FLAME SPINNER, SUPERNOVA + +**Source** _Starfinder Armory pg. 37_ +**Level** 12; **Price** 33,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 F; **Critical** burn 2d6 +**Bulk** 1; **Special** analog, free hands (2), fueled (capacity 20; usage 1), unwieldy + +## FLAME SPINNER, FISSION + +**Source** _Starfinder Armory pg. 37_ +**Level** 20; **Price** 802,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d12 F; **Critical** burn 5d6 +**Bulk** 1; **Special** analog, free hands (2), fueled (capacity 20; usage 1), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flare Axe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flare Axe.md new file mode 100644 index 0000000..6aabaed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Flare Axe.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 5 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A flare axe pushes a magnetically contained wave of plasma in a semicircular arc parallel to the haft that resembles a miniature solar flare. The color of plasma indicates the relative temperature (and therefore damage output) of each weapon: red star flare axes are the standard model, yellow star and white star flare axes are more dangerous, and blue star flare axes inflict the most destruction. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## FLARE AXE, BLUE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 16; **Price** 148,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d12 E & F; **Critical** burn 3d6 +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLARE AXE, RED STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 1; **Price** 120 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 E & F; **Critical** burn 1d4 +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLARE AXE, YELLOW STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 5; **Price** 2,710 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 E & F; **Critical** burn 1d8 +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## FLARE AXE, WHITE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 11; **Price** 23,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 E & F; **Critical** burn 1d10 +**Bulk** 1; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frost Maul.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frost Maul.md new file mode 100644 index 0000000..f27d87f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frost Maul.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 8 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +A two-handed hammer with a reservoir of coolant in its head, a frost maul simultaneously bludgeons and chills its target. As most substances become brittle and prone to shattering when subjected to extremely low temperatures, the frost maul excels at damaging objects it hits. Frost mauls come in aufeis, iceberg, floe, and glacier models. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## FROST MAUL, AUFEIS + +**Source** _Starfinder Armory pg. 34_ +**Level** 3; **Price** 1,240 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 C; **Critical** staggered +**Bulk** 2; **Special** powered (capacity 20; usage 2), sunder + +## FROST MAUL, ICEBERG + +**Source** _Starfinder Armory pg. 34_ +**Level** 8; **Price** 8,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 B & C; **Critical** staggered +**Bulk** 2; **Special** powered (capacity 20; usage 2), sunder + +## FROST MAUL, FLOE + +**Source** _Starfinder Armory pg. 34_ +**Level** 13; **Price** 46,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d8 B & C; **Critical** staggered +**Bulk** 2; **Special** powered (capacity 20; usage 2), sunder + +## FROST MAUL, GLACIER + +**Source** _Starfinder Armory pg. 34_ +**Level** 17; **Price** 224,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d8 B & C; **Critical** staggered +**Bulk** 2; **Special** powered (capacity 40; usage 2), sunder \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frosthaft Doshko.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frosthaft Doshko.md new file mode 100644 index 0000000..9f274b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Frosthaft Doshko.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 7 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# FROSTHAFT DOSHKO +This doshko has blades formed of deadly ice by condensers situated within the weapon. Few wielders of a frosthaft doshko consider their weapon appropriately sized unless it’s at least as tall as they are. The extra leverage and freezing blades cause the weapon to hit with incredible force, numbing muscles and snapping bones. + +## FROSTHAFT DOSHKO, AVALANCHE + +**Source** _Near Space pg. 150_ +**Level** 20; **Price** 804,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d12 C; **Critical** Enfeeble +**Bulk** 1; **Special** Powered (capacity 20, usage 1), reach, unwieldy + +## FROSTHAFT DOSHKO, CHILL + +**Source** _Near Space pg. 150_ +**Level** 4; **Price** 2,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 C; **Critical** Enfeeble +**Bulk** 1; **Special** Powered (capacity 20, usage 1), reach, unwieldy + +## FROSTHAFT DOSHKO, SUBZERO + +**Source** _Near Space pg. 150_ +**Level** 7; **Price** 12,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d10 C; **Critical** Enfeeble +**Bulk** 1; **Special** Powered (capacity 20, usage 1), reach, unwieldy + +## FROSTHAFT DOSHKO, GLACIAL + +**Source** _Near Space pg. 150_ +**Level** 14; **Price** 73,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d10 C; **Critical** Enfeeble +**Bulk** 1; **Special** Powered (capacity 20, usage 1), reach, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Icestar Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Icestar Staff.md new file mode 100644 index 0000000..33d0a2e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Icestar Staff.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 7 / 11 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +An icestar staff is an homage to the planet of Verces, where shirren immigrants making their first Pact Worlds home developed the weapon. One end of this staff glows with heat, while the other end shimmers with frost, offering the wielder the choice of which to use for each strike—a particular treat for its shirren creators. Icestar staves come in defender, seeker, warrior, drifter, and leader models. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ICESTAR STAFF, DEFENDER + +**Source** _Starfinder Armory pg. 35_ +**Level** 4; **Price** 2,080 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 C|f; **Critical** — +**Bulk** 1; **Special** block, double (flame), powered (capacity 40; usage 2) + +## ICESTAR STAFF, SEEKER + +**Source** _Starfinder Armory pg. 35_ +**Level** 7; **Price** 6,320 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d6 C|f; **Critical** — +**Bulk** 1; **Special** block, double (flame), powered (capacity 40; usage 2) + +## ICESTAR STAFF, WARRIOR + +**Source** _Starfinder Armory pg. 35_ +**Level** 11; **Price** 25,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d6 C|f; **Critical** — +**Bulk** 1; **Special** block, double (flame), powered (capacity 40; usage 2) + +## ICESTAR STAFF, DRIFTER + +**Source** _Starfinder Armory pg. 35_ +**Level** 14; **Price** 73,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d6 C|f; **Critical** — +**Bulk** 1; **Special** block, double (flame), powered (capacity 40; usage 2) + +## ICESTAR STAFF, LEADER + +**Source** _Starfinder Armory pg. 35_ +**Level** 17; **Price** 251,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d6 C|f; **Critical** — +**Bulk** 1; **Special** block, double (flame), powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Interference Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Interference Blade.md new file mode 100644 index 0000000..3091a1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Interference Blade.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: Two-Handed +Level: 6 / 10 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The grip of an interference blade contains sonic projectors that emit specific ultrasonic frequencies, overlapping the sound waves until they become a physical edge. When you swing the weapon, this blade is visible as a blurred, translucent line. Monophonic interference blades generate a single pitch. Harmonic models use several pitches that amplify one another. A polyphonic blade projects variable frequencies, while a multiphonic version combines several frequencies in a single edge. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## INTERFERENCE BLADE, HARMONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 10; **Price** 18,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 So; **Critical** wound +**Bulk** 1; **Special** powered (capacity 40, usage 8) + +## INTERFERENCE BLADE, MONOPHONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 6; **Price** 4,420 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 So; **Critical** wound +**Bulk** 1; **Special** powered (capacity 40, usage 4) + +## INTERFERENCE BLADE, POLYPHONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 14; **Price** 76,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d10 So; **Critical** wound +**Bulk** 1; **Special** powered (capacity 100, usage 10) + +## INTERFERENCE BLADE, MULTIPHONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 19; **Price** 597,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d10 So; **Critical** wound +**Bulk** 1; **Special** powered (capacity 100, usage 20) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Lumenstaff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Lumenstaff.md new file mode 100644 index 0000000..e9f58a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Lumenstaff.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# LUMENSTAFF +The tip of this staff is a hollow chamber packed with bioluminescent algae. Each time the lumenstaff strikes a solid object or creature, the force of the impact causes the contained algae to release a bright light, illuminating the area. + +## LUMENSTAFF, ADVANCED + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 7; **Price** 6,850 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d6 B; **Critical** Blind +**Bulk** 1; **Special** Analog, block, bright, underwater + +## LUMENSTAFF, TACTICAL + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 2; **Price** 800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 B; **Critical** Blind +**Bulk** 1; **Special** Analog, block, bright, underwater + +## LUMENSTAFF, ELITE + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 17; **Price** 240,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d6 B; **Critical** Blind +**Bulk** 1; **Special** Analog, block, bright, underwater \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Magma Sledge.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Magma Sledge.md new file mode 100644 index 0000000..8ac2307 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Magma Sledge.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 5 / 9 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# MAGMA SLEDGE +Inspired by the red-hot stony body of a thermatrod, magma sledges are the larger cousins of the more agile magma blades. At first glance, a magma sledge seems like an analog weapon with a steel shaft and a head of solid stone. However, when the weapon powers on, cracks form along the surface show the magma hidden within, held in place with powerful magnetic fields. When slammed into a target, the intense heat and force can send even the most powerful opponents reeling. Factory floors that mass produce magma sledges are often swelteringly hot. + +## MAGMA SLEDGE, ANDESITE + +**Source** _Alien Archive 4 pg. 125_ +**Level** 9; **Price** 13,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 B & F; **Critical** Staggered +**Bulk** 2; **Special** Powered (capacity 40, usage 2), reach, unwieldy + +## MAGMA SLEDGE, RHYOLITE + +**Source** _Alien Archive 4 pg. 125_ +**Level** 5; **Price** 3,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 B & F; **Critical** Staggered +**Bulk** 2; **Special** Powered (capacity 20, usage 2), reach, unwieldy + +## MAGMA SLEDGE, BASALT + +**Source** _Alien Archive 4 pg. 125_ +**Level** 15; **Price** 112,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d10 B & F; **Critical** Staggered +**Bulk** 2; **Special** Powered (capacity 40, usage 2), reach, unwieldy + +## MAGMA SLEDGE, PLAGIOCLASE + +**Source** _Alien Archive 4 pg. 125_ +**Level** 20; **Price** 850,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 12d10 B & F; **Critical** Staggered +**Bulk** 2; **Special** Powered (capacity 80, usage 2), reach, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Meteor Glaive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Meteor Glaive.md new file mode 100644 index 0000000..d6b9909 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Meteor Glaive.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 6 / 10 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The glaive is an ancient weapon, originally developed for use by and against mounted warriors. The meteor glaive is the Skyfire Legion’s update on the original design, incorporating a petrol tank near the base of the slightly curved blade and relying on a long shaft to keep the wielder at a safe distance. Meteor glaives are classified into tactical, advanced, elite, and paragon models. + +# FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## METEOR GLAIVE, ADVANCED + +**Source** _Starfinder Armory pg. 38_ +**Level** 10; **Price** 18,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 F|s; **Critical** wound +**Bulk** 2; **Special** fueled (capacity 40; usage 4), reach + +## METEOR GLAIVE, TACTICAL + +**Source** _Starfinder Armory pg. 38_ +**Level** 6; **Price** 4,390 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d12 F|s; **Critical** wound +**Bulk** 2; **Special** fueled (capacity 40; usage 4), reach + +## METEOR GLAIVE, ELITE + +**Source** _Starfinder Armory pg. 38_ +**Level** 15; **Price** 112,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d10 F|s; **Critical** wound +**Bulk** 2; **Special** fueled (capacity 40; usage 4), reach + +## METEOR GLAIVE, PARAGON + +**Source** _Starfinder Armory pg. 38_ +**Level** 18; **Price** 385,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d10 F|s; **Critical** severe wound +**Bulk** 2; **Special** fueled (capacity 40; usage 4), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nematocyst Spear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nematocyst Spear.md new file mode 100644 index 0000000..716b689 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nematocyst Spear.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 9 / 13 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# NEMATOCYST SPEAR +These traditional spears are fashioned from the tentacles of scyphozoans who died honorably in combat. Some modern versions of the spear are grown in laboratories rather than harvested from the dead. + +## NEMATOCYST SPEAR, CEREMONIAL + +**Source** _Interstellar Species pg. 119_ +**Level** 4; **Price** 2,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 A & P; **Critical** Staggered +**Bulk** 1; **Special** Analog, injection, reach, underwater + +## NEMATOCYST SPEAR, DUELING + +**Source** _Interstellar Species pg. 119_ +**Level** 9; **Price** 13,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 A & P; **Critical** Staggered +**Bulk** 1; **Special** Analog, injection, reach, underwater + +## NEMATOCYST SPEAR, HUNTER + +**Source** _Interstellar Species pg. 119_ +**Level** 13; **Price** 50,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d8 A & P; **Critical** Staggered +**Bulk** 1; **Special** Analog, injection, reach, underwater + +## NEMATOCYST SPEAR, WARLORD + +**Source** _Interstellar Species pg. 119_ +**Level** 17; **Price** 260,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d8 A & P; **Critical** Staggered +**Bulk** 1; **Special** Analog, injection, reach, underwater + +## NEMATOCYST SPEAR, CHAMPION + +**Source** _Interstellar Species pg. 119_ +**Level** 20; **Price** 850,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 15d8 A & P; **Critical** Staggered +**Bulk** 1; **Special** Analog, injection, reach, underwater \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nova Lance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nova Lance.md new file mode 100644 index 0000000..06656b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Nova Lance.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +This long weapon bears a plasma sheath at its striking tip. Although similar weapons are produced on many worlds, nova lances’ use in Eoxian racing broadcasts has made them especially popular throughout the Pact Worlds. They are typically manufactured by corporations that specialize in plasma pistols and plasma rifles and thus their models follow the same naming conventions: red star, yellow star, white star, and blue star. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## NOVA LANCE, BLUE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 17; **Price** 279,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d6 E & F; **Critical** severe wound +**Bulk** 2; **Special** powered (capacity 40; usage 4), reach + +## NOVA LANCE, RED STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 2; **Price** 995 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 E & F; **Critical** wound +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## NOVA LANCE, YELLOW STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 7; **Price** 6,870 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d4 E & F; **Critical** wound +**Bulk** 2; **Special** powered (capacity 20; usage 1), reach + +## NOVA LANCE, WHITE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 12; **Price** 39,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d4 E & F; **Critical** severe wound +**Bulk** 2; **Special** powered (capacity 40; usage 2), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Phasic Scythe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Phasic Scythe.md new file mode 100644 index 0000000..6e4a778 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Phasic Scythe.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 7 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# PHASIC SCYTHE +With these phasic scythes, weaponsmiths harnessed the nyssholora’s ability to oscillate its upper appendages to produce a deadly sonic effect. Using a complex array of internal energy conductors powered by Pact Worlds high-, super-, and ultra-capacity batteries, the technological components of phasic scythes can replicate the nyssholora’s nervous system by causing an authentic nyssholora claw to vibrate at similar frequencies to their natural counterparts. These weapons slice through solid matter with wicked efficiency, sometimes leaving their living targets with lasting wounds. These powered blades keep the market for nyssholora hunting lucrative despite the dangers inherent in recovering the raw materials. + +## PHASIC SCYTHE, HARMONIC + +**Source** _Alien Archive 2 pg. 87_ +**Level** 11; **Price** 25,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d4 So; **Critical** Wound +**Bulk** 1; **Special** penetrating, powered (capacity 40, usage 5) + +## PHASIC SCYTHE, MONOPHONIC + +**Source** _Alien Archive 2 pg. 87_ +**Level** 7; **Price** 6,250 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d4 So; **Critical** Wound +**Bulk** 1; **Special** penetrating, powered (capacity 40, usage 4) + +## PHASIC SCYTHE, POLYPHONIC + +**Source** _Alien Archive 2 pg. 87_ +**Level** 15; **Price** 112,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d8 So; **Critical** Wound +**Bulk** 2; **Special** penetrating, powered (capacity 80, usage 8) + +## PHASIC SCYTHE, MULTIPHONIC + +**Source** _Alien Archive 2 pg. 87_ +**Level** 19; **Price** 562,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d8 So; **Critical** Wound +**Bulk** 2; **Special** penetrating, powered (capacity 100, usage 10) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Doshko.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Doshko.md new file mode 100644 index 0000000..7e13631 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Doshko.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 6 / 10 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The plasma versions of these traditional vesk weapons use the same popular naming convention as other plasma weapons. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA DOSHKO, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 18; **Price** 364,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d10 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## PLASMA DOSHKO, RED STAR + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 6; **Price** 4,650 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## PLASMA DOSHKO, YELLOW STAR + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 10; **Price** 17,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d10 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## PLASMA DOSHKO, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 15; **Price** 126,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d10 E & F; **Critical** severe wound +**Bulk** 1; **Special** powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Ribbon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Ribbon.md new file mode 100644 index 0000000..d2b6e93 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Plasma Ribbon.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +While analog battle ribbons are the most traditional of such weapons, increased demand for showier displays in recent centuries has resulted in the development of the plasma ribbon. Much like the analog version, a plasma ribbon is a 10-foot-long ribbon about 3 inches wide, though this version is made from impermeable nanocarbon fiber. A series of fine, flexible wires along the edges produces a narrow magnetic field that turns the weapon into a streamer of glowing plasma in use. Student plasma ribbons allow the user to build up proficiency; battleflowers trade up to professional, competitor, and champion plasma ribbons as they become more skilled with the weapons. + +# PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA RIBBON, CHAMPION + +**Source** _Starfinder Armory pg. 43_ +**Level** 19; **Price** 578,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d10 E & F; **Critical** — +**Bulk** L; **Special** operative, professional (dancer), powered (capacity 20; usage 1) + +## PLASMA RIBBON, STUDENT + +**Source** _Starfinder Armory pg. 43_ +**Level** 4; **Price** 2,120 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 E & F; **Critical** — +**Bulk** L; **Special** operative, professional (dancer), powered (capacity 20; usage 1) + +## PLASMA RIBBON, PROFESSIONAL + +**Source** _Starfinder Armory pg. 43_ +**Level** 9; **Price** 13,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d10 E & F; **Critical** — +**Bulk** L; **Special** operative, professional (dancer), powered (capacity 20; usage 1) + +## PLASMA RIBBON, COMPETITOR + +**Source** _Starfinder Armory pg. 43_ +**Level** 14; **Price** 74,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 E & F; **Critical** — +**Bulk** L; **Special** operative, professional (dancer), powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Polarity Gauntlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Polarity Gauntlet.md new file mode 100644 index 0000000..d50a3fb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Polarity Gauntlet.md @@ -0,0 +1,63 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 4 / 8 12 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- + +Polarity gauntlets fit snugly over the wearer’s extremities, and when activated, the two gloves generate an arc of electricity between them. Due to the alternating currents, subsequent attacks deal additional damage: each strike that hits a target after the first in rapid succession deals additional damage. The popularity of these weapons has led to the proliferation of different versions, including the cheap but potent spark and static models, the midrange aurora and current models, and the powerful storm and tempest polarity gauntlets. Kasathan warriors who maintain their cultural predilection for melee combat favor polarity gauntlets as an effective weapon that aligns with their martial values. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## POLARITY GAUNTLETS, AURORA + +**Source** _Starfinder Armory pg. 48_ +**Level** 8; **Price** 10,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d6 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 1d6, powered (capacity 40; usage 4) + +## POLARITY GAUNTLETS, SPARK + +**Source** _Starfinder Armory pg. 48_ +**Level** 1; **Price** 410 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d3 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 1d3, powered (capacity 20; usage 2) + +## POLARITY GAUNTLETS, STATIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 4; **Price** 2,350 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 1d4, powered (capacity 40; usage 2) + +## POLARITY GAUNTLETS, CURRENT + +**Source** _Starfinder Armory pg. 48_ +**Level** 12; **Price** 39,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 2d6, powered (capacity 80; usage 4) + +## POLARITY GAUNTLETS, STORM + +**Source** _Starfinder Armory pg. 48_ +**Level** 15; **Price** 122,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d6 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 2d6, powered (capacity 80; usage 8) + +## POLARITY GAUNTLETS, TEMPEST + +**Source** _Starfinder Armory pg. 48_ +**Level** 19; **Price** 615,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d6 E; **Critical** — +**Bulk** 1; **Special** operative, polarize 3d6, powered (capacity 100; usage 10) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Resonant Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Resonant Staff.md new file mode 100644 index 0000000..6c30323 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Resonant Staff.md @@ -0,0 +1,38 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The weapon known as the resonant staff has a history that runs parallel to origins of the resonant gauntlet and resonant pistol. A similar crystalline structure tuned to particular frequencies turns electricity into sound as it agitates the crystal. The sonorous staff is named for the pleasant tone it strikes, while the reverberant model echoes with a few different tones. A stentorian resonant staff is like the reverberant model but punctuates its blows with distinctive sonic cracks. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## RESONANT STAFF, REVERBERANT + +**Source** _Starfinder Armory pg. 50_ +**Level** 13; **Price** 49,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d6 So; **Critical** knockdown +**Bulk** 1; **Special** block, boost 2d6, powered (capacity 20, usage 1) + +## RESONANT STAFF, SONOROUS + +**Source** _Starfinder Armory pg. 50_ +**Level** 3; **Price** 1,380 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** knockdown +**Bulk** 1; **Special** block, boost 1d4, powered (capacity 20, usage 1) + +## RESONANT STAFF, STENTORIAN + +**Source** _Starfinder Armory pg. 50_ +**Level** 18; **Price** 381,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d6 So; **Critical** knockdown +**Bulk** 1; **Special** block, boost 5d6, powered (capacity 20, usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Seismic Pick.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Seismic Pick.md new file mode 100644 index 0000000..d93d340 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Seismic Pick.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 5 / 9 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Equal parts tool and weapon, a seismic pick is used in Ulrikka Clanholdings’ mining efforts due to the added impact of its sonic emitters. These vibrations facilitate efficient excavation, and the picks prove similarly effective against armored opponents. Light and heavy seismic picks are equally useful in fighting or mining. Driver and demolition models are really weapons of war far more powerful than needed to perform most mining work. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SEISMIC PICK, DEMOLITION + +**Source** _Starfinder Armory pg. 50_ +**Level** 15; **Price** 101,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d8 So; **Critical** deafen +**Bulk** 1; **Special** penetrating, powered (capacity 20, usage 1), profession + +## SEISMIC PICK, LIGHT + +**Source** _Starfinder Armory pg. 50_ +**Level** 1; **Price** 180 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 So; **Critical** deafen +**Bulk** 1; **Special** penetrating, powered (capacity 20, usage 1), profession + +## SEISMIC PICK, HEAVY + +**Source** _Starfinder Armory pg. 50_ +**Level** 5; **Price** 2,790 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 So; **Critical** deafen +**Bulk** 1; **Special** penetrating, powered (capacity 20, usage 1), profession + +## SEISMIC PICK, DRIVER + +**Source** _Starfinder Armory pg. 50_ +**Level** 9; **Price** 12,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d6 So; **Critical** deafen +**Bulk** 1; **Special** penetrating, powered (capacity 20, usage 1), profession \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shadow Chains.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shadow Chains.md new file mode 100644 index 0000000..b21000a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shadow Chains.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 7 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Worshipers of Zon-Kuthon developed the first shadow chains using cutting-edge heat-transfer technology, but outsiders rapidly reverse-engineered the weapons, constructing functional facsimiles from their own tech. Shadow chains’ links rapidly absorb heat, while their heavily insulated handle protect their wielders from direct exposure to the freezing darkness. Many adherents of the Midnight Lord make use of the follower, acolyte, and penitent shadow chains, while only the most devout can afford the more powerful ecclesiastic and devotional shadow chains. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## SHADOW CHAINS, ACOLYTE + +**Source** _Starfinder Armory pg. 35_ +**Level** 7; **Price** 6,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d4 C; **Critical** bind +**Bulk** 2; **Special** analog, disarm, reach, trip + +## SHADOW CHAINS, FOLLOWER + +**Source** _Starfinder Armory pg. 35_ +**Level** 1; **Price** 390 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d3 C; **Critical** bind +**Bulk** 2; **Special** analog, disarm, reach, trip + +## SHADOW CHAINS, PENITENT + +**Source** _Starfinder Armory pg. 35_ +**Level** 10; **Price** 18,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d4 C; **Critical** bind +**Bulk** 2; **Special** analog, disarm, reach, trip + +## SHADOW CHAINS, ECCLESIASTIC + +**Source** _Starfinder Armory pg. 35_ +**Level** 14; **Price** 76,800 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d4 C; **Critical** bind +**Bulk** 2; **Special** analog, disarm, reach, trip + +## SHADOW CHAINS, DEVOTIONAL + +**Source** _Starfinder Armory pg. 35_ +**Level** 18; **Price** 261,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d8 C; **Critical** bind +**Bulk** 2; **Special** analog, disarm, reach, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shimmerstone Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shimmerstone Staff.md new file mode 100644 index 0000000..fe5841b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Shimmerstone Staff.md @@ -0,0 +1,37 @@ +--- +aliases: +Hands: Two-Handed +Level: 6 / 11 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# SHIMMERSTONE STAFF +Shimmerstone is a unique mineral found only in the frozen mountains of Vesk-8. A deep, translucent blue, it is reminiscent of thick ice in its raw form, and it glitters with a three-dimensional field comprised of tiny points of light. Kothamas have long fashioned small amounts of the mineral—relative to their large scale—into foci, contemplating the glittering objects during the day or when there is inclement weather as a substitute for the starry night sky. Vesk forces, upon first encountering this mineral, noted its calming effect and immediately set to work developing military applications, eventually fashioning it into supplementary weapons for spellcasters. + +A shimmerstone staff is a hybrid item that functions as a two-handed advanced melee weapon. While you are wielding a shimmerstone staff, the DCs of your charm and emotion spells and effects are increased by 1. + +## SHIMMERSTONE STAFF, EVENFALL + +**Source** Alien Archive 3 pg. 65 +**Level** 11; **Price** 25,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d6 B; **Critical** — +**Bulk** 1; **Special** Unwieldy + +## SHIMMERSTONE STAFF, SUNSET + +**Source** Alien Archive 3 pg. 65 +**Level** 6; **Price** 4,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d6 B; **Critical** — +**Bulk** 1; **Special** Unwieldy + +## SHIMMERSTONE STAFF, TWILIGHT + +**Source** Alien Archive 3 pg. 65 +**Level** 15; **Price** 105,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d12 B; **Critical** — +**Bulk** 1; **Special** Unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Spear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Spear.md new file mode 100644 index 0000000..efe6d60 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Spear.md @@ -0,0 +1,46 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 8 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +As a singing spear moves through the air, grooves and channels along its length catch the wind, amplifying the noise into a strong sonic vibration. Lashunta shotalashu hunters of Castrovel originally used the weapons as the sound helped members of hunting parties keep track of one another and identify where targets might be in thick undergrowth. Singing spears sound pleasant, and can be found in sopranino, soprano, alto, and tenor models. Each has increasingly precise grooves for improved sonic damage that can disturb the inner ear and cause brief disorientation. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SINGING SPEAR, ALTO + +**Source** _Starfinder Armory pg. 51_ +**Level** 12; **Price** 45,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d8 P & So; **Critical** confuse +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## SINGING SPEAR, SOPRANINO + +**Source** _Starfinder Armory pg. 51_ +**Level** 4; **Price** 2,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 P & So; **Critical** confuse +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## SINGING SPEAR, SOPRANO + +**Source** _Starfinder Armory pg. 51_ +**Level** 8; **Price** 9,500 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 P & So; **Critical** confuse +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## SINGING SPEAR, TENOR + +**Source** _Starfinder Armory pg. 51_ +**Level** 17; **Price** 247,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 11d8 P & So; **Critical** confuse +**Bulk** 1; **Special** analog, thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Star.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Star.md new file mode 100644 index 0000000..a3d6538 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Singing Star.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# SINGING STAR +An ancient and traditional pahtra weapon, the singing star consists of a long chain or rope with each end attached to a fist-sized metal slug covered in complex ridges and spikes. The wielder swings the chain, either tangling targets or using the metal sphere like a long flail, while the ridges cause the weapon to make an eerie and discomfiting whistle. Traditional versions are made from materials taken from the greatest of Vesk-6’s predators, while more modern versions are typically made of polyceramic or carbonsteel. + +## SINGING STAR, ADEPT + +**Source** _Drift Crisis pg. 63_ +**Level** 7; **Price** 7,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d4 B; **Critical** Knockdown +**Bulk** 2; **Special** Analog, disarm, reach, trip, profession + +## SINGING STAR, APPRENTICE + +**Source** _Drift Crisis pg. 63_ +**Level** 2; **Price** 850 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 B; **Critical** Knockdown +**Bulk** 2; **Special** Analog, disarm, reach, trip, profession + +## SINGING STAR, MASTER + +**Source** _Drift Crisis pg. 63_ +**Level** 12; **Price** 36,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d4 B; **Critical** Knockdown +**Bulk** 2; **Special** Analog, disarm, reach, trip, profession + +## SINGING STAR, SAGE + +**Source** _Drift Crisis pg. 63_ +**Level** 17; **Price** 245,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 8d6 B; **Critical** Knockdown +**Bulk** 2; **Special** Analog, disarm, reach, trip, profession \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Skitterstaff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Skitterstaff.md new file mode 100644 index 0000000..8bd9886 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Skitterstaff.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 1 / 4 / 8 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# SKITTERSTAFF +This long weapon originated as a skittermander farm implement. Resembling a long hoe with a triangular, hooked end, it is used by rural skittermanders to defend themselves from predators and dangerous strangers. Other races acknowledge the skitterstaff’s utility as a weapon but are met with puzzled skittermanders’ questions about where they plan to farm with it. + +## SKITTERSTAFF, AGRARIAN + +**Source** _Near Space pg. 150_ +**Level** 8; **Price** 9,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 B; **Critical** Knockdown +**Bulk** 1; **Special** Analog, reposition + +## SKITTERSTAFF, RUSTIC + +**Source** _Near Space pg. 150_ +**Level** 1; **Price** 220 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 B; **Critical** — +**Bulk** 1; **Special** Analog, reposition + +## SKITTERSTAFF, PROVINCIAL + +**Source** _Near Space pg. 150_ +**Level** 4; **Price** 1,880 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 B; **Critical** Knockdown +**Bulk** 1; **Special** Analog, reposition + +## SKITTERSTAFF, BUCOLIC + +**Source** _Near Space pg. 150_ +**Level** 12; **Price** 36,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d8 B; **Critical** Knockdown +**Bulk** 1; **Special** Analog, reposition \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Spined Iceblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Spined Iceblade.md new file mode 100644 index 0000000..583886d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Spined Iceblade.md @@ -0,0 +1,48 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 9 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The spined iceblade is a variant of the traditional kasathan spined blade. Its longer, curved handle includes internal channels where coolant builds up until it is released by the wielder’s movements. Frostbite-class, hailstorm-class, blizzard-class, and avalancheclass spined iceblades are all readily available in markets that regularly serve kasathas, but similar weapons appearing on distant worlds have intrigued kasathan archaeologists. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## SPINED ICEBLADE, AVALANCHE-CLASS + +**Source** _Starfinder Armory pg. 35_ +**Level** 19; **Price** 570,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d6 C; **Critical** staggered +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## SPINED ICEBLADE, FROSTBITE-CLASS + +**Source** _Starfinder Armory pg. 35_ +**Level** 4; **Price** 2,150 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 C; **Critical** staggered +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## SPINED ICEBLADE, HAILSTORM-CLASS + +**Source** _Starfinder Armory pg. 35_ +**Level** 9; **Price** 13,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 C; **Critical** staggered +**Bulk** 1; **Special** powered (capacity 20; usage 1) + +## SPINED ICEBLADE, BLIZZARD-CLASS + +**Source** _Starfinder Armory pg. 35_ +**Level** 16; **Price** 170,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d6 C; **Critical** staggered +**Bulk** 1; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Doshko.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Doshko.md new file mode 100644 index 0000000..34e9138 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Doshko.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 7 / 12 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# STORM DOSHKO +An internal generator maintains the blue blades of this ominously crackling doshko. The ozone-and-oil smell of an active storm doshko is unmistakable. + +## STORM DOSHKO, AURORA + +**Source** _Near Space pg. 150_ +**Level** 7; **Price** 6,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 E; **Critical** Staggered +**Bulk** 1; **Special** Powered (capacity 20, usage 1) + +## STORM DOSHKO, STATIC + +**Source** _Near Space pg. 150_ +**Level** 3; **Price** 1,490 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 E; **Critical** Staggered +**Bulk** 1; **Special** Powered (capacity 20, usage 1) + +## STORM DOSHKO, LIGHTNING + +**Source** _Near Space pg. 150_ +**Level** 12; **Price** 35,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d8 E; **Critical** Staggered +**Bulk** 1; **Special** Powered (capacity 20, usage 1) + +## STORM DOSHKO, TEMPEST + +**Source** _Near Space pg. 150_ +**Level** 16; **Price** 169,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 7d8 E; **Critical** Staggered +**Bulk** 1; **Special** Powered (capacity 20, usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Hammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Hammer.md new file mode 100644 index 0000000..cc101c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Storm Hammer.md @@ -0,0 +1,54 @@ +--- +aliases: +Hands: Two-Handed +Level: 3 / 7 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +This massive warhammer’s magnetic discharge deals additional damage that can sometimes knock a target to the ground. Dwarves in the Diasporan Star Citadels first developed storm hammers to bring larger foes to a more manageable height; many bear aesthetic designs hearkening to Angradd and other dwarven motifs. The materials used in a storm hammer’s construction determine the magnetic force and thereby the strength of the weapon; available versions include diamagnetic, paramagnetic, ferromagnetic, antiferromagnetic, and metamagnetic storm hammers. + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## STORM HAMMER, ANTIFERROMAGNETIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 16; **Price** 145,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 12d6 B & E; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## STORM HAMMER, DIAMAGNETIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 3; **Price** 1,300 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 B & E; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## STORM HAMMER, PARAMAGNETIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 7; **Price** 5,520 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 B & E; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## STORM HAMMER, FERROMAGNETIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 11; **Price** 22,900 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d6 B & E; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 2) + +## STORM HAMMER, METAMAGNETIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 20; **Price** 728,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 20d6 B & E; **Critical** knockdown +**Bulk** 1; **Special** powered (capacity 20; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Stun Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Stun Staff.md new file mode 100644 index 0000000..a517f29 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Stun Staff.md @@ -0,0 +1,53 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 6 / 10 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- + +# SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## STUN STAFF, AURORA + +**Source** _Starfinder Armory pg. 48_ +**Level** 10; **Price** 18,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d8 E; **Critical** staggered +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun + +## STUN STAFF, TACTICAL + +**Source** _Starfinder Armory pg. 48_ +**Level** 2; **Price** 750 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 E; **Critical** staggered +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun + +## STUN STAFF, STATIC + +**Source** _Starfinder Armory pg. 48_ +**Level** 6; **Price** 4,210 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 E; **Critical** staggered +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun + +## STUN STAFF, STORM + +**Source** _Starfinder Armory pg. 48_ +**Level** 13; **Price** 50,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d10 E; **Critical** staggered +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun + +## STUN STAFF, TEMPEST + +**Source** _Starfinder Armory pg. 48_ +**Level** 17; **Price** 244,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d10 E; **Critical** staggered +**Bulk** 1; **Special** block, powered (capacity 20; usage 1), stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Swoop Hammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Swoop Hammer.md new file mode 100644 index 0000000..f849283 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Swoop Hammer.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: Two-Handed +Level: 5 / 9 / 13 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# SWOOP HAMMER +The combat head of a swoop hammer is affixed to an elongated haft. The extra reach of the haft allows for a greater swinging arc and accelerated damage. + +## SWOOP HAMMER, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 9; **Price** 14,300 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 B; **Critical** knockdown +**Bulk** 2; **Special** analog, reach, unwieldy + +## SWOOP HAMMER, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 5; **Price** 3,360 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 B; **Critical** knockdown +**Bulk** 2; **Special** analog, reach, unwieldy + +## SWOOP HAMMER, MACH I + +**Source** _Starfinder Core Rulebook pg. 172_ +**Level** 13; **Price** 44,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d10 B; **Critical** knockdown +**Bulk** 2; **Special** powered (capacity 40; usage 4), reach, unwieldy + +## SWOOP HAMMER, MACH II + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 17; **Price** 273,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d10 B; **Critical** knockdown +**Bulk** 2; **Special** analog, reach, unwieldy + +## SWOOP HAMMER, MACH III + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 20; **Price** 905,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 14d10 B & F; **Critical** knockdown +**Bulk** 2; **Special** powered (capacity 40; usage 4), reach, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Toothblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Toothblade.md new file mode 100644 index 0000000..0d7c6df --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Toothblade.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 5 / 9 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# TOOTHBLADE +Resembling a chainsaw’s blade, a toothblade is a large, serrated weapon. While traditionally crafted with shark’s teeth, a toothblade can be crafted with the teeth of any carnivorous predator. The blade slices through water efficiently, and particularly vicious blows result in some of the teeth dislodging from the weapon to embed in the target’s flesh. + +## TOOTHBLADE, MICROSERRATED + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 5; **Price** 3,400 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d4 P; **Critical** Embed 2d4 +**Bulk** 1; **Special** Analog, underwater + +## TOOTHBLADE, TACTICAL + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 2; **Price** 550 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d6 P; **Critical** Embed 1d4 +**Bulk** 1; **Special** Analog, underwater + +## TOOTHBLADE, NANOSERRATED + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 9; **Price** 12,700 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d4 P; **Critical** Embed 3d4 +**Bulk** 1; **Special** Analog, underwater + +## TOOTHBLADE, ULTRASERRATED + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 16; **Price** 176,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 12d4 P; **Critical** Embed 4d4 +**Bulk** 1; **Special** Analog, underwater \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Trident (Levaloch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Trident (Levaloch.md new file mode 100644 index 0000000..fe3cb6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Trident (Levaloch.md @@ -0,0 +1,54 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 12 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Levalochs study weapon technology of the mortal realm with keen interest. The devils have wielded trident-like weapons for millennia, but using fiendish ingenuity and information gained via infernal pacts with mortal weapon researchers, levalochs have developed ways to integrate modern technology into their tridents, combining cutting-edge science with ancient tradition. The tridents included in the table above are examples of levaloch successes in this area and are now common in the hands of levalochs throughout the planes. + +# LEVALOCH LONGARMS + +Although many among devilkind have long preferred melee weapons, levalochs understand that relying solely on close-quarters weapons places them at a disadvantage in contemporary times. Harnessing their creativity with weapons, levaloch weapon designers have addressed this issue by incorporating longarms into their tridents. You can integrate a non-analog longarm of equal or lower level into a levaloch trident by paying the cost of both weapons plus 10%. Once a non-analog weapon has been integrated with a levaloch trident, the trident loses the analog property. + +## TRIDENT (LEVALOCH), DIMENSIONAL SLICE + +**Source** _Alien Archive 2 pg. 37_ +**Level** 20; **Price** 768,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 14d8 P; **Critical** — +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## TRIDENT (LEVALOCH), TACTICAL + +**Source** _Alien Archive 2 pg. 37_ +**Level** 2; **Price** 750 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d8 P; **Critical** — +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## TRIDENT (LEVALOCH), SINTERED + +**Source** _Alien Archive 2 pg. 37_ +**Level** 7; **Price** 6,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d8 P; **Critical** — +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## TRIDENT (LEVALOCH), ULTRATHIN + +**Source** _Alien Archive 2 pg. 37_ +**Level** 12; **Price** 36,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 4d8 P; **Critical** — +**Bulk** 1; **Special** analog, thrown (20 ft.) + +## TRIDENT (LEVALOCH), MOLECULAR RIFT + +**Source** _Alien Archive 2 pg. 37_ +**Level** 17; **Price** 219,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d8 P; **Critical** — +**Bulk** 1; **Special** analog, thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Two Handed - Advanced Melee.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Two Handed - Advanced Melee.md new file mode 100644 index 0000000..33d8349 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Two Handed - Advanced Melee.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# ADVANCED MELEE - TWO HANDED +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Advanced Melee/Two Handed - Advanced Melee" +SORT Level ASC +WHERE file.name != "Two Handed - Advanced Melee" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Vibrogarotte.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Vibrogarotte.md new file mode 100644 index 0000000..184a5c9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Vibrogarotte.md @@ -0,0 +1,54 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 7 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +The vibrogarrote is similar to an analog garrote, but the handle contains a battery pack to power the weapon, and the garrote wire produces a coherent, cutting sound. When used, the vibrogarrote makes a distinctive pitch based on how long the wire has been extended. Basic, harmonic, and interference vibrogarrotes produce only audible frequencies, while infrasonic and ultrasonic vibrogarrotes also generate waves outside the typical auditory spectrum for additional damage. + +# SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## VIBROGARROTE, BASIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 2; **Price** 410 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d3 So; **Critical** deafen +**Bulk** L; **Special** conceal, grapple, operative, powered (capacity 20; usage 1), throttle + +## VIBROGARROTE, HARMONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 7; **Price** 7,200 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d4 So; **Critical** deafen +**Bulk** L; **Special** conceal, grapple, operative, powered (capacity 20; usage 1), throttle + +## VIBROGARROTE, INTERFERENCE + +**Source** _Starfinder Armory pg. 51_ +**Level** 11; **Price** 27,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d6 So; **Critical** deafen +**Bulk** L; **Special** conceal, grapple, operative, powered (capacity 20; usage 1), throttle + +## VIBROGARROTE, INFRASONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 16; **Price** 189,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 6d6 So; **Critical** deafen +**Bulk** L; **Special** conceal, grapple, operative, powered (capacity 20; usage 1), throttle + +## VIBROGARROTE, ULTRASONIC + +**Source** _Starfinder Armory pg. 51_ +**Level** 20; **Price** 927,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 10d6 So; **Critical** deafen +**Bulk** L; **Special** conceal, grapple, operative, powered (capacity 20; usage 1), throttle \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Void Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Void Staff.md new file mode 100644 index 0000000..c7d9f36 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Void Staff.md @@ -0,0 +1,56 @@ +--- +aliases: +Hands: Two-Handed +Level: 2 / 6 / 11 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +Quite common on Eox, void staves are designed using extensive necromancy-derived technologies, resulting in nonreflective black coloration and a range of morbid effects. A target struck by a void staff suffers effects similar to frostbite, as the weapon drains the life energy out of the target on a cellular level and, in some cases, causes complications with breathing and other essential functions. Grave-class, crypt-class, tomb-class, and ossuary-class void staves are relatively common throughout the Pact Worlds, while barrow-class void staves are almost never seen anywhere except Eox. + +# CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## VOID STAFF, BARROW-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 20; **Price** 904,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d10 C; **Critical** suffocate +**Bulk** 1; **Special** analog, block + +## VOID STAFF, GRAVE-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 2; **Price** 1,080 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d4 C; **Critical** suffocate +**Bulk** 1; **Special** analog, block + +## VOID STAFF, CRYPT-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 6; **Price** 4,600 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 1d10 C; **Critical** suffocate +**Bulk** 1; **Special** analog, block + +## VOID STAFF, TOMB-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 11; **Price** 27,100 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 3d10 C; **Critical** suffocate +**Bulk** 1; **Special** analog, block + +## VOID STAFF, OSSUARY-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 15; **Price** 123,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d10 C; **Critical** suffocate +**Bulk** 1; **Special** analog, block \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Xenolash.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Xenolash.md new file mode 100644 index 0000000..234141c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Advanced Melee/Two Handed - Advanced Melee/Xenolash.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: Two-Handed +Level: 4 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Advanced-Melee +--- +# XENOLASH +A xenolash is a genetically engineered vine that weeps caustic, quick-hardening sap from the razor-sharp thorns along its length. Because the sap (rather than the weapon itself) entangles creatures, targets are not anchored to the xenolash. Grown in extraordinary conditions by Xenowardens and primarily sold only to those they trust, the plants derive their sustenance and amber-like sap from light, ambient energy, and atmospheric chemicals. + +## XENOLASH, MATURE + +**Source** _Pact Worlds pg. 194_ +**Level** 10; **Price** 17,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 5d4 A & S; **Critical** corrode 2d4 +**Bulk** 1; **Special** analog, disarm, entangle, reach, trip + +## XENOLASH, IMMATURE + +**Source** _Pact Worlds pg. 194_ +**Level** 4; **Price** 2,430 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 2d4 A & S; **Critical** corrode 1d4 +**Bulk** 1; **Special** analog, disarm, entangle, reach, trip + +## XENOLASH, BLOOMING + +**Source** _Pact Worlds pg. 194_ +**Level** 14; **Price** 70,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d4 A & S; **Critical** corrode 4d4 +**Bulk** 1; **Special** analog, disarm, entangle, reach, trip + +## XENOLASH, SEEDED + +**Source** _Pact Worlds pg. 194_ +**Level** 18; **Price** 409,000 +**Hands** 2; **Proficiency** Advanced Melee +**Damage** 9d8 A & S; **Critical** corrode 6d4 +**Bulk** 1; **Special** analog, disarm, entangle, reach, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Armaments.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Armaments.md new file mode 100644 index 0000000..2184a32 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Armaments.md @@ -0,0 +1,122 @@ +--- +aliases: +tags: +--- +# ARMAMENTS + +An adventurer’s weapon can be all that stands between them and death. Weapons primarily deal [[Damage]], and some have additional special properties. Some weapons also cause specific [[critical hit effects]], which are listed in the weapon tables and described beginning on page 182. See Critical Hits on page 245 for information.  + +# HOLDING AND WIELDING WEAPONS + +Melee weapons are categorized by how many hands are required to properly wield them. For ranged weapons, all small arms require one hand, [[Longarms]] and [[Heavy Weapons]] require two hands, and [[Special Weapons]] are categorized by the number of hands required to wield them. + +You can attack with a weapon (or threaten an area with it, for all melee weapons except unarmed strikes) only if you are wielding it with the correct number of hands. When the rules refer to wielding a weapon, it means you are holding a weapon with the correct number of hands and can thus make attacks with it. For example, if you are holding a small arm in your hand, you are considered to be wielding the weapon. If you are carrying a longarm in one hand or wearing a holstered weapon, you are not wielding it. You can carry a [[Two-Handed - Basic Melee]] weapon in one hand, but you can’t make an attack with it while doing so. + +Changing how you hold a weapon is a swift action. You are only considered to have as many hands as your race has actual functional hands or similar appendages (two for most [[races]], but four in the case of kasathas and some other characters). Even if you could hold two weapons in the same hand, you can’t use the hand to wield both weapons. For example, a [[Human]] with a power [[Battleglove]] on one hand can still make ranged attacks with a longarm, but he can’t make melee attacks (and thus does not threaten any spaces) while doing so. As a swift action, the [[Human]] can switch to hold his longarm with only one hand, allowing him to make attacks with the [[Battleglove]], but while doing so he can’t make longarm attacks.  + +# WEAPON SIZES + +Weapons are built to be easily held and used by both Small and Medium creatures. Weapons can be built for use by smaller creatures but generally cost twice as much (since they require special miniaturization technology). Weapons can also be built for use by larger creatures with no increase in price. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. Weapons designed for creatures Diminutive or smaller, or Huge or larger, generally cannot be effectively used by Small or Medium creatures.  + +# AMMUNITION + +Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A weapon’s capacity measures what size [[Battery]] it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchers to fire their corresponding missiles, which must be loaded individually. Reloading a weapon or inserting a new [[Battery]] (including ejecting a spent cartridge or [[Battery]] if necessary) takes a move action. + +Weapons that use standard ammunition ([[Arrows]], charges, [[Darts]], [[Mini-Rockets]], petrol, [[Rounds]], [[Scattergun]] shells, etc.) are sold preloaded. For weapons with other forms of ammunition (such as grenades), ammunition must be purchased separately.  + +## CARTRIDGES + +This type of ammunition includes bullets (often called [[Rounds]] or shells), bolts, [[Darts]], [[Mini-Rockets]], pellets, and other physical projectiles with any necessary casing and propellant. Cartridges are typically either contained in a multi-cartridge magazine or loaded into the weapon individually; a weapon is assumed to come with enough magazines that you can load spare ones for reloading the weapon in battle. If you buy more cartridges than can be held in a single magazine of your weapon, the purchase includes additional magazines of the same capacity, up to the number needed to fit all your cartridges into magazines. The same rules apply to petrol for flame weapons. + +[[Rounds]] are standardized by weapon type. For example, small arms all use the same size of round, but you can’t use a small arm round in a longarm. Most projectile weapons fire one cartridge per attack unless they have special firing modes that shoot multiple cartridges in a short time.  + +## CHARGES + +This ammunition powers energy or projectile weapons using charges stored in batteries. Since each energy weapon varies in intensity, stronger weapons use up more charges per shot. You can restore a weapon’s charges by attaching it to a generator or a recharging station (see Professional Services on page 234) and thereby recharging its [[Battery]], or by swapping out its [[Battery]] for another fully charged [[Battery]]. + +Recharging a weapon’s [[Battery]] from a generator takes 1 minute per charge restored, and using a recharging station takes 1 round per charge, but swapping out a [[Battery]] takes only a move action. Most batteries can hold 20 charges, but some high-capacity versions made of rare materials can hold more (see Table 7–9: Ammunition). + +A weapon’s [[Battery]] cannot be recharged to hold more charges than its capacity. A weapon that holds a high-capacity [[Battery]] still works when a lower-capacity [[Battery]] is inserted into it, but if a [[Battery]] has fewer charges remaining than the minimum number required to fire a shot, the weapon doesn’t fire. + +In addition to weapons, batteries can be used to power a wide array of items, including powered armor and [[Technological Items]].  + +## MISSILES + +This special ammunition is loaded and fired one at a time, and it includes [[Arrows]] and [[Explosive]] [[Rounds]] fired from launchers. Some weapons that fire missiles have the quick reload special property (see page 182), allowing you to draw the ammunition and fire it as part of your attack or attacks. Attacks with [[Missile]] weapons often have the explode special property (see page 181).  + +# IMPROVISED WEAPONS + +If you’re using an object that wasn’t meant to be used as a weapon, treat it as a [[Club]]. You don’t add your Weapon Specialization bonus damage (if any) when attacking with an improvised weapon. At the GM’s discretion, the object might deal a different type of damage or not be treated as archaic (see page 180), and in rare cases a GM might decide a nonweapon functions as a specific weapon (such as an industrial grinder functioning as a fangblade). In such cases, attacks with the weapon take a –4 penalty to the attack roll because of the awkward nature of attacking with something designed for another purpose.  + +# TARGETING ARMOR CLASS + +Whether you compare an attack roll to the target’s Energy Armor Class (EAC) or Kinetic Armor Class (KAC) depends on the type of damage the weapon deals. In rare cases, a weapon’s damage type can be magically altered with weapon fusions (see page 191), but this never changes whether a weapon targets EAC or KAC. + +If the weapon deals only energy damage, the attack targets EAC. Energy damage generally includes acid, cold, electricity, fire, and sonic damage, though it also potentially includes magical or exotic untyped energies. + +If the weapon deals only kinetic damage, or if it deals both energy and kinetic damage, the attack targets KAC. Kinetic damage generally comes from attacks that deal bludgeoning, piercing, or slashing damage, as well as damage from crushing, constriction, or the impact from falling. + +For more about EAC and KAC, see Armor Class on page 240.  + +# WEAPON DAMAGE + +The energy and kinetic damage types are described below, including the abbreviations for each that appear in the weapon tables in this chapter. Weapons that deal multiple types of damage have an ampersand between the types (such as “B & E” for a weapon that deals bludgeoning and electricity damage). For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally).  + +## ENERGY DAMAGE + +The following types of damage are energy damage. Other, rare forms of energy damage exist, and such weapons specify whether they target EAC in their descriptions.  + +- **Acid (A)**: Damage dealt by corrosive substances and effects. +- **Cold (C)**: Damage dealt by ice and cryogenic energy. +- **Electricity (E)**: Damage dealt by lightning and other electric shocks. +- **Fire (F)**: Damage dealt by flames, lasers, and extreme heat. +- **Sonic (So)**: Damage dealt by loud noise or damaging frequencies. + +## KINETIC DAMAGE + +The following are types of kinetic damage.  + +- **Bludgeoning (B)**: Damage from blunt force. +- **Piercing (P)**: Damage from spikes, bullets, and punctures. +- **Slashing (S)**: Damage from blades, claws, and sharp edges. + +# WEAPON TYPES + +The weapons in the above sections are grouped into types, and they are further divided into categories within each type. Most weapons belong to both a weapon type and a weapon category. For example, a zero pistol is both a small arm and a cryo weapon. + +Weapons of the same type are of similar size and have similar mechanical properties. Weapon types include basic melee, advanced melee, small arms, longarms, heavy weapons, sniper weapons, grenades, and special weapons. Ammunition and solarian weapon crystals are also listed here. + +The weapon tables linked above are arranged by weapon type, as described in the sections below. + +**Weapon Categories**: Weapons fall into subgroups that indicate how a given weapon deals damage. Weapon categories include cryo weapons, flame weapons, laser weapons, plasma weapons, projectile weapons, shock weapons, and sonic weapons. When a weapon doesn’t fall into a specific category, it is listed in the weapon tables as an uncategorized weapon. The weapon descriptions on pages 183–190 are arranged primarily by weapon category. + +# DAMAGE TYPES +## PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## DISINTEGRATOR WEAPONS + +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Baton.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Baton.md new file mode 100644 index 0000000..bf4926c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Baton.md @@ -0,0 +1,27 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# BATON +A baton is a thin, solid metal shaft, usually with a textured rubber grip. A tactical baton can be used to inflict precise bludgeoning blows. An advanced baton, used by elite mercenary and security companies, often has an additional shaft, as well as a weighted end that can be powered to connect with substantially more force than a tactical baton. + +## BATON, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 19; **Price** 540,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 8d6 B; **Critical** — +**Bulk** L; **Special** Operative, powered (capacity 20, usage 1), thrown (20 ft.) + +## BATON, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 1; **Price** 90 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 B; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Battleglove.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Battleglove.md new file mode 100644 index 0000000..40b52cd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Battleglove.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 10 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# BATTLEGLOVE +Battlegloves are popular, economical choices for mercenaries and guards. These durable nylon-web or para-aramid gloves hold a weighted plate over the wearer’s knuckles. You can hold other objects or weapons in a hand wearing a glove, but you can’t use the glove to make attacks while doing so. + +## BATTLEGLOVE, CESTUS + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 1; **Price** 100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 B; **Critical** — +**Bulk** L; **Special** analog + +## BATTLEGLOVE, POWER + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 10; **Price** 16,100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d8 B; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## BATTLEGLOVE, NOVA + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 13; **Price** 52,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d10 B; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## BATTLEGLOVE, GRAVITY + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 17; **Price** 214,850 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 5d10 B; **Critical** — +**Bulk** L; **Special** powered (capacity 20; usage 1) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Bone Cestus.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Bone Cestus.md new file mode 100644 index 0000000..2ae11ff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Bone Cestus.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# BONE CESTUS +Centuries ago, some kasathas crafted simple weapons out of crest-eaters’ bony protrusions; these formidable gauntlets were badges of honor for the mightiest kasathan warriors, and modern artisans have recreated that aesthetic in the form of bone cestuses, though now they are usually formed of state-of-the-art resin instead of crest-eater bone. Due to the flecks of minerals embedded within, bone cestuses are often warm to the touch, especially after they have been exposed to natural sunlight. These basic one-handed melee weapons are capable of punching through a foe’s defenses, sometimes puncturing vital organs in the process. + +## BONE CESTUS, AUSTERE + +**Source** _Alien Archive pg. 31_ +**Level** 2; **Price** 600 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 P; **Critical** bleed 1d4 +**Bulk** L; **Special** analog + +## BONE CESTUS, MEASURED + +**Source** _Alien Archive pg. 31_ +**Level** 7; **Price** 5,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d6 P; **Critical** bleed 1d6 +**Bulk** L; **Special** analog + +## BONE CESTUS, IMPOSING + +**Source** _Alien Archive pg. 31_ +**Level** 12; **Price** 32,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d6 P; **Critical** bleed 2d6 +**Bulk** L; **Special** analog + +## BONE CESTUS, SEVERE + +**Source** _Alien Archive pg. 31_ +**Level** 17; **Price** 230,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 8d6 P; **Critical** bleed 5d6 +**Bulk** L; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Club.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Club.md new file mode 100644 index 0000000..3e604e0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Club.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 0 +NoteType: Weapon +Price: / +tags: +Type: Basic-Melee +--- +# CLUB + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 0; **Price** — +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 B; **Critical** — +**Bulk** L; **Special** Analog, archaic, thrown (10 ft.) + +### DESCRIPTION + +A club is any sort of blunt, oblong instrument with a haft suitable for gripping. Clubs can be made of stone, wood, or similar materials. Metal clubs exist as well, and they are usually hollow to keep them from being too heavy. Some Free Captains refer to clubs as belaying pins, though those archaic items are not required on starships. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Dagger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Dagger.md new file mode 100644 index 0000000..0a42da4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Dagger.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: One-Handed +Level: 12 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# DAGGER +The thinness and lightness of daggers make them easy to carry or conceal. Ultrathin daggers have sharp, double-edged blades. Zero-edge daggers have blades—crafted with quantum technology—that are so fine, their edges blur. The blade of a molecular rift dagger looks translucent, as if it’s made of glass, and its vibrating particles allow the dagger to slice through almost any substance. Most daggers are available with fixed, folding, or retractable blades. + +## DAGGER, MOLECULAR RIFT + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 17; **Price** 275,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 10d4 S; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) + +## DAGGER, ULTRATHIN + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 12; **Price** 32,800 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 4d4 S; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) + +## DAGGER, ZERO-EDGE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 14; **Price** 64,400 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 6d4 S; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Handaxe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Handaxe.md new file mode 100644 index 0000000..0a0bfc4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Handaxe.md @@ -0,0 +1,52 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# HANDAXE + +A balanced, wedge-shaped blade affixed to a lightweight haft, a handaxe can be wielded in melee or thrown. The flexibility of handaxes makes them a favorite of explorers of all types, and the basic handaxe is a common tool that can be used as a weapon. A tactical handaxe is made of a stronger, lightweight alloy, while the sintered handaxe uses a denser ceramic material for added heft and a much keener edge. An ultrathin handaxe has a blade so thin it can’t be seen clearly, while the molecular rift handaxe has a blade narrow enough to slice between molecules. Most handaxes have blade covers to prevent accidental injury to the wielder. + +## HANDAXE, BASIC + +**Source** _Starfinder Armory pg. 52_ +**Level** 1; **Price** 90 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 S; **Critical** — +**Bulk** L; **Special** analog, thrown (20 ft.) + +## HANDAXE, TACTICAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 4; **Price** 1,825 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 S; **Critical** — +**Bulk** L; **Special** analog, thrown (20 ft.) + +## HANDAXE, SINTERED + +**Source** _Starfinder Armory pg. 52_ +**Level** 9; **Price** 12,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d6 S; **Critical** — +**Bulk** L; **Special** analog, thrown (30 ft.) + +## HANDAXE, ULTRATHIN + +**Source** _Starfinder Armory pg. 52_ +**Level** 14; **Price** 66,800 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 6d6 S; **Critical** — +**Bulk** L; **Special** analog, thrown (30 ft.) + +## HANDAXE, MOLECULAR RIFT + +**Source** _Starfinder Armory pg. 52_ +**Level** 19; **Price** 502,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 12d6 S; **Critical** — +**Bulk** L; **Special** analog, thrown (40 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Hook Knife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Hook Knife.md new file mode 100644 index 0000000..399fe2a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Hook Knife.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 7 +NoteType: Weapon +Price: 6,300 +tags: +Type: Basic-Melee +--- +# HOOK KNIFE + +**Source** _Starfinder Armory pg. 52_ +**Level** 7; **Price** 6,300 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d8 S; **Critical** bleed 1d6 +**Bulk** L; **Special** analog + +### DESCRIPTION + +Slightly longer than a survival knife, a hook knife features a wicked barb along the blade’s back edge and deals vicious wounds to enemies when wielded effectively. The drow invented the hook knife, but the weapon is a favorite among cruel mercenaries and other unsavory types. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Ignurso Knuckles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Ignurso Knuckles.md new file mode 100644 index 0000000..bcd46ee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Ignurso Knuckles.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 9 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# IGNURSO KNUCKLES +Ignursos wield enough strength to punch through rock, and even after death, their claws ignite with momentary heat when struck against another surface. Weaponsmiths can stabilize the claws’ supernatural ignition and incorporate them into bladed gauntlets known as ignurso knuckles. These gauntlets’ ignurso-hide coverings protect the wielder from the claws’ heat, and high-end models allow the claws to retract into wrist sheathes. + +## IGNURSO KNUCKLES, BLAZE + +**Source** _Alien Archive 4 pg. 51_ +**Level** 9; **Price** 13,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d6 F & S; **Critical** Wound +**Bulk** L; **Special** Analog, penetrating + +## IGNURSO KNUCKLES, EMBER + +**Source** _Alien Archive 4 pg. 51_ +**Level** 5; **Price** 3,100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 F & S; **Critical** Wound +**Bulk** L; **Special** Analog, penetrating + +## IGNURSO KNUCKLES, INFERNO + +**Source** _Alien Archive 4 pg. 51_ +**Level** 13; **Price** 50,250 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 4d6 F & S; **Critical** Wound +**Bulk** L; **Special** Analog, penetrating + +## IGNURSO KNUCKLES, SOLAR FLARE + +**Source** _Alien Archive 4 pg. 51_ +**Level** 17; **Price** 262,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 9d6 F & S; **Critical** Severe wound +**Bulk** L; **Special** Analog, penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Incapacitator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Incapacitator.md new file mode 100644 index 0000000..73d952e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Incapacitator.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 9 +NoteType: Weapon +Price: 14,200 +tags: +Type: Basic-Melee +--- +# INCAPACITATOR + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 9; **Price** 14,200 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d4 B; **Critical** staggered +**Bulk** L; **Special** nonlethal, operative, powered (capacity 20; usage 2) + +### DESCRIPTION + +When this nonreflective, dark-gray baton connects with a target, it discharges an electrical pulse that can stagger its victim. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Knife.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Knife.md new file mode 100644 index 0000000..ef9e983 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Knife.md @@ -0,0 +1,27 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 7 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# KNIFE +These light blades can be used for both mundane tasks and combat. A typical survival knife has a fixed, single-edged, carbonsteel or ceramic blade and is treated against corrosion. Tactical knives have large, double-edged blades, often with a section of serrated blade near the haft, and they come in both fixed- and folding-blade designs; users may prefer one style or the other, but the two are identical in terms of price, weight, and damage dealt. + +## KNIFE, SURVIVAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 1; **Price** 95 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 S; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) + +## KNIFE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 7; **Price** 6,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d4 S; **Critical** — +**Bulk** L; **Special** Analog, operative, thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/One-Handed - Basic Melee.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/One-Handed - Basic Melee.md new file mode 100644 index 0000000..836f958 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/One-Handed - Basic Melee.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# BASIC MELEE - ONE HANDED +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Basic Melee/One-Handed - Basic Melee" +SORT Level ASC +WHERE file.name != "One-Handed - Basic Melee" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Peacemaker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Peacemaker.md new file mode 100644 index 0000000..c9155cb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Peacemaker.md @@ -0,0 +1,21 @@ +--- +aliases: +Hands: One-Handed +Level: 16 +NoteType: Weapon +Price: 185,300 +tags: +Type: Basic-Melee +--- +# PEACEMAKER + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 16; **Price** 185,300 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 6d6 B; **Critical** knockdown +**Bulk** L; **Special** operative, powered (capacity 20; usage 2), stun + +### DESCRIPTION + +This more advanced combat baton, known as a peacemaker, is a light metal rod that discharges a pulse that can be strong enough to knock a target to the ground. + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Retractable Spike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Retractable Spike.md new file mode 100644 index 0000000..984c4cb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Retractable Spike.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# RETRACTABLE SPIKE +These keen-edged spikes are installed in an armor upgrade slot rather than held, stored in a surface slot in armor or an android’s body until extended. You can extend the spike as a move action and retract the spike as a swift action. Such a spike usually extends from the elbow, foot, knee, or wrist, but a spike can be fitted into a helmet or an android’s head for use in headbutting or goring foes. Retractable spikes are widely available throughout the Pact Worlds, with the various models—tactical, advanced, elite, and paragon—having individual rarity based on the credit outlay to acquire a given model. + +## RETRACTABLE SPIKE, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 10; **Price** 18,400 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d4 P; **Critical** — +**Bulk** L; **Special** conceal, integrated (1 slot), operative + +## RETRACTABLE SPIKE, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 5; **Price** 3,150 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 P; **Critical** — +**Bulk** L; **Special** conceal, integrated (1 slot), operative + +## RETRACTABLE SPIKE, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 15; **Price** 119,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 7d4 P; **Critical** — +**Bulk** L; **Special** conceal, integrated (1 slot), operative + +## RETRACTABLE SPIKE, PARAGON + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 895,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 6d10 P; **Critical** — +**Bulk** L; **Special** conceal, integrated (1 slot), operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sap.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sap.md new file mode 100644 index 0000000..c143671 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sap.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 6 / 11 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SAP +A weapon dating back to antiquity, a sap is shaped like a large, flat spoon with a heavily weighted end. Archaeological digs have verified that almost every society develops an analog to the sap. Modern versions are constructed from high-tech fiber and dense alloys. Although sap models are referred to as light, medium, and heavy by users, it’s the rare materials used in various models, and not their actual weight, that make them progressively better at bludgeoning victims into unconsciousness. + +## SAP, HEAVY + +**Source** _Starfinder Armory pg. 53_ +**Level** 11; **Price** 23,100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d8 B; **Critical** — +**Bulk** L; **Special** analog, nonlethal, operative + +## SAP, LIGHT + +**Source** _Starfinder Armory pg. 53_ +**Level** 2; **Price** 450 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 B; **Critical** — +**Bulk** L; **Special** analog, nonlethal, operative + +## SAP, MEDIUM + +**Source** _Starfinder Armory pg. 53_ +**Level** 6; **Price** 3,900 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 B; **Critical** — +**Bulk** L; **Special** analog, nonlethal, operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shell Knuckles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shell Knuckles.md new file mode 100644 index 0000000..e8e425e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shell Knuckles.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 6 / 12 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SHELL KNUCKLES +This bulky glove fits over the user’s hand, with reinforced plates covering the knuckles. When the weapon connects with a target, the kinetic force fires scattergun shells into the target and deal impressive bludgeoning damage. Mercenaries favor these weapons for fighting at close quarters, and pirates sometimes use them to make their punches all the more dramatic. Shell knuckles are available in tactical, advanced, elite, and paragon models. + +## SHELL KNUCKLES, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 12; **Price** 32,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 4d8 B; **Critical** — +**Bulk** L; **Special** analog, shells (2; usage 2) + +## SHELL KNUCKLES, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 6; **Price** 4,050 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d4 B; **Critical** — +**Bulk** L; **Special** analog, shells (1; usage 1) + +## SHELL KNUCKLES, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 16; **Price** 151,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 10d8 B; **Critical** — +**Bulk** L; **Special** analog, shells (3; usage 3) + +## SHELL KNUCKLES, PARAGON + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 525,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 14d8 B; **Critical** — +**Bulk** L; **Special** analog, shells (4; usage 4) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shillelagh.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shillelagh.md new file mode 100644 index 0000000..7a6a651 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Shillelagh.md @@ -0,0 +1,36 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 7 / 13 +NoteType: Weapon +Price: varies +tags: [46:] +Type: Basic-Melee +--- +# SHILLELAGH + +Though smaller and more expensive than a simple club, a shillelagh is often sturdier and made of more modern materials, such as aluminum or fiberglass. A shillelagh is usually used as a walking stick, but some are capable of dealing weighty blows to the head in the hands of those trained in self-defense. + +## SHILLELAGH, BATTLESHIP + +**Source** _Starfinder The Perfect Storm pg. 46_ +**Level** 13; **Price** 46,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d8 B; **Critical** staggered +**Bulk** 1; **Special** analog, reposition + +## SHILLELAGH, DESTROYER + +**Source** _Starfinder The Perfect Storm pg. 46_ +**Level** 1; **Price** 200 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 B; **Critical** — +**Bulk** 1; **Special** analog, reposition + +## SHILLELAGH, CRUISER + +**Source** _Starfinder The Perfect Storm pg. 46_ +**Level** 7; **Price** 5,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d10 B; **Critical** staggered +**Bulk** 1; **Special** analog, reposition \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sledge.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sledge.md new file mode 100644 index 0000000..685685a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sledge.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 3 +NoteType: Weapon +Price: 1,050 +tags: +Type: Basic-Melee +--- +# SLEDGE + +**Source** _Starfinder Armory pg. 54_ +**Level** 3; **Price** 1,050 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d8 B; **Critical** — +**Bulk** 1; **Special** analog, unwieldy + +### DESCRIPTION + +Similar to the assault hammer, the sledge has an exceptionally dense weighted head and a strong haft. This unbalanced design makes the hammer more difficult to swing, but its strikes pack a punch. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Spined Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Spined Blade.md new file mode 100644 index 0000000..c618400 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Spined Blade.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 8 / 11 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SPINED BLADE +Kasathas on their home world wielded spined blades to better poison foes. Replicas of these ancient weapons can be found in the Museum of Ancestral Technology on the Idari. Modern warriors use refined versions of the weapon that are effective at delivering poisons and similar substances through contemporary armor. You apply such substances to the blade per rules found on page 232 of the Core Rulebook. While the basic version of the spined blade is generally analog, more advanced buzzblade, ripper, gravity, and rivener models are powered weapons. + +## SPINED BLADE, BASIC + +**Source** _Starfinder Armory pg. 54_ +**Level** 5; **Price** 2,600 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d6 P; **Critical** injection DC +2 +**Bulk** L; **Special** analog + +## SPINED BLADE, BUZZBLADE + +**Source** _Starfinder Armory pg. 54_ +**Level** 8; **Price** 9,400 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d10 P; **Critical** injection DC +2 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## SPINED BLADE, RIPPER + +**Source** _Starfinder Armory pg. 54_ +**Level** 11; **Price** 24,500 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d10 P; **Critical** injection DC +2 +**Bulk** L; **Special** powered (capacity 20; usage 1) + +## SPINED BLADE, GRAVITY + +**Source** _Starfinder Armory pg. 54_ +**Level** 14; **Price** 62,400 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 4d10 P; **Critical** injection DC +2 +**Bulk** L; **Special** powered (capacity 40; usage 2) + +## SPINED BLADE, RIVENER + +**Source** _Starfinder Armory pg. 54_ +**Level** 18; **Price** 325,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 8d10 P; **Critical** injection DC +2 +**Bulk** L; **Special** powered (capacity 40; usage 2) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Switchblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Switchblade.md new file mode 100644 index 0000000..03ce83f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Switchblade.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SWITCHBLADE +This blade looks much like a single-edged survival knife when opened, but the blade can be folded or collapsed to fit within the grip, making it easier to conceal. A switch on the knife means the blade can be folded or extended as a swift action, or as part of making an attack or full attack. Most weapon manufacturers that offer daggers also produce switchblades, which are made in the same models: tactical, ultrathin, zero-edge, and molecular rift. + +## SWITCHBLADE, MOLECULAR RIFT + +**Source** _Starfinder Armory pg. 54_ +**Level** 18; **Price** 354,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 11d4 S; **Critical** — +**Bulk** L; **Special** analog, conceal, operative + +## SWITCHBLADE, TACTICAL + +**Source** _Starfinder Armory pg. 54_ +**Level** 3; **Price** 1,300 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 S; **Critical** — +**Bulk** L; **Special** analog, conceal, operative + +## SWITCHBLADE, ULTRATHIN + +**Source** _Starfinder Armory pg. 54_ +**Level** 8; **Price** 9,100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d4 S; **Critical** — +**Bulk** L; **Special** analog, conceal, operative + +## SWITCHBLADE, ZERO-EDGE + +**Source** _Starfinder Armory pg. 54_ +**Level** 13; **Price** 48,600 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 5d4 S; **Critical** — +**Bulk** L; **Special** analog, conceal, operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sword Cane.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sword Cane.md new file mode 100644 index 0000000..10489d5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Sword Cane.md @@ -0,0 +1,60 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 4 / 7 / 10 / 13 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SWORD CANE + +This thin blade comes with a scabbard that makes it resemble a stylish cane. Sword canes are popular on Absalom Station, where similar nonweapon items have some popularity as fashionable affectations. A sword cane can incorporate one of the following at the standard price for that item: 20 feet of retractable cable line, a personal comm unit, or a spotlight. A successful Perception check (DC = 15 + the weapon’s item level) is required to identify a sword cane as a weapon when it is sheathed. + +## SWORD CANE, ADVANCED + +**Source** _Pact Worlds pg. 194_ +**Level** 4; **Price** 2,100 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 P; **Critical** bleed 1d4 +**Bulk** L; **Special** analog, operative + +## SWORD CANE, TACTICAL + +**Source** _Pact Worlds pg. 194_ +**Level** 1; **Price** 250 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 P; **Critical** bleed 1d3 +**Bulk** L; **Special** analog, operative + +## SWORD CANE, ULTRATHIN + +**Source** _Pact Worlds pg. 194_ +**Level** 7; **Price** 7,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d4 P; **Critical** bleed 1d4 +**Bulk** L; **Special** analog, operative + +## SWORD CANE, ZERO-EDGE + +**Source** _Pact Worlds pg. 194_ +**Level** 10; **Price** 18,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d6 P; **Critical** bleed 1d6 +**Bulk** L; **Special** analog, operative + +## SWORD CANE, MOLECULAR RIFT + +**Source** _Pact Worlds pg. 194_ +**Level** 13; **Price** 50,900 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 3d8 P; **Critical** bleed 1d8 +**Bulk** L; **Special** analog, operative + +## SWORD CANE, DIMENSIONAL SLICE + +**Source** _Pact Worlds pg. 194_ +**Level** 16; **Price** 160,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 5d8 P; **Critical** bleed 2d6 +**Bulk** L; **Special** analog, operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Syringe Stick.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Syringe Stick.md new file mode 100644 index 0000000..ac8c6ae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Syringe Stick.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 5 / 9 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SYRINGE STICK +This weapon is a lightweight, handheld auto-injector device designed to quickly inject drugs, poison, and similar substance into a creature when pressed against its body. A syringe stick’s patented spring-loaded design features a sturdy needle able to punch through the toughest armor, chitin, and hide. Despite its deadliness, it is difficult to discern a syringe stick from a medicinal auto-injector. + +## SYRINGE STICK, HYPER-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 9; **Price** 12,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 2d4 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Conceal, injection, operative + +## SYRINGE STICK, STANDARD + +**Source** _Character Operations Manual pg. 122_ +**Level** 1; **Price** 125 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d3 P; **Critical** — +**Bulk** L; **Special** Conceal, injection, operative + +## SYRINGE STICK, SHARP-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 5; **Price** 2,650 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Conceal, injection, operative + +## SYRINGE STICK, ULTRA-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 13; **Price** 46,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 5d4 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Conceal, injection, operative + +## SYRINGE STICK, SUPREME-POINTED + +**Source** _Character Operations Manual pg. 122_ +**Level** 17; **Price** 225,000 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 10d4 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Conceal, injection, operative \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Tailblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Tailblade.md new file mode 100644 index 0000000..1ff885d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Tailblade.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: 4 +NoteType: Weapon +Price: 2,300 +tags: +Type: Basic-Melee +--- +# TAILBLADE + +**Source** _Starfinder Armory pg. 54_ +**Level** 4; **Price** 2,300 +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d4 S; **Critical** — +**Bulk** L; **Special** analog, operative, tail + +### DESCRIPTION + +Developed by ysoki on Akiton, this slender, lightweight blade has a series of bands that attach the blade to a tail or similar anatomy. Although using a tailblade doesn’t allow you to make additional attacks, it can free up your hands without leaving you unarmed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Unarmed Strike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Unarmed Strike.md new file mode 100644 index 0000000..6536d14 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/One-Handed - Basic Melee/Unarmed Strike.md @@ -0,0 +1,20 @@ +--- +aliases: +Hands: One-Handed +Level: / +NoteType: Weapon +Price: / +tags: +Type: Basic-Melee +--- +# UNARMED STRIKE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** —; **Price** — +**Hands** 1; **Proficiency** Basic Melee +**Damage** 1d3 B; **Critical** — +**Bulk** —; **Special** archaic, nonlethal + +### DESCRIPTION + +An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Chitinblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Chitinblade.md new file mode 100644 index 0000000..70c21b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Chitinblade.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 9 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# CHITINBLADE +The serrated, sweeping blade of a chitinblade is based on technology recovered from encounters with the Swarm. The source material can come from a natural part of a creature’s body, but the final weapon is detached and wielded with two hands. A tactical chitinblade is modeled on an animal counterpart with little modification, but high-tech materials and manufacturing improve on nature in the microserrated, nanoserrated, and ultraserrated models. + +## CHITINBLADE, MICROSERRATED + +**Source** _Starfinder Armory pg. 52_ +**Level** 9; **Price** 12,400 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d4 S; **Critical** bleed 2d4 +**Bulk** 1; **Special** analog + +## CHITINBLADE, TACTICAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 4; **Price** 1,890 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 S; **Critical** bleed 1d6 +**Bulk** 1; **Special** analog + +## CHITINBLADE, NANOSERRATED + +**Source** _Starfinder Armory pg. 52_ +**Level** 13; **Price** 46,400 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d8 S; **Critical** bleed 2d8 +**Bulk** 1; **Special** analog + +## CHITINBLADE, ULTRASERRATED + +**Source** _Starfinder Armory pg. 52_ +**Level** 17; **Price** 219,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 8d8 S; **Critical** bleed 3d8 +**Bulk** 1; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Garrote.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Garrote.md new file mode 100644 index 0000000..69bafd5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Garrote.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# GARROTE +A pair of slim handles connected by flexible cable made of a strong alloy, the garrote is a weapon strongly associated with assassination. That’s no accident, as the weapon’s primary use is to silently strangle creatures. However, a garrote can also be used to ensnare appendages. The wire garrote is the simplest version, while the nanofiber, microfilament, and monowire models use increasingly fine cables to deal substantially more damage. For instance, the monowire version has a cable as thin as a single complex molecule, which closes into the handles when the weapon isn’t in use. This construction results in a nearly invisible cable with an extreme edge. + +## GARROTE, MICROFILAMENT + +**Source** _Starfinder Armory pg. 52_ +**Level** 12; **Price** 34,800 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d4 S; **Critical** bleed 1d6 +**Bulk** L; **Special** analog, conceal, grapple, operative, throttle + +## GARROTE, WIRE + +**Source** _Starfinder Armory pg. 52_ +**Level** 2; **Price** 900 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d2 S; **Critical** — +**Bulk** L; **Special** analog, conceal, grapple, operative, throttle + +## GARROTE, NANOFIBER + +**Source** _Starfinder Armory pg. 52_ +**Level** 7; **Price** 6,700 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 2d4 S; **Critical** — +**Bulk** L; **Special** analog, conceal, grapple, operative, throttle + +## GARROTE, MONOWIRE + +**Source** _Starfinder Armory pg. 52_ +**Level** 17; **Price** 225,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 5d8 S; **Critical** bleed 2d6 +**Bulk** L; **Special** analog, conceal, grapple, operative, throttle \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Greataxe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Greataxe.md new file mode 100644 index 0000000..3c450d2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Greataxe.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 6 / 10 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# GREATAXE +No one can argue against the damage potential of a greataxe. Half-orcs who take an interest in fragmentary records from lost Golarion embrace the greataxe as a cultural symbol. Tactical greataxes are the most common, but sintered models are made of dense ceramic and designed to increase the axe’s effectiveness against modern gear. It’s hard to tell ultrathin greataxes from molecular rift models at a glance, but one’s edge is merely blurry while the other’s is actually translucent. + +## GREATAXE, MOLECULAR RIFT + +**Source** _Starfinder Armory pg. 52_ +**Level** 14; **Price** 69,800 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d12 S; **Critical** — +**Bulk** 1; **Special** analog + +## GREATAXE, TACTICAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 3; **Price** 1,100 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d12 S; **Critical** — +**Bulk** 1; **Special** analog + +## GREATAXE, SINTERED + +**Source** _Starfinder Armory pg. 52_ +**Level** 6; **Price** 4,150 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 3d6 S; **Critical** — +**Bulk** 1; **Special** analog + +## GREATAXE, ULTRATHIN + +**Source** _Starfinder Armory pg. 52_ +**Level** 10; **Price** 18,100 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 2d12 S; **Critical** — +**Bulk** 1; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Lance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Lance.md new file mode 100644 index 0000000..7b26937 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Lance.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# LANCE +A lance is a long, heavy spear designed for use while riding a mount. While mounted or riding a cycle, you can wield a lance with one hand. This weapon is common across the Pact Worlds. Traditionally used by shotalashu warriors riding saurian mounts in the jungles of Castrovel and bonded ryphorian and dragonkin partners of Triaxus, lances are also known to have been common weapons on lost Golarion. Modern wielders use lances while mounted or driving open vehicles, such as cycle-riding raiders like the Vercite Rustrunners. Tactical lances are straightforward and widely available, while advanced lances are made of strong composites and have fine points to deal more damage. Elite lances have superfine points, and each has a particularly dense core for a more powerful strike. Paragon lances have been entirely redesigned using dense, flexible materials and an ultrathin point to achieve incomparable performance. + +## LANCE, ADVANCED + +**Source** _Starfinder Armory pg. 52_ +**Level** 8; **Price** 9,400 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 2d6 P; **Critical** — +**Bulk** 1; **Special** analog, reach + +## LANCE, TACTICAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 3; **Price** 1,450 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 P; **Critical** — +**Bulk** 1; **Special** analog, reach + +## LANCE, ELITE + +**Source** _Starfinder Armory pg. 52_ +**Level** 13; **Price** 50,800 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 5d6 P; **Critical** — +**Bulk** 1; **Special** analog, reach + +## LANCE, PARAGON + +**Source** _Starfinder Armory pg. 52_ +**Level** 18; **Price** 365,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 11d6 P; **Critical** — +**Bulk** 1; **Special** analog, reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Living Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Living Staff.md new file mode 100644 index 0000000..0567cd6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Living Staff.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 12 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# LIVING STAFF +Xenodruids developed the living staff, a gnarled and vineswathed pole, to use as a weapon and a sign of their allegiance. The staff itself can extend, and the vines can wrap around and entangle a target. Xenodruids on sentinel duty favor the tactical and advanced models. The elite and paragon models are more common among highly skilled warrior-mystics undertaking assault missions. + +## LIVING STAFF, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 12; **Price** 39,500 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d6 B; **Critical** bind +**Bulk** 1; **Special** block, living, powered (capacity 20; usage 1), reach + +## LIVING STAFF, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 5; **Price** 3,300 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 B; **Critical** bind +**Bulk** 1; **Special** block, living, powered (capacity 20; usage 1), reach + +## LIVING STAFF, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 16; **Price** 181,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 12d6 B; **Critical** bind +**Bulk** 1; **Special** block, living, powered (capacity 20; usage 1), reach + +## LIVING STAFF, PARAGON + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 919,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 14d6 B; **Critical** bind +**Bulk** 1; **Special** block, living, powered (capacity 20; usage 1), reach \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Maul.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Maul.md new file mode 100644 index 0000000..5b5759c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Maul.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# MAUL +Outsized hammers, mauls are valued for their intimidation factor and effectiveness in battle. A tactical maul is as much an instrument for hammering posts into the ground as a weapon. Advanced mauls include dense, heavy cores to deliver a more forceful blow. Elite mauls and paragon mauls are designed and manufactured more for war than labor, although the weapons can be used as tools. + +## MAUL, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 10; **Price** 17,200 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 3d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, unwieldy + +## MAUL, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 5; **Price** 2,750 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, unwieldy + +## MAUL, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 15; **Price** 95,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 7d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, unwieldy + +## MAUL, PARAGON + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 724,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 15d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Puzzleblade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Puzzleblade.md new file mode 100644 index 0000000..3190965 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Puzzleblade.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# PUZZLEBLADE +The kasathan puzzleblade is a two-handed sword that can be disassembled into pieces for ease of storage and transport, although reassembling the blade for use takes some time. Many who carry a puzzleblade see the assembly time as a reminder of virtues to uphold, so the various types of puzzleblades take their names from kasathan values of conviction, dedication, moderation, and tradition. Some ysoki, on the other hand, have taken a liking to the weapon due to the fact that the disassembled pieces can be stored in ysoki cheek pouches. + +## PUZZLEBLADE, CONVICTION + +**Source** _Starfinder Armory pg. 53_ +**Level** 4; **Price** 2,100 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 S; **Critical** — +**Bulk** 1; **Special** breakdown + +## PUZZLEBLADE, DEDICATION + +**Source** _Starfinder Armory pg. 53_ +**Level** 9; **Price** 13,700 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 3d6 S; **Critical** — +**Bulk** 1; **Special** breakdown + +## PUZZLEBLADE, MODERATION + +**Source** _Starfinder Armory pg. 53_ +**Level** 14; **Price** 77,400 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 7d6 S; **Critical** — +**Bulk** 1; **Special** breakdown + +## PUZZLEBLADE, TRADITION + +**Source** _Starfinder Armory pg. 53_ +**Level** 19; **Price** 605,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 14d6 S; **Critical** — +**Bulk** 1; **Special** breakdown \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Scythe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Scythe.md new file mode 100644 index 0000000..a83620b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Scythe.md @@ -0,0 +1,35 @@ +--- +aliases: +Hands: One-Handed +Level: 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SCYTHE +Few weapons send a more distinctive and imposing message than a scythe, given its longstanding and transcultural connotations of harvest and death. A far cry from the farming tools of ages past, scythes range from tactical to sintered to ultrathin models. Followers of Urgathoa make up a significant portion of the customer base for this weapon. + +## SCYTHE, SINTERED + +**Source** _Starfinder Armory pg. 53_ +**Level** 11; **Price** 23,200 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 4d6 S; **Critical** — +**Bulk** 1; **Special** analog, trip + +## SCYTHE, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 6; **Price** 3,900 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d8 S; **Critical** — +**Bulk** 1; **Special** analog, trip + +## SCYTHE, ULTRATHIN + +**Source** _Starfinder Armory pg. 53_ +**Level** 16; **Price** 160,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 7d8 S; **Critical** — +**Bulk** 1; **Special** analog, trip \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Spear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Spear.md new file mode 100644 index 0000000..d406639 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Spear.md @@ -0,0 +1,51 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 8 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SPEAR +Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to hone an edge so fine that it seems indistinct. The gravity spear uses a tiny gravity field generator to accelerate the weapon at the moment of impact. + +## SPEAR, BUZZBLADE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 11; **Price** 22,650 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 3d6 P; **Critical** — +**Bulk** 1; **Special** block, powered (capacity 40; usage 2), thrown (20 ft.) + +## SPEAR, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 1; **Price** 375 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 P; **Critical** — +**Bulk** 1; **Special** analog, block, thrown (20 ft.) + +## SPEAR, SENTINEL + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 8; **Price** 10,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 2d6 P; **Critical** — +**Bulk** 1; **Special** analog, block, thrown (20 ft.) + +## SPEAR, ZERO-EDGE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 15; **Price** 107,350 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 7d6 P; **Critical** — +**Bulk** 1; **Special** analog, block, thrown (20 ft.) + +## SPEAR, GRAVITY + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 19; **Price** 552,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 12d6 P; **Critical** — +**Bulk** 1; **Special** block, powered (capacity 40; usage 2), thrown (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Staff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Staff.md new file mode 100644 index 0000000..82ba07c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Staff.md @@ -0,0 +1,37 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 7 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# STAFF +Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood. + +Sentinel and repeller staves are made of conductive metal and deliver a painful, low-voltage charge that can stun opponents. The hardlight staff uses a core of unstable photonic gel to dramatically increase its mass every time it strikes a surface. + +## STAFF, BATTLE + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 1; **Price** 80 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d4 B; **Critical** knockdown +**Bulk** 1; **Special** analog, block + +## STAFF, CARBON + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 7; **Price** 6,150 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, block + +## STAFF, HARDLIGHT + +**Source** _Starfinder Core Rulebook pg. 171_ +**Level** 18; **Price** 320,800 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 8d8 B; **Critical** knockdown +**Bulk** 1; **Special** analog, block \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Syringe Spear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Syringe Spear.md new file mode 100644 index 0000000..228a9c2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Syringe Spear.md @@ -0,0 +1,43 @@ +--- +aliases: +Hands: One-Handed +Level: 1 / 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Basic-Melee +--- +# SYRINGE SPEAR +At a glance, this weapon resembles a massive medicinal syringe that has been affixed to a pole roughly as long as the wielder’s body. A tank found at the butt of the spear allows substances to be poured into the weapon, and a spring-loaded mechanism automatically injects foes upon striking a successful blow. The exact origins of this dastardly weapon are unknown, though both the grays and a notorious race of subterranean creatures from Golarion are claimed to have designed this weapon for torturous experimentation. + +## SYRINGE SPEAR, ADVANCED + +**Source** _Character Operations Manual pg. 122_ +**Level** 6; **Price** 4,250 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## SYRINGE SPEAR, TACTICAL + +**Source** _Character Operations Manual pg. 122_ +**Level** 1; **Price** 250 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d6 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## SYRINGE SPEAR, ELITE + +**Source** _Character Operations Manual pg. 122_ +**Level** 11; **Price** 25,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 3d10 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection + +## SYRINGE SPEAR, PARAGON + +**Source** _Character Operations Manual pg. 122_ +**Level** 16; **Price** 165,000 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 9d8 P; **Critical** Injection DC +2 +**Bulk** L; **Special** Injection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Two-Handed - Basic Melee.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Two-Handed - Basic Melee.md new file mode 100644 index 0000000..117ba1b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Two-Handed - Basic Melee.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# BASIC MELEE - TWO HANDED +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Basic Melee/Two-Handed - Basic Melee" +SORT Level ASC +WHERE file.name != "Two-Handed - Basic Melee" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Warclub.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Warclub.md new file mode 100644 index 0000000..206b2f0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Basic Melee/Two-Handed - Basic Melee/Warclub.md @@ -0,0 +1,15 @@ +--- +aliases: +Hands: One-Handed +Level: 2 +NoteType: Weapon +Price: 450 +tags: +Type: Basic-Melee +--- +# WARCLUB +**Source** _Starfinder Armory pg. 54_ +**Level** 2; **Price** 450 +**Hands** 2; **Proficiency** Basic Melee +**Damage** 1d10 B; **Critical** — +**Bulk** 1; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antigravity Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antigravity Grenade.md new file mode 100644 index 0000000..0499861 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antigravity Grenade.md @@ -0,0 +1,57 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 19 +Price: varies +tags: +Type: Grenades +--- +# ANTIGRAVITY GRENADE + +These explosives create temporary fields of reduced gravity, upending foes, helping move large objects, and enabling extraordinary acrobatic feats. Each grenade reduces the area’s gravity strength (Core Rulebook 401–402) by a number of steps based on the grenade’s model: extreme gravity to high gravity to standard gravity to low gravity to microgravity (effectively zero gravity with some exceptions, listed below). The grenade has no effect in zero gravity conditions; it cannot reduce gravity to less than microgravity conditions, and the effects of multiple antigravity grenades are not cumulative. +Ranged attacks made through a microgravity area ignore any affected squares they pass through for the purpose of calculating their penalty to attack due to range increment. Such attacks traveling through low gravity or high gravity areas respectively count every third affected square or count each affected square three times when calculating the attack’s penalty due to range. +The first time a creature enters or starts its turn in an area of microgravity, it can attempt a Reflex save. If successful, it automatically gains its bearings enough to fly, can move at half speed along any surface on which it was already standing, can take guarded steps, and can move along that surface as though the surface had sufficient handholds (or gains a +5 bonus to Acrobatics and Athletics checks to navigate the surface if it already had such handholds). If it fails the save, it is affected by zero gravity conditions normally and becomes off-kilter. + +## ANTIGRAVITY GRENADE, MK 1 + +**Source** _Galaxy Exploration Manual pg. 41_ +**Level** 2; **Price** 140 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1 step for 2 rounds, 10 ft.) + +## ANTIGRAVITY GRENADE, MK 2 + +**Source** _Galaxy Exploration Manual pg. 41_ +**Level** 6; **Price** 575 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1 step for 2 rounds, 10 ft.) + +## ANTIGRAVITY GRENADE, MK 3 + +**Source** _Galaxy Exploration Manual pg. 41_ +**Level** 10; **Price** 2,650 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2 steps for 2 rounds, 10 ft.) + +## ANTIGRAVITY GRENADE, MK 4 + +**Source** _Galaxy Exploration Manual pg. 41_ +**Level** 14; **Price** 9,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (3 steps for 2 rounds, 10 ft.) + +## ANTIGRAVITY GRENADE, MK 5 + +**Source** _Galaxy Exploration Manual pg. 41_ +**Level** 19; **Price** 83,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (4 steps for 2 rounds, 15 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antimagic Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antimagic Grenade.md new file mode 100644 index 0000000..596d6b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Antimagic Grenade.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 15 / 19 +Price: varies +tags: +Type: Grenades +--- +# ANTIMAGIC GRENADE + + +An antimagic grenade creates a temporary field that inhibits magic in its radius. Upon detonation, everything in the grenade’s radius is affected by an area dispel as greater dispel magic, using the grenade’s item level as the caster level. Second, each creature in the explosion radius must make a Will save each time they attempt to cast a spell or use a spell-like ability for a number of rounds equal to the grenade’s model number, or lose the spell or spell-like ability. A creature, object, or area can be affected by only one antimagic grenade every 24 hours. + +## _ANTIMAGIC GRENADE, I_ + +**Source** _Drift Crisis pg. 51_ +**Level** 15; **Price** 27,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (20 ft.; see text) + +## _ANTIMAGIC GRENADE, II_ + +**Source** _Drift Crisis pg. 51_ +**Level** 19; **Price** 172,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (20 ft.; see text) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Barbed Shrapnel Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Barbed Shrapnel Grenade.md new file mode 100644 index 0000000..a958f69 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Barbed Shrapnel Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 6 / 10 / 15 +Price: varies +tags: +Type: Grenades +--- +# BARBED SHRAPNEL GRENADE + +This cruel grenade propels exceptionally jagged shrapnel, causing lasting pain. Affected creatures that fail their Reflex saves against this grenade take the listed damage; as long as they take any damage from the grenade, the shrapnel also impedes them per the embed weapon critical hit effect (Armory 31). Both these grenades’ sadistic effects and their common use by slavers to immobilize victims have resulted in wide-scale bans on these weapons, though more lawless regions rarely regulate the explosives. + +## BARBED SHRAPNEL GRENADE, MK 1 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 3; **Price** 225 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d6 P, embed 1d6, 10 ft.) + +## BARBED SHRAPNEL GRENADE, MK 2 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 6; **Price** 580 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d6 P, embed 1d6, 10 ft.) + +## BARBED SHRAPNEL GRENADE, MK 3 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 10; **Price** 2,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (3d6 P, embed 2d6, 10 ft.) + +## BARBED SHRAPNEL GRENADE, MK 4 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 15; **Price** 14,250 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (7d6 P, embed 3d6, 10 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Concussion Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Concussion Grenade.md new file mode 100644 index 0000000..f191158 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Concussion Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 1 / 3 / 6 / 10 / 14 +Price: varies +tags: +Type: Grenades +--- +# CONCUSSION GRENADE + +The powerful blast from a concussion grenade causes a small shockwave that blasts creatures off their feet. Creatures that fail their save against a concussion grenade are knocked prone. A flying creature caught in the blast is affected as if by the trip combat maneuver if it fails its save, descending 10 feet and becoming prone if this causes it to reach the ground. More advanced versions of this grenade explode so forcefully that they also inflict sonic damage. The grenade’s shockwave requires a gas or liquid medium, and this grenade has no effect in a vacuum. + +## CONCUSSION GRENADE, MK 1 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 1; **Price** 50 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (knockdown, 10 ft.) + +## CONCUSSION GRENADE, MK 2 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 3; **Price** 230 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d4 So, knockdown, 10 ft.) + +## CONCUSSION GRENADE, MK 3 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 6; **Price** 615 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d6 So, knockdown, 10 ft.) + +## CONCUSSION GRENADE, MK 4 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 10; **Price** 2,600 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (4d6 So, knockdown, 10 ft.) + +## CONCUSSION GRENADE, MK 5 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 14; **Price** 9,800 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (7d6 So, knockdown, 10 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Containment Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Containment Grenade.md new file mode 100644 index 0000000..c3f1c64 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Containment Grenade.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 12 +Price: 6,000 +tags: +Type: Grenades +--- +# CONTAINMENT GRENADE + +## CONTAINMENT GRENADE (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 12; **Price** 6,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +Upon exploding, a _containment grenade_ forces creatures in the blast radius to attempt a Reflex saving throw. Those that fail remain within the blast radius, provided it’s big enough to contain them. Creatures that succeed take 3d6 force damage as they are pushed out of the blast radius. If a creature is too large to be contained within the radius, that creature is shunted out of the area as if it succeeded at the saving throw. Creatures that remain inside the sphere are trapped for 10 minutes as if by a _wall of force_ spell. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Cryo Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Cryo Grenade.md new file mode 100644 index 0000000..8f8f312 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Cryo Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 10 / 14 / 18 +Price: varies +tags: +Type: Grenades +--- +# CRYO GRENADE + +Cryo grenades release a blast of supercooled chemicals on impact, which immediately coalesce into freezing particles. + +## CRYO GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 6; **Price** 600 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d8 C; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d8 C; staggered 1 round; 10 ft.) + +## CRYO GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 10; **Price** 2,350 +**Hands** 1; **Proficiency** Grenade +**Damage** 2d8 C; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d8 C; staggered 1 round; 15 ft.) + +## CRYO GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 14; **Price** 9,400 +**Hands** 1; **Proficiency** Grenade +**Damage** 4d8 C; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d8 C; staggered 1 round; 20 ft.) + +## CRYO GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 18; **Price** 54,100 +**Hands** 1; **Proficiency** Grenade +**Damage** 6d8 C; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (6d8 C; staggered 1 round; 20 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Decoupler Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Decoupler Grenade.md new file mode 100644 index 0000000..d2a24da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Decoupler Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 18 +Price: varies +tags: +Type: Grenades +--- +# DECOUPLER GRENADE + +Although tripods can use other grenades, they are infamous for the decoupler grenades they produce internally. Other creatures in the galaxy, such as the weapon-dealing drow of Apostae, have replicated this horrid tech. A decoupler grenade produces a dense cloud of dark nanites. This cloud provides concealment and corrodes creatures and materials within it. Each creature that starts its turn in the cloud must succeed at a Fortitude saving throw (DC = 10 + half the grenade’s item level) or be subject to the corrode critical hit effect. A creature that inhales the nanites takes a –4 penalty to this saving throw. + +## DECOUPLER GRENADE, I + +**Source** _Alien Archive 3 pg. 119_ +**Level** 2; **Price** 200 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (5 ft., nanite cloud 1 minute, corrode 1) + +## DECOUPLER GRENADE, II + +**Source** _Alien Archive 3 pg. 119_ +**Level** 6; **Price** 700 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (10 ft., nanite cloud 1 minute, corrode 1d4) + +## DECOUPLER GRENADE, III + +**Source** _Alien Archive 3 pg. 119_ +**Level** 10; **Price** 3,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (10 ft., nanite cloud 1 minute, corrode 2d4) + +## DECOUPLER GRENADE, IV + +**Source** _Alien Archive 3 pg. 119_ +**Level** 14; **Price** 12,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (15 ft., nanite cloud 1 minute, corrode 4d4) + +## DECOUPLER GRENADE, V + +**Source** _Alien Archive 3 pg. 119_ +**Level** 18; **Price** 65,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (15 ft., nanite cloud 1 minute, corrode 4d6) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Defoliant Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Defoliant Grenade.md new file mode 100644 index 0000000..df68fee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Defoliant Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 4 / 7 / 12 +Price: varies +tags: +Type: Grenades +--- +# DEFOLIANT GRENADE + +Banned on some worlds, such as Ghorus Prime, these grenades selectively destroy plants and plant fiber without harming other biological matter, and they’re considered more tool than weapon in many circles. A defoliant grenade unleashes a cloud of rust-red dust that causes vegetation to wither and die on contact. This kills most mundane grasses, shrubs, vines, brambles, small trees, and other moderately thick vegetation, eliminating any difficult terrain caused by those features. Larger trees and wooden objects take full damage but typically are not destroyed outright. Creatures with the plant type take the listed damage and can attempt a Reflex save for half damage. All other creatures and objects are unaffected. + +## DEFOLIANT GRENADE, MK 1 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 1; **Price** 75 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d6 A, 15 ft.; see text) + +## DEFOLIANT GRENADE, MK 2 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 4; **Price** 320 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (3d6 A, 20 ft.; see text) + +## DEFOLIANT GRENADE, MK 3 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 7; **Price** 850 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (6d6 A, 20 ft.; see text) + +## DEFOLIANT GRENADE, MK 4 + +**Source** _Galaxy Exploration Manual pg. 42_ +**Level** 12; **Price** 4,800 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (10d6 A, 20 ft.; see text) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Diminisher Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Diminisher Grenade.md new file mode 100644 index 0000000..b192e57 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Diminisher Grenade.md @@ -0,0 +1,91 @@ +--- +aliases: +Level: 3 / 6 / 9 / 12 / 15 / 18 +Price: varies +tags: +Type: Grenades +--- +# DIMINISHER GRENADE + + +When a _diminisher grenade_ explodes, it twists space-time enough to accelerate the duration of magic and other effects in the blast radius. Any existing effect that has a duration measured in rounds has its remaining duration reduced by 2d4 rounds. If this reduction drops the remaining duration to 0 or less, the effect ends. + +A _diminisher grenade_ affects only items and spells of the indicated level or lower or, for other effects, only those created by creatures with a CR or level equal to or lower than that listed. + +## DIMINISHER GRENADE, MK 1 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 3; **Price** 270 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +Item level or CR 3; spell level 1st + +## DIMINISHER GRENADE, MK 2 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 6; **Price** 675 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (15 ft.; see text) + +### DESCRIPTION + +Item level or CR 6; spell level 2nd + +## DIMINISHER GRENADE, MK 3 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 9; **Price** 2,100 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +Item level or CR 9; spell level 3rd + +## DIMINISHER GRENADE, MK 4 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 12; **Price** 5,700 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +Item level or CR 12; spell level 4th + +## DIMINISHER GRENADE, MK 5 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 15; **Price** 17,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +Item level or CR 15; spell level 5th + +## DIMINISHER GRENADE, MK 6 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 18; **Price** 51,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +Item level or CR 18; spell level 6th diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Dye Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Dye Grenade.md new file mode 100644 index 0000000..bd49a9c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Dye Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 4 / 8 / 12 +Price: varies +tags: +Type: Grenades +--- +# DYE GRENADE + +Lumocantha dye can be weaponized easily. A creature that fails its Reflex saving throw against a dye grenade takes additional damage from laser weapons equal to half the dye grenade’s item level (minimum 1). This lasts until the dye is removed, usually by changing armor or clothing or by spending 1d4 hours cleaning off the stain. + +## DYE GRENADE, I + +**Source** _Alien Archive 4 pg. 69_ +**Level** 1; **Price** 50 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d4 A, dye-stained, 10 ft.) + +## DYE GRENADE, II + +**Source** _Alien Archive 4 pg. 69_ +**Level** 4; **Price** 320 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d4 A, dye-stained, 10 ft.) + +## DYE GRENADE, III + +**Source** _Alien Archive 4 pg. 69_ +**Level** 8; **Price** 1,300 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (4d4 A, dye-stained, 10 ft.) + +## DYE GRENADE, IV + +**Source** _Alien Archive 4 pg. 69_ +**Level** 12; **Price** 5,100 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (6d4 A, dye-stained, 10 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Flash Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Flash Grenade.md new file mode 100644 index 0000000..fa2eef9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Flash Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 6 & 12 / 16 +Price: varies +tags: +Type: Grenades +--- +# FLASH GRENADE + +When detonated, a flash grenade releases a pulse of intense radiance. + +## FLASH GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 2; **Price** 120 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (blinded 1d4 rounds; 5 ft.) + +## FLASH GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 6; **Price** 620 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (blinded 1d4 rounds; 10 ft.) + +## FLASH GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 12; **Price** 4,800 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (blinded 1d6 rounds; 15 ft.) + +## FLASH GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 16; **Price** 24,300 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (blinded 1d8 rounds; 20 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Foam Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Foam Grenade.md new file mode 100644 index 0000000..562257b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Foam Grenade.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 3 / 9 / 15 +Price: varies +tags: +Type: Grenades +--- +# FOAM GRENADE + +A foam grenade explodes on impact to release a burst of fire-suppressant foam akin to that from a fire extinguisher. This foam ends all active fires and removes the burning condition and the corrode critical hit effect taken by creatures within the area. + +## FOAM GRENADE, MK 1 + +**Source** _Starfinder Armory pg. 39_ +**Level** 3; **Price** 410 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.), extinguish + +## FOAM GRENADE, MK 2 + +**Source** _Starfinder Armory pg. 39_ +**Level** 9; **Price** 3,520 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.), extinguish + +## FOAM GRENADE, MK 3 + +**Source** _Starfinder Armory pg. 39_ +**Level** 15; **Price** 26,100 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (30 ft.), extinguish diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Frag Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Frag Grenade.md new file mode 100644 index 0000000..ac5f3d2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Frag Grenade.md @@ -0,0 +1,82 @@ +--- +aliases: +Level: 1 / 4 / 8 / 10 14 / 16 / 18 / 20 +Price: varies +tags: +Type: Grenades +--- +# FRAG GRENADE + +A fragmentary, or frag, grenade explodes in a cloud of shrapnel. + +## FRAG GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 1; **Price** 35 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d6 P; 15 ft.) + +## FRAG GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 4; **Price** 310 +**Hands** 1; **Proficiency** Grenade +**Damage** 2d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d6 P; 15 ft.) + +## FRAG GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 8; **Price** 1,260 +**Hands** 1; **Proficiency** Grenade +**Damage** 4d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d6 P; 15 ft.) + +## FRAG GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 10; **Price** 2,700 +**Hands** 1; **Proficiency** Grenade +**Damage** 6d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (6d6 P; 15 ft.) + +## FRAG GRENADE, MK 5 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 14; **Price** 8,400 +**Hands** 1; **Proficiency** Grenade +**Damage** 10d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10d6 P; 15 ft.) + +## FRAG GRENADE, MK 6 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 16; **Price** 20,500 +**Hands** 1; **Proficiency** Grenade +**Damage** 12d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (12d6 P; 15 ft.) + +## FRAG GRENADE, MK 7 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 18; **Price** 48,400 +**Hands** 1; **Proficiency** Grenade +**Damage** 16d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (16d6 P; 15 ft.) + +## FRAG GRENADE, MK 8 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 20; **Price** 132,000 +**Hands** 1; **Proficiency** Grenade +**Damage** 20d6 P; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20d6 P; 15 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Gravity Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Gravity Grenade.md new file mode 100644 index 0000000..f96f2ee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Gravity Grenade.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 2 / 6 / 12 +Price: varies +tags: +Type: Grenades +--- +# GRAVITY GRENADE + +Derived from the gravitational organs of shipkiller bulbs, gravity grenades generate a micro-singularity that pulls affected targets towards the detonation point. Creatures in the area move the listed distance toward the blast’s center if they fail a Fortitude saving throw. Unsecured, unattended items of 1 bulk or less automatically fail this save. The force is not powerful enough to move bigger objects, such as Large vehicles. + +## GRAVITY GRENADE, I + +**Source** _Alien Archive 4 pg. 109_ +**Level** 2; **Price** 135 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (pull 5 ft., 10 ft.) + +## GRAVITY GRENADE, II + +**Source** _Alien Archive 4 pg. 109_ +**Level** 6; **Price** 600 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (pull 10 ft., 20 ft.) + +## GRAVITY GRENADE, III + +**Source** _Alien Archive 4 pg. 109_ +**Level** 12; **Price** 4,800 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (pull 15 ft., 30 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Grenades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Grenades.md new file mode 100644 index 0000000..f8eb219 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Grenades.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# GRENADES + +Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade’s listing on Table 7–7: Grenades shows its explosion radius. Some grenades have additional effects, such as blinded or entangled, that apply only to creatures in the explosion radius that fail a Reflex save against the grenade. The DC of the save is equal to 10 + half the grenade’s item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC. + +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Grenades" +SORT Level ASC +WHERE file.name != "Grenades" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holo Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holo Grenade.md new file mode 100644 index 0000000..f41c0df --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holo Grenade.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 1 / 4 / 7 +Price: varies +tags: +Type: Grenades +--- +# HOLO GRENADE + +Commonly used as novelties, _holo grenades_ can create all sorts of illusions in a harmless but surprising and often amusing way. A holo version of the _wonder grenade_ (creating only an appearance of the listed effects) is popular among fey and children. However, _holo grenades_ have less innocent uses as well—criminals and infiltrators use _holo grenades_ as distractions. + +A _holo grenade_ creates a preprogrammed illusion no larger than the blast radius. The illusion functions as if you had cast _holographic image_ with a level, caster level, and duration according to the grenade’s type. + +## HOLO GRENADE, MK 1 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 1; **Price** 50 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +1st-level _holographic image_; caster level 3rd; duration 2 rounds + +## HOLO GRENADE, MK 2 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 4; **Price** 300 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (15 ft.; see text) + +### DESCRIPTION + +2nd-level _holographic image_; caster level 6th; duration 5 rounds + +## HOLO GRENADE, MK 3 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 7; **Price** 900 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +3rd-level _holographic image_; caster level 9th; duration 10 rounds diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holy Water Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holy Water Grenade.md new file mode 100644 index 0000000..c50f750 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Holy Water Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 5 / 11 / 19 +Price: varies +tags: +Type: Grenades +--- +# HOLY WATER GRENADE + +Produced by priests of good-aligned deities, holy water grenades explode with a spray of consecrated water that harms undead creatures and evil outsiders while leaving other creatures and objects merely damp. This typically isn’t enough water to damage computers or other electronic or technological items. + +## HOLY WATER GRENADE, MK 1 + +**Source** _Starfinder Armory pg. 39_ +**Level** 2; **Price** 375 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d6 B; 20 ft.), holy water + +## HOLY WATER GRENADE, MK 2 + +**Source** _Starfinder Armory pg. 39_ +**Level** 5; **Price** 940 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d6 B; 20 ft.), holy water + +## HOLY WATER GRENADE, MK 3 + +**Source** _Starfinder Armory pg. 39_ +**Level** 11; **Price** 7,680 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d12 B; 20 ft.), holy water + +## HOLY WATER GRENADE, MK 4 + +**Source** _Starfinder Armory pg. 39_ +**Level** 19; **Price** 175,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (8d12 B; 20 ft.), holy water diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Incendiary Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Incendiary Grenade.md new file mode 100644 index 0000000..b1447d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Incendiary Grenade.md @@ -0,0 +1,64 @@ +--- +aliases: +Level: 2 / 6 / 8 / 12 / 16 / 18 +Price: varies +tags: +Type: Grenades +--- +# INCENDIARY GRENADE + +Incendiary grenades detonate in a spray of superheated plasma. + +## INCENDIARY GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 2; **Price** 140 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d6 F; burning 1d4; 5 ft.) + +## INCENDIARY GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 6; **Price** 580 +**Hands** 1; **Proficiency** Grenade +**Damage** 2d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d6 F; burning 1d6; 10 ft.) + +## INCENDIARY GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 8; **Price** 1,380 +**Hands** 1; **Proficiency** Grenade +**Damage** 3d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (3d6 F; burning 1d6; 10 ft.) + +## INCENDIARY GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 12; **Price** 4,300 +**Hands** 1; **Proficiency** Grenade +**Damage** 5d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5d6 F; burning 3d6; 15 ft.) + +## INCENDIARY GRENADE, MK 5 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 16; **Price** 20,200 +**Hands** 1; **Proficiency** Grenade +**Damage** 10d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10d6 F; burning 5d6; 15 ft.) + +## INCENDIARY GRENADE, MK 6 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 18; **Price** 54,300 +**Hands** 1; **Proficiency** Grenade +**Damage** 12d6 F; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (12d6 F; burning 6d6; 15 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Junkbot Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Junkbot Grenade.md new file mode 100644 index 0000000..4e63353 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Junkbot Grenade.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 9 +Price: 2,250 +tags: +Type: Grenades +--- +# JUNKBOT GRENADE + +**Source** _Starfinder Armory pg. 122_ +**Level** 9; **Price** 2,250 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +When you use a _junkbot grenade_, you set it to either handy or healing, then throw it into a pile of inert technological equipment of at least 1 bulk. When the grenade lands, it spreads magical nanites over the blast radius. Over the course of the next round, the nanites convert the junk into a _handy junkbot_ or _healing junkbot_, as those spells except as detailed here. Either spell has a caster level of 9th. You must command the junkbot verbally. The junkbot created from this effect lasts for 1 minute. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Meduza Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Meduza Grenade.md new file mode 100644 index 0000000..f8e076c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Meduza Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 7 / 13 / 17 +Price: varies +tags: +Type: Grenades +--- +# MEDUZA GRENADE + +Once armed, this grenade rapidly unfolds into a hand-sized, glowing jellyfish. On impact, the grenade hurls tendrils of stinging cells throughout its area. When thrown underwater, the jellyfish contracts its bell and jets toward its target. + +## MEDUZA GRENADE, I + +**Source** _Interstellar Species pg. 119_ +**Level** 3; **Price** 240 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d6 A & S, corrode 1d4, 5 ft.), hydrodynamic + +## MEDUZA GRENADE, II + +**Source** _Interstellar Species pg. 119_ +**Level** 7; **Price** 920 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d6 A & S, corrode 1d6, 10 ft.), hydrodynamic + +## MEDUZA GRENADE, III + +**Source** _Interstellar Species pg. 119_ +**Level** 13; **Price** 7,200 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (5d6 A & S, corrode 3d6, 15 ft.), hydrodynamic + +## MEDUZA GRENADE, IV + +**Source** _Interstellar Species pg. 119_ +**Level** 17; **Price** 36,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (10d6 A & S, corrode 5d6, 15 ft.), hydrodynamic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Microbot Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Microbot Grenade.md new file mode 100644 index 0000000..a89ab76 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Microbot Grenade.md @@ -0,0 +1,75 @@ +--- +aliases: +Level: 6 / 9 / 12 / 15 / 18 +Price: varies +tags: +Type: Grenades +--- +# MICROBOT GRENADE + +When a _microbot grenade_ detonates, the blast radius fills with microbots like those created by the _microbot assault_ spell. The microbots consider only creatures in the blast radius to be the thrower’s enemies, and they do not discriminate between the thrower’s allies and enemies. The microbots last for 3 rounds. More advanced grenades create more dangerous microbots. The first time a creature leaves the area of the microbot cloud during a round, that creature takes an amount of magical piercing damage according to the grenade’s type. + +## MICROBOT GRENADE, MK 1 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 6; **Price** 1,400 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +1d6 + +## MICROBOT GRENADE, MK 2 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 9; **Price** 4,200 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +2d6 + +## MICROBOT GRENADE, MK 3 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 12; **Price** 12,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +3d6 + +## MICROBOT GRENADE, MK 4 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 15; **Price** 37,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +3d10 + +## MICROBOT GRENADE, MK 5 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 18; **Price** 109,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (5 ft.; see text) + +### DESCRIPTION + +4d12 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Mindspike Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Mindspike Grenade.md new file mode 100644 index 0000000..e70a184 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Mindspike Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 2 / 4 / 8 / 12 / 16 +Price: varies +tags: +Type: Grenades +--- +# MINDSPIKE GRENADE + +Waves of neuro-disruptive energy burst from this grenade and scramble brainwaves with violent force. Creatures in the area can attempt a Will save against this grenade rather than a Reflex save. If successful, a creature takes half damage. If the creature fails, it takes full damage and is dazed for 1 round; if the creature’s CR or level is higher than the grenade’s item level, it instead takes full damage and is staggered for 1 round. Treat the CR or level of any creature with limited telepathy or telepathy as 3 lower for the purpose of this effect. This grenade has the mind-affecting special weapon property (Armory 29). + +## MINDSPIKE GRENADE, MK 1 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 2; **Price** 150 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d4, daze, 10 ft.) + +## MINDSPIKE GRENADE, MK 2 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 4; **Price** 305 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d4, daze, 10 ft.) + +## MINDSPIKE GRENADE, MK 3 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 8; **Price** 1,275 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (3d4, daze, 15 ft.) + +## MINDSPIKE GRENADE, MK 4 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 12; **Price** 5,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (6d4, daze, 15 ft.) + +## MINDSPIKE GRENADE, MK 5 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 16; **Price** 21,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (8d4, daze, 20 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Panic Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Panic Grenade.md new file mode 100644 index 0000000..7d4410d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Panic Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 10 / 14 / 18 +Price: varies +tags: +Type: Grenades +--- +# PANIC GRENADE + +When an early attempt at creating synthetic zhufera honey went awry, the resulting hallucinogen was aerosolized and weaponized by the Rising as a method of causing mass chaos in a short period of time. These hybrid grenades assault those in the blast radius with terrifying illusions of disastrous cataclysms, ravenous beasts, and other nightmarish hallucinations, causing those who succumb to the visions to fight, flee, or freeze. Those caught in the blast radius of a panic grenade must succeed at a Will save or gain the confused condition for a duration according to the grenade’s type. + +## PANIC GRENADE, MK 1 + +**Source** _Interstellar Species pg. 55_ +**Level** 6; **Price** 1,400 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn; **Usage** 1 +**Bulk** L; **Special** Explode (5 ft.; see text) + +## PANIC GRENADE, MK 2 + +**Source** _Interstellar Species pg. 55_ +**Level** 10; **Price** 5,600 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn; **Usage** 1 +**Bulk** L; **Special** Explode (10 ft.; see text) + +## PANIC GRENADE, MK 3 + +**Source** _Interstellar Species pg. 55_ +**Level** 14; **Price** 22,400 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn; **Usage** 1 +**Bulk** L; **Special** Explode (15 ft.; see text) + +## PANIC GRENADE, MK 4 + +**Source** _Interstellar Species pg. 55_ +**Level** 18; **Price** 89,600 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn; **Usage** 1 +**Bulk** L; **Special** Explode (20 ft.; see text) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pheromone Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pheromone Grenade.md new file mode 100644 index 0000000..433bead --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pheromone Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 8 / 12 / 16 +Price: varies +tags: +Type: Grenades +--- +# PHEROMONE GRENADE + +Though scientists understand little about how a vracinea’s paralyzing scent affects the brain, weapon designers across the galaxy have been inspired by its effects and have replicated them with custom hybrid grenades. When it bursts, a _pheromone grenade_ deals no damage, instead dispersing a powerful cocktail of supercharged pheromones and magically modified mind-altering chemicals in the listed blast radius. Each creature in the radius that inhales the pheromones (which bypass even active environmental protections from a suit of armor) must attempt a Will saving throw. A creature that fails its save is fascinated for a number of rounds equal to the grenade’s mark number as they gaze in wonder at sparkling trails that only they can see. A creature that succeeds at its save is immune to the effects of _pheromone grenades_ for 24 hours. This is a mind-affecting effect. + +## _PHEROMONE GRENADE, MK 1_ + +**Source** _Alien Archive 3 pg. 131_ +**Level** 4; **Price** 325 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (10 ft.; see text) + +## _PHEROMONE GRENADE, MK 2_ + +**Source** _Alien Archive 3 pg. 131_ +**Level** 8; **Price** 1,400 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (15 ft.; see text) + +## _PHEROMONE GRENADE, MK 3_ + +**Source** _Alien Archive 3 pg. 131_ +**Level** 12; **Price** 5,300 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (20 ft.; see text) + +## _PHEROMONE GRENADE, MK 4_ + +**Source** _Alien Archive 3 pg. 131_ +**Level** 16; **Price** 26,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** Explode (25 ft.; see text) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pulse Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pulse Grenade.md new file mode 100644 index 0000000..690dd1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Pulse Grenade.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 5 / 9 / 15 / 17 +Price: varies +tags: +Type: Grenades +--- +# PULSE GRENADE + + +A pulse grenade emits a powerful EMP blast on impact whose damage and effects apply only to constructs with the technological subtype. Constructs reduced to 0 HP by a pulse grenade are not destroyed but simply nonfunctional until restored to 1 or more Hit Points. The EMP wave from a pulse grenade is not intense enough to affect augmentations, weapons, armor, or other technological gear. + +## PULSE GRENADE, MK 1 + +**Source** _Starfinder Armory pg. 39_ +**Level** 5; **Price** 950 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d10 E; 20 ft.), entangle 1 round + +## PULSE GRENADE, MK 2 + +**Source** _Starfinder Armory pg. 39_ +**Level** 9; **Price** 4,350 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (3d10 E; 20 ft.), entangle 1d4 rounds + +## PULSE GRENADE, MK 3 + +**Source** _Starfinder Armory pg. 39_ +**Level** 15; **Price** 37,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (6d10 E; 20 ft.), entangle 1d4 rounds + +## PULSE GRENADE, MK 4 + +**Source** _Starfinder Armory pg. 39_ +**Level** 17; **Price** 82,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (14d6 E; 20 ft.), entangle 1d4 rounds diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Riot Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Riot Grenade.md new file mode 100644 index 0000000..ef26537 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Riot Grenade.md @@ -0,0 +1,73 @@ +--- +aliases: +Level: 2 / 5 / 7 / 11 / 15 / 17 / 20 +Price: varies +tags: +Type: Grenades +--- +# RIOT GRENADE + +Riot grenades are standard issue among police forces, as they deal nonlethal damage and slow the movements of creatures affected by the blast. + +## RIOT GRENADE, MK 1 + +**Source** _Starfinder Armory pg. 39_ +**Level** 2; **Price** 185 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (staggered; 10 ft.) + +## RIOT GRENADE, MK 2 + +**Source** _Starfinder Armory pg. 39_ +**Level** 5; **Price** 810 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (staggered; 10 ft.) + +## RIOT GRENADE, MK 3 + +**Source** _Starfinder Armory pg. 39_ +**Level** 7; **Price** 1,640 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (staggered; 15 ft.) + +## RIOT GRENADE, MK 4 + +**Source** _Starfinder Armory pg. 39_ +**Level** 11; **Price** 6,910 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d8 S; staggered; 15 ft.), nonlethal + +## RIOT GRENADE, MK 5 + +**Source** _Starfinder Armory pg. 39_ +**Level** 15; **Price** 28,200 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d10 S; staggered; 20 ft.), nonlethal + +## RIOT GRENADE, MK 6 + +**Source** _Starfinder Armory pg. 39_ +**Level** 17; **Price** 67,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d10 S; staggered; 20 ft.), nonlethal + +## RIOT GRENADE, MK 7 + +**Source** _Starfinder Armory pg. 39_ +**Level** 20; **Price** 222,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d12 S; staggered; 25 ft.), nonlethal diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Screamer Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Screamer Grenade.md new file mode 100644 index 0000000..96a2219 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Screamer Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 8 / 12 / 16 +Price: varies +tags: +Type: Grenades +--- +# SCREAMER GRENADE + +When detonated, a screamer grenade releases a piercing shriek of sonic energy. + +## SCREAMER GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 4; **Price** 320 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d10 So; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d10 So; deafened 1d4 minutes; 15 ft.) + +## SCREAMER GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 8; **Price** 1,340 +**Hands** 1; **Proficiency** Grenade +**Damage** 2d10 So; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (2d10 So; deafened 1d4 minutes; 20 ft.) + +## SCREAMER GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 12; **Price** 5,200 +**Hands** 1; **Proficiency** Grenade +**Damage** 4d10 So; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (4d10 So; deafened 1d4 minutes; 25 ft.) + +## SCREAMER GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 16; **Price** 20,000 +**Hands** 1; **Proficiency** Grenade +**Damage** 7d10 So; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (7d10 So; deafened 1d4 minutes; 30 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Shock Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Shock Grenade.md new file mode 100644 index 0000000..839cf25 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Shock Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 1 / 4 / 10 / 14 / 20 +Price: varies +tags: +Type: Grenades +--- +# SHOCK GRENADE + +A shock grenade releases a pulse of electrical energy on impact. + +## SHOCK GRENADE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 1; **Price** 50 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d8 E; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d8 E; 15 ft.) + +## SHOCK GRENADE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 4; **Price** 290 +**Hands** 1; **Proficiency** Grenade +**Damage** 1d12 E; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (1d12 E; 15 ft.) + +## SHOCK GRENADE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 10; **Price** 2,500 +**Hands** 1; **Proficiency** Grenade +**Damage** 3d12 E; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (3d12 E; 15 ft.) + +## SHOCK GRENADE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 14; **Price** 10,500 +**Hands** 1; **Proficiency** Grenade +**Damage** 6d12 E; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (6d12 E; 15 ft.) + +## SHOCK GRENADE, MK 5 + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 20; **Price** 110,000 +**Hands** 1; **Proficiency** Grenade +**Damage** 9d12 E; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (9d12 E; 15 ft.) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Smoke Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Smoke Grenade.md new file mode 100644 index 0000000..7a5343a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Smoke Grenade.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 40 +tags: +Type: Grenades +--- +# SMOKE GRENADE + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 1; **Price** 40 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (smoke cloud 1 minute; 20 ft.) + +### DESCRIPTION + +A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, providing concealment. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Summoning Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Summoning Grenade.md new file mode 100644 index 0000000..d6ef09e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Summoning Grenade.md @@ -0,0 +1,90 @@ +--- +aliases: +Level: 3 / 6 / 9 / 12 / 15 / 18 +Price: varies +tags: +Type: Grenades +--- +# SUMMONING GRENADE + +The explosion a _summoning grenade_ generates is a reality-warping field that summons creatures as if you had cast a _summon creature_ spell of a spell level and caster level according to the grenade’s type. The creatures to be summoned are set when the grenade is created, so you know what you’re getting when you buy, presupposing a scrupulous vendor. When the grenade detonates, the summoned creatures appear immediately in unoccupied spaces, but a creature needs to have only 1 square of its space inside the blast radius. If a creature doesn’t have enough room to appear, it doesn’t. Summoned creatures treat you as their summoner. + +_Summoning grenades_ come in the following types. + +## SUMMONING GRENADE, MK 1 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 3; **Price** 250 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +1st-level _summon creature_; caster level 3rd + +## SUMMONING GRENADE, MK 2 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 6; **Price** 650 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +2nd-level _summon creature_; caster level 6th + +## SUMMONING GRENADE, MK 3 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 9; **Price** 2,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (15 ft.; see text) + +### DESCRIPTION + +3rd-level _summon creature_; caster level 9th + +## SUMMONING GRENADE, MK 4 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 12; **Price** 5,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (20 ft.; see text) + +### DESCRIPTION + +4th-level _summon creature_; caster level 12th + +## SUMMONING GRENADE, MK 5 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 15; **Price** 16,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (25 ft.; see text) + +### DESCRIPTION + +5th-level _summon creature_; caster level 15th + +## SUMMONING GRENADE, MK 6 (HYBRID) + +**Source** _Starfinder Armory pg. 122_ +**Level** 18; **Price** 49,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (30 ft.; see text) + +### DESCRIPTION + +6th-level _summon creature_; caster level 18th diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasphalt Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasphalt Grenade.md new file mode 100644 index 0000000..af263e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasphalt Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 1 / 5 / 9 / 11 / 15 +Price: varies +tags: +Type: Grenades +--- +# THASPHALT GRENADE + +Invented by accident when an engineer didn’t open a steam valve on a reactor, the thasphalt grenade’s invention coincided with new emergency pressure release valves being introduced onto other thasphalt products. + +## THASPHALT GRENADE, I + +**Source** _Drift Crisis pg. 51_ +**Level** 1; **Price** 110 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (1d8 B, 15 ft.), force + +## THASPHALT GRENADE, II + +**Source** _Drift Crisis pg. 51_ +**Level** 5; **Price** 820 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (2d8 B, 15 ft.), force + +## THASPHALT GRENADE, III + +**Source** _Drift Crisis pg. 51_ +**Level** 9; **Price** 4,200 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (4d8 B, 15 ft.), force + +## THASPHALT GRENADE, IV + +**Source** _Drift Crisis pg. 51_ +**Level** 11; **Price** 8,250 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (6d8 B, 15 ft.), force + +## THASPHALT GRENADE, V + +**Source** _Drift Crisis pg. 51_ +**Level** 15; **Price** 37,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (10d8 B, 15 ft.), force diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasteron Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasteron Grenade.md new file mode 100644 index 0000000..cfe12df --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Thasteron Grenade.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 3 / 6 / 10 / 14 / 18 +Price: varies +tags: +Type: Grenades +--- +# THASTERON GRENADE + +Nicknamed the “hole-maker,” this raw thasteron-packed explosive is a favored room-clearing device for special forces. + +## THASTERON GRENADE, I + +**Source** _Drift Crisis pg. 51_ +**Level** 3; **Price** 310 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (staggered, 10 ft.), propel 5 ft. + +## THASTERON GRENADE, II + +**Source** _Drift Crisis pg. 51_ +**Level** 6; **Price** 1,350 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (staggered, 15 ft.), propel 5 ft. + +## THASTERON GRENADE, III + +**Source** _Drift Crisis pg. 51_ +**Level** 10; **Price** 5,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (staggered, 20 ft.), propel 10 ft. + +## THASTERON GRENADE, IV + +**Source** _Drift Crisis pg. 51_ +**Level** 14; **Price** 20,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (staggered, 25 ft.), propel 10 ft. + +## THASTERON GRENADE, V + +**Source** _Drift Crisis pg. 51_ +**Level** 18; **Price** 110,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft. ft.; **Critical** — +**Capacity** Drawn +**Bulk** L; **Special** Explode (staggered, 30 ft.), propel 15 ft. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Web Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Web Grenade.md new file mode 100644 index 0000000..2cd9e56 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Web Grenade.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 9 / 13 / 19 +Price: varies +tags: +Type: Grenades +--- +# WEB GRENADE + +Developed using samples of haans’ biological webbing, a web grenade explodes to cover the area in sticky strands of hightensile fibers, making the affected area difficult terrain. + +## WEB GRENADE, MK 1 + +**Source** _Starfinder Armory pg. 40_ +**Level** 3; **Price** 490 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.), mire 1d4 rounds + +## WEB GRENADE, MK 2 + +**Source** _Starfinder Armory pg. 40_ +**Level** 9; **Price** 3,950 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.), mire 2d4 rounds + +## WEB GRENADE, MK 3 + +**Source** _Starfinder Armory pg. 40_ +**Level** 13; **Price** 14,700 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (15 ft.), mire 1 minute + +## WEB GRENADE, MK 4 + +**Source** _Starfinder Armory pg. 40_ +**Level** 19; **Price** 163,000 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (25 ft.), mire 1 minute diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Wonder Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Wonder Grenade.md new file mode 100644 index 0000000..14bcc0f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Grenades/Wonder Grenade.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 10 +Price: 2,500 +tags: +Type: Grenades +--- +# WONDER GRENADE + +**Source** _Starfinder Armory pg. 122_ +**Level** 10; **Price** 2,500 +**Hands** 1; **Proficiency** Grenade +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** explode (10 ft.; see text) + +### DESCRIPTION + +When it detonates, a wonder grenade releases a locus of magical uncertainty, which explodes into a strange effect once it makes contact with reality. When the grenade detonates, roll d% on the following table to determine the effect. (The GM is free to make up a similar effect based on your surroundings and circumstances.) If any effect of the grenade allows a saving throw, the DC is equal to 15 + your key ability score modifier. + +These grenades pose a risk to the thrower. If you roll a 1, 3, or 5 on the attack roll, when the grenade lands but before it goes off, you teleport into the nearest open space in the blast radius. If no such space exists, you don’t teleport. + +| D% | Wonder Effect | +|--------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–5 | Each creature in the blast radius switches positions with another randomly determined creature in the blast radius (no save). No creature is placed in an area that is immediately hazardous to it (instead appearing in the closest safe space). | +| 6–10 | Unlocked airlocks, appliance doors, doors, gates, lids, and windows open in the blast radius. Locks unlock if they are average or worse or controlled by a computer of tier 3 or lower. Magical locks that would open from a knock spell with a caster level check result of 25 or lower also unlock. After the blast unlocks a lock, whatever the lock was sealing opens. A creature can negate this effect on all objects it holds or wears with a successful Will saving throw. | +| 11–15 | The blast radius becomes an area of zero gravity (Core Rulebook 404) for 4d4 rounds. | +| 16–20 | The blast radius becomes the area of an explosive blast spell. | +| 21–25 | Each creature in the blast radius must attempt a Reflex saving throw. Those that fail enter a state of reduced friction, which functions as if all surfaces they move on and all objects they hold are affected by a grease spell. | +| 26–30 | Each creature in the blast radius must succeed at a Fortitude saving throw or its powered technological items cease to function for 1 round. A technological construct that fails the save is also staggered for 1 round. Unattended technological objects receive no saving throw and simply cease to function for 1 round. | +| 31–35 | Each creature in the blast radius is affected as if by the ethereal jaunt spell for 1d4 rounds (no save). | +| 36–40 | Each creature in the blast radius is affected as if by the invisibility spell for 4d4 rounds (no save). | +| 41–45 | Thousands of UPBs erupt in the blast radius, dealing 3d6 bludgeoning damage to each creature in the area (Reflex half). All but 1d4 × 10 UPBs are blown out of the blast radius, disappearing as they go. | +| 46–50 | Each creature in the blast radius must succeed at a Fortitude save or sprout 2d4 armlike appendages. Some of these arms lack anatomy consistent with their host. Only two are useful, like a kasatha’s extra arms. These limbs remain for 4d6 hours, but can also be removed with remove affliction (DC 20). | +| 51–55 | One First World beast is teleported into the blast radius. Roll d% to determine the beast: 1–15—Huge beast (such as an elephant); 16–50—Large beast (such as a rhino); 51–100—Tiny beast (such as a squirrel). The beast appears in an unoccupied space, only 1 square of which must be in the blast radius. If the beast doesn’t have enough room to appear, a beast of the next smaller size appears. The beast is no one’s ally. It has a 25% chance to arrive hostile, but is otherwise indifferent until it reacts to the current situation. Use the summoning creatures rules (Alien Archive 244) to determine the creature’s statistics. | +| 56–60 | Each creature in the blast radius can hear the surface thoughts of other creatures within 30 feet of it as a bewildering jumble alongside its own. This mind-affecting effect renders a creature shaken. A creature can attempt a Will save at the end of its turn each round to end the effect. Otherwise, the effect lasts 1 minute. If a creature succeeds at its saving throw by 5 or more, that creature is no longer shaken and can focus the effect to function as detect thoughts, lasting for the remainder of the effect’s duration. | +| 61–65 | Each creature in the blast radius must succeed at a Will saving throw or suffer the mind-affecting delusion that it has increased one step in size. An affected creature takes a –1 circumstance penalty to Dexterity-based checks and saving throws, as well as to EAC and KAC. It is treated as squeezing when a creature of its imagined size would be squeezing, and it is unlikely to attempt to move into areas “too small” for it. If a creature believes it is constrained completely, it becomes paralyzed. This delusion lasts 2d4 rounds, but the creature can attempt a new saving throw once on any round when something happens that contradicts the false belief, such as being moved when it believes itself constrained. | +| 66–70 | About 5,000 harmless, beautiful flying insects appear within the blast radius. This swarm functions like a fog cloud spell that disperses after 4d4 rounds. | +| 71–75 | The center of the blast radius becomes a gravitational anomaly for an instant. Creatures in the blast radius must succeed at a Fortitude save or be dragged to the enarest space adjacent to the grenade’s point of detonation. Any creature that collides with terrain that blocks line of effect or with another creature takes 2d6 bludgeoning damage and falls prone. | +| 76–80 | The grenade splits into 1d3+1 grenades, each of a kind determined randomly by rolling d%: 1–20—frag II, 21–34—screamer II, 35–50— shock II, 51–70—stickybomb II, 71–80—cryo I, 81–90—flash II, 91–100—incendiary II. Each grenade bounces as if its thrower had missed when throwing it. After each grenade lands at its new target, it detonates. | +| 81–85 | About a thousand adorable, harmless Diminutive animals appear in the blast radius, covering the ground. This horde makes the blast radius difficult terrain, and at the end of every round, that area expands by 5 feet. Any item dropped or thrown into the area is knocked 1d4 squares in a random direction by the scrambling creatures, and knocked again when the area expands. The horde expands enough to disperse after 5 rounds. | +| 86–90 | For 4d4 rounds, the blast radius fills with a windstorm (Core Rulebook 400). | +| 91–95 | Each creature in the blast radius changes color to a random neon hue (no save). Roll 1d6: 1 red, 2 orange, 3 yellow, 4 green, 5 blue, or 6 violet. This effect is permanent but can be ended with a successful casting of remove affliction (DC 20), but if the spell fails, the target changes color again. | +| 96–100 | The blast radius becomes a globe of vacuum (Core Rulebook 394), subjecting creatures initially caught in it to decompression. Air outside the vacuum rushes in to fill it after 4d4 minutes, unless the vacuum completely fills a sealed area, in which case it remains a vacuum even after 4d4 minutes have passed until the area is unsealed. | + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Acid Lancer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Acid Lancer.md new file mode 100644 index 0000000..6363fa1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Acid Lancer.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ACID LANCER +In addition to collecting the valuable composites the creature leaves behind, some entrepreneurs enter surnochs’ territory to hunt and kill them for their acid-producing glands and spines. These components can be made into heavy weapons known as acid lancers, which shoot jets of caustic fluid. A wielder of an acid lancer can squeeze the gland located near the trigger to give her next shot an extra boost of damaging acid. Acid lancers use a special synthetic acid called caustrol for ammunition, which has the same price and comes in the same size containers as petrol. + +## ACID LANCER, CORRODER-CLASS + +**Source** _Alien Archive pg. 109_ +**Level** 4; **Price** 2,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d4 A; **Range** 30 ft.; **Critical** corrode 1d4 +**Capacity** 20 caustrol; **Usage** 4 +**Bulk** 2; **Special** analog, boost 1d4, line, unwieldy + +## ACID LANCER, MELTER-CLASS + +**Source** _Alien Archive pg. 109_ +**Level** 9; **Price** 13,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d4 A; **Range** 30 ft.; **Critical** corrode 2d4 +**Capacity** 20 caustrol; **Usage** 5 +**Bulk** 2; **Special** analog, boost 1d6, line, unwieldy + +## ACID LANCER, LIQUEFIER-CLASS + +**Source** _Alien Archive pg. 109_ +**Level** 14; **Price** 75,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d4 A; **Range** 50 ft.; **Critical** corrode 4d4 +**Capacity** 40 caustrol; **Usage** 8 +**Bulk** 2; **Special** analog, boost 1d8, line, unwieldy + +## ACID LANCER, DISINTEGRATOR-CLASS + +**Source** _Alien Archive pg. 109_ +**Level** 19; **Price** 550,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d8 A; **Range** 50 ft.; **Critical** corrode 6d4 +**Capacity** 40 caustrol; **Usage** 10 +**Bulk** 2; **Special** analog, boost 1d10, line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Agitator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Agitator.md new file mode 100644 index 0000000..7a65601 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Agitator.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 1 / 6 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# AGITATOR +An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. The longer the weapon is focused, the more intense the agitation becomes, making it a favored by the defenders of bunkers, guard posts, and other emplacements. Ember agitators and blaze agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires, but miniaturization technology allows inferno agitators and solar flare agitators to include multiple smaller generators for increased effect. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## AGITATOR, BLAZE + +**Source** _Starfinder Armory pg. 37_ +**Level** 6; **Price** 4,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 F; **Range** 80 ft.; **Critical** burn 2d4 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** boost 1d6 + +## AGITATOR, EMBER + +**Source** _Starfinder Armory pg. 37_ +**Level** 1; **Price** 330 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 F; **Range** 60 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** boost 1d4 + +## AGITATOR, INFERNO + +**Source** _Starfinder Armory pg. 37_ +**Level** 13; **Price** 50,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d6 F; **Range** 80 ft.; **Critical** burn 3d4 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 2d6 + +## AGITATOR, SOLAR FLARE + +**Source** _Starfinder Armory pg. 37_ +**Level** 19; **Price** 580,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 12d6 F; **Range** 100 ft.; **Critical** burn 4d4 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 5d6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Anacite Ion.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Anacite Ion.md new file mode 100644 index 0000000..0a5b790 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Anacite Ion.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ANACITE ION +This heavy weapon was designed by Aballonian law-enforcement agencies for capturing criminal constructs without completely destroying them. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ANACITE ION CANNON, AURORA + +**Source** _Pact Worlds pg. 194_ +**Level** 8; **Price** 10,900 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 E; **Range** 45 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** line, lockdown, unwieldy + +--- + +## ANACITE ION CANNON, STATIC + +**Source** _Pact Worlds pg. 194_ +**Level** 3; **Price** 1,550 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 E; **Range** 20 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** line, lockdown, unwieldy + +## ANACITE ION CANNON, STORM + +**Source** _Pact Worlds pg. 194_ +**Level** 13; **Price** 52,900 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 E; **Range** 75 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 5 +**Bulk** 2; **Special** line, lockdown, unwieldy + +## ANACITE ION CANNON, TEMPEST + +**Source** _Pact Worlds pg. 194_ +**Level** 18; **Price** 441,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 E; **Range** 100 ft.; **Critical** staggered +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** line, lockdown, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Apocalypse Beam.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Apocalypse Beam.md new file mode 100644 index 0000000..e656139 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Apocalypse Beam.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 8 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# APOCALYPSE BEAM +Defying lasers’ reputation for pinpoint accuracy, an apocalypse beam is a portable artillery laser cannon that, when braced, carves furrows across landscapes and enemy formations alike. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## APOCALYPSE BEAM, CORONA + +**Source** _Tech Revolution pg. 61_ +**Level** 8; **Price** 9,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d6 F; **Range** 60 ft.; **Critical** Burn 1d6 +**Capacity** 40 charges ; **Usage** 10 +**Bulk** 2; **Special** Line, sniper (150 ft.), unwieldy + +## APOCALYPSE BEAM, PERIHELION + +**Source** _Tech Revolution pg. 61_ +**Level** 14; **Price** 75,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d6 F; **Range** 60 ft.; **Critical** Burn 2d6 +**Capacity** 80 charges ; **Usage** 10 +**Bulk** 2; **Special** Line, sniper (200 ft.), unwieldy + +## APOCALYPSE BEAM, ZENITH + +**Source** _Tech Revolution pg. 61_ +**Level** 20; **Price** 875,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 14d6 F; **Range** 60 ft.; **Critical** Burn 4d6 +**Capacity** 100 charges ; **Usage** 20 +**Bulk** 2; **Special** Line, sniper (250 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Arc Caster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Arc Caster.md new file mode 100644 index 0000000..db0e9e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Arc Caster.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 5 / 11 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ARC CASTER +Flanked by large handles, an arc caster bristles with capacitors and antennae that release more energy than it can realistically control. While many shock weapons have a chance to arc to a second target on a hit, the arc caster is designed to achieve that feat on every shot, and particularly well-aimed strikes can sometimes arc twice. The storm and tempest models feature improvements that build upon the capabilities of static and aurora arc casters. Since there is little way to control which creatures are struck on the subsequent arcs, arc casters are generally used only by solo combatants or those with little regard for their allies’ well-being. More rarely, party members may take particular precautions against electricity damage, such as with a resistant armor spell or an electrostatic field armor upgrade, to protect themselves from an ally wielding an arc caster. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ARC CASTER, AURORA + +**Source** _Starfinder Armory pg. 45_ +**Level** 5; **Price** 3,160 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 E; **Range** 60 ft.; **Critical** second arc 1d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** first arc 1d6, unwieldy + +## ARC CASTER, STATIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 1; **Price** 375 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 E; **Range** 60 ft.; **Critical** second arc 1d6 +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** first arc 1d6, unwieldy + +## ARC CASTER, STORM + +**Source** _Starfinder Armory pg. 45_ +**Level** 11; **Price** 25,600 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d6 E; **Range** 80 ft.; **Critical** second arc 2d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** first arc 2d6, unwieldy + +## ARC CASTER, TEMPEST + +**Source** _Starfinder Armory pg. 45_ +**Level** 17; **Price** 262,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d6 E; **Range** 80 ft.; **Critical** second arc 4d6 +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** first arc 4d6, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Artillery Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Artillery Laser.md new file mode 100644 index 0000000..cd551f0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Artillery Laser.md @@ -0,0 +1,70 @@ +--- +aliases: +Level: 1 / 6 / 9 / 13 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ARTILLERY LASER +Artillery lasers are heavy weapons designed to be effective against hardened targets such as vehicles and enemy bunkers. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## ARTILLERY LASER, APHELION + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 9; **Price** 14,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d8 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** penetrating + +## ARTILLERY LASER, AZIMUTH + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 1; **Price** 425 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 20 charges; **Usage** 2 +**Bulk** 3; **Special** penetrating + +## ARTILLERY LASER, CORONA + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 6; **Price** 4,650 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** penetrating + +## ARTILLERY LASER, PERIHELION + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 13; **Price** 53,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 F; **Range** 130 ft.; **Critical** burn 2d6 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 3; **Special** penetrating + +## ARTILLERY LASER, PARALLAX + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 17; **Price** 248,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d8 F; **Range** 150 ft.; **Critical** burn 4d6 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 3; **Special** penetrating + +## ARTILLERY LASER, ZENITH + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 20; **Price** 722,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d8 F; **Range** 150 ft.; **Critical** burn 5d6 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 3; **Special** penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Aurora Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Aurora Cannon.md new file mode 100644 index 0000000..6537434 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Aurora Cannon.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 5 / 10 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# AURORA CANNON +The aurora cannon is a variant plasma cannon with holding chambers that overcharge the plasma generated within the weapon. The walls of these chambers are typically translucent, allowing a veiled view of the shifting plasma. The aurora cannon’s modified plasma blasts cause creatures it hits to glow with a surprisingly beautiful aura, making it difficult for them to hide. Aurora cannons are categorized according to the primary composition of these auroras, from the hydrogen aurora cannon to the electron and proton models. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## AURORA CANNON, ELECTRON + +**Source** _Starfinder Armory pg. 41_ +**Level** 10; **Price** 18,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d4 E & F; **Range** 120 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** aurora + +## AURORA CANNON, HYDROGEN + +**Source** _Starfinder Armory pg. 41_ +**Level** 5; **Price** 3,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d4 E & F; **Range** 100 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** aurora + +## AURORA CANNON, PROTON + +**Source** _Starfinder Armory pg. 41_ +**Level** 17; **Price** 258,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 15d4 E & F; **Range** 120 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** aurora \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Autobeam Artillery.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Autobeam Artillery.md new file mode 100644 index 0000000..7404088 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Autobeam Artillery.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 10 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# AUTOBEAM ARTILLERY +Though it lacks the penetrating power of an artillery laser, an autobeam artillery delivers sustained laser fire. It uses a rotating array of lenses to prevent the intense heat of sustained fire from melting the weapon’s housing. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## AUTOBEAM ARTILLERY, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 16; **Price** 145,700 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 F; **Range** 120 ft.; **Critical** burn 2d8 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## AUTOBEAM ARTILLERY, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 10; **Price** 19,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 F; **Range** 120 ft.; **Critical** burn 1d8 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## AUTOBEAM ARTILLERY, ELITE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 19; **Price** 543,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d8 F; **Range** 120 ft.; **Critical** burn 2d10 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Barrier Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Barrier Cannon.md new file mode 100644 index 0000000..b42d062 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Barrier Cannon.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# BARRIER CANNON +A scaled-up version of the shield projector, a barrier cannon blankets an area with deflective force, granting a short-lived force field to creatures within. These cannons are designed for officers in shock-trooper squads to shield their personnel from danger. + +## BARRIER CANNON, DEFENDER + +**Source** _Tech Revolution pg. 61_ +**Level** 10; **Price** 18,500 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 15 ft.; **Critical** — +**Capacity** 80 charges ; **Usage** 16 +**Bulk** 3; **Special** Blast, shield 2d10, unwieldy + +## BARRIER CANNON, SENTRY + +**Source** _Tech Revolution pg. 61_ +**Level** 6; **Price** 4,300 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 15 ft.; **Critical** — +**Capacity** 40 charges ; **Usage** 8 +**Bulk** 3; **Special** Blast, shield 1d12, unwieldy + +## BARRIER CANNON, GUARDIAN + +**Source** _Tech Revolution pg. 62_ +**Level** 14; **Price** 72,000 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** 80 charges ; **Usage** 16 +**Bulk** 3; **Special** Blast, shield 3d12, unwieldy + +## BARRIER CANNON, WARDEN + +**Source** _Tech Revolution pg. 62_ +**Level** 18; **Price** 368,000 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 20 ft.; **Critical** — +**Capacity** 100 charges ; **Usage** 25 +**Bulk** 3; **Special** Blast, shield 5d12, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Burner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Burner.md new file mode 100644 index 0000000..46741ab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Burner.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 3 / 7 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# BURNER +Indistinguishable from a flamethrower to the lay observer, a burner uses petrol as fuel to produce a strong jet of flame. However, the subtly narrower nozzle and recoil-suppressing gyros allow a burner to fire streams of petrol with more control and focus than its traditional cousin. Ifrit-, salamander-, hellhound-, firedrake-, and phoenix-class burners are all widely available. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## BURNER, FIREDRAKE-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 16; **Price** 158,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 F; **Range** 60 ft.; **Critical** burn 4d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## BURNER, IFRIT-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 3; **Price** 1,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 F; **Range** 30 ft.; **Critical** burn 1d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## BURNER, SALAMANDER-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 7; **Price** 6,050 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 F; **Range** 40 ft.; **Critical** burn 2d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## BURNER, HELLHOUND-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 11; **Price** 23,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 F; **Range** 50 ft.; **Critical** burn 3d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## BURNER, PHEONIC-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 20; **Price** 795,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d10 F; **Range** 75 ft.; **Critical** burn 5d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cathode Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cathode Cannon.md new file mode 100644 index 0000000..82d41c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cathode Cannon.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 4 / 8 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# CATHODE CANNON +Cathode cannons were originally designed by members of the Android Abolitionist Front, and many varieties made by different races nonetheless are decorated with circuit designs reminiscent of the weapons’ android inventors. The tactical cathode cannon is a standard-issue weapon for members of the Front, while advanced, elite, paragon, and shockstorm cathode cannons are often used by mercenaries and assault forces with a variety of goals. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## CATHODE CANNON, ADVANCED + +**Source** _Starfinder Armory pg. 45_ +**Level** 8; **Price** 9,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 E; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy, wide line + +## CATHODE CANNON, TACTICAL + +**Source** _Starfinder Armory pg. 45_ +**Level** 4; **Price** 2,040 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 E; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy, wide line + +## CATHODE CANNON, ELITE + +**Source** _Starfinder Armory pg. 45_ +**Level** 12; **Price** 35,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 E; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy, wide line + +## CATHODE CANNON, PARAGON + +**Source** _Starfinder Armory pg. 45_ +**Level** 15; **Price** 109,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d12 E; **Range** 100 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy, wide line + +## CATHODE CANNON, SHOCKSTORM + +**Source** _Starfinder Armory pg. 45_ +**Level** 18; **Price** 647,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d12 E; **Range** 120 ft.; **Critical** — +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy, wide line \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cluster Launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cluster Launcher.md new file mode 100644 index 0000000..d22fa6c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Cluster Launcher.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# CLUSTER LAUNCHER +The cluster launcher fires multiple grenades as a single shot, granting those grenades increased range and a larger blast radius. Each of the models—tactical, advanced, elite, and paragon—features an increase in range, capacity, and overall explosive power. + +## CLUSTER LAUNCHER, ADVANCED + +**Source** _Starfinder Armory pg. 52_ +**Level** 12; **Price** 35,800 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 70 ft.; **Critical** — +**Capacity** 10 grenades; **Usage** 1 +**Bulk** 3; **Special** cluster (10 ft.) + +## CLUSTER LAUNCHER, TACTICAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 6; **Price** 4,150 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 60 ft.; **Critical** — +**Capacity** 8 grenades; **Usage** 1 +**Bulk** 2; **Special** cluster (5 ft.) + +## CLUSTER LAUNCHER, ELITE + +**Source** _Starfinder Armory pg. 52_ +**Level** 15; **Price** 105,000 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 80 ft.; **Critical** — +**Capacity** 12 grenades; **Usage** 1 +**Bulk** 3; **Special** cluster (10 ft.) + +## CLUSTER LAUNCHER, PARAGON + +**Source** _Starfinder Armory pg. 52_ +**Level** 18; **Price** 360,000 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 100 ft.; **Critical** — +**Capacity** 16 grenades; **Usage** 1 +**Bulk** 3; **Special** cluster (15 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Colossus Coil.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Colossus Coil.md new file mode 100644 index 0000000..36174aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Colossus Coil.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# COLOSSUS COIL +Where massive creatures roam, those who fight against them for survival develop colossal weapons. Such is the case with the colossus coil, a weapon said to have been developed to hunt colossi on the planet Daimalko. It has since spread to many systems, including the Pact Worlds. This heavy firearm has a barrel sporting a series of toroidal high-voltage generators that collectively produce powerful arcs of electricity, and it can be overcharged to deliver even more destructive blasts. The electric blast sometimes overwhelms its target, branching off to hit another. The corona colossus coil produces a ring of electricity, while a brush colossus coil produces a more diffuse field. A streamer arc colossus coil produces a traditional arc of electricity, while the multistream colossus coil generates multiple such streams for a devastating blast. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## COLOSSUS COIL, BRUSH + +**Source** _Starfinder Armory pg. 45_ +**Level** 9; **Price** 13,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d8 E; **Range** 100 ft.; **Critical** arc 2d6 +**Capacity** 40 charges; **Usage** 8 +**Bulk** 3; **Special** boost 1d8 + +## COLOSSUS COIL, CORONA + +**Source** _Starfinder Armory pg. 45_ +**Level** 3; **Price** 1,450 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 E; **Range** 80 ft.; **Critical** arc 1d6 +**Capacity** 20 charges; **Usage** 4 +**Bulk** 3; **Special** boost 1d8 + +## COLOSSUS COIL, STREAMER ARC + +**Source** _Starfinder Armory pg. 45_ +**Level** 14; **Price** 76,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d8 E; **Range** 100 ft.; **Critical** arc 3d6 +**Capacity** 40 charges; **Usage** 8 +**Bulk** 3; **Special** boost 2d8 + +## COLOSSUS COIL, MULTISTREAM + +**Source** _Starfinder Armory pg. 45_ +**Level** 19; **Price** 888,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d8 E; **Range** 120 ft.; **Critical** arc 4d6 +**Capacity** 80 charges; **Usage** 10 +**Bulk** 3; **Special** boost 3d8 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Conqueror.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Conqueror.md new file mode 100644 index 0000000..679bbaf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Conqueror.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 1 / 4 / 9 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# CONQUEROR +Conquerors are perhaps the largest and most difficult to handle of the plasma weapon category. A conquerer can deliver a single devastating blast of plasma, but the weapon is rather front-heavy and difficult to maneuver. Some vesk take up the weapon as a sign of their patron deity, Damoritosh, viewing it as the ranged spiritual equivalent of the doshko. In addition to the red star, yellow star, white star, and blue star models, the particularly powerful violet star conqueror has recently made its way onto the market. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## CONQUEROR, BLUE STAR + +**Source** _Starfinder Armory pg. 41_ +**Level** 13; **Price** 52,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d10 E & F; **Range** 100 ft.; **Critical** wound +**Capacity** 80 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## CONQUEROR, RED STAR + +**Source** _Starfinder Armory pg. 41_ +**Level** 1; **Price** 430 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 E & F; **Range** 60 ft.; **Critical** wound +**Capacity** 20 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## CONQUEROR, YELLOW STAR + +**Source** _Starfinder Armory pg. 41_ +**Level** 4; **Price** 2,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 E & F; **Range** 80 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## CONQUEROR, WHITE STAR + +**Source** _Starfinder Armory pg. 41_ +**Level** 9; **Price** 15,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 E & F; **Range** 80 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## CONQUEROR, VIOLET STAR + +**Source** _Starfinder Armory pg. 41_ +**Level** 18; **Price** 590,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d10 E & F; **Range** 100 ft.; **Critical** wound +**Capacity** 80 charges; **Usage** 8 +**Bulk** 3; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Convergent Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Convergent Laser.md new file mode 100644 index 0000000..3d55da2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Convergent Laser.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 4 / 11 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# CONVERGENT LASER +For those seeking efficient laser attacks in a reliable, relatively lightweight format, the convergent laser is an ideal weapon. The weapon’s smaller lasers synchronize and focus their output on a single target to deal more damage than any single beam could deal alone; however, the need to carefully aim and adjust the weapon makes it somewhat slower to fire than its single-beam counterparts. Typically, the different beams originate from the corners of a square or triangular barrel, angling in to join at a single point on the target. A single-wave convergent laser emits a single wavelength, with all its beams sharing a color. Multiwave convergent lasers produce different wavelengths for each beam, using computer assistance to continually adjust the output, while a wide-spectrum convergent laser increases the number of beams until their joining point on the target is a white so brilliant that it’s painful to look at. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## CONVERGENT LASER, MULTIWAVE + +**Source** _Starfinder Armory pg. 40_ +**Level** 11; **Price** 24,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 F; **Range** 120 ft.; **Critical** burn 3d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy + +## CONVERGENT LASER, SINGLE-WAVE + +**Source** _Starfinder Armory pg. 40_ +**Level** 4; **Price** 2,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 F; **Range** 100 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy + +## CONVERGENT LASER, WIDE-SPECTRUM + +**Source** _Starfinder Armory pg. 40_ +**Level** 15; **Price** 118,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d10 F; **Range** 120 ft.; **Critical** burn 4d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Coolant Sprayer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Coolant Sprayer.md new file mode 100644 index 0000000..bbbdedb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Coolant Sprayer.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 3 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# COOLANT SPRAYER +Coolant sprayers were designed following the principles of a flamethrower, but with an eye more toward hindrance than sheer damage. Experts can easily identify a coolant sprayer by the bulky insulation surrounding the sprayer’s coolant reservoir. The weapon expels a cone of activated coolant that stiffens and freezes living tissue. While not harmless, the effect is somewhat less deadly than most energy weapons. Hiemal, algid, glacial, and isothermal coolant sprayers all function in similar ways, though their destructive potential varies from one model to another. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## COOLANT SPRAYER, ALGID + +**Source** _Starfinder Armory pg. 34_ +**Level** 7; **Price** 7,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** blast, entangle (1d4 rounds), unwieldy + +## COOLANT SPRAYER, HIEMAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 3; **Price** 1,600 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d4 C; **Range** 20 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** blast, entangle (1d4 rounds), unwieldy + +## COOLANT SPRAYER, GLACIAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 12; **Price** 41,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 C; **Range** 40 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** blast, entangle (2d4 rounds), unwieldy + +## COOLANT SPRAYER, ISOTHERMAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 17; **Price** 290,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d6 C; **Range** 40 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** blast, entangle (2d4 rounds), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Crossbolter Heavy).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Crossbolter Heavy).md new file mode 100644 index 0000000..4d5f2ac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Crossbolter Heavy).md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 11 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# CROSSBOLTER (HEAVY) +This weapon resembles a rifle with a crossbeam near the end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. Grenade arrows can also be fired with a crossbolter. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## CROSSBOLTER, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 11; **Price** 21,900 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 P; **Range** 70 ft.; **Critical** — +**Capacity** 12 arrows; **Usage** 4 +**Bulk** 2; **Special** unwieldy + +## CROSSBOLTER, ELITE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 14; **Price** 71,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 30 arrows; **Usage** 6 +**Bulk** 2; **Special** unwieldy + +## CROSSBOLTER, PARAGON + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 18; **Price** 327,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 40 arrows; **Usage** 8 +**Bulk** 2; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dart Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dart Cannon.md new file mode 100644 index 0000000..1e0d6e2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dart Cannon.md @@ -0,0 +1,68 @@ +--- +aliases: +Level: 2 / 5 / 8 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# DART CANNON +When Akiton’s economy began to collapse in the wake of the thasteron bust, scrappy frontier townspeople were left to cobble together their necessities from whatever they had on hand and defend what resources they had from outside raiders. Dart cannons were created by these inventive souls, who reconfigured their depreciated mining equipment and less critical medical supplies into a weapon to stave off looters and thieves. These wide-barreled cannons fire a barrage of magnetically accelerated darts that contain barbed cores rather than toxins or medicinals. While this prevents the darts from being used to inject substances, the barbs can lodge in a target’s body, dealing lasting damage. Dart cannons tend to see use in environments with some level of gravity, as no one wants to deal with the aftermath of a dart cannon’s discharge in a zero-g environment. This weapon is available in light, tactical, heavy, advanced, elite, and paragon models. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## DART CANNON, ADVANCED + +**Source** _Starfinder Armory pg. 43_ +**Level** 11; **Price** 22,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 P; **Range** 150 ft.; **Critical** embed 1d10 +**Capacity** 50 darts; **Usage** 10 +**Bulk** 2; **Special** unwieldy + +## DART CANNON, LIGHT + +**Source** _Starfinder Armory pg. 43_ +**Level** 2; **Price** 690 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 P; **Range** 120 ft.; **Critical** embed 1d6 +**Capacity** 50 darts; **Usage** 10 +**Bulk** 2; **Special** unwieldy + +## DART CANNON, TACTICAL + +**Source** _Starfinder Armory pg. 43_ +**Level** 5; **Price** 2,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 P; **Range** 130 ft.; **Critical** embed 1d8 +**Capacity** 50 darts; **Usage** 10 +**Bulk** 2; **Special** unwieldy + +## DART CANNON, HEAVY + +**Source** _Starfinder Armory pg. 43_ +**Level** 8; **Price** 9,650 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 P; **Range** 140 ft.; **Critical** embed 1d8 +**Capacity** 50 darts; **Usage** 10 +**Bulk** 2; **Special** unwieldy + +## DART CANNON, ELITE + +**Source** _Starfinder Armory pg. 43_ +**Level** 15; **Price** 118,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d12 P; **Range** 150 ft.; **Critical** embed 2d12 +**Capacity** 50 darts; **Usage** 5 +**Bulk** 2; **Special** unwieldy + +## DART CANNON, PARAGON + +**Source** _Starfinder Armory pg. 43_ +**Level** 19; **Price** 584,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d12 P; **Range** 150 ft.; **Critical** embed 3d12 +**Capacity** 50 darts; **Usage** 5 +**Bulk** 2; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dazzler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dazzler.md new file mode 100644 index 0000000..501486c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dazzler.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 3 / 8 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# DAZZLER +Dazzlers are a form of crowd control used primarily for civil peacekeeping. While the weapons use lasers to damage and sometimes blind targets, the beams are carefully calibrated to avoid inflicting lethal injury. Built on similar principles to the smaller compliance ray, dazzlers also tend to bear the colors of local law-enforcement groups. However, the similarities end there, as the dazzler is a bulky device usually carried with the help of a shoulder strap, with its business end covered by dozens of glassy bulbs surrounded by a conical shield. Downplaying this somewhat disturbing appearance, dazzler manufacturer ATech holds up the weapons as an important tool for safe peacekeeping and spreads the weapons wherever AbadarCorp is found. Dazzlers come in flash, strobe, and sunspot models. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## DAZZLER, FLASH + +**Source** _Starfinder Armory pg. 40_ +**Level** 3; **Price** 1,420 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 F; **Range** 120 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** nonlethal + +## DAZZLER, STROBE + +**Source** _Starfinder Armory pg. 40_ +**Level** 8; **Price** 9,420 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 F; **Range** 150 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** nonlethal + +## DAZZLER, SUNSPOT + +**Source** _Starfinder Armory pg. 40_ +**Level** 14; **Price** 71,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d12 F; **Range** 150 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** nonlethal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Desperation Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Desperation Cannon.md new file mode 100644 index 0000000..8290218 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Desperation Cannon.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 10 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# DESPERATION CANNON +Few damai are brave enough to confront the titanic colossi that roam the devastated world of Daimalko, but some have no choice. This plasma weapon not only delivers a powerful blast capable of penetrating a colossus’s thick hide, but it delivers a blast of light and noise drawing the target’s attention from others. Some desperation cannons are used in only one battle, unless they’re later recovered from wreckage by scavengers. + +## DESPERATION CANNON, DOOM-CALLER + +**Source** _Near Space pg. 149_ +**Level** 10; **Price** 18,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 E & F; **Range** 100 ft.; **Critical** Nuisance +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** Bright, penetrating, unwieldy + +## DESPERATION CANNON, RAGE-BRINGER + +**Source** _Near Space pg. 149_ +**Level** 4; **Price** 2,250 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 E & F; **Range** 100 ft.; **Critical** Nuisance +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** Bright, penetrating, unwieldy + +## DESPERATION CANNON, SKY-PIERCER + +**Source** _Near Space pg. 149_ +**Level** 15; **Price** 119,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d12 E & F; **Range** 100 ft.; **Critical** Nuisance +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** Bright, penetrating, unwieldy + +## DESPERATION CANNON, TITAN-KILLER + +**Source** _Near Space pg. 149_ +**Level** 19; **Price** 565,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d12 E & F; **Range** 100 ft.; **Critical** Nuisance +**Capacity** 100 charges; **Usage** 20 +**Bulk** 2; **Special** Bright, penetrating, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dirge Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dirge Cannon.md new file mode 100644 index 0000000..9192b2e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Dirge Cannon.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 2 / 7 / 13 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# DIRGE CANNON +Pirates are the most common users of dirge cannons. The potbellied, shoulder-resting weapons cause a brief but intense sound burst at frequencies and pressure sufficient to rupture living cells while leaving inorganic objects unharmed. The result is a weapon that can eliminate a starship’s crew without causing any damage to the vessel or its cargo. Those who prefer lighter damage favor harmonic and resonant cannons, leaving anharmonic and parametric models for situations that call for carnage. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## DIRGE CANNON, ANHARMONIC + +**Source** _Starfinder Armory pg. 49_ +**Level** 13; **Price** 49,900 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d6 So; **Range** 40 ft.; **Critical** Deafen +**Capacity** 80 charges; **Usage** 4 +**Bulk** 3; **Special** antibiological, blast, unwieldy + +## DIRGE CANNON, HARMONIC + +**Source** _Starfinder Armory pg. 49_ +**Level** 2; **Price** 900 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 So; **Range** 20 ft.; **Critical** Deafen +**Capacity** 20 charges; **Usage** 4 +**Bulk** 3; **Special** antibiological, blast, unwieldy + +## DIRGE CANNON, RESONANT + +**Source** _Starfinder Armory pg. 49_ +**Level** 7; **Price** 4,270 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 So; **Range** 30 ft.; **Critical** Deafen +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** antibiological, blast, unwieldy + +## DIRGE CANNON, PARAMETRIC + +**Source** _Starfinder Armory pg. 49_ +**Level** 16; **Price** 172,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d6 So; **Range** 50 ft.; **Critical** Deafen +**Capacity** 80 charges; **Usage** 4 +**Bulk** 3; **Special** antibiological, blast, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Divergent Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Divergent Laser.md new file mode 100644 index 0000000..bf88b98 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Divergent Laser.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 5 / 12 / 18 / +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# DIVERGENT LASER +Originally developed alongside convergent lasers, divergent lasers use multiple laser beams emitting from a blocky casing to produce a cone-shaped output. This weapon’s damage is significantly less than that achieved by the convergent lasers, but the same systems that synchronize wavelengths in a convergent laser allow the divergent laser to focus on multiple targets. The single-color beam of a single-wave divergent laser sets it apart from the shimmering colors of a multiwave divergent laser. A wide-spectrum divergent laser has a nearly white beam and could be mistaken for a spotlight at a glance—though not by a target struck by one! + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## DIVERGENT LASER, MULTIWAVE + +**Source** _Starfinder Armory pg. 40_ +**Level** 12; **Price** 41,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 F; **Range** 80 ft.; **Critical** burn 2d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, unwieldy + +## DIVERGENT LASER, SINGLE-WAVE + +**Source** _Starfinder Armory pg. 40_ +**Level** 5; **Price** 3,430 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 F; **Range** 60 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, unwieldy + +## DIVERGENT LASER, WIDE-SPECTRUM + +**Source** _Starfinder Armory pg. 40_ +**Level** 18; **Price** 414,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d8 F; **Range** 90 ft.; **Critical** burn 3d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Energy Converter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Energy Converter.md new file mode 100644 index 0000000..b957757 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Energy Converter.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 4 / 10 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ENERGY CONVERTER +Boxy devices covered with various gauges and protruding antennae, energy converters resemble dangerously experimental pieces of hardware. These devices invert matter-antimatter annihilation; instead of generating massive amounts of heat from a tiny speck of matter, an energy converter generates a tiny speck of matter by drawing an incredible amount of heat energy from a nearby area. Tactical, advanced, and elite energy converters each create relatively larger flecks of matter, drawing their energy from a larger area in order to do so. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ENERGY CONVERTER, ADVANCED + +**Source** _Starfinder Armory pg. 34_ +**Level** 10; **Price** 20,900 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 C; **Range** 90 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 3; **Special** explode (15 ft.), unwieldy + +## ENERGY CONVERTER, TACTICAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 4; **Price** 2,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 C; **Range** 90 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 3; **Special** explode (10 ft.), unwieldy + +## ENERGY CONVERTER, ELITE + +**Source** _Starfinder Armory pg. 34_ +**Level** 16; **Price** 198,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 C; **Range** 100 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 3; **Special** explode (20 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flame Launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flame Launcher.md new file mode 100644 index 0000000..990ae53 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flame Launcher.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 5 / 9 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# FLAME LAUNCHER +Flame launchers sling large globules of aerated petrol with carefully timed ignition. The resulting explosion is usually well contained and can be placed with surprising precision. Although fed by the same sort of petrol tank found in burners and flamethrowers, the weapon is a complicated mess of air tanks, exposed circuitry, and tubing, all required to achieve the perfect mixture for controlled explosions. Fireball flame launchers are the weakest version of this weapon, outpowered by immolation flame launchers and the exceptionally powerful supernova flame launchers. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLAME LAUNCHER, FIREBALL + +**Source** _Starfinder Armory pg. 37_ +**Level** 5; **Price** 3,250 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 F; **Range** 60 ft.; **Critical** burn 1d6 +**Capacity** 20 petrol; **Usage** 2 +**Bulk** 2; **Special** explode (10 ft.), unwieldy + +## FLAME LAUNCHER, IMMOLATION + +**Source** _Starfinder Armory pg. 37_ +**Level** 9; **Price** 14,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 F; **Range** 80 ft.; **Critical** burn 2d6 +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 2; **Special** explode (10 ft.), unwieldy + +## FLAME LAUNCHER, SUPERNOVA + +**Source** _Starfinder Armory pg. 37_ +**Level** 14; **Price** 79,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d8 F; **Range** 120 ft.; **Critical** burn 3d6 +**Capacity** 40 petrol; **Usage** 5 +**Bulk** 2; **Special** explode (10 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flamethrower.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flamethrower.md new file mode 100644 index 0000000..2856df3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Flamethrower.md @@ -0,0 +1,70 @@ +--- +aliases: +Level: 2 / 6 / 8 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: [1-11:] +Type: Heavy Weapon +--- +# FLAMETHROWER +These portable flamethrowers consist of a heavy rifle-like design with an oversized petrol tank integrated into the weapon’s stock. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLAMETHROWER, FIREDRAKE-CLASS + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 15; **Price** 128,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d6 F; **Range** 30 ft.; **Critical** burn 6d6 +**Capacity** 40 petrol; **Usage** 10 +**Bulk** 2; **Special** analog, blast, unwieldy + +## FLAMETHROWER, IFRIT-CLASS + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 2; **Price** 780 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 F; **Range** 15 ft.; **Critical** burn 1d6 +**Capacity** 20 petrol; **Usage** 4 +**Bulk** 2; **Special** analog, blast, unwieldy + +## FLAMETHROWER, PYRE-CLASS + +**Source** _SFS Scenario In Pursuit of the Scoured Past pg. 18_ +**Level** 6; **Price** 4,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 F; **Range** 30 ft.; **Critical** burn 1d8 +**Capacity** 20 petrol; **Usage** 4 +**Bulk** 2; **Special** analog, blast, unwieldy + +## FLAMETHROWER, SALAMANDER-CLASS + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 8; **Price** 8,600 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 F; **Range** 30 ft.; **Critical** burn 2d6 +**Capacity** 20 petrol; **Usage** 5 +**Bulk** 2; **Special** analog, blast, unwieldy + +## FLAMETHROWER, HELLHOUND-CLASS + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 12; **Price** 35,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d6 F; **Range** 30 ft.; **Critical** burn 4d6 +**Capacity** 40 petrol; **Usage** 8 +**Bulk** 2; **Special** analog, blast, unwieldy + +## FLAMETHROWER, PHOENIX-CLASS + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 18; **Price** 367,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d6 F; **Range** 30 ft.; **Critical** burn 9d6 +**Capacity** 40 petrol; **Usage** 10 +**Bulk** 2; **Special** analog, blast, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hailcannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hailcannon.md new file mode 100644 index 0000000..2f2fc42 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hailcannon.md @@ -0,0 +1,60 @@ +--- +aliases: +Level: 1 / 6 / 9 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# HAILCANNON + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## HAILCANNON, ABSOLUTE-ZERO + +**Source** _Starfinder Armory pg. 35_ +**Level** 13; **Price** 50,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d8 C & P; **Range** 80 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 5 +**Bulk** 2; **Special** automatic + +## HAILCANNON, SUBZERO + +**Source** _Starfinder Armory pg. 35_ +**Level** 1; **Price** 275 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 C & P; **Range** 60 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## HAILCANNON, GELID + +**Source** _Starfinder Armory pg. 35_ +**Level** 6; **Price** 4,350 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 C & P; **Range** 60 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** automatic + +## HAILCANNON, ULTRACOLD + +**Source** _Starfinder Armory pg. 35_ +**Level** 9; **Price** 14,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 C & P; **Range** 80 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** automatic + +## HAILCANNON, CLATHRATE + +**Source** _Starfinder Armory pg. 35_ +**Level** 19; **Price** 565,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 14d8 C & P; **Range** 100 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 8 +**Bulk** 2; **Special** automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Heavy Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Heavy Weapons.md new file mode 100644 index 0000000..0748557 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Heavy Weapons.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# HEAVY WEAPONS +> [!grid] +> > > > +Heavy weapons are military-grade, high-damage weapons that require specialized training to use. Heavy weapons are difficult to hold steadily and aim accurately, and they thus require a minimum Strength score to use to their full potential. Heavy weapons must be held and operated with two hands, and they require a battery or ammunition of the proper size and type to function. + +**Minimum Strength**: The minimum Strength score is 12 for 1st- through 10th-level heavy weapons and 14 for 11th-level and higher heavy weapons. A character using a heavy weapon without the appropriate minimum Strength takes a –2 penalty to attack rolls with that weapon. + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Heavy Weapons" +SORT Level ASC +WHERE file.name != "Heavy Weapons" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hydra Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hydra Cannon.md new file mode 100644 index 0000000..333b5e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Hydra Cannon.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 6 / 12 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# HYDRA CANNON +Rather than firing a single burst of plasma, a hydra cannon generates countless discrete plasma filaments that spread outward in a pattern reminiscent of crawling serpents. The spread of these filaments can be somewhat controlled, allowing a proficient user to avoid hitting a limited number of creatures within the weapon’s area of effect. Python-series hydra cannons offer the least control, while viper-series, asp-series, and cobraseries hydra cannons offer increasingly fine-tuned control over their target areas. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## HYDRA CANNON, ASP-SERIES + +**Source** _Starfinder Armory pg. 42_ +**Level** 12; **Price** 41,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d6 E & F; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** blast, shape 3, unwieldy + +## HYDRA CANNON, PYTHON-SERIES + +**Source** _Starfinder Armory pg. 42_ +**Level** 2; **Price** 1,070 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 E & F; **Range** 20 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** blast, shape 1, unwieldy + +## HYDRA CANNON, VIPER-SERIES + +**Source** _Starfinder Armory pg. 42_ +**Level** 6; **Price** 4,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 E & F; **Range** 25 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** blast, shape 2, unwieldy + +## HYDRA CANNON, COBRA-SERIES + +**Source** _Starfinder Armory pg. 42_ +**Level** 19; **Price** 642,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 10d6 E & F; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** blast, shape 4, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/IMDS Missile Launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/IMDS Missile Launcher.md new file mode 100644 index 0000000..bfcdfac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/IMDS Missile Launcher.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 10 +NoteType: Weapon +Price: 18,200 +tags: +Type: Heavy Weapon +--- +# IMDS MISSILE LAUNCHER + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 10; **Price** 18,200 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 80 ft.; **Critical** — +**Capacity** 1 missile; **Usage** 1 +**Bulk** 2; **Special** — + +### DESCRIPTION + +IMDS (an acronym for “individual missile delivery system”) missile launchers are the most common missile launchers currently on the market. IMDS launchers fire individual missiles as ammunition and use the damage listed for the missiles fired out of them. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Ice Launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Ice Launcher.md new file mode 100644 index 0000000..d49ebf9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Ice Launcher.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 2 / 5 / 8 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ICE LAUNCHER +A decidedly unsubtle weapon, an ice launcher fires a huge block of ice at an opponent. The weapon is heavy and slow to fire, but the weight of the supercooled ice can knock an opponent to the ground and deal extensive cold damage. Aufeis and iceberg launchers produce small enough quantities of ice that it can be stored in the weapon’s square barrel, sometimes making them appear more like bulky appliance than weapons. The more complex floe, glacier, and icecap ice launchers generate a large amount of ice in front of the barrel proper, steadying the mass with clawed protrusions before firing. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ICE LAUNCHER, AUFEIS + +**Source** _Starfinder Armory pg. 35_ +**Level** 2; **Price** 760 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 B & C; **Range** 60 ft.; **Critical** knockdown +**Capacity** 20 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## ICE LAUNCHER, ICEBERG + +**Source** _Starfinder Armory pg. 35_ +**Level** 5; **Price** 3,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 B & C; **Range** 60 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 4 +**Bulk** 3; **Special** unwieldy + +## ICE LAUNCHER, FLOE + +**Source** _Starfinder Armory pg. 35_ +**Level** 8; **Price** 9,430 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 B & C; **Range** 60 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 8 +**Bulk** 3; **Special** unwieldy + +## ICE LAUNCHER, GLACIER + +**Source** _Starfinder Armory pg. 35_ +**Level** 15; **Price** 108,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d12 B & C; **Range** 60 ft.; **Critical** knockdown +**Capacity** 80 charges; **Usage** 8 +**Bulk** 3; **Special** unwieldy + +## ICE LAUNCHER, ICECAP + +**Source** _Starfinder Armory pg. 35_ +**Level** 20; **Price** 892,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 14d12 B & C; **Range** 60 ft.; **Critical** knockdown +**Capacity** 80 charges; **Usage** 8 +**Bulk** 3; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Machine Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Machine Gun.md new file mode 100644 index 0000000..6986a44 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Machine Gun.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 8 / 11 / 17 / +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# MACHINE GUN +The most basic and portable machine guns are known as squad guns for their popularity among mercenary groups. Light, medium, and heavy machine guns remain reliable heavy weapons for their automatic fire and damage capability. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## MACHINE GUN, HEAVY + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 17; **Price** 220,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d10 P; **Range** 120 ft.; **Critical** — +**Capacity** 100 rounds; **Usage** 4 +**Bulk** 2; **Special** analog, automatic + +## MACHINE GUN, SQUAD + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 4; **Price** 2,060 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 40 rounds; **Usage** 2 +**Bulk** 2; **Special** analog, automatic + +## MACHINE GUN, LIGHT + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 8; **Price** 8,600 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 60 rounds; **Usage** 2 +**Bulk** 2; **Special** analog, automatic + +## MACHINE GUN, MEDIUM + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 11; **Price** 23,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 60 rounds; **Usage** 2 +**Bulk** 2; **Special** analog, automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Minelayer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Minelayer.md new file mode 100644 index 0000000..611c948 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Minelayer.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 7 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# MINELAYER +A specialized form of grenade launcher, a minelayer surrounds its ordnance with a cushioning magnetic field. Grenades must be loaded into a minelayer individually, and a user can decide which grenade to fire with each shot. A merc minelayer holds up to 8 grenades at once, a squad model holds 12, a platoon version can carry up to 16, and the command minelayer can hold an impressive 20 grenades. + +## MINELAYER, COMMAND + +**Source** _Starfinder Armory pg. 53_ +**Level** 17; **Price** 243,000 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Critical** — +**Capacity** 20 grenades; **Usage** 1 +**Bulk** 2; **Special** mine + +## MINELAYER, MERC + +**Source** _Starfinder Armory pg. 53_ +**Level** 3; **Price** 1,470 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Critical** — +**Capacity** 8 grenades; **Usage** 1 +**Bulk** 2; **Special** mine + +## MINELAYER, SQUAD + +**Source** _Starfinder Armory pg. 53_ +**Level** 7; **Price** 6,930 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Critical** — +**Capacity** 12 grenades; **Usage** 1 +**Bulk** 2; **Special** mine + +## MINELAYER, PLATOON + +**Source** _Starfinder Armory pg. 53_ +**Level** 13; **Price** 51,400 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Critical** — +**Capacity** 16 grenades; **Usage** 1 +**Bulk** 2; **Special** mine \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/NIL Grenade Launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/NIL Grenade Launcher.md new file mode 100644 index 0000000..476cef4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/NIL Grenade Launcher.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 1 / 8 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# NIL GRENADE LAUNCHER +NIL (an acronym for “neutronic individual launcher”) grenade launchers are the most common grenade launcher available on the market. NILs can be fitted with any sort of grenade as ammunition. Grenades are loaded individually, rather than in magazines. You can load different types of grenades into a NIL grenade launcher, and you can select which grenade to fire as part of the action used to make an attack. + +## NIL GRENADE LAUNCHER, MERC + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 1; **Price** 280 +**Hands** 2; **Proficiency** Heavy +**Damage** by grenade ; **Range** 60 ft.; **Critical** — +**Capacity** 6 grenades; **Usage** 1 +**Bulk** 2; **Special** — + +## NIL GRENADE LAUNCHER, SQUAD + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 8; **Price** 9,400 +**Hands** 2; **Proficiency** Heavy +**Damage** by grenade ; **Range** 70 ft.; **Critical** — +**Capacity** 12 grenades; **Usage** 1 +**Bulk** 3; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Nanite Decoupler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Nanite Decoupler.md new file mode 100644 index 0000000..b131c58 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Nanite Decoupler.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 9 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# NANITE DECOUPLER +While most disintegrator weapons produce a stream of energy that strikes a single target, a nanite decoupler programs nanites to replicate a disintegrator’s destructive energies over a set area. The integrated generators used to overcharge the nanites for the desired effect make a nanite decoupler a heavy, bulky weapon that requires a skilled user. The caustic nanite decoupler and the vitriolic nanite decoupler are both deadly, destructive weapons. + +### DISINTEGRATOR WEAPONS + +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## NANITE DECOUPLER, CAUSTIC + +**Source** _Starfinder Armory pg. 37_ +**Level** 9; **Price** 15,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 A; **Range** 60 ft.; **Critical** corrode 1d6 +**Capacity** 10 nanites; **Usage** 2 +**Bulk** 3; **Special** explode (10 ft.), unwieldy + +## NANITE DECOUPLER, VITRIOLIC + +**Source** _Starfinder Armory pg. 37_ +**Level** 19; **Price** 650,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d20 A; **Range** 80 ft.; **Critical** corrode 3d6 +**Capacity** 10 nanites; **Usage** 5 +**Bulk** 3; **Special** explode (20 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Novus missile launcher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Novus missile launcher.md new file mode 100644 index 0000000..8efaab9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Novus missile launcher.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 14 +NoteType: Weapon +Price: 71,500 +tags: +Type: Heavy Weapon +--- +# NOVUS MISSILE LAUNCHER + +**Source** _Tech Revolution pg. 62_ +**Level** 14; **Price** 71,500 +**Hands** 2; **Proficiency** Heavy +**Damage** —; **Range** 100 ft.; **Critical** — +**Capacity** 3 missiles ; **Usage** 1 +**Bulk** 2; **Special** Guided + +### DESCRIPTION + +Designed for prolonged urban warfare, the novus missile launcher carries enough ordinance to demolish a small building. The weapon’s internal hardware adheres a unique transceiver tag to each missile fired, allowing the wielder to indicate a target and steer the payload remotely to bypass obstacles. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Array.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Array.md new file mode 100644 index 0000000..819032c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Array.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 3 / 7 / 11 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# PLASMA ARRAY +A retractable coarse mesh of electromagnetically protected wire covers the wide muzzle of a plasma array; this mesh breaks apart plasma into a flurry of discrete charges. Plasma arrays are manufactured in the typical classifications for plasma weapons: red star, yellow star, white star, and blue star. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA ARRAY, BLUE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 15; **Price** 109,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d10 E & F; **Range** 100 ft.; **Critical** burn 4d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## PLASMA ARRAY, RED STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 3; **Price** 1,380 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 E & F; **Range** 80 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## PLASMA ARRAY, YELLOW STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 7; **Price** 6,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 E & F; **Range** 80 ft.; **Critical** burn 2d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## PLASMA ARRAY, WHITE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 11; **Price** 26,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 E & F; **Range** 100 ft.; **Critical** burn 3d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Cannon.md new file mode 100644 index 0000000..50de396 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Plasma Cannon.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 8 / 14 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# PLASMA CANNON +Plasma cannons shoot large, explosive blasts of ionized plasma. They are difficult to use and have a relatively short range for a heavy weapon, but their impact has devastating effect. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA CANNON, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 20; **Price** 950,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d10 E & F; **Range** 100 ft.; **Critical** burn 4d8 +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** explode (10 ft.), unwieldy + +## PLASMA CANNON, RED STAR + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 8; **Price** 8,650 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 E & F; **Range** 100 ft.; **Critical** burn 1d8 +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** explode (5 ft.), unwieldy + +## PLASMA CANNON, YELLOW STAR + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 14; **Price** 62,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 E & F; **Range** 100 ft.; **Critical** burn 2d8 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** explode (5 ft.), unwieldy + +## PLASMA CANNON, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 16; **Price** 189,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 E & F; **Range** 100 ft.; **Critical** burn 3d8 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** explode (5 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Psychic-Wave.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Psychic-Wave.md new file mode 100644 index 0000000..dc5e737 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Psychic-Wave.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 2 / 5 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# PSYCHIC-WAVE +Unlike weapons that rely on physical projectiles or various energy forms to damage a target, a psychic-wave cannon targets a creature’s mind. The cannon contains an organic neural matrix that converts charges into a mental blast, damaging creatures with overwhelming psychic output. The numeral of a psychicwave cannon’s model indicates the strength of its output, but the weapon can’t harm objects and mindless creatures, as well as those immune to mind-affecting effects. + +## PSYCHIC-WAVE CANNON, I + +**Source** _Starfinder Armory pg. 53_ +**Level** 2; **Price** 1,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 ; **Range** 30 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** blast, living, mind-affecting, unwieldy + +## PSYCHIC-WAVE CANNON, II + +**Source** _Starfinder Armory pg. 53_ +**Level** 5; **Price** 3,520 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 ; **Range** 40 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** blast, living, mind-affecting, unwieldy + +## PSYCHIC-WAVE CANNON, III + +**Source** _Starfinder Armory pg. 53_ +**Level** 11; **Price** 28,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 ; **Range** 50 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** blast, living, mind-affecting, unwieldy + +## PSYCHIC-WAVE CANNON, IV + +**Source** _Starfinder Armory pg. 53_ +**Level** 16; **Price** 198,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d12 ; **Range** 50 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** blast, living, mind-affecting, unwieldy + +## PSYCHIC-WAVE CANNON, V + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 990,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d12 ; **Range** 60 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** blast, living, mind-affecting, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Radcannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Radcannon.md new file mode 100644 index 0000000..57e7c7e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Radcannon.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 4 / 10 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# RADCANNON +Radcannons are large, dangerous-to-wield weapons typically employed by desperate, reckless, or unliving users. A radcannon’s high-voltage capacitors channel energy through a magnetron and transformer to generate massive blasts of radioactive waves, burning targets and typically exposing the target—and potentially the user—to dangerous levels of radiation. Devourer cultists often employ electromagnetic radcannons, neutron radcannons, and even rapid-decay radcannons, unfazed by the weapons’ danger. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## RADCANNON, ELECTROMAGNETIC + +**Source** _Starfinder Armory pg. 38_ +**Level** 4; **Price** 2,150 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 F; **Range** 30 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, radioactive, unwieldy + +## RADCANNON, NEUTRON + +**Source** _Starfinder Armory pg. 38_ +**Level** 10; **Price** 18,700 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d6 F; **Range** 50 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, radioactive, unwieldy + +## RADCANNON, RAPID-DECAY + +**Source** _Starfinder Armory pg. 38_ +**Level** 17; **Price** 264,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d8 F; **Range** 60 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** blast, radioactive, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rail Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rail Cannon.md new file mode 100644 index 0000000..f9c040c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rail Cannon.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 12 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# RAIL CANNON +Rail cannons are scaled-up versions of rail guns, and like rail guns, they use magnetic fields to rapidly accelerate ammunition. A rail cannon generates such phenomenal force that its rounds can pass entirely through multiple targets, allowing the user to hit multiple targets in a line. Tactical rail cannons are precise and effective, while advanced rail cannons offer more firepower; elite and paragon rail cannons are generally used only by heavyweapons specialists in professional military groups. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## RAIL CANNON, ADVANCED + +**Source** _Starfinder Armory pg. 44_ +**Level** 12; **Price** 37,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 P; **Range** 80 ft.; **Critical** bleed 2d4 +**Capacity** 40 rounds; **Usage** 8 +**Bulk** 2; **Special** line, unwieldy + +## RAIL CANNON, TACTICAL + +**Source** _Starfinder Armory pg. 44_ +**Level** 3; **Price** 1,410 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 P; **Range** 60 ft.; **Critical** bleed 1d4 +**Capacity** 20 rounds; **Usage** 5 +**Bulk** 2; **Special** line, unwieldy + +## RAIL CANNON, ELITE + +**Source** _Starfinder Armory pg. 44_ +**Level** 16; **Price** 176,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d10 P; **Range** 80 ft.; **Critical** bleed 3d6 +**Capacity** 50 rounds; **Usage** 10 +**Bulk** 2; **Special** line, unwieldy + +## RAIL CANNON, PARAGON + +**Source** _Starfinder Armory pg. 44_ +**Level** 19; **Price** 591,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 12d10 P; **Range** 100 ft.; **Critical** bleed 4d6 +**Capacity** 60 rounds; **Usage** 10 +**Bulk** 2; **Special** line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Reaction Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Reaction Cannon.md new file mode 100644 index 0000000..c899b0e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Reaction Cannon.md @@ -0,0 +1,68 @@ +--- +aliases: +Level: 1 / 7 / 10 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# REACTION CANNON +An ancient yet still popular vesk weapon, the reaction cannon uses advanced materials and technology to redirect the recoil of a projectile back into the projectile itself, making it an extremely damaging heavy weapon. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## REACTION CANNON, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 14; **Price** 73,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 P; **Range** 100 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating + +## REACTION CANNON, LIGHT + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 1; **Price** 250 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 P; **Range** 90 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating + +## REACTION CANNON, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 7; **Price** 6,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 P; **Range** 90 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating + +## REACTION CANNON, HEAVY + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 10; **Price** 16,750 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 P; **Range** 100 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating + +## REACTION CANNON, ELITE + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 17; **Price** 244,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d10 P; **Range** 100 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating + +## REACTION CANNON, PARAGON + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 20; **Price** 810,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 12d10 P; **Range** 100 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 3; **Special** penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Resonator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Resonator.md new file mode 100644 index 0000000..690aebe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Resonator.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 10 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# RESONATOR +A resonator is a boxy device with a terminal along the top and a series of concentric rings of metal and crystal in front to focus the weapon’s harmonics. A shoulder strap helps offset the weapon’s considerable weight, allowing the use of a top handle to direct output while freeing up the other hand to operate the controls. A resonator generates sonic waves at frequencies set to resound within the targeted material, allowing the weapon to deal precise damage regardless of the target’s composition or protection. If the integrated probing function is employed before firing, the resonator’s sonic frequencies can be precisely tuned. Diffraction and refraction resonators align sonic waves in specific patterns, while linear and phased resonators focus the sonic energy through specialized matrices for amplified output. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## RESONATOR, DIFFRACTION + +**Source** _Starfinder Armory pg. 50_ +**Level** 4; **Price** 2,080 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 So; **Range** 60 ft.; **Critical** Deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 1d8, penetrating + +## RESONATOR, REFRACTION + +**Source** _Starfinder Armory pg. 50_ +**Level** 10; **Price** 18,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 So; **Range** 80 ft.; **Critical** Deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 2d8, penetrating + +## RESONATOR, LINEAR + +**Source** _Starfinder Armory pg. 50_ +**Level** 14; **Price** 73,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 So; **Range** 100 ft.; **Critical** Deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 3d8, penetrating + +## RESONATOR, PHASED + +**Source** _Starfinder Armory pg. 50_ +**Level** 19; **Price** 565,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d8 So; **Range** 110 ft.; **Critical** Deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** boost 5d8, penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rocket Pauldron.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rocket Pauldron.md new file mode 100644 index 0000000..f5d7ec3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rocket Pauldron.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ROCKET PAULDRON +This shoulder protector houses an array of deadly munitions. When activated, the pauldron provides its wearer a momentary heads-up display, using the wearer’s eye movements to establish a target and preprogrammed facial or verbal cues to fire a salvo of rockets at the unlucky recipient. + +## ROCKET PAULDRON, ADVANCED + +**Source** _Tech Revolution pg. 62_ +**Level** 10; **Price** 18,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 B & F; **Range** 80 ft.; **Critical** Knockdown +**Capacity** 9 mini-rockets ; **Usage** 3 +**Bulk** 1; **Special** Explode (10 ft.), integrated (2 slots), unwieldy + +## ROCKET PAULDRON, TACTICAL + +**Source** _Tech Revolution pg. 61_ +**Level** 5; **Price** 3,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 B & F; **Range** 80 ft.; **Critical** Knockdown +**Capacity** 6 mini-rockets ; **Usage** 3 +**Bulk** 1; **Special** Explode (10 ft.), integrated (2 slots), unwieldy + +## ROCKET PAULDRON, ELITE + +**Source** _Tech Revolution pg. 62_ +**Level** 15; **Price** 108,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 B & F; **Range** 80 ft.; **Critical** Knockdown +**Capacity** 12 mini-rockets ; **Usage** 3 +**Bulk** 1; **Special** Explode (10 ft.), integrated (2 slots), unwieldy + +## ROCKET PAULDRON, PARAGON + +**Source** _Tech Revolution pg. 62_ +**Level** 20; **Price** 817,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d10 B & F; **Range** 100 ft.; **Critical** Knockdown +**Capacity** 12 mini-rockets ; **Usage** 3 +**Bulk** 1; **Special** Explode (10 ft.), integrated AR (2 slots), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rotolaser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rotolaser.md new file mode 100644 index 0000000..8607be7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Rotolaser.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 / 7 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ROTOLASER +A rotolaser uses much of the same technology as autobeam artillery, but in addition to directing its beam through a rotating array of lenses, it also uses a rotating array of barrels that creates a series of short laser blasts. This rotating assembly helps the weapon to survive the heat and stress of rapid fire. Rotolasers come in tactical and advanced versions. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## ROTOLASER, ADVANCED + +**Source** _Starfinder Armory pg. 41_ +**Level** 7; **Price** 6,040 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** Automatic + +## ROTOLASER, TACTICAL + +**Source** _Starfinder Armory pg. 41_ +**Level** 2; **Price** 720 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 F; **Range** 100 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** Automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Scalegraser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Scalegraser.md new file mode 100644 index 0000000..bdd5ff0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Scalegraser.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: [41:] +Type: Heavy Weapon +--- +# SCALEGRASER +Designed to be smuggled into secure locations and overwhelm local defenses, the scalegraser is stealthy artillery that breaks into 31 components and uses innocuous batteries as ammunition. Its plasma bolts fragment on impact, causing unpredictable collateral damage, which is often the goal. The scalegraser’s indiscriminate ordinance intimidates Aspis enemies and can incinerate evidence of Aspis crimes, making this a favorite weapon among cleaner crews. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## SCALEGRASER, ASP-SERIES + +**Source** _Starfinder Serpents in the Cradle pg. 43_ +**Level** 12; **Price** 36,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 E & F; **Range** 60 ft.; **Critical** second arc 1d10 +**Capacity** 80 charges; **Usage** 5 +**Bulk** 1; **Special** breakdown, first arc 1d10, unwieldy + +## SCALEGRASER, PYTHON-SERIES + +**Source** _Starfinder Serpents in the Cradle pg. 43_ +**Level** 2; **Price** 850 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 E & F; **Range** 60 ft.; **Critical** second arc 1d6 +**Capacity** 40 charges; **Usage** 5 +**Bulk** 1; **Special** breakdown, first arc 1d6, unwieldy + +## SCALEGRASER, VIPER-SERIES + +**Source** _Starfinder Serpents in the Cradle pg. 43_ +**Level** 7; **Price** 6,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 E & F; **Range** 60 ft.; **Critical** second arc 1d8 +**Capacity** 40 charges; **Usage** 5 +**Bulk** 1; **Special** breakdown, first arc 1d8, unwieldy + +## SCALEGRASER, COBRA-SERIES + +_SFS Note: The first arc should be 2d10._ +**Source** _Starfinder Serpents in the Cradle pg. 43_ +**Level** 17; **Price** 260,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 E & F; **Range** 60 ft.; **Critical** second arc 2d10 +**Capacity** 80 charges; **Usage** 5 +**Bulk** 1; **Special** breakdown, first arc, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sclerite Harpooner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sclerite Harpooner.md new file mode 100644 index 0000000..f8a2d98 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sclerite Harpooner.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 4 / 9 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SCLERITE HARPOONER +Kaions’ ability to reel in all manner of prey has led to emulations of their effective hunting strategy. A sclerite harpooner is inlaid with spirals of kaion shell and magnetically fires either harvested or manufactured kaion sclerites along two rails; this ammunition is available in the same quantities and at the same price as darts. As a reaction, the weapon can be activated to reel in a target affected by its embed critical hit effect. The target must attempt a Reflex save (DC = 10 + 1/2 the harpooner’s item level + the wielder’s Strength modifier) or be pulled 30 feet toward the wielder; this movement does not provoke attacks of opportunity. Huge or larger creatures are not affected. + +## SCLERITE HARPOONER, HOOK + +**Source** _Alien Archive 4 pg. 59_ +**Level** 9; **Price** 13,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d8 P; **Range** 120 ft.; **Critical** Embed 1d8 +**Capacity** 50 sclerites; **Usage** 5 +**Bulk** 2; **Special** Unwieldy + +## SCLERITE HARPOONER, LURE + +**Source** _Alien Archive 4 pg. 59_ +**Level** 4; **Price** 2,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 P; **Range** 90 ft.; **Critical** Embed 1d6 +**Capacity** 25 sclerites; **Usage** 5 +**Bulk** 2; **Special** Unwieldy + +## SCLERITE HARPOONER, LODESTONE + +**Source** _Alien Archive 4 pg. 59_ +**Level** 14; **Price** 70,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d12 P; **Range** 150 ft.; **Critical** Embed 1d12 +**Capacity** 100 sclerites; **Usage** 10 +**Bulk** 3; **Special** Unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Screamer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Screamer.md new file mode 100644 index 0000000..fabe577 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Screamer.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 5 / 9 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SCREAMER +A screamer is a circular metal device with two handles on the back. The front of a screamer projects a cone of sonic energy that can damage and deafen anyone within the weapon’s area of effect. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SCREAMER, HFD + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 15; **Price** 107,500 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d10 So; **Range** 60 ft.; **Critical** deafen +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** blast, unwieldy + +## SCREAMER, THUNDERSTRIKE + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 5; **Price** 3,350 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 So; **Range** 30 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** blast, unwieldy + +## SCREAMER, LFD + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 9; **Price** 14,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 So; **Range** 60 ft.; **Critical** deafen +**Capacity** 80 charges; **Usage** 8 +**Bulk** 2; **Special** blast, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shock Caster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shock Caster.md new file mode 100644 index 0000000..24ef354 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shock Caster.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 10 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SHOCK CASTER +Shock casters fire a blast of electrical energy that explodes when it impacts, creating an electrical storm that can damage and stun anyone within its radius. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## SHOCK CASTER, AURORA + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 10; **Price** 19,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 E; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** explode (15 ft.), unwieldy + +## SHOCK CASTER, STATIC + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 6; **Price** 4,620 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 E; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** explode (10 ft.), unwieldy + +## SHOCK CASTER, STORM + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 16; **Price** 164,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d12 E; **Range** 40 ft.; **Critical** — +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** explode (20 ft.), unwieldy + +## SHOCK CASTER, TEMPEST + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 20; **Price** 735,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d12 E; **Range** 40 ft.; **Critical** — +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** explode (20 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shout Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shout Projector.md new file mode 100644 index 0000000..0d17f41 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Shout Projector.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 1 / 6 / 11 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SHOUT PROJECTOR +Shout projectors amplify your speech to overwhelming or destructive volume, and then project it in a cone. Words and sheer sonic pressure in this cone can’t be ignored. All shout projectors can be installed as armor upgrades (taking one upgrade slot per hand needed to wield the weapon), allowing the projectors to be used hands-free. That way, a user can carry lethal weaponry, safety gear, or protest signage. Exhorter shout projectors can be useful for crowd control with a lighter touch. Damper and pacifier models are ostensibly for nonlethal but more coercive applications, while the riot and crackdown projectors are for heavy-handed use. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SHOUT PROJECTOR, CRACKDOWN + +**Source** _Starfinder Armory pg. 50_ +**Level** 20; **Price** 918,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d8 So; **Range** 80 ft.; **Critical** Demoralize +**Capacity** 80 charges; **Usage** 8 +**Bulk** 2; **Special** explode (20 ft.), integrated (4 slots), nonlethal, unwieldy + +## SHOUT PROJECTOR, EXHORTER + +**Source** _Starfinder Armory pg. 50_ +**Level** 1; **Price** 420 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 So; **Range** 30 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** explode (10 ft.), integrated (2 slots), nonlethal, unwieldy + +## SHOUT PROJECTOR, DAMPER + +**Source** _Starfinder Armory pg. 50_ +**Level** 6; **Price** 4,750 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d6 So; **Range** 40 ft.; **Critical** Demoralize +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** explode (10 ft.), integrated (2 slots), nonlethal, unwieldy + +## SHOUT PROJECTOR, PACIFIER + +**Source** _Starfinder Armory pg. 50_ +**Level** 11; **Price** 22,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d8 So; **Range** 60 ft.; **Critical** Demoralize +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** explode (15 ft.), integrated (2 slots), nonlethal, unwieldy + +## SHOUT PROJECTOR, RIOT + +**Source** _Starfinder Armory pg. 50_ +**Level** 17; **Price** 304,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d8 So; **Range** 60 ft.; **Critical** Demoralize +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** explode (15 ft.), integrated (4 slots), nonlethal, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Singularity Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Singularity Cannon.md new file mode 100644 index 0000000..40bc02e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Singularity Cannon.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 5 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SINGULARITY CANNON +By capturing, studying, and dissecting deadfall stalkers—all at considerable cost in blood and credits—the drow manufacturer Arabani Arms Ltd. has created powerful cannons able to create gravitational singularities at a distant point. These instantaneous black holes tear apart nearby matter and, in the process, hurl away any victims who can’t clear the area. The singularity typically lasts for a split-second, yet slivers of the microscopic black hole can adhere to unlucky targets, painfully anchoring their bodies in place. + +## SINGULARITY CANNON, ADVANCED + +**Source** _Alien Archive 4 pg. 29_ +**Level** 14; **Price** 76,750 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d10 B; **Range** 60 ft.; **Critical** Bind +**Capacity** 80; **Usage** 6 +**Bulk** 3; **Special** explode (10 ft.), force, gravitation (15 ft.), unwieldy + +## SINGULARITY CANNON, LIGHT + +**Source** _Alien Archive 4 pg. 29_ +**Level** 5; **Price** 3,150 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 B; **Range** 50 ft.; **Critical** Bind +**Capacity** 40; **Usage** 4 +**Bulk** 2; **Special** explode (5 ft.), force, gravitation (5 ft.), unwieldy + +## SINGULARITY CANNON, HEAVY + +**Source** _Alien Archive 4 pg. 29_ +**Level** 9; **Price** 13,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 B; **Range** 50 ft.; **Critical** Bind +**Capacity** 40; **Usage** 4 +**Bulk** 2; **Special** explode (5 ft.), force, gravitation (10 ft.), unwieldy + +## SINGULARITY CANNON, PARAGON + +**Source** _Alien Archive 4 pg. 29_ +**Level** 19; **Price** 555,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 6d10 B; **Range** 70 ft.; **Critical** Bind +**Capacity** 80; **Usage** 8 +**Bulk** 3; **Special** explode (10 ft.), force, gravitation (20 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sonic Bolter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sonic Bolter.md new file mode 100644 index 0000000..dcc3c50 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Sonic Bolter.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 8 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# SONIC BOLTER +The sound waves a sonic bolter produces tightly focus in a brief but coherent line. This concentrated, low-frequency vibration damages the body and jostles internal organs, causing dizziness, pain, and slight nausea. Members of the Android Abolitionist Front developed the light model upon discovering the effect of a similar beam. Heavy, assault, and devastator bolters can generate sufficient sound pressure to damage artificial and unliving creatures. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SONIC BOLTER, ASSAULT + +**Source** _Starfinder Armory pg. 51_ +**Level** 12; **Price** 38,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 So; **Range** 80 ft.; **Critical** Sicken +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** antibiological, line, unwieldy + +## SONIC BOLTER, LIGHT + +**Source** _Starfinder Armory pg. 51_ +**Level** 3; **Price** 1,480 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d10 So; **Range** 60 ft.; **Critical** Sicken +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** antibiological, line, unwieldy + +## SONIC BOLTER, HEAVY + +**Source** _Starfinder Armory pg. 51_ +**Level** 8; **Price** 10,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d10 So; **Range** 80 ft.; **Critical** Sicken +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** antibiological, line, unwieldy + +## SONIC BOLTER, DEVASTATOR + +**Source** _Starfinder Armory pg. 51_ +**Level** 18; **Price** 398,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d12 So; **Range** 90 ft.; **Critical** Sicken +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** antibiological, line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Starheart Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Starheart Cannon.md new file mode 100644 index 0000000..f9d80d0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Starheart Cannon.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# STARHEART CANNON +Followers of Sarenrae designed these very bright weapons to defend isolated solar outposts from Corpse Fleet marauders. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## STARHEART CANNON, BLUE STAR + +**Source** _Pact Worlds pg. 194_ +**Level** 18; **Price** 360,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d6 E & F; **Range** 100 ft.; **Critical** blind +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** bright, explode (15 ft.), unwieldy + +## STARHEART CANNON, RED STAR + +**Source** _Pact Worlds pg. 194_ +**Level** 3; **Price** 1,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d6 E & F; **Range** 100 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** bright, explode (5 ft.), unwieldy + +## STARHEART CANNON, YELLOW STAR + +**Source** _Pact Worlds pg. 194_ +**Level** 8; **Price** 9,050 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d6 E & F; **Range** 100 ft.; **Critical** blind +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** bright, explode (10 ft.), unwieldy + +## STARHEART CANNON, WHITE STAR + +**Source** _Pact Worlds pg. 194_ +**Level** 13; **Price** 48,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d6 E & F; **Range** 100 ft.; **Critical** blind +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** bright, explode (10 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stellar Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stellar Cannon.md new file mode 100644 index 0000000..70a568b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stellar Cannon.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 10 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# STELLAR CANNON +A stellar cannon is a portable, handheld cannon that fires exploding shells filled with dense flechettes that shred nearby targets. Stellar cannons have a limited range, but they deal traumatic damage to large areas. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## STELLAR CANNON, HEAVY + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 15; **Price** 122,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d12 P; **Range** 30 ft.; **Critical** wound +**Capacity** 32 shells; **Usage** 8 +**Bulk** 2; **Special** blast + +## STELLAR CANNON, LIGHT + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 10; **Price** 19,200 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 P; **Range** 30 ft.; **Critical** wound +**Capacity** 18 shells; **Usage** 6 +**Bulk** 2; **Special** blast \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stormcaller.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stormcaller.md new file mode 100644 index 0000000..b4e7a94 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Stormcaller.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 2 / 7 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# STORMCALLER +Some barathu researchers who intensively study the titanic lightning storms found on their home world become obsessed with the phenomenon. The efforts of such scientists led to the creation of the stormcaller, a living weapon that generates a line of electricity originating not from the wielder but from a single point within the weapon’s relatively short range. Like most barathu creations, stormcallers are living creatures, and their massive shells are large enough to require two hands to wield, aided by the stormcaller wrapping its translucent tentacles around the user’s appendages. Sheet and ribbon stormcallers are powerful weapons in their own right, while rocket and smooth-channel stormcallers can summon electrical currents that live up to the weapons’ namesake. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## STORMCALLER, RIBBON + +**Source** _Starfinder Armory pg. 48_ +**Level** 7; **Price** 7,700 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 E; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** flexible line, living, unwieldy + +## STORMCALLER, SHEET + +**Source** _Starfinder Armory pg. 48_ +**Level** 2; **Price** 1,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d8 E; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 5 +**Bulk** 2; **Special** flexible line, living, unwieldy + +## STORMCALLER, ROCKET + +**Source** _Starfinder Armory pg. 48_ +**Level** 13; **Price** 57,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d8 E; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** flexible line, living, unwieldy + +## STORMCALLER, SMOOTH-CHANNEL + +**Source** _Starfinder Armory pg. 48_ +**Level** 18; **Price** 440,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d8 E; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** flexible line, living, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thaspalt Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thaspalt Cannon.md new file mode 100644 index 0000000..b9e5147 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thaspalt Cannon.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 18 +NoteType: Weapon +Price: 375,000 +tags: +Type: Heavy Weapon +--- +# THASPALT CANNON +**Source** _Drift Crisis pg. 51_ +**Level** 18; **Price** 375,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d12 B; **Range** 80 ft.; **Critical** Knockdown +**Capacity** 100 thasphalt ; **Usage** 50 +**Bulk** 3; **Special** Analog, explode (10 ft.), force, unwieldy + +### DESCRIPTION + +This heavy, cannon-like device differs from most thasphalt weaponry. Instead of firing force energy created from the electromagnetic reaction, it starts the reaction and then launches the reacting thasphalt directly. An abundance of reinforcement and safety devices results in a particularly bulky, if devastating, weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thasphalt Deck Sweeper.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thasphalt Deck Sweeper.md new file mode 100644 index 0000000..3e51404 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Thasphalt Deck Sweeper.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 14 +NoteType: Weapon +Price: 81,000 +tags: +Type: Heavy Weapon +--- +# THASPHALT DECK SWEEPER + +**Source** _Drift Crisis pg. 51_ +**Level** 14; **Price** 81,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d12 B; **Range** 50 ft.; **Critical** Push (5 ft.) +**Capacity** 100 thasphalt ; **Usage** 2 +**Bulk** 2; **Special** Analog, automatic, force + +### DESCRIPTION + +A crank mechanism spins the barrels of the thasphalt deck sweeper to allow continuous sustained fire from a heavy reactor pack. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Vibrowave Generator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Vibrowave Generator.md new file mode 100644 index 0000000..5288e00 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Vibrowave Generator.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: [49:] +Type: Heavy Weapon +--- +# VIBROWAVE GENERATOR +Sondrias usually patrol the Drift to help stranded travelers, but when some were deposited on the Material Plane, these small, six-armed outsiders became less altruistic and more dangerous. Weapon engineers studied their ability to vibrate their razor-sharp talons into a sonic ranged attack, producing a heavy weapon known as a vibrowave generator. In addition to dealing sonic damage in a burst, it can push back foes on a critical hit. + +## VIBROWAVE GENERATOR, ASSAULT + +**Source** Starfinder A Light in the Dark pg. 43 +**Level** 16; **Price** 175,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 7d8 So; **Range** 30 ft.; **Critical** Push (10 ft.) +**Capacity** 80; **Usage** 4 +**Bulk** 3; **Special** Blast, hybrid, unwieldy + +## VIBROWAVE GENERATOR, LIGHT + +**Source** Starfinder A Light in the Dark pg. 43 +**Level** 6; **Price** 4,300 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d8 So; **Range** 30 ft.; **Critical** Push (10 ft.) +**Capacity** 20; **Usage** 2 +**Bulk** 3; **Special** Blast, hybrid, unwieldy + +## VIBROWAVE GENERATOR, HEAVY + +**Source** Starfinder A Light in the Dark pg. 43 +**Level** 11; **Price** 25,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d8 So; **Range** 30 ft.; **Critical** Push (10 ft.) +**Capacity** 40; **Usage** 4 +**Bulk** 3; **Special** Blast, hybrid, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/X-Gen Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/X-Gen Gun.md new file mode 100644 index 0000000..e27d48a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/X-Gen Gun.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 9 / 13 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# X-GEN GUN +X-gen guns are named for their external generator—a power pack that drives the automatic feed of the weapon. They are common on fortified bases and in large armed encampments. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## X-GEN GUN, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 9; **Price** 13,100 +**Hands** 2; **Proficiency** Heavy +**Damage** 2d12 P; **Range** 120 ft.; **Critical** — +**Capacity** 100 rounds; **Usage** 2 +**Bulk** 2; **Special** automatic + +## X-GEN GUN, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 6; **Price** 4,240 +**Hands** 2; **Proficiency** Heavy +**Damage** 1d12 P; **Range** 120 ft.; **Critical** — +**Capacity** 80 rounds; **Usage** 2 +**Bulk** 2; **Special** automatic + +## X-GEN GUN, ELITE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 13; **Price** 53,700 +**Hands** 2; **Proficiency** Heavy +**Damage** 4d12 P; **Range** 120 ft.; **Critical** — +**Capacity** 100 rounds; **Usage** 2 +**Bulk** 2; **Special** automatic + +## X-GEN GUN, PARAGON + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 20; **Price** 826,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 9d12 P; **Range** 120 ft.; **Critical** — +**Capacity** 100 rounds; **Usage** 2 +**Bulk** 2; **Special** automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Zero Cannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Zero Cannon.md new file mode 100644 index 0000000..70ea3f0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Heavy Weapons/Zero Cannon.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 11 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Heavy Weapon +--- +# ZERO CANNON +Zero cannons project a freezing line straight out from a generator, affecting any targets within the line. A pair of tanks in the cannon’s heavy stock contain chemical coolants that produce a violent endothermic reaction when mixed in the insulated barrel. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ZERO CANNON, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 14; **Price** 81,400 +**Hands** 2; **Proficiency** Heavy +**Damage** 5d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** line, unwieldy + +## ZERO CANNON, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 11; **Price** 23,000 +**Hands** 2; **Proficiency** Heavy +**Damage** 3d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## ZERO CANNON, ELITE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 18; **Price** 412,800 +**Hands** 2; **Proficiency** Heavy +**Damage** 8d8 C; **Range** 80 ft.; **Critical** staggered +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Acid Dart Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Acid Dart Rifle.md new file mode 100644 index 0000000..c97c417 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Acid Dart Rifle.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 2 / 7 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# ACID DART RIFLE +An acid dart rifle has a nonreactive polymer reservoir that can be filled with whatever acid the wielder desires. The automatic loading process fills the rifle darts with acid as they are moved into the chamber. Dual acid dart rifles fire two darts simultaneously, while complex acid dart rifles hold concentrated doses of acid. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## ACID DART RIFLE, COMPLEX + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 12; **Price** 39,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 A & P; **Range** 90 ft.; **Critical** corrode 4d4 +**Capacity** 48 darts; **Usage** 4 +**Bulk** 2; **Special** analog + +## ACID DART RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 2; **Price** 485 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 A & P; **Range** 80 ft.; **Critical** corrode 1d4 +**Capacity** 10 darts; **Usage** 1 +**Bulk** 1; **Special** analog + +## ACID DART RIFLE, DUAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 7; **Price** 6,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 A & P; **Range** 90 ft.; **Critical** corrode 2d4 +**Capacity** 24 darts; **Usage** 2 +**Bulk** 1; **Special** analog diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Aeon Guard, Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Aeon Guard, Rifle.md new file mode 100644 index 0000000..68e5a4f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Aeon Guard, Rifle.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 3 / 7 / 10 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# AEON GUARD, RIFLE +The AG series of longarms is manufactured by government-held factories for the sole use of the Aeon Guard. Its ingenious designers are held via lifelong “contracts” as pampered but neurally locked prisoners of the throne. The AG assault rifle is a selective-fire rifle that is standard issue for rank-and-file troops. Other weapons in the series include the AG accelerator rifle, which uses magnetic fields to propel metal projectiles like a magnetar rifle does, and the rocket propelled–projectile rifle (RPPR, or “Ripper,” as it’s known in the ranks of the Aeon Guard), which fires mini-rockets like those used in gyrojet rifles. Pact Worlds intelligence believes that some AG weapons can also be equipped with _aeon stones_, though what functions they provide and how this hybrid technology actually works is unknown. In the Azlanti Star Empire, civilian possession of any AG-series weapon is a criminal offense punishable by death. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## AEON GUARD, ACCELERATOR RIFLE + +**Source** _Alien Archive pg. 7_ +**Level** 7; **Price** 7,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d4 P; **Range** 60 ft.; **Critical** — +**Capacity** 16 rounds; **Usage** 1 +**Bulk** 2; **Special** automatic + +## AEON GUARD, ASSAULT RIFLE + +**Source** _Alien Archive pg. 7_ +**Level** 3; **Price** 1,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 P; **Range** 80 ft.; **Critical** — +**Capacity** 12 rounds; **Usage** 1 +**Bulk** 1; **Special** automatic + +## AEON GUARD, RPPR + +**Source** _Alien Archive pg. 7_ +**Level** 10; **Price** 21,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d12 B; **Range** 100 ft.; **Critical** knockdown +**Capacity** 12 mini-rockets; **Usage** 1 +**Bulk** 2; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Emitter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Emitter.md new file mode 100644 index 0000000..95d75a5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Emitter.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 2 / 9 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# ARC EMITTER +Arc emitters discharge a cone of electrical energy that can damage and stun anyone within its area. Advanced arc emitters can be used at a longer range and are used by military forces to stun and subdue groups of enemies. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ARC EMITTER, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 9; **Price** 13,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 E; **Range** 30 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 10 +**Bulk** 1; **Special** blast, stun, unwieldy + +## ARC EMITTER, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 2; **Price** 750 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d4 E; **Range** 15 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** 1; **Special** blast, stun, unwieldy + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Rifle.md new file mode 100644 index 0000000..75fd2bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Arc Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 11 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# ARC RIFLE +Arc rifles fire deadly electrical blasts and have a longer range than arc pistols. Like arc pistols, arc rifles can stun targets that are not killed outright by the electricity damage. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ARC RIFLE, AURORA + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 11; **Price** 24,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d12 E; **Range** 70 ft.; **Critical** arc 2d6 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** stun + +## ARC RIFLE, STATIC + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 6; **Price** 4,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d12 E; **Range** 70 ft.; **Critical** arc 1d6 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** stun + +## ARC RIFLE, STORM + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 16; **Price** 190,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d12 E; **Range** 80 ft.; **Critical** arc 4d6 +**Capacity** 80 charges; **Usage** 2 +**Bulk** 2; **Special** stun + +## ARC RIFLE, TEMPEST + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 19; **Price** 622,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d12 E; **Range** 80 ft.; **Critical** arc 6d6 +**Capacity** 100 charges; **Usage** 2 +**Bulk** 2; **Special** stun diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autobeam Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autobeam Rifle.md new file mode 100644 index 0000000..13c3789 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autobeam Rifle.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# AUTOBEAM RIFLE +Autobeam rifles can fire in automatic mode, spraying a cone of lasers from the barrel. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## AUTOBEAM RIFLE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 15; **Price** 95,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d4 F; **Range** 60 ft.; **Critical** burn 3d4 +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** automatic + +## AUTOBEAM RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 11; **Price** 26,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d4 F; **Range** 60 ft.; **Critical** burn 2d4 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** automatic + +## AUTOBEAM RIFLE, ELITE + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 19; **Price** 548,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 12d4 F; **Range** 60 ft.; **Critical** burn 5d4 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autotarget Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autotarget Rifle.md new file mode 100644 index 0000000..820dca3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Autotarget Rifle.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 2 +NoteType: Weapon +Price: 755 +tags: +Type: Longarms +--- +# AUTOTARGET RIFLE + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 2; **Price** 755 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 10 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, automatic + +# DESCRIPTION + +An automatic model of the basic rifle, autotarget rifles fire continuously for as long as the trigger is depressed and fresh rounds are available in the magazine. + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blaze Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blaze Rifle.md new file mode 100644 index 0000000..dc14169 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blaze Rifle.md @@ -0,0 +1,62 @@ +--- +aliases: +Level: 4 / 7 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# BLAZE RIFLE + +A blaze rifle is a bulky, ungainly weapon, with a rifle stock and two tanks of petrol mounted atop the barrel. Compared to other petrol weapons, the blaze rifle fires a far narrower stream of petrol, which allows for greater accuracy. Fire-loving mercenaries often choose the blaze rifle to avoid charring their allies. Ifrit-, salamander-, hellhound-, firedrake-, and phoenixclass blaze rifles are common throughout the Pact Worlds. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## BLAZE RIFLE, FIREDRAKE-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 16; **Price** 153,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d10 F; **Range** 60 ft.; **Critical** burn 4d6 +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, unwieldy + +## BLAZE RIFLE, IFRIT-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 4; **Price** 1,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 F; **Range** 40 ft.; **Critical** burn 1d6 +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, unwieldy + +## BLAZE RIFLE, SALAMANDER-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 7; **Price** 5,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 F; **Range** 60 ft.; **Critical** burn 2d6 +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, unwieldy + +## BLAZE RIFLE, HELLHOUND-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 11; **Price** 23,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 F; **Range** 60 ft.; **Critical** burn 3d6 +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, unwieldy + +## BLAZE RIFLE, PHEONIX-CLASS + +**Source** _Starfinder Armory pg. 37_ +**Level** 20; **Price** 765,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 9d10 F; **Range** 80 ft.; **Critical** burn 5d6 +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, unwieldy diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blindmark Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blindmark Rifle.md new file mode 100644 index 0000000..e450096 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Blindmark Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 8 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# BLINDMARK RIFLE +Blindmark rifles generate sonic frequencies through carefully aligned resonance in multiple magnetic cylinders positioned between the stock and the short muzzle of the weapon. When the rifle’s shot hits a target, that target retains the resonance as a faint or subsonic tone useful for creatures that have blindsense (sound or vibration) or blindsight (sound or vibration). Multiple targets struck by the same blindmark rifle emit identical tones that can be distinguished only by location. Blindmark rifles are manufactured in thunderstrike, LFD (low-frequency device), HFD (high-frequency device), and banshee models. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## BLINDMARK RIFLE, BANSHEE + +**Source** _Starfinder Armory pg. 49_ +**Level** 19; **Price** 585,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d8 So; **Range** 120 ft.; **Critical** sicken +**Capacity** 80 charges; **Usage** 10 +**Bulk** 1; **Special** echo, stun + +## BLINDMARK RIFLE, THUNDERSTRIKE + +**Source** _Starfinder Armory pg. 49_ +**Level** 3; **Price** 1,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 So; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** echo, stun + +## BLINDMARK RIFLE, LFD + +**Source** _Starfinder Armory pg. 49_ +**Level** 8; **Price** 9,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 So; **Range** 80 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 5 +**Bulk** 1; **Special** echo, stun + +## BLINDMARK RIFLE, HFD + +**Source** _Starfinder Armory pg. 49_ +**Level** 13; **Price** 51,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 So; **Range** 100 ft.; **Critical** sicken +**Capacity** 40 charges; **Usage** 8 +**Bulk** 1; **Special** echo, stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Boomer Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Boomer Rifle.md new file mode 100644 index 0000000..47d9c06 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Boomer Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 2 / 6 / 11 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# BOOMER RIFLE +The long, rippled barrel of a boomer rifle focuses the sound of several shells ignited simultaneously into a wave of sonic energy. These weapons arose on Akiton as a wayward Veskarian battalion beset a series of scrappy outposts. When lighter rifles failed to pierce the advanced vesk armor, residents used sonic weapons to overwhelm their foes. Tremor and rumbler boomer rifles use low and damaging sonic frequencies. Concussive and shock wave versions also produce a jolt that can knock a target prone. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## BOOMER RIFLE, CONCUSSIVE + +**Source** _Starfinder Armory pg. 49_ +**Level** 11; **Price** 24,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 So; **Range** 40 ft.; **Critical** knockdown +**Capacity** 15 shells; **Usage** 5 +**Bulk** 1; **Special** analog + +## BOOMER RIFLE, TREMOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 2; **Price** 520 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 12 shells; **Usage** 3 +**Bulk** 1; **Special** analog + +## BOOMER RIFLE, RUMBLER + +**Source** _Starfinder Armory pg. 49_ +**Level** 6; **Price** 4,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 12 shells; **Usage** 4 +**Bulk** 1; **Special** analog + +## BOOMER RIFLE, SHOCKWAVE + +**Source** _Starfinder Armory pg. 49_ +**Level** 17; **Price** 230,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d6 So; **Range** 40 ft.; **Critical** knockdown +**Capacity** 20 shells; **Usage** 5 +**Bulk** 1; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Breaching Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Breaching Gun.md new file mode 100644 index 0000000..8d29201 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Breaching Gun.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 4 / 7 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# BREACHING GUN +A breaching gun uses scattergun shells as ammunition against a single target at short range, dealing an impressive amount of damage and even tearing through doors and other objects. These weapons are most commonly seen in the hands of space pirates who need to blast through plastic interior doors, though expert users can use these weapons to break through airlock doors. Breaching guns also saw widespread use on Absalom Station in the aftermath of the Gap, as security forces desperately tried to maintain control over the station’s fractured and panicked population, which often required blasting through barricades and sealed interior airlocks. Utility, snub, impact, vortex, and grapeshot breaching guns are widely available on various worlds. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## BREACHING GUN, GRAPESHOT + +**Source** _Starfinder Armory pg. 43_ +**Level** 19; **Price** 509,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 10d10 P; **Range** 30 ft.; **Critical** knockdown +**Capacity** 20 shells; **Usage** 2 +**Bulk** 1; **Special** analog, breach, penetrating + +## BREACHING GUN, UTILITY + +**Source** _Starfinder Armory pg. 43_ +**Level** 4; **Price** 2,350 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 P; **Range** 20 ft.; **Critical** knockdown +**Capacity** 4 shells; **Usage** 1 +**Bulk** 1; **Special** analog, breach, penetrating + +## BREACHING GUN, SNUB + +**Source** _Starfinder Armory pg. 43_ +**Level** 7; **Price** 6,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 P; **Range** 20 ft.; **Critical** knockdown +**Capacity** 8 shells; **Usage** 2 +**Bulk** 1; **Special** analog, breach, penetrating + +## BREACHING GUN, IMPACT + +**Source** _Starfinder Armory pg. 43_ +**Level** 11; **Price** 25,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 P; **Range** 30 ft.; **Critical** knockdown +**Capacity** 12 shells; **Usage** 2 +**Bulk** 1; **Special** analog, breach, penetrating + +## BREACHING GUN, VORTEX + +**Source** _Starfinder Armory pg. 43_ +**Level** 15; **Price** 119,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 P; **Range** 30 ft.; **Critical** knockdown +**Capacity** 16 shells; **Usage** 2 +**Bulk** 1; **Special** analog, breach, penetrating diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Caustolance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Caustolance.md new file mode 100644 index 0000000..a5e9e84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Caustolance.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 6 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# CAUSTOLANCE +Drawing upon the same design and inspirations as the caustoject, this larger weapon is designed to resemble an assault rifle rather than a pistol. As with its smaller cousin, a caustolance uses its battery to generate an acidic field to inject directly into its targets, but it can also handle and discharge other substances that are poured into a special tank that is attached to the weapon’s barrel. + +## CAUSTOLANCE, DECIMATOR + +**Source** _Character Operations Manual pg. 123_ +**Level** 6; **Price** 4,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 A; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** Injection + +## CAUSTOLANCE, LIQUIDATOR + +**Source** _Character Operations Manual pg. 123_ +**Level** 1; **Price** 400 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 A; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** Injection + +## CAUSTOLANCE, EXECUTIONER + +**Source** _Character Operations Manual pg. 123_ +**Level** 12; **Price** 38,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d6 A; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** Injection + +## CAUSTOLANCE, ERADICATOR + +**Source** _Character Operations Manual pg. 123_ +**Level** 18; **Price** 400,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 12d6 A; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** Injection diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Charge Emitter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Charge Emitter.md new file mode 100644 index 0000000..9dbc19f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Charge Emitter.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# CHARGE EMITTER +This series of insulating reinforced-glass rings can be installed into armor upgrade slots and focuses an electrical charge into a targeted bolt. The sheer power necessary to project a bolt of electricity means that even an impulse charge emitter is a substantial weapon, and jolt charge emitters and surge charge emitters are significantly more powerful. Their relatively slim profile makes them popular for a number of users, from androids and others who benefit from a racial armor upgrade slot, to starship-repair crews in hostile space who want to keep their hands free for their work without leaving themselves totally undefended. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## CHARGE EMITTER, IMPULSE + +**Source** _Starfinder Armory pg. 45_ +**Level** 8; **Price** 10,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d4 E; **Range** 20 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** integrated (1 slot), stun + +## CHARGE EMITTER, JOLT + +**Source** _Starfinder Armory pg. 45_ +**Level** 13; **Price** 57,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 E; **Range** 30 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** integrated (1 slot), stun + +## CHARGE EMITTER, SURGE + +**Source** _Starfinder Armory pg. 45_ +**Level** 18; **Price** 435,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d10 E; **Range** 40 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 5 +**Bulk** 1; **Special** integrated (1 slot), stun + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Chorpocalypse.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Chorpocalypse.md new file mode 100644 index 0000000..9364067 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Chorpocalypse.md @@ -0,0 +1,60 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# CHORPOCALYPSE +Resembling an electric guitar or other technological stringed instrument, a chordpocalypse is a fully functional musical instrument designed to channel destructively musical blasts. A musician who attacks by building up to a devastating power chord can be just as deadly if they launch a nonstop acoustic barrage that overwhelms the target. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## CHORDPOCALYPSE, BANSHEE + +**Source** _Tech Revolution pg. 61_ +**Level** 14; **Price** 72,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 So; **Range** 30 ft.; **Critical** Deafen +**Capacity** 40 charges ; **Usage** 2 +**Bulk** 1; **Special** Boost (2d6), polarize (2d6), professional (musician) + +## CHORDPOCALYPSE, THUNDERSTRIKE + +**Source** _Tech Revolution pg. 61_ +**Level** 2; **Price** 765 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 So; **Range** 30 ft.; **Critical** Deafen +**Capacity** 20 charges ; **Usage** 1 +**Bulk** 1; **Special** Boost (1d4), polarize (1d4), professional (musician) + +## CHORDPOCALYPSE, SHATTERING + +**Source** _Tech Revolution pg. 61_ +**Level** 6; **Price** 4,280 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 So; **Range** 30 ft.; **Critical** Deafen +**Capacity** 20 charges ; **Usage** 1 +**Bulk** 1; **Special** Boost (1d6), polarize (1d6), professional (musician) + +## CHORDPOCALYPSE, PSYCHEDELIC + +**Source** _Tech Revolution pg. 61_ +**Level** 10; **Price** 18,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 So; **Range** 30 ft.; **Critical** Deafen +**Capacity** 40 charges ; **Usage** 2 +**Bulk** 1; **Special** Boost (1d8), polarize (1d8), professional (musician) + +## CHORDPOCALYPSE, TRANSCENDENT + +**Source** _Tech Revolution pg. 61_ +**Level** 18; **Price** 372,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d8 So; **Range** 40 ft.; **Critical** Deafen +**Capacity** 80 charges ; **Usage** 2 +**Bulk** 1; **Special** Boost (2d8), polarize (2d8), professional (musician) + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Crossbolter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Crossbolter.md new file mode 100644 index 0000000..c192a7a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Crossbolter.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 2 / 8 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# CROSSBOLTER +This weapon resembles a rifle with a crossbeam near the end of the barrel. A crossbolter uses mechanical power to fire arrows along the barrel. Grenade arrows can also be fired with a crossbolter. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## CROSSBOLTER, DUAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 8; **Price** 8,250 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 P; **Range** 70 ft.; **Critical** — +**Capacity** 4 arrows; **Usage** 2 +**Bulk** 2; **Special** Analog, unwieldy + +## CROSSBOLTER, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 2; **Price** 475 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 P; **Range** 70 ft.; **Critical** — +**Capacity** 1 arrow; **Usage** 1 +**Bulk** 2; **Special** Analog, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Digitizer Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Digitizer Rifle.md new file mode 100644 index 0000000..bc3131c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Digitizer Rifle.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 8 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# DIGITIZER RIFLE +These usually gaudy weapons likely manifested within some virtual reality or were created by cultures locked in digital simulations. Digitizer weapons use standard batteries and insistently announce (sometimes in long-forgotten languages) that they require more ammunition whenever the battery is reduced below 20% its total capacity. + +## DIGITIZER RIFLE, GOLD + +**Source** _Tech Revolution pg. 65_ +**Level** 14; **Price** 65,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d8 So; **Range** 80 ft.; **Critical** digitize 2d8 +**Capacity** 80 charges ; **Usage** 4 +**Bulk** 1; **Special** Bright, professional (vidgamer), relic + +## DIGITIZER RIFLE, SILVER + +**Source** _Tech Revolution pg. 65_ +**Level** 8; **Price** 8,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 So; **Range** 80 ft.; **Critical** digitize 1d8 +**Capacity** 40 charges ; **Usage** 2 +**Bulk** 1; **Special** Bright, professional (vidgamer), relic + +## DIGITIZER RIFLE, HOLOFOIL + +**Source** _Tech Revolution pg. 65_ +**Level** 20; **Price** 900,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 10d8 So; **Range** 160 ft.; **Critical** digitize 4d8 +**Capacity** 100 charges ; **Usage** 5 +**Bulk** 1; **Special** Bright, professional (vidgamer), relic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dragon Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dragon Rifle.md new file mode 100644 index 0000000..287296e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dragon Rifle.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 5 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# DRAGON RIFLE +A larger and more powerful version of a dragon pistol, a dragon rifle also commonly bears draconic motifs or iconography in its aesthetic design. The globules of petrol from a dragon rifle are slightly larger than those from a pistol, and the weapon can be set to launch a series of shots in quick succession. Wyrmling, drake, and wyvern dragon rifles are available, along with the powerful and rare true dragon rifle. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## DRAGON RIFLE, DRAKE + +**Source** _Starfinder Armory pg. 37_ +**Level** 9; **Price** 13,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 F; **Range** 60 ft.; **Critical** burn 2d4 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** 1; **Special** automatic + +## DRAGON RIFLE, WYRMLING + +**Source** _Starfinder Armory pg. 37_ +**Level** 5; **Price** 3,020 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 F; **Range** 6 ft.; **Critical** burn 1d4 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** 1; **Special** automatic + +## DRAGON RIFLE, WYVERN + +**Source** _Starfinder Armory pg. 37_ +**Level** 14; **Price** 72,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d6 F; **Range** 80 ft.; **Critical** burn 3d4 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** 1; **Special** automatic + +## DRAGON RIFLE, TRUE + +**Source** _Starfinder Armory pg. 37_ +**Level** 19; **Price** 559,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 11d6 F; **Range** 100 ft.; **Critical** burn 4d4 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** 1; **Special** automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dross Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dross Gun.md new file mode 100644 index 0000000..e3522e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Dross Gun.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 2 / 5 / 10 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# DROSS GUN +Early models of disintegrator weapons were designed solely to deal indiscriminate corrosion damage to targets. The dross gun is a slightly more refined version, though it lacks the overall power those initial prototypes had. Its shots are slightly more concentrated, dealing substantial damage to objects and dealing painful, lasting wounds to a target on a direct hit. A scrapper dross gun is the smallest model available, used as often to remove choice parts from a wrecked starship as it is to remove crew from the ship in the first place, and the scoring and flux models have increased wounding capabilities. + +### DISINTEGRATOR WEAPONS + +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## DROSS GUN, FLUX + +**Source** _Starfinder Armory pg. 36_ +**Level** 10; **Price** 19,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d12 A; **Range** 20 ft.; **Critical** severe wound +**Capacity** 20 charges; **Usage** 4 +**Bulk** 1; **Special** penetrating + +## DROSS GUN, SCRAPPER + +**Source** _Starfinder Armory pg. 36_ +**Level** 2; **Price** 720 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 A; **Range** 15 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** penetrating + +## DROSS GUN, SCORING + +**Source** _Starfinder Armory pg. 36_ +**Level** 5; **Price** 3,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 A; **Range** 20 ft.; **Critical** wound +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Excavation Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Excavation Laser.md new file mode 100644 index 0000000..88a0e09 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Excavation Laser.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 4 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# EXCAVATION LASER +This sturdy, snub-nosed laser rifle resembles a starship’s mining laser in miniature. It fires a powerful beam that loses intensity after a relatively short distance, which makes it not only useful in many mining and quarrying endeavors but also effective in medium-range combat for those trained in its use. Most technologically advanced civilizations develop excavation lasers, and the tools are commonly seen in the hands of workers from the Ulrikka Clanholdings and other miners in the Diaspora. Light, medium, and heavy excavation lasers all see extensive use. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## EXCAVATION LASER, HEAVY + +**Source** _Starfinder Armory pg. 40_ +**Level** 18; **Price** 380,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** penetrating, professional (mining) + +## EXCAVATION LASER, LIGHT + +**Source** _Starfinder Armory pg. 40_ +**Level** 4; **Price** 2,050 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** penetrating, professional (mining) + +## EXCAVATION LASER, MEDIUM + +**Source** _Starfinder Armory pg. 40_ +**Level** 12; **Price** 36,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** penetrating, professional (mining) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Flare Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Flare Rifle.md new file mode 100644 index 0000000..39271b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Flare Rifle.md @@ -0,0 +1,62 @@ +--- +aliases: +Level: 3 / 6 / 10 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# FLARE RIFLE + +A flare rifle is similar in appearance to a combat rifle, though it has a slightly wider barrel and magazine. This weapon fires flares, which don’t typically deal tremendous damage but can distract opponents. Dazzler flare rifles fire a single, relatively ordinary flare, while the vivifier flare rifle breaks open the flare and burns it all in moments, causing far greater light and heat. Coruscator, scorcher, and nova models fire more flares at a time to increase their damage output. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLARE RIFLE, CORUSCATOR + +**Source** _Starfinder Armory pg. 37_ +**Level** 10; **Price** 15,700 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d4 F; **Range** 80 ft.; **Critical** burn 2d6 +**Capacity** 12 flares; **Usage** 2 +**Bulk** 1; **Special** analog, bright, harrying + +## FLARE RIFLE, DAZZLER + +**Source** _Starfinder Armory pg. 37_ +**Level** 3; **Price** 445 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 F; **Range** 60 ft.; **Critical** burn 1d6 +**Capacity** 8 flares; **Usage** 1 +**Bulk** 1; **Special** analog, bright, harrying + +## FLARE RIFLE, VIVIFIER + +**Source** _Starfinder Armory pg. 37_ +**Level** 6; **Price** 3,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 F; **Range** 80 ft.; **Critical** burn 2d4 +**Capacity** 8 flares; **Usage** 1 +**Bulk** 1; **Special** analog, bright, harrying + +## FLARE RIFLE, SCORCHER + +**Source** _Starfinder Armory pg. 37_ +**Level** 13; **Price** 43,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d4 F; **Range** 80 ft.; **Critical** burn 3d6 +**Capacity** 12 flares; **Usage** 3 +**Bulk** 1; **Special** analog, bright, harrying + +## FLARE RIFLE, NOVA + +**Source** _Starfinder Armory pg. 37_ +**Level** 17; **Price** 201,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 12d4 F; **Range** 100 ft.; **Critical** burn 4d6 +**Capacity** 12 flares; **Usage** 4 +**Bulk** 1; **Special** analog, bright, harrying \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Formian Venomcaster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Formian Venomcaster.md new file mode 100644 index 0000000..dfda98c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Formian Venomcaster.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 9 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# FORMIAN VENOMCASTER +The formians on the moons of Vesk-5 developed this weapon to fire an envenomed dart. More expensive versions encase a fired dart in a monofilament casing. When such a dart strikes a target, it not only delivers the poison but shatters to constrain the target within the monofilament web. + +## FORMIAN VENOMCASTER, ADVANCED + +**Source** _Near Space pg. 150_ +**Level** 9; **Price** 12,750 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d8 P; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 12 darts; **Usage** 1 +**Bulk** 1; **Special** Analog, injection, unwieldy + +## FORMIAN VENOMCASTER, TACTICAL + +**Source** _Near Space pg. 150_ +**Level** 3; **Price** 1,325 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 P; **Range** 40 ft.; **Critical** Injection DC +2 +**Capacity** 6 darts; **Usage** 1 +**Bulk** 1; **Special** Analog, injection, unwieldy + +## FORMIAN VENOMCASTER, ELITE + +**Source** _Near Space pg. 150_ +**Level** 14; **Price** 70,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d8 P; **Range** 80 ft.; **Critical** Injection DC +2 +**Capacity** 12 darts; **Usage** 1 +**Bulk** 1; **Special** Analog, entangle, injection, unwieldy + +## FORMIAN VENOMCASTER, PARAGON + +**Source** _Near Space pg. 150_ +**Level** 18; **Price** 398,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 10d10 P; **Range** 80 ft.; **Critical** Injection DC +2 +**Capacity** 24 darts; **Usage** 1 +**Bulk** 1; **Special** Analog, entangle, injection, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Freeze Ray.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Freeze Ray.md new file mode 100644 index 0000000..f81b9d6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Freeze Ray.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 3 / 7 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# FREEZE RAY +Across the galaxy, practically every sufficiently advanced civilization has created its own variation of the freeze ray. All freeze rays function in a similar way, emitting a long line of supercooled gas, but individual models reflect their species’ design aesthetics. In the Pact Worlds, the most common models reflect the slim profile of Vercite technology or the bony protrusions of Eoxian design. Hiemal, algid, and glacial freeze rays simply produce an extreme reduction in the temperature along the weapon’s line of effect. Isothermal freeze rays cause a persistent temperature drop, dealing further damage, while hypothermic freeze rays causes multiple temperature reductions in rapid succession for further increased destruction. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## FREEZE RAY, ALGID + +**Source** _Starfinder Armory pg. 34_ +**Level** 7; **Price** 6,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## FREEZE RAY, HIEMAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 3; **Price** 1,420 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d4 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## FREEZE RAY, GLACIAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 11; **Price** 24,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d4 C; **Range** 40 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## FREEZE RAY, ISOTHERMAL + +**Source** _Starfinder Armory pg. 34_ +**Level** 16; **Price** 165,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d8 C; **Range** 40 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## FREEZE RAY, HYPOTHERMIC + +**Source** _Starfinder Armory pg. 34_ +**Level** 20; **Price** 818,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d12 C; **Range** 50 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Frost Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Frost Projector.md new file mode 100644 index 0000000..79c5e87 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Frost Projector.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 6 / 12 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# FROST PROJECTOR +A frost projector requires two armor upgrade slots to install: one for the short, wide barrel and another for the coolant canister and battery; cables and hoses connect the two components. These weapons are produced in frostbite-class, hailstorm-class, and blizzard-class models. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## FROST PROJECTOR, BLIZZARD-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 19; **Price** 680,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d10 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** integrated (2 slots) + +## FROST PROJECTOR, FROSTBITE-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 6; **Price** 5,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** integrated (2 slots) + +## FROST PROJECTOR, HAILSTORM-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 12; **Price** 42,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 C; **Range** 30 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** integrated (2 slots) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gulchgun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gulchgun.md new file mode 100644 index 0000000..a8e5e14 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gulchgun.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 90 +tags: +Type: Longarms +--- +# GULCHGUN +## GULCHGUN + +**Source** [_Starfinder Armory pg. 38_][] +**Level** 1; **Price** 90 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 F; **Range** 20 ft.; **Critical** [burn 1d6][] +**Capacity** 4 shells; **Usage** 1 +**Bulk** 1; **Special** [analog][] + +### DESCRIPTION + +Gulchguns are a feat of fearless ysoki tinkering; the rifles use scattergun shells as ammunition but detonate them entirely within the rifle’s internal chambers, instead firing a tongue of flame, accompanied by tremendous noise. The technology of the gulchgun eventually developed into the shorter and more stable shellgun, but ysoki purists and desperate buyers alike keep the market for these weapons alive. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gyrojet Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gyrojet Rifle.md new file mode 100644 index 0000000..44a6eb2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Gyrojet Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 13 / 15 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# GYROJET RIFLE +The longarm model of a gyrojet pistol, a gyrojet rifle fires mini-rockets with devastating force. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## GYROJET RIFLE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 15; **Price** 122,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d12 B; **Range** 120 ft.; **Critical** knockdown +**Capacity** 12 mini-rockets; **Usage** 1 +**Bulk** 2; **Special** analog + +## GYROJET RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 13; **Price** 54,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d12 B; **Range** 100 ft.; **Critical** knockdown +**Capacity** 12 mini-rockets; **Usage** 1 +**Bulk** 2; **Special** analog + +## GYROJET RIFLE, ELITE + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 17; **Price** 245,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d12 B; **Range** 120 ft.; **Critical** knockdown +**Capacity** 12 mini-rockets; **Usage** 1 +**Bulk** 2; **Special** analog + +## GYROJET RIFLE, PARAGON + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 20; **Price** 723,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d12 B; **Range** 120 ft.; **Critical** knockdown +**Capacity** 12 mini-rockets; **Usage** 1 +**Bulk** 2; **Special** analog diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Ice Carbine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Ice Carbine.md new file mode 100644 index 0000000..e5a1817 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Ice Carbine.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 2 / 9 / 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# ICE CARBINE + +Rather than relying on coolant to produce supercooled gas, an ice carbine pumps heat out of large vents integrated in the weapon’s stock and uses the temperature change to produce brittle, razor-sharp shards of ice in the chamber. This design allows it to either fire a short, targeted shot or spray a hailstorm of piercing needles at a group of foes. The heat-exchange technology used in these weapons is common on Verces, where it’s used for many purposes, making it relatively easy to find them in the Pact Worlds, from the subzero models (often built in illicit basement labs) to absolute-zero ice carbines, which are the best in the Pact Worlds. Gelid and ultracold ice carbines improve on the subzero version’s technology and overall power. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ICE CARBINE, ABSOLUTE-ZERO + +**Source** _Starfinder Armory pg. 35_ +**Level** 17; **Price** 218,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 11d6 C & P; **Range** 80 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## ICE CARBINE, SUBZERO + +**Source** _Starfinder Armory pg. 35_ +**Level** 2; **Price** 510 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 C & P; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## ICE CARBINE, GELID + +**Source** _Starfinder Armory pg. 35_ +**Level** 9; **Price** 12,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d8 C & P; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## ICE CARBINE, ULTRACOLD + +**Source** _Starfinder Armory pg. 35_ +**Level** 13; **Price** 47,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d6 C & P; **Range** 80 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Igniter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Igniter.md new file mode 100644 index 0000000..c128f80 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Igniter.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 8 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# IGNITER + +An igniter has a deep-red crystal rod in place of a typical longarm barrel. This crystal focuses infrared light on a distant foe, causing the target to burst into flames. Assassins and drow in particular often favor the weapon due to its absence of any visible discharge. Ember, blaze, inferno, and solar flare igniters are common in many places. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## IGNITER, BLAZE + +**Source** _Starfinder Armory pg. 38_ +**Level** 12; **Price** 34,200 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** burn 3d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** ignite 3d6 + +## IGNITER, EMBER + +**Source** _Starfinder Armory pg. 38_ +**Level** 8; **Price** 9,900 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** burn 2d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** ignite 2d6 + +## IGNITER, INFERNO + +**Source** _Starfinder Armory pg. 38_ +**Level** 15; **Price** 108,000 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** burn 4d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** ignite 4d6 + +## IGNITER, SOLAR FLARE + +**Source** _Starfinder Armory pg. 38_ +**Level** 18; **Price** 360,000 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** burn 5d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** ignite 5d6 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Infinity Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Infinity Rifle.md new file mode 100644 index 0000000..9c2e94c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Infinity Rifle.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 3 / 7 / 10 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# INFINITY RIFLE + +Infinity rifles take their name from their shape, two conjoined rings similar to an infinity symbol with twin muzzles along the outer edge of one ring. The two rings contain a twisted loop of fiber-optic cabling that channels the laser beam; adding more energy to the loop results in a more powerful blast. These weapons were first introduced to the Pact Worlds by skittermanders (Starfinder Alien Archive 106), though their current nomenclature (tactical, advanced, elite, and paragon) was imposed by other weapons manufacturers. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## INFINITY RIFLE, ADVANCED + +**Source** _Starfinder Armory pg. 40_ +**Level** 7; **Price** 6,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 2d4 + +## INFINITY RIFLE, TACTICAL + +**Source** _Starfinder Armory pg. 40_ +**Level** 3; **Price** 1,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 F; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 1d6 + +## INFINITY RIFLE, ELITE + +**Source** _Starfinder Armory pg. 40_ +**Level** 10; **Price** 17,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 F; **Range** 80 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 2d6 + +## INFINITY RIFLE, PARAGON + +**Source** _Starfinder Armory pg. 40_ +**Level** 16; **Price** 155,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 F; **Range** 100 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 4d6 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Kalo Shredder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Kalo Shredder.md new file mode 100644 index 0000000..106e892 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Kalo Shredder.md @@ -0,0 +1,60 @@ +--- +aliases: +Level: 3 / 7 / 11 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# KALO SHREDDER + +Favored by the much-romanticized kalo hunters of Kalo-Mahoi, kalo shredders fire razor-sharp flechettes with nearly silent magnetism. The gun’s distinctive organic design is grown from magnetic coral that grants you a +2 bonus to KAC against disarm combat maneuvers. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## KALO SHREDDER, CASCADE-CLASS + +**Source** _Pact Worlds pg. 194_ +**Level** 7; **Price** 6,630 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 S; **Range** 40 ft.; **Critical** bleed 1d6 +**Capacity** 16 flechettes; **Usage** 1 +**Bulk** 1; **Special** analog, automatic, underwater + +## KALO SHREDDER, SLIPSTREAM-CLASS + +**Source** _Pact Worlds pg. 194_ +**Level** 3; **Price** 1,610 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 S; **Range** 30 ft.; **Critical** bleed 1d4 +**Capacity** 8 flechettes; **Usage** 1 +**Bulk** 1; **Special** analog, automatic, underwater + +## KALO SHREDDER, TORRENT-CLASS + +**Source** _Pact Worlds pg. 194_ +**Level** 11; **Price** 26,700 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 S; **Range** 40 ft.; **Critical** bleed 3d4 +**Capacity** 24 flechettes; **Usage** 1 +**Bulk** 1; **Special** analog, automatic, underwater + +## KALO SHREDDER, DELUGE-CLASS + +**Source** _Pact Worlds pg. 194_ +**Level** 14; **Price** 74,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d6 S; **Range** 60 ft.; **Critical** bleed 4d4 +**Capacity** 36 flechettes; **Usage** 1 +**Bulk** 1; **Special** analog, automatic, underwater + +## KALO SHREDDER, MONSOON-CLASS + +**Source** _Pact Worlds pg. 194_ +**Level** 17; **Price** 784,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 12d6 S; **Range** 60 ft.; **Critical** bleed 4d6 +**Capacity** 48 flechettes; **Usage** 1 +**Bulk** 1; **Special** analog, automatic, underwater diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Laser Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Laser Rifle.md new file mode 100644 index 0000000..77996d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Laser Rifle.md @@ -0,0 +1,70 @@ +--- +aliases: +Level: 1 / 6 / 9 / 13 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# LASER RIFLE +With its snub, squared barrel and internal reinforcements, a laser rifle is sturdy and dependable. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## LASER RIFLE, APHELION + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 9; **Price** 14,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 1; **Special** — + +## LASER RIFLE, AZIMUTH + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 1; **Price** 425 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** — + +## LASER RIFLE, CORONA + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 6; **Price** 4,650 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 F; **Range** 120 ft.; **Critical** burn 1d6 +**Capacity** 40 charges; **Usage** 1 +**Bulk** 1; **Special** — + +## LASER RIFLE, PERIHELION + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 13; **Price** 53,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d6 F; **Range** 130 ft.; **Critical** burn 2d6 +**Capacity** 100 charges; **Usage** 2 +**Bulk** 1; **Special** — + +## LASER RIFLE, PARALLAX + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 17; **Price** 248,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d6 F; **Range** 150 ft.; **Critical** burn 4d6 +**Capacity** 100 charges; **Usage** 2 +**Bulk** 1; **Special** — + +## LASER RIFLE, ZENITH + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 20; **Price** 722,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 11d6 F; **Range** 150 ft.; **Critical** burn 5d6 +**Capacity** 100 charges; **Usage** 2 +**Bulk** 1; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Longarms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Longarms.md new file mode 100644 index 0000000..592ea8b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Longarms.md @@ -0,0 +1,16 @@ +--- +aliases: +tags: +--- + +# LONGARMS +> [!grid] +> > + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Longarms" +SORT Level ASC +WHERE file.name != "Longarms" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Magnetar Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Magnetar Rifle.md new file mode 100644 index 0000000..04f3ab8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Magnetar Rifle.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 9 / 13 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# MAGNETAR RIFLE + +The magnetar rifle uses magnetic fields to accelerate metallic rounds to high speeds. With few moving parts that can break down, it’s a workhorse automatic rifle popular among planetary explorers. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## MAGNETAR RIFLE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 13; **Price** 53,700 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 P; **Range** 60 ft.; **Critical** — +**Capacity** 24 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, automatic + +## MAGNETAR RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 9; **Price** 11,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 P; **Range** 60 ft.; **Critical** — +**Capacity** 18 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, automatic + +## MAGNETAR RIFLE, ELITE + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 16; **Price** 185,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d8 P; **Range** 120 ft.; **Critical** — +**Capacity** 36 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, automatic + +## MAGNETAR RIFLE, PARAGON + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 19; **Price** 612,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d8 P; **Range** 120 ft.; **Critical** — +**Capacity** 48 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Meduza Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Meduza Rifle.md new file mode 100644 index 0000000..89a9f3f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Meduza Rifle.md @@ -0,0 +1,56 @@ +--- +aliases: +Level: 2 / 6 / 10 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# MEDUZA RIFLE + +A meduza rifle fires acidic filaments that cut and burn the target. The filaments quickly become inert but retain some adhesive properties. The rifles are grown from genetically engineered material taken from both scyphozoans and other Primorian species + +## MEDUZA RIFLE, ASSAULT + +**Source** _Interstellar Species pg. 119_ +**Level** 10; **Price** 17,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d8 A & S; **Range** 70 ft.; **Critical** Bind +**Capacity** 40 charges ; **Usage** 5 +**Bulk** 1; **Special** Analog, living + +## MEDUZA RIFLE, STINGER + +**Source** _Interstellar Species pg. 119_ +**Level** 2; **Price** 720 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 A & S; **Range** 40 ft.; **Critical** Bind +**Capacity** 20 charges ; **Usage** 2 +**Bulk** 1; **Special** Analog, living + +## MEDUZA RIFLE, BLITZ + +**Source** _Interstellar Species pg. 119_ +**Level** 6; **Price** 3,950 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 A & S; **Range** 60 ft.; **Critical** Bind +**Capacity** 20 charges ; **Usage** 4 +**Bulk** 1; **Special** Analog, living + +## MEDUZA RIFLE, COMMANDER + +**Source** _Interstellar Species pg. 119_ +**Level** 15; **Price** 100,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d8 A & S; **Range** 80 ft.; **Critical** Bind +**Capacity** 80 charges ; **Usage** 5 +**Bulk** 1; **Special** Analog, living + +## MEDUZA RIFLE, GORGON + +**Source** _Interstellar Species pg. 119_ +**Level** 19; **Price** 500,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 11d8 A & S; **Range** 100 ft.; **Critical** Bind +**Capacity** 80 charges ; **Usage** 8 +**Bulk** 1; **Special** Analog, living diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Microfusion Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Microfusion Rifle.md new file mode 100644 index 0000000..455afe6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Microfusion Rifle.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 4 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# MICROFUSION RIFLE + +The microfusion rifle is built around a bulbous miniaturized fusion reactor. Plasma is generated and placed under incredible pressure in the reactor before being vented in a sudden blast that sometimes carries dangerous levels of radiation. The sparse shielding on light microfusion rifles often results in the users incurring radiation poisoning, so they tend to be used by undertrained militias that can’t afford (or lack the judgment to use) safer heavy weapons. Medium and heavy microfusion rifles are built with larger reactors, which prove more dangerous to their users and targets alike. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## MICROFUSION RIFLE, HEAVY + +**Source** _Starfinder Armory pg. 42_ +**Level** 18; **Price** 410,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d8 E & F; **Range** 40 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** blast, radioactive, unwieldy + +## MICROFUSION RIFLE, LIGHT + +**Source** _Starfinder Armory pg. 42_ +**Level** 4; **Price** 2,350 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 E & F; **Range** 15 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** blast, radioactive, unwieldy + +## MICROFUSION RIFLE, MEDIUM + +**Source** _Starfinder Armory pg. 42_ +**Level** 12; **Price** 40,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d8 E & F; **Range** 30 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** blast, radioactive, unwieldy diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nanite Thrower.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nanite Thrower.md new file mode 100644 index 0000000..ba06153 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nanite Thrower.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 9 / 12 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# NANITE THROWER +## NANITE THROWER + +A nanite thrower has a cylindrical nanite canister above the stock, which serves as ammunition. Instead of firing a single projectile, the nanite thrower hurls a coherent cluster of nanites at the target. These microscopic machines burrow in and damage the target from within. Nanite throwers come in similar models to the nanite rifle—tactical, advanced, and elite. With throwers, however, this line extends to the paragon model. + +## NANITE THROWER, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 12; **Price** 35,400 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 60 ft.; **Critical** wound +**Capacity** 10 nanites; **Usage** 1 +**Bulk** 1; **Special** deconstruct 3d6 + +## NANITE THROWER, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 9; **Price** 13,300 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 60 ft.; **Critical** wound +**Capacity** 10 nanites; **Usage** 1 +**Bulk** 1; **Special** deconstruct 2d6 + +## NANITE THROWER, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 15; **Price** 110,000 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** severe wound +**Capacity** 10 nanites; **Usage** 2 +**Bulk** 1; **Special** deconstruct 4d6 + +## NANITE THROWER, PARAGON + +**Source** _Starfinder Armory pg. 53_ +**Level** 20; **Price** 830,000 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 80 ft.; **Critical** severe wound +**Capacity** 10 nanites; **Usage** 2 +**Bulk** 1; **Special** deconstruct 5d6 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Needler Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Needler Rifle.md new file mode 100644 index 0000000..a29125b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Needler Rifle.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 110 +tags: +Type: Longarms +--- +# NEEDLER RIFLE +## NEEDLER RIFLE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 1; **Price** 110 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 P; **Range** 60 ft.; **Critical** injection DC +2 +**Capacity** 12 darts; **Usage** 1 +**Bulk** 1; **Special** analog, injection + +### DESCRIPTION + +Like the needler pistol, this injection gun can be fitted with cartridges containing medicine or poison. The needler rifle fires darts much farther than its smaller counterpart. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Net Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Net Gun.md new file mode 100644 index 0000000..b2e6210 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Net Gun.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 4 / 7 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# NET GUN +## NET GUN + +This rifle fires compacted nyfiber nets that unravel and entangle on contact with a target. The rifle’s reloading mechanism operates slowly, requiring a full minute to feed, fold, and compress a deployed nyfiber net. The rarer bolt net gun includes a battery (capacity 20; usage 4) that electrifies fired nets, often knocking targets out cold. Attacks with either net gun target KAC. + +## NET GUN, BOLT + +**Source** _Tech Revolution pg. 61_ +**Level** 7; **Price** 5,250 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d4 E; **Range** 30 ft.; **Critical** Stunned +**Capacity** 2 nets ; **Usage** 1 +**Bulk** 1; **Special** Entangle, stun + +## NET GUN, WIREFRAME + +**Source** _Tech Revolution pg. 61_ +**Level** 4; **Price** 1,750 +**Hands** 2; **Proficiency** Longarms +**Damage** —; **Range** 30 ft.; **Critical** — +**Capacity** 2 nets ; **Usage** 1 +**Bulk** 1; **Special** Entangle diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nova Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nova Rifle.md new file mode 100644 index 0000000..90ff8ee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Nova Rifle.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 2 / 7 / 11 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# NOVA RIFLE + +Much like traditional plasma rifles, nova rifles fire coherent gouts of plasma that can potentially travel some distance and burn multiple targets. However, nova rifles have a slimmer profile overall but a larger aperture, projecting plasma that’s both slightly cooler and more diffuse. The nova rifle’s intense visual display makes it a favorite of icons looking to make a statement or simply add pyrotechnics to their shows. Red star, yellow star, and white star nova rifles are all easily identified by the color of their plasma arcs. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## NOVA RIFLE, RED STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 2; **Price** 940 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 E & F; **Range** 30 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** line, unwieldy + +## NOVA RIFLE, YELLOW STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 7; **Price** 6,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 E & F; **Range** 60 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** line, unwieldy + +## NOVA RIFLE, WHITE STAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 11; **Price** 25,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 E & F; **Range** 80 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Numbing Beam.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Numbing Beam.md new file mode 100644 index 0000000..f504ea6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Numbing Beam.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 1 / 5 / 10 / 15 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# NUMBING BEAM + +Complex algorithms, controls, and safeguards within a numbing beam ensure the weapon never lowers its target’s temperature to lethal levels. Tactical and advanced numbing beams see use in populated areas, while elite and paragon numbing beams are more often employed in military endeavors. Those models intended for use near civilians include prominent external computer interfaces, as though to advertise their safety features, while military models tend toward a sleek, traditional design. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## NUMBING BEAM, ADVANCED + +**Source** _Starfinder Armory pg. 35_ +**Level** 5; **Price** 3,050 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 C; **Range** 50 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** nonlethal + +## NUMBING BEAM, TACTICAL + +**Source** _Starfinder Armory pg. 35_ +**Level** 1; **Price** 370 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 C; **Range** 50 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** nonlethal + +## NUMBING BEAM, ELITE + +**Source** _Starfinder Armory pg. 35_ +**Level** 10; **Price** 18,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 C; **Range** 80 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** nonlethal + +## NUMBING BEAM, PARAGON + +**Source** _Starfinder Armory pg. 35_ +**Level** 15; **Price** 112,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d6 C; **Range** 80 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** nonlethal diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Petrol Converter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Petrol Converter.md new file mode 100644 index 0000000..55a432e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Petrol Converter.md @@ -0,0 +1,62 @@ +--- +aliases: +Level: 4 / 7 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# PETROL CONVERTER + +This longarm has an extra cylinder connected to the petrol tank that contains a series of converter filters housing active bacteria. Diverting the petrol flow through this system before firing allows the bacteria to convert the fuel into acid. In addition to the tactical, advanced, elite, and paragon petrol converters, manufacturers have produced a light petrol converter for industrial applications. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## PETROL CONVERTER, ADVANCED + +**Source** _Starfinder Armory pg. 38_ +**Level** 10; **Price** 18,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 F|a; **Range** 80 ft.; **Critical** — +**Capacity** 40 petrol; **Usage** 1 +**Bulk** 1; **Special** analog, modal (disintegrator) + +## PETROL CONVERTER, LIGHT + +**Source** _Starfinder Armory pg. 38_ +**Level** 4; **Price** 2,150 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 F|a; **Range** 40 ft.; **Critical** — +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, modal (disintegrator) + +## PETROL CONVERTER, TACTICAL + +**Source** _Starfinder Armory pg. 38_ +**Level** 7; **Price** 6,750 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 F|a; **Range** 80 ft.; **Critical** — +**Capacity** 40 petrol; **Usage** 4 +**Bulk** 1; **Special** analog, modal (disintegrator) + +## PETROL CONVERTER, ELITE + +**Source** _Starfinder Armory pg. 38_ +**Level** 14; **Price** 76,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d6 F|a; **Range** 80 ft.; **Critical** — +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, modal (disintegrator) + +## PETROL CONVERTER, PARAGON + +**Source** _Starfinder Armory pg. 38_ +**Level** 18; **Price** 385,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 9d6 F|a; **Range** 80 ft.; **Critical** — +**Capacity** 40 petrol; **Usage** 2 +**Bulk** 1; **Special** analog, modal (disintegrator) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Bolter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Bolter.md new file mode 100644 index 0000000..09ff964 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Bolter.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 1 / 5 / 9 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# PLASMA BOLTER + +One of the most common ranged weapons used by the vesk military during the war between the Pact Worlds and the Veskarium, the plasma bolter is a particularly hefty longarm with a bulky profile that speaks to its vesk origins. Unlike most common ranged plasma weapons, which lay out long lines of plasma or boost their output, plasma bolters focus on delivering a single heavy bolt of plasma. These weapons saw extensive use in fighting back the Swarm, and now many can be easily obtained on the open market as Pact Worlds manufacturers have begun offering their own tactical, advanced, elite, and paragon models of the classic weapon. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA BOLTER, ADVANCED + +**Source** _Starfinder Armory pg. 42_ +**Level** 5; **Price** 3,010 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 E & F; **Range** 60 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 8 +**Bulk** 2; **Special** unwieldy + +## PLASMA BOLTER, TACTICAL + +**Source** _Starfinder Armory pg. 42_ +**Level** 1; **Price** 260 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 E & F; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy + +## PLASMA BOLTER, ELITE + +**Source** _Starfinder Armory pg. 42_ +**Level** 9; **Price** 14,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 E & F; **Range** 60 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy + +## PLASMA BOLTER, PARAGON + +**Source** _Starfinder Armory pg. 42_ +**Level** 16; **Price** 170,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 9d8 E & F; **Range** 60 ft.; **Critical** wound +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Caster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Caster.md new file mode 100644 index 0000000..e97226d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Caster.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 13 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# PLASMA CASTER + +Plasma casters fling bolts of ionized plasma at a target. They have good range and are easier to use than plasma rifles or pistols, but they strike only a single target. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA CASTER, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 17; **Price** 275,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d10 E & F; **Range** 80 ft.; **Critical** burn 2d10 +**Capacity** 200 charges; **Usage** 10 +**Bulk** 2; **Special** boost 2d10 + +## PLASMA CASTER, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 13; **Price** 49,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 E & F; **Range** 80 ft.; **Critical** burn 1d10 +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** boost 1d10 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Fork.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Fork.md new file mode 100644 index 0000000..6af0527 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Fork.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 3 / 8 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# PLASMA FORK + +Also known as a plasma rail gun, a plasma fork has two long metal prongs in place of a barrel. The mechanism magnetically accelerates a bolt of plasma between these two prongs, but it can also hold plasma temporarily between the prongs to charge up an even more devastating attack. Each model has a number of notches that infuse the plasma with energy, starting with 12-notch plasma forks and increasing in intensity to 15-notch, 19-notch, and 22-notch plasma forks. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA FORK, 12-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 3; **Price** 1,290 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 E & F; **Range** 60 ft.; **Critical** knockdown +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 1d4 + +## PLASMA FORK, 15-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 8; **Price** 8,850 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 E & F; **Range** 80 ft.; **Critical** knockdown +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** boost 1d10 + +## PLASMA FORK, 19-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 14; **Price** 64,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 E & F; **Range** 80 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** boost 2d10 + +## PLASMA FORK, 22-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 19; **Price** 750,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 E & F; **Range** 100 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** boost 3d10 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Rifle.md new file mode 100644 index 0000000..020a5a7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Plasma Rifle.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 6 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# PLASMA RIFLE + +Plasma rifles fire long lines of ionized plasma that lance through objects and opponents in their path. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA RIFLE, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 20; **Price** 935,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d10 E & F; **Range** 100 ft.; **Critical** burn 4d8 +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** line, unwieldy + +## PLASMA RIFLE, RED STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 6; **Price** 4,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 E & F; **Range** 40 ft.; **Critical** burn 1d4 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## PLASMA RIFLE, YELLOW STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 10; **Price** 16,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 E & F; **Range** 40 ft.; **Critical** burn 1d8 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy + +## PLASMA RIFLE, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 15; **Price** 126,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d10 E & F; **Range** 60 ft.; **Critical** burn 2d8 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** line, unwieldy diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rackarack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rackarack.md new file mode 100644 index 0000000..8fc5007 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rackarack.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 1 / 6 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# RACKARACK + +Most often employed by overeager skittermanders and named from the concussive sound they make when fired, these weapons transform battery charges into sonic bursts and flashes of light and noise. A rackarack is an ostentatious weapon certain to draw attention, which is often just as their wielders prefer. + +## RACKARACK, DRUM + +**Source** _Near Space pg. 150_ +**Level** 13; **Price** 46,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d6 So; **Range** 60 ft.; **Critical** Nuisance +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** Boost 2d4 + +## RACKARACK, PULSE + +**Source** _Near Space pg. 150_ +**Level** 1; **Price** 205 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 So; **Range** 60 ft.; **Critical** Nuisance +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** — + +## RACKARACK, SURGE + +**Source** _Near Space pg. 150_ +**Level** 6; **Price** 4,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 So; **Range** 60 ft.; **Critical** Nuisance +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** Boost 1d4 + +## RACKARACK, HAMMER + +**Source** _Near Space pg. 150_ +**Level** 18; **Price** 371,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 So; **Range** 60 ft.; **Critical** Nuisance +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** Boost 4d4 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rail Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rail Gun.md new file mode 100644 index 0000000..24bf9f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rail Gun.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 3 / 6 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# RAIL GUN + +Similar in design to the magnetar rifle, a rail gun uses magnetic fields to accelerate its rounds to lethal speeds. While magnetar rifles are more powerful, they’re also larger and heavier, leaving many to favor the smaller and lighter rail gun. The weapons’ affordability makes them a popular choice for members of the Starfinder Society and other exploratory groups. Rail guns come in tactical and advanced models, with the advanced rail gun being slightly larger. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## RAIL GUN, ADVANCED + +**Source** _Starfinder Armory pg. 44_ +**Level** 6; **Price** 3,770 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 15 rounds; **Usage** 1 +**Bulk** 1; **Special** automatic + +## RAIL GUN, TACTICAL + +**Source** _Starfinder Armory pg. 44_ +**Level** 3; **Price** 1,150 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 P; **Range** 60 ft.; **Critical** — +**Capacity** 12 rounds; **Usage** 1 +**Bulk** 1; **Special** automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rocket Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rocket Rifle.md new file mode 100644 index 0000000..c1d7a1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Rocket Rifle.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 5 +NoteType: Weapon +Price: 3,010 +tags: +Type: Longarms +--- +# ROCKET RIFLE + +**Source** _Starfinder Armory pg. 44_ +**Level** 5; **Price** 3,010 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d12 B; **Range** 80 ft.; **Critical** — +**Capacity** 5 mini-rockets; **Usage** 1 +**Bulk** 1; **Special** [analog][], [unwieldy][] + +### DESCRIPTION + +A rocket rifle is a longarm that uses mini-rockets as ammunition. The weapon and its ammunition are both quite expensive, but they make up for it in firepower. Rocket rifles came into heavy use at the onset of the war with the Swarm, often employed by daring soldiers on high-risk missions into Swarm strongholds. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scattergun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scattergun.md new file mode 100644 index 0000000..5250dba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scattergun.md @@ -0,0 +1,60 @@ +--- +aliases: +Level: 1 / 8 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SCATTERGUN + +A scattergun fires fragmentary shells in a spray from its barrel, dealing damage to all targets in range. The shortened barrel of the snub scattergun makes it easier to conceal. Grapeshot, impact, and vortex scatterguns are designed to deliver enhanced damage. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SCATTERGUN, SNUB + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 8; **Price** 8,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d12 P; **Range** 15 ft.; **Critical** — +**Capacity** 8 shells; **Usage** 1 +**Bulk** 1; **Special** analog, blast + +## SCATTERGUN, UTILITY + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 1; **Price** 235 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d4 P; **Range** 15 ft.; **Critical** — +**Capacity** 4 shells; **Usage** 1 +**Bulk** 1; **Special** analog, blast + +## SCATTERGUN, IMPACT + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 12; **Price** 30,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d12 P; **Range** 15 ft.; **Critical** — +**Capacity** 12 shells; **Usage** 1 +**Bulk** 2; **Special** analog, blast + +## SCATTERGUN, VORTEX + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 15; **Price** 91,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d12 P; **Range** 30 ft.; **Critical** — +**Capacity** 12 shells; **Usage** 1 +**Bulk** 2; **Special** analog, blast + +## SCATTERGUN, GRAPESHOT + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 18; **Price** 331,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d12 P; **Range** 30 ft.; **Critical** — +**Capacity** 12 shells; **Usage** 1 +**Bulk** 2; **Special** analog, blast \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scrambler Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scrambler Rifle.md new file mode 100644 index 0000000..cfe7364 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Scrambler Rifle.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 3 / 8 / 11 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SCRAMBLER RIFLE + +A group of skittermander researchers on Pritinzo have found a way to fight back against the Swarm. By finely tuning the frequency of certain weapons, the engineers can temporarily disrupt telepathic communication, including the hive mind capabilities of Swarm creatures. Cut off from communication with their fellow components, Swarm creatures are disconcerted, even if just for a moment, allowing the planet’s resistance a chance to fight back. + +## SCRAMBLER RIFLE, COCKROACH + +**Source** _Drift Crisis pg. 107_ +**Level** 8; **Price** 9,850 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 E; **Range** 90 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** 1; **Special**Scramble + +## SCRAMBLER RIFLE, TERMITE + +**Source** _Drift Crisis pg. 107_ +**Level** 3; **Price** 1,520 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 E; **Range** 90 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** 1; **Special**Scramble + +## SCRAMBLER RIFLE, DRAGONFLY + +**Source** _Drift Crisis pg. 107_ +**Level** 11; **Price** 24,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d6 E; **Range** 90 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** 1; **Special**Scramble + +## SCRAMBLER RIFLE, LOCUST + +**Source** _Drift Crisis pg. 107_ +**Level** 14; **Price** 82,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 E; **Range** 90 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** 1; **Special**Scramble \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Seeker Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Seeker Rifle.md new file mode 100644 index 0000000..c1ff83b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Seeker Rifle.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 7 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SEEKER RIFLE + +Seeker rifles are single-shot projectile weapons. The line gained its name from korasha lashunta explorers, who favor the rifle for its reliability in hostile terrain. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SEEKER RIFLE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 14; **Price** 72,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d8 P; **Range** 100 ft.; **Critical** — +**Capacity** 18 rounds; **Usage** 1 +**Bulk** 1; **Special** analog + +## SEEKER RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 7; **Price** 6,030 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 P; **Range** 100 ft.; **Critical** — +**Capacity** 8 rounds; **Usage** 1 +**Bulk** 1; **Special** analog + +## SEEKER RIFLE, ELITE + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 17; **Price** 242,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 9d8 P; **Range** 100 ft.; **Critical** — +**Capacity** 18 rounds; **Usage** 1 +**Bulk** 1; **Special** analog + +## SEEKER RIFLE, PARAGON + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 20; **Price** 809,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 12d8 P; **Range** 100 ft.; **Critical** — +**Capacity** 24 rounds; **Usage** 1 +**Bulk** 1; **Special** analog diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Serpent Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Serpent Laser.md new file mode 100644 index 0000000..474a068 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Serpent Laser.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 5 / 8 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SERPENT LASER +The serpent laser is a creation of the Aspis Consortium, meant to undercut the pricing of its competitors while consuming battery charges at a higher rate to drive the sale of additional batteries, higher-capacity batteries, and recharging services. Experienced spacefarers know the scheme behind the serpent laser and generally avoid what they have come to call the “snakebite laser,” though amateurs and novices often fall for the low initial price. Serpent lasers have the same model names as many standard laser rifles (azimuth, corona, aphelion, and perihelion), though savvy customers know that the serpent laser models are often slightly less powerful than their conventional counterparts. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## SERPENT LASER, APHELION + +**Source** _Starfinder Armory pg. 41_ +**Level** 8; **Price** 8,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 F; **Range** 120 ft.; **Critical** burn 3d4 +**Capacity** 40 charges; **Usage** 20 +**Bulk** 1; **Special** — + +## SERPENT LASER, AZIMUTH + +**Source** _Starfinder Armory pg. 41_ +**Level** 2; **Price** 500 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 F; **Range** 100 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 10 +**Bulk** 1; **Special** — + +## SERPENT LASER, CORONA + +**Source** _Starfinder Armory pg. 41_ +**Level** 5; **Price** 2,700 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 F; **Range** 100 ft.; **Critical** burn 2d4 +**Capacity** 40 charges; **Usage** 20 +**Bulk** 1; **Special** — + +## SERPENT LASER, PERIHELION + +**Source** _Starfinder Armory pg. 41_ +**Level** 14; **Price** 66,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d12 F; **Range** 120 ft.; **Critical** burn 4d4 +**Capacity** 40 charges; **Usage** 20 +**Bulk** 1; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shield Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shield Rifle.md new file mode 100644 index 0000000..bb295a7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shield Rifle.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SHIELD RIFLE + +These firearms rely on electromagnetic firing mechanisms similar to railguns, though shield rifles’ design and thinner protective housing cause the weapons to practically bleed energy. Although only faintly visible in isolation, the electrical discharges from entire platoons wielding shield rifles can illuminate their surroundings with haunting light. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SHIELD RIFLE, ADVANCED + +**Source** _Tech Revolution pg. 61_ +**Level** 7; **Price** 6,820 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 E & P; **Range** 80 ft.; **Critical** Arc 2d4 +**Capacity** 12 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing + +## SHIELD RIFLE, TACTICAL + +**Source** _Tech Revolution pg. 61_ +**Level** 2; **Price** 900 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 E & P; **Range** 80 ft.; **Critical** Arc 1d4 +**Capacity** 12 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing + +## SHIELD RIFLE, ELITE + +**Source** _Tech Revolution pg. 61_ +**Level** 12; **Price** 37,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 E & P; **Range** 80 ft.; **Critical** Arc 4d4 +**Capacity** 15 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing + +## SHIELD RIFLE, PARAGON + +**Source** _Tech Revolution pg. 61_ +**Level** 17; **Price** 264,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d8 E & P; **Range** 80 ft.; **Critical** Arc 4d8 +**Capacity** 18 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shout Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shout Rifle.md new file mode 100644 index 0000000..277e908 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Shout Rifle.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 450 +tags: +Type: Longarms +--- +# SHOUT RIFLE + +**Source** _Starfinder Armory pg. 51_ +**Level** 1; **Price** 450 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d4 So; **Range** 30 ft.; **Critical** demoralize +**Capacity** 20 charges; **Usage** 4 +**Bulk** 1; **Special** blast, nonlethal, unwieldy + +### DESCRIPTION + +A shout rifle looks less like a rifle and much more like an elongated megaphone. It functions in much the same way, amplifying sound input, such as the wielder’s voice, to an extreme volume and projecting it outward in a wide area. Protest leaders use shout rifles, ensuring that their proclamations can be heard at a great distance. Law enforcement officials also appreciate these weapons for crowd control. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Sonic Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Sonic Rifle.md new file mode 100644 index 0000000..66295a3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Sonic Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 5 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SONIC RIFLE +A sonic rifle fires a blast that is loud enough to deafen targets in addition to damaging them. Sonic rifles have snub-nosed barrels and typically incorporate U-shaped prongs to improve beam stability. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SONIC RIFLE, BANSHEE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 18; **Price** 364,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 So; **Range** 50 ft.; **Critical** deafen +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** — + +## SONIC RIFLE, THUNDERSTRIKE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 5; **Price** 3,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 So; **Range** 50 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** — + +## SONIC RIFLE, LFD + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 10; **Price** 17,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 So; **Range** 50 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** — + +## SONIC RIFLE, HFD + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 14; **Price** 80,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d10 So; **Range** 50 ft.; **Critical** deafen +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Staccato Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Staccato Rifle.md new file mode 100644 index 0000000..b8d42d1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Staccato Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 9 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# STACCATO RIFLE +A baffled tube on the underside of a staccato rifle produces and modulates discrete blasts of sonic frequencies. The rifle’s unique construction enables a fully automatic mode, producing a sound like drumming. The frequencies can leave a target’s auditory senses overwhelmed. Pulse staccato rifles have the shortest sonic projector for reliable repetitive shots with less power usage. Surge, drum, and hammer staccato rifles require more charge for a harder hit. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## STACCATO RIFLE, DRUM + +**Source** _Starfinder Armory pg. 51_ +**Level** 15; **Price** 107,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d10 So; **Range** 60 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## STACCATO RIFLE, PULSE + +**Source** _Starfinder Armory pg. 51_ +**Level** 4; **Price** 2,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 1 +**Bulk** 2; **Special** automatic + +## STACCATO RIFLE, SURGE + +**Source** _Starfinder Armory pg. 51_ +**Level** 9; **Price** 13,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 So; **Range** 60 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** automatic + +## STACCATO RIFLE, HAMMER + +**Source** _Starfinder Armory pg. 51_ +**Level** 20; **Price** 810,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d10 So; **Range** 80 ft.; **Critical** deafen +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** automatic diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Storm Coil.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Storm Coil.md new file mode 100644 index 0000000..27710d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Storm Coil.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# STORM COIL +A storm coil employs an air-core resonant transformer to produce high-voltage electrical output. The resulting bolt of electricity arcs out from the weapon in a line. Though it employs technology similar to the colossus coil, the storm coil was developed independently within the Pact Worlds. Live storm coils and jolt storm coils generate impressive bolts, while the larger impulse and surge storm coils have even farther reach. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## STORM COIL, IMPULSE + +**Source** _Starfinder Armory pg. 48_ +**Level** 12; **Price** 35,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 E; **Range** 80 ft.; **Critical** — +**Capacity** 80 charges; **Usage** 10 +**Bulk** 2; **Special** line, unwieldy + +## STORM COIL, LIVE + +**Source** _Starfinder Armory pg. 48_ +**Level** 3; **Price** 1,480 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 E; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 5 +**Bulk** 2; **Special** line, unwieldy + +## STORM COIL, JOLT + +**Source** _Starfinder Armory pg. 48_ +**Level** 7; **Price** 6,900 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 E; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 8 +**Bulk** 2; **Special** line, unwieldy + +## STORM COIL, SURGE + +**Source** _Starfinder Armory pg. 48_ +**Level** 17; **Price** 261,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d6 E; **Range** 120 ft.; **Critical** — +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** line, unwieldy diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Streesweaper.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Streesweaper.md new file mode 100644 index 0000000..6b202aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Streesweaper.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 7 / 12 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# STREESWEAPER + +Streetsweepers are sonic weapons designed to deliver a low-intensity “punch” of sound. A streetsweeper can be overcharged to deliver a significant sonic blast that can knock down its target. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## STREETSWEEPER, HFD + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 16; **Price** 195,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 5d10 So; **Range** 50 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** boost 1d10 + +## STREETSWEEPER, THUNDERSTRIKE + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 7; **Price** 7,150 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 So; **Range** 50 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** boost 1d6 + +## STREETSWEEPER, LFD + +**Source** _Starfinder Core Rulebook pg. 177_ +**Level** 12; **Price** 39,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 So; **Range** 50 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** boost 1d8 + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Surgecaster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Surgecaster.md new file mode 100644 index 0000000..69000f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Surgecaster.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 5 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# SURGECASTER +Surgecasters are bioengineered organic weapons; these independent conglomerations of bioelectric cells generate deadly bursts of electricity when fired. They were invented by a flotilla of merged barathus that directed its efforts toward creating such a weapon, and its success has resulted in the continued production of the surgecaster as a viable commercial endeavor. Only two models are currently available on the market: a standard surgecaster and an advanced surgecaster, though the merged barathu entity appears to be continuing its research and development efforts. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## SURGECASTER, ADVANCED + +**Source** _Starfinder Armory pg. 48_ +**Level** 14; **Price** 83,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 E; **Range** 60 ft.; **Critical** arc 2d10 +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** boost 1d10, living + +## SURGECASTER, STANDARD + +**Source** _Starfinder Armory pg. 48_ +**Level** 5; **Price** 3,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 E; **Range** 40 ft.; **Critical** arc 1d10 +**Capacity** 20 charges; **Usage** 2 +**Bulk** 1; **Special** boost 1d6, living diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Thasphalt Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Thasphalt Rifle.md new file mode 100644 index 0000000..a1c1f82 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Thasphalt Rifle.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 8 / 12 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# THASPHALT RIFLE + +A briefcase-sized reactor tethers the two-handed thasphalt rifle. The reactor can be worn slung across your body or bound to a backpack. + +## THASPHALT RIFLE, ELITE + +**Source** _Drift Crisis pg. 51_ +**Level** 16; **Price** 175,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d10 B; **Range** 100 ft.; **Critical** Push (10 ft.) +**Capacity** 80 thasphalt ; **Usage** 10 +**Bulk** 2; **Special** Analog, force + +## THASPHALT RIFLE, LIGHT +**Source** _Drift Crisis pg. 51_ +**Level** 2; **Price** 880 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d10 B; **Range** 40 ft.; **Critical** Push (5 ft.) +**Capacity** 80 thasphalt ; **Usage** 1 +**Bulk** 2; **Special** Analog, force + +## THASPHALT RIFLE, TACTICAL + +**Source** _Drift Crisis pg. 51_ +**Level** 8; **Price** 8,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 B; **Range** 60 ft.; **Critical** Push (5 ft.) +**Capacity** 80 thasphalt ; **Usage** 4 +**Bulk** 2; **Special** Analog, force + +## THASPHALT RIFLE, ADVANCED + +**Source** _Drift Crisis pg. 51_ +**Level** 12; **Price** 35,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 3d10 B; **Range** 80 ft.; **Critical** Push (10 ft.) +**Capacity** 80 thasphalt ; **Usage** 8 +**Bulk** 2; **Special** Analog, force diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Trenarii Singing Coil.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Trenarii Singing Coil.md new file mode 100644 index 0000000..cb050ed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Trenarii Singing Coil.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 4 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# TRENARII SINGING COIL + +The pahtras of Trenarez consider themselves the bleeding edge of pahtra musical innovation, and their latest hit is using carefully modulated electrical coils to emit lightning bolts that replicate musical tones. It wasn’t long before someone created a portable version, allowing the user to spread destruction to jaunty musical accompaniment. + +## TRENARII SINGING COIL, DUET + +**Source** _Drift Crisis pg. 63_ +**Level** 8; **Price** 9,700 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 E; **Range** 90 ft.; **Critical** — +**Capacity** 40 charges ; **Usage** 8 +**Bulk** 2; **Special** Line, unwieldy, profession + +## TRENARII SINGING COIL, SOLO + +**Source** _Drift Crisis pg. 63_ +**Level** 4; **Price** 2,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d4 E; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges ; **Usage** 5 +**Bulk** 2; **Special** Line, unwieldy, profession + +## TRENARII SINGING COIL, QUARTET + +**Source** _Drift Crisis pg. 63_ +**Level** 13; **Price** 50,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d4 E; **Range** 120 ft.; **Critical** Deafen +**Capacity** 80 charges ; **Usage** 10 +**Bulk** 2; **Special** Line, unwieldy, profession + +## TRENARII SINGING COIL, ORCHESTRA + +**Source** _Drift Crisis pg. 63_ +**Level** 18; **Price** 380,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d4 E; **Range** 200 ft.; **Critical** Deafen +**Capacity** 100 charges ; **Usage** 10 +**Bulk** 2; **Special** Line, unwieldy, profession diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vivara Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vivara Rifle.md new file mode 100644 index 0000000..3f252eb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vivara Rifle.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 4 / 8 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# VIVARA RIFLE + +Named for the astriapi engineer who developed the first prototype, these modular railguns are designed to be quickly disassembled and concealed. Vivara components are subtle yet versatile in design, making them a hit with collectors and mercenaries. The most popular method of disguising Vivara rifle components among astriapi dissidents is to pack the parts into an engineer’s or electrician’s tool kit, camouflaged as spare hardware or esoteric tools. These weapons have been used by violent cells of the Rising in guerrilla attacks and covert operations, so being caught in possession of a Vivara rifle is a serious offense on many parts of Colveare, punishable by exile or even death. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## VIVARA RIFLE, HIGH-FLUX + +**Source** _Interstellar Species pg. 55_ +**Level** 12; **Price** 27,600 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 P; **Range** 70 ft.; **Critical** — +**Capacity** 6; **Usage** 1 +**Bulk** 1; **Special** Breakdown + +## VIVARA RIFLE, LOW-FLUX + +**Source** _Interstellar Species pg. 55_ +**Level** 4; **Price** 2,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 P; **Range** 50 ft.; **Critical** — +**Capacity** 6; **Usage** 1 +**Bulk** 1; **Special** Breakdown + +## VIVARA RIFLE, MID-FLUX + +**Source** _Interstellar Species pg. 55_ +**Level** 8; **Price** 7,500 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 P; **Range** 60 ft.; **Critical** — +**Capacity** 6; **Usage** 1 +**Bulk** 1; **Special** Breakdown diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Void Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Void Rifle.md new file mode 100644 index 0000000..0814c27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Void Rifle.md @@ -0,0 +1,62 @@ +--- +aliases: +Level: 2 / 6 / 11 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# VOID RIFLE + +A firearm designed with crystals from the Plane of Shadow, a void rifle is unique in that power flowing through those crystals allows the rifle to fire inky bolts of life-sapping cold. The rifle’s frigid energy can harm only the living, so it does nothing to constructs and undead. Regardless, the rifle remains a favorite of followers of Urgathoa. Grave- and crypt-class void rifles are an option for standard issue among rank-and-file marines of the Eoxian navy, while tomb-, ossuary-, and barrow-class void rifles are reserved for elite forces. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## VOID RIFLE, BARROW-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 19; **Price** 606,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 6d10 C; **Range** 100 ft.; **Critical** suffocate +**Capacity** 80 charges; **Usage** 2 +**Bulk** 1; **Special** antibiological + +## VOID RIFLE, GRAVE-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 2; **Price** 1,020 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d6 C; **Range** 60 ft.; **Critical** suffocate +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** antibiological + +## VOID RIFLE, CRYPT-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 6; **Price** 4,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 C; **Range** 60 ft.; **Critical** suffocate +**Capacity** 20 charges; **Usage** 1 +**Bulk** 1; **Special** antibiological + +## VOID RIFLE, TOMB-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 11; **Price** 26,300 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d10 C; **Range** 80 ft.; **Critical** suffocate +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** antibiological + +## VOID RIFLE, OSSUARY-CLASS + +**Source** _Starfinder Armory pg. 36_ +**Level** 16; **Price** 182,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d10 C; **Range** 100 ft.; **Critical** suffocate +**Capacity** 40 charges; **Usage** 1 +**Bulk** 1; **Special** antibiological diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vortex Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vortex Rifle.md new file mode 100644 index 0000000..9464348 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Vortex Rifle.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 3 / 6 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# VORTEX RIFLE + +A vortex rifle shoots a burst of sonic energy so powerful it generates a small vortex or whirlwind on impact. Well-aimed shots can overcome a target with waves of nausea. Vortex rifles also can be used to generate enough force to break down doors and walls. Vortex rifles can be found in pulse, surge, drum, and hammer varieties, which, in ascending order, generate increasingly powerful sonic waves. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## VORTEX RIFLE, DRUM + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 12; **Price** 38,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d6 So; **Range** 60 ft.; **Critical** Nauseate +**Capacity** 20 charges ; **Usage** 1 +**Bulk** 1; **Special** Breach, underwater + +## VORTEX RIFLE, PULSE + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 3; **Price** 1,400 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d4 So; **Range** 60 ft.; **Critical** Nauseate +**Capacity** 20 charges ; **Usage** 1 +**Bulk** 1; **Special** Breach, underwater + +## VORTEX RIFLE, SURGE + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 6; **Price** 4,150 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d6 So; **Range** 60 ft.; **Critical** Nauseate +**Capacity** 20 charges ; **Usage** 1 +**Bulk** 1; **Special** Breach, underwater + +## VORTEX RIFLE, HAMMER + +**Source** _Galaxy Exploration Manual pg. 55_ +**Level** 17; **Price** 250,000 +**Hands** 2; **Proficiency** Longarms +**Damage** 8d6 So; **Range** 60 ft.; **Critical** Nauseate +**Capacity** 40 charges ; **Usage** 2 +**Bulk** 1; **Special** Breach, underwater diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Zero Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Zero Rifle.md new file mode 100644 index 0000000..7694269 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Longarms/Zero Rifle.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 4 / 8 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Longarms +--- +# ZERO RIFLE + +Zero rifles have long, bulky barrels and tend to be very frontheavy. A heavy tank over the barrel stores the rifle’s coolant supply, contributing most of its bulk. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ZERO RIFLE, AVALANCHE-CLASS + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 18; **Price** 410,200 +**Hands** 2; **Proficiency** Longarms +**Damage** 7d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 100 charges; **Usage** 5 +**Bulk** 2; **Special** — + +## ZERO RIFLE, FROSTBITE-CLASS + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 4; **Price** 2,330 +**Hands** 2; **Proficiency** Longarms +**Damage** 1d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** 1; **Special** — + +## ZERO RIFLE, HAILSTORM-CLASS + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 8; **Price** 10,100 +**Hands** 2; **Proficiency** Longarms +**Damage** 2d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** 2; **Special** — + +## ZERO RIFLE, BLIZZARD-CLASS + +**Source** _Starfinder Core Rulebook pg. 176_ +**Level** 14; **Price** 79,800 +**Hands** 2; **Proficiency** Longarms +**Damage** 4d8 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 4 +**Bulk** 2; **Special** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Dousing Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Dousing Shield.md new file mode 100644 index 0000000..6bcfaf2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Dousing Shield.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 2 / 7 / 12 / 17 +Price: varies +tags: +Type: Shield +--- +# DOUSING SHIELD +**Source** _Near Space pg. 151_ +A dousing shield looks similar to a standard riot shield, though it is more often used in situations where the wielder is in danger of catching fire. While you are wielding a dousing shield, you gain a +2 circumstance bonus to the attack roll of bull rush combat maneuvers. With a series of reservoirs containing flame-smothering chemicals, a dousing shield also functions as a fire extinguisher, except that it can end only your own burning condition and you can activate it as a move action. If you are Large or larger, you must activate the fire extinguisher feature of the shield over 2 consecutive rounds to end the burning condition (requiring the use of 2 charges). The 20 charges of a dousing shield’s fire extinguisher can be replenished for 5 credits. + +## BASIC + +**Source** _Near Space pg. 151_ +**Level** 2; **Price** 900 +**Shield Bonus** +1/+1; **Max Dex** +3; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 1 + +## FIELD + +**Source** _Near Space pg. 151_ +**Level** 7; **Price** 6,800 +**Shield Bonus** +1/+2; **Max Dex** +4; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 2 + +## ADVANCED + +**Source** _Near Space pg. 151_ +**Level** 12; **Price** 36,800 +**Shield Bonus** +1/+2; **Max Dex** +4; **Armor Check Penalty** -1 +**Bulk** 2; **Upgrades** 2 + +## ELITE + +**Source** _Near Space pg. 151_ +**Level** 17; **Price** 256,000 +**Shield Bonus** +1/+3; **Max Dex** +5; **Armor Check Penalty** -1 +**Bulk** 2; **Upgrades** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Gravity Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Gravity Shield.md new file mode 100644 index 0000000..2f345ae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Gravity Shield.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +Price: varies +tags: +Type: Shield +--- +# GRAVITY SHIELD +**Source** _Near Space pg. 151_ +As they were invented by the copaxi of Tabrid Minor, most _gravity shields_ appear to be crafted of large pieces of coral. A _gravity shield_ is a hybrid item that can mimic the gravity-manipulating powers of copi. You can use a gravity shield to make a special unarmed attack that does not count as archaic and can deal your choice of either bludgeoning or piercing damage. +In addition, three times per day as a standard action, you can increase the relative gravity of the shield and attempt a disarm combat maneuver against an adjacent opponent. If you are successful, the disarmed item sticks to your shield for 1 round before it falls to the ground, during which time you can use a swift action to retrieve the item with a free hand. The _basic_ and _field gravity shields_ grant a +1 circumstance bonus to the disarm attack roll and the _advanced_ and _elite gravity shields_ grant a +2 circumstance bonus to the disarm attack roll. + +## BASIC + +**Source** _Near Space pg. 151_ +**Level** 4; **Price** 2,100 +**Shield Bonus** +0/+2; **Max Dex** +4; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 1 + +## FIELD + +**Source** _Near Space pg. 151_ +**Level** 9; **Price** 13,500 +**Shield Bonus** +1/+1; **Max Dex** +4; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 1 + +## ADVANCED + +**Source** _Near Space pg. 151_ +**Level** 14; **Price** 73,000 +**Shield Bonus** +1/+2; **Max Dex** +5; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 + +## ELITE + +**Source** _Near Space pg. 151_ +**Level** 19; **Price** 570,000 +**Shield Bonus** +1/+3; **Max Dex** +5; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Irising Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Irising Shield.md new file mode 100644 index 0000000..640c509 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Irising Shield.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 2 / 6 / 11 / 16 +Price: varies +tags: +Type: Shield +--- +# IRISING SHIELD +**Source** _Near Space pg. 151_ +Manufactured by Veskarium engineers for quick deployment, irising shields are cited by vesk soldiers to be life-saving implements of battle. An irising shield is made of flexible, lightweight material that can be compressed into a small, rectangular container worn on your forearm (usually attached to the outside of your armor). You wield an irising shield by deploying it from its container as a swift action, and it can be stored with another swift action. While you have an irising shield deployed, you can’t switch it to another hand. A hand wielding an irising shield can hold another object, but it can’t wield weapons or other shields. An irising shield is an object of light bulk when not deployed but increases to 1 bulk when deployed. You can use an irising shield to make a special unarmed attack that does not count as archaic. + +## BASIC + +**Source** _Near Space pg. 151_ +**Level** 2; **Price** 850 +**Shield Bonus** +0/+1; **Max Dex** —; **Armor Check Penalty** -0 +**Bulk** L (1); **Upgrades** 0 + +## FIELD + +**Source** _Near Space pg. 151_ +**Level** 6; **Price** 4,350 +**Shield Bonus** +1/+1; **Max Dex** —; **Armor Check Penalty** -0 +**Bulk** L (1); **Upgrades** 0 + +## ADVANCED + +**Source** _Near Space pg. 151_ +**Level** 11; **Price** 25,000 +**Shield Bonus** +1/+1; **Max Dex** —; **Armor Check Penalty** -0 +**Bulk** L (1); **Upgrades** 1 + +## ELITE + +**Source** _Near Space pg. 151_ +**Level** 16; **Price** 256,000 +**Shield Bonus** +1/+3; **Max Dex** —; **Armor Check Penalty** -0 +**Bulk** L (1); **Upgrades** 2 \ No newline at end of file diff --git "a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Knight\342\200\231s Shield.md" "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Knight\342\200\231s Shield.md" new file mode 100644 index 0000000..1e13a37 --- /dev/null +++ "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Knight\342\200\231s Shield.md" @@ -0,0 +1,38 @@ +--- +aliases: +Level: 3 / 8 / 13 / 18 +Price: varies +tags: +Type: Shield +--- +# KNIGHT’S SHIELD +**Source** _Character Operations Manual pg. 125_ +A knight’s shield is a sizable plate of advanced material, normally thin layers of nanocarbon over ceramics and resins, and often including a transparent aluminum view port. It is broad at the top, narrowing towards the bottom. A hand wielding a knight’s shield cannot be used for anything else, and changing your grip from carrying a knight’s shield to wielding it, or vice versa, requires a move action. Pulling out a knight’s shield from storage or putting one away also requires a move action. If you are wielding a knight’s shield, you gain a +1 bonus to any bull rush combat maneuver you attempt. You can use a knight’s shield to make a special unarmed strike that does not count as archaic, and can deal either bludgeoning or piercing damage (your choice for each attack). Many knightly orders have specific heraldry their members display on knight’s shields. + +## BASIC + +**Source** _Character Operations Manual pg. 125_ +**Level** 3; **Price** 1,500 +**Shield Bonus** +0/+2; **Max Dex** +4; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 + +## FIELD + +**Source** _Character Operations Manual pg. 125_ +**Level** 8; **Price** 9,500 +**Shield Bonus** +1/+2; **Max Dex** +5; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 + +## ADVANCED + +**Source** _Character Operations Manual pg. 125_ +**Level** 13; **Price** 50,000 +**Shield Bonus** +1/+3; **Max Dex** +6; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 + +## ELITE + +**Source** _Character Operations Manual pg. 125_ +**Level** 18; **Price** 400,000 +**Shield Bonus** +1/+3; **Max Dex** +7; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Many-Miene Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Many-Miene Shield.md new file mode 100644 index 0000000..8549370 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Many-Miene Shield.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 19 +Price: 555,000 +tags: +Type: Shield +--- +# MANY-MIENE SHIELD + +**Source** _Alien Archive 4 pg. 71_ +**Level** 19; **Price** 555,000 +**Shield Bonus** +1/+3; **Max Dex** +6; **Armor Check Penalty** -1 +**Bulk** 1; **Upgrades** 2 + +A many-miened shield functions as a knight’s shield that deals bludgeoning damage when used to make unarmed strikes. A many-miened shield can accommodate five total armor upgrades; however, only two of the upgrades can be active at any time. As a move action (or as part of the move action used to align the shield against an opponent), you can deactivate either of the two active armor upgrades and simultaneously activate one of the shield’s inactive armor upgrades. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Rageshokor Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Rageshokor Shield.md new file mode 100644 index 0000000..4575de1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Rageshokor Shield.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 6 / 12 +Price: varies +tags: +Type: Shield +--- +# RAGESHOKOR SHIELD +**Source** _Alien Archive 4 pg. 97_ +Vesk have used rageshkor frill plates for shields since ancient times. In the post-Gap era, vesk have developed high-tech versions of these shields that incorporate synthetic padding, alloyed fittings, and more to augment the natural materials while maintaining the shields’ cultural value. Although these shields can be purchased, a carrier in vesk territory should expect to be asked whether the shield was truly won (harvested from a rageshkor the wielder defeated), where the clash occurred, and how the battle fared. An earned rageshkor shield is a prestige piece that can win a warrior much respect. + +## GREEN + +**Source** _Alien Archive 4 pg. 97_ +**Level** 6; **Price** 4,250 +**Shield Bonus** +1/+2; **Max Dex** +3; **Armor Check Penalty** -1 +**Bulk** 2; **Upgrades** 1 + +## ROCK + +**Source** _Alien Archive 4 pg. 97_ +**Level** 12; **Price** 37,500 +**Shield Bonus** +1/+2; **Max Dex** +4; **Armor Check Penalty** -1 +**Bulk** 2; **Upgrades** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Riot Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Riot Shield.md new file mode 100644 index 0000000..b771e92 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Riot Shield.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 1 / 5 / 10 / 15 / 20 +Price: varies +tags: +Type: Shield +--- +# RIOT SHIELD +**Source** _Character Operations Manual pg. 125_ +A riot shield is a large slab of advanced material, normally thin layers of nanocarbon over plastics and resins, and often including a transparent aluminum view port. A hand wielding a riot shield cannot be used for anything else, and changing your grip from carrying a riot shield to wielding it, or vice versa, requires a move action. Pulling out a riot shield from storage or putting one away also requires a move action. If you are wielding a riot shield, you gain a +2 bonus to any bull rush combat maneuver you attempt. + +## BASIC + +**Source** _Character Operations Manual pg. 125_ +**Level** 1; **Price** 300 +**Shield Bonus** +1/+1; **Max Dex** +3; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 1 + +## FIELD + +**Source** _Character Operations Manual pg. 125_ +**Level** 5; **Price** 3,000 +**Shield Bonus** +1/+2; **Max Dex** +3; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 2 + +## ADVANCED + +**Source** _Character Operations Manual pg. 125_ +**Level** 10; **Price** 18,000 +**Shield Bonus** +1/+2; **Max Dex** +4; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 2 + +## ELITE + +**Source** _Character Operations Manual pg. 125_ +**Level** 15; **Price** 125,000 +**Shield Bonus** +1/+3; **Max Dex** +5; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 2 + +## PARAGON + +**Source** _Character Operations Manual pg. 125_ +**Level** 20; **Price** 900,000 +**Shield Bonus** +1/+4; **Max Dex** +6; **Armor Check Penalty** -2 +**Bulk** 2; **Upgrades** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Shields.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Shields.md new file mode 100644 index 0000000..fdebd81 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Shields.md @@ -0,0 +1,64 @@ +--- +aliases: +tags: +--- +# SHIELDS +**Source** _Character Operations Manual pg. 124_ +Shields are a new category of equipment that provide multiple defensive options. Shields are not considered technological items for effects that work only on powered or technological objects. You must use one hand to wield a shield and gain its benefits. You can’t use a hand that’s wielding a shield to hold or wield any other equipment unless otherwise stated. You can draw or put away a shield using the draw or sheathe a weapon move action (Starfinder Core Rulebook 247). + +## SHIELD BONUS + +A shield bonus is a new bonus type added to those bonuses that have already been defined (Core Rulebook 266–267). A shield bonus represents having a mobile physical barrier between you and an attack. Shield bonuses don’t stack with one another, and they don’t stack with bonuses gained from cover. Having a shield also doesn’t increase the level of cover you gain from other objects. For example, a character with partial cover and a basic [[Riot Shield]] is not considered to have cover rather than partial cover. Shields provide two shield bonuses: one you gain when wielding the shield, and one you gain when you align the shield against a specific enemy (see below). + +**Aligning Shields:** As a move action when wielding a shield, you can align a shield against a specific enemy you are observing (Core Rulebook 260). This grants you the second shield bonus listed for that shield (see Reading Shield Tables below) against attacks from that enemy until the end of your next turn, and it can have other benefits. + +## SHIELD PROFICIENCY + +A character is proficient with shields if they have the Shield Proficiency feat (page 118). Some classes from the Starfinder Core Rulebook automatically gain shield proficiency, as noted in the feat. If you wield a shield without being proficient, you don’t gain its shield bonus. + +## OTHER SHIELD RULES + +A shield can be targeted by a sunder combat maneuver, and its hardness and HP is calculated the same way as for armor (Core Rulebook 409). Shields that allow you to use them to make unarmed strikes can have weapon fusions added to them, treating their item level as their weapon item level, and can be made of any special materials that can also be used to make melee weapons. The effects of these modifications are applied to unarmed strikes made with the shield. Armor upgrades added to shields are technological items and can be affected by abilities as such, unless they say otherwise. All shields are considered to be designed to work with the phase shield armor upgrade (Core Rulebook 207), and you can use the arm wielding a shield to also activate a phase shield. Phase shields don’t grant a shield bonus. + +## READING SHIELD TABLES + +An entry on the shield table describes a single shield with the following statistics, as described below. Individual shields are described afterward. Not all shields have all the entries listed here. Some shields do not have a maximum Dexterity bonus or an armor check penalty. + +### LEVEL + +The shield’s item level. + +### PRICE + +The price of the shield in credits. + +### SHIELD BONUS + +This lists the shield bonus to AC granted by the shield. The first number represents the bonus gained when the shield is wielded, and the second represents the bonus you gain when aligning the shield to protect against a specific foe. + +### MAXIMUM DEX BONUS + +You normally add your Dexterity modifier to your Armor Class (for both EAC and KAC), but it may be limited by your shield. Your shield’s maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to your AC. Any excess Dexterity bonus doesn’t raise your AC further and is simply ignored for this purpose. If you are wearing armor with a maximum Dexterity bonus while wielding a shield with a maximum, you use the lower of the two values as your maximum. + +### ARMOR CHECK PENALTY + +While wielding the shield, you take a penalty to most Strength- and Dexterity-based skill checks equal to this number. See Chapter 5 of the Starfinder Core Rulebook for a more complete list of which skills apply. If you are wearing armor with an armor check penalty while wielding a shield with a penalty, combine the two penalties. + +### BULK + +This is the bulk of the shield. + +### UPGRADES + +This is the number of armor upgrades that can be placed in the shield. Not all armor upgrades can be placed in shields, and those that do may work differently. The following armor upgrades can be placed in a shield’s armor upgrade slot (if it has one) adaptive energy shield AR \*, backup generator, brightlight projector AR , electrostatic field\*, fortified plates AR , light projector AR , quick-release sheath, spell reflector\*, tensile reinforcement, thermal capacitor\*. Upgrades marked with a superscript “AR” are found in Starfinder Armory. Those marked with an asterisk (\*) provide their benefit only against attacks from a target the shield has been aligned against. (For example, a shield with an electrostatic field provides electricity resistance only against attacks from a target it has been aligned against, and deals electricity damage only if that target makes a melee attack against you.) Armor upgrades used as shield peripherals do not stack with armor upgrades that grant the same benefits (such as DR, energy resistance, or bonuses to saving throws). + + + + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Shields" +SORT Level ASC +WHERE file.name != "Shields" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Tactical Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Tactical Shield.md new file mode 100644 index 0000000..33fd424 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Shields/Tactical Shield.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 1 / 5 / 10 / 15 / 20 +Price: varies +tags: +Type: Shield +--- +# TACTICAL SHIELD +**Source** _Character Operations Manual pg. 125_ +A tactical shield is a small, mobile defensive plate you carry on one limb and can maneuver to intercept attacks against you. A hand wielding a tactical shield can still hold another object and be used to reload weapons, but it cannot wield weapons or other shields. You can use a tactical shield to make a special unarmed strike that does not count as archaic. + +## BASIC + +**Source** _Character Operations Manual pg. 125_ +**Level** 1; **Price** 250 +**Shield Bonus** +0/+1; **Max Dex** —; **Armor Check Penalty** — +**Bulk** 1; **Upgrades** 0 + +## FIELD + +**Source** _Character Operations Manual pg. 125_ +**Level** 5; **Price** 2,500 +**Shield Bonus** +1/+1; **Max Dex** —; **Armor Check Penalty** — +**Bulk** 1; **Upgrades** 1 + +## ADVANCED + +**Source** _Character Operations Manual pg. 125_ +**Level** 10; **Price** 17,250 +**Shield Bonus** +1/+2; **Max Dex** —; **Armor Check Penalty** — +**Bulk** 1; **Upgrades** 1 + +## ELITE + +**Source** _Character Operations Manual pg. 125_ +**Level** 15; **Price** 100,000 +**Shield Bonus** +1/+2; **Max Dex** —; **Armor Check Penalty** — +**Bulk** 1; **Upgrades** 1 + +## PARAGON + +**Source** _Character Operations Manual pg. 125_ +**Level** 20; **Price** 800,000 +**Shield Bonus** +1/+3; **Max Dex** —; **Armor Check Penalty** — +**Bulk** 1; **Upgrades** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Anchor Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Anchor Pistol.md new file mode 100644 index 0000000..3715766 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Anchor Pistol.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 9 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# ANCHOR PISTOL +Blasts from this electromagnetic pistol create a magnetic field that hampers a foe’s movement. Barathus working on Liavara developed these weapons, as the magnetic fields ensnare a target without causing it to fall—a useful feature when confronting the operators of illicit harvesting endeavors on a gas giant. Many parts of an anchor pistol are grown from living organisms, resulting in a lightweight pistol that gleams like mother-of-pearl. Voltaic anchor pistols employ typical electromagnetism, while the emergent and inductive anchor pistols use higher symmetries to produce aperiodic force. The flux anchor pistol relies on quantum-phase factors to generate extraordinarily powerful blasts. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ANCHOR PISTOL, EMERGENT + +**Source** _Starfinder Armory pg. 44_ +**Level** 9; **Price** 13,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 E; **Range** 40 ft.; **Critical** bind +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** nonlethal + +## ANCHOR PISTOL, VOLTAIC + +**Source** _Starfinder Armory pg. 44_ +**Level** 4; **Price** 2,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E; **Range** 40 ft.; **Critical** bind +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** nonlethal + +## ANCHOR PISTOL, INDUCTIVE + +**Source** _Starfinder Armory pg. 44_ +**Level** 15; **Price** 108,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 E; **Range** 40 ft.; **Critical** bind +**Capacity** 80 charges; **Usage** 4 +**Bulk** L; **Special** nonlethal + +## ANCHOR PISTOL, FLUX + +**Source** _Starfinder Armory pg. 44_ +**Level** 20; **Price** 814,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d6 E; **Range** 60 ft.; **Critical** bind +**Capacity** 80 charges; **Usage** 5 +**Bulk** L; **Special** nonlethal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Arc Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Arc Pistol.md new file mode 100644 index 0000000..e9df11b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Arc Pistol.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 2 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# ARC PISTOL +Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## ARC PISTOL, AURORA + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 13; **Price** 45,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d6 E; **Range** 50 ft.; **Critical** arc 2d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** stun + +## ARC PISTOL, STATIC + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 2; **Price** 750 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E; **Range** 50 ft.; **Critical** arc 2 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** stun + +## ARC PISTOL, STORM + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 18; **Price** 365,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d12 E; **Range** 50 ft.; **Critical** arc 4d6 +**Capacity** 100 charges; **Usage** 10 +**Bulk** L; **Special** stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Bone Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Bone Pistol.md new file mode 100644 index 0000000..a784edc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Bone Pistol.md @@ -0,0 +1,53 @@ +--- +aliases: +Level: 3 / 6 / 11 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# BONE PISTOL +Usually crafted from bone and gristle, these pistols are prized by the Corpse Fleet and members of the Urgathoan church, but they have also been found in reaches of the galaxy untouched by Eoxian influence. The energy blasts from a bone pistol are a special blend of cold and negative energy that passes harmlessly over the nonliving. Bone pistols are commonly categorized as grave-class, crypt-class, sepulcher-class, and vault-class. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## BONE PISTOL, CRYPT-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 6; **Price** 4,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 C; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** antibiological + + +## BONE PISTOL, GRAVE-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 3; **Price** 900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 C; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** antibiological + +## BONE PISTOL, SEPULCHER-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 11; **Price** 25,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 C; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** antibiological + +## BONE PISTOL, VAULT-CLASS + +**Source** _Starfinder Armory pg. 34_ +**Level** 18; **Price** 591,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 C; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** antibiological \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Caustoject.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Caustoject.md new file mode 100644 index 0000000..4002fba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Caustoject.md @@ -0,0 +1,49 @@ +--- +aliases: +Level: 1 / 6 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# CAUSTOJECT +## CAUSTOJECT + +Much of the design of this pistol-like weapon is based off the biological systems of the disintegration lash class of small arms, though a caustoject’s more traditional appearance is in stark contrast to its techno-organic inspiration. Caustojects create an injectable field that transforms ordinary matter into an acidic compound, disintegrating their targets from the inside. Syringes can be loaded into these weapons, allowing other materials to be quickly injected instead of an acidic discharge (in which case only the injection effect occurs—no acid damage is dealt). + +## CAUSTOJECT, DECIMATOR + +**Source** _Character Operations Manual pg. 122_ +**Level** 6; **Price** 4,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 A; **Range** 30 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** Injection + + +## CAUSTOJECT, LIQUIDATOR + +**Source** _Character Operations Manual pg. 122_ +**Level** 1; **Price** 225 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 A; **Range** 30 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** Injection + +## CAUSTOJECT, EXECUTIONER + +**Source** _Character Operations Manual pg. 122_ +**Level** 12; **Price** 32,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 A; **Range** 30 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** Injection + +## CAUSTOJECT, ERADICATOR + +**Source** _Character Operations Manual pg. 123_ +**Level** 18; **Price** 242,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d8 A; **Range** 30 ft.; **Critical** Injection DC +2 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** Injection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cavitation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cavitation.md new file mode 100644 index 0000000..83464f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cavitation.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 3 / 8 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# CAVITATION +## CAVITATION PISTOL + +A series of prongs takes the place of this pistol’s barrel; firing the weapon causes a small sphere of energy to form at their center and launch forward at speed. If the wielder times the shot perfectly, the plasma sphere pulses just as it hits the target, dealing damage to nearby creatures, but most find the feat difficult to replicate consistently. A vapor cavitation pistol creates a very focused sphere, while the inertial cavitation pistol creates one that implodes on impact. Hydrodynamic and thermodynamic cavitation pistols use more complex reactions that carry significantly more destructive power. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## CAVITATION PISTOL, HYDRODYNAMIC + +**Source** _Starfinder Armory pg. 41_ +**Level** 14; **Price** 75,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d12 E & F; **Range** 40 ft.; **Critical** pulse 2d6 +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** unwieldy + + +## CAVITATION PISTOL, VAPOR + +**Source** _Starfinder Armory pg. 41_ +**Level** 3; **Price** 1,430 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E & F; **Range** 20 ft.; **Critical** pulse 1d4 +**Capacity** 20 charges; **Usage** 5 +**Bulk** L; **Special** unwieldy + +## CAVITATION PISTOL, INERTIAL + +**Source** _Starfinder Armory pg. 41_ +**Level** 8; **Price** 9,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 E & F; **Range** 20 ft.; **Critical** pulse 1d6 +**Capacity** 40 charges; **Usage** 5 +**Bulk** L; **Special** unwieldy + +## CAVITATION PISTOL, THERMODYNAMIC + +**Source** _Starfinder Armory pg. 43_ +**Level** 18; **Price** 584,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d12 E & F; **Range** 20 ft.; **Critical** pulse 3d6 +**Capacity** 80 charges; **Usage** 10 +**Bulk** L; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cestus Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cestus Pistol.md new file mode 100644 index 0000000..497b990 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Cestus Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# CESTUS PISTOL +This weapon consists of a black leather glove that is mounted with a small, single-round firearm. Unlike most firearms, the weapon is designed to fire when pressure is placed upon its barrel rather than using a hand-based triggering mechanism. As a result, wielders must press a cestus pistol up against whatever they intend to shoot in order to discharge the weapon’s round, giving the weapon limited range. + +## CESTUS PISTOL, ADVANCED + +**Source** _Character Operations Manual pg. 123_ +**Level** 6; **Price** 4,170 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 P; **Range** Reach ft.; **Critical** Bleed 1d4 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, punch gun + +## CESTUS PISTOL, TACTICAL + +**Source** _Character Operations Manual pg. 123_ +**Level** 1; **Price** 250 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 P; **Range** Reach ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, punch gun + +## CESTUS PISTOL, ELITE + +**Source** _Character Operations Manual pg. 123_ +**Level** 11; **Price** 24,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 P; **Range** Reach ft.; **Critical** Bleed 1d6 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, punch gun + +## CESTUS PISTOL, PARAGON + +**Source** _Character Operations Manual pg. 123_ +**Level** 16; **Price** 162,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d10 P; **Range** Reach ft.; **Critical** Bleed 1d8 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, punch gun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Compliance Ray.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Compliance Ray.md new file mode 100644 index 0000000..860aced --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Compliance Ray.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 3 / 7 / 11 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# COMPLIANCE RAY +With a wider beam than typical lasers, the compliance ray is designed for crowd control and other nonmilitary uses. Although these rays are legal for civilians to own, most models are themed to fit in with the local constabulary’s armor; the Stewards’ blue-and-gold models are common throughout the Pact Worlds. Shots from these pistols cause intense discomfort, and a hit to the eyes can cause temporary blindness. Models begin with the flash designation and increase in intensity as follows: flare, strobe, starburst, and sunspot. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## COMPLIANCE RAY, FLARE + +**Source** _Starfinder Armory pg. 40_ +**Level** 7; **Price** 6,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 F; **Range** 60 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## COMPLIANCE RAY, FLASH + +**Source** _Starfinder Armory pg. 40_ +**Level** 3; **Price** 1,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 F; **Range** 60 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## COMPLIANCE RAY, STROBE + +**Source** _Starfinder Armory pg. 40_ +**Level** 11; **Price** 25,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 F; **Range** 60 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## COMPLIANCE RAY, STARBURST + +**Source** _Starfinder Armory pg. 40_ +**Level** 15; **Price** 171,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d4 F; **Range** 60 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## COMPLIANCE RAY, SUNSPOT + +**Source** _Starfinder Armory pg. 40_ +**Level** 19; **Price** 545,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 9d4 F; **Range** 80 ft.; **Critical** blind +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Decoupler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Decoupler.md new file mode 100644 index 0000000..34e8625 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Decoupler.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 1 / 4 / 8 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# DECOUPLER +Some manufacturers have streamlined the disintegrator pistol’s design to create a more affordable option; the result of their efforts is referred to simply as a decoupler. A decoupler is smaller and lighter than a disintegrator pistol, trading some of its outright destructive power for the ability to deal superficial pain that can leave targets shaking in their boots. In the Apostaean city of Nightarch, the ruling House Zeizerer issues decouplers to its enforcers, many of whom refer to the weapons as “facilitators.” Manufacturers typically produce bruiser, pusher, and screamer decouplers. + +### DISINTEGRATOR WEAPONS + +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## DECOUPLER, BRUISER + +**Source** _Starfinder Armory pg. 36_ +**Level** 1; **Price** 430 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 A; **Range** 20 ft.; **Critical** demoralize +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## DECOUPLER, PUSHER + +**Source** _Starfinder Armory pg. 36_ +**Level** 4; **Price** 2,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 A; **Range** 30 ft.; **Critical** demoralize +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — + +## DECOUPLER, SCREAMER + +**Source** _Starfinder Armory pg. 36_ +**Level** 8; **Price** 10,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 A; **Range** 30 ft.; **Critical** demoralize +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Digitizer Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Digitizer Pistol.md new file mode 100644 index 0000000..c4fb97e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Digitizer Pistol.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 7 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# DIGITIZER PISTOL +These usually gaudy weapons likely manifested within some virtual reality or were created by cultures locked in digital simulations. Digitizer weapons use standard batteries and insistently announce (sometimes in long-forgotten languages) that they require more ammunition whenever the battery is reduced below 20% its total capacity. + +## DIGITIZER PISTOL, GOLD + +**Source** _Tech Revolution pg. 65_ +**Level** 13; **Price** 46,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d4 So; **Range** 40 ft.; **Critical** digitize 2d6 +**Capacity** 80 charges ; **Usage** 4 +**Bulk** L; **Special** Bright, professional (vidgamer), relic + +## DIGITIZER PISTOL, SILVER + +**Source** _Tech Revolution pg. 65_ +**Level** 7; **Price** 6,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 So; **Range** 40 ft.; **Critical** digitize 1d6 +**Capacity** 40 charges ; **Usage** 2 +**Bulk** L; **Special** Bright, professional (vidgamer), relic + +## DIGITIZER PISTOL, HOLOFOIL + +**Source** _Tech Revolution pg. 65_ +**Level** 19; **Price** 580,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 10d4 So; **Range** 40 ft.; **Critical** digitize 4d6 +**Capacity** 100 charges ; **Usage** 5 +**Bulk** L; **Special** Bright, professional (vidgamer), relic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dirge Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dirge Pistol.md new file mode 100644 index 0000000..814a296 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dirge Pistol.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 1 / 6 / 10 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# DIRGE PISTOL +The oscillating sonic waves discharged from a dirge pistol work like those fired from a dirge cannon. Raiders and hijackers prize these weapons for their effect against living targets, which can leave many valuables unharmed. Harmonic and resonant dirge pistols generate stable oscillations, while the anharmonic, parametric, and radial dirge pistols have concentric generator cylinders to produce dissonant and more harmful output. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## DIRGE PISTOL, ANHARMONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 10; **Price** 20,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d4 So; **Range** 40 ft.; **Critical** sicken +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** antibiological + +## DIRGE PISTOL, HARMONIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 1; **Price** 440 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 So; **Range** 20 ft.; **Critical** sicken +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** antibiological + +## DIRGE PISTOL, RESONANT + +**Source** _Starfinder Armory pg. 50_ +**Level** 6; **Price** 4,950 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 So; **Range** 40 ft.; **Critical** sicken +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** antibiological + +## DIRGE PISTOL, PARAMETRIC + +**Source** _Starfinder Armory pg. 50_ +**Level** 15; **Price** 133,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d4 So; **Range** 60 ft.; **Critical** sicken +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** antibiological + +## DIRGE PISTOL, RADIAL + +**Source** _Starfinder Armory pg. 50_ +**Level** 19; **Price** 660,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 10d4 So; **Range** 60 ft.; **Critical** sicken +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** antibiological \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Disintegration Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Disintegration Pistol.md new file mode 100644 index 0000000..bf4bb1b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Disintegration Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# DISINTEGRATION PISTOL +Available as pistols (small arms), rifles (longarms), and cannons (heavy weapons), these powerful weapons are often referred to by the more scientific term “high-energy proton decouplers,” as they produce streams of energized fields that corrode and break down matter much like subatomic acid would. However, since their effects appear to turn metal to slag, plastic to vapor, and flesh to goo, they’re commonly known as “disintegrators.” Devourer cultists particular revere disintegrators because the weapons slough away their enemies’ flesh. + +## DISINTEGRATION PISTOL, DECIMATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 11; **Price** 28,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d20 A; **Range** 20 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## DISINTEGRATION PISTOL, LIQUIDATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 6; **Price** 4,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 A; **Range** 15 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## DISINTEGRATION PISTOL, EXECUTIONER + +**Source** _Starfinder Armory pg. 36_ +**Level** 16; **Price** 200,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d20 A; **Range** 25 ft.; **Critical** corrode 1d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## DISINTEGRATION PISTOL, ERADICATOR + +**Source** _Starfinder Armory pg. 36_ +**Level** 20; **Price** 745,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d20 A; **Range** 30 ft.; **Critical** corrode 2d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dragon Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dragon Pistol.md new file mode 100644 index 0000000..a48dbff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Dragon Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 5 / 10 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# DRAGON PISTOL +A dragon pistol features a wide muzzle that is often shaped like a dragon’s maw. The weapon discharges discrete orbs of flaming petrol that can cling to targets. A wyrmling dragon pistol casts small petrol globules, while drake and wyvern dragon pistols have increased outputs. The true dragon pistol is as devastating as it is rare. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## DRAGON PISTOL, DRAKE + +**Source** _Starfinder Armory pg. 37_ +**Level** 10; **Price** 17,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d4 F; **Range** 30 ft.; **Critical** burn 2d4 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** L; **Special** — + +## DRAGON PISTOL, WYRMLING + +**Source** _Starfinder Armory pg. 37_ +**Level** 5; **Price** 2,650 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 F; **Range** 30 ft.; **Critical** burn 1d6 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** L; **Special** — + +## DRAGON PISTOL, WYVERN + +**Source** _Starfinder Armory pg. 37_ +**Level** 15; **Price** 95,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 F; **Range** 30 ft.; **Critical** burn 3d6 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** L; **Special** — + +## DRAGON PISTOL, TRUE + +**Source** _Starfinder Armory pg. 37_ +**Level** 19; **Price** 489,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 F; **Range** 40 ft.; **Critical** burn 5d6 +**Capacity** 20 petrol; **Usage** 1 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flame Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flame Pistol.md new file mode 100644 index 0000000..4039371 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flame Pistol.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 2 +NoteType: Weapon +Price: 470 +tags: +Type: Smallarm +--- +# FLAME PISTOL +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 2; **Price** 470 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 F; **Range** 20 ft.; **Critical** burn 1d4 +**Capacity** 20 petrol; **Usage** 4 +**Bulk** L; **Special** Analog, line, unwieldy + +### DESCRIPTION + +A flame pistol shoots a line of ignited petrol from its barrel. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flare Gun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flare Gun.md new file mode 100644 index 0000000..bacb6bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Flare Gun.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 90 +tags: +Type: Smallarm +--- +# FLARE GUN +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## FLARE GUN, SURVIVAL + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 1; **Price** 90 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 F; **Range** 30 ft.; **Critical** burn 1d6 +**Capacity** 1 flare; **Usage** 1 +**Bulk** L; **Special** analog, bright + +### DESCRIPTION + +A survival flare gun is used to signal danger or call for help. Though not designed for combat, survival flare guns can deal fire damage at close range. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Forked Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Forked Pistol.md new file mode 100644 index 0000000..6fec4dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Forked Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 6 / 13 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# FORKED PISTOL +Plasma builds up and arcs between the two long, notched tines of this pistol, amplifying in power as the stream travels the length of the weapon. Forked pistols are named for the number of notches in their plasma-generating forks, as each notch contributes to a more powerful blast. Pistols are typically available in 6-notch, 8-notch, 9-notch, and 10-notch models. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## FORKED PISTOL, 10-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 20; **Price** 801,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 9d4 E & F; **Range** 30 ft.; **Critical** burn 4d4 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** boost 5d4 + +## FORKED PISTOL, 6-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 2; **Price** 720 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 E & F; **Range** 30 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** boost 1 + +## FORKED PISTOL, 8-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 6; **Price** 4,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 E & F; **Range** 30 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** boost 1d4 + +## FORKED PISTOL, 9-NOTCH + +**Source** _Starfinder Armory pg. 42_ +**Level** 13; **Price** 48,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 E & F; **Range** 30 ft.; **Critical** burn 3d4 +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** boost 2d4 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Glove Needler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Glove Needler.md new file mode 100644 index 0000000..62939fd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Glove Needler.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 7 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# GLOVE NEEDLER +Featuring a hand-mounted firing device that injects its target with acidic compounds, this weapon resembles a cross between a caustoject and cestus pistol. By default, the weapon uses a miniature battery to create caustic fields to inject into foes, but it can launch syringes of other substances when properly loaded with them (in which case only the injection effect occurs—no acid damage is dealt). + +## GLOVE NEEDLER, ADVANCED + +**Source** _Character Operations Manual pg. 122_ +**Level** 7; **Price** 5,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d12 A; **Range** Reach ft.; **Critical** Injection DC +2 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, injection, punch gun + +## GLOVE NEEDLER, TACTICAL + +**Source** _Character Operations Manual pg. 122_ +**Level** 2; **Price** 560 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 A; **Range** Reach ft.; **Critical** Injection DC +2 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, injection, punch gun + +## GLOVE NEEDLER, ELITE + +**Source** _Character Operations Manual pg. 122_ +**Level** 14; **Price** 69,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d12 A; **Range** Reach ft.; **Critical** Injection DC +2 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, injection, punch gun + +## GLOVE NEEDLER, PARAGON + +**Source** _Character Operations Manual pg. 123_ +**Level** 20; **Price** 765,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d12 A; **Range** Reach ft.; **Critical** Injection DC +2 +**Capacity** 1 round; **Usage** 1 +**Bulk** —; **Special** Conceal, injection, punch gun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Graviton Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Graviton Pistol.md new file mode 100644 index 0000000..2d58e29 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Graviton Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 5 / 8 / 13 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# GRAVITON PISTOL +Many security forces and peacekeepers employ graviton pistols, since these weapons deal no damage but instead push or pull a target. Long rods running in parallel lines form a barrel-like structure that makes such a pistol easy to identify. The available models of graviton pistols start at linear, with vector, tensor, and chiral models are able to move a target increasing distances. + +## GRAVITON PISTOL, CHIRAL + +**Source** _Starfinder Armory pg. 52_ +**Level** 13; **Price** 49,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 60 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** gravitation (25 ft.) + +## GRAVITON PISTOL, LINEAR + +**Source** _Starfinder Armory pg. 52_ +**Level** 3; **Price** 1,450 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 60 ft.; **Critical** knockdown +**Capacity** 20 charges; **Usage** 4 +**Bulk** 2; **Special** gravitation (10 ft.) + +## GRAVITON PISTOL, VECTOR + +**Source** _Starfinder Armory pg. 52_ +**Level** 5; **Price** 3,050 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 60 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** gravitation (15 ft.) + +## GRAVITON PISTOL, TENSOR + +**Source** _Starfinder Armory pg. 52_ +**Level** 8; **Price** 9,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 60 ft.; **Critical** knockdown +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** gravitation (20 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Gyrojet Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Gyrojet Pistol.md new file mode 100644 index 0000000..e54c901 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Gyrojet Pistol.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 15 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# GYROJET PISTOL +Gyrojet pistols fire mini-rockets that can hit with a force great enough to knock down targets. Gyrojet pistols are slightly larger than semiautomatic pistols, and they have a reinforced barrel. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## GYROJET PISTOL, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 17; **Price** 212,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d12 B; **Range** 80 ft.; **Critical** knockdown +**Capacity** 8 mini-rockets; **Usage** 1 +**Bulk** L; **Special** analog + +## GYROJET PISTOL, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 15; **Price** 91,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d12 B; **Range** 80 ft.; **Critical** knockdown +**Capacity** 8 mini-rockets; **Usage** 1 +**Bulk** L; **Special** analog + +## GYROJET PISTOL, ELITE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 20; **Price** 715,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d12 B; **Range** 80 ft.; **Critical** knockdown +**Capacity** 8 mini-rockets; **Usage** 1 +**Bulk** L; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Hail Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Hail Pistol.md new file mode 100644 index 0000000..3a16fdf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Hail Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 1 / 8 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# HAIL PISTOL +A hail pistol includes a chamber behind the barrel that circulates supercooled vapor and causes it to coalesce into razor-edged shards of ice that leave foes with rime-edged bleeding wounds. Subzero, gelid, ultracold, and absolute-zero hail pistols each produce progressively larger and more jagged shards. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## HAIL PISTOL, ABSOLUTE-ZERO + +**Source** _Starfinder Armory pg. 34_ +**Level** 17; **Price** 218,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 C & P; **Range** 40 ft.; **Critical** bleed 1d10 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## HAIL PISTOL, SUBZERO + +**Source** _Starfinder Armory pg. 34_ +**Level** 1; **Price** 120 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 C & P; **Range** 20 ft.; **Critical** bleed 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** — + +## HAIL PISTOL, GELID + +**Source** _Starfinder Armory pg. 34_ +**Level** 8; **Price** 8,600 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 C & P; **Range** 20 ft.; **Critical** bleed 1d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** — + +## HAIL PISTOL, ULTRACOLD + +**Source** _Starfinder Armory pg. 34_ +**Level** 14; **Price** 63,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 C & P; **Range** 40 ft.; **Critical** bleed 1d8 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcannon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcannon.md new file mode 100644 index 0000000..4fce2fd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcannon.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 2 / 6 / 9 / 12 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# HANDCANNON +Handcannons are popular with those who want to impress or intimidate their foes through the sheer presence of their armament without having to invest in the training required to master longarms or heavy weaponry. Its oversized barrel and muzzle are somewhat precariously balanced on a one-handed grip, though most wielders use both hands to make the weapon more manageable in combat situations. The various model names of this weapon—bravado, swagger, bombast, braggadocio, and gasconade—were originally facetious references to the character of those who tend to favor them, though many users embrace the names unironically. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## HANDCANNON, BOMBAST + +**Source** _Starfinder Armory pg. 44_ +**Level** 9; **Price** 13,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 P; **Range** 40 ft.; **Critical** knockdown +**Capacity** 8 shells; **Usage** 1 +**Bulk** 1; **Special** analog, free hands (1), unwieldy + +## HANDCANNON, BRAVADO + +**Source** _Starfinder Armory pg. 44_ +**Level** 2; **Price** 790 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 P; **Range** 20 ft.; **Critical** knockdown +**Capacity** 1 shell; **Usage** 1 +**Bulk** 1; **Special** analog, free hands (1), unwieldy + +## HANDCANNON, SWAGGER + +**Source** _Starfinder Armory pg. 44_ +**Level** 6; **Price** 4,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d12 P; **Range** 40 ft.; **Critical** knockdown +**Capacity** 6 shells; **Usage** 1 +**Bulk** 1; **Special** analog, free hands (1), unwieldy + +## HANDCANNON, BRAGGADOCIO + +**Source** _Starfinder Armory pg. 44_ +**Level** 12; **Price** 35,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 P; **Range** 40 ft.; **Critical** knockdown +**Capacity** 9 shells; **Usage** 1 +**Bulk** 1; **Special** analog, free hands (1), unwieldy + +## HANDCANNON, GASCONADE + +**Source** _Starfinder Armory pg. 44_ +**Level** 18; **Price** 364,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d8 P; **Range** 40 ft.; **Critical** knockdown +**Capacity** 12 shells; **Usage** 1 +**Bulk** 1; **Special** analog, free hands (1), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcoil.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcoil.md new file mode 100644 index 0000000..76f8b1a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Handcoil.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 7 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# HANDCOIL +An ultraminiaturized version of the coilguns used on starships, this weapon has a short range but a powerful effect. Some of the first versions were produced by starship manufacturers and were accompanied by a promotional campaign suggesting that a starship’s crew should match the starship itself, complete with flight suits to match a given ship’s paint job. Most manufacturers still use the model classification set forth in those early campaigns: explorer, fighter, pilot, and capital handcoils. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## HANDCOIL, CAPITAL + +**Source** _Starfinder Armory pg. 45_ +**Level** 16; **Price** 150,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 E; **Range** 80 ft.; **Critical** arc 3d8 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## HANDCOIL, EXPLORER + +**Source** _Starfinder Armory pg. 45_ +**Level** 3; **Price** 1,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E; **Range** 40 ft.; **Critical** arc 1d6 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## HANDCOIL, FIGHTER + +**Source** _Starfinder Armory pg. 45_ +**Level** 7; **Price** 5,600 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 E; **Range** 40 ft.; **Critical** arc 1d10 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## HANDCOIL, PILOT + +**Source** _Starfinder Armory pg. 45_ +**Level** 11; **Price** 24,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 E; **Range** 60 ft.; **Critical** arc 2d8 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Infernian.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Infernian.md new file mode 100644 index 0000000..55fb836 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Infernian.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 3 / 7 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# INFERNIAN +Produced in prison-factories on Embroi, this short pistol uses clips of magnesium flares to deliver shots of scorching fire. The fire from this weapon seems to dance briefly over the target, lunging out toward other creatures. + +## INFERNIAN, FIREDRAKE-CLASS + +**Source** _Near Space pg. 150_ +**Level** 15; **Price** 109,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d4 F; **Range** 50 ft.; **Critical** Arc 3d6 +**Capacity** 20 flares; **Usage** 1 +**Bulk** L; **Special** — + +## INFERNIAN, IFRIT-CLASS + +**Source** _Near Space pg. 150_ +**Level** 3; **Price** 1,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 F; **Range** 50 ft.; **Critical** Arc 1d4 +**Capacity** 4 flares; **Usage** 1 +**Bulk** L; **Special** — + +## INFERNIAN, SALAMANDER-CLASS + +**Source** _Near Space pg. 150_ +**Level** 7; **Price** 6,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 F; **Range** 50 ft.; **Critical** Arc 1d6 +**Capacity** 10 flares; **Usage** 1 +**Bulk** L; **Special** — + +## INFERNIAN, HELLHOUND-CLASS + +**Source** _Near Space pg. 150_ +**Level** 11; **Price** 25,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 F; **Range** 50 ft.; **Critical** Arc 2d6 +**Capacity** 20 flares; **Usage** 1 +**Bulk** L; **Special** — + +## INFERNIAN, PHOENIX-CLASS + +**Source** _Near Space pg. 150_ +**Level** 19; **Price** 591,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 7d6 F; **Range** 50 ft.; **Critical** Arc 4d6 +**Capacity** 20 flares; **Usage** 1 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Injector Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Injector Pistol.md new file mode 100644 index 0000000..b1e50b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Injector Pistol.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 3 / 5 / 8 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# INJECTOR PISTOL +Manufacturers worked to the specifications of xenobiologists to design and produce these firearms, which use magnetic fields to accelerate darts loaded with various substances for injection into the target. They do so far less gently than the smaller needler pistol, however, and they have become a popular tool for poisoners, slavers, and others with less scientific intentions. Medic and zoologist injector pistols are often used by xenobiologists studying unintelligent species; poacher, subjugation, and elite injector pistols are generally regarded as illicit since they more often used to target sentient species, though most markets nevertheless carry the weapons. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## INJECTOR PISTOL, ELITE + +**Source** _Starfinder Armory pg. 44_ +**Level** 19; **Price** 532,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 9d6 P; **Range** 80 ft.; **Critical** injection DC +2 +**Capacity** 20 darts; **Usage** 1 +**Bulk** L; **Special** injection + +## INJECTOR PISTOL, MEDIC + +**Source** _Starfinder Armory pg. 44_ +**Level** 3; **Price** 1,290 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 P; **Range** 40 ft.; **Critical** injection DC +2 +**Capacity** 10 darts; **Usage** 1 +**Bulk** L; **Special** injection + +## INJECTOR PISTOL, ZOOLOGIST + +**Source** _Starfinder Armory pg. 44_ +**Level** 5; **Price** 2,890 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 P; **Range** 60 ft.; **Critical** injection DC +2 +**Capacity** 20 darts; **Usage** 1 +**Bulk** L; **Special** injection + +## INJECTOR PISTOL, POACHER + +**Source** _Starfinder Armory pg. 44_ +**Level** 8; **Price** 9,050 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 P; **Range** 60 ft.; **Critical** injection DC +2 +**Capacity** 20 darts; **Usage** 1 +**Bulk** L; **Special** injection + +## INJECTOR PISTOL, SUBJUGATION + +**Source** _Starfinder Armory pg. 44_ +**Level** 14; **Price** 68,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d6 P; **Range** 80 ft.; **Critical** injection DC +2 +**Capacity** 20 darts; **Usage** 1 +**Bulk** L; **Special** injection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ionizer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ionizer.md new file mode 100644 index 0000000..57820de --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ionizer.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 10 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# IONIZER +The ionizer’s beam ionizes a path to its target, which serves as a route for the ensuing electric charge. There are several different elemental ions used in constructing ionizers, with the strength of the output based on the metal used. The most common are cupric, ferric, chromic, and stannic ionizers. Generally, the weapon’s hardware is stored in two upgrade slots of a piece of armor, while a connected wand-like barrel extends from an extremity. Aballon’s anacites designed the first ionizers, but they have long since spread throughout the Pact Worlds and beyond. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## IONIZER, CHROMIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 14; **Price** 80,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d4 E; **Range** 30 ft.; **Critical** arc 3d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (2 slots), unwieldy + +## IONIZER, CUPRIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 6; **Price** 4,650 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 E; **Range** 30 ft.; **Critical** arc 1d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (2 slots), unwieldy + +## IONIZER, FERIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 10; **Price** 20,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 E; **Range** 30 ft.; **Critical** arc 2d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (2 slots), unwieldy + +## IONIZER, STANNIC + +**Source** _Starfinder Armory pg. 45_ +**Level** 19; **Price** 611,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 E; **Range** 30 ft.; **Critical** arc 5d8 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (2 slots), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Laser Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Laser Pistol.md new file mode 100644 index 0000000..306b50e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Laser Pistol.md @@ -0,0 +1,66 @@ +--- +aliases: +Level: 1 / 6 / 9 / 12 / 14 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# LASER PISTOL +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## LASER PISTOL, APHELION + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 9; **Price** 14,820 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d4 F; **Range** 90 ft.; **Critical** burn 1d4 +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** boost 1d4 + +## LASER PISTOL, AZIMUTH + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 1; **Price** 350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 F; **Range** 80 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** — + +## LASER PISTOL, CORONA + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 6; **Price** 4,270 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 F; **Range** 90 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** — + +## LASER PISTOL, PERIHELION + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 12; **Price** 40,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 F; **Range** 90 ft.; **Critical** burn 2d4 +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — + +## LASER PISTOL, PARALLAX + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 14; **Price** 82,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d4 F; **Range** 90 ft.; **Critical** burn 3d4 +**Capacity** 80 charges; **Usage** 4 +**Bulk** L; **Special** boost 2d4 + +## LASER PISTOL, ZENITH + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 17; **Price** 245,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d4 F; **Range** 100 ft.; **Critical** burn 4d4 +**Capacity** 80 charges; **Usage** 4 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lens Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lens Pistol.md new file mode 100644 index 0000000..c3bba1b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lens Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 4 / 10 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# LENS PISTOL +The lenses of this laser pistol reconfigure themselves for optimal focus between every shot, resulting in a more powerfully focused laser at a slower rate of fire. Cylindrical lens pistols and lenticular lens pistols focus their lasers using specially shaped lenses, while electron lens pistols and sunglass lens pistols are made of rarer materials and incorporate fine electronics. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## LENS PISTOL, CYLINDRICAL + +**Source** _Starfinder Armory pg. 40_ +**Level** 4; **Price** 1,850 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 F; **Range** 80 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** unwieldy + +## LENS PISTOL, LENTICULAR + +**Source** _Starfinder Armory pg. 40_ +**Level** 10; **Price** 17,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 F; **Range** 80 ft.; **Critical** burn 1d8 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** unwieldy + +## LENS PISTOL, ELECTRON + +**Source** _Starfinder Armory pg. 40_ +**Level** 16; **Price** 146,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 F; **Range** 100 ft.; **Critical** burn 2d8 +**Capacity** 80 charges; **Usage** 5 +**Bulk** L; **Special** unwieldy + +## LENS PISTOL, SUNGLASS + +**Source** _Starfinder Armory pg. 40_ +**Level** 20; **Price** 728,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 7d8 F; **Range** 120 ft.; **Critical** burn 3d8 +**Capacity** 80 charges; **Usage** 8 +**Bulk** L; **Special** unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lightning Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lightning Pistol.md new file mode 100644 index 0000000..ac23eeb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Lightning Pistol.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 5 / 8 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# LIGHTNING PISTOL +When fired, this weapon erupts with a long, crackling bolt of electricity reminiscent of lightning. Sheet lightning pistols and ribbon lightning pistols are relatively common, but rocket and smooth-channel lightning pistols typically require a special license to carry legally. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## LIGHTNING PISTOL, RIBBON + +**Source** _Starfinder Armory pg. 45_ +**Level** 8; **Price** 9,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 E; **Range** 30 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 5 +**Bulk** L; **Special** line, stun, unwieldy + + +## LIGHTNING PISTOL, SHEET + +**Source** _Starfinder Armory pg. 45_ +**Level** 5; **Price** 3,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E; **Range** 20 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** line, stun, unwieldy + +## LIGHTNING PISTOL, ROCKET + +**Source** _Starfinder Armory pg. 45_ +**Level** 12; **Price** 37,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 E; **Range** 30 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** line, stun, unwieldy + +## LIGHTNING PISTOL, SMOOTH-CHANNEL + +**Source** _Starfinder Armory pg. 45_ +**Level** 17; **Price** 260,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d10 E; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 10 +**Bulk** L; **Special** line, stun, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Mood Goo.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Mood Goo.md new file mode 100644 index 0000000..29861f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Mood Goo.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 4 +NoteType: Weapon +Price: 2,500 +tags: +Type: Smallarm +--- +# MOOD GOO +## MOOD GOO EMITTER + +**Source** _Drift Crisis pg. 51_ +**Level** 4; **Price** 2,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 30 ft.; **Critical** Knockdown +**Capacity** 10 mood goo ; **Usage** 1 +**Bulk** 1; **Special** Analog, line, unwieldy + +### DESCRIPTION + +Immediately after the Crash, deep in the warrens of Absalom Station, space goblins discovered a tiny rupture to the Drift emitting a strange, purplish slime. Physical contact with this slime was found to cause a pleasant, calming euphoria. While this “mood goo” dries after a minute, it can be stored under pressure. The goblins immediately packed this self-replicating substance into insulation foam sprayers and started selling them as riot control gear. These mood goo emitters can fire the mood goo in a line up to 30 feet, allowing their user to select up to 4 squares in that line to become difficult terrain for 1 minute. Any creature hit by the goo gains the fascinated condition for 1d6 rounds, (DC 14 Will save negates). Being sprayed with additional goo doesn’t count as a threat for the fascinated condition and adds to the duration of the original effect, up to 10 rounds maximum. A creature that succeeds at this save is immune to the effects of mood goo for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nanite Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nanite Pistol.md new file mode 100644 index 0000000..573626e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nanite Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 9 / 11 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# NANITE PISTOL +These pistols were designed as extraction tools, providing disaster relief workers a reliable way to melt debris or disintegrate doors. Infamous for inflicting gruesome scars when used on living targets, nanite pistols have become a favored sidearm for the messiest of assassins. + +## NANITE PISTOL, ARTIFICER-CLASS + +**Source** _Tech Revolution pg. 61_ +**Level** 19; **Price** 555,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 A; **Range** 30 ft.; **Critical** Wound +**Capacity** 10 nanites ; **Usage** 1 +**Bulk** L; **Special** Deconstruct 5d4 + +## NANITE PISTOL, TINKER-CLASS + +**Source** _Tech Revolution pg. 61_ +**Level** 9; **Price** 13,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 A; **Range** 30 ft.; **Critical** — +**Capacity** 10 nanites ; **Usage** 1 +**Bulk** L; **Special** Deconstruct 2d4 + +## NANITE PISTOL, SCRAPPER-CLASS + +**Source** _Tech Revolution pg. 61_ +**Level** 11; **Price** 25,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 A; **Range** 30 ft.; **Critical** — +**Capacity** 10 nanites ; **Usage** 1 +**Bulk** L; **Special** Deconstruct 3d4 + +## NANITE PISTOL, ENGINEER-CLASS + +**Source** _Tech Revolution pg. 61_ +**Level** 14; **Price** 72,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 A; **Range** 30 ft.; **Critical** Wound +**Capacity** 10 nanites ; **Usage** 1 +**Bulk** L; **Special** Deconstruct 4d4 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Needler Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Needler Pistol.md new file mode 100644 index 0000000..c790764 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Needler Pistol.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 105 +tags: +Type: Smallarm +--- +# NEEDLER PISTOL + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 1; **Price** 105 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 P; **Range** 30 ft.; **Critical** injection DC +2 +**Capacity** 6 darts; **Usage** 1 +**Bulk** L; **Special** analog, injection + +### DESCRIPTION + +A favorite of assassins and battlefield medics alike, the needler pistol uses magnetic fields or pressurized gas to launch darts that inject a substance into the target. This injection gun can be fitted with cartridges containing medicine or poison. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nightarch Needler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nightarch Needler.md new file mode 100644 index 0000000..009928c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Nightarch Needler.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# NIGHTARCH NEEDLER +Popular among the drow on Apostae, this needle gun can deliver deadly poisons. The weapon is so small you gain a +2 bonus to Sleight of Hand checks to hide it on your person. + +## NIGHTARCH NEEDLER, ADVANCED + +**Source** _Pact Worlds pg. 194_ +**Level** 8; **Price** 6,270 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 P; **Range** 30 ft.; **Critical** injection dc +2 +**Capacity** 5 darts; **Usage** 1 +**Bulk** L; **Special** analog, injection + +## NIGHTARCH NEEDLER, TACTICAL + +**Source** _Pact Worlds pg. 194_ +**Level** 3; **Price** 1,650 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 P; **Range** 30 ft.; **Critical** injection dc +2 +**Capacity** 5 darts; **Usage** 1 +**Bulk** L; **Special** analog, injection + +## NIGHTARCH NEEDLER, ELITE + +**Source** _Pact Worlds pg. 194_ +**Level** 13; **Price** 44,980 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 P; **Range** 30 ft.; **Critical** injection dc +2 +**Capacity** 5 darts; **Usage** 1 +**Bulk** L; **Special** analog, injection + +## NIGHTARCH NEEDLER, PARAGON + +**Source** _Pact Worlds pg. 194_ +**Level** 18; **Price** 369,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d6 P; **Range** 30 ft.; **Critical** injection dc +2 +**Capacity** 5 darts; **Usage** 1 +**Bulk** L; **Special** analog, injection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Perforator Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Perforator Pistol.md new file mode 100644 index 0000000..ba56e86 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Perforator Pistol.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 2 / 9 / 13 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# PERFORATOR PISTOL +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## PERFORATOR PISTOL, DIFFRACTION + +**Source** _Starfinder Armory pg. 50_ +**Level** 2; **Price** 500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 So; **Range** 20 ft.; **Critical** bleed 1d4 +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** penetrating + +## PERFORATOR PISTOL, REFRACTION + +**Source** _Starfinder Armory pg. 50_ +**Level** 9; **Price** 13,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 So; **Range** 20 ft.; **Critical** bleed 1d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** penetrating + +## PERFORATOR PISTOL, LINEAR + +**Source** _Starfinder Armory pg. 50_ +**Level** 13; **Price** 46,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 So; **Range** 20 ft.; **Critical** bleed 2d6 +**Capacity** 40 charges; **Usage** 5 +**Bulk** L; **Special** penetrating + +## PERFORATOR PISTOL, PHASED + +**Source** _Starfinder Armory pg. 50_ +**Level** 20; **Price** 732,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d10 So; **Range** 40 ft.; **Critical** bleed +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Persuador.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Persuador.md new file mode 100644 index 0000000..daa773f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Persuador.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 9 +NoteType: Weapon +Price: 13,500 +tags: +Type: Smallarm +--- +# PERSUADOR + +**Source** _Starfinder Armory pg. 42_ +**Level** 9; **Price** 13,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 E & F; **Range** 30 ft.; **Critical** wound +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** boost 1d4 + +### DESCRIPTION + +This small, brutish sidearm fires a surprisingly large globule of plasma that stretches into a rope as it travels, sometimes inflicting terrible wounds on its target. It is a perennial favorite of officers in the Veskarium; those seeking to surprise and intimidate their foes use the weapon’s reputation to their advantage. Although the first persuaders date back to the Silent War and are considered rare collectibles in the Pact Worlds, dozens of manufacturers make their own modern versions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Claw.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Claw.md new file mode 100644 index 0000000..ffef6b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Claw.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 1 / 5 / 10 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# PLASMA CLAW +The Xenowardens bioengineered these large arthropod claws based on a creature from a lost world in the Vast—the claws create a burst of plasma as they snap shut. The organic plasma claw and biodynamic plasma claw models function most similarly to the original creature. Other manufacturers have created the slightly different electrocellular and synthecite models, which are less powerful versions of the two earlier models. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA CLAW, BIODYNAMIC + +**Source** _Starfinder Armory pg. 42_ +**Level** 16; **Price** 189,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 E & F; **Range** 30 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** living + +## PLASMA CLAW, ELECTOCELLULAR + +**Source** _Starfinder Armory pg. 42_ +**Level** 1; **Price** 280 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 E & F; **Range** 20 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** living + +## PLASMA CLAW, SYNTHECITE + +**Source** _Starfinder Armory pg. 42_ +**Level** 5; **Price** 3,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 E & F; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** living + +## PLASMA CLAW, ORGANIC + +**Source** _Starfinder Armory pg. 42_ +**Level** 10; **Price** 20,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 E & F; **Range** 30 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** living \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Pistol.md new file mode 100644 index 0000000..db6cb95 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 7 / 12 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# PLASMA PISTOL +Plasma pistols fire a line of ionized plasma out to a relatively short range. The plasma can continue to burn after contact. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA PISTOL, BLUE STAR + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 19; **Price** 565,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 E & F; **Range** 40 ft.; **Critical** burn 3d8 +**Capacity** 100 charges; **Usage** 20 +**Bulk** L; **Special** line, unwieldy + +## PLASMA PISTOL, RED STAR + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 7; **Price** 7,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 E & F; **Range** 20 ft.; **Critical** burn 1d8 +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** line, unwieldy + +## PLASMA PISTOL, YELLOW STAR + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 12; **Price** 40,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 E & F; **Range** 25 ft.; **Critical** burn 1d8 +**Capacity** 40 charges; **Usage** 8 +**Bulk** L; **Special** line, unwieldy + +## PLASMA PISTOL, WHITE STAR + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 15; **Price** 107,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 E & F; **Range** 30 ft.; **Critical** burn 2d8 +**Capacity** 100 charges; **Usage** 20 +**Bulk** L; **Special** line, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Ring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Ring.md new file mode 100644 index 0000000..3e44763 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Plasma Ring.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 4 / 11 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# PLASMA RING +Plasma rings are relatively flat, circular weapons with an easily grippable interior, allowing them to be used in a variety of orientations. Plasma cycles through a channel within the ring at high speeds, and a release valve allows a stream of plasma to escape in a directed jet. Single-valve plasma rings produce a small discharge, while dual-valve plasma rings have a synchronized pair of valves to produce a larger discharge. Multichannel plasma rings build plasma in a series of parallel rings that vent into a single release valve for an extremely powerful blast. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA RING, DUAL-VALVE + +**Source** _Starfinder Armory pg. 43_ +**Level** 11; **Price** 27,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 E & F; **Range** 50 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## PLASMA RING, SINGLE-VALVE + +**Source** _Starfinder Armory pg. 43_ +**Level** 4; **Price** 2,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 E & F; **Range** 40 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## PLASMA RING, MULTICHANNEL + +**Source** _Starfinder Armory pg. 43_ +**Level** 17; **Price** 280,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 E & F; **Range** 60 ft.; **Critical** wound +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Polarity Wire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Polarity Wire.md new file mode 100644 index 0000000..dc48b28 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Polarity Wire.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# POLARITY WIRE +This gauntlet houses coiled wire tipped with a sturdy needle. When triggered, the gauntlet launches the needle toward a target, channeling a deadly shock along the wire a split second later. After this, the gauntlet rapidly recoils the tethered needle in preparation for additional attacks. Due to the weapon’s design, a polarity wire can’t attack targets beyond its first range increment. + +### SHOCK WEAPONS + +Shock weapons emit powerful electrical blasts that can damage and potentially stun enemies. Ranged versions use a low-power laser to direct these weapons’ electrical arcs. Electrical blasts can also leap to adjacent targets, making the weapons well suited for stunning groups of enemies. In general, tempest shock weapons are the most powerful, followed in descending order by storm, aurora, and static shock weapons. + +## POLARITY WIRE, AURORA + +**Source** _Tech Revolution pg. 61_ +**Level** 7; **Price** 5,750 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 E & P; **Range** 30 ft.; **Critical** Electrocute AR +**Capacity** 20 charges ; **Usage** 1 +**Bulk** L; **Special** Injection, integrated (1 slot) + +## POLARITY WIRE, STATIC + +**Source** _Tech Revolution pg. 61_ +**Level** 2; **Price** 580 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 E & P; **Range** 30 ft.; **Critical** Electrocute AR +**Capacity** 20 charges ; **Usage** 1 +**Bulk** L; **Special** Injection, integrated (1 slot) + +## POLARITY WIRE, STORM + +**Source** _Tech Revolution pg. 61_ +**Level** 12; **Price** 32,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 E & P; **Range** 40 ft.; **Critical** Electrocute AR +**Capacity** 20 charges ; **Usage** 1 +**Bulk** L; **Special** Injection, integrated (1 slot) + +## POLARITY WIRE, TEMPEST + +**Source** _Tech Revolution pg. 61_ +**Level** 17; **Price** 232,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d4 E & P; **Range** 40 ft.; **Critical** Electrocute AR +**Capacity** 20 charges ; **Usage** 1 +**Bulk** L; **Special** Injection, integrated (1 slot) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Pulsecaster Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Pulsecaster Pistol.md new file mode 100644 index 0000000..ac1638d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Pulsecaster Pistol.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 250 +tags: +Type: Smallarm +--- +# PULSECASTER PISTOL +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 1; **Price** 250 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 E; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +### DESCRIPTION + +A smaller version of an arc pistol, the pulsecaster sends a lowenergy blast at its target. This blast stuns the target without dealing serious damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Radshot.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Radshot.md new file mode 100644 index 0000000..7f66321 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Radshot.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 6 / 14 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# RADSHOT +Banned in most civilized regions of the Pact Worlds, radshots are known for the reckless amount of radiation they generate. Despite the objections of the living, radshots’ signature short barrels and bulky containment sheaths can often be seen in the markets of Eox or at the hip of a Corpse Fleet officer. They are named for the type of radiation waves they emit: electromagnetic, neutron, and rapid-decay. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## RADSHOT, ELECTROMAGNETIC + +**Source** _Starfinder Armory pg. 38_ +**Level** 6; **Price** 4,010 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 F; **Range** 40 ft.; **Critical** irradiate +**Capacity** 40 charges; **Usage** 1 +**Bulk** L; **Special** radioactive + +## RADSHOT, NEUTRON + +**Source** _Starfinder Armory pg. 38_ +**Level** 14; **Price** 69,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d4 F; **Range** 40 ft.; **Critical** irradiate +**Capacity** 80 charges; **Usage** 2 +**Bulk** L; **Special** radioactive + +## RADSHOT, RAPID-DECAY + +**Source** _Starfinder Armory pg. 38_ +**Level** 20; **Price** 767,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 11d4 F; **Range** 40 ft.; **Critical** irradiate +**Capacity** 80 charges; **Usage** 4 +**Bulk** L; **Special** radioactive \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Resonant Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Resonant Pistol.md new file mode 100644 index 0000000..bdf74d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Resonant Pistol.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 7 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# RESONANT PISTOL +The crystalline structure inside a resonant pistol comes from the same synthetic material used in the resonant gauntlet. An electrical current can be directed through a long, conical barrel fitted with layers of the crystal, causing the material to reverberate with a devastating ultrasonic frequency. These weapons are noted for their ease of use, since they create no recoil. The only indication that these weapons have fired is a faint, high-pitched beep. Resonant pistols using a crystal lattice are more common and less expensive than those that contain a crystal matrix. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## RESONANT PISTOL, LATTICE + +**Source** _Starfinder Armory pg. 50_ +**Level** 7; **Price** 6,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** boost 1d6 + +## RESONANT PISTOL, MATRIX + +**Source** _Starfinder Armory pg. 50_ +**Level** 18; **Price** 358,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d6 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** boost 2d6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ring Fire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ring Fire.md new file mode 100644 index 0000000..7990a41 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Ring Fire.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 10 / 14 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# RING FIRE +This ring is threaded with a tiny null-space track that stores a single bullet. When activated, electromagnetic force within the nullspace accelerates the bullet along the track before expelling it with extreme speed. The null space firing mechanism creates very little sound, functioning as though the weapon had a silencer accessory (Armory 61). Due to the weapon’s size, it can’t be fitted with any additional accessories and uses only half its item level to determine the number of weapon fusions and fusion seals that can be installed in it. A ring fire worn on a finger is considered to be wielded so long as that hand is free or carrying an item of no more than light bulk. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## RING FIRE, ADVANCED + +**Source** _Tech Revolution pg. 61_ +**Level** 10; **Price** 17,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 P; **Range** 20 ft.; **Critical** — +**Capacity** 1 round ; **Usage** 1 +**Bulk** —; **Special** Conceal + +## RING FIRE, TACTICAL + +**Source** _Tech Revolution pg. 61_ +**Level** 6; **Price** 3,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 P; **Range** 20 ft.; **Critical** — +**Capacity** 1 round ; **Usage** 1 +**Bulk** —; **Special** Conceal + +## RING FIRE, ELITE + +**Source** _Tech Revolution pg. 61_ +**Level** 14; **Price** 68,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 P; **Range** 20 ft.; **Critical** — +**Capacity** 1 round ; **Usage** 1 +**Bulk** —; **Special** Conceal + +## RING FIRE, PARAGON + +**Source** _Tech Revolution pg. 61_ +**Level** 18; **Price** 357,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d8 P; **Range** 20 ft.; **Critical** — +**Capacity** 1 round ; **Usage** 1 +**Bulk** —; **Special** Conceal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rocket Bracer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rocket Bracer.md new file mode 100644 index 0000000..5772566 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rocket Bracer.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 6 / 11 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# ROCKET BRACER +These augmented armguards house several rockets designed for taking out heavily armored targets. Although the compact, lightweight design makes these weapons relatively easy to conceal, their ammunition’s explosive payload makes the bracer anything but subtle. + +## ROCKET BRACER, ADVANCED + +**Source** _Tech Revolution pg. 61_ +**Level** 11; **Price** 23,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 B & F; **Range** 50 ft.; **Critical** Knockdown +**Capacity** 4 mini-rockets ; **Usage** 1 +**Bulk** L; **Special** Integrated (1 slot) + +## ROCKET BRACER, TACTICAL + +**Source** _Tech Revolution pg. 61_ +**Level** 6; **Price** 4,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 B & F; **Range** 50 ft.; **Critical** Knockdown +**Capacity** 4 mini-rockets ; **Usage** 1 +**Bulk** L; **Special** Integrated (1 slot) + +## ROCKET BRACER, ELITE + +**Source** _Tech Revolution pg. 61_ +**Level** 15; **Price** 102,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d6 B & F; **Range** 60 ft.; **Critical** Knockdown +**Capacity** 4 mini-rockets ; **Usage** 1 +**Bulk** L; **Special** Integrated (1 slot) + +## ROCKET BRACER, PARAGON + +**Source** _Tech Revolution pg. 61_ +**Level** 19; **Price** 525,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d6 B & F; **Range** 70 ft.; **Critical** Knockdown +**Capacity** 4 mini-rockets ; **Usage** 1 +**Bulk** L; **Special** Integrated (1 slot) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rotating Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rotating Pistol.md new file mode 100644 index 0000000..4575161 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Rotating Pistol.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 4 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# ROTATING PISTOL +A rotating pistol is a modern execution of an ancient design found on Golarion and several other worlds. The multiple barrels on this pistol rotate while firing to dissipate heat, which allows a more powerful shot without melting the weapon. The rotating pistol’s shots deal significant damage to their target, but the weapon requires frequent reloading. Rotating pistols are available in tactical, advanced, and elite models. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## ROTATING PISTOL, ADVANCED + +**Source** _Starfinder Armory pg. 44_ +**Level** 11; **Price** 23,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 P; **Range** 30 ft.; **Critical** — +**Capacity** 8 rounds; **Usage** 1 +**Bulk** L; **Special** analog, conceal + +## ROTATING PISTOL, TACTICAL + +**Source** _Starfinder Armory pg. 44_ +**Level** 4; **Price** 1,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 P; **Range** 20 ft.; **Critical** — +**Capacity** 4 rounds; **Usage** 1 +**Bulk** L; **Special** analog, conceal + +## ROTATING PISTOL, ELITE + +**Source** _Starfinder Armory pg. 44_ +**Level** 16; **Price** 153,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 8d4 P; **Range** 40 ft.; **Critical** — +**Capacity** 9 rounds; **Usage** 1 +**Bulk** L; **Special** analog, conceal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scorchgun.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scorchgun.md new file mode 100644 index 0000000..57aa20b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scorchgun.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 4 / 8 / 13 / 16 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SCORCHGUN +Common in areas where petrol’s flammability is a liability, such as in the protected jungles of Castrovel, scorchguns employ a microwave emitter to burn targets. The emitter is generally a squat cylinder positioned above the pistol’s trigger, and its adjustable output allows a wielder to deal either lethal or nonlethal damage. The original design, the microwave scorchgun, is the most widely used, and later designs focus on a specific bandwidth, with S-band, C-band, K-band, and X-band scorchguns achieving progressively more power and precision. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## SCORCHGUN, C-BAND + +**Source** _Starfinder Armory pg. 39_ +**Level** 13; **Price** 49,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** stun + +## SCORCHGUN, MICROWAVE + +**Source** _Starfinder Armory pg. 39_ +**Level** 4; **Price** 2,050 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** stun + +## SCORCHGUN, S-BAND + +**Source** _Starfinder Armory pg. 39_ +**Level** 8; **Price** 9,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** stun + +## SCORCHGUN, K-BAND + +**Source** _Starfinder Armory pg. 39_ +**Level** 16; **Price** 165,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** stun + +## SCORCHGUN, X-BAND + +**Source** _Starfinder Armory pg. 39_ +**Level** 18; **Price** 368,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d10 F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scrambler Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scrambler Pistol.md new file mode 100644 index 0000000..4bca1f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Scrambler Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 7 / 10 / 13 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SCRAMBLER PISTOL +A group of skittermander researchers on Pritinzo have found a way to fight back against the Swarm. By finely tuning the frequency of certain weapons, the engineers can temporarily disrupt telepathic communication, including the hive mind capabilities of Swarm creatures. Cut off from communication with their fellow components, Swarm creatures are disconcerted, even if just for a moment, allowing the planet’s resistance a chance to fight back. + +## SCRAMBLER PISTOL, COCKROACH + +**Source** _Drift Crisis pg. 107_ +**Level** 7; **Price** 5,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 E; **Range** 60 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** L; **Special** Scramble + +## SCRAMBLER PISTOL, TERMITE + +**Source** _Drift Crisis pg. 107_ +**Level** 2; **Price** 800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 E; **Range** 60 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** L; **Special** Scramble + +## SCRAMBLER PISTOL, DRAGONFLY + +**Source** _Drift Crisis pg. 107_ +**Level** 10; **Price** 19,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d4 E; **Range** 60 ft.; **Critical** Confuse +**Capacity** 20 charges ; **Usage** 2 +**Bulk** L; **Special** Scramble + +## SCRAMBLER PISTOL, LOCUST + +**Source** _Drift Crisis pg. 107_ +**Level** 13; **Price** 44,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d4 E; **Range** 60 ft.; **Critical** Confuse +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** Scramble \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Semi-Auto Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Semi-Auto Pistol.md new file mode 100644 index 0000000..915ab21 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Semi-Auto Pistol.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 7 / 10 / 13 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SEMI-AUTO PISTOL +The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SEMI-AUTO PISTOL, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 7; **Price** 5,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 12 rounds; **Usage** 1 +**Bulk** L; **Special** analog + +## SEMI-AUTO PISTOL, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 1; **Price** 260 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 P; **Range** 30 ft.; **Critical** — +**Capacity** 9 rounds; **Usage** 1 +**Bulk** L; **Special** analog + +## SEMI-AUTO PISTOL, ELITE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 10; **Price** 18,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 12 rounds; **Usage** 1 +**Bulk** L; **Special** analog + +## SEMI-AUTO PISTOL, PARAGON + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 13; **Price** 45,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 16 rounds; **Usage** 1 +**Bulk** L; **Special** analog \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shadow Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shadow Pistol.md new file mode 100644 index 0000000..e0749f5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shadow Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 4 / 7 / 12 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SHADOW PISTOL +Inspired by the Shadow Plane—or, some say, followers of Zon-Kuthon—a shadow pistol replicates the energy of the Plane of Shadow to momentarily separate the target from the thermodynamic energy of the universe, damaging it with the instantaneous change in temperature. With their shadowy appearance, the caliginous and sable models resemble guns cut from polished obsidian, while the more advanced tenebrous and umbral models look more like they were cut from the blackness of space. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## SHADOW PISTOL, CALIGINOUS + +**Source** _Starfinder Armory pg. 35_ +**Level** 4; **Price** 2,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 C; **Range** 60 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## SHADOW PISTOL, SABLE + +**Source** _Starfinder Armory pg. 35_ +**Level** 7; **Price** 6,750 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d10 C; **Range** 60 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## SHADOW PISTOL, TENEBROUS + +**Source** _Starfinder Armory pg. 35_ +**Level** 12; **Price** 35,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 C; **Range** 60 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — + +## SHADOW PISTOL, UMBRAL + +**Source** _Starfinder Armory pg. 35_ +**Level** 20; **Price** 855,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d10 C; **Range** 60 ft.; **Critical** blind +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shield Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shield Projector.md new file mode 100644 index 0000000..b157e8f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shield Projector.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SHIELD PROJECTOR +A shield projector is a heavy weapon that encases its target in a short-duration force field, akin to that produced by an armor upgrade. Such force fields are of limited strength, but higher power shield projectors can create a stronger protective barrier around the target. Shield projectors see the most use among security forces assigned to protect diplomats and high-profile celebrities. Available models—from the least to most powerful— include sentry, defender, guardian, and warden shield projectors. + +## SHIELD PROJECTOR, DEFENDER + +**Source** _Starfinder Armory pg. 53_ +**Level** 9; **Price** 13,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 40 ft.; **Critical** — +**Capacity** 80 charges; **Usage** 10 +**Bulk** 2; **Special** shield 2d6, unwieldy + +## SHIELD PROJECTOR, SENTRY + +**Source** _Starfinder Armory pg. 52_ +**Level** 4; **Price** 2,180 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 40 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** 2; **Special** shield 1d4, unwieldy + +## SHIELD PROJECTOR, GUARDIAN + +**Source** _Starfinder Armory pg. 53_ +**Level** 14; **Price** 75,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 40 ft.; **Critical** — +**Capacity** 80 charges; **Usage** 16 +**Bulk** 2; **Special** shield 2d12, unwieldy + +## SHIELD PROJECTOR, WARDEN + +**Source** _Starfinder Armory pg. 53_ +**Level** 19; **Price** 594,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 40 ft.; **Critical** — +**Capacity** 100 charges; **Usage** 20 +**Bulk** 2; **Special** shield 4d12, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shoulder Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shoulder Laser.md new file mode 100644 index 0000000..b445b67 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shoulder Laser.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SHOULDER LASER +This laser weapon has a smooth, curved housing and an eyelike aperture, and it can be installed in an armor upgrade slot, leaving the wielder’s hands free for other tasks. As the name implies, most users mount the eyelike aperture over one shoulder, but it can work just as easily mounted on the torso or a forearm. Many shoulder laser users are androids who integrate them into their bodies as emergency weapons. Azimuth, corona, aphelion, and perihelion shoulder lasers are available in most areas. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## SHOULDER LASER, APHELION + +**Source** _Starfinder Armory pg. 41_ +**Level** 13; **Price** 51,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 F; **Range** 40 ft.; **Critical** burn 2d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (1 slot) + +## SHOULDER LASER, AZIMUTH + +**Source** _Starfinder Armory pg. 41_ +**Level** 2; **Price** 870 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 F; **Range** 40 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (1 slot) + +## SHOULDER LASER, CORONA + +**Source** _Starfinder Armory pg. 41_ +**Level** 8; **Price** 9,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 F; **Range** 40 ft.; **Critical** burn 1d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (1 slot) + +## SHOULDER LASER, PERIHELION + +**Source** _Starfinder Armory pg. 41_ +**Level** 18; **Price** 383,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 F; **Range** 40 ft.; **Critical** burn 3d6 +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** integrated (1 slot) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shrieking Larva.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shrieking Larva.md new file mode 100644 index 0000000..8da4021 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Shrieking Larva.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 5 +NoteType: Weapon +Price: 2,800 +tags: +Type: Smallarm +--- +# SHRIEKING LARVA + +**Source** _Starfinder Armory pg. 51_ +**Level** 5; **Price** 2,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 So; **Range** 30 ft.; **Critical** deafen +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** living, thought, unwieldy + +### DESCRIPTION + +Lashunta biologists genetically engineered the shrieking larva from a creature found in Castrovel’s jungles. This living weapon is dormant until fed power through a manual trigger. A telepathic user can mentally trigger the larva to siphon energy as needed, causing the weapon to fire faster than by trigger. When powered, the stimulated larva shrieks. This simultaneously shrill and oscillating outburst forms a coherent beam emitted in the direction the larva is pointed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Singing Stinger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Singing Stinger.md new file mode 100644 index 0000000..88512e1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Singing Stinger.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 200 +tags: +Type: Smallarm +--- +# SINGING STINGER +**Source** _Interstellar Species pg. 55_ +**Level** 1; **Price** 200 +**Hands** 1; **Proficiency** Small Arms +**Damage** —; **Range** 20 ft.; **Critical** injection +2 +**Capacity** 1 dart; **Usage** 1 +**Bulk** 1; **Special** Analog, breakdown, injection, professional (musician), subtle + +### DESCRIPTION + +These weapons look and function like ordinary musical instruments when broken down, with a clip holding varying lengths of piping into the shape of an oboe. However, surreptitious rifling and threading in the pipes allows the instrument to function as a blowgun that fires darts when fully assembled. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Skipshot Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Skipshot Pistol.md new file mode 100644 index 0000000..8971aaa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Skipshot Pistol.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 6 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SKIPSHOT PISTOL +The maggedli of the Helfen-Thel system manufacture these firearms and imbue them with their magical expertise. Although the pistols use a clip of ordinary rounds, the pistol imbues teleportation magic into the ammunition as it’s fired. A skipshot pistol is a hybrid item. + +## SKIPSHOT PISTOL, ADVANCED + +**Source** Near Space pg. 150 +**Level** 6; **Price** 3,750 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 P; **Range** 60 ft.; **Critical** Bleed 1d6 +**Capacity** 20 rounds; **Usage** 1 +**Bulk** L; **Special** Teleportive + +## SKIPSHOT PISTOL, TACTICAL + +**Source** Near Space pg. 150 +**Level** 1; **Price** 105 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 P; **Range** 60 ft.; **Critical** Bleed 2 +**Capacity** 20 rounds; **Usage** 1 +**Bulk** L; **Special** Teleportive + +## SKIPSHOT PISTOL, ELITE + +**Source** Near Space pg. 150 +**Level** 12; **Price** 32,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d4 P; **Range** 60 ft.; **Critical** Bleed 3d6 +**Capacity** 20 rounds; **Usage** 1 +**Bulk** L; **Special** Teleportive + +## SKIPSHOT PISTOL, PARAGON + +**Source** Near Space pg. 150 +**Level** 17; **Price** 216,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 11d4 P; **Range** 60 ft.; **Critical** Bleed 5d6 +**Capacity** 20 rounds; **Usage** 1 +**Bulk** L; **Special** Teleportive \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Smallarms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Smallarms.md new file mode 100644 index 0000000..0e3c76b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Smallarms.md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- +> [!grid] +> > > > +> > + +Small arms are handheld ranged [[Armaments]] that can be held and operated with one hand. Various pistols are the most common type, though many types of small arms exist. Small arms require a battery or ammunition of the proper size and type to function. + + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Smallarms" +SORT Level ASC +WHERE file.name != "Smallarms" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Pistol.md new file mode 100644 index 0000000..0bc6a5c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Pistol.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 11 / 14 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SONIC PISTOL +Sonic pistols have a stocky barrel capped with a concave resonating chamber that amplifies and directs its sonic blast. They use high-intensity sound to shake molecules apart. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SONIC PISTOL, BANSHEE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 16; **Price** 191,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 80 charges; **Usage** 8 +**Bulk** L; **Special** boost 1d10 + +## SONIC PISTOL, THUNDERSTRIKE + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 4; **Price** 2,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## SONIC PISTOL, LFD + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 11; **Price** 26,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** boost 1d6 + +## SONIC PISTOL, HFD + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 14; **Price** 71,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 So; **Range** 40 ft.; **Critical** deafen +**Capacity** 60 charges; **Usage** 6 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Surpressor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Surpressor.md new file mode 100644 index 0000000..871f803 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sonic Surpressor.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 8 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SONIC SURPRESSOR +A sonic suppressor noiselessly creates a static energy field that absorbs and amplifies sound, focusing the captured frequencies back upon the target in a damaging burst. Drow, assassins, and other covert killers favor the weapon because no sound escapes this bubble, resulting in a silent attack and, sometimes, a soundless takedown. The suppressor’s sonic cascade can have an anomalously large initial area, which crashes in from a wider radius, absorbing sound from and damaging those nearby while brutally affecting the intended target. Most manufacturers produce four suppressor models, including the murmur, whisper, hush, and repose. + +### SONIC WEAPONS + +Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes. + +## SONIC SUPPRESSOR, HUSH + +**Source** _Starfinder Armory pg. 51_ +**Level** 12; **Price** 36,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 So; **Range** 40 ft.; **Critical** stifle +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — + +## SONIC SUPPRESSOR, MURMUR + +**Source** _Starfinder Armory pg. 51_ +**Level** 3; **Price** 1,430 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 So; **Range** 40 ft.; **Critical** stifle +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** — + +## SONIC SUPPRESSOR, WHISPER + +**Source** _Starfinder Armory pg. 51_ +**Level** 8; **Price** 9,700 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 So; **Range** 40 ft.; **Critical** stifle +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — + +## SONIC SUPPRESSOR, REPOSE + +**Source** _Starfinder Armory pg. 51_ +**Level** 17; **Price** 257,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 So; **Range** 40 ft.; **Critical** stifle +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sting Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sting Pistol.md new file mode 100644 index 0000000..735eab4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Sting Pistol.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 4 / 10 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# STING PISTOL +Sting pistols are living weapons based on samples of Swarm technology recovered during the last century. The chitinous weapon converts power to internally generate and shoot acidslicked needles that can cause lasting damage to the target. Ant models are sturdy and commonplace, though yellow jacket and wasp sting pistols are more powerful. Hornet models are the heaviest and most potent of these weapons. + +## STING PISTOL, ANT + +**Source** _Starfinder Armory pg. 54_ +**Level** 4; **Price** 2,150 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 A & P; **Range** 20 ft.; **Critical** corrode 1d6 +**Capacity** 20 charges; **Usage** 5 +**Bulk** L; **Special** living + + +## STING PISTOL, YELLOW JACKET + +**Source** _Starfinder Armory pg. 54_ +**Level** 10; **Price** 18,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 A & P; **Range** 40 ft.; **Critical** corrode 2d6 +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** living + +## STING PISTOL, WASP + +**Source** _Starfinder Armory pg. 54_ +**Level** 15; **Price** 113,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d8 A & P; **Range** 60 ft.; **Critical** corrode 3d6 +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** living + +## STING PISTOL, HORNET + +**Source** _Starfinder Armory pg. 54_ +**Level** 18; **Price** 381,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d8 A & P; **Range** 80 ft.; **Critical** corrode 4d6 +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** living \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Subduer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Subduer.md new file mode 100644 index 0000000..98f099b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Subduer.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 9 / 13 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# SUBDUER +A subduer resembles a hollow rod with internal coolant reserves, and it relies on the user’s forceful movements to spray the coolant forward. Employed primarily by kasathan security forces to prevent suspects from fleeing, subduers coat their targets in a thin layer of expelled coolants that cause temporary painful freezing of the target’s skin that deals little lasting damage. On a lucky shot, the frozen layer also interferes with the target’s ability to function. Frost and rime subduers are often employed by peacekeeping forces, while sleet and glacier subduers typically see use only by pirates or mercenary groups. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## SUBDUER, FROST + +**Source** _Starfinder Armory pg. 35_ +**Level** 2; **Price** 790 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d3 C; **Range** 40 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## SUBDUER, RIME + +**Source** _Starfinder Armory pg. 35_ +**Level** 9; **Price** 13,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d12 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## SUBDUER, SLEET + +**Source** _Starfinder Armory pg. 35_ +**Level** 13; **Price** 50,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d6 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal + +## SUBDUER, GLACIER + +**Source** _Starfinder Armory pg. 35_ +**Level** 16; **Price** 169,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d10 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** nonlethal \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Tetrad Rings.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Tetrad Rings.md new file mode 100644 index 0000000..6e81382 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Tetrad Rings.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 7 / 12 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# TETRAD RINGS +Tetrad rings deal lighter damage than weapons of a similar class, but the device launches a bolt of force that bypasses many common defenses. The design of tetrad rings is proprietary witchwyrd technology, which makes them expensive and difficult to find. They are manufactured in only three models: tactical, advanced, and elite. All three are elaborate sets of rings covered in delicate carvings, with a wire mesh to house the battery. Advanced and elite models have finer decorations. + +## TETRAD RINGS, ADVANCED + +**Source** _Starfinder Armory pg. 54_ +**Level** 12; **Price** 39,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 B; **Range** 60 ft.; **Critical** push (5 ft.) +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** force + +## TETRAD RINGS, TACTICAL + +**Source** _Starfinder Armory pg. 54_ +**Level** 7; **Price** 6,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 B; **Range** 40 ft.; **Critical** push (5 ft.) +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** force + +## TETRAD RINGS, ELITE + +**Source** _Starfinder Armory pg. 54_ +**Level** 19; **Price** 620,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 5d6 B; **Range** 60 ft.; **Critical** push (10 ft.) +**Capacity** 20 charges; **Usage** 2 +**Bulk** L; **Special** force \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasphalt Blaster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasphalt Blaster.md new file mode 100644 index 0000000..915d231 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasphalt Blaster.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 1 / 6 / 10 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# THASPHALT BLASTER +The thasphalt blaster’s small canister reactor attaches to a belt, arm strap, or similar configuration. + +## THASPHALT BLASTER, ADVANCED + +**Source** _Drift Crisis pg. 51_ +**Level** 10; **Price** 17,300 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d8 B; **Range** 40 ft.; **Critical** — +**Capacity** 40 thasphalt ; **Usage** 4 +**Bulk** 1; **Special** Analog, force + +## THASPHALT BLASTER, LIGHT + +**Source** _Drift Crisis pg. 51_ +**Level** 1; **Price** 350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d8 B; **Range** 20 ft.; **Critical** — +**Capacity** 40 thasphalt ; **Usage** 1 +**Bulk** 1; **Special** Analog, force + +## THASPHALT BLASTER, TACTICAL + +**Source** _Drift Crisis pg. 51_ +**Level** 6; **Price** 4,200 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 B; **Range** 30 ft.; **Critical** — +**Capacity** 40 thasphalt ; **Usage** 2 +**Bulk** 1; **Special** Analog, force + +## THASPHALT BLASTER, ELITE + +**Source** _Drift Crisis pg. 51_ +**Level** 14; **Price** 69,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d8 B; **Range** 50 ft.; **Critical** — +**Capacity** 40 thasphalt ; **Usage** 4 +**Bulk** 1; **Special** Analog, force \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasteron Blunderbuss.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasteron Blunderbuss.md new file mode 100644 index 0000000..4d81ae3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Thasteron Blunderbuss.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 4 +NoteType: Weapon +Price: 1,350 +tags: +Type: Smallarm +--- +# THASTERON BLUNDERBUSS +**Source** _Drift Crisis pg. 51_ +**Level** 4; **Price** 1,350 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 P; **Range** 20 ft.; **Critical** Knockdown +**Capacity** 50 thasteron pellets ; **Usage** 10 +**Bulk** 1; **Special** Blast, propel + +### DESCRIPTION + +This scattergun-style weapon relies on the propulsion properties of raw thasteron to push targets away from the user. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Uppercut SMG.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Uppercut SMG.md new file mode 100644 index 0000000..9ea3259 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Uppercut SMG.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# UPPERCUT SMG +Dozens of new submachine gun models hit the market every year, yet few have matched the intersection of affordability and reliability achieved by the uppercut SMG. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## UPPERCUT SMG, ADVANCED + +**Source** _Tech Revolution pg. 61_ +**Level** 8; **Price** 9,800 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d12 P; **Range** 30 ft.; **Critical** — +**Capacity** 16 rounds ; **Usage** 2 +**Bulk** L; **Special** Analog, automatic + +## UPPERCUT SMG, TACTICAL + +**Source** _Tech Revolution pg. 60_ +**Level** 4; **Price** 2,100 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 P; **Range** 30 ft.; **Critical** — +**Capacity** 14 rounds ; **Usage** 2 +**Bulk** L; **Special** Analog, automatic + +## UPPERCUT SMG, ELITE + +**Source** _Tech Revolution pg. 61_ +**Level** 13; **Price** 50,600 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d12 P; **Range** 40 ft.; **Critical** — +**Capacity** 18 rounds ; **Usage** 2 +**Bulk** L; **Special** Analog, automatic + +## UPPERCUT SMG, PARAGON + +**Source** _Tech Revolution pg. 61_ +**Level** 18; **Price** 380,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d12 P; **Range** 40 ft.; **Critical** — +**Capacity** 20 rounds ; **Usage** 2 +**Bulk** L; **Special** Analog, automatic \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Wave Modulator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Wave Modulator.md new file mode 100644 index 0000000..b0987b1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Wave Modulator.md @@ -0,0 +1,79 @@ +--- +aliases: +Level: 2 / 5 / 8 / 14 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# WAVE MODULATOR +The frequency of a wave modulator’s output can be adjusted to either burn a target or bombard it with damaging sonic bursts. Shirrens favor these boxy pistols because of the thrill of choosing the damage type of every shot fired. Wave modulators come in numbered models. + +### FLAME WEAPONS + +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## WAVE MODULATOR, I + +**Source** _Starfinder Armory pg. 39_ +**Level** 2; **Price** 1,080 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d4 F|so; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, II + +**Source** _Starfinder Armory pg. 39_ +**Level** 5; **Price** 3,400 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 F|so; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, III + +**Source** _Starfinder Armory pg. 39_ +**Level** 8; **Price** 11,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d4 F|so; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, IV + +**Source** _Starfinder Armory pg. 39_ +**Level** 11; **Price** 28,600 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d8 F|so; **Range** 30 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, V + +**Source** _Starfinder Armory pg. 39_ +**Level** 14; **Price** 81,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d10 F|so; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, VI + +**Source** _Starfinder Armory pg. 39_ +**Level** 16; **Price** 195,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 3d10 F|so; **Range** 60 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) + +## WAVE MODULATOR, VII + +**Source** _Starfinder Armory pg. 39_ +**Level** 20; **Price** 919,000 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d10 F|so; **Range** 80 ft.; **Critical** — +**Capacity** 40 charges; **Usage** 4 +**Bulk** L; **Special** modal (sonic) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Zero Pistol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Zero Pistol.md new file mode 100644 index 0000000..886a03f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Smallarms/Zero Pistol.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Smallarm +--- +# ZERO PISTOL +Zero pistols have a weighted grip to balance their unusually heavy barrels. A cylindrical canister over the barrel contains and directs the coolants. + +### CRYO WEAPONS + +Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply. + +One of the most popular lines of cryo weapons are zero weapons, including zero cannons, pistols, and rifles. In common parlance, avalanche-class cryo weapons are the coldest and most dangerous, followed in descending order by blizzard-class, hailstorm-class, and frostbite-class cryo weapons. + +## ZERO PISTOL, AVALANCHE-CLASS + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 19; **Price** 492,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 6d6 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 80 charges; **Usage** 4 +**Bulk** L; **Special** — + +## ZERO PISTOL, FROSTBITE-CLASS + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 5; **Price** 3,060 +**Hands** 1; **Proficiency** Small Arms +**Damage** 1d6 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 20 charges; **Usage** 1 +**Bulk** L; **Special** — + +## ZERO PISTOL, HAILSTORM-CLASS + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 10; **Price** 16,900 +**Hands** 1; **Proficiency** Small Arms +**Damage** 2d6 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — + +## ZERO PISTOL, BLIZZARD-CLASS + +**Source** _Starfinder Core Rulebook pg. 173_ +**Level** 15; **Price** 94,500 +**Hands** 1; **Proficiency** Small Arms +**Damage** 4d6 C; **Range** 60 ft.; **Critical** staggered +**Capacity** 40 charges; **Usage** 2 +**Bulk** L; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Assassin Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Assassin Rifle.md new file mode 100644 index 0000000..e977798 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Assassin Rifle.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 3 / 6 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# ASSASSIN RIFLE +When assembled, an assassin rifle looks similar to a typical sniper rifle. Its modular construction, however, allows it to be broken down into small component parts that can be hidden on the user’s person—or even smuggled in a ysoki’s cheek pouches—making the weapon difficult to detect or identify. Assassin rifles are available in stalker, shadow, phantom, spectre, and wraith models. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## ASSASSIN RIFLE, PHANTOM + +**Source** _Starfinder Armory pg. 43_ +**Level** 9; **Price** 14,900 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** breakdown, sniper (600 ft.), unwieldy + +## ASSASSIN RIFLE, STALKER + +**Source** _Starfinder Armory pg. 43_ +**Level** 3; **Price** 1,510 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 P; **Range** 60 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** breakdown, sniper (250 ft.), unwieldy + +## ASSASSIN RIFLE, SHADOW + +**Source** _Starfinder Armory pg. 43_ +**Level** 6; **Price** 4,550 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** breakdown, sniper (500 ft.), unwieldy + +## ASSASSIN RIFLE, SPECTRE + +**Source** _Starfinder Armory pg. 43_ +**Level** 12; **Price** 29,500 +**Hands** 2; **Proficiency** Sniper +**Damage** 5d6 P; **Range** 70 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** breakdown, sniper (750 ft.), unwieldy + +## ASSASSIN RIFLE, WRAITH + +**Source** _Starfinder Armory pg. 43_ +**Level** 17; **Price** 278,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 11d6 P; **Range** 70 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** breakdown, sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Coil Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Coil Rifle.md new file mode 100644 index 0000000..fc0433b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Coil Rifle.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 1 / 5 / 10 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# COIL RIFLE +A coil rifle is a long, slender firearm surrounded by a coil that generates carefully aligned magnetic fields that accelerate a single round with impressive power and accuracy. Precision coil rifles are the most affordable of these weapons, while specialist coil rifles have greater range and efficacy. Rangefinder, saboteur, and assassin coil rifles are especially deadly weapons that are appreciated by true connoisseurs, veteran mercenaries, and experienced firearm specialists. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## COIL RIFLE, ASSASSIN + +**Source** _Starfinder Armory pg. 43_ +**Level** 19; **Price** 590,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 12d6 P; **Range** 90 ft.; **Critical** Bleed 4d6 +**Capacity** 16 rounds; **Usage** 1 +**Bulk** 2; **Special** sniper (750 ft.) + +## COIL RIFLE, PRECISION + +**Source** _Starfinder Armory pg. 43_ +**Level** 1; **Price** 390 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d6 P; **Range** 60 ft.; **Critical** — +**Capacity** 4 rounds; **Usage** 1 +**Bulk** 2; **Special** sniper (250 ft.) + +## COIL RIFLE, SPECIALIST + +**Source** _Starfinder Armory pg. 43_ +**Level** 5; **Price** 3,120 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d6 P; **Range** 70 ft.; **Critical** Bleed 1d6 +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 2; **Special** sniper (250 ft.) + +## COIL RIFLE, RANGEFINDER + +**Source** _Starfinder Armory pg. 43_ +**Level** 10; **Price** 18,600 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d6 P; **Range** 70 ft.; **Critical** Bleed 2d6 +**Capacity** 8 rounds; **Usage** 1 +**Bulk** 2; **Special** sniper (500 ft.) + +## COIL RIFLE, SABOTEUR + +**Source** _Starfinder Armory pg. 43_ +**Level** 14; **Price** 76,700 +**Hands** 2; **Proficiency** Sniper +**Damage** 7d6 P; **Range** 80 ft.; **Critical** Bleed 3d6 +**Capacity** 12 rounds; **Usage** 1 +**Bulk** 2; **Special** sniper (750 ft.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Diasporan Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Diasporan Rifle.md new file mode 100644 index 0000000..90d47d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Diasporan Rifle.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 1 / 5 / 10 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# DIASPORAN RIFLE +These sleek firearms were developed by the finest sarcesian engineers for use by elite mercenaries. The most common manufacturer is MuniTech, one of the only corporations fully owned and operated by sarcesians. Diasporan rifles are sniper rifles that belong to the laser category. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## DIASPORAN RIFLE, ADVANCED + +**Source** _Alien Archive pg. 99_ +**Level** 5; **Price** 3,750 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d8 F; **Range** 70 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** sniper (500 ft.), unwieldy + +## DIASPORAN RIFLE, TACTICAL + +**Source** _Alien Archive pg. 99_ +**Level** 1; **Price** 350 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d8 F; **Range** 70 ft.; **Critical** — +**Capacity** 10 charges; **Usage** 1 +**Bulk** 1; **Special** sniper (250 ft.), unwieldy + +## DIASPORAN RIFLE, ELITE + +**Source** _Alien Archive pg. 99_ +**Level** 10; **Price** 17,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 4d8 F; **Range** 80 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 1 +**Bulk** 2; **Special** sniper (750 ft.), unwieldy + +## DIASPORAN RIFLE, ULTRA + +**Source** _Alien Archive pg. 99_ +**Level** 15; **Price** 110,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d8 F; **Range** 80 ft.; **Critical** — +**Capacity** 30 charges; **Usage** 1 +**Bulk** 2; **Special** sniper (1, 000 ft.), unwieldy + +## DIASPORAN RIFLE, IMPERIAL + +**Source** _Alien Archive pg. 99_ +**Level** 20; **Price** 725,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 10d8 F; **Range** 80 ft.; **Critical** — +**Capacity** 30 charges; **Usage** 1 +**Bulk** 2; **Special** sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Extrusion Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Extrusion Rifle.md new file mode 100644 index 0000000..f5eb18e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Extrusion Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 8 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# EXTRUSION RIFLE +An extrusion rifle creates powerful pressure waves that exit the weapon with an incongruous whisper. The bulk of the rifle is a slender and reinforced cylindrical barrel. When fired, a piston travels from one end of the barrel to the other, compressing the gases inside to extreme pressures before the other end opens and release the projectile. A series of baffles at the rifle’s tip stabilize the pressure wave so that it maintains cohesion over long distances and retains enough power to punch a perfectly clean hole into its target, though it can be modulated to simply hit a target’s surface with forceful impact. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## EXTRUSION RIFLE, 12-ATM + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 3; **Price** 1,470 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 B; **Range** 60 ft.; **Critical** Knockdown +**Capacity** 20 charges ; **Usage** 4 +**Bulk** 2; **Special** Sniper (500 ft.), stun, unwieldy + +## EXTRUSION RIFLE, 24-ATM + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 8; **Price** 9,840 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d10 B; **Range** 70 ft.; **Critical** Knockdown +**Capacity** 20 charges ; **Usage** 4 +**Bulk** 2; **Special** Sniper (500 ft.), stun, unwieldy + +## EXTRUSION RIFLE, 48-ATM + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 13; **Price** 55,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 4d10 B; **Range** 80 ft.; **Critical** Knockdown +**Capacity** 40 charges ; **Usage** 8 +**Bulk** 2; **Special** Sniper (750 ft.), stun, unwieldy + +## EXTRUSION RIFLE, 96-ATM + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 18; **Price** 392,400 +**Hands** 2; **Proficiency** Sniper +**Damage** 10d10 B; **Range** 90 ft.; **Critical** Knockdown +**Capacity** 80 charges ; **Usage** 10 +**Bulk** 2; **Special** Sniper (1, 000 ft.), stun, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Focus Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Focus Rifle.md new file mode 100644 index 0000000..a34cb49 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Focus Rifle.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 3 / 7 / 13 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# FOCUS RIFLE +This elongated laser rifle contains additional lenses that further focus its output, creating a powerful beam that can punch through many substances at ranges far greater than those of a typical laser rifle. Dual, triple, and quad focus rifles use increasing numbers of focusing lenses, intensifying the laser but compounding the price. A compound focus rifle’s lenses are specially made of a rare form of glass, creating the most powerful output currently possible for such weapons. + +### LASER WEAPONS + +Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers. Invisible creatures don’t take damage from lasers, as the beams pass through them harmlessly. Fog, smoke, and other clouds provide both cover and concealment from laser attacks. Lasers can penetrate darkness, but they don’t provide any illumination. + +Laser weapons use various means to concentrate beams of light into deadly intensity. Some focus light through a faceted crystal, while others focus the beam through a chemical cloud or ionized gas. + +## FOCUS RIFLE, COMPOUND + +**Source** _Starfinder Armory pg. 40_ +**Level** 18; **Price** 375,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 13d4 F; **Range** 150 ft.; **Critical** burn 4d4 +**Capacity** 80 charges; **Usage** 8 +**Bulk** 1; **Special** penetrating, sniper (1, 000 ft.), unwieldy + +## FOCUS RIFLE, DUAL + +**Source** _Starfinder Armory pg. 40_ +**Level** 3; **Price** 1,400 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d4 F; **Range** 100 ft.; **Critical** burn 1d4 +**Capacity** 20 charges; **Usage** 4 +**Bulk** 1; **Special** penetrating, sniper (500 ft.), unwieldy + +## FOCUS RIFLE, TRIPLE + +**Source** _Starfinder Armory pg. 40_ +**Level** 7; **Price** 6,460 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d4 F; **Range** 120 ft.; **Critical** burn 2d4 +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** penetrating, sniper (650 ft.), unwieldy + +## FOCUS RIFLE, QUAD + +**Source** _Starfinder Armory pg. 40_ +**Level** 13; **Price** 50,800 +**Hands** 2; **Proficiency** Sniper +**Damage** 7d4 F; **Range** 120 ft.; **Critical** burn 3d4 +**Capacity** 40 charges; **Usage** 8 +**Bulk** 1; **Special** penetrating, sniper (800 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Gamma Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Gamma Rifle.md new file mode 100644 index 0000000..073cd66 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Gamma Rifle.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 4 / 9 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# GAMMA RIFLE +Flame weapons deal fire damage without using lasers or plasma. This flame damage usually comes via superheated metal coils or gas ignition, but weapon manufacturers may devise other methods as well. Flame weapons often have the ability to set targets on fire, dealing burn damage in addition to their initial fire damage when they land especially effective hits. + +Most flame weapons rely on a reactive blend of hydrocarbons called petrol for ammunition, rather than batteries. + +## GAMMA RIFLE, FUSION + +**Source** _Starfinder Armory pg. 38_ +**Level** 12; **Price** 36,600 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d10 F; **Range** 100 ft.; **Critical** Irradiate +**Capacity** 40 charges; **Usage** 8 +**Bulk** 1; **Special** radioactive, sniper (750 ft.), unwieldy + +## GAMMA RIFLE, TERRESTRIAL + +**Source** _Starfinder Armory pg. 38_ +**Level** 4; **Price** 2,120 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 F; **Range** 80 ft.; **Critical** Irradiate +**Capacity** 40 charges; **Usage** 4 +**Bulk** 1; **Special** radioactive, sniper (500 ft.), unwieldy + +## GAMMA RIFLE, IONIZING + +**Source** _Starfinder Armory pg. 38_ +**Level** 9; **Price** 13,600 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d10 F; **Range** 80 ft.; **Critical** Irradiate +**Capacity** 40 charges; **Usage** 5 +**Bulk** 1; **Special** radioactive, sniper (500 ft.), unwieldy + +## GAMMA RIFLE, SYNCHROTRON + +**Source** _Starfinder Armory pg. 38_ +**Level** 17; **Price** 272,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 7d10 F; **Range** 100 ft.; **Critical** Irradiate +**Capacity** 40 charges; **Usage** 10 +**Bulk** 1; **Special** radioactive, sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Kin-Killer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Kin-Killer.md new file mode 100644 index 0000000..6bd39e3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Kin-Killer.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 5 / 11 / 15 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# KIN-KILLER +These firearms are modeled on large sniper rifles found in ruins on Vesk-2 and moons of Vesk-6. Most caches of these relics were trapped with subsonic signals that impart a murderous urge, giving them their gruesome name, though they’re now produced safely in modern factories across the Veskarium. + +## KIN-KILLER, ADVANCED + +**Source** _Near Space pg. 150_ +**Level** 11; **Price** 25,100 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d10 P; **Range** 80 ft.; **Critical** Enfeeble +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 2; **Special** Sniper (500 ft.), unwieldy + +## KIN-KILLER, TACTICAL + +**Source** _Near Space pg. 150_ +**Level** 5; **Price** 3,010 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 P; **Range** 80 ft.; **Critical** Enfeeble +**Capacity** 3 rounds; **Usage** 1 +**Bulk** 2; **Special** Sniper (250 ft.), unwieldy + +## KIN-KILLER, ELITE + +**Source** _Near Space pg. 150_ +**Level** 15; **Price** 107,100 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d10 P; **Range** 100 ft.; **Critical** Enfeeble +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 2; **Special** Sniper (1, 000 ft.), unwieldy + +## KIN-KILLER, PARAGON + +**Source** _Near Space pg. 150_ +**Level** 20; **Price** 825,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 11d10 P; **Range** 120 ft.; **Critical** Enfeeble +**Capacity** 8 rounds; **Usage** 1 +**Bulk** 2; **Special** Sniper (1, 500 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Multistage Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Multistage Rifle.md new file mode 100644 index 0000000..fce2f6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Multistage Rifle.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 4 / 7 / 11 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# MULTISTAGE RIFLE +The multistage rifle requires mini-rocket ammunition, which it detonates in multiple stages. The initial firing of the weapon is a subsonic round that’s boosted by one or more subsequent, stronger discharges some distance from the user. This results in two effects that aid in obfuscating the user’s position: the sound of the weapon firing is displaced, and the later stages can cause subtle changes in direction, creating an impact angle that suggests the mini-rocket had been fired from a different angle. Dual and dual-plus multistage rifles use a two-stage firing process, while triple and triple-plus multistage rifles employ a three-stage process for added range. The quad multistage rifle is the only weapon on the market with an unrivaled four-stage firing process for maximum damage. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## MULTISTAGE RIFLE, DUAL + +**Source** _Starfinder Armory pg. 44_ +**Level** 4; **Price** 2,380 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 P; **Range** 50 ft.; **Critical** — +**Capacity** 2 mini-rockets; **Usage** 2 +**Bulk** 2; **Special** indirect, sniper (500 ft.), unwieldy + +## MULTISTAGE RIFLE, DUAL-PLUS + +**Source** _Starfinder Armory pg. 44_ +**Level** 7; **Price** 7,500 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d8 P; **Range** 50 ft.; **Critical** — +**Capacity** 2 mini-rockets; **Usage** 2 +**Bulk** 2; **Special** indirect, sniper (500 ft.), unwieldy + +## MULTISTAGE RIFLE, TRIPLE + +**Source** _Starfinder Armory pg. 44_ +**Level** 11; **Price** 27,900 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d8 P; **Range** 60 ft.; **Critical** — +**Capacity** 3 mini-rockets; **Usage** 3 +**Bulk** 2; **Special** indirect, sniper (750 ft.), unwieldy + +## MULTISTAGE RIFLE, TRIPLE-PLUS + +**Source** _Starfinder Armory pg. 44_ +**Level** 15; **Price** 124,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 7d8 P; **Range** 70 ft.; **Critical** — +**Capacity** 3 mini-rockets; **Usage** 3 +**Bulk** 2; **Special** indirect, sniper (750 ft.), unwieldy + +## MULTISTAGE RIFLE, QUAD + +**Source** _Starfinder Armory pg. 44_ +**Level** 18; **Price** 627,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 9d8 P; **Range** 80 ft.; **Critical** — +**Capacity** 4 mini-rockets; **Usage** 4 +**Bulk** 2; **Special** indirect, sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Nanite Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Nanite Rifle.md new file mode 100644 index 0000000..9f98087 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Nanite Rifle.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 10 / 15 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# NANITE RIFLE +Nanite rifles can fire nanotech-infused darts at targets from extreme ranges. Although the darts deal little damage, the nanites eat into the target immediately and can cause grievous injuries. Nanites from tactical models target the site where they land, while an advanced rifle’s nanites can spread farther within the target. An elite rifle allows its nanites to move even farther from the point struck, dealing more damage. + +## NANITE RIFLE, ADVANCED + +**Source** _Starfinder Armory pg. 53_ +**Level** 15; **Price** 131,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d12 A; **Range** 80 ft.; **Critical** Severe wound +**Capacity** 10 nanites; **Usage** 5 +**Bulk** 1; **Special** sniper (750 ft.), unwieldy + +## NANITE RIFLE, TACTICAL + +**Source** _Starfinder Armory pg. 53_ +**Level** 10; **Price** 20,100 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d12 A; **Range** 60 ft.; **Critical** Wound +**Capacity** 10 nanites; **Usage** 10 +**Bulk** 1; **Special** sniper (500 ft.), unwieldy + +## NANITE RIFLE, ELITE + +**Source** _Starfinder Armory pg. 53_ +**Level** 19; **Price** 648,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d12 A; **Range** 100 ft.; **Critical** Severe wound +**Capacity** 10 nanites; **Usage** 2 +**Bulk** 1; **Special** sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Parapet Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Parapet Rifle.md new file mode 100644 index 0000000..0104802 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Parapet Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# PARAPET RIFLE +Designed by pahtra guerilla forces on Vesk-6, the parapet rifle enables long-range harassment while providing enhanced protection to its wielder against retaliation. These weapons often draw additional scrutiny within the Veskarium thanks to the number of lives lost to hit-and-run tactics. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## PARAPET RIFLE, ADVANCED + +**Source** _Tech Revolution pg. 62_ +**Level** 9; **Price** 14,600 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d10 E & P; **Range** 80 ft.; **Critical** Staggered +**Capacity** 4 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing, sniper (500 ft.), unwieldy + +## PARAPET RIFLE, TACTICAL + +**Source** _Tech Revolution pg. 62_ +**Level** 4; **Price** 2,350 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 E & P; **Range** 80 ft.; **Critical** Staggered +**Capacity** 2 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing, sniper (250 ft.), unwieldy + +## PARAPET RIFLE, ELITE + +**Source** _Tech Revolution pg. 62_ +**Level** 14; **Price** 78,800 +**Hands** 2; **Proficiency** Sniper +**Damage** 4d10 E & P; **Range** 80 ft.; **Critical** Staggered +**Capacity** 4 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing, sniper (750 ft.), unwieldy + +## PARAPET RIFLE, PARAGON + +**Source** _Tech Revolution pg. 62_ +**Level** 19; **Price** 610,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 9d10 E & P; **Range** 80 ft.; **Critical** Staggered +**Capacity** 6 rounds ; **Usage** 1 +**Bulk** 2; **Special** Buttressing, sniper (750 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Philosopher_s Sting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Philosopher_s Sting.md new file mode 100644 index 0000000..28af60a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Philosopher_s Sting.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 7 / 12 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# PHILOSOPHER'S STING +These intricate weapons look less like firearms and more like horizontal wind sculptures. Their interlocking geometric forms lengthen and compress to create sympathetic vibrations between themselves and the target. Once the right frequency is reached, the targeted area is transmuted into a small bolus of foreign material that disrupts the target’s functions, biological or otherwise. + +## PHILOSOPHER’S STING, GOLD + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 17; **Price** 290,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 14d6 B; **Range** 120 ft.; **Critical** Staggered +**Capacity** 80 charges ; **Usage** 10 +**Bulk** 1; **Special** Force, penetrating, sniper (1, 000 ft.), unwieldy + +## PHILOSOPHER’S STING, LEAD + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 2; **Price** 950 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d6 B; **Range** 80 ft.; **Critical** Staggered +**Capacity** 20 charges ; **Usage** 5 +**Bulk** 1; **Special** Force, penetrating, sniper (500 ft.), unwieldy + +## PHILOSOPHER’S STING, IRON + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 7; **Price** 6,600 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d6 B; **Range** 80 ft.; **Critical** Staggered +**Capacity** 20 charges ; **Usage** 5 +**Bulk** 1; **Special** Force, penetrating, sniper (500 ft.), unwieldy + +## PHILOSOPHER’S STING, MERCURY + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 12; **Price** 36,300 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d6 B; **Range** 100 ft.; **Critical** Staggered +**Capacity** 40 charges ; **Usage** 5 +**Bulk** 1; **Special** Force, penetrating, sniper (750 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Plasma Guide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Plasma Guide.md new file mode 100644 index 0000000..f3e7fc4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Plasma Guide.md @@ -0,0 +1,70 @@ +--- +aliases: +Level: 2 / 6 / 8 / 11 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# PLASMA GUIDE +A plasma guide maintains a magnetic guidance system around its plasma discharge, which continues guiding the shot after it is fired. This increases accuracy at ranges far beyond those of typical plasma weapons and bypasses the advantage of partial cover as the magnetic guidance directs the plasma toward its target. Vesk snipers are believed to be the earliest users of the plasma guide during the Silent War, but it’s become a standard in many military and mercenary arsenals since then. This weapon has been continually refined since its invention; series-21, series-28, series-37, series-42, series-62, and series-73 plasma guides have proven generally stable and thus remain in production. + +### PLASMA WEAPONS + +Superheated or electromagnetically charged gas becomes ionized plasma, which plasma weapons emit in a controlled blast. Ionized plasma deals both electricity and fire damage, tearing through organic flesh and metal alike. Plasma beams can be projected, as from a gun, or maintained in a steady beam with a powerful magnetic field, as the blade of a melee weapon. + +Followers of Sarenrae popularized terms for the different intensities of plasma swords based on the heat they emit. The hottest, deadliest plasma weapon is a blue star, followed in descending order by white star, yellow star, red star, and finally tactical plasma weapons. + +## PLASMA GUIDE, SERIES-21 + +**Source** _Starfinder Armory pg. 43_ +**Level** 2; **Price** 1,070 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d8 E & F; **Range** 60 ft.; **Critical** — +**Capacity** 20 charges; **Usage** 5 +**Bulk** 2; **Special** guided, sniper (250 ft.), unwieldy + +## PLASMA GUIDE, SERIES-28 + +**Source** _Starfinder Armory pg. 43_ +**Level** 6; **Price** 4,920 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 E & F; **Range** 60 ft.; **Critical** Wound +**Capacity** 40 charges; **Usage** 5 +**Bulk** 2; **Special** guided, sniper (250 ft.), unwieldy + +## PLASMA GUIDE, SERIES-37 + +**Source** _Starfinder Armory pg. 43_ +**Level** 8; **Price** 10,800 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d8 E & F; **Range** 70 ft.; **Critical** Wound +**Capacity** 40 charges; **Usage** 8 +**Bulk** 2; **Special** guided, sniper (500 ft.), unwieldy + +## PLASMA GUIDE, SERIES-42 + +**Source** _Starfinder Armory pg. 43_ +**Level** 11; **Price** 28,200 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d8 E & F; **Range** 70 ft.; **Critical** Severe wound +**Capacity** 80 charges; **Usage** 8 +**Bulk** 2; **Special** guided, sniper (500 ft.), unwieldy + +## PLASMA GUIDE, SERIES-62 + +**Source** _Starfinder Armory pg. 43_ +**Level** 16; **Price** 193,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 5d8 E & F; **Range** 80 ft.; **Critical** Severe wound +**Capacity** 80 charges; **Usage** 10 +**Bulk** 2; **Special** guided, sniper (750 ft.), unwieldy + +## PLASMA GUIDE, SERIES-73 + +**Source** _Starfinder Armory pg. 43_ +**Level** 20; **Price** 980,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 9d8 E & F; **Range** 80 ft.; **Critical** Severe wound +**Capacity** 100 charges; **Usage** 10 +**Bulk** 2; **Special** guided, sniper (1, 000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Rift Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Rift Rifle.md new file mode 100644 index 0000000..c95f5b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Rift Rifle.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# RIFT RIFLE +A rift rifle doesn’t fire projectiles. Instead, dozens of sigil-covered ceramic coils fill its squat barrel. Once charged, the coils destabilize planar boundaries in a targeted area to create a small, localized teleportation field. The field affects the individual cells and chemical bonds that comprise a target’s physical form, and the weapon deals damage by violently and simultaneously teleporting these minuscule components a short but devastating distance. + +## RIFT RIFLE, BOREHOLE + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 14; **Price** 80,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d10 S; **Range** 100 ft.; **Critical** Corrode 3d6 +**Capacity** 40 charges ; **Usage** 5 +**Bulk** 2; **Special** Force, sniper (600 ft.), unwieldy + +## RIFT RIFLE, PINHOLE + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 4; **Price** 2,180 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 S; **Range** 60 ft.; **Critical** Corrode 1d6 +**Capacity** 20 charges ; **Usage** 4 +**Bulk** 2; **Special** Force, sniper (250 ft.), unwieldy + +## RIFT RIFLE, KEYHOLE + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 9; **Price** 14,500 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d10 S; **Range** 80 ft.; **Critical** Corrode 2d6 +**Capacity** 20 charges ; **Usage** 4 +**Bulk** 2; **Special** Force, sniper (400 ft.), unwieldy + +## RIFT RIFLE, WORMHOLE + +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 19; **Price** 600,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 11d10 S; **Range** 120 ft.; **Critical** Corrode 4d6 +**Capacity** 80 charges ; **Usage** 10 +**Bulk** 2; **Special** Force, sniper (800 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shirren-Eye Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shirren-Eye Rifle.md new file mode 100644 index 0000000..5946a53 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shirren-Eye Rifle.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 2 / 8 / 13 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# SHIRREN-EYE RIFLE +Shirren-eye rifles are named for their compound sights, which resemble the eyes of the insectile race, but are rarely manufactured by shirren companies. Shirren-eye rifles are extremely accurate and favored by snipers and sharpshooters. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SHIRREN-EYE RIFLE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 8; **Price** 9,350 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d10 P; **Range** 70 ft.; **Critical** — +**Capacity** 4 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (500 ft.), unwieldy + +## SHIRREN-EYE RIFLE, TACTICAL + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 2; **Price** 755 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d10 P; **Range** 70 ft.; **Critical** — +**Capacity** 1 round; **Usage** 1 +**Bulk** 1; **Special** analog, sniper (250 ft.), unwieldy + +## SHIRREN-EYE RIFLE, ELITE + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 13; **Price** 54,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 4d10 P; **Range** 80 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (750 ft.), unwieldy + +## SHIRREN-EYE RIFLE, PARAGON + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 16; **Price** 147,200 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d10 P; **Range** 80 ft.; **Critical** — +**Capacity** 6 rounds; **Usage** 1 +**Bulk** 1; **Special** analog, sniper (1000 ft.), unwieldy + +## SHIRREN-EYE RIFLE, WARPSHOT + +**Source** _Starfinder Core Rulebook pg. 178_ +**Level** 20; **Price** 740,800 +**Hands** 2; **Proficiency** Sniper +**Damage** 10d10 P; **Range** 80 ft.; **Critical** — +**Capacity** 4 rounds; **Usage** 1 +**Bulk** 1; **Special** analog, sniper (1000 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shobhad Horizon Striker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shobhad Horizon Striker.md new file mode 100644 index 0000000..b6c1c58 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Shobhad Horizon Striker.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 6 / 11 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# SHOBHAD HORIZON STRIKER +Refined from traditional shobhad designs stretching back to long before the Gap, a horizon striker has remarkable range. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## SHOBHAD HORIZON STRIKER, ADVANCED + +**Source** _Pact Worlds pg. 194_ +**Level** 6; **Price** 4,750 +**Hands** 2; **Proficiency** Sniper +**Damage** 3d4 P; **Range** 120 ft.; **Critical** — +**Capacity** 2 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (1, 000 ft.), unwieldy + +## SHOBHAD HORIZON STRIKER, TACTICAL + +**Source** _Pact Worlds pg. 194_ +**Level** 1; **Price** 440 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d4 P; **Range** 100 ft.; **Critical** — +**Capacity** 2 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (500 ft.), unwieldy + +## SHOBHAD HORIZON STRIKER, ELITE + +**Source** _Pact Worlds pg. 194_ +**Level** 11; **Price** 27,300 +**Hands** 2; **Proficiency** Sniper +**Damage** 6d4 P; **Range** 140 ft.; **Critical** — +**Capacity** 2 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (1, 250 ft.), unwieldy + +## SHOBHAD HORIZON STRIKER, PARAGON + +**Source** _Pact Worlds pg. 194_ +**Level** 16; **Price** 185,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 8d8 P; **Range** 160 ft.; **Critical** — +**Capacity** 2 rounds; **Usage** 1 +**Bulk** 2; **Special** analog, sniper (1, 500 ft.), unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Sniper-Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Sniper-Weapons.md new file mode 100644 index 0000000..35e2ee7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Sniper-Weapons.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# SNIPER-WEAPONS +> [!grid] +> > + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Sniper-Weapons" +SORT Level ASC +WHERE file.name != "Sniper-Weapons" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Tagtech Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Tagtech Rifle.md new file mode 100644 index 0000000..01b6431 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Tagtech Rifle.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 5 / 11 / 17 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# TAGTECH RIFLE +Commissioned by Castrovellian game wardens and adopted by bounty hunters, tagtech rifles are designed to sedate distant fauna while illuminating their bodies to ensure the helpless creatures don’t disappear into the foliage. A nonlethal setting encapsulates darts in a kinetic buffer that dissipates much of their force while still allowing the weapon to deliver injections. + +### PROJECTILE WEAPONS + +Projectile weapons fire solid rounds, such as bullets or rockets. While projectile weapons are relatively antiquated, they provide serviceable firepower at a reasonable price to many travelers and traders. + +## TAGTECH RIFLE, CORUSCATOR + +**Source** _Tech Revolution pg. 62_ +**Level** 11; **Price** 25,750 +**Hands** 2; **Proficiency** Sniper +**Damage** 5d6 P; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 5 darts ; **Usage** 1 +**Bulk** 1; **Special** Aurora, injection, sniper (500 ft.), stun, unwieldy^ + +## TAGTECH RIFLE, DAZZLER + +**Source** _Tech Revolution pg. 62_ +**Level** 1; **Price** 400 +**Hands** 2; **Proficiency** Sniper +**Damage** 1d8 P; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 1 dart ; **Usage** 1 +**Bulk** 1; **Special** Aurora, injection, sniper (250 ft.), stun, unwieldy + +## TAGTECH RIFLE, VIVIFIER + +**Source** _Tech Revolution pg. 62_ +**Level** 5; **Price** 3,180 +**Hands** 2; **Proficiency** Sniper +**Damage** 2d6 P; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 3 darts ; **Usage** 1 +**Bulk** 1; **Special** Aurora, injection, sniper (250 ft.), stun, unwieldy + +## TAGTECH RIFLE, NOVA + +**Source** _Tech Revolution pg. 62_ +**Level** 17; **Price** 265,000 +**Hands** 2; **Proficiency** Sniper +**Damage** 11d6 P; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 5 darts ; **Usage** 1 +**Bulk** 1; **Special** Aurora, injection, sniper (500 ft.), stun, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Wraith-Sting Rifle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Wraith-Sting Rifle.md new file mode 100644 index 0000000..123994f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Sniper-Weapons/Wraith-Sting Rifle.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 1 / 5 / 14 +NoteType: Weapon +Price: varies +tags: +Type: Sniper-Weapon +--- +# WRAITH-STING RIFLE +Wraith-sting rifles fire darts that are loaded with an injectable substance. The low velocity and slim profile of these darts mean the target often remains unaware of the initial attack. Once the effects of the injected substance take hold, however, it is usually easy to identify the delivery method. These insidious weapons are said to be a favorite of reptoid assassins, but as with any information on that race, the veracity of this rumor is suspect. Ironically, this weapon’s models are named after stinging insects: yellow jacket, wasp, and hornet. + +## WRAITH-STING RIFLE, HORNET + +**Source** _Starfinder Armory pg. 55_ +**Level** 14; **Price** 71,200 +**Hands** 2; **Proficiency** Sniper +**Damage** —; **Range** 80 ft.; **Critical** Injection DC +2 +**Capacity** 1 dart; **Usage** 1 +**Bulk** 1; **Special** injection, sniper (750 ft.), subtle, unwieldy + +## WRAITH-STING RIFLE, YELLOW JACKET + +**Source** _Starfinder Armory pg. 55_ +**Level** 1; **Price** 375 +**Hands** 2; **Proficiency** Sniper +**Damage** —; **Range** 40 ft.; **Critical** Injection DC +2 +**Capacity** 1 dart; **Usage** 1 +**Bulk** 1; **Special** injection, sniper (250 ft.), subtle, unwieldy + +## WRAITH-STING RIFLE, WASP + +**Source** _Starfinder Armory pg. 55_ +**Level** 5; **Price** 2,980 +**Hands** 2; **Proficiency** Sniper +**Damage** —; **Range** 60 ft.; **Critical** Injection DC +2 +**Capacity** 1 dart; **Usage** 1 +**Bulk** 1; **Special** injection, sniper (500 ft.), subtle, unwieldy \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Apocalypse Crystal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Apocalypse Crystal.md new file mode 100644 index 0000000..5eaf13f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Apocalypse Crystal.md @@ -0,0 +1,69 @@ +--- +aliases: +Level: 1 / 5 / 8 / 11 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# APOCALYPSE CRYSTAL + +Regions ravaged by a living apocalypse’s radioactivity sometimes develop a form of natural solarian weapon crystal known as an _apocalypse crystal_. While no one is foolish enough to oppose a living apocalypse to search its environs for these crystals, when a living apocalypse moves away from a devastated area it dwelt in for a long period, there is often a “crystal rush.” Representatives of solarian academies and other prospectors in environmental suits risk exposure to lingering radiation in hopes of finding any apocalypse crystals before anyone else—and before the malevolent nuclear ooze returns. + +An _apocalypse crystal_ causes the damage dealt by your solarian weapon to function as a force effect. On a critical hit, your target’s molecules begin to lose cohesion, inflicting terrible damage. + +## APOCALYPSE CRYSTAL, GREATER + +**Source** _Alien Archive 2 pg. 81_ +**Level** 17; **Price** 265,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 ; **Critical** corrode 2d6 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, SHARD + +**Source** _Alien Archive 2 pg. 81_ +**Level** 1; **Price** 150 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** corrode 1d4 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, LEAST + +**Source** _Alien Archive 2 pg. 81_ +**Level** 5; **Price** 3,050 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 ; **Critical** corrode 1d6 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, MINOR + +**Source** _Alien Archive 2 pg. 81_ +**Level** 8; **Price** 9,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 ; **Critical** corrode 1d6 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, LESSER + +**Source** _Alien Archive 2 pg. 81_ +**Level** 11; **Price** 24,900 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 ; **Critical** corrode 1d6 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, STANDARD + +**Source** _Alien Archive 2 pg. 81_ +**Level** 14; **Price** 74,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 ; **Critical** corrode 2d6 +**Bulk** —; **Special** — + +## APOCALYPSE CRYSTAL, TRUE + +**Source** _Alien Archive 2 pg. 81_ +**Level** 20; **Price** 776,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 ; **Critical** corrode 2d6 +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Electron.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Electron.md new file mode 100644 index 0000000..4f345aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Electron.md @@ -0,0 +1,65 @@ +--- +aliases: +Level: 1 / 3 / 6 / 9 / 12 / 15 / 18 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# ELECTRON + +## ELECTRON, GREATER + +**Source** _Starfinder Armory pg. 49_ +**Level** 15; **Price** 93,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d4 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, SHARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 1; **Price** 280 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, LEAST + +**Source** _Starfinder Armory pg. 49_ +**Level** 3; **Price** 1,430 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d2 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, MINOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 6; **Price** 3,850 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, LESSER + +**Source** _Starfinder Armory pg. 49_ +**Level** 9; **Price** 12,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, STANDARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 12; **Price** 30,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d4 E; **Critical** — +**Bulk** —; **Special** stun + +## ELECTRON, TRUE + +**Source** _Starfinder Armory pg. 49_ +**Level** 18; **Price** 332,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d4 E; **Critical** — +**Bulk** —; **Special** stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Gluon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Gluon.md new file mode 100644 index 0000000..4da512b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Gluon.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 2 / 6 / 9 / 12 / 15 / 18 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# GLUON + +Gluon crystals create an entropic field along the weapon that creates traumatic wounds. + +## GLUON, GREATER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 18; **Price** 330,300 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 ; **Critical** severe wound +**Bulk** —; **Special** — + +## GLUON, SHARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 2; **Price** 770 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** wound +**Bulk** —; **Special** — + +## GLUON, LEAST + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 6; **Price** 3,900 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 ; **Critical** wound +**Bulk** —; **Special** — + +## GLUON, MINOR + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 9; **Price** 11,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 ; **Critical** severe wound +**Bulk** —; **Special** — + +## GLUON, LESSER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 12; **Price** 30,800 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 ; **Critical** severe wound +**Bulk** —; **Special** — + +## GLUON, STANDARD + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 15; **Price** 94,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 ; **Critical** severe wound +**Bulk** —; **Special** — + +## GLUON, TRUE + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 20; **Price** 916,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 ; **Critical** severe wound +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Graviton.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Graviton.md new file mode 100644 index 0000000..ee0095f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Graviton.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 5 / 8 / 11 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# GRAVITON + +Graviton crystals accelerate the impact of a weapon, dealing extra damage and potentially knocking down targets. + +## GRAVITON, GREATER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 17; **Price** 251,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 ; **Critical** knockdown +**Bulk** —; **Special** — + +## GRAVITON, LEAST + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 5; **Price** 2,900 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 ; **Critical** knockdown +**Bulk** —; **Special** — + +## GRAVITON, MINOR + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 8; **Price** 9,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 ; **Critical** knockdown +**Bulk** —; **Special** — + +## GRAVITON, LESSER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 11; **Price** 24,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 ; **Critical** knockdown +**Bulk** —; **Special** — + +## GRAVITON, STANDARD + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 14; **Price** 69,800 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 ; **Critical** knockdown +**Bulk** —; **Special** — + +## GRAVITON, TRUE + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 20; **Price** 727,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 ; **Critical** knockdown +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Iceflame Crystals.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Iceflame Crystals.md new file mode 100644 index 0000000..9f20465 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Iceflame Crystals.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 2 / 5 / 8 / 11 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# ICEFLAME CRYSTALS + +Creating an eternal, endothermic flame is a classic test for hanakan spellcasters. When applied to a solarian weapon crystal, this magic creates a relentlessly heat-leeching gem that often causes its imbued weapon to glow with azure flames. Iceflame crystals have the frostbite weapon critical hit effect. + +## ICEFLAME CRYSTALS, GREATER + +**Source** _Interstellar Species pg. 79_ +**Level** 17; **Price** 255,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 C; **Critical** frostbite 3d6 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, SHARD + +**Source** _Interstellar Species pg. 79_ +**Level** 2; **Price** 780 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 C; **Critical** frostbite 1 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, LEAST + +**Source** _Interstellar Species pg. 79_ +**Level** 5; **Price** 3,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 C; **Critical** frostbite 1d4 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, MINOR + +**Source** _Interstellar Species pg. 79_ +**Level** 8; **Price** 9,600 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 C; **Critical** frostbite 1d6 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, LESSER + +**Source** _Interstellar Species pg. 79_ +**Level** 11; **Price** 25,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 C; **Critical** frostbite 1d6 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, STANDARD + +**Source** _Interstellar Species pg. 79_ +**Level** 14; **Price** 75,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 C; **Critical** frostbite 2d6 +**Bulk** —; **Special** aurora + +## ICEFLAME CRYSTALS, TRUE + +**Source** _Interstellar Species pg. 79_ +**Level** 20; **Price** 825,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 C; **Critical** frostbite 4d6 +**Bulk** —; **Special** aurora \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Muon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Muon.md new file mode 100644 index 0000000..f080a65 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Muon.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 2 / 4 / 10 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# MUON + +Theoretically kin to the electron crystal, a muon crystal turns its user’s solar weapon into a wispy glow in shimmering colors, closer to the auroras certain worlds experience than the unadulterated light of a star. This diffuse weapon slides easily through most matter, making it easier to tear through living creatures and inanimate objects alike. Muon crystals are available in least, minor, lesser, standard, and greater varieties. + +## MUON, GREATER + +**Source** _Starfinder Armory pg. 49_ +**Level** 20; **Price** 760,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +10d4 ; **Critical** — +**Bulk** —; **Special** penetrating + +## MUON, LEAST + +**Source** _Starfinder Armory pg. 49_ +**Level** 2; **Price** 760 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** — +**Bulk** —; **Special** penetrating + +## MUON, MINOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 4; **Price** 2,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d2 ; **Critical** — +**Bulk** —; **Special** penetrating + +## MUON, LESSER + +**Source** _Starfinder Armory pg. 49_ +**Level** 10; **Price** 18,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d4 ; **Critical** — +**Bulk** —; **Special** penetrating + +## MUON, STANDARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 16; **Price** 166,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d4 ; **Critical** — +**Bulk** —; **Special** penetrating \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photino Crystals.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photino Crystals.md new file mode 100644 index 0000000..35ee25c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photino Crystals.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 1 / 4 / 7 / 10 / 13 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# PHOTINO CRYSTALS + +In their travels, solar wisps sometimes shed portions of themselves, which cool rapidly into a glittering stream of beautiful bright-orange jewels called _photino crystals_ that are used throughout the Pact Worlds (and beyond) as naturally occurring solarian weapon crystals. A few small starship crews make a dangerous living by following wisps— at a great distance—and waiting for this molting, scooping up the resulting jewels until their cargo holds are full, and then returning to a safer location to sort them by quality. Despite the danger inherent in collecting the gems, these solarian weapon crystals are widely available, especially in the sun’s Burning Archipelago in the Pact Worlds; aboard the kasathan worldship the Idari; and in Fullbright, Verces’s scorched, sun-facing hemisphere. + +## PHOTINO CRYSTALS, GREATER + +**Source** _Alien Archive 2 pg. 117_ +**Level** 16; **Price** 145,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d4 F; **Critical** burn 3d6 +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, SHARD + +**Source** _Alien Archive 2 pg. 117_ +**Level** 1; **Price** 110 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 F; **Critical** — +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, LEAST + +**Source** _Alien Archive 2 pg. 117_ +**Level** 4; **Price** 1,850 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d2 F; **Critical** burn 1 +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, MINOR + +**Source** _Alien Archive 2 pg. 117_ +**Level** 7; **Price** 5,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 F; **Critical** burn 1d4 +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, LESSER + +**Source** _Alien Archive 2 pg. 117_ +**Level** 10; **Price** 17,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d4 F; **Critical** burn 1d6 +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, STANDARD + +**Source** _Alien Archive 2 pg. 117_ +**Level** 13; **Price** 46,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d4 F; **Critical** burn 2d6 +**Bulk** —; **Special** — + +## PHOTINO CRYSTALS, TRUE + +**Source** _Alien Archive 2 pg. 117_ +**Level** 19; **Price** 495,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d4 F; **Critical** burn 4d6 +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photon.md new file mode 100644 index 0000000..444b45d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Photon.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 1 / 5 / 8 / 11 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# PHOTON + +Photon crystals add compressed photonic energy to a weapon strike, adding fire damage and the potential to burn the target. + +## PHOTON, GREATER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 17; **Price** 246,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 F; **Critical** burn 3d6 +**Bulk** —; **Special** — + +## PHOTON, SHARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 1; **Price** 145 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 F; **Critical** burn 1d4 +**Bulk** —; **Special** — + +## PHOTON, LEAST + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 5; **Price** 2,950 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 F; **Critical** burn 1d6 +**Bulk** —; **Special** — + +## PHOTON, MINOR + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 8; **Price** 9,300 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 F; **Critical** burn 1d6 +**Bulk** —; **Special** — + +## PHOTON, LESSER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 11; **Price** 25,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 F; **Critical** burn 1d6 +**Bulk** —; **Special** — + +## PHOTON, STANDARD + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 14; **Price** 71,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 F; **Critical** burn 2d6 +**Bulk** —; **Special** — + +## PHOTON, TRUE + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 20; **Price** 729,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 F; **Critical** burn 5d6 +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Positron.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Positron.md new file mode 100644 index 0000000..70f4b4e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Positron.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 3 / 13 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# POSITRON + +A positron crystal’s interactions with matter release both heat and radiation, causing a solar weapon it enhances to roar with flame as it strikes enemies. This adds fire damage to the weapon’s strikes and adds the irradiate critical hit effect to critical hits scored with the weapon. Unlike many radioactive weapons, a solar weapon enhanced by a positron crystal does not pose any particular risk to its user, although the reason behind this remains unknown. Research into precisely how to preserve these crystals is ongoing; currently only least, minor, and lesser versions remain stable for more than a few seconds, though these are quite powerful. + +## POSITRON, LEAST + +**Source** _Starfinder Armory pg. 49_ +**Level** 3; **Price** 1,310 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d2 F; **Critical** irradiate +**Bulk** —; **Special** — + +## POSITRON, MINOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 13; **Price** 47,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d8 F; **Critical** irradiate +**Bulk** —; **Special** — + +## POSITRON, LESSER + +**Source** _Starfinder Armory pg. 49_ +**Level** 19; **Price** 528,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +5d6 F; **Critical** irradiate +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Pyrespike.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Pyrespike.md new file mode 100644 index 0000000..c0726bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Pyrespike.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 3 / 6 / 9 / 12 / 15 / 18 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# PYRESPIKE + +Often made from multihued obsidian, a pyrespike crystal softly thrums like a tiny volcano straining to explode. This weapon crystal functions normally with most solar weapons, but when applied to a solar flare, the crystal grants the solar flare the automatic weapon special property, affecting up to 6 targets. Afterward, the solar flare can’t be used in automatic mode again until you’ve rested for 10 minutes to regain Stamina Points. + +## PYRESPIKE CRYSTALS, GREATER + +**Source** _Interstellar Species pg. 79_ +**Level** 18; **Price** 369,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, SHARD + +**Source** _Interstellar Species pg. 79_ +**Level** 3; **Price** 1,400 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, LEAST + +**Source** _Interstellar Species pg. 79_ +**Level** 6; **Price** 4,255 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, MINOR + +**Source** _Interstellar Species pg. 79_ +**Level** 9; **Price** 13,280 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, LESSER + +**Source** _Interstellar Species pg. 79_ +**Level** 12; **Price** 35,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, STANDARD + +**Source** _Interstellar Species pg. 79_ +**Level** 15; **Price** 109,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 F; **Critical** sicken +**Bulk** —; **Special** — + +## PYRESPIKE CRYSTALS, TRUE + +**Source** _Interstellar Species pg. 79_ +**Level** 20; **Price** 856,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 F; **Critical** sicken +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Solarian Weapon Crystals.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Solarian Weapon Crystals.md new file mode 100644 index 0000000..f008c3d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Solarian Weapon Crystals.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# SOLARIAN WEAPON CRYSTALS +A solarian weapon crystal adds damage to a solarian’s solar weapon. The solarian can place the crystal inside his mote as a standard action. While within a mote, a crystal applies its effects any time that mote is in a solar weapon form. A crystal within a mote can’t be interacted with in any way other than via abilities that specifically target a mote. The solarian can remove the crystal from his mote as a standard action, and the crystal falls loose if the mote is deactivated in any way. A solarian can’t have more than one crystal in his mote at a given time. + +A solarian weapon crystal doesn’t give a solarian the option to create a solar weapon if he did not choose that option for his solar manifestation. Most weapon crystals increase the amount of damage attacks with the solar weapon deal. This increased damage is normally the same type of damage the solarian weapon deals (typically bludgeoning, piercing, or slashing). If a solarian crystal’s damage entry lists an abbreviation after the damage, however, the additional damage the solar weapon deals is of the indicated type. + +Even if a solarian weapon crystal’s extra damage is a type of energy damage, attacks with the solar weapon still target KAC, not EAC. If a solarian crystal lists a critical effect, that critical effect applies to any critical hit the solar weapon makes while the solarian crystal is within the solarian’s mote. + +For example, a solarian with a minor [[Photon]] crystal and a base solar weapon damage of 2d6 deals 2d6 bludgeoning, piercing, or slashing damage, plus 1d6 fire damage, on a hit with his solar weapon. + +A solarian weapon crystal is a hybrid item that blends magic and technology. When a weapon crystal is within a mote and the solarian uses the mote in solar weapon form, the solar weapon is considered magic for the purpose of overcoming damage reduction. + +**Broken Solarian Crystals**: If a solarian weapon crystal with the broken condition is inside a solarian’s solar mote, the solarian takes a –2 penalty to attack and damage rolls with the solar weapon, and the solar weapon can’t deal extra critical effects. Both effects last until the crystal is repaired. As hybrid items, solarian crystals can be repaired using the _make whole_ or _mending_ spells, or with the Engineering or Mysticism skills, as described in the Skills chapter. + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Solarian Weapon Crystals" +SORT Level ASC +WHERE file.name != "Solarian Weapon Crystals" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/T-Quark.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/T-Quark.md new file mode 100644 index 0000000..2aeba90 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/T-Quark.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 2 / 5 / 7 / 13 / 16 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# T-QUARK + +T-quark crystals have a rapid rate of decay that a solarian can manipulate a limited number of times per day to charge his solar weapon for a more powerful strike. When the t-quark crystal is active, the solar weapon is surrounded by a chaotic storm of particles, the spiraling results of the crystal’s decay. T-quark crystals are available in least, minor, lesser, standard, greater, and true varieties. + +## T-QUARK, GREATER + +**Source** _Starfinder Armory pg. 49_ +**Level** 16; **Price** 175,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 ; **Critical** — +**Bulk** —; **Special** variant boost 3d6 (5/day) + +## T-QUARK, LEAST + +**Source** _Starfinder Armory pg. 49_ +**Level** 2; **Price** 750 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** — +**Bulk** —; **Special** variant boost 1d3 (2/day) + +## T-QUARK, MINOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 5; **Price** 3,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 ; **Critical** — +**Bulk** —; **Special** variant boost 1d4 (3/day) + +## T-QUARK, LESSER + +**Source** _Starfinder Armory pg. 49_ +**Level** 7; **Price** 6,950 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 ; **Critical** — +**Bulk** —; **Special** variant boost 2d4 (3/day) + +## T-QUARK, STANDARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 13; **Price** 45,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d12 ; **Critical** — +**Bulk** —; **Special** variant boost 2d6 (4/day) + +## T-QUARK, TRUE + +**Source** _Starfinder Armory pg. 49_ +**Level** 20; **Price** 750,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 ; **Critical** — +**Bulk** —; **Special** variant boost 6d6 (5/day) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Tauon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Tauon.md new file mode 100644 index 0000000..1cc4f84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Tauon.md @@ -0,0 +1,57 @@ +--- +aliases: +Level: 1 / 4 / 7 / 10 / 13 / 16 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# TAUON + +## TAUON, GREATER + +**Source** _Pact Worlds pg. 194_ +**Level** 13; **Price** 48,400 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d4 E; **Critical** staggered +**Bulk** —; **Special** Stun + +## TAUON, LEAST + +**Source** _Pact Worlds pg. 194_ +**Level** 1; **Price** 235 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 E; **Critical** staggered +**Bulk** —; **Special** Stun + +## TAUON, MINOR + +**Source** _Pact Worlds pg. 194_ +**Level** 4; **Price** 1,850 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d3 E; **Critical** staggered +**Bulk** —; **Special** Stun + +## TAUON, LESSER + +**Source** _Pact Worlds pg. 194_ +**Level** 7; **Price** 6,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 E; **Critical** staggered +**Bulk** —; **Special** Stun + +## TAUON, STANDARD + +**Source** _Pact Worlds pg. 194_ +**Level** 10; **Price** 17,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d4 E; **Critical** staggered +**Bulk** —; **Special** Stun + +## TAUON, TRUE + +**Source** _Pact Worlds pg. 194_ +**Level** 16; **Price** 161,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d8 E; **Critical** staggered +**Bulk** —; **Special** Stun \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/W-Boson.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/W-Boson.md new file mode 100644 index 0000000..873fefe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/W-Boson.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 1 / 5 / 8 / 11 / 14 / 17 / 20 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# W-BOSON + +W-boson crystals amplify the sheer amount of damage a weapon deals. + +## W-BOSON, GREATER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 17; **Price** 274,100 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d6 ; **Critical** bleed 4d6 +**Bulk** —; **Special** — + +## W-BOSON, SHARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 1; **Price** 215 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** burn 1d4 +**Bulk** —; **Special** — + +## W-BOSON, LEAST + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 5; **Price** 3,050 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 ; **Critical** bleed 1d6 +**Bulk** —; **Special** — + +## W-BOSON, MINOR + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 8; **Price** 9,800 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d6 ; **Critical** bleed 2d6 +**Bulk** —; **Special** — + +## W-BOSON, LESSER + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 11; **Price** 26,200 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d6 ; **Critical** bleed 2d6 +**Bulk** —; **Special** — + +## W-BOSON, STANDARD + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 14; **Price** 81,300 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d6 ; **Critical** bleed 3d6 +**Bulk** —; **Special** — + +## W-BOSON, TRUE + +**Source** _Starfinder Core Rulebook pg. 180_ +**Level** 20; **Price** 806,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +6d6 ; **Critical** bleed 6d6 +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Z-Boson.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Z-Boson.md new file mode 100644 index 0000000..78c9807 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Solarian Weapon Crystals/Z-Boson.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 1 / 4 / 7 / 10 / 13 / 16 / 19 +NoteType: Weapon +Price: varies +tags: +Type: Solarian Weapon Crystals +--- +# Z-BOSON + +This specialized weapon crystal causes a solar weapon to twist energy, momentum, and even stranger forces around it. A weapon enhanced with a z-boson crystal deals increased damage and can sometimes give a target unexpected momentum, hurling it backward. Z-boson crystals are fairly esoteric and can be found in shard, least, minor, lesser, standard, greater, and true versions. + +## Z-BOSON, GREATER + +**Source** _Starfinder Armory pg. 49_ +**Level** 16; **Price** 177,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +3d8 ; **Critical** push (25 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, SHARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 1; **Price** 115 +**Hands** 1; **Proficiency** Solarian +**Damage** +1 ; **Critical** push (5 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, LEAST + +**Source** _Starfinder Armory pg. 49_ +**Level** 4; **Price** 1,950 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d2 ; **Critical** push (5 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, MINOR + +**Source** _Starfinder Armory pg. 49_ +**Level** 7; **Price** 7,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d4 ; **Critical** push (10 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, LESSER + +**Source** _Starfinder Armory pg. 49_ +**Level** 10; **Price** 17,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +1d8 ; **Critical** push (10 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, STANDARD + +**Source** _Starfinder Armory pg. 49_ +**Level** 13; **Price** 47,500 +**Hands** 1; **Proficiency** Solarian +**Damage** +2d8 ; **Critical** push (20 ft.) +**Bulk** —; **Special** — + +## Z-BOSON, TRUE + +**Source** _Starfinder Armory pg. 49_ +**Level** 19; **Price** 561,000 +**Hands** 1; **Proficiency** Solarian +**Damage** +4d8 ; **Critical** push (30 ft.) +**Bulk** —; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Apocalypse Bow.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Apocalypse Bow.md new file mode 100644 index 0000000..47016e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Apocalypse Bow.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 5 / 9 / 13 / 17 +Price: varies +tags: +Type: Special Weapons +--- +# APOCALYPSE BOW +Magically resonant crystals sometimes develop in regions ravaged by supernatural cataclysms. When carefully heated and incorporated into a bow’s construction, these crystals impart destructive force to the weapon’s arrows, creating an apocalypse bow. + +## APOCALYPSE BOW, ADVANCED + +**Source** _Galactic Magic pg. 33_ +**Level** 9; **Price** 13,600 +**Hands** 2; **Proficiency** Special +**Damage** 2d8 P; **Range** 60 ft.; **Critical** corrode (1d6) +**Capacity** drawn +**Bulk** 1; **Special** analog, force, quick reload + +## APOCALYPSE BOW, TACTICAL + +**Source** _Galactic Magic pg. 33_ +**Level** 5; **Price** 3,300 +**Hands** 2; **Proficiency** Special +**Damage** 1d8 P; **Range** 60 ft.; **Critical** corrode (1d4) +**Capacity** drawn +**Bulk** 1; **Special** analog, force, quick reload + +## APOCALYPSE BOW, ELITE + +**Source** _Galactic Magic pg. 33_ +**Level** 13; **Price** 40,000 +**Hands** 2; **Proficiency** Special +**Damage** 4d8 P; **Range** 60 ft.; **Critical** corrode (2d6) +**Capacity** drawn +**Bulk** 1; **Special** analog, force, quick reload + +## APOCALYPSE BOW, PARAGON + +**Source** _Galactic Magic pg. 33_ +**Level** 17; **Price** 363,000 +**Hands** 2; **Proficiency** Special +**Damage** 7d8 P; **Range** 60 ft.; **Critical** corrode (3d6) +**Capacity** drawn +**Bulk** 1; **Special** analog, force, quick reload \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Bow.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Bow.md new file mode 100644 index 0000000..96defb9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Bow.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 225 +tags: +Type: Special Weapons +--- +# BOW + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 255 +**Hands** 2; **Proficiency** Special +**Damage** 1d6 P; **Range** 60 ft.; **Critical** — +**Capacity** drawn; **Usage** 1 +**Bulk** 1; **Special** Analog, quick reload + +### DESCRIPTION + +Modern compound bows are made of aluminum alloys, for superior lightness and durability. The string is made of highperformance polyethylene. Bows fire arrows as ammunition, and they can also be used with grenade arrows for more customized damage and effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Carbonedge Shuriken.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Carbonedge Shuriken.md new file mode 100644 index 0000000..d1db255 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Carbonedge Shuriken.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 1 +Price: 85 +tags: +Type: Special Weapons +--- +# CARBONEDGE SHURIKEN + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 1; **Price** 85 +**Hands** 1; **Proficiency** Special +**Damage** 1d4 P; **Range** 10 ft.; **Critical** bleed 1d4 +**Capacity** drawn +**Bulk** —; **Special** Analog, quick reload, thrown + +### DESCRIPTION + +The four-armed kasathas favor thrown weapons, so they are the most common users of these finely edged projectiles. Users of thrown weapons appreciate the light weight and keen edges of carbonedge shuriken. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Nyfiber Net.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Nyfiber Net.md new file mode 100644 index 0000000..3bca3d2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Nyfiber Net.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 2 +Price: 460 +tags: +Type: Special Weapons +--- +# NYFIBER NET + +**Source** _Starfinder Core Rulebook pg. 179_ +**Level** 2; **Price** 460 +**Hands** 1; **Proficiency** Special +**Damage** —; **Range** 10 ft.; **Critical** — +**Capacity** drawn +**Bulk** 1; **Special** Analog, entangle, thrown + +### DESCRIPTION + +Created from specialized nylon fibers that contract in response to struggle, nyfiber nets are weighted along the edges to more effectively entangle their targets. Attacks with the net target KAC. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Shuriken.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Shuriken.md new file mode 100644 index 0000000..f6aefbc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Shuriken.md @@ -0,0 +1,73 @@ +--- +aliases: +Level: 4 / 7 / 10 / 13 / 16 / 19 +Price: varies +tags: +Type: Special Weapons +--- +# SHURIKEN + +Shuriken are bladed thrown weapons most common in the carbonedge form kasathas favor. However, these weapons are versatile and come in various forms for improved cutting power or specialized use. Additionally, the size of shuriken makes them easy to hide and carry. They are ideal for hit-and-run attacks and situations where it might not be prudent to retrieve a thrown weapon. + +- **Dynamo Shuriken**: Using the best in miniaturized machine and electronic technology, a dynamo shuriken can use the power it generates when thrown to deliver an electric pulse to a target or to return to its thrower. +- **Flash Shuriken**: The friction of passing air and target impact activates a thrown flash shuriken so that the weapon delivers burn injuries and a potentially blinding flare. +- **Grooved Shuriken**: Fine channels crisscross the surface of a grooved shuriken. When an injectable substance is applied to the shuriken, it gathers in these channels and surface tension holds it in place. The grooves allow injection delivery without a specialized mechanism. Each shuriken holds a single dose of a drug, poison, or medicinal. +- **Microserrated Shuriken**: This is like the carbonedge variety, but has microserrated edges to slice into targets better. +- **Singing Shuriken**: Designed by lashunta hunting specialists using the same acoustic principles as the singing disk, the singing shuriken generates a painful high-pitched whine when thrown and can befuddle a target with a piercing impact that disturbs the inner ear. +- **Ultraserrated Shuriken**: Small but deadly, an ultraserrated shuriken has molecular-level serrations that enhance slashing. + + + +## SHURIKEN, DYNAMO + +**Source** _Starfinder Armory pg. 54_ +**Level** 19; **Price** 98,000 +**Hands** 1; **Proficiency** Special +**Damage** 12d6 E; **Range** 40 ft.; **Critical** — +**Capacity** drawn +**Bulk** L; **Special** quick reload, thrown + +## SHURIKEN, GROOVED + +**Source** _Starfinder Armory pg. 54_ +**Level** 4; **Price** 370 +**Hands** 1; **Proficiency** Special +**Damage** 1d8 P; **Range** 20 ft.; **Critical** Injection DC +2 +**Capacity** drawn +**Bulk** L; **Special** injection, quick reload, thrown + +## SHURIKEN, MICROSERRATED + +**Source** _Starfinder Armory pg. 54_ +**Level** 7; **Price** 1,120 +**Hands** 1; **Proficiency** Special +**Damage** 3d6 P; **Range** 20 ft.; **Critical** Bleed +**Capacity** drawn +**Bulk** L; **Special** quick reload, thrown + +## SHURIKEN, FLASH + +**Source** _Starfinder Armory pg. 54_ +**Level** 10; **Price** 3,120 +**Hands** 1; **Proficiency** Special +**Damage** 4d6 F; **Range** 20 ft.; **Critical** Blind +**Capacity** drawn +**Bulk** L; **Special** quick reload, thrown + +## SHURIKEN, SINGING + +**Source** _Starfinder Armory pg. 54_ +**Level** 13; **Price** 8,550 +**Hands** 1; **Proficiency** Special +**Damage** 6d6 So; **Range** 20 ft.; **Critical** Confuse +**Capacity** drawn +**Bulk** L; **Special** quick reload, thrown + +## SHURIKEN, ULTRASERRATED + +**Source** _Starfinder Armory pg. 54_ +**Level** 16; **Price** 29,100 +**Hands** 1; **Proficiency** Special +**Damage** 7d10 P; **Range** 20 ft.; **Critical** Bleed +**Capacity** drawn +**Bulk** L; **Special** quick reload, thrown \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Special Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Special Weapons.md new file mode 100644 index 0000000..d447c9f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Special Weapons/Special Weapons.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# SPECIAL WEAPONS +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Special Weapons" +SORT Level ASC +WHERE file.name != "Special Weapons" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bayonet Bracket.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bayonet Bracket.md new file mode 100644 index 0000000..f1ab957 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bayonet Bracket.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# BAYONET BRACKET +A bayonet bracket allows you to attach a one-handed melee weapon to the bottom rail of a railed weapon or a small arm. The melee weapon cannot have the reach weapon special property. Attaching a melee weapon to a bayonet bracket or removing it is a full action. If the attached melee weapon deals bludgeoning or slashing damage, you take a –2 penalty to attack rolls with it while it’s attached. The type of bayonet bracket determines which weapons you can use together. + +## BAYONET BRACKET, HEAVY + +**Source** _Starfinder Armory pg. 58_ +**Level** 1; **Price** 300; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +A heavy bracket allows you to fasten a melee weapon of 1 bulk or less to a longarm, heavy weapon, or sniper weapon. + +##  BAYONET BRACKET, LIGHT + +**Source** _Starfinder Armory pg. 58_ +**Level** 1; **Price** 150; **Bulk** L +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +Light Bayonet Bracket (Level 1): A light bracket allows you to fasten a melee weapon of light bulk to a longarm or sniper weapon, or fasten an operative weapon to a small arm. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bipod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bipod.md new file mode 100644 index 0000000..1cdfe3f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Bipod.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 1 / 2 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# BIPOD +A bipod is a set of sturdy legs attached to a railed weapon’s bottom rail. You can extend or collapse a bipod as a move action. Also as a move action, you can stabilize your weapon by resting an extended bipod on a solid surface or using the bipod as a forward grip. When you fire the stabilized weapon, reduce the total penalty you take for making a full attack and due to range according to the bipod’s type. You can’t benefit from a bipod if your weapon is mounted to a gunner harness (see page 60) or powered armor. + +##  BIPOD, HEAVY + +**Source** _Starfinder Armory pg. 58_ +**Level** 2; **Price** 700; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +Reduce your total penalty by 2, or by 1 with a heavy weapon. In addition, a stabilized heavy bipod reduces the minimum Strength score required to fire a heavy weapon without penalty by 2. + +##  BIPOD, LIGHT + +**Source** _Starfinder Armory pg. 58_ +**Level** 1; **Price** 350; **Bulk** — +**Weapon Types** railed weapon + +### DESCRIPTION + +A light bipod can be added only to a longarm or sniper weapon. Reduce your total penalty by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Collapsing Weapon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Collapsing Weapon.md new file mode 100644 index 0000000..83042cc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Collapsing Weapon.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 3 +NoteType: Weapon +Price: 1,250 +tags: +Type: Weapon Accessories +--- + + +# COLLAPSING WEAPON +**Source** _Starfinder Armory pg. 59_ +**Level** 3; **Price** 1,250; **Bulk** L +**Weapon Types** melee weapon + +### DESCRIPTION + +Some melee weapons can be made to collapse for easy and inconspicuous storage. A weapon must be purchased or crafted with this accessory integrated. As a move action, you can fold or close a collapsing weapon into a much smaller size, allowing you to use the Sleight of Hand skill to hide a collapsed weapon of 1 or 2 bulk as if it were a light weapon, or granting a collapsed weapon of light bulk the conceal special property (see page 27). As a move action, you can re-extend a collapsed weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Fireburst Chamber.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Fireburst Chamber.md new file mode 100644 index 0000000..252aa4b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Fireburst Chamber.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 400 +tags: +Type: Weapon Accessories +--- +# FIREBURST CHAMBER +**Source** _Galaxy Exploration Manual pg. 79_ +**Level** 1; **Price** 400; **Bulk** — +**Capacity** 20; **Usage** 1/hour +**Weapon Types** Railed weapon, small arm + +### DESCRIPTION + +A fireburst chamber is a weapon accessory that attaches to a firearm’s barrel, and you can load it with a single grenade as a full action. You can fire the airburst tube as a ranged attack to detonate the loaded grenade, changing the area of its explode property to a 15-foot cone originating from your square. If this accessory is attached to a small arm, the grenade’s Reflex save DC is reduced by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Flash Supressor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Flash Supressor.md new file mode 100644 index 0000000..8ae1af7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Flash Supressor.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 3 +NoteType: Weapon +Price: 1,200 +tags: +Type: Weapon Accessories +--- +# FLASH SUPRESSOR +**Source** _Starfinder Armory pg. 59_ +**Level** 3; **Price** 1,200; **Bulk** L +**Weapon Types** projectile + +### DESCRIPTION + +Modern projectile weapons have built-in flash and muzzle-blast suppression to protect a weapon’s user from flash blinding during firefights in low-light conditions, as well as to protect other high-tech devices from fouling due to residue from projectile accelerants. A hybrid _flash suppressor_ can be added to any small arm, longarm, heavy weapon, or sniper weapon in the projectile category. It eliminates virtually all light and heat that your projectile weapon produces while firing, making you harder to spot in low-light conditions. This benefit reduces the penalty you take to Stealth checks for sniping in low-light conditions by 5. + +You can combine a _flash suppressor_ and _silencer_ together by paying the combined price of both accessories. Their benefits stack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grenadier Bracket.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grenadier Bracket.md new file mode 100644 index 0000000..a4d0e8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grenadier Bracket.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 400 +tags: +Type: Weapon Accessories +--- +# GRENADIER BRACKET +**Source** _Starfinder Armory pg. 59_ +**Level** 1; **Price** 400; **Bulk** — +**Weapon Types** railed weapon + +### DESCRIPTION + +A grenadier bracket allows you to attach a modified grenade launcher or missile launcher of 3 bulk or less to the bottom rail of a railed weapon. The modifications reduce the capacity of the grenade launcher or missile launcher by 50%, to a minimum of 1 grenade or missile. These modifications can be made in 1 hour with a DC 15 Engineering check, though it is also possible to buy bracket-ready grenade or missile launchers that have been premodified for the same price as standard grenade and missile launchers. Such a modified grenade or missile launcher can still be fired as a separate weapon, and still uses proficiency in heavy weapons, even if fired from a rail on a longarm or other weapon. Attaching a grenade launcher to a grenadier bracket or removing it is a full action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grip.md new file mode 100644 index 0000000..f6681d1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Grip.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 2 / 6 / 7 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# GRIP +Weapons can be fitted with special grips that provide various advantages. You can combine grips by paying the combined price of the grips, but only if all grips are integrated into a weapon. Their benefits stack. The benefits of a grip depend on its type. + +##  GRIP, BLUR (HYBRID) + +**Source** _Starfinder Armory pg. 60_ +**Level** 7; **Price** 5,400; **Bulk** L +**Weapon Types** melee weapon, small arm + +### DESCRIPTION + +A _blur grip_ consists of microcircuitry embedded inside the padded grip of a melee weapon. Five times per day as a move action, you can squeeze the grip to activate it, creating an illusion that makes it hard to visually track the weapon. Until the end of your next turn, the _blur grip_ grants you a +4 circumstance bonus to Bluff checks to feint. + +##  GRIP, FOLDING + +**Source** _Starfinder Armory pg. 60_ +**Level** 2; **Price** 600; **Bulk** L +**Weapon Types** small arm + +### DESCRIPTION + +Only small arms can have a folding grip, and it must be integrated with the weapon. As a move action, you can fold or unfold a folding grip, granting you a +2 circumstance bonus to Sleight of Hand checks to hide the small arm on your person. + +##  GRIP, NANOFIBER + +**Source** _Starfinder Armory pg. 60_ +**Level** 2; **Price** 750; **Bulk** L +**Weapon Types** any + +### DESCRIPTION + +A nanofiber grip strengthens your hold on a weapon. While you wield the weapon, microscopic fibers act as setae, clinging to your hands. These fibers grant you a +4 circumstance bonus to AC against disarm combat maneuvers that would disarm you of the weapon. + +##  GRIP, NULL-SPACE (HYBRID) + +**Source** _Starfinder Armory pg. 60_ +**Level** 6; **Price** 4,250; **Bulk** L +**Weapon Types** melee weapon, small arm + +### DESCRIPTION + +A _null-space grip_ must be integrated into a melee weapon or small arm. As a move action, you can activate the grip to pull the weapon into an extradimensional space, leaving only a disk 1-1/2 inches in diameter. This disk is easy to hide on your person, granting you a +4 circumstance bonus to your Sleight of Hand check to do so. Additionally, the disk might not be recognized as a weapon without Engineering or Mysticism and _detect magic_ used together to identify the item. As a move action, you can squeeze the disk to return the weapon to normal form. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Gunner Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Gunner Harness.md new file mode 100644 index 0000000..8401ee4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Gunner Harness.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 3 / 7 / 9 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# GUNNER HARNESS +A gunner harness is a wearable support mesh for an articulated arm that can serve as a mount for a heavy weapon. A gunner harness reduces the minimum Strength score required to fire a heavy weapon without penalty, as determined by the harness’s type. In addition, when you fire the mounted weapon, reduce the total penalty you take for making a full attack and due to range by a value determined by the harness’s type. Donning or removing a gunner harness is a full action, and attaching a weapon to a gunner harness or removing it is a full action. + +##  GUNNER HARNESS, HEAVY + +**Source** _Starfinder Armory pg. 60_ +**Level** 7; **Price** 5,600; **Bulk** 2 +**Weapon Types** heavy weapon + +### DESCRIPTION + +Strength 14; reduce your total penalty by 2. + +##  GUNNER HARNESS, LIGHT + +**Source** _Starfinder Armory pg. 60_ +**Level** 3; **Price** 1,400; **Bulk** 1 +**Weapon Types** heavy weapon + +### DESCRIPTION + +Strength 12; reduce your total penalty by 1. + +##  GUNNER HARNESS, NULL-SPACE (HYBRID) + +**Source** _Starfinder Armory pg. 60_ +**Level** 9; **Price** 15,000; **Bulk** 2 +**Weapon Types** heavy weapon + +### DESCRIPTION + +A _null-space gunner harness_ must be integrated into a heavy weapon. +It functions like a _null-space grip_ that turns the harness and its attached weapon into the disk. A _null-space gunner harness_ otherwise functions as a heavy gunner harness. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Intertial Dampener.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Intertial Dampener.md new file mode 100644 index 0000000..675af5d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Intertial Dampener.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 6 +NoteType: Weapon +Price: 4,000 +tags: +Type: Weapon Accessories +--- +# INTERTIAL DAMPENER +**Source** _Starfinder Armory pg. 60_ +**Level** 6; **Price** 4,000; **Bulk** L +**Capacity** 20; **Usage** 1/minute +**Weapon Types** any + +### DESCRIPTION + +For those who want to use lethal weapons in nonlethal ways, an _inertial dampener_ is the tool of choice. You can activate or deactivate an _inertial dampener_ as a swift action. While the dampener is active, it creates a field around the weapon or its ammunition that causes the weapon to deal nonlethal damage in place of its regular damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Rangefinder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Rangefinder.md new file mode 100644 index 0000000..d560044 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Rangefinder.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 20 +NoteType: Weapon +Price: 325 +tags: +Type: Weapon Accessories +--- +# RANGEFINDER +**Source** _Starfinder Armory pg. 60_ +**Level** 1; **Price** 325; **Bulk** L +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A rangefinder pulses a laser at distant targets to determine their distance from you. As a move action, you can activate or deactivate a rangefinder and aim it at a specific target. The rangefinder determines the target’s range from you and its speed, and tells you whether the target is moving away from or toward you. + +You can use a rangefinder when it is not attached to or integrated with a weapon, as well. You can combine a rangefinder with a scope or sight (see Scope below or Sight on page 61) by paying the combined price of the accessories. Their benefits stack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Scope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Scope.md new file mode 100644 index 0000000..4887008 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Scope.md @@ -0,0 +1,68 @@ +--- +aliases: +Level: 3 / 4 / 6 / 9 / 12 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# SCOPE +A scope is a telescopic sighting device with an incorporated reticle that attaches to a small arm or railed weapon’s top rail. A scope can’t be added to a weapon with a sight. As a move action, you can aim through a scope. This can be done as part of the same move action required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a scope reduces penalties to attack rolls due to range as well as bonuses to AC from cover. + +In addition, a scope increases a weapon’s range increment for determining penalties to attack rolls due to range. For small arms, a scope increases the weapon’s normal range increment to 1-1/2 times its listed range for this purpose. For longarms and heavy weapons, the increase is 4 times the normal range increment. For sniper weapons, the increase is twice the range increment of the sniper special property. The reduction in penalties due to aiming with a scope applies only to the next attack roll you make with the weapon before the end of your next turn. Scopes also confer other benefits depending on their type. + +You can also view distant objects through a scope as a move action, which grants you a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. You can use a scope for this purpose when it is not attached to or integrated with a weapon. A detached scope does not provide improved accuracy. + +##  SCOPE, CLARITY + +**Source** _Starfinder Armory pg. 60_ +**Level** 12; **Price** 37,500; **Bulk** — +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A clarity scope functions as a _revealing scope_, with additional capabilities while the scope’s magical sensors are active. Activating or deactivating a _clarity scope_ is a move action. When aiming or looking through a _clarity scope_ with active sensors, you can see through illusions, and you eliminate your miss chance due to concealment other than total concealment. In addition, you gain sense through (vision) that allows you to sense through only the first creature or object between you and your target, provided that the creature or object is within the weapon’s first scope-enhanced range increment (including the enhanced range increment from the sniper special property). + +##  SCOPE, SNIPER + +**Source** _Starfinder Armory pg. 60_ +**Level** 3; **Price** 1,350; **Bulk** — +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A sniper scope reduces penalties due to range and AC bonuses from cover by 2. + +##  SCOPE, NIGHTVISION + +**Source** _Starfinder Armory pg. 60_ +**Level** 4; **Price** 2,350; **Bulk** — +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A nightvision scope functions as a sniper scope, but also amplifies light with wide spectrumsensors. Activating or deactivating a nightvision scope is a move action. When aiming or looking through an active nightvision scope, you can see as if the light were one step brighter (from dim light to normal light, for example). In darkness, this becomes dim light, though the image in the scope is black-and-white. + +##  SCOPE, LASER + +**Source** _Starfinder Armory pg. 60_ +**Level** 6; **Price** 4,300; **Bulk** — +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A laser scope functions as a sniper scope with additional laser targeting capabilities. Activating or deactivating a laser scope is a move action. An active laser scope reduces penalties due to range and AC bonuses from cover by 4. You can add the nightvision capabilities of a nightvision scope to a laser scope for an extra 1,000 credits. + +##  SCOPE, REVEALING + +**Source** _Starfinder Armory pg. 60_ +**Level** 9; **Price** 12,500; **Bulk** — +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A _revealing scope_ functions as a combined laser scope and nightvision scope with the addition of enhanced magical sensors. Three times per day as a move action, you can activate a _revealing scope’s_ sensors for 10 minutes. When aiming or looking through a _revealing scope_ with active sensors, you can see invisible and ethereal creatures, and you reduce your miss chance due to concealment other than total concealment by 10%. Deactivating a _revealing scope’_ \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Sight.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Sight.md new file mode 100644 index 0000000..c7d60cb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Sight.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 2 / 5 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# SIGHT +A sight is an improved version of the common targeting sights used by most ranged weapons. It may be a loop with an incorporated reticle, or a series of guidelines with high-visibility pigment on them, or some other simple design aid to aiming your weapon. A sight attaches to a small arm or railed weapon’s top rail. A sight can’t be added to a weapon with a scope. As a move action, you can aim through a sight. This can be done as part of the same move action as is required to aim a weapon with the sniper weapon special quality, or as part of a sneak attack where you do not take any movement even if you also aim a sniper weapon as part of that action. Aiming through a sight reduces penalties to attack rolls due to range or bonuses to AC from cover, depending on the sight’s type. The reduction in penalties due to aiming with a sight applies only to the next attack roll you make with the weapon before the end of your next turn. + +## SIGHT, LASER + +**Source** _Starfinder Armory pg. 61_ +**Level** 5; **Price** 3,000; **Bulk** L +**Capacity** 20; **Usage** 1/hour +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A laser sight functions as a manual sight with additional laser targeting capabilities. Activating or deactivating a laser sight is a move action. An active laser sight reduces penalties due to range and AC bonuses from cover by 4. + +##  SIGHT, MANUAL + +**Source** _Starfinder Armory pg. 61_ +**Level** 2; **Price** 1,000; **Bulk** L +**Weapon Types** railed weapon, small arm + +### DESCRIPTION + +A manual sight reduces penalties due to range and AC bonuses from cover by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Silencer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Silencer.md new file mode 100644 index 0000000..9683442 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Silencer.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 4 +NoteType: Weapon +Price: 1,850 +tags: +Type: Weapon Accessories +--- +# SILENCER +**Source** _Starfinder Armory pg. 61_ +**Level** 4; **Price** 1,850; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +Similar to flash suppression, modern weapons have sound-suppression hardware built in to protect users and bystanders from high-decibel reports, but this doesn’t make a weapon silent. A hybrid _silencer_ uses magitech to truly silence a weapon. When you fire a weapon equipped with a _silencer_, the weapon creates no sound, and its ammunition flies silently for the first range increment (this includes the range increment of a weapon with the sniper special property). This benefit reduces the penalty you take to Stealth checks for sniping by 5. You can combine a _silencer_ and _flash suppressor_ together by paying the combined price of both accessories. Their benefits stack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Stock.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Stock.md new file mode 100644 index 0000000..7f0f81d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Stock.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 2 / 7 +NoteType: Weapon +Price: varies +tags: +Type: Weapon Accessories +--- +# STOCK +A stock is a part of a two-handed ranged weapon that rests against the shoulder during firing. A stock cannot be attached; it must be integrated with a weapon. The benefits of a stock depend on its type. + +##  STOCK, COLLAPSING + +**Source** _Starfinder Armory pg. 61_ +**Level** 2; **Price** 850; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +Only a weapon of 1 bulk or less can have a collapsing stock. As a move action, you can extend or collapse a collapsing stock. A collapsed stock allows you to use Sleight of Hand to hide the weapon on your person as if it were a small arm. + +##  STOCK, NULL-SPACE (HYBRID) + +**Source** _Starfinder Armory pg. 61_ +**Level** 7; **Price** 5,950; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +A _null-space stock_ functions as _null-space grip_ for larger, heavier weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Uniclamp.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Uniclamp.md new file mode 100644 index 0000000..a465493 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Uniclamp.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 1 +NoteType: Weapon +Price: 150 +tags: +Type: Weapon Accessories +--- +# UNICLAMP +**Source** _Starfinder Armory pg. 61_ +**Level** 1; **Price** 150; **Bulk** L +**Weapon Types** railed weapon + +### DESCRIPTION + +This all-purpose accessory can hold a single handheld item of up to 1 bulk, such as a fire extinguisher or flashlight, so you can use the item while wielding the weapon. A uniclamp requires as many rails to attach to a piece of equipment as the equipment requires hands to operate. Attaching an item to a uniclamp or removing it is a full action. + +Unlike a gear clamp, which merely places an object in some convenient location (such as on your armor or clamped to a strut), but has no ability to activate or deactivate items clamped to it, a uniclamp runs any necessary controls for the item to the trigger or control mechanism for the weapon it is attached to. This allows you to use the item as if manipulating it with the same number of hands you have on your weapon, while still wielding the weapon. For example if you use a uniclamp to attach a beacon portable light onto a thunderstrike streetsweeper, you can turn the beacon on and off while still keeping two hands on your streetsweeper. + +The GM can rule that some items are unsuited for use with a uniclamp, that a uniclamp can be attached to only some weapons, or that a uniclamp designed for particular items doesn't work with anything else. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Weapon Accessories.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Weapon Accessories.md new file mode 100644 index 0000000..e37e9a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armaments/Weapon Accessories/Weapon Accessories.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- + +The galaxy’s weapons dealers offer a dizzying array of options, but sometimes the perfect weapon for a specialized job just isn’t available as a base model. Luckily, weapon accessories can provide additional utility with just a little tinkering, which you can do yourself or pay a professional to handle. Weapon accessories modify existing weapons to provide certain benefits to the weapon’s user. Experienced operators keep a variety of accessories on hand, swapping them out as needed. + +# WEAPON ACCESSORY DESCRIPTIONS + +Weapon accessories are described in this section. Unless otherwise noted, accessories are considered technological items. The GM is free to rule that some accessories are unsuitable for some weapons. + +**Source** _Starfinder Armory pg. 58_ +The galaxy’s weapons dealers offer a dizzying array of options, but sometimes the perfect weapon for a specialized job just isn’t available as a base model. Luckily, weapon accessories can provide additional utility with just a little tinkering, which you can do yourself or pay a professional to handle. Weapon accessories modify existing weapons to provide certain benefits to the weapon’s user. Experienced operators keep a variety of accessories on hand, swapping them out as needed.  + +# USING WEAPON ACCESSORIES + +Explanations of the statistics for weapon accessories are provided below, along with the rules for adding accessories to weapons. Specific accessories are sometimes exceptions to these rules.  + +## CAPACITY AND USAGE + +Some accessories require power to function, similar to some technological items; see page 218 of the Core Rulebook for more information. These accessories are identified with capacity and usage entries in Table 1–11: Weapon Accessories. A weapon accessory’s capacity is the highest-capacity battery that the accessory can use. Usage lists the rate at which charges are consumed when the accessory is used. Attached accessories (see Adding Accessories below) must use their own batteries, but an accessory integrated into a powered weapon can be configured to use either the weapon’s battery or its own battery.  + +# WEAPON TYPE + +Some accessories can be added only to specific types or categories of weapons, as noted in the Weapon Type entry in Table 1–11: Weapon Accessories. For the most part, these correspond to the weapon types and categories described on pages 169–170 of the _Core Rulebook_. + +**Railed Weapons**: Railed weapons are longarms, heavy weapons, and sniper weapons, all of which have rails along or near the weapon’s barrel that allow you to easily add accessories to the weapon. A railed weapon has four rails to which accessories can be added: one on top, one on the bottom, and one on either side. Only one weapon accessory can be added to each rail. Some accessories must be attached to a specific rail, such as the top or bottom, as detailed in the accessory’s description.  + +## ADDING ACCESSORIES + +Weapon accessories must normally be added to a weapon to function. Most accessories can be added either by being attached to a weapon or by being integrated into the weapon, though some accessories must be added in a certain way, as indicated in the accessory’s description. In either case, add the bulk of the weapon accessory to the weapon’s bulk to determine the final accessorized weapon’s bulk. When adding multiple items of light bulk together, treat 2–10 light bulk items as 1 bulk when combined. + +**Attachment**: An attached weapon accessory is affixed to a weapon but is not really part of it. Anyone can attach or detach an accessory as a full action, and most weapons dealers will attach an accessory bought from them at no extra charge. + +**Integration**: An integrated weapon accessory is built into the weapon, becoming part of it. Integrated accessories are usually purchased already integrated into the weapon at the combined price of the weapon and the accessory. If the weapon and accessory are purchased separately, a weapons dealer can integrate the accessory into the weapon for a fee of 10% of the accessory’s purchase price. You can integrate an accessory into a weapon (or remove an integrated accessory) if you have a number of ranks in [[Engineering (Int, Trained only)]] (or both [[Engineering (Int, Trained only)]] and [[Mysticism (Wis, Trained Only)]], for hybrid accessories) equal to the item level of the weapon or accessory, whichever is higher. It takes 1 hour to integrate an accessory or remove an integrated accessory from a weapon. + +``` dataview +TABLE +Level, Price, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Armaments/Weapon Accessories" +SORT Level ASC +WHERE file.name != "Weapon Accessories" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Absorption Shield Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Absorption Shield Hybrid).md new file mode 100644 index 0000000..d30a338 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Absorption Shield Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 7 +NoteType: Armor +Price: 6,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ABSORPTION SHIELD (HYBRID) +**Source** _Starfinder Armory pg. 80_ +**Item Level** 7; **Price** 6,500 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +**Capacity** 40; **Usage** 10 +These electrically charged absorption plates can draw the force of an explosion toward you, dampening the effect for everyone else. When you are within the area of an explosion (such as that of a weapon with the explode special property or an area effect that deals damage and allows a Reflex save for half or no damage), you can activate the absorption shield as a reaction. If the explosion deals damage, you take 1-1/2 times as much damage (150%) and can’t attempt a saving throw against the explosion (or use evasion or improved evasion). Other creatures (and objects, if applicable) within the area take only half damage from the explosion (and can attempt to reduce the damage with a saving throw as normal). + +This upgrade can be installed only in heavy or powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Adaptive Defense.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Adaptive Defense.md new file mode 100644 index 0000000..b59bee2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Adaptive Defense.md @@ -0,0 +1,33 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 / 14 / 17 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ADAPTIVE DEFENSE +An adaptive defense module emulates the ever-shifting defense of the tekhoinos. When you take acid, cold, electricity, fire, or sonic damage from an attack, you gain resistance to that energy type equal to 5 × the upgrade’s mark number; this resistance does not apply to the triggering attack, and it lasts for 10 minutes or until you take energy damage of another of those types, triggering a new resistance. + +##  ADAPTIVE DEFENSE, MK 1 (HYBRID) + +**Source** _Alien Archive 2 pg. 7_ +**Item Level** 7; **Price** 6,500 +**Slots** 1; **Armor Type** Any; **Bulk** — + + +##  ADAPTIVE DEFENSE, MK 2 (HYBRID) + +**Source** _Alien Archive 2 pg. 7_ +**Item Level** 14; **Price** 75,000 +**Slots** 1; **Armor Type** Any; **Bulk** — + + + +##  ADAPTIVE DEFENSE, MK 3 (HYBRID) + +**Source** _Alien Archive 2 pg. 7_ +**Item Level** 17; **Price** 250,000 +**Slots** 1; **Armor Type** Any; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Agility Enhancer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Agility Enhancer.md new file mode 100644 index 0000000..a7a2b77 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Agility Enhancer.md @@ -0,0 +1,55 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 1 / 5 / 9 / 13 / 17 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# AGILITY ENHANCER +This upgrade consists of replacing the hard corners of armor with more expensive flexible materials carefully angled and reinforced to increase mobility without sacrificing protective values. Agility enhancers reduce the armor check penalty of your armor, to a minimum of 0. Some agility enhancers apply only to Acrobatics, while others apply to any skill affected by armor check penalties. The amount depends on the agility enhancer type, as listed below.  + +- **Mk 1 (Level 1)**: Reduce the penalty by 1 for Acrobatics.  +- **Mk 2 (Level 5)**: Reduce the penalty by 1 for all skills.  +- **Mk 3 (Level 9)**: Reduce the penalty by 2 for Acrobatics.  +- **Mk 4 (Level 13)**: Reduce the penalty by 2 for all skills.  +- **Mk 5 (Level 17)**: Reduce the penalty by 3 for Acrobatics. + +This upgrade can be installed only in light or heavy armor. + +##  AGILITY ENHANCER, MK 1 + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 1; **Price** 375 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — + +##  AGILITY ENHANCER, MK 2] + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 5; **Price** 3,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — + + +##  AGILITY ENHANCER, MK 3 + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 9; **Price** 13,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — + + + +##  AGILITY ENHANCER, MK 4 + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 13; **Price** 46,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — + + + +##  AGILITY ENHANCER, MK 5 + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 17; **Price** 216,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aligned Buffer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aligned Buffer.md new file mode 100644 index 0000000..35ca11e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aligned Buffer.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 6,450 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ALIGNED BUFFER +**Source** _Galaxy Exploration Manual pg. 120_ +**Item Level** 7; **Price** 6,450 +**Slots** 1; **Armor Type** Any; **Bulk** L +This upgrade bolsters your armor against threats from beyond the Material Plane. Against effects created by outsiders, the armor grants you DR 3/— as well as resistance 3 against acid, cold, electricity, fire, and sonic damage. If the outsider has any alignment subtypes, this protection might increase. If at least one of the outsider’s alignment subtypes is the opposite of your alignment (such as a demon with the evil subtype attacking a good-aligned wearer), increase the damage reduction and energy resistance values by 2 each. If the outsider has two alignment subtypes that are opposite of both components of your alignment, you also ignore the first 5 points of the outsider’s resistances and damage reduction for 1 round after that outsider deals damage to you. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Arcane Vision.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Arcane Vision.md new file mode 100644 index 0000000..e3d63bc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Arcane Vision.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 8 +NoteType: Armor +Price: 9,300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ARCANE VISION +**Source** _Galactic Magic pg. 55_ +**Item Level** 8; **Price** 9,300 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 20; **Usage** 4/minute +This upgrade enables you to sense magic within 60 feet, as detect magic. While active, the module continuously delivers complex data about nearby magic, but this information is functionally meaningless unless you concentrate on it. As a standard action, you can overclock the module, temporarily increasing its usage to 4/round and causing its effect to function as arcane sight. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Armor Upgrades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Armor Upgrades.md new file mode 100644 index 0000000..9b1f86f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Armor Upgrades.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# ARMOR UPGRADEs +**Source** _Starfinder Core Rulebook pg. 204_ +A creature can personalize [[Armor]] by purchasing and installing [[Armor]] upgrades, described below, which add bonuses or customized abilities to [[Armor]] . Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades’ statistics follow. + +# CAPACITY + +For a technological [[Armor]] upgrade that requires charges to function, this entry lists the maximum size [[Battery]] the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station (see page 234). A magic [[Armor]] upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can’t be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh. + +# USAGE + +This entry lists how many charges are consumed when the [[Armor]] upgrade is used. This might be per activation or a certain duration. If an [[Armor]] upgrade uses a certain number of charges over an interval, the upgrade’s abilities can be shut off before that amount of time has passed, but it still uses charges for the full interval. For instance, an upgrade that uses charges at a rate of 2 per round would still use 2 charges if activated for half a round. + +# UPGRADE SLOTS + +Each suit of [[Armor]] contains a certain number of upgrade slots. This represents the maximum number of times the [[Armor]]can be modified while still functioning. If you install upgrades beyond the maximum, the[[Armor]] and all upgrades attached to it cease to function until you remove enough upgrades to bring the [[Armor]] down to its maximum number of upgrade slots or fewer. + +Some upgrades use more than one upgrade slot, as noted in the [[Armor]] Slots entry in Table 7–17: [[Armor]] Upgrades. + +# MAGIC UPGRADES + +Some [[Armor]] upgrades are magic or a hybrid of magic and technology. This is indicated next to the upgrade’s name. If neither magic nor hybrid is listed after an item, it’s a technological item. + +``` dataview +TABLE +ItemLevel as I-Level, ArmorType, Slots, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armor/Armor Upgrades" +SORT ItemLevel ASC +WHERE file.name != "Armor Upgrades" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Attractor Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Attractor Field.md new file mode 100644 index 0000000..1b3e352 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Attractor Field.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 11 +NoteType: Armor +Price: 24,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ATTRACTOR FIELD +**Source** _Starfinder Armory pg. 80_ +**Item Level** 11; **Price** 24,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 5; **Usage** 1 +This module employs a combination of magnetic fields and magical energies that cause melee weapons that strike you to get stuck. It must be installed in a suit of armor for 24-hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for a 24-hour cool-down period. When an enemy hits you with a melee weapon, as a reaction you can activate this upgrade, which grants you a +4 circumstance bonus to disarm combat maneuvers to disarm the enemy of that weapon before the beginning of the enemy’s next turn. An _attractor field’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-CPR Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-CPR Unit.md new file mode 100644 index 0000000..a9db05a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-CPR Unit.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 2 +NoteType: Armor +Price: 850 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# AUTO-CPR UNIT +**Source** _Starfinder Armory pg. 80_ +**Item Level** 2; **Price** 850 +**Slots** 1; **Armor Type** Any; **Bulk** — +This device monitors your blood pressure, heart rate, respiration, and temperature. When one or more of these vital signs falls below an acceptable level, the device administers aid, injecting you with stimulants and resuscitating you with a defibrillator as necessary. If you have 0 Hit Points and are dying, at the end of your next turn the auto-CPR unit attempts to stabilize you, attempting a Medicine check to administer first aid to stabilize you with a +5 total skill bonus. If you have a computer interface, you can have the computer control activate the auto-CPR unit to attempt first aid when you have the bleed condition, and you add the tier of the computer in the interface to the auto-CPR unit’s total Medicine bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-Injector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-Injector.md new file mode 100644 index 0000000..d814cc9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Auto-Injector.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 7,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# AUTO-INJECTOR +**Source** _Starfinder Armory pg. 80_ +**Item Level** 7; **Price** 7,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +This armor upgrade has a compartment the size of a small vial. As a full action, you can place a single serum or spell ampule within the compartment. As a move action, you can activate the upgrade to inject the serum into your body, where it affects you as though you had drunk it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Automated Loader.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Automated Loader.md new file mode 100644 index 0000000..d490d82 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Automated Loader.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Powered +ItemLevel: 2 +NoteType: Armor +Price: 750 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# AUTOMATED LOADER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 2; **Price** 750 +**Slots** 1; **Armor Type** Powered; **Bulk** 1 +This device attaches to powered armor and consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunition and batteries. You can activate the automated loader as a move action to reload or recharge a weapon that’s mounted to the powered armor (but not to replace the batteries of the powered armor itself). Abilities that let you reload faster than a move action don’t apply to an automated loader. + +This upgrade can be installed only in powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aversion Coating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aversion Coating.md new file mode 100644 index 0000000..55b8223 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Aversion Coating.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 1 +NoteType: Armor +Price: 200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# AVERSION COATING +**Source** _Near Space pg. 152_ +**Item Level** 1; **Price** 200 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** L +This small module secretes a terrible-tasting chemical compound. The aversion coating grants you gain a +2 bonus to AC against bite attacks. If you are subject to the swallow whole universal creature rule, the swallowing creature must succeed at a Fortitude saving throw (DC = 15 + the armor’s level) or become nauseated for 1d4 rounds. On a successful save, the creature is sickened for 1d6 rounds instead. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Backup Generator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Backup Generator.md new file mode 100644 index 0000000..f11d022 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Backup Generator.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 4 +NoteType: Armor +Price: 2,100 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BACKUP GENERATOR +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 4; **Price** 2,100 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +You can connect charged electric items such as batteries to this miniature generator to recharge them. The electricity comes from the kinetic energy of your movement, which generates 1 charge every 10 minutes of movement. No more than one item can be plugged in at a time, and the generator doesn’t produce charges when you’re resting or otherwise stationary. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Battery Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Battery Unit.md new file mode 100644 index 0000000..f65ac33 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Battery Unit.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 9 +NoteType: Armor +Price: 12,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BATTERY UNIT +**Source** _Starfinder Armory pg. 82_ +**Item Level** 9; **Price** 12,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +This upgrade, usually installed on the chest or back of the armor, has a compartment capable of storing any one battery. Power cables run from the battery slot to the palms of your hands. As a full action, you can install a battery in the compartment or remove a battery from it. When you attack with a powered weapon or use a technological item you are holding in your hand, you can expend charges from the battery stored in the upgrade rather than the weapon or item’s own battery, provided that the item is capable of using a battery of that capacity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Bodyguard Module Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Bodyguard Module Magic).md new file mode 100644 index 0000000..eeeec27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Bodyguard Module Magic).md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 11 +NoteType: Armor +Price: 24,400 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BODYGUARD MODULE (MAGIC) +**Source** _Starfinder Armory pg. 82_ +**Item Level** 11; **Price** 24,400 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** — +This shield-shaped armor plate pulses with magical energy when another upgrade of the same type is nearby. When an ally within 30 feet who is also wearing a _bodyguard module_ takes damage, you can spend 1 Resolve Point as a reaction to cause the target to take only half the damage, and you take the amount of damage not taken by the target. The damage you take can’t be negated, reduced, or redirected in any way. Forms of harm that do not involve Hit Points or Stamina Points, such as ability drain, charm effects, death effects, permanent negative levels, and temporary ability damage, are not affected. + +This upgrade can be installed only in heavy or powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Brightlight Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Brightlight Projector.md new file mode 100644 index 0000000..22cb892 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Brightlight Projector.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 6 +NoteType: Armor +Price: 3,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BRIGHTLIGHT PROJECTOR +**Source** _Starfinder Armory pg. 82_ +**Item Level** 6; **Price** 3,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 20; **Usage** 1/hour +This set of magical illumination functions as a light projector, except its magical light can penetrate even magical darkness. While this upgrade is active, your melee attacks gain the bright weapon special property. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Broadband Noise Generator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Broadband Noise Generator.md new file mode 100644 index 0000000..5b9c6a2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Broadband Noise Generator.md @@ -0,0 +1,32 @@ +--- +aliases: +ArmorType: any +ItemLevel: 2 / 6 / 10 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BROADBAND NOISE GENERATOR +When activated, this unobtrusive lump of metal and plastic emits an irritating sonic whine, aggravating bystanders’ senses. When you wear the activated upgrade and enter the blindsense or blindsight range of a creature whose sense is based on sound or vibration, that creature must succeed at a Fortitude save (DC = 10 + 1/2 the upgrade’s item level + your Constitution modifier) or its special sense becomes hindered: its blindsight functions as blindsense, or it loses its blindsense. This effect lasts for 1 minute, and whether the creature succeeds or fails the save, they become immune to the armor upgrade’s effect for 24 hours. + +##  BROADBAND NOISE GENERATOR, MK 1 + +**Source** _Tech Revolution pg. 53_ +**Item Level** 2; **Price** 650 +**Slots** 1; **Armor Type** Any; **Bulk** — + +##  Broadband Noise Generator, Mk 2 + +**Source** _Tech Revolution pg. 53_ +**Item Level** 6; **Price** 3,900 +**Slots** 1; **Armor Type** Any; **Bulk** — + + + +##  Broadband Noise Generator, Mk 3 + +**Source** _Tech Revolution pg. 53_ +**Item Level** 10; **Price** 17,500 +**Slots** 1; **Armor Type** Any; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Burrowing Arms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Burrowing Arms.md new file mode 100644 index 0000000..fa1027e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Burrowing Arms.md @@ -0,0 +1,34 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 7 / 11 / 13 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# BURROWING ARMS +This armor upgrade became popular for adventurers who needed to traverse the Plane of Earth, which can frequently require excavation. It consists of modifications to the arms that allow you to quickly move dirt and other loose material, granting a burrow speed. Unless otherwise stated, burrowing arms can’t be used to burrow through solid rock or metal. This upgrade can be installed only in heavy or powered armor. + +##  BURROWING ARMS, MK 1 + +**Source** _Drift Crisis pg. 53_ +**Item Level** 7; **Price** 7,350 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +5-foot burrow speed + +##  BURROWING ARMS, MK 2 + +**Source** _Drift Crisis pg. 53_ +**Item Level** 11; **Price** 25,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +10-foot burrow speed + + +##  BURROWING ARMS, MK 3 + +**Source** _Drift Crisis pg. 53_ +**Item Level** 13; **Price** 51,500 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +15-foot burrow speed; you can burrow through solid rock at a speed of 5 feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Climate Control Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Climate Control Unit.md new file mode 100644 index 0000000..c91aad4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Climate Control Unit.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 4 +NoteType: Armor +Price: 1,950 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# CLIMATE CONTROL UNIT +**Source** _Near Space pg. 152_ +**Item Level** 4; **Price** 1,950 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — +This upgrade is used primarily on long expeditions into hostile environments. You treat your armor as 3 levels higher for the purposes of determining the duration of its environmental protections and resisting radiation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Computer Interface.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Computer Interface.md new file mode 100644 index 0000000..027ced2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Computer Interface.md @@ -0,0 +1,21 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 6,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# COMPUTER INTERFACE +**Source** _Starfinder Armory pg. 82_ +**Item Level** 7; **Price** 6,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +Your armor is wired to allow an integrated onboard computer to monitor your condition and operate some functions of your armor. An armor interface comes with a tier 1 computer with an artificial personality and a single control module linked to your armor. You can access this computer without exposing it or yourself to the environment outside of your armor, and you receive information from it through heads-up displays and broadcasts via your armor’s integrated comm unit. + +With a successful Computers check (DC = the DC needed to hack the computer) you can set the computer to give basic information about your condition (blood pressure, heart rate, temperature, and so on) to authorized users (which you designate), or to anyone with a medkit, advanced medkit, or medical lab. Characters who can access this information gain a +2 circumstance bonus to Medicine checks they attempt on you. + +With 10 minutes of work, you can set the computer’s control module to operate any one system in your armor, as long as that system doesn’t take a full action or longer to activate or deactivate. Common applications are environmental protections or a force field armor upgrade. You can set the computer to operate the upgrade at your command (allowing you to activate one such item each round without taking an action to do so), or set it to automatically trigger the system under specific conditions as follows: the first time you take damage, the first time you take Hit Point damage, when you are stunned, when you are staggered, when you are unconscious, or when the atmospheric conditions change. If the trigger occurs, the computer automatically activates the linked system. This occurs at the end of your next turn after the condition occurs. The control module can be linked to weapons or tools that are part of the armor, subject to the normal limitations of control modules. + +You can install a higher-tier computer into the computer interface, as long as it has light or negligible bulk. You must pay for the additional computer separately, and installing it requires a successful Computers check with a DC equal to the DC to hack the new computer. The computer cannot have countermeasures that require links to the environment beyond the armor (such as a shock grid) or control modules that control anything other than armor systems, and it cannot activate more than one system each round (even if linked to multiple systems with automatic triggers). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Concealed Compartments.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Concealed Compartments.md new file mode 100644 index 0000000..f7cb6ad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Concealed Compartments.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 175 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# CONCEALED COMPARTMENTS +**Source** _Starfinder Armory pg. 82_ +**Item Level** 1; **Price** 175 +**Slots** 1; **Armor Type** Any; **Bulk** — +This upgrade consists of many hidden compartments that are difficult to distinguish from the armor’s surface. Your armor grants you a +5 bonus to Sleight of Hand checks when hiding items on your body. You can store up to 1 bulk worth of items in your concealed compartments. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Courage Module Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Courage Module Hybrid).md new file mode 100644 index 0000000..7328df5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Courage Module Hybrid).md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 10 +NoteType: Armor +Price: 18,300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# COURAGE MODULE (HYBRID) +**Source** _Starfinder Armory pg. 82_ +**Item Level** 10; **Price** 18,300 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 1; **Usage** 1 +Using fear-suppressing chemicals and magic, this upgrade bolsters your Resolve. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the shaken condition. When an effect would cause you to gain the frightened or panicked condition, as a reaction you can expend the device’s charge to be shaken for the same amount of time instead. The device’s charge replenishes each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Deflective Reinforcement.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Deflective Reinforcement.md new file mode 100644 index 0000000..542e3a4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Deflective Reinforcement.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 7,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# DEFLECTIVE REINFORCEMENT +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 7; **Price** 7,500 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +This upgrade gives your armor a uniquely slippery texture. Your armor grants you DR 5/—. In addition, your armor check penalty is reduced by 2 when you attempt an Acrobatics check to escape. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Descent Thrusters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Descent Thrusters.md new file mode 100644 index 0000000..6c5f414 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Descent Thrusters.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 800 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# DESCENT THRUSTERS +**Source** _Pact Worlds pg. 197_ +**Item Level** 1; **Price** 800 +**Slots** 1; **Armor Type** Any; **Bulk** L +Developed by kasathan engineers long ago to help them navigate the steep cliffs of their native Kasath, descent thrusters are miniature jets that slow your fall. You fall at a rate of only 60 feet per round, and you take no damage upon landing. You can trigger decent thrusters as part of an action when jumping down, or as a reaction if you fall. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Displacement Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Displacement Field.md new file mode 100644 index 0000000..c97e64a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Displacement Field.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 15 +NoteType: Armor +Price: 120,000 +Slots: 2 +tags: +Type: Armor Upgrades +--- +# DISPLACEMENT FIELD +**Source** _Starfinder Armory pg. 82_ +**Item Level** 15; **Price** 120,000 +**Slots** 2; **Armor Type** Any; **Bulk** 1 +**Capacity** 10; **Usage** 1/round +This optical device bends light around you. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. You can activate the _displacement field_ as a move action to gain the benefits of a _displacement_ spell until you spend another move action to deactivate it or it runs out of charges. A _displacement field’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Drift Escape Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Drift Escape Module.md new file mode 100644 index 0000000..6080cbf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Drift Escape Module.md @@ -0,0 +1,19 @@ +--- +aliases: +tags: +--- +--- +ArmorType: Heavy, Powered +NoteType: Armor +Type: Armor Upgrades +ItemLevel: 7 +Price: 1,000 +Slots: 1 +--- +# DRIFT ESCAPE MODULE +**Source** _Galactic Magic pg. 55_ +**Item Level** 7; **Price** 1,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +This upgrade adapts and miniaturizes Drift engine technology into a single-use emergency escape mechanism. You can activate the upgrade as a full action to perform one of two effects while you’re in the Drift. The first option is to have the upgrade eject you from the Drift and deposit you on a random planet or similar celestial body in Near Space or the Pact Worlds (the Vast lacks enough Drift beacons). The upgrade simultaneously sends a distress message along with your new coordinates to a comm unit of your choice; you can set a different message and recipient with 5 minutes of work. +The second option causes the upgrade to predict a nearby Drift region likely to have starship traffic, then teleports you there and activates a midrange general distress beacon. Under most circumstances, a passing starship notes and answers the beacon within 3d20 hours. +Either use destroys the module after it fulfills its purpose, its energy drained and many parts melted from the strain. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Easy Access Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Easy Access Kit.md new file mode 100644 index 0000000..d3e1001 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Easy Access Kit.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 125 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# EASY ACCESS KIT +**Source** _Starfinder Armory pg. 82_ +**Item Level** 1; **Price** 125 +**Slots** 1; **Armor Type** Any; **Bulk** L +This set of mechanical supports and electric connectors allows you to install a single technological item with light or negligible bulk on your wrist or another easily accessible body part. Installing or swapping out a technological item attached to the upgrade requires 10 minutes, as though you were swapping out an armor upgrade. Whenever at least one of your hands is free, you can use the item as though it were in your hand. If the item normally requires two hands to use, you still need two free hands to use it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Echolocation Detection Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Echolocation Detection Unit.md new file mode 100644 index 0000000..6b0a52d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Echolocation Detection Unit.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 10 +NoteType: Armor +Price: 19,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ECHOLOCATION DETECTION UNIT +**Source** _Alien Archive 3 pg. 57_ +**Item Level** 10; **Price** 19,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 10; **Usage** 1/minute +This package of delicate sensors and transmitters provides a heads-up display of the location of nearby sounds, granting you blindsense (sound) with a range of 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Electrostatic Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Electrostatic Field.md new file mode 100644 index 0000000..25bbb8f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Electrostatic Field.md @@ -0,0 +1,39 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 / 9 / 12 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ELECTROSTATIC FIELD +This field over your armor grants you electricity resistance, and any creature that touches you or deals damage to you with a melee weapon takes electricity damage. The resistance granted and damage dealt depend on this upgrade’s type, as noted below.  + +- **Mk 1**: Resistance 5 and 1d6 electricity damage. +- **Mk 2**: Resistance 10 and 2d6 electricity damage. +- **Mk 3**: Resistance 15 and 3d6 electricity damage. + + + +##  ELECTROSTATIC FIELD, MK 1 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 5; **Price** 3,000 +**Slots** 1; **Armor Type** Any; **Bulk** — + + +##  ELECTROSTATIC FIELD, MK 2 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 9; **Price** 13,000 +**Slots** 1; **Armor Type** Any; **Bulk** — + + + +##  ELECTROSTATIC FIELD, MK 3 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 12; **Price** 35,000 +**Slots** 1; **Armor Type** Any; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Emergency Defense Sphere Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Emergency Defense Sphere Hybrid).md new file mode 100644 index 0000000..41285dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Emergency Defense Sphere Hybrid).md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 16 +NoteType: Armor +Price: 162,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# EMERGENCY DEFENSE SPHERE (HYBRID) +**Source** _Near Space pg. 152_ +**Item Level** 16; **Price** 162,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 3; **Usage** 1/round +An _emergency defense sphere_ system monitors your vital signs and automatically triggers a _resilient sphere_ centered on you if you suffer from the dying, helpless, paralyzed, or stunned conditions. The sphere functions as the spell, except its diameter extends only to the space you occupy, and the sphere remains until the unit runs out of charges. If dispelled while there are charges remaining, the sphere reactivates at the beginning of your next turn if you still have any of the triggering conditions. The upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Endurance Module Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Endurance Module Hybrid).md new file mode 100644 index 0000000..85a11ba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Endurance Module Hybrid).md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 6 +NoteType: Armor +Price: 4,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# ENDURANCE MODULE (HYBRID) +**Source** _Starfinder Armory pg. 82_ +**Item Level** 6; **Price** 4,500 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 1; **Usage** 1 +Using advanced technology and powerful restorative magic, this upgrade continuously stimulates your blood circulation, brain, and muscles. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the fatigued condition. When an effect would cause you to gain the exhausted condition, as a reaction you can expend the device’s charge to be fatigued instead. The device’s charge replenishes each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Exit Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Exit Pod.md new file mode 100644 index 0000000..a056d63 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Exit Pod.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 4 +NoteType: Armor +Price: 1,750 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# EXIT POD +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 4; **Price** 1,750 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 +This body harness fits into a suit of powered armor or is built into the frame of heavy armor, allowing you to exit the armor as a move action instead of as a full action. Entering the armor is no faster with an exit pod. + +This can be installed only in heavy armor or powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Explosive Defense Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Explosive Defense Unit.md new file mode 100644 index 0000000..5ca1df7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Explosive Defense Unit.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 8 +NoteType: Armor +Price: 9,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# EXPLOSIVE DEFENSE UNIT +**Source** _Starfinder Armory pg. 83_ +**Item Level** 8; **Price** 9,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +These additional armor plates offer protection against explosions and shrapnel, granting you a +2 enhancement bonus to Reflex saves against weapons with the explode special property. As a full action, you can place a grenade inside a reinforced, eggshaped compartment in the armor upgrade. As a standard action, you can detonate the grenade. This explosion is centered on you, but the upgrade creates a temporary containment field that shields you from the explosion. In all other ways, the grenade functions normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ferrofluid Suspension.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ferrofluid Suspension.md new file mode 100644 index 0000000..2bcb623 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ferrofluid Suspension.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 6,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# FERROFLUID SUSPENSION +**Source** _Alien Archive 3 pg. 35_ +**Item Level** 7; **Price** 6,500 +**Slots** 1; **Armor Type** Any; **Bulk** — +Your armor dampens vibrations, reducing bludgeoning damage you take by 5 (to a minimum of 0) and reducing your armor check penalty to Stealth checks by 2 (to a minimum of 0). In addition, the DC of Perception checks against you is increased by 5 for creatures using blindsight (vibration) or blindsense (vibration). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Filtered Rebreather.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Filtered Rebreather.md new file mode 100644 index 0000000..b51addd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Filtered Rebreather.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 6 +NoteType: Armor +Price: 4,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# FILTERED REBREATHER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 6; **Price** 4,600 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +This upgraded rebreather supplements your armor’s ability to provide fresh air and filters out common toxins and poisonous vapors. Armor with this upgrade can provide fresh air for a number of weeks equal to its level. You also gain acid resistance 5 and a +2 bonus to saving throws against poison and disease. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Flashblinders.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Flashblinders.md new file mode 100644 index 0000000..8e32820 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Flashblinders.md @@ -0,0 +1,44 @@ +--- +aliases: +ArmorType: any +ItemLevel: 4 / 8 / 12 / 16 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# FLASHBLINDERS +The crystals used at the core of this upgrade are harvested from a slow-moving, geode-like beast that hunts the dark side of Verces and stuns its prey with flashes of light. You can activate this upgrade as a move action to emit a strobe-like burst of radiance. All creatures other than you within 20 feet must succeed at a Reflex saving throw (DC = 10 + half the upgrade’s item level + your Dexterity modifier) or become blind for 1 round. A set of flashblinders recharges automatically after 1 minute. + +##  FLASHBLINDERS, MK 1 + +**Source** _Pact Worlds pg. 197_ +**Item Level** 4; **Price** 2,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 1; **Usage** 1 + +##  FLASHBLINDERS, MK 2] + +**Source** _Pact Worlds pg. 197_ +**Item Level** 8; **Price** 10,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 1; **Usage** 1 + + + +## FLASHBLINDERS, MK 3 + +**Source** _Pact Worlds pg. 197_ +**Item Level** 12; **Price** 38,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 1; **Usage** 1 + + + +##  FLASHBLINDERS, MK 4 + +**Source** _Pact Worlds pg. 197_ +**Item Level** 16; **Price** 180,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 1; **Usage** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Force Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Force Field.md new file mode 100644 index 0000000..a88195c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Force Field.md @@ -0,0 +1,106 @@ +--- +aliases: +ArmorType: any +ItemLevel: 3 / 6 / 10 / 12 / 14 / 16 / 17 / 18 / 20 +NoteType: Armor +Price: varies +Slots: 2 +tags: +Type: Armor Upgrades +--- +# FORCE FIELD +You can activate or deactivate your armor’s force field as a standard action. Once active, the device generates an invisible force field around you (a force effect), including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink. + +While a force field is active, it provides you with a number of temporary Hit Points depending on the force field’s power. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field’s color code. A force field has a usage of 1 charge per round. + +More powerful force fields also have a fortification ability, which gives a percentage chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled. If a force field is inactive, its fortification ability does not function. A suit of armor cannot support more than one force field upgrade. + +| Color | Capacity | Temp HP | Fast Healing | Fortification | +|-----------|----------|---------|--------------|---------------| +| Brown | 10 | 1 | 1 | 0 % | +| Purple | 10 | 5 | 2 | 0 % | +| Black | 10 | 10 | 3 | 0 % | +| White | 20 | 15 | 4 | 0 % | +| Gray | 20 | 20 | 5 | 0 % | +| Green | 20 | 25 | 6 | 20 % | +| Red | 40 | 30 | 7 | 40 % | +| Blue | 40 | 35 | 8 | 60 % | +| Orange | 40 | 40 | 9 | 80 % | +| Prismatic | 100 | 50 | 10 | 100 % | + +##  FORCE FIELD, BLACK + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 8; **Price** 10,500 +**Slots** 2; **Armor Type** Any; **Bulk** L + + +##  FORCE FIELD, BROWN + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 3; **Price** 1,600 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, PURPLE + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 6; **Price** 4,550 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, WHITE + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 10; **Price** 20,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, GRAY + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 12; **Price** 40,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, GREEN + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 14; **Price** 80,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, RED + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 16; **Price** 180,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, BLUE + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 17; **Price** 280,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, ORANGE + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 18; **Price** 400,000 +**Slots** 2; **Armor Type** Any; **Bulk** L + + + +##  FORCE FIELD, PRISMATIC + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 20; **Price** 1,000,000 +**Slots** 2; **Armor Type** Any; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Forcepack Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Forcepack Hybrid).md new file mode 100644 index 0000000..f57a395 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Forcepack Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 9 +NoteType: Armor +Price: 13,100 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# FORCEPACK (HYBRID) +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 9; **Price** 13,100 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** 1 +**Capacity** 100; **Usage** 2/round +A _forcepack_ grants you a fly speed of 60 feet (average maneuverability). You can use this for “cruising flight” at a usage of 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight, or back, is a standard action. A _forcepack_ can’t lift you if you’re encumbered. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Fortified Plates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Fortified Plates.md new file mode 100644 index 0000000..bc637b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Fortified Plates.md @@ -0,0 +1,57 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 14 / 15 / 16 / 17 / 19 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# FORTIFIED PLATES +This upgrade reinforces critical areas of your armor with extra defensive plates, granting you a fortification ability, which functions as a force field’s fortification except the ability is always active. The fortification granted by fortified plates doesn’t stack with a force field’s fortification or other similar abilities. The percentage depends on the upgrade’s type, as listed below.  + +- **Mk 1 (Level 14)**: 20% chance  +- **Mk 2 (Level 15)**: 40% chance  +- **Mk 3 (Level 16)**: 60% chance  +- **Mk 4 (Level 17)**: 80% chance  +- **Mk 5 (Level 19)**: 100% chance + +This upgrade can be installed only in heavy or powered armor. + +##  FORTIFIED PLATES, MK 1 + +**Source** _Starfinder Armory pg. 83_ +**Item Level** 14; **Price** 65,500 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 + + +##  FORTIFIED PLATES, MK 2 + +**Source** _Starfinder Armory pg. 83_ +**Item Level** 15; **Price** 104,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 + + + +##  FORTIFIED PLATES, MK 3 + +**Source** _Starfinder Armory pg. 83_ +**Item Level** 16; **Price** 151,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 + + + +##  FORTIFIED PLATES, MK 4 + +**Source** _Starfinder Armory pg. 83_ +**Item Level** 17; **Price** 262,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 + + + +##  FORTIFIED PLATES, MK 5 + +**Source** _Starfinder Armory pg. 83_ +**Item Level** 19; **Price** 550,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghost Armor Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghost Armor Magic).md new file mode 100644 index 0000000..5513137 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghost Armor Magic).md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 +NoteType: Armor +Price: 2,900 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# GHOST ARMOR (MAGIC) +**Source** _Starfinder Armory pg. 83_ +**Item Level** 5; **Price** 2,900 +**Slots** 1; **Armor Type** Any; **Bulk** L +A _ghost armor_ upgrade consists of ornate silver bands, which create an incorporeal double of your armor and make the armor look gray and insubstantial. The armor grants you a +2 bonus to your EAC against attacks from incorporeal creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghostmarch Unit Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghostmarch Unit Magic).md new file mode 100644 index 0000000..f145350 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Ghostmarch Unit Magic).md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 19 +NoteType: Armor +Price: 590,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# GHOSTMARCH UNIT (MAGIC) +**Source** _Pact Worlds pg. 197_ +**Item Level** 19; **Price** 590,000 +**Slots** 1; **Armor Type** Light; **Bulk** 1 +**Capacity** 5; **Usage** 1/round +You can activate a _ghostmarch unit_ as a swift action to gain the benefits of the _ethereal jaunt_ spell until you spend another swift action to deactivate it or it runs out of charges. A _ghostmarch unit’s_ charges replenish each day. + +This upgrade can be installed only in light armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glamer Projector Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glamer Projector Magic).md new file mode 100644 index 0000000..e8f1f71 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glamer Projector Magic).md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 3 +NoteType: Armor +Price: 1,350 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# GLAMER PROJECTOR (MAGIC) +**Source** _Starfinder Armory pg. 83_ +**Item Level** 3; **Price** 1,350 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** L +This upgrade consists of several magical metal rings that project holographic images onto your armor, completely hiding its real appearance. As a standard action, you can change the appearance of your armor to any set of normal clothes or another type of light or heavy armor. This functions as _disguise self_, but it is only capable of changing the appearance of your armor, not yourself or the rest of your equipment. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glider Foils.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glider Foils.md new file mode 100644 index 0000000..d28b553 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Glider Foils.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 7^ +NoteType: Armor +Price: 6,000 +Slots: 2 +tags: +Type: Armor Upgrades +--- +# GLIDER FOILS +**Source** _Near Space pg. 152_ +**Item Level** 7; **Price** 6,000 +**Slots** 2; **Armor Type** Light; **Bulk** 1 +As a swift action, you can deploy or undeploy these foils to increase your flight maneuverability from clumsy to average or from average to perfect. Additionally, you can deploy these gliders while falling to slow your descent to 60 feet per round and move horizontally at a rate of 5 feet for every 1 foot you fall. While the glider foils are deployed, your maximum Dexterity bonus to AC is reduced by 2 (to a minimum of 0). The glider foils have no power of their own and don’t allow you to gain altitude. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Grandchild_s Cloak.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Grandchild_s Cloak.md new file mode 100644 index 0000000..646f258 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Grandchild_s Cloak.md @@ -0,0 +1,31 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 8 / 15 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# GRANDCHILD'S CLOAK +This upgrade is imprinted upon the interior of the armor in the shape of a curled rat. A _grandchild’s cloak_ uses a combination of holographic fields and illusion magic to render you invisible for a short period of time. You can activate a _grandchild’s cloak_ as a move action, and its benefits last until you spend another move action to deactivate it, it runs out of charges, or if you make any kind of attack (as described in the _invisibility_ spell), whichever comes first. + +The much rarer _greater grandchild’s cloak_—which followers of Grandmother Rat stridently insist does not exist—functions as a standard _grandchild’s cloak_, but it uses only 2 charges per round and its benefits do not end if you attack. + +A _grandchild’s cloak’s_ charges replenish each day. This upgrade can be installed only in light armor. + +##  GRANDCHILD'S CLOAK, NORMAL (HYBRID) + +**Source** _Pact Worlds pg. 197_ +**Item Level** 8; **Price** 10,000 +**Slots** 1; **Armor Type** Light; **Bulk** L +**Capacity** 10; **Usage** 3/round + + +## GRANDCHILD'S CLOAK, GREATER (HYBRID) + +**Source** _Pact Worlds pg. 197_ +**Item Level** 15; **Price** 120,000 +**Slots** 1; **Armor Type** Light; **Bulk** L +**Capacity** 10; **Usage** 3/round \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Gravity Pulse Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Gravity Pulse Unit.md new file mode 100644 index 0000000..449cd84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Gravity Pulse Unit.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 10 +NoteType: Armor +Price: 18,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# GRAVITY PULSE UNIT +**Source** _Galactic Magic pg. 55_ +**Item Level** 10; **Price** 18,000 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** L +**Capacity** 20; **Usage** 10 +This upgrade instantaneously alters gravity around you, jarring nearby creatures. When you activate this upgrade as a standard action, you choose whether it affects a 5-, 10-, or 15-foot-radius emanation centered on you. Other creatures in the area are flat-footed unless they succeed at a Reflex save, and if they fail the save by 5 or more, they’re also knocked prone as if tripped by a successful combat maneuver. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haste Circuit Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haste Circuit Magic).md new file mode 100644 index 0000000..824e126 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haste Circuit Magic).md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 8 +NoteType: Armor +Price: 9,250 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# HASTE CIRCUIT (MAGIC) +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 8; **Price** 9,250 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** L +**Capacity** 10; **Usage** 1/round +You can activate the _[[Haste]] circuit_ as a swift action to gain the benefits of a _[[Haste]]_ spell until you spend another swift action to deactivate it or it runs out of charges. A _[[Haste]] circuit’s_ charges replenish each day. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haze Field Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haze Field Hybrid).md new file mode 100644 index 0000000..42f5b75 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Haze Field Hybrid).md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 9 +NoteType: Armor +Price: 13,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# HAZE FIELD (HYBRID) +**Source** _Pact Worlds pg. 197_ +**Item Level** 9; **Price** 13,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 10; **Usage** 1/round +_Haze fields_ were developed on Akiton to mimic the thick haze that forms from the dust of the dry seabeds of that world. You can activate a _haze field_ as a move action, and its benefits last until you spend another move action to deactivate it or it runs out of charges. While active, the field creates a visual haze centered on you. This has no impact on visibility at short range, but you take a –2 penalty to all attack rolls and Perception checks against targets 30 or more feet away, and creatures 30 or more feet away take the same penalties to attacks and Perception checks against you. A _haze field’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Holodouble Module Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Holodouble Module Hybrid).md new file mode 100644 index 0000000..7431ce2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Holodouble Module Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 10 +NoteType: Armor +Price: 18,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# HOLODOUBLE MODULE (HYBRID) +**Source** _Starfinder Armory pg. 83_ +**Item Level** 10; **Price** 18,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — +**Capacity** 10; **Usage** 1/round +This magitech device scans your body so accurately that it can project a holographic double. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a move action, you can create a double (as _mirror image_) that lasts until you spend another move action to deactivate the device or it runs out of charges. No more than one double can be active at the same time. A _holodouble module’s_ charges replenish each day. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hover Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hover Field.md new file mode 100644 index 0000000..0940da9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hover Field.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 4 +NoteType: Armor +Price: 1,800 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# HOVER FIELD +**Source** _Starfinder Armory pg. 83_ +**Item Level** 4; **Price** 1,800 +**Slots** 1; **Armor Type** Light; **Bulk** L +This system of minor gravity generators creates an invisible but supportive gravitational bubble underneath you, supporting your weight from below by anchoring to a stable surface within an inch or so of your feet, without placing downward pressure on that surface. You hover an inch above the ground, and you don’t leave tracks or trigger any mechanical traps that use a floor-based location trigger. The gravitational bubble needs a strong, stable surface to remain stable—you can move briefly across delicate flooring that won’t support your weight and across water or other liquid surfaces, but you must end your move on a surface that can support you normally or this upgrade ceases to function until you are once more on a stable surface for a full round. + +This upgrade can be installed only in light armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hydrojet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hydrojet.md new file mode 100644 index 0000000..9b1d281 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Hydrojet.md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 3 +NoteType: Armor +Price: 1,400 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# HYDROJET +**Source** _Starfinder Armory pg. 83_ +**Item Level** 3; **Price** 1,400 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — +**Capacity** 20; **Usage** 2/hour +When you activate this set of impellers as a move action, you gain a swim speed equal to half your land speed. If you already have a swim speed, this upgrade instead grants a +10-foot enhancement bonus to your swim speed. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Indomitability Module (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Indomitability Module (Hybrid.md new file mode 100644 index 0000000..81d706f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Indomitability Module (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 13 +NoteType: Armor +Price: 50,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# INDOMITABILITY MODULE (HYBRID) +**Source** _Starfinder Armory pg. 83_ +**Item Level** 13; **Price** 50,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 1; **Usage** 1/day +Using a combination of stimulating combat drugs and mobility-enhancing magic, this upgrade renders you nearly unstoppable. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While you are wearing the armor and this upgrade has a charge, you ignore the effects of the staggered condition. When an effect would cause you to gain the dazed, paralyzed, or stunned condition, as a reaction you can expend the device’s charge to be staggered for the same amount of time instead. The device’s charge replenishes each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Infrared Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Infrared Sensors.md new file mode 100644 index 0000000..e7d26ff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Infrared Sensors.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# INFRARED SENSORS +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 1; **Price** 200 +**Slots** 1; **Armor Type** Any; **Bulk** L +You gain darkvision with a range of 60 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Invisibility Detector (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Invisibility Detector (Hybrid.md new file mode 100644 index 0000000..5c3ec86 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Invisibility Detector (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 10 +NoteType: Armor +Price: 17,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# INVISIBILITY DETECTOR (HYBRID) +**Source** _Starfinder Armory pg. 83_ +**Item Level** 10; **Price** 17,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 5; **Usage** 1/minute +As a move action, you can activate this set of optical lenses and magitech circuitry. This upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. While the upgrade is activated, you can see invisible creatures within 120 feet as translucent shapes, per _see invisibility_. _An invisibility detector’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jetpack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jetpack.md new file mode 100644 index 0000000..ce2dfdd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jetpack.md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 5 +NoteType: Armor +Price: 3,100 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# JETPACK +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 5; **Price** 3,100 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** 1 +**Capacity** 40; **Usage** 2/round +You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Juggernaut Boosters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Juggernaut Boosters.md new file mode 100644 index 0000000..40b6ff3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Juggernaut Boosters.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 3 +NoteType: Armor +Price: 1,200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# JUGGERNAUT BOOSTERS +**Source** _Starfinder Armory pg. 84_ +**Item Level** 3; **Price** 1,200 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +Your armor greatly increases your momentum when you rush forward. When you move at least 20 feet toward the target before attempting a bull rush combat maneuver, you gain a +2 circumstance bonus to the check, and if the attack hits, you can move the target an additional 5 feet. Your armor also grants you a +4 bonus to Strength checks to break down doors and other barriers if you move at least 10 feet toward the barrier before attempting the check. + +This upgrade can be installed only in heavy or powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jump Jets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jump Jets.md new file mode 100644 index 0000000..98e1552 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Jump Jets.md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 2 +NoteType: Armor +Price: 1,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# JUMP JETS +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 2; **Price** 1,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** L +**Capacity** 20; **Usage** 2/action +You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Leapers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Leapers.md new file mode 100644 index 0000000..d65fd6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Leapers.md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 1 +NoteType: Armor +Price: 205 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LEAPERS +**Source** _Starfinder Armory pg. 84_ +**Item Level** 1; **Price** 205 +**Slots** 1; **Armor Type** Light; **Bulk** — +**Capacity** 20; **Usage** 1 +This system of electric motors and hydraulics augments the strength of your leg muscles, granting you a +8 enhancement bonus to Athletics checks when jumping. As long as you are proficient with the armor it takes no time to activate the leapers, you can choose to activate them or not as part of making a jump check. + +This upgrade can be installed only in light armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Life Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Life Shield.md new file mode 100644 index 0000000..a6f9848 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Life Shield.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 14 +NoteType: Armor +Price: 64,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LIFE SHIELD +**Source** _Starfinder Armory pg. 84_ +**Item Level** 14; **Price** 64,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 10; **Usage** 1/minute +This set of golden armor plating bears runes symbolizing death, life, and protection. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a move action, you can gain protection against certain necromantic attacks, per _death ward_, until you spend another move action to deactivate the upgrade or it runs out of charges. A _life shield’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Light Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Light Projector.md new file mode 100644 index 0000000..881d93a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Light Projector.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 150 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LIGHT PROJECTOR +**Source** _Starfinder Armory pg. 84_ +**Item Level** 1; **Price** 150 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 20; **Usage** 1/hour +This set of powerful lights includes a compact but long-lasting battery. While activated, a light projector increases the light level by one step in a 100-foot cone or a 50-foot radius. You can activate or deactivate the light projector or switch between the two light modes as a move action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lightwrap Inlay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lightwrap Inlay.md new file mode 100644 index 0000000..c729f76 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lightwrap Inlay.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 6 +NoteType: Armor +Price: 5,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LIGHTWRAP INLAY +**Source** _Alien Archive 2 pg. 65_ +**Item Level** 6; **Price** 5,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 10; **Usage** 1/round +This specialized coating of glass serpent scales shifts its collective angle in response to localized electrical fields created by a delicate circuitry inlay, allowing the bending of light around you. You can activate this inlay as a standard action to become temporarily invisible (as the _invisibility_ spell, save that the process is purely technological rather than magical). This invisibility lasts until you deactivate it (which you can do as part of any other action) or the inlay runs out of charges. A lightwarp inlay’s charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lingual Scrambler (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lingual Scrambler (Hybrid.md new file mode 100644 index 0000000..917850b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Lingual Scrambler (Hybrid.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 12 +NoteType: Armor +Price: 32,800 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LINGUAL SCRAMBLER (HYBRID) +**Source** _Starfinder Armory pg. 84_ +**Item Level** 12; **Price** 32,800 +**Slots** 1; **Armor Type** Any; **Bulk** L +This system of miniature microphones, speakers, and advanced circuitry covers your ears. You can activate or deactivate the scrambler as a move action. While activated, you can hear most sounds normally, but the device scrambles all speech into incomprehensible nonsense, and you are treated as though you didn’t understand any languages. This makes you immune to all language-dependent abilities, regardless of whether they are being used by allies or enemies. Telepathic abilities and other forms of communication that don’t rely on intelligible speech affect you normally. For example, an envoy using the universal expression envoy improvisation can affect you with envoy improvisations that are normally language-dependent. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Load Lifter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Load Lifter.md new file mode 100644 index 0000000..b55de2b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Load Lifter.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 +NoteType: Armor +Price: 2,250 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LOAD LIFTER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 5; **Price** 2,250 +**Slots** 1; **Armor Type** Any; **Bulk** — +This set of artificial muscles increases the amount of bulk you can carry while wearing your armor by 3. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Longstrider Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Longstrider Module.md new file mode 100644 index 0000000..c111a3b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Longstrider Module.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 4 +NoteType: Armor +Price: 2,200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# LONGSTRIDER MODULE +**Source** _Starfinder Armory pg. 84_ +**Item Level** 4; **Price** 2,200 +**Slots** 1; **Armor Type** Light; **Bulk** — +This actuator system mimics the action of leg muscles and tendons when you run, providing assistance and support at the ankles, knees, and hips. This grants you a +10-foot enhancement bonus to your land speed. + +This upgrade can be installed only in light armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Magic Resistor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Magic Resistor.md new file mode 100644 index 0000000..972fb0f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Magic Resistor.md @@ -0,0 +1,48 @@ +--- +aliases: +ArmorType: any +ItemLevel: 11 / 14 / 17 / 20 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MAGIC RESISTOR +These platinum armor plates have protective arcane sigils etched into them. They must be installed in a suit of armor for 24 hours before they function, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. The upgrade draws on your own life force and experience to grant you spell resistance. The amount depends on your level, key ability score, and the upgrade’s type, as listed below.  + +- **Mk 1 (Level 11)**: Spell resistance = your key ability score modifier (maximum +4) + your character level  +- **Mk 2 (Level 14)**: Spell resistance = your key ability score modifier (maximum +5) + your character level + 1  +- **Mk 3 (Level 17)**: Spell resistance = your key ability score modifier (maximum +6) + your character level + 2  +- **Mk 4 (Level 20)**: Spell resistance = your key ability score modifier (maximum +7) + your character level + 3 + +The mk 3 and mk 4 models can be installed only in heavy or powered armor. + +##  MAGIC RESISTOR, MK 1 (MAGIC) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 11; **Price** 23,500 +**Slots** 1; **Armor Type** Any; **Bulk** 1 + + +##  MAGIC RESISTOR, MK 2 (MAGIC) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 14; **Price** 70,000 +**Slots** 2; **Armor Type** Any; **Bulk** 2 + + + +##  MAGIC RESISTOR, MK 3 (MAGIC) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 17; **Price** 240,000 +**Slots** 2; **Armor Type** Heavy, Powered; **Bulk** 2 + + + +##  MAGIC RESISTOR, MK 4 (MAGIC) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 20; **Price** 800,000 +**Slots** 2; **Armor Type** Heavy, Powered; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/MedObserve Interface.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/MedObserve Interface.md new file mode 100644 index 0000000..e68e6af --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/MedObserve Interface.md @@ -0,0 +1,28 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 / 5 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MEDOBSERVE INTERFACE +The basic MedObserve interface allows the user to perceive nearby heartbeats, breath, and other vital signs, providing the user with blindsense (life) to a range of 10 feet. The user gains a +2 insight bonus (or increases their existing insight bonus by 1) to perform Medicine checks and Sense Motive checks on living creatures they can perceive with this blindsense, and they can expend one charge as a standard action to replicate the effects of detect affliction on one target in their blindsense’s range. +Advanced models also exist, granting blindsight (life) with a range of 20 feet rather than blindsense (life) with a range of 10 feet. + +##  MEDOBSERVE INTERFACE, ADVANCED + +**Source** _Tech Revolution pg. 53_ +**Item Level** 11; **Price** 23,850 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 10; **Usage** 1/10 minutes + + +##  MEDOBSERVE INTERFACE, BASIC + +**Source** _Tech Revolution pg. 53_ +**Item Level** 5; **Price** 2,800 +**Slots** 1; **Armor Type** Any; **Bulk** — +**Capacity** 10; **Usage** 1/10 minutes \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Medical Interface.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Medical Interface.md new file mode 100644 index 0000000..731dcbd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Medical Interface.md @@ -0,0 +1,39 @@ +--- +aliases: +ArmorType: any +ItemLevel: 9 / 15 / 19 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MEDICAL INTERFACE +This medical upgrade stimulates your metabolism and natural healing capabilities with nanites. When you take a 10-minute rest to regain Stamina Points, you also recover some Hit Points. The amount of healing depends on the type of the medical interface, as listed below.  + +- **Mk 1 (Level 9)**: 5 Hit Points  +- **Mk 2 (Level 15)**: 10 Hit Points  +- **Mk 3 (Level 19)**: 15 Hit Points + + + +##  MEDICAL INTERFACE, MK 1 (HYBRID) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 9; **Price** 14,000 +**Slots** 1; **Armor Type** Any; **Bulk** — + + +##  MEDICAL INTERFACE, MK 2 (HYBRID) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 15; **Price** 100,000 +**Slots** 1; **Armor Type** Any; **Bulk** — + + + +##  MEDICAL INTERFACE, MK 3 (HYBRID) + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 19; **Price** 600,000 +**Slots** 1; **Armor Type** Any; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Microspur Spray (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Microspur Spray (Hybrid.md new file mode 100644 index 0000000..21712cb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Microspur Spray (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 7 +NoteType: Armor +Price: 6,700 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MICROSPUR SPRAY (HYBRID) +**Source** _Pact Worlds pg. 197_ +**Item Level** 7; **Price** 6,700 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +**Capacity** 3; **Usage** 1 +Eoxian corporations excel at technologies that use unliving materials, and the needle-sized self-replicating bone spurs in this upgrade are no exception. You can activate this upgrade as a standard action to launch microspurs in a 20-foot spread around you. All creatures in this area are affected by harrying fire. A microspur spray’s charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mindlink Servos.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mindlink Servos.md new file mode 100644 index 0000000..a52f742 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mindlink Servos.md @@ -0,0 +1,27 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 8 / 14 +NoteType: Armor +Price: varies +Slots: 2 +tags: +Type: Armor Upgrades +--- +# MINDLINK SERVOS +_Mindlink servos_ allow you to move using purely mental actions. With the base model, you can move only up to a quarter your land speed in a straight line. You can’t move over difficult terrain or simple obstacles, and you can’t take a guarded step. With the more advanced mk 2 _mindlink servos_, you can move up to half your speed using purely mental actions, changing direction and moving over difficult terrain as normal. + +##  MINDLINK SERVOS, MK 1 (HYBRID) + +**Source** _Near Space pg. 153_ +**Item Level** 8; **Price** 9,500 +**Slots** 2; **Armor Type** Light, Heavy; **Bulk** 2 +**Capacity** 5; **Usage** 1/round + + +##  MINDLINK SERVOS, MK 2 (HYBRID) + +**Source** _Near Space pg. 153_ +**Item Level** 14; **Price** 71,000 +**Slots** 2; **Armor Type** Light, Heavy; **Bulk** 2 +**Capacity** 5; **Usage** 1/round \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mobility Enhancer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mobility Enhancer.md new file mode 100644 index 0000000..f826e0d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Mobility Enhancer.md @@ -0,0 +1,29 @@ +--- +aliases: +ArmorType: Heavy +ItemLevel: 3 / 8 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MOBILITY ENHANCER +This system of elastic braces and joint support structures reduces the stress heavy armor exerts on your body, allowing you to move faster despite the armor’s bulk. A mobility enhancer reduces the armor’s speed adjustment by an amount determined by the upgrade’s type, as listed below. The speed adjustment of the armor can’t increase above 0 feet.  + +- **Mk 1 (Level 3)**: Reduce the armor’s speed adjustment by 5 feet.  +- **Mk 2 (Level 8)**: Reduce the armor’s speed adjustment by 10 feet. + +This upgrade can be installed only in heavy armor. + +##  MOBILITY ENHANCER, MK 1 + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 3; **Price** 1,500 +**Slots** 1; **Armor Type** Heavy; **Bulk** — + +##  MOBILITY ENHANCER, MK 2 + +**Source** _Starfinder Armory pg. 84_ +**Item Level** 8; **Price** 9,500 +**Slots** 1; **Armor Type** Heavy; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Molting Coat Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Molting Coat Module.md new file mode 100644 index 0000000..93c3aa6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Molting Coat Module.md @@ -0,0 +1,32 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 / 11 / 17 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# MOLTING COAT MODULE +A molting coat module replicates the quick-molting skin of a vasporan. You can activate the module as a reaction when you are hit by an attack targeting your KAC while in an atmosphere. You reduce the attack’s damage by an amount equal to 5 × the upgrade’s mark number. This reduction applies only to the triggering attack and stacks with one other source of damage reduction or resistance. The module requires 1 hour to secrete a new coat before it can be used again. + +##  MOLTING COAT MODULE, MK 1 + +**Source** _Alien Archive 4 pg. 133_ +**Item Level** 5; **Price** 2,700 +**Slots** 1; **Armor Type** Any; **Bulk** L + +##  MOLTING COAT MODULE, MK 2 + +**Source** _Alien Archive 4 pg. 133_ +**Item Level** 11; **Price** 23,000 +**Slots** 1; **Armor Type** Any; **Bulk** L + + + +## MOLTING COAT MODULE, MK 3 + +**Source** _Alien Archive 4 pg. 133_ +**Item Level** 17; **Price** 225,000 +**Slots** 1; **Armor Type** Any; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Neutronium Shell (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Neutronium Shell (Hybrid.md new file mode 100644 index 0000000..3f2a256 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Neutronium Shell (Hybrid.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 12 +NoteType: Armor +Price: 37,500 +Slots: 2 +tags: +Type: Armor Upgrades +--- +# NEUTRONIUM SHELL (HYBRID) +**Source** _Alien Archive 3 pg. 43_ +**Item Level** 12; **Price** 37,500 +**Slots** 2; **Armor Type** Heavy, Powered; **Bulk** 1 +A suit of heavy or powered armor can be sprayed with a thin coat of magically stabilized neutronium. It takes an hour to apply a neutronium shell, and 8 hours of work to remove one. The armor grants electricity resistance 10 and resistance 15 against damage done by laser weapons or other light-based attacks (this doesn’t stack with any other resistances that would reduce similar damage, such as fire resistance). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Omnidirectional Camera.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Omnidirectional Camera.md new file mode 100644 index 0000000..00ba98b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Omnidirectional Camera.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 2 +NoteType: Armor +Price: 1,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# OMNIDIRECTIONAL CAMERA +**Source** _Near Space pg. 153_ +**Item Level** 2; **Price** 1,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 10; **Usage** 1/round +This camera and holographic-display unit covers areas you can’t normally see. Activating the camera is a move action, and while the camera is active, you gain the unflankable universal creature rule. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Personal Drop Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Personal Drop Pod.md new file mode 100644 index 0000000..33632ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Personal Drop Pod.md @@ -0,0 +1,33 @@ +--- +aliases: +ArmorType: any +ItemLevel: 2 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# PERSONAL DROP POD +These are single-use armor upgrades that provide protection for one orbital drop. When activated, the pod forms a transparent cocoon that provides full protection from the fire damage caused by atmospheric reentry and from the bludgeoning damage of the final impact. The pods also come with thrusters that allow their users to make small maneuvers toward a chosen landing site. This allows those dropping to avoid trees or other ground-based hazards. After the drop, the burnt-out pod automatically detaches, leaving the armor upgrade slot free once more. Stealth drop pods allow users to use their Stealth skill to oppose the Perception checks of ground-based observers and sensors. Invisibility drop pods use advanced light-refraction and heat-dissipation technology to provide full invisibility during the drop.  + +## PERSONAL DROP POD, BASIC + +**Source** _Starship Operations Manual pg. 49_ +**Item Level** 2; **Price** 200 +**Slots** 1; **Armor Type** Any; **Bulk** 1 + + +## PERSONAL DROP POD, STEALTH + +**Source** _Starship Operations Manual pg. 49_ +**Item Level** 5; **Price** 500 +**Slots** 2; **Armor Type** Any; **Bulk** 1 + + + +## PERSONAL DROP POD, INVISIBILITY + +**Source** _Starship Operations Manual pg. 49_ +**Item Level** 10; **Price** 3,000 +**Slots** 2; **Armor Type** Any; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Pet Carrier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Pet Carrier.md new file mode 100644 index 0000000..25508ba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Pet Carrier.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 100 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# PET CARRIER +**Source** _Alien Archive 3 pg. 147_, _Alien Archive 2 pg. 119_ +**Item Level** 1; **Price** 100 +**Slots** 1; **Armor Type** Any; **Bulk** L +The pet carrier armor upgrade takes one upgrade slot and provides space for one Tiny, two Diminutive, or four Fine creatures to take refuge in your armor. You can open or close a pet carrier as a move action. A creature of appropriate size can enter or exit a pet carrier by using 5 feet of movement to do so. While inside the pet carrier, a creature benefits from total cover and your armor’s environmental protections, but it can’t take any physical actions other than to leave an open carrier.  + +The bulk of the pet carrier is 1 when occupied. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Phase Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Phase Shield.md new file mode 100644 index 0000000..02ccfaa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Phase Shield.md @@ -0,0 +1,18 @@ +--- +aliases: +ArmorType: Heavy, Powered +ItemLevel: 6 +NoteType: Armor +Price: 4,325 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# PHASE SHIELD +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 6; **Price** 4,325 +**Slots** 1; **Armor Type** Heavy, Powered; **Bulk** 1 +**Capacity** 40; **Usage** 2 +You can activate this upgrade to generate a glowing, translucent blue shield on one of your arms that helps you block incoming attacks. Activating or deactivating the shield takes a move action. While the shield is active, you gain a +1 enhancement bonus to EAC. The phase shield interferes with your ability to use the arm it’s installed on, so while the phase shield is active, you can hold an item in that hand but not use it or make attacks with it. + +This can be installed only in heavy or powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Plasma Pain (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Plasma Pain (Hybrid.md new file mode 100644 index 0000000..ada2c91 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Plasma Pain (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 +NoteType: Armor +Price: 3,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# PLASMA PAIN (HYBRID) +**Source** _Alien Archive 4 pg. 83_ +**Item Level** 5; **Price** 3,500 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 10; **Usage** 1/round +Your armor’s painted patterns channel incoming energy, either dissipating it entirely or directing it into your weapons. You gain electricity resistance 5. When you take 5 or more electricity damage from a single attack or effect (before applying your resistance), you glow in a 10-foot radius (increasing the light level by one step, up to normal light) until the end of your next turn. During this time, any electricity damage you deal with non-analog weapons before the end of your next turn increases by 1d6. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Privacy Shield (Magic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Privacy Shield (Magic.md new file mode 100644 index 0000000..82dd517 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Privacy Shield (Magic.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 12 +NoteType: Armor +Price: 35,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# PRIVACY SHIELD (MAGIC) +**Source** _Starfinder Armory pg. 84_ +**Item Level** 12; **Price** 35,500 +**Slots** 1; **Armor Type** Any; **Bulk** L +These talismans embedded into armor plates constantly shield against divination magic and surveillance technology, per _nondetection_. This upgrade must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for a 24-hour cool-down period. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quartz Refractor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quartz Refractor.md new file mode 100644 index 0000000..5f40545 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quartz Refractor.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 7,100 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# QUARTZ REFRACTOR +**Source** _Alien Archive 4 pg. 9_ +**Item Level** 7; **Price** 7,100 +**Slots** 1; **Armor Type** Any; **Bulk** L +Animated quartz swarm creators sometimes make this armor upgrade from leftover or defective quartz crystals. A series of hexagonal quartz crystals inscribed with runes are placed at regular intervals over the armor, catching light and making it refract at odd angles due to birefringence. A quartz refractor grants resistance 10 against damage dealt by laser weapons (this doesn’t stack with any other resistance that would reduce similar damage, such as fire resistance). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quick-Release Sheath.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quick-Release Sheath.md new file mode 100644 index 0000000..df5e815 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quick-Release Sheath.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 325 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# QUICK-RELEASE SHEATH +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 1; **Price** 325 +**Slots** 1; **Armor Type** Any; **Bulk** L +This articulated compartment can hold a one-handed weapon of no more than light bulk. You can activate this upgrade as a swift action to put the item in your hand as though you’d drawn it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quicksuit (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quicksuit (Hybrid.md new file mode 100644 index 0000000..371b4a4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Quicksuit (Hybrid.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 3 +NoteType: Armor +Price: 1,300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# QUICKSUIT (HYBRID) +**Source** _Starfinder Armory pg. 85_ +**Item Level** 3; **Price** 1,300 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — +This device forms a magical link between the different parts of your armor and adjusts the pieces so that you can dive right into or out of the armor. Donning or removing the armor requires only a standard action. + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Radiation Buffer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Radiation Buffer.md new file mode 100644 index 0000000..1af617b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Radiation Buffer.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# RADIATION BUFFER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 1; **Price** 200 +**Slots** 1; **Armor Type** Any; **Bulk** L +This device grants a +2 bonus to your initial saving throw against radiation (see page 403) in addition to any bonuses from your armor’s environmental protection. This doesn’t provide any bonus to saves against the secondary effects of radiation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Rampart Plates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Rampart Plates.md new file mode 100644 index 0000000..81f65db --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Rampart Plates.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Heavy +ItemLevel: 5 +NoteType: Armor +Price: 2,850 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# RAMPART PLATES +**Source** _Starfinder Armory pg. 84_ +**Item Level** 5; **Price** 2,850 +**Slots** 1; **Armor Type** Heavy; **Bulk** 1 +These extra-thick armor plates don’t increase your defense in general, but add a little extra protection when you specifically try to defend yourself. When you have the cowering condition or take the total defense or withdraw action, you gain a +2 bonus to AC. + +This upgrade can be installed only in heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reaction Accelerator (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reaction Accelerator (Hybrid.md new file mode 100644 index 0000000..0b1cf95 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reaction Accelerator (Hybrid.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 9 +NoteType: Armor +Price: 13,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# REACTION ACCELERATOR (HYBRID) +**Source** _Starfinder Armory pg. 84_ +**Item Level** 9; **Price** 13,500 +**Slots** 1; **Armor Type** Any; **Bulk** — +This upgrade magically analyzes stress hormones in your bloodstream and, when you are in a threatening situation, stimulates your glands to release hormones that allow you to react quickly. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. When you roll initiative, after seeing the result of your initiative check, you can immediately spend 1 Resolve Point to reroll your initiative with an additional +4 bonus and take the better of your original result or your new result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reactive Polarization.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reactive Polarization.md new file mode 100644 index 0000000..64ec7fd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reactive Polarization.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 3 +NoteType: Armor +Price: 1,600 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# REACTIVE POLARIZATION +**Source** _Near Space pg. 153_ +**Item Level** 3; **Price** 1,600 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 5; **Usage** 1 +You can activate this upgrade as a reaction to gain a +4 circumstance bonus to a saving throw against a visual effect that would cause you to become dazzled or blinded. If you fail that save against an effect that would cause you to become blinded, you become dazzled instead. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Remote-Link Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Remote-Link Module.md new file mode 100644 index 0000000..ee41fa6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Remote-Link Module.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: Powered +ItemLevel: 4 +NoteType: Armor +Price: 1,750 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# REMOTE-LINK MODULE +**Source** _Near Space pg. 153_ +**Item Level** 4; **Price** 1,750 +**Slots** 1; **Armor Type** Powered; **Bulk** 1 +**Capacity** 20; **Usage** 1/hour +This upgrade comes with a control computer module that can be used to pilot a suit of linked powered armor while no creature is wearing it. You can pilot the suit of powered armor that has the upgrade, activating the upgrade as a move action to move the linked armor up to its land speed. You can instead take a full action to activate the linked armor and have it automatically follow the remote at a selected distance from 5 to 500 feet. The linked powered armor can otherwise take no actions or carry any objects or creatures. If the linked armor is ever more than 500 feet from the remote, it immediately stops in place and must be reactivated to be used again. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reverberation Amplifier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reverberation Amplifier.md new file mode 100644 index 0000000..fea649b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Reverberation Amplifier.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 +NoteType: Armor +Price: 3,300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# REVERBERATION AMPLIFIER +**Source** _Alien Archive 4 pg. 11_ +**Item Level** 5; **Price** 3,300 +**Slots** 1; **Armor Type** Any; **Bulk** 2 +Adding specially modified arabuk antlers to your armor allows you to harness their amplifying properties for your own sonic attacks. The armor upgrade makes a soft clicking sound reminiscent of an arabuk’s hunting clicks. This sound and the antler’s amplifying properties impose a –8 penalty on your Stealth checks while wearing this armor. When you use a weapon to deal sonic damage to a single target, you deal additional damage equal to half the weapon’s item level. In addition, once per day as a reaction when you would take sonic damage, you can overcharge the amplifier to reduce that damage by half. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sacred Seal (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sacred Seal (Hybrid.md new file mode 100644 index 0000000..9556726 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sacred Seal (Hybrid.md @@ -0,0 +1,36 @@ +--- +aliases: +ArmorType: any +ItemLevel: 6 +NoteType: Armor +Price: 4,200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SACRED SEAL (HYBRID) +**Source** _Galaxy Exploration Manual pg. 120_ +**Item Level** 6; **Price** 4,200 +**Slots** 1; **Armor Type** Any; **Bulk** L +This pair of pendants connected by a loose silver braid shimmers with faint axioms of the viewer’s faith. When installed in armor and attuned to a specific deity with heartfelt prayer as a full action, this upgrade’s appearance transforms, modifying the armor’s appearance to reflect that patron deity’s aesthetic or iconography. This appearance might involve intimidating skull pauldrons for the Devourer, bold golden highlights for Abadar, or a network of holographic circuits for Triune. While your alignment is within one step of the attuned deity’s, this upgrade grants a benefit specific to that deity, detailed below. In addition, you gain a +1 morale bonus to Diplomacy checks to influence members of that faith. +If uninstalled for at least 24 hours, the sacred seal reverts to its silver pendants form and can be reattuned to a different deity. +**Abadar:** While in any settlement with a population of 10,000 or more, you can communicate with any sapient creature using a rudimentary form of truespeech, allowing you to convey simple ideas such as “I need help,” “We are here to negotiate,” or “Let’s trade this for that.” However, this communication doesn’t allow you to affect such creatures with language-dependent effects. While in a settlement with a population of 100,000 or more, you can communicate as if affected by tongues. +**Besmara:** While aboard a starship, you gain a +1 morale bonus to your AC and saving throws, and you increase your speed by 5 feet. +**Damoritosh:** Using Intimidate to bully creatures isn’t a language-dependent ability for you. Once per day as a full action, you can attempt an Intimidate check to scare onlookers within 60 feet into a state of fearful, supernatural comprehension. The DC for this check equals 10 + 1-1/2 × the CR of the most powerful creature you would affect. If you succeed, choose a language you know; a number of creatures in the area equal to 5 times your number of ranks in Intimidate gain the ability to understand basic statements in the chosen language for 10 minutes. +**Desna:** While within 1 mile of an astronomical object, such as an asteroid, space station, or planet, you can concentrate for 10 minutes to designate it as your beacon. You gain the spaceflight universal creature rule, though you can use it only to travel to your beacon, and you use Mysticism instead of Piloting for checks to navigate. While traveling in this way, you also have the void adaptation universal creature rule and don’t need to eat or sleep. +**The Devourer:** Once per hour when you use an effect to deal damage in an area and are included in that area, you can augment the effect’s power. The effect ignores any resistances or immunities you have, and if the effect wouldn’t normally harm you (such as a solarian’s supernova revelation), you’re affected anyway. All other creatures in the area take a –2 penalty to saving throws to resist the effect and take an additional 1 damage per die from the effect. +**Eloritu:** Your divination spells and effects that reveal information about a planet, its people, their languages, their culture, or their history have their ranges and durations doubled. Commune with nature and commune with planet (Character Operations Manual 134) grant facts about people or intelligent life respectively, in addition to the other granted facts. +**Hylax:** You gain blindsense (thought) with a range of 60 feet and blindsight (thought) with a range of 10 feet, though you can use these senses to detect only those creatures whose attitude toward you is either friendly or helpful. These senses aren’t foolproof for discerning friends from foes; a creature feigning friendliness who succeeds at a Bluff check (opposed by your Sense Motive check) can trick this sense into detecting them as though they were a friendly creature. +**Ibra:** When you would attempt a Fortitude or Reflex saving throw against a hazard or trap, you can use your Will saving throw modifier instead. +**Iomedae:** You gain a +2 insight bonus (or increase an existing insight bonus by 1) when using Diplomacy to change the attitude of unfriendly or hostile creatures. If combat begins within 1 minute of your failing to change the creatures’ attitude, you gain a +2 morale bonus to your AC until the end of your first turn. +**Lao Shu Po:** Once per day, you can activate this armor while finalizing a deal with another party, such as a contract or truce. If the other party violates the deal in a malicious way, such as by double-crossing you, you can take a reaction to gain a +2 morale bonus to AC and saving throws for 1 minute against the other party and their direct associates. The reaction granted by this ability can be used only once per violated deal. If you instead violate the deal maliciously, you gain a +2 morale bonus to your next initiative check in a combat against those creatures if that combat starts within 1 minute. This ability can track only a single deal at a time, and activating it again replaces the previous deal with the new one. +**Nyarlathotep:** Once per hour when you attempt a skill check to identify a creature or recall knowledge, you can apply an insight bonus to the check between 1 and 4. If you succeed at the check, you take 1d6 damage for each point of insight bonus you applied (for example, 3d6 damage for a +3 bonus). +**Oras:** This upgrade has a capacity of 40 charges and naturally regains 1d6 charges per day. When you first arrive on a planet, this armor upgrade temporarily transforms into one of the following armor upgrades of your choice: descent thrusters (Pact Worlds 197), hydrojet (Armory 83), infrared sensors, jump jets, leapers (Armory 84), longstrider module (Armory 84), or radiation buffer. The selected upgrade must be one that would function for the type of armor you’re wearing. Once per day as a full action, you can spend 1 Resolve Point to choose a different upgrade from the list and transform this sacred seal into that upgrade. +**Pharasma:** Once per day as a reaction when an ally within 30 feet has 0 Hit Points and would die from being unable to spend a Resolve Point, you can grant that ally 1 Resolve Point to spend immediately to avoid dying. During the same day, you can grant additional Resolve Points in this way as a reaction, but each subsequent use of this ability costs you 1 Resolve Point. +**Sarenrae:** You gain resistance 5 against fire, which increases to resistance 10 against fire in solar environments. In addition, you gain the solar adaptation ability and are immune to fire for the purpose of withstanding a star’s heat. +**Talavet:** Three times per day, you can begin animatedly telling a fable that reflects your actions; doing so doesn’t require an action. When you do, choose one of the following: charge, combat maneuver, covering fire, feint, harrying fire, or move your speed. So long as you perform the chosen action before the end of your turn, allies within 30 feet of you who perform the same type of action before your next turn gain a +2 morale bonus to AC and a +1 morale bonus to attack rolls and skill checks while performing those actions (such as a bonus to AC against attacks of opportunity while charging, but not against subsequent attacks). +**Triune:** While on any high-technology world, you draw life from the ambient technology; you need only one-tenth as much food and water to survive, gain a +2 resistance bonus to saving throws to recover from ongoing afflictions, and recover 5 Hit Points whenever you take a 10-minute rest and spend a Resolve Point to recover Stamina Points. +**Urgathoa:** Once per minute when you’re exposed to radiation, you gain temporary Hit Points that slowly replenish as if this armor upgrade were a force field (Core Rulebook 206). This upgrade functions as a purple, black, white, or gray force field for low, medium, high, and severe radiation levels, respectively, though the force field activates automatically and doesn’t consume charges. The temporary Hit Points disappear 1 round after you’re no longer exposed to radiation, and the HP maximum and fast healing increase or decrease if you move to stronger or weaker areas of radiation. If you’re immune to the current level of radiation, you gain no benefit from this upgrade. +**Weydan:** When calculating the time it takes you to astronavigate in a starship or navigate a course through the Drift, you treat any maximum die results as the next lowest number (for example, you treat a result of 6 on a d6 as 5 instead). +**Yaraesa:** Once per day when you successfully scan a planet or other astronomical body, you can convey your insights to a number of other creatures equal to your ranks in either Computers or Physical Science. For the next 24 hours, you and the chosen creatures gain an insight bonus to Survival checks to navigate that area and an insight bonus to saving throws to resist natural hazards there. This bonus equals 1 plus 1 for every 5 ranks you have in Computers or Physical Science. +**Zon-Kuthon:** Once per minute when an attack or effect causes you to lose Hit Points, you gain a +2 morale bonus to attack rolls, weapon damage rolls, saving throws, and skill checks until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Skip Unit (Magic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Skip Unit (Magic.md new file mode 100644 index 0000000..2adb842 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Skip Unit (Magic.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 10 +NoteType: Armor +Price: 19,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SHADOW SKIP UNIT (MAGIC) +**Source** _Galactic Magic pg. 55_ +**Item Level** 10; **Price** 19,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 3; **Usage** 1 +As a standard action, you can teleport from one area of dim light or darkness to another such area that you can see, with a maximum range of 60 feet. Activating this upgrade counts as moving from your space, provoking attacks of opportunity, though you have concealment (20% miss chance) against any foe that makes an attack of opportunity. A shadow skip unit’s charges replenish at a rate of 1 charge for every 8 continuous hours the upgrade (or its armor, if installed) spends in dim light or darkness, and entering an area of brighter light for more than 1 round resets the recharge time. This is a teleportation effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Sprint Unit (Magic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Sprint Unit (Magic.md new file mode 100644 index 0000000..2ebe002 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Shadow Sprint Unit (Magic.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 18 +NoteType: Armor +Price: 390,600 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SHADOW SPRINT UNIT (MAGIC) +**Source** _Galactic Magic pg. 55_ +**Item Level** 18; **Price** 390,600 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 20; **Usage** 1/hour +When activated as a full action, a shadow sprint unit shifts the armor and its wearer into the Plane of Shadow, as shadow walk. The voyage continues until you reach your destination and depart the Shadow Plane as a full action, or until the upgrade runs out of charges, at which point the upgrade shifts you to a nearby corresponding point on the Material Plane. A shadow sprint unit’s charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Silicon Armor Casing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Silicon Armor Casing.md new file mode 100644 index 0000000..04f3720 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Silicon Armor Casing.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 8 +NoteType: Armor +Price: 10,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SILICON ARMOR CASING +**Source** _Alien Archive 4 pg. 75_ +**Item Level** 8; **Price** 10,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +A thick silicon coating infused with magitech photocells coats your armor. A silicon armor casing can store up to 10 charges, but it can’t be charged via conventional recharging methods; instead, for every 8 hours spent in an area of normal or bright light illuminated by a star, the silicon armor casing gains 1 charge. As a move action, you can expend 1 charge either to recharge 1 day of the armor’s environmental protections, or to restore 1 charge to one of the armor’s other armor upgrades. As a swift action, you can expend 2 of the armor casing’s charges to empower a melee or ranged attack, causing that attack to deal 2d6 additional fire damage if it hits (or 1d6 fire damage if the attack affects multiple creatures). As a swift action, you can expend 4 charges to increase the DC of one spell you cast before the end of your turn by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Slickskin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Slickskin.md new file mode 100644 index 0000000..9cfbc60 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Slickskin.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light +ItemLevel: 1 +NoteType: Armor +Price: 300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SLICKSKIN +**Source** _Starfinder Armory pg. 85_ +**Item Level** 1; **Price** 300 +**Slots** 1; **Armor Type** Light; **Bulk** L +This upgrade gives the armor a particularly slippery coating which is generally a combination of low-friction surfaces, long-lasting lubricants, and a redesign of surfaces to remove anything likely to catch on protrusions or be easily grabbed. Your armor grants you a +2 circumstance bonus to AC against grapple combat maneuvers and a +4 bonus to Acrobatics checks when using the escape task. + +This upgrade can be installed only in light armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Snarl Barbs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Snarl Barbs.md new file mode 100644 index 0000000..b3fa824 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Snarl Barbs.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 1,500 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SNARL BARBS +**Source** _Pact Worlds pg. 197_ +**Item Level** 1; **Price** 1,500 +**Slots** 1; **Armor Type** Any; **Bulk** L +This upgrade consists of chains and barbs that cover your armor. Frequently used by Kuthite warriors to enhance their fearsome appearance, this upgrade also snarls near misses in close combat. When an opponent attacks you with a melee weapon and misses, you gain a +2 circumstance bonus to attack rolls when attempting to disarm your opponent of the melee weapon used for that attack until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sonic Dampener.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sonic Dampener.md new file mode 100644 index 0000000..9ad4f61 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Sonic Dampener.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 7 +NoteType: Armor +Price: 7,150 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SONIC DAMPENER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 7; **Price** 7,150 +**Slots** 1; **Armor Type** Any; **Bulk** L +This device muffles the incidental sounds you make, and sonic attacks lose power in your vicinity. You gain sonic resistance 5 and reduce your armor check penalty by 1 when making Stealth checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Spell Reflector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Spell Reflector.md new file mode 100644 index 0000000..5075ae9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Spell Reflector.md @@ -0,0 +1,33 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 13 / 18 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# SPELL REFLECTOR +You can activate a _spell reflector_ as a reaction when you’re targeted by a spell. This does not affect spells that include an area you are in or affect you in other ways; it affects only those that target you specifically. The spell is reflected on its caster, as if the caster had been the target. The type of _spell reflector_ determines the highest level of spell it can reflect. A _spell reflector’s_ charge replenishes each day. + +This upgrade can be installed only in light or heavy armor.  + +- **Mk 1**: You can reflect a spell of 4th level or lower. +- **Mk 2**: You can reflect a spell of 6th level or lower. + + + +##  SPELL REFLECTOR, MK 1 (MAGIC) + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 13; **Price** 47,950 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** 1 +**Capacity** 1; **Usage** 1 + +##  SPELL REFLECTOR, MK 2 (MAGIC) + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 18; **Price** 360,000 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** 1 +**Capacity** 1; **Usage** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stabilizer Springs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stabilizer Springs.md new file mode 100644 index 0000000..6f472c9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stabilizer Springs.md @@ -0,0 +1,17 @@ +--- +aliases: +ArmorType: Light, Heavy +ItemLevel: 1 +NoteType: Armor +Price: 400 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# STABILIZER SPRINGS +**Source** _Starfinder Armory pg. 85_ +**Item Level** 1; **Price** 400 +**Slots** 1; **Armor Type** Light, Heavy; **Bulk** — +These carefully calibrated, high-quality springs installed around the ankles and knees of the armor make your stance more balanced. You gain a +2 circumstance bonus to Acrobatics checks to balance on narrow surfaces, a +2 circumstance bonus to AC against trip combat maneuvers, and a +2 circumstance bonus to Reflex saves against effects that knock you prone (such as the _grease_ spell or the knee shot operative exploit). + +This upgrade can be installed only in light or heavy armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stalwart.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stalwart.md new file mode 100644 index 0000000..d776ed9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Stalwart.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 4 +NoteType: Armor +Price: 2,300 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# STALWART +**Source** _Galactic Magic pg. 55_ +**Item Level** 4; **Price** 2,300 +**Slots** 1; **Armor Type** Any; **Bulk** L +**Capacity** 20; **Usage** varies +A stalwart upgrade consists of inertial dampeners spread across the body, often augmented by armored boots that can deploy stabilizing struts. When activated as a move action, these dampeners monitor your biosigns, impeding any sudden movements that you didn’t initiate. While activated, the stalwart upgrade consumes 1 charge per minute, and each time you are targeted by a bull rush, reposition, or trip combat maneuver, the upgrade consumes an additional charge to grant you a +4 armor bonus to your AC against the combat maneuver. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tactical Scaffold.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tactical Scaffold.md new file mode 100644 index 0000000..bda52ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tactical Scaffold.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: Heavy +ItemLevel: 6 +NoteType: Armor +Price: 4,450 +Slots: 2 +tags: +Type: Armor Upgrades +--- +# TACTICAL SCAFFOLD +**Source** _Starfinder Armory pg. 85_ +**Item Level** 6; **Price** 4,450 +**Slots** 2; **Armor Type** Heavy; **Bulk** 2 +As a full action, you can attach a small armor, longarm, heavy weapon, or sniper weapon to this counterweighted mechanical weapon support. Removing a weapon from it is also a full action. As a move action, you can activate the scaffold, bringing the weapon to your hand or hands. You can activate the scaffold as part of a move action to move, but Quick Draw and other abilities that allow you to draw weapons faster than normal don’t affect the time required to activate it. You can’t wield a weapon mounted to the scaffold without it being activated. When activated, the scaffold tracks your motions and provides support for the weapon attached to it, allowing you to wield two-handed weapons using only one hand. If you wield a heavy weapon with two hands while using the scaffold, treat your Strength score as 2 higher for the purpose of meeting the minimum Strength score for using heavy weapons. If you wield a sniper weapon with two hands while using the scaffold you can use its aimed range increment without taking a move action to aim. If you drop the weapon (or it is successfully disarmed), the scaffold automatically folds away and stows the weapon for later use. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Targeting Computer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Targeting Computer.md new file mode 100644 index 0000000..535aed7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Targeting Computer.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 4 +NoteType: Armor +Price: 2,250 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# TARGETING COMPUTER +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 4; **Price** 2,250 +**Slots** 1; **Armor Type** Any; **Bulk** — +This targeting computer helps you compensate for poor visibility conditions. Ignore concealment on attacks you make. This doesn’t have any effect against targets with total concealment. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Telepathic Dampener.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Telepathic Dampener.md new file mode 100644 index 0000000..bef5cd1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Telepathic Dampener.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 +NoteType: Armor +Price: 2,700 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# TELEPATHIC DAMPENER +**Source** _Near Space pg. 153_ +**Item Level** 5; **Price** 2,700 +**Slots** 1; **Armor Type** Any; **Bulk** L +You gain a +2 circumstance bonus to saves against mind-affecting effects, but you can’t use or receive telepathic communication. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Teleportation Unit (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Teleportation Unit (Hybrid.md new file mode 100644 index 0000000..23b2a1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Teleportation Unit (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +ArmorType: any +ItemLevel: 13 +NoteType: Armor +Price: 52,200 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# TELEPORTATION UNIT (HYBRID) +**Source** _Starfinder Armory pg. 85_ +**Item Level** 13; **Price** 52,000 +**Slots** 1; **Armor Type** Any; **Bulk** 1 +**Capacity** 2; **Usage** 1 +This upgrade combines an advanced, real-time locating system with a magical teleportation device. It must be installed in a suit of armor for 24 hours before it functions, and when the upgrade is removed from the armor, no other upgrade can use its vacated slot for 24 hours. As a standard action, you can teleport (per _[[Dimension Door]]_), vanishing and reappearing in a burst of what looks like holographic pixels. A _teleportation unit’s_ charges replenish each day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tensile Reinforcement.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tensile Reinforcement.md new file mode 100644 index 0000000..63123c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Tensile Reinforcement.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 1 +NoteType: Armor +Price: 150 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# TENSILE REINFORCEMENT +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 1; **Price** 150 +**Slots** 1; **Armor Type** Any; **Bulk** — +When calculating your armor’s hardness and Hit Points (see page 409), treat it as if its item level were 5 higher. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thermal Capacitor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thermal Capacitor.md new file mode 100644 index 0000000..ab8f000 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thermal Capacitor.md @@ -0,0 +1,39 @@ +--- +aliases: +ArmorType: any +ItemLevel: 5 / 12 / 15 +NoteType: Armor +Price: varies +Slots: 1 +tags: +Type: Armor Upgrades +--- +# THERMAL CAPACITOR +This upgrade regulates heat, protecting you from extreme temperatures. You can exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves. In addition, the armor grants cold resistance and fire resistance. The amount depends on the capacitor’s type, as listed below.  + +- **Mk 1**: Resistance 5 +- **Mk 2**: Resistance 10 +- **Mk 3**: Resistance 15 + + + +##  THERMAL CAPACITOR, MK 1 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 5; **Price** 3,600 +**Slots** 1; **Armor Type** Any; **Bulk** — + + +##  THERMAL CAPACITOR, MK 2 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 12; **Price** 36,250 +**Slots** 1; **Armor Type** Any; **Bulk** — + + + +##  THERMAL CAPACITOR, MK 3 + +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 15; **Price** 120,000 +**Slots** 1; **Armor Type** Any; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thrower Arms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thrower Arms.md new file mode 100644 index 0000000..19540e1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Thrower Arms.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 2 +NoteType: Armor +Price: 1,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# THROWER ARMS +**Source** _Starfinder Armory pg. 85_ +**Item Level** 2; **Price** 1,000 +**Slots** 1; **Armor Type** Any; **Bulk** — +This upgrade consists of small motors and other machinery that enhance the motions of your arms from the shoulders to the wrists, allowing you to launch weapons with a greater velocity and precision. You treat the range increments of thrown weapons as 10 feet greater than normal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Titan Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Titan Shield.md new file mode 100644 index 0000000..6dfc852 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Titan Shield.md @@ -0,0 +1,20 @@ +--- +aliases: +ArmorType: Powered +ItemLevel: 14 +NoteType: Armor +Price: 75,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# TITAN SHIELD +**Source** _Starfinder Core Rulebook pg. 205_ +**Item Level** 14; **Price** 75,000 +**Slots** 1; **Armor Type** Powered; **Bulk** 2 +**Capacity** 40; **Usage** 10 +This emitter generates a wide, unidirectional energy shield that protects against incoming attacks. You can activate or deactivate the shield as a move action. When you activate it, choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from the far side of the shield but not against attacks originating from the side you’re on. + +If you move, you can reposition your shield, moving it to a different edge of your space. You can also spend a move action to reposition the shield without leaving your space. + +This upgrade can be installed only in powered armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Vibration Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Vibration Sensors.md new file mode 100644 index 0000000..136fdef --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor Upgrades/Vibration Sensors.md @@ -0,0 +1,15 @@ +--- +aliases: +ArmorType: any +ItemLevel: 18 +NoteType: Armor +Price: 360,000 +Slots: 1 +tags: +Type: Armor Upgrades +--- +# VIBRATION SENSORS +**Source** _Starfinder Armory pg. 85_ +**Item Level** 18; **Price** 360,000 +**Slots** 1; **Armor Type** Any; **Bulk** L +These special armor plates are equipped with piezoelectric sensors connected to a computer that analyzes vibrations in the ground and the air around you, and presents the information as visual and audible input. Your armor grants you blindsight (vibration) with a range of 30 feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor.md new file mode 100644 index 0000000..108c488 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Armor.md @@ -0,0 +1,139 @@ +--- +aliases: +tags: +--- +# ARMOR + +Armor is usually the easiest and most cost-effective way for creatures to protect themselves. Whether you are skimming through space aboard a mercenary vessel, attending a diplomatic meeting on a space station, or descending to a planet’s surface to explore, armor provides you with protection against attacks and hostile environments. + +Modern armor is made of many different substances, including carbon fiber, ceramic, fabric, metal, and polymers. Most are constructed from a combination of materials, and some even use archaic materials such as animal hide. Creatures wear armor to protect themselves, but also to express their personal style. + +Most suits of armor consist of a helmet, gloves, boots, and a bodysuit that offers head-to-toe protection. Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity [[Environment, Atmospheres & Dangers]], allowing you to orient yourself or return to normal footing when needed (for more about moving in zero-g, see page 402).  + +# READING ARMOR TABLES + +Each entry on the armor tables starting on page 197 describes a single suit of armor, with the following statistics.  + +- **Level**: The armor’s item level (see page 167). +- **Price**: This is the price in credits of the suit of armor. +- **EAC Bonus**: This is the bonus your armor adds to your Energy Armor Class, which protects against attacks from laser [[Mech Weapons]], plasma cannons, and the like (see page 240). +- **KAC Bonus**: This is the bonus your armor adds to your Kinetic Armor Class, which protects against projectiles, most melee weapons, and other solid objects (see page 240). +- **Maximum Dex Bonus**: You normally add your Dexterity modifier to your Armor Class (for both EAC and KAC), but it’s limited by your armor. Your armor’s maximum Dexterity bonus indicates how much of your Dexterity modifier you can add to AC. Any excess Dexterity doesn’t raise your AC further and is simply ignored for this purpose. +- **Armor Check Penalty**: You take a penalty to most Strengthand Dexterity-based [[Skill Checks]] equal to this number. See Chapter 5 for a more complete list of which [[Skills]] apply. +- **Speed Adjustment**: While wearing the armor, your speed is adjusted by this number. +- **Upgrade Slots**: You can improve your armor with magic and technological upgrades. This entry shows how many total upgrades your armor can accommodate. Some [[Armor Upgrades]] are larger or more complicated and take up multiple upgrade slots (see page 204.) +- **Bulk**: This is the bulk of the item (see page 167). + +# WEARING ARMOR + +A character’s class and [[Feats|feats]] determine what kinds of armor they can wear. Further details about wearing armor are below.  + +## ARMOR PROFICIENCY + +If you are wearing armor with which you are not proficient, you take a –4 penalty to both EAC and KAC (see page 240). A character who is proficient only with [[Light Armor]] can wear heavier armor effectively by selecting the [[Heavy Armor]] Proficiency feat.  + +## DONNING ARMOR + +The time required to don or remove armor depends on its type. [[Light Armor]] requires 4 rounds to don or remove, while [[Heavy Armor]] requires 16 rounds to don or remove. + +Armor that is at least 8th level but less than 16th level takes half the normal time to don or remove. Armor of 16th level or higher takes one-quarter the normal time to don or remove, to a minimum of one full action. + +Modern suits of armor are designed so that you can don or remove armor without assistance.  + +## DON HASTILY + +You can hastily don armor in half the normal time, to a minimum of one full action. The armor check penalty, maximum Dexterity bonus, and armor bonus for hastily donned armor are each 1 worse than normal.  + +# ARMOR SIZE + +Armor comes in different sizes for different creatures, and you might have to adjust a suit of armor to fit you if it wasn’t made for your race. A [[Ysoki]] can’t effectively wear armor made for a [[Human]], and a [[Kasatha]] needs to adjust armor that was made for a two-armed creature. If it’s in doubt whether a creature can fit the suit, the GM decides whether the armor needs to be adjusted. When you buy armor new, the purchase price includes any adjustments.  + +# ADJUSTING ARMOR + +If you get secondhand armor that wasn’t tailored for you, you can have it adjusted, which requires a successful Engineering check (DC = 10 + 2 × the armor’s level). Alternatively, you can spend 10% of the armor’s purchase price to have it adjusted by a professional—typically an armorsmith or anyone with multiple ranks in Engineering.  + +# ENVIRONMENTAL PROTECTIONS + +Space can be an inhospitable place, with countless dangerous worlds within it. Unless otherwise specified, all armors protect you from a range of [[Starship Combat Hazards]] to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a starship, explore an alien world, or endure exposure to an environmental breach in a space station. Some armors do this through an environmental field (a minor [[Force Field]] specially attuned to pressure and temperature that does not reduce [[Damage]] from attacks), while others can be closed with helmets and airtight seals. The most common environmental dangers are detailed in [[Environment, Atmospheres & Dangers]] beginning on page 394.  + +## ACTIVATION AND DURATION + +A suit of armor’s environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a standard action if you are wearing the suit (assuming the armor was properly donned). If you have access to a suit that is unattended or worn by a [[helpless]] creature, you can turn on its environmental protection as a full action, but turning it off requires a Computers check to hack the system, treating the suit as a computer with a tier equal to half the suit’s item level (the base DC to hack a computer is equal to 13 + 4 per tier). + +The duration of a suit’s environmental protections does not need to be expended all at once, but it must be expended in 1-hour increments. Recharging this duration requires access to a functioning starship or an [[Environment, Atmospheres & Dangers]] recharging station (publicly available in most technologically advanced or average settlements) and takes 1 minute per day recharged. Most of the recharging stations that replenish devices, such as batteries and power cells (see page 234), also [[Recharge]] armor’s environmental protections, and using them to [[Recharge]] suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.  + +## BREATHING AND PRESSURE + +All armor can facilitate self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease). Self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a [[Corrosive]] [[Starships in Atmosphere]] (see page 395) to prevent suffocation, but it isn’t strong enough to prevent a corrosive [[Starships in Atmosphere]] from dealing acid [[Damage]] to both you and your armor. A suit of armor with an upgrade that grants acid resistance reduces any acid [[Damage]] taken from a corrosive [[Starships in Atmosphere]] normally. Any vision impairment from the [[Environment, Atmospheres & Dangers]] (such as smoke or water) still applies.  + +## RADIATION + +Armor protects you against low levels of radiation (see page 403) and grants a +4 circumstance bonus to [[Saving Throws]] against higher levels of radiation. Armor of 7th level and higher grants immunity to medium radiation levels and provides a +6 circumstance bonus to [[Saving Throws]] against higher levels of radiation. No armor’s bonuses apply to saves against radiation sickness, regardless of the level of radiation exposure that caused you to contract it.  + +## TEMPERATURE + +Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F). This prevents you from having to attempt Fortitude [[Saving Throws]] to avoid [[Damage]] from the [[Environment, Atmospheres & Dangers]], and it prevents you from taking any [[Damage]] listed for breathing in the [[Environment, Atmospheres & Dangers]]. This does not protect against cold or fire [[Damage]] from other sources or against environments that deal [[Damage]] without allowing a Fortitude saving throw or breathing the [[Starships in Atmosphere]] (such as lava).) + +# ARMOR DESCRIPTIONS + +The suits of armor listed in the tables are described below. + +## ABADARCORP TRAVEL SUIT (GOLD, PLATINUM, SILVER) + +AbadarCorp executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label. + +## AEGIS SERIES (ELITE, SPECIALIST, SQUAD) + +Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of “personal tanks.” Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on. + +## CARBON SKIN (DIAMOND, GRAPHITE, NANOTUBE, WHITE CARBON) +Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction. + +## CEREMONIAL PLATE (COMMANDER, OFFICER, TROOP) + +While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets. + +## D-SUIT (I-VI) + +Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit. + +## DEFIANCE SERIES (ELITE, SPECIALIST, SQUAD) + +The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision. + +## DEFREX HIDE + +Made from the hide of a ferocious mammal native to Vesk-2, this light armor is popular among vesk but less often worn by other races. Tanned stretches of the creature’s thick hide are stitched together with metal wires, and the suits are reinforced with metal studs or scales. + +## ECHELON FASHION (BESPOKE, READY TO WEAR) + +Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailor- made for the orderer and meant to look unique. The ysoki popularized this seemingly lightweight but incredibly + +## ENGINERUNNER + +durable heavy armor. Small squares of dense metal lie between two layers of reinforced fiber weave, giving the appearance of a padded flight suit but offering considerably more protection. + +## ESTEX SUIT (I-IV) + +Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades SKILLS as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often +bulkier than comparable suits of light armor. + +## FREEBOOTER ARMOR (I-V) + +Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer. + +## GOLEMFORGED PLATING (I-V) + +An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor. + +## HARDLIGHT SERIES (ELITE, SPECIALIST, SQUAD) + +The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-the- rack armor of differing qualities is also available to mercenaries and explorers. + +## HIDDEN SOLDIER ARMOR + +Made by the kasatha, these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style. + +## IRIDISHELL (ADVANCED, BASIC, SUPERIOR) + +These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/AbadarCorp CelPro.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/AbadarCorp CelPro.md new file mode 100644 index 0000000..331bb72 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/AbadarCorp CelPro.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- + +--- +NoteType: Armor +Type: Heavy Armor +Level: 2 / 6 / 10 / 14 / 18 +Price: varies +--- +# ABADARCORP CELPRO +For situations where heavy armor might be a faux-pas, AbadarCorp designed the CelPro (Celebrity Protection) line. Comprised of metal and polyceramic, reinforced with concealed contingent forcefields like their Travel Suit line, this heavy armor resembles mundane, if somewhat bulky, clothing— typically full-length gowns, coats, or business suits. An observer who succeeds at a Perception check (DC 10 + the armor’s level + the wearer’s Charisma modifier) can discern the outfit’s armored nature. + +##  ABADARCORP CELPRO, ELITE + +**Source** _Tech Revolution pg. 52_ +**Level** 6; **Price** 5,100; **Category** Heavy +**EAC Bonus** +8; **KAC Bonus** +10; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** –5 ft. +**Upgrade Slots** 1; **Bulk** 1 + + +##  ABADARCORP CELPRO, LOCAL + +**Source** _Tech Revolution pg. 52_ +**Level** 2; **Price** 900; **Category** Heavy +**EAC Bonus** +2; **KAC Bonus** +4; **Max. Dex Bonus** +3 +**Armor Check Penalty** -1; **Speed Adjustment** –5 ft. +**Upgrade Slots** 0; **Bulk** 1 + +##  ABADARCORP CELPRO, IDOL + +**Source** _Tech Revolution pg. 52_ +**Level** 10; **Price** 18,100; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** –5 ft. +**Upgrade Slots** 2; **Bulk** 1 + +##  ABADARCORP CELPRO, STELLAR + +**Source** _Tech Revolution pg. 52_ +**Level** 14; **Price** 75,500; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 3; **Bulk** 1 + +##  ABADARCORP CELPRO, GALACTIC + +**Source** _Tech Revolution pg. 52_ +**Level** 18; **Price** 380,000; **Category** Heavy +**EAC Bonus** +23; **KAC Bonus** +25; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 4; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Abyssal Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Abyssal Plate.md new file mode 100644 index 0000000..e2f3c66 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Abyssal Plate.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 8 / 11 / 15 / 20 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# ABYSSAL PLATE +Normally crafted by demonic smiths, abyssal plate tends to be rare, but sets of this armor reverse-engineered from those taken from vanquished fiends are slowly gaining a presence in the galactic market. Abyssal plate sacrifices adaptability for speed, giving it less room for armor upgrades than its competitors. Demon‑made sets are rumored to be forged with sinners’ souls, but that ingredient is something most mortal corporations don’t attempt to emulate. + +## ABYSSAL PLATE, BALOR + +**Source** _Drift Crisis pg. 52_ +**Level** 20; **Price** 944,000; **Category** Heavy +**EAC Bonus** +26; **KAC Bonus** +28; **Max. Dex Bonus** +4 +**Armor Check Penalty** -4; **Speed Adjustment** –5 ft. +**Upgrade Slots** 4; **Bulk** 4 + +##  ABYSSAL PLATE, VROCK + +**Source** _Drift Crisis pg. 52_ +**Level** 8; **Price** 11,150; **Category** Heavy +**EAC Bonus** +14; **KAC Bonus** +16; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** –5 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  ABYSSAL PLATE, GLABREZU + +**Source** _Drift Crisis pg. 52_ +**Level** 11; **Price** 24,000; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +2 +**Armor Check Penalty** -4; **Speed Adjustment** –5 ft. +**Upgrade Slots** 2; **Bulk** 3 + +## ABYSSAL PLATE, MARILITH + +**Source** _Drift Crisis pg. 52_ +**Level** 15; **Price** 116,500; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +23; **Max. Dex Bonus** +4 +**Armor Check Penalty** -4; **Speed Adjustment** –5 ft. +**Upgrade Slots** 3; **Bulk** 4 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Adaptive Energy Shield.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Adaptive Energy Shield.md new file mode 100644 index 0000000..f570e0b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Adaptive Energy Shield.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- + +--- +NoteType: Armor +Type: Heavy Armor +Level: 10 +Price: 17,500 +--- +# ADAPTIVE ENERGY SHIELD + +**Source** _Starfinder Armory pg. 80_ +**Item Level** 10; **Price** 17,500 +**Slots** 1; **Armor Type** Any; **Bulk** — +This intelligent polymer weave covers the entire armor. When in an unattuned state, the first time you take energy damage (acid, cold, electricity, fire, or sonic), the adaptive mesh transforms to better withstand attacks of the same type; your armor thereafter grants you energy resistance 5 against that energy type. The energy resistance does not apply to the initial attack. The armor remains attuned to that energy type (even if you take other forms of energy damage) until it has taken no damage of the attuned type for 5 minutes. It then becomes unattuned. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aegis Series.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aegis Series.md new file mode 100644 index 0000000..0fba564 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aegis Series.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 12 / 17 / 20 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# AEGIS SERIES +Aegis suits of heavy armor cover wearers entirely, leading to the suits’ nickname of “personal tanks.” Helmet visors are narrow or nonexistent, instead projecting video and audio feeds to the wearer. Power-assisted limbs allow the wearer to move intuitively with the suit on. + +##  AEGIS SERIES, ELITE + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 17; **Price** 209,000; **Category** Heavy +**EAC Bonus** +23; **KAC Bonus** +27; **Max. Dex Bonus** +3 +**Armor Check Penalty** -5; **Speed Adjustment** -10 ft. +**Upgrade Slots** 6; **Bulk** 3 + +##  AEGIS SERIES, SQUAD + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 12; **Price** 45,200; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +3 +**Armor Check Penalty** -5; **Speed Adjustment** -10 ft. +**Upgrade Slots** 5; **Bulk** 3 + +##  AEGIS SERIES, SPECIALIST + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 20; **Price** 932,000; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +28; **Max. Dex Bonus** +4 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 7; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aeon Guard, Battle Dress.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aeon Guard, Battle Dress.md new file mode 100644 index 0000000..e947eca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Aeon Guard, Battle Dress.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 3 / 7 / 10 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# AEON GUARD, BATTLE DRESS +Standard issue for soldiers of the Azlanti Star Empire’s elite military, Aeon Guard battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can be used to house only _aeon stones_. Placing an _aeon stone_ in an aeon upgrade slot allows you to benefit from the _aeon stone_’s abilities as if it was orbiting your head. In the Azlanti Star Empire, civilian possession of a suit of Aeon Guard battle dress is a criminal offense punishable by death. + +For all its utility, Aeon Guard armor is also highly stylized, designed to impress and intimidate the enemy. The most recognizable part of its design is its helmet, which always includes a blank, full-face mask designed to give the soldier a disturbing, almost robotic look while also making it impossible to recognize specific soldiers. This is as much for the soldier’s benefit as the enemy’s, as being unable to distinguish one’s comrades makes it easier to ignore personal attachment and remain a true tool of the throne. Standard Aeon Guard troopers often have a single _aeon stone_ set in the faceplate, but officers may have a different number or configuration. + +## Aeon Guard, Battle Dress (Command) + +**Source** _Alien Archive pg. 7_ +**Level** 10; **Price** 18,750; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 5; **Bulk** 3 + +### DESCRIPTION + +Of this armor's 5 upgrade slots, 3 of them can only be used to hold _aeon stones_. + +## Aeon Guard, Battle Dress (Trooper) + +**Source** _Alien Archive pg. 7_ +**Level** 3; **Price** 1,650; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +### DESCRIPTION + +Of this armor's 2 upgrade slots, 1 of them can only be used to hold _aeon stones_. + +## Aeon Guard, SpecOps Armor + +**Source** _Alien Archive pg. 7_ +**Level** 7; **Price** 7,500; **Category** Light +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** 1 + +### DESCRIPTION + +Of this armor's 5 upgrade slots, 2 of them can only be used to hold _aeon stones_. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Ceremonial Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Ceremonial Plate.md new file mode 100644 index 0000000..0eba149 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Ceremonial Plate.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 1 / 4 / 7 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# CEREMONIAL PLATE +While this heavy armor of sculpted metal plates offers good protection to the wearer, its main purpose is to intimidate enemies. Often used for honor guards, military exercises, or parades, ceremonial plate is usually brightly colored or made of shining metal, with elaborate helmets. + +##  CEREMONIAL PLATE, COMMANDER + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 7; **Price** 7,350; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +12; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 5; **Bulk** 3 + +--- + +##  CEREMONIAL PLATE, TROOP + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 110; **Category** Heavy +**EAC Bonus** +1; **KAC Bonus** +3; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 + +##  CEREMONIAL PLATE, OFFICER + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 4; **Price** 2,275; **Category** Heavy +**EAC Bonus** +6; **KAC Bonus** +8; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Defiance Series.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Defiance Series.md new file mode 100644 index 0000000..85cab1e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Defiance Series.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 3 / 7 / 10 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# DEFIANCE SERIES +The defiance series of heavy armor is the workhorse of squad armor. A formed hard shell overlays a suit of para-aramids, creating a bulky and solid protective outfit. Defiance series helmets have wide, tinted visors to allow peripheral vision. + +##  DEFIANCE SERIES, ELITE + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 7; **Price** 6,300; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +13; **Max. Dex Bonus** +2 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  DEFIANCE SERIES, SQUAD + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 3; **Price** 1,220; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +8; **Max. Dex Bonus** +1 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +## DEFIANCE SERIES, SPECIALIST + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 10; **Price** 16,950; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +18; **Max. Dex Bonus** +2 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Dendron Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Dendron Armor.md new file mode 100644 index 0000000..86f10c9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Dendron Armor.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 4 / 7 / 10 / 17 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# DENDRON ARMOR +A living defense designed by the Xenowardens, dendron armor melds bioengineered wood with advanced microbespun polymers. A mossy layer beneath this outer shell provides cushioning and life support. Xenowardens stylize this heavy armor to resemble the sentient trees found on Castrovel and other verdant worlds. The organic design of dendron armor makes adding upgrades a challenge, but it offers a good balance between mobility and protection. + +Each model of dendron armor has features based on a species of tree believed to have been native to lost Golarion. The least is the humble ash, followed by the supple yew, the hardy oak, and finally the majestic sequoia. + +##  DENDRON ARMOR, ASH + +**Source** _Starfinder Armory pg. 68_ +**Level** 4; **Price** 2,100; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +8; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 0; **Bulk** 2 + +##  DENDRON ARMOR, YEW + +**Source** _Starfinder Armory pg. 68_ +**Level** 7; **Price** 6,600; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +13; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 + +##  DENDRON ARMOR, OAK + +**Source** _Starfinder Armory pg. 68_ +**Level** 10; **Price** 18,450; **Category** Heavy +**EAC Bonus** +14; **KAC Bonus** +17; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 2 + +##  DENDRON ARMOR, SEQUOIA + +**Source** _Starfinder Armory pg. 68_ +**Level** 17; **Price** 256,500; **Category** Heavy +**EAC Bonus** +23; **KAC Bonus** +25; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 5; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Drift Shell.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Drift Shell.md new file mode 100644 index 0000000..1eaa1a7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Drift Shell.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 3 / 7 / 11 / 15 / 19 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# DRIFT SHELL +Spectra parts can be fashioned into Drift shell suits, imbuing users with spectra-like grace; while in the Drift, the armor’s armor check penalty is reduced by 2, its maximum Dexterity bonus increases by 1, and its speed adjustment becomes “—.” + +##  DRIFT SHELL, I + +**Source** _Drift Crisis pg. 109_ +**Level** 3; **Price** 1,400; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  DRIFT SHELL, II + +**Source** _Drift Crisis pg. 109_ +**Level** 7; **Price** 6,500; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +12; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  DRIFT SHELL, III + +**Source** _Drift Crisis pg. 109_ +**Level** 11; **Price** 25,250; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +18; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 3; **Bulk** 3 + +##  DRIFT SHELL, IV + +**Source** _Drift Crisis pg. 109_ +**Level** 15; **Price** 113,000; **Category** Heavy +**EAC Bonus** +20; **KAC Bonus** +22; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 4; **Bulk** 3 + +##  DRIFT SHELL, V + +**Source** _Drift Crisis pg. 109_ +**Level** 19; **Price** 568,000; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +25; **Max. Dex Bonus** +5 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 5; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enforcer Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enforcer Armor.md new file mode 100644 index 0000000..2c1ec5d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enforcer Armor.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 5 / 11 / 19 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# ENFORCER ARMOR +The faceless, slate-gray design of enforcer armor blends intimidation and anonymity. This heavy armor’s design echoes the aegis series’ personal tank approach, albeit with markedly inferior protection. Enforcer armor often towers a full foot over the wearer’s natural height, with most of the wearer’s head safely sheltered behind the breastplate and sensory input handled through projected video and audio feeds. Criminal organizations use enforcer armor to keep their hired muscle impersonal and enigmatic. + +It is difficult to distinguish different models of enforcer armor visually, so as not to betray the armor’s capabilities outside of battle. However, the lack of distinguishing features often makes enforcer armor seem like a blank canvas to warriors who cover their individual suits in unit markings, personal slogans, illustrations of mascots, and even graffiti. + +##  ENFORCER ARMOR, I + +**Source** _Starfinder Armory pg. 68_ +**Level** 5; **Price** 3,100; **Category** Heavy +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +2 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  ENFORCER ARMOR, II + +**Source** _Starfinder Armory pg. 68_ +**Level** 11; **Price** 23,725; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +2 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 4; **Bulk** 3 + +##  ENFORCER ARMOR, III] + +**Source** _Starfinder Armory pg. 68_ +**Level** 15; **Price** 101,150; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +23; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 5; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enginerunner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enginerunner.md new file mode 100644 index 0000000..47d8467 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Enginerunner.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 15 +NoteType: Armor +Price: 120,900 +tags: +Type: Heavy Armor +--- +# ENGINERUNNER +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 15; **Price** 120,900; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +22; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** 2 + +### DESCRIPTION + +The ysoki popularized this seemingly lightweight but incredibly durable heavy armor. Small squares of dense metal lie between two layers of reinforced fiber weave, giving the appearance of a padded flight suit but offering considerably more protection. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Hide.md new file mode 100644 index 0000000..216d17f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Hide.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 4 / 7 / 10 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# FORMIAN HIDE +##  FORMIAN HIDE, ADVANCED + +**Source** _Pact Worlds pg. 196_ +**Level** 7; **Price** 6,100; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +12; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 3; **Bulk** 2 + +##  FORMIAN HIDE, BASIC + +**Source** _Pact Worlds pg. 196_ +**Level** 4; **Price** 2,400; **Category** Heavy +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 2 + +### DESCRIPTION + +The vicious wars between lashuntas and formians drove many technomagical advances, including this armor made to emulate the chitinous skins of formians. The armor includes a helmet that boosts the wearer’s natural telepathy; if you have the limited telepathy racial trait, you add 10 feet to the range of that ability. This increase doesn’t stack with other effects that extend the range of your telepathy, such as a psychic booster. + +##  FORMIAN HIDE, SUPERIO + +**Source** _Pact Worlds pg. 196_ +**Level** 10; **Price** 16,500; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +3 +**Armor Check Penalty** -4; **Speed Adjustment** -5 ft. +**Upgrade Slots** 3; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Plate.md new file mode 100644 index 0000000..ca4903b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Formian Plate.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 2 / 4 / 12 / 19 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# FORMIAN PLATE +##  FORMIAN PLATE, WARRIOR + +**Source** _Alien Archive 2 pg. 53_ +**Level** 4; **Price** 1,830; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +8; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 0; **Bulk** 3 + +##   FORMIAN PLATE, WORKER + +**Source** _Alien Archive 2 pg. 53_ +**Level** 2; **Price** 480; **Category** Heavy +**EAC Bonus** +3; **KAC Bonus** +6; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 0; **Bulk** 3 + +##  FORMIAN PLATE, TASKMASTER + +**Source** _Alien Archive 2 pg. 53_ +**Level** 12; **Price** 42,000; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +19; **Max. Dex Bonus** +3 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  FORMIAN PLATE, MYRMARCH + +**Source** _Alien Archive 2 pg. 53_ +**Level** 19; **Price** 557,000; **Category** Heavy +**EAC Bonus** +24; **KAC Bonus** +27; **Max. Dex Bonus** +3 +**Armor Check Penalty** -4; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Golemforged Plating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Golemforged Plating.md new file mode 100644 index 0000000..1d83e52 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Golemforged Plating.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 3 / 7 / 11 / 14 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# GOLEMFORGED PLATING +An economical choice for many mercenaries, golemforged plating is one of the universe’s most popular heavy armors. Golemforged plating consists of a close-fitting polycarbonate suit fitted with ports and sockets to fit most armor customization options. Suits of golemforged plating include flexible boots and gloves as well as a standard helmet with a clear visor. + +##  GOLEMFORGED PLATING, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 250; **Category** Heavy +**EAC Bonus** +2; **KAC Bonus** +5; **Max. Dex Bonus** +0 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 0; **Bulk** 3 + +##  GOLEMFORGED PLATING, II + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 3; **Price** 1,610; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  GOLEMFORGED PLATING, III + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 7; **Price** 5,500; **Category** Heavy +**EAC Bonus** +10; **KAC Bonus** +12; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 2 + +##  GOLEMFORGED PLATING, IV + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 11; **Price** 24,800; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 6; **Bulk** 3 + +##  GOLEMFORGED PLATING, V + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 14; **Price** 63,750; **Category** Heavy +**EAC Bonus** +18; **KAC Bonus** +20; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 7; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Heavy Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Heavy Armor.md new file mode 100644 index 0000000..20528f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Heavy Armor.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- + +# HEAVY ARMOR + +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armor/Heavy Armor" +SORT Level ASC +WHERE file.name != "Heavy Armor" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hellknight Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hellknight Plate.md new file mode 100644 index 0000000..e1f6315 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hellknight Plate.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 2 / 5 / 9 / 14 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# HELLKNIGHT PLATE +The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design. + +##  HELLKNIGHT PLATE, ARMIGER + +**Source** _Pact Worlds pg. 196_ +**Level** 2; **Price** 980; **Category** Heavy +**EAC Bonus** +4; **KAC Bonus** +5; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +### DESCRIPTION + +The stern and unrelenting Hellknights are known as much for their distinctive plate armor as for their fearsome adherence to rigid order. This variant of ceremonial plate is predominantly black with protruding spikes, and each Hellknight order has its own distinct design. + +##  HELLKNIGHT PLATE, LICTOR + +**Source** _Pact Worlds pg. 196_ +**Level** 5; **Price** 3,300; **Category** Heavy +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  HELLKNIGHT PLATE, MARALICTOR + +**Source** _Pact Worlds pg. 196_ +**Level** 9; **Price** 14,500; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +17; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -10 ft. +**Upgrade Slots** 4; **Bulk** 3 + +##  HELLKNIGHT PLATE, PARALICTOR + +**Source** _Pact Worlds pg. 196_ +**Level** 14; **Price** 80,000; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +22; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -10 ft. +**Upgrade Slots** 6; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hidden Soldier Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hidden Soldier Armor.md new file mode 100644 index 0000000..e8a633d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Hidden Soldier Armor.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +NoteType: Armor +Price: 465 +tags: +Type: Heavy Armor +--- +# HIDDEN SOLDIER ARMOR +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 2; **Price** 465; **Category** Heavy +**EAC Bonus** +3; **KAC Bonus** +5; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 + +### DESCRIPTION + +Made by the kasatha, these suits of heavy armor are so named for their slitted helmets, which reveal only the eyes. A rebreather lets the wearer keep their faces completely covered. A ceramic breastplate, shoulder guards, bracers, and greaves protect the wearer while facilitating the graceful kasathan close-combat style. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Inheritor_s Grace.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Inheritor_s Grace.md new file mode 100644 index 0000000..d240bde --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Inheritor_s Grace.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 6 / 14 / 19 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# INHERITOR'S GRACE +When first commissioned by the Church of Iomedae, this heavy armor was dubbed Armor of the Inheritor Ascendant. This cumbersome mouthful was soon supplanted by the tongue-and-cheek nickname “Inheritor’s grace,” as “by her grace, we are protected.” Now only the dourest of Iomedae’s church refer to her armor by its proper title. Each suit of Inheritor’s grace armor constructed by the church receives blessings as part of its construction, though otherwise identical knock-offs and officially licensed suits also exist. The armor is extremely common among worshipers of Iomedae and Knights of Golarion, but it is also worn by those with no connection to her faith. + +The base model of Inheritor’s grace makes use of lightweight alloy plates backed by energy-dissipating padding. More expensive models use heavier alloys and preserve mobility through reaction-feedback enhancements at each joint. A typical suit protects the wearer’s head with a projected force field for better visibility and a more commanding presence, but some eschew this in favor of battle helmets designed with an aesthetic similar to ancient helms. + +##  INHERITOR'S GRACE, I + +**Source** _Starfinder Armory pg. 68_ +**Level** 6; **Price** 4,450; **Category** Heavy +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 2 + + +##  INHERITOR'S GRACE, II + +**Source** _Starfinder Armory pg. 68_ +**Level** 14; **Price** 67,400; **Category** Heavy +**EAC Bonus** +20; **KAC Bonus** +21; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 + +##  INHERITOR'S GRACE, III + +**Source** _Starfinder Armory pg. 68_ +**Level** 19; **Price** 591,000; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +27; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 7; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Iridishell.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Iridishell.md new file mode 100644 index 0000000..cdbb75f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Iridishell.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 / 9 / 12 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# IRIDISHELL +These gleaming metal plates lock together to form a suit of heavy armor reminiscent of an insect’s shell. Although the iridishell was initially designed for shirrens, its beauty combined and functionality makes it a popular choice for many. More expensive suits of iridishell not only offer more protection but feature elaborate designs with gold or silver trim and embedded jewels. + +##  IRIDISHELL, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 9; **Price** 13,100; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +3 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 2 + +##  IRIDISHELL, BASIC + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 2; **Price** 755; **Category** Heavy +**EAC Bonus** +3; **KAC Bonus** +6; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 0; **Bulk** 2 + +##  IRIDISHELL, SUPERIOR + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 12; **Price** 42,250; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +18; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kalo Encounter Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kalo Encounter Suit.md new file mode 100644 index 0000000..671325e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kalo Encounter Suit.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 4 / 9 / 13 / 18 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# KALO ENCOUNTER SUIT +When they first ventured beyond the frigid seas of Kalo- Mahoi, the kalo brought the waters of their moon with them in specially engineered suits. The kalo encounter suit represents the latest evolution of that design—a portable ocean that keeps the kalo at the nearfreezing temperatures they prefer. The suit’s air supply doubles as ballast to keep the wearer neutrally buoyant in water despite the armor’s weight, and the idiomatic design accommodates and protects the kalo’s swimming membranes. While the armor can be adapted to circulate water instead of air, kalos prefer their comfort of their own technology. Similarly, the filters and seals of kalo encounter suits can be adapted to the needs of air breathers, although such suits tend to accumulate excess moisture and develop mold or mildew. + +##  KALO ENCOUNTER SUIT, I + +**Source** _Starfinder Armory pg. 70_ +**Level** 4; **Price** 1,980; **Category** Heavy +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  KALO ENCOUNTER SUIT, II + +**Source** _Starfinder Armory pg. 70_ +**Level** 9; **Price** 12,900; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 + +##  KALO ENCOUNTER SUIT, III + +**Source** _Starfinder Armory pg. 70_ +**Level** 13; **Price** 48,500; **Category** Heavy +**EAC Bonus** +20; **KAC Bonus** +21; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 4; **Bulk** 3 + +##  KALO ENCOUNTER SUIT, IV + +**Source** _Starfinder Armory pg. 70_ +**Level** 18; **Price** 360,000; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +26; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 6; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kyokor Plating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kyokor Plating.md new file mode 100644 index 0000000..81a8942 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Kyokor Plating.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 18 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# KYOKOR PLATING +Scavengers on Daimalko dare to brave the wastes of their world to gather the enamel-like hulls that kyokors occasionally shed from their crowns. These toothy moltings are enormous, and once they’re retrieved, they require a great deal of effort to grind into plates that can be used to craft armor. Despite this and the dangers of gathering the requisite moltings, suits of kyokor plating are in demand throughout the universe, making collection of the raw materials and subsequent forging into lucrative careers. + +Suits of kyokor plating are tough and surprisingly lightweight for their size, and the moltings’ porous nature makes this armor perfect for the installation of various upgrades and other methods of personalization. Lower-quality suits are fashioned from numerous pieced-together blasted fragments, sacrificing durability for lower cost. High-quality suits are fashioned entirely from sleek, fitted enamel plates, which offer practically unparalleled protection but can be restrictive when it comes to a wearer’s range of motion. + +##  KYOKOR PLATING, I + +**Source** _Alien Archive pg. 73_ +**Level** 2; **Price** 800; **Category** Heavy +**EAC Bonus** +2; **KAC Bonus** +4; **Max. Dex Bonus** +3 +**Armor Check Penalty** -1; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 1 + +##  KYOKOR PLATING, II + +**Source** _Alien Archive pg. 73_ +**Level** 6; **Price** 4,820; **Category** Heavy +**EAC Bonus** +8; **KAC Bonus** +10; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** -5 ft. +**Upgrade Slots** 3; **Bulk** 1 + +##  KYOKOR PLATING, III + +**Source** _Alien Archive pg. 73_ +**Level** 10; **Price** 17,100; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +16; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 3; **Bulk** 1 + +##  KYOKOR PLATING, IV + +**Source** _Alien Archive pg. 73_ +**Level** 14; **Price** 76,000; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 1 + +##  KYOKOR PLATING, V + +**Source** _Alien Archive pg. 73_ +**Level** 18; **Price** 371,000; **Category** Heavy +**EAC Bonus** +23; **KAC Bonus** +24; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 6; **Bulk** \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Lashunta Ringwear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Lashunta Ringwear.md new file mode 100644 index 0000000..9c05121 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Lashunta Ringwear.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 5 / 8 / 11 / 15 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# LASHUNTA RINGWEAR +These beautiful suits of heavy armor feature engraved metal bands that fit above and below the body’s major joints. Metal guards, woven chain sheets, and force fields stretch between the bands to form a complete set of protective gear. Tinted crystals are often added during the forging process to the ore used for ringwear to create glimmering suits of different hues. + +##  LASHUNTA RINGWEAR, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 415; **Category** Heavy +**EAC Bonus** +2; **KAC Bonus** +4; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 0; **Bulk** 2 + +##  LASHUNTA RINGWEAR, II + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 5; **Price** 2,970; **Category** Heavy +**EAC Bonus** +8; **KAC Bonus** +10; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 + +##  LASHUNTA RINGWEAR, III + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 8; **Price** 8,420; **Category** Heavy +**EAC Bonus** +12; **KAC Bonus** +14; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 3; **Bulk** 2 + +##  LASHUNTA RINGWEAR, IV + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 11; **Price** 27,100; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +18; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 + +##  LASHUNTA RINGWEAR, V + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 15; **Price** 94,200; **Category** Heavy +**EAC Bonus** +20; **KAC Bonus** +22; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 5; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mageplate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mageplate.md new file mode 100644 index 0000000..2671306 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mageplate.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 4 / 9 / 14 / 19 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# MAGEPLATE +Pahtra sorcerers have used carefully calibrated magnetic fields to enhance magic since time immemorial. Mageplate consists of broad polymer slab plates filigreed with carefully enchanted magnetic metals, set against a carbonweave backing. When the wearer uses a spell slot to cast a spell, the armor resonates with the expended energy, granting the caster a +2 enhancement bonus to AC and saving throws until the end of their next turn. Veskarium manufacturers have appropriated and repurposed the design for widespread use, much to traditional pahtra crafters’ dismay. Suits created with traditional materials cost 10% more and are more likely to impress pahtra onlookers rather than offend them as the cheaper knock-offs do. + +##  MAGEPLATE, APPRENTICE + +**Source** _Tech Revolution pg. 52_ +**Level** 4; **Price** 2,150; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +6; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 0; **Bulk** 3 + +##  MAGEPLATE, JOURNEYMAN + +**Source** _Tech Revolution pg. 52_ +**Level** 9; **Price** 12,800; **Category** Heavy +**EAC Bonus** +14; **KAC Bonus** +15; **Max. Dex Bonus** +2 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  MAGEPLATE, MASTER + +**Source** _Tech Revolution pg. 52_ +**Level** 14; **Price** 70,000; **Category** Heavy +**EAC Bonus** +18; **KAC Bonus** +20; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  MAGEPLATE, ARCHMAGE + +**Source** _Tech Revolution pg. 52_ +**Level** 19; **Price** 560,000; **Category** Heavy +**EAC Bonus** +24; **KAC Bonus** +25; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 3; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mining Jack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mining Jack.md new file mode 100644 index 0000000..787c4c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Mining Jack.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 / 5 / 10 / +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# MINING JACK +Asteroid miners wear mining jacks for both life support and protection against the hazards of vacuum mining. As they are designed for use in low and zero gravity, the jacks are quite bulky, with alloys chosen for strength and durability rather than weight. Because miners often spend the entire day in a vacuum, mining jacks have storage compartments accessible within the armor. The breastplate of a mining jack can expand outward without being removed, allowing the wearer a modest amount of space to pull her arms inside and enjoy a beverage or meal. Each suit includes a pair of miniature airlocks that allow safe transfer of small objects from outside to inside the suit as a full action. A pair of mining jacks can even link locks to trade gear without exposing the item or either wearer to vacuum. The first mining jacks were dwarven designs, but their ingenious design and utility have made them popular throughout the Diaspora. + +##  MINING JACK, I + +**Source** _Starfinder Armory pg. 70_ +**Level** 2; **Price** 825; **Category** Heavy +**EAC Bonus** +4; **KAC Bonus** +6; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  MINING JACK, II + +**Source** _Starfinder Armory pg. 70_ +**Level** 5; **Price** 2,750; **Category** Heavy +**EAC Bonus** +8; **KAC Bonus** +11; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  MINING JACK, III + +**Source** _Starfinder Armory pg. 70_ +**Level** 10; **Price** 17,150; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +19; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Moraine Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Moraine Mantle.md new file mode 100644 index 0000000..be05b43 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Moraine Mantle.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 3 / 6 / 10 / +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# MORAINE MANTLE +The sturdy moraine mantle resembles the bleak, rocky tundra where it first originated, with extremely durable crystal and ceramic plating that makes its wearer appear encased in sheets of rock or ice. Born of a desire to shield wearers from large predators as well as the elements, this heavy armor is well-suited for defending a settlement or mining the icy depths, though its bulk makes it less suitable for long-range missions across the ice. An airtight crystalline visor and buoyancy contingents are built in for emergency submersion should a wearer misjudge the soundness of the surrounding terrain. The mantle’s gneiss and orogen models grant resistance 5 to cold. + +##  MORAINE MANTLE, BEDROCK + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 3; **Price** 1,100; **Category** Heavy +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +1 +**Armor Check Penalty** –4 ; **Speed Adjustment** –10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  MORAINE MANTLE, GNEISS + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 6; **Price** 5,700; **Category** Heavy +**EAC Bonus** +9; **KAC Bonus** +11; **Max. Dex Bonus** +2 +**Armor Check Penalty** –4 ; **Speed Adjustment** –10 ft. +**Upgrade Slots** 2; **Bulk** 3 + +##  MORAINE MANTLE, OROGEN + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 10; **Price** 19,800; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +18; **Max. Dex Bonus** +2 +**Armor Check Penalty** –4 ; **Speed Adjustment** –10 ft. +**Upgrade Slots** 4; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Night Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Night Plate.md new file mode 100644 index 0000000..ab55f40 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Night Plate.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 8 / 12 / 16 / 20 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# NIGHT PLATE +Based on designs reverse-engineered from ancient troves and alloys rediscovered through painstaking research, night plate is the heavy armor of choice for the drow of Apostae. It blends archaic armor sensibilities with cutting-edge technology, resulting in an appearance that resembles a metallic construct as much as armor. Night plate’s design incorporates flaring cauldrons and razor-sharp leg spurs, though these impressive adornments have little function beyond intimidation. Highergrade models incorporate even more of these embellishments, cunningly designed to avoid interference with the armor’s primary functions. + +##  NIGHT PLATE, I + +**Source** _Starfinder Armory pg. 70_ +**Level** 8; **Price** 9,400; **Category** Heavy +**EAC Bonus** +11; **KAC Bonus** +13; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 2 + +##  NIGHT PLATE, II + +**Source** _Starfinder Armory pg. 70_ +**Level** 12; **Price** 37,500; **Category** Heavy +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 + +##  NIGHT PLATE, III + +**Source** _Starfinder Armory pg. 70_ +**Level** 16; **Price** 177,300; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +24; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 + +##  NIGHT PLATE, IV + +**Source** _Starfinder Armory pg. 70_ +**Level** 20; **Price** 886,500; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +26; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 6; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Reinforced EVA Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Reinforced EVA Suit.md new file mode 100644 index 0000000..e257ddd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Reinforced EVA Suit.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 1 / 3 / 6 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- + +# REINFORCED EVA SUIT +Although designed for extravehicular activity in hazardous conditions, reinforced EVA suits function as durable, if clunky, heavy armor. This full-body suit has a rigid shell covering the back and chest, with heavy gloves, padded boots, and rugged fabric rounding out the ensemble. A wide helmet design provides good visibility and includes a retractable glare shield. The suit’s excellent air recycling makes for a more comfortable environment than many more battle-worthy designs. + +##  REINFORCED EVA SUIT, I + +**Source** _Starfinder Armory pg. 71_ +**Level** 1; **Price** 200; **Category** Heavy +**EAC Bonus** +1; **KAC Bonus** +4; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 + +##  REINFORCED EVA SUIT, II + +**Source** _Starfinder Armory pg. 71_ +**Level** 3; **Price** 1,300; **Category** Heavy +**EAC Bonus** +4; **KAC Bonus** +8; **Max. Dex Bonus** +1 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 3 + +##  REINFORCED EVA SUIT, III + +**Source** _Starfinder Armory pg. 71_ +**Level** 6; **Price** 4,060; **Category** Heavy +**EAC Bonus** +8; **KAC Bonus** +12; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 2; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skittersuit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skittersuit.md new file mode 100644 index 0000000..800d798 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skittersuit.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 9 / 13 / 17 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# SKITTERSUIT +When the skittermanders of Vesk-3 realized that their new overlords intended to continue conquering neighboring planets, they decided to help by designing armor for vesk shock troops. However, their wild sense of aesthetics produced armor that few vesk military commanders would allow in their ranks. Luckily, the suits are very popular on the open market, so skittermanders continue to produce this armor for those with a bold sense of style. + +##  SKITTERSUIT, I + +**Source** _Near Space pg. 152_ +**Level** 9; **Price** 13,200; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** –5 ft. +**Upgrade Slots** 5; **Bulk** 2 + +##  SKITTERSUIT, II + +**Source** _Near Space pg. 152_ +**Level** 13; **Price** 52,000; **Category** Heavy +**EAC Bonus** +18; **KAC Bonus** +20; **Max. Dex Bonus** +3 +**Armor Check Penalty** -3; **Speed Adjustment** –5 ft. +**Upgrade Slots** 6; **Bulk** 2 + +##  SKITTERSUIT, III + +**Source** _Near Space pg. 152_ +**Level** 17; **Price** 240,000; **Category** Heavy +**EAC Bonus** +22; **KAC Bonus** +24; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** –5 ft. +**Upgrade Slots** 7; **Bulk** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skyfire Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skyfire Armor.md new file mode 100644 index 0000000..3fcd8b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Skyfire Armor.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 9 / 13 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# SKYFIRE ARMOR +These suits of interlocking metal and ceramic plates are usually highly decorated. Gold trim, exaggerated shoulder guards, and stylized Skyfire logos on the breastplates are common. These iconic outfits are worn by the storied members of the Skyfire Legion, though other groups and individuals have copied the Legion’s distinctively decorated heavy armor. Skyfire armor ordinarily comes with force fields that encase the wearer’s head when needed. + +##  SKYFIRE ARMOR, EXIDENT + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 13; **Price** 53,600; **Category** Heavy +**EAC Bonus** +18; **KAC Bonus** +20; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 5; **Bulk** 2 + +##  SKYFIRE ARMOR, PINION + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 9; **Price** 14,200; **Category** Heavy +**EAC Bonus** +14; **KAC Bonus** +16; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Steelbones.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Steelbones.md new file mode 100644 index 0000000..16cb491 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Steelbones.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 16 +NoteType: Armor +Price: 145,000 +tags: +Type: Heavy Armor +--- +# STEELBONES +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 16; **Price** 145,500; **Category** Heavy +**EAC Bonus** +21; **KAC Bonus** +23; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 6; **Bulk** 2 + +### DESCRIPTION + +A framework of metal ribs covers this suit of heavy armor. Force fields bridge the gaps between the metal ribs, which give the armor the macabre look of a metal skeleton. Officers of the Corpse Fleet favor this armor for its unsettling appearance, but steelbones can be worn by anyone who values an intimidating style. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Terramold Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Terramold Plate.md new file mode 100644 index 0000000..60827dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Terramold Plate.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 8 / 12 / 16 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# TERRAMOLD PLATE +The giants of Pholskar harvest rivers of raw, molten hivillium; remove any impurities; and pour it directly into hundreds of specialized molds. The hardened plates are extracted and woven together to form suits of terramold plate. This armor is more restrictive than many armors in its class, but it can absorb and disperse impacts with incredible efficiency. + +##  TERRAMOLD PLATE, I + +**Source** _Near Space pg. 152_ +**Level** 8; **Price** 9,900; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +14; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** –10 ft. +**Upgrade Slots** 3; **Bulk** 3 + +##  TERRAMOLD PLATE, II + +**Source** _Near Space pg. 152_ +**Level** 12; **Price** 38,500; **Category** Heavy +**EAC Bonus** +17; **KAC Bonus** +18; **Max. Dex Bonus** +3 +**Armor Check Penalty** -5; **Speed Adjustment** –10 ft. +**Upgrade Slots** 4; **Bulk** 4 + +##  TERRAMOLD PLATE, III + +**Source** _Near Space pg. 152_ +**Level** 16; **Price** 147,500; **Category** Heavy +**EAC Bonus** +22; **KAC Bonus** +23; **Max. Dex Bonus** +3 +**Armor Check Penalty** -5; **Speed Adjustment** –10 ft. +**Upgrade Slots** 4; **Bulk** 4 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Thinplate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Thinplate.md new file mode 100644 index 0000000..1f48bfd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Thinplate.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +NoteType: Armor +Price: 1,000 +tags: +Type: Heavy Armor +--- +# THINPLATE +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 2; **Price** 1,000; **Category** Heavy +**EAC Bonus** +4; **KAC Bonus** +6; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 1; **Bulk** 3 + +### DESCRIPTION + +Devised by androids, thinplate is a dense polyethylene layer that looks lightweight while providing significant protection. This type of heavy armor is thin enough to be worn under loose outfits, but the rigid polyethylene restricts movement and slows the wearer. Thinplate can be molded into a variety of styles, though a simple breastplate plus limb guards is the most common form. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Monolith.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Monolith.md new file mode 100644 index 0000000..f8f4f67 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Monolith.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 12 / 16 / 20 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# VESK MONOLITH +The ultimate battle gear, pioneered by the vesk, these suits of heavy armor have a dappled polycarbonate shell that resembles stone in texture. A monolith suit looks like a massive articulated golem formed of stone plates. Despite its size, monolith armor moves easily thanks to its power-assisted joints. Sigils and personal emblems can be “chiseled” on the breastplate or shoulder guards of a monolith suit to signal the wearer’s allegiance. + +##  VESK MONOLITH, I + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 12; **Price** 39,650; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +18; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 5; **Bulk** 2 + +##  VESK MONOLITH, II + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 16; **Price** 163,400; **Category** Heavy +**EAC Bonus** +22; **KAC Bonus** +24; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 6; **Bulk** 2 + +##  VESK MONOLITH, III + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 20; **Price** 827,250; **Category** Heavy +**EAC Bonus** +26; **KAC Bonus** +27; **Max. Dex Bonus** +5 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 7; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Overplate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Overplate.md new file mode 100644 index 0000000..444e73c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vesk Overplate.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 6 / 8 / 11 / 14 / 18 +NoteType: Armor +Price: varies +tags: +Type: Heavy Armor +--- +# VESK OVERPLATE +These utilitarian suits of heavy armor reflect the brute strength of their inventors. Overplate makes no concession to comfort. Instead, each polycarbonate suit is solid, dense, and often unadorned, though the high-quality craftsmanship of each suit is apparent. Overplate has a reputation for withstanding any sort of trauma, thanks to its coating of thermoplastic resin. + +##  VESK OVERPLATE, I + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 6; **Price** 3,910; **Category** Heavy +**EAC Bonus** +9; **KAC Bonus** +11; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 1; **Bulk** 2 + +##  VESK OVERPLATE, II + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 8; **Price** 10,250; **Category** Heavy +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +2 +**Armor Check Penalty** -3; **Speed Adjustment** -10 ft. +**Upgrade Slots** 3; **Bulk** 3 + +##  VESK OVERPLATE, III + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 11; **Price** 23,400; **Category** Heavy +**EAC Bonus** +16; **KAC Bonus** +18; **Max. Dex Bonus** +3 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 4; **Bulk** 2 + +##  VESK OVERPLATE, IV + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 14; **Price** 71,850; **Category** Heavy +**EAC Bonus** +19; **KAC Bonus** +21; **Max. Dex Bonus** +4 +**Armor Check Penalty** -2; **Speed Adjustment** -5 ft. +**Upgrade Slots** 5; **Bulk** 2 + +##  VESK OVERPLATE, V + +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 18; **Price** 415,800; **Category** Heavy +**EAC Bonus** +24; **KAC Bonus** +26; **Max. Dex Bonus** +4 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 7; **Bulk** 2 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vitrium Plate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vitrium Plate.md new file mode 100644 index 0000000..2942b0d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Vitrium Plate.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 18 +NoteType: Armor +Price: 365, 650 +tags: +Type: Heavy Armor +--- +# VITRIUM PLATE +**ource** _Starfinder Core Rulebook pg. 198_ +**Level** 18; **Price** 365,650; **Category** Heavy +**EAC Bonus** +23; **KAC Bonus** +24; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** 1 + +### DESCRIPTION + +Made of transparent polyethylene, vitrum plate resembles a suit of carved crystal. Though the material is hard as metal, it shimmers and refracts light like glass. The difficulty of compressing polyethylene to preserve its lightness while affording such protection makes this type of heavy armor expensive \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Voidshield Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Voidshield Armor.md new file mode 100644 index 0000000..0c5aedd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Heavy Armor/Voidshield Armor.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 19 +NoteType: Armor +Price: 610,250 +tags: +Type: Heavy Armor +--- +# VOIDSHIELD ARMOR +**Source** _Starfinder Core Rulebook pg. 198_ +**Level** 19; **Price** 610,250; **Category** Heavy +**EAC Bonus** +25; **KAC Bonus** +26; **Max. Dex Bonus** +5 +**Armor Check Penalty** -3; **Speed Adjustment** -5 ft. +**Upgrade Slots** 7; **Bulk** 2 + +### DESCRIPTION + +Constructed from interlocking carbon nanotubes, voidshield armor is a matte black and remarkably thin. Android armorsmiths were the first to develop this heavy armor, and most suits bear a mechanical, robotic design. Voidshield armor sets are suitable for many upgrades and are popular among experienced explorers \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/AbadarCorp Travel Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/AbadarCorp Travel Suit.md new file mode 100644 index 0000000..cbc60ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/AbadarCorp Travel Suit.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 7 / 9 / 12 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# ABADARCORP TRAVEL SUIT + +AbadarCorp executives popularized these light armor business suits for boardrooms and diplomatic meetings. Contingent force fields and concealed rebreathers protect the wearer in hostile environmental conditions. Higher grades of travel suits offer more protection—along with a designer label. + +## ABADARCORP TRAVEL SUIT, GOLD + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 9; **Price** 12,100; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## ABADARCORP TRAVEL SUIT, SILVER + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 7; **Price** 7,250; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +7; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## ABADARCORP TRAVEL SUIT, PLATINUM + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 12; **Price** 30,750; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +13; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Aeon Guard, SpecOps.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Aeon Guard, SpecOps.md new file mode 100644 index 0000000..da6e802 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Aeon Guard, SpecOps.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 7 +NoteType: Armor +Price: 7,500 +tags: +Type: Light Armor +--- +# AEON GUARD, SPECOPS + +Standard issue for soldiers of the Azlanti Star Empire’s elite military, Aeon Guard battle dress is a suit of heavy armor consisting of close-fitting ceramic and polycarbonate plates overlaid with an energy-reflective molecular coating. SpecOps armor, designed for use by Aeon Guard specialists, is of the same design but in a lighter, more agile package. In addition to slots for traditional armor upgrades, each suit of Aeon Guard battle dress also includes additional aeon upgrade slots that can be used to house only _aeon stones_. Placing an _[[Aeon Stone]]_ in an aeon upgrade slot allows you to benefit from the _[[Aeon Stone]]_’s abilities as if it was orbiting your head. In the Azlanti Star Empire, civilian possession of a suit of Aeon Guard battle dress is a criminal offense punishable by death. + +For all its utility, Aeon Guard armor is also highly stylized, designed to impress and intimidate the enemy. The most recognizable part of its design is its helmet, which always includes a blank, full-face mask designed to give the soldier a disturbing, almost robotic look while also making it impossible to recognize specific soldiers. This is as much for the soldier’s benefit as the enemy’s, as being unable to distinguish one’s comrades makes it easier to ignore personal attachment and remain a true tool of the throne. Standard Aeon Guard troopers often have a single _[[Aeon Stone]]_ set in the faceplate, but officers may have a different number or configuration. + +## AEON GUARD, SPECOPS ARMOR + +**Source** _Alien Archive pg. 7_ +**Level** 7; **Price** 7,500; **Category** Light +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** 1 + +### DESCRIPTION + +Of this armor's 5 upgrade slots, 2 of them can only be used to hold _aeon stones_. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Autoencoded Veil.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Autoencoded Veil.md new file mode 100644 index 0000000..c683ee6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Autoencoded Veil.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 4 / 8 / 12 / 16 / 20 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# AUTOENCODED VEIL + +This sleek armor integrates extensive wiring and recycled material directly into the fabric, reinforcing key areas with advanced plating. You can spend 10 minutes programming your armor with either an alternate appearance or a stealth routine. Your armor then disguises your features to technological sensors (including cameras and creatures with the technological subtype). For an alternate appearance, this functions as if you used Disguise to change your appearance, with a Perception check DC to pierce the disguise equal to 15 + 1-1/2 × the armor’s item level. For a stealth routine, the armor disrupts how technological scanners perceive you, granting you a +2 circumstance bonus to Stealth checks against technological sensors and 10% miss chance against attacks made by technological sources. The armor’s sensor-disrupting effect is imperceptible to non-technological sources, which can perceive you normally. + +## AUTOENCODED VEIL, I + +**Source** _Drift Crisis pg. 85_ +**Level** 4; **Price** 2,100; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +4; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## AUTOENCODED VEIL, II + +**Source** _Drift Crisis pg. 85_ +**Level** 8; **Price** 9,500; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +## AUTOENCODED VEIL, III + +**Source** _Drift Crisis pg. 85_ +**Level** 12; **Price** 36,500; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +## AUTOENCODED VEIL, VI + +**Source** _Drift Crisis pg. 85_ +**Level** 16; **Price** 175,000; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +20; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## AUTOENCODED VEIL, V + +**Source** _Drift Crisis pg. 85_ +**Level** 20; **Price** 850,000; **Category** Light +**EAC Bonus** +22; **KAC Bonus** +22; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Carbon Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Carbon Skin.md new file mode 100644 index 0000000..a310a86 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Carbon Skin.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 3 / 10 / 15 / 20 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# CARBON SKIN + +Though these suits of light armor appear to be made of stiff fabric, they are actually woven from carbon fibers. Higher-quality carbon skins are reinforced with carbon allotypes, such as white carbon or diamond, and the heightened sheen of the fabric hints at their expensive construction. + +## CARBON SKIN, DIAMOND + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 15; **Price** 126,400; **Category** Light +**EAC Bonus** +17; **KAC Bonus** +19; **Max. Dex Bonus** +7 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** 1 + +## CARBON SKIN, GRAPHITE + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 3; **Price** 1,220; **Category** Light +**EAC Bonus** +3; **KAC Bonus** +4; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## CARBON SKIN, WHITE CARBON + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 10; **Price** 19,650; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +14; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## CARBON SKIN, NANOTUBE + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 20; **Price** 825,000; **Category** Light +**EAC Bonus** +21; **KAC Bonus** +23; **Max. Dex Bonus** +8 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 6; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Clearweave.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Clearweave.md new file mode 100644 index 0000000..464879f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Clearweave.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 / 9 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# CLEARWEAVE + +The formfitting fabric of clearweave light armor is completely transparent to better display the fashion choices beneath it. Discrete force field generators along each side resemble intricate tattoos as much as they resemble circuitry. Clearweave darkens automatically when exposed to harmful solar radiation or laser fire. + +Clearweave II contains built-in microprojectors that allow the wearer to display glowing patterns, simple art, and even icons and logos through the armor’s fabric. These displays can be controlled via a personal comm unit or a more advanced computer. The glow emitted by the suit when displaying such patterns isn’t bright enough to provide useful illumination, but it does reveal the wearer’s position in darkness or dim light. + +## CLEARWEAVE, I + +**Source** _Starfinder Armory pg. 68_ +**Level** 3; **Price** 1,350; **Category** Light +**EAC Bonus** +3; **KAC Bonus** +3; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## CLEARWEAVE, II + +**Source** _Starfinder Armory pg. 68_ +**Level** 9; **Price** 13,150; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +12; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/D-Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/D-Suit.md new file mode 100644 index 0000000..88199c2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/D-Suit.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: 5 / 7 / 9 / 13 / 17 / 19 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# D-SUIT + +Disembarkment suits, or d-suits, are designed for spacefarers who expect to leave their ship and visit a planet’s surface. Most d-suits are jumpsuits or flight suits worn under reinforced breeches, heavy boots, and a thick jacket. A helmet or rebreather and a utility belt with an attached holster complete the outfit. + +## D-SUIT, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 5; **Price** 2,980; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +6; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## D-SUIT, II + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 7; **Price** 6,900; **Category** Light +**EAC Bonus** +8; **KAC Bonus** +9; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## D-SUIT, III + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 9; **Price** 13,300; **Category** Light +**EAC Bonus** +11; **KAC Bonus** +12; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## D-SUIT, IV + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 13; **Price** 45,800; **Category** Light +**EAC Bonus** +16; **KAC Bonus** +17; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +## D-SUIT, V + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 17; **Price** 244,300; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +21; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** L + +## D-SUIT, VI + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 19; **Price** 552,000; **Category** Light +**EAC Bonus** +21; **KAC Bonus** +22; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 6; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Defrex Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Defrex Hide.md new file mode 100644 index 0000000..f52a6b1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Defrex Hide.md @@ -0,0 +1,49 @@ +--- +aliases: +Level: 4 / 8 / 12 / 16 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# DEFREX HIDE + +Even juvenile defrex hide has layers of cartilaginous fibers that resist tearing, allowing for basic defrex hide. Adult defrex hide contains osteoderms that can deflect high-speed projectiles. Chemical treatments and modern materials can reinforce the hide to an even stronger degree. + +**Dermal Plating**: A dermal plating augmentation can be installed in defrex hide armor, taking up one upgrade slot. The augmentation’s level must be equal to or lower than the armor’s item level. + +## DEFREX HIDE, ADVANCED + +**Source** _Alien Archive 3 pg. 13_ +**Level** 12; **Price** 33,000; **Category** Light +**EAC Bonus** +14; **KAC Bonus** +16; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## DEFREX HIDE, BASIC + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 4; **Price** 2,250; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +5; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +### DESCRIPTION + +Made from the hide of a ferocious mammal native to Vesk-2, this light armor is popular among vesk but less often worn by other races. Tanned stretches of the creature’s thick hide are stitched together with metal wires, and the suits are reinforced with metal studs or scales. + +## DEFREX HIDE, MATURE + +**Source** _Alien Archive 3 pg. 13_ +**Level** 8; **Price** 9,000; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +11; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## DEFREX HIDE, ELITE + +**Source** _Alien Archive 3 pg. 13_ +**Level** 16; **Price** 142,000; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +21; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git "a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Devourer\342\200\231s Skin.md" "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Devourer\342\200\231s Skin.md" new file mode 100644 index 0000000..d8af490 --- /dev/null +++ "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Devourer\342\200\231s Skin.md" @@ -0,0 +1,43 @@ +--- +aliases: +Level: 3 / 7 / 11 / 17 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# DEVOURER’S SKIN + +Despite its name, this carbon-plate armor is the brainchild of overeager marketers at Brortrav Ordnance Factories, not nihilistic cultists. While the environmental protection system of Devourer’s skin is active, nanites hidden within its plates roil out and coalesce into dozens of short tendrils across the wearer’s body. While the nanites are active, the first time each round that a creature touches the wearer, that creature must succeed at a Reflex save (DC = 10 + the Devourer’s skin item level) or take acid damage equal to the armor’s item level. Furthermore, when the wearer makes unarmed attacks with the nanites active, they can choose to replace half of the damage dealt by their unarmed strikes with acid damage. This never causes an unarmed strike that targets KAC to target EAC instead. Wounds inflicted by Devourer’s skin have a characteristic “chewed” look that earned the armor its gory classifications. + +## DEVOURER’S SKIN, CHEWING + +**Source** _Tech Revolution pg. 52_ +**Level** 3; **Price** 1,500; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +4; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** 1 + +## DEVOURER’S SKIN, GNAWING + +**Source** _Tech Revolution pg. 52_ +**Level** 7; **Price** 8,000; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +9; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## DEVOURER’S SKIN, GNASHING + +**Source** _Tech Revolution pg. 52_ +**Level** 11; **Price** 25,000; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +15; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## DEVOURER’S SKIN, MASTICATING + +**Source** _Tech Revolution pg. 52_ +**Level** 17; **Price** 275,000; **Category** Light +**EAC Bonus** +18; **KAC Bonus** +21; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Dust Manta Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Dust Manta Hide.md new file mode 100644 index 0000000..a963601 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Dust Manta Hide.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 / 12 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# DUST MANTA HIDE + +In Fullbright, some brave—or perhaps foolish—game hunters in the Outlaw Kingdoms pursue dust mantas for their desert-adapted hides, despite the inherent danger in doing so. Those fortunate enough to survive their hunts craft suits of light armor from the hides, using nanocarbon filaments to stitch the armor together. + +The basic dust manta hide grants resistance to fire 5, and the advanced dust manta hide, fashioned from a dust manta monarch, grants resistance to fire 10. Both models also grant a +4 circumstance bonus to Stealth checks to hide in a desert environment. + +## DUST MANTA HIDE, ADVANCED + +**Source** _Alien Archive 2 pg. 47_ +**Level** 12; **Price** 43,250; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## DUST MANTA HIDE, BASIC + +**Source** _Alien Archive 2 pg. 47_ +**Level** 6; **Price** 5,150; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Echelon Fashion.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Echelon Fashion.md new file mode 100644 index 0000000..ddbe260 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Echelon Fashion.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 14 / 17 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# ECHELON FASHION + +Modeled after the universe’s most cutting-edge fashions, this lightly armored clothing is available in daring modern designs, using force fields and the highest-tech fibers to create any sort of outfit imaginable. Bespoke echelon fashions are often tailormade for the orderer and meant to look unique. + +## ECHELON FASHION, BESPOKE + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 17; **Price** 285,000; **Category** Light +**EAC Bonus** +18; **KAC Bonus** +19; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## ECHELON FASHION, READY TO WEAR + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 14; **Price** 71,300; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Estex Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Estex Suit.md new file mode 100644 index 0000000..11e835b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Estex Suit.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 1 / 5 / 7 / 13 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# ESTEX SUIT + +Estex is a thick, durable fabric most often used to make flight suits and environmental suits. Estex suits cover the wearer from the neck down and can be modified with armor upgrades as needed. Higher-quality estex suits grant a better level of protection and allow for more upgrades, though they are often bulkier than comparable suits of light armor. + +## ESTEX SUIT, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 410; **Category** Light +**EAC Bonus** +0; **KAC Bonus** +1; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +## ESTEX SUIT, II + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 5; **Price** 2,700; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +5; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## ESTEX SUIT, III + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 7; **Price** 5,500; **Category** Light +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** 1 + +## ESTEX SUIT, IV + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 13; **Price** 49,250; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +6 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 6; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Exochitin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Exochitin.md new file mode 100644 index 0000000..458a296 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Exochitin.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 4 / 14 / 19 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# EXOCHITIN + +Designed by radically violent shirrens, exochitin consists of carbon-fiber fabric overlaid with plates of polymer “chitin” and a faceplate reminiscent of a thresher lord. As a swift action, the wearer can deploy nanites that form claws around their fingertips. While extended, these claws cause the wearer to be treated as armed, cause their unarmed strikes to not be treated as an archaic weapon, and grant their unarmed strikes the wound critical hit effect (decapitator exochitin instead grants the severe wound critical hit effect). +When deploying the claws, the wearer of vivisector or decapitator exochitin can also grow a set of insectoid wings, granting them a fly speed of 30 feet with average maneuverability. A shirren wearing exochitin increases this fly speed to 40 feet. + +## EXOCHITIN, DECAPITATOR + +**Source** _Tech Revolution pg. 52_ +**Level** 19; **Price** 585,000; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +21; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## EXOCHITIN, SLICER + +**Source** _Tech Revolution pg. 52_ +**Level** 4; **Price** 2,100; **Category** Light +**EAC Bonus** +3; **KAC Bonus** +4; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## EXOCHITIN, VIVISECTOR + +**Source** _Tech Revolution pg. 52_ +**Level** 14; **Price** 75,500; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Feyguard.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Feyguard.md new file mode 100644 index 0000000..cadecae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Feyguard.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 7 / 11 / 15 / 19 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# FEYGUARD + +This armor gets its name from denizens of the First World, where the first sets were originally crafted. It’s said that no two sets of feyguard armor are the same, either due to the First World’s rapid fluctuations or the frequent alterations its mercurial fey manufacturers make on the production line. Feyguard is most commonly composed of materials that appear organically formed, and minor details seem to subtly shift in appearance during wear. + +## FEYGUARD, DRYAD + +**Source** _Drift Crisis pg. 52_ +**Level** 11; **Price** 24,000; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +13; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## FEYGUARD, SPRITE + +**Source** _Drift Crisis pg. 52_ +**Level** 7; **Price** 6,600; **Category** Light +**EAC Bonus** +7; **KAC Bonus** +8; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## FEYGUARD, NYMPH + +**Source** _Drift Crisis pg. 52_ +**Level** 15; **Price** 97,500; **Category** Light +**EAC Bonus** +17; **KAC Bonus** +18; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## FEYGUARD, ERLKING + +**Source** _Drift Crisis pg. 52_ +**Level** 19; **Price** 555,000; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +21; **Max. Dex Bonus** +9 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Freebooter Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Freebooter Armor.md new file mode 100644 index 0000000..b26a742 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Freebooter Armor.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 19 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# FREEBOOTER ARMOR + +Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer. + +## FREEBOOTER ARMOR, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 2; **Price** 750; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## FREEBOOTER ARMOR, II + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 6; **Price** 4,720; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +8; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## FREEBOOTER ARMOR, III + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 10; **Price** 16,900; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +13; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## FREEBOOTER ARMOR, IV + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 14; **Price** 60,600; **Category** Light +**EAC Bonus** +17; **KAC Bonus** +18; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +## FREEBOOTER ARMOR, V + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 18; **Price** 367,650; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +21; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Grave Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Grave Mantle.md new file mode 100644 index 0000000..2708648 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Grave Mantle.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 4 / 10 / 17 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# GRAVE MANTLE + +The utilitarian grave mantle is common both on Eox and among the Eoxian expatriates of the Corpse Fleet. The base model worn by rankand- file troops consists of a tabard of ballistic fabric worn over plastic mesh, with additional layers of fabric reinforcing the joints. More expensive models enhance the mesh with nanowire and place ceramic plates beneath the tabard. Despite Eoxian armies having no need for air, grave mantles retain life support systems as a defense against corrosive atmospheres and related hazards. + +Grave mantle models include the base enlisted version, specialist models customized for the duties of their wearers, and officer models that combine superior protection with purely aesthetic additions such as holographic rank insignias. + +## GRAVE MANTLE, ENLISTED + +**Source** _Starfinder Armory pg. 68_ +**Level** 4; **Price** 2,100; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +5; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## GRAVE MANTLE, SPECIALIST + +**Source** _Starfinder Armory pg. 68_ +**Level** 10; **Price** 17,950; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## GRAVE MANTLE, OFFICER + +**Source** _Starfinder Armory pg. 68_ +**Level** 17; **Price** 256,500; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +22; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardened Resin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardened Resin.md new file mode 100644 index 0000000..68a18e6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardened Resin.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 3 +NoteType: Armor +Price: 1,200 +tags: +Type: Light Armor +--- +# HARDENED RESIN + +**Source** _Pact Worlds pg. 196_ +**Level** 3; **Price** 1,200; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +### DESCRIPTION + +Many insectile haans of Bretheda shun all but the simplest tools, but some skilled armorsmiths among them incorporate pieces of their own molted exoskeletons into simple protective shells. While the armor usually built to fit Large creatures, suits designed for smaller wearers can sometimes be found. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardlight Series.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardlight Series.md new file mode 100644 index 0000000..11ee9dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Hardlight Series.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 12 / 15 / 20 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# HARDLIGHT SERIES + +The last word in light infantry armor, hardlight series armor features an inflexible, lightweight breastplate, limb guards, and a helmet over a smooth and formfitting jumpsuit. Manufacturers often make custom armor for military organizations, but off-therack armor of differing qualities is also available to mercenaries and explorers. + +## HARDLIGHT SERIES, ELITE + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 15; **Price** 123,500; **Category** Light +**EAC Bonus** +18; **KAC Bonus** +18; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +## HARDLIGHT SERIES, SQUAD + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 12; **Price** 37,500; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +15; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +## HARDLIGHT SERIES, SPECIALIST + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 20; **Price** 928,000; **Category** Light +**EAC Bonus** +22; **KAC Bonus** +22; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 6; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Kasatha Microcord.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Kasatha Microcord.md new file mode 100644 index 0000000..c4a96f5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Kasatha Microcord.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 2 / 6 / 8 / 11 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# KASATHA MICROCORD + +These suits of ribbed protective fabric are slightly less advanced than comparable light armor but still provide good-quality protection at an affordable price. Kasatha-made microcord suits are typically one-piece outfits of dark colors, sometimes with glowing trim, but other manufacturers produce such suits in a variety of colors and styles. + +## KASATHA MICROCORD, I + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 2; **Price** 460; **Category** Light +**EAC Bonus** +1; **KAC Bonus** +3; **Max. Dex Bonus** +3 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** 1 + +## KASATHA MICROCORD, II + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 6; **Price** 3,670; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +8; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## KASATHA MICROCORD, III + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 8; **Price** 9,000; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +11; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +## KASATHA MICROCORD, IV + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 11; **Price** 23,800; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Mind Mail.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Mind Mail.md new file mode 100644 index 0000000..8760e2f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Mind Mail.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 6 / 11 / 16 / 19 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# LASHUNTA MIND MAIL + +Each link in a suit of mind mail is a nanotechnological marvel: a psychically active circuit reactive to the thoughts of its wearer. When donned, mind mail floats just above the skin and alternates between rigidity and supple motion in response to its wearer’s thoughts and movement, with hundreds of tiny force fields filling the gaps between links as needed. The mail covers the entire body except for the face. The coif retracts into the collar at a mental command, and the mesh gloves likewise unlink and recede into the sleeves when a delicate touch is required. Mind mail offers a comfortable alternative to climate control in tropical environs such as Castrovel, as the armor does not make direct contact with the body and the open mesh provides ample airflow. The wearers of mind mail often personalize their armor with intricate designs woven with varicolored metals into the pattern of the mail. These designs can be altered with an Engineering check at the same DC as a check for adjusting armor. + +## LASHUNTA MIND MAIL, I + +**Source** _Starfinder Armory pg. 70_ +**Level** 6; **Price** 4,250; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +6; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## LASHUNTA MIND MAIL, II + +**Source** _Starfinder Armory pg. 70_ +**Level** 11; **Price** 24,500; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +14; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## LASHUNTA MIND MAIL, III + +**Source** _Starfinder Armory pg. 70_ +**Level** 16; **Price** 166,500; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +20; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## LASHUNTA MIND MAIL, IV + +**Source** _Starfinder Armory pg. 70_ +**Level** 19; **Price** 556,000; **Category** Light +**EAC Bonus** +22; **KAC Bonus** +22; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Tempweave.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Tempweave.md new file mode 100644 index 0000000..145555a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Lashunta Tempweave.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 / 8 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# LASHUNTA TEMPWEAVE +Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments. + +##  LASHUNTA TEMPWEAVE, BASIC + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 4; **Price** 1,950; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +4; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +##  LASHUNTA TEMPWEAVE, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 8; **Price** 8,500; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Light Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Light Armor.md new file mode 100644 index 0000000..ed33095 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Light Armor.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- + +# LIGHT ARMOR + + +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armor/Light Armor" +SORT Level ASC +WHERE file.name != "Light Armor" +``` \ No newline at end of file diff --git "a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Peacekeeper\342\200\231s Aegis.md" "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Peacekeeper\342\200\231s Aegis.md" new file mode 100644 index 0000000..9f258e4 --- /dev/null +++ "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Peacekeeper\342\200\231s Aegis.md" @@ -0,0 +1,35 @@ +--- +aliases: +Level: 4 / 8 / 12 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# PEACEKEEPER’S AEGIS + +The Veskarium’s occupation forces often wear these suits of lightweight armor designed to create a visually homogenized police force to help maintain order in newly acquired territory. It is a symbol of both authority and allegiance to the Veskarium. Each suit is visually identical, and peacekeeping forces are prohibited from adding personalized decorations or adornment. + +## PEACEKEEPER’S AEGIS, I + +**Source** _Near Space pg. 152_ +**Level** 4; **Price** 2,000; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +5; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## PEACEKEEPER’S AEGIS, II + +**Source** _Near Space pg. 152_ +**Level** 8; **Price** 8,100; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## PEACEKEEPER’S AEGIS, III + +**Source** _Near Space pg. 152_ +**Level** 12; **Price** 33,500; **Category** Light +**EAC Bonus** +14; **KAC Bonus** +15; **Max. Dex Bonus** +6 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Plexigrass Bodysuit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Plexigrass Bodysuit.md new file mode 100644 index 0000000..5c87aac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Plexigrass Bodysuit.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 5 / 9 / 13 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# PLEXIGRASS BODYSUIT + +The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys. + +## PLEXIGRASS BODYSUIT, I + +**Source** _Near Space pg. 152_ +**Level** 5; **Price** 2,700; **Category** Light +**EAC Bonus** +3; **KAC Bonus** +4; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## PLEXIGRASS BODYSUIT, II + +**Source** _Near Space pg. 152_ +**Level** 9; **Price** 13,500; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +10; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## PLEXIGRASS BODYSUIT, III + +**Source** _Near Space pg. 152_ +**Level** 13; **Price** 51,000; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Polyplate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Polyplate.md new file mode 100644 index 0000000..88dedad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Polyplate.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 6 / 10 / 14 / 18 +NoteType: Armor +Price: varies +tags: [15:] +Type: Light Armor +--- +# POLYPLATE + +Polyplate is flexible armor composed of interlocking scales that protects its wearer against trauma, absorbing blows and distributing the force across a wide area to lessen its impact. By default, the armor protects against bludgeoning damage, providing DR against that damage equal to half the armor’s item level. As a move action, a creature wearing polyplate can swipe a limb across the armor, changing its DR to protect against piercing or slashing damage, or back to bludgeoning. Polyplate is also highly adaptable, easily incorporating armor upgrades. + +## POLYPLATE, BASIC + +**Source** _Starfinder Sun Divers pg. 44_ +**Level** 6; **Price** 4,200; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +7; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## POLYPLATE, ADVANCED + +**Source** _Starfinder Sun Divers pg. 44_ +**Level** 10; **Price** 17,400; **Category** Light +**EAC Bonus** +11; **KAC Bonus** +13; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## POLYPLATE, ELITE + +**Source** _Starfinder Sun Divers pg. 44_ +**Level** 14; **Price** 65,000; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +## POLYPLATE, PARAGON + +**Source** _Starfinder Sun Divers pg. 44_ +**Level** 18; **Price** 345,000; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +21; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Preserver_s Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Preserver_s Mantle.md new file mode 100644 index 0000000..3299ac0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Preserver_s Mantle.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 2 / 7 / 12 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# PRESERVER'S MANTLE + +The Xenowardens bioengineered the preserver’s mantle as a form of living armor. Rather than donning the mantle, a creature steps onto it and allows the armor to wrap itself around and over the creature’s body. Insulating moss acts as padding, while vines and wood match the strength of the advanced composites of other light armors. When the armor’s environmental protections are activated, the external surface of the plants interlace into an airtight barrier, while the moss regulates the temperature and converts exhaled gases back into breathable air. Like other armors, the mantle must be adjusted to fit a new wearer (though this requires a Life Science check, rather than an Engineering check. + +## PRESERVER'S MANTLE, I + +**Source** _Starfinder Armory pg. 70_ +**Level** 2; **Price** 520; **Category** Light +**EAC Bonus** +1; **KAC Bonus** +2; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## PRESERVER'S MANTLE, II + +**Source** _Starfinder Armory pg. 70_ +**Level** 7; **Price** 6,400; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +9; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## PRESERVER'S MANTLE, III + +**Source** _Starfinder Armory pg. 70_ +**Level** 12; **Price** 35,400; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +15; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Regimental Dress.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Regimental Dress.md new file mode 100644 index 0000000..b8a3f83 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Regimental Dress.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 3 / 10 / 18 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# REGIMENTAL DRESS + +Regimental dress is the light armor counterpart to ceremonial plate. Often stylized to the extreme, regimental dress comes in as many variations as there are military forces, militias, and private security details. Regimental dress uses advanced fibers and strategically placed ceramic plates to avoid ruining the design lines of the uniforms. A force field projector concealed in the collar activates as needed to provide life support and protection for the head. Integrated holographic imaging projects rank insignia, medals, and ribbons, and supports gesture-activated informational displays for each honor. + +## REGIMENTAL DRESS, I + +**Source** _Starfinder Armory pg. 71_ +**Level** 3; **Price** 1,450; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## REGIMENTAL DRESS, II + +**Source** _Starfinder Armory pg. 71_ +**Level** 10; **Price** 18,600; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +13; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## REGIMENTAL DRESS, III + +**Source** _Starfinder Armory pg. 71_ +**Level** 18; **Price** 387,000; **Category** Light +**EAC Bonus** +22; **KAC Bonus** +22; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Scrapchain.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Scrapchain.md new file mode 100644 index 0000000..b86e891 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Scrapchain.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 9 / 13 / 17 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# SCRAPCHAIN + +Developed by the Daimalkan engineers in Scrapden, this metallic chainweave armor features tough polymer plating along the chest and the wearer’s dominant arm. Internal servos and articulated attachments within the plating function as an integrated tactical scaffold, despite being mounted in light armor, allowing the wearer to wield massive weapons while keeping a hand free for exploration. + +## SCRAPCHAIN, BEHEMOTH + +**Source** _Tech Revolution pg. 52_ +**Level** 13; **Price** 49,750; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## SCRAPCHAIN, GIANT + +**Source** _Tech Revolution pg. 52_ +**Level** 9; **Price** 14,500; **Category** Light +**EAC Bonus** +10; **KAC Bonus** +11; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** 1 + +## SCRAPCHAIN, TITAN + +**Source** _Tech Revolution pg. 52_ +**Level** 17; **Price** 256,000; **Category** Light +**EAC Bonus** +18; **KAC Bonus** +20; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Second Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Second Skin.md new file mode 100644 index 0000000..edfe61d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Second Skin.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +NoteType: Armor +Price: 250 +tags: +Type: Light Armor +--- +# SECOND SKIN + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 250; **Category** Light +**EAC Bonus** +1; **KAC Bonus** +2; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +### DESCRIPTION + +This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shiftskin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shiftskin.md new file mode 100644 index 0000000..711d0a2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shiftskin.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 9 / 14 / 20 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# SHIFTSKIN + +Developed by the reptoids for their agents, shiftskin comes in a variety of designs styled to resemble normal clothing, uniforms, and even other light armors. Each suit of shiftskin is designed to accommodate both its owner’s natural form and one other specific assumed form of another race, shifting and reshaping as needed when the reptoid changes shape. Thus a suit of shiftskin can be adjusted to accommodate two different forms, rather than fitting only one form at a time. + +Shiftskin has been adapted for use by other races. Even when used by non-reptoids, an individual suit can still can be adapted to shift between two different forms, so long as those forms are no more than one size category apart. Though obviously of use for non-reptoid shapeshifters, this also allows the same suit to fit two different wearers. + +## SHIFTSKIN, I + +**Source** _Starfinder Armory pg. 71_ +**Level** 9; **Price** 13,850; **Category** Light +**EAC Bonus** +10; **KAC Bonus** +11; **Max. Dex Bonus** +7 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +## SHIFTSKIN, II + +**Source** _Starfinder Armory pg. 71_ +**Level** 14; **Price** 76,830; **Category** Light +**EAC Bonus** +16; **KAC Bonus** +17; **Max. Dex Bonus** +7 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## SHIFTSKIN, III + +**Source** _Starfinder Armory pg. 71_ +**Level** 20; **Price** 886,500; **Category** Light +**EAC Bonus** +22; **KAC Bonus** +24; **Max. Dex Bonus** +7 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shobhad Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shobhad Harness.md new file mode 100644 index 0000000..ddbecd9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shobhad Harness.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 1 / 4 / 8 / 13 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# SHOBHAD HARNESS + +## SHOBHAD HARNESS, CHIEFTAIN + +**Source** _Starfinder Armory pg. 71_ +**Level** 13; **Price** 46,900; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +17; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +## SHOBHAD HARNESS, RECRUIT + +**Source** _Starfinder Armory pg. 71_ +**Level** 1; **Price** 150; **Category** Light +**EAC Bonus** +0; **KAC Bonus** +2; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** 1 + +## SHOBHAD HARNESS, VETERAN + +**Source** _Starfinder Armory pg. 71_ +**Level** 4; **Price** 1,850; **Category** Light +**EAC Bonus** +3; **KAC Bonus** +5; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +## SHOBHAD HARNESS, WARLEADER + +**Source** _Starfinder Armory pg. 71_ +**Level** 8; **Price** 8,600; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +11; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shotalashu Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shotalashu Armor.md new file mode 100644 index 0000000..133c2d3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Shotalashu Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 16 +NoteType: Armor +Price: 149,500 +tags: +Type: Light Armor +--- +# SHOTALASHU ARMOR + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 16; **Price** 149,500; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +20; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 5; **Bulk** L + +### DESCRIPTION + +The lashunta shotalashu cavalry wear this protective gear while riding their bonded saurian mounts. Layers of thin, ablative plates make for light armor that moves with the rider while providing maximum protection. Military merchants have taken to creating knock-off shotalashu armor in more modern styles, as some of the traditional nature themes are no longer fashionable. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Skitterhide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Skitterhide.md new file mode 100644 index 0000000..e085e1a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Skitterhide.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 3 / 9 / 16 +NoteType: Armor +Price: varies +tags: [3:] +Type: Light Armor +--- +# SKITTERHIDE + +This armor is made from the harvested hides of the remains of destroyed undead, making it resemble a macabre skinsuit. Ossified studs and embellishments reinforce the alchemically treated skin, which is otherwise designed to support Corpse Fleet agents favoring speed and stealth. + +## SKITTERHIDE, I + +**Source** _Starfinder Dead Suns Adventure Path pg. 247_, _Starfinder Splintered Worlds pg. 49_, _Alien Archive 2 pg. 23_ +**Level** 3; **Price** 1,200; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## SKITTERHIDE, II + +**Source** _Starfinder Dead Suns Adventure Path pg. 247_, _Alien Archive 2 pg. 23_, _Starfinder Splintered Worlds pg. 49_ +**Level** 9; **Price** 12,500; **Category** Light +**EAC Bonus** +10; **KAC Bonus** +11; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## SKITTERHIDE, III + +**Source** _Starfinder Dead Suns Adventure Path pg. 247_, _Starfinder Splintered Worlds pg. 49_, _Alien Archive 2 pg. 23_ +**Level** 16; **Price** 144,000; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +19; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Stationwear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Stationwear.md new file mode 100644 index 0000000..8f85a9c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Stationwear.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 1 / 3 / 5 / 6 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# STATIONWEAR + +Many types of reinforced clothing afford protection without sacrificing comfort or fashion. The prevalence of this kind of light armor on Absalom Station has led to the colloquial term “stationwear.” Stationwear ranges in style from casual wear to business suits and more formal garb. The usual environmental protections of armor are concealed in the design of these outfits. The grades of armor—business, casual, elite, and flight suit—refer to the quality of the garments, not the style. + +## STATIONWEAR, BUSINESS + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 5; **Price** 2,600; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +___ + +## STATIONWEAR, FLIGHT SUIT + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 1; **Price** 95; **Category** Light +**EAC Bonus** +0; **KAC Bonus** +1; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## STATIONWEAR, CASUAL + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 3; **Price** 1,300; **Category** Light +**EAC Bonus** +1; **KAC Bonus** +2; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## STATIONWEAR, ELITE + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 6; **Price** 4,100; **Category** Light +**EAC Bonus** +4; **KAC Bonus** +5; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Swarmsuit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Swarmsuit.md new file mode 100644 index 0000000..2f158d6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Swarmsuit.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 15 +NoteType: Armor +Price: 95,200 +tags: +Type: Light Armor +--- +# SWARMSUIT + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 15; **Price** 95,200; **Category** Light +**EAC Bonus** +18; **KAC Bonus** +19; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L + +### DESCRIPTION + +Inspired by Swarm technology and designed specifically for shirrens, a swarmsuit is a collection of ablative plates backed with reinforced padding and linked with mesh straps. The light armor’s unique arrangement makes it perfect for creatures with unusual physiologies. The wearer arranges the straps in a comfortable formation and slides the ablative plates to cover vulnerable areas. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/ThermSkin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/ThermSkin.md new file mode 100644 index 0000000..3cee4bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/ThermSkin.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 3 / 6 / 10 / 15 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# THERMSKIN + +ThermSkin is a lightweight, form-fitting suit of flexible carbon fiber and blended fabrics that prioritizes ease and quickness of movement, even in harsh environments. It compensates for its lack of insulating layers with a webbing of temperature-regulating lines that run across the entire suit like meridians, glowing dimly with shifting multicolored lights as if mirroring the auroras in the sky. The faint glimmer can be increased if additional light is needed, or dampened in situations where stealth is necessary. A black opaque helmet provides additional protection, glare reduction, and life-support technology. The sleek design also holds up well in the water when exploring frigid arctic seas or taking an unexpected spill off an iceberg. +Full suits of ThermSkin II and III grant resistance 5 to cold, and ThermSkin IV grants resistance 10 to cold. + +## THERMSKIN, I + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 3; **Price** 1,275; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +3; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## THERMSKIN, II + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 6; **Price** 5,900; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +7; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## THERMSKIN, III + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 10; **Price** 21,800; **Category** Light +**EAC Bonus** +12; **KAC Bonus** +14; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## THERMSKIN, IV + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 15; **Price** 120,000; **Category** Light +**EAC Bonus** +17; **KAC Bonus** +18; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Carapace.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Carapace.md new file mode 100644 index 0000000..ba8e862 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Carapace.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 / 11 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# URSIKKA CARAPACE + +The fierce insects of Triaxus’s southern glacier evolved sharp claws and heavy fur to contend with the planet’s long, harsh winters. Enterprising ryphorians have long used these materials to bolster their own survival prospects, salvaging everything they can from the slain or fallen beasts. The lightweight, curved carapace plates provide protection from wind, water, and weapons, while the layer of ursikka fur underneath traps heat. A fur-lined hood, gloves, and boots complete the cold-weather protection, and the traditional model grants resistance 10 to cold. +For those unwilling to face down an ursikka—or, as in the case of most, whose worlds lack the fearsome creature’s presence in the first place—manufacturers produce a similar but synthetic version of ursikka carapace, using lab-created lightweight plating and synthetic fibers for insulation. Though easier to produce, the lightweight synthetics don’t provide quite the same level of protection from the elements without getting extremely bulky; a synthetic carapace grants only resistance 5 to cold. +Because their design and coloration reflect so much of the natural world around them, both models of ursikka carapace grant a +4 circumstance bonus to Stealth checks to hide in an arctic environment. + +## URSIKKA CARAPACE, SYNTHETIC + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 5; **Price** 4,000; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +6; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +## URSIKKA CARAPACE, TRADITIONAL + +**Source** _Galaxy Exploration Manual pg. 59_ +**Level** 11; **Price** 41,000; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Hide.md new file mode 100644 index 0000000..6faf4d9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ursikka Hide.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 9 / 13 / 17 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# URSIKKA HIDE +Some of the most intrepid hunters seek out ursikkas—and wily scavengers often search the tundra for fallen ursikka bodies—to harvest their hides. Ursikka hides are light, supple, and have an insulating quality that traps body heat, making them an ideal material for cold weather gear and clothes. Talented armorsmiths can create flexible light armor from this leather, which grants cold resistance in addition to the benefits listed on the table below. Basic ursikka hide armor provides cold resistance 10, and the resistance increases to 15 and 20 for advanced and elite suits respectively. +Ursikka hide armor is uncommon in shops on Triaxus, rare across the Pact Worlds at large, and nearly impossible to find elsewhere in the galaxy. In some places on Triaxus— especially in the rural Allied Territories and Ning—wearing a suit of ursikka hide armor is a point of pride, a symbol of one’s courage and hunting prowess. For this reason, and to reap the rewards from selling this valuable resource, mercenary bands sometimes fan out across the planet’s rural locales specifically to gamble their lives on hunting these violent creatures. + +##  URSIKKA HIDE, BASIC + +**Source** _Alien Archive 4 pg. 129_ +**Level** 9; **Price** 12,500; **Category** Light +**EAC Bonus** +9; **KAC Bonus** +9; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +##  URSIKKA HIDE, ADVANCED + +**Source** _Alien Archive 4 pg. 129_ +**Level** 13; **Price** 46,500; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +16; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +##  URSIKKA HIDE, ELITE + +**Source** _Alien Archive 4 pg. 129_ +**Level** 17; **Price** 240,000; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +20; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Vesk Brigandine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Vesk Brigandine.md new file mode 100644 index 0000000..d07bf5c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Vesk Brigandine.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 2 / 5 / 8 / 11 / 15 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# VESK BRIGANDINE + +The core of vesk brigandine is a lightweight breastplate made of interlocking polymer hexagons. It flexes almost as well as fabric under normal use, but it becomes rigid as steel in response to impact. Its slim profile lets it be worn either over or under clothing. More advanced brigandine designs incorporate inertial dampeners to enhance protection. Vesk who prize mobility over maximum protection favor this style of light armor, and its use has spread throughout the Pact Worlds to the degree that any similar design is often referred to as vesk brigandine. + +## VESK BRIGANDINE, I + +**Source** _Starfinder Armory pg. 71_ +**Level** 2; **Price** 950; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +2; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## VESK BRIGANDINE, II + +**Source** _Starfinder Armory pg. 71_ +**Level** 5; **Price** 2,650; **Category** Light +**EAC Bonus** +5; **KAC Bonus** +5; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## VESK BRIGANDINE, III + +**Source** _Starfinder Armory pg. 71_ +**Level** 8; **Price** 8,800; **Category** Light +**EAC Bonus** +10; **KAC Bonus** +10; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## VESK BRIGANDINE, IV + +**Source** _Starfinder Armory pg. 71_ +**Level** 11; **Price** 23,500; **Category** Light +**EAC Bonus** +14; **KAC Bonus** +14; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## VESK BRIGANDINE, V + +**Source** _Starfinder Armory pg. 71_ +**Level** 15; **Price** 99,900; **Category** Light +**EAC Bonus** +19; **KAC Bonus** +20; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Void Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Void Hide.md new file mode 100644 index 0000000..1b39b81 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Void Hide.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 10 / 14 / 18 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# VOID HIDE + +Made from void troll skin, _void hide armor_ quivers of its own volition, as if the manufacturing process could not subdue the troll’s life force. You can trigger _void hide_ to react to an attack as though you had the _reflecting armor_ spell cast on you. Once you have used a specific suit of _void hide_ in this way, you can use a different suit only after 24 hours have passed. A _magic resistor_ upgrade installed in void hide takes up one upgrade slot fewer than normal (minimum 0), as does a _spell reflector_ upgrade. + +## _VOID HIDE, I_ + +**Source** _Alien Archive 3 pg. 121_ +**Level** 10; **Price** 20,000; **Category** Light +**EAC Bonus** +13; **KAC Bonus** +15; **Max. Dex Bonus** +4 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** 1 + +### DESCRIPTION + +Trigger _reflecting armor_ (DC 17) twice per day. + +## _VOID HIDE, II_ + +**Source** _Alien Archive 3 pg. 121_ +**Level** 14; **Price** 90,000; **Category** Light +**EAC Bonus** +16; **KAC Bonus** +18; **Max. Dex Bonus** +5 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** 1 + +### DESCRIPTION + +Trigger _reflecting armor_ (DC 19) three times per day. + +## _VOID HIDE, III_ + +**Source** _Alien Archive 3 pg. 121_ +**Level** 18; **Price** 382,500; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +22; **Max. Dex Bonus** +6 +**Armor Check Penalty** -1; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** 1 + +### DESCRIPTION + +Trigger _reflecting armor_ (DC 21) five times per day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ysoki Refractor Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ysoki Refractor Suit.md new file mode 100644 index 0000000..fdb950e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Ysoki Refractor Suit.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 6 +NoteType: Armor +Price: 4,120 +tags: +Type: Light Armor +--- +# YSOKI REFRACTOR SUIT + +**Source** _Starfinder Core Rulebook pg. 197_ +**Level** 6; **Price** 4,120; **Category** Light +**EAC Bonus** +7; **KAC Bonus** +7; **Max. Dex Bonus** +5 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +### DESCRIPTION + +The innovative ysoki created this reinforced jumpsuit layered with energy-reflective foil. This light armor is undeniably noticeable, but it also protects against energy attacks with the same efficacy as it does kinetic attacks. Ysoki refractor suits are popular among all races now and can be tinted in different metallic shades. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Zeizerer Diffractor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Zeizerer Diffractor.md new file mode 100644 index 0000000..a3e1bda --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Light Armor/Zeizerer Diffractor.md @@ -0,0 +1,55 @@ +--- +aliases: +Level: 2 / 6 / 9 / 13 / 18 +NoteType: Armor +Price: varies +tags: +Type: Light Armor +--- +# ZEIZERER DIFFRACTOR + +Crafted by the talented smiths of the drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other drow houses have been known to manufacture their own versions. + +## ZEIZERER DIFFRACTOR, I + +**Source** _Pact Worlds pg. 196_ +**Level** 2; **Price** 650; **Category** Light +**EAC Bonus** +2; **KAC Bonus** +2; **Max. Dex Bonus** +4 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 0; **Bulk** L + +### DESCRIPTION + +Crafted by the talented smiths of the drow of Apostae, this armor is designed to be light and supple. Its refractive planes are all at the molecular level, resulting in armor that appears to almost absorb light. House Zeizerer is the main distributor of this armor to the rest of the Pact Worlds, but other drow houses have been known to manufacture their own versions. + +## ZEIZERER DIFFRACTOR, II + +**Source** _Pact Worlds pg. 196_ +**Level** 6; **Price** 4,150; **Category** Light +**EAC Bonus** +6; **KAC Bonus** +6; **Max. Dex Bonus** +6 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 1; **Bulk** L + +## ZEIZERER DIFFRACTOR, III + +**Source** _Pact Worlds pg. 196_ +**Level** 9; **Price** 12,500; **Category** Light +**EAC Bonus** +11; **KAC Bonus** +11; **Max. Dex Bonus** +7 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 2; **Bulk** L + +## ZEIZERER DIFFRACTOR, IV + +**Source** _Pact Worlds pg. 196_ +**Level** 13; **Price** 48,500; **Category** Light +**EAC Bonus** +15; **KAC Bonus** +15; **Max. Dex Bonus** +8 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 3; **Bulk** L + +## ZEIZERER DIFFRACTOR, V + +**Source** _Pact Worlds pg. 196_ +**Level** 18; **Price** 340,000; **Category** Light +**EAC Bonus** +20; **KAC Bonus** +20; **Max. Dex Bonus** +9 +**Armor Check Penalty** —; **Speed Adjustment** — +**Upgrade Slots** 4; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Absorptive Shell.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Absorptive Shell.md new file mode 100644 index 0000000..a33fe3b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Absorptive Shell.md @@ -0,0 +1,20 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Armor +Price: 3,375 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# ABSORPTIVE SHELL +**Source** _Starfinder Armory pg. 74_ +**Item Level** 5; **Price** 3,375 +**EAC Bonus** 7; **KAC Bonus** 12 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 feet +**Strength** 18 (+4); **Damage** 1d10 B; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 0; **Upgrade Slots** 1; **Bulk** 18 +This powered armor consists of a thin frame around a central command unit (which fits around the torso for a typical wearer), covered in form-fitting plates filled with a rheopectic fluid that hardens when struck, dispersing force throughout the armor and absorbing crushing blows. Although an absorptive shell provides significant protection, the fluid-filled plates can’t support a weapon mount. + +Unlike many forms of powered armor which are primarily used as military combat gear, absorptive shells are also often used as safety equipment for skilled rescue workers operating in extremely hazardous conditions, ranging from areas prone to rockfalls, starship crashes, and vehicles that still have explosives and industrial chemicals leaking from them, to actual war zones where rescue workers may come under fire. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Angel Frame Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Angel Frame Hybrid).md new file mode 100644 index 0000000..e108519 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Angel Frame Hybrid).md @@ -0,0 +1,20 @@ +--- +aliases: +ItemLevel: 16 +NoteType: Armor +Price: 191,000 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# ANGEL FRAME (HYBRID) +**Source** _Alien Archive 3 pg. 125_ +**Item Level** 16; **Price** 191,000 +**EAC Bonus** 18; **KAC Bonus** 22 +**Max Dex Bonus** 6; **Armor Check Penalty** -2; **Speed** 30 ft.; fly 60 ft., (perfect) +**Strength** 20 (+5); **Damage** 2d6 P; **Size** Medium +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 1; **Upgrade Slots** 2; **Bulk** 18 +This surprisingly light suit of hybrid powered armor uses technomagical microthrusters to grant you flight and incredible mobility. In its undeployed form, an _angel frame_ looks and functions as a specific kind of clothing, often an environmental outfit or travel outfit. In this form, an _angel frame_ grants none of the effects of wearing powered armor and doesn’t use charges. As a full action, you can speak a command word that causes pieces of the armor to deploy from extra-dimensional spaces and fit together around you. Once deployed, the _angel frame_ functions as powered armor with the listed statistics. You can return the _angel frame_ to its undeployed form as a full action by speaking the same command word. An _angel frame_ that runs out of power stays in its deployed form and has a bulk of 18; you can still exit the armor as a full action. + +_Angel frames_ tend to resemble a gleaming suit of full plate perfectly tailored to your form, sometimes with wing-like protrusions at its shoulders; its appearance can also be subtly altered to fit your personal aesthetic. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Battle Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Battle Harness.md new file mode 100644 index 0000000..d7322fc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Battle Harness.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Armor +Price: 3,450 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# BATTLE HARNESS +**Source** _Starfinder Core Rulebook pg. 204_ +**Item Level** 5; **Price** 3,450 +**EAC Bonus** 9; **KAC Bonus** 12 +**Max Dex Bonus** 2; **Armor Check Penalty** -4; **Speed** 30 feet +**Strength** 18 (+4); **Damage** 1d10 B; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 1; **Bulk** 20 +The battle harness is the basic powered armor frame used by infantry units in professional militaries. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Brawler Frame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Brawler Frame.md new file mode 100644 index 0000000..c7aa2f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Brawler Frame.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 9 +NoteType: Armor +Price: 14,500 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# BRAWLER FRAME +**Source** _Starfinder Armory pg. 75_ +**Item Level** 9; **Price** 14,500 +**EAC Bonus** 12; **KAC Bonus** 18 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 20 (+5); **Damage** 3d6 B; **Size** Large (10-ft. reach) +**Capacity** 40; **Usage** 1/minute +**Weapon Slots** 3; **Upgrade Slots** 2; **Bulk** 38 +Designed for brutal gladiatorial matches against other fighters in powered armor, a brawler frame consists of nanotech shock absorbers sandwiched between rigid metal plates. The default frame comes with blunt piston-powered fists designed to deal bludgeoning damage, but customized models with heavy blades or picks (dealing slashing or piercing damage, respectively) are not uncommon. Many owners paint their brawler frames with garish colors to be more distinctive in the arena. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Cargo Lifter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Cargo Lifter.md new file mode 100644 index 0000000..49235a8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Cargo Lifter.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 4 +NoteType: Armor +Price: 2,150 +tags: +Type: Power Armor +UpgradeSlots: 0 +--- +# CARGO LIFTER +**Source** _Starfinder Core Rulebook pg. 204_ +**Item Level** 4; **Price** 2,150 +**EAC Bonus** 0; **KAC Bonus** 7 +**Max Dex Bonus** 0; **Armor Check Penalty** -10; **Speed** 15 feet +**Strength** 20 (+5); **Damage** 1d10 B; **Size** Large (5-foot reach) +**Capacity** 40; **Usage** 1/minute +**Weapon Slots** 0; **Upgrade Slots** 0; **Bulk** 34 +A cargo lifter consists of a simple metal frame atop slow-moving legs or treads. Rather than having articulated hands, its arms end in specialized gripping tools meant to lift bulky containers. A cargo lifter can’t use weapons and takes a –4 penalty to all attack rolls. It can carry 10 bulk more than normal for its Strength score without becoming encumbered or overburdened. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Celerity Rigging Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Celerity Rigging Hybrid).md new file mode 100644 index 0000000..323fd14 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Celerity Rigging Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 12 +NoteType: Armor +Price: 38,500 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# CELERITY RIGGING (HYBRID) +**Source** [_Starfinder Armory pg. 75_](https://paizo.com/products/btpya1rr) +**Item Level** 12; **Price** 38,500 +**EAC Bonus** 16; **KAC Bonus** 20 +**Max Dex Bonus** 5; **Armor Check Penalty** -2; **Speed** 50 ft. +**Strength** 22 (+6); **Damage** 2d6 B; **Size** Medium +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 4 +Unlike most other suits of powered armor, which are cumbersome and slow, this armor was designed for magically amplified responsiveness and speed. The armor resembles a humanoid frame of narrow rods, providing you with superior visibility and maneuverability while worn. Instead of heavy plating to absorb blows, celerity rigging uses sophisticated planes of magical force to deflect attacks. Incorporeal creatures’ attacks target your KAC rather than your EAC when you are wearing this armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Commander_s Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Commander_s Harness.md new file mode 100644 index 0000000..28e6ca5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Commander_s Harness.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 15 +NoteType: Armor +Price: 122,500 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# COMMANDER'S HARNESS +**Source** _Starfinder Armory pg. 75_ +**Item Level** 15; **Price** 122,500 +**EAC Bonus** 19; **KAC Bonus** 24 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 feet +**Strength** 28 (+9); **Damage** 2d8 B; **Size** Large (10-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 3; **Upgrade Slots** 2; **Bulk** 40 +A reinforced version of the standard battle harness, this powered armor frame is most often used by squad leaders commanding units of heavily armored soldiers. Its larger size helps leaders of entire armored battalions maintain visibility and control during a confrontation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Devaplate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Devaplate.md new file mode 100644 index 0000000..b4b6f2d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Devaplate.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 18 +NoteType: Armor +Price: 424,000 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# DEVAPLATE +**Source** _Tech Revolution pg. 53_ +**Item Level** 18; **Price** 424,000 +**EAC Bonus** 21; **KAC Bonus** 25 +**Max Dex Bonus** 4; **Armor Check Penalty** -3; **Speed** 30 ft., fly 40 ft. (poor) +**Strength** 26 (+8); **Damage** 4d6 S or P; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 25 +Inspired by the angel frame, devaplate is a purely technological wonder. Its featureless faceplate provides a sophisticated heads-up display that allows the wearer to see as if they possessed darkvision 120 ft. and low-light vision, includes an integrated MedObserve armor upgrade, and grants a +2 circumstance bonus on saving throws to resist harmful visual effects. Devaplate’s specialized shielding grants the wearer resistance 10 against acid, cold, electricity, fire, and positive and negative energy damage. The armor’s user-monitoring systems detect when the wearer is poisoned and auto-inject counteragents, granting a +2 enhancement bonus to saves against poison. Finally, while the wearer is not using the armor’s fly speed, they can angle the suit’s wings to project defensive fields and deflect projectiles, acting as an integrated titan shield armor upgrade. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Efreet Noble Regalia.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Efreet Noble Regalia.md new file mode 100644 index 0000000..5a1d483 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Efreet Noble Regalia.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 18 +NoteType: Armor +Price: 417,000 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# EFREET NOBLE REGALIA +**Source** _Drift Crisis pg. 52_ +**Item Level** 18; **Price** 417,000 +**EAC Bonus** 25; **KAC Bonus** 28 +**Max Dex Bonus** 2; **Armor Check Penalty** -4; **Speed** 30 ft., fly 30 ft. (average) +**Strength** 30 (+10); **Damage** 4d6 S; **Size** Huge (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 4; **Upgrade Slots** 2; **Bulk** 62 +As its name implies, sets of efreet noble regalia were originally crafted for powerful efreet on the Plane of Fire. Traditionally, the armor is decorated in shining red and gold, and has elaborate horned helms. While wearing this armor and while it still has charges remaining, you have fire resistance 20 and are immune to environmental effects related to heat. Additionally, when attacking with the armor’s unarmed strikes or with any weapon slotted into the armor, you can make half the weapon’s damage fire damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Explorer_s Cradle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Explorer_s Cradle.md new file mode 100644 index 0000000..3f04bd4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Explorer_s Cradle.md @@ -0,0 +1,29 @@ +--- +aliases: +ItemLevel: 14 +NoteType: Armor +Price: 79,000 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# EXPLORER'S CRADLE +**Source** _Starfinder Armory pg. 75_ +**Item Level** 14; **Price** 79,000 +**EAC Bonus** 17; **KAC Bonus** 23 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 26 (+8); **Damage** 3d6 B; **Size** Large (10-ft. reach) +**Capacity** 100; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 35 +Travelers on alien worlds must be prepared to confront a variety of difficult environments. This long-range powered armor resembles a humanoid torso atop several bristly metal tendrils ending in sharp, grasping claws. The armor has comfortable seating and a supply of nutritious paste delivered intravenously; while wearing an explorer’s cradle, you do not need to eat or drink. As a standard action, you can extend and reshape the tentacles into a variety of forms resembling limbs, fins, or wings, gaining one of the following abilities until you next rearrange the tentacles. + +**Bladed Strikes**: The damage dealt by this armor increases to 4d8 slashing damage. + +: You gain a climb speed of 20 feet. + +**Creeping Legs**: Your movement is not slowed by difficult terrain, although you still cannot run or charge through difficult terrain. + +**Fluttering Wings**: The tentacles splay out behind you and form connective membranes to create wings, granting you a fly speed of 20 feet with clumsy maneuverability. + +**Undulating Tendrils**: You gain a swim speed of 20 feet. +**** \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Extradimensional Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Extradimensional Hybrid).md new file mode 100644 index 0000000..f58f1d5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Extradimensional Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 17 +NoteType: Armor +Price: 278,200 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# EXTRADIMENSIONAL (HYBRID) +**Source** _Starfinder Armory pg. 75_ +**Item Level** 17; **Price** 278,200 +**EAC Bonus** 22; **KAC Bonus** 28 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 26 (+8); **Damage** 2d10 P; **Size** Medium (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 3; **Upgrade Slots** 3; **Bulk** 20 +Constructed with the aid of mad cultists who revere inhuman, unknowable entities from the most distant corners of reality, this metallic armor defies conventional geometry. Its flat planes appear strangely curved upon close inspection, and its contours bend and blur. Your opponents can’t keep a clear sight on the armor’s shape or position, even when looking directly at it. If you have concealment from an attacker from any source, increase the miss chance from concealment by 10% (normally to 30%). If you do not have concealment from an attacker, the armor’s warped shape grants you concealment but with only a 10% miss chance. This armor has no effect on attacks against you when you have total concealment. Wearing the armor has a deleterious effect on mortal sanity; when you remove the armor, you must succeed at a Will save (DC = 10 plus 1 per full hour spent wearing the _extradimensional armor_) or take a –2 penalty to Will saves and Wisdom-based ability checks and skill checks for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Feral Frame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Feral Frame.md new file mode 100644 index 0000000..6efc0c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Feral Frame.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 14 +NoteType: Armor +Price: 75,000 +tags: +Type: Power Armor +UpgradeSlots: 0 +--- +# FERAL FRAME +**Source** _Tech Revolution pg. 54_ +**Item Level** 14; **Price** 75,000 +**EAC Bonus** 21; **KAC Bonus** 23 +**Max Dex Bonus** 4; **Armor Check Penalty** -4; **Speed** 50 ft., burrow 20 ft., climb 40 ft. +**Strength** 28 (+9); **Damage** 4d6 S or P; **Size** Huge (10-ft. reach) +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 1; **Upgrade Slots** 0; **Bulk** 50 +This massive frame of curved metal and rippling carbon-fiber musculature resembles a quadrupedal predator, with sickle-clawed limbs and zero-edged fangs. Unlike other powered armor, a feral frame has no hands, and the control interface prevents the wearer from using their own hands for any other purpose. A feral frame includes an integrated automated loader upgrade and integrated juggernaut boosters upgrade, neither of which count against the feral frame’s carried bulk. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Flight Frame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Flight Frame.md new file mode 100644 index 0000000..23ea38d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Flight Frame.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 11 +NoteType: Armor +Price: 27,100 +tags: +Type: Power Armor +UpgradeSlots: 4 +--- +# FLIGHT FRAME +**Source** _Starfinder Core Rulebook pg. 204_ +**Item Level** 11; **Price** 27,100 +**EAC Bonus** 12; **KAC Bonus** 19 +**Max Dex Bonus** 3; **Armor Check Penalty** -5; **Speed** 30 feet, fly 30 feet (average) +**Strength** 22 (+6); **Damage** 2d6 B; **Size** Huge (10-foot reach) +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 3; **Upgrade Slots** 4; **Bulk** 40 +This massive, sleek machine is shaped like a person and equipped with powerful thrusters built into the feet and attached to the back, giving it a fly speed with average maneuverability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Geistwork Hunter Hybrid).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Geistwork Hunter Hybrid).md new file mode 100644 index 0000000..64014b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Geistwork Hunter Hybrid).md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 13 +NoteType: Armor +Price: 59,400 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# GEISTWORK HUNTER (HYBRID) +**Source** _Tech Revolution pg. 54_ +**Item Level** 13; **Price** 59,400 +**EAC Bonus** 18; **KAC Bonus** 20 +**Max Dex Bonus** 5; **Armor Check Penalty** -3; **Speed** 40 ft. +**Strength** 22 (+6); **Damage** 1d10 S or P; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 22 +Marketed as a dueling frame by its Apostae-based manufacturer, Geistwork, this armor is far more suitable for performing perilous assassinations. A Geistwork hunter can use its weapon slots to mount both melee and ranged weapons, and it’s equipped with a proprietary drow stealth system that functions as a grandchild’s cloak that doesn’t occupy an upgrade slot. By spending an additional 110,000 credits, the stealth system can be upgraded to function as a greater grandchild’s cloak instead. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Infiltration Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Infiltration Skin.md new file mode 100644 index 0000000..c8f91b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Infiltration Skin.md @@ -0,0 +1,19 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Armor +Price: 5,200 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# INFILTRATION SKIN +**Source** _Tech Revolution pg. 54_ +**Item Level** 6; **Price** 5,200 +**EAC Bonus** 6; **KAC Bonus** 10 +**Max Dex Bonus** 5; **Armor Check Penalty** -1; **Speed** 30 ft. +**Strength** 18 (+4); **Damage** 1d8 B; **Size** Medium +**Capacity** 80; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 1; **Bulk** 16 +Innovated by screedreep scam artists, an infiltration suit takes the form of a Medium humanoid or monstrous humanoid, with an Azlanti human being typical. Only Small or smaller creatures can wear and operate an infiltration suit, and when disguising themselves as the person the armor’s modeled after, the wearer reduces the DC modifier to Disguise checks to +1 each to assume a different creature type, size category, and race. An aftermarket modification costing 5% of the item’s price and a day of work can change the armor’s appearance to that of a different humanoid or monstrous humanoid. +Unusually, a creature wearing an infiltration skin can wear an additional suit of armor over the powered armor, in which case they use the better of the two armors’ EAC bonuses, KAC bonuses, and armor upgrade slots. The wearer uses the worse of the armors’ maximum Dexterity, armor check penalty, and speed penalty values. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Ironclad Buldwark.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Ironclad Buldwark.md new file mode 100644 index 0000000..c810d47 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Ironclad Buldwark.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 10 +NoteType: Armor +Price: 19,250 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# IRONCLAD BULDWARK +**Source** _Starfinder Armory pg. 78_ +**Item Level** 10; **Price** 19,250 +**EAC Bonus** 16; **KAC Bonus** 19 +**Max Dex Bonus** 2; **Armor Check Penalty** -6; **Speed** 20 ft. +**Strength** 20 (+5); **Damage** 1d10 B; **Size** Large (5-ft. reach) +**Capacity** 100; **Usage** 4/hour +**Weapon Slots** 2; **Upgrade Slots** 3; **Bulk** 32 +This heavy suit of reinforced metal and polymer powered armor provides superior protection at the expense of mobility. It can mount melee weapons in its weapon slots, rather than only ranged weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Jarlslayer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Jarlslayer.md new file mode 100644 index 0000000..1e18e93 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Jarlslayer.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 15 +NoteType: Armor +Price: 125,000 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# JARLSLAYER +**Source** _Starfinder Core Rulebook pg. 204_ +**Item Level** 15; **Price** 125,500 +**EAC Bonus** 18; **KAC Bonus** 24 +**Max Dex Bonus** 4; **Armor Check Penalty** -6; **Speed** 20 feet +**Strength** 29 (+9); **Damage** 2d8 B; **Size** Large (10-foot reach) +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 43 +The dwarven-built jarlslayer suit is traditionally shaped like a stocky, heavily armored dwarf with articulated hands, though other races have created sleeker, more modern-looking versions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kashcomm Scout.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kashcomm Scout.md new file mode 100644 index 0000000..c40745e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kashcomm Scout.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Armor +Price: 12,600 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# KASHCOMM SCOUT +**Source** _Tech Revolution pg. 54_ +**Item Level** 8; **Price** 12,600 +**EAC Bonus** 13; **KAC Bonus** 14 +**Max Dex Bonus** 5; **Armor Check Penalty** -2; **Speed** 40 ft. +**Strength** 16 (+3); **Damage** 1d6 S or P; **Size** Medium +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 1; **Bulk** 19 +Nicknamed the Bat for the scanning arrays affixed to the helmet, this Vercite armor increasingly sees use by bounty hunters specialized in tracking verthani marks. While active, the KashComm scout grants blindsense (sound) with a range of 120 feet. As a standard action, the wearer can devote the armor’s processing fully into its sensors, changing its blindsense to blindsight (sound) until the end of their next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kyton Bloodsuit (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kyton Bloodsuit (Hybrid.md new file mode 100644 index 0000000..e222eca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Kyton Bloodsuit (Hybrid.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 16 +NoteType: Armor +Price: 187,750 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# KYTON BLOODSUIT (HYBRID) +**Source** _Starfinder Armory pg. 78_ +**Item Level** 16; **Price** 187,750 +**EAC Bonus** 20; **KAC Bonus** 25 +**Max Dex Bonus** 4; **Armor Check Penalty** -2; **Speed** 30 ft. +**Strength** 27 (+8); **Damage** 3d6 P; **Size** Large (10-ft. reach) +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 2; **Upgrade Slots** 3; **Bulk** 30 +This union of chains, metal plates, and magically solidified blood has a brutally functional appearance. Designed in cooperation with the pain-loving kytons of the Shadow Plane, _kyton bloodsuits_ include clusters of blades and needles on the inside of the armor that shift about, seeking to pierce the wearer’s skin. The armor deals 1d4 damage to you each minute of operation (whenever the armor uses a charge). When you take this damage, you can spend 1 Resolve Point as a reaction to restore 5 charges to the _kyton bloodsuit_, but you can’t restore more charges than it actually holds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Laborer Frame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Laborer Frame.md new file mode 100644 index 0000000..b5ed0cd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Laborer Frame.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 7 +NoteType: Armor +Price: 7,500 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# LABORER FRAME +**Source** _Alien Archive 2 pg. 11_ +**Item Level** 7; **Price** 7,500 +**EAC Bonus** 10; **KAC Bonus** 13 +**Max Dex Bonus** 2; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 18 (+4); **Damage** 1d10 B; **Size** Medium +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 22 +A laborer frame resembles an anacite laborer. These armor frames allow weapon and upgrade modifications, mimicking the ways in which anacite laborers improve themselves. The frame is also reconfigurable for movement. When you buy the armor, the movement is set to one mode that you choose, but this mode can be changed with 1 hour of work using an engineering toolkit or tech workshop. The possible modes are detailed below. + +**Advanced Treads**: The land speed the armor grants you increases to 40 feet. +**Climbing Pads**: The armor grants you a climb speed of 15 feet. +**Swim Jets**: The armor grants you a swim speed of 15 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Living Tree (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Living Tree (Hybrid.md new file mode 100644 index 0000000..9a0ddcf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Living Tree (Hybrid.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Armor +Price: 11,200 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# LIVING TREE (HYBRID) +**Source** _Tech Revolution pg. 54_ +**Item Level** 8; **Price** 11,200 +**EAC Bonus** 11; **KAC Bonus** 17 +**Max Dex Bonus** 2; **Armor Check Penalty** -4; **Speed** 15 ft. +**Strength** 24 (+7); **Damage** 2d10 B; **Size** Huge (15-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 1; **Bulk** 57 +On Ghorus Prime, arcane botanists grow trees implanted with mystic engines to create this armor. The first time each day a living tree is activated, it grants its wearer 2d6 temporary Hit Points that disappear once the wearer leaves or deactivates the armor. They regain these temporary Hit Points whenever they rest for 10 minutes to regain Stamina Points so long as they wear the armor while exposed to soil, water, and sunlight. If the wearer is a plant, they add their Constitution modifier to these temporary Hit Points. While deactivated for 8 hours with access to soil, water, and sunlight, a living tree regains 1d8 charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Oblivion Chassis.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Oblivion Chassis.md new file mode 100644 index 0000000..1b878ae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Oblivion Chassis.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 13 +NoteType: Armor +Price: 57,150 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# OBLIVION CHASSIS +**Source** _Drift Crisis pg. 52_ +**Item Level** 13; **Price** 57,150 +**EAC Bonus** 18; **KAC Bonus** 23 +**Max Dex Bonus** 3; **Armor Check Penalty** -4; **Speed** 30 ft. +**Strength** 25 (+7); **Damage** 2d6 S; **Size** Large +**Capacity** 100; **Usage** 1/minute +**Weapon Slots** 2; **Upgrade Slots** 2; **Bulk** 36 +This powered, magical armor was originally constructed in the forges of Abaddon. While primarily battery-powered, it also converts soul energy into auxiliary power. Whenever a significant enemy dies within 30 feet of an operating oblivion chassis, the armor gains a number of soul charges equal to the dead creature’s CR. As a standard action, you can spend 10 soul charges to cast the spell supercharge weapon on the armor’s unarmed strikes or a weapon in one of the armor’s weapon slots. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Obsidian Mask (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Obsidian Mask (Hybrid.md new file mode 100644 index 0000000..dd08989 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Obsidian Mask (Hybrid.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 20 +NoteType: Armor +Price: 875,000 +tags: +Type: Power Armor +UpgradeSlots: 4 +--- +# OBSIDIAN MASK (HYBRID) +**Source** _Tech Revolution pg. 55_ +**Item Level** 20; **Price** 875,000 +**EAC Bonus** 28; **KAC Bonus** 30 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 30 (+10); **Damage** 4d10 S; **Size** Large (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 5; **Upgrade Slots** 4; **Bulk** 32 +These ominous suits of armor resemble faceless statues of black glass that reflect light in ominously unpredictable ways. When activated, the armor’s eerie reflections twist and writhe, granting the wearer the alien presence universal creature ability with a range of 120 feet (DC = 20 + the wearer’s Charisma modifier), giving onlookers the confused condition for 1d4 rounds. The wearer isn’t immune to the armor’s unsettling effects; the first time the wearer dons or activates the armor in a 24-hour period, they are exposed to the curse of the zealous. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Personal Submersible.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Personal Submersible.md new file mode 100644 index 0000000..50ea34e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Personal Submersible.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 7 +NoteType: Armor +Price: 7,200 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# PERSONAL SUBMERSIBLE +**Source** _Starfinder Armory pg. 78_ +**Item Level** 7; **Price** 7,200 +**EAC Bonus** 10; **KAC Bonus** 14 +**Max Dex Bonus** 2; **Armor Check Penalty** -4; **Speed** 20 ft., swim 30 ft. +**Strength** 18 (+4); **Damage** 1d10 P; **Size** Large (5-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 2; **Bulk** 32 +This bulky, bulbous armor is made of pressure-resistant plates with durable seals. Retractable ridges along the armor’s arms, legs, and back function as fins, providing increased mobility in most fluids. The armor grants you a swim speed and allows you to both breathe underwater and survive the pressure of thick atmospheres and great depths even when your environmental protections are not active. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Power Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Power Armor.md new file mode 100644 index 0000000..3bccd2b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Power Armor.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# POWER ARMOR +Unlike light and [[Heavy Armor]], powered armor requires its own [[Battery]], and comes with a fully charged [[Battery]] at purchase. Powered armor uses the same type of batteries as other items, including charged [[Armaments]], and the [[Battery]] for a suit of powered armor can be recharged as normal using a generator or recharging station (see page 234), or it can be replaced with a new [[Battery]] when spent (see Table 7–9: Ammunition for [[Battery]] pricing). + +``` dataview +TABLE +ItemLevel as I-Level, UpgradeSlots as Slots, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Armor/Power Armor" +SORT ItemLevel ASC +WHERE file.name != "Power Armor" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Reactor Guard.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Reactor Guard.md new file mode 100644 index 0000000..c84090f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Reactor Guard.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 17 +NoteType: Armor +Price: 271,000 +tags: +Type: Power Armor +UpgradeSlots: 4 +--- +# REACTOR GUARD +**Source** _Starfinder Armory pg. 78_ +**Item Level** 17; **Price** 271,000 +**EAC Bonus** 24; **KAC Bonus** 27 +**Max Dex Bonus** 4; **Armor Check Penalty** -4; **Speed** 25 ft. +**Strength** 30 (+10); **Damage** 4d6 B; **Size** Large (5-ft. reach) +**Capacity** 40; **Usage** 1/minute +**Weapon Slots** 3; **Upgrade Slots** 4; **Bulk** 35 +This heavy, awkward armor is built with the highest levels of radiation shielding and anti-radiation materials known in the Pact Worlds. Primarily used to lift ultra-dense materials within reactor cores, reactor guard armor is useful for anyone fighting or working in areas with toxic levels of radiation. You and the armor are both immune to radiation even when your environmental protections are not active, and you can’t contract radiation sickness while wearing the armor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Sci-Shield Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Sci-Shield Unit.md new file mode 100644 index 0000000..5f4d725 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Sci-Shield Unit.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Armor +Price: 3,450 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# SCI-SHIELD UNIT +**Source** _Tech Revolution pg. 55_ +**Item Level** 5; **Price** 3,450 +**EAC Bonus** 10; **KAC Bonus** 11 +**Max Dex Bonus** 2; **Armor Check Penalty** -3; **Speed** 25 ft. +**Strength** 16 (+3); **Damage** 1d10 P; **Size** Large (5-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 3; **Bulk** 37 +Sci-shield units protect scientists conducting dangerous fieldwork. The suit excels at deflecting radiation (granting protection against radiation as if it were item level 7). A biohacker or mechanic wearing a sci-shield unit treats their class level as two higher than normal for the purpose of determining the range of their custom microlab and remote hacking class features. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Scrapper_s Rig.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Scrapper_s Rig.md new file mode 100644 index 0000000..2934a69 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Scrapper_s Rig.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 4 +NoteType: Armor +Price: 2,150 +tags: +Type: Power Armor +UpgradeSlots: 1 +--- +# SCRAPPER'S RIG +**Source** _Starfinder Armory pg. 78_ +**Item Level** 4; **Price** 2,150 +**EAC Bonus** 5; **KAC Bonus** 9 +**Max Dex Bonus** 2; **Armor Check Penalty** -6; **Speed** 20 +**Strength** 16 (+3); **Damage** 1d8 B; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 3; **Upgrade Slots** 1; **Bulk** 22 +Most often constructed by desperate scavengers or goblins, a scrapper’s rig is a mismatched, ungainly amalgamation of exposed wires, steel plates, and leaky hydraulics. You cannot run or charge when wearing a scrapper’s rig. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spacer Carapace.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spacer Carapace.md new file mode 100644 index 0000000..0199915 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spacer Carapace.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Armor +Price: 4,650 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# SPACER CARAPACE +**Source** _Starfinder Armory pg. 78_ +**Item Level** 6; **Price** 4,650 +**EAC Bonus** 8; **KAC Bonus** 13 +**Max Dex Bonus** 2; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 18 (+4); **Damage** 1d10 B; **Size** Medium +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 2; **Bulk** 20 +This powered armor resembles a bulky humanoid insect, including helmet-mounted oxygen canisters that appear as stylized mandibles. The armor’s wide boots contain powerful magnets useful for navigating the exterior of starships and space stations for repair work or guard duty. You can move your land speed across metal surfaces in zero gravity without having to attempt checks; if you are adjacent to a metal surface, you do not automatically move at the beginning of your turn each round. You also gain a +2 circumstance bonus to your AC against bull rush and trip combat maneuvers when you are standing on a metal surface. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spellcaster_s Aegis (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spellcaster_s Aegis (Hybrid.md new file mode 100644 index 0000000..149d94f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spellcaster_s Aegis (Hybrid.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Armor +Price: 10,250 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# SPELLCASTER'S AEGIS (HYBRID) +**Source** _Starfinder Armory pg. 79_ +**Item Level** 8; **Price** 10,250 +**EAC Bonus** 12; **KAC Bonus** 16 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 19 (+4); **Damage** 1d10 B; **Size** Large (5-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 1; **Upgrade Slots** 2; **Bulk** 35 +A reinforced frame with sunburst patterns that shift and spin, this armor projects holographic runes in the air around you as you move. If you have at least 5 ranks in Mysticism and the ability to cast spells or use spell-like abilities, you can use these runes defensively, gaining a +2 enhancement bonus to saving throws against spells and spell-like abilities and a +2 enhancement bonus to dispel checks (such as when you cast _dispel magic_). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spider Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spider Harness.md new file mode 100644 index 0000000..420324e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Spider Harness.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 10 +NoteType: Armor +Price: 19,500 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# SPIDER HARNESS +**Source** _Starfinder Core Rulebook pg. 204_ +**Item Level** 10; **Price** 19,500 +**EAC Bonus** 10; **KAC Bonus** 13 +**Max Dex Bonus** 5; **Armor Check Penalty** -4; **Speed** 25 feet, climb 25 feet +**Strength** 18 (+4); **Damage** 1d10 P; **Size** Large (10-foot reach) +**Capacity** 40; **Usage** 1/minute +**Weapon Slots** 1; **Upgrade Slots** 2; **Bulk** 28 +This suspension harness has six arachnid legs. Each leg has a gravitic attraction device at the tip, allowing the armor to climb up walls and even walk across ceilings. The armor grants the wearer a climb speed of 25 feet. A spider harness also has powered arm braces that attach to the wearer’s arms, allowing the wearer to use weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Stag-Step Sui (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Stag-Step Sui (Hybrid.md new file mode 100644 index 0000000..d6270e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Stag-Step Sui (Hybrid.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 11 +NoteType: Armor +Price: 26,400 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# STAG-STEP SUI (HYBRID) +**Source** [_Starfinder Armory pg. 79_](https://paizo.com/products/btpya1rr) +**Item Level** 11; **Price** 26,400 +**EAC Bonus** 16; **KAC Bonus** 18 +**Max Dex Bonus** 4; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 20 (+5); **Damage** 2d6 P; **Size** Large (10-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 3; **Upgrade Slots** 3; **Bulk** 30 +Forged and constructed from supernatural metals collected from the realms of the fey, this powered armor has long antlers atop its blank-faced helmet. If the armor has at least 10 charges remaining, you can spend 10 charges to create a fold in reality, per the _dimension door_ spell. You can travel only 100 feet with this ability, and you can’t take other creatures with you. Once you have used this ability, the _stag-step suit_ retains a charge of dimensional static that prevents you from using the armor’s ability again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Starguard.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Starguard.md new file mode 100644 index 0000000..3a9c4c2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Starguard.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 20 +NoteType: Armor +Price: 904,500 +tags: +Type: Power Armor +UpgradeSlots: ´5 +--- +# STARGUARD +**Source** _Starfinder Armory pg. 79_ +**Item Level** 20; **Price** 904,500 +**EAC Bonus** 27; **KAC Bonus** 29 +**Max Dex Bonus** 4; **Armor Check Penalty** -3; **Speed** 30 ft. +**Strength** 30 (+10); **Damage** 4d8 B; **Size** Medium (10-ft. reach) +**Capacity** 40; **Usage** 1/hour +**Weapon Slots** 4; **Upgrade Slots** 5; **Bulk** 10 +This shimmering golden armor is made primarily of reinforced esaris, a extremely light and durable proprietary material developed by the kasathan doyenate. One of the most expensive and well-designed armors produced by kasathans, starguard deflects energy attacks nearly as effectively as its reinforced frame absorbs physical blows. The interior of the helmet provides continuous status updates about your surroundings, providing you blindsight (vibration) with a range of 120 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Surnoch Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Surnoch Suit.md new file mode 100644 index 0000000..9bd7368 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Surnoch Suit.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 18 +NoteType: Armor +Price: 405,000 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# SURNOCH SUIT +**Source** _Starfinder Armory pg. 79_ +**Item Level** 18; **Price** 405,000 +**EAC Bonus** 23; **KAC Bonus** 27 +**Max Dex Bonus** 3; **Armor Check Penalty** -4; **Speed** 30 ft., burrow 20 ft. +**Strength** 29 (+9); **Damage** 3d10 S; **Size** Large (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 4; **Upgrade Slots** 3; **Bulk** 35 +This sturdy gray suit of powered armor has rows of fine blades running along the body and limbs, which serve as digging claws; it is often used by elite sapper teams to reach entrenched enemies. A surnoch suit grants you a burrow speed. You can tunnel through rock while wearing a surnoch suit, but your speed is reduced to 5 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Swarm Carapace.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Swarm Carapace.md new file mode 100644 index 0000000..3360cd8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Swarm Carapace.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 12 +NoteType: Armor +Price: 41,200 +tags: +Type: Power Armor +UpgradeSlots: 2 +--- +# SWARM CARAPACE +**Source** _Tech Revolution pg. 55_ +**Item Level** 12; **Price** 41,200 +**EAC Bonus** 17; **KAC Bonus** 20 +**Max Dex Bonus** 3; **Armor Check Penalty** -3; **Speed** 30 ft., climb 30 ft., fly 40 ft. (poor) +**Strength** 24 (+7); **Damage** 3d6 S or P; **Size** Large (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 3; **Upgrade Slots** 2; **Bulk** 35 +This biomechanical armor is grown from Swarm remains, assisting its wearer in infiltrating Swarm hives for targeted strikes. A swarm carapace can use its weapon slots to mount both melee and ranged weapons. The wearer gains telepathy that they can use only to communicate with Swarm creatures, can use Disguise to take the appearance of a Swarm creature without any DC modifiers for imitating a different creature type, and is treated as a Swarm creature for the purpose of fulfilling other Swarm creatures’ Swarm mind abilities (though the wearer does not gain the benefits of Swarm mind). A shirren wearer reduces the armor’s armor check penalty to –2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Warmaster_s Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Warmaster_s Harness.md new file mode 100644 index 0000000..6446f17 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Warmaster_s Harness.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 19 +NoteType: Armor +Price: 610,000 +tags: +Type: Power Armor +UpgradeSlots: 4 +--- +# WARMASTER'S HARNESS +**Source** _Starfinder Armory pg. 79_ +**Item Level** 19; **Price** 610,000 +**EAC Bonus** 24; **KAC Bonus** 28 +**Max Dex Bonus** 3; **Armor Check Penalty** -5; **Speed** 30 ft. +**Strength** 31 (+10); **Damage** 5d10 S; **Size** Gargantuan (20-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 5; **Upgrade Slots** 4; **Bulk** 110 +The most sophisticated and powerful version of the common powered battle harness, the warmaster’s harness resembles a towering, armored titan. Its wide shoulder frame normally mounts short-range communication equipment to orchestrate troop movements or an enormous banner to identify military affiliation. It is often used by the generals of entire armies (or by assistants to such generals, in cases where the general cannot be risked directly on the front lines). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Winter Walker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Winter Walker.md new file mode 100644 index 0000000..f41aac4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Armor/Power Armor/Winter Walker.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 13 +NoteType: Armor +Price: 52,100 +tags: +Type: Power Armor +UpgradeSlots: 3 +--- +# WINTER WALKER +**Source** _Starfinder Armory pg. 79_ +**Item Level** 13; **Price** 52,100 +**EAC Bonus** 16; **KAC Bonus** 22 +**Max Dex Bonus** 4; **Armor Check Penalty** -4; **Speed** 30 ft. +**Strength** 26 (+8); **Damage** 2d6 P; **Size** Large (10-ft. reach) +**Capacity** 20; **Usage** 1/hour +**Weapon Slots** 2; **Upgrade Slots** 3; **Bulk** 34 +The thick legs of this heavily insulated armor end in short retractable spikes, allowing you to easily anchor yourself to most surfaces. You gain a +2 bonus to your AC when resisting bull rush, reposition, and trip combat maneuvers as long as you are standing on the ground. You and the armor are immune to cold damage and cold environments, even when your environmental protections are not active. Your movement is not slowed by icy surfaces, and the DCs of Acrobatics checks you attempt on such surfaces do not increase. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Augmentations.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Augmentations.md new file mode 100644 index 0000000..ad7cc87 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Augmentations.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# AUGMENTATIONS + +## SYSTEM + +All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body. + +In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a [[Kasatha]], you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand. + +If an augmentation requires multiple limbs for installation— such as [[Climbing]] suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a [[Polyhand]] or a [[Prosthetic Limb]], you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured. + +**Common Systems**: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat. + +## IMPLANTATION + +Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation. + +## REMOVING AUGMENTATIONS + +You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new [[Cybernetics]]. [[Biotech]] usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead [[Biotech]] naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation. + +## ACTIVATION + +Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate [[Cybernetics]] in your eyes to observe different visual phenomena. + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Adaptive Biochains.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Adaptive Biochains.md new file mode 100644 index 0000000..b3edf48 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Adaptive Biochains.md @@ -0,0 +1,15 @@ +--- +aliases: +ItemLevel: 3 +Price: / +System: Varies +tags: +Type: Biotech +--- + +# ADAPTIVE BIOCHAINS + + +**Source**  Starfinder Core Rulebook pg. 211 +**Item Level** 3; **Price** —; **System** Varies +You can duplicate the effects of cybernetics with biotech by using adaptive biochains—microscopic cells that can reform themselves into replacements for technology within the body of a living host. This replicates the effects of any cybernetic augmentation, but it costs an additional 10% due to the price of the biochains. Adaptive biochains can also be used to replace any existing cybernetic with a biotech version of the same device; doing so has the same price and time as introducing a new adaptive biochain. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Airjet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Airjet.md new file mode 100644 index 0000000..168f9ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Airjet.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,000 +System: Lungs +tags: +Type: Biotech +--- +# AIRJET +**Source** _Interstellar Species pg. 58_ +**Item Level** 6; **Price** 4,000; **System** Lungs +This organ takes in atmospheric gases, concentrates them, and expels them behind you as a kind of jet, granting a 10-foot enhancement bonus to your land and swim speeds. Once per day as a swift action, you can double your land or swim speed for one round. This augmentation doesn’t function in a vacuum. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Angler_s Light.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Angler_s Light.md new file mode 100644 index 0000000..e62709a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Angler_s Light.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 560 +System: Spinal Column +tags: +Type: Biotech +--- +# ANGLER'S LIGHT +**Source** _Galaxy Exploration Manual pg. 83_ +**Item Level** 2; **Price** 560; **System** Spinal Column +This enhancement adds an antenna-like bioluminescent pod of photobacteria that extends from the top of the spinal column to provide light. Its original purpose was for asteroid miners who needed both hands for hefty equipment, but it has also grown popular among rave communities. An angler’s light increases the light level from darkness to dim light, or from dim light to normal light, either in a 20-foot cone or a 10-foot radius; altering the shape of the light’s illumination is a move action. The effects of multiple angler’s lights do not stack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Aqua-Ampathic Lobe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Aqua-Ampathic Lobe.md new file mode 100644 index 0000000..6e23e2d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Aqua-Ampathic Lobe.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Brain +tags: +Type: Biotech +--- +# AQUA-AMPATHIC LOBE +**Source** _Interstellar Species pg. 58_ +**Item Level** 4; **Price** 2,000; **System** Brain +Your brain has been modified with an additional lobe that grants you a limited form of telepathic communication with aquatic creatures. You can communicate with animals, magical beasts, plants, and vermin that don’t have a language and are native to aquatic biomes; this includes such creatures with the aquatic subtype and might also include other creatures at the GM’s discretion. This ability doesn’t make these creatures friendly. The range of this ability is 30 feet or the range of your telepathy or limited telepathy, whichever is larger. You can use language-dependent effects on these creatures, attempt Intimidate checks to bully them, and attempt Diplomacy checks to change their attitude. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Backup Lobe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Backup Lobe.md new file mode 100644 index 0000000..0e58d7f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Backup Lobe.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 11 +Price: 23,400 +System: Brain +tags: +Type: Biotech +--- +# BACKUP LOBE +**Source** [_Starfinder Armory pg. 86_](https://paizo.com/products/btpya1rr) +**Item Level** 11; **Price** 23,400; **System** Brain +You install a secondary lobe in your brain that can shore up your mental faculties when your mind is compromised. At the beginning of your turn, you can spend 1 Resolve Point (this doesn’t require an action) to ignore one of the following conditions until the beginning of your next turn: confused, frightened, or shaken. Alternatively, at the beginning of your turn, you can spend 2 Resolve Points (this doesn’t require an action) to ignore one of the following conditions until the beginning of your next turn: cowering, dazed, panicked, or stunned. If you spend any Resolve Points in this fashion, you are staggered until the beginning of your next turn. The condition still functions normally for the purposes of duration and removing it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Bioluminescent Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Bioluminescent Skin.md new file mode 100644 index 0000000..156c4c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Bioluminescent Skin.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 250 +System: Skin +tags: +Type: Biotech +--- +# BIOLUMINESCENT SKIN +**Source** _Interstellar Species pg. 59_ +**Item Level** 1; **Price** 250; **System** Skin +Your skin is covered with elaborate bioluminescent patterns. You have precise control over your bioluminescence, including its color and brightness. You increase the light level by one step out to a radius of 20 feet (to a maximum of normal light). You can suppress or reactivate your bioluminescence by taking a move action. If you know Lumos, the cephalume language, you can use your bioluminescence to communicate in it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Biotech.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Biotech.md new file mode 100644 index 0000000..83879c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Biotech.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- + +# BIOTECH + + +Functioning similarly to [[Cybernetics]], biotech items include modifications to your DNA combined with implants of biological origin that integrate into your physiology. Biotech mostly operates by the same rules as [[Cybernetics]] and uses the same implantation slots. + +``` dataview +TABLE +System, ItemLevel as I-Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Biotech" +SORT Level ASC +WHERE file.name != "Biotech" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cerebral Countermeasures.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cerebral Countermeasures.md new file mode 100644 index 0000000..5052af9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cerebral Countermeasures.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,200 +System: Brain +tags: +Type: Biotech +--- +# CEREBRAL COUNTERMEASURES +**Source** _Alien Archive 2 pg. 19_ +**ItemLevel** 6; **Price** 4,200; **System** Brain +A cerebral countermeasure is a tiny gland that constantly monitors your brainwaves, watching for unexpected spikes in activity that indicate mental assault. As a reaction before you attempt a saving throw against a mind-affecting effect, you can cause the gland to release proteins that deflect and confuse mental attacks by overloading the chemical receptors that would otherwise respond to the mental attack. This grants you a +2 circumstance bonus to your Will saving throws against mind-affecting effects until the end of your next turn. The disruption this defense causes makes it difficult to concentrate, giving you a –2 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cleansing Breath.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cleansing Breath.md new file mode 100644 index 0000000..4061c52 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Cleansing Breath.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 18 +Price: 342,000 +System: Lungs +tags: +Type: Biotech +--- +# CLEANSING BREATH +**Source** _Starfinder Armory pg. 86_ +**Item Level** 18; **Price** 342,000; **System** Lungs +Organic sacs implanted within your lungs cause you to exhale airborne antibodies and antitoxins. You and creatures breathing the same air within 30 feet of you can roll twice on saving throws against diseases and poisons and take the higher result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Climbing Suckers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Climbing Suckers.md new file mode 100644 index 0000000..497c25f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Climbing Suckers.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,200 +System: All feet +tags: +Type: Biotech +--- +# CLIMBING SUCKERS +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 3; **Price** 1,200; **System** All feet +The soles of your feet become covered in fleshy slats you can open and close, providing you a climb speed of 20 feet (see page 259). You don’t need to attempt Athletics checks to traverse a vertical or horizontal surface (even upside down). You don’t benefit from climbing suckers unless you’re barefoot or wearing custom clothing, and you can not be wearing more than light armor. Climbing suckers integrate into your natural feet and do not require you to replace your feet and legs. Climbing suckers can be installed into the feet of prosthetic legs. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Clinging Hands.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Clinging Hands.md new file mode 100644 index 0000000..5879175 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Clinging Hands.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,350 +System: All hands +tags: +Type: Biotech +--- +# CLINGING HANDS +**Source** _Starfinder Armory pg. 86_ +**Item Level** 3; **Price** 1,350; **System** All hands +Your hands are covered with tiny fibers like those on a gecko’s toes. You gain a +2 circumstance bonus to your KAC against disarm combat maneuvers and to attacks to perform disarm and grapple combat maneuvers. You can ignore any increase to the DCs of Athletics checks to climb due to slipperiness, iciness, or heavy gravity. You can’t benefit from clinging hands if you are wearing armor or gloves that have not been either tailored or adjusted for you. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Dragon Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Dragon Gland.md new file mode 100644 index 0000000..83b2651 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Dragon Gland.md @@ -0,0 +1,30 @@ +--- +aliases: +ItemLevel: 2 / 10 / 16 +Price: varies +System: Throat +tags: +Type: Biotech +--- +# DRAGON GLAND +You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15- foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. + +A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage. + +##  DRAGON GLAND, STANDARD +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 10; **Price** 19,125; **System** Throat + + +--- + +##  DRAGON GLAND, WYRMLING + +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 2; **Price** 755; **System** Throat + + +##  DRAGON GLAND, WYRM + +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 16; **Price** 181,500; **System** Throat \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Eagle Eyes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Eagle Eyes.md new file mode 100644 index 0000000..78903aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Eagle Eyes.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,000 +System: Eyes +tags: +Type: Biotech +--- +# EAGLE EYES + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 6; **Price** 4,000; **System** Eyes +You gain a +2 circumstance bonus to Perception checks to notice a creature using Stealth and to pierce disguises. You can use Perception to visually search areas up to 10 feet by 10 feet as a move action or up to 30 feet by 30 feet in 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Electrostatic Spines.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Electrostatic Spines.md new file mode 100644 index 0000000..6d5fc5c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Electrostatic Spines.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 10 +Price: 18,000 +System: Skin +tags: +Type: Biotech +--- +# ELECTROSTATIC SPINES +**Source** _Interstellar Species pg. 59_ +**Item Level** 10; **Price** 18,000; **System** Skin +These long, thin spines store and channel electrical energy generated by your own body, directing that electricity into objects in your hands. Any melee weapon you wield deals half its damage as electricity damage. This doesn’t change the Armor Class the weapon targets. In addition, any melee weapon you wield gains the staggered critical hit effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Emotion Enhancement.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Emotion Enhancement.md new file mode 100644 index 0000000..cadd7d4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Emotion Enhancement.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,100 +System: Brain +tags: +Type: Biotech +--- +# EMOTION ENHANCEMENT +**Source** _Alien Archive 4 pg. 17_ +**Item Level** 4; **Price** 2,100; **System** Brain +You’ve had pieces of your brain replaced to inhibit some of your emotions. You can’t gain morale bonuses, but you gain a +4 enhancement bonus to saving throws against fear effects and emotion effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Filament Mesh.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Filament Mesh.md new file mode 100644 index 0000000..09e7397 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Filament Mesh.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 5 / 10 +Price: varies +System: Skin +tags: +Type: Biotech +--- +# FILAMENT MESH +A network of tashtari filaments implanted under the topmost layers of your skin allows you to harness and release energy from solar radiation. As a standard action, provided you have spent 4 hours of the past 24-hour period in bright light or direct sunlight, you can spend 1 Resolve Point to cause your filaments to glow with intense light. Any creature (other than you) that can see this light and is within 60 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be dazzled for 1d4 rounds. Mk 2 filament mesh causes all creatures that fail the Fortitude save to instead be blinded for 1d4 rounds. When exposed to bright light, filament mesh is faintly visible as a reflective tracery under your skin. This augmentation can’t absorb or release light if your skin is completely covered with protective gear that doesn’t allow light through. You must have armor adjusted to accommodate this augmentation. Normal clothing allows enough solar radiation through to charge the augmentation. + +##  FILAMENT MESH, MK 1 + +**Source** _Alien Archive 2 pg. 125_ +**Item Level** 5; **Price** 3,450; **System** Skin + + +--- + +##  FILAMENT MESH, MK 2 + +**Source** _Alien Archive 2 pg. 125_ +**Item Level** 10; **Price** 17,500; **System** Skin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flametongue.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flametongue.md new file mode 100644 index 0000000..5157fec --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flametongue.md @@ -0,0 +1,43 @@ +--- +aliases: +ItemLevel: 5 / 9 / 13 / 18 +Price: varies +System: Throat +tags: +Type: Biotech +--- +# FLAMETONGUE + +| MODEL | LEVEL | PRICE | DAMAGE | CRITICAL | +|------------|-------|---------|--------|-----------| +| Salamander | 5 | 3,150 | 1D8 F | Arc 1D6 F | +| Hellhound | 9 | 13,850 | 2D8 F | Arc 1D8 F | +| Firedrake | 13 | 51,500 | 4D8 F | Arc 2D8 F | +| Phoenix | 18 | 395,000 | 8D8 F | Arc 4D8 F | + +Structurally similar to the dragon gland, which blankets a small area in destructive energy, a flametongue gland generates a continuous, controlled gout of fire from your mouth that you can wield like a whip using quick motions of your head or tongue. The flametongue functions as an advanced melee weapon with the integrated and reach weapon special properties. It deals damage based on its model. You can activate the flametongue on your turn as part of the action used to make an attack with it, or you can activate the augmentation as a swift action. The flametongue remains active for a number of rounds equal to 1 + 1/2 your Constitution modifier, or until you deactivate it; doing so takes no action on your turn or a reaction if it is not your turn. While the flametongue is active, the first time each round you speak any language other than Ignan, you take fire damage equal to twice the augmentation’s item level (DC 20 Reflex negates). After you activate the flametongue, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. + +##  FIREDRAKE + +**Source** _Tech Revolution pg. 56_ +**Item Level** 13; **Price** 51,500; **System** Throat + + +--- + +##  FLAMETONGUE, SALAMANDER + +**Source** _Tech Revolution pg. 56_ +**Item Level** 5; **Price** 3,150; **System** Throat + + +##  FLAMETONGUE, HELLHOUND + +**Source** _Tech Revolution pg. 56_ +**Item Level** 9; **Price** 13,850; **System** Throat + + +##  FLAMETONGUE, PHOENIX + +**Source** _Tech Revolution pg. 56_ +**Item Level** 18; **Price** 395,000; **System** Throat \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flip Glands.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flip Glands.md new file mode 100644 index 0000000..33f6d0f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Flip Glands.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,275 +System: Ears +tags: +Type: Biotech +--- +# FLIP GLANDS +**Source** _Galaxy Exploration Manual pg. 83_ +**Item Level** 3; **Price** 1,275; **System** Ears +These expanded cochlear implants orient your equilibrium to zero-gravity conditions; their name is derived from the enhancements’ popularity among extreme-sport athletes. You automatically succeed at any Acrobatics or Athletics checks to avoid the off-kilter condition, and you gain a +1 insight bonus to saving throws against the off-kilter condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Focusing Membrane.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Focusing Membrane.md new file mode 100644 index 0000000..8b13f77 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Focusing Membrane.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 4 / 9 +Price: varies +System: Eyes +tags: +Type: Biotech +--- +# FOCUSING MEMBRANE +The biological tissue a tashtari uses to produce its muzzle beam, a focusing membrane must be installed as part of an optical laser cybernetic augmentation of its item level or higher, adding to that augmentation’s cost but allowing two augmentations in one system. An optical laser modified with a focusing membrane treats a target’s fire resistance as if it were 5 lower (10 lower for mk 2). This benefit does not apply to the laser’s burn critical hit effect. + +##  FOCUSING MEMBRANE, MK 1 + +**Source** _Alien Archive 2 pg. 125_ +**Item Level** 4; **Price** 1,925; **System** Eyes + + +--- + +##  FOCUSING MEMBRANE, MK 2 + +**Source** _Alien Archive 2 pg. 125_ +**Item Level** 9; **Price** 13,260; **System** Eyes \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Gill Sheath.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Gill Sheath.md new file mode 100644 index 0000000..bc24e0a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Gill Sheath.md @@ -0,0 +1,12 @@ +--- +aliases: +Item Level: 1 +Price: 95 +System: Lungs +tags: +Type: Biotech +--- +# GILL SHEATH +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 1; **Price** 95; **System** Lungs +An external lining striated with oxygen-filtering nodules coats the outside of your lungs. If you breathe in water, it filters into the lining, where the nodules extract the oxygen and deposit it into your lungs. This lets you breathe underwater or in the air. You still exhale normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Glass Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Glass Skin.md new file mode 100644 index 0000000..4dc5dc4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Glass Skin.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Skin +tags: +Type: Biotech +--- +# GLASS SKIN +**Source** _Alien Archive 2 pg. 65_ +**Item Level** 4; **Price** 2,000; **System** Skin +This biotech modification covers your skin with tiny, clear scales that shimmer with rainbows, as if you were constantly encased in a thin layer of ice or glass. Once per day, you can spend 1 Resolve Point to become temporarily invisible (as the _invisibility_ spell) for up to 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ink Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ink Gland.md new file mode 100644 index 0000000..5808ed7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ink Gland.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Throat +tags: +Type: Biotech +--- +# INK GLAND +**Source** _Interstellar Species pg. 59_ +**Item Level** 4; **Price** 2,000; **System** Throat +You produce and store organic ink in your throat that you can deploy as a defensive measure. When you’re in an aquatic environment, you can take a standard action to vomit ink, creating darkness in a 20-foot radius. Darkvision can’t see through this darkness, but effects capable of seeing through fog, mist, or clouds—such as thermal-sensitive eyes (below)—can. After you use this ability, you can’t use it again until you take a 10-minute rest to recover Stamina. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Intensification Antennae.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Intensification Antennae.md new file mode 100644 index 0000000..7686fed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Intensification Antennae.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,500 +System: Ears +tags: +Type: Biotech +--- +# INTENSIFICATION ANTENNAE +**Source** _Tech Revolution pg. 56_ +**Item Level** 8; **Price** 9,500; **System** Ears +These supplemental antennae take a variety of forms, tailored to your species and style, such as foot-long antennae that emerge from your temples or manes of sensory whiskers surrounding the ears. Intensification antennae augment your sensory abilities. If you have blindsense or blindsight, this augmentation extends the range of that sense by 30 feet (maximum twice the sense’s base range). If you have both blindsense and blindsight based on the same sense, such as blindsense (vibration) and blindsight (vibration), this augmentation affects both. However, if you have multiple forms of blindsense or blindsight based on different senses, such as one based on vibration and another on scent, you must choose one of the senses for the antennae to enhance when you acquire the augmentation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Jump Lobes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Jump Lobes.md new file mode 100644 index 0000000..4933062 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Jump Lobes.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,100 +System: Brain +tags: +Type: Biotech +--- +# JUMP LOBES +**Source** _Galaxy Exploration Manual pg. 83_ +**Item Level** 4; **Price** 2,100; **System** Brain +These neurological expansions were discovered by phentomite scientists studying their species’ brain anatomy in an attempt to increase success during complex and dangerous bridging operations. The additional lobes help to instill an instinctive grasp of the complex physics of low- and zero-gravity environments, and come with an instinctive knowledge of some of the hazards of space. You gain a +1 insight bonus to Athletics checks to jump and to Physical Science checks, and you can attempt Physical Science checks to recall knowledge even if untrained. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Machine Telepathy Cluster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Machine Telepathy Cluster.md new file mode 100644 index 0000000..d7af86b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Machine Telepathy Cluster.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,500 +System: Brain +tags: +Type: Biotech +--- +# MACHINE TELEPATHY CLUSTER +**Source** _Alien Archive 3 pg. 103_ +**Item Level** 5; **Price** 2,500; **System** Brain +This clump of artificial synapses allows you to attempt Computers checks to access unsecured systems (or systems to which you already have access) within 10 feet. You can’t use this augmentation to attempt any other Computers checks. You can also communicate with spectra within 50 feet as though you had the spectra’s machine telepathy special ability, and when crafting items that require Computers or Engineering, you treat your number of ranks in those skills as 1 higher. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Mighty Vocal Cords.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Mighty Vocal Cords.md new file mode 100644 index 0000000..cfd6674 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Mighty Vocal Cords.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,275 +System: Throat +tags: +Type: Biotech +--- +# MIGHTY VOCAL CORDS +**Source** _Starfinder Armory pg. 86_ +**Item Level** 3; **Price** 1,275; **System** Throat +You can mimic the roar of a powerful predator, such as the renkrodas of Castrovel. As a standard action you can bellow ferociously, causing all enemies within 30 feet of you to become shaken for 1d4+1 rounds. A target can attempt a Will saving throw (DC = 10 + half your character level + your Constitution modifier) to negate this effect; a creature that succeeds at this saving throw is immune to your mighty vocal cords for 24 hours. Once you use your mighty vocal cords, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Moonflower Lighcraft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Moonflower Lighcraft.md new file mode 100644 index 0000000..ece6292 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Moonflower Lighcraft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 8,500 +System: Hand +tags: +Type: Biotech +--- +# MOONFLOWER LIGHCRAFT +**Source** _Alien Archive 2 pg. 85_ +**Item Level** 8; **Price** 8,500; **System** Hand +This implant can be used to produce light like a flashlight with a 30-foot cone, drawing power from you. In addition, as a standard action, you can raise your augmented hand and create a blinding burst of light in a 30-foot cone-shaped burst extending from your hand. A creature that can see in the burst must succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be blinded for 1d4 rounds. Once you activate this ability, you can’t activate it again that day unless you spend 1 Resolve Point to recharge it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neuro-Sensory Sac.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neuro-Sensory Sac.md new file mode 100644 index 0000000..aa495fc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neuro-Sensory Sac.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 10 +Price: 18,000 +System: Brain +tags: +Type: Biotech +--- +# NEURO-SENSORY SAC +**Source** _Alien Archive 4 pg. 17_ +**Item Level** 10; **Price** 18,000; **System** Brain +You’ve had a small, gelatinous organ full of telepathic neurons grafted to the back of your skull or neck. You gain limited telepathy and blindsense (thought), each with a range of 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neutralizer Lobe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neutralizer Lobe.md new file mode 100644 index 0000000..dd4a59c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Neutralizer Lobe.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,900 +System: Throat +tags: [29:] +Type: Biotech +--- +# NEUTRALIZER LOBE +**Source** _Tech Revolution pg. 56_, _Starfinder The Cradle Infestation pg. 51_ +**Item Level** 8; **Price** 9,900; **System** Throat +A lobe grafted onto your throat processes toxins your body would normally struggle to remove. Whenever you attempt a saving throw against a drug or poison, your neutralizer lobe automatically attempts a Medicine check to treat drugs or poison, using a modifier equal to your level + 2. If this Medicine check is successful, the neutralizer lobe grants you a +4 bonus to your subsequent saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ocucloak Processor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ocucloak Processor.md new file mode 100644 index 0000000..029f902 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ocucloak Processor.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,200 +System: Brain +tags: +Type: Biotech +--- +# OCUCLOAK PROCESSOR +**Source** _Alien Archive pg. 103_ +**Item Level** 4; **Price** 2,200; **System** Brain +This biotechnological item is a tiny computer that is attached to the your brain and wired to a technological cloak. As long as both items are worn and are functioning, the user is the unflankable as per the universal creature rule (see page 158). The cost of the cloak is included in the cost of this augmentation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Photoenergetic Node.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Photoenergetic Node.md new file mode 100644 index 0000000..43bba52 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Photoenergetic Node.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 625 +System: Hand +tags: +Type: Biotech +--- +# PHOTOENERGETIC NODE +**Source** _Alien Archive 2 pg. 125_ +**Item Level** 2; **Price** 625; **System** Hand +Implanting a tashtari’s photoenergetic node into your hand causes the appendage to glow with faint light. As a move action, you can discharge energy stored in your photoenergetic node into an analog melee weapon that you are currently holding in the same hand that has this biotech augmentation installed. The released energy instantaneously superheats the melee weapon, causing the weapon to deal 1d6 additional fire damage on a successful attack. The affected weapon deals this additional damage for 1 round for every 2 character levels you have. While heated, the affected weapon also sheds light as a flashlight, lantern, or beacon (you choose when you activate the augmentation). Once you’ve expended your photoenergetic node, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, but you can spend 1 Resolve Point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Polyphonic Buffer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Polyphonic Buffer.md new file mode 100644 index 0000000..fe7207c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Polyphonic Buffer.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 9 +Price: 13,200 +System: Skin +tags: +Type: Biotech +--- +# POLYPHONIC BUFFER +**Source** _Alien Archive 4 pg. 85_ +**Item Level** 9; **Price** 13,200; **System** Skin +Designed from a synthetic protoplasm that deadens and bends sonic vibrations, this skin graft gives you sonic resistance 5. In addition, you can activate the graft to emit constant, erratic vibrations that interfere with blindsense (sound) and blindsight (sound). While activated, creatures can detect you with blindsense (sound) at only one-third the normal range, whereas creatures with blindsight (sound) gain only the benefits of blindsense when detecting you. The graft remains activated for 5 minutes or until deactivated, after which it can’t be activated again until you rest for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Prehensile Tail.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Prehensile Tail.md new file mode 100644 index 0000000..7027144 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Prehensile Tail.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 10 +Price: 17,900 +System: Spinal Column +tags: +Type: Biotech +--- +# PREHENSILE TAIL +**Source** _Starfinder Armory pg. 86_ +**Item Level** 10; **Price** 17,900; **System** Spinal column +A long tail attached to the base of your spine helps you balance and climb. You gain a +1 insight bonus to Acrobatics checks and to Athletics checks to climb. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressure Filter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressure Filter.md new file mode 100644 index 0000000..88dfc55 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressure Filter.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 150 +System: Lungs +tags: +Type: Biotech +--- +# PRESSURE FILTER +**Source** _Interstellar Species pg. 59_ +**Item Level** 1; **Price** 150; **System** Lungs +Your body has been redesigned to function at any depth, allowing you to ignore differences in pressure that lead to decompression sickness. You gain the depth inured species trait. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressurized Lungs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressurized Lungs.md new file mode 100644 index 0000000..d7b234a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Pressurized Lungs.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 130 +System: Lungs +tags: +Type: Biotech +--- +# PRESSURIZED LUNGS +**Source** _Starfinder Armory pg. 86_ +**Item Level** 1; **Price** 130; **System** Lungs +You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Probability Tendril.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Probability Tendril.md new file mode 100644 index 0000000..89edf37 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Probability Tendril.md @@ -0,0 +1,45 @@ +--- +aliases: +ItemLevel: 7 / 11 / 15 +Price: varies +System: Hand +tags: +Type: Biotech +--- +# PROBABILITY TENDRIL +One of your hands is replaced by a lab-grown protean tendril that allows you to replicate a protean’s chaotic powers. As a standard action, you can spend 1 Resolve Point to target a creature within 30 feet and force it to succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be affected by a random effect from the table below. +You can choose not to spend a Resolve Point before you use this ability, but doing so requires you to succeed at the same save or be subject to the same effect. The augmentation’s model determines which die you roll on the following table to determine the random effect. + + +| D10 | EFFECT | +|-----|---------------------------------------------------------------------------------------------------------------------------------| +| 1 | Target is nauseated for 1 round | +| 2 | Target gains resistance 10 to a random energy type (acid, cold, electricity, fire, or sonic) for the next 10 minutes | +| 3 | Target takes 8d6 damage of a random energy type (acid, cold, electricity, fire, or sonic), or half as much on a successful save | +| 4 | Target regains 4d8 Hit Points | +| 5 | Target gains a climb, fly, or swim speed (determined randomly) equal to its land speed for 10 minutes | +| 6 | Target is affected by a restoration spell | +| 7 | Target is confused for 1d4 rounds | +| 8 | Target gains 1d4 negative levels | +| 9 | Target is affected by baleful polymorph (level 6); its polymorphed form is random | +| 10 | Target’s head is wracked with pain, dealing 18d6 damage (half on a successful save) | + +##  PROBABILITY TENDRIL, MK 1 + +**Source** _Drift Crisis pg. 112_ +**Item Level** 7; **Price** 6,250; **System** Hand +Roll 1d4 on the table. + +--- + +##  PROBABILITY TENDRIL, MK 2 + +**Source** _Drift Crisis pg. 112_ +**Item Level** 11; **Price** 22,500; **System** Hand +Roll 1d8 on the table. + +##  PROBABILITY TENDRIL, MK 3 + +**Source** _Drift Crisis pg. 112_ +**Item Level** 15; **Price** 115,000; **System** Hand +Roll 1d10 on the table. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Protean Response.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Protean Response.md new file mode 100644 index 0000000..8887e7f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Protean Response.md @@ -0,0 +1,48 @@ +--- +aliases: +ItemLevel: 5 / 8 / 11 / 14 / 17 / 20 +Price: varies +System: Endocrine +tags: +Type: Biotech +--- +# PROTEAN RESPONSE +This series of glands supplements the adrenal system, triggering a spontaneous transformation into a supernatural (and often more ferocious) form when your body experiences extreme stress. When you acquire and install this augmentation, you choose one polymorphed form and its abilities, per the spell polymorph. The spell level of the polymorph effect equals that of the augmentation’s model number (e.g. polymorph as a 4th-level spell for a mk 4 augmentation). +As a reaction when you take a critical hit in combat or fail a Fortitude save, you can spend 1 Resolve Point to activate this augmentation; alternatively, you can activate the augmentation as a full action by spending 3 Resolve Points. Your body begins transforming into your polymorphed form, as though you were the target of a polymorph spell, completing its transformation at the beginning of your next turn. You retain your polymorphed form for 1 minute or until you end the effect as a standard action, after which you become fatigued for 1 minute. This transformation is an extraordinary ability that is not subject to dispel magic or similar effects. + +##  PROTEAN RESPONSE, MK 1 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 5; **Price** 3,000; **System** Endocrine + + +--- + +##  PROTEAN RESPONSE, MK 2 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 8; **Price** 9,500; **System** Endocrine + + +##  PROTEAN RESPONSE, MK 3 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 11; **Price** 25,500; **System** Endocrine + + +##  PROTEAN RESPONSE, MK 4 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 14; **Price** 74,000; **System** Endocrine + + +##  PROTEAN RESPONSE, MK 5 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 17; **Price** 255,000; **System** Endocrine + + +##  PROTEAN RESPONSE, MK 6 + +**Source** _Tech Revolution pg. 56_ +**Item Level** 20; **Price** 850,000; **System** Endocrine \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Quyu Eye.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Quyu Eye.md new file mode 100644 index 0000000..86e0fad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Quyu Eye.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 6 +Price: 3,850 +System: Eye +tags: +Type: Biotech +--- +# QUYU EYE +**Source** _Alien Archive 4 pg. 93_ +**Item Level** 6; **Price** 3,850; **System** Eye +A quyu’s “eyes” maintain their captivating effects after the creature’s death, and can be implanted to replace any of your current eyes. As a quyu’s eyes are not visual organs, you must retain at least one of your original eyes to maintain your normal vision; otherwise you gain the blinded condition for as long as you have this augmentation installed. An implanted quyu eye is visibly unique from any of your other eyes. +When you attempt a Bluff or Diplomacy check against a target for the first time each day, you receive a +2 circumstance bonus to the attempt. Alternatively, once per day, you can take a standard action to activate the eye’s mesmerizing qualities and attempt to fascinate one target. The target must succeed a Will save (DC = 10 + half your level + your Charisma modifier) to avoid becoming fascinated; regardless of whether the target succeeds, it is immune to the effects of all quyu eyes for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Regenarative Blood.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Regenarative Blood.md new file mode 100644 index 0000000..81fdd0b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Regenarative Blood.md @@ -0,0 +1,50 @@ +--- +aliases: +ItemLevel: 5 / 8 / 12 / 15 / 19 +Price: varies +System: Heart +tags: +Type: Biotech +--- +# REGENARATIVE BLOOD +Your heart is genetically engineered to release regenerative chemicals that can heal physical trauma. Whenever you take a 10-minute rest and spend a Resolve Point to regain Stamina Points, you also regain a number of Hit Points. Similarly, when you spend Resolve Points to stay in the fight, you regain additional Hit Points. The amount of Hit Points you regain is based on the augmentation’s model. + +| Model | Level | Price | Hit Points | +|-------|-------|---------|------------| +| Mk 1 | 5 | 3,250 | 5 | +| Mk 2 | 8 | 10,100 | 10 | +| Mk 3 | 12 | 38,500 | 15 | +| Mk 4 | 15 | 122,000 | 20 | +| Mk 5 | 19 | 605,000 | 25 | + + +## REGENERATIVE BLOOD, MK 1 + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 5; **Price** 3,250; **System** Heart + + +--- + +##  REGENERATIVE BLOOD, MK 2 + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 8; **Price** 10,100; **System** Heart + + +##  REGENERATIVE BLOOD, MK 3 + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 12; **Price** 38,500; **System** Heart + + +##  REGENERATIVE BLOOD, MK 4 + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 15; **Price** 122,000; **System** Heart + + +##  REGENERATIVE BLOOD, MK 5 + +**Source** _Starfinder Armory pg. 86_ +**Item Level** 19; **Price** 605,000; **System** Heart \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Rending Talons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Rending Talons.md new file mode 100644 index 0000000..02b8c51 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Rending Talons.md @@ -0,0 +1,44 @@ +--- +aliases: +ItemLevel: 4 / 8 / 12 / 16 +Price: varies +System: Feet +tags: +Type: Biotech +--- +# RENDING TALONS + +| MODEL | LEVEL | PRICE | DAMAGE | +|---------------|-------|---------|--------| +| Standard | 4 | 2,100 | 1D6 S | +| Sintered | 8 | 9,500 | 2D6 S | +| Microserrated | 12 | 35,000 | 4D6 S | +| Zero-Edge | 16 | 164,000 | 8D6 S | + +These augmentations can take the form of retractable claws installed directly into your feet, or prosthetic feet that replace your own and sport powerfully clawed toes. In either case, the rending talons provide you excellent grip and provide a deadly advantage against anyone you grab. You ignore any increase to the DCs of Acrobatics checks to balance and Athletics checks to climb due to slipperiness or iciness. +When you renew a grapple, as a swift action before the end of your turn you can use your talons to rake your target. Your talons function as a basic melee weapon with the analog weapon special property for this purpose, and they deal damage based on their model. The talons can only be deployed properly as weapons when grappling a target or damaging a helpless target, and thus can’t be used to make other attacks. + +##  RENDING TALONS, MICROSERRATED + +**Source** _Tech Revolution pg. 57_ +**Item Level** 12; **Price** 35,000; **System** Feet + + +--- + +##  RENDING TALONS, STANDARD + +**Source** _Tech Revolution pg. 57_ +**Item Level** 4; **Price** 2,100; **System** Feet + + +##  RENDING TALONS, SINTERED + +**Source** _Tech Revolution pg. 57_ +**Item Level** 8; **Price** 9,500; **System** Feet + + +##  RENDING TALONS, ZERO-EDGE + +**Source** _Tech Revolution pg. 57_ +**Item Level** 16; **Price** 164,000; **System** Feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Resistance Hide.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Resistance Hide.md new file mode 100644 index 0000000..bc1c769 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Resistance Hide.md @@ -0,0 +1,59 @@ +--- +aliases: +ItemLevel: 2 / 4 / 7 / 10 / 13 / 17 +Price: varies +System: Skin +tags: +Type: Biotech +--- +# RESISTANCE HIDE +Your skin is reinforced with fur, scales, or other genetically engineered tissue. Select one type of energy (acid, cold, electricity, fire, or sonic); you gain an amount of resistance to that energy type based on the model of your resistant hide. If you have a racial trait that provides resistance to the selected energy type that’s equal to or greater than that of your resistant hide (and doesn’t explicitly stack with other sources of energy resistance), adding resistant hide increases the value of the energy resistance from the trait by 2. If you have a racial trait that provides resistance to the selected energy type of a value less than that of your resistant hide, the value of the resistance from your resistant hide increases by 2. + + +| Model | Level | Price | Resistance | +|-------|-------|---------|------------| +| Mk 1 | 2 | 700 | 2 | +| Mk 2 | 4 | 1,900 | 4 | +| Mk 3 | 7 | 5,890 | 6 | +| Mk 4 | 10 | 17,000 | 8 | +| Mk 5 | 13 | 46,350 | 10 | +| Mk 6 | 17 | 230,850 | 12 | + + + +##  RESISTANT HIDE, MK 1 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 2; **Price** 700; **System** Skin + + +--- + +##  RESISTANT HIDE, MK 2 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 4; **Price** 1,900; **System** Skin + + +##  RESISTANT HIDE, MK 3 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 7; **Price** 5,890; **System** Skin + + +##  RESISTANT HIDE, MK 4 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 10; **Price** 17,000; **System** Skin + + +##  RESISTANT HIDE, MK 5 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 13; **Price** 46,350; **System** Skin + + +##  RESISTANT HIDE, MK 6 + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 17; **Price** 230,850; **System** Skin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Restraing Spinneret.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Restraing Spinneret.md new file mode 100644 index 0000000..c2f72b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Restraing Spinneret.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 330 +System: Hand +tags: +Type: Biotech +--- +# RESTRAING SPINNERET +**Source** _Starfinder Armory pg. 87_ +**Item Level** 1; **Price** 330; **System** Hand +Your hand conceals a rapid-acting spinneret you can use to entangle an opponent with sticky webbing if you succeed at a melee attack against their EAC. You can add your Dexterity modifier to this attack roll rather than your Strength modifier. If you hit, your target gains the entangled condition for 1d4 rounds. Ending the entangled condition requires the target to succeed at an Acrobatics check or Strength check as a move action (DC = 10 + half your level + your Dexterity modifier). Once you have used your restraining spinneret, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ripcord Siphon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ripcord Siphon.md new file mode 100644 index 0000000..f50c5aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ripcord Siphon.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,750 +System: All Hands or Feet +tags: +Type: Biotech +--- +# RIPCORD SIPHON +**Source** _Galaxy Exploration Manual pg. 83_ +**Item Level** 4; **Price** 1,750; **System** All Hands or All Feet +Originally designed as the last line of safety for a technician falling from an orbital installation into space, these sacs eject bursts of stored air to provide the wearer enhanced control and maneuverability in zero-gravity situations or during flight. When you are flying and use the charge action, you can use your ripcord siphon to make one turn of up to 90 degrees as part of the move, as long as you have moved at least 10 feet in the initial direction. +When you are floating in zero gravity, you can expel the bladders to propel yourself 30 feet in any direction as a move action; this counts as creating thrust for the purposes of moving in zero gravity. +Once you’ve used your ripcord siphon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shockfist.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shockfist.md new file mode 100644 index 0000000..f4ebf96 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shockfist.md @@ -0,0 +1,43 @@ +--- +aliases: +ItemLevel: 9 / 12 / 17 / 20 +Price: varies +System: Hand +tags: +Type: Biotech +--- +# SHOCKFIST + +When you attack with this bioelectric organ implanted in the palm of your hand, your unarmed strike loses the archaic and nonlethal properties. You deal only the amount of damage listed for the augmentation’s model (plus additional damage from Weapon Specialization, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). You don’t threaten squares within your natural reach unless you have some other way to do so (such as natural weapons or the Improved Unarmed Strike feat). The hand in which this augmentation is installed must be free to make an attack with it. Once you’ve used the shock fist for a single attack, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. + +| Model | Level | Price | Damage | Critical | +|---------|-------|-----------|--------|----------| +| Static | 9 | 15,600 | 1d12 E | Arc 1d4 | +| Aurora | 12 | 41,400 | 2d12 E | Arc 2d4 | +| Storm | 17 | 297,000 | 4d12 E | Arc 3d4 | +| Tempest | 20 | 1,075,000 | 6d12 E | Arc 6d4 | + +##  SHOCK FIST, AURORA + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 12; **Price** 41,400; **System** Hand + + +--- + +##  SHOCK FIST, STATIC + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 9; **Price** 15,600; **System** Hand + + +##  SHOCK FIST, STORM + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 17; **Price** 297,000; **System** Hand + + +##  SHOCK FIST, TEMPEST + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 20; **Price** 1,075,000; **System** Hand \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shotalashu Link Cortex.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shotalashu Link Cortex.md new file mode 100644 index 0000000..16e58ef --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Shotalashu Link Cortex.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,500 +System: Brain +tags: +Type: Biotech +--- +# SHOTALASHU LINK CORTEX +**Source** _Alien Archive 2 pg. 115_ +**Item Level** 4; **Price** 2,500; **System** Brain +Until recently, only telepathic races with training in how to link their inherent telepathic abilities to shotalashus have been able to consistently form psychic bonds with the beasts. New developments in biotechnology have allowed less-trained telepaths and even non-telepathic members of other races to do so. Using a graft of lashunta brain cells into the your body, you can replicate a lashunta’s limited telepathy, though only in the capacity to link with a shotalashu. This reduces the DC of all Survival skill checks to form the link by 5, but doubles the duration of the dazed condition and damage taken to either the bonded shotalashu or you, should one of you die. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Skin of the Chameleon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Skin of the Chameleon.md new file mode 100644 index 0000000..f117844 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Skin of the Chameleon.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,050 +System: Skin +tags: +Type: Biotech +--- +# SKIN OF THE CHAMELEON +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 6; **Price** 4,050; **System** Skin +This biotech modification replaces pigmentation cells in your skin. You can alter your skin to mimic the terrain or lighting conditions around you, giving you a +3 circumstance bonus to Stealth checks. You must be wearing custom clothing and no more than light armor to benefit from this biotech. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Slimelashes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Slimelashes.md new file mode 100644 index 0000000..b646eb0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Slimelashes.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,750 +System: Hand +tags: +Type: Biotech +--- +# SLIMELASHES +**Source** _Galaxy Exploration Manual pg. 83_ +**Item Level** 4; **Price** 1,750; **System** Hand +Slimelashes were developed to help technicians retrieve tools that drift out of reach without needing to uncouple and risk drifting away themselves. A pair of specialized glands embedded into your palm can launch a protoplasmic tendril and quickly retract it. While this allows for quick retrieval of small items, the tendrils are not able to move heavier objects. If you have a hand free, you increase your natural reach by 10 feet when picking up unattended items of less than 1 bulk. You also can increase your natural reach by 10 feet when attempting a disarm combat maneuver with a free hand. If you succeed at the disarm maneuver, you can automatically grab the item before it falls, but only if it is less than 1 bulk. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Sonic Vocalizer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Sonic Vocalizer.md new file mode 100644 index 0000000..3548576 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Sonic Vocalizer.md @@ -0,0 +1,41 @@ +--- +aliases: +ItemLevel: 2 / 7 / 11 / 16 / 20 +Price: varies +System: Throat +tags: +Type: Biotech +--- +# SONIC VOCALIZER +Your throat has been modified, allowing you to create powerful sonic waves by screaming. This augmentation is especially popular among aquatic adventurers because sound waves travel well in water. Your sonic vocalizer functions like a dirge pistol of the same type, but you don’t need a hand to wield it, it can’t be disarmed, and it has the underwater weapon special property. Your sonic vocalizer is powered by your body and doesn’t need ammunition. + +##  SONIC VOCALIZER, ANHARMONIC + +**Source** _Interstellar Species pg. 59_ +**Item Level** 11; **Price** 24,500; **System** Throat + + +--- + +##  SONIC VOCALIZER, HARMONIC + +**Source** _Interstellar Species pg. 59_ +**Item Level** 2; **Price** 750; **System** Throat + + +##  SONIC VOCALIZER, RESONANT + +**Source** _Interstellar Species pg. 59_ +**Item Level** 7; **Price** 6,250; **System** Throat + + +##  SONIC VOCALIZER, PARAMETRIC + +**Source** _Interstellar Species pg. 59_ +**Item Level** 16; **Price** 162,000; **System** Throat + + +##  SONIC VOCALIZER, RADIAL + +**Source** _Interstellar Species pg. 59_ +**Item Level** 20; **Price** 810,000; **System** Throat \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stasis Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stasis Gland.md new file mode 100644 index 0000000..9dd897d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stasis Gland.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 9 +Price: 12,500 +System: Spinal Column +tags: +Type: Biotech +--- +# STASIS GLAND +**Source** _Drift Crisis pg. 112_ +**Item Level** 9; **Price** 12,500; **System** Spinal Column +Fearing the Drift might strand them deep in the void, some space travelers have popularized augmentations focused on survival. Drawing from the DNA of tardigrades and other creatures capable of surviving periods of time in inhospitable conditions, this augmentation lets you take a full action to enter a state of suspended animation in which you don’t have to eat or breathe. While you’re in this state, you’re effectively unconscious. When you enter stasis, you can choose how long you want to remain in stasis or that you want to remain in stasis until specific conditions are met, such as the presence of food or breathable air. Stasis ends if you take damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stridulation Legs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stridulation Legs.md new file mode 100644 index 0000000..dd6de24 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Stridulation Legs.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 3,900 +System: Legs +tags: +Type: Biotech +--- +# STRIDULATION LEGS +**Source** _Tech Revolution pg. 57_ +**Item Level** 6; **Price** 3,900; **System** Legs +A combination of springy, flexible joints and ridged leg plates provide you with cricket-like mobility and musicality. In addition to functioning as a musical instrument, as a move action you can create a chirping drone that lasts until the end of your next turn. You and allies within 30 feet gain sonic resistance 5 while you continue to drone, which you can sustain as a move action each round. The augmentation also provides you exceptional leaping ability, granting you a +8 enhancement bonus to Athletics checks when jumping. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Swimming Fins.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Swimming Fins.md new file mode 100644 index 0000000..0b3b950 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Swimming Fins.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 850 +System: All feet +tags: +Type: Biotech +--- +# SWIMMING FINS +**Source** _Starfinder Armory pg. 87_ +**Item Level** 2; **Price** 850; **System** All feet +Your feet are altered to include broad fins, providing you with a swim speed of 20 feet. You don’t need to attempt an Athletics check to swim. You don’t benefit from swimming fins unless you’re barefoot or wearing custom clothing, and you can’t be wearing armor heavier than light armor. Swimming fins integrate into your natural feet and don’t interfere with your normal land speed. Swimming fins can be installed into the feet of prosthetic legs. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Thermal-Sensitive Eyes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Thermal-Sensitive Eyes.md new file mode 100644 index 0000000..8cfda45 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Thermal-Sensitive Eyes.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,500 +System: Eyes +tags: +Type: Biotech +--- +# THERMAL-SENSITIVE EYES +**Source** _Interstellar Species pg. 59_ +**Item Level** 7; **Price** 6,500; **System** Eyes +Your eyes become especially sensitive to relatively slight fluctuations in temperature. You can see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses those effects would provide to other creatures. In addition, if you have darkvision, the range of your darkvision is doubled. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Tympanal Cluster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Tympanal Cluster.md new file mode 100644 index 0000000..aab75d7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Tympanal Cluster.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,150 +System: Ears +tags: +Type: Biotech +--- +# TYMPANAL CLUSTER +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 4; **Price** 2,150; **System** Ears +A tympanal cluster consists of multiple small membranes of various sizes that can detect a wide range of sounds. They give you a +2 circumstance bonus to hearing-based Perception checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ultralight Wings.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ultralight Wings.md new file mode 100644 index 0000000..fba94ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Ultralight Wings.md @@ -0,0 +1,35 @@ +--- +aliases: +ItemLevel: 7 / 11 / 14 +Price: varies +System: All arms +tags: +Type: Biotech +--- +# ULTRALIGHT WINGS +A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a move action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can’t deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can’t use your wings to fly if you are encumbered, overburdened, or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms. + +| Model | Level | Price | Fly Speed | +|--------|-------|--------|-----------| +| Strix | 7 | 6,400 | 40 ft. | +| Angel | 11 | 28,600 | 60 ft. | +| Dragon | 14 | 80,300 | 90 ft. | + +##  ULTRALIGHT WINGS, ANGEL + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 11; **Price** 28,600; **System** All arms + + +--- + +##  ULTRALIGHT WINGS, STRIX] + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 7; **Price** 6,400; **System** All arms + + +##  ULTRALIGHT WINGS, DRAGON + +**Source** _Starfinder Armory pg. 87_ +**Item Level** 14; **Price** 80,300; **System** All arms \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Vengeful Ventricles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Vengeful Ventricles.md new file mode 100644 index 0000000..683f1a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Vengeful Ventricles.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,300 +System: Heart +tags: +Type: Biotech +--- +# VENGEFUL VENTRICLES +**Source** _Tech Revolution pg. 57_ +**Item Level** 7; **Price** 6,300; **System** Heart +Reinforcing tissue around your heart supports healthy cardiovascular function under normal circumstances, but the grafted muscle twinges angrily when it senses a drop in blood pressure, such as from heavy bleeding. As a reaction once per 1d4 rounds when you take bleed damage, you can expel a portion of the blood at an adjacent creature to make it flat-footed until the end of your next turn. If the bleed damage causes you to lose Hit Points, you can instead make the adjacent creature blinded until the end of your next turn. If the creature succeeds at a Reflex save, it negates the effect, and it can remove the condition by taking a move action to wipe away the blood. The save DC for this effect equals 10 + 1/2 your level + your Constitution modifier, or 10 + the damage dealt by the bleed effect this turn, whichever is lower. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Venom Spur.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Venom Spur.md new file mode 100644 index 0000000..2f87953 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Venom Spur.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 2 +Price: 625 +System: Hand +tags: +Type: Biotech +--- +# VENOM SPUR +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 2; **Price** 625; **System** Hand +You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. While extended, the venom spur is a one-handed basic melee weapon that deals 1d6 piercing damage and automatically injects venom into a struck target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison. +Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Wildwise.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Wildwise.md new file mode 100644 index 0000000..0560459 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Biotech/Wildwise.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 500 +System: Throat +tags: +Type: Biotech +--- +# WILDWISE +**Source** _Starfinder Core Rulebook pg. 211_ +**Item Level** 2; **Price** 500; **System** Throat +The soft purple fungus called wildwise attaches itself to your vocal cords and extends fine filaments into portions of your brain. It allows you to communicate in a general sense with animals and with magical beasts with an Intelligence score of 1 or 2. You can attempt Diplomacy checks to influence such creatures as well as understand in very vague terms information they try to convey to you. The information they give you usually consists of simple concepts such as “danger,” “food,” or “that way.” \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Antitoxin Membrane.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Antitoxin Membrane.md new file mode 100644 index 0000000..041732e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Antitoxin Membrane.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,000 +System: Skin +tags: +Type: Cybertech +--- +# ANTITOXIN MEMBRANE + +**Source** _Alien Archive pg. 11_ +**Item Level** 5; **Price** 3,000; **System** Skin +An antitoxin membrane consists of a colony of nanobots that operate on the molecular level to counter certain toxins. An antitoxin membrane provides a +4 circumstance bonus to saving throws against contact and injury diseases and poisons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cardiac Accelerator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cardiac Accelerator.md new file mode 100644 index 0000000..09a8f9b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cardiac Accelerator.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: 6 +Price: 3,850 +System: Heart +tags: +Type: Cybertech +--- +# CARDIAC ACCELERATOR +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 6; **Price** 3,850; **System** Heart +This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. When you run, charge, or take a move action to move, you can spend 1 Resolve Point to increase your speed (in the relevant mode of movement) by 20 feet for that action. This extra movement is treated as an enhancement bonus. + +Alternatively, you can spend 1 Resolve Point as a reaction when you attempt a Reflex saving throw to gain a +1 enhancement bonus to your roll. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Conductive Carrier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Conductive Carrier.md new file mode 100644 index 0000000..2207a8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Conductive Carrier.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 13 +Price: 51,000 +System: Lungs and Throat +tags: +Type: Cybertech +--- +# CONDUCTIVE CARRIER +**Source** _Tech Revolution pg. 58_ +**Item Level** 13; **Price** 51,000; **System** Lungs and Throat +Your respiratory system manufactures nanites that specialize in conducting and channeling electrical energy. As a standard action, you can breathe these nanites into a 10-foot burst with a range of 20 feet. The nanites remain airborne and active in the area for 1 minute, though a moderate wind (11+ mph) disperses the nanites in 4 rounds, and a strong wind (21+ mph) disperses the nanites in 1 round. As a reaction when you or an ally makes an attack that deals electricity damage to a single target in the nanites’ area, you can activate the nanites to have the attack instead affect all creatures in the nanites’ area, resolved as though the attack had the explode weapon special property. Alternatively, you can activate the nanites as a reaction when an effect with the electricity descriptor includes the nanites in its area, adding the nanites’ area to the triggering effect’s area of effect. Either use destroys these nanites. +After you create a cloud of nanites with this augmentation, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 2 Resolve Points at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetic Arm.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetic Arm.md new file mode 100644 index 0000000..b61593f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetic Arm.md @@ -0,0 +1,25 @@ +--- +aliases: +ItemLevel: 11 / 14 +Price: varies +System: Spinal Column +tags: +Type: Cybertech +--- +# CYBERNETIC ARM +Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand’s worth of equipment. This lets you have more items at the ready, but it doesn’t increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively. + +Dual cybernetic arms consist of a pair of arms, one on each side of your body, and let you hold two additional hands’ worth of equipment. You need a Strength score of 14 to use dual cybernetic arms effectively. + +##  CYBERNETIC ARM, DUAL + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 14; **Price** 70,150; **System** Spinal column + + +--- + +##  CYBERNETIC ARM, SINGLE + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 11; **Price** 24,750; **System** Spinal column \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetics.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetics.md new file mode 100644 index 0000000..364623f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Cybernetics.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- + +# CYBERNETICS +Cybernetic [[Augmentations|augmentations]] use machines and circuitry integrated with the flesh and bone of the recipient. In most cases, cybernetics must be installed into the body by a trained surgeon—a process that takes 1 hour per level of the augmentation and the price of which is covered in the price of the cybernetic. Cybernetics are more than just machine implants: they are complex meldings of technology and the living host’s own organs. This allows them to be hardened against assaults that affect other technologies in ways robots and other entirely technological creatures can’t. Cybernetics are not subject to any effect or attack that targets technology unless it specifies that it affects cybernetics. + +``` dataview +TABLE +System, ItemLevel as I-Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Cybernetics" +SORT Level ASC +WHERE file.name != "Cybernetics" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Darkvision Capacitors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Darkvision Capacitors.md new file mode 100644 index 0000000..fa98296 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Darkvision Capacitors.md @@ -0,0 +1,29 @@ +--- +aliases: +ItemLevel: 3 / 8 / 13 +Price: varies +System: Eyes +tags: +Type: Cybertech +--- +# DARKVISION CAPACITORS +These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light. + +Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant (see page 211). Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet. + +##  DARKVISION CAPACITORS, STANDARD + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 3; **Price** 1,750; **System** Eyes + + +##  DARKVISION CAPACITORS, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 8; **Price** 9,000; **System** Eyes + + +##  DARKVISION CAPACITORS, LONG-RANGE + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 13; **Price** 48,950; **System** Eyes \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Datajack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Datajack.md new file mode 100644 index 0000000..ae0117e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Datajack.md @@ -0,0 +1,28 @@ +--- +aliases: +ItemLevel: 2 / 5 / 8 +Price: varies +System: Brain +tags: +Type: Cybertech +--- +# DATAJACK +This cybernetic includes a programmable data port that allows you to access different types of computers and digital storage media. Any handheld computer can be inserted directly into the port, while larger systems need to be connected by an adapter cable. Having the system connected directly to your nervous system obviates the need for an interface to access data on a system. Actually operating the system requires you to use the Computers skill as usual. Some closed systems don’t allow data access or require you to do some rewiring to connect with a datajack (usually an Engineering check). + +Advanced datajacks make it easier to process and send information through the datajack. With a high-density datajack, you gain a +1 circumstance bonus to Computer checks when accessing a system via your datajack. An accelerated datajack instead provides a +2 bonus. + +##  DATAJACK, STANDARD + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 2; **Price** 625; **System** Brain + +##  DATAJACK, HIGH-DENSITY + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 5; **Price** 2,600; **System** Brains + + +## DATAJACK, ACCELERATED + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 8; **Price** 8,525; **System** Brain \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Dermal Plating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Dermal Plating.md new file mode 100644 index 0000000..2572487 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Dermal Plating.md @@ -0,0 +1,54 @@ +--- +aliases: +ItemLevel: 5 / 7 / 9 / 12 / 14 / 16 / 19 +Price: varies +System: Skin +tags: +Type: Cybertech +--- +# DERMAL PLATING +You line your skin with hardened composite plates that deflect physical attacks. You gain an amount of damage reduction that depends on the model of your dermal plating. If you have natural damage reduction equal to or greater than your dermal plating, adding dermal plating increases the value of your natural DR by 1. If you have natural DR of a value less than your dermal plating, the value of DR from your dermal plating increases by 1. + +##  DERMAL PLATING, MK 1 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 5; **Price** 3,025; **System** Skin +DR: 1 + +--- + +##  DERMAL PLATING, MK 2 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 7; **Price** 6,950; **System** Skin +DR: 2 + +##  DERMAL PLATING, MK 3 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 9; **Price** 17,975; **System** Skin +DR: 3 + +##  DERMAL PLATING, MK 4 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 12; **Price** 48,850; **System** Skin +DR: 4 + +##  DERMAL PLATING, MK 5 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 14; **Price** 105,000; **System** Skin +DR: 5 + +##  DERMAL PLATING, MK 6 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 16; **Price** 163,500; **System** Skin +DR: 6 + +##  DERMAL PLATING, MK 7 + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 19; **Price** 542,000; **System** Skin +DR: 7 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Echolocators.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Echolocators.md new file mode 100644 index 0000000..33c8c1c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Echolocators.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 6 / 9 / 13 +Price: varies +System: Ears +tags: +Type: Cybertech +--- +# ECHOLOCATORS +As a swift action, you can fan out these replacement ears to triple their surface area, giving you blindsense (sound) with a range of 30 feet. Active and enhanced echolocators occupy both the ears and throat system, also allowing you to spend a move action to produce, receive, and process a series of subsonic chirps to gain the benefits of blindsight (sound) until the beginning of your next turn. The blindsight from active echolocators has a range of 30 feet, while the blindsight from enhanced echolocators has a range of 60 feet. + +## ECHOLOCATORS, ACTIVE + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 9; **Price** 13,700; **System** Ears + +## ECHOLOCATORS, REACTIVE + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 6; **Price** 4,450; **System** Ears + + +## ECHOLOCATORS, ENHANCED + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 13; **Price** 50,900; **System** Ears \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Force Matrix.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Force Matrix.md new file mode 100644 index 0000000..a58c6bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Force Matrix.md @@ -0,0 +1,35 @@ +--- +aliases: +ItemLevel: 5 / 11 / 17 +Price: varies +System: Hand +tags: +Type: Cybertech +--- +# FORCE MATRIX +Your hand contains a matrix of energy-sensitive fibers that can shape a force field armor upgrade installed into armor you are wearing, focusing its strength in a particular direction. As a move action while your force field is active, you can designate an opponent you can see. Until the beginning of your next turn, your force field’s fast healing is halved, but against the designated opponent’s attacks, you increase your force field’s fortification percentage chance by 10% (maximum 100%) and gain DR/— based on the model of your force matrix. This benefit ends if you lose all the temporary Hit Points provided by your force field. The hand bearing the force matrix augmentation must be free to activate its abilities. + +| Model | Level | Price | DR | +| ----- | ----- | ------- | --- | +| Mk 1 | 5 | 3,300 | 3 | +| Mk 2 | 11 | 26,750 | 6 | +| Mk 3 | 17 | 278,100 | 10 | + +##  FORCE MATRIX, MK 1 + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 5; **Price** 3,300; **System** Hand + + +--- + +##  FORCE MATRIX, MK 2 + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 11; **Price** 26,750; **System** Hand + + +##  FORCE MATRIX, MK 3 + +**Source** _Starfinder Armory pg. 88_ +**Item Level** 17; **Price** 278,100; **System** Hand \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Fortified Feed.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Fortified Feed.md new file mode 100644 index 0000000..ab382e4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Fortified Feed.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,850 +System: All feet +tags: +Type: Cybertech +--- +# FORTIFIED FEED +**Source** _Starfinder Armory pg. 88_ +**Item Level** 4; **Price** 1,850; **System** All feet +Built from a matrix of adamantine alloy prisms and regenerative ligaments, these feet are able to withstand significant punishment. You gain DR 5/— and energy resistance 5 against ground-based [[Starship Combat Hazards]] that would harm you as you walk over them, such as electrified floors created by a computer’s [[Shock]] grid defensive countermeasure, spikes, or puddles of acid. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Haptic Database.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Haptic Database.md new file mode 100644 index 0000000..5c70838 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Haptic Database.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 500 +System: Hand +tags: +Type: Cybertech +--- +# HAPTIC DATABASE +**Source** _Interstellar Species pg. 143_ +**Item Level** 2; **Price** 500; **System** Hand +The skin of one hand is lined with a thin layer of sensors that provide information about an object at a touch. You can identify a creature or object physically in contact with your hand using the guidelines of identify creature, identify technology, or identify magic item. You substitute your Perception modifier for the relevant skill modifier, and you can do this even if untrained. Having this augmentation counts as having access to an information network for the purposes of taking 20 on a check to identify a creature. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Hideway Limb.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Hideway Limb.md new file mode 100644 index 0000000..af3448a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Hideway Limb.md @@ -0,0 +1,33 @@ +--- +aliases: +ItemLevel: 1 / 5 +Price: varies +System: Arm or leg +tags: +Type: Cybertech +--- +# HIDEWAY LIMB +This compartment is hidden inside one of your limbs. You can conceal items inside and protect them with a simple passcode. The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a human) can hold more than one in an arm, and the creature’s size also adjusts the capacity. The GM decides what can fit. + +When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a move action instead of a standard action. + +This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk. + +If you have a quickdraw hideaway limb, the compartment is integrated with a specific weapon. This allows you to draw the weapon as a swift action or as part of making an attack or full attack (similar to using the Quick Draw feat). A quickdraw hideaway limb works only if the limb is one you can normally aim and attack with, typically an arm. You can’t, for example, put a quickdraw hideaway limb in your leg and have the weapon spring into your hand. + +You can have a mount installed in a quickdraw limb that holds the weapon in place while you shoot. You still can’t use your hand for other purposes, but you gain a +2 bonus to KAC against disarm attempts. The mount can’t hold a weapon that requires more than one hand to operate. You can’t hide other objects inside a quickdraw hideaway limb—there’s room for only the weapon. + +Nothing stored in a hideaway limb is considered part of the cybernetic, and the stored item does not gain the cybernetic’s immunity to attacks affecting technological devices. + +##  HIDEAWAY LIMB, STANDARD + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 1; **Price** 150; **System** Arm or leg + + +--- + +##  HIDEAWAY LIMB, QUICKDRAW + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 5; **Price** 3,050; **System** Arm or leg \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Inner Gyros.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Inner Gyros.md new file mode 100644 index 0000000..9d60c06 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Inner Gyros.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Ears +tags: +Type: Cybertech +--- +# INNER GYROS +**Source** _Tech Revolution pg. 58_ +**Item Level** 4; **Price** 2,000; **System** Ears +Intricate instruments augment your inner ears, granting you an unshakable sense of balance and orientation. The augmentation grants you a +2 insight bonus to Acrobatics checks to balance and Piloting checks to perform stunts during starship combat. When an effect causes you to gain the flat-footed or off-kilter condition, you can spend 1 Resolve Point as a reaction to suppress that condition until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Lightvision Shades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Lightvision Shades.md new file mode 100644 index 0000000..8007f90 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Lightvision Shades.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 500 +System: Eyes +tags: [14:] +Type: Cybertech +--- +# LIGHTVISION SHADES +**Source** _Tech Revolution pg. 58_, _Starfinder Soldiers of Brass pg. 45_ +**Item Level** 2; **Price** 500; **System** Eyes +This augmentation is a pair of sunglasses (your choice of style when you purchase them) that are integrated into your head. You can extend or retract these lenses as a swift action. While you have the lightvision shades active, you perceive bright light as though it were normal light, and you perceive areas of normal light as though they were dim light. In addition, while the shades are active, you gain a +4 circumstance bonus to saving throws against effects that inflict the blinded or dazzled condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Optical Laser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Optical Laser.md new file mode 100644 index 0000000..6de1813 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Optical Laser.md @@ -0,0 +1,49 @@ +--- +aliases: +ItemLevel: 3 / 7 / 11 / 15 / 19 +Price: varies +System: Eye +tags: +Type: Cybertech +--- +# OPTICAL LASER + This system replaces one of your eyes with a compact laser weapon that functions as a small arm with the integrated weapon special property and deals damage based on its model. An optical laser has a 50-foot range increment, and it can’t be disarmed. Once you’ve used the optical laser for a single attack, its tiny battery is depleted; you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. +  + | Model | Level | Price | Damage | Critical | +|----------|-------|---------|--------|----------| +| Azimuth | 3 | 1,530 | 1d6 F | Burn 1d6 | +| Corona | 7 | 7,140 | 2d6 F | Burn 1d6 | +| Aphelion | 11 | 26,520 | 3d6 F | Burn 2d6 | +| Parallax | 15 | 122,400 | 4d6 F | Burn 2d6 | +| Zenith | 19 | 612,000 | 5d6 F | Burn 3d6 | +  +##  OPTICAL LASER, AZIMUTH + +**Source** [_Starfinder Armory pg. 89_](https://paizo.com/products/btpya1rr) +**Item Level** 3; **Price** 1,530; **System** Eye + + +--- + +##  OPTICAL LASER, CORONA + +**Source** [_Starfinder Armory pg. 89_](https://paizo.com/products/btpya1rr) +**Item Level** 7; **Price** 7,140; **System** Eye + + +##  OPTICAL LASER, APHELION + +**Source** [_Starfinder Armory pg. 89_](https://paizo.com/products/btpya1rr) +**Item Level** 11; **Price** 26,520; **System** Eye + + +##  OPTICAL LASER, PARALLAX + +**Source** [_Starfinder Armory pg. 89_](https://paizo.com/products/btpya1rr) +**Item Level** 15; **Price** 122,400; **System** Eye + + +##  OPTICAL LASER, ZENITH + +**Source** [_Starfinder Armory pg. 89_](https://paizo.com/products/btpya1rr) +**Item Level** 19; **Price** 612,000; **System** Eye \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Partionioned Personality Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Partionioned Personality Module.md new file mode 100644 index 0000000..1eab8dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Partionioned Personality Module.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,800 +System: Eyes +tags: +Type: Cybertech +--- +# PARTIONIONED PERSONALITY MODULE +**Source** _Drift Crisis pg. 87_ +**Item Level** 7; **Price** 6,800; **System** Eyes +Initially developed as a device to closely monitor organic cerebral activity, these neural implants study the brain activity of the host and then design an artificial copy of their thought patterns, decision trees, and emotional profile. This artificial personality serves as a backup for the host that bolsters their mental faculties and can be activated when psychic attacks disrupt their free will. You gain a +2 enhancement bonus to saves against charm, compulsion, or mind-affecting effects. Once per day when you fail a save against a charm, compulsion, or mind-affecting effect, you can activate your backup personality by spending a Resolve Point to immediately reroll the save and take the new result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Pheromap.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Pheromap.md new file mode 100644 index 0000000..406e341 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Pheromap.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 3 / 5 +Price: varies +System: Brain +tags: +Type: Cybertech +--- +# PHEROMAP +##  PHEROMAP, BASIC + +**Source** _Interstellar Species pg. 143_ +**Item Level** 3; **Price** 1,300; **System** Brain +Your olfactory senses are enhanced and connected to the vlaka pheromap, giving you access to the connection between pheromones and emotions for many other species. +When a living creature is within the radius of your blindsight (scent) as a move action you can attempt a Perception skill check to identify it. The DC of the check is determined by the creature’s rarity, as presented on the Creature Rarity table (Core Rulebook 133). If you have blindsense (scent) or blindsight (scent), you gain a +5 enhancement bonus to this check. If successful, you also determine its initial attitude toward you (Core Rulebook 140). You can attempt this check untrained regardless of the DC, and having this augmentation counts as having access to an information network for the purposes of taking 20 on a check to identify a creature. + +--- + +##  PHEROMAP, ADVANCED + +**Source** _Interstellar Species pg. 143_ +**Item Level** 5; **Price** 2,750; **System** Brain +This functions as the basic pheromap augmentation (see above), but your pheromap includes more detailed information about familiar species, granting you a +4 insight bonus to Sense Motive checks against living creatures you’ve successfully identified with your pheromap augmentation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Polyhand.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Polyhand.md new file mode 100644 index 0000000..68d586e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Polyhand.md @@ -0,0 +1,18 @@ +--- +aliases: +ItemLevel: 14 +Price: 71,000 +System: Hand +tags: +Type: Cybertech +--- +# POLYHAND +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 14; **Price** 71,000; **System** Hand +You replace your entire hand with a hand made of reprogrammable microscopic adamantine prisms. With either a mental command or a programmable interface built into the hand, you can reconfigure your hand into the shape of various tools. The hand can contain programming for nine different tools, in addition to a configuration for a normal hand for your species. As a move action, you can switch the setting, causing the adamantine pieces to realign into the shape of the chosen tool. The tool has all the flexibility of the normal tool (or of a hand, if set to that). + +Programming a new tool into the polyhand takes 10 minutes, and you must choose either to fill an empty slot or to replace a programmed tool. The tool replicated must be 8th level or lower. The polyhand can replicate the moving parts of a tool, but you must supply any fuel or batteries needed for the tool to function. The tool cannot produce substances, and since it’s not very conductive (important so as to avoid shocking the user), it can’t serve as a power conduit or data transmission line. The GM has final say in deciding which tools you can duplicate. The tools within engineering kits and similar kits can be duplicated, subject to the restrictions above. + +You can’t replace the hand setting based on your biology, which is required for the polyhand to function properly. You can add a hand corresponding to another species in any slot that isn’t reserved; for instance, a human could program her polyhand to replicate a shirren hand. This can’t duplicate features of a unique individual, such as thumbprints. You can install a polyhand into a prosthetic limb that replaces an arm as if the prosthetic were a natural arm. + +The adamantine construction makes the polyhand extremely durable (see page 408 in Chapter 11 for more information about adamantine). This doesn’t change the amount of unarmed strike damage, no matter the form your polyhand is in. The polyhand can’t maintain structural integrity if extended too far, so it can’t assume a form more than one and a half feet long in any dimension. Consequently, it can’t extend your reach. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Prosthetic Limb.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Prosthetic Limb.md new file mode 100644 index 0000000..f2b44b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Prosthetic Limb.md @@ -0,0 +1,25 @@ +--- +aliases: +ItemLevel: 1 / 3 +Price: varies +System: Arm and hand, or leg and foot +tags: +Type: Cybertech +--- +# PROSTHETIC LIMB +This prosthesis replaces a missing limb. It restores functionality, but it is no more durable than and doesn’t otherwise function differently than a normal limb for your species. A prosthetic limb can replace one you’ve lost, or you can have a limb removed in order to replace it with a prosthetic. + +A storage prosthetic limb has a built-in concealed storage compartment, which functions as a hideaway limb (see above). + +##  PROSTHETIC LIMB, STORAGE + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 3; **Price** 1,450; **System** Arm and hand, or leg and foot + + +--- + +##  PROSTHETIC LIMB, STANDARD + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 1; **Price** 100; **System** Arm and hand, or leg and foot \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Recoil Stabilizer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Recoil Stabilizer.md new file mode 100644 index 0000000..72a4b03 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Recoil Stabilizer.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 8,550 +System: Arm and hand +tags: +Type: Cybertech +--- +# RECOIL STABILIZER +**Source** _Starfinder Armory pg. 89_ +**Item Level** 8; **Price** 8,550; **System** Arm and hand +This prosthesis functions as a standard prosthetic arm but also boasts gas-venting systems and internal gyroscopes that provide you additional stability when firing large weapons. When you use the automatic weapon special property of a ranged weapon wielded in the augmented hand, you can activate the arm’s stabilizers (this requires no action), allowing you to score critical hits while making attacks in automatic mode. Roll damage separately against targets you score critical hits against. Once you have used the recoil stabilizer, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Refraction Shell.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Refraction Shell.md new file mode 100644 index 0000000..23d8a00 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Refraction Shell.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 11 +Price: 8,550 +System: Arm and hand +tags: +Type: Cybertech +--- +# REFRACTION SHELL +**Source** _Starfinder Armory pg. 89_ +**Item Level** 11; **Price** 25,000; **System** Arm and hand +Silvery, flexible plates cover much of your body, thickening and hardening along your back. When you succeed at your saving throw against a line effect or such an effect misses you, as a reaction you can spend 1 Resolve Point to redirect the line, altering its direction up to 90 degrees beginning with your space. After you activate the refraction shell, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Respiration Compounder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Respiration Compounder.md new file mode 100644 index 0000000..fea9266 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Respiration Compounder.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: 1 +Price: 250 +System: Lungs +tags: +Type: Cybertech +--- +# RESPIRATION COMPOUNDER +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 1; **Price** 250; **System** Lungs +A respiration compounder consists of a series of modules that attach to your lungs, letting you survive longer without having to breathe. Treat your Constitution score as though it were doubled for the purpose of how long you can hold your breath. You also gain a +4 bonus to Constitution checks to continue holding your breath. This doesn’t protect you from other dangers of an airless environment. + +The compounder also filters your air, granting a +2 bonus to saving throws against inhaled poisons or other airborne toxins. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Retinal Reflectors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Retinal Reflectors.md new file mode 100644 index 0000000..a1e3c3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Retinal Reflectors.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,350 +System: Eyes +tags: +Type: Cybertech +--- +# RETINAL REFLECTORS +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 3; **Price** 1,350; **System** Eyes +These sheets of reflective material can be implanted behind the retina, granting you low-light vision and a +1 enhancement bonus to vision-based Perception checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Shortwave Reciever Transmitter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Shortwave Reciever Transmitter.md new file mode 100644 index 0000000..ff9c4e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Shortwave Reciever Transmitter.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,500 +System: Brain +tags: +Type: Cybertech +--- +# SHORTWAVE RECIEVER TRANSMITTER +**Source** _Alien Archive pg. 11_ +**Item Level** 7; **Price** 6,500; **System** Brain +A shortwave receiver-transmitter grants you the anacite’s shortwave ability: "An anacite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype." \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Speed Sunspension.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Speed Sunspension.md new file mode 100644 index 0000000..0a92477 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Speed Sunspension.md @@ -0,0 +1,27 @@ +--- +aliases: +ItemLevel: 4 / 8 / 12 +Price: varies +System: All legs +tags: +Type: Cybertech +--- +# SPEED SUNSPENSION +You increase your land speed by replacing joints and tendons in your legs with high-performance cybernetics. A minimal speed suspension replaces only a few parts, increasing your land speed by 10 feet. A standard suspension is more invasive and increases your land speed by 20 feet. Replacing all your leg joints and tendons with a complete speed suspension increases your land speed by 30 feet. You can install a speed suspension into prosthetic legs. Extra speed from these augmentations is treated as an enhancement bonus. + +##  SPEED SUSPENSION, COMPLETE + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 12; **Price** 32,900; **System** All legs + + +##  SPEED SUSPENSION, MINIMAL + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 4; **Price** 1,900; **System** All legs + + +##  SPEED SUSPENSION, STANDARD + +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 8; **Price** 8,800; **System** All legs \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Spinal Struts.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Spinal Struts.md new file mode 100644 index 0000000..b35673e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Spinal Struts.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 3 / 6 / 10 +Price: varies +System: Spinal Column +tags: +Type: Cybertech +--- +# SPINAL STRUTS +Your spinal cartilage is replaced with synthetic cushions and your vertebrae are reinforced. If you have a minimal spinal strut augmentation, treat your Strength as 1 higher for the purpose of determining your bulk limit. If you have standard or reinforced spinal struts, treat your Strength as 2 or 3 higher, respectively, for the purpose of determining your bulk limit. + +##  SPINAL STRUTS, MINIMAL + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 3; **Price** 1,260; **System** Spinal column + +##  SPINAL STRUTS, STANDARD + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 6; **Price** 4,030; **System** Spinal column + + +##  SPINAL STRUTS, REINFORCED + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 10; **Price** 17,640; **System** Spinal column \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thorgothrel Armature.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thorgothrel Armature.md new file mode 100644 index 0000000..c1abbfd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thorgothrel Armature.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 11 +Price: 25,000 +System: Spinal Column +tags: +Type: Cybertech +--- +# THORGOTHREL ARMATURE +**Source** _Alien Archive 3 pg. 115_ +**Item Level** 11; **Price** 25,000; **System** Spinal Column +These sophisticated silvery rods replace key bones in your spine or other internal biological supports. The armature resonates with any armor upgrade you have installed in your armor, allowing you to spend 1 Resolve Point as a move action to double the force field’s fast healing for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Threshold Buffer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Threshold Buffer.md new file mode 100644 index 0000000..4ba5ea4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Threshold Buffer.md @@ -0,0 +1,33 @@ +--- +aliases: +ItemLevel: 4 / 9 / 15 +Price: varies +System: Heart +tags: +Type: Cybertech +--- +# THRESHOLD BUFFER +This system monitors your vitals, injecting a burst of synthetic adrenaline into your bloodstream when your body is on the brink of death. You gain a number of additional Resolve Points (depending on the model of your threshold buffer) that you can use or lose only when you are dying or stable, such as to avoid death, to stabilize, or to stay in the fight. These additional Resolve Points don’t count for the purpose of calculating how many Resolve Points you must spend to stabilize, and any unspent additional Resolve Points are lost the next time you take an 8-hour rest to regain your normal Resolve Points. + +| Model | Level | Price | DR | +| -------|-------|---------|----| +| Mk 1 | 5 | 3,300 | 3 | +| Mk 2 | 11 | 26,750 | 6 | +| Mk 3 | 17 | 278,100 | 10 | + + +##  THRESHOLD BUFFER, MK 1 + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 4; **Price** 2,080; **System** Heart + +##  THRESHOLD BUFFER, MK 2 + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 9; **Price** 13,500; **System** Heart + + +##  THRESHOLD BUFFER, MK 3 + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 15; **Price** 110,000; **System** Heart \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thruster Heels.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thruster Heels.md new file mode 100644 index 0000000..ee4a4d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Thruster Heels.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,250 +System: Feet +tags: +Type: Cybertech +--- +# THRUSTER HEELS +**Source** _Tech Revolution pg. 58_ +**Item Level** 3; **Price** 1,250; **System** Feet +Powerful thrusters built into your feet provide you with a brief burst of locomotive force. If you activate your thruster heels while jumping, you gain a +30 enhancement bonus to your Athletics check to jump. If you activate your thruster heels while flying, you gain a +30-foot enhancement bonus to your fly speed until the end of your turn, to a maximum of twice your normal fly speed. If you activate your thruster heels while attempting a melee attack to perform a bull rush or reposition combat maneuver, you gain a +2 enhancement bonus to the attack roll, and you can also use the thruster heels to gain a +2 enhancement bonus when attempting to escape a grapple with an Acrobatics check or melee attack. Thruster heels don’t provide any stabilization, steering, or sustained life, so they can’t be used on their own to fly or perform similar aerobatics. +After you activate the thruster heels, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Tremor Soles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Tremor Soles.md new file mode 100644 index 0000000..9176c7e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Tremor Soles.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 12 +Price: 37,000 +System: Feet +tags: +Type: Cybertech +--- +# TREMOR SOLES +**Source** _Tech Revolution pg. 58_ +**Item Level** 12; **Price** 37,000; **System** Feet +The bases of your feet register even minute vibrations of nearby footfalls. You gain blindsense (vibration) and sense through (blindsense—vibration), both with ranges of 30 feet. However, you can only use these senses while in contact with a solid surface like the ground or a wall, and only then to sense creatures and objects that are in contact with other solid surfaces directly connected to your surface. For example, you could sense others walking on the ground nearby, even on the other side of a wall, but while floating in a raft, you would be unable to detect creatures walking on the nearby shore for lack of a solid connection between the two surfaces. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Vocal Modulator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Vocal Modulator.md new file mode 100644 index 0000000..606f7d3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Vocal Modulator.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 125 +System: Throat +tags: +Type: Cybertech +--- +# VOCAL MODULATOR +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 1; **Price** 125; **System** Throat +A vocal modulator includes a series of miniature actuators built specifically to reshape your voice box, along with miniature hyper-resonant chambers that dynamically close or open. This allows you to change the pitch, timbre, and tone of your voice. You can more easily imitate accents or pronounce alien languages. When using Disguise to change your appearance, you gain a +2 circumstance bonus if the change in your voice also helps your disguise (at the GM’s discretion). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Voice Amplifier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Voice Amplifier.md new file mode 100644 index 0000000..c076119 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Voice Amplifier.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 125 +System: Throat +tags: +Type: Cybertech +--- +# VOICE AMPLIFIER +**Source** _Alien Archive pg. 11_ +**Item Level** 1; **Price** 125; **System** Throat +A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures’ Perception checks to hear you speaking by 5. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Weaponized Prosthesis.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Weaponized Prosthesis.md new file mode 100644 index 0000000..fb5ee26 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Weaponized Prosthesis.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 4 / 8 +Price: varies +System: Arm and hand +tags: +Type: Cybertech +--- +# WEAPONIZED PROSTHESIS +This prosthesis functions as a standard prosthetic arm but is lighter and hollowed in places to accommodate one weapon with the integrated weapon special property. A mk 1 weaponized prosthesis can accommodate one integrated weapon that takes up no more than one armor slot, whereas a mk 2 model can accommodate one integrated weapon that takes up no more than two armor slots. + +| Model | Level | Price | Slots | +| ----- | ----- | ----- | ----- | +| Mk 1 | 4 | 2,120 | 1 | +| Mk 2 | 8 | 9,250 | 2 | + + +##  WEAPONIZED PROSTHESIS, MK 1 + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 4; **Price** 2,120; **System** Arm and hand + +##  WEAPONIZED PROSTHESIS, MK 2 + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 8; **Price** 9,250; **System** Arm and hand \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Wide-Spectrum Ocular Implant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Wide-Spectrum Ocular Implant.md new file mode 100644 index 0000000..cd9f690 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/Wide-Spectrum Ocular Implant.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,825 +System: Eyes +tags: +Type: Cybertech +--- +# WIDE-SPECTRUM OCULAR IMPLANT +**Source** _Starfinder Core Rulebook pg. 209_ +**Item Level** 5; **Price** 2,825; **System** Eyes +These cybernetic spheres replace your eyes entirely. You gain lowlight vision, as well as the ability to see infrared and ultraviolet light. These enhancements grant you a +2 bonus to vision-based Perception checks and allow you to notice some things people who can see only the red-violet light spectrum can’t, including the lasers from darkvision capacitors (see page 209). This doesn’t grant you darkvision, but in darkness you can see significant sources of heat due to your infrared vision. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/X-Legs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/X-Legs.md new file mode 100644 index 0000000..564e583 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Cybernetics/X-Legs.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 6 / 12 +Price: varies +System: All legs and feet +tags: +Type: Cybertech +--- +# X-LEGS +You enhance your stability by replacing your legs with a quartet of spiderlike limbs. Basic X-legs grant you a +4 circumstance bonus to your KAC against bull rush, reposition, and trip combat maneuvers. You also gain a +2 circumstance bonus to Reflex saving throws against effects that would knock you prone. Climbing X-legs include a gravitic-attraction device at the tip of each leg, allowing you to walk across walls and ceilings without using your hands; this grants you a climb speed of 25 feet. + +An X-legs system uses similar connection points as standard prosthetic legs, allowing you to detach your X-legs and attach a pair of prosthetic legs (which you must buy separately) in only 10 minutes, for situations where X-legs would attract unwanted attention. + +##  X-LEGS, BASIC + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 6; **Price** 4,295; **System** All legs and feet + +##  X-LEGS, CLIMBING + +**Source** _Starfinder Armory pg. 89_ +**Item Level** 12; **Price** 35,600; **System** All legs and feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Antimagic Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Antimagic Skin.md new file mode 100644 index 0000000..61f9ccb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Antimagic Skin.md @@ -0,0 +1,54 @@ +--- +aliases: +ItemLevel: 15 / 16 / 18 / 19 / 20 +Price: varies +System: Skin +tags: +Type: Magitech +--- +# ANTIMAGIC SKIN +Your skin is infused with alchemical components extracted from fey, hags, and other highly magic-resistant creatures. As a move action, you can gain spell resistance according to your model of antimagic skin for 1 minute. You can also gain this spell resistance as a reaction, but you then can’t take a move action on your next turn. Once you use your _antimagic skin_, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately. + +| Model | Spell Resistance | +| ----- | ---------------- | +| Mk 1 | 20 | +| Mk 2 | 22 | +| Mk 3 | 24 | +| Mk 4 | 26 | +| Mk 5 | 28 | +| Mk 6 | 30 | + + +##  ANTIMAGIC SKIN, MK 1 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 15; **Price** 109,400; **System** Skin + +##  ANTIMAGIC SKIN, MK 2 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 16; **Price** 170,800; **System** Skin + + +##  ANTIMAGIC SKIN, MK 3 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 17; **Price** 263,000; **System** Skin + + +##  ANTIMAGIC SKIN, MK 4 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 18; **Price** 388,000; **System** Skin + + +##  ANTIMAGIC SKIN, MK 5 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 19; **Price** 587,000; **System** Skin + + +##  ANTIMAGIC SKIN, MK 6 + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 20; **Price** 891,000; **System** Skin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Arcane Lenses.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Arcane Lenses.md new file mode 100644 index 0000000..52fa93f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Arcane Lenses.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 11 +Price: 25,900 +System: Eyes +tags: +Type: Magitech +--- +# ARCANE LENSES +**Source** _Starfinder Armory pg. 90_ +**Item Level** 11; **Price** 25,900; **System** Eyes +Psychically active crystals replace the lenses of your eyes. You gain _arcane sight_, per the spell, as a continuous ability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Charged Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Charged Skin.md new file mode 100644 index 0000000..1d390c1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Charged Skin.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,075 +System: Skin +tags: +Type: Magitech +--- +# CHARGED SKIN +**Source** _Starfinder Armory pg. 90_ +**Item Level** 5; **Price** 3,075; **System** Skin +Your skin slowly generates electricity that can be used to power devices that require power measured in charges from a battery to function, such as a powered weapon. You must be touching the item to use it. Your charged skin holds 10 such charges, which are replenished each day after a full night’s rest. You can’t charge a battery or item with your charged skin; you can spend charges directly from it only to power held devices. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Cloaking Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Cloaking Skin.md new file mode 100644 index 0000000..899433a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Cloaking Skin.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 10 / 17 +Price: varies +System: Skin +tags: +Type: Magitech +--- +# CLOAKING SKIN +Many of your pores are replaced with magically regulated and directed holographic projectors that work together to automatically match your surrounding environment, rendering you invisible per _invisibility_. Once per day, you can enable your cloaking skin as a standard action, turning you invisible for 10 minutes. A greater cloaking skin functions as _greater invisibility_, but the effect lasts for only 10 rounds. You can disable either model of cloaking skin as a move action. + +##  CLOAKING SKIN, GREATER + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 17; **Price** 270,000; **System** Skin + + +--- + +##  CLOAKING SKIN, STANDARD + +**Source** _Starfinder Armory pg. 90_ +**Item Level** 10; **Price** 18,000; **System** Skin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Control Mirror Neurons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Control Mirror Neurons.md new file mode 100644 index 0000000..8723f00 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Control Mirror Neurons.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 18 +Price: 365,000 +System: Brain +tags: +Type: Magitech +--- +# CONTROL MIRROR NEURONS +**Source** _Starfinder Armory pg. 90_ +**Item Level** 18; **Price** 365,000; **System** Brain +Neurons in your brain that would normally help you imagine what another person is experiencing are amplified magically, allowing you to decide what another creature does. As a full action, you can target any creature of your type that you are observing and attempt to control that individual. This functions as _dominate person_ (DC = 10 + half your level + your Charisma modifier) for as long as you continue to observe the target, except establishing the effect doesn’t require an attack roll, and no command you give the target can take more than a standard action to complete. Issuing a command is a move action. You can’t target a creature again for 24 hours after it succeeds at its saving throw against this effect or the duration ends. Once you use your _control mirror neurons_, you can’t use them again until you’ve rested to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge them immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Deception Node.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Deception Node.md new file mode 100644 index 0000000..86c3118 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Deception Node.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,500 +System: Brain +tags: +Type: Magitech +--- +# DECEPTION NODE +**Source** [_Interstellar Species pg. 75_](https://paizo.com/products/btq02d4w?Starfinder-Interstellar-Species) +**Item Level** 8; **Price** 9,500; **System** Brain +When activated as a swift action, this artificial organ translates your subconscious thoughts into inane chatter that you hardly notice but that psychic intruders find jarring. While the system is active, you gain a +2 resistance bonus to saving throws against effects that read your thoughts (such as detect thoughts). Also, any creature contacting you with telepathy or reading your thoughts must succeed at a Will save (DC = 10 + 1/2 your level + your Charisma modifier) or become dazzled and unable to communicate with their telepathy for 1d4 rounds; if they’re concentrating on a spell that reads your thoughts, they lose concentration, potentially ending the spell. You can deactivate the node as a swift action. Once a creature successfully saves against your deception node, they’re immune to it for 1 hour. +If you have two deception nodes installed, they provide you greater control over your mental chatter, and you can activate or deactivate both as a swift action. While both are active, the resistance bonus to saving throws increases to +3, and the DC to resist the nodes’ effect increases by 1. If a creature reading your thoughts fails the saving throw, rather than dazzling them and interrupting their concentration, you can instead provide false thoughts to the creature. Doing so functions as telling a lie using the Bluff skill, though you reduce any DC modifier from the creature’s attitude by 5 if they’re unfriendly or hostile. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Braces.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Braces.md new file mode 100644 index 0000000..71846b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Braces.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 12 +Price: 38,000 +System: All legs +tags: +Type: Magitech +--- +# DIMENSIONAL BRACES +**Source** _Starfinder Armory pg. 90_ +**Item Level** 12; **Price** 38,000; **System** All legs +Your legs are fitted with braces attuned to the resonance frequency of the Astral Plane. Once per day as a standard action, you can teleport yourself, per _dimension door_, with a maximum range of 120 feet. You can’t bring any other creatures with you. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Gland.md new file mode 100644 index 0000000..9e5c8f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dimensional Gland.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 5 / 13 +Price: varies +System: Endocrine +tags: +Type: Magitech +--- +# DIMENSIONAL GLAND +This augmentation grafts into your pituitary gland or other organs responsible for regulating growth, forcing your body to conform to smaller or larger versions of yourself from parallel realities. Once per day as a full action, you can activate the augmentation to either grow one size category larger (maximum Large) or shrink to one size category smaller (minimum Tiny) than your natural size. If you grow, your weight increases by a factor of 8, you gain a +1 enhancement bonus to Strength ability checks and skill checks, and your reach increases by 5 feet if your new size is Small or Large. If you shrink, your weight decreases by a factor of 8, you gain a +1 enhancement bonus to Dexterity ability checks and skill checks, and your reach decreases by 5 feet if your new size is Tiny (minimum 0-foot reach) or Medium (minimum 5-foot reach). If you attempt to grow to a size that your current space can’t accommodate, the transformation fails. Your equipment resizes to remain functional, and your other statistics are unchanged. Any equipment that leaves your possession for more than 1 minute reverts to its normal size over the following round. +An experimental dimensional gland can sustain this transformation for a number of minutes equal to your Constitution modifier (minimum 1 minute). An immersive dimensional gland can sustain the transformation for a number of hours equal to 1 + your Constitution modifier (minimum 1 hour), and you can spend 1 Resolve Point as a full action to increase the duration by an additional number of hours equal to your Constitution modifier. Once the duration expires, or once you dismiss the effect as a full action, you revert to your original size. + +##  DIMENSIONAL GLAND, EXPERIMENTAL + +**Source** _Tech Revolution pg. 58_ +**Item Level** 5; **Price** 3,100; **System** Endocrine + + +##  DIMENSIONAL GLAND, IMMERSIVE + +**Source** _Tech Revolution pg. 58_ +**Item Level** 13; **Price** 50,000; **System** Endocrine \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dispelling Hand.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dispelling Hand.md new file mode 100644 index 0000000..03a3542 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Dispelling Hand.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 9 +Price: 14,300 +System: Hand +tags: +Type: Magitech +--- +# DISPELLING HAND +**Source** _Starfinder Armory pg. 90_ +**Item Level** 9; **Price** 14,300; **System** Hand +Holographic mystic sigils project from your hand when you activate this implant. Your hand must be free to do so. As a reaction, you can gain a +1 insight bonus to your AC against a spell that requires a successful attack roll. Alternatively, as a standard action, you can use _dispel magic_ as a spell-like ability with a caster level equal to your level, but it can’t counter spells and it can’t target anything other than you unless you touch the target. To affect an unwilling target, you must hit it with a melee attack against its EAC; you activate the augmentation as part of the attack roll, and you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. Once you use _dispel magic_ this way, you can’t use your _dispelling hand_ for either of its uses until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Divining Mirror Neurons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Divining Mirror Neurons.md new file mode 100644 index 0000000..e2751dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Divining Mirror Neurons.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 12 +Price: 36,400 +System: Brain +tags: +Type: Magitech +--- +# DIVINING MIRROR NEURONS +**Source** _Starfinder Armory pg. 91_ +**Item Level** 12; **Price** 36,400; **System** Brain +Neurons in your brain are wired into a predictive AI that uses algorithms and divinations to predict a single humanoid’s actions. As a standard action, you can target any creature of your type that you are observing to gain split-second predictions for as long as you continue to observe it or until you deactivate your augmentation as a swift action. During this time, you gain a +1 insight bonus to saving throws and skill checks against that creature and against effects that creature produces. In addition, if you concentrate as a move action, you gain a +1 insight bonus to attack rolls against that creature until the beginning of your next turn. You can target only one creature at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Enchanting Vocal Modulator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Enchanting Vocal Modulator.md new file mode 100644 index 0000000..65152b6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Enchanting Vocal Modulator.md @@ -0,0 +1,35 @@ +--- +aliases: +ItemLevel: 11 / 14 / 17 +Price: varies +System: Throat +tags: +Type: Magitech +--- +# ENCHANTING VOCAL MODULATOR +Your voice box has an enchanted digital modulator that can alter its frequency to be supernaturally compelling. As a move action you can calibrate it to a single creature that you have heard and understood speaking or using other sound-based communication. It remains calibrated to that target until you pick a new target. You gain a +2 insight bonus to Bluff, Diplomacy, and Intimidate checks to influence that creature using your voice (not other forms of communication). In addition, you can cast _suggestion_ once per day (DC = 10 + half your character level + your Charisma modifier) as a standard action, targeting a creature your system is calibrated to. + +A _duofrequency enchanting vocal modulator_ can target two creatures at once. It can be calibrated to two targets with a single move action, and its suggestion function can be used to target both with a single command. Similarly, a _quadfrequency enchanting vocal modulator_ can target up to four creatures. + +| Model | Level | Price | +| ------------- | ----- | ------- | +| Monofrequency | 11 | 25,400 | +| Duofrequency | 14 | 66,500 | +| Quadfrequency | 17 | 225,000 | + +##  ENCHANTING VOCAL MODULATOR, DUOFREQUENCY + +**Source** _Starfinder Armory pg. 91_ +**Item Level** 14; **Price** 66,500; **System** Throat + + +##  ENCHANTING VOCAL MODULATOR, MONOFREQUENCY + +**Source** _Starfinder Armory pg. 91_ +**Item Level** 11; **Price** 25,400; **System** Throat + + +##  ENCHANTING VOCAL MODULATOR, QUADFREQUENCY + +**Source** _Starfinder Armory pg. 91_ +**Item Level** 17; **Price** 225,000; **System** Throat \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Fluttering Heart.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Fluttering Heart.md new file mode 100644 index 0000000..c3d6e40 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Fluttering Heart.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 8,220 +System: Heart +tags: +Type: Magitech +--- +# FLUTTERING HEART +**Source** _Starfinder Armory pg. 91_ +**Item Level** 8; **Price** 8,220; **System** Heart +Your heart has necromantic onyx implants that put your autonomous functions under limited conscious control, allowing you to make yourself look weaker than you actually are. As a full action, you can convincingly feign a display of meekness that lasts until you attack or perform some other hostile action (such as casting a harmful spell) or 10 minutes have passed, whichever comes first. During this time, hostile creatures attack other viable targets instead of you if any exist, though it is possible you might be included in area effects (foes don’t avoid targeting you, they simply prioritize other viable targets). Once you use your _fluttering heart_, you can’t use it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Palms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Palms.md new file mode 100644 index 0000000..7673228 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Palms.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 14 +Price: 69,500 +System: All hands +tags: +Type: Magitech +--- +# FORCE PALMS +**Source** _Starfinder Armory pg. 92_ +**Item Level** 14; **Price** 69,500; **System** All hands +Arcane nodes implanted in your palms can generate fields of force energy. As a full action, you can create a globe of force that functions as _resilient sphere_ but contains only you. The effect has a duration of concentration, to a maximum of 1 minute. Alternatively, as a full action, you can attempt to place another creature that is your size or smaller within a globe of force that is just large enough for the creature to fit in without squeezing. To do so, you must hit that creature with a melee attack against its EAC; instead of adding your Strength modifier to this attack roll, you can add your key ability score modifier if it is higher. Once you use your _force palms_, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Soles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Soles.md new file mode 100644 index 0000000..7a4f5eb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Force Soles.md @@ -0,0 +1,20 @@ +--- +aliases: +ItemLevel: 4 / 8 +Price: varies +System: All feet +tags: +Type: Magitech +--- +# FORCE SOLES +Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have _mk 2 force soles_, you must end your movement on the ground or you fall. + +##  FORCE SOLES, MK 1 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 4; **Price** 2,260; **System** All feet + +##  FORCE SOLES, MK 2 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 8; **Price** 10,700; **System** All feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Galeforce Lungs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Galeforce Lungs.md new file mode 100644 index 0000000..cb7c150 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Galeforce Lungs.md @@ -0,0 +1,36 @@ +--- +aliases: +ItemLevel: 3 / 9 / 13 / 19 +Price: varies +System: Lungs +tags: +Type: Magitech +--- +# GALEFORCE LUNGS +In addition to expanding your lungs’ natural capacity, all models of this augmentation install a tiny portal into the Plane of Air that constantly cycles gases within your lungs, negating your need to breathe. Gust, storm, and hurricane models allow you to exhale a gust of wind at a target within 30 feet as a standard action. The wind can push an object of a bulk no greater than your Constitution modifier (minimum 1 bulk) a number of feet no greater than 5 × your Constitution modifier (minimum 5 feet), but the movement must push the object away from you. A hurricane model can push objects with a bulk no greater than 4 × your Constitution modifier. Alternatively, you can use the wind to attempt a bull rush combat maneuver against a creature, for which you can add your Constitution modifier to the attack roll instead of your Strength modifier. The storm model treats your Constitution modifier as 1 higher for calculating the effects of the augmentation’s gust of wind, and the hurricane model treats your Constitution modifier as 2 higher. +The hurricane model allows you to exhale forcefully, deflecting incoming blasts back toward their origin. When a cone- or line-shaped effect includes you in its area and requires an attack roll, Fortitude save, or Reflex save to determine its effect on you, you can spend 1 Resolve Point as a reaction and attempt a Fortitude save (DC = 15 + the effect’s CR or 15 + the item level, whichever is higher). If you succeed, you are unaffected by the effect, and the effect’s source is also treated as though it were in the area of effect. This ability of your hurricane galeforce lungs doesn’t prevent others from being affected by the triggering effect. + +##  GALEFORCE LUNGS, GUST + +**Source** _Tech Revolution pg. 59_ +**Item Level** 9; **Price** 12,900; **System** Lungs + + +--- + +##  GALEFORCE LUNGS, STANDARD + +**Source** _Tech Revolution pg. 59_ +**Item Level** 3; **Price** 1,300; **System** Lungs + + +##  GALEFORCE LUNGS, STORM + +**Source** _Tech Revolution pg. 59_ +**Item Level** 13; **Price** 49,000; **System** Lungs + + +##  GALEFORCE LUNGS, HURRICANE + +**Source** _Tech Revolution pg. 59_ +**Item Level** 19; **Price** 545,000; **System** Lungs \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Gravitational Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Gravitational Harness.md new file mode 100644 index 0000000..23bef2a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Gravitational Harness.md @@ -0,0 +1,33 @@ +--- +aliases: +ItemLevel: 2 / 9 / 15 +Price: varies +System: Spinal Column +tags: +Type: Magitech +--- +# GRAVITATIONAL HARNESS +Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day. + +With a _mk 1 gravitational harness_, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened. + +A _mk 2 gravitational harness_ functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet. + +A _mk 3 gravitation harness_ functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet. + +##  GRAVITATIONAL HARNESS, MK 1 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 2; **Price** 515; **System** Spinal column + + +##  GRAVITATIONAL HARNESS, MK 2 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 9; **Price** 12,700; **System** Spinal column + + +##  GRAVITATIONAL HARNESS, MK 3 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 15; **Price** 118,500; **System** Spinal column \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Holographic Eyes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Holographic Eyes.md new file mode 100644 index 0000000..341bf6f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Holographic Eyes.md @@ -0,0 +1,35 @@ +--- +aliases: +ItemLevel: 10 / 13 / 17 / 20 +Price: varies +System: Brain and eyes +tags: +Type: Magitech +--- +# HOLOGRAPHIC EYES +A tiny rune is carved into your occipital lobe that is magically connected to microscopic holographic projectors implanted in your eyes. As a standard action, you can create an illusion that functions as _holographic image_ with a spell level equal to the model number of your _holographic eyes_ at any location you can see within range. You must concentrate on the illusion as a move action to maintain it, and you must keep your eyes on the illusion to concentrate, treating all other creatures as if they had concealment. Casting a spell (including creating a new illusion with your _holographic eyes_) immediately ends your concentration. The effect’s caster level is equal to your level, and the Will save DC to disbelieve it is equal to 10 + half your level + your Intelligence modifier. + +##  HOLOGRAPHIC EYES, MK 1 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 10; **Price** 18,300; **System** Brain and eyes + + +--- + +##  HOLOGRAPHIC EYES, MK 2 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 13; **Price** 49,700; **System** Brain and eyes + + +##  HOLOGRAPHIC EYES, MK 3 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 17; **Price** 266,000; **System** Brain and eyes + + +##  HOLOGRAPHIC EYES, MK 4 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 20; **Price** 820,000; **System** Brain and eyes \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Intercepting Ears.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Intercepting Ears.md new file mode 100644 index 0000000..15723c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Intercepting Ears.md @@ -0,0 +1,20 @@ +--- +aliases: +ItemLevel: 3 / 9 +Price: varies +System: Ears +tags: +Type: Magitech +--- +# INTERCEPTING EARS +Your eardrums are partially perforated with psychic crystals that resonate at the frequencies commonly used by telepathy. Whenever a creature within 30 feet of you sends or receives a telepathic message using limited telepathy or _telepathic message_, you can overhear the message with a successful DC 25 Perception check (this requires no action). For _mk 2 intercepting ears_ the Perception check DC is 20. + +##  INTERCEPTING EARS, MK 1 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 3; **Price** 1,225; **System** Ears + +##  INTERCEPTING EARS, MK 2 + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 9; **Price** 13,600; **System** Ears \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Ley Veins.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Ley Veins.md new file mode 100644 index 0000000..206d7ac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Ley Veins.md @@ -0,0 +1,27 @@ +--- +aliases: +ItemLevel: 6 / 12 / 18 +Price: +System: Endocrine +tags: +Type: Magitech +--- +# LEY VEINS +A series of magitech glands installed throughout your body can flood your bloodstream with arcane enzymes in an instant, creating a network of living ley lines across your body to stabilize your magic. When you are casting a spell and you take damage or are subjected to an effect that could break your concentration and cause the spellcasting to fail, you can activate the augmentation as a reaction to attempt a special check to maintain your concentration. For the check, roll 1d20 + 1/2 your caster level + the ley veins’ item level. The check’s DC equals 15 + 3 × the level of the spell you are casting. If you succeed, you successfully cast the spell unless the damage or effect would kill you instantly. + +##  LEY VEINS, ADEPT + +**Source** _Tech Revolution pg. 59_ +**Item Level** 12; **Price** 32,000; **System** Endocrine + + +##  LEY VEINS, APPRENTICE + +**Source** _Tech Revolution pg. 59_ +**Item Level** 6; **Price** 3,900; **System** Endocrine + + +##  LEY VEINS, ARCHMAGE + +**Source** _Tech Revolution pg. 59_ +**Item Level** 18; **Price** 325,000; **System** Endocrine \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Magitech.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Magitech.md new file mode 100644 index 0000000..111cb5b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Magitech.md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- + +# MAGITECH +**Source** _Starfinder Armory pg. 90_ +Requiring both surgical skill and arcane mastery to create and install, magitech [[Augmentations]] are a combination of cybernetic and magical components. These [[Augmentations]] usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech [[Augmentations|augmentations]]. + +Magitech [[Augmentations]] follow much the same rules as all other [[Augmentations]] in regards to implantation, activation, and removal (see page 208 of the _Core Rulebook_). Though they can be detected and crafted as if they were [[Atlas Hybrid Items]], once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy [[Hybrid Items]] + +``` dataview +TABLE +System, ItemLevel as I-Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Magitech" +SORT ItemLevel ASC +WHERE file.name != "Magitech" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Morphic Skin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Morphic Skin.md new file mode 100644 index 0000000..8c1e172 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Morphic Skin.md @@ -0,0 +1,33 @@ +--- +aliases: +ItemLevel: 1 / 4 / 6 +Price: varies +System: Skin +tags: +Type: Magitech +--- +# MORPHIC SKIN +Your skin is linked to implanted magical glands that release mutagenic enzymes and transmutation magic. Using _morphic skin_ requires you to concentrate on the desired features during a 10-minute rest to regain Stamina Points; this is an exception to the normal rule that you can’t perform any tasks while taking a 10-minute rest to recover your Stamina Points. The change completes at the end of the rest. + +_Basic morphic skin_ allows you to alter your appearance and voice within the normal bounds for your species, age, weight, and sex. You can adjust your height by up to 3 inches, become broader or thinner, become lighter or darker, alter apparent musculature (although your ability scores do not change), and adjust the shape of your features and the color of your hair, scales, or similar minor features. You ignore any penalties to Disguise checks for altering these major features, but you lack enough control to precisely match a specific individual. + +_Advanced morphic skin_ offers the same options as the basic model, as well as the ability to change your apparent sex and age, alter your height by up to 1 foot, and gain features of another species of the same creature type (although you don’t gain or lose abilities as a result). + +_Doppelganger morphic_ skin offers the same options as the advanced model, as well as the ability to assume a specific individual’s appearance within the augmentation’s limits. When mimicking an individual this way, you gain a +10 circumstance bonus to your Disguise check to alter your form and to skill checks to bypass biometric security keyed to that individual. + +##  MORPHIC SKIN, ADVANCED + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 4; **Price** 2,030; **System** Skin + + +##  MORPHIC SKIN, BASIC + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 1; **Price** 370; **System** Skin + + +##  MORPHIC SKIN, DOPPELGANGER + +**Source** _Starfinder Armory pg. 92_ +**Item Level** 6; **Price** 4,400; **System** Skin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Planar Lenses.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Planar Lenses.md new file mode 100644 index 0000000..471c704 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Planar Lenses.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: 15 +Price: 122,000 +System: Eyes +tags: +Type: Magitech +--- +# PLANAR LENSES +**Source** _Drift Crisis pg. 112_ +**Item Level** 15; **Price** 122,000; **System** Eyes +This augmentation consists of thin layers of planar material inserted into a creature’s eyes. When you purchase or craft a set of planar lenses, you choose a plane that’s coterminous with the Material Plane: the Ethereal Plane, the First World, or the Shadow Plane. As a move action, you can activate these lenses to see into that plane. You can deactivate the lenses as a move action. +While active, the lenses allow you to see the plane at the location where it corresponds with your current location on the Material Plane. The viewed plane’s surroundings appear to overlap with your surroundings on the Material Plane, giving you a –10 penalty on sight-based Perception checks to notice activity on the Material Plane while the lenses are active. You can see only 60 feet into the viewed plane, regardless of your normal range of vision. If you’re on the plane that corresponds with your lens model, you can use the lenses to view the Material Plane; otherwise, the lenses don’t function unless you’re on the Material Plane. +You can activate the lenses once per day; additional uses per day cost 1 Resolve Point each. Each activation lasts for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychic Strike Node.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychic Strike Node.md new file mode 100644 index 0000000..78e36b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychic Strike Node.md @@ -0,0 +1,40 @@ +--- +aliases: +ItemLevel: 4 / 9 / 14 / 19 +Price: varies +System: Brain +tags: +Type: Magitech +--- +# PSYCHIC STRIKE NODE +| Model | Level | Price | Damage | +|----------|-------|---------|--------| +| Basic | 4 | 2,100 | 2d8 | +| Standard | 9 | 13,500 | 5d8 | +| Advanced | 14 | 73,000 | 9d8 | +| Elite | 19 | 557,000 | 14d8 | + +A psychic strike node gradually accumulates your stray thoughts and releases them in an offensive burst of mental energy when activated as a standard action. The burst is a mind-affecting effect that affects all other creatures within 10 feet of you, dealing an amount of untyped damage based on the model. Affected creatures who succeed at a Will save (DC 10 + half your level + your choice of your Constitution modifier, Intelligence modifier, Wisdom modifier, or Charisma modifier, chosen when you install this augmentation) take half damage and negate any additional effects from the burst (below). Once you’ve activated the node, you can’t do so again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point to recharge it immediately. +If you have two psychic strike nodes of the same model (which requires having the ability to install two augmentations in your brain system), the second node doesn’t grant additional uses of the mental burst. Instead, you activate the nodes as a pair, augmenting the mental burst in one of the following ways, chosen each time you activate the augmentations: you increase the damage dice to d10s, the burst affects all creatures within 20 feet of you, you can exclude up to three creatures in the burst’s area to not affect, or you cause any creature who fails their Will saving throw to also become sickened for 1d3 rounds. + +## PSYCHIC STRIKE NODE, ADVANCED + +**Source** _Interstellar Species pg. 75_ +**Item Level** 14; **Price** 73,000; **System** Brain + +##  PSYCHIC STRIKE NODE, BASIC + +**Source** _Interstellar Species pg. 75_ +**Item Level** 4; **Price** 2,100; **System** Brain + + +##  PSYCHIC STRIKE NODE, STANDARD + +**Source** _Interstellar Species pg. 75_ +**Item Level** 9; **Price** 13,500; **System** Brain + + +##  PSYCHIC STRIKE NODE, ELITE + +**Source** _Interstellar Species pg. 75_ +**Item Level** 19; **Price** 557,000; **System** Brain \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychoactive Eyes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychoactive Eyes.md new file mode 100644 index 0000000..db0e960 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychoactive Eyes.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 2 / 6 +Price: varies +System: Eyes +tags: +Type: Magitech +--- +# PSYCHOACTIVE EYES +Your eyes are injected with nanite-controlled psychoactive dyes. Once per day as a standard action, you can activate a fascinating gaze with a duration of concentration. Creatures of your type within 30 feet that see you must succeed at a Will saving throw (DC = 10 + half your character level + your Charisma modifier) or be fascinated for as long as they can see you. A creature that succeeds at this saving throw is immune to your gaze for 24 hours. If you break line of sight, the effect ends for those targets and they become immune to it for 24 hours. This is a mind-affecting gaze attack (Alien Archive 154). _Charming psychoactive eyes_ charm creatures per _charm person_ instead of fascinating them, but they otherwise function the same way as _fascinating psychoactive eyes_. + +##  PSYCHOACTIVE EYES, FASCINATING + +**Source** _Starfinder Armory pg. 93_ +**Item Level** 2; **Price** 965; **System** Eyes + + +## PSYCHOACTIVE EYES, CHARMING + +**Source** _Starfinder Armory pg. 93_ +**Item Level** 6; **Price** 4,250; **System** Eyes \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychokinetic Sleeve.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychokinetic Sleeve.md new file mode 100644 index 0000000..88784b1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Psychokinetic Sleeve.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 14 +Price: 75,000 +System: Arm and hand +tags: +Type: Magitech +--- +# PSYCHOKINETIC SLEEVE +**Source** _Starfinder Armory pg. 93_ +**Item Level** 14; **Price** 75,000; **System** Arm and hand +A mesh of starmetal-alloy fibers inserted under your skin connects to the nerves of your arm and hand. As a standard action, you can attempt a ranged attack with a range increment of 60 feet that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. You can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. If you successfully disarm an item, you can’t automatically catch it. If you successfully grapple a target, the condition doesn’t end if you move and the target can’t try to grapple you in return. The DC of the Acrobatics check to escape the grapple is 31. Once you use your _psychokinetic sleeve_, you can’t use it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Restless Pineal Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Restless Pineal Gland.md new file mode 100644 index 0000000..6211c49 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Restless Pineal Gland.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 5,500 +System: Endocrine +tags: +Type: Magitech +--- +# RESTLESS PINEAL GLAND +**Source** _Starfinder Armory pg. 93_ +**Item Level** 7; **Price** 5,500; **System** Endocrine +The melatonin produced by a _restless pineal gland_ is supercharged with mystic energy. You need only 2 hours of sleep each day and this allows you to regain daily-use abilities and slots, but you can't regain your daily abilities spell slots more than once per day. In addition, you gain a +4 enhancement bonus to saving throws against spells and other effects that would put you to sleep. Once per day, you can wake yourself from sleeping as a full action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Seismic Spine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Seismic Spine.md new file mode 100644 index 0000000..979e6dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Seismic Spine.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 20 +Price: 1,075,000 +System: Spine +tags: +Type: Magitech +--- +# SEISMIC SPINE +**Source** _Alien Archive 3 pg. 85_ +**Item Level** 20; **Price** 1,075,000; **System** Spine +A _seismic spine_ gives you resistance 15 to electricity damage and sonic damage. Once per day as a standard action, you can stomp the ground or otherwise create percussion, such as by clapping your hands, to unleash a shockwave from your _seismic spine_. Creatures and objects within a 20-foot-radius spread of you take 10d6 electricity and sonic damage (Fortitude save for half damage; DC = 10 + half your character level + your Constitution modifier). A creature that fails the saving throw is knocked prone. If a technological construct fails the save, the construct is also stunned for 1 round even if it is normally immune to being stunned. Unattended hybrid or technological objects in the area cease functioning for 1 round. Once you have used your _seismic spine_, you can do so again only after you have rested for 10 minutes to regain Stamina Points, and you must spend 1 Resolve Point to use your _seismic spine_ each time after the first time per day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Selective Ears.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Selective Ears.md new file mode 100644 index 0000000..ad6a7ae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Selective Ears.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,830 +System: Ears +tags: +Type: Magitech +--- +# SELECTIVE EARS +**Source** _Starfinder Armory pg. 93_ +**Item Level** 5; **Price** 2,830; **System** Ears +Your ears are implanted with magical sound-dampening membranes. You can activate _selective ears_ as a move action or as a reaction to protect yourself from dangerous sounds. When you activate your _selective ears_ as a reaction, you can’t take a move action on your next turn. _Selective ears_ have three modes: inactive, muffling, and silence. Your _selective ears_ remain in their current mode until you change them. While your _selective ears_ are in muffling mode, you take a –2 penalty to initiative checks and hearing-based Perception checks, but you can’t be deafened for more than 1 round by sonic effects and you have sonic resistance 1. While your _selective ears_ are in silence mode, you are deafened and thus immune to sound-based sense-dependent effects, and you also have sonic resistance 5. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Synchronous Heart.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Synchronous Heart.md new file mode 100644 index 0000000..977a442 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Synchronous Heart.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,300 +System: Heart +tags: +Type: Magitech +--- +# SYNCHRONOUS HEART +**Source** _Starfinder Armory pg. 93_ +**Item Level** 7; **Price** 6,300; **System** Heart +Your heart is fitted with occult fixtures that connect its rhythm to the energy of nearby living creatures. You have blindsight (life) with a range of 30 feet, but only for dying and stable living creatures. As a reaction, you can allow an ally within 30 feet to spend your Resolve Points to stabilize or stay in the fight. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Technopathy Node.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Technopathy Node.md new file mode 100644 index 0000000..36e75dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Magitech/Technopathy Node.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 220 +System: Throat +tags: +Type: Magitech +--- +# TECHNOPATHY NODE +**Source** _Starfinder Armory pg. 93_ +**Item Level** 1; **Price** 220; **System** Throat +A small metallic node etched with arcane symbols implanted in your voice box allows you to silently vocalize messages to constructs with the technological subtype or to nearby computers designed to receive messages. As a standard action, you can send a short message in a language you know to up to three target creatures or computers you are observing within 100 feet and potentially receive a short reply, per _telepathic message_. Alternatively, as a standard action, you can send a short message in a language you know to a single target computer you are observing within 100 feet and have that computer display that message, allowing anyone observing that computer to read it without leaving any trace of the message’s origin. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Black Heart.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Black Heart.md new file mode 100644 index 0000000..c5646db --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Black Heart.md @@ -0,0 +1,16 @@ +--- +aliases: +ItemLevel: +Price: +System: Heart or Lungs +tags: +Type: Necrograft +--- +# BLACK HEART + + +**Source** _Starfinder Armory pg. 94_ +**System** Heart or Lungs +Despite its name, a black heart can augment any major circulatory organ that helps sustain life in a living creature, though it most commonly augments a heart. A black heart is a strip of necromancy-infused undead flesh that turns whatever organ it is attached to a deep shade of ebony. + +You gain the benefits of the environmental protections of armor (_Core Rulebook_ 196), which last for a number of days equal to double the necrograft’s item level. A black heart automatically recharges 1 hour of this duration for each hour this ability is not in use (up to its normal maximum). Additionally, you gain an enhancement bonus to saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning effects equal to the necrograft’s mark, unless the effect specifies it functions against undead. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Bone Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Bone Blade.md new file mode 100644 index 0000000..29be3bf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Bone Blade.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: +Price: +System: Arm +tags: +Type: Necrograft +--- +# BONE BLADE +**Source** _Starfinder Armory pg. 94_ +**System** Arm +Bone blades are weapons built into undead arms that are then grafted onto their recipients. The blade can be retracted into the limb (making it impossible to notice without a careful inspection, scan, spell, or similar ability) or extended from the wrist for combat. Extending or retracting a bone blade is a swift action, and you can’t use the hand of the associated arm to hold anything or perform fine manipulation when the blade is extended. A bone blade cannot be disarmed, but it can be sundered. When you regain Hit Points (whether through first aid, magic, or natural healing), the blade regains the same number of Hit Points. If destroyed, a bone blade regrows in 24 hours. + +Standard bone blades are one-handed simple melee weapons with the operative weapon special property. It is possible to have a more complex heavy bone blade installed, which changes the bone blade into a one-handed advanced melee weapon. These heavy bone blades are not operative weapons, but they deal more damage (see the Bone Blade table). There is no difference in cost between standard and heavy bone blades, but the decision between them must be made when the bone blade is installed and cannot be changed. + +| Model | Standard | Heavy | Critical | +|-------|----------|--------|-----------| +| Mk 1 | 1d4 S | 2d4 S | Staggered | +| Mk 2 | 1d8 S | 2d8 S | Staggered | +| Mk 3 | 2d8 S | 4d8 S | Stunned | +| Mk 4 | 5d8 S | 7d8 S | Stunned | +| Mk 5 | 5d10 S | 7d10 S | Stunned | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Corpseskin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Corpseskin.md new file mode 100644 index 0000000..7916392 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Corpseskin.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Skin +tags: +Type: Necrograft +--- +# CORPSESKIN +**Source** _Starfinder Armory pg. 95_ +**System** Skin +Perhaps as much a fashion statement as an augmentation, corpseskin replaces living skin with mummified flesh. Corpseskin insulates against cold, though it lacks the sensitivity of living flesh. You gain an amount of cold resistance equal to the necrograft’s mark. If you have cold resistance from your racial traits that is equal to or greater than that from your corpseskin (and doesn’t explicitly stack with other sources of energy resistance), adding corpseskin increases the value of that cold resistance by 1. If you have cold resistance from your racial traits of a value less than that of your corpseskin, the value of the cold resistance from your corpseskin increases by 1. + +Regardless of your corpseskin’s model, you take a –2 penalty to Perception checks based primarily on touch and gain a +2 enhancement bonus to saving throws against pain effects. The necrograft grants a +5 competence bonus to Disguise checks to impersonate corporeal, non-skeletal undead, but it increases the DC of disguising yourself as a living creature by 5 (in addition to any other modifiers). In addition, corpseskin protects against radiation as armor of its item level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Crypt Marrow.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Crypt Marrow.md new file mode 100644 index 0000000..2e93d86 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Crypt Marrow.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: All legs +tags: +Type: Necrograft +--- +# CRYPT MARROW +**Source** _Starfinder Armory pg. 95_ +**System** All legs +Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead. + +Mk 3 or mk 4 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the exhausted or fatigued condition for 5 rounds. This doesn’t eliminate the underlying source of the condition, but these rounds count toward the condition’s duration. If you are affected by another effect that would cause you to be exhausted or fatigued while ignoring such an effect using your crypt marrow, you become exhausted or fatigued as normal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Enervating Hands.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Enervating Hands.md new file mode 100644 index 0000000..0dcea8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Enervating Hands.md @@ -0,0 +1,20 @@ +--- +aliases: +ItemLevel: +Price: +System: Hand +tags: +Type: Necrograft +--- +# ENERVATING HANDS +**Source** _Starfinder Armory pg. 95_ +**System** Hand +An enervating hand replaces a living hand with a withered extremity capable of draining the life essence of living creatures. As a standard action, you can make an unarmed strike with the enervating hand against a target’s EAC to deal the amount of damage listed for your necrograft’s model. You deal only the listed amount of damage (plus additional damage from the Weapon Specialization feat, if applicable), even if you have other abilities that increase your unarmed strike damage (such as natural weapons or the Improved Unarmed Strike feat). On a successful attack, you gain a number of temporary Hit Points equal to the necrograft’s item level; these temporary Hit Points last for 10 minutes, until lost when you take damage, or until you gain a larger number of temporary Hit Points from another source. This attack has no effect on unliving creatures or creatures immune to negative energy damage (such as those under the effects of a _death ward_ spell). Once you make a successful attack with an enervating hand, you can’t attack with it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any time to recharge it immediately. + +| Model | Damage | +|-------|--------| +| Mk 1 | 4d4 C | +| Mk 2 | 6d4 C | +| Mk 3 | 8d4 C | +| Mk 4 | 12d4 C | +| Mk 5 | 16d4 C | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Ghoul Glands.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Ghoul Glands.md new file mode 100644 index 0000000..ed818aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Ghoul Glands.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Skin +tags: +Type: Necrograft +--- +# GHOUL GLANDS +**Source** _Starfinder Armory pg. 95_ +**System** Skin +Ghoul glands are a series of hundreds of tiny undead sweat glands installed just under the surface of your skin, replacing many of your natural sweat glands. The glands produce their own loathsome chemicals, but they also pull energy from your body and mind and use it to create a staggering or paralyzing effect on foes. As a standard action a number of times per day equal to the necrograft’s mark, you can activate the glands and attempt to touch a foe (doing so requires a successful melee attack roll against the target’s KAC). The target must succeed at a Fortitude saving throw or be staggered (for mk 1 through mk 3 ghoul glands) or stunned (for mk 4 and mk 5 ghoul glands) for 1d4 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Grave Wind.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Grave Wind.md new file mode 100644 index 0000000..fada3ed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Grave Wind.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: +Price: +System: Lungs +tags: +Type: Necrograft +--- +# GRAVE WIND +**Source** _Starfinder Armory pg. 96_ +**System** Lungs +A grave wind necrograft replaces your lungs with black, undead lungs that can still pump air and oxygenate blood, but they are also able to exhale a diseased miasma. As a standard action a number of times per day equal to the necrograft’s mark, you can expose an adjacent creature to a necromantic disease. The disease inflicted depends on the model of the grave wind, as indicated in the Grave Wind table above. + +These necromantic diseases act as the diseases of the same name, except for the following. The save DC is determined by the necrograft and its recipient. No wound or actual transfer of air is necessary for the disease to affect a target; even someone in armor with its environmental seals active can be exposed. A creature infected with such a disease is not a carrier, so it can’t pass the disease on to other victims. Creatures immune to death effects are immune to these diseases, and any bonus a creature has to [[Saving Throws]] against death effects applies to saves against these diseases. The diseases don’t count as death effects for other purposes, such as _raise dead_. + +| Model | Disease | +|-------|--------------| +| Mk 1 | Filth fever | +| Mk 2 | Cackle fever | +| Mk 3 | Devil chills | +| Mk 4 | Demon fever | +| Mk 5 | Mummy rot | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Hollowed Drums.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Hollowed Drums.md new file mode 100644 index 0000000..92b6c27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Hollowed Drums.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: +Price: +System: Ears +tags: +Type: Necrograft +--- +# HOLLOWED DRUMS +**Source** _Drift Crisis pg. 73_ +**System** Ears +Hollowed drums are inserted into your ears and replace the standard eardrums of your species. This necrograft can be activated or deactivated as a swift action. When activated, it deadens sounds you hear, reducing their volume and emotional impact to grant you sonic resistance, a –2 penalty to sound-based Perception checks, and a bonus to saving throws against mind-affecting effects with an auditory component (such as suggestion) that vary based on the model. +Mk 1 hollowed drums grant a +1 enhancement save bonus and sonic resistance 2. Mk 2 hollowed drums grant a +1 enhancement save bonus and sonic resistance 5. Mk 3 hollowed drums grant a +2 enhancement save bonus and sonic resistance 8. Mk 4 hollowed drums grant a +3 enhancement save bonus and sonic resistance 15. Mk 5 hollowed drums grant a +3 enhancement save bonus, sonic resistance 20, and grant no penalty to Perception checks while active. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Keening Larynx.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Keening Larynx.md new file mode 100644 index 0000000..7c84991 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Keening Larynx.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Throat +tags: +Type: Necrograft +--- +# KEENING LARYNX +**Source** _Starfinder Armory pg. 96_ +**System** Throat +A keening larynx necrograft completely replaces your vocal cords. As a standard action a number of times per day equal to the necrograft’s mark, you can emit an ear-piercing wail infused with despair. The target or targets must succeed at a Fortitude saving throw or become deafened and take a –1 penalty to weapon damage rolls for 1d4 minutes. This is a sense-dependent effect. + +A mk 1 keening larynx can affect a single target within 30 feet of you. A mk 2 keening larynx can affect all targets in a 15-foot cone. A mk 3 keening larynx can affect all targets in your choice of a 20-foot cone or a 30-foot line. A mk 4 keening larynx can affect all targets in your choice of a 30-foot cone or a 40-foot line. A mk 5 keening larynx can affect all targets in your choice of a 45-foot cone or a 60-foot line. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Moonlight Fibers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Moonlight Fibers.md new file mode 100644 index 0000000..9fe6a68 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Moonlight Fibers.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Spinal Column +tags: +Type: Necrograft +--- +# MOONLIGHT FIBERS +**Source** _Starfinder Armory pg. 96_ +**System** Spinal column +Moonlight fibers augment the interface between brain and muscles, letting you briefly act with alacrity. As a swift action, you can act as though under the influence of the haste spell until the beginning of your next turn. As a reaction, you can use your necrograft to reroll a failed Reflex saving throw. After either use of your moonlight fibers, you are staggered for 1 round. You can use your moonlight fibers a number of times per day equal to the necrograft’s mark. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrocortex.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrocortex.md new file mode 100644 index 0000000..ac4e4bc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrocortex.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Brain +tags: +Type: Necrograft +--- +# NECROCORTEX +**Source** _Starfinder Armory pg. 96_ +**System** Brain +A necrocortex replaces a significant portion of the brain with undead tissue, enhancing your control over undead minions. As a standard action, you can transfer your senses to an undead creature under your control within a range determined by your necrograft’s model (see below). While so affected, you see and hear what your undead minion perceives, but you cannot hear, see, smell, or taste what your own body experiences, though your senses of touch and pain remain. You can return your senses to your own body with a swift action. In addition, you can command undead under your control telepathically, including mindless undead. You must have line of sight or be using the undead creature’s senses to exert control in this manner. Using your necrograft to transfer your senses counts as a scrying effect. + +Necrocortexes are compatible with undead brains and are often implanted in bone sages and other powerful Eoxians— the better to command disposable minions from a distance. The range of a mk 1 necrocortex is 1,000 feet. The range of a mk 2 necrocortex is 10 miles. The range of a mk 3 necrocortex is 1,000 miles; additionally, you can bind your necrocortex to a single, willing undead creature (which requires 1 hour of concentration), allowing you to transfer your senses to that creature as if it were under your control. The range of a mk 4 necrocortex is planetary, and you can bind your necrocortex to a number of willing, undead creatures equal to your Charisma modifier (minimum 1). The range of a mk 5 necrocortex is system-wide, and you can bind your necrocortex to a number of willing, undead creatures equal to your twice your Charisma modifier (minimum 2). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrografts.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrografts.md new file mode 100644 index 0000000..063f86c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Necrografts.md @@ -0,0 +1,38 @@ +--- +aliases: +tags: +--- +# NECROGRAFTS + +``` dataview +TABLE +System +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Necrografts" +SORT ItemLevel ASC +WHERE file.name != "Necrografts" +``` + +**Source** _Starfinder Armory pg. 94_ +Necrografts are [[Augmentations|augmentations]] utilizing [[Undead]] organs and necromantic [[Compendium/SF1E/Spells/Rituals/Rituals]] rather than technology. They were invented on [[Eox]], and they are most commonly available in [[Orphys]] and at the Necroforge within [[Eox]]’s Lifeline. Most other [[Pact Worlds]] outlaw the creation and installation of necrografts (though not their possession), but they can still be found in some less reputable back-alley augmentation clinics on multiple worlds throughout the system and beyond. + +Necrografts follow the existing rules for [[Augmentations|augmentations]] (_Core Rulebook_ 208), but they use different components than [[Biotech]] and [[Cybernetics]]. Any [[Biotech]] or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation’s normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system restrictions that all [[Augmentations|augmentations]] share. + +For those low on funds, some bone sages and corporations on [[Eox]] are willing to defer the cost of [[Starship Travel Mechanics]] to [[Eox]] and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs (_Core Rulebook_ 210) and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease agreement states that if the recipient dies before paying off all the costs associated with the [[Starship Travel Mechanics]] and augmentation, the leasing Eoxian group owns the patient’s body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren’t generally available without payment in full (though complimentary [[Starship Travel Mechanics]] is likely to still be offered to customers within the [[Pact Worlds]]).  + +## NECROGRAFT SUBTYPE + +Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the [[Augmentations Manufacturers|augmentations]] as undead, rather than the recipient creature as a whole). + +Creatures with this subtype are also damaged by [[spells]] that [[Damage]] undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal [[Damage]] would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).  + +## NECROGRAFT DESCRIPTIONS + +In addition to necrograft versions of typical [[Biotech]] and [[Cybernetics]], there are many unique necrografts that can be created using only necromancy. These necrografts come in five possible models (mk 1 through mk 5) and vary in price by model as detailed on Table 1–22: Necrografts below. If a necrograft’s effect requires a saving throw, the save DC equals 10 + half the necrograft’s item level + the recipient’s key ability score modifier. In addition, this section presents an additional system that some [[Augmentations|augmentations]] must be installed in: the body’s endocrine system. The endocrine system uses all of the same rules for augmentation systems as explained on page 208 of the _Core Rulebook_. + +| Model | Level | Price | +|-------|-------|---------| +| Mk 1 | 1 | 200 | +| Mk 2 | 6 | 4,000 | +| Mk 3 | 12 | 30,000 | +| Mk 4 | 18 | 350,000 | +| Mk 5 | 20 | 775,000 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Phantom Basal Ganglia.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Phantom Basal Ganglia.md new file mode 100644 index 0000000..123e129 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Phantom Basal Ganglia.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Brain +tags: +Type: Necrograft +--- +# PHANTOM BASAL GANGLIA +**Source** _Starfinder Armory pg. 96_ +**System** Brain +A phantom basal ganglia merges the shattered essence of a restless spirit with a living brain. The resulting mind is able to resist mental influence and control. You add the necrograft’s mark as a bonus to saving throws against mind-affecting effects. + +A phantom basal ganglia of mk 3 or higher gives a chance of shaking off mind-affecting effects. One round after failing a saving throw against a mind-affecting effect, or if the effect has any partial effect even with a successful save, you can attempt a new save against the same DC (this takes no action). If you succeed, the effect is removed entirely. If the mind-affecting effect already allows a second saving throw, you receive only one additional saving throw on the following round. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shadow Nerves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shadow Nerves.md new file mode 100644 index 0000000..f5afcc7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shadow Nerves.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Spinal Column +tags: +Type: Necrograft +--- +# SHADOW NERVES +**Source** _Starfinder Armory pg. 96_ +**System** Spinal Column +Shadow nerves are long strands of partially incorporeal undead nerve fibers that have strong connections to the Shadow Plane, allowing you to navigate a path that exists partially in the Material Plane and partially in the Shadow Plane. A number of times per day equal to the necrograft’s mark, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step, as long as you are not in an area of bright light. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shuffling Feet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shuffling Feet.md new file mode 100644 index 0000000..f7c347c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Shuffling Feet.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: All feet +tags: +Type: Necrograft +--- +# SHUFFLING FEET +**Source** _Drift Crisis pg. 73_ +**System** All Feet +By replacing your feet with those of a zombie or other slow‑moving undead creature, you can move at a deliberate and unpredictable pace that confuses combatants and dampens your footfalls to a lulling susurrus. You can activate shuffling feet when you move while hiding to gain a circumstance bonus to your Stealth checks to remain hidden until the end of your turn. This bonus equals the necrograft’s mark. +Alternatively, you can activate shuffling feet when you take a guarded step to increase the distance you move. You can move 10 feet with a guarded step with mk 1 or mk 2 shuffling feet, 15 feet with mk 3 shuffling feet, 20 feet with mk shuffling feet, or up to your speed with mk 5 shuffling feet. +After you activate either use of your shuffling feet, you cannot activate them again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Squirming Entrails.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Squirming Entrails.md new file mode 100644 index 0000000..2e397b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Squirming Entrails.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Throat +tags: +Type: Necrograft +--- +# SQUIRMING ENTRAILS +**Source** _Starfinder Armory pg. 96_ +**System** Throat +Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a move action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a move action. + +Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are off-kilter, and you gain a +4 circumstance bonus to Athletics checks to balance. Mk 2 squirming entrails function as mk 1 squirming entrails, except that they also allow you to stand from prone as a swift action. Mk 3 squirming entrails function as mk 2 squirming entrails and are also prehensile, allowing you to hold an additional hand’s worth of equipment. Mk 4 squirming entrails function as mk 2 squirming entrails and allow you to hold two additional hands’ worth of equipment. Mk 5 squirming entrails function as mk 4 squirming entrails and, when not holding any objects, can perform an attack five times a day identical to that of mk 3 ghoul glands. Squirming entrails that allow you to hold more equipment don’t increase the number of attacks you can make in combat, but they allow you to store a single object of light or negligible bulk inside your body when you retract them. An external examination or a tactile search can’t detect the hidden object, but most security checkpoints include a scan that can detect it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Stench Glands.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Stench Glands.md new file mode 100644 index 0000000..dcc042d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Stench Glands.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Skin +tags: +Type: Necrograft +--- +# STENCH GLANDS +**Source** _Starfinder Armory pg. 97_ +**System** Skin +Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. As a standard action a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude saving throw or be sickened until they leave the cloud and for 1d4+1 rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a swift action. + +Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most creatures. After the first round of being sickened by your stench, a creature in your cloud must succeed at another Fortitude saving throw or become nauseated until it leaves your cloud, after which it is sickened for 1d6+2 rounds. A creature that succeeds at this second Fortitude save remains sickened as normal, but it must continue to attempt a Fortitude save to avoid becoming nauseated each round it remains in your cloud. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Undead Adrenal Gland.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Undead Adrenal Gland.md new file mode 100644 index 0000000..564c6d0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Undead Adrenal Gland.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Endocrine +tags: +Type: Necrograft +--- +# UNDEAD ADRENAL GLAND +**Source** _Starfinder Armory pg. 97_ +**System** Endocrine +An undead adrenal gland supplements your own adrenal gland or similar organ. It floods your body with necrotic energy that counteracts many of the failings of living flesh. Once per day, you can activate an undead adrenal gland as a move action. This grants you immunity to death effects, energy drain, exhaustion, fatigue, paralysis, sleep, and stunning for a number of minutes equal to the necrograft’s mark, though this doesn’t suppress any of these effects if they are currently active. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Vampire Voice.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Vampire Voice.md new file mode 100644 index 0000000..f012a7d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Vampire Voice.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Throat +tags: +Type: Necrograft +--- +# VAMPIRE VOICE +**Source** _Starfinder Armory pg. 97_ +**System** Throat +A vampire voice necrograft attaches to your vocal cords, granting a supernaturally threatening tone. While most recipients of vampire voices are convinced their necrografts came from vampire spawn, creators of these undead augmentations never promise any such lofty origins. + +A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark. You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the same recipient again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Whispering Gyrus.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Whispering Gyrus.md new file mode 100644 index 0000000..422b4fe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Whispering Gyrus.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Brain +tags: +Type: Necrograft +--- +# WHISPERING GYRUS +**Source** _Starfinder Armory pg. 97_ +**System** Brain +A whispering gyrus is a wisp of errant thought from an allip grafted directly into your brain or comparable organ. The frenetic whispers of the gyrus permeate your thoughts, giving you a –2 penalty to Wisdom-based skills and ability checks. A number of times per day equal to the necrograft’s mark, you can instead heed the whispers as a reaction when attempting an Intelligence-, Wisdom-, or Charisma-based skill check to negate the penalty from the gyrus and gain a +5 insight bonus to the check. In addition, the gyrus provides an enhancement bonus equal to its mark on saves against fear effects, language-dependent effects, and effects that cause confusion or sleep. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Withered Lungs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Withered Lungs.md new file mode 100644 index 0000000..1dea3ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Withered Lungs.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: +Price: +System: Lungs +tags: +Type: Necrograft +--- +# WITHERED LUNGS +**Source** _Drift Crisis pg. 73_ +**System** Lungs +These scarred, shriveled lungs allow you to breathe normally, yet they especially thrive when exposed to harmful airborne effect, such as smoke or an inhaled affliction. As a move action while in the area of an airborne hazard, you can inhale deeply, eliminating the airborne hazard from your space as well as from a number of contiguous 5-foot cubes equal to twice the augmentation’s model. Doing so exposes you to the hazard, though you gain a +4 enhancement bonus to any saving throw to resist initial exposure to the hazard. Upon absorbing a hazard in this way, the lungs process the material into vital energy, and you regain a number of Stamina Points equal to twice the hazard’s CR, twice the level of the item that created the hazard, or twice the CR of the creature that created the effect. Once you inhale a hazard in this way, you cannot do so again until you have rested for 10 minutes to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Wraith Motes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Wraith Motes.md new file mode 100644 index 0000000..849b792 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Necrografts/Wraith Motes.md @@ -0,0 +1,14 @@ +--- +aliases: +ItemLevel: +Price: +System: Eyes +tags: +Type: Necrograft +--- +# WRAITH MOTES +**Source** _Starfinder Armory pg. 97_ +**System** Eyes +Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a swift action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a swift action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments. + +The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant low-light vision. Mk 2 wraith motes grant darkvision with a range of 60 feet. Mk 3 wraith motes grant the see in darkness universal creature ability (allowing you to see perfectly in darkness of any kind, including magical darkness; _Alien Archive_ 156). Mk 4 wraith motes grant the ability to see invisible creatures and objects (per _see invisibility_). Mk 5 wraith motes allow you to see into both the Ethereal Plane and Shadow Plane. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Ability Crystal Magic).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Ability Crystal Magic).md new file mode 100644 index 0000000..e81d21a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Ability Crystal Magic).md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 3 / 7 / 14 +Price: varies +System: / +tags: +Type: Personal Upgrade +--- +This crystal formed a mystical connection to the memories of heroes long ago. Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent. + +##  ABILITY CRYSTAL (MAGIC), MK 1 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 3; **Price** 1,400; **Ability Modifier** +2 + + +##  ABILITY CRYSTAL (MAGIC), MK 2 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 7; **Price** 6,500; **Ability Modifier** +4 + + +##  ABILITY CRYSTAL (MAGIC), MK 3 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 14; **Price** 75,000; **Ability Modifier** +6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Personal Upgrades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Personal Upgrades.md new file mode 100644 index 0000000..698209e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Personal Upgrades.md @@ -0,0 +1,19 @@ +--- +aliases: +tags: +--- +# PERSONAL UPGRADES +``` dataview +TABLE +System +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Personal Upgrades" +SORT ItemLevel ASC +WHERE file.name != "Personal Upgrades" +``` +Personal upgrades are a special class of augmentation that do not follow the normal system-limitation rules. Instead, these are broad upgrades that make changes across your entire body, while still allowing for other [[Augmentations]] . Put more simply, buying a personal upgrade is the easiest way to increase your [[ability scores]]. + +Personal upgrades may be [[Cybernetics]], [[Biotech]] upgrades, mystical crystals, [[Nanite]] enhancements, or various other forms of enhancement, and each permanently grants you additional ability score points. Using any of these sorts of items counts as a personal upgrade. + +You can gain a total of three personal upgrades, regardless of the source. Each personal upgrade item has a model number: mk 1, mk 2, or mk 3. A mk 1 personal upgrade grants you +2 points to a single ability score, a mk 2 personal upgrade grants +4 points to a single ability score, and a mk 3 personal upgrade grants you +6 points to a single ability score. Each of your personal upgrades must be a different model number (for example, you cannot have three mk 1 upgrades, but you can have a mk 1, a mk 2, and a mk 3) and each must be applied to a different ability score. You can boost an existing personal upgrade by paying the difference in price between the current model and the next higher model. For example, if you have a mk 1 synaptic accelerator granting you +2 points of Strength, you could increase that to a mk 2 synaptic accelerator granting you a total +4 points of Strength by paying 5,100 credits (the difference in price between the mk 1 and mk 2 models). Be sure to keep track of what upgrades you have applied to which [[ability scores]]. + +Below are three typical examples of personal upgrades: one each for purely technological upgrades, purely magical upgrades, and hybrid upgrades. These distinctions have no rules differences, but some societies may view them differently. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synaptic Accelerators (Technology.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synaptic Accelerators (Technology.md new file mode 100644 index 0000000..dd84e76 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synaptic Accelerators (Technology.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 3 / 7 / 14 +Price: varies +System: / +tags: +Type: Personal Upgrade +--- +These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent. + +##  SYNAPTIC ACCELERATORS (TECHNOLOGY), MK 1 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 3; **Price** 1,400; **Ability Modifier** +2 + + +##  SYNAPTIC ACCELERATORS (TECHNOLOGY), MK 2 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 7; **Price** 6,500; **Ability Modifier** +4 + + +##  SYNAPTIC ACCELERATORS (TECHNOLOGY), MK 3 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 14; **Price** 75,000; **Ability Modifier** +6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synergizing Symbiote (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synergizing Symbiote (Hybrid.md new file mode 100644 index 0000000..b43afbb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Personal Upgrades/Synergizing Symbiote (Hybrid.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 3 / 7 / 14 +Price: varies +System: / +tags: +Type: Personal Upgrade +--- +These tiny, biovat-grown, tadpole-like creatures form symbiotic relationships with other animals by attaching to their bodies and instinctively maximizing efficiency in the hosts’ biological systems, losing their own independence and functionally becoming a new organ. Synergizing symbiotes grant additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to implant a synergizing symbiote, and once a character has benefited from it, it is forever spent. + +##  SYNERGIZING SYMBIOTE (HYBRID), MK 1 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 3; **Price** 1,400; **Ability Modifier** +2 + + +##  SYNERGIZING SYMBIOTE (HYBRID), MK 2 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 7; **Price** 6,500; **Ability Modifier** +4 + + +##  SYNERGIZING SYMBIOTE (HYBRID), MK 3 + +**Source** _Starfinder Core Rulebook pg. 212_ +**Item Level** 14; **Price** 75,000; **Ability Modifier** +6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Absorb Force Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Absorb Force Graft.md new file mode 100644 index 0000000..50232d0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Absorb Force Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,350 +System: All hands +tags: +Type: Species Graft +--- +# ABSORB FORCE GRAFT +**Source** _Alien Archive 4 pg. 140_ +**Item Level** 3; **Price** 1,350; **System** All Hands +Witchwyrds can catch magic missiles (from the spell of the same name), and mystical dampeners installed let you do the same. As a reaction, you can use any number of your free hands to catch magic missiles fired at you. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free) until the beginning of your next turn. To use this ability, you must be aware of the incoming magic missiles and can’t be flat-footed. This augmentation works best with the force bolt graft. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Amplify Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Amplify Graft.md new file mode 100644 index 0000000..85118c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Amplify Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Skin +tags: +Type: Species Graft +--- +# AMPLIFY GRAFT +**Source** _Alien Archive 4 pg. 141_ +**Item Level** 4; **Price** 2,000; **System** Skin +Shimreens can absorb and amplify energy within their crystalline bodies. Plates embedded in your skin allow you to do the same. Whenever you take energy damage, you can voluntarily take an additional 1d4 damage of the same type. The next time you hit with a melee attack, you release this energy, dealing an additional amount of damage equal to the extra damage you took (and of the same type). You can’t take additional damage in this way again until you release your stored energy. If unused, the stored energy dissipates after 10 minutes. The amount of extra damage you take and deal increase to 2d4 when you reach 8th level and to 3d4 when you reach 16th level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Applied Knowledge Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Applied Knowledge Graft.md new file mode 100644 index 0000000..2563dda --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Applied Knowledge Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 400 +System: Brain +tags: +Type: Species Graft +--- +# APPLIED KNOWLEDGE GRAFT +**Source** _Alien Archive 4 pg. 141_ +**Item Level** 1; **Price** 400; **System** Brain +Contemplatives can apply their extreme intelligence to just about any situation. This augmentation overstimulates your brain with tiny electrical charges when you need it most. Once per day before attempting a skill check or saving throw against a creature, you can use your bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of your normal bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Armor Savant Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Armor Savant Graft.md new file mode 100644 index 0000000..026aef4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Armor Savant Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,000 +System: Skin +tags: +Type: Species Graft +--- +# ARMOR SAVANT GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 5; **Price** 3,000; **System** Skin +Some believe the way vesk optimize their armor is the result of cultural training, while others say it has something to do with their scales. Either way, microfibers woven throughout your skin mimic this racial trait. When wearing armor, you gain a +1 enhancement bonus to AC. When you are wearing heavy armor, decrease your armor check penalty by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Adaption Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Adaption Graft.md new file mode 100644 index 0000000..8839f6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Adaption Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,500 +System: Lungs +tags: +Type: Species Graft +--- +# ATMOSPHERIC ADAPTION GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 6; **Price** 4,500; **System** Lungs +Hanakans have evolved a symbiotic relationship with a bacteria in their lungs, allowing them to survive in the toxic environments of their homeworld. An modification to your lungs based on this symbiosis grants you immunity to inhaled poisons, and you are automatically acclimated to thin and thick atmospheres (Starfinder Core Rulebook 396). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Alteration Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Alteration Graft.md new file mode 100644 index 0000000..8c7b2ab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Atmospheric Alteration Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,750 +System: Lungs +tags: +Type: Species Graft +--- +# ATMOSPHERIC ALTERATION GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 5; **Price** 2,750; **System** Lungs +As a fungus species, hortuses can modify the spores they emit to produce harmful toxins or beneficial gases. Using microscopic, spore-producing cells in your lungs (or similar organs), you can do the same. As a move action while in an atmosphere, you can spend 1 Resolve Point to release these spores into the air. When you use this ability, choose a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize this save. If you choose to enhance, creatures within 20 feet of you gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if you choose to penalize, creatures within 20 feet of you take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude saving throw (DC = 10 + half your character level + your Constitution modifier) before the bonus or penalty is applied to ignore this effect. This is an inhaled poison effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Balanced Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Balanced Graft.md new file mode 100644 index 0000000..9e483a3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Balanced Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 350 +System: All feet +tags: +Type: Species Graft +--- +# BALANCED GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 1; **Price** 350; **System** All Feet +The speedy aberrations known as bantrids roll about on their foot orbs with grace and agility. Gyrostabilizers within your own feet (or similar appendages) grant you a +2 enhancement bonus to your AC against trip combat maneuvers and allow you to stand up from prone as a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Beguiling Glow Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Beguiling Glow Graft.md new file mode 100644 index 0000000..917dab5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Beguiling Glow Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,900 +System: Skin +tags: +Type: Species Graft +--- +# BEGUILING GLOW GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 4; **Price** 1,900; **System** Skin +Cephalumes communicate in part by controlling their bioluminescent skin and can use this natural ability to beguiling effect. Glowing filaments embedded within your skin allow you to create mesmerizing patterns as a standard action. Each sighted creature within 20 feet of you must succeed at a Will saving throw (DC = 10 + half your character level + your Wisdom modifier) or be fascinated for as long as you continue this presentation (requiring a standard action each round). Creatures that understand Lumos (the racial language of cephalumes) are unaffected. This a sense-dependent effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bolt Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bolt Graft.md new file mode 100644 index 0000000..e54a6ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bolt Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 750 +System: All legs and feet +tags: +Type: Species Graft +--- +# BOLT GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 2; **Price** 750; **System** All Legs and Feet +Dromadas have developed significant natural adaptions from spending years as prey, giving them the ability to run at high speeds. Mechanisms within your legs (or similar locomotive appendages) stimulate your muscles to allow you similar movement. When you take the run full action, you can move up to five times your speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bulwark Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bulwark Graft.md new file mode 100644 index 0000000..f38284d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Bulwark Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 600 +System: Spinal Column +tags: +Type: Species Graft +--- +# BULWARK GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 2; **Price** 600; **System** Spinal Column +Trox are intimidating creatures with sturdy, chitinous shells, and this augmentation grants you an artificial version of that armor which you can use to shield your allies. When you fight defensively or take the total defense action, you can grant half the bonus to AC granted by that action to an adjacent ally (who receives that bonus only as long as they remain adjacent to you). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Buoy Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Buoy Graft.md new file mode 100644 index 0000000..be9a08c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Buoy Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,500 +System: Brain +tags: +Type: Species Graft +--- +# BUOY GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 8; **Price** 9,500; **System** Brain +Most vlakas are acutely attuned to the emotional states of others, and with a well-timed word or a knowing glance they can bolster their allies. Augmentations to the empathic regions of your neural system emulate this trait, allowing you to identify the perfect time to encourage your allies. As a standard action, you can spend 1 Resolve Point to restore 1 Resolve Point to an ally within 30 feet. You can’t use this ability again until you have taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Carbonic Respiration Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Carbonic Respiration Graft.md new file mode 100644 index 0000000..48a97da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Carbonic Respiration Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 150 +System: Lungs +tags: +Type: Species Graft +--- +# CARBONIC RESPIRATION GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 1; **Price** 150; **System** Lungs +As plantlike creatures, khizars have different respiratory functions than oxygen-breathing creatures. A complete overhaul of your own respiratory organs enables you to breathe in carbon dioxide and exhale oxygen. (Most atmospheres considered hospitable to life have an abundant supply of both.) In situations of slow suffocation, you reduce the number of effective creatures consuming oxygen by two, unless no oxygen-breathing creatures are present. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Celestial Radiance Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Celestial Radiance Graft.md new file mode 100644 index 0000000..b4bdbb0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Celestial Radiance Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,800 +System: Skin +tags: +Type: Species Graft +--- +# CELESTIAL RADIANCE GRAFT +**Source** _Alien Archive 4 pg. 142_ +**Item Level** 4; **Price** 1,800; **System** Skin +As the scions of angels and other celestial beings, aasimars can shed an almost holy light. With thousands of photonproducing cells embedded under your dermal layer (or similar system), you can also glow brightly. As a standard action, you can cause light within 20 feet of you to increase two steps (up to bright) and light for 10 more feet beyond that to increase one step (up to normal). This lasts for 1 minute, but you can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cheek Pouches Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cheek Pouches Graft.md new file mode 100644 index 0000000..5d3b87d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cheek Pouches Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 3,900 +System: Throat +tags: +Type: Species Graft +--- +# CHEEK POUCHES GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 6; **Price** 3,900; **System** Throat +Ysoki’s cheeks are remarkably stretchy, and they use this to their advantage. Durable skin implanted in your own cheeks affords you the same benefit. You can store up to 1 cubic foot of items weighing up to 1 bulk in total in your new cheek pouches, and you can transfer a single object between hand and cheek as a swift action. You can disgorge the entire contents of your pouches onto the ground in your square as a move action that doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cold Inured Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cold Inured Graft.md new file mode 100644 index 0000000..d2217e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Cold Inured Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 150 +System: Skin +tags: +Type: Species Graft +--- +# COLD INURED GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 1; **Price** 150; **System** Skin +Esprakas’ home world is a small, frigid planetoid. Chemical warmers embedded within your skin allow you to be comfortable in similar environments. You treat severe cold as cold and extreme cold as severe cold. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Communalism Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Communalism Graft.md new file mode 100644 index 0000000..5709c3e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Communalism Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,300 +System: Brain +tags: +Type: Species Graft +--- +# COMMUNALISM GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 3; **Price** 1,300; **System** Brain +Shirrens are used to working with others as part of a team, and subtle rewiring of your neural pathways adjusts your thought processes to approach collaboration similarly. Once per day, as long as an ally is within 10 feet, you can roll a single attack roll or skill check twice and take the higher result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Defensive Ball Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Defensive Ball Graft.md new file mode 100644 index 0000000..52514bc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Defensive Ball Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,300 +System: Spinal Column +tags: +Type: Species Graft +--- +# DEFENSIVE BALL GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 3; **Price** 1,300; **System** Spinal Column +Bolidas can protect themselves in combat by rolling into a nearly impenetrable ball. This augmentation segments your own spinal column (or similar system) to allow you similar flexibility. As a move action, you condense your body into a spherical shape. While rolled up in this way, you can only uncurl as a move action or take the total defense action (whereupon the bonus you receive to your AC increases to +5). This augmentation works well with the rolling charge graft (page 146), though that augmentation isn’t required. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Desert Stride Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Desert Stride Graft.md new file mode 100644 index 0000000..440269c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Desert Stride Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 480 +System: All legs +tags: +Type: Species Graft +--- +# DESERT STRIDE GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 2; **Price** 480; **System** All Legs +Having evolved on a desert world, kasathas have little trouble traversing such terrain. Struts installed within your legs or fibers laced within your leg muscles (or similar locomotive appendages) allow you to move through nonmagical difficult terrain in deserts, hills, and mountains at your normal speed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Dessamar Magic Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Dessamar Magic Graft.md new file mode 100644 index 0000000..a2181c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Dessamar Magic Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 7 +Price: 6,200 +System: All hands +tags: +Type: Species Graft +--- +# DESSAMAR MAGIC GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 7; **Price** 6,200; **System** All Hands +Whether imago or instar, dessamars have intrinsic magical abilities. Technology-infused runes carved into your hands (or similar appendages) allow you to cast charm person once per day, as well as detect magic and telepathic message at will as spell-like abilities. The caster level for these effects is equal to your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Early Stage Adaptation Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Early Stage Adaptation Graft.md new file mode 100644 index 0000000..aaf3470 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Early Stage Adaptation Graft.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 9 +Price: 13,00 +System: All Arms and Skin +tags: +Type: Species Graft +--- +# EARLY STAGE ADAPTATION GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 9; **Price** 13,000; **System** All Arms and Skin +Even the youngest barathus have control over their mutable bodies. A series of extendable plates, elastic filaments, and reflective layers are installed throughout your skin and arms to provide you similar benefits. Once every 1d4 rounds as a swift action, you can reshape part of your body and adjust your chemistry to gain one of the following qualities. The adaptation lasts until the beginning of your next turn. + +- You can add an additional amount of damage to melee attacks equal to your Strength modifier. +- You gain a +1 enhancement bonus to AC. +- You gain resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic). +- Your reach is extended by 5 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electric Affinity Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electric Affinity Graft.md new file mode 100644 index 0000000..301c9e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electric Affinity Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,500 +System: All Hands and Skin +tags: +Type: Species Graft +--- +# ELECTRIC AFFINITY GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 8; **Price** 9,500; **System** All Hands and Skin +Having evolved on electrically active Arkanen, not only are dirindis unharmed by minor electrical effects, but they can also channel that energy into magic. Microresistors implanted under your dermal layer channel electrical energy to emitters in your hands (or similar appendages). You gain resistance 5 to electricity. In addition, you can cast jolting surge once per day and energy ray (electricity only) at will as spell-like abilities. The caster level of these effects is equal to your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electrolocation Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electrolocation Graft.md new file mode 100644 index 0000000..63113c2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Electrolocation Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 750 +System: All Hands or All Feet +tags: +Type: Species Graft +--- +# ELECTROLOCATION GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 2; **Price** 750; **System** All Hands or All Feet +Urogs, which are silicon-based, can feel the presence of other creatures through conductive surfaces. Sensors installed in your hands or feet (or similar appendages) can do the same. When you are in contact with a crystalline or metallic surface, you can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (electricity) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Elven Immunities Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Elven Immunities Graft.md new file mode 100644 index 0000000..5c16d3f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Elven Immunities Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,100 +System: Brain +tags: +Type: Species Graft +--- +# ELVEN IMMUNITIES GRAFT +**Source** _Alien Archive 4 pg. 143_ +**Item Level** 4; **Price** 2,100; **System** Brain +A species steeped in magic, elves have natural resistance to certain magical effects. Thanks to an implant in your brain, you become immune to magic sleep effects and gain a +2 enhancement bonus to saving throws against enchantment spells and effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Eternal Hope Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Eternal Hope Graft.md new file mode 100644 index 0000000..d37efd5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Eternal Hope Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,300 +System: Brain +tags: +Type: Species Graft +--- +# ETERNAL HOPE GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 3; **Price** 1,300; **System** Brain +Most gnomes have a boundless capacity for optimism, and this graft adjusts your neural pathways to facilitate positive thinking. You gain a +2 enhancement bonus to saving throws against fear effects. In addition, once per day when you roll a 1 on a d20, you can reroll the die and use the second result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocious Charge Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocious Charge Graft.md new file mode 100644 index 0000000..5898174 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocious Charge Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,250 +System: All Arms and Legs +tags: +Type: Species Graft +--- +# FEROCIOUS CHARGE GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 6; **Price** 4,250; **System** All Arms And Legs +Uplifted bears can charge at their foes to knock them down. This augmentation strengthens the muscles in your extremities and allows you to attempt a trip combat maneuver in place of a normal melee attack at the end of a charge. In addition, you can charge without taking the normal penalties to your attack roll or AC. If you have another ability that allows you to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), you also gain the ability to charge through difficult terrain. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocity Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocity Graft.md new file mode 100644 index 0000000..8e1cded --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Ferocity Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,000 +System: Heart +tags: +Type: Species Graft +--- +# FEROCITY GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 5; **Price** 3,000; **System** Heart +Orcs, half-orcs, and shobhads are known for fighting even after their wounds should otherwise have brought them down. A series of tiny pumps within your heart fill it with chemicals allowing you to stay upright when you would otherwise be knocked unconscious. Once per day, when you are brought to 0 Hit Points but not killed, you gain the dying condition (following the normal rules for death and dying) but can continue to act normally until the end of your next turn, when you become unconscious as normal. If you take additional damage before that, you cease to be able to act and fall unconscious. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Fiendish Gloom Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Fiendish Gloom Graft.md new file mode 100644 index 0000000..91c566c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Fiendish Gloom Graft.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +--- +Type: Species Graft +System: Skin +ItemLevel: 4 +Price: 1,800 +--- +# FIENDISH GLOOM GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 4; **Price** 1,800; **System** Skin +As the descendants of fiendish beings, tieflings can cloak an area in an almost unholy darkness. With thousands of gravitonic light-dampening cells embedded under your dermal layer, you can also weave a similar gloom. As a standard action, you can cause light within 20 feet of you to decrease one step. This lasts for 1 minute, but you can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Force Bolt Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Force Bolt Graft.md new file mode 100644 index 0000000..7d280f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Force Bolt Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,300 +System: Brain +tags: +Type: Species Graft +--- +# FORCE BOLT GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 6; **Price** 4,300; **System** Brain +Witchwyrds can create arcane projectiles out of the force they absorb into their hands. You must have the absorb force graft augmentation to take advantage of this augmentation, which allows you to manipulate the same energy. The force you absorb into your free hands with the absorb force graft now lasts for 6 rounds. As a standard action during that time, you can throw a magic missile (as the spell of the same name; 1d4+1 damage with the force descriptor) from each hand that has absorbed a missile, to a maximum of two missiles per round, expending the energy. You can throw additional force bolts from each hand that has absorbed a magic missile (maximum of two additional bolts per round), also expending that energy. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Gambler_s Risk.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Gambler_s Risk.md new file mode 100644 index 0000000..7c9146c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Gambler_s Risk.md @@ -0,0 +1,13 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,100 +System: Brain +tags: +Type: Species Graft +--- +# GAMBLER'S RISK +**Source** [_Interstellar Species pg. 147_](https://paizo.com/products/btq02d4w?Starfinder-Interstellar-Species) +**Item Level** 5; **Price** 3,100; **System** Brain +Worlanisi have the rare ability to gift their luck to others. This augmentation uses specially modified horn-cones, connected to your brain, that channel your mental energy into luck. Once per day as a reaction, when you or an ally you can see within 15 feet rolls an attack roll, saving throw or skill check, you can cause that creature to roll twice and take the better result. +In addition, any psychic sensitivity you have increases. If you have either the telepathy or limited telepathy species trait, its range increases by 30 feet, but you also gain the psychic reverb species trait, taking a –1 penalty to saving throws against mind-affecting effects and taking +1 damage per damage die from mind-affecting spells, weapons, and other effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Grave Touch Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Grave Touch Graft.md new file mode 100644 index 0000000..d4513ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Grave Touch Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 10 +Price: 17,000 +System: All hands +tags: +Type: Species Graft +--- +# GRAVE TOUCH GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 10; **Price** 17,000; **System** All Hands +Varculaks are undead beings, amnesiac souls locked away in barely living bodies. With undead flesh grafted onto your hands (or similar appendages) or arcane mechanisms generating negative energy installed in your palms, your melee weapons become wreathed in darkness. You impart the leech critical hit effect (Starfinder Armory 31) to any melee weapon you wield, but the saving throw DC is 10 + your character level + your Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, you regain a number of Hit Points equal to half its CR or level. If the weapon already has a critical hit effect, you must choose which to apply on a critical hit. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hardened Mantle Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hardened Mantle Graft.md new file mode 100644 index 0000000..e1378ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hardened Mantle Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,000 +System: Skin +tags: +Type: Species Graft +--- +# HARDENED MANTLE GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 8; **Price** 9,000; **System** Skin +Ijtikris are protected by stone-like shells on their heads and lower mantles. Your own skin has been strengthened with nanofibers or mystical alloys, granting you a +4 enhancement bonus to saving throws against critical hit effects. In addition, you reduce the damage you take from a critical hit by an amount equal to your character level + your Constitution bonus to a minimum of 1, or to 0 if you also have another means of reduction. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Heat Tracker Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Heat Tracker Graft.md new file mode 100644 index 0000000..2d819de --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Heat Tracker Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,225 +System: All Eyes +tags: +Type: Species Graft +--- +# HEAT TRACKER GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 3; **Price** 1,225; **System** All Eyes +Phentomites have the ability to see heat signatures. You can bring down a reactive, transparent film installed as a second set of eyelids so that you can see the same signatures as a full action. You can then detect the latent heat trails left by passing creatures, allowing you to use the Perception skill to perform the follow tracks task of the Survival skill; this also functions as the tracking universal creature rule. While this ability is active, you take a –1 penalty to Reflex saving throws. You can deactivate this ability as a move action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hold Breath Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hold Breath Graft.md new file mode 100644 index 0000000..85a75ec --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hold Breath Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 200 +System: Lungs +tags: +Type: Species Graft +--- +# HOLD BREATH GRAFT +**Source** _Alien Archive 4 pg. 144_ +**Item Level** 1; **Price** 200; **System** Lungs +Brenneris’ home world, Varturan, is covered in vast waterways, so they are acclimated to aquatic environments. Pressure stabilizers within your lungs (or similar respiratory organs) allow you to hold your breath for 10 minutes and taking actions doesn’t reduce this duration. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hyper Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hyper Graft.md new file mode 100644 index 0000000..1d387f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Hyper Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,125 +System: Heart +tags: +Type: Species Graft +--- +# HYPER GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 4; **Price** 2,125; **System** Heart +Skittermanders are known for their boundless enthusiasm and willingness to help. A microprocessor implanted in your heart (or similar organ) can temporarily increase your heart rate and give you the energy to do more. Once per day, you can take an extra move action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Impel Truth Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Impel Truth Graft.md new file mode 100644 index 0000000..901eb69 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Impel Truth Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,000 +System: Brain +tags: +Type: Species Graft +--- +# IMPEL TRUTH GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 6; **Price** 4,000; **System** Brain +Many sazarons have developed a magical way to deal with their cohabitants—tale-spinning dirindi fabulists—in order to reach the truth of certain matters. A psychic implant in your brain grants you the ability to cast zone of truth once per day as a spell-like ability. The caster level of this effect is equal to your character level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Kanabo Magic Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Kanabo Magic Graft.md new file mode 100644 index 0000000..b93e0f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Kanabo Magic Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 3,900 +System: All hands +tags: +Type: Species Graft +--- +# KANABO MAGIC GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 6; **Price** 3,900; **System** All Hands +As the children of ja noi oni, most kanabos have innate magical powers. This augmentation allows you to cast disguise self and supercharge weapon once per day each as spell-like abilities. The caster level for these effects is equal to your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lashunta Magic Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lashunta Magic Graft.md new file mode 100644 index 0000000..bb01b72 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lashunta Magic Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,200 +System: All hands +tags: +Type: Species Graft +--- +# LASHUNTA MAGIC GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 5; **Price** 3,200; **System** All Hands +Most lashuntas have the ability to cast minor spells, even if they haven’t formally studied spellcasting. With tiny attuned crystals or magically aligned plates in your palms, you can cast daze and psychokinetic hand at will and detect thoughts once per day as spell-like abilities. The caster level for these effects is equal to your level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Limited Telepathy Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Limited Telepathy Graft.md new file mode 100644 index 0000000..8e0cdfa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Limited Telepathy Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,500 +System: Brain +tags: +Type: Species Graft +--- +# LIMITED TELEPATHY GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 3; **Price** 1,500; **System** Brain +Many creatures, such as lashuntas, shirrens, and entu colonies and symbiotes (page 34), are capable of partial telepathic contact with other creatures, and this augmentation mimics that racial trait. You can telepathically communicate with any creature within 30 feet with whom you share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak at the same time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lithic Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lithic Graft.md new file mode 100644 index 0000000..68adea9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lithic Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 8,500 +System: Heart and Lungs +tags: +Type: Species Graft +--- +# LITHIC GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 8; **Price** 8,500; **System** Heart and Lungs +As silicon-based creatures, quorlus’ internal anatomy differs greatly from that of most carbon-based life-forms. This augmentation reinforces parts of your heart and lungs (or similar vital organs) with silicon plates and nets, making you immune to disease and poison. However, you can never benefit from drugs, medicinals, or similar nonmagical substances. You also gain a +2 enhancement bonus to saving throws against bleed effects. You don’t need to breathe and you don’t suffer the normal effects of being in a vacuum. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lurker Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lurker Graft.md new file mode 100644 index 0000000..0f6504a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Lurker Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,250 +System: Skin +tags: +Type: Species Graft +--- +# LURKER GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 3; **Price** 1,250; **System** Skin +Connected to the Negative Energy Plane, draeliks can almost disappear in areas of shadow. Pigmentation filters applied to your skin allow you to do the same. You gain a +4 enhancement bonus to Stealth checks in dim light or darker conditions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Maze Mind Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Maze Mind Graft.md new file mode 100644 index 0000000..85d625f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Maze Mind Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,200 +System: Brain +tags: +Type: Species Graft +--- +# MAZE MIND GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 3; **Price** 1,200; **System** Brain +Most nuars have a naturally strong sense of direction Several microchips installed in your brain help you make similar connections, granting you a +2 enhancement bonus to Piloting and Survival checks (as long as you have 1 or more ranks in those skills). In addition, you can attempt a special level-based Wisdom check (1d20 + your level + your Wisdom modifier) instead of using your total bonus in the Piloting skill to navigate or your total bonus in the Survival skill for orienteering. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Natural Weapons Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Natural Weapons Graft.md new file mode 100644 index 0000000..4cf4f5e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Natural Weapons Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 1,000 +System: Hand- Foot- or Spinal Column +tags: +Type: Species Graft +--- +# NATURAL WEAPONS GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 2; **Price** 1,000; **System** Hand, Foot, or Spinal Column +Many species have natural weapons such as tusks or a powerful tail. You have a similar augmentation that grants you the natural weapons universal creature rule (page 154); you choose the damage type of this natural weapon (bludgeoning, piercing, or slashing) when you install this augmentation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Nimble Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Nimble Graft.md new file mode 100644 index 0000000..48fb326 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Nimble Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 375 +System: All Feet +tags: +Type: Species Graft +--- +# NIMBLE GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 1; **Price** 375; **System** All Feet +The catlike pahtra are agile and graceful, even in low or zero gravity. Small hoverjets in your feet (or similar appendages) afford you similar responsiveness. When you are knocked off-kilter, you don’t gain the flat-footed condition or take the normal penalty to attacks. In addition, you can steady yourself as a swift action instead of a move action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Partner Bond Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Partner Bond Graft.md new file mode 100644 index 0000000..8d8cdff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Partner Bond Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 480 +System: Brain and Throat +tags: +Type: Species Graft +--- +# PARTNER BOND GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 2; **Price** 480; **System** Brain and Throat +Dragonkin have a long history of allying with humanoids and other species, forming bonds so close the two sometimes seem to think as one. With a small implant in your voice box (or similar organ) controlled by a microscopic chip in your brain (or similar organ), you can form a similar connection. Once this augmentation is installed, you can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, you can’t form another partner bond unless your current partner dies. You and your partner can communicate with each other as if you both had telepathy with a range of 100 feet. In addition, if combat begins with you and your partner within 30 feet of each other, both of you roll separate initiative checks but treat the higher result as both of your results. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Phase Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Phase Graft.md new file mode 100644 index 0000000..5a855d4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Phase Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 10 +Price: 17,500 +System: Skin +tags: +Type: Species Graft +--- +# PHASE GRAFT +**Source** _Alien Archive 4 pg. 145_ +**Item Level** 10; **Price** 17,500; **System** Skin +Grays can walk through solid objects. Thousands of charged filaments threaded throughout your skin give you the ability to shift yourself out of phase with this reality. As a reaction to being attacked, you can gain a 20% miss chance against that attack. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Photosynthesis Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Photosynthesis Graft.md new file mode 100644 index 0000000..6ee8ba4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Photosynthesis Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 300 +System: Skin +tags: +Type: Species Graft +--- +# PHOTOSYNTHESIS GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 1; **Price** 300; **System** Skin +Like ghorans’ skin, your skin can undergo photosynthesis, providing you with nutrition without the need to eat (though you can eat if you wish). You can go without light (either sunlight or UV light, such as from starships) for 3 days, after which you must attempt Constitution checks to avoid starvation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Polymath Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Polymath Graft.md new file mode 100644 index 0000000..f3f2617 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Polymath Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 1 +Price: 140 +System: Brain +tags: +Type: Species Graft +--- +# POLYMATH GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 1; **Price** 140; **System** Brain +Osharus teach their young from an early age to appreciate the vast amounts of knowledge to be learned everywhere. This augmentation helps to supercharge your neural pathways to quickly retrieve anything you might have learned. Once per day, you can automatically succeed at an attempt to aid another on an Intelligence-based skill check. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Prehensile Tail Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Prehensile Tail Graft.md new file mode 100644 index 0000000..db1a375 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Prehensile Tail Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 11 +Price: 24,750 +System: Spinal Column +tags: +Type: Species Graft +--- +# PREHENSILE TAIL GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 11; **Price** 24,750; **System** Spinal Column +Maraquoi, huitz’plinas, and others have evolved to be able to use their tails as additional limbs. This augmentation grants you a tail that is as effective as a hand at manipulating objects and lets you wield and hold an additional hand’s worth of weapons and equipment. This doesn’t increase the number of attacks you can make during combat. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychic Shunt Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychic Shunt Graft.md new file mode 100644 index 0000000..f901a95 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychic Shunt Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 8 +Price: 9,000 +System: Brain +tags: +Type: Species Graft +--- +# PSYCHIC SHUNT GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 8; **Price** 9,000; **System** Brain +As two coherent souls bonded as one, shakaltas can suppress certain effects by diverting them to the non-dominant soul. With an arcane contrivance in your brain (or similar organ), you can accomplish a similar feat. Once per day as a reaction when you fail a saving throw against a mind-affecting effect, you can divert the effect into the recesses of your mind. You are unaffected by the effect, but for the duration of that effect, you have the offtarget condition and take a –2 penalty to skill checks. However, spells can still be cast on you to remove the mind-affecting effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychometry Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychometry Graft.md new file mode 100644 index 0000000..bdf448a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Psychometry Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,875 +System: Hands and Brain +tags: +Type: Species Graft +--- +# PSYCHOMETRY GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 4; **Price** 1,875; **System** Hand and Brain +In order to drive off an army of daemons, ancient shatoris performed a complex ritual that saved their lives but exposed them to energies of the Boneyard that irrevocably changed them. Powerful sensors in your fingertips (or similar appendages) connecting to a relay in your brain allow you glimpses into the inner workings of creatures and objects, much in the same way shatoris are connected to the past. By taking a standard action to touch a creature or object, you gain a +4 enhancement bonus to your next skill check to identify the creature, your next skill check to recall knowledge about the creature or object, or your next Sense Motive check against the creature. To touch an unwilling creature, you must succeed at a melee attack roll against the creature’s EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Resist Energy Drain Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Resist Energy Drain Graft.md new file mode 100644 index 0000000..3d8e7a5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Resist Energy Drain Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,800 +System: Heart +tags: +Type: Species Graft +--- +# RESIST ENERGY DRAIN GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 5; **Price** 2,800; **System** Heart +As unique forms of corporeal undead who retain slivers of their souls, borais are not easily affected by certain negative energy effects. Arcane shielding around or slivers of necromantically infused undead flesh woven into your heart (or similar cardiac muscle) protect you in much the same way. You take no penalties from energy drain effects, though you are still destroyed if you accrue more negative levels than you have class levels. Any negative levels you have taken are removed after 24 hours without the need for an additional saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Retract Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Retract Graft.md new file mode 100644 index 0000000..1748079 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Retract Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,100 +System: Spinal Column +tags: +Type: Species Graft +--- +# RETRACT GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 4; **Price** 2,100; **System** Spinal Column +Tortoise-like creatures, telias can retract their heads and limbs into their shells for protection. Compressors within your skeleton grant you a similar defense. When you take the total defense action, you gain a +6 bonus to your Armor Class (instead of the usual +4 bonus), and also gain the unflankable universal creature rule until the start of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Rolling Charge Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Rolling Charge Graft.md new file mode 100644 index 0000000..e350dd9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Rolling Charge Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,400 +System: All legs +tags: +Type: Species Graft +--- +# ROLLING CHARGE GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 6; **Price** 4,400; **System** All Legs +Once rolled into a ball, bolidas can knock down or push aside their foes. You must have the defensive ball graft augmentation to take advantage of this augmentation. While curled into a defensive ball, you gain the ability to charge without taking the normal penalties to your attack roll or AC, and you gain a +5 circumstance bonus to AC against attacks of opportunity during your movement. At the end of your movement, you can’t make a normal melee attack, but you can instead attempt either a bull rush or reposition combat maneuver against your target with a +4 circumstance bonus to the attack roll. Once you make a rolling charge, you can’t use this ability again until you take a 10-minute rest to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Shielded Thoughts Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Shielded Thoughts Graft.md new file mode 100644 index 0000000..6b24957 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Shielded Thoughts Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,225 +System: Bain +tags: +Type: Species Graft +--- +# SHIELDED THOUGHTS GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 6; **Price** 4,225; **System** Brain +Embri have evolved unusual ways of thinking that protect them from certain magic. With this augmentation, arcanecharged filaments form a cage around your brain (or similar organ), granting you immunity to magical charm effects and a +2 enhancement bonus to saving throws against enchantment spells and effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Skin Mimic Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Skin Mimic Graft.md new file mode 100644 index 0000000..e6bfdbb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Skin Mimic Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 450 +System: Skin +tags: +Type: Species Graft +--- +# SKIN MIMIC GRAFT +**Source** _Alien Archive 4 pg. 146_ +**Item Level** 2; **Price** 450; **System** Skin +Verthani can naturally alter the pigments in their skin, usually to create bright decorative patterns but sometimes to blend into their surroundings. With mere thought, you can control traces of potentiometric dye that have been injected throughout your skin. If you stay stationary for 1 round, you gain a +10 enhancement bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell and similar effects). If you take any action, you lose this bonus until you once again spend 1 round remaining still. If you wear clothing or armor that covers more than one-quarter of your body, you can’t use this ability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Slow Fall Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Slow Fall Graft.md new file mode 100644 index 0000000..865a934 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Slow Fall Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,200 +System: Spinal Column +tags: +Type: Species Graft +--- +# SLOW FALL GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 3; **Price** 1,200; **System** Spinal Column +The arthropodan haans can quickly weave their self-produced webbing into powerful balloons. A mechanism implanted at the base of your spinal column (or similar structure) can be used in a similar fashion. As a reaction, you can spin a web balloon to slow your fall in an environment with atmosphere. You fall at a rate of just 60 feet per round and take no damage upon landing while the balloon is inflated (which is for 1 round per level you have or until you land, whichever comes first). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Snag Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Snag Graft.md new file mode 100644 index 0000000..bbed10b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Snag Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 6 +Price: 4,400 +System: All arms +tags: +Type: Species Graft +--- +# SNAG GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 6; **Price** 4,400; **System** All Arms +A feathery, fibrous material grows from the forelimbs of wrikreechees. This augmentation, made of either artificial or biotech substitutes, provides you with your own “arm baleen.” You gain a +4 enhancement bonus to attack rolls when attempting to grapple a creature smaller than yourself. As a full action, you can make two attempts to grapple such a creature with a –4 penalty to the attack rolls. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Sneaky Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Sneaky Graft.md new file mode 100644 index 0000000..bd4ea74 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Sneaky Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,300 +System: All Feet +tags: +Type: Species Graft +--- +# SNEAKY GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 3; **Price** 1,300; **System** All Feet +Many halflings have developed stealth skills as a tool for survival. Soft pads installed in the soles of your feet (or similar appendages) make you stealthier. You gain a +2 enhancement bonus to Stealth checks. In addition, you reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Species Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Species Graft.md new file mode 100644 index 0000000..4653256 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Species Graft.md @@ -0,0 +1,20 @@ +--- +aliases: +tags: +--- +# SPECIES GRAFT +``` dataview +TABLE +System +FROM "Codex/Gear, Weapons, Vehicles & more/Augmentations/Species Graft" +SORT ItemLevel ASC +WHERE file.name != "Species Graft" +``` + +This section introduces a new type of augmentation known as a species graft, giving you the ability to partially transcend your species by taking on the racial traits of other species. Species grafts follow the rules for [[Augmentations|augmentations]], in that they are installed in specific systems on your body. Once installed, they become a part of your body and generally can't be affected by abilities that destroy or disable objects. Most of these [[Augmentations|augmentations]] are installed into the more common systems. + +Species grafts can be [[Cybernetics]], [[Biotech]], [[Magitech]] , [[Nanite]] enhancements, or any other form of augmentation. A specific species graft might describe its form, but that is merely an example. Your GM might decide what a species graft looks like when you purchase one or you might determine its specifics when you craft it. This doesn't affect how a species graft functions—only its appearance. + +The benefits of a species graft don't stack with the benefits granted by a racial trait of the same name. For example, a [[Vesk]] character can't benefit from the [[Armor Savant Graft]]. Species grafts are different from other [[Augmentations Manufacturers|augmentations]] in that they count as the racial trait mentioned in the name of the graft, and having one installed allows you to take [[Feats]] and other player options that have that racial trait as a prerequisite. For example, if you have a [[Limited Telepathy Graft]] installed, you count as having the limited [[Telepathy|Telepathy]] racial trait in order to satisfy the prerequisite for the [[Extended Telepathy]] feat. You can't replace racial traits granted by species grafts with alternate racial traits, as those must be chosen at 1st level. + +If you have a species graft removed, you no longer count as having the associated racial trait. If you have [[Feats]] or other options with that racial trait as a prerequisite, you can no longer use them. You can replace a feat with a new one that has no prerequisites by spending a full week retraining. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Squirt Blood Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Squirt Blood Graft.md new file mode 100644 index 0000000..852f251 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Squirt Blood Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 700 +System: Eye +tags: +Type: Species Graft +--- +# SQUIRT BLOOD GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 2; **Price** 700; **System** Eye +Ikeshtis have developed a unique deterrent and a small sac installed behind one of your eyes affords you a similar ability. As a move action, you can squirt blood from your eye at a foe within 30 feet. Make a ranged attack against the target’s KAC. A successful hit grants the next ally who attacks that foe the benefit of harrying fire. You can use this ability once per day, plus one additional time per day for every 5 character levels you have. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stealthy Shimmer Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stealthy Shimmer Graft.md new file mode 100644 index 0000000..72c71cd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stealthy Shimmer Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 2 +Price: 550 +System: All legs +tags: +Type: Species Graft +--- +# STEALTHY SHIMMER GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 2; **Price** 550; **System** All Legs +As aquatic humanoids, many kalo know how to quietly dart through the water. Sonic dampeners installed in your legs grant you a +4 enhancement bonus to Stealth checks when in water. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stonecunning Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stonecunning Graft.md new file mode 100644 index 0000000..edb0b9e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Stonecunning Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 3 +Price: 1,250 +System: All Eyes +tags: +Type: Species Graft +--- +# STONECUNNING GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 3; **Price** 1,250; **System** All Eyes +Although many dwarves now live in space stations, on starships, and in gleaming metal-and-glass buildings, they are still known for their ancestral ability to spot the smallest of flaws in worked stone. Your optical sensors are altered to provide the same benefit. You gain a +2 enhancement bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Strix Mobility Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Strix Mobility Graft.md new file mode 100644 index 0000000..7847917 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Strix Mobility Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 3,100 +System: Spinal Column +tags: +Type: Species Graft +--- +# STRIX MOBILITY GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 5; **Price** 3,100; **System** Spinal Column +Strix are known for their massive feathery wings, and you have a similar pair of appendages (either organic or mechanical) attached to your back. This grants you an extraordinary fly speed of 30 feet with average maneuverability, though it does decrease your land speed by 10 feet due to your wings’ size and bulk. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Tinker Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Tinker Graft.md new file mode 100644 index 0000000..942fa2b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Tinker Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 1,800 +System: Hand +tags: +Type: Species Graft +--- +# TINKER GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 4; **Price** 1,800; **System** Hand +Space goblins are inveterate tinkerers, sometimes not always for the best. Retractable tools in the digits of one of your hands (or similar appendage) allow you to temporarily fix objects in a hurry. As a move action, you can remove the penalties associated with the broken condition from a single piece of equipment until the start of your next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Upgrade Slot Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Upgrade Slot Graft.md new file mode 100644 index 0000000..0c68476 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Upgrade Slot Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 5 +Price: 2,700 +System: See Text +tags: +Type: Species Graft +--- +# UPGRADE SLOT GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 5; **Price** 2,700; **System** See Text +Androids can gain the benefits of certain armor upgrades by simply installing them into their bodies. This augmentation usually consists of a metallic recess in or attached to a chosen system (an arm, foot, hand, leg, or at the base of the spinal column). Regardless of whether you are wearing physical armor, you can install any one armor upgrade into this slot that could be installed into light armor. Regardless of the system, you can have only one upgrade slot graft installed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Void Flyer Graft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Void Flyer Graft.md new file mode 100644 index 0000000..4afcb6c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Augmentations/Species Graft/Void Flyer Graft.md @@ -0,0 +1,12 @@ +--- +aliases: +ItemLevel: 4 +Price: 2,000 +System: Lung and Spinal Column +tags: +Type: Species Graft +--- +# VOID FLYER GRAFT +**Source** _Alien Archive 4 pg. 147_ +**Item Level** 4; **Price** 2,000; **System** Lung and Spinal Column +Sarcesians are adapted to surviving in a vacuum as they fly among asteroids. This augmentation allows you to go 1 hour per day without breathing while also ignoring the harmful effects of a vacuum. When in a vacuum, you automatically grow wings made from pure energy, granting you a supernatural fly speed of 60 feet with average maneuverability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Computer Countermeasures.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Computer Countermeasures.md new file mode 100644 index 0000000..04e1033 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Computer Countermeasures.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# COMPUTER COUNTERMEASURES +Countermeasures form a computer system’s last defense against hackers trying to compromise it. Countermeasures are specifically designed to activate when an unauthorized user attempts unsuccessfully to access the system, usually by entering an incorrect password or by failing to bypass other security precautions. Some activate the moment a user tries to get into the system and deactivate only once the correct password has been entered. In either case, a computer can have a number of countermeasures equal to its tier. + +``` dataview +TABLE +Category, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Computer Gear/Computer Countermeasures" +SORT Level ASC +WHERE file.name != "Computer Countermeasures" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Alarm.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Alarm.md new file mode 100644 index 0000000..e6e75b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Alarm.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 10 +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - ALARM + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10 credits; **Type** Countermeasure +One of simplest countermeasures, this program sends an alert to a specific individual or station if someone attempts to breach the system. If the computer has a control module connected to an actual alarm, this countermeasure can trigger that alarm. If the computer controls a robot, trap, or weapon, an alarm can also activate them. The alarm countermeasure costs 10 credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Fake Shell.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Fake Shell.md new file mode 100644 index 0000000..3891e2e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Fake Shell.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 50% of computer's base price + 10% of price of control and data modules +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - FAKE SHELL + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 50% of computer's base price + 10% of price of control and data modules; **Type** Countermeasure +This particularly cunning countermeasure creates an entirely fake network and system directory for anyone accessing the system that fails to bypass this countermeasure. The phony network has cloned control modules and data modules to make it appear to be the actual system, but the control modules do not actually work and the data modules contain garbage files. A character can uncover this ruse with a successful Computers check with a DC equal to the system’s DC + 5. See Detect Fake Shell on page 138 for more information. The fake shell countermeasure costs 50% of the base price of the computer plus 10% of the price of its control and data modules. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Feedback.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Feedback.md new file mode 100644 index 0000000..3a8576a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Feedback.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 500 +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - FEEDBACK + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 500 credits; **Type** Countermeasure +This countermeasure unleashes insidious virus software into any system that tries to hack it, causing damage to that system and its programming. If you fail a check to hack the computer by 5 or more, any device used in the attempt to break into the system is infected and becomes unreliable, resulting in a –5 penalty to all skill checks involving the infected equipment. You can remove a virus from an infected system if you succeed at a Computers check with the same DC as hacking the computer that has the feedback countermeasure. At the GM’s discretion, feedback viruses can have other effects instead, such as granting a +5 circumstance bonus to anyone attempting to hack the infected system. A feedback countermeasure costs 500 credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Firewall.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Firewall.md new file mode 100644 index 0000000..d8901a7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Firewall.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 20% of computer's base price +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - FIREWALL + + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 20% of computer's base price; **Type** Countermeasure +This countermeasure does nothing to the intruder but instead partitions off modules behind an additional layer of security. Accessing the hidden modules requires another successful Computers check, usually with a DC equal to the original DC + 2. A computer can have multiple firewalls to block off multiple modules, but no one module can be protected by more than a single firewall. A firewall costs 20% of the base price of the computer. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Lockout.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Lockout.md new file mode 100644 index 0000000..8b3112b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Lockout.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 100 +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - LOCKOUT + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 100 credits; **Type** Countermeasure +A lockout countermeasure freezes a system if a user repeatedly fails attempts to access it, causing it to become entirely inaccessible. Generally, this does not mean that the system is powered down, and other modules and countermeasures can still take automated actions. Lockouts last a specified period of time, typically 10 minutes, 1 hour, or 1 day, but any time frame can be specified. A lockout cannot be disabled, even by a user with the correct passwords and credentials. It is possible to bypass a lockout by accessing physical components of the computer, requiring a successful Engineering check with the same DC as the check to hack the computer. + +A standard lockout activates if there are three failed attempts to access or hack the computer within 24 hours and costs 100 credits. A lockout can be set to allow a different number of failed attempts before activating or to last a different amount of time. If the computer has an alarm, it can be set to inform a specific terminal or communication device when each failed attempt occurs and when the lockout is activated. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Shock Grid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Shock Grid.md new file mode 100644 index 0000000..61ac1b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Shock Grid.md @@ -0,0 +1,21 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: varies +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - SHOCK GRID + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** Varies; **Type** Countermeasure +The computer and its surrounding environment are protected by a grid of conductive material that transmits a shock to anyone who fails to access the system. This has two settings: one meant to stun and one meant to kill. Normally, the stun setting happens first, with a warning about lethal force should the intruder make another attempt. The stun setting forces all creatures within 10 feet of the terminal to succeed at a Fortitude saving throw or be stunned for 1 round. The lethal setting affects nearby creatures like the stun setting but also deals electricity damage to all creatures within 10 feet of the computer, allowing a Reflex save for half damage. The save DC, damage dealt, and price all depend upon the rank of the shock grid, as indicated on the below table. Each rank added counts as one countermeasure when determining the total number of countermeasures a system can have. Only computers fixed permanently to a floor or similar surface can have shock grids. + +| Rank | DC | Damage | Price | +|------|----|--------|--------| +| 1 | 20 | 8d6 | 500 | +| 2 | 22 | 10d6 | 2,000 | +| 3 | 24 | 12d6 | 5,000 | +| 4 | 27 | 14d6 | 20,000 | +| 5 | 30 | 16d6 | 50,000 | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Wipe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Wipe.md new file mode 100644 index 0000000..43d1e52 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Countermeasures/Countermeasure - Wipe.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Countermeasure +Level: +Price: 10 +tags: +Type: Computer Gear +--- +# COUNTERMEASURE - WIPE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10 credits; **Type** Countermeasure +The system deletes specified data when an unauthorized breach is detected. This usually causes a number of data modules to be deleted from the system. Unless the owner is incredibly paranoid, this countermeasure is usually set to trigger only after two or more failed attempts to enter the system (so as to prevent accidental deletion due to a failed password attempt). Wipes don’t definitively remove data, however, unless the physical module containing the data is destroyed. Information deleted through a wipe can be recovered with 8 hours of work and a successful Computers check (DC = 10 + the DC to hack the computer). A wipe countermeasure costs 10 credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Gear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Gear.md new file mode 100644 index 0000000..8ade12c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Gear.md @@ -0,0 +1,86 @@ +--- +aliases: +tags: +--- + +# COMUTER GEAR + +**Source** _Starfinder Core Rulebook pg. 213_ +Computers control most of the modern tools and conveniences in the Starfinder universe, from simple door locks to advanced overminds controlling all incoming and outgoing traffic from a spacedock. Almost anything can be found hiding inside their mainframes, from the plans for wondrous new technological marvels to some of the darkest corporate secrets imaginable. That said, most computers consist of simple information and control systems. Gaining access to computers in order to reach their files and control modules is a common occurrence in the game—and even sometimes required. The following rules are designed to give GMs the tools necessary to design computer systems that are both interesting and challenging. +``` dataview +TABLE +Category, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Computer Gear" +SORT Level ASC +``` + +## BASICS + +Each computer system is made up of various simple statistics that tell the GM how the computer functions, what it knows, what it controls, and what it can do to defend itself. This information is presented in the following terms. + +## TIER + +The computer’s tier indicates its overall technological sophistication, from 1 to 10. A tier-1 computer might be something as simple as a common datapad, a door lock, or a lighting controller, whereas a tier-10 computer represents the systems managing the engine core of a space station or the mainframe of an Aspis Consortium intersystem office. Note that the workstation of a tier-10 computer mainframe might itself be only a tier-3 computer, but it cannot in any way access or control the full mainframe, even if hacked; it can interface with only the components to which it has been granted access. Thus, access to the mainframe itself and features it controls requires hacking its tier-10 defenses. + +The tier of a computer determines its base price and the base DC to hack into its system using a Computers check. Both of these are modified by the modules and countermeasures installed on a system (see Modules and Countermeasures below). The base DC to hack a computer is equal to 13 + 4 per tier. + +## USER INTERFACE + +A computer’s control module is the input device and display designed to allow you to enter commands into and receive data from the computer. In the Pact Worlds, most user interfaces include a keyboard, view screen, microphone, and speakers, to allow typed, spoken, or gesture-based commands to be given to the computer and to deliver graphic or audio data from the computer. These kinds of user interfaces come free with any system, and a computer can have as many as ten user interfaces per point of bulk the computer has (though normally only public systems or computers used by large companies do this). + +It is also possible for a user interface to exist only as a broadcast device (such as a comm unit), or even to have another smaller computer act as a user interface (using a control module). You can set a computer to use this kind of user interface for free when you buy it, though you must pay for the additional device separately, or you can install (or remove) user interfaces using the disable or manipulate module task of the Computers skill to alter a user interface. Such additional user interfaces do not count against the total modules a computer can have. + +You can use a hacking kit to access a computer without using a user interface, but this requires you to have physical contact with the computer or to make contact through an infosphere or similar network that is linked to the computers. + +## SIZE + +Computers can be extremely small, but miniaturizing such units without sacrificing computational power or durability increases a computer’s price. At base, a computer has a bulk equal to its tier squared. Computers with light bulk or negligible bulk can be worn easily on the wrist or clipped to communications devices and used without having to hold them in a hand. Any computer with a bulk of 1 or more must be held or set on a sturdy surface to be used. Computers with a bulk of 25 or more are not designed for portability, and normally they are permanently mounted to furniture or a vehicle or starship. You can reduce the size of a computer with the miniaturization upgrade (see page 216). + +## ACCESS AND AUTHORIZATION + +Computers are designed for users to quickly and easily gain access to their files and functions. A computer may have unsecured access, which allows anyone able to interact with its user interface to perform basic functions. In such cases it usually has secured root access, so more crucial features remain available to only a select few. A computer can have unsecured root access, but this is normally only the case for a newly-purchased computer, and the first owner is expected to establish secure root access as soon as possible. + +### ACCESS + +Access means you are able to use all the basic functions of the computer, which generally includes retrieval of any information not stored in a secure data module (see page 215), the ability to send and receive messages from other devices or systems connected to the computer (which may include access to a planetary infosphere), and control of any minor functions (such as door controls, entertainment systems, light switches, and other common household devices) controlled by the computer. + +In most cases, it is obvious at a glance whether a computer’s user interface has unsecured access or whether it is necessary to attempt a Computers check to hack the system. + +### ROOT ACCESS + +Root access is a more advanced form of access that allows you to use all of a computer’s functions and modules, bypass or set conditions for its countermeasures, and look at, copy, add to, and delete any of its secured data. With root access, you can also grant a specific individual with access the ability to use a specific module or countermeasure you control that would not normally be available to the base access level. + +You can gain root access only when a computer is first purchased, when it is granted by another creature that already has root access, or when you make a successful Computers check to hack the system and beat the computer’s normal DC by 20 or more. Normally, root access applies to a computer as a whole, but modules behind a firewall can have their own separate root access permissions. + +### SECURED COMPUTERS + +Most systems attempt to balance access and security with a two-step verification process to confirm authorized access, entailing both a physical security key (which might be nearly any tangible object, such as a keycard, palm print, or even another computer) and a password (often a fairly long string of characters entered through a keyboard, but also potentially a voiceprint or song, a telepathic command, or a riddle easily understood if you know the context). + +Characters who are authorized, have the security object, and know the password can access a computer and use it for its intended purpose without needing to hack into it. Both a security key and a password can limit a character’s access to only some modules or tiers of a computer and don’t allow the user to access other functions. If you attempt to hack a computer, you gain a significant advantage if you acquire its security key or password, each giving you a +5 bonus to Computers checks to hack. However, the access granted by such security measures can easily be revoked by someone who already has access to the computer if that individual knows you have somehow obtained a security key or learned a password. Similarly, if you use either a security key or password to gain a bonus to a Computers check and then fail that check by 5 or more, the system automatically locks access against further attempts from the specific security credential used, which no longer grants its bonus to future checks. + +## BASIC FUNCTIONS + +Computers are good at storing data, making calculations, manipulating and sorting information, performing rote tasks, and combining these tasks (often in the form of apps or programs). A computer may be set up to perform any of these functions in a general way, and it’s impossible to define everything a computer can possibly do. In general, computers can be treated as tools that streamline tasks that would otherwise demand significant bookkeeping, computation, sorting, tracking, or viewing, as long as the needed data can be input. Such tasks are normally part of a computer’s basic functions (though the data they need might well be kept behind a firewall, in a secure data module, or both), and ultimately it is up to a GM to determine a computer’s total capacity for performing such basic functions. + +A basic function can also control a simple device such as a fire-suppression system, remote door, or a video camera— anything with simple on and off functions. New basic functions of this type can be added with a successful DC 10 Computers check, though the GM has final say on what an appropriate basic function is for a computer. Anything more complex that would normally require a creature to operate must be controlled through a control module (see page 215). + +## MODULES + +Modules define what a computer is capable of doing beyond its basic functions. Computers can have any number of modules. These typically fall into one of four categories: control, secure data, spell chips, and upgrades. Control modules can operate a device or object that is in some way linked to the computer, such as a video camera or even a connected robot. A secure data module contains a vast amount of information, from technical blueprints to financial ledgers or perhaps personal correspondence. Spell chips are special magic items that allow a computer to generate spell effects. Finally, upgrades are simply improvements to the computer system that increase the difficulty of hacking the computer, expand its reach, or make it faster and easier to use. For more information about common computer modules, see Modules on page 215. + +## COUNTERMEASURES + +Countermeasures are specific actions that occur if someone tries to hack into a computer system. Some spring into action only if someone attempts and fails a Computers check to hack the system, while others activate whenever anyone tries to access the machine in any way. The most basic countermeasures simply remove access from a user or specific user interface, whereas more advanced countermeasures might alert robot sentries or even emit a lethal shock. A computer can have a maximum number of countermeasures equal to its tier. For more details about common computer countermeasures, see Countermeasures beginning on page 216. + +| Tier | Price | DC to Hack | +|------|---------|------------| +| 1 | 50 | 17 | +| 2 | 250 | 21 | +| 3 | 1,250 | 25 | +| 4 | 5,000 | 29 | +| 5 | 10,000 | 33 | +| 6 | 20,000 | 37 | +| 7 | 40,000 | 41 | +| 8 | 80,000 | 45 | +| 9 | 160,000 | 49 | +| 10 | 320,000 | 53 | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Computer Modules.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Computer Modules.md new file mode 100644 index 0000000..50b58c2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Computer Modules.md @@ -0,0 +1,21 @@ +--- +aliases: +Category: +Level: +Price: +tags: +Type: Computer Gear +--- +# COMPUTER MODULES + +Computers can have any number of modules installed. Modules can be partitioned off from other parts of a computer if placed behind firewall countermeasures, which increases their security. A computer can have multiple modules of the same type, but the bonuses they grant to a system generally do not stack with themselves. For example, a system could have three copies of the security I module (which each grant a +1 bonus to the DC), but they do not stack to increase the DC to break into the computer. + +Note that modules are a combination of both hardware and software, and as such they typically cannot be physically removed without damaging the system or rendering it inoperable. With the right amount of skill and time, a module can be disabled or manipulated, but this typically cannot be done during combat. See the Computers skill on page 137 for more information. + +``` dataview +TABLE +Category, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Computer Gear/Computer Modules" +SORT Level ASC +WHERE file.name != "Computer Modules" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Control Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Control Module.md new file mode 100644 index 0000000..123eb92 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Control Module.md @@ -0,0 +1,21 @@ +--- +aliases: +Category: Control +Level: +Price: 10% of controlled device; +tags: +Type: Computer Gear +--- +# CONTROL MODULE + + +The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer’s basic functions.)Some countermeasures might make use of a computer’s control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy drone, vehicle, or weapon turret, costs 10% of the device to be controlled. + +When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price. + +A computer can also control another computer. In this case, hacking one computer allows you to attempt to hack any computer it controls, but this does not automatically give you access to those other computers. It’s common for a lower-tier computer to be set up to control a higher-tier computer, such as when a clerk’s desk computer is linked to a company mainframe. In these cases, the lower-tier computer can only send specific, authorized commands to the higher-tier computer, though it can still be used as an access point in an attempt to hack the higher-tier computer. + +## CONTROL, COMPLEX + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10% of controlled device; **Type** Module diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Secure Data Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Secure Data Module.md new file mode 100644 index 0000000..119d8e3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Secure Data Module.md @@ -0,0 +1,30 @@ +--- +aliases: +Category: Module +Level: +Price: varies +tags: +Type: Computer Gear +--- +# SECURE DATA MODULE + +This module contains secured data relative to a specific topic, and is almost never available without root access or an action by someone with root access to grant another user the ability to access the secure data module. Since a secure data module serves to store information too important or sensitive to let fall into the hands of your average hacker, it is frequently also kept behind a firewall. + +Secure data might consist of a few simple documents or a vast library of technical specifications. The only requirement is that the data be limited to one general topic (such as a ship’s design, correspondence among members of a group, local maps and charts, etc.); additional topics require additional data modules. The price of the module depends on the topic’s size. A data module suitable for a specific small topic (such as a video log, a financial ledger, or a building schematic) costs 1 credit. A data module for an average topic (such as engineering specifications for a gun, a company’s employee database, or a large array of maps) costs 10 credits. Modules for large topics (such as the plans for a starship, a space station’s operations log, or a company’s master records) cost at least 100 credits and might cost as much as 1,000 credits. In addition to storing data that might be valuable on its own (such as plans for a military invasion), a data module allows a character with access to it to take 20 when attempting a skill check to recall knowledge on a topic related to the data module’s contents. + +## SECURE DATA, AVERAGE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10 credits; **Type** Module + +--- + +## SECURE DATA, LARGE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** Varies; **Type** Module + +## SECURE DATA, SPECIFIC + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 1 credit; **Type** Module diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Spell Chip Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Spell Chip Module.md new file mode 100644 index 0000000..a39f527 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Modules/Spell Chip Module.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: MOdule +Level: +Price: 110% of component spell gem +tags: +Type: Computer Gear +--- +# SPELL CHIP MODULE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 110% of component spell gem; **Type** Module +It is possible to create spell gems (see page 224) in the form of chips that can be slotted into a computer system. A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these spells. Spell chips cost 110% of a spell gem (page 224) with the same spells. When a spell is expended from a spell chip, the chip itself is not destroyed, and the spells can be reloaded into the spell chip for 90% of the normal price of a new spell chip. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Artificial Personality Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Artificial Personality Upgrade.md new file mode 100644 index 0000000..626911d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Artificial Personality Upgrade.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Upgrade +Level: +Price: 10% of computer's base price +tags: +Type: Computer Gear +--- +# ARTIFICIAL PERSONALITY UPGRADE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10% of computer's base price; **Type** Upgrade +An artificial personality is a program designed to allow a computer to hold conversations in plain language with both users and creatures that lack access. Such computers are often given a name and are capable of parsing expressions, slang, social cues, tone of voice, and similar elements beyond a literal understanding of spoken or written words. They can respond appropriately through algorithms and lists of billions of known phrases and expressions, developed by programmers over centuries to allow for extremely naturalsounding conversations. Such computers can even display what appear to be emotions and insights. However, unlike androids, computers with artificial personalities have not attained true consciousness. The ability of an artificial personality to hold a conversation, learn names and habits, and even give advice is based purely on its complex code and extensive lexicons. + +The primary advantage of an artificial personality is that an authorized user can operate the computer by giving simple spoken or typed commands in plain language and receive information from the computer the same way. On starships traveling far from civilized systems for months or years at a time, some owners also appreciate hearing a friendly voice and having someone to talk to, despite knowing that the “someone” isn’t an actual conscious being. Artificial personalities are sophisticated enough that the computer can attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a total bonus equal to 2 × its tier. This upgrade costs 10% of the base price of the computer. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Computer Upgrades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Computer Upgrades.md new file mode 100644 index 0000000..3ef33f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Computer Upgrades.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# COMPUTER UPGRADES +These modules improve the overall effectiveness, security, and utility of a computer system. A computer system can have any number of these modules, but their effects generally do not stack. For a better effect, a more expensive module must be purchased and installed on the computer. + +``` dataview +TABLE +Category, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Computer Gear/Computer Upgrades" +SORT Level ASC +WHERE file.name != "Computer Upgrades" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Hardened Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Hardened Upgrade.md new file mode 100644 index 0000000..184d4f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Hardened Upgrade.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Upgrade +Level: +Price: 50% of computer's base price +tags: +Type: Computer Gear +--- +# HARDENED UPGRADE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 50% of computer's base price; **Type** Upgrade +The computer and its systems are encased in armored and energy-resistant shells. The computer’s hardness increases by 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronic systems. This upgrade costs 50% of the base price of the computer. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Miniaturization Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Miniaturization Upgrade.md new file mode 100644 index 0000000..09f734c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Miniaturization Upgrade.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Upgrade +Level: +Price: 10% of computer's base price +tags: +Type: Computer Gear +--- +# MINIATURIZATION UPGRADE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10% of computer's base price; **Type** Upgrade +Treat your computer as 1 tier lower when calculating its bulk, to a minimum of tier –1. A tier-0 computer has light bulk, and a computer of tier –1 has negligible bulk. You can buy this upgrade multiple times. Each time it costs 10% of the base price of the computer. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Range Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Range Upgrade.md new file mode 100644 index 0000000..da9285e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Range Upgrade.md @@ -0,0 +1,28 @@ +--- +aliases: +Category: Upgrade +Level: +Price: varies +tags: +Type: Computer Gear +--- +# RANGE UPGRADE + +While most computers have access to remote systems and local infospheres, this connection does not necessarily extend to other devices. A computer that controls a comm unit can use that comm unit to send and receive messages but cannot use it to control devices. The range upgrade provides a secure, remote connection to a device which allows it to be controlled from a distance. Without this upgrade, a computer must be physically connected to the devices it controls with its control modules. Range I allows the computer to control a device wirelessly within 100 feet, and costs 5 credits (this includes the adjustments to both the computer and the connected device). Extending this range to 1 mile (Range I) costs 50 credits, while increasing it to planetwide (Range III) costs 100 credits (requiring an infosphere connection for both the computer and device). + +## RANGE, I (100 FEET) + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 5 credits; **Type** Upgrade + +--- + +## RANGE, II (1 MILE) + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 50 credits; **Type** Upgrade + +## RANGE, III (PLANETWIDE) + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 100 credits; **Type** Upgrade diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Security Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Security Upgrade.md new file mode 100644 index 0000000..5a68570 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Security Upgrade.md @@ -0,0 +1,20 @@ +--- +aliases: +Category: Upgrade +Level: +Price: varies +tags: +Type: Computer Gear +--- +# SECURITY UPGRADE + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** Varies; **Type** Upgrade +This bolsters the overall security of the computer, increasing the DC of the Computers check to hack the computer and gain access to its modules. This upgrade comes in multiple ranks, each stronger and more secure than the last. Refer to the below table to determine the DC increase and the price (in percentage of the base price of the computer). A computer cannot benefit from more than one security upgrade. + +| Rank | DC Increase | Price | +|--------------|-------------|-------------------------------| +| Security I | +1 | 25% of computer’s base price | +| Security II | +2 | 50% of computer’s base price | +| Security III | +3 | 75% of computer’s base price | +| Security IV | +4 | 100% of computer’s base price | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Self-Charging Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Self-Charging Upgrade.md new file mode 100644 index 0000000..6a86d0e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Self-Charging Upgrade.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Upgrade +Level: +Price: 10% of computer's base price +tags: +Type: Computer Gear +--- +# SELF-CHARGING UPGRADE + +## SELF-CHARGING + +**Source** _Starfinder Core Rulebook pg. 215_ +**Price** 10% of computer's base price; **Type** Upgrade +While most computers can operate for up to 24 hours on internal batteries, this upgrade makes it so that the computer can function for up to 1 week on its internal power alone. Multiple purchases of this upgrade each extend the time by 1 additional week. This upgrade costs 10% of the base price of the computer. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Telepathic User Interface Upgrade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Telepathic User Interface Upgrade.md new file mode 100644 index 0000000..fd8bd44 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Computer Gear/Computer Upgrades/Telepathic User Interface Upgrade.md @@ -0,0 +1,13 @@ +--- +aliases: +Category: Upgrade +Level: +Price: 10% of computer's base price +tags: +Type: Computer Gear +--- +# TELEPATHIC USER INTERFACE UPGRADE + +**Source** _Alien Archive 2 pg. 27_ +**Price** 10% of computer's base price; **Type** Upgrade +This upgrade allows a creature with limited telepathy or telepathy to access a computer via a telepathic user interface without having physical access, as long as the computer is within the creature’s telepathic range. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Bhanda - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Bhanda - Companions.md new file mode 100644 index 0000000..942033e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Bhanda - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 4-11 +Type: Small magical beast +--- +# BHANDA - COMPANIONS + + + +**Source** _Galaxy Exploration Manual pg. 67_ +Bhandas are slender, pale, lemur-like creatures that mimic the hunting cry of a winged apex predator to flush out prey. + +## BHANDALEVELS 4-11 + +Small magical beast +**Senses** darkvision 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 30 ft., climb 20 ft. +**Melee Attack** bite (P) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Cha + +### SPECIAL ABILITIES + +**Horrific Shriek (Su)** Every 1d4 rounds, a bhanda can shriek as a standard action. All creatures within 30 feet except for you must succeed at a Will saving throw (DC = 10 + half the bhanda’s level + the bhanda’s Charisma modifier) or gain the shaken condition for 1 round. Creatures that fail their saving throw against a bhanda’s horrific shriek can’t be affected by that bhanda’s horrific shriek for 24 hours. +**Unnerving Gaze (Su)** As long as your bhanda is adjacent to you, you gain a +2 circumstance bonus to Intimidate checks against creatures within 30 ft. that can see your bhanda, and the DC of any spell you cast with the fear descriptor increases by 1. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Chostolichi - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Chostolichi - Companions.md new file mode 100644 index 0000000..2c20070 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Chostolichi - Companions.md @@ -0,0 +1,24 @@ +--- +Type: Creature Companion +Level: 4-20 +Type: Large undead +--- +# CHOSTOLICHI - COMPANIONS +**Source** _Galaxy Exploration Manual pg. 95_ +Reanimated from several smaller bodies and fused into a vaguely saurian shape, chostolichi servitors develop a pack mentality that desperately seeks a leader. + +## CHOSTOLICHILEVELS 4-20 + +Large undead +**Senses** darkvision 60 ft. +**Good Save** Will; **Poor Saves** Fort, Ref +**Defensive Abilities** undead immunities +**Speed** 35 ft. +**Melee Attack** bite (P) or tail (B) +**Space** 10 ft. **Reach** 10 ft. +**Ability Modifiers** Str, Cha + +### SPECIAL ABILITIES + +**Crumbling Embrace (Ex)** When reduced to 0 Hit Points by a melee attack, a chostolichi entangles the attacker until the end of the attacker’s next turn unless it succeeds at a Reflex saving throw (DC = 10 + 1-1/2 × the chostolichi’s level). +**Draining Bite (Su)** Once per hour when it damages a living significant enemy with its bite attack, a chostolichi can absorb part of the target’s vital essence, restoring a number of Hit Points equal to one-tenth the chostolichi’s maximum HP. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Cloud Ray - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Cloud Ray - Companions.md new file mode 100644 index 0000000..3da7c47 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Cloud Ray - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 6-20 +Type: Large undead +--- +# CLOUD RAY - COMPANIONS +_SFS Note: The cloud ray’s Natural Thruster ability grants benefits until the end of the cloud ray’s next turn._ +**Source** _Alien Archive 4 pg. 21_ +Cloud rays can be tamed with patience and food, making them favorite mounts for gas prospectors and naturalists on gas giants. Raised to smaller sizes than their wild counterparts, they serve as ideal companions for groups or industrial use in aerial environments. Their ability to survive by grazing on floating algae and lichen makes them more reliable than many vehicles in isolated frontiers. Careful control over what and how much the beast eats helps keep them in their docile grazing cycle and suppresses their combustible death throes as well. Most cloud rays bond to a single master, becoming notoriously difficult with new riders. Cloud rays can flourish on almost any gas giant, and domesticated rays can even survive in the skies above terrestrial worlds with proper supplements. + +## CLOUD RAYLEVELS 6-20 + +Huge animal +**Senses** low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Resistances** electricity 10 +**Weaknesses** vulnerable to fire +**Speed** 5 ft.; fly 70 ft. (Ex, perfect) +**Melee Attack** tail lash (S) +**Space** 15 ft. **Reach** 15 ft. +**Ability Modifiers** Str, Dex + +### SPECIAL ABILITIES + +**Natural Thruster (Ex)** Three times per day as a swift action, a cloud ray companion can gain a burst of speed until the beginning of its next turn. During this time, it doubles its fly speed, gains Spring Attack as a bonus feat, and deals additional damage with its tail lash equal to half its level. +**Tail Taser (Ex)** A cloud ray companion’s tail lash attacks gain the stunned critical hit effect. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Creature Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Creature Companions.md new file mode 100644 index 0000000..0de8236 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Creature Companions.md @@ -0,0 +1,16 @@ +--- +aliases: +tags: +--- +# CREATURE COMPANIONS + +The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger. + +--- +``` dataview +TABLE +Level, Type +FROM "Codex/Gear, Weapons, Vehicles & more/Creature Companions" +SORT Level ASC +WHERE file.name != "Creature Companions" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Draserka - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Draserka - Companions.md new file mode 100644 index 0000000..3b99588 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Draserka - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 7-20 +Type: Large dragon +--- +# DRASERKA - COMPANIONS + +**Source** _Alien Archive 3 pg. 143_ +Often called “desert drakes,” draserkas are draconic creatures native to the side of Verces known as Fullbright, where the sun never sets, the earth is scorched, and the air is always superheated. These red drakes with blue wings are infamous for breathing balls of crackling electricity at foes, and they can fly at incredible speeds when they’ve built up their momentum. + +## DRASERKA LEVELS 7-20 + +Large dragon +**Senses** blindsense (vibration and scent) 60 ft., darkvision 60 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 30 ft., burrow 20 ft., fly 60 ft. (Ex, average) +**Melee Attack** bite (P) +**Ranged Attack** sandstorm breath (E) +**Space** 10 ft. **Reach** 10 ft. +**Ability Modifiers** Str, Con + +### SPECIAL ABILITIES + +**Sandstorm Breath (Ex)** Every 1d4 rounds, a draserka can breathe a ball of electrically charged sand as a ranged attack that targets EAC. This attack is a 60-foot cone and has the blast weapon special property. + +**Speed Surge (Ex)** If you are mounted on your draserka companion and it takes two move actions to fly its speed, its fly speed increases to 70 feet for those actions. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Empathnid - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Empathnid - Companions.md new file mode 100644 index 0000000..07699a0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Empathnid - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-10 +Type: Diminutive vermin +--- +# EMPATHNID - COMPANIONS + +**Source** _Alien Archive 3 pg. 143_ +Originally discovered by Pact Worlds explorers on a jungle planet in the Vast, empathnids are available in a staggering array of colors and have become popular pets. The 8-inch spiders are most notable for their almost supernatural empathy for other creatures, and their venom has a stabilizing effect on most creatures. + +## EMPATHNIDLEVELS 1-10 + +Diminutive vermin +**Senses** blindsense (emotion) 60 ft., darkvision 60 ft. +**Good Save** Will; **Poor Saves** Fort, Ref +**Speed** 40 ft., climb 40 ft. +**Melee Attack** bite (P) +**Space** 1 ft. **Reach** 0 ft. +**Ability Modifiers** Dex, Wis + +### SPECIAL ABILITIES + +**Moral Support (Ex)** While your empathnid companion is sharing your space, you gain a +2 morale bonus to saving throws against emotion and pain effects. + +**Stabilizing Venom (Ex, 4th level)** Once per day as a standard action, an empathnid can inject its venom into a dying creature in its space, automatically stabilizing that creature. If you are dying, your empathnid companion can use actions as though you were consciously directing it, but only to attempt to stabilize you. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Eshar - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Eshar - Companions.md new file mode 100644 index 0000000..25a6fef --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Eshar - Companions.md @@ -0,0 +1,27 @@ +--- +Type: Creature Companion +Level: 10-20 +Type: Huge animal +--- +# ESHAR - COMPANIONS + +**Source** _Alien Archive 3 pg. 144_ +Eshars are hulking, serpentine beasts from the expansive, sandy deserts of the tidally locked planet Verces. They are used for battle, transportation, and even for sport, in an elaborate zone-capturing game that can last for days. + +## ESHARLEVELS 10-20 + +Huge animal +**Senses** blindsight (vibration) 60 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Defensive Abilities** ferocity; **Resistances** fire 5 +**Weaknesses** vulnerable to cold +**Speed** 30 ft.; burrow 60 ft. +**Melee Attack** tail (B) +**Space** 15 ft. **Reach** 10 ft. +**Ability Modifiers** Con, Dex + +### SPECIAL ABILITIES + +**Lie in Wait (Ex)** While mounted on your eshar companion, you can remain burrowed in sand or loose dirt for up to 1 hour, and if combat begins during this time, you gain a +4 circumstance bonus to any skill check (normally Perception or Stealth) to determine whether you act in a surprise round. + +**Screech (Ex)** As a standard action, an eshar can unleash a terrifying screech, causing each creature within 30 feet to become shaken for 1d4 rounds unless it succeeds at a Will saving throw (DC = 10 + 1-1/2 × the eshar’s level). Regardless of whether a creature succeeds at this check, it is immune to that eshar’s screech for 24 hours. Eshars are immune to the screech ability of other eshars, and you are immune to the screech of your own eshar companion. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Glitch Gremlin - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Glitch Gremlin - Companions.md new file mode 100644 index 0000000..e1478d4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Glitch Gremlin - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Tiny fey +--- +# GLITCH GREMLIN - COMPANIONS + +**Source** _Tech Revolution pg. 34_ +See Magic Hack Gremlin Companion. + +## GLITCH GREMLINLEVELS 1-20 + +Tiny fey +**Senses** low-light vision +**Good Save** Will; **Poor Saves** Fort, Ref +**Speed** 20 ft., climb 20 ft. +**Melee Attack** bite (P) or jolt (E) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Dex, Int + +### SPECIAL ABILITIES + +**Jolt (Su)** Every 1d4 rounds, a glitch gremlin can channel an electrical blast as a ranged attack that targets EAC. This ray has a range increment of 30 feet. +**Short Circuit (Su, 7th level)** A glitch gremlin that critically hits a creature with its bite or jolt attack can cause one computer, technological item, or weapon without the analog special property in the target’s possession to become broken for 1d4 rounds unless the target succeeds at a Will save (DC = 10 + the gremlin’s level). If the broken condition would have no effect on the item, the condition instead causes the weapon to have a 20% chance of malfunctioning each round it’s turned on and each time it’s activated. When an item malfunctions, it is deactivated, cannot be used until the beginning of the user’s next turn, and produces no effect (wasting the action used to operate it). +**Tech Support (Ex)** While your glitch gremlin is adjacent to you or in your space, you gain a +2 morale bonus to Engineering checks to arm explosives and disable devices. You also gain this bonus to Computers checks to hack computers; disable modules and systems; and destroy modules and systems. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ilskitt - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ilskitt - Companions.md new file mode 100644 index 0000000..c52fb5b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ilskitt - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-8 +Type: Tiny animal +--- +# ILSKITT - COMPANIONS + + +**Source** _Galaxy Exploration Manual pg. 67_ +Natives of Vesk-3, ilskitts look like brightly colored owls with weasel-like torsos. They love to steal and hoard objects, and they are known to bring their owners gifts of items they “find.” + +## ILSKITTLEVELS 1-8 + +Tiny animal +**Senses** darkvision 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 20 ft., climb 20 ft., fly 20 ft. (Ex, average) +**Melee Attack** talon (S) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Dex, Wis + +### SPECIAL ABILITIES + +**Distracting (Ex)** Ilskitts gain a +4 racial bonus to AC against attacks of opportunity for entering or leaving an opponent’s space. If your ilskitt is sharing an opponent’s space, that opponent takes a –2 penalty to Perception and Sense Motive checks. +**Filch (Ex)** As a standard action, your ilskitt can attempt to steal an item that isn’t being wielded or worn from a creature within 60 feet of you using the pick pocket task of the Sleight of Hand skill. An ilskitt’s bonus to this check is 4 + the ilskitt’s level, or your Sleight of Hand bonus, whichever is higher. The target automatically succeeds at noticing the attempt. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Iridian Echo - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Iridian Echo - Companions.md new file mode 100644 index 0000000..28e46dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Iridian Echo - Companions.md @@ -0,0 +1,24 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Medium outsider +--- +# IRIDIAN ECHO - COMPANIONS + +**Source** _Galaxy Exploration Manual pg. 95_ +The mysterious spectra defend the Drift, and some can appear on multiple planes simultaneously. When an iridia spectra leaves the Material Plane, it sometimes leaves behind a crystalline, humanoid husk known as an iridian echo. + +## IRIDIAN ECHOLEVELS 1-20 + +Medium outsider +**Senses** darkvision 60 ft. +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 30 ft., 30 ft. fly (Ex, average) +**Melee Attack** slam (B) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Str, Cha + +### SPECIAL ABILITIES + +**Bitter Beam (Su)** Every 1d4 rounds, an iridian echo can fire a beam of cold from one hand as a ranged attack that targets EAC and has a range increment of 50 feet. +**Technician (Ex)** An iridian echo can attempt Computers and Engineering checks using its skill bonus. While your iridian echo companion is adjacent to you, you gain a +1 morale bonus to Computers and Engineering checks. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Izhash - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Izhash - Companions.md new file mode 100644 index 0000000..c21312d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Izhash - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 11-20 +Type: Large plant +--- +# IZHASH - COMPANIONS + +**Source** _Galaxy Exploration Manual pg. 67_ +Originating in the jungles of Ukulam on Castrovel, izhashes are fearsome ambush predators with sensitive feeler tendrils. + +## IZHASHLEVELS 11-20 + +Large plant +**Senses** blindsight (vibration) 60 ft., sightless +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 50 ft. +**Melee Attack** bite (P) +**Ranged Attack** adhesive spit (A) +**Space** 10 ft. **Reach** 10 ft. +**Ability Modifiers** Con, Str + +### SPECIAL ABILITIES + +**Adhesive Spit (Ex, 12th level)** Every 1d4 rounds, an izhash can launch a tether of sticky strands as a ranged attack against EAC with a range of 60 feet. A creature hit by this attack must succeed at a Reflex saving throw (DC = 10 + half the izhash’s level + the izhash’s Strength modifier) or become entangled for 1 round. Creatures entangled by this ability are immobile and tethered to the izhash. +**Compression (Ex)** Your izhash can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Klikharp - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Klikharp - Companions.md new file mode 100644 index 0000000..f3d06f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Klikharp - Companions.md @@ -0,0 +1,32 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Medium vermin +--- +# KLIKHARP - COMPANIONS + +**Source** _Alien Archive 4 pg. 65_ +Klikharps naturally make affable creature companions. + +## KLIKHARPLEVELS 1-20 + +Medium vermin +**Senses** blindsense (vibration) 60 ft., darkvision 60 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 40 ft., climb 20ft. +**Melee Attack** bite (P) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Str + +### SPECIAL ABILITIES + +**Gentle Thrum (Su)** The klikharp’s gentle thrum is especially soothing for shirrens and other creatures with blindsense (vibration), including themselves. Affected creatures gain a +2 morale bonus to saves against emotion and pain effects. +**Mutations (Ex)** The klikharp has a mutable genetic code resulting from of once being a part of the Swarm. Each klikharp starts with two mutations from the list below; they can add an additional mutation at 7th level and another at 13th. At each level they can slip into their chrysalis for a week and switch out the mutations they previously selected. The exception to this is the growth option, which is permanent. +_Bioluminescent:_ As a move action, the klikharp can increase the light level two steps (to a maximum of normal light) in a 10-foot radius centered on itself for 1 minute. +_Burrowing:_ The klikharp has a burrow speed of 30 feet. +_Discordant:_ The klikharp can make a shriek ranged attack that deals sonic damage, targets EAC, and has a range increment of 30 feet. +_Growth:_ The klikharp grows one size category. It can choose this option twice to become Huge. Growth mutations can’t be undone. +_Maestro:_ As a move action, the klikharp can imitate any instrument or sound (but not speech), giving a creature a +4 circumstance bonus to Profession (musician) checks. The target must have the klikharp as its bonded creature companion. +_Sealed Carapace:_ The klikharp gains the void adaptation universal creature rule (page 157). +_Springy:_ The klikharp can take 20 on Athletics checks to jump and the DC is not doubled for lacking a running start. +_Winged:_ The Klikharp has a flight speed of 30 feet (Ex., average). The klikharp must be 7th level or higher to select this mutation. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Linnormling - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Linnormling - Companions.md new file mode 100644 index 0000000..23fb3de --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Linnormling - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 6-20 +Type: Tiny fey (aquatic) +--- +# LINNORMLING - COMPANIONS + +**Source** _Interstellar Species pg. 82_ +Despite their size, linnormlings claim to be descendants of the Eldest Ragadahn. They’re willful creatures yet offer their expertise with curses to anyone offering them proper tribute. + +## LINNORMLINGLEVELS 6-20 + +Tiny fey (aquatic) +**Senses** darkvision 60 ft.; low-light vision +**Good Save** Will; **Poor Saves** Fort, Ref +**Speed** fly 30 ft. (Su, perfect); swim 30 ft. +**Melee Attack** bite (P) +**Ranged Attack** zap (E) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Dex, Cha + +### SPECIAL ABILITIES + +**Spiteful Curse (Su; 10th level)** When the linnormling takes damage from a creature’s spell or attack, they cast bestow curse on that creature as a reaction with a range of 30 feet without having to touch the target (Will negates DC = 10 + half the linnormling’s level + the linnormling’s Charisma modifier). The curse lasts until the end of that creature’s next turn. If the spell or attack reduced the linnormling to 0 Hit Points, the curse instead lasts a number of rounds equal to the linnormling’s Charisma modifier. Once they use this ability, they can’t do so again for 1d4 rounds. +**Zap (Ex)** A linnormling has a ranged attack that deals electricity damage and has a range of 60 feet. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Localized Water Elemental - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Localized Water Elemental - Companions.md new file mode 100644 index 0000000..046991a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Localized Water Elemental - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-11 +Type: Small or Medium outsider (elemental, water) +--- +# LOCALIZED WATER ELEMENTAL - COMPANIONS + +**Source** _Interstellar Species pg. 82_ +Water elementals are common on Kalo-Mahoi, and the longer they remain on the Material Plane, the more they tend to adapt, taking on a semipermanent shape. While this diminishes some of the elemental’s resistances, it also drives them to imprint on and work with other creatures, such as kalos. + +## LOCALIZED WATER ELEMENTALLEVELS 1-11 + +Small or Medium outsider (elemental, water) +**Senses** darkvision 60 ft. +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 20 ft.; swim 40 ft. +**Melee Attack** slam (B) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Str, Dex + +### SPECIAL ABILITIES + +**Demi-Elemental (Su)** A localized water elemental lacks elemental immunities. Instead, it gains a +2 bonus to saving throws against bleed, critical hit, paralysis, poison, sleep effects, and stunning effects. A localized elemental can be flanked. +**Jet (Ex)** While in water, a localized water elemental can charge as a standard action without the normal charge penalties. When it deals damage at the end of a charge in this way, it deals additional damage equal to its level. +**Water Manipulation (Su; 5th level)** A localized water elemental can attempt grapple or reposition combat maneuvers with a +2 circumstance bonus at a range of 30 feet so long as both the elemental and its target are in contact with the same body of water. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Mahoi Manta - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Mahoi Manta - Companions.md new file mode 100644 index 0000000..2ec8387 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Mahoi Manta - Companions.md @@ -0,0 +1,31 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Large animal (aquatic) +--- +# MAHOI MANTA - COMPANIONS + +**Source** _Interstellar Species pg. 82_ +Resembling a five-eyed manta ray, a Mahoi manta is the traditional kalo mount and beast of burden. Mahoi mantas forge strong bonds with their favorite riders and range in color from pale greys and blues to black, with a rare few being pale pink or purple. + +## MAHOI MANTALEVELS 1-20 + +Large animal (aquatic) +**Senses** blindsight (scent) 60 ft, low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 5 ft.; swim 50 ft. +**Melee Attack** stinger (P) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Str, Dex + +### SPECIAL ABILITIES + +**Pack Hunter (Ex)** At the start of your turn, you can designate one creature as your prey. You and your mahoi manta are considered to be flanking your prey so long as both you and your manta are threatening that creature. +**Manta Venom(Ex; 5th level)** A mahoi manta’s sting stores a single dose of manta venom that it can choose to inject whenever it successfully hits a target with its sting attack (DC = 10 + half the mahoi manta’s level + its Strength modifier). When you rest for 10 minutes to recover Stamina Points, your mahoi manta regains its dose of venom. + +### MANTA VENOM + +**Type** poison (injury) **Save** Fortitude +**Track** Dexterity (special); **Frequency** 1/round for 4 rounds +**Effect** progression track is Sluggish–Stiffened–Staggered–Immobile; immobile functions as an end state. +**Cure** 2 saves diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pachycephalosaurid - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pachycephalosaurid - Companions.md new file mode 100644 index 0000000..ee4e3cd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pachycephalosaurid - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 3-20 +Type: Large animal +--- +# PACHYCEPHALOSAURID - COMPANIONS + +**Source** _Alien Archive 3 pg. 144_ +Pachycephalosaurids are bipedal dinosaurs with thick, domed skulls that can withstand incredible impacts—and be quite dangerous to creatures on the other end of their headbutts. A low center of gravity and wicked talons make pachycephalosaurids popular beasts of burden as well as combat-trained mounts. + +## PACHYCEPHALOSAURIDLEVELS 3-20 + +Large animal +**Senses** blindsense (scent) 60 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 40 ft. +**Melee Attack** talons (S) or headbutt (B) +**Space** 10 ft. **Reach** 10 ft. +**Ability Modifiers** Str, Con + +### SPECIAL ABILITIES + +**Body Slam (Ex)** When you are mounted on your pachycephalosaurid companion and it takes the charge action, it doesn’t take the normal charge penalties to the attack roll or its AC, and it can attempt a bull rush combat maneuver at the end of its movement instead of its normal attack, with a +4 circumstance bonus to the bull rush attempt. The pachycephalosaurid can also add its Strength modifier to this bull rush attempt. + +**Headbutt (Ex, 7th level)** When you are mounted on your pachycephalosaurid companion and a foe provokes an attack of opportunity from it, your companion can lower its powerful head and execute a headbutt as a reaction. This headbutt is a melee attack that targets the foe’s KAC and deals bludgeoning damage. If the headbutt hits, add twice your companion’s Strength modifier to the damage dealt (instead of just its Strength modifier). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pot-Bellied Bulette Companions - Companion.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pot-Bellied Bulette Companions - Companion.md new file mode 100644 index 0000000..cc0c05a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Pot-Bellied Bulette Companions - Companion.md @@ -0,0 +1,24 @@ +--- +Type: Creature Companion +Level: 2-8 +Type: Tiny magical beast +--- +# POT-BELLIED BULETTE COMPANIONS + +**Source** _Ports of Call pg. 73_ +New Horizons Luxury Retreats’ genetic engineers have reached back into the mists of lost Golarion’s past to recreate one of that planet’s most feared predators... in miniature form! By shrinking the original creature’s size and dampening its voracious appetite, these scientists have essentially domesticated the bulette. The tiny, pot-bellied versions of these landsharks retain their iconic dorsal fin and ability to burrow through the earth. + +## POT-BELLIED BULETTELEVELS 2-8 + +Tiny magical beast +**Senses** blindsense (vibration) 30 ft., darkvision 60 ft., low-light vision +**Good Save** Fort; **Bad Saves** Reflex, Will +**Speed** 30 ft., burrow 20 ft. +**Melee Attack** jaws (P) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Str, Con + +### SPECIAL ABILITIES + +**Leaping Charge (Ex)** As a full action, a pot-bellied bulette can jump, and if it enters an opponent’s space at the end of a horizontal jump or the apex of a vertical jump, it can make a melee attack. +If the pot-bellied bulette jumps at least 20 feet horizontally or 5 feet vertically, it can make two melee attacks instead of one (with the standard –4 penalty to each attack). The pot-bellied bulette gains a +4 bonus to AC against attacks of opportunity for entering or leaving an opponent’s space during this action. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Proog - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Proog - Companions.md new file mode 100644 index 0000000..ba1860d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Proog - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 1-5 +Type: Tiny ooze +--- +# PROOG - COMPANIONS + +**Source** _Alien Archive 3 pg. 144_ +Proogs are highly active shape- and color-shifting oozes that enjoy mimicking small objects; they’re most commonly bred as novelty pets. Xenobiologists disagree on how the oozes manage to so accurately duplicate details like color and pattern without sight. Proogs tend to imprint on a single larger creature, and while naturally curious, they rarely stray farther from their owner than the range of their blindsight. + +## PROOGLEVELS 1-5 + +Tiny ooze +**Senses** blindsight (life) 60 ft., sightless +**Good Save** Fort; **Poor Saves** Ref, Will +**Defensive Abilities** ooze immunities +**Speed** 20 ft. +**Melee Attack** pseudopod (B) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Con, Wis + +### SPECIAL ABILITIES + +**Convincing Accessory (Ex)** While your proog companion is in your space and not moving, you gain a +2 circumstance bonus to Disguise checks if an inanimate object would help your disguise. + +**Mimic (Ex)** A proog can look like any solid object of 1 bulk or less that it comes in contact with. It can’t imitate such an item’s function, moving parts, or the like. A creature that closely examines a mimicking proog can determine its true nature with a successful Perception check (DC = 15 + 1-1/2 × the proog’s level). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ravenous Drake - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ravenous Drake - Companions.md new file mode 100644 index 0000000..72890ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Ravenous Drake - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 1-5 +Type: Small dragon +--- +# RAVENOUS DRAKE - COMPANIONS + +**Source** _Alien Archive 4 pg. 99_ +Ravenous drakes can make suitable creature companions for those prepared to sate their appetites. + +## RAVENOUS DRAKELEVELS 1-5 + +Small dragon +**Senses** darkvision 60 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 30 ft., climb 20 ft. +**Melee Attack** bite (P), suctioning vortex (special) +**Space** 5 ft. **Reach** 5 ft.(10 ft. with suctioning vortex) +**Ability Modifiers** Str, Con + +### SPECIAL ABILITIES + +**Growth Spurt (Ex, 6th level)** Upon reaching 6th level, a ravenous drake can choose to become Medium. If it remains Small, each time it gains a new level it can choose to become Medium. +**Suctioning Vortex (Ex)** As a standard action, a ravenous drake can make a special melee attack targeting KAC by powerfully inhaling, drawing its prey into its mouth. Against a target larger than the drake, this functions as the attach universal creature ability; if the attack succeeds, the drake moves to the nearest adjacent space and attaches to the target. If the attack fails, the drake moves but doesn’t attach. +Against a target of the ravenous drake’s size or smaller, this instead functions in many ways like the swallow whole universal creature ability. The drake gains a +4 bonus to the initial attack roll but doesn’t deal damage upon initially hitting the target. On its subsequent turns, while grappling or pinning the target, the drake deals its bite damage. The drake can swallow a creature of its size or smaller. While it has swallowed a creature of its same size, the drake gains the encumbered and flat-footed conditions. +The movement from this ability—both for the drake and its target—does not provoke attacks of opportunity. The DC of Strength checks to remove an attached drake equals 10 + the drake’s level. Use the drake’s level in place of its CR to calculate the Athletics check DC to climb out of its stomach. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Shotalashu - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Shotalashu - Companions.md new file mode 100644 index 0000000..83530e7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Shotalashu - Companions.md @@ -0,0 +1,28 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Large magical beast +--- +# SHOTALASHU - COMPANIONS + + +**Source** _Alien Archive 3 pg. 145_ +While shotalashus have served as the traditional mounts of Castrovel’s lashuntas for millennia, many other species forge deep connections with the creatures—especially those with telepathic abilities. + +## SHOTALASHULEVELS 1-20 + +Large magical beast +**Senses** darkvision 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 60 ft. +**Melee Attack** claws (S) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Con + +### SPECIAL ABILITIES + +**Jungle Strider (Ex)** Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu’s speed is not impeded by natural difficult terrain such as undergrowth. + +**Telepathic Companion (Su)** If you have limited telepathy or telepathy, you can control your shotalashu companion in combat even if it can’t see or hear you, as long as it is within range of your telepathy. + +**Telepathic Link (Su)** If you are a lashunta, you can spend 1 hour and attempt a Survival check (DC = 15 + 1-1/2 × the shotalashu’s level) to form a telepathic bond with your shotalashu companion. On a success, your link functions as telepathic bond with a permanent duration, and the shotalashu is considered a combat-trained mount when carrying or fighting alongside you. You can’t be linked to more than one shotalashu at a time, but you can break your link with one shotalashu in favor of another at any time. If either you or your linked shotalashu dies while bonded, the surviving creature suffers telepathic backlash, becoming dazed for 1 round and taking 3d6 damage. If you are not a lashunta but have limited telepathy or telepathy and speak Lashunta, you can also attempt to forge this telepathic bond, but you take a –5 penalty to the Survival checks to do so. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Silicanid - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Silicanid - Companions.md new file mode 100644 index 0000000..2c13261 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Silicanid - Companions.md @@ -0,0 +1,30 @@ +--- +Type: Creature Companion +Level: 1-15 +Type: Small animal (fire) +--- +# SILICANID - COMPANIONS + +## SILICANID COMPANIONS + +_SFS Note: The silicanid companion is not legal for play without a boon permitting its use._ +**Source** _Starfinder #40: Planetfall pg. 61_ +Silicanids have surged in popularity as pets, especially on worlds outside of the Weydana system. Although they can adapt to most environments, they don't reproduce in captivity, greatly increasing their value. Small breeding populations have been released into the wild on a handful of worlds in Near Space. Silicanids can be found on the black market, where they demand an emperor’s ransom. Starfarers have happened upon silicanids on their adventures, adopting the creatures as companions. + +## SILICANIDLEVELS 1-15 + +Small animal (fire) +**Senses** blindsense (scent) 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Immunities** fire +**Weaknesses** vulnerable to cold +**Speed** 40 ft.; burrow 20 ft. +**Melee Attack** bite (F & P) or claws (F & S) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Wis + +### SPECIAL ABILITIES + +**Aura of Warmth (Ex)** Silicanids exude an aura of soothing warmth. Creatures adjacent to a silicanid are immune to the effects of cold weather, treat severe cold as cold weather, and treat extreme cold as severe cold. +**Takedown (Ex)** When a silicanid attacks on a charge and hits a creature of Medium size or smaller, the target is knocked prone. +**Tracking (Ex)** A silicanid can use Perception to perform the follow tracks task of the Survival skill, using scent. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Sun-scrapper Beetle - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Sun-scrapper Beetle - Companions.md new file mode 100644 index 0000000..0f98c4b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Sun-scrapper Beetle - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 2-16 +Type: Large vermin +--- +# SUN-SCRAPPER BEETLE - COMPANIONS + +**Source** _Alien Archive 4 pg. 27_ +Dawn beetles make agreeable companions so long as their keepers periodically remind them not to disassemble nearby vehicles and architecture. A sun-scrapper becomes anxious unless regularly provided junk and a place to store it, but properly bribed, it remains content to live with others for years. Core-divers, on the other hand, rarely remain on the surface long enough to serve as long-term companions. + +## SUN-SCRAPPER BEETLELEVELS 2-16 + +Large vermin +**Senses** darkvision 60ft +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 20 ft., burrow 10 ft. +**Melee Attack** bite (P) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Con, Str +**Other Abilities** solar adaptation, void adaptation + +### SPECIAL ABILITIES + +**Junk Fortress (Ex)** A sun-scrapper beetle gains the Barricade feat. When you’re mounted on your sun-scrapper beetle companion, you and your companion benefit equally from the cover granted by Barricade. +**Scrap (Ex)** A sun-scrapper beetle gains a +4 racial bonus to sunder combat maneuvers. +**Solar Slingshot (Ex)** A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds (Starfinder Core Rulebook 290) using Survival instead of Piloting to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can’t fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Supenga Pup - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Supenga Pup - Companions.md new file mode 100644 index 0000000..9a9ccc2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Supenga Pup - Companions.md @@ -0,0 +1,24 @@ +--- +Type: Creature Companion +Level: 2-8 +Type: Small plant +--- +# SUPENGA PUP - COMPANIONS + +**Source** _Alien Archive 4 pg. 121_ +Although fierce, supengas raised from a young age with consistent care can form strong bonds. Pups grown from cuttings mature more slowly but act less aggressively compared to their wild-born counterparts. Sometimes, a slain supenga can regrow through careful nurturing of a cutting, which results in a clone that retains much of the original creature’s memories. + +## SUPENGA PUPLEVELS 2-8 + +Small plant +**Senses** blindsense (vibration) 30 ft., low-light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 40 ft., climb 20 ft. +**Melee Attack** bite (P) or tail (B) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Str, Con + +### SPECIAL ABILITIES + +**Epicuticular Enzyme (Ex, 5th Level)** When a supenga pup damages a creature with its bite attack, the target must succeed at a Fortitude save (DC = 10 + the supenga pup’s level) or be staggered for 1 round. +**Spinning Charge (Ex)** A supenga pup can curl into a ball and launch itself at enemies. When performing this special charge, the supenga pup ignores the charge penalties, must use its tail to perform the charge’s melee attack, and increases the attack’s damage by an amount equal to its level. After resolving a spinning charge, the supenga is staggered until the end of its next turn unless it succeeds at a Fortitude saving through (DC = 10 + 1/2 the supenga pup’s level). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Swamp Strider - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Swamp Strider - Companions.md new file mode 100644 index 0000000..42fdf3a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Swamp Strider - Companions.md @@ -0,0 +1,26 @@ +--- +Type: Creature Companion +Level: 7-20 +Type: Large animal +--- +# SWAMP STRIDER - COMPANIONS + +**Source** _Alien Archive 4 pg. 123_ +Lashuntas have a long tradition of riding swamp striders, though the practice has never approached the same prestige and telepathic bond as with the reptilian shotalashus. No doubt a part of this discrepancy stems from the sheer amount of maintenance required to raise and keep a swamp strider. Behaviorally, they’re finicky eaters and temperamental creatures that lash out at unfamiliar faces. Physically, their feet tend to dry and crack painfully in arid environments or against harder surfaces, requiring shoeing with polycarbonate or plastic laminate. What’s more, their coats require extensive maintenance to avoid developing an overpowering aroma. Collectively, their maintenance requirements inspired the term “swamp sovereign,” signifying a powerful yet painfully needy individual. + +Even with these hurdles, swamp striders are a beloved curiosity. They most often appear in the lashunta strongholds of Asana, yet dozens of planets have also imported small populations of swamp striders. + +## SWAMP STRIDERLEVELS 7-20 + +Large animal +**Senses** blindsense (scent) 60 ft. +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 60 ft., swim 30 ft. +**Melee Attack** gore (P) or slam (B) +**Space** 10 ft. **Reach** 5 ft.(10 ft. with gore) +**Ability Modifiers** Dex, Str + +### SPECIAL ABILITIES + +**Ferocious Charge (Ex)** When the creature charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the creature can charge without taking the normal charge penalties to its attack roll or AC. If the creature has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), it also gains the ability to charge through difficult terrain. +**Marshborn (Ex)** A swamp strider can move through bogs without penalty to its normal speed. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tashtari - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tashtari - Companions.md new file mode 100644 index 0000000..ae78236 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tashtari - Companions.md @@ -0,0 +1,27 @@ +--- +Type: Creature Companion +Level: 4-20 +Type: Medium magical beast +--- +# TASHTARI - COMPANIONS + +**Source** _Alien Archive 3 pg. 145_ +Nicknamed “laser wolves,” tashtaris are covered in a twinkling phosphorescent coat that they can use to communicate and power their muzzle beams. Domesticated tashtaris are less dangerous than their wild counterparts, but they can still be potent threats on the battlefield. + +## TASHTARILEVELS 4-20 + +Medium magical beast +**Senses** darkvision 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Resistances** fire 5 +**Speed** 30 ft., climb 30 ft. +**Melee Attack** bite (P) +**Ranged Attack** muzzle beam (F; critical burn 1d4) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Str + +### SPECIAL ABILITIES + +**Diverting Coat (Ex)** If your tashtari companion is within 30 feet of you at the beginning of your turn, you can attempt a new saving throw against any fascination effects currently affecting you without taking an action. If the new saving throw is successful, the fascination effect ends. This has no effect on abilities that do not allow saving throws. + +**Muzzle Beam (Ex, 7th level)** Every 1d4 rounds, a tashtari can unleash a focused ray of light as a ranged attack that targets EAC. This ray has a range increment of 80 feet and the burn critical hit effect. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tetlotolan - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tetlotolan - Companions.md new file mode 100644 index 0000000..23c0097 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Tetlotolan - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-12 +Type: Small aberration +--- +# TETLOTOLAN - COMPANIONS + +**Source** _Galaxy Exploration Manual pg. 95_ +This squat hexapod’s body has radial symmetry and resembles a starfish with tall, fern-like crests that chime softly when rustled. They filter feed on sounds, migrating slowly to absorb a varied diet. + +## TETLOTOLANLEVELS 1-12 + +Small aberration +**Senses** darkvision 60 ft. +**Good Save** Will; **Poor Saves** Fort, Ref +**Resistances** sonic 5 +**Speed** 25 ft. +**Melee Attack** frond (So) +**Space** 5 ft. **Reach** 5 ft. +**Ability Modifiers** Con, Cha + +### SPECIAL ABILITIES + +**Discordant Burst (Ex, 7th level)** Every 1d6 rounds, a tetlotolan can create a 5-foot-radius burst of unsettling harmonics within 30 feet as a standard action. Creatures in the area become flat-footed and off-target for 1 round unless they succeed at a Fortitude save (DC = 10 + 1-1/2 × the tetlotolan’s level) +**Frond (Ex)** A tetlotolan’s frond attack targets EAC and has the unwieldy weapon property. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Thakasa - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Thakasa - Companions.md new file mode 100644 index 0000000..31478b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Thakasa - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 13-20 +Type: Large magical beast +--- +# THAKASA - COMPANIONS + +**Source** _Alien Archive 3 pg. 146_ +Thakasas are close evolutionary relatives of Castrovel’s shotalashus. Long before the Gap, they were the chosen mount of an aerial cavalry, but with the proliferation of flying vehicles, they have become much rarer. + +## THAKASALEVELS 13-20 + +Large magical beast +**Senses** darkvision 60 ft., low-light vision +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 30 ft., fly 60 ft. (Ex, average) +**Melee Attack** talons (P) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Str + +### SPECIAL ABILITIES + +**Death Dive (Ex)** If your thakasa companion is flying at the start of your turn, it can take the charge full action using its fly speed, provided that at least 10 feet of its movement is in a downward direction. + +**Midair Rescue (Ex)** If you fall off your thakasa companion while at least 30 feet above the ground, it automatically dives to catch you as a reaction, if able. If it catches you, you are mounted but gain the prone condition. You can use the stand up move action to lose the prone condition. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Vorac - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Vorac - Companions.md new file mode 100644 index 0000000..946974d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Vorac - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 5-12 +Type: Tiny magical beast +--- +# VORAC - COMPANIONS + +**Source** _Alien Archive 3 pg. 146_ +Voracs are eyeless, six-winged, crow-like creatures common to forested areas on several of Bretheda’s moons. They travel in large flocks in the wild, singing low and haunting songs punctuated by the crackling of raw magical energy. + +## VORACLEVELS 5-12 + +Tiny magical beast +**Senses** blindsight (thought) 60 ft.; sightless +**Good Save** Will; **Poor Saves** Fort, Ref +**Speed** 10 ft.; fly 30 ft. (Ex, perfect) +**Melee Attack** talon (S) +**Space** 2 1/2 ft. **Reach** 0 ft. +**Ability Modifiers** Wis, Cha + +### SPECIAL ABILITIES + +**Magical Transference (Sp)** Once per day while you have line of effect and line of sight to your vorac companion and it is within 30 feet of you and in an empty square, you can cast a spell as though you were in the vorac’s space instead of your own. + +**Spellcaster’s Apprentice (Su)** While your vorac companion is adjacent to or sharing your space, you gain a +2 enhancement bonus to Mysticism checks to disable a magic device and to identify and repair magic or hybrid items. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Wolliped - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Wolliped - Companions.md new file mode 100644 index 0000000..eb8dafd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Wolliped - Companions.md @@ -0,0 +1,27 @@ +--- +Type: Creature Companion +Level: 3-20 +Type: Large animal +--- +# WOLLIPED - COMPANIONS + +**Source** _Alien Archive 3 pg. 146_ +Wollipeds are common mounts in cold environs and have long served as war mounts. + +## WOLLIPEDLEVELS 3-20 + +Large animal +**Senses** blindsense (scent) 60 ft., low‑light vision +**Good Save** Fort; **Poor Saves** Ref, Will +**Speed** 50 ft.; snow stride +**Melee Attack** gore (P; critical knockdown) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Str, Dex + +### SPECIAL ABILITIES + +**Snow Stride (Ex)** A wolliped treats heavy snow as difficult terrain, and snow as normal terrain. + +**Spit (Ex, 9th level)** Once per hour as a standard action, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a Fortitude save (DC = 10 + half the wolliped’s level + the wolliped’s Strength modifier) or be sickened for 1d4 rounds. + +**Warming Presence (Ex)** While mounted on or adjacent to your wolliped companion, you treat severe cold as cold and extreme cold as severe cold. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Yasakaja - Companions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Yasakaja - Companions.md new file mode 100644 index 0000000..6dd7958 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Creature Companions/Yasakaja - Companions.md @@ -0,0 +1,25 @@ +--- +Type: Creature Companion +Level: 1-20 +Type: Large animal +--- +# YASAKAJA - COMPANIONS + +**Source** _Alien Archive 3 pg. 147_ +Native to the jungles of the isolated continent of Ukulam on Castrovel, yasakajas are furred quadrupeds with four eyes, a fox-like tail, and enormous, insectile mandibles. Yasakajas are known for being sturdy mounts with great endurance and superb mobility. + +## YASAKAJALEVELS 1-20 + +Large animal +**Senses** blindsense (vibration) 60 ft. +**Good Save** Ref; **Poor Saves** Fort, Will +**Speed** 50 ft., climb 30 ft. +**Melee Attack** mandibles (P; critical corrode) +**Space** 10 ft. **Reach** 5 ft. +**Ability Modifiers** Dex, Str + +### SPECIAL ABILITIES + +**Agile Mount (Ex)** While mounted on your yasakaja companion, reduce the DC of Survival checks to fast mount or dismount, leap, or spur mount by an amount equal to the yasakaja’s level (to a minimum of 0). + +**Mandibles (Ex, 5th level)** When a yasakaja scores a critical hit against a living creature with its mandibles attack, the naturally occurring acid in its saliva seeps into the wound, imposing the corrode (1d4) critical hit effect. A 10th- to 14th-level yasakaja’s corrode deals 2d4 damage, and a 15th-level or higher yasakaja’s corrode deals 4d4 damage. This is a poison effect. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Demolitions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Demolitions.md new file mode 100644 index 0000000..3e68db0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Demolitions.md @@ -0,0 +1,72 @@ +--- +aliases: +tags: +--- +# DEMOLITIONS + +**Source** _Tech Revolution pg. 68_ +With some basic knowhow, any adventurer can tape a grenade to a wall and detonate it with middling effect. However, only a patient demolitionist with the proper training can blow the lid off a crate without scratching the contents, collapse a bridge at an opportune moment, or vaporize a wall to launch a devastating surprise attack. +The Starfinder Core Rulebook lays out basic rules for arming and activating explosives on pages 141 and 218, though the installation speed and grenade payload better represent an anti-personnel trap than one meant to inflict structural damage. Even a typical door’s hardness and Hit Points are enough to withstand most grenades, making the ordnance required to break a door fairly cost-prohibitive. Anyone who wants to inflict property damage, such as to a door or wall, is better off using the optional demolitions system presented here, along with the expanded rules for the assess stability task of the Engineering skill found in the sidebar on page 69. + +# DEMOLITIONS + +**Source** _Tech Revolution pg. 68_ +You can use Engineering to arm explosive charges (page 69) that you can trigger later with a detonator (Core Rulebook 218). Applying an explosive charge to a surface typically takes 1 minute, plus 1 minute to program its detonator; this is the primary charge. You can also apply up to five secondary charges to the surface; this takes an additional minute per charge, and each secondary charge must be the same type and mark as the primary charge. After you set the charges, the GM rolls your Engineering check in secret, so you’re not sure how effective your explosive charges are. You gain a circumstance bonus to your Engineering check based on your primary explosive charge’s mark, and the bonus increases by 2 for each secondary charge applied to the surface. The total result can’t exceed the primary charge’s Maximum Result (see Table 2–17: Explosive Charges on this page). The Engineering check DC to disable this explosive is equal to the result of this Engineering check minus the bonuses from secondary charges. +When you activate the detonator, the charges explode; this functions as a Strength check to break the structure (Core Rulebook 409) that uses your Engineering check’s result in place of the Strength roll. If the check is successful, the explosion breaks apart the structure, allowing movement through its space and preventing it from being closed again (such as for a door). On a success, the explosion also causes collateral damage, dealing fire and piercing damage equal to twice the explosive charge’s mark to all creatures and objects adjacent to the structure (Reflex for half) and filling the damaged area with dust and smoke that grants concealment for 1 round. For every 5 by which the Engineering check exceeds the break DC, the damaging explosion’s radius increases by 5 feet (to a maximum of 5 additional feet × the charge’s mark) and its damage increases by an amount equal to the explosive charge’s mark. The total collateral damage can’t exceed the structure’s break DC. +If you fail the check by 10 or more, the explosion doesn’t harm the structure. If you fail the check by 9 or less, the explosion deals 3d6 bludgeoning damage plus an additional 1d6 damage for every 2 item levels of the primary explosive charge (rounded up) to the structure; if the demolitions included secondary charges, each one increases the damage by 1d6 (or 2d6 if the secondary charges’ item levels are 10 or higher). If you fail the check by 4 or less, this damage also ignores half the structure’s hardness. +**Controlled Explosion:** When applying explosive charges, you can take a –4 penalty to your Engineering check to limit the subsequent damage, allowing for precise explosions. Choose a number. If your Engineering check result when setting explosive charges exceeds this number, the result is instead reduced to this number. +**Embedded Charges:** Through a combination of careful calculation and drilling holes in the surface to accommodate charges, you can maximize an explosion’s destructive potential. This process takes 10 minutes per charge, 5 minutes per charge of which requires the use of a laser torch (Starfinder Armory 105). As you finish setting the charges, attempt an Engineering check (DC = 10 + 1-1/2 × the primary charge’s item level). If you succeed and all charges used in an explosion are embedded in this way, apply a +2 circumstance bonus to the demolition’s Engineering check; the explosive charges’ maximum result increases by 5. +**Quick Demolitions:** You can halve the time it takes to apply explosive charges, but doing so applies a –5 penalty to your Engineering check to determine the explosion’s result. +**Special:** Abilities and effects that allow you to increase the rate at which you arm explosives also apply to the demolitions task. If you have an ability that reduces the time required for a specific action (such as the demolition expert envoy expertise talent, Armory 145), you can take that action to arm a single charge. + +# EXPLOSIVE CHARGES + +**Source** _Tech Revolution pg. 69_ +Explosive charges are tools designed for careful installation and detonation. They can be thrown as improvised weapons with the explode (5 ft.) weapon special property and a range increment of 10 feet, dealing damage equal to their item levels. + +| Name | Level | Price | Maximum Result | Bulk | +| ------------------------- | ----- | ------- | -------------- | ---- | +| Breaching charge, mk 1 | 1 | 35 | 25 | L | +| Havoc charge, mk 1 | 2 | 130 | 20 | L | +| Infiltration charge, mk 1 | 2 | 115 | 20 | L | +| Breaching charge, mk 2 | 4 | 300 | 30 | L | +| Havoc charge, mk 2 | 5 | 430 | 25 | L | +| Infiltration charge, mk 2 | 5 | 415 | 25 | L | +| Breaching charge, mk 3 | 7 | 860 | 35 | L | +| Havoc charge, mk 3 | 8 | 1,325 | 30 | L | +| Infiltration charge, mk 3 | 8 | 1,300 | 30 | L | +| Breaching charge, mk 4 | 10 | 2,575 | 40 | L | +| Havoc charge, mk 4 | 11 | 3,600 | 35 | L | +| Infiltration charge, mk 4 | 11 | 3,500 | 35 | L | +| Breaching charge, mk 5 | 13 | 7,100 | 50 | L | +| Havoc charge, mk 5 | 14 | 10,300 | 45 | L | +| Infiltration charge, mk 5 | 14 | 9,800 | 45 | L | +| Breaching charge, mk 6 | 16 | 23,000 | 60 | L | +| Havoc charge, mk 6 | 17 | 35,000 | 55 | L | +| Infiltration charge, mk 6 | 17 | 34,000 | 55 | L | +| Breaching charge, mk 7 | 19 | 76,000 | 70 | L | +| Havoc charge, mk 7 | 20 | 118,000 | 65 | L | +| Infiltration charge, mk 7 | 20 | 115,000 | 65 | L | + + + + +## BREACHING CHARGE + +**Source** _Tech Revolution pg. 69_ +This explosive charge releases a concentrated blast that shatters most obstacles efficiently. + +## HAVOC CHARGE + +**Source** _Tech Revolution pg. 69_ +This explosive creates devastating shockwaves that fling debris and white-hot heat to damage structures and bystanders alike. Treat the result of any Engineering check as 10 higher for the purpose of determining whether a havoc charge causes collateral damage; as a result, a havoc charge can cause collateral damage even if the Engineering check is not high enough to damage or outright destroy the target structure. Treat the result of any Engineering check as 10 higher for the purpose of calculating the damage and size of any collateral damage effect, and increase maximum damage the collateral blast can deal to twice the structure’s break DC. + +## INFILTRATION CHARGE + +**Source** _Tech Revolution pg. 69_ +This ordinance relies on fast-acting chemical agents to corrode an object before delivering a quiet burst of concussive force. Noticing an infiltration charge’s detonation requires a successful DC 10 Perception check, though circumstances such as distance and intervening obstacles could significantly increase or decrease the DC. + +# ASSESS STABILITY (ENGINEERING) + +**Source** _Tech Revolution pg. 69_ +The following expands on the assess stability task on page 141 of the Core Rulebook, adding the ability to evaluate a structure. To do so, you must be within 30 feet of the structure and able to perceive it with a precise sense, or you must have access to detailed schematics. The base DC of this check is 15, modified by any circumstances such as the structure’s complexity or structure. If you succeed, you determine one of the following statistics, plus an additional statistic for every 5 by which you exceed the DC: the structure’s break DC, its hardness, or its Hit Points. If you fail the check, you can retry it after 24 hours. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Gear, Weapons, Vehicles _ more.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Gear, Weapons, Vehicles _ more.md new file mode 100644 index 0000000..01070ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Gear, Weapons, Vehicles _ more.md @@ -0,0 +1,86 @@ +--- +aliases: +tags: +--- +# GEAR + +> [!infobox|left n-th clean] +> # **ADVANCED MELEE** +> [[One Handed - Advanced Melee| One Handed]] +> [[Two Handed - Advanced Melee| Two Handed]] +> # **BASIC MELEE** +> [[One-Handed - Basic Melee| One Handed]] +> [[Two-Handed - Basic Melee| Two Handed]] +> # **RANGED WEAPONS** +> [[Smallarms| Smallarms]] +> [[Heavy Weapons| Heavy Weapons]] +> [[Sniper-Weapons| Sniper Weapons]] + + +It’s a dangerous galaxy, and a smart explorer knows that the difference between success and failure—or even life and death— may be the equipment you have at the ready. This chapter presents all sorts of different equipment, from weapons and [[Armor]] to adventuring gear for scouting new worlds. Yet not everything in this chapter is a purely technological wonder, and many of the items included here are the products of spellcasting artisans or are a blending of magic and advanced science. + +# CURRENCY + +Many worlds still retain coins or other forms of physical money from the time before the Pact, and they may occasionally use them for local trade. However, the standard unit of currency in the [[Pact Worlds]] (and the Starfinder RPG rules) is the credit. All interplanetary business is conducted in standardized credits, thanks to their backing and regulation through the [[Pact Worlds]] government and the church of Abadar. Converting a world’s economy to the credit standard is a requirement of joining the [[Pact Worlds]], and even worlds far outside the Pact’s official jurisdiction often prefer to use them, since they are so universally carried and understood. + +Credits are a combination of digital and physical currency. Most individuals and corporations in Starfinder store their funds digitally in accounts with major banking houses, protected by the strongest spells and encryption money can buy. Yet the price of such security is high: accessing these funds requires jumping through significant hoops, and official transactions between accounts must be transparent to government and banking officials, making true privacy impossible. + +## CREDSTICKS + +Fortunately, the widespread use of the credstick circumvents issues related to spending and storing currency. Flat and roughly the size of a [[Human]] finger, ranging from cheap and disposable to elaborate works of art, credsticks are a convenient way to carry and spend money. When an individual wants to load money onto a credstick, she visits an automated bank kiosk and goes through the security procedures required to place a set amount of currency on the unit. The specifics of these procedures are up to the GM, but they might include retinal scans, fingerprinting, gene reading, or some form of magical identification. + +Once loaded onto the credstick, the funds become completely anonymous, and the owner can dole out any amount to other credsticks wirelessly—sometimes, it’s easiest for owners to simply hand over the credstick itself and acquire a new one later. In addition to allowing individuals to make purchases anonymously, credsticks also provide users with peace of mind—they help keep identity theft rare and difficult, and the pickpocket who nabs your credstick gains access only to whatever funds were left on it, not your entire net worth. + +Individuals in the [[Pact Worlds]] sometimes receive money via direct account transfers, particularly if they’re being employed by reputable organizations, but most everyday purchases are made with credsticks, and nearly all black-market or confidential transactions use them. While credsticks can theoretically hold any amount, most people opt to carry smaller denominations—sticks holding only a few tens or hundreds of credits— so as not to tempt fate. As such, criminal deals often involve sacks full of credsticks with small denominations, to raise less suspicion. Only those looking to flaunt their wealth use luxury credsticks like the infamous Abadar Black stick, known throughout the [[Pact Worlds]] for its built-in secure link to an unlimited line of credit. + +In most technologically advanced urban areas, no one bothers to track fractions of credits, and few things cost a fraction of a credit. Mass production makes it cheaper to sell entire suits of clothing, prebundled into 1-credit packages, than to sell individual items worth less than a credit each. However, some credsticks are designed to allow fractional credit purchases. + +As a GM, assume that most individuals in civilized areas carry only enough credstick funds on them to make it through a week or two of expenses, and that even those who store all their funds physically keep most of it hidden somewhere safe. While credsticks make it physically possible for a character to carry a near limitless amount of money on them, you don’t want your PCs to retire just because they found a vanquished enemy’s life savings in his pocket! + +# SELLING EQUIPMENT + +In general, you can sell equipment of any type anywhere you could buy the same equipment. Since any equipment sold by PCs comes without the guarantees and reputation of major merchants and producers (and may be [[broken]], cursed, defective, or stolen), in general PCs can sell equipment for only 10% of its purchase price. A GM may change this based on the spare credits of a community, market conditions, or the factors an adventure dictates. Trade goods (see page 232) are the exception to this, since they are considered more universal, more easily checked for defects, and less traceable (and thus less likely to cause issues if they are of a questionable provenance). Trade goods can generally be sold for 100% of their purchase price, and in some cases can be used as money themselves (subject to the GM’s discretion). + +# CARRYING CAPACITY + +These carrying capacity rules determine how much your character’s equipment slows you down. Carrying capacity is based on the bulk of items, which accounts for both their weight and their unwieldiness. + +## ITEM BULK + +Each item in this chapter has a representation of its bulk, which is a number, the letter “L” if it has light bulk, or a dash (“—”) if it has negligible bulk. For example, a [[Gyrojet Rifle]] has 2 bulk, a tactical [[Knife]] has light bulk, and a _[[Ring of Sustenance]]_ has negligible bulk. + +Every 10 items that have light bulk count as 1 bulk, and fractions don’t count—so 10 items with light bulk have a total of 1 bulk, and 19 such items also have a total of 1 bulk. Items that have negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable number of them. + +Add together the numerical bulk values of all items you are wearing and carrying to determine the total amount of bulk you are carrying. + +## BULK LIMITS + +You can carry an amount of bulk up to half your Strength score without difficulty. If you carry more than that, you gain the [[encumbered]] condition, as described below, until the amount of bulk you carry becomes less than or equal to half your Strength score. You can’t voluntarily wear or hold an amount of bulk that is greater than your Strength score. If you are forced to do so (due to changing gravity, for example), you gain the [[overburdened]] condition, as described below, until the bulk you carry becomes less than or equal to your Strength score. + +If you are wearing [[Armor]], use the worse penalty (from [[Armor]] or bulk) for speed adjustments and [[Skill Checks]]. The penalties do not stack.  + +## [[ENCUMBERED]] + +While [[encumbered]], you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.  + +## [[OVERBURDENED]] + +If you have the [[overburdened]] condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks. + +## ESTIMATING BULK + +As a general rule, an item that weighs around 5 to 10 pounds is 1 bulk (and every multiple of 10 is an additional bulk), an item weighing a few ounces is negligible, and anything in between is light. An awkward or unwieldy item might have a higher bulk. + +# ITEM LEVEL + +In Starfinder, all [[Armor]], equipment, and weapons (whether magic, technological, or hybrid) are assigned an item level. While characters can utilize items of any level, Game Masters should keep in mind that allowing characters access to items far above their current level may imbalance the game. + +An object’s item level represents the scarcity and value of the technology and/or magic employed in its construction—higher-level items generally incorporate more advanced technology or mystical forces. An object’s item level also determines its hardness and Hit Points (see Breaking Objects on page 409) and is an indicator of the level at which a character should typically expect to both have access to the item and be able to craft it (see [[Crafting]] Equipment and [[Atlas Magic Items]] on page 235). + +Item level also helps convey the fact that buying equipment is more involved than just placing an order. Even finding the items you desire isn’t always easy, and those who have access to things such as powerful weapons and [[Armor]] tend to deal only with people they trust. Legitimate vendors don’t want to get reputations for selling hardware to pirates or criminals, and even criminal networks must be careful with whom they do business. + +Rather than meticulously track every arms dealer, contact, guild, and license a character has access to, the game assumes that in typical settlements you can find and purchase anything with an item level no greater than your character level + 1, and at major settlements items up to your character level + 2. The GM can restrict access to some items (even those of an appropriate level) or make items of a higher level available for purchase (possibly at a greatly increased price or in return for a favor done for the seller). + +# MAGIC AND TECHNOLOGY + +A number of abilities and effects specifically target equipment that utilizes technology or magic. All weapons and [[Armor]] are assumed to be technological in nature unless they have the analog special property (see page 180). Other equipment is listed as being magic, technological, or a hybrid of both (making it subject to effects that target either kind of item). [[Armor]] upgrades (see page 204) and [[Weapon Fusions]] (see page 191) note whether they are magic, technological, or a hybrid. If a magic fusion or upgrade is added to a technological item, that item becomes a hybrid item. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ablative Insulation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ablative Insulation.md new file mode 100644 index 0000000..adabefd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ablative Insulation.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# ABLATIVE INSULATION +Civilization on Verces exists on the thin line between fiery heat and frozen desolation. Verthani’s unique perspective on the elements led them to develop temperature-sensitive compounds with remarkable properties. _Ablative insulation_ comes in a single-use canister containing enchanted fullerene-based powder. In a process that takes 1 minute, you can spray the contents on a creature to thoroughly coat it with the powder (though it automatically avoids orifices and sensory organs such as the eyes, mouth, and nose). The creature coated gains energy resistance to all energy types (which doesn’t stack with any other source of energy resistance), and the _ablative insulation_ wears away as it prevents damage. The coating lasts for 1 hour if not ablated away sooner. Multiple coatings don’t offer any additional benefit (ignore all but the highest-level coating). Each canister contains enough material to fully cover a single Medium or smaller creature, with any excess wasted. When applied to a Large creature, the insulation provides only half the energy resistance (rounded down) and total points of absorption unless a second canister is used. If applied to a Huge or larger creature, the insulation is wasted without effect. + +**Mk 1**: The creature receives energy resistance 5 to all energy types. The coating lasts for 1 hour or until it prevents a total of 20 damage, whichever comes first. + +**Mk 2**: The creature receives energy resistance 10 to all energy types. The coating lasts for 1 hour or until it prevents a total of 40 damage, whichever comes first. + +**Mk 3**: The creature receives energy resistance 15 to all energy types. The coating lasts for 1 hour or until it prevents a total of 60 damage, whichever comes first. + +## ABLATIVE INSULATION, MK 1 + +**Source** _Pact Worlds pg. 202_ +**Level** 4; **Price** 350; **Bulk** L + +--- + +## ABLATIVE INSULATION, MK 2 + +**Source** _Pact Worlds pg. 202_ +**Level** 8; **Price** 1,500; **Bulk** L + +## ABLATIVE INSULATION, MK 3 + +**Source** _Pact Worlds pg. 202_ +**Level** 12; **Price** 5,500; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Absolute Compass.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Absolute Compass.md new file mode 100644 index 0000000..5888bf1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Absolute Compass.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 1 / 4 +Price: varies +tags: +Type: Hybrid Item +--- +# ABSOLUTE COMPASS +Once per day as a standard action, you can register the exact molecular makeup of a creature to an absolute compass by opening a compartment on the device and inserting a small sample of the creature (such as a hair, scale, or drop of blood). Once the compass is registered this way, the compass needle points toward the creature, regardless of distance. If the registered creature dies or is on a different plane from the compass, the device’s needle wobbles indecisively. More sophisticated models can register more than one creature, and the wielder simply needs to think about the creature they want to locate to have the compass switch targets. + +## ABSOLUTE COMPASS, MK 1 + +**Source** _Galactic Magic pg. 44_ +**Level** 1; **Price** 250; **Bulk** L + +### DESCRIPTION + +The compass can register one creature. + +--- + +## ABSOLUTE COMPASS, MK 2 + +**Source** _Galactic Magic pg. 44_ +**Level** 4; **Price** 1,800; **Bulk** L + +### DESCRIPTION + +The compass can register up to four creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Alluvion Theodolite.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Alluvion Theodolite.md new file mode 100644 index 0000000..d6640b6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Alluvion Theodolite.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 3 +Price: 1,750 +tags: +Type: Hybrid Item +--- +# ALLUVION THEODOLITE +**Source** _Drift Crisis pg. 55_ +**Level** 3; **Price** 1,750; **Bulk** 2 + +### DESCRIPTION + +This clockwork precision instrument, often mounted on the bridge of a starship, allows you to glean the distance and direction of Alluvion, the itinerant city in the Drift. While you’re in the Drift, the theodolite gives you a +4 insight bonus to astrogate to Alluvion (though you must still have received coordinates from some other source). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ancestor Drone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ancestor Drone.md new file mode 100644 index 0000000..fb58fe4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Ancestor Drone.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 7 +Price: 6,500 +tags: +Type: Hybrid Item +--- +# ANCESTOR DRONE +**Source** _Interstellar Species pg. 91_ +**Level** 7; **Price** 6,500; **Bulk** 4 + +### DESCRIPTION + +Stone statuettes representing ancestors feature regularly in traditional maraquoi spirituality, serving as a conduit for deceased family to commune with the living. Some maraquoi have put a new twist on this tradition by creating drones to represent the ancestors instead. An ancestor drone is a Tiny, maraquoi-shaped domestic drone (Armory 101) that functions as the hover drone of a 1st-level mechanic with no drone mods. The drone features a small display screen in its chest, typically showing a curated array of short videos and images of several ancestors. Once per day, you can ritually pose a question to the ancestor drone, which channels fragmented wisdom from your departed family to answer you; this functions as augury but doesn’t require spending Resolve Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Animistic Tools.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Animistic Tools.md new file mode 100644 index 0000000..8a100c4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Animistic Tools.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 3 / 7 / 11 +Price: varies +tags: +Type: Hybrid Item +--- +# ANIMISTIC TOOLS +People often have superstitions regarding whether objects have a spirit or intelligence, and animistic tools were made with such beliefs in mind. Each of these tool kits has the power to communicate a user’s intentions to inanimate objects. When you use _animistic tools_ with the appropriate skill and you fail a check, you can use the tool’s magic to reroll the check and take the higher result. In addition, as a move action, you can tap or bang a tool from the kit on a broken object, causing the object to ignore the penalties of being broken for a time. An item can benefit from _animistic tools_ in this way only once per day, causing some engineers to joke that no one likes percussive maintenance. + +The model of the tools determines the number of rerolls per day and the time an item ignores the broken condition. Once you use a set of animistic tools, you can’t benefit from a different set for 24 hours. + +## ANIMISTIC TOOLS, MK 1 + +**Source** _Starfinder Armory pg. 120_ +**Level** 3; **Price** 1,350; **Bulk** L + +### DESCRIPTION + +One reroll; ignore the broken condition for 1 minute + +--- + +## ANIMISTIC TOOLS, MK 2 + +**Source** _Starfinder Armory pg. 120_ +**Level** 7; **Price** 5,500; **Bulk** L + +### DESCRIPTION + +Two rerolls; ignore the broken condition for 10 minutes + +##Animistic Tools, Mk 3 + +**Source** _Starfinder Armory pg. 120_ +**Level** 11; **Price** 22,000; **Bulk** L + +### DESCRIPTION + +Three rerolls; ignore the broken condition for 1 hour \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Autopsic Scanner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Autopsic Scanner.md new file mode 100644 index 0000000..a224000 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Autopsic Scanner.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 7 +Price: 6,300 +tags: +Type: Hybrid Item +--- +# AUTOPSIC SCANNER +**Source** _Galactic Magic pg. 44_ +**Level** 7; **Price** 6,300; **Bulk** 1 + +### DESCRIPTION + +Originally created for use by law-enforcement field agents, this scanner comes in a compact metal case that unfolds to reveal a small monitor and two attached sets of color-coded medical electrodes. Neat text etched directly on the case includes basic instructions, making it usable with little training. +As a full action, you can attach an autopsic scanner’s electrodes to a corpse, causing an outline of its body to display on the device’s screen, marking major injuries. While using the device in this way, you can attempt checks to determine the cause of a creature’s death even if untrained, and you gain a +2 insight bonus to perform such checks. +While the electrodes are affixed to a corpse with an intact brain (or equivalent structure), you can use the scanner to analyze the brain, attempting to retrieve one piece of information the creature knew in its last 10 minutes of life. This can be a still image of one moment the creature ex p e r ien c e d, though details the creature didn’t consider relevant at the time are less distinct. Alternatively, the scanner can attempt to ask the corpse one question about its final moments, as speak with dead; although the effect grants no saving throw, there’s only a 20% chance the corpse’s response transliterated to the screen is intelligible. Either method of interrogation subtly changes the brain’s chemistry, making it immune to subsequent uses of the device. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Besmaran Rose.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Besmaran Rose.md new file mode 100644 index 0000000..06c8d2d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Besmaran Rose.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 15 +Price: 103,300 +tags: +Type: Hybrid Item +--- +# BESMARAN ROSE +**Source** _Drift Crisis pg. 133_ +**Level** 15; **Price** 103,300; **Bulk** L + +### DESCRIPTION + +A Besmaran Rose is an archaic, ornate compass with stylized flower petals around its circumference and a skeletal finger in place of a needle. Found in the possession of presumed Pirate Council members emerging from the Gap, these compasses have become informal badges for some councilors, with a pirate lord’s Besmaran Rose being passed to the next most senior councillor upon the former’s death. Among the Free Captains, losing a Besmaran Rose is considered a terrible omen, signaling the owner’s imminent demise. Besmara’s faith periodically creates more of these items, yet the devices remain rare. +Once per week while holding a Besmaran Rose, you can spend a full action to name an object, person, or place anywhere in the galaxy, prick your skin, and drip a drop of blood (or similar substance) onto the compass’s needle. The device quickly absorbs the blood, turns a reddish hue, and causes the skeletal finger to whirl indecisively for a moment. The compass attempts a special check, rolling 1d20+15 with a DC based on the named subject’s obscurity. The compass automatically succeeds in detecting a common subject, such as “potable water” or “a station that can repair our starship.” Rarer or more specific subjects are DC 20, such as “undersea treasure” or “the closest starport operated by the Veskarium.” Unique or carefully hidden subjects are typically DC 25 or higher, depending on their rarity, such as “Rasheen’s sunken treasure” or a specific and covert smuggler. Some subjects, like requesting secrets about the Gap, automatically fail. +If the compass fails, it provides no benefit. If the compass succeeds, it imparts a helpful vision about the subject’s location, such as a nearby landmark. Until the compass is activated again, it can rest atop a starship’s or vehicle’s controls, granting the pilot a +10 bonus to astrogate and navigate to the location. However, the Besmaran Rose only brings the user close to the objective, and additional local exploration and investigation are often necessary to uncover hidden destinations. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Captive-Star Amulet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Captive-Star Amulet.md new file mode 100644 index 0000000..7829094 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Captive-Star Amulet.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 9 / 13 / 17 +Price: varies +tags: +Type: Hybrid Item +--- +# CAPTIVE-STAR AMULET +The pendant of a _captive-star amulet_ is a miniature containment field that holds magical energy compressed to resemble a tiny star. While you wear the amulet, if a spell includes you as a target, the necklace allows you to use the counter option of _dispel magic_ against that spell as a reaction. You must attempt a dispel check (1d20 + half the amulet’s item level + your key ability score modifier). A _captive-star amulet_ works once per day, but you can spend 1 Resolve Point to activate it a second time during that same day. Once you use a given _captive-star amulet_, you can’t use a different one for 24 hours. + +_Captive star amulets_ come in three types with varying functions. + +## CAPTIVE-STAR AMULET, MAGNETAR + +**Source** _Starfinder Armory pg. 120_ +**Level** 13; **Price** 54,000; **Bulk** L + +### DESCRIPTION + +In addition to countering the spell, a _magnetar captive-star amulet_ allows you to absorb a successfully countered spell to recover one of your previously expended spell slots of a level lower than that of the negated spell. + +--- + +## CAPTIVE-STAR AMULET, RED DWARF + +**Source** _Starfinder Armory pg. 120_ +**Level** 9; **Price** 14,500; **Bulk** L + +### DESCRIPTION + +A _red dwarf captive-star amulet_ has no other functions. + +## CAPTIVE-STAR AMULET, PULSAR + +**Source** _Starfinder Armory pg. 120_ +**Level** 17; **Price** 270,000; **Bulk** L + +### DESCRIPTION + +A _pulsar captive-star amulet_ can function like a _magnetar captive-star amulet_. Alternatively, instead of negating and absorbing the spell, you can redirect the spell. You choose the spell’s new targets, area, or other variables, but statistics determined by caster level are still calculated according to its original caster. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Computer Idol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Computer Idol.md new file mode 100644 index 0000000..d98ed24 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Computer Idol.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# COMPUTER IDOL +A _computer idol_ is a small statuette that creates a field of good luck during computer use. These figures vary wildly in shape, from religious figures to trivid mascots. When you fail a Computers check, the _computer idol_ allows you to reroll and take the higher result. You must be within 5 feet of your _computer idol_ and able to see it to benefit from it. + +A _computer idol_ allows a number of rerolls per day based on its type. Once you benefit from a given _computer idol_, you can’t benefit from a different one for 24 hours. + +##Computer Idol, Mk 1 + +**Source** _Starfinder Armory pg. 120_ +**Level** 4; **Price** 1,850; **Bulk** L + +### DESCRIPTION + +One reroll + +--- + +## COMPUTER IDOL, MK 2 + +**Source** _Starfinder Armory pg. 120_ +**Level** 8; **Price** 8,500; **Bulk** L + +### DESCRIPTION + +Two rerolls + +## COMPUTER IDOL, MK 3 + +**Source** _Starfinder Armory pg. 120_ +**Level** 12; **Price** 34,000; **Bulk** L + +### DESCRIPTION + +Three rerolls \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Consciousness Transfer Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Consciousness Transfer Unit.md new file mode 100644 index 0000000..5dcb3d5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Consciousness Transfer Unit.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 14 +Price: 89,700 +tags: +Type: Hybrid Item +--- +# CONSCIOUSNESS TRANSFER UNIT +**Source** _Drift Crisis pg. 133_ +**Level** 14; **Price** 89,700; **Bulk** 20 + +### DESCRIPTION + +This metal-and-glass disk is 8 feet in diameter and has a series of sensors and electrodes mounted along one edge. In a process that takes 1 minute, a creature lying on the disk can attach electrodes to their head (or equivalent region) and transfer their mind into a computer or construct adjacent to the consciousness transfer unit, functioning as transfer consciousness (CL 14th). If the creature whose consciousness is transferred is unwilling, they can negate this effect with a successful DC 22 Will save. Once a creature has been affected by the device, whether the effect succeeded or not, they’re immune to that consciousness transfer unit’s effects for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Creator Capsule.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Creator Capsule.md new file mode 100644 index 0000000..01cb337 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Creator Capsule.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# CREATOR CAPSULE +Although it appears to be little more than an oblong case full of electronics, a _creator capsule_ is a tiny 3D printer, with a programmable interface and a supply of UPBs stored in an extradimensional space. As a full action, you can connect the _creator capsule_ wirelessly to your comm unit or computer, then command it to print one or more nonmagical personal or technological items. Printing an item requires you to have the plans on the connected device or an infosphere connection through which you can download the blueprints. + +A _creator capsule_ takes 1 round to create an item, plus 1 round per bulk of the item above light. No individual printed item can have a bulk greater than 3. The _creator capsule_ consumes itself during the printing process. Although the printer can be stopped as a move action, doing so renders the capsule useless for further printing. An item printed by the _creator capsule_ is of average quality, and it has the statistics of an ordinary item of its type. + +Based on its type, a creator capsule has the following cost and level limits on items it creates. + +## CREATOR CAPSULE, MK 1 + +**Source** _Starfinder Armory pg. 120_ +**Level** 4; **Price** 2,000; **Bulk** L + +### DESCRIPTION + +Combined cost up to 1,000 credits; item level no higher than 2 + +--- + +## CREATOR CAPSULE, MK 2 + +**Source** _Starfinder Armory pg. 120_ +**Level** 8; **Price** 9,000; **Bulk** L + +### DESCRIPTION + +Combined cost up to 4,500 credits; item level no higher than 6 + +## CREATOR CAPSULE, MK 3 + +**Source** _Starfinder Armory pg. 120_ +**Level** 12; **Price** 38,000; **Bulk** L + +### DESCRIPTION + +Combined cost up to 19,000 credits; item level no higher than 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Darkwater Grenade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Darkwater Grenade.md new file mode 100644 index 0000000..7505fb3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Darkwater Grenade.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 6 +Price: 1,400 +tags: +Type: Hybrid Item +--- +# DARKWATER GRENADE +**Source** _Alien Archive 3 pg. 17_ +**Level** 6; **Price** 1,400; **Bulk** L + +### DESCRIPTION + +A _darkwater grenade_ contains compressed, altered water molecules like a diaspora wyrm produces. The grenade has a 20-foot range increment and a capacity of drawn, and its explode special property produces a 10-foot-radius spread of light-absorbing mist, obscuring most sight and providing total concealment. This grenade works underwater and in a vacuum. A creature that has darkvision treats the field within 5 feet as if it provides only concealment. Magical light from a source of a higher level or CR than the grenade’s negates the effect if the two interact. The mist lingers for 10 minutes, but a light wind or current disperses it in 1 minute, a moderate in 4 rounds, and strong in 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Digital Harrow Deck.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Digital Harrow Deck.md new file mode 100644 index 0000000..52040e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Digital Harrow Deck.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 5 +Price: 3,500 +tags: +Type: Hybrid Item +--- +# DIGITAL HARROW DECK +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 5; **Price** 3,500; **Bulk** L + +### DESCRIPTION + +A digital harrow deck is a modernization of an archaic means of fortune-telling whose roots trace back to vanished Golarion. Once per day, you can activate the deck as a full action. It projects holograms of 54 cards, which buzz around you. To begin the reading, you ask a question aloud to the harrow deck, causing all of the cards to come together as a deck; then, the deck uses hundreds of advanced pseudomystical calculations to deal a three-by-three array of cards for you, which it then uses to vocally interpret the circumstances surrounding your question. This works as the _augury_ spell, with a spell level equal to the deck’s item level. + +Additionally, a mystic who has a _digital harrow deck_ and who also knows _augury_ can ignore the spell’s requirement that a Resolve Point be spent to cast it. A mystic can do this a number of times per day equal to his Wisdom bonus. + +A technomancer can designate a _digital harrow deck_ as her spell cache. If she does, the deck’s AI integrates with her own consciousness, providing her with a +1 bonus to her caster level for divination spells and effects. Additionally, she can spend 1 Resolve Point as a swift action when she casts a technomancer spell to draw upon the algorithms that allow the deck to function, adding a +1 insight bonus to the spell’s save DC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Dromada Clutch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Dromada Clutch.md new file mode 100644 index 0000000..273d9a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Dromada Clutch.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 8 +Price: 9,200 +tags: +Type: Hybrid Item +--- +# DROMADA CLUTCH +**Source** _Alien Archive 3 pg. 29_ +**Level** 8; **Price** 9,200; **Bulk** 1 + +### DESCRIPTION + +This sleek briefcase can securely hold up to 4 objects of light or negligible bulk. When you purchase a _dromada clutch_ (or have access to one that is unsealed) you can set a command word that magically seals and unseals the briefcase. While sealed, a _dromada clutch_ protects its contents from being viewed—even by x-ray scanners and creatures with sense through. In addition, hybrid and magic _arcane sight_. A sealed dromada clutch acts as a container with a permanent _security seal_ spell and a good lock. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earrings of Dampening.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earrings of Dampening.md new file mode 100644 index 0000000..39e64a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earrings of Dampening.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 2 / 7 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# EARRINGS OF DAMPENING +These small, silver earrings have sound waves etched onto their round faces. An integrated sensor in each detects vibrations and dampens sounds above a certain volume by emitting bursts of protective interference. The earrings trigger automatically when you attempt a saving throw against a sonic effect or would take sonic damage, granting a circumstance bonus to the saving throw and sonic resistance based on the earrings’ model. Once triggered, the earrings deactivate and can’t be used again until they recharge when you rest for 10 minutes to recover Stamina Points. + +## EARRINGS OF DAMPENING, MK 1 + +**Source** _Galactic Magic pg. 44_ +**Level** 2; **Price** 800; **Bulk** — + +### DESCRIPTION + +Resistance 5 and a +2 save bonus. + +--- + +## EARRINGS OF DAMPENING, MK 2 + +**Source** _Galactic Magic pg. 44_ +**Level** 7; **Price** 6,500; **Bulk** — + +### DESCRIPTION + +Resistance 10 and a +3 save bonus. + +## EARRINGS OF DAMPENING, MK 3 + +**Source** _Galactic Magic pg. 44_ +**Level** 12; **Price** 36,000; **Bulk** — + +### DESCRIPTION + +Resistance 20 and a +4 save bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earthbound Anklets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earthbound Anklets.md new file mode 100644 index 0000000..9afc295 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Earthbound Anklets.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 10 +Price: 17,000 +tags: +Type: Hybrid Item +--- +# EARTHBOUND ANKLETS +**Source** _Starfinder Armory pg. 121_ +**Level** 10; **Price** 17,000; **Bulk** L + +### DESCRIPTION + +Made of industrial ceramic sometimes decorated with precious minerals, _earthbound anklets_ contain an internal matrix of directional, weight, and acceleration sensors. Traditionally, the ceramic is created from soil constituents from the wearer’s home world, and the anklets are a way to carry a piece of that home. (The rarest _earthbound anklets_ contain clay from lost Golarion.) Pragmatically, through quantum entanglement and magical means, earthbound anklets provide you a connection to normal gravity. + +While you wear _earthbound anklets_, you can activate or deactivate them as a standard action. Wearing the active anklets allows you to act as if you’re in standard gravity, ignoring the perils of high gravity and the benefits of low gravity. In zero gravity, you decide a gravitational up and down when you activate the anklets, changing this orientation as a move action. Activating the anklets in zero-g allows you to end the off-kilter condition as part of the same action, and you can then move relative to your subjective up and down as if you were walking on a solid surface. + +This standard-gravity effect applies only to you and to objects you hold or wear. If an object, such as a thrown weapon, leaves your possession, it is subjected to the gravity of your environment rather than that provided by the anklets. + +The anklets can remain active for up to 1 hour per day. This usage need not be continuous, but it must be used in 1-minute increments. Once you benefit from a given set of _earthbound anklets_, you can’t benefit from a different set for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Efficient Bandolier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Efficient Bandolier.md new file mode 100644 index 0000000..20073a8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Efficient Bandolier.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Hybrid Item +--- +# EFFICIENT BANDOLIER +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 4; **Price** 2,000; **Bulk** L + +### DESCRIPTION + +This bandolier fits over any Medium creature and contains five compartments, each corresponding to a specific type of weapon: melee weapons, small arms, longarms, heavy weapons, and explosives. Each compartment contains an extradimensional space designed to house up to 1 bulk of ammunition or batteries (for this purpose, 10 batteries or pieces of ammunition with no bulk count as having light bulk). The bandolier does not accumulate bulk even as its compartments are filled. + +Each _efficient bandolier_ includes an advanced AI capable of controlling the bandolier’s robotic components to suit your needs. As a swift action, you can command an _efficient bandolier_ to draw up to 1 bulk worth of batteries or ammunition, placing the items directly into one of your hands. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Energy-Matter Gateway.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Energy-Matter Gateway.md new file mode 100644 index 0000000..20773ce --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Energy-Matter Gateway.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 19 +Price: 600,000 +tags: +Type: Hybrid Item +--- +# ENERGY-MATTER GATEWAY +**Source** _Starfinder Armory pg. 121_ +**Level** 19; **Price** 600,000; **Bulk** 4 + +### DESCRIPTION + +An inert _energy-matter gateway_ is a black cube composed of aligned tubes. When you activate the gateway as a standard action, you designate creatures that can benefit from it. The cube’s tubes realign 1 round later to form a 10-foot-tall, hollow monolith that glows with an untapped power. Once active, an _energy-matter_ gateway creates a magical field in a 60-foot-radius spread. An _energy-matter gateway_ can be deactivated as a move action, whereupon it folds back up into its cubic form. + +A designated creature within the magical field of an activated _energy-matter gateway_ can spend 1 Resolve Point to tap into the gateway’s field for 1 minute. If such a creature uses a weapon that consumes standard ammunition, the monolith magically produces the ammunition as it’s used. When a creature is tapped into the field, its battery-operated equipment consumes no charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Entropy Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Entropy Gloves.md new file mode 100644 index 0000000..04f4828 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Entropy Gloves.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 9 +Price: 13,000 +tags: +Type: Hybrid Item +--- +# ENTROPY GLOVES +**Source** _Starfinder Armory pg. 122_ +**Level** 9; **Price** 13,000; **Bulk** L + +### DESCRIPTION + +These dark gloves have silver claws and a clear hemisphere embedded on the back of the hand that contains a writhing ball of negative energy. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. + +Once per day as a standard action while wearing the gloves, you can use _entropic grasp_ as a spell-like ability (save DC = 14 + your key ability score modifier; caster level 9th). If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an attack of opportunity. After the first time you cast the spell, you can spend 1 Resolve Point to cast it again, up to two more times on a given day. Once you use a given pair of _entropy gloves_, you can’t use a different pair for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Eoxian Wrackstaff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Eoxian Wrackstaff.md new file mode 100644 index 0000000..33b726f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Eoxian Wrackstaff.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 13 +Price: 48,500 +tags: +Type: Hybrid Item +--- +# EOXIAN WRACKSTAFF +**Source** _Alien Archive pg. 81_ +**Level** 13; **Price** 48,500; **Bulk** 1 + +### DESCRIPTION + +Consisting of a long metallic shaft capped with a two-pronged head, an _Eoxian wrackstaff_ is a two-handed basic melee weapon that deals 6d4 bludgeoning damage and has the block weapon special property. On a critical hit, the target is affected by _inflict pain_ (CL 13th). Undead creatures are immune to this critical hit effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlatch Rope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlatch Rope.md new file mode 100644 index 0000000..781541e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlatch Rope.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 5 +Price: 2,600 +tags: +Type: Hybrid Item +--- +# EVERLATCH ROPE +**Source** _Galactic Magic pg. 44_ +**Level** 5; **Price** 2,600; **Bulk** L + +### DESCRIPTION + +Everlatch rope is a 50-foot length of cable spun from modern fibers and non-ferrous sensors, all enchanted with age-old transmutation. You can control an everlatch rope from a comm unit you designate, and you can re-cinch the rope to a different comm unit in your possession in a process that takes 1 minute. Using the comm unit as a standard action, you can instruct the rope to snake toward any point within 120 feet, designating a path for it to follow. The rope moves up to 20 feet per round, climbs up to 10 feet per round with an Athletics modifier of +12 to reach its destination, and can span gaps of up to 20 feet without support. The rope isn’t intelligent and tries to follow the assigned path, taking the most direct path it can sense if it encounters obstacles. Once the rope reaches its destination, one end anchors itself there, and the rest of the rope drops or extends in the direction you designate. If commanded to return, the rope detaches itself and slithers back toward the designated comm unit, coiling itself for easy storage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlength Rope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlength Rope.md new file mode 100644 index 0000000..14d6ddb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Everlength Rope.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 2 +Price: 820 +tags: +Type: Hybrid Item +--- +# EVERLENGTH ROPE +**Source** [_Galactic Magic pg. 44_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 2; **Price** 820; **Bulk** 1 + +### DESCRIPTION + +Everlength rope is a 50-foot length of woven metal similar to a mundane cable line. However, an everlength rope is a synthetic, vine-like creation that continuously regrows as if it were a plant, even after being harvested. One end of the rope terminates in a bulbous root node, and the other ends in a tangle of filaments. If an everlength rope is cut, the root node side regrows, extending the rope’s length by 2 feet every hour until it’s again 50 feet long. Any severed portion of the rope not connected to the root node becomes brittle and crumbles after 24 hours. An everlength rope doesn’t regrow if its root node is purposefully destroyed, or if the severed end takes fire damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Extra Seat.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Extra Seat.md new file mode 100644 index 0000000..377d7e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Extra Seat.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 3 +Price: 1,400 +tags: +Type: Hybrid Item +--- +# EXTRA SEAT +**Source** _Galactic Magic pg. 45_ +**Level** 3; **Price** 1,400; **Bulk** 1 + +### DESCRIPTION + +Reminiscent of a stadium chair with restraints, this item allows vehicles to carry an additional passenger. While the seat is placed onto an existing passenger seat in the vehicle, a willing Medium or smaller creature can strap themselves into the extra seat as a move action. Doing so transports the creature and the extra seat into an extradimensional space, leaving behind only the seat’s buckle and an empty passenger location that a different creature can use. This extradimensional space contains enough air to sustain the passenger for 4 hours. As a move action, the passenger can activate the extra seat, or someone can activate the buckle; either action causes the extra seat and its passenger to reappear in the buckle’s space. If the buckle’s space is already occupied when this happens, both passengers are treated as squeezing, gaining the entangled condition until one exits the other’s space. The extra seat’s extra dimensional space automatically ejects its passenger if the buckle is moved more than 30 feet from the vehicle where it was activated, if the vehicle in which it was activated is wrecked, or if the buckle is destroyed. A vehicle can accommodate a number of extra seats equal to half its passenger rating (rounded up), and attempting to activate extra seats beyond this limit has no effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Face Replicator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Face Replicator.md new file mode 100644 index 0000000..ea1d920 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Face Replicator.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 6 +Price: 4,250 +tags: +Type: Hybrid Item +--- +# FACE REPLICATOR +**Source** _Galactic Magic pg. 45_ +**Level** 6; **Price** 4,250; **Bulk** 1 + +### DESCRIPTION + +The face replicator is a fast-acting 3D printer designed to create startlingly realistic full-head masks. Creating a mask requires 500 UPBs and takes 30 minutes, and the replicator requires a dataset (such as a hologram, photograph, or highly detailed sketch) to work from. The created mask blends seamlessly into your head and neck when worn, enabling you to change your appearance without using a disguise kit. In addition, you can use the mask to take the appearance of the specific creature on which the mask was modeled, applying the Disguise DC modifiers for disguising yourself as a different race, creature type, or size category as normal. +The face replicator can print as many masks as you have time and UPBs, but a mask can be worn only once. Removing the mask irreparably damages it, and the mask deteriorates after being worn for 48 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Fearmonger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Fearmonger.md new file mode 100644 index 0000000..5091542 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Fearmonger.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# FEARMONGER +This collapsible, lightweight piece of military surplus looks like a loudspeaker set atop tripod legs. Setting up and positioning a fearmonger takes a move action, and you can activate it from up to 60 feet away as a standard action twice per day. When activated, the fearmonger unleashes a magically enhanced subsonic burst in a 30-foot cone that scares nearby creatures, with the effect varying by the device’s model. This is a mind-affecting, sonic, and fear effect. Once a creature has attempted a saving throw against the device, it’s immune to subsequent uses of fearmongers for 24 hours. + +## FEARMONGER, MK 1 + +**Source** _Galactic Magic pg. 45_ +**Level** 4; **Price** 2,000; **Bulk** 1 + +### DESCRIPTION + +The fearmonger causes creatures of CR 6 or lower in the area to become [[Shaken]] for 1d4+1 rounds (Will DC 14 negates). + +--- + +## FEARMONGER, MK 2 + +**Source** _Galactic Magic pg. 45_ +**Level** 8; **Price** 9,300; **Bulk** 1 + +### DESCRIPTION + +The fearmonger causes creatures of CR 10 or lower in the area to become [[Shaken]] for 1d4+1 rounds (Will DC 17 negates). Any affected creature of CR 6 or lower is [[Frightened]] for 1 round, after which they are [[Shaken]] for 1d4 rounds. + +## FEARMONGER, MK 3 + +**Source** _Galactic Magic pg. 45_ +**Level** 12; **Price** 35,000; **Bulk** 1 + +### DESCRIPTION + +The fearmonger causes all creatures regardless of CR in the area to become [[Shaken]] for 1d4+1 rounds (Will DC 20 negates). Any affected creature of CR 10 or lower is instead [[Panicked]] for 1 round, after which they are [[Shaken]] for 1d4 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Holding Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Holding Gloves.md new file mode 100644 index 0000000..f1c78fa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Holding Gloves.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 6 / 12 +Price: varies +tags: +Type: Hybrid Item +--- +# HOLDING GLOVES +_Holding gloves_ have copper mesh on the fingertips and forming a concavity on the palm. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. Once per day as a standard action while wearing the gloves, you can use their embedded spell as a spell-like ability. If you hit with a melee attack (including an unarmed strike), you can use the spell from the gloves as a reaction, targeting the same creature the attack hit, without provoking an attack of opportunity. After the first time you cast the spell, you can spend 1 Resolve Point to cast it again, up to two more times on a given day. Once you use a given pair of _holding gloves_, you can’t use a different pair for 24 hours. + +The spell imbued in _holding gloves_ depends on their model, as follows. + +## HOLDING GLOVES, MK 1 + +**Source** _Starfinder Armory pg. 122_ +**Level** 6; **Price** 4,250; **Bulk** L + +### DESCRIPTION + +_Hold person_ (save DC = 12 + your key ability score modifier; caster level 5th) + +--- + +## HOLDING GLOVES, MK 2 + +**Source** _Starfinder Armory pg. 122_ +**Level** 12; **Price** 35,000; **Bulk** L + +### DESCRIPTION + +_Hold monster_ (save DC = 14 + your key ability score modifier; caster level 10th) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Hybrid Items.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Hybrid Items.md new file mode 100644 index 0000000..2d6bc23 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Hybrid Items.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- + +# HYBRID ITEMS +**Source** _Starfinder Core Rulebook pg. 226_ +Hybrid equipment makes use of both technology and magic; though not necessarily in equal measure, both forces are crucial to the item’s function. Effects that modify or otherwise apply to magic or [[Technological Items]] also work when applied to hybrid items. + +## CHARGES + +In some cases, hybrid items may require charges. However, such charged hybrid items typically function in a different way from charged [[Technological Items]], whose batteries must be recharged or replaced. A hybrid item’s charges are inherent to the construction of the item and can’t be replenished with generators or batteries. Charges for a hybrid item either refresh each day or never refresh, depending on the item. + +## WEARING HYBRID ITEMS + +Hybrid items you wear on your body count as [[Magic Items]] when you are determining how many you can use at once (see page 222). You can wear only up to two total hybrid or [[Magic Items]] at a time for them to both function normally. Like for [[Magic Items]] , you cannot wear more than one of the same type of hybrid item except for rings. For instance, you could not wear both a _[[Mindlink Circlet]]_ and a _[[Tiara of Translocation]]_. You cannot wear a magic item and hybrid item of the same type at the same time. +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Hybrid Items" +SORT Level ASC +WHERE file.name != "Hybrid Items" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Infiltration Assistant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Infiltration Assistant.md new file mode 100644 index 0000000..b697299 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Infiltration Assistant.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 11 +Price: 28,000 +tags: +Type: Hybrid Item +--- +# INFILTRATION ASSISTANT +**Source** _Starfinder Armory pg. 122_ +**Level** 11; **Price** 28,000; **Bulk** L + +### DESCRIPTION + +A magical scanner and psychic projector connected to sophisticated 3D mapping software, an _infiltration assistant_ can create sophisticated representational maps of an area you’re in. You wear the scanner on your head or headwear, wirelessly connected to your comm unit or eyewear. The assistant counts as a worn magic item unless you install it in your armor, taking up one upgrade slot. + +As a move action while wearing the assistant, you can cause the device to magically ping an area within a 60-foot spherical spread of you. Using this ping, the software creates a 3D reconstruction of the area, which it psychically projects to you and all creatures you consider allies in the affected area. This image adjusts to show each creature where it is in the image. The ping doesn’t sense through most objects, but it can sense through a closed door or window that isn’t airtight, hidden, or otherwise sealed. However, any starmetal in the structure of the door or window blocks this benefit. The ping can detect creatures and objects beyond your line of sight and places them as features on the map. Images of such creatures and objects are sometimes distorted, especially if they’re in motion. + +The _infiltration assistant_ grants you and your allies in its area a +5 insight bonus to Perception checks to locate hidden creatures and doors within the mapped area. The bonus to find creatures applies only so long as those creatures remain in the same place. + +Creatures with ranks in Mysticism perceive the ping like a barely audible sound that raises goose bumps, and they can attempt a DC 25 Mysticism check to determine that something magical just happened. A creature concentrating on _detect magic_ can sense the ping as a brief flash of magic, and a creature benefitting from _arcane sight_ can see the ping as a literal flash of divination magic. + +An _infiltration assistant_ can send out 10 pings per day. Each psychic image it produces lasts 5 rounds. As a move action, you can save the image on your comm unit or a similar device for later reference. This static image can provide you a map of the pinged area later without needing to ping it again, but it provides no bonus to Perception checks. + +Using the assistant creates magical resonance in creatures that benefit from it. Any creature that benefits from more than 10 pings in a given day experiences visual anomalies, becoming dazzled until after an uninterrupted 8-hour rest. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Instant Vehicle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Instant Vehicle.md new file mode 100644 index 0000000..45bed89 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Instant Vehicle.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 3 / 5 / 8 +Price: varies +tags: +Type: Hybrid Item +--- +# INSTANT VEHICLE +An instant vehicle is a miniature silver statuette of a vehicle with a small switch set into its base. You can flip the switch as a standard action, causing the statuette to transform into a fully operational version of the depicted vehicle at the beginning of your next turn. The vehicle appears either in your space (in which case you can board the vehicle without taking an action) or adjacent to you in a space that can support it; you can’t, for example, activate a land vehicle mid-air to create a falling hazard. You can deactivate the vehicle as a standard action, causing it to shrink into a statuette at the beginning of your next turn, harmlessly expelling its occupants into the nearest available spaces in the process. +An instant vehicle can function as a vehicle for up to 24 hours, after which it permanently reverts to its statuette form and becomes nonmagical. This duration need not be continuous, but is measured in 1-hour increments. The vehicle regains 1 Hit Point every hour it remains in statuette form. + +## INSTANT VEHICLE, ULTRALIGHT TURBOGLIDER + +**Source** _Galactic Magic pg. 46_ +**Level** 5; **Price** 1,100; **Bulk** L + +--- + +## INSTANT VEHICLE, BASIC ENERCYCLE + +**Source** _Galactic Magic pg. 46_ +**Level** 3; **Price** 500; **Bulk** L + +## INSTANT VEHICLE, EXPLORATION BUGGY + +**Source** _Galactic Magic pg. 46_ +**Level** 3; **Price** 650; **Bulk** L + +## INSTANT VEHICLE, TORPEDO MINISUB + +**Source** _Galactic Magic pg. 46_ +**Level** 3; **Price** 800; **Bulk** L + +## INSTANT VEHICLE, ALL-TERRAIN TRANSPORT + +**Source** _Galactic Magic pg. 46_ +**Level** 8; **Price** 2,500; **Bulk** L + +## INSTANT VEHICLE, PUMP-JET SUB + +**Source** _Galactic Magic pg. 46_ +**Level** 8; **Price** 3,800; **Bulk** L + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Interplanar Comm Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Interplanar Comm Unit.md new file mode 100644 index 0000000..39565b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Interplanar Comm Unit.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 16 / 20 +Price: varies +tags: +Type: Hybrid Item +--- +# INTERPLANAR COMM UNIT +Comm units capable of piercing the barriers between planes are rare. Such marvels of hybrid technology are typically controlled by powerful organizations, and their use is closely monitored. An interplanar comm unit can communicate only with other interplanar comm units that are on a single specific plane, and it can send or receive only two messages per day. + +## INTERPLANAR COMM UNIT, INNER SPHERE + +**Source** _Drift Crisis pg. 55_ +**Level** 16; **Price** 160,000; **Bulk** 60 + +### DESCRIPTION + +These can send and receive transmissions between two of the following: the Material Plane, Elemental Planes, Ethereal Plane, First World, Negative Energy Plane, Positive Energy Plane, and Shadow Plane. + +--- + +## INTERPLANAR COMM UNIT, OUTER SPHERE + +**Source** _Drift Crisis pg. 55_ +**Level** 20; **Price** 880,000; **Bulk** 100 + +### DESCRIPTION + +These units are rarer still. These can send and receive transmissions between two of the following: the Material Plane, Abaddon, the Abyss, the Astral Plane, Axis, the Boneyard, Elysium, Heaven, Hell, the Maelstrom, and Nirvana. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kinetic Converter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kinetic Converter.md new file mode 100644 index 0000000..f70ee4c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kinetic Converter.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 8 / 12 / 16 +Price: varies +tags: +Type: Hybrid Item +--- +# KINETIC CONVERTER +A _kinetic converter_, also called a rebound generator or bouncy ball, is a 4-inch spherical generator that can capture incoming energy and magically redirect it. You wear the converter on your body. The converter counts as a worn magic item unless you install it in your armor, taking up a number of upgrade slots equal to its mark number. + +If you are the target of an attack, spell, or similar effect that deals you damage while you wear the _kinetic converter_, you can activate the device as a reaction, provided the effect wasn’t a critical hit. Once activated, the converter disperses the kinetic energy of the attack. Instead of taking damage, you are knocked away from the source of the damage a distance based on the convertor’s type, rounding the damage up to the nearest 5. You can fall prone during this movement to halve the distance you move. If you hit an obstacle before moving the distance the converter threw you, you take 1d6 bludgeoning damage per 10 foot increment you would have traveled, rounded up to the nearest 10 feet. + +This damage conversion protects you against additional effects if those effects relied on the damage you negated. For example, a creature’s poisonous bite can’t poison you without dealing you damage. A _kinetic converter_ protects you only from attacks and similar effects, not from hazards such as lava or extreme gravity. The device works against falling damage, but the conversion hurls you back into the air. + +The damage-to-distance conversion rate and daily uses of a _kinetic converter_ are based on its model. Once you benefit from a given _kinetic converter_, using a different one before 24 hours have passed throws off your sense of balance and you become sickened until after an uninterrupted 8-hour rest. + +## KINETIC CONVERTER, MK 1 + +**Source** _Starfinder Armory pg. 123_ +**Level** 8; **Price** 10,500; **Bulk** L + +### DESCRIPTION + +Distance 10 feet per 5 damage; one use + +--- + +## KINETIC CONVERTER, MK 2 + +**Source** _Starfinder Armory pg. 123_ +**Level** 12; **Price** 42,000; **Bulk** L + +### DESCRIPTION + +Distance 5 feet per 5 damage; two uses + +## KINETIC CONVERTER, MK 3 + +**Source** _Starfinder Armory pg. 123_ +**Level** 16; **Price** 172,000; **Bulk** L + +### DESCRIPTION + +Distance 5 feet per 10 damage; three uses \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kvashbark Cartography Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kvashbark Cartography Kit.md new file mode 100644 index 0000000..c2dcb28 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Kvashbark Cartography Kit.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 30 +tags: +Type: Hybrid Item +--- +# KVASHBARK CARTOGRAPHY KIT +**Source** _Interstellar Species pg. 91_ +**Level** 1; **Price** 30; **Bulk** — + +### DESCRIPTION + +Stone statuettes representing ancestors feature regularly in traditional maraquoi spirituality, serving as a conduit for deceased family to commune with the living. Some maraquoi have put a new twist on this tradition by creating drones to represent the ancestors instead. An ancestor drone is a Tiny, maraquoi-shaped domestic drone (Armory 101) that functions as the hover drone of a 1st-level mechanic with no drone mods. The drone features a small display screen in its chest, typically showing a curated array of short videos and images of several ancestors. Once per day, you can ritually pose a question to the ancestor drone, which channels fragmented wisdom from your departed family to answer you; this functions as augury but doesn’t require spending Resolve Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mask of Scrambling.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mask of Scrambling.md new file mode 100644 index 0000000..8f505bc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mask of Scrambling.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 2 / 5 / 13 +Price: varies +tags: +Type: Hybrid Item +--- +# MASK OF SCRAMBLING +This device resembles and functions as a mundane head accessory like eyeglasses, a mask, or a barrette. Once per day while wearing the device, you can activate it as a standard action to shroud your body in an imperceptible aura that disrupts technological sensors. For the effect’s duration, you and your gear are difficult to detect by cameras, motion detectors, biotech eyes and ears augmentations, and other technological devices, as well as by construct creatures with the technological subtype. To such sensors, your voice is incomprehensibly garbled, your footsteps indistinct, and your features blurred and treated as though you had concealment. This effect lasts for a duration based on its model, or until you end the effect as a standard action. + +## MASK OF SCRAMBLING, MK 1 + +**Source** _Galactic Magic pg. 46_ +**Level** 2; **Price** 755; **Bulk** L + +### DESCRIPTION + +The effect lasts for 1 minute. + +--- + +## MASK OF SCRAMBLING, MK 2 + +**Source** _Galactic Magic pg. 46_ +**Level** 5; **Price** 3,100; **Bulk** L + +### DESCRIPTION + +The effect lasts for 10 minutes. + +## MASK OF SCRAMBLING, MK 3 + +**Source** _Galactic Magic pg. 46_ +**Level** 9; **Price** 13,200; **Bulk** L + +### DESCRIPTION + +The effect lasts for 1 hour. + +## MASK OF SCRAMBLING, MK 4 + +**Source** _Galactic Magic pg. 46_ +**Level** 13; **Price** 50,500; **Bulk** L + +### DESCRIPTION + +The effect lasts for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Matter Converter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Matter Converter.md new file mode 100644 index 0000000..82f815e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Matter Converter.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 7 / 12 / 17 +Price: varies +tags: +Type: Hybrid Item +--- +# MATTER CONVERTER +This empty box is 1-foot square and lined with glass panels and steel plates. As a full action, you can seal a consumable item (such as a grenade or serum) into the box and activate it. Once activated, the matter converter destroys the object sealed inside the box, consuming it in a black void, and then creates a new consumable item in its place. This new item must have an item level up to one level lower than the item consumed by the matter converter, with a maximum level based on its type. A mk 1 matter converter can create an item with a level no higher than level 5. A mk 2 matter converter can create an item with a level no higher than 10. A mk 3 matter converter can create an item with a level no higher than 15. +A matter converter takes 1 round per level of the created item to generate the replacement item. An item created in this way is of average quality and has the statistics for an ordinary item of its type. + +## MATTER CONVERTER, MK I + +_SFS Note: The new consumable created by the matter converter (page 92) may not be of greater value than the destroyed consumable._ +**Source** _Drift Crisis pg. 92_ +**Level** 7; **Price** 7,000; **Bulk** 1 + +--- + +## MATTER CONVERTER, MK II + +_SFS Note: The new consumable created by the matter converter (page 92) may not be of greater value than the destroyed consumable._ +**Source** _Drift Crisis pg. 92_ +**Level** 12; **Price** 38,000; **Bulk** 1 + +## MATTER CONVERTER, MK III + +_SFS Note: The new consumable created by the matter converter (page 92) may not be of greater value than the destroyed consumable._ +**Source** _Drift Crisis pg. 92_ +**Level** 17; **Price** 270,000; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Memory Crypt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Memory Crypt.md new file mode 100644 index 0000000..20f0eaf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Memory Crypt.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 8 +Price: 9,500 +tags: +Type: Hybrid Item +--- +# MEMORY CRYPT +**Source** _Starfinder Armory pg. 123_ +**Level** 8; **Price** 9,500; **Bulk** — + +### DESCRIPTION + +An accessory of bone-like plastic worn on the body near the brain, a _memory crypt_ uses magical microcircuitry to keep an ongoing record of your experiences and monitor your vital signs. A _memory crypt_ must be worn for 24 hours to adapt to your neurophysiology. During this time, it records nothing, but thereafter, it records your memories and experiences. After the item adapts to you, you can set a passcode to prevent those who don’t know the word or phrase you set from activating the device. A hacker can bypass the password with a successful DC 30 Computers check. + +If you remove the _memory crypt_ or die, the item stops recording, though it preserves the record of your personality and vitals up to that point. Someone who has the _memory crypt can activate it as a standard action. Doing so displays a hologram of you in a form called a memory ghost. This “ghost” can answer up to six questions. Its knowledge is limited to what you knew up to the point the record in the _memory crypt_ ends, including the languages you spoke. + +Your ghost answers and converses with creatures as you would, with the attitudes you hold. If you trust the creature asking questions, the memory ghost answers truthfully and helpfully. Otherwise, the ghost can refuse to answer questions or attempt to deceive the questioner using your Bluff skill. A creature can attempt a Computers check to hack the memory crypt to erase it or force your memory ghost to answer questions truthfully. The DC to erase the memory crypt is 20 + your Bluff bonus or your level or CR, whichever is higher. The DC to force your memory ghost to answer is 5 higher. If a _memory crypt_ is erased before being used to question the memory ghost it contains, it can be reused. Additionally, a _memory crypt_ that contains an intact memory ghost can be used as the representation required for casting _raise dead_ or the monument required for _reincarnate_. If used in this way to successfully cast either spell, the _memory crypt_ is consumed. Once a _memory crypt_ is activated, the memory ghost remains for 10 minutes or until it answers six questions. Magic powers the circuitry to replicate brain patterns. These patterns are disrupted if another power source is patched into the item in an attempt to prolong the memory ghost. When the duration ends, the _memory crypt_ can be activated to project the memory ghost’s image, but the memory ghost is gone and can no longer interact, answer questions, or serve as the focus for _raise dead_ or _restoration_. A _memory crypt_ in this state can’t be reused._ \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Metal Nitro.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Metal Nitro.md new file mode 100644 index 0000000..8ee9568 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Metal Nitro.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 +Price: varies +tags: +Type: Hybrid Item +--- +# METAL NITRO +Introduced into a vehicle’s engine through the vehicle’s control panel, _metal nitro_ comes in magical capsules of soft metal. Unlike technological racing nitrous, which releases more oxygen into an engine’s system to help the fuel burn, _metal nitro_ infuses the vehicle with a burst of magical power. + +As a move action, you can crush a capsule of _metal nitro_ into a vehicle’s control panel, which increases the vehicle’s drive speed and full speed for a total of 10 rounds. If the pilot fails to take the race action within 1 round of activating the _metal nitro_ or fails the Piloting check to race from a dead stop, the _metal nitro_ forces the vehicle to move its full speed immediately in an uncontrolled manner. If the Pilot fails the check to race, or the nitro activates in an uncontrolled manner, the pilot and any passengers take bludgeoning damage according to the type of _metal nitro_. + +_Metal nitro_ can be safely used only on a vehicle that has an equal or higher item level. If you use _metal nitro_ of an item level higher than the target vehicle’s, the vehicle takes damage after the pilot races or the vehicle first moves because of the nitro. The amount of damage varies according to the type of _metal nitro_. The types of _metal nitro_ and their speed increase, as well as potential passenger and vehicle damage, are as follows. + +## METAL NITRO, GOLD + +**Source** _Starfinder Armory pg. 123_ +**Level** 6; **Price** 675; **Bulk** — + +### DESCRIPTION + +Speed × 2; damage 3d6 + +--- + +## METAL NITRO, SILVER + +**Source** _Starfinder Armory pg. 123_ +**Level** 2; **Price** 175; **Bulk** — + +### DESCRIPTION + +Speed × 1-1/2; damage 1d6 + +## METAL NITRO, PLATINUM + +**Source** _Starfinder Armory pg. 123_ +**Level** 10; **Price** 2,700; **Bulk** — + +### DESCRIPTION + +Speed × 2-1/2; damage 6d6 + +## METAL NITRO, STAR + +**Source** _Starfinder Armory pg. 123_ +**Level** 14; **Price** 10,800; **Bulk** — + +### DESCRIPTION + +Speed × 3; damage 10d6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Brain Cylinder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Brain Cylinder.md new file mode 100644 index 0000000..728851d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Brain Cylinder.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 8 +Price: 10,000 +tags: +Type: Hybrid Item +--- +# MI-GO BRAIN CYLINDER +**Source** _Alien Archive 2 pg. 83_ +**Level** 8; **Price** 10,000; **Bulk** 1 + +### DESCRIPTION + +The _mi-go brain cylinder_ is part of the most infamous mi-go surgical procedure, in which a creature’s brain is extracted and made an organic memory bank. The biotech cylinder suspends an extracted brain in a matrix of biotechnological and magical slime that sustains the tissue and suppresses any mental powers the brain has. Inside the cylinder, a brain can survive indefinitely, locked away in its own thoughts. Attachments can allow the brain to see, hear, and speak; migo often attach such gear to access the brain’s information. + +Once a _mi-go brain cylinder_ has a speech attachment, it can converse. It has all its skills and memories, but nothing about the cylinder compels the brain to answer questions or to do so truthfully. Most enslaved brains have been conditioned via pain and isolation to be compliant to questioning, but those within newly created cylinders might need coaxing to cooperate. A brain is susceptible to any spell or power it was susceptible to before it became disembodied. Some mi-go have powers that allow them to encourage or force a brain’s compliance or to telepathically probe a brain for desired data. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Hollowskin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Hollowskin.md new file mode 100644 index 0000000..568c4ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mi-Go Hollowskin.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 7 +Price: 5,500 +tags: +Type: Hybrid Item +--- +# MI-GO HOLLOWSKIN +**Source** _Alien Archive 2 pg. 83_ +**Level** 7; **Price** 5,500; **Bulk** L + +### DESCRIPTION + +Mi-go use the body parts of humanoid creatures— predominantly the hollowed head, severed hands, and parts of the neural and circulatory tissue—to create _mi-go hollowskins_. Fungal mycelia connect and strengthen the other portions. Mi-go wear these macabre devices to appear to be the individual from which the humanoid tissue comes. You can wear a _mi-go hollowskin_ only if you are Medium or Small. While wearing the skin, you can activate it as a standard action to appear to be the specific person the device was made from, using Mysticism as if it were Disguise for your check. The DC of this check doesn’t increase for changes in features, size, race, or creature type except against Perception checks that involve physical examination of body parts other than the hands and head. This altered appearance lasts for 1 hour, after which the hollowskin can be activated again. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Guardian.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Guardian.md new file mode 100644 index 0000000..5215995 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Guardian.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 12 +Price: 36,000 +tags: +Type: Hybrid Item +--- +# MIND GUARDIAN +**Source** _Pact Worlds pg. 202_ +**Level** 12; **Price** 36,000; **Bulk** — + +### DESCRIPTION + +The microcircuitry contained within this adamantine ring records and magically reinforces your core personality. Once per day when you first come under the control of a mind-affecting effect, such as _charm monster_ or _dominate person_, you can act normally for the first round of the effect, after which you are staggered for 1d4 rounds and affected by the mind-affecting effect as normal. + +You must wear a _mind guardian_ at least 12 hours a day for 7 consecutive days before you can use its ability. After this, if the ring is not worn for 24 hours or longer, the mental patterns collapse and must be reestablished. + +The lashuntas of Castrovel devised the _mind guardians_ to protect the less mentally adept against outside control. Android engineers particularly skilled in the construction of self-aware neural networks assisted in the design. While most commonly found as a ring, a mind guardian can take the form of any compact piece of jewelry or personal adornment, but it functions only when in direct contact with the body. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Memory Chip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Memory Chip.md new file mode 100644 index 0000000..f8ffb6e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mind Memory Chip.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 3 / 8 / 14 / 19 +Price: varies +tags: +Type: Hybrid Item +--- +# MIND MEMORY CHIP +A mind memory chip resembles a thumb drive or similar data-storage device, albeit with a flesh-like exterior engraved with silvery outlines resembling a brain’s folds. When held against the skin of a helpless or willing living creature for 3 rounds, the chip adheres to the creature, after which you can command the chip to download a specific memory (or memories from an unbroken stretch of time) from the host creature. The host creature can resist the chip in several ways. First, the host can attempt a Will save with a DC based on the device’s model, becoming immune to that chip’s memory extraction for 24 hours if it succeeds. Second, attaching the chip to a sleeping host is noticeable, and you must succeed at a Sleight of Hand check opposed by the host’s Perception check (including only a –5 penalty for the asleep condition) to attach it without alerting the target. +The mind memory chip detaches from the host creature easily and can be plugged into a computer to transfer and display the memories like a video or uploaded into another creature’s memories through a datajack augmentation or similar device. A recipient can easily distinguish uploaded memories from their own, and even if the uploaded memories record educational material, the memories don’t grant the recipient additional skills, languages, or abilities. The capacity of the mind memory chip is dependent upon its model, as described below. + +## MIND MEMORY CHIP, MK 1 + +**Source** _Galactic Magic pg. 46_ +**Level** 3; **Price** 1,435; **Bulk** L + +### DESCRIPTION + +The chip has a 10-minute capacity and Will save DC of 14. + +--- + +## MIND MEMORY CHIP, MK 2 + +**Source** _Galactic Magic pg. 46_ +**Level** 8; **Price** 9,850; **Bulk** L + +### DESCRIPTION + +The chip has a 1-hour capacity and Will save DC of 18. + +## MIND MEMORY CHIP, MK 3 + +**Source** _Galactic Magic pg. 46_ +**Level** 14; **Price** 74,500; **Bulk** L + +### DESCRIPTION + +The chip has a 1-day capacity and Will save DC of 22. + +## MIND MEMORY CHIP, MK 4 + +**Source** _Galactic Magic pg. 46_ +**Level** 19; **Price** 585,000; **Bulk** L + +### DESCRIPTION + +The chip has a 1-week capacity and Will save DC of 26. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mindlink Circlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mindlink Circlet.md new file mode 100644 index 0000000..4f459e7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mindlink Circlet.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 2 / 8 / 14 +Price: varies +tags: +Type: Hybrid Item +--- +# MINDLINK CIRCLET +Although items with powers similar to those of the _mindlink circlet_ have existed in the Pact Worlds for thousands of years, the technological components of the this useful item were an innovation that made its powers readily available. The effects of a mindlink circlet depend upon its model, as described below. + +## MINDLINK CIRCLET, MK 1 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 2; **Price** 1,600; **Bulk** L + +### DESCRIPTION + +You can telepathically communicate with any creatures within 30 feet with which you share a language. This functions like a shirren’s limited telepathy racial trait. + +--- + +## MINDLINK CIRCLET, MK 2 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 8; **Price** 11,000; **Bulk** L + +### DESCRIPTION + +You can telepathically communicate with any creatures within 100 feet with which you share a language. This otherwise functions like a shirren’s limited telepathy racial trait. + +## MINDLINK CIRCLET, MK 3 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 14; **Price** 78,000; **Bulk** L + +### DESCRIPTION + +You can telepathically communicate with any creatures within 100 feet that are capable of understanding language, including languages you do not understand. This otherwise functions like a shirren’s limited telepathy racial trait. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mnemonic Editor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mnemonic Editor.md new file mode 100644 index 0000000..cf6d68f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Mnemonic Editor.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 5 / 10 / 15 / 20 +Price: varies +tags: +Type: Hybrid Item +--- +# MNEMONIC EDITOR +A _mnemonic editor_ consists of a complex series of brain implant injectors, _digital harrow deck_ autoreaders, illusion runes, and virtual-reality programs, all controlled by an enchanted analysis computer and attached to a mobile surgical bed. The network of magic and technology is capable of removing experiences from a patient strapped to the bed over the course of a single 24-hour session. Skills and knowledge can be excised, lessons unlearned and muscle memory altered. Memories are not lost entirely; the patient still recalls what it did during its life, whom it met, and how it felt about the moments it experienced, but the impact of those experiences is subtly altered. The device then creates a new set of experiences—clearly artificial but no less effective—by leaving impressions and implanting new knacks, muscle memory, reflexes, and skills. + +If you use a _mnemonic editor_, you can undo 2 character levels’ worth of decisions about which class levels you took, which feats you selected, how you applied any level-based increases to ability scores, how you assigned new skill ranks, and so on. All decisions you made as a result of advancing over the previous 2 character levels you gained are undone. You then make new selections, including new class levels, feats, skills, and the like, as if you had regained the 2 missing character levels. Go through the normal process of advancing your character through each of these 2 levels. + +Each _mnemonic editor_ works only once—the strain on its technology and the consequences of rewriting your past to even this small degree cause it to break down into valueless junk after a single session. Additionally, the alterations made to you render it more difficult for such extraordinary procedures to be effective in the future. A mk 1 _mnemonic editor_ cannot be used on you if you have already benefited from one in the past. However, it is possible to use a more advanced mk 2 model that functions in the same manner, even if you have already used a mk 1 _mnemonic editor_. Of course, you can only benefit from a mk 2 _mnemonic editor_ once. There exist even more advanced mk 3 and mk 4 models, and each can be used on you once even after you have used a lower-level _mnemonic editor_, but they are so expensive that they are usually produced only upon request. + +### REWORKING YOUR CHARACTER + +A GM has the final decision on whether or not you may rework your character, changing decisions you previously made, and whether you are required to use a _mnemonic editor_ to do so. A GM can decide that _mnemonic editors_ are not available and cannot be crafted, created, or accessed through any means. A GM might also let a player to change a feat or class level if the player and GM agree it makes sense to do so, without resorting to such a device. The _mnemonic editor_ provides an in-world explanation for mechanical changes made to a character. For example, it gives a character who started as an envoy but decided to study the ways of mysticism (and was seen casting spells) a plausible way to suddenly lose that spellcasting ability if the player decides that multicasting as an envoy/mystic isn’t as fun as expected. + +## MNEMONIC EDITOR, MK 1 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 5; **Price** 500; **Bulk** 10 + +--- + +## MNEMONIC EDITOR, MK 2 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 10; **Price** 3,000; **Bulk** 10 + +## MNEMONIC EDITOR, MK 3 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 15; **Price** 20,000; **Bulk** 10 + +## MNEMONIC EDITOR, MK 4 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 20; **Price** 125,000; **Bulk** 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Motospheres.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Motospheres.md new file mode 100644 index 0000000..1e9038b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Motospheres.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 7 +Price: 5,600 +tags: +Type: Hybrid Item +--- +# MOTOSPHERES +**Source** _Pact Worlds pg. 202_ +**Level** 7; **Price** 5,600; **Bulk** L + +### DESCRIPTION + +Sold in blister packs of four (the price and bulk listed are for a set of four), _motospheres_ are metal orbs that are each the size of a grenade and traced with glyphs. As a standard action, you can deploy one to four _motospheres_ from the same set; each rolls into its own square within 15 feet of you and instantly transforms into a vehicle similar to a basic enercycle with the changes noted below. If a creature or object occupies a square a vehicle formed from a _motosphere_ would occupy, the _motosphere_ doesn’t transform. You choose each vehicle’s initial heading as it transforms. After being deployed, a vehicle turns back into a _motosphere_ after 1 hour, or as a move action you can turn it back into a _motosphere_ by entering a series of commands on the vehicle’s controls. A single _motosphere_ takes 24 hours to recharge before it can be used again. + +A vehicle formed out of a _motosphere_ has a hardness of 7, and its hover jets allow it travel over both land and water (though not underwater). The vehicle has 14 Hit Points and becomes broken when it is reduced to 7 Hit Points or fewer. A vehicle that is reduced to 0 Hit Points turns back into a _motosphere_ and can’t be used until it is repaired (treat it as if it were broken). + +_Motospheres_ can be sold back only in their original pack of four for the normal 10% of the set’s purchase price; a set that is missing even one _motosphere_ (or containing one that is broken) can be sold back for 2% of the set’s purchase price. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Necrotic Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Necrotic Mantle.md new file mode 100644 index 0000000..3d7aafc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Necrotic Mantle.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 10 +Price: 17,000 +tags: +Type: Hybrid Item +--- +# NECROTIC MANTLE +**Source** _Pact Worlds pg. 203_ +**Level** 10; **Price** 17,000; **Bulk** L + +### DESCRIPTION + +Used by the commanders of the Corpse Fleet to conceal their unliving agents, a _necrotic mantle_ is woven of bioactive fibers that mask the necromantic energies of an undead wearer and convert positive energy into something less harmful to that undead. While wearing a _necrotic mantle_, if you are undead, you have the aura of a living creature instead of an undead for the purposes of magic or technology that can detect undead. You receive a +4 divine bonus to saves against any spell or effect that targets undead, such as _control undead_. In addition, if you are undead and fail a saving throw against a spell that both affects only undead creatures and has an ongoing effect (such as _control undead_), you can attempt a second saving throw after 1 round with the same DC as the first. If you succeed, you gain the same reduction in effect as if your initial saving throw had been successful. Additionally, any effort to determine whether a _necrotic mantle_ you are wearing is a magic or technological item requires the creature making the determination to succeed at a Will save (DC = 15 + your key ability modifier). + +If you are undead and are by or in the area of an effect that restores Hit Points only to living creatures, you regain half the number of Hit Points instead of none. If that effect also damages undead creatures, you take no damage; this does not apply to effects that harm undead without healing living creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Chamber.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Chamber.md new file mode 100644 index 0000000..c1e8de0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Chamber.md @@ -0,0 +1,51 @@ +--- +aliases: +Level: 5 / 9 / 13 / 17 +Price: varies +tags: +Type: Hybrid Item +--- +# NULL-SPACE CHAMBER +A _null-space chamber_ is a circular device often designed to be strapped to an arm or backpack. When you press a button on the side, the device creates a circular extradimensional rift to a pocket space, the size of which is determined by the null-space chamber’s model. You can close it by pressing the button again, causing the entrance to the space to disappear. Anything stored within the space remains, however, traveling with the item. The _null-space chamber_ can be opened and closed only from the outside. + +The only air within the pocket space is that which enters when you open the entrance. The device does not accumulate bulk even as its pocket space is filled. Each _null-space chamber_ is associated with its own particular extradimensional space. Each _null-space chamber_ can carry a set amount of bulk, after which it can no longer be closed (even if it has room left for more material). Spells and items that contain or create extradimensional spaces, such as other _null-space chambers_, do not function within a _null-space chamber’s_ pocket dimension. + +A readout on a _null-space chamber_ automatically catalogs all items within it, and if the chamber is open, you can call up any such item and have it placed in your hand as a full action. + +## NULL-SPACE CHAMBER, MK 1 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 5; **Price** 3,050; **Bulk** L + +### DESCRIPTION + +You can close up to 25 bulk in this device’s pocket space, a 3-foot cube. It can hold enough air for one Medium creature or two Small creatures for 10 minutes. + +--- + +## NULL-SPACE CHAMBER, MK 2 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 9; **Price** 12,250; **Bulk** L + +### DESCRIPTION + +You can close up to 50 bulk in this device’s pocket space, a 6-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 hours. + +## NULL-SPACE CHAMBER, MK 3 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 13; **Price** 50,000; **Bulk** L + +### DESCRIPTION + +You can close up to 100 bulk in this device’s pocket space, a 9-foot cube. It can hold enough air for one Medium creature or two Small creatures for 2 days. + +## NULL-SPACE CHAMBER, MK 4 + +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 17; **Price** 250,000; **Bulk** L + +### DESCRIPTION + +You can close up to 200 bulk in this device’s pocket space, a 12-foot cube. It can hold enough air for one Medium creature or two Small creatures for 1 week. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Kennel.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Kennel.md new file mode 100644 index 0000000..6610d71 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Null-Space Kennel.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 3 / 7 / 11 / 15 +Price: varies +tags: +Type: Hybrid Item +--- +# NULL-SPACE KENNEL +A null-space kennel is a small device designed to be worn or strapped to clothing. This functions as a null-space chamber (Core Rulebook 227), opening a circular extradimensional rift into a pocket space when activated, closing that rift when activated again, and not increasing in bulk despite the pocket space’s contents. Whereas a null-space chamber can store virtually any object, a null-space kennel is designed to house and transport a willing pet or companion creature (Alien Archive 3 138), giving it enough room to relax, eat, and play in relative comfort. The maximum creature size and available air capacity of the pocket space depends on the model of null-space kennel. For every size category a creature is smaller than the null-space kennel’s maximum creature size, multiply the time the item can sustain the creature by 4. Other than its creature occupant, a null-space kennel can only store and close while containing items of a combined bulk that doesn’t exceed the device’s item level. While the device’s rift is open, the creature can leave freely, and the rift closes once it exits. +When you purchase a null-space kennel, you can customize its interior, such as having it be a saltwater pool, woodland clearing, or indoor space. These features are entirely contained within the pocket space, even if you attempt to pour out the device’s contents. If you store UPBs in a null-space kennel, the device consumes a number of UPBs per day equal to twice its item level, using these to fabricate food and a variety of engaging toys for the creature inside. By spending 8 hours reconfiguring the device and expending UPBs worth 10% the device’s cost, you can change the interior features. + +## NULL-SPACE KENNEL, MK 1 + +**Source** _Galactic Magic pg. 46_ +**Level** 3; **Price** 1,300; **Bulk** L + +### DESCRIPTION + +The device can house a Medium creature with enough air for 24 hours. + +--- + +## NULL-SPACE KENNEL, MK 2 + +**Source** _Galactic Magic pg. 46_ +**Level** 7; **Price** 6,000; **Bulk** L + +### DESCRIPTION + +The device can house a Large creature with enough air for 24 hours. + +## NULL-SPACE KENNEL, MK 3 + +**Source** _Galactic Magic pg. 46_ +**Level** 11; **Price** 24,000; **Bulk** L + +### DESCRIPTION + +The device can house a Huge creature with enough air for 24 hours. + +## NULL-SPACE KENNEL, MK 4 + +**Source** _Galactic Magic pg. 46_ +**Level** 15; **Price** 102,000; **Bulk** L + +### DESCRIPTION + +The device can house a Huge creature with enough air for a week. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phase Detector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phase Detector.md new file mode 100644 index 0000000..94adde7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phase Detector.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 6 +Price: 4,000 +tags: +Type: Hybrid Item +--- +# PHASE DETECTOR +**Source** _Starfinder Armory pg. 124_ +**Level** 6; **Price** 4,000; **Bulk** L + +### DESCRIPTION + +A small circular device that usually resembles a pocket watch, a _phase detector_ can also be a module attached to a personal comm unit. If a creature or object teleports or changes planes, such as by being summoned, within 120 feet of you, the _phase detector_ alerts you to the event and informs you of its distance and direction relative to you. A _phase detector_ doesn’t specify the type of event it detected, and it doesn’t pinpoint the event’s location. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phaserod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phaserod.md new file mode 100644 index 0000000..99b94cc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Phaserod.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 2 +Price: 800 +tags: +Type: Hybrid Item +--- +# PHASEROD +**Source** _Galactic Magic pg. 47_ +**Level** 2; **Price** 800; **Bulk** 1 + +### DESCRIPTION + +Sold in pairs, phaserods are foot-long metal rods that function as sophisticated pitons to assist with climbing, anchoring, and towing tasks. One end of each phaserod ends in a blunted point, and the other end has a small loop large enough to thread through a rope or cable line. When the pointed end is held against a solid surface and activated as a move action, up to half of the phaserod becomes insubstantial, can easily be driven into the surface, and then becomes solid once more an instant later, creating a firm anchor point for climbing or hauling. The phaserod can be activated and extracted as a move action. Alternatively, while holding at least two phaserods, you can activate, anchor, and deactivate the items in quick succession, granting you a +8 circumstance bonus to Athletics checks to climb a surface. An anchored phaserod can be torn free with a successful DC 23 Strength check. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Planar Flare.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Planar Flare.md new file mode 100644 index 0000000..171187b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Planar Flare.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Hybrid Item +--- +# PLANAR FLARE +**Source** _Drift Crisis pg. 93_ +**Level** 1; **Price** 75; **Bulk** L + +### DESCRIPTION + +These single-use emergency signaling devices have been developed since the Drift Crash and issued to starship crews who might find themselves stranded. Individuals lost in the Drift might attempt to craft a planar flare to signal for help. +A planar flare is a pistol-shaped device that can store a single visual image such as a night sky, landmark, or map. The flare can be used to take this image, functioning as a digital camera, or the image can be uploaded from a personal comm. Once an image has been stored in the flare, the device can be set to transmit that image to one location anywhere in the galaxy. When used as a standard action, a planar flare emits a burst of planar energy and is reduced to dust, as magic sends the image through the Plane of Fire (or another plane) to its programmed destination. The stored image travels to its destination in 1d6+6 days. When it reaches the destination, the image appears, filling an area 30 feet in diameter for 1 minute before vanishing. +A planar flare can be used as a small arm, dealing 1d6 fire damage. When used in this way, a planar flare has a range increment of 15 feet and the critical hit effect burn 1d4. A planar flare is consumed upon use. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Prescient Lenses.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Prescient Lenses.md new file mode 100644 index 0000000..1b629f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Prescient Lenses.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 4 / 9 / 14 +Price: varies +tags: +Type: Hybrid Item +--- +# PRESCIENT LENSES +_Prescient lenses_ blend quantum computing and divination magic to model, extrapolate, and display events happening in the next few seconds as translucent holograms. A pair of lenses has one charge, which is refreshed each day, and a creature can benefit from a single use of _prescient lenses_ each day (with any subsequent attempt showing the same few seconds of time as the first daily use). _Prescient lenses_ were originally as optical enhancements for the robotic anacites of Aballon and can be integrated into a robot for the listed price. Alternatively, they can be installed as a cybernetic eye augmentation for 1,000 additional credits. + +**Mk 1**: You can study the image in the lenses as a move action and gain a +1 insight bonus to a single attack roll, ability check, or skill check attempted before the start of your next turn. Attempting an attack roll or check expends the charge. + +**Mk 2**: These function as _mk 1 prescient lenses_, but you can instead roll the attack roll or check twice and take the better of the two results. + +**Mk 3**: These function as _mk 2 prescient lenses_, but as a reaction you can instead reroll a failed attack roll, ability check, or skill check. + +## PRESCIENT LENSES, MK 1 + +**Source** _Pact Worlds pg. 203_ +**Level** 4; **Price** 2,150; **Bulk** — + +--- + +## PRESCIENT LENSES, MK 2 + +**Source** _Pact Worlds pg. 203_ +**Level** 9; **Price** 13,900; **Bulk** — + +## PRESCIENT LENSES, MK 3 + +**Source** _Pact Worlds pg. 203_ +**Level** 14; **Price** 77,000; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Proton Snare.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Proton Snare.md new file mode 100644 index 0000000..e0a886a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Proton Snare.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 2 / 5 / 9 / 11 / 16 / 20 +Price: varies +tags: +Type: Hybrid Item +--- +# PROTON SNARE +This disc-shaped device has multidirectional rollers on five points and a stiff cable with a large button on its end for activation. As a standard action, you may deploy the proton snare on solid ground up to 20 feet away. As a move action, you can activate the snare by stomping on or pressing the switch. The snare emits a 20-foot cone of high-intensity muon lasers upward. Incorporeal creatures within the cone must make a Reflex save (DC = 10 + the snare’s level) or be drawn into the trap, closing them inside, regardless of size. Trapped creatures are suspended, and don’t need to breathe, eat, or drink. The snare emits a loud alarm for one round if a trapped creature loses its incorporeal state, and then automatically opens and releases all contained creatures randomly into the spaces around it. +Each version of the trap can affect only a certain CR of incorporeal creatures and trap up to a certain number of Hit Points. If multiple incorporeal creatures are in the trap cone, start with those closest to the trap when it’s activated, trapping those creatures and deducting their current Hit Points from the Hit Point capacity until the device reaches maximum. All remaining creatures are unaffected. +A proton snare can’t be activated again until emptied (even if it’s not at capacity). Emptying a proton snare requires a full action, and releases its contents randomly into either the spaces around it or another snare with available capacity. + +## PROTON SNARE, MK I + +**Source** _Drift Crisis pg. 55_ +**Level** 2; **Price** 500; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 3; 50 HP capacity. + +--- + +## PROTON SNARE, MK II + +**Source** _Drift Crisis pg. 55_ +**Level** 5; **Price** 2,200; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 7; 125 HP capacity. + +## PROTON SNARE, MK III + +**Source** _Drift Crisis pg. 55_ +**Level** 9; **Price** 8,200; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 11; 200 HP capacity. + +## PROTON SNARE, MK IV + +**Source** _Drift Crisis pg. 55_ +**Level** 11; **Price** 18,100; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 15; 300 HP capacity. + +## PROTON SNARE, MK V + +**Source** _Drift Crisis pg. 55_ +**Level** 16; **Price** 141,000; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 20; 500 HP capacity. + +## PROTON SNARE, MK VI + +**Source** _Drift Crisis pg. 55_ +**Level** 20; **Price** 890,000; **Bulk** 1 + +### DESCRIPTION + +Affects up to CR 25; unlimited HP capacity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Psychic Booster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Psychic Booster.md new file mode 100644 index 0000000..60cb2c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Psychic Booster.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Hybrid Item +--- +# PSYCHIC BOOSTER +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 4; **Price** 2,000; **Bulk** L + +### DESCRIPTION + +This circlet, originally designed by lashuntas, fits over the wearer’s brow and wraps around the wearer’s antennae (if any). A _psychic booster_ augments the power of your inherent psychic abilities. If you have telepathy, the range of your telepathy doubles. (For instance, if you have limited telepathy out to a range of 30 feet, the range increases from 30 feet to 60 feet.) \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Retrieval Charms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Retrieval Charms.md new file mode 100644 index 0000000..157dc29 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Retrieval Charms.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 7 / 11 / 15 / 19 +Price: varies +tags: +Type: Hybrid Item +--- +# RETRIEVAL CHARMS +Most _retrieval charms_ are bejeweled decorations, although some are knickknacks that depict popular idols or fictional characters. These items come in a pair, each charm attuned to the other with magically enhanced quantum entanglement. It takes 1 minute to attach a charm to an object, and this object can have no more than 3 bulk. As a move action, you can activate the second charm while holding it, teleporting the first charm and its attached object to you. If you do so, the object instantly appears in hand if you have enough hands free to grasp it. Otherwise, it appears in your space. The attached object teleports to you even if it is worn or carried by another creature. Each set of _retrieval charms_ can be used one time per day. The charms’ type limits the scale of the teleportation, as follows. + +## RETRIEVAL CHARMS, MK 1 + +**Source** _Starfinder Armory pg. 124_ +**Level** 7; **Price** 6,500; **Bulk** L + +### DESCRIPTION + +100 miles + +--- + +## RETRIEVAL CHARMS, MK 2 + +**Source** _Starfinder Armory pg. 124_ +**Level** 11; **Price** 26,000; **Bulk** L + +### DESCRIPTION + +Anywhere on the same planet + +## RETRIEVAL CHARMS, MK 3 + +**Source** _Starfinder Armory pg. 124_ +**Level** 15; **Price** 105,000; **Bulk** L + +### DESCRIPTION + +Anywhere on the same plane + +## RETRIEVAL CHARMS, MK 4 + +**Source** _Starfinder Armory pg. 124_ +**Level** 19; **Price** 480,000; **Bulk** L + +### DESCRIPTION + +From another plane \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Scrambler Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Scrambler Gloves.md new file mode 100644 index 0000000..2d9a7d4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Scrambler Gloves.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 6 / 10 / 14 +Price: varies +tags: +Type: Hybrid Item +--- +# SCRAMBLER GLOVES +Runes and twisting lines crisscross the shimmering surface of _scrambler gloves_. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. + +You can touch a creature with these gloves by attempting a melee attack against your target’s EAC. If you hit, the _scrambler gloves_ disrupt the target’s mental faculties, rendering the victim confused and shaken for 1 round if it succeeds at a Will saving throw (DC = 10 + half the item level + your key ability score modifier), or for 1d3+1 rounds on a failed save. However, when the creature rolls on the confusion table, a result of 51–75 causes the creature to instead be staggered, and on a result of 76–100, the creature is instead staggered and can’t cast spells or activate supernatural abilities. This is a mind-affecting effect. + +After you use the gloves, you can spend 1 Resolve Point to use them again. The gloves’ type determines how many times they can be used per day and how many Resolve Points you can spend for additional activations per day. Once you use a given pair of scrambler gloves, you can’t use a different pair for 24 hours. + +## SCRAMBLER GLOVES, MK 1 + +**Source** _Starfinder Armory pg. 124_ +**Level** 6; **Price** 4,500; **Bulk** L + +### DESCRIPTION + +Once per day; 1 Resolve Point + +--- + +## SCRAMBLER GLOVES, MK 2 + +**Source** _Starfinder Armory pg. 124_ +**Level** 10; **Price** 18,000; **Bulk** L + +### DESCRIPTION + +Twice per day; 2 Resolve Points + +## SCRAMBLER GLOVES, MK 3 + +**Source** _Starfinder Armory pg. 124_ +**Level** 14; **Price** 73,000; **Bulk** L + +### DESCRIPTION + +Three times per day; 3 Resolve Points \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shadowstaff.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shadowstaff.md new file mode 100644 index 0000000..04282f2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shadowstaff.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 2 / 8 +Price: varies +tags: +Type: Hybrid Item +--- +# SHADOWSTAFF +Draeliks who have proven their worth wield a _shadowstaff_, a weapon that channels cold, dark energy from the Negative Energy Plane. Many sages believe that sceaduinars gifted the arcane technology necessary to create these items to the draeliks to protect them from the predations of the Azlanti Star Empire. _Shadowstaves_ function as both two-handed basic melee weapons and as small arms. A wielder must be proficient in small arms to use one as a ranged weapon without penalties and to gain the benefits of the Weapon Specialization feat with a _shadowstaff_ used as a ranged weapon. These weapons use a special ammunition that is manufactured only on the worlds of the Shadari Confederacy (_Starfinder Core Rulebook_ 468) and costs 160 credits for a 40-charge clip. Presented below are the statistics for a standard _shadowstaff_, used by advanced practitioners of the weapon’s art, as well as the _lesser shadowstaff_ used by those newly honored with the responsibility of bearing the symbolic weapon. While even more powerful versions of the weapon exist, these are usually restricted to draelik high priests and other highly respected operatives of the draelik government. + +## SHADOWSTAFF, LESSER + +**Source** _Alien Archive pg. 37_ +**Level** 2; **Price** 500; **Bulk** 1 + +### DESCRIPTION + +A _lesser shadowstaff_ is covered with fell symbols and crackles with dark energy. As a basic two-handed melee weapon, a _lesser shadowstaff_ deals 1d4 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the block weapon special property. When used as a small arm, a _lesser shadowstaff_ has a range increment of 30 feet, and a single shot consumes 1 charge from its 40-charge capacity and deals 1d4 cold damage. Switching a _lesser shadowstaff_ from melee functionality to ranged functionality (or vice versa) is a swift action. + +--- + +## SHADOWSTAFF, STANDARD + +**Source** _Alien Archive pg. 37_ +**Level** 8; **Price** 10,000; **Bulk** 1 + +### DESCRIPTION + +A _shadowstaff_ is covered with fell symbols and is often surrounded by a dark nimbus of shadowy energy. As a basic two-handed melee weapon, a _shadowstaff_ deals 2d6 bludgeoning, slashing, or piercing damage (your choice) as it manifests blades or spikes at will, and it has the block weapon special property. When a _shadowstaff_ is used as a small arm, it has a range increment of 60 feet, and a single shot consumes 2 charges from its 40-charge capacity and deals 2d4 cold damage. Switching a _shadowstaff_ from melee functionality to ranged functionality (or vice versa) is a swift action. Additionally, you can use a _shadowstaff_ to create darkness, as per the universal creature rule, once per day (see page 153). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shotalashu Saddle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shotalashu Saddle.md new file mode 100644 index 0000000..e1bee52 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Shotalashu Saddle.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 300 +tags: +Type: Hybrid Item +--- +# SHOTALASHU SADDLE +**Source** _Alien Archive 2 pg. 115_ +**Level** 1; **Price** 300; **Bulk** — + +### DESCRIPTION + +This traditional saddle for shotalashu riders is adorned with small, colorful gems and engraved with intricate images of lashunta culture. More than a simple decoration, however, a _shotalashu saddle_ amplifies and solidifies the lashunta’s telepathic bond with its mount through a series of telepathic relays that serve as conductors from the rider’s body to the shotalashu’s. While riding a _shotalashu saddle_, you gain a +5 bonus on Survival checks to ride the shotalashu. While austere, mass-produced _shotalashu saddles_ that provide the same benefit as handmade versions certainly exist, most lashuntas consider it disrespectful to their mount not to use a lovingly crafted artisanal saddle. Particularly beautiful saddles often serve as cherished heirlooms, passed down through generations, and it’s not uncommon for lashuntas to mark special milestones in their loved ones’ lives with the gift of a new _shotalashu saddle_. A functional shotalashu saddle costs 300 credits, though particularly elaborate or ancient specimens may be worth many times more. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Software Imp.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Software Imp.md new file mode 100644 index 0000000..fc19914 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Software Imp.md @@ -0,0 +1,111 @@ +--- +aliases: +Level: 1 / 3 / 5 / 7 / 9 / 11 / 13 / 15 / 17 / 19 +Price: varies +tags: +Type: Hybrid Item +--- +# SOFTWARE IMP +Whether or not it has attained true consciousness, a _software imp_ is a perverse and illegal AI obnoxious enough that the question is academic. _Software imps_ come on memory sticks so they remain isolated from your own systems. A _software imp_ has a tier, and it is ineffective on any computer of a higher tier than its own. + +You must have access to a computer to install a _software imp_ on it, and you can do so as a full action. The imp renders its memory stick unusable on the way out, leaving no way to conclusively determine what was once stored there. Once installed, the _software imp_ becomes an artificial personality on its host computer. If the computer already has an artificial personality, the imp finds and overwrites it if possible. Faced with an artificial personality to which it does not have access, the imp lies in wait until it gains access to that personality in order to replace it. + +Initially, the imp can access information and modules that were accessible to you when you installed the imp. It can gain further access if a user unwittingly uses more access while the imp is installed. The imp can also fool users into giving it more access by attempting Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus according to its tier. + +While acting as an artificial personality, the imp is as unhelpful as possible to anyone attempting to use the system. The _software imp_ doesn’t ignore commands, but it interprets them in the worst way possible. It can misdirect, reveal unwanted information, obfuscate the truth, and otherwise aggravate and demoralize the user. + +Finding and removing a _software imp_ requires a successful Computers check to hack the imp as if it were a computer of its tier. However, the imp copies and installs itself as redundantly as it can, based on its tier number, and it can revive itself so long as a single copy remains. A dismissal spell targeting a computer infested with _software imps_ can remove the malicious AIs as if they were extraplanar creatures, each with a CR equal to its item level and a Will save bonus based on its tier. + +The tiers of _software imps_ and the capabilities of each are as follows. + +## SOFTWARE IMP, TIER 1 + +**Source** _Starfinder Armory pg. 124_ +**Level** 1; **Price** 400; **Bulk** — + +### DESCRIPTION + +Skill bonus +5; Will +4; no copies + +--- + +## SOFTWARE IMP, TIER 2 + +**Source** _Starfinder Armory pg. 124_ +**Level** 3; **Price** 1,400; **Bulk** — + +### DESCRIPTION + +Skill bonus +8; Will +6; one copy + +## SOFTWARE IMP, TIER 3 + +**Source** _Starfinder Armory pg. 124_ +**Level** 5; **Price** 2,800; **Bulk** — + +### DESCRIPTION + +Skill bonus +11; Will +8; one copy + +## SOFTWARE IMP, TIER 4 + +**Source** _Starfinder Armory pg. 124_ +**Level** 7; **Price** 6,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +14; Will +10; two copies + +## SOFTWARE IMP, TIER 5 + +**Source** _Starfinder Armory pg. 124_ +**Level** 9; **Price** 12,500; **Bulk** — + +### DESCRIPTION + +Skill bonus +17; Will +12; two copies + +## SOFTWARE IMP, TIER 6 + +**Source** _Starfinder Armory pg. 124_ +**Level** 11; **Price** 25,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +20; Will +14; three copies + +## SOFTWARE IMP, TIER 7 + +**Source** _Starfinder Armory pg. 124_ +**Level** 13; **Price** 50,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +23; Will +16; three copies + +## SOFTWARE IMP, TIER 8 + +**Source** _Starfinder Armory pg. 124_ +**Level** 15; **Price** 100,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +26; Will +18; four copies + +## SOFTWARE IMP, TIER 9 + +**Source** _Starfinder Armory pg. 124_ +**Level** 17; **Price** 225,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +29; Will +20; four copies + +## SOFTWARE IMP, TIER 10 + +**Source** _Starfinder Armory pg. 124_ +**Level** 19; **Price** 550,000; **Bulk** — + +### DESCRIPTION + +Skill bonus +32; Will +21; five copies \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starlight Flute.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starlight Flute.md new file mode 100644 index 0000000..8e30953 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starlight Flute.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 3 +Price: 1,400 +tags: +Type: Hybrid Item +--- +# STARLIGHT FLUTE +**Source** _Interstellar Species pg. 91_ +**Level** 3; **Price** 1,400; **Bulk** L + +### DESCRIPTION + +A starlight flute is an elaborately carved ritual bone flute based on a traditional maraquoi design. The flute sheds dim light in a 30-foot area. Once per day, you can play the flute as a full action to create an illusory effect made of music and starlight, replicating the effect of ghost sound with a range of 30 feet. If you continue concentrating and playing as a standard action on following rounds, the illusion develops a visual aspect, instead functioning as holographic image as a 2nd-level spell with a range of 30 feet. The Will save DC to disbelieve either effect is 13 or 12 + half your ranks in Profession (musician), whichever is higher. The visual image the flute creates always has a luminous quality, and unless the image is one observers would expect to glow (such as a lantern, a cabin with lit windows, or a glowing celestial figure), an observer can automatically attempt a Will save to disbelieve the illusion without having to interact with it first. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starstone Compass.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starstone Compass.md new file mode 100644 index 0000000..04a7b23 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Starstone Compass.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 3 +tags: +Type: Hybrid Item +--- +# STARSTONE COMPASS +**Source** _Starfinder Core Rulebook pg. 226_ +**Level** 1; **Price** 3; **Bulk** L + +### DESCRIPTION + +This small, clockwork navigational device hones in on mystical signals emitted by the _Starstone_ resting at the heart of Absalom Station, calculating the compass’s precise distance from and direction relative to the enigmatic font. While you are in the Pact Worlds system, this device lets you automatically know which direction Absalom Station is in relation to your current location, and it grants you a +2 insight bonus to Piloting checks when astrogating throughout the Pact Worlds system. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Sweet Dreambot.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Sweet Dreambot.md new file mode 100644 index 0000000..6c92f06 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Sweet Dreambot.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 1 +Price: 145 +tags: +Type: Hybrid Item +--- +# SWEET DREAMBOT +**Source** _Galactic Magic pg. 47_ +**Level** 1; **Price** 145; **Bulk** 1 + +### DESCRIPTION + +Sweet dreambots are stuffed toys that come in a variety of shapes and sizes resembling friendly alien lifeforms. Each sweet dreambot is engineered with predictive technology that can anticipate the onset of the dreams and nightmares of a single creature attuned to the stuffed toy. The toy has two settings: track and protect. While within 5 feet of the attuned creature while it sleeps, a sweet dreambot set to track records the creature’s nightmares; the data can be transferred to a computer for review, though the video is often somewhat blurry or disjointed. If within 5 feet of the attuned creature while set to protect, the sweet dreambot both disrupts mundane nightmares before they start and gives the creature a +2 resistance bonus to Will saves made while asleep or unconscious. +While designed to soothe children as they sleep, sweet dreambots have grown in popularity within the medical field and with travelers seeking cute and useful stuffed companions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Tactokinesis Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Tactokinesis Gloves.md new file mode 100644 index 0000000..fd37e3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Tactokinesis Gloves.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 6 +Price: 4,450 +tags: +Type: Hybrid Item +--- +# TACTOKINESIS GLOVES +**Source** _Pact Worlds pg. 203_ +**Level** 6; **Price** 4,450; **Bulk** L + +### DESCRIPTION + +_Tactokinesis gloves_ use an array of magical and magnetic sensors to extend and amplify the wearer’s sense of touch. They were first developed in the Diaspora to allow miners to locate veins of metal by touch through the material of their space suits. It soon found applications for thieves and explorers alike. Using the gloves, you can perceive and manipulate objects close at hand without actually touching them, and you can even sense details hidden just below the surface. + +While wearing a pair of _tactokinesis gloves_, you can use the Perception and Physical Science skills to examine a metal or technological construct or object within your reach, whether or not you can perceive the object with other senses. In addition, the gloves provide a +2 circumstance bonus to Engineering checks to assess stability or disable a device, and they count as necessary tools for such purposes. You can attempt such checks without directly touching the target, as well as use similar abilities that manipulate technology by touch, such as the overload mechanic class feature. In a zero-gravity environment, you can use the limited telekinesis provided by the gloves to pick up and move objects of up to 1 bulk without actually touching them. As a standard action, you can use the gloves to deliver a disruptive pulse to an android, drone, robot, or creature with the technological subtype. If the creature fails a Will saving throw (DC = 13 + your Dexterity modifier), it is dazed for 1 round. Once a creature has attempted a saving throw against this ability (regardless of the result), it is immune to this ability for 24 hours. + +The range of this telekinesis is limited to your reach, as you must be almost touching the target to manipulate it. _Tactokinesis gloves_ do not function through a force field. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Telekinetic Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Telekinetic Gloves.md new file mode 100644 index 0000000..8ccefea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Telekinetic Gloves.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 9 +Price: 13,500 +tags: +Type: Hybrid Item +--- +# TELEKINETIC GLOVES +**Source** _Starfinder Armory pg. 125_ +**Level** 9; **Price** 13,500; **Bulk** L + +### DESCRIPTION + +Thin leather gloves that have delicate steel wires running through them, _telekinetic gloves_ allow you to manipulate objects at a distance. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. + +While you wear the gloves, you can use _psychokinetic hand_ as a spell-like ability at will with a range of up to 30 feet. Once per day, the glove can be used to either use _psychokinetic strangulation_ as a spell-like ability (range 30 feet, duration 2 rounds, save DC = 13 + your key ability score modifier) or attempt to disarm or trip a target within 30 feet of you. To attempt a combat maneuver, roll 1d20 + your level + your key ability score modifier against your target’s KAC + 8. If you succeed at the disarm maneuver, you can bring the object to you, catching it in a hand you have free or allowing it to land in your space. After you use the gloves this way for the first time in a day, you can spend 1 Resolve Point to do so again, up to two more times a day. Once you use a given pair of _telekinetic gloves_, you can’t use a different pair for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Transplanar Gluon Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Transplanar Gluon Blade.md new file mode 100644 index 0000000..4e98bb4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Transplanar Gluon Blade.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: 15 / 18 / 20 +Price: varies +tags: +Type: Hybrid Item +--- +# TRANSPLANAR GLUON BLADE +Occasionally, abductees manage to escape from grays with a transplanar gluon blade. It resembles a standard box cutter consisting of a plump, hard plastic handle with a short blade that extends out the top while depressing a button, retracted rapidly by a simple spring. Once per day, you can spend 1 minute concentrating with the blade to subtly work it between the seams of reality and cut open a portal to its linked transitive plane. A transplanar gluon blade doesn’t function if not on the Material Plane or its linked transitive plane. Portals created with the blade close after 1d4 rounds. + +## TRANSPLANAR GLUON BLADE, ASTRAL + +**Source** _Drift Crisis pg. 55_ +**Level** 18; **Price** 450,000; **Bulk** L + +### DESCRIPTION + +You cut open a portal between the Material Plane and the Astral Plane. + +--- + +## TRANSPLANAR GLUON BLADE, ETHEREAL + +**Source** _Drift Crisis pg. 55_ +**Level** 15; **Price** 135,000; **Bulk** L + +### DESCRIPTION + +You cut open a portal between the Material Plane and the Ethereal Plane. + +## TRANSPLANAR GLUON BLADE, SHADOW + +**Source** _Drift Crisis pg. 55_ +**Level** 20; **Price** 1,100,000; **Bulk** L + +### DESCRIPTION + +You cut open a portal between the Material Plane and the Shadow Plane. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Universal Solvent.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Universal Solvent.md new file mode 100644 index 0000000..1665f3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Universal Solvent.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 5 / 9 / 13 / 17 +Price: varies +tags: +Type: Hybrid Item +--- +# UNIVERSAL SOLVENT +Sold in enchanted vials that hold one application each, _universal solvent_ is a magical chemical mixture that can dissolve almost every known substance in the galaxy. (_Universal solvent_ can’t damage creatures.) As a standard action, you can splash _universal solvent_ on an object. If a creature holds or wears the item, you must hit with a melee attack against that creature’s EAC. One application of solvent can cover five objects of light bulk, one object of 1 bulk, or a 5-foot area of a surface. When the solvent’s vial is emptied, it leaves a clean, empty vial with no residue. + +_Universal solvent_ dissolves adhesives instantaneously, including the strands released by stickybomb grenades, provided the adhesive is of an item level equal to or lower than the solvent. The solvent also softens objects it coats, suppressing hardness according to the solvent’s type. As a full action, a creature can wipe off an application of _universal solvent_, ending the solvent’s effect on the cleaned object (but not the object used to clean it). + +If an object is exposed to _universal solvent_ for 1 minute, the object takes an amount of damage equal to twice the amount by which the solvent’s hardness suppression exceeded the object’s actual hardness. The solvent then becomes inert and turns to dust, and the object returns to its normal hardness. + +_Universal solvent_ comes in the following types. + +## UNIVERSAL SOLVENT, BASIC +**Source** _Starfinder Armory pg. 125_ +**Level** 5; **Price** 500; **Bulk** — + +### DESCRIPTION + +Hardness suppression 10 + +--- + +## UNIVERSAL SOLVENT, CONCENTRATED + +**Source** _Starfinder Armory pg. 125_ +**Level** 9; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +Hardness suppression 20 + +## UNIVERSAL SOLVENT, FORTE + +**Source** _Starfinder Armory pg. 125_ +**Level** 13; **Price** 7,500; **Bulk** — + +### DESCRIPTION + +Hardness suppression 30 + +## UNIVERSAL SOLVENT, REGIA + +**Source** _Starfinder Armory pg. 125_ +**Level** 17; **Price** 36,000; **Bulk** — + +### DESCRIPTION + +Hardness suppression 40 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vali Water.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vali Water.md new file mode 100644 index 0000000..2953cdf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vali Water.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 16 +Price: 30,000 +tags: +Type: Hybrid Item +--- +# VALI WATER +**Source** _Interstellar Species pg. 91_ +**Level** 16; **Price** 30,000; **Bulk** — + +### DESCRIPTION + +The hot springs of Ouat Vali impart exceptional—potentially even permanent—vitality to bathers. Even water removed from its source and kept in carefully insulated vials provides some benefits, functioning in many ways like a magical serum. Drinking a vial of Vali water grants the imbiber a +1 insight bonus to attack rolls, skill checks, and saving throws; their abilities’ and spells’ saving throw DCs increase by 1; and they gain 1 temporary Resolve Point. After 1 hour, these effects end, the Resolve Point (if not already spent) disappears, and the user becomes fatigued. Drinking more than one vial of Vali water in a 24-hour period is dangerous, dealing 10d10 damage and giving the imbiber the paralyzed condition for 6d10 minutes unless they succeed at a DC 25 Fortitude save. +Genuine Vali water is exceedingly rare, as export is strictly prohibited by the Maratan government, and black markets are rife with counterfeits that range from merely useless to actively harmful. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vampiric Charger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vampiric Charger.md new file mode 100644 index 0000000..1b073d2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vampiric Charger.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 8 +Price: 10,000 +tags: +Type: Hybrid Item +--- +# VAMPIRIC CHARGER +**Source** _Starfinder Armory pg. 125_ +**Level** 8; **Price** 10,000; **Bulk** L + +### DESCRIPTION + +Carved to resemble a grotesque, bestial head, a _vampiric charger_ has a wide maw with a pair of sharpened fangs serving as prongs. The charger converts life force into magical power and then into electricity. + +As a move action, you can insert a battery into the _vampiric charger_, and as another move action, you can stab the charger's fangs into a helpless or willing creature. Your target loses 1d4+1 Hit Points, which can’t be negated or mitigated in any way without causing the charger to fail. Every round thereafter, the creature takes 1 Constitution damage, and the battery attached to the charger regains 10 charges (up to its maximum). Once attached to a creature, the _vampiric charger_ continues to inflict Constitution damage until it is removed or the creature dies, even if the battery is fully charged. A creature can remove the charger as a move action. + +Each time a battery is recharged in this way, it has a 20% chance to become corrupted. If the creature the charger is attached to dies while a battery is charging, that battery immediately becomes corrupted. Only a _vampiric charger_ can recharge such a corrupted battery. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vital Seed.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vital Seed.md new file mode 100644 index 0000000..f3cc889 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Vital Seed.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 4 / 10 / 17 +Price: varies +tags: +Type: Hybrid Item +--- +# VITAL SEED +Bioengineered to grow specific chemicals and cellular structures, even those that replicate animal or humanoid flesh, _vital seeds_ come packed in tiny capsules of First World soil to make them grow at alarming speeds. The specific effect depends on the purpose for which the seed was bioengineered. _Vital seeds_ can grow livestock and plants, replace missing organs, and perform many other useful tasks. Some common vital seeds are listed here. + + + +## VITAL SEED, REGROWER +**Source** _Starfinder Armory pg. 125_ +**Level** 17; **Price** 40,000; **Bulk** — + +### DESCRIPTION + +As a standard action, you can swallow a _regrower vital seed_. This allows you to regain 12d8 Hit Points and removes the exhausted and fatigued conditions. Any lost organs and limbs also start regrowing. If you can reattach a missing part, this regrowth takes only 1 round. Otherwise, it takes 2d10 rounds. + +--- + +## VITAL SEED, BEAST + +**Source** _Starfinder Armory pg. 125_ +**Level** 4; **Price** 650; **Bulk** — + +### DESCRIPTION + +As a standard action, you can squeeze a _beast vital seed_ and place it on the ground or throw it (range 20 feet). A Medium First World beast grows from the seed instantaneously as if you had just completed casting the 3rd-level version of the _summon creature_ spell. Rather than obeying your commands, the creature is initially friendly toward you. + +## VITAL SEED, ZEOLITE + +**Source** _Starfinder Armory pg. 125_ +**Level** 10; **Price** 5,000; **Bulk** — + +### DESCRIPTION + +As a standard action, you can squeeze a _zeolite vital seed_ and place it on the ground or throw it (range 20 feet). A crystalline structure grows from the seed instantaneously, creating difficult terrain in its square. The structure absorbs radiation in its square and all adjacent squares, and it diminishes the severity of radiation within 30 feet of it by one step. Creatures in the area the _zeolite vital seed_ affects gain a +2 circumstance bonus to saving throws against radiation sickness. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Dust.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Dust.md new file mode 100644 index 0000000..2fe5696 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Dust.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 10 +Price: 2,550 +tags: +Type: Hybrid Item +--- +# VOID DUST +**Source** _Starfinder Armory pg. 126_ +**Level** 10; **Price** 2,550; **Bulk** — + +### DESCRIPTION + +This powder looks like shimmering iron filings, but _void dust_ is actually nanotech infused with magic antithetical to force effects. As a standard action, you can sprinkle the dust on something within your reach. When you sprinkle the dust on a magical force effect or a personal force field, roll 1d20 + 10 against a DC equal to 11 + the level of the caster or the item that created the force effect. If you succeed, the targeted effect is disrupted. A magical effect either ends, or, if it’s permanent or ongoing, is suppressed for 10 minutes. A personal force field is suppressed for 10 minutes. If you fail, the targeted effect is suppressed for 1 round. The time spent suppressed counts against an effect’s duration, and an item that uses battery charges still consumes those charges while suppressed. + +_Void dust_ is sold by the pinch. One pinch affects only one force effect, and the pinch is consumed whether you succeed or fail. This dust isn’t strong enough to affect starship force fields or force effects of a similar scale. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Projector.md new file mode 100644 index 0000000..327c842 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Void Projector.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 8 +Price: 8,500 +tags: +Type: Hybrid Item +--- +# VOID PROJECTOR +**Source** _Drift Crisis pg. 93_ +**Level** 8; **Price** 8,500; **Bulk** L + +### DESCRIPTION + +As a standard action, you can activate a void projector to transform a 20-foot-radius area into a zero-g environment. The area has no gravity. A void projector can operate for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. The device has a timer, which you can set as a move action, that enables the void projector to operate for a set number of minutes. You can deactivate a void projector as a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Wetware Bug.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Wetware Bug.md new file mode 100644 index 0000000..1f2beb2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Hybrid Items/Wetware Bug.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 3 / 6 / 9 +Price: varies +tags: +Type: Hybrid Item +--- +# WETWARE BUG +A wetware bug is a small, digital chip programmed before use to look for specific information you wish to learn from a target. You can plant the bug covertly on an unwitting target with a successful Sleight of Hand check as though you were picking the creature’s pocket. Alternatively, you can plant the bug with a successful melee attack against the target’s EAC, and although the target easily notices you, it must succeed at a DC 21 Perception check to notice you placing the bug. +Once planted, the wetware bug sprouts tiny legs, attaches to the target creature, and begins observing the target’s thoughts. The creature attempts a Will save with a DC based on the device’s model. If the creature succeeds, it negates the bug’s effects and is aware of some attempt to read its mind. If it fails, the bug compiles psychic impressions and sends those to a designated receiver (like a comm unit) with an effective range of 1 mile. These impressions aren’t full thoughts, but are instead a sequence of emotions and fragmented words that grant you a +4 circumstance bonus to checks made to track or gather information about the target while the bug is active. After 2d4 hours, the bug’s magical batteries burn out, and it detaches, appearing to be a generic, damaged data chip. + +## WETWARE BUG, MK 1 + +**Source** _Galactic Magic pg. 47_ +**Level** 3; **Price** 255; **Bulk** — + +### DESCRIPTION + +The bug has a Will save DC of 16. + +--- + +## WETWARE BUG, MK 2 + +**Source** _Galactic Magic pg. 47_ +**Level** 6; **Price** 630; **Bulk** — + +### DESCRIPTION + +The bug has a Will save DC of 18. + +## WETWARE BUG, MK 3 + +**Source** _Galactic Magic pg. 47_ +**Level** 9; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +The bug has a Will save DC of 21. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aballonian Drone Box.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aballonian Drone Box.md new file mode 100644 index 0000000..9d1c534 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aballonian Drone Box.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 11 +Price: 24,500 +tags: +Type: Magic Item +--- + +**Source** _Pact Worlds pg. 200_ +**Level** 11; **Price** 24,500; **Bulk** 1 + +### DESCRIPTION + +This item consists of six 1-foot-square circuit boards soldered together at their edges to form a box. One of the sides is hinged, forming a lid. Although the box appears empty, it rattles occasionally, as if something inside is seeking to escape. While anacites across Aballon create these items, Those Who Wait prefer to stockpile them for future use, but Those Who Become send as many of these boxes into the galaxy as possible for unspoken reasons. + +When you speak a command word and open the lid of the box as a standard action, a collection of fist-sized microbots swarms out of the box and circles you, granting you concealment against all attacks for 5 rounds before they collapse into 1 bulk of inert scrap. This function can be used once per day. + +The scrap can be used as the target of any spell with the word “junkbot” in the name, and the duration of such a spell increases by 1 round. The refuse left over at the end of the spell magically returns to the box, as does the scrap if it remains unused 4 hours after being created. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Adaptive Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Adaptive Serum.md new file mode 100644 index 0000000..a9f8969 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Adaptive Serum.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Magic Item +--- +A dose of _adaptive serum_ consists of a small piece of ksarik flesh (usually the tip of one of its tentacles) floating in a slightly alcoholic tincture. For an hour after you consume an _adaptive serum_, the first time you take energy damage, you gain resistance against that type of damage for that attack and for the remainder of the hour or until you rest 10 minutes to regain Stamina Points, whichever comes first. The amount of energy resistance you receive depends on the level of the serum. A _mk 1 adaptive serum_ grants energy resistance 5, a _mk 2 adaptive serum_ grants energy resistance 10, and a _mk 3 adaptive serum_ grants energy resistance 15. + +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## ADAPTIVE SERUM, MK 1 + +**Source** _Alien Archive pg. 71_ +**Level** 4; **Price** 350; **Bulk** — + +--- + +## ADAPTIVE SERUM, MK 2 + +**Source** _Alien Archive pg. 71_ +**Level** 8; **Price** 1,500; **Bulk** — + +## ADAPTIVE SERUM, MK 3 + +**Source** _Alien Archive pg. 71_ +**Level** 12; **Price** 5,500; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aeon Stone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aeon Stone.md new file mode 100644 index 0000000..db57b91 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aeon Stone.md @@ -0,0 +1,233 @@ +--- +aliases: +Level: 1 - 14 +Price: varies +tags: [8:, 1-27:] +Type: Magic Item +--- +# AEON STONE + +_Aeon stones_ are magic gemstones that orbit your head (or the nearest equivalent of a head, for species that lack heads) and grant you a constant magic effect. They do not count toward your worn magic item limit, and there’s no limit to the number you can have orbiting you. They are most common in the Azlanti Star Empire, which also has unique ways of using such stones, but the most common types of aeon stones can be found in magic shops in many major settlements. Aeon stones are categorized by their shape and color, with all stones of the same shape and color having the same magic abilities. + +Placing an _aeon stone_ in orbit around your head is a standard action, and removing it is a move action. An aeon stone must be in orbit for you to benefit from its abilities. The stone orbits at a distance of 3 inches to 3 feet, as you prefer, but always outside any armor or helmet you wear. An orbiting _aeon stone_ has an Armor Class equal to 12 + your character level, and it can be attacked directly or even grappled (a successful grapple check plucks the stone out of its orbit and into the attacker’s hand). Most _aeon stones_ (including all those presented here) are capable of glowing with a bright light. As a standard action, you can activate or deactivate the illumination of an aeon stone, which glows brightly enough to increase the light level in your square by one step (see Vision and Light on page 261). + +Each _aeon stone_ also has at least one other power that comes into effect when in orbit around you, detailed in the individual descriptions below. + +## AEON STONE, ALABASTER HELIX + +**Source** _Starfinder Armory pg. 110_ +**Level** 11; **Price** 30,000; **Bulk** — + +### DESCRIPTION + +Rumor says the first _alabaster helix_ originated on a hidden world somewhere in the Vast. This _aeon stone_ must adjust to your physiology by orbiting you for 24 hours. If the stone stops orbiting you for more than 1 minute, it must readjust to you. The stone can orbit you while you’re prone or unconscious, but it stops orbiting you if you die. While the _alabaster helix_ orbits and remains adjusted to you, you regain 1 Hit Point per hour. You can have only one _alabaster helix_ adjusted to your physiology at a time. + +--- + +##  AEON STONE, CLEAR SPINDLE + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 245; **Bulk** — + +### DESCRIPTION + +This _aeon stone_ sustains you by negating the need for food or water. + +## AEON STONE, TURQUOISE CUBE + +**Source** _Galactic Magic pg. 48_ +**Level** 1; **Price** 250; **Bulk** — + +### DESCRIPTION + +First seen in the back-alley gambling houses of Broken Rock, pirate crews have since carried these “luck stones” throughout the galaxy. Once per day as a reaction when you fail an attack roll, saving throw, or skill check by 1, this aeon stone can retroactively grant you a +1 bonus to the roll, turning the failure into a success. + +##  AEON STONE, IRIDESCENT SPINDLE + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 2; **Price** 740; **Bulk** — + +### DESCRIPTION + +This _aeon stone_ sustains you by negating the need to breathe. + +## AEON STONE, CLOUDY BLUE RHOMBOID + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 3; **Price** 1,300; **Bulk** — + +### DESCRIPTION + +While this _aeon stone_ orbits you, as a reaction while falling, you can cast flight (1st level), targeting only yourself (caster level 3rd). This _aeon stone_ can be activated once per day. + +## AEON STONE, OPALESCENT WHITE PYRAMID + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 3; **Price** 1,400; **Bulk** — + +### DESCRIPTION + +While this _aeon stone_ orbits you, you have proficiency with one kind of weapon (laser pistol, plasma doshko, zero pistol, and so on) at all item levels. Each stone of this type is keyed to a particular kind of weapon when it is created. Changing the type of weapon an existing _opalescent white pyramid aeon stone_ is keyed to requires time and 3 ranks in Mysticism, as if you were crafting the _aeon stone_, but this alteration has no cost. + +## AEON STONE, AMBER HYPERBOLOID + +**Source** _Starfinder Armory pg. 110_ +**Level** 4; **Price** 2,200; **Bulk** — + +### DESCRIPTION + +AbadarCorp first manufactured _amber hyperboloids_ as defensive devices for law enforcement agents. While this _aeon stone_ orbits you, you have DR 1/— and energy resistance 1 against all energy types, but both apply only to damage from ranged attacks. + +## AEON STONE, BANDED MALACHITE CABOCHON + +**Source** _Drift Crisis pg. 69_ +**Level** 4; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +This aeon stone functions as a specialized scrying sensor that’s constantly alert for a specific trigger. Once per hour as a move action, you can task the aeon stone with watching for a specific simple stimulus such as “any Medium or larger creature,” “the sound of an approaching creature,” or “smoke.” The aeon stone constantly perceives your surroundings in a 30-foot radius with human-like senses and darkvision; the stone cannot detect anything beyond that range. The stone has a +15 modifier to Life Science, Perception, or Physical Science checks to identify that assigned stimulus. If the stone senses the stimulus, it telepathically signals you, imparting information about the stimulus’s direction and distance for 1 round. The stone can provide up to three such signals per hour and no more than one per minute. The stone watches for its assigned stimulus until you deactivate the aeon stone or task it with detecting a new stimulus. + +##  AEON STONE, BRIGHT YELLOW CABOCHON + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 4; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +While this _aeon stone_ orbits you, you gain a +4 insight bonus to Culture checks to decipher exotic, intricate, or very old writing. In addition, once per day as a standard action, this aeon stone can be activated to cast comprehend languages as a 1st-level spell (caster level 4th). + +## AEON STONE, SCARLET PRISM + +**Source** _SFS Scenario King Xeros of Star Azlant pg. 17_ +**Level** 4; **Price** 2,140; **Bulk** — + +### DESCRIPTION + +A scarlet prism aeon stone stores a single charge that it can discharge as a tiny laser beam, functioning identically to an azimuth optical laser augmentation. The aeon stone cannot be immediately recharged by spending a Resolve Point, but while its charge is spent, it provides its user with fire resistance 5 that applies only against laser attacks. When a laser attack inflicts enough damage to the user to bypass this resistance, the aeon stone immediately becomes recharged, no longer providing resistance until it is discharged again. + +## AEON STONE, KEHTARITE OVAL + +**Source** _Drift Crisis pg. 69_ +**Level** 5; **Price** 3,000; **Bulk** — + +### DESCRIPTION + +Although found on other worlds, the brittle blue mineral kehtarite is named after and is especially prevalent on Kehtaria, where it’s often incorporated into fire-suppressing insulation. While this aeon stone orbits you, it inhibits nearby combustion. You gain a +4 circumstance bonus to saving throws against the burning condition, and you automatically extinguish any nonmagical fires in your space or any squares you enter, to a maximum of 20 5-foot cubes per minute. When any burst or emanation that deals fire damage or has the fire descriptor (such as an incendiary grenade or explosive blast) is centered on a space or intersection within your reach, as a reaction, you can drain the aeon stone’s magic and attempt a Reflex save against the effect’s save DC (or DC 13 plus half the effect’s item level or CR if it doesn’t have a saving throw) to suppress the effect. If you succeed, you delay the effect for 1 round, after which it takes effect as normal. When drained in this way, the aeon stone provides no further benefits for 24 hours. + +## AEON STONE, SAPPHIRE CONE + +**Source** _Starfinder Armory pg. 110_ +**Level** 5; **Price** 3,200; **Bulk** — + +### DESCRIPTION + +Aballonian corporations initially distributed _sapphire cones_, but none of those businesses have a clear claim to the original device. While this _aeon stone_ orbits you, you have limited telepathy you can use only with creatures that have the technological subtype and are within 100 feet of you. + +## AEON STONE, RUBY SPHERE + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 6; **Price** 3,850; **Bulk** — + +### DESCRIPTION + +While this _aeon stone_ orbits you, it functions as a comm unit and a tier 3 computer with an artificial personality upgrade that you can access directly through your nervous system without needing a user interface. While the stone orbits you, you are aware of any attempt to connect to it and can grant access if you wish. This computer can be upgraded as normal, and the upgrades are all magical. The stone is magically powered, so the computer doesn’t need a power source. + +## AEON STONE, VIRIDIAN BALBIS + +**Source** _Starfinder Armory pg. 110_ +**Level** 6; **Price** 4,200; **Bulk** — + +### DESCRIPTION + +The Veskarium is the source of the _viridian balbis_, although the popular story is that the vesk “liberated” the stone’s design from skittermanders during the conquest of Vesk-3. While this _aeon stone_ orbits you, your speed increases by 10 feet; this enhancement bonus applies to any movement speed you have. + +##  AEON STONE, PURPLE SPHERE + +**Source** _Alien Archive pg. 7_ +**Level** 7; **Price** 7,500; **Bulk** — + +### DESCRIPTION + +This _aeon stone_ creates an invisible force field around you that functions as a purple force field. The stone has a daily capacity of 10 charges and fully recharges itself every 24 hours. + +## AEON STONE, IRIDIUM STAR + +**Source** _Galactic Magic pg. 48_ +**Level** 8; **Price** 9,250; **Bulk** — + +### DESCRIPTION + +Developed by the Academy of Purpose on New Thespera, iridium stars see everyday use throughout the Azlanti Star Empire’s Imperial Fleet as an atmospheric bailout safety measure. You can activate this aeon stone once per day as a reaction when you’re in a vacuum, zero-g environment, or both. Once activated, the aeon stone grants you immunity to cosmic rays, immunity to the environmental effects of vacuum, the ability to go without breathing, and a fly speed of 30 feet (average maneuverability) that works only in a vacuum or zero-g environment. This effect lasts for 1 hour. + +## AEON STONE, LUSINITE ROSE + +**Source** _Drift Crisis pg. 69_ +**Level** 8; **Price** 9,500; **Bulk** — + +### DESCRIPTION + +Renowned for its iridescence, the gemstone lusinite has a dazzling quality that often sees the mineral hoarded by birds and other animals as treasures. As an aeon stone, it captivate creatures in three ways. As part of the action used to cast a spell with the charm descriptor, you can activate this aeon stone to negate any bonus to the saving throw one target might receive for being threatened or attacked by you or your allies. Second, you can activate the aeon stone as a reaction when you attempt a Charisma check to convince a charmed creature to follow your suggestions. Third, you can activate the aeon stone as a reaction when a threatening behavior by you or your allies would end the effects of your spell with the charm descriptor. The charmed creature attempts a Will save against the spell with a +5 enhancement bonus; if it succeeds, it ends the spell as normal, but if it fails, that threatening action does not break the spell (though subsequent actions might do so). +You can activate the lusinite rose twice per day, using any combination of these three effects. A creature is immune to the aeon stone’s effects if it cannot see the item. + +## AEON STONE, VIBRANT GREEN PRISM + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 9; **Price** 14,000; **Bulk** — + +### DESCRIPTION + +Highly prized by Azlanti pilots and astrogators, a _vibrant green prism aeon stone_ is linked directly to the Aeon Throne on New Thespera. If you plot a course to New Thespera and succeed at the required Piloting check while this aeon stone orbits you, you can travel through the Drift from anywhere in the galaxy to New Thespera in only 1d6 days. + +##  AEON STONE, DARK BLUE RHOMBOID + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 10; **Price** 18,000; **Bulk** — + +### DESCRIPTION + +This _aeon stone_ grants you a +2 insight bonus to Perception and Sense Motive skill checks. + +##  AEON STONE, PEARLY WHITE SPINDLE + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 11; **Price** 25,000; **Bulk** — + +### DESCRIPTION + +This _aeon stone_ increases your caster level by 1. This affects only calculations that directly refer to your caster level, such as caster level checks and spells with a duration of 1 round/level. It does not affect your spells known or spells per day. If you do not normally have a caster level, this does not give you any ability to know or cast spells. + +## AEON STONE, IRIDESCENT TRILLIAN + +**Source** _Starfinder Escape from the Prison Moon pg. 44_ +**Level** 12; **Price** 32,000; **Bulk** — + +### DESCRIPTION + +While this _aeon stone_ orbits you, when you are hit by a ranged attack, you can spend 1 Resolve Point as a reaction to attempt a Reflex saving throw with a +6 enhancement bonus. If your saving throw result equals or exceeds the result of the attack roll that hit you, the _aeon stone_ deflects the attack, and it deals you no damage or other effect. This deflection doesn’t work against area attacks. + +## AEON STONE, KALEIDOSCOPIC ICOSAHEDRON + +**Source** _Starfinder Armory pg. 110_ +**Level** 12; **Price** 35,000; **Bulk** — + +### DESCRIPTION + +The _kaleidoscopic icosahedron_ originated within the Azlanti Star Empire as an award given to high-ranking members of the Aeon Guard. While the stone orbits you, if you roll a d20 and you dislike the result, as a reaction you can reroll the d20 and use the better result. Alternatively, as a reaction when you are the target of an attack, you can force the attacker to reroll the d20 and use the worse result. Once you have used the stone to cause a reroll, you can’t do so again for 24 hours, and you can benefit from no other _kaleidoscopic icosahedron_ during this time. + +## AEON STONE, OBSIDIAN ANNULUS + +**Source** _Starfinder Armory pg. 110_ +**Level** 13; **Price** 55,000; **Bulk** — + +### DESCRIPTION + +The first _obsidian annuluses_ appeared as protective devices worn by important Azlanti agents. While this _aeon stone_ orbits you, when you are the target of a spell or spell-like ability, you can spend 1 Resolve point as a reaction to gain spell resistance equal to 11 + half your character level. This spell resistance ends after the effect that triggered your reaction is resolved. The _aeon stone_ can’t provide you spell resistance for 1 hour thereafter, and you can’t gain spell resistance from any _obsidian annulus_ during this time. + +## AEON STONE, SILVER LEMNISCATE + +**Source** _Starfinder Armory pg. 110_ +**Level** 14; **Price** 65,000; **Bulk** — + +### DESCRIPTION + +Shirrens brought a few _silver lemniscates_—gifts from Hylax—with them when they arrived in the Pact Worlds. While the _silver lemniscate_ orbits you, whenever you are about to end your turn with the dying condition, the silver _lemniscate stabilizes_ you. At the start of your next turn, you regain 1 Hit Point. After providing you this benefit, the _silver lemniscate_ can’t do so again for 24 hours, and you can’t benefit from a different _silver lemniscate_ for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Albitta_s Paint Sprayer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Albitta_s Paint Sprayer.md new file mode 100644 index 0000000..c3830a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Albitta_s Paint Sprayer.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 4 +Price: / +tags: +Type: Magic Item +--- +**Source** Ports of Call pg. 63 +**Level** 4; **Price** 0 +**Capacity** 10; **Usage** 1/use +**Hands** 1; Bulk — + +**Description** +While industrial paint sprayers are available via commercial construction stores and infosphere sites, the ones found in Drifter’s End are inspired by the “paint pistol” supposedly used by famous street artist Albitta. It’s shaped a bit like a small arm with a large canister in place of the clip to hold the paint. As a standard action, you can use a paint sprayer to spray paint in a 15-foot cone, covering all creatures and objects in the area. Invisible creatures and objects in the area are rendered partially visible unless they succeed at a DC 15 Reflex saving throw. A partially visible creature is no longer unseen but still benefits from concealment (20% miss chance). The paint can be removed by spending 10 minutes scrubbing it off with a cleaning solution, through magical means such as token spell (cleaning 1 cubic foot per round), or with a paint remover. A paint sprayer’s canister can be refilled with a paint color of your choosing for 20 credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Amulet of Camouflage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Amulet of Camouflage.md new file mode 100644 index 0000000..cc35e82 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Amulet of Camouflage.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 1,400 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 3; **Price** 1,400; **Bulk** — + +### DESCRIPTION + +This modest amulet projects a simple pattern over your outer layers of armor, clothing, and equipment, which helps you blend into the background. When in an environment with a maximum distance at which Perception checks can be attempted, rolls to see at what range other creatures can attempt Perception checks against you are rolled twice, and the lower result applies. See Chapter 11 for more information on the Perception ranges of different environments. The amulet’s magic isn’t powerful enough to make you invisible or grant a bonus to Stealth checks. You can activate or deactivate this camouflage as a standard action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aquanaut Elixir.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aquanaut Elixir.md new file mode 100644 index 0000000..35ffff4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aquanaut Elixir.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 4 +Price: 325 +tags: +Type: Magic Item +--- +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 4; **Price** 325; **Bulk** — + +### DESCRIPTION + +After drinking this serum, your hands and feet become webbed and you grow gills. You gain a swim speed of 40 feet and your land speed is halved. You gain the ability to breathe water, and although you retain the ability to breathe air, you become fatigued if you breathe air for more than 10 minutes at a time. The effects of this serum last for 4 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Horns.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Horns.md new file mode 100644 index 0000000..ebc84ad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Horns.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 8 +Price: 8,400 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 13_ +**Level** 8; **Price** 8,400; **Bulk** L + +### DESCRIPTION + +A coronet made of an Arquand gazelle’s four distinctive horns, this headwear counts as a worn magic item unless you install it in armor, taking up one upgrade slot. While you wear _Arquand horns_, you receive a +2 enhancement bonus to saving throws against fear effects. In addition, as a standard action, you can command the _Arquand horns_ to protect you with an aura that lasts for 1 minute. While the aura lasts, creatures within 60 feet of you must succeed at a Will saving throw (DC = 14 + your Charisma modifier) to attack you, cast a spell that includes you as an unwilling target, or take any action to directly harm or disable your equipment. This is a mindaffecting, emotion effect, and a creature that succeeds at the save is immune to the aura for 24 hours. Arquand gazelles are immune to the aura. A set of _Arquand horns_ can create this effect once per day, and after you have used one set of _Arquand horns_ to create this effect, you can’t do so again with any other set for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Manacles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Manacles.md new file mode 100644 index 0000000..618f234 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Arquand Manacles.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 2,800 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 13_ +**Level** 5; **Price** 2,800; **Bulk** L + +### DESCRIPTION + +Interwoven hide from numerous Arquand gazelles lines _Arquand manacles_. Law officers and bounty hunters use these manacles on prisoners who might become aggressive. The interwoven strips help ensure the bound creature never becomes immune to the effect. While wearing _Arquand manacles_, you must succeed at a DC 13 Will save to attack, cast a spell, or attempt to disable, escape, or harm the cuffs. Arquand gazelles are immune to these manacles. Their magic is a mind-affecting, emotion effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Atrocite Sphere.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Atrocite Sphere.md new file mode 100644 index 0000000..5e03c23 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Atrocite Sphere.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 118_ +**Level** 20; **Price** —; **Bulk** L + +### DESCRIPTION + +An _Atrocite Sphere_ is a dull, dark globe 3 inches in diameter. Each of the several known _Atrocite Spheres_ is thought to have spontaneously appeared from the void when an atrocite (a supernatural agent of the Devourer) emerged into the galaxy. The _Atrocite Sphere_ must adjust to your soul by floating 3 inches above your head for 24 hours. If the sphere stops floating above you for more than 1 minute, it must readjust to you. The sphere can float above you while you’re prone or unconscious, but it stops doing so if you die. After it adjusts to you, the sphere exudes a slight pull, like gravity. + +While the _Atrocite Sphere_ floats above you, you gain DR 10/— and energy resistance 10 against all energy types. If you gain a higher value in one of these defenses from another source, that value increases by 2. When it blocks damage, the sphere briefly flashes with crimson light that resembles a black hole’s accretion disc. + +When you take Hit Point damage from an attack or effect a foe created, as a reaction you can redirect some of the damage dealt to you. When you do so, the sphere flashes with crimson light and pulses with gravity, knocking you prone. Divide the damage dealt to you in half. If your attacker is within 330 feet of you, it takes this damage as force damage, is knocked prone, and suffers any critical effect the attack inflicted, but it suffers no other effects. The target can attempt a Will saving throw (DC = 20 + your Charisma modifier) to take half damage and avoid any critical effect. You take the remaining damage (though you get to apply your defenses to this damage normally). + +After you redirect damage with the _Atrocite Sphere_, you go berserk. This compulsion is a mind-affecting effect, but it works on any creature the sphere has adapted to, even if that creature is normally immune to such effects. While you are berserk, you gain a +1 morale bonus to attack rolls and a +3 morale bonus to damage rolls and Strength checks. You also gain a number of temporary Hit Points equal to 3 times your level or CR, which remain only while you stay berserk. However, you take a –2 penalty to KAC and EAC. You can’t cast spells or use any skill or ability that requires concentration or patience. The only reactions you can take are attacks of opportunity. You consider no creature to be your ally, although you don’t consider erstwhile allies to be foes. + +On each of your turns while you’re berserk, you attack the opponent closest to you, moving or charging only if you need to do so to attack. You make a full attack if you can, using abilities or weapon special properties that facilitate making numerous attacks. When you make a full attack, you reduce the penalties for doing so by 1. If multiple opponents are equally close to you, you divide your attacks among them or include as many as you can in a full attack such as automatic fire. + +You cease being berserk if you lose consciousness or you’re aware of no other enemies. In addition, you can attempt a DC 25 Will saving throw each time you reduce a creature to 0 Hit Points, ending the berserking episode if you succeed. When the episode ends, you are fatigued for as long as you were berserk. If you fail to reduce a significant enemy to 0 Hit Points while you’re berserk, the _Atrocite Sphere_ provides none of its benefits to you for 24 hours. + +An _Atrocite Sphere_ can be destroyed only by being tossed into a star, gas giant, black hole, or some equally massive gravitational phenomenon. Cultists of the Devourer say this annihilation is useless, since the spheres will continue to be born until reality itself dies. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aura Goggles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aura Goggles.md new file mode 100644 index 0000000..570ebd6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Aura Goggles.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 8 +Price: 9,000 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 25_ +**Level** 8; **Price** 9,000; **Bulk** L + +### DESCRIPTION + +While wearing these goggles, you gain a +4 circumstance bonus to saving throws against sense-dependent effects that target vision (such as gaze abilities or a bryrvath’s impossible aura). In addition, once per day, you can cast _arcane sight_ as a spell-like ability (CL 8th). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Banishing Blade.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Banishing Blade.md new file mode 100644 index 0000000..38918d1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Banishing Blade.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 8 / 12 / 17 / 20 +Price: varies +tags: +Type: Magic Item +--- +Banishing blades are magic weapons capable of forcing extraplanar foes back to their native plane. These weapons were once used primarily by the Church of Iomedae in its crusades against fiendish incursions, but the Drift Crisis brought growing concerns that other extraplanar creatures might threaten the Material Plane, and production of these weapons accelerated. All banishing blades function as if they had the holy fusion in addition to the rest of their abilities. This counts against how many total fusions a banishing blade can have. +If you score a critical hit against a creature with the extraplanar subtype, that creature must succeed at Will save (DC = 10 + item level + your key ability score modifier) or be sent back to its home plane, as the spell dismissal, with the following exceptions: if the creature also has the evil subtype, the banishing blade counts as an object the subject opposes, granting a +2 to the save DC and a +1 on caster-level checks to overcome the subject’s spell resistance, if any. If you must make a caster-level check to overcome a target’s spell resistance to use this effect, use the banishing blade’s item level as your caster level. For mk 1 and mk 2 banishing blades, the banished creature automatically returns in the same spot from where it was banished after 1 minute has elapsed. + +## BANISHING BLADE, MK 1 + +**Source** _Drift Crisis pg. 54_ +**Level** 8; **Price** 10,500; **Bulk** 1 + +### DESCRIPTION + +Functions as a sintered longsword. + +--- + +## BANISHING BLADE, MK 2 + +**Source** _Drift Crisis pg. 54_ +**Level** 12; **Price** 39,000; **Bulk** 1 + +### DESCRIPTION + +Functions as an ultrathin longsword. + +## BANISHING BLADE, MK 3 + +**Source** _Drift Crisis pg. 54_ +**Level** 17; **Price** 289,000; **Bulk** 1 + +### DESCRIPTION + +Functions as a molecular rift longsword. + +## BANISHING BLADE, MK 4 + +**Source** _Drift Crisis pg. 54_ +**Level** 20; **Price** 967,000; **Bulk** 1 + +### DESCRIPTION + +Functions as a dimensional slice longsword. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Barachius Helm.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Barachius Helm.md new file mode 100644 index 0000000..5a22e4e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Barachius Helm.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 5 +Price: 3,300 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 13_ +**Level** 5; **Price** 3,000; **Bulk** L + +### DESCRIPTION + +This helm replaces a suit of armor’s normal helmet (if any) and is incorporated into the armor’s normal environmental protections; these protections do not function if the helm is removed. If the armor has an available upgrade slot, a _barachius helm_ takes up one upgrade slot; otherwise, the helm counts as one of your two worn [[Atlas Magic Items]]. + +While wearing a _barachius helm_, once per day as a standard action, you can activate its ability to detect evil in your environment. Any creature you can see within 60 feet that has the evil subtype (such as a devil or an evil dragon) appears to have an obvious glowing outline visible only to you. Evil magic weapons (such as a rifle with the unholy weapon fusion) and other forms of evil technology gain a similar glowing outline. This doesn’t not increase your visual range or allow you to see invisible creatures. + +In addition, once per day, the wearer of a _barachius helm_ can use the barachius’s firewall supernatural ability: "A barachius can summon a wall of digitally empowered divine fury within 30 feet as a standard action. This wall takes the shape of a line 10 feet high and 20 feet long; though it doesn’t need to emanate from the angel, the angel must be able to see every square the wall passes through. The wall lasts until the beginning of the angel’s next turn. An evil creature caught within or that enters one of the wall’s squares takes 2d6 damage (Will DC 17 half). An evil creature with the technological subtype takes twice this amount of damage." \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bitterflesh Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bitterflesh Serum.md new file mode 100644 index 0000000..4dafcba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bitterflesh Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 45 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 53_ +**Level** 1; **Price** 45; **Bulk** L + +### DESCRIPTION + +Dromada artisans developed this serum to make themselves less palatable. When consumed, this serum suppresses any delicious racial ability you have for 1d4+1 hours. In addition, for the first 10 minutes, your body becomes universally foul-tasting, causing any creature that damages you with a bite or tongue attack to become sickened for 1d4 rounds unless they succeed at a Fortitude save (DC = 10 + your Constitution modifier). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Blender Fist.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Blender Fist.md new file mode 100644 index 0000000..751de46 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Blender Fist.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 7 +Price: 5,800 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 48_ +**Level** 7; **Price** 5,800; **Bulk** L + +### DESCRIPTION + +Popularized by the half-orc game show gladiator Ketash the Mighty on Eoxian broadcasts, the blender fist is an adjustable metal wristband that can be worn on a non-cybernetic limb able to wield a weapon. You can activate the blender fist as a swift action, transforming the end of the equipped limb into a small field of whirling blades, dropping anything that was held by the limb in the process. While your blender fist is activated, you’re treated as armed, and you gain a special unarmed strike that deals 1d6 lethal slashing damage, threatens squares, and doesn’t count as archaic. This unarmed strike has the bleed 1d8 critical hit effect. You can deactivate the blender fist as a swift action, restoring your limb to its original form. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bloodbrother Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bloodbrother Serum.md new file mode 100644 index 0000000..223c1b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Bloodbrother Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 500 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 23_ +**Level** 5; **Price** 500; **Bulk** — + +### DESCRIPTION + +_Bloodbrother serum_ is made from rare alchemical reagents and the vital fluids of the eponymous beast. When the serum is consumed, you gain cold resistance 5 and regain 2 Hit Points per round for 5 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Boardroom Attire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Boardroom Attire.md new file mode 100644 index 0000000..f36ddb5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Boardroom Attire.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 14 +Price: 62,500 +tags: +Type: Magic Item +--- +**Source** _Pact Worlds pg. 200_ +**Level** 14; **Price** 62,500; **Bulk** — + +### DESCRIPTION + +This elegant tailored suit resembles a platinum AbadarCorp travel suit and has the same statistics as that armor. In addition, sigils of divination woven into the fabric of the suit subtly alert you to lies. When wearing a suit of _boardroom attire_, roll twice when attempting Sense Motive checks to detect deception and use the higher result. In addition, you never think a truthful statement contains deceptions, even if you fail your check by 5 or more. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Book of unwritten Truths.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Book of unwritten Truths.md new file mode 100644 index 0000000..7ca5ac3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Book of unwritten Truths.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 118_ +**Level** 20; **Price** —; **Bulk** L + +### DESCRIPTION + +The _Book of Unwritten Truths_ is a massive book of 528 metallic pages without images or words. According to legend, the book exists as a strange Material Plane connection to the Akashic Record, and information in the volume is presented through tactile means. However, the tome allows its readers to access information on only obscure topics. The axiomite curators of the library world of Athaeum have long sought this artifact as a capstone to their collection. + +If you can touch the _Book of Unwritten Truths_, you can read it. While you touch the book, you can take 20 on any skill check to recall knowledge, provided the DC to recall that knowledge is higher than 20. If you roll the check rather than taking 20, you gain a +10 insight bonus to the check. You can read the book to recall knowledge using any skill, even if you are untrained in the associated skill. Once you gain information from the check, the book closes itself and can’t be used to gain knowledge using the same skill for 24 hours. + +Once per day, the book allows you to cast _vision_. You must spend the 1 Resolve Point required for the spell, but you are considered to automatically succeed at the caster level check. The book, rather than a computer, imparts the information the spell accesses. + +If you attempt to use the book to research the Gap, you gain 1 negative level. Each time you use the book thereafter, you must succeed at a DC 30 Will saving throw or gain 1 negative level. Someone who knows a secret lost to the Gap can write that truth in the _Book of Unwritten Truths_ to convert it to a mundane tome with none of its powers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brennerei Stone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brennerei Stone.md new file mode 100644 index 0000000..68aafa3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brennerei Stone.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 3 / 7 / 11 +Price: varies +tags: +Type: Magic Item +--- +This small, smooth stone glows with a pale light that sheds dim light in a 20-foot radius around you. Once per day, you can spend 10 minutes focusing on the _brenneri stone_ to gain an additional effect; this doesn’t count as resting to regain Stamina Points. After you use the stone, the radius of its light effect is reduced to 5 feet for 24 hours. You can gain the benefits of only one _brenneri stone_ per day. Brenneris can use their favored object racial trait with a _brenneri stone_ and gain the benefits of both the item and the class feature. + +## BRENNERI STONE, GLOSSY + +**Source** _Alien Archive 3 pg. 9_ +**Level** 3; **Price** 1,000; **Bulk** — + +### DESCRIPTION + +You gain a +2 morale bonus against fear effects for 1 hour. + +--- + +##  BRENNERI STONE, LUMINOUS + +**Source** _Alien Archive 3 pg. 9_ +**Level** 7; **Price** 6,000; **Bulk** — + +### DESCRIPTION + +You lose the fatigued condition or reduce your exhausted condition to fatigued. This doesn’t remove any underlying source of exhaustion or fatigue. + +## BRENNERI STONE, RADIANT + +**Source** _Alien Archive 3 pg. 9_ +**Level** 11; **Price** 24,000; **Bulk** — + +### DESCRIPTION + +You gain an additional saving throw against a disease or poison with a +2 morale bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brigh_s Bolt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brigh_s Bolt.md new file mode 100644 index 0000000..0b8666c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brigh_s Bolt.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 13,00 +tags: +Type: Magic Item +--- +**Source** _Pact Worlds pg. 200_ +**Level** 3; **Price** 1,300; **Bulk** — + +### DESCRIPTION + +This simple, shiny metal bolt is the size of a thumbnail and has an image of a tiny gear on its head. As a full action, you can affix a _Brigh’s bolt_ to a broken suit of armor, tool, vehicle, or weapon to negate the penalties of the broken condition for as long as the bolt is affixed. The bolt does not repair any damage sustained by the object and the object is still visibly damaged, so its resale value is reduced as normal for a broken item. If the item is repaired so as to no longer have the broken condition, the Brigh’s bolt falls off; otherwise, it can be removed as a full action. If an item to which a _Brigh’s bolt_ is attached is destroyed, the bolt is also destroyed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brooch of Shielding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brooch of Shielding.md new file mode 100644 index 0000000..00c642d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Brooch of Shielding.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 2 +Price: 1,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 110_ +**Level** 2; **Price** 1,000; **Bulk** — + +### DESCRIPTION + +A piece of metal jewelry originally used to fasten a cloak, a _brooch of shielding_ has a brilliantly colored jewel mounted in its center. The brooch counts as a worn magic item unless you install it in armor, taking up one upgrade slot. While worn, the brooch absorbs incoming force damage, which causes the jewel’s color to fade. Once the brooch absorbs 55 force damage, the colorless jewel crumbles to dust and the brooch becomes nonmagical. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calcification Rod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calcification Rod.md new file mode 100644 index 0000000..e9909f5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calcification Rod.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 8 +Price: 9,500 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 110_ +**Level** 8; **Price** 9,500; **Bulk** 2 + +### DESCRIPTION + +Kalos of the Brethedan moon of Kalo-Mahoi have developed numerous magical innovations honoring their artistic traditions. They created _calcification rods_, idealistically, to perfectly preserve objects of natural history that might otherwise rot away. Such rods see use well beyond Kalo-Mahoi, whether by scholars of natural history or those with less scrupulous aims. An authentic Kalo-Mahoian _calcification rod_ is a rough shaft of coral that glows at the end that touches a chosen target. + +As a standard action, you can touch a _calcification rod_ to a nonmagical object made of once-living matter, including a corpse. If the object fits into a 10-foot cube, it must succeed at a Fortitude saving throw (DC = 14 + your key ability score modifier) or turn to stone. If a creature holds or wears the target object, that creature can use its own Fortitude save bonus in place of the object’s. + +Alternatively, you can use the rod as a club (which counts as magic for the purpose of bypassing DR), or you can attempt to touch a creature with the rod by making an attack against its EAC. If your attack hits a creature that is living or made of once-living matter, the target must succeed at a Fortitude saving throw (at the same DC) or move one step further along the Dexterity poison track. While under this effect, a creature can attempt a new saving throw at the end of its turn each round, curing the affliction with one successful save. A creature that would reach the dead state is instead affected as if it had failed its saving throw against a _flesh to stone_ spell, except it can attempt a new saving throw once every 24 hours to end the affliction. + +Any target that is immune to petrification is immune to this rod’s effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calecor Skull-Globe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calecor Skull-Globe.md new file mode 100644 index 0000000..5c94b08 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Calecor Skull-Globe.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 17 +Price: 250,000 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 25_ +**Level** 17; **Price** 250,000; **Bulk** 1 + +### DESCRIPTION + +This crystalline globe is bonded to a planet and constantly changes to reflect a real-time image of that world. Touching the globe allows you to use _clairaudience/clairvoyance_ at a location of your choice on that planet, regardless of range and lasting as long as you concentrate. You don’t need to have prior knowledge of the location—you just zoom in on the desired point from the global view. Additionally, once per week, the globe allows you to use _interplanetary teleport_ to transport yourself and other willing creatures touching the globe to the location you’re currently observing using the globe’s _clairaudience/clairvoyance_ effect. If you are currently on a different plane, this teleportation shifts you back to the Material Plane, as well. A _calecor skull-globe_’s planetary bond can’t be changed to a new planet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Canu_s Cache.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Canu_s Cache.md new file mode 100644 index 0000000..afc9dae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Canu_s Cache.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Galaxy Exploration Manual pg. 112_ +**Level** 20; **Price** —; **Bulk** — + +### DESCRIPTION + +Who Canu was, if they were a person, is lost to the Gap. Canu’s cache is a bracer datapad (negligible bulk, changes to fit its user) that functions as a tier 10 computer with a personality specially attuned to you and your preferences. The device has planetary range for controlling peripheral devices. Not only does the bracer never need power, but it can also act as a recharging station (Core Rulebook 234) for up to three batteries at a time. If you’re a technomancer and use Canu’s cache as your spell cache, as part of casting a spell, you can activate this artifact three times per day to cast a spell you know of 5th level or lower, even if you lack a spell slot to do so; alternatively, you can activate the artifact in this way once per day to cast a 6th-level spell. For your cache capacitor class feature, Canu’s cache gains two slots each time your normal cache would gain one. Also, this artifact grants you the cache concentration (Starfinder Character Operations Manual 94) and summon cache (Armory 156) magic hacks. +Canu’s cache can be destroyed only by someone who uses the fuse spells feature with 2 Resolve Points and two 6th-level spell slots to cast wish to destroy the bracer; the spell slots and Resolve Points used to do so are permanently lost. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Charge Cloak.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Charge Cloak.md new file mode 100644 index 0000000..3a9635d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Charge Cloak.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 200 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 200; **Bulk** L + +### DESCRIPTION + +A _charge cloak_ can power devices that depend on electrical charges as if it were a battery. The cloak produces 4 charges each day, but they must be used as a single unit. Thus you could power a single attack from a yellow star plasma sword, which has a usage of 4, but you could also make only a single attack with a sub zero pistol, which has a usage of 1. The item must be one which uses charges or a battery, rather than petrol, rockets, rounds, or other forms of ammunition or power. You must be wearing or touching the item to be charged. You cannot use this item to recharge a battery or item; it can only be used to directly power an item for a single usage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chlorophyll Infusion Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chlorophyll Infusion Serum.md new file mode 100644 index 0000000..80867a7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chlorophyll Infusion Serum.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 3 +Price: 250 +tags: +Type: Magic Item +--- + + +**Level** 3; **Price** 250; **Bulk** L + +### Description + +A living creature who imbibes this serum develops a noticeable greenish tint to their skin, sometimes accompanied by temporary, leaflike protrusions. For the next week, the creature no longer requires food and gains the photosynthesis ability of a ghoran (Alien Archive 2 57). For the duration of this effect, the creature is affected by spells and abilities as though they possess the plant type graft (Alien Archive 133). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chronal Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chronal Harness.md new file mode 100644 index 0000000..94e5218 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Chronal Harness.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 4,650 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 48_ +**Level** 6; **Price** 4,650; **Bulk** L + +### DESCRIPTION + +This set of loosely fitted bands worn across the torso sparkles faintly with crystallized matter from the Dimension of Time. The harness counts as a worn magic item unless you install it in light armor, taking up one upgrade slot. You can spend 1 Resolve Point to reroll your initiative check after seeing the result and use whichever of the two results is higher. Each time you activate the harness per day, the Resolve Point cost increases by 1, cumulatively. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Conspirator_s Emblem.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Conspirator_s Emblem.md new file mode 100644 index 0000000..764da05 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Conspirator_s Emblem.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 7 +Price: 6,500 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 111_ +**Level** 7; **Price** 6,500; **Bulk** — + +### DESCRIPTION + +A _conspirator’s emblem_ is a badge or amulet like those commonly worn to mark people as members of an organization. Insignia of the Aspis Consortium in particular are notorious for all sorts of secretive magic, including that of the _conspirator’s emblem_. + +As a standard action while wearing this emblem, you can create an aura of confidentiality in a 20-foot-radius spherical emanation centered on you. You can designate any number of willing creatures you can see within the aura as coconspirators. You and your coconspirators can converse normally so long as you remain within the aura, provided you share a language or another means of understanding one another. Other creatures inaccurately perceive your discussion, sensing a magically generated dialogue about a topic you designate. _Comprehend languages_ reveals only that your conversation has a magical aspect, but a creature benefiting from a _tongues_ spell or capable of truespeech understands your actual exchange if within the emblem’s aura. + +A _conspirator’s emblem_ can create its emanation for up to 1 hour per day; this duration can be used in 10-minute increments. The effect ends immediately if you remove the item or fall unconscious. A creature participating in the emanation of any _conspirator’s emblem_ for longer than 1 hour on a given day experiences psychic dissonance, becoming sickened while within the area and for 1 hour after each subsequent exposure. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Containment Tesseract.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Containment Tesseract.md new file mode 100644 index 0000000..0ad5514 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Containment Tesseract.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 19 +Price: 500,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 112_ +**Level** 19; **Price** 500,000; **Bulk** 1 + +### DESCRIPTION + +A _containment tesseract_ is a four-dimensional cube, about 6 inches on a side, with runes lining the surfaces. It is thought that technomancers unknown to recorded history created initial models during the Gap. Historians posit these devices were intended to imprison extraplanar entities, and that a creature trapped within one might have avoided the effects of the Gap. If that’s true, there could be a _containment tesseract_ holding a being that knows truths lost to the current age. + +As a standard action, you can command the tesseract to imprison a creature you can see within 60 feet of you. The target must attempt a Will saving throw (DC = 19 + your key ability score modifier). A creature that has already been imprisoned in a _containment tesseract_ can roll the saving throw twice and take the higher result. On a failure, the target disappears into the tesseract and remains inside, unharmed and unaware, until released. The tesseract can hold only one creature at a time. + +Alternatively, as a standard action, you can command the tesseract to release a creature within it. The released creature must succeed at a Will saving throw or become helpful toward you for 1 hour. A creature that succeeds at the saving throw acts according to its normal inclinations and desires. + +A _containment tesseract_ accepts commands only twice per day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Contortion Coat.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Contortion Coat.md new file mode 100644 index 0000000..2a6efac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Contortion Coat.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 3,300 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 4 pg. 77_ +**Level** 5; **Price** 3,300; **Bulk** L + +### DESCRIPTION + +This tight-fitting jumpsuit magically reshapes and rearranges your body in response to external pressure, enhancing your flexibility and ability to move through tight spaces. While wearing a contortion coat, you gain the compression universal creature ability. In addition, you gain a +4 circumstance bonus to Acrobatics checks when using the escape task. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Cover Seed.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Cover Seed.md new file mode 100644 index 0000000..16d8160 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Cover Seed.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 2 +Price: 200 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 112_ +**Level** 2; **Price** 200; **Bulk** — + +### DESCRIPTION + +About 3 inches in diameter, a typical _cover seed_ looks like a large walnut. The Xenowardens deployed the first _cover seeds_, but the device now sees widespread application and equally diverse appearances. + +As a move action, you can squeeze the seed to activate it and hold it or drop it in a square within your reach. Alternatively, as a standard action, you can squeeze and throw the seed (range increment 20 feet) as a ranged attack targeting a square (AC 5). At the end of the turn in which you activated the seed, it sprouts into thick vines in the square it’s in as well as 2 squares of your choice adjacent to the first. These vines form a wall 5 feet high and thick enough to provide cover to creatures in or near them. The vines’ area is difficult terrain. + +A _cover seed’s_ vines last and renew themselves for 10 rounds; if the seed lands on a surface made of a material in which plants can’t normally grow, the vines last only 5 rounds. When the duration ends, the seed and vines wither and turn to dust. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Darksight Goggles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Darksight Goggles.md new file mode 100644 index 0000000..582b717 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Darksight Goggles.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 4 +Price: 2,100 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 112_ +**Level** 4; **Price** 2,100; **Bulk** — + +### DESCRIPTION + +_Darksight goggles_ are a magical innovation made to aid vision and counter magical darkness without the telltale signs created by technology, such as ultraviolet lasers. The goggles count as a worn magic item unless you install them in armor, taking up one upgrade slot. While wearing these goggles, you gain low-light vision as well as darkvision with a range of 60 feet. In addition, the darkvision these goggles provide allows you to see in color. If you already have darkvision, darksight goggles increase its range by 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dawnflower Ring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dawnflower Ring.md new file mode 100644 index 0000000..69358c6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dawnflower Ring.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 1,450 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 48_ +**Level** 3; **Price** 1,450; **Bulk** — + +### DESCRIPTION + +This beautiful ring is made of tiny copper and gold petals that blossom into a flower that cradles a brilliant topaz, and although these rings are most often attributed to Sarenrae’s faith, secular versions also exist. As a standard action while holding or touching a light-producing object with the ringed hand, you can increase the light level produced by the object by one step (to a maximum of bright light) until the end of your next turn. If you spend 1 Resolve Point when activating the ring, you instead increase the light level produced for 1d4 minutes. If you break contact with the light-producing object, this effect ends. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dented Kasa.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dented Kasa.md new file mode 100644 index 0000000..f8c5eff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Dented Kasa.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 5 +Price: 3,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 112_ +**Level** 5; **Price** 3,000; **Bulk** 1 + +### DESCRIPTION + +A conical helm of battered metal, a _dented kasa_ is a headgear with a history. Helmets of this sort belonged to veteran warriors of ages past, each dent representing a potentially mortal blow the kasa deflected. You wear the kasa by incorporating it into part of your armor’s headwear. The helmet counts as a worn magic item unless you install it in armor, taking up one upgrade slot. + +While wearing the _dented kasa_, you gain a +2 enhancement bonus to saving throws against critical hit effects. In addition, when you take a critical hit, you can spend 2 Resolve Points as a reaction to negate the resulting extra damage and critical hit effect. When you do so, the kasa gains a new dent, scratch, or other mark. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diadem of Desna.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diadem of Desna.md new file mode 100644 index 0000000..6dd9a65 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diadem of Desna.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 2 +Price: 800 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 48_ +**Level** 2; **Price** 800; **Bulk** L + +### DESCRIPTION + +This iridescent metal headband features an intricate rendering of a butterfly, resplendent with jeweled stars, suns, and moons on its wings. You can activate the headband as a reaction when you provoke an attack of opportunity, surrounding yourself in a momentary burst of starlight and butterfly wings that confounds your attackers, granting you concealment against any attacks your triggering action provoked. After resolving the attacks of opportunity, the light and butterflies dissipate, imparting an instantaneous vision of victories to come. Before the end of your next turn, you can declare that an attack, saving throw, or skill check you’re about to attempt was the subject of that vision. If your vision applies to an attack or saving throw, apply a +1 insight bonus to the roll. If the vision applies to a skill check, roll 1d4 and add the result as an insight bonus to the check’s result. +After you activate the diadem, you can’t do so again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diffraction Cloak.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diffraction Cloak.md new file mode 100644 index 0000000..0863254 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Diffraction Cloak.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 5 / 9 / 13 +Price: varies +tags: +Type: Magic Item +--- +A _diffraction cloak_ bends light around it, causing the garment to subtly shimmer and hinting at its ability to warp nearby energy. While you wear this cloak, it protects you from cold, electricity, fire, and force damage. If an attack dealing such damage targets your EAC and hits, as a reaction you can force the attacker to be reroll the d20 and use the lower result. If you fail a saving throw against an effect that deals such damage, as a reaction you can reroll the saving throw and use the higher result. If you use a given _diffraction cloak_, you can’t benefit from a different one for 24 hours. + +The cloak allows a number of rerolls per day based on its type. + +## DIFFRACTION CLOAK, MK 1 + +**Source** _Starfinder Armory pg. 112_ +**Level** 5; **Price** 3,200; **Bulk** 1 + +### DESCRIPTION + +One reroll + +--- + +## DIFFRACTION CLOAK, MK 2 + +**Source** _Starfinder Armory pg. 112_ +**Level** 9; **Price** 12,500; **Bulk** 1 + +### DESCRIPTION + +Two rerolls + +## DIFFRACTION CLOAK, MK 3 + +**Source** _Starfinder Armory pg. 112_ +**Level** 13; **Price** 51,000; **Bulk** 1 + +### DESCRIPTION + +Three rerolls \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Driftsauce Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Driftsauce Serum.md new file mode 100644 index 0000000..b8ba917 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Driftsauce Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 675 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 53_ +**Level** 6; **Price** 675; **Bulk** L + +### DESCRIPTION + +Distilled and condensed from Drift gases before being enchanted, this tasteless serum resembles pink-hued quicksilver. Drinking the serum allows you to perceive and predict the Drift’s fluctuating space and faint currents, granting you a +5 insight bonus to Piloting checks to navigate the Drift for any journey you begin within the next hour. When calculating your travel time for the journey, you can reroll any one die whose result is 6 and use the second result. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Elemental Gem.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Elemental Gem.md new file mode 100644 index 0000000..033f06f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Elemental Gem.md @@ -0,0 +1,64 @@ +--- +aliases: +Level: 3 / 6 / 9 / 12 / 15 / 18 +Price: varies +tags: +Type: Magic Item +--- +Each _elemental gem_ contains one elemental from a specific elemental plane. The gem’s color indicates the sort of elemental contained within—air gems are transparent, earth gems are brown, fire gems are orange, and water gems are blue. As a standard action, you can crush the gem, destroying it. The contained elemental then appears as if you had cast a _summon creature_ spell of a level and caster level according to the gem’s type. + +## ELEMENTAL GEM, MK 1 + +**Source** _Starfinder Armory pg. 112_ +**Level** 3; **Price** 250; **Bulk** — + +### DESCRIPTION + +1st-level _summon creature_, caster level 3rd + +--- + +## ELEMENTAL GEM, MK 2 + +**Source** _Starfinder Armory pg. 112_ +**Level** 6; **Price** 650; **Bulk** — + +### DESCRIPTION + +2nd-level _summon creature_, caster level 6th + +## ELEMENTAL GEM, MK 3 + +**Source** _Starfinder Armory pg. 112_ +**Level** 9; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +3rd-level _summon creature_, caster level 9th + +## ELEMENTAL GEM, MK 4 + +**Source** _Starfinder Armory pg. 112_ +**Level** 12; **Price** 5,000; **Bulk** — + +### DESCRIPTION + +4th-level _summon creature_, caster level 12th + +## ELEMENTAL GEM, MK 5 + +**Source** _Starfinder Armory pg. 112_ +**Level** 15; **Price** 16,000; **Bulk** — + +### DESCRIPTION + +5th-level _summon creature_, caster level 15th + +## ELEMENTAL GEM, MK 6 + +**Source** _Starfinder Armory pg. 112_ +**Level** 18; **Price** 49,000; **Bulk** — + +### DESCRIPTION + +6th-level _summon creature_, caster level 18th \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Encryption Tattoo.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Encryption Tattoo.md new file mode 100644 index 0000000..6e20e38 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Encryption Tattoo.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 1 / 8 / 13 / 18 +Price: varies +tags: +Type: Magic Item +--- +The secretive members of the Android Abolitionist Front identify each other with invisible magical tattoos. When you are within 60 feet of a being with another _encryption tattoo_ and activate your _encryption tattoo_ with a code word as a move action, your tattoo becomes visible for 1 minute and glows faintly. The tattoo closely resembles the glowing circuit patterns prevalent on android skin, and is therefore particularly obvious on non-androids. The _agent encryption tattoo_ is the standard type of _encryption tattoo_. Certain _encryption tattoos_, when activated with a different code word, also grant you damage reduction: _operative encryption tattoos_ provide DR 5/—, _provocateur encryption tattoos_ provide DR 10/—, and _master encryption tattoos_ provide DR 15/—. This damage reduction doesn’t stack with any damage reduction you already have. The damage reduction lasts for the 1 minute your tattoo is visible. + +Although there is no limit on the number of times you can cause your _encryption tattoo_ to appear, you can activate its power to gain DR only once per day. + +An _encryption tattoo_ doesn’t count as a worn magic item, and it can’t be disarmed or sundered. In addition, it can be installed in an android’s racial armor upgrade slot. + +## ENCRYPTION TATTOO, AGENT + +**Source** Pact Worlds pg. 200 +**Level** 1; **Price** 50; **Bulk** L + +--- + +## [ENCRYPTION TATTOO, OPERATIVE + +**Source** Pact Worlds pg. 200 +**Level** 8; **Price** 8,900; **Bulk** L + +## ENCRYPTION TATTOO, PROVOCATEUR + +**Source** Pact Worlds pg. 200 +**Level** 13; **Price** 48,000; **Bulk** L + +## ENCRYPTION TATTOO, MASTER + +**Source** Pact Worlds pg. 200 +**Level** 18; **Price** 360,000; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy Transference Amulet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy Transference Amulet.md new file mode 100644 index 0000000..fffff31 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy Transference Amulet.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 5 +Price: 2,800 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 48_ +**Level** 5; **Price** 2,800; **Bulk** — + +### DESCRIPTION + +Cybernetic prostheses occasionally inhibit a witchwyrd’s ability to catch incoming magic missiles, so Tetrad mystics developed energy transference amulets to help their augmented regain some of their lost magical ability. Upon discovering that non-witchwyrds can benefit from the devices just as readily, witchwyrds now sell the amulets across the galaxy. While you wear this inverted triangle amulet, as a reaction, you can catch magic missiles fired at you, catching up to one missile per free hand (or grasping appendage). You must be aware of the incoming magic missiles and can’t be flat‑footed while using this ability. After catching a missile, that hand manifests a faintly glowing nimbus for 6 rounds, during which time the hand can’t catch additional missiles. As a move action, you can transfer the captured energy from one or more hands to a battery within your reach, restoring 1d4 of the battery’s expended charges per missile’s energy you transfer in this way. A hand that transfers its energy to a battery no longer glows and is available to catch additional magic missiles. +This amulet functions as an absorb force graft (Alien Archive 4 140), and you can use the captured magic missile energy to instead activate any force bolt graft (Alien Archive 4 144) you have. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy-Relay Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy-Relay Gloves.md new file mode 100644 index 0000000..48a95a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Energy-Relay Gloves.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 6 +Price: 4,250 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 112_ +**Level** 6; **Price** 4,250; **Bulk** — + +### DESCRIPTION + +Warriors across the Pact Worlds commission these gloves to gain versatility in the type of damage they deal. A set of _energy-relay gloves_ is permanently configured to one damage type selected from among acid, cold, electricity, fire, or sonic. The gloves count as a worn magic item unless you install them in armor, taking up one upgrade slot. + +If you hit with a weapon attack while wearing _energy-relay gloves_ and deal additional damage, you can convert that additional damage to the gloves’ type. The gloves can convert additional damage from a class feature, a feat, and the additional damage dealt on critical hit, but they can’t convert additional damage from equipment, changes to a weapon’s damage dice, or spells. Using the gloves doesn’t change whether the attack targets EAC or KAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Evomoprher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Evomoprher.md new file mode 100644 index 0000000..bf4b8ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Evomoprher.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Galaxy Exploration Manual pg. 112_ +**Level** 20; **Price** —; **Bulk** — + +### DESCRIPTION + +This dull silver, tapered rod can change the nature of creatures, imparting sapience they never had or transforming them into a non-sapient ancestor. Several evomorphers exist, the leavings of a magically-advanced species. You can devolve or uplift a willing or unconscious target with a touch of the evomorpher, which takes 10 minutes. A target that succeeds at a DC 25 Will saving throw negates the effect and is immune for 24 hours. +Devolving casts the 6th-level version of baleful polymorph (Alien Archive 2 147–148) on the target. If you gain the option to make the effect permanent and do so, the magic ends. Then, the effect lasts as if created by an instantaneous spell. The target’s final form is that of a distant evolutionary ancestor. Only an evomorpher’s uplift power can reverse this devolution. +You can uplift a creature with an Intelligence score of 5 or lower (a –3 or lower modifier), including one with no Intelligence score, plant creatures, or constructs. Roll 3d6 for the creature’s Intelligence, Wisdom, and Charisma—each score can only increase. You can instead choose a score for each ability from 6 to 11. If the creature lacks other statistics, the GM assigns them. The uplifted creature gains sapience and initially has an attitude of friendly to you. Once uplifted, a creature can’t be uplifted in this way again. +An evomorpher can be destroyed only if a user willingly devolves themself using the device and chooses to make the process irreversible. Then, only the resultant creature can destroy the artifact, as though it were a normal 20th-level item. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ferocity Blazon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ferocity Blazon.md new file mode 100644 index 0000000..47eeefd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ferocity Blazon.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 6 +Price: 4,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 113_ +**Level** 6; **Price** 4,000; **Bulk** 1 + +### DESCRIPTION + +A fierce reputation is a benefit, but only if your opponents know of it. Symbols on clothing have long been used to create associations between a given group’s reputation and its members. A _ferocity blazon_ is a decorated medal or tabard whose magic enhances any impression you make so that you’re better at intimidation. + +A _ferocity blazon_ must be worn prominently to function. While you do so, when you succeed at an Intimidate check to bully or demoralize a creature, you double the duration of the effect. If you are in the captain role on a starship, when you take the taunt action and succeed at the Bluff or Intimidate check, you double the duration that enemy crew members take a penalty to checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Fiery Runeplates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Fiery Runeplates.md new file mode 100644 index 0000000..cf5bc89 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Fiery Runeplates.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 5 / 9 / 13 +Price: varies +tags: +Type: Magic Item +--- +Those who serve the light sometimes wear _fiery runeplates_, as do those who love fire or associate with entities of elemental flame or hellfire. These rectangular copper plates are about a foot long and half as wide, and they come in a pair. They might bear fiery iconography such as that of Sarenrae, Hellknights, a mighty elemental being, or the demon lord Flauros, or they might have only their runes for decoration. You wear the plates by affixing them to clothing or armor. The plates count as a worn magic item unless you install them in armor, taking up a number of upgrade slots equal to their mark number. + +While wearing _fiery runeplates_, as a standard action, you can command them to generate an aura of spiraling flames in all squares adjacent to your space. When a creature starts its turn in or enters the area on its turn, it takes fire damage according to the plates’ type, as shown on Table 1–26: Fiery Runeplates. A creature takes this damage only once per round and can attempt a Reflex save (see the table) to take half damage. The flames can damage flammable objects in the area. + +Once the runeplates are activated, the flames persist for up to a total of 10 rounds per day. They cease immediately if you are unable to take actions, and as a move action you can end the effect entirely or suppress the flames for 1 round. Rounds in which the flames are suppressed don’t count against their daily limit. If you use a given set of _fiery runeplates_, you can use a different set only after 24 hours have passed. + +| Type | Item Level | Damage | Save DC | +| ----- | ---------- | ------ | ------- | +| Mk. 1 | 5 | 5F | 13 | +| Mk. 2 | 9 | 10F | 15 | +| Mk. 3 | 13 | 15F | 17 | + +## FIERY RUNEPLATES, MK 1 + +**Source** _Starfinder Armory pg. 113_ +**Level** 5; **Price** 3,500; **Bulk** 3 + +--- + +## FIERY RUNEPLATES, MK 2 + +**Source** _Starfinder Armory pg. 113_ +**Level** 9; **Price** 14,000; **Bulk** 3 + +##[Fiery Runeplates, Mk 3 + +**Source** _Starfinder Armory pg. 113_ +**Level** 13; **Price** 56,000; **Bulk** 3 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Figurine of Wondrous Power.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Figurine of Wondrous Power.md new file mode 100644 index 0000000..b343d39 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Figurine of Wondrous Power.md @@ -0,0 +1,88 @@ +--- +aliases: +Level: 3 / 5 / 6 /8 / 11 / 14 / 15 / 18 +Price: varies +tags: +Type: Magic Item +--- +Each _figurine of wondrous power_ is a statuette of a creature no more than a few inches tall and long. As a standard action, you can speak the figurine’s command word to transform the figurine into a creature in a space you can see within 30 feet of you. The figurine can’t change into a creature if it doesn’t have enough space to do so or if the environment can’t support the creature’s life functions. When the creature appears, it can act immediately on your turn. It understands and obeys your commands, and it understands Common but can’t speak. The creature considers your allies to be its allies and follows their orders when you aren’t able to give any. + +Each figurine in this entry can become a creature for up to 1 minute per day, though this duration does not need to be used continuously. After the figure has been in creature form for 1 minute, it reverts to figurine form and can’t be activated again for 24 hours. As a move action, you can dismiss the creature and return it to figurine form. The creature reverts to a figurine if killed. Although it can be healed while in creature form, the creature otherwise regains all its Hit Points 24 hours after its most recent activation. Therefore, if the creature is killed and reverts to figurine form, it can’t transform again for 24 hours. + +If you are within 30 feet of the creature when it returns to figurine form, the figurine appears in one of your empty hands or in your space (your choice). Otherwise, it reverts to figurine form as close to you as possible in its own space. + +A _figurine of wondrous power_ becomes nonmagical if broken, losing its power to transform into a creature. + +## Figurine of Wondrous Power, Bloodstone Bloodbrother + +**Source** _Starfinder Armory pg. 113_ +**Level** 13; **Price** 48,000; **Bulk** — + +### DESCRIPTION + +This figure of green stone mottled with red flecks can change into a bloodbrother. The bloodbrother starts with no creature in its rib cage prison and can’t deal Constitution damage, so it lacks fast healing. If the bloodbrother reverts to figurine form while a victim is in the bloodbrother’s rib cage prison, the victim is released in the bloodbrother’s space. + +--- + +## Figurine of Wondrous Power, Plush Squox + +**Source** _Galactic Magic pg. 49_ +**Level** 3; **Price** 1,500; **Bulk** L + +### DESCRIPTION + +This stuffed toy can turn into a trained squox (Alien Archive 2 118). Unlike most figurines of wondrous power, the figurine can transform into a squox for a total of 10 minutes per day, though the duration need not be used continuously and is expended in 1-minute increments. Wounds and damage received by the squox in its animate form translate to its figurine form when it reverts; if it dies, the plush figure appears torn and without stuffing. The plush squox does not heal in 24 hours as usual—you must repair the figurine using Engineering or an appropriate profession. + +## FIGURINE OF WONDROUS POWER, OBSIDIAN ELECTROVORE + +**Source** _Starfinder Armory pg. 113_ +**Level** 5; **Price** 3,000; **Bulk** — + +### DESCRIPTION + +This statuette of obsidian can change into an electrovore. The electrovore has only 1 Resolve Point when transformed. + +## FIGURINE OF WONDROUS POWER, POLYMER VELOCIRAPTOR + +**Source** _Galactic Magic pg. 49_ +**Level** 6; **Price** 4,250; **Bulk** — + +### DESCRIPTION + +This plastic miniature, though expertly painted and shaded with acrylics to look like a primeval creature, could easily be mistaken as some game piece for a strategy game. You can transform it into a dromaeosaurid (Alien Archive 2 38). It behaves toward you much like a family pet, defending you fiercely. + +## FIGURINE OF WONDROUS POWER, BONE CREST-EATER + +**Source** _Starfinder Armory pg. 113_ +**Level** 8; **Price** 9,000; **Bulk** — + +### DESCRIPTION + +This bone statuette can change into a crest-eater. The creature prefers to remain close to you, and if it has no other orders and can do so safely, it moves next to you. + +## FIGURINE OF WONDROUS POWER, TITANIUM HASHUKAYAK + +**Source** _Galactic Magic pg. 49_ +**Level** 11; **Price** 25,000; **Bulk** — + +### DESCRIPTION + +This crude statue of milky‑gray metal can transform into your choice of a male or female hashukayak (Alien Archive 2 72), chosen when you activate the item. It’s agreeable and allows other creatures to ride it. + +## FIGURINE OF WONDROUS POWER, DIAMOND LASER WOLF + +**Source** _Galactic Magic pg. 49_ +**Level** 14; **Price** 65,500; **Bulk** — + +### DESCRIPTION + +Beautiful and expensivelooking, this canid statue transforms into a tashtari alpha (Alien Archive 2 124). The tashtari alpha can’t use its bristle nova ability unless its figurine has been exposed to at least one continuous hour of sunlight in the past 24 hours. + +## FIGURINE OF WONDROUS POWER, PLASTIC SHARPWING + +**Source** _Starfinder Armory pg. 113_ +**Level** 15; **Price** 100,000; **Bulk** — + +### DESCRIPTION + +This figurine is an authentic plastic replica of the sharpwing into which it can transform. This sharpwing cannot lay eggs, so it cannot use its ovitonomy ability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Flux Fig.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Flux Fig.md new file mode 100644 index 0000000..8059bfd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Flux Fig.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 13 +Price: 8,500 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 3 pg. 75_ +**Level** 13; **Price** 8,500; **Bulk** — + +### DESCRIPTION + +A _flux fig_ is a single-use consumable item that rearranges your genetic code and remakes you into another species. Eating a _flux fig_ takes 1 minute, after which you fall into a deep sleep for 1 hour. During this time, your body transforms into its new shape. A _flux fig_ always transforms you into a species of your creature type that has racial traits for player characters, though exactly which species is determined randomly by the GM. _Flux figs_ have no effect on constructs, outsiders, or undead. + +You recalculate your ability scores from scratch using your new racial traits (remembering to include any ability score increases from leveling up). Upon awakening, you lose any former racial traits and gain new racial traits. You retain your personality, memories, augmentations, class features, feats, and skill ranks. You can’t change any choices made during prior character advancement, and you must still meet any prerequisites of equipment, feats, and other player options to be able to use those options. Those who take such a gamble and are unhappy with the results often invest in a _mnemonic editor_. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Furtive Garment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Furtive Garment.md new file mode 100644 index 0000000..4164b70 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Furtive Garment.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 7 +Price: 5,500 +tags: +Type: Magic Item +--- +**Source** [_Starfinder Armory pg. 114_](https://paizo.com/products/btpya1rr) +**Level** 7; **Price** 5,500; **Bulk** — + +### DESCRIPTION + +The oldest _furtive garments_ are robes and other clothing worn by followers of Lao Shu Po. Some of these relics originated on lost Golarion, or so priests of Grandmother Rat claim. Most of these vestments are cloaks, loose coats, mantles, scarves, or similar garments. Modern equivalents are sleeker, designed to integrate with existing outfits and armor. You can wear the garment over other clothing or light armor, in which case it counts as a worn item, or you can install it in light armor, taking up one upgrade slot. + +As a standard action while wearing a _furtive garment_, you can command the item to change the shape and appearance of clothing or light armor you wear to that of other clothing or light armor you specify. This change is illusory, fooling all senses. In addition, your clothing or armor seems nonmagical to spells and abilities that detect magic. Despite appearances, whatever you’re wearing retains its normal properties while hidden by the illusion. As a standard action, you can end the effect, returning disguised clothing or armor to its normal appearance. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gimmick.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gimmick.md new file mode 100644 index 0000000..15663d6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gimmick.md @@ -0,0 +1,163 @@ +--- +aliases: +Level: 1 / 2 / 3 +Price: / +tags: +Type: Magic Item +--- +A gimmick is a small, handheld item, usable only by spellcasters, that focuses their spellcasting in a unique way. When you cast a spell, you can channel the magic through one gimmick you’re holding to alter the spell, both changing any perceptible manifestations and effects in a specific way based on the gimmick. Once used to modify a spell, a gimmick can’t be used again until after you rest for 10 minutes to recover Stamina Points, though you can spend 1 Resolve Point to recharge an attuned gimmick without spending an action. +A gimmick requires time to attune to a new user, functioning only once it has been in your possession for at least 24 hours. However, you can spend 1 Resolve Point to attune to a new gimmick with only 10 minutes of concentration. Once attuned to you, the gimmick takes a shape of your choice that reflects your personality and spellcasting tradition, appearing as a wand, mystical orb, engineering tool, or the like. A gimmick can’t be shaped into a functioning weapon, though it can take a weapon-like appearance. A technomancer can turn a gimmick into their spell cache by performing an 8-hour ritual, though if the gimmick spell cache is lost or destroyed, a newly created spell cache no longer has the gimmick’s properties. + +## GIMMICK, BASIC + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 1; **Price** 175; **Bulk** L + +### DESCRIPTION + +The simplest gimmick merely personalizes your magic, giving spells channeled through the gimmick a sensory theme you choose while attuning it (such as gambling to make magic missiles look like flaming cards or make your augury result manifest like reels on a holographic slot machine). These sensory extras don’t otherwise change the spell’s effects. + +--- + +## GIMMICK, CUTTING APPRENTICE + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 2; **Price** 750; **Bulk** L + +### DESCRIPTION + +This gimmick grants you a bonus to any caster level checks you make to overcome targets’ spell resistance with the channeled spell, based on the gimmick’s model. This bonus does not stack with that provided by the Spell Penetration or Greater Spell Penetration feats. +The model’s bonus is +1. + +## GIMMICK, DEVASTATING APPRENTICE + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 2; **Price** 850; **Bulk** L + +### DESCRIPTION + +This gimmick gives your damaging spells a small chance of inflicting devastating harm, giving the channeled spell a critical hit effect based on the spell’s damage type: corrode for acid damage, staggered for cold damage, arc for electricity damage, burn for fire damage, deafen for sonic damage, knockdown for bludgeoning or force damage, bleed for piercing damage, and wound for slashing damage. For a critical hit effect that deals additional damage, such as arc or bleed, the additional damage equals 1d6 per spell level (or 1d4 for a 0-level spell). If a spell deals multiple types of damage or would already apply a different critical hit effect, you can apply one of the applicable critical hit effects of your choice when you score a critical hit. If the channeled spell doesn’t require an attack roll but instead allows a saving throw to reduce its damage, you can apply the critical hit effect to one affected creature that rolls a natural 1 on its saving throw. +Unlike with most gimmicks, if the channeled spell does not score a critical hit against any target, then the gimmick’s power is not expended, and another spell can be channeled through it. The maximum level spell that a devastating gimmick can modify is based on its model. +The gimmick can modify a spell of 2nd level or lower. + +## GIMMICK, ELEMENTAL APPRENTICE + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 3; **Price** 1,300; **Bulk** L + +### DESCRIPTION + +This gimmick changes all instances of one damage type with another. When you purchase or create an elemental gimmick, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the gimmick, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the gimmick’s type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an elemental gimmick can modify is based on its model. +The gimmick can modify a spell of 2nd level or lower. + +## GIMMICK, TARGETING APPRENTICE + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 4; **Price** 2,100; **Bulk** L + +### DESCRIPTION + +This gimmick helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a targeting gimmick can modify is based on its model. +The gimmick can modify a spell of 2nd level or lower. + +## GIMMICK, FOCUSED APPRENTICE + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 5; **Price** 3,000; **Bulk** L + +### DESCRIPTION + +This gimmick intensifies a weaker spell channeled through it, delivering the spell with the force of one of your greatest incantations. Calculate the saving throw DC of the channeled spell as though its spell level were equal to that of the highest-level spell you can cast from that spell list. The maximum level spell a focused gimmick can modify is based on its model. +The gimmick can modify a spell of 3rd level or lower. + +## GIMMICK, CUTTING EXPERT + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 6; **Price** 4,200; **Bulk** L + +### DESCRIPTION + +This gimmick grants you a bonus to any caster level checks you make to overcome targets’ spell resistance with the channeled spell, based on the gimmick’s model. This bonus does not stack with that provided by the Spell Penetration or Greater Spell Penetration feats. +The model’s bonus is +2. + +## GIMMICK, DEVASTATING EXPERT + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 8; **Price** 9,600; **Bulk** L + +### DESCRIPTION + +This gimmick gives your damaging spells a small chance of inflicting devastating harm, giving the channeled spell a critical hit effect based on the spell’s damage type: corrode for acid damage, staggered for cold damage, arc for electricity damage, burn for fire damage, deafen for sonic damage, knockdown for bludgeoning or force damage, bleed for piercing damage, and wound for slashing damage. For a critical hit effect that deals additional damage, such as arc or bleed, the additional damage equals 1d6 per spell level (or 1d4 for a 0-level spell). If a spell deals multiple types of damage or would already apply a different critical hit effect, you can apply one of the applicable critical hit effects of your choice when you score a critical hit. If the channeled spell doesn’t require an attack roll but instead allows a saving throw to reduce its damage, you can apply the critical hit effect to one affected creature that rolls a natural 1 on its saving throw. +Unlike with most gimmicks, if the channeled spell does not score a critical hit against any target, then the gimmick’s power is not expended, and another spell can be channeled through it. The maximum level spell that a devastating gimmick can modify is based on its model. +The gimmick can modify a spell of 4th level or lower. + +## GIMMICK, ELEMENTAL EXPERT + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 9; **Price** 12,500; **Bulk** L + +### DESCRIPTION + +This gimmick changes all instances of one damage type with another. When you purchase or create an elemental gimmick, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the gimmick, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the gimmick’s type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an elemental gimmick can modify is based on its model. +The gimmick can modify a spell of 4th level or lower. + +## GIMMICK, CUTTING MASTER + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 10; **Price** 18,500; **Bulk** L + +### DESCRIPTION + +This gimmick grants you a bonus to any caster level checks you make to overcome targets’ spell resistance with the channeled spell, based on the gimmick’s model. This bonus does not stack with that provided by the Spell Penetration or Greater Spell Penetration feats. +The model’s bonus is +3. + +## GIMMICK, TARGETING EXPERT + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 10; **Price** 18,500; **Bulk** L + +### DESCRIPTION + +This gimmick helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a targeting gimmick can modify is based on its model. +The gimmick can modify a spell of 4th level or lower. + +## GIMMICK, FOCUSED EXPERT + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 11; **Price** 25,500; **Bulk** L + +### DESCRIPTION + +This gimmick intensifies a weaker spell channeled through it, delivering the spell with the force of one of your greatest incantations. Calculate the saving throw DC of the channeled spell as though its spell level were equal to that of the highest-level spell you can cast from that spell list. The maximum level spell a focused gimmick can modify is based on its model. +The gimmick can modify a spell of any level. + +## GIMMICK, DEVASTATING MASTER + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 14; **Price** 75,000; **Bulk** L + +### DESCRIPTION + +This gimmick gives your damaging spells a small chance of inflicting devastating harm, giving the channeled spell a critical hit effect based on the spell’s damage type: corrode for acid damage, staggered for cold damage, arc for electricity damage, burn for fire damage, deafen for sonic damage, knockdown for bludgeoning or force damage, bleed for piercing damage, and wound for slashing damage. For a critical hit effect that deals additional damage, such as arc or bleed, the additional damage equals 1d6 per spell level (or 1d4 for a 0-level spell). If a spell deals multiple types of damage or would already apply a different critical hit effect, you can apply one of the applicable critical hit effects of your choice when you score a critical hit. If the channeled spell doesn’t require an attack roll but instead allows a saving throw to reduce its damage, you can apply the critical hit effect to one affected creature that rolls a natural 1 on its saving throw. +Unlike with most gimmicks, if the channeled spell does not score a critical hit against any target, then the gimmick’s power is not expended, and another spell can be channeled through it. The maximum level spell that a devastating gimmick can modify is based on its model. +The gimmick can modify a spell of any level. + +## GIMMICK, ELEMENTAL MASTER + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 15; **Price** 105,000; **Bulk** L + +### DESCRIPTION + +This gimmick changes all instances of one damage type with another. When you purchase or create an elemental gimmick, choose one of the following: acid, cold, electricity, or fire. When you channel a spell through the gimmick, choose one type of damage dealt by the spell; the spell deals an equal amount of damage of the gimmick’s type instead, and the spell gains that energy type’s descriptor. The maximum level spell that an elemental gimmick can modify is based on its model. +The gimmick can modify a spell of any level. + +## GIMMICK, TARGETING MASTER + +**Source** [_Galactic Magic pg. 49_](https://paizo.com/products/btq02aow?Starfinder-Galactic-Magic) +**Level** 16; **Price** 172,000; **Bulk** L + +### DESCRIPTION + +This gimmick helps direct the channeled spell, enhancing its accuracy. Make your attacks with the channeled spell as if your base attack bonus from the associated spellcasting class were equal to your levels in that class (such as a 5th-level technomancer treating their BAB from technomancer levels as +5 rather than +3 for a channeled technomancer spell). The maximum level spell a targeting gimmick can modify is based on its model. +The gimmick can modify a spell of any level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glove of Storing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glove of Storing.md new file mode 100644 index 0000000..3bb407a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glove of Storing.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 4,600 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 6; **Price** 4,600; **Bulk** L + +### DESCRIPTION + +This simple glove is surprisingly smooth to the touch. While holding an item no larger than 2 bulk in the hand wearing it, you can command a _glove of storing_ to shrink the held item to microscopic size and negligible bulk, and merge it with the palm of the glove. Returning the item to its original scale requires a mere snap of the fingers wearing the glove. You can store or retrieve an item within a _glove of storing_ as a swift or move action. A _glove of storing_ can store only one item at a time, and if the glove’s effect is suppressed or dispelled, any stored item immediately returns to its original size. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glowskin Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glowskin Serum.md new file mode 100644 index 0000000..3a9c5f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Glowskin Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 4 +Price: 350 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 53_ +**Level** 4; **Price** 350; **Bulk** L + +### DESCRIPTION + +When consumed, this luminescent green syrup causes your skin to glow, with its brightness varying based on the armor you’re wearing. If you’re wearing no armor (or armor that has no armor check penalty), the light illuminates a 20-foot radius with normal light, and your radiance grants you concealment in bright light conditions. For every 1 point of AC penalty your armor imposes, the miss chance this effect provides decreases by 5%, and the light radius decreases by 5 feet (providing neither light nor a miss chance for armor check values of –4 or greater). This light doesn’t provide you enough concealment to hide. This effect lasts for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Golarion World Serums.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Golarion World Serums.md new file mode 100644 index 0000000..e77c533 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Golarion World Serums.md @@ -0,0 +1,73 @@ +--- +aliases: +Level: 3 +Price: varies +tags: +Type: Magic Item +--- +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## Golarion World Serums, Cheliax Cherry + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +This tangy, red beverage bears a label with a frustrated cartoon devil—complete with smoke coming out of its ears—paired with the phrase, “Quench a devil of a thirst!” The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. + +--- + +## Golarion World Serums, Geb Grape + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +The label of this deep purple beverage features a bumbling cartoon zombie chasing after its own head as it rolls away. A slogan at the bottom of the label reads, “Chase the ghoulish flavor!” The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of undead creatures. + +## Golarion World Serums, Lastwall Lemon + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +The label of this tart, yellow beverage features a cartoon armored knight holding a tower shield with a lemon emblazoned across it. Its slogan reads, “Your knight in citrus armor.” The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of chaotic outsiders. + +## Golarion World Serums, Mwangi Mint + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +Above text reading, “A garden of refreshment,” an image of a cartoonishly giant carnivorous plant with mint-like leaves graces the label of this light green beverage. The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of plant creatures. + +## Golarion World Serums, Osirion Orange + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +The label of this citrusy beverage features a shambling cartoon mummy wrapped in orange-tinged bandages, and a bit of cloth trailing from it appears caught on a tiny pyramid. Beneath that is written, “Lift the curse of thirst!” The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of creatures with the earth subtype. + +## Golarion World Serums, Shackles Sour + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +This electric blue beverage comes in a bottle featuring a cartoon pirate with an exaggerated puckered mouth. A speech bubble coming from the pirate reads, “Sour me timbers!” The serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of creatures with the water subtype. + +## Golarion World Serums, Taldor Toffee + +**Source** _Ports of Call pg. 73_ +**Level** 3; **Price** 250; **Bulk** L + +### Description + +Adorning this light brown beverage’s label is a cartoon noble astride a horse and whose lance spears into a golden-furred lion above a slogan reading, “Classic flavor.” The sweet serum grants you a +2 insight bonus to saving throws against the spells, spell-like abilities, and supernatural abilities of magical beasts. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Ring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Ring.md new file mode 100644 index 0000000..568fa08 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Ring.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 3,850 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 50_ +**Level** 6; **Price** 3,850; **Bulk** — + +### DESCRIPTION + +Once per day, while wearing this simple red silicone ring, you can cast personal gravity on yourself (CL 6th). If you use this effect to add gravity to a zero-g environment, you can choose the direction of low gravity for yourself. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Serum.md new file mode 100644 index 0000000..bfa79ac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Gravity Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 320 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 73_ +**Level** 3; **Price** 320; **Bulk** L + +### DESCRIPTION + +_Gravity serum_ is a combination of hashukayak hormones and proteins that have been magically stabilized and adapted for use by a wide variety of life-forms. For 1 hour after you consume a _gravity serum_, you treat your Strength as 4 higher for the purposes of determining how much you can carry. Furthermore, while in an area of high gravity, you can move at three-quarters your speed, jump three-quarters as far as normal, and lift three-quarters as much weight, rather than half your normal values. You also reduce the nonlethal bludgeoning damage dealt by extreme gravity environments by half. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Green Mother_s Final Trick.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Green Mother_s Final Trick.md new file mode 100644 index 0000000..0451a27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Green Mother_s Final Trick.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 12 +Price: 30,000 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 50_ +**Level** 12; **Price** 30,000; **Bulk** L + +### DESCRIPTION + +While these armbands originally were gifts to favored servants from fey Eldest, like the Green Mother, a wide variety of plant societies such as ghoran labs and raxilite workshops now enchant nearly identical facsimiles. A final trick resembles a tangle of brilliant emerald vines with ruby‑red thorns. You wear the band around exposed flesh on an arm, neck, leg, or tail where its sharp thorns painlessly prick into the skin. +While wearing a final trick, you gain a +4 resistance bonus to saving throws against poison. If you successfully save against a poison, as a reaction you can absorb the poison into the final trick. As a standard action, you can deliver the poison with a touch, requiring a successful attack against an unwilling target’s EAC. Alternatively, you can deliver the poison as a reaction when you successfully damage a creature with a melee unarmed strike. The saving throw DC to resist the absorbed poison uses the poison’s original save DC or a DC equal to 10 + 1/2 your level + your Constitution modifier, whichever is lower. The final trick can store only one poison at a time, and the stored poison loses its potency and becomes useless if not used within 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Haeshi-Shaa Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Haeshi-Shaa Serum.md new file mode 100644 index 0000000..d6d2a8c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Haeshi-Shaa Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 14 +Price: 10,500 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 71_ +**Level** 14; **Price** 10,500; **Bulk** L + +### DESCRIPTION + +This serum causes a creature to become partially vaporous, imparting a 20% miss chance to its attacks and attacks targeting it. Spells the creature casts have a 20% chance to fail, and the creature becomes immune to critical hits. The effects of this serum last for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hat of Disguise.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hat of Disguise.md new file mode 100644 index 0000000..df5132c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hat of Disguise.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 3,850 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 114_ +**Level** 6; **Price** 3,850; **Bulk** — + +### DESCRIPTION + +A _hat of disguise_ can be a cap of any variety, a modified armor helmet, or an upgrade to armored headwear. While wearing the _hat of disguise_, you can use it to cast _disguise self_ at will (CL 6th). The hat counts as a worn magic item unless you install it in armor, taking up one upgrade slot. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hivemask.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hivemask.md new file mode 100644 index 0000000..88087ab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hivemask.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 1,400 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 49_ +**Level** 3; **Price** 1,400; **Bulk** L + +### DESCRIPTION + +As a move action when wearing a _hivemask_, you can learn the location of each other worn _hivemask_ within 100 feet and can use your vision to see through any one of those masks. You can see through another mask for as long as you’d like, but you must take a move action each round to do so. While extending your vision to another _hivemask_, you are blinded and flat-footed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hood Ornament of Hovering.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hood Ornament of Hovering.md new file mode 100644 index 0000000..f6c8f50 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Hood Ornament of Hovering.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 3,200 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 51_ +**Level** 5; **Price** 3,200; **Bulk** L + +### DESCRIPTION + +This statuette resembles a stylized animal (often one with wings or other means of flight). When mounted prominently to the exterior of a Large or larger vehicle with a land speed, the vehicle gains a hover speed equal to its land speed. Mounting or removing the ornament takes 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ibra_s Astrolabe.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ibra_s Astrolabe.md new file mode 100644 index 0000000..dc2c0b5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ibra_s Astrolabe.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 51_ +**Level** 4; **Price** 2,000; **Bulk** 1 + +### DESCRIPTION + +This spherical astrolabe’s components are inscrutable while on a planet. However, when not on or directly orbiting a planet, the astrolabe reconfigures itself to guide you toward new cosmic mysteries. By referencing the device, you gain a +2 circumstance bonus to Piloting checks to navigate to unknown destinations. In addition, by studying the astrolabe for 1 hour and succeeding at a DC 15 Engineering or Mysticism check, you identify a previously uncharted anomaly (such as a strange planet, arcane nebula, or other site of interest) you can then travel to as an unknown destination. The astrolabe can’t be used to identify additional such anomalies until you encounter the currently displayed destination, sating the device’s curiosity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Improvisation Adornment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Improvisation Adornment.md new file mode 100644 index 0000000..4f38d65 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Improvisation Adornment.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Magic Item +--- +Those who rely on speaking to persuade or please others and those who require the ability to gauge an audience find an _improvisation adornment_ invaluable. This item is usually something worn on or near the head, such as a necklace, headband, or a mask. While wearing this item, if you fail a Bluff, Culture, Diplomacy, Intimidate, or Sense Motive check, as a reaction you can reroll the check and take the better result. You can also reroll a Profession check, provided the GM agrees the check involved some sort of interaction, such as acting, musical performance, public speaking, and the like. Once you benefit from a given _improvisation adornment_, you can benefit from a different one only after 24 hours have passed. + +The adornment allows a number of rerolls per day based on its type. + +## IMPROVISATION ADORNMENT, MK 1 + +**Source** _Starfinder Armory pg. 114_ +**Level** 4; **Price** 1,800; **Bulk** — + +### DESCRIPTION + +One reroll + +--- + +## IMPROVISATION ADORNMENT, MK 2 + +**Source** _Starfinder Armory pg. 114_ +**Level** 8; **Price** 8,400; **Bulk** — + +### DESCRIPTION + +Two rerolls + +## IMPROVISATION ADORNMENT, MK 3 + +**Source** _Starfinder Armory pg. 114_ +**Level** 12; **Price** 33,500; **Bulk** — + +### DESCRIPTION + +Three rerolls \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Inspiration Blazon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Inspiration Blazon.md new file mode 100644 index 0000000..8d15771 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Inspiration Blazon.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 11 +Price: 23,500 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 114_ +**Level** 11; **Price** 23,500; **Bulk** 1 + +### DESCRIPTION + +Inspiration can play a large part in success, and as such some leaders wear magical symbols to inspire their allies during tough situations. An _inspiration blazon_ is a decorated medal or tabard that lets you lend your allies your Resolve. + +An _inspiration blazon_ must be worn prominently to function. When an ally within 60 feet of you spends Resolve Points, as a reaction while you are wearing an _inspiration blazon_, you can activate the blazon to inspire that ally, provided that you can see and be heard by the ally. You speak words of encouragement and spend up to 2 Resolve Points to reduce the number of Resolve Points your ally spends by the amount you spent, to a minimum of 0. The blazon has no effect on an ally who has no Resolve Points. An _inspiration blazon_ can’t affect a given ally again until that ally regains Resolve Points during an 8-hour rest. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lantern_s Laughing Lie.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lantern_s Laughing Lie.md new file mode 100644 index 0000000..a25af8d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lantern_s Laughing Lie.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 6 +Price: 4,300 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 51_ +**Level** 6; **Price** 4,300; **Bulk** L + +### DESCRIPTION + +This tiny ornamental copper lantern draws inspiration from the Eldest known as the Lantern King, a notorious trickster fey. The lantern is typically worn as a necklace or belt bauble, and its interior dances with a magic red flame that sheds no appreciable heat or light. While wearing the lantern, you’re aware of any magic that would discern or prohibit your lying, even if it has failed to affect you, and you gain a +2 resistance bonus to saving throws against such effects. Once per hour when a creature within 30 feet of you rolls a natural 1 when attempting a skill check or saving throw, you can intensify their failure as a reaction, causing additional minor mishaps that give the target your choice of the bleeding 1d8, flat‑footed, or off‑target conditions in addition to any other effects of failure. The flat‑footed and off-target effects last 1 round, and the bleeding effect ends after 1d4+1 rounds if not stopped earlier. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lawfinder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lawfinder.md new file mode 100644 index 0000000..7da0ef9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Lawfinder.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 3 +Price: 1,200 +tags: +Type: Magic Item +--- +**Source** _Pact Worlds pg. 200_ +**Level** 3; **Price** 1,200; **Bulk** — + +### DESCRIPTION + +This archaic, ornate compass is a holy trinket sacred to AbadarCorp, and its needle is shaped like a thin golden key. A _lawfinder’s_ needle always points toward the nearest settlement of at least 1,000 people; within such a settlement, the needle points to the primary center of government or civil administration for the settlement. This item can’t detect a settlement more than 100 miles away, except for settlements with the bureaucratic quality, which a _lawfinder_ can detect up to 1,000 miles away. If no such settlements are within range, the _lawfinder’s_ needle spins slowly. + +As long as the _lawfinder’s_ needle points to a settlement or civil center, it grants you a +2 insight bonus to Survival checks to avoid getting lost. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Magic Items.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Magic Items.md new file mode 100644 index 0000000..96d22e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Magic Items.md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# MAGIC ITEMS + +**Source** _Starfinder Core Rulebook pg. 222_ +While plenty of technology in Starfinder incorporates magical elements, some items operate solely through eldritch principles and thus follow different rules. This section covers magic items not addressed under another rules system (such as [[Weapon Fusions]] or [[Augmentations|augmentations]]). Magic items are often divided into held, worn, and consumable items. Held items (such as orbs and rods) must be held in a hand or similar appendage and activated manually like a weapon. + +Worn magic items are things like rings, cloaks, amulets, and gloves. Just as your [[Armor]] has a limited number of upgrade slots, you can only wear up to two magic items at once and have both function normally—beyond that, the magical fields start to interfere with each other. You can’t wear more than one of the same type of item (two cloaks, two hats, etc.) except for rings. If you put on an additional worn magic item beyond these first two, it does not function until you have no more than two total magic items worn. This limitation applies specifically to worn magic items, and does not apply to [[Armor]] upgrades, held items, [[Weapon Fusions]], [[Augmentations|augmentations]], magic [[Armor]], consumables, or other forms of magic, all of which function normally. + +Lastly, consumables are magic items like [[Serums]] or spell ampoules that create an immediate and temporary effect when ingested. + +## CHARGES + +In a few rare cases, magic items require charges. However, such charged magic items function differently than charged [[Technological Items]], whose batteries must be recharged or replaced. A magic item’s charges are inherent to the construction of the item and can’t be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh, depending on the item. + +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Magic Items" +SORT Level ASC +WHERE file.name != "Magic Items" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Mantle of Willpower.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Mantle of Willpower.md new file mode 100644 index 0000000..36696ba --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Mantle of Willpower.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 12 +Price: 37,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 114_ +**Level** 12; **Price** 37,000; **Bulk** 1 + +### DESCRIPTION + +A _mantle of willpower_ is a garment that covers the shoulders, sometimes with a hood and sometimes including a longer cape. High-ranking members of the Knights of Golarion and the Stewards have been known to wear such mantles, as they help keep you calm and in control of your faculties. + +While wearing this mantle, you gain a +2 enhancement bonus to saving throws against mind-affecting effects. In addition, as a standard action, you can spend 1 Resolve Point to end all mind-affecting effects you are currently suffering from. If a mind-affecting effect renders you unable to take or determine your actions, you can spend 1 Resolve Point to end all mind-affecting effects you are currently suffering at the start of your turn, but you are then stunned until the start of your next turn. You can spend up to 2 Resolve Points per day to activate the mantle’s abilities. Once you spend any Resolve Points using a given _mantle of willpower_, that mantle won’t work for anyone else for 24 hours and you can’t use a different one for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Marathon Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Marathon Serum.md new file mode 100644 index 0000000..f405e84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Marathon Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 240 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 53_ +**Level** 3; **Price** 240; **Bulk** L + +### DESCRIPTION + +A popular substitute for natural talent among less scrupulous athletes, a marathon serum negates the first 5 nonlethal damage you would take from hustling or forced marches performed over the next 12 hours. During this time, the serum also grants you a +2 resistance bonus to Constitution checks made to resist nonlethal damage from extended exertion, and to Fortitude saves made to resist effects that would make you fatigued or exhausted. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Moon Crystal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Moon Crystal.md new file mode 100644 index 0000000..b051d85 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Moon Crystal.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 200 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 3 pg. 69_ +**Level** 3; **Price** 200; **Bulk** L + +### DESCRIPTION + +A _moon crystal_ is luminous, raising the light level by one step in a 10-foot radius. It also provides 4 days of environmental protections as if it were armor, and it can be activated and depleted in the same way. The crystal can also sense when you need its protection and activate itself even if you’re unable to take actions. As a standard action, a creature holding a _moon crystal_ can determine the remaining duration of its environmental protections. As the duration nears its end, the light in the crystal dims, and the crystal goes dark when its magic is fully expended. The crystal then crumbles to dust. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Obfuscated Journal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Obfuscated Journal.md new file mode 100644 index 0000000..745aa3a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Obfuscated Journal.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 3 +Price: 1,250 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 114_ +**Level** 3; **Price** 1,250; **Bulk** 1 + +### DESCRIPTION + +An _obfuscated journal_ is usually a book filled with about 250 pages of sturdy blank paper. Those who value secrecy and portability use such tomes in place of other methods of information storage that might be less secure. + +Before you can write in an _obfuscated journal_, you must speak a word or phrase to the book as a standard action. If you don’t, the pages won’t hold any writing. If someone reads the journal without speaking the word or phrase you set, the words in the journal are an indecipherable jumble. You can also command the journal to erase all or part of the writing at a rate of 2 pages per round. + +The journal also defends against some forms of magical tampering. Writing in the journal is magical and encoded, but creature under the effects of _true seeing_ can read it. _Dispel magic_ can suppress the journal’s magic, causing the pages to appear blank and preventing it from being used in any way. An _erase_ spell can erase the journal only after the proper command is spoken. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Omnicomponent.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Omnicomponent.md new file mode 100644 index 0000000..b0c80c9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Omnicomponent.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 10 / 16 +Price: varies +tags: +Type: Magic Item +--- +This strange object resembles a 6-inch-wide, dark, and pristinely polished wooden cube, though which run irregular seams of coppery metal. Omnicomponents are quite rare, defying attempts to manufacture them and instead typically appearing only on asteroids and other debris adrift in magical cosmic phenomena. By spending 1 hour holding and focusing on an omnicomponent, a spellcaster can transform it into a spell’s material component worth a maximum number of credits based on the object’s model. If not consumed as part of casting a spell within 8 hours, the omnicomponent reverts to its natural shape and can be coaxed into a different shape. Once used as a material component, it’s destroyed. + +## OMNICOMPONENT, FLAWED + +**Source** _Galactic Magic pg. 51_ +**Level** 10; **Price** 5,000; **Bulk** L + +### DESCRIPTION + +The omnicomponent can transform into any material component worth 5,000 credits or less. + +--- + +## OMNICOMPONENT, PRISTINE + +**Source** _Galactic Magic pg. 51_ +**Level** 16; **Price** 30,000; **Bulk** L + +### DESCRIPTION + +The omnicomponent can transform into any material component worth 30,000 credits or less. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pact Worlds Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pact Worlds Serum.md new file mode 100644 index 0000000..7f9f7b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pact Worlds Serum.md @@ -0,0 +1,102 @@ +--- +aliases: +Level: 5 +Price: 475 +tags: +Type: Magic Item +--- +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## PACT WORLD SERUM, ABALLON SPARK + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +This cool, sparkling fluid grants you a +2 insight bonus to Computers checks, and you can attempt checks with this skill untrained. Once while this serum is in effect, you can be healed by _make whole_ or _mending_ as though you were a construct. + +--- + +## PACT WORLD SERUM, ABSALOM AFFABLE + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +When you imbibe this clear, syrupy fluid, you gain a +2 insight bonus to Diplomacy and Disguise checks. If you begin an attempt to gather information while under the effects of this serum, the attempt takes only 1 hour. + +## PACT WORLD SERUM, AKITON RUSTRIDER + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +Upon consumption, this bitter, rust-red fluid grants you a +2 insight bonus to Athletics and Survival checks, and you do not take a penalty to Survival checks when riding a creature bareback. This serum turns a regular drinker’s teeth and lips rust-red in color—a side effect that Eppro Enterprises can’t quite overcome. + +## PACT WORLD SERUM, BRETHEDA EFFERVESCENT + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +When you drink this sweet, bubbling, yellow fluid, you find your memory expanded; you gain a +2 insight bonus to recall knowledge with the Culture, Life Science, Mysticism, Physical Science, and Profession skills and can attempt checks to recall knowledge untrained with these skills. + +## PACT WORLD SERUM, CASTROVEL EFFLORESCE + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +This green, floral-smelling concoction grants you a +2 insight bonus to Life Science and Survival checks, and you can attempt Life Science checks and Survival checks to rear a wild animal untrained. While this serum is in effect, you always know which direction is magnetic north from your current location, if applicable (such as on most planets). + +## PACT WORLD SERUM, DIASPORA DAREDEVIL + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +Popular with pilots throughout the Pact Worlds, this serum is bright orange with tiny dark specks whirling within it. It grants you a +2 insight bonus to Piloting checks and to Computers checks when piloting a vehicle or when acting as captain, pilot, or science officer of a starship. + +## PACT WORLD SERUM, EOX DELIQUESCE + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +Eppro Enterprises doesn’t include this serum in its public catalogs, but the serum’s existence is an open secret. This shadowy fluid grants you a +2 insight bonus to Mysticism checks, and you can attempt checks with this skill untrained. While this serum is in effect, you can take a standard action to stop any bleed effect affecting you. + +## PACT WORLD SERUM, IDARI GOLD + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +Imbibing this translucent, golden fluid grants physical and mental grace. You gain a +3 insight bonus to Acrobatics and Sense Motive checks. + +## PACT WORLD SERUM, TRIAXUS DRAGONSIGHT + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +This warm, fiery-red fluid grants you a +2 insight bonus to Perception checks, and you can ignore concealment caused by dim light (as if you had low-light vision or darkvision). + +## PACT WORLD SERUM, VERCES GLEAM + +**Source** _Pact Worlds pg. 201_ +**Level** 5; **Price** 475; **Bulk** — + +### DESCRIPTION + +Eppro Enterprises markets this sparkling, white fluid as a favored drink of athletes. You gain a +3 insight bonus to Athletics checks. While under the effects of this serum, you must fail an Athletics check by 10 or more to fall, fall prone, or sink (as applicable), rather than fail by 5 or more. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pathing Telescope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pathing Telescope.md new file mode 100644 index 0000000..c2c97e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Pathing Telescope.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 7 +Price: 7,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 115_ +**Level** 7; **Price** 7,000; **Bulk** 2 + +### DESCRIPTION + +Starfaring societies use advanced technology for viewing the stars and plotting courses among them. Triune’s clerics intertwined magic and technology to create the initial models of the _pathing telescope_ to analyze the gulf between stars and perceive far-off worlds. Knowledge of how to build these telescopes is as freely distributed as knowledge of how to access the Drift. + +When you use the Piloting skill to astrogate, you can spend 1 hour studying the stars with a _pathing telescope_. If you do so and successfully plot a course, you reduce the travel time to reach a satellite by half or to travel within a system to 1d4+1 days. In addition, the telescope grants you a +3 insight bonus to skill checks to avoid becoming lost, whether you’re using Piloting to navigate on a planet or Survival to orienteer. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Acclimation Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Acclimation Serum.md new file mode 100644 index 0000000..aa8d158 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Acclimation Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 10 +Price: 3,400 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 54_ +**Level** 10; **Price** 3,400; **Bulk** — + +### DESCRIPTION + +This single-use serum is designed to acclimate you to any non‑Drift plane besides the Material Plane. For 1 hour, you lose the extraplanar subtype and count as a native of the plane you’re currently on for the purpose of divination magic and how planar traits affect you. This has no effect in the Drift. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Runeplates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Runeplates.md new file mode 100644 index 0000000..b4f3062 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Planar Runeplates.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Magic Item +--- +Cultists and religious artificers forge _planar runeplates_, as do the demon-worshipping drow of Apostae. Each set of _planar runeplates_ is dedicated to a specific powerful being native to the Outer Planes, such as an archdevil, a demon lord, or a god. Devotional symbols on the plates might convince others you’re aligned with the being in question, even if you’re not. You wear the plates by affixing them to clothing or armor; they count as a worn magic item unless you install them in armor, taking up a number of upgrade slots equal to their mark. + +Each set of _planar runeplates_ has the same alignment as the extraplanar entity to which the plates are dedicated, although no plates are created with a neutral alignment with no other alignment components. While you wear the plates, they have several effects. If a creature with an alignment component opposite any of the plates’ alignment components attacks you, the plates alert you to the creature’s opposing subtypes. If the attack hits, as a reaction you can force the creature to reroll the attack and use the worse result. If you fail a saving throw against an effect created by such a creature, as a reaction you can reroll the saving throw and take the better result. Once you benefit from a given set of _planar runeplates_, you can benefit from a different set only after 24 hours have passed. + +_Planar runeplates_ allow a number of rerolls per day based on their model. + +## PLANAR RUNEPLATES, MK 1 + +**Source** _Starfinder Armory pg. 115_ +**Level** 4; **Price** 2,000; **Bulk** — + +### DESCRIPTION + +One reroll. + +--- + +## PLANAR RUNEPLATES, MK 2 + +**Source** _Starfinder Armory pg. 115_ +**Level** 8; **Price** 8,500; **Bulk** — + +### DESCRIPTION + +Two rerolls. + +## PLANAR RUNEPLATES, MK 3 + +**Source** _Starfinder Armory pg. 115_ +**Level** 12; **Price** 34,000; **Bulk** — + +### DESCRIPTION + +Three rerolls. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Plasma Beads.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Plasma Beads.md new file mode 100644 index 0000000..03ea70e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Plasma Beads.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 6 / 9 / 12 +Price: varies +tags: +Type: Magic Item +--- +These four spherical beads strung with a cord emit a slight fiery glow from the plasma magically sealed inside them. While you wear the necklace, as a standard action, you can detach a bead and throw it (range increment 20 feet) as a ranged attack targeting a grid intersection (AC 5). If you throw the bead through a narrow opening, your attack roll must equal or exceed the opening’s AC (10 for a narrow opening or 15 for an extremely narrow one) to avoid hitting the side and detonating the bead prematurely. When the bead strikes a hard surface, it explodes in a 20-foot radius, dealing electricity and fire damage according to its type, as shown on the table below. A target that succeeds at a Reflex save (see the table) takes only half damage. Once you detach a bead, it loses its magic if it hasn’t exploded after 5 rounds. If the necklace isn’t worn, detached beads immediately become nonmagical. + +| Mk. 1 | 6 | 3d6 E & F | 13 | +| ----- | --- | --------- | --- | +| Mk. 2 | 9 | 5d6 E & F | 15 | +| Mk. 3 | 12 | 9d6 E & F | 17 | + +##  PLASMA BEADS, MK 1 + +**Source** _Starfinder Armory pg. 115_ +**Level** 6; **Price** 4,200; **Bulk** — + +--- + +## PLASMA BEADS, MK 2 + +**Source** _Starfinder Armory pg. 115_ +**Level** 9; **Price** 12,500; **Bulk** — + +## PLASMA BEADS, MK 3 + +**Source** _Starfinder Armory pg. 115_ +**Level** 12; **Price** 37,500; **Bulk** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Poisobreath Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Poisobreath Serum.md new file mode 100644 index 0000000..2e0e9c7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Poisobreath Serum.md @@ -0,0 +1,12 @@ +--- +aliases: +Level: 6 +Price: 650 +tags: +Type: Magic Item +--- + +**Level** 6; **Price** 650; **Bulk** + +### Description +For 1 hour after you drink a poisonbreath serum, you can exhale a dangerous poisonous mist. This grants you a +2 enhancement bonus to Intimidate checks against adjacent living creatures that can smell your breath. During the serum’s duration, you can take a standard action to breath a cloud of poisonous mist in a 15-foot cone. Each living creature in the area is affected by insanity mist (Core Rulebook 419). Once you’ve breathed out the poison, the serum’s other effect immediately ends.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Polymorphic Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Polymorphic Serum.md new file mode 100644 index 0000000..2e81466 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Polymorphic Serum.md @@ -0,0 +1,44 @@ +--- +aliases: +Level: 3 / 6 / 9 / 12 / 15 / 18 +Price: varies +tags: +Type: Magic Item +--- +Those unfamiliar with _polymorphic serum_ often believe the churning, neon-green liquid to be toxic or radioactive at first glance. When created, each _polymorphic serum_ is assigned a specific polymorphed form, as described by a _[[Polymorph]]_ spell of the serum’s level. All decisions regarding this [[Polymorph]] form, such as whether it is a generic or a specific form, are determined when the serum is created. Any creature imbibing a _polymorphic serum_ changes into the serum’s associated form for 2 hours × the serum’s mark (2 hours for mk 1, 4 hours for mk 2, and so on). If you are unwillingly subjected to a _polymorphic serum_ (such as through a weapon with the injection special property), you can attempt a Fortitude save to negate this effect (DC = 10 + 1-1/2 × the item’s level). If you fail, you can still dismiss the effect as normal for the _[[Polymorph]]_ spell. + +### SERUMS + +[[Serums]] are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. [[Serums]] are normally 1 ounce of liquid (though it is possible to make [[Serums]] with larger volumes, these are no more effective than standard [[Serums]]), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## POLYMORPHIC SERUM, MK 1 + +**Source** _Character Operations Manual pg. 126_ +**Level** 3; **Price** 250; **Bulk** — + +--- + +## POLYMORPHIC SERUM, MK 2 + +**Source** _Character Operations Manual pg. 126_ +**Level** 6; **Price** 675; **Bulk** — + +## POLYMORPHIC SERUM, MK 3 + +**Source** _Character Operations Manual pg. 126_ +**Level** 9; **Price** 2,100; **Bulk** — + +## POLYMORPHIC SERUM, MK 4 + +**Source** _Character Operations Manual pg. 126_ +**Level** 12; **Price** 5,700; **Bulk** — + +## POLYMORPHIC SERUM, MK 5 + +**Source** _Character Operations Manual pg. 126_ +**Level** 15; **Price** 18,000; **Bulk** — + +## POLYMORPHIC SERUM, MK 6 + +**Source** _Character Operations Manual pg. 126_ +**Level** 18; **Price** 60,000; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Psychic Inhibitor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Psychic Inhibitor.md new file mode 100644 index 0000000..a1cb1b3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Psychic Inhibitor.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 15 +Price: 120,000 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 3 pg. 39_ +**Level** 15; **Price** 120,000; **Bulk** 1 + +### DESCRIPTION + +Crafted from shards of crystal mined in the Colonies and held together with an organic, waxy substance, a _psychic inhibitor_ has the ability to disrupt telepathic communications. You can hold a _psychic inhibitor_ in one hand and activate it once per day as a standard action by picturing a complex series of geometric shapes in your mind. When you do so, each creature with the limited telepathy or telepathy ability within 100 feet (including yourself) must succeed at a Will saving throw (DC = 10 + half your level + your key ability score modifier) or have their mind flooded with unbearable psychic noise. Each affected creature loses its limited telepathy or telepathy ability and takes a –2 penalty to attack rolls, a –4 penalty to Will saving throws, and a –8 penalty to Intelligence-, Wisdom-, and Charisma-based skills for 1 hour. This is a mind-affecting effect. A creature that succeeds at its save can’t be affected by the same _psychic inhibitor_ for 1 week. + +A _psychic inhibitor_ comes with four attuned _psychic disinhibitors_ (these are created at the same time as the _psychic inhibitor_ and are included in the price). A _psychic disinhibitor_ is a flexible disk 1 inch in diameter that can be affixed to a creature’s skin (preferably near the brain) to make the creature immune to the attuned _psychic inhibitor’s_ effects. A _psychic disinhibitor_ counts as a worn magic item. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rad-Out Serum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rad-Out Serum.md new file mode 100644 index 0000000..8f49ae2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rad-Out Serum.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 225 +tags: +Type: Magic Item +--- +**Source** _Character Operations Manual pg. 126_ +**Level** 3; **Price** 225; **Bulk** — + +### DESCRIPTION + +This bubbling amber serum is infused with special isotopes designed to absorb radiation from your body. Upon imbibing a _rad-out serum_, you can attempt a new saving throw against any radiation effects you’re affected by. If you succeed, the radiation effect automatically ends. In addition, you gain a +4 enhancement bonus to saving throws against radiation for 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rat_s Last Word.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rat_s Last Word.md new file mode 100644 index 0000000..3a885f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rat_s Last Word.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 16 +Price: 210,000 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 51_ +**Level** 16; **Price** 210,000; **Bulk** — + +### DESCRIPTION + +Rare and only found on the shadiest of black markets, a rat’s last word is a felt-tipped pen with a black, anodized aluminum case and a laser etching of a curled and emaciated rat on its cap. As a full action, you can spend 1 Resolve Point while using the marker to write the name or well-known alias of a specific creature along the side of a single round of ammunition or a battery. The ammunition or battery can then be loaded into a sniper weapon using a separate action. For non-battery ammunition, the ammunition must be loaded as the only piece in the gun, even if its capacity would normally allow multiple pieces to be loaded at once. Upon making an attack using a marked battery, the weapon drains all remaining charges from the battery. +If you fire the marked and loaded ammunition at the creature whose name you wrote, you can score a critical hit with that attack against the target if the die’s result is a 17, 18, or 19, as long as the attack’s result is sufficient to hit the target’s AC. If the attack hits and the die’s result is a 13, 14, 15, or 16, the target is affected by the weapon’s critical hit effect as if the attack had been a critical hit, though the attack does not deal double damage. If the die’s result is a 20, you score a critical hit as normal, and you can affect the target with the snuff life spell (CL 16th) in place of any other critical hit effect your weapon might have dealt. The DC of snuff life equals 16 + your Dexterity modifier. +This pen can mark only one piece of ammunition per day in this way, and the marked ammunition loses the pen’s special effects if not loaded and fired within 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ratfolk Belt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ratfolk Belt.md new file mode 100644 index 0000000..f71aa36 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ratfolk Belt.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 9 +Price: 12,250 +tags: +Type: Magic Item +--- +**Source** _Pact Worlds pg. 201_ +**Level** 9; **Price** 12,250; **Bulk** L + +### DESCRIPTION + +Ysoki are skilled at negotiating the cramped corridors of a starship or the access tunnels in a sprawling metropolis, but even the smallest ysoki sometimes encounter openings too small to enter. While wearing a _ratfolk belt_, you can move through an area as small as one-quarter your space without squeezing or one-eighth your space when squeezing. A _ratfolk belt_ is made of stretchable nylon webbing, and it often includes clips for tools or weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Reckless Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Reckless Gloves.md new file mode 100644 index 0000000..5b6d5b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Reckless Gloves.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 250 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 79_ +**Level** 1; **Price** 250; **Bulk** L + +### DESCRIPTION + +These thick leather gloves are often worn by aggressive vehicle pilots. Increase the collision DC of any vehicle you are driving by 2, and gain a +2 circumstance bonus to your Piloting checks when taking the ram and run over actions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Recovery Aegis.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Recovery Aegis.md new file mode 100644 index 0000000..981ca8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Recovery Aegis.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 3 +Price: 1,350 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 115_ +**Level** 3; **Price** 1,350; **Bulk** — + +### DESCRIPTION + +The Aspis Consortium partners with the Starfinder Society to deliver recovered relics to the churches of Desna, Iomedae, Sarenrae, Weydan, and Yaraesa. In exchange, mystics of these divinities provide magic items to support field agents. The _recovery aegis_ is a talisman commonly produced as part of this arrangement. These necklaces take many shapes, but each has a jeweled pendant. The amulet counts as a worn magic item unless you install it in armor, taking up one upgrade slot. While wearing a _recovery aegis_, you gain a +1 enhancement bonus to saving throws against effects you are already suffering, such as a disease, poison, or an ongoing damage effect; this bonus doesn’t apply to initial saving throws against such effects. In addition, at any point when you have the dying condition, you can use the _recovery aegis_ to stabilize without spending Resolve Points, and you can then spend 1 Resolve Point to stay in the fight during the same round. The jewel in the _recovery aegis_ crumbles to dust if you use it to stabilize in this way, and the amulet loses its powers, becoming nonmagical. If you use a _recovery aegis_ to stabilize, you can’t do so with another _recovery aegis_ for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Regenerative Philter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Regenerative Philter.md new file mode 100644 index 0000000..78e96ad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Regenerative Philter.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 4 / 11 / 16 +Price: varies +tags: +Type: Magic Item +--- +This potent violet serum accelerates the body’s natural healing to astounding levels, though doing so expends vital energy. For 1 minute, you gain fast healing based on the philter’s formula: fast healing 2 for mk 1, fast healing 5 for mk 2, and fast healing 10 for mk 3. After this effect ends, you become fatigued until you take a 10-minute rest to recover Stamina Points, during which you must eat a full day’s food; this food only helps you recover from the fatigue and does not contribute to your typical food needs for the day. If you do not eat after consuming this serum, you experience starvation equivalent to going a full day without eating. You cannot benefit from a regenerative philter more than once per day. + +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## REGENERATIVE PHILTER, MK 1 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 4; **Price** 350; **Bulk** — + +--- + +## REGENERATIVE PHILTER, MK 2 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 11; **Price** 3,850; **Bulk** — + +## REGENERATIVE PHILTER, MK 3 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 16; **Price** 26,000; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Resilient Jacket.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Resilient Jacket.md new file mode 100644 index 0000000..1b8b945 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Resilient Jacket.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 2 +Price: 600 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 79_ +**Level** 2; **Price** 600; **Bulk** L + +### DESCRIPTION + +This waterproof leather jacket functions as a travel outfit (_Starfinder Core Rulebook_ 230). Once per day as a reaction, you can reroll a failed Fortitude saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Restoring Rod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Restoring Rod.md new file mode 100644 index 0000000..01d6d30 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Restoring Rod.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 7 +Price: 6,750 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 115_ +**Level** 7; **Price** 6,750; **Bulk** 1 + +### DESCRIPTION + +Helixes and other geometric patterns swirl within the clear shaft of a _restoring rod_, which is capped with gold on each end. To use the rod, you must hold it. After you roll dice to determine the number of Hit Points or the amount of ability damage restored by a spell or effect you create, you can activate the rod if any of those dice have a result of 1 or 2. Doing so is part of the same action you took to cast the spell or create the effect. If you activate the rod, you can spend 1 Resolve Point to add 2 to each die with a result of 1 or 2. Once per day, the rod can be activated to gain its benefits without requiring the user to spend a Resolve Point. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Astrozoology.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Astrozoology.md new file mode 100644 index 0000000..92f13cc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Astrozoology.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 7 +Price: 6,500 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 52_ +**Level** 7; **Price** 6,500; **Bulk** — + +### DESCRIPTION + +Carvings adorn this wooden ring, depicting natural creatures from its creator’s home world. While wearing the ring, you can cast the charm monster spell once per day (save DC = 13 + your key ability score modifier; caster level 5th), though the spell can affect only creatures with the animal type. +The ring also grants you a special rapport with strange creatures, granting you a +5 insight bonus to Survival checks made to bond with a companion creature (Alien Archive 3 138) whose creature type is different than your own, and to Survival checks made to release a companion creature. As a standard action, you can destroy the worn ring to restore your creature companion to life, affecting it as though you had cast mystic cure as a 4th-level spell. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Cosmic Alignment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Cosmic Alignment.md new file mode 100644 index 0000000..52a58a4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Cosmic Alignment.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 11 +Price: 25,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 11; **Price** 25,000; **Bulk** — + +### DESCRIPTION + +This majestic ring is forged from twin bands of mithral and adamantine. If you have the stellar mode class feature, whenever you start a turn of combat attuned to a stellar mode and choose to become unattuned, you can immediately gain 1 attunement point for the stellar mode that opposes the mode you began your turn in. For instance, if you began the turn in photon mode and choose to become unattuned, you can use the ring to gain 1 graviton attunement point. Using this ability is a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Counterspells.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Counterspells.md new file mode 100644 index 0000000..008d4c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Counterspells.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 11 +Price: 24,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 116_ +**Level** 11; **Price** 24,000; **Bulk** — + +### DESCRIPTION + +Spell duels are traditional in cultures throughout not only the Pact Worlds but the entire galaxy. A wily duelist might wear a _ring of counterspells_ to foil one of an opponent’s tricks, though these rings also work well against enemies who employ predictable offensive magic. + +A spellcaster can target a _ring of counterspells_ with a spell. That spell has no effect other than being stored in the ring. While you wear the ring, if you would be a target of the spell stored in the ring, the spell fails and has no effect. This countering is automatic; it requires no action or awareness on your part. Once the ring counters a spell, the stored spell dissipates, and the ring can’t counter a spell until another is stored within it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Genie Calling.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Genie Calling.md new file mode 100644 index 0000000..55215da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Genie Calling.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 9 / 12 / 15 / 17 +Price: varies +tags: +Type: Magic Item +--- +In ages past, it was common for genies to punish their own by binding them to an object such as a lamp or ring, allowing that object’s possessor to force the genie to do their bidding. Such a punishment is rarely used anymore, but the tradition has continued in other forms. Sometimes, as part of a contract or to pay off a debt, a genie will agree to a period of servitude, binding themselves to a ring or other item and presenting it to the holder of the contract. +Once per week, you can use the ring to beseech the ring’s bonded genie for help in one of two ways. First, you may ask it a question, as the contact other plane spell, except the genie always gives a truthful answer if it knows the answer, and no answer if it doesn’t. Alternatively, you can request that the genie make an object for you, as the creation spell. After you make your request, the object appears in an adjacent square. Bonded djinn and shaitan are capable of casting creation as a 4th-level spell in this manner, while bonded efreet and marids are capable of casting creation as a 5th-level spell. +Additionally, each ring gives the wearer energy resistance, shown below. + +## RING OF GENIE CALLING, DJINN + +**Source** _Drift Crisis pg. 54_ +**Level** 9; **Price** 15,900; **Bulk** — + +### DESCRIPTION + +Electricity resistance 5 + +--- + +## RING OF GENIE CALLING, SHAITAN + +**Source** _Drift Crisis pg. 54_ +**Level** 12; **Price** 39,000; **Bulk** — + +### DESCRIPTION + +Acid resistance 10 + +## RING OF GENIE CALLING, EFREETI + +**Source** _Drift Crisis pg. 54_ +**Level** 15; **Price** 112,000; **Bulk** — + +### DESCRIPTION + +Fire resistance 15 + +## RING OF GENIE CALLING, MARID + +**Source** _Drift Crisis pg. 54_ +**Level** 17; **Price** 270,000; **Bulk** — + +### DESCRIPTION + +Cold resistance 20 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Resistance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Resistance.md new file mode 100644 index 0000000..79f2115 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Resistance.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 2 / 6 / 10 / 14 / 18 +Price: varies +tags: +Type: Magic Item +--- +This ring grants you magic protection against attacks and effects to which you are particularly vulnerable. You gain an enhancement bonus to saving throws with your lowest base saving throw bonus. If two or three of your base saving throw bonuses are tied for lowest value, you select which category gains this bonus when you first put on the ring, and this choice does not change unless a different base saving throw bonus later becomes your lowest bonus. The bonus is determined by the model of the _ring of resistance_. + +| Ring | Bonus | +| ----- | ----- | +| Mk. 1 | +1 | +| Mk. 2 | +2 | +| Mk. 3 | +3 | +| Mk. 4 | +4 | +| Mk. 5 | +5 | + +##  RING OF RESISTANCE, MK 1 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 2; **Price** 735; **Bulk** — + +--- + +##  RING OF RESISTANCE, MK 2 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 6; **Price** 4,200; **Bulk** — + +## RING OF RESISTANCE, MK 3 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 10; **Price** 18,100; **Bulk** — + +##  RING OF RESISTANCE, MK 4 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 14; **Price** 70,000; **Bulk** — + +##  RING OF RESISTANCE, MK 5 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 18; **Price** 361,500; **Bulk** — diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Sustenance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Sustenance.md new file mode 100644 index 0000000..6d83164 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Sustenance.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 2,925 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 2,925; **Bulk** — + +### DESCRIPTION + +This ring provides you with life-sustaining nourishment, negating the need for food or drink while the ring is worn. Additionally, the ring’s magic refreshes your body and mind while worn, so you need only 2 hours of sleep each day to gain the benefits of 8 hours of rest. If you cast spells, you can regain your daily spell slots after only 2 hours of rest, but you still can’t do so more than once per day. The ring must be worn for a full week before its magic takes effect, and if removed you must wear it for another week to reattune it to you. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Whispers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Whispers.md new file mode 100644 index 0000000..4852a6c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Ring of Whispers.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 1 +Price: 300 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 300; **Bulk** — + +### DESCRIPTION + +This simple gold band helps you hear when specific names are spoken. The ring can be attuned to recognize up to five proper names known to you, such as specific people, places, or things. The ring cannot be attuned to words that are not used as proper names. Attuning a _ring of whispers_ to a new name takes 10 minutes, and if the new name exceeds the five-name limit, the oldest attuned name ceases to be attuned. + +The ring grants you a +5 insight bonus to hearing-based Perception checks and sense through (hearing) with a range of 60 feet, but both abilities apply only to allow you to hear one of the attuned names being spoken. This allows you to potentially hear a name being spoken a room away or even through soundproof glass, but not any other sounds or conversations. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rod of Cancellation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rod of Cancellation.md new file mode 100644 index 0000000..baabd4b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Rod of Cancellation.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 9 +Price: 2,100 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 9; **Price** 2,100; **Bulk** L + +### DESCRIPTION + +This device pulses with strange powers that drain items of all magical properties. When you touch a hybrid or magic item with a _rod of cancellation_, the item must succeed at a Will saving throw (DC = 10 + half your level + your Charisma bonus) or lose all magic abilities, becoming a mundane item of its type. If the touched item is being held or worn by a character, the item can use its bearer’s Will save bonus in place of its own, if better. Upon draining an item, the rod itself becomes nonmagical and cannot be used again. Drained items can be restored only with _wish_ or _miracle_. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Scrapper_s Cookpot.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Scrapper_s Cookpot.md new file mode 100644 index 0000000..4a014da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Scrapper_s Cookpot.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 1 +Price: 120 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 52_ +**Level** 1; **Price** 120; **Bulk** 1 + +### DESCRIPTION + +Created by underfed citizens eking out a living in Apostae’s more oppressive districts, scrapper’s cookpots have become widespread emergency tools on starships and with explorers traveling far from resupply stations. Once per day, you can fill this sturdy ceramic crock with inorganic material weighing 1 bulk, such as scrap metal, rocks, and plastic. After filling the rest of the pot with water and simmering the contents over a heat source for 1 hour, the pot converts its contents into thick, nutrient-rich porridge sufficient to feed up to six Medium creatures for a day. The raw materials used have some influence over the porridge’s flavor profile, though the result is always at least mildly unpalatable in one way or another. +Regularly consuming scrapper’s cookpot meals sometimes has unfortunate side effects, such as contracting variants of blinding sickness or the shakes after weeks of use (Core Rulebook 418–419). However, interspersing the meals with more natural foods usually negates these conditions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Appearance Change.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Appearance Change.md new file mode 100644 index 0000000..bf9cc5b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Appearance Change.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 75; **Bulk** L + +### DESCRIPTION + +Upon drinking this elixir, your coloration and the general form of your features instantly and permanently changes. Within the range that is normal for your race and sex, you can select any skin tone, hair and eye color, and alter the nature of such things as the shape or your nose or chin, the length of your fingers, broadness of your frame, and so on. You are still recognizable as yourself unless you attempt a Disguise check to alter your features enough to conceal your identity (comparing the result of this Disguise check to any effort to determine if you are the same person as your original appearance). In no case can you take on the exact appearance of another creature (even with a Disguise check; the level of control is not that fine). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Earthern Stature.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Earthern Stature.md new file mode 100644 index 0000000..ef21a8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Earthern Stature.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 50 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 113_ +**Level** 1; **Price** 50; **Bulk** 1 + +### DESCRIPTION + +This chalky, khaki-colored liquid is incredibly dense and unpalatable to most species. For 1 hour after drinking a serum of earthen stature, you can’t be knocked [[prone]] (though you can still choose to become [[prone]]), and if an effect would move you, it moves you 10 feet fewer instead (to a minimum of 0 feet). These benefits function only when you’re touching a solid surface with at least one limb. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Enhancement.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Enhancement.md new file mode 100644 index 0000000..0806097 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Enhancement.md @@ -0,0 +1,68 @@ +--- +aliases: +Level: 5 +Price: 475 +tags: +Type: Magic Item +--- +This vial of performance-enhancing serum unlocks or enhances aspects of your body and mind. Imbibing this serum grants a living creature bonuses based upon the type of serum imbibed, as described below. The effects of a _serum of enhancement_ last 1 hour. + +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## SERUM OF ENHANCEMENT, COMMANDO + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Acrobatics and Athletics checks, and it gains temporary Hit Points equal to half its level. If lost, these temporary Hit Points cannot be restored, and they do not stack with any other source of temporary Hit Points. + +--- + +## SERUM OF ENHANCEMENT, DIPLOMAT + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Bluff and Diplomacy checks. Creatures with an Intelligence of 3 or greater also gain the ability to comprehend, speak, and understand one language that it has heard in the last 10 minutes. + +## SERUM OF ENHANCEMENT, SCIENTIST + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Computers, Engineering, and Physical Science checks and can attempt checks with all three skills untrained. + +## SERUM OF ENHANCEMENT, SENSATE + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Life Science and Mysticism checks and can attempt checks with both skills untrained. + +## SERUM OF ENHANCEMENT, SNEAK + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Sleight of Hand and Stealth checks and can attempt checks with both skills untrained. + +## SERUM OF ENHANCEMENT, WARRIOR + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 475; **Bulk** L + +### DESCRIPTION + +The creature gains a +2 insight bonus to Intimidate and Sense Motive checks, and whenever it successfully demoralizes an opponent, it increases the number of rounds that the opponent is shaken by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fetid Verdancy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fetid Verdancy.md new file mode 100644 index 0000000..1cc9b99 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fetid Verdancy.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 10 +Price: 2,400 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 113_ +**Level** 10; **Price** 2,400; **Bulk** L + +### DESCRIPTION + +This serum looks and smells like a puree of rancid vegetables left in the sun for a few days. While incredibly hard to choke down, imbibing the serum causes you to sprout several stalks of starchy green florets that grow all over your body into clumps resembling jawless skulls, shrieking faces, open claws, or other unnerving images. The florets also emit a choking gas that smells putrid and foul. For 1 minute, you gain fast healing 5; for the duration, each creature within 10 feet of you must succeed at a Fortitude save (DC = 15 + half your character level) or become sickened for 1 round. A creature that succeeds at this save is immune to the stench from this serum’s effects for 24 hours. This macabre plant growth is edible, but it tastes terrible and provides no nutritional value. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fey_s Fickle Fancy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fey_s Fickle Fancy.md new file mode 100644 index 0000000..5d8d890 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fey_s Fickle Fancy.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 3 / 7 +Price: varies +tags: +Type: Magic Item +--- + +A serum of fey’s fickle fancy is a vial of viscous liquid whose colors shift and changes constantly. Upon consuming this serum, roll a d6 a number of times equal to the mark of the serum (rerolling any duplicate results) and apply the effects listed in the table below. D6 + +| EFFECT | | +|--------|----------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Sparkling clouds fill your vision, and you're dazzled for 1 minute | +| 2 | You can speak only in singsong rhyme for 1 minute. | +| 3 | You change colors constantly for 1 minute. | +| 4 | You regain 4d8 Hit Points. If this amount exceeds that needed to reach your maximum Hit Points, you also become nauseated for 1 round. | +| 5 | You gain a +1 luck bonus to AC for 1 minute. | +| 6 | You gain a +2 luck bonus on the first d20 roll you make within the next 1 minute. | + +## Serum Of Fey’s Fickle Fancy, Mk 2 + +**Source** _Drift Crisis pg. 113_ +**Level** 7; **Price** 950; **Bulk** L + +--- + +## Serum Of Fey’s Fickle Fancy, Mk 1 + +**Source** _Drift Crisis pg. 113_ +**Level** 3; **Price** 250; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fiery Vengeance.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fiery Vengeance.md new file mode 100644 index 0000000..e607593 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Fiery Vengeance.md @@ -0,0 +1,14 @@ +--- +aliases: +Level: 2 +Price: 100 +tags: +Type: Magic Item +--- +**Source** [_Drift Crisis pg. 113_](https://paizo.com/products/btq02aly?Starfinder-Drift-Crisis) +**Level** 2; **Price** 100; **Bulk** L + +### DESCRIPTION + +This serum contains distilled energies from the Plane of Fire. It glows a dim red and emits a constant heat, regardless of ambient temperature. When you drink this serum, your body becomes covered in illusory flames. For 1 minute, any creature that hits you with a melee attack must succeed at a DC 15 Reflex saving throw or take 5 fire damage. If a creature rolls a natural 1 on this saving throw, it also gains the burning condition for 5 damage. + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Healing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Healing.md new file mode 100644 index 0000000..0e1568e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Healing.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 1 / 5 / 9 +Price: varies +tags: +Type: Magic Item +--- +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature. + +| Type | Healing | +| ---- | -------------- | +| Mk 1 | 1d8 Hit Points | +| Mk 2 | 3d8 Hit Points | +| Mk 3 | 6d8 Hit Points | + +## SERUM OF HEALING, MK 1 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 50; **Bulk** L + +## SERUM OF HEALING, MK 2 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 425; **Bulk** L + +## SERUM OF HEALING, MK 3 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 9; **Price** 1,950; **Bulk** L| | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Infinite Air.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Infinite Air.md new file mode 100644 index 0000000..2b2fe21 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Infinite Air.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 2 +Price: 80 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 113_ +**Level** 2; **Price** 80; **Bulk** — + +### DESCRIPTION + +This bottled quintessence from the Plane of Air is nearly invisible and adds virtually no weight to its container. For 1 hour after drinking a serum of infinite air, you don’t need to breathe and are immune to inhaled poisons. This doesn’t protect you from other effects of being in a vacuum or decompression. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Long Shadows.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Long Shadows.md new file mode 100644 index 0000000..764690e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Long Shadows.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 14 +Price: 100,000 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 113_ +**Level** 14; **Price** 10,000; **Bulk** L + +### DESCRIPTION + +A vial of liquid so dark that it seems to absorb nearby light, a serum of long shadows lacks any taste and is always the exact temperature of its imbiber. For 10 minutes after you drink a serum of long shadows, the light within 5 feet of you (including your space) becomes dim light, and only magical sources of light can increase the light level in this area. This effect moves with you. In addition, you take half damage from attacks and effects with the shadow descriptor. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Sex Shift.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Sex Shift.md new file mode 100644 index 0000000..38646e6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Sex Shift.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 3 +Price: 350 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 3; **Price** 350; **Bulk** L + +### DESCRIPTION + +Mass production has rendered this once-rare serum easy and inexpensive to obtain among the Pact Worlds. Upon drinking this elixir, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing both your appearance and physiology accordingly. You have some mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance. + +The elixir’s magic functions instantaneously and cannot be dispelled. Your new anatomy is as healthy and functional as your previous body’s, potentially allowing you to conceive, carry, or bear children (depending on your species’ biology). Drinking a second elixir of sex shift either reverts you back to a former form or allows you to adopt other sexual characteristics, as you choose. The elixir has no effect if you are unwilling, and the presence of certain sex-specific biological processes, such as gestation, may prevent this serum from taking effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Shapelessness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Shapelessness.md new file mode 100644 index 0000000..5188ca4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Shapelessness.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 18 +Price: 60,000 +tags: +Type: Magic Item +--- +**Source** _Drift Crisis pg. 113_ +**Level** 18; **Price** 60,000; **Bulk** L + +### DESCRIPTION + +This liquid in this vial constantly roils within, ever shifting in viscosity and color. Imbibing this serum transforms you into a color-changing, shapeless mist, granting you the incorporeal universal creature rule until the end of your next turn. If a creature that’s incorporeal as a result of drinking the serum of the shapeless ends its turn adjacent to another creature that’s incorporeal for the same reason, each creature adds the applicable ability modifier of the creature it shares a space with when attempting its check or roll. Only two incorporeal creatures can benefit from this effect at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Water_s Protection.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Water_s Protection.md new file mode 100644 index 0000000..dd882e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serum of Water_s Protection.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Magic Item +--- +A serum of water’s protection looks like a standard bottle of drinking water, but consuming it covers you with a thin layer of magically animated water. This has two effects, both of which last 1 hour. First, you gain resistance against acid and fire damage; a mk 1 serum of water’s protection grants acid and fire resistance 5, a mk 2 serum grants acid and fire resistance 10, and a mk 3 serum grants acid and fire resistance 15. Second, you become vulnerable to cold damage, taking 50% more damage from cold effects. + +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## SERUM OF WATER’S PROTECTION, MK 1 + +**Source** _Drift Crisis pg. 113_ +**Level** 4; **Price** 350; **Bulk** L + +--- + +## SERUM OF WATER’S PROTECTION, MK 2 + +**Source** _Drift Crisis pg. 113_ +**Level** 8; **Price** 1,500; **Bulk** L + +## SERUM OF WATER’S PROTECTION, MK 3 + +**Source** _Drift Crisis pg. 113_ +**Level** 12; **Price** 5,500; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serums.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serums.md new file mode 100644 index 0000000..27b4745 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Serums.md @@ -0,0 +1,75 @@ +--- +aliases: +Level: 2 / 3 / 4 / 5 / 7 +Price: varies +tags: +Type: Magic Item +--- +### SERUMS + +Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. A serum can be used only once. Regardless of a serum’s actual item level, all serum vials have their hardness and Hit Points calculated as if they were 1st-level items. + +## SERUM, CLOSE-QUARTERS + +**Source** _Starfinder Armory pg. 116_ +**Level** 7; **Price** 950; **Bulk** — + +### DESCRIPTION + +A _close-quarters serum_ provides heightened awareness in combat, so the fluorescent-green concoction is a favorite among mercenaries and other warriors. It’s also minty. For 10 minutes after you drink this serum, enemies gain no benefit from flanking you. + +--- + +## SERUM, LINGO + +**Source** _Starfinder Armory pg. 116_ +**Level** 2; **Price** 100; **Bulk** — + +### DESCRIPTION + +Useful for explorers and scholars alike, the _lingo serum_ has layers of rainbow hues and a spicy taste. For 10 minutes after you drink this serum, you can use the xenoseeker theme’s quick pidgin benefit. If you have the xenoseeker theme, your use of your quick pidgin benefit during this time is automatically successful. + +## SERUM, DAYWALKER + +**Source** _Starfinder Armory pg. 116_ +**Level** 3; **Price** 200; **Bulk** — + +### DESCRIPTION + +The drow of House Xicton commonly brew _daywalker serum_, which is an oily, effervescent liquid that tastes like water. When you drink this serum, you ignore the effect of your light blindness weakness for 1 hour. + +## SERUM, SHADOWBLEND + +**Source** _Starfinder Armory pg. 116_ +**Level** 4; **Price** 325; **Bulk** — + +### DESCRIPTION + +When you drink _shadowblend serum_, a purple, earthy-tasting liquid, you gain a +2 insight bonus to Stealth checks while you have concealment from dim light or darkness. In addition, darkness provides you concealment (but not total concealment) against darkvision. These effects last for 10 minutes. + +## SERUM, X-RAY + +**Source** _Starfinder Armory pg. 116_ +**Level** 4; **Price** 350; **Bulk** — + +### DESCRIPTION + +When you drink _X-ray serum_, a fluid that looks like mercury and tastes like metal, your eyes turn white. For 1 minute, you can activate or suppress your X-ray vision as a move action. While your X-ray vision is active, you have sense through (vision) that can be blocked by 2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal. Your X-ray vision is black and white, and while you use it, you lose the benefit of any vision other than darkvision. In addition, while using X-ray vision, you can’t attempt sight-based Perception checks beyond 60 feet. + +## SERUM, VERACITY + +**Source** _Starfinder Armory pg. 116_ +**Level** 5; **Price** 450; **Bulk** — + +### DESCRIPTION + +A clear liquid, _veracity serum_ has a sickly-sweet taste and syrupy consistency. For 1 hour after you drink this serum, you gain a +3 insight bonus to Sense Motive checks to detect deception or see through a diversion. In addition, you never suspect a true statement is false. You also gain a +2 insight bonus to saving throws against illusions. + +## SERUM, CLOSE-QUARTERS + +**Source** _Starfinder Armory pg. 116_ +**Level** 7; **Price** 950; **Bulk** — + +### DESCRIPTION + +A _close-quarters serum_ provides heightened awareness in combat, so the fluorescent-green concoction is a favorite among mercenaries and other warriors. It’s also minty. For 10 minutes after you drink this serum, enemies gain no benefit from flanking you. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shadow Orb.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shadow Orb.md new file mode 100644 index 0000000..ead73ef --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shadow Orb.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 10 +Price: 2,850 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 10; **Price** 2,850; **Bulk** L + +### DESCRIPTION + +While you hold this small orb of black glass, it puts forth tendrils of darkness that capture nearby light. The light level within a 20-foot radius of you decreases by one step. Lasers fired at you are bent toward the orb. This gives laser attacks against you a +1 circumstance bonus to hit, but also grants you fire resistance 5 against laser attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shantak Whistle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shantak Whistle.md new file mode 100644 index 0000000..101906b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Shantak Whistle.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 13 +Price: 49,000 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 2 pg. 111_ +**Level** 13; **Price** 49,000; **Bulk** L + +### DESCRIPTION + +Resembling the skull of a shantak but carved from its wing bone, a _shantak whistle_ is a recorder-like instrument with several decorative holes drilled in its length—though only one tone may be produced by blowing into this whistle, and only shantaks can hear the sound. All others hear nothing but the soft rush of breath sweeping through the instrument. When you play a _shantak whistle_ for 1 minute, its song reaches out to the stars, and within 1d6 hours, a single shantak arrives at your location. + +Once it arrives, a shantak is under no magical compulsion to serve you, but you gain a +10 circumstance bonus to skill checks to secure the shantak’s service as a mount (at the GM’s discretion, usually requiring Diplomacy or Intimidate) for one Large or smaller creature. Even a shantak compelled to serve as a mount usually refuses to participate in battle and is likely to cooperate only long enough for a one-way trip using its spaceflight ability. + +A _shantak whistle_ can be used only once every 2 weeks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Skyfire Saddle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Skyfire Saddle.md new file mode 100644 index 0000000..6dab03b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Skyfire Saddle.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 5 +Price: 2,650 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 116_ +**Level** 5; **Price** 2,650; **Bulk** 1 + +### DESCRIPTION + +The Skyfire Legion rarely uses draconic steeds these days, but the tradition of forging magic items such as the _Skyfire saddle_ is alive and well on Triaxus. This throwback to the Skyfire Legion’s glory days sees plenty of practical use throughout the galaxy. Other institutions such as the Aspis Consortium and Starfinder Society purchase these saddles for operations on worlds where mounts are plentiful. + +A _Skyfire saddle_ provides a few benefits. When riding a creature fitted with one, reduce the DC by 5 of Survival checks attempted as part of actions to ride a creature. If the DC would be reduced to 0, you don’t need to attempt the check. In addition, when you fall from the saddle, it slows your fall, reducing the die size for falling damage by one (so 1d6 becomes 1d4). Further, anytime your mount needs to attempt a saving throw, you can spend 1 Resolve Point to either use your saving throw bonus in place of the mount’s or grant the creature a +2 insight bonus to its saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Sophic Philter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Sophic Philter.md new file mode 100644 index 0000000..a9c68b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Sophic Philter.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 11 +Price: 4,500 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 3 pg. 79_ +**Level** 11; **Price** 4,500; **Bulk** — + +### DESCRIPTION + +Emitted from a willing philosopher worm’s magical cells, a _sophic philter_ grants you a brief vision that attempts to answer whatever question is foremost in your mind when you drink it. This vision functions as if you cast a _divination_ spell, but you spend no Resolve Point and have no chance of failure. In addition, tiny glowing runes matching the worm’s appear on or around your sensory organs, granting you a +4 insight bonus to Diplomacy checks against insectile creatures of any creature type for 1 week. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spectacles of the Unseen.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spectacles of the Unseen.md new file mode 100644 index 0000000..eb4c322 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spectacles of the Unseen.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 185 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 52_ +**Level** 1; **Price** 185; **Bulk** — + +### DESCRIPTION + +Even in a cosmopolitan galaxy, there are aliens whose actions, influence, and even presence are rarely confirmed, even denied in some cases. These unassuming spectacles grant you exceptional sensitivity to conspiracies and hidden truths everywhere, giving you a +2 circumstance bonus to Perception checks to pierce disguises and a +2 circumstance bonus to Sense Motive checks. However, when you fail any Sense Motive check to detect deception or discern secret messages, you automatically misinterpret the event (typically sensing sinister or conspiratorial intent), as though you had failed the check by 5 or more. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Ampoule.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Ampoule.md new file mode 100644 index 0000000..604be6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Ampoule.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 / 3 / 6 / 10 +Price: varies +tags: +Type: Magic Item +--- +Spell ampoules are injectable magic, where the essence of a magic spell has been condensed into a liquid form and prepared for injection into a creature. Known colloquially as “spell amps,” these heady, ready-to-use magic injections can be used only once. A spell amp duplicates the effect of a beneficial spell (a spell with “harmless” in its Saving Throw or Spell Resistance entry), excluding divination spells or spells that create some link between the caster and the target. In addition, the spell must be 3rd level or lower, have a casting time of 1 minute or less, and target one or more creatures (but not spells that target just the spellcaster). If a spell targets both creatures and objects, it only affects creatures when used as a spell amp. If a spell requires expending a Resolve Point to cast, it also requires the user to spend a Resolve Point when used as a spell amp (if you choose not to spend a Resolve Point or don’t have any Resolve Points remaining, the spell amp has no effect). + +A spell amp always has an item level equal to three times the level of the spell it duplicates (treat as a 2nd-level item for spell amps with 0-level spells), and a caster level equal to its item level. Creating a spell ampoule has the same requirements as creating a spell gem (see below). + +You can only use a spell ampoule on yourself or a willing or unconscious creature. Injecting yourself or a willing creature with a spell ampoule is a standard action, while injecting an unconscious creature is a full action. Spell amps take effect as if the spell had been cast upon the creature injected. When you are injected with a spell amp, you get to make any decisions about the spell’s effect as if you were the caster of the spell—you are both the effective target and the caster of the effect. + +##  SPELL AMPOULE, 0 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 2; **Price** 200; **Bulk** L + +--- + +##  SPELL AMPOULE, 1ST + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 3; **Price** 300; **Bulk** L + +##  SPELL AMPOULE, 2ND + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 6; **Price** 700; **Bulk** L + +##  SPELL AMPOULE, 3RD + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 10; **Price** 3,000; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Amulet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Amulet.md new file mode 100644 index 0000000..7638d10 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Amulet.md @@ -0,0 +1,52 @@ +--- +aliases: +Level: 2 / 5 / 8 / 11 / 14 / 17 +Price: varies +tags: +Type: Magic Item +--- +Spell amulets can take many aesthetic forms, but in general, a spell amulet consists of a chunky piece of crystal mounted in a metal and silicon frame. A spell amulet functions in most respects like a spell gem, in that it grants the temporary ability to cast a spell encoded into the amulet without using one of your spell slots. You must be holding the spell amulet throughout the spell’s casting time and must spend at least a standard action using the spell amulet, even if the spell’s casting time is shorter. Only spellcasters are capable of using spell amulets—if you aren’t a spellcaster, you’re unable to make use of the knowledge the amulet unlocks. You don’t need to know the spell within a spell amulet to use it, but the spell must be on your class’s spell list (or have otherwise been added to your spell list) and you must have a high enough key ability score to cast it. If the spell amulet’s item level is higher than your caster level, once you’ve spent the full casting time of the spell, you must succeed at a caster level check with a DC equal to the spell amulet’s item level + 1 or you fail to cast the spell. If you fail to cast a spell from a spell amulet, the spell remains, and you can attempt to use the amulet again. +However, unlike a spell gem, the mystical encoding within a spell amulet isn’t lost when the spell is cast, and it can be refreshed each day. To do so, a spellcaster must expend a spell slot of the same level as the level of the spell encoded within the amulet during their daily preparations, though the spellcaster needn’t know the spell originally encoded in the amulet. For instance, a spellcaster can expend a 2nd-level spell slot to replenish a spell amulet of invisibility even if invisibility isn’t on their list of spells known. A 0-level spell can’t be encoded into a spell amulet. +A spell amulet can’t be used with a spellthrower weapon, but it otherwise counts as a spell gem for the purpose of a psacynoid’s crystal crafter ability. +To craft a spell amulet, you must know the spell you’re encoding into the gem. If a spell requires expensive materials as part of its casting (such as raise dead), they must be provided while crafting the amulet and each time it’s refreshed, and the amulet’s price is increased by the price of the components. +Like spell gems, you can create compound spell amulets holding multiple spells, with a price equal to the total price of all spells stored within it plus an additional 10% of that total. Such spell amulets can be used to cast only one spell at a time. +In addition, you can affix a spell amulet to a weapon or suit of armor in a process that takes 10 minutes. Only one spell amulet can be affixed to a single weapon or suit of armor. When the spell within the amulet is cast, you gain a temporary benefit depending on the spell’s school of magic (below); you must be wielding the weapon or wearing the suit of armor to gain this benefit. You can remove a spell amulet with another 10 minutes of work. +**Abjuration:** You gain a +1 shield bonus to AC until the end of your next turn; this bonus increases to +2 if the spell cast is 4th level or higher. +**Conjuration:** You gain a number of temporary Hit Points equal to twice the level of the spell cast. +**Divination:** You gain a +1 circumstance bonus to saving throws until the end of your next turn; this bonus increases to +2 if the spell cast is 4th level or higher. +**Enchantment:** As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, the target is staggered until the end of its next turn; if the spell cast is 4th level or higher, the target is stunned instead. +**Evocation:** As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, an energy ray deals 1d4 damage per level of the spell cast of an energy type of your choosing. +**Illusion:** Each enemy within 10 feet of you is dazzled for a number of rounds equal to the spell’s level. +**Necromancy:** As a reaction immediately after casting the spell, you can attempt a ranged attack against the EAC of a target within 20 feet. If successful, the target is sickened for a number of rounds equal to the spell’s level. +**Transmutation:** Your speed increases by 10 feet until the end of your next turn; this bonus increases to 20 feet if the spell cast is 4th level or higher. +The cost and item level of a spell amulet depends on the level of the spell within. + +## SPELL AMULET, 1ST + +**Source** _Interstellar Species pg. 102_ +**Level** 2; **Price** 450; **Bulk** L + +## SPELL AMULET, 2ND + +**Source** _Interstellar Species pg. 102_ +**Level** 5; **Price** 2,500; **Bulk** L + +## SPELL AMULET, 3RD + +**Source** _Interstellar Species pg. 102_ +**Level** 8; **Price** 8,000; **Bulk** L + +## SPELL AMULET, 4TH + +**Source** _Interstellar Species pg. 102_ +**Level** 11; **Price** 21,000; **Bulk** L + +## SPELL AMULET, 5TH + +**Source** _Interstellar Species pg. 102_ +**Level** 14; **Price** 58,000; **Bulk** L + +## SPELL AMULET, 6TH + +**Source** _Interstellar Species pg. 102_ +**Level** 17; **Price** 200,000; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Gem.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Gem.md new file mode 100644 index 0000000..d395e05 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Gem.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: 1 / 2 / 5 / 8 / 11 / 14 / 17 +Price: varies +tags: +Type: Magic Item +--- +Consisting of one or more lattices of carefully arranged lines of rare metal and bits of precious stone in a silicon casing, each lattice in a spell gem is encoded with magical writings equivalent to the casting of a single, specific spell. Holding a spell gem in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the spell encoded within the gem without using up your daily spell slots. You must hold the spell gem in your hand throughout the spell’s casting time and must spend at least a standard action using the spell gem, even if the spell’s casting time is shorter. Each spell stored within a spell gem can be cast only once, after which the magic encoded within the spell gem’s lattice is forever expended. + +Only spellcasters are capable of using spell gems—if you aren’t a spellcaster, you’re unable to make use of the knowledge that the gem unlocks. You don’t need to know the spell within a spell gem to use it, but the spell must be on your class’s spell list (or have otherwise been added to your spell list) and you must have a high enough key ability score to cast it. If the spell gem’s item level is higher than your caster level, once you’ve spent the full casting time of the spell, you must succeed at a caster level check with a DC equal to the spell gem’s item level + 1 or you fail to cast the spell. If you fail to cast a spell from a spell gem, the spell remains within the gem and you can attempt to use it again. + +To craft a spell gem, you have to know the spell you’re encoding into the gem. If a spell requires expensive materials as part of its casting (such as raise dead), you must provide those while crafting the gem, and the gem’s price is increased by the price of the components. You can create larger, compound spell gems with multiple spells in multiple lattices, with a price equal to the total price of all spells stored within it. Such spell gems can be used to cast only one spell at a time. + +##  SPELL GEM, 0 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 1; **Price** 50; **Bulk** L + +##  SPELL GEM, 1ST + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 2; **Price** 140; **Bulk** L + +##  SPELL GEM, 2ND + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 450; **Bulk** L + +##  SPELL GEM, 3RD + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 8; **Price** 1,400; **Bulk** L + +##  SPELL GEM, 4TH + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 11; **Price** 3,700; **Bulk** L + +##  SPELL GEM, 5TH + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 14; **Price** 10,600; **Bulk** L + +##  SPELL GEM, 6TH + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 17; **Price** 36,650; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Putty.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Putty.md new file mode 100644 index 0000000..eb9538b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Spell Putty.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 1 / 2 / 4 / 7 / 10 / 13 / 16 +Price: varies +tags: +Type: Magic Item +--- +Invented by space goblins to better “taste enchantments” found on Absalom Station scrap, this purple-gray putty proved far more effective at transferring magical concepts from an item to a user. When you spend 1 minute working the putty against the surface of a spell gem or spell ampoule, you imprint that item’s stored spell into the putty, causing the putty’s surface to look as though it’s covered in tiny glyphs and magical formulae for 24 hours. This process drains the spell ampoule’s or spell gem’s magic, rendering it inert. +You can consume an imprinted piece of spell putty as a standard action. If you’re a spellcaster and the imprinted spell is on your class spell list, you can spend 1 Resolve Point to temporarily learn that spell, adding it to your list of known spells for 8 hours. You can learn only one spell at a time from spell putty, and consuming another piece deactivates any other spell putty you’ve eaten. +The maximum spell level that a piece of spell putty can absorb is based on its model. Spell putty worked into spell ampoules and spell gems whose spell level is too high has no effect, but the spell putty remains viable and can later be applied to a more suitable item. + +## SPELL PUTTY, 0-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 1; **Price** 25; **Bulk** — + +## SPELL PUTTY, 1ST-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 2; **Price** 100; **Bulk** — + +## SPELL PUTTY, 2ND-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 4; **Price** 300; **Bulk** — + +## SPELL PUTTY, 3RD-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 7; **Price** 850; **Bulk** — + +## SPELL PUTTY, 4TH-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 10; **Price** 2,550; **Bulk** — + +## SPELL PUTTY, 5TH-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 13; **Price** 7,000; **Bulk** — + +## SPELL PUTTY, 6TH-LEVEL + +**Source** _Galactic Magic pg. 52_ +**Level** 16; **Price** 22,000; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Staff of Mystic Healing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Staff of Mystic Healing.md new file mode 100644 index 0000000..b5b731e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Staff of Mystic Healing.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 3,700 +tags: +Type: Magic Item +--- +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 5; **Price** 3,700; **Bulk** 1 + +### DESCRIPTION + +Available in a variety of shapes and sizes, a _staff of mystic healing_ usually takes the form of an archaic shepherd’s crook, carved with pre-Gap runes of origin denoting prosperity and long life. If you have the healing touch class feature, you can use that ability one additional time per day while holding the staff. You cannot use more than one _staff of mystic healing_ each day to gain more than one additional use of healing touch, and a _staff of mystic healing_ works only once per day. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Starfinder Backpack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Starfinder Backpack.md new file mode 100644 index 0000000..d51c66b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Starfinder Backpack.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 2 +Price: 750 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 116_ +**Level** 2; **Price** 750; **Bulk** 1 + +### DESCRIPTION + +The Starfinder Society sells branded gear, of which the _Starfinder backpack_ is a prime example. People assume most _Starfinder backpacks_ come from the Lorespire Complex on Absalom Station, but more knock-offs exist than authentic ones. + +While wearing a _Starfinder backpack_, treat your Strength score as 4 higher for determining your carrying capacity. This increase doesn’t stack with other backpacks. When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon. In addition, you can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Storage Goo.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Storage Goo.md new file mode 100644 index 0000000..c7e5dc9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Storage Goo.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 5 +Price: 500 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 116_ +**Level** 5; **Price** 500; **Bulk** — + +### DESCRIPTION + +When not in use, _storage goo_ is a ball of slightly luminous putty, 6 inches in diameter, with the consistency of soft chewing gum. Skittermander mystics concocted this goo long ago as a novelty. The stuff’s usefulness, especially for smuggling, has seen its manufacture spread throughout the Veskarium and across known space. + +As a standard action, you can squeeze the goo to activate it. If the goo isn’t storing any items, this causes it to glow with blue light and remain active for up to 1 minute. While the goo is active, you can store up to 1 bulk of objects within it without changing the goo’s shape or size, as the objects appear to be deconstructed into blue light. You can store analog one-handed melee weapons, tools, and other simple objects, provided the objects are no more complex than analog melee weapons and require no power. + +If you activate goo that has stored objects inside, those objects reemerge, almost as if they’re being reconstructed in a display of blue light. If you’re holding the goo when the objects reemerge, you can have as many reappear in your hands as you have hands free, and the rest fall to the ground in your space. Once the goo releases stored objects, it turns to dust. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tangleburst Seed.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tangleburst Seed.md new file mode 100644 index 0000000..faaeedf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tangleburst Seed.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 4 +Price: 675 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 117_ +**Level** 4; **Price** 675; **Bulk** — + +### DESCRIPTION + +A brown seed 2 inches long, a _tangleburst seed_ has an inch of green root protruding from one end. Extremists among the Xenowardens smuggle these seeds all across the galaxy. Despite the seeds’ function, they’re not technological, so they don’t usually show up on scanners looking for weapons or dangerous devices. + +As a move action, you can squeeze the seed to activate it and hold it or drop it in a square within your reach. Alternatively, as a standard action, you can squeeze and throw the seed (range increment 20 feet) as a ranged attack targeting a square (AC 5). At the end of the turn in which you activate the seed, it erupts into thick vines in the square it’s in, as well as all squares within 10 feet of the first. This area becomes difficult terrain. + +A creature caught in the vines must succeed at a Reflex saving throw (DC = 14 + your key ability score modifier) or become entangled. An entangled creature can escape as a move action with a successful Acrobatics check or Strength check at the same DC. + +The vines last and renew themselves for 5 rounds; if the seed lands on a surface made of a material in which plants can’t normally grow, the vines last for only 2 rounds. When the duration ends, the seed and vines wither and turn to dust. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Techbane Rod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Techbane Rod.md new file mode 100644 index 0000000..490704b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Techbane Rod.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 8 +Price: 10,000 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 117_ +**Level** 8; **Price** 10,000; **Bulk** 1 + +### DESCRIPTION + +A simple wooden rod carved with sigils that pulse with magic, a _techbane rod_ is particularly useful against those reliant on technology. These rods appeared during the Gap, likely created by spellcasters as an answer to rapidly expanding technology. + +As a standard action, you can touch a _techbane rod_ to an unattended technological or hybrid item, weapon, or armor. If such an object fits inside a 10-foot cube, it must succeed at a Fortitude saving throw (DC = 14 + your key ability score modifier) or its functions are suppressed for 1d4 rounds. + +If a creature is holding or wearing the object, you must succeed at a melee attack roll against the creature’s EAC to hit the target object. Alternatively, if a creature is wearing the object, you can use the _techbane rod as a club (which counts as magic for the purpose of overcoming DR) to hit the wearer and the target object. If your attack hits, the object must attempt a Fortitude saving throw as normal, but the bearer can use its Fortitude save bonus in place of the object’s. + +You can instead touch the rod to a creature that has the technological subtype, targeting EAC, or you can use the rod as a magic club against such a creature. If your attack hits, the creature must succeed at a Fortitude saving throw (at the same DC) or become staggered and unable to use energy-based attacks for 1d4 rounds. A creature can attempt a new Fortitude saving throw at the end of its turn each round to end the effect early._ \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Teleportation Puck.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Teleportation Puck.md new file mode 100644 index 0000000..a457df3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Teleportation Puck.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 8 +Price: 1,500 +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 117_ +**Level** 8; **Price** 1,500; **Bulk** — + +### DESCRIPTION + +A _teleportation puck_ is a dull black disc, about 6 inches in diameter and 1 inch thick, with a rough surface. If the puck is viewed with _detect magic_, runic patterns become visible on the puck’s surface. As a standard action, you can activate the puck and throw it (range increment 30 feet) as a ranged attack targeting a square (AC 5). If the puck is within 120 feet of you after you throw it, you can teleport to the puck’s location as a move action, carrying objects up to your maximum capacity. You can also bring up to two willing or unconscious Medium or smaller creatures (or one willing or unconscious Large creature) with you, provided that all creatures that teleport in this way are touching at least one other creature that teleports at the same time. + +If you arrive in a place that is already occupied by a solid body, you and all creatures traveling with you each take 1d6 force damage and are shunted to a random open space on a suitable surface within 10 feet of the puck’s location. If no such space exists within 10 feet, you and all creatures traveling with you each take 1d6 additional force damage and are shunted to an appropriate space within 30 feet. If no such space exists within 30 feet, you and all creatures traveling with you each take 2d6 additional force damage and the teleportation fails. Any creature that occupies the destination space and causes the teleportation to fail takes half the damage you do. + +Once thrown, the puck remains active either until you successfully teleport to it or until 5 rounds have passed. It then becomes a nonmagical object that can’t be used to teleport again. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Temporal Crystal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Temporal Crystal.md new file mode 100644 index 0000000..5c0fb1e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Temporal Crystal.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 10 +Price: 2,900 +tags: +Type: Magic Item +--- +**Source** _Alien Archive 3 pg. 117_ +**Level** 10; **Price** 2,900; **Bulk** — + +### DESCRIPTION + +After rolling an initiative check, and before anyone else’s initiative results are revealed, you can use a _temporal crystal_ to adjust your position in time. Choose a number between 1 and 25; this number becomes your initiative count for that combat. In the case of a tie, you go before any characters who rolled that initiative count. A _temporal crystal_ can be used only once, which destroys the crystal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tiara of Translocation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tiara of Translocation.md new file mode 100644 index 0000000..b0494c9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Tiara of Translocation.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 14 / 16 / 18 / 20 +Price: varies +tags: +Type: Magic Item +--- +This shimmering circlet is crafted from rare metals and seems to bend and distort light around it, creating an eerie halo of light around your brow. Once per day, a _tiara of translocation_ allows you to teleport yourself and up to 5 additional creatures, functioning as a _teleport_ spell. Unlike the spell, the range at which you can use this item varies based upon its model, as described below. You cannot use a _tiara of translocation_ to travel between the planes, and it refuses to function at all while in the Drift. + +| Type | Teleportation | +|------|---------------------------------------| +| Mk 1 | Any point within 200 miles | +| Mk 2 | Any point within 2,000 miles | +| Mk 3 | Any point within the same star system | +| Mk 4 | Any point within the same galaxy | + + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 14; **Price** 11,750; **Bulk** L + +--- + +## TIARA OF TRANSLOCATION, MK 2 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 16; **Price** 185,000; **Bulk** L + +## TIARA OF TRANSLOCATION, MK 3 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 18; **Price** 410,000; **Bulk** L + +## TIARA OF TRANSLOCATION, MK 4 + +**Source** _Starfinder Core Rulebook pg. 222_ +**Level** 20; **Price** 875,000; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Titan_s Gate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Titan_s Gate.md new file mode 100644 index 0000000..defdab9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Titan_s Gate.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Galaxy Exploration Manual pg. 112_ +**Level** 20; **Price** —; **Bulk** — + +### DESCRIPTION + +Titan’s Gate is a mass of metallic nanotech ranging from silver to coppery to gold in color. The object, normally no bigger than a datapad and of light bulk, shifts into various shapes or abstract forms and is still only when in use. Agents of the Azlanti Star Empire originally found Titan’s Gate on a far-flung and dead silicate world in the Vast that was completely destroyed due to the artifact’s use. The gate and several starships vanished in the same disaster, which imperial authorities declared an act of sabotage. +Titan’s Gate can be used in several ways. The gate, as its name suggests, is a transport device. While holding Titan’s Gate, you can teleport up to 30 feet to a space you can precisely sense as a move action that doesn’t provoke attacks of opportunity. The artifact also has a capacity of 15 charges that can be used to cast the following spells, using their normal casting times and a number of charges equal to the spell’s level: dimension door (4 charges), dimensional anchor (4 charges, Alien Archive 3 53), dismissal (4–5 charges), ethereal jaunt (6 charges), interplanetary teleport (6 charges), plane shift (6 charges), telepathic jaunt (6 charges), and teleport (5 charges). Casting these spells from the artifact doesn’t require Resolve Points. Titan’s Gate regains 2d4 charges every 24 hours and can’t be recharged by any other means. +In addition to these powers, Titan’s Gate can open a magical portal between two points. To create this portal, you must visualize or state the destination (which can’t be in the Drift), place the artifact where the portal is to open, and expend 9 charges. The material comprising Titan’s Gate forms the aperture’s perimeter; the portal appears within this boundary, and it leads to the destination as precisely as you described or visualized it. This portal is normally 10 feet in diameter, but you can alter the diameter by expending more charges: 25 feet (1 charge), 60 feet (2 charges), 150 feet (3 charges), 400 feet (4 charges), 1,000 feet (5 charges), and 2,500 feet (6 charges). The portal remains open while you concentrate and for 1 round thereafter. A two-dimensional opening, the portal reveals its destination only from the front, and creatures and objects can pass through from the front only, not from the back or from the destination. A creature of godlike power can sense the portal opening on the same plane, and the creature can move the destination to another place on that plane or stop the portal from opening. Once the portal closes, the artifact returns to your possession. +The official Azlanti take on their loss of the artifact—claiming it a result of sabotage—is wrong. Using Titan’s Gate for transport, except the move-action teleport, has a potentially catastrophic side effect. During the travel, roll a d20. If the result is 1, the teleportation results in a mishap, and each creature and object transported takes 2d10 damage. Roll a d20 again, repeating mishaps for as long as the result is 1. Once mishaps cease, the transported creatures and objects arrive at a destination as determined by the effect used. Three or more mishaps can result in a random destination for those transported, and the Titan’s Gate disappears, transporting itself to a random place in the galaxy. +Titan’s Gate can be destroyed only if it’s taken into an extradimensional space and used to open a portal. You must then willingly invite and be subjected to three mishaps. Then, the artifact and the extradimensional space collapse into nothing. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trafodi Paradox.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trafodi Paradox.md new file mode 100644 index 0000000..65614ef --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trafodi Paradox.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 20 +Price: / +tags: +Type: Magic Item +--- +**Source** _Starfinder Armory pg. 119_ +**Level** 20; **Price** —; **Bulk** L + +### DESCRIPTION + +The _Trafodi Paradox_ is an intricately carved orb of red stone or coral, a foot in diameter. The carving forms a multilayered lattice within the sphere. Despite its substance and size, the _Trafodi Paradox_ is very light. + +During the conquest of Vesk-2, the vesk invaders ignored the pleas of the planet’s natives and ransacked the ancient vault containing the _Trafodi Paradox_. The inhabitants of Vesk- 2 had no written records of the sphere—only an oral legend that it was brought from the sky and sealed away during the Gap. A vesk warlord kept the artifact on Vesk-2, where it stayed for several generations before it came to the attention of high-ranking members of the Veskarium. The artifact was loaded onto a Veskarian military transport to be taken to Vesk Prime for further study. Distress signals recorded shortly thereafter indicate that vessel ran afoul of the Swarm, and no one has seen that starship or the _Trafodi Paradox_ since. Those who have studied the accounts of Veskarian mystics who examined the artifact speculate that it is a transportation device but that it is either malfunctioning or designed for a truly alien and magically gifted species. + +As a full action that provokes attacks of opportunity, you can activate the _Trafodi Paradox_. The artifact darkens and shrinks as its internal lattice realigns. It activates just before the start of your next turn, provided you’re still conscious and holding the sphere. When you activate the _Trafodi Paradox_, it becomes a singularity in a square of your choice in your space or in a space adjacent to you. The singularity’s physical manifestation is tiny, but it is considered to occupy a 5-foot cube. + +When the singularity appears, creatures within 1 mile of the singularity feel drawn to it. A creature must succeed at a DC 25 Will save or use all its actions to move as quickly as possible toward the singularity. Although this is a mindaffecting effect, creatures immune to such effects still feel the pull and might seek the source of this attraction despite no compulsion to do so. + +Creatures within 120 feet of the singularity must succeed at a DC 25 Athletics check or a DC 20 Strength check to move farther from it, and even then does so at one-quarter its speed. Each round, at the start of your turn, the singularity performs a special combat maneuver with a +30 bonus to the attack roll. If a creature is within 120 feet of the singularity, compare the result of this attack roll to the creature’s KAC + 8. If the maneuver is successful, that creature moves 5 feet toward the singularity, plus 1 foot per point the singularity’s result exceeded the creature’s KAC + 8; round the distance up to the nearest 5 feet. Huge or smaller unattended objects move 30 feet toward the singularity at the start of each of your turns, moving an additional 10 feet per size category below Medium or 10 fewer feet per size category above Medium. + +A creature or object that enters the singularity’s space is sucked into the void. While inside, a creature can take no actions other than a full action to escape, which requires a successful DC 30 Athletics check or DC 25 Strength check. A creature that ends its turn inside the singularity takes 5d10 force damage unless it succeeds at a DC 20 Will save to take half damage; if it succeeds by 5 or more, the creature negates the damage entirely. The creature that activated the artifact gains a +5 circumstance bonus to this saving throw. The amount of damage dealt by the void increases by 5d10 each round. If this damage reduces a creature to 0 Hit Points, the creature’s body is utterly destroyed. + +A creature that succeeds at a Will save within the singularity senses a presence in the void. In myriad voices, one of which the listener can understand, the presence offers salvation from the crushing gravity. A creature that accepts this salvation leaves the void, transported to another location in the galaxy or among the planes. Upon escaping in this way, a creature regains half of the Hit Points it lost to the singularity. Escapees with strong emotional attachments to one another often arrive in the same location, while enemies rarely land in the same place. + +The singularity created by the _Trafodi Paradox_ lasts 13 minutes. When the singularity ends, the artifact disappears. Roll 1d20 as the control and 1d20 as the determiner. If the determiner is higher than the control, the _Trafodi Paradox_ reappears in the possession of the creature that last activated it. Otherwise, the artifact could reappear anywhere in the galaxy. The creature that last activated the artifact can sense in which direction the artifact lies, provided the object isn’t sealed in an area lined with starmetal. + +The Trafodi Paradox can be destroyed only if it consumes the last member of the species that created it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trampling Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trampling Boots.md new file mode 100644 index 0000000..d1e5aa2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trampling Boots.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 4 +Price: 2,500 +tags: +Type: Magic Item +--- +**Source** _Alien Archive pg. 79_ +**Level** 4; **Price** 2,500; **Bulk** L + +### DESCRIPTION + +These rugged boots are made from the finest mountain eel hide. You can ignore difficult terrain, but only in hilly and mountainous environments. In addition, once per day as a full action, you can move up to your speed through other creatures’ spaces (as long as those creatures aren’t larger than you are). Each creature in your path automatically takes 2d6+4 bludgeoning damage. A target of this trample ability can make an attack of opportunity against you as you pass through its space, but at a -4 penalty. A target can forgo this attack of opportunity to instead attempt a DC 16 Reflex save to take half damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Travel Treads.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Travel Treads.md new file mode 100644 index 0000000..ff7e8f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Travel Treads.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 5 / 9 / 13 +Price: varies +tags: +Type: Magic Item +--- +The wandering deity Weydan breaks pieces of himself off into mortal avatars to explore and experience the Material Plane. The first _travel treads_ were gifts from such avatars bequeathed to fellow travelers. Followers of Weydan learned to create _travel treads_, and other organizations have copied the magic. _Travel treads_ come in pairs, most often already attached to shoes, boots, or similar gear. You wear the treads by affixing them to existing footwear. The treads count as a worn magic item unless you install them in armor, taking up one upgrade slot. + +While you wear _travel treads_, you reduce the amount of nonlethal damage you take from hustling and gain an enhancement bonus to Constitution checks when making a forced march. In addition, if you fail a saving throw against an effect that would render you dazed, entangled, paralyzed, prone, staggered, or stunned, or an effect that would reduce your movement speed, as a reaction you can reroll the saving throw and take the higher result. Alternatively, if an opponent succeeds at a combat maneuver to bull rush, grapple, reposition, or trip you, as a reaction you can force that attacker to reroll the attack, taking the lower result. Once you benefit from a given set of _travel treads_, you can benefit from a different one only after 24 hours have passed. + +The exact benefits of _travel treads_ are based on their model, including the number of rerolls they provide per day, as follows. + +## TRAVEL TREADS, MK 1 + +**Source** _Starfinder Armory pg. 117_ +**Level** 5; **Price** 2,750; **Bulk** — + +### DESCRIPTION + +Reduce hustling damage by 1, +1 enhancement bonus to checks during a forced march, and one reroll. + +## TRAVEL TREADS, MK 2 + +**Source** _Starfinder Armory pg. 117_ +**Level** 9; **Price** 12,000; **Bulk** — + +### DESCRIPTION + +Reduce hustling damage by 2, +2 enhancement bonus to checks during a forced march, and two rerolls. + +## TRAVEL TREADS, MK 3 + +**Source** _Starfinder Armory pg. 117_ +**Level** 13; **Price** 46,500; **Bulk** — + +### DESCRIPTION + +Reduce hustling damage by 3, +3 enhancement bonus to checks during a forced march, and three rerolls. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trench Coat of Utlity.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trench Coat of Utlity.md new file mode 100644 index 0000000..79aa865 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Trench Coat of Utlity.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 8 +Price: 10,000 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 52_ +**Level** 8; **Price** 10,000; **Bulk** L + +### DESCRIPTION + +This fashionable coat made of soft, weatherproof fabric is easily worn over other clothing or light armor. The coat’s interior appears unremarkable, but while wearing it, you can perceive an array of small plastic cards that line the interior, stored in shallow pockets only you can access. Each of the cards projects a small, slowly rotating hologram of a tool or weapon, and you can easily identify the cards by sight or feel. As a move action, you can withdraw and activate one of the cards, permanently transforming it into the corresponding weapon or tool that appears in your hand or in a space adjacent to you. A newly created trench coat of utility always has two each of the following cards: survival knife, flashlight, aerosol spray, gear clamp, crowbar, and a 50-foot length of titanium alloy cable. +Additionally, the coat has several other cards available. Roll 4d4 to determine the number of other cards, and then roll for each card on the table below to determine what it represents. The coat might contain multiple cards of the same type. You can’t replace a card once it’s removed and transformed. + +| D% | Result | +|--------|------------------------------------| +| 01–08 | Satchel containing 1,000 UPBs | +| 09–15 | Magnetic jack | +| 16–22 | Average lock | +| 23–30 | Credstick containing 1,000 credits | +| 31–44 | Collapsible ladder (20 feet) | +| 45–51 | Basic enercycle | +| 52–59 | Black nanite hypopen | +| 60–68 | Serum of healing, mk 2 | +| 69–75 | Basic emergency raft (inflated) | +| 76–83 | High-capacity battery (40 charges) | +| 84–90 | Observer-class security robot | +| 91–96 | Laser drill | +| 97–100 | Spacesuit | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Valor_s Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Valor_s Mantle.md new file mode 100644 index 0000000..80676e4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Valor_s Mantle.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 375 +tags: +Type: Magic Item +--- +**Source** _Galactic Magic pg. 52_ +**Level** 1; **Price** 375; **Bulk** L + +### DESCRIPTION + +Popular among the Knights of Golarion but proudly worn by other followers of Iomedae and by unaffiliated warriors, these carmine red short cloaks, shawls, or scarves proudly advertise their wearer’s courage. The garment counts as a worn magic item unless you install it in armor, taking up one upgrade slot. The mantle grants you a +2 divine bonus to saving throws against fear effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xenowarden_s Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xenowarden_s Boots.md new file mode 100644 index 0000000..b56e0a2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xenowarden_s Boots.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 1 +Price: 80 +tags: +Type: Magic Item +--- +**Source** _Character Operations Manual pg. 22_ +**Level** 1; **Price** 80; **Bulk** L + +### DESCRIPTION + +These supple boots are crafted from plant fibers and reinforced with magical energy. While wearing a pair of xenowarden’s boots, each round you can move through up to 10 feet of difficult terrain caused by heavy undergrowth or other natural plant-based obstacles without reducing your speed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xeroform Jelly.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xeroform Jelly.md new file mode 100644 index 0000000..b62e738 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Magic Items/Xeroform Jelly.md @@ -0,0 +1,13 @@ +--- +aliases: +Level: 5 +Price: 440 +tags: +Type: Magic Item +--- +**Source** _Galaxy Exploration Manual pg. 43_ +**Level** 5; **Price** 440; **Bulk** — + +### DESCRIPTION + +Immediately after ingesting this jelly, your body becomes semi‑fluid. For 10 minutes, you gain the amorphous and compression universal creature rules. Most users find this experience wildly disorienting. For the serum’s duration, your speed is halved and you gain the flat-footed condition. As a standard action, you can attempt a DC 15 Fortitude save, ending the serum’s effects early if you succeed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Dining.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Dining.md new file mode 100644 index 0000000..0b4933e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Dining.md @@ -0,0 +1,53 @@ +--- +aliases: +Category: Food and Drinks (Dining) +Price: varies +tags: +Type: Public Item +--- + +Options for dining out can be divided into two broad categories: chain restaurants and independent venues. Chain restaurants are ubiquitous and tend to be cheaper, but they have less variety and the food is lower quality. Independent venues are more expensive, but they often employ master chefs who create the highest-quality food in all the Pact Worlds. The prices listed in Table 1–33 are averages, and the quality of the restaurant corresponds to the quality of the meals served. Dining at independent venues with well-known or famous chefs can be even more expensive, with prices equal to the head chef’s total skill bonus in Life Science multiplied by 10. + +## PACT WORLDS CUISINES + +Many Pact Worlds species have unique culinary trends. These ethnic cuisines show the breadth of options available in the Pact Worlds and do not affect the price of food or meals. + +- **Kasathas**: Kasathan recipes are usually traditional and exclusively use plants and animals native to their original home world of Kasath. Kasathan cuisine has a decidedly alien appearance that many other species find disturbing, though most dishes are surprisingly savory and delectable. +- **Lashuntas**: Lashuntas delight in using local flora and fauna in their cuisine, emphasizing the use of native berries, fruits, and nuts to make delightfully palatable dishes. Lashuntas consume a variety of animal products, but arthropod meat—especially from giant insects—is most common. According to some old stories, lashuntas adopted this custom as an insult to their ancient enemies on Castrovel, the insectile formians. +- **Shirrens**: While artfully prepared, traditional shirren cuisine is almost always served raw, accompanied by honeys and nectars as both drinks and sauces for other dishes. Shirrens also eat meat in addition to vegetarian fare, though they prefer vermin and other lower life-forms, consumed still living and moving. To many shirrens, food is yet another choice in which they can express their individualism, and they are more than willing to experiment with other foods, often incorporating elements of other cuisines into their cooking. +- **Vesk**: Vesk food tends to be pragmatic and utilitarian, as if every dish were handcrafted by a drill sergeant who didn’t care much for cooking. The exception to this rule is meat, which any self-respecting vesk agrees is the most crucial component of any meal. Vesk treat preparing and seasoning meat as an art, assimilating and enhancing each new world’s recipes for cooking meat almost as quickly as they conquer them. +- **Ysoki**: The fact that ysoki will eat whatever they can get their paws on is largely reflected in their cooking. Ysoki fare tends to be scavenged meats and cheeses served either as finger foods or in stews, and the food is often questionable in color, quality, and texture. Many other species tend to avoid eating ysoki cuisine if they can help it. + + + +## DINING, COMMON CHAIN + +**Source** _Starfinder Armory pg. 134_ +**Category** Food and Drinks (Dining) +**Price** 10 + +--- + +## DINING, COMMON INDEPENDENT VENUE + +**Source** _Starfinder Armory pg. 134_ +**Category** Food and Drinks (Dining) +**Price** 20 + +## DINING, GOOD CHAIN + +**Source** _Starfinder Armory pg. 134_ +**Category** Food and Drinks (Dining) +**Price** 25 + +## DINING, GOOD INDEPENDENT VENUE + +**Source** _Starfinder Armory pg. 134_ +**Category** Food and Drinks (Dining) +**Price** 50 + +## DINING, POOR CHAIN + +**Source** _Starfinder Armory pg. 134_ +**Category** Food and Drinks (Dining) +**Price** 2 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Field Ration.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Field Ration.md new file mode 100644 index 0000000..0f9616d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Field Ration.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Food and Drinks (Other) +Price: 1/week +tags: +Type: Public Item +--- + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Other) +**Price** 1/week; **Bulk** 1/week + +### DESCRIPTION + +A field ration is prepackaged food that can easily sustain you but lacks flavor and visual appeal. Field rations generally consist of chewy, brownish blocks of processed nutrients, which contain enough moisture to provide a day’s worth of water intake. While it is possible to survive for weeks on nothing but field rations, it’s not a pleasant experience. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Food, Drinks _ Lodgings.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Food, Drinks _ Lodgings.md new file mode 100644 index 0000000..83c0b8c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Food, Drinks _ Lodgings.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# FOOD, DRINKS & LODGINGS +A surprisingly wide range of creatures, including all the Starfinder core races, can survive on the same basic nutritional ingredients. In the Pact Worlds, most food is mass produced; even most restaurant meals are prepared from precut and premeasured ingredients. + +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Food, Drinks & Lodgings" +SORT Category ASC +WHERE file.name != "Food, Drinks & Lodgings" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Intoxicant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Intoxicant.md new file mode 100644 index 0000000..ce3f7d0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Intoxicant.md @@ -0,0 +1,22 @@ +--- +aliases: +Category: Food and Drinks (Intoxicant) +Price: varies +tags: +Type: Public Item +--- +The price and bulk listed here is of a single serving of an intoxicating beverage or inhaled substance, which in the Pact Worlds is most often alcohol or tobacco. An intoxicant’s potency can be minor or superior. A minor intoxicant might be beer or wine, which takes a few servings to cause any physiological effects. A superior intoxicant is usually a strong spirit, such as whiskey, that can start producing effects after a single serving. Unlike drugs, intoxicants are usually not addictive, although a GM might rule that a PC who partakes of too much of an intoxicant on a regular basis might begin to suffer the effects of an addictive drug (as described in Afflictions on page 417). + +## INTOXICANT, MINOR + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Intoxicant) +**Price** 1; **Bulk** L + +--- + +## INTOXICANT, SUPERIOR + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Intoxicant) +**Price** 10+; **Bulk** L diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Efficiency.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Efficiency.md new file mode 100644 index 0000000..cc3bc6a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Efficiency.md @@ -0,0 +1,16 @@ +--- +aliases: +Category: Lodgings +Price: 3/night +tags: +Type: Public Item +--- + + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Lodgings +**Price** 3 per night + +### DESCRIPTION + +An efficiency is a small living quarters designed for one or two people, normally no bigger than 250–300 square feet. Beds fold down from the walls and may serve double duty as sofas. A restroom and shower are common, as is a minimal kitchen. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Sleep Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Sleep Pod.md new file mode 100644 index 0000000..661536c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Sleep Pod.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Lodgings +Price: 1/night +tags: +Type: Public Item +--- +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Lodgings +**Price** 1 per night + +### DESCRIPTION + +A sleep pod has an area not much bigger than that of a bed, and is available as a stand-alone pod in a public area or as the smallest room or apartment available in a hotel or living complex. Frequently, 3–5 sleep pods are stacked atop each other in each section, and a hallway may have hundreds of such units. Showers and restroom facilities are often communal, and no allowance is made for cooking or cleaning. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Suit.md new file mode 100644 index 0000000..ddfe14c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Lodging - Suit.md @@ -0,0 +1,25 @@ +--- +aliases: +Category: Lodgings +Price: varies/night +tags: +Type: Public Item +--- +## SUITE + +A suite forms a complete set of living quarters with multiple rooms, including a kitchen and full bathroom, plus laundry facilities either within the suite or available nearby. + +## SUITE, 1-2 BEDS + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Lodgings +**Price** 5 per night per bed + +--- + +## SUITE, 3-4 BEDS + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Lodgings +**Price** 10 per night per bed + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Meal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Meal.md new file mode 100644 index 0000000..8ebef0d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/Meal.md @@ -0,0 +1,28 @@ +--- +aliases: +Category: Food and Drinks (Meal) +Price: varies +tags: +Type: Public Item +--- +A meal is usually purchased close to the time it is consumed, often at a restaurant or from a street vendor. Most such meals are mass produced in the Pact Worlds, and it is relatively cheap and easy to get food in just about any remotely civilized area. Poor-quality meals are either nutritious but bland, or tasty but unhealthy. Common-quality meals are both tasty and nourishing. Good meals are gourmet in taste and offer higherquality nutrition. + +## MEAL, COMMON + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Meal) +**Price** 3; **Bulk** L + +--- + +## MEAL, GOOD + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Meal) +**Price** 5; **Bulk** L + +## MEAL, POOR + +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Meal) +**Price** 1; **Bulk** L diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/R2E.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/R2E.md new file mode 100644 index 0000000..6384e91 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Food, Drinks _ Lodgings/R2E.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- + +--- +Type: Public Item +Category: Food and Drinks (Other) +Price: 1 +--- +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Food and Drinks (Other) +**Price** 1; **Bulk** L + +### DESCRIPTION + +These self-contained “Ready-to-Eat” pouches contain a day’s worth of nourishing entrees and side dishes, plus a portable snack or dessert. Each R2E also includes disposable utensils, a single-use flameless ration heater, and an accessory pack containing breath freshener, a disposable cup, a napkin, seasonings, and drink powder. Each R2E has a shelf life of one century, and the pouch is made of a durable, easy-seal material. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Analgesic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Analgesic.md new file mode 100644 index 0000000..58bf212 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Analgesic.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +An analgesic deadens sensory input and is used by medical professionals to reduce sensations of pain. If you take or are injected with an analgesic, you are flat-footed for 1 round per tier of the medicinal. You also gain a bonus (equal to the analgesic’s tier) to saving throws against pain effects for 10 minutes per tier of the medicinal. + +## ANALGESIC, TIER 1 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## ANALGESIC, TIER 2 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## ANALGESIC, TIER 3 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## ANALGESIC, TIER 4 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antibiotic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antibiotic.md new file mode 100644 index 0000000..fbf50ee --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antibiotic.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Antibiotics help patients fight off disease. When you take or are injected with an antibiotic, you gain a bonus (equal to 3 + the medicinal’s tier) to saving throws against disease for a number of days equal to 2 × the antibiotic’s tier. + +## ANTIBIOTIC, TIER 1 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## ANTIBIOTIC, TIER 2 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## ANTIBIOTIC, TIER 3 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## ANTIBIOTIC, TIER 4 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antiemetic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antiemetic.md new file mode 100644 index 0000000..a03daad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antiemetic.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +An antiemetic settles your stomach, stopping the symptoms of illness or ameliorating your body’s response to the environment. When you take or are injected with an antiemetic, you gain a bonus (equal to the medicinal’s tier) to saving throws to avoid becoming sickened or nauseated for 10 minutes per tier of the medicinal. If you are currently suffering one of these conditions and the effect allows a saving throw to negate, an antiemetic allows you to immediately attempt a new saving throw. + +## ANTIEMETIC, TIER 1 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## ANTIEMETIC, TIER 2 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## ANTIEMETIC, TIER 3 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## ANTIEMETIC, TIER 4 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antitoxin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antitoxin.md new file mode 100644 index 0000000..a5545aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Antitoxin.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +An antitoxin is a broad-spectrum medicinal designed to weaken all poisons in your system. When you take or are injected with an antitoxin, you gain a bonus (equal to 3 + the medicinal’s tier) to saving throws against poison for a number of hours equal to its tier. + +## ANTITOXIN, TIER 1 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## ANTITOXIN, TIER 2 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## ANTITOXIN, TIER 3 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## ANTITOXIN, TIER 4 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Coagulant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Coagulant.md new file mode 100644 index 0000000..3198570 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Coagulant.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +A coagulant thickens the blood, serving as an emergency stopgap to prevent someone from bleeding out before receiving medical attention. When you take or are injected with a coagulant, you gain immunity to the bleeding condition for 1 minute per tier of the medicinal, but you also take a penalty equal to the medicinal’s tier to Acrobatics and Athletics checks and to Reflex saves for that duration. + +## COAGULANT, TIER 1 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## COAGULANT, TIER 2 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## COAGULANT, TIER 3 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## COAGULANT, TIER 4 + +**Source** _Starfinder Armory pg. 132_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Counteractant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Counteractant.md new file mode 100644 index 0000000..a675c2a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Counteractant.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +This substance boosts your immune system. If you take or are injected with a counteractant, you gain a bonus equal to the medicinal’s tier to saving throws to end afflictions, and a successful saving throw counts as a number of consecutive saving throws equal to the medicinal’s tier. These benefits last a number of days equal to the medicinal’s tier. + +## COUNTERACTANT, TIER 1 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## COUNTERACTANT, TIER 2 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## COUNTERACTANT, TIER 3 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## COUNTERACTANT, TIER 4 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Cytoguard.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Cytoguard.md new file mode 100644 index 0000000..bb74624 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Cytoguard.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Similar to an antitoxin, cytoguard actively regenerates cellular damage, mitigating the immediate effects of poison. When you take or are injected with cytoguard, you gain resistance equal to 3 times the medicinal’s tier to the damage dealt by initial exposure to poison. In addition, you gain a bonus equal to the medicinal’s tier to saving throws against poison. Both effects last for a number of hours equal to the medicinal’s tier. + +## CYTOGUARD, TIER 1 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## CYTOGUARD, TIER 2 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## CYTOGUARD, TIER 3 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## CYTOGUARD, TIER 4 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Emetic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Emetic.md new file mode 100644 index 0000000..4f906e3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Emetic.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Emetics are used to purge ingested toxins before they enter the bloodstream. One round after ingesting an emetic, you must succeed at a DC 12 Fortitude save or become nauseated for a number of rounds equal to 1d10 minus the medicinal’s tier (minimum 1 round); you can voluntarily fail this saving throw. If you take an emetic during the onset period of an ingested poison or drug, you attempt your initial saving throw with a bonus equal to 5 + the medicinal’s tier. This bonus is reduced by 5 if you take the emetic after the initial onset period. You gain no benefit from the emetic if you remove or suppress the nauseated condition it causes. + +## EMETIC, TIER 1 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## EMETIC, TIER 2 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## EMETIC, TIER 3 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## EMETIC, TIER 4 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Excitant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Excitant.md new file mode 100644 index 0000000..90c0bfe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Excitant.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +While stimulants provide a quick burst of energy, excitants provide a longer and more measured effect and are popular among soldiers on watch, though jitteriness is a common side effect. For a number of hours equal to the medicinal’s tier, you gain a bonus equal to the medicinal’s tier to saving throws to avoid becoming fatigued or exhausted, and you gain immunity to sleep effects. You take a –2 penalty to Dexterity-based skill checks for the duration of the medicinal. During this time, you do not need to attempt Fortitude saves to avoid the effects of sleep deprivation. + +## EXCITANT, TIER 1 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## EXCITANT, TIER 2 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## EXCITANT, TIER 3 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## EXCITANT, TIER 4 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Insulivate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Insulivate.md new file mode 100644 index 0000000..e99f99e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Insulivate.md @@ -0,0 +1,37 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +As an extension of their supernatural healing abilities, agathions have developed specialized medicines infused with the holy properties of Nirvana. These enlightened medicinals follow the rules for medicinals in the Starfinder Core Rulebook, though they’re hybrid items that use Life Science or Mysticism as the associated skills for crafting. + +An insulivate moderates electrical impulses, channeling excess energy safely out of the body. When you take or are injected with an insulivate, you gain a bonus to saving throws against effects with the electricity descriptor as well as effects that deal electricity damage. In addition, you gain a bonus to your EAC against attacks that deal electricity damage. Both bonuses are equal to the medicinal’s tier, and the medicinal’s effects last for a number of minutes equal to 10 times the medicinal’s tier. + +## INSULIVATE, TIER 1 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## INSULIVATE, TIER 2 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## INSULIVATE, TIER 3 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## INSULIVATE, TIER 4 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Medicinals.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Medicinals.md new file mode 100644 index 0000000..0966b0f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Medicinals.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# MEDICINALS +Though numerous pharmaceuticals and similar substances can be referred to as medicinals, this entry refers specifically to substances primarily used to treat ailments and which lack addictive properties. However, many medicinals can also be used to help incapacitate a target or capture one largely unharmed. Medicinals can be delivered in the same way as [[Drugs]], including via a successful attack with a weapon with the injection weapon special property. +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Medicinals" +WHERE file.name != "Medicinals" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Narco-Imitator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Narco-Imitator.md new file mode 100644 index 0000000..0b2dd64 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Narco-Imitator.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Those suffering from substance addiction can take a dose of narco-imitator to suppress the penalties for addiction as if they had taken a dose of the drug to which they are addicted. A narco-imitator must be formulated for a specific drug. You do not gain the benefits of the drug but do suffer any drawbacks. While taking narco-imitators, you can attempt saves to cure addiction as though you were not taking the drug at all with a bonus equal to the medicinal’s tier. + +## NARCO-IMITATOR, TIER 1 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## NARCO-IMITATOR, TIER 2 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## NARCO-IMITATOR, TIER 3 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## NARCO-IMITATOR, TIER 4 + +**Source** _Galaxy Exploration Manual pg. 43_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Prismatilate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Prismatilate.md new file mode 100644 index 0000000..b72966c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Prismatilate.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +A prismatilate extract releases a steady dose of endorphins and regenerative agents that encourage long-term recovery. When you take or are injected with prismatilate, you gain a bonus (equal to 2 + the medicinal’s tier) to saving throws to remove negative levels. In addition, you increase the number of HP you recover from a full night’s rest or complete bed rest by 25% times the medicinal’s tier. Both effects last for 24 hours. + +## PRISMATILATE, TIER 1 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## PRISMATILATE, TIER 2 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## PRISMATILATE, TIER 3 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## PRISMATILATE, TIER 4 + +**Source** _Alien Archive 4 pg. 79_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Revitilate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Revitilate.md new file mode 100644 index 0000000..dd16f3a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Revitilate.md @@ -0,0 +1,37 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +As an extension of their supernatural healing abilities, agathions have developed specialized medicines infused with the holy properties of Nirvana. These enlightened medicinals follow the rules for medicinals in the Starfinder Core Rulebook, though they’re hybrid items that use Life Science or Mysticism as the associated skills for crafting. + +A revitilate contains a spark of Nirvana’s vitality that activates when it senses death is near. A revitilate you take or are injected with provides no immediate benefit but remains in your system for a number of hours equal to the medicinal’s tier. The first time you would spend Resolve Points to stabilize, you can subtract the medicinal’s tier from your maximum RP total when determining how many RP you must spend. The first time you spend 1 RP to stay in the fight after using the medicinal, you regain a number of Hit Points equal to 1d8 times the medicinal’s tier. Once the medicinal provides both benefits, its effects end. + +## REVITILATE, TIER 1 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## REVITILATE, TIER 2 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## REVITILATE, TIER 3 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## REVITILATE, TIER 4 + +**Source** _Alien Archive 4 pg. 7_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sal Volatile.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sal Volatile.md new file mode 100644 index 0000000..8ad6de3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sal Volatile.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +This injection restores consciousness quickly once you are injected. If you are unconscious due to Hit Point loss, you immediately gain a number of Hit Points equal to the medicinal’s tier. If you are unconscious due to a failed saving throw, you immediately get a new saving throw against the same DC as the effect that caused the unconsciousness with a bonus equal to 3 + the medicinal’s tier. If you succeed, you regain consciousness. + +## SAL VOLATILE, TIER 1 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## SAL VOLATILE, TIER 2 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## SAL VOLATILE, TIER 3 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## SAL VOLATILE, TIER 4 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sedative.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sedative.md new file mode 100644 index 0000000..70817b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Sedative.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Numerous mild sedatives commonly available for purchase have legitimate medical uses, but they are also popular among some bounty hunters to help capture their quarries alive. If you take or are injected with a sedative, you take nonlethal damage. A tier 1 sedative deals 1d4 nonlethal damage, a tier 2 sedative deals 2d4 nonlethal damage, a tier 3 sedative deals 4d4 nonlethal damage, and a tier 4 sedative deals 8d4 nonlethal damage. When suffering from an emotion or fear effect that allows a saving throw to negate it, you can take or be injected with a sedative that permits you to immediately attempt a new saving throw with a bonus equal to the sedative’s tier to end the effect, as long as it’s not a permanent or instantaneous effect. + +## SEDATIVE, TIER 1 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## SEDATIVE, TIER 2 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## SEDATIVE, TIER 3 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## SEDATIVE, TIER 4 + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Stimulant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Stimulant.md new file mode 100644 index 0000000..7c76d68 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Stimulant.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +This adrenaline-filled injection provides you with a burst of energy, allowing you to shrug off the effects of fatigue or exhaustion for a short time, though this surge takes a toll on you. A tier 1 stimulant lasts for 1d4 rounds, a tier 2 stimulant lasts for 2d4 rounds, a tier 3 stimulant lasts for 4d4 rounds, and a tier 4 stimulant lasts for 6d4 rounds, during which time you can ignore all penalties due to being fatigued or exhausted. After the stimulant wears off, the condition returns, but if you would have been fatigued, you are instead exhausted. + +## STIMULANT, TIER 1 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## STIMULANT, TIER 2 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## STIMULANT, TIER 3 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## STIMULANT, TIER 4 + +**Source** _Starfinder Armory pg. 133_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Vaccine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Vaccine.md new file mode 100644 index 0000000..829c2a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Medicinals/Vaccine.md @@ -0,0 +1,35 @@ +--- +aliases: +Category: Medicinal +Level: 1 / 5 / 10 / 15 +Price: varies +tags: +Type: Medicinal +--- +Explorers often take precautions against known diseases. Vaccines must be formulated for a specific disease. One day after taking or being injected with a vaccine, you gain a bonus equal to 5 + the medicinal’s tier to saving throws against that disease for a number of months equal to the vaccine’s tier. This bonus does not stack with antibiotics. + +## VACCINE, TIER 1 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 1;**Price** 75 + +--- + +## VACCINE, TIER 2 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 5;**Price** 450 + +## VACCINE, TIER 3 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 10;**Price** 2,700 + +## VACCINE, TIER 4 + +**Source** _Character Operations Manual pg. 127_ +**Category** Medicinals +**Level** 15;**Price** 16,200 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Aerosol Spray.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Aerosol Spray.md new file mode 100644 index 0000000..b303498 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Aerosol Spray.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 80 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 80; **Bulk** L + +### DESCRIPTION + +Aerosol spray is an opaque liquid stored at high pressure with compressed gas in a spray canister. As a standard action, you can depress the canister’s trigger to spray the aerosol in a 5-foot burst, which fills a single square adjacent to your space. You can see any hidden or invisible laser beams in the aerosolfilled square, and you immediately become aware of the location of any invisible creature in that square. In addition, invisible creatures have only concealment (rather than total concealment) as long as they remain in an aerosol-filled square. The aerosol remains in its square for 1d4+1 rounds before dissipating. Each canister of aerosol spray contains enough aerosol for 10 uses. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Altar, Portable.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Altar, Portable.md new file mode 100644 index 0000000..5a27abb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Altar, Portable.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 250 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 250; **Bulk** 2 + +### DESCRIPTION + +Portable altars are designed for use by traveling or adventuring priests when access to a church or temple is not available. Portable altars can be made of durable plastic, ceramic, or even wood, and they are usually ornately decorated and embellished with the religious iconography of a particular deity or faith. One side of the altar is a hinged lid, allowing you to store items such as holy texts, religious symbols, and other religious accoutrements inside. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Arcanascopic lenses.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Arcanascopic lenses.md new file mode 100644 index 0000000..f64f37a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Arcanascopic lenses.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 50 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 2;**Price** 50; **Bulk** L + +### DESCRIPTION + +These stylish eyeglasses boast lenses with a bluish tint but otherwise have no effect on the wearer’s vision unless the wearer is under the effect of detect magic. The lenses enhance the contrast of magical auras, making them easier to study and identify. While worn, the lenses grant a +1 circumstance bonus to Mysticism checks made to identify magical items. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Attentive Guidebook.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Attentive Guidebook.md new file mode 100644 index 0000000..963238d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Attentive Guidebook.md @@ -0,0 +1,18 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 200 +tags: +Type: Personel Items +--- + +## ATTENTIVE GUIDEBOOK, PACT WORLDS + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 1;**Price** 200; **Bulk** L + +### DESCRIPTION + +This tightly written guidebook provides an overview of the cultural practices of most settlements and species common to the Pact Worlds, including taboos, preferred greeting styles, and acceptable topics of casual conversation. Referencing this guidebook provides a +4 circumstance bonus to Diplomacy checks to Gather Information in the Pact Worlds. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Backpack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Backpack.md new file mode 100644 index 0000000..215dbd0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Backpack.md @@ -0,0 +1,31 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Backpacks have numerous pockets for storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer’s chest and waist to evenly distribute the backpack’s weight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpack itself does not count against your bulk carried (though it does if you carry it in your hands), but the bulk of any items within it does. + +## BACKPACK, CONSUMER + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Backpack) +**Level** 1;**Price** 3; **Bulk** 1 + +### DESCRIPTION + +When wearing a properly fitted consumer backpack, you treat your Strength score as 1 higher for the purpose of determining your carrying capacity. + +--- + +## BACKPACK, INDUSTRIAL + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Backpack) +**Level** 1;**Price** 25; **Bulk** 1 + +### DESCRIPTION + +When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. This does not stack with the effect of a consumer backpack. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bedroll.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bedroll.md new file mode 100644 index 0000000..7924e19 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bedroll.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 15 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 15; **Bulk** 1 + +### DESCRIPTION + +A bedroll is pad of memory foam 2 to 3 inches thick that provides padding while you sleep, conforming to the shape of your body. It can be compressed and rolled up with attached straps for storage or transport. Most people use a blanket or sleeping bag in conjunction with a bedroll. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Binoculars.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Binoculars.md new file mode 100644 index 0000000..c11fb47 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Binoculars.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 50 +tags: +Type: Personel Items +--- +**Source** _Pact Worlds pg. 199_ +**Category** Personal Items (Other) +**Level** 1;**Price** 50; **Bulk** L + +### DESCRIPTION + +Often used by Starfinders and other explorers or scouts, this advanced optical device allows you to view distant objects. While using binoculars, you gain a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. In order to gain this benefit, you must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Blanket.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Blanket.md new file mode 100644 index 0000000..bcdfcbc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Blanket.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 3 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 3; **Bulk** L + +### DESCRIPTION + +Blankets come in a variety of materials and styles. Traditional blankets are usually woven textiles, natural wool or fur from a variety of creatures, or synthetic fibers engineered for maximum comfort and warmth. Emergency or survival blankets are thin sheets of reflective polymer that both help you retain body heat and make you more visible to rescuers. Many people combine a blanket with a bedroll for greater comfort. Adventurers and explorers rely on the plethora of armor, weapons, and equipment available for sale and use in the galaxy. However, there are also a wide variety of personal items that are not strictly necessary but are nevertheless desired, for either their utility or their luxury. The following personal items are readily available in most places that sell gear. They are not considered technological or magical unless specified otherwise. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bonding Epoxy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bonding Epoxy.md new file mode 100644 index 0000000..1bd1780 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Bonding Epoxy.md @@ -0,0 +1,19 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 400 +tags: +Type: Personel Items +--- +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Other) +**Level** 1;**Price** 400; **Bulk** L + +### DESCRIPTION + +Bonding epoxy is a two-part adhesive plastic kept in a handheld dispenser that automatically mixes the components as they are dispensed. A single dispenser can be used five times. The dispensers cannot be reloaded, and a new dispenser must be purchased if additional epoxy is desired. + +As a full action you can coat up to a 1-square-foot area with the epoxy. Anything held against the area bonds to it over 1d4 rounds as the epoxy dries. This requires a full action each round to maintain contact between the objects, and anything resisting (such as a creature) must be pinned or helpless to be held in place during this drying period. Dispensed epoxy that is not used within 1 minute hardens and loses its ability to bond objects together. + +Pulling apart objects bonded together with this epoxy requires a successful DC 20 Strength check. If the objects are carefully fitted together (requiring 1 minute and a successful DC 20 Engineering check), the Strength DC to separate them increases to 25. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Book.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Book.md new file mode 100644 index 0000000..16b6057 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Book.md @@ -0,0 +1,33 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Most books are digital files that can be downloaded onto a comm unit or computer, allowing them to be easily read almost anywhere. Physical books, made of paper or synthetic paper analogues, remain in use, but due to their bulk and weight, are normally found in the hands of eccentric collectors. While many physical books are quite old and treated as heirlooms, modern mass-printed versions are also available. + +The prices listed in Table 1–30 are for digital or physical books. Rare, ancient, collectible, or ornate physical books (especially holy texts) can command prices hundreds or thousands of times more than the listed price. The listed bulk is for physical books (though ancient books or particularly valuable holy texts often have a higher bulk); digital books have negligible bulk. + +## BOOK, HOLY TEXT + +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 2; **Bulk** L + +### DESCRIPTION + +Holy texts are among the most commonly available books in the Pact Worlds. These are standardized books that detail the holy scriptures, rituals, mysteries, and religious parables of a specific deity or religion. Like standard books, most holy texts are stored in digital files to help spread the faith to the masses in a convenient format, but physical copies are also printed and sold for the same price as digital versions. + +--- + +## BOOK, STANDARD + +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Other) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Standard books can be biographies, fiction, magical theory, scientific texts, technical manuals, and much more. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Buoyant pack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Buoyant pack.md new file mode 100644 index 0000000..7504b0f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Buoyant pack.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 50 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 1;**Price** 50; **Bulk** 1 + +### DESCRIPTION + +This backpack doubles as a flotation device thanks to hard-shelled pockets of inert gas sewn into the lining. The pack functions as am industrial backpack (Core Rulebook 230), and its hydrophobic polymer fibers keep all items stored inside dry. Also, a buoyant pack helps keep you afloat while worn or held in two arms; while swimming, you sink deeper when you fail an Athletics check to swim by 10 or more, rather than failing by 5 or more. Further, if you take no actions on your turn (including if you’re unconscious), you can automatically stay afloat in any fluid whose Athletics DC to swim is 15 or less. The backpack’s air pockets make it difficult to dive, and you take a –1 penalty to Athletics checks to swim below the surface (except to ascend) while wearing this backpack. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Chemical cold pack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Chemical cold pack.md new file mode 100644 index 0000000..bc0819b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Chemical cold pack.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 5 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 1;**Price** 5; **Bulk** 0 + +### DESCRIPTION + +When shaken and crushed as a full action, this single-use pack’s contents create a cooling endothermic reaction for 1 hour. While held against the body, an activated cold pack grants you a +2 circumstance bonus to Fortitude saves against hot environments. Once per day after being in contact with an activated cold pack for an hour, you also recover 1d4 Hit Points or Stamina Points lost due to hot environments or fire damage. Finally, if you have at least half of your maximum Stamina Points remaining and apply an active cold pack to your body while spending a Resolve Point to recover Stamina Points, you can recover the Stamina Points with 5 minutes of rest rather than 10 minutes. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Clothing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Clothing.md new file mode 100644 index 0000000..6fe006e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Clothing.md @@ -0,0 +1,143 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: [37:] +Type: Personel Items +--- +Clothing is mass produced throughout the Pact Worlds, and the residents of the system are never wanting for clothes. Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below. + +## CLOTHING, ATHLETIC + +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Athletic wear is usually designed for a specific athletic activity, such as a sport or other physical pursuit. Wearing athletic clothing grants you a +1 circumstance bonus to Athletics checks to perform the activity that the clothes are designed for. + +--- + +## CLOTHING, CEREMONIAL + +**Source** _Starfinder Armory pg. 128_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Ceremonial clothes are worn for both religious and nonreligious ceremonies. Religious ceremonial clothing includes vestments worn by priests while performing their ecclesiastical duties and garments for laypeople involved in religious rites. These vestments are usually decorated with colors and embellishments corresponding to a specific faith or religion and are often worn with a religious symbol (see page 131). Nonreligious groups, such as the adata of the Idari’s Sholar Adat, wear ceremonial clothing for their rituals, with their own unique looks and ornamentations. + +## CLOTHING, ENVIRONMENTAL + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 10; **Bulk** L + +### DESCRIPTION + +Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers), dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1), extreme gravity (reduce damage from extreme gravity environments by 1), heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers), radiation (+1 circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checks to stop movement or climb along handholds in zero-g). See Chapter 11 for more information on environmental dangers. + +The benefit of an environmental outfit can be added to another type of clothing (including a different environmental outfit) by doubling and adding together the price of both types of clothing. + +## CLOTHING, EVERYDAY + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 1; **Bulk** L + +### DESCRIPTION + +Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences. + +## CLOTHING, FORMAL + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** 1 + +### DESCRIPTION + +Formal wear is designed for a specific social function, such as a wedding or funeral, and commonly differs from planet to planet and even from culture to culture. Lacking the proper formal wear at a social event can cause you to take a penalty of up to –4 to Bluff, Diplomacy, and Disguise checks at the function, as determined by the GM. + +## CLOTHING, KALISTOCRATIC + +**Source** _Starfinder The White Glove Affair pg. 53_ +**Category** Personal Items +**Level** 1;**Price** 5 + +### DESCRIPTION + +Created from the finest silks, these clothes are durable and light. They cover as much of the wearer’s body as desired, protecting them from unwanted contact while still providing complete mobility and comfort. Wearing such attire provides a +1 circumstance bonus to Bluff, Diplomacy, and Profession checks when doing business with non-adherents, but a Kalistocrat not wearing proper attire while dealing with other Kalistocrats takes a –4 penalty to those same checks. + +## CLOTHING, PARTY + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Party clothes are usually designed for occasions where everyday or professional wear won’t do but where formal wear is too fancy. Usually, party wear takes the form of special costumes or unusual dress that one must wear to avoid looking out of place at the engagement. Lacking the proper party wear at a social event can cause you to take a penalty of up to –4 to Bluff, Diplomacy, and Disguise checks at the function, as determined by the GM. + +## CLOTHING, PROFESSIONAL + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit. + +## CLOTHING, TRAVEL + +**Source** _Starfinder Core Rulebook pg. 230_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 10; **Bulk** L + +### DESCRIPTION + +A travel outfit offers additional comfort and support during overland travel. You add 2 miles per 8-hour day of overland movement while wearing a traveling outfit. You also gain a +1 circumstance bonus to Constitution checks to avoid taking nonlethal damage resulting from a forced march. See Overland Movement on page 258 for more details. + +## CLOTHING, UNIFORM + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Clothing) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +Uniforms are clothes worn by members of a specific group. They come in a wide variety of styles, each unique to the group or organization that uses them. Examples include uniforms for corporate employees, emergency-service workers, health-care practitioners, maintenance workers, military or security personnel, prisoners, public-transit employees, students, and more. Wearing the proper uniform grants you a +1 circumstance bonus to Disguise checks to appear as a member of the group that the uniform represents. Some uniforms, especially for government-funded organizations such as the military or security forces, are tightly controlled and may not be available for purchase by non-members (or cost considerably more on the black market). + +## CLOTHING, RECONFIGURABLE + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Clothing) +**Level** 2;**Price** 100 + cost of component outfits; **Bulk** L + +### DESCRIPTION + +Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing. + +## CLOTHING, DESIGNER + +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 4;**Price** 600 + Plus The Cost Of Base Outfit; **Bulk** Varies + +### DESCRIPTION + +Designer clothing is associated with a specific designer and tends to be of a higher quality than generic clothing. You can get designer versions of other outfits. This listed price modification is for the cheapest designer clothing, though depending on the brand, the price can rocket into thousands of credits. Wearing a designer version of an outfit confers the same benefit of the base outfit, except any circumstance bonuses to skill checks given by the base outfit are increased by 1 due to the increased quality. Designer clothing has the same bulk as the base outfit. + +## CLOTHING, COUTURE + +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 8;**Price** 5,000; **Bulk** 1 + +### DESCRIPTION + +Couture clothing is typically one-of-a-kind clothing designed and crafted for a single specific client. Couture style is often ambitious and avant-garde, designed to make the wearer stand out. While wearing couture clothing, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks when interacting with individuals who recognize the value of the garments, as determined by the GM. You also take a –4 penalty on Stealth checks to blend into a crowd while wearing couture clothing unless the crowd is also wearing similar garb. The listed price is for the cheapest couture clothing. Depending on the talent and reputation of the designer and the clothing materials, the price could be in the tens or even hundreds of thousands of credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cosmetics.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cosmetics.md new file mode 100644 index 0000000..709120c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cosmetics.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 20 +tags: +Type: Personel Items +--- +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 1;**Price** 20; **Bulk** 1 + +### DESCRIPTION + +Cosmetics are usually liquids or powders used for covering blemishes or subtly altering one’s facial features. They can be purchased in countless brands, colors, and styles. Using cosmetics to disguise yourself gives you a +1 circumstance bonus on Disguise checks as long as you are not attempting to disguise yourself as a different species. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cot.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cot.md new file mode 100644 index 0000000..65af1a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Cot.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Other) +**Level** 1;**Price** 25; **Bulk** 1 + +### DESCRIPTION + +A cot is a portable bed consisting of sturdy fabric stretched over a collapsible aluminum or composite frame. Assembling or collapsing a cot is a full action. A cot has 1 bulk when collapsed, and increases to 3 bulk when assembled. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Crystalline Codex.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Crystalline Codex.md new file mode 100644 index 0000000..a8b9c8e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Crystalline Codex.md @@ -0,0 +1,41 @@ +--- +aliases: +Category: Personel Items +Level: 3 / 7 / 11 / 15 / 19 +Price: varies +tags: +Type: Personel Items +--- +This case attaches to a limb and expands to show disks inscribed with detailed charts and illustrations of key concepts of Life Science, Mysticism, or Physical Science. The skill must be chosen upon item creation and can’t be changed. Meditating for an hour while holding the codex’s crystal handles makes the charts appear on your skin in crystalline writing for 24 hours. While consulting these charts, you gain an insight bonus to the appropriate skill equal to the item’s mark. You can benefit from only one crystalline codex at a time. + +## CRYSTALLINE CODEX, MK 1 + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 3;**Price** 1,400; **Bulk** L + +--- + +## CRYSTALLINE CODEX, MK 2 + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 7;**Price** 7,000; **Bulk** L + +## CRYSTALLINE CODEX, MK 3 + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 11;**Price** 25,000; **Bulk** L + +## CRYSTALLINE CODEX, MK 4 + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 15;**Price** 115,000; **Bulk** L + +## CRYSTALLINE CODEX, MK 5 + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 19;**Price** 600,000; **Bulk** L diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Culinary Synthesizer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Culinary Synthesizer.md new file mode 100644 index 0000000..4ce0992 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Culinary Synthesizer.md @@ -0,0 +1,47 @@ +--- +aliases: +Category: Personel Items +Level: 1 / 3 / 5 +Price: varies +tags: +Type: Personel Items +--- +This marvel of modern culinary preparation is a small cube with a control panel on one side and a hatch on another. Using chemical reactions combined with high pressures, a culinary synthesizer converts UPBs into edible foodstuffs, allowing you to craft normal food and drink without using the Life Science skill. Culinary synthesizers are the source of much of the mass-produced food consumed in the Pact Worlds. + +A culinary synthesizer comes preprogrammed with a variety of simple meals. You enter the type of meal you want into the synthesizer’s control panel and add an amount of UPBs equal to the meal’s price into the cube’s transformation chamber; the synthesizer reconstructs the UPBs into the desired meal. More advanced culinary synthesizers can be programmed to create intoxicants and other food products (such as field rations and R2Es), as well as individual foodstuffs and ingredients, including analogues of animal products, vegetable products, spices, and more; this requires a number of UPBs equal to the final price of the food product or ingredient. You can then combine these foodstuffs and ingredients into full meals using the craft food or drink task of the Life Science skill. + +A culinary synthesizer is a technological item that is usually plugged in to draw power from the local energy grid, but most models come equipped with a manual turn crank that enables them to function when not connected to an external energy source. A culinary synthesizer plugged into an energy grid can create a number of meals (or individual food products) equal to its level in 1 minute. When you power it using the turn crank, a synthesizer can convert 1 UPB into food for each minute that it is cranked. + +The quality of food and meals a synthesizer can create depends on its model, as described below (see page 233 of the _Core Rulebook_ for more information on food and drink). + +## CULINARY SYNTHESIZER, MK 1 + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Culinary Synthesizer) +**Level** 1;**Price** 400; **Bulk** 1 + +### DESCRIPTION + +You can create only poor-quality meals. + +--- + +## CULINARY SYNTHESIZER, MK 2 + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Culinary Synthesizer) +**Level** 3;**Price** 1,200; **Bulk** 1 + +### DESCRIPTION + +You can create up to common-quality meals, minor intoxicants, and any other food or drink with a price of 3 credits or less. + +## CULINARY SYNTHESIZER, MK 3 + +**Source** _Starfinder Armory pg. 129_ +**Category** Personal Items (Culinary Synthesizer) +**Level** 5;**Price** 2,500; **Bulk** 2 + +### DESCRIPTION + +You can create up to good-quality meals, superior intoxicants, and any other food or drink with a price of 10 credits or less. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Energel food pellets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Energel food pellets.md new file mode 100644 index 0000000..a698b0b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Energel food pellets.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 5 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 1;**Price** 5; **Bulk** 0 + +### DESCRIPTION + +Energel food pellets are easy-to-swallow meals in pill form, capable of staving off starvation, though they lack the appropriate nutrient profile needed for long-term sustenance. You can substitute one pack of food pellets for a day’s food. If you’re already starving when you consume energel food pellets, you automatically succeed at your Constitution check to avoid nonlethal damage that day, but the effects of starvation resume the following day. You cannot benefit from consuming more than two packs of energel food pellets per week. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frictionless Gel.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frictionless Gel.md new file mode 100644 index 0000000..1b4438d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frictionless Gel.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 5 +Price: 450 +tags: +Type: Personel Items +--- +**Source** _Pact Worlds pg. 199_ +**Category** Personal Items (Other) +**Level** 5;**Price** 450; **Bulk** L + +### DESCRIPTION + +Sold in plastic tubes, this clear gel is a suspension of millions of microscopic spherical beads that reduce friction between objects. As a standard action, you can apply a dose of frictionless gel to your body to grant yourself a +4 circumstance bonus to Acrobatics checks to use the escape task. You must have at least one hand free to open the tube and apply the gel. A tube contains 5 uses of frictionless gel, and a single use lasts for 1 minute. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frosthiker Soles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frosthiker Soles.md new file mode 100644 index 0000000..da451e4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Frosthiker Soles.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 35 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 1;**Price** 35; **Bulk** L + +### DESCRIPTION + +These tough hiking boots include retractable ice spikes that provide crucial grip. As a move action, the wearer can click their heels together to extend or retract the spikes. While wearing the boots with extended spikes, your speed is reduced by 5 feet, but you can move across relatively even icy surfaces as though they were not difficult terrain, and the DCs for Acrobatics checks you attempt on ice are increased by 2 rather than 5. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Clamp.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Clamp.md new file mode 100644 index 0000000..fadd8c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Clamp.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 100 +tags: +Type: Personel Items +--- +**Source** _Starfinder Core Rulebook pg. 231_ +**Category** Personal Items (Other) +**Level** 1;**Price** 100; **Bulk** L + +### DESCRIPTION + +A gear clamp is designed to place a piece of equipment into an easily accessible position. This is often on a belt or the exterior of a suit of armor, but it can also place equipment in convenient locations when you are lurking in a tree or working in a zero-g environment. Affixing a gear clamp in place is a full action, but any object easily and conveniently held in one hand can be added to or removed from a gear clamp as easily as drawing or sheathing a weapon. Gear clamps are designed to have a trick release, with thousands of models each using a unique combination of clicks, spins, tugs, and twists to release attached gear. If you are not familiar with a specific clamps trick (by reading the instructions when you buy the clamp, having it demonstrated, or owning it and periodically testing its function), adding or removing equipment takes a full action. A successful DC 25 Strength check is required to separate material attached by a clamp. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Maintenance Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Maintenance Kit.md new file mode 100644 index 0000000..1d4946d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Gear Maintenance Kit.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 5 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Other) +**Level** 1;**Price** 5; **Bulk** L + +### DESCRIPTION + +This kit contains tools to maintain most common equipment. It includes a canister of lubricating oil, several small drivers and wrenches, armor polish, an armor cleansing agent with a citrus aroma, and a UPB pen that can repair small cracks, dents, scuffs, and other signs of wear and tear in most types of gear. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Glass Cutter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Glass Cutter.md new file mode 100644 index 0000000..5beebb3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Glass Cutter.md @@ -0,0 +1,31 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 100 +tags: +Type: Personel Items +--- +This tool consists of a tiny blade at the end of a short arm that is attached to the center of an adhesive disc. When the disk is attached to a smooth surface such as a glass window or panel, you can spin the blade-tipped arm in a circle around the disk to quietly cut a 1-foot-diameter circle out of the glass. More advanced models with adamantine-diamond alloy blades can cut through surfaces even harder than glass. The type of material a glass cutter can cut through depends on its model, as described below. + +## GLASS CUTTER, MK 1 + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Glass Cutter) +**Level** 1;**Price** 100; **Bulk** L + +### DESCRIPTION + +You can cut through glass or any material with a hardness of 1 or less. + +--- + +## GLASS CUTTER, MK 2 + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Glass Cutter) +**Level** 1;**Price** 400; **Bulk** L + +### DESCRIPTION + +You can cut through transparent aluminum or any material with a hardness of 10 or less. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hammock.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hammock.md new file mode 100644 index 0000000..0ec8b9e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hammock.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 20 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Other) +**Level** 1;**Price** 20; **Bulk** L + +### DESCRIPTION + +A hammock is a portable bed made of netting that is suspended between two opposite points so that you can sleep above the ground. Metallic disks at either end of the hammock are magnetized and coated with a reusable adhesive, allowing them to be stuck on nearly any surface. Attaching or detaching the disks is a move action. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hazmat Synthsleeves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hazmat Synthsleeves.md new file mode 100644 index 0000000..fc838a5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hazmat Synthsleeves.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 30 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 1;**Price** 30; **Bulk** L + +### DESCRIPTION + +This canister of quick-dry spray-on polymer provides protection for anyone handling dangerous materials but can’t afford to have their fine motor control impeded by gloves. Applying the polymer to your arms and hands takes a full action, and the polymer lasts for 1 hour before flaking away. While coated, you gain resistance 10 to acid, cold, electricity, and fire damage, as well as immunity to contact poisons, drugs, and other toxins. The polymer protects you in this way only from objects you’re handling—such as scooping up lava, handling toxic chemicals, or manipulating high-voltage wires—but not from other attacks or effects. One canister holds enough liquid polymer for 10 applications. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Helping Hand.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Helping Hand.md new file mode 100644 index 0000000..f819523 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Helping Hand.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 2 +Price: 75 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 2;**Price** 75; **Bulk** L + +### DESCRIPTION + +This foot-wide circular platform generates a weak anti-gravity field when activated, causing it to hover up to 4 feet above any solid surface like a small floating table. A helping hand can support up to 1 bulk; twice this value causes the device to gently descend, and any more causes it to plummet to the ground. It cannot move horizontally unless pushed or pulled. The helping hand requires a battery and uses 1 charge per 10 minutes of use. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Holo-tat.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Holo-tat.md new file mode 100644 index 0000000..56ec65a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Holo-tat.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 100 +tags: [39:] +Type: Personel Items +--- +**Source** _Starfinder The Gilded Cage pg. 52_ +**Category** Personal Items +**Level** 1;**Price** 100 + +### DESCRIPTION + +Magically or technologically augmented, holo-tats can appear three-dimensional or move with a will of their own. The effect might be subtle (flames that flicker or eyes that track motion) or complex (a dancer performing a programmed routine or a portrait mouthing a phrase). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hygiene Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hygiene Kit.md new file mode 100644 index 0000000..9d39a65 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Hygiene Kit.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 3 +tags: +Type: Personel Items +--- +**Source** _Starfinder Core Rulebook pg. 231_ +**Category** Personal Items (Other) +**Level** 1;**Price** 3; **Bulk** L + +### DESCRIPTION + +This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Jewelry.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Jewelry.md new file mode 100644 index 0000000..a8d4b62 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Jewelry.md @@ -0,0 +1,29 @@ +--- +aliases: +Category: Personel Items +Level: 3 / 7 +Price: varies +tags: +Type: Personel Items +--- +## JEWELRY, DESIGNER + +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 3;**Price** 50 + +### DESCRIPTION + +Jewelry pieces are personal adornments often made of real (or synthetic) precious metals and stones. Common pieces include necklaces, piercings, hair decorations, rings, and bracelets. Among some species, other adornments like scale, horn, or ridge piercings are popular. Designer jewelry is associated with a specific designer. The price given is for one piece of jewelry. + +--- + +## JEWELRY, COUTURE + +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 7;**Price** 500 + +### DESCRIPTION + +Couture jewelry is often produced in extremely limited runs, and the most expensive pieces are one-of-a-kind creations for wealthy clients. Wearing couture jewelry grants a +1 circumstance bonus on Charisma-based checks to influence creatures who are aware of the value of the items, as determined by the GM. If you are also wearing couture clothing, the bonuses stack. The price given is for one piece of jewelry. Bonuses from wearing more than one piece of jewelry do not stack. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Ladder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Ladder.md new file mode 100644 index 0000000..5eb6f71 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Ladder.md @@ -0,0 +1,29 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Constructed from lightweight composites, a collapsible ladder consists of a telescoping frame with foldout rungs. As a move action, you can press a small button on the ladder’s side to extend the ladder to its full length. Collapsing a ladder is a full action. Collapsible ladders come in three standard lengths at full extension: 10 feet, 20 feet, and 40 feet. The bulk values listed for collapsible ladders on Table 1–30 are for their collapsed state. When fully extended, a 10-foot ladder has 2 bulk, a 20-foot ladder has 3 bulk, and a 40-foot ladder has 5 bulk. A collapsible ladder cannot be used as a ladder when collapsed. + +## LADDER, COLLAPSIBLE (10 FEET) + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Ladder) +**Level** 1;**Price** 75; **Bulk** 1 + +--- + +## LADDER, COLLAPSIBLE (20 FEET) + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Ladder) +**Level** 1;**Price** 150; **Bulk** 1 + +## LADDER, COLLAPSIBLE (40 FEET) + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Ladder) +**Level** 1;**Price** 300; **Bulk** 2 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Library Chip.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Library Chip.md new file mode 100644 index 0000000..fd3ee79 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Library Chip.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 3 +Price: 250 +tags: +Type: Personel Items +--- +**Source** _Pact Worlds pg. 199_ +**Category** Personal Items (Other) +**Level** 3;**Price** 250 + +### DESCRIPTION + +Widely used by the Arcanamirium, the Starfinder Society, and other scholarly organizations, library chips are portable storage devices that contain a digital library of information on a particular subject (Culture, Engineering, Life Science, Mysticism, or Physical Science). You gain a +4 circumstance bonus to skill checks to recall knowledge with that skill when using a library chip in conjunction with a tier-0 computer (such as a comm unit) or better. A library chip counts as a downloaded data set for the purposes of using the skill that the library chip pertains to. While using a library chip, you can attempt untrained skill checks to recall knowledge on that subject if the DC is 20 or less. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Lighter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Lighter.md new file mode 100644 index 0000000..7d01a75 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Lighter.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 1 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Other) +**Level** 1;**Price** 1 + +### DESCRIPTION + +A lighter is a small canister containing a pressurized flammable liquid gas. When the lighter is activated, an electric arc ignites the gas, creating a tiny flame. You can light a small flame (such as a candle) as a swift action. Lighting a full fire is at least a full action or more, depending on the size and fuel of the fire. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Magnetic Jack.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Magnetic Jack.md new file mode 100644 index 0000000..df27626 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Magnetic Jack.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 450 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Other) +**Level** 1;**Price** 450; **Bulk** 2 + +### DESCRIPTION + +This handy tool consists of three circular plates roughly 1 foot in diameter. The top and bottom plates are powerful magnets with identical polarities, while the middle plate is a specially treated ferrous material that holds the entire assembly together as one piece through magnetic attraction but can also be easily pulled out from between the magnetic plates. Magnetic jacks are used to lift heavy objects off the ground. The jack is usually placed under a large or heavy object. As a move action, you can remove the middle plate, causing the top plate to immediately push away from the bottom plate, lifting the object 1 foot into the air above the bottom plate. A magnetic jack can support up to 200 bulk; if more than 200 bulk is placed on the top plate of a magnetic jack, the jack doesn’t move. A creature on the top plate of a magnetic jack while it is suspended in the air is flat-footed for as long as it remains on the jack. As a move action, you can reinsert the middle plate between the two magnetic plates, causing the jack to collapse and lower anything it is supporting to the ground. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Map.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Map.md new file mode 100644 index 0000000..077f82e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Map.md @@ -0,0 +1,33 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Maps come in all shapes and sizes, and in varying degrees of quality as well. Most maps are digital files that can be downloaded onto a computer, but physical maps are also available. The prices listed on Table 1–31 are for both digital or physical maps. There are two broad categories of maps: survey and navigational. In addition, maps differ based on the size of the area they cover: local maps depict an area up to 1,000 square miles, regional maps depict an area up to 10,000 square miles, planetary maps depict an entire planet, and system-wide maps depict an entire star system. + +A map grants you a circumstance bonus to Survival checks perform the orienteering task or Piloting checks to navigate within the region detailed by the map; survey maps grant a +1 bonus, and navigational maps grant a +2 bonus. You gain the bonus for using a map only if you are traveling directly through the area depicted by the map. For instance, you gain no bonus from a planetary map when navigating on foot through the streets of a settlement, but you would gain the bonus when plotting a course to a different location on that planet. + +## MAP, NAVIGATIONAL + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Map) +**Level** 1;**Price** 80 + +### DESCRIPTION + +Navigational maps are based on detailed explorations. They are extremely accurate and have in-depth detail on the detailed region’s features. + +--- + +## MAP, SURVEY + +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Map) +**Level** 1;**Price** 20 + +### DESCRIPTION + +Survey maps are usually made when an area is first discovered and surveyed. They describe the general shape and features of the region but lack detail and precision. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mess Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mess Kit.md new file mode 100644 index 0000000..e2e4462 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mess Kit.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 2 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 130_ +**Category** Personal Items (Other) +**Level** 1;**Price** 2; **Bulk** L + +### DESCRIPTION + +A mess kit contains personal cooking and utensils, usually made from plastic or cheap metal, in an easily portable package. A typical mess kit includes two plates of different sizes, a bowl, a cup, a small pot, a fork, a knife, a spoon, and chopsticks. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Meteorological Reader.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Meteorological Reader.md new file mode 100644 index 0000000..3f4eafa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Meteorological Reader.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 2 +Price: 100 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 40_ +**Category** Personal Items +**Level** 2;**Price** 100; **Bulk** L + +### DESCRIPTION + +This handheld sensor collects detailed analytics about surrounding atmospheric conditions such as barometric pressure, temperature, and humidity. Interpreting the data still requires a degree of technical expertise. While using a meteorological reader, you can use Physical Science in place of Survival when making checks to predict weather. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mineral Dye.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mineral Dye.md new file mode 100644 index 0000000..fcc3ba8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Mineral Dye.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 1;**Price** 25; **Bulk** L + +### DESCRIPTION + +When consumed, this single-use packet of minerals changes the color of a creature’s hair, scales, or exoskeleton to a vibrant hue. The dye lasts for one month before it fades, transforming slowly to an iridescent shimmer of that color. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Oxygen Candle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Oxygen Candle.md new file mode 100644 index 0000000..faa2482 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Oxygen Candle.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 20 +tags: +Type: Personel Items +--- +**Source** _Pact Worlds pg. 199_ +**Category** Personal Items (Other) +**Level** 1;**Price** 20; **Bulk** L + +### DESCRIPTION + +Included in almost every emergency kit scattered around Absalom Station’s corridors, oxygen candles are chemical oxygen generators that smolder when ignited. When used in an enclosed space measuring 10 cubic feet, an oxygen candle releases enough oxygen for a single Medium creature to breathe for 10 hours (as opposed to 6 hours) or a Small creature to breathe for 20 hours. The candle provides proportionally more or less oxygen in smaller or larger enclosed spaces respectively. Additional creatures proportionally reduce the time the oxygen lasts. An oxygen candle is consumed upon use. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Perfume.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Perfume.md new file mode 100644 index 0000000..eef2b36 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Perfume.md @@ -0,0 +1,41 @@ +--- +aliases: +Category: Personel Items +Level: 1 / 3 / 5 +Price: varies +tags: +Type: Personel Items +--- +There is an immeasurable variety of perfumes and colognes in the galaxy, most tailored to the aesthetics of specific races with olfactory senses. A single dose of perfume lasts 1 hour, and a typical bottle of perfume contains 10 doses. + +## PERFUME, STANDARD + +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Perfume) +**Level** 1;**Price** 50 + +### DESCRIPTION + +Standard aromas have a pleasant smell and can convey an air of hygiene, status, and wealth. + +--- + +## PERFUME, DESIGNER + +**Source** _Drift Crisis pg. 129_ +**Category** Personal Items +**Level** 3;**Price** 350 + +### DESCRIPTION + +Designer perfumes are fragrances associated with designers and are generally far more expensive than standard varieties. Wearing designer perfume grants you a +1 circumstance bonus on Diplomacy checks against creatures that find the scent pleasing, as determined by the GM. + +## PERFUME, PHEROMONAL + +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Perfume) +**Level** 5;**Price** 500 + +### DESCRIPTION + +Pheromonal perfumes have been specially designed to influence members of a specific species; a pheromonal perfume grants you a +2 circumstance bonus to Charisma-based checks against members of that species. A creature with active environmental protections is immune to the effects of pheromonal perfume. The price listed for pheromonal perfume in Table 1–31 is for perfumes that can affect species commonly found in the Pact Worlds, such as humans, kasathas, vesk, etc. Perfumes engineered for more exotic species can cost anywhere from two to five times this price and could potentially be unavailable if contact with the species has only recently been established. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Personal Items.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Personal Items.md new file mode 100644 index 0000000..5ee9491 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Personal Items.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# PERSONAL ITEMS +**Source** _Starfinder Core Rulebook pg. 230_ +The following personal items are readily available in most places that sell gear. + +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Personal Items" +WHERE file.name != "Personal Items" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pocket Linguist.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pocket Linguist.md new file mode 100644 index 0000000..37dbc11 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pocket Linguist.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 2 +Price: 75 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 2;**Price** 75; **Bulk** L + +### DESCRIPTION + +This glassy disk developed by field linguists connects wirelessly to a nearby computer and scans any writing it’s passed over. The pocket linguist doesn’t actually translate text but instead analyzes characters and symbols to identify patterns and compare results to a library of writing samples, sending its realtime analytics to the linked computer or comm unit. If you use a pocket linguist while using Culture to decipher writing, you double the amount of time required but receive a +2 circumstance bonus to the Culture check. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Condenser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Condenser.md new file mode 100644 index 0000000..0dadb0e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Condenser.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 50 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 1;**Price** 50; **Bulk** 1 + +### DESCRIPTION + +This wearable device consists of a 1-quart tank, a coolant pack, a standard battery, and a hose. When powered, the tank absorbs and filters moisture from the surrounding atmosphere, condensing it into potable water. The device condenses 1 quart of water per hour, using 2 charges per hour, and shutting off automatically once the tank is full. In especially dry areas, this process takes twice as long, and the device cannot function in a vacuum or where there is no atmospheric moisture at all. Most deserts hold enough ambient moisture for the device to function at its slower rate. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Power Hub.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Power Hub.md new file mode 100644 index 0000000..a4b3518 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Portable Power Hub.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 10 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 1;**Price** 10; **Bulk** 1 + +### DESCRIPTION + +This blocky charging device with four adapter cables can store a single battery of any capacity, allowing up to four connected devices to drain charges from the stored battery to recharge their own batteries. A connected device can transfer 1 charge per minute from the stored battery to the device’s battery, though a stored battery can recharge only devices whose batteries’ maximum capacity is equal to or lower than that of the stored battery. The adapters are unsuitable for military application and cannot be used to recharge weapons. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pot, Self-Heating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pot, Self-Heating.md new file mode 100644 index 0000000..3b6ef42 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Pot, Self-Heating.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 100 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 100; **Bulk** 1 + +### DESCRIPTION + +Used for cooking or warming up food, this large metal pot is equipped with four sealed nodes containing a variety of chemicals. When the pot is activated, these chemicals combine, creating a chemical reaction that heats the contents of the pot without needing additional power. A dial on the side of the pot enables you to adjust the pot’s temperature by controlling how much of the chemicals interact with one another. A self-heating pot is typically large enough to hold and heat a maximum of 10 gallons. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Religious Symbol.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Religious Symbol.md new file mode 100644 index 0000000..20fefc1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Religious Symbol.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 2 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 2 + +### DESCRIPTION + +A religious symbol is a physical representation of a sacred image associated with a specific deity or religion, often worn as an amulet or badge. Each deity and religion has its own unique religious symbol. Religious symbols are usually mass-produced from cheap materials, such as plastic or thin metal, but they can be crafted out of other materials as well, with prices dependent on the material used. This item can also be used to represent badges or symbols of nonreligious organizations and groups. diff --git "a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Researcher\342\200\231s Helper.md" "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Researcher\342\200\231s Helper.md" new file mode 100644 index 0000000..46a9ff5 --- /dev/null +++ "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Researcher\342\200\231s Helper.md" @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 2 +Price: 165 +tags: +Type: Personel Items +--- +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 2;**Price** 165; **Bulk** L + +### DESCRIPTION + +Preferred by discerning solo researchers or urogs without access to capable research assistance, this small sphere of silicone stretches to cover one of your visual sensors. When it does, it generates an electromagnetic field that assists with reviewing information. You can apply the researcher’s helper as a standard action. When you do, it automatically aids you on your next Life Science, Mysticism, or Physical Science skill check. You can’t receive aid from any other source while using this item. After one skill check or 10 minutes, the researcher’s helper becomes inert and can be easily digested by urogs. The lingering electromagnetic field prevents you from benefiting from another researcher’s helper for 24 hours. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Riding Saddle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Riding Saddle.md new file mode 100644 index 0000000..31f8510 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Riding Saddle.md @@ -0,0 +1,36 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- + +Riding saddles come in a wide range of styles and configurations, but all are meant to allow a rider to work in concert with a mount. With 1 minute of work, you can saddle or unsaddle your creature companion. The GM might rule that unusual mounts take longer to saddle, though this does not usually increase the cost or bulk of the saddle. While riding a saddled creature companion, you don’t take the –5 penalty to Survival checks to ride an unsaddled creature. The GM might allow you to attempt a Survival check in order to saddle a friendly creature that is not your companion; the DC of this check is usually 15 + 1-1/2 × the creature’s level or CR. While worn, the bulk of the saddle does not count as bulk carried by the creature. + +## RIDING SADDLE, HUGE OR LARGER + +**Source** _Alien Archive 3 pg. 147_ +**Category** Personal Items (Other) +**Level** 1;**Price** 300; **Bulk** 5 + +--- + +## RIDING SADDLE, LARGE + +**Source** _Alien Archive 3 pg. 147_ +**Category** Personal Items (Other) +**Level** 1;**Price** 75; **Bulk** 2 + +## RIDING SADDLE, MEDIUM + +**Source** _Alien Archive 3 pg. 147_ +**Category** Personal Items (Other) +**Level** 1;**Price** 25; **Bulk** 1 + +## RIDING SADDLE, SMALL OR SMALLER + +**Source** _Alien Archive 3 pg. 147_ +**Category** Personal Items (Other) +**Level** 1;**Price** 10; **Bulk** L diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Rope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Rope.md new file mode 100644 index 0000000..01a8f83 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Rope.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 1/50ft. +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 1/50 ft.; **Bulk** L/50 ft. + +### DESCRIPTION + +Synthetic rope is exceptionally durable, elastic, and specifically designed to be easy to grip and climb. Although it lacks the strength and durability of cable lines, synthetic rope is significantly cheaper and lighter than those alternatives. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Scuba Gear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Scuba Gear.md new file mode 100644 index 0000000..af33fe6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Scuba Gear.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 25; **Bulk** 1 + +### DESCRIPTION + +This ensemble includes a wet suit, fins for your feet, a transparent mask, a snorkel, and an integrated tank of compressed air. As long as you are not encumbered, while wearing scuba gear, you can move at your full land speed through water and similar fluids with a successful Athletics check to swim. In addition, the air tank allows you to breathe for up to 1 hour while submerged. Scuba gear does not provide any other environmental protections. It takes 4 rounds to don or remove scuba gear. You can’t wear scuba gear while wearing any type of armor. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sleeping Bag.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sleeping Bag.md new file mode 100644 index 0000000..d1c48d0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sleeping Bag.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 10 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 10; **Bulk** L + +### DESCRIPTION + +A sleeping bag is two padded blankets that form an enclosed pouch for sleeping, with a zipper or other fastener along one side to allow easy access. Like blankets, sleeping bags are usually made from woven synthetic fibers, but they provide greater warmth and comfort than blankets. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Space Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Space Suit.md new file mode 100644 index 0000000..7c52fed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Space Suit.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Starfinder Core Rulebook pg. 231_ +**Category** Personal Items (Other) +**Level** 1;**Price** 25; **Bulk** 1 + +### DESCRIPTION + +Although this high-tech suit offers little protection against attack, it does provide all the same environmental protections as a suit of armor (see page 196). Unlike armor, a space suit is not designed for the rigors of combat. Whenever you take damage while wearing a space suit, you must succeed at a Reflex saving throw (DC equal to the damage dealt) or the space suit’s life systems suffer catastrophic failure, gaining the broken condition and losing all environmental protections in 1d6 hours unless the suit is repaired. If you fail such a saving throw while the suit already has the broken condition, you lose all environmental protections in 1d6 minutes unless the suit is repaired. You can’t wear a space suit while also wearing any type of armor, even if that armor is broken. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Speech Encoder.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Speech Encoder.md new file mode 100644 index 0000000..25f369d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Speech Encoder.md @@ -0,0 +1,16 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 100 +tags: +Type: Personel Items +--- + +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 1;**Price** 100; **Bulk** L + +### DESCRIPTION + +This handheld device can be attached to a datapad or computer to automatically scribe to text any clear audio source, such as a dictated message or a conversation at the next table in a quiet cafe. The text is automatically scribed in real time as the written form of the language spoken. To get an accurate transcription, a speech encoder must be within 10 feet of the speaker (in a quiet area) or spoken into directly (in a noisy area). Speech encoders are popular with urog researchers contemplating a particular theory but have gained widespread popularity with workers who need to maintain clear communication in loud environments and users with audio-processing disorders. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Stabilizer Bracelets.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Stabilizer Bracelets.md new file mode 100644 index 0000000..4dc2337 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Stabilizer Bracelets.md @@ -0,0 +1,16 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 15 +tags: +Type: Personel Items +--- + +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 1;**Price** 15; **Bulk** 1 + +### DESCRIPTION + +This pair of neoprene bracelets— commonly sold at high-end sporting goods stores and marketed as a must-have for serious athletes— comes in an array of styles to fit almost any creature. Most serious explorers wouldn’t be caught dead wearing them. Each bracelet is weighted, making it slightly easier to keep your balance while you wear both on opposite arms. They provide a +1 circumstance bonus to Acrobatics checks made to balance and traverse narrow or uneven surfaces. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sure Collector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sure Collector.md new file mode 100644 index 0000000..2de7e8e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Sure Collector.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 2 +Price: 500 +tags: +Type: Personel Items +--- +**Source** _Interstellar Species pg. 139_ +**Category** Personal Items +**Level** 2;**Price** 500; **Bulk** 1 + +### DESCRIPTION + +Urogs created this rotating arm and its carousel of attachments to ensure efficient and safe collection of crystals while conserving their own energy. It has a pincher hand, a scoop, a low-power suction hose, and a strainer, each of which can be set as the active attachment. A sure collector can be attached to any flat surface that can support it with a full action. As a standard action, you can extend one of the collector’s attachments up to 10 feet and move one object of up to 1 bulk up to 10 feet. The sure collector includes a battery and uses 1 charge per minute of use. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tent, Personal Item.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tent, Personal Item.md new file mode 100644 index 0000000..b23fe7e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tent, Personal Item.md @@ -0,0 +1,31 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Tents are designed to protect their occupants from the ravages of the elements. A standard tent has an occupancy of two people. You can double the occupancy of a tent by doubling its price, triple it by tripling its price, and so on. + +## TENT, MASS PRODUCED + +**Source** _Starfinder Core Rulebook pg. 231_ +**Category** Personal Items (Tent) +**Level** 1;**Price** 2; **Bulk** 1 + +### DESCRIPTION + +A mass-produced tent is insulated, sturdy, and capable of ventilating to prevent overheating or stuffiness without sacrificing protection. It allows characters within to treat extreme cold weather as severe cold weather, treat severe cold weather as typical cold weather, and ignore the effects of typical cold weather. It adjusts the severity of hot weather in a similar fashion. See page 400 for more information on cold dangers and page 402 for more information on heat dangers. A mass-produced tent does not protect against smoke, catching on fire, lava, radiation, or other environmental hazards. + +--- + +## TENT, MOBILE HOTELIER + +**Source** _Starfinder Core Rulebook pg. 231_ +**Category** Personal Items (Tent) +**Level** 1;**Price** 50; **Bulk** 1 + +### DESCRIPTION + +Tents known as mobile hoteliers are advanced and include systems that provide their occupants the same environmental protections as armor (see page 196) while active. A mobile hotelier requires a 20-charge battery to provide this protection, uses 1 charge every 8 hours, and is considered a technological item for effects and abilities that target or disable technology. Even if this protection is removed, the tent can still be used as a mass-produced tent. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tool, Manual.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tool, Manual.md new file mode 100644 index 0000000..04616b2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Tool, Manual.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Other) +**Level** 1;**Price** 25; **Bulk** 1 + +### DESCRIPTION + +Manual tools are extremely varied, but mass production has rendered the price and statistics of these items virtually identical. Sample manual tools include crowbars, hammers, mining picks, rakes, saws, shovels, sledgehammers, and similar implements. Using a manual tool for a job relevant to that tool grants you a +1 circumstance bonus to all ability checks and skill checks related to that job. diff --git "a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Treadsetter\342\200\231s Guide.md" "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Treadsetter\342\200\231s Guide.md" new file mode 100644 index 0000000..5193cd6 --- /dev/null +++ "b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Treadsetter\342\200\231s Guide.md" @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 25 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 1;**Price** 25; **Bulk** L + +### DESCRIPTION + +Countless travel guides promise the greatest getaways in the galaxy, yet the Treadsetter’s brand is so ubiquitous (and sufficiently accurate) as to be synonymous with travel literature. Each Treadsetter’s guide comes in physical and digital formats, corresponding to a specific planet, large moon, or other habitable astronomical object like an asteroid belt. There are hundreds of thousands of these volumes, representing most known and noteworthy worlds. By spending 1 minute referencing the guide while studying cultures, features, or creatures from its corresponding world, you gain a +2 circumstance bonus to Culture, Life Sciences, and Physical Sciences checks to recall knowledge and identify creatures. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Umbrella.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Umbrella.md new file mode 100644 index 0000000..33680bb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Umbrella.md @@ -0,0 +1,31 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: varies +tags: +Type: Personel Items +--- +Umbrellas are designed to keep you dry during rainstorms and other types of precipitation and provide you shade in sunlight or other bright light. + +## UMBRELLA, AUTOSHADE + +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Umbrella) +**Level** 1;**Price** 450; **Bulk** L + +### DESCRIPTION + +An autoshade umbrella is a folding, lightweight plastic panel that uses miniaturized antigrav thrusters to float approximately a foot above your head and remain in place as you move without requiring the use of any hands. + +--- + +## UMBRELLA, STANDARD + +**Source** _Starfinder Armory pg. 131_ +**Category** Personal Items (Umbrella) +**Level** 1;**Price** 2; **Bulk** L + +### DESCRIPTION + +A standard umbrella is made of plastic or synthetic fabric and requires one hand to use. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Waymarker Ribbon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Waymarker Ribbon.md new file mode 100644 index 0000000..e721d36 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Personal Items/Waymarker Ribbon.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Personel Items +Level: 1 +Price: 3 +tags: +Type: Personel Items +--- +**Source** _Galaxy Exploration Manual pg. 41_ +**Category** Personal Items +**Level** 1;**Price** 3; **Bulk** L + +### DESCRIPTION + +These bright reflective ribbons tear easily and are backed by an all-weather adhesive, making it easy to mark a trail while on the move. If you apply these to your path, you gain a +1 circumstance bonus to Survival checks to orienteer, and other creatures following your trail gain a +5 circumstance bonus to Survival checks to orienteer and follow your tracks. The ribbon’s adhesive usually lasts for one month before losing strength. One roll of waymarker ribbon is typically sufficient to mark 20 miles of trail. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Grooming.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Grooming.md new file mode 100644 index 0000000..df62398 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Grooming.md @@ -0,0 +1,22 @@ +--- +aliases: +Category: Professional Services +Price: varies +tags: +Type: Professional Services +--- +Grooming practices vary widely from species to species, but all generally involve various methods to keep a creature’s body neat and clean. Examples of standard grooming services include haircuts, fur trimming, feather preening, claw or nail trimming, nail and scale buffing, parasite removal, tooth cleaning and dentistry, and the like. Exotic grooming services are usually considered luxuries rather than necessities, and include hair, fur, or scale coloring; body modifications; permanent and temporary tattoos; and wellness services such as massages, medicinal baths, and spa treatments. + +## GROOMING, EXOTIC + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 75 + +--- + +## GROOMING, STANDARD + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 3 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Laundry.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Laundry.md new file mode 100644 index 0000000..cbb9bd0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Laundry.md @@ -0,0 +1,26 @@ +--- +aliases: +Category: Professional Services +Price: varies +tags: +Type: Professional Services +--- +Standard laundry services include both washing and dry-cleaning, and the listed price is for up to 1 bulk of clothing. Clean laundry is usually ready the next day. Magical laundry service is usually provided by a spellcaster using _token spell_ to instantly clean up to one outfit or 10 items at once. + +## LAUNDRY, MAGICAL + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 10 + +--- + +## LAUNDRY, STANDARD + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 1 + + + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Medical Treatment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Medical Treatment.md new file mode 100644 index 0000000..a417bb1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Medical Treatment.md @@ -0,0 +1,44 @@ +--- +aliases: +Category: Professional Services +Price: varies +tags: +Type: Professional Services +--- +While technological medical equipment and magical healing are readily available for purchase in most areas, many people have neither the funds nor the skill to use such methods. Fortunately, three types of facilities provide medical treatment services to the general public: clinics, hospitals, and trauma centers. Each of these facilities is usually equipped with multiple medical labs and can perform some or all of the tasks of the Medicine skill, detailed below. Prices depend on the service provided, as listed in Table 1–34, though most facilities will perform first aid for no cost. These are average prices; medical treatments at a high-end or luxury facility can cost 2 to 10 times more. + +Clinics are small outpatient facilities that provide only basic medical treatments: first aid, treat deadly wounds, treat disease, and treat drugs or poison. Hospitals are larger institutions that offer all medical treatments and include room and board for the duration of your stay. Trauma centers provide emergency care for traumatic injuries and can offer the following medical treatments: first aid, treat deadly wounds, long-term stability, and treat drugs or poison. + +An average doctor at a clinic is a CR 6 expert with Life Science and Medicine as master skills (+16 skill bonus for both), while a typical doctor at a hospital or trauma center is a CR 7 expert with a +19 skill bonus in Life Science and Medicine. + +## MEDICAL TREATMENT, LONG-TERM CARE + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 100 per day + +--- + +## MEDICAL TREATMENT, LONG-TERM STABILITY + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 15 per hour + +## MEDICAL TREATMENT, TREAT DEADLY WOUNDS + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 75 + +## MEDICAL TREATMENT, TREAT DISEASE + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 1,000 + +## MEDICAL TREATMENT, TREAT DRUGS OR POISON + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 1,000 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Freelancer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Freelancer.md new file mode 100644 index 0000000..3362167 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Freelancer.md @@ -0,0 +1,18 @@ +--- +aliases: +Category: Professional Services +Price: Skill Bonus x 2 per day +tags: +Type: Professional Services +--- +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** Skill Bonus x 2 per day + +### DESCRIPTION + +Entertainers, experts, porters, and tradesfolk often lack time or interest in taking jobs outside of their normal work. Those who do are freelancers, who build a circle of regular clients and get paid directly by those to whom they provide services. + +The price of hiring a freelancer is based on the typical total bonus she has in a specific relevant skill (often Profession), representing her skill level. However, the GM can determine a specific freelancer actually has a bonus much higher or lower than the norm for someone at her pay rate. + +Even professional freelancers won’t generally take work that places them in serious danger, and those few who do are likely to insist on pay rates two to 10 times higher than those listed. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Services.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Services.md new file mode 100644 index 0000000..c355781 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Professional Services.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +# PROFESSIONAL SERVICES +These services assume an individual or small group is hired legally in free-market conditions. Efforts to hire criminals, mercenaries, or businesses fall under the purview of the GM, though unskilled laborers can be hired relatively cheaply. + +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Professional Services" +WHERE file.name != "Professional Services" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Spellcasting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Spellcasting.md new file mode 100644 index 0000000..3ea1eff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Spellcasting.md @@ -0,0 +1,54 @@ +--- +aliases: +Category: Professional Services +Price: varies +tags: +Type: Professional Services +--- +Professional spellcasters are common only in major settlements and often require advance appointments and insist on security measures when dealing with new clients. Many are associated with a church, guild, or major corporation, and they may only work for groups and individuals associated with such organizations. It’s generally not possible to convince a professional spellcaster to travel to an unsecured location to cast spells, and any who do agree to it will insist on much higher payment rates (anywhere from 10 to 100 times the normal price). + +If a spell requires an expenditure of credits, add that price to the price of having a professional spellcaster cast it. If a spell requires an expenditure of Resolve Points to be cast, increase the price of having it performed by a professional spellcaster by 50%; most professional spellcasters will only cast one such spell each day. + +## SPELLCASTING, 0-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 20 + +--- + +## SPELLCASTING, 1ST-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 100 + +## SPELLCASTING, 2ND-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 350 + +## SPELLCASTING, 3RD-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 1,000 + +## SPELLCASTING, 4TH-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 3,000 + +## SPELLCASTING, 5TH-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 9,000 + +## SPELLCASTING, 6TH-LEVEL SPELL + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Professional Services +**Price** 30,000 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Starship Crew.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Starship Crew.md new file mode 100644 index 0000000..e233283 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Professional Services/Starship Crew.md @@ -0,0 +1,26 @@ +--- +aliases: +Category: Professional Services +Price: varies +tags: +Type: Professional Services +--- +Although most starships require crews of only half a dozen or fewer to fly, larger vessels can require 20 or more crew members to operate successfully. Standard crew members usually don’t have a stat block, but they are generally characters of CR 1 or lower. They cannot fill roles in starship combat, but they can serve on teams supporting an officer in a role. + +Officers are NPCs who can be hired to fill unoccupied starship combat roles on a starship. Officer stat blocks can be created using the monster creation rules beginning on page 126 of the _Alien Archive_, with the skill most associated with their starship role as a master skill. They can be any CR, but few officers will serve on a starship of a lower tier than their CR. Officers can have any class graft, but it’s generally easier to find envoys, mechanics, operatives, and soldiers interested in serving aboard starships than mystics, solarians, or technomancers. + +The price of hiring a starship officer is based on the typical total bonus she has in a specific skill relevant to her starship role, representing her skill level. However, the GM can determine that a specific officer actually has a bonus much higher or lower than the norm for someone at her pay rate. At the GM’s discretion, NPCs that the PCs have helped or allied with can choose to become crew members on the PCs’ starship, possibly reducing the price to hire them by half, one-third, or even to zero for exceptionally grateful NPCs. + +## STARSHIP CREW, OFFICER + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** Skill bonus x 5 per week + +--- + +## STARSHIP CREW, STANDARD + +**Source** _Starfinder Armory pg. 135_ +**Category** Professional Services +**Price** 20 per week diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Public Items.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Public Items.md new file mode 100644 index 0000000..b7bf04f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Public Items.md @@ -0,0 +1,53 @@ +--- +aliases: +tags: +--- +# PUBLIC ITEMS & SERVICE + +Beyond weapons, armor, and crucial technological, magical, and hybrid equipment, explorers and adventurers need food, clothing, survival supplies, and other basic gear. Characters can also spend their hard-earned credits on lodging, services, and transportation. The equipment and services in this section are not considered technological or magical unless they specify otherwise. + +## FOOD & DRINKS +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Food, Drinks & Lodgings" +SORT Category ASC +``` +## TRANSPORTATION +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Transportation" +SORT Category ASC +``` +## TRADE GOODS +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Trade Goods" +SORT Category ASC +``` +## RECHARGING STATIONS +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Recharging Stations" +``` +## PERSONAL ITEMS +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Personal Items" +``` +## PROFESSIONAL SERVICES +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Professional Services" +``` +## MEDICINALS +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Medicinals" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations, Public Item.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations, Public Item.md new file mode 100644 index 0000000..c0db5b8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations, Public Item.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Recharging Stations +Price: 1/2 price of battery or cell +tags: +Type: Recharge Stations +--- +Most settlements of any significant size have public recharging stations for batteries and power cells. To recharge the full capacity of a spent battery or power cell takes 1 round per charge and costs half the price of the battery or cell. You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent. At the GM’s discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell. + +## RECHARGING STATIONS, 1 ROUND/CHARGE + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Recharging Stations +**Price** 1/2 price of battery or cell diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations.md new file mode 100644 index 0000000..d2fafcb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Recharging Stations/Recharging Stations.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +# RECHARGING STATIONS +Most settlements of any significant size have public recharging stations for batteries and power cells. To recharge the full capacity of a spent battery or power cell takes 1 round per charge and costs half the price of the battery or cell. You can recharge a partially depleted battery or cell, but the price for doing so is the same as if it were fully spent. At the GM’s discretion, some larger starships might have onboard recharging stations. These might offer recharging at low or no cost, but they typically take 1 minute per charge to recharge a battery or power cell. + +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Recharging Stations" +WHERE file.name != "Recharging Stations" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Fine Art.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Fine Art.md new file mode 100644 index 0000000..9593e29 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Fine Art.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Trade Goods +Price: varies +tags: +Type: Trade Goods +--- +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Trade Goods +**Price** Varies; **Bulk** Varies + +### DESCRIPTION + +Fine art can be nearly anything, though as trade goods those items with a set, singular, physical existence (paintings, sculpture, and so on) are more easily bought and sold than performance art (though, for example, the sole copy of a famous vesk play could be valuable until broadly disseminated). Fine art can be of nearly any price or bulk, as determined by the GM. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Gem.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Gem.md new file mode 100644 index 0000000..e19b886 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Gem.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Trade Goods +Price: varies +tags: +Type: Trade Goods +--- +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Trade Goods +**Price** Varies + +### DESCRIPTION + +Gems are valued for their scarcity, their beauty, and, in some cases, their utility for some forms of magic rituals and technology. The value of a gemstone is determined by many factors, including size, rarity, clarity, cut, polish, and potential cultural influences. Gems considered of low quality are usually priced at 5–45 credits. Gems rated as semiprecious are generally priced at 50–95 credits. Gems rated as precious are generally priced at 150–450 credits, and those rated as jewels are generally priced at 1,000–4,500 credits. Gems rated as grand jewels are priced no lower than 5,000 credits, and the rarest and most valued can be worth hundreds of thousands or even millions of credits. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Grain.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Grain.md new file mode 100644 index 0000000..6fbe935 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Grain.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Trade Goods +Price: 1 +tags: +Type: Trade Goods +--- +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Trade Goods +**Price** 1; **Bulk** 1 + +### DESCRIPTION + +Grain is a common staple and can be considered representative of a wide range of basic foods. Of course, grain prices vary wildly, but the price given here is a baseline for a typical grain, packaged and shipped in bulk amounts. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Textiles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Textiles.md new file mode 100644 index 0000000..d3ab0e2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Textiles.md @@ -0,0 +1,22 @@ +--- +aliases: +Category: Trade Goods +Price: varies +tags: +Type: Trade Goods +--- +Common textiles include good linen and most synthetic fabrics. Fine textiles are of higher quality, with more visual appeal, higher durability, or both. Various silks, satins, and similar cloths are typical fine textiles, though more exotic materials exist in this category. Truly luxurious fabrics, including marramas and samite, can easily cost much more than even the best fine fabrics. + +## TEXTILES, COMMON + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Trade Goods +**Price** 1; **Bulk** L + +--- + +## TEXTILES, FINE + +**Source** _Starfinder Core Rulebook pg. 232_ +**Category** Trade Goods +**Price** 100; **Bulk** L diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Trade Goods.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Trade Goods.md new file mode 100644 index 0000000..cd499cf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/Trade Goods.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# TRADE GOODS +Trade goods can normally be sold for their full value, subject to the GM’s discretion. These are given only as common baselines, most applicable to the [[Pact Worlds]], as regional variances can have a significant impact on the value of trade goods. + +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Trade Goods" +SORT Category ASC +WHERE file.name != "Trade Goods" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/UPB (1000.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/UPB (1000.md new file mode 100644 index 0000000..ffa049b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Trade Goods/UPB (1000.md @@ -0,0 +1,16 @@ +--- +aliases: +Category: Trade Goods +Price: 1000/1000 +tags: +Type: Trade Goods +--- +**Source** _Starfinder Core Rulebook pg. 233_ +**Category** Trade Goods +**Price** 1,000; **Bulk** 1 + +### DESCRIPTION + +A universal polymer base, or UPB, is the basis for most technology in the Pact Worlds, the Veskarium, and many other systems. Each UPB is a tiny multifunction component, not much larger than a grain of rice, capable of being configured to act as a brace, capacitor, circuit, diode, fastener, insulator, lens, modulator, pipe, resistor, and dozens of other constituent parts. UPBs can even be spun out into fabric, broken down into component chemicals, reconstituted into new chemicals, or supplemented with base materials (such as dirt or sand) to form massive braces or walls. The right combination of hundreds or even thousands of UPBs can create everything from a comm unit to a laser weapon to powered armor. In their raw form, UPBs have a bulk of 1 per 1,000 UPBs, though when aligned and configured they can easily take up less bulk, and when configured for a specific purpose that calls for a minimum size and bracing (possibly combining them with inert materials), they can have a higher bulk. + +UPBs are so ubiquitous that they are usable as currency in many major settlements and trade hubs. While credsticks are a more convenient and secure way to carry value, UPBs have the advantage of direct utility and untraceability. They are a popular way to pay smugglers and criminals, but they are also useful for trade missions to systems with UPB technology that don’t use credits as currency. The value of the Pact Worlds’ credit is based on the economic utility of a single UPB. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Biological Transport.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Biological Transport.md new file mode 100644 index 0000000..682ca51 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Biological Transport.md @@ -0,0 +1,72 @@ +--- +aliases: +Category: Transportation +Price: varies/mile +tags: +Type: Public Item +--- +Most civilized planets rely on technological transportation, but less-developed worlds often utilize living creatures for travel. Such creatures are as varied in size, shape, color, and features as the planets they inhabit. Typically, biological transport is slower and more expensive than automated travel, but in frontier regions, it may be the only option available. Biological transport can be rented on a daily basis, with prices determined by the size of the creature. The listed price does not include the cost of feeding and maintaining the creature. Generally, rented biological transport requires riders to control and direct the creatures, using the ride a creature task of the Survival skill. + +Alternatively, you can simply purchase a ride on biological transport, with prices determined by the size of the creature and the distance traveled. For Large or larger creatures, the listed price typically includes a trained handler for that animal who directs it toward your destination. + +## BIOLOGICAL TRANSPORT, COLOSSAL CREATURE (RENT) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 3,000 per day + +--- + +## BIOLOGICAL TRANSPORT, COLOSSAL CREATURE (RIDE) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 100 per mile + +## BIOLOGICAL TRANSPORT, GARGANTUAN CREATURE (RENT) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 650 per day + +## BIOLOGICAL TRANSPORT, GARGANUTAN CREATURE (RIDE) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 300 per mile + +## BIOLOGICAL TRANSPORT, HUGE CREATURE (RENT) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 125 per day + +## BIOLOGICAL TRANSPORT, HUGE CREATURE (RIDE) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 10 per mile + +## BIOLOGICAL TRANSPORT, LARGE CREATURE (RIDE) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 5 per mile + +## BIOLOGICAL TRANSPORT, LARGECREATURE (RENT) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 25 per day + +## BIOLOGICAL TRANSPORT, MEDIUM CREATURE (RENT) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 5 per day + +## BIOLOGICAL TRANSPORT, MEDIUM CREATURE (RIDE) + +**Source** _Starfinder Armory pg. 135_ +**Category** Transportation +**Price** 2 per mile diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Grav-Train Passage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Grav-Train Passage.md new file mode 100644 index 0000000..27e5725 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Grav-Train Passage.md @@ -0,0 +1,15 @@ +--- +aliases: +Category: Transportation +Price: 1/100 miles +tags: +Type: Public Item +--- + +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Transportation +**Price** 1 per 100 miles + +### DESCRIPTION + +A grav-train is a hovering, multisection mass transport that runs a specific ground route, generally over a metal or ceramic rail. It is the cheapest way to move overland, but it requires significant infrastructure to operate and only runs to set locations on a (sometimes unreliable) schedule. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Robo-Taxi Passage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Robo-Taxi Passage.md new file mode 100644 index 0000000..b37ec01 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Robo-Taxi Passage.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Transportation +Price: 1/10 miles +tags: +Type: Public Item +--- +**Source** _Starfinder Core Rulebook pg. 234_ +**Category** Transportation +**Price** 1 per 10 miles + +### DESCRIPTION + +This simple form of urban transport is generally similar to an urban cruiser but is assumed not to have the expense of a driver. In most major cities, dispatch can send a robo-taxi within a few minutes of a request to the company by infosphere or comm unit. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Sea Vessel Passage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Sea Vessel Passage.md new file mode 100644 index 0000000..3568643 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Sea Vessel Passage.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Transportation +Price: 1/50 +tags: +Type: Public Item +--- +**Source** _Starfinder Core Rulebook pg. 235 +**Category** Transportation +**Price** 1 per 50 miles + +### DESCRIPTION + +Planets with large bodies of water often develop extensive commerce and transit networks by ship, hovership, and even submarine. This transport is slower than travel by plane, but cheaper per mile (and considered more relaxing by many travelers). Some planets have rigid lighter-than-air vessels as well, such as dirigibles, which tend to have similar accommodations, pricing, and speeds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Starship Passage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Starship Passage.md new file mode 100644 index 0000000..09c7ad3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Starship Passage.md @@ -0,0 +1,32 @@ +--- +aliases: +Category: Transportation +Price: varies/day of travel +tags: +Type: Public Item +--- +Travelers between planets almost exclusively use starships, most often those with Drift drives (though orbital shuttles and short-range transports traveling between moons or asteroids close to one another typically do not use Drift engines). + +## STARSHIP PASSAGE, COMMON + +**Source** _Starfinder Core Rulebook pg. 235_ +**Category** Transportation +**Price** 50 per day of travel + +--- + +## STARSHIP PASSAGE, GOOD + +**Source** _Starfinder Core Rulebook pg. 235_ +**Category** Transportation +**Price** 300 per day of travel + +## STARSHIP PASSAGE, LUXURIOUS + +**Source** _Starfinder Core Rulebook pg. 235_ +**Category** Transportation +**Price** 1,000 per day of travel + + + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Suborbital Flight.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Suborbital Flight.md new file mode 100644 index 0000000..4424295 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Suborbital Flight.md @@ -0,0 +1,14 @@ +--- +aliases: +Category: Transportation +Price: 1/25 miles +tags: +Type: Public Item +--- +**Source** _Starfinder Core Rulebook pg. 235_ +**Category** Transportation +**Price** 1 per 25 miles + +### DESCRIPTION + +For quick trips from point to point on a planet, the fastest option is generally a suborbital flight. The price assumes a single seat and a small common area for storage; larger seats or even small cabins cost five to 10 times as much. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Transportation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Transportation.md new file mode 100644 index 0000000..1f60bbe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Public Items/Transportation/Transportation.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- +# TRANSPORTATION +Travel prices assume transport at a typical, second-class, basic level of accommodation and assistance—for example, being assigned to common guest quarters on a starship (with six passengers per room), having an assigned seat on a grav-train, waiting a few minutes for a nearby robo-taxi to pick you up, and so on. More private and luxurious travel options normally exist, costing anywhere from two to 10 times as much. Starships in particular often have good and luxurious quarters that offer better accommodations (see the guest quarters expansion bay option on page 299 for more details on the amenities of each typical level of starship accommodations). Truly exceptional options exist for the ultrarich, which can cost 1,000 times as much as common travel. + +Cheaper options are often also available, such as steerage transportation in a converted cargo hold, or standing-room-only cars for grav-train rides. These normally cost half to one-quarter the listed price, though at the GM’s discretion even cheaper options (possibly those illegally ignoring various safety laws) could exist. + +It is sometimes possible to procure long-distance passage at reduced prices or even for free by providing a desired service for the transport provider. Taking on common jobs such as a guard, gunner, cook, entertainer, or porter can sometimes facilitate travel on a tight budget. The prices given also assume a Medium or Small creature with no need for special accommodations or environmental conditions different from those of the vessel used. Unusually large creatures or those that require different atmospheres, gravity levels, or light levels than the vessel transporting them can easily see the price double, triple, or more depending on the inconvenience and risks involved. +``` dataview +TABLE +Category, Price +FROM "Pact Worlds & Beyond/Public Items/Transportation" +SORT Category ASC +WHERE file.name != "Transportation" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Tech Relics.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Tech Relics.md new file mode 100644 index 0000000..aafb6a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Tech Relics.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: [5:, 33:] +--- + + +# TECH RELICS + +**Source** _Tech Revolution pg. 64_ +Relics of fallen civilizations, alternate timelines, or cultures vanished in the Gap are scattered throughout the galaxy, awaiting rediscovery. Each tech relic is indeed a lucky find, for they can’t normally be recreated with modern technological or even magical means. Their very construction often defies foundational principles of modern science. +Relics of ancient kishalee and sivv civilizations can be found in Starfinder Adventure Path The Thirteenth Gate and Starfinder Adventure Path Dominion’s End, respectively. + +# RELICS OVERVIEW + +**Source** _Tech Revolution pg. 64_ +Relics are rare, lost technologies less powerful than artifacts. They might be weapons, armor, or any other kind of equipment, but they can’t be crafted in a usual manner and are thus always special. Although relics have unusual abilities, each relic has a level—just like other equipment—to give a sense of its relative power and to indicate when it’s appropriate to introduce a relic in a campaign. +Relics frequently spur adventures. As relics can be of any level, they can appear in adventures designed for PCs that are starting characters or veteran heroes. The PCs might hear rumors of an unusual and possibly unique piece of equipment, prompting them to brave mysterious ruins or contend with cutthroat treasure-seekers to claim the relic as their prize. The PCs might have an enigmatic relic fall into their laps while completing some other task and undertake a new mission to find out what it is, how it works, or how to activate it. A patron might offer a relic as a reward, though an honest one will typically admit the relic might prove more powerful—or more dangerous—than it appears. A cache of relics makes a good hoard for an inscrutable, ancient, or time-displaced villain. +Relics are often unreliable. While PCs might learn some basics of a relic’s function by trial and error, the relic might work differently under variable conditions (such as when on another plane or used by certain creatures), glitch unexpectedly, or carry some unexpected detriment. Relics often use rare ammunition or batteries that can only be recharged under specific (and often unusual) circumstances; a relic with this type of limitation indicates this in its description. The GM can include other relic quirks or restrictions to keep the players on their toes, but be aware that such glitches might make the PCs regret having worked to collect such an unusual item in the first place! +The relics presented here are predominantly technological in their function, but they have such strange abilities that they might feel more like magic to the players. All relics, whatever their type, have the following rule. +**Relic:** A relic can be sold for 100% of the item’s price, like trade goods. A relic can’t be crafted without a specific (often long-lost) formula, and doing so often requires difficult-to-acquire materials. Even then, it’s rarely possible to recreate more than a few relics before expending the materials, depleting the required tools, or irrevocably warping the blueprints. A relic that becomes understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +# WEAPON RELICS + +**Source** _Tech Revolution pg. 64_ +Weapon relics are abstruse devices discovered under mysterious circumstances. Unlike normal weapons, relic weapons don’t come fully loaded with ammunition unless noted, or unless they have some other indicated reloading method. They’re all treated as uncategorized weapons and are prone to unexpected backlash: on any attack roll of a natural 1, the user must succeed at a Reflex save (DC = 15 + 1-1/2 the weapon’s level) or else the weapon deals damage to the user rather than the target. (Alternately, relics might use critical fumbles, from the Starfinder Critical Fumble Deck, even if those rules aren’t otherwise used in a campaign). + +# QUIRKS + +**Source** _Tech Revolution pg. 67_ +A tech relic might have any of the following quirks, either randomly determined or specifically chosen. + +**1\. Burbling:** The speech of anyone holding the relic becomes impossible to understand. +**2\. Crystalline:** The relic and anyone holding it take double damage from sonic damage. +**3\. Fastidious:** The relic and anyone holding it look clean, spotless, and new. +**4\. Floating:** The relic can’t rest upon a surface, always hovering and slowly drifting away wherever it’s set down. +**5\. Keening:** A mournful wail surrounds the relic unless it’s tightly wrapped up. +**6\. Marked:** Anyone looking at the relic sees a maker’s mark or property tag bearing the viewer’s own name. +**7\. Menacing:** Bystanders feel the relic is ineffably ominous. +**8\. Painful:** The relic decreases the user’s pain threshold, imposing a –4 penalty to saving throws against pain effects. +**9\. Predictive:** The relic often finishes the user’s sentences in the user’s voice. +**10\. Restless:** The relic occasionally teleports itself 5–50 feet in a random direction when not carried or worn. +**11\. Shedding:** The relic periodically sheds a shell that resembles its exterior, but the item never gets any smaller as a result. +**12\. Wasting:** Any creature holding the relic seems unhealthy or dilapidated, taking a –2 penalty to saves against afflictions. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Albitta_s Paint Sprayer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Albitta_s Paint Sprayer.md new file mode 100644 index 0000000..fe37a35 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Albitta_s Paint Sprayer.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 4 +Price: 0 +tags: +Type: Technological Item +--- +# ALBITTA'S PAINT SPRAYER +_SFS Note: Albitta’s paint sprayer is a technological item with a price of 2,000 credits and bulk L._ +**Source** _Ports of Call pg. 63_ +**Level** 4; **Price** 0 +**Capacity** 10; **Usage** 1/use +**Hands** 1; **Bulk** — + +### DESCRIPTION +While industrial paint sprayers are available via commercial construction stores and infosphere sites, the ones found in Drifter’s End are inspired by the “paint pistol” supposedly used by famous street artist Albitta. It’s shaped a bit like a small arm with a large canister in place of the clip to hold the paint. As a standard action, you can use a paint sprayer to spray paint in a 15-foot cone, covering all creatures and objects in the area. Invisible creatures and objects in the area are rendered partially visible unless they succeed at a DC 15 Reflex saving throw. A partially visible creature is no longer unseen but still benefits from concealment (20% miss chance). The paint can be removed by spending 10 minutes scrubbing it off with a cleaning solution, through magical means such as token spell (cleaning 1 cubic foot per round), or with a paint remover. A paint sprayer’s canister can be refilled with a paint color of your choosing for 20 credits. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Alert Redirector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Alert Redirector.md new file mode 100644 index 0000000..3f3eebf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Alert Redirector.md @@ -0,0 +1,19 @@ +--- +aliases: +tags: +--- + +--- +Type: Technological Item +Level: 3 +Price: 1,450 +--- +# ALERT REDIRECTOR +**Source** _Starfinder Armory pg. 98_ +**Level** 3; **Price** 1,450 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** — + +### DESCRIPTION + +The alert redirector consists of a metallic transmitter the size of a coin and a battery-powered receiver normally kept somewhere discreet on your body, such as in a pocket or on an arm strap under your clothing. As a standard action, you can attach the transmitter to a technological item that provides an alert or alarm when used, such as a radiation badge. Once the transmitter is attached, the item it is attached to doesn’t produce its usual alert or alarm; instead, the alert redirector’s receiver vibrates, warms slightly, or otherwise inaudibly alerts you as long as it is within 500 feet of the activated transmitter. Others relying on the item might consider an area safe, for example, while you know otherwise. Detecting a transmitter attached to an item normally requires a successful DC 20 Perception check, but the DC might be lower or higher based on the size of the item to which the transmitter is attached. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/All-Purpose Accessory.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/All-Purpose Accessory.md new file mode 100644 index 0000000..9a8f963 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/All-Purpose Accessory.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 3 +Price: 1500 +tags: +Type: Technological Item +--- +# ALL-PURPOSE ACCESSORY + +**Source** [_Tech Revolution pg. 46_](https://paizo.com/products/btq026mr/discuss?Starfinder-Tech-Revolution) +**Level** 3; **Price** 1500 +**Capacity** 20; **Usage** 1/reconfiguration +**Hands** —; **Bulk** L + +### DESCRIPTION + +With a press of a button, this stylish accessory transforms into a variety of useful items. All-purpose accessories come in multiple designs, including cufflinks, tie pins, barrettes, and jewelry. When you activate your all-purpose accessory as a move action, it instantly reconfigures into your choice of the following items: a grappler, a tool kit that grants a +4 bonus to Engineering checks made to disable locks and mechanical traps, or a survival knife. Reconfiguring your accessory to its original form is a more complicated process that takes 1 minute. Each reconfigured item takes the normal number of hands to use and draws any usage from the all-purpose accessory’s own battery. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Altitude Bead.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Altitude Bead.md new file mode 100644 index 0000000..05ba3cf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Altitude Bead.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 2 +Price: 100 +tags: +Type: Technological Item +--- +# ALTITUDE BEAD + +**Source** _Galaxy Exploration Manual pg. 128_ +**Level** 2; **Price** 100 +**Hands** 1; **Bulk** — + +### DESCRIPTION + +This small, metal bead syncs with a comm unit to transmit its relative location from a starting point. When dropped more than 10 feet, accelerometers inside the bead begin measuring how far the bead has fallen. Once it stops free falling, an app on the connected comm unit displays how far the bead fell and the bead’s relative position from the user, to a range of 5 miles. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Antigravity Belt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Antigravity Belt.md new file mode 100644 index 0000000..e8d9bfd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Antigravity Belt.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 7 +Price: 6,500 +tags: +Type: Technological Item +--- +# ANTIGRAVITY BELT + +**Source** _Pact Worlds pg. 198_ +**Level** 7; **Price** 6,500 +**Capacity** 20; **Usage** 1/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +Most commonly used by those brave enough to travel to the high-gravity world of Aucturn, this belt uses a form of graviton levitation to essentially reduce gravitational pull. You can activate the belt as a swift action, and it operates until you spend another swift action to deactivate it or until it runs out of charges. You treat areas of extreme gravity as having high gravity, areas of high gravity as having standard gravity, and areas of standard gravity as having low gravity. This belt has no effect in areas that naturally have low gravity or zero gravity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autocartographer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autocartographer.md new file mode 100644 index 0000000..16aa7bd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autocartographer.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 9 +Price: 13,500 +tags: +Type: Technological Item +--- +# AUTOCARTOGRAPHER + +**Source** _Starfinder Armory pg. 98_ +**Level** 9; **Price** 13,500 +**Capacity** 100; **Usage** 10/hour +**Hands** 1; **Bulk** 1 + +### DESCRIPTION + +This handheld holographic display unit has an underslung rack housing dozens of miniaturized flying microbots. When you activate the autocartographer, you pick a grid intersection within 50 feet to which you have line of effect. The microbots scatter in a 100-foot cube, scanning the environment and sending data back to the display unit for aggregation and analysis. The microbots transmit the dimensions and basic layout of rooms, corridors, and sizable natural features, including large furnishings. Their sensors ignore living creatures, fine details (such as images on computer screens), and temporary magical effects, but they record permanent ones, including illusory obstacles. They can’t differentiate between illusions or holograms and real objects. The microbots’ data is sent by a wireless signal and is therefore vulnerable to countermeasures such as signal jammers. + +Individual microbots are small enough to pass through any opening at least an inch wide. They can operate both in air or vacuum, but heavy gravity or strong or stronger winds overwhelm their delicate propulsion systems and render them inactive. The microbots emit a distinctive whir and can be detected with a successful DC 15 Perception check. + +One minute after you release the microbots, the autocartographer displays a composite map showing all features within the scanned 100-foot cube as a three-dimensional holographic image, and the microbots return to the unit. You can save these images in a data file that can be displayed later, although you need to rescan an area to obtain updated information, such as opened doors or repositioned furniture. Each file is tagged with global or astronomical positioning data, allowing you to connect multiple maps in space and scroll between them. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autoclaw.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autoclaw.md new file mode 100644 index 0000000..8867143 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autoclaw.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 8 +Price: 9,000 +tags: +Type: Technological Item +--- + +# AUTOCLAW + +**Source** _Pact Worlds pg. 198_ +**Level** 8; **Price** 9,000 +**Capacity** 40; **Usage** 1/round +**Hands** 2; **Bulk** 1 + +### DESCRIPTION + +This advanced device has adjustable arms that can be folded into multiple configurations, allowing you to bend, open, and twist objects made of metal and other durable materials. Powered by electric motors, an autoclaw takes 1 minute to configure for a specific task and has an effective Strength score of 30 (a +10 bonus) for the purpose of attempting Strength checks to break down doors and similar efforts; your own Strength score doesn’t affect checks attempted with the autoclaw. + +Autoclaws are frequently used in tasks beyond industrial uses. Free Captains and other space pirates use autoclaws to open stolen containers, while the Stewards’ special tactical units use autoclaws to force doors open. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autograppler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autograppler.md new file mode 100644 index 0000000..7ca4567 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Autograppler.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 4 / 9 +Price: varies +tags: +Type: Technological Item +--- +# AUTOGRAPPLER + +The autograppler is a high-power version of the standard tethering device and functions as a grappler, with one key exception: the autograppler houses a powerful winch that can retract its attached cable line, pulling its user along the cable. +**Basic (Level 4):** You can toggle the autograppler’s winch to retract its cable as a move action, during which time the items usage rating increases to 3/minute. The device is strong enough to pull a Medium or smaller user up inclines at a speed of 20 feet per round, as if the user were climbing. If used to target a smaller object, the winch can also drag or hoist an object whose bulk is 10 or less; increase your bulk carried by an equal amount while moving an object in this way. If you successfully grapple a creature with the autograppler and activate the winch, you can attempt a reposition combat maneuver against the target with a +2 circumstance bonus, but only to move the target closer to you. If you fail the maneuver’s melee check by 5 or more, you lose your grip on the autograppler, which lands in a space between you and the target 1d4 × 5 feet away from you. +**Advanced (Level 9):** This functions as a basic autograppler except its winch is strong enough to pull targets that are Large or smaller. It retracts its attached cable at a speed of 40 feet per round and can hoist objects of up to 20 bulk. + +##  AUTOGRAPPLER, ADVANCED + +**Source** _Tech Revolution pg. 46_ +**Level** 9; **Price** 12800 +**Capacity** 40; **Usage** 1/minute +**Hands** —; **Bulk** L + +--- + +##  AUTOGRAPPLER, BASIC + +**Source** _Tech Revolution pg. 46_ +**Level** 4; **Price** 2000 +**Capacity** 40; **Usage** 1/minute +**Hands** —; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Bypass Subroutine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Bypass Subroutine.md new file mode 100644 index 0000000..053bd88 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Bypass Subroutine.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 11 +Price: 23,000 +tags: +Type: Technological Item +--- + +# BYPASS SUBROUTINE + +**Source** _Starfinder Armory pg. 98_ +**Level** 11; **Price** 23,000 +**Hands** —; **Bulk** — + +### DESCRIPTION + +A bypass subroutine is a miniaturized single-function computer which takes the form of a ring with four nanite circuit-nodes and can be sized to fit nearly any finger. The compact nanites are attuned to input from the circuit-nodes and can form specific tools much larger than the ring itself as directed by information stored within the circuit-node. Infiltrators utilize these high-tech metal bands to assist in covert missions. Aspis Consortium agents also use these rings to ensure that locks that were opened appear as if they were never tampered with. + +When you succeed at a Computers or Engineering check to open a lock, you can activate the ring as a reaction. The ring then stores a record of the processes and tools used in opening the lock, and one of the nanite circuit-nodes on the ring takes on a texture or color associated with the area around the lock. As a move action, you can touch the ring to a lock recorded therein and it recreates the conditions needed to change the lock's status (creating any required tool output with nanites), either opening or relocking that lock. + +A bypass subroutine can record one lock in each of its circuit-nodes. Any additional recordings must replace one of the four already in the ring. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cable Line.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cable Line.md new file mode 100644 index 0000000..af71808 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cable Line.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Price: varies +tags: +Type: Technological Item +--- +# CABLE LINE + +Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength, usually adamantine or titanium alloy. + +##  CABLE LINE, ADAMANTINE ALLOY + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 500/10 ft. +**Hands** —; **Bulk** L/20 ft. + +--- + +##  CABLE LINE, TITANIUM ALLOY + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 5/10 ft. +**Hands** —; **Bulk** L/10 ft. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Carter_s Baton.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Carter_s Baton.md new file mode 100644 index 0000000..e924516 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Carter_s Baton.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 14 +Price: 65,000 +tags: +Type: Technological Item +--- +# CARTER'S BATON + +**Source** _Starfinder Armory pg. 100_ +**Level** 14; **Price** 65,000 +**Capacity** 80; **Usage** 8/round +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This flanged rod allows you to control gravitational forces around a single object within 100 feet. When you activate the baton, you can move an object of no more than 25 pounds or 2 bulk up to 20 feet per round in any direction (including up or down), but you can’t move it farther than 100 feet from you. If you attempt to move an object that another creature is holding, that creature can attempt a DC 15 Reflex save to prevent you from removing the object from its grasp. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cartographer Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cartographer Boots.md new file mode 100644 index 0000000..ca3da09 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cartographer Boots.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 4 +Price: 2,100 +tags: +Type: Technological Item +--- + +# CARTOGRAPHER BOOTS + +**Source** _Drift Crisis pg. 79_ +**Level** 4; **Price** 2100 +**Capacity** 40; **Usage** 4/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +These practical boots have integrated sensors that, when activated, track your footsteps and use that data to create a crude, three-dimensional map of where you move while using your land speed. This data is automatically uploaded to a designated comm unit within 30 feet. Periodically reviewing this map provides you a +1 circumstance bonus to checks to find hidden doors, passages, and other concealed architecture in the traversed area, as well as a +2 circumstance bonus to Survival checks to avoid getting lost. +Variants of these boots exist for other movement types, such as wing-mounted sensors for flight or a lightweight tail harness for swim speeds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cavatina_s Squeezebox.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cavatina_s Squeezebox.md new file mode 100644 index 0000000..4b1fcb5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Cavatina_s Squeezebox.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 5 +Price: 2800 +tags: +Type: Technological Item +--- +# CAVATINA'S SQUEEZEBOX +**Source** _Ports of Call pg. 63_ +**Level** 5; **Price** 2800 +**Capacity** 20; **Usage** 1/round +**Hands** 2; **Bulk** 1 + +### DESCRIPTION +Crafted by the members of the Besmaran priesthood at the Museum of Space Creatures, this electronic concertina emits sounds similar to an oma’s calming cry when played as a move action. If you succeed at a DC 17 Profession (musician) check when you play the squeezebox, you and all allies within 60 feet who can hear the music gain a +1 morale bonus to saving throws against fear effects until the beginning of your next turn. You can continue to play the squeezebox and grant this bonus as a move action each subsequent round without needing to attempt the skill check again. However, if you stop playing for even 1 round, you must succeed at the skill check again to grant the bonus again. This is a sense-dependent effect.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chemalyzer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chemalyzer.md new file mode 100644 index 0000000..8003c26 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chemalyzer.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 1 +Price: 150 +tags: +Type: Technological Item +--- +# CHEMALYZER +Type: Technological Item +Level: +Price: +--- +**Source** _Starfinder Armory pg. 100_ +**Level** 1; **Price** 150 +**Capacity** 20; **Usage** 2/use +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chrono Jumper Suit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chrono Jumper Suit.md new file mode 100644 index 0000000..d1212b7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Chrono Jumper Suit.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 13 +Price: 53,500 +tags: +Type: Technological Item +--- + +# CHRONO JUMPER SUIT + +**Source** _Tech Revolution pg. 46_ +**Level** 13; **Price** 53500 +**Capacity** 40; **Usage** 40 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This fitted white and silver carbon fiber suit houses a crystalline network of energy conduits that can displace the wearer forward in time. When you activate the suit as a standard action, choose a number of rounds between 1 and 10. You disappear completely for that many rounds, after which you reappear in the same place and position as if no time had passed at all. The suit does its best to account for movement and relativity, so even if you were riding in a moving vehicle when you disappeared, the suit tries to return you to your seat rather than depositing you in the empty space the vehicle occupied when you activated the device. If your space is occupied when you return, the suit shunts you to the nearest open space that can accommodate you, dealing 1d6 damage to you for every 5 feet it has to shift your destination. +While disappeared, you cannot be harmed or detected by mundane or magical means, as if you had ceased to exist. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Clearsight Goggles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Clearsight Goggles.md new file mode 100644 index 0000000..4981e9d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Clearsight Goggles.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 5 +Price: 2,750 +tags: +Type: Technological Item +--- + +# CLEARSIGHT GOGGLES + +**Source** _Starfinder Armory pg. 100_ +**Level** 5; **Price** 2,750 +**Hands** —; **Bulk** — + +### DESCRIPTION + +Those who explore environments obscured by fog, foliage, smoke, and other vision-impairing elements value clearsight goggles, a set of tight-fitting eyewear that can be worn under a helmet or even other eyewear. While you wear the goggles, fog, smoke, and similar gases don’t grant targets concealment from you, and vegetation doesn’t either. The trinket provides no benefit against a target with total concealment. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Combat Controller.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Combat Controller.md new file mode 100644 index 0000000..e9674bb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Combat Controller.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 5 +Price: 3,100 +tags: +Type: Technological Item +--- + +# COMBAT CONTROLLER + +**Source** _Tech Revolution pg. 46_ +**Level** 5; **Price** 3100 +**Capacity** 20; **Usage** 1/hour +**Hands** 2; **Bulk** L + +### DESCRIPTION + +This highly adaptive two-handed device mimics the form and function of the latest state-of-the-art gaming console controllers. While you’re operating the combat controller, you can use any longarms and heavy weapons that have the integrated special property and are installed into your armor as though those weapons had the professional (vidgamer) weapon special property. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Comm Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Comm Unit.md new file mode 100644 index 0000000..a1e4ff9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Comm Unit.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 1 / 6 / 12 +Price: varies +tags: +Type: Technological Item +--- +# COMM UNIT + +A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price. + +Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234). +See page 430 for more about Pact Worlds communications. + +##  COMM UNIT, PERSONAL + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 7 +**Capacity** 80; **Usage** 1/hour +**Hands** 1; **Bulk** L + +--- + +##  COMM UNIT, SYSTEM-WIDE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 6; **Price** 4,000 +**Hands** —; **Bulk** 20 + +## COMM UNIT, UNLIMITED + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 12; **Price** 32,000 +**Hands** —; **Bulk** 40 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Composter Slime.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Composter Slime.md new file mode 100644 index 0000000..4439258 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Composter Slime.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 5 +Price: 2,000 +tags: +Type: Technological Item +--- +# COMPOSTER SLIME + +**Source** _Tech Revolution pg. 46_ +**Level** 5; **Price** 2000 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Marketed for the modern sustainable lifestyle, this dormant, biogenetically-engineered nanite organism is sold securely sealed within its own industrial grade plastic container. Once you unseal the package, the composter slime becomes active and requires at least 1 bulk of organic matter per week to survive. Once per week, you can feed the composter slime an object of no more than 1 bulk and whose price does not exceed 500 credits and, after 24 hours of digestion, the slime excretes dry waste pellets that function as UPBs with a market value equal to half that of the item consumed. These pellets are semi-stable, degrading into worthless powder after one month if not used to craft an object. +Composter slimes are functionally sessile. Once active, a slime lives for 20 weeks before dying of old age. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Datapad.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Datapad.md new file mode 100644 index 0000000..a8b37dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Datapad.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 2 +Price: 55 +tags: +Type: Technological Item +--- + +# DATAPAD + +**Source** _Starfinder Armory pg. 100_ +**Level** 2; **Price** 55 +**Capacity** 20; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Datapads are among the most common handheld computers and are ubiquitous in homes, manufacturing settings, and offices. Datapads require at least one hand to use. Nearly all datapads also incorporate a comm unit (which includes a microphone and speaker) along with several other functions, such as infosphere connectivity and data storage. Datapads can record simple audio and video (though not in high enough resolution to serve as proof of recorded events in most courts of law), store thousands of hours of recordings, play games, track time and set time-based alarms, act as word processors, and perform numerous other minor data processing and entertainment functions. + +All datapads have light bulk, and most are tier 1 computers with the miniaturization upgrade. Tier 2 and higher datapads are generally used only by the wealthy elites or technological sophisticates due to the additional miniaturization technology involved, but they are more powerful than many stationary computers while still fitting comfortably in one hand. Datapads can have computer modules and countermeasures installed at the usual additional costs. For example, most datapads in military or industrial use have the hardened upgrade. + +Saboteurs and spies frequently disguise eavesdropping devices or explosives as ordinary datapads, knowing that the datapads’ universal use means they won’t raise suspicion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Delectator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Delectator.md new file mode 100644 index 0000000..ede3dc3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Delectator.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 3 +Price: 1,250 +tags: +Type: Technological Item +--- + +# DELECTATOR + +**Source** _Tech Revolution pg. 46_ +**Level** 3; **Price** 1250 +**Capacity** 20; **Usage** 1/day +**Hands** —; **Bulk** — + +### DESCRIPTION + +This virtually indestructible 1-quart thermos comes in a variety of attractive designs and features patented temperature control technology. When activated, the device senses its contents’ temperature and maintains that temperature to a minimum of 10° Fahrenheit and maximum of 150° Fahrenheit. +You can expend an additional charge and activate the delectator’s secondary function as a standard action, causing it to subtly and temporarily realign molecules to change the contents’ flavor for 15 minutes or until the contents have been out of the device for one minute. While the delectator can easily cause water to taste like beer or bland oatmeal to taste like roasted meat, it struggles to emulate complex gourmet flavors. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dermal Stapler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dermal Stapler.md new file mode 100644 index 0000000..b3bc081 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dermal Stapler.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 3 +Price: 1,200 +tags: +Type: Technological Item +--- + +# DERMAL STAPLER + +**Source** _Starfinder Armory pg. 100_ +**Level** 3; **Price** 1,200 +**Capacity** 20; **Usage** 1/use +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This oblong box the length of a human hand contains several hypoallergenic staples and a mass of sticky antiseptic gel. You use the dermal stapler by pressing it onto a willing or unconscious living creature’s wound; the dermal stapler launches one of its staples into the wound to close it and slathers the staple with the antiseptic gel. You can use a dermal stapler on a willing or unconscious creature to automatically end the bleeding condition without a Medicine check. Alternatively, you can use it in conjunction with a medkit to treat deadly wounds and gain a +1 insight bonus to your Medicine check. In addition to consuming a charge with each use, a dermal stapler must synthesize new staples and gel after 20 uses, at a cost in UPBs equal to one-quarter the stapler’s price. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Detonator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Detonator.md new file mode 100644 index 0000000..1f5458d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Detonator.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 1 +Price: 150 +tags: +Type: Technological Item +--- +# DETONATOR + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 150 +**Capacity** 5; **Usage** 1/use +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This conical device primes and detonates explosives (including grenades) with a push of a button. Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. The detonator can be set to ignite its payload with the simple press of a button (no action), a four-digit command code (a move action), or a complex input method, such as scanning your retina or thumbprint (a full action). You choose the triggering method when setting the detonator. A detonator detonates its payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologies at the risk of becoming vulnerable to countermeasures like signal jammers and other effects. Explosives have the same price, effect, and weight as grenades (see page 183). If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Diagnostic Lozenge.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Diagnostic Lozenge.md new file mode 100644 index 0000000..3e706cc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Diagnostic Lozenge.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 175 +tags: +Type: Technological Item +--- + +# DIAGNOSTIC LOZENGE + +**Source** _Starfinder Armory pg. 101_ +**Level** 2; **Price** 175 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** — + +### DESCRIPTION + +This smooth, thumb-sized device activates automatically when it is inside a living creature. You can implant a diagnostic lozenge subdermally in a willing or unconscious creature with a successful DC 20 Medicine check, or a creature can choose to swallow one. An activated diagnostic lozenge steers itself into a creature’s tissue and extrudes several filaments to monitor its status, broadcasting information on a predetermined wireless frequency to a designated receiver, such as a datapad or comm unit, as long as the receiver is within 1 mile of the lozenge. The diagnostic lozenge broadcasts the creature’s direction and distance relative to the receiver, as well as any of the following conditions that are affecting the creature: dead, dying, frightened, nauseated, panicked, sickened, stable, staggered, stunned, or unconscious. A single receiver can accept information from up to six different diagnostic lozenges simultaneously. When a diagnostic lozenge runs out of charges, it breaks down into harmless components that eventually pass out of the creature’s body. Diagnostic lozenges can’t normally be safely removed once activated. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Disinegration Hoop.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Disinegration Hoop.md new file mode 100644 index 0000000..a363342 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Disinegration Hoop.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 20 +Price: 750,000 +tags: +Type: Technological Item +--- +# DISINEGRATION HOOP + +**Source** _Starfinder Armory pg. 101_ +**Level** 20; **Price** 750,000 +**Capacity** 100; **Usage** 10/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This adamantine ring is 1 foot in diameter and surrounded by coils and circuitry. When activated, the disintegration hoop completely obliterates all matter placed through the center. Creatures that place an appendage into the hoop take 4d20 electricity and fire damage as the appendage is disintegrated, and creatures small enough to fit entirely within the hoop instead take 14d20 electricity and fire damage. In either case, a creature that would be forced through the hoop can attempt a DC 14 Reflex save to avoid passing into the hoop. Appendages destroyed by the disintegration hoop can be restored only with _regenerate_ or a similarly powerful effect; creatures slain by the hoop can be restored only with _miracle_ or _wish_. Attempts at creating larger disintegration hoops have thus far been disastrous failures, although rumors persist of larger, stable disintegration hoops that use advanced technology. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Domectic Drone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Domectic Drone.md new file mode 100644 index 0000000..0be08e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Domectic Drone.md @@ -0,0 +1,70 @@ +--- +aliases: +Level: 3 / 4 / 10 +Price: varies +tags: +Type: Technological Item +--- +# DOMECTIC DRONE + +Robots are commonly used throughout the galaxy to handle repetitive tasks and make some aspects of life more convenient. Domestic drones have a rudimentary AI and only a limited ability to handle unexpected situations, making them useful for little beyond their specifically designated functions. Although the spy drone is a specialized—and in some places, illegal— version of a domestic drone, several other types of domestic drones are common in any large settlement. When activated, each acts as the indicated type of drone of a 1st-level mechanic, and you control it as if you were a 1st-level mechanic (using either an included remote control or a computer with an added control) except it can’t make any attacks and has no weapon mounts, no feats, and no ability to add drone mods beyond those mods specified in its entry. An activated domestic drone can move its speed, but it can otherwise take only the actions specified in its description or granted by its mods. Most domestic drones have a basic model and an elite model; both can understand one language (chosen at purchase), and elite models often have additional abilities and greater autonomy. Some mechanics design their personal drones to resemble ordinary domestic drones, which allows their far more adaptable (and sometimes menacing) drones to blend in. + +## DECKHAND DRONE - LEVEL 4 + +This Small drone is designed to provide basic assistance aboard a starship or other large vessel, including supplemental computation for navigation or astrogation. Most deckhand drones resemble a squat box with stubby, clawed feet that allow it to keep its orientation in zero-g. A deckhand drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and tool arm (fire extinguisher) mods instead of the stealth drone’s normal initial mods. If an activated deckhand drone is accessible to a creature attempting a Piloting check to navigate, that creature reduces the time needed to plot a course by half (generally from 10 minutes to 5 minutes). Its skill unit is Computers. A deckhand drone has 6 bulk. + +- **Elite Deckhand Drone (Level 10)**: An elite deckhand drone gains the skill subroutines (Engineering) mod and has an Intelligence score of 8 rather than 6. A deckhand drone can expend 5 charges of its battery to attempt to aid another to assist with the Engineering check to repair a starship’s hull. In addition, during starship combat, an elite deckhand drone can assist a ship’s engineer, reducing the DC of an engineer’s patch action by 5. + +## MULE DRONE - LEVEL 4 + +This Medium quadrupedal drone is designed to act as a mount and carry heavy loads, just as mules and other beasts of burden are used throughout the galaxy. Most mule drones resemble metallic quadrupeds with overlarge hooves. A mule drone acts as the combat drone of a 1st-level mechanic, except it has the riding saddle and speed mods instead of the combat drone’s normal initial mods. Any Small or smaller creature can ride your mule drone, and the mule drone can be customized to support a specific Medium creature (normally you, if you are Medium); refitting the riding saddle to accommodate a different Medium creature takes 1 day and 100 UPBs. Its skill unit is Athletics. A mule drone has 18 bulk. + +- **Elite Mule Drone (Level 10)**: An elite mule drone has the jump jets mod. In addition, as a full action, a drone can reconfigure its riding saddle to serve as a mount for any Medium or smaller creature. + +## PHYSICIAN DRONE - LEVEL 4 + +This Small drone is designed to provide basic medical services and nursing. Resembling a mechanical spider with four gripping feet and four arms tipped with syringes, antiseptic applicators, and biogel dispensers, a physician drone usually perches above its patient’s bed and provides assistance from above. A physician drone acts as the stealth drone of a 1st-level mechanic, except it has the climbing claws and manipulator arms mods instead of the stealth drone’s normal initial mods, and it treats Medicine as a class skill in which it has a single rank. Its skill unit is Acrobatics, and it has an Intelligence of 8 rather than 6. A physician drone has 6 bulk. + +- **Elite Physician Drone (Level 10)**: An elite physician drone also has the medical subroutine mod, allowing it to provide emergency medical treatment. + +## PORTER DRONE - LEVEL 4 + +This sturdy Medium drone is designed to haul loads and assist with laborious tasks. Most porter drones resemble stout humanoids with large treaded wheels at the ends of two thick legs and a smooth faceplate with two optical sensors as their only facial features. A porter drone acts as the combat drone of a 1st-level mechanic, except it has the cargo rack and manipulator arms mods instead of the combat drone’s normal initial mods. Its skill unit is Perception. A porter drone has 20 bulk. + +- **Elite Porter Drone (Level 10)**: An elite porter drone has the resistance mod, providing it resistance 10 to an energy type of your choice when you purchase it. This choice is usually dependent upon the environment in which the drone is intended to function, such as resistance to fire for a porter drone working in a foundry. + +## VALET DRONE - LEVEL 4 + +This Small drone is designed to aid in clothing selection, grooming, and light personal administrative tasks. A valet drone can speak the language it understands, though most valet drones are poor conversationalists and speak only to remind you of social obligations. A valet drone acts as the stealth drone of a 1st-level mechanic, except it has the manipulator arms mod and tool arm mod (containing an integrated hygiene kit and oversized mirror) instead of the stealth drone’s normal initial mods. Its skill unit is Perception. A valet drone has 6 bulk. + +- **Elite Valet Drone (Level 10)**: An elite valet drone treats Culture as a class skill in which it has a single rank, it can attempt Culture checks to recall knowledge, and it has an Intelligence of 8 rather than 6. Elite valet drones tend to be chatty, and they can spend 10 minutes to adjust your fashion and appearance as necessary for a specific social situation, granting a +2 insight bonus to Diplomacy checks to change a creature’s attitude in that situation. + + + +##  DOMESTIC DRONE, BASIC + +**Source** _Starfinder Armory pg. 101_ +**Level** 4; **Price** 2,000 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** Varies + +--- + +## DOMESTIC DRONE, CAROUSING + +**Source** _Tech Revolution pg. 47_ +**Level** 3; **Price** 2000 +**Capacity** 40; **Usage** 1/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This drone boasts numerous features for partygoers on the move. Its reinforced compartment can carry up to 10 Bulk of items (which increase its own bulk by the same amount). In addition, it sports several customizable features including lighting (increasing the light level by 1 step in a 10-foot radius) and a music player with speakers. When you purchase the drone, you receive a control module for your comm unit, with which you can adjust temperature settings, control movement, and customize features. +The carousing drone has two modes, mobile and stationary. While mobile, the drone has a land speed of 15 feet. In stationary form, it can serve as a table or provide seating for up to 2 Medium creatures. If you use the carousing downtime activity (Character Operations Manual 151) with a carousing drone, you gain a +2 bonus to the Fortitude check required by that activity. + +##  DOMESTIC DRONE, ELITE + +**Source** _Starfinder Armory pg. 101_ +**Level** 10; **Price** 18,000 +**Capacity** 100; **Usage** 1/hour +**Hands** —; **Bulk** Varies \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Gauntlet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Gauntlet.md new file mode 100644 index 0000000..cc15987 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Gauntlet.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 20 +Price: 850,000 +tags: +Type: Technological Item +--- +# DRIFT GAUNTLET + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +**Source** _Tech Revolution pg. 65_ +**Level** 20; **Price** 850000 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Ancient relics with connections to the Drift appear from time to time, though it’s unknown if this means the Drift is very old, or if these devices were once connected to some other demiplane that no longer exists. A Drift gauntlet is a six-fingered glove of articulated adamantine plates with four knuckles on each finger, readily wearable on any hand-like appendage, regardless of handedness. When you put on a Drift gauntlet, your hand painlessly transforms to fit its interior, giving you six four-knuckled fingers until the next time you take an 8-hour rest, when your hand regains its normal configuration. A creature must put on a Drift gauntlet willingly; it simply doesn’t fit over the hand of an unwilling creature. +The Drift gauntlet can’t enter the Drift; if you’re on a starship that engages its Drift engine while you’re wearing it, you and the gauntlet get left behind. Once per day, you can grasp a creature or object with the Drift gauntlet and force it into the Drift. A creature can avoid this fate with a successful Will save (DC = 20 + your key ability score modifier); otherwise, it’s cast into the Drift and must find its own means of escape. An unattended object you grasp is automatically forced into the Drift as long as it fits within a 10-foot cube. If you use this ability on a starship’s Drift en \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Glass Goggles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Glass Goggles.md new file mode 100644 index 0000000..c4f6fd6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Glass Goggles.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 8 +Price: 9,100 +tags: +Type: Technological Item +--- +# DRIFT GLASS GOGGLES + +**Source** _Drift Crisis pg. 53_ +**Level** 8; **Price** 9100 +**Capacity** 20; **Usage** 1/minute +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Drift glass is a pinkish-brown crystalline substance harvested from areas where Drift architects have worked. They crumble to dust with any attempt to shape them, so they’re awkwardly mounted whole in bulky goggles. While wearing Drift glass goggles, you have a –4 penalty to any vision-based skill or attack roll, but can see as if under the effects of a see invisibility spell. They also allow you to determine whether a creature normally visible to you is incorporeal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Harness.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Harness.md new file mode 100644 index 0000000..2faba45 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Drift Harness.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 14 +Price: 85,000 +tags: +Type: Technological Item +--- + +# DRIFT HARNESS + +**Source** _Drift Crisis pg. 53_ +**Level** 14; **Price** 85000 +**Capacity** 100; **Usage** 5/use +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +Extreme miniaturization of Drift engine technology has resulted in this backpack with an extensive web of flexible plastic field emitters. Multiple tape-like extensions wrap along every limb, even fingers, antennae, tails, or similar appendages. Due to the complexity, a Drift harness takes 1 minute to put on. You can’t wear a Drift harness while wearing any armor or any other item that prevents wearing armor. +As a full action, you can activate the Drift harness, permanently consuming a fully charged ultra-capacity battery. You enter the Drift until the beginning of your next turn, at which point you reappear in the same location. If that space is occupied when you return, you appear in the next closest unoccupied space at random. You can’t bring any other creatures with you into the Drift this way, and multiple people using Drift harnesses simultaneously won’t be anywhere near each other in the Drift during this time. You can’t enter the Drift encumbered or overburdened, and the Drift harness will leave behind items you’re carrying or wearing (besides itself) from bulkiest to lightest until you’re no longer encumbered or overburdened. Until the beginning of your next turn, you’re alone, floating freely in the Drift. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dusk Shades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dusk Shades.md new file mode 100644 index 0000000..5acc744 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Dusk Shades.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 4 +Price: 2,100 +tags: +Type: Technological Item +--- + +# DUSK SHADES + +**Source** _Tech Revolution pg. 47_ +**Level** 4; **Price** 2100 +**Hands** —; **Bulk** — + +### DESCRIPTION + +These dark, stylish goggles are made to protect sensitive eyes from bright light and are a popular fashion accessory favored by Apostae’s upper echelons. While wearing these goggles, you are immune to the dazzled condition and protected from any effects normally caused by light sensitivity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Echo Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Echo Gloves.md new file mode 100644 index 0000000..3c06724 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Echo Gloves.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Technological Item +--- + +# ECHO GLOVES + +**Source** _Drift Crisis pg. 79_ +**Level** 4; **Price** 2000 +**Capacity** 20; **Usage** 10 +**Hands** —; **Bulk** L + +### DESCRIPTION + +These rugged gloves have thick, sensor-laden pads along the palms. When placed against a 10-foot surface (such as a floor or section of wall) and activated as a standard action, the gloves emit a sharp, seismic pulse, analyzes the rebounding waves, and publishes its analysis to a designated comm unit within 30 feet. The readout conveys the thickness of the analyzed 10-footsquare surface (to a maximum thickness of 5 feet), which might help identify weak points or hidden passages. It also grants you a +2 circumstance bonus to Engineering to assess stability and Perception checks to find hidden features in the surface. The pulse created is virtually imperceptible, though it’s easily sensed by creatures that can sense the affected surface with blindsense (vibration) or blindsight (vibration). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Electroviscous Cloak.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Electroviscous Cloak.md new file mode 100644 index 0000000..3e01ead --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Electroviscous Cloak.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 6 +Price: 4,000 +tags: +Type: Technological Item +--- +# ELECTROVISCOUS CLOAK + + +**Source** _Starfinder Armory pg. 102_ +**Level** 6; **Price** 4,000 +**Capacity** 40; **Usage** 1/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +This thin cloak is infused with conductive wiring and a polymer that changes states when charged with a specially modulated current. When you activate the cloak as a move action, its exterior becomes a frictionless gel, granting you a +2 circumstance bonus to your AC against grapple combat maneuvers and to Acrobatics checks to escape from a grapple or pin. In addition, when squeezing, you do not gain the entangled condition, though you still move at half speed and can’t run or charge. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Beacon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Beacon.md new file mode 100644 index 0000000..94c2885 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Beacon.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 100 +tags: +Type: Technological Item +--- + +# EMERGENCY BEACON + +**Source** _Starfinder Armory pg. 106_ +**Level** 1; **Price** 100 +**Capacity** 20; **Usage** Varies +**Hands** —; **Bulk** L + +### DESCRIPTION + +When activated, this small, pod-shaped device emits a bright red flash from a dome on its top once every 6 seconds, using 1 charge per day. The emergency beacon also transmits its location. Any device capable of receiving signals of any sort can pick up an emergency beacon’s signal, which can then be tracked back to the source with a successful DC 15 Engineering or Survival check. An emergency beacon’s transmissions have a range of 100 miles over flat terrain, but this range is halved in forests or hills and quartered in mountainous terrain and underwater. Alternatively, an emergency beacon can be hooked up to a starship or vehicle’s communications system, in which case its usage increases to 1 charge per hour and its range matches that of the communications array of the vehicle or starship. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Raft.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Raft.md new file mode 100644 index 0000000..ace9a15 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emergency Raft.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 1 / 10 +Price: varies +tags: +Type: Technological Item +--- + +# EMERGENCY RAFT + +Emergency rafts are stored in compressed cylinders with large fans that can inflate the rafts in mere moments. + +##  EMERGENCY RAFT, HOVERCRAFT + +**Source** _Starfinder Armory pg. 106_ +**Level** 10; **Price** 17,800 +**Capacity** 40; **Usage** Varies +**Hands** —; **Bulk** 4 + +### DESCRIPTION + +This emergency hovercraft is more luxurious and capable than its basic counterpart, and it is 2 feet wide and 4 feet long in its compact form. When activated, it unfolds into a hover pod, except that it has 40 Hit Points, is broken when reduced to or below 20 Hit Points, provides no bonus to Piloting checks, and has no autocontrol system. As a move action, you can return the hovercraft to its portable shape at the touch of a button, as long as no objects or creatures remain inside. An emergency hovercraft consumes 2 charges when you activate or collapse it, and it consumes 1 charge for every 10 minutes (or fraction thereof) its engines are in operation. You can power down its engines so that it doesn’t consume charges; like a basic emergency raft, it comes with four oars for rowing. + +--- + +##  EMERGENCY RAFT, BASIC + +**Source** _Starfinder Armory pg. 106_ +**Level** 1; **Price** 350 +**Capacity** 20; **Usage** 1/use +**Hands** —; **Bulk** 3 + +### DESCRIPTION + +This emergency raft is stored as a brightred plastic cylinder, 6 inches wide and 2 feet long. When activated, it rapidly inflates into a plastic boat that measures 10 feet long, 4 feet wide, and 2 feet deep. It can hold four Medium creatures. The raft comes with four collapsible plastic oars to row with. As a move action, you can return the raft to its portable shape by pressing a button, as long as no objects or creatures remain inside. An emergency raft consumes 1 charge when you activate or collapse it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotion Regulator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotion Regulator.md new file mode 100644 index 0000000..7aa2bb6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotion Regulator.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 / 12 +Price: varies +tags: +Type: Technological Item +--- +# EMOTION REGULATOR + +This small device is often worn strapped to the back of the neck or attached to a helmet. When activated, an emotion regulator sends out regular neurological pulses, reigning in extreme emotions. + +##  EMOTION REGULATOR, ADVANCED + +**Source** _Starfinder Armory pg. 103_ +**Level** 12; **Price** 37,000 +**Capacity** 100; **Usage** 1/10 minutes +**Hands** —; **Bulk** L + +### DESCRIPTION + +An advanced emotion regulator is more effective at suppressing a broader range of extreme emotions, granting you a +2 insight bonus to saves against emotion, fear, mind-affecting, and pain effects. In addition, you are undetectable to blindsense (emotion) and blindsight (emotion). An advanced emotion regulator does not impart penalties. + +--- + +##  EMOTION REGULATOR, BASIC + +**Source** _Starfinder Armory pg. 103_ +**Level** 2; **Price** 800 +**Capacity** 20; **Usage** 1/10 minutes +**Hands** —; **Bulk** L + +### DESCRIPTION + +A basic emotion regulator grants you a +2 insight bonus to saves against emotion and fear effects, but your dulled reactions to danger impart a –2 penalty to your initiative checks and Reflex saving throws. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotiquest.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotiquest.md new file mode 100644 index 0000000..40b3c11 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Emotiquest.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 50 +tags: +Type: Technological Item +--- +# EMOTIQUEST + + +**Source** _Tech Revolution pg. 47_ +**Level** 4; **Price** 50 +**Capacity** 20; **Usage** 1/day +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A classic favorite of many telepathic species, this pair of handheld vidgame controllers allows two opponents to play a game by telepathically broadcasting commands. Emotiquest has two modes, competitive and cooperative. In both game modes, the players’ emotional states determine their abilities in the game, and the intensity of feeling enhances those abilities. In a competitive game, players make opposed Charisma checks to determine a winner. Cooperative games incorporate detailed narratives and stunning visuals, and a single playthrough can last for hours or days depending on the players’ wishes. The game system includes optional hardware that allows creatures without telepathy to play. If you have an emotiquest and one person to play with, you can take the lounge downtime activity even if you lack otherwise comfortable surroundings. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Empathy Engine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Empathy Engine.md new file mode 100644 index 0000000..d162624 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Empathy Engine.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 6 +Price: 3,750 +tags: +Type: Technological Item +--- +# EMPATHY ENGINE + + +**Source** _Tech Revolution pg. 48_ +**Level** 6; **Price** 3750 +**Capacity** 20; **Usage** 2/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +This circlet of fine silver wire fits snugly over the cranium, connecting to twin electrodes that adhere painlessly to the temples. This technology first gained popularity with some psychically resistant lashuntas on Castrovel, then spread throughout the Pact Worlds as non-telepathic species adopted it. When worn, this device provides you with a rudimentary form of telepathy. You can’t communicate through the empathy engine using language, but you can share emotions, images, and simplistic concepts with creatures within 30 feet of you. Examples of concepts the device can communicate include “danger,” “help,” and “I won’t hurt you.” Creatures must share a language with you to communicate this way. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Engineer_s Puzzle Box.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Engineer_s Puzzle Box.md new file mode 100644 index 0000000..8f430e2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Engineer_s Puzzle Box.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 3 +Price: 1,500 +tags: +Type: Technological Item +--- +# ENGINEER'S PUZZLE BOX + + +**Source** _Starfinder Armory pg. 103_ +**Level** 3; **Price** 1,500 +**Capacity** 20; **Usage** 1/hour +**Hands** 2; **Bulk** 1 + +### DESCRIPTION + +This small box is covered with various circuits, electronic locks, gears, and other mechanisms that you must unlock or bypass in order to reach the box’s hollow center. The mechanisms shift and rearrange automatically, allowing for a multitude of combinations to keep the box from opening. Once unlocked, the box resets itself and reorders the mechanisms, starting the process over. Using an engineer’s puzzle box to improve your skills requires 1 hour and a DC 25 Engineering check. If you succeed at the check, you reduce the time required to disable devices using the Engineering skill by 2 rounds (to a minimum of 1 round). This bonus lasts for 24 hours. You can benefit from only one engineer’s puzzle box at a time. + +Some engineering organizations and mechanics’ societies are known to put prizes or certificates in the center of an engineer’s puzzle box as a final test for applicants. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Entanglement Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Entanglement Boots.md new file mode 100644 index 0000000..3fb35ed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Entanglement Boots.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 15 +Price: 110,000 +tags: +Type: Technological Item +--- +# ENTANGLEMENT BOOTS + + +**Source** _Alien Archive 3 pg. 81_ +**Level** 15; **Price** 110,000 +**Usage** 2/use +**Hands** —; **Bulk** — + +### DESCRIPTION + +Entanglement badges are crafted in pairs and link those who wear them at a quantum level. An entanglement badge can be activated or deactivated as a move action, and both badges must be worn and activated to function properly. In addition, the wearers of the two badges must be within 200 feet of each other to use them. When the wearer of the linked badge takes damage, you can, as a reaction, reduce the amount of damage they take by half, taking that amount of damage yourself; you can’t reduce this damage in any way. Once per day as a reaction, you can use the result of the linked badge’s wearer’s saving throw for an effect that affects you both instead of your own. + +Each entanglement badge uses a battery, and each hour of use consumes 2 charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Enviro Mask.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Enviro Mask.md new file mode 100644 index 0000000..bea3065 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Enviro Mask.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Technological Item +--- + +# ENVIRO MASK + +**Source** _Drift Crisis pg. 53_ +**Level** 1; **Price** 75 +**Hands** —; **Bulk** L + +### DESCRIPTION + +This single-use clear mask, configurable to a wide range of species, can be found in safety kits throughout the galaxy. Whether it burns specialized salts or employs canisters of compressed gas, an enviro mask protects you from suffocation and inhaled hazards for 1 hour. It doesn’t protect from other effects of vacuum or decompression, and it grants no benefit after 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Environmental Field Collar.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Environmental Field Collar.md new file mode 100644 index 0000000..f1ea758 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Environmental Field Collar.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 1 +Price: varies +tags: +Type: Technological Item +--- + +# ENVIRONMENTAL FIELD COLLAR + +Environmental field collars, or EF collars, are a common form of protection for creature companions that accompany their owners into dangerous situations. These simple bands, often affixed to a neck or limb, automatically activate in hazardous environs, generating an environmental field around a creature companion of a particular size. This field provides the same environmental protections as a suit of armor (Core Rulebook 196), except that the duration of these protections is based on the collar’s battery usage rather than its item level. As a full action, you can affix an EF collar to (or remove one from) an adjacent creature companion, either yours or a willing or unconscious ally’s. While worn, the bulk of the collar does not count as bulk carried. + +##  ENVIRONMENTAL FIELD COLLAR, HUGE OR LARGER + +**Source** _Alien Archive 3 pg. 147_ +**Level** 1; **Price** 300 +**Capacity** 10; **Usage** 1/day +**Hands** —; **Bulk** 3 + +--- + +##  ENVIRONMENTAL FIELD COLLAR, LARGE + +**Source** _Alien Archive 3 pg. 147_ +**Level** 1; **Price** 75 +**Capacity** 10; **Usage** 1/day +**Hands** —; **Bulk** 1 + +##  ENVIRONMENTAL FIELD COLLAR, MEDIUM + +**Source** _Alien Archive 3 pg. 147_ +**Level** 1; **Price** 25 +**Capacity** 10; **Usage** 1/day +**Hands** —; **Bulk** L + +##  ENVIRONMENTAL FIELD COLLAR, SMALL OR SMALLER + +**Source** _Alien Archive 3 pg. 147_ +**Level** 1; **Price** 10 +**Capacity** 10; **Usage** 1/day +**Hands** —; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Envoy_s Mouthpiece.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Envoy_s Mouthpiece.md new file mode 100644 index 0000000..78bbc46 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Envoy_s Mouthpiece.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 8 +Price: 9,000 +tags: +Type: Technological Item +--- +# ENVOY'S MOUTHPIECE + + +**Source** _Starfinder Armory pg. 103_ +**Level** 8; **Price** 9,000 +**Capacity** 20; **Usage** 2/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +Popularized by successful lashunta diplomats, an envoy’s mouthpiece is an elegant circlet with slender arms that reach down along the jaw. Two thin earpieces extend from the band to slip unobtrusively into your ears once the mouthpiece is donned. When created, an envoy’s mouthpiece is encoded with one specific language. Whenever the language is spoken within 30 feet of you, the mouthpiece translates that language into Common. In addition, any words you speak in Common are transformed by the mouthpiece into the encoded language, allowing conversation to take place between you and speakers of the encoded language. An envoy’s mouthpiece cannot be used to translate languages other than the one it has been programmed to translate, although devices that translate into languages other than Common do exist. An envoy’s mouthpiece automatically records any words it translates, allowing anything translated through the device to be replayed through its earpiece at the touch of a button located on the lower right side. Up to 10 continuous hours can be recorded in this manner. Holding the button down for a full round erases any currently stored conversation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Evenfire Unit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Evenfire Unit.md new file mode 100644 index 0000000..282058c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Evenfire Unit.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 2 +Price: 550 +tags: +Type: Technological Item +--- + +# EVENFIRE UNIT + +**Source** _Starfinder Armory pg. 103_ +**Level** 2; **Price** 550 +**Capacity** 20; **Usage** 2/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +Crafted of chemicals found on sweltering jungle worlds, this dull-brown cylindrical unit is no larger than a datapad. When an evenfire unit is activated, an electric current causes the chemicals to emit steady heat, but not light, within a 30-foot radius. Over 1 minute, the temperature of this area increases by 60° F, to a maximum of 80° F. The effects of multiple active evenfire units do not stack. This heat dissipates once the unit is shut off. An evenfire’s heat is consistent throughout the area and is no hotter closer to the unit than at the edge of its area of effect. Anyone in the heated area gains a +2 circumstance bonus to Fortitude saves against environmental cold dangers. In moderate or strong winds, an evenfire’s temperature increase is reduced to 30° F, and the circumstance bonus to Fortitude saves is reduced to +1. + +In severe or stronger winds, an evenfire unit provides no temperature increase or save bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Explosion Inhibitor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Explosion Inhibitor.md new file mode 100644 index 0000000..a26d359 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Explosion Inhibitor.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 14 +Price: 75,000 +tags: +Type: Technological Item +--- +# EXPLOSION INHIBITOR + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + + +**Source** _Tech Revolution pg. 65_ +**Level** 14; **Price** 75000 +**Capacity** 10; **Usage** 1/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This 8-inch bronze ovoid has a single round button on its wide end. Activating the device is a swift action. For 1 round, the skin of the ovoid heaves and roils in waves that seem to be constantly falling in toward the ovoid and never rising out of it, yet the ovoid remains the same size. When an explosion or a weapon with the explode special property detonates within 30 feet of the explosion inhibitor, its explosion radius is halved (rounded down to the nearest increment of 5 feet, minimum radius of 5 feet). An explosion inhibitor can’t be harmed by explosives or weapons with the explode special property, regardless of the type of damage the explosion deals. An explosion inhibitor’s internal battery can’t be recharged by ordinary means, but when it’s within an explosion that deals at least 50 damage, it regains 1d6 charges, to a maximum of 10. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Extreme Hoverskates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Extreme Hoverskates.md new file mode 100644 index 0000000..21c4756 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Extreme Hoverskates.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: +Price: +tags: +Type: Technological Item +--- +# EXTREME HOVERSKATES + +**Source** _Ports of Call pg. 63_ +**Level** 13; **Price** 46000 +**Capacity** 40; **Usage** 4/10 minutes +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Extreme hoverskates are for advanced enthusiasts of the sport, allowing for more intense maneuvers. They function identically to hoverskates (Starfinder Armory 104), suspending you approximately 1 inch off the ground when worn and activated. However, when you overcharge your extreme hoverskates, the bonus increase to your speed is 30 feet (instead of 20 feet), and you gain a +2 circumstance bonus to Acrobatics checks to balance and Athletics checks to jump during that move action; this stacks with the bonus granted to your Athletics check for your increase in speed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fashion Infosite Subscription.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fashion Infosite Subscription.md new file mode 100644 index 0000000..a914178 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fashion Infosite Subscription.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 2 +Price: 450 +tags: +Type: Technological Item +--- + +# FASHION INFOSITE SUBSCRIPTION + +**Source** _Tech Revolution pg. 48_ +**Level** 2; **Price** 450 +**Hands** —; **Bulk** — + +### DESCRIPTION + +Many infosphere fashion sites thrive in the Pact Worlds and are constantly updated by designers with the latest curated collections, and offer subscriptions to ensure their followers are always up-to-date. Each subscription is associated with a specific organization or subculture, such as the Stewards, Pact Worlds dance clubs, or Veskarium corporate culture. The subscription takes form of physical chip you can add to a tier-0 or higher computer (such as a comm unit). As long as you check it briefly each day, you gain a +4 bonus to Culture checks made to recall knowledge related to the associated group’s apparel and fashion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Feelings Lockbox.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Feelings Lockbox.md new file mode 100644 index 0000000..21e6f8e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Feelings Lockbox.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 11 +Price: 24,000 +tags: +Type: Technological Item +--- +# FEELINGS LOCKBOX + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + + +**Source** _Tech Revolution pg. 65_ +**Level** 11; **Price** 24000 +**Hands** —; **Bulk** L + +### DESCRIPTION + +This lacquered box has no hinges or lid; instead, a clear window displays its empty interior, next to which is a toggle switch marked “unlock” and “lock.” Despite these labels, the box doesn’t open. The toggle is difficult to move, so switching it is a standard action. When you switch the toggle to “lock,” you can spend 1 Resolve Point to draw your emotions into the box, causing a ghostly image of your face to swirl within it. You experience virtually no emotion while your feelings are locked within; you can’t benefit from morale bonuses, and you roll twice for saving throws against emotion, fear, mind-affecting, and pain effects, taking the higher result. If the higher result succeeds but the lower result fails, your image in the box visibly displays the effect, such as grimacing in pain, and the box gains an Emotion Point. You can’t be detected by blindsight (emotion) or blindsense (emotion) while your emotions are in the feelings lockbox, but the box is detectable. +When the switch is flipped to “unlock,” you immediately recover your emotions in a powerful rush, no matter your distance from the box or even if the box is on another plane. The switch flips back on its own after 24 hours, or as soon as the box gains 4 Emotion Points. Unlocking your emotions resets the box’s Emotion Points to 0 and gives you a penalty to your Will saving throws equal to the number of Emotion Points that were in the box. Every 24 hours, this penalty is reduced by 1, although powerful effects such as miracle, psychic surgery, and wish can eliminate the penalty prematurely. While you have this penalty, you can’t activate a feelings lockbox. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fire Extuingisher.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fire Extuingisher.md new file mode 100644 index 0000000..8a862b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fire Extuingisher.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 15 +tags: +Type: Technological Item +--- +# FIRE EXTUINGISHER + + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 15 +**Capacity** 20; **Usage** 1/round +**Hands** 1; **Bulk** L + +### DESCRIPTION + +As a standard action, you can deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fitting Jacket.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fitting Jacket.md new file mode 100644 index 0000000..a1b20a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Fitting Jacket.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 7 +Price: 7,000 +tags: +Type: Technological Item +--- + +# FITTING JACKET + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + + +**Source** _Tech Revolution pg. 66_ +**Level** 7; **Price** 7000 +**Hands** —; **Bulk** L + +### DESCRIPTION + +This ordinary gray suit jacket automatically tailors itself to fit your body, but it can’t be worn with heavy or powered armor. It contains miniscule pheromone emitters and holo-psychic transmitters to help you fit in as an ordinary member of any fairly large organization where the members don’t all know one another well, like a mercenary company or employees in a corporate office. Generally, any organization with at least 50 members qualifies, but the GM makes the final decision. When you spend at least a minute interacting with an organization member, you can attempt a DC 25 Culture check. On a success, you learn enough for the fitting jacket to attune its emissions to that organization. Rank-and-file members of the organization have a starting attitude of indifferent toward you; to them, you appear to be wearing the appropriate uniform, have the appropriate credentials, and so on, even though you can’t detect those details. The jacket can’t make you appear as any specific individual, but you gain a +10 circumstance bonus to Disguise checks to appear as a member of the chosen organization. If you fail the Culture check, the jacket can’t attune to that organization for 24 hours. +A fitting jacket can only be attuned to one organization at a time. Successfully attuning it to a new organization causes it to lose its attunement to the prior organization. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flash Shield Generator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flash Shield Generator.md new file mode 100644 index 0000000..b174867 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flash Shield Generator.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 12 +Price: 32,000 +tags: +Type: Technological Item +--- + +# FLASH SHIELD GENERATOR + +**Source** _Starfinder Armory pg. 103_ +**Level** 12; **Price** 32,000 +**Capacity** 100; **Usage** 10/use +**Hands** 1; **Bulk** 1 + +### DESCRIPTION + +This scepter-like device coalesces atmosphere into a crystalline sheet. When you activate a flash shield generator, you select one edge of a square within 10 feet of you and create a 5-footsquare vertical sheet of translucent crystal on that edge, providing partial cover against attacks coming from one side of the sheet (your choice). The flash shield must be supported by the ground or another structure when it is created, and it can’t support any weight. You can make the flash shield cloudy when you create it, which causes it to block line of sight. The flash shield is delicate and easy to break; it has an AC of 10, hardness 0, and 10 Hit Points. A flash shield disintegrates on its own after 24 hours. If you create a new flash shield within 100 feet of an existing shield, the old shield disappears, its material evaporated and transformed to create the new shield. A flash shield generator does not function where there is no atmosphere. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flushbuster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flushbuster.md new file mode 100644 index 0000000..5b77904 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Flushbuster.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 8 +Price: 1,300 +tags: [16:] +Type: Technological Item +--- + +# FLUSHBUSTER + +**Source** _Tech Revolution pg. 48_, _Starfinder The Blind City pg. 47_ +**Level** 8; **Price** 1300 +**Hands** —; **Bulk** L + +### DESCRIPTION + +A flushbuster is a palm-sized, malleable, one-use satchel charge designed to travel easily through any water-propagated waste-removal system (such as the flushing toilet found on many planets with standard gravity and aboard some starships). It resembles a vacuum-sealed plastic bag divided into two pouches, one containing a substance that looks like purple clay, and the other containing a substance that resembles green gelatin. The bag itself is made of a time-release polymer that disintegrates after 1d4 minutes of immersion in water, allowing the two volatile substances to mix into a composite explosive that immediately detonates. Once the bag disintegrates, the mixture of the composite explosive and water generates a massive pressurized explosion that overloads the pipe system, causing any toilet or latrine within 100 feet of the device and connected to it via pipe to explode violently. Each creature or object within a 10-foot radius of any exploding toilet takes 4d6 bludgeoning damage (Reflex DC 12 half) and watery sewage begins flooding into the room (filling a 15-foot-by-15-foot room with 1 foot of water per round). A creature that begins its turn within this sewage must succeed at a DC 12 Fortitude save or gain the sickened condition for 1 minute. Any creature adjacent to an exploded toilet can spend a full action to attempt a DC 20 Engineering check to stop the flooding in that specific room. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grappler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grappler.md new file mode 100644 index 0000000..4aa220a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grappler.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Price: 700 +tags: +Type: Technological Item +--- + +# GRAPPLER + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 2; **Price** 700 +**Capacity** 20; **Usage** 1/minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +A grappler is a high-tech anchoring device that can be attached to a cable line as a move action. The cable line can instead be threaded through the grappler, which takes 1 minute but adds the cable line’s hardness and HP to the hardness and HP of the grappler (and vice versa). A grappler has clamps that can slide from its base along a cable line attached to it, allowing it to be climbed as easily as a knotted rope (see Athletics on page 136). + +You can attach a grappler through which a cable line is threaded to an immobile object that’s at least 5 feet in width with a ranged attack against AC 5. If the grappler is fired at a moving object or a smaller object, you must hit that object’s KAC + 8 to attach the grappler to the object. After it’s attached, the grappler remains anchored until either you give a release command as a move action, the grappler is pried free with an Athletics check equal to the attack roll you made to attach it, or the grappler is destroyed. If a cable line attached to or threaded through a grappler is destroyed but the grappler itself was not damaged, the cable line is destroyed, but the grappler is unharmed. In this case, the grappler loses the excess hardness and HP that a threaded cable line added to it. + +You can also target a creature with the grappler. This is resolved as a grapple combat maneuver, but a creature struck with the grappler can still use its hands, and its movement is only restricted to remain within range of the length of the grappler’s cable. In addition to the normal rules for escaping a grapple, the target can pry itself loose with a successful Athletics check (DC equal to your attack roll to grapple the target). Or, it can perform a sunder combat maneuver (see page 246) against the grappler. Even if the combat maneuver doesn’t destroy the attached cable, the creature escapes the grapple. + +A grappler can be thrown as a grenade or set over the muzzle of a ranged weapon that targets KAC, in which case it has half the normal range increment of the weapon, and you use any weapon proficiency and bonuses to attack you have with that weapon. A grappler can be reused. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grenade Scrambler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grenade Scrambler.md new file mode 100644 index 0000000..0dc7a97 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grenade Scrambler.md @@ -0,0 +1,79 @@ +--- +aliases: +Level: 1 / 4 / 8 / 12 / 16 / 20 +Price: varies +tags: +Type: Technological Item +--- + +# GRENADE SCRAMBLER + +When activated as a move action, this unit emits a wireless signal that interferes with the detonation sequence of grenades within 30 feet. Grenades that would successfully land at an intersection in the area have a 50% chance to miss, and any grenade that targets an intersection in the area and misses lands 1d6 squares away (instead of 1d4). A grenade scrambler affects only grenades whose item level is equal to or lower than its own level. If an affected grenade’s level is at least 5 levels lower than the grenade scrambler’s, it automatically misses. + +##  GRENADE SCRAMBLER, MK 1 + +**Source** _Starfinder Armory pg. 106_ +**Level** 1; **Price** 250 +**Capacity** 20; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 1 or lower. + +--- + +##  GRENADE SCRAMBLER, MK 2 + +**Source** _Starfinder Armory pg. 106_ +**Level** 4; **Price** 2,100 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 4 or lower. + +##  GRENADE SCRAMBLER, MK 3 + +**Source** _Starfinder Armory pg. 106_ +**Level** 8; **Price** 9,300 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 8 or lower. Affected grenades with an item level of 3 or lower automatically miss. + +##  GRENADE SCRAMBLER, MK 4 + +**Source** _Starfinder Armory pg. 106_ +**Level** 12; **Price** 35,000 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 12 or lower. Affected grenades with an item level of 7 or lower automatically miss. + +##  GRENADE SCRAMBLER, MK 5 + +**Source** _Starfinder Armory pg. 106_ +**Level** 16; **Price** 165,000 +**Capacity** 100; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 16 or lower. Affected grenades with an item level of 11 or lower automatically miss. + +##  GRENADE SCRAMBLER, MK 6 + +**Source** _Starfinder Armory pg. 106_ +**Level** 20; **Price** 815,000 +**Capacity** 100; **Usage** 5/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Affects grenades with an item level of 20 or lower. Affected grenades with an item level of 15 or lower automatically miss. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grounding Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grounding Boots.md new file mode 100644 index 0000000..67dc083 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Grounding Boots.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 15 +Price: 105,000 +tags: +Type: Technological Item +--- + +# GROUNDING BOOTS + +**Source** _Starfinder Armory pg. 103_ +**Level** 15; **Price** 105,000 +**Capacity** 100; **Usage** 1/minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +When activated, these heavy boots create an electromagnetic field around you that disperses electrical current into the ground. You gain electricity resistance 15, and as long as you are standing on any surface larger than you are, creatures adjacent to you gain electricity resistance 5. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Habitat Box.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Habitat Box.md new file mode 100644 index 0000000..71e02bf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Habitat Box.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 375 +tags: +Type: Technological Item +--- +# HABITAT BOX + + +**Source** _Starfinder Armory pg. 107_ +**Level** 1; **Price** 375 +**Capacity** 20; **Usage** 1/day +**Hands** —; **Bulk** 4 + +### DESCRIPTION + +A habitat box is a powered container used to store small creatures or plant samples. Habitat boxes are typically used by explorers and naturalists to preserve samples, but couriers and smugglers also find them useful. The box has an adjustable temperature and humidity to keep the interior at a consistent environment, and food and water dispensers can sustain creatures stored within for as long as the box has power. The standard habitat box is a cube 2 feet square, although interior dividers allow you subdivide the box into several smaller compartments, each with their own isolated environment. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hardlight Netting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hardlight Netting.md new file mode 100644 index 0000000..c70bbfb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hardlight Netting.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 3 +Price: 1,275 +tags: +Type: Technological Item +--- + +# HARDLIGHT NETTING + +**Source** _Galaxy Exploration Manual pg. 128_ +**Level** 3; **Price** 1275 +**Capacity** 20; **Usage** 2/hour +**Hands** 2; **Bulk** 2 + +### DESCRIPTION + +Popular with survivalists and trappers, hardlight netting resembles regular fiber nets except for the metal beads woven into each intersection. These beads are actually small hardlight generators that activate in response to solids attempting to pass through the net’s gaps, allowing liquid and air to circulate normally. With their flexibility and long battery life, each 10-foot-by-10-foot net is suitable for a variety of uses, from fishing to making pest-proof shelters. Each net has two settings; the first allows Fine creatures and objects to pass through, while the second blocks even these solids. On this second setting, the netting’s hardlight fields can’t block microscopic agents such as microbes and nanites. Using active hardlight netting grants a +2 circumstance bonus to Survival checks made to endure severe weather or live off the land. If used along with the downtime activity to build shelter (Character Operations Manual 150), reduce the DC of the Survival check by 5. +The netting can be used as an improvised nyfiber net (Core Rulebook 189) whose effective item level is 1 for the purpose of creatures escaping. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holographic Sashimono.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holographic Sashimono.md new file mode 100644 index 0000000..394629b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holographic Sashimono.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 300 +tags: +Type: Technological Item +--- + +# HOLOGRAPHIC SASHIMONO + +**Source** _Starfinder Armory pg. 107_ +**Level** 1; **Price** 300 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +This lightweight, shoulder-mounted hologram projector displays the image of a banner or crest in the air above and slightly behind you. Some use these to broadcast their beliefs, while others employ them as personal advertisements. Most holographic sashimonos display images up to 2 feet wide and 3 feet tall, and these images can be programmed to be static (such as a military insignia) or short looping animations (such as roaring flames). A holographic sashimono grants you a +2 insight bonus to Profession checks to earn a living. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoshroud.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoshroud.md new file mode 100644 index 0000000..9055d8c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoshroud.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 3 +Price: 1,300 +tags: +Type: Technological Item +--- + +# HOLOSHROUD + +**Source** _Starfinder Armory pg. 104_ +**Level** 3; **Price** 1,300 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This loose mesh of wire and miniature holographic projectors is used to disguise the presence of creatures or objects. Holoshroud comes in 10-foot-by-10-foot square sheets. When you hide under an activated holoshroud, you gain a +2 insight bonus to Stealth checks as long as you remain immobile and prone. Covering yourself with holoshroud is a full action requiring a successful DC 10 Survival check (failure means you do not cover yourself correctly with the holoshroud and do not gain its bonus to Stealth checks). You have the entangled condition when using a holoshroud, except you do not take a penalty to initiative or Stealth checks from this condition. Taking off a holoshroud is a move action, or you can take off the holoshroud as part of the move action to stand up from a prone position. A creature with the blindsense ability ignores the effect of a holoshroud. You cannot hide under a holoshroud that is not activated; if the holoshroud runs out of charges while you are underneath it, you are visible as normal. + +You can spend 1 minute covering a Medium or smaller object with a holoshroud, making it appear to be a natural part of the surrounding terrain. For example, you can conceal a hoverbike as a rock or patch of brush. Covering a Large object requires two holoshrouds. Covering a Huge or Gargantuan object requires five holoshrouds and takes 10 minutes of work. Camouflaging a Colossal object depends on its shape but generally requires at least 10 holoshrouds and takes 1 hour of work. The DC of Perception checks to notice or search for an object covered by a holoshroud is increased by 10. Any creature within 10 feet of a Large or larger object hidden by holoshrouds automatically recognizes it as a camouflaged object. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoskin.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoskin.md new file mode 100644 index 0000000..80f122a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Holoskin.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 500 +tags: +Type: Technological Item +--- + +# HOLOSKIN + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 2; **Price** 500 +**Capacity** 20; **Usage** 1/10 minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverchairs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverchairs.md new file mode 100644 index 0000000..c0a0fda --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverchairs.md @@ -0,0 +1,50 @@ +--- +aliases: +Level: 1 / 2 / 6 +Price: varies +tags: +Type: Technological Item +--- + +# HOVERCHAIRS + +Hoverchairs are mobility aids similar to wheelchairs, providing ease and comfort when traveling and scaling inclines. Typical hoverchairs hover thanks to efficient antigravity projectors mounted along the base of a lightweight yet tough frame. The chair itself includes comfortable, supportive padding as well as adjustable armrests and footrests, and hoverchair technology has evolved to suit a wide range of user sizes and body shapes. +A creature operating an active hoverchair can move at their full land speed while floating a short distance above the ground, in the process ignoring certain terrain hazards dependent on the hoverchair’s model. Each hoverchair can carry its user in addition to an amount of additional bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model), as well as several utility slots that can each be fitted with a technological item of light or negligible bulk that requires at most one hand to operate. Through the control panel, the user can operate these technological items as though they were being held. +Operating a hoverchair takes no additional actions beyond those used to move, though the device does require one hand to operate the control panel. However, by spending 10 minutes experimenting with a hoverchair and updating its settings, a user can operate that hoverchair as a device that requires no hands through a combination subtly shifted weight, nerve impulses, or telepathic commands. +Effects that would forcibly move the user (such as combat maneuvers) can either move the user with their hoverchair or just the user. However, each hoverchair includes several adjustable seatbelts that strap waist and legs to keep the user seated securely; securing these takes a swift action, and they can be released as a reaction. While strapped in, the user gains a +8 circumstance bonus to saving throws and KAC against effects that would separate them from the hoverchair. If knocked prone in a hoverchair, the device’s antigravity features allow the user to end the prone condition normally. + +##  HOVERCHAIRS, ATHLETIC + +**Source** _Tech Revolution pg. 50_ +**Level** 2; **Price** 850 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** 4 + +### DESCRIPTION + +The athletic hoverchair model’s stronger propulsion system and sleeker design are tailored for action-packed lifestyles. The hoverchair can hover up to 3 feet above the ground, and by temporarily increasing its usage to 1/minute, the hoverchair can hover over dense fluids (like deep water) that couldn’t otherwise support it. This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes one armor upgrade slot that can be used only to install weapons with the integrated weapon special property, which the user can operate. + +--- + +##  HOVERCHAIRS, BASIC + +**Source** _Tech Revolution pg. 50_ +**Level** 1; **Price** 350 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** 8 + +### DESCRIPTION + +The basic hoverchair model can hover up to 1 foot above the ground, allowing it to traverse stairs and low obstacles, as well as avoid surface obstacles like oil slicks. The antigravity technology in a basic hoverchair requires a firm surface, and the hoverchair can’t hover over surfaces that can’t support its weight (such as deep water). This model includes two utility gear slots and two easily accessible compartments that can each store up to 1 bulk worth of items. +At the GM’s discretion, a disabled PC with limited mobility receives a hoverchair at no cost as part of character creation. + +##  HOVERCHAIRS, ELITE + +**Source** _Tech Revolution pg. 50_ +**Level** 6; **Price** 4300 +**Capacity** 80; **Usage** 2/hour +**Hands** —; **Bulk** 6 + +### DESCRIPTION + +The elite hoverchair caters to the wealthy thrill-seeker, sporting a truly powerful propulsion system on par with that of a jetpack. This hoverchair can hover up to 5 feet above the ground and can hover over liquid surfaces as easily as solid surfaces. By temporarily increasing its usage to 2/round, the hoverchair can move with a fly speed of 30 feet (average maneuverability). This model includes three easily accessible compartments that can each store up to 1 bulk worth of items, and it includes three utility gear slots. In addition, the hoverchair includes two armor upgrade slots that can be used only to install weapons with the integrated weapon special property, which the user can operate. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverskates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverskates.md new file mode 100644 index 0000000..e69378c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hoverskates.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 8 +Price: 8,500 +tags: +Type: Technological Item +--- + +# HOVERSKATES + +**Source** _Starfinder Armory pg. 104_ +**Level** 8; **Price** 8,500 +**Capacity** 20; **Usage** 1/10 minutes +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +These stylish boots contain antigravity circuitry that, when activated, suspends you approximately 1 inch off the ground. You do not count as flying when using hoverskates; you move at your normal land speed when wearing them. You can walk both overland and over water (but not underwater), and you can ignore difficult terrain. When you take a move action to move your speed, you can increase your land speed by 20 feet by overcharging your hoverskates. This extra movement is treated as an enhancement bonus. The hoverskates must cool down for 1 minute before you can overcharge them again. + +Hoverskates do not function if you’re encumbered or overburdened. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hushing Wire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hushing Wire.md new file mode 100644 index 0000000..beea62b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Hushing Wire.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 7 +Price: 7,000 +tags: +Type: Technological Item +--- +# HUSHING WIRE + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +**Source** _Tech Revolution pg. 66_ +**Level** 7; **Price** 7000 +**Hands** —; **Bulk** — + +### DESCRIPTION + +This spool of monofilament wire is wrapped around a statuette of a stylized hand with an upraised index finger. The wire attaches to the base of the statuette and measures 20 feet long. You can only wrap the wire around a helpless, pinned, or willing creature that is Huge or smaller as a standard action. Once bound, the target has the entangled condition and can’t speak or make any other noise, even by knocking or slamming into objects. The first time each turn it attempts to do so, the hushing wire contracts around it, dealing the target 4d4 slashing damage. Another creature can unwind the wire as a full action to free the target; otherwise, the target must succeed at a DC 30 Acrobatics check to free itself. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imaginarium Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imaginarium Projector.md new file mode 100644 index 0000000..70523db --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imaginarium Projector.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 1 / 11 +Price: varies +tags: +Type: Technological Item +--- + +# IMAGINARIUM PROJECTOR + +This minuscule, nondescript plastic cube can be affixed to any interior surface of a building or ship. When activated, the imaginarium projector projects images onto the surrounding area. By customizing your imaginarium projector, you can effectively change the surface appearance of an area and the objects within it—a blank wall can become a tropical rainforest scene and a chair can become a throne, for instance. +**Basic (Level 1):** A basic imaginarium projector creates two-dimensional images in a 20-foot-radius area that it projects on relatively flat surfaces like walls, ceilings, and furniture. These images don’t provide meaningful concealment, and while the visuals can provide good aesthetic effect, their artificial nature is apparent. +**Advanced (Level 11):** This model projects holographic elements within a 20-foot-radius area, including freestanding, three-dimensional images of equipment, structures, and vehicles. This effect functions as holographic terrain, except the projector only creates visual elements, and it can only change the appearance of equipment, structures, and vehicles to appear as something of roughly the same or larger dimensions; it cannot hide those features altogether. The Will save DC to disbelieve the illusion is 17. + +##  IMAGINARIUM PROJECTOR, ADVANCED + +**Source** _Tech Revolution pg. 48_ +**Level** 11; **Price** 25000 +**Capacity** 40; **Usage** 4/hour +**Hands** —; **Bulk** — + +--- + +##  IMAGINARIUM PROJECTOR, BASIC + +**Source** _Tech Revolution pg. 48_ +**Level** 1; **Price** 150 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imposter Drone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imposter Drone.md new file mode 100644 index 0000000..b48d256 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Imposter Drone.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 6 +Price: 4,500 +tags: +Type: Technological Item +--- +# IMPOSTER DRONE + + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +**Source** _Tech Revolution pg. 66_ +**Level** 6; **Price** 4500 +**Capacity** 100; **Usage** 1/hour +**Hands** —; **Bulk** 12 + +### DESCRIPTION + +This robot is a Medium remote drone designed to mimic its controller. Each has the shape of a lumpy, melted humanoid made of soft metal with a maker’s stamp reading “Balalaika Industries” and a model number. This corporation doesn’t exist in any registry, leading to assumptions that these drones were created by a company that arose and vanished during the Gap, or else were sent into this galaxy from an alternate timeline. A socket in the back of the drone’s head stores a remote-control pad with which you can operate it as if you were a 1st-level mechanic. An imposter drone has the same statistics as the combat drone of a 1st-level mechanic, except it has the camera, enhanced senses, hardened AI, and manipulator arms mods rather than a combat drone’s normal initial mods. It doesn’t gain any feats or other mods and it can’t make any attacks. Its skill unit is Perception and it understands Common. +When you activate the imposter drone, its features flow and shift until it looks like an exact duplicate of you. It becomes Small if you are Small or smaller and remains Medium if you are Medium or larger. It has a +15 modifier to Disguise checks to appear as you, although it gains no bonus against tactile examination since it still feels like soft metal. The imposter drone gains the ability to speak Common in your voice, though it’s incapable of forming any speech that isn’t phrased as a question and has a tendency to repeat questions multiple times, even when given a satisfactory answer. It returns to its normal, half-melted form when it runs out of charges or when you cease controlling it. +An imposter drone uses standard batteries, but the batteries must be heated until they’re partially melted before they can power the drone, making them unusable for any other purpose. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Inductive Bandolier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Inductive Bandolier.md new file mode 100644 index 0000000..8c34c90 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Inductive Bandolier.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 10 +Price: 19,000 +tags: +Type: Technological Item +--- + +# INDUCTIVE BANDOLIER + +**Source** _Starfinder Armory pg. 104_ +**Level** 10; **Price** 19,000 +**Capacity** 100; **Usage** 2/minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +This heavy bandolier’s large, flat buckle is a metallic charging pad that charges synced devices that are within a few inches of your body, including light or heavy armor or armor upgrades installed in light or heavy armor. While the bandolier is activated, you can tap a rechargeable item to the pad to sync the item to the bandolier (the item must use charges or a battery; the inductive bandolier can’t recharge other items). The synced item regains 1 charge per minute until it is fully charged or until the synced item is more than a few inches from your body. In either case, the item is no longer synced and the bandolier vibrates slightly to alert you to the lost connection. The inductive bandolier expends its charges as long as it is activated, whether or not an item is synced to it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Infaux Sphere.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Infaux Sphere.md new file mode 100644 index 0000000..052f1ed --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Infaux Sphere.md @@ -0,0 +1,48 @@ +--- +aliases: +Level: 8 / 12 / 16 +Price: varies +tags: +Type: Technological Item +--- + +# INFAUX SPHERE + +This portable data drive contains an insidious program that broadcasts a fake infosphere, causing any computer in the area to access this infosphere’s misleading data rather than any legitimate network. This deception is automatic for any computer whose tier doesn’t exceed a certain value based on the infaux sphere’s model. When a computer of a higher tier accesses the infosphere, the infaux sphere attempts a Computers check against that computer, using the computer’s DC to hack. If the check succeeds, the computer accesses the fake infosphere. However, if the check fails, the computer accesses a real infosphere instead, and if the check fails by 10 or more, the computer’s user also identifies that something tried to interfere with their infosphere access. A creature using the fake infosphere can also discern the forgery with a successful Computers check (with a DC based on the infaux sphere’s model) attempted once per hour, or more frequently if presented with definitively contradictory information (such as a map displaying streets or traffic where the user clearly sees there is none). If the check succeeds, the user recognizes the fake infosphere but must still spend one minute and succeed at a DC 20 Computers check to access the real infosphere. +A new infaux sphere includes a wealth of casually misleading directories and sites that can reprogram themselves slightly to better camouflage as a local infosphere. The device’s owner can install specific misdirections—such as maps that include specific detours to set up an ambush or news briefs that muddle a historical event in a particular way—by creating and installing secure data modules. +To function properly, an infaux sphere must be activated and remain immobile for 1 minute. If moved more than 5 feet, the device must spend an additional minute recalibrating and re-establishing control over the area. + +##  INFAUX SPHERE, ADVANCED + +**Source** _Tech Revolution pg. 48_ +**Level** 12; **Price** 32500 +**Capacity** 80; **Usage** 4/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This infaux sphere affects a 750-foot radius and automatically deceives computers of tier 2 or lower. Its Computers check modifier is +27, and the Computers check DC to identify the fake infosphere is 37. + +--- + +##  INFAUX SPHERE, BASIC + +**Source** _Tech Revolution pg. 48_ +**Level** 8; **Price** 8500 +**Capacity** 80; **Usage** 4/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This infaux sphere affects a 500-foot radius and automatically deceives computers of tier 1 or lower. Its Computers check modifier is +21, and the Computers check DC to identify the fake infosphere is 31. + +##  INFAUX SPHERE, ELITE + +**Source** _Tech Revolution pg. 48_ +**Level** 16; **Price** 148000 +**Capacity** 100; **Usage** 4/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This inf \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Intertial-Reinforcement Belt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Intertial-Reinforcement Belt.md new file mode 100644 index 0000000..51806ac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Intertial-Reinforcement Belt.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 4 +Price: 2,200 +tags: +Type: Technological Item +--- +# INTERTIAL-REINFORCEMENT BELT + +**Source** _Starfinder Armory pg. 104_ +**Level** 4; **Price** 2,200 +**Capacity** 20; **Usage** Varies +**Hands** —; **Bulk** L + +### DESCRIPTION + +When activated, an inertial-reinforcement belt anchors you in place, protecting you against outside forces that would move you. This effect grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers, consuming 1 charge per minute. If you fall from a height greater than 10 feet, the inertial-reinforcement belt automatically activates just prior to impact and reduces your falling damage by half, consuming 1 charge per die of falling damage. If the belt has fewer remaining charges than the number of dice, the damage is reduced only by a number of dice equal to the number of charges remaining. Damage from landing on hazardous objects such as spikes is not reduced. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Ion Tape.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Ion Tape.md new file mode 100644 index 0000000..85eb4ac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Ion Tape.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 3 +Price: 275 +tags: +Type: Technological Item +--- + +# ION TAPE + +**Source** _Starfinder Armory pg. 105_ +**Level** 3; **Price** 275 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Ion tape is a ribbon of material tightly wound around a spindle. A roll of ion tape fits in the palm of a human hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. It has a weak adhesive that keeps the tape in place when wrapped around an object. When ion tape is exposed to an electrical charge of any power (including a jolt from a zipstick), the tape bonds into a single mass of plastic-like material, gaining hardness 8 and 15 Hit Points. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. A second jolt from an electrical source causes the tape to revert to its weaker ribbon state, at which point it can be torn easily. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds. The uses for ion tape are many: it can be used to construct basic objects (such as a ladder), patch holes, bind prisoners, and so on. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Jammer Charge.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Jammer Charge.md new file mode 100644 index 0000000..eb1082b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Jammer Charge.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 375 +tags: [15:] +Type: Technological Item +--- + +# JAMMER CHARGE + +**Source** _Tech Revolution pg. 49_, _Starfinder Sun Divers pg. 53_ +**Level** 4; **Price** 375 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +A jammer charge can be set as an explosive with the Engineering skill (with a detonator) or thrown like a grenade. When it detonates, a jammer charge silently releases a pulse of magnetic energy that interferes with broadcasting electronics. Computers and video cameras (such as security cameras and the scanners) within a 15-foot-radius burst become nonfunctional for 30 seconds, losing both their recording and displaying capabilities. Enemies, such as security guards, typically have no way to detect the detonation itself, but may become suspicious if their video feeds are reduced to static for no apparent reason. +Any video recording, data saving, or file transferring that would happen during the 30-second duration is interrupted and canceled, but data that may have existed on the cameras or computers before the grenade was detonated still exist, and regular functions resume after the duration ends. Like a grenade, a jammer charge is consumed upon detonation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Laser Drill.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Laser Drill.md new file mode 100644 index 0000000..294033e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Laser Drill.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 200 +tags: +Type: Technological Item +--- + +# LASER DRILL + +**Source** _Starfinder Armory pg. 108_ +**Level** 1; **Price** 200 +**Capacity** 20; **Usage** 1/minute +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A laser drill is a handheld item that resembles a snub-nosed pistol. As a standard action, you can use the drill to create a hole 1 inch in diameter and 1 inch deep in stationary and unattended materials with a hardness of 15 or less, such as concrete, plastic, or wood. At the GM’s discretion, you might be able to use a laser drill on harder materials as a full action or longer. Detecting a laser drill at work requires a successful DC 15 Perception check. A laser drill isn’t generally useful in combat, but it can deal 1 fire damage with a successful melee attack as an improvised weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Lock.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Lock.md new file mode 100644 index 0000000..0da74f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Lock.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 1 / 3 / 6 / 14 +Price: varies +tags: +Type: Technological Item +--- + +# LOCK + +Locks are extremely advanced reusable devices, able to secure any fastening or closure by bonding with its surface and then holding fast. Locks usually open with a code, security chip, or voice command. Successful Engineering checks can disable locks. Locks come in four levels of quality—simple, average, good, and superior—which determine the DC of Engineering checks to open them without the proper key or code. A lock takes two hands to secure or open with a security chip. For more information on locks, including the Engineering DCs to open them, see the Engineering skill on page 141. + +##  LOCK, AVERAGE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 3; **Price** 1,000 +**Hands** 2; **Bulk** L + +--- + +##  LOCK, SIMPLE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 100 +**Hands** 2; **Bulk** L + +##  LOCK, GOOD + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 6; **Price** 3,600 +**Hands** 2; **Bulk** L + +##  LOCK, SUPERIOR + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 14; **Price** 60,000 +**Hands** 2; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Machimind.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Machimind.md new file mode 100644 index 0000000..15f42f5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Machimind.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Technological Item +--- + +# MACHIMIND + +**Source** _Drift Crisis pg. 61_ +**Level** 4; **Price** 2000 +**Capacity** 20; **Usage** 2/minute +**Hands** —; **Bulk** — + +### DESCRIPTION + +This lattice of wires and sensors is worn atop the head. You can activate or deactivate a machimind as a swift action. While worn and active, a machimind lets you telepathically communicate with creatures within 60 feet that have machine telepathy or the technological subtype. You can also communicate through unprotected technological devices (or those to which you already have access), such as a datapad or comm unit, at a range of 30 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magboots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magboots.md new file mode 100644 index 0000000..23699ff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magboots.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 750 +tags: +Type: Technological Item +--- + +# MAGBOOTS + +**Source** _Pact Worlds pg. 198_ +**Level** 2; **Price** 750 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Used by the brave souls who venture onto the exterior of Absalom Station to conduct repairs, these sturdy boots have powerful electromagnets built directly into the soles. These magnets can be activated as a move action, providing you a +5 circumstance bonus to Athletics checks made to climb metal surfaces, as well as +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when you are standing on a metal surface. In areas of zero gravity, while wearing a pair of magboots, you can move your land speed across metal surfaces without having to attempt skill checks, and as long as you are adjacent to an appropriate surface, you do not automatically move at the beginning of your turn each round. Magboots function until they run out of power or until you deactivate them as a move action, whichever comes first. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magnegloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magnegloves.md new file mode 100644 index 0000000..d2939bf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magnegloves.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 4 +Price: 1,950 +tags: +Type: Technological Item +--- + +# MAGNEGLOVES + +**Source** _Starfinder Armory pg. 105_ +**Level** 4; **Price** 1,950 +**Capacity** 20; **Usage** Varies +**Hands** 2; **Bulk** 1 + +### DESCRIPTION + +These heavy, durable gloves have powerful electromagnets built directly into the palms and are designed to be worn either directly on the body, or over armor or protective gear. These magnets can be activated as a move action, providing you a +2 insight bonus to Athletics checks to climb metal surfaces, as well as a +4 circumstance bonus to AC against attempts to disarm you (per the disarm combat maneuver) of metal items that you’re holding, consuming 1 charge every hour. + +As a move action while you are grappling a creature, you can cause the magnegloves to draw together more powerfully, increasing the DC of the Acrobatics check to escape your grapple or pin by 2, or by 5 if the creature is wearing metal armor, carrying a significant amount of metal, or made of metal. You can unbind the magnegloves as a swift action. While set to draw together, the magnegloves consume 1 charge each round. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magniscope.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magniscope.md new file mode 100644 index 0000000..7f12456 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Magniscope.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Technological Item +--- + +# MAGNISCOPE + +**Source** _Pact Worlds pg. 198_ +**Level** 4; **Price** 2,000 +**Capacity** 20; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A magniscope is a set of goggles equipped with automated magnification-adjustment algorithms. A magniscope grants the same benefit as binoculars, but using it requires only one hand and no actions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Master.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Master.md new file mode 100644 index 0000000..bde1329 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Master.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 10 +Price: 17,500 +tags: +Type: Technological Item +--- +# MASTER +**Source** _Ports of Call pg. 63_ +**Level** 10; **Price** 17500 +**Capacity** 40; **Usage** 1/round +**Hands** 2; **Bulk** 1 + +### DESCRIPTION +A master cavatina squeezebox functions like a regular cavatina squeezebox, except that you must succeed at a DC 25 Profession (musician) check and the morale bonus granted is +2 instead of +1.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mechaflora.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mechaflora.md new file mode 100644 index 0000000..1e6870e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mechaflora.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Technological Item +--- + +# MECHAFLORA + +**Source** _Tech Revolution pg. 49_ +**Level** 4; **Price** 2000 +**Capacity** 10; **Usage** 1/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This plantlike model sways gently in artificial or natural light, and its synthetic fronds change color on command from its remote control or a simple control module easily added to any computer. A mechaflora functions as a 1st-level mechanic’s hover drone, except it has no initial mods, no weapon mounts, no feats, and no ability to gain drone mods. Its skill unit is always Acrobatics. It cannot speak, but it does understand one language (chosen by you at the time of purchase). You control it as if you were a 1st-level mechanic. A mechaflora cannot attack, but once a day as a standard action it can accelerate its growth to fill an adjacent 10-foot cube with artificial floral growths resembling saplings, shrubs, and vines. This area grants partial cover against attacks that pass through it. The fake plants have 20 Hit Points and take double damage from area effects; once reduced to 0 Hit Points or after 10 minutes, the growths no longer provide partial cover and crumble into powder that the mechaflora can easily sweep up and recycle. +The mechaflora has a nonreplaceable battery that has 10 charges, and it uses 1 charge per hour it’s activate. In addition to other recharging methods, the mechaflora’s battery recharges using solar panels, at a rate of 1 charge per 10 minutes in an area of at least normal light level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Gear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Gear.md new file mode 100644 index 0000000..81cdb3d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Gear.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 7 +Price: 7,000 +tags: +Type: Technological Item +--- +#  MEDICAL LAB + +Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checks to treat deadly wounds. See the Medicine skill on page 143 for more information. + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 7; **Price** 7,000 +**Hands** 2; **Bulk** 50 + +### DESCRIPTION + +A full medical lab contains beds, diagnostic equipment, sensors, and tools, and even a small surgical theater. A medical lab is not generally portable unless installed in a starship or vehicle of Huge or larger size. It allows you to treat up to three patients at once, and you can use the treat deadly wounds task of the Medicine skill twice per day on each patient. It otherwise functions as an advanced medical kit. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Inhaler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Inhaler.md new file mode 100644 index 0000000..461c66e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medical Inhaler.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 10 +tags: +Type: Technological Item +--- + +# MEDICAL INHALER + +**Source** _Galaxy Exploration Manual pg. 128_ +**Level** 1; **Price** 10 +**Hands** 1; **Bulk** — + +### DESCRIPTION + +This handheld device stores and delivers an aerosolized drug into the user’s respiratory system, most often to relieve inflammation caused by toxins or overexertion. As a full action, you can load or swap out a serum or liquid medicine into the inhaler, and you can activate the inhaler as a standard action to consume the contents. +Each medical inhaler contains a single dose of respiratory medication (often a specialized steroid) when purchased. When consumed during an inhaled affliction’s onset period, this medication grants you a +1 resistance bonus to your next saving throw against the affliction’s ongoing effects. If you consume it while you have the fatigued or exhausted condition, reduce those conditions’ penalties to initiative checks and Strength- and Dexterity-based skill and ability checks by 1 for 1d6 minutes. Replacement doses of this medication cost 5 credits. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medkit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medkit.md new file mode 100644 index 0000000..e85fa53 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medkit.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 1 / 5 +Price: varies +tags: +Type: Technological Item +--- + +# MEDKIT + +### MEDICAL GEAR + +Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checks to treat deadly wounds. See the Medicine skill on page 143 for more information. + +##  MEDKIT, ADVANCED + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 5; **Price** 2,700 +**Hands** 2; **Bulk** 1 + +### DESCRIPTION + +The advanced medkit adds more-advanced and specialized tools to diagnose and treat ailments. The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons. Additionally, you can use an advanced medkit to set up a temporary one-patient medical lab, though this requires 10 minutes. You can then provide long-term care to a single patient using the temporary medical lab, with a DC 30 Medicine check. + +--- + +##  MEDKIT, BASIC + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 100 +**Hands** 2; **Bulk** 1 + +### DESCRIPTION + +The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medpatch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medpatch.md new file mode 100644 index 0000000..4eafb73 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Medpatch.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 50 +tags: +Type: Technological Item +--- +#  MEDPATCH + +Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checks to treat deadly wounds. See the Medicine skill on page 143 for more information. + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 50 +**Capacity** 1; **Usage** 1 +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A medpatch is a simple, all-in-one, disposable medical device designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. A medpatch allows you to attempt a Medicine check untrained with a +10 circumstance bonus, but only for the first aid, long-term stability, treat disease, and treat drugs or poison tasks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Memory Expunger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Memory Expunger.md new file mode 100644 index 0000000..c011f44 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Memory Expunger.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 13 +Price: 50,000 +tags: +Type: Technological Item +--- + +# MEMORY EXPUNGER + +**Source** _Alien Archive pg. 57_ +**Level** 13; **Price** 50,000 +**Hands** —; **Bulk** L + +### DESCRIPTION + +This metal-and-glass disk is 4 inches in diameter and has a small red button along its perimeter. By presenting the disk to a creature within 10 feet and pressing the button (all a standard action), you can erase the last 5 minutes of that creature’s memory as per _modify memory_ by introducing a series of flashing lights into its visual sensors that directly affects the brain. The creature can attempt a DC 20 Will saving throw to negate this effect. A creature currently being threatened by you or your allies receives a +4 circumstance bonus to the save. A creature that succeeds at the save is instead dazzled for 1d4+4 rounds. This is a mind-affecting sense-dependent effect. + +A memory expunger uses a standard battery, and each use expends 5 charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Metaphysical Detector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Metaphysical Detector.md new file mode 100644 index 0000000..9ac79ab --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Metaphysical Detector.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 5 / 8 +Price: varies +tags: +Type: Technological Item +--- + +# METAPHYSICAL DETECTOR + +This one-handed device can be held in front of you and activated as a swift action. The MPD indicates the distance to the closest entity with the trait determined by its style below. The MPD has a range of 100 feet and doesn’t indicate a direction, so you must move around to triangulate a specific location. Since it detects only the closest creature, it can be confused by multiple entities. + +##  METAPHYSICAL DETECTOR, MK I + +**Source** _Drift Crisis pg. 53_ +**Level** 5; **Price** 2950 +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Detects incorporeal beings. + +--- + +##  METAPHYSICAL DETECTOR, MK II + +**Source** _Drift Crisis pg. 53_ +**Level** 8; **Price** 8500 +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Detects incorporeal, invisible beings, or beings with both traits, your choice. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Micro Tap.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Micro Tap.md new file mode 100644 index 0000000..3d4d89a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Micro Tap.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 1 / 3 / 5 +Price: varies +tags: [15:] +Type: Technological Item +--- + +# MICRO TAP + + +| Model | Level | Price | Installation DC | Range | +| ----- | ----- | ----- | --------------- | --------- | +| Mk. 1 | 1 | 200 | 18 | 300 ft. | +| Mk. 2 | 3 | 400 | 22 | 1.200 ft. | +| Mk. 3 | 5 | 750 | 30 | Global | + +A micro tap is a compact copper disk roughly the size of a fingernail. A micro tap can be installed into a comm unit or datapad to intercept both incoming and outgoing audio or digital communication. The micro tap is used in tandem with a receiving datapad that downloads intercepted data as audio or text files, which are then stored on the receiving datapad’s hard drive. +Installing a micro tap into a datapad or comm unit requires a successful Engineering check and 10 minutes of work. The level, installation DC, price, and range at which the intercepted data can be downloaded vary depending on the micro tap’s mark (see above). Failing the Engineering check to install a micro tap by 10 or more destroys the tap. At the GM’s discretion, it might also damage the comm unit or datapad that is being tapped. + +##  MICRO TAP, MK 1 + +**Source** _Tech Revolution pg. 49_, _Starfinder Sun Divers pg. 53_ +**Level** 1; **Price** 200 +**Hands** —; **Bulk** — + +--- + +##  MICRO TAP, MK 2 + +**Source** _Tech Revolution pg. 49_, _Starfinder Sun Divers pg. 53_ +**Level** 3; **Price** 400 +**Hands** —; **Bulk** — + +##  MICRO TAP, MK 3 + +**Source** _Tech Revolution pg. 49_, _Starfinder Sun Divers pg. 53_ +**Level** 5; **Price** 750 +**Hands** —; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Microgoggles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Microgoggles.md new file mode 100644 index 0000000..bec87a2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Microgoggles.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 900 +tags: +Type: Technological Item +--- + +# MICROGOGGLES + +**Source** _Starfinder Armory pg. 105_ +**Level** 2; **Price** 900 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** — + +### DESCRIPTION + +This bulky set of goggles functions as a lighted magnifying glass or microscope, allowing you to see exceptionally small details with adjustable levels of magnification. Microgoggles provide a +2 insight bonus to any skill use that benefits from exceedingly close vision, such as detecting complicated forgeries or crafting drugs or medicinals. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mimic Imager.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mimic Imager.md new file mode 100644 index 0000000..89ced2b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mimic Imager.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 6 / 11 +Price: varies +tags: +Type: Technological Item +--- + +# MIMIC IMAGER + +A mimic imager functions as both an image scanner and a holographic projector. + +##  MIMIC IMAGER, HELMET-MOUNTED + +**Source** _Starfinder Armory pg. 105_ +**Level** 6; **Price** 4,150 +**Capacity** 40; **Usage** 4/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +The most common mimic imagers are mounted to a helmet on a swiveling, telescoping rod. When you activate the mimic imager, it takes 1 round to circle you and scan your current appearance. The round after you activate the mimic imager, it creates a holographic duplicate of you in a square (or squares, if you are a Large creature) within 20 feet that you designate. This hologram includes minor sounds but not understandable speech. The hologram then mimics your actual movements (walking forward as you walk forward, raising a gun as you do, and so on) while maintaining the same distance from you. You must always remain within 20 feet of the image and maintain line of sight to it, or the image winks out with a flash of static. Detecting the duplicate as being a hologram requires a move action and a successful DC 20 Perception check. If you deactivate the mimic imager or it runs out of charges, the mimic imager must rescan you the next time it is activated. + +--- + +##  MIMIC IMAGER, HOVERING + +**Source** _Starfinder Armory pg. 105_ +**Level** 11; **Price** 24,500 +**Capacity** 40; **Usage** 4/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +A hovering mimic imager is a 2-inch-wide spherical microbot with more sophisticated imaging software and data on your movements, speech, and mannerisms. The hovering mimic imager operates as the helmet-mounted version, except that the hologram created by the hovering mimic imager can also mimic speech in your voice, and the DC of Perception checks to identify the hologram is 30. As the hovering mimic imager isn’t attached to you, the image can be up to 100 feet from you and doesn’t require line of sight to you (although it must be within 20 feet of and have line of sight to the microbot). The hovering mimic imager can receive your directions by voice or via a signal from a personal comm unit or a datapad with a control module installed. The hovering mimic imager has sound baffling and a light-shifting shell to avoid detection, but a creature can notice it with a successful DC 25 Perception check. Detecting the microbot doesn’t automatically reveal that your duplicate is a hologram, but its presence can provide creatures a clue that something unusual is going on. The hovering mimic imager is a Tiny technological construct with an AC of 20, hardness 8, 10 Hit Points, and a fly speed of 40 feet with perfect maneuverability. It cannot make attacks, and it fails any saving throw it is required to make. When the mimic imager has only 4 charges remaining, the hologram winks out and the hovering mimic imager immediately returns to you if it can. Your communication with a hovering mimic imager uses a wireless signal, and is therefore vulnerable to countermeasures such as signal jammers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mnemonic Scanner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mnemonic Scanner.md new file mode 100644 index 0000000..d1a5908 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Mnemonic Scanner.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 8 +Price: 9,350 +tags: +Type: Technological Item +--- + +# MNEMONIC SCANNER + +**Source** _Galaxy Exploration Manual pg. 128_ +**Level** 8; **Price** 9350 +**Capacity** 40; **Usage** 1/10 minutes +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +Developed independently by dozens of species, these devices typically consist of a lightweight harness externally affixed to a creature’s body near its brain, such as a partial helmet or shoulder yoke. Once properly positioned and attached, a mnemonic scanner can upload part of the user’s memories, storing them as a data module (Core Rulebook 215) to a connected computer. Creating a data module in this way uses the same rules, credits, and time required as crafting a module from scratch (Core Rulebook 235). Specific data modules typically represent a short experience of 10 minutes or less. Average data modules might represent a full day’s experiences or numerous related events whose combined duration is approximately 24 hours. Large data modules are rarely feasible to create without inflicting lasting mental scars, yet those rare examples can represent entire lifetimes. Once stored, these memories can be played back through a variety of devices in real time; however, the playback’s sensory output is limited by the device with most providing a wholly visual and auditory experience. A mnemonic scanner used as a playback device can convey an array of senses to the user, even imparting some of the memories’ emotional states. +If you have a datajack augmentation or the exocortex class feature, you can download and review stored memories directly, allowing you to process up to 10 minutes of memories as a full action, as if the memories’ source cast mind link on you. For every minute you spend processing memories in this way, you must attempt a Will save (DC = 10 + 1 for each minute spent processing memories), taking 1d6 damage on a failure. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Musical Instrument.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Musical Instrument.md new file mode 100644 index 0000000..ad96166 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Musical Instrument.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 1 / 6 +Price: varies +tags: +Type: Technological Item +--- + +# MUSICAL INSTRUMENT + +Musical instruments are popular throughout the galaxy and come in a dizzying array of styles, such as autohorns, electropaizo synth keyboards, monofilament guitars, and psychoactive wave plates. All but the most traditional and classical instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments in a band or orchestra. + +##  MUSICAL INSTRUMENT, BASIC + +**Source** _Starfinder Armory pg. 108_ +**Level** 1; **Price** 100 +**Capacity** 20; **Usage** 1/10 minutes +**Hands** —; **Bulk** Varies + +### DESCRIPTION + +Basic musical instruments can vary widely in quality and dimensions, but all can be played to provide a +2 insight bonus to Profession (musician) checks to earn a living. At the GM’s discretion, this bonus might also apply to similar Profession skills. Basic portable instruments are generally 1 bulk in size and can be held in one hand, even if they require two hands to play. + +--- + +##  MUSICAL INSTRUMENT, EUPHONIC + +**Source** _Starfinder Armory pg. 108_ +**Level** 6; **Price** 4,500 +**Capacity** 80; **Usage** 1/10 minutes +**Hands** —; **Bulk** Varies + +### DESCRIPTION + +These instruments are specifically designed to stir nearby listeners with thrumming chords and subliminal riffs that most races find uplifting. While playing an activated euphonic musical instrument, you can attempt a DC 20 Profession (musician) check as a move action; on a success, you can suppress the fascinated or shaken condition on allies within 30 feet for 1 round, plus 1 additional round for every 5 by which your check exceeds the check’s DC. This doesn’t change the duration of the condition; if the duration would continue after your uplifting performance ends, the ally immediately regains the condition that was suppressed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Capsules.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Capsules.md new file mode 100644 index 0000000..89da88f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Capsules.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 14 +Price: 12 +tags: +Type: Technological Item +--- + +# NANITE CAPSULES + +| D6 | Effect | +|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Attempt a Constitution saving throw with a DC equal to 10 + half your level. On a failure, you gain the shaken condition. On a success, you experience only a bitter taste and a strange tingling throughout your body. | +| 2 | Your skin gains an odd, gray pallor (or if already gray, it becomes weirdly iridescent). You take a –2 penalty to Diplomacy and Stealth checks. | +| 3 | Your physical capabilities are bolstered. Once during the duration, you can reroll a failed Fortitude or Reflex saving throw. | +| 4 | Nanites focus on maintaining your structural integrity. The first time you take Hit Point damage during the duration, you gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute. | +| 5 | A surge of nanites through your body helps you achieve extraordinary results. Once during the duration, before attempting a skill or ability check, you can take a reaction to gain a +2 circumstance bonus to that check. | +| 6 | Nanites form a protective shell around your weakest areas. You gain 25 temporary Hit Points (or 30 if you’re a construct) that expire at the end of the duration. | + +**Source** _Alien Archive 4 pg. 39_ +**Level** 14; **Price** 12 +**Hands** —; **Bulk** — + +### DESCRIPTION + +As a move action, you can swallow this silvery, one-time-use pill to hopefully gain an edge on the competition, though you risk deleterious side effects. Roll 1d6 on the table below to determine the nanite capsule’s effect; each effect lasts for 1 hour, and you can be under the effect of only one nanite capsule at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Hypopen.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Hypopen.md new file mode 100644 index 0000000..c04b397 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Hypopen.md @@ -0,0 +1,67 @@ +--- +aliases: +Level: 2 / 5 / 6 / 9 / 11 / 12 / 14 +Price: varies +tags: +Type: Technological Item +--- + +# NANITE HYPOPEN + +Nanite hypopens are simple-to-use, one-shot, preloaded devices roughly the size of a writing stylus that inject specialized nanites into a creature’s body to heal many sorts of mental and physical injuries. Seven types of nanite hypopens exist along a color-coded scale, as detailed below. As a standard action, you can use a nanite hypopen on yourself or an adjacent willing or unconscious living creature. Each nanite hypopen has a different effect, determined by its color; these are technological effects that function as the specific spells indicated on the chart below (using your ranks in Medicine in place of caster level when needed, such as when using a white nanite hypopen to remove a disease). A nanite hypopen can be used only once, after which it has no value. + + + +| Color | Level | Effect | +|--------|-------|--------------------------| +| Brown | 2 | Lesser remove condition | +| Purple | 5 | Remove condition | +| Black | 6 | Lesser restoration | +| White | 9 | Remove affliction | +| Gray | 11 | Remove radioactivity | +| Green | 12 | Restoration | +| Red | 14 | Greater remove condition | + + +## NANITE HYPOPEN, BLACK + +**Source** _Starfinder Armory pg. 106_ +**Level** 6; **Price** 650 +**Hands** 1; **Bulk** L + +--- +##  NANITE HYPOPEN, BROWN + +**Source** _Starfinder Armory pg. 106_ +**Level** 2; **Price** 160 +**Hands** 1; **Bulk** L + +##  NANITE HYPOPEN, PURPLE + +**Source** _Starfinder Armory pg. 106_ +**Level** 5; **Price** 450 +**Hands** 1; **Bulk** L + +##  NANITE HYPOPEN, WHITE + +**Source** _Starfinder Armory pg. 106_ +**Level** 9; **Price** 2,300 +**Hands** 1; **Bulk** L + +##  NANITE HYPOPEN, GRAY + +**Source** _Starfinder Armory pg. 106_ +**Level** 11; **Price** 3,500 +**Hands** 1; **Bulk** L + +##  NANITE HYPOPEN, GREEN + +**Source** _Starfinder Armory pg. 106_ +**Level** 12; **Price** 5,600 +**Hands** 1; **Bulk** L + +##  NANITE HYPOPEN, RED + +**Source** _Starfinder Armory pg. 106_ +**Level** 14; **Price** 11,500 +**Hands** 1; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Patch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Patch.md new file mode 100644 index 0000000..ecebb96 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nanite Patch.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 1 / 5 / 9 +Price: varies +tags: +Type: Technological Item +--- + +# NANITE PATCH + +As a standard action, you can place a nanite patch onto yourself (if you are a construct), an adjacent construct, or a piece of technological equipment you or an adjacent creature are carrying; this restores a number of Hit Points to you or that creature or object based on the patch’s model. + +##  NANITE PATCH, MK 1 + +**Source** _Alien Archive 3 pg. 89_ +**Level** 1; **Price** 50 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Restores 1d6 hp + +--- + +##  NANITE PATCH, MK 2 + +**Source** _Alien Archive 3 pg. 89_ +**Level** 5; **Price** 425 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Restores 3d6 hp + +##  NANITE PATCH, MK 3 + +**Source** _Alien Archive 3 pg. 89_ +**Level** 9; **Price** 1950 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Restores 6d6 hp \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nano Gadget Loadout.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nano Gadget Loadout.md new file mode 100644 index 0000000..a912e44 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Nano Gadget Loadout.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: 5 / 8 / 12 +Price: varies +tags: +Type: Technological Item +--- + +# NANO GADGET LOADOUT + +Nano gadget loadouts incorporate technological or personal items into their shape while appearing otherwise ordinary. You can’t integrate weapons, armor, hybrid items, or magical items into the loadout. Pulling out one of the gadgets requires a swift action. Nano gadget loadouts can hold only items purchased at the same time as the loadout or items configured to be used with it (at a cost of UPBs equal to 10% of the item’s price). The loadout type indicates the number of items that fit, and the total levels of all items can’t exceed the level of the loadout. + +##  NANO GADGET LOADOUT, BELT + +**Source** _Drift Crisis pg. 53_ +**Level** 8; **Price** 9650 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Can contain up to 5 items with light or negligible bulk. + +--- + +##  NANO GADGET LOADOUT, WRISTBAND + +**Source** _Drift Crisis pg. 53_ +**Level** 5; **Price** 3100 +**Hands** —; **Bulk** — + +### DESCRIPTION + +Can contain up to 3 items of negligible bulk. + +##  NANO GADGET LOADOUT, DUSTER + +**Source** _Drift Crisis pg. 53_ +**Level** 12; **Price** 35400 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +Can contain items totaling up to 2 bulk (maximum of 4 items with light bulk and 4 items with negligible bulk). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Paint Remover.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Paint Remover.md new file mode 100644 index 0000000..f9b3aae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Paint Remover.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 4 +Price: 2000 +tags: +Type: Technological Item +--- +# PAINT REMOVER +**Source** _Ports of Call pg. 63_ +**Level** 4; **Price** 2000 +**Capacity** 10; **Usage** 1/use +**Hands** 1; **Bulk** L + +### DESCRIPTION +Much more practical-looking than an Albitta’s paint sprayer, a paint remover isn’t much more than a plastic canister with a spray nozzle. A paint remover is filled with a special chemical compound that can dissolve most paint almost instantaneously. As a standard action, you can use a paint remover to spray this solution in a 15-foot cone, covering all creatures and objects in the area. A sighted creature in this area gains the dazzled condition until the beginning of your next turn unless it succeeds at a DC 15 Reflex saving throw; the creature can also take a move action on its turn to wipe the chemical from its eyes, removing the condition. In addition, any paint on affected creatures and objects (such as that from a paint sprayer) slowly dissolves and is completely gone by the beginning of your next turn. This renders a partially visible creature covered in paint invisible again and might have other effects at the GM’s discretion. A paint remover’s canister can be refilled with the specialized chemical for 20 credits.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Passthrough Cloak.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Passthrough Cloak.md new file mode 100644 index 0000000..4213809 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Passthrough Cloak.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 11 +Price: 25,000 +tags: +Type: Technological Item +--- +# PASSTHROUGH CLOAK + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +**Source** _Tech Revolution pg. 67_ +**Level** 11; **Price** 25000 +**Capacity** 5; **Usage** 1/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +Created with sivv quantum manipulation technology, a passthrough cloak has several large, flat pads entangled with each other on a quantum level. When you activate the passthrough cloak, anything that contacts one of the pads immediately exits from a corresponding pad on the cloak’s far side without having traveled through your space. Creatures making attacks through your square don’t count the space you occupy toward their range or reach. While the cloak is active, you benefit from a 20% miss chance as if you had concealment, but you can’t use this concealment to hide. An attack that misses you due to this miss chance continues through your space and might affect a creature adjacent to you and opposite the direction of the incoming attack; the attacker rerolls the attack roll against the new target, and you don’t provide cover for this attack. Effects that block dimensional travel prevent the passthrough cloak from functioning. +A passthrough cloak can’t be recharged normally. When placed in an extradimensional space for at least 24 hours, it recovers all its charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Personal Phase Shifter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Personal Phase Shifter.md new file mode 100644 index 0000000..26b09ff --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Personal Phase Shifter.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 18 +Price: 380,000 +tags: +Type: Technological Item +--- + +# PERSONAL PHASE SHIFTER + +**Source** _Starfinder Armory pg. 106_ +**Level** 18; **Price** 380,000 +**Capacity** 100; **Usage** 10/round +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +A personal phase shifter works on a subatomic level to allow atoms to pass out of phase with one another. In practice, this allows the affected material to exist without interacting with other physical material. A personal phase shifter is a formfitting jumpsuit that can be worn over most clothing and light armor, but not over heavy armor or powered armor. When you activate a personal phase shifter, you are incorporeal (Core Rulebook 264) except you do not gain the ability to move at full speed if you otherwise could not do so. The phase shifter contains antigravity repulsors that grant you a fly speed of 30 feet with average maneuverability. You cannot hold any items while incorporeal, and your nonmagical attacks deal half damage. Magical attacks are unaffected, and you can use magic items and other equipment worn under the jumpsuit as normal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Phrenic Scrambler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Phrenic Scrambler.md new file mode 100644 index 0000000..f639088 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Phrenic Scrambler.md @@ -0,0 +1,46 @@ +--- +aliases: +Level: 5 / 9 / 13 +Price: varies +tags: +Type: Technological Item +--- + +# PHRENIC SCRAMBLER + +This fist-sized object consists of a psychoactive crystal set within a specially powered housing. It can be activated or deactivated as a move action to cause the crystal to resonate in a fashion that impedes psychic ability. Within 30 feet of any phrenic scrambler, limited telepathy does not function and other telepathic communication is hopelessly garbled unless both the sender and the recipient share a language. The color of a phrenic scrambler’s crystal determines its abilities as follows. + +##  PHRENIC SCRAMBLER, CLEAR + +**Source** _Starfinder Armory pg. 106_ +**Level** 5; **Price** 3,000 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** — + +### DESCRIPTION + +This is the most basic phrenic scrambler. + +--- + +##  PHRENIC SCRAMBLER, VIRIDIAN + +**Source** _Starfinder Armory pg. 106_ +**Level** 9; **Price** 13,000 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** — + +### DESCRIPTION + +A phrenic scrambler with a viridian crystal also imparts a –1 penalty to saving throws against all spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet. + +##  PHRENIC SCRAMBLER, VIOLET + +**Source** _Starfinder Armory pg. 106_ +**Level** 13; **Price** 49,000 +**Capacity** 40; **Usage** 5/round +**Hands** —; **Bulk** — + +### DESCRIPTION + +A phrenic scrambler with a violet crystal instead imparts a –2 penalty to saving throws against spells or effects with the emotion, fear, mind-affecting, or pain descriptor within 30 feet and allows you to set whether certain descriptors are included or excluded from this penalty as a move action (for example, you can impart the penalty against emotion and pain descriptors only). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Planar Spacesuit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Planar Spacesuit.md new file mode 100644 index 0000000..80700d8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Planar Spacesuit.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 5 +Price: 2,750 +tags: +Type: Technological Item +--- + +# PLANAR SPACESUIT + +**Source** _Drift Crisis pg. 54_ +**Level** 5; **Price** 2750 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +When you purchase a planar suit, choose one plane: astral, elemental (air, earth, fire, or water), ethereal, negative energy, positive energy, or shadow. This spacesuit (Core Rulebook 231), designed for surviving and traveling in its designated plane, grants you a +4 circumstance bonus to skill checks and saving throws related to surviving that plane’s environmental dangers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Plasma Diverter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Plasma Diverter.md new file mode 100644 index 0000000..c03ef7c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Plasma Diverter.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 6 +Price: 4,300 +tags: +Type: Technological Item +--- + +# PLASMA DIVERTER + +**Source** _Alien Archive 2 pg. 101_ +**Level** 6; **Price** 4,300 +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This bandolier emits a low, crackling hum when activated. Whenever an attack from a plasma weapon hits the plasma diverter’s user, half of the electricity and half the fire damage (maximum 5 points of each) is prevented and instead restores a number of charges equal to the damage prevented to the plasma diverter’s battery. If this would restore more charges than the battery can hold, the battery must succeed at a DC 15 Fortitude saving throw or be destroyed, dealing 1d6 damage to the plasma diverter per excess charge. + +A plasma diverter uses a super-capacity battery, and each minute of use (or fraction thereof) consumes 10 charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Antigravity Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Antigravity Field.md new file mode 100644 index 0000000..b12da7f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Antigravity Field.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 9 +Price: 13,200 +tags: +Type: Technological Item +--- + +# PORTABLE ANTIGRAVITY FIELD + +**Source** _Tech Revolution pg. 49_ +**Level** 9; **Price** 13200 +**Capacity** 20; **Usage** 5/round +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This compact cartridge contains a minuscule artificial gravity suspender. When activated as a standard action, a portable antigravity field temporarily decreases the gravitational forces in an area by one step (extreme to heavy, heavy to standard, standard to light, and light to zero gravity) in a 20-ft. radius burst. This effect lasts until the device runs out of charges or until it’s deactivated as a move action. This item has no effect in an area that already has zero gravity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gangway.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gangway.md new file mode 100644 index 0000000..5f00720 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gangway.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 5 +Price: 2,700 +tags: +Type: Technological Item +--- + +# PORTABLE GANGWAY + +**Source** _Starfinder Armory pg. 106_ +**Level** 5; **Price** 2,700 +**Capacity** 40; **Usage** 1/use +**Hands** —; **Bulk** 4 + +### DESCRIPTION + +When activated, this heavy, 1-foot-square metal box unfolds into a flat gangway up to 30 feet long and 10 feet wide that is capable of supporting up to 2 tons. The gangway is selfsupporting with struts that automatically unfold and brace it in place, as long as there is terrain to support the gangway on at least one end. The gangway can have an angle of up to 45 degrees when it is created, forming a ramp instead of a bridge. The portable gangway unfolds only partway if there isn’t room for the entire gangway, supporting as much of its size as can fit into the area. When a control stud at any of the gangway’s corners is pressed as a move action, the gangway refolds into a box around that stud, as long as there are no creatures or objects on the gangway. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gravity Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gravity Field.md new file mode 100644 index 0000000..daf04d4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Gravity Field.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 8 +Price: 9,100 +tags: +Type: Technological Item +--- + +# PORTABLE GRAVITY FIELD + +**Source** _Tech Revolution pg. 49_ +**Level** 8; **Price** 9100 +**Capacity** 20; **Usage** 5/round +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This compact, spherical cartridge of black nanocarbon surrounds a central chamber that contains compressed dark matter. When activated as a standard action, a portable gravity field temporarily increases the gravitational forces in an area by one step (zero to light, light to standard, standard to heavy, and heavy to extreme) in a 20-ft. radius burst. This effect lasts until the device runs out of charges or until it’s deactivated as a move action. This item has no effect in an area that already has extreme gravity. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Light.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Light.md new file mode 100644 index 0000000..6c28c48 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Portable Light.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 1 +Price: varies +tags: +Type: Technological Item +--- + +# PORTABLE LIGHT + +A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its model, as follows: flashlight (20- foot cone), lantern (10-foot radius), beacon (50-foot radius), and spotlight (100-foot cone). + +##  PORTABLE LIGHT, BEACON + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 25 +**Capacity** 10; **Usage** 1/hour +**Hands** 2; **Bulk** 1 + +--- + +##  PORTABLE LIGHT, FLASHLIGHT + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 1 +**Capacity** 10; **Usage** 1/hour +**Hands** 1; **Bulk** L + +##  PORTABLE LIGHT, LANTERN + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 1 +**Capacity** 10; **Usage** 1/hour +**Hands** 1; **Bulk** L + +##  PORTABLE LIGHT, SPOTLIGHT + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 25 +**Capacity** 10; **Usage** 1/hour +**Hands** 2; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Programmer_s Plushie.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Programmer_s Plushie.md new file mode 100644 index 0000000..fe099e6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Programmer_s Plushie.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 3 +Price: 1,100 +tags: +Type: Technological Item +--- + +# PROGRAMMER'S PLUSHIE + +**Source** _Tech Revolution pg. 49_ +**Level** 3; **Price** 1100 +**Capacity** 20; **Usage** 1/day +**Hands** —; **Bulk** L + +### DESCRIPTION + +These adorable plush toys typically resemble cute mascot characters, fantastical alien creatures, or realistic animals, and each conceals advanced technology to assist its owner in working with computers. Each plushie houses a limited virtual intelligence that can analyze its owner’s code and basic biosigns, using this data to provide simple pointers or reassuring cheerleading as necessary. It also encrypts and stores password information with retinal scanning tech that allows it to recognize its owner. While your programmer’s plushie is adjacent to you and activated, reduce any total penalty to Computers checks by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Helmet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Helmet.md new file mode 100644 index 0000000..b2b8dd6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Helmet.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 4 +Price: 2,050 +tags: +Type: Technological Item +--- + +# PROXIMITY HELMET + +**Source** _Starfinder Armory pg. 107_ +**Level** 4; **Price** 2,050 +**Capacity** 20; **Usage** 2/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +This open-faced, blue polymer helmet includes a nylon strap and adjustable tinted visor capable of hiding all but your mouth and chin. The interior of the tinted faceplate provides a heads-up display when activated, and while the helmet is activated, its external motion sensors pick up on sudden movements and subtle visual cues, granting you a +2 insight bonus to Perception checks to notice moving targets within 60 feet. A secondary setting on the helmet adds an audible alarm that creates a chirping sound near your ear whenever a Small or larger corporeal creature approaches within 60 feet, although a creature undetectable to normal vision (such as an invisible creature) does not trigger the alarm. Reduce this distance by 20 feet for each interposing closed door and each substantial interposing wall. This noise is loud enough to automatically wake you from sleep, but not loud enough to awaken nearby sleepers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Switch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Switch.md new file mode 100644 index 0000000..1aeda92 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Proximity Switch.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 1 / 5 / 11 / 17 +Price: varies +tags: +Type: Technological Item +--- + +# PROXIMITY SWITCH + +This single-use device turns an explosive charge into a trap, triggering when it senses nearby motion. When arming a primary explosive charge while performing demolitions, you can install a proximity switch into the explosive charge instead of programming a detonator to activate the charge. As a standard action, you can arm a proximity switch with a 1-minute countdown. An armed switch observes its surroundings with blindsight (vibration), automatically attempting Perception checks (with a bonus equal to 8 × its mk) to detect anything moving within 5 feet. If the device detects movement from a Tiny or larger creature or object, it detonates its explosive charges and is destroyed in the process. A proximity switch can be disabled as if it were a trap, triggering if the Engineering check fails by 5 or more. + +## PROXIMITY SWITCH, MK 1 + +**Source** _Tech Revolution pg. 69_ +**Level** 1; **Price** 80 +**Hands** —; **Bulk** — + +--- + +## PROXIMITY SWITCH, MK 2 + +**Source** _Tech Revolution pg. 69_ +**Level** 5; **Price** 2250 +**Hands** —; **Bulk** — + +## PROXIMITY SWITCH, MK 3 + +**Source** _Tech Revolution pg. 69_ +**Level** 11; **Price** 20000 +**Hands** —; **Bulk** — + +## PROXIMITY SWITCH, MK 4 + +**Source** _Tech Revolution pg. 69_ +**Level** 17; **Price** 190000 +**Hands** —; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Purifying Puck.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Purifying Puck.md new file mode 100644 index 0000000..6faf9d3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Purifying Puck.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 4 +Price: 2,200 +tags: +Type: Technological Item +--- +# PURIFYING PUCK +**Source** _Pact Worlds pg. 198_ +**Level** 4; **Price** 2,000 +**Capacity** 40; **Usage** 1/round +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This circular device resembles the sort of tiny cleaning drone seen aboard space stations and larger vessels, but it has no independent programming. Law-enforcement officers use purifying pucks to clean up areas after they deploy smoke grenades and similar effects. As a standard action, you can activate a purifying puck and slide it across the ground a maximum of 30 feet (difficult terrain reduces this distance to 15 feet, at the GM’s discretion). The purifying puck then sucks in all smoke and vapors within a 20-foot-radius spread over the next 4 rounds, completely dispersing the effect (such as from a smoke grenade or the fog cloud spell). If the radius of an effect is smaller than 20 feet, the time it takes a purifying puck to disperse the effect is reduced proportionally. If the effect contains any toxins (such as a cloud of poisonous gas), the time is doubled. A purifying puck can’t disperse an effect that has a radius larger than 20 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantogram.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantogram.md new file mode 100644 index 0000000..8e4d2aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantogram.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 9 +Price: 15,800 +tags: +Type: Technological Item +--- + +# QUANTOGRAM + +**Source** _Drift Crisis pg. 54_ +**Level** 9; **Price** 15800 +**Capacity** 40; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Predominantly used by criminal enterprises, the quantogram has seen more mainstream use since Drift beacon transponder relays became less reliable for communication during the Drift Crisis. Sold as a matching set of two devices, these appear as small comm unit–sized keyboards with simple liquid crystal text displays. Thanks to the entangled quantum particles contained within, typing a 25-character message into one device instantly displays that message on all other paired devices up to a system-wide distance. Messaging in this way can’t be intercepted or traced. Multiple sets of quantograms can be linked together in a process taking 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Boxes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Boxes.md new file mode 100644 index 0000000..08342a3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Boxes.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 17 +Price: 250,000 +tags: +Type: Technological Item +--- + +# QUANTUM BOXES + +**Source** _Starfinder Armory pg. 107_ +**Level** 17; **Price** 250,000 +**Capacity** 100; **Usage** See text +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +These silvery boxes always come in pairs, and while powerful corporations use them to smuggle items of great value, their potential applications are virtually limitless. By spending 1 minute, you can seal one item of up to 1 bulk into each quantum box, subjecting the contents of each box to quantum entanglement. This uses 25 charges and causes both items to effectively cease to exist, including for the purposes of spells and effects such as _detect magic_. Anytime afterward, as long as both boxes are on the same plane, you can specify either of the two entangled items and open one quantum box as a standard action that consumes 25 charges. The named item immediately appears in the opened box, and the other item immediately appears in the paired box, no matter where it is. Effects that prevent dimensional travel block activation of a quantum box, but effects that block signals do not. If either box is destroyed or otherwise disabled, the contents of both are lost. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Tunneling Coverall.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Tunneling Coverall.md new file mode 100644 index 0000000..ff5a636 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Quantum Tunneling Coverall.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 13 +Price: 47,800 +tags: +Type: Technological Item +--- + +# QUANTUM TUNNELING COVERALL + +**Source** _Drift Crisis pg. 54_ +**Level** 13; **Price** 47800 +**Capacity** 20; **Usage** 4/use +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This heavy, form-fitting jumpsuit has battery nodes embedded across its surface. As a move action, you can activate the quantum tunneling coverall and become incorporeal until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Badge.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Badge.md new file mode 100644 index 0000000..464d4c0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Badge.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 100 +tags: +Type: Technological Item +--- + +# RADIATION BADGE + +**Source** _Pact Worlds pg. 198_ +**Level** 1; **Price** 100 +**Usage** See text +**Hands** —; **Bulk** L + +### DESCRIPTION + +Because the invisible danger of radiation can lurk anywhere, dwarven mining consortiums often issue these small apparatuses to those exploring uncharted asteroids. When you are about to enter a square containing any level of radiation and you are wearing a radiation badge, the badge beeps audibly to warn you. A radiation badge is always on and functions for 7 days before it needs to be recharged (much like the environmental protections of a suit of armor with an item level of 1). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Sweeper.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Sweeper.md new file mode 100644 index 0000000..0407b33 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Radiation Sweeper.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 500 +tags: +Type: Technological Item +--- + +# RADIATION SWEEPER + +**Source** _Starfinder Armory pg. 107_ +**Level** 2; **Price** 500 +**Capacity** 20; **Usage** 1/minute +**Hands** 1; **Bulk** 1 + +### DESCRIPTION + +As radiation is deadly yet undetectable to most creatures’ senses, many races have invented sensors to detect its presence. A common sensor is the radiation sweeper, a handheld device capable of detecting radiation within 120 feet. The sweeper emits warning pings in different tones to indicate the presence of low, medium, high, or severe radiation and displays the areas of radiation on a screen at the top of the device. You must take a move action each round to use the radiation sweeper. A radiation sweeper cannot detect radiation through 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Regenaration Table.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Regenaration Table.md new file mode 100644 index 0000000..26da74d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Regenaration Table.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 16 +Price: 45,000 +tags: +Type: Technological Item +--- + +# REGENARATION TABLE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 16; **Price** 45,000 +**Hands** 2; **Bulk** 20 + +### DESCRIPTION + +A regeneration table is a medical bed that uses the most advanced medical technology known in the Pact Worlds to restore a creature’s body to full function from nearly any mishap or injury, including death. It does this with quantumlocked nanites held in a suspended state from which they can become nearly any form of matter, including stem cells for biological creatures or mechanical components for artificial creatures like androids or Akiton’s anacites. The table both reads the creature’s own genetic code (or equivalent data) and uses supercomputing predictive algorithms to determine what damage or affliction is present, then attempts to restore the subject to perfect health based on that information. + +A living creature using a regeneration table is affected as if a 6th-level _mystic cure_ spell as well as the _remove affliction_ and restoration spells were cast on it. A dead creature is affected as if _raise dead_ were cast on it. A regeneration table has an effective caster level of 20th. + +As a result of its need to perfectly attune itself to one creature suffering one exact set of ailments and the expenditure of its quantum state particles, a regeneration table functions only once and is then inert and useless. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Relaxu.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Relaxu.md new file mode 100644 index 0000000..15239f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Relaxu.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 5 +Price: 2,750 +tags: +Type: Technological Item +--- + +# RELAXU + +**Source** _Tech Revolution pg. 50_ +**Level** 5; **Price** 2750 +**Capacity** 20; **Usage** 1/10 minutes +**Hands** —; **Bulk** L + +### DESCRIPTION + +AbadarCorp’s new portable self-care device, the Relaxu is a padded collar that loosely covers the shoulders and lower neck, designed for busy professionals and distant explorers. It monitors a range of biometric data, which it uses to provide automated massages, aromatherapy, soft-spoken encouragement, or guided meditation. When using a Relaxu while resting 10 minutes to recover Stamina Points, you also regain 1d4 Hit Points. Every 10 minutes you rest while using a Relaxu is treated as 1 hour of rest for the purpose of recovering from the exhausted and fatigued conditions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Restraints.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Restraints.md new file mode 100644 index 0000000..6a5e1a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Restraints.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 / 4 +Price: varies +tags: +Type: Technological Item +--- + +# RESTRAINTS + +Binders are simple, single-use, resin-cord restraints that can be placed only on helpless, pinned, or willing creatures (a standard action). A pair of binders immobilizes two limbs of your choice. A creature can escape binders with a successful Acrobatics check (DC = 20 + 1-1/2 × your level). + +Manacles are reusable wrist restraints made of hardened metal or ceramics and keyed to open with a security chip, code, or voice command (determined when they are manufactured). Manacles can be placed only on helpless, pinned, or willing creatures (a standard action). Manacles prevent two arms from holding or using any object. A creature can escape manacles with a successful DC 30 Acrobatics check. + +##  RESTRAINTS, BINDERS + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 5 +**Hands** —; **Bulk** — + +--- + +## RESTRAINTS, MANACLES + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 4; **Price** 350 +**Hands** —; **Bulk** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Scanner.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Scanner.md new file mode 100644 index 0000000..5fad085 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Scanner.md @@ -0,0 +1,90 @@ +--- +aliases: +Level: 1 / 2 / 3 / 5 / 7 / 9 +Price: varies +tags: +Type: Technological Item +--- + +# SCANNER + +Scanners are common items that allow you to extend your senses and record your experiences. Some specialized scanners can also provide other senses, such as blindsense or sense through, but these often require ongoing monitoring or impose other restrictions. Common examples include laser microphones, motion detectors, and x-ray visors. + +##  SCANNER, ENHANCED CAMERA + +**Source** _Starfinder Armory pg. 107_ +**Level** 3; **Price** 1,375 +**Capacity** 20; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +An enhanced camera functions as a video camera, but it can view a wider band of wavelengths, including infrared wavelengths. Enhanced cameras have low-light vision and darkvision with a range of 60 feet. An enhanced camera can record up to 24 hours of footage. + +--- + +##  SCANNER, VIDEO CAMERA + +**Source** _Starfinder Armory pg. 107_ +**Level** 1; **Price** 275 +**Capacity** 20; **Usage** 2/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +The most typical scanner is a video camera, which requires one hand to use. A video camera has ordinary sight and is capable of seeing whatever an ordinary human could see, with up to 10 times magnification. A video camera can record up to 4 hours of footage, which can be downloaded and viewed using nearly any computer. + +##  SCANNER, SHOTGUN MICROPHONE + +**Source** _Starfinder Armory pg. 107_ +**Level** 2; **Price** 625 +**Capacity** 20; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A shotgun microphone amplifies your sense of hearing within a particular direction. You gain a +2 insight bonus to hearing-based Perception checks in a 60-foot cone, but you take a –2 penalty to hearing-based Perception checks from other areas. A shotgun microphone can record up to 12 hours of sound. You don’t need to take an action to use a shotgun microphone, but changing its direction requires a move action. + +##  SCANNER, LASER MICROPHONE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 5; **Price** 2,725 +**Capacity** 10; **Usage** 1/minute +**Hands** 2; **Bulk** L + +### DESCRIPTION + +This handheld sensor allows you to hear through normally sound-impervious materials at great range. It grants you sense through (hearing) with a range of 120 feet, but only through materials that are 1 inch thick or thinner, and each Perception check attempted using it takes a full action, during which you are flat-footed. + +##  SCANNER, MOTION DETECTOR](HTTPS://AONSRD.COM/TECHITEMS.ASPX?ITEMNAME=MOTION%20DETECTOR&FAMILY=SCANNER) + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 7; **Price** 6,000 +**Capacity** 10; **Usage** 1/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +This handheld scanner is capable of detecting sweeping kinetic moves, such as the locomotion of creatures and vehicles. Motion detectors have blindsense (vibration) out to 30 feet, but you must take a move action each round to use the sensor. + +##  SCANNER, TRUE-FRAME CAMERA + +**Source** _Starfinder Armory pg. 107_ +**Level** 9; **Price** 12,250 +**Capacity** 100; **Usage** 2/hour +**Hands** 1; **Bulk** L + +### DESCRIPTION + +A true-frame camera functions as an enhanced camera, and it also has supplemental multispectrum programming designed to detect the slight errors in shading and lighting that are artifacts of holograms and illusions. True-frame cameras automatically shift to variant wavelengths to detect and image actual objects, identifying the holograms and illusions as such with overlay text or masking. True-frame cameras automatically identify holograms and illusions via sense through (vision), except for images that specifically fool cameras or other surveillance systems (such as _holographic image_ and _nondetection_). Trueframe cameras do not automatically detect mundane or lowtech disguises. + +##  SCANNER, X-RAY VISOR + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 9; **Price** 15,000 +**Capacity** 40; **Usage** 1/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +This sensor is worn as an adjustable viewer resting over the eyes, like goggles or thick glasses. It sends out X-rays and interprets the information gathered as an image it imposes over your normal vision. This grants sense through (vision) with a range of 60 feet, though it is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal) and limits you to black-and-white vision while in use. You don’t gain the benefit of any other special visual se \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Seeker Slime.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Seeker Slime.md new file mode 100644 index 0000000..c8dd278 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Seeker Slime.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 2 +Price: 100 +tags: +Type: Technological Item +--- + +# SEEKER SLIME + +**Source** _Tech Revolution pg. 50_ +**Level** 2; **Price** 100 +**Hands** —; **Bulk** — + +### DESCRIPTION + +Seeker slime is an iridescent ooze programmed to detect and bond to minuscule gaps in a structure. Originally used by engineers and shipwrights to check for cracks invisible to the naked eye, many adventurers and criminals keep a wad of seeker slime in their pocket. As a standard action, a creature can remove a seeker slime from its packaging and affix it to a surface such as a door or wall. The seeker slime begins moving over the surface at a rate of 1 foot per round; if there is a concealed door, technological trap, or hidden opening in a structure, the slime settles into it, allowing nearby creatures a +5 circumstance bonus to Perception checks made to locate the feature. Once the seeker slime settles or after 5 minutes, whichever comes first, the slime bonds to the surface and can be removed with a successful DC 10 Strength check. After this time, the slime congeals into an inert, useless putty. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Helmet.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Helmet.md new file mode 100644 index 0000000..0fa2591 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Helmet.md @@ -0,0 +1,15 @@ +--- +aliases: +Level: 8 +Price: 8,800 +tags: +Type: Technological Item +--- +# SHOCK-ABSORBING HELMET +**Source** _Ports of Call pg. 63_ +**Level** 8; **Price** 8800 +**Capacity** 20; **Usage** 1/use +**Hands** —; **Bulk** L + +### DESCRIPTION +While even professional hoverskaters are encouraged to wear simple safety gear when performing tricks, these advanced technological helmets are sold to those who attempt the most extreme stunts. When you fall while wearing a shock-absorbing helmet, you can convert the first 1d6 bludgeoning damage to nonlethal bludgeoning damage; this conversion is cumulative with damage reduced through deliberate jumps, successful Acrobatics checks, and other means (see shock-absorbing pads, below). This requires no charges. In addition, as a reaction when you’re struck by a wound critical hit effect that targets your brain, you can activate the shock-absorbing foam within the helmet, consuming 1 charge and allowing you to roll the Fortitude saving throw twice and take the better result.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Pads.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Pads.md new file mode 100644 index 0000000..a551f31 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Shock-Absorbing Pads.md @@ -0,0 +1,16 @@ +--- +aliases: +Level: 6 +Price: 4,000 +tags: +Type: Technological Item +--- + +# SHOCK-ABSORBING PADS +**Source** _Ports of Call pg. 63_ +**Level** 6; **Price** 4000 +**Capacity** 20; **Usage** 1/use +**Hands** —; **Bulk** L + +### DESCRIPTION +Like a shock-absorbing helmet, these advanced technological knee and arm safety pads are generally sold to extreme athletes. When you fall while wearing shock-absorbing pads, you can convert the first 1d6 bludgeoning damage to nonlethal bludgeoning damage; this conversion is cumulative with damage reduced through deliberate jumps, successful Acrobatics checks, and other means (see shock-absorbing helmet, above). This requires no charges. In addition, as a reaction when you’re struck by a wound critical hit effect that targets your arm or leg, you can activate the high-tech shock-absorbing cushioning within the pads, consuming 1 charge and granting you a +2 circumstance bonus to the Fortitude saving throw.| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Signal Jammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Signal Jammer.md new file mode 100644 index 0000000..2646dc9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Signal Jammer.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: varies +Price: varies +tags: +Type: Technological Item +--- + +# SIGNAL JAMMER + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** Varies; **Price** Level squared x 100 +**Capacity** 12; **Usage** 1/10 minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a Computers or Engineering check to bypass a signal jammer’s effects or to determine the location of the jammer. The DC to bypass or locate a signal jammer is 15 + the signal jammer’s level, and attempting this check takes 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Cable.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Cable.md new file mode 100644 index 0000000..1fcb444 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Cable.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 6 +Price: 4,000 / 10ft. +tags: +Type: Technological Item +--- + +# SMART CABLE + +**Source** _Starfinder Armory pg. 107_ +**Level** 6; **Price** 4,000/10 ft. +**Hands** —; **Bulk** L + +### DESCRIPTION + +This thick industrial cable of woven plastic contains special chains of chemicals that contract, expand, and twist when they receive electronic signals. A length of smart cable has a narrow battery pack near one end. When you activate the cable, you can change its shape by sending signals from a datapad or comm unit. You can command the smart cable to coil, uncoil, tie itself around objects, or go rigid. In addition, you can cause periodic sections of the cable to crimp, allowing creatures to treat it as a knotted rope for the purposes of using Athletics to climb. Commanding a smart cable requires a move action. + +When inactive or out of charges, a smart cable cannot receive commands and is identical to an adamantine alloy cable line, except that its hardness and Hit Points are based on its level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Lock.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Lock.md new file mode 100644 index 0000000..3612548 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Smart Lock.md @@ -0,0 +1,36 @@ +--- +aliases: +Level: 4 / 8 / 16 +Price: varies +tags: +Type: Technological Item +--- + +# SMART LOCK + +This digitally controlled lock uses cutting-edge technology and advanced programing to secure doors and alert owners of unauthorized entry. Smart locks work the same way as conventional locks of the same quality (Core Rulebook 220) but with added features that sync to a computerized security system. An average smart lock includes two of the security features below, selected at the time of purchase. Different security companies might offer alternative features, though smart locks rarely have more than four security features. Good and superior smart locks include all four features. Anyone studying a smart lock can identify which features it has with a successful DC 20 Engineering check. +An intruder can try to disable one or more of the lock’s features while disabling the lock. For each feature they attempt to disable, increase the time it takes to disable the lock by 1d4, and increase the Engineering DC to open the lock by 1. Disabling a lock feature prevents it from triggering or registering the intrusion, such as not scrambling a passcode or automatically relocking. +**Automatic Relock:** The smart lock relocks itself each time its door closes. +**Ink Spray:** Should an intruder fail an Engineering check to disable the lock, dark magitech ink sprays onto the would-be thief (Reflex DC 20 negates). In addition to staining skin, hair, and fabric, the ink reacts to 0-level spells that would remove it, such as token spell, by instead turning a vibrant hue in response to the magic. The ink fades after 1d4 days. +**Lock-State Detection:** The lock monitors its status—open, closed, damaged, and so on—and regularly conveys this information to a computer within 500 feet. In addition to the lock logging exactly when it opens, the lock is typically designed to activate an alarm if opened by an unauthorized user, if its door remains open for more than a minute, or if more than a minute passes without the lock successfully contacting its linked security computer. +**Scramble Passcode:** The smart lock lets a passcode work only once. After the code is used, whether by a legitimate keycard or by tricking the lock with disable device, the smart lock creates a new passcode. Legitimate keycards contain an algorithm to generate a valid passcode, but an intruder must attempt a new Engineering check to disable the lock each time it closes and resets. + +##  SMART LOCK, AVERAGE + +**Source** _Galaxy Exploration Manual pg. 129_ +**Level** 4; **Price** 1850 +**Hands** 2; **Bulk** L + +--- + +##  SMART LOCK, GOOD + +**Source** _Galaxy Exploration Manual pg. 129_ +**Level** 8; **Price** 8700 +**Hands** 2; **Bulk** L + +##  SMART LOCK, SUPERIOR + +**Source** _Galaxy Exploration Manual pg. 129_ +**Level** 16; **Price** 150000 +**Hands** 2; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Snapshot Sphere.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Snapshot Sphere.md new file mode 100644 index 0000000..f7f9eac --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Snapshot Sphere.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 825 +tags: +Type: Technological Item +--- + +# SNAPSHOT SPHERE + +**Source** _Drift Crisis pg. 79_ +**Level** 2; **Price** 825 +**Capacity** 20; **Usage** 5 +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Activated by clicking an inset button and tossing the sphere up to 30 feet, a snapshot sphere performs an instantaneous, 30‑foot radius, 360-degree scan of its surroundings a second later. This image is uploaded to a designated comm unit as well as to a set of glasses included with the sphere (both of which must be within 30 feet of the sphere to receive the signal). While wearing the glasses, a creature gains telemetric insights that grant a +1 circumstance bonus to Perception checks and reduce the wearer’s miss chance due to concealment by 5% for any creatures or features in the area. The telemetry’s relevance fades quickly, and these benefits cease at the end of your next turn. A snapshot sphere is carefully weighted to not roll far on a level surface, and it doubles its hardness when resisting falling damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Solar Sheeting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Solar Sheeting.md new file mode 100644 index 0000000..9000bd7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Solar Sheeting.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 4 +Price: 2,000 +tags: +Type: Technological Item +--- + +# SOLAR SHEETING + +**Source** _Starfinder Armory pg. 107_ +**Level** 4; **Price** 2,000 +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +When you take a full action to unfurl this thin, 5-foot-square black panel, it absorbs solar energy and converts it into power, acting as a recharging station. In direct sunlight, it takes solar sheeting 10 minutes to recharge 1 charge in a battery or power cell. In overcast daytime conditions, it takes 1 hour per charge restored. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Soul Camera.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Soul Camera.md new file mode 100644 index 0000000..8aa6619 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Soul Camera.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 6 +Price: 4,500 +tags: +Type: Technological Item +--- +# SOUL CAMERA + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + +**Source** _Tech Revolution pg. 67_ +**Level** 6; **Price** 4500 +**Capacity** 20; **Usage** 1/minute +**Hands** 1; **Bulk** 1 + +### DESCRIPTION + +This boxy, antiquated video camera (Armory 107) requires one hand to use and can see whatever an ordinary human could see. It can only be activated to record or play video. When activated to record, it records what it sees for its full capacity of 5 minutes onto an internal, solid-state data card. It stops recording automatically at the end of the 5 minutes and can’t be shut off prematurely. While you’re recording video with the soul camera, you can identify a single creature you can see in the recording (even one only seen momentarily or at a distance) as the subject. +When you activate the camera to play, the subject you designated, if any, appears smudged and grainy, even though the rest of the video is clear. If you play the full 5-minute video, when it concludes the subject feels an indefinable unease and must attempt a DC 15 Will save or take a –1 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks as a portion of its essence becomes trapped within the camera. The subject must attempt this saving throw no matter where it is in relation to the camera, so long as it’s on the same plane. It must attempt this saving throw each time you replay the full video, increasing its penalty by 1 for each failed saving throw (to a maximum of –4). Nonmagical means can’t remove this penalty, but remove affliction or similar spells can. +The recorded video is erased from the camera if the subject succeeds at the Will save or 1 hour after it was recorded, whichever comes first. The camera also erases its video if you activate it to record again. When the video is erased, the subject’s essence returns and its penalties end. A soul camera uses ordinary batteries. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Sprayflesh.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Sprayflesh.md new file mode 100644 index 0000000..3584880 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Sprayflesh.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 5 +Price: 440 +tags: +Type: Technological Item +--- + +# SPRAYFLESH + +Medical gear allows you to attempt Medicine checks and determines the DC of Medicine checks to treat deadly wounds. See the Medicine skill on page 143 for more information. + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 5; **Price** 440 +**Capacity** 1; **Usage** 1 +**Hands** 1; **Bulk** L + +### DESCRIPTION + +Sprayflesh is an advanced biotech medical device that sprays neutral biomass into a wound or area of concern (such as a clearly diseased or poisoned section of the body). If you have ranks in Medicine, a dose of sprayflesh allows you to attempt a check to treat deadly wounds on a creature that has already received its limit of treat deadly wound benefits for the day. If you succeed at a DC 25 Medicine check, the next time such a creature rests for 10 minutes and spends a Resolve Point to regain Stamina Points, it can instead gain the benefit of your Medicine check to treat deadly wounds. If you are not trained in Medicine, a dose of sprayflesh acts as a medpatch. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Spy Drone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Spy Drone.md new file mode 100644 index 0000000..33a51d1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Spy Drone.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 6 +Price: 4,550 +tags: +Type: Technological Item +--- + +# SPY DRONE + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 6; **Price** 4,550 +**Capacity** 20; **Usage** 1/minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +A spy drone is a Tiny remote drone designed specifically to make observations at a distance. This acts as the flight drone of a 1st-level mechanic (and you control it as if you were a 1st-level mechanic, using its remote control or a computer with an added module to control the spy drone), except it cannot make any attacks and it has no weapon mounts, no feats, and no ability to add drone mods. Its skill unit is always Stealth. It cannot speak, but it does understand one language (chosen by you at the time of purchase) and allows you to attempt Perception checks using your own bonus when you directly control it (as the master control ability of a mechanic drone). + +A drone can be upgraded with any one of the following technological items by paying 125% of the item’s price: flashlight, grappler, lantern, laser microphone, motion detector, scanner, or X-ray visor. The price of buying and installing one upgrade includes the price of replacing an old upgrade on a drone, if applicable. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Stickyfinger Gloves.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Stickyfinger Gloves.md new file mode 100644 index 0000000..fbbe1f4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Stickyfinger Gloves.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 6 +Price: 4,100 +tags: +Type: Technological Item +--- + +# STICKYFINGER GLOVES + +**Source** _Tech Revolution pg. 50_ +**Level** 6; **Price** 4100 +**Capacity** 20; **Usage** 2/10 minutes +**Hands** —; **Bulk** L + +### DESCRIPTION + +Thousands of technological cilia cover these skintight gloves and lie flat along the palms and fingers. When you activate the gloves, the cilia animate to help you perform a variety of tasks by reading your hand movements or responding to voice commands. In first mode, the cilia twists into precise patterns, allowing you to use a Disguise check with a +2 circumstance bonus to bypass most biometric locks, in place of the usual Computers check. In second mode, the activated cilia provide exceptional grip, increasing your KAC against disarm combat maneuvers by 1. In third mode, the gloves grant a +2 circumstance bonus to Slight of Hand checks to palm an object, reduce the DC of Sleight of Hand checks to pick pockets by 4, and allow you to attempt these checks untrained. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Strategy Game.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Strategy Game.md new file mode 100644 index 0000000..ec95505 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Strategy Game.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 1 / 5 +Price: varies +tags: +Type: Technological Item +--- + +# STRATEGY GAME + +A staggering variety of board and computer games exists across the galaxy, from venerable board games to singleplayer computer games available on datapads or even comm units. Some are even revered pastimes in specific cultures. Only physical strategy games have bulk; computer games have no bulk but generally consume 1 charge per hour of play. + +##  STRATEGY GAME, BASIC + +**Source** _Starfinder Armory pg. 108_ +**Level** 1; **Price** 150 +**Usage** Varies +**Hands** —; **Bulk** Varies + +### DESCRIPTION + +If two to six characters spend 1 hour playing a basic strategy game together, each can roll an Intelligence check, with the highest result determining the game’s winner (reroll ties). The next time the strategy game’s winner attempts to use aid another to assist any of the other players of that game session, the DC of the aid another check is reduced by 1. A single basic strategy game can provide this benefit only once per week. + +--- + +##  STRATEGY GAME, IMPERIAL CONQUEST + +**Source** _Starfinder Armory pg. 108_ +**Level** 5; **Price** 2,850 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +Imperial conquest is an ancient board game with deceptively simple rules and great strategic depth, and it is typically played via an elaborate holographic interface. Up to four people can play a game of imperial conquest, which generally takes 30 minutes per player. At the end of an uninterrupted game, each character who played attempts a DC 20 Intelligence check, with success granting tactical insights. For the next 8 hours, any character who succeeded at the Intelligence check gains a +1 bonus to AC against attacks of opportunity; when two players who succeeded at the Intelligence check flank the same enemy during this time, the bonus to attack rolls from flanking increases by 1. You cannot gain the advantage from more than one game of imperial conquest at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Subdermal Extractor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Subdermal Extractor.md new file mode 100644 index 0000000..c9ff002 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Subdermal Extractor.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 6 +Price: 3,850 +tags: +Type: Technological Item +--- + +# SUBDERMAL EXTRACTOR + +**Source** _Starfinder Armory pg. 108_ +**Level** 6; **Price** 3,850 +**Capacity** 20; **Usage** 1/use +**Hands** 1; **Bulk** 1 + +### DESCRIPTION + +This vicious-looking clawed wand is used to detect and quickly remove foreign objects from under the skin. You can use the subdermal extractor only on an unconscious or willing target. The clawed end of the subdermal extractor contains a delicate sensor that evaluates the target’s genetic material and scans for foreign objects (including alien eggs, biotech and cybernetic augmentations, tracking chips, etc.). To detect an anomalous object, you take a move action and must succeed at a Computers or Medicine check with a DC equal to 15 or 10 + the level of the implanted item, whichever is higher. If the implanted material was injected as part of a creature’s attack, the DC is instead 15 + the CR of the attacking creature. As a standard action, you can deploy the subdermal extractor to remove anomalous material you have detected. This typically requires a successful DC 25 Medicine check, but this DC might be lower or higher at the GM’s discretion (such as if the item is particularly small or if it has woven itself into the target’s interior physiology). Whether or not you succeed or fail at the check, the target takes 1d6 slashing damage from the attempt. Each detection attempt uses a charge from the subdermal extractor, as does each removal attempt. You can use a subdermal extractor on yourself, but the DCs of skill checks to use it are increased by 2. + +Although a subdermal extractor can be used to quickly remove cybernetics or other augmentations, only the most disreputable back-alley shops use subdermal extractors for this purpose, and such augmentations still can’t be resold. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Superposition Belt.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Superposition Belt.md new file mode 100644 index 0000000..3a0718d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Superposition Belt.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 16 +Price: 180,000 +tags: +Type: Technological Item +--- + +# SUPERPOSITION BELT + +**Source** _Alien Archive 3 pg. 81_ +**Level** 16; **Price** 180,000 +**Usage** 2/use +**Hands** —; **Bulk** — + +### DESCRIPTION + +A superposition belt contains a series of conductive filaments attached to a small, sturdy container that holds material collected from a quantum slime. When worn, you can activate the belt as a standard action to teleport yourself to a square 30 feet away to which you have line of sight. After using this item, you can’t take any other actions until your next turn, but you gain the benefits of _displacement_ until the end of your next turn. + +A superposition belt uses a battery, and each use consumes 2 charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Survival Straw.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Survival Straw.md new file mode 100644 index 0000000..8ea5ff3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Survival Straw.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 450 +tags: +Type: Technological Item +--- + +# SURVIVAL STRAW + +**Source** _Starfinder Armory pg. 108_ +**Level** 2; **Price** 450 +**Capacity** 20; **Usage** See text +**Hands** 1; **Bulk** — + +### DESCRIPTION + +This thin tube contains nanomachines and several filters that destroy contaminants or trap them in a washable compartment in the middle of the straw. When you activate a survival straw, water-based liquids you drink through it are automatically filtered and purified, removing any diseases, drugs, and poisons present in the liquid. A survival straw uses 1 charge per gallon of water filtered (or fraction thereof). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Swarmproof Bangles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Swarmproof Bangles.md new file mode 100644 index 0000000..7c0d51f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Swarmproof Bangles.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 2 / 7 +Price: varies +tags: +Type: Technological Item +--- + +# SWARMPROOF BANGLES + +These matching anklets and bracelets are light and comfortable and come in many fashionable styles. When activated, they produce a broad-spectrum field around your body that repels vermin, making it difficult for Diminutive and Fine vermin to make physical contact with you. + +##  SWARMPROOF BANGLES, ADVANCED + +**Source** _Starfinder Armory pg. 108_ +**Level** 7; **Price** 6,500 +**Capacity** 40; **Usage** 1/minute +**Hands** —; **Bulk** — + +### DESCRIPTION + +Advanced swarmproof bangles generate a more precise modulating field that impedes more than just vermin. You are not entangled when using advanced swarmproof bangles, and you have DR 10/— against the swarm attack of Fine creatures and DR 5/— against the swarm attack of Diminutive creatures. You also gain a +4 bonus to your AC against attacks by nanites or nanobots, such as those created by the _inject nanobots_ spells. + +--- + +##  SWARMPROOF BANGLES, BASIC + +**Source** _Starfinder Armory pg. 108_ +**Level** 2; **Price** 900 +**Capacity** 20; **Usage** 1/minute +**Hands** —; **Bulk** — + +### DESCRIPTION + +While basic swarmproof bangles are active, you have the entangled condition, but you also have DR 2/— against the swarm attack of Fine vermin and DR 1/— against the swarm attack of Diminutive vermin. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Synaptic Link.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Synaptic Link.md new file mode 100644 index 0000000..13b0cf3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Synaptic Link.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 14 +Price: 75,000 +tags: +Type: Technological Item +--- + +# SYNAPTIC LINK + +**Source** _Starfinder Armory pg. 108_ +**Level** 14; **Price** 75,000 +**Capacity** 100; **Usage** 5/round +**Hands** —; **Bulk** L + +### DESCRIPTION + +These heavy headbands resemble woven insect chitin and always come in pairs. Each headband has a capacity of 100 and uses 5 charges per round. When you and another creature wear and activate the headband, you both benefit from a psychic communion that transmits information about danger between you instantaneously as long as you are within 60 feet of each other. While connected in this way, both wearers gain a +2 insight bonus to initiative and Perception checks. If one wearer is aware of a combatant, the other wearer is also aware of it, and a wearer cannot be surprised unless the other wearer is also surprised. If one wearer succeeds at a Will save to disbelieve an illusion effect, the other wearer also disbelieves that effect. This link does not otherwise allow thoughts or communication to be shared. + +You can wear only one synaptic link at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Technological Items.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Technological Items.md new file mode 100644 index 0000000..06e1a6f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Technological Items.md @@ -0,0 +1,30 @@ +--- +aliases: +tags: +--- + +# TECHNOLOGICAL ITEMS + +**Source** Starfinder Core Rulebook pg. 218 +Technology is everywhere in Starfinder, and includes any number of devices useful to adventurers, such as those presented on Table 7–26: Technological Items. Unless otherwise indicated, activating or deactivating an item is a standard action. Items that can be activated to modify an action you’re taking last for the duration of that action (such as those that modify [[Skill Checks]]), in which case activating the item is part of that action. + +Unless otherwise specified, technological items use a [[Battery]] and are subject to [[Special Abilities]] that work against items using batteries, charges, or technology. If an item doesn’t specify a usage, it needs very little power and has an internal [[Battery]] designed to function for decades or even centuries without recharging. Items with a specified usage use a [[Battery]] that comes fully charged when purchased. Such batteries can be recharged as normal using generators or recharging stations (see Professional Services on page 234), or they can be replaced (see Table 7–9: Ammunition for [[Battery]] prices). + +- **Name**: An item’s name is its colloquial title, a particular brand name, or its scientific name. +- **Model**: Some items come in multiple versions, each with varying effectiveness. These items list multiple models, with a price and level entry for each. +- **Price**: This is the price in credits to purchase or craft the item. The prices listed for each item represent common, mass-produced versions of each item. Brand-name items typically cost twice as much, while more luxurious versions can cost three times as much or more. +- **Level**: The level of the item is the minimum level you have to be to craft the item, as well as a rough approximation of the item’s effectiveness compared to your character level. +- **Hands**: If an item is handheld, this entry indicates how many hands you must have free to utilize the item properly and gain its benefits. Most items can be carried in one hand while you’re not using them unless they’re especially unwieldy or heavy, as decided by the GM. +- **Bulk**: The item’s bulk (see page 167) appears here. +- **Capacity**: This lists the maximum capacity for an item that requires charges to function. An item that holds electrical charges can be replenished with a [[Battery]] (see page 190). +- **Usage**: This entry lists how many charges are consumed when the item is used. This might be per activation, or it might cover a certain duration. If an item uses a certain amount of charges over an interval, it uses charges for the full interval even if the item is shut off before that amount of time has passed. For instance, an item that uses charges at a rate of 2 per minute would still use 2 charges if activated for only 30 seconds. + +Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk. + +``` dataview +TABLE +Level, Price +FROM "Codex/Gear, Weapons, Vehicles & more/Technological Items" +SORT Level ASC +WHERE file.name != "Technological Items" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tent.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tent.md new file mode 100644 index 0000000..34cc4b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tent.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 1 +Price: 75 +tags: +Type: Technological Item +--- + +# TENT + +**Source** _Tech Revolution pg. 50_ +**Level** 1; **Price** 75 +**Hands** —; **Bulk** — + +### DESCRIPTION + +A portaledge tent functions as a mobile hotelier, but can anchor to virtually any vertical wall or sheer surface. Setting up a portaledge tent typically takes 10 minutes. Once set up, this provides space for two people to rest comfortably and safely without risk of falling. It takes a DC 26 Strength check to pry a portaledge tent loose, or a DC 20 Survival check to remove it while anyone or anything with 2 or more bulk is still inside it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Time-Pit Boots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Time-Pit Boots.md new file mode 100644 index 0000000..97f2fa2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Time-Pit Boots.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 11 +Price: 15,000 +tags: +Type: Technological Item +--- + +# TIME-PIT BOOTS + +These rare items are bits of lost technology or unique items less powerful than artifacts. A relic has an item level but can be sold for 100% of the item’s price (like trade goods). A relic cannot be crafted without the means of a specific formula, which is almost always long lost, and often requires specific materials. A relic that became understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. + + +**Source** _Tech Revolution pg. 67_ +**Level** 11; **Price** 25000 +**Capacity** 5; **Usage** 1/use +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +These unwieldy metal boots resemble those used in primitive space suits, though they don’t impede your movement while worn. You must be standing on the ground when you activate the time-pit boots, and you can’t activate them in zero-g. Upon activating the boots, a rift in the fabric of time opens beneath your feet and sucks you in. The rift closes immediately behind you, and you can’t take any other creatures with you. You cease to exist for 1d4 rounds as you fall though time; you are undetectable and can’t be affected by any creature. You can’t take actions during this time, as it passes instantaneously for you. You’re then expelled through a momentary rift that appears above the space you occupied when you activated the boots (or the nearest random open space, if your original space is now occupied). You’re treated as having fallen 50 feet for every round you were gone, although if you can fly or otherwise mitigate the falling damage, you land uninjured. +Time-pit boots can’t be recharged normally. When worn by a creature under a haste effect countered by slow, or under a slow effect countered by haste, the boots latch onto the slight temporal displacement to begin recharging. They can’t be used for 24 hours, but recover all their charges at the end of that period. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tool-Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tool-Kit.md new file mode 100644 index 0000000..22c082d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tool-Kit.md @@ -0,0 +1,61 @@ +--- +aliases: +Level: 1 / 2 +Price: varies +tags: +Type: Technological Item +--- + +# TOOL-KIT + +A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. + +##  TOOL KIT + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 1; **Price** 20 +**Hands** —; **Bulk** L + +### DESCRIPTION + +A tool kit is a set of specialized tools and devices not worth purchasing individually, but which as a collection are required for a given task or provide a circumstance bonus to certain skill checks. The types of tool kits are: disguise kit (required for Disguise checks to change appearance), engineering kit (Engineering checks without one take a –2 penalty), hacking kit (required for most Computer checks; see page 137 for more information), navigator’s tools (grants a +4 bonus to Survival checks when orienteering), professional’s tools (provides a +4 bonus to Profession checks for one profession), rider’s kit (provides a +4 bonus to Survival checks to ride creatures), and trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps). + +--- + +##  TOOL KIT, AKINZI RESOURCES + +**Source** _Tech Revolution pg. 50_ +**Level** 1; **Price** 200 +**Hands** 2; **Bulk** L + +### DESCRIPTION + +Akinzi Resources, a startup company operating out of shared office space on Verces, produces a line of specialty toolkits that supplement those presented on page 221 of the Core Rulebook. These toolkits provide circumstance bonuses to one or more skills in specific situations and include the following: tourist’s kit (grants a +4 bonus to Culture checks to recall knowledge about related to a specific planet), catalyst rig (increases your effective skill ranks by 2 for the purpose of determining how long it takes you to craft drugs, poisons, or medicinals), influencer kit (grants a +4 bonus to Diplomacy checks made to change attitude for a specific subculture like mercenaries or augmentation enthusiasts), gymnast’s kit (grants a +4 bonus to Acrobatics checks made to tumble), swimmer’s kit (grants a +4 bonus to Athletics checks made to swim), grifter’s kit (grants a +4 bonus to Sleight of Hand checks made to entertain and pick pocket), and tracker’s kit (grants a +4 bonus to Survival checks made to follow tracks). + +##  TOOL KIT, STARFINDER ARMORY](HTTPS://AONSRD.COM/TECHITEMS.ASPX?ITEMNAME=STARFINDER%20ARMORY&FAMILY=TOOL%20KIT) + +**Source** _Starfinder Armory pg. 108_ +**Level** 1; **Price** 200 +**Hands** —; **Bulk** L + +### DESCRIPTION + +In escalating efforts to remain ahead of their competitors, many corporations market specialty tool kits as the latest advances or essential devices. The following tool kits supplement those presented on page 221 of the _Core Rulebook_ and provide circumstance bonuses to one or more skills in specific situations. These tool kits include the following: animaltrainer’s kit (grants a +4 bonus to Survival checks to handle an animal or rear a wild animal), astrogator’s kit (grants a +4 bonus to Piloting checks to navigate or astrogate), aura-translation kit (grants a +4 bonus to Mysticism checks to identify a magic item), broad-spectrum scanning kit (grants a +4 bonus to Perception checks to search), light-scattering sniper’s blind (grants a +4 bonus to Stealth checks when sniping), mental interpretation kit (grants a +4 bonus to Sense Motive checks to discern a secret message out of combat), personal gravitational redistributor (grants a +4 bonus to Acrobatics checks to balance out of combat), and thieves’ tools (grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock). When using a thieves’ tools tool kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit. + +##  TOOL KIT, XHINTI HOLDINGS + +**Source** _Pact Worlds pg. 198_ +**Level** 1; **Price** 200 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Xhinti Holdings, which has corporate offices on Salomo Station and factories on Akiton, produces a line of specialty tool kits that supplement those presented on page 221 of the Starfinder Core Rulebook. Xhinti tool kits include the following: a climbing kit (grants a +4 bonus to Athletics checks when climbing), demolitionist’s kit (grants a +4 bonus to Engineering checks when arming and disarming explosives), linguist’s kit (grants a +4 bonus to Culture checks when deciphering writing), portable weather station (grants a +4 bonus to Survival checks when predicting the weather), starship repair kit (grants a +4 bonus to Engineering checks when repairing the hull of a starship), and survivalist’s kit (grants a +4 bonus to Survival checks when enduring severe weather or living off the land). When using a demolitionist’s kit or starship repair kit for its specialized purpose, you don’t take the –2 penalty to Engineering checks if you don’t have an engineering kit. + +##  TOOL KIT, ENGINEERING SPECIALTY + +**Source** _Starfinder Core Rulebook pg. 219_ +**Level** 2; **Price** 445 +**Hands** —; **Bulk** L + +### DESCRIPTION diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tracking Bug.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tracking Bug.md new file mode 100644 index 0000000..d0b93b6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Tracking Bug.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 6 +Price: 4,250 +tags: +Type: Technological Item +--- + +# TRACKING BUG + +**Source** _Pact Worlds pg. 199_ +**Level** 6; **Price** 4,250 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** L + +### DESCRIPTION + +This tiny tracking device contains a miniaturized transponder that makes it easier to follow and locate quarry. Tracking bugs are usually sold on Absalom Station to private detective agencies and suspicious family members. You can hide a tracking bug on a creature as a standard action with a successful Sleight of Hand check to pick the creature’s pocket (this usually can’t be done during combat). You can hide a tracking bug on a vehicle or other conveyance as a standard action with a successful Sleight of Hand check opposed by the Perception checks of anyone searching the vehicle; you gain a +4 circumstance bonus to this check due to the tracking bug’s size. + +Once you plant a tracking bug, you can use a custom program (included in the tracking bug’s price) to follow the tracking bug with a successful DC 20 Computers check using a computer, a comm unit, a mechanic’s custom rig, or any similar computing device; the GM can alter this DC to reflect environmental conditions and other factors. The tracking bug’s transponder has a 500-foot-radius range, and you must be on the same plane as the tracking bug for the program to function. When a tracking bug runs out of power, you can no longer follow it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Traction Holster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Traction Holster.md new file mode 100644 index 0000000..e3f91ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Traction Holster.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 7 +Price: 6,000 +tags: +Type: Technological Item +--- + +# TRACTION HOLSTER + +**Source** _Starfinder Armory pg. 109_ +**Level** 7; **Price** 6,000 +**Capacity** 80; **Usage** 10/minute +**Hands** —; **Bulk** L + +### DESCRIPTION + +This flat, metal plate usually appears to be a simple rectangle about 1 foot long with a textile belt or armband firmly attached to one side. As a full action, you can activate a traction holster by pressing a longarm, one-handed melee weapon, small arm, or piece of equipment of no more than 1 bulk flat against it, creating a quasi-magnetic bond with the weapon. Only one weapon at a time can be paired in this way. Thereafter, when you drop the weapon or it would otherwise land adjacent to you, it is automatically drawn into the traction holster as though you had spent a move action to sheathe or holster it. The holster does not protect a paired weapon against disarm combat maneuvers. A traction holster operates until it runs out of charges or until you take a full action to break the connection between the traction holster and its current weapon by holding down a small reset button.**** \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Valai Band.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Valai Band.md new file mode 100644 index 0000000..3b4b0d6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Valai Band.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 2 +Price: 1,100 +tags: +Type: Technological Item +--- + +# VALAI BAND + +**Source** _Interstellar Species pg. 143_ +**Level** 2; **Price** 1100 +**Capacity** 15; **Usage** 1/8 hours +**Hands** —; **Bulk** L + +### DESCRIPTION + +Developed by the Circle of Journeys to provide safer travel for young vlakas during valai season, this metal band is traditionally worn around the neck in an echo of the vlakan Leader’s Band, but can also be worn on an arm, leg, or similar appendage. When activated, it provides environmental protection within a 10-foot radius of the wearer that is equivalent to wearing armor (Core Rulebook196). It may also, at the wearer’s discretion, emit a homing signal every 10 seconds for 24 hours at the cost of additional charge. The homing signal can be picked up by most devices capable of receiving signals and tracked back to the source with a successful DC 15 Engineering or Survival check. A single valai band’s homing signal has a range of 100 miles over flat terrain (halved in forests or hills and quartered in mountainous terrain or underwater). If multiple valai bands are present within the same 10-foot radius, the homing range increases by a factor of 2 for each additional band, to a maximum of a planetary range. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Vidgame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Vidgame.md new file mode 100644 index 0000000..5ccf9a5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Vidgame.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 1 +Price: varies +tags: +Type: Technological Item +--- + +# VIDGAME + +Prevalent across the galaxy and catering to countless genres, vidgames are popular interactive entertainment. Basic vidgames include a wide array of casual entertainments and function on virtually all computers, including datapads and comm units. Advanced vidgames require exceptional processing power, often to support intense graphics, complex game play, or demanding multiplayer capabilities; such vidgames only function on computers of tier 2 or higher. Vidgames are wholly digital and thus have no bulk, and they have a capacity and usage based on the device on which they’re installed. Most vidgames have security features and copy protection that limit how readily users can duplicate games to other devices. +In addition to their more immersive experience, advanced vidgames provide an additional effect to their players. The following are popular advanced vidgame titles and their benefits. The vidgame industry is vast and innovative, and many other advanced vidgames could provide similar or entirely new benefits, at the GM’s discretion. +**Mighty Melee V:** The latest installment in a series of fighting games started in 287 ag, Mighty Melee V requires considerable technical skill and command combinations, but it also boasts unrivaled controls for emotes, taunts, and character outfits. These features make the game wildly popular with vidgamer personalities who broadcast their matches and develop fan followings based on their digital avatars’ eccentricities. When playing this vidgame, you can use Charisma in place of Intelligence to calculate your Profession (vidgamer) modifier when used to earn a living. +**Wayward Legacy:** In this cooperative, tactically rigorous multiplayer game, players take on the roles of fantastical spellcasters and warriors as they adventure in a semi-accurate historically version of Golarion. When you and up to five other creatures play your respective copies of Wayward Legacy together while using the lounge downtime activity (Character Operations Manual 153), you can each attempt a DC 15 Intelligence or Profession (vidgamer) check. If at least half of the participants succeed, each of the participating creatures also gains the benefits of the coordinate downtime action with each other (Character Operations Manual 151). + +##  Vidgame, Advanced + +_SFS Note: The “Wayward Legacy” advanced vidgame is not legal for play_ +**Source** _Galaxy Exploration Manual pg. 129_ +**Level** 1; **Price** 100 +**Hands** —; **Bulk** — + +--- + +##  Vidgame, Basic + +**Source** _Galaxy Exploration Manual pg. 129_ +**Level** 1; **Price** 10 +**Hands** —; **Bulk** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Voice Distorter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Voice Distorter.md new file mode 100644 index 0000000..5071d11 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Voice Distorter.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 1 +Price: 55 +tags: +Type: Technological Item +--- + +# VOICE DISTORTER + +**Source** _Character Operations Manual pg. 21_ +**Level** 1; **Price** 55 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Kasathas who turn to crime, as well as those who value anonymity, sometimes wear masks that conceal their identities. A voice distorter worn over the mouth converts the user’s voice into an unrecognizable and obviously artificial tone. Any check attempted to identify the wearer’s voice takes a –5 penalty, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the wearer’s speech rather than the sound of the voice itself. + +If the distorted voice is recorded, a character can remove the distortion and reveal the speaker’s original voice. Doing so requires a successful DC 21 Computers check. The decipherer gains a +4 circumstance bonus to this check with access to an undistorted recording of the same voice. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Warning Wire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Warning Wire.md new file mode 100644 index 0000000..a535a98 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Warning Wire.md @@ -0,0 +1,42 @@ +--- +aliases: +Level: 4 / 8 / 12 +Price: varies +tags: +Type: Technological Item +--- + +# WARNING WIRE + +This 50 feet of thin, nearly invisible wire is spooled around a dull-gray, flat metal cylinder. When any amount of the wire is unspooled and the cylinder is activated, the wire becomes exceptionally sensitive to vibration. The wire is often wrapped around valuable belongings or stretched as a trip wire across a doorway. When the activated wire is moved or touched, the cylinder emits a piercing alarm (though you can set it to send a silent alarm wirelessly to a comm unit or datapad instead). Noticing the warning wire requires a successful Perception check with a DC equal to 20 + the level of the warning wire, and bypassing it without setting it off usually requires a successful Acrobatics check at the same DC, though the GM might adjust the DC higher or lower as circumstances dictate. You can twist the cylinder in a preset pattern as a move action, deactivating the alarm and respooling the wire around the cylinder. + +| Model | Level | DC to Notice | +|-------|-------|--------------| +| Mk 1 | 4 | 24 | +| Mk 2 | 8 | 28 | +| Mk 3 | 12 | 32 | +| Mk 4 | 16 | 36 | + + + ##  Warning Wire, Mk 1 + +**Source** _Starfinder Armory pg. 109_ +**Level** 4; **Price** 2,000 +**Capacity** 40; **Usage** 1/hour +**Hands** —; **Bulk** L + +--- + +##  Warning Wire, Mk 2 + +**Source** _Starfinder Armory pg. 109_ +**Level** 8; **Price** 8,800 +**Capacity** 40; **Usage** 1/hour +**Hands** —; **Bulk** L + +##  Warning Wire, Mk 3 + +**Source** _Starfinder Armory pg. 109_ +**Level** 12; **Price** 32,900 +**Capacity** 40; **Usage** 1/hour +**Hands** —; **Bulk** L \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Weightless Footlocker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Weightless Footlocker.md new file mode 100644 index 0000000..a9bfb32 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Weightless Footlocker.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 18 +Price: 340,000 +tags: +Type: Technological Item +--- + +# WEIGHTLESS FOOTLOCKER + +**Source** _Starfinder Armory pg. 109_ +**Level** 18; **Price** 340,000 +**Capacity** 100; **Usage** 1/hour +**Hands** —; **Bulk** 2 + +### DESCRIPTION + +This metal chest is 2 feet long and can normally hold up to 1 item of 2 bulk, 4 items of 1 bulk, or up to 20 items of light bulk. When you close and activate the footlocker, sophisticated gravity-reversal units built into the chest’s frame reduce the bulk of any items in the chest to 0. Even superdense materials have their bulk negated, as long as they fit within the chest. You must deactivate the chest before opening it, which returns its contents to their normal weight. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whisper Comm.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whisper Comm.md new file mode 100644 index 0000000..0b8fa63 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whisper Comm.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 5 +Price: 3,000 +tags: +Type: Technological Item +--- + +# WHISPER COMM + +**Source** _Starfinder Armory pg. 109_ +**Level** 5; **Price** 3,000 +**Capacity** 20; **Usage** 1/hour +**Hands** —; **Bulk** — + +### DESCRIPTION + +This tight choker with a tiny earbud operates as a comm unit’s wireless communication device with planetary range, but you can control audio connections with slight neck movements and communicate via subvocalization. Anyone observing you using a whisper comm must succeed at a DC 20 Perception or Sense Motive check to realize you are using it to communicate. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whitenoise Generator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whitenoise Generator.md new file mode 100644 index 0000000..3ef9bf9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Whitenoise Generator.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 3 +Price: 1,350 +tags: +Type: Technological Item +--- + +# WHITENOISE GENERATOR + +**Source** _Starfinder Armory pg. 109_ +**Level** 3; **Price** 1,350 +**Capacity** 20; **Usage** 1/10 minutes +**Hands** —; **Bulk** 1 + +### DESCRIPTION + +This small box produces random signals across multiple auditory and subauditory spectra. An activated white-noise generator increases the DC of sound-based Perception checks by 4 within 100 feet of the device. This increase is reduced by 1 for each additional 100 feet. The increase is doubled for checks that rely on technological listening, such as with a drone or microphone. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Xenobiologist_s Field Kit.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Xenobiologist_s Field Kit.md new file mode 100644 index 0000000..e046f0a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Xenobiologist_s Field Kit.md @@ -0,0 +1,17 @@ +--- +aliases: +Level: 2 +Price: 450 +tags: +Type: Technological Item +--- +# XENOBIOLOGIST'S FIELD KIT + + +**Source** _Character Operations Manual pg. 22_ +**Level** 2; **Price** 450 +**Hands** —; **Bulk** L + +### DESCRIPTION + +Designed for adventurous scientists, this tool kit contains pipettes, syringes, vials, and other instruments that enable you to collect samples and analyze data outside a laboratory. Using a xenobiologist’s field kit grants you a +4 insight bonus to Life Science checks to identify and [[Recall Knowledge]] about flora and fauna, provided you take at least 10 minutes to do so. The field kit also counts as having access to an infosphere for taking 20 on such checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Zipstick.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Zipstick.md new file mode 100644 index 0000000..3141528 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Technological Items/Zipstick.md @@ -0,0 +1,18 @@ +--- +aliases: +Level: 1 +Price: 10 +tags: +Type: Technological Item +--- + +# ZIPSTICK + +**Source** _Starfinder Armory pg. 109_ +**Level** 1; **Price** 10 +**Capacity** 20; **Usage** 1/use +**Hands** 1; **Bulk** — + +### DESCRIPTION + +A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon. A zipstick is most often used to activate or deactivate ion-bonding technology, such as ion tape. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Auxiliary Systems.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Auxiliary Systems.md new file mode 100644 index 0000000..a0db3a2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Auxiliary Systems.md @@ -0,0 +1,157 @@ +--- +aliases: +tags: +--- +# MECH AUXILIARY SYSTEMS +**Source** _Tech Revolution pg. 106_ +Auxiliary systems can provide mechs with an array of additional features, from augmenting the machine’s already impressive performance to granting completely unique abilities. Most auxiliary systems cost no Mech Points, but some systems have special requirements that a mech must fulfill to install them. + +## AMMO RESERVE + +**Source** _Tech Revolution pg. 106_ +The mech stores an exceptional amount of ammunition for each of its weapons. The mech can reload each of its weapons two additional times. + +## AUTOTARGET + +**Source** _Tech Revolution pg. 106_ +This system of finely tuned energy rods and powerful heat sinks, allows a pilot to boost the mech’s attack accuracy in exchange for stabilizing its weapons’ output. + +- **Accurate Strikes (1 PP)** For 1 round, the mech treats all of its operators as though they each had a number of Piloting ranks equal to their respective levels for the purpose of calculating the mech’s attack bonuses. + +## CARGO CATAPULT + +**Source** _Tech Revolution pg. 106_ +**Prerequisite**: The mech must have a cargo hold auxiliary system. +The mech’s cargo hold conceals subtle boosters that can launch its contents at high velocity. + +- **Dispatch Hot (3 PP)** As a standard action, the mech can transfer one operator into a vehicle it has stored in its cargo hold, after which the mech launches the stored vehicle at high speed; the vehicle exits the mech using the race action. The pilot of the launched vehicle, if any, doesn’t need to succeed at a Piloting check as part of the race action this turn. + +## CARGO HOLD + +**Source** _Tech Revolution pg. 106_ +**Prerequisite**: The mech must have a transporter frame. +The mech’s body houses a small garage capable of storing a single creature, vehicle, or other object no larger than two size categories smaller than the mech. An operator can move from a stored vehicle to the mech’s cockpit as a move action, and vice versa. A mech can have no more than two cargo hold systems. + +## CLOAKER + +**Source** _Tech Revolution pg. 106_ +**Prerequisite**: The mech must have a recon frame. +Consisting of light-warping and sound-dampening technomagical mechanisms installed just beneath the armor, a cloaker system enhances a mech’s ability to avoid notice. The mech gains the ability to attempt Stealth checks. + +- **Fade (0 PP)** As a full action, the mech initiates active camouflage, granting it concealment until it makes an attack or performs other harmful actions, at which point the effect ends. If the mech begins combat while this ability is active, it begins the encounter with 1 less PP (minimum 1). +- **Cloak (4 PP)** As a standard action, the mech fades from view as per invisibility. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP. The effect ends if the mech makes an attack or performs other harmful actions. + +## EMP CANNON + +**Source** _Tech Revolution pg. 106_ +This electromagnetic pulse cannon destabilizes enemy mechs’ sophisticated machinery. Attacks with an EMP cannon target EAC, and the DC of Fortitude saves to resist its effects equal 12 + 1/2 your mech’s tier. + +- **Jam Weapon (3 PP)** The mech makes a ranged attack against another mech within 120 feet as a standard action, optionally targeting one weapon the mech has. If the attack hits, the selected weapon (or a randomly selected weapon without the analog property) becomes nonfunctional for 1 minute unless the targeted mech succeeds at a Fortitude save. At the end of each of its turns, the targeted mech can attempt a new saving throw to end the effect. +- **Kill Engine (4 PP)** The mech makes a ranged attack against another mech within 120 feet as a standard action, selecting one of the targeted mech’s movement types. If the attack hits, the selected movement type’s speed is reduced to 0 feet for 1 round unless the targeted mech succeeds at a Fortitude save. As a standard action, the targeted mech can attempt a new saving throw to end this effect. +- **Sabatoge Power (3 PP)** The mech makes a ranged attack against another mech within 120 feet as a standard action, targeting its power core. If the attack hits, the targeted mech can’t regain or expend Power Points for 1 round unless it succeeds at a Fortitude save. + +## ENTRY HATCH + +**Source** _Tech Revolution pg. 107_ +This simple system consists of a secure, reinforced, motion-activated door that’s programmed to open when one of a mech’s registered operators enter or exit. An entry hatch system allows a pilot to enter or exit the mech as a move action. A registered operator can instead spend 1 Resolve Point to enter or exit as a swift action + +## GLIDER WINGS + +**Source** _To Defy the Dragon pg. 59_ +When installed into a mech with thrusters, these winglike extensions to the mech’s frame allow it to fly for longer and higher when it activates its Power Jump ability. + +- **Glide (1 PP)** The mech adds an additional 30 feet to the maximum height of its fly speed when using Power Jump. After jumping, the mech remains floating in the air in the same position until the beginning of the operator's next turn. Remaining in the air for additional time requires additional uses of this ability; otherwise, the mech begins falling at a rate of 5 feet per round. + +## HASTE CICRUIT + +**Source** _Tech Revolution pg. 107_ +This complex system plugs straight into a mech’s locomotive core, stabilizing its maneuvers and allowing for extraordinary bursts of speed. + +- **Speed Surge (2 PP)** Each time this ability is activated, the mech increases the number of times it can use an action to move by 1, exceeding the normal limit of two movements per turn. This auxiliary system can be used more than once per turn. + +## PLASMA-SHOCK CIRCUITS + +**Source** _Tech Revolution pg. 107_ +These circuits channel the dissipating force of a mech’s shields, transforming the energy into offensive power. + +- **Energized Retort (2 PP)** As a reaction when the mech takes damage that causes it to lose Shield Points, the mech channels the shields’ lost energy into one of its weapons that deals energy damage. The next time the weapon deals damage before the end of the mech’s next turn, the weapon deals additional damage equal to half the number of SP the mech lost from the triggering attack. + +## PLOW PLATING + +**Source** _Tech Revolution pg. 107_ +Consisting of specialized reinforcements to the mech’s lower limbs, this system allows a mech to plow past obstacles. The mech treats all difficult terrain as normal terrain. + +- **Bulldoze (2 PP)** The mech can activate this ability when it attempts a bull rush or reposition combat maneuver. The mech gains a +2 bonus to the attack roll, and if the combat maneuver succeeds, the target also takes damage equal to the mech’s tier plus its Strength modifier. + +## SYSTEMS JAMMER + +**Source** _Tech Revolution pg. 107_ +This device blasts enemies with a wide range of energy waves, overwhelming targets’ sensors and triggering erroneous readouts. + +- **Overload Sensors (4 PP)** The mech makes a ranged attack against another mech within 120 feet as a standard action. If the attack hits, the targeted mech gains the blinded and deafened conditions for 1 round, during which time the targeted mech also loses anyblindsense it might have; the targeted mech must succeed at a Fortitude save to negate this effect (DC = 12 + 1/2 your mech’s tier). As a standard action, the targeted mech can attempt a new saving throw against the effect, ending the effect if it succeeds. + +## TELEPORTER + +**Source** _Tech Revolution pg. 108_ +**Prerequisite**: The mech must have a phase frame. +Technomagical conduits weave through every part of the mech, constantly analyzing the mech’s position and calculating dozens of other possible positions nearby. With a burst of energy, the mech can teleport to any of these destinations. + +- **Phase (2+ PP)** As a standard action, the mech instantly teleports itself and its operators to any point within 60 feet that it can see, as per _dimension door_. For each additional PP expended when activating this ability, the range increases by 60 feet. + +## THRUSTERS + +**Source** _Tech Revolution pg. 108_ +The mech’s array of powerful engines enable it to fly across short distances. + +- **Power Jump (2 PP)** The mech can activate the thrusters as part of a move action, granting it a fly speed of 60 feet (average maneuverability) with a maximum height of 30 feet. The mech must either land at the end of this movement, expend additional PP to perform additional power jumps before the end of its turn, or fall. + +## WEAPON CORE + +**Source** _Tech Revolution pg. 108_ +This system consists of energetic nodes that connect to the mech’s sundry weapon mounts. When purchasing this auxiliary system, choose two of the following energy types: acid, cold, electricity, fire, or sonic. + +- **Engergize Weapon (2 PP)** Choose one of the weapon core’s two types of energy. As part of a standard action or full action used to make one or more attacks with one of the mech’s melee weapons, the mech charges the weapon with the chosen energy; the energy selected must be a type of energy damage the weapon doesn’t currently deal. Until the end of the mech’s turn, half of the damage dealt by this weapon is replaced with damage of the chosen type. If the weapon already deals two types of damage, replace one of them with the chosen energy damage. This effect never causes a weapon that normally targets KAC to target EAC. +- **Boomerang Strike (2 PP)** As part of a standard action to make a ranged attack with a thrown melee weapon, the mech infuses the weapon with telekinetic magic, granting the weapon the effects of the _returning weapon_ fusion for 1 minute. The mech can apply this effect only to mech weapons, not to improvised weapons like those thrown with the hurl) special action + +## WEAPON RACK + +**Source** _Tech Revolution pg. 108_ +The mech has numerous holsters, harnesses, and other fittings that can hold spare weapons. As a move action, the mech can store one weapon it’s currently wielding in one or more of its upper limb slots, placing it in the weapon rack. As part of that same action, the mech can also draw one weapon from the weapon rack, automatically installing it for immediate use. The weapon rack can be used only to store weapons that occupy upper limb slots, and the rack can hold a number of weapons with a total number of combined slots no greater than 4. + +## STARMETAL MECHS + +The following are new auxiliary systems that add starmetal alloys into a mech’s frame, providing it with various abilities based on the starmetal used. A GM might rule a PC needs access to a significant amount of the starmetal used before selecting this upgrade. As too much starmetal in the frame will weaken a mech’s structural integrity, each upgrade can only be selected once, and a mech can only have one type of starmetal frame. + +**Cost:** 2.5 x tier + +## HORACALCUM FRAME + +**Source** _To Defy the Dragon pg. 60_ +A mech with a horacalcum frame has a dull coppery sheen, and time functions strangely around it, potentially creating permanent areas of altered time-flow if the mech stays in one location long enough. A horacalcum frame grants a mech the following special abilities. + +- **Bullet Time (2 PP)** As a reaction when it would take damage from a ranged attack, the mech can try to dodge the hit, attempting a Reflex saving throw with a DC equal to 15 + the enemy creature's CR or mech tier. On a success, the attack misses. +- **Temporal Pulse (4 PP)** As a standard action, the mech can emanate a burst of chronological energy in an 80-foot radius. Allied creatures and mechs within the area can take an extra move action on their turn, while enemy creatures and mechs within the area must succeed at a Will save with a DC equal to 12 + 1/2 your mech's tier or lose their move action for the turn. This effect lasts for 1 round. + +## INUBRIX FRAME + +**Source** _To Defy the Dragon pg. 60_ +An inubrix frame mech gleams a pale white color, its metal appearing almost translucent in spots. The unusual properties of inubrix make it ideal for mechs designed for reconnaissance and stealth. Mechs with inubrix frames gain the following special abilities. + +- **Ethereal Body (2 PP)** As a standard action, the mech's molecular structure becomes slightly intangible. It's treated as incorporeal for the purpose of taking damage until the end of its next turn. +- **Ghost Shift (3 PP)** As a move action, the mech passes through a solid object or surface of a thickness no more than 1 foot per its mech tier, emerging on the other side. If the object is too thick, the mech is shunted back where it began and takes 1d6 damage per foot of surface above its tier. + +## NOQUAL FRAME + +**Source** _To Defy the Dragon pg. 61_ +Noqual-infused mechs have green crystalline inlays worked into their frames, and magic used around them sometimes falters. Mechs with noqual frames gain the following special abilities. + +- **Anti-Magic Targeting (1+ PP)** The mech can activate this ability when making a single attack against a magical construct or foe capable of spellcasting. If the attack hits the mech increases its damage dice by 2 × the PP expended. +- **Dampening Field (2 PP)** As a standard action, the mech can create a magic-dampening aura around itself. The effect lasts for 1 round, though the mech can extend the duration each round by expending 1 PP as a free action. Spells or spell-like abilities cast within an 80-foot radius of the mech have a 25% chance of failure while this aura is active. + +## SICCATITE FRAME + +**Source** _To Defy the Dragon pg. 61_ +A mech frame infused with siccatite shimmers faintly with threads of silver and radiates an aura of cold or heat, depending on the type of siccatite used. When selecting this upgrade, choose either cold or hot siccatite. The mech gains the following special abilities. + +- **Radiant Shield (2 PP)** As a reaction when it would take damage from a melee attack, the mech can summon a shield of hot or cold flame, depending on its type of siccatite. The mech gains a +2 bonus to its EAC and KAC, potentially turning the attack into a miss. If the attack still hits, the attacker takes damage equal to the mech’s tier (cold damage if cold siccatite, fire damage if hot siccatite). +- **Thermal Burst (1 PP)** As a standard action, the mech alters the temperature in an 80-foot radius around itself, dealing 6d8 cold (if cold siccatite) or fire (if hot siccatite) damage to all enemy creatures and mechs in the area (Reflex for half, DC = 15 + the mech’s tier). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Frames.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Frames.md new file mode 100644 index 0000000..9d7c115 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Frames.md @@ -0,0 +1,205 @@ +--- +aliases: +tags: +--- +# MECH FRAMES +**Source** _Tech Revolution pg. 98_ +A mech’s armored torso comprises its frame, which not only houses essential machinery but also determines the mech’s size and the number of operators it can accommodate. A mech’s frame also affects many of its statistics, such as EAC, KAC, and hardness. Each frame’s cost is based on the mech’s tier. The base frames that follow are organized by category. + +## BLINKSTRIKER + +**Source** _Tech Revolution pg. 99_ +Gargantuan mech (phase) +**Base HP** 10; **HP Advancement** 9; **Hardness** 0 +**EAC** +1; **KAC** +2; **Fort** +0; **Ref** +1 +**Speed** 60 ft.; **Strength** +4 +**Frame Slots** 3; **Aux Slots** 5 +**Operators** 2-6 +**Cost** 4 x tier + +## BOGRIPPER + +**Source** _Tech Revolution pg. 98_ +Huge mech (amphibious) +**Base HP** 10; **HP Advancement** 8; **Hardness** 0 +**EAC** +2; **KAC** +4; **Fort** +2; **Ref** +0 +**Speed** 30 ft., swim 60 ft.; **Strength** +4 +**Frame Slots** 2; **Aux Slots** 2 +**Operators** 1-2 +**Cost** 2 x tier + +## CHARGER + +**Source** _Tech Revolution pg. 99_ +Huge mech (phase) +**Base HP** 10; **HP Advancement** 8; **Hardness** 0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +1 +**Speed** 60 ft.; **Strength** +3 +**Frame Slots** 2; **Aux Slots** 3 +**Operators** 1-2 +**Cost** 2.5 x tier + +## DROPSHIP + +**Source** _Tech Revolution pg. 100_ +Gargantuan mech (transport) +**Base HP** 15; **HP Advancement** 9; **Hardness** 2 +**EAC** +1; **KAC** +2; **Fort** +1; **Ref** +0 +**Speed** 20 ft., fly 60 ft. (average); **Strength** +3 +**Frame Slots** 2; **Aux Slots** 5 +**Operators** 2-6 +**Cost** 4 x tier + +## FURYJUMPER + +**Source** _Tech Revolution pg. 100_ +Colossal mech (phase) +**Base HP** 10; **HP Advancement** 10; **Hardness** 1 +**EAC** +1; **KAC** +1; **Fort** +0; **Ref** +1 +**Speed** 40 ft.; **Strength** +5 +**Frame Slots** 3; **Aux Slots** 5 +**Operators** 1-2 +**Cost** 4.5 x tier + +## HEAVENSPIERCER + +**Source** _Tech Revolution pg. 99_ +Gargantuan mech (flight) +**Base HP** 10; **HP Advancement** 8; **Hardness** 0 +**EAC** +1; **KAC** +2; **Fort** +0; **Ref** +1 +**Speed** 20 ft., fly 60 ft. (average); **Strength** +3 +**Frame Slots** 3; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 3.5 x tier + +## JUGGERNAUT + +**Source** _Tech Revolution pg. 99_ +Colossal mech (combat) +**Base HP** 10; **HP Advancement** 10; **Hardness** 2 +**EAC** +1; **KAC** +2; **Fort** +1; **Ref** +1 +**Speed** 40 ft.; **Strength** +5 +**Frame Slots** 4; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 4 x tier + +## LEGIONNAIRE + +**Source** _Tech Revolution pg. 98_ +Gargantuan mech (combat) +**Base HP** 10; **HP Advancement** 9; **Hardness** 1 +**EAC** +2; **KAC** +2; **Fort** +1; **Ref** +1 +**Speed** 60 ft.; **Strength** +5 +**Frame Slots** 3; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 3.5 x tier + +## LEVIATHAN + +**Source** _Tech Revolution pg. 99_ +Colossal mech (flight) +**Base HP** 10; **HP Advancement** 9; **Hardness** 1 +**EAC** +1; **KAC** +1; **Fort** +0; **Ref** +1 +**Speed** 20 ft. fly 40 ft. (average); **Strength** +4 +**Frame Slots** 4; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 4 x tier + +## MARSHGHOST + +**Source** _Tech Revolution pg. 100_ +Huge mech (amphibious, recon) +**Base HP** 10; **HP Advancement** 7; **Hardness** 0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +2 +**Speed** 40 ft., swim 80 ft.; **Strength** +2 +**Frame Slots** 1; **Aux Slots** 3 +**Operators** 1-2 +**Cost** 2 x tier + +## PHANTOM + +**Source** _Tech Revolution pg. 100_ +Huge mech (phase, recon) +**Base HP** 10; **HP Advancement** 7; **Hardness** 0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +2 +**Speed** 80 ft.; **Strength** +2 +**Frame Slots** 1; **Aux Slots** 4 +**Operators** 1-2 +**Cost** 2.5 x tier + +## SEAHELLION + +**Source** _Tech Revolution pg. 98_ +Colossal mech (amphibious) +**Base HP** 15; **HP Advancement** 10; **Hardness** 2 +**EAC** +1; **KAC** +3; **Fort** +2; **Ref** +0 +**Speed** 30 ft., swim 60 ft.; **Strength** +5 +**Frame Slots** 4; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 4 x tier + +## SHARPWING + +**Source** _Tech Revolution pg. 99_ +Huge mech (flight) +**Base HP** 10; **HP Advancement** 7; **Hardness** 0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +1 +**Speed** 20 ft., fly 60ft. (average); **Strength** +2 +**Frame Slots** 2; **Aux Slots** 2 +**Operators** 1-2 +**Cost** 2.5 x tier + +## SKIRMISHER + +**Source** _Tech Revolution pg. 98_ +Huge mech (combat) +**Base HP** 10; **HP Advancement** 8; **Hardness** 0 +**EAC** +2; **KAC** +3; **Fort** +1; **Ref** +1 +**Speed** 60 ft.; **Strength** +4 +**Frame Slots** 2; **Aux Slots** 2 +**Operators** 1-2 +**Cost** 2 x tier + +## SKYSPY + +**Source** _Tech Revolution pg. 100_ +Huge mech (flight, recon) +**Base HP** 10; **HP Advancement** 7; **Hardness** 0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +2 +**Speed** 20 ft., fly 80 ft. (average); **Strength** +2 +**Frame Slots** 1; **Aux Slots** 3 +**Operators** 1-2 +**Cost** 2.5 x tier + +## SWAMPSTALKER + +**Source** _Tech Revolution pg. 98_ +Gargantuan mech (amphibious) +**Base HP** 10; **HP Advancement** 9; **Hardness** 1 +**EAC** +2; **KAC** +3; **Fort** +2; **Ref** +0 +**Speed** 30 ft., swim 60 ft.; **Strength** +5 +**Frame Slots** 3; **Aux Slots** 4 +**Operators** 2-6 +**Cost** 3.5 x tier + +## TROOPTANK + +**Source** _Tech Revolution pg. 100_ +Gargantuan mech (transport) +**Base HP** 15; **HP Advancement** 9; **Hardness** 2 +**EAC** +1; **KAC** +2; **Fort** +1; **Ref** +0 +**Speed** 60 ft.; **Strength** +3 +**Frame Slots** 2; **Aux Slots** 5 +**Operators** 2-6 +**Cost** 3 x tier + +## WAVECRASHER + +**Source** _Tech Revolution pg. 100_ +Gargantuan mech (transport) +**Base HP** 15; **HP Advancement** 9; **Hardness** 2 +**EAC** +1; **KAC** +2; **Fort** +1; **Ref** +0 +**Speed** 30 ft., swim 60 ft.; **Strength** +3 +**Frame Slots** 2; **Aux Slots** 5 +**Operators** 2-6 +**Cost** 3 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Lower Limbs.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Lower Limbs.md new file mode 100644 index 0000000..5468ee4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Lower Limbs.md @@ -0,0 +1,77 @@ +--- +aliases: +tags: +--- +# MECH LOWER LIMBS +**Source** _Tech Revolution pg. 101_ +A mech's lower limbs typically take the form of legs, though hover pads and tank treads are common alternatives. A mech is limited to a single set of lower limbs. Lower limbs modify a variety of the mech's statistics and might grant additional movement options or provide additional uses for Power Points. + +## BIPED, AGILE + +**Source** _Tech Revolution pg. 101_ +These legs provide a boost in mobility and protection. +**Base HP** +0; **Hit Point Advancement** +0 +**EAC** +2; **KAC** +2; **Fort** +0; **Ref** +1 +**Lower Limb Slots** 0; **Speed** +10; **Other Movement** +None +**Cost** 1.5 x tier + +## BIPED, BASIC + +**Source** _Tech Revolution pg. 101_ +These legs provide basic mobility and little else. +**Base HP** +0; **Hit Point Advancement** +0 +**EAC** +0; **KAC** +1; **Fort** +0; **Ref** +0 +**Lower Limb Slots** 0; **Speed** +0; **Other Movement** +None +**Cost** 0 x tier + +## BIPED, FAST + +**Source** _Tech Revolution pg. 101_ +These lean and powerful legs enable sudden bursts of speed. +**Base HP** +2; **Hit Point Advancement** +0 +**EAC** +1; **KAC** +1; **Fort** +0; **Ref** +1 +**Lower Limb Slots** 0; **Speed** +20; **Other Movement** +None + +- **Sprint (1 PP)** The mech gains a +10-foot enhancement bonus to its speed for 1 round. + +**Cost** 1 x tier + +## BIPED, HEAVY + +**Source** _Tech Revolution pg. 101_ +These armored legs limit speed but grant extreme durability. +**Base HP** +4; **Hit Point Advancement** +1 +**EAC** +1; **KAC** +1; **Fort** +1; **Ref** +0 +**Lower Limb Slots** 1; **Speed** +10; **Other Movement** +None + +- **Trample (2 PP)** As a full action, the mech uses the trample universal creature ability. This deals low bludgeoning damage, as a mech weapon with a level equal to the mech’s tier. The Reflex save DC equals 12 + 1/2 × the mech’s tier. + +**Cost** 2 x tier + +## HOVERPAD + +**Source** _Tech Revolution pg. 101_ +In place of legs, the mech rides atop a broad anti-gravity array. +**Base HP** +0; **Hit Point Advancement** +0 +**EAC** +1; **KAC** +1; **Fort** +0; **Ref** +0 +**Lower Limb Slots** 0; **Speed** +0; **Other Movement** +Fly +10 ft. (perfect, maximum elevation 5ft) +**Cost** 1 x tier + +## QUADRUPED + +**Source** _Tech Revolution pg. 101_ +The mech has four spider-like legs that provide exceptional stability. +**Base HP** +4; **Hit Point Advancement** +0 +**EAC** +0; **KAC** +2; **Fort** +1; **Ref** +1 +**Lower Limb Slots** 1; **Speed** +10; **Other Movement** +None +**Special** The mech gains a +4 bonus to its KAC against bull rush and trip combat maneuvers. +**Cost** 1.5 x tier + +## TRACKED + +**Source** _Tech Revolution pg. 101_ +The mech rides atop powerful treads rather than legs. +**Base HP** +8; **Hit Point Advancement** +1 +**EAC** +0; **KAC** +2; **Fort** +1; **Ref** +0 +**Lower Limb Slots** 0; **Speed** +0; **Other Movement** +None +**Cost** 1.5 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Power Cores.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Power Cores.md new file mode 100644 index 0000000..96ce936 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Power Cores.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# MECH POWER CORES +**Source** _Tech Revolution pg. 102_ +A mech’s power core generates all the energy necessary to pilot the mech and operate its major functions. Each power core also generates some excess energy, measured as Power Points (PP; see page 113), which an operator can expend to enhance the mech’s performance and execute extraordinary maneuvers. Each power core has: a rate, representing the number of PP it generates at the end of its turn; an initial value, representing the number of PP a mech has when it begins an encounter; and a maximum (shown in parentheses), representing the maximum PP the core can store during combat. A mech can use only a single power core. +Optionally, a power core can acquire one power core template that modifies some of its statistics or provides additional ways to generate or use Power Points. + +Cost: A mk 0 power core (dynamo or eternal) is free. Every other power core costs a number of MP equal to the power core’s mk rating multiplied by the mech’s tier. For example, a mk 3 eternal core for a tier 9 mech costs 27 MP. + +## POWER CORES + +| Dynamo, mk 0 | 2 | 0 (5) | +|---------------|---|--------| +| Dynamo, mk 1 | 2 | 1 (6) | +| Dynamo, mk 2 | 3 | 1 (7) | +| Dynamo, mk 3 | 3 | 2 (8) | +| Dynamo, mk 4 | 4 | 3 (9) | +| Eternal, mk 0 | 1 | 4 (8) | +| Eternal, mk 1 | 1 | 5 (10) | +| Eternal, mk 2 | 1 | 6 (13) | +| Eternal, mk 3 | 2 | 7 (15) | +| Eternal, mk 4 | 2 | 9 (18) | +| Dynamo, mk 0 | 2 | 0 (5) | +| Dynamo, mk 1 | 2 | 1 (6) | +| Dynamo, mk 2 | 3 | 1 (7) | +| Dynamo, mk 3 | 3 | 2 (8) | +| Dynamo, mk 4 | 4 | 3 (9) | +| Eternal, mk 0 | 1 | 4 (8) | +| Eternal, mk 1 | 1 | 5 (10) | +| Eternal, mk 2 | 1 | 6 (13) | +| Eternal, mk 3 | 2 | 7 (15) | +| Eternal, mk 4 | 2 | 9 (18) | +| Dynamo, mk 0 | 2 | 0 (5) | + +## AEON CORE TEMPLATE + +**Source** _Tech Revolution pg. 102_ +Developed by the Azlanti Star Empire, this power core template converts magical energy into mechanical force. +**Prerequisite** Can be applied only to an eternal core. +**Rate** +0; **Initial** -1; **Maximum** -1 +**Special** Once per round, an operator can expend an unused spell slot to grant the mech a number of Power Points equal to half the spell slot’s level, rounded down. +**Cost** 0 x tier + +## BATTLE CORE TEMPLATE + +**Source** _Tech Revolution pg. 102_ +This template, blessed by priests of Damoritosh, takes the Conqueror’s divine favor and converts it into mechanical adrenaline. +**Prerequisite** Can be applied only to a core with a rate greater than 1. +**Rate** -1; **Initial** +0; **Maximum** +1 +**Special** Can be applied only to a core with a rate greater than 1. +**Cost** 0.5 x tier + +## CORPSEGNAWER CORE TEMPLATE + +**Source** _Tech Revolution pg. 102_ +Eoxian engineers pioneered this core template, granting the mech an insatiable hunger for souls. +**Rate** +0; **Initial** +0; **Maximum** +0 +**Special** As a standard action, the mech can draw the residual life energy out of a creature within its reach that died within the past minute. The power core’s rate increases by 1, which lasts 1 round for every 4 levels or CR the dead creature possessed. The mech can’t draw energy from the same creature more than once, and the creature’s level or CR must be at least half the mech’s tier (minimum 1). A mech can’t increase its rate by more than 1 in this way. +**Cost** 0.5 x tier + +## SCRAPPER CORE TEMPLATE + +**Source** _Tech Revolution pg. 102_ +This power core template is programmed to grant exceptional power when its mech is at greatest risk. +**Rate** +0; **Initial** +0; **Maximum** +0 +**Special** Whenever the mech gains a system failure condition, the mech gains 1d4 Power Points. The mech can exceed its PP maximum in this way, but any excess PP not expended by the end of its next turn are lost. +**Cost** 1 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upgrades.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upgrades.md new file mode 100644 index 0000000..e2ba488 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upgrades.md @@ -0,0 +1,47 @@ +--- +aliases: +tags: +--- +# MECH UPGRADES +**Source** _Tech Revolution pg. 108_ +If you have leftover MP—which is especially likely for a mech with many operators—you can spend them on miscellaneous upgrades, representing further specialization of your mech's technology. These options are relatively expensive for the benefit they provide, so it's often best to upgrade a mech's frame, limbs, and other features first. + +**Cost**: These upgrades have a scaling cost. The first time a specific upgrade is purchased, use the listed cost. Each additional time the same upgrade is purchased for the mech, increase the upgrade's cost per tier by 1; this increase is cumulative. For example, the fleet upgrade costs a number of Mech Points equal to 2 × the mech's tier the first time it's purchased, 3 × tier the second time, 4 × tier the third time, and so on. + + +## EHANCED SHIELDS + +**Source** _Tech Revolution pg. 108_ +**Effect** Increase the mech’s Shield Points by an amount equal to its tier. +**Cost** 3 x tier + +## FLEET + +**Source** _Tech Revolution pg. 108_ +**Effect** Increase each of the mech’s movement speeds by 10 feet. +**Cost** 2 x tier + +## RAPID REFLEXES + +**Source** _Tech Revolution pg. 108_ +**Effect** The mech gains a +1 bonus to its EAC and to its Reflex saving throws. +**Cost** 2 x tier + +## REINFORCED FRAME + +**Source** _Tech Revolution pg. 108_ +**Effect** Increase the mech frame’s base HP by 5, and increase its HP advancement by 1. +**Cost** 1 x tier + +## SUPERIOR COMPUTER + +**Source** _Tech Revolution pg. 108_ +**Effect** The mech’s onboard computer has a tier equal to half the mech’s tier (minimum 1). The computer also gains the alarm countermeasure and one of the following upgrades or countermeasures: artificial personality, feedback, hardened, security II, or shock grid (rank 2). +**Cost** 0.5 x tier +**Special** Purchasing this upgrade doesn’t increase the cost of subsequent superior computer upgrades. + +## UNBREAKABLE ARMOR + +**Source** _Tech Revolution pg. 108_ +**Effect** The mech gains a +1 bonus to its KAC and to its Fortitude saving throws. +**Cost** 2 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upper Arms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upper Arms.md new file mode 100644 index 0000000..f02bf64 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Upper Arms.md @@ -0,0 +1,53 @@ +--- +aliases: +tags: +--- +# MECH UPPER ARMS +**Source** _Tech Revolution pg. 101_ +A mech's upper limbs typically represent a pair of arms, though they can be found in other forms, such as multiple limbs or even mechanical tentacles. A mech is limited to a single set of upper limbs. Upper limbs modify a variety of the mech's statistics and may provide additional uses for Power Points. + +Some upper limbs have attack modifiers marked with an asterisk (\*). Choose either the melee or ranged attack modifier and increase it by 1 when you purchase these upper limbs. + +## ASSAULT ARMS + +**Source** _Tech Revolution pg. 101_ +Built to carry a small arsenal, these arms turn any mech into a one- machine army. +**Hit Point Advancement** +0; **EAC** +1; **KAC** +2 +**Upper Limb Slots** 3; **Melee Attack** +0\*; **Ranged Attack** +0\* + +- **Dual Strike (1 PP)** When making a full attack with two different weapons mounted on your arms, you attack twice with one weapon and once with the other. You take a –4 penalty to these attacks. + +**Cost** 1 x tier + +## BASIC ARMS + +**Source** _Tech Revolution pg. 101_ +These arms can wield weapons but provide few other benefits. +**Hit Point Advancement** +0; **EAC** +1; **KAC** +1 +**Upper Limb Slots** 2; **Melee Attack** +0; **Ranged Attack** +0 +**Cost** 0 x tier + +## POWERFUL ARMS + +**Source** _Tech Revolution pg. 101_ +These arms provide the mech with legendary strength. +**Hit Point Advancement** +0; **EAC** +1; **KAC** +2 +**Upper Limb Slots** 2; **Melee Attack** +1; **Ranged Attack** +0 +**Special** Increase the mech’s Strength modifier by 1. +**Cost** 1 x tier + +## PRECISION ARMS + +**Source** _Tech Revolution pg. 101_ +These lightweight arms boast peerless stability and accuracy. +**Hit Point Advancement** +0; **EAC** +1; **KAC** +1 +**Upper Limb Slots** 2; **Melee Attack** +1\*; **Ranged Attack** +1\* +**Cost** 1 x tier + +## TOUGH ARMS + +**Source** _Tech Revolution pg. 101_ +These shield-like arms deflect and resist incoming attacks. +**Hit Point Advancement** +1; **EAC** +2; **KAC** +2 +**Upper Limb Slots** 2; **Melee Attack** +0; **Ranged Attack** +0 +**Cost** 1 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Weapons.md new file mode 100644 index 0000000..9502ab2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Mechs/Mech Weapons.md @@ -0,0 +1,302 @@ +--- +aliases: +tags: +--- +# MECH WEAPONS +Engineers have designed and adapted a wide range of weapons for mechs to use. Each weapon combines two factors—the weapon’s level and a weapon template—to determine its statistics and MP cost. Mech weapons use many of the same rules as standard weapons (Core Rulebook 168), including damage types, targeting Armor Class, damage, range, critical hits, capacity, usage, and weapon special properties. +Mech weapons also use the following key statistics. +**Level:** This denotes the weapon’s relative power. A mech can’t use a weapon with a level that exceeds its tier by more than 1. +**Weapon Template:** Each weapon uses a weapon template that determines the weapon’s basic shape and functions, such as a laser cannon or sword. A weapon template modifies some combination of the weapon’s statistics, such as damage, damage type, range, and special weapon properties. +**Damage:** Each weapon deals low, medium, high, or extreme damage based on the weapon’s level when it successfully hits a target; see Table 4–5: Weapon Damage on page 104 for the damage dealt by weapons of a given level. A mech also adds its tier to the damage dealt by weapons it wields, and a mech adds its Strength modifier to its damage with melee weapons. +**Slots:** These are the number and types of slots that a mech must devote to equipping and wielding the weapon. Slot types include frame, lower limb, and upper limb. +**Capacity:** This is the number of attacks a mech can perform with the weapon before needing to reload as a move action. Each mech can carry two additional sets of ammunition, unless it has one or more ammo reserve auxiliary systems. +**Power Point:** Many weapons have a special ability that the mech can only perform by expending one or more Power Points; the number of PP used is listed in parentheses. +**Cost:** This is the cost of the weapon in MP. Each weapon’s cost is based on the weapon’s level. + +| Level | Low Damage | Medium Damage | +|-------|------------|---------------| +| 1 | 1d4 | 1d6 | +| 2 | 1d6 | 1d8 | +| 3 | 2d4 | 2d6 | +| 4 | 2d6 | 2d8 | +| 5 | 3d4 | 3d6 | +| 6 | 3d6 | 3d8 | +| 7 | 5d4 | 4d6 | +| 8 | 6d4 | 5d6 | +| 9 | 7d4 | 4d8 | +| 10 | 8d4 | 6d6 | +| 11 | 9d4 | 6d8 | +| 12 | 10d4 | 9d6 | +| 13 | 11d4 | 10d6 | +| 14 | 12d4 | 9d8 | +| 15 | 10d6 | 10d8 | +| 16 | 11d6 | 11d8 | +| 17 | 12d6 | 12d8 | +| 18 | 13d6 | 13d8 | +| 19 | 14d6 | 14d8 | +| 20 | 15d6 | 15d8 | + +## ACID DART RIFLE + +**Source** _Tech Revolution pg. 103_ +Streams of potent, sizzling acid fly from the barrel of this fortified gun. +**Type** ranged; **Range** 150 ft.; **Special** automatic +**Damage** medium; **Damage Type** A; **Critical** Corrode +**Slots** 1 (frame or upper limb); **Capacity** 10 +**Cost** 3.5 x tier + +## ALLOYED SWORD + +**Source** _Tech Revolution pg. 103_ +This sword is made of the finest adamantine alloy honed to a razor-sharp edge. +**Type** melee; **Special** analog, penetrating, thrown (20 ft.) +**Damage** low; **Damage Type** S; **Critical** — +**Slots** 1 (upper limb) +**Cost** 2.5 x tier + +## AUTOSPEAR + +**Source** _Tech Revolution pg. 103_ +This weapon’s pointed head conceals a flechette cannon. +**Type** melee or ranged (when engaged only); **Special** reach, thrown (40 ft.) +**Damage** medium; **Damage Type** P; **Critical** — +**Slots** 2 (upper limb) + +- **Projectile Mode (1 PP)** As a move action, the mech reconfigures the autospear from a melee weapon into a ranged weapon that fires flechettes. The autospear loses the reach and thrown weapon special properties in this form and gains the line weapon special property, a range of 100 feet, and a capacity of 5. The autospear’s other statistics don’t change. The mech can reconfigure the autospear back into a melee weapon as a move action, which expends no additional Power Points. + +**Cost** 2 x tier + +## BATTLESTAFF + +**Source** _Tech Revolution pg. 103_ +This rod of forged steel is an impenetrable defensive tool that can deliver devastating blows. +**Type** melee; **Special** analog, blocking, reach, trip +**Damage** low; **Damage Type** B; **Critical** — +**Slots** 2 (upper limb) +**Cost** 2 x tier + +## BUZZBLADE + +**Source** _Tech Revolution pg. 103_ +This serrated blade whirs as it slashes through enemy lines. +**Type** melee +**Damage** medium; **Damage Type** S; **Critical** bleed +**Slots** 2 (upper limb or lower limb) + +- **Cleave (2 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon. + +**Cost** 3.5 x tier + +## CHAINWHIP + +**Source** _Tech Revolution pg. 103_ +This whip made of heavy chain links can provide devastating melee attacks or creative tactical options. +**Type** melee; **Special** analog, reach, trip +**Damage** low; **Damage Type** B; **Critical** — +**Slots** 1 (upper limb) + +- **Lash (2 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the chainwhip had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon. + +**Cost** 3 x tier + +## FLAME DOSHKO + +**Source** _Tech Revolution pg. 104_ +This triple-laser-bladed axe can sweep enemies aside or be thrown for devastating damage +**Type** melee; **Special** thrown (20ft.) +**Damage** medium; **Damage Type** F; **Critical** burn +**Slots** 2 (upper limb) + +- **Cleave (2 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon. + +**Cost** 2.5 x tier + +## FLAMETHROWER + +**Source** _Tech Revolution pg. 104_ +This rotating nozzle spews gouts of bone-melting flame from a fuel pack installed deep inside a mech +**Type** ranged; **Range** 60 ft. or 100 ft.; **Special** ignite and either blast or line +**Damage** high; **Damage Type** F; **Critical** burn +**Slots** 1 (upper limb); **Capacity** 5 +**Gout** Each time the mech makes an attack with the flamethrower, the weapon gains the line weapon special property and a range of 100 feet, or it gains the blast weapon special property and a range of 60 feet. +**Cost** 4.5 x tier + +## FROST RIFLE + +**Source** _Tech Revolution pg. 104_ +This longarm delivers concentrated, laser-like blasts of subzero ice. +**Type** ranged; **Range** 150 ft.; **Special** automatic +**Damage** high; **Damage Type** C; **Critical** staggered +**Slots** 1 (frame or upper limb); **Capacity** 10 +**Cost** 4 x tier + +## FROSTSPEAR + +**Source** _Tech Revolution pg. 104_ +Icy waves drift from this wicked weapon, which can be thrown or jabbed at enemies. +**Type** melee; **Special** reach, thrown (40 ft.) +**Damage** low; **Damage Type** C&P; **Critical** staggered +**Slots** 2 (upper limb) + +- **Cold Snap (2 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the frostspear had the line weapon special property. The length of the line equals the twice the mech’s reach with the frostspear. + +**Cost** 2.5 x tier + +## GRENADE LAUNCHER + +**Source** _Tech Revolution pg. 104_ +This pressurized cannon fires grenades over vast distances. +**Type** ranged; **Range** 120 ft +**Damage** varies; **Damage Type** varies; **Critical** — +**Slots** 1 (frame); **Capacity** 3 +**Special** A grenade launcher doesn’t deal damage based on its level. Instead, its damage and effects are based on the grenades it fires. When resupplying ammunition, the grenade launcher selects any combination of grenades whose individual levels don’t exceed the grenade launcher’s level + 2. Each time a mech reloads its grenade launcher, it loads any combination of 3 grenades it currently has available. For example, a mech with an 8th-level grenade launcher could carry five mk 3 frag grenades (level 8) and four mk 2 cryo grenades (level 10), loading any combination of three grenades each time it reloads. +**Cost** 2.5 x tier + +## HAMMERFIST + +**Source** _Tech Revolution pg. 104_ +This block of thrice-forged adamantine alloy features serrated edges and can be affixed to the ends of a mech’s limbs and used to pummel enemies. +**Type** melee; **Special** analog, penetrating +**Damage** low; **Damage Type** B; **Critical** — +**Slots** 1 (upper limb or lower limb) +**Cost** 2 x tier + +## LASER RIFLE + +**Source** _Tech Revolution pg. 104_ +This sleek longarm fires lasers at enemies in terrifying barrages. +**Type** ranged; **Range** 250 ft.; **Special** automatic +**Damage** medium; **Damage Type** F; **Critical** burn +**Slots** 1 (frame); **Capacity** 20 +**Cost** 3.5 x tier + +## MISSILE BATTERY + +**Source** _Tech Revolution pg. 104_ +This array of micro-missiles fires in devastating salvos. +**Type** ranged; **Range** 200 ft. +**Damage** low; **Damage Type** F&P; **Critical** — +**Slots** 1 (frame); **Capacity** 12 +**Volley** When making a full attack entirely with the missile battery, the mech can fire two, three, or four missiles. It takes a –3 penalty to the attacks if it fires two missiles, a –4 penalty if it fires three missiles, or a –5 penalty if it fires four missiles. +**Cost** 2.5 x tier + +## PLASMA RIFLE + +**Source** _Tech Revolution pg. 105_ +This sleek longarm delivers crackling, flaming death at a high rate of fire. +**Type** ranged; **Range** 100 ft.; **Special** line +**Damage** high; **Damage Type** E&F; **Critical** wound +**Slots** 1 (frame or upper limb); **Capacity** 10 +**Cost** 10 x tier + +## PLASMA SWORD + +**Source** _Tech Revolution pg. 105_ +This sword blazes with fiery, crackling energy designed to singe cleanly through targets. +**Type** melee; **Special** thrown (20 ft.) +**Damage** high; **Damage Type** E&F; **Critical** severe wound +**Slots** 1 (upper limb) +**Cost** 3.5 x tier + +## ROCKET LAUNCHER + +**Source** _Tech Revolution pg. 105_ +This weapon fires individual missiles that can crack the toughest armor or devastate small areas. +**Type** ranged; **Range** 150 ft.; **Special** explode (10 ft.), unwieldly +**Damage** high; **Damage Type** F&P; **Critical** — +**Slots** 1 (frame or upper limb); **Capacity** 2 + +- **Siege Mode (3 PP)** As a full action, the mech reconfigures its body and ordinance into a siege configuration, providing the stability and power necessary to bombard distant targets. While configured in this way, the mech can’t fly, and its other movement speeds are reduced to 10 feet. The rocket launcher’s range increases to 500 feet, its explode property’s radius increases to 20 feet, and it deals medium damage for a weapon of its level. The mech can end the siege configuration as a full action. + +**Cost** 4 x tier + +## ROTARY CANNON + +**Source** _Tech Revolution pg. 105_ +This rotating deliverer of death sports a half-dozen long barrels that fire high caliber rounds faster than the eye can see. +**Type** ranged; **Range** 120 ft.; **Special** automatic +**Damage** high; **Damage Type** P; **Critical** — +**Slots** 1 (frame or upper limb); **Capacity** 10 +**Cost** 3 x tier + +## SCYTHE + +**Source** _Tech Revolution pg. 105_ +This hooked blade can sweep enemies off balance or be thrown into heavy vehicular traffic. +**Type** melee; **Special** analog, reach, thrown (20 ft.), trip +**Damage** medium; **Damage Type** S; **Critical** — +**Slots** 2 (upper limb) + +- **Cleave (2 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the weapon had the blast weapon special property. The length of the cone equals the mech’s reach with the weapon. + +**Cost** 2.5 x tier + +## SHEARS + +**Source** _Tech Revolution pg. 105_ +These wicked blades can slice enemies like scissors. +**Type** melee +**Damage** low; **Damage Type** S; **Critical** wound +**Slots** 1 (lower limb or upper limb) +**Cost** 2.5 x tier + +## SONIC SHOTGUN + +**Source** _Tech Revolution pg. 105_ +This snub-barreled weapon fires thunderous blasts of force and high-pitched sounds to incapacitate enemies. +**Type** ranged; **Range** 80 ft.; **Special** blast, penetrating +**Damage** medium; **Damage Type** So; **Critical** knockdown +**Slots** 1 (frame or upper limb); **Capacity** 5 +**Cost** 4 x tier + +## SPEAR + +**Source** _Tech Revolution pg. 105_ +This heavy projectile ends in a shining adamantine alloy tip and can be thrown or jabbed at enemies. +**Type** melee; **Special** analog, penetrating, reach, thrown (40 ft.) +**Damage** medium; **Damage Type** P or S; **Critical** — +**Slots** 2 (upper limb) + +- **Skewer (1 PP)** As a standard action, the mech makes an attack against multiple targets in an area as though the spear had the line weapon special property. The length of the line equals the mech’s reach with the spear. + +**Cost** 2 x tier + +## SPIKED SHIELD + +**Source** _Tech Revolution pg. 105_ +This heavy shield can block incoming attacks or tear into enemies that make the mistake of getting too close. +**Type** melee; **Special** analog, block +**Damage** medium; **Damage Type** B or P; **Critical** bleed +**Slots** 2 (upper limb) +**Deflect** As a move action, the mech positions its shield to intercept incoming attacks, granting the mech a +1 shield bonus to AC and to Reflex saving throws until the beginning of its next turn. While this effect is active and the mech takes damage from a weapon, the mech can use a reaction to double its hardness against that attack’s damage. +**Cost** 2.5 x tier + +## SWORDWHIP + +**Source** _Tech Revolution pg. 106_ +This gleaming sword’s blade can separate into a segmented whip of incandescent steel. +**Type** melee +**Damage** medium; **Damage Type** S; **Critical** — +**Slots** 1 (upper limb) + +- **Whip Mode (1 PP)** As a move action, the mech reconfigures the swordwhip from a solid blade into a fiery, shearing lash for 1 round. In this form, the swordwhip gains the reach and trip special weapon properties; it gains the burn critical hit effect, and it deals a combination of fire and slashing damage. + +**Cost** 2.5 x tier + +## TECHNOSLING + +**Source** _Tech Revolution pg. 106_ +This microfiber netting is built for throwing buckshot-like sling bullets at enemies like missiles. +**Type** ranged; **Range** 80 ft. +**Damage** medium; **Damage Type** B or P; **Critical** knockdown +**Slots** 1 (upper limb); **Capacity** 10 +**Cost** 2.5 x tier + +## THUNDERGAUNTLET + +**Source** _Tech Revolution pg. 106_ +This glove-like weapon emits piercing shrieks that can disrupt opponents’ basic movement and functionality. +**Type** melee +**Damage** low; **Damage Type** So; **Critical** knockdown +**Slots** 2 (upper limb) +**Cost** 3 x tier \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Base Frames.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Base Frames.md new file mode 100644 index 0000000..63041ae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Base Frames.md @@ -0,0 +1,16 @@ +--- +aliases: +tags: +--- +# BASE FRAMES +Each starship has a base frame that determines its size, maneuverability, starting weapon mounts, hull strength, room for expansion, and other capacities. Although two ships that use the same frame might look radically different, they both have some of these base statistics in common. The frame of a starship includes all life support and artificial gravity systems necessary to keep the crew (and any passengers) alive and comfortable. The starship’s frame is also built with a transponder that is essentially the ship’s “address” for standard system-wide and unlimited-range communications (see page 430); this transponder can be turned off, during which time the starship can’t send or receive messages, but neither can it be tracked down by conventional means. + +The base frames below are organized by size (from smallest to largest) and cost in Build Points (with less expensive frames coming first within a size). In general, the size and expansion bay capacities of a base frame can’t be changed without a great deal of time and money (and the GM’s permission), so it can be more effective to just start over with a different base frame when upgrading those aspects of a starship. + +``` dataview +TABLE +BPCost as BP-Cost +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Base Frames" +SORT BPCost ASC +WHERE file.name != "Base Frames" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Battleship.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Battleship.md new file mode 100644 index 0000000..8d9aa3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Battleship.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 150 +NoteType: Base Frames +PCU: +tags: +--- +# BATTLESHIP +**Source** +**Size** Gargantuan +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 280 (increment 40); **DT** 10; **CT** 56 +**Mounts** forward arc (1 capital, 2 heavy), port arc (2 heavy, 1 light), starboard arc (2 heavy, 1 light), aft arc (1 light), turret (2 heavy) +**Expansion Bays** 8 +**Minimum Crew** 100; **Maximum Crew** 300 +**Cost** 150 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Bulk Freighter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Bulk Freighter.md new file mode 100644 index 0000000..fffcb7c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Bulk Freighter.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 55 +NoteType: Base Frames +PCU: +tags: +--- +# BULK FREIGHTER +**Source** +**Size** Huge +**Maneuverability** poor (-1 Piloting, turn 3) +**HP** 160 (increment 20); **DT** 5; **CT** 32 +**Mounts** forward arc (1 heavy), aft arc (1 heavy), turret (2 light) +**Expansion Bays** 10 +**Minimum Crew** 20; **Maximum Crew** 50 +**Cost** 55 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Carrier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Carrier.md new file mode 100644 index 0000000..6b43a4a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Carrier.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 120 +NoteType: Base Frames +PCU: +tags: +--- +# CARRIER +**Source** +**Size** Gargantuan +**Maneuverability** poor (-1 Piloting, turn 3) +**HP** 240 (increment 30); **DT** 10; **CT** 48 +**Mounts** forward arc (1 capital), port arc (3 heavy), starboard arc (3 heavy), turret (2 light) +**Expansion Bays** 10 (must have at least 1 hanger bay) +**Minimum Crew** 75; **Maximum Crew** 200 +**Cost** 120 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Cruiser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Cruiser.md new file mode 100644 index 0000000..9368413 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Cruiser.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 60 +NoteType: Base Frames +PCU: +tags: +--- +# CRUISER +**Source** +**Size** Huge +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 180 (increment 25); **DT** 5; **CT** 36 +**Mounts** forward arc (1 capital), port arc (1 light), starboard arc (1 light), turret (1 heavy) +**Expansion Bays** 6 +**Minimum Crew** 20; **Maximum Crew** 100 +**Cost** 60 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Destroyer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Destroyer.md new file mode 100644 index 0000000..d9d2af0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Destroyer.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 30 +NoteType: Base Frames +PCU: +tags: +--- +# DESTROYER +**Source** +**Size** Large +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 150 (increment 20); **DT** —; **CT** 30 +**Mounts** forward arc (2 heavy), port arc (1 light), starboard arc (1 light), aft arc (1 light), turret (1 light) +**Expansion Bays** 4 +**Minimum Crew** 6; **Maximum Crew** 20 +**Cost** 30 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Dreadnought.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Dreadnought.md new file mode 100644 index 0000000..bb91f4c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Dreadnought.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 200 +NoteType: Base Frames +PCU: +tags: +--- +# DREADNOUGHT +**Source** +**Size** Colossal +**Maneuverability** clumsy (-2 Piloting, turn 4) +**HP** 400 (increment 50); **DT** 15; **CT** 80 +**Mounts** forward arc (2 capital, 2 heavy), port arc (1 capital, 3 heavy), starboard arc (1 capital, 3 heavy), turret (4 light) +**Expansion Bays** 20 +**Minimum Crew** 125; **Maximum Crew** 500 +**Cost** 200 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Explorer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Explorer.md new file mode 100644 index 0000000..ad702d9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Explorer.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 12 +NoteType: Base Frames +PCU: +tags: +--- +# EXPLORER +**Source** +**Size** Medium +**Maneuverability** good (+1 Piloting, turn 1) +**HP** 55 (increment 10); **DT** —; **CT** 11 +**Mounts** forward arc (1 light), port arc (1 light), starboard arc (1 light), turret (1 light) +**Expansion Bays** 4 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 12 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Fighter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Fighter.md new file mode 100644 index 0000000..c9f29e3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Fighter.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 8 +NoteType: Base Frames +PCU: +tags: +--- +# FIGHTER + **Source** +**Size** Tiny +**Maneuverability** good (+1 Piloting, turn 1) +**HP** 35 (increment 5); **DT** —; **CT** 7 +**Mounts** forward arc (2 light [1 must be a tracking weapon]), aft arc (1 light) +**Expansion Bays** — +**Minimum Crew** 1; **Maximum Crew** 2 +**Cost** 8 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Freighter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Freighter.md new file mode 100644 index 0000000..82f54f8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Freighter.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 40 +NoteType: Base Frames +PCU: +tags: +--- +# HEAVY FREIGHTER +**Source** +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 120 (increment 20); **DT** —; **CT** 24 +**Mounts** forward arc (1 heavy, 2 light), port arc (1 heavy), starboard arc (1 heavy) +**Expansion Bays** 8 +**Minimum Crew** 6; **Maximum Crew** 20 +**Cost** 40 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Mauler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Mauler.md new file mode 100644 index 0000000..beeaee4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Heavy Mauler.md @@ -0,0 +1,20 @@ +--- +aliases: +BPCost: 40 +NoteType: Base Frames +PCU: +tags: +--- +# HEAVY MAULER +**Source** +**Size** Large +**Maneuverability** poor (-1 Piloting, turn 3) +**HP** 140 (increment 20); **DT** —; **CT** 28 +**Mounts** forward arc (1 heavy, 1 light), port arc (1 heavy), starboard arc (1 heavy) +**Expansion Bays** 2 +**Minimum Crew** 6; **Maximum Crew** 20 +**Cost** 40 + +### SPECIAL ABILITIES + +**Expanded Engine Bay** A heavy hauler has an expanded engine bay that can accommodate engines designed for Huge-sized starships to give it the power necessary to tow vessels larger than itself. While fitted with Huge-sized thrusters and not towing a ship, the heavy hauler’s speed increases by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Interceptor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Interceptor.md new file mode 100644 index 0000000..6b8d793 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Interceptor.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 6 +NoteType: Base Frames +PCU: +tags: +--- +# INTERCEPTOR + +**Source** +**Size** Tiny +**Maneuverability** perfect (+2 Piloting, turn 0) +**HP** 30 (increment 5); **DT** —; **CT** 6 +**Mounts** forward arc (2 light) +**Expansion Bays** — +**Minimum Crew** 1; **Maximum Crew** 1 +**Cost** 6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Freighter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Freighter.md new file mode 100644 index 0000000..579e842 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Freighter.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 10 +NoteType: Base Frames +PCU: +tags: +--- +# LIGHT FREIGHTER +**Source** +**Size** Small +**Maneuverability** good (+1 Piloting, turn 1) +**HP** 40 (increment 10); **DT** —; **CT** 8 +**Mounts** forward arc (2 light), port arc (1 light), starboard arc (1 light) +**Expansion Bays** 3 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Hauler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Hauler.md new file mode 100644 index 0000000..8e9e629 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Light Hauler.md @@ -0,0 +1,20 @@ +--- +aliases: +BPCost: 10 +NoteType: Base Frames +PCU: +tags: +--- +# LIGHT HAULER +**Source** +**Size** Small +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 50 (increment 10); **DT** —; **CT** 10 +**Mounts** forward arc (2 light), port arc (1 light), starboard arc (1 light) +**Expansion Bays** 1 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 10 + +### SPECIAL ABILITIES + +**Expanded Engine Bay** A light hauler has an expanded engine bay that can accommodate engines designed for Medium-sized starships to give it the power necessary to tow vessels larger than itself. While fitted with Medium-sized thrusters and not towing a ship, the light hauler’s speed increases by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Oma (Base Frame.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Oma (Base Frame.md new file mode 100644 index 0000000..6dd3748 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Oma (Base Frame.md @@ -0,0 +1,20 @@ +--- +aliases: +BPCost: 20 +NoteType: Base Frames +PCU: +tags: +--- +# OMA (BASE FRAME) +**Source** +**Size** Medium +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 85 (increment 15); **DT** —; **CT** 17 +**Mounts** forward arc (1 heavy, 1 light), port arc (1 light), starboard arc (1 light), aft arc (1 light) +**Expansion Bays** 6 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 20 + +### SPECIAL ABILITIES + +**Drift Resistant (Ex)** An oma’s body must be specially refitted to accommodate Drift travel; installing a Drift engine in an oma increases the price of the engine by 50%. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Racer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Racer.md new file mode 100644 index 0000000..04dbfd5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Racer.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 4 +NoteType: Base Frames +PCU: +tags: +--- +# RACER +**Source** +**Size** Tiny +**Maneuverability** perfect (+2 Piloting, turn 0) +**HP** 20 (increment 5); **DT** —; **CT** 4 +**Mounts** forward arc (1 light), aft arc (1 light) +**Expansion Bays** — +**Minimum Crew** 1; **Maximum Crew** 1 +**Cost** 4 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Shuttle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Shuttle.md new file mode 100644 index 0000000..a740e79 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Shuttle.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 6 +NoteType: Base Frames +PCU: +tags: +--- +# SHUTTLE +**Source** +**Size** Small +**Maneuverability** perfect (+2 Piloting, turn 0) +**HP** 35 (increment 5); **DT** —; **CT** 7 +**Mounts** forward arc (1 light) +**Expansion Bays** 3 (usually cargo holds or passenger seating) +**Minimum Crew** 1; **Maximum Crew** 4 +**Cost** 6 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Starship Drone.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Starship Drone.md new file mode 100644 index 0000000..c769d44 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Starship Drone.md @@ -0,0 +1,21 @@ +--- +aliases: +BPCost: 3 +NoteType: Base Frames +PCU: +tags: +--- +# STARSHIP DRONE + +**Source** +**Size** Tiny +**Maneuverability** perfect (+2 Piloting, turn 0) +**HP** 15 (increment 5); **DT** —; **CT** 3 +**Mounts** none +**Expansion Bays** — +**Minimum Crew** 0; **Maximum Crew** 0 +**Cost** 3 + +### SPECIAL ABILITIES + +A starship made with the starship drone base frame has no life support, artificial gravity, or crew quarters. All its components are accessible from outside the ship, usually through maintenance hatches and other access ports. A starship drone is usually equipped with a VI, or virtual intelligence system. The ship’s VI obeys instructions according to its programming, but it can navigate and use onboard systems when supervision isn’t available. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Supertanker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Supertanker.md new file mode 100644 index 0000000..3cb8cc9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Supertanker.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 100 +NoteType: Base Frames +PCU: +tags: +--- +# SUPERTANKER +**Source** +**Size** Gargantuan +**Maneuverability** clumsy (-2 Piloting, turn 4) +**HP** 200 (increment 25); **DT** —; **CT** 40 +**Mounts** forward arc (2 heavy), port arc (2 light), starboard arc (2 light), turret (1 heavy, 1 light) +**Expansion Bays** 4 +**Minimum Crew** 10; **Maximum Crew** 40 +**Cost** 100 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tanker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tanker.md new file mode 100644 index 0000000..258db15 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tanker.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 20 +NoteType: Base Frames +PCU: +tags: +--- +# TANKER +**Source** +**Size** Large +**Maneuverability** clumsy (-2 Piloting, turn 4) +**HP** 100 (increment 15); **DT** —; **CT** 20 +**Mounts** forward arc (1 heavy), turret (2 light) +**Expansion Bays** 2 +**Minimum Crew** 4; **Maximum Crew** 10 +**Cost** 20 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Transport.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Transport.md new file mode 100644 index 0000000..77d97b8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Transport.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 15 +NoteType: Base Frames +PCU: +tags: +--- +# TRANSPORT +**Source** +**Size** Medium +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 70 (increment 15); **DT** —; **CT** 14 +**Mounts** forward arc (1 heavy, 1 light), aft arc (1 light), turret (2 light) +**Expansion Bays** 5 +**Minimum Crew** 1; **Maximum Crew** 6 +**Cost** 15 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tug.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tug.md new file mode 100644 index 0000000..9083d7a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Tug.md @@ -0,0 +1,18 @@ +--- +aliases: +BPCost: 10 +NoteType: Base Frames +PCU: +tags: +--- + +## TUG + +**Source**[_Ports of Call pg. 31_ +**Size** Small +**Maneuverability** good (+1 Piloting, turn 1) +**HP** 35 (increment 10); **DT** —; **CT** 7 +**Mounts** forward arc (1 light), turret (1 heavy) +**Expansion Bays** 1 +**Minimum Crew** 1; **Maximum Crew** 2 +**Cost** 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Vermelith.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Vermelith.md new file mode 100644 index 0000000..c1d78bc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Base Frames/Vermelith.md @@ -0,0 +1,21 @@ +--- +aliases: +BPCost: 45 +NoteType: Base Frames +PCU: +tags: +--- +# VERMELITH + +**Source** +**Size** Large +**Maneuverability** average (+0 Piloting, turn 2) +**HP** 130 (increment 20); **DT** —; **CT** 26 +**Mounts** forward arc (1 heavy, 1 light), port arc (1 light), starboard arc (1 light), aft arc (1 light), turret (1 light) +**Expansion Bays** 7 +**Minimum Crew** 6; **Maximum Crew** 20 +**Cost** 45 + +### SPECIAL ABILITIES + +**Extreme Resistance (Ex)** An EMP weapon has half its normal duration against a vessel built using this frame. The vessel has a +1 bonus to its AC against direct fire weapons that use gravity and a +1 bonus to Piloting checks the pilot attempts due to gravity, such as escaping a tractor beam. In addition, a biomechanical ship built from this frame treats its radiation exposure as 1 level lower when determining critical damage effects due to radiation. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Archon Drive - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Archon Drive - Interstellar Drives.md new file mode 100644 index 0000000..e492dc0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Archon Drive - Interstellar Drives.md @@ -0,0 +1,18 @@ +--- +aliases: +BPCost: 15 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 150 +NoteType: Interstellar Drive +tags: +--- +# ARCHON DRIVE - INTERSTELLAR DRIVES + +**Source** _Starship Operations Manual pg. 9_ +**BP Cost** 15 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 150; **Maximum Size** +**Special** Restricted (Church of Iomedae, Knights of Golarion) + +The massive cathedralships of the church of Iomedae carry legions of troops—whether Iomedaean crusaders or Knights of Golarion—on missions across the galaxy, aided by their exclusive archon drives. Fueled by Iomedae’s divine power and augmented by the righteousness and prayers of the ship’s crew, an archon drive enables a starship to bypass interstellar distances by moving through Iomedae’s home plane of Heaven. +As grandiose as the ships that carry them, _archon drives_ look like large, crystalline lanterns of stained glass depicting the story of Iomedae and images of lost Golarion. A ball of light hangs in the center of the engine, radiating rainbow light all over the ship’s engineering section and bathing the crew in color. Many ships equipped with _archon drives_ hold regular worship services during interstellar journeys, as it is a common belief that the focused prayers of a ship’s crew can increase the drive’s efficiency. +_Archon drives_ were in existence at the end of the Gap and were one of only a very few means of achieving interstellar travel before the advent of Drift tech, though they were— and still are—tightly controlled by the church of Iomedae. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Chaos Sail - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Chaos Sail - Interstellar Drives.md new file mode 100644 index 0000000..ddba99a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Chaos Sail - Interstellar Drives.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 4 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 75 +NoteType: Interstellar Drive +tags: +--- +# CHAOS SAIL - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 9_ +**BP Cost** 4 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 75; **Maximum Size** +**Special** Restricted (Church of Besmara) + +_Chaos sails_ are engines powered by the churning evolutionary forces of change and possibility. Much like traditional sails bend the unpredictable wind to their advantage, _chaos sails_ tap into the volatile energies of the roiling Maelstrom, enabling starships to travel through that plane to bypass interstellar distances. But raw chaos is difficult to harness, and _chaos sails_ carry unpredictable risks—anything from the ships’ interior layouts rearranging, cargoes morphing into other goods, and even the laws of physics changing while in transit. Crews and passengers can be impacted as well, with pilots finding their flight controls now monitor power-core performance instead, or captains discovering that they must encourage or cajole their ship’s weapons to fire in combat. +Besmara is said to have created the first _chaos sails_ for her ship, the Starwraith, driving it through the Maelstrom’s Cerulean Void and into other planes. Before the introduction of Drift travel, her pirate-priests were the primary users of _chaos sails_, and the especially devout continue to do so, trusting in Besmara’s favor to keep them safe from the hazards of the Maelstrom. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Constellation Orrery - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Constellation Orrery - Interstellar Drives.md new file mode 100644 index 0000000..3c51377 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Constellation Orrery - Interstellar Drives.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 10 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 150 +NoteType: Interstellar Drive +tags: +--- +# CONSTELLATION ORRERY - INTERSTELLAR DRIVES + +**Source** _Starship Operations Manual pg. 10_ +**BP Cost** 10 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 2 +**Minimum PCU** 150; **Maximum Size** Huge +**Special** Restricted (Church of Ibra) + +Almost every sapient culture has constellations—patterns of stars visible from a location that represent figures from mythology, folklore, or religion. Stories about these constellations have been shared for generations, cementing their shapes in the collective imagination of thousands of different worlds. Every planet has different constellations and stories attached, but they are all linked together in a mystical sense, as the use of constellation orreries proves. +A _constellation orrery_ is a form of interstellar drive that enables starships to navigate along the imaginary lines that connect the stars in a constellation, using stars that appear in multiple constellations as “switching stations” to change lines. These constellation lines are similar to terrestrial ley lines, and they run through not just one plane, but many. Constellation orreries look similar to ancient mechanical solar system models that displayed the orbits of planets around a star, but they depict the relative positions of stars in a constellation, reconfiguring their appearance as the ship passes through different constellations. The Church of Ibra is the sole known purveyor of constellation orreries, but whether the drive’s origin lies in the Gap or before it is just another cosmic mystery for the faithful to decipher. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Elemental Engine - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Elemental Engine - Interstellar Drives.md new file mode 100644 index 0000000..666a032 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Elemental Engine - Interstellar Drives.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 5 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 100 +NoteType: Interstellar Drive +tags: +--- +# ELEMENTAL ENGINE - INTERSTELLAR DRIVES + +**Source** _Starship Operations Manual pg. 10_ +**BP Cost** 5 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 100; **Maximum Size** +**Special** Restricted (Elemental Plane) + +Even starship crews native to the elemental planes commonly use Drift engines for most interstellar travel, but prior to the modern era, some elemental denizens made use of other plane-hopping engines to get to and from the Material Plane. Such travel was not without risk, as various factions constantly struggle for dominance over the elemental planes and are often hostile to unknown starships entering their territory. +Those _elemental engines_ still in use are often found in the hands of smugglers, pirates, and other outlaws, who use these drives to avoid capture by escaping to the inhospitable expanses of one of the elemental planes, where most Material Plane law-enforcement agencies cannot pursue them. Of course, a Material Plane starship using an _elemental engine_ must have some means of protecting the ship from the harmful planar energies it will endure during such transits. Vessels native to one of the elemental planes, however, are usually impervious to the energies of that plane. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/First Drive - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/First Drive - Interstellar Drives.md new file mode 100644 index 0000000..d712b5f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/First Drive - Interstellar Drives.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 12 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 175 +NoteType: Interstellar Drive +tags: +--- +# FIRST DRIVE - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 10_ +**BP Cost** 12 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 3 +**Minimum PCU** 175; **Maximum Size** Large +**Special** Restricted (Eldest, fey) + +The First World is a plane of endless possibility and evolution. Initially created as something of a rough draft of the Material Plane, the First World constantly reinvents itself, with the laws of physics—even time—changing from one location to another. Another major difference between the First World and the Material Plane is that the First World has no outer space; it is mostly a single, immeasurable landmass. Nevertheless, it is possible to achieve interstellar travel on the Material Plane by using a so-called _first drive_ to travel through the First World. The journey can be perilous, and more than one starship using a first drive has disappeared in transit, possibly abducted by the fey denizens of the First World. +The fey deities called the Eldest rule the First World, and those regions they control are some of the few areas of stability on the plane, held in place by the sheer will of the Eldest. A first drive enables a starship to navigate through the First World by using these stable realms as waypoints. Locations in the First World roughly correspond to physical locations on the Material Plane—for example, a portion of the First World corresponds to the planet Akiton. A starship in orbit around Akiton can activate its _first drive_ to arrive in the Akiton portion of the First World, then travel through the plane to another planet’s corresponding First World location. When the ship reenters the Material Plane, it arrives close to that planet. Unfortunately, this means that a vessel equipped with a _first drive_ must travel between two locations that existed at the time the First World was created. A _first drive_ cannot be used to travel to or from a location that does not have a First World analog (such as a space station like Absalom Station or open space); any attempts to do so simply fail. +The Eldest are generally credited with creating the _first drive_; some planar scholars believe that Ng the Hooded was directly responsible. A more contested theory is that the _first drive_ was a rough draft of Triune’s Drift engine, though no evidence to support such a claim has been brought to light, and neither the Eldest nor Triune have confirmed or denied these speculations. What is known is that the Eldest are the sole suppliers of first drives, and they usually offer them to mortal spacefarers only as part of inscrutable bargains. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Fold Gates - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Fold Gates - Interstellar Drives.md new file mode 100644 index 0000000..1f75f49 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Fold Gates - Interstellar Drives.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: / +MinimumPCU: 200 +NoteType: Interstellar Drive +tags: +--- +# FOLD GATES - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 10_ +**Engine Rating** Special +**Minimum PCU** 200; **Maximum Size** Huge + +Found in scattered locations deep in the Vast, _fold gates_ are an ancient magical means of interstellar travel designed to foil the speed limit of the universe. _Fold gates_ don’t enable a starship to travel at speeds faster than light—the magic “folds” the space between two gates instead, and a vessel simply passes through the gates in a near-instantaneous transition from one physical location to another. +Unfortunately, repeated use of _fold gates_ caused strain on the most heavily traveled routes, weakening the fabric of space-time and in some cases stretching and ripping it like badly worn cloth, causing disasters such as the disappearance of entire star systems. Most of these dangerously distorted fold gate routes eventually disintegrated, with the gates themselves collapsing into black holes or becoming mystical hazards that can ensnare unwary ships in strange, labyrinthine demiplanes. _Fold gates_ are known to have been in use even before the Gap, but the original builders of the _fold gates_ and the techniques for creating them have been lost to history. Some stable, functional _fold gates_ still remain, but all the gates discovered to date have been found in the Vast, and the entire network of linked gates has yet to be fully mapped. Starship captains use _fold gates_ at their own risk, but they remain an option for daring pilots seeking shortcuts through the galaxy. +Journeying between a pair of _fold gates_ usually takes only 1d8 hours, but travel is limited to predetermined destinations—those locations with functioning _fold gates_ (determined by the GM). _Fold gates_ have no BP cost, as no special engines are needed to use them, but they drain an immense amount of power from vessels passing through them to maintain the stability of the folded space they create. _Fold gates_ are physical objects, so only Huge or smaller starships can fit through them. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Helldrive - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Helldrive - Interstellar Drives.md new file mode 100644 index 0000000..5522b80 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Helldrive - Interstellar Drives.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 10 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 100 +NoteType: Interstellar Drive +tags: +--- +# HELLDRIVE - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 11_ +**BP Cost** 10 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 100; **Maximum Size** +**Special** Restricted (Church of Asmodeus, Hellknights) + +Just as the Church of Iomedae made early use of proprietary _archon drives_, so too did Asmodeans develop their own technology: _Helldrives_, which enable starships to travel through Hell itself to circumvent Material Plane distances. Today, _Helldrives_ are most commonly found in the fleets of the Hellknights, supporting their mission to bring the rule of law to a chaotic universe. +Hell is a brutal and orderly plane; it is full of dangers for the unwary, but it honors its agreements. Each _Helldrive_ functions as a physical contract permitting relatively easy—though rarely truly safe—passage through Hell. The Church of Asmodeus constructs each _Helldrive_ individually, customized for the ship that will carry it, and only those who follow the strict tenets of Hell to the letter are allowed to use them. _Helldrives_ run on fuel condensed from damned souls, and some planar scientists speculate that the very act of operating a _Helldrive_ is akin to signing an infernal contract, with the user’s soul pledged to become fuel for the next generation of _Helldrives_. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Interstellar Drives.md new file mode 100644 index 0000000..4e07c27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Interstellar Drives.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- + +# INTERSTELLAR DRIVES + +**Source** _Starship Operations Manual pg. 8_ +Drift engines enable starships to overcome the limitations of traveling faster than light by entering another plane of existence. Most other interstellar drives also operate by using planar jumps. However, planar travel outside the Drift involves extremely expensive magical technology, often in concert with divine assistance, and such magic is usually tightly controlled by the groups and organizations that use it. As a result, Drift technology is the most commonly available means of interstellar travel, and ships using other methods to travel between stars are relatively rare. + +``` dataview +TABLE +BPCost as BP-Cost, MinimumPCU as Minimum-PCU +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Interstellar Drives" +SORT BPCost ASC +WHERE file.name != "Interstellar Drives" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Planar Aperture Drive - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Planar Aperture Drive - Interstellar Drives.md new file mode 100644 index 0000000..85afa1a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Planar Aperture Drive - Interstellar Drives.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 15 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 150 +NoteType: Interstellar Drive +tags: +--- +# PLANAR APERTURE DRIVE - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 11_ +**BP Cost** 15 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 2 +**Minimum PCU** 150; **Maximum Size** +**Special** Restricted (Tetrad, witchwyrds) + +The four-armed witchwyrds have traveled the stars and planes since long before the Gap, using starships outfitted with proprietary hybrid interstellar engines called planar aperture drives. Manufactured by the Tetrad trade association, witchwyrds’ interplanar mercantile group, planar aperture drives open temporary portals to other planes, allowing witchwyrds to travel with ease throughout the galaxy and most other planes, including the Drift. Their navigational charts are a wonder to behold, though sometimes even witchwyrd ships arrive in the wrong place when traveling through ever-changing planes like the First World or the Maelstrom. +These drives are the only non-Drift engines known to access the Drift, though how they accomplish this is unknown—one of the leading theories posits the Tetrad signed an exclusive deal with Triune, giving its ships access to the Drift. In any case, the Tetrad does not sell its _planar aperture drives_ to non-witchwyrds under any circumstance, and most Tetrad starships are equipped with security features like biometric locks or even self-destruct systems to keep the technology out of non-witchwyrd hands. On the rare occasions that such engines have been captured by outsiders, they work only as normal Signal Basic Drift engines. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Shadow Engine - Interstellar Drives.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Shadow Engine - Interstellar Drives.md new file mode 100644 index 0000000..f5aa317 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Interstellar Drives/Shadow Engine - Interstellar Drives.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 3 x size category (Tiny = 1, Small = 2, etc.) +MinimumPCU: 75 +NoteType: Interstellar Drive +tags: +--- +# SHADOW ENGINE - INTERSTELLAR DRIVES +**Source** _Starship Operations Manual pg. 11_ +**BP Cost** 3 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 75; **Maximum Size** +**Special** Painful, restricted (Church of Zon-Kuthon, velstracs) + +The Shadow Plane is a warped reflection of the Material Plane, and distances there are highly variable, making it possible to traverse vast distances in less time than it would take on the Material Plane—a fact some species exploited in early forms of faster-than-light starship travel. The _shadow engines_ of velstracs and the Church of Zon-Kuthon were among the most prevalent of these technologies, which transition a starship from the Material Plane to the Shadow Plane by replicating the effects of the shadow walk spell on an interstellar scale. Early _shadow engines_ were slower than Drift engines, but velstracs have continually refined the technology, and modern shadow engines are now just as fast as equivalent Drift-capable vessels. +_Shadow engines_ can propel starships at incredible speeds, but such speed comes with a price: excruciating pain. Kuthites believe that pain leads to enlightenment and have built that tenet into their _shadow engines_, giving them the painful special property. +**Painful:** When a _shadow engine_ is first activated, every creature on the ship (crew and passengers) is wracked with agonizing pain that imposes a –2 penalty on ability checks, attack rolls, and skill checks (including for starship combat) for as long as the ship is on the Shadow Plane. A target that succeeds at a Will saving throw (DC = 10 + the starship’s tier) reduces the duration to 24 hours. This is a mind-affecting pain effect. Velstracs don’t take the penalties from this effect, though they do enjoy the pain the engine provides. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Algal Shielding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Algal Shielding.md new file mode 100644 index 0000000..29f0181 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Algal Shielding.md @@ -0,0 +1,11 @@ +--- +aliases: +BPCost: 5 + (2 × size category) +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# ALGAL SHIELDING +**PCU** 0; **Cost (in BP)** 5 + (2 × size category) +The algal shielding system can be installed only in a biomechanical starship. +The hull of a vessel with algal shielding has a layer made of water-filled, valved chambers that circulate blue-green algae through the ship, interfacing with the life-support system and most living parts of the ship. This supplemental circulatory system has two functions. First, the algae act as a radiation buffer. When a biomechanical starship with algal shielding takes damage from a weapon with the irradiate special property (Core Rulebook 304), the algal shielding grants a +2 circumstance bonus to saving throws against radiation and other poisons introduced to the ship’s internal atmosphere. This system also functions as one hydroponic garden (Pact Worlds 153). If a critical damage effect causes a vessel’s life-support system to become malfunctioning or wrecked, the algal shielding provides no benefit until the life-support system’s condition is improved to glitching or normal. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Autodestruct System.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Autodestruct System.md new file mode 100644 index 0000000..a469fda --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Autodestruct System.md @@ -0,0 +1,11 @@ +--- +aliases: +BPCost: 1 × size category +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# AUTODESTRUCT SYSTEM +**PCU** 0; **Cost (in BP)** 1 × size category +An autodestruct system is a self-destruct mechanism that removes the crew’s ability to avoid destruction in a crisis. When a starship outfitted with an autodestruct system is reduced to 0 Hull Points, the autodestruct system activates, destroying the ship it’s built into. Starships in hexes adjacent to a starship as it autodestructs take damage to the appropriate quadrants equal to half the destroyed starship’s maximum Hull Points, mitigated by shields as normal. +An autodestruct system is hardwired into the ship and has no interface that can be hacked or disabled. Once installed, it can be removed only with 1 day of work and a successful Engineering check (DC = 15 + 1-1/2 × the starship’s tier). Failing this check means the autodestruct system remains active, and the engineer is aware of that fact. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/C-I Baffle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/C-I Baffle.md new file mode 100644 index 0000000..7439441 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/C-I Baffle.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 5 +NoteType: Other Starship Systems +PCU: 1 +tags: +--- + +## C-I BAFFLE + +**Source** _Ports of Call pg. 30_ +**PCU** 1; **Cost (in BP)** 5 +The counter-inertial baffle system allows a starship to suddenly and dramatically change its facing with no other indication that it was going to do so. Once per starship combat, the starship’s pilot can attempt the flip and burn stunt with a +2 bonus. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Colony Ship Framework.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Colony Ship Framework.md new file mode 100644 index 0000000..71594f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Colony Ship Framework.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 1/4 × base frame cost +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# COLONY SHIP FRAMEWORK +**PCU** 0; **Cost (in BP)** 1/4 × base frame cost +Combining the habitability of a space station with the mobility of a starship, colony ships are designed to transport large populations of people across vast distances. In many ways they are mobile cities, able to provide long-term sustainability for a population as it travels across space. Most colony ships transport populations that intend to settle elsewhere (hence the name), although some can remain active as mobile settlements even after reaching their destination. +The colony ship framework must be purchased at the same time as a Large or larger starship base frame. Applying the colony ship framework to a base frame costs an amount of BP equal to one-quarter the base frame’s BP cost. For example, the heavy freighter base frame has a BP cost of 40, so constructing a colony ship from a heavy freighter costs 50 BP (40 BP + 10 BP). A starship with a colony ship framework has the following abilities. +**Habitable:** The primary purpose of a colony ship is to serve as a long-term habitat for its occupants. As a result, colony ships are optimized for communal living. A colony ship can house a total number of occupants equal to 10 × its base frame’s maximum crew size, though its maximum crew size doesn’t change. A colony ship multiplies its base frame’s total number of available expansion bays by three. These additional expansion bays can be used only for cargo holds, escape pods, guest quarters, life boats, recreation suites, or other expansion bays intended primarily for civilians, as determined by the GM. +**Orbital Weaponry:** Colony ships can support exceptionally powerful weaponry. A colony ship can install up to one weapon with the orbital weapon special property (page 15) onto one of its weapon mounts for one-third the usual price. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Consciousness Uplink Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Consciousness Uplink Drive.md new file mode 100644 index 0000000..2e3ef5d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Consciousness Uplink Drive.md @@ -0,0 +1,23 @@ +--- +aliases: +BPCost: 4 +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# CONSCIOUSNESS UPLINK DRIVE +**PCU** 0; **Cost (in BP)** 4 +A consciousness uplink drive is an incredibly potent and thoroughly dangerous system that enables a crew member with a datajack to interface directly with their starship. The device converts electronic signals from the starship’s computers and various sensors into neural signals that the user’s brain can interpret as if the signals had originated from the user’s own body. This grants the crew member extraordinary reaction speed and multitasking abilities, but it also leaves the user’s body vulnerable to painful feedback if the starship is damaged, potentially inflicting lasting harm. +To use the uplink drive, a crew member must have a datajack and physically link their datajack to their starship, such as to a port in the pilot’s chair. Calibrating this connection takes at least 1 minute outside of starship combat or takes the uplinking crew member’s crew action to calibrate during starship combat. A crew member can begin starship combat already calibrated and connected. Once calibrated, they gain all of the benefits and drawbacks that follow and can change starship roles without disconnecting. Disconnecting safely takes an additional 1 minute, or 1 round during starship combat, during which the user can act normally but gains none of the uplink’s benefits and still experiences the drawbacks until the process concludes. The user can instead disconnect at the start of a round before the engineering phase, but severing the link so quickly is harmful; they take damage equal to twice the starship’s tier when a system becomes malfunctioning or wrecked. +Only one crew member can use a consciousness uplink drive at a time, as multiple users introduce mental interference that negate the system’s benefits. +**Benefits:** The benefits provided by the uplink depend on the quality of the user’s datajack, with more advanced models able to process more complex commands. While linked, the crew member can perform the following starship crew actions as minor crew actions: divert, fly, precognition, scan, and shoot. If using a high-density or accelerated datajack, the user also gains a +1 circumstance bonus to gunnery and starship combat skill checks. If using an accelerated datajack, the user’s circumstance bonus increases to +2 when performing science officer actions, and the user adds the following to their list of minor crew actions: balance, eldritch shot, fire at will, hold it together, and maneuver. +**Drawbacks:** An uplinked user suffers neural feedback whenever the starship takes critical damage. Whenever one of the starship’s systems takes critical damage and becomes glitching, the user takes damage equal to the starship’s tier; this damage doubles if the system becomes malfunctioning or wrecked. The user can halve this damage with a successful Fortitude save (DC = 10 + 1/2 the starship’s tier). If the user has a high-density datajack, they gain a +1 circumstance bonus to saving throws against this feedback (+2 for an accelerated datajack). +If critical damage gives a system the malfunctioning or wrecked condition, the feedback disables part of the uplinked user’s body unless they succeed at a Fortitude save (DC = 10 + 1/2 × the starship’s tier for malfunctioning, or 15 + 1/2 × the starship’s tier for wrecked). On a failed save, the user suffers a wound, per the wound critical hit effect (Core Rulebook 182), based on which system was damaged: + +- _Engines:_ leg +- _Life Support or Power Core:_ vital organ +- _Sensors:_ eye +- _Weapons Array:_ arm + +For a malfunctioning system, the wound’s effects are temporary, lasting only 8 hours if the user failed the save. For a wrecked system, however, the wound is permanent if the user failed the save. These wounds don’t intrinsically prevent a user from operating the starship, but the injuries are apparent once the user disconnects. +The user doesn’t take any of the above effects when the starship gains a critical damage condition from reducing the severity of a system’s critical damage condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Data Net.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Data Net.md new file mode 100644 index 0000000..0287177 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Data Net.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 3 +NoteType: Other Starship Systems +PCU: 5 +tags: +--- +# DATA NET +**PCU** 5; **Cost (in BP)** 3 +Aballonian vessels have a complex communications net, allowing them to share sensor data and tactical plans. A ship must have this system to participate in a data net, and a participating ship can go no further than long range from the closest vessel and remain in the net. + +Ships with a data net determine their sensor distance to a target by counting the hexes between the target and any vessel participating in the network. In addition, if any vessel in the data net successfully performs a scan, target system, or lock on action against a target, all vessels in the net share that information and bonus. If the vessel was targeting a system, only the first critical damage is applied to the targeted system. Multiple lock-on bonuses do not stack. These shared bonuses apply even if the ship that performed the initial action is destroyed or disabled. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Hive Joining.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Hive Joining.md new file mode 100644 index 0000000..24b6386 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Hive Joining.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 1 +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# HIVE JOINING +**PCU** 0; **Cost (in BP)** 1 +Xenowarden pod ships (see page 162) have the ability to merge together, forming a larger vessel. This requires eight such pod ships to “dock” together while closely orbiting a star, as the power required is quite taxing on their solar batteries. Over the next 24 hours, the ships fuse together, forming a Xenowarden arkship (see page 162). The crew of each pod spends this time in meditation, communing with the spirit of their ship, guiding it to join with the others and form a single mind. Any damage to the ships during this period of time is catastrophic, potentially resulting in a loss of all eight vessels. + +In addition, a pod vessel with this system can dock in an existing arkship if the larger craft has an open slot in its hive bay. This can be temporary or permanent, as desired by the ship and pilot. If the docking is to be permanent, it requires 1 hour for the pod to merge with the arkship. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Luxury Ship Framework.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Luxury Ship Framework.md new file mode 100644 index 0000000..b1029bf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Luxury Ship Framework.md @@ -0,0 +1,17 @@ +--- +aliases: +BPCost: 1/4 × base frame cost +NoteType: Other Starship Systems +PCU: 0 +tags: +--- + +## LUXURY SHIP FRAMEWORK + +**Source** _Ports of Call pg. 30_ +**PCU** 0; **Cost (in BP)** 1/4 × base frame cost +Luxury ships are designed to enable especially comfortable travel to all manner of destinations—and often to extract as much money from guests as possible. These ships ply the galaxy’s better-known space lanes with regularity and fanfare. Some are space yachts for the rich and famous, while others are massive mobile resorts and casinos. +A luxury ship framework must be purchased at the same time as a Medium or larger starship base frame. Applying the luxury ship framework to a base frame costs an amount of BP equal to one-quarter the base frame’s BP cost (minimum 1). A starship with the luxury ship framework has the following abilities. +**Crew Requirements:** Keeping guests happy and well-attended is critical to a luxury vessel’s success. In addition to its minimum crew requirements, a luxury ship must have one crew member for every guest. +**Staterooms:** A luxury ship is designed to house guests and keep them comfortable. A luxury ship has extra expansion bays equal to its normal number of expansion bays. These additional expansion bays can be used only for luxurious guest quarters, recreation suites, or other expansion bays intended primarily for guests, as determined by the GM. +**Vulnerable:** Luxury ships can’t add additional weapon mounts. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Power Core.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Power Core.md new file mode 100644 index 0000000..4df985e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Power Core.md @@ -0,0 +1,28 @@ +--- +aliases: +BPCost: varies +NoteType: Other Starship Systems +PCU: varies +tags: +--- + +# MAGIC POWER CORE + +A life-giving tree of light with roots penetrating every corner of the vessel feeds magic energy directly into various subsystems. A crystalline cable network lines bulkheads and converts the unrealized dreams of the crews into a memetic turbine. A creature captured from the outer planes churns the energy dynamos of a null-space reactor. However it accomplishes the task, a magical power core converts magical energy into usable power for a starship. These hybrid devices don’t have backup battery systems, but in emergencies, a spellcaster can feed spells into a magic power core to power life support, gravity, and comms (but no other systems). Each spell slot sacrificed to the power core provides 2 hours of emergency power per level of the spell slot. An arcane dawn magic power core can be used on Tiny, Small, and Medium ships. An arcane zenith core can be used on Medium, Large, and Huge ships. An arcane dusk core can be used on Huge, Gigantic, and Colossal ships. + +## MAGIC POWER CORE, ARCANE DAWN + +**Source** _Ports of Call pg. 30_ +**PCU** 300; **Cost (in BP)** 35 + + +## MAGIC POWER CORE, ARCANE DUSK + +**Source** _Ports of Call pg. 30_ +**PCU** 600; **Cost (in BP)** 65 + + +## MAGIC POWER CORE, ARCANE ZENITH + +**Source** _Ports of Call pg. 30_ +**PCU** 400; **Cost (in BP)** 45 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Sensors.md new file mode 100644 index 0000000..dc6e846 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Sensors.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: Sensors cost +NoteType: Other Starship Systems +PCU: 0 +tags: +--- + +## MAGIC SENSORS + +**Source** _Ports of Call pg. 30_ +**PCU** 0; **Cost (in BP)** Sensors cost +Magic sensors, whether enchanted crystals or rune-encrusted lenses, can be purchased alongside normal sensors at an additional cost equal to the normal sensors’ cost. Outside starship combat, a crew member can use magic sensors to detect magic (as the spell) to a range of 1 mile from the ship. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Thrusters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Thrusters.md new file mode 100644 index 0000000..e17c505 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Magic Thrusters.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 1/5 × base frame cost +NoteType: Other Starship Systems +PCU: 0 +tags: +--- + +## MAGIC THRUSTERS + +**Source** _Ports of Call pg. 30_ +**PCU** 0; **Cost (in BP)** 1/5 × base frame cost +Magic thrusters use arcane energy to move a starship and can provide improved handling. Magic thrusters are purchased and installed along with typical thrusters, at an additional cost equal to 1/5 of the starship frame’s BP cost (minimum 1). Magic thrusters grant an additional +1 Piloting modifier and reduce the distance between turns by 1 (minimum 0). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Mass Simulator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Mass Simulator.md new file mode 100644 index 0000000..b1a08b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Mass Simulator.md @@ -0,0 +1,36 @@ +--- +aliases: +BPCost: varies +NoteType: Other Starship Systems +PCU: varies +tags: +--- + +# MASS SIMULATOR + +A specialized mass driver enables smaller vessels to tug larger vessels or objects in busy docks or mining operations. When using a weapon with the tractor beam special property, the mass simulator allows the firing vessel to affect ships a number of size categories larger that’s equal to its mk level. For example, a Small ship with a mk 4 mass simulator can target and move a Gargantuan vessel with a gravity gun. + +## MASS SIMULATOR, MK 1 + +**Source** _Ports of Call pg. 30_ +**PCU** 10; **Cost (in BP)** 20 + + +--- + +## MASS SIMULATOR, MK 2 + +**Source** _Ports of Call pg. 30_ +**PCU** 20; **Cost (in BP)** 40 + + +## MASS SIMULATOR, MK 3 + +**Source** _Ports of Call pg. 30_ +**PCU** 30; **Cost (in BP)** 60 + + +## MASS SIMULATOR, MK 4 + +**Source** _Ports of Call pg. 30_ +**PCU** 40; **Cost (in BP)** 80 diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Modular Service Robots.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Modular Service Robots.md new file mode 100644 index 0000000..369b7a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Modular Service Robots.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 15 +NoteType: Other Starship Systems +PCU: 50 +tags: +--- + +## MODULAR SERVICE ROBOTS + +**Source** _Ports of Call pg. 31_ +**PCU** 50; **Cost (in BP)** 15 +To help minimize crew cost and space requirements, enterprising starliners have developed robotic servants that can readily swap functions by way of interchanging modular parts. These robots operate under the guidance of the ship’s computer and travel about the ship on specially designed lanes, out of the way of guests and crew. While they fulfill simple, daily tasks on a ship in a usually unremarkable way, they can exhibit eccentricities if their software isn’t well maintained. +A ship with a modular service robot system halves the time it takes to make repairs. +When installed in a luxury ship (page 30), a modular service robot system also replaces the crew required to accommodate guests with simple, modularly constructed robotic servants. These robots care for the ship, its crew, passengers, and each other, and they can operate most expansion bays. These robots can’t take combat actions, but they also don’t require crew quarters, freeing up installed quarters for passengers and crew. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Other Starship Systems.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Other Starship Systems.md new file mode 100644 index 0000000..fa92ccf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Other Starship Systems.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# OTHER STARSHIP SYSTEMS +Vessels in Starfinder use a variety of systems to gain an advantage in the harsh depths of space. These systems are added to a ship during its construction. + +``` dataview +TABLE +BPCost as BP-Cost, PCU +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Other Starship Systems" +SORT BPCost ASC +WHERE file.name != "Other Starship Systems" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Paraforan Resonator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Paraforan Resonator.md new file mode 100644 index 0000000..9358338 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Paraforan Resonator.md @@ -0,0 +1,38 @@ +--- +aliases: +BPCost: varies +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# PARAFORAN RESONATOR +The hardened corpses of paraforans who have perished on the Material Plane can be constructed into rigid shells that attach to a starship’s Drift engine (and can be selected when building or upgrading a starship). Known as paraforan resonators, they pulse with a rainbow of colors when the accompanying Drift engine operates. A paraforan resonator grants a pilot a bonus to Piloting checks to navigate a course through the Drift equal to the resonator’s mark. In addition, when calculating travel times through the Drift, a paraforan resonator allows the pilot to reroll a number of d6s equal to the resonator’s mark, though the pilot must use the second result. The cost in Build Points is based on the starship’s size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on). + +| Model | Bonus to Piloting Checks | Reroll | Cost (in BP) | +|-------|--------------------------|--------|-------------------| +| Mk 1 | +1 | 1d6 | 1 x size category | +| Mk 2 | +2 | 2d6 | 3 x size category | +| Mk 3 | +3 | 3d6 | 5 x size category | +| Mk 4 | +4 | 4d6 | 7 x size category | + + + +## PARAFORAN RESONATOR, MK 1 + +**Source** _Alien Archive 3 pg. 77_ +**PCU** 0; **Cost (in BP)** 1 x size category + +## PARAFORAN RESONATOR, MK 2 + +**Source** _Alien Archive 3 pg. 77_ +**PCU** 0; **Cost (in BP)** 3 x size category + +## PARAFORAN RESONATOR, MK 3 + +**Source** _Alien Archive 3 pg. 77_ +**PCU** 0; **Cost (in BP)** 5 x size category + +## PARAFORAN RESONATOR, MK 4 + +**Source** _Alien Archive 3 pg. 77_ +**PCU** 0; **Cost (in BP)** 7 x size category \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Powersnap.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Powersnap.md new file mode 100644 index 0000000..4f636f9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Powersnap.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 3 × size category +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# POWERSNAP +**PCU** 0; **Cost (in BP)** 3 × size category +A starship with the powersap system can siphon power from enemy starships it hits with a melee weapon. Once per starship combat, when a starship with a powersap system hits an enemy starship with a melee weapon (page 12), at the start of the next engineering phase, the starship with the powersap system is affected as if an engineer had used the divert action to divert power to a randomly chosen system (roll 1d4; 1 = engines; 2 = science equipment; 3 = weapons; 4 = shields). Additionally, the enemy starship gains a critical damage condition as if the attack had dealt damage exceeding the starship’s Critical Threshold. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Robotic Apandage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Robotic Apandage.md new file mode 100644 index 0000000..65ea451 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Robotic Apandage.md @@ -0,0 +1,28 @@ +--- +aliases: +BPCost: Special +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# ROBOTIC APANDAGE +**Source** _Starship Operations Manual pg. 29_ +**PCU** 0; **Cost (in BP)** Special +Although most starships have one or more small manipulators for performing external repairs, some starships incorporate a much larger limb that can move cargo or even attack nearby threats. For some ships, this limb is an immense cybernetic pincer, while for others it’s a series of ports from which an operator can extend robotic tentacles. Some crews use other models, customized for their needs. An operator directs the appendage from within the starship using a specialized virtual reality helmet that enables the operator to “see” from the starship’s perspective using a series of cameras built into the appendage. The robotic appendage then moves in tandem with one of the operator’s arms (or similar limbs), allowing the operator to manipulate the appendage as if it were part of their body. If the starship has a virtual intelligence (page 34), the intelligence can also use these functions to manipulate the appendage. +A robotic appendage has an effective Strength score determined by the upgrade’s model, and it can lift items and objects weighing up to this Strength score × an amount of bulk based on the size of the starship’s base frame, as follows: Tiny = L bulk, Small = 1 bulk, Medium = 1 bulk, Large = 10 bulk, Huge = 100 bulk, and Gargantuan or larger = 1,000 bulk. Colossal and larger starships are theoretically able to support even larger limbs capable of moving hundreds of thousands of bulk, but the engineering requirements involved mean such systems are very rare. +During combat, the operator can use the robotic appendage to make melee attacks as a weapon with the unwieldy special property, dealing melee damage equal to the amount listed for its upgrade model (see the table below) plus the appendage’s Strength modifier. Use the operator’s base attack bonus and the upgrade’s Strength modifier for calculating the appendage’s attack bonus. A Tiny or Small starship’s robotic appendage can attack targets within 10 feet of the starship, whereas the melee reach for Medium and Large starship arms increases to 20 feet, and Huge or larger starships’ arms have a reach of 30 feet. A robotic appendage is ineffective in starship combat, as the intense velocities of combat would destroy the limb. + +### TABLE 1-10: ROBOTIC APPENDAGES + +| UPGRADE MODEL | STRENGTH SCORE | STRENGTH MODIFIER | DAMAGE | BP COST | +|---------------|----------------|-------------------|--------|---------| +| Mk 1 | 10 | 0 | 1d6 | 1 | +| Mk 2 | 13 | 1 | 1d8 | 3 | +| Mk 3 | 16 | 3 | 1d8 | 6 | +| Mk 4 | 19 | 4 | 2d6 | 8 | +| Mk 5 | 22 | 6 | 2d8 | 11 | +| Mk 6 | 25 | 7 | 3d6 | 13 | +| Mk 7 | 28 | 9 | 3d8 | 16 | +| Mk 8 | 31 | 10 | 4d8 | 18 | +| Mk 9 | 34 | 12 | 6d8 | 21 | +| Mk 10 | 37 | 13 | 8d8 | 23 | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Root System.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Root System.md new file mode 100644 index 0000000..fd03712 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Root System.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 × size category +NoteType: Other Starship Systems +PCU: 5 +tags: +--- +# ROOT SYSTEM +**PCU** 5; **Cost (in BP)** 2 × size category +A root system can be installed only in a biomechanical starship (Pact Worlds 152). A biomechanical starship must usually be in proximity to a star to use its self-repair functions, but a root system forgoes this requirement. A vessel that has a root system can instead attach to a planet, asteroid, or other astronomical body to acquire materials and energy for self-repair. Larger ships can use a root system to carry such self-repair fuel with the ship. Such use of available material is usually enough for self-repair to function as normal, subject to GM discretion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Space Staiton Framwork.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Space Staiton Framwork.md new file mode 100644 index 0000000..a24667b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Space Staiton Framwork.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 1/5 × base frame cost +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# SPACE STAITON FRAMWORK +**PCU** 0; **Cost (in BP)** 1/5 × base frame cost +Designed more for long-term habitation than for active exploration, space stations are a crucial part of everyday life in many starfaring societies. Often meant primarily for mercantile, political, or scientific activity, space stations can serve as permanent residences for civilians, corporate headquarters for businesses, rest stops for space travelers, and much more. Space stations differ from many starships in that they typically lack sleek, aerodynamic designs and are not made for quick movement. Rather, space stations are typically placed in orbit around much larger objects and gently float through space. +The space station framework must be purchased at the same time as a Large or larger starship base frame. Applying the space station framework to a base frame costs an amount of BP equal to one-fifth the base frame’s BP cost. For example, the bulk freighter base frame has a BP cost of 55, so constructing a space station from a bulk freighter would cost 66 BP (55 BP + 11 BP). A space station has the following abilities. +**Habitable:** Space stations are habitable locations first and foremost, designed to afford their occupants all the comforts of terrestrial living. A space station can house a total number of occupants equal to 5 × its base frame’s maximum crew size, though its maximum crew size doesn’t change. A space station multiplies its base frame’s total number of available expansion bays by three. These additional expansion bays can be used only for cargo holds, escape pods, guest quarters, life boats, recreation suites, or other expansion bays intended primarily for civilians, as determined by the GM. +**Orbital Weaponry:** Space stations can support exceptionally powerful weaponry. A space station can install up to one weapon with the orbital weapon special property onto one of its weapon mounts for one-third the usual price. +**Stationary:** Space stations aren’t designed to fly through space and therefore are rarely particularly maneuverable. A space station’s maneuverability is always poor (–1 Piloting, turn 3), and the amount of speed gained from its thrusters is reduced to one-quarter the normal value (to a minimum value of 1). For example, L8 thrusters provide a space station with a speed of only 2 hexes. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Starship Spine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Starship Spine.md new file mode 100644 index 0000000..63bc26d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Starship Spine.md @@ -0,0 +1,45 @@ +--- +aliases: +BPCost: varies +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# STARSHIP SPINE +Starship spines are a combination of rigid spikes, jagged blades, and long spines that can fend off nearby starships and creatures. When a starship outfitted with starship spines is rammed by another vessel or struck by an attack whose maximum range is 1 hex, that vessel provokes a free attack with the spines from the starship. The spines are a starship weapon that require no mount; they can attack any arc, can’t be used to make any other attacks, and deal damage based on the spines’ mark. Depending on their size, some spines can only be installed on starships of a minimum size. + +| Model | Damage | Minimum Size | Cost (in BP) | +|-------|--------|--------------|--------------| +| Mk 1 | 1d4 | — | 1 | +| Mk 2 | 3d4 | — | 3 | +| Mk 3 | 5d4 | Medium | 5 | +| Mk 4 | 8d4 | Large | 8 | +| Mk 5 | 12d4 | Huge | 12 | + + + + +## STARSHIP SPINE, MK 1 + +**Source** _Alien Archive 4 pg. 135_ +**PCU** 0; **Cost (in BP)** 1 + +## STARSHIP SPINE, MK 2 + +**Source** _Alien Archive 4 pg. 135_ +**PCU** 0; **Cost (in BP)** 3 + +## STARSHIP SPINE, MK 3 + +**Source** _Alien Archive 4 pg. 135_ +**PCU** 0; **Cost (in BP)** 5 + +## STARSHIP SPINE, MK 4 + +**Source** _Alien Archive 4 pg. 135_ +**PCU** 0; **Cost (in BP)** 8 + +## STARSHIP SPINE, MK 5 + +**Source** _Alien Archive 4 pg. 135_ +**PCU** 0; **Cost (in BP)** 12 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Teleportation Interstellar Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Teleportation Interstellar Drive.md new file mode 100644 index 0000000..b95597a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Teleportation Interstellar Drive.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 15 × size category +NoteType: Other Starship Systems +PCU: 75 +tags: +--- + +## TELEPORTATION INTERSTELLAR DRIVE + +**Source** _Ports of Call pg. 31_ +**PCU** 75; **Cost (in BP)** 15 × size category +Mystical scholars, driven by distrust in Drift travel thanks in part to the Drift Crisis, have worked tirelessly to create alternative ways to traverse the stars at faster-than-light speeds. One result is the T.I.D., which takes multiple forms but carries great risk; use of these devices leaves a ship in a critical state upon arrival. +A teleportation interstellar drive is available only for starships with a magic power core (page 30). The ship must have previously visited the target star system while both the magic power core and magic interstellar drive were installed. The ship must remain stationary and build arcane energy for a number of days equal to the distance of the destination: 1d6 for destinations in the same star system and 5d6 days for travel elsewhere in the galaxy. Starship combat interrupts this buildup; it must be restarted from zero. At the end of this buildup, the ship is instantly teleported to the target system. On arrival, all systems have the glitching condition, and the ship can power only life support, gravity, and comms until the systems are repaired. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Training Interface Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Training Interface Module.md new file mode 100644 index 0000000..7fa2f2c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Other Starship Systems/Training Interface Module.md @@ -0,0 +1,198 @@ +--- +aliases: +BPCost: Special +NoteType: Other Starship Systems +PCU: 0 +tags: +--- +# TRAINING INTERFACE MODULE +Vessels in Starfinder use a variety of systems to gain an advantage in the harsh depths of space. These systems are added to a ship during its construction. + + +**Source** _Starship Operations Manual pg. 30_ +**PCU** 0; **Cost (in BP)** Special + +| MODULE | ASSOCIATED CREW MEMBER | +|-------------------------|------------------------| +| CLASS FEATURE | | +| Artificial intelligence | Any | +| Biohacks | Science officer | +| Cache capacitor | Science officer | +| Connection | Magic officer | +| Entropic pool | Chief mate | +| Expertise | Captain | +| Healing touch | Engineer | +| Infinite worlds | Magic officer | +| Injection expert | Engineer | +| Mitigate | Captain | +| Paradigm shift | Magic officer | +| Primary fighting style | Gunner or pilot | +| Solar connection | Gunner | +| Solar manifestation | Gunner | +| Specialization | Any | +| Spell cache | Magic officer | +| Trick attack | Pilot | +| FEAT | | +| Adaptive Fighting | Any | +| Agile Casting | Magic officer | +| Amplified Glitch | Science officer | +| Antagonize | Captain | +| Barricade | Any | +| Cleave | Engineer | +| Climbing Master | Chief mate | +| Combat Casting | Magic officer | +| Deadly Aim | Gunner | +| Deflect Projectiles | Gunner | +| Diehard | Any | +| Diversion | Captain | +| Enhanced Resistance | Chief mate | +| Far Shot | Gunner | +| Fast Talk | Captain | +| Improved Critical | Gunner | +| Improved Feint | Gunner | +| Improved Initiative | Pilot | +| Jet Dash | Chief mate | +| Kip Up | Chief mate | +| Master Crafter | Engineer | +| Mobility | Pilot | +| Multi-Weapon Fighting | Gunner | +| Mystic Strike | Magic officer | +| Nimble Moves | Pilot | +| Parting Shot | Gunner | +| Penetrating Attack | Gunner | +| Quick Draw | Any | +| Shot on the Run | Pilot | +| Slippery Shooter | Pilot | +| Spell Focus | Magic officer | +| Spell Penetration | Magic officer | +| Spring Attack | Pilot | +| Unfriendly Fire | Captain | +| Weapon Focus | Gunner | + +A training interface module (or TIM) is an advanced computer combat simulator that enables a starship’s officer to apply their own training and expertise in starship combat. Each TIM is programmed to interface with both a specific class feature or feat as well as with a crew role; a TIM is listed with its associated feat and role, such as “TIM (mitigate, captain).” The exception to this are TIMs marked “any,” which are not assigned to a specific crew role. A starship can have up to four TIMs installed, and each must apply to a different class feature or feat (though TIMs for different class features or feats may provide the same benefits). + +A TIM functions only when an officer with the selected feat or class feature (or class feature that replaces the listed class feature, such as a technomancer with the cache hacks feature using a spell cache TIM) assumes that crew role. A TIM that affects an officer or their actions, rather than their starship or its statistics, can be used only by the officer currently using that TIM, even if the starship has multiple qualifying officers (e.g., a starship with a Deadly Aim TIM and three crew members with the Deadly Aim feat could grant the TIM’s benefit to only one of the crew members, even if all three were gunners). In addition, a crew member can interface with only one TIM per round. If a starship has multiple TIMs associated with a role, an officer must choose at the beginning of the round which TIM to use, if any. + +A TIM costs 3 BP, and the cost increases by 1 for each TIM a starship already has. The BP cost of installing a TIM that lists “any” as its crew role increases by 3. + +### CLASS FEATURE MODULES + +The following TIMs are associated with class features. + +**Artificial Intelligence (Any):** Your artificial intelligence (AI) can perform one minor crew action per round. At the beginning of the round, you can spend 1 Resolve Point to instead let your AI perform one crew action and assign your AI to one of the following roles until the end of the round: chief mate, engineer, gunner, pilot, or science officer. When performing a crew action, your AI uses its Dexterity and base attack bonus to calculate its gunnery bonus, and it uses either its own skill modifiers or a modifier equal to 3 plus your level, whichever is higher. Your AI cannot perform crew actions that require the expenditure of Resolve Points. + +**Biohacks (Science Officer):** You can use the demand captain action as a science officer action during any phase. Instead of an Intimidate check, you attempt a Life Science check if the crew member you’re affecting is living, or a Physical Science check if the crew member is unliving. The DC of this check is 15 + 1-1/2 × your starship’s tier. A creature can be affected by either this TIM or the demand action only once per combat. + +**Cache Capacitor (Science Officer):** The first time each round that a crew member gains a circumstance bonus to their starship combat check from the starship’s integrated control module, they increase that bonus by 1. + +**Connection (Magic Officer):** You can use the divert engineer action as a magic officer action during the engineering phase. Instead of an Engineering check, you attempt a Mysticism check against the same DC and expend an unused mystic spell slot of 1st level or higher. You gain a bonus to the Mysticism check equal to twice the expended spell’s level. + +**Entropic Pool (Chief Mate):** You draw power from damage dealt to your starship, channeling it into the task at hand. If your starship took critical damage last round, you gain a bonus to your chief mate actions this round based on the damaged system’s condition: +2 if the system became glitching, +3 if it became malfunctioning, or +4 if it became wrecked. If you are using the critical success rules, you also achieve a critical success on a 19 or 20 for any chief mate actions you attempt if one of your starship’s systems took critical damage last round. + +**Expertise (Captain):** Once per combat, you can use Sense Motive or any skill that you’ve chosen with the skill expertise class feature in place of Bluff, Diplomacy, or Intimidate when performing a captain action. + +**Healing Touch (Engineer):** As an engineer action in the engineering phase, you can expend a use of your healing touch ability to restore a number of Hull Points to your starship equal to 1d4 × your mystic level (or 1d8 × your mystic level if your starship is biomechanical). For each Hull Point you restore, you must also expend 10 UPBs. If this healing would reduce the total amount of damage the starship has taken to below its critical threshold or a multiple of that threshold, the starship also reduces the critical damage condition of one system (chosen at random) by one step. + +Once a starship has been healed in this way, it cannot recover additional Hull Points from a TIM until it has been properly repaired. + +**Infinite Worlds (Magic Officer):** As a magic officer action at the beginning of the helm phase, you can conjure debris or a similar hazard into the path of an enemy vessel in space within 10 hexes. Expend one unused spell slot and attempt a Mysticism check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you succeed, you create one of the following three effects. + +- You hamper the starship’s movement, reducing its speed by 1 plus 1 for every 2 levels of the expended spell slot. You can’t reduce the starship’s speed below half of its normal speed. +- You warp the flight paths of the starship’s weapons. This reduces its weapons’ ranges by a number of hexes equal to the expended spell slot’s level (minimum 1 hex or half the weapon’s base range, whichever is greater). This also reduces the speed of tracking weapons the starship fires this round by an amount equal to the expended spell slot’s level (though no lower than half the weapon’s normal speed). This speed reduction lasts only until the beginning of the next round. +- You conjure a brief hazard that damages the starship, which takes damage equal to 2d8 × the expended spell slot’s level. This damage is applied evenly to each of the starship’s quadrants, with any excess damage applied to the quadrant of your choice. + +**Injection Expert (Engineer):** Systems you affect with the hold it together action are treated as though their critical damage condition were two steps less severe until the end of the next round. + +**Mitigate (Captain):** You add your Constitution modifier to your starship’s Damage Threshold. If your starship doesn’t have a Damage Threshold, it instead gains a Damage Threshold equal to your Constitution modifier. + +**Paradigm Shift (Magic Officer):** As a magic officer action during the helm phase, you can replace one of your starship’s weapons with one from another reality. Choose a weapon on your ship that doesn’t have the limited fire weapon special property, and attempt a Mysticism check (DC = 10 + 1-1/2 × the starship’s tier). If you succeed, you replace the weapon with a different starship weapon of the same class (light, heavy, capital, or spinal) that doesn’t have the limited fire weapon special property, and whose BP cost is less than or equal to that of the affected weapon. The weapon remains transformed until the end of the round, after which it reverts to its original form. If you fail the Mysticism check, the affected weapon only partially transforms, rendering it nonfunctional until the end of the round. + +**Primary Fighting Style (Gunner):** Whenever you roll damage for a starship weapon you fired, you treat the maximum result of each die as though it were 1 higher (for example, you would treat a result of a 4 on a d4 as a 5). + +**Primary Fighting Style (Pilot):** Whenever you use the flyby stunt and exceed the stunt’s Piloting check DC by 5 or more, you can use the snap shot minor crew action during the gunnery phase, even if your starship’s gunner has already used an action this round. This doesn’t allow a starship weapon to be used more than once per round. + +**Solar Connection (Gunner):** At the start of each starship combat—whether or not you begin the combat as a gunner—you choose one of your starship’s unoccupied weapon mounts and invest your solar mote into it, manifesting those solar energies as a new weapon that lacks the limited fire weapon special property and whose BP cost doesn’t exceed an amount equal to 2 plus twice your number of levels for any class that grants you a solar manifestation (such as solarian or a mystic with the solar connection epiphany). Only you can operate this weapon, and the weapon vanishes when the combat ends. + +**Solar Manifestation (Gunner):** Same as solar connection (see above). + +**Specialization (Any):** Whenever you attempt a starship combat check with one of your specialization’s associated skills, you can spend 1 Resolve Point to roll your skill check twice and use the better result. + +**Spell Cache (Magic Officer):** Whenever you attempt a Mysticism check to perform a magic officer action, you can expend an unused technomancer spell slot to gain an enhancement bonus to your Mysticism check equal to 1-1/2 × the level of the expended spell slot. + +**Trick Attack (Pilot):** When you perform a stunt and exceed the Piloting check’s DC by 5 or more, your artful maneuver grants one gunner a +2 circumstance bonus to the first gunnery check they attempt before the end of the round. + +### FEAT MODULES + +The following TIMs are associated with feats. + +**Adaptive Fighting (Any):** At the start of a starship combat round, you can expend your Adaptive Fighting feat to apply the TIM benefit associated with one of your selected feats until the end of the round. + +**Agile Casting (Magic Officer):** The first time per combat that you take on the magic officer role, you can roll your first Mysticism starship combat check that round twice and use the better result. + +**Amplified Glitch (Science Officer):** When you use the target system science officer action and exceed the Computers check’s DC by 5 or more, you also identify a way for your starship’s weapons to trigger additional disruptions. The next attack made by your starship that deals critical damage to the enemy starship also gives the glitching condition to one other system, chosen randomly from systems that don’t have a critical damage condition, as though it had been hit by an EMP weapon. This glitching condition lasts for 1 round. + +**Antagonize (Captain):** You can use the taunt captain action against the same starship up to twice per starship combat. + +**Barricade (Any):** When you use the subdue boarding party open crew action, you increase your starship’s Boarding Resistance by 2 for the purpose of determining how many of one boarding party you disable if the boarding party fails its boarding attack check. + +**Cleave (Engineer):** When you divert power to your starship’s weapons, the weapons trigger secondary flares and explosions. The first time an affected weapon hits an enemy starship this turn, the gunner can also damage a second target in a hex adjacent to the primary target. This secondary damage equals the weapon’s minimum damage. + +**Climbing Master (Chief Mate):** You’re able to scramble between stations with incredible speed. When you successfully perform a chief mate action, you can perform a second minor crew action that round. + +**Combat Casting (Magic Officer):** When you use the eldritch shot magic officer action, you can also expend an unused spell slot or spell-like ability of 1st level or higher to grant a +1 enhancement bonus to gunnery checks and damage rolls using the affected weapon. This bonus lasts until the end of the combat or until the weapon has been fired a number of times equal to the expended spell slot’s level, whichever comes first. + +**Deadly Aim (Gunner):** At the start of the gunnery phase, you can take a –2 penalty to your gunnery checks until the end of the round. If you do, the first of your attacks that hits and deals damage also deals additional damage equal to your base attack bonus. + +**Deflect Projectiles (Gunner):** As a gunner action at the beginning of the gunnery phase, you can spend 1 Resolve Point to shoot down incoming attacks. Once before the end of the phase, after learning the result of an incoming direct-fire or tracking weapon attack’s gunnery check but before any damage is dealt, you can choose to fire on the incoming attack. Attempt a gunnery check, and use the result as your starship’s AC and TL against that attack. If you hit, you deflect the attack. + +If you deflect the attack and you have the Reflect Projectiles feat, you can redirect the attack. Attempt a gunnery check against the new target’s AC for a direct-fire attack or TL for a tracking weapon. If you succeed, deal the weapon’s minimum damage to the secondary target, using your attacking starship’s hex as the weapon’s point of origin to determine which quadrant you hit for the secondary target. + +**Diehard (Any):** Whenever your starship has fewer than half its total Hull Points remaining, you gain a +1 enhancement bonus to your starship combat skill checks and gunnery checks. + +**Diversion (Captain):** When you attempt a Bluff check to perform the taunt captain action, you can distract the enemy captain rather than impose the taunt’s usual penalties. If you succeed, the enemy captain loses their crew action for the round. If your result exceeds the Bluff check’s DC by 5 or more, you also impose the taunt action’s standard penalty on that starship, though this penalty lasts for only 1 round. + +**Enhanced Resistance (Chief Mate):** If you fail a starship combat check to perform a chief mate action, you can withstand dangerous conditions long enough to try again. You forgo any minor action for the round and spend 1 Resolve Point to reroll the starship combat check. + +**Far Shot (Gunner):** When you fire a starship weapon that can affect targets at least 6 hexes away, increase that weapon’s range by 2 hexes for that attack. + +**Fast Talk (Captain):** As a captain action at the beginning of the helm phase, you can attempt a Bluff check. The pilot uses either your check’s result or their Piloting check result to determine the order in which the starship moves. In the event of a tie between starships’ results, the pilot uses the higher of their Piloting ranks or your Bluff ranks to break the tie. You can use this module multiple times per starship combat, but each subsequent time you use it, you take a cumulative –4 penalty to your Bluff check. + +**Improved Critical (Gunner):** The first time each round you deal critical damage to an enemy starship, the Engineering check DC of the hold it together, patch, and quick fix engineer actions performed on that starship increases by 2 until the end of the next round. + +**Improved Feint (Gunner):** Once per combat, you can roll your gunnery check twice and use the higher result when operating an ECM module. + +**Improved Initiative (Pilot):** When determining the order in which each starship moves during the helm phase, you can spend 1 Resolve Point to roll your Piloting check twice and use the higher result. + +**Jet Dash (Chief Mate):** At the start of the round, you can spend 1 Resolve Point to assist your crew with exceptional speed. If you succeed at the starship combat check to perform a chief mate action this round, you can perform a second chief mate action that requires an Acrobatics or Athletics check this round with a –2 penalty to that action’s check. + +**Kip Up (Chief Mate):** When you successfully use one of the following actions, halve the penalties the listed crew members would take from the glitching or malfunctioning conditions until the end of the round: hard turn (pilot), maintenance panel access (engineers), manual realignment (science officers), maximize speed (pilot), or targeting aid (gunners). + +**Master Crafter (Engineer):** Once per encounter, when you successfully divert power to your starship’s weapons, you also grant one of the starship’s weapons one of the following weapon special properties until the end of the round: broad arc, intimidating, irradiate (low), or point (+10). If you exceed the action’s Engineering DC by 5 or more, add burrowing and line to the weapon special properties you can grant. + +**Mobility (Pilot):** When you fail your Piloting check when attempting the flyby stunt, you provoke a free attack from an enemy starship only if you failed the check by 5 or more. + +**Multi-Weapon Fighting (Gunner):** Reduce the penalties that you take to gunnery checks when performing the broadside, fire at will, and snap shot actions to –1, –3, and –1, respectively. + +**Mystic Strike (Magic Officer):** When you affect a weapon with the eldritch shot action, the affected weapon also gains the mystical starship weapon special property (page 15) until the end of the next round. + +**Nimble Moves (Pilot):** Whenever you successfully use the evade stunt, your starship also ignores any hazardous conditions present in one of the hexes it enters during its movement this round. If the starship would take damage from a hazard before the beginning of the next helm phase, reduce the damage taken by an amount equal to your ranks in Piloting. + +**Parting Shot (Gunner):** After you successfully use the back off stunt, mark the hex in which your starship began its movement. One of your starship’s gunners can perform the shoot action during the gunnery phase this round as though the starship were in any of the hexes between your starship’s starting hex that round and its current hex, using the starship’s current facing. + +**Penetrating Attack (Gunner):** Your attacks pierce enemy shields. When you succeed at a gunnery check with a starship weapon within that weapon’s first range increment, apply 1 damage per damage die to the target’s Hull Points instead of to its Shield Points. If any of the damage applied to the shields depletes those shields, apply the remainder of the damage to the starship’s Hull Points. + +**Quick Draw (Any):** When you change your starship role at the start of a round, you gain a +1 enhancement bonus to your gunnery and starship combat checks until the end of the round. + +**Shot on the Run (Pilot):** You gain a +2 circumstance bonus to Piloting checks to perform the flyby stunt. When you successfully perform the flyby stunt, choose one of your starship’s weapon arcs. Until the end of the round, attacks with weapons in that arc against the enemy starship deal 2 additional damage or increase their damage dealt by 10%, whichever is greater. + +**Slippery Shooter (Pilot):** Same as Shot on the Run (see above). + +**Spell Focus (Magic Officer):** When you attempt a Mysticism check as part of a magic officer action, you can expend an unused spell slot to gain a circumstance bonus to the Mysticism check equal to 1-1/2 times the spell’s level. + +**Spell Penetration (Magic Officer):** Before you attempt a Mysticism check to perform the scrying magic officer action, you can spend 1 Resolve Point to ignore the target starship’s defensive countermeasures when calculating the Mysticism check’s DC for that action. + +**Spring Attack (Pilot):** Same as Shot on the Run (see above). + +**Unfriendly Fire (Captain):** When an enemy starship misses your starship with an attack, you can spend 1 Resolve Point and attempt a Bluff check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you succeed, choose a target in range of the attacking weapon in the arc opposite the quadrant that the enemy’s attack would have hit (e.g., your port arc if the attack would have hit your starboard quadrant). The enemy starship rerolls their gunnery check against the second target, applying any penalties for range. If the second gunnery check succeeds, the attack instead hits the second target (or pursues that target, in the case of a tracking weapon). + +**Weapon Focus (Gunner):** Once per round when you roll damage for a starship weapon you fired, you can reroll one damage die and must use the new result. At 8th level and 16th level, you can reroll an additional damage die per round in this way. You cannot use this TIM to reroll damage dice that would be multiplied, such as most damage dice associated with capital and spinal class weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor, Fortified Hulls.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor, Fortified Hulls.md new file mode 100644 index 0000000..ff8f2c4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor, Fortified Hulls.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# STARSHIP ARMOR, FORTIFIED HULLS +**Source** _Starship Operations Manual pg. 21_ +By reinforcing critical starship systems with extra-thick armor, a starship’s designer can limit catastrophic failures caused by incoming attacks. A starship can incorporate one fortified hull upgrade, which increases the vessel’s Critical Threshold (CT) value by an amount based on the fortified hull’s material and the starship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). A fortified hull is a passive system that requires no PCU to function. + +|Material|Bonus to CT|Cost (in BP)]| +|---|---|---| +|Steel composite|1 x size category|2 x size category| +|Adamantine alloy|2 x size category|4 x size category| +|Nanocarbon plate|3 x size category|6 x size category| +|Polycarbon plate|4 x size category|9 x size category| +|Pure adamantine|5 x size category|12 x size category| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Ablative Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Ablative Armor.md new file mode 100644 index 0000000..0419c3d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Ablative Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# ABLATIVE ARMOR +## ABLATIVE ARMOR MK 1 +**AC Bonus** —; **BP Cost** 2; **Temp HP** 8; **Special** — +## ABLATIVE ARMOR MK 2 +**AC Bonus** —; **BP Cost** 3; **Temp HP** 16; **Special** — +## ABLATIVE ARMOR MK 3 +**AC Bonus** —; **BP Cost** 4; **Temp HP** 24; **Special** — +## ABLATIVE ARMOR MK 4 +**AC Bonus** —; **BP Cost** 5; **Temp HP** 32; **Special** — +## ABLATIVE ARMOR MK 5 +**AC Bonus** —; **BP Cost** 6; **Temp HP** 40; **Special** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Basic Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Basic Armor.md new file mode 100644 index 0000000..d0a3bf8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Basic Armor.md @@ -0,0 +1,39 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# BASIC ARMOR +## MK 2 ARMOR +**AC Bonus** +2; **BP Cost** 2 x size category; **Temp HP** —; **Special** — + +## MK 3 ARMOR +**AC Bonus** +3; **BP Cost** 3 x size category; **Temp HP** —; **Special** — + +## MK 4 ARMOR +**AC Bonus** +4; **BP Cost** 5 x size category; **Temp HP** —; **Special** — +## MK 5 ARMOR +**AC Bonus** +5; **BP Cost** 7 x size category; **Temp HP** —; **Special** -1 TL +## MK 6 ARMOR +**AC Bonus** +6; **BP Cost** 9 x size category; **Temp HP** —; **Special** -1 TL +## MK 7 ARMOR +**AC Bonus** +7; **BP Cost** 12 x size category; **Temp HP** —; **Special** -1 TL +## MK 8 ARMOR +**AC Bonus** +8; **BP Cost** 15 x size category; **Temp HP** —; **Special** -1 TL +## MK 9 ARMOR +**AC Bonus** +9; **BP Cost** 18 x size category; **Temp HP** —; **Special** -2 TL, +1 turn distance +## MK 10 ARMOR +**AC Bonus** +10; **BP Cost** 21 x size category; **Temp HP** —; **Special** -2 TL, +1 turn distance +## MK 11 ARMOR +**AC Bonus** +11; **BP Cost** 25 x size category; **Temp HP** —; **Special** -2 TL, +1 turn distance +## MK 12 ARMOR +**AC Bonus** +12; **BP Cost** 30 x size category; **Temp HP** —; **Special** -3 TL, +2 turn distance +## MK 13 ARMOR +**AC Bonus** +13; **BP Cost** 35 x size category; **Temp HP** —; **Special** -3 TL, +2 turn distance +## MK 14 ARMOR +**AC Bonus** +14; **BP Cost** 40 x size category; **Temp HP** —; **Special** -3 TL, +2 turn distance +## MK 15 ARMOR +**AC Bonus** +15; **BP Cost** 45 x size category; **Temp HP** —; **Special** -4 TL, +3 turn distance \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Fortified Hulls.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Fortified Hulls.md new file mode 100644 index 0000000..14a7dd7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Fortified Hulls.md @@ -0,0 +1,20 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# FORTIFIED HULLS + +**Source** _Starship Operations Manual pg. 21_ +By reinforcing critical starship systems with extra-thick armor, a starship’s designer can limit catastrophic failures caused by incoming attacks. A starship can incorporate one fortified hull upgrade, which increases the vessel’s Critical Threshold (CT) value by an amount based on the fortified hull’s material and the starship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). A fortified hull is a passive system that requires no PCU to function.Click here for the full rules on Fortified Hulls. + +| Material | Bonus to CT | Cost (in BP) | +| --- | --- | --- | +| Steel composite | 1 x size category | 2 x size category | +| Adamantine alloy | 2 x size category | 4 x size category | +| Nanocarbon plate | 3 x size category | 6 x size category | +| Polycarbon plate | 4 x size category | 9 x size category | +| Pure adamantine | 5 x size category | 12 x size category | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Heavy Ablative Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Heavy Ablative Armor.md new file mode 100644 index 0000000..a76da51 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Heavy Ablative Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# HEAVY ABLATIVE ARMOR +## HEAVY ABLATIVE ARMOR MK 1 +**AC Bonus** —; **BP Cost** 24; **Temp HP** 240; **Special** –2 TL, +2 turn distance +## HEAVY ABLATIVE ARMOR MK 2 +**AC Bonus** —; **BP Cost** 27; **Temp HP** 280; **Special** –2 TL, +2 turn distance +## HEAVY ABLATIVE ARMOR MK 3 +**AC Bonus** —; **BP Cost** 29; **Temp HP** 320; **Special** –2 TL, +2 turn distance +## HEAVY ABLATIVE ARMOR MK 4 +**AC Bonus** —; **BP Cost** 31; **Temp HP** 360; **Special** –2 TL, +2 turn distance +## HEAVY ABLATIVE ARMOR MK 5 +**AC Bonus** —; **BP Cost** 34; **Temp HP** 400; **Special** –2 TL, +2 turn distance \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Light Ablative Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Light Ablative Armor.md new file mode 100644 index 0000000..d9e423f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Light Ablative Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# LIGHT ABLATIVE ARMOR +## LIGHT ABLATIVE ARMOR MK 1 +**AC Bonus** —; **BP Cost** 8; **Temp HP** 52; **Special** –1 TL +## LIGHT ABLATIVE ARMOR MK 2 +**AC Bonus** —; **BP Cost** 10; **Temp HP** 64; **Special** –1 TL +## LIGHT ABLATIVE ARMOR MK 3 +**AC Bonus** —; **BP Cost** 12; **Temp HP** 76; **Special** –1 TL +## LIGHT ABLATIVE ARMOR MK 4 +**AC Bonus** —; **BP Cost** 13; **Temp HP** 88; **Special** –1 TL +## LIGHT ABLATIVE ARMOR MK 5 +**AC Bonus** —; **BP Cost** 14; **Temp HP** 100; **Special** –1 TL \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Medium Ablative Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Medium Ablative Armor.md new file mode 100644 index 0000000..4438802 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Medium Ablative Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# MEDIUM ABLATIVE ARMOR +## MEDIUM ABLATIVE ARMOR MK 1 +**AC Bonus** —; **BP Cost** 16; **Temp HP** 120; **Special** –2 TL, +1 turn distance +## MEDIUM ABLATIVE ARMOR MK 2 +**AC Bonus** —; **BP Cost** 17; **Temp HP** 140; **Special** –2 TL, +1 turn distance +## MEDIUM ABLATIVE ARMOR MK 3 +**AC Bonus** —; **BP Cost** 19; **Temp HP** 160; **Special** –2 TL, +1 turn distance +## MEDIUM ABLATIVE ARMOR MK 4 +**AC Bonus** —; **BP Cost** 21; **Temp HP** 180; **Special** –2 TL, +1 turn distance +## MEDIUM ABLATIVE ARMOR MK 5 +**AC Bonus** —; **BP Cost** 22; **Temp HP** 200; **Special** –2 TL, +1 turn distance \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Reinforced Bulkheads.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Reinforced Bulkheads.md new file mode 100644 index 0000000..2bb9ecb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Reinforced Bulkheads.md @@ -0,0 +1,18 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# REINFORCED BULKHEADS +By dramatically strengthening a starship’s bulkheads and other interior walls, its designer can reduce the odds of catastrophic system damage when the starship sustains damage. Whenever the starship would sustain critical damage, there is a percent chance based on the reinforced bulkhead’s fortification rating that the critical damage effect is negated (though the attack still deals damage to the starship). The cost of reinforced bulkheads is based on the starship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.).Click here for the full rules on Reinforced Bulkheads. + +| Bulkhead Type | Fortification | Cost (in BP) | +| --- | --- | --- | +| Mk 1 bulkheads | 10% | 2 x size category | +| Mk 2 bulkheads | 20% | 3 x size category | +| Mk 3 bulkheads | 30% | 5 x size category | +| Mk 4 bulkheads | 40% | 7 x size category | +| Mk 5 bulkheads | 50% | 10 x size category | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Starship Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Starship Armor.md new file mode 100644 index 0000000..43e21de --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Starship Armor.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# STARSHIP ARMOR +Armor protects a ship from direct-fire weapons (see Type on page 303), deflecting their energy and preventing damage to critical ship systems. It grants an armor bonus to a ship’s AC. Armor’s cost depends on the bonus it grants and the ship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). Armor is a passive system and does not require any PCU to remain functional. It provides protection primarily through mass, which can affect a ship’s maneuverability (making it harder to turn) and make it easier for opponents using tracking weapons to lock on to the ship— these effects are listed in the Special column of the table below. + +## ABLATIVE ARMOR + +**Source** _Starship Operations Manual pg. 20_ +By layering inexpensive metal and composite plates over existing bulkheads, a ship can absorb initial damage to its hull before its essential components become vulnerable to attack or hostile environments. However, thicker plates are bulky and interfere with the maneuverability and handling of starships. Ablative armor grants a starship temporary Hull Points to each quadrant, usually distributed evenly. When a starship would take damage to its Hull Points, it first reduces its temporary Hull Points from ablative armor in that quadrant. Once a starship’s temporary Hull Points in a quadrant are reduced to 0, any further damage to that quadrant not absorbed by [[Starship Shields|shields]] is applied to the ship’s Hull Points. The loss of temporary Hull Points does not count toward the starship’s critical threshold, though for all other effects, any attack that reduces a starship’s temporary Hull Points is treated as though it had dealt Hull Point damage to the target. + +In most cases, ablative armor is applied evenly, distributing its temporary Hull Points between all four quadrants. However, a starship can support uneven distribution at the cost of the starship’s handling, though the vessel can add only a limited amount of extra armor to smaller hulls. If a starship’s ablative armor is not installed evenly across all four quadrants, reduce the starship’s base frame Piloting modifier by 1 (minimum –3). Reduce the Piloting modifier by 1 if the temporary Hull Points granted by ablative armor exceed the starship’s Hull Point total. A starship cannot support ablative armor if its temporary Hull Points exceed twice its standard Hull Point total. + +Ablative armor can be restored only when the starship undergoes repairs, and it is repaired at the same rate and cost as standard Hull Points. A starship’s Hull Points must be fully repaired before making repairs to any temporary Hull Points provided by ablative armor. + +``` dataview +TABLE +BPCost as BP-Cost, PCU +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Starship Armor" +SORT BPCost ASC +WHERE file.name != "Starship Armor" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Superior Ablative Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Superior Ablative Armor.md new file mode 100644 index 0000000..c591623 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Armor/Superior Ablative Armor.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: varies +MinimumPCU: +NoteType: Starship Armor +PCU: varies +tags: +--- +# SUPERIOR ABLATIVE ARMOR +## SUPERIOR ABLATIVE ARMOR MK 1 +**AC Bonus** —; **BP Cost** 38; **Temp HP** 460; **Special** –3 TL, +2 turn distance +## SUPERIOR ABLATIVE ARMOR MK 2 +**AC Bonus** —; **BP Cost** 45; **Temp HP** 520; **Special** –4 TL, +2 turn distance \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Bulkhead Armor.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Bulkhead Armor.md new file mode 100644 index 0000000..b766a04 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Bulkhead Armor.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# STARSHIP BULKHEAD ARMOR +**Source** _Starship Operations Manual pg. 21_ +By dramatically strengthening a starship’s bulkheads and other interior walls, its designer can reduce the odds of catastrophic system damage when the starship sustains damage. Whenever the starship would sustain critical damage, there is a percent chance based on the reinforced bulkhead’s fortification rating that the critical damage effect is negated (though the attack still deals damage to the starship). The cost of reinforced bulkheads is based on the starship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). + +|Bulkhead Type|Fortification | Cost (in BP)| +|---|---|---| +|Mk 1 bulkheads|10%|2 x size category| +|Mk 2 bulkheads|20%|3 x size category| +|Mk 3 bulkheads|30%|5 x size category| +|Mk 4 bulkheads|40%|7 x size category| +|Mk 5 bulkheads|50%|10 x size category| \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Computers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Computers.md new file mode 100644 index 0000000..20e8a19 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Computers.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- +# STARSHIP COMPUTERS +**Source** _Starfinder Core Rulebook pg. 297_ +A computer system functions in many ways as a ship’s brain. Most computers aboard starships have at least a rudimentary artificial personality, and while they can’t fully perform the duties of a crew member, they can assist crew members in various tasks. However, many spacefarers claim that over time, a starship’s computers can develop temperaments and personality quirks that set them apart from identical computers in other ships. A starship has a basic computer of a tier equal to half the starship’s tier (minimum 1); see the Computers skill on page 137 and Computers on page 213 for more information about how a starship computer can be hacked or upgraded. Which upgrades a crew can purchase for its starship computer is determined by the GM; some upgrades can be purchased with Build Points (see page 294). + +While a starship’s computer is responsible for operating and managing a wide variety of starship systems at any given point in time, only a starship with an integrated control module (ICM) can aid the crew in starship combat (the basic computer listed on the table below is the only option that lacks an ICM). In general, an ICM adds a flat circumstance bonus to one or more starship combat checks, decided just before the check is attempted. An ICM has a number of nodes; each node grants its bonus to one starship combat check per round. Multiple nodes allow an ICM to influence multiple starship combat checks in a round, but they do not allow a computer to add multiple bonuses to the same starship combat check. + +The cost of an ICM for the starship’s computer is equal to the bonus it grants squared, multiplied by its number of nodes. ICMs can be purchased only with Build Points, not with credits. + +| Name | Bonus | Nodes | PCU | Cost (in BP) | +| -------------- | ----------- | ----- | --- | ------------ | +| Basic Computer | +0 | 0 | 0 | 0 | +| Mk 1 Mononode | +1 | 1 | 10 | 1 | +| Mk 1 Duonode | +1/+1 | 2 | 10 | 2 | +| Mk 1 Trinode | +1/+1/+1 | 3 | 10 | 3 | +| Mk 1 Tetranode | +1/+1/+1/+1 | 4 | 10 | 4 | +| Mk 2 Mononode | +2 | 1 | 15 | 4 | +| Mk 2 Duonode | +2/+2 | 2 | 15 | 8 | +| Mk 2 Trinode | +2/+2/+2 | 3 | 15 | 12 | +| Mk 2 Tetranode | +2/+2/+2/+2 | 4 | 15 | 16 | +| Mk 3 Mononode | +3 | 1 | 20 | 9 | +| Mk 3 Duonode | +3/+3 | 2 | 20 | 18 | +| Mk 3 Trinode | +3/+3/+3 | 3 | 20 | 27 | +| Mk 3 Tetranode | +3/+3/+3/+3 | 4 | 20 | 36 | +| Mk 4 Mononode | +4 | 1 | 25 | 16 | +| Mk 4 Duonode | +4/+4 | 2 | 25 | 32 | +| Mk 4 Trinode | +4/+4/+4 | 3 | 25 | 48 | +| Mk 5 Mononode | +5 | 1 | 30 | 25 | +| Mk 5 Duonode | +5/+5 | 2 | 30 | 50 | +| Mk 5 Trinode | +5/+5/+5 | 3 | 30 | 75 | +| Mk 6 Mononode | +6 | 1 | 35 | 36 | +| Mk 6 Duonode | +6/+6 | 2 | 35 | 72 | +| Mk 7 Mononode | +7 | 1 | 40 | 49 | +| Mk 7 Duonode | +7/+7 | 2 | 40 | 98 | +| Mk 8 Mononode | +8 | 1 | 45 | 64 | +| Mk 8 Duonode | +8/+8 | 2 | 45 | 128 | +| Mk 9 Mononode | +9 | 1 | 50 | 81 | +| Mk 9 Duonode | +9/+9 | 2 | 50 | 162 | +| Mk 10 Mononode | +10 | 1 | 55 | 100 | +| Mk 10 Duonode | +10/+10 | 2 | 55 | 200 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Defensive Countermeasures.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Defensive Countermeasures.md new file mode 100644 index 0000000..91915c3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Defensive Countermeasures.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# STARSHIP DEFENSIVE COUNTERMEASURES +**Source** _Starfinder Core Rulebook pg. 298_ +Defensive countermeasures systems protect a ship from tracking weapons such as missiles, and they make it difficult for enemies using sensors to get a solid reading on the ship. They do this via a complicated suite of electronic sensors and broadcasting equipment that’s designed to jam enemy sensors and create false readings. These systems grant a bonus to a ship’s TL (see page 320); the bonus, PCU usage, and cost are listed in the table below. + +| Nam | Bonus to TL | PCU | Cost (in BP) | +| -------------- | ----------- | --- | ------------ | +| Mk 1 Defenses | +1 | 1 | 2 | +| Mk 2 Defenses | +2 | 1 | 3 | +| Mk 3 Defenses | +3 | 2 | 4 | +| Mk 4 Defenses | +4 | 3 | 6 | +| Mk 5 Defenses | +5 | 4 | 8 | +| Mk 6 Defenses | +6 | 5 | 11 | +| Mk 7 Defenses | +7 | 7 | 14 | +| Mk 8 Defenses | +8 | 9 | 18 | +| Mk 9 Defenses | +9 | 11 | 22 | +| Mk 10 Defenses | +10 | 13 | 27 | +| Mk 11 Defenses | +11 | 16 | 33 | +| Mk 12 Defenses | +12 | 20 | 40 | +| Mk 13 Defenses | +13 | 25 | 50 | +| Mk 14 Defenses | +14 | 32 | 65 | +| Mk 15 Defenses | +15 | 45 | 90 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Drift Engines.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Drift Engines.md new file mode 100644 index 0000000..bb91375 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Drift Engines.md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- +# DRIFT ENGINES + +**Source** _Starfinder Core Rulebook pg. 298_ +These engines let you travel to and from the Drift (see page 290). The better the engine rating, the faster you can reach distant destinations. Drift engines have a PCU requirement and a maximum frame size. The cost in Build Points is based on the starship’s size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on). See the table below for the statistics of the various Drift engines. + +For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute. + +| Drift Engine | Engine Rating | Minimum PCU | Maximum Size | Cost (in BP) | +| --------------- | ------------- | ----------- | ------------ | ------------------ | +| Signal Basic | 1 | 75 | — | 2 x size category | +| Signal Booster | 2 | 100 | Huge | 5 x size category | +| Signal Major | 3 | 150 | Large | 10 x size category | +| Signal Superior | 4 | 175 | Large | 15 x size category | +| Signal Ultra | 5 | 200 | Medium | 20 x size category | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Agricultural Sites.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Agricultural Sites.md new file mode 100644 index 0000000..90fa126 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Agricultural Sites.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 15 +NoteType: Starship Expansion Bays +PCU: 5 +tags: +--- + +## AGRICULTURAL SUITE + +**Source** _Ports of Call pg. 28_ +**PCU** 5; **Cost (in BP)** 15 +Popular on colony ships and some luxury cruisers, this layered combination of hydroponics and livestock, animal care facilities, biowaste conversion, and food processing takes up four expansion bays. It provides food indefinitely for up to 200 Medium-sized creatures so long as the PCU requirements are met. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Amenities.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Amenities.md new file mode 100644 index 0000000..7089361 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Amenities.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 4 +tags: +--- +# AMENITIES +**PCU** 4; **Cost (in BP)** 2 +In luxury cruise liners, residential starships, and other Huge or larger starships with large crews, some expansion bays are devoted to businesses that serve the population. An amenity might be a high-end restaurant or spa, a night club or theater, or a shopping center. If using downtime rules, an amenity can provide a +1 bonus to all skill checks for one downtime activity, selected when the amenity is installed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arcane Labratory.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arcane Labratory.md new file mode 100644 index 0000000..9ad6d5d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arcane Labratory.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- +# ARCANE LABRATORY +**PCU** 1; **Cost (in BP)** 1 +An arcane laboratory contains all the tools and space necessary to craft magic items (see page 235), though the crafter must still provide the necessary raw materials. Such a laboratory reduces the crafting time by half. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Archon Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Archon Drive.md new file mode 100644 index 0000000..22b36b6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Archon Drive.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 15 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 150 +tags: +--- +# ARCHON DRIVE +**BP Cost** 15 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 150; **Maximum Size** +**Special** Restricted (Church of Iomedae, Knights of Golarion) + +The massive cathedralships of the church of Iomedae carry legions of troops—whether Iomedaean crusaders or Knights of Golarion—on missions across the galaxy, aided by their exclusive archon drives. Fueled by Iomedae’s divine power and augmented by the righteousness and prayers of the ship’s crew, an archon drive enables a starship to bypass interstellar distances by moving through Iomedae’s home plane of Heaven. +As grandiose as the ships that carry them, _archon drives_ look like large, crystalline lanterns of stained glass depicting the story of Iomedae and images of lost Golarion. A ball of light hangs in the center of the engine, radiating rainbow light all over the ship’s engineering section and bathing the crew in color. Many ships equipped with _archon drives_ hold regular worship services during interstellar journeys, as it is a common belief that the focused prayers of a ship’s crew can increase the drive’s efficiency. +_Archon drives_ were in existence at the end of the Gap and were one of only a very few means of achieving interstellar travel before the advent of Drift tech, though they were— and still are—tightly controlled by the church of Iomedae. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arena.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arena.md new file mode 100644 index 0000000..a7a40fe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Arena.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 15 +NoteType: Starship Expansion Bays +PCU: 20 +tags: +--- + + +## ARENA + +**Source** _Ports of Call pg. 28_ +**PCU** 20; **Cost (in BP)** 15 +This massive sports grid and concert venue requires three expansion bays and can be installed only on Huge or larger starships. Extensive seating, speakers, and vidscreens allow someone using the entertain downtime activity (Starfinder Character Operations Manual 152) to affect up to 200 willing creatures. The DC of their entertain check is equal to 10 + 1 per 20 creatures they’re entertaining + 1-1/2 × the average character level or CR of those they’re entertaining. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Atmospheric Bubble.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Atmospheric Bubble.md new file mode 100644 index 0000000..044a1f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Atmospheric Bubble.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- + +## ATMOSPHERIC BUBBLE + +**Source** _Ports of Call pg. 28_ +**PCU** 2; **Cost (in BP)** 5 +Whether through careful enhancements to existing shield emitters or magic, the area within 15 feet of the starship contains a breathable atmosphere and protection from cosmic radiation. This expansion can also provide artificial standard gravity on the ship’s hull, if desired. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Booster Thruster Housing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Booster Thruster Housing.md new file mode 100644 index 0000000..c96be3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Booster Thruster Housing.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 3 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# BOOSTER THRUSTER HOUSING +**PCU** 0; **Cost (in BP)** 3 +When properly reinforced to absorb the strain, an expansion bay along a starship’s aft or sides can house additional thrusters and fuel tanks (the thrusters must be purchased separately and be an appropriate size for the starship) as well as separate fuel tanks. During starship combat, the pilot can activate these additional thrusters before moving the starship during the helm phase as part of their crew action. When activated, the additional boosters increase the starship’s speed by an amount equal to the boosters’ listed speed divided by 4 (rounded down) and increase the DC of Piloting checks to perform stunts that round by an equal amount. The boosters’ supplemental fuel supply can power them for 5 rounds, after which the thrusters need 24 hours to recharge from the ship’s power core. A starship can have only one such additional booster active at a time. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Breaching Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Breaching Pod.md new file mode 100644 index 0000000..f9beacd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Breaching Pod.md @@ -0,0 +1,33 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# BREACHING POD +These high-speed pods can each transport up to two Huge creatures, four Large creatures, or eight Medium or smaller creatures at high velocity toward another vessel with the intention of forcefully boarding that starship. A breaching pod travels in the same way as a long-range tracking weapon with a speed of 8, but its size and composition make it unable to pierce functioning shields. When a breaching pod strikes an unshielded quadrant, it deals 1d6 damage to the target, bypassing any Damage Threshold. The occupants—protected in robust safety harnesses so as to avoid damage from the collision—can then disembark and begin boarding combat on the following round, though the breaching pod is damaged to the point of being inoperable. A breaching pod that fails to hit its target functions as an escape pod and can be retrieved for reuse. Outside of starship combat, a breaching pod can serve as a crude shuttle to dock with a disabled or willing vessel without destroying the pod. +Expended breaching pods are replaced automatically whenever the starship is upgraded to the next tier. A breaching pod can also be replaced as though the crew were repairing damage to the starship, using the breaching pod’s BP cost as the number of Hull Points to be repaired. A starship that also has a tech workshop expansion bay halves the time needed to replace a breaching pod. +By increasing a breaching pod’s BP cost to 7, the pod is automatically outfitted with robotic combatants that function as a typical boarding crew. By increasing the price to 9 or 11 BP, the robots function as skilled or specialized combatants, respectively, for the purpose of calculating their boarding attack modifier. + +## BREACHING POD + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 5 + +--- + +## BREACHING POD, AUTONOMOUS COMBATANTS + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 7 + +## BREACHING POD, SKILLED AUTONOMOUS COMBATANTS + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 9 + +## BREACHING POD, SPECIALIZED AUTONOMOUS COMBATANTS + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 11 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Brig.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Brig.md new file mode 100644 index 0000000..fbcb490 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Brig.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- +# BRIG +**PCU** 1; **Cost (in BP)** 1 +A brig contains all the necessary restraints and security systems to incarcerate up to eight Medium creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cargo Hold.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cargo Hold.md new file mode 100644 index 0000000..210ac65 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cargo Hold.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 0 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# CARGO HOLD +**PCU** 0; **Cost (in BP)** 0 +Unconverted expansion bays count as cargo holds. A cargo hold can contain approximately 25 tons of goods, with no item being larger than Large. A starship with multiple cargo holds can hold larger objects; usually 4 contiguous cargo holds are required to hold Huge objects and 8 for Gargantuan objects. These size restrictions can be overridden at the GM’s discretion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Chaos Sail.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Chaos Sail.md new file mode 100644 index 0000000..cb0ca56 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Chaos Sail.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 4 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 75 +tags: +--- +# CHAOS SAIL +**BP Cost** 4 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 75; **Maximum Size** +**Special** Restricted (Church of Besmara) + +_Chaos sails_ are engines powered by the churning evolutionary forces of change and possibility. Much like traditional sails bend the unpredictable wind to their advantage, _chaos sails_ tap into the volatile energies of the roiling Maelstrom, enabling starships to travel through that plane to bypass interstellar distances. But raw chaos is difficult to harness, and _chaos sails_ carry unpredictable risks—anything from the ships’ interior layouts rearranging, cargoes morphing into other goods, and even the laws of physics changing while in transit. Crews and passengers can be impacted as well, with pilots finding their flight controls now monitor power-core performance instead, or captains discovering that they must encourage or cajole their ship’s weapons to fire in combat. +Besmara is said to have created the first _chaos sails_ for her ship, the Starwraith, driving it through the Maelstrom’s Cerulean Void and into other planes. Before the introduction of Drift travel, her pirate-priests were the primary users of _chaos sails_, and the especially devout continue to do so, trusting in Besmara’s favor to keep them safe from the hazards of the Maelstrom. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Combat Training Facilites.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Combat Training Facilites.md new file mode 100644 index 0000000..4367320 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Combat Training Facilites.md @@ -0,0 +1,24 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# COMBAT TRAINING FACILITES +This specialized gym and miniature arena provides an array of holographic threats, tactical dilemmas, and automated combat simulations that help crew members practice close-quarters tactics and self-defense. This facility also adds several caches of weapons and armor spread throughout the starship, ensuring that the crew always have essential armaments close at hand in the event of an emergency. A basic combat training facility improves the crew’s battle readiness, treating them as skilled (and granting a bonus) when resolving boarding events (page 40). Specialized and elite combat training facilities incorporate much more complicated simulations and rigorous protocols, and the crew are treated as specialized or elite, respectively, when resolving boarding encounters. + +## COMBAT TRAINING FACILITY, ADVANCED + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 8 + +## COMBAT TRAINING FACILITY, BASIC + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 3; **Cost (in BP)** 3 + +## COMBAT TRAINING FACILITY, ELITE + +**Source** _Starship Operations Manual pg. 24_ +**PCU** 5; **Cost (in BP)** 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Conference and Meeting Rooms.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Conference and Meeting Rooms.md new file mode 100644 index 0000000..0d42c1e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Conference and Meeting Rooms.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- +# CONFERENCE AND MEETING ROOMS +**PCU** 1; **Cost (in BP)** 1 +Installed with top-notch telecommunication equipment (including integral system-wide comm units), this high-end office space is often featured in starships used to transport government officials or top business leaders. Starships with this expansion bay can even host sizable conferences. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Constellation Orrery.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Constellation Orrery.md new file mode 100644 index 0000000..2662bae --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Constellation Orrery.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 10 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 150 +tags: +--- +# CONSTELLATION ORRERY +**BP Cost** 10 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 2 +**Minimum PCU** 150; **Maximum Size** Huge +**Special** Restricted (Church of Ibra) + +Almost every sapient culture has constellations—patterns of stars visible from a location that represent figures from mythology, folklore, or religion. Stories about these constellations have been shared for generations, cementing their shapes in the collective imagination of thousands of different worlds. Every planet has different constellations and stories attached, but they are all linked together in a mystical sense, as the use of constellation orreries proves. +A _constellation orrery_ is a form of interstellar drive that enables starships to navigate along the imaginary lines that connect the stars in a constellation, using stars that appear in multiple constellations as “switching stations” to change lines. These constellation lines are similar to terrestrial ley lines, and they run through not just one plane, but many. Constellation orreries look similar to ancient mechanical solar system models that displayed the orbits of planets around a star, but they depict the relative positions of stars in a constellation, reconfiguring their appearance as the ship passes through different constellations. The Church of Ibra is the sole known purveyor of constellation orreries, but whether the drive’s origin lies in the Gap or before it is just another cosmic mystery for the faithful to decipher. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Crew Quarters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Crew Quarters.md new file mode 100644 index 0000000..91af897 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Crew Quarters.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: / +tags: +--- +Most starships larger than Tiny have places where their crew can eat, sleep, and bathe during long journeys through space. These quarters can range from hammocks strung between cargo containers to cozy chambers with custom furnishings and private bathrooms. Crew quarters consume a negligible amount of PCU, though amenities in fancier quarters require an operational power core to function. + +# COMMON +**BP Cost** 0 +Common crew quarters are the most basic type. They consist of simple bunks (sometimes folding out from the side of a hallway) or other similarly austere places to rest. Crew members who sleep in common quarters usually keep their personal possessions in a footlocker. Common crew quarters also include a communal bathroom (which includes a military-style shower) and a tiny galley (big enough to prepare only the most basic of meals). Starships with crews numbering in the dozens or hundreds often have massive barracks where crew members sleep in shifts. + +# GOOD +**BP Cost** 2 +Good crew quarters are a bit more upscale than common crew quarters. They consist of dormitory-style rooms that can hold one or two small beds (larger starships usually require lower-ranking crew members to share these quarters) and sometimes a personal closet or drawer space for each occupant. Good crew quarters also include one or two shared bathrooms with multiple sinks and shower stalls, and a dining space with an attached galley. Crews of larger starships eat in this dining space in shifts. +# LUXURIOUS +**BP Cost** 5 +Luxurious crew quarters are the pinnacle of comfort. They consist of private rooms for each crew member, with personal bathrooms (including showers with high water pressure) and furnishings that match the resident’s tastes. Some luxurious crew quarters also feature a kitchenette, gaming areas, or intimate meeting spaces. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cryo-Chamber.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cryo-Chamber.md new file mode 100644 index 0000000..56decf4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cryo-Chamber.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 10 +tags: +--- +# CRYO-CHAMBER +**PCU** 10; **Cost (in BP)** 5 +This high-tech chamber allows biological organisms to enter a form of stasis via a rapid freezing process and be sustained in pods for a long duration. Cryo-chambers can be set to keep an organism in stasis for a set duration, indefinitely, or until certain conditions are met, such as arrival at a navigational milestone or if the vessel comes under attack. During the days before Drift travel, most starship crews used these chambers to survive the months-long trips between destinations. Some exploration ships still use cryo-chambers in lieu of crew quarters, particularly those that regularly travel in the Vast. The Azlanti Star Empire has developed its own variation on the cryo-chamber, which is more compact but virtually unknown outside of Azlanti space. +A cryo-chamber can hold up to eight Medium or smaller creatures or four Large creatures in stasis for as long as the systems have adequate power. A cryo-chamber can instead be outfitted to hold a single Huge or Gargantuan creature, and two cryo-chambers can be combined to hold a single Colossal creature. +While in stasis in a cryo-chamber, a creature no longer advances on affliction tracks, and doesn’t suffer from starvation, thirst, or sleep deprivation. Placing a creature in stasis or removing it from stasis takes 1 hour, after which the creature is sickened for 1 day unless it succeeds at a DC 25 Fortitude save \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cultural Preperation Facility.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cultural Preperation Facility.md new file mode 100644 index 0000000..73b1dda --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Cultural Preperation Facility.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 3 +tags: +--- +# CULTURAL PREPERATION FACILITY +**PCU** 3; **Cost (in BP)** 2 +This expansion bay serves as a training facility and database for agents preparing to infiltrate a group or species. Clothing and personal items can be crafted in half the normal time at a cultural preparation facility, though the crafter must still provide the necessary raw materials. The facility’s computer system also trains personnel in the languages and accents, cultural behaviors, social norms, and even body language and facial expressions of the group the users expect to infiltrate. To use this aspect of a cultural preparation facility, a creature chooses a single species or cultural group and then spends three 8-hour sessions (which can be over the course of several days) within the facility. After this time, for 1 day, the creature has a +2 circumstance bonus on Culture checks relating to the chosen species or cultural group. In addition, the creature can replace one of the languages it knows (except for Common, their racial tongue, or the language of their home planet) with a language spoken by the chosen species or cultural group. At the GM’s discretion, the cultural preparation facility might not be able to teach a rare or unusual language. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Dedicated Computer Housing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Dedicated Computer Housing.md new file mode 100644 index 0000000..880ce2f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Dedicated Computer Housing.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# DEDICATED COMPUTER HOUSING +**PCU** 0; **Cost (in BP)** 2 +An expansion bay can be outfitted with power conduits and wires needed to house an additional mononode computer core (which must be purchased separately). This additional computer has an integrated control module (ICM) that is dedicated to a single starship combat crew action (for example, an engineer’s checks to divert or a gunner’s check to fire at will), chosen when the computer is installed. The ICM grants its flat circumstance bonus once per round to the check for the chosen starship combat action. This bonus does not stack with the circumstance bonus granted by the main computer’s ICM. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Defensive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Defensive.md new file mode 100644 index 0000000..7ced2e8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Defensive.md @@ -0,0 +1,27 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# DEFENSIVE +Defensive countermeasures systems protect a ship from tracking weapons such as missiles, and they make it difficult for enemies using sensors to get a solid reading on the ship. They do this via a complicated suite of electronic sensors and broadcasting equipment that’s designed to jam enemy sensors and create false readings. These systems grant a bonus to a ship’s TL (see page 320); the bonus, PCU usage, and cost are listed in the table below. + +| Name | Bonus to TL | PCU | Cost (in BP) | Name | +|-----------------|-------------|-----|--------------|-----------------| +| Mk 1 Defenses | 1 | 1 | 2 | Mk 1 Defenses | +| Mk 2 Defenses | 2 | 1 | 3 | Mk 2 Defenses | +| Mk 3 Defenses | 3 | 2 | 4 | Mk 3 Defenses | +| Mk 4 Defenses | 4 | 3 | 6 | Mk 4 Defenses | +| Mk 5 Defenses | 5 | 4 | 8 | Mk 5 Defenses | +| Mk 6 Defenses | 6 | 5 | 11 | Mk 6 Defenses | +| Mk 7 Defenses | 7 | 7 | 14 | Mk 7 Defenses | +| Mk 8 Defenses | 8 | 9 | 18 | Mk 8 Defenses | +| Mk 9 Defenses | 9 | 11 | 22 | Mk 9 Defenses | +| Mk 10 Defenses | 10 | 13 | 27 | Mk 10 Defenses | +| Mk 11 Defenses | 11 | 16 | 33 | Mk 11 Defenses | +| Mk 12 Defenses | 12 | 20 | 40 | Mk 12 Defenses | +| Mk 13 Defenses | 13 | 25 | 50 | Mk 13 Defenses | +| Mk 14 Defenses | 14 | 32 | 65 | Mk 14 Defenses | +| Mk 15 Defenses | 15 | 45 | 90 | Mk 15 Defenses | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Display Room.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Display Room.md new file mode 100644 index 0000000..6a430c5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Display Room.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- + +## DISPLAY ROOM + +**Source** _Ports of Call pg. 28_ +**PCU** 1; **Cost (in BP)** 1 +Whether it’s used as a public museum or a private collection, this often-understated room highlights the special few objects placed in it and has comfortable seating for reflection and contemplation. At a GM’s discretion, a display room can be used for the lounge or research downtime activities (Character Operations Manual 153–155). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Engines.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Engines.md new file mode 100644 index 0000000..256db72 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Engines.md @@ -0,0 +1,19 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# DRIFT ENGINES +These engines let you travel to and from the Drift (see page 290). The better the engine rating, the faster you can reach distant destinations. Drift engines have a PCU requirement and a maximum frame size. The cost in Build Points is based on the starship’s size category (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on). See the table below for the statistics of the various Drift engines. + +For a starship to engage its Drift engines to either enter or exit the Drift, its conventional thrusters must be turned off for 1 minute. + +| Drift Engine | Engine Rating | Minimum PCU | Maximum Size | Cost (in BP) | +|------------------|---------------|-------------|--------------|--------------------| +| Signal Basic | 1 | 75 | — | 2 x size category | +| Signal Booster | 2 | 100 | Huge | 5 x size category | +| Signal Major | 3 | 150 | Large | 10 x size category | +| Signal Superior | 4 | 175 | Large | 15 x size category | +| Signal Ultra | 5 | 200 | Medium | 20 x size category | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Shadow Projector.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Shadow Projector.md new file mode 100644 index 0000000..26f23be --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drift Shadow Projector.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 15 +NoteType: Starship Expansion Bays +PCU: 5 +tags: +--- +# DRIFT SHADOW PROJECTOR +**PCU** 5; **Cost (in BP)** 15 +Created by the Hellknights to aid them in capturing enemy vessels, this device creates an area of “Drift shadow” when activated. The Drift shadow extends out to a range of 10 hexes from the activating ship, and each vessel in this area treats the Drift rating of its engine as if it were 2 lower. If this reduces the engine’s rating to less than 1, that vessel cannot enter the Drift while in the shadow. Ships attempting enter normal space from the Drift into an area of Drift shadow are affected in the same way. Shadows created by multiple vessels stack, making it impossible for any ship to enter or exit the Drift. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drop Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drop Pod.md new file mode 100644 index 0000000..acb3b6f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Drop Pod.md @@ -0,0 +1,20 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# DROP POD +A drop pod is a reinforced vehicle designed to transport a group of soldiers or small vehicles from a starship orbiting high above a planet to that planet’s surface. Each drop pod is a single-use device equipped with heat shields to deflect the heat of atmospheric entry as well as thrusters strong enough to make small course corrections and slow the rate of descent before reaching the surface. +A typical expansion bay can store and launch one Gargantuan drop pod that can hold up to four Huge creatures, eight Large creatures, or 16 Medium or smaller creatures or vehicles. Alternatively, an expansion bay can be outfitted with two Huge drop pods. A Colossal drop pod takes up two expansion bays, costs twice as many PCU and BP, and doubles the number of creatures and vehicles the pod can carry (or allows the drop pod to carry up to four Gargantuan creatures). + +## DROP POD + +**Source** _Starship Operations Manual pg. 25_ +**PCU** 5; **Cost (in BP)** 5 + +## DROP POD, COLOSSAL + +**Source** _Starship Operations Manual pg. 25_ +**PCU** 10; **Cost (in BP)** 10 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Elemental Engine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Elemental Engine.md new file mode 100644 index 0000000..f88d450 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Elemental Engine.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 5 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 100 +tags: +--- +# ELEMENTAL ENGINE +**BP Cost** 5 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 100; **Maximum Size** +**Special** Restricted (Elemental Plane) + +Even starship crews native to the elemental planes commonly use Drift engines for most interstellar travel, but prior to the modern era, some elemental denizens made use of other plane-hopping engines to get to and from the Material Plane. Such travel was not without risk, as various factions constantly struggle for dominance over the elemental planes and are often hostile to unknown starships entering their territory. +Those _elemental engines_ still in use are often found in the hands of smugglers, pirates, and other outlaws, who use these drives to avoid capture by escaping to the inhospitable expanses of one of the elemental planes, where most Material Plane law-enforcement agencies cannot pursue them. Of course, a Material Plane starship using an _elemental engine_ must have some means of protecting the ship from the harmful planar energies it will endure during such transits. Vessels native to one of the elemental planes, however, are usually impervious to the energies of that plane. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Excape Pods.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Excape Pods.md new file mode 100644 index 0000000..1060850 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Excape Pods.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- +# EXCAPE PODS +**PCU** 2; **Cost (in BP)** 1 +Escape pods give the crew of a severely damaged or destroyed starship a way to avoid imminent death. An escape pod fits one Medium or smaller creature and has enough supplies and life-support capacity for that creature to survive for 7 days. It is also fitted with a distress beacon that is easily identified by long-range scanners. An escape pod has heat shields that allow it to crash-land on a planet with an atmosphere, but no means of propulsion. A single expansion bay can be converted into six escape pods. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/External Expansion Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/External Expansion Bay.md new file mode 100644 index 0000000..13264bf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/External Expansion Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 3 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# EXTERNAL EXPANSION BAY +**PCU** 0; **Cost (in BP)** 3 +A starship can increase its number of expansion bays by attaching additional modules to its exterior or towing them. The additional mass and volume of external expansion bays reduce the starship’s maneuverability; increase the turn distance of a starship by 1 for every three external expansion bays it has, rounded up. External expansion bays can be installed only on a Small or larger starship, and the number of external expansion bays cannot exceed the number of expansion bays provided by the starship’s base frame. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/First Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/First Drive.md new file mode 100644 index 0000000..ee28d88 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/First Drive.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 12 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 175 +tags: +--- +# FIRST DRIVE +**BP Cost** 12 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 3 +**Minimum PCU** 175; **Maximum Size** Large +**Special** Restricted (Eldest, fey) + +The First World is a plane of endless possibility and evolution. Initially created as something of a rough draft of the Material Plane, the First World constantly reinvents itself, with the laws of physics—even time—changing from one location to another. Another major difference between the First World and the Material Plane is that the First World has no outer space; it is mostly a single, immeasurable landmass. Nevertheless, it is possible to achieve interstellar travel on the Material Plane by using a so-called _first drive_ to travel through the First World. The journey can be perilous, and more than one starship using a first drive has disappeared in transit, possibly abducted by the fey denizens of the First World. +The fey deities called the Eldest rule the First World, and those regions they control are some of the few areas of stability on the plane, held in place by the sheer will of the Eldest. A first drive enables a starship to navigate through the First World by using these stable realms as waypoints. Locations in the First World roughly correspond to physical locations on the Material Plane—for example, a portion of the First World corresponds to the planet Akiton. A starship in orbit around Akiton can activate its _first drive_ to arrive in the Akiton portion of the First World, then travel through the plane to another planet’s corresponding First World location. When the ship reenters the Material Plane, it arrives close to that planet. Unfortunately, this means that a vessel equipped with a _first drive_ must travel between two locations that existed at the time the First World was created. A _first drive_ cannot be used to travel to or from a location that does not have a First World analog (such as a space station like Absalom Station or open space); any attempts to do so simply fail. +The Eldest are generally credited with creating the _first drive_; some planar scholars believe that Ng the Hooded was directly responsible. A more contested theory is that the _first drive_ was a rough draft of Triune’s Drift engine, though no evidence to support such a claim has been brought to light, and neither the Eldest nor Triune have confirmed or denied these speculations. What is known is that the Eldest are the sole suppliers of first drives, and they usually offer them to mortal spacefarers only as part of inscrutable bargains. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Fold Gates.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Fold Gates.md new file mode 100644 index 0000000..07f3c0d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Fold Gates.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: / +NoteType: Starship Expansion Bays +PCU: 200 +tags: +--- +# FOLD GATES +**Engine Rating** Special +**Minimum PCU** 200; **Maximum Size** Huge + +Found in scattered locations deep in the Vast, _fold gates_ are an ancient magical means of interstellar travel designed to foil the speed limit of the universe. _Fold gates_ don’t enable a starship to travel at speeds faster than light—the magic “folds” the space between two gates instead, and a vessel simply passes through the gates in a near-instantaneous transition from one physical location to another. +Unfortunately, repeated use of _fold gates_ caused strain on the most heavily traveled routes, weakening the fabric of space-time and in some cases stretching and ripping it like badly worn cloth, causing disasters such as the disappearance of entire star systems. Most of these dangerously distorted fold gate routes eventually disintegrated, with the gates themselves collapsing into black holes or becoming mystical hazards that can ensnare unwary ships in strange, labyrinthine demiplanes. _Fold gates_ are known to have been in use even before the Gap, but the original builders of the _fold gates_ and the techniques for creating them have been lost to history. Some stable, functional _fold gates_ still remain, but all the gates discovered to date have been found in the Vast, and the entire network of linked gates has yet to be fully mapped. Starship captains use _fold gates_ at their own risk, but they remain an option for daring pilots seeking shortcuts through the galaxy. +Journeying between a pair of _fold gates_ usually takes only 1d8 hours, but travel is limited to predetermined destinations—those locations with functioning _fold gates_ (determined by the GM). _Fold gates_ have no BP cost, as no special engines are needed to use them, but they drain an immense amount of power from vessels passing through them to maintain the stability of the folded space they create. _Fold gates_ are physical objects, so only Huge or smaller starships can fit through them. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Garage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Garage.md new file mode 100644 index 0000000..69706fa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Garage.md @@ -0,0 +1,21 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- + +## GARAGE + +**Source** _Ports of Call pg. 28_ +**PCU** 5; **Cost (in BP)** 6 +A garage must be mounted on a ship that’s Small or larger. It can store 1 Large or smaller terrestrial vehicle. While a vehicle is housed in a garage, repairs on it take half the time. A vehicle can be deployed from the garage directly to the surface if the ship has landed, or it can be loaded into an available drop pod (Starfinder Starship Operations Manual 25) or sky crane (page 29). + +--- + +## GARAGE, MASSIVE + +**Source** _Ports of Call pg. 28_ +**PCU** 10; **Cost (in BP)** 10 +Massive garages function as garages, can be mounted on Huge or larger ships, and take up two expansion bays. They can house 1 Colossal, 2 Gargantuan, 4 Huge, or 16 Large terrestrial vehicles. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Guest Quarters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Guest Quarters.md new file mode 100644 index 0000000..6faab96 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Guest Quarters.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- +# GUEST QUARTERS +**PCU** 1; **Cost (in BP)** 1 +Starships that function as passenger vessels require spaces apart from their crew quarters for their guests to sleep. A single expansion bay can be converted into common quarters (usually simple bunks or hammocks) for six passengers, good quarters (usually a comfortable bed, a desk with a chair, and a small set of drawers) for four passengers, or luxurious quarters (usually a large bed, a wardrobe, a couch, a desk with a nice chair, and a private washroom) for two passengers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hangar Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hangar Bay.md new file mode 100644 index 0000000..d31ebdf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hangar Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 10 +NoteType: Starship Expansion Bays +PCU: 30 +tags: +--- +# HANGAR BAY +**PCU** 30; **Cost (in BP)** 10 +A hangar bay can be installed only in a Gargantuan or larger starship and takes up 4 expansion bays. A hangar bay provides a place for up to 8 Tiny starships to dock. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Healing Pods.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Healing Pods.md new file mode 100644 index 0000000..576b0be --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Healing Pods.md @@ -0,0 +1,11 @@ +--- +aliases: +BPCost: 3 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- +# HEALING PODS +**PCU** 2; **Cost (in BP)** 3 +Healing pods can be installed only in a biomechanical starship. +A biomechanical starship can channel energy from its self-repair mechanism to its parts, including its healing pods. These pods benefit any creature that rests in them whenever the biomechanical starship’s self-repair criteria are met. A creature that does so regains twice the number of ability points or Hit Points it would by healing naturally. Resting in a healing pod also grants a creature a +2 circumstance bonus to Constitution checks for long-term stability and saving throws against diseases, drugs, and poisons for 24 hours. A healing pods expansion bay contains six pods that can each accommodate a Medium or smaller creature. A Large pod can be installed in place of two Medium ones. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Helldrive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Helldrive.md new file mode 100644 index 0000000..8f4ad4f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Helldrive.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 10 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 100 +tags: +--- +# HELLDRIVE +**BP Cost** 10 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 100; **Maximum Size** +**Special** Restricted (Church of Asmodeus, Hellknights) + +Just as the Church of Iomedae made early use of proprietary _archon drives_, so too did Asmodeans develop their own technology: _Helldrives_, which enable starships to travel through Hell itself to circumvent Material Plane distances. Today, _Helldrives_ are most commonly found in the fleets of the Hellknights, supporting their mission to bring the rule of law to a chaotic universe. +Hell is a brutal and orderly plane; it is full of dangers for the unwary, but it honors its agreements. Each _Helldrive_ functions as a physical contract permitting relatively easy—though rarely truly safe—passage through Hell. The Church of Asmodeus constructs each _Helldrive_ individually, customized for the ship that will carry it, and only those who follow the strict tenets of Hell to the letter are allowed to use them. _Helldrives_ run on fuel condensed from damned souls, and some planar scientists speculate that the very act of operating a _Helldrive_ is akin to signing an infernal contract, with the user’s soul pledged to become fuel for the next generation of _Helldrives_. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hive Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hive Bay.md new file mode 100644 index 0000000..0b4dc73 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hive Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 10 +NoteType: Starship Expansion Bays +PCU: 5 +tags: +--- +# HIVE BAY +**PCU** 5; **Cost (in BP)** 10 +Xenowarden capital ships have the ability to launch pod ships to use as shuttles or other short-range vessels. A hive bay can launch up to two pod ships. For each pod launched in this way, the arkship loses 15 Hull Points and takes a –2 penalty to its AC and TL, and all crew actions take a –2 penalty. As long as the capital ship has an unoccupied slot in a hive bay, it can reabsorb a pod ship to regain these Hull Points and negate the penalties. If the pod returns damaged, the capital vessel regains 1 fewer Hull Point for every 2 points of Hull Point damage taken by the pod ship. The penalties are negated regardless of the pod ship’s condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hydroponic Garden.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hydroponic Garden.md new file mode 100644 index 0000000..746d1e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Hydroponic Garden.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# HYDROPONIC GARDEN +**PCU** 0; **Cost (in BP)** 5 +This space holds an entirely self-sustaining garden, complete with oxygen recycling, food production, and lighting that fosters advanced growth. A hydroponic garden takes up two expansion bays and can provide food for up to 10 Medium-sized creatures indefinitely, even if the rest of the vessel is without full power or propulsion. Multiple hydroponic gardens can be linked together to form one massive garden space. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Industry.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Industry.md new file mode 100644 index 0000000..7ded849 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Industry.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 10 +NoteType: Starship Expansion Bays +PCU: 40 +tags: +--- +# INDUSTRY +**PCU** 40; **Cost (in BP)** 10 +As functioning factories or industrial centers, some starships allow a specific Profession skill to be used to make money during voyages (or, at a GM’s discretion, a set of linked Professions), though money earned is not collected until the starship makes port at a major settlement. For example, mining starships often feature a refinery, since miners can efficiently purify the metals or other mined substances onboard before transporting the refined product. Starships with industry bays can go directly to a construction or market area on another planet to sell goods without needing to return to a home planet first. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Launch Tubes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Launch Tubes.md new file mode 100644 index 0000000..cfc23ea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Launch Tubes.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 10 +tags: +--- +# LAUNCH TUBES +**PCU** 10; **Cost (in BP)** 5 +Designed to fit on Medium and Large vessels, these tubes allow a ship to carry a single smaller vessel that can be launched at the start of any helm phase. A launch tube takes up two expansion bays and can hold one Tiny starship. If a vessel needs to dock in a launch tube during combat, it occurs at the end of the helm phase and requires a successful DC 10 Piloting skill check; this check takes a –1 penalty for each hex the smaller ship has moved this round. A failed check means that the ship doesn’t dock with the larger vessel. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Lido.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Lido.md new file mode 100644 index 0000000..9f670ec --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Lido.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 10 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- + +## LIDO + +**Source** _Ports of Call pg. 28_ +**PCU** 2; **Cost (in BP)** 10 +This ship area features lawns, pools, and other traditional outdoor recreational facilities and sometimes has exterior views through a transparent forcefield or dome. A lido is designed to maximize relaxation with calming music, simulated sunlight, and other factors to recharge guests and crew. Luxury liners often include a lido, but they can be found on smaller ships as well. You can use a lido for 4 hours before using the carouse downtime activity (Character Operations Manual 151); this reduces the cumulative penalty to the saving throw for carousing repeatedly by 2. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Life Boats.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Life Boats.md new file mode 100644 index 0000000..c959320 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Life Boats.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 3 +NoteType: Starship Expansion Bays +PCU: 5 +tags: +--- +# LIFE BOATS +**PCU** 5; **Cost (in BP)** 3 +A life boat is a more sophisticated version of an escape pod. It has room for one Large creature, or two Medium or smaller creatures, and enough supplies to last those passengers 15 days (or 30 days of supplies for one Medium or smaller creature). While it has the same kind of distress beacon as an escape pod, a life boat also has an on-board computer that automatically detects the nearest hospitable celestial body and minimal thrusters to get the craft there (though a life boat can’t participate in starship combat). A single expansion bay can be converted into two life boats. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Mech Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Mech Bay.md new file mode 100644 index 0000000..2df0518 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Mech Bay.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 15 +NoteType: Starship Expansion Bays +PCU: 15 +tags: +--- + +## MECH BAY + +**Source** _Ports of Call pg. 28_ +**PCU** 15; **Cost (in BP)** 15 +A mech bay takes up two expansion bays and can be installed only in a Large or larger ship. It can store 4 Huge mechs, 2 Gargantuan mechs, or 1 Colossal mech. While a mech is housed in a mech bay, repairs on it take half the time and shield regeneration is twice as fast. Mechs can be deployed from the bay directly to a planet’s surface if the ship is landed, or they can be loaded into an available drop pod (Starship Operations Manual 25) or sky crane (page 29). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Medical Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Medical Bay.md new file mode 100644 index 0000000..48faba3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Medical Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 8 +NoteType: Starship Expansion Bays +PCU: 4 +tags: +--- +# MEDICAL BAY +**PCU** 4; **Cost (in BP)** 8 +A medical bay functions as a medical lab (see page 220). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Menagerie.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Menagerie.md new file mode 100644 index 0000000..22dc161 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Menagerie.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- + +## MENAGERIE + +**Source** _Ports of Call pg. 28_ +**PCU** 1; **Cost (in BP)** 5 +Whether looking to transport and research zoological specimens or display living trophies, a menagerie provides a place to house, care for, and observe alien creatures in environmentally controlled cages. Four Medium creatures, two Large creatures, or one Huge creature can be maintained comfortably. These numbers can be doubled if the comfort of the captured aliens isn’t a concern, though the risk of sickness and violence increases. Held creatures can be used for the research downtime activity (Character Operations Manual 155), and the facility can be used for the lounge downtime activity (Character Operations Manual 153). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Park.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Park.md new file mode 100644 index 0000000..47a6c9e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Park.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 1 +tags: +--- +# PARK +**PCU** 1; **Cost (in BP)** 2 +Parks are common on starships designed to spend years between ports and include native plant life from one or more planets with compatible biomes. Parks are lighted, irrigated, and ventilated to replicate terrestrial conditions. Many crew members stationed on starships for long periods avoid cabin fever by spending time in a park expansion bay. Parks typically include a hydroponic system for plants as well as benches, walkways, and sometimes games or playgrounds if families are on board. Abilities that require a natural or wild environment (such as a trailblazer weapon’s ability to ignore natural cover) function within a park. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Passenger Seating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Passenger Seating.md new file mode 100644 index 0000000..9a4a596 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Passenger Seating.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 0 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# PASSENGER SEATING +**PCU** 0; **Cost (in BP)** 0 +An expansion bay can be converted into rows of seating for passengers at no cost. A single expansion bay can hold seating for 16 Medium passengers (though seats can be built for larger creatures). This upgrade is appropriate only for taking many passengers on short trips; starships on journeys lasting multiple days should instead have guest quarters installed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Planar Apeture Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Planar Apeture Drive.md new file mode 100644 index 0000000..f11f656 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Planar Apeture Drive.md @@ -0,0 +1,15 @@ +--- +aliases: +BPCost: 15 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 150 +tags: +--- +# PLANAR APETURE DRIVE +**BP Cost** 15 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 2 +**Minimum PCU** 150; **Maximum Size** +**Special** Restricted (Tetrad, witchwyrds) + +The four-armed witchwyrds have traveled the stars and planes since long before the Gap, using starships outfitted with proprietary hybrid interstellar engines called planar aperture drives. Manufactured by the Tetrad trade association, witchwyrds’ interplanar mercantile group, planar aperture drives open temporary portals to other planes, allowing witchwyrds to travel with ease throughout the galaxy and most other planes, including the Drift. Their navigational charts are a wonder to behold, though sometimes even witchwyrd ships arrive in the wrong place when traveling through ever-changing planes like the First World or the Maelstrom. +These drives are the only non-Drift engines known to access the Drift, though how they accomplish this is unknown—one of the leading theories posits the Tetrad signed an exclusive deal with Triune, giving its ships access to the Drift. In any case, the Tetrad does not sell its _planar aperture drives_ to non-witchwyrds under any circumstance, and most Tetrad starships are equipped with security features like biometric locks or even self-destruct systems to keep the technology out of non-witchwyrd hands. On the rare occasions that such engines have been captured by outsiders, they work only as normal Signal Basic Drift engines. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Power Core Housing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Power Core Housing.md new file mode 100644 index 0000000..cd1cfbd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Power Core Housing.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 0 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- +# POWER CORE HOUSING +**PCU** 0; **Cost (in BP)** 10 +An expansion bay can be set aside for an additional power core (which must be purchased separately) and the associated wiring and safety apparatuses. A power core housing can be installed on only a Medium or larger starship. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quantum Defender.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quantum Defender.md new file mode 100644 index 0000000..538334b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quantum Defender.md @@ -0,0 +1,11 @@ +--- +aliases: +BPCost: Special +NoteType: Starship Expansion Bays +PCU: Special +tags: +--- +# QUANTUM DEFENDER +**PCU** Special ; **Cost (in BP)** Special +A quantum defender enables a starship to enter an unpredictable quantum state for a short time, enabling it to phase in and out of existence at just the right time to avoid harm. During the helm phase, as a crew action, a science officer can activate the quantum defender by succeeding at a Computers check (DC = 10 + 1-1/2 × the starship’s tier). While the quantum defender is active, if an attack would normally hit the ship, the attacker must reroll the gunnery check and take the lower result. After that reroll, or at the end of a round during which no such reroll occurs, the ship returns to its normal state as the quantum defender deactivates. +A quantum defender’s BP cost is equal to 4 × the starship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, etc.) or 10 BP, whichever is greater. A quantum defender’s PCU requirement is either 20 or is equal to 5 × the starship’s size category, whichever is greater. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quick-Skip Module (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quick-Skip Module (Hybrid.md new file mode 100644 index 0000000..3ed13c6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Quick-Skip Module (Hybrid.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 10 +tags: +--- +# QUICK-SKIP MODULE (HYBRID) +**PCU** 10; **Cost (in BP)** 5 +Essentially a miniature onos drive, a quick-skip module can be activated at a moment’s notice to skip a starship forward a short distance. During the helm phase, as a crew action, a science officer can activate the quick-skip module by succeeding at a Computers check (DC = 10 + 1-1/2 × the starship’s tier). If successful, the ship moves 1d3+2 hexes in the direction of its facing, moving safely past any obstacles or ships in its way. If this movement would end in a hex occupied by an object, including another ship, the skipping ship and the object take damage equal to 5 × the skipping ship’s tier, and the skip ends in the nearest unoccupied hex. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Recreation Suite.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Recreation Suite.md new file mode 100644 index 0000000..d3555aa --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Recreation Suite.md @@ -0,0 +1,25 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# RECREATION SUITE +A recreation suite includes entertainments that help the crew (or passengers) relax and blow off steam. These diversions can be wide-ranging, with some consuming more PCU than others (see the table on page 300). Example recreation suites include a gym, sparring arena, or other exercise area; a trivid den or other comfortable space in which to consume passive entertainment; or a holographic amusement chamber (or HAC), vidgame arcade, or other high-tech interactive entertainment center. + +## RECREATION SUITE, GYM + +**Source** _Starfinder Core Rulebook pg. 299_ +**PCU** 0; **Cost (in BP)** 1 + +## RECREATION SUITE, HAC + +**Source** _Starfinder Core Rulebook pg. 299_ +**PCU** 3; **Cost (in BP)** 1 + + +## RECREATION SUITE, TRIVID DEN + +**Source** _Starfinder Core Rulebook pg. 299_ +**PCU** 1; **Cost (in BP)** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Science Lab.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Science Lab.md new file mode 100644 index 0000000..374de19 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Science Lab.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- +# SCIENCE LAB +**PCU** 2; **Cost (in BP)** 1 +A science lab contains scientific apparatuses and other laboratory equipment to aid in the research of certain topics. A general science lab provides a +1 circumstance bonus to Life Science and Physical Science checks (and is called a general science lab), a life science lab provides a +2 circumstance bonus to Life Science checks, and a physical science lab provides a +2 circumstance bonus to Physical Science checks. The lab type is chosen when the expansion bay is converted. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sealed Environment Chamber.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sealed Environment Chamber.md new file mode 100644 index 0000000..a344271 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sealed Environment Chamber.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- +# SEALED ENVIRONMENT CHAMBER +**PCU** 2; **Cost (in BP)** 1 +Occasionally, a starship will need to host an alien or other creature whose biology is radically different from that of the crew. The passenger might be able to breathe only methane gas or can survive in only below-freezing temperatures. In such a case, a sealed environment chamber is required for the passenger to remain comfortable (and alive). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shadow Engine.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shadow Engine.md new file mode 100644 index 0000000..59bc717 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shadow Engine.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: 3 x size category (Tiny = 1, Small = 2, etc.) +NoteType: Starship Expansion Bays +PCU: 75 +tags: +--- +# SHADOW ENGINE +**BP Cost** 3 x size category (Tiny = 1, Small = 2, etc.) +**Engine Rating** 1 +**Minimum PCU** 75; **Maximum Size** +**Special** Painful, restricted (Church of Zon-Kuthon, velstracs) + +The Shadow Plane is a warped reflection of the Material Plane, and distances there are highly variable, making it possible to traverse vast distances in less time than it would take on the Material Plane—a fact some species exploited in early forms of faster-than-light starship travel. The _shadow engines_ of velstracs and the Church of Zon-Kuthon were among the most prevalent of these technologies, which transition a starship from the Material Plane to the Shadow Plane by replicating the effects of the shadow walk spell on an interstellar scale. Early _shadow engines_ were slower than Drift engines, but velstracs have continually refined the technology, and modern shadow engines are now just as fast as equivalent Drift-capable vessels. +_Shadow engines_ can propel starships at incredible speeds, but such speed comes with a price: excruciating pain. Kuthites believe that pain leads to enlightenment and have built that tenet into their _shadow engines_, giving them the painful special property. +**Painful:** When a _shadow engine_ is first activated, every creature on the ship (crew and passengers) is wracked with agonizing pain that imposes a –2 penalty on ability checks, attack rolls, and skill checks (including for starship combat) for as long as the ship is on the Shadow Plane. A target that succeeds at a Will saving throw (DC = 10 + the starship’s tier) reduces the duration to 24 hours. This is a mind-affecting pain effect. Velstracs don’t take the penalties from this effect, though they do enjoy the pain the engine provides. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shuttle Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shuttle Bay.md new file mode 100644 index 0000000..38fc5b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Shuttle Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 4 +NoteType: Starship Expansion Bays +PCU: 10 +tags: +--- +# SHUTTLE BAY +**PCU** 10; **Cost (in BP)** 4 +A shuttle bay can be installed only in a Huge or larger starship and takes up two expansion bays. A shuttle bay provides a place for a Small or smaller starship to dock. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sky Crane.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sky Crane.md new file mode 100644 index 0000000..c3351a6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Sky Crane.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Expansion Bays +PCU: 10 +tags: +--- + +## SKY CRANE + +**Source** _Ports of Call pg. 29_ +**PCU** 10; **Cost (in BP)** 5 +A sky crane uses massive parachutes and thrusters to transport terrestrial vehicles and mechs from a starship in orbit or the atmosphere to the ground and back again. The sky crane requires two expansion bays on its own as well as appropriate storage, such as a mech bay (page 28), and can deploy or recover one mech or vehicle per hour. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Smuggler Compartment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Smuggler Compartment.md new file mode 100644 index 0000000..f348e98 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Smuggler Compartment.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 4 +tags: +--- +# SMUGGLER COMPARTMENT +**PCU** 4; **Cost (in BP)** 2 +Smuggler compartments are cargo holds hidden behind false bulkheads and are shielded from most scanning, allowing a starship equipped with them to haul illegal goods without detection. A smuggler compartment can contain 10 tons of goods, with no item being larger than Medium. A creature on the starship must succeed at a DC 20 Perception check to detect a basic smuggler compartment on the starship. A creature scanning the starship must succeed at a DC 20 Computers check to detect one (this additional check is part of the science officer’s scan action in starship combat; see page 325). For each Build Point spent over the base cost, these DCs increase by 5 (maximum DC 50), though the amount of power the compartment uses also increases by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Computers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Computers.md new file mode 100644 index 0000000..8e45d4a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Computers.md @@ -0,0 +1,45 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# STARSHIP COMPUTERS +A computer system functions in many ways as a ship’s brain. Most computers aboard starships have at least a rudimentary artificial personality, and while they can’t fully perform the duties of a crew member, they can assist crew members in various tasks. However, many spacefarers claim that over time, a starship’s computers can develop temperaments and personality quirks that set them apart from identical computers in other ships. A starship has a basic computer of a tier equal to half the starship’s tier (minimum 1); see the Computers skill on page 137 and Computers on page 213 for more information about how a starship computer can be hacked or upgraded. Which upgrades a crew can purchase for its starship computer is determined by the GM; some upgrades can be purchased with Build Points (see page 294). + +While a starship’s computer is responsible for operating and managing a wide variety of starship systems at any given point in time, only a starship with an integrated control module (ICM) can aid the crew in starship combat (the basic computer listed on the table below is the only option that lacks an ICM). In general, an ICM adds a flat circumstance bonus to one or more starship combat checks, decided just before the check is attempted. An ICM has a number of nodes; each node grants its bonus to one starship combat check per round. Multiple nodes allow an ICM to influence multiple starship combat checks in a round, but they do not allow a computer to add multiple bonuses to the same starship combat check. + +The cost of an ICM for the starship’s computer is equal to the bonus it grants squared, multiplied by its number of nodes. ICMs can be purchased only with Build Points, not with credits. + +| Name | Bonus | Nodes | PCU | Cost (in BP) | +|-----------------|-------------|-------|-----|--------------| +| Basic Computer | 0 | 0 | 0 | 0 | +| Mk 1 Duonode | +1/+1 | 2 | 10 | 2 | +| Mk 1 Mononode | 1 | 1 | 10 | 1 | +| Mk 1 Tetranode | +1/+1/+1/+1 | 4 | 10 | 4 | +| Mk 1 Trinode | +1/+1/+1 | 3 | 10 | 3 | +| Mk 10 Duonode | +10/+10 | 2 | 55 | 200 | +| Mk 10 Mononode | 10 | 1 | 55 | 100 | +| Mk 2 Duonode | +2/+2 | 2 | 15 | 8 | +| Mk 2 Mononode | 2 | 1 | 15 | 4 | +| Mk 2 Tetranode | +2/+2/+2/+2 | 4 | 15 | 16 | +| Mk 2 Trinode | +2/+2/+2 | 3 | 15 | 12 | +| Mk 3 Duonode | +3/+3 | 2 | 20 | 18 | +| Mk 3 Mononode | 3 | 1 | 20 | 9 | +| Mk 3 Tetranode | +3/+3/+3/+3 | 4 | 20 | 36 | +| Mk 3 Trinode | +3/+3/+3 | 3 | 20 | 27 | +| Mk 4 Duonode | +4/+4 | 2 | 25 | 32 | +| Mk 4 Mononode | 4 | 1 | 25 | 16 | +| Mk 4 Trinode | +4/+4/+4 | 3 | 25 | 48 | +| Mk 5 Duonode | +5/+5 | 2 | 30 | 50 | +| Mk 5 Mononode | 5 | 1 | 30 | 25 | +| Mk 5 Trinode | +5/+5/+5 | 3 | 30 | 75 | +| Mk 6 Duonode | +6/+6 | 2 | 35 | 72 | +| Mk 6 Mononode | 6 | 1 | 35 | 36 | +| Mk 7 Duonode | +7/+7 | 2 | 40 | 98 | +| Mk 7 Mononode | 7 | 1 | 40 | 49 | +| Mk 8 Duonode | +8/+8 | 2 | 45 | 128 | +| Mk 8 Mononode | 8 | 1 | 45 | 64 | +| Mk 9 Duonode | +9/+9 | 2 | 50 | 162 | +| Mk 9 Mononode | 9 | 1 | 50 | 81 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Expansion Bays.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Expansion Bays.md new file mode 100644 index 0000000..1ce91f2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Starship Expansion Bays.md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- +# STARSHIP EXPANSION BAYS +Most starships have room within their hull for one or more expansion bays, each of which can be converted to function in a wide variety of roles. Unfilled, these bays are simply storage space (and count as cargo holds), and for many large transport vessels, they remain this way. If a starship’s bays are instead used for guest quarters, the ship can serve as a transport vessel for soldiers, travelers, or refugees. If its bays are filled with medical bays and guest quarters, the ship becomes a mobile hospital. + +The following options are available for most ships that have available expansion bays. If an option requires multiple bays, this is noted in its description; if it must consume PCU to function, the amount is listed in the table on page 300. An entire expansion bay must be used for a single purpose, even if it gives you multiple instances of that option. For example, if you select escape pods, that expansion bay gains all six escape pods—you can’t combine three escape pods and one life boat. + +The PCU requirement and the Build Point costs of the expansion bay options can be found on page 300. + +``` dataview +TABLE +BPCost as BP-Cost, PCU +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Starship Expansion Bays" +SORT BPCost ASC +WHERE file.name != "Starship Expansion Bays" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Surveying Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Surveying Sensors.md new file mode 100644 index 0000000..8fa9039 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Surveying Sensors.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 3 +NoteType: Starship Expansion Bays +PCU: 3 +tags: +--- +# SURVEYING SENSORS +**PCU** 3; **Cost (in BP)** 3 +This room of specialized analytical equipment and sensory technology augments a starship’s sensors when scanning planetary bodies, spatial anomalies, debris, and similar phenomena. When scanning such targets, the science officer doubles the bonus to Computers checks granted by the starship’s sensors (maximum +8). The surveying sensors also double the range of the starship’s sensors to 500 feet while in atmosphere or on planets. The augmented sensors provide no special benefits during starship combat. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Synthesis Bay.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Synthesis Bay.md new file mode 100644 index 0000000..78d89a0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Synthesis Bay.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- +# SYNTHESIS BAY +**PCU** 2; **Cost (in BP)** 1 +A synthesis bay contains all the space and tools required to craft drugs, medicine, or poison (see page 235), though the crafter must still provide the necessary raw materials. A synthesis bay reduces the crafting time by half. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Tech Workshop.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Tech Workshop.md new file mode 100644 index 0000000..7520839 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Tech Workshop.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 3 +tags: +--- +# TECH WORKSHOP +**PCU** 3; **Cost (in BP)** 1 +A tech workshop contains all the space and tools necessary to craft technological items (see page 235), though the crafter must still provide the necessary raw materials. Such a workshop reduces the crafting time by half. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Telelith Matrix (Hybrid.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Telelith Matrix (Hybrid.md new file mode 100644 index 0000000..1bc6d7d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Telelith Matrix (Hybrid.md @@ -0,0 +1,16 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Expansion Bays +PCU: varies +tags: +--- +# TELELITH MATRIX (HYBRID) + +**PCU** 10; **Cost (in BP)** 8 +A _telelith matrix_ contains bizarre fibers that flex when they build up enough energy. When they do, they can hurl the connected starship through a temporary wormhole. A _telelith matrix_ takes 1 expansion bay, consumes 10 PCUs, and costs 8 Build Points. A _telelith matrix_ works only in starships of Large or smaller size. + + +### TELELITH GAMBIT (STUNT) + +When you activate a _telelith matrix_ or move into a hex where a _telelith matrix_ was activated in the same round as it was activated, you can attempt the Audacious Gambit pilot action. If you succeed, your starship teleports through space, disappearing from its current hex and reappearing in a hex up to its speed away in any direction with any facing you desire. If you fail the check by 5 or more, you teleport 1d4 hexes in a random direction and stop with a random facing. If your starship would arrive in a hex that is occupied, the vessel instead arrives in a random hex adjacent to the occupied one. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Temple.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Temple.md new file mode 100644 index 0000000..ba937fe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Temple.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 0 +tags: +--- + +## TEMPLE + +**Source** _Ports of Call pg. 29_ +**PCU** 0; **Cost (in BP)** 1 +A temple is a space dedicated to worship and meditation. Most temples are dedicated to specific deities, though it isn’t unheard of to find temples dedicated to general connections, multi- or non-denominational worship, or simple meditation. +During downtime, a mystic or other faithful can use a temple for the entertain downtime activity (Character Operations Manual152) for other willing participants and substitute a Mysticism skill check for the normal Profession skill check. A temple also grants a +1 circumstance bonus to Mysticism checks made as part of the channel divinity downtime activity (page 24). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Thrusters Primers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Thrusters Primers.md new file mode 100644 index 0000000..46aaca0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Thrusters Primers.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 1 +NoteType: Starship Expansion Bays +PCU: 5 +tags: +--- +# THRUSTERS PRIMERS +**PCU** 5; **Cost (in BP)** 1 +By dedicating additional space to the thrusters and related systems, a starship can vastly decrease the amount of time needed for its thrusters to warm up and engage. The thrusters primer reduces the time needed to start the thrusters from 1 minute per size category to 1 round per size category, allowing even immense starships to finish the ignition sequence in less than a minute. During the first engineering phase of starship combat, a thrusters primer grants a short boost to a starship’s propulsion, automatically increasing the starship’s speed by 2 as though the engineer had used the divert action to direct power to the engines. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Vault.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Vault.md new file mode 100644 index 0000000..46cc1fe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Vault.md @@ -0,0 +1,10 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 3 +tags: +--- +# VAULT +**PCU** 3; **Cost (in BP)** 2 +Some crews need a secure vault to store valuables. Breaking into a vault generally requires two skill checks (determined by the GM, though Computers and Engineering are common) with a DC equal to 10 + 1-1/2 × the ship’s tier. Failing either check by 5 or more sets off alarms, alerting the whole ship. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Zero-G Hold.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Zero-G Hold.md new file mode 100644 index 0000000..a37d6bb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Expansion Bays/Zero-G Hold.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Expansion Bays +PCU: 2 +tags: +--- + +## ZERO-G HOLD + +**Source** _Ports of Call pg. 29_ +**PCU** 2; **Cost (in BP)** 2 +This cargo hold uses graviton dampers and opposing gravity generators to maintain zero gravity within the hold, whether in space or on a planet. A zero-g hold can be installed in the same expansion bay as a sealed environment chamber (Core Rulebook 299). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Power Cores.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Power Cores.md new file mode 100644 index 0000000..2c9bf9b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Power Cores.md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# STARSHIP POWER CORES +The power core is the most important system on a ship, as it provides power to every other system. The table below lists the ship size each core is designed for, as well as the PCU it provides and its cost. Each Large and smaller ship has room for only a single power core by default, but Medium and Large starships can be fitted with an extra power core housing (see Expansion Bays on page 298). Huge starships can have up to two power cores, Gargantuan starships can have up to three, and Colossal starships can have up to four. Though some ships are exceptions to this standard, they are rare in design. A power core typically has a backup battery system for use in emergencies that can provide limited power—enough for life support, gravity, and comms (see page 430), but no other systems—for 2d6 days. + +| Core | Size | PCU | Cost (in BP) | +| --------------- | ------- | ---- | ------------ | +| Micron Light | T | 50 | 4 | +| Micron Heavy | T | 70 | 6 | +| Micron Ultra | T | 80 | 8 | +| Arcus Light | T, S | 75 | 7 | +| Pulse Brown | T, S | 90 | 9 | +| Pulse Black | T, S | 120 | 12 | +| Pulse White | T, S | 140 | 14 | +| Pulse Gray | T, S, M | 100 | 10 | +| Arcus Heavy | T, S, M | 130 | 13 | +| Pulse Green | T, S, M | 150 | 15 | +| Pulse Red | T, S, M | 175 | 17 | +| Pulse Blue | T, S, M | 200 | 20 | +| Titan Light | Sc | 700 | 50 | +| Titan Heavy | Sc | 950 | 60 | +| Titan Ultra | Sc | 1200 | 70 | +| Arcus Ultra | S, M, L | 150 | 15 | +| Arcus Maximum | S, M, L | 200 | 20 | +| Pulse Orange | S, M, L | 250 | 25 | +| Pulse Prismatic | S, M, L | 300 | 30 | +| Nova Light | M, L, H | 150 | 15 | +| Nova Heavy | M, L, H | 200 | 20 | +| Nova Ultra | M, L, H | 300 | 30 | +| Gateway Light | L, H, G | 300 | 30 | +| Gateway Heavy | L, H, G | 400 | 40 | +| Gateway Ultra | H, G, C | 500 | 50 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Antipersonnel Weapon.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Antipersonnel Weapon.md new file mode 100644 index 0000000..1455561 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Antipersonnel Weapon.md @@ -0,0 +1,21 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Security +PCU: / +tags: +--- +# ANTIPERSONNEL WEAPON +An antipersonnel weapon must be mounted near the boarding ramp of a Medium or smaller starship. This weapon can be any longarm whose item level is equal to or less than the starship’s tier. By spending 5 additional Build Points, the installed weapon can be a heavy weapon (of creature scale, not starship scale). When an antipersonnel weapon is activated, if a hostile creature approaches within the weapon’s range increment, it begins firing with an attack roll modifier equal to the ship’s tier (minimum 1). It fires once per round during combat until its ammunition is depleted or the hostile creature is disabled or flees. The weapon can’t detect invisible (or similarly hidden) creatures. This weapon can’t be removed and used by characters. Anyone with access to the starship’s computer system can activate or deactivate the weapon, as well designate what kind of targets are considered hostile. Once installed, this weapon can’t be removed from the starship without destroying it. + +## ANTIPERSONNEL WEAPON, HEAVY + +**Source** _Starfinder Core Rulebook pg. 300_ +**Cost (in BP)** 5 + item level of weapon +**PCU** — + +## ANTIPERSONNEL WEAPON, LONGARM + +**Source** _Starfinder Core Rulebook pg. 300_ +**Cost (in BP)** Item level of weapon +**PCU** — \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Biometric Locks.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Biometric Locks.md new file mode 100644 index 0000000..0dea56b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Biometric Locks.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 5 +NoteType: Starship Security +PCU: / +tags: +--- +# BIOMETRIC LOCKS + +**Source** _Starfinder Core Rulebook pg. 300_ +**Cost (in BP)** 5 +**PCU** — +The systems of a starship with biometric locks can only be used by certain creatures, designated when the locks are installed; this list can be updated by any creature who can gain access to the ship’s computer systems. A successful Computers check (DC = 20 + 1-1/2 × the tier of the starship) can bypass these locks.**** \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Cloaking.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Cloaking.md new file mode 100644 index 0000000..85cf8c8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Cloaking.md @@ -0,0 +1,37 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Security +PCU: varies +tags: +--- +# CLOAKING + +Cloaking technology is not widely available in Near Space, but scientists have developed several systems that enable starships to avoid detection by other starships. Activating a cloaking device takes one action by an engineer while the starship is neither in motion nor engaged in combat. The ship vanishes from view, and based on the cloaking device’s level, another ship must have sensors of a minimum level to detect it. + +Cloaking technology is named for the maximum quality of sensors that can’t detect the cloaked ship. Cut-rate cloaking technology fools only cut-rate sensors; budget cloaking technology fools only cut-rate and budget sensors, and so on. Sensors capable of detecting a cloaked starship can do so only when the cloaked starship has entered the sensor’s first range increment. Engaging a Drift engine or thrusters or beginning starship combat immediately negates the cloaking ability, whereupon the ship reappears and can be detected normally. + +## CLOAKING, ADVANCED + +**Source** _Near Space pg. 114_ +**Cost (in BP)** 40 +**PCU** 75 + + +## CLOAKING, BASIC + +**Source** _Near Space pg. 114_ +**Cost (in BP)** 25 +**PCU** 40 + +## CLOAKING, BUDGET + +**Source** _Near Space pg. 114_ +**Cost (in BP)** 15 +**PCU** 25 + +## CLOAKING, CUT-RATE + +**Source** _Near Space pg. 114_ +**Cost (in BP)** 10 +**PCU** 15 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Computer Countermeasures.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Computer Countermeasures.md new file mode 100644 index 0000000..fb8a1b4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Computer Countermeasures.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: Tier of computer +NoteType: Starship Security +PCU: / +tags: +--- +# STARSHIP COMPUTER COUNTERMEASURES +**Source** _Starfinder Core Rulebook pg. 300_ +**Cost (in BP)** Tier of computer +**PCU** — +When a foe attempts to hack a starship’s computers and fails, a set of countermeasures can punish the would-be hacker. The crew can install one of the countermeasures listed on page 216, following the normal rules for countermeasures. Each countermeasure costs a number of Build Points equal to the starship’s computer’s tier (half the starship’s tier; see page 297). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Emergency Accelerator.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Emergency Accelerator.md new file mode 100644 index 0000000..8db3f84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Emergency Accelerator.md @@ -0,0 +1,13 @@ +--- +aliases: +BPCost: 4 × size category +NoteType: Starship Security +PCU: 5 +tags: [27:] +--- +# EMERGENCY ACCELERATOR +**Source** _Starship Operations Manual pg. 27_, _Starfinder Deceivers’ Moon pg. 48_ +**Cost (in BP)** 4 × size category +**PCU** 5 +This system allows a starship to rapidly accelerate to a speed that makes combat between starships no longer possible. A starship that successfully engages an emergency accelerator escapes any battle it is in. To accomplish this, the emergency accelerator draws on power from across the starship’s many systems, making the starship highly vulnerable for a short period before the acceleration takes effect. An emergency accelerator cannot be activated if the power core or engines have any critical damage conditions; if these systems gain such a condition while the accelerator is active, the accelerator shuts off. +The engineer can activate an emergency accelerator as a crew action during the engineering phase. For the rest of the round, the ship has no shields and cannot fire weapons. If the emergency accelerator is still active at the end of the gunnery phase, the ship immediately moves 100 hexes in a straight line in any direction, which ends the starship combat and allows the vessel to escape. After using an emergency accelerator, the ship’s power core gains the glitching critical damage condition and must be repaired before the accelerator can be used again. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Holographic Mantle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Holographic Mantle.md new file mode 100644 index 0000000..7a94596 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Holographic Mantle.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 12 +NoteType: Starship Security +PCU: 10 +tags: [27:] +--- +# HOLOGRAPHIC MANTLE +**Source** _Starship Operations Manual pg. 27_, _Starfinder Deceivers’ Moon pg. 48_ +**Cost (in BP)** 12 +**PCU** 10 +A starship equipped with a _holographic mantle_ can appear as another vessel of the same size or one size category larger. This appearance is entirely illusory, but unlike a _reconfiguration system_, the ship does not physically change its shape. The sophisticated hull-mounted projectors of a _holographic mantle_ fool a purely visual inspection, unless the viewer succeeds at a Perception check (DC = 25 + 1-1/2 × the tier of the disguised starship). The system also transmits false transponder information that raises the DC of scan actions against the disguised ship by 5. If an opponent fails their Computers check to perform a scan by 5 or less, the science officer aboard the disguised ship can give false basic information to the scanning ship. A _holographic mantle_ requires 10 minutes to properly calibrate and activate, and it shuts down and can’t be used if the ship’s sensors gain a critical damage condition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Reconfiguration System.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Reconfiguration System.md new file mode 100644 index 0000000..2e1ffcc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Reconfiguration System.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 30 +NoteType: Starship Security +PCU: 50 +tags: [27:] +--- +# RECONFIGURATION SYSTEM +**Source** _Starship Operations Manual pg. 27_, _Starfinder Deceivers’ Moon pg. 48_ +**Cost (in BP)** 30 +**PCU** 50 +Reptoids pioneered this hybrid technology and keep it secret, despite the efforts of many governments and other organizations. A _reconfiguration system_ enables a starship to physically change shape; it can appear to be any other vessel of the same size without changing any of the ship’s statistics. In addition, the reconfigured ship mimics the transponders and scan profile of the ship it is impersonating. When the reconfigured ship is scanned, the first piece of information the scanning science officer obtains is always false, conforming to the ship the reconfigured vessel is pretending to be rather than what the reconfigured ship actually is. It takes only a few moments for this system to reconfigure a starship that’s out of combat, but it cannot function if the ship’s sensors have a critical damage condition. However, if the ship’s sensors gain a critical damage condition while the ship is reconfigured, the vessel remains in its reconfigured state. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Self-Destruct System.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Self-Destruct System.md new file mode 100644 index 0000000..e18912c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Self-Destruct System.md @@ -0,0 +1,12 @@ +--- +aliases: +BPCost: 5 x size category +NoteType: Starship Security +PCU: / +tags: +--- +# SELF-DESTRUCT SYSTEM +**Source** _Starfinder Core Rulebook pg. 300_ +**Cost (in BP)** 5 x size category +**PCU** — +Used most often as a last resort, a self-destruct system completely destroys the starship on which it is installed (as if the ship had taken damage equal to twice its Hull Points), often killing everyone on board. A starship in a hex adjacent to a starship that self-destructs takes an amount of damage equal to half the destroyed starship’s maximum Hull Points; this damage can be mitigated by shields. A self-destruct system can be activated only by creatures on the starship (by turning a set of keys, typing in a specific passcode, or other physical means known only to high-ranking members of the crew) and can’t be activated remotely via hacking. The activating creatures set a time delay for the destruction (at least 1 round of starship combat). The cost of a self-destruct system depends on the size category of the ship (for the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, and so on). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Smoke Screen.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Smoke Screen.md new file mode 100644 index 0000000..8c74e6b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Smoke Screen.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 2 +NoteType: Starship Security +PCU: 2 +tags: +--- + +## SMOKE SCREEN + +**Source** _Ports of Call pg. 30_ +**Cost (in BP)** 2 +**PCU** 2 +Mounted on the underside of a ship, this device, when activated, emits a thick cloud of smoke and mist that billows forth constantly for one minute. During this time, all creatures directly underneath the ship have total concealment; those within 20 feet of the ship have varying degrees of concealment determined by the GM. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Security.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Security.md new file mode 100644 index 0000000..2636dc8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Security.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# STARSHIP SECURITY +The additions below help to prevent unwanted scoundrels from absconding with a starship. Security systems require an operational power core to function, but they consume a negligible amount of PCU. The cost of each option is listed in the table below. + + +``` dataview +TABLE +BPCost as BP-Cost, PCU +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Starships/Starship Security" +SORT BPCost ASC +WHERE file.name != "Starship Security" +``` \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Thrusters.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Thrusters.md new file mode 100644 index 0000000..9c9743b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Starship Thrusters.md @@ -0,0 +1,45 @@ +--- +aliases: +BPCost: varies +NoteType: Starship Security +PCU: varies +tags: +--- +# STARSHIP THRUSTERS +Ships rely on conventional thrusters to move between locations in a system, to navigate the reaches of the Drift once they arrive there, to explore, and to engage in combat They are designed for ships of a specific size (specified in the Size column of the table below), and they can’t be installed in a ship of an incorrect size. The maximum speed of a starship’s thrusters either grants a bonus or imparts a penalty to Piloting checks to fly the vessel, as noted on the table below. + +Thrusters are also used when landing on and taking off from a planet. Large and smaller Starships generally have little difficulty landing on and taking off from a planet with low gravity or standard gravity (unless there are atmospheric conditions such as high winds or storms). The GM determines whether or not a starship’s pilot must attempt a Piloting check to land a starship with a speed lower than 8 on a planet with high gravity, with failure meaning it might crash. Due to their sheer size, Huge and larger starships can’t land on planets, and must use shuttles or other means to ferry crew and goods to a planet and back. + +| Core | Size | Speed (in Hexes) | Piloting Modifier | PCU | Cost (in BP) | +|----------------|------|------------------|-------------------|-----|--------------| +| T6 Thrusters | T | 6 | 1 | 20 | 3 | +| T8 Thrusters | T | 8 | 0 | 25 | 4 | +| T10 Thrusters | T | 10 | 0 | 30 | 5 | +| T12 Thrusters | T | 12 | -1 | 35 | 6 | +| T14 Thrusters | T | 14 | -2 | 40 | 7 | +| S6 Thrusters | S | 6 | 1 | 30 | 3 | +| S8 Thrusters | S | 8 | 0 | 40 | 4 | +| S10 Thrusters | S | 10 | 0 | 50 | 5 | +| S12 Thrusters | S | 12 | -1 | 60 | 6 | +| M4 Thrusters | M | 4 | 2 | 40 | 2 | +| M6 Thrusters | M | 6 | 1 | 50 | 3 | +| M8 Thrusters | M | 8 | 0 | 60 | 4 | +| M10 Thrusters | M | 10 | 0 | 70 | 5 | +| M12 Thrusters | M | 12 | -1 | 80 | 6 | +| L4 Thrusters | L | 4 | 2 | 60 | 4 | +| L6 Thrusters | L | 6 | 1 | 80 | 6 | +| L8 Thrusters | L | 8 | 0 | 100 | 8 | +| L10 Thrusters | L | 10 | 0 | 120 | 10 | +| H4 Thrusters | H | 4 | 2 | 80 | 4 | +| H6 Thrusters | H | 6 | 1 | 120 | 6 | +| H8 Thrusters | H | 8 | 0 | 140 | 8 | +| H10 Thrusters | H | 10 | 0 | 160 | 10 | +| G4 Thrusters | G | 4 | 2 | 120 | 8 | +| G6 Thrusters | G | 6 | 1 | 180 | 12 | +| G8 Thrusters | G | 8 | 0 | 240 | 16 | +| C4 Thrusters | C | 4 | 2 | 200 | 8 | +| C6 Thrusters | C | 6 | 1 | 300 | 12 | +| C8 Thrusters | C | 8 | 0 | 400 | 16 | +| SC4 Thrusters | Sc | 4 | 1 | 300 | 16 | +| SC6 Thrusters | Sc | 6 | 0 | 400 | 20 | +| SC8 Thrusters | Sc | 8 | -1 | 500 | 24 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Weapon Hatch.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Weapon Hatch.md new file mode 100644 index 0000000..ae68741 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Security/Weapon Hatch.md @@ -0,0 +1,14 @@ +--- +aliases: +BPCost: 1/3 × weapon cost +NoteType: Starship Security +PCU: 4 +tags: +--- + +## WEAPON HATCH + +**Source** _Ports of Call pg. 30_ +**Cost (in BP)** 1/3 × weapon cost +**PCU** 4 +A weapon hatch conceals a single weapon mounted on the ship (until it’s fired). A science officer’s scan action reveals this weapon only on the 5th level of information discovery (instead of the 3rd). diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Sensors.md new file mode 100644 index 0000000..95f7591 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Sensors.md @@ -0,0 +1,35 @@ +--- +aliases: +tags: +--- +# SENSORS + +**Source** _Starfinder Core Rulebook pg. 300_ +Sensors function as a starship’s eyes and ears, allowing a crew to see what’s in the space around the ship, whether planetary bodies, other ships, a dangerous asteroid field, or some monstrosity from the depths of space. Sensors are a combination of video cameras, multispectrum scanners, radar arrays, signal interceptors, and optical telescopes. In starship combat, short-range sensors have a range of 5 hexes, medium-range sensors have a range of 10 hexes, and long-range sensors have a range of 20 hexes. All sensors have a skill modifier that applies to any skill used in conjunction with them. Sensors require an operational power core to function, but they consume a negligible amount of PCU. + +Sensors operate in two modes: passive or active. In passive mode, sensors automatically scan the ship’s surroundings. Passive sensors detect visible or unhidden objects in a 360-degree field around the ship at a range of up to twice the sensors’ range category while in space or in the Drift (no skill check required), though local conditions may affect their range. However, gravitational forces and atmospheric conditions limit starship sensors to a range of 250 feet on most planets, and their range might be further limited by terrain, at the GM’s discretion. + +Active sensors are far more discerning, and they are required if the science officer wishes to scan enemy vessels and learn details about them during starship combat (see page 325). The modifier listed in the table below applies to some checks attempted by the science officer in starship combat as specified in the science officer’s actions (see page 324). Active sensors can discern information about a target up to five times the sensors’ range away from the ship, but such checks take a penalty of –2 for each range increment beyond the first to the target. For example, if short-range sensors (range = 5 hexes) were used against a target 12 hexes away, the check would take a –4 penalty. + +Outside of starship combat, a crew member can use sensors to scan a planet the starship is orbiting, attempting a Computers check (applying the sensors’ modifier) to learn basic information about the planet’s composition and atmosphere. The DC for this check is usually 15, but it can be altered at the GM’s discretion to account for mitigating factors or complications. A crew member can also use the starship’s active sensors to attempt Perception checks to examine the surrounding area as if she were standing outside the starship, using her own senses (such as darkvision), but adding the sensors’ modifier as a circumstance bonus to the check. + + + +| Sensors | Range | Modifier | Cost (in BP) | +| --------------------- | ------ | -------- | ------------ | +| Sensor Drones | — | — | 1 | +| Cut-Rate | Short | -2 | 1 | +| Budget Short-Range | Short | 0 | 2 | +| System-Wide Sensors | — | — | 3 | +| Basic Short-Range | Short | 2 | 3 | +| Budget Medium-Range | Medium | 0 | 3 | +| Observation Sensors | — | — | 4 | +| Advanced Short-Range | Short | 4 | 4 | +| Basic Medium-Range | Medium | 2 | 5 | +| Ultra Short-Range | Short | 6 | 6 | +| Budget Long-Range | Long | 0 | 6 | +| Advanced Medium-Range | Medium | 4 | 8 | +| Basic Long-Range | Long | 2 | 10 | +| Ultra Medium-Range | Medium | 6 | 12 | +| Advanced Long-Range | Long | 4 | 14 | +| Ultra Long-Range | Long | 6 | 20 | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Special Materials.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Special Materials.md new file mode 100644 index 0000000..fdcab9d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Special Materials.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +Each major component of a starship—its armor, defensive countermeasures, power core, sensors, thrusters, and individual weapon mounts—can be constructed using only one special material, though each of a starship's weapon mounts can use a different special material and counts as a separate system for this purpose. When purchasing a starship component, you can spend additional BP as shown on Table 1–8 (page 23) to purchase a version of that component made from a compatible special material. + +# ABYSIUM + +**Source** _Starship Operations Manual pg. 22_ +A highly radioactive metal with a bluish-green glow, abysium provides exceptional conductivity and can store electric charges far more efficiently than more mundane metals such as copper. + +### POWER CORE + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** +2 BP +A properly functioning abysium reactor produces far less waste than reactors that use other radioactive materials and doesn’t require extreme pressure to sustain nuclear reactions, but it’s hazardous when ruptured. An abysium power core increases the PCU it provides by 25% (maximum +50 PCU). However, if the power core takes critical damage, the starship’s occupants are subjected to radiation for 1 round of starship combat. This radiation is low if the power core gains the glitching condition, medium if it gains the malfunctioning condition, and high if it gains the wrecked condition. + +# WEAPON MOUNT + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** Special +Abysium is naturally radioactive. An abysium weapon mount grants any weapon installed onto it the irradiate special property, with a light weapon mount creating low radiation, a heavy mount creating moderate radiation, and a capital or spinal mount creating heavy radiation. If the weapon already has the irradiate special property, add 1 round to the duration of any radiation applied to struck starships. Mounting a light, heavy, capital, or spinal weapon with abysium increases its cost by 2 BP, 6 BP, 10 BP, or 10 BP, respectively. + +# ADAMANTINE ALLOY + +**Source** _Starship Operations Manual pg. 22_ +Famously strong, pure adamantine is too expensive to incorporate into something as large as a starship, but its alloys can impart some of the metal’s infamous deadliness and impregnability. + +### ARMOR + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** Special +Adamantine alloy armor protects a starship against all but the strongest attacks. This armor grants the starship a Damage Threshold equal to the armor’s bonus to AC, stacking with the starship’s existing Damage Threshold. Adamantine alloy increases a starship’s size category by 1 for the purpose of calculating the cost of its armor; the value of a Supercolossal ship’s size category increases from 8 to 9 for this purpose. +See Fortified Hull for denser adamantine armor. + +### WEAPON MOUNT + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** Special +Adamantine alloy weapons are extraordinarily destructive, capable of tearing apart unprotected targets. When such a weapon strikes a target in a quadrant without functioning shields, it deals +1 damage per damage die to the target. Against a starship with functioning deflector shields (page 20), an adamantine alloy weapon reduces that quadrant’s defense value by an additional 1 for each hit that reduces the target’s Hull Points; this stacks with the effects of weapon special properties such as array, line, and ripper. +Mounting an adamantine alloy weapon increases its BP cost by an amount equal to half the weapon’s damage dice. If a weapon’s damage is multiplied, multiply the cost increase by an equal amount. + +## DJEZET + +**Source** _Starship Operations Manual pg. 22_ +This rust-colored, liquid starmetal guides magical energies much as copper guides electricity in a circuit. While it offers little benefit to a starship’s frame, its unique properties can enhance a starship’s sensors and improve its power efficiency. + +### POWER CORE + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** +1 BP +A djezet power core absorbs trace magical energies and directs those toward powering minor systems, seeming to produce energy from nowhere. A djezet power core increases the PCU it provides by 10% (maximum +20 PCU), but it can direct that power only to fulfill the PCU requirements for expansion bays. + +### SENSORS + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** +3 BP +Djezet-infused sensors can analyze supernatural auras and unseen magical currents, providing a more comprehensive view of a starship’s surroundings. Djezet sensors increase their range by 50%: short-range, medium-range, and long-range djezet sensors have ranges of 7 hexes, 15 hexes, and 30 hexes, respectively. Additionally, djezet sensors typically have a range of 375 feet on most planets, instead of 250 feet, though obstructions such as terrain might limit this range. + +## HORACALCUM + +**Source** _Starship Operations Manual pg. 22_ +The rarest of star metals, horacalcum is a dull, orange-brown metal with the potent ability to warp space-time around itself. + +### DEFENSIVE COUNTERMEASURES + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** +4 BP +A horacalcum lattice incorporated into a starship’s defensive countermeasures creates a field of space-time fluctuation that slows larger incoming projectiles. The speed of any tracking weapon fired at the starship is reduced by 25% (round down the final speed). + +### THRUSTERS + +**Source** _Starship Operations Manual pg. 22_ +**BP Cost** +2 BP +By bending space around a vessel in subtle ways, horacalcum thrusters propel a starship at incredible speeds and enable improbable maneuvers. Horacalcum increases the maximum speed of any thrusters by 1 and reduces a starship’s Piloting check penalty based on its maximum speed by 1 (minimum +0). Active horacalcum thrusters glow with a telltale orange hue. + +## INUBRIX + +**Source** _Starship Operations Manual pg. 22_ +Nicknamed “ghost iron” due to its ability to phase through denser materials, inubrix is a soft metal typically alloyed with platinum before being incorporated into a starship’s systems. + +### THRUSTERS + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** +1 BP +Leaving ephemeral, smoky contrails, inubrix thrusters allow parts of a starship to phase through physical matter for crucial seconds, turning glancing blows into near misses. The starship’s pilot gains a +1 circumstance bonus to Piloting checks to avoid hazards, and damage dealt to the starship by hazards is reduced by an amount equal to its tier. + +### WEAPON MOUNT + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** Special +An inubrix alloy weapon’s payload phases in and out of reality, potentially bypassing armor and interior bulwarks to inflict extraordinary damage to a target’s inner systems. Whenever an inubrix alloy weapon scores critical damage against a starship, it has a 20% chance to critically damage the randomly determined system twice. For example, it might cause an undamaged system to gain the malfunctioning condition rather than the glitching condition. +Inubrix weapons provide no additional benefit against biomechanical starships and starship-scale creatures. Mounting a light, heavy, capital, or spinal weapon with inubrix increases its cost by 2 BP, 6 BP, 10 BP, or 10 BP, respectively. + +## NOQUAL + +**Source** _Starship Operations Manual pg. 22_ +This green, lightweight crystalline starmetal is best known for its magic-dampening properties. Incorporating noqual into starships is a delicate process, as improperly installed noqual impairs that vessel’s magitech operations as often as it stymies enemy ships. + +### ARMOR + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** +4 BP +Noqual armor deflects magical attacks and absorbs ambient magic, complicating the actions of spellcasting officers on board. Treat the starship’s tier as 2 higher when determining the Mysticism DC of magic officer actions that use the armored starship’s tier to calculate the DC of Mysticism checks. Additionally, the starship’s AC and TL increase by 2 against weapons with the mystical special property. + +### SENSORS + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** +2 BP +The scanning pulses emitted by a noqual-augmented sensor array can interfere with enemy diagnostics, particularly the functions of any magitech components. When a science officer uses the scan crew action and exceeds the check DC by 5 or more, they can choose to learn only one piece of information and instead scramble the other ship’s sensors, giving the sensors the glitching condition for 1 round for every 5 by which the Computers check exceeded the scan action’s DC. + +## SICCATITE + +**Source** _Starship Operations Manual pg. 22_ +Siccatite is a silvery starmetal renowned for its extreme resiliency to thermal energy. Capable of acting either as “cold” siccatite or “hot” siccatite, trace quantities of this material commonly reinforce and absorb heat from starship power cores and thrusters. + +### ARMOR + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** +2 BP +Siccatite armor has the unique ability to absorb massive amounts of heat, allowing the metal to withstand friction better than nearly any other material. When a starship with siccatite armor moves through an atmosphere (page 52), it treats the current friction level as if it were one level less severe when determining the amount of damage the starship sustains (severe becomes high, high becomes moderate, moderate becomes low, and low becomes none). + +### DEFENSIVE COUNTERMEASURES + +**Source** _Starship Operations Manual pg. 23_ +**BP Cost** +3 BP +By wrapping key portions of a starship in an insulated mesh of siccatite, the extremely hot or frigid metal can obscure the vessel’s systems against enemy sensors. Treat a starship with siccatite defensive countermeasures as 2 tiers higher when determining the Computers DC of science officer actions that use the protected starship’s tier to calculate the DC of Computers checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapon Special Properties.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapon Special Properties.md new file mode 100644 index 0000000..2ed1f1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapon Special Properties.md @@ -0,0 +1,248 @@ +--- +aliases: +tags: +--- +# STARSHIP WEAPON SPECIAL PROPERTIES +Some weapons have special properties, as noted on the starship weapon tables. These special properties and how they affect starship combat are described here. + +## ANCHORING + +**Source** _Starship Operations Manual pg. 12_ +A weapon with this special property fires ammunition tethered to a powerful chain, anchoring the attacking starship to its target. While anchored to each other, neither starship can move farther away from each other than the range at which the anchoring weapon was initially fired. While a starship is anchored and adjacent to its target, its crew can attempt to board the anchored starship at the end of the starship combat round. An anchoring weapon can’t be used to make additional attacks or anchor other vessels if it’s currently being used to anchor a target. +As a special engineer action, an engineer can attempt to sever or dislodge another starship’s anchor with an Engineering check (DC = 15 + 1-1/2 × the anchoring starship’s tier). If they succeed, the effects of the anchoring weapon special property end. As a special stunt, a pilot can attempt to shake free of an anchor with a Piloting check at the same DC. If they succeed, the effects of the anchoring weapon special property end and the starship moves up to half its speed. If they fail, the starship moves in a straight line, though no farther than the range allowed by the anchoring weapon. +A starship’s gunner or engineer can detach any number of their own weapons’ anchors as a minor crew action. + + +## ARRAY + +**Source** _Starfinder Core Rulebook pg. 304_ +An array weapon fires at all targets within a single firing arc. The gunner attempts a single gunnery check against each target in the firing arc, starting with those closest to her starship. Each gunnery check takes a –4 penalty, which stacks with other penalties. Roll damage only once for all targets. Critical damage is determined by each target’s Critical Threshold. The gunner can’t avoid shooting at allies in the firing arc, nor can she shoot any target more than once. An array weapon uses two weapon mounts. + + +## AUTOMATED + +**Source** _Starship Operations Manual pg. 13_ +A weapon with this special property can aim and fire autonomously following its programmed protocols. Unless manually operated by a gunner or instructed not to attack, the weapon fires every round during the gunnery phase, using the shoot crew action with a total gunnery bonus equal to the starship’s tier (minimum +0). It always fires at the closest enemy starship in range; if more than one enemy vessel is equally close, the weapon determines its target among these options at random. Weapons with the mine special property can’t also have the automated special property. + + +## BROAD ARC + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time. + + +## BUGGING + +**Source** _Near Space pg. 115_ +Bugging weapons are primarily designed to attach a tracking device to a starship on a successful hit, and thus don’t typically deal damage. The tracking device allows the starship that made the attack to trace the bugged starship even when it engages a cloaking device. The tracking device stops functioning once the bugged vessel enters the Drift. Otherwise, personnel must remove the device from the exterior of the starship and deactivate it (requiring a successful Engineering check with a DC equal to 10 + 1-1/2 × the tier of the attacking ship) in order to prevent being tracked. A bugged ship automatically knows it has been bugged. + + +## BURROWING + +**Source** _Pact Worlds pg. 153_ +A weapon with this special property fires a highly focused beam of energy that can slice through shields with ease. Burrowing weapons are always short range and cannot fire at targets outside the first range increment. When a burrowing weapon’s beam hits shields, apply half of its damage to the shields and the other half (rounded down) to the target vessel’s Hull Points. If any of the damage applied to the shields depletes those shields, apply the remainder to the ship’s Hull Points as normal. If a burrowing weapon deals damage to a ship with a damage threshold, halve that threshold before determining if any damage is dealt. + + +## BUSTER + +**Source** _Starship Operations Manual pg. 13_ +A weapon with this special property fires blasts of disruptive energy that devastate shields but have difficulty penetrating physical armor. A buster weapon deals the indicated damage to a starship’s shields. If the shields in the quadrant are reduced to 0, split any remaining damage between the two adjacent quadrants’ shields. If the targeted quadrant’s shields and the shields of any adjacent quadrants are reduced to 0, halve any remaining damage before applying it to the starship’s Hull Points. +During a starship’s next engineering phase after being hit by a buster weapon (whether or not its shields were depleted), the DC of Engineering checks to divert power to the starship’s shields increases by 5. + +## DEATH FIELD + +**Source** _Alien Archive 3 pg. 123_ +Weapons with the death field special property deal normal damage to shields, but they always deal minimum damage to Hull Points. Each time the weapon hits, a wave of negative energy floods the target starship. If the target has active shields on the quadrant hit, living creatures aboard the target take damage equal to the number of dice the death field weapon special property has. If the quadrant has no shields, roll the dice associated with the property once. Each living creature aboard the target vessel takes that amount of damage. This damage bypasses resistances and damage reduction. Undead aboard a targeted vessel instead heal an amount equal to the damage rolled. + + +## DEPLOYED + +**Source** _Starship Operations Manual pg. 13_ +A weapon with this special property consists of a launcher containing tiny armed drones that chase and attack nearby foes. A gunner can launch a drone by performing the deploy drone gunner action (page 15), causing the drone to appear in an adjacent hex at the beginning of the next round. The drone has a speed of 4 and good maneuverability (turn 1). It can perform one crew action and one minor crew action per round, though these actions are limited to fly, glide, shoot, and snap shot, with total Piloting and gunnery bonuses equal to the launching starship’s tier. The drone attacks only targets that are within its weapon’s first range increment, and a drone can make only three attacks before expending its energy reserves and becoming disabled. For all other purposes, a deployed drone functions as a Tiny starship with an AC and TL equal to 12 + the launching starship’s tier and total HP equal to twice the launching starship’s tier. A drone lacks shields, has no quadrants, and does not take critical damage. +Deployed weapons can’t already have the limited fire special property, and these weapons can be mounted on only a Medium or larger starship. A deployed weapon gains the automated and limited fire 3 special properties. + +## EMP + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property emits a beam of electromagnetic energy that does not deal damage to ships or shields, but plays havoc with a ship’s electronic systems. On a hit, an EMP weapon scrambles one of the target starship’s systems, determined randomly. This causes that system to act as if it had the glitching condition for 1d4 rounds. If the system is already damaged, instead increase its critical damage by one level of severity for 1d4 rounds. Whenever an EMP weapon scores critical damage, it scrambles two systems at random. Systems damaged by EMP weapons can be patched or repaired as normal. Functioning shields are unaffected by EMP weapons and completely block an EMP weapon’s effects. + +## FORCE FIELD + +**Source** _Starship Operations Manual pg. 14_ +A force field weapon leverages the attacking starship’s shields as a deadly bludgeon. A force field weapon deals additional damage equal to its starship’s Shield Points (SP) in the weapon’s quadrant, with a maximum bonus damage value equal to the number listed with this special property. A turretmounted force field weapon uses the current SP of the quadrant from which it’s fired. A force field weapon cannot be fired from any quadrant that has 0 SP. Immediately upon firing a force field weapon—and before resolving any enemy attacks during the gunnery phase—the attacking starship loses a number of SP in that weapon’s quadrant equal to the number listed with this special property. Weapons with the force field special property are not compatible with deflector shields. + + +## GRAVITY TETHER + +**Source** _Near Space pg. 115_ +Weapons with this property (typically tracking weapons) leave a trail of gravitons. A starship that successfully hits a target with a gravity tether weapon increases its speed by 2 on the following round, but only so long as each hex the attacking starship enters decreases its distance to the target struck with a gravity tether weapon. + + +## GRAVITY WELL + +**Source** _Starship Operations Manual pg. 14_ +A gravity well module—which includes gravity generators, gravity well generators, and interdiction arrays—manipulates gravitational forces around the targeted starship, slowing the starship considerably. Until the end of the next piloting phase, the target’s speed is halved, and its maneuverability becomes one step worse (to at worst clumsy maneuverability). A gravity well module requires tremendous energy to operate; it cannot be activated unless an engineer succeeds at a divert crew action to divert power to the weapons that round. + + +## HACKING + +**Source** _Starship Operations Manual pg. 14_ +A hacking module remotely overpowers another starship’s onboard computer systems. An affected starship loses all control of its integrated control module (ICM) for 1 round, plus 1 additional round for every 5 by which the science officer’s special gunnery check exceeds the target’s TL. Instead, the hacking module’s science officer gains control of the affected starship’s ICM and can apply the flat circumstance bonuses the ICM would typically apply as penalties of equal value to one or more starship combat checks, representing the hacker’s interference with the thrusters, communications, and even the internal lights of the targeted starship. For example, a science officer who has taken control of a starship’s mk 2 trinode computer (which normally grants +2 bonuses to three different checks) could apply a –2 penalty to three different starship combat checks per round. A heavy or capital hacking module increases the flat penalty value by 1. A capital hacking module can also apply the penalty to one additional starship combat check per round. +The science officer must apply a penalty before the affected starship’s crew attempts a check. Although the science officer knows when one of the affected starship’s crew members is attempting a check and the type of check (such as knowing that a gunner is about to use the shoot action), hacking into the starship provides the science officer no special knowledge of the starship’s armaments or its crew’s capabilities. +A starship’s effective TL against gunnery checks attempted by a hacking module increases by 1 for each anti-hacking system (Core Rulebook 300) it has. During the engineering phase, an affected starship’s science officer can use their action to end the hacking effects with a successful Computers check (DC = 15 + 1-1/2 × the enemy starship’s tier). This science officer gains a circumstance bonus to this check equal to their starship’s number of anti-hacking systems. + +## INTIMIDATING + +**Source** _Starship Operations Manual pg. 14_ +An intimidating weapon strikes fear in the crew of any starships hit. After a starship hits another starship with an intimidating weapon, its captain gains one of the following benefits during the following round: the captain can perform the taunt action against a starship that has already been taunted once during that combat, the captain can choose two phases of combat to affect when using the taunt action against that starship, or the captain gains a +2 circumstance bonus to the Intimidate check to taunt the attacked ship. + + +## IRRADIATE + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property creates a wave of harmful radiation (see page 403) that penetrates shields and starship hulls. Living creatures on a starship struck by an irradiating weapon are subjected to the level of radiation noted in parentheses for 1d4 rounds of starship combat. + + +## JAMMING + +**Source** _Near Space pg. 115_ +When a weapon with this special property successfully hits a ship in an arc containing a weapon that has the limited fire special property, that weapon jams and cannot be fired on the next round. If a ship hit by a weapon with the jamming property has multiple weapons with the limited fire special property, this affects only one such weapon that is not already jammed, selected at random. + + +## LIMITED FIRE + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property can fire only the listed number of times in a starship combat encounter before it requires a brief period of time (10 minutes outside of starship combat) to recharge and rebuild the weapon’s inherent ammunition. A weapon with this special property is often a tracking weapon. + + +## LINE + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property fires a beam in a straight line that can pierce through multiple targets. The gunner attempts a single gunnery check and compares the result to the AC of all ships in a line originating from her starship and extending to the weapon’s range increment. Roll the weapon’s damage once and apply it to each target with an AC equal to or lower than the gunner’s result, starting with the closest. If any of that damage is negated due to a ship’s Damage Threshold, the beam is stopped and the attack doesn’t deal damage to targets farther away. + + +## MINE + +**Source** _Starship Operations Manual pg. 14_ +A weapon with this special property (referred to as the launcher) can be mounted only in a starship’s aft quadrant and can be activated only using the lay mines gunner crew action during the helm phase. A launcher cannot be activated using the fire at will, shoot, broadside, or precise targeting crew actions. Launchers are typically tracking weapons with the limited fire special property, and each time one is activated, it spreads the indicated number of mines over an equal number of hexes along the starship’s flight path. A deployed mine has an AC and TL equal to 12 + the launching starship’s tier, and each mine has 1 Hull Point. A mine’s effective speed is 4 when targeted by point weapons. +Anytime a starship exits a hex adjacent to a mine, the gunner who placed the mine attempts an immediate gunnery check against the triggering starship’s TL. If they succeed, the mine deals its listed damage and effects to the starship’s aft quadrant, after which the mine is destroyed. If a starship would enter a hex containing a mine, the gunner who placed the mine instead attempts an immediate gunnery check as above but with a +2 circumstance bonus against the triggering starship’s TL, and any damage is dealt to the starship’s forward quadrant. If a mine’s gunnery check fails, the mine remains in that hex, and the triggering starship can complete its movement without further risk from that mine during that phase. +Mines don’t activate until a few moments after being dispersed so as not to damage their launching starship. If a starship would trigger a mine’s attack during the same helm phase in which it was dispersed, the triggering starship gains a +4 circumstance bonus to its TL against the mine’s gunnery check. + + +## MYSTICAL + +**Source** _Starship Operations Manual pg. 15_ +When attempting a gunnery check with a mystical weapon, which is a hybrid device, a gunner can use their ranks in Mysticism in place of either their base attack bonus or ranks in Piloting, and their Wisdom modifier in place of their Dexterity modifier. + +## NAV-SCRAM + +**Source** _Starship Operations Manual pg. 15_ +A nav-scram module projects a burst of subatomic particles to interfere with and overload navigational equipment. During the next round’s helm phase, the pilot of a starship affected by a nav-scram must roll their Piloting check twice and take the worse result when determining the order in which starships move during that round. A heavy or capital nav-scram module instead causes the affected starship’s pilot to roll Piloting checks twice and take the lower results during the next round. A capital nav-scram module’s effects last 1d3 rounds. + + +## NUMBING + +**Source** _Starship Operations Manual pg. 15_ +A numbing weapon fires concentrated entropic energy. Living creatures on a starship that takes damage to its Hull Points from a numbing weapon must succeed at a Fortitude saving throw (DC = 10 + 1-1/2 × the firing starship’s tier) or take a –2 penalty to starship combat actions for 1d3 rounds. + + +## ORBITAL + +**Source** _Starship Operations Manual pg. 15_ +An orbital weapon is cumbersome yet powerful, designed to devastate immense targets or bombard planetary surfaces. During starship combat, attacks using an orbital weapon take a –4 penalty to the gunnery check if the target is a Medium or smaller vessel, or a –2 penalty if it’s a Large, Huge, or Gargantuan vessel. +A gunner can also fire an orbital weapon at a large, stationary target, such as a settlement or battlefield. The effects follow the guidelines below. These guidelines are somewhat flexible so as to limit the degree to which a PC’s starship might obliterate a key site or to allow an NPC starship’s strike to deal the necessary structural damage without outright annihilating the PCs. +Orbital attacks have an immense range: orbital weapons with short range can strike large targets from low orbit (approximately 1,000 miles for a Golarion-sized planet), medium range orbital weapons are effective from high orbit (approximately 20,000 miles), and long-range orbital weapons can strike from extraordinary ranges of 100,000 miles or more. When an orbital weapon strikes an area, it damages everything in a 100-foot radius for a light weapon, 500-foot radius for a heavy weapon, 2,500-foot radius for a capital weapon, or a mile radius or larger for a spinal-mount weapon. Orbital weapons rarely fire faster than once every 10 minutes during bombardments, and spinal-mount weapons can rarely fire more than once per hour. +Orbital weapons deal 10 × their listed damage to inanimate objects in the affected area, damaging or outright destroying many structures. Against vehicles, living creatures, and other smaller targets in the affected area, an orbital weapon’s damage, effects, and other statistics are best approximated using the trap creation guidelines for a trap with a CR equal to the value listed with the weapon’s orbital special property. +Orbital weapons require additional features to function properly on most ships. Any starship modified by the colony ship framework or space station framework is sufficiently fortified to mount orbital weapons without needing such extra features, reducing an orbital weapon’s BP cost by one-third. + + +## POD + +**Source** _Starship Operations Manual pg. 16_ +A pod weapon is mounted to a starship’s exterior and includes its own power supply, making its PCU cost negligible. A pod weapon does not require a weapon mount but must nonetheless be installed on a specific quadrant. Pod weapons are too unwieldy to mount on a turret, and a starship can mount only a single pod weapon on each quadrant. Any starship can support light pod weapons, whereas a starship must be Medium or Huge to support heavy or capital pod weapons, respectively. +Pod weapons are fragile due to their exposed nature. If a starship’s hull takes damage, any pod weapons in the damaged quadrant gain the wrecked critical damage condition. If a starship takes critical damage to a weapons array that contains a pod weapon, any pod weapons in that quadrant are destroyed, and any ammunition the pod weapon contains explodes, dealing additional damage to the starship equal to the pod weapon’s minimum damage multiplied by its remaining number of limited fire uses. + + +## POINT + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round. + + +## QUANTUM + +**Source** _Starfinder Core Rulebook pg. 304_ +Once a gunner fires a quantum weapon, he can reroll one gunnery check (see page 243) for that weapon after its launch if the result would be a miss. Only tracking weapons have this special property. + +## RAIL + +**Source** _Starship Operations Manual pg. 16_ +A weapon with this property launches a massive adamantine-alloy spike designed to effortlessly pierce a starship’s hull. For every 5 by which the gunnery check exceeds the target’s AC, the rail weapon’s damage increases by the amount listed with this special property. Rail weapons require exceptional amounts of energy to operate, and their ammunition lacks any homing capabilities. As a result, a rail weapon can be fired only with the shoot and precise targeting gunner actions, and the attack does not benefit from any science officer actions. + + +## RAMMING + +**Source** _Starship Operations Manual pg. 16_ +A ramming weapon reinforces a starship’s front quadrant to absorb collisions and deal damage when steered into targets. A ramming weapon must be mounted on a starship’s front quadrant. If a ship with a ramming weapon ends its movement adjacent to an enemy ship in its forward arc and the enemy ship has already moved during this helm phase, it can attempt to ram that ship. The pilot immediately attempts a gunnery check against the enemy ship’s AC. If successful, the attack deals a glancing blow that deals the ramming weapon’s listed damage. If the attacking starship is one size category smaller than the enemy ship or larger, the successful attack also pushes the target ship 1 hex in the direction the attacking ship is facing. If this would push the ship into an occupied hex, the ship does not move but instead takes additional damage equal to the attacking starship’s tier. If the pilot’s gunnery check fails, instead of dealing damage, the attacking ship takes damage equal to the ramming weapon’s minimum damage. +A starship can deal even greater collision damage when using the ramming speed crew action. + + +**Source** _Starship Operations Manual pg. 17_ +This weapon or starship component is typically available only to the listed group, such as the Azlanti Star Empire’s Imperial Fleet. + + +## RIPPER + +**Source** _Starfinder Core Rulebook pg. 304_ +Firing a blast of metal shards, a weapon with this special property deals terrific damage to a ship’s hull but is almost entirely negated by functioning shields. Halve all damage dealt by ripper weapons to shields. Ripper weapons are always short range. + +## SMART + +**Source** _Starship Operations Manual pg. 17_ +Only weapons with the mine special property can have the smart special property. These mines (also known as smart mines) have simple thrusters and sensors, enabling them to slowly drift toward hostile targets. At the end of each helm phase after being dispersed, a smart mine moves 1 hex toward the closest enemy starship within 20 hexes. A smart mine does not enter the same hex as any mine dispersed by its launching starship or that starship’s allies, though it can move into a hex occupied by an enemy mine or neutral obstacle; if it does, the smart mine detonates and deals its damage to the other mine or obstacle. + + +## SMOLDERING + +**Source** _Near Space pg. 115_ +Weapons with this property contain chemical agents that burn for longer than normal. At the end of the next round after a successful hit by a smoldering weapon, the arc takes additional damage as indicated by the value shown in parentheses. Typical smoldering damage is half the damage done on the initial attack. + + +## SPORE + +**Source** _Pact Worlds pg. 153_ +A weapon with this property unleashes a cloud of fast-growing spores into the spaces inside the ship it strikes, causing tremendous damage to the ship’s systems. A ship that takes damage from a spore weapon immediately takes critical damage (note this damage as spore damage, though it functions as normal critical damage). An engineer can repair spore damage by taking an action and succeeding at an Engineering check (DC = 15 + the ship’s tier). If spore damage remains at the end of the engineering phase, the damaged system takes critical damage again (also spore damage); this damage spreads to other systems as normal if a system is wrecked. Multiple hits from a spore weapon do not have any additional effect if the ship is already subject to the effects of spore damage. Spore damage is not passed on to the crew, although there are rumors of a variant weapon that creates hostile plant creatures inside the target vessel once it has been disabled. + + +## SUSPENDING + +**Source** _Near Space pg. 115_ +When a weapon with this special property successfully hits a starship, the DC to restore shields to the arc struck by the weapon increases by the value shown in parentheses for 1 round. This applies to the science officer balance action, the engineer divert action, or any other action that would restore shield points. + +## TELEPORTATION + +**Source** _Starship Operations Manual pg. 17_ +A weapon with this special property is capable of teleporting entire starships short distances, in addition to using teleportation technology to forcibly disjoin enemy vessels to deal damage. After hitting an enemy, the gunner chooses whether to deal damage as well as how to teleport the targeted starship. The gunner can move the targeted starship a distance (in hexes) no greater than the value listed with the weapon’s teleportation special property, and the starship appears in the new hex facing the same direction as when it was hit. Alternatively, so long as the two starships are no more than 5 hexes apart, the gunner can cause their starship and the targeted starship to switch positions, with each vessel maintaining its current facing. Any teleportation movement occurs at the end of the gunnery phase, after resolving all other gunnery phase actions and effects. A teleportation weapon cannot move targets that are more than one size category larger than the attacking vessel, and teleportation weapons are unable to move supermassive targets such as planetoids or other immense objects, at the GM’s discretion. + +## TRACTOR BEAM + +**Source** _Starfinder Core Rulebook pg. 304_ +A weapon with this special property can generate a stable beam of gravitons, creating a tractor beam that can move other ships. In addition to dealing damage, a hit with a tractor beam prevents the target ship from moving normally. The gunner can push or pull the target ship (at a rate of 2 hexes per round, resolved at the beginning of the helm phase), or hold the target ship in place. The pilot of the targeted starship can attempt a Piloting check (DC = 15 + 1-1/2 × the tier of the firing ship) to break free of the tractor beam as her action in a round. When a tractor beam weapon is locked on to a starship, it can’t be used as a regular weapon. A tractor beam is effective only against ships of the same size as the firing ship or smaller; larger ships are unaffected by the tractor beam. + + +## TRANSPOSITION + +**Source** _Starship Operations Manual pg. 17_ +A transposition module disperses magitech beacons attuned to its starship, enabling the ship to teleport short distances. Transposition modules typically have the mine special property and are thus mounted on the aft quadrant and disperse inanimate warp pucks in one or more hexes. However, unlike most mines, a warp puck doesn’t harm nearby starships. Instead, the launching starship’s science officer can try to teleport the starship into the puck’s hex using the recall beacon crew action. After the science officer performs this action, that warp puck is destroyed. +The maximum distance a starship can teleport by activating a warp puck depends on the starship’s size category (for this calculation, Supercolossal = 0, Colossal = 1, Gargantuan = 2, Huge = 3, etc.). A ship cannot teleport farther than a number of hexes equal to the starship’s size category multiplied by the value listed with the module’s special property. + + +## VANDAL DRONES + +**Source** _Alien Archive 3 pg. 61_ +When a weapon with this special property deals Hull Point damage to a ship, pieces of the projectile’s shrapnel animate into drones that continue to rend the target. Each successive gunnery phase, the struck starship loses the listed amount of Hull Points until the drones are either forcibly removed during the engineering phase with an Engineering check (DC 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple applications of this effect don’t stack; only the highest damage applies. + +## VORTEX + +**Source** _Starfinder Core Rulebook pg. 305_ +A weapon with this special property creates a spiraling cyclone of gravitons that tears, crushes, and twists everything in its path, reducing a target ship’s speed by half and reducing its maneuverability by one step for 1d4 rounds on a hit. A ship protected by functioning shields takes no damage from a vortex weapon, but the target ship’s pilot must succeed at a Piloting check (DC = 15 + 1-1/2 × the target starship’s tier) or the hit depletes all Shield Points in that arc. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Light Starship Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Light Starship Weapons.md new file mode 100644 index 0000000..0553b2c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Light Starship Weapons.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# LIGHT STARSHIP WEAPONS +| Weapon | Type | Range | Speed (in Hexes) | Damage | PCU | Cost (in BP) | Special Properties | +| --------------------------------- | ----------- | ------- | ---------------- | ------- | --- | ------------ | ----------------------------------------------------- | +| Chain Cannon | Direct-Fire | Short | — | 6d4 | 15 | 10 | Ripper | +| Coilgun | Direct-Fire | Long | — | 4d4 | 10 | 10 | — | +| Flak Thrower | Direct-Fire | Short | — | 3d4 | 10 | 5 | Point (+8) | +| Gyrolaser | Direct-Fire | Short | — | 1d8 | 10 | 3 | Broad Arc | +| High Explosive Missile Launcher | Tracking | Long | 12 | 4d8 | 10 | 14 | Limited Fire 5 | +| Laser Net | Direct-Fire | Short | — | 2d6 | 10 | 9 | Point (+10) | +| Light EMP Cannon | Direct-Fire | Short | — | Special | 10 | 8 | EMP | +| Light Laser Cannon | Direct-Fire | Short | — | 2d4 | 5 | 2 | — | +| Light Particle Cannon | Direct-Fire | Medium | — | 3d6 | 10 | 10 | — | +| Light Plasma Cannon | Direct-Fire | Short | — | 2d12 | 10 | 12 | — | +| Light Plasma Torpedo Launcher | Tracking | Long | 14 | 3d8 | 5 | 11 | Limited Fire 5 | +| Light Spore Torpedo Launcher | Tracking | Medium | 14 | 3d6 | 5 | 5 | Limited Fire 5, Spore | +| Light Torpedo Launcher | Tracking | Long | 16 | 2d8 | 5 | 7 | — | +| Micromissile Battery | Tracking | Long | 10 | 2d6 | 10 | 5 | Array, Limited Fire 5 | +| Mining Laser | Direct-Fire | Short | — | 2d6 | 10 | 5 | Burrowing | +| Tactical Nuclear Missile Launcher | Tracking | Long | 10 | 5d8 | 10 | 18 | Irradiate (low), Limited Fire 5 | +| Aeon Caster | Direct-Fire | Medium | — | 3d4 | 10 | 7 | Mystical, restricted (Imperial Fleet) | +| Connecting Tendril | Direct-Fire | Short | — | 3d6 | 10 | 10 | Burrowing, connecting, mystic | +| Decorative Ramming Prow | Direct-Fire | — | — | 2d4 | — | 5 | Intimidating, ramming | +| Digital Strike Conduit | ECM | Medium | — | Special | 10 | 10 | Hacking | +| Flak spores | Direct-Fire | Special | — | 2d4 | 5 | 4 | Flak area, limited fire 2 | +| Force Projector | Direct-Fire | Short | — | 1d10 | 10 | 7 | Force field (15) | +| Garbage Ejection System | Direct-Fire | Short | 8 | 1d6 | 1 | 1 | Limited fire 1, point (+8) | +| Gravity Generator | ECM | Short | — | Special | 10 | 9 | Gravity well | +| Grinding gears | Melee | 1 hex | — | 3d8 | 10 | 8 | Ripper | +| Light Aeon Torpedo Launcher | Tracking | Long | 12 | 3d6 | 10 | 8 | Limited fire 5, mystical, restricted (Imperial Fleet) | +| Light Buster Cannon | Direct-Fire | Short | — | 3d8 | 10 | 9 | Buster | +| Light Carrion-Missile Launcher | Tracking | Long | 12 | 3d8 | 10 | 5 | Limited Fire 5, Volatile | +| Light Cytoplasm Weapons | Tracking | Long | 14 | 4d8 | 10 | 6 | Limited Fire 5 | +| Light Explosion Injector | Melee | 1 hex | — | 3d10 | 5 | 13 | Burrowing, limited fire 5 | +| Light Force Ramming Prow | Direct-Fire | — | — | 0 | 5 | 3 | Force field (20), ramming | +| Light Frag Mines | Tracking | — | — | 8d4 | 5 | 12 | Limited fire 5, mine (3), ripper | +| Light Hacksaw Arm | Melee | 1 hex | — | 4d6 | 10 | 8 | Ripper | +| Light Orbital Death Knell | Direct-Fire | Medium | — | 3d10 | 20 | 18 | Orbital (3) | +| Light Orbital Particle Cannon | Direct-Fire | Long | — | 2d10 | 20 | 21 | Line, orbital (2) | +| Light Plasma Mines | Tracking | — | — | 2d12 | 5 | 12 | Limited fire 5, mine (4) | +| Light Plasma Torpedo Pod | Tracking | Long | 14 | 3d8 | — | 11 | Limited fire 3, pod | +| Light Ramming Prow | Direct-Fire | Special | — | 3d4 | 1 | 6 | Ramming | +| Light Ship Tether | Melee | 1 hex | — | 2d6 | 5 | 6 | Anchoring | +| Light Static Projector | Direct-Fire | Short | — | 1d6 | 10 | 9 | Scatterscan | +| Light Teleportation Beam | Direct-Fire | Short | — | 1d20 | 15 | 14 | Teleportation (1) | +| Light Tzibeam | Direct-Fire | Short | — | 3d6 | 20 | 15 | Death Field 2d6, Mystical | +| Light-Blade Hull | Melee | 1 hex | — | 3d8 | 5 | 10 | | +| Magic Torpedo Unit | Tracking | Long | 18 | 2d4+2 | 10 | 10 | Broad arc, mystical, quantum | +| Mini-Nuke Mines | Tracking | — | — | 5d8 | 5 | 8 | Irradiate (low), limited fire 3, mine (1) | +| Minor Ramming Prow | Direct-Fire | — | — | 2d4 | 1 | 4 | Ramming | +| Missile Blocker | Direct-Fire | Short | — | 1d10 | 10 | 8 | Jamming | +| Nav-Scram Projector | ECM | Short | — | Special | 5 | 10 | Nav-scram | +| Negative-Energy Gun | Direct-Fire | Medium | — | 2d6 | 10 | 7 | Numbing | +| Rail Launcher | Direct-Fire | Medium | — | 2d8 | 15 | 10 | Rail 1d8 | +| Rotary cannon | Direct-Fire | Medium | — | 2d4 | 10 | 7 | Torque | +| Scrambler | Direct-Fire | Medium | — | 2d8 | 15 | 12 | Suspending (+5) | +| Shadow Bolt Projector | Direct-Fire | Medium | — | 1d10 | 15 | 7 | Intimidating, mystical | +| Slow Burn Missile Launcher | Tracking | Long | 8 | 4d6 | 10 | 4 | Limited fire 5, smoldering (2d6) | +| Tracer | Direct-Fire | Long | — | None | 5 | 8 | Bugging | +| Vandal Rocket Launcher | Tracking | Long | 12 | 4d8 | 12 | 5 | Limited Fire 3, Vandal Drones 1d4 | +| Warp Puck Launcher | ECM | — | — | Special | 5 | 10 | Limited fire 3, mine (1), transposition (1) | +| Antimagic Missile | Tracking | Medium | 10 | 2d6 | 5 | 8 | Antimagic, mystical | +| Hook Hawser | Direct-Fire | Short | — | 1d4 | 5 | 14 | Tractor beam | +| Light Seer-Shard Projector | Tracking | Long | 10 | 5d6 | 5 | 10 | Limited fire (5), mystical, quantum, ripper | +| Mk 1 Arcane Rail | Direct-Fire | Short | — | 1d4 | 10 | 5 | Mystical, unerring | +| Song Cannon | Direct-Fire | Medium | — | 1d12 | 10 | 9 | Cacophonous, mystical | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Spintal-Mount Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Spintal-Mount Weapons.md new file mode 100644 index 0000000..86f45b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Spintal-Mount Weapons.md @@ -0,0 +1,21 @@ +--- +aliases: +tags: +--- +# SPINTAL-MOUNT WEAPONS +| Weapon | Type | Range | Speed (in Hexes) | Damage | PCU | Cost (in BP) | Special Properties | +|---------------------------|-------------|--------|------------------|-----------|-----|--------------|---------------------------------------| +| Gravity Annihilator | Direct-Fire | Long | — | 8d6 × 10 | 50 | 60 | Tractor beam | +| Hypermass Cannon | Direct-Fire | Long | — | 6d6 × 10 | 40 | 40 | Line | +| Nova Ram | Direct-Fire | Long | — | 6d10 × 10 | 75 | 55 | Line | +| Orbital Devastator | Direct-Fire | Long | — | 8d6 × 10 | 60 | 54 | Orbital (18) | +| Particle Acceleration Gun | Direct-Fire | Long | — | 9d4 × 10 | 50 | 40 | Line | +| Prismatic Torrent | Direct-Fire | Long | — | 5d8 × 10 | 60 | 45 | Line, mystical | +| Summon Planetoid Module | Direct-Fire | Medium | — | 4d6 × 10 | 20 | 40 | Limited fire 3, mystical, point (+15) | +| Titan Bolter | Direct-Fire | Medium | — | 6d8 × 10 | 50 | 50 | Rail 2d8 × 10 | +| Ultra Plasma Cannon | Direct-Fire | Medium | — | 9d6 × 10 | 80 | 45 | Line | +| Ultra X-Laser Cannon | Direct-Fire | Long | — | 6d8 × 10 | 90 | 45 | Line | +| Ultragraser | Direct-Fire | Medium | — | 6d8 × 10 | 75 | 55 | Irradiate (high), line | +| Ultralaser | Direct-Fire | Long | — | 6d4 × 10 | 30 | 25 | Line | +| Ultramaser | Direct-Fire | Long | — | 6d8 × 10 | 60 | 45 | Line | +| Vortex Devourer | Direct-Fire | Medium | — | 6d12 × 10 | 80 | 65 | Vortex | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Capital Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Capital Weapons.md new file mode 100644 index 0000000..c79148b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Capital Weapons.md @@ -0,0 +1,62 @@ +--- +aliases: +tags: +--- +# STARSHIP CAPITAL WEAPONS +| Weapon | Type | Range | Speed (in Hexes) | Damage | PCU | Cost (in BP) | Special Properties | +| -------------------------------- | ----------------- | ------ | ---------------- | --------- | --- | ------------------ | ------------------------------------------------------------------------------ | +| Extreme Force Ramming Prow | Direct-Fire | — | — | 5d4 | 30 | 10 | Force field (100), ramming | +| Gatling Cannon Array | Direct-Fire | Short | — | 4d4 × 10 | 30 | 25 | Array, ripper | +| Gravity Cannon | Direct-Fire | Long | — | 2d6 x 10 | 40 | 50 | Tractor Beam | +| Mass Driver | Direct-Fire | Long | — | 2d6 x 10 | 25 | 30 | — | +| Massive Ramming Prow | Direct-Fire | — | — | 2d4 × 10 | 5 | 20 | Ramming | +| Mega Teleportation Beam | Direct-Fire | Long | — | 1d20 × 10 | 55 | 65 | Teleportation (3) | +| Monolith Ramming Prow | Direct-Fire | — | — | 12d4 | 1 | 15 | Intimidating, ramming | +| Particle Beam Cannon | Direct-Fire | Long | — | 3d4 x 10 | 30 | 30 | — | +| Persistent Particle Beam Cannon | Direct-Fire | Long | — | 2d10 x 10 | 50 | 40 | — | +| Prismatic Beam | Direct-Fire | Long | — | 2d8 × 10 | 60 | 55 | Line, mystical | +| Repulsor | Direct-Fire | Short | — | Special | 45 | 25 | Redirect | +| Shadow Bolt Array | Direct-Fire | Medium | — | 1d10 × 10 | 45 | 25 | Array, intimidating, mystical | +| Starspear Rail Launcher | Direct-Fire | Medium | — | 2d8 × 10 | 50 | 35 | Rail 1d8 × 10 | +| Super Buster Vannon | Direct-Fire | Medium | — | 3d8 × 10 | 35 | 35 | Buster | +| Super EMP Cannon | Direct-Fire | Long | — | Special | 45 | 18 | EMP | +| Super Negative-Energy Cannon | Direct-Fire | Long | — | 2d10×10 | 40 | 60 | Numbing | +| Super Orbital Death Knell | Direct-Fire | Medium | — | 3d6 × 10 | 50 | 57 | Orbital (10) | +| Super Orbital Particle Cannon | Direct-Fire | Long | — | 2d6 × 10 | 50 | 60 | Line, orbital (10) | +| Super Plasma Cannon | Direct-Fire | Medium | — | 3d6 x 10 | 45 | 35 | — | +| Super Radiant Cannon | Direct-Fire | Long | — | 2d6x10 | 40 | 45 | Radiant, Restricted (Imperial Fleet - Azlanti Star Empire) | +| Super Stasis Beam | Direct-Fire | Long | — | Special | 50 | 50 | EMP, immobilize | +| Super Static Projector | Direct-Fire | Long | — | 1d4x10 | 50 | 50 | Array, scatterscan | +| Super X-Laser Cannon | Direct-Fire | Long | — | 3d4 x 10 | 50 | 45 | Line | +| Supergraser | Direct-Fire | Medium | — | 2d8 x 10 | 50 | 35 | Irradiate (high) | +| Superlaser | Direct-Fire | Long | — | 2d4 x 10 | 20 | 20 | — | +| Supermaser | Direct-Fire | Long | — | 2d8 x 10 | 40 | 35 | — | +| Vortex Cannon | Direct-Fire | Medium | — | 2d12 x 10 | 55 | 75 | Vortex | +| Black Hole Generator | ECM | Medium | — | Special | 20 | 25 | Gravity well | +| Digital Assault Torrent | ECM | Medium | — | Special | 15 | 25 | Hacking | +| Super Nav-Scram Projector | ECM | Medium | — | Special | 20 | 25 | Nav-scram | +| Warp Puck Battery | ECM | — | — | Special | 5 | 30 | Limited fire 3, mine (2), transposition (3) | +| Super Explosion Injector | Melee | 1 hex | — | 3d10 × 10 | 30 | 50 | Burrowing, limited fire 5 | +| Super Hacksaw Arm | Melee | 1 hex | — | 4d6 × 10 | 40 | 25 | Ripper | +| Super Ship Tether | Melee | 1 hex | — | 10d8 | 15 | 18 | Anchoring | +| Super-Blade Hull | Melee | 1 hex | — | 3d8 × 10 | 30 | 40 | | +| Antimatter Mega-Missile Launcher | Tracking | Long | 6 | 4d10 x 10 | 15 | 70 | Limited Fire 5 | +| Devourer Vandal Rocket Launcher | Tracking | Long | 8 | 4d10x10 | 18 | 30 | Limited Fire 3, Vandal Drones 1d4x10 | +| Heavy Drone Launcher | Tracking | Long | 12 | 2d8x10 | 20 | 25 | Drone (2d8), Limited Fire 5, Restricted (Imperial Fleet - Azlanti Star Empire) | +| Heavy Frag Mines | Tracking | — | — | 4d8 × 10 | 10 | 45 | Limited fire 5, mine (3), ripper | +| Hellfire Mines | Tracking | — | — | 2d10 × 10 | 10 | 40 | Limited fire 5, mine (4) | +| Hellfire Torpedo Launcher | Tracking | Long | 8 | 2d10 x 10 | 10 | 40 | Limited Fire 5 | +| Mega Carrion-Missile Launcher | Tracking | Long | 8 | 3d8 x 10 | 15 | 25 | Limited Fire 5, Volatile | +| Nuclear Mega-Mines | Tracking | — | — | 4d8 × 10 | 15 | 30 | Irradiate (high), limited fire 3, mine (1) | +| Nuclear Mega-Missile Launcher | Tracking | Long | 8 | 4d8 x 10 | 15 | 60 | Limited Fire 5 | +| Quantum Mines | Tracking | — | — | 2d8 × 10 | 25 | 40 | Limited fire 3, mine (5), quantum | +| Quantum Missile Launcher | Tracking | Long | 12 | 2d8 x 10 | 15 | 35 | Limited Fire 5, Quantum | +| Quantum Missile Pod | Tracking | Long | 12 | 2d8 × 10 | 0 | 35 | Limited fire 3, pod, quantum | +| Solar Torpedo Launcher | Tracking | Long | 10 | 2d6 x 10 | 10 | 25 | Limited Fire 5 | +| Super Nuclear Silo | Tracking | Long | 5 | 3d8 × 10 | 15 | 40 | Irradiate (high), limited fire 2, orbital (14) | +| Vortex Maw Mines | Tracking | — | — | 3d12 × 10 | 35 | 60 | Limited fire 3, mine (3), vortex | +| Capital Seer-Shard Projector | Tracking | Long | 10 | 4d6 x 10 | 20 | 45 | Limited fire (5), mystical, quantum, ripper | +| Capital Song Cannon | Direct Fire | Medium | - | 1d12 x 10 | 50 | 27 | Cacophonous, mystical | +| Galactic Choir Array | Direct Fire | Medium | - | 2d8 x 10 | 55 | 35 | Array, cacophonous, mystical | +| Grappler Hawser | Direct Fire | Long | - | 2d4 x 10 | 30 | 45 | Tractor Beam | +| Mk 3 Arcane Rail | Direct-Fire Short | — | 1d6 × 10 | 15 | 30 | Mystical, unerring | | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Heavy Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Heavy Weapons.md new file mode 100644 index 0000000..d9c249f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Heavy Weapons.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# STARSHIP HEAVY WEAPONS +| Weapon | Type | Range | Speed (in Hexes) | Damage | PCU | Cost (in BP) | Special Properties | +| --------------------------------- | ----------- | ------- | ---------------- | ------- | --- | ------------ | ------------------------------------------------------------------------------ | +| Force Blaster | Direct-Fire | Short | — | 3d10 | 25 | 18 | Force field (40) | +| Gatling Cannon | Direct-Fire | Short | — | 15d4 | 20 | 20 | Ripper | +| Graser | Direct-Fire | Short | — | 7d10 | 40 | 35 | Irradiate (medium) | +| Gravity Gun | Direct-Fire | Medium | — | 6d6 | 40 | 30 | Tractor Beam | +| Gyrocannon | Direct-Fire | Short | — | 3d10 | 20 | 14 | Broad arc | +| Heavy Aeon Caster | Direct-Fire | Medium | — | 6d6 | 20 | 18 | Mystical, restricted (Imperial Fleet) | +| Heavy Buster Cannon | Direct-Fire | Medium | — | 6d8 | 15 | 16 | Buster | +| Heavy EMP Cannon | Direct-Fire | Medium | — | Special | 30 | 12 | EMP | +| Heavy Flak Spores | Direct-Fire | Special | — | 4d6 | 15 | 13 | Flak area, limited fire 3 | +| Heavy Force Ramming Prow | Direct-Fire | — | — | 3d4 | 10 | 10 | Force field (40), ramming | +| Heavy Laser Array | Direct-Fire | Short | — | 6d4 | 15 | 10 | Array | +| Heavy Laser Cannon | Direct-Fire | Medium | — | 4d8 | 10 | 15 | — | +| Heavy Laser Net | Direct-Fire | Short | — | 5d6 | 15 | 15 | Point (+12) | +| Heavy Orbital Death Knell | Direct-Fire | Medium | — | 7d10 | 40 | 36 | Orbital (7) | +| Heavy Orbital Particle Cannon | Direct-Fire | Long | — | 5d10 | 40 | 42 | Line, orbital (5) | +| Heavy Ramming Prow | Direct-Fire | — | — | 5d4 | 1 | 8 | Ramming | +| Heavy rotary cannon | Direct-Fire | Medium | — | 6d4 | 30 | 20 | Torque | +| Heavy Solar Cannon | Direct-Fire | Medium | — | 3d8 | 15 | 10 | Sustained 2 | +| Heavy Static Projector | Direct-Fire | Medium | — | 3d6 | 20 | 27 | Scatterscan | +| Heavy Teleportation Beam | Direct-Fire | Medium | — | 3d20 | 40 | 35 | Teleportation (2) | +| Heavy Tzibeam | Direct-Fire | Medium | — | 6d6 | 40 | 30 | Death Field 5d6, Mystical | +| Imposing Ramming Prow | Direct-Fire | — | — | 4d4 | 1 | 10 | Intimidating, ramming | +| Maser | Direct-Fire | Long | — | 6d10 | 35 | 22 | — | +| Negative-Energy Cannon | Direct-Fire | Medium | — | 5d6 | 15 | 15 | Numbing | +| Particle Beam | Direct-Fire | Long | — | 8d6 | 25 | 20 | — | +| Persistent Particle Beam | Direct-Fire | Long | — | 10d6 | 40 | 25 | — | +| Plasma Cannon | Direct-Fire | Medium | — | 5d12 | 30 | 20 | — | +| Pulsed Gyrolaser | Direct-Fire | Short | — | 3d8 | 25 | 20 | Broad arc | +| Radiant Cannon | Direct-Fire | Medium | — | 7d6 | 35 | 22 | Radiant, Restricted (Imperial Fleet - Azlanti Star Empire) | +| Rail Ballista | Direct-Fire | Medium | — | 6d8 | 35 | 22 | Rail 3d8 | +| Railgun | Direct-Fire | Long | — | 8d4 | 20 | 15 | — | +| Shadow Beam Projector | Direct-Fire | Medium | — | 4d10 | 40 | 30 | Intimidating, line, mystical | +| Stasis Beam | Direct-Fire | Medium | — | Special | 30 | 30 | Immobilize | +| Superscrambler | Direct-Fire | Medium | — | 4d8 | 30 | 28 | Suspending (+10) | +| Torpedo Blocker | Direct-Fire | Short | — | 3d10 | 30 | 26 | Jamming | +| Twin Laser | Direct-Fire | Long | — | 5d8 | 15 | 18 | — | +| X-Laser Cannon | Direct-Fire | Long | — | 8d6 | 40 | 35 | Line | +| Digital Raid Node | ECM | Medium | — | Special | 15 | 15 | Hacking | +| Fractal Nav-Scram Projector | ECM | Short | — | Special | 10 | 16 | Nav-scram | +| Gravity Well Generator | ECM | Short | — | Special | 15 | 20 | Gravity well | +| Warp Puck Bank | ECM | — | — | Special | 5 | 20 | Limited fire 3, mine (2), transposition (2) | +| Crushing gears | Melee | 1 hex | — | 8d8 | 20 | 15 | Ripper | +| Heavy Explosion Injector | Melee | 1 hex | — | 6d12 | 10 | 26 | Burrowing, limited fire 5 | +| Heavy Hacksaw Arm | Melee | 1 hex | — | 10d6 | 20 | 15 | Ripper | +| Heavy Ship Tether | Melee | 1 hex | — | 4d8 | 10 | 14 | Anchoring | +| Heavy-Blade Hull | Melee | 1 hex | — | 6d8 | 10 | 17 | | +| Counter-Missile Bank | Tracking | Short | 14 | 8d6 | 10 | 11 | Limited fire 6, point (+12) | +| Drone Launcher | Tracking | Long | 12 | 5d8 | 15 | 13 | Drone (1d8), Limited Fire 5, Restricted (Imperial Fleet - Azlanti Star Empire) | +| Gravity Twister Launcher | Tracking | Long | 16 | 8d10 | 15 | 11 | Gravity tether, limited fire 5 | +| Heavy Aeon Torpedo Launcher | Tracking | Long | 12 | 6d8 | 15 | 20 | Limited fire 5, mystical, restricted (Imperial Fleet) | +| Heavy Antimatter Missile Launcher | Tracking | Long | 8 | 10d10 | 15 | 35 | Limited Fire 5 | +| Heavy Carrion-Missile Launcher | Tracking | Long | 10 | 6d10 | 15 | 15 | Limited Fire 5, Volatile | +| Heavy Cytoplasm Launcher | Tracking | Medium | 14 | 6d8 | 10 | 10 | Limited Fire 5 | +| Heavy Frag Mines | Tracking | — | — | 8d8 | 5 | 15 | Limited fire 5, mine (3), ripper | +| Heavy Nuclear Mines | Tracking | — | — | 10d8 | 10 | 14 | Irradiate (medium), limited fire 3, mine (1) | +| Heavy Nuclear Missile Launcher | Tracking | Long | 10 | 10d8 | 15 | 35 | Irradiate (medium), Limited Fire 5 | +| Heavy Nuclear Silo | Tracking | Long | 5 | 10d10 | 15 | 35 | Irradiate (medium), limited fire 3, orbital (10) | +| Antimagic Missile (Heavy) | Tracking | Medium | 10 | 4d6 | 10 | 15 | Antimagic, mystical | +| Harpoon Hawser | Direct Fire | Medium | - | 4d6 | 30 | 20 | Tractor beam | +| Heavy Seer-Shard Projector | Tracking | Long | 10 | 12d6 | 10 | 27 | Limited fire (5), mystical, quantum, ripper | +| Heavy Song Cannon | Direct-Fire | Medium | — | 2d12 | 20 | 14 | Cacophonous, mystical | +| Mk 2 Arcane Rail | Direct-Fire | Short | — | 1d6 | 10 | 20 | Mystical, unerring | diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Weapons.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Weapons.md new file mode 100644 index 0000000..3c7ced8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Starships/Starship Weapons/Starship Weapons.md @@ -0,0 +1,66 @@ +--- +aliases: +tags: +--- +# STARSHIP WEAPONS + +**Source** _Starfinder Core Rulebook pg. 303_ +Whether the PCs are in the Vast or near a Pact Worlds planet, space is a dangerous place, plagued with hostile aliens, raiders, and worse. As a result, most ships protect themselves with a variety of weapons, ranging from laser cannons to solar torpedoes. + +Weapons must be installed on special mounts on a ship, specified in the ship’s base frame (see page 294). These mounts are designed for optimal firing and are placed so that they can be easily tied into the ship’s power and control systems. They also prevent the weapon from affecting the course or speed of a ship when fired. + +Weapons are classified using the following key statistics. + +## NAME + +This is the name of the weapon. + +## CLASS + +Weapons belong to one of three classifications. Light weapons can be mounted on any ship but are most typically found on smaller fighters and bombers. While dangerous, light weapons do not have the firepower necessary to damage very large starships. Heavy weapons are a serious threat to any vessel but can be mounted only on Medium or larger starships. Capital weapons can be mounted only on Huge or larger starships. Capital weapons can’t be brought to bear against Tiny or Small targets and are typically used only against other large vessels. + +## TYPE + +Starship weapons are one of two types. Direct-fire weapons fire projectiles or beams at amazing speed, targeting the opposing vessel’s AC. Tracking weapons’ projectiles are slower and must home in using a target’s TL. A tracking weapon’s projectile has a listed speed; once fired, it moves that number of hexes toward its target. Each subsequent round during the gunnery phase, it must succeed at a gunnery check against the target’s TL to continue to move its speed toward its target. On a failure, the projectile is lost. If the projectile reaches the target’s hex, it deals the listed damage. + +## RANGE + +Weapons have one of three ranges: short range (5 hexes), medium range (10 hexes), or long range (20 hexes). As with characterscale ranged attacks, an attack with a starship weapon takes a cumulative –2 penalty for each range increment (or fraction thereof, beyond the first) between it and the target. A gunner firing a tracking weapon takes a range penalty only on her first gunnery check, when the target is first acquired. A starship weapon can fire at a target up to 10 range increments away. + +## SPEED + +This is the distance in hexes a tracking weapon moves toward its target each round during the gunnery phase. Projectiles from a tracking weapon have perfect maneuverability, and as such, they have a minimum turn distance of 0 (see page 319). + +## DAMAGE + +This is the amount of damage (in Hull Points) the weapon deals when it successfully hits a target. See Shooting Starships on page 292 for guidelines on how starship weapons can affect characters. + +## PCU + +This is the amount of PCU consumed by the weapon. It uses this amount continuously whenever the weapon is powered up and ready to fire. + +## COST + +This is the cost of the weapon in Build Points. + +## SPECIAL PROPERTIES + +Some weapons have special properties, as noted **on this page**. + +## LINKING WEAPONS + +If you install two of the same direct-fire weapon in the same firing arc, you can link them together so they fire as one. This costs a number of Build Points equal to half the cost of one of the weapons (rounded down) and consumes a negligible amount of PCU. + +# WEAPON TYPES + +## ELECTRONIC COUNTERMEASURE MODULES + +**Source** _Starship Operations Manual pg. 12_ +Electronic countermeasure (ECM) modules are a type of powerful instrument designed to foil an enemy starship’s sensors, impair a starship’s systems, and in some cases alter the battlefield itself. ECM modules must be installed on weapon mounts, but they are activated by a science officer during the gunnery phase. ECM modules follow the same rules for range and quadrant targeting as conventional starship weapons. + +When activating an ECM module, a science officer attempts a special gunnery check, adding their ranks in the Computers skill but adding neither their base attack bonus nor their ranks in the Piloting skill, and adding their Intelligence modifier in place of their Dexterity modifier; an NPC officer typically has a gunnery modifier equal to that of the gunner’s gunnery modifier. Compare the result of this gunnery check to the target’s Target Lock (TL). If the result equals or exceeds the target’s TL, the science officer hits and applies the ECM module’s effects. Due to the interference created by shields, starships with functioning shields in the targeted quadrant gain a +2 circumstance bonus to their TL against ECM modules. ECM modules do not deal critical damage. + +## MELEE WEAPONS + +**Source** _Starship Operations Manual pg. 12_ +A melee weapon uses some part of the starship to induce a direct collision between the attacking and defending starships, targeting the opposing vessel’s AC. Melee starship weapons always have a range of 1 hex, even if a special property would otherwise change the weapon’s range. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Acid Auger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Acid Auger.md new file mode 100644 index 0000000..b2597c7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Acid Auger.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Terrestial Vehicles +Price: 9,400 +tags: +--- +# ACID AUGER +**Source** _Starfinder Armory pg. 137_ +**Item Level** 5; **Price** 9,400 +Large land and tunneling vehicle (5 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 15 ft., full 350 ft., 40 mph (land); 15 ft., full 45 ft., 5 mph (burrow) +**EAC** 18; **KAC** 19; **Cover** total cover +**HP** 60 (30); **Hardness** 10 +**Attack (Collision)** 5d8 B (DC 12); ignores 5 points of hardness +**Modifiers** +1 Piloting, –1 attack (–3 at full speed) +**Systems** autocontrol, enhanced sensors (darkvision 120 ft., sense through [vision, stone only] 30 ft.), planetary comm unit; **Passengers** 1 + +### DESCRIPTION + +Able to tunnel through soil and loose rock using jets of acid, this cylindrical, tracked vehicle has portholes and a rear-facing entry hatch. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Aerial Mining Rig.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Aerial Mining Rig.md new file mode 100644 index 0000000..d51db8a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Aerial Mining Rig.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 18 +NoteType: Terrestial Vehicles +Price: 1,080,000 +tags: +--- +# AERIAL MINING RIG +**Source** _Starfinder Armory pg. 137_ +**Item Level** 18; **Price** 1,080,000 +Colossal air, land, and water vehicle (80 ft. wide, 80 ft. long, 40 ft. high) +**Speed** 10 ft., full 450 ft., 50 mph (fly and hover) +**EAC** 31; **KAC** 32; **Cover** cover +**HP** 320 (160); **Hardness** 14 +**Attack (Collision)** 23d10 B (DC 17) +**Attack** mining grav laser (8d8 F & force; penetrating and see below) +**Modifiers** –4 Piloting, –3 attack (–5 at full speed) +**Systems** autopilot (Piloting +31), enhanced sensors (darkvision 5 miles, sense through [vision, stone only] 300 ft.), expansion bays (8), unlimited comm unit; **Complement** 39; **Passengers** 200 + +### SPECIAL ABILITIES + +**Mining Grav Laser (Ex)** This heavy weapon has a range increment of 240 feet. When an attack with a mining grav laser hits, it ignores 18 points of hardness and pulls the target a number of feet toward the rig equal to the damage dealt; a pulled creature lands prone. A creature struck can halve the distance pulled and negate falling prone with a successful Reflex saving throw. If the target is a vehicle, its pilot can halve this distance with a successful Piloting check. + +### DESCRIPTION + +An aerial mining rig has two upper levels that are partially open to the elements and two lower levels that hold much of its ore-collecting and processing machinery, as well as the controls for its mining grav laser. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/All-Terrain Transport.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/All-Terrain Transport.md new file mode 100644 index 0000000..38f6729 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/All-Terrain Transport.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Terrestial Vehicles +Price: 8,370 +tags: +--- +# ALL-TERRAIN TRANSPORT +**Source** _Starfinder Core Rulebook pg. 229_ +**Item Level** 6; **Price** 8,370 +Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high) +**Speed** 10 ft., full 450 ft., 50 mph +**EAC** 13; **KAC** 16; **Cover** total cover +**HP** 90 (45); **Hardness** 8 +**Attack (Collision)** 7d8 B (DC 12) +**Modifiers** –4 Piloting, –3 attack (–6 at full speed) +**Systems** autopilot (Piloting +13), planetary comm unit; **Passengers** 7 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Null-Space Transport.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Null-Space Transport.md new file mode 100644 index 0000000..be7bf33 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Null-Space Transport.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 10 +NoteType: Terrestial Vehicles +Price: 48,800 +tags: +--- +# ARMORED NULL-SPACE TRANSPORT +**Source** _Starfinder Armory pg. 137_ +**Item Level** 10; **Price** 48,800 +Large land and water vehicle (10 ft. wide, 10 ft. long, 8 ft. high) +**Speed** 40 ft., full 750 ft., 85 mph (hover) +**EAC** 23; **KAC** 25; **Cover** improved cover +**HP** 160 (80); **Hardness** 12 +**Attack (Collision)** 9d10 B (DC 17) +**Modifiers** –1 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, extradimensional storage, planetary comm unit; **Passengers** 3 + +### DESCRIPTION + +Resembling a smaller hover truck, this vehicle often carries dangerous or valuable goods. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Transport.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Transport.md new file mode 100644 index 0000000..eede6dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Armored Transport.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Terrestial Vehicles +Price: 22,400 +tags: +--- +# ARMORED TRANSPORT +**Source** _Starfinder Armory pg. 137_ +**Item Level** 8; **Price** 22,400 +Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high) +**Speed** 10 ft., full 450 ft., 50 mph (land) +**EAC** 20; **KAC** 22; **Cover** total cover +**HP** 125 (62); **Hardness** 11 +**Attack (Collision)** 8d10 B (DC 14) +**Modifiers** -4 Piloting, -3 attack (-6 at full speed) +**Systems** autopilot (Piloting +16), expansion bay, planetary comm unit; **Passengers** 1 + +### DESCRIPTION + +This tough truck is used for both private security and military deployment. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Assault Enercopter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Assault Enercopter.md new file mode 100644 index 0000000..1b99236 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Assault Enercopter.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 12 +NoteType: Terrestial Vehicles +Price: 114,500 +tags: +--- +# ASSAULT ENERCOPTER +**Source** _Starfinder Armory pg. 137_ +**Item Level** 12; **Price** 114,500 +Gargantuan air vehicle (40 ft. wide, 20 ft. long, 15 ft. high) +**Speed** 50 ft., full 800 ft., 90 mph (fly) +**EAC** 26; **KAC** 28; **Cover** cover +**HP** 200 (100); **Hardness** 14 +**Attack (Collision)** 14d10 B (DC 18) +**Attack** aurora shock caster (2d12 E) +**Attack** medium machine gun (3d10 P) +**Modifiers** -1 Piloting, -4 attack (-6 at full speed) +**Systems** autopilot (Piloting +22), enhanced sensors (darkvision 1 mile), expansion bays (2), planetary comm unit; **Passengers** 11 + +### DESCRIPTION + +This partially open aircraft has an antigrav rotor and two turrets. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Asteroid Borger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Asteroid Borger.md new file mode 100644 index 0000000..2c6ff6d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Asteroid Borger.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Terrestial Vehicles +Price: 32,700 +tags: +--- +# ASTEROID BORGER +**Source** _Starfinder Armory pg. 137_ +**Item Level** 8; **Price** 32,700 +Huge land, tunneling, and water vehicle (10 ft. wide, 20 ft. long, 10 ft. high) +**Speed** 30 ft., full 550 ft., 60 mph (hover and swim); 30 ft., full 90 ft., 10 mph (burrow through stone) +**EAC** 20; **KAC** 21; **Cover** total cover +**HP** 115 (57); **Hardness** 11 +**Attack (Collision)** 8d10 (DC 14); ignores 8 points of hardness +**Modifiers** -2 Piloting, -3 attack (-6 at full speed) +**Systems** autocontrol, enhanced sensors (darkvision 120 ft., sense through [vision, stone only] 60 ft.), expansion bay, system-wide comm unit; **Passengers** 3 + +### DESCRIPTION + +High-powered mining lasers and spinning drills allow this vehicle to move through solid stone, such as that found on asteroids, but it can just as easily move through water. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Basic Enercycle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Basic Enercycle.md new file mode 100644 index 0000000..0f07677 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Basic Enercycle.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 1 +NoteType: Terrestial Vehicles +Price: 700 +tags: +--- +# BASIC ENERCYCLE +**Source** _Starfinder Core Rulebook pg. 228_ +**Item Level** 1; **Price** 700 +Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high) +**Speed** 20 ft., full 200 ft., 22 mph +**EAC** 10; **KAC** 12; **Cover** none +**HP** 7 (3); **Hardness** 5 +**Attack (Collision)** 2d4 B (DC 8) +**Modifiers** +2 Piloting, –1 attack (–3 at full speed) +**Passengers** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Hospital.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Hospital.md new file mode 100644 index 0000000..8bba02e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Hospital.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 15 +NoteType: Terrestial Vehicles +Price: 345,000 +tags: +--- +# COMBAT HOSPITAL +**Source** _Tech Revolution pg. 84_ +**Item Level** 15; **Price** 345,000 +Gargantuan land vehicle (20 ft. wide, 45 ft. long, 10 ft. high) +**Speed** 20 ft., full 450 ft., 50 mph +**EAC** 29; **KAC** 30; **Cover** total cover +**HP** 260 (130); **Hardness** 15 +**Attack (Collision)** 17d10 B (DC 17) +**Modifiers** +0 Piloting, –3 attack (–5 at full speed) +**Systems** enhanced sensors (darkvision 1 mile), expansion bays (medical bays [4]), planetary comm unit; **Passengers** 24 plus 16 prisoner(s) + +### DESCRIPTION + +Combat hospitals are heavily armed vehicles meant to evacuate and treat combat casualties in even the most dire of circumstances. Their crew often includes gunners, guards, a doctor, and several combat medics equipped with the most cutting-edge medical equipment available. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Sandrail.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Sandrail.md new file mode 100644 index 0000000..185d549 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Combat Sandrail.md @@ -0,0 +1,27 @@ +--- +aliases: +ItemLevel: 11 +NoteType: Terrestial Vehicles +Price: 73,000 +tags: +--- +# COMBAT SANDRAIL +**Source** _Galaxy Exploration Manual pg. 63_ +**Item Level** 11; **Price** 73,000 +Large land vehicle (5 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 30 ft., full 500 ft., 55 mph +**EAC** 24; **KAC** 25; **Cover** none +**HP** 150 (75); **Hardness** 8 +**Attack (Collision)** 10d10 B (DC 18) +**Attack** advanced rotolaser (2d8 F; critical burn 1d6) +**Modifiers** +1 Piloting, –1 attack (–3 at full speed) +**Systems** planetary comm unit; **Passengers** 2 + +### SPECIAL ABILITIES + +**Dermacrystal Coating (Ex)** The body and engine system of the sandrail is coated with a composite of microfine crystals and sand, forming a hard glassy barrier that allows it to skim across a desert as though it was flat terrain instead of difficult or rough terrain. +**Long Jump Booster (Ex)** Once per day, the pilot can take a standard action to use the sandrail’s long jump booster, propelling the vehicle up to 20 ft. vertically and up to its full speed horizontally. + +### DESCRIPTION + +The combat sandrail skims over fine dust and sand, powered by a dynamic rear engine and a set of twin propulsion fans. Its lack of wheels and tubular roll cage keep the vehicle ultralight, and a passenger can fire from a small platform set on top of the engine. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Dioxide Wingship.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Dioxide Wingship.md new file mode 100644 index 0000000..a79b9f9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Dioxide Wingship.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 11 +NoteType: Terrestial Vehicles +Price: 65,000 +tags: +--- +# DIOXIDE WINGSHIP +**Source** _Tech Revolution pg. 84_ +**Item Level** 11; **Price** 65,000 +Colossal land vehicle (160 ft. wide, 1200 ft. long, 40 ft. high) +**Speed** 70 ft., full 550 ft., 65 mph (fly) +**EAC** 23; **KAC** 24; **Cover** total cover +**HP** 180 (90); **Hardness** 5 +**Attack (Collision)** 13d10 B (DC 12) +**Modifiers** –5 Piloting, –1 attack (–3 at full speed) +**Systems** autopilot (Piloting +17), enhanced sensors (sense through [vision; clouds only] 100 ft.), expansion bay; **Passengers** 50 + +### DESCRIPTION + +These cargo haulers are used predominantly on planets with ultra-dense, carbon dioxide-rich atmospheres. Dense atmospheres allow the wingships to carry heavy loads as basic ground-effect vehicles, providing significant cost savings over orbital launch or true anti-grav propulsion. They’re often hardened against the toxic atmospheres of the planets they operate on and can carry several hundred tons of cargo at speed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Exploration Buggy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Exploration Buggy.md new file mode 100644 index 0000000..c39af4a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Exploration Buggy.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 1 +NoteType: Terrestial Vehicles +Price: 1,000 +tags: +--- +# EXPLORATION BUGGY +**Source** _Starfinder Core Rulebook pg. 228_ +**Item Level** 1; **Price** 1,000 +Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high) +**Speed** 15 ft., full 350 ft., 40 mph +**EAC** 12; **KAC** 14; **Cover** partial cover +**HP** 14 (7); **Hardness** 5 +**Attack (Collision)** 4d4 B (DC 10) +**Modifiers** +0 Piloting, –2 attack (–4 at full speed) +**Passengers** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Goblin Junkcycle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Goblin Junkcycle.md new file mode 100644 index 0000000..8a58807 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Goblin Junkcycle.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 1 +NoteType: Terrestial Vehicles +Price: 425 +tags: +--- +# GOBLIN JUNKCYCLE +**Source** _Starfinder Core Rulebook pg. 228_ +**Item Level** 1; **Price** 425 +Medium land vehicle (5 ft. wide, 5 ft. long, 2 ft. high) +**Speed** 15 ft., full 250 ft., 28 mph +**EAC** 10; **KAC** 11; **Cover** none +**HP** 6 (5); **Hardness** 5 +**Attack (Collision)** 2d4 B (DC 9) +**Modifiers** –1 Piloting, -2 attack (–3 at full speed) +**Systems** unstable engine; + +### SPECIAL ABILITIES + +**Unstable Engine (Ex)** Once the junkcycle becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 3d6 fire damage to anyone riding the vehicle and 1d6 fire damage to anyone within 10 feet (Reflex DC 8 half). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Harvester Dirigible.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Harvester Dirigible.md new file mode 100644 index 0000000..f1bd85b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Harvester Dirigible.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 16 +NoteType: Terrestial Vehicles +Price: 455,000 +tags: +--- +# HARVESTER DIRIGIBLE +**Source** _Tech Revolution pg. 84_ +**Item Level** 16; **Price** 455,000 +Colossal air vehicle (60 ft. wide, 100 ft. long, 40 ft. high) +**Speed** 20 ft., full 450 ft., 50 mph (fly) +**EAC** 29; **KAC** 31; **Cover** cover +**HP** 270 (135); **Hardness** 6 +**Attack (Collision)** 20d10 B (DC 16) +**Attack** storm shock caster (5d12 E) +**Modifiers** –4 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, planetary comm unit; **Passengers** 12 + +### DESCRIPTION + +Almost exclusively used on gas giants, these enormous dirigibles collect and distill valuable gases from the atmosphere, rendering them into usable fuel and transporting them to space stations for use. They tend to be armed and armored, both to fend off aggressive wildlife and to ward off would-be fuel thieves. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hogback.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hogback.md new file mode 100644 index 0000000..b59ca2c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hogback.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 3 +NoteType: Terrestial Vehicles +Price: 4,100 +tags: +--- +# HOGBACK +**Source** _Galaxy Exploration Manual pg. 63_ +**Item Level** 3; **Price** 4,100 +Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high) +**Speed** 30 ft., full 550 ft., 60 mph +**EAC** 13; **KAC** 14; **Cover** none +**HP** 24 (12); **Hardness** 4 +**Attack (Collision)** 5d4 B (DC 12) +**Attack** pulse staccato rifle (1d10 So; critical deafen) +**Modifiers** +3 Piloting, –1 attack (–3 at full speed) +**Systems** planetary comm unit; **Passengers** 1 + +### DESCRIPTION + +The hogback is a rough-riding, battle-ready motorcycle that has been heavily modified to sprint across loose dirt, rocks, and sand. Though exact make and model vary, all hogbacks are agile and lightweight sprinters boasting deafening bass engines, enhanced suspensions, and robust gripping tires. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Artillery.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Artillery.md new file mode 100644 index 0000000..10eebe3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Artillery.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 17 +NoteType: Terrestial Vehicles +Price: 780,000 +tags: +--- +# HOVER ARTILLERY +**Source** _Starfinder Armory pg. 137_ +**Item Level** 17; **Price** 780,000 +Gargantuan land and water vehicle (20 ft. wide, 40 ft. long, 13 ft. high) +**Speed** 30 ft., full 500 ft., 55 mph (hover) +**EAC** 31; **KAC** 33; **Cover** total cover +**HP** 340 (170); **Hardness** 25 +**Attack (Collision)** 20d10 B (DC 18) +**Attack** elite reaction cannon (8d10 P) +**Modifiers** -1 Piloting, -4 attack (-6 at full speed) +**Systems** autopilot (Piloting +29), enhanced sensors (darkvision 8 miles), expansion bay, force field (green [25 HP]), planetary comm unit; **Complement** 2; **Passengers** 6 + +### DESCRIPTION + +A hover artillery is similar to a hover tank but sports a heavier gun and can carry more passengers. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Pod.md new file mode 100644 index 0000000..31534ca --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Pod.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 7 +NoteType: Terrestial Vehicles +Price: 14,850 +tags: +--- +# HOVER POD +**Source** _Starfinder Core Rulebook pg. 229_ +**Item Level** 7; **Price** 14,850 +Large land and water vehicle (10 ft. wide, 10 ft. long, 4 ft. high) +**Speed** 30 ft., full 550 ft., 65 mph (hover) +**EAC** 17; **KAC** 20; **Cover** cover +**HP** 80 (40); **Hardness** 4 +**Attack (Collision)** 5d10 B (DC 17) +**Modifiers** +3 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, planetary comm unit; **Passengers** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Tank.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Tank.md new file mode 100644 index 0000000..8449932 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Tank.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 14 +NoteType: Terrestial Vehicles +Price: 227,000 +tags: +--- +# HOVER TANK +**Source** _Starfinder Armory pg. 138_ +**Item Level** 14; **Price** 227,000 +Gargantuan land and water vehicle (20 ft. wide, 20 ft. long, 8 ft. high) +**Speed** 40 ft., full 550 ft., 65 mph (hover) +**EAC** 28; **KAC** 30; **Cover** total cover +**HP** 250 (125); **Hardness** 20 +**Attack (Collision)** 16d10 B (DC 16) +**Attack** advanced reaction cannon (610 P) +**Modifiers** +0 Piloting, -3 attack (-5 at full speed) +**Systems** autopilot (Piloting +25), enhanced sensors (darkvision 1 mile), planetary comm unit; **Complement** 1; **Passengers** 3 + +### DESCRIPTION + +A hover tank is mostly armor, digital controls, and machinery, leaving room for only a few passengers in its center. It has small hatches above and below. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Truck.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Truck.md new file mode 100644 index 0000000..c5a6954 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hover Truck.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Terrestial Vehicles +Price: 7,000 +tags: +--- +# HOVER TRUCK +**Source** _Starfinder Armory pg. 138_ +**Item Level** 5; **Price** 7,000 +Gargantuan land and water vehicle (10 ft. wide, 30 ft. long, 12 ft. high) +**Speed** 15 ft., full 450 ft., 50 mph (hover) +**EAC** 14; **KAC** 17; **Cover** improved cover +**HP** 65 (32); **Hardness** 6 +**Attack (Collision)** 6d8 B (DC 11) +**Modifiers** -2 Piloting, -3 attack (-6 at full speed) +**Systems** autocontrol, expansion bay, planetary comm unit; **Passengers** 3 + +### DESCRIPTION + +The tires of this versatile truck transform into antigrav jets at the touch of a button. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hwavy Launch Crawlers.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hwavy Launch Crawlers.md new file mode 100644 index 0000000..0e41f1f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Hwavy Launch Crawlers.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 12 +NoteType: Terrestial Vehicles +Price: 118,000 +tags: +--- +# HWAVY LAUNCH CRAWLERS +**Source** _Tech Revolution pg. 84_ +**Item Level** 12; **Price** 118,000 +Colossal land vehicle (50 ft. wide, 90 ft. long, 70 ft. high) +**Speed** 10 ft., full 350 ft., 40 mph +**EAC** 26; **KAC** 27; **Cover** total cover +**HP** 230 (115); **Hardness** 14 +**Attack (Collision)** 14d10 B (DC 13) +**Attack** medium machine gun (3d10 P) +**Modifiers** –4 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, emplacement (launch catapult), expansion bay, hangar, planetary comm unit; **Passengers** 15 + +### DESCRIPTION + +Heavy launch crawlers are broader, better-armored versions of mobile launch vehicles that sport a full launch catapult. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Luxury Evacuation Yacht.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Luxury Evacuation Yacht.md new file mode 100644 index 0000000..74878f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Luxury Evacuation Yacht.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 8 +NoteType: Terrestial Vehicles +Price: 25,400 +tags: +--- +# LUXURY EVACUATION YACHT +**Source** _Tech Revolution pg. 85_ +**Item Level** 8; **Price** 25,400 +Huge air vehicle (15 ft. wide, 25 ft. long, 15 ft. high) +**Speed** 50 ft., full 500 ft., 55 mph (fly) +**EAC** 19; **KAC** 21; **Cover** total cover +**HP** 120 (60); **Hardness** 10 +**Attack (Collision)** 8d10 B (DC 14) +**Modifiers** –2 Piloting, –2 attack (–4 at full speed) +**Systems** autopilot (Piloting +15), system-wide comm unit; **Passengers** 4 + +### DESCRIPTION + +For those who refuse to surrender glamor, even while the world is exploding around them. Luxury evacuation yachts are the preferred escape solution for the ultra-rich. They sacrifice utility, durability, and carrying capacity to ensure that those who can afford them wait for rescue in luxury, with full beds, stocked larders, a shower, and a culinary synthesizer. Due to their size, a single yacht takes the space of an entire rack of more standard escape pods. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Command Center.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Command Center.md new file mode 100644 index 0000000..85a0ab6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Command Center.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 10 +NoteType: Terrestial Vehicles +Price: 62,000 +tags: +--- +# MOBILE COMMAND CENTER +**Source** _Tech Revolution pg. 85_ +**Item Level** 10; **Price** 62,000 +Gargantuan land vehicle (25 ft. wide, 25 ft. long, 20 ft. high) +**Speed** 40 ft., full 350 ft., 40 mph (hover) +**EAC** 24; **KAC** 25; **Cover** improved cover +**HP** 150 (75); **Hardness** 12 +**Attack (Collision)** 11d10 B (DC 13) +**Attack** tactical autobeam artillery (2d8 F) +**Modifiers** –2 Piloting, –2 attack (–4 attack at full speed) +**Systems** autopilot (Piloting +19), emplacement (expansion bays [4]), planetary comm unit; **Passengers** 8 + +### DESCRIPTION + +Mobile bases are designed to traverse unknown or unfriendly ground and set up a modular outpost to tend to local needs. They can be refitted for technical work, surveillance and prospecting, medical support, or a dozen other roles as needed, and can be swiftly packed up and refitted in the field. The built-in weapon systems are often removed if local wildlife and denizens aren’t expected to be hostile. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Launch Vehicle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Launch Vehicle.md new file mode 100644 index 0000000..3283609 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Mobile Launch Vehicle.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 7 +NoteType: Terrestial Vehicles +Price: 18,000 +tags: +--- +# MOBILE LAUNCH VEHICLE +**Source** _Tech Revolution pg. 85_ +**Item Level** 7; **Price** 18,000 +Colossal land vehicle (50 ft. wide, 70 ft. long, 70 ft. high) +**Speed** 20 ft., full 250 ft., 30 mph +**EAC** 18; **KAC** 20; **Cover** total cover +**HP** 90 (45); **Hardness** 8 +**Attack (Collision)** 9d10 B (DC 9) +**Modifiers** –4 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, expansion bay, hangar, planetary comm unit; **Passengers** 15 + +### DESCRIPTION + +A mobile launch vehicle is one of the cheapest available platforms by which to transport, maintain, and deploy a mech, with little more than crew quarters and an engineering bay. Due to the hangar bay being significantly taller than the launch facilities and surrounding vehicle, its design often invites comparisons to snails and other shelled creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Motorcycle.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Motorcycle.md new file mode 100644 index 0000000..f09309c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Motorcycle.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 2 +NoteType: Terrestial Vehicles +Price: 1,900 +tags: +--- +# MOTORCYCLE +**Source** _Starfinder Armory pg. 138_ +**Item Level** 2; **Price** 1,900 +Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high) +**Speed** 20 ft., full 500 ft., 55 mph (land) +**EAC** 10; **KAC** 12; **Cover** none +**HP** 14 (7); **Hardness** 5 +**Attack (Collision)** 3d4 B (DC 9) +**Modifiers** +2 Piloting, -1 attack (-3 at full speed) +**Systems** planetary comm unit; **Passengers** 1 + +### DESCRIPTION + +This two-wheeled, open vehicle is very common on the streets of many urban areas. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Phentomite Autobridger.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Phentomite Autobridger.md new file mode 100644 index 0000000..80aa87c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Phentomite Autobridger.md @@ -0,0 +1,27 @@ +--- +aliases: +ItemLevel: 5 +NoteType: Terrestial Vehicles +Price: 8,100 +tags: +--- +# PHENTOMITE AUTOBRIDGER +**Source** _Tech Revolution pg. 85_ +**Item Level** 5; **Price** 8,100 +Large land vehicle (7 ft. wide, 10 ft. long, 15 ft. high) +**Speed** 30 ft., full 350 ft., 40 mph (land); 5 ft., full 50 ft., 5 mph (crawling) +**EAC** 17; **KAC** 19; **Cover** improved cover +**HP** 60 (30); **Hardness** 8 +**Attack (Collision)** 5d8 B (DC 13) +**Attack** harpoon (1d10 P, ignores 15 points of hardness) +**Modifiers** –1 Piloting, –1 attack (–3 at full speed) +**Systems** autocontrol, bridgespinner, planetary comm unit; **Passengers** 1 + +### SPECIAL ABILITIES + +**Harpoon (Ex)** This sniper weapon has a range increment of 60 ft. and the sniper (1,000 ft.) special property. When declaring an attack, the pilot can deploy a cable between the vehicle and the target. On a successful attack that deals damage, the user affixes one end of the cable to the target and the other end to any square in or adjacent to the autobridger’s space. The cable can be destroyed, as titanium alloy cable line (Starfinder Core Rulebook 219). An autobridger holds 4,000 ft. of cable. +**Bridgespinner (Ex)** A phentomite autobridger can move along cable lines of at least titanium alloy strength with its crawl speed. While crawling, it can spin a bridge between the cable and another surface within 100 feet. Within an hour, this bridge hardens enough for Huge or smaller land vehicles to cross it. + +### DESCRIPTION + +Contact and trade with the Pact Worlds has helped the phentomites of Orry develop ever-more advanced solutions to living on their shattered world, where floating continents constantly shift. Autobridgers fire cable harpoons between floating land masses and then travel along them, knitting a carbon-fiber bridge between the new cables for others to cross. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pirate Enercopter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pirate Enercopter.md new file mode 100644 index 0000000..7816c0b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pirate Enercopter.md @@ -0,0 +1,23 @@ +--- +aliases: +ItemLevel: 14 +NoteType: Terrestial Vehicles +Price: 250,000 +tags: +--- +# PIRATE ENERCOPTER +**Source** _Tech Revolution pg. 86_ +**Item Level** 14; **Price** 250,000 +Gargantuan air vehicle (20 ft. wide, 25 ft. long, 15 ft. high) +**Speed** 50 ft., full 850 ft., 95 mph (fly) +**EAC** 28; **KAC** 30; **Cover** cover +**HP** 240 (120); **Hardness** 15 +**Attack (Collision)** 16d10 B (DC 16) +**Attack** linear resonator (4d8 So) +**Attack** elite x–gen gun (4d12 P) +**Modifiers** –1 Piloting, –2 attack (–4 at full speed) +**Systems** autopilot (Piloting +24), planetary comm unit, smuggler’s compartment, stealth (–3); **Passengers** 6 + +### DESCRIPTION + +Pirates and adventurers use these heavily modified assault enercopters to ambush foes, escape with loot, and hide their plunder from prying sensors. The sides swing open to allow for quick assaults and retreats by their passengers. Occasionally, special operations teams will use these vehicles for false flag attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Police Cruiser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Police Cruiser.md new file mode 100644 index 0000000..90083f6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Police Cruiser.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 4 +NoteType: Terrestial Vehicles +Price: 6,195 +tags: +--- +# POLICE CRUISER +**Source** _Starfinder Core Rulebook pg. 229_ +**Item Level** 4; **Price** 6,195 +Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 25 ft., full 650 ft., 75 mph (ground and fly) +**EAC** 17; **KAC** 19; **Cover** improved cover +**HP** 50 (25); **Hardness** 7 +**Attack (Collision)** 5d6 B (DC 13) +**Attack** autodisabler (3d8 E) +**Modifiers** +2 Piloting, –2 attack (–4 at full speed) +**Systems** autopilot (Piloting +13), planetary comm unit; **Passengers** 1 plus 2 prisoner(s) + +### SPECIAL ABILITIES + +**Autodisabler (Ex)** The police cruiser’s autodisabler is programmed to damage only vehicles. It is a longarm with a range of 50 feet, a capacity of 20, and a usage of 2. On a critical hit with the autodisabler, the target vehicle malfunctions for 1d4 rounds. During this time, the affected vehicle’s pilot can’t spend more than one move action per round on controlling the vehicle. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Prospecting Buggy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Prospecting Buggy.md new file mode 100644 index 0000000..85c8496 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Prospecting Buggy.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 4 +NoteType: Terrestial Vehicles +Price: 5,400 +tags: +--- +# PROSPECTING BUGGY +**Source** _Tech Revolution pg. 86_ +**Item Level** 4; **Price** 5,400 +Huge land vehicle (8 ft. wide, 15 ft. long, 7 ft. high) +**Speed** 15 ft., full 350 ft., 40 mph +**EAC** 16; **KAC** 18; **Cover** cover +**HP** 42 (21); **Hardness** 5 +**Attack (Collision)** 6d6 B (DC 11) +**Modifiers** –2 Piloting, –4 attack (–6 at full speed) +**Systems** autocontrol, emplacement (sense through [vision, rock only] 500 ft.), planetary comm unit, smuggler’s compartment; **Passengers** 4 + +### DESCRIPTION + +This lightweight buggy can deploy seismographic spikes and scanning equipment into the ground, allowing its crew to find and mark deposits of valuable metals and crystals. A small, sensor-resistant compartment underneath the passenger seats is designed to store traces of particularly valuable materials found while prospecting, though this is often repurposed by unscrupulous owners. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pump-Jet Sub.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pump-Jet Sub.md new file mode 100644 index 0000000..c4cbebd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Pump-Jet Sub.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Terrestial Vehicles +Price: 13,150 +tags: +--- +# PUMP-JET SUB +**Source** _Starfinder Core Rulebook pg. 229_ +**Item Level** 6; **Price** 13,150 +Huge water vehicle (10 ft. wide, 20 ft. long, 7 ft. high) +**Speed** 10 ft., full 450 ft., 50 mph (swim) +**EAC** 13; **KAC** 16; **Cover** total cover +**HP** 90 (45); **Hardness** 10 +**Attack (Collision)** 7d8 B (DC 12) +**Modifiers** –4 Piloting, –3 attack (–6 at full speed) +**Systems** autopilot (Piloting +13), planetary comm unit; **Passengers** 7 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Quantum Pod.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Quantum Pod.md new file mode 100644 index 0000000..413c1b6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Quantum Pod.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 19 +NoteType: Terrestial Vehicles +Price: 1,630,000 +tags: +--- +# QUANTUM POD +**Source** _Starfinder Armory pg. 138_ +**Item Level** 19; **Price** 1,630,000 +Huge air, land, tunneling, and water vehicle (15 ft. wide, 15 ft. long, 15 ft. high) +**Speed** 80 ft., full 900 ft., 105 mph (fly, hover, and swim); 60 ft., full 300 ft., 34 mph (burrow throough steel and softer) +**EAC** 32; **KAC** 33; **Cover** total cover +**HP** 350 (175); **Hardness** 15 +**Attack (Collision)** 24d10 B (DC 22); ignores 12 points of hardness +**Attack** elite zero cannon (8d8 C; critical staggered) +**Modifiers** +3 Piloting, -2 attack (-4 at full speed) +**Systems** autopilot (Piloting +32), enhanced sensors (darkvision 5 miles, sense through [vision] 500 ft.), extradimensional storage, force field (red [30 HP]), unlimited comm unit; **Passengers** 8 + +### DESCRIPTION + +Windows and apertures open on this smooth, gray sphere at a touch and a thought. The vehicle’s pilot wears a control helmet that accepts mental commands. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Racing Catamaran.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Racing Catamaran.md new file mode 100644 index 0000000..49d18c7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Racing Catamaran.md @@ -0,0 +1,25 @@ +--- +aliases: +ItemLevel: 3 +NoteType: Terrestial Vehicles +Price: 3,000 +tags: +--- +# RACING CATAMARAN +**Source** _Tech Revolution pg. 86_ +**Item Level** 3; **Price** 3,000 +Large water vehicle (6 ft. wide, 10 ft. long, 20 ft. high) +**Speed** 5 ft., full 200 ft., 20 mph +**EAC** 12; **KAC** 13; **Cover** none +**HP** 31 (15); **Hardness** 2 +**Attack (Collision)** 5d4 (DC 12) +**Modifiers** +4 Piloting, –3 attack (–5 at full speed) +**Passengers** 1 + +### SPECIAL ABILITIES + +**Windrunner (Ex)** As a standard action, a racing catamaran’s pilot can make a DC 15 Piloting check. On a success, increase the vehicle’s full speed by 50 ft./5 mph for every step the wind is above a light wind, to a maximum of twice the starting value. + +### DESCRIPTION + +These ultra-low tech, twin-hull sailboats are used in traditional sailing competitions. They’re powered solely by wind and require significant skill to operate at their full potential, but are widely beloved by those who believe themselves up to the task of sailing them. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rally Jammer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rally Jammer.md new file mode 100644 index 0000000..26cbadd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rally Jammer.md @@ -0,0 +1,25 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Terrestial Vehicles +Price: 14,000 +tags: +--- +# RALLY JAMMER +**Source** _Galaxy Exploration Manual pg. 63_ +**Item Level** 6; **Price** 14,000 +Large land and air vehicle (5 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 40 ft., full 700 ft., 80 mph (hover) +**EAC** 15; **KAC** 17; **Cover** cover +**HP** 76 (38); **Hardness** 6 +**Attack (Collision)** 6d8 B (DC 14) +**Modifiers** +2 Piloting, –2 attack (–4 at full speed) +**Passengers** 1 + +### SPECIAL ABILITIES + +**Overclocking Dampener (Ex)** Three times per day as a swift action, a rally jammer’s pilot can overclock its systems to boost its speed an additional 10 ft. for 1 round. + +### DESCRIPTION + +Built for competitive racing, rally jammers are flashy amalgams of borrowed mechanical parts, polished into a unique, ramshackle hover vehicle. As a result of this patchwork design, rally jammers are almost fully manual, with only the most essential software to monitor overall system stability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ravine Crawler.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ravine Crawler.md new file mode 100644 index 0000000..e1f69a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ravine Crawler.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 1 +NoteType: Terrestial Vehicles +Price: 800 +tags: +--- +# RAVINE CRAWLER +**Source** _Tech Revolution pg. 87_ +**Item Level** 1; **Price** 800 +Medium land vehicle (5 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 20 ft., full 150 ft., 15 mph (climb and land) +**EAC** 11; **KAC** 13; **Cover** none +**HP** 8 (4); **Hardness** 5 +**Attack (Collision)** 3d4 (DC 12) +**Modifiers** –3 Piloting, –1 attack (–3 full speed) +**Passengers** 1 + +### DESCRIPTION + +Ravine crawlers are modified enercycles, cut down and equipped with magnet-clamps or rotating claws. Commonly used in locales such as the Midnight Trenches or the Gullet of Aballon, they’re made to traverse deep ravines or urban tangles where flight is inadvisable and wheeled travel impossible. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Recon Enercopter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Recon Enercopter.md new file mode 100644 index 0000000..8552d69 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Recon Enercopter.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 9 +NoteType: Terrestial Vehicles +Price: 43,000 +tags: +--- +# RECON ENERCOPTER +**Source** _Starfinder Armory pg. 138_ +**Item Level** 9; **Price** 43,000 +Huge air vehicle (10 ft. wide, 20 ft. long, 12 ft. high) +**Speed** 25 ft., full 750 ft., 85 mph (fly) +**EAC** 22; **KAC** 24; **Cover** partial cover +**HP** 145 (72); **Hardness** 10 +**Attack (Collision)** 9d10 B (DC 14) +**Attack** aphelion artillery laser (3d8 F; critical burn 1d6) +**Modifiers** -2 Piloting, -3 attack (-5 at full speed) +**Systems** autopilot (Piloting +17), enhanced sensors (darkvision 1 mile), planetary comm unit, stealth (–4); **Passengers** 7 + +### DESCRIPTION + +One side of this light aircraft is open to the elements, providing quick entry and exit. Enercopters are favored by law enforcement agencies and military groups because of their quiet antigrav rotors. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rescue Enercopter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rescue Enercopter.md new file mode 100644 index 0000000..e4cef8f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Rescue Enercopter.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 9 +NoteType: Terrestial Vehicles +Price: 45,000 +tags: +--- +# RESCUE ENERCOPTER +**Source** _Tech Revolution pg. 87_ +**Item Level** 9; **Price** 45,000 +Huge air and water vehicle (10 ft. wide, 20 ft. long, 12 ft. high) +**Speed** 25 ft., full 750 ft., 85 mph (fly); 40 ft., full 400 ft., 45 mph (swim) +**EAC** 22; **KAC** 24; **Cover** total cover +**HP** 130 (65); **Hardness** 5 +**Attack (Collision)** 9d10 B (DC 14) +**Modifiers** –2 Piloting, –3 attack (–5 at full speed) +**Systems** autopilot (Piloting +19), enhanced sensors (blindsense [vibration] 60 ft.), planetary comm unit; **Passengers** 6 + +### DESCRIPTION + +Rescue enercopters are specialized sealed enercopters that head into disaster areas to locate and extract survivors. They’re primarily used by search and rescue personnel but are occasionally used by adventurers as fast transports that can traverse most environments and breach walls. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Smuggling Cruiser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Smuggling Cruiser.md new file mode 100644 index 0000000..247c6a8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Smuggling Cruiser.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Terrestial Vehicles +Price: 13,800 +tags: +--- +# SMUGGLING CRUISER +**Source** _Tech Revolution pg. 87_ +**Item Level** 6; **Price** 13,800 +Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high) +**Speed** 20 ft., full 500 ft., 55 mph (hover and fly) +**EAC** 15; **KAC** 17; **Cover** improved cover +**HP** 80 (40); **Hardness** 6 +**Attack (Collision)** 6d8 B (DC 14) +**Modifiers** +2 Piloting, –2 attack (–4 at full speed) +**Systems** autopilot (Piloting +13), planetary comm unit, smuggler’s compartments (2); **Passengers** 3 + +### DESCRIPTION + +Disguised as a normal passenger cruiser that moves at moderate speeds through the air or across land, this vehicle has shielded compartments hidden under its passenger seating to facilitate smuggling. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Spy Cruiser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Spy Cruiser.md new file mode 100644 index 0000000..591cee4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Spy Cruiser.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 15 +NoteType: Terrestial Vehicles +Price: 316,000 +tags: +--- +# SPY CRUISER +**Source** _Starfinder Armory pg. 138_ +**Item Level** 15; **Price** 316,000 +Huge air, land, and water vehicle (10 ft. wide, 15 ft. long, 5 ft. high) +**Speed** 60 ft., full 800 ft., 90 mph (fly and hover) +**EAC** 29; **KAC** 30; **Cover** total cover +**HP** 255 (127); **Hardness** 12 +**Attack (Collision)** 16d10 B (DC 19) +**Attack** advanced zero cannon (5d8 C; critical staggered) +**Modifiers** +2 Piloting, -2 attack (-4 at full speed) +**Systems** autopilot (Piloting +26), enhanced sensors (darkvision 5 miles), stealth (–2), unlimited comm unit; **Passengers** 5 + +### DESCRIPTION + +This streamlined vehicle resembles an expensive sky cruiser but is built to fly unseen. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Enercopter.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Enercopter.md new file mode 100644 index 0000000..e8d2683 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Enercopter.md @@ -0,0 +1,22 @@ +--- +aliases: +ItemLevel: 16 +NoteType: Terrestial Vehicles +Price: 535,000 +tags: +--- +# STEALTH ENERCOPTER +**Source** _Starfinder Armory pg. 138_ +**Item Level** 16; **Price** 535,000 +Huge air vehicle (10 ft. wide, 20 ft. long, 7 ft. high) +**Speed** 70 ft., full 850 ft., 95 mph (fly) +**EAC** 30; **KAC** 31; **Cover** total cover +**HP** 280 (140); **Hardness** 15 +**Attack (Collision)** 18d10 B (DC 20) +**Attack** white star plasma cannon (6d10 E & F; critical burn 3d8) +**Modifiers** +0 Piloting, -2 attack (-4 at full speed) +**Systems** autopilot (Piloting +28), enhanced sensors (darkvision 5 miles), force field (gray [20 HP]), system-wide comm unit, stealth (+0); **Passengers** 9 + +### DESCRIPTION + +This streamlined aircraft has near-silent antigrav rotors on its top and at the end of its tail. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Sub.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Sub.md new file mode 100644 index 0000000..d6a6d5c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Stealth Sub.md @@ -0,0 +1,26 @@ +--- +aliases: +ItemLevel: 10 +NoteType: Terrestial Vehicles +Price: 57,500 +tags: +--- +# STEALTH SUB +**Source** _Starfinder Armory pg. 138_ +**Item Level** 10; **Price** 57,500 +Gargantuan water vehicle (15 ft. wide, 50 ft. long, 15 ft. high) +**Speed** 20 ft., full 550 ft., 65 mph (swim) +**EAC** 24; **KAC** 26; **Cover** total cover +**HP** 165 (82); **Hardness** 12 +**Attack (Collision)** 11d10 B (DC 13) +**Attack** underwater tactical missile launcher (explode [6d8 B & P; 30 ft.]) +**Modifiers** -3 Piloting, -4 attack (-6 at full speed) +**Systems** autopilot (Piloting +19), enhanced sensors (blindsight [sound] 1 mile), expansion bays (3), planetary comm unit, stealth (–6); **Complement** 5; **Passengers** 3 + +### SPECIAL ABILITIES + +**Enclosed (Ex)** In addition to having total cover, the pilot and passengers in an enclosed vehicle can’t use their personal weapons to attack creatures and objects outside of the vehicle, though they can use the vehicle’s weapons (if any). + +### DESCRIPTION + +Used by many planetary military forces for undersea engagements, a stealth sub features a small promenade along its dorsal surface for use when it surfaces. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Submersible Assault Carrier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Submersible Assault Carrier.md new file mode 100644 index 0000000..846d134 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Submersible Assault Carrier.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 17 +NoteType: Terrestial Vehicles +Price: 825,000 +tags: +--- +# SUBMERSIBLE ASSAULT CARRIER +**Source** _Tech Revolution pg. 87_ +**Item Level** 17; **Price** 825,000 +Colossal water vehicle (80 ft. wide, 440 ft. long, 60 ft. high) +**Speed** 50 ft., full 500 ft., 55 mph (swim) +**EAC** 31; **KAC** 32; **Cover** total cover +**HP** 340 (170); **Hardness** 20 +**Attack (Collision)** 21d10 B (DC 16) +**Modifiers** –3 Piloting, –3 attack (–5 at full speed) +**Systems** autopilot (Piloting +30), hangar, launch catapults, unlimited comm unit; **Passengers** 250 + +### DESCRIPTION + +Submersible assault carriers are heavy, deep-water submarines, most commonly used on ocean worlds. They can carry a smaller sub, mech, or other vehicle, and they are capable of launching these craft either from the surface or deep below the waves. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Survey Walker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Survey Walker.md new file mode 100644 index 0000000..64d18b0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Survey Walker.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 4 +NoteType: Terrestial Vehicles +Price: 4,650 +tags: +--- +# SURVEY WALKER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 4; **Price** 4,650 +Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high) +**Speed** 25 ft., full 350 ft., 40 mph (land) +**EAC** 16; **KAC** 18; **Cover** cover +**HP** 45 (22); **Hardness** 6 +**Attack (Collision)** 6d6 B (DC 11) +**Modifiers** -2 Piloting, -3 attack (-6 at full speed) +**Systems** enhanced sensors (darkvision 120 ft.), planetary comm unit; **Passengers** 3 + +### DESCRIPTION + +Typically used during terraforming missions, this six-legged walker can handle most solid terrains. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Underminer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Underminer.md new file mode 100644 index 0000000..dfd615b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Underminer.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 11 +NoteType: Terrestial Vehicles +Price: 79,500 +tags: +--- +# TACTICAL UNDERMINER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 11; **Price** 79,500 +Huge land, tunneling, and water vehicle (10 ft. wide, 20 ft. long, 10 ft. high) +**Speed** 40 ft., full 550 ft., 65 mph (hover); 40 ft., full 120 ft., 13 mph (burrow through stone) +**EAC** 24; **KAC** 25; **Cover** total cover +**HP** 170 (85); **Hardness** 12 +**Attack (Collision)** 11d10 B (DC 16); ignores 10 points of hardness +**Modifiers** +0 Piloting, -3 attack (-5 at full speed) +**Systems** autopilot (Piloting +20), enhanced sensors (darkvision 500 ft., sense through [vision, stone only] 60 ft.), expansion bay, system-wide comm unit; **Complement** 2; **Passengers** 3 + +### DESCRIPTION + +This massive drill can punch through stone at high speeds and is often used to aid in the construction of large, underground complexes. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Walker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Walker.md new file mode 100644 index 0000000..ad17db9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Tactical Walker.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 7 +NoteType: Terrestial Vehicles +Price: 20,900 +tags: +--- +# TACTICAL WALKER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 7; **Price** 20,900 +Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high) +**Speed** 35 ft., full 420 ft., 48 mph (land) +**EAC** 19; **KAC** 21; **Cover** improved cover +**HP** 105 (52); **Hardness** 10 +**Attack (Collision)** 7d10 B (DC 13) +**Modifiers** +0 Piloting, -3 attack (-6 at full speed) +**Systems** autopilot (Piloting +14), enhanced sensors (darkvision 120 ft.), planetary comm unit; **Passengers** 3 + +### DESCRIPTION + +Used by planetary military forces, this two-legged walker has advanced digital stabilizers that ensure balance. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Terrestial Vehicles.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Terrestial Vehicles.md new file mode 100644 index 0000000..bb7992f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Terrestial Vehicles.md @@ -0,0 +1,15 @@ +--- +aliases: + - Vehicle +tags: +--- + +# TERRESTIAL VEHICLES + +``` dataview +TABLE +Price, ItemLevel as I-Level +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Terrestial Vehicles" +SORT ItemLevel ASC +WHERE file.name != "Terrestial Vehicles" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Torpedo Minisub.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Torpedo Minisub.md new file mode 100644 index 0000000..afa9186 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Torpedo Minisub.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 1 +NoteType: Terrestial Vehicles +Price: 1,500 +tags: +--- +# TORPEDO MINISUB +**Source** _Starfinder Core Rulebook pg. 228_ +**Item Level** 1; **Price** 1,500 +Large water vehicle (5 ft. wide, 10 ft. long, 3 ft. high) +**Speed** 20 ft., full 200 ft., 22 mph (swim) +**EAC** 12; **KAC** 14; **Cover** total cover +**HP** 10 (5); **Hardness** 5 +**Attack (Collision)** 4d4 B (DC 10) +**Modifiers** +2 Piloting, –1 attack (–3 at full speed) +**Passengers** 1 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Transport Walker.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Transport Walker.md new file mode 100644 index 0000000..2d2b485 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Transport Walker.md @@ -0,0 +1,21 @@ +--- +aliases: +ItemLevel: 9 +NoteType: Terrestial Vehicles +Price: 28,200 +tags: +--- +# TRANSPORT WALKER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 9; **Price** 28,200 +Huge land vehicle (10 ft. wide, 20 ft. long, 20 ft. high) +**Speed** 35 ft., full 650 ft., 75 mph (climb and land) +**EAC** 21; **KAC** 23; **Cover** total cover +**HP** 135 (62); **Hardness** 8 +**Attack (Collision)** 9d10 B (DC 14) +**Modifiers** -4 Piloting, -3 attack (-6 at full speed) +**Systems** autopilot (Piloting +17), expansion bay, planetary comm unit; **Passengers** 7 + +### DESCRIPTION + +This boxy, six-legged walker has surprisingly agile gripping claws. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultimatum Hover Carrier.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultimatum Hover Carrier.md new file mode 100644 index 0000000..43197e9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultimatum Hover Carrier.md @@ -0,0 +1,28 @@ +--- +aliases: +ItemLevel: 20 +NoteType: Terrestial Vehicles +Price: 3,750,000 +tags: +--- +# ULTIMATUM HOVER CARRIER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 20; **Price** 3,750,000 +Colossal air, land, and water vehicle (120 ft. wide, 800 ft. long, 65 ft. high) +**Speed** 10 ft., full 350 ft., 40 mph (fly and hover) +**EAC** 35; **KAC** 37; **Cover** total cover +**HP** 465 (232); **Hardness** 20 +**Attack (Collision)** 28d10 B (DC 19) +**Attack** paragon reaction cannon (12d10 P) +**Attack** tempest shock caster (7d12 E) +**Attack** zenith artillery laser (9d8 F; critical burn 5d6) +**Modifiers** -5 Piloting, -5 attack (-7 at full speed) +**Systems** autopilot (Piloting +34), enhanced sensors (darkvision 20 miles), expansion bays (8), hangar bays (2), unlimited comm unit; **Complement** 59; **Passengers** 1000 + +### SPECIAL ABILITIES + +**Hangar Bay (Ex)** A hover carrier’s hangar bay provides a place for up to 8 Huge or smaller vehicles to be docked. + +### DESCRIPTION + +An ultimatum hover carrier is a pinnacle of military technology, requiring at least 60 crew onboard its four, 40-foot-wide crewed decks to function. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultralight Turboglider.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultralight Turboglider.md new file mode 100644 index 0000000..a7fdd11 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Ultralight Turboglider.md @@ -0,0 +1,25 @@ +--- +aliases: +ItemLevel: 3 +NoteType: Terrestial Vehicles +Price: 3,170 +tags: +--- +# ULTRALIGHT TURBOGLIDER +**Source** _Starfinder Armory pg. 139_ +**Item Level** 3; **Price** 3,170 +Large air vehicle (10 ft. wide, 5 ft. long, 3 ft. high) +**Speed** 20 ft., full 350 ft., 40 mph (fly) +**EAC** 10; **KAC** 11; **Cover** none +**HP** 43 (21); **Hardness** 4 +**Attack (Collision)** 4d4 B (DC 10) +**Modifiers** -1 Piloting, -1 attack (-3 at full speed) +**Systems** autocontrol, planetary comm unit; **Passengers** 1 + +### SPECIAL ABILITIES + +**Low-Altitude (Ex)** An ultralight turboglider doesn’t afford its pilot and passenger environmental protection against the thin atmosphere of high altitudes. + +### DESCRIPTION + +The pilot and passenger hang from minimal harnesses underneath this turbofan-propelled wing, which is steered with dangling hand controls and by leaning. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Urban Cruiser.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Urban Cruiser.md new file mode 100644 index 0000000..77cb894 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Urban Cruiser.md @@ -0,0 +1,17 @@ +--- +aliases: +ItemLevel: 2 +NoteType: Terrestial Vehicles +Price: 2,210 +tags: +--- +# URBAN CRUISER +**Source** _Starfinder Core Rulebook pg. 228_ +**Item Level** 2; **Price** 2,210 +Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high) +**Speed** 20 ft., full 500 ft., 55 mph +**EAC** 14; **KAC** 15; **Cover** improved cover +**HP** 24 (12); **Hardness** 5 +**Attack (Collision)** 5d4 B (DC 11) +**Modifiers** +0 Piloting, –2 attack (–4 at full speed) +**Systems** autocontrol, planetary comm unit; **Passengers** 3 \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Water Bear.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Water Bear.md new file mode 100644 index 0000000..c7c2e97 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Terrestial Vehicles/Water Bear.md @@ -0,0 +1,27 @@ +--- +aliases: +ItemLevel: 6 +NoteType: Terrestial Vehicles +Price: 12,500 +tags: +--- +# WATER BEAR +**Source** _Alien Archive 3 pg. 41_ +**Item Level** 6; **Price** 12,500 +Gargantuan water vehicle (20 ft. wide, 50 ft. long, 20 ft. high) +**Speed** 25 ft., full 600 ft., 65 mph (swim) +**EAC** 18; **KAC** 19; **Cover** total cover +**HP** 80 (40); **Hardness** 10 +**Attack (Collision)** 8d8 B (DC 10) +**Modifiers** -2 Piloting, -4 attack (-8 at full speed) +**Systems** autocontrol, expansion bays (2), planetary comm unit; **Passengers** 8 + +### SPECIAL ABILITIES + +**Enclosed (Ex)** In addition to having total cover, the pilot and passengers in an enclosed vehicle can’t use their personal weapons to attack creatures and objects outside of the vehicle, though they can use the vehicle’s weapons (if any). + +**Radiation Buffer (Ex)** The exterior of a water bear provides its occupants with full protection from low and medium levels of radiation and a +6 circumstance bonus to saving throws against higher levels of radiation, just like a 7th-level suit of armor (see Environmental Protection). + +### DESCRIPTION + +Lucky salvagers sometimes find a dead giant space tardigradethat has shrunk to nearly a third of its original size after succumbing to a period of starvation or dehydration so lengthy as to overcome its remarkable durability. Such a carcass can be fashione \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Adamantine Plating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Adamantine Plating.md new file mode 100644 index 0000000..a532e4b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Adamantine Plating.md @@ -0,0 +1,26 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# ADAMANTINE PLATING +These adamantine-alloy plates augment the vehicle’s exterior defenses, increasing the vehicle’s hardness by an amount based on the modification’s model. + +## ADAMANTINE PLATING, MK 1 - LEVEL 3 + +**Source** _Tech Revolution pg. 80_ +**Price** 1,500 +Increase hardness by 2. + +## ADAMANTINE PLATING, MK 2 - LEVEL 9 + +**Source** _Tech Revolution pg. 80_ +**Price** 14,000 +Increase hardness by 4. + +## ADAMANTINE PLATING, MK 3 - LEVEL 20 + +**Source** _Tech Revolution pg. 80_ +**Price** 800,000 +Increase hardness by 10. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Additional Seating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Additional Seating.md new file mode 100644 index 0000000..5b60f5c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Additional Seating.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 115 +tags: +--- +# ADDITIONAL SEATING +**Source** _Tech Revolution pg. 81_ +**Price** 115 +The vehicle is equipped with a sidecar or additional interior seating. Increase the number of passengers the vehicle can seat by 50%. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Autopilot - Level 2.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Autopilot - Level 2.md new file mode 100644 index 0000000..a548a06 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Autopilot - Level 2.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 800 +tags: +--- +# AUTOPILOT - LEVEL 2 +**Source** _Tech Revolution pg. 81_ +**Price** 800 +The vehicle has a virtual intelligence that can perform sophisticated piloting tasks. This functions as the autopilot feature (Starfinder Core Rulebook 280) with a Piloting modifier equal to 4 + the vehicle’s item level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Blip-Drive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Blip-Drive.md new file mode 100644 index 0000000..edcb77d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Blip-Drive.md @@ -0,0 +1,12 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 175,000 +tags: +--- +# BLIP-DRIVE +**Source** _Tech Revolution pg. 81_ +**Price** 175,000 +**CHARGES** 5; **USAGE** 1 + +This planar engine enables a vehicle to slip into the Ethereal Plane for moments at a time, making it appear to ‘blip’ out of existence. It must remain installed in a vehicle for 24 hours before it functions; when the modification is removed from the vehicle, the residual magic suppresses the effects of any other modification installed in that slot for 24 hours. The vehicle’s pilot can activate a blip-drive as a swift action. Until the end of that turn, the vehicle, its passengers, and its contents pass through obstacles, including other creatures and vehicles, as if it were incorporeal. Additionally, the vehicle can’t deal or be dealt collision damage except from sources that impede incorporeal movement, and the vehicle automatically disengages from all vehicles it’s engaged with. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Boarding Clamp.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Boarding Clamp.md new file mode 100644 index 0000000..0cb545c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Boarding Clamp.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 6,750 +tags: +--- +# BOARDING CLAMP +**Source** _Tech Revolution pg. 81_ +**Price** 6,750 +A vehicle equipped with a boarding clamp utilizes a close-range tractor beam, clamps, and tethers to easily attach to other vehicles. A vehicle with a boarding clamp grants its pilot a +2 circumstance bonus to Piloting checks made to engage a vehicle and grants its passengers a +2 circumstance bonus to Acrobatics and Athletics checks made to board a vehicle. Additionally, the DC of Piloting checks to break free from a vehicle equipped with a boarding clamp is increased by 2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Collision Dampeners.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Collision Dampeners.md new file mode 100644 index 0000000..561d6e1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Collision Dampeners.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 9,100 +tags: +--- +# COLLISION DAMPENERS +**Source** _Tech Revolution pg. 81_ +**Price** 9,100 +This modification utilizes gravitational and magnetic fields to reduce the damage taken by a vehicle in a collision. When the vehicle damages an enemy with a ram action, this vehicle deals only one quarter its collision damage to itself (rather than one half its collision damage). When the vehicle takes collision damage from any other effect, such as when crashing or being rammed, reduce the collision damage the vehicle takes by 1 per die of collision damage. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Deflective Field.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Deflective Field.md new file mode 100644 index 0000000..fde8d2c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Deflective Field.md @@ -0,0 +1,22 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# DEFLECTIVE FIELD +This modification creates a magical field that deflects incoming attacks. This vehicle gains an enhancement bonus to AC. The amount depends on the deflective field type, as listed below. + +## DEFLECTIVE FIELD, MK 1 - LEVEL 4 + +**Source** _Tech Revolution pg. 81_ +**Price** 2,100 ++1 enhancement bonus to AC. + +--- + +## DEFLECTIVE FIELD, MK 2- LEVEL 10 + +**Source** _Tech Revolution pg. 81_ +**Price** 18,000 ++2 enhancement bonus to AC \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Electrified Hull.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Electrified Hull.md new file mode 100644 index 0000000..24875f7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Electrified Hull.md @@ -0,0 +1,12 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 75,000 +tags: +--- +# ELECTRIFIED HULL +**Source** _Tech Revolution pg. 82_ +**Price** 75,000 +**CHARGES** 40; **USAGE** 5/round + +Powerful circuits installed along the vehicle’s exterior electrocute enemies, leaving the vehicle’s inhabitants unharmed. An electrified hull can be activated as a move action. While active, creatures and vehicles that touch the vehicle’s exterior—including vehicles engaged with the modified vehicle and any action that deals collision damage—take 1d10 electricity damage. Creatures damaged by the electrified hull are staggered for 1 round unless they succeed at a Fortitude save (DC = this vehicle’s collision DC). A vehicle damaged by the electrified hull (even if the damage didn’t overcome the vehicle’s hardness) takes a –2 penalty to its Piloting modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Enhanced Sensors.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Enhanced Sensors.md new file mode 100644 index 0000000..f4a1137 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Enhanced Sensors.md @@ -0,0 +1,22 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# ENHANCED SENSORS +A vehicle with this modification allows a creature in the vehicle to perceive their surroundings using an additional sense based on the modification’s model. + +## ENHANCED SENSORS, MK 1 - LEVEL 3 + +**Source** _Tech Revolution pg. 82_ +**Price** 1,200 +The vehicle’s occupants can perceive using darkvision with a range of 120 feet. + +--- + +## ENHANCED SENSORS, MK 2 - LEVEL 19 + +**Source** _Tech Revolution pg. 82_ +**Price** 540,000 +The vehicle’s occupants can perceive using blindsight (vibration) with a range of 120 feet \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Extradimensional Storage.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Extradimensional Storage.md new file mode 100644 index 0000000..4cdc681 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Extradimensional Storage.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 50,000 +tags: +--- +# EXTRADIMENSIONAL STORAGE +**Source** _Tech Revolution pg. 82_ +**Price** 50,000 +The vehicle contains a hatch (interior or exterior) that opens seemingly onto a solid wall, unless a button is pressed first (this is a move action) to open the hatch into an extradimensional space similar to that of a null-space chamber. The extradimensional space holds up to 100 bulk in a 9-foot cube. The extradimensional storage can’t be closed if more than the listed bulk is inside. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Grav-Nav.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Grav-Nav.md new file mode 100644 index 0000000..84fa3b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Grav-Nav.md @@ -0,0 +1,22 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# GRAV-NAV +The grav-nav system harnesses gravitational fields to smooth the ride for passengers of this vehicle. This increases the vehicle’s attack modifier. The amount depends on the grav-nav type, as listed below. + +## GRAV-NAV, MK 1 - LEVEL 5 + +**Source** _Tech Revolution pg. 82_ +**Price** 2,900 +Increase attack modifier by +1. + +--- + +## GRAV-NAV, MK 2 - LEVEL 12 + +**Source** _Tech Revolution pg. 82_ +**Price** 35,000 +Increase attack modifier by +2. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Holohull.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Holohull.md new file mode 100644 index 0000000..232a017 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Holohull.md @@ -0,0 +1,12 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 2,050 +tags: +--- +# HOLOHULL +**Source** _Tech Revolution pg. 82_ +**Price** 2,050 +**CHARGES** 20; **USAGE** 2 + +A series of advanced holographic projectors enable a vehicle with a holohull to rapidly change its paint job and minor detailing, though it cannot obscure the vehicle’s shape or major features. A pilot or passenger can spend 1 minute to program or reprogram the holohull with up to four different designs, each of which can feature a wide range of colors, designs, and iconography. As a swift action, the vehicle’s pilot can activate the holohull to change the vehicle’s appearance to any of the four designs. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Nanite Node.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Nanite Node.md new file mode 100644 index 0000000..698780b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Nanite Node.md @@ -0,0 +1,28 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# NANITE NODE +Compartments inside the vehicle’s hull contain microscopic nanites capable of repairing critical damage to the vehicle. As a move action when the vehicle is broken, the nanite node can be activated to repair the vehicle’s most damaged systems. This instantaneously restores a number of Hit Points when activated, as well as at the beginning of each of the next two rounds, based on the modification’s model. The nanite node can’t restore Hit Points to a wrecked vehicle. + +# NANITE NODE, MK 1 - LEVEL 5 + +**Source** _Tech Revolution pg. 82_ +**Price** 3,100 +Restores 5 Hit Points each round. + +--- + +## NANITE NODE, MK 2 - LEVEL 10 + +**Source** _Tech Revolution pg. 82_ +**Price** 18,750 +Restores 10 Hit Points each round. + +## NANITE NODE, MK 3 - LEVEL 15 + +**Source** _Tech Revolution pg. 82_ +**Price** 110,000 +Restores 20 Hit Points each round. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Personnel Enclosure.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Personnel Enclosure.md new file mode 100644 index 0000000..18dbf28 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Personnel Enclosure.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 750 +tags: +--- +# PERSONNEL ENCLOSURE +**Source** _Tech Revolution pg. 82_ +**Price** 750 +Additional wall panels or personal shielding protects the vehicle’s passengers. The vehicle gives its pilot and passengers partial cover. If the vehicle already grants partial cover, it instead grants its pilot and passengers cover. This modification grants no benefit to a vehicle that already grants its passengers cover, improved cover, or total cover. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Pilot Assist.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Pilot Assist.md new file mode 100644 index 0000000..ce34457 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Pilot Assist.md @@ -0,0 +1,22 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# PILOT ASSIST +Artificial intelligence in the vehicle’s onboard computer automatically course-corrects while this vehicle is driven, compensating for driver error, inattentiveness, slow response time, and external factors such as uneven terrain, potholes, ocean currents, and gusts of wind. This increases the vehicle’s Piloting modifier by an amount based on the modification’s model. + +## PILOT ASSIST, MK 1 - LEVEL 6 + +**Source** _Tech Revolution pg. 82_ +**Price** 4,400 +Increase Piloting modifier by +1 (maximum +2). + +--- + +## PILOT ASSIST, MK 2 - LEVEL 13 + +**Source** _Tech Revolution pg. 82_ +**Price** 52,000 +Increase Piloting modifier by +2 (maximum +3). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Ramming Prow.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Ramming Prow.md new file mode 100644 index 0000000..2825399 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Ramming Prow.md @@ -0,0 +1,28 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# RAMMING PROW +This sturdy ramming prow is attached to the front of a vehicle and well-supported by the vehicle’s frame. The prow increases the vehicle’s collision DC by 1 and increases the vehicle’s collision damage by an amount based on the model. + +## RAMMING PROW, MK 1 - LEVEL 8 + +**Source** _Tech Revolution pg. 82_ +**Price** 8,900 +Increase collision damage by 1 damage die. + +--- + +## RAMMING PROW, MK 2 - LEVEL 13 + +**Source** _Tech Revolution pg. 82_ +**Price** 51,000 +Increase collision damage by 2 damage dice. + +## RAMMING PROW, MK 3 - LEVEL 18 + +**Source** _Tech Revolution pg. 82_ +**Price** 385,000 +Increase collision damage by 3 damage dice. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smoke Screen.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smoke Screen.md new file mode 100644 index 0000000..7daeefe --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smoke Screen.md @@ -0,0 +1,12 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 8,500 +tags: +--- +# SMOKE SCREEN +**Source** _Tech Revolution pg. 82_ +**Price** 8,500 +**CAPACITY** 20; **USAGE** 5/round + +When activated as a move action, this modification emits dense fog, smoke, or steam from the rear of the vehicle, enshrouding pursuers in a cloudy haze. While the modification is active, it creates an obscuring cloud that fills an area twice as wide as the vehicle’s space in any space the vehicle leaves. This cloud grants concealment, and the cloud in any space dissipates automatically after 1 round. While its smoke screen is active, the vehicle grants its pilot a +1 circumstance bonus to Piloting checks made to evade or trick. Although this modification can be installed in a water vehicle, it has no effect underwater. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smuggler_s Compartment.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smuggler_s Compartment.md new file mode 100644 index 0000000..29efcad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Smuggler_s Compartment.md @@ -0,0 +1,34 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: varies +tags: +--- +# SMUGGLER’S COMPARTMENT +This secret compartment hidden within the vehicle can store a relatively small supply of contraband. A Medium vehicle’s smuggler’s compartment can hold 1 bulk of gear, and the compartment’s capacity triples for each vehicle size category larger than Medium (maximum 81 bulk for a Colossal vehicle). A creature must succeed at a Perception check to detect the compartment, or succeed at a Computers check if using sensors to scan the vehicle. The DC of these checks is based on the compartment’s model. + +## SMUGGLER’S COMPARTMENT, MK 1 - LEVEL 2 + +**Source** _Tech Revolution pg. 83_ +**Price** 525 +Check DCs to detect the compartment are 22. + +--- + +## SMUGGLER’S COMPARTMENT, MK 2 - LEVEL 7 + +**Source** _Tech Revolution pg. 83_ +**Price** 5,700 +Check DCs to detect the compartment are 29. + +## SMUGGLER’S COMPARTMENT, MK 3 - LEVEL 12 + +**Source** _Tech Revolution pg. 83_ +**Price** 32,000 +Check DCs to detect the compartment are 37. + +## SMUGGLER’S COMPARTMENT, MK 4 - LEVEL 17 + +**Source** _Tech Revolution pg. 83_ +**Price** 220,000 +Check DCs to detect the compartment are 44. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Stealth Module.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Stealth Module.md new file mode 100644 index 0000000..87e2afb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Stealth Module.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 13,000 +tags: +--- +# STEALTH MODULE +**Source** _Tech Revolution pg. 83_ +**Price** 13,000 +The coloration of the vehicle’s exterior automatically changes to match its surroundings. Its pilot can attempt Stealth checks for the vehicle as long as it is stationary, but with a –4 penalty. This check is opposed by creatures’ Perception checks, or Computers checks for those scanning the area with sensors. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Terrain Adaptation.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Terrain Adaptation.md new file mode 100644 index 0000000..bb8de3c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Terrain Adaptation.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 1,825 +tags: +--- +# TERRAIN ADAPTATION +**Source** _Tech Revolution pg. 83_ +**Price** 1,825 +This modification enables a vehicle to traverse a specific terrain with ease. Select one biome (Core Rulebook 396) when you purchase this modification, such as aerial, desert, or urban. Your vehicle is unaffected by non-magical difficult terrain and rough terrain in the selected biome. A vehicle can have only one terrain adaptation modification, even if each is designed for a different biome. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Turbo Boost.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Turbo Boost.md new file mode 100644 index 0000000..4ca3afc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Turbo Boost.md @@ -0,0 +1,12 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 6,500 +tags: +--- +# TURBO BOOST +**Source** _Tech Revolution pg. 83_ +**Price** 6,500 +**CAPACITY** 20; **USAGE** 5 + +This optimized power source can grant temporary bursts of speed. The pilot can activate the turbo boost as part of a drive, race, ram, run over, keep pace, or speed up action, increasing the vehicle’s speed by 10 feet, increasing its full speed by 100 feet, and granting a +1 circumstance bonus to the pilot’s checks to perform the keep pace or speed up actions. In addition, the vehicle’s attack modifiers decrease by 2. These effects last until the start of the pilot’s next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Vehicle Modifications.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Vehicle Modifications.md new file mode 100644 index 0000000..2e53c34 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Vehicle Modifications.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- + +# VEHICLE MODIFICATIONS + +``` dataview +TABLE +Price +FROM "Codex/Gear, Weapons, Vehicles & more/Vehicles/Vehicle Modifications" +SORT Level ASC +WHERE file.name != "Vehicle Modifications" +``` diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Weapon Mount.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Weapon Mount.md new file mode 100644 index 0000000..079ac89 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Weapon Mount.md @@ -0,0 +1,10 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 1,350 +tags: +--- +# WEAPON MOUNT +**Source** _Tech Revolution pg. 83_ +**Price** 1,350 +This modification allows you to integrate a small arm, longarm, or heavy weapon into the vehicle, added or removed as part of installing or removing the modification. This weapon is operable by the pilot or any passenger, though only one creature can operate the weapon each round. A vehicle can have a number of weapon mounts equal to its crew. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Wheel Scythes.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Wheel Scythes.md new file mode 100644 index 0000000..bbb886d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Vehicles/Vehicle Modifications/Wheel Scythes.md @@ -0,0 +1,11 @@ +--- +aliases: +NoteType: Vehicle Modification +Price: 1,350 +tags: +--- +# WHEEL SCYTHES +**Source** _Tech Revolution pg. 83_ +**Price** 1,350 +This modification lets you integrate a basic or advanced melee weapon into the vehicle, added or removed when you install or remove the modification. When you install a wheel scythes modification, choose two contiguous sides of the vehicle’s space, such as its front and right sides; the weapon can only be used to attack targets along those two sides of the vehicle. This weapon is operable by the pilot or any passenger, though only one creature can operate the weapon each round. For the purpose of calculating the weapon’s attack, damage, and saving throw modifiers, use the operator’s Strength bonus or +3, whichever is higher; weapons with the operative weapon special ability can instead use the operator’s Dexterity modifier, as normal. If the wheel scythes weapon scores a critical hit to a vehicle, that vehicle sustains serious damage that limits its mobility, causing the vehicle to take penalties as though it were broken. +A vehicle can have multiple weapon mount modifications. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Accurate.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Accurate.md new file mode 100644 index 0000000..2c9dba9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Accurate.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _accurate_ fusion bestows exceptional balance and handling on a weapon. When you take a move action to aim a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with that weapon provided neither you nor your target has moved since you aimed. You also gain this bonus if you take a move action to aim for other purposes, such as aiming a weapon with the sniper special property. Only ranged weapons can benefit from this fusion. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ACCURATE +**Source** _Starfinder Armory pg. 62_ +**Item Level** 5 +The _accurate_ fusion bestows exceptional balance and handling on a weapon. When you take a move action to aim a weapon with this fusion at a specific target, you gain a +1 bonus to your next attack roll with that weapon provided neither you nor your target has moved since you aimed. You also gain this bonus if you take a move action to aim for other purposes, such as aiming a weapon with the sniper special property. Only ranged weapons can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Advancing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Advancing.md new file mode 100644 index 0000000..bb00b35 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Advancing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: When you defeat a foe, a weapon with the _advancing_ fusion draws you further into the fray. The first time each round that you make a successful melee attack with an advancing weapon that drops a foe (by killing it or rendering it unconscious), you can take a guarded step as a reaction. This movement must move you closer to at least one foe. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ADVANCING +**Source** _Starfinder Armory pg. 62_ +**Item Level** 6 +When you defeat a foe, a weapon with the _advancing_ fusion draws you further into the fray. The first time each round that you make a successful melee attack with an advancing weapon that drops a foe (by killing it or rendering it unconscious), you can take a guarded step as a reaction. This movement must move you closer to at least one foe. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Agile.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Agile.md new file mode 100644 index 0000000..7e6af33 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Agile.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: This delicate fusion provides its weapon exceptional balance and lightweight lethality. As a full action, you can make a single attack that deals additional damage equal to your Dexterity bonus to all targets. This fusion can be applied only to small arms or weapons with the operative weapon property. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# AGILE +**Source** _Galactic Magic pg. 54_ +**Item Level** 7 +This delicate fusion provides its weapon exceptional balance and lightweight lethality. As a full action, you can make a single attack that deals additional damage equal to your Dexterity bonus to all targets. This fusion can be applied only to small arms or weapons with the operative weapon property. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anarchic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anarchic.md new file mode 100644 index 0000000..770d984 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anarchic.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _anarchic_ fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The _anarchic_ fusion can’t be added to weapons that have the _axiomatic_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ANARCHIC +**Source** _Starfinder Core Rulebook pg. 192_ +**Item Level** 2 +The _anarchic_ fusion imbues a weapon with divine energy from a chaotic deity. Any attacks with the weapon are chaotic-aligned. Damage from the weapon bypasses DR/chaotic and ignores the energy resistance of lawful dragons and lawful outsiders. The _anarchic_ fusion can’t be added to weapons that have the _axiomatic_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anchoring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anchoring.md new file mode 100644 index 0000000..3beeb09 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Anchoring.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _anchoring_ fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ANCHORING +**Source** _Starfinder Core Rulebook pg. 192_ +**Item Level** 1 +A weapon with the _anchoring_ fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a starship or large vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Apprehending.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Apprehending.md new file mode 100644 index 0000000..d0f8d71 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Apprehending.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _apprehending_ fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. When an _apprehending_ weapon hits an enemy, you can activate the fusion as a reaction to perform a trip combat maneuver against that target with the same attack bonus as for the weapon attack. Additionally, the target must succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or be unable to cast spells or spell-like abilities for 1 round. Once the weapon has used this ability, it cannot use it again until you take a 10-minute rest to regain Stamina Points. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# APPREHENDING +**Source** _Pact Worlds pg. 194_ +**Item Level** 5 +The _apprehending_ fusion causes the weapon to grow spikes and overwrought iron fixtures, as befits its use by the Hellknights. When an _apprehending_ weapon hits an enemy, you can activate the fusion as a reaction to perform a trip combat maneuver against that target with the same attack bonus as for the weapon attack. Additionally, the target must succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or be unable to cast spells or spell-like abilities for 1 round. Once the weapon has used this ability, it cannot use it again until you take a 10-minute rest to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Astute.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Astute.md new file mode 100644 index 0000000..f49b4b9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Astute.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The fusion causes a weapon to become etched with glowing circuitry and ringed with faint blue-black flames. Stewards often use _astute_ weapons as they hunt down criminals within the Pact Worlds. The DC of Bluff checks to feint against you and to use the operative’s trick attack ability against you increases by 2 while you wield such a weapon. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ASTUTE +**Source** _Pact Worlds pg. 194_ +**Item Level** 3 +The fusion causes a weapon to become etched with glowing circuitry and ringed with faint blue-black flames. Stewards often use _astute_ weapons as they hunt down criminals within the Pact Worlds. The DC of Bluff checks to feint against you and to use the operative’s trick attack ability against you increases by 2 while you wield such a weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Axiomatic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Axiomatic.md new file mode 100644 index 0000000..79bf8bb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Axiomatic.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _axiomatic_ fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The _axiomatic_ fusion can’t be added to weapons that have the _anarchic_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# AXIOMATIC +**Source** _Starfinder Core Rulebook pg. 192_ +**Item Level** 2 +The _axiomatic_ fusion imbues a weapon with divine energy from a lawful deity. Any attacks with the weapon are lawful-aligned. Damage from the weapon bypasses DR/lawful and ignores the energy resistance of chaotic dragons and chaotic outsiders. The _axiomatic_ fusion can’t be added to weapons that have the _anarchic_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bane.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bane.md new file mode 100644 index 0000000..8c08a35 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bane.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _bane_ fusion enhances the power of critical hits against certain foes. Against a designated foe, the _bane_ weapon gains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BANE +**Source** _Starfinder Core Rulebook pg. 192_ +**Item Level** 5 +The _bane_ fusion enhances the power of critical hits against certain foes. Against a designated foe, the _bane_ weapon gains the stunned critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit against an appropriate foe, you can apply either the weapon’s normal critical hit effect or the stunned effect. When you add this fusion to a weapon (or create it as a fusion seal), you must select a single creature type (aberration, animal, construct, dragon, fey, humanoid, magical beast, ooze, outsider, plant, undead, or vermin) against which it will apply. If you select humanoid or outsider, you must also select one subtype. The stunned critical hit effect applies only against creatures of the selected type (and subtype, if selected). Once selected, the creature type and subtype can’t be changed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bending.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bending.md new file mode 100644 index 0000000..3b69aa1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bending.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: When attached to an analog ranged weapon, a bending fusion enables you to adjust the weapon’s projectiles mid-flight. Your attacks with the weapon ignore the AC bonus from soft cover provided by one Medium or smaller creature between you and your target. Soft cover provided by additional or larger creatures is unaffected. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BENDING +**Source** _Galactic Magic pg. 54_ +**Item Level** 5 +When attached to an analog ranged weapon, a bending fusion enables you to adjust the weapon’s projectiles mid-flight. Your attacks with the weapon ignore the AC bonus from soft cover provided by one Medium or smaller creature between you and your target. Soft cover provided by additional or larger creatures is unaffected. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Beneficent.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Beneficent.md new file mode 100644 index 0000000..79be5a5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Beneficent.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: When you score a critical hit against a significant enemy with a weapon that has the _beneficent_ fusion, you gain one charge of beneficence. As long as you are wielding the same weapon, you can expend a charge of beneficence to cast either _remove affliction_ or _lesser remove condition_ as a spell-like ability, using the weapon’s item level as your caster level. You cannot have more than one charge of beneficence at a time, and you lose all charges of beneficence if you take a 10 minute rest and spend a Resolve Point to regain your Stamina Points or if you take an 8-hour rest and regain your daily-use abilities and spells. If the weapon with the _beneficent_ fusion has an item level of 14 or higher, you can instead use a charge of beneficence to cast _remove condition_. If the weapon has an item level of 19 or higher, you can instead use a charge of beneficence to cast _greater remove condition_. A weapon cannot have the _beneficent_ weapon fusion if it also has the _unholy_ or _wounding_ weapon fusions. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BENEFICENT +**Source** _Starfinder Armory pg. 62_ +**Item Level** 9 +When you score a critical hit against a significant enemy with a weapon that has the _beneficent_ fusion, you gain one charge of beneficence. As long as you are wielding the same weapon, you can expend a charge of beneficence to cast either _remove affliction_ or _lesser remove condition_ as a spell-like ability, using the weapon’s item level as your caster level. You cannot have more than one charge of beneficence at a time, and you lose all charges of beneficence if you take a 10 minute rest and spend a Resolve Point to regain your Stamina Points or if you take an 8-hour rest and regain your daily-use abilities and spells. If the weapon with the _beneficent_ fusion has an item level of 14 or higher, you can instead use a charge of beneficence to cast _remove condition_. If the weapon has an item level of 19 or higher, you can instead use a charge of beneficence to cast _greater remove condition_. A weapon cannot have the _beneficent_ weapon fusion if it also has the _unholy_ or _wounding_ weapon fusions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Blasting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Blasting.md new file mode 100644 index 0000000..5823e72 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Blasting.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _blasting_ fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the _blasting_ fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the _blasting_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BLASTING +**Source** _Starfinder Core Rulebook pg. 192_ +**Item Level** 2 +The _blasting_ fusion allows a weapon to make a single attack as a blast (see the blast weapon special property on page 180) once per day as a full action. This attack has a maximum range of 30 feet and deals half the weapon’s normal damage. Only ranged weapons that don’t have the automatic, explode, line, or thrown weapon special property can benefit from the _blasting_ fusion. Weapons that don’t require attack rolls to affect their targets also can’t benefit from the _blasting_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bleeding Fusion).md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bleeding Fusion).md new file mode 100644 index 0000000..29709a9 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bleeding Fusion).md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _bleeding_ fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BLEEDING (FUSION) +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 5 +The _bleeding_ fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bombarding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bombarding.md new file mode 100644 index 0000000..8f08d26 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bombarding.md @@ -0,0 +1,14 @@ +--- +aliases: +Effect: The _bombarding_ fusion allows a weapon to duplicate the effect of a single grenade that is loaded into an extradimensional space within the weapon. Loading a grenade into a weapon with the _bombarding_ fusion takes a full round, as does removing a previously loaded grenade. A grenade loaded into a weapon with the _bombarding_ fusion cannot have an item level greater than the weapon’s item level. The grenade cannot be detonated, sundered, or otherwise affected while it is within this extradimensional space, and if the weapon is destroyed or gains the broken condition, the grenade is permanently destroyed. Once per day, a weapon with the _bombarding_ fusion can launch a mystic version of the loaded grenade. This acts as throwing the grenade, and uses the same proficiency and range increment as throwing a grenade, but does not require a free hand. As long as you are wielding a weapon with the _bombarding_ fusion and it has not yet used this ability, you can launch the grenade as a ranged attack. Once this ability has been used, the loaded grenade can be removed from the extra +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BOMBARDING +**Source** _Starfinder Armory pg. 62_ +**Item Level** 5 +The _bombarding_ fusion allows a weapon to duplicate the effect of a single grenade that is loaded into an extradimensional space within the weapon. Loading a grenade into a weapon with the _bombarding_ fusion takes a full round, as does removing a previously loaded grenade. A grenade loaded into a weapon with the _bombarding_ fusion cannot have an item level greater than the weapon’s item level. The grenade cannot be detonated, sundered, or otherwise affected while it is within this extradimensional space, and if the weapon is destroyed or gains the broken condition, the grenade is permanently destroyed. + +Once per day, a weapon with the _bombarding_ fusion can launch a mystic version of the loaded grenade. This acts as throwing the grenade, and uses the same proficiency and range increment as throwing a grenade, but does not require a free hand. As long as you are wielding a weapon with the _bombarding_ fusion and it has not yet used this ability, you can launch the grenade as a ranged attack. Once this ability has been used, the loaded grenade can be removed from the extra \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bonding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bonding.md new file mode 100644 index 0000000..aeb10f3 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Bonding.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A creation of the Brethedan biotech firm Life Innovations, a _bonding_ weapon melds into your limb when you draw it (its coloration changes to match your skin tone). You gain a +2 circumstance bonus to your KAC against disarm and sunder combat maneuvers targeting the weapon. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BONDING +**Source** _Pact Worlds pg. 194_ +**Item Level** 4 +A creation of the Brethedan biotech firm Life Innovations, a _bonding_ weapon melds into your limb when you draw it (its coloration changes to match your skin tone). You gain a +2 circumstance bonus to your KAC against disarm and sunder combat maneuvers targeting the weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Boosting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Boosting.md new file mode 100644 index 0000000..c20dfa1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Boosting.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A boosting fusion provides its wielder a burst of confidence when delivering powerful blows with the weapon. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to at least 3 × the weapon’s item level, you recover a number of Stamina Points equal to the weapon’s item level, in addition to the critical hit’s other effects. After you benefit from this fusion, you can’t do so again until you rest for 10 minutes to recover Stamina Points. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BOOSTING +**Source** _Galactic Magic pg. 54_ +**Item Level** 7 +A boosting fusion provides its wielder a burst of confidence when delivering powerful blows with the weapon. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to at least 3 × the weapon’s item level, you recover a number of Stamina Points equal to the weapon’s item level, in addition to the critical hit’s other effects. After you benefit from this fusion, you can’t do so again until you rest for 10 minutes to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burdening.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burdening.md new file mode 100644 index 0000000..607b31e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burdening.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: First commissioned by the wardens of the prison-planet Daegox 4 and now used in prisons throughout Near Space, the _burdening_ weapon fusion often bears chains or manacles. When you score a critical hit using a weapon with the _burdening_ fusion, the target gains the encumbered condition for 1d4 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _burdening_ effect. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BURDENING +**Source** _Near Space pg. 150_ +**Item Level** 9 +First commissioned by the wardens of the prison-planet Daegox 4 and now used in prisons throughout Near Space, the _burdening_ weapon fusion often bears chains or manacles. When you score a critical hit using a weapon with the _burdening_ fusion, the target gains the encumbered condition for 1d4 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _burdening_ effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burst.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burst.md new file mode 100644 index 0000000..cb6428e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Burst.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: With the _burst_ fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the _burst_ fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a _burst_ fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# BURST +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 2 +With the _burst_ fusion, a weapon’s energy damage can form a small explosion that spills onto a second target. The weapon gains the arc critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the arc effect. The amount of damage dealt to the secondary target is equal to one-third the level of the weapon with the _burst_ fusion (minimum 1). Only weapons that deal acid, cold, electricity, fire, or sonic damage can benefit from a _burst_ fusion. If your weapon deals more than one type of energy damage, you select one of those types for the arc critical hit effect to apply to secondary targets when the fusion is added. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Called.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Called.md new file mode 100644 index 0000000..d1ded76 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Called.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _called_ fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a _called_ weapon. A weapon with the _called_ fusion must be in your possession for at least 24 hours for this ability to function. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CALLED +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 1 +A weapon with the _called_ fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a _called_ weapon. A weapon with the _called_ fusion must be in your possession for at least 24 hours for this ability to function. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Charge Disrupting.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Charge Disrupting.md new file mode 100644 index 0000000..eba380f --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Charge Disrupting.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the charge disrupting fusion disrupts power sources. When you score a critical hit using a weapon with the _charge disrupting_ fusion, either the target or a single visible object carried by the target is subject to _discharge_, as the spell. The target creature (or its bearer, in the case of an object) can attempt a Fortitude save to negate the effect, as normal. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _charge disrupting_ effect. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CHARGE DISRUPTING +**Source** _Starfinder Armory pg. 62_ +**Item Level** 7 +A weapon with the charge disrupting fusion disrupts power sources. When you score a critical hit using a weapon with the _charge disrupting_ fusion, either the target or a single visible object carried by the target is subject to _discharge_, as the spell. The target creature (or its bearer, in the case of an object) can attempt a Fortitude save to negate the effect, as normal. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _charge disrupting_ effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Climbing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Climbing.md new file mode 100644 index 0000000..aa6af7a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Climbing.md @@ -0,0 +1,13 @@ +--- +aliases: +Effect: The climbing weapon fusion allows a weapon to grip onto most surfaces, allowing its wielder to climb while holding the weapon. For the purposes of Athletics checks to climb, a hand wielding a climbing weapon counts toward the two hands needed to climb. This weapon fusion can be installed only in weapons that require only one hand to wield. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CLIMBING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 1 +The climbing weapon fusion allows a weapon to grip onto most surfaces, allowing its wielder to climb while holding the weapon. For the purposes of Athletics checks to climb, a hand wielding a climbing weapon counts toward the two hands needed to climb. +This weapon fusion can be installed only in weapons that require only one hand to wield. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Conserving.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Conserving.md new file mode 100644 index 0000000..928c856 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Conserving.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Weapons with the _conserving_ fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use arrows, batteries, darts, flares, grenade arrows, mini-rockets, rounds, or scattergun shells as ammunition can benefit from a _conserving_ fusion. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CONSERVING +**Source** _Starfinder Armory pg. 62_ +**Item Level** 3 +Weapons with the _conserving_ fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use arrows, batteries, darts, flares, grenade arrows, mini-rockets, rounds, or scattergun shells as ammunition can benefit from a _conserving_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Continuous.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Continuous.md new file mode 100644 index 0000000..70ace89 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Continuous.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _continuous_ fusion lets a weapon with the line special property sustain fire continuously by expending additional charges. When you make a line attack with a weapon with this fusion, you can expend additional ammunition or charges equal to the weapon’s usage value to sustain your attack until the start of your next turn. This has no additional effect on targets already within the line, but anything that moves across your weapon’s line is attacked using your original attack roll and damage. If you hit but fail to damage this new target, it blocks your line as normal. If an existing blockage is removed, your line extends out to its maximum range unless blocked anew, and it can damage creatures and objects that it failed to reach previously. You can’t damage a single target more than once in a round with the _continuous_ fusion, even if it moves in and out of the path of your attack. If you move from where you initiated the attack for any reason, your line automatically ends. Only weapons that can make a line attack benefit from this fusion. You can use the _continuous_ fusion with unwieldy weapons. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CONTINUOUS +**Source** _Starfinder Armory pg. 63_ +**Item Level** 8 +The _continuous_ fusion lets a weapon with the line special property sustain fire continuously by expending additional charges. When you make a line attack with a weapon with this fusion, you can expend additional ammunition or charges equal to the weapon’s usage value to sustain your attack until the start of your next turn. This has no additional effect on targets already within the line, but anything that moves across your weapon’s line is attacked using your original attack roll and damage. If you hit but fail to damage this new target, it blocks your line as normal. If an existing blockage is removed, your line extends out to its maximum range unless blocked anew, and it can damage creatures and objects that it failed to reach previously. You can’t damage a single target more than once in a round with the _continuous_ fusion, even if it moves in and out of the path of your attack. If you move from where you initiated the attack for any reason, your line automatically ends. Only weapons that can make a line attack benefit from this fusion. You can use the _continuous_ fusion with unwieldy weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Corrosive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Corrosive.md new file mode 100644 index 0000000..6297327 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Corrosive.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _corrosive_ fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the _corrosive_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the _corrosive_ fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CORROSIVE +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 9 +The _corrosive_ fusion weaves the destructive power of acid into the weapon’s form. Half the weapon’s damage type is replaced with acid damage. You can activate or deactivate the _corrosive_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with acid (you decide which damage type is replaced each time you activate the _corrosive_ fusion). You can add this fusion only to a weapon that does not already deal acid damage. This fusion never causes a weapon that normally targets KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cruel.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cruel.md new file mode 100644 index 0000000..c2e08dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cruel.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _cruel_ fusion feeds on fear and despair. When you strike a target that is frightened, panicked, or shaken with a weapon with this fusion, the target is sickened for 1 round. When you make a successful attack that drops a foe (either by killing it or knocking it unconscious), you gain 5 temporary Hit Points that last for 10 minutes. Weapons with the nonlethal special property cannot benefit from the _cruel_ fusion. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# CRUEL +**Source** _Starfinder Armory pg. 63_ +**Item Level** 6 +The _cruel_ fusion feeds on fear and despair. When you strike a target that is frightened, panicked, or shaken with a weapon with this fusion, the target is sickened for 1 round. When you make a successful attack that drops a foe (either by killing it or knocking it unconscious), you gain 5 temporary Hit Points that last for 10 minutes. Weapons with the nonlethal special property cannot benefit from the _cruel_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cunning.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cunning.md new file mode 100644 index 0000000..5f1b01d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Cunning.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: When you strike a creature with a cunning weapon and deal damage, you can attempt an Engineering, Life Science, or Mysticism check to identify the creature as appropriate (this takes no action). You gain a +2 circumstance bonus to this check. If you succeed, in addition to learning useful information about the creature, you gain a +1 circumstance bonus to the next saving throw you must attempt against that creature’s abilities within the next minute. +ItemLevel: 1 +NoteType: Weapon +tags: [46:] +Type: Weapon Fusions +--- +# CUNNING +**Source** _Starfinder The Perfect Storm pg. 46_ +**Item Level** 1 +When you strike a creature with a cunning weapon and deal damage, you can attempt an Engineering, Life Science, or Mysticism check to identify the creature as appropriate (this takes no action). You gain a +2 circumstance bonus to this check. If you succeed, in addition to learning useful information about the creature, you gain a +1 circumstance bonus to the next saving throw you must attempt against that creature’s abilities within the next minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Deafening.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Deafening.md new file mode 100644 index 0000000..95207d7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Deafening.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: With the _deafening_ fusion, a weapon releases a blast of low-frequency sonic energy on impact. The weapon gains the deafen critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a _deafening_ fusion. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DEAFENING +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 3 +With the _deafening_ fusion, a weapon releases a blast of low-frequency sonic energy on impact. The weapon gains the deafen critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the deafen effect. Only weapons that deal bludgeoning, piercing, slashing, or sonic damage can benefit from a _deafening_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defending.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defending.md new file mode 100644 index 0000000..24d6885 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defending.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Weapons with the _defending_ fusion aid their wielder when blocking or fighting defensively. When you fight defensively while attacking with a weapon with this fusion, you gain a +1 bonus to attack rolls with the weapon (effectively reducing the penalty from fighting defensively to –3) and an additional +1 bonus to AC until the start of your next turn. Additionally, if your weapon has the block weapon special property, increase the enhancement bonus to your AC against melee attacks from that target to +2. Only melee weapons can benefit from this fusion. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DEFENDING +**Source** _Starfinder Armory pg. 63_ +**Item Level** 3 +Weapons with the _defending_ fusion aid their wielder when blocking or fighting defensively. When you fight defensively while attacking with a weapon with this fusion, you gain a +1 bonus to attack rolls with the weapon (effectively reducing the penalty from fighting defensively to –3) and an additional +1 bonus to AC until the start of your next turn. Additionally, if your weapon has the block weapon special property, increase the enhancement bonus to your AC against melee attacks from that target to +2. Only melee weapons can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defiant.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defiant.md new file mode 100644 index 0000000..c54cf94 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Defiant.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _defiant_ fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1). +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DEFIANT +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 1 +A weapon with the _defiant_ fusion resists efforts to be removed from its wielder. If you are wielding it when you are knocked unconscious, panicked, or stunned, it stays in your hand. You also gain a bonus to your KAC against combat maneuvers to disarm the weapon equal to one-fifth the weapon’s level (minimum +1). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Devastating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Devastating.md new file mode 100644 index 0000000..9a7335a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Devastating.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: You can apply the _devastating_ fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the _devastating_ fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect). +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DEVASTATING +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 5 +You can apply the _devastating_ fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the _devastating_ fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dimming.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dimming.md new file mode 100644 index 0000000..ab3a222 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dimming.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The dimming weapon fusion douses any technological lights carried by the targets of its attacks. On a hit with a dimming weapon, any technological light sources that the target is carrying or wearing, such as portable lights, cease to function until the end of your next turn. This doesn’t affect any other functions of these light sources other than their light-producing capability. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DIMMING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 2 +The dimming weapon fusion douses any technological lights carried by the targets of its attacks. On a hit with a dimming weapon, any technological light sources that the target is carrying or wearing, such as portable lights, cease to function until the end of your next turn. This doesn’t affect any other functions of these light sources other than their light-producing capability. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dispelling.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dispelling.md new file mode 100644 index 0000000..23cdd00 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Dispelling.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _dispelling_ fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy (see page 242) for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted _dispel magic_, as the spell, using the weapon’s item level as the dispel check’s caster level. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DISPELLING +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 3 +A weapon with the _dispelling_ fusion gathers spare wisps of latent magic during combat, which it can then unleash in a focused effort to dispel magic. The weapon gains dispelling as a critical hit effect in combat. This ability manifests only in high-stakes situations, so you must be in combat and facing a significant enemy (see page 242) for it to gain this critical hit effect. If there’s any doubt about whether you’re in combat or able to access the critical hit effect, the GM decides. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the dispelling effect. A target affected by the dispelling critical hit effect is the subject of a targeted _dispel magic_, as the spell, using the weapon’s item level as the dispel check’s caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Disruptive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Disruptive.md new file mode 100644 index 0000000..79ffe18 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Disruptive.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _disruptive_ fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DISRUPTIVE +**Source** _Starfinder Core Rulebook pg. 193_ +**Item Level** 3 +The _disruptive_ fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Durable.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Durable.md new file mode 100644 index 0000000..eea77a1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Durable.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _durable_ fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. When determining a weapon’s hardness, Hit Points, and saving throws, treat its item level as being 5 higher. For more about calculating these values, see Breaking Objects on page 409. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# DURABLE +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 1 +The _durable_ fusion uses magical runes and reinforcements to significantly increase a weapon’s toughness. When determining a weapon’s hardness, Hit Points, and saving throws, treat its item level as being 5 higher. For more about calculating these values, see Breaking Objects on page 409. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/EMP.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/EMP.md new file mode 100644 index 0000000..0736529 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/EMP.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The EMP weapon fusion gives the weapon an electromagnetic pulse critical hit effect. When this effect triggers, the target’s worn and wielded technology, including weapons without the analog special property, armor environmental protections, powered armor, and technological and hybrid items, cease functioning for 1 round. A technological construct struck by this effect must succeed at a Reflex save or be staggered for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the EMP effect. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# EMP +**Source** _Alien Archive 3 pg. 109_ +**Item Level** 6 +The EMP weapon fusion gives the weapon an electromagnetic pulse critical hit effect. When this effect triggers, the target’s worn and wielded technology, including weapons without the analog special property, armor environmental protections, powered armor, and technological and hybrid items, cease functioning for 1 round. A technological construct struck by this effect must succeed at a Reflex save or be staggered for 1 round. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the EMP effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Echoing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Echoing.md new file mode 100644 index 0000000..f326fa7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Echoing.md @@ -0,0 +1,13 @@ +--- +aliases: +Effect: The echoing weapon fusion reflects the sound waves emitted by sonic weapons off nearby surfaces to reveal previously hidden creatures. When you hit with an echoing weapon, you gain blindsense (sound) with a range of 30 feet until the end of your next turn. This weapon fusion can be installed only in weapons in the sonic category. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ECHOING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 4 +The echoing weapon fusion reflects the sound waves emitted by sonic weapons off nearby surfaces to reveal previously hidden creatures. When you hit with an echoing weapon, you gain blindsense (sound) with a range of 30 feet until the end of your next turn. +This weapon fusion can be installed only in weapons in the sonic category. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Energetic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Energetic.md new file mode 100644 index 0000000..769adad --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Energetic.md @@ -0,0 +1,13 @@ +--- +aliases: +Effect: A projectile weapon with the _energetic_ fusion relies on energy rather than physical ammunition to generate kinetic attacks. Instead of being loaded with darts, rounds, or scattergun shells, the weapon is loaded with a battery.... +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- + +# ENERGETIC +**Source** _Starfinder Armory pg. 63_ +**Item Level** 5 +A projectile weapon with the _energetic_ fusion relies on energy rather than physical ammunition to generate kinetic attacks. Instead of being loaded with darts, rounds, or scattergun shells, the weapon is loaded with a battery. The type of battery the projectile weapon uses depends on its original capacity as follows: 1–20 use batteries, 21–40 use high-capacity batteries, 41–80 use super-capacity batteries, and 81 or more use ultracapacity batteries. The weapon’s usage does not change, but it takes charges from the installed battery, rather than expending physical ammunition. The fusion converts the energy into physical bullets which target KAC and deal damage normally for the weapon. Only weapons in the projectile category that would normally use darts, rounds, or scattergun shells can benefit from the _energetic_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ensnaring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ensnaring.md new file mode 100644 index 0000000..1de4ca2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ensnaring.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _ensnaring_ fusion binds the target on a critical hit. On a critical hit with this weapon, you can apply the entangle weapon special property. The entangle effect ends after 1 minute if the target has not already escaped it. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the entangle effect. If you successfully affect a target with both the _entangling_ and _ensnaring_ fusions on the same attack roll, only the _ensnaring_ fusion applies, and your use of the _entangling_ fusion is not consumed. Only weapons that deal bludgeoning, cold, piercing, or slashing damage can benefit from this fusion. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ENSNARING +**Source** _Starfinder Armory pg. 63_ +**Item Level** 6 +The _ensnaring_ fusion binds the target on a critical hit. On a critical hit with this weapon, you can apply the entangle weapon special property. The entangle effect ends after 1 minute if the target has not already escaped it. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the entangle effect. If you successfully affect a target with both the _entangling_ and _ensnaring_ fusions on the same attack roll, only the _ensnaring_ fusion applies, and your use of the _entangling_ fusion is not consumed. Only weapons that deal bludgeoning, cold, piercing, or slashing damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Entangling.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Entangling.md new file mode 100644 index 0000000..68e7f89 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Entangling.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _entangling_ fusion gains the entangle weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ENTANGLING +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 2 +A weapon with the _entangling_ fusion gains the entangle weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an entangle attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is affected by the entangle condition. The entangle effect ends after 1d4 rounds if the target has not already escaped it \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Flaming.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Flaming.md new file mode 100644 index 0000000..c0b3b73 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Flaming.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _flaming_ fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the _flaming_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the _flaming_ fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# FLAMING +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 5 +The _flaming_ fusion imbues a weapon with the fiery power of a star. Half the weapon’s damage type is replaced with fire damage. You can activate or deactivate the _flaming_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with fire (you decide which damage type to replace each time you activate the _flaming_ fusion). You can add this fusion only to a weapon that does not already deal fire damage. This fusion never causes a weapon that normally targets KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Frost.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Frost.md new file mode 100644 index 0000000..5f30a7e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Frost.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _frost_ fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the _frost_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the _frost_ fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# FROST +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 5 +The _frost_ fusion imbues a weapon with the icy cold of a dead world far from its system’s sun. Half the weapon’s damage type is replaced with cold damage. You can activate or deactivate the _frost_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with cold (you decide which damage type to replace each time you activate the _frost_ fusion). You can add this fusion only to a weapon that does not already deal cold damage. This fusion never causes a weapon that normally targets KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ghost Killer.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ghost Killer.md new file mode 100644 index 0000000..5ffc008 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ghost Killer.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the _ghost killer_ fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a _ghost killer_ weapon. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# GHOST KILLER +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 5 +Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the _ghost killer_ fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a _ghost killer_ weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glamered.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glamered.md new file mode 100644 index 0000000..3447a7a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glamered.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: As a standard action, a weapon with the _glamered_ fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only _true seeing_ or similar magic reveals the true nature of a _glamere_ +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# GLAMERED +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 1 +As a standard action, a weapon with the _glamered_ fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only _true seeing_ or similar magic reveals the true nature of a _glamere_ \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glowing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glowing.md new file mode 100644 index 0000000..7e46113 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Glowing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The glowing weapon fusion casts a target in a glowing sheen, allowing others to discern it even in the darkness. On a successful hit with a glowing weapon, the target can be observed until the start of your next turn as if it were in normal light conditions, regardless of light level. This glow also casts squares adjacent to the target in dim light for the same duration. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# GLOWING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 2 +The glowing weapon fusion casts a target in a glowing sheen, allowing others to discern it even in the darkness. On a successful hit with a glowing weapon, the target can be observed until the start of your next turn as if it were in normal light conditions, regardless of light level. This glow also casts squares adjacent to the target in dim light for the same duration. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Guarded.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Guarded.md new file mode 100644 index 0000000..8a9bf67 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Guarded.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _guarded_ fusion guides timing so that ranged attacks don’t leave the wielder vulnerable. When you make a ranged attack using a weapon with this fusion, your attack does not provoke an attack of opportunity. The _guarded_ fusion does not prevent attacks of opportunity provoked for any reason other than making a ranged attack. Only ranged and thrown weapons can benefit from this fusion. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# GUARDED +**Source** _Starfinder Armory pg. 63_ +**Item Level** 8 +The _guarded_ fusion guides timing so that ranged attacks don’t leave the wielder vulnerable. When you make a ranged attack using a weapon with this fusion, your attack does not provoke an attack of opportunity. The _guarded_ fusion does not prevent attacks of opportunity provoked for any reason other than making a ranged attack. Only ranged and thrown weapons can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Holy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Holy.md new file mode 100644 index 0000000..bd2ce23 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Holy.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _holy_ fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The _holy_ fusion cannot be added to weapons that have the _unholy_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# HOLY +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 2 +A weapon with the _holy_ fusion becomes blessed with divine energy from a good deity. Any attacks with the fused weapon are good-aligned. Damage from the weapon bypasses DR/good and ignores the energy resistance of evil dragons, evil outsiders, and evil undead. The _holy_ fusion cannot be added to weapons that have the _unholy_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Hybridized.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Hybridized.md new file mode 100644 index 0000000..7b9bc56 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Hybridized.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _hybridized_ fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property (see page 180), and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# HYBRIDIZED +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 1 +A weapon with the _hybridized_ fusion replaces much of its technological functions with magic counterparts. It gains the analog weapon special property (see page 180), and the core function of the weapon is considered to be a hybrid of magic and technology (rather than only the fusion counting as a hybrid item). A hybridized weapon still consumes ammunition and battery charges normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Illuminating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Illuminating.md new file mode 100644 index 0000000..35cd38a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Illuminating.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _illuminating_ fusion causes a weapon to gain the bright weapon special property (see page 181). You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action). +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ILLUMINATING +**ource** _Starfinder Core Rulebook pg. 194_ +**Item Level** 1 +The _illuminating_ fusion causes a weapon to gain the bright weapon special property (see page 181). You can deactivate this fusion as a move action, in which case the weapon acts as if it does not have the bright property until it is reactivated (which also requires a move action). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Inspiring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Inspiring.md new file mode 100644 index 0000000..e67f1da --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Inspiring.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _inspiring_ fusion imbues a weapon with hope. When you score a critical hit using a weapon with the _inspiring_ fusion, you and all allies within 60 feet gain a +2 morale bonus to saving throws against attacks, effects, and spells from the target of your attack for 1 minute. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _inspiring_ effect. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# INSPIRING +**Source** _Starfinder Armory pg. 63_ +**Item Level** 2 +The _inspiring_ fusion imbues a weapon with hope. When you score a critical hit using a weapon with the _inspiring_ fusion, you and all allies within 60 feet gain a +2 morale bonus to saving throws against attacks, effects, and spells from the target of your attack for 1 minute. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _inspiring_ effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Interposing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Interposing.md new file mode 100644 index 0000000..52582dd --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Interposing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: You can add the _interposing_ fusion only to a melee weapon. Developed and popularized by the Knights of Golarion, this fusion generally adds shining sword icons to the weapon. Whenever you hit an enemy with an _interposing_ weapon, you and all adjacent allies gain a +1 enhancement bonus to AC against that enem +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# INTERPOSING +**Source** _Pact Worlds pg. 194_ +**Item Level** 5 +You can add the _interposing_ fusion only to a melee weapon. Developed and popularized by the Knights of Golarion, this fusion generally adds shining sword icons to the weapon. Whenever you hit an enemy with an _interposing_ weapon, you and all adjacent allies gain a +1 enhancement bonus to AC against that enem \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Invigorating.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Invigorating.md new file mode 100644 index 0000000..68f289d --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Invigorating.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _invigorating_ fusion fills its wielder with vigor when defeating foes. After making a successful attack with this weapon that drops a foe (by killing it or rendering it unconscious), you feel a rush of energy that eliminates the fatigued condition and reduces exhaustion to fatigue. If you were neither exhausted nor fatigued, you instead gain a +3 morale bonus to Strength-, Dexterity- and Constitution-based ability checks and skill checks, and you gain a +10 enhancement bonus to your speed for all of your modes of movement until the end of your next turn. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# INVIGORATING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 1 +The _invigorating_ fusion fills its wielder with vigor when defeating foes. After making a successful attack with this weapon that drops a foe (by killing it or rendering it unconscious), you feel a rush of energy that eliminates the fatigued condition and reduces exhaustion to fatigue. If you were neither exhausted nor fatigued, you instead gain a +3 morale bonus to Strength-, Dexterity- and Constitution-based ability checks and skill checks, and you gain a +10 enhancement bonus to your speed for all of your modes of movement until the end of your next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Jinxing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Jinxing.md new file mode 100644 index 0000000..c496234 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Jinxing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the jinxing weapon fusion gains the jinx critical hit effect. A target affected by the jinx critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or roll all attack rolls, saving throws, and skill checks twice and use the lower result. This effect lasts until the end of the target’s next turn. If the weapon already has a critical hit effect, you can choose to apply either the weapon’s normal critical hit effect or the jinx effect when you score a critical hit. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# JINXING +**Source** _Alien Archive 4 pg. 113_ +**Item Level** 7 +A weapon with the jinxing weapon fusion gains the jinx critical hit effect. A target affected by the jinx critical hit effect must succeed at a Will save (DC as normal for a weapon of the given item level) or roll all attack rolls, saving throws, and skill checks twice and use the lower result. This effect lasts until the end of the target’s next turn. If the weapon already has a critical hit effect, you can choose to apply either the weapon’s normal critical hit effect or the jinx effect when you score a critical hit. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kaleidoscopic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kaleidoscopic.md new file mode 100644 index 0000000..f092a5a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kaleidoscopic.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The kaleidoscopic fusion augments a weapon’s attacks, causing them to appear unusually bright, colorful, and even mesmerizing. The weapon gains the kaleidoscopic charm critical hit effect. When this critical hit effect is triggered, the fusion converts the weapon’s force into a powerful enchantment. The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast charm monster on it (Will save negates). If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the aurora, bright, or fiery AR weapon special properties. +ItemLevel: 14 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# KALEIDOSCOPIC +**Source** _Alien Archive 4 pg. 49_ +**Item Level** 14 +The kaleidoscopic fusion augments a weapon’s attacks, causing them to appear unusually bright, colorful, and even mesmerizing. The weapon gains the kaleidoscopic charm critical hit effect. When this critical hit effect is triggered, the fusion converts the weapon’s force into a powerful enchantment. The target takes no damage from the attack and instead is charmed for 1d4 rounds, as though you had cast charm monster on it (Will save negates). If the target is immune to this effect or negates it with a successful saving throw, the target takes the double damage as normal. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those effects of your choice. This fusion can only be applied to weapons that deal electricity or fire damage, or that have the aurora, bright, or fiery AR weapon special properties. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kindred.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kindred.md new file mode 100644 index 0000000..ff297e2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Kindred.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A kindred weapon bears the colors, iconography, and other designs of a specific culture. When you purchase or create a kindred weapon fusion, choose up to three creature species, such as humans, ryphorians, and dragonkin. Any attacks made with the weapon veer around creatures of the chosen species, taking a –4 penalty to hit and dealing the attack’s minimum damage to such creatures. These creatures don’t block or impede the weapon’s attacks, granting no soft cover for the attacks and not preventing a weapon with the line weapon special property from attacking creatures farther away from the weapon. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# KINDRED +**Source** _Galactic Magic pg. 54_ +**Item Level** 2 +A kindred weapon bears the colors, iconography, and other designs of a specific culture. When you purchase or create a kindred weapon fusion, choose up to three creature species, such as humans, ryphorians, and dragonkin. Any attacks made with the weapon veer around creatures of the chosen species, taking a –4 penalty to hit and dealing the attack’s minimum damage to such creatures. These creatures don’t block or impede the weapon’s attacks, granting no soft cover for the attacks and not preventing a weapon with the line weapon special property from attacking creatures farther away from the weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Knockdown.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Knockdown.md new file mode 100644 index 0000000..f755509 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Knockdown.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: With the _knockdown_ fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# KNOCKDOWN +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 6 +With the _knockdown_ fusion, a weapon disrupts a target’s center of gravity. The weapon gains the knockdown critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the knockdown effect. Only weapons that deal bludgeoning damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Launching.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Launching.md new file mode 100644 index 0000000..800160c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Launching.md @@ -0,0 +1,13 @@ +--- +aliases: +Effect: The launching weapon fusion allows you to either strike or fire a magically empowered shot into the ground to propel yourself into the air. This functions as the jump jets armor upgrade, except that it requires a standard action and consumes ammunition according to the weapon’s normal usage. This weapon fusion can be installed only in powered melee weapons and in ranged weapons that use ammunition. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# LAUNCHING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 3 +The launching weapon fusion allows you to either strike or fire a magically empowered shot into the ground to propel yourself into the air. This functions as the jump jets armor upgrade, except that it requires a standard action and consumes ammunition according to the weapon’s normal usage. +This weapon fusion can be installed only in powered melee weapons and in ranged weapons that use ammunition. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Leeching.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Leeching.md new file mode 100644 index 0000000..ad0a914 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Leeching.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _leeching_ weapon fusion gives a weapon the leech critical hit effect. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to the weapon’s item level, you recover a number of Hit Points equal to the weapon’s item level, in addition to any other critical hit effect. This healing restores Hit Point damage first, followed by Stamina Points. Any healing in excess of your Hit Point damage and Stamina Point damage is lost. Once you have benefited from this healing, you cannot benefit from the _leeching_ fusion again until you take a 10-minute rest and expend 1 Resolve Point to regain Stamina Points. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# LEECHING +**Source** _Alien Archive 2 pg. 55_ +**Item Level** 8 +The _leeching_ weapon fusion gives a weapon the leech critical hit effect. When you score a critical hit with the weapon, if at least one target of the attack takes damage equal to the weapon’s item level, you recover a number of Hit Points equal to the weapon’s item level, in addition to any other critical hit effect. This healing restores Hit Point damage first, followed by Stamina Points. Any healing in excess of your Hit Point damage and Stamina Point damage is lost. Once you have benefited from this healing, you cannot benefit from the _leeching_ fusion again until you take a 10-minute rest and expend 1 Resolve Point to regain Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Lightveiled.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Lightveiled.md new file mode 100644 index 0000000..89db521 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Lightveiled.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _lightveiled_ fusion renders a weapon invisible in bright light. While the weapon is carried openly in an area of bright light, it is invisible, though attacking with the weapon renders it visible for 1 minute. +ItemLevel: 10 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# LIGHTVEILED +**Source** _Alien Archive 3 pg. 71_ +**Item Level** 10 +The _lightveiled_ fusion renders a weapon invisible in bright light. While the weapon is carried openly in an area of bright light, it is invisible, though attacking with the weapon renders it visible for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Limning.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Limning.md new file mode 100644 index 0000000..8445b39 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Limning.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Successful attacks with a weapon with the _limning_ fusion surround the target with a glowing aura. For 1 round after you successfully attack a single creature with your weapon, it is surrounded by a pale glow that reveals its location. While so illuminated, the creature takes a –20 penalty to Stealth checks and does not benefit from concealment provided by darkness, _invisibility_, smoke, and similar effects. However, _displacement_ and other effects that shift location entirely are not negated. The light is too dim to harm creatures vulnerable to light and does not serve to illuminate anything but the creature affected by limning. _Limning_ weapons create glows in a variety of hues, and some even bestow a variety of colors. The _limning_ fusion has no effect on attacks that affect multiple foes. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# LIMNING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 5 +Successful attacks with a weapon with the _limning_ fusion surround the target with a glowing aura. For 1 round after you successfully attack a single creature with your weapon, it is surrounded by a pale glow that reveals its location. While so illuminated, the creature takes a –20 penalty to Stealth checks and does not benefit from concealment provided by darkness, _invisibility_, smoke, and similar effects. However, _displacement_ and other effects that shift location entirely are not negated. The light is too dim to harm creatures vulnerable to light and does not serve to illuminate anything but the creature affected by limning. _Limning_ weapons create glows in a variety of hues, and some even bestow a variety of colors. The _limning_ fusion has no effect on attacks that affect multiple foes. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Malediction.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Malediction.md new file mode 100644 index 0000000..b1ba831 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Malediction.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Once per day when you successfully attack a foe with a weapon with the _malediction_ fusion, as a reaction you can cast _bestow curse_ on the target as a spell-like ability (using the weapon’s item level as the caster level). This does not provoke an attack of opportunity. If the weapon with this fusion has an item level of 14 or higher you may use this ability twice per day, and if it has an item level of 19 or higher you may use this ability three times per day. A weapon cannot have the _malediction_ fusion if it also has either the _holy_ or _merciful_ weapon fusions. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MALEDICTION +**Source** _Starfinder Armory pg. 64_ +**Item Level** 9 +Once per day when you successfully attack a foe with a weapon with the _malediction_ fusion, as a reaction you can cast _bestow curse_ on the target as a spell-like ability (using the weapon’s item level as the caster level). This does not provoke an attack of opportunity. If the weapon with this fusion has an item level of 14 or higher you may use this ability twice per day, and if it has an item level of 19 or higher you may use this ability three times per day. A weapon cannot have the _malediction_ fusion if it also has either the _holy_ or _merciful_ weapon fusions. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Manufacturing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Manufacturing.md new file mode 100644 index 0000000..d554d58 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Manufacturing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Followers of the Prophecies of Kalistrade use _manufacturing_ weapon fusions to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. This fusion often makes the weapon pearly white with gold accents. You can add up to 400 credits of UPBs to a _manufacturing_ weapon as a swift action. When you do, the fusion’s magic instantly manufactures ammunition inside the weapon worth an equal amount (which might mean recharging a battery) up to the maximum the weapon can carry. This ammunition is nonmagical and can be removed normally. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MANUFACTURING +**Source** _Pact Worlds pg. 195_ +**Item Level** 4 +Followers of the Prophecies of Kalistrade use _manufacturing_ weapon fusions to ensure they are never without ammunition (or gouged by isolated traders for ammunition), even on long trade missions. This fusion often makes the weapon pearly white with gold accents. You can add up to 400 credits of UPBs to a _manufacturing_ weapon as a swift action. When you do, the fusion’s magic instantly manufactures ammunition inside the weapon worth an equal amount (which might mean recharging a battery) up to the maximum the weapon can carry. This ammunition is nonmagical and can be removed normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Meltdown.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Meltdown.md new file mode 100644 index 0000000..b687644 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Meltdown.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A meltdown weapon can trigger brief but painful nuclear fission reactions within its target’s bodies. When critically hit with the weapon, it causes a fraction of the target’s atoms to split apart and fly from their body (Fortitude negates). If the target fails its save, it becomes nauseated for 1d4 rounds and can attempt another saving throw at the end of each of its turns to end the effect. Whenever the creature fails this Fortitude save, its body emits radiation in an instantaneous 15-foot-radius burst. Other creatures in that area must succeed at a Fortitude save or become sickened for 1 round; creatures more than 5 feet from the target gain a +2 circumstance bonus to the saving throw. This effect has the pain and poison descriptors. +ItemLevel: 13 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MELTDOWN +**Source** _Galactic Magic pg. 54_ +**Item Level** 13 +A meltdown weapon can trigger brief but painful nuclear fission reactions within its target’s bodies. When critically hit with the weapon, it causes a fraction of the target’s atoms to split apart and fly from their body (Fortitude negates). If the target fails its save, it becomes nauseated for 1d4 rounds and can attempt another saving throw at the end of each of its turns to end the effect. Whenever the creature fails this Fortitude save, its body emits radiation in an instantaneous 15-foot-radius burst. Other creatures in that area must succeed at a Fortitude save or become sickened for 1 round; creatures more than 5 feet from the target gain a +2 circumstance bonus to the saving throw. This effect has the pain and poison descriptors. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Menacing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Menacing.md new file mode 100644 index 0000000..af12e84 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Menacing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _menacing_ fusion aggressively pushes against your foe’s guard, making way for other attackers. When you hit an enemy with a melee attack using a _menacing_ weapon, that enemy is considered flanked for all other melee attackers until the start of your next turn. This weapon fusion does not provide any benefit to your own attacks. Only melee weapons can benefit from the _menacing_ fusion. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MENACING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 6 +A weapon with the _menacing_ fusion aggressively pushes against your foe’s guard, making way for other attackers. When you hit an enemy with a melee attack using a _menacing_ weapon, that enemy is considered flanked for all other melee attackers until the start of your next turn. This weapon fusion does not provide any benefit to your own attacks. Only melee weapons can benefit from the _menacing_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Merciful.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Merciful.md new file mode 100644 index 0000000..3f1abcf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Merciful.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _merciful_ fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the _merciful_ fusion as a swift action. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MERCIFUL +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 2 +A weapon with the _merciful_ fusion often hums pleasantly when at rest and makes soft, airy musical noises when it is used to make an attack. The magic of this fusion subdues the damaging effect of the weapon it is added to. While this fusion is active, the weapon’s regular damage becomes nonlethal damage. If the weapon deals two types of damage, both of the damage types become nonlethal. You can activate or deactivate the _merciful_ fusion as a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind Rending.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind Rending.md new file mode 100644 index 0000000..b090a1a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind Rending.md @@ -0,0 +1,21 @@ +--- +aliases: +Effect: Scoring a critical hit with a weapon with the _mind rending_ fusion damages the psyche of the creature struck. The target can negate this effect with a successful Will save; otherwise, roll on the Psychic Trauma table to determine how the target creature is affected. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or a psychic trauma. Psychic trauma is a mind-affecting effect. While each psychic trauma exploits a potential neurosis, the trauma does not cause actual insanity. The effects of psychic trauma can be removed with the remove affliction spell (DC = 15 + half the item level of the mind rending weapon). +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MIND READING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 7 +Scoring a critical hit with a weapon with the _mind rending_ fusion damages the psyche of the creature struck. The target can negate this effect with a successful Will save; otherwise, roll on the Psychic Trauma table to determine how the target creature is affected. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or a psychic trauma. Psychic trauma is a mind-affecting effect. While each psychic trauma exploits a potential neurosis, the trauma does not cause actual insanity. The effects of psychic trauma can be removed with the remove affliction spell (DC = 15 + half the item level of the mind rending weapon). + +| 1-5 | Anxiety | Shaken 1d4 rounds | +|-------|------------|------------------------------------------------------------------------------------| +| 6-9 | Indecision | Staggered 1d4 rounds | +| 10-12 | Dementia | Confused 1 round | +| 13-14 | Amnesia | -5 penalty to all skill checks to recall knowledge for 24 hours | +| 15-16 | Paranoia | Not treated as an ally and can't treat any other character as an ally for 24 hours | +| 17-18 | Despair | -2 penalty to attack rolls and saving throws for 24 hours | +| 19-20 | Phobia | Panicked 1 round | \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind-Reading.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind-Reading.md new file mode 100644 index 0000000..9fc5286 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mind-Reading.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Developed by telepathic creatures such as the psychic gas oozes inhabiting Preluria, the _mind-reading_ fusion reverberates with psychic feedback. When you score a critical hit using a weapon with the _mind-reading_ fusion, you automatically read the surface thoughts of the creature struck. This is a mind-affecting ability. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the mind-reading effect. +ItemLevel: 13 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# MIND-READING +**Source** _Near Space pg. 150_ +**Item Level** 13 +Developed by telepathic creatures such as the psychic gas oozes inhabiting Preluria, the _mind-reading_ fusion reverberates with psychic feedback. When you score a critical hit using a weapon with the _mind-reading_ fusion, you automatically read the surface thoughts of the creature struck. This is a mind-affecting ability. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the mind-reading effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mining.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mining.md new file mode 100644 index 0000000..9560ff2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Mining.md @@ -0,0 +1,12 @@ +--- +NoteType: Weapon +Type: Weapon Fusions +ItemLevel: 1 +Effect: The mining weapon fusion allows a weapon to become a tool for digging through rock and dirt, carving through such materials easily. A mining weapon ignores an amount of hardness equal to the weapon’s level for all walls made of unworked stone or softer materials. This has no effect on materials harder than unworked stone, such as steel. +This weapon fusion can be installed only in two-handed melee weapons. +--- +# MINING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 1 +The mining weapon fusion allows a weapon to become a tool for digging through rock and dirt, carving through such materials easily. A mining weapon ignores an amount of hardness equal to the weapon’s level for all walls made of unworked stone or softer materials. This has no effect on materials harder than unworked stone, such as steel. +This weapon fusion can be installed only in two-handed melee weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nanite.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nanite.md new file mode 100644 index 0000000..f3803cf --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nanite.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _nanite_ fusion gives a weapon the nanite burst critical effect. When this critical effect is triggered, a cloud of nanites detaches from the blade and begins devouring the target, swarming over it and dismantling it at the molecular level. In this situation, the weapon deals double damage as normal, but all of the damage is treated as acid damage, and the target must succeed at a Fortitude saving throw (see page 181 of the _Starfinder Core Rulebook_ for how to calculate the DC) or be nauseated for 1 round. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those critical hit effects of your choice. Only melee weapons can have this fusion. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# NANITE +**Source** _Alien Archive pg. 67_ +**Item Level** 6 +The _nanite_ fusion gives a weapon the nanite burst critical effect. When this critical effect is triggered, a cloud of nanites detaches from the blade and begins devouring the target, swarming over it and dismantling it at the molecular level. In this situation, the weapon deals double damage as normal, but all of the damage is treated as acid damage, and the target must succeed at a Fortitude saving throw (see page 181 of the _Starfinder Core Rulebook_ for how to calculate the DC) or be nauseated for 1 round. When you score a critical hit with a weapon that has multiple critical hit effects, you can apply only one of those critical hit effects of your choice. Only melee weapons can have this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nullifying.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nullifying.md new file mode 100644 index 0000000..a8d4bb2 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Nullifying.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Damage from a weapon with the _nullifying_ fusion temporarily reduces spell resistance. When you damage a creature with spell resistance using a weapon with this fusion, its spell resistance is reduced by 2 until the end of your next turn. Multiple hits from weapons with this fusion stack. +ItemLevel: 10 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# NULLIFYING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 10 +Damage from a weapon with the _nullifying_ fusion temporarily reduces spell resistance. When you damage a creature with spell resistance using a weapon with this fusion, its spell resistance is reduced by 2 until the end of your next turn. Multiple hits from weapons with this fusion stack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Numbing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Numbing.md new file mode 100644 index 0000000..e805d6a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Numbing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Incorporating polar ice from particularly cold planets such as Vesk-7, this fusion causes the attached weapon to deliver a creeping numbness. Once per day, when a _numbing_ weapon deals cold damage to an enemy, you can activate the fusion as a reaction to make a disarm attempt against that target with the same attack bonus as the weapon attack. The target must also succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or feel a lack of sensation in its limbs, taking a –4 penalty to attack rolls, melee damage rolls, and Reflex savin +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# NUMBING +**Source** _Near Space pg. 150_ +**Item Level** 5 +Incorporating polar ice from particularly cold planets such as Vesk-7, this fusion causes the attached weapon to deliver a creeping numbness. Once per day, when a _numbing_ weapon deals cold damage to an enemy, you can activate the fusion as a reaction to make a disarm attempt against that target with the same attack bonus as the weapon attack. The target must also succeed at a Fortitude saving throw (DC = 10 + half the weapon’s item level + the ability score modifier you apply to attack rolls with the weapon) or feel a lack of sensation in its limbs, taking a –4 penalty to attack rolls, melee damage rolls, and Reflex savin \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Obscuring.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Obscuring.md new file mode 100644 index 0000000..1157ae4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Obscuring.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _obscuring_ fusion emits mist, smoke, or a similar obscuring vapor when wielded. After attacking with the weapon, as a move action you can cause the weapon to emit enough vapor to conceal you until the start of your next turn. This effect ends immediately if you move for any reason from where you made your attack. This concealment does not interfere with your attacks or benefit others, even if they move into the space you attacked from, and you can’t use it to hide. Conditions such as strong wind or vacuum that quickly disperse vapors negate this concealment. Only projectile weapons or those that deal cold or fire damage can benefit from this fusion. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# OBSCURING +**Source** _Starfinder Armory pg. 64_ +**Item Level** 5 +A weapon with the _obscuring_ fusion emits mist, smoke, or a similar obscuring vapor when wielded. After attacking with the weapon, as a move action you can cause the weapon to emit enough vapor to conceal you until the start of your next turn. This effect ends immediately if you move for any reason from where you made your attack. This concealment does not interfere with your attacks or benefit others, even if they move into the space you attacked from, and you can’t use it to hide. Conditions such as strong wind or vacuum that quickly disperse vapors negate this concealment. Only projectile weapons or those that deal cold or fire damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ominous.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ominous.md new file mode 100644 index 0000000..2160444 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ominous.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _ominous_ fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# OMINOUS +**Source** _Starfinder Core Rulebook pg. 194_ +**Item Level** 1 +A weapon with the _ominous_ fusion trails a shadowy haze behind it and moans a menacing dirge in battle. The weapon gains intimidation as a critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the intimidation effect. A target affected by the intimidation critical hit effect is shaken for 1d4 rounds (Fortitude save negates). A creature that gains the shaken condition from a weapon with the ominous fusion can’t gain that condition again from the same weapon for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Opportunistic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Opportunistic.md new file mode 100644 index 0000000..35702dc --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Opportunistic.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _opportunistic_ fusion guides your accuracy when making attacks of opportunity and leaves your foes vulnerable to your attack. You gain a +2 bonus to attacks of opportunity made with this weapon. If your attack of opportunity hits, you gain a +2 bonus to the damage roll for that attack of opportunity. This damage increases by 1 if the weapon is item level 5, and by an additional 1 for every 5 item levels thereafter. Only melee weapons can benefit from this fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# OPPORTUNISTIC +**Source** _Starfinder Armory pg. 64_ +**Item Level** 2 +The _opportunistic_ fusion guides your accuracy when making attacks of opportunity and leaves your foes vulnerable to your attack. You gain a +2 bonus to attacks of opportunity made with this weapon. If your attack of opportunity hits, you gain a +2 bonus to the damage roll for that attack of opportunity. This damage increases by 1 if the weapon is item level 5, and by an additional 1 for every 5 item levels thereafter. Only melee weapons can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Potent.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Potent.md new file mode 100644 index 0000000..d8d807e --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Potent.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _potent_ fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# POTENT +**Source** _Starfinder Armory pg. 64_ +**Item Level** 3 +The _potent_ fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Punishing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Punishing.md new file mode 100644 index 0000000..062ac87 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Punishing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Subsequent wounds from a weapon with the _punishing_ fusion have greater effect. When you damage a creature with the weapon, you receive a +1 bonus to damage against that target with this weapon until the end of your turn. If you successfully damage the same creature with this weapon multiple times in the same round, the bonus increases by 1 on each additional attack. If you damage a creature with this weapon when it isn’t your turn, such as with an attack of opportunity, the bonus lasts until the end of your next turn after the attack. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# PUNISHING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 5 +Subsequent wounds from a weapon with the _punishing_ fusion have greater effect. When you damage a creature with the weapon, you receive a +1 bonus to damage against that target with this weapon until the end of your turn. If you successfully damage the same creature with this weapon multiple times in the same round, the bonus increases by 1 on each additional attack. If you damage a creature with this weapon when it isn’t your turn, such as with an attack of opportunity, the bonus lasts until the end of your next turn after the attack. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Quantum.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Quantum.md new file mode 100644 index 0000000..db6bae7 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Quantum.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Three times per day as a standard action, you can use a quantum weapon to make two ranged attacks, each against a different target. After learning the result of each attack, you must pick one attack to ignore (it doesn’t hit or expend ammunition and has no effects) and apply the effects of the other attack (such as damage and critical hit effects) as normal. This fusion can be applied only to ranged weapons. +ItemLevel: 10 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# QUANTUM +**Source** _Alien Archive 4 pg. 107_ +**Item Level** 10 +Three times per day as a standard action, you can use a quantum weapon to make two ranged attacks, each against a different target. After learning the result of each attack, you must pick one attack to ignore (it doesn’t hit or expend ammunition and has no effects) and apply the effects of the other attack (such as damage and critical hit effects) as normal. This fusion can be applied only to ranged weapons. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Radioactive.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Radioactive.md new file mode 100644 index 0000000..a82efec --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Radioactive.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Once per day before making an attack with a weapon with the radioactive fusion, you can imbue the attack with toxic radioactivity. One of the targets that takes damage from the attack is exposed to low radiation that bypasses any immunity to radiation provided by armor’s environmental protections (though the armor’s saving throw bonus still applies). The initial saving throw DC against this radiation equals 10 + half the weapon’s level + your ability modifier used for making the attack (such as Dexterity for a ranged weapon); subsequent saving throws against the radiation have a DC of 13. If the weapon with the radioactive fusion is 12th level or higher, the fusion instead exposes the target to moderate radiation. Only weapons that deal fire damage and use batteries can benefit from this fusion. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# RADIOACTIVE +**Source** _Alien Archive 4 pg. 95_ +**Item Level** 4 +Once per day before making an attack with a weapon with the radioactive fusion, you can imbue the attack with toxic radioactivity. One of the targets that takes damage from the attack is exposed to low radiation that bypasses any immunity to radiation provided by armor’s environmental protections (though the armor’s saving throw bonus still applies). The initial saving throw DC against this radiation equals 10 + half the weapon’s level + your ability modifier used for making the attack (such as Dexterity for a ranged weapon); subsequent saving throws against the radiation have a DC of 13. If the weapon with the radioactive fusion is 12th level or higher, the fusion instead exposes the target to moderate radiation. Only weapons that deal fire damage and use batteries can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ratjaw.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ratjaw.md new file mode 100644 index 0000000..7fa497b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ratjaw.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Famously linked to criminals who worship Lao Shu Po, the _ratjaw_ fusion aids in disarming and robbing foes. On a critical hit, the weapon knocks an item of your choice out of the target’s possession, as long as it something that could be removed with a successful disarm combat maneuver. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this disarming ability. If the _ratjaw_ weapon is a ranged weapon, the disarmed item lands in any square of your choice adjacent to the target. If the _ratjaw_ weapon is a melee weapon, it draws the item to you, and you can grab the item with a free hand. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# RATJAW +**Source** _Pact Worlds pg. 195_ +**Item Level** 9 +Famously linked to criminals who worship Lao Shu Po, the _ratjaw_ fusion aids in disarming and robbing foes. On a critical hit, the weapon knocks an item of your choice out of the target’s possession, as long as it something that could be removed with a successful disarm combat maneuver. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this disarming ability. If the _ratjaw_ weapon is a ranged weapon, the disarmed item lands in any square of your choice adjacent to the target. If the _ratjaw_ weapon is a melee weapon, it draws the item to you, and you can grab the item with a free hand. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Rebounding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Rebounding.md new file mode 100644 index 0000000..f4c5fa4 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Rebounding.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _rebounding_ fusion lets you bounce your attacks off a wall to reach your target. When making a ranged attack, you can ricochet your attack off a single solid barrier into your target. You take a –4 penalty to your attack roll. You must have line of sight to your target, and your target still benefits from any applicable concealment. Calculate cover based on the point you ricochet from. The fusion prevents any damage to the barrier and allows you to carom shots at apparently impossible angles. You can’t ricochet off a barrier your weapon would automatically pass through, such as rebounding a laser off a transparent surface, but you can ricochet off a barrier that your weapon would normally destroy. A thrown weapon with both the _rebounding_ and _returning_ fusions returns as normal, rebounding off the barrier again on its way back to you. Only thrown and ranged weapons can benefit from this fusion. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# REBOUNDING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 8 +The _rebounding_ fusion lets you bounce your attacks off a wall to reach your target. When making a ranged attack, you can ricochet your attack off a single solid barrier into your target. You take a –4 penalty to your attack roll. You must have line of sight to your target, and your target still benefits from any applicable concealment. Calculate cover based on the point you ricochet from. The fusion prevents any damage to the barrier and allows you to carom shots at apparently impossible angles. You can’t ricochet off a barrier your weapon would automatically pass through, such as rebounding a laser off a transparent surface, but you can ricochet off a barrier that your weapon would normally destroy. A thrown weapon with both the _rebounding_ and _returning_ fusions returns as normal, rebounding off the barrier again on its way back to you. Only thrown and ranged weapons can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Returning.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Returning.md new file mode 100644 index 0000000..144ce47 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Returning.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: You can add this fusion only to a weapon that has the thrown weapon special property. A _returning_ weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# RETURNING +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 1 +You can add this fusion only to a weapon that has the thrown weapon special property. A _returning_ weapon flies through the air back to you after you make a thrown ranged attack with it. It returns to you just before your next turn (and is therefore ready to use again in that turn). Catching the weapon when it comes back takes no action. If you can’t catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which you threw it. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Secured.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Secured.md new file mode 100644 index 0000000..d20febb --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Secured.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _secured_ fusion ties the weapon to a single owner. When you use your weapon, it functions normally, but when wielded by any other, it remains inert and useless. Any analog, nonmagical properties of the weapon that do not require ammunition or charges still function, so a club would still be a club, but a pistol becomes merely an improvised weapon. Only the person who places a _secured_ fusion seal on a weapon can remove it from that weapon. Once removed, the fusion seal can be affixed to a new weapon by a new owner. Even if not the owner, a character trained in Mysticism can remove an installed _secured_ fusion or fusion seal using a process similar to transferring a fusion. For a fusion, this costs half as much as purchasing the fusion for the weapon on which it is currently installed; for a seal, this is half the cost of the seal itself. The process takes 8 hours. Afterward, a fusion can be installed on a new weapon and assigned a new owner for the installation cost, and a fusion seal can be used normally. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SECURED +**Source** [_Starfinder Armory pg. 65_](https://paizo.com/products/btpya1rr) +**Item Level** 1 +The _secured_ fusion ties the weapon to a single owner. When you use your weapon, it functions normally, but when wielded by any other, it remains inert and useless. Any analog, nonmagical properties of the weapon that do not require ammunition or charges still function, so a club would still be a club, but a pistol becomes merely an improvised weapon. Only the person who places a _secured_ fusion seal on a weapon can remove it from that weapon. Once removed, the fusion seal can be affixed to a new weapon by a new owner. Even if not the owner, a character trained in Mysticism can remove an installed _secured_ fusion or fusion seal using a process similar to transferring a fusion. For a fusion, this costs half as much as purchasing the fusion for the weapon on which it is currently installed; for a seal, this is half the cost of the seal itself. The process takes 8 hours. Afterward, a fusion can be installed on a new weapon and assigned a new owner for the installation cost, and a fusion seal can be used normally. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Seeking.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Seeking.md new file mode 100644 index 0000000..2900b61 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Seeking.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _seeking_ fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment). +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SEEKING +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 3 +The _seeking_ fusion causes an attack from a weapon to veer toward its target. This negates any miss chance caused by the target having concealment, though it has no effect on miss chances from other sources (and does not offset the miss chance from a target having total concealment). \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Selective.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Selective.md new file mode 100644 index 0000000..04f6cd8 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Selective.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: With the _selective_ weapon fusion, you can exclude a single target from a weapon’s area of effect. When using a _selective_ weapon to make an automatic, blast, explode, line, or other form of area attack that affects multiple targets, you can choose a single target to leave out of the area of effect. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SELECTIVE +**Source** _Starfinder Armory pg. 65_ +**Item Level** 5 +With the _selective_ weapon fusion, you can exclude a single target from a weapon’s area of effect. When using a _selective_ weapon to make an automatic, blast, explode, line, or other form of area attack that affects multiple targets, you can choose a single target to leave out of the area of effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sentinel.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sentinel.md new file mode 100644 index 0000000..254f692 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sentinel.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Like most weapon fusions designed for use on AbadarCorp weapons, the _sentinel_ fusion makes a weapon richly ornamented, sometimes even gold-plated, and often adds icons of vault doors. Favored by colonists and corporate guards, once per day a _sentinel_ weapon allows you to declare an area of up to 1,000 cubic feet as being under guard for up to 8 continuous hours. While wielding the _sentinel_ weapon within an area under guard in this manner, you gain a +2 bonus to initiative checks and Perception checks. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SENTINEL +**Source** _Pact Worlds pg. 195_ +**Item Level** 3 +Like most weapon fusions designed for use on AbadarCorp weapons, the _sentinel_ fusion makes a weapon richly ornamented, sometimes even gold-plated, and often adds icons of vault doors. Favored by colonists and corporate guards, once per day a _sentinel_ weapon allows you to declare an area of up to 1,000 cubic feet as being under guard for up to 8 continuous hours. While wielding the _sentinel_ weapon within an area under guard in this manner, you gain a +2 bonus to initiative checks and Perception checks. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sheering.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sheering.md new file mode 100644 index 0000000..75b8e11 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sheering.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A sheering weapon has impossibly sharp edges, sports jagged serrations, or sharpens its projectiles upon firing for maximum lethality. When you successfully attack a foe with the weapon and the die’s result is 18 or 19, you can spend 1 Resolve Point to apply one of the following critical hit effects the weapon has to the target, though you don’t double the damage_ bleed, severe wound, or wound. Only weapons that deal piercing or slashing damage can benefit from this fusion. +ItemLevel: 12 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SHEERING +**Source** _Galactic Magic pg. 54_ +**Item Level** 12 +A sheering weapon has impossibly sharp edges, sports jagged serrations, or sharpens its projectiles upon firing for maximum lethality. When you successfully attack a foe with the weapon and the die’s result is 18 or 19, you can spend 1 Resolve Point to apply one of the following critical hit effects the weapon has to the target, though you don’t double the damage: bleed, severe wound, or wound. Only weapons that deal piercing or slashing damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Shock.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Shock.md new file mode 100644 index 0000000..b975c48 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Shock.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _shock_ fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the _shock_ fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SHOCK +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 5 +The _shock_ fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage. You can activate or deactivate the shock fusion as a swift action. If the weapon already deals two types of damage, replace one of them with electricity (you decide which damage type to replace each time you activate the _shock_ fusion). You can add this fusion only to a weapon that does not already deal electricity damage. This fusion never causes a weapon that normally target KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Soulfire.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Soulfire.md new file mode 100644 index 0000000..1c75f27 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Soulfire.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _soulfire_ fusion (and _soulfire_ fusion seals) can only be applied to solarian weapon crystals. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the _soulfire_ fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SOULFIRE +**Source** _Starfinder Armory pg. 65_ +**Item Level** 1 +The _soulfire_ fusion (and _soulfire_ fusion seals) can only be applied to solarian weapon crystals. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the _soulfire_ fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Spellthrower.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Spellthrower.md new file mode 100644 index 0000000..f1f7179 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Spellthrower.md @@ -0,0 +1,16 @@ +--- +aliases: +Effect: A weapon with the _spellthrower_ fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon. If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class’s spell list. Unlike the normal rules for using a spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the spell gem’s level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a spell gem, the spell is expended harmlessly and the spell gem is destroyed. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SPELLTHROWER +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 2 +A weapon with the _spellthrower_ fusion is able to have a single spell gem loaded into it at a time. It takes 1 minute to load a spell gem, and only gems containing a spell with a casting time of one standard action or less and a spell level no greater than one-quarter the weapon’s item level can be loaded into the weapon. + +If you are proficient with and wielding the weapon, as a full action you can cast the spell contained within the spell gem rather than make a normal attack. This allows you to use the spell gem as if you were a spellcaster with the spell on your class’s spell list. + +Unlike the normal rules for using a spell gem, it does not matter if the gem’s item level is higher than your caster level (even if your caster level is 0). However, if the spell gem’s item level is higher than your base attack bonus, once you’ve spent the full action to cast the spell, you must succeed at an attack roll with the weapon against an AC equal to the spell gem’s level + 1 or you fail to cast the spell. This roll represents your expertise with the weapon, and no actual attack or ammunition is used. If you fail to cast a spell from a spell gem, the spell is expended harmlessly and the spell gem is destroyed. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Stabilizing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Stabilizing.md new file mode 100644 index 0000000..8928fb0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Stabilizing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _stabilizing fusion helps you keep your orientation in zero gravity. While wielding such a weapon, you can steady yourself even if you don’t have a surface to grab onto or a means of propulsion. If you do have such means, you can steady yourself as either a move action or a swift action. You gain a +4 bonus to checks to avoid gaining the off-kilter condition. Only melee weapons, small arms, and long arms can benefit from the _stabilizing_ fusion. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# STABILIZING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 1 +The _stabilizing fusion helps you keep your orientation in zero gravity. While wielding such a weapon, you can steady yourself even if you don’t have a surface to grab onto or a means of propulsion. If you do have such means, you can steady yourself as either a move action or a swift action. You gain a +4 bonus to checks to avoid gaining the off-kilter condition. Only melee weapons, small arms, and long arms can benefit from the _stabilizing_ fusion. diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Steady.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Steady.md new file mode 100644 index 0000000..c944318 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Steady.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A steady fusion often appears heavily reinforced or bears rocky motifs. It allows you to use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. This fusion can be applied only to a ranged weapon without the thrown property. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# STEADY +**Source** _Galactic Magic pg. 54_ +**Item Level** 7 +A steady fusion often appears heavily reinforced or bears rocky motifs. It allows you to use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. This fusion can be applied only to a ranged weapon without the thrown property. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sundering.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sundering.md new file mode 100644 index 0000000..62b2bea --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Sundering.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon fitted with a sundering fusion triggers destructive shockwaves in objects it hits, granting glancing blows the forcefulness of direct hits. The weapon gains the sunder weapon special property (Armory 30). Only weapons that deal bludgeoning damage can benefit from this fusion. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SUNDERING +**Source** _Galactic Magic pg. 54_ +**Item Level** 3 +A weapon fitted with a sundering fusion triggers destructive shockwaves in objects it hits, granting glancing blows the forcefulness of direct hits. The weapon gains the sunder weapon special property (Armory 30). Only weapons that deal bludgeoning damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Supercharging.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Supercharging.md new file mode 100644 index 0000000..2fae992 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Supercharging.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A supercharging weapon sometimes crackles with barely contained sparks or glows ominously while operated. Once per day when you use a supercharging weapon’s boost weapon special property, you can activate the fusion to further empower the effect; for each of the boost property’s additional damage dice with a result less than that die’s average result, you treat the die’s result as though it had instead rolled the average result, rounded up (such as treating each 1, 2, or 3 for a d6 as though it were a 4). If the weapon doesn’t have the boost property, the fusion instead gives the weapon the boost property it can use once per day, dealing 1d6 additional damage for every 5 item levels the weapon has. This fusion can be applied only to weapons that use charges. +ItemLevel: 5 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SUPERCHARGING +**Source** _Galactic Magic pg. 54_ +**Item Level** 5 +A supercharging weapon sometimes crackles with barely contained sparks or glows ominously while operated. Once per day when you use a supercharging weapon’s boost weapon special property, you can activate the fusion to further empower the effect; for each of the boost property’s additional damage dice with a result less than that die’s average result, you treat the die’s result as though it had instead rolled the average result, rounded up (such as treating each 1, 2, or 3 for a d6 as though it were a 4). If the weapon doesn’t have the boost property, the fusion instead gives the weapon the boost property it can use once per day, dealing 1d6 additional damage for every 5 item levels the weapon has. This fusion can be applied only to weapons that use charges. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Synesthetic.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Synesthetic.md new file mode 100644 index 0000000..ff7f828 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Synesthetic.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _synesthetic_ fusion carries a trace of the Dreamers’ psychic energies. When you score a critical hit using a weapon with this fusion, the target must succeed at a Will save or the distinctions between its senses begin to blur in a particularly disorienting fashion. For 1d3 rounds, the affected creature’s speeds are halved and it takes a –4 penalty to attack rolls, AC, Reflex saves, and skill checks. A creature affected by a synesthetic weapon is immune to this effect from the same weapon for 24 hours. This is a mind-affecting effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _synesthetic_ effect. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# SYNESTHETIC +**Source** _Alien Archive 2 pg. 45_ +**Item Level** 8 +A weapon with the _synesthetic_ fusion carries a trace of the Dreamers’ psychic energies. When you score a critical hit using a weapon with this fusion, the target must succeed at a Will save or the distinctions between its senses begin to blur in a particularly disorienting fashion. For 1d3 rounds, the affected creature’s speeds are halved and it takes a –4 penalty to attack rolls, AC, Reflex saves, and skill checks. A creature affected by a synesthetic weapon is immune to this effect from the same weapon for 24 hours. This is a mind-affecting effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the _synesthetic_ effect. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tactical.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tactical.md new file mode 100644 index 0000000..9627d32 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tactical.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: You can add the _tactical_ fusion only to a ranged weapon. _Tactical_ weapons are traditionally associated with the mercenaries of the Skyfire Legion and the close bonds they often form with one another. Such weapons typically take on decorations of crossed blades, bundles of arrows, or similar sets of weaponry. When you use a _tactical_ weapon to provide covering fire or harrying fire, the bonus granted increases by 1. This ability of this fusion doesn’t stack with other abilities that increase the bonuses provided by covering fire or harrying fire. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TACTICAL +**Source** _Pact Worlds pg. 195_ +**Item Level** 4 +You can add the _tactical_ fusion only to a ranged weapon. _Tactical_ weapons are traditionally associated with the mercenaries of the Skyfire Legion and the close bonds they often form with one another. Such weapons typically take on decorations of crossed blades, bundles of arrows, or similar sets of weaponry. When you use a _tactical_ weapon to provide covering fire or harrying fire, the bonus granted increases by 1. This ability of this fusion doesn’t stack with other abilities that increase the bonuses provided by covering fire or harrying fire. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tattoo.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tattoo.md new file mode 100644 index 0000000..6e79406 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tattoo.md @@ -0,0 +1,14 @@ +--- +aliases: +Effect: Popular among the Xun of the Golden League, a _tattoo_ weapon can be hidden in the form of a tattoo on your body. If you already have tattoos, the weapon matches them in size and style when in tattoo form. When not in tattoo form, the weapon has images similar to its last tattoo form worked along its length as colorful decorations._Detect magic_ and similar spells do not reveal the magical natural of a tattoo weapon in its tattoo form, though _true seeing_ does, and with a close examination a successful Mysticism check (DC = 15 + half the weapon’s item level) reveals that the tattoo is magical. A successful _dispel magic_ spell targeting the tattoo causes the weapon to appear and fall at your feet. The weapon’s bulk does not impair you while in tattoo form, and you can hide or retrieve the weapon as a swift action. While it is a tattoo, the weapon can’t be damaged. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TATTOO +**Source** _Pact Worlds pg. 195_ +**Item Level** 7 +Popular among the Xun of the Golden League, a _tattoo_ weapon can be hidden in the form of a tattoo on your body. If you already have tattoos, the weapon matches them in size and style when in tattoo form. When not in tattoo form, the weapon has images similar to its last tattoo form worked along its length as colorful decorations. + +_Detect magic_ and similar spells do not reveal the magical natural of a tattoo weapon in its tattoo form, though _true seeing_ does, and with a close examination a successful Mysticism check (DC = 15 + half the weapon’s item level) reveals that the tattoo is magical. A successful _dispel magic_ spell targeting the tattoo causes the weapon to appear and fall at your feet. The weapon’s bulk does not impair you while in tattoo form, and you can hide or retrieve the weapon as a swift action. While it is a tattoo, the weapon can’t be damaged. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Throwing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Throwing.md new file mode 100644 index 0000000..dad133a --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Throwing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _throwing_ fusion makes even the most cumbersome melee weapon usable as a thrown weapon. A melee weapon with this fusion gains the thrown special property with a range increment of 10 feet. If the weapon has an item level of 10 or higher, the range increment is 20 feet. This fusion allows you to add additional fusions that benefit thrown weapons. You must be proficient with a melee weapon with the _throwing_ fusion in order to benefit from the thrown special property granted by it. Only melee weapons can benefit from the _throwing_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# THROWING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 2 +The _throwing_ fusion makes even the most cumbersome melee weapon usable as a thrown weapon. A melee weapon with this fusion gains the thrown special property with a range increment of 10 feet. If the weapon has an item level of 10 or higher, the range increment is 20 feet. This fusion allows you to add additional fusions that benefit thrown weapons. You must be proficient with a melee weapon with the _throwing_ fusion in order to benefit from the thrown special property granted by it. Only melee weapons can benefit from the _throwing_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Thundering.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Thundering.md new file mode 100644 index 0000000..8f4d558 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Thundering.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _thundering_ fusion imbues a weapon with heightened frequency vibrations. Half the weapon’s damage type is replaced with sonic damage. You can activate or deactivate the _thundering_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the _thundering_ fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC. +ItemLevel: 9 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# THUNDERING +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 9 +The _thundering_ fusion imbues a weapon with heightened frequency vibrations. Half the weapon’s damage type is replaced with sonic damage. You can activate or deactivate the _thundering_ fusion as a swift action. If the weapon already deals two types of damage, replace one of them with sonic (you decide which damage type to replace each time you activate the _thundering_ fusion). You can add this fusion only to a weapon that does not already deal sonic damage. This fusion never causes a weapon that normally target KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tracking.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tracking.md new file mode 100644 index 0000000..d6cbe37 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tracking.md @@ -0,0 +1,14 @@ +--- +aliases: +Effect: The _tracking_ fusion lets you locate a creature recently damaged by the weapon. Activating the fusion is a move action that binds the _tracking_ fusion to the first creature you damage with the weapon before the start of your next turn. Once you track a target with this fusion, you are aware of the target’s location as long as it is within 1,000 feet and you keep the weapon with this fusion in hand. If the target is further away, you can attempt a Perception check (opposed by the target creature’s Stealth check) to know approximately what direction the creature is in, though not accurately enough to triangulate its exact location. This is considered a magic divination. The tracking effect is removed if the target travels more than 10 miles away from you, the target changes planes, the effect is dispelled, you fail a Perception check to know its general distance by 10 or more, or 24 hours have passed since you last damaged the target with this weapon. For the purposes of dispelling the tracking effect, treat the effect as a spell with a caster level equal to the weapon’s item level. You can track only one creature at a time. Activating the _tracking_ weapon fusion again automatically ends any previous binding. Only attacks made by the weapon against a single target can benefit from this fusion. +ItemLevel: 10 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TRACKING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 10 +The _tracking_ fusion lets you locate a creature recently damaged by the weapon. Activating the fusion is a move action that binds the _tracking_ fusion to the first creature you damage with the weapon before the start of your next turn. Once you track a target with this fusion, you are aware of the target’s location as long as it is within 1,000 feet and you keep the weapon with this fusion in hand. + +If the target is further away, you can attempt a Perception check (opposed by the target creature’s Stealth check) to know approximately what direction the creature is in, though not accurately enough to triangulate its exact location. This is considered a magic divination. The tracking effect is removed if the target travels more than 10 miles away from you, the target changes planes, the effect is dispelled, you fail a Perception check to know its general distance by 10 or more, or 24 hours have passed since you last damaged the target with this weapon. For the purposes of dispelling the tracking effect, treat the effect as a spell with a caster level equal to the weapon’s item level. You can track only one creature at a time. Activating the _tracking_ weapon fusion again automatically ends any previous binding. Only attacks made by the weapon against a single target can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Trailblazer, Fusion.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Trailblazer, Fusion.md new file mode 100644 index 0000000..3cee2e1 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Trailblazer, Fusion.md @@ -0,0 +1,16 @@ +--- +aliases: +Effect: A weapon with the _trailblazer_ fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage). Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricaneforce winds as if they were strong winds. See Biomes on page 396 for more information on environments that impose attack penalties, and see Underwater Combat on page 405 for rules on attacking submerged targets. +ItemLevel: 1 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TRAILBLAZER, FUSION +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 1 +A weapon with the _trailblazer_ fusion manages to alter the nature of its attacks to overcome the penalties of some natural environmental effects. Its attacks ignore the cover provided by bogs and the cover creatures submerged at least chest deep in water receive from attacks made from the surface. Fire damage dealt by the weapon to underwater targets does half normal damage (rather than the normal one-quarter), and other attacks made underwater deal full damage (rather than the normal half damage). + +Additionally, ranged attack rolls with the weapon don’t take a penalty due to the effects of storms, strong and severe winds, or windstorms. It can even be used to make ranged attacks in severe storms as if they were typical storms and in hurricaneforce winds as if they were strong winds. + +See Biomes on page 396 for more information on environments that impose attack penalties, and see Underwater Combat on page 405 for rules on attacking submerged targets. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tritidair.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tritidair.md new file mode 100644 index 0000000..6564848 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tritidair.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: An installed _tritidair_ fusion causes a weapon to show a star field with one bright constellation, similar to the patterns on tritidair wings. You can activate or deactivate the _tritidair_ fusion as a swift action. While the fusion is active, half the weapon’s damage becomes electricity damage, and the weapon gains the bright property. You can add this fusion to a weapon that already deals electricity damage, but then the fusion has no effect on the weapon’s damage other than to make it magical. If the weapon already deals two types of damage, you choose which one of them to replace with electricity damage each time you activate the _tritidair_ fusion. When you score a critical hit with a weapon that has an active _tritidair_ fusion, the target must succeed at a Fortitude saving throw or be blinded for 1d3 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this blinded effect. This fusion never causes a weapon that normally targets KAC to target EAC. +ItemLevel: 8 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TRITIDAIR +**Source** _Alien Archive 2 pg. 15_ +**Item Level** 8 +An installed _tritidair_ fusion causes a weapon to show a star field with one bright constellation, similar to the patterns on tritidair wings. You can activate or deactivate the _tritidair_ fusion as a swift action. While the fusion is active, half the weapon’s damage becomes electricity damage, and the weapon gains the bright property. You can add this fusion to a weapon that already deals electricity damage, but then the fusion has no effect on the weapon’s damage other than to make it magical. If the weapon already deals two types of damage, you choose which one of them to replace with electricity damage each time you activate the _tritidair_ fusion. When you score a critical hit with a weapon that has an active _tritidair_ fusion, the target must succeed at a Fortitude saving throw or be blinded for 1d3 rounds. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this blinded effect. This fusion never causes a weapon that normally targets KAC to target EAC. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tunneling.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tunneling.md new file mode 100644 index 0000000..d78bd28 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Tunneling.md @@ -0,0 +1,14 @@ +--- +aliases: +Effect: The tunneling weapon fusion transforms a heavy weapon into a tool that can carve tunnels into stone. As a full action, you can fire a tunneling weapon at a wall made of unworked stone or softer materials, blasting open a space 10 feet tall, 10 feet wide, and a number of feet deep equal to half the weapon’s range or range increment; if the wall is made of harder material, this has no effect. This requires the expenditure of ammunition equal to triple the weapon’s normal usage, and you must be within the first range increment of the tunneling weapon from the wall to use the weapon in this way. The blast leaves behind rubble in all squares of the newly created space, which is difficult terrain. Any creature in the way of this blast must attempt a DC 15 Reflex save. On a failure, that creature takes half the weapon’s normal damage. This applies no other effects from the weapon other than damage. This weapon fusion can be installed only in heavy weapons that deal kinetic or energy damage. +ItemLevel: 6 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# TUNNELING +**Source** _Galaxy Exploration Manual pg. 87_ +**Item Level** 6 +The tunneling weapon fusion transforms a heavy weapon into a tool that can carve tunnels into stone. As a full action, you can fire a tunneling weapon at a wall made of unworked stone or softer materials, blasting open a space 10 feet tall, 10 feet wide, and a number of feet deep equal to half the weapon’s range or range increment; if the wall is made of harder material, this has no effect. This requires the expenditure of ammunition equal to triple the weapon’s normal usage, and you must be within the first range increment of the tunneling weapon from the wall to use the weapon in this way. The blast leaves behind rubble in all squares of the newly created space, which is difficult terrain. +Any creature in the way of this blast must attempt a DC 15 Reflex save. On a failure, that creature takes half the weapon’s normal damage. This applies no other effects from the weapon other than damage. +This weapon fusion can be installed only in heavy weapons that deal kinetic or energy damage. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ulrikka Duster.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ulrikka Duster.md new file mode 100644 index 0000000..aa3039b --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Ulrikka Duster.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Dwarven asteroid miners favor the _Ulrikka duster_ fusion, which causes any weapon with it to take on an armored, stocky appearance. Attacks made with weapons with this fusion ignore half of a target item’s hardness. Use of such weapons has helped more than one short-supplied dwarven mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# ULRIKKA DUSTER +**Source** _Pact Worlds pg. 195_ +**Item Level** 2 +Dwarven asteroid miners favor the _Ulrikka duster_ fusion, which causes any weapon with it to take on an armored, stocky appearance. Attacks made with weapons with this fusion ignore half of a target item’s hardness. Use of such weapons has helped more than one short-supplied dwarven mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Unholy.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Unholy.md new file mode 100644 index 0000000..a2b7ed0 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Unholy.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _unholy_ fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The _unholy_ fusion can’t be added to weapons that have the _holy_ fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# UNHOLY +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 2 +The _unholy_ fusion imbues a weapon with divine energy from an evil deity. Any attacks with the fused weapon are evil-aligned. Damage from the weapon overcomes DR/evil and ignores the energy resistance of good dragons and good outsiders. The _unholy_ fusion can’t be added to weapons that have the _holy_ fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Valorous.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Valorous.md new file mode 100644 index 0000000..b07034c --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Valorous.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. The DC to demoralize you increases by 1 while you wield the weapon, and you gain a +1 morale bonus to your saving throws against fear effects. +ItemLevel: 3 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# VALOROUS +**Source** _Near Space pg. 150_ +**Item Level** 3 +Your weapon whispers bolstering words into your mind, allowing you to withstand even mighty terrors such as the colossi of Daimalko. The DC to demoralize you increases by 1 while you wield the weapon, and you gain a +1 morale bonus to your saving throws against fear effects. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vanishing.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vanishing.md new file mode 100644 index 0000000..d967c47 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vanishing.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _vanishing_ fusion can hide its wielder from the sight of one foe. Once per day after making an attack with your weapon, regardless of whether you hit your target, you can become invisible to that target per _invisibility_ for a number of rounds equal to the weapon’s item level. Any attacks you make (even against other targets) end your invisibility as normal. All creatures other than the target continue to be able to see you normally. Only small arms and weapons with the operative special property can benefit from this fusion. +ItemLevel: 4 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# VANISHING +**Source** _Starfinder Armory pg. 65_ +**Item Level** 4 +The _vanishing_ fusion can hide its wielder from the sight of one foe. Once per day after making an attack with your weapon, regardless of whether you hit your target, you can become invisible to that target per _invisibility_ for a number of rounds equal to the weapon’s item level. Any attacks you make (even against other targets) end your invisibility as normal. All creatures other than the target continue to be able to see you normally. Only small arms and weapons with the operative special property can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Venomous.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Venomous.md new file mode 100644 index 0000000..0a99b15 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Venomous.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: A weapon with the _venomous_ fusion gains the injection weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion. +ItemLevel: 2 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# VENOMOUS +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 2 +A weapon with the _venomous_ fusion gains the injection weapon special property (see page 181). Only a single attack each day may benefit from this property, and you must announce before making an attack that it is an injection attack. Regardless of how many targets you can hit with a single attack from your weapon, only a single target of your choice is exposed to the drug, medicinal, or poison when you use the injection property in an attack. Only weapons that deal piercing or slashing damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vorpal.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vorpal.md new file mode 100644 index 0000000..a33e2f5 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Vorpal.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: With the _vorpal_ fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion. +ItemLevel: 10 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# VORPAL +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 10 +With the _vorpal_ fusion, a weapon can tear between the molecules of a creature. The weapon gains the severe wound critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the severe wound effect. Only a weapon that deals bludgeoning, piercing, or slashing damage can benefit from this fusion. \ No newline at end of file diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Weapon Fusions.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Weapon Fusions.md new file mode 100644 index 0000000..a979608 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Weapon Fusions.md @@ -0,0 +1,64 @@ +--- +aliases: +tags: +--- +# WEAPON FUSIONS +A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered [[Atlas Hybrid Items]], in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The _[[Hybridized]]_ fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming [[Starship Damage|damage]] reduction. + +## INSTALLING AND TRANSFERRING FUSIONS + +A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in [[Mysticism (Wis, Trained Only)]] can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in [[Engineering (Int, Trained only)]] or [[Mysticism (Wis, Trained Only)]] can also install fusions, if necessary (for instance, if the PCs find an unused fusion as part of a treasure cache, or in the case of a character who used [[Mysticism (Wis, Trained Only)]] to craft a fusion; see page 235 for more about crafting items). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering. + +## FUSION SEALS + +It is also possible to place a weapon fusion into a physical object, [[Called]] a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a [[Holy]] fusion seal that could be applied to any weapon of 10th level or lower would be written [[Holy]] fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed. + +A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours. A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used. + +A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A _[[Thundering]]_ fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of storms if affixed by a worshiper of such a god. However, these alterations of appearance are not enough to conceal a weapon’s basic function or type (a heavy reaction cannon with a _[[Vorpal]]_ fusion seal is still clearly a heavy reaction cannon, even if its appearance is altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group’s iconography are often used by organizations as a way of unifying the appearance of their members’ weaponry. + +## ITEM LEVEL + +Each weapon fusion has an item level, and a fusion can’t be placed on a weapon that has a lower level than the fusion’s item level. Once it is attached to a weapon, a weapon fusion uses the weapon’s item level for any of the weapon fusion’s level-based effects. + +## MULTIPLE FUSIONS AND MULTIPLE TARGETS + +You can place multiple fusions on the same weapon, but only if the weapon’s item level is equal to or greater than the combined total of all the fusions’ item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets. + +## PRICE + +The price of a weapon fusion depends on the item level of the weapon into which it’s being installed. Installing a fusion into a 7th-level weapon costs more than applying the same fusion into a 6th-level weapon, for instance. You can install a fusion into a grenade, a piece of ammunition, or another consumable item; such a fusion costs half the normal price of a weapon fusion for a weapon of the same level. + +| Weapon's Item Level | Fusion Price | +| ------------------- | ------------ | +| 1 | 120 | +| 2 | 360 | +| 3 | 440 | +| 4 | 680 | +| 5 | 720 | +| 6 | 1,040 | +| 7 | 1,560 | +| 8 | 2,300 | +| 9 | 2,600 | +| 10 | 3,580 | +| 11 | 4,880 | +| 12 | 6,920 | +| 13 | 9,760 | +| 14 | 11,700 | +| 15 | 17,800 | +| 16 | 27,000 | +| 17 | 40,500 | +| 18 | 60,300 | +| 19 | 90,000 | +| 20 | 135 ,000 | + +# LIST WEAPON FUSIONS +``` dataview +TABLE +ItemLevel as I-Level, Effect +FROM "Codex/Gear, Weapons, Vehicles & more/Weapon Fusions" +SORT Name ASC +WHERE file.name != "Weapon Fusions" +``` + + diff --git a/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Wounding.md b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Wounding.md new file mode 100644 index 0000000..f9e0be6 --- /dev/null +++ b/Compendium/SF1E/Gear, Weapons, Vehicles _ more/Weapon Fusions/Wounding.md @@ -0,0 +1,12 @@ +--- +aliases: +Effect: The _wounding_ fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the wound effect. +ItemLevel: 7 +NoteType: Weapon +tags: +Type: Weapon Fusions +--- +# WOUNDING +**Source** _Starfinder Core Rulebook pg. 195_ +**Item Level** 7 +The _wounding_ fusion causes a weapon to deal exceptionally traumatic damage. The weapon gains the wound critical hit effect (see page 182). If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the wound effect. \ No newline at end of file diff --git a/Compendium/SF1E/Species/Aasimar.md b/Compendium/SF1E/Species/Aasimar.md new file mode 100644 index 0000000..d42c87d --- /dev/null +++ b/Compendium/SF1E/Species/Aasimar.md @@ -0,0 +1,94 @@ +--- +aliases: +tags: +--- +# AASIMAR + + +[[Aasimar.png|Zeigen!]] + + +Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin. + +Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling. + +However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion. + +Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot. + +**Ability Modifiers** +2 Cha +**Hit Points** 4 + +## SIZE AND TYPE + +Planar scions are often Medium, and all are outsiders with the native subtype. + +## DARKVISION + +Aasimars and tieflings have darkvision to a range of 60 feet. + +## CELESTIAL RADIANCE + +As a standard action, an aasimar can shed light, causing light within 10 feet of him to increase two steps, up to bright, and light for 10 more feet beyond that to increase one step, up to normal. This lasts for 1 minute, but the aasimar can dismiss it as a swift action. Magical darkness can decrease the light level in this area only if it’s from an item or creature of a level or CR higher than that of the aasimar. An aasimar can use this ability once per day, plus a number of times equal to half his CR or level. + +## CELESTIAL RESISTANCE + +Aasimars have resistance 5 to acid, cold, and electricity. + +## SKILLED + +Naturally eloquent and perceptive, aasimars gain a +2 racial bonus to Diplomacy and Perception checks. + +# VITAL STATS + +**Average Height** 5-7 ft. +**Average Weight** 100-300 lbs. +**Age of Maturity** 18 years +**Maximum Age** 80+2d20 years + +# ALTERNATE RACIAL TRAITS + +**Source** [_Starfinder #46: The Perfect Storm pg. 51_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +The following are alternate racial traits for planar scions. + +## ARMOR AVATAR + +**Source** [_Starfinder #46: The Perfect Storm pg. 51_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Scions descended from armor-plated celestials or anarchic warrior entities have an affinity for armor—it fits perfectly and protects more efficiently, as though it were an extension of the scion themself. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. +This replaces celestial radiance for aasimars or reverse fate for ganzis. + +## CELESTIAL HEROISM + +**Source** [_Starfinder #46: The Perfect Storm pg. 51_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Many aasimars born of the wild freedom of Elysium can bring forth the heroic spirit in others, driving them to fight their hardest. As a swift action, the aasimar can bolster the spirit of a willing creature within 30 feet. The bolstered creature gains a +1 morale bonus to damage rolls and saving throws, and suffers no penalties for charging. These benefits last for 1 minute or until the aasimar uses this ability again. This is a mind-affecting effect. The aasimar can bolster spirits in this way once per day, plus a number of times equal to half their CR or level. +This replaces celestial radiance and skilled. + +## CELESTIAL JUDGMENT + +**Source** [_Starfinder #46: The Perfect Storm pg. 51_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Aasimars descended from Heaven’s celestial hierarchy can pass judgment on their foes, enforcing their will with the menace of celestial wrath. As a standard action, the aasimar chooses a creature they can see within 20 feet, who must attempt a Will save (DC = 10 + half the scion’s level or CR + the scion’s key ability modifier). On a failure, the target suffers a –1 penalty to attack rolls and saving throws for 1 minute or until the aasimar is no longer conscious, whichever comes first. This is a mind-affecting effect. The aasimar can menace foes this way once per day, plus a number of times equal to half their CR or level. +This replaces celestial radiance and skilled. + +## CELESTIAL SOLACE + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Many aasimars born of the comfort of Nirvana are beacons of hope, uplifting their allies with warm glances and gentle words. As a swift action, the aasimar can impart hope to a creature within 30 feet who has 0 Stamina Points (or is at half Hit Points or fewer for creatures that don’t have Stamina Points), granting that creature temporary Hit Points equal to the aasimar’s level or CR and a +1 divine bonus to AC. These benefits last for 1 minute or until the aasimar uses this ability again. This is a mind-affecting effect. The aasimar can impart hope in this way once per day, plus a number of times equal to half their CR or level. +This replaces celestial radiance and skilled. + +## CELESTIAL VOYAGER + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +The devas who watch over the planes lend their aasimar descendants the ability to reach across planar borders, summoning allies of raw quintessence. These aasimars can cast summon creature I as a spell-like ability, choosing one type of creature for each character level they gain. This otherwise acts as gaining summon creature as a spell known for all purposes, including changing selections and meeting requirements of selected creatures. At 4th level and every 4 levels thereafter, this ability increases by 1 spell level, to a maximum of summon creature VI at 20th level. The aasimar can summon allies in this way once per day. +This replaces celestial radiance and skilled. + +## MYOPIC RESILIENCE + +**Source** [_Starfinder #46: The Perfect Storm pg. 53_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Some planar scions build a particularly intense resistance rather than developing diverse resistances; tieflings of infernal lineage often possess superb fire resistance, for example. When selecting this trait, the planar scion chooses a single energy type to which they normally have resistance, such as cold, electricity, or fire. The scion loses resistance to the other energy types, but the resistance they choose increases to 10 at 8th level and to 15 at 12th level. +This ability alters celestial resistance for aasimars, distortion resistance for ganzis, or fiendish resistance for tieflings. + +## WINGED SCION + +**Source** [_Starfinder #46: The Perfect Storm pg. 53_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +A planar scion with this alternate racial trait has a pair of fully developed wings sprouting from their back. Aasimars with angel wings and tieflings with bat wings are the most iconic, but by no means are these the only manifestations. A planar scion with this trait has an extraordinary fly speed of 30 feet with average maneuverability. +This replaces celestial radiance for aasimars or fiendish gloom for tieflings. diff --git a/Compendium/SF1E/Species/Android.md b/Compendium/SF1E/Species/Android.md new file mode 100644 index 0000000..cbe0fb1 --- /dev/null +++ b/Compendium/SF1E/Species/Android.md @@ -0,0 +1,161 @@ +--- +aliases: +tags: +--- + +# ANDROID + + +[[Android_M.png|Zeigen!]] + +Complex technological creations crafted to resemble humans, androids were originally a servitor race, but they have since broken free to form their own society. Unlike ordinary robots or ship AIs, androids do not simply respond according to their programming; rather, they have independent consciousnesses and are animated by souls—a distinction crucial to their generally accepted status as people rather than property. + + +**Ability Modifiers** +2 Dex, +2 Int, -2 Cha +**Hit Points** 4 + +## SIZE AND TYPE + + +Androids are Medium humanoids with the android subtype. + +## CONSTRUCTED + +[[Android_F.png|Zeigen!]] +For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum. + +## EXCEPTIONAL VISION + +Androids have darkvision with a range of 60 feet and low-light vision. See pages 263–264 for more information. + +## FLAT AFFECT + +Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2. + +## UPGRADE SLOT + +Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor. + +# ABOUT THE ANDROID + +## PLAYING THIS RACE + +### YOU LIKELY... + +- Are rational, quick-thinking, and a careful planner, always mindful of potential escape routes. +- Distrust authority and assume others want to take advantage of you. +- Have a natural understanding of machines and respect them. +- Judge people by how they treat animals, robots, and servants. + + + +### OTHER RACES PROBABLY... + +- Have trouble reading your emotions or assume you don’t have them. +- Are jealous of your constructed body and lack of aging. +- See you as somehow inferior to purely biological life-forms. +- Experience difficulty following your quick, complex logical processes. + + + +## PHYSICAL DESCRIPTION + +Androids are biomechanical constructs created in technological crèches called foundries. While the first androids are believed to have been mostly biological, difficult to distinguish from the humans they lived among, modern designs are more varied, and many favor metal skeletons and processors that support synthetic organs and living flesh. Nearly all androids feature a humanoid body shape and tattoo-like circuits that glow through their skin when operating at full power, but beyond this commonality, variations in physical appearance reflect an android’s design, role, and personality. Some take pains to blend into human society, while others deliberately display their mechanical nature. Though some androids are constructed or customize themselves to look like other races, such models are relatively rare. Due to their biological components, androids need to eat and sleep, but as constructed beings they do not reproduce in the human fashion and have no biological need for gender—some identify strongly as male or female, while others shift fluidly or ignore it altogether, and still others actively reject it on philosophical grounds as a relic of their former slavery. + +Though android bodies are assembled using tiny machines called nanites, their complex nervous systems attract and integrate souls in the same way organic creatures do. Most androids are fully grown at the time of their birth, and can technically live forever through constant repair, though most androids voluntarily release their bodies after a century or so to allow new souls to inhabit them—a process called renewal that’s viewed more as procreation than suicide. + +## HOME WORLD + +Android technology in the Pact Worlds is generally believed to have developed on Golarion in the time before the Gap, though there are strong indications that the first androids there were actually travelers from a distant star system. In the modern era, various corporations throughout the Pact Worlds system unraveled the secret to android creation and began massproducing androids as cheap, skilled labor perfect for hazardous work. This practice lasted until about 150 years ago, when the Thyst Rebellion and subsequent android revolts across the system, combined with the now legendary speech known as “The Automaton’s Polemic” by android revolutionary Serphaeus-6, led governments system-wide to officially recognize all androids as independent citizens. This ruling, however, has not completely stopped unscrupulous corporations in less regulated parts of the system from crafting illegal android slaves or forcing newborn androids to “work off” the expense of their creation. Though androids can be found anywhere in the Pact Worlds, many gravitate toward cosmopolitan Absalom Station, the machine cities of Aballon, and the freedom of the Diaspora. + +## SOCIETY AND ALIGNMENT + +Android society tends to be insular. While androids are treated equitably in most settlements, especially Absalom Station, many androids have not forgotten their people’s bondage and remain keenly aware of prejudice from other races based on their “unnatural” origin or jealousy over the androids’ freedom from aging. This leads most androids to feel a sense of kinship with others of their kind and to go out of their way to help each other, though they may also bond with members of other races who treat them well. Despite popular belief, androids’ impressive deductive reasoning abilities do not preclude sentiment, and most androids feel emotions keenly—they simply don’t always express them well, and different individuals may have trouble processing and communicating particular feelings. The average android alignment is a practical neutrality; they are focused on their own welfare and that of their friends. + +## RELATIONS + +Often cautious around strangers, androids have the most strained relationship with humanity, which built them in its image and remains their most frequent oppressor. They feel closest to shirrens, who also know what it is to be enslaved and misunderstood, and respect kasathas’ self-sufficiency. They generally dislike vesk, whom they see as slavers, and only grudgingly tolerate ysoki’s antics. + +## ADVENTURERS + +Androids adventure for many reasons: to earn a living, trace the origins of their race, or rescue androids and other creatures from servitude. Their quick thinking under fire makes them natural operatives and soldiers, while their affinity for machines makes them excellent mechanics and technomancers. + +## NAMES + +Androids have no single naming convention. Many take names from the cultures in which they first awoke, or from media they enjoy. Some accept call sign–like names based on appearance, personality, or exploits. Still others go by numbers as a deliberate reminder of their mechanical nature, or a combination of name and number denoting how many times the body their soul inhabits has been renewed. Some sample android names include Asha, Blue-17, Emene-3, Flick, Garro, Iseph, Melody, Naga, Olas, Stringer, Twenty, and Yose. + +# VITAL STATS + +**Average Height** 5-7 ft. +**Average Weight** 100-200 lbs. +**Age of Maturity** — +**Maximum Age** See Android entry + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some androids defy the norms for their species. These androids have ability score adjustments they use instead of the standard adjustments of +2 Dexterity, +2 Intelligence, and -2 Charisma found in the _Starfinder Core Rulebook_. + +## COMPANION + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +A niche but lucrative market before android emancipation was the construction of androids to serve as companions, often as supplemental members of a family. These androids have better personality matrices and might have fewer signs of artificial construction. A companion android has an ability adjustment of +2 Charisma. + +## LABORER + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Laborer androids were created to perform menial tasks and endure the hardships of space. In many regions, they were considered corporate property for far longer than typical androids. A laborer android’s ability adjustments are +2 Strength, +2 Constitution, and -2 Charisma. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Most androids have the standard android racial traits detailed in the _Core Rulebook_, but individuals might have unique abilities, represented by the following alternate racial traits. + +## !EASILY AUGMENTED + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +As artificial creatures, androids are compatible with a wide array of cybernetics. Androids who have this racial trait can install one additional cybernetic augmentation into one system that already has an augmentation. This replaces upgrade slot. + +## IMPERSONATION MATRIX + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Although most androids stand out as artificial beings, some have intricate personality matrices and physical alterations that downplay their constructed nature. Androids who have this alternate racial trait don’t take any penalty to Disguise checks to change their appearance to a creature of a different race or type if they are disguising themselves as a human. If the android also has the xenometric android alternate racial trait (see page 17), this benefit instead applies to Disguise checks to change appearance to that of the race chosen along with the xenometric android alternate racial trait. + +This replaces the +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep from the constructed trait. The android retains all the other features of the constructed trait. + +## INFOSPHERE INTEGRATION + +**Source** [_Character Operations Manual pg. 16_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +The artificial brain an android possesses can allow better compatibility with infospheres and direct downloads of information. An android with this trait has a built-in comm unit that can be accessed without needing to use their hands. Once per day, whenever the android takes a 10-minute rest to regain Stamina Points, they can choose one Intelligence-, Wisdom-, or Charisma-based skill. The chosen skill becomes a class skill for them, and they gain Skill Focus as a bonus feat with that skill. This decision lasts until the next time the android uses this trait. + +This replaces exceptional vision. + +## MULTILINGUAL + +**Source** [_Character Operations Manual pg. 17_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one. + +This replaces upgrade slot. + +## NANITE UPGRADE + +**Source** [_Character Operations Manual pg. 17_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Specialized nanites maintain an android body, but they can be upgraded to perform additional tasks. Androids who have this racial trait gain [Nanite Integration](https://aonsrd.com/FeatDisplay.aspx?ItemName=Nanite%20Integration) as a bonus feat, ignoring the feat’s prerequisites. +This replaces upgrade slot. + +## XENOMETRIC ANDROID + +**Source** [_Character Operations Manual pg. 17_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Although most androids are manufactured to resemble humans, those crafted in the likenesses of other species exist. Such “xenometrics” possess abilities that mirror those of other races, sometimes even using hybrid tech to duplicate magic abilities. + +An android with this trait selects one of the species detailed in the paragraphs below. This choice cannot be changed. In addition to possessing physical features resembling those of the chosen species, the android’s size category and reach changes to match the chosen race. In addition, xenometric androids gain some of the chosen species’ racial traits, which are noted in parentheses next to the race’s name; these count as racial traits for the purposes of prerequisites. If a gained racial trait determines land speed, the android uses the speed as defined by that racial trait instead of that of the android. If the chosen species has a different type than humanoid, the xenometric android’s type changes to match. + +_Starfinder Core Rulebook_ options are [dwarf](https://aonsrd.com/Races.aspx?ItemName=Dwarf) (darkvision, slow but steady), [elf](https://aonsrd.com/Races.aspx?ItemName=Elf) (elven immunities, low-light vision), [gnome](https://aonsrd.com/Races.aspx?ItemName=Gnome) (gnome magic, low-light vision), [half-elf](https://aonsrd.com/Races.aspx?ItemName=Half-Elf) (adaptability, low-light vision), [half-orc](https://aonsrd.com/Races.aspx?ItemName=Half-Orc) (darkvision, intimidating, self-sufficient), [halfling](https://aonsrd.com/Races.aspx?ItemName=Halfling) (keen senses, sneaky, sure-footed), [kasatha](https://aonsrd.com/Races.aspx?ItemName=Kasatha) (four-armed, natural grace), [lashunta](https://aonsrd.com/Races.aspx?ItemName=Lashunta) (lashunta magic, limited telepathy), [shirren](https://aonsrd.com/Races.aspx?ItemName=Shirren) (blindsense, limited telepathy), [vesk](https://aonsrd.com/Races.aspx?ItemName=Vesk) (low-light vision, natural weapons), and [ysoki](https://aonsrd.com/Races.aspx?ItemName=Ysoki)(cheek pouches, darkvision). + +_Starfinder Alien Archive_ options are [dragonkin](https://aonsrd.com/Races.aspx?ItemName=Dragonkin) (draconic immunities, flight), [formian](https://aonsrd.com/Races.aspx?ItemName=Formian) (limited telepathy, natural weapons), [haan](https://aonsrd.com/Races.aspx?ItemName=Haan) (firespray, slow fall), [kalo](https://aonsrd.com/Races.aspx?ItemName=Kalo)(kalo movement, kalo vision), [maraquoi](https://aonsrd.com/Races.aspx?ItemName=Maraquoi) (blindsense, prehensile tail), [nuar](https://aonsrd.com/Races.aspx?ItemName=Nuar) (natural weapons, swift), [verthani](https://aonsrd.com/Races.aspx?ItemName=Verthani) (skill focus, skin mimic), and [wrikreechee](https://aonsrd.com/Races.aspx?ItemName=Wrikreechee)(snag, wrikreechee movement). + +_Starfinder Alien Archive 2_ options are [hobgoblin](https://aonsrd.com/Races.aspx?ItemName=Hobgoblin) (fearsome, sneaky), [orc](https://aonsrd.com/Races.aspx?ItemName=Orc) (fierce survivalist, orc ferocity), [pahtra](https://aonsrd.com/Races.aspx?ItemName=Pahtra) (nimble, talented), and [vlaka](https://aonsrd.com/Races.aspx?ItemName=Vlaka) (cold resistance, perceptive). + +The _Starfinder Pact Worlds_ option is the [strix](https://aonsrd.com/Races.aspx?ItemName=Strix) (nightborn, strix mobility). + +This replaces upgrade slot and exceptional vision. diff --git a/Compendium/SF1E/Species/Astrazoan.md b/Compendium/SF1E/Species/Astrazoan.md new file mode 100644 index 0000000..691c2c9 --- /dev/null +++ b/Compendium/SF1E/Species/Astrazoan.md @@ -0,0 +1,106 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 50_ + +[[Species_Astrozoan.png|Zeigen!]] +With unclear origins and no home world to call their own, astrazoans have dispersed throughout the Pact Worlds and beyond to join the galaxy’s cosmopolitan tapestry. However, astrazoans only rarely show their true forms to non-astrazoans. Instead, most live their lives as humans, lashuntas, vesk, and other creatures of the Pact Worlds, preferring a semblance of anonymity and not wanting to shock their neighbors’ humanoid sensibilities with astrazoans’ peculiar appearances. After centuries of Drift travel and trade, most humanoids are accustomed to extremely varied life-forms, yet the astrazoan tradition of polite secrecy persists. + +**Ability Modifiers** +2 Dex, +2 Cha, –2 Con +**Hit Points** 4 + +## Size and Type + +Astrazoans are Medium aberrations with the shapechanger subtype. + +## Change Form + +As a standard action, an astrazoan can physically alter their form to look like any Medium creature, as long as they have seen a similar creature before. They can attempt to either mimic a specific creature or look like a general creature of the chosen type. The astrazoan gains a +10 bonus to Disguise checks to appear as a creature of the type and subtype of the new form. The DC of the astrazoan’s Disguise check isn't modified as a result of altering major features or if they disguise themself as an aberration or humanoid (though the DC is still modified if the astrazoan attempts to disguise themself as a different creature type). The astrazoan can remain in an alternate form indefinitely (or until they take another form). + +## Compression + +An astrazoan can move through an area as small as one quarter their space without squeezing or one eighth their space when squeezing. + +## Darkvision + +Astrazoans can see up to 60 feet in the dark. + +## Many Forms + +For effects targeting creatures by type, astrazoans count as both aberrations and humanoids + +## Rapid Revival + +Once per day, when an astrazoan takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they had taken a full night’s rest. + +# About the Astrazoan + +## Physical Description + +When an astrazoan lies flat on their belly, they resemble a radially symmetrical starfish with seven limbs, weighing up to 180 pounds and having a diameter of 9 feet from the tip of one limb to the tip of an opposing limb. In practice, an astrazoan usually walks upright on five limbs, standing about 6 feet tall, with the remaining two limbs reserved to hold and manipulate objects. + +Natural skin color varies, typically being some variant of dun, orange, or umber. To the touch, an astrazoan’s skin is rough like sandpaper due to its thousands of dermal papillae that the astrazoan can control to replicate a wide range of surface textures and colors. Each arm has a large eye embedded about halfway down its length along the astrazoan’s backside. Individually, an eye provides limited visual data, and an astrazoan must orient at least four eyes in the same direction to form a clear image. + +The only other distinct feature on an astrazoan’s natural body is its mouth, located at the center of their underside. The mouth has a small, retractable beak able to tear apart tougher foods; however, much digestion occurs externally, with an astrazoan expelling their stomach to envelop their food and secrete powerful enzymes into the partly chewed meal. Afterward, they retract the stomach along with the softened food. Like their stomach, an astrazoan’s other organs are also quite mobile, able to be shunted around the body as needed. + +In fact, nearly all of an astrazoan’s body can shift, contort, and invert as needed. The skeleton is cartilaginous and able to disarticulate temporarily, providing some structure and considerable flexibility. Their jellylike flesh is comprised of long muscle fibers that can dislocate, flow, and realign into new configurations as needed, allowing them to squeeze through narrow openings and close wounds with ease. Along with their dermal papillae and countless chromatophores, an astrazoan can transform into a variety of functional shapes with extraordinary precision. Once locked into a new form, involuntary muscles help maintain the shape, even if an astrazoan become unconscious. + +This transformation is rapid, accompanied by audible pops and cracks as body parts internally detach and reconfigure themselves. Like an invigorating stretch, the process causes mild discomfort, often followed by a rush of adrenaline or endorphins—a side effect that develops into a psychological coping mechanism or mild addiction for some. The sensation is most pronounced when an astrazoan has held a form for a long time, and they often feel the need to briefly reconfigure themselves at least a few times a year. + +However, astrazoan transformation has limits. Unfamiliar limbs usually aren’t fully functional. Thus, an astrazoan taking a kasatha shape has limited control of their extra arms, just as taking a strix shape results in flappable wings that aren’t strong enough for actual flight. Shapeshifting also doesn’t change the astrazoan’s interior organs, which resemble blue-gray sacks. Organs merely relocate and are contorted as the new shape requires, but they otherwise retain their forms. As a result, medical scans can reveal an astrazoan’s unique anatomy. Finally, upon death, an astrazoan’s muscles relax, causing the body to slowly shift back into its natural, seven-armed form. + +### Life Cycle + +Astrazoan reproduction exhibits extreme flexibility. Each creature is able to grow male or female reproductive organs as needed. When in their natural form, an astrazoan parent lays an egg that hatches after about five months. However, the process reflexively adjusts to the astrazoan’s assumed form, allowing them to lay an egg or carry the developing embryo internally, all while as much as halving or doubling the gestation or incubation time to better help the parent conform to their assumed form’s reproductive physiology. + +Young astrazoans are precocious shapeshifters who transform often as a form of play. Although youths master the basics quickly, each astrazoan has one or more features that they struggle to replicate for the first decade of life, such as being unable to form convincing noses or feet. However, each newborn reflexively knows how to take on a birth shape based on their parent’s assumed shape while the egg formed, helping infants instinctively blend into a society. Astrazoans reach physical maturity around 16 years old. + +## Home World + +Astrazoans either don’t know or refuse to divulge where they evolved, leaving the matter in the realms of science and speculation. They likely originated on the barren world Apostae, evidenced by genetic similarities between astrazoans and an extinct species known as the ilee, which once lived in Apostae’s tunnels. According to pre-Gap records, each ilee had a completely unique physique and appearance—variation that might mean astrazoans’ shapeshifting abilities are an extreme mutation of this natural diversity, allowing them to change shapes at will rather than just at birth. It’s possible that ilee even created astrazoans as a living time capsule, sequestering ilee biology to survive some forgotten threat. + +Actually proving this theory is difficult. In modern times, the ilee appear to be extinct, so few samples remain for rigorous comparison. What’s more, Apostae fell into drow hands during the Gap, and they restrict access to much of the planet, inhibiting further study and leaving astrazoans with no home world of their own. Instead, astrazoans live scattered across the Pact Worlds, existing on every habitable world in the system but strongly favoring places where it’s easier to blend in. + +The greatest density of astrazoans lives on Absalom Station, where they easily disappear amid the diverse populace and thrive in the cosmopolitan, open-minded society. There, some astrazoans proudly display their native seven-limbed form, though most prefer to live as humans, androids, lashuntas, and myriad other species. Thanks to the station’s miles of twisting corridors and maintenance shafts, astrazoans often work as engineers and tunnel runners by squeezing through tight spaces. Other astrazoans thrive as negotiators, information brokers, and sleuths using their shape changing ability to evade notice or set clients at ease. There are also rumors of sinister astrazoans who have infiltrated Absalom Station’s upper echelons, killing wealthy people and stealing their fortunes and identities in a slow, calculated takeover. + +Many astrazoans have made their home on Castrovel, particularly in the spaceport city Qabarat. Because the majority of the planet’s inhabitants are telepathic, many astrazoans living there purposefully develop psychic techniques to better blend in among their host cultures. Rumors tell of astrazoans recruited by elven extremists in Sovyrian, training the former to spy on Apostae’s drow. Meanwhile, several astrazoans live on Verces, where the skin-shifting verthanis often welcome them as honored guests. + +Astrazoans tend to avoid airless or otherwise hostile environments, where they would have to rely on magic or technology just to stay alive. Although airless and toxic worlds—such as the radioactive Eox or the water world Kalo-Mahoi—feature spaces for air-breathing visitors, the idea of being corralled into areas specifically designed for outsiders discomforts most astrazoans. + +## Society and Alignment + +Due to their scattered communities, astrazoans have little shared culture, and that which exists is often passed from parent to child for lack of other teachers. The most common lesson is caution, taught through a plethora of fables that each have a hundred variations. These tales convey that many beings associate shapeshifting with duplicity, that they would be shocked by astrazoans’ natural forms, and that it’s best to share one’s true nature only with close confidantes. In reality, space travel has made most societies quite accommodating of unfamiliar aliens with strange powers. Nonetheless, this philosophy of concealing identities stubbornly persists among astrazoans, perhaps because secrecy saved them from some forgotten peril in the past. + +As a result, astrazoans primarily adopt and adapt their host societies’ behaviors, customs, languages, and norms. This mimicry often drives astrazoans to develop parallel talents to better blend in, much as how those living among shirrens and lashuntas often master basic psychic abilities of their own. Likewise, astrazoans often delight in biotech augmentations that let them replicate their neighbors’ innate capabilities. + +That said, not all astrazoans fit into their host cultures seamlessly or even want to do so. Some of them simply struggle to maintain their forms and assumed identities, bouncing from community to community to avoid extended scrutiny. A small number become cynical about staying hidden, seeing their host cultures as adversaries rather than as neighbors and therefore using their shapeshifting for personal gain as con artists, spies, or assassins. Others embrace their natural forms and live openly, often with fulfilling results. As this last group experiences more and more success in cosmopolitan societies, they’ve inspired other astrazoans to shed their disguises in a cultural shift that might dramatically change the species’ role in the galaxy in coming generations. + +In the meantime, sharing one’s natural form is usually a gesture indicating trust or grim determination. Among friends, assuming their seven-limbed body conveys that an astrazoan feels truly safe among their companions or that they’re utterly resolved to overcome whatever challenge lies ahead. To enemies, though, dropping their disguise conveys that an astrazoan is done playing games or, worse, that they’re confident nobody witnessing the act will survive the encounter to spread the word. + +Although widespread, astrazoans aren’t especially numerous. As a result, they exercise considerable caution in protecting one another to preserve their species. Except in extreme circumstances, astrazoans avoid killing each other, even when on opposing sides of a conflict. Astrazoans are expected to assist one another, providing resources or aid on request so long as it won’t seriously compromise the donor’s cover. In communities with numerous astrazoans at risk of being uncovered and endangered, individuals sometimes practice ritual exile known as the Eighth Arm Break. Like a lizard amputating its tail to distract a predator, one astrazoan lures investigators away from the community, allows their cover to be blown, and then flees, ideally convincing the community that the perceived threat is no more. + +## Astrazoan Identity + +Changing shape comes easily to an astrazoan, and their psychology seems adapted to switching and learning from their assumed guises to create a complex patchwork of identities. Understanding how an astrazoan defines their true self requires exploring how they view their transformed bodies and personas. + +Astrazoans refer to a borrowed shape as a “skin” when it serves only a superficial purpose, such as for a short-term disguise. Assuming a skin has little lasting effect on an astrazoan’s physiology and psychology. However, the more time an astrazoan spends in a skin, the more they develop an accompanying identity, name, set of mannerisms, and values. Especially familiar guises are instead considered “selves,” and most astrazoans can compartmentalize up to seven selves (one stored in each arm’s neural network) they trade between with little issue. Astrazoans who develop and retain even more selves—or who become especially dependent upon a self—can experience identity blending, where the various selves begin blurring together, some of the selves manifest simultaneously, or a favored self suppresses all others. In most cases, astrazoans consider this blending disruptive, yet some delight in the dramatic transformations. + +The same kind of plurality that defines astrazoans’ personalities and sense of selves also extends to gender identity and gender expression. Astrazoans are split between those who favor a specific gender identity from their host culture, often assuming skins of that gender, and those who are more gender fluid. + +## Names + +Just like their identities, astrazoan naming patterns are complex. Most astrazoans choose a true name for themselves, which they use in their native form, and a different name for each of their various identities. However, it isn’t unheard of for an astrazoan to go by the same name in each of their identities. Some astrazoans reserve their true name for internal monologue or when talking to trusted friends or others of their kind. Those who embrace their astrazoan identity more openly might reveal their true name to everyone they meet. + +An astrazoan’s true name usually includes three or four syllables, with the first syllable or two often functioning as a nickname. Since astrazoans don’t have a language of their own, the origin of these names is unclear, but linguists have noticed some similarities between them and the ancient names of the ilee recovered from pre-Gap records. Names chosen for their other identities, on the other hand, follow the naming patterns of the host culture. + +### Sample Names + +Aavadesai, Ailurizai, Ciribaan, Eileewan, Farahan, Kishlinem, Leileeka, Lumivalo, Miyleean, Sunikai, Tsilakar, Xenelei, and Zanilee. + +# Vital Stats + +**Average Height** 5-7 ft. +**Average Weight** 120-160 lbs. +**Age of Maturity** 16 years +**Maximum Age** 80+2d20 years diff --git a/Compendium/SF1E/Species/Astriapi.md b/Compendium/SF1E/Species/Astriapi.md new file mode 100644 index 0000000..02c5f16 --- /dev/null +++ b/Compendium/SF1E/Species/Astriapi.md @@ -0,0 +1,80 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 52_ + +[[Species_Astriapi.png|Zeigen!]] +Astriapis are an arthropodan species who awoke from the Gap to find themselves the inheritors of a planet-spanning megalopolis, full of amazing feats of technomancy and bioengineering. Led by the descendants of warrior-priest revolutionaries, astriapi society is heavily regimented with each astriapi assigned a role in the study and maintenance of an immensely complex planet-spanning system whose surface of understanding the species has only scratched. As space travel carried astriapis far beyond the bustle of Colveare, some individuals find themselves subverting the roles they’ve been assigned and more broadly questioning the wisdom of their Hierarch leaders. + +**Ability Modifiers** +2 Dex, +2 Wis, –2 Str +**Hit Points** 4 + +## Size and Type + +Astriapis are Medium monstrous humanoids. + +## Astriapi Movement + +Astriapis have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability. + +## Astriapi Senses + +Astriapis have blindsense (scent) with a range of 30 feet and darkvision with a range of 60 feet. + +## Honey Production + +Once per day, an astriapi can spend 10 minutes to produce a vial of magical honey. This honey functions as a mk 1 serum of healing. At 5th level (or CR 5), the honey functions as a mk 2 serum of healing, and at 9th level (or CR 9), it functions as a mk 3 serum of healing. Regardless of its level, the honey can’t be sold, and its magical properties expire after 24 hours, when it turns into mundane foodstuff. + +## Natural Weapons (P) + +Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. +In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual). + +## Scholars of Colveare + +Astriapis gain a +2 racial bonus to Engineering and Mysticism checks. + +# About the Astriapi + +## Physical Description + +Astriapis are bipedal arthropods with tough, chitinous exoskeletons, wide-spanning insectile wings, and large mandibles. Their natural coloration varies between individuals, and vanity re-coloration is a popular trend among those with the resources for custom gene editing. Some astriapis carve intricate patterns, pictures, or phrases into their exoskeletons as a method of conveying their individual passions and interests; the astriapis of Colveare prefer religious and spiritual poetic prose and geometric patterns, but astriapis living away from Colveare display carvings as varied as any spacer’s tattoos. Astriapi exoskeleton scrimshaw is displayed as a wearable work of art as well as a symbol of an astriapi’s identity, societal role, and personal goals. +Astriapis produce honey as a natural waste byproduct that they excrete out of their mouths in a process that other species might find off-putting. In astriapi culture, this honey is shared during religious rituals or sampled to express affection between friends. Other species sometimes covet astriapi honey for its restorative properties, but consumable safety laws render the sale of the honey commercially unviable in most food markets outside Colveare, regardless of any potential health benefits. While the healing compounds within astriapi honey remain poorly understood by other species, the substance has played a role in astriapi evolution and society since before recorded history. While omnivorous by nature, many astriapis prefer to consume fresh fruits and vegetables to improve the flavor and potency of the honey they produce. +Though they have larger frames, often standing nearly 6 feet tall, the average astriapi weighs between 120 and 150 pounds. Their biology prioritizes efficient, lightweight structure over muscular mass, allowing the species to fly and granting them greater mobility. Their notable mandibles are particularly dexterous due to twin hinged joints, granting a broad range of movement and gross motor precision. An astriapi picking something up typically grips the object between their mandibles to examine it with the powerful olfactory antennae around their mouth. + +## Home World + +Colveare is the name of the astriapi home world, referring both to the planet’s singular encircling land mass and its all-encompassing megalopolis. Many astriapis don’t distinguish these areas from one another, perceiving them as a conceptual whole. Complex technological engineering and infrastructure supports Colveare’s natural cycles, seamlessly incorporated into the world by the forgotten skills of generations past. Geomagnetic bullet trains curve around the planet’s core; decentralized atmosphere-harvesting operations glide throughout the mega-forests of planetary arboretums; city-sized solar-powered speedliners skim Colveare’s artificial oceans, carrying passengers and goods to other districts. Beneath the soil, a vast network of computer banks infused with powerful magic harvest and redirect geothermal energy through colossal vents made according to specified designs researched from the Plane of Fire. These ever-churning engines generate heat and power for the impressive engineering works of Colveare. +Since before the Gap, nature, technology, and astriapis have worked together to sustain Colveare as though part of an inexhaustible machine. Rooftop groves provide canopy shelter for migratory birds and arboreal fauna, automated stations carefully monitor artificial reefs for the benefit of their piscine inhabitants, and immense public zoos house the biodiversity that would be too dangerous or chaotic to exist unmonitored. Sprawling arboretums are managed by small armies of rangers, researchers, and foragers who gather fruits and seeds while carefully checking the trees for signs of sickness or malnutrition. Deep beneath the ground, large pest control systems use sonic barriers and other nonlethal methods of discouraging vermin from intruding into the tunnels and boiler rooms of the city-planet’s inner workings, while professional delvers introduce trained predators into the planet’s bowels to eradicate unwanted infestations. +Colveare’s engineering marvels are both its greatest strength and most profound weakness. Sadly, the decades of technological development and striving that created these marvels largely occurred during the Gap. Without their people’s lost knowledge, astriapis are now locked in a race against time to rediscover and reverse-engineer their planet’s intricate workings before those ultra-complex systems begin to catastrophically degrade and fail. Astriapis and offworld adventurers often work together to explore, decipher, and document the ancient technologies that have maintained Colveare’s careful ecological balance for centuries. Despite their efforts, it’s only a matter of time before a spell unravels or a machine fails in a way that plunges part, or even all, of Colveare’s districts into a disaster from which it can’t recover. + +## Society and Alignment + +Astriapi society is a carefully regimented theological bureaucracy devoted to the ideals of the planet’s preservation, led by the reclusive Hierarchs. The Hierarchs historically derive their power from the magical honey created from the pollen of the zhufera flower, an endangered species with the final extant specimens preserved in an undisclosed location by the Hierarchs and their security forces. According to Colveare legend, the original Hierarchs were pre-industrial astriapi explorers who discovered that honey made from zhufera pollen granted its imbibers prophetic powers, showing all the astriapi who ate the honey the same vision of ecological disaster and societal collapse—then a second vision of cooperation and mutual aid. The first Hierarchs founded a society of warrior-priests dedicated to spreading the visions of the zhufera flower and unifying the planet under the banner of survival. Thus, the ancient Hierarchs organized all astriapis across Colveare in creating the planet-spanning megalopolis and its engineering marvels. +When the Gap ended, astriapi society went through surprisingly little upheaval for such a densely populated planet. While the initial days of panic were tense, the Hierarchs moved swiftly to establish order using the immense communications infrastructure they found at their disposal, reestablishing contact over the planet in just a matter of days. As quickly as the general populace began supporting the Hierarchs’ mission, reacquiring the complete knowledge of Colveare has been more difficult and a much slower process. Reports from the planet’s furthest reaches describe newly rediscovered facilities in various stages of degradation, sometimes even containing the remains of astriapis who were stranded there at some point during the Gap. Not all these forgotten souls rest easily. +Astriapis on Colveare are raised from the moment of their hatching in huge broods with hundreds of siblings, cousins, and neighbors. They spend their larval years being carefully monitored for proficiencies and tendencies by an army of educational instructors and medical professionals. In the final days before their pupation, each larval astriapi is presented with the evaluation of their development and the recommendations for advised career paths on Colveare, split between Dedication to the City (encompassing engineering, agriculture, and the natural sciences) and Dedication to the People (including civil service, education, and medicine). After the year-long pupation, tradition dictates a new adult astriapi announces their intentions to serve Colveare, receiving complimentary lodging, food, and a commensurate salary based on market analysis for as long as they serve in a role dedicated to the city-planet’s functions. Much more rarely, an astriapi instead declares they’ll be a member of the Unworking, the caste of all those who don’t choose a traditional occupation. Unworking communities are largely ignored by the Hierarch’s security forces as long as they don’t damage the city or cause disruption, leaving plenty of space for artists and innovators to try to earn their living on their merits; however, those with a surplus of money and power also offer immoral or illegal opportunities for profit to those who are unable to successfully make an independent living outside of the requirements of the Hierarch’s rules. +For the average astriapi, life is an urban idyll. Energy, sustenance, and lodging are all plentiful thanks to the titanic infrastructure that dominates the planet, leaving those who work in service to Colveare with plenty of additional income to pursue their own projects and interests. Arts and entertainment are typically produced within Unworking communities. Many astriapis travel around their planet as part of their official duties in service to the Hierarchs, the better to comprehend their individual tasks by seeing a variety of solutions to similar problems and observing the planet as an interconnected whole. While urbane visitors to Colveare might be surprised by the uniformity of astriapi architecture, local gardens of indigenous plants and carefully tracked populations of native animals provide each region distinctive characteristics to naturalists. Astriapis often give local directions based on scents, to the chagrin of species that lack their own powerful olfactory senses. +The Hierarchs reside in the Central Beacon, an immense cathedral-like structure on the planet’s equator that extends deep into Colveare. The Central Beacon is a labyrinthine tangle of labs, workshops, meeting halls, and meditation chambers. Here, the massive bureaucracy of Colveare busily interprets the dreams of the Hierarchs, converting the recounted zhufera visions into the blueprints, work orders, and dictums from which the rest of the planet take their direction. The Tetulatai, a secretive order of inquisitors, serve as security and law enforcement for the Hierarchs, often assigned to tasks of a more political nature; many astriapis who are brought to the Central Beacon by the Tetulatai under suspicion of crimes return drastically changed in their thoughts and demeanor, if they return at all. Rumors of psychological conditioning, brainwashing, and zhufera-based drugs follow the Tetulatai like a shadow, but the order keeps their secrets well hidden. All entrances into the Central Beacon are heavily fortified, though persistent rumors of unwatched tunnels deep below the planets’ surface circulate, luring those interested in access to the resources and mysteries of the Hierarchs. +The largest Unworking community, the Dreamer’s Redoubt, exists entirely outside the Hierarch’s plans and goals. This artists’ community is built into a massive living tree rooted into the walls of a sinkhole, with tents dangling from branches above and the exposed roots below. All domiciles within Dreamer’s Redoubt are magically shaped into the still-living heartwood of the tree’s trunk. A robust mutual aid system, where residents share gardens and a rotating schedule of tasks, maintains the independence of the inhabitants from the demands of the Hierarchs. The Redoubt’s tree-borough is the most popular spot on the planet for astriapis seeking to unwind by taking in a live show, gambling on illegal tunnel races, or discussing fashionably controversial politics in underground nectar speakeasies that migrate through the caves below the sinkhole. The Creative Host is a union of poets, musicians, actors, and artists that serves as the community’s leadership, collectively bargaining on behalf of their members and funding the continued independence of the Redoubt. Jitik, Chief Executive Officer Of The Creative Host (astriapi envoy 9) recently called for a ban on members of the Rising (see Other Religions On Colveare, below) from proselytizing within the Dreamer’s Redoubt. Many of the community’s other residents have criticized Jitik for bowing to the will of the Hierarchs, but Jitik sees the increasing violence between the Hierarchs and the Rising as an existential threat to the Dreamer’s Redoubt that can only be avoided by staying out of the middle of the inevitable conflict. +Astriapis are physically capable of moving quickly, but their species’ mainstream culture values deliberation as a virtue. They take reverent pride in accomplishing even simple tasks, particularly when they serve a greater good or purpose, and often have strong feelings about using specific tools or specialized processes to accomplish tasks rather than choosing the most expedient or efficient method. Astriapis who serve Colveare are polite and industrious, and expressing anything other than courtesy when working in a professional capacity is considered extremely rude. These astriapis are highly social and gravitate toward a communal understanding of the world and society, which is reflected in their lifestyles, laws, and mainstream culture. They maintain rigid familial hierarchies and politely observe occupational caste systems at work. Astriapis who don’t serve Colveare, whether living in the ranks of the Unworking or traveling the stars elsewhere, are as individualistic as any other species, though many of them share a desire to find a purpose greater than themselves to stand in for the meaning and structure they abandoned by rejecting the will of the Hierarchs. + +## Other Religions on Colveare + +While the Hierarchs’ doctrine of duty to the planet’s ecosystem and collective society dominates religious thought on Colveare, traces of other religions still linger among individual astriapi beliefs. Though the Hierarchs have never formally supported the idea, a popular belief among some astriapis is that the zhufera visions are a gift from Yarasea, providing divine knowledge that helps them preserve the planet. Others see the visions as a gift from multiple gods working together to preserve Colveare for some sort of divine purpose, but no consensus has been reached as to which gods or what purpose that might be. Others practice animistic religions that don’t venerate any specific deities but see the processes of living as sacred communion. +Counter to these philosophies, a small minority church of Oras has long worried about the attempts by the Hierarchs to create a system that curtails change. Fueled by this line of thinking, a secretive group calling themselves the Rising have begun to organize among the Unworking, spreading a message that the Hierarch’s overreach is setting the planet up for another ecological catastrophe, but this time it will be an event of astriapis’ own making. The Rising claim to have access to their own dream visions without the use of zhufera pollen, a heretical claim that has led the Hierarchs to ban the group from meeting or proselytizing about their teachings. Despite the religious crackdown, rumors of the group’s apocalyptic warnings continue to spread, as do whispers of astriapi pilgrims journeying to an undisclosed location within the Temperate Forest Biome Sanctuary District 3 to meet with a hidden Oracle of Oras. + +## Names + +Astriapis’ traditional names consist of their broodname, given to them as larva, followed by the designation of their function, like Primary Bioengineer of the Eighth Maritime District or Apprentice Vehicle Technician Seeking Employment. Astriapis thus place great importance on accumulating more precise and descriptive job titles as they grow more experienced, trusted, and valued within their fields of expertise. Astriapis living off Colveare might or might not retain these naming conventions, depending on their relationship with traditional astriapi values. + +### Sample Names + +Some sample astriapi broodnames include Ainkli, Dewik, Eenti, Hrikli, Litchki, Nectaca, Oobreet, Pruneep, Qini, Slysstro, Undrigi, Vitvi, Wixeek, Xritrik, and Zrangki. + +# Vital Stats + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 120 to 150 lbs. +**Age of Maturity** 6 years +**Maximum Age** 60 + 1d20 years years diff --git a/Compendium/SF1E/Species/Bandrid.md b/Compendium/SF1E/Species/Bandrid.md new file mode 100644 index 0000000..c3b3039 --- /dev/null +++ b/Compendium/SF1E/Species/Bandrid.md @@ -0,0 +1,77 @@ +--- +aliases: +tags: +--- +# BANDRID + +> [!infobox|left] +> [[Bandrid.png|Spielern zeigen!]] +> +Until recently, the small Liavaran shepherd moon named Hibb was believed to be uninhabited. With rolling hills covered in stubby grasslike protrusions and very few bodies of water, Hibb held little of interest for explorers. The moon’s lack of natural resources and the pervasive stench that issued from the ground, which no manner of filtration could suppress, further contributed to Hibb not being colonized by the barathus— or anyone else in the Pact Worlds, for that matter. + +However, less than 5 years ago, previously unnoticed machinery under Hibb’s surface began to stir. All across the moon, apertures opened in the ground, from which rose tall towers with spiraling ramps. Heretofore unknown creatures emerged from these towers, their small visual sensors adjusting to the light of the distant sun. The members of this sentient species, who call themselves bantrids, had slumbered in stasis for eons before their ancient computers woke them. Because of the Gap and faulty data-storage drives, however, the bantrids had no knowledge of the solar system’s current political climate and no recollection of why their people entered stasis in the first place. Some believe they were hiding from an imminent threat or natural disaster, while others posit that bantrids were the first sentient species in the system and that they put themselves to sleep to wait for others to interact with. + +Bantrids have unusual anatomy. Their lower halves are nothing more than dense organic spheres. Bantrids move by spinning these foot-orbs using hundreds of thousands of cilia on the underside of partial sheaths that cover the orbs. Their upper torsos are stout columns that taper slightly at the top. Bantrids have no heads in the fashion most humanoids do. Instead, their visual and auditory sensors are located in the middle of their torsos, directly under small mouths containing a few teeth made only for chewing fruits and nuts. Bantrids have no noses and, in fact, no sense of smell at all. Near the apex of their torsos, bantrids have a pair of appendages that resemble large, flat hands with several thin fingers. Bantrids’ skin often bears striped coloration along the length of their torsos and across their upper limbs. + +Most bantrids are curious about the “new” galaxy they now find themselves in and are eager to learn about all the other sentient species that inhabit it. This leads them to rush (sometimes literally) into situations before fully understanding them. Some of their Pact Worlds neighbors find this trait endearing and happily bring bantrids into their businesses or starship crews, while a few others are put off by their appearance. Bantrids don’t hesitate to write off those who don’t accept them, and they easily move on to new opportunities. + +Bantrid culture revolves around motion, from their ramped tower-dwellings to their treadmill-chairs. A bantrid who isn’t moving starts to feel an overwhelming dread akin to claustrophobia. If this lasts too long, the bantrid will simply leave wherever they are at the moment, despite the social consequences. A restrained bantrid will keen wildly and hyperventilate, usually passing out. + +Bantrids have no gender and reproduce via a form of budding that creates tiny bantrids whose foot-orbs are not yet sufficiently developed to allow locomotion. These offspring must be carefully watched over until they can move on their own, which takes about 5 months. + +**Ability Modifiers** +2 Dex, +2 Con, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Bantrids are Small aberrations. + +## ANOSMATIC + +Bantrids have no sense of smell and are immune to sense-dependent effects that rely on smell. + +## BALANCED + +Bantrids receive a +2 racial bonus to AC against trip combat maneuvers and can stand up from prone as a swift action. + +## DAREDEVIL + +Bantrids receive a +2 racial bonus to Acrobatics checks. + +## DARKVISION + +Bantrids can see up to 60 feet in the dark. + +## SWIFT + +Bantrids have a land speed of 40 feet. + +# VITAL STATS + +**Average Height** 3-4 ft. +**Average Weight** 70-100 lbs. +**Age of Maturity** 8 years +**Maximum Age** 70+2d20 years + +# ALTERNATE RACIAL TRAITS + +**Source** [_Starfinder #31: Waking the Worldseed pg. 53_](https://paizo.com/products/btq022cf?Starfinder-Adventure-Path-31-Waking-the-Worldseed) +Some bantrids move in particularly unusual ways. + +## HOLLOW ORB + +**Source** [_Starfinder #31: Waking the Worldseed pg. 53_](https://paizo.com/products/btq022cf?Starfinder-Adventure-Path-31-Waking-the-Worldseed) +By changing their diet, bantrids can cause their foot-orb to gain hollow, honeycomb-like cells throughout its structure. These bantrids are faster and float more easily in water, but the extra speed comes with a loss of fine control. These bantrids’ land speed increases to 50 feet, and they gain a +2 racial bonus to Athletics checks to swim. +This replaces balanced, daredevil, and swift. + +## HOTSHOT + +**Source** [_Starfinder #31: Waking the Worldseed pg. 53_](https://paizo.com/products/btq022cf?Starfinder-Adventure-Path-31-Waking-the-Worldseed) +Bantrids have a natural skill for moving carefully at high speeds. With a bit of practice, this makes them magnificent pilots and drivers. Bantrids with this trait gain a +2 racial bonus to Piloting checks. +This replaces balanced. + +## MAGNETIC ORB + +**Source** [_Starfinder #31: Waking the Worldseed pg. 53_](https://paizo.com/products/btq022cf?Starfinder-Adventure-Path-31-Waking-the-Worldseed) +With proper diet and medication, bantrids can give their footorb a metallic, magnetic core. After sufficient practice, they can direct this magnetic force or even invert it so they can roll along metal walls or ceilings. They gain a climb speed of 30 feet that they can use only on metallic surfaces, and can move across metal surfaces at their land speed, even in zero gravity. They also gain a +2 racial bonus to KAC against bull rush and trip combat maneuvers when standing on a metal surface. Magnetic orbs are heavier than the typical bantrid foot-orb, and the land speed of these bantrids is reduced to 30 feet. +This replaces balanced, daredevil, and swift. diff --git a/Compendium/SF1E/Species/Barathu - Early Stage.md b/Compendium/SF1E/Species/Barathu - Early Stage.md new file mode 100644 index 0000000..c6b3b12 --- /dev/null +++ b/Compendium/SF1E/Species/Barathu - Early Stage.md @@ -0,0 +1,108 @@ +--- +aliases: +tags: +--- +# BARATHU - EARLY STAGE + +> [!infobox|left] +> [[Barathu - Early Stage.png|Spielern zeigen!]] +> +Barathus are the sentient apex of Bretheda’s gas-giant ecosystem, blimp-like creatures vaguely reminiscent of jellyfish, with several unusual evolutionary adaptations. The first is their ability to rewrite their own genetic code instinctively and at will, adjusting their own biology to allow them to manufacture a huge array of substances—and even advanced biotechnology— within the crucibles of their own bodies. Yet while this ability makes them quite successful in the Pact Worlds economy, and has deeply influenced their culture’s understanding of wealth and trade, their more notable adaptation is the ability to combine with others of their kind into larger, hive-minded superentities. These mergings create not merely amalgams of their component beings, but entirely new entities with unique and independent consciousnesses, yet which in turn often disband back into their component individuals after a particular need or threat has passed. + +Barathu culture tends to be easygoing but hard for some other races to understand, as the barathus’ frequent merging makes the concept of “self” somewhat nebulous to them. Young barathus who grow up surrounded by humanoids are an exception, as they are better able to appreciate the mindsets of creatures who exist in static, solitary configurations. Compared to older barathus, early stage barathus are more adventurous and individualistic, and their adaptation to the humanoid mindset makes it more difficult for them to merge completely with others of their kind. Most of these early stage barathus grow out of this phase, gaining the ability to fully integrate with others, yet recent generations have seen more and more barathus deliberately clinging to their juvenile mindsets. While plenty of barathus remain discrete entities for most of their lives, barathus nearing the ends of their lives often merge with massive, permanent combinatory entities that serve as corporations, governments, or cultural repositories. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Early stage barathus are Medium aberrations. + +## EARLY STAGE ADAPTATION + +An early stage barathu’s body is mutable and can adapt to many different situations. Once every 1d4 rounds as a swift action, an early stage barathu can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the early stage barathu’s next turn. Unlike more mature barathus, early stage barathus are not generally capable of more complex adaptations.  + +- Upper limb refinements enable the barathu to add an additional amount of damage to melee attacks equal to its Strength modifier. +- A toughened dermal layer grants its a +1 racial bonus to AC. +- Developed lower limbs grant it a base speed of 15 feet. +- Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic). +- Elongated limbs extend its reach to 10 feet. + + + +## FLOATERS + +Early stage barathus have a base speed of 0 feet and an extraordinary fly speed of 30 feet with average maneuverability. + +## LIMITED TELEPATHY + +Early stage barathus can communicate telepathically with any creatures within 30 feet with whom they share a language in common. + +## STRANGE ANATOMY + +Early stage barathus gain a +1 racial bonus to Fortitude saving throws. + +## DARKVISION + +Early stage barathus have darkvision with a range of 60 feet. + +# VITAL STATS + +**Average Height** 4-6 ft. +**Average Weight** 150-250 lbs. +**Age of Maturity** 30 years +**Maximum Age** 500+3d% years + +# ALTERNATE RACIAL TRAITS + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +Thanks to eons of modification, barathus are among the most varied of the species in the Pact Worlds. Unlike most other species, barathu modification continues throughout their lives; a barathu character who spends a week using the retrain downtime activity can retrain their racial traits, choosing one barathu racial trait or alternate racial trait and losing whichever racial traits the newly chosen trait replaces, as noted in each racial trait. + +## COLLECTIVE CONNECTION + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +Barathus born from a collective of merged adults sometimes glean fragments of memories from that collective. These barathus receive a +2 racial bonus to checks to recall knowledge. +This ability replaces strange anatomy. + +## FLUID SELF + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +The species’ unique sense of self makes barathus difficult to affect mentally, an ability particularly common among newly budded barathus and those who have recently split from a collective. A barathu with this trait gains a +2 racial bonus to saving throws against mind-affecting effects. +This ability replaces strange anatomy. + +## INTERNAL CHEMISTRY + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +Although all barathus have a certain innate understanding of biochemistry, others have refined it into an art form, turning their bodies into living chemical factories. A barathu with internal chemistry gains the following options instead of the typical options available for the early stage adaptation ability.  + +- Spraying acid is a simple chemistry exercise. The barathu gains an acid spray ranged natural attack that deals 1d3 acid damage with a 30-foot range increment. A PC using this ability is considered armed and gains a unique Weapon Specialization with this attack at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with this attack. The acid spray cannot be disarmed or sundered and doesn't require ammunition. +- The barathu secretes a frictionless slime. When the barathu uses early stage adaptation to gain this ability, they can immediately attempt to use Acrobatics to escape a grapple without spending another action. +- Lighter-than-air gases increase the barathu’s fly speed by 15 feet. +- Soothing psychoactive chemicals grant the barathu a new saving throw against each ongoing mind-affecting effect that is affecting them. +- A cloud of fumes spreads over a 20-foot radius from the barathu, affecting the area as a smoke grenade. Barathus are immune to the choking effects of this cloud. + +This modifies early stage adaptation. + +## MINERAL EXOSKELETON + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +Some barathus, especially those who explore beyond Bretheda and Liavara, modify themselves by building shells out of mineral deposits. A barathu with a mineral exoskeleton gains these options instead of the typical options available for the early stage adaptation ability.  + +- Added reinforcement to their external shell grants the barathu DR 1/–. +- Dangerous growths function as a natural weapon that deals 1d3 bludgeoning, piercing, or slashing damage. A barathu PC using this ability is armed, and this attack cannot be disarmed or sundered. If a barathu PC using this ability is at least 3rd level, they gain a unique Weapon Specialization with these natural weapons, allowing them to add 1-1/2 × their character level to damage rolls with this attack. +- Spikes grow from fleshy surfaces, dealing 1d6 piercing damage to each creature that hits the barathu with an unarmed or natural attack. +- Reinforced tentacles function as powerful but slow limbs, granting a burrow speed and land speed of 10 feet. +- The area covered by the barathu's shell expands, granting a +2 racial bonus to AC but reducing the barathu’s flight speed to 0. + +This modifies early stage adaptation. + +## STUDENT OF LIAVARA + +**Source** [_Starfinder #29: The Cradle Infestation pg. 43_](https://paizo.com/products/btq021f1?Starfinder-Adventure-Path-29-The-Cradle-Infestation) +Barathus respect and protect the Dreamers of Liavara, but few modify themselves to follow the Dreamers’ path. Those who do gain a hint of the Dreamers’ telepathic powers but forever lose the ability to modify themselves further. A barathu who selects this alternate racial trait cannot retrain it as it can others. +You gain the following spell-like abilities.  + +- **At will:** _daze_, _telepathic message_ +- **1/day:** _mind link_, _mind thrust_ (1st level) + +This replaces early stage adaptation. diff --git a/Compendium/SF1E/Species/Bear Uplifted).md b/Compendium/SF1E/Species/Bear Uplifted).md new file mode 100644 index 0000000..b73d7fa --- /dev/null +++ b/Compendium/SF1E/Species/Bear Uplifted).md @@ -0,0 +1,120 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 134_ + +[[Species_UpliftedBear.png|Zeigen!]] +Though their physical forms resemble those of their mundane counterparts, uplifted bears are far from simple animals; those who underestimate them do so at great peril. At some point in the past, a population of bears—the stories range from an initial group of several dozen to all the bears on a dying planet—were modified to increase their mental capabilities, granting them extraordinary intelligence. The details of who modified the bears, and why, were either lost to the Gap or, as more conspiratorial takes posit, deliberately concealed. While some uplifted bears are obsessed with uncovering their origins, others feel this focus on the past only holds their people back. + +**Ability Modifiers** +2 Str, +2 Int, -2 Wis +**Hit Points** 6 + +## Size and Type + +Uplifted bears are Large magical beasts with a space of 10 feet and a reach of 5 feet. + +## Climber + +Uplifted bears have a climb speed of 20 feet. + +## Ferocious Charge + +As the Ferocious Charge universal creature rule. + +## Limited Augmentation + +The only augmentations that can be installed in an uplifted bear’s brain are datajacks and the mechanic’s custom rig. + +## Limited Telepathy + +Uplifted bears have limited telepathy with a range of 30 feet. + +## Low-Light Vision + +Uplifted bears have low-light vision. + +## Natural Survivor + +Uplifted bears have a +2 racial bonus to Life Science and Survival checks. + +## Natural Weapons + +Uplifted bears have natural weapons that function like those of vesk, except the bears’ natural weapons deal slashing damage. + +## Swift + +Uplifted bears have a land speed of 40 feet. + +# About the Bear (Uplifted) + +## Physical Description + +Physically, uplifted bears resemble non-sapient bears, though their bodies were modified along with their minds to grant them a few enhancements. Their clawed forepaws are more dexterous than those of an animal bear, with opposable thumbs to manipulate objects easily. They retain all the physical strength of any bear, and their size is formidable. An uplifted bear can be roughly 5 feet tall when on all fours, but when maneuvering bipedally, as most prefer, they stand up to 10 feet tall. + +Like animal bears, they generally have short tails, small rounded ears, and thick fur coats consisting of both long guard hairs and shorter insulating hairs. Though they have the teeth and digestive systems common to a carnivorous species, uplifted bears are typically omnivores and can subsist on a wide variety of diets—though they need a larger volume of food if consuming solely vegetarian fare. An uplifted bear's sense of smell is generally weaker than that of an animal bear. + +The original uplifted bears appear to have been drawn from an assemblage of Pact Worlds species, creating a diverse array of features and pelages. Coat coloring ranges among black, brown, blonde, and white, including patterns that resemble those of Lost Golarion's pandas or Castrovel's sun bears. Some populations grow especially large, with massive appetites and thick fur to help them stay warm in colder climates. Others have bodies better designed for swimming than clambering up trees, and others still have especially long tongues once designed for insectivorous diets. Whatever their apparent species differences millennia ago, the process that uplifted these bears also left them genetically compatible with each other (but not with animal bears or other ursines). + +Strangely, uplifted bears' brain structure seems to resist most technological augmentations, except for datajacks or custom-designed rigs. Some bears believe it was intended as a means of protection against external control by whoever modified them, while others fear that it's a sinister method of holding them back from achieving their true potential. + +## Home World + +With no memory of their origins, uplifted bears lack a home planet of their own. Small communities of uplifted bears exist throughout the Pact Worlds. Many occupy higher-gravity planetoids in the Diaspora, while others live on heavily forested or jungle planets such as Castrovel or Landahl in Near Space. These settlements range in size from tiny outposts of a few dozen residents to small villages of a few hundred. + +One of the largest uplifted bear settlements is on a Diasporan planetoid optimistically named Greenview. Greenview has a breathable, if thin, atmosphere, and for the past several decades, uplifted bear scientists have been attempting to terraform the planetoid to encourage plant growth, with mixed results. What began as a research outpost grew into a town of nearly 600 residents now known as Furmark as trade sprang up to support the scientists' work. Although only limited vegetation has been coaxed out of Greenview's rocky soil thus far, there are plenty of mineral deposits to support the community in the meantime, and Furmark does a brisk trade in various valuable ores. + +Recently, an uplifted bear team exploring the Vast discovered a planet in the Ferra system unpopulated by sapient creatures and full of skyscraper-sized trees. Since this report spread, a contingent of uplifted bears has begun calling for their kind to adopt this planet as their home world. Further surveys have noted that the planet, dubbed Ursana by its original explorers, contains ample natural resources and animal life. Ursana still has no formal status according to the governments of the Pact Worlds, though several members of this uplifted bear group— dubbed the Open Paw for their slogans promising “an open paw” to any bear wishing to settle on Ursana—have filed pending petitions with the Pact Council to have it officially recognized as their home world. Though the Pact Council has provided no response thus far, the bears' cause has attracted the support of several prominent organizations thanks to the efforts of the Open Paw's de facto leader, Devran Gars, a professor of natural history at the University of Qabarat. + +In the meantime, some uplifted bears have begun immigrating to Ursana and building settlements, most of which are still quite small. An advertising campaign by the Open Paw aimed at uplifted bear communities throughout the Pact Worlds hopes to encourage more to settle on Ursana, extolling the benefits of having a unified home planet. Not all wish to relocate so far away, however, especially since Ursana's location in the Vast would prevent it from becoming a member of the Pact Worlds proper. + +## Society and Alignment + +As a widely dispersed population, uplifted bears often adopt cultural characteristics of their neighbors. Regardless of location, though, they often have several points of commonality. Many uplifted bears are more comfortable in natural, vegetated environments than in large cities or space stations, and their settlements tend to reflect this preference. A typical uplifted bear town is a marvel of engineering, with structures built into and onto the surrounding trees and walkways twining up through branches. In areas where native vegetation is unavailable, uplifted bears often opt for artificial alternatives or expensive imports. This affinity for natural landscapes has given them a reputation for preferring terrestrial living situations over space stations. Though commonly true, it isn't universal, and some uplifted bears do make their homes in places like Absalom Station. In general, however, many uplifted bears prefer the company of animals and animal-like humanoids and choose to settle in less urbanized and populous environments. + +Due to their bestial and imposing appearance, uplifted bears have an unfair reputation for violent tempers, yet their personalities are as varied as any other sapient species. While some bears are happy to live up to the stereotype, others frown at the notion that physical might makes one a ferocious brute. Many uplifted bears, particularly those in scientific or academic professions, deliberately cultivate an erudite and sophisticated appearance to counter such assumptions. + +As a species scattered across the galaxy, uplifted bears value community and are often delighted to encounter a fellow bear unexpectedly. Still, uplifted bears also enjoy having their own space, and bear families in a settlement typically maintain homes of their own set away from the central town structures—close enough to go socialize when they wish, yet far enough that they can live without feeling as though their neighbors are peeking over their shoulders. Uplifted bears don't typically engage in formal marriages; bears wishing to formalize a romantic relationship simply move in together without much fanfare, and bears wishing to end one just separate with an equal lack of ceremony. + +Though community is important to them, uplifted bears generally consider communities to be rather loose arrangements; they're happy to help their neighbors when needed but prefer maintaining their independence as much as possible. Accordingly, uplifted bear communities seldom have formal leadership, with each family deciding its own affairs. For settlement-wide issues, a forum convenes to discuss the issue, culminating in adults voting on a course of action. This method can be inefficient, particularly when contentious topics are involved, but ideally ensures that every member of the town gets an equal say. + +On Ursana, community governance is slightly more formalized. Each uplifted bear settlement on the planet is under the auspices of a town council with a loose network of mutual-aid agreements between communities. The Open Paw has advocated the creation of a unified planetary government, an Ursanian Senate, to represent uplifted bears' interests to the Pact Worlds. Aside from a few self-styled bear senators taking the role upon themselves, such efforts have largely stalled while awaiting the Pact Council's decision on Ursana's status. + +### Life Cycle + +Uplifted bears are born into litters of up to four cubs. A pair of uplifted bears usually only have one or two litters during their lifetimes, and they never try for a new one until the first set of cubs are at least 6 years old and require less direct care. Uplifted bears age more slowly and live longer than their animal counterparts, reaching physical maturity around 12 years old. They're still considered somewhat mentally immature at this age, however, and often don't leave their parents' home until several years later. Most uplifted bears live between 50 and 60 years, though it isn't unheard of to encounter an elder in their 70s. + +### Spiritual Traditions + +Without a unified history, uplifted bears often experiment with new traditions to see what might bind their communities together, particularly in matters of faith and spirituality. When something works, these communities often dispatch informal evangelists to share the tradition with other groups, ever eager to create some shared cultural zeitgeist. Nature-themed traditions are among the most successful, tapping into uplifted bears' instinctive appreciation of the wilderness. As a result, many uplifted bears adopt elements of the Green Faith, often syncretizing it with other spiritual beliefs or pantheons. + +Of the major Pact Worlds deities, Oras is the most commonly worshipped amongst uplifted bears, especially by those who believe it was responsible for their sapience. Talavet's faith is also common, as the uplifted bears who follow her feel she provides inspiration for a unified sense of tradition their people haven't yet achieved. Uplifted bears with an academic inclination often follow Yaraesa, appreciating her focus on scientific achievement, while those who dedicate their lives to solving the enigma of their creation might follow Eloritu in the hopes that one of the many hidden truths he holds contains the key to the puzzle. Uplifted bears of a cruel and malicious disposition might follow Damoritosh or Lamashtu, believing that their physical might makes them superior to others and deserving of whatever they can take from those who are weaker. + +### Unity Or Assimilation? + +Arising inexplicably in far-flung locales, uplifted bear communities are caught between two impulses: one emphasizing development of a shared cultural unity, the other viewing a bear settlement as having more in common with the other peoples in the area than the distant homes of other uplifted bears. The tug-of-war between the two is currently the central question of uplifted bear societies, and nearly all uplifted bears have an opinion on the matter. Many fall somewhere in the middle of the two extremes, recognizing the benefit of having some shared traditions while adapting to the worlds on which they've made their homes. + +The Open Paw has made some concerted efforts to disseminate information about traditions or customs that various bear communities have started. This effort has led to the creation of several holidays, such as a winter solstice festival known as Evernight and Trailblazers' Day, commemorating the discovery of Ursana. Attempts to create a constructed uplifted bear language have been less successful, as most bears view the notion an interesting thought experiment but impractical for actual use. + +## Mysterious Origins + +No matter their birthplace or circumstances, every uplifted bear shares one commonality: the knowledge that their people owe their sapience to whoever—or whatever—uplifted them. Theories differ regarding who might have done so and their motives. Some uplifted bears believe their sapience was a gift given to them by a powerful mystic of the Green Faith, while some believe that Oras, god of evolution, chose to transform them beyond their animal origins. Others fear they were created for a darker purpose as an army of sleeper agents and that their creator might one day return and carry out nefarious plans. + +Uplifted bears deal with the mystery of their creation in various ways. Many uplifted bear settlements began as scientific outposts dedicated to studying pre-Gap relics in an attempt to uncover their origins. Sometimes, an uplifted bear delving into these matters becomes obsessed with solving the puzzle, abandoning all other concerns along the way. Uplifted bears refer to such individuals as being “rooted” and view them with pity tinged with trepidation. Family and friends often try to intervene early with such an obsession, hoping to head it off before it becomes ingrained. + +Some uplifted bears, especially those of younger generations, find this focus on the past frustrating. They view it as holding their people back, forcing their attention toward their past circumstances rather than looking to the future. Such individuals often leave their home communities for areas more heavily populated by other species, building new lives where their origins are less important than their capabilities. Still, they too grapple with the mystery of their past, even if only in trying to ignore it. + +## Names + +Uplifted bears generally use a single given name with no surname, though those who live primarily among other species might adopt one. These names tend to sound harsh and guttural to the humanoid ear. Uplifted bears also often adopt epithets throughout their lives, placed after their given names. These epithets can refer to physical characteristics, careers, personality characteristics, or accomplishments and are often used as nicknames. Some example epithets are “Firetail,” “the Engineer,” “Silvertongue,” and “the Starseeker.” + +### Sample Names + +Some sample uplifted bear names include Arrak, Baors, Durran, Girra, Hako, Koroek, Nozobi, Mur, Rauki, Tarrathak, Uenka, and Zavranik. + +# Vital Stats + +**Average Height** 9-11 ft. +**Average Weight** 1,000-1,500 lbs. +**Age of Maturity** 7 years +**Maximum Age** 60+1d20 years diff --git a/Compendium/SF1E/Species/Bolida.md b/Compendium/SF1E/Species/Bolida.md new file mode 100644 index 0000000..8d6e8b0 --- /dev/null +++ b/Compendium/SF1E/Species/Bolida.md @@ -0,0 +1,58 @@ +--- +aliases: +tags: +--- +# BOLITA +> [!infobox|left] +> [[Bolida.png|Spielern zeigen!]] +> + +Bolidas are arthropodan creatures that dwell not on the faces of the planets they inhabit, but far underground, in cave systems that are so deep below the surface that they are blasted by the unforgiving heat of the planets’ molten cores. The centipede-like creatures are protected from these extreme environs by metallic, chitinous plates that cover the entirety of their backs, from head to tail tip. This innate armor also protects them from subterranean hazards such as rock falls and the friction of traveling through cramped cave tunnels. Bolidas support themselves on their many sets of legs, holding only the uppermost portion of their bodies upright to wield weapons or manipulate objects. They have evolved over millions of years to thrive in darkness, and they therefore tend to avoid traveling up to the surface world; if they choose to live on a planet’s surface or a space station, they prefer to maintain nocturnal schedules, as sunlight blinds them if they’re not wearing protective eyewear. + +Only a few decades ago, a group of offworld explorers on the bolidas’ home planet, Zafaiga, first encountered the modest miners while quarrying the unique stones that they assumed had no claimant. Though the bolidas were territorial, wary, and somewhat xenophobic, it was overall an amicable, if tense, meeting. Afterward, the bolidas reluctantly agreed to establish a mutually beneficial relationship with other species, contracting trade agreements and eventually even adopting Common into their lexicon. Though the broader galaxy has known of their existence for only a few decades, bolidas have been extant for millennia, unconcerned with and largely unaware of the outside world. They independently developed their own technology (though it is predominantly analog and therefore considered primitive by some races), which they use to dig for resources and excavate cavernous dwellings. Even those bolidas who travel the galaxy tend to be rather aloof, blowing off attempts at personal friendships by members of surface races, whom they dismiss as capricious “light dwellers.” They choose instead to spend their time alone, with other bolidas, or with members of subterranean races with whom they can share their passion for excavation. + +Digging is a euphoric activity for bolidas, and they spend a large portion of their lives creating new tunnels and caves to house their ever-expanding populations. New settlements can grow from a single small cave to hundreds of miles of mazelike tunnels and dozens of vast caverns in mere months. Because of this natural disposition, bolidas have proven themselves to be indispensable in the acquisition and trade of rare minerals. Their ability to thrive in the heat deep underground on moltencore planets means they are often hired as miners by individuals and organizations all across the galaxy to excavate subterranean dig sites that most other races are unable to withstand. + +Bolidas exhibit no discernible sexual dimorphism or gender, and each bolida is capable of carrying and fertilizing eggs—oftentimes they will take on both roles. They also sometimes mate in groups, covering the floors of their nursery caves with eggs that are incubated by the heat of the depths. The average bolida is 7 feet long and weighs 350 pounds. + +**Ability Modifiers** +2 Str, +2 Con, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Bolidas are Medium vermin. + +## BOLIDA MOVEMENT + +Bolidas have a land speed of 30 feet and a burrow speed of 30 feet. + +## BOLIDA SENSES + +Bolidas have blindsense (vibration) with a range of 30 feet, darkvision with a range of 60 feet, and low-light vision. + +## CHITINOUS PLATES + +Bolidas are covered in metallic plates that grant them a +1 racial bonus to AC. + +## DEFENSIVE BALL + +As a move action, a bolida can roll its body into a nearly impenetrable defensive ball. While rolled up this way, a bolida can only uncurl itself as a move action, take the total defense action, or use its rolling charge ability. If the bolida takes the total defense action, its bonus to AC is increased to +5. + +## FIRE AFFINITY + +Bolidas have resistance to fire 5, which stacks with one other source of fire resistance. + +## LIGHT BLINDNESS + +As the [light blindness](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Light%20Blindness) universal creature rule. + +## ROLLING CHARGE + +A bolida that is rolled up in a defensive ball can charge without taking the normal charge penalties to the attack roll or its AC, and it gains a +5 circumstance bonus to AC against attacks of opportunity during its movement. It can’t make a melee attack at the end of its movement, but it can instead attempt either a bull rush or reposition combat maneuver against its target with a +4 circumstance bonus to the attack roll. A bolida can’t use this ability again until it takes a 10-minute rest to recover Stamina Points. + +# VITAL STATS + +**Average Height** 6-1/2 to 7-1/2 ft. +**Average Weight** 300–400 lbs. +**Age of Maturity** 5 years +**Maximum Age** 110+4d20 years diff --git a/Compendium/SF1E/Species/Borai.md b/Compendium/SF1E/Species/Borai.md new file mode 100644 index 0000000..4b6d0d4 --- /dev/null +++ b/Compendium/SF1E/Species/Borai.md @@ -0,0 +1,49 @@ +--- +aliases: +tags: +--- +# BORAI +> [!infobox|left n-th clean] +> [[Borai.png|Spielern zeigen!]] +> +Borais are an unusual form of corporeal undead. Instead of being a dead body animated by negative energy, a borai has a mostly dead body that retains the smallest sliver of its soul. The two are inexorably bound, as the body draws vitality from the soul while the soul uses the body to remain on the Material Plane. Some borais are the results of partially botched resurrection attempts, either magical or technological, while others were people who were simply too stubborn to fully die when their time came. + +Borais appear much as they did in life, but their skin becomes pale and fragile, and dark veins of negative energy blossom across their bodies, a visual sign of the undead connection between their flesh and spirits. Borais still need to eat, breathe, and sleep, just like any living creature, but they age at radically slowed rates, allowing them to live for a few additional centuries. After that length of time, a borai’s physical body deteriorates to such a degree that the soul can no longer sustain it; the borai then both dies (as living creatures do) and is destroyed (as undead creatures are). Scholars are divided as to whether these souls move on to their appointed afterlives or simply dissipate into nothingness; mystical attempts to contact these souls have unfortunately failed, leaving researchers frustrated in their pursuit of answers. + +Though they can be created almost anywhere, the highest “birth rate” of borais is on the planet Eox, as many of the undead who live on that planet experiment with necromancy and undead-strengthening science. Those who come into existence elsewhere tend to migrate to Eox, as they are often viewed with fear and mistrust on other worlds. However, they soon find that similar prejudices await them on the dead planet, as they still require the same comforts as living creatures. A few borais from disparate former races have banded into a small coalition to petition the Pact Council for the official rights to an asteroid or small moon to create a home planet. + +Some borais embrace their disconcerting aspects, finding employment as terrifying enforcers or imposing bodyguards, while others seek to overcome and erase the stigma of their undead nature by holding diplomatic positions or taking jobs where they interact with the public. A few borais attempt to hide their pale appearances with cosmetics and full-body clothing. These borais attempt to blend in with members of their original races, though this often results in heartbreak and feelings of betrayal from their friends. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Wis +**Hit Points** 6 + +## SIZE AND TYPE + +Borais are Medium undead, but they do not gain normal undead immunities. + +## DARKVISION + +Borais can see up to 60 feet in the dark. + +## DEATHLY + +For effects targeting creatures by type, borais count as both humanoids and undead (whichever effect is worse). They are immune to negative energy damage and gain a +1 racial bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning. + +## LIVING SHELL + +A borai counts as a living creature for the purposes of what can affect him (such as magic healing). If destroyed, a borai can be brought back to his normal undead state by spells (such as _raise dead_) that restore life to his body as if he were alive. + +## OLD TALENTS + +Borais’ not-quite-dead bodies still have some of their old racial traits. At character creation, a borai selects one of the following races as his original living form and gains the racial trait indicated in parenthesis for the selected race: android (upgrade slot), human (skilled), kasatha (four-armed), lashunta (limited telepathy), shirren (blindsense), vesk (natural weapons), or ysoki (cheek pouches). A GM can, at her discretion, allow a borai to choose another humanoid race, along with an appropriate racial trait. Additionally, when a borai attempts to disguise himself as a member of his selected race, the DC of his Disguise check is not modified as a result of disguising himself as a different creature type. + +## RESIST ENERGY DRAIN + +A borai takes no penalties from energy drain effects, but he can still be destroyed if he accrues more negative levels then he has class levels. After 24 hours, any negative levels a borai has taken are removed without the need for an additional saving throw. + +# VITAL STATS + +**Average Height** See Borai entry +**Average Weight** See Borai entry +**Age of Maturity** — +**Maximum Age** See Borai entry years diff --git a/Compendium/SF1E/Species/Brenneri.md b/Compendium/SF1E/Species/Brenneri.md new file mode 100644 index 0000000..8879ac6 --- /dev/null +++ b/Compendium/SF1E/Species/Brenneri.md @@ -0,0 +1,55 @@ +--- +aliases: +tags: +--- +# BRENNERI + +> [!infobox|left n-th clean] +> [[Brenneri.png|Spielern zeigen!]] +> + +Brenneris are a mostly peaceful species that hail from Varturan, a planet in Near Space covered in vast waterways. These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. + +When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf. + +Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as [vlakas](https://aonsrd.com/Races.aspx?ItemName=Vlaka). + +Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family. Their fine-tuned sensitivity to emotions extends to their own, which can sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. + +Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. A brenneri’s emotional insight can then kick into overdrive, causing them to decide to pursue a similar experience themselves. It’s not uncommon for a brenneri to meet a spacefarer who’s just returned from an exhilarating adventure and then quickly want to become an adventurer themself. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles. + +Though brenneris’ natural empathy for the emotional journeys of others usually serves them well, it can sometimes bring them into conflict with others. They might, for example, compulsively attempt to intervene as councilor or intermediary in cases where the involved parties aren’t interested in outside interference—and others may find brenneris’ well-meaning attempts to help condescending or intrusive. It’s not uncommon to hear tales about brenneri companions who were “too helpful,” insisting on trying to assist someone in a rough emotional state even after being declined repeatedly. In some circles, this has earned the species a reputation for nosiness, though even then, few would consider a brenneri’s interest malicious. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Brenneris are Medium humanoids with the brenneri subtype. + +## ASTUTE + +Brenneris gain a +2 racial bonus to Diplomacy and Sense Motive checks. + +## DARKVISION + +Brenneris have darkvision with a range of 60 feet. + +## FAVORED OBJECT + +A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level (minimum 1). + +## HOLD BREATH + +Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration (see [Suffocation and Drowning](https://aonsrd.com/Rules.aspx?ID=Environmental%20Rules&Category=Environment)). + +## SWIMMER + +Brenneris have a swim speed of 20 feet. + +# VITAL STATS + +**Average Height** 4-1/2 to 5-1/2 ft.  +**Average Weight** 100 to 200 lbs.  +**Age of Maturity** 10 years +**Maximum Age** 60+3d10 years years diff --git a/Compendium/SF1E/Species/Cephalume.md b/Compendium/SF1E/Species/Cephalume.md new file mode 100644 index 0000000..73d78cc --- /dev/null +++ b/Compendium/SF1E/Species/Cephalume.md @@ -0,0 +1,102 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 56_ + +[[Species_Cephalume.png|Zeigen!]] +In 1 AG, Pact Worlds scientists emerging from the Gap discovered a data file detailing a bizarre species that swam in methane but had a plantlike physiology, which kept living symbiotes but built homes out of the bodies of their own dead, and communicated solely through bioluminescence. Scholars assumed cephalumes were a thought experiment, the result of a brainstorming session by creative xenobiologists imagining what might be possible. Then came the Signal, and soon after, the first cephalume explorers arrived at Absalom Station in one of their own starships, modified to travel through the Drift. Cephalumes were real after all. + +**Ability Modifiers** +2 Str, +2 Wis, -2 Con +**Hit Points** 4 + +## Size and Type + +Cephalumes are Medium aberrations with the plantlike subtype. + +## Beguiling Glow + +As a standard action (as long as their bioluminescence isn’t suppressed), a cephalume can create flickering patterns in the light emanating from their skin. Each sighted creature within 20 feet must succeed at a Will saving throw or be fascinated for as long as the cephalume continues this presentation (a standard action each round). The DC of the saving throw is equal to 10 + half the cephalume’s character level + the cephalume’s Wisdom modifier. A cephalume can’t use this ability again until they have taken a 10-minute rest to recover Stamina Points.Creature that understand Lumos are unaffected. This is a sense-dependent effect. + +## Bioluminescence + +A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume can suppress or reactivate this light as a move action, and they receive a +4 racial bonus to Stealth checks when their light is suppressed. A cephalume also uses this light to communicate with others. + +## Cephalume Movement + +Cephalumes have a land speed of 10 feet and a swim speed of 30 feet. + +## Cold Resistance + +Cephalumes have resistance 5 to cold. + +## Darkvision + +Cephalumes have darkvision with a range of 60 feet. + +## Depth Inured + +A cephalume is immune to the dangers of extreme depths. + +## Plantlike + +For effects targeting creatures by type, cephalume count as both their type and plants (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They also receive a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning, unless the effect specifies that it works against plants. + +## Symbiote Adaption + +Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race. Most cephalumes have one of the following krikik symbiotes. + +_Airjet Krikik_: An air bladder in the krikik increases the cephalume’s land and swim speeds by 10 feet. Once per day as a swift action, the cephalume can double their movement speed for that round. + +_Electrostatic Krikik_: The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit. + +_Sharprock Krikik_: The krikik’s hard crust grants the cephalume a +1 racial bonus to AC. + +_Siltsight Krikik_: The krikik has heat-sensitive eyes that allow the cephalume to double the range of their darkvision and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects. + +_Tentacle Krikik_: The krikik has a prehensile tentacle that increases the cephalume’s natural reach by 5 feet. + +# About the Cephalume + +## Physical Description + +From the outside, cephalume biology doesn’t seem particularly unusual. A cephalume’s body is cylindrical, thick, and muscular, with a head decorated by a fan-like frill, two flexible tentacles, and a powerful foot that ends in 6–12 short tentacular toes. Cephalumes are covered in elaborate bioluminescent patterns unique to each individual; by the age of 5, a cephalume has mastered control of the light given off by these patterns, which is key to communicating in Lumos, their native language. +The cephalume’s surface resemblance to squids is misleading; in fact, cephalumes have an internal physiology more like that of plants, and their tentacles are more akin to vines than the limbs of a cephalopod. Similarly, a cephalume’s brain and other vital organs take the shape of long fibrous stems that run the length of their body. Cephalumes, like most plants, are monoecious—each individual has both male and female structures—and any cephalume can fertilize any other cephalume. Traditionally, they’ve relied on the methane current of their home world for this fertilization, but for as long as cephalume history has recorded, there have been romantic examples of cephalumes who chose to fertilize each other in defiance of random chance. Cephalumes reach physical maturity by the age of 12 and typically live to their 80s. +Cephalumes metabolize energy through their skin. Deep in the methane layer of Luminar, there’s no sunlight for photosynthesis, and despite the incredible pressure at the center, the planet is cold; remarkably, cephalumes have evolved to live off low-level background radiation, though they remain just as vulnerable to high doses of radiation as other species. + +### Krikiks + +in fact, from another world altogether but were stranded or somehow introduced to Luminar and cephalume society in prehistory. The quest to find the original home of the krikik species contributed to cephalume exploration of the stars and remains a priority for cephalume explorers even now, three centuries after the Signal. +The typical krikik is 2–3 feet in diameter, though the species displays remarkable physical variation, sometimes including air bladders, heat-sensitive eyes, or a prehensile tentacle. They live for several centuries, reproduce very rarely, and are passed down through cephalume families. The most common method of symbiosis is for a krikik to surround the cephalume’s upper body, but it isn’t unheard of for cephalumes of great age and social status to bond with more than one krikik and have the symbiote’s hard shell protecting their head, foot, or tentacular arms. They communicate with their hosts through bioelectric pulses that mimic the semaphoric code of Lumos, but their intelligence isn’t well understood, even by cephalumes. Krikiks can experience pleasure and pain, and they have preferences and desires, but they have no culture of their own and seem content to cooperate with cephalumes who befriend them and treat them well. It’s rare for a krikik to refuse to bond with a cephalume host, but it can happen, and cephalumes consider good care of their krikik symbiotes to be a sign of positive health, akin to good personal hygiene. + +## Home World + +Luminar is an unusual gas giant orbiting a red dwarf in Near Space. None of the other worlds in the Luminar system—mostly cold and rocky planets—have intelligent life of any kind, though they do provide valuable minerals that cephalumes have mined since inventing space travel at some point during the Gap. Luminar has three layers. The outermost layer, what cephalumes refer to as the planet’s sky, is a vast region of glowing-hot hydrogen and helium gas colored by trace elements. The middle layer, dominated by methane kept in a liquid state by intense pressure, is where cephalumes evolved and where their society is based. Finally, Luminar’s core is an inhospitable ball of frozen methane and other chemicals, with a temperature below –300 degrees. Contrary to all expectations of physics, Luminar grows colder the more intense its internal pressure becomes. Scientists have never explained it, but the so-called Luminar Phenomenon has been detected in a small number of gas giants elsewhere in the galaxy. +The methane layer of Luminar isn’t entirely uniform; rocks of iron, lead, and other minerals float in this sea, providing valuable resources that cephalumes began to mine early in their history. However, the lack of oxygen in the environment—and methane’s flammable nature—meant that cephalume society evolved without the use of fire. Indeed, cephalume society remained at a stable pre-industrial level for hundreds of thousands of years. Many of the things simple technology would normally be used for—such as the creation of light or cooking of food—were simply unnecessary to cephalume biology. When cephalumes encountered an engineering obstacle they couldn’t solve, they either went without or found a way around the problem with magic. +There are now dozens of large cities inside Luminar, but the planet’s hot hydrogen and helium layer poses a challenge to visiting starships. At some point during the Gap, cephalume interplanetary explorers reached one of Luminar’s moons, where they mined industrial resources and constructed Metal City. Metal City remains the primary starport for Luminar; merchants, tourists, and diplomatic visitors land here in safety, leaving penetration of the gas giant’s hot outermost layer to those starships designed for such environments. + +## Society and Alignment + +Cephalume culture is rich and complex, filled with references to their long pre-industrial history and placing an emphasis on honoring one’s ancestors and traditions. Before the Gap, cephalumes developed a culture that prized curiosity, visual art, physical aptitude, rhetoric, and etiquette. A cultured cephalume was a poet-athlete and warrior-artist capable of posing philosophical questions on the nature of life or entertaining friends with the deeds of a dozen distinguished ancestors. With little in the way of material resources, cephalume culture placed an emphasis on a few possessions of great value—typically handed down through generations. Until they arrived at Absalom Station, they’d never used money, though the idea did exist as a theoretical concept. Instead, cephalume society was a complicated web of patronage, political alliances, and familial ties. +Sometime during the Gap, cephalumes advanced to an industrial state and developed space travel. Their first starships were made of the same construction material used for their architecture, but to survive the trip to space, cephalume corpses had to be magically petrified and preserved. Most cephalume starships are still made in this manner, for although cephalumes have brought many technological advances from other species back to Luminar, the idea of traveling so far without the company of ancestors unsettles most cephalumes. + +## Lumos + +Sound travels poorly through liquid methane, and cephalumes have no sound-producing organ. Instead, they developed language based on their bioluminescence. This language, known as Lumos, begins with a single dot of light somewhere on a cephalume’s skin, representing a single sound. Each cephalume boasts hundreds of lights on their body, has remarkable control of each light’s intensity and color, and can flash each light on or off many times in a single second. As a result, cephalumes communicating solely among themselves can transmit and understand an astonishing amount of information in a very short time, flashing pages worth of words at each other in moments. +A visual language does have its challenges. Most notably, it’s dependent on light and visibility. Cephalumes can see clearly in darkness out to about 60 feet, but in the methane seas of Luminar, they can’t see the color of another cephalume’s bioluminescence beyond about 20 feet. Lumos reserves color for private conversations that others aren’t expected to overhear or to add a color inference visible only to those nearby. For example, a cephalume safety officer might loudly broadcast a warning that everyone should evacuate the area while simultaneously using color to tell those standing near the officer that they’re safe and should remain at their current location. Lumos is practically unintelligible beyond 60 feet—it’s impossible to shout in Lumos. In large public gatherings featuring a single speaker, members of the audience relay the primary speaker’s message with their own bioluminescence. Written Lumos uses short, multicolored arcs of varying length, but it isn’t held in high regard in cephalume culture; cephalume society is overwhelmingly “oral,” in the sense that it’s transmitted from person to person rather than written down. +Since the development of Drift technology and the creation of an interstellar culture, cephalumes have started to learn Common, a language they find laboriously slow—albeit better understood at long distance. Pact Worlds researchers who have learned Lumos typically speak it with a handheld sign that flashes light and color, but those who dwell inside Luminar on a long-term basis often acquire a bioluminescent skin augmentation (page 59), allowing them to, after often lengthy study and practice, perfectly replicate Lumos as cephalumes speak it. + +## Names + +Cephalume names are best communicated by light and sometimes have a color that only those physically close can see. They’re often filled with alternating glyphs that visually appear as a kind of strobe effect. Because cephalumes can flash an extraordinary amount of information to each other in a very short time, a name can be exceptionally long. All this makes cephalume names very difficult to translate. Many cephalumes adopt a Common nickname that simulates some small aspect of their name, typically a repeating series of glyphs. + +### Sample Names + +Atatat, Boribori, Eenu-Eenu, Geechee, Iyo-Iyo, Kekemomo, Meenee, Oxox, Ronto-Ronta, So-Ro-Sa, Tunu-Sunu, Umi-Umi. + +# Vital Stats + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 200 to 400 lbs. +**Age of Maturity** 12 years +**Maximum Age** 70+2d10 years year diff --git a/Compendium/SF1E/Species/Contemplative.md b/Compendium/SF1E/Species/Contemplative.md new file mode 100644 index 0000000..c5c3869 --- /dev/null +++ b/Compendium/SF1E/Species/Contemplative.md @@ -0,0 +1,94 @@ +--- +aliases: +tags: +--- +# CONTEMPLATIVE +> [!infobox|left n-th clean] +> [[Contemplative.png|Spielern zeigen!]] +> + +Famously intelligent, contemplatives resemble an immense brain with a tiny, four-armed body dangling below. For millennia, contemplatives have methodically unraveled esoteric secrets from the safety of isolated, insulated homes on Akiton. Since the advent of Drift travel, more and more contemplatives witness the galaxy’s wonders firsthand, serving as exemplary doctors, scientists, investigators, mystical consultants, and supernatural warriors. Yet, contemplatives rarely act alone. Even loners often refer to themselves as “we,” not “I,” either reinforcing their collective mindset or referencing some otherworldly presence unknown to even close contacts. + +**Ability Modifiers** +4 Int, +2 Cha, -2 Str, -2 Con +**Hit Points** 2 + +## SIZE AND TYPE + +Contemplatives are Medium monstrous humanoids. + +## APPLIED KNOWLEDGE + +Once per day before attempting a skill check or saving throw against a creature, a contemplative can use its bonus for the skill associated with that creature’s type (such as Life Science for an ooze or Mysticism for an outsider) in place of its normal bonus. + +## ATROPHIED + +A contemplative’s limbs are practically vestigial. A contemplative can manipulate most tools and one-handed weapons (including small arms) without difficulty. A contemplative can’t properly wield a two-handed weapon without dedicating its telekinetic powers to supporting the weapon, and even then it takes a –4 penalty to attack rolls. It also can’t use its spell-like abilities or fly until it is no longer wielding that weapon. + +## PSYCHIC FLIGHT + +Contemplatives fly supernaturally at a speed of 30 feet with average maneuverability, but their base speed is only 5 feet. + +## PSYCHIC SENSES + +Contemplatives have blindsense (thought) out to 30 feet and darkvision to a range of 60 feet. + +## LIMITED TELEPATHY + +Contemplatives have limited telepathy with a range of 30 feet. + +# ABOUT THE CONTEMPLATIVE + +## PHYSICAL DESCRIPTION + +Countless generations of evolution have developed the superspecialized contemplatives’ bodies, each one designed to prioritize thought over all but the most essential biological functions. A typical contemplative weighs about 100 pounds, with their massive brains representing roughly 70 of those pounds. The rest consists of a spindly humanoid body hanging from the brain by a thick “neck” of tough ligaments, neural pathways, and blood vessels. +These lower features are diminutive nearly to the point of uselessness. A host of flexible shoulder spines indicate areas once dedicated to heavy muscle attachment, now wholly vestigial. Two legs, with any semblance of feet having disappeared ages ago, can barely support the creature’s weight for more than a few seconds. Contemplatives occasionally sway their legs reflexively as if walking in mid-air, reliving distant ancestors’ motor memory. More often, though, the legs serve to stabilize a disoriented contemplative, helping them brace or push off from walls when flying in stressful conditions. Only two of the upper limbs serve as traditional hands, typically terminating in a few fragile fingers that are as dexterous as a human’s. However, with such a gracile build contemplatives struggle with physical labor, relying on telekinetic powers to manipulate larger tools—made all the more awkward by their arms’ meager length, which requires a contemplative to incline their brain or pitch upward just to get close enough to reach larger surfaces. +The other two limbs aren’t arms at all but antennae, serving as a contemplative’s primary sense organs for smell and touch. Like the rest of the lower body, these arms are a shadow of their former capabilities, and xenoanthropologists speculate that ancient contemplatives boasted extremely precise scent abilities before evolving to favor psychic senses. A contemplative often orients themself above any object of interest, softly tapping the surface while they examine it with a wide range of sensory input, including from their eyes, which project a short distance from the bottom of their brain. +Contemplative brains are supernaturally sophisticated. With a staggering brain-to-body ratio, a contemplative can retain a wealth of information and learn sophisticated skills quickly. Their brains are segmented into distinct quadrants rather than hemispheres, with redundant lobes enabling intense mental multitasking. What’s more, the intense cerebral activity creates a constant aura of telekinetic and telepathic force, much in the way a mammal emits body heat. On its own, this force tends to sweep up lightweight objects to orbit the contemplative’s body and pester nearby minds with mental static. Fortunately, contemplatives have an extensive adolescence of play, and meditation helps optimize their thoughts and control these energies, redirecting them into sustained telekinetic flight, precise communication, and more. +These skills aren’t just a matter of convenience. Without mastering personal telekinesis, an adult contemplative’s brain is too heavy to move unaided. When truly unconscious, a contemplative is at a low risk of suffocation or organ damage as their unsupported mass compresses delicate innards and restricts airways. True sleep is a rare treat enjoyed using specialized hammocks or unique fluid baths that support the upper body. Instead, most contemplatives rest by logging, much as many aquatic mammals do, allowing part of their brain to sleep while the other part maintains buoyancy and some awareness. + +## HOME WORLD + +Contemplatives evolved on Akiton (Pact Worlds 48) over countless generations, thriving on the fourth planet from the sun. Periodically, ruins surface from staggeringly ancient eras, the walls scoured by the elements such that only rare glimpses of the contemplatives’ distant past survive. These art fragments suggest Akiton once boasted verdant savannas and hardy woodlands where the contemplatives’ ancestors thrived. However, Akiton today is a dusty desert world. Its cooling core and dimming geomagnetic sphere have caused the planet to slowly lose atmosphere, becoming colder, drier, and more hostile to life. +Those species that survived adapted. For contemplatives, adaptation relied less on physiological changes and more on habitat manipulation, with most settlements burrowing into mountains or digging deep underground in telekinetically excavated enclaves. There, contemplatives shielded themselves from the increasingly frequent dust storms and frigid nights, emerging periodically to psychically herd and incapacitate prey, or trade for food. From ikeshtis and Hylki humans to shobhad giants and ysoki, many of Akiton’s residents became tough, resourceful opportunists. Even so, few since the historical periods dared tangle with contemplatives, who developed a reputation for eerie neutrality in peace and devastating psychic retaliation when attacked. +In the modern era, contemplatives control two major Akitonian sites: the Ashok crater and the Halls of Reason. Ashok itself is nearly uninhabited, for the crater functions as a psychic amplifier that allows the communities around its perimeter to broadcast their communiques over immense distances and listen for replies even from other, impossibly distant galaxies. This research creates mental radiation that seems inaudible or even comforting to the contemplatives, but other creatures avoid the region as this energy inspires terrifying dreams, cerebral hemorrhaging, or even spontaneous transformation for anyone traversing the area without proper protection. +The Halls of Reason are less intrinsically hazardous but more remote. A vast network of windowless towers and miles-long tunnels host numerous telepathically connected contemplative communities that thrive in the calm, cool subterranean rooms. The greater the silence and distance from the surface, the greater the contemplatives’ concentration, and they regularly commission laborers to dig ever-deeper chambers. What young contemplatives gain in mental focus by growing up here is challenged by their relative naivete should they later explore Akiton, and many young adults are drawn to travel or the adventuring life when first confronted by the overwhelming bustle. +Thanks to spaceflight, contemplative cohorts have spread to far parts of the galaxy, forming small, tight-knit communities within existing settlements. Laboratories, universities, hospitals, research stations, and similar institutions eagerly recruit contemplatives to live and work nearby, yet with slow reproduction, the contemplative population outside the Pact Worlds remains small. + +## SOCIETY AND ALIGNMENT + +A contemplative’s existence often revolves around isolation. Quiet halls enable deep thoughts, and remote outposts deter casual visitors who might interrupt complex calculations. Silent vistas eliminate distractions, allowing for the reception of distant psychic signatures. In solitude, a contemplative can achieve great things that are objectively their own triumphs, validating their existence to the cosmos. +Yet contemplative culture also includes a strong sense of community. Other species provide security and strength, enabling contemplatives to accomplish together what would be impossible alone. Peers offer intellectual engagement to challenge theories, build upon discoveries, and encourage progress. For millennia before ubiquitous space travel, contemplatives established tight-knit telepathic neighborhoods awash with half-conscious chatter and mental intimacy. Even as contemplatives travel to other worlds in the modern era, they physiologically crave the feeling of others’ thoughts, and extensive periods of true solitude often trigger anxiety. +Contemplative society steadily juggles these competing extremes of separation and unity. Into the modern age, contemplatives maintained this balance by living in enclaves apart from other species, creating communities that manifested group consciousnesses without becoming true hive minds. Nonetheless, contemplatives’ speech reflects generations of external isolation and internal communion, as even individuals refer to themselves with the first-person plural “we” rather than with the singular “I” around other creatures—sometimes even when the closest other contemplative is light-years away. In the absence of kin, contemplatives find comfort in establishing new communities with loose hierarchies, enabling them to be part of something greater, like a starship crew or adventuring party. When such close associations aren’t possible, contemplatives sometimes invent fictitious personalities, each expressed and controlled by different brain quadrants to emulate a functional community. +Extended psychic networks connected communities on the home world of Akiton for untold generations, so despite having existed for millennia and lived across the planet, contemplatives and their culture evolved as one, remaining relatively homogeneous into the post-Gap era. Even over the past few centuries, contemplatives’ long lifespans, lengthy adolescence, and communal parenting have sustained shared cultural values that survive when individuals emigrate elsewhere and integrate into dramatically different societies. + +### NEWER DIVISIONS + +Pervasive personal augmentation technology has challenged age-old traditions in contemplatives’ evolution, training, and upbringing. Of Akiton’s contemplatives, two fringe philosophies have emerged. To the traditionalists known as the Pristine Muse, personal augmentations are tools that beget mental laziness, threatening the species’ ongoing evolution into increasingly intellectual powerhouses. A movement called the Transcendent Cortex pushes back, insisting that contemplatives have neared the limits of what flesh alone can achieve and that cybernetic enhancement or even complete digitization would enable their society to achieve unimaginable success. Most contemplatives embrace neither philosophy fully, instead dabbling in augmentations as they see fit. + +### PSYCHIC TITANS + +No matter their philosophies and idiosyncrasies, contemplatives are intelligent, and they know it. However, mainstream contemplative society doesn’t encourage exploiting or lording their education and wit over others; instead, their self-awareness carries a sense of self-restraint. By a contemplative’s estimation, their staggering psychic prowess and intelligence are like a deafening roar to vulnerable minds, thus it’s only polite to “whisper.” Savvy onlookers recognize this perspective for the accidental paternalism it is. The more it’s exposed to other cultures, the more contemplative society has gradually acknowledged other species’ mental resilience and adopted less benignly demeaning behavior.  + +## ASHOK + +Central to Pact Worlds contemplatives’ identity and thought is Ashok, an esoteric term with unclear origins that references a place, a philosophy, a founder, a state of being, or more depending on who’s asked. No matter the definition, the term commands respect and conveys reverence. +Most intuitively, Ashok refers to a massive crater on the contemplatives’ home world of Akiton. This feature might have once been the region where contemplatives evolved into their famously cerebral forms. The crater amplifies local telepathy and other psychic energies, allowing the contemplatives who inhabit the area to communicate with impossibly distant and otherwise unknown beings.  +Others insist Ashok was an ancient trailblazer and iconoclast who guided the contemplatives’ ancestors ages ago, diverging from some unknowable stem species. No doubt this hypothetical Ashok attained only a fraction of the physical and mental transformation now embodied by their descendants. Nonetheless, the mythical figure commands a saint-like reverence among those who even believe Ashok ever lived. +Some contemplatives scoff at Ashok as a past or present concept, instead insisting it’s a distant objective yet to be obtained. This target might be psychic transcendence, abandoning physical bodies to exist as immortal thought—potentially interwoven into the multiverse alongside powerful monitors like aeons. Others scoff at this definition, instead insisting that attaining a state of Ashok relies on retaining a physical body that exists in defiance of the aligned quintessence that comprises the Outer Planes, in turn becoming a living being who transcends morality and immortal pollution. Yet another school believes the Ashok endpoint is perfect unification of thought, attaining a state of mental communion so perfect that mere hive minds would seem clumsy by comparison. The Unified Ashok Hypothesis might be the truest expression, though: Ashok is all of the above, and were it not one of the above, it would be none of the above. Only by acceptance and understanding of all of Ashok’s facets does one stand to experience Ashok.  +Whatever the case, defining Ashok is a matter of personal devotion for a contemplative—a definition by which they understand their place in the multiverse and affirm their identity within a collective. Only a few honored non-contemplatives are ever invited to explore the nature of Ashok with a contemplative community, and any non-contemplative who claims to understand it merely outs themselves as a presumptuous fool. + +## NAMES + +Young contemplatives receive a simple childhood name of a few syllables shortly after birth, reflecting the adolescent’s limited maturity and worldliness. Those exceptional youths who display uncharacteristic insights or accomplish some other feat sometimes earn additional syllables to honor their progress. However, contemplatives eagerly discard their childhood names upon reaching adulthood in favor of an appellation they choose for themselves. Traditionally, these names reference or incorporate favorite quotes, intellectual heroes, or scientific theorems that helped shape the young contemplative’s growth and perspective, often incorporating an additional component to the name to distinguish themselves from the original source. These names (which frequently include abridged reference numbers like a crucial text’s publication year) communicate the adult’s values to well-read colleagues who catch the references. +While some contemplatives are sticklers for always being addressed by their full name, most adopt shortened versions as nicknames. + +### SAMPLE ADULT NAMES + +Some sample contemplative names include 47 Solkrasti, Autochthonous 6:17, Ebek All-Itinerant-Souls, Eistor’s Third Constant, Jatembe-Jekeb, Kallion in Theory of Relativity, Pharasman Paradox 13, Saal Radial-Procession, Xarstonax’s Fifth Sonata. + +# VITAL STATS + +**Average Height** 3–4 ft. +**Average Weight** 75–125 lbs. +**Age of Maturity** 50 years +**Maximum Age** 300+3d% years diff --git a/Compendium/SF1E/Species/Copaxi.md b/Compendium/SF1E/Species/Copaxi.md new file mode 100644 index 0000000..f21050e --- /dev/null +++ b/Compendium/SF1E/Species/Copaxi.md @@ -0,0 +1,64 @@ +--- +aliases: +tags: +--- +# COPAXI +> [!infobox|left n-th clean] +> [[Copaxi.png|Spielern zeigen!]] +> Copaxis are complex colonies of coral-like polyps that develop into anthropomorphic forms. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Copaxis are Medium humanoids with the copaxi subtype.  + +## BLINDSENSE + +Copaxis have blindsense (scent) with a range of 30 feet.  + +## GRAVITY ADJUSTMENT + +Retaining some of their ancient connection to the universe’s gravitational forces, a copaxi can adjust their personal gravity as a standard action. They can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments affect only the copaxi and anything they carry, but not thrown weapons. A copaxi can’t adjust to or from extreme or zero gravity. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing gravitational adjustment.  + +## NATURAL COMMUNICATOR + +A copaxi quickly adopts new forms of communication. Each time a copaxi gains a rank in Culture, they learn two languages rather than one language.  + +## REGENERATIVE EVOLUTION + +A copaxi gradually reshapes their body and neural networks to overcome new challenges. Each time a copaxi gains a level, they can retrain all the choices of one previous character level, as though they had used a mnemonic editor (Core Rulebook 226). They must have qualified for any new selections at the retrained level.  + +# ABOUT THE COPAXI + +## PHYSICAL DESCRIPTION + +Copaxis are complex colonies of coral-like polyps that develop into anthropomorphic forms. They develop segmented exoskeletons of calcium-rich shell that cover most of their bodies. Their heads develop elaborate crests and horns that identify individuals. Each polyp includes a set of five feeding tentacles about 2 inches long suitable for filter feeding or catching extremely small prey, but they pose little threat to larger targets beyond painful scratches. The polyps’ bodies extend beneath the exoskeleton, intertwining with additional polyps to create sheets of muscle fiber and even transform into specialized tissues for processing information, sensing their surroundings, storing nutrients, eliminating toxins, and reproducing. Over the copaxi’s 40-year lifespan, individual polyps die and are replaced by new individuals, which in turn can grow to address the copaxi’s needs. + +## HOME WORLD + +Copaxis are indigenous to Tabrid Minor, a heavily industrialized world in Near Space. The planet has noteworthy gravity fluctuations associated with copi, an unintelligent coral-like organism related to the copaxis. + +## SOCIETY AND ALIGNMENT + +Copaxi society values respect for leadership and technological innovation while preserving individual expression. Each city is comprised of many individuals all working toward a common goal, behaving like a giant copaxi. Legends of depraved spellcasters inspire many superstitions intended to protect against witchcraft, even though magic use is quite rare. + +## RELATIONS + +Copaxis are avid explorers who quickly absorb other languages and cultures. They are new to interstellar travel and avidly promote the Pact Worlds in the hope of becoming a protectorate. The Veskarium’s expansionist history perturbs copaxis, who are often cautious around aggressive species. + +## ADVENTURERS + +Copaxis appreciate being part of a greater whole and thus favor traveling in groups. They are versatile explorers who can slowly adapt to fill whatever role is needed, favoring physical responsibilities. However, recent discoveries about their past have spurred some copaxis to rediscover lost magical talents of their species, including an ancient solarian tradition. + +## NAMES + +Names among copaxis consist of two parts: the shell name and the flesh name, each between one and three syllables in length. A community grants a flesh name to a young cluster of polyps that have united to begin forming an adult copaxi. Only once the exoskeleton is complete and a nascent crest has started to form does the new adult select a shell name to combine with the flesh name. + +# VITAL STATS + +**Average Height** 5 to 7 ft. +**Average Weight** 150 to 300 lbs. +**Age of Maturity** 5 years +**Maximum Age** 40 + 1d10 years years diff --git a/Compendium/SF1E/Species/Damai.md b/Compendium/SF1E/Species/Damai.md new file mode 100644 index 0000000..1b285a8 --- /dev/null +++ b/Compendium/SF1E/Species/Damai.md @@ -0,0 +1,77 @@ +--- +aliases: +tags: +--- +# DAMAI +> [!infobox|left n-th clean] +> [[Damai.png|Spielern zeigen!]] +> + +The people known throughout the galaxy as damais are survivors of a shattered planet who are at once hardy yet fragile, savvy yet foolish, prescient yet solipsistic. Their planet is ancient even on the scale of the vast universe, and yet for damais, modern history is merely 200 years old. Life on Daimalko, their dry, rocky planet in Near Space, transformed when an event called the Awakening wracked the land with earthquakes, evaporated the world’s oceans, and withered its greenery. Worse, the cataclysm awakened the terrible colossi at the heart of the people’s legends. Some of these monstrosities were [kyokors](https://aonsrd.com/AlienDisplay.aspx?ItemName=Kyoker), though many were other, equally horrific beasts, and all rose from their slumber beneath the seabed to destroy most of the planet’s inhabitants in short order. + +Prior to this disaster, the people of Daimalko were split between two advanced, warring societies: the holy Queendom of Ykarth, which claimed a divine mandate from the empyreal lord Duellona, and the psychic Confederation of Volkaria. But the Awakening drove most of the surviving damais underground, regardless of their allegiance, where they huddled in caverns they came to collectively call the Refuge. Nearly 150 years passed as the remaining damais and their descendants grappled with the cultural trauma of the Awakening. Originally a fragile people threaded with natural ribbons of psychic energy, empathic magic, or braids of both, damais adapted into the hardy and resourceful people they are today. + +About 50 years ago, a wise leader in one of the deepest and largest pockets of the Refuge resolved to reunite damais for good. Reirali Kokolu sought to build solidarity among the refugees despite the fact that the colossi still rampaged on the surface above. At great personal risk, she traversed the lightless caverns to make contact with other refugee settlements, inviting their leaders to travel with her until they’d contacted each surviving damai and formulated a plan to keep them connected to one another, even if only spiritually. + +Near the end of the leaders’ journey, they stumbled upon a curious cache of rune-scribed orbs. Though most of the leaders thought the objects mere baubles, useless remnants of the planet’s lost civilizations, Reirali Kokolu felt compelled to commune with the orbs. At first, touching them conveyed blasts of overwhelming emotion, fits of magical hubris, unnatural physical strength, and the darkest dread. However, after studying them at length—and convincing the other damai leaders to do the same—Kokolu found that the orbs, when bonded to a user, subtly conveyed vital information about the marauding colossi, such as their physical locations at any given time. Users of these orbs even seemed able to subtly influence the beasts’ behavior, though doing so caused tremendous stress, both mentally and physically. Communing with the orbs also fused the leaders to each other emotionally. As they learned to wield the orbs’ power, the leaders came to realize that with just a little concentration, they could inhabit each others’ minds and hearts. + +These damai leaders became the first Guardians. Invigorated with the powers they’d unlocked, the Guardians returned to their respective settlements in the Refuge. Some died mysteriously along the way, and to this day it is unclear why, despite numerous attempts to discover the fates of these Guardians and any motive or meaning behind their deaths. + +However, the rest returned to their enclaves. While some used the orbs merely to fortify their settlements, terrified of the power of the colossi they felt through their artifacts, other Guardians began ushering small colonies of damais aboveground, carefully using their bonded orbs to shield their people from harm. Now, the underground settlements have approached a stability that is just shy of thriving, though the aboveground colonies still struggle, thanks both to their youth and to colossi attacks that their Guardians have failed to thwart. Daimalkan Guardians command great power, found both within them and through their orbs, but they are no less mortal than their kin, who age much as humans do. Thus, each Guardian carefully chooses and trains her successor over about a dozen years, using her wits, her wisdom, and her bonded orb, which she transfers to her charge when the time is right. + +Though some whisper that the magic flowing through the leaders is somehow tied to the force that sparked the Awakening, trust in the Guardians is nearly universal in damai settlements. Despite their different approaches to survival, the Guardians and everyday damais recognize how deeply tied to each other they are—or without the bonds of their people, damais would have nothing except the colossi that slaver for their end. + +The average damai has gray skin, stands 6 feet tall, and weighs around 175 pounds. + +**Ability Modifiers** +2 Cha, +2 Dex, -2 Wis +**Hit Points** 2 + +## SIZE AND TYPE + +Damais are Medium humanoids with the damai subtype. + +## LOW-LIGHT VISION + +Damais have low-light vision. + +## SCRAPPY + +Generations of living together in underground shelters and under the constant threat of enormous creatures have taught damais to work together against all odds. Once per day, as long as an ally is within 10 feet, a damai can reroll a failed attack roll or saving throw. + +## SURVIVOR + +Damais have ingrained survivalist senses and gain a +2 racial bonus to Stealth and Survival checks. This bonus increases to +3 when a damai is underground. + +# VITAL STATS + +**Average Height** 5–7 ft. +**Average Weight** 100–250 lbs. +**Age of Maturity** 14 years +**Maximum Age** 80+2d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 127_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The majority of damais have the ability adjustments found on page 33 of Alien Archive 2, as these adjustments represent overall trends for damais across the galaxy. However, some damais deviate from these generalities, whether from a unique upbringing or due to an individual’s idiosyncrasies. One such group of damais is represented below. They have the listed ability score adjustments, instead of the standard adjustments of +2 Charisma, +2 Dexterity, −2 Wisdom. + +## CEREBRAL + +**Source** [_Near Space pg. 127_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Though many damais rely on strong personality to pursue their fortunes, some find themselves naturally more capable in soaking up knowledge, and they apply it to practical use in their daily lives. Damai legend claims that these cerebral, frail members of their species, once far more numerous, were responsible for the magnificent advancements in science, technology, and magic that far predated Daimalko’s Awakening. A cerebral damai’s ability adjustments are +4 Intelligence, –2 Constitution. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 127_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +While most damais have the standard racial traits detailed on page 33 of Alien Archive 2, specific individuals sometimes have unique abilities, represented by the following alternate racial traits. Damais with the empathic imprint trait are most likely to become Guardians, as described on page 74 of this book and page 464 of the Starfinder Core Rulebook. + +## BRAZEN BRAVADO + +**Source** [_Near Space pg. 127_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Many damais rely on their incredible force of personality and in-the-moment ingenuity to get themselves out of scrapes, rather than on the survival skills common among their fellows. Damais with this racial trait gain a +2 racial bonus to Bluff and Sense Motive checks. In addition, when they aid another creature using one of these skills, the aid another bonus they provide increases to +3. +This replaces survivor. + +## EMPATHIC IMPRINT + +**Source** [_Near Space pg. 127_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some damais are born with an innate connection to the feelings and moods of those around them, and they can focus this empathy to glean insights that others normally could not. Once per day, a damai with this racial trait can cast mindlink as a spelllike ability. The caster level for this effect equals the damai’s level. +This replaces survivor. diff --git a/Compendium/SF1E/Species/Dessamar Imago.md b/Compendium/SF1E/Species/Dessamar Imago.md new file mode 100644 index 0000000..0a85afd --- /dev/null +++ b/Compendium/SF1E/Species/Dessamar Imago.md @@ -0,0 +1,56 @@ +--- +aliases: +tags: +--- +# DESSAMAR IMAGO +> [!infobox|left n-th clean] +> [[Dessemar Imago.png|Spielern zeigen!]] +> Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Azlanti call the larvae “instars,” due to an error in a first-contact report. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. + +Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of [Desna](https://aonsrd.com/Deities.aspx?ItemName=Desna). Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. + +Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. + +Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. + +A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. + +**Ability Modifiers** +2 Wis, +2 Cha, -2 Str +**Hit Points** 3 + +## SIZE AND TYPE + +Imagos are Medium humanoids with the dessamar subtype. + +## DESSAMAR MAGIC + +Dessamars have the spell-like abilities below, with a caster level equal to the dessamar’s level.  +1/day—[_charm person_](https://aonsrd.com/SpellDisplay.aspx?ItemName=charm%20person)  +At will—[_detect magic_](https://aonsrd.com/SpellDisplay.aspx?ItemName=detect%20magic), [_telepathic message_](https://aonsrd.com/SpellDisplay.aspx?ItemName=telepathic%20message) + +## DESSAMAR SENSES + +Dessamars have blindsense (scent) with a range of 30 feet, as well as low-light vision. + +## DREAM SKILL + +Each time an imago rests for 8 hours, they can choose one skill to gain a +1 racial bonus, losing any previous bonus from this ability. + +## FRAGILE LIMBS + +An imago’s four arms, two legs, and six wings are fragile. The imago takes a –2 penalty to saves against severe wound and wound critical hit effects against these limbs. Extra arms don’t allow an imago to make more attacks than normal, and an imago can hold objects of only light or negligible bulk in one hand, allowing it to hold up to four such objects at the ready. An imago treats one-handed objects of greater than light bulk as two-handed. Two-handed objects of 2 bulk require three hands, and objects of 3 bulk or more require four hands. + +## IMAGO MOVEMENT + +Imagos have a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability. + +## TWINKLE + +Once per day as a move action, a dessamar can teleport 40 feet. The dessamar can’t bring other creatures along, and if a solid body occupies the arrival point, the ability fails without expending its daily use. This ability otherwise functions as the [_dimension door_](https://aonsrd.com/SpellDisplay.aspx?ItemName=dimension%20door) spell. + +# VITAL STATS + +**Average Height** 4-1/2 to 5-1/2 ft.  +**Average Weight** 45 to 80 lbs.  +**Age of Maturity** 5 years +**Maximum Age** 50+2d20 years years diff --git a/Compendium/SF1E/Species/Dessamar Instar.md b/Compendium/SF1E/Species/Dessamar Instar.md new file mode 100644 index 0000000..14cb321 --- /dev/null +++ b/Compendium/SF1E/Species/Dessamar Instar.md @@ -0,0 +1,56 @@ +--- +aliases: +tags: +--- +# DESSAMAR INSTAR +> [!infobox|left n-th clean] +> [[Dessamar Instar.png|Spielern zeigen!]] +> Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Azlanti call the larvae “instars,” due to an error in a first-contact report. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform. Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. + +Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of [Desna](https://aonsrd.com/Deities.aspx?ItemName=Desna). Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. + +Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti. In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. + +Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria. However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. + +A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Dex +**Hit Points** 3 + +## SIZE AND TYPE + +Instars are Small humanoids with the dessamar subtype. + +## DESSAMAR MAGIC + +Dessamars have the spell-like abilities below, with a caster level equal to the dessamar’s level.  +1/day—[_charm person_](https://aonsrd.com/SpellDisplay.aspx?ItemName=charm%20person)  +At will—[_detect magic_](https://aonsrd.com/SpellDisplay.aspx?ItemName=detect%20magic), [_telepathic message_](https://aonsrd.com/SpellDisplay.aspx?ItemName=telepathic%20message) + +## DESSAMAR SENSES + +Dessamars have blindsense (scent) with a range of 30 feet, as well as low-light vision. + +## DREAM DUST + +When an adjacent creature damages an instar, as a reaction the instar can puff out dream dust. The attacker must succeed at a Fortitude save (DC = 10 + 1/2 the instar’s character level + their Con modifier) or be dazzled for 1 round and take a –2 penalty to Will saving throws for 1 minute. An instar can use this ability again after taking a 10-minute rest to recover Stamina Points. + +## INSTAR MOVEMENT + +Instars have a land speed of 30 feet and a climb speed of 30 feet. + +## POOR VISION + +An instar takes a –2 penalty on sight-based Perception checks, and anything farther than 60 feet away has concealment from the instar. + +## TWINKLE + +Once per day as a move action, a dessamar can teleport 40 feet. The dessamar can’t bring other creatures along, and if a solid body occupies the arrival point, the ability fails without expending its daily use. This ability otherwise functions as the [_dimension door_](https://aonsrd.com/SpellDisplay.aspx?ItemName=dimension%20door) spell. + +# VITAL STATS + +**Average Height** 3 to 3-1/2 ft.  +**Average Weight** 30 to 50 lbs.  +**Age of Maturity** 5 years +**Maximum Age** 50+2d20 years years diff --git a/Compendium/SF1E/Species/Dirindi.md b/Compendium/SF1E/Species/Dirindi.md new file mode 100644 index 0000000..9286354 --- /dev/null +++ b/Compendium/SF1E/Species/Dirindi.md @@ -0,0 +1,45 @@ +--- +aliases: +tags: +--- +# DIRINDI +> [!infobox|left n-th clean] +> [[Dirindi.png|Spielern zeigen!]] +> Cosmopolitan Arkanen, prominent among Liavara’s many moons, prides itself on being home to one of the most learned and urban populations in the Pact Worlds. Arkanen home to two sapient species with a deeply intertwined history: dirindis and [sazarons](https://aonsrd.com/Races.aspx?ItemName=Sazaron). The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. The two species get along well, complementing each other’s strengths and respecting each other’s differences. + +Dirindis are stout humanoids with three eyes and an affinity for humor and electricity. They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals. + +Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young. Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians. + +Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings. They’re not out to deceive; to a dirindi, jokes aren’t funny unless everyone gets to share in them. Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. While dirindis support ideals of honesty and disclosure, they’re often hazy with details and don’t mind filling knowledge gaps with conjecture. Throughout the Pact Worlds, the phrase “as accurate as a dirindi fact-checker” conjures their trademark lax research and unreliable newscasts. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. As they are gifted linguists, dirindis can broadcast in virtually every known language of the Pact Worlds. + +Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap. Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented. They still tell wildly exaggerated tales of [irokiroi](https://aonsrd.com/AlienDisplay.aspx?ItemName=Irokiroi&Category=Irokiroi) hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent. + +**Ability Modifiers** +2 Dex, +2 Cha,-2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Dirindi are Medium humanoids with the dirindi subtype. + +## CONVIVIAL + +Dirindis know a number of bonus languages equal to twice their Intelligence bonus, half of which must be chosen from either the prevalent languages on page 41 of the Starfinder Core Rulebook or the racial languages their allies speak. They also gain a +2 racial bonus to Diplomacy checks. + +## DIRINDI SENSES + +Dirindis have blindsight (electricity) with a range of 60 feet and low-light vision. They gain a +2 racial bonus to Perception checks. + +## ELECTRICAL AFFINITY + +Dirindis have resistance 5 to electricity, and they gain the following spell-like abilities. The caster level for these effects is equal to the dirindi’s level. + +1/day—[_jolting surge_](https://aonsrd.com/SpellDisplay.aspx?ItemName=jolting%20surge)  +At will—[_energy ray_](https://aonsrd.com/SpellDisplay.aspx?ItemName=energy%20ray) (electricity only) + +# VITAL STATS + +**Average Height** 4-1/2 to 5 ft.  +**Average Weight** 100 to 180 lbs.  +**Age of Maturity** 25 years +**Maximum Age** 100+1d% years years diff --git a/Compendium/SF1E/Species/Draelik.md b/Compendium/SF1E/Species/Draelik.md new file mode 100644 index 0000000..7f7a9c4 --- /dev/null +++ b/Compendium/SF1E/Species/Draelik.md @@ -0,0 +1,49 @@ +--- +aliases: +tags: +--- +# DRAELIK +> [!infobox|left n-th clean] +> [[Draelik.png|Spielern zeigen!]] +> +The Shadari Confederacy lies cloaked deep within an area known as the Kurzach Nebula: an immense cloud of ionized, dingy-colored gases that block most scans and make astrogation difficult. As such, this loose organization houses all manner of fugitives, itinerants, and other scoundrels, and it is led by the inhabitants of Great Shadar, a waterless planet orbiting this system’s dim star. These residents call themselves draeliks, and they are singularly united in support of the Confederacy’s lawless ideals. To outsiders, however, they often seem more beholden to the grotesque sceaduinars: extraplanar creatures from the Negative Energy Plane, and the main figures of the most prominent draelik faith. + +Draeliks are gaunt humanoids who average 7 feet in height. They have vestigial gills on their necks and slightly webbed hands and feet that hint that they may have once been an aquatic race, even though their home world currently has no oceans or lakes. Instead of hair, draeliks have short bristles on their heads. The color of draeliks’ skin spans various shades of yellow, from mustard to saffron. Draeliks have three fingers and a thumb on each of their hands, and their limbs are slightly longer than those of humans. + +The majority of draeliks have a mystical marking resembling a third eye that usually appears on the forehead. Known as Eyes of Enlightenment, these mark them as adherents of the philosophy of Ataxxea, a belief that pays homage to sceaduinars and finds entropy to be the most sublime force in the universe. Members of this faith don’t actively set out to destroy, but they do very little to prevent and reverse natural deterioration. They build only items that speed up this decay, mostly by using negative energy. This pseudoreligion is widespread throughout the Confederacy, and many races native to the nebula count themselves as followers, receiving the Eye of Enlightenment during a ritualistic process involving special inks distilled from dark energies. Many who get this tattoo gain powers similar to solarians who focus on the graviton aspects of their cycle. + +While some outsiders mistakenly conflate the nihilistic philosophy of Ataxxea with that of the Cult of the Devourer, most draeliks find the comparison deeply offensive. To them, their path is a stately and dignified march toward the inevitable and ordained end of all things, while the Devourer’s followers cheapen the entire experience and ruin the work of generations by thrashing around in childlike tantrums, attempting to tear reality’s fabric instead of embracing its beautiful unraveling. + +The few draeliks who don’t follow these entropic beliefs generally leave the Kurzach Nebula to seek their fortunes in the wider galaxy. Despite their rejection of their home world’s nihilism, however, they are often still drawn to careers that emphasize the deeply ingrained talents of their people, hiring themselves out as deceptive assassins, furtive thieves, or mystics of dubious morality. Draeliks encased in shining armor and fighting for the betterment of every race and creed are rare, and those who seek to shatter the mold must always contend with their inner demons, sometimes even struggling against foul temptations from sceaduinars who want to bring them back into the fold. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Cha +**Hit Points** 4 + +## SIZE AND TYPE + +Draeliks are Medium humanoids with the draelik subtype. + +## DARKVISION + +Draeliks gain darkvision out to 60 feet. + +## DRAELIK MAGIC + +Draeliks gain the spells listed below as spell-like abilities. The caster level for these effects is equal to the draelik’s character level. +1/day—_wisp ally_ +At will—_fatigue_, _ghost sound_ + +## LURKER + +Draeliks receive a +4 bonus to Stealth checks in dim light or darker conditions. + +## NECROMANCY RESISTANCE + +Draeliks receive a +2 racial bonus to saving throws against necromancy effects. + +# VITAL STATS + +**Average Height** 6–8 ft. +**Average Weight** 130–270 lbs. +**Age of Maturity** 15 years +**Maximum Age** 70+2d20 years diff --git a/Compendium/SF1E/Species/Dragonkin.md b/Compendium/SF1E/Species/Dragonkin.md new file mode 100644 index 0000000..fbc6b32 --- /dev/null +++ b/Compendium/SF1E/Species/Dragonkin.md @@ -0,0 +1,111 @@ +--- +aliases: +tags: +--- +_SFS Note: When you create a dragonkin character, you may select another player's character to form your partner bond with. Mark down that character's Organized Play number on your character sheet. If that character is permanently slain, then you can select a new partner bond by marking a new Organized Play number on your character sheet between sessions. + + +[[Species_Dragonkin.png|Zeigen!]] +A dragonkin adventurer may choose not to form a partner bond, or they may choose to form one later in their adventuring career. Once a partner is selected, they may not be replaced unless they are permanently slain._ +**Source** _Interstellar Species pg. 64_ +Dragonkin are native to the sixth planet in the Pact World system, Triaxus, a tumultuous world of grueling seasons and dangerous environs. Most live bonded to a non-dragonkin partner, using a traditional ritual that creates nigh-unbreakable personal ties that last a lifetime. This connection manifests as reciprocal telepathy, complimentary movements, and other tactical advantages. With the ability to fly and breathe a cone of energy, dragonkin can be quite intimidating to their enemies. Allies know them to be fiercely loyal, empathetic, and adaptable. Like their true dragon cousins, they have the strength and intelligence to face nearly any task, and dragonkin enjoy a variety of occupations throughout the Pact Worlds. + +**Ability Modifiers** +4 Str, -2 Dex +**Hit Points** 6 + +## Size and Type + +Dragonkin are Large dragons with a space and reach of 10 feet. + +## Breath Weapon + +As a standard action, a dragonkin can breathe a 30-foot cone of flame that deals 1d6 fire damage. At 3rd level, a dragonkin adds 1-1/2 × his character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the dragonkin’s character level + his Constitution modifier). A dragonkin can’t use this ability again until he has taken a 10-minute rest to recover Stamina Points. + +## Draconic Immunities + +Dragonkin are immune to sleep effects and gain a +2 racial bonus to saving throws against effects that cause paralysis. + +## Draconic Vision + +Dragonkin gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light. + +## Flight + +A dragonkin gains an extraordinary flight speed of 30 feet with average maneuverability. Until a dragonkin is 5th level, he must end his movement on the ground at the end of each turn or fall. + +## Partner Bond + +A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them. + +# About the Dragonkin + +## Physical Description + +While dragonkin are smaller than true dragons, they tower over most humanoids. When standing on two legs, their heights range from 8 to 20 feet. Some dragonkin tinker with their own genetics to achieve a compact size, while others take pride in their formidable statures. Terrestrial dragonkin tend to be larger and have wings, while spacefaring dragonkin often prefer to modify their bodies to be smaller, leaner, and sometimes wingless. +Though dragonkin have four muscular limbs, they’re bipedal, with their strong tails providing stabilization. Dragonkin can learn to maintain their posture if they lose or have underdeveloped tails, and some choose to utilize prosthetics or wheelchairs as mobility aids or to embrace quadrupedal mobility with or without the assistance of such devices. +It’s considered stylish for dragonkin to paint their claws and horns with various colors and patterns. Holographic polish is quite common among fans of Ning’s battleflowers, who proclaim their allegiance to favorite fighters by choosing flashy colors to match the gladiators’ costume choices. +The hues of a dragonkin’s scales naturally occur in a spectrum of colors. Scale color has nothing to do with a dragonkin’s alignment or ancestry, though some unusual colors tend to appear in certain families without a known explanation. While most dragonkin are monochromatic, it isn’t uncommon for their scales to display two or three tones, most often in a gradient or speckled pattern. +Spanning the spectrum of genders, dragonkin are best identified by asking them. Dragonkin don’t have sexual morphism, and their personal gender identity most impacts their physical presentation. In all things, the majority of dragonkin eagerly embrace magic and science to modify their bodies to suit individual preferences. + +## Home World + +Hailing from the Pact Worlds system, dragonkin can be found in the highest concentration on Triaxus, where they’ve lived alongside ryphorians and dragons for eons. Triaxus has an exaggerated elliptical orbit that causes very long winters and summers as well as a volcanically active surface. +Dragonkin live everywhere on Triaxus, from the frozen reaches of the Encroach Glacier to the southwestern merchant-empire of Ning. The largest population can be found in the Allied Territories living alongside partners and neighbors of many species, though a significant population also exists in the Drakelands, where many dragonkin still work for true dragons inside their complex corporate structures. +In the distant past, dragons devised a way to create a different type of offspring, one that could forge inroads into humanoid societies or serve as proxies and pawns. Using strange magic and enduring willpower, they created dragonkin to fulfill this purpose. The original dragonkin were sometimes a product of intense love for an individual humanoid or their community, though sadly, many were born to act as vectors for an evil dragon’s short-term plans. Generations of dragonkin reproduced, both with one another and with other humanoids, and today the species is entirely disconnected from any living dragons. +As part of their magical heritage, dragonkin always have had the ability to form a bond with a single creature, granting shared senses and telepathy. The bond itself isn’t truly magical in nature but is a sacred connection with both physical and metaphysical components. The first generation of dragonkin almost exclusively bonded with their dragon creators, but quickly they realized their ability to share their gift with friends and lovers of other species. They found that ryphorians, who were also native to Triaxus and commonly enslaved and exploited by the ruling dragons, were very receptive to their bond. Together, dragonkins and ryphorians forged connections and fought to free their peoples from the iron claws of tyrants. +The first bonded pairs founded the Skyfire Mandate, based on the land bridge spanning the Drakelands and Allied Territories. The force that protected this new nation then and now is the Skyfire Legion. Once fighters for independence, today the Legion is a mercenary group who generally prefer to fight tyranny, bolster political underdogs, save refugees, and take on missions that fit with their organization’s code. Many generations ago, the pairs went into battle with the ryphorian partner as dragonrider, but today most prefer to swap out this archaic practice for a co-pilot dynamic. + +## Society and Alignment + +The core of dragonkin society revolves around the partner bond they form with humanoids, most commonly ryphorians. Everything from architecture and infrastructure to media reflects the importance of the bond. While a majority of dragonkin bond to a partner in their lifetime, not all do. As a conscious choice made by both parties to form this bond is necessary, those who decide to remain bondless face scrutiny from more conservative community members; however, a majority of dragonkin are supportive of this choice. Bondless dragonkin live fully integrated into their local society, with traditionalist Aylok dragonkin being the largest exception to tolerance. Outside of Aylok, bondless dragonkin are just as likely to be supported as a similar bonded candidate. +Dragonkin who don’t bond during their lifetime might still find mates and create families, or not, and work in vocational fields with just as much success. Whether or not these dragonkin form romantic relationships, they still typically prefer communal homes with roommates, as complete solitude is atypical for dragonkin. For those who haven’t yet formed a partner bond but one day wish to do so, bondless meet-ups on the infosphere and in most communities can help. A yet-unbonded dragonkin who enlists in the Skyfire Legion has plentiful chances to meet potential partners in training, recruit mixers, and assigned partner trials. +Bonds are unique to individual pairs and often deeply personal. Though most bonded partnerships aren’t romantic, the bond is roughly equivalent to marriage in many cultures, granting legal rights and responsibilities and insuring a mutual living situation. Some bonds result from adolescent friendships, with a duo choosing to formalize their bond soon after reaching maturity. A few communities practice arranged bonds, meaning a dragonkin might not meet a potential partner until shortly before they bond. The Skyfire Legion facilitates such arrangements for cadets who desire it. Even in such cases, both parties must wholeheartedly agree to form a bond, and attempts to force two individuals to enter an arrangement always fails. Bonding with blood relatives is rare but does sometimes occur, usually between cousins or siblings of similar ages. +Most dragonkin only have one bonded partner during their lifetimes, but thanks to their longer lifespans, more than half of their lives can be spent bondless. If their partner dies, a dragonkin might decide to form a relationship with another partner, but a substantial number choose not to. From grief to family structures grown larger and more intricate with age, there are many reasons to abstain from subsequent partner bonds. As partner bonds are largely aromantic, dragonkin and their humanoid partners forming romantic relationships outside of the pair impacts day-to-day living. +While a dragonkin partner bond is exclusive to two individuals, the partners can choose to have as many romantic partners as they would like, if any, but all of them must respect the connection between the bonded pair, as the mystical effects of the bond make both partners each half of one whole, moving in synchronicity and often needing one another’s presence to remain healthy and happy. Effective communication is a necessity within dragonkins’ created communities. Majoritarian systems are common in the daily life of many dragonkin. +The blend of relationships, and the size of dragonkin, have led to larger-scale housing requirements. Most dragonkin live in small apartment complexes or suites with their extended family, or in networks with multiple families. Bondless dragonkin and other outlying community members are often invited to live in neighboring flats, allowing them easy access to community. Courtyards and rooftop spaces are built to accommodate group meals, games, and recreational activities that can be enjoyed together. +Large families make for rowdy gatherings, and whole neighborhoods sometimes come together to celebrate occasions such as birthdays, bondings, and weddings. Traveling to the neighboring mountains to enjoy outdoor activities, especially winter sports, is common. Along the coast, beachside bonfires beneath the full moon range from intimate affairs (with less than 10 individuals in attendance) to raucous carnivals where hundreds gather for games, rides, fried foods, and fortune telling. +Dragonkin know that moonlight causes luminescent reflections in their scales that are considered quite attractive, and many find new romantic partners or flings at these gatherings. For young dragonkin approaching the age of maturity, invitations to full moon parties are highly coveted. Dressed to impress with scales polished to a sheen, youthful dragonkin flit from one party to the next, seeking new friends and love connections. A dragonkin in love might take their date to the thermal springs or to enjoy holographic movies. It’s normal for romantic partners to meet one another’s family very early in a relationship. + +## Bonding Ritual + +Dragonkin reach maturity at different rates, but the average age is around 25 years old. Traditionally, a party is planned by the second-oldest member of the family. In addition to their household’s members, extended family and close friends are invited. Some Quarter Day parties are treated as festivals, shutting down city blocks to make room for pavilions, live music, refreshments, and hundreds of guests. For larger events, the price of entry is free, but bringing a small gift or good wishes is customary. +Today, it’s considered trendy to opt out of formal parties in favor of spending time with one’s own social circle. A dragonkin choosing a more modern celebration might take a trip to mountain distilleries, enjoy a spa day at a hot springs-fed sauna, or seek the thrills of virtual reality arcade games and holovids. No matter what form these parties take, many Quarter Day parties end the same way. Dragonkin remove the largest scale of their mature hide, which often comes from a spot near their shoulder blades—historically the place a rider might lean into for balance or to fit a saddle. +Removing the scale leaves a small vulnerable spot on the dragonkin’s hide, which their bonded partner will be trusted to protect. If a dragonkin has already chosen a bonded partner, this scale is used in the ritual to bind them together for a lifetime. If not, the dragonkin places their scale in a box for safekeeping, perfectly preserved until they find the right partner. The empty space on the dragonkin’s hide appears dull, and is a subtle reminder to all that they’re yet incomplete. Today, younger generations of dragonkin sometimes forego this practice, preferring to remain intact until they’re ready to think about choosing a partner. Since some dragonkin never bond, they might never remove the scale, or they might keep it preserved forever, a monument to their self-possession and solitude. +Before any binding ritual can take place, dragonkin treat their removed scale with a mixture of herbs and mountain spring water. The process petrifies the scale, turning it opalescent and hard as a gemstone. This new scale is called dolek (pronounced doe-wek). Once an individual finds a suitable partner, and both parties agree to form the bond, the dragonkin chooses or crafts a piece of jewelry to set their dolek into. Partners sometimes discuss the jewelry beforehand, while others enjoy the element of surprise. Most commonly doleks are set into necklaces, rings, bracelets, and brooches, but can be made into earrings or various other body jewelry dependent upon the humanoid partner’s culture and preference. A few partners choose a more extreme display of devotion by having the dolek surgically embedded into their own skin in a place of high visibility, such as a hand or forehead. +Bonding rituals are another chance to celebrate family and community in a dragonkin’s life. Always held outside, with whichever family and friends the partners wish to include, bonding rituals are one of the most sacred ceremonies in their culture. Weapons can’t be carried into the sacred space of a bonding ritual, though historically armed guards form a wide perimeter around the festivities. Talk of business and politics are strictly forbidden, and any unbonded dragonkin in attendance who has already created a dolek but hasn’t yet given it to their partner must cover the indentation left by the missing scale with clothing. +Each individual pair creates their own bonding ritual, often writing partner vows or performing a dance or musical duet together. Sometimes the partners’ friends prepare a performance or speeches, but always with the seriousness of the occasion in mind. Practical jokes and other shenanigans are frowned upon. Sometimes a priest leads the ritual; this practitioner can be of any faith. A respected community member might preside over the ceremony, or the new pair might buck tradition entirely and direct their own bonding. At the end, the two partners always exchange gifts. Along with their dolek, the dragonkin presents a piece of art they created for their partner, like poetry, paintings, musical compositions, or any other form of art. The dragonkin’s partner always chooses or crafts jewelry, symbolizing the saddle Skyfire Legion dragonriders once used in battle. This jewelry also varies based on personal taste and finances, but gifting an actual saddle is extremely rare and considered outdated by dragonkin culture at large. +After the presentation, the ritual is all but complete as the partners seal the strength of their bond. Immediately at the conclusion of the ritual, the dragonkin partner initiates the telepathic link, communicating a phrase only uttered at the beginning of this type of companionship and kept secret to all individuals that aren’t part of a matched pair. +For a dragonkin whose partner dies but who later chooses to form a second bond, the second ritual is nearly the same as the first. A second scale must be removed from their body and transformed into a dolek. Most often, a dragonkin with a deceased partner takes the scale from a symmetrical location on the other side of their body. Dragonkin and their partners keep the others’ gifts for life, even if one passes on and they form a new bond. Customarily, all dragonkin’s partners are buried with their dolek when they die. Triaxians know the importance of burying or burning doleks with the dead. A dolek being lost or separated from the dead is cause for grief. Expeditions to recover the relics of dead partners are common subjects of literary tragedies. + +## Names + +Dragonkin naming conventions are influenced by the humanoid cultures that they bond with, often naming children after bonded partners or ancestors. Sometimes these names are modified by hardening the consonants. Dragonkin and ryphorians share some common names. Dragonkin names typically have 2-4 syllables, begin with consonants, and duplicate letters. + +### Sample Names + +Some sample dragonkin names include Gavvixen, Sozrynn, Estrikkon, Dragattsuu, Raskkurenn, Kaaviztzel, Xazzyrra, Tyykendrin, Dyssydanth, Selrikk, Axiennex, and Jittsuuhnix. + +# Vital Stats + +**Average Height** 8–20 ft. +**Average Weight** 500–2,500 lbs. +**Age of Maturity** 25 years +**Maximum Age** 100+d% years + +# Alternate Racial Traits + +**Source** _Interstellar Species pg. 67_ +Like any species, dragonkin have traveled far from their native Triaxus and can be found everywhere across the galaxy. Through genetic manipulation, magic, and technology, modern dragonkin often choose to modify their bodies. These changes might be reflected in body type, scale color, or the plumes of energy released by their natural breath weapons. +Their innate characteristics are just as variable as their cultures and beliefs. Some dragonkin tower to great heights while others are small by comparison. Some are completely wingless, while others display unusual scale colors that match their temperaments and the energy unleashed by their breath weapons. The following options are appropriate for dragonkin PCs but might be available to other characters at the GM's discretion. + +## ! Compact Form + +**Source** _Interstellar Species pg. 67_ +**Prerequisite:** flight species trait +**Benefit:** Some dragonkin genetically modify themselves to have smaller, wingless bodies capable of maneuvering through narrow starship corridors. You gain the Tight Fit feat. This replaces flight. + +## ! Variant Breath Weapon + +**Source** _Interstellar Species pg. 67_ +**Prerequisite:** breath weapon species trait +**Benefit:** At character creation, choose one of the following damage types: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Your breath weapon always deals that type of damage. diff --git a/Compendium/SF1E/Species/Dromada.md b/Compendium/SF1E/Species/Dromada.md new file mode 100644 index 0000000..de47cd3 --- /dev/null +++ b/Compendium/SF1E/Species/Dromada.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- +# DROMADA +> [!infobox|left n-th clean] +> [[Dromada.png|Spielern zeigen!]] +> + +Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around 200 pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. + +Having spent most of their history as the most populous and preferred prey animal for their home world’s numerous large carnivores, the dromadas’ presapient ancestors formed tightly knit herds to keep safe. The skittish creatures reacted to danger first by emitting a deep moan that would alert the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community. While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor. + +Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd. The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. Such enterprises can be found in a staggering array of industries, providing products and services that range from plant-based meat substitutes to social media consultancy. + +In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders. When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. + +Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not. Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Dromadas can nonetheless find themselves alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. A dromada’s trust is very difficult to earn, as they view everything around them as potentially dangerous and can be extremely skittish, but they are loyal and constant companions to those who eventually gain their friendship. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus (Starfinder Alien Archive 2 92). + +Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger. But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. Still, choosing an adventurer’s life isn’t easy, as even the bravest dromadas still sometimes find themselves automatically fleeing from dangers, both real and imagined. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Cha +**Hit Points** 2 + +## SIZE AND TYPE + +Dromadas are Medium magical beasts. + +## ALERT THE HERD + +Once per day at the beginning of a combat in which it isn’t surprised, a dromada can emit a deep moan that alerts its herd to nearby danger, granting allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. + +## BOLT + +When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain (though such terrain requires extra movement as normal). + +## DROMADA SENSES + +Dromadas have darkvision with a range of 60 feet and low-light vision. + +## SAVORY + +A dromada hit by a creature’s bite attack takes a –2 penalty to AC against further bite attacks from the same creature. This effect lasts 1 week and applies only once per creature. + +## SWIFT + +Dromadas have a land speed of 40 feet. + +# VITAL STATS + +**Average Height** 4-1/2 to 5-1/2 ft.  +**Average Weight** 150 to 250 lbs.  +**Age of Maturity** 3 years +**Maximum Age** 30+2d20 years years diff --git a/Compendium/SF1E/Species/Drow.md b/Compendium/SF1E/Species/Drow.md new file mode 100644 index 0000000..798d0da --- /dev/null +++ b/Compendium/SF1E/Species/Drow.md @@ -0,0 +1,56 @@ +--- +aliases: +tags: +--- +# DROW +> [!infobox|left n-th clean] +> [[Drow.png|Spielern zeigen!]] +> With purple skin and white hair, drow are physically beautiful but merciless. Common drow form the majority of civilian and military forces and are governed by more powerful drow nobles. This strictly matriarchal culture leaves few opportunities for a common male, and training as an enforcer for a noble house or arms dealer is one of only a few ways a drow male can secure a somewhat comfortable life—if not necessarily a long one. + +Drow are ruthless opponents, having no qualms about setting ambushes or luring enemies to locations where they have the upper hand. They regard ideals such as fairness and honor as pathetic gestures of lesser races, and consider all who hold such beliefs deserving of exploitation. Drow have no compunction about using other races as slaves and minions, using them as cannon fodder when exploring potentially dangerous new locations or as a line of defense that allows drow to flee to safety when an encounter turns against them. + +As their economy revolves primarily around retrieving, reverse engineering, and selling weaponry from the planet-ship they have claimed as their own, drow are known throughout the Pact Worlds for having some of the finest, most cutting-edge armaments available. Their soldiers specialize in the use of ranged weapons, favoring teamwork tactics to undermine their foes’ defenses—though even an otherwise loyal sniper wouldn’t hesitate to prioritize his personal vendetta and take advantage of a clear line of fire to a rival in the chaos of a firefight. + +Some drow are born with gifts beyond those of most of their kind, including greater magical power. These individuals are referred to as drow nobles, and are most commonly born to other drow nobles within the powerful ruling houses through the aid of genetic-selection technology that is tightly controlled by those houses. However, it is not unheard of for a drow noble to be born to common parents without any genetic intervention. Such gifted progeny, upon realizing their talents, typically leverage them to gain a higher position in society, whether by aligning themselves with one of the powerful houses or striking out to earn a name for themselves. Given their exceptional talents, drow nobles quickly rise through the ranks and are soon recognized for their achievements even if a few common drow happen to disappear along their path to power. + +A drow noble scion of a powerful arms-dealing house might lead a branch of the family arms dealership, traveling throughout the Pact Worlds and fledgling colonies to secure buyers for the advanced technology her house produces based on the relics plumbed from their world. Other scions reinforce their noble houses’ connections with their demon lord patrons, becoming powerful mystics, or train as technomancers with a goal of unraveling the mysteries of the portal-gate at the center of Nightarch (see pages 458–459 of the _Starfinder Core Rulebook_). + +**Ability Modifiers** +2 Dex, +2 Cha, -2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Drow are Medium humanoids with the elf subtype. + +## DARKVISION + +Drow have darkvision with a range of 60 feet. + +## DROW IMMUNITIES + +Drow are immune to magical sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects. + +## DROW MAGIC + +Drow gain the following spell-like abilities. The caster level for these effects is equal to the drow’s level. + +At will—_dancing lights_, _detect magic_ + +In addition, drow count as having the Minor Psychic Power feat for the purpose of meeting prerequisites, and if a drow takes the Psychic Power feat, she can add the drow noble’s limning light supernatural ability to the list of spell-like abilities available to her. + +**Limning Light:** As a standard action, a drow noble can cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location (see page 260 of the Starfinder Core Rulebook). This effect lasts for a number of minutes equal to the drow level. This ability has a range of 100 feet. + +## KEEN SENSES + +Drow receive a +2 racial bonus to their Perception checks. + +## LIGHT BLINDNESS + +A drow exposed to bright light is blinded for 1 round, and dazzled as long as she remains in areas of bright light. + +# VITAL STATS + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 100–150 lbs. +**Age of Maturity** 100 years +**Maximum Age** 350+4d% years diff --git a/Compendium/SF1E/Species/Dwarf.md b/Compendium/SF1E/Species/Dwarf.md new file mode 100644 index 0000000..fbb012d --- /dev/null +++ b/Compendium/SF1E/Species/Dwarf.md @@ -0,0 +1,102 @@ +--- +aliases: +tags: +--- +# DWARF +> [!infobox|left n-th clean] +> [[Dwarf.png|Spielern zeigen!]] +> Dwarves are a stocky race, roughly a foot shorter than humans, with broad, heavy frames. Dwarves trace their heritage to the missing planet of Golarion, yet for them, this is not merely a matter of history, but identity—they were forged in the furnace of Golarion’s subterranean passages, and many dwarves born long after the planet’s disappearance still feel the sting of its loss, kept alive in dwarven song and legend. Dwarven history also claims that they once had a different racial god, Torag, who left his worshipers in the hands of his brother Angradd during the Gap so he could stand guard over Golarion, wherever it is now. + +Dwarves are most commonly found on Absalom Station, where their guilds and clans wield significant power, or on city-sized Star Citadel ships. Significant dwarven communities on other worlds are rare, though small groups can be found throughout the Pact Worlds’ extrasolar colonies. Many dwarves are attracted to asteroid mining, with Star Citadels common in the Diaspora. + +Larger dwarven communities often focus on tradition and fight to keep ancient crafts, laws, and enmities alive. This traditionalism sometimes causes other races to see dwarves as old fashioned, or even backward. Dwarves are certainly cautious in adopting new technologies and slow to change their way of life, but once a new technology has proven safe and effective, it’s quickly adapted to dwarven needs. Dwarves are often mechanics, mystics, and soldiers. They tend to get along best with gnomes, halflings, humans, and other races with ties to Golarion, though they have a sometimes impolite appreciation for androids’ elegant construction and find much in common with kasathas and korasha lashuntas. + +Among the strongest dwarven traditions is the Quest for Sky, a belief that Torag commanded his people to leave their underground homes on Golarion and fight a generations-long war to reach the surface. While many dwarves feel the Quest for Sky was fulfilled, some explore far from the Pact Worlds in the belief that the original journey was only the first stage of the quest and that Torag now wants them to find some specific alien sky for which they’re destined. + +Most dwarves stand 4 to 4-1/2 feet tall and weigh 150–200 pounds. They’re considered adults at 40 and live up to 450 years. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Dwarves are Medium humanoids with the dwarf subtype. + +## DARKVISION + +Dwarves can see up to 60 feet in the dark. + +## SLOW BUT STEADY + +Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers. + +## STONECUNNING + +Dwarves gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. + +## TRADITIONAL ENEMIES + +Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype. + +## WEAPON FAMILIARITY + +Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level. + +# VITAL STATS + +**Average Height** 4 to 4-1/2 ft. +**Average Weight** 150–200 lbs. +**Age of Maturity** 40 years +**Maximum Age** 250+2d% years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some dwarves initiated a new Quest for Sky and gathered on a generation starship, seeking the ultimate sky in an alien place or remote galactic region. These dwarves adapted to zero-g but lack the hardiness of kin they left behind. Such dwarves have ability score adjustments of +2 Dexterity, +2 Intelligence, and −2 Strength rather than the adjustments found in the _Starfinder Core Rulebook_. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +The dwarven desire to redefine their existence has led many dwarves to demonstrate new cultural and physical expressions. + +## ADAMANT MAGE + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Dwarves with this trait gain a +2 racial bonus to AC against attacks of opportunity provoked by casting a spell and against readied actions triggered by spellcasting. + +This replaces weapon familiarity. + +## MINING EXPERT + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Dwarves can be skilled at delving for riches, gaining a +2 racial bonus to Physical Science and Profession (miner) checks. + +This replaces stonecunning. + +## OPPOSITE REACTION + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Rather than train with ancient weapons and focus on traditional enemies, some dwarves turn to combat techniques suited to dwarf physiology. These dwarves gain a +4 racial bonus to KAC against reposition combat maneuvers. Also, when an opponent fails a bull rush, reposition, or trip combat maneuver against such a dwarf by 5 or more, the dwarf can attempt a trip combat maneuver against that opponent as a reaction. + +This replaces traditional enemies and weapon familiarity. + +## SHIP DWARF + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +In the few centuries since the end of the Gap, some dwarves have adapted to life in homes where interaction with other cultures is a constant, and where light can be summoned with the flick of a switch. Ship dwarves gain a +2 racial bonus to Sense Motive and Culture checks. + +This replaces darkvision. + +## TRADITION MENDER + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +There is a movement among dwarves to heal past prejudices, and make friends with beings once deemed foes. These dwarves gain a +2 racial bonus to Diplomacy and Sense Motive checks. + +This replaces traditional enemies. + +## ZERO-G DWARF + +**Source** [_Character Operations Manual pg. 30_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Unlike most of their kin, dwarves living in space feel more at ease when weightless than when grounded. These dwarves have a land speed of 25 feet. They gain a +4 racial bonus on Acrobatics and Athletics checks to avoid becoming off-kilter and can always take 10 on such checks. They also have a climb speed of 25 feet, but only for moving along a wall with handholds at full speed in zero-g. + +This replaces slow and steady. diff --git a/Compendium/SF1E/Species/Elf.md b/Compendium/SF1E/Species/Elf.md new file mode 100644 index 0000000..264182a --- /dev/null +++ b/Compendium/SF1E/Species/Elf.md @@ -0,0 +1,102 @@ +--- +aliases: +tags: +--- +# ELF +> [!infobox|left n-th clean] +> [[Elf.png|Spielern zeigen!]] +> Lithe, long-lived humanoids, elves are easily recognized by their pointed ears and pupils so large that their eyes seem to be all one color. Possessed of an inherent bond with the natural world, they tend to subtly take on the coloration of their surroundings over the course of many years and have a deep spiritual regard for nature. + +Of all the races common to the solar system, elves were perhaps the hardest-hit by the Gap, and the slowest to adapt and recover. Where shorter-lived races quickly gave birth to children who had never known any other way of life, and thus were personally unaffected by the loss of history, the elven generation whose lives extended back into the Gap continued on, broken and confused by the blank centuries in their own lives and memories. What’s more, those leaders charged with trying to piece together their social history from scraps soon came to a grim conclusion: during the Gap, their race had been betrayed by another—yet exactly which race was involved remains unclear, all suggestions of the answer scrubbed by malicious intent or the Gap itself. + +Reeling and angry, elves from across the system retreated to their ancestral homeland of Sovyrian on Castrovel and dug in, determined to never again be caught unprepared by disaster. Even this was a fraught endeavor, however, as many of the established elven families already on Castrovel resented the chaos and upheaval caused by the sudden flood of refugees. + +Today, the elves are a reclusive, xenophobic race, little understood by their neighbors and uninclined to remedy that situation. Though their starships still travel the void, trading with other worlds, they largely carry allelven crews, and most elves choose to live among their own kind either in Sovyrian or in predominantly elven enclaves on other worlds. Those adventurous or rebellious individuals who choose to live among other races are called the Forlorn, due both to their loss of elven companionship and to their tendency to outlive friends of other races. Most are viewed with pity and suspicion by their kindred. + +Within their borders, elves tend to be whimsical and passionate, yet when dealing with outsiders their laughter disappears quickly, replaced by a cold, unyielding wall. Elven warriors and diplomats operating outside of Sovyrian on government business sometimes even choose to go masked, hiding their identities around other races in order to better represent a united elven state. + +While elves have embraced technology and the security it brings, they also maintain a deep affinity for magic, seeing in its practice a continuity with their ancestors. Elves are most often mystics, operatives, and technomancers, and when they go adventuring, it’s often to recover bits of magical lore lost to history, or else to find ways to ensure Sovyrian’s strength in the centuries to come. The primary exception to all of these tendencies are the drow—purple-skinned elves who reject the company of their brethren to live on Apostae and mine alien tech from that world’s interior, making them some of the most feared and respected arms dealers in the system. Ordinary elves and drow despise one another, and while Sovyrian’s leadership generally tries to distance itself from political entanglements, supposedly rogue elven fleets have launched several surprise assaults on Apostae in an effort to “cleanse the corruption.” The fact that these attacks have resulted in sanctions from the Pact Council has somehow done little to deter the elves. + +Most elves stand 5-1/2 to 6-1/2 feet tall and weigh 100–150 pounds. They’re considered adults at 100 and naturally live up to 750 years. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Elves are Medium humanoids with the elf subtype. + +## ELVEN IMMUNITIES + +Elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects. + +## ELVEN MAGIC + +Elves receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, elves receive a +2 racial bonus to Mysticism skill checks. + +## KEEN SENSES + +Elves receive a +2 racial bonus to Perception skill checks. + +## LOW-LIGHT VISION + +Elves can see in dim light as if it were normal light. See Vision and Light on page 261. + +# VITAL STATS + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 100–150 lbs. +**Age of Maturity** 100 years +**Maximum Age** 350+4d% years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Elves who live off of Castrovel are more open to new experiences and relationships. Castrovelian elves call these wanderers “Forlorn,” doomed to lose friends and loved ones among shorter-lived species. Forlorn elves have ability score adjustments of +2 Dexterity, +2 Charisma, and −2 Wisdom rather than the adjustments found in the _Starfinder Core Rulebook_. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Although some elves have embraced tradition, others have developed cultural and physical adaptations outside the norm. + +## ASANAN ELF + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some Castrovelian elves dwell on Asana, rather than Sovyrian. Lashunta influence—with the aid of elven magic used during the Gap, some scholars say—has caused these elves to develop limited telepathy and lashunta magic, as the lashunta racial traits. + +This replaces elven immunities and elven magic. + +## DARKVISION + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some elves are born with darkvision with a range of 60 feet. When these elves are in no light or dim light and they are exposed to bright light, they are dazzled for 1 round. + +This replaces low-light vision. + +## ELVEN SKEPTIC + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Elves were betrayed during the Gap and can be untrusting of others. These elves train to see through deceptions, and gain a +2 racial bonus to Sense Motive checks and saving throws against illusion spells. Once per day, they can roll a Sense Motive check twice and use the better result. + +This replaces elven immunities. + +## FORLORN CONNECTION + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Despite being called Forlorn, those elves who live among other species are often quite sociable. These elves gain a +2 racial bonus to Diplomacy checks and can cast comprehend languages once per day. At 10th level, they can also cast tongues once per day. + +This replaces elven magic. + +## MEMORY GAP + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many elves were alive when the Gap ended. They have no memory of the details of their relationships and history. This lack of context is a struggle for them, but has toughened their minds. They gain a +2 racial bonus to saving throws against mind-affecting effects. + +This replaces elven immunities. + +## WILDERNESS RUNNER + +**Source** [_Character Operations Manual pg. 31_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many elves enjoy spending time in unspoiled wilderness. They gain a +2 racial bonus to Survival checks. + +This replaces keen senses. diff --git a/Compendium/SF1E/Species/Embri.md b/Compendium/SF1E/Species/Embri.md new file mode 100644 index 0000000..ada88b4 --- /dev/null +++ b/Compendium/SF1E/Species/Embri.md @@ -0,0 +1,81 @@ +--- +aliases: +tags: +--- +# EMBRI + +> [!infobox|left n-th clean] +> [[Embri.png|Spielern zeigen!]] +> The embri are highly evolved mollusks with an exceptionally rigid social order. Every embri knows its place among the hierarchy of embri society and performs the duties of its station without complaint. The society’s few rebels or free thinkers, when discovered, are exiled or executed. This rigid order has allowed embri society to excel in technological and magical development, although outsiders view embri creations as soulless or downright gruesome— their vast, fiery factory-forges ring with the rhythmic clang of machinery, and blood-fueled vermicular vessels heave across their world with peristaltic contractions. + +Embri evolved from aquatic ancestors long ago, and their four strong limbs have sharp claws at the end allowing them to walk upright on land. These claws have significant flexibility, so embri can use tools and weapons. The average embri is 4 feet tall with a trailing tail that’s slightly longer, and most weigh around 200 pounds. Embri reproduce asexually, and while they once would bud young based on the seasons of their home world, budding is now rigidly controlled by embri bureaucracy and allowed only on schedules set by the office of the spawning administrator. Young embri are raised in institutional academies where they’re trained to be diligent and compliant and are rewarded for informing on classmates who demonstrate deviant thinking or “anomalous independence.” + +Embri have a highly developed brain-sac at the top of their heads, and their faces consist of two small, closely set eyes above a slit that functions as a combination of nose and ears— they exhale from this orifice to produce a whistling speech. Embri mouths are used solely for eating and are tucked away on the underside of their bodies. Embri consider eating a private, embarrassing function, and they are repulsed at how openly and communally other races eat. + +Culturally, embri long ago mastered social conditioning to eliminate all displays of emotion; they consider expressiveness to be barbaric, and the occasional embri who shows feelings openly is considered primitive and dangerous. As a side effect of keeping their own feelings in check, embri easily pick up on signs of emotions. To prevent inadvertent displays of emotion, embri wear ornate masks. These masks also denote social standing, civic responsibilities, and other designators that allow embri to immediately assess one another by sight. Embri wear their masks at all times, even when sleeping, and to be without a mask is a profound embarrassment—it evidences a gross exposure of an embri’s thoughts and feelings, rendering it unable to effectively protect its own emotions and too distracted to effectively read the expressions of others. + +Few embri realize their rigid social hierarchy is controlled by the forces of Hell—scheming devils direct all embri activities from the secret tunnels beneath the mollusks’ home world. These dictates are conveyed by the small group of embri, known as Speakers, who communicate with the devils directly and enact their infernal designs. In exchange for this service, Speakers are granted magical powers and the secrets of diabolical manipulation. Some Speakers also serve as diplomats and envoys from the embri to the Pact Worlds. In these roles, they both shield their people from dangerously individualistic thinking and extend their masters’ designs to the rest of the galaxy. Speakers usually travel with a coterie of devoted embri servants who, in their uniquely expressionless way, idolize the Speaker as a celebrity. + +The diabolic taint on embri society is pervasive, yet subtle. For example, the embri language now contains several Infernal words and phrases, and though embri shun symbols of deific obedience as an overemotional expression of connection to the divine, stylized iconography of infernal origin features prominently in modern embri architecture. + +**Ability Modifiers** +2 Con, +2 Int, -2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Embri are Medium aberrations. + +## DARKVISION + +Embri have darkvision with a range of 60 feet. + +## MASKED EMOTIONS + +An embri loses its immunity to charm effects and its +2 racial bonus to saving throws against enchantment spells and effects when it isn’t wearing a mask over its face. In addition, while unmasked, it must roll twice for any Sense Motive check it attempts and take the lower result. + +## SHIELDED THOUGHTS + +Embri are immune to magical charm effects and receive a +2 racial bonus to saving throws against enchantment spells and effects. + +## WARY + +Embri gain a +2 racial bonus to Sense Motive checks. + +# VITAL STATS + +**Average Height** 3-1/2 to 4-1/2 ft. +**Average Weight** 150–250 lbs. +**Age of Maturity** 8 years +**Maximum Age** 60+1d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Embri spawn upon strict schedules set by their bureaucrats and social engineers, who carefully regulate a new embri’s traits. The following embri groups, each engineered for a specific purpose, have unique ability score adjustments, instead of the standard adjustments of +2 Constitution, +2 Intelligence, –2 Charisma. + +## EMISSARY + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Trained for diplomatic service offworld from the moment of their spawning, embri emissaries are raised in isolated ambassadorcreches to instill social loyalty and guard their thoughts against the dangerously individualistic societies they will encounter in their careers. An embri emissary’s ability adjustments are +2 Intelligence, +2 Charisma, –2 Strength. + +## PRECEPTOR + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The devils who secretly manipulate embri sometimes steal young embri to indoctrinate them in the subterranean tunnels occupied by devils and their servants. At adulthood, these embri preceptors return to the surface with positions of authority and clear directions about how to modify embri culture to be even closer to the diabolic blueprint. An embri preceptor’s ability adjustments are +2 Dexterity, +2 Wisdom, –2 Constitution. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Despite the control that embri leaders attempt to place over all aspects of life, some embri display adaptations or mutations that set them apart. In a society where deviance of any kind is suspect, such embri often must conceal their differences or live their lives on the run. The following alternate racial traits represent some of these changes. + +## BIO-OBSERVANT (EX) + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Embri who learn to watch for physiological cues rather than emotional ones can excel at identifying maladies in others. Such embri gain a +2 racial bonus to Medicine checks. +This replaces wary. + +## FLESHBOUND MASK (EX) + +**Source** [_Near Space pg. 128_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some embri’s flesh grows up and around their masks. For such embri, being unmasked exposes raw nerves and inflicts constant painful distraction. While such an embri has its mask removed, it has a –2 penalty to ability checks and skill checks and must roll all Reflex saving throws twice and take the lower result. +This replaces masked emotions. diff --git a/Compendium/SF1E/Species/Entu Colony.md b/Compendium/SF1E/Species/Entu Colony.md new file mode 100644 index 0000000..6099b62 --- /dev/null +++ b/Compendium/SF1E/Species/Entu Colony.md @@ -0,0 +1,52 @@ +--- +aliases: +tags: +--- +# ENTU COLONY + +> [!infobox|left n-th clean] +> [[Entu Colony.png|Spielern zeigen!]] +> Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. These structures generate conscious thought and obtain sensory information about the colony’s environment. + +In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable pseudopod‑like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony. Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. Instead of harming their host, an entu fungus’s adaptable cells mimic the host’s brain and nerve tissue. Their mycelia intertwine with their host’s central nervous system, creating new synapses and enhancing sections of the host’s brain. Despite inhabiting the host’s body, the entu fungus retains a separate consciousness which intertwines with its host through shared functional memories and sensory input. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. Entu integration can sometimes result in entu symbiotes’ offspring already being seeded with the fungal life integrated into their bodies and brains; this development has led to the “uplifting” of entire species of previously non-sapient animals. + +The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature. + +Entu fungi of all kinds seek constant exposure to emotion and thought to thrive, and those involved with symbiotes prioritize their hosts’ physical needs. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to 300 years. + +**Ability Modifiers** +2 Int, +2 Cha, -2 Str +**Hit Points** 2 + +## SIZE AND TYPE + +Entu colonies are Small oozes.  + +## AMORPHOUS + +The creature’s body is malleable and shapeless. It doesn’t take double damage from critical hits, but it’s affected by critical hit effects normally.  + +## ENTU COLONY SENSES + +An entu colony has blindsight (emotion) with a range of 60 feet.  + +## LIMITED OOZE BENEFITS + +Entu colonies gain a +2 racial bonus on saving throws against illusion, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it’s effective against oozes.  + +## LIMITED TELEPATHY + +Entu colonies have limited telepathy with a range of 30 feet.  + +## TACTICAL SYMBIOSIS + +Once per day as a standard action, an entu colony can temporarily merge a portion of themself with a willing non-entu colony creature they’ve telepathically communicated with and can touch. This symbiosis lasts until the beginning of the entu colony’s next turn; during this time the entu colony can’t take any actions but can use each of the following abilities once. A creature can benefit from only one tactical symbiosis at a time. +_Cellular Restoration:_ Restore a number of Hit Points to the host equal to twice the entu colony’s CR or level. +_Improve Condition:_ Grant the host an additional save against an ongoing affliction with a +2 circumstance bonus. +_Synaptic Pulse:_ Grant the host a +2 circumstance bonus to Reflex saves until the entu colony’s next turn. + +# VITAL STATS + +**Average Height** 3 to 4 ft. +**Average Weight** 300 to 500 lbs. +**Age of Maturity** 5 years +**Maximum Age** 200 + 5d20 years years diff --git a/Compendium/SF1E/Species/Entu Symbiote.md b/Compendium/SF1E/Species/Entu Symbiote.md new file mode 100644 index 0000000..3c965a9 --- /dev/null +++ b/Compendium/SF1E/Species/Entu Symbiote.md @@ -0,0 +1,53 @@ +--- +aliases: +tags: +--- +# ENTU SYMBIOTE + +> [!infobox|left n-th clean] +> [[Entu Symbiote.png|Spielern zeigen!]] +> Entu colonies begin their life cycle as a collection of minuscule spores. Over time, the spores fuse together through intricate networks of mycelia that function similarly to neurons, creating sapient and mobile fungal colonies. These structures generate conscious thought and obtain sensory information about the colony’s environment. + +In their first weeks of life, entu spores gradually coalesce into amorphous pools of opalescent slime with malleable pseudopod‑like organs. At this stage, colonies can communicate telepathically with other creatures using a lexicon of sensory and emotional concepts. Entu colonies can reproduce asexually once they reach maturity, typically six months after they first sprout mycelia. Most of the resulting spores integrate into the parent colony, but some may split off to form a separate colony. Thought not parasitic, entu colonies feed on emotion and thought. In fact, some seek to consensually merge with other sentient creatures rather than form into full-fledged and independent colonies. Instead of harming their host, an entu fungus’s adaptable cells mimic the host’s brain and nerve tissue. Their mycelia intertwine with their host’s central nervous system, creating new synapses and enhancing sections of the host’s brain. Despite inhabiting the host’s body, the entu fungus retains a separate consciousness which intertwines with its host through shared functional memories and sensory input. The resultant symbiotic life-form, called an entu symbiote, eventually attains self-awareness, complex thought, and even linguistic ability. Entu integration can sometimes result in entu symbiotes’ offspring already being seeded with the fungal life integrated into their bodies and brains; this development has led to the “uplifting” of entire species of previously non-sapient animals. + +The nelentu, one of the founding species of the Kreiholm Freehold, is a prominent example of a successful symbiosis that spans generations. Originally a species of bat-like animals called neleks that evolved on Agillae-2, these once unintelligent, fruit-eating creatures encountered entu spores early in their evolution and willingly became their hosts. The two species formed a society based on this symbiosis. Today, nelentus inhabit tiered jungle-cities built around green spaces, known as Gardens of Thought, where they cultivate entu spores for future generations. Nelentus consider themselves to be one species, referring to themselves and other nelentus using plural pronouns in deference to their dual nature. + +Entu fungi of all kinds seek constant exposure to emotion and thought to thrive, and those involved with symbiotes prioritize their hosts’ physical needs. They prefer to enter symbiotic relationships with creatures who can benefit from their cellular mimicry, living as long as the host creature does—and dying along with it. Entu colonies, on the other hand, can survive for up to 300 years. + +**Ability Modifiers** +2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Entu symbiotes are Small, Medium, or Large animals with the entu symbiote subtype.  + +## ENTU SYMBIOTE SENSES + +An entu symbiote has blindsense (emotion) with a range of 30 feet and low-light vision.  + +## EXTRASENSORY PERCEPTION + +The mycelia integrated into an entu symbiote’s nervous system allow them to perceive ambient thoughts and emotion. They gain a +2 racial bonus to Perception and Sense Motive checks.  + +## LIMITED AUGMENTATIONS + +The only augmentations that can be installed in an entu symbiote’s brain are datajacks and the mechanic’s custom rig.  + +## LIMITED TELEPATHY + +Entu symbiotes have limited telepathy with a range of 30 feet.  + +## NATURAL WEAPONS + +Entu symbiotes have the natural weapons universal creature rule with a kinetic damage type chosen at character creation.  + +## SYMBIOTIC ENHANCEMENT + +At character creation, an entu symbiote chooses a fly speed (Ex, average), burrow speed, climb speed, or swim speed, matching thematically the type of animal on which the entu symbiote is based. The entu symbiote has that speed with a value of 20 feet.  + +# VITAL STATS + +**Average Height** Varies by animal +**Average Weight** Varies by animal +**Age of Maturity** 5 years +**Maximum Age** 30 + 1d20 years years diff --git a/Compendium/SF1E/Species/Espraksa.md b/Compendium/SF1E/Species/Espraksa.md new file mode 100644 index 0000000..4a2d066 --- /dev/null +++ b/Compendium/SF1E/Species/Espraksa.md @@ -0,0 +1,57 @@ +--- +aliases: +tags: +--- +# ESPRASKA + +> [!infobox|left n-th clean] +> [[Espraksa.png|Spielern zeigen!]] +> The avian espraksas originated from the Near Space planet of Neeroon. A small, frigid planetoid at the farthest reaches of its star system, Neeroon is a rugged world with a variety of biomes, from taigas to rocky badlands, and sky-scraping mountains to ice-filled canyons. The coloration of espraksas varies depending on the environment in which their ancestors evolved. Espraksas who adapted to the taigas of Neeroon developed deep-brown or russet feathers, while those who live in the snowy peaks have white or gray feathers lightly speckled with black or a mossy green. Espraksas have a thick collar of feathers to keep their long, slender necks warm. They also have lengthy antennae-like feathers that extend from the inner corners of their eyes. Males have crests of feathers that extend from the crowns of their heads and are expressive enough to communicate emotion. Espraksas stand about 7 feet tall and weigh 175 pounds. + +Espraksas consider themselves the offspring of the deities Desna and Weydan, unified in a pairing called the Wings. Their open, sociable, and free-spirited society reflects this origin story. Though the rule of law is important to espraksas, the application of wisdom and compassion is equally so. Espraksa settlements often have shrines dedicated to the Wings. + +Espraksa settlements also emphasize harmony with nature. They avoid razing the environment to make way for their settlements, instead incorporating their towns and homes high up in the surrounding trees and terrain. This architecture has left few means for land-bound creatures to enter from the ground. As tourism to Neeroon has grown more common, the espraksas have had to accommodate flightless creatures. + +Wanderlust and gregariousness are intrinsic to espraksa society on Neeroon despite individual regions having many quirks, which it seems their peoples took pains to preserve. Espraksas revel in exploration, whether literal, interpersonal, or spiritual. They often embark on a journey of self-discovery in an unofficial coming-of-age ceremony, traveling the galaxy and immersing themselves in other cultures. Espraksas love to make friends, even with the surliest of folk, establishing positive emotional connections that are passionate and enduring. Most espraksas can proudly recollect every friend made on their journeys and find enemies only under extreme circumstances. However, once an espraksa has decided another creature is a foe, the hostility can be just as fervent and lasting. + +Due to their exposure to many cultures and fields, espraksas fill many vocations. They take whatever odd jobs are available to fund their ongoing adventures. Many seek occupations that facilitate exploration, from field scientists to mercenaries. Diversity in skill is a virtue among espraksas, so much so that being good at one skill at the expense of others is seen as a character flaw. + +An espraksa’s journey can last decades. Most return to Neeroon when they feel their travels have provided enough novelty. Then, such espraksas settle down on their icy world, find mates, and start families. Older espraksas are highly valued leaders, philosophers, and teachers, their know-how honed over a lifetime of exploration. Some elder espraksas are celebrated experts even beyond Neeroon, renowned across the galaxy for their breadth of experience. + +**Ability Modifiers** +2 Wis, +2 Cha, -2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Espraksas are Medium humanoids with the espraksa subtype. + +## ESPRAKSA MOVEMENT + +Espraksas have a land speed of 30 feet and an extraordinary fly speed of 30 feet with average maneuverability. + +## COLD INURED + +An espraksa treats severe cold as cold and extreme cold as severe cold (see [Cold Dangers](https://aonsrd.com/Rules.aspx?ID=Environmental%20Rules&Category=Environment)). + +## EMPATHIC + +Espraksas gain a +2 racial bonus to Diplomacy and Sense Motive checks. They take a –2 penalty to saving throws against mind-affecting effects, but the DC of any mind-affecting effect they create is increased by 1. + +## MULTICULTURAL + +Esprakas learn an additional language for every even-numbered rank gained in the Culture skill. + +## NATURAL WEAPONS + +Espraksa are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Espraksas gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). + +## SNATCH + +This functions as the [grab](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Grab) universal creature rule, except the espraksa must hit with two talon attacks during the same turn to grab. Only one talon must hit the target’s KAC + 4 (or + 13) to trigger the free grab (or pin), but both must hit. + +# VITAL STATS + +**Average Height** 7 to 8 ft.  +**Average Weight** 125 to 200 lbs.  +**Age of Maturity** 20 years +**Maximum Age** 90+2d20 years years diff --git a/Compendium/SF1E/Species/Formian.md b/Compendium/SF1E/Species/Formian.md new file mode 100644 index 0000000..a0cd198 --- /dev/null +++ b/Compendium/SF1E/Species/Formian.md @@ -0,0 +1,85 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 68_ + +[[Species_Formian.png|Zeigen!]] +The unification of the formian species and the formation of the Colonies transformed their society from a collection of warring hives into an ever-advancing industrial collective with complex social hierarchies. Despite a strict caste system that endures to this day, a great deal of value is placed on the health and well- being of individuals. +Other species often have difficulty parsing the nuanced social behavior of formians due to the prevalence of high-context nonverbal cues, such as the release of pheromones and the display of colors in the ultraviolet spectrum. This confusion is compounded by formians' penchant for telepathic communication. + +**Ability Modifiers** +2 Str, +2 Con, -2 Wis +**Hit Points** 4 + +## Size and Type + +Formians are Medium monstrous humanoids. + +## Formian Senses + +Formians have darkvision with a range of 60 feet, and they have blindsense (scent) with a range of 30 feet. + +## Limited Telepathy + +Formians can communicate telepathically with any creatures within 30 feet with whom they share a language. + +## Natural Weapons + +Formians are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Formians gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level). + +## Sonic Resistance + +Thanks to the chitinous plates that cover them, formians have sonic resistance 5. + +# About the Formian + +## Physical Description + +Formians superficially resemble giant ants, albeit with distinct physiology. Each has a segmented body with six limbs, using the rear four for stability and locomotion. In contrast, their upper body and front limbs are oriented vertically in a way that's reminiscent of other humanoids. These front limbs end in several clawlike digits and grant formians fine motor control comparable to that of most humanoids. A heavy, chitinous carapace protects their entire bodies. This natural armor varies significantly in form and color, and formians with differing geographic and maternal ancestries often exhibit unique features. Formian carapaces most often occur in shades of black, brown, red, or yellow. Still, selective transparency and iridescence in some subspecies create complex patterns that most species perceive as green, blue, or even purple. Formians also sport spiky, chitinous growths on their carapaces, most often along the shoulders, elbows, and other joints to serve as defensive weapons. These protrusions' arrangements are as individual as fingerprints and can be used to identify individuals. +Although their two compound eyes are the most prominent, formians have five eyes. The three additional eyes are arranged in a triangle high on the forehead, functioning primarily to sense light and assist formians with navigation. While ancient formians typically had side-facing compound eyes that granted nearly 360-degree vision, modern formian's compound eyes face forward, providing exceptional depth perception and focus from hundreds of tiny lenses. Formians can also see specific colors on the ultraviolet spectrum, although this feature is primarily used in a social context. +Like their eyes, formian mouths have also evolved considerably over time. Their once-powerful insectile mandibles have developed into a more gracile form barely stronger than human jaws. Ringing the mouth are fine, fingerlike sensory appendages that help filter particles, maneuver food, and taste. Collectively, these features facilitate speech, albeit often with a percussive quality including clicking consonants that most species struggle to recreate. Coin-sized ultraviolet patches faintly glow to either side of a formian's mouth, and while these patches don't meaningfully provide illumination, they do help formians spot each other in low-light conditions while conveying mood and health. This feature is even more prominent in subspecies deep below the Nestwall Mountains on Castrovel, where formians have ultraviolet lines that span their whole bodies, which can be consciously controlled for basic visual communication. +Formians hatch from ovoid eggs about the size of a large melon. These translucent, legless larvae feed and grow rapidly over several months, after which they envelop themselves in silken cocoons to pupate over several weeks. The form of the young adult who emerges depends considerably on their diet and environment early in life, which a typical hive carefully controls to create the desired ratio of formians designed to be workers, soldiers, myrmarchs, and more. Youths then receive intensive education and training for most of a year before graduating and participating directly in the community's success. As mature adults, formians molt infrequently and irregularly, most often corresponding to signals that they need to grow and acquire new traits to better serve the hive. + +## Home World + +Formians evolved on the green planet known as Castrovel, second from the Pact Worlds sun. Their ancestors evaded the surface jungles' immense predators by sheltering deep underground and emerging at night to forage and mate. In their subterranean hives, formians harnessed tools and steadily developed more advanced technology that allowed them to defend newly acquired surface territories. Formian hives are most concentrated across the southwestern continent known simply as “The Colonies,” although in truth, they can be found across the planet. Even following their political unification, these hives maintain unique cultural identities. Such aspects include the original symbols that represented each of the hives, their traditions, and their ancestral stories. +A queen rules each major settlement, sometimes in turn reporting to a higher-ranking queen who rules an entire hive. Cities are vast, extending for miles in all directions and occasionally connecting as their trajectories intersect. The chambers within these structures tend to be utilitarian, utilizing efficient spaces designed to be quickly closed off or quarantined. This design gives them a tendency toward dense, vertical structuring, causing the floor plans of formian hives to resemble an unfathomable and ever-growing expanse of inverted skyscrapers connected by tunnels. Most non-formians have never witnessed such places firsthand, as the largest formian hubs where outside traffic usually occurs are designed to cater to commerce, tourism, and less structured aesthetics. Despite these architectural tendencies, formian cities are far from uniform. Their specific architecture varies regionally, a testament to their histories. Those cities and boroughs that grow beneath the jungle floor often include vast underground gardens, where plants are cultivated hydroponically. Coastal hives around the continent's inland gulf often incorporate structures that extend into the water, accessible by formians who have evolved to hold their breath and survive for great distances beneath the waves. There are even rumored to be hives with mind-boggling architecture secured deep within the trunks of Castrovel's oldest trees. +The majority of formian cities are commonly identified by a pair of numerals. The first numeral is based on their originating hive— assigned in the order in which the hives swore their service to the “Overqueen,” a metaphorical stand-in for the formians as a unified species—while the second numeral serves as the unique identifier for the city. The systems for assigning these numerals vary, but they're most often based on their distance from their hive's queen rather than the order in which they were constructed. +There's one hive in the Colonies that bears no number and is known by many ominous names: the ruined hive, the broken hive, the fallen hive, and more. The hive's destruction long ago prompted a gathering remembered as the Meeting of Queens that unified formian society, and the site has become a sacred memorial—a place for reflection and a monument to their failures. It's remote, reachable on foot only via a days-long journey from the nearest port, cutting through the desert. The hive is a ruin of broken architecture surrounding a vast, quiet sinkhole. In many parts of the Colonies, it's a rite of passage to make the pilgrimage and see it firsthand. + +## Society and Alignment + +Formian society revolves around a hierarchy of castes: queens, myrmarchs, taskmasters, warriors, and workers. This structure has led many other species across the Pact Worlds to describe them as authoritarian, but these descriptions are overly simplistic in the modern era. In practice, most formians enjoy a high level of self-determination in their pursuit of contributing meaningfully to their society. While queens, and to a lesser extent myrmarchs and taskmasters, possess abilities that can control or coerce warriors and workers, doing so is considered appropriate only in emergency situations. In addition, an overall focus on the quality of life in the colonies has led to a thriving collective. +As a species, formians tend to follow results, and it's widely acknowledged that individual contributions are more significant and efficient when workers are afforded autonomy and respect. Should a young formian intended for one role demonstrate unexpected aptitude for a different one, the hive often redirects them into a position where they'll best thrive and contribute. As workers age out of the labor force, they're often functionally reemployed as taskmasters due to their expertise in the most detailed aspects of production. +In general, formians tend not to enjoy idle entertainment on its own. Instead, a formian instinctively relaxes through productive hobbies and personal projects like building models or learning new skills. Especially over the past 30 years, since achieving peace on Castrovel, formians increasingly enjoy creating art as a meditative exploration of themselves. +Given most formians are non-reproductive, their society de-emphasizes sexual identity or reframes it in ways that make sense in their specific culture. Matters of gender tend to be reinterpreted as other questions of identity. A favorite example involved an offworld visitor asking about a formian's gender, and the latter replied simply, “I am a historian.” That said, gender disinterest is largely cultural. Formians who spend substantial time among other societies periodically develop a sense of gender and choose one that they enjoy socially, independent of their physical sex. Others prefer to embrace fluidity or nonbinary genders. +When it comes to personal expression, little can measure up to the time-honored art of carapace engraving. This art form seems to have developed ages ago for thoroughly practical purposes, as scratching parts of the exoskeleton makes it better at absorbing, retaining, and wafting pheromone signatures, enhancing formians' ability to identify each other and communicate. Over time, the practice evolved into a tattoo-like tradition for warriors to denote their ranks and accomplishments, and it has since expanded into dozens of largely aesthetic military and civilian styles. Originally performed using the engraver's own claws, it's now more common for a professional engraver to employ a ritual chisel to incise the shallow grooves. These grooves are usually left open, and some formians increasingly experiment with special inlays like metals or ultraviolet lacquers. A few have even begun piercing their exoskeletons and filling the holes with clear resin to create even more dramatic designs. +The actual shapes depicted tend to be traditional and complexly geometric, varying widely by hive and personal taste. Those versed in this heraldry can glean information about a formian from their designs, such as their ancestry, where they've lived, or their personal aspirations. Formians who live in other cultures often adopt local designs into their carapaces. An adult formian's infrequent molting provides a blank slate, and many take it as an opportunity to explore and reinvent their visual identity with all-new designs. Rarely, proven friends of a hive who aren't formians themselves receive special dispensation to tattoo their bodies with that hive's special patterns, marking the recipient as someone the hive treats as one of their own. Formians don't have a structured language of their own, as their ancestors shifted directly from a pheromone-based language to a telepathic one. That said, spoken languages are quite widespread to the point that many formians rely on syntax and symbolic logic from languages like Common or Castrovelian to frame their telepathic missives. +Pheromones remain a commonplace secondary form of communication, used to signal one's mood, health, and nearby dangers. These scents often convey little additional information beyond an instinctual aversion or attraction and tend to be utilized for broad warnings. Nonetheless, formians occasionally develop the ability to manipulate the composition of their pheromone trails to such a fine degree that they can effectively write olfactory sentences. Such skills are highly valued for covert operations, especially amongst non-formians who are unable to decipher their nuanced meanings. +Formians also convey information to each other using the ultraviolet spots at the corners of their mouths. The hue and intensity vary based on the formian's emotional state, though with considerable practice, a formian can consciously control these spots. It's uncouth to comment directly on these spots and their messages, yet their cues are an important component of formians' expectation of clear communication. Other species' lack of similar spots often disorients formians socially, encouraging the latter to overshare or act more bluntly to compensate. + +## The Call + +Some formians experience an unmistakable psychic phenomenon known as “the call that demands an answer” or simply “the Call.” This phenomenon comes in many forms but is characterized by an intense and inexorable longing to travel beyond their hive. The feeling usually doesn't communicate what the formian should do after departing, so some travel to form new colonies, while others feel called to conduct further research or serve as emissaries among other species. +Experiencing the Call is an auspicious and respected event. No individual has the right to deny another's call, no matter their role in the hive. In preparation for upcoming ordeals, the called individual undertakes a series of ritual acts according to their hive's traditions. First is an act of cleansing. Second, they relinquish their birth name, the numeric designation that they were first assigned, to then be given a new one—a zero number that identifies their place among the called. In some parts of the Colonies, the carapace of their abdomen is then engraved with elaborate and complex geometric patterns denoting the long-form history of their hive. These patterns serve as a historical record; no matter how far they go, in this way, they'll always take their people with them and remember where they came from. + +## Names + +A formian receives a name at birth that's conveyed through pheromonal and telepathic signatures, and which is often translated into a numerical shorthand when written or used by non-formians. These names consist of 14 numerals in the format “XX-XXXX-XXXX- XXXX,” where the sequence of numbers represents their hive, city, clutch, and individual designation. Often, formians neither need nor seek any other name. However, formians who interact with other cultures often create a name. These names are most often adopted or adapted from other languages like Castrovelian or Common. Some formians, however, create their own names, often including a mandible click, tsk, or other self-styled punctuation. + +### Sample Names + +Arkichi, Chakik, Gruuk, Kachigig, Krik, Trrikit't, and Urkai. + +# Vital Stats + +**Average Height** 6–8 ft. +**Average Weight** 150–250 lbs. +**Age of Maturity** 1 year +**Maximum Age** 15+1d10 years + +# Alternate Racial Traits + +**Source** _Interstellar Species pg. 71_ +Some formians develop functional wings that are segmented and partly fold into grooves in the carapace between the shoulders when not in use. Known as alates, these winged individuals are often reproductive formians who travel widely to establish new colonies. After mating, these formians typically lose their wings and become queens, retiring from their adventures for the good of their burgeoning hive. For a variety of reasons, though, alates might retain their wings permanently. Although adept fliers, these formians’ carapaces are notably softer than average and lack most of the typical defensive protrusions. Formian alates have an extraordinary fly speed of 30 feet with average maneuverability. +This replaces natural weapons and sonic resistance. diff --git a/Compendium/SF1E/Species/Ghoran.md b/Compendium/SF1E/Species/Ghoran.md new file mode 100644 index 0000000..d49aca3 --- /dev/null +++ b/Compendium/SF1E/Species/Ghoran.md @@ -0,0 +1,74 @@ +--- +aliases: +tags: +--- +# GHORAN + +> [!infobox|left n-th clean] +> [[Ghoran.png|Spielern zeigen!]] +> Originally created by an obsessive druid from lost Golarion long before the Gap, ghorans are an ancient race whose ancestry is steeped in tragedy. Every aspect of ghoran physiology was designed to be perfect; unfortunately, that included “perfect taste”—their flesh-like rinds were so delicious that humans hunted them nearly to extinction. Worse, each was able to produce only one seed, adding to the precariousness of their species. Over hundreds of generations, they evolved from shambling, vine-like creatures into their current humanoid forms, but they still found themselves ostracized by humanity. While the first humans took to the stars, Golarion’s ghorans abandoned what is now the Pact Worlds to forge a new identity for their people. They discovered a planet they named Ghorus Prime and terraformed it from a barren rock to a lush floral paradise. The ghorans have flourished in this new world. Through genetic engineering, they have expanded their reproductive abilities, leading to the development of two ghoran subraces— the lithe and springy saplings and the tall and dense oaklings. + +Ghorans are roughly the same size as humans, and are nearly as diverse physically, though unlike humans, ghorans can adjust their bodies’ shapes within their frames’ limits. Their “skin” is a complex layer of fibrous vines and rinds with a texture like moss-covered bark, while their faces consist of hundreds of layered petals that flush and flutter at a whim. + +Each ghoran has a ghorus seed within its navel. As a full action, a ghoran can expel this seed. If planted in fertile soil and left undisturbed for 1d6 days, the seed grows into a sapling ghoran who physically mirrors the original. If left undisturbed for an additional 2d6 days, the seed grows into an oakling ghoran instead. After a sapling ghoran has been fully grown for 2d20 months, they can choose to grow into an oakling ghoran, a process that takes 1d6 weeks. Every 20 years or so, a ghoran develops a new seed, allowing the race to slowly grow its numbers. + +Many ghorans are withdrawn around flesh-and-blood creatures. They often prefer the company of vesk to humans— in fact, a popular conspiracy holds that ghorans fed information about humans to the vesk during the Silent War between the Pact Worlds and the Veskarium. Thus, ghoran-colonized planets and the Pact Worlds view each other with distrust. Despite these grounds for suspicion, ghoran society emphasizes the importance of community life, friendship, and companionship—all luxuries most ghorans could only dream of when they were few and hunted. + +**Ability Modifiers** All ghorans gain –2 Intelligence and +2 Charisma at character creation. Sapling ghorans are short and slender (+2 Dexterity at character creation). Oakling ghorans are tall and dense (+2 Constitution at character creation). +**Hit Points** 6 + +## SIZE AND TYPE + +Ghorans are plants. Sapling ghorans are Small plants, while oakling ghorans are Medium plants. + +## DELICIOUS + +Ghorans take a –2 penalty to attack rolls and Acrobatics checks to escape a grapple against a creature that uses the grab ability with a bite natural weapon. + +## LIMITED PLANT BENEFITS + +Despite being plant creatures, ghorans don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +## PAST-LIFE KNOWLEDGE + +Choose two skills from the following list: Computers, Culture, Engineering, Life Science, Medicine, Mysticism, Physical Science, and Profession (each Profession chosen separately). The ghoran adds the chosen skills to their list of class skills or gains a +2 racial bonus to checks with those skills if they are already class skills. + +## PHOTOSYNTHESIS + +Ghorans undergo photosynthesis to gain nutrition instead of eating (although they can eat if they so wish). + +A ghoran can go without light (either sunlight or UV light, such as from starships) for 3 days, after which they must attempt Constitution checks to avoid [starvation](https://aonsrd.com/Rules.aspx?ID=Environmental%20Rules&Category=Environment). + +# VITAL STATS + +**Average Height** 5–6 ft. +**Average Weight** 120–180 lbs. +**Age of Maturity** 2 years +**Maximum Age** 200+1d% years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 129_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Ghorans have begun to see varying phenotypes among their kind. These alternate ghorans have the listed ability scores and size, rather than a ghoran’s normal +2 Charisma, –2 Intelligence, and +2 to Strength or Dexterity (for Medium oaklings and Small saplings, respectively). + +## WILLOWER + +**Source** [_Near Space pg. 129_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Willower ghorans reproduce from a ghorus seed and grow into a tall frame. Though the Gap consumed many of the details of their birth, the first of these ghorans sprouted from the first kinwoods. Willowers are Medium plants and have an ability score adjustment of +2 Intelligence. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 129_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The kinwoods have long shepherded Ghorus Prime’s ecology, influencing the genetic development of its numerous plant species. This includes the ghorans themselves, who exhibit a range of physiological traits. + +## MAGICAL TALENT + +**Source** [_Near Space pg. 129_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some ghorans inherit magical aptitude from their ancestors. Ghorans with this trait gain a +2 racial bonus to Mysticism checks, and they can use _detect magic_ and _psychokinetic hand_ at will as spell-like abilities. +This replaces past-life knowledge. + +## PSYCHOSYNTHESIS + +**Source** [_Near Space pg. 129_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Instead of light, some ghorans’ outer layers are sensitive to thoughts and emotions. Ghorans with this trait gain limited telepathy with a range of 30 feet. Additionally, they can avoid starvation by spending at least 8 total hours a day within 120 feet of a creature that doesn’t have the unliving trait and that has an Intelligence and Wisdom score of at least 10. +This replaces photosynthesis. diff --git a/Compendium/SF1E/Species/Giant.md b/Compendium/SF1E/Species/Giant.md new file mode 100644 index 0000000..f56d33d --- /dev/null +++ b/Compendium/SF1E/Species/Giant.md @@ -0,0 +1,53 @@ +--- +aliases: +tags: +--- +**Source** _Ports of Call pg. 20_ + +[[Species_Giant.webp|Zeigen!]] +Ancient beyond measure, giants have evolved into numerous subspecies that thrive in harsh environments. However, they’re best known for their prodigious strength, stature, and pride. + +**Ability Modifiers** +2 Str, +2 Con, –2 Dex +**Hit Points** 6 + +## Size and Type + +Giants are Large humanoids with the giant subtype. They have a space and reach of 10 feet. + +## Low-light Vision + +Giants gain low-light vision. + +## Expert Thrower + +As a ranged attack using two hands, a giant can hurl an object or piece of debris with a minimum bulk of 3 and a maximum bulk equal to your Strength modifier +2. The debris is a basic melee weapon with the thrown property, the knockdown critical hit effect, and a range increment of 5 feet × their Strength modifier. It deals 1d6 bludgeoning damage. Picking up debris is a move action, but if a giant can draw a weapon without spending an action (such as via the Quick Draw feat), they can pick up debris as part of the action used to throw it once per round. They can’t use this ability while encumbered or overburdened. A giant increases the range increment of other thrown weapons they wield by 10 feet. At 5th level and every two levels thereafter, the damage dealt increases by 1d6, though the number of damage dice can’t exceed the bulk of the debris. + +## Skilled + +Giants gain a +2 species bonus to Engineering and Intimidate checks. + +## Subspecies + +A giant gains additional abilities based on its subspecies. +_Fire:_ Fire giants have fire resistance 5, which stacks with one other source of fire resistance. When wearing armor, their armor check penalty is 1 less severe than normal, and any speed adjustment from the armor is reduced by 5 feet (minimum –0 feet). +_Hill:_ Hill giants gain a +2 species bonus to bull rush and grapple combat maneuvers, and they gain a +2 species bonus to AC against bull rush and grapple combat maneuvers. +_Slag:_ Slag giants have fire resistance 5, which stacks with one other source of fire resistance. They gain a +2 species bonus to sunder combat maneuvers and ignore 5 points of an object’s hardness when dealing damage. +_Stone:_ Stone giants gain darkvision with a range of 60 feet, and they increase the die size of damage dealt by debris they hurl from d6s to d8s. + +# About the Giant + +## Physical Description + +Giants are tall and muscular, ranging from 9–15 feet in height depending on subspecies (though a few giants are much taller). + +## Society and Alignment + +According to legend, their gods forged the giants at the dawn of time to endure for all ages. Thanks to their strength, adaptability, and self-congratulatory mythology, giants are often incredibly proud. Giants care deeply for tradition and kin, commemorating their deeds and building bonds through media, tattoos, and stories. + +## Adventurers + +A giant’s pride often drives them to test their strength against unfamiliar environments, attain trophies of great deeds, and return home with tall tales of their exploits. However, many chafe at other settlements’ tiny amenities, encouraging giant adventurers to explore wildernesses where their size provides a clear advantage. + +## Names + +Most giants have a single multisyllabic personal name and can trace their lineage back as far as the Gap. Some sample names include Akor, Elthel, Flega, Gehela, Igvale, Rigreth, Roros, Sortar, and Vekora. diff --git a/Compendium/SF1E/Species/Gnoll.md b/Compendium/SF1E/Species/Gnoll.md new file mode 100644 index 0000000..4ecbb3f --- /dev/null +++ b/Compendium/SF1E/Species/Gnoll.md @@ -0,0 +1,36 @@ +--- +aliases: +tags: +--- +**Source** _Starfinder Alien Character Deck pg. 0_ + +[[Species_Gnoll.png|Zeigen!]] + +Gnolls are hyena-headed humanoids with a reputation as bloodthirsty raiders, scavengers, and cannibals. They are capable hunters who respect power and strength over station or role, and most gnolls would believe their own survival takes precedence over any kind of morality. + +**Ability Modifiers** +2 Str, +2 Con, –2 Int +**Hit Points** 6 + +## Size and Type + +Gnolls are Humanoids with the gnoll subtype. + +## Blindsense (scent) + +Gnolls have blindsense (scent) with a range of 30 feet. + +## Darkvision + +Gnolls have darkvision with a range of 60 feet. + +## Natural Weapons + +Gnolls can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Gnolls gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1-1/2 × their character level TO their damage rolls for this unarmed strike (instead of just adding their character level, as usual). + +## Rugged Travel + +Each time they move, gnolls can move through the first square of nonmagical difficult terrain at their normal speed. + +## Self-Sufficient + +Gnolls gain a +2 racial bonus to Survival checks. diff --git a/Compendium/SF1E/Species/Gnome.md b/Compendium/SF1E/Species/Gnome.md new file mode 100644 index 0000000..23c5c06 --- /dev/null +++ b/Compendium/SF1E/Species/Gnome.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# GNOME + +> [!infobox|left n-th clean] +> [[Gnome.png|Spielern zeigen!]] +> Long-ago emigrants from the primal fey realm called the First World, gnomes are a vivacious people who have adapted to their tumultuous heritage in curious ways, and evolved significantly from accounts found in pre-Gap records. + +Gnomes today fall into two ethnicities: feychildren and bleachlings. Easily recognized by their brightly colored skin and hair, feychildren remain physiologically and socially close to their otherworldly heritage and are intensely mercurial, possessed of wild whimsy and a ravenous, reckless appetite for adventure. Bleachlings, by contrast, are believed to be the descendants of those who survived the virulent gnome plague called the Bleaching, which to this day threatens to drain the color and life from any feychild gnomes who don’t constantly seek out enough new experiences to retain their vibrancy. Bleachlings are typically born with monochromatic features, their palettes ranging from black and white to brown and gray. While they are usually more even-tempered than their feychild cousins, Bleachlings have an exaggerated—but only half-deserved—reputation for dourness. + +How exactly the bleachling adaptation occurred—whether it was an intentional and experimental genetic solution to the ancient gnome disease, a freak mutation, some deific blessing, or something else entirely—has sadly been lost to the Gap, and many feychild gnome researchers desperately attempt to re-create it in corporate laboratories and magical universities. In the meantime, bleachling gnomes continue to pass their immunity on to their children and those of mixed relationships, founding a new subrace that, while still currently a minority, is poised to someday completely replace their parent race— for better or worse. + +Gnomes of both types usually have spindly frames and large eyes that give them a youthful (and sometimes disturbing) appearance. Both ethnicities remain extremely curious and have a passion for new experiences, yet they often take different approaches to this need for mental stimulation—while feychildren are constantly chasing new physical situations and sensations, bleachlings often find their search for novelty sated through purely intellectual pursuits. As a culture, gnomes rarely build lasting social structures among themselves or other groups. Instead, most gnomes choose to constantly pursue their whimsy and passions alone or with a few close companions. Many feychild gnomes in particular find that keeping interesting friends is a good way to stave off the apathy and eventual madness that is the Bleaching. + +Gnomes often find it difficult to relate to other races, as their humor and thought processes can seem wildly bizarre to those who don’t share their unique viewpoints or context. As a result, most gnomes don’t expect to be understood, and thus don’t bother to explain themselves, further widening the gap between themselves and others. Yet while they are often complex and erratic, gnomes generally have kind and generous hearts, especially when it concerns their friends. Both ethnicities tend to get along best with humans and ysoki, while finding kasatha and vesk overly stodgy, though bleachling gnomes are also commonly found in the company of lashunta scholars. Feychild gnomes make excellent fasttalking envoys, while bleachling gnomes often lean toward studious, intellectual classes like the mechanic, mystic, and technomancer. Gnomes are most often found on Absalom Station and Castrovel, though their curiosity has spread them across the Pact Worlds and beyond. Strangely, though the elves of Sovyrian are notoriously standoffish to other races, gnomes are not only tolerated but welcomed freely within their borders, supposedly in honor of some pre-Gap bargain forgotten by outsiders. + +Most gnomes stand between 3 and 3-1/2 feet tall and weigh around 40 pounds. They’re considered adults at 40 and naturally live up to 500 years. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Str (Feychild) or +2 Con, +2 Int, -2 Str (Bleachling) +**Hit Points** 4 + +## SIZE AND TYPE + +Gnomes are Small humanoids with the gnome subtype. + +## CURIOUS + +Gnomes receive a +2 racial bonus to Culture checks. + +## DIMORPHIC + +A feychild gnome gains +2 Charisma, while a bleachling receives +2 Intelligence. + +## ETERNAL HOPE + +Gnomes receive a +2 racial bonus to saving throws against fear effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result (see page 243). + +## GNOME MAGIC + +Gnomes gain the following spell-like abilities (see page 262): 1/day—_dancing lights_, _ghost sound_, and _token spell_. The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects. + +## LOW-LIGHT VISION + +Gnomes can see in dim light as if it were normal light. See Vision and Light on page 261. + +# VITAL STATS + +**Average Height** 3 to 3-1/2 ft. +**Average Weight** 30–50 lbs. +**Age of Maturity** 40 years +**Maximum Age** 200+3d% years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some gnomes have strong ties to a specific planet, its lands, or the caves beneath. These earthier gnomes, called gneblins, are less sturdy than their kin, but they have a much stronger will. Gneblins have +2 Wisdom and –2 Strength, plus the benefits of the dimorphic racial trait, rather than the usual gnome racial ability adjustments found in the _Starfinder Core Rulebook_. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Gnomes descend from creatures of another plane. These fey-born humanoids had subspecies even before the Gap. Now dozens of gnome ethnicities exist, each with unique traits. + +## DRIFTBORN + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some gnomes feel an eerie call to the Drift, rather than to the First World or the Bleaching. These driftborn gnomes have lithe builds and skin with shifting, iridescent patterns. They also have an intense and instinctual awareness of their bodies and their position in space. They gain +2 Dexterity. + +This replaces dimorphic. + +## ECSTATIC JOY + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some gnomes exult in their own effort and seem inured to pain. These gnomes gain a +2 racial bonus to saves against pain effects. Once per day when they roll a natural 20 on an attack roll, skill check, or saving throw, they gain a rush of adrenaline that grants them a +1 morale bonus to attack rolls, saving throws, and skill checks for 2 rounds. + +This replaces eternal hope. + +## SOCIAL INTUITION + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Gnomes who spend their lives among people in a fixed culture can be less curious, but they gain an inherent ability to read people. These gnomes have a +2 racial bonus to Sense Motive checks. + +This replaces curious. + +## WORKING RELATIONS + +**Source** [_Character Operations Manual pg. 32_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Certain gnomes satisfy their curiosity about other people by working among them in varied capacities. Such gnomes gain a +1 racial bonus to Profession checks and can attempt Profession checks untrained. + +This replaces curious. diff --git a/Compendium/SF1E/Species/Goblin - Space.md b/Compendium/SF1E/Species/Goblin - Space.md new file mode 100644 index 0000000..d12ef77 --- /dev/null +++ b/Compendium/SF1E/Species/Goblin - Space.md @@ -0,0 +1,49 @@ +--- +aliases: +tags: +--- +# GOBLIN, SPACE + +> [!infobox|left n-th clean] +> [[Goblin - Space.png|Spielern zeigen!]] +> Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that left Golarion and made its way to Absalom Station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation. While space goblins have since managed to hijack other ships and spread to the stars, nowhere are they as prevalent as on Absalom Station—a fact for which all other worlds that are familiar with space goblins are extremely grateful. + +Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to Absalom Station. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from Golarion’s goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols. + +While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere Triune, the machine god. Their innate aptitude for using technology (without knowing how it actually works) leads them to believe that Triune has a plan for them. Some even think it will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts. However, neither Triune nor its church has yet officially acknowledged these zealous space goblins. + +Goblins from Golarion were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury in those early days aboard Absalom Station; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it. + +Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.” + +The physical differences between space goblins and their cousins from Golarion (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head. + +**Ability Modifiers** +4 Dex, -2 Cha +**Hit Points** 2 + +## SIZE AND TYPE + +Space goblins are Small humanoids with the goblinoid subtype. + +## DARKVISION + +Space goblins have darkvision with a range of 60 feet. + +## FAST + +Space goblins are fast for their size and have a base speed of 35 feet. + +## SCROUNGER + +Space goblins receive a +2 racial bonus to Engineering, Stealth, and Survival checks. + +## TINKER + +As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). + +# VITAL STATS + +**Average Height** 3–4 ft. +**Average Weight** 30–40 lbs. +**Age of Maturity** 7 years +**Maximum Age** 40+1d20 years diff --git a/Compendium/SF1E/Species/Gray.md b/Compendium/SF1E/Species/Gray.md new file mode 100644 index 0000000..44a1f92 --- /dev/null +++ b/Compendium/SF1E/Species/Gray.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# GRAY + +> [!infobox|left n-th clean] +> [[Gray.png|Spielern zeigen!]] +> No one knows what planet or even galaxy the grays call home, but reports of their unnerving abductions, nightmarish paralysis, and mysterious experiments have been collected from countless worlds for as long as starships have sailed in the dark spaces of the universe. Such reports are fragmentary and unreliable, offered by victims recounting hazy memories of enduring various procedures under clinically bright lights or waking in cramped and lightless confinement, and do little to explain the methodology or goals of their captors. Those captors, though, have much in common no matter the specific circumstances or the species of the victim: an otherworldly presence, condescending interactions, and a sinister disregard for the agency and dignity of those they take as subjects for their experiments. + +Grays communicate only telepathically, even among their own kind. Their faces and glassy black eyes show little emotion or reaction, and while graceful, they usually move with deliberate intention, often spending several moments in thought before committing to an action or movement. This inscrutability renders them enigmatic and disturbing to most other races. + +Little is known about the grays’ motivations, and to date no efforts have been successful at establishing diplomatic relationships with them. However, their goals appear to center around the search for information, rather than conquest. Victims of their paralytic abductions are almost always returned mostly unharmed, though the sudden appearance of a series of scars or an inexplicable implant undermines the effects of the grays’ ability to erase memories of the experience. Researchers wonder at the end goals of this accumulation of knowledge and what purposes the information gleaned may serve in the meantime. Some fringe scientists believe grays are preparing for an eventual all-out invasion, while others posit they are simply curious about us, but their alien mindsets lead them to sate this inquisitiveness in disturbing ways. + +Once rare enough that reports of their abductions were written off as conspiracy and delusion, encounters with grays have become disturbingly more common with the advent of Drift travel. Their sleek, disk-shaped starships lurk in the dark corners of the Drift, appearing seemingly out of nowhere to confront vessels with inattentive or unwary crews. Much like the grays themselves, their ships are designed less for offense and more for evading and subduing their targets, employing tractor beams and EMP weapons to disable and control a vessel, preserving its crew as test subjects. Such captives find themselves unable to move, held under brilliant lights, their captors mere silhouettes as their thoughts and memories are sifted under the gray’s psychic touch. + +**Ability Modifiers** +4 Int, -2 Str +**Hit Points** 2 + +## SIZE AND TYPE + +Grays are Small humanoids with the gray subtype. + +## DARKVISION + +Grays have darkvision with a range of 60 feet. + +## GRAY MAGIC + +Grays gain the following spell-like abilities. The caster level for these effects is equal to the gray’s level. + +1/day—_mind thrust_ (1st level) +At will—_daze_, _telepathic message_ + +## PHASE + +A gray can shift itself out of phase with reality as a reaction to gain a 20% miss chance against one attack. A gray can use this ability a number of times per day equal to its Constitution modifier. + +## LIMITED TELEPATHY + +Grays have limited telepathy with a range of 30 feet. + +# VITAL STATS + +**Average Height** 2–4 ft. +**Average Weight** 30–60 lbs. +**Age of Maturity** 25 years +**Maximum Age** 400+4d% years diff --git a/Compendium/SF1E/Species/Grippli.md b/Compendium/SF1E/Species/Grippli.md new file mode 100644 index 0000000..5898970 --- /dev/null +++ b/Compendium/SF1E/Species/Grippli.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +**Source** _Starfinder Alien Character Deck pg. 0_ + +[[Species_Grippli.png|Zeigen!]] +Gripplis are small humanoids that resemble brightly colored tree frogs. Gripplis have had access to advanced technology for only a relatively short time, as interstellar trade has transformed their traditional hunting and gathering culture. Gripplis are still rare in the wider galaxy, but more and more of them are embracing modern technology, and they’re eager to explore the galaxy and meet its inhabitants. + +**Ability Modifiers** +2 Dex, +2 Wis, –2 Str +**Hit Points** 2 + +## Size and Type + +Gripplis are Small Humanoids with the grippli subtype + +## Camouflage + +Gripplis gain a +2 racial bonus to Stealth checks in marshes and forests. + +## Climber + +Gripplis have a climb speed of 20 feet. + +## Darkvision + +Gripplis have darkvision with a range of 60 feet. + +## Jumper + +Gripplis are always considered to have a running start when attempting Athletics checks to jump. + +## Swamp Stride + +Gripplis can move through nonmagical difficult terrain in marshes and swamps at their normal speed. + +## Weapon Familiarity + +Gripplis are proficient with nyfiber nets. diff --git a/Compendium/SF1E/Species/Haan.md b/Compendium/SF1E/Species/Haan.md new file mode 100644 index 0000000..df7dd75 --- /dev/null +++ b/Compendium/SF1E/Species/Haan.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +# HAAN + +> [!infobox|left n-th clean] +> [[Haan.png|Spielern zeigen!]] +> The slender arthropodan haans are native to Bretheda, where they soar through the endless skies in search of prey. Haans fly not via wings but by deftly weaving their silken webbing into balloons, which they then inflate with buoyant gases expelled from tubes in their shells. Combining this upward lift with web sails and occasional blasts from their gas tubes, haans are able to ride the winds of their home world with terrifying speed and precision, often bobbing along just at the leading edge of a storm front. Once they locate prey, haans ignite their jets of flammable gas using sparks from specially evolved strike plates in their leg chitin, creating biological flamethrowers. The roasted prey is then quickly caught and secured to a balloon of its own before it can fall away into the planet’s depths. + +Though haans are intelligent, their society is highly traditional and forbids all but the simplest tools. Those rare haans who leave their kin to travel the stars often become starship and aircraft pilots, finding that their experience in flying organically on Bretheda gives them a natural aptitude for the physics involved. Sadly, these individuals are inevitably mourned as dead by their families and never allowed to return home—a fact that leads many haan starfarers to join up with crime families, megacorporations, military organizations, adventuring groups such as the Starfinder Society, or an other social organizations that promise a senses of belonging. Of late, a group of haan expatriates have begun making plans for a technology-friendly haan colony on a gas giant in Near Space, which they’ve named Haanara. Without the need for ordinary humanoid gas-mining platforms, they hope to create a highly lucrative refuge for haan workers tired of being held back by tradition, though many fear that attempts to actively recruit on Bretheda will lead to ugly sectarian violence. + +The average haan is 8 feet long and weighs 180 pounds. Their chitin tends toward a pinkish purple, and they have barbed limbs and spiky pedipalps, which stretch wide on either side of their faces. Though the mottled colors on their shells can be quite beautiful, haan vanity is focused almost exclusively on the large, hairlike spikes extending from the tips of their abdomen. Haans never cover these unless they absolutely have to, and they frequently carve, cut, and decorate them with the same care humans reserve for head hair. Indeed, even traditionalist haans on Bretheda often sneak onto mining settlements in search of offworlder barbers and other artisans offering “file and style” services to help them establish unique and identifiable looks. + +**Ability Modifiers** +2 Str, +2 Dex, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Haans are Large monstrous humanoids with a space and reach of 10 feet. + +## DARKVISION + +Haans have darkvision with a range of 60 feet. + +## FIRESPRAY + +As a standard action, a haan can create a 30-foot cone of flame that deals 1d6 fire. Starting at 3rd level, a haan adds 1-1/2 × her character level to the damage. A creature in the cone can attempt a Reflex save (DC = 10 + half the haan’s character level + her Constitution modifier) for half damage. A haan can’t use this ability again until she has taken a 10-minute rest to recover Stamina Points. + +## SLOW FALL + +A haan in an environment with atmosphere can slow her fall by inflating a web balloon as a reaction. This is an extraordinary ability that functions as per _flight_ cast at 1st level. + +# VITAL STATS + +**Average Height** 8–10 ft. +**Average Weight** 120–250 lbs. +**Age of Maturity** 10 years +**Maximum Age** 70+1d20 years diff --git a/Compendium/SF1E/Species/Hadrogan.md b/Compendium/SF1E/Species/Hadrogan.md new file mode 100644 index 0000000..11623e8 --- /dev/null +++ b/Compendium/SF1E/Species/Hadrogan.md @@ -0,0 +1,73 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 72_ + +[[Species_Hadrogaan.png|Zeigen!]] +Hadrogaans are renowned for their efficiency with processing information, making optimal decisions, and reacting. Their talents are only possible because they're a symbiotic people: long ago, hadrogaans began implanting living, telepathic crystals into their bodies to survive a natural disaster that ruined their home world, Hadrogess. They've resided on its moons ever since, but they're often found lending their intellect and muscle to allies among the worlds of the Vast. Even a solitary hadrogaan can be a tremendous asset to a crew, as each hadrogaan carries within them a living neural network. + +**Ability Modifiers** +2 Int, +2 Wis, -2 Con (Luma) or +2 Str, +2 Wis, -2 Int (Doluma) +**Hit Points** 4 + +## Size and Type + +Hadrogaans are Medium humanoids with the hadrogaan subtype. + +## Dual Nervous Systems + +Hadrogaans have both an organic brain and a crystalline nervous system. A hadrogaan can install an additional brain augmentation. + +## Hadrogaan Dimorphism + +All hadrogaans gain +2 Wisdom at character creation. Luma hadrogaans have acute intellects (+2 Intelligence at character creation) at the expense of physical health (–2 Constitution at character creation). Doluma hadrogaans are muscular (+2 Strength at character creation) and slower to process information (–2 Intelligence at character creation). + +## Hadrogaan Senses + +The crystals in a hadrogaan’s body can sense subtle vibrations in the environment. A hadrogaan has blindsense (vibration) with a range of 30 feet. + +# About the Hadrogaan + +## Physical Description + +Much of hadrogaan history has been lost, but a leading theory holds that ancient hadrogaans were once a physiologically uniform species, many of whose characteristics survive in the two types of hadrogaans who now exist. Like their ancestors, hadrogaans are about 8 feet tall, and they have three-fingered hands and two legs that culminate in elongated cloven hooves. Their heads are broad and set with four eyes, with one pair halfway up the face and a second, larger pair of eyes set higher and further across the brow. Their overall complexion ranges from bright red to light purple, whereas the skin along their palms, throat, chin, inner sides of their limbs, and so on typically ranges from forest green to pale cyan. Unlike their predecessors, modern hadrogaans are born with numerous irregular hollows in their body, typically several inches across, but sometimes longer and shallower when located along a limb. These hollows are specially adapted to accommodate the crystalline symbiotes known as kallestrine. In addition, hadrogaans are now a dimorphic species—likely a change catalyzed by the species' longtime crystalline symbiosis— with each child born as either a luma or doluma. Hadrogaan dimorphism is strictly a physiological difference, not a genetic one. Not only are doluma and luma hadrogaans able to reproduce together without any issue, but also the parents' identities don't seem to affect whether their offspring are doluma or luma. +Lumas average slightly taller than dolumas, with narrow bodies that are heavy-set with kallestrine. Lumas tend to have about a dozen individual kallestrine settings throughout their bodies. While most are set along limbs, the chest, and the spine, every luma has one cluster of kallestrine in less commonly occurring locations, such as along the throat, between the eyes, on the knuckles, or around the knees. While the increased amount of kallestrine facilitates rapid thought and action, their quantity often leaves clear vulnerabilities in the hadrogaan's body as well as causes pain later in life since kallestrine placements grind against tendon and bone. +Dolumas tend to be slightly shorter with comparably shorter limbs and stouter statures. Dolumas have broader shoulders, thicker hips, and bulkier legs to support their frame. Their bodies tend to have about half as many kallestrine settings as do luma bodies, and these settings are often shallow and protect vital areas, such as the lower back, along the underarm, or over the solar plexus. With fewer symbiotes drawing on their energy and displacing musculature, dolumas are typically strong and tough by comparison, though they have less robust neural networks compared to lumas. Kallestrine augments taxes a hadrogaan's physiology in numerous ways. + +## Home World + +Hadrogaans originate from Hadrogess, a planet that's currently uninhabitable. Based off what little of hadrogaan history that survives, Hadrogess was once a habitable planet, though never a verdant one. At some point in the planet's history, a disaster stripped it of its atmosphere. Though the details of this cataclysm are lost to time, accounts of the years that followed indicate that the disaster was incremental, not sudden. Whether the planet's molten core cooled to the point that its magnetic field faded, industrialization triggered irreversible ecological damage, warfare devastated the landscape, or some other misfortune, hadrogaans banded together in two key ways: symbiosis and evacuation. +Miners on Hadrogess accidentally encountered kallestrine early in this disaster, and the magically adept hadrogaans sensed and contacted these crystalline beings buried deep underground. Both had detected the impending crisis and hoped to survive the fallout, and together they experimented with merging their minds and bodies to best develop ways to avoid extinction. The details are largely lost to ancient history and the Gap, but what's apparent isn't just that the kallestrine transformed the hadrogaans, with each new generation becoming better adapted to integrate and cooperate with kallestrine symbiotes implanted in their bodies shortly after birth, but also that, together, the now-symbiotic species traveled to, terraformed, and colonized Hadrogess's three moons: Ghanzid, Urorohss, and Hadhi. Modern Hadrogess is a nearly lifeless world with a toxic atmosphere, upwellings of radioactivity, and a handful of tenacious (and often aggressive) organisms that narrowly adapted to the dying world. +**Ghanzid**: As the first of the moons to be colonized, when hadrogaan terraforming techniques were still limited, Ghanzid's populated areas are largely subterranean. Underground, they could more easily craft stable microhabitats. As hadrogaans continued excavating, these microhabitats expanded into districts and later into a complex network of subway tunnels, industrial elevators, and settlements. With numerous shops, artisans, and syndicates that have histories dating back centuries, Ghanzid is an anthropological jewel that preserves many of hadrogaans' oldest traditions. +Ghanzid's infrastructure and mineral deposits make it the most industrial of the three moons, yet a healthy fraction of the profits fuels a vibrant arts scene. For each new tunnel or depository that's built, another gets vacated, leaving space for gatherings, celebrations, and spontaneous performances. Ghanzid's food culture, on the other hand, is widely considered inferior to that of the other two moons. Its limited biodiversity shaped a bland diet meant more for survival than pleasure, though contemporary chefs have begun both importing offworld ingredients and innovating exciting ways to spice up old recipes. +**Urorohss**: Only settled after terraforming technology improved, Urorohss was the first moon where hadrogaans produced a fully breathable atmosphere. Urorohss is heavily forested, and its parks rival its cities in size. With so much space, nature, and biodiversity, universities have mostly relocated to new facilities on Urorohss. This idyllic world has fueled a growing philosophy: that the traditional methods of self-restraint when a young hadrogaan is acclimating to kallestrine are backward and that only by indulging and experiencing strong emotions can the two organisms form a proper bond. The moon's inhabitants often poll as being the happiest of the three and exhibit powerful neural networks, yet they also suffer the greatest rates of kallestrine decoupling, where the two beings' consciousnesses snap apart when under extreme stress. +**Hadhi**: Hadrogaans settled the third moon only after encountering other spacefaring people. From its inception, Hadhi was designed as a sprawling military base, artillery platform, and shipyard to ward off what hadrogaans saw as a largely hostile galaxy. Although this perspective has softened considerably over time, Hadhi remains a sparsely populated and heavily surveilled world of mountains, river-carved gorges, and broad valleys carpeted with grass. Its inhabitants experience high rates of effacement, a process in which one's kallestrine gradually subsumes the hadrogaan's consciousness, inadvertently suppressing skills, memories, and idiosyncrasies. The process is reversible with time and care, yet the moon's stark social and natural environment provide little room to heal. The old syndicates of Ghanzid have begun to raise the alarm about conditions on Hadhi but have faced resistance from Hadhi's recently instated military hierarchy. + +## Society and Alignment + +kallestrine and egress to Ghanzid. The moon's limited resources, their planet's final gasps of life, and no known interstellar neighbors to trade with fueled a culture driven by scarcity, survival, and cooperation. Even as living conditions improved over generations and revolutionaries challenged the austere measures their forebears had embraced, the culture that emerged emphasized unity: just as kallestrine crystal interlaced their bodies, so too was each hadrogaan part of a larger, sacred network like one glorious organism. +After a series of conferences attended by each of the major hadrogaan industries and institutions, the First Hadrogaan Federation (FHF) was born. By building a society around workers' syndicates, the FHF expunged entrenched bureaucrats and owners of industry, as both siphoned and wasted wealth at the expense of workers. In the beginning, they easily eliminated most of these hierarchies because with such a small population, few luxuries, and the shared labor required to transform Ghanzid into a stable home, there were few ways for moguls to hide. Yet, as prosperity returned, interstellar visitors introduced new ideas, and hadrogaans colonized the other moons, hadrogaan society increasingly diverged from the FHF's overarching designs. Ghanzid's communities still uphold a less restrictive version of the FHF's vision, whereas the people of Urorohss and Hadhi have incorporated many different (and in some cases, imported) mentalities. Recent generations dissolved the FHF, restructuring and reuniting as the Hadrogaan Moons Coalition (HMC), which focuses on galactic policy, diplomacy, and helping organize its constituents to compete in the interstellar economy. With limited raw materials, the HMC has focused instead on developing hadrogaan service and manufacturing industries— anything from education, construction, and military consulting to medicine, arcane services, and thinktank contributions. To this end, it coordinates large labor contingents contracted for a period of months or years, ensuring the workers have their passage, housing, and other basic needs covered in addition to good pay. Nobody is drafted or compelled to participate, and hadrogaans instead sign up for the fair compensation and opportunity to see (and sometimes stay in) the many worlds beyond their own. +Of all the beings they've encountered thus far, hadrogaans have developed a mutual fondness for dwarves. In addition to their shared expertise in mining and appreciation for ordered societies, hadrogaans especially appreciate the dwarves' Quest for Sky, which parallels their own ancient call to action and journey into space. + +## Kallestrine + +Kallestrine are crystalline organisms native to Hadrogess's crust, typically growing several hundred feet below the surface. Historically, kallestrine developed vast spindle grids that interlaced the bedrock like a mycelial network, which they use to exchange minerals and ideas as they slowly grew and pondered their lightless existence. Thanks to this network, the kallestrine community sensed its planet's gradual demise. Thus, when hadrogaan miners unexpectedly unearthed several shards, these accidental ambassadors were happy to explain their plight and coordinate the two species' union. +A kallestrine's psychology has little sense of self, more or less treating themself as a single being despite being comprised of many fragments with different minds. When merged with a hadrogaan, the various kallestrine fragments form new connections throughout the body, allowing the fragments to act with one mind in parallel with the hadrogaan's. This unification usually involves fitting smaller kallestrine shards into a youth's body and then giving them several weeks in which the shards grow to fill their allotted space, during which time the two entities develop and test their lifelong bond. Rarely, this process ends in rejection as the crystals detach and fall free in an emotionally traumatic separation. +Assuming the process works, the two become literally inseparable; tearing kallestrine free causes intense psychological harm and can even erase some of a hadrogaan's essential life functions. Likewise, kallestrine can fracture like a bone and can heal in a similar way, though the damage can impede concentration or even cause memory loss. As a result, despite their kallestrine often reinforcing their bodies' weak points, hadrogaans usually don't employ their crystalline components as defensive tools. +A hadrogaan benefits from the arrangement thanks to their kallestrine's intellectual discourse, providing another perspective in analyzing any problem and a degree of neurological redundancy. In addition, a kallestrine lacks visual senses but does perceive their surroundings through touch, sensing their environment without the need for eyes and empathically sharing this information with their partner. In return, the hadrogaan provides a home and nourishment for their crystals, which draw on some of the body's heat and require a steady diet of sundry minerals. This symbiosis often triggers surprising food cravings for hadrogaans, leading them to chase after some magnesium- rich vegetable or sprinkle aluminum-fortified salts on their meals. +Once a hadrogaan has bonded to kallestrine, it's extremely difficult for new fragments to be transplanted without triggering rejection, as the various unfamiliar psyches fight with each other. The more closely aligned a donor is with the recipient, the better the odds of acceptance, though previously unbonded kallestrine often clash with their previously bonded body. Thus, it's rare for anyone but family, dear friends, and lovers to share symbiotic material. That said, hadrogaans occasionally chip off a small piece of their kallestrine to give to a true friend, who's expected to incorporate the offered kallestrine into their body. This quantity isn't enough to trigger mental distress and instead is a symbolic gesture of entrusting part of one's own self to another. + +## Names + +Hadrogaan names often provide context for an individual's life. Full names include a personal name and family name but might also include a name related to their syndicate (Tenth-District Engineering, shortened to “Tenth”), the place they were raised (Urorohss-blossom, shortened to “Blossom”), rare placement of kallestrine in their body (Ankle-set, Ear-hollowed), and so on. Hadrogaans savor these unique aspects of someone's personal history, family history, or background, which all enrich the greater social organism hadrogaans see themselves as being part of. In general, a hadrogaan's kallestrine symbiotes don't volunteer or even require a name, though occasionally a network develops an acute sense of self, creates a name, and adds that to their hadrogaan host's own. + +### Sample Names + +Akhig, Caalriu, Fermoul, Khiri, Metenck, Rhouu, Soriuss, Sutaadh, Tephys, Umepht, and Yorrit. + +# Vital Stats + +**Average Height** 7-1/2 to 8-1/2 ft. +**Average Weight** 250 to 300 lbs. +**Age of Maturity** 30 years +**Maximum Age** 150 + 5d20 years years diff --git a/Compendium/SF1E/Species/Half-Elf.md b/Compendium/SF1E/Species/Half-Elf.md new file mode 100644 index 0000000..593243b --- /dev/null +++ b/Compendium/SF1E/Species/Half-Elf.md @@ -0,0 +1,83 @@ +--- +aliases: +tags: +--- + +# HALF-ELF + +> [!infobox|left n-th clean] +> [[Half-Elf.png|Spielern zeigen!]] +> If it’s true that opposites attract, then elves and humans are the best proof. Despite their general distrust of non-elves, many elves find humanity’s passionate energy, dedication to living in the moment, and ability to accomplish so much in their short lives deeply appealing—a flame that burns all the brighter for its brevity. At the same time, many humans are attracted to elves’ lean bodies, elegant style, and centuries of wisdom. Where the two populations interact, half-elves occasionally result. + +Half-elves are the interracial children of human and elven parents or the descendants of such children. While they can often pass for human by hiding their modestly pointed ears, they nevertheless tend toward the tall, slim physiques of their elven parents, with life spans twice as long as those of their human kin. Despite being seen as generally attractive by both races, half-elves often feel like outsiders in both societies, always exoticized and never quite accepted as part of either group. This leads many half-elves to band together with others of their kind, or else abandon both their parent races in favor of new friends and families among aliens who lack those preconceptions. Since half-elves breed true, many second- or third-generation half-elves have no firsthand knowledge of their parent cultures. + +Sovyrian, the elven homeland on Castrovel, is open to half-elves, as the government’s Blood Right policy invites any with discernible elven blood to return to the homeland, though this has recently become controversial due to high-profile conflicts with half-elf dissident groups who resent their status as second-class citizens. Half-elves are also relatively common on Absalom Station, one of the few places where elven emissaries and humans live and work together in large numbers. + +Predominantly halfelf settlements are rare, though of late several half-elf homesteader townships have sprung up just beyond the comfortable edge of Verces’s terminator line, and the tropical extrasolar colony of Shanavan is specifically recruiting fellow half-elves. + +As cultural chameleons, half-elves slide easily into other societies, adapting smoothly to alien mind-sets. They have a particular affinity for androids, ysoki, and any groups treated as outsiders by mainstream society, as well as for alien races like the shirrens who are different enough biologically that it would never occur to them to focus on such minor racial differences as pointed ears or eye color. Many half-elves are fond of wandering, with a strong desire to prove themselves, seeking out new worlds in the Vast for fame and glory or in the hope of establishing new colonies. Though their often complicated relationship with their parent races makes them natural iconoclasts, they also tend toward kindness and understanding. + +With their extreme versatility, half-elves are a perfect fit for nearly any profession, though in recent years an unusually large number have become operatives or soldiers for the Stewards, perhaps seeing in the enforcement of the Pact a chance to foster understanding and build a single system-wide culture that no longer strands halfelven children between two worlds. + +Most half-elves stand from 5-1/2 to 6-1/2 feet tall and weigh 100–200 pounds. They’re considered adults at 20 and naturally live up to 180 years. + +**Ability Modifiers** +2 to any one ability score +**Hit Points** 4 + +## SIZE AND TYPE + +Half-elves are Medium humanoids with both the elf and human subtypes. + +## ADAPTABILITY + +Half-elves receive Skill Focus as a bonus feat at 1st level. + +## ELVEN BLOOD + +Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects. + +## KEEN SENSES + +Half-elves receive a +2 racial bonus to Perception skill checks. + +## LOW-LIGHT VISION + +Half-elves can see dim light as if it were normal light. See Vision and Light on page 261. + +# VITAL STATS + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 100–200 lbs. +**Age of Maturity** 20 years +**Maximum Age** 125+3d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 33_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +The offspring of a half-elf and an elf, or an individual with only one non-elven ancestor over several generations, can still display mixed heritage. Even among half-elves who have a human parent, some take after their elven parent, especially those raised among elves. These half-elves have +2 Dexterity, +2 Intelligence, and −2 Constitution in place of the half-elf racial ability adjustments found in the _Starfinder Core Rulebook_. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 33_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Not all half-elves display the most common traits found among their kind. Some have features that are a callback to a distant ancestor, while others blend minor elements of their parentage into a new trait. + +## CULTURAL CHAMELEON + +**Source** [_Character Operations Manual pg. 33_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Half-elves are often highly skilled at fitting in with a broad variety of people and getting others to like them. These half-elves gain a +2 racial bonus to Culture checks. If such a half-elf fails a Diplomacy check to change someone’s attitude, they can reroll the check and take the second result. + +This replaces adaptability. + +## DARKVISION + +**Source** [_Character Operations Manual pg. 33_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Like elves, some half-elves are born with darkvision with a range of 60 feet. When these half-elves are in no light or dim light and they are exposed to bright light, they are dazzled for 1 round. + +This replaces low-light vision. + +## HALF-RYPHORIAN + +**Source** [_Character Operations Manual pg. 33_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Elves and ryphorians mix on Triaxus. Half-ryphorians can have summerborn or winterborn ryphorian features. These halfelves have the elf and ryphorian subtypes, but no human subtype. They also gain resistance 2 to cold and fire, which stacks with one other form of resistance. In conditions of severe cold or heat, they must attempt Fortitude saves only once per hour instead of once every 10 minutes. + +This replaces adaptability. diff --git a/Compendium/SF1E/Species/Half-Orc.md b/Compendium/SF1E/Species/Half-Orc.md new file mode 100644 index 0000000..975994d --- /dev/null +++ b/Compendium/SF1E/Species/Half-Orc.md @@ -0,0 +1,78 @@ +--- +aliases: +tags: +--- +# HALF-ORC + +> [!infobox|left n-th clean] +> [[Half-Orc.png|Spielern zeigen!]] +> Half-orcs have both human and orc ancestry. Though these individuals sometimes result from the union of orcs and humans, the relative rarity of pure-blooded orcs among the Pact Worlds means that most half-orcs are the children of other half-orcs. They usually stand a bit taller than humans and have strong, muscular builds, with green or gray skin. Many halforcs have tusk-like canines protruding from their lower jaws, as well as slightly pointed ears and large brows that give them a brooding appearance. + +Half-orcs are fairly uncommon on the Pact Worlds, with the highest concentration living within the caverns of Apostae as unwilling servants to the drow who long ago conquered that planet. Unfortunately, most of the free half-orcs who inhabit the rest of the solar system are not treated much better, shunned or vilified due to traditional prejudices stretching back into the Gap. The fact that these prejudices sometimes drive half-orcs to become exactly the brutal criminals society expects only reinforces this negative cycle. Those halforcs who do find acceptance tend to do so within enclaves of their own kind, among androids and other marginalized groups, or in militaristic orders where the fear they inspire can be turned to their advantage. Though society funnels them toward roles as soldiers, operatives, and intimidating envoys, some find solace as mechanics, preferring machines to people. They get along particularly well in vesk mercenary groups, as the reptilian aliens lack the traditional prejudices of the Pact Worlds. + +Some half-orcs, frustrated with society’s judgment of them due to their appearance, decide to accentuate their differences and take to extreme body modification. This subculture uses piercings, plastic surgery, and even cybernetic enhancements to express themselves and set themselves apart from the mainstream. Many half-orcs feel the call to join the Augmented, and such “steelskins” may not even consider themselves half-orcs anymore, looking down on members of their race who have kept their natural forms. + +For those half-orcs least accepted by society, one popular option is to push beyond the boundaries of civilization, venturing to new planets where they can build colonies. While some of these orc-blooded colonial groups simply set down roots and live in peace within their small enclaves, others become professional pioneers. These latter groups take on contracts as first-wave colonists, landing on planets under extreme circumstances and enduring the hardest and most dangerous period of a colony’s founding, then sell off rights to a “softer” group of colonists so that they can go start a new colony elsewhere. This dangerous, extremely skilled work is well-compensated, and thus despite their rough reputation and appearance, half-orc professionals in organizations like the Halfblood Frontier Company are often extremely wealthy, sometimes retiring to act as patrons for other half-orc ventures. + +Most half-orcs stand from 5 to 7 feet tall and weigh 130–200 pounds. They’re considered adults at 14 and naturally live up to 80 years. + +**Ability Modifiers** +2 to any one ability score +**Hit Points** 6 + +## SIZE AND TYPE + +Half-orcs are Medium humanoids with both the human and orc subtypes. + +## DARKVISION + +Half-orcs can see up to 60 feet in the dark. + +## INTIMIDATING + +Half-orcs receive a +2 racial bonus to Intimidate skill checks. + +## ORC FEROCITY + +Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious. + +## SELF-SUFFICIENT + +Half-orcs receive a +2 racial bonus to Survival skill checks. + +# VITAL STATS + +**Average Height** 5–7 ft. +**Average Weight** 130–200 lbs. +**Age of Maturity** 14 years +**Maximum Age** 60+2d10 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 34_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +The drow of Apostae have trained half-orcs under their “care” to perform logistics and observation under drow supervision. Rather than the half-orc ability adjustments found in the _Starfinder Core Rulebook_, these half-orcs have +2 Intelligence, +2 Wisdom, and −2 Charisma. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 34_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Most half-orcs in the Pact Worlds have half-orc parents, but different bloodlines can produce differing features. Many half-orcs use tech, magic, or a combination to modify themselves or their offspring, producing unusual results. + +## ARMOR EASE + +**Source** [_Character Operations Manual pg. 34_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Half-orcs on Apostae can be trained to wear armor at an early age. They reduce the armor check penalty of any armor they wear by 1 and the speed penalty by 5 feet. + +This replaces orc ferocity. + +## PROFESSIONAL FOCUS + +**Source** [_Character Operations Manual pg. 34_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Especially on Apostae, half-orcs are educated by the drow to be an expert in a particular vocation, filling that role throughout their lives. Such half-orcs gain Profession as a class skill. In addition, these half-orcs gain 1 additional skill rank per level, but this rank must be invested in the Profession skill. + +This replaces intimidating. + +## STEELSKIN + +**Source** [_Character Operations Manual pg. 34_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some half-orcs have tough skin due to years in harsh conditions, extreme training, or as the result of body modifications. They gain DR 1/—. At character level 10th, this increases to DR 2/—. This DR stacks with one other form of DR. + +This replaces orc ferocity. diff --git a/Compendium/SF1E/Species/Halfling.md b/Compendium/SF1E/Species/Halfling.md new file mode 100644 index 0000000..43f858b --- /dev/null +++ b/Compendium/SF1E/Species/Halfling.md @@ -0,0 +1,109 @@ +--- +aliases: +tags: +--- +# HALFLING + +> [!infobox|left n-th clean] +> [[Halfling.png|Spielern zeigen!]] +> Halflings are a common race in the Pact Worlds and their colonies, having spread nearly as far as humans. Popular legend even claims that halflings were among the first humanoids to spread beyond Golarion and into the stars to colonize new worlds. Once thought of as a people without a homeland, halflings have peppered the void with colonies, and halfling caravan fleets—dozens of ships from as many different makes and eras—ply the trade lanes, eager to see new sights, swap stories, and trade strange and foreign goods. Their small stature and tendency to wander make halflings popular targets for raiders and conquerors, but time and again the tenacious race has rebounded from harsh challenges thanks to their cooperation, optimism, and what seems to be a racial gift for subterfuge. + +Gifted with quick reflexes, charming confidence, and an apparent lack of fear, halflings are known across the galaxy as athletes, celebrities, and explorers. Of course, this dramatic public image hardly defines the race as a whole. While most halflings experience a period of daredevil bravado in early adulthood, most settle out of it again just as quickly to become happy and loving homebodies, content with a hard day’s work and an evening spent with friends. Boasting a wide variety of eye, hair, and skin colors mirroring the human range, halflings usually have slight builds and large hands and feet. They make fast friends wherever they travel, preferring negotiation or clever wordplay to combat. Despite this accommodating nature, they have few permanent allies; halfling history is littered with long eras of domination and abuse, making them gregarious but wary of placing themselves in situations they can’t get out of again. While they share much in common with the ysoki—a love of travel and trade especially—they lack the ratfolk’s mechanical inclinations, and the two races often compete for markets, salvage rights, and trade lanes. If halflings truly ally with any race, it is humans, whose history is intimately entwined with their own, for better or worse. + +A halfling’s even temper can sometimes be a bit off-putting to other races, especially when it’s exhibited in the face of incredible danger. A few find halfling cheerfulness and determination to be irritating, but many of those people change their minds once that tenacity is the factor that saves the day. Halflings are almost never offended by these attitudes, seeing them as natural inclinations of less confident races. + +While not mistrustful of technology in general, many halflings look askance at cybernetic implants and biotech augmentations, feeling that natural halfling physiology is pretty much perfect as it is. They don’t look down on those who use such items, but it’s rarer than average to see a halfling with dermal plating or retinal reflectors. A halfling that accidentally loses a limb might consent to having a cybernetic replacement attached, but most halflings would spend the extra credits to make that prosthetic look as much like the lost limb as possible. + +Halflings rarely lack for work. Media companies and corporations love an irrepressible halfling star or spokesmodel, and many starship captains believe in the stereotype of the fearless and steady-handed halfling pilot. Those halflings who turn to adventure find good use for their quick reflexes and boundless charm as envoys and operatives, though their general adaptability allows them to shine in almost any role. +Wandering halflings aboard starships typically finds spaces—even an area as small as a corner of a cargo bay—on their vessels to decorate in their own personal styles. They pin up keepsakes from their home planets (or colonies), such as dried flowers or scraps of metal from defeated hostile robots. + +Most halflings stand 2-1/2 to 3-1/2 feet tall and weigh around 30 pounds. They’re considered adults at 20 and naturally live up to 200 years. + +**Ability Modifiers** +2 Dex, +2 Cha, -2 Str +**Hit Points** 2 + +## SIZE AND TYPE + +Halflings are Small humanoids with the halfling subtype. + +## HALFLING LUCK + +Halflings receive a +1 racial bonus to all saving throws. This bonus increases to +3 against fear effects. + +## KEEN SENSES + +Halflings receive a +2 racial bonus to Perception skill checks. + +## SNEAKY + +Halflings receive a +2 racial bonus to Stealth checks. In addition, halflings reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. + +## SURE-FOOTED + +Halflings receive a +2 racial bonus to Acrobatics and Athletics skill checks. + +# VITAL STATS + +**Average Height** 2-1/2 to 3-1/2 ft. +**Average Weight** 25–40 lbs. +**Age of Maturity** 20 years +**Maximum Age** 100+5d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some halflings are naturally stronger and tougher than anyone expects, while others feel an intense desire to compete physically with larger people, distinguishing themselves through extensive strength and endurance training. These stout halflings have +2 Strength, +2 Constitution, and –2 Wisdom rather than the adjustments found in the _Starfinder Core Rulebook_. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Second only to humans in terms of adaptability, halflings make their homes across the galaxy. Also like humans, individual halflings vary greatly from one another, and they can display many traits beyond those normally associated with halflings. + +## CUNNING + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Halflings have a reputation for larceny and guile, and sometimes this reputation is deserved. Halflings with this racial trait gain a +2 bonus to Bluff and Sleight of Hand checks, and Sleight of Hand is a class skill for them. + +This replaces sure-footed. + +## DUCK AND COVER + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Halflings excel at avoiding danger by disappearing into cover. Such halflings have an additional +2 bonus to Reflex saves and Stealth checks whenever they have cover, partial cover, or soft cover. + +This replaces halfling luck. + +## NEEDLER + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some halflings are experts at wielding needler pistols to tranquilize and take down larger foes or heal allies. A halfling who has this racial trait can reload projectile weapons with the injection special weapon property as a swift action. + +This replaces sure-footed. + +## SKITTISH + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Halflings are often seen as fearless, but some are instead particularly cautious. Halflings with this racial trait gain a +1 bonus to Initiative checks and to melee attack rolls (+3 total) when flanking. When affected by a fear effect, their land speed increases by 10 feet and they gain a +1 bonus to AC. + +This replaces surefooted and halfling luck. + +## SPACEFARER + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +As a product of generations spent in low- or zero-gravity environments, some halflings have elongated skeletons and stand a full head taller than others of their species. These halflings can be mistaken for humans of short stature, but they still exhibit the enlarged feet and hands and the pointed ears characteristic of halflings. Halflings who have this racial trait take no penalty to Disguise checks when attempting to appear human or Medium in size. + +This replaces keen senses. + +## TALESPINNER + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Halflings love adventure and travel almost as much as they enjoy spinning tales about their trials and tribulations—tales they use to entertain allies and strangers, as well as to disarm their enemies. Halflings who have this racial trait gain a +2 bonus to Bluff skill checks, and Bluff is a class skill for them. They also gain a +2 bonus to Diplomacy checks to change the attitudes of others with entertaining tales. + +This replaces keen senses and sure-footed. + +## WINSOME + +**Source** [_Character Operations Manual pg. 35_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some halflings seem able to charm anyone, through a combination of endearing behavior and physical proportions that lead other species to view them as young and cute. Although such halflings might not be any kinder or friendlier, they nevertheless maximize the benefit of this mistaken impression. These halflings gain a +2 bonus to Bluff checks and to Diplomacy checks to change the attitude of indifferent creatures. + +This replaces sure-footed. diff --git a/Compendium/SF1E/Species/Hanakan.md b/Compendium/SF1E/Species/Hanakan.md new file mode 100644 index 0000000..1bae8c4 --- /dev/null +++ b/Compendium/SF1E/Species/Hanakan.md @@ -0,0 +1,101 @@ +--- +aliases: +tags: +--- +# HANAKAN + +**Source** _Interstellar Species pg. 76_ + +Hanakans shun technology, instead utilizing magic for their societal and personal needs. A symbiosis with an adaptive bacteria helped these raptor-like beings expand across their dangerously volcanic home planet and throughout their star system. Their peaceful society places great value on personal enrichment, individual accomplishment, and peaceful settlement of disagreements through debate, proxy champions, and subterfuge. They carry mystical stones, called ssenavars, that hold symbolic religious significance and are sometimes magical in their own right. Supported by their innate magical abilities, their instinctive curiosity and culture of non-violent competition make them savvy spacefarers and shrewd sorcerers. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Int +**Hit Points** 2 + +## SIZE AND TYPE + + +[[AA3_Hanakan_Attendant.png|Zeigen!]] +Hanakans are Small magical beasts. + +## ATMOSPHERIC ADAPTATION + +Hanakans’ exposure to a variety of atmospheres has made them immune to inhaled poisons and acclimated to thin and thick atmospheres. + +## HANAKAN MAGIC + +Hanakans gain the following spell-like abilities. The caster level for these effects is equal to the hanakan’s character level. + +1/day—_wisp ally_ +At will—_detect magic_, _token spell_ + +## HANAKAN SENSES + +Hanakans have darkvision with a range of 60 feet and low-light vision. + +## SCRAMBLE + +A hanakan has a land speed of 40 feet and a climb speed of 20 feet. + +## STUDIED + +Hanakans gain a +2 racial bonus to Medicine and Mysticism checks. + +# ABOUT THE HANAKAN + +## PHYSICAL DESCRIPTION + +Hanakans are reptilian bipeds with lithe bodies, flexible necks, and whiplike tails that speak to their roots as opportunistic scavengers and hunters of small game. Each hanakan grows uniquely colored feathers on their arms, tails, and heads, which serve as both personal identifiers and as the vehicle for the species' complex and nuanced somatic language. These feathers also have a remarkably high ignition temperature, helping shield hanakans from embers on their volcanic home world. +Although perhaps once razor sharp, a modern hanakan's claws and talons have evolved to better manipulate tools and scrabble up cliffs, rather than to tear prey. Omnivorous by nature, hanakans magically operate farms where they produce a wide variety of fruits, vegetables, and nuts, while subterranean ranchers rear cattle-sized, herbivorous spiders called vanshas that serve as agile beasts of burden and a source of meat. The average hanakan stands 30 inches tall at the shoulder, measures 4 feet from nose to tail, and weighs around 25 pounds. +The adaptive symbiotic bacteria in hanakan lungs allows them to breathe in a broade range of environments, an advantage that not only allowed them to survive the volcanic surface of their home world Ssets'Akana, but also allowed early hanakan to explore their solar system via teleportation magic. Like hanakan and most other species found on Ssets'Akana, the symbiotic bacteria possess latent magical qualities. Though xenobiologists can successfully recreate the bacteria's adaptive properties, they've yet to detect any traces of magic in their lab-grown specimens, further deepening the unanswered question of what precisely the bacteria's magic does. +Hanakans generate magic of their own, independent of their microbiome. Hatchlings often flare with harmless sparks or uncontrollably change color before learning to control their powers, usually by the end of their first year. Even without further training, a typical hanakan can smell magical auras and perform minor arcane feats. Those who do develop their magic thrive thanks to their intuitive understanding of eldritch forces. + +## HOME WORLD + +Hanakans originate from the volcanically volatile planet of Ssets'Akana, the second planet from the Ash'Akan system's sun. The tectonic activity stems partly from a vast connection to the Plane of Earth deep in the planet's core. The planet's extreme volcanic activities mean that elaborate magical protections are required for the handful of hanakan cities that dot the ashen landscape. Buildings of hardened light, flying globes, and other surreal magical architecture stand in stark contrast to the steaming rock and swirling ash of the environs. +These cities define themselves in part by the role a particular school of magic played there in hanakan history. This quality drives scholarship as well as a mostly friendly planetwide rivalry. Hsst'Hyssasha occupies a collapsed stratovolcano cone, and it was there that hanakan abjurers and evokers defeated ancient enemies made of electricity, likely seeding hanakan dislike for electricity and technology later. The twinned cities Hsst'Vaka and Hsst'Pliva are built within and atop a mesa respectively, serving as the intellectual seat of philosophy and civics. Hsst'Vaka's necromancers call upon ghosts as eyewitnesses and maintain records alongside skeletal archivists, while Hsst'Pliva's vibrant politics exist alongside its colleges of ethics and enchantments. Illusion thrives in Hsst'Panayka through art and displays of prowess, most famously during the Trials of Power combat tournament held there every four years. With its factories fueled by extraplanar fonts and conjured materials, Hsst'Kul provides finished goods across the Ash'Akan system. It also hosts the Starleap Sanctum, a teleportation-focused school whose best disciples can transport travelers between the stars for the right price. Having foreseen its future of being swallowed by the sea, the diviners of Hsst'Anan magically levitated their whole island, which now wanders the planet while serving as part spaceport, part cruise liner, and part taxi. +Smaller settlements survive beyond the magically protected zones. Though most shelter in narrow valleys or are built into lava tube networks, others turn to taboo means of preservation, such as infernal pacts, sinister rituals, or even technological solutions. Some just relocate every few centuries. After all, most of Ssets'Akana's volcanic hotspots wander slowly, and verdant forest might become a pyroclastic wasteland after a few generations. This process has buried countless metropolises in ash, sealing away lost magics that await archaeologists. +Dense jungles spring up in the wake of volcanic eruptions within days, and hanakan legends speak of immense plant-like guardians that accelerate the growth. These verdant pockets attract technologists using the forest to hide their forbidden artifice. Tales of these dangerous outcasts and magical monsters feature heavily in hanakan bedtime stories. + +## SOCIETY AND ALIGNMENT + +Ancient hanakans traveled in packs for mutual protection and group hunting strategies, with groups fracturing or uniting as needed to exploit new opportunities or evade danger. That pack mentality still influences modern society despite the many changes that followed the discovery of soulstones. Hanakans often form overlapping social circles of about 5 to 40 members—often including some blood relatives—that satiate their instinctive pack mentality. Fewer companions than this tend to trigger feelings of anxiety and vulnerability that most hanakans conceal with bravado. Vast packs, on the other hand, start becoming socially cumbersome, and these groups amicably split into smaller units. +These outlooks don't discourage hanakans from city living. Instead, metropolises just mean thousands of intersecting packs and networks that savvy hanakans can navigate to procure just about any service or favor. One hanakan could easily be part of a family-oriented pack, a guild-like pack of like- minded professionals, a pack of recreational pilots, and a pack of diehard magical sports fans, each with a complex hierarchy. +Religious hanakans often worship deities of learning, community, and magic, such as Eloritu, Talavet, or Yaraesa. Hylax has a small but passionate following due to hanakans' general preference for nonviolent conflict resolution. Beyond cultural outcasts and curious iconoclasts, Triune's worship is practically unknown. + +### CONTESTS + +Warfare is rare among hanakans, who much prefer resolving conflicts through minimally violent means. Most often, this resolution takes the form of wordplay, usually debate. While there are formal formats for debate, any form of informed argument will do. Hanakans are keenly appreciative of minute details, whether in magical theories, written works, or physical craftsmanship, and this attention features in Ssets'Akanan spoken conflicts—as the saying goes, “The distance between a life and a death is as narrow as a misspoken word.” +Sometimes, debating facts is too subtle. Either as sport or as a formal means of embarrassing someone in retaliation for a slight, many hanakans practice vrukulaa, a contest of ritualized boasting, insult, and dance. A participant extols their own virtues in front of a gathered crowd before twisting their brags into a verbal attack against their opponent, who must answer with virtues and attacks of their own. Truth and debate style impact the contest somewhat, but it's just as important to construct poetically exciting lines, flare one's feathers at key moments, perform complex dance steps while orating, and deliver everything with flair—often with one's pack punctuating wild claims with supportive cheers and jeers from the sidelines. A vrukulaa typically lasts only a few rounds before there's a clear victor, though the contest can extend indefinitely, with a few legendary bouts having gone for days. +Just as some cultures lionize the moment when two beings achieve perfect harmony and understanding of one another, hanakan society revels in pyh'huz, the rare moment when two evenly matched and opposing sides achieve a perfect stalemate—a revelation typically punctuated by both parties incoherently screeching, kicking up dust, and hopping about in a moment of shared emotional release, after which it's customary to end the contest as a draw. Despite being a departure from hanakans' usual eloquence, these uncommon, socially acceptable tantrums represent a mutual frustration with and respect between the competitors. + +### MAGIC + +Magic doesn't just flow through hanakans' veins; it also suffuses their societies. Advanced technologies experienced little development with magic serving as the primary problem-solving tool in the hanakan arsenal—especially because an ancient, barely remembered enemy made of electricity nearly destroyed hanakans ages ago, instilling a distrust of electronics. Minor magical and hybrid devices are ubiquitous, activated either with a touch or by coaxing the magic to activate with a nudge of token spell, which hanakans can cast intuitively. +Many of the larger settlements on Ssets'Akan champion a particular type of magic, and individuals from these regions commonly adopt that arcane preference like a civilian might develop loyalty to a sports team. Schools of spellcasting spark debates, rivalries, and even formal competitions, but not outright conflict. In fact, the more that hanakans travel the galaxy and study other societies' magical traditions, the more these old school lines have blurred. That said, these divisions still debate and espouse key ethical concerns tied to their respective arts: whom can a necromancer reanimate, what is the minimum safe distance for bystanders when conjuring elementals, and so on. In particular, enchantment magic remains strictly overseen and taught, treated in many ways like a martial art reserved for self- defense. Magically controlling another being is deeply taboo, and conspiracy theories of enchanted politicians and the like periodically cause a stir. + +### LANGUAGE + +he hanakan feather sign language is extremely nuanced, as both their naturally keen predator eyesight and their highly agile musculature grant them the ability to subtly convey a precise emotion or concept with a flick of their feathers. This linguistic advantage helped the species to become one of the most well-versed in practical thaumaturgical theory, and many other magicians use illusion magic to create a facsimile of the language for themselves, the better to take advantage of hanakan arcane insight. The range of emotion that the language can express also makes hanakan poetry particularly poignant, and hanakan satire especially effective at cutting an individual down to size. + +## SOULSTONES + +According to hanakan legend, their ancestors discovered the first ssenavars (or soulstones) deep in a cave, where the walls sang to them, and these explorers sang back. Infused with elemental energies absorbed from deeper in the planet's core, these stones augmented hanakan magic and spurred a whirlwind of cultural development and urbanization. To commemorate this discovery, they constructed Hsst'Zaska, a holy city that still stands within the magically expanded and reinforced caverns. However, there's an ideological divide in interpreting this crucial moment: did the soulstones uplift these proto-hanakans, or did the ssenavars simply provide a valuable tool to an already intelligent species? Most hanakans favor the latter hypothesis for the way it preserves their agency as a society. +Whatever their ancient origin, naturally infused soulstones are rarely uncovered on Ssets'Akana. Instead, modern hanakans typically create their own or attune to an inherited ssenavar, mingling their spirit with the echoes of previous bearers. Some hanakan pass their soulstones to promising young family members or mentees on their passing, while others encourage their families to sell or donate their ssenavars in hopes of finding a potential soulmatch in the world. Bold or adventurous hanakan undertake grand quests to rediscover famous lost ssenavars, though many of these would-be heroes vanish to magical beasts or worse. However a hanakan receives a soulstone, there's no guarantee of a particular ssenavar responding favorably to that hanakan's bonding attempt. Imperfectly matched ssenavars simply don't respond. Rarely, a truly mismatched or arrogantly commandeered stone will lash out with energy to reprimand an unwanted partner. +Assuming the ssenavar is properly made or, for an inherited stone, properly matched, it shares its true name with its hanakan partner. This spiritually unites bearer and ssenavar into one, with the former contributing the “child soul” and the latter the “high soul” to comprise a dualistic being. This connection is faintly perceptible to the hanakan, allowing them to track their stone when within at least a few paces of it. Likewise, this connection can be detected and even deciphered by talented ssenavar'ishi, mystical lineage scholars who specialize in the study of soulstone energies. Other than to these few observers, a ssenavar typically doesn't detect as magical while near its hanakan partner, as the stone is an extension of the living being. However, when separated by a substantial distance, a soulstone develops a faint aura. +Losing one's ssenavar is culturally disastrous for a hanakan, effectively removing any authority or agency that the stoneless hanakan once had. Soulstone hunters thus receive a high place in hanakan society, whether helping forgetful hanakan find misplaced stones, braving dangerous areas to reclaim stones from the dead, or hunting soulstone-stealing criminal rings smuggling ssenavars offworld for the magical black market. Some soulstone hunters have been known to hunt a particular ssenavar for years, implacable and deadly in their magical pursuit. +Even after acquiring a ssenavar and adopting its true name, a hanakan typically continues using their eggname for most purposes. A true name has power, especially when woven into powerful rituals to affect the named target. Thus, sharing a true name is a matter of vulnerability, intimacy, and ultimate trust among hanakans. + +## NAMES + +Hanakan eggnames can be tricky for other species to properly pronounce, as the sibilant hisses, hard glottal sounds, and somatic components are difficult to master. Hanakan eggnames traditionally incorporate elements from multiple family names and serve as a wish and a prayer for the newborn hanakan to reflect aspects of their ancestors' spirits. + +### SAMPLE NAMES + +Some sample hanakan names include Ant'sswa, Bee'sstric, Cra'sstu, Glai'sstri, Hyss'ha, Isst'jaka, Jeess'hrana, Lass'traima, Nyss'traya, Plak'ssyni, Qui'sslyka, Sset'rini, Tak'ssainka, Vix'ssyna, Wyss'traika, Xiss'lyma, Yee'ssayna, and Zi'sshaka. + +# VITAL STATS + +**Average Height** 2 to 3 ft. +**Average Weight** 10 to 40 lbs. +**Age of Maturity** 5 years +**Maximum Age** 30+1d20 years years diff --git a/Compendium/SF1E/Species/Hobgoblin.md b/Compendium/SF1E/Species/Hobgoblin.md new file mode 100644 index 0000000..64c27e3 --- /dev/null +++ b/Compendium/SF1E/Species/Hobgoblin.md @@ -0,0 +1,89 @@ +--- +aliases: +tags: +--- +# HOBGOBLIN + +> [!infobox|left n-th clean] +> [[Hobgoblin.png|Spielern zeigen!]] +> Hobgoblins are a militant and merciless species that organizes quickly, reproduces rapidly, and adapts well to changing conditions. They are similar in appearance to goblins but are significantly taller and more muscled. While goblins are anarchic and gleefully destructive, though, hobgoblins are highly ordered and do nothing without a purpose. + +Most hobgoblin societies are paramilitary states, with no distinction between the government and the chain of command. They can be as small as a single starship crew or as large as a conquered world. However, these governments grant nothing unearned to any hobgoblin, and only those who show an aptitude for more advanced knowledge are given access to it. The young are considered fully trained junior soldiers as young as 14 years old, while some receive secondary education to become technicians, spies, or engineers at 16 years old. + +Hobgoblins are believed to have originated on lost Golarion. When the Gap ended, though, hobgoblins already dwelled in numerous solar systems, which suggests that they might have engaged in dangerous generation-ship or suspended-animation expeditions of expansion, or that they had access to powerful interstellar transportation magic. + +While many societies were confused and shaken by the Gap, the disparate and widespread hobgoblin nations were almost entirely unaffected by it, and in some cases grew even stronger due to its amnesic effects. When the Gap ended, all hobgoblins still knew their own names and those of their superiors, their military rank and position, that they had earned those ranks through merit, and that their superiors had similarly earned their positions. This formed a strong common attitude that allowed many hobgoblin groups to work together, taking advantage of the confusion and consternation of their neighbors to wage quick, brutal wars of expansion against regions still coming to grips with the Gap. + +Additionally, most hobgoblin societies and groups immediately analyzed such things as their religions and social codes, and discarded anything that did not immediately make sense. For example, many hobgoblin societies found they had strict rules forbidding the pursuit of spellcasting knowledge and the use of magic, but this prohibition seemed needlessly limiting after the Gap. Similarly, many hobgoblin groups saw no advantage in worshiping their old gods. For example, many hobgoblin mercenary companies who work for the Veskarium have adopted the worship of Damoritosh. + +However, other ancient prohibitions remain to this day, though their origins are lost to the Gap. Whenever hobgoblins and elves first encountered one another in the years after the Gap, violence invariably ensued. Individual hobgoblins sometimes have no special hatred of elves, but for most of the race, elves are reviled and mistrusted creatures not even fit for use as slave labor. + +A typical hobgoblin is 5 feet tall and weighs 160 pounds. + +**Ability Modifiers** +2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Hobgoblins are Medium humanoids with the goblinoid subtype. + +## BATTLE HARDENED + +Hobgoblins are trained for combat from an early age, and they quickly learn that a foe can do much more than just hurt you. Hobgoblins gain a +1 racial bonus to AC against combat maneuvers. + +## DARKVISION + +Hobgoblins have darkvision with a range of 60 feet. + +## FEARSOME + +Hobgoblins gain a +2 racial bonus to Intimidate checks. + +## SNEAKY + +Hobgoblins gain a +2 racial bonus to Stealth checks. + +# VITAL STATS + +**Average Height** 4–6 ft. +**Average Weight** 150–250 lbs. +**Age of Maturity** 14 years +**Maximum Age** 60+2d10 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Though most hobgoblins match the ability score adjustments presented in Starfinder Alien Archive 2, they are also very adaptive, which has allowed them to settle worlds less habitable for other species. As a result, hobgoblins who successfully adapt to these different, harsh conditions develop divergent qualities. Such hobgoblins have ability score adjustments as listed below, instead of the standard adjustment of +2 Dexterity. + +## HARDWORLDER + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Many hobgoblins have settled on higher-gravity worlds, sometimes in an intentional effort to strengthen their offspring through hardship. A hardworlder hobgoblin’s ability score adjustment is +2 Strength. + +## WARHOB + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Rather than claim a home world or settle in any one permanent location, some hobgoblins form permanent roving military bands, filling various battle roles from birth to old age and moving from one war to the next. In this harsh life, only the tough survive. Some hire out as mercenaries, while others are essentially pirate raiders, creating nothing of their own. A warhob hobgoblin’s ability score adjustment is +2 Constitution. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +As hobgoblins continue to expand and adapt, taking any steps necessary to ensure success and survival, an increasing percentage of hobgoblin populations includes outliers with uncommon abilities. + +## ARMOR TRAINING + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Hobgoblins have a close relationship with their kanabo kin and learn from them whenever they can. When wearing armor, hobgoblins gain a +1 racial bonus to AC. +This replaces battle hardened. + +## SCIENCE OF WAR + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Hobgoblin engineers are valued for their skill in building the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus to Engineering checks. +This replaces sneaky. + +## THIRD EYE + +**Source** [_Near Space pg. 130_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +With the ban on magic lifted, some Hobgoblin clans have attempted magical experimentation to augment themselves to the extreme. Hobgoblins with this racial trait gain a small, third eye on their forehead, gain low-light vision, and can use _supercharge weapon_ once per day as a spell-like ability. +This replaces darkvi diff --git a/Compendium/SF1E/Species/Hortus.md b/Compendium/SF1E/Species/Hortus.md new file mode 100644 index 0000000..7453518 --- /dev/null +++ b/Compendium/SF1E/Species/Hortus.md @@ -0,0 +1,51 @@ +--- +aliases: +tags: +--- +# HORTUS + +> [!infobox|left n-th clean] +> [[Hortus.png|Spielern zeigen!]] +> Hailing from the Azlanti-conquered world of Croban V, hortuses are a sapient fungal species. Thick ligaments fill the interior of a hortus, granting them excellent defense against kinetic damage, though slashing weapons can sever these cords. These plant life-forms are renowned for their lethargic ways, and they are rarely found outside the strictly controlled borders of their homeworld. Hortuses speak in languid, drawn-out, monotone voices that impatient creatures find frustrating to follow. Among themselves, hortuses speak in a language of spore releases that other species can’t easily reproduce without the installation of complex augmentations. Hortuses’ caps and stalks can take a wide array of forms, with many reminiscent of mundane fungi found on worlds throughout the galaxy. + +Over millennia, hortuses converted their once relatively barren world into a vegetation-rich paradise, using their unique biology to expel a combination of chemicals and spores that altered atmospheric conditions to their liking. By the time the Azlanti arrived on Croban V, the hortuses had already developed into a relatively passive, contented species, mostly due to the sedative-like atmosphere they’d crafted for themselves. The Azlanti conquest of Croban V was a relatively bloodless affair, as what passed for hortus leadership wanted only to preserve the lax living conditions of their society. The Azlanti were content to let the hortuses continue their sedentary lifestyle in exchange for use of their unique means of atmospheric modification. + +Only a small number of hortuses are active beyond their homeworld. Most of these hortuses work in direct service to the Azlanti Star Empire, either as scientists or as living agents of atmospheric change. The Azlanti often deposit large groups of hortus colonists on distant worlds. Over the course of generations, these hortus colonies gradually transform small, self-contained regions to be more amenable to human life. + +The few hortuses who act outside of Azlanti supervision are renegades. Either possessing a modicum of genetic variance that makes them less susceptible to their species’ chemical spore concoctions, or having simply avoided larger congregations of their species, these hortuses each react differently to their freedom. Many renegade hortuses stand in opposition to the Azlanti, while others simply seek to explore the greater galaxy and find new meaning among the stars. + +An average hortus is 4-1/2 feet tall and weighs 200 pounds. + +**Ability Modifiers** +2 Str, +2 Con, -2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Hortuses are Medium plants. + +## ATMOSPHERIC ALTERATION + +As a move action while in atmosphere, a hortus can spend 1 Resolve Point to release a mix of spores into the air. When it uses this ability, the hortus chooses a type of saving throw (Fortitude, Reflex, or Will) and whether to enhance or penalize that save. If it enhances, creatures within 20 feet gain a +2 enhancement bonus to saving throws of the chosen type for 1d4 rounds; if it penalizes, creatures within 20 feet take a –1 penalty to saving throws of the chosen type for 1d4 rounds. A creature can attempt a Fortitude save before the bonus or penalty is applied to ignore this effect. The save DC is equal to 10 + half the hortus’s level + its Constitution modifier. This is an inhaled poison effect. + +## HORTUS SENSES + +Hortuses have low-light vision. + +## LIMITED PLANT BENEFITS + +Despite being plant creatures, hortuses don’t gain the standard immunities associated with creatures of the plant type. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +## SLIGHTLY POISONOUS + +A creature that hits a hortus with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds. The save DC is equal to 10 + half the hortus’s level + its Constitution modifier. + +## SPONGY FORM + +A hortus has damage reduction 5/slashing; this stacks with one other source of damage reduction. + +# VITAL STATS + +**Average Height** 4 to 5 ft.  +**Average Weight** 150 to 250 lbs.  +**Age of Maturity** 10 years +**Maximum Age** 40+1d20 years years diff --git a/Compendium/SF1E/Species/Huitz_plina.md b/Compendium/SF1E/Species/Huitz_plina.md new file mode 100644 index 0000000..e9895ed --- /dev/null +++ b/Compendium/SF1E/Species/Huitz_plina.md @@ -0,0 +1,55 @@ +--- +aliases: +tags: +--- +# HUITZ'PLINA + +> [!infobox|left n-th clean] +> [[Huitz'plina.png|Spielern zeigen!]] +> The precognitive huitz’plinas originate from a heavily forested dwarf planet in the Vast called Mulkaxi. Among many others they have seized, the Azlanti Star Empire claimed Mulkaxi for its abundant minerals buried deep in the world’s mountain regions. Being arboreal and living mainly in forested lowlands, huitz’plinas have mostly avoided direct interaction with the empire. For its part, the Azlanti Star Empire sees little utility in annexing huitz’plinas, who contentedly remain separated from mining operations in their homes among the extensive networks of branches in their forest canopies. + +Some speculate that huitz’plinas’ seeming indifference toward the Azlanti presence stems from some event they’ve collectively foreseen. In fact, huitz’plinas have highly individualized and personalized precognitive abilities. While some experience flashes of the future in stunning clarity, others have preternaturally strong gut feelings that turn out true or even experience the foretelling of a positive or negative outcome as a particular shade of color or musical note. + +Huitz’plinas have long, glimmering spines that cover their bodies, save for their face, that develop shortly after their birth. Younger huitz’plinas have sharp, well-defined spines, which they can launch in a defensive assault—an ability that once protected them from the predators of their ancient evolutionary past. As huitz’plinas age, their spines become feathery, giving an illusion of multicolored fur—though they can prove just as deadly when launched. Huitz’plinas also have strong and prehensile tails that they use in their everyday activities, from climbing along the canopy to increasing their dexterity and balance on the ground. + +Huitz’plinas use a mix of vocal chords and the thumping of their prehensile tails in their musical language, which makes it difficult for tailless beings to replicate; the language is full of idioms based on huitz’plinas’ glimpses of the future. Huitz’plina don’t often use instruments in their music. Instead, large choirs sing haunting melodies that drift down from the treetops. + +Over the decades, the most curious huitz’plinas have found ways to be useful to local Azlanti operations with the goal of leaving their home planet to enter the wider universe. Some hunger for exploration; others follow fleeting visions of themselves on strange new worlds. Several have returned after grand adventures, spurring more of their species to set out and explore, so huitz’plinas can now be found across the galaxy. Such huitz’plina travelers traditionally bring with them a petrified Mulkaxi flower blossom to remind them of where they come from. The blossoms vary in color, from rich blue to blood red to sea green, and they often become a huitz’plina’s most treasured object. + +While not all the creatures they encounter know about huitz’plina’s precognitive abilities, some members of other species suspect huitz’plinas in the galaxy at large serve as spies for the Azlanti Star Empire—though there’s little evidence to support such a theory. As huitz’plinas were extremely well adapted to their low-tech forest environment, they tend to lack proficiency in most of the technologies that many in the galaxy take for granted. As such, they often seem wary of cutting-edge tech at first, but many take their time to study it and adapt. + +Huitz’plinas reach maturity around 30 and can live over one hundred years each, though their spines first show signs of color around 15 years of age. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Huitz’plinas are Medium magical beasts.  + +## CLIMBER + +Huitz’plinas have a climb speed of 20 feet.  + +## HUITZ’PLINA SENSES + +Huitz’plinas have blindsense (scent) with a range of 30 feet and darkvision with a range of 60 feet.  + +## PREHENSILE TAIL + +Huitz’plinas’ tails are as effective as a hand at manipulating objects, which allows them to wield and hold up to three hands’ worth of weapons and equipment. This doesn’t increase the number of attacks they can make during combat.  + +## PREDREAMING + +Once per day, a huitz’plina can spend a Resolve Point to receive a hazy vision related to the outcome of an event, goal, or activity as far as a day into the future. This otherwise functions as augury with a 100% chance of successfully receiving a meaningful reply.  + +## SPINE ASSAULT + +Once per day, after a huitz’plina takes the total defense action and before the start of their next turn, they can take a reaction to launch a barrage of spines in a 20-foot spread centered on themselves. Every other creature in the area must succeed at a Reflex save (DC = 10 + half the huitz’plina’s level + the huitz’plina’s Constitution modifier) or take piercing damage equal to three times the huitz’plina’s level; a successful save halves this damage.  + +# VITAL STATS + +**Average Height** 4 to 5 ft. +**Average Weight** 100 to 200 lbs. +**Age of Maturity** 15 years +**Maximum Age** 80 + 2d20 years years diff --git a/Compendium/SF1E/Species/Human.md b/Compendium/SF1E/Species/Human.md new file mode 100644 index 0000000..5a8f1d7 --- /dev/null +++ b/Compendium/SF1E/Species/Human.md @@ -0,0 +1,120 @@ +--- +aliases: +tags: +--- +# HUMAN + +> [!infobox|left n-th clean] +> [[Human.png|Spielern zeigen!]] +> Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them. + +**Ability Modifiers** +2 to any one ability score +**Hit Points** 4 + +## SIZE AND TYPE + +Humans are Medium humanoids and have the human subtype. + +## BONUS FEAT + +Humans select one extra feat at 1st level. + +## SKILLED + +Humans gain an additional skill rank at 1st level and each level thereafter. + +# ABOUT THE HUMAN + +## PLAYING THIS RACE + +### YOU LIKELY... + +- See yourself as the hero of your own story, surely destined for some form of greatness. +- Are innovative, flexible, and talented, and you pride yourself on your human resilience. +- Get along well with members of other races and learn from other cultures and societies. +- Hold passionate beliefs yet change your mind quickly when it’s in your interest. + + + +### OTHER RACES PROBABLY... + +- See you as energetic and adaptable, but also as emotional, impetuous, and prone to violence. +- Pity you for the loss of your ancestral home world and worry that you covet theirs. +- See your self-confidence as arrogance. +- Respect your ability to get along with other races but view you as a dilettante with little culture of your own. + + + +## PHYSICAL DESCRIPTION + +Humans have a wide range of inherited traits, such as body type, skin color, and facial features, yet these minor differences of heredity and genetics hold little significance in modern human society. Instead, humans’ tendency to adapt to their environments means that more extreme differences, such as cybernetic augmentations, alien implants, and the elongated limbs of zero-g asteroid miners, are seen as far more important than ancient geography or skin color when defining modern ethnic groups. Still, certain ancient cultural groups are still recognized, such as the crimson-hued humans native to Akiton and the mysterious, sinister humans of the Azlanti Star Empire. + +## HOME WORLD + +Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion’s vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds. + +Of all the common races in the Pact Worlds, humans were perhaps the hardest hit by the Gap. Due to Golarion’s disappearance, humans were left with relatively little evidence with which to puzzle out and reconstruct their society. While Absalom Station and other worlds with large human populations contain documents related to the ancient history of humanity, how much relevance this should have to modern human society is a hotly debated topic. For some, these ancient documents offer a chance to connect with their origin, pulling everything from names and philosophies to ancient factions forward into the modern era. To the majority, however, this approach is seen as backward—who cares about the dusty past on a vanished world when it’s the future that will make you or break you? + +## SOCIETY AND ALIGNMENT + +The diversity of human societies makes them both fascinating and frustrating to other races. Human settlements just a few miles apart may have wildly different governmental styles and social mores, and one faction may promote violent, xenophobic conquest while another wants only trade and friendship. If there’s anything that can be said about human society as a whole, it’s that it’s always in flux, with even the oldest cultures constantly adapting and reinventing themselves—a trait that often leads to humanity being seen as a “younger” race, regardless of the millennia it has existed. As a result, humans cannot be said to lean toward any particular alignment—though many aliens might argue that this marks them as chaotic. + +## RELATIONS + +Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them. At the same time, not every race appreciates their viruslike spread. Vesk in particular keep a wary eye on humans—if only because humans’ tendency toward expansionism and violence track too closely to their own—and many androids retain a strained relationship with their parent race. Even the friendliest races remain aware of just how quickly a few humans in their midst can become a controlling majority. + +## ADVENTURERS + +Ambition and desire for action are hallmarks of humanity, and countless humans leave home in search of wealth, fame, knowledge, excitement, or other means of bettering their situations. Since the discovery of the Drift and convenient interstellar travel, humans have led the charge in exploring and settling new worlds, driven by economic opportunity and ambition. Due to their versatility and adaptability, humans can fill any role in an adventuring party, from heavily armed soldier to charming envoy ambassador. + +## NAMES + +Human names can be totally new inventions, local traditions, words borrowed from alien languages, or artifacts harkening back to cultures on vanished Golarion. Due to the absence of records from the Gap, it’s nearly impossible for individuals to trace their genealogy back to Golarion itself, and thus any names pulled from ancient history are claimed rather than true ethnic traditions. Some examples of human names are Akif, Alezandaru, Amare, Baolo, Belor, Darilian, Hadzi, Hai Minh, Hiriko, Iolana, Jokug, Korva, Morvius, Navasi, Pao, Pasara, Raziya, Revhi, Sahba, Sephia, Signe, Valki, and Yon. + +# VITAL STATS + +**Average Height** 5-7 ft. +**Average Weight** 100-300 lbs. +**Age of Maturity** 18 years +**Maximum Age** 80+2d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Humans differ greatly as a result of adaptation to living conditions, lineage, and even genetic modifications. The following ability adjustments can be selected instead of the adjustments of +2 to any one ability score found in the _Starfinder Core Rulebook_. + +## FEATHERLIGHT + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Humans who were born in the Diaspora, space stations, generation ships, or other low- or zero-gravity conditions sometimes develop differently. Such humans can be taller and longer-limbed than normal, with less muscle mass. These humans have ability adjustments of +4 Dexterity and –2 Strength. + +## GRAVITY DWELLER + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Humans who have adapted to a high-gravity world develop thick musculature over sturdier forms. They spend more of their lives struggling against harsh conditions than learning how to interact with others. These humans have ability adjustments of +2 Strength, +2 Dexterity, and –2 Charisma. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +The cultural, genetic, and mystical influences that some humans are subjected to can produce racial traits different from the norm. + +## ADOPTED + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many humans thrive in racially diverse metropolitan areas, and some individuals are adopted by members of a different species. Humans with this racial trait acquire a deep understanding of their adopted culture and gain a +2 racial bonus to Culture checks to recall knowledge about non-humans and to Disguise checks to appear as a humanoid of another race. + +This replaces skilled. + +## DUSK SIGHT + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Humans who live in environments that lack regular exposure to bright natural light, such as the sunset cities of tidally locked Verces or Aballonian underground compounds, adapt to their surroundings as best they can. Humans with this racial trait have low-light vision and a +2 racial bonus to Perception checks. + +This replaces skilled. + +## FORTIFIED + +**Source** [_Character Operations Manual pg. 18_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Small pockets of humanity eke out a life in environments harsh enough to kill others of their species, and over the span of generations they develop an immunity to these conditions. Humans with this racial trait gain a +2 racial bonus to Fortitude saves against environmental hazards and radiation effects. In addition, they reduce the duration of the sickened and nauseated conditions by 1 round. + +This replaces skilled. diff --git a/Compendium/SF1E/Species/Ifrit.md b/Compendium/SF1E/Species/Ifrit.md new file mode 100644 index 0000000..24ea4c4 --- /dev/null +++ b/Compendium/SF1E/Species/Ifrit.md @@ -0,0 +1,49 @@ +--- +aliases: +tags: [13:, 46:] +--- +# IFRIT + +[[Species_Ifrit.jpeg|Zeigen!]] +**Source** _Starfinder Fire Starters pg. 60_ +Ifrits are the descendants of mortal species and creatures from the Plane of Fire, usually efreet. These native outsiders are fiercely independent and many see even their friends as tools to be used. + +**Ability Modifiers** +2 Dex, +2 Cha, –2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Ifrits are Medium outsiders with the native subtype. + +## DARKVISION + +Ifrits have darkvision with a range of 60 feet. + +## FIRE AFFINITY + +Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result. + +## FIRE RESISTANCE + +The supernatural fire in ifrit blood grants them resistance 5 to fire. + +## SPELL-LIKE ABILITY + +Once per day, an ifrit can cast overheat as a spell-like ability. At 8th level, he can use this ability one additional time per day, and he gains a third use per day at 16th level. His caster level equals his level, and the save DC is equal to 11 + his Charisma modifier. + +# ALTERNATE RACIAL TRAITS + +**Source** _Starfinder The Perfect Storm pg. 51_ +The following are alternate racial traits for planar scions. + +## HOT FUSION + +**Source** _Starfinder The Perfect Storm pg. 53_ +Sun-born ifrits sometimes inherit their stellar progenitor’s nuclear nature. An ifrit of 5th level or higher with this trait can cast irradiate once per day. At 12th level, they can use this ability one additional time per day. Their caster level equals their level, and the save DC is equal to 13 + their Charisma modifier. +This replaces an ifrit’s spell-like ability. + +## WARP FUSION + +**Source** _Starfinder The Perfect Storm pg. 53_ +When a planar scion with this trait makes an attack or casts a spell that would deal acid, cold, electricity, fire, or sonic damage, they can instead choose to match half of that damage to the element of their heritage (fire for ifrits, acid for oreads, electricity for sylphs, or cold for undines). +This replaces each planar scion’s elemental affinity. diff --git a/Compendium/SF1E/Species/Ijtikri.md b/Compendium/SF1E/Species/Ijtikri.md new file mode 100644 index 0000000..1339a43 --- /dev/null +++ b/Compendium/SF1E/Species/Ijtikri.md @@ -0,0 +1,84 @@ +--- +aliases: +tags: +--- +# IJTIKRI + +> [!infobox|left n-th clean] +> [[Ijtikri.png|Spielern zeigen!]] +> Native to island-strewn Vesk-2, ijtikris are sapient beings that resemble squids, though they are terrestrial upon reaching adulthood. Each has an oblong body that they hold roughly vertically atop the muscular arms that surround their mouth. An ijtikri has two long and dexterous feeding tentacles that are tipped with pads that serve as manipulators and allow the ijtikri to use tools. An ijtikri’s head is close to the ground and covered with an array of visual sensors: an eye on each side of the head, three simple dorsal eyespots, and a pair of complex eyes on the upper trunk. This last pair allows an ijtikri to see without exposing much of their body. + +An ijtikri has a shell that covers the head and lower mantle, with a lighter exoskeletal lattice protecting the upper mantle. This facial plating gives rise to the vesk nickname for the species: stone‑faced squids. Many genes in ijtikris activate only in response to certain environmental stimuli, so an ijtikri’s shell shape and instinctive skills develop in predictable ways according to external influences. As a result, ijtikris from a particular region have a similar appearance. The common varieties include gray, indigo, and crimson ijtikris. + +An ijtikri hatches in water from a free-floating egg. Though these eggs get consumed by a variety of marine life, those that survive hatch into larvae that in turn feed on zooplankton. Once large enough to risk being prey to larger creatures, ijtikri larvae migrate into coastal waters and anchor to hollows in rocks or reefs. During this phase, the anchored ijtikri filter feeds and grows. By the latter part of their second year of life, a juvenile has built up a large enough reserve of fat and minerals that they cease feeding, break down the anchor, and undergo a metamorphosis into their adult form, including air-breathing lungs, before rising to the surface and swimming for land. + +Because they reach physical maturity without social interaction, ijtikris emerge from the water with only instinctive skills. However, each ijtikri has a cluster of ganglia known as a skenoseen organ, which helps the ijtikri smell and locate the nearest group of mature ijtikris. These groups incorporate any newcomer, whose adoptive cousins teach them language, culture, and the skills necessary to survive. + +Adult ijtikris mate numerous times over the course of their life, with each partner taking some gametes to store in specialized organs; however, fertilization doesn’t occur during adulthood. Instead, an adult ijtikri can begin a final metamorphosis at any point. Over several weeks, the ijtikri’s body fills with gas, splits its shell, and grows to up to 20 feet in length. The body achieves aerial buoyancy and rises into the air, gently propelling itself toward the open sea. Once far from land, the ijtikri fertilizes stored eggs and disperses them. Then, the ijtikri dies and descends into the water, where various life forms consume the remains. Modern ijtikris view this metamorphosis as a worthy sacrifice once one’s legacy is secure. However, advanced medical techniques allow ijtikris to fertilize eggs in small batches without such a transformation. + +Ijtikris started as nomadic hunter-gatherers. Adoption of stone tools 6,000 years ago allowed them to implement agriculture, build villages, and fend off predators. When vesk starships landed on Vesk-2, the ijtikris had city-states with iron-age technology. Resistance to vesk rule was brief. Within several years, the planet became part of the Veskarium. Ijtikris who have just emerged from the sea readily adopt almost any accepting group as surrogate families, so they are natural recruits for Veskarium organizations. Modern ijtikris have largely adopted vesk culture. Those who remain on Vesk-2 contribute to local industries, such as fish farming, salt production, and defrex ranching. + +Ijtikris clashed with the vesk most strongly over ancient ruins that predate ijtikri stone-age culture. Most are little more than foundations among paved plazas. Nevertheless, ijtikris avoided these places. The vesk instead explored them, despite ijtikri pleading, especially the island of Trafodi, which had intact edifices. Within a vault on Trafodi, vesk discovered the [_Trafodi Paradox_](https://aonsrd.com/Artifacts.aspx?ItemName=Trafodi%20Paradox). This artifact was lost in transit to Vesk Prime, supposedly to the Swarm, though rumors speak of another possibility (see [Hound of Tindalos](https://aonsrd.com/AlienDisplay.aspx?ItemName=Thing%20From%20Beyond%20Time&Category=Hound%20of%20Tindalos)). + +**Ability Modifiers** +2 Con, +2 Wis, -2 Int +**Hit Points** 6 + +## SIZE AND TYPE + +Ijtikris are Medium aberrations. + +## DARKVISION + +Ijtikris have darkvision with a range of 60 feet. + +## HARDENED MANTLE + +Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means. + +## IJTIKRI MOVEMENT + +An ijtikri has a swim speed of 30 feet, and when crawling, an ijtikri can move at half their land speed. An ijtikri gains [Kip Up](https://aonsrd.com/FeatDisplay.aspx?ItemName=Kip%20Up) as a bonus feat without meeting that feat’s prerequisites. + +## MINERAL SIGNATURE + +Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri’s level or CR. The skill and spell-like ability are as follows:  + +_Indigo_: Stealth, [_keen senses_](https://aonsrd.com/SpellDisplay.aspx?ItemName=keen%20senses)  +_Crimson_: Diplomacy, [_share language_](https://aonsrd.com/SpellDisplay.aspx?ItemName=share%20language)  +_Gray_: Survival, [_wisp ally_](https://aonsrd.com/SpellDisplay.aspx?ItemName=wisp%20ally) + +# VITAL STATS + +**Average Height** 5 to 6 ft.  +**Average Weight** 80 to 160 lbs.  +**Age of Maturity** 2 years +**Maximum Age** 40+2d20 years years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 131_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Most ijtikris have the racial ability adjustments detailed in Alien Archive 3, but some exceptions are noted below. These have the listed ability score adjustments, rather than the standard adjustments of +2 Constitution, +2 Wisdom, –2 Intelligence. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") BATTLEBORN + +**Source** [_Near Space pg. 131_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +A few ijtikris develop a physical might and a talent for combat thought to be part of their people’s genetic past. This genetic adaptation has come to the fore again as the ijtikris respond to threats. A battleborn ijtikri’s ability score adjustments are +2 Strength, +2 Constitution, and −2 Intelligence. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 131_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Ijtikris are highly varied in physiology. Their life cycle also allows for their bodies to take advantage of natural metamorphic capabilities without the usual drawbacks. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") AMPHIBIOUS + +**Source** [_Near Space pg. 131_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some ijtikris never grow out of their juvenile stage’s water adaptations, which on Vesk-2 is seen as a fine alternative to being fully adapted to land. Such an ijtikri has the amphibious trait and the aquatic subtype, as well as a swim speed of 40 feet. The ijtikri also has a better sense of their body in three-dimensional space, and when they are off-kilter, they don’t take the normal penalties to attacks and don’t gain the flat-footed condition. +This replaces ijtikri movement. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") MINERAL SIGNATURE + +**Source** [_Near Space pg. 131_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Ijtikris take up a signature from the environment they developed in, causing differing structural manifestations and coloration. Those not raised on Vesk-2 can be bathed in admixtures that mimic their home world’s environment. Otherwise they might develop unique traits based on the local environment. The following are a few alternative mineral signatures, each of which alters the mineral signature racial trait. +**Colorless:** An ijtikri raised in an area that lacks as much environmental input as might occur on Vesk-2 develops pale, translucent skin and a bone-colored mantle. Such an ijtikri gains a racial bonus to the Sense Motive skill and _life bubble_ as a spell-like ability. +**Emerald:** Ijtikris with an emerald signature have an intuitive sense of the workings of living things. They gain a racial bonus to the Life Science skill and _command_ as a spell-like ability. +**Gold:** The gold signature is much more rare, and ijtikris often see it as a blessing of the sun. They gain a racial bonus to the Medicine skill and _remove condition_ as a spell-like ability. diff --git a/Compendium/SF1E/Species/Ikeshi.md b/Compendium/SF1E/Species/Ikeshi.md new file mode 100644 index 0000000..78cf576 --- /dev/null +++ b/Compendium/SF1E/Species/Ikeshi.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# IKESHI +> [!infobox|left n-th clean] +> [[Ikeshi.png|Spielern zeigen!]] +> Ikeshtis are a hardy race of lizardfolk native to the deserts and hills of Akiton, and their convoluted life cycle provides the blueprint for their civilization. The physiology and psychology of ikeshtis shift drastically as they go through childhood, adolescence, mating, and one of three adult paths. + +When they are hatched, ikeshtis are little more than gaping mouths attached to tiny, emaciated versions of their adult forms. A brood of ikeshti young will eat any organic matter they come across. As they grow larger, their brains become more developed, and they learn the rudiments of speech and other skills from their brood-minders, who guide them in their feeding habits. Such broods sometimes operate as living garbage disposals for large settlements, while others are taught to perform nomadic grazing that leaves the local biosphere intact. However, ikeshti broods left to their own devices seek out areas rich in organic matter and devour it all, much like a swarm of locusts. + +After 5 years and 3 feet of growth, ikeshtis leave their broodminders and settle down into a more civilized mode, banding together with other adolescents of various ages. These ikeshtis collaborate to advance their economic, social, and technological skills, typically working around the fringes of civilization as junk traders, mechanics, and scavengers. + +After 10 to 20 years of adolescence, ikeshtis begin to rut. They become violent and single-minded, their intelligence overcome by urges to fight and mate. Rutting ikeshtis once again eat voraciously, gaining new spurs and claws as well as hardened scales. If they find a willing partner, they mate, laying and fertilizing a large clutch of eggs. The two mates then fight each other to the death. If the male survives the combat, he becomes a brood-minder. If the female is victorious, she becomes a congregant. Rutting ikeshtis who never find mating partners continue to grow ever larger and more aggressive, eventually losing their mental faculties altogether and becoming riveners. + +Brood-minders quickly regain their prior knowledge and personalities, but their temperaments become somewhat phlegmatic and standoffish. They are driven by strong urges to manage a brood of young ikeshtis. They have no instinctive preference for their own young and seek to add newborn ikeshtis to their broods to the limit of their ability to control and guide them, even killing off the weakest young to open up space for candidates who show more promise. Brood-minders live a solitary life, focused on leading their broods to food sources and keeping them alive. + +Congregants instinctively feel the need to ensure the success of ikeshti society as a whole. Some form groupings much like adolescent nests, living collaboratively, but individual congregants often become adventurers off-planet to bring wealth and fame back to their people. + +Riveners are ikeshtis who were unable to find a mate while rutting and lost their personalities to the brew of hormones swirling inside them. They are bestial and irrational, remembering only the rudiments of language and unable to engage in more than low cunning. Riveners care only about killing, eating, and the thrill of battle. Ikeshtis who come across a rivener go to almost any lengths to put it down, as they believe the existence of these terrors brings shame to their race. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Ikeshtis are Small humanoids with the ikeshti subtype. + +## DESERT SURVIVOR + +An ikeshti can go without water for 3 days plus a number of hours equal to her Constitution score before needing to attempt Constitution checks to avoid nonlethal damage. + +## NATURAL CLIMBER + +Ikeshtis have a climb speed of 15 feet. + +## SHED SKIN + +As part of the action to attempt the check, an ikeshti can shed a portion of her skin to gain a +4 bonus to Acrobatics checks to escape from grapples, pins, and restraints. + +## SQUIRT BLOOD + +Once per day as a move action (plus one additional time per day for every 5 character levels), an ikeshti can squirt blood from one of his eyes at a foe within 30 feet, making a ranged attack against the target’s KAC. A successful hit grants the next ally who hits that foe the benefit of harrying fire against it (_Starfinder Core Rulebook_ 247). + +# VITAL STATS + +**Average Height** 2-1/2 to 3-1/2 ft. +**Average Weight** 30–90 lbs. +**Age of Maturity** 25 years +**Maximum Age** 60+1d20 years diff --git a/Compendium/SF1E/Species/Ixtangi.md b/Compendium/SF1E/Species/Ixtangi.md new file mode 100644 index 0000000..c233dbf --- /dev/null +++ b/Compendium/SF1E/Species/Ixtangi.md @@ -0,0 +1,62 @@ +--- +aliases: +tags: +--- +# IXTANGI + +> [!infobox|left n-th clean] +> [[Ixtangi.png|Spielern zeigen!]] +> Ixtangis are a species of chameleon-like people, originating from the jungle planet of Doganga in the Vast. The ixtangis’ history on their beautiful, verdant planet is long and painful, and they’ve only recently been saved from the brink of planetary destruction, thriving in floating island-countries that dot Doganga’s skies. + +Ixtangis are tall and reptilian, and their default colorations are green, red, blue, or black. Their scales are actually mostly transparent; any colors that ixtangis display result from their manipulation of the liquid crystals beneath their layer of glass-like scales. They are able to change the structure of these crystals and the resultant colors at will and can even become functionally invisible to observers by mimicking the scenery behind them. They have two sets of eyes that are able to move independently from one another, granting them a wide range of vision. Their snouts taper in thick, wedge-like horns, and some ixtangis also have large, bony crests that they like to accessorize with jewelry and precious stones. Their mouths are filled with razor-sharp teeth, and their tongues are long and retractable. Ixtangis have long, flexible tails that end in a scorpion-like stinger. They rarely find themselves using this poisonous barb in modern times, but they may lash out if startled or if they have no other option. + +Before the Gap, ixtangis continually fought a planet-threatening disease called the Blighted Bark. This supernatural plague resulted from the ixtangis’ overuse of Doganga’s natural resources. When the ixtangis’ central government finally realized how far they’d pushed Doganga’s ability to support the ixtangis’ continued existence, it commissioned a council of powerful ixtangi spellcasters, known as gleamscales, to push back against the civilization’s overuse of natural resources. Performing an extremely potent, centuries-old ritual passed down through the gleamscales’ literature, the gleamscales intended to replenish the planet’s resources, and—for a few years—it worked. + +Little did most ixtangis know, the gleamscales’ rituals made use of evil magic, taken from Abaddon by irresponsible gleamscale progenitors. The ixtangis, who thought themselves successful, rested on their laurels while the malevolent magic from the rituals interacted with the innate magical properties of Doganga’s jungles. This caused the magic to conjure shadowy and sickly vegetation and animals, which then spread this plague, known as the Blighted Bark, to the surrounding regions. + +After a decade of the Blighted Bark taking over all of Doganga’s jungles, the ixtangis were at a loss. Their efforts to repel the blight failed, and with no means of leaving the planet, they accepted their fate, resolving to die with their Doganga. Then the Gap happened. + +On the other side of this universal amnesia, the majority of ixtangis find themselves living lush and affluent lives in country-sized floating islands. These technological “country ships” levitate hundreds of feet above Doganga’s verdant jungle canopies, and are anywhere from ten to hundreds of miles across. Each of these domed countries carries the name of a nation that was once on Doganga’s surface. Ixtangis scientists and historians attempt (fruitlessly) to figure out how their ancestors not only avoided destruction, but rebounded with a vengeance. The Blighted Bark is all but gone, with only a few manageable outbreaks occurring once every couple of years. + +The only ixtangis left on Doganga’s surface are those known as duskdwellers. These unusually pallid ixtangis live and work beneath the shadows of the island-countries hovering above. Mostly industrial workers, duskdwellers live their lives gathering resources not only for their own shadowed settlements, but for the island-countries above who depend on duskdwellers to collect water, wood, stone, and other organic resources. They’re also the foremost breeders of moonlily, a psychotropic flower that blooms only in shadow. Moonlily brewers then grind this flower into a thick paste, which they distill into an alcoholic drink that intoxicates consumers and grants them euphoric visions. Duskdwellers exhibit keen survival skills, using their dinosaur beasts of burden to travel the jungles in search of resources—or better places to settle where the demands of the “highscales” above can’t reach them. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Ixtangis are Medium monstrous humanoids.  + +## BARB POISON + +If an ixtangi scores a critical hit with their racial natural weapon, their target must succeed at a Fortitude save (DC = 10 + the ixtangi’s Constitution modifier + half the ixtangi’s level ) or gain the flat-footed condition until the end of its next turn. This is a poison effect.  + +## CLIMBER + +Ixtangis have a climb speed of 20 feet.  + +## IXTANGI SENSES + +Ixtangis have darkvision with a range of 60 feet and low-light vision.  + +## LIQUID CRYSTAL DISPLAY + +An ixtangi has an innate ability to change their coloration as a standard action; this produces one of the following effects. +_Glimmer:_ The ixtangi flashes their coloration in a display that distracts onlookers. Enemies within 30 feet that can see the ixtangi must succeed at a DC Will save (DC = 10 + the ixtangi’s Charisma modifier + half the ixtangi’s level ) or be fascinated for 1d4 rounds. A creature can be affected by this ability only once per day. This is a mind-affecting effect. +_Stealth:_ The ixtangi mimics their surroundings, becoming almost invisible. They gain a +2 racial bonus to Stealth checks to hide until the beginning of their next turn. + +## NATURAL WEAPONS (P) + +Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. +In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual). + +## UNFLAPPABLE CLIMBER + +An ixtangi is an adept climber, using their sticky paw pads, tongue, and prehensile tail to stay stuck to surfaces. An ixtangi is not flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. + +# VITAL STATS + +**Average Height** 6 to 8 ft. +**Average Weight** 250 to 350 lbs. +**Age of Maturity** 13 years +**Maximum Age** 50 + 1d20 years years diff --git a/Compendium/SF1E/Species/Izalguun.md b/Compendium/SF1E/Species/Izalguun.md new file mode 100644 index 0000000..db022c9 --- /dev/null +++ b/Compendium/SF1E/Species/Izalguun.md @@ -0,0 +1,44 @@ +--- +aliases: +tags: +--- +# IZALGUUN +> [!infobox|left n-th clean] +> [[Izalguun.png|Spielern zeigen!]] +> Izalguuns are horse-sized, six-limbed creatures with a gray-green coloration and occasional mottling around their joints. Their lower arms are bulkier and elongated, allowing izalguuns to use them as a second set of legs. When traveling or enjoying the outdoors, izalguuns walk using their lower arms, making them resemble centaur‑like quadrupeds, though they can just as easily stand on only their lowermost two legs. They have vertically oriented mouths with a bony chin protrusion that helps collect food and liquid runoff. They inhabit a cold world in the Vast called Izalraan, though the people of the Pact Worlds know it as Icefront. + +Corporate scientists made the Pact World’s first contact with izalguuns, who live as low-tech hunter-gatherers subsisting on Izalraan’s limited resources. A group representing the Starfinder Society recently uncovered more about this species’ past, learning that izalguuns hid a trove of lost technological wonders under their modest villages. The Starfinders also discovered that izalguuns were one of eight civilizations that once dwelt in a distant trinary star system in the Vast known as the Scoured Stars, and that they departed ages ago, before the Gap. + +Izalguuns long ago distanced themselves from their advanced technology, seeking to reconnect with the natural world they’d scorned during their time in the Scoured Stars. Recognizing that they might one day need to defend themselves from creatures wielding advanced implements of war, they kept their technology buried in subterranean complexes across Izalraan. Even among izalguun, only elders and healers are permitted to venture into such places to retrieve tools and technologies when needed to ensure a prosperous existence for their people. Much of the remaining izalguun technology is medical in nature, and there are a small number of grounded but operational starships that could theoretically launch to dissuade any aggressors seeking to attack the izalguuns. The warlike [jinsuls](https://aonsrd.com/AlienDisplay.aspx?ItemName=Jinsul%20Warrior&Family=Jinsul) remain the greatest threat to izalguuns’ independence and hidden existence, and the peaceful species dreads the seemingly inevitable day when their ancient technological weaponry must finally be unleashed in a desperate defense. While most izalguuns live scattered about planet Izalraan’s surface, izalguun tribes remain in regular contact via communication relays in their hidden starship safe houses. + +Izalguun tribes categorize each member’s role as one of three: hunter, gatherer, or leader. Hunters prepare for and undertake hunts of Izalraan’s vicious megafauna. Gatherers prepare food brought back by hunters, supplementing it with collected flora. Elders, healers, and scientists make up izalguuns’ leadership caste. Healers and scientists spend most of their time aboard the grounded starships learning about izalguun history and technology, while elders provide guidance to all and maintain the coherency of their tribes. + +For those rare izalguuns who reject the traditional lives of their contemporaries and wish to leave Izalraan, rudimentary shuttles are made available, though these ships are programmed to scrub all records of Izalraan’s location and any information the species. Thus, the choice of leaving Izalraan is a permanent one, made in exchange for the opportunity to experience the wider galaxy. + +The average izalguun is 7 feet tall and weighs around 900 pounds. + +**Ability Modifiers** +2 Str, +2 Int, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Izalguuns are Large monstrous humanoids with a space of 10 feet. Their reach depends on their posture (see below). + +## DARKVISION + +Izalguuns have darkvision with a range of 60 feet. + +## POSTURE + +Izalguuns can walk on two limbs or four. As a move action, an izalguun can switch between a bipedal and a quadrupedal posture. When in its quadrupedal posture, an izalguun has a land speed of 40 feet and a reach of 5 feet. While in its bipedal posture, an izalguun has a land speed of 20 feet, a reach of 10 feet, and the [multiarmed](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Multiarmed) (4) universal creature rule. + +## TECH SAVVY + +Izalguuns gain a +2 racial bonus to Computers and Engineering checks. + +# VITAL STATS + +**Average Height** 6 to 8 ft.  +**Average Weight** 800 to 1,000 lbs.  +**Age of Maturity** 15 years +**Maximum Age** 90+2d20 years years diff --git a/Compendium/SF1E/Species/Jububnan.md b/Compendium/SF1E/Species/Jububnan.md new file mode 100644 index 0000000..eb49f86 --- /dev/null +++ b/Compendium/SF1E/Species/Jububnan.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# JUBUBNAN +> [!infobox|left n-th clean] +> [[Jububnan.png|Spielern zeigen!]] +> Jububnans resemble human-sized toads that stand on a single stout leg. Their coloration varies widely, often with neon splashes and splotches of darker colors. They maneuver by deftly hopping at the speed at which many humanoids walk, and they rarely remain motionless, instead preferring to gently sway when they must stay in a single spot for prolonged periods. Jububnans can inhale deeply, expanding their bodies to almost three times their normal size. Most jububnans stand between 5 and 6 feet tall and weigh about 200 pounds, though puffed jububnans can be as tall as 10 feet. + +The jububnan homeworld, if it still exists, remains a mystery to the broader galaxy. Though many jububnans have visited both the Pact Worlds and Veskarium, none have been known to disclose details about a homeworld. When directly confronted about their history, most simply state that their ancestors were starfaring wanderers. Since jububnans live only an average of 60 years, they’ve had several generations since the end of the Gap, and it’s widely believed that the truth of their origin is shrouded by that mysterious lost age. Today, jububnans travel as solitary wanderers, rarely meeting others of their kind. Luckily for their species, a jububnan can reproduce via parthenogenesis, allowing them to spawn dozens of eggs several times during their lifespan. During the periods leading up to their egg-laying, a jububnan remains in its larger puffed-up state for weeks; scientists believe that this is to properly gestate the necessary egg clutches, as well as a remnant behavior from less sapient times, when jububnans likely intimidated would-be predators with their increased size. + +Many followers of Weydan believe jububnans to be a species blessed by The Endless Horizon, seeing the species’ innate pluck and ability to persevere in solitary wandering as exemplars of their deity. For their part, jububnans as a whole don’t share any particular affinity to Weydan, and in fact, display an exceptionally wide variety of deific and philosophical allegiances. Since most jububnans have no societal cohesion, the beliefs and moral outlooks of these toad-like beings are more varied than those of many species. Likely as a result of their nomadic lifestyles, jububnans often veer away from exceptionally lawful institutions, though those who grow up under the dominion of larger civilizations tend to embrace order and authority. + +Thanks to jububnans’ ability to reproduce rapidly, their normally solitary species can sometimes form tight-knit familial communities. Some pirate outfits in Near Space and the Vast consist of jububnan outlaws who bred multiple generations of offspring with the sole goal of staffing starships and creating a larger enterprise with trusted family allies. In other cases, jububnan explorers who come across sites of extreme value or danger may birth a new generational line whose existence is based on protecting such locations from outside interference. However, even when these larger groups of jububnans—known as tangles—form, the elders commonly encourage some of their offspring to depart and travel the galaxy, spreading their species throughout the reaches of space. As a result, members of jububnan tangles can often be found across several different planets, watching over specific sites of interest. + +**Ability Modifiers** +2 Dex, +2 Con, -2 Str +**Hit Points** 6 + +## SIZE AND TYPE + +Jububnans are Medium monstrous humanoids.  + +## DARKVISION + +Jububnans have darkvision with a range of 60 feet.  + +## ASTONISHING BALANCE + +A jububnan can move 10 feet instead of 5 when taking a crawl action. A jububnan also gains a +4 racial bonus to AC against bull rush and trip combat maneuvers.  + +## JUBUBNAN MOVEMENT + +Jububnans have a land speed of 30 feet and a swim speed of 30 feet.  + +## PUFF UP + +As a move action, a jububnan can increase to Large size and gain a reach of 10 feet. If the physical space the jububnan is in can’t accommodate their new size, the ability fails. The jububnan can maintain this size for up to 10 minutes before they must revert to their normal size; this does not take an action. The jububnan can’t use this ability again until they take a 10-minute rest to regain Stamina Points.  + +## WANDERER’S PLUCK + +Jububnans have tenacious spirits that allow them to thrive while alone. When an effect allows a jububnan to reroll an attack roll, saving throw, or skill check, they gain a +2 racial bonus to that reroll.  + +# VITAL STATS + +**Average Height** 5 to 6 ft. +**Average Weight** 150 to 250 lbs. +**Age of Maturity** 16 years +**Maximum Age** 50 + 1d20 years years diff --git a/Compendium/SF1E/Species/Kalo.md b/Compendium/SF1E/Species/Kalo.md new file mode 100644 index 0000000..d6610dc --- /dev/null +++ b/Compendium/SF1E/Species/Kalo.md @@ -0,0 +1,82 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 80_ + +[[Species_Kalo.png|Zeigen!]] +Kalos resemble humans covered in tiny scales with bulbous glowing eyes and large fins running down their flanks to connect their arms and legs. They evolved close to the seafloor of the icy Brethedan moon Kalo-Mahoi, clustering around the moon's life-giving geothermal vents. Since the adaptation of Drift travel, kalos have built their cities into fabulous spectacles as a way of welcoming other species to their home. Those kalos who travel abroad often thrive as artists or as mercenaries specialized in underwater and zero-g combat. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Con +**Hit Points** 2 + +## Size and Type + +Kalos are Medium monstrous humanoids with the aquatic subtype, meaning they require water to breathe. + +## Cold Resistance + +Kalos are used to swimming in icy water and have cold resistance 5. + +## Kalo Movement + +Kalos have a base speed of 20 feet and a swim speed of 30 feet. + +## Kalo Vision + +Kalos’ innate sonar grants them blindsight (sound) 60 ft., while their specialized eyes grant them low-light vision. + +## Stealthy Swimmers + +Kalos gain a +4 bonus to Stealth checks when in water. + +## Water Breathing + +Kalos have the water breathing universal creature rule. + +# About the Kalo + +## Physical Description + +Kalos evolved for life in the deep ocean where sunlight doesn't reach. They can't naturally breathe air, so they require breathing apparatus or body augmentation to explore outside of water. Only small pockets of water closest to Kalo-Mahoi's glowing seafloor vents are warm, so kalos developed a hardy resistance to the prevalent, near-freezing water that comprise most of their habitat to travel from geothermal oasis to oasis. Away from the vents and surface, there's also no light, forcing kalos to rely on their innate sonar to hunt and navigate, which is roughly as sharp as a human's sight out to several dozen feet. Kalo scales tend toward shades of blue or green, though pale pink coloration can also appear. +The long, winglike fins that connect kalos' arms and legs are thin enough to be translucent, and their undulating movement helps kalos glide silently through the water while hunting. Kalo eyes are large and able to move and focus independently to sense predators and prey alike. Each eye also possesses a faint and independently controlled form of bioluminescence that kalos use to visually signal each other. +The lower half of a kalo's face is covered by sensory tendrils, and they have large mouths full of small, needlelike teeth. These tendrils might resemble beards in the eyes of hair-growing species, but having long and healthy tendrils is generally an attractive quality for kalos of any gender. Each kalo also has a unique array of decorative spines, which are generally viewed as a human might view hair, running from their forehead down the center ridge of their skull. +Kalos on average range from five to six feet tall and generally weigh less than humans of the same size, averaging around 100 pounds. This stems in part from kalos' mostly cartilaginous skeletons and relatively lean frames. Their physiology makes kalos slightly frailer than humans, and they tend to tire quickly on land, where their fins—developed for gliding on deep ocean currents to conserve energy—don't assist mobility. Water isn't just important for support and locomotion; their gills can't breathe air, so kalos typically wear fluid-filled helmets, respirators, or environment suits. What's more, kalo scales require periodic immersion in water, and they gradually dry out and flake painfully if not doused. + +## Home World + +Kalos are the only intelligent humanoid species to evolve on Kalo-Mahoi, one of the planet Bretheda's many moons. Kalo- Mahoi lacks any terrestrial landmasses and is instead covered in a thick ice crust. The seemingly lifeless surface conceals a vibrant ocean teeming with life. The flora and fauna are so diverse, in fact, that scholars theorize much of it originated in the First World of the fey and traveled to the Material Plane through one of the many naturally occurring First World portals—called blooms—that open and close at random all over Kalo-Mahoi. +The noteworthy number of linnorms (primordial, serpentine dragons) supports this theory, with linnorms living either in ice caves within the crust or deep within ocean trenches. The linnorms claim an unbroken lineage to Ragadahn the Water Lord, one the fey Eldest. Worship of the self-proclaimed Father of Dragons has featured in kalo society for all recorded history, and ruined cities concealed in the deepest ocean trenches bear his spiral iconography and don't seem to have kalo origins. It's possible that kalos migrated to this moon from the First World's infinite oceans ages ago, carrying with them some ancient obedience to Ragadahn. As a chaotic evil demigod, Ragadahn mostly appeals as a being to be appeased to avert disaster, not as a patron with their worshipper's best interests in mind. His worship is considered edgy yet acceptable, usually framing him as an embodiment of primal power and aquatic mastery. +Kalo-Mahoi tends to be divided into three distinct but interrelated ecosystems: the crust, the photic zone, and the aphotic zone. While life on the moon began in the water, some creatures evolved to live partially or wholly on or in the ice crust to escape marine predators and access light, eventually establishing an entire ecosystem. Compared to the oceans, though, the crust is nutrient poor. Today, various points in the crust support starship landing pads and maintain perpetually open holes in the ice to bridge the oceans and galaxy beyond. +The oceans' photic zone is where light from the Pact Worlds' sun extends, shining most brightly near the equator where the crust is relatively thin. It's characterized by free-floating kelp forests, rolling undersea hills covered in vibrantly blooming seagrasses, and city-sized coral reefs. While the most plentiful in terms of resources, this zone has historically been dominated by massive, sharklike apex predators and lightning-fast, pack-hunting mantas, though the balance of power shifted as kalo society industrialized and developed the technology necessary to settle this zone. +Kalo society originated in the ocean's aphotic zone, where no light from above penetrates, though that isn't to say there's no light at all. Almost every creature that lives in this zone possesses some sort of bioluminescence, from snakelike predators communicating with one another through shifting patterns along their backs to fields of predatory grasses glowing a soft blue to entice prey. For much of their history, kalos lived in the deeps to avoid the larger predators above. The largest light sources in the aphotic zone are geothermal vents, which give off pale light as well as heat. Even though the aphotic zone doesn't receive sunlight, it still averages around the same temperature as the photic zone because of the water heated by the moon's core coming from the vents. These vents serve as oases for life in this zone. Aquatic forests of filter-feeding fronds spring up around vents and provide homes for even stranger creatures. +Over millennia, kalo civilization developed from nomadic hunter-gatherer tribes to an industrialized, unified society. Many vents now support large cities, many of which have large “bubbles” filled with air for terrestrial creatures to reside in. Even though the moon is highly industrialized, pollution isn't a serious concern. Kalo-Mahoi's vents serve as a natural energy source and kalo infrastructure places a large amount of emphasis on waste recycling to keep the oceans clean. Several areas moon-wide are marked off as national parks to maintain the moon's biodiversity, but some activists argue that such efforts aren't enough and petition to scale down some of the moon's industry. The large numbers of fey and water elementals who either can't or won't live by the laws of organized society complicate relations as well. Kalo society does its best to devote certain parts of the moon to their neighbors, but conflicts still arise. + +## Society and Alignment + +In ancient times, kalos lived in small groups near the ocean floor and relied on stealth to evade predators, the greatest of which were mighty linnorms. Many communities swore allegiance to a linnorm and offered it tribute in food, art, and other treasures in exchange for protection. In this way, Ragadahn's faith spread amongst the kalos as they prayed jointly for protection and mercy from him and his fearsome children. +A years-long conflict marked the point that kalos mounted a war against the linnorms to claim the moon's oceans for themselves, pushing the dragons to deep trenches or the ice crust. What followed was relative peace and a long period of invention, growth, and rapid industrialization. Kalo artists and innovators could dedicate their talents for the community rather than linnorm overlords, and they used that freedom to create elaborate architectural testaments to kalo civilization—full of colorful, shining spires and winding streets that were bright beacons against the sunless oceans. This was a message: the kalos weren't afraid to make themselves known. Kalo cities are massive art installations, built with the philosophy that beauty is always just as important as functionality in design. A design is a failure if it can't excel at its function while being aesthetically pleasing. +Today, most kalos live in large cities built near geothermal vents dimly illuminated by phosphorescent life. A smaller portion of the population lives in small towns and villages closer to the water's surface. Many of these towns are industrial installations built to manage a particular factory or trade, not host visitors, so they usually lack widespread air-breathing infrastructure. Kalos that live offworld often find it difficult to integrate with other species unless that species is also aquatic, and they most often form their own watery, close-knit enclaves. +Kalos often view their distant history with a mixture of pain and pride, and they preserve many cultural touchstones of their more warlike past. Many contemporary positions take their titles from archaic roles, such as the sharkhunters and mantariders—today names of elite military units. However, actual Mahoi mantas have long since been replaced by technological vehicles, and mantas themselves have been relegated to pets and beloved cultural icons. Deepspeakers, who once served as fearsome spellcasters and liaisons for their communities' patron linnorms, now function primarily as historians, advisors, and curators of cultural artifacts. + +## Kalos and Art + +Since antiquity, art has had a place of reverence in kalo society. Traditionally, clothing, sculpture, carving, and mosaics were the most common mediums, but ever since kalo cities began maintaining air-filled spaces, kalos have practiced painting and other mediums unfit for underwater life. Artists are by far Kalo-Mahoi's most popular celebrities; the infosphere has allowed artists far greater reach than before. Vidcasts of prominent artists doing their work or reality shows featuring contestants competing to create the best art are popular show genres on the moon. Creative pursuits are a required part of adolescent kalos' education, and it's a well-maintained tradition to give handmade gifts to friends and family for special occasions, though with the rise in consumerism, it has become more common to purchase adequately artful gifts instead. Some traditionalist kalos worry that the ease with which goods can be mass-produced and purchased pollutes the very concepts of art and creativity. +In pre-industrial times, most kalos owned relatively few possessions, so they prioritized objects that expressed their individual identities and tastes. A kalo's treasured possessions often incorporated rare materials, displayed artistic flair, and were designed to last for years, if not lifetimes. Post-Gap Kalo-Mahoi maintains this adoration of personalized, artful goods with a startling variety of kalo-designed equipment that's mechanically identical but available in as many designs as one can imagine. Anyone seeking maximum personal clout sports such custom commissions, and the price for these kalo-made products usually reflects the artisanal premium. +Kalo artists often look to other societies to study their artistic traditions as well. Many kalo adventurers got their start by leaving Kalo-Mahoi to explore new ways of creating. In antiquity, the most renowned kalo warriors were known as much for their prowess in battle as for their artistic genius, such as Huur-Shaala the Spearsinger, whose poems extolling Kalo-Mahoi's natural beauty are still culturally beloved today. A popular practice for kalo adventurers since the adoption of Drift travel is to learn from other cultures and hybridize their art with kalo art. A currently popular trend with origins on a different planet is the variety of vibrant colors inspired by lashunta traditions, where formerly kalo art was more texture-based, given the species' reliance on sonar rather than sight for perception. + +## Names + +Kalo names are often derived from history and culture. Parents are likely to name their child after historical figures, artists, fictional characters in media they enjoy, among other sources. It's also common for parents to alter existing names in some way, such as changing the spelling but keeping the sound the same, as an exercise in creativity and to ensure their child has a name that will stand out. +Traditional kalo names don't often have hard consonant sounds. They favor soft consonants and long vowel sounds. However, with the amount of exposure to other cultures Kalo-Mahoi has, it isn't uncommon to encounter kalos with names following the conventions of other Pact Worlds societies. + +### Sample Names + +Sample Names Some sample kalo names include Ashaal-Vash, Vhaalith, Gothuul, Huur-Shaala, Suulha, Dhaavan, Zaasha, Insuul, Mahaluu, Ollonha, Divhuul-Huur, Saamvhi, Ullaamoth, Thuvhaash, Ruugoth, Vhellhu, Elluveth, Yashuul, Falhuur, Luuvhath. + +# Vital Stats + +**Average Height** 5–6 ft. +**Average Weight** 75–125 lbs. +**Age of Maturity** 18 years +**Maximum Age** 100+3d10 years diff --git a/Compendium/SF1E/Species/Kanabo.md b/Compendium/SF1E/Species/Kanabo.md new file mode 100644 index 0000000..f78cad3 --- /dev/null +++ b/Compendium/SF1E/Species/Kanabo.md @@ -0,0 +1,39 @@ +--- +aliases: +tags: +--- +# KANOBO +> [!infobox|left n-th clean] +> [[Kanabo.png|Spielern zeigen!]] +> Oni are a race of malevolent spirits given physical form. Most oni begin their existence as kami, spirits tasked with the protection of a specific part of the natural world, but for some reason reject their duties and turn to evil. Less often, the souls of particularly vile mortals can become oni upon death. When oni first form, they are intangible, powerless spirits. In places with strong connections to evil, or as a result of unspeakable rituals, these formless spirits can gain physical bodies drawn from a humanoid species, often one predisposed to war— though their spiritual origins also give them the power to shapeshift. There are known to be oni that resemble drow, humans, giants, shirrens, and vesk, but among the most common oni are the ja noi, who have ties to the violent and militarist race of [hobgoblins](https://aonsrd.com/Races.aspx?ItemName=Hobgoblin). + +Ja noi are distinct from hobgoblins in appearance due to their bright-red color, prominent ridges on their brow and forehead, a near-permanent facial grimace, and even greater size and muscular frames. Ja noi stand over 6 feet tall and weigh roughly 220 pounds. A ja noi is particularly driven to experience the sensations of battle, actively seeking to lead armies and build empires. Ja noi fight in close combat if possible, and while perfectly capable of reveling in victory won with starships and huge fighting machines, they take every opportunity to lead infantry assaults and fight in face-to-face confrontations. Ja noi often gather hobgoblin soldiers to fulfill their need to command troops. For their part, hobgoblins normally embrace the presence of a ja noi within their ranks, seeing them as among the most perfect expressions of the hobgoblin form and treating them as mighty heroes. + +Some hobgoblin groups interact so closely with ja noi that children are sometimes born to one ja noi parent and one hobgoblin parent. Known as kanabo, a term that means “the strongest,” these oni-blooded goblinoids breed true with both ja noi and other goblinoids. They have innate powers that often make them champions of their people, though they also often develop an independent streak that causes them to reject hobgoblin rules and society. Kanabo share the size of their oni ancestors, but their appearance is much more variable, ranging from stout hobgoblins to forms closer to half-orcs, and some even appear nearly human. The average kanabo is over 6 feet tall and weighs 250 pounds. + +**Ability Modifiers** +2 Str, +2 Con, -2 Int +**Hit Points** 6 + +## SIZE AND TYPE + +Kanabo are Medium outsiders with the goblinoid and native subtypes. + +## ARMOR SAVANT + +Kanabo have an innate mastery of the use of armor. When wearing armor, they gain a +1 racial bonus to AC. When wearing heavy armor, their armor check penalty is 1 less severe than normal. + +## DARKVISION + +Kanabo have darkvision with a range of 60 feet. + +## KANABO MAGIC + +Kanabo gain the following spell-like abilities. The caster level for these effects is equal to the kanabo’s level. +1/day—[_disguise self_](https://aonsrd.com/SpellDisplay.aspx?ItemName=disguise%20self), [_supercharge weapon_](https://aonsrd.com/SpellDisplay.aspx?ItemName=supercharge%20weapon) + +# VITAL STATS + +**Average Height** 5–7 ft. +**Average Weight** 200–300 lbs. +**Age of Maturity** 14 years +**Maximum Age** 60+3d10 years diff --git a/Compendium/SF1E/Species/Kasatha.md b/Compendium/SF1E/Species/Kasatha.md new file mode 100644 index 0000000..df913f7 --- /dev/null +++ b/Compendium/SF1E/Species/Kasatha.md @@ -0,0 +1,134 @@ +--- +aliases: +tags: +--- +# KASATAHA +> [!infobox|left n-th clean] +> [[Kasatha_M.png|Spielern zeigen!]] +> + +Originally from a planet orbiting a dying star far beyond the Pact Worlds, the four-armed kasathas maintain a reputation as a noble and mysterious people. They are famous for their anachronistic warriors, ancient wisdom, and strange traditions. + +**Ability Modifiers** +2 Str, +2 Wis, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Kasathas are Medium humanoids with the kasatha subtype. + +## DESERT STRIDE + +Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed. + +## FOUR-ARMED + +> [!infobox|right n-th clean] +> [[Kasatha_F.png|Spielern zeigen!]] +> +Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. + +## HISTORIAN + +Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks. + +## NATURAL GRACE + +Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks. + +# ABOUT THE KASATHA + +## PLAYING THIS RACE + +### YOU LIKELY... + +- Seek wisdom in history and find dignity in customs and tradition. +- Strive to maintain balance and stability in yourself and your comrades. +- Use ranged weapons when necessary but find melee weapons inherently more honorable. +- Keep your mouth hidden behind a scarf in public, carefully tucking food under it and using straws to drink. + + + +### OTHER RACES PROBABLY... + +- Don’t understand your customs and mistake your veneration of the elegant past for primitiveness. +- Resent your aloofness and assume you think you’re superior to them. +- Fear you want to invade and colonize their home. +- Respect your cultural knowledge but find you stodgy and inflexible. + + + +## PHYSICAL DESCRIPTION + +Kasathas are gray-skinned humanoids with four arms and pure black eyes. Lacking a protruding nose, a kasatha’s head is smooth and elongated, with skin stretched tight to a skull extending backward far beyond the edge of the neck. While lean compared to humans, kasathas have more advanced muscle fibers that grant them surprising strength. Physical differences between kasatha genders are slight and easily overlooked by other races. + +## HOME WORLD + +Kasathas evolved on Kasath, a massive desert planet orbiting a red giant. While they knew that, on a stellar scale, their sun was near death, tradition kept them from entertaining the idea of colonizing another world until shortly after the Gap. Then, their progenitor race—the plane-hopping witchwyrds—returned and told them of the perfect world: a place called Akiton. + +Determined to settle this promised land, the kasathas began construction of a great, slower-than-light colony ship. Hundreds of years later, the worldship _Idari_ arrived in the Pact Worlds system. To the crew’s surprise, however, local technology had advanced, and the kasathan juggernaut found itself too vulnerable to risk invading Akiton. Instead, while many kasathas emigrated peacefully to that planet and the surrounding worlds, the majority elected to remain aboard the _Idari_ in an orbit between Verces and the Diaspora, tending its rotating-drum farms and manufacturing bays while trading with other races. + +## SOCIETY AND ALIGNMENT + +Kasathas were technologically advanced when humanity was still huddling in caves, yet they long ago plateaued socially and technologically, learning the importance of stability and balance after a series of near-apocalyptic disasters. In kasathan culture, the answer to any question lies somewhere in the past. The fact that their home world’s records extend further back into the Gap than any Pact World only encourages their veneration of history. This leads to a culture steeped in customs that can seem bizarre to outsiders, from the common requirement to hide one’s mouth around all but one’s most intimate companions to an ironclad belief in the superior dignity of wielding melee weapons over projectile or energy weapons. + +Kasathan society is generally matriarchal and nomadic, organized into myriad “great families,” clans, and subclans, with individuals and family units roaming as the whim takes them. Their conviction that most other races don’t truly understand the importance of personal dignity means kasathas rarely bother to teach their customs to outside races, which leads to their reputation as being mysterious, standoffish, wise, or all three. Each kasatha follows a unique set of traditions, combining common rituals with new ones she creates. She gains more and more traditions over a lifetime, so that the oldest kasathas spend much of their time honoring the past. This accumulation of personal customs begins during the Tempering, a yearlong walkabout all kasathas undergo at the end of adolescence. During this time, young kasathas are encouraged to test their limits, learn from other cultures, and engage in normally improper behavior in hopes of coming to appreciate the value of tradition. + +Many kasathas are lawful neutral, as befits their focus on custom, though younger ones can often be more chaotic, idealistic, or self-centered. + +## RELATIONS + +Kasathas strive to maintain open trade with all races, yet they find some more amicable than others. They see vesk as brutish and shameful in their focus on conquest by any means, and ysoki as loud and undignified. They get along well with lashuntas, who properly respect the knowledge of the past, and they are intrigued by both androids and shirrens—races they see as young enough to be led down proper paths. Humans often confuse them; just when they’re ready to write all humans off as capricious, they meet one whose sense of honor almost matches their own. + +## ADVENTURERS + +Kasathas originally brought the philosophy of star cycles and cosmic balance to the Pact Worlds, and to this day most solarians are kasathas, though their physiques and love of dueling also make them excellent soldiers, and the study of ancient traditions turns many into mystics. Kasathas undergoing the Tempering make perfect explorers and adventurers, and in recent generations these walkabouts sometimes turn permanent. + +## NAMES + +Kasathas go by their first names, though their full names always encompass additional names denoting parentage, clan or subclan, relation to the Great Families of Kasath, and connection to historical heroes—it’s not uncommon for a kasatha’s full name to include half a dozen such elements. For instance, a kasatha who introduces himself as Isu might properly be named “Isu Cocretia Qaru Maras of Clan Tarma, House Hadulan, soul-splinter of the line of Ru.” Some examples of kasathan first names are Altronus, Esar, Gorsen, Hadif, Jehir, Kala, Maedar, Metweska, Ninura, Remu, Senesel, Tolar, Umana, Voloteo, and Zye. + +# VITAL STATS + +**Average Height** 6-7 ft. +**Average Weight** 120-200 lbs. +**Age of Maturity** 25 years +**Maximum Age** 100+2d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Kasathas from the _Idari_ often have the standard adjustments of +2 Strength, +2 Wisdom, and −2 Intelligence found in the _Starfinder Core Rulebook_. Those from other places or who were raised outside of the generation ship might have different adjustments. + +## AKITONIAN SETTLER + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Kasathas originally came to the Pact Worlds to settle on Akiton, and some have. Such settlers developed natural grace in the lighter gravity while becoming less hardy. An Akitonian kasatha has +2 Dexterity, +2 Wisdom, and –2 Constitution. + +## KASATH NATIVE + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some kasathas who chose not to leave Kasath have survived generations of harsh conditions, but their society deteriorated in favor of survival. A Kasath native has +2 Dexterity, +2 Constitution, and −2 Charisma. + +## NOMAD + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many kasathas left Kasath using means of travel other than the _Idari_. These nomads depended on their wits and charm to survive. Over time, they became less grounded in their traditions. A nomad kasatha has +2 Intelligence, +2 Charisma, and −2 Wisdom. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Kasathas have spread among the stars for generations. Some groups have developed adaptations to these diverse conditions, represented by the following alternate racial traits. + +## CREW MEMBER + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some kasatha families have a long tradition of training kin to serve on the _Idari_’s crew. These kasathas have a +2 racial bonus to one skill among Computers, Engineering, or Piloting. + +This replaces historian. + +## PERSONAL TRADITIONS + +**Source** [_Character Operations Manual pg. 20_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Kasathas who lack strong bonds sometimes find strength in personal traditions. Once per day as a reaction, such a kasatha can reroll a failed saving throw. + +This replaces natural grace. diff --git a/Compendium/SF1E/Species/Khizar.md b/Compendium/SF1E/Species/Khizar.md new file mode 100644 index 0000000..6aa4a34 --- /dev/null +++ b/Compendium/SF1E/Species/Khizar.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# KHIZAR +> [!infobox|left n-th clean] +> [[Khizar.png|Spielern zeigen!]] +> Plantlike humanoids, the solemn khizars live in harmony with the natural environment, and many strive to protect the wilderness areas they inhabit. While this often brings them into conflict with other species and cultures, khizars are eager to learn about others’ ways in an effort to understand them. + +Khizars are humanoids with two arms, two legs, vestigial vines on their backs, and greenish-brown skin of tough cellulose fiber. They have hydrostatic skeletal structures and bleed a thick sap-like liquid if cut. Their limbs end in rootlike tendrils with some manipulative ability, but these are clumsier than a humanoid’s fingers. Khizars’ heads are actually complex seedpods; these tough, translucent membranes over woody latticeworks contain phosphorescent seed clusters that glow softly through the papery membrane, giving the species the nickname “lanternfolk.” The color of this glow shifts as khizars experience different emotions, and canny observers can tell khizars’ mood before they convey a word. Lacking mouths, khizars “taste” things by touching or handling them with their digits. + +Originating in the wild expanses of the untamed continent Ukulam on Castrovel, khizars developed from carrionfeeding plants that used slow movement and crude empathic senses to find dying animals to feed on. They eventually grew to have full-fledged societies, though they hardly approach the population numbers of elves, formians, or lashuntas. With space travel becoming more common, some khizars have relocated to the Ice Wells of Aballon to protect those natural spaces from the native robots’ encroaching megaplexes. + +Khizars have a strong sense of individuality, but they maintain no gender or cultural divisions based on appearance, caste, wealth, or other indicators. The only things ancient khizars competed over were food sources and having new and novel experiences, and they tended to solve competitions over the former by embracing the latter. Khizars tend to be very protective of the natural spaces where they live, sometimes resulting in violent clashes, and many have recently joined or allied with the Xenowardens in defense of certain worlds. Khizars are oblivious to many physical differences in other species, so they judge people by their actions rather than their appearances. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Khizars are Medium humanoids with the khizar and plantlike subtypes. + +## CARBONIC RESPIRATION + +Khizars breathe in carbon dioxide and exhale oxygen. In situations of slow suffocation, a khizar reduces the effective number of creatures consuming air by two, unless no oxygen-breathing creatures are present. + +## EVERGREEN + +For effects targeting creatures by type, khizars count as both humanoids and plants. They receive a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, sleep effects, and stunning, unless the effect specifies that it works against plants. Khizars can go without food for three times longer than other humanoids as long as they are exposed to natural sunlight for at least 4 hours per day. + +## LIMITED TELEPATHY + +Khizars can communicate telepathically with any creatures within 30 feet with whom they share a language. + +## NATURAL EMPATHY + +Khizars have an empathic understanding of the natural world, giving them a +2 racial bonus to Life Science and Survival checks. Additionally, they can use their limited telepathy to communicate with non-mindless creatures of the plant type without sharing a common language. + +## SENSES AND SPEECH + +Khizars have no eyes or visual senses, other than the ability to perceive the presence or absence of light. Khizars have blindsense (vibration) and blindsight (life), each with a range of 30 feet. Khizars can’t speak and can communicate only via telepathy. + +# VITAL STATS + +**Average Height** 6-7 ft. +**Average Weight** 150- 250 lbs. +**Age of Maturity** 60 years +**Maximum Age** 500+3d% years diff --git a/Compendium/SF1E/Species/Kiirinta.md b/Compendium/SF1E/Species/Kiirinta.md new file mode 100644 index 0000000..e47faa0 --- /dev/null +++ b/Compendium/SF1E/Species/Kiirinta.md @@ -0,0 +1,67 @@ +--- +aliases: +tags: +--- +_SFS Note: Kiirinta PCs should use the rules from this book for their move speed and ability DCs, not the scenario in which they originally appeared._ +**Source** _Alien Archive 4 pg. 63_ +Kiirintas are small fey who resemble moths. They have brightly colored wings and six legs. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Wis +**Hit Points** 4 + +## Size and Type + +Kiirintas are Small fey. + +## Fluttercloud + +Once every 10 minutes, as a move action, a kiirinta within 15 feet of the ground can flutter its wings to stir up a cloud of debris and glistening sparkles around themself, granting the kiirinta concealment (20% miss chance) for 1d4 rounds or until they leave their space. + +## Kiirinta Movement + +Kiirintas have a land speed of 30 feet and an extraordinary fly speed of 20 feet with average maneuverability. + +## Limited Telepathy + +Kiirintas have limited telepathy with a range of 30 feet. + +## Low-light Vision + +Kiirintas have low-light vision. + +## Reverberating Shriek + +As a standard action, a kiirinta can emit a shriek of sonic energy at an adjacent creature, causing painful vibrations throughout the target’s body. This scream imposes the staggered condition for 1d4 rounds. The target can attempt a Fortitude save (DC = 10 + half the kiirinta’s character level + the kiirinta’s Constitution modifier) to negate the staggered effect. Whether successful or not, a creature can’t be affected by the same kiirinta’s reverberating shriek for 24 hours. A kiirinta can use this ability once per day plus one additional time for every 5 character levels they have. + +# About the Kiirinta + +## Physical Description + +Kiirintas are small fey who resemble moths. They have brightly colored wings and six legs. Their front two legs have three grasping, finger-like appendages for manipulating objects. A kiirinta’s back legs have several jagged claws, and they can rear up on their two hind legs to reach what is considered their full height. They have a pair of feathery antennae above their insectile black eyes. + +## Home World + +The kiirintas inhabit an innocuous world in Near Space called Stabrisis-14. A verdant jungle world of abundant vegetation and wildlife, Stabrisis-14 is the fourth planet orbiting an immense red star in Near Space. For reasons not well understood, Stabrisis-14 experiences frequent influxes of planar energy from the First World that have influenced its landscape and inhabitants, though there are currently no active portals. Kiirintas tell tales of coming to their home planet from a planar breach in the distant past, though the specifics have long since been forgotten. + +## Society and Alignment + +Kiirintas are primarily nomadic hunter-gatherers who venerate a pantheon of nature deities. The various tribes have multiple small settlements across the jungles that they rotate between based on the season and their moods. They tend toward chaotic and/or neutral alignments, though they might change this outlook based on what they’re exposed to in travelling beyond their home world. + +## Relations + +Kiirintas tend to work well with any species, though they’ve had little contact with outsiders. They generally employ the same style of social mannerisms with others that they use with their own kind: extravagant bravado. Kiirintas often create false narratives as a means of making themselves seem more impressive, but they do so out of a joy of storytelling rather than any sense of malice. + +## Adventurers + +Kiirintas have just begun to see the galaxy beyond their home world, and they hunger to experience as many new encounters as they can. Most view their companions as true friends, and despite their technologically limited history, they do their best to learn as much as they can and bring all the skills at their disposal to whatever group they join. + +## Names + +Kiirintas prefer to adopt names that employ harder consonants or make use of “ii” style sounds. Their names often incorporate sharper sounds that can be screeched in stressful situations. + +# Vital Stats + +**Average Height** 3 to 4 ft. +**Average Weight** 30 to 50 lbs. +**Age of Maturity** 30 years +**Maximum Age** 200 + 3d% years years \ No newline at end of file diff --git a/Compendium/SF1E/Species/Kitsune.md b/Compendium/SF1E/Species/Kitsune.md new file mode 100644 index 0000000..6e2df43 --- /dev/null +++ b/Compendium/SF1E/Species/Kitsune.md @@ -0,0 +1,31 @@ +--- +aliases: +tags: +--- +**Source** _Starfinder Alien Character Deck pg. 0_ + +[[Species_Kitsune.png|Zeigen!]] +Kitsune are a species of shapechangers with two forms: an anthropomorphic fox (their true form) and an attractive humanoid. Kitsune have a well-deserved reputation as duplicitous tricksters, but they are good-natured and value friendship and loyalty. + +**Ability Modifiers** +2 Dex, +2 Cha, –2 Str +**Hit Points** 4 + +## Size and Type + +Kitsune are Humanoids with the kitsune and shapechanger subtype. + +## Agile + +Kitsune gain a +2 racial bonus to Acrobatics and Athletics checks. + +## Change Shape + +As a standard action, a kitsune can assume the appearance of a specific single Medium humanoid. The kitsune always takes this specific form when using this ability. The kitsune gains a +10 racial bonus to Disguise checks to appear as that type of humanoid. This ability otherwise functions as disguise self, except that the kitsune can remain in this form indefinitely. + +## Kitsune Magic + +Kitsune gain the following spell-like abilities: 3/day—_dancing lights_, At will—_token spell_. The caster level for these effects is equal to the kitsune’s character level. + +## Low-Light Vision + +Kitsune have low-light vision. diff --git a/Compendium/SF1E/Species/Kobold.md b/Compendium/SF1E/Species/Kobold.md new file mode 100644 index 0000000..32f4690 --- /dev/null +++ b/Compendium/SF1E/Species/Kobold.md @@ -0,0 +1,63 @@ +--- +aliases: +tags: +--- + +**Source** _Interstellar Species pg. 84_ + +[[Species_Kobold.png|Zeigen!]] +The kobolds known to the Pact Worlds are a witchwarped species. Following the Gap, kobolds seemed notably absent from the Pact Worlds and surrounding systems, and many assumed their departure tied to Golarion's disappearance in some way. However, first-century witchwarping rituals designed to access alternate reality technologies didn't just conjure obscure devices (most of which couldn't function in this multiverse); they also gated in hundreds of reptilian beings who, by all appearances and self-identification, appear to be kobolds. The creatures confidently dispersed throughout the Pact Worlds, taking up residence in empty and previously unknown apartments, clocking into work with unregistered keycards that noted the kobolds' longtime (yet previously unnoticed) employment at various agencies, and otherwise just fitting into niches that mysteriously manifested seamlessly in response to the kobolds' need. Although newer generations of kobolds seem more bound by conventional logic, this first wave's uncanny integration into this reality has stumped historians, scientists, and magical researchers. +To this day, kobolds have an innate affinity for witchwarping, calling upon magic and matter that presumably originates from their alternate home world. This transformative, aspirational magic also lends itself to the kobolds' unabashed self-confidence and beliefs that they're heritors of draconic majesty, with the most powerful witchwarpers sometimes spontaneously transforming into extraplanar wyrms, as if unlocking some hidden aspect of their cosmic genealogy. + +**Ability Modifiers** +2 Dex, +2 Cha, –2 Con +**Hit Points** 2 + +## Size and Type + +Kobolds are Small Humanoids with the Kobold subtype + +## Armored Scales + +Kobolds gain a +1 racial bonus to AC. + +## Crafty + +Kobolds gain a +2 racial bonus to Engineering, Perception, and Physical Science checks. + +## Darkvision + +Kobolds have darkvision with a range of 60 feet. + +## Dragon-Scaled + +Kobolds gain energy resistance based on the color of their scales and the dragons they resemble. Black-scaled kobolds, copper-scaled kobolds, and green-scaled kobolds gain acid resistance 5. Blue-scaled kobolds and bronze-scaled kobolds gain electricity resistance 5. Red-scaled kobolds, brass-scaled kobolds, and gold-scaled kobolds gain fire resistance 5. White-scaled kobolds and silver-scaled kobolds gain cold resistance 5. A kobold can stack this natural resistance with one other form of energy resistance. + +# About the Kobold + +## Physical Description + +Resembling an anthropomorphic lizard, a typical kobold stands about 3 feet tall, measuring about 4 feet long from snout to the tip of their tail. Kobolds display a wide range of scale colors that often reflect draconic palettes, with red, blue, green, black, white, and various metals being especially common. Most kobolds develop natural countershading with a lighter underbelly. However, scale color can change over time. As a kobold ages, their scales often accumulate a patina-like outline, develop a natural gradation in their color, become faintly iridescent, or are augmented in some other way that seems roughly analogous to a human's hair turning gray. Whatever their coloration, a kobold's scales are thickest along their head and upper arms, providing some protection. Their draconic features don't stop at scales. Each kobold has a set of horns that vary slightly in size, shape, and number. Most common is a pair of short, backward-pointing horns, though kobolds might have as many as eight smaller horns or none at all. However, adult kobolds almost never have nose horns; each kobold hatches with the help of an “egg horn” that grows from their snout, which they shed within a few months of birth. +Kobold horns crown a head that's massive compared to the their body, each sporting an armory of tough teeth designed for chewing and shredding in support of their omnivorous diet. In fact, kobolds can consume an impressive array of foods and other materials, with some priding themselves on consuming precious metals and gems. Due to their head's size, a kobold would be at risk of tipping over were it not for their slender tail, whose primary role is serving as a counterbalance. For all their fierce armaments— heavy nails, teeth, horns, and tails—none of a kobold's anatomy is especially suited for lethal self-defense. Due to their unintimidating physiques, kobolds frequently develop and deploy traps and other technological means of evening the odds against larger foes. +Due to kobolds' otherworldly origins, their anatomy experiences subtle idiosyncrasies in this reality. A kobold's flesh generates negligible magical background radiation that seems to anchor them to this reality's physics, reflexively intervening to course correct when one multiverse's math doesn't quite click with the other's; this sometimes shorts out pathogens like a magical immune system, transforming cells' receptors to evade these invaders. Other times, it's less to a kobold's benefit, triggering bouts of vertigo, food poisoning, or cramps even when performing familiar tasks or eating favorite foods. When stressed, a kobold's magical nature can lash out, triggering bursts of unpredictable and uncontrolled arcana. Innocuous events might briefly cause lights to flicker, chill a room, or create bursts of color. Serious incidents, though, can trigger explosions, cause the kobold to become briefly incorporeal, open extraplanar gateways, or worse. The latter rarely occur more than a few times in a kobold's lifetime, and many kobolds use some combination of meditation and magical pharmaceuticals to manage potential outbursts. Others embrace their innate magical spark, which with training can fuel intense witchwarping spells. + +### Reproduction + +Kobolds are oviparous, laying a single large egg at a time. Parents alternate between personally incubating the eggs (or having close family do so), leaving them uncovered, and burying them in specific materials like snow, smoldering charcoal, or acidic peat. If done properly, this exposure doesn't hurt the developing embryo but instead steers its development, making it more likely the child will have a specific scale color or elemental resistances. +If desired, kobold parents might delay incubating one or more eggs so several of their children hatch at once. However, newborn kobolds exhibit instinctive territoriality and food anxiety for their first few weeks, and the young might traumatize, kill, or even eat each other if not carefully monitored. Hatching at different times also staggers adolescents' puberty, when their magic is at its most unstable. After all, when one youngster's uncontrolled eldritch outburst could set off a stress-based chain reaction in their siblings, it pays to have staggered their birthdays. +Kobolds reach maturity at about 10 years old. They commonly live to ages of 80 or older, and a sizable fraction can reach 140 years. A rare few, most of whom have achieved some level of draconic awakening, are older still with a handful of kobolds who first appeared a few centuries ago seemingly ageless and immortal. + +## Draconic Legacy + +Whether it's passed down through stories or just a nagging, wordless certainty, kobolds know that they should be dragons— that they are dragons. In their origin reality, kobolds supposedly soared the skies as titanic dragons, and the ritual that brought them here crammed them into meager bodies a fraction of their true size. Witchwarping magic might just be a kobold's essence straining to pull them back to their home dimension, but if so, this reality doesn't know how to process the instinctive arcana. There's little disagreement that all of this is an injustice. However, kobolds vary widely in what they feel should be done about it. Three primary approaches have emerged. +Those termed Aspirers believe that it's possible for a kobold to transform into a dragon (a process called apodrakosis) but that the process requires intense focus and patience. Some of these transformations might take generations. Others might be possible through extraordinary magic. Others still realize apodrakosis through mystical awakening at a kobold monastery. However, Aspirers deduce that the original draconic form might not be possible in this reality, thus an acceptable final form might not mirror their lost draconic ideal. +Reclaimers agree that draconic transformation is possible, but the similarities end there. To a Reclaimer, kobolds' rightful forms—and by extension, their ancestral wealth and influence— were stolen by the ritual, and it's their imperative to regain what was lost. These claims often accompany aggression if not violence, for Reclaimers seldom settle for victories by analogy; it's rarely enough to gain wings, for example, but instead those wings must be like those kobolds had in their home reality. While many Reclaimers work through fully legal means, the philosophy has inspired numerous kobold criminal groups. +Finally, Exodists either believe that the ancient ritual is a convenient legend that misleads other kobolds or that it's better to adapt to this new reality rather than fret over lost causes. + +## Names + +Kobolds typically receive a short name at birth. As they age, achieve great deeds, and earn respect, a kobold adds syllables to their name to commemorate their accomplishments, mimicking a widespread tradition in draconic nomenclature. Having a name that exceeds six syllables conveys arrogance that only the most self-important kobolds care to invite. Most instead begin replacing rather than adding syllables for longer names, typically preserving their birth syllables over time. +Rather than model name growth off accomplishments, Aspirers typically receive a full draconic name at birth but are only allowed to use a small part of it. The further the kobold progresses in their personal quest for draconic transformation, the more of these syllables they reintroduce into their name. + +### Sample Names + +Some sample kobold names include Akmaz, Aulteen, Brehak, Framhat, Galq, Iji, Jozol, Pultok, Tibb, Uitul, Ypol, Zgaz. diff --git a/Compendium/SF1E/Species/Lashunta.md b/Compendium/SF1E/Species/Lashunta.md new file mode 100644 index 0000000..d01b972 --- /dev/null +++ b/Compendium/SF1E/Species/Lashunta.md @@ -0,0 +1,127 @@ +--- +aliases: +tags: +--- +# LASHUNTA +> [!infobox|left n-th clean] +> [[Lashunta_M.png|Spielern zeigen!]] +> Idealized by many other humanoid races and gifted with innate psychic abilities, lashuntas are at once consummate scholars and enlightened warriors, naturally divided into two specialized subraces with different abilities and societal roles. + +**Ability Modifiers** +2 Cha, +2 Str, -2 Wis (Korasha) or +2 Cha, +2 Int, -2 Con (Damaya) +**Hit Points** 4 + +## SIZE AND TYPE + +Lashuntas are Medium humanoids with the lashunta subtype. + +## DIMORPHIC + + +All lashuntas gain +2 Charisma at character creation. Korasha lashuntas are muscular (+2 Strength at character creation) but often brash and unobservant (–2 Wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 Intelligence at character creation) but somewhat delicate (–2 Constitution at character creation). + +## LASHUNTA MAGIC + +> [!infobox|right n-th clean] +> [[Lashunta_F.png|Spielern zeigen!]] +> Lashuntas gain the following spell-like abilities: At will: _daze_, _psychokinetic hand_ 1/day: _detect thoughts_. See Spell-like Abilities on page 262. The caster level for these effects is equal to the lashunta’s level. + +## LIMITED TELEPATHY + +Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. + +## STUDENT + +Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice. + +# ABOUT THE LASHUNTA + +## PLAYING THIS RACE + +### YOU LIKELY... + +- Deeply value learning, self-improvement, and the practice and perfection of skills and powers. +- Are a natural leader—calm and charismatic if damaya, loud and boisterous if korasha. +- Sometimes find other races’ reliance on audible language exasperating. +- Are a good judge of character and bond deeply with those worthy of your trust. + + + +### OTHER RACES PROBABLY... + +- Simultaneously admire and resent your natural charm and your force of personality. +- Expect you to know everything or see you as frustratingly posturing and patronizing. +- Fear you’ll use your telepathy to read their minds. +- Question the influence of corporate power on your supposedly enlightened meritocracies. + + + +## PHYSICAL DESCRIPTION + +To survive on the predator-rich world of Castrovel, the telepathic humanoids called lashuntas evolved adaptive genetics that allow children to develop into one of two subspecies, depending on the stresses they endure at puberty: either the tall, intellectual, and adaptable damaya—who make up most of their race’s political leaders and ambassadors—or the short, burly, headstrong korasha, who excel as warriors and explorers. Both feature short forehead antennae that focus their natural telepathy, as well as colorful swirls and raised markings on their faces unique to each individual. Due to natural pheromones and lashuntas’ almost perfect physical symmetry, most humanoid races find lashuntas of both subspecies subconsciously (and sometimes unnervingly) attractive. + +Both clades of the species bear the same genetics, allowing them to intermarry and have children. While all lashunta children inherit complexions and certain distinguishing features from their parents, their subspecies is not one of them. Through psychic ritual and force of will techniques applied at puberty, modern lashuntas have mastered the ability to determine what subspecies a child will grow into, activating certain epigenetics and shutting down others. While some lashunta city-states attempt to steer children in particular directions, such as via government-run aptitude tests, most lashuntas believe passionately in a child’s right to choose. In ancient lashunta history, their starkly divided gender roles led to subspecies almost universally correlated with gender, but as lashunta culture has grown more egalitarian, gender balance between the two subspecies has become roughly equal. + +## HOME WORLD + +Lashuntas form the most prominent race on Castrovel, and have long been organized into independent city-states for protection against the planet’s many apex predators. At the same time, thanks to their large number of magical portals, lashuntas regularly ventured to other worlds even before the advent of space travel, and they have developed particularly close bonds with societies on Akiton. + +## SOCIETY AND ALIGNMENT + +Though lashunta societies usually characterize themselves as meritocracies, their leaders have traditionally been women and are usually damaya except in times of war. Both damaya and korasha lashuntas see education as one of the highest callings, making lashunta scholars renowned across the solar system. Military service is also valued, since Castrovel’s dangerous ecosystem and lack of overarching governments mean that settlements need warriors to protect them from jungle monsters. Of these soldiers, the most iconic are the traditional shotalashu cavalry, lightly armored riders who form telepathic bonds with and take their name from their saurian mounts. + +On the whole, lashuntas’ focus on self-improvement, honor, and communal defense leads them toward good alignments, with damaya tending to be more lawful and korasha more chaotic. + +## RELATIONS + +Lashuntas believe that every culture has something to teach, and thanks to the legendary prowess of lashunta diplomats, most other races respect them and consider them allies, or at least reasonable associates. Vesk admire their warriors, androids and kasathas value their logic and learning, and humans respect their scholarship but risk embarrassing themselves trying to deal with lashuntas’ disconcerting attractiveness. Shirrens are the main exception to this pattern of mutual respect—though lashuntas’ millennia of warfare with the insectile formians has finally ended, many lashuntas are still uncomfortable interacting with similar races and worry that “the bugs” may one day unite against them. + +## ADVENTURERS + +When a lashunta leaves home, it’s often to grow—in knowledge, prowess, or simple enlightenment. Experience is the best teacher, and the thrill of discovery means that a lashunta adventurer is as likely to be drawn to a new world by a rumor of lost lore as by the promise of wealth. Of course, this quest for wisdom sounds less noble once it’s understood that the prestige associated with bringing significant new knowledge home to Castrovel all but assures a lashunta the finest creature comforts for the rest of his life as a corporate consultant or professor at a university. Lashunta adventurers are most frequently envoys, technomancers, and mechanics, but soldiers and operatives are also common, the latter being trained and employed by the numerous powerful lashunta-owned corporations that have surpassed many citystates as the primary political powers on Castrovel and beyond. + +## NAMES + +Lashunta naming conventions vary widely among city-states, but often tend toward soft sounds with tonal elements that make them sound musical and elegant to other races. Some sample lashunta names are Domash, Hesori, Kima, Kopalo, Maenala, Nomae, Oraeus, Raia, Shess, Soryn, Taeon, and Varikuara. + +# VITAL STATS + +**Average Height** 5-7 ft. +**Average Weight** 140-180 lbs. +**Age of Maturity** 20 years +**Maximum Age** 80+2d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some lashuntas fall outside the norms for their clades. These variations can occur in damaya and korasha lashuntas, and they grant the listed ability score adjustments instead of the adjustments presented in the _Starfinder Core Rulebook_. + +## HUNTER LEGACY + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Hunter legacy lineages stretch back to legendary lashunta hunters from centuries before the Gap. Hunter legacy lashuntas have leaner, tougher frames. A hunter legacy damaya’s racial ability adjustments are +2 Dexterity, +2 Charisma, and –2 Strength. A hunter legacy korasha’s racial ability adjustments are +2 Strength, +2 Dexterity, and –2 Intelligence. + +## MIND FORWARD + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some lashuntas are geared primarily toward mental pursuits. Called “mind forward,” such individuals lack common lashunta physical adjustments. A mind forward damaya’s ability adjustments are +2 Intelligence, +2 Wisdom, +2 Charisma, and –4 Constitution. A mind forward korasha’s adjustments are +2 Intelligence, +2 Charisma, and –2 Constitution. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Lashunta variants are less common than the two clades and can be found in both, as represented in the following traits. + +## PSYCHICALLY RESISTANT + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Pre-Gap records show lashuntas lacking telepathy lived in ancient times, and such lashuntas appeared anew at the height of the Formian Wars. These psychically resistant lashuntas emit a low-level psychic static that sometimes leads other members of their naturally telepathic society to exclude them, though such lashuntas are often more skilled in verbal expression. Some can use this static to interfere with nearby telepathy. + +Psychically resistant lashuntas gain a +2 racial bonus to Will saving throws against mind-affecting effects. They can use [_mental silence_](https://aonsrd.com/SpellDisplay.aspx?ItemName=Mental%20Silence&Family=None) once per day as a spell-like ability. + +This replaces lashunta magic and limited telepathy. + +## RUGGED + +**Source** [_Character Operations Manual pg. 22_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some lashuntas express their species’ love of learning by focusing on physical training rather than on academic pursuits. A lashunta who has this trait gains [Toughness](https://aonsrd.com/FeatDisplay.aspx?ItemName=Toughness) as a bonus feat. + +This replaces student. diff --git a/Compendium/SF1E/Species/Maraquoi.md b/Compendium/SF1E/Species/Maraquoi.md new file mode 100644 index 0000000..aca7b94 --- /dev/null +++ b/Compendium/SF1E/Species/Maraquoi.md @@ -0,0 +1,94 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 88_ + +[[Species_Maraquoi.png|Zeigen!]] +Native to Marata, one of Bretheda's moons, maraquoi traditionally based their societies around a semi-nomadic, hunter-gatherer lifestyle. Unlike many species common to the Pact Worlds, their genders are centered on a septenary system with all seven participants playing a different role in reproduction. Maraquoi culture therefore developed amid a complex web of kinship and tribal affiliations, which defused violence and drove a deep respect for life in all its forms. However, outside philosophies, technologies, and commercial interests have challenged maraquoi identity and lifestyles, with Marata's denizens recently wrestling with pronounced isolationist sentiment. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Dex +**Hit Points** 5 + +## Size and Type + +Maraquoi are Medium humanoids with the maraquoi subtype. + +## Blindsense + +Maraquoi sense sound through their skin rather than with ears, gaining blindsense (sound) with a range of 30 feet. + +## Climber + +Maraquoi have a climb speed of 20 feet. + +## Low-Light Vision + +Maraquoi have low-light vision. + +## Natural Hunter + +Maraquoi receive a +2 racial bonus to Survival skill checks. + +## Prehensile Tail + +A maraquoi’s tail is as effective as a hand at manipulating objects, which allows them to wield and hold up to three hands’ worth of weapons and equipment. This does not increase the number of attacks they can make during combat. + +# About the Maraquoi + +## Physical Description + +Maraquoi are bipedal humanoids, covered from head to toe in silky fur, generally in shades of gray, brown, or silver. Most maraquoi grow their fur longer at the top of their heads to form into hairstyles. Their fur coats function like thousands of small antennae, transmitting sound to their sensitive skin and allowing them to navigate even in absolute darkness. A maraquoi exerts some control over the follicles, such as making hairs erect to capture faint sounds or flattening fur to partly dampen cacophonies; fur arrangement also conveys a maraquoi's mood. Though they do have ears similar to humans, these parts are largely vestigial and overshadowed by their skin's sensitivity. Their compound eyes are set forward in their heads and protrude slightly outward, giving a wider range of vision than most humanoids and enabling them to see in even small amounts of light. +Their simian, prehensile tails can manipulate objects, and most maraquoi use these as an “off-hand” for spare items and weaponry as well as for balance. They have short, sturdy claws on their hands and feet to aid in climbing, and they can secrete a sticky film from their fingers, enabling them to ascend even smooth surfaces with relative ease. On average, an adult maraquoi stands about 6-1/2 feet tall. +Though the seven sexes are associated with minor physiological differences, they're typically not pronounced enough to be recognizable to non-maraquoi. On average, klshas (“bearers”) and meshas (“cradles”) have shorter and stouter builds than the others, while zyshas (“facilitators”) tend toward taller, willowy builds, sometimes reaching heights of almost eight feet. Uishas (“sharers”) typically have shorter tails, and the fur of ilshas (“earth-sires”), qshas (“sky-sires”), and sushas (“water-sires”) tends to have a dappled appearance with distinctive patterns for each. + +## Home World + +Maraquoi's ancestral home is Marata, a moon orbiting the gas giant Bretheda. Currently, its official status is a protectorate of the Pact Worlds, much the same as many of Bretheda's and Liavara's inhabited moons. However, many maraquoi balk at not being afforded the full political rights as the system's planets, and a progressive, expansionist faction has been lobbying the Pact Council for full membership like their sister moon, Kalo-Mahoi. +Marata is the largest of Bretheda's moons, with an arid, temperate climate. Scattered forests of gnarled, enormous trees (called kvash) dot Marata's lands. Maraquoi folklore holds that these forests were where their people first originated, and they prize all parts of the kvash for use as building materials, food, or medicine. The largest of these forests, Ste Xinnith, recently came to prominence after researchers discovered healing properties in some of its flora, attracting the attention of offworld pharmaceutical companies, though maraquoi traditionalists are attempting to block any further external involvement in the site. +Marata's land is split between two primary continents, Taksha and Rhesa, which are connected by land bridges at the poles. The oceans between them are relatively shallow and extremely salinized, making them unsuitable as drinking water. Most life on the moon has evolved to require minimal water as a result, acquiring what they need from Marata's cactus-like plants, few freshwater rivers, and seasonal cloudburst storms. Much of the terrain beyond the kvash forests is scrubland, covered mainly by short grasses and shrubs. +Traditional maraquoi society built few large settlements, preferring to subtly modify the landscape to fit their nomadic lifestyles without creating sprawling cities that transform local ecosystems. Ouat Vali, referred to as the Shining City for its iridescent stone buildings, is the largest pre-Gap city on Marata, located in the northwest steppes of Taksha. In ancient times, it served as a meeting place for intertribal negotiations and festivals, though it maintained a small permanent population as well. In the modern era, Ouat Vali is a bastion of maraquoi traditionalists who maintain it as a vital part of maraquoi culture and bar offworld visitors from entering. The city's sacred hot springs purportedly augment the powers of anyone bathing there, spurring a black market trade in vials of “Vali water” that Pact World authorities and local maraquoi partners combat. However, in nearly all cases, the fluids' origins are dubious at best. + +### Ha Quoia + +Founded about a century ago, Ha Quoia is Marata's eminent city and spaceport, located along the eastern coast of Rhesa. The city's high polycarbon walls shield it from the region's predictably recurring high winds as well as from the voracious scrubland predators known as temnaks, massive vulpine creatures with a paralytic venom. Within the walls, tall skyscrapers built from offworld alloys house a hub of diplomacy and commerce, most notably serving as the seat of an intertribal government formed to represent Marata's interests to the Pact Worlds. +However, Ha Quoia's status as the center of government and a symbol of offworld contact has made it a hotbed of tension between Marata's more outspoken traditionalist and expansionist factions (see Society below). More extreme traditionalist factions have successfully blocked many efforts to open Marata to the galaxy at large, to the point that even in Ha Quoia most trade and travel are highly restricted. The factions largely battle each other through peaceful protests, demonstrations, and passive-aggressive smuggling, but it's only a matter of time before clashes escalate to violence. + +## Society and Alignment + +Maraquoi culture developed around hunter-gatherer and pastoralist lifestyles which encouraged maraquoi to form semi-nomadic tribes that each traveled yearlong circuits to harvest seasonal resources. Inland populations often relied on reptilian ungulates known as shevkriks, either hunting wild populations or herding domesticated variants to secure meat, hides, tool-quality horn, and a fatty substance analogous to milk. Coastal groups tracked seasonal upwellings that drove fish spawning, supplementing diets with abundant shellfish whose shells were repurposed into mortar to create sparkling seaside villages. Wherever maraquoi traveled, they also modified the landscape in innovative ways: deep cisterns collected infrequent rain over the course of a year to create oases along a route, mile-long coastal weirs created artificial habitats for marine life which made harvesting easier, and travelers seeded semiwild orchards and grains to abandon, revisit, and then reap only when the cultivars ripened. +Until recently, maraquoi were the only developed culture living on Marata. While the popular-yet-false narrative is that maraquoi were isolated and uncivilized, their seclusion was largely their own choice. Stories from multiple societies preserve how various alien species—most notably verthanis, witchwyrds, and barathus—all contacted Marata in pre-Gap times, each time being politely turned away by maraquoi ambassadors and kept at arm's length. Only in the post-Gap era have maraquoi begun accepting offworlders. +Even then, maraquoi don't agree on what's best for their planet, people, and culture. Many maraquoi (sometimes called expansionists) have embraced the galaxy, travel, and new technologies, including welcoming offworld development of Marata. Of the opposite view are traditionalists, who consider maraquoi's rapid transition from early metalworking to space age technologies as a serious threat to time-honored traditions. The most hardline traditionalists push for heavy restrictions on offworld visitors and innovations, if not an outright return to isolation. In practice, most maraquoi embrace a moderate view, but extreme voices dominate the conversation. +Maraquoi society is highly communal. While individuals have personal possessions and tribes maintain territories, the idea of personal property in a broader sense was uncommon until recently. Resources exist for the well-being of all on Marata, and gathering comes with an expectation of restoring disturbed landscapes, such as conscientiously backfilling, replanting, and ecologically monitoring expired mines. It's less cost-effective than the several offworld mining operations that have finagled mineral leases in limited areas, driving contention with most maraquoi communities. These differing approaches further fuel expansionist and traditionalist conflicts, with the former insisting that participating in the galactic economy is key to becoming a true Pact World and the latter interpreting foreign operations as plundering Marata's resources. +Due to their complex reproductive and familial system, respect for life is integral to maraquoi culture, as the loss of even a few people could prevent a tribe's continuation. As a result, highly ritualistic forms of nonlethal combat evolved to settle disputes and intertribal conflicts, relying on a strict, complex honor code emphasizing respect for one's foe. So deeply ingrained is this tradition that most maraquoi who go offworld still carry out rituals post-combat to honor fallen foes or friends. Though most maraquoi view killing other maraquoi as abhorrent, the numerous dangerous predators on Marata ensure they're well-versed in lethal combat as well, and some take up mercenary work on other planets. This practice is divisive; some maraquoi believe it's acceptable as long as they don't kill their own people, while others view it as a corruption of their honor system and combat skills on behalf of outsiders. + +### Maratan Government + +Maratan society was traditionally organized into tribes large enough to ensure protection against natural threats and small enough to thrive on the resources that a particular territory provided. Contact between tribes was frequent, and upon reaching adulthood a maraquoi would often leave the tribe of their birth to form their family in another. In practice, this system formed a web of trade, information exchange, and extended familial ties that spread global cultural touchstones while enabling many regional variations. Due to maraquoi's respect for life and extensive kinship networks, formal treaties were rarely necessary and most deals needed only last a few months before two groups went their separate ways. +After the Gap, many tribes decided a more centralized government was necessary to represent Marata to the galaxy and protect their planet from outside exploitation. The result was an intertribal council headquartered in Ha Quoia. Each tribe can choose to provide a representative, and of Marata's 275 known tribes, 247 have representatives on the council. Twenty- eight traditionalist or isolationist tribes have declined seats, preferring to remain apart from galactic society altogether. The Maratan Council has little involvement in the day-to-day affairs, focusing instead on interplanetary policy. + +### Maraquoi Faith + +Traditional maraquoi religion has no formal name, and focuses on ancestor reverence over worshipping a specific divine entity. After death and before moving to the afterlife, each maraquoi is said to contribute a portion of their essence to an ancestral wellspring that exists between the stars. With proper ritual and conviction, a maraquoi can coax a forebear's wisdom or raw magical power from this wellspring, with the latter feat rarely performed except by trained ritualists. Inclusion in this wellspring is an integral part of a maraquoi's spiritual health, and thus one of the direst punishments involves cutting off a living maraquoi such that they'll never contribute their undying knowledge to future generations. +Since the Gap, some maraquoi have adopted other faiths, syncretizing them with their traditional beliefs. Yaraesa and Talavet increasingly feature as analogues or caretakers for the ancestral wellspring, encouraging maraquoi to learn from those who came before and discover new wonders. + +## Maraquoi Gender and Families + +Each of the seven sexes plays a role in maraquoi reproduction. The ilsha, qsha, and susha all contribute genetic material to the uisha, who then passes the unborn child to the klsha to gestate. After birth, the infant maraquoi is passed to the mesha, who nurses the child and carries them in a marsupial-style pouch for several months. The seventh sex, the zysha, plays no physical role in the process, but their psychic influence throughout is vital for a viable birth. The notion of monogamous marriage is bizarre to most maraquoi, who regard the concept with bemusement. +Given the number of individuals involved, a maraquoi doesn't necessarily have a romantic relationship with all the other parents of their offspring. In most cases, they're romantically linked with some other parents and metamours with the rest; it's rare for a maraquoi to decide to have children if they aren't in a romantic relationship with at least one participant. Full polycules where all the participants are romantically involved with one another are uncommon, but not unheard of. After weaning and leaving the mesha's pouch, maraquoi children are reared communally, though their parents collectively hold the most influence over their development. +The Maraquoi language doesn't divide pronouns by gender, instead using words that roughly translate to “this/that person.” When speaking Common, most maraquoi use “they,” with other pronouns used based on individual preference. Some maraquoi identify with a gender other than the one they were assigned at birth or express a degree of gender fluidity. Such individuals are highly respected in maraquoi society, as they're believed to be spiritually influenced by an ancestor of their identified gender(s). + +## Names + +Maraquoi have a given name and a surname, often using mellifluous tones and combinations of consonants. A maraquoi's surname is formed by taking the first phoneme from each of their parents' given names, in the order of the reproduction process with the zysha first. For example, a maraquoi whose parents' names were Tlana, Ensesha, Vaoliri, Nemnasha, Svarai, Qithieen, and Soklei would have the surname Tlenvanesvaqiso. Traditionally, many maraquoi also appended the name of their tribe when giving their names, though this practice is now considered somewhat old-fashioned. + +### Sample Names + +Some sample maraquoi names include Aolisha, Bnevri, Dviathe, Esthithsa, Hxendei, Jqera, Klevsana, Llanai, Navrielle, Qivran, Srilaith, and Telvyi. + +# Vital Stats + +**Average Height** 5-1/2 to 7 ft. +**Average Weight** 100–250 lbs. +**Age of Maturity** 12 years +**Maximum Age** 40+3d10 years diff --git a/Compendium/SF1E/Species/Morlamaw.md b/Compendium/SF1E/Species/Morlamaw.md new file mode 100644 index 0000000..0cefda4 --- /dev/null +++ b/Compendium/SF1E/Species/Morlamaw.md @@ -0,0 +1,51 @@ +--- +aliases: +tags: +--- +# MORLAMAW +> [!infobox|left n-th clean] +> [[Morlamaw.png|Spielern zeigen!]] +> +The small planet of Arniselle in the Vast features a few small ice-laden landmasses, but the immense oceans contain nearly all of its life, including the vibrantly colored morlamaws. These creatures, whose imposing physical size belies their generally good-natured personalities, have round torsos that end in a single wide flipper. They can breathe both underwater and on land, perhaps indicating that their ancestors lived on the planet’s continents in eons past. Currently, only particularly brave morlamaws venture onto the land, though swimming up to the surface isn’t uncommon. A morlamaw’s side flippers allow a large degree of fine movement, enabling them to manipulate objects and use equipment. A morlamaw has four tusks that they decorate with patterns meaningful to them as an individual. Their coloration doesn’t necessarily correspond to that of their parents, and they are sometimes born with multiple colors, which is thought to be a sign of good luck for the family. Morlamaws are typically between 10 and 12 feet long and weigh between 1 to 1-1/2 tons. + +Morlamaw society is concentrated in several dozen cities built into long undersea trenches. The largest settlements have extensive urban areas that effectively form small citystates. Each city has a leader, though some inherit their titles while others are elected. Their buildings tend to be very regular, with morlamaws often digging straight lines into the trenches rather than following the natural curvature of the terrain. Many morlamaws take to engineering and have developed underwater versions of common technologies, though computers remain an engineering challenge. While no other sapient species are native to Arniselle, the trench cities are easy to protect from the many dangerous predators that inhabit the cold oceanic world. Travel between trenches is risky, resulting in de facto highways along the most efficient routes. Morlamaws who commit dangerous crimes are exiled, sentenced to fend for themselves in the underwater wilds. Most eventually succumb to the dangers of the wilderness, but a few thrive, becoming even deadlier themselves. + +Morlamaw society is extremely orderly, and most morlamaws prefer to follow others. Their daily lives are often defined by the numbers of lines they wait in. Their diet is primarily carnivorous, and many morlamaws are skilled hunters. While their ancestors speared fish directly with their tusks, modern morlamaws are more likely to use spears, nets, or traps. Other morlamaws cultivate or gather shellfish. Some adventurous morlamaws hunt on land, and the meat they find there is considered a great delicacy. Spellcasters are extremely common, and even morlamaws who can’t actually cast spells are knowledgeable about mystical topics. Most morlamaws are also fairly religious, worshipping a large number of their own deities and attending religious services regularly. Each trench city has its own patron deities. + +The morlamaw language is based on gesture and expression as much as words. Gestures vary greatly between regions, and what is innocuous in one trench city could be insulting in another, making communication between the trench cities difficult. Music and dance also play a large role in morlamaw culture, and choirs and orchestras abound. Instruments are typically percussive or metal-stringed, since they must function underwater, and these are accompanied by vocals. Morlamaw music is very structured, with multipart harmonies. Their dances take full advantage of being performed underwater, as entertainers twirl with the currents. + +Arniselle recently attracted visitors from the Pact Worlds, thanks to the planet’s prevalent natural resources, introducing the morlamaws to creatures from other planets for the first time. Several of the major trench cities now have teams hard at work developing water-filled, Drift-capable starships. Particularly adventurous morlamaws have taken to the stars in other ways, getting jobs with mining companies, trading consortiums, the Starfinder Society, and AbadarCorp, who find the orderly morlamaws to be excellent employees. Among other species, morlamaws have a reputation as friendly, good-natured, cooperative, and somewhat gullible. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Wis +**Hit Points** 4 + +## SIZE AND TYPE + +Morlamaws are Large monstrous humanoids with the aquatic subtype. They have a space and reach of 10 feet. + +## AMPHIBIOUS + +Morlamaws have both the [amphibious](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Amphibious) and [water breathing](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Water%20Breathing) universal creature rules, allowing them to breathe both water and air normally. + +## COLD RESISTANCE + +Morlamaws are accustomed to swimming in frigid and icy waters; they have cold resistance 5. + +## DARKVISION + +Morlamaws have darkvision with a range of 60 feet. + +## MORLAMAW MOVEMENT + +Morlamaws have a land speed of 20 feet and a swim speed of 40 feet. + +## NATURAL WEAPONS + +Morlamaws are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Morlamaws gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). + +# VITAL STATS + +**Average Height** 10 to 12 ft.  +**Average Weight** 1,800 to 3,000 lbs.  +**Age of Maturity** 16 years +**Maximum Age** 85+2d20 years years diff --git a/Compendium/SF1E/Species/Nuar.md b/Compendium/SF1E/Species/Nuar.md new file mode 100644 index 0000000..f23079e --- /dev/null +++ b/Compendium/SF1E/Species/Nuar.md @@ -0,0 +1,90 @@ +--- +aliases: +tags: +--- + + +[[Nuar.png|Zeigen!]] +Nuars are one of the many species that trace their origin to Golarion, as they bear a close resemblance to the minotaurs known to have developed on that world. Despite beginning the era after the Gap with no home world and living only in the Pact Worlds, the desire of nuars to build a place for themselves, coupled with a natural aptitude for complex patterns and structures, has led them to spread far and wide as explorers, colonists, troops, and engineers. Nuars prove quick to adapt to local customs, and many spend much of their adulthood far from any other members of their species. + +**Ability Modifiers** +2 Str, +2 Int, -2 Dex +**Hit Points** 6 + +## Size and Type + +Nuars are Medium monstrous humanoids. + +## Darkvision + +Nuars have darkvision out to 60 feet. + +## Gore + +A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain. + +## Maze Mind + +Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering. In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill. + +## Natural Weapons + +Nuars are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Nuars gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). + +## Swift + +Nuars have a base speed of 40 feet. + +# About the Nuar + +## Physical Description + +Nuars are generally described as being pale minotaurs, and this is a fair (if oversimplified) description. Short by minotaur standards, a typical nuar stands between 7 and 7-1/2 feet tall, and their sturdy frames and sizeable horns cause them to average between 260 and 350 lbs. They're bipedal and hooved, with strong, nimble hands. Most nuars have tails, which range from short tufts to long, flexible ropes that nearly reach the ground, but this trait isn't universal. Nuars are covered in short, thick hair, with longer, shaggier hair common at the crown of the head and sometimes along the spine and at the tail-tip, wrists, and ankles. +Nuars of all gender grow between two to eight horns, with two or four being most common. These horns generally grow from the upper back of the skull and sweep out and then forward, allowing them to be used effectively in close combat. The horns begin growing shortly after birth and reach full length after roughly a decade of aging (often seen as a sign a nuar is an adult). Nuars with more than two horns generally have two of typical length, with the rest being shorter (and often curving in different directions). Nuars with three or five horns are rare, but not unknown, roughly as common as humans born with eyes of different colors. Among nuars with odd-numbered horns, roughly half have more on one side of their head than the other, and half have a central horn growing forward from their forehead. +Nuar horns are made of dense keratin (the same material that makes up their hooves, nails, and hair) with honeycombed patterns of dentin and microscopic tunnels of enamel (the same material their teeth are made of), which also coat the outside of the horn. New enamel is produced at the root of the horn if the outer sheath is damaged, allowing horns to repair and regrow, though severe damage can be permanent. While nuars have nerve endings in the flesh around the base of their horns, they have no feeling within the horns themselves, which are dense and tough enough to survive exposure to vacuum. Indeed, many nuar armor suits leave their horns exposed to allow for easy use in combat without damaging the armor. +Though nuars are generally described as white in coloration, this description is also a simplification. Most have typical arctic or desert coloration with white, light gray, cream, and tan most common, but some also have dark bellies, palms, and/or noses. Most nuars have pink or red eyes, with a much smaller number displaying bright blue, green, or yellow irises. Roughly 1 in 20,000 nuars have radically different coloration with red, blue, and even purple hair and skin. +Nuar brains are particularly adept at visualizing complex patterns and can memorize twists, turns, and interlocking shapes more easily than lists of names, abstracted historic dates, or purely philosophical ideas. Many nuars use their aptitude for patterns to excel as engineers, artists, and navigators; others delve into more esoteric subjects by constructing “memory mazes” within their heads, envisioning an imaginary labyrinth and placing key ideas or facts in specific turns and twists of the metaphorical structure. + +## Home World + +Most nuars consider Absalom Station to be their home world, as they believe their true planet of origin is lost Golarion, and there's a fair amount of evidence supporting this idea. While pre-Gap records have very few references to nuars as a species, there are occasionally notes referring to the “legacy of Nuar,” or “Nuar the Minotaur Prince of Absalom” capitalized as a proper name, in some of the last histories written of Golarion prior to the first years of the Gap. While that alone is far from definitive, when the Gap ended, there were nuars only in the Pact Worlds, and the majority were on Absalom Station. Many of those on the station lived in quarters clearly designed for nuar physiology, and often with artifacts that can be traced to the Inner Sea Region of the missing planet. Combined with a total lack of signs of nuar-focused cities or settlements anywhere else, the theory that nuars are one of the scores of species that originated on Golarion remains the top contender among scholars of nuar origins. +Of course, there are competing, less-well-supported theories on where nuars come from. Several fringe academics claim nuars more likely came from the worlds that were blown up to form the Diaspora, with the lack of evidence of such a beginning attributed to that very destruction. Though there's little to nothing to suggest this is the case, rumors claim the existence of secret nuar strongholds at the center of vast maze fortresses within rocks in the Diaspora. Such stories are often popular with nuars themselves, as they suggest a place where original nuar culture and history might be preserved, even as the majority of nuars treat the stories as little more than wishful thinking. +While a few nuars can be found in nearly any district of Absalom Station, with some even hanging onto family holdings in the otherwise humancentric Olensa region of the Ring, the largest congregation lives within the Spike neighborhood of Conduit, more popularly known as Pipetown. The mazelike structures of coolant systems, filters, air pumps, and access ducts are less confusing for nuars, with their strong natural sense of direction and ability to visualize complex patterns, than for other species. It's not so much that nuars feel drawn to living within the labyrinthine guts of the station, merely that it doesn't impede them, so there's much less competition for living space in and around Conduit. Nuars can gather in sections of Pipetown even other residents can't easily find, either paying discount rates—like for air, water, power, and square footage—or directly accessing things they need from unclaimed infrastructure piping. + +## Society and Alignment + +When the Gap ended, nuars were aware of their names, careers, relationships with others, and little else. Cultures with long pre-Gap histories, such as humans, elves, lashuntas, and kasathas, could look back to records describing their ancient kingdoms, myths, gods, heroes, and wars; however, nuars had no such stretch of history to model their society on. Some sought to build their own paths and traditions from the clues found in their homes, while others quickly adopted the customs and behaviors of non-nuar neighbors. The relatively short history of nuars since the Gap has revolved around either discovering more of who they once were or building new frameworks upon which to build their way of life. + +### First Steps + +At birth, nuars weigh roughly 15 pounds and stretch more than two feet long from hoof to crown of head. Though gangly and awkward at first, they can walk within a few hours, feed themselves within a few days, and can master as many as 50 words and even craft two-word sentences within a month. This relatively quick development allows nuars traveling with their family to have numerous children with them, as it isn't necessary for a parent to dedicate their time caring for the young for a prolonged period. +While many nuars are raised with their family's customs and local traditions and language introduced in their day-to- day lives, some nuar communities prefer to restrict what their young are exposed to. One line of thought believes that the inherent nature of nuars can be found by the behavior of their newborns showing preferences for specific foods, colors, temperatures, or other basic elements from which more complex entertainments and traditions can be built. There's considerable debate whether such efforts are effective, not the least because different groups of nuars consider different ideas neutral. One group might only use items that are black and white when decorating a newborn nuar's room, while others might employ a spectrum of colors but avoid patterns and textures. While some groups claim to have discovered some “essential” element of nuar nature by observing the preferences of young ones, such trends are rarely duplicated by different groups trying the same methodology. +Young nuars begin to show interest in various arts and careers by the age of two and often enter formal training at this point. A nuar reaches their full height by eight years but retains a gangly frame until they hit adulthood roughly four years later. Nuars that are adult height but not yet fully filled out are often called tallings, and they might help with their parents' vocations, care for younger siblings, and try their hand at dozens of different life paths and potential career goals before settling on something they find fulfilling. + +### The Maze of Life + +Once a nuar is an adult, they often seek a sense of connection to a broader community than that of their caregivers. A desire to wander and see what lies beyond familiar walls is commonplace and often results in a nomadic existence many nuars call the Maze of Life. Some nuar scholars feel this wanderlust is a result of nuar brains quickly grasping complex patterns and shapes, with everything they know as youth becoming too familiar and simple to satisfy their desire for intricacy in adulthood. Others feel the tendency of adult nuars to leave home for long stretches indicates there's some crucial cultural touchstone in their lives that's missing, and, lacking an ancient history to guide in fulfilling it, many nuars become explorers in a subconscious desire to connect with a missing part of their culture. +While not all nuars leave their homes as adults, the idea of the Maze of Life is a popular one. Growing originally from a personal legend (see Personal Legend below) more than a century ago, nuars often use it to refer to seeking a balance between what an individual wishes to do and what their circumstances require or allow them to do. Anyone dissatisfied with their job, or who wants to see sights on distant worlds, or struggles to create art they enjoy is often said to be wandering the Maze of Life, and this is considered a normal and acceptable part of being an adult. +For many nuars, the Maze of Life results in finding some other culture or settlement that speaks to them. Many nuars enjoy the aesthetics and traditions of places with strong orc and half-orc influences, including Apostae and places within the Veskarium where orcs have settled over the generations since the Drift became accessible. + +## Personal Legend + +Nuars are a people with no gods to call their own, no ancient history, no pre-Gap history or sagas or poems, and at most one great ancient hero. While Nuar, the Minotaur Prince of Absalom, is generally accepted as being a historic figure connected (somehow) to the ancient past of the nuar species, little is known about him beyond notes of his existence shortly before the Gap destroyed or muddled all other records. In short, while nuars have a few centuries of post-Gap exploits and records to draw from, they lack deeper roots and, in some cases, feel a need to fill that void. While some nuars do so by adopting another culture's traditions, history, and art, others build their own individual version of the ancient past known as a personal legend. +A personal legend is a specific nuar's version of what ancient nuar culture looked like. It may include lists of nuar gods, great moments in nuar culture that sparked nuar-specific traditions, nuar folk music styles, and long, written chains of nuar settlements becoming cities, then nations, only to collapse or be conquered and rise again centuries alter. Rather than being based on any scholarly evidence that such things happened, each nuar's personal legend is simply how they imagine things to have gone. A nuar might well borrow elements from other planet's histories and settlements' customs, adding them however desired to the nuar's own record of what might have been. +While outsiders often refer to nuar personal legends as fake or imaginary, such labels miss the point as far as the nuars who craft them are concerned. Most nuars see personal legends as more akin to poetry than history—a crafted story that exists to teach lessons, espouse ideas, and give context to holidays and memorials. It doesn't matter to a nuar if their personal legend is factual, as long as it feels like an authentic expression. The idea that those who ignore the past are doomed to repeat it reverberates with many nuars, who simply lack any records of their pre-Gap history to learn from. By creating a series of folk tales to teach their children and explain their opinions to friends and allies, many nuars hope to build a strong foundation for future generations to build upon. +It's common for a given group of nuars to share a personal legend, at least in broad strokes, as a linchpin for community engagement. Some nuar personal legends have become so popular they're now more than a century old, with nuars on a dozen worlds all referring to them while being aware they were crafted by a post-Gap member of their species. Some of the most popular personal legends have names that create cultural movements, such as the creation myth How the Minotaurs Were Bleached, which combines a great deal of gnomish First World lore with orc mythology to tell an entirely apocryphal story of the First Twelve Nuar, and how each gave up one color to help build a new world for their kind. While Twelvists all know none of the details of that legend are true, it does nothing to quench the delight of their children when they receive a gift of a specific color on the twelfth night of each month. + +## Names + +There's a comparatively short list of “authentic” nuar names that represent every name held by a nuar when the Gap ended, and a few names consistently show up in reference to nuars in the muddled, scrambled records from the Gap. As with so much of nuar culture, their naming conventions seem to have developed during the Gap and thus are nearly entirely lost to that galactic knowledge blank. Some scholastic work has attempted to reclaim names drawn from minotaur culture, applying rules evolved from existing nuar names and how linguistic drift might have changed minotaur terms into nuar names. Nuars also often take names from orc and half-orc sources, and many borrow names from friends of the family or local persons of note. +Since most “official” nuar names tend to be two syllables long and begin and end with consonants, names that match that pattern are more often adopted by nuar communities— though few nuars feel constrained by this general trend. Nuars make no distinction between names based on gender, and sometimes take a name from another society that's associated with a different gender than their own. Young nuars often select a name for themselves upon leaving the safety and control of their parent's home, and nuar settlements consider using the old name an insult since that rejects the nuar's right to self-identify. + +### Sample Names + +Some sample nuar names include Durnat, Fernin, Garendor, Gorak, Hallen, Jodat, Kallar, Kantol, Lurjok, Lonorok, Maoa, Mothor, Narfendol, Nuaz, Purken, Quar, Rarken, Roguff, Sakkar, Trag, Tykin, Ulgar, Vurok, and Zarnen. + +# Vital Stats + +**Average Height** 7–8 ft. +**Average Weight** 260–350 lbs. +**Age of Maturity** 13 years +**Maximum Age** 90+2d20 years diff --git a/Compendium/SF1E/Species/Orc.md b/Compendium/SF1E/Species/Orc.md new file mode 100644 index 0000000..da35859 --- /dev/null +++ b/Compendium/SF1E/Species/Orc.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- +# ORC +> [!infobox|left n-th clean] +> [[Orc.png|Spielern zeigen!]] +> Orcs are rare, although records suggest they were numerous on lost Golarion. Today, they can be found in greatest numbers on Apostae, where most are drow-held slaves. Over the ages, however, some orcs have gained freedom, creating formidable armed clans on Apostae and a few other worlds in the galaxy, though many free orcs of Apostae remain second-class citizens who still serve the drow as mercenaries, technicians, and laborers. + +Few people of the Pact Worlds have ever seen an orc up close, but most people know their reputation as brutal monsters. Even the free orcs on Apostae suffer from isolation and drow propaganda, remaining ignorant of wider possibilities. On average, orcs have difficulty with attention, memory, and impulse control. Drow care little for where these tendencies come from, but their centuries-long influence has changed the orcs from the brutes described in pre-Gap histories. The drow have socially engineered their orc chattel to make them useful servants. From an early age, capable orc youngsters have a duty to care for any orcs who require help to survive. Aged or feeble orcs are permitted to endure only to teach the young valuable skills while indoctrinating them with the appropriate regard for their betters. Drow overseers keep watch over these enclaves, with the aid of half-orcs and a few elder orcs rewarded for loyal service with the right to “retire” to teaching positions. + +Within orc enclaves on Apostae, a specialized program of reward and punishment accompanies education and tempers orcs for the jobs they are expected to perform. For example, an orc anticipated to be a technician might be conditioned to respond well and even take pleasure in technical work, such that her skill seems abnormally good. A bodyguard could be habituated to extreme ferocity in defense of a ward, belied by an otherwise composed demeanor. When an orc becomes an adult, she moves on to serve the drow house to which she belongs in her trained capacity. There, her conditioned mind keeps her bound better than any chains could. + +This social engineering took place for long enough that free orcs display a similar cultural structure. These orcs teach their young with analogous and comparably brutal methods of reward and punishment. The young and weak take on jobs that tougher orcs have the clout and muscle to refuse. Eventually, a young orc might join the ranks of the strong and earn the right to take on responsibilities that garner more prestige. She then sloughs off tasks she considers to be beneath her onto the shoulders of those she sees as lower than her in status. + +An orc is ideally suited to her prescribed duties thanks to the extensive conditioning she receives. Her confidence in such areas is also high. An orc trained to scout the caves of Apostae, for instance, is likely to be a sharp climber and shrewd explorer. She also knows enough about the ilee (a lost race native to Apostae) to know when she has made an important discovery. + +The social conditions in which most orcs exist often make it challenging for them to assimilate into other cultures. Orcs are gruff and terse, interacting with others only when necessary. An orc without a hierarchy to embrace or reject often struggles to find her position in a pecking order that might not exist. + +An orc has large and imposing tusks that jut from her mouth, as well as pointed ears. Most orcs stand around 6 feet tall and weigh 200 pounds or more, with welldefined musculature. + +**Ability Modifiers** +4 Str, –2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Orcs are Medium humanoids with the orc subtype. + +## CONDITIONED FOCUS + +Due to her conditioning, an orc can choose one skill that becomes a class skill for her. If the chosen skill is a class skill from the class she takes at 1st level, she instead gains a +1 bonus to checks with that skill. In addition, due to her confidence with that skill, once per day, before she attempts a check with the chosen skill, the orc can grant herself a +2 bonus to that check. + +## DARKVISION + +Orcs have darkvision with a range of 60 feet. + +## FIERCE SURVIVALIST + +Orcs receive a +2 racial bonus to Intimidate and Survival checks. + +## LIGHT SENSITIVITY + +An orc is dazzled as long as she remains in an area of bright light. + +## ORC FEROCITY + +Once per day, an orc brought to 0 Hit Points but not killed can fight on for 1 more round. The orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious. + +# VITAL STATS + +**Average Height** 5–7 ft. +**Average Weight** 145–320 lbs. +**Age of Maturity** 12 years +**Maximum Age** 40+2d10 years diff --git a/Compendium/SF1E/Species/Osharu.md b/Compendium/SF1E/Species/Osharu.md new file mode 100644 index 0000000..6934fe5 --- /dev/null +++ b/Compendium/SF1E/Species/Osharu.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- +> [!infobox|left n-th clean] +> [[Osharu.png|Spielern zeigen!]] +> To the slug-like osharus, religion and science are two sides of the same coin— concepts with the same intrinsic dependencies as life and death. These timid monk-scientists dedicate their lives to studying various fields of science, sharing their discoveries with their fellow osharus and other races that express a passion for epiphany. They dedicate their discoveries to their deity Yaraesa, patron of learning and science. + +Osharu settlements are essentially city-sized universities. Individuals involved in similar fields of study group together so they can aid in each others’ research, and entire districts spring up naturally around these congregations of higher learning, equipped with canteens, vast libraries, living quarters, and workstations relevant to their field. + +This ultimate quest for knowledge knows no planetary bounds; osharus often embark on fieldwork expeditions to other star systems in order to study foreign planets, stars, or even the emptiness of space itself. They also frequently go on diplomatic missions to exchange knowledge with other intelligent, enlightenment-minded races. + +Thought stalwart in mind and faith, osharus are physically delicate. They are harmed not only by salt and salt water, but also have a cumbersome dependence on moisture and humid environments. Exposure to extreme heat or direct sunlight for extended amounts of time without protective magic or armor makes them extremely uncomfortable. Those who aren’t magically inclined might even resort to soaking their clothes and carrying large canteens of water for rehydration when exploring even mildly arid biomes. + +Despite the osharus’ willingness to face great dangers, they are a timid and paranoid race. Their most common fear is that their desire to explore the galaxy and exchange knowledge with other species could ultimately result in their exploitation—or even their eradication. To cope with this paranoia, they flatly refuse to travel beyond the safety of their university-cities while alone, always accompanying at least one other osharu so they can protect and comfort one another. Osharus sometimes develop such a bond with equally sensitive members of other species, establishing a similar system of mutual support. + +The average osharu is 4 feet tall and weighs 140 pounds, though members of the species have a wide variety of colors and patterns. Even two parents with similar patterns or colors can have completely different-looking offspring—it is not unusual for a beige, leopardspotted osharu to give birth to bright-pink or green tiger-striped progeny. This diversity is celebrated among osharu, and they find the predictability of hereditary outcomes among other humanoid species to be both unusual and fascinating—most of their university-cities have a district dedicated to the study of xenogenetics as a result. + +**Ability Modifiers** +2 Int, +2 Wis, -2 Con +**Hit Points** 2 + +## SIZE AND TYPE + +Osharus are Medium monstrous humanoids. + +## DARKVISION + +Osharus have darkvision with a range of 60 feet. + +## OSHARU MOVEMENT + +Osharus have a land speed of 25 feet and a swim speed of 25 feet. + +## PIOUS SCIENTIST + +Osharus regard religion and science as a singular concept, using their understanding of each to enhance the other. An osharu can use Life Science to identify creatures normally identified using Mysticism, and vice versa. + +## POLYMATH + +Osharus spend their lives acquiring vast amounts of knowledge and therefore tend to have applicable information in most situations. Once per day, an osharu can automatically succeed at an attempt to aid another on an Intelligence-based skill check.  + +## SLIME + +As a swift action, an osharu can excrete slime into an empty adjacent square, causing that square to become difficult terrain. An osharu can use this ability 1d4 times per day before she must rest for at least 8 hours to replenish her slime stores.  + +## SUSCEPTIBLE TO SALT + +A handful or more of salt or a splash of salt water deals 1d6 damage to an osharu, and full immersion in salt water deals 4d6 damage per round. These effects are negated by the environmental protections built into most armor. + +# VITAL STATS + +**Average Height** 3-1/2 to 4-1/2 ft. +**Average Weight** 125–155 lbs. +**Age of Maturity** 18 years +**Maximum Age** 90+2d10 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The majority of osharus have the ability adjustments found in their entry in Alien Archive 2, as these adjustments represent the osharus’ pervasive dedication to religious worship as well as education. However, there are still many variations within the osharu species, due to environment, physiology, upbringing, or field of study. Some of these variations are described below. Osharus with these variations have the listed ability score adjustments, instead of the standard adjustments of +2 Wisdom, +2 Intelligence, −2 Constitution. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") DEEPMARSH + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The Deepmarsh osharus, similar to those of the Mire, have forsaken the bustling university-cities in order to live solitary lives out in the wilderness. Unlike Mire dwellers, though, Deepmarsh osharus have also forsaken community, education, and religion entirely. They are often solitary or live in families of two to four companions. A Deepmarsh osharu’s ability adjustments are +2 Constitution, +2 Strength, −2 Charisma. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") GENGEN + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Gengen osharus have acclimated to swimming, and they are robust and strong. A gengen osharu’s ability adjustments are +2 Strength, +2 Intelligence, –2 Dexterity. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") MIRE DWELLER + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The swamp-dwelling osharus of the Mire are a hardy and resourceful folk. Spending much of their lives roughing it in the wilds, these osharus are surprisingly deft combatants, as well as being skillful farmers, hunters, and thieves. A Mire dweller osharu’s ability adjustments are +2 Constitution, +2 Wisdom, −2 Intelligence. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +As a species that has evolved to live in numerous different environments of their world, some osharus have developed different physiological or mental aptitudes, resulting in having alternate racial traits. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") MONSTER HUNTER + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The osharus of the Mire are adept hunters, forgoing scholarly studies to become more resourceful in the wilds of Jenikar. Osharus with this racial trait gain a +2 racial bonus to Survival checks to follow tracks and a +1 racial bonus to Survival checks to handle animals. +This replaces pious scientist. + +## ![](HTTPS://AONSRD.COM/IMAGES/PATHFINDERSOCIETYSYMBOL.GIF "PFS LEGAL") SALTWATER AFFINITY + +**Source** [_Near Space pg. 132_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Unlike inland osharus, saltwater osharus are deft swimmers and no longer carry the species’ general weakness to salt, but they also no longer produce defensive slime. Osharus with this racial trait gain a swim speed of 40 feet. +This replaces slime and susceptible to salt and alters osharu movement. diff --git a/Compendium/SF1E/Species/Pahtra.md b/Compendium/SF1E/Species/Pahtra.md new file mode 100644 index 0000000..7fb7161 --- /dev/null +++ b/Compendium/SF1E/Species/Pahtra.md @@ -0,0 +1,125 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 96_ + +[[Species_Pahtra.png|Zeigen!]] +Pahtras are adapted to life on their home planet of Pulonis, a world wracked with magnetic storms and inhabited by titanic flora and wildlife. To rise to these challenges, pahtras took a different path from many galactic species: unconventional technology and ironclad traditions focused on combat. Their conquest by the vesk and subsequent exposure to the Pact Worlds has caused a social revolution of sorts, with younger pahtras rejecting the paths forced on them by pahtra elders. The legacy of the past still holds strong however, and the pahtras most people encounter are those soldiers who have access to the intense physical conditioning required to venture into a universe where everything weighs twice as much. + +**Ability Modifiers** +2 Dex, +2 Cha, -2 Str +**Hit Points** 4 + +## Size and Type + +Pahtras are Medium humanoids with the pahtra subtype. + +## Pahtra Senses + +Pahtras have darkvision with a range of 60 feet and low-light vision. + +## Nimble + +An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action. + +## Talented + +Pahtras gain a +2 racial bonus to Acrobatics checks, Stealth checks, and checks with one Profession of their choice. + +## Wary + +Pahtras gain a +2 racial bonus against charm and compulsion effects. + +# About the Pahtra + +## Physical Description + +Pahtras raised on Pulonis tend to be tall and lanky with wiry musculature that reads as too thin to many other species. A typical Pulonis pahtra stands six to seven feet tall and weighs 150 pounds. Their bodies and limbs are elongated, and many of their bones aren't entirely fused, causing their joints to be looser than those of most creatures that reside on higher gravity worlds. This aspect of their anatomy gives them an extended range of motion and incredible flexibility but sharply limits how much force they can exert, as a pahtra who strains the limits of their strength finds their body distorting more readily than their environment does. As pahtras have expanded into the universe however, they've discovered their physiology is remarkably adaptable—a pahtra raised on a world with heavier gravity grows to a similar height but develops the stockier musculature of a large predatory cat. +Like many felines, pahtra have meat-ripping teeth framed by prominent canines as well as retractable claws on their hands and feet. While useful for eating and climbing, these features make for unimpressive weapons. However, young pahtras sometimes train to deliver lethal blows, often losing some of their natural flexibility as they toughen their bodies. +Pahtras are covered in a layer of short fur that ranges from tawny brown to gray with almost every individual possessing a unique, dark pattern of irregular blotches, stripes, and spots. Eyes can be almost any color of the visible spectrum, though hazel is the most common. As with many nocturnal predators, their eyes are highly sensitive to light, allowing them to see in dim and dark conditions. A pahtra's pupil can contract into a slit to avoid this feature blinding them in bright light. +Pahtras' most extraordinary sense isn't consistent across the species. Each pahtra has a cluster of subdermal sensory organs arrayed across their face, and the organs' primary function varies by the individual with several common types. Harmonic sensitivity is the most common function, allowing the pahtra to feel sound and frequencies—often contributing to pahtras' perfect pitch and natural affinity for rhythm and harmony. In others, the organs anchor long whiskers that can register the presence of nearby creatures. While these whiskers are useful survival tools in the wilderness, their hypersensitivity tends to make them uncomfortable in high winds and crowded urban environments. A third group's facial organs have specialized olfactory functions that sense when a familiar creature smells off, indicating an infection or illness. Finally, some pahtras are especially sensitive to magic, not just sensing local auras but also orienting in relation to trace magical energies in Pulonis's powerful magnetosphere. +Most pahtras exhibit one of these functions strongly, and their facial organs have reduced sensitivity to one or more additional stimuli. For example, many pahtras can't sense ambient magic but do exhibit a response known as “the twitch” when exposed to enchantments, likening it to a jolt of sudden suspicion that helps them shake off mind-affecting effects. The exact sensory array seems to develop randomly in infancy regardless of the parents' senses. The prevailing theory is that pahtras evolved to have a communal sensory array, with at least one member of each group able to sense an important stimulus and alert others to its presence. + +## Home World + +Despite its considerable distance from its sun, Pulonis—better known to the Veskarium as Vesk-6—is a hot and humid jungle world with no ice or polar caps to speak of. Invasive planetary drilling from the vesk revealed this climate to be the result of Pulonis's core being modified in the ancient past—it's likely that without this mysterious alteration, the planet would've been a frozen rock incapable of supporting complex life. Whether as a result of these same modifications or due to the planet's natural properties, Pulonis also has an incredibly strong magnetosphere, which renders most advanced technology completely useless on its surface. +Due to its small size, Pulonis has a weak gravitational pull, allowing both its geography and biological life-forms to grow to titanic extremes. Mountain ranges jut up in precipitous spires that would be impossible on other worlds, while flora and fauna alike dwarf most species in the same way a vesk towers over a hamster. While many visitors struggle with an environment where they feel so small, pahtras often delight in the challenges their world presents, believing the greatest obstacles present the greatest opportunity for glory. Though the low gravity of Pulonis means many of its towering fauna are weaker than they appear, the technology-destroying storms and fields of the planet are more than enough to even the scales. +In theory, pahtra nation-states control most of the planet with ultimate authority resting with the Veskarium. In practice, the pahtra concept of control is far looser than that of their vesk overlords; pahtras keep their cities and living areas safe, otherwise letting the vast wilderness manage itself. Travel between pahtra nations tends to be either very slow or accomplished via risky yet swift flying ships powered by magnetic sails. +For all its verdant splendor, Pulonis bears a nearly lifeless scar known as the Holy Lands. During its conquest of the planet, the Veskarium grew impatient dealing with pahtra guerilla defenders and bombarded the region from orbit, vitrifying the landscape. This indiscriminate, unstoppable show of force finally elicited a surrender, and the surrounding jungles have shown no signs of reclaiming the blasted area. It now serves as a sacred memorial to honor the pahtras who perished there. +Although pahtras are the dominant sapient life-form on Pulonis, they aren't alone in their intelligence. The mysterious ichthyoid oozes known as hymothoas also lurk on the planet's surface, and they demonstrate hostility toward the Veskarium. Hymothoas have the disturbing ability to parasitize living creatures, slowly devouring and replacing the functions of internal organs, until at last they control the victim's brain functions. Should the host body fail, the hymothoa can readily flee the dying husk and seek new prey. Pahtras seem to instinctively consider hymothoas enemies and feel the urge to kill them on sight; hymothoas are less visibly belligerent in turn but are more than happy to devour a pahtra in pursuit of their goals. + +## Society and Alignment + +On Pulonis, pahtra culture is nearly as competitive as the life-or-death struggles of the natural world around it. Pahtras are well- versed in cooperating to survive their extreme surroundings, but youths and seasoned veterans alike strive to excel in their chosen fields and distinguish themselves from their many peers. Pahtra nation-states recreate this rivalry on a grand scale, displaying their latest breakthroughs or triumphs in a relentless drive for prestige. Most pahtras consider this friendly opposition to bring out the best in each other, though the process burns out or outright kills numerous pahtras each year as they strive for recognition. Not every pahtra starts off on even footing either; tradition dictates that the patterns of a pahtra's fur determine their character and potential, as interpreted by a pahtra mystic shortly after birth. Pahtra youths have begun to rebel against this predestination, even choosing to leave the planet just to escape the expectations thrust on them by others. Many pahtras still consider their ancestral traditions of the highest importance. They're a subjugated people, no matter what autonomy their despots have granted them, and they're keenly aware the vesk would prefer that pahtra culture quietly erode until it becomes indistinguishable from the rest of the Veskarium. Most pahtras also firmly believe it was their traditional warrior training that allowed them to challenge the technologically superior invasion forces of the vesk, a challenge that earned pahtras the Veskarium's respect even in defeat. As such, many on Pulonis are determined not to see these traditions taken from them, and it's little surprise that some see the rebellion of pahtra youths as an existential threat. Due to the magnetic fields and storms of Pulonis, pahtras weren't a technologically advanced species before their conquest. With their exposure to a wider galaxy, they've been making up for lost time. Though they make use of shielded electronics imported from the wider Veskarium, they rightfully consider such gear to be one system failure away from disaster—instead, pahtra nation-states prefer to focus on advanced ceramics, bioengineering, and chemistry that are more reliable on their home world. Mysticism remains highly important on Pulonis as well since even the vagaries of magic prove more reliable than a metal piton or a simple radio. The majority of pahtras are asexual. They often form loving and life- long relationships with a partner or small group, though they tend to balk at any bond that infringes on their individuality. A relatively small population of child- bearing couples sustain the pahtra population with litters of six to eight kits at a time. Unsurprisingly, communal child-rearing is a necessity in most pahtra societies. Both biological parents and adults closely involved in children's rearing are treated as parents, and although sexual attraction and reproduction are key to sustaining the population, a pahtra's reproductive involvement earns enough polite respect to feel valued without feeling like an obligation to attain social status. Another consequence of this child rearing culture is most pahtra schools and training grounds are populated by several large sibling cohorts—a social dynamic that puts even more pressure on each pahtra to differentiate themselves from their relatives while still ensuring their family's overall performance overshadows competing sibling clusters. + +### Adolescence + +A pahtra's youth tends to be a sheltered one, kept safe in cities where nothing can snatch up an unwary child as a snack. Infants begin life very small and with little fur. At two to six months of age, pahtra kits are taken to a mystic to receive guidance on their lives based on interpretations of their fur patterns. Their early years tend to be idyllic ones, though their playtime activities are guided by the dictates of their supposedly predestined aptitude and social roles; however, all youths are encouraged to climb, experiment with music, and engage in childish play fights, as these activities are central concepts to pahtra culture. Once a pahtra turns seven, they're expected to begin their official education. Private tutoring is considered adequate pedagogy for the least promising youths. Those children who show the greatest potential are expected to attend a school where even if they receive less individual instruction, they'll be exposed to peers who can serve as constant competition. + +### Music + +Almost every pahtra, both on Pulonis and off, has a deep love of music. It's rare to find a pahtra who doesn't know the basics of at least one instrument, and vocal lessons are taught alongside battle tactics and history lessons in school. Hired musicians liven the soundscapes of pahtra cities, and pahtra composers garner as much respect as the most prominent scientists, leaders, and generals. Concerts are some of Pulonis's biggest social events, and pahtras will make a treacherous journey through the wilderness for thousands of miles around to witness the electric “singing coils” of the nation-state of Trenarez. + +## War Games + +At 15 years of age, every pahtra is expected to participate in a coming-of-age ceremony, where they're sent into the wilderness to compete against both their peers and the environment. These ancient rites of battle and survival last several weeks and claim several lives every year, but a pahtra's performance in the ceremony often shapes their social and career prospects for the near future. The trials typically involve races, collecting rare hunting trophies, and survival in harsh environments with little equipment—all while skirmishing with other youths who compete for the same resources and accolades. +The fierce competition begins well before the rite, with a young pahtra's exploits influencing not only where they'll perform their trials, but also alongside whom. The more prestigious the arena, the greater the challenges and the greater the prospect of glory. The most sought-after site is known as the Proving Grounds, a tract of wilderness wracked with dramatic tides, magnetic storms, and occasional earthquakes. Each pahtra nation-state is permitted to send 12 youths to the Proving Grounds each year, and Pulonis's most influential citizens (and even a few from beyond) pay very close attention to these rites and their top performers. +Given their combat and survival skills, it's little surprise that the military is one of the most respected professions in pahtra culture—even if it involves joining the Veskarium's armed forces. Military service also represents one of the few ways for pahtras to reliably leave the planet, as the rigorous exercise and conditioning needed to adapt to higher gravity worlds is difficult to obtain through other means. For their part, vesk soldiers respect their pahtra comrades, though they often ideologically clash over the former's demands for conformity and the latter's need for individuality/ + +## Names + +Traditional pahtra names consist of elements that are auspicious to a pahtra's potential in life, as determined by a pahtra mystic in during the individual's youth. These elements differ depending on nation-state, history, and lineage, and they vary enough that a pahtra's parents can pick and choose what best appeals to them as well as add their own input to the name. Those pahtras who reject tradition have been known to change their names or name their children with elements that the youths have no “right” to bear, a trend that older pahtras find somewhat offensive. + +### Sample Names + +Some sample pahtra names include Cahnex, Fetenekku, Hafsoumei, Ifset, Jeviish, Khieper, Lealorn, Mahdran, Onharaf, Rishhmani, Sanna, Tendris, Voyenrel, and Zamahaii. + +# Vital Stats + +**Average Height** 6-7 ft. +**Average Weight** 140–190 lbs. +**Age of Maturity** 14 years +**Maximum Age** 80+3d10 years + +# Alternate Ability Adjustments + +**Source** _Near Space pg. 133_ +While pahtras’ reputation as swift and charismatic warriors is well earned, exceptions have always been common in pahtra culture. These pahtras are often assigned to specific social roles based on their perceived potential, though younger pahtras are beginning to resist this practice. The following pahtras have these listed ability score adjustments instead of the standard adjustments of +2 Dexterity, +2 Charisma, −2 Strength. + +## ! Hunter-Killer + +**Source** _Near Space pg. 133_ +Pahtras raised on planets with standard gravity often develop the powerful musculature of born predators and are sometimes nicknamed hunter-killers due to their lethal efficiency. A hunter-killer pahtra’s ability adjustment is +2 Strength. + +## ! Krreyvash + +**Source** _Near Space pg. 133_ +The pahtra rebels known as the Krreyvash have turned to extreme methods in their fight against the Veskarium. The Krreyvash subject themselves to experimental bio-engineering that grants them exceptional strength and reflexes but ravages their bodies. A Krreyvash pahtra’s ability adjustments are +2 Strength, +2 Dexterity, –2 Constitution. + +## ! Wise One + +**Source** _Near Space pg. 133_ +Certain pahtras show unusual insight or physical features that signify them as likely to receive wisdom from supernatural forces, according to pahtra tradition. These wise ones are given rigorous training regimes by elders and other wise ones in order to become strong in both body and mind. A wise one pahtra’s ability adjustments are +2 Constitution, +2 Wisdom, −2 Strength. + +# Alternate Racial Traits + +**Source** _Near Space pg. 133_ +While most pahtras have the standard pahtra racial traits detailed in Alien Archive 2, specific individuals dedicate their lives into developing uncommon abilities, represented by the following alternate racial traits. + +## ! Blindsense + +**Source** _Near Space pg. 133_ +Some pahtras rely less on their vision, instead detecting their environment via whiskers that are sensitive to air currents and vibrations. A pahtra with this alternate racial trait has blindsense (vibration) with a range of 30 feet and low-light vision. +This replaces pahtra senses. + +## ! Natural Weapons + +**Source** _Near Space pg. 133_ +Pahtras can develop especially deadly claws that rake and rend with startling effectiveness. A pahtra with this alternate racial trait has natural weapons that function like those of vesk, except the pahtra’s natural weapons deal slashing damage. +This replaces talented. + +## ! Parasite Sense + +**Source** _Near Space pg. 133_ +Some pahtras are sensitive to odors that indicate the presence of invasive bodies. A pahtra with this alternate racial trait gains a +2 bonus to checks to detect, treat, or remove diseases and parasites that infest another creature. As a full action, the pahtra can try to determine if an adjacent creature it can smell is diseased with a DC 30 Perception check. The DC of this check is reduced by 5 for each step along the disease track the creature is. +This replaces nimble. diff --git a/Compendium/SF1E/Species/Phentomite.md b/Compendium/SF1E/Species/Phentomite.md new file mode 100644 index 0000000..be39c19 --- /dev/null +++ b/Compendium/SF1E/Species/Phentomite.md @@ -0,0 +1,47 @@ +--- +aliases: +tags: +--- +> [!infobox|left n-th clean] +> [[Phentomite.png|Spielern zeigen!]] +> Phentomites are native inhabitants of Orry, an unusual cluster of landmasses floating in regular orbits around a gravitational anomaly in Near Space. Thousands of years ago, the planet Orry was a technomagical utopia, but a massive industrial accident caused much of the world’s mass to explode into space. However, mystical gravitational forces created in this disaster allowed the land that survived to remain inhabitable, albeit with a thin atmosphere. Orry now consists of 10 country-sized landmasses, along with several dozen smaller formations, that slowly rotate around a central point—sometimes coming within mere feet of one another but never colliding. + +Orry’s surviving population continued on in the subsequent centuries, though the society lost much of the scientific and magical advancement of its forebears. The phentomites of today live in nations engaged in relatively low-tech artisanship, farming, and trading. They adapted to the low-oxygen environment much as creatures who live their whole lives at high altitudes do. Their eyes have adjusted to be able to see in the dark, and they’ve developed specialized nerves that grant limited thermographic vision; the latter might be a mutation caused by arcane fallout from Orry’s planet-breaking accident. + +The typical phentomite is 7 feet tall and weighs 175 pounds. Though mostly blue, a phentomite’s skin is striated with other colors, especially across the chest and arms. These streaks vary in coloration between phentomites from different areas of the planet; some have green and yellow bands, while others have red and purple lines of color. Their backward-bending legs give them a natural ability to jump farther than most humanoids, and their ungual feet grant them purchase on rocky slopes. Phentomites often decorate their large forehead ridges with dangling charms of religious or personal significance. + +The farmlands of Orry provide the phentomites with the majority of that world’s important resources, food and natural fibers, while the largest landmasses each contain at least a few mines. Phentomite cities range from the idyllic Niyriki, an artists’ enclave on the shores of Lake Eclipse, to the industrious Qabu, full of bustling factories. Roads of an unknown material crisscross each land formation; these remnants of Orry’s past have withstood the test of time and are now used by travelers on foot and by wagons pulled by hefty six-legged draft animals. + +Travel between the floating islands is made possible by an elite class of phentomites called bridgers, who use death-defying acrobatics to cross the gaps between landmasses and erect temporary rope-and-wood structures. Even with the assistance of bridgers, these trips can take several months to complete, and the largest, slowest-moving islands come close to one another for only a short time each year. Such a journey is incredibly hazardous, as a single slip can send an unfortunate traveler plummeting toward Orry’s gravitational anomaly—a certain death. + +The Pact Worlds only recently made contact with phentomites. AbadarCorp has constructed a small space station named Harmony-One that orbits Orry. Due to the gravitational anomaly at the heart of the cluster, landing starships on any of the Orry’s surfaces is incredibly hazardous. Orry’s trade partners have agreed to land offworld vessels only in a phentomite-designated area outside of Zisfahani, Orry’s largest city. Travel to other landmasses must then proceed along terrestrial routes, with the aid of local phentomite bridgers. + +**Ability Modifiers** +2 Dex, +2 Wis, –2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Phentomites are Medium humanoids with the phentomite subtype. + +## ACCLIMATED + +Phentomites are [acclimated to thin atmospheres and high altitudes](https://aonsrd.com/Rules.aspx?ID=Atmospheres&Category=Environment), and they count as Small creatures for the purpose of [slow suffocation](https://aonsrd.com/Rules.aspx?ID=Environmental%20Rules&Category=Environment). + +## DARKVISION + +Phentomites have darkvision with a range of 60 feet. + +## HEAT TRACKER + +As a full action, a phentomite can alter her vision to detect the latent heat trails left by passing creatures. This allows the phentomite to use the Perception skill to perform the follow tracks task of the Survival skill and also functions as the [tracking](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Tracking) universal creature rule. While this ability is active, the phentomite takes a –1 penalty to Reflex saving throws. The phentomite can deactivate this ability as a move action. + +## NATURAL AGILITY + +Phentomites gain a +3 racial bonus to Athletics checks to climb or jump. + +# VITAL STATS + +**Average Height** 6-8 ft. +**Average Weight** 130–220 lbs. +**Age of Maturity** 16 years +**Maximum Age** 70+2d20 years diff --git a/Compendium/SF1E/Species/Psacynoid.md b/Compendium/SF1E/Species/Psacynoid.md new file mode 100644 index 0000000..eb407ef --- /dev/null +++ b/Compendium/SF1E/Species/Psacynoid.md @@ -0,0 +1,79 @@ +--- +aliases: +tags: +--- + +[[Species_Psacynoid.png|Zeigen!]] +On their home world of Nolasa in the Euditace system in Near Space, psacynoids have established a unique economy through their subterranean “farms” of magical crystals. Though they've made peaceful contact with others outside of their home system, psacynoids have yet to make a large mark on the galactic scene. However, the growing interstellar market for their magic crystals will surely bring the planet both wealth and fame soon enough. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Str +**Hit Points** 4 + +## Size and Type + +Psacynoids are Medium monstrous humanoids. + +## Crystal Crafter + +A psacynoid can craft a spell gem or a solarian weapon crystal in half the normal time; this bonus stacks with any provided by tools or environment. For instance, a psacynoid using a starship’s arcane laboratory can craft a spell gem in one-quarter the normal time. + +## Hermetic Knowledge + +Psacynoids gain a +2 racial bonus to Mysticism and Physical Science checks. + +## Multiarmed (4) + +The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat. + +## Psacynoid Senses + +Psacynoids have darkvision with a range of 60 feet. + +## Sonic Resistance + +Psacynoids have resistance 5 to sonic. + +# About the Psacynoid + +## Physical Description + +A psacynoid has four legs sprouting from a bulbous, rounded trunk at the base of their body. A slender torso rises up to a similarly shaped bulb that forms their head; some might mistake this torso for an elongated neck were it not for the psacynoid's four thin arms extending from it. Their head features a wide mouth and an upward-pointing olfactory organ that looks like a crest of hair. The bottom bulb holds most of a psacynoid's internal organs, including the stomach and heart, while their brain resides in the upper bulb encased in a thick skull. Due to the unusual distribution of weight in their body and the difference in proportions between their torso and their legs, a psacynoid tends to lead with their head, causing a careening gait that to many other sapient creatures appears more like stumbling than walking. +A typical psacynoid stands about 6 feet tall and weighs 125 pounds. + +## Home World + +The psacynoid home world, Nolasa, is the third planet in the Near Space system of Euditace. One of Nolasa's most remarkable features is that it varies very little in elevation, both above and below sea level. The planet's tallest mountain is less than half a mile high, and its deepest seabed is similarly shallow. This is due to a lack of tectonic activity on the surface; the ancient movement of Nolasa's unique tectonic plates has instead formed thousands of miles of caverns throughout the planet's crust, many of which are easily accessible from caves and other natural openings in the ground. Nolasa is also distinct for the magic crystals that can be cultivated in these caverns. +The planet has diverse surface biomes, but they all have very little in the way of wildlife, none of which grow larger than a few feet. These creatures include furred and horned lonimaks that prowl the planet's low mountain ranges, insectile darmuirs that migrate monthly between sea and shore, and herbivorous uhzeents that glide from tree to tree on fleshy wings. None have historically posed much of a threat to psacynoids, who were able to peacefully evolve to be the largest species… aboveground. Bigger and more dangerous beasts thrive in Nolasa's cave systems, including shadowy oozes called vayleexis and white-scaled reptilian swiquas. +These strange underground ecosystems were created by the endless wells of magic that pool and flow from cave to cave. Some grottoes are lit by a ghostly luminescence which seems to shift its hue based on the prevailing emotion felt by any inhabitants, while others see rivulets of water dripping in every direction heedless of gravity. These hollows are incredibly important to both psacynoid culture and economy (see Society below). Though they've been studying the caves for centuries, psacynoids have yet to map or even traverse their entirety. They use the well-protected caves nearest to their surface settlements for the cultivation of their planet's famed mystical crystals, but tunnels lead miles in every direction, plunging deep into the crust. Psacynoids often send out expeditions to search for new areas in which to farm crystals, but these groups can make it only so far with the limited supplies they carry—if they return at all. +One of the largest cities on Nolasa is Kruosk, a bustling magitech metropolis along the banks of the Yuahlish River and above the Iominae Caves, which hold acres of crystal farms tended by a variety of custodial corporations. Kruosk is a wide expanse of squat, square buildings constructed of steel, glass, and concrete by spellcasting architects and engineers. The plain, almost brutal architectural style originated within Kruosk and is prevalent across most of Nolasa's larger cities. Thanks to robust government programs, Kruosk has solid public transportation infrastructure, and there are very few personal vehicles apart from small, pedaled conveyances. The city's emergency services also have their own hover vehicles that travel on a series of streets designated for their use only. + +## Society and Alignment + +As the largest beings to evolve on the surface of Nolasa, psacynoids easily became the planet's dominant sapient species. Many psacynoids developed spellcasting powers due to the saturation of magic across the globe, and while some inevitably used these skills for violence and evil, many more were driven by goodness and the desire for peace. After a band of heroes defeated a psacynoid necromancer whose plans would've spelled destruction for the entire species, community and religious leaders used their influence to create sweeping social changes. It soon became commonplace for psacynoids to donate regularly to charities or engage in community service. Generations later, this spirit of communalism has been practically ingrained into the psacynoid psyche. +Before the Gap, when hard currency was used more frequently and sales of goods were mostly limited to neighboring communities, a psacynoid merchant would invest a large percentage of their profits into their home community. This included paying for the creation, maintenance, and improvement of public infrastructure (such as roads and sewage lines) as well as ensuring that families undergoing hardships were taken care of. As such, poverty, hunger, and homelessness were practically nonexistent. +During this period of evolving norms, psacynoids also discovered that the caverns beneath their feet contained remarkable power. Owelahana, a wandering geomancer whose name has since become an important part of psacynoid history, was exploring one such cave when they noticed the energy from their spells lingered after being cast. The magic instead began to coalesce into a small crystalline seed. Curious, Owelahana observed the phenomenon over several days, watching as the crystal grew. Further casting of spells of the same school resulted in more crystals, and Owelahana harvested them to bring back to the surface to study. Owelahana and psacynoids like them discovered that each of Nolasa's caves resonated with a different magical frequency, producing a staggering diversity of crystals. Today the field of crystal cultivation is Nolasa's most practiced vocation, and the sale of these crystals makes up the largest percentage of the planet's economy. +Psacynoids weathered the Gap fairly well, quickly reestablishing relationships and businesses in the wake of this period of universal amnesia. Some believe that Nolasa's inherent magic acted as a kind of dampening field to whatever caused the Gap; these scholars posit that while psacynoids were as affected by the Gap as all other species, they were allowed to retain the faintest shadows of their memories. Some sages say this drained a portion of Nolasa's magic, but since the planet's caves are still producing crystals, others tend to dismiss these claims. +Upon the construction of Drift engines and contact with other civilizations, the demand for Nolasa's magical crystals has skyrocketed. Though this demand has put some pressure on custodians to produce more crystals and seek out new caves, greater wealth is undeniably pouring in. Psacynoids have since adopted the UPB-based Pact Worlds credit as a standard currency, and thanks to digital banking, profits made from the sale of crystals from one cave can be easily used to help a community on the other side of the world, resulting in a small population boom on Nolasa during the past century. +Psacynoids tend to worship deities of magic and community, such as Abadar and Eloritu. A growing faction in Nolasa's religious community, a sect calling themselves Stratumians, believe that the planet's surface was manufactured and placed onto the system of caves by some ancient power. Stratumians hold that psacynoids descended from these world engineers but have lost the magic to repeat the monumental feat. They call for deeper forays into Nolasa's caves to discover more about their progenitors in the hopes of learning this magic and gaining the ability to terraform other worlds. + +## Crystal Cultivation + +Psacynoids who want to participate in their planet's lucrative business usually follow one of three paths. Custodians are given stewardship over individual caverns, cultivating and harvesting the crystals that grow there. A custodian must, of course, have knowledge of the same type of magic as the cavern in which they work. They often live within a small prefabricated structure in the cave or, if they're lucky, within a settlement less than a 20-minute commute away. Those custodians who dwell apart from their fellow psacynoids typically only do so for a single growing season (approximately 6 months) and then return to their families and loved ones for a year or sometimes longer while another custodian takes their place. This rotation allows custodians to avoid becoming too isolated from their communities. During their “time off,” such custodians are free to have other jobs or to pursue a favorite pastime, comfortable in the fact that Nolasa's extensive social programs ensure they won't go hungry or without shelter. +Another path involves training in combat to protect the crystal farms from Nolasa's subterranean dangers. Referred to as gallants, these soldiers sometimes exhibit magical prowess of their own and learn to seamlessly blend spells into their fighting styles. Gallants are either stationed in defensive bunkers near the most perilous tunnels and caves or assigned to a patrol that delves deeper underground to hunt down certain creatures. During rare times known as the “blood seasons,” these ranging gallants are called to aid their cloistered allies as the subterranean monsters grow bolder and attack en masse. Sometimes these assaults last for days of grueling combat, with many psacynoids wounded or killed. For months afterward, the defenses are repaired, and injured gallants undergo hospitalization and physical therapy. Some “retire” to become custodians after a blood season, while just as many return to the front, their determination to keep others safe doubled. +A newer career has expanded since other systems have made contact with Nolasa in the hundreds of years since the revelation of the Drift. The most charismatic and cunning psacynoids can find great success as brokers, finding extrasolar markets for Nolasa's magic crystals. Brokers are probably the most well-traveled of psacynoids, and chances are if one sees a psacynoid outside of the Euditace system, they're a broker or part of a broker's retinue. Those familiar with psacynoid culture know that brokers are distinguished by a singular piece of clothing: a small, colorful cape that hangs from all four of the psacynoid's arms. While this cape slightly restricts the broker's range of arm movement, the broker never removes it in public. Some even wear special embroidered capes tailored to impress in business negotiations. All brokers must be licensed by the Nolasa Trade Union, which ensures that profits earned offworld are fairly distributed across the planet. While no self-respecting psacynoid would dream of impersonating a broker, the NTU maintains a small department of agents responsible for investigating suspected criminal behavior that could threaten the goodwill and lucrative trade agreements fostered by brokers (including the rare case of embezzlement). These agents are either former brokers or brokers-in-training who prefer paperwork over glad-handing. +**Elliuanahj** (NG nonbinary psacynoid) is the current president of the NTU. In general, the NTU maintains a positive reputation with all the world's custodians, but this standing is beginning to slip as Elliuanahj deals with a protracted legal dispute involving several small custodian guilds from Nolasa's arctic continent of Mehi. The custodians claim the broker assigned to sell a recent harvest of ice magic–focused crystals has absconded with the cargo, and they demand restitutions. Elliuanahj has tried to assure the custodians that negotiations to sell the crystals are still ongoing and has shifted profits from other sales to Mehi's social programs to keep tempers cool, but the union president is fighting a losing battle. In truth, Elliuanahj recently received a threatening note from an organization calling itself The Council of Ash, who holds the broker and their shipment of crystals hostage. The Council of Ash is demanding millions of credits from the NTU and has warned Elliuanahj that if they refuse to pay or if they try to contact the authorities, more brokers will end up “missing.” Elliuanahj has been resorting to some clever accounting in an attempt to raise the funds but fears this course will only result in them being ousted from their position and jailed. The union president has also begun discreet inquiries to find neutral parties who might be able to aid them in this predicament. + +## Names + +Like the Psacynoa language, psacynoid names consist mainly of soft, rounded sounds interspersed with the occasional lateral or nasal consonant. Each name has several syllables, and psacynoid siblings often have nearly identical names distinguished by a single syllable. When a child is old enough to choose their name, tradition holds they pick one that's an amalgamation of their parents' names. Psacynoids who deal with other species usually accept being referred to by shortened forms of their names. + +### Sample Names + +Aowheleh, Auhanuah, Ehmouwie, Iahuajeo, Olleohuian, Oyuahemeh, Weijheleam, Wouliashi, Yhisweoi, Yuiahmah. + +# Vital Stats + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 80 to 200 lbs. +**Age of Maturity** 18 years +**Maximum Age** 75 + 2d20 years years diff --git a/Compendium/SF1E/Species/Quorlu.md b/Compendium/SF1E/Species/Quorlu.md new file mode 100644 index 0000000..726a2b6 --- /dev/null +++ b/Compendium/SF1E/Species/Quorlu.md @@ -0,0 +1,115 @@ +--- +aliases: +tags: +--- + +[[Species_Quorlu.png|Zeigen!]] +Quorlus are a quadrupedal species with three arms. Their limbs are long and flexible, as are their three eyestalks. Quorlus' silicon-based flesh is pliable, rough, and extremely warm. A rocky shell protects their body but not as much as the species' internal heat and elemental nature. Quorlus are newcomers on the galactic scene, but their culture leads them to be gregarious and curious as well as peace-loving and accepting of change. Since using Drift travel to leave their world, quorlus have become well known as explorers, prospectors, engineers, and performers; many other sapient creatures find quorlu singing enjoyable. + +**Ability Modifiers** +2 Con, +2 Cha, –2 Dex +**Hit Points** 6 + +## Size and Type + +Quorlus are Medium monstrous humanoids. + +## Endothermic + +A quorlu has resistance 5 to fire that stacks with one other source of fire resistance. + +## Lithic + +Quorlus gain a +2 racial bonus to saving throws against bleed, disease, and poison effects, and they can’t benefit from drugs, medicinals, or similar nonmagical substances. In addition, quorlus don’t breathe or suffer the normal environmental effects of being in a vacuum. + +## Multiarmed (3) + +The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat. + +## Ponderous + +Quorlus have a land speed of 25 feet. + +## Stable + +A quorlu gains a +4 racial bonus to AC against combat maneuvers to bull rush, reposition, or trip. + +## Quorlu Senses + +Quorlus have darkvision with a range of 60 feet and lowlight vision. + +## Susceptible to Cold + +When a quorlu takes cold damage, it becomes fatigued for 1 round. This effect doesn’t cause a fatigued quorlu to become exhausted. + +## Tunneler + +A quorlu can dig through soil at a rate of 5 feet per minute. A quorlu can use this ability combined with its internal heat to dig through stone at a rate of 1 foot per minute. When it digs, a quorlu can leave a tunnel behind. + +## Unflankable + +Flanking the creature does not grant any bonuses, and abilities that function only against a creature that is flanked do not function against it. + +# About the Quorlu + +## Physical Description + +Quorlus evolved on a planet of restless geology with a thin and toxic atmosphere. They're compact and roughly ovoid beings, only slightly taller at 4-1/2 feet than they are wide. This body belies their mass, which can approach 400 pounds. The bulk of their bodies is a roundish central mass from which 10 appendages radiate. Quorlus use four of these tentacular limbs for mobility and three for manipulation. Three others near the top of the body end in gemlike orbs, the color of any agate but commonly red-orange to gold, that quorlus use for vision. Limbs other than the eyestalks taper to a blunt tip. Quorlus can shape and divide this point into articulating digits, which act much like human fingers. They can have several digits on any limb, but only the three central limbs are dexterous enough for fine manipulation, while “toes” on their lower limbs help with stability. The malleability of these limbs makes it easier for quorlus to fit into gear intended for other species. +Quorlus, however, are unlike many other beings. Their silicon-based physiology makes them akin to living rocks, explaining their mass. Their skin—which they use to hear, smell, taste, and touch—is made up of crystalline elements, and the harder rear shell is similar to a crust of cooled magma. Quorlus' shell and skin can be a variety of colors and textures, depending on environmental influences, especially the minerals they consume for sustenance. Most resemble igneous rocks. One quorlu might show the featureless grays and blacks of basalt, while another has the speckled characteristic of gabbro, and yet another has the crystalline aspect of granite. +Internally, quorlu physiology is more uniform with predictably placed internal structures. This internal structure requires raw material in the form of minerals quorlus consume as food, but it requires no air. Intense cold slows these hot internal reactions, which burn up toxins and non-magical medicinals alike. Plasma within quorlu bodies supports, nourishes, and protects crystal structures analogous to vital organs in carbon-based life-forms; it also contains molecule chains similar to the DNA of carbon-based creatures. Quorlus have no clear biological sex. They reproduce by sharing plasma, each would-be parent extruding nodules that develop into young quorlus. + +## Home World + +Quorlus' home planet, Quorlosh, is a rocky, terrestrial world in the Vast. Quorlosh is the second planet (of six) from the system's star, a white star larger than the Pact Worlds sun called Quyna. Quyna's habitable zone for common galactic species begins just beyond Quorlosh's orbit; its proximity to their sun makes the surface too hot for liquid water. This scorching crust is only one of the hostilities that quorlus have endured for millennia. Quorlosh has a thin atmosphere composed mostly of volcanic gases spewed from the planet's interior. The world spins rapidly, and its tectonics and volcanism can be violent. Magma forms the rivers and seas on this planet. Quorlosh is inhospitable to many forms of life and deadly to the most common expressions of carbon-based biology. +Quorlus evolved in Quorlosh's subterranean reaches, migrating with the ebb and flow of the world's tenuous habitability. Although the planet supports non-sapient, silicon-based life, quorlus are the only sapient species, and they don't rely on other living creatures for food. Where minerals are rich, quorlus can survive and thrive. +Few quorlu settlements are entirely permanent and historically endured for no more than a few centuries. Magic, modern engineering, and advanced materials have enabled quorlus to build newer, more stable areas on Quorlosh. Their largest city is the underground metropolis of Zrielta, served by the Zrielta Station spaceport in geosynchronous orbit. Accommodations for non-quorlu sapient creatures are easiest to come by on the station, but the city has facilities for breathing species as well. Quorlus in Zrielta take pride in the array of cultural experiences the city offers, from historical archives to modern artistic displays and musical performances. +From Zrielta, air or magical transport are the primary means for travel to other parts of the planet, but other locations on Quorlosh aren't as welcoming to visitors. Quorlus are no less hospitable in other settlements, but such places tend to offer fewer accommodations for non-quorlus. Only a few spots of natural wonder—from the Pole Plumes, volcanic geysers that spew hot subterranean water into the sky, to Vrolata, an active supervolcano and tallest point on the planet—have amenities for tourists. + +## Society and Alignment + +Quorlus have adapted to Quorlosh's harsh nature with a society that embraces impermanence. Philosophically, quorlus place little emphasis on material wealth or ancestral lands that other cultures value. Instead, quorlus esteem peace, emotional connection, creativity, pleasure, and resilience. They take a practical view toward misfortune and disaster. Destruction calls for rescue, reassessment, and—if possible and sensible—restoration. +Buildings and other installations are pragmatic, built to endure upheaval and plain in design, while portable and magical decoration is fancier and changes often. Quorlus like to explore possibilities and make work and play uplifting experiences. They value relationships and experiential but temporary forms of expression; their monuments and great works of art tend to be stories and songs passed from generation to generation. +Sharing these aspects of being is important to quorlus, so communal groups called kindreds make up quorlu society. Kindreds form based on mutual values and, to a lesser extent, professional skills. A quorlu is born into a kindred, but they foster numerous others. Juvenile quorlus explore these relationships to find the right kindred, a home for the soul. Kindred affiliation can be as transient as a particular quorlu desires. Quorlus cherish personal growth and acknowledge that such development can create the need for new surroundings and relations. A quorlu might stay with a kindred all their life, or they might join numerous chosen families over the years. Quorlus rejoice at another's choices for change, rather than having hard feelings, since these changes can foster new, positive relationships among individuals and kindreds that couldn't have existed before. +Quorlus' high valuation of connection and seeking common ground makes them great explorers and diplomats. They also seek belonging, always searching for would-be kindred mates among other peoples. Although it's rare for non-quorlus to join quorlu kindreds, it's common for quorlus outside their society to form kindred-like ties. However, quorlus give their private ideals high priority and are unlikely to remain in relationships that force them to compromise their beliefs too often. +When it comes to personal expression, quorlus are open, curious, and communal while simultaneously elevating individual inclinations. Quorlus often decorate their portable possessions as well as their bodies, tailoring their diet of minerals, crystals, and salts to gain an excess of a substance to use for bodily expression. They can also extrude minerals to change their skin and shell color over a long period of time. They love music, holographic or illusory art, and other artistic experiences, especially fleeting ones. + +### Growing Up Quorlu + +Quorlus reproduce and rear children communally. Quorlus who wish to give birth mingle their internal plasma with kindred mates and other beloved quorlus to create egg-like nodules that contain the silicon genetic material from several quorlus. Exact parentage is irrelevant in quorlu culture, but quorlus still note heritage for historic and medical reasons. Kindreds have communal nurseries, where caretakers watch over nodules until they hatch, after which kindred members take in the infant for rearing. Quorlu children + +### Ancestral Spirits + +Spirituality among quorlus focuses on ancestral spirits, some of which resemble known deities elsewhere in the galaxy, and reincarnation. Sudden death and loss were common in developing quorlu society. Belief in transmigration of the soul from life to life developed from there, as did a belief that a soul can transcend the mortal plane, becoming one with the principles the deceased quorlu personified. Quorlus revere spirits of friendship, peace, justice, magical and earthly mystery, history, fate, adaptation, evolution, and rebirth. Among quorlus, spirits of these virtues have numerous names. Living quorlus, especially mystics, can be elevated to saintlike positions for embodying such ideals, thought of as reincarnations of virtuous ancestors. +Modern quorlus recognize the gods as further embodiments of quorlu spiritualism. Quorlu mystics and spiritualists sometimes connect deities to their ancestor reverence, finding common ground with religious figures in other cultures. Divinities quorlus recognize most often include Eloritu, Hylax, Oras, Pharasma, and Yaraesa. Despite the violent phenomena on Quorlosh, quorlus don't link the planet with any evil deities. They see their planet as a fickle and elemental force, neither good nor evil. Quorlosh gives and takes without conscience or volition. It's worthy of respect but isn't a spiritual influence. + +### Good Vibrations + +For a people who lack any fixed orifices and don't breathe, quorlus have remarkable “voices.” They eat and excrete through openings they create as needed in their skin. Using similar methods, quorlus create sounds with multiple sound-release vents and vibrations in their internal organs and skin. They speak and sing this way, creating pleasant tonal vibrations. Quorlus who invest time in training to use their voices can become incredible singers, negotiators, or both. A quorlu chorale can be a transporting experience, moving the body, mind, and spirit. + +### Iterative Society + +Quorlus learned long ago to adapt quickly. Their scientific and magical practices have been refined in the same crucible as their society—the harshness of Quorlosh. A pragmatic streak in quorlu culture derives from survival needs, but their desire for joy gives life to artistic expression. Traditions endure among quorlus only if they present a benefit in an environment of rapid change or foment pleasure. Quick to discard anything that doesn't serve such purposes, quorlus readily try new solutions for difficult-to-solve problems. Quorlus are also frank, honest, and willing to admit they're wrong, especially when sticking to a falsehood is dangerous. Their magic and technology emphasize all these ideals. Entry into galactic society hasn't tempered this cultural trait, but has opened a world of possibilities for what's practical and enjoyable. An example of innovation due to leaving Quorlosh is quorlu heat-amp gauntlets, the most common of which are nearly useless against quorlu targets but work fine in combat against many other species. + +## Quorlu Magic + +The existence of myriad possibilities, fates, and realities is a touchstone of quorlu culture. Quorlu magic has long included the manipulation of reality with the idea that it isn't fixed. Everything is change. Magic is merely a manifestation of this principle, and beings can create even unlikely change with the application of practiced will. +Traditional quorlu mystics channel ancestral spirits, sing change into existence, and oversee the cycle of life and death. Common connections include akashic, empath, healer, melophile, shaper, and trailblazer. Quorlus have a natural talent for the flamewalker connection, although few pursue this talent on Quorlosh. +Quorlus are too pragmatic to fret about any philosophical space between magic and technology. The idea of magic as a tool alongside science appeals to quorlu sensibilities. Technomancers among quorlus tame the forces of creation to bend or defy the laws of science. When magic or tech can't handle a problem alone, blending the two comes naturally to them. +The belief that reality and possibility are malleable also comes easily to quorlus. Quorlu witchwarpers change what is to what could or should be, to what it needs to be. Many witchwarpers focus on using magic to hinder and harm foes, but quorlus are more likely to bend reality to protect and help their allies. +This belief in possibility encompasses the concept of time and its malleability; quorlus see time as an unfixed agent of change. + +## Names + +Quorlu names start as short phrases that distinguish a child. As a quorlu grows, more syllables join the initial string. These sounds hint at a quorlu's habits and deeds. The sounds that make up a quorlu's true name, as with the quorlu language, can be impossible for some species to replicate without aid. +Among only quorlus, names signify identity in complex ways determined by personal preferences and individual conduct. Quorlus favor using names or shortened versions of names in place of pronouns, and their language has only two third-person pronouns—one singular and one plural. +A quorlu also has several nicknames. These monikers are often specific terms of endearment or shortened versions of a quorlu's true name. Since quorlu names can be long and impossible for other species to say, a quorlu often gives a shortened, Commonized version of their name or a favorite nickname to other species (as in the samples below). + +### Sample Names + +Asada, Boomer, Dulcet, Gunif, Kaden, Laugher, Lork, Minni, Punam, Schmu, Tranquil, Vivar, Zaqui. + +# Vital Stats + +**Average Height** 4-5 ft. +**Average Weight** 300-400 lbs. +**Age of Maturity** 22 years +**Maximum Age** 150+3d20 years diff --git a/Compendium/SF1E/Species/Raxilite.md b/Compendium/SF1E/Species/Raxilite.md new file mode 100644 index 0000000..80f0689 --- /dev/null +++ b/Compendium/SF1E/Species/Raxilite.md @@ -0,0 +1,121 @@ +--- +aliases: +tags: +--- + +[[Species_Raxilite.png|Zeigen!]] +Biotechnology defines life as a raxilite, from the composition of their bodies to the starships and flying cities that many call home. What their tiny bodies lack in physical strength, they more than make up for in ingenuity and a cultural ethos of cooperation. For some raxilites, intellectual curiosity drives them to explore and learn all they can, both to achieve personal excellence and to help their home world of Raxil reach new heights of prosperity. For others, change has come all too fast, and each raxilite must find their own balance between keeping to traditions and broadening their horizons. + +**Ability Modifiers** +2 Dex, +2 Int, +2 Cha, -4 Str +**Hit Points** 2 + +## Size and Type + +Raxilites are Tiny plants. + +## Low-light Vision + +Raxilites have low-light vision. + +## Flowering or Seeding + +Flowering raxilites gain a +2 racial bonus to Bluff and Diplomacy checks. Seeding raxilites gain a +2 racial bonus to Acrobatics checks and can attempt a DC 15 Acrobatics check to negate falling damage when in an atmosphere. A raxilite can change from flowering to seeding (or vice versa) with 1 week of rest. + +## LFAN + +An LFAN, or Lifting Floret Activation Network, is a biotech augmentation that looks like a cluster of artificial, prehensile “vines” attached to a raxilite’s brain system (the raxilite can add one other brain augmentation to the LFAN). The LFAN is as dexterous and strong as a human hand, and the vines can extend and retract, allowing a raxilite to use one-handed items as if they were a Medium creature with a reach of 5 feet. + +## LFAN Symbiosis + +When two or more raxilites share the same 5-foot space, they can use their LFANs together, allowing them to handle larger objects. Up to four raxilites can work together in this way, each acting as one hand. + +## Limited Plant Benefits + +Raxilites lack the immunities of most plants. Instead, they gain a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +# About the Raxilite + +## Physical Description + +Raxilites' bodies are comprised primarily of plant matter. Their round heads are large in proportion to the rest of their bodies and topped with either a flower or cluster of fluffy seeds depending upon the current stage in their life cycle. Their small hands are capable of delicate manipulation, and their legs end in tapered stumps. Layers of flexible woody fibers cover their bodies. This woody covering hardens over time, restricting a raxilite's movement if they don't periodically shed it—usually about once a year. + +The time just after a shed is ideal for adding augmentations, of which raxilites are particularly fond. Some biomechanical augmentations have become so prevalent that raxilites consider them to be as much a part of their species as their organic bodies. Chief among these augmentations is the Internal Mobility Augmentation System (IMAS), which is installed in each raxilite's body shortly after they sprout. The IMAS serves as a system of artificial muscles that are connected directly into each raxilite's brain system. While their purely biological ancestors might have been able to slowly move around without technological assistance, modern raxilites evolved together with their technology and rely on the seamless integration with their IMAS. + +Almost as central to life among adventuring raxilites is the Lifting Floret Activation Network (LFAN), an invention produced by raxilite bioengineers in response to their first contact with species from other worlds. The LFAN is a collection of tendrils that allow raxilites to manipulate objects designed for much larger creatures. Implanting LFANs is now standard practice for raxilite sprouts, and the vast majority of raxilites born before first contact have had LFANs installed. + +Raxilites possess only limited photosynthetic abilities. Basking drives some starch production, but mostly sunlight helps raxilites' bodies manufacture a wide variety of vitamins, proteins, and other non-carbohydrate nutrients essential to good health. For most of their energy, raxilites need to eat. Their typical diet is predominantly vegetarian with a smattering of diverse soils ingested to secure key nutrients. Raxilites can digest meat, dairy, eggs, and related products, yet these foods are considered curiosities rather than staples. In times of nutritional stress, a raxilite can drive their legs into rich soil and take root, growing a shallow system of rhizomes and entering a state of photosynthetic torpor in which they're barely cognizant of their surroundings. However, this strategy sometimes deactivates or even destroys parts of the IMAS, and there are enough cautionary tales about this transformation being difficult to reverse that most raxilites avoid it except as an act of desperation. + +## Home World + +Water covers most of Raxil's surface, and its land is divided into clusters of warm, volcanic islands. The planet supports countless species of plants and fungi as well as a diverse array of aquatic animals. Beyond some small pollinators, land-dwelling animals haven't evolved on Raxil, leaving its ecosystems particularly vulnerable to invasive species. As the only native sapient species, raxilites believe it's their responsibility to protect and preserve their planet from harmful external influences. + +Raxil's ground settlements are typically small, dedicated to research or the sustainable collection of natural resources. The largest of these communities, Everbranch, entwines and threads throughout a colossal tree that raxilite scientists painstakingly grew and shaped into a biological skyscraper. + +Yet most raxilites live in flying cities that stay aloft through a combination of gas-filled chambers, clever aerodynamics, and biotech thrusters. The largest sky city, Bloom EBS, serves as Raxil's premier trade hub and point of contact with people from other worlds. The city is named for the legendary raxilite engineer Egveric Brilliance of Stars, who designed the first flying city a millennium ago. The city also sprouts programmable biotech vines that can be shaped into anchors and bridges to vessels of all sizes. Twice during each of Raxil's years, Bloom EBS and other flying settlements convene to create a conjoined supercity with unified systems of trade and transportation. + +The government of Bloom EBS subsidizes starship production and space travel to ensure they're broadly accessible to raxilites. Entering Raxil is far more challenging than leaving it, particularly for those who aren't from the planet. Starships are only permitted to dock on Bloom EBS and must undergo extensive decontamination procedures. While citizens of Raxil can freely disembark, other visitors face polite but protracted questioning about their reasons for visiting. Among those who are allowed to stay, few are permitted to travel beyond Bloom EBS. + +Bloom EBS is sized for raxilites, yet the growing neighborhood of Bloom CR (short for Castrovelian Residences) accommodates larger visitors, including homes for the few authorized permanent offworld inhabitants. As the neighborhood's name suggests, these long-term residents are primarily lashuntas from Castrovel, but they also include Xenowardens from other species and planets. + +## Society and Alignment + +Raxilites view thriving ecosystems as a model for society; every living creature and natural feature has its place. Change is inevitable and not to be feared, so long as it's akin to the natural evolution of biomes as seeds spread and currents shift, rather than the disruption and devastation that invasive species can bring. Of course, whether any given change more resembles the former or latter is a matter of perspective, and these kinds of questions undergird many of the philosophical debates that pervade life on Raxil. These discussions cover an array of topics: is research and the knowledge it provides valuable for its own sake (whether or not it will have a known future application), or should resources be directed toward causes that there's reason to believe will provide a societal benefit? With implementation of IMAS universal and LFAN widespread, are there other biotech augmentations that should be considered for mass implementation in raxilite sprouts? To what extent should customs, people, and technology from other worlds be allowed to migrate to and shape life on Raxil? + +While many raxilites enjoy a good debate, their cultures places a heavy emphasis on community and cooperation. Thus, while these questions might produce political factions, they don't create rancorous divisions. All raxilites have a duty to their communities to share their knowledge and ideas. While younger raxilites are more likely to be inexperienced, raxilites hear all voices and listen to experts regardless of age. On Raxil, there's nothing unusual about a 70-year-old diplomat scheduled to meet with an emissary from another planet consulting first with a 3-year-old raxilite with firsthand experience of that planet. + +Raxilites generally don't place importance on the concept of gender, and rarely identify with a single one. Some raxilites describe themselves as agender, genderfluid, or belonging to multiple genders at once. Their choice of pronouns can be guided by factors such as sound and perception; they might pick one pronoun in Common and a different one in Akitonian depending upon what sounds most pleasing to them, or they might pick the pronouns that they feel best represent their societal role. + +### Connections + +Interconnectedness is a core value. A raxilite's social standing stems largely from the number of connections they keep. As a result, raxilites typically prioritize cultivating relationships, and while gregariousness is an asset, raxilites who lack social graces still find connections by demonstrating their skills and developing a reputation for excellence. Because of the emphasis on friendship, raxilites use the term “friend” more loosely than members of most other species. They often agree to perform favors when asked just to help deepen social connections, yet they expect the same consideration in return. Someone who regularly fails to reciprocate favors might find their connections dwindling as their social reputation sours. + +Tracking connections is almost as important as forging them, as there's no greater insult to a raxilite than their name and accomplishments being forgotten. It's common for raxilites to exaggerate their number of connections or level of closeness, and people on Raxil have come to expect these enhanced reports. Exaggeration isn't the same as invention, however, and it's taboo to either claim a non-existent connection or misrepresent one's skill level to build connections under false pretenses. After all, if deception leads to a raxilite being depended upon to perform a task they aren't capable of, then the deception has inflicted unnecessary hardship on others. + +The desire to build new connections is a major driving force for adventuring raxilites. Not every adventuring raxilite cares about social conventions, however; raxilites with a desire to break away from the expectations of society on Raxil are also drawn to explore the potential of life on other worlds. + +### Language + +Raxilites tend to make heavy use of acronyms and abbreviations. According to their cultural traditions, the more important a concept or object is, the more deserving it is of having a compact means of representation, whereas obsolete concepts or technologies tend to be referred to by lengthy descriptors. The Raxi language takes this concept to the extreme, regularly cycling vocabulary to promote efficient communication. Raxi academic papers and research journals are particularly prone to introducing new acronyms, making them infamously inaccessible to unfamiliar readers. + +### Children + +Almost all raxilites are born on Raxil. Other planets lack the resources and infrastructure to install IMAS and LFAN systems, and most raxilites consider it negligent to deprive children the initial connections of being raised within a raxilite community. + +Raxilites produce about 20 seeds at a time, and once planted in a suitable soil, they take about two weeks to germinate and uproot. Newborn sprouts are raised communally, though the parents are expected to remain nearby and help provide food and guidance. Sprouts spend their brief childhood learning, growing, and beginning to discover their strengths and their interests. After just one season on Raxil (roughly 1 Pact Standard year), raxilites sprout their first flower and are recognized as full members of the community, able to vote, enter into contracts, travel the stars, and participate in all aspects of civic life. + +With strong community support and a particularly short time in which children require extensive attention, most raxilites choose to have children at least once in their lives. Raxilites have both female and male reproductive systems. Flowering raxilites who want to have children convene with one or more partners and exchange pollen. As their seeds mature, they enter a seeding stage, where white puffy seeds sprout from their head. They can maintain this stage indefinitely, and mates often choose to germinate their seeds in the same community and around the same time. Even so, it's entirely acceptable to part ways and raise their respective offspring at different times and places. + +While raxilites are capable of self-pollinating, they seldom choose to do so. The few raxilites who rely on such cloning to produce offspring face considerable stigma from other members of their communally minded species as well as pointed questions about why they were unable to find a suitable partner. + +## Relations + +Interconnectedness is a core value. A raxilite's social standing stems largely from the number of connections they keep. As a result, raxilites typically prioritize cultivating relationships, and while gregariousness is an asset, raxilites who lack social graces still find connections by demonstrating their skills and developing a reputation for excellence. Because of the emphasis on friendship, raxilites use the term “friend” more loosely than members of most other species. They often agree to perform favors when asked just to help deepen social connections, yet they expect the same consideration in return. Someone who regularly fails to reciprocate favors might find their connections dwindling as their social reputation sours. + +Tracking connections is almost as important as forging them, as there's no greater insult to a raxilite than their name and accomplishments being forgotten. It's common for raxilites to exaggerate their number of connections or level of closeness, and people on Raxil have come to expect these enhanced reports. Exaggeration isn't the same as invention, however, and it's taboo to either claim a non-existent connection or misrepresent one's skill level to build connections under false pretenses. After all, if deception leads to a raxilite being depended upon to perform a task they aren't capable of, then the deception has inflicted unnecessary hardship on others. + +The desire to build new connections is a major driving force for adventuring raxilites. Not every adventuring raxilite cares about social conventions, however; raxilites with a desire to break away from the expectations of society on Raxil are also drawn to explore the potential of life on other worlds. + +## Biotech Innovation + +Thanks to their shared commitment to protecting natural environments, members of the Xenowardens have had more success than most in establishing connections with Raxil. Perhaps the most prominent symbol of this collaboration is the _UC Bloom_, a biomechanical starship built as a joint venture between Xenowardens and Raxil's scientists. This luxury freighter is popular among raxilites heading to the Pact Worlds. Hoping to allay the passengers' homesickness, raxilite engineers named the ship after their planet's hub city so starfaring raxilites would feel a sense of connection to their origins while abroad. + +The _UC Bloom_ is equipped with a pheromone system inspired by communication behavior of species from other planets. Some bioengineers have begun experimenting with versions of these systems to be deployed in public venues throughout Bloom EBS, with the aim of promoting well-being and preventing violence. These experiments have triggered spirited ethical debates about whether and how such technologies should be used. + +Other ship features pioneered by raxilites include dendritic interfaces that allow crew members to connect their nervous systems to those in a biomechanical ship's computer as well as mechanisms for ships to efficiently connect and detach from each other, as seen in ships like the _UC Gowan_, which is composed of a dozen smaller hive-joined vessels. + +## Names + +Raxilites are given simple single names as sprouts, and they add more names to acknowledge their discoveries and formative experiences. Acronyms are almost as common a feature in raxilite naming conventions as in their technology. Acronyms in raxilite names aren't uniquely theirs, however; raxilites use acronyms to represent the names of other people who are particularly important to them, whether they're heroes the raxilite looks up to or someone with whom they share a close personal connection. + +Sprout names always have at least two syllables; a monosyllabic name is a mark of honor that can only be bestowed upon a raxilite by their community. Among raxilites, short nicknames and acronyms are a sign of respect, while adding extraneous syllables to someone's name is a surefire way to insult them. + +### Sample Names + +Allonius Cultivator, CQ Dembril Sailspin, Fabrian TMLE, Jatri Driftweaver, Luti Vinegrasp AC, Sprix, Yorifa Enginesong KL. + +# Vital Stats + +**Average Height** 1 to 1–1/2 ft. +**Average Weight** 1 to 6 lbs. +**Age of Maturity** 1 year +**Maximum Age** 70+3d10 years years diff --git a/Compendium/SF1E/Species/Reptoid.md b/Compendium/SF1E/Species/Reptoid.md new file mode 100644 index 0000000..5ff2c1c --- /dev/null +++ b/Compendium/SF1E/Species/Reptoid.md @@ -0,0 +1,44 @@ +--- +aliases: +tags: +--- +# REPTOID +> [!infobox|left n-th clean] +> [[Reptoid.png|Spielern zeigen!]] +> Reptoids are masters of disguise and deception, who use their shapechanging abilities to infiltrate countless other societies, impersonating influential individuals and seeking positions of power within their target culture. The number of reptoids hidden within any given society is unknown, as in addition to their exceptional espionage and infiltration skills, the creatures also have psychic magic that allows them to cover their tracks and ensure cooperation from their enemies. + +The limited nature of the reptoids’ shapechanging ability means an individual typically holds only one alias at a time and undertakes the process of changing its cover only if that identity has been compromised. In some cases, reptoids work behind the scenes to engineer “mysterious accidents” that allow them to discard problematic identities and assume new ones, and some conspiracy theorists or counterespionage officials tend to view high-profile deaths as signs of potential reptoid activity—either covert assassinations by the creatures, or staged deaths to cover for new identities. Reptoids are known to spend years in their assumed forms; some spend more of their lives as other creatures than in their natural forms. + +Reptoid masters are the masterminds behind the race’s plots and infiltration, appearing rarely even in rumors and even less commonly encountered in the flesh. Reptoid masters command much more powerful domination magic than typical reptoids, ensuring their plots and identities remain hidden, and they are believed to be the leaders of this enigmatic race, though how they are chosen or made remains a mystery. No one in the Pact Worlds knows whether reptoid masters are the first to infiltrate a society and remain so effectively hidden that they are never uncovered, if they arrive on a planet only after other reptoids have established a power base, or if they remain distant from their kin and simply pull strings from some secure command center. This command center could be virtually anywhere in the galaxy—with some theories pointing to Absalom Station itself. + +As might be expected, reptoids are secretive about the end goals of their infiltrations, and when under extreme duress, they choose to die rather than reveal information about their home world or race. Some posit they are weakening target societies in preparation for eventual invasion, while others argue they may already hold complete control, and thus have no need for an invasion, preferring to live like parasites within a host society. + +**Ability Modifiers** +2 Str, +2 Cha, -2 Dex +**Hit Points** 5 + +## SIZE AND TYPE + +Reptoids are Medium humanoids with the reptoid and shapechanger subtypes. + +## CHANGE SHAPE + +Once per day, a reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when using this ability. The reptoid gains a +10 racial bonus to Disguise checks to appear as that type of humanoid. This ability otherwise functions as per disguise self, and lasts for 10 minutes × the reptoid’s character level. A reptoid can select a new humanoid form by spending 1 week preparing for the change, but can then no longer assume the previous form. + +## COLD-BLOODED + +Reptoids receive a +2 racial bonus on saving throws against mind-affecting effects and poisons. + +## LOW-LIGHT VISION + +A reptoid can see in dim light as if it were normal light. + +## NATURAL WEAPONS + +Reptoids are always considered to be armed when they are not using their change shape ability. They can deal 1d3 lethal slashing damage with unarmed strikes, and the attack does not count as archaic. Reptoids gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of adding just their character level, as usual). + +# VITAL STATS + +**Average Height** 5–6 ft. +**Average Weight** 100–180 lbs. +**Age of Maturity** 30 years +**Maximum Age** 200+5d20 years diff --git a/Compendium/SF1E/Species/Ryphorian.md b/Compendium/SF1E/Species/Ryphorian.md new file mode 100644 index 0000000..a8b8f51 --- /dev/null +++ b/Compendium/SF1E/Species/Ryphorian.md @@ -0,0 +1,105 @@ +--- +aliases: +tags: +--- + +[[Species_Ryphorian.png|Zeigen!]] +Ryphorians are trimorphic humanoids with variant physical characteristics depending on the season of their birth. Magic and technology allow present day ryphorians to transcend the seasonal cycle, though old stereotypes surrounding summerborn and winterborn individuals endure, as does the mystery surrounding the rare transitional ryphorians born between winter and summer. Ryphorians evolved on their home world, Triaxus, but can live anywhere in the galaxy. Their Skyfire Legionnaires soared among the stars before the Gap, and many ryphorians still become pilots or warriors alongside their bonded dragonkin partners. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Str +**Hit Points** 4 + +## Size and Type + +Ryphorians are Medium humanoids with the ryphorian subtype. + +## Bonus Feat + +Ryphorians gain a bonus feat at 1st level. + +## Keen Senses + +Ryphorians’ distinctive ears help them hear precisely, granting a +2 bonus to Perception checks. + +## Low-Light Vision + +Ryphorians can see in dim light as if it were normal light. + +## Trimorphic + +Summerborn ryphorians gain fire resistance 5. Winterborn ryphorians gain cold resistance 5. Transitional ryphorians gain cold and fire resistance 2, and when in conditions of severe cold or heat, they have to attempt Fortitude saves only once per hour instead of once every 10 minutes. A ryphorian can stack this natural resistance with one other form of resistance. + +# About the Ryphorian + +## Physical Description + +Due to the generations-long seasons on Triaxus, ryphorian biology differs depending on the season in which they're born. They're separated into three categories: winterborns, summerborns, and transitionals, who often appear as a combination of the two primary forms. Ryphorians have long, pointed ears with feathered edges that give them exceptionally good hearing and particularly large canine teeth that can protrude from their mouths like fangs when they smile. In general, ryphorians have long arms and legs that struggle to retain noticeable muscle mass, though despite their lithe appearances, the harsh environment of their home planet means most have developed sturdy forms and overflowing stamina. + +The current season on Triaxus is winter, so the vast majority of ryphorians are winterborns. They have pale skin, narrow eyes to protect from snow blindness, and their skin is covered in a light fur to help protect against subzero temperatures. Winterborn ryphorians have no difficulty growing full heads of long hair even into old age, though winterborn hair color is almost always a shade of blonde, silver, or white. It's trendy for winterborns to dye their hair with bright fashion colors as a show of originality. Winterborns who form bonds with dragonkin partners often dye their hair and fur to match their partner's scale color. + +Modern technological advancements and magical discoveries allow ryphorians of any type to survive the seasons in relative comfort. Though all are born with a form matching the current season, many choose to convert to summerborn. Summerborns have hairless bodies, dark skin tones, and wide, dark eyes to protect them from the harsh and constant rays of the sun. Many summerborns favor colorful and intricate tattoos, sometimes completely covering their skin. Summerborns bonded to dragonkin often get matching tattoos in solidarity with their partners. + +Transitional ryphorians are only born during the short periods between seasons, when temperatures and weather are unpredictable. Converting to a transitional form is possible, though few choose this path. Unfortunately, the ancient anxiety surrounding the harbingers of a seasonal change still plagues today's transitional ryphorians. Outsiders, artists, and freethinkers are more likely to seek this transformation. Charlatans and manipulators sometimes take advantage of the third form's mystique, claiming to be powerful mystics or prophets because of their transitional appearance. Transitional ryphorians often display a combination of summerborn and winterborn traits, such as brown skin and patches of fur. Transitionals also have unusual characteristics, markings, and fur coloration; these features are a deformity to some and rare beauty to others. + +## Home World + +Much of ryphorian biology revolves around their centuries of evolution on the planet Triaxus, the seventh planet from the Pact Worlds' sun. Triaxus is defined entirely by extremes: frigid winters, scorching summers, and intense tectonic and volcanic activity. In winter, it's a frozen landscape marred with icy rivers, endless snow, and temperatures that rarely rise above freezing. Summer is a time of extreme overgrowth, deadly wildfires and droughts, and sweltering heat. The ephemeral springs and falls in between don't last long enough for even a single generation to begin and end. The planet is peppered with active glaciers and volcanoes, making the environment even more dangerous and unpredictable. + +Ryphorians share this planet with dragonkin, massive 10 to 15 feet tall humanoid dragons that have had an alliance with the ryphorians since before the Gap. True dragons also inhabit Triaxus, often occupying positions of power. In ancient times, chromatic dragons warred with each other using ryphorians as pawns or even to attack the free Allied Territories. Today, ryphorian and dragon relations remain shaky thanks to their shared history. + +Most ryphorians live in the eastern portion of Triaxus's massive northern continent. They refer to their lands as the Allied Territories, named for its status as a collection of allied nations and city-states with their own respective governmental structures. Their alliance is held together by a council elected from each of the territories, which meets to decide political and trade issues between the independent territories. Despite the frequent disagreements and disorganized council structure, the Allied Territories work together when necessary, presenting a united front to any potential enemies. + +In the opposite hemisphere, the Drakelands are primarily inhabited by dragons. The central land bridge connecting these two continents, called the Skyfire Mandate, is independently controlled by Skyfire Legion mercenaries. The southern island continent of Ning is the birthplace of the battleflowers and continues to be ruled by the Immortal Suzerain and their five-person Council of Wisdom. While it's also home to many ryphorians, Ning's mercantile culture completely differs from the mainland. Its 14 mercantile groups are governed by an oligarchy following ancient traditions and practices that seem incomprehensible. + +## Society and Alignment + +With the political structure of the Allied Territories being so varied, ryphorian faiths and political views can be difficult to follow, and the societal structure can greatly differ from place to place. Nevertheless, some cultural norms exist among an overwhelming majority of ryphorian settlements. + +Ryphorians tend to prefer communal living spaces. With the cultural acceptance of the ryphorian-dragonkin bond, bonded partners often live together alongside one another's domestic and romantic partners, children, and immediate family. Most housing in the Allied Territories is built to accommodate these large and complex family lives. Ryphorians who aren't bonded or lack steady romantic partners often live with several roommates, or alongside extended family, in apartments or houses with numerous bedrooms. + +When the workday ends, these households—often called “domestic alliances”—enjoy activities together, such as gaming, watching and commenting on vid programs, or discussing the day's events. Outside the home, many residents enjoy the spas and hot springs made possible by the planet's volcanic activity. Most of these spas open in the afternoon and catch much of their business in the evening, with large reservations for ryphorians and dragonkin friends sharing a relaxing post-work soak. During the summer, these spots stay open much later so parties can enjoy outdoor springs in slightly cooler temperatures. Indoor holo entertainment parlors are also common, utilizing the easiest and safest way to escape from the harsh Triaxian climate, even if only for a few hours at a time. + +Many ryphorians from the Allied Territories feel comfortable in groups and experience anxiety when forced to be alone for long periods of time. Communal living vidstreams are popular with ryphorians traveling outside the Territories. The streams simulate group meals, bathing, and gaming to combat the sense of profound isolation caused by cramped one-person apartments and ship quarters. + +## Neighborly Connections + +Dragonkin and ryphorians shared bonds and integrated their cultures long before the Gap. All territories that belong to ryphorians belong just as much to the dragonkin who live among them. Since the two groups are so strongly integrated, council members and emissaries from the Allied Territories can be of either species. Sometimes, chosen delegates serve alongside their bonded partners and are treated as a single council seat. + +Typical Triaxian architecture reflects this connection. Most buildings are designed to accommodate creatures of different sizes, with adjustable furniture, ramps, and steps of different heights being commonplace. Despite their status as a minority population in the Allied Territories, dragonkin are considered equal citizens, and their partner bonds are legally protected, imbuing partners with next-of-kin status and power of attorney. Implying any connection between dragonkin and the true dragons of the Drakelands is considered gauche and likely to start an argument in the Allied Territories. + +Though the peoples of the Allied Territories and the Drakelands are no longer at war, old prejudices and rivalries toward dragons still live in the hearts of many ryphorians. The Skyfire Legion in particular distrusts the draconic inhabitants of the Drakelands. Today, the real war happens in business and political spheres. Dragon-owned corporations and ryphorian companies routinely commit corporate espionage against one another and compete in similar markets. The Drakelands and Allied Territories maintain separate governments with icy relations and begrudging cooperation at best. Ancient laws and crushing bureaucracy bog down draconic politics, which are rife with extravagant decor, elaborate ceremony, and excessive posturing. Outsiders employ draconic cultural experts, mostly ryphorian academics who have undertaken rigorous sociological and linguistic study. + +Despite the hostility between the two cultures, they've continuously influenced one another over the millennia. Today, draconic and ryphorian fashions and technology move in predictable cycles thanks to parallel development and appropriation. Many Draconic loan words are used in the common ryphorian language, including a term specific to dragons used to denote periods of time that last generations for shorter-lived beings. This word was first borrowed and adapted to refer to the length of a Triaxian season and is now a fixture in daily ryphorian vocabulary. Battlefield maneuvers are often named using a Draconic patois, and medical terminology has roots in the dragons' tongue. + +Many offworld settlers face an uphill battle when it comes to living on Triaxus. The harsh climate and the varied political structures can make it difficult to acclimate. However, most ryphorians are welcoming to offworlders and put in the effort to help visitors feel comfortable in their societies. Their communal and multicultural lives make them willing to listen to the concerns of other species living among them. Even elves who live on Triaxus tend to eschew their typical isolation to live among bustling ryphorian family structures and become romantically involved with ryphorians. The children born of intercultural romances are quickly accepted by their ryphorian families and often become skilled diplomats or planetary guides due to an early grasp of the interactions between multiple cultures. + +## Relations + + + +## Planetary Guides + +Since ryphorian politics and society is so intertwined with their complicated family and household structures, numerous disconnected member states, and the cultural interactions with dragons and dragonkin, most tourists and business travelers hire planetary guides. These guides are well-educated and trained to deal with people from the Drakelands, other parts of the Pact Worlds, and beyond. Guides are respected by their communities, and the profession is quite lucrative, especially for those hired by high-profile clients. The job training is difficult, and the work is sometimes dangerous, but the prestige and cultural necessity for guide keeps many motivated to enter the profession. Planetary guides operate at a strange intersection of academia, performance theater, and politics. + +Every planetary guide must be trained in over a dozen different ryphorian cultural laws and customs as well as draconic laws and procedures for interactions in the Drakelands and Skyfire Mandate. They must be outgoing and resourceful with the ability to speak confidently in front of crowds and the discipline to keep client secrets. Universities on Triaxus offer a specific field of study to educate certified planetary guides, which combines international politics, linguistics, and economic studies with military-style combat and environmental training. The tiered course catalog increases in difficulty each semester, with most students completing their initial degree in 5 to 8 years. + +As a rule, foreign diplomats and business executives hire elite planetary guides when traveling to Triaxus. For these positions, the pay is high, and the risks are higher. Certain guides are sought after for their ability to detect and take down threats before the client's bodyguards can even react. The militant aspect of guide training also helps protect tourists, particularly those surveying the unforgiving Triaxian wilderness or visiting volatile areas. Even from the safety of vehicles and snow lodges, the environment and fauna of the planet can be fatal to those untrained to handle it. + +Yet, despite their training, occasional accidents result in the death of planetary guides. In these cases, Allied Territories governments offer significant restitution to any kin the guides leave behind. An investigation always occurs after the death of a planetary guide to determine if the death was an accident or the fault of a client. If any clients are found responsible, either through carelessness and not following guidelines for tourists or through failure of a high-profile client to provide proper protection against their rivals, those responsible are forced to pay further restitution to the fallen guide's kin. In the most extreme circumstances, the client might be forced to return home with their right to visit Triaxus in the future suspended or even revoked. + +## Names + +The Ryphorian language shares many similarities with the Draconic language, sharing phonemes, root words, and even idioms. With this influence, ryphorian names tend toward containing a lot of the same harsh sounds found in Draconic ones but with less syllables. Most ryphorian names are no more than three syllables long, making it easier to remember and distinguish many names within friend and family groups. + +Ryphorian last names can be inherited from parents but are more often gifted to children by a close friend within their parents' circle. They follow the same trends as ryphorian first names and are often repurposed first names passed onto a member of the extended family. Being offered the chance to gift a last name to a friend's child is considered a high honor and proof of an extremely close friendship. + +### Sample Names + +Atioka, Chezhek, Emex, Jaxek, Kaxani, Raysel, Renn, Syzon, Tyrax, Xalke, and Ziratyk. + +# Vital Stats + +**Average Height** 5–7 ft. +**Average Weight** 100–200 lbs. +**Age of Maturity** 18 years +**Maximum Age** 80+2d20 years diff --git a/Compendium/SF1E/Species/SRO.md b/Compendium/SF1E/Species/SRO.md new file mode 100644 index 0000000..3c2a6bc --- /dev/null +++ b/Compendium/SF1E/Species/SRO.md @@ -0,0 +1,90 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 126_ + +[[Species_SRO.png|Zeigen!]] +Unlike androids, SROs aren't built to closely emulate any specific living creature's form or function, but instead fill the same limitless number of niches as non-sapient machines do, from performing rote tasks to running vast operations too extensive for most biological minds to comprehend. Many SROs are unique constructs, built individually to perform some specific task and only developing a soul after hundreds of cycles of self-programming to be better at that task. Others are specific members of entire classes of robots that happened to achieve the specific complexity needed to become self-aware, even when many of the same make and model haven't. SROs who are part of a series of robots that all gain self-awareness are among the least common types, and even those who have such beginnings often modify themselves beyond the point of recognition. + +**Ability Modifiers** +2 Str or +2 Dex (see below) +**Hit Points** 2 + +## Size and Type + +SROs are Small or Medium constructs with the technological subtype, though unlike other constructs, they have Constitution scores. Small SROs are agile (+2 Dexterity at character creation). Medium SROs are burly (+2 Strength at character creation). This decision is made at character creation and can’t be changed. + +## Darkvision + +SROs can see up to 60 feet in the dark. + +## Healing Circuit + +In addition to being constructs and thus able to benefit from spells like _make whole_, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as _raise dead_). + +## Integrated Equipment + +An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics. + +## Robotic + +SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum. + +# About the SRO + +## Physical Description + +Nearly the only commonality among the appearances of different SROs is they appear clearly mechanical, constructed, and artificial in design. They range from as short as 3 feet to as tall as 8 feet, can weigh anywhere from 45 to 150 lbs. (and larger SROs aren't always heavier, depending on the materials used in their core construction), generally have two tool-manipulators (which might be arms, tendrils, or even short-range manipulator beams), and some form of ground mobility (most often legs, wheels, or treads, though anything from hoverlifts to mechanical slitherpads are possible). Even so, there are some broad categories of physical traits many SROs fall into. + +One common design principle is for SROs to have roughly the same dimensions and form as the species that built them. Thus, SROs constructed by humanoids are often 2-armed bipeds with most sensors in a head near the top of a central body and with an average height between 5 and 7 feet. Of course, there's a vast range of flexibility within that description, and it's rarely possible to tell if an SRO was designed by a human, android, lashunta, elf, vesk, or some other two-armed, two-legged bilaterally symmetrical species. While some common aesthetic tendencies might help pinpoint the species or culture of an SRO's origin, such qualities can't be depended on. A particularly chitinous, long-limbed SRO with antennae and small vestigial arms in its mid-section might have been designed by a shirren, or it might be a vesk communication maintenance robot that happens to need to fit into narrow spaces and have numerous transmitters and receivers. + +SROs designed by other species might have some of those species' features, but given their heavily mechanical nature, it can be difficult to determine at a glance. An SRO that began as a formian security drone might have four legs and an insectile appearance, but so could one built by an astriapi, trox, or any of a dozen other known species. Further, SROs crafted by one species might have an appearance inspired by another. Since bantrids have entered galactic society, an increasing number of robots are constructed with a single monoball motivator inspired by bantrid biology, even though very few of these designs were created by bantrids themselves. + +Because they're generally designed with function as a higher priority than form, SROs often have an “exposed” appearance with camera eyes, speakers, piston muscles, cables, and gears all visible to the naked eye, perhaps with areas most likely to bump into things covered by a few simple plates. Even SROs with a more contained design generally have at least a few exposed pieces, such as secondary wires leading to tread wheels or a high-flex area covered in wires and mesh rather than hard plates. Even these trends are far from universal, of course. Anything from a mobile art piece to a fully enclosed diving robot could gain the needed complexity to attract a soul and become an SRO. + +## Home World + +Because SROS are designed and built by advanced societies, rather than evolved from life-forms on a single planet, they can't be said to have any specific home world. However, they're much more common on Aballon and, to a lesser extent, the rest of the Pact Worlds than anywhere else. It's a common misconception that SROs are related to the native anacites of Aballon; in fact, anacites, as a species, are much older than any currently known design of SRO. Instead, the fact that Aballonian society is welcoming to, and designed for, constructed beings serves as a strong incentive for SROs to settle there. Rather than face misunderstandings and actively work around needless restrictions in living spaces designed for biological entities (such as the need for things like air and water that SROs can do entirely without), many SROs find integrating themselves into a construct society easier, safer, and more fulfilling. + +There are potential bias and safety reasons for SROs to select construct-friendly places as well. While Pact Worlds law makes it extremely clear that a Sentient Robotic Organism is an autonomous individual, with all the rights and protections of a biological person, SROs are aware those protections might not keep them from being seen as, and treated like, mere machines. The fact that an SRO lacks the near-biological appearance of androids, and that an SRO can outwardly look exactly like a model of robot that isn't self-aware, makes it easier for both accidental and intentional violation of SRO rights to occur. + +While SROs can be found throughout the Pact Worlds, Eox also has a heavy concentration of their population. It has less to do with Eox being particularly friendly or respectful toward SROs and more to do with SROs being safer on a world of oft-hungry undead than biological entities. The planetwide scarcity of air and food that can restrict most visitors to Eox to the Lifeline has little to no effect on SROs; while there are undead that feed on battery power and mechanical generators, they're far less common than those who drink blood or eat flesh. When non-Eoxian organizations must send someone to Eox, or an Eoxian organization needs to hire an outside expert, SROs are generally a safer option than even androids. + +## Society and Alignment + +SROs are rarely able to build communities designed primarily around their needs, beliefs, and traditions; similarly, they rarely find themselves living in such communities for any notable period. Even when a line of SROs all achieve self-awareness, they're almost always built by a biological society that influences and shapes their attitudes and experiences well before any SRO-specific culture can do so. As a result, SROs are often knowing outsiders in the societies they move through, examining history, traditions, laws, and cultural norms as entities affected by them, but they don't have the attachment of feeling that can make these things a crucial part of who or what defines each SRO's personality. + +Indeed, SROs often see the idea of a society or culture built on traditional norms to be unimportant, at least as far as an SRO is concerned. They can see the momentum ideas have can shape an entire world's or even system's attitudes and goals, and they acknowledge these attitudes can have important implications for any SRO within such places; however, most SROs prefer to decide what they consider important based on their own interests. They often consider anything but a rigorously logical or pragmatic cultural norm to be more an impediment to self-realization than a comforting path to help its members know they're on a reasonable and acceptable path. + +Part of this sense of separation comes from SROs being well aware their physical forms are less a crucial part of who they are than many biological entities believe. An SRO can easily rebuild their form, swapping out legs for wheels, cameras for radar domes, or short frames for long, lanky scaffolding, and they still feel they're “themselves.” Only two parts of an SRO seem integral to their sense of self: their positronic brain and their healing circuits. Their forms drive a sense among many SROs that any creature, group, or society should identify what's core to itself and be willing to change peripherals as appropriate to protect and assist that core. Clinging to any attitude or belief that no longer serves a purpose makes as much sense to an SRO as carrying an entire dining table around because it once held food. + +By the same token, once an SRO decides what's core to their sense of self, the things they believe are necessary for their soul to remain healthy in the cradle of their positronic brains and healing circuits, changing or abandoning that core trait is unacceptable in any circumstance. However, SROs don't exactly have any more consistency about what's important to their core values than any other creatures. Some SROs are driven purely by logic, or while others have a utilitarian drive to create the best circumstances for the most creatures. Others dedicate themselves to defending the weak, seeking justice, gaining personal power, expanding the body of historic knowledge, or the love of a specific aesthetic style. Some SROs spend several years seeking something that feels like a core, irreplaceable part of their personalities and, once they find it, rarely change or abandon this trait. + +In place of accepting the societies and cliques they're built into, these core-focused SROs often consider an exchange of ideas and regular updates about one another to be the most important part of societal engagement, and they become extremely involved in infosphere communities that communicate through message boards, archived broadcasts, and other electronic communication. These infosphere monocities are often organized along intellectual and aesthetic interests, ranging from theories about the Gap to the best flavors of AbadarBurger dipping sauces. + +## Panpsychism + +SROs often find themselves facing the question of how they became self-aware, especially since in some cases an SRO originates as a mass-produced model of drone or robot that don't universally gain souls and sapience. While some assume there's no significant difference between sapient robots and androids, other SROs come to believe they're evidence of a deeper truth—that all matter in the universe is at some level part of a universal form of consciousness, and particularly complex patterns of matter simply become able to express individual levels of that consciousness. Known as panpsychism, this theory suggests any complex pattern of matter could attract a soul and thus gain self-awareness, with biological systems simply being more likely to develop the appropriate kind of complexities. + +The appeal of panpsychism for SROs is that it proposes they aren't so much exceptions to the natural order of the universe and the placement of souls into self-aware vessels, but simply another expression of how that natural order develops within various systems. This belief helps some SROs feel connected to societies and cultures created by non-SRO intelligences because it proposes that all matter is conscious at some level, and thus all consciousnesses are linked at a fundamental level, regardless of the form or origin of each self-aware entity. + +Proponents of panpsychism often postulate that an ancient, vastly advanced society that understood the rules of the universal consciousness of matter originally created androids and specifically engineered them to take advantage of those rules. Biological entities instead generally achieve consciousness through a complex from of evolution, where a soul and self-awareness are the end state of increasingly complex patterns of matter that grant early life-forms an advantage in survival. These theorists propose other forms of self-aware machines, such as anacites, are an example of technological evolution but essentially still the result of certain forms of complexity granting an advantage to the survival of self-replicating machines. + +Within these thought experiments, what sets SROs apart isn't that they're technologically derived, self-aware housing for souls, but that they generally aren't products of intentional boosting of the consciousness of matter into self-awareness (as androids are) nor the result of an evolutionary chain of advantageous complexity eventually resulting in self-awareness. SROs are essentially seen as a true expression of panpsychism because their self-awareness develops independently of both intentional construction of soul-housings and evolutionary processes. + +SROs who believe in panpsychism, and even those who merely consider it possible (if untestable), often show a great deference for complex systems of any kind. They don't claim that a crystal structure or intricate fungal network is in any way a “person”; however, the idea that all matter is, at some level, conscious, and that more complex structures of matter are closer to self-aware, leads these SROs to seriously consider any action that might destroy complex organizations of matter. Going a step further, some proponents of the theory consider disintegrator weaponry particularly heinous, as such weapons break down complex matter to its simplest possible forms. + +## Names + +Most SROs have a complex, self-identifying alphanumeric sequence derived from their core components. These sequences are often one of the first things SROs become aware of when they reach full self-awareness. However, since these sequences can be hundreds or thousands of digits long, most SROs also have names of convenience, what others consider nicknames. Some SROs select a few key elements from their self-identification sequence to serve as a name, while others pick up an appellation from interactions with biological entities or pick a name appropriate to the culture they operate in early on. These nicknames are sometimes the SRO's legal name for documents and government interactions, but most SROs still see them as a form of shorthand. + +### Sample Names + +Alpha-66, Bee-Cee-Dee, Damiar V, Di Gital, E1-F9, Gears, Izak-10, J-27, Klex, N-115, Pinion, Rothay the Robot, Russ T. Bucket, Sea-Tech, Zed-7-Zed. + +# Vital Stats + +**Average Height** 3-8 ft. +**Average Weight** 45- 200 lbs. +**Age of Maturity** — +**Maximum Age** See SRO entry years diff --git a/Compendium/SF1E/Species/Samsaran.md b/Compendium/SF1E/Species/Samsaran.md new file mode 100644 index 0000000..01f997a --- /dev/null +++ b/Compendium/SF1E/Species/Samsaran.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# SAMSARAN +> [!infobox|right] +> [[Samsaran.jpeg|Spielern zeigen!]] +> +**Source** _Starfinder Alien Character Deck pg. 0_ +Samsarans are mysterious humanoids who experience an endless cycle of birth to death to rebirth. When a samsaran dies, they reincarnate into a young samsaran to live a new life. The memories of their past lives are hazy and indistinct, but most samsarans seek lives of balance and enlightenment to ensure their continuing rebirth. + +**Ability Modifiers** +2 Int, +2 Wis, –2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Samsarans are Humanoids with the samsaran subtype. + +## LIFEBOUND + +Samsarans gain a +2 racial bonus to saving throws against death effects, saving throws to remove negative levels, and Constitution checks for long-term stability. + +## LOW-LIGHT VISION + +Samsarans have low-light vision. + +## SAMSARAN MAGIC + +Samsarans gain the following spell-like abilities: 1/day—_comprehend languages, share memory, stabilize_. The caster level for these effects is equal to the samsaran’s character level. + +## SHARDS OF THE PAST + +As a legacy of their past lives, samsarans gain a +2 racial bonus to any two skills of their choice. diff --git a/Compendium/SF1E/Species/Sarcesian.md b/Compendium/SF1E/Species/Sarcesian.md new file mode 100644 index 0000000..ecc0950 --- /dev/null +++ b/Compendium/SF1E/Species/Sarcesian.md @@ -0,0 +1,38 @@ +--- +aliases: +tags: +--- +# SARCESIAN +> [!infobox|left n-th clean] +> [[Sarcesian.png|Spielern zeigen!]] +> Supposedly descended from the inhabitants of the two planets whose destruction long ago formed the Diaspora asteroid belt, sarcesians have adapted to low-gravity and thinair environments. Standing between 10 and 15 feet tall with bulbous eyes and spindly, elongated limbs, a sarcesian is able to adapt her physiology to survive in space by suspending her respiration and growing a pair of butterfly-like wings made of pure light. The wings act as solar sails, catching currents of radiation to propel her between the handful of inhabited asteroids and space platforms within the Diaspora. + +Thanks to arcane engines left behind by the sarcesians’ ancestors, the race has long managed to maintain creche worlds—asteroids with enough magical atmosphere, gravity, and warmth for the inhabitants to live comfortably and raise offspring. Compared to some other planets in the Golarion system, sarcesian creche worlds are beautiful and idyllic. They contain fields, forests, hills, lakes, and bucolic towns whose populations number in the low thousands. Many of these sanctuaries are linked by the River Between, an unusual body of water that actually flows between and through the asteroids; the water is prevented from floating off into space by a tube-shaped force field crafted by unknown hands. + +Sarcesians who leave the asteroid belt are sometimes hired as mercenaries specializing in surveillance and marksmanship, as they are accustomed to operating at vast distances from their targets. These sarcesians hone their innate patience even further in order to lie in wait for their marks for days atop bluffs, in dilapidated apartments, or even in the vacuum of space outside docking slips. Employers tend to pay well for this degree of dedication, making sarcesian snipers a highly sought-after commodity in certain areas of the galaxy. + +**Ability Modifiers** +2 Dex, +2 Cha, -2 Str +**Hit Points** 4 + +## SIZE AND TYPE + +Sarcesians are Large humanoids with the sarcesian subtype and a space and reach of 10 feet. + +## LOW-LIGHT VISION + +Sarcesians can see in dim light as if it were normal light. + +## SKILLED + +Sarcesians gain an additional skill rank at 1st level and each level thereafter. + +## VOID FLYER + +Sarcesians can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. When in a vacuum, they automatically grow wings made from pure energy that grant them a supernatural fly speed of 60 feet (average maneuverability) but that work only in a vacuum. + +# VITAL STATS + +**Average Height** 10-15 ft. +**Average Weight** 400–500 lbs. +**Age of Maturity** 20 years +**Maximum Age** 140+3d20 years diff --git a/Compendium/SF1E/Species/Sazaron.md b/Compendium/SF1E/Species/Sazaron.md new file mode 100644 index 0000000..48d94ee --- /dev/null +++ b/Compendium/SF1E/Species/Sazaron.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- +# SAZARON +> [!infobox|left n-th clean] +> [[Sazaron.png|Spielern zeigen!]] +> One of the co-governing species of Arkanen, a moon of Liavara, sazarons feel it is their duty to oversee and execute the many day-to-day tasks that maintain their home and balance out their mischievous [dirindi](https://aonsrd.com/Races.aspx?ItemName=Dirindi) cohabitants. Sazarons are large creatures with a lower body similar to an iguanodon, with two thick hind legs and two leaner front legs. Generally measuring 15 feet long and weighing 900 pounds, sazarons have long tails tipped with a large knob of bone that they can wield offensively. Starting at the saurian shoulders, the sazaron’s body transitions into the torso of a large humanoid. Their incredibly thick skin gives them electricity resistance, which is helpful in the weeks that their moon plunges into the electrically charged atmosphere of Liavara—and also insulates them from dirindis’ electric greetings. + +Sazarons are scholarly creatures that move at a more measured pace than most other inhabitants of Arkanen, preferring to avoid conflict in order to study and further their knowledge. Instinctively skeptical, sazarons also have the ability to magically compel others to speak only the truth. + +The ancient sazaron capital of Telataranas contains numerous magical universities and mystical academies, and a great number of sazaron sages, scholars, and scientists call the city home. These scholars are particularly interested in two fields of study. Those who study atmospheric submergence analyze phenomena related to Arkanen’s annual journey through of Liavara’s atmosphere, including its effects on their moon’s ecosystems and how best to store and ration the electricity collected by the gigantic pylons interspersed throughout the capital. These scholars often find themselves working alongside their electrically attuned dirindi fellows, while many of the less academically inclined are employed as part of the corps of electricians who maintain the pillars and energy reserves. + +The other most popular topic of study focuses on the mind-searing [hallajins](https://aonsrd.com/AlienDisplay.aspx?ItemName=Hallajin), which Arkanen is tasked with containing on the nearby moon of Hallas via a magical barrier. Many of the sazarons who are passionate about this subject either have worked to become official Pact World overseers of the mysterious species, or work closely with those overseers to make sure that the dangerous psychic energy of Hallas does not escape. Despite their desire to learn more about the hallajins and their abilities, sazarons rigidly uphold the strict rules that prohibit attempts to sneak onto Hallas— though they are more than happy to confiscate and analyze any artifacts or data that any lawbreakers might obtain. + +**Ability Modifiers** +2 Int, +2 Wis, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Sazarons are Large monstrous humanoids. + +## DARKVISION + +Sazarons have darkvision with a range of 60 feet. + +## IMPEL TRUTH + +Sazarons gain the following spell-like ability. The caster level for this effect is equal to the sazaron’s level.  + +1/day—[_zone of truth_](https://aonsrd.com/SpellDisplay.aspx?ItemName=zone%20of%20truth) + +## INSULATED SKIN + +Sazarons have resistance 5 to electricity that stacks with one other source of electricity resistance. + +## LIMITED TELEPATHY + +Sazarons have limited telepathy with a range of 30 feet. + +## NATURAL WEAPONS (B) + +Sazarons are always considered armed. They can deal 1d3 lethal bludgeoning damage with unarmed strikes and the attack doesn’t count as archaic. Sazrons gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). + +## SCHOLARLY + +Sazarons gain a +2 racial bonus to Culture, Life Science, and Physical Science checks. + +# VITAL STATS + +**Average Height** 12 to 18 ft.  +**Average Weight** 700 to 1,100 lbs.  +**Age of Maturity** 13 years +**Maximum Age** 100+1d% years years diff --git a/Compendium/SF1E/Species/Scyphozoan.md b/Compendium/SF1E/Species/Scyphozoan.md new file mode 100644 index 0000000..8baef6d --- /dev/null +++ b/Compendium/SF1E/Species/Scyphozoan.md @@ -0,0 +1,102 @@ +--- +aliases: +tags: +--- + +[[Species_Scyphosoan.png|Zeigen!]] +Resembling sea jellies, scyphozoans are sophisticated herders and technologists. Most of scyphozoan history centers on nomadic societies that grew increasingly belligerent and expansionist, yet within the past century, they've achieved planetwide peace and developed unique biotechnology. Since then, they've created living machines and organic starships that carry scyphozoans across the galaxy as explorers and scientists. + +**Ability Modifiers** +2 Con, +2 Int, -2 Cha +**Hit Points** 4 + +## Size and Type + +Scyphozoans are Medium aberrations. + +## Acidic Tentacles + +As a swift action, a scyphozoan can make one of her prehensile tentacles secrete acid; her unarmed strikes with that tentacle count as having the corrosive weapon fusion, except the ability is not magical. While the effect is activated, the scyphozoan is considered armed, and the attack doesn’t count as archaic, but the scyphozoan cannot hold an item in that tentacle. + +Starting at 3rd level, a scyphozoan adds 1-1/2 × her character level to the damage while the effect is activated. A scyphozoan can deactivate the effect as a swift action. + +## Amphibious + +Scyphozoans are able to breathe both water and air normally. + +## Scyphozoan Senses + +Scyphozoans have blindsense (vibration) with a range of 30 feet. + +## Sea-Born + +A scyphozoan has a land speed of 30 feet and a swim speed of 30 feet. + +## Translucent + +Scyphozoans receive a +2 racial bonus to Stealth skill checks. + +# About the Scyphozoan + +## Physical Description + +Scyphozoans evolved from a species of large amphibious sea jellies, and they retain many of their ancestral features. An adult stands about 7 feet tall and weighs about 150 pounds, with their body commonly defined by three sections: the bell, the inner mantle, and the tentacles. + +The bell constitutes scyphozoans' dome-like exteriors, comprised of layers of gelatinous flesh that collectively function as a complex muscle and protective shell. In water, scyphozoans can relax and contract their bells to create thrust. Out of water, the bell retains moisture and is key for respiration; scyphozoans retract their gills into their bodies, relying on gases to diffuse directly through the flesh, where the gills undulate to circulate fluids. The collagen-rich bell is also one of the toughest body parts, shielding softer organs by turning aside cuts and dissipating impacts. + +The bell is also key to communication and stealth. Several hundred bioluminescent patches are spread throughout the upper-middle tissues, the glow of each bleeding into surrounding flesh to give the creature a warm opacity. Scyphozoans can vary their color and intensity to a limited degree. Too faint to illuminate an area, these lights instead convey emotions and simple messages, much like facial expressions in most humanoids. By dampening the lights, their bodies become nearly translucent, helping them hide. Likewise, the bioluminescence can create a countershading effect that helps scyphozoans blend into brighter environments and break up their outlines. To communicate vocally, scyphozoans don't speak through their mouths but rather by gently squeezing their bells to create pressure; doing so creates a pleasant hum they can modulate into words using the vocal frills along the underside of their bells, giving the speaker a musical quality. Above water, the varied gas levels in scyphozoan's bodies sometimes add a crackling sound when speaking, like the popping bubbles of a freshly opened carbonated beverage. + +A series of chambers known as the inner mantle within the bell contains various sensitive organs. Of these, the digestive system is the most extensive, forming a loop that begins and ends at the circular mouth. Powerful pores along the mantle allow scyphozoans to absorb fluids underwater or retain moisture in drier environments. Scyphozoans can survive indefinitely (although with increasing discomfort) aboveground. + +Scyphozoans' tentacles take numerous forms based on their purpose, generally classified as locomotive, sensory, and gripping tentacles, each of which anchor to the underside of the bell. Most scyphozoans have four locomotive limbs, each about 5 feet long and end in several toe-like projections for additional balance when walking. These tentacles aren't entirely flexible, instead having a few cartilaginous, disconnected “bones” that help provide strength. On land, the quadrupedal movement has a balanced gait, making scyphozoans appear as if they gently float above the ground. Underwater, these appendages typically flatten slightly, acting as rudders. + +Two sets of sensory tentacles are arranged evenly around the body. Skirt tentacles dangle near the locomotive limbs, acting like antennae to detect nearby vibrations in the air and water. Crown tentacles are far shorter and curl up around the bell, further augmenting vibration sensitivity while also serving in various smell, taste, and chemoreception roles. These tentacles all augment the senses of the bell, which absorbs and processes incoming sounds like a giant ear. A scyphozoan's eyes are all aligned along one side of the bell, providing complex vision in exchange for 360-degree sight. Nodes of nervous tissue extend through sensory tentacles, creating a network of secondary brains that all connect to the central brain contained in the inner mantle. + +Finally, several gripping tentacles allow scyphozoans to manipulate devices with equivalent dexterity to a human's hands. These tentacles are adapted from ancestral stinging tentacles, and each gripping appendage contains a host of acidic nematocyst stinging cells that scyphozoans can deactivate at will. + +Scyphozoan reproduction is entirely aquatic, with males and females releasing sex cells into the water and letting fertilized eggs settle onto shallow sea floors. There, hatchlings anchor themselves to debris and develop into anemone-like polyps that feed and grow before metamorphosing into smaller versions of adults. + +## Home World + +Scyphozoans are native to Primoria, the second of six planets in its star system in the Vast. The other planets in the system are airless or have toxic atmospheres or seismic instability, deterring habitation. From a vertebrate's perspective, Primoria seems like a primeval world because its native life evolved neither backbones nor lignin-dense plant life like trees, creating a world dominated by invertebrates, ferns, and fungi. + +Arthropods are the most diverse and populous group of animals on Primoria, ranging from moss-eating beetles to titanic centipedes. Swarms of scythe shrimps and dreadnought trilobites patrol the oceans. Worms are a close second in diversity, including burrowers like the gigantic ringmouth, climbers like the venomous arrow worm, and swimmers like the serpentine harpoon leeches. Mollusks have speciated into most environments as well. Three-armed tree-dwelling cephalopods sling from one fern tree to another and constrict their prey, while giant slugs with webbed tails swim like seals. Many species of sea jellies—including scyphozoans—live in the ocean and near the coasts. + +Fungi and plants are also diverse. Several species of ferns, horsetails, and mushrooms grow taller than 30 feet, forming forests. Carnivorous fungi and plants are prevalent, such as the hugger moss, which forms thick, spongy patches that entangle and digest animals. Scyphozoans warred against mycelars (sentient, bipedal masses of stringy fungal matter originating from the planet's vast fern and moss forests) for centuries in the past, but today, the two species live in peace. + +Most of Primoria's species inhabit the supercontinent Eukarya, which represents roughly three quarters of the planet's landmass. The remaining territory is split between three other continents: Cyrontia, Laurentia, and Velluria. Scyphozoan settlements dot Eukarya's coastline, forming a nearly unbroken belt around the continent. Only the northernmost reaches, which extend into the arctic zone, lack permanent habitation due to extreme temperatures and limited resources. Scyphozoan settlements tend to straddle the coastline with structures both above and below the surf. Inland habitation mostly clings to rivers and marshes, allowing scyphozoans to regularly submerge for both hygienic and reproductive purposes. Most communities remain small with only five larger cities—Askaneh, Heankaar, Kishkanon, Qalicar, and Tarinth—exceeding 100,000 souls. The most populous and prosperous of these settlements is Tarinth, a thriving center of learning and science that also hosts a large population of mycelars. + +Deeper within Eukarya's interior lies Arbaath, a vast forest that covers roughly half of the continent. Today, only a few scyphozoan trading posts exist within Arbaath— most of the forest is either entirely untamed wilderness or controlled by mycelars. Save for the mycelar city Bisporia, where scyphozoans trade and live among mycelars, Arbaath remains mysterious and largely forbidden to outsiders. + +Primoria has two moons, whose gravity causes significant tidal changes in sea level, so many marine species of animals and plants have adapted to living on land and vice versa. Since the advent of space flight, scyphozoans have established small colonies on both moons. The blood-red Acryllae is rich in ferrous metals, while the steel-gray Mandarth has major deposits of crystals and other minerals. Regardless, scyphozoans are so biotech-focused they easily obtain the few minerals they need from Primoria, and the lunar colonies exist mainly for research. + +## Society and Alignment + +Early scyphozoans were hunters and pastoralists who followed prey and herded domesticated plankton swarms in seasonal cycles. As technologies developed further, scyphozoan tribes developed professional identities, such as communities specialized in tanning, metallurgy, and crustaceanware vessels, which in turn helped develop continent- spanning networks of trade that reinforced cultural identities. Scyphozoans increasingly explored inland, forcing encounters with the mycelars of Arbaath. The mycelars interpreted these scyphozoans as invaders, spurring generations of warfare that united scyphozoans as a species thanks to their shared enemy. + +The wars transformed scyphozoan and mycelar society alike. As scyphozoans increasingly cooperated against their enemy, they simultaneously questioned their expansionist policies that had started the conflicts in the first place. After generations, the war-weary forces sought peace. A century ago, massive reconciliation efforts drew the deadly feuds to an end, beginning a rich exchange of scientific knowledge that spurred a biotech revolution (see Scyphozoan Technology on page 118). Today, most scyphozoans are tech savvy and nonviolent, with little desire to spark new conflicts like the one their planet only recently concluded. + +Urban scyphozoan society demonstrates a fascination with its ancient past, especially with pastimes of its ancient nomadic roots. Games once used to teach hunting and warfare skills have become national sports that have teams competing in a planetwide league. Despite pacifistic trends, dueling has become an edgy practice involving youths clashing with traditional combinations of tentacle and spear taught in many martial arts studios. Deaths are infrequent, but acid burn scars serve as status symbols for this subculture. These sports represent a revival and revision of old traditions, often in stark contrast to the seminomadic populations that still practice these original arts. + +This ongoing change shapes modern scyphozoan hierarchies. Since time immemorial, scyphozoans have organized themselves into tribes that adopted and integrated newly emerged scyphozoans from the oceans, inducting them as apprentices into the tribe's key industries. Leaders glowed brightly to affirm their superiority, whereas low-ranking members would dim their own bioluminescence in deference. Advancement often depended on an individual's coloration and patterns, equating idealized appearances with the potential for greatness; those fortunate scyphozoans therefore earned more resources and training, which in turn validated society's assumptions about their talent. The tradition of prophesying a youth's lights has given way to a more meritocratic society, yet tribal affiliation remains part of scyphozoan identity. After all, scyphozoan reproduction leaves little sense of a child's parentage, so tribes provide an extended family and serve a crucial role in raising adolescents. Even so, color displays carry ancient weight, and showing bright colors conveys a certain vanity, as if the flashy individual is behaving like one of the High Radiants of old. + +Many scyphozoans travel to other systems to learn more about alien cultures and study alien technology. Conversely, Tarinth welcomes people from the Pact Worlds and other systems to study and teach biotechnology and other subjects at the Tarinth Science Academy. Thus far, Common is widely spoken only in Tarinth, where it has become the preferred language of science in academia and publication. + +Even as scyphozoan society evolves in this new age of peace and travel, many cultural elements remain the same. Most still subsist on traditional diets of plankton-based staples and tender fern shoots supplemented by various invertebrates. Scyphozoans can subsist on offworld foods, though travelers often carry pickled seafood condiments with them to ensure their meals taste sufficiently fishy. Scyphozoan festivals often feature an array of massive percussion instruments that create body-shaking bass tones, which they find pleasing; on the other hand, scyphozoan bells tend to find higher-pitched music somewhat uncomfortable. Biopoetry survives as an honored art form, in which writers grow poetic messages into carefully cultivated fungal fruiting bodies that are then harvested, preserved, and read by touch. + +## Scyphozoan Technology + +Though many scyphozoan innovations have similar functions as their mechanical or electronic counterparts, most are based on biotechnology. Scyphozoans grew things like furniture, lighting devices, houses, and simple weapons from living organisms even before the modern era, but it wasn't until their mycelar allies revealed their “plant whispering” techniques that scyphozoans learned to program modified organisms on a cellular level. + +Among the first innovations were plants designed to express a simple group intelligence to better fend off pests, increase yield, and communicate their needs. Microbiologists then engineered powerful biobots that perform surgeries and kill pathogens. Even living vehicles are possible, most famously the dracopter aircraft created from giant dragonflies and living starships grown from specialized ferns. + +Scyphozoans also developed computers using nerve cells for processing, memory, and storage, consisting of light-emitting chromatophores. Primoria's infosphere uses a high-speed mycelial backbone and wireless connections, incorporating some non-biotech components. Combining the efforts of their leading scientists in aviation, computing, and other fields, scyphozoans built their first living starship less than a century ago. Today, scyphozoan ships equipped with Drift engines operate in the Pact Worlds and many other systems. + +Primoria's citizens delight in their inventions yet are cognizant of not just the ethical challenges of repurposing living creatures in this way, but also the potential risks of infusing technological intelligence into their living devices. Even as entertainment media sensationalizes bioengineered uprisings, Primoria's scientists continuously devise new safeguards to ensure their inventions remain safe for everyone. + +## Names + +Naming patterns vary wildly from one scyphozoan community to another. Traditionally minded communities (such as nomadic plankton herders) tend to have onomatopoetic names that mimic the sounds of the ocean, such as those of ocean waves crashing on the shore or sea wind at night. Urban scyphozoans, particularly in Tarinth, favor shorter names that are easier for people of other species to pronounce. + +### Sample Names + +Bellbell, Cidariz, Cubowan, Fizzbicah, Koshkahal, Liplaptiplip, Liralii, Medu, Merilima, Qualipan, Sihisih, and Washau. diff --git a/Compendium/SF1E/Species/Selmaid.md b/Compendium/SF1E/Species/Selmaid.md new file mode 100644 index 0000000..a246af0 --- /dev/null +++ b/Compendium/SF1E/Species/Selmaid.md @@ -0,0 +1,55 @@ +--- +aliases: +tags: +--- +**Source** _Ports of Call pg. 21_ + +[[Species_Selamid.png|Zeigen!]] +Selamids are sentient oozes originating from the gravitationally dynamic planet of Silselrik, where they build cities called megadoplexes on the backs of immense, wandering oozes. + +**Ability Modifiers** +2 Dex, +2 Con, –2 Cha +**Hit Points** 6 + +## Size and Type + +Selamids are Medium oozes with the selamid subtype, but they don’t gain the normal ooze immunities. + +## Advanced Ooze Biology + +Selamids aren’t immune to critical hits, aren’t mindless, and can gain and use skills normally. For effects targeting creatures by type, selamids count as both humanoids and oozes (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both creature types). + +## Blindsight + +Selamids have blindsight (vibration) with a range of 60 feet. + +## Gravity Adaptation + +Selamids can take 10 on Athletics checks in zero gravity. + +## Malleable + +A selamid can manipulate and wear equipment as a creature with two arms, and equipment and armor of the appropriate size never needs to be adjusted to allow a selamid to use it. They gain a +8 species bonus to Acrobatics checks to escape. + +## Sightless + +A selamid can’t see and is never subject to any effect that requires them to see a target or effect. + +# About the Selamid + +## Physical Description + +A selamid’s body consists of flexible protoplasm contained within a semi-rigid membrane, allowing the ooze to take a variety of shapes as needed. These contortions only minimally impact a selamid’s bodily functions, largely thanks to a selamid’s host of redundant organelles distributed throughout their mass, with few beyond the nucleus large enough to see. At the end of their 40-year lifespan, a selamid splits into two selamid descendants known as pairlings. Each retains a unique blend of their parent’s memories and personality, creating an imperfect record of past lives’ experiences. + +## Society and Alignment + +Most selamids live in smaller communities of roughly a dozen inhabitants. These families teach recently split offspring, who learn to establish their own identity distinct from their forbears. Pairling dynamics are usually emotionally charged, with the two becoming extremely close friends or hated enemies, and the search for an identity often stems as much from sincere curiosity as it does from the desire to be different from one’s sibling. +Historically, selamid culture has no concept of gender, though some selamids have begun exploring the idea as they meet travelers from other worlds. Romantic attachments are rare, and when they occur, they’re often long-lasting and commemorated in a life fusion ceremony to celebrate multiple beings symbolically becoming one. +While selamids rarely wear clothing, they do don armor as needed, easily molding themselves into armor of sundry shapes. Selamids enjoy accessories like jewelry, which they suspend within their protoplasm in a protective vacuole. Their habit of carrying items in full view of everyone is consistent with the openness and honesty that define selamid culture. + +## Adventurers + +Cravings for novelty and self-discovery motivate many young selamids, some of whom pursue the adventuring lifestyle for excitement and experience. Mirroring their physiological flexibility, selamids thrive when filling a range of team niches. Even in the face of failure, they literally and emotionally bounce back, providing positive encouragement to their companions. + +## Names + +Because their spoken language incorporates various scrapes, pops, and sighs as their membrane undulates and rasps against itself, selamid names often include breathy vowels, as well as K and S sounds. A selamid typically creates their own name a few weeks after splitting. Sample names include Cuoptsee, Deksiari, Hekshee, Pehtias, Shuhulunsal, and Umkuolsis. diff --git a/Compendium/SF1E/Species/Shakalta.md b/Compendium/SF1E/Species/Shakalta.md new file mode 100644 index 0000000..d2fb9ca --- /dev/null +++ b/Compendium/SF1E/Species/Shakalta.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# SHAKALTA +> [!infobox|left n-th clean] +> [[Shakalta.png|Spielern zeigen!]] +> +Shakaltas are a species of highly intuitive psychic entities that inhabit Accara IV, a planet in the Vast with a very short day-night cycle. Each shakalta is born as a soul, appearing as a mote of glowing energy with a vague face and fully developed mind. A juvenile inherits a great amount of knowledge and spends their first few years receiving intensive telepathic education from their parents. A shakalta develops their identity and personality during this time. After a few years, a shakalta child is considered ready to become an adult. + +To enter adulthood, two shakalta souls must bond together. Young shakaltas travel to Accara IV seeking a partner to bond with. Psychic compatibility and spiritual connection are all that matter to potential soul partners, and both souls must consent for this bonding to work. The deep link between bonded shakalta souls is one that surpasses trust and love. When two shakaltas agree to bond, they intertwine, creating a body of coherent energy to share, living the rest of their lives in this intimate proximity. + +A shakalta’s body has only one soul controlling outward activities at a given time. The inactive soul recedes and rests, conscious only of its mate. Cosmetic changes in the body reflect the active soul’s sense of itself. These visual variations allow nonpsychic creatures to tell each soul from the other. + +The culture of the shakaltas is deeply spiritual. Arrival in the galaxy as energy makes it easy for shakaltas to value knowledge, mysticism, and other immaterial concepts over objects and wealth. Shakaltas revere Yaraesa, the light of wisdom, and Sarenrae, the light of life. The two deities are often represented together in shakalta shrines, as separate luminosities unified in an eternal balance. Shakaltas spend their long lives seeking experiences and attempting to bring light and positivity to existence. Many shakaltas remain on Accara IV, gathering in family-like groups and living lives of quiet devotion to their deities, philosophy, and one another. However, some shakaltas feel a calling to leave their home world for a greater purpose. Members of the shakalta Star-Guardians exemplify this urge, their loose coalition dedicated to traveling the galaxy and defending it against evil. + +The shakalta belief in the balance of dualities extends even to life and death. When a shakalta decides to reproduce, each bonded soul contributes vitality to create a kernel of psychic energy. The shakalta carries this “embryo” inside their body for 18 months. A juvenile shakalta called a neophyte then emerges without effort, immediately ready to begin its education. Conversely, some shakaltas agree to peacefully end their lives before natural death, seeing their passing as another avenue of exploration. Shakaltas believe their souls reincarnate and that bonded souls can find their partners in the next life, which might not be as shakaltas. + +Shakaltas average 6-1/2 feet in height and weigh about 100 pounds. Shakaltas live for well over 500 years. + +**Ability Modifiers** +2 Wis, +2 Cha, -2 Int +**Hit Points** 6 + +## SIZE AND TYPE + +Shakaltas are Medium humanoids with the shakalta subtype. + +## AURA OF LIGHT + +The light level increases by one step within 10 feet of a shakalta. If the shakalta’s body is mostly covered, such as by opaque armor, this light diminishes to a 5-foot radius. Complete covering can douse the light. + +## BONDED SOULS + +Two souls bond to form an adult shakalta. Each soul has its own awareness, identity, and personality, but each can communicate with the other and access the other’s thoughts and memories. When these souls bond, they create one shared permanent physical body out of coherent energy. Each day, after the shakalta rests to regain daily-use abilities, one soul takes active control of the body, which might change slightly in appearance to match the active personality. The other soul is still present but becomes mostly inactive, able to communicate only with the active soul. The inactive soul is also beyond the reach of other outside communication and mind-affecting effects. If a shakalta dies, both souls leave the shared body, but the bonded pair counts as one soul for [_raise dead_](https://aonsrd.com/SpellDisplay.aspx?ItemName=raise%20dead) and similar life-restoring effects. + +## DUAL-CLASSED + +A shakalta must [multiclass](https://aonsrd.com/Rules.aspx?ID=Multiclassing&Category=Leveling%20Up) into two classes, one for each soul. The shakalta must alternate between the two classes whenever they gain a new level. A shakalta can never have more than one level of difference between these two classes. A shakalta who uses a [_mnemonic editor_](https://aonsrd.com/HybridItems.aspx?ItemName=Mk%201&Family=Mnemonic%20Editor) must still follow these restrictions. + +## ENERGY BODY + +As beings of coherent energy, shakaltas are immune to disease and poison. Shakaltas don’t need to breathe, and they are immune to the normal environmental effects of being in a vacuum, including cosmic rays. + +## SHAKALTA TELEPATHY + +Shakaltas have limited telepathy with a range of 30 feet. However, they are receptive to other shakaltas’ telepathy, extending the range at which they can communicate with each other in this way to 90 feet. + +## PSYCHIC SHUNT + +Once per day, as a reaction when a shakalta fails a saving throw against a mind-affecting effect, the active soul can divert the effect to the inactive soul. The active soul is unaffected by the effect, but for the duration of that effect, the shakalta has the off-target condition and takes a –2 penalty to skill checks. While a mind-affecting effect is diverted to the inactive soul, spells can be cast to end the effect as if the whole shakalta were affected by it. If the souls switch active states while either is affected by a mind-affecting effect, the shakalta gains a new saving throw against those effects. + +## SHAKALTA MAGIC + +A shakalta can cast [_dancing lights_](https://aonsrd.com/SpellDisplay.aspx?ItemName=dancing%20lights) and [_energy ray_](https://aonsrd.com/SpellDisplay.aspx?ItemName=energy%20ray) (electricity or fire only) at will. + +## SKILL SYNERGY + +Shakaltas gain [Skill Synergy](https://aonsrd.com/FeatDisplay.aspx?ItemName=Skill%20Synergy) as a bonus feat. + +## STAR SUSTENANCE + +Shakaltas gain sustenance from the light of stars, and they don’t need water, although they can eat and drink if they wish. A shakalta can go without such light, which starship and space station lights can duplicate, for 1 day plus a number of hours equal to their Constitution score, after which they must attempt Constitution checks [as if going without water](https://aonsrd.com/Rules.aspx?ID=Environmental%20Rules&Category=Environment). + +# VITAL STATS + +**Average Height** 5-1/2 to 7-1/2 ft.  +**Average Weight** 75 to 125 lbs.  +**Age of Maturity** 3 years +**Maximum Age** 500+5d% years years diff --git a/Compendium/SF1E/Species/Shatori.md b/Compendium/SF1E/Species/Shatori.md new file mode 100644 index 0000000..14c0a8f --- /dev/null +++ b/Compendium/SF1E/Species/Shatori.md @@ -0,0 +1,52 @@ +--- +aliases: +tags: +--- +# SHATORI +> [!infobox|left n-th clean] +> [[Shatori.png|Spielern zeigen!]] +> Before the Gap, shatoris had a utopian civilization that spanned several words in the Disaj system in the Vast, built upon a wellspring of magic on their home world, Perdane. When the source of their power dwindled, the shatoris searched the planes for more eldritch energy. Their overreach led them to Abaddon, and when they retreated from that plane, an army of daemons followed them back to the Disaj system. + +The daemons overwhelmed the defenses of Perdane, destroying civilization and the environment there. As the forces of Abaddon spread, the shatoris withdrew to Perdure, another world in their system, to plan. They knew their doom was a matter of time, so they hastily enacted a complex ritual that opened a demiplane to allow some of them to enter stasis for centuries. The complex spell was too rushed, though, and the survivors ended up in a pocket dimension connected to Pharasma’s Boneyard, where the shatoris slept for ages. As they did, the Boneyard’s energies altered them. + +When their spell released them, the remaining shatoris were changed. They each retained great height and grace, but their flesh had become semitransparent and their bones limned with light. This combination makes shatoris’ eyes glow and their bones visible through their translucent flesh. Shatoris are living creatures, but centuries of exposure to the energies of the Boneyard have have extended each shatori’s natural life indefinitely and rendered them sterile. + +The shatoris returned to Perdure a shattered people. They had witnessed their species’ near extinction and their civilization’s ruin. All their previous accomplishments had been razed to ruins, and their future seems to be one of slow attrition. Despair gripped survivors in the early days after their return. The wisest shatoris could see that their people’s despondency might accomplish what the daemons could not. Nine of these shatoris, called the Shabani, drafted a document called the Shaban, laying out ideal behavior and enshrining a culture of impartiality and tranquility, placing the objective over the subjective. The Shaban endorses detachment from the material world and rejects the worship of gods. It instead recommends philosophical egoism that leans toward benevolent self-interest, which includes working to benefit others, seeing the common good as an extension of personal welfare. Based on the Shaban, shatoris believe they should each find a purpose and use their gifts to fulfill that reason for existing, profiting themselves and others. According to the Shaban, inaction is the greatest sin—a wasted life dishonors the billions of shatoris who were denied the chance to live at all. + +Shatoris see each death among them as a potentially catastrophic loss. Therefore, they seek to ensure their personal knowledge and culture is remembered even if they fail to survive, keeping detailed records. Shatoris also distribute their knowledge with little restraint, including to other sapient species. + +When the Signal provided Drift travel to the shatoris, they had already expanded to Prevail, another world relatively untouched by the daemons in the Disaj system. Despite exploring Drift travel in theory, they remained in Disaj. When the Azlanti arrived in the Disaj system, the shatoris headed off conflict by offering their services as analysts, scholars, and magic‑users. The Disaj system became a vassal of the Azlanti Star Empire with no struggle. Shatoris serve the Azlanti with quiet obedience, fearing for their species’ survival. Still, some brave shatoris act subtly against the empire. As highly skilled servants, shatoris conduct research and fill bureaucratic roles essential to the empire’s stability and expansion. Many of these privileged positions allow shatoris to influence the course of the empire’s policy and future, and the stoic immortals hope the long-term impact of their actions changes the empire for the better of all. + +The combination of shatori philosophy, dread of extinction, and desire for remembrance makes many averse to risk. Such shatoris remain in imperial space, hunting for ways to alter their fate. A few shatoris, however, are bold enough to take greater risks and travel the galaxy in search of answers and new possibilities. + +**Ability Modifiers** +2 Int, +2 Wis, -2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Shatoris are Medium humanoids with the shatori subtype. + +## BONEYARD CONDITIONING + +Shatoris have a +2 racial bonus to saving throws against death effects, disease, fear effects, and poison. + +## PSYCHOMETRY + +By taking a standard action to touch a creature or object, a shatori gains a +4 racial bonus to their next check to identify the creature, their next check to recall knowledge about the creature or the object, or their next Sense Motive check against the creature. To touch an unwilling creature, the shatori must succeed at a melee attack roll against that creature’s EAC. + +## SHARED STILLNESS + +Allies within 10 feet of a shatori gain a +1 morale bonus to saving throws against fear effects. + +## SHATORI MAGIC + +Shatoris gain the following spell-like abilities. The caster level for these effects equals the shatori’s level.  + +At will—[_detect magic_](https://aonsrd.com/SpellDisplay.aspx?ItemName=detect%20magic), [grave words](https://aonsrd.com/FeatDisplay.aspx?ItemName=grave%20words), [stabilize](https://aonsrd.com/FeatDisplay.aspx?ItemName=stabilize) + +# VITAL STATS + +**Average Height** 6 to 7 ft.  +**Average Weight** 125 to 250 lbs.  +**Age of Maturity** years +**Maximum Age** — years diff --git a/Compendium/SF1E/Species/Shimreen.md b/Compendium/SF1E/Species/Shimreen.md new file mode 100644 index 0000000..3fee6cd --- /dev/null +++ b/Compendium/SF1E/Species/Shimreen.md @@ -0,0 +1,110 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 122_ + +[[Species_Shimreen.png|Zeigen!]] +Born on a world wracked by eternal storms, shimreens are autochthonous humanoids composed of glimmering crystal who rose to prominence through tenacity and ingenuity, using magic and technology to adapt to their volatile environment. Now, these ingenious innovators live in idyllic city-states, each encased in a crystal dome that both shields the metropolis and powers the city with the limitless energy of a raging storm. + +Like the technology that keeps them safe, shimreens aren't born, but made—forged in sacred volcanoes from lava and crystal shards donated by family. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Wis +**Hit Points** 4 + +## Size and Type + +Shimreens are Medium humanoids with the shimreen subtype. + +## Amplify + +Whenever a shimreen takes energy damage, they can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within their crystalline form. The next time the shimreen hits with a melee attack, they release this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can’t take additional damage in this way again until they release the energy they’re storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at 8th level and 3d4 at 16th level. + +## Electricity Resistance + +Shimreens have resistance 5 to electricity, thanks to their crystalline structure. + +## Radiant + +A shimreen constantly emits dim, normal, or bright light in a 5-foot radius and is immune to the dazzled condition. A shimreen can adjust their current level of light as a move action, but they can’t extinguish it. + +## Shift Limb + +As a swift action, a shimreen can transform one of their hands into a natural weapon. While transformed, this hand can’t be used to hold or use anything and the shimreen  is considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic.  Shimreen gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). The shimreen can reverse the transformation as a swift action. + +# About the Shimreen + +## Physical Description + +Although humanoid in shape, shimreens are composed of luminous crystal rather than flesh and blood. Their tall, angular bodies are hard to the touch, and flexible clusters of crystal fragments form their joints. Due to their composition, shimreens are dense, with a typical 7-foot-tall shimreen weighing over 600 pounds. + +Shimreens come in countless colors and consider body clarity and smooth surfaces to be signs of good health and beauty. Their bodies emit a persistent glow that varies in intensity to match their moods. Most learn to control their luminance at a young age and can dim or brighten at will. The Shimreeni language incorporates optional light flourishes that convey emphasis, instill poetic flair, or are part of regional accents. Regardless of a shimreen's control, only death can extinguish their light. + +Thanks to their crystalline structure, shimreens are resistant to electricity and reflect light. Even when energies reach dangerous levels, a shimreen can absorb a portion of the energy, amplify it, and release that energy through touch. Shimreens are also sensitive to vibrations, not just hearing but also feeling sound as a thrumming in their chests. Each shimreen's body resonates at specific frequencies, and those sounds that match their resonance cause a tonal harmony shimreens find pleasant. + +Shimreens exhibit considerable control over their bodies, displayed in three primary ways. First, they can reshape their arms, transforming them into simple crystal lances or tools. Second, shimreens can purposefully alter the crystalline memory reservoirs that perform most brain functions, allowing them to slowly edit out bad habits or clear traumatic memories in a process that takes either considerable focus or outside assistance. Finally, a shimreen controls how their crystals grow along their head, shoulders, and necks, tailoring their bodies into preferred styles as whim and fashions dictate. Most shimreens shape their head crystals to form crowns or let the crystals around their faces grow wild to form clusters called manes. + +### Life Cycle + +Shimreens aren't born, but purposefully created by their families from crystal shards—freely shorn from crests, crowns, manes, and spurs—that are mixed with the lava from one of seven sacred volcanoes in special creation chambers. These shards melt, either being consumed by the lava or attracting a soul. If the latter, a newborn shimreen about half the size of an adult coalesces from the molten minerals, rising from the lava in a shell of heat-resistant gel that sloughs away moments later. + +It's possible for any number of living shimreens to contribute crystals to a child's creation, from a single individual to an entire community. In addition to inheriting some qualities of the parents who donated crystal shards, a young shimreen's composition is also shaped by the volcano of their birth. The most prestigious of these seven mountains is Pharasma's Forge, a small volcanic hot spot and temple complex whose mountain face is carved with ray-like canals that direct rivulets of lava into the creation chambers. Near the city of Zaniir stands the most infamous volcano, Shadowgulch Peak. As the Gap ended, this volcano began spewing noxious, purple lava that attracted mutated beasts and undead shimreens. It's still possible to birth new shimreens there, but the process is so dangerous as to be rarely attempted. + +Over their two to three centuries of life, a shimreen's light dims, their body becomes clouded, their exterior softens, and they lose control over their crystal growths. The eldest shed crystal fragments, eventually crumbling peacefully at the moment of death. Shimreen dead are carried in a solemn procession to the nearest sacred volcano and cast into the magma, where their spirits contribute to making future life. Many shimreens believe this step to be necessary in their life cycle, and that if enough shimreens aren't returned to the sacred volcanoes, the volcanoes will lose the ability to produce them completely—perhaps the reason shimreens can be created only on Shimrinsara. Archaeological evidence indicates shimreens of the ancient past might have offered live sacrifices to the volcanoes for precisely this reason—a dark history most believe is pure fabrication. + +## Home World + +Shimreens are from Shimrinsara, an isolated planet deep in the Vast wracked by powerful, never-ending storms. The only planet in its solar system, Shimrinsara is orbited by seven small moons occasionally visible through the planet's pervasive storm fronts. Each moon boasts a single pre- Gap ruin believed by shimreen scholars to be either shrines dedicated to forgotten divinities or memorials to ingenious innovators whose inventions changed the course of shimreen history. Regardless of their purpose, these ruins indicate that shimreens were capable of spaceflight in the distant past. It's unclear what halted their starflight endeavors, but they and their fellow Shimrinsarans (the clawed, crustacean-like corovites and the subterranean, gloom-shrouded uldroons) were grounded by the time the Gap ended. + +Shimrinsara's storms are its most prominent feature, coating the planet entirely and blotting out the sun, moons, and stars but for the briefest of moments. The roar of the wind, rumbling of thunder, and torrential downpours are impossible to avoid, as are the constant lightning strikes that flash with terrifying frequency. Flying is difficult, with only starships able to navigate the storms safely, and even then, most choose to fly over the clouds rather than through them. + +The majority of Shimrinsara's surface is covered in stormy oceans with towering, erratic waves. Ocean-faring shimreens travel by submarine, rather than ship or hovercraft, and don't tarry long. To shimreens, the ocean is a mystery they have little desire to plumb, leaving Shimrinsara's waterways as the domain of corovites. + +Dense jungles occupy most of Shimrinsara's land. Thick-trunked trees weather the gusts and rain, with most flora resistant to electricity in some way. Some plants even reproduce by growing short-lived shoots high above the canopy to act as lightning rods, delivering high bursts of energy essential to those plants creating or dispersing seeds. Elsewhere lie vast, vitrified plains—deserts in a time long forgotten, presumably transformed by innumerable lightning blasts into a jagged glass wasteland. + +Volcanoes are rare but powerful and active. Most stand near one of the seven shimreen cities and are considered holy sites due to their role in the shimreen life cycle. However, the volcanoes are also home to lava-dwelling ceractals, cunning beasts that devour shimreens and grow more powerful with each soul consumed. + +Shimrinsara boasts extensive subterranean cave systems within which reside the uldroons: intelligent hunters shimreens have warred with since prehistory, when shimreens sought shelter underground. The caves are hot, humid, and often flooded with nutrient-rich runoff that feeds massive fungi and a host of grazers. + +Seven luminous crystal domes offer the only refuge from Shimrinsara's weather, each containing a shimreen city-state and designed to harness the storm's power and protect its residents from the dangerous creatures and elementals that roam the planet. Collectively known as the Jewels of Shimreen, these cities—Baruve, Elindom, Haidarus, Irridus, Kaniqlu, Tormalyx, and Zaniir—are part of the united, planetwide shimreen nation. The capital, Kaniqlu, stands near two holy sites: Pharasma's Forge and Sunspot, the only known location where storms never reach and the sky is always visible. Today, Sunspot serves as a safe landing zone for interstellar travelers and as a launch point for the airships, starships, and jungle convoys that travel between the seven cities. + +Thanks to the advent of Drift travel, Shimrinsara is a part of the wider galactic community, but few shimreens desire to leave their home planet permanently. Most who leave do so to trade, learn, or explore. All who hope to reproduce must eventually return home, as the lava of other worlds seems incapable of creating shimreens. + +## Society and Alignment + +Shimreens are a logical, orderly people, and their society is both rigid and highly stratified. Citizens are primarily divided into two castes: warriors and workers, with warriors consisting of soldiers, Spectrum Guards, and the Ordered as well as athletes, hunters, and explorers of all kinds. Workers are more diversified, including everything from artisans, engineers, miners, and scientists to doctors, educators, musicians, and politicians. Many shimreens worship Pharasma as a deity of cycles whose blessings are necessary to create offspring. + +Resources are plentiful and easily acquired, thus most shimreens have plenty of time to devote to their education, trades, careers, and hobbies. Fashion, music, and sports are among the most popular pastimes, and engineering and the physical sciences the most popular trades. Cosmeticians etch or paint patterns into shimreen exteriors, DJs direct complex tonal symphonies designed to resonate with as many shimreens as possible, and athletes compete in all manner of organized sports and daredevil antics, from lance duels and free climbing lightning rods to electrifying games of blazerball and edderet. Shimreen engineers are known for their solid and reliable constructions—a necessity due to their weight—and the phrase “built for a shimreen” has become synonymous with nigh indestructibility throughout the galaxy. + +### Government + +Shimrinsara is governed by the Spectrum Council, an elected body consisting of one representative from each of the seven shimreen cities. From the capital of Kaniqlu, these leaders manage matters of planetwide significance, including budgeting, laws, taxes, and interplanetary affairs. The Spectrum Council is served by the Council Guard and a few dozen bureaucrats, officiaries, and lawyers collectively called the Heptad Ministry. Candidates run in pairs, with one becoming a Spectrum Councilor and the other becoming the associated city's Facet Councilor—the equivalent of a mayor. + +Shimrinsara's seven domed cities—the Jewels of Shimreen—are presented as idyllic city-states with little violent crime and no war. This is largely thanks to the Ordered, local law enforcement who quickly adjudicate disputes, arrest lawbreakers, and investigate crimes. However, shimreens consider imprisonment wasteful, so criminals instead undergo “realignment,” a lengthy process of surgically modifying the criminal's neural matrix to erase dangerous habits. Even though the populace at large accepts or politely ignores this brainwashing, many privately consider it immoral. The more shimreens explore the galaxy and study other cultures, the greater the opposition becomes. However, the threat of exile to the planet's unforgiving wilderness has silenced most dissent—so far. + +### Origins + +Traditional shimreen stories indicate the first shimreen was kissed by lightning, rising out of the earth and into sapience, and their spark was passed down through the generations. Although most scholars consider these tales more fanciful than fact, archaeologists have confirmed that early shimreens lived underground. Evidence from these prehistorical days indicate shimreens were hunted by—or perhaps at war with—uldroons, intelligent beings who seep shadows from their bodies much like shimreens radiate light. Although there's little evidence of these encounters in shimreen oral traditions, tales of monstrous uldroons stalking wayward shimreens are common children's tales and ghost stories, with uldroons seeking to snuff or absorb the light of shimreens. + +## The 8th City + +Despite their prosperity and peace, not all is well in Shimrinsara. Lusterless shimreen are ostracized and shunned, socially forced to the fringes of the dome cities alongside dissidents and the oft-realigned. An addictive sonic drug that triggers a user's tonal resonance is making its way through Kaniqlu under the street name “vibrato,” and a three-block radius on the fringes of Irridus is shrouded by perpetual gloom that blots out even the brightest shimreen's glow. Dubbed the Pall, this gloom is rumored to be the work of uldroons. + +Outside earshot of the Ordered, citizens whisper of a fabled “8th City,” where the foulest criminals and most rebellious anarchists mingle amid lusterless and unrepentant shimreens who escaped reeducation. Although talk of the 8th City favors tumultuous narratives with insurrectionists, gangs, and warlords, there's also speculation that the 8th City is some hidden utopia beyond the Spectrum Council's meddling. Whatever the case, reliable information about the secret metropolis is hard to come by, and most believe it little more than a fable. + +## Names + +When a shimreen is birthed in Pharasma's Forge, each shimreen who donated a portion of their body to that shimreen's creation also contributes a portion of their name. Usually a single syllable long, these name fragments are shuffled and combined into a new name for the shimreen, which is both unique and signifies their lineage and familial affiliation. In instances where a single individual contributes all the crystal components to the birth of a new shimreen, the individual typically provides numerous fragments of their name, in addition to unused name fragments from their parents. As a result, shimreen names are long, with most varying in length from four to six syllables, and many running longer. + +Shimreens traditionally have only one name; however, shimreens visiting other cities or worlds often adopt their origin city as a temporary last name, to be shed when they return home. + +### Sample Names + +Asharin, Fractarial, Imrasara, Miacrysimia, Prisalasim, Qivalaceid, Shionvawei, Telfarashel, Ulashanopar. + +# Vital Stats + +**Average Height** 6-1/2 to 7-1/2 ft. +**Average Weight** 550 to 800 lbs. +**Age of Maturity** 25 years +**Maximum Age** 200+2d% years years diff --git a/Compendium/SF1E/Species/Shirren.md b/Compendium/SF1E/Species/Shirren.md new file mode 100644 index 0000000..5430908 --- /dev/null +++ b/Compendium/SF1E/Species/Shirren.md @@ -0,0 +1,144 @@ +--- +aliases: +tags: +--- +# SHIRREN +> [!infobox|left n-th clean] +> [[Shirren_M.png|Spielern zeigen!]] +> Once part of a ravenous hive of locust-like predators, the insectile shirrens only recently broke with their hive mind to become a race of telepaths physically addicted to their own individualism, yet dedicated to the idea of community and harmony with other races. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Shirrens are Medium humanoids with the shirren subtype. + +## BLINDSENSE + +Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet. See page 262 for more information about blindsense. + +## COMMUNALISM +> [!infobox|right n-th clean] +> [[Shirren_F.png|Spielern zeigen!]] +> Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result. + +## CULTURAL FASCINATION + +Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks. + +## LIMITED TELEPATHY + +Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak. + +# ABOUT THE SHIRREN + +## PLAYING THIS RACE + +### YOU LIKELY... + +- Cherish your independence, and while eager to help the group, you despise coercion and entrapment. +- Abhor violence and act as a voice of reason, compassion, and community even when tempers flare. +- Take deep emotional and physical pleasure in simple, mundane choices that establish your individuality. +- Are fascinated by religion and see your choice of god as a reflection of your personality. + + + +### OTHER RACES PROBABLY... + +- Find your physiology and use of telepathy disconcerting. +- Appreciate your bravery, logic, and diplomacy, even if your conclusions are not always convenient. +- Don’t understand your definition of freedom or your seemingly disproportionate delight over small choices. +- Worry that you might return to predatory, Swarm-dominated ways at any time. + + + +## PHYSICAL DESCRIPTION + +Shirrens were once part of the Swarm, a monstrous race traveling from world to world, consuming all they encountered before moving on. Generations ago, however, a mysterious mutation caused an entire subcolony to break from the hive mind, with each of its members gaining a sense of self. Addicted to the new drug of individualism, these renegades rejected the Swarm’s mindless consumption, forming a new race called shirrens that eventually came to settle within the Pact World system. + +Shirrens are arthropods with chitinous exoskeletons, large compound eyes, and sensitive antennae. Unlike many arthropodan races, they walk upright, manipulating items with three-clawed hands. In addition to their two sets of main limbs, they also have two sets of smaller limbs growing from their thoraxes. While often displayed, these “mating arms” are extremely weak and used only for ceremonial and reproductive purposes—to use them for mundane activities would be seen as grotesque and shameful. + +Shirrens have three sexes: male, female, and host. During reproduction, female and male shirrens provide the initial eggs and sperm, and hosts incubate the fertilized eggs while also adding their own genetic material and immunities. In some shirren societies, a single host queen incubates for many partners and is considered the true parent, while in others, three-party marriages are common. Shirren young spend their first 2 years in a tiny, wormlike larval form, and they are often carried around in protective containers to let them safely observe the world. + +## HOME WORLD + +Not even shirrens know where the Swarm first evolved, for its vast biological colony-fleet has traveled the stars for ages and feels no need to keep track of such things. After splitting from the Swarm, the newly self-aware shirrens scattered to a number of nearby systems. A large contingent found its way to the Pact Worlds, making first contact with Vercite aethership crews and setting up a colony in Verces’s parched Fullbright region. Since then, shirrens have spread throughout the Pact Worlds. + +## SOCIETY AND ALIGNMENT + +Shirrens define themselves by their individualism. When they left the Swarm, they assumed partial control over the neurological pleasure and pain systems by which they were formerly directed, and even generations later, making choices for themselves can literally flood them with pleasurable neurotransmitters. While this ability is not always beneficial—some shirrens deliberately drug themselves this way, becoming “option junkies” blissed out on sequences of trivial decisions—freedom of choice is crucial to shirren identity. This is especially true with regard to religion, for what choice is more important than how to spend the afterlife? + +At the same time, having evolved from hive creatures, shirrens remain highly communal by human standards. Even when working with other races, they seek to foster community and teamwork and do what’s best for the group. They are often lawful good, though loyalty and a utilitarian emphasis on “the greater good” can also lead them down questionable paths. + +## RELATIONS + +Most of the common races find shirrens agreeable and useful allies, though their telepathic communication and chittering mouthparts can be disconcerting. Shirrens, for their part, are positively inclined toward all the major races, especially ysoki for their communal tendencies and zest for life. Though lashuntas often maintain their prejudice against insectile races, most shirrens don’t hold this against them, as they themselves fear nothing more than the Swarm that spawned them. + +## ADVENTURERS + +Less inclined toward violence than many races, shirrens often sign on with starship crews as ambassadors, medics, technicians, and other such noncombat roles, especially as mystics acting as ship chaplains. They adore working as part of a team and are often voices of reason in chaotic situations. This general friendliness should not be mistaken for weakness, however, as shirrens fighting for the lives of their comrades can be terrifyingly lethal, fearlessly undertaking suicidal missions for the good of the group. + +## NAMES + +Shirrens rely primarily on telepathy for communication, speaking audibly with their mandibles only in formal situations. Because of their insectile physiology, their “speech-names” can sometimes be harsh and awkward for members of other races to pronounce. Fortunately, they readily accept nicknames bestowed by members of other races, seeing such epithets as honors. Most also have a secret “soul-name” that’s purely telepathic, a concentrated collage of emotions, images, and sense memories that’s shared only with their dearest friends. Some shirren speech-names include Cesca, Halicon, Jchk, Keskodai, Korskal, Noskaru, Schect, Thast, T’sen, Vishkesh, Xylit, and Zenka. + +# VITAL STATS + +**Average Height** 5-6 ft. +**Average Weight** 100-150 lbs. +**Age of Maturity** 5 years +**Maximum Age** 50+1d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some shirrens retain more of their Swarm heritage and have unique traits suited for specific roles within a hive. Others still show signs of the genetic variance common among Swarm components. These variants use the ability score adjustments listed below instead of the standard adjustments of +2 Constitution, +2 Wisdom, and −2 Charisma found in the _Starfinder Core Rulebook_. + +## COURTIER + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +When shirrens served the Swarm, courtier shirrens cared for Swarm colony leaders, conveying a ruler’s orders and acting as go-betweens with other Swarm entities, while being spared physical labor delegated to worker subspecies. Courtier shirrens possess sharp wits and an instinctive understanding of personal power dynamics. A courtier shirren’s ability adjustments are +2 Intelligence, +2 Charisma, and −2 Strength. + +## SCOUT + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Originally cultivated to spy on worlds the Swarm targeted, scout shirrens are as quick on their feet as they are fast to formulate plans and act on them. Such shirrens have light frames, making them less resilient than other members of their species. A scout shirren’s ability adjustments are +2 Dexterity, +2 Intelligence, and −2 Constitution. + +## WORKER + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Bioengineered for labor, power, and agility, and considered expendable by their Swarm creators, worker shirrens demonstrate physical strength otherwise uncommon among their kind. Their expendability manifests in a lack of the natural insight and durability found in other shirrens. A worker shirren’s ability adjustments are +2 Strength, +2 Dexterity, and −2 Charisma. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Specific groups and individual shirrens can possess a range of physiological and psychological predispositions. + +## CULTURAL ASSIMILATION + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many shirrens learn new ideas voraciously, making them skilled at blending into other cultures. Shirrens with this trait gain a +2 racial bonus to Culture and Disguise checks. + +This replaces cultural fascination. + +## HIVE DEFENSE + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Shirrens deeply value friends and constantly look out for these companions. Once per day, when an ally within 10 feet of a shirren with this trait attempts a saving throw, as a reaction, the shirren can allow that ally to roll their saving throw twice and use the higher result. + +This replaces communalism. + +## INDIVIDUAL OBSESSION + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Shirrens delight in individuality and experience a rush whenever they exercise their free will. This has led to many shirrens developing an obsession that stems from their personal tastes and choices. Shirrens with this trait choose one skill at 1st level. The chosen skill becomes a class skill for them, and they gain a +2 racial bonus to checks with that skill. If the chosen skill is already a class skill at 1st level, they instead gain 1 additional skill rank at each level that must be invested into the chosen skill. Shirrens who gain the chosen skill as a class skill after 1st level don’t gain these additional skill ranks. + +This replaces communalism and cultural fascination. + +## LINGUISTIC ACCULTURATION + +**Source** [_Character Operations Manual pg. 24_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Shirrens quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Shirrens with this trait gain a +2 bonus to Culture checks and learn two languages for each skill rank they have in the Culture skill. + +This replaces cultural fascination. diff --git a/Compendium/SF1E/Species/Shobhad.md b/Compendium/SF1E/Species/Shobhad.md new file mode 100644 index 0000000..010bfed --- /dev/null +++ b/Compendium/SF1E/Species/Shobhad.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# SHOBHAD +> [!infobox|left n-th clean] +> [[Shobhad.png|Spielern zeigen!]] +> Collectively called the “shobhad-neh,” the four-armed giants of Akiton live as nomads, much as they have for millennia. Self-sufficient and able to construct their own weapons, they traditionally avoided large cities and the smaller races of the planet, except to engage in trade. As such, when Akiton suffered economic collapse, shobhads were largely spared the turmoil. In the aftermath, shobhads began to offer their services as guides, hunters, and mercenaries, often in trade for more advanced armor and weapons. Today, shobhads are highly sought after for their martial expertise, unparalleled knowledge of Akiton’s wilds, and unbreakable codes of honor. These warriors may operate independently, in their traditional clans, or in modern mercenary companies that blend ancestral traditions with the needs of modern military freelancers. While more shobhads can be spotted in Akiton’s new metropolises these days, the majority continue to live in the planet’s harsh hills and canyons. + +Shobhads tend to wear their armor most of the time, usually with a traditional rope or leather weapon harness. Life among the shobhad-neh is hard, and young shobhads are trained from preadolescence to fight. By the age of 20, a shobhad is considered a full adult, capable of defending both her clan and her own honor against even the most experienced warriors. A typical shobhad warrior stands 12 feet tall and weighs 500 pounds, and most shobhads who do not die in battle live to between 90 and 120 years of age. + +Most clans hunt, gather, and raid neighboring clans and corporate convoys for supplies. Shobhads believe that overt aggression isn’t a fault, but rather a fact of life and that everyone should be strong enough to protect themselves. However, honor is paramount to a shobhad, and breaking one’s word or clan law means a fate worse than death. The laws of city folk, on the other hand, mean little unless they’ve been agreed to. + +Shobhads only rarely establish permanent settlements. A single clan may wander thousands of miles of open desert, their territory overlapping with that of other clans or species with very few disputes. While most clans remain on Akiton, their expertise in warfare means there’s always steady mercenary work for shobhad iconoclasts willing to travel, and a few clans have traded their caravans for starships. Such adventurers can often be found working for corporations or groups such as the Starfinder Society, usually as hired muscle. Some shobhads find themselves overtaken by nearly insatiable wanderlust, even after just a single off-planet job, and rarely set foot on Akiton again. + +**Ability Modifiers** +4 Str, -2 Int +**Hit Points** 6 + +## SIZE AND TYPE + +Shobhads are Large monstrous humanoids with space and reach of 10 feet. + +## DARKVISION + +Shobhads have darkvision with a range of 60 feet. + +## FOUR-ARMED + +Shobhads have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn’t increase the number of attacks shobhads can make during combat. + +## SHOBHAD FEROCITY + +Once per day, a shobhad brought to 0 Hit Points but not killed can fight on for 1 more round. The shobhad drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious. + +## SWIFT + +A shobhad has a base speed of 40 feet. + +## WEATHERED + +Shobhads have cold resistance 5, which stacks with one other source of cold resistance. + +# VITAL STATS + +**Average Height** 11–13 ft. +**Average Weight** 400–600 lbs. +**Age of Maturity** 20 years +**Maximum Age** 90+3d10 years diff --git a/Compendium/SF1E/Species/Skittermander.md b/Compendium/SF1E/Species/Skittermander.md new file mode 100644 index 0000000..83a2c0a --- /dev/null +++ b/Compendium/SF1E/Species/Skittermander.md @@ -0,0 +1,94 @@ +--- +aliases: +tags: +--- +# SKITTERMANDER +> [!infobox|left n-th clean] +> [[Skittermander.png|Spielern zeigen!]] +> Near-ubiquitous inhabitants of the planet Vesk-3, skittermanders led a simple, mostly agrarian lifestyle before the Veskarium annexed their planet. They have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance. They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case. + +When vesk warships appeared in the sky, skittermanders across Vesk-3 were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the Veskarium’s superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation. + +Eventually, in a meeting that the empire notes as the official date that Vesk-3 was conquered, a vesk general plainly told a group of skittermanders that the Veskarium ruled their planet. The skittermanders nodded and got back to their lives. Since then, the empire has ruled Vesk-3, though it hasn’t truly been in control of it. Skittermanders cheerfully accept jobs given to them by vesk, but never truly acknowledge the vesk as being in charge. Some outside the Veskarium believe skittermanders are being deliberately obtuse, reaping all the technological and social benefits the empire offers while still partially maintaining their freedom as a society, but no skittermander has ever confirmed this theory. + +Today, skittermanders can be found throughout the Veskarium, often serving in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer, traveling to the Pact Worlds and beyond. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice. + +Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves. They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes. + +After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible. Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings. + +The average adult skittermander is 3 feet tall and weighs about 35 pounds. + +**Ability Modifiers** +2 Dex, +2 Cha, -2 Int +**Hit Points** 2 + +## SIZE AND TYPE + +Skittermanders are Small humanoids with the skittermander subtype. + +## GRAPPLER + +Skittermanders gain a +2 racial bonus to grapple combat maneuvers. + +## HYPER + +Once per day, a skittermander can take an extra move action. + +## LOW-LIGHT VISION + +A skittermander can see in dim light as if it were normal light. + +## SIX-ARMED + +Skittermanders have six arms, which allows them to wield and hold up to six hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. + +# VITAL STATS + +**Average Height** 2–4 ft. +**Average Weight** 25–45 lbs. +**Age of Maturity** 6 years +**Maximum Age** 60+2d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Most skittermanders have the ability adjustments found in the Alien Archive, as these adjustments represent overall tendencies when skittermanders are left to develop among their own kind. Given their tendency to migrate, however, variations do exist. These skittermanders might have the following ability score adjustments, instead of the standard adjustments of +2 Dexterity, +2 Charisma, –2 Intelligence. + +## ASSIMILATED + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Many skittermanders exhibit greater impulse control and discipline, with markedly less of the freewheeling charm, empathy, and enthusiasm that typically marks their species. Sometimes, such skittermanders develop depression and depersonalization problems as they age. An assimilated skittermander’s ability modifiers are +2 Dexterity, +2 Constitution, –2 Wisdom. + +## BOOKISH + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Skittermanders generally receive little formal education; they do not rear their young, and the Veskarium has little motivation to provide a well-rounded education. Some bookish skittermanders experience formal tutoring and study away from the Veskarium, however, though this increased education often comes at the expense of developing their natural communication skills. A bookish skittermander’s ability score modifier is +2 Dexterity. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Skittermanders develop a wide variety of social and physical quirks that can place them outside the average suite of abilities presented in the Alien Archive. + +## CURIOUS + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some skittermanders develop an intense interest in a narrow field and pursue this fascination, slowing the development of their physical coordination. Skittermanders with this racial trait gain a +2 racial bonus to Perception checks and to checks for one Profession skill of their choice. +This replaces hyper. + +## GUARDIAN + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Most skittermanders are self-sacrificing, and some put themselves directly in harm’s way to protect others. These skittermanders can enter or occupy the space of a single Small, Medium, or Large creature without imposing the normal penalties on either themselves or the creature sharing their space. They take a –2 penalty to AC while sharing their space but provide the creature whose space they share with a +1 shield bonus to AC against ranged attacks. +This replaces grappler. + +## SCATTER + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some skittermanders never master coordinating all six arms for manual manipulation, preferring to instead use their extra limbs for mobility. These extra maneuvering limbs allow a skittermander to wield only two hands’ worth of weapons or equipment, but they also grant a land speed of 35 feet and a +2 racial bonus to Acrobatics and Athletics checks. +This replaces six-armed. + +## SKITTERPUNK + +**Source** [_Near Space pg. 134_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some skittermanders have grown skeptical of the vesk and refined their collaboration instinct, developing a keen eye toward power dynamics and injustice. These skittermanders gain a +2 racial bonus to Sense Motive checks, which increases to +5 when engaging with vesk and citizens of the Veskarium. +This replaces grappler. diff --git a/Compendium/SF1E/Species/Spathinae.md b/Compendium/SF1E/Species/Spathinae.md new file mode 100644 index 0000000..187a008 --- /dev/null +++ b/Compendium/SF1E/Species/Spathinae.md @@ -0,0 +1,58 @@ +--- +aliases: +tags: +--- +# SPATHINAE +> [!infobox|left n-th clean] +> [[Spathinae.png|Spielern zeigen!]] +> Spathinae are an insectile species occupying several worlds in the Vast. Individually, these creatures have significant physical variety, resembling wasps, mantises, and moths, among others. Each inch-long spathinae is much like the insect it resembles, but thousands organize themselves to form a biological and neural network. The result is a colony that operates much like a single sapient creature. Such a colony is like a swarm and refers to themselves in the plural, but their consciousness is specific, with one personality and set of memories. The colony can alter their shape. + +Most take humanoid form, speaking with a buzzing, layered voice from a featureless “head.” Spathinae colonies prefer armor adjusted so each constituent can wear one component, allowing the colony to behave like a swarm. + +Most colonies realize creatures made up of a single contiguous mass can have difficulty thinking of a distributed sapience as a group with a common purpose, rather than a single creature able to act like a swarm. Most spathinae use the colony’s name without pointing out that each constituent has its own name. + +Damage can disrupt a spathinae colony’s network, or even cause the colony to “die,” their connection failing and sapience fading away. Hundreds of constituents might survive, but the colony dissipates, barring magic that returns life to and reunifies the disintegrated consciousness. Remnants of “dead” colonies might join other constituents to form a new colony, but any connection to the original is ephemeral. + +Spathinae do not grieve such losses. Many revere [Oras](https://aonsrd.com/Deities.aspx?ItemName=Oras) and see life as a constant process of exploration and change. Constituents make sacrifices so the colony can thrive. Colonies take risks, face challenges, adapt, and dissolve to advance their species. A given colony can endure for more than a century, but colonies also disperse and re-form, surrendering individuality for greater good. + +Even the spathinae do not know where they originated—any records of this place were lost to the Gap. They have no clear indication if any planet on which they now reside was their home world. Most spathinae colonies pay little heed to their lack of history, however, as evolution continues without regard for the past. Some feel, though, that purposeful advancement requires them to seek their origin and learn from that place. + +Most societies treat spathinae colonies as individuals, with the rights and obligations thereof. However, a few peoples, such as the Azlanti, see spathinae colonies as no more than a collection of bugs, and in such cases, the colonies have no rights at all. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Con +**Hit Points** 3 + +## SIZE AND TYPE + +Spathinae colonies are Medium monstrous humanoids. + +## SHAPABLE + +Given 1 minute, a spathinae colony can alter their shape. The colony can form and control up to four limbs. If the spathinae colony loses a limb, they can use this ability to “regrow” the limb. At least two of these limbs must be used for locomotion, or the colony’s land speed is reduced by 10 feet. If the colony has multiple limbs that operate like arms and hands, they can hold more objects at the ready, but they can’t make additional attacks. A spathinae colony can alter their shape to use armor and gear normally designed for almost any Small or Medium creature. However, a spathinae colony wearing [armor not adjusted for them](https://aonsrd.com/Rules.aspx?ID=Armor&Category=Equipment) or powered armor can use neither their swarm flexibility ability nor the colony’s natural fly speed. + +## SPATHINAE DEFENSES + +A spathinae colony has a +2 racial bonus to saving throws against bleed, critical hit effects, paralysis, sleep, and stunning. An effect that states it has a greater effect on swarms works on a spathinae colony as if they were a swarm. However, the [swarm defenses](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Swarm%20Defenses) universal creature rule does not apply to spathinae colonies. + +## SPATHINAE MOVEMENT + +A spathinae colony has a land speed of 30 feet and an extraordinary fly speed of 20 feet with average maneuverability. + +## SPATHINAE SENSES + +A spathinae colony has blindsense (vibration) with a range of 30 feet and darkvision with a range of 60 feet. + +## SWARM FLEXIBILITY + +A spathinae colony has [compression](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Compression) and gains a +4 racial bonus to KAC against bull rush, grapple, reposition, and trip combat maneuvers. In addition, the colony can always take 10 on the escape and tumble tasks of the Acrobatics skill and gains a +4 racial bonus to Acrobatics checks for those tasks. + +## VERMINLIKE + +For effects targeting creatures by type, a spathinae colony counts as both monstrous humanoid and vermin (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). The spathinae also gains a +2 racial bonus to saving throws against mind-affecting effects. + +# VITAL STATS + +**Average Height** 5 to 6 ft.  +**Average Weight** 50 to 80 lbs.  +**Age of Maturity** 2 years +**Maximum Age** 50+1d% years years diff --git a/Compendium/SF1E/Species/Strix.md b/Compendium/SF1E/Species/Strix.md new file mode 100644 index 0000000..78fa0c5 --- /dev/null +++ b/Compendium/SF1E/Species/Strix.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# STRIX +> [!infobox|left n-th clean] +> [[Strix.png|Spielern zeigen!]] +> With their ebon feathers, murky eyes, and massive wings spreading behind them like angels’ pinions, strix are imposing people to anyone not familiar with their kind. Pre-Gap accounts speak of a small and usually isolationist population of strix on vanished Golarion. Today, strix still tend to keep to themselves, especially in the race’s most concentrated population in the Pact Worlds: a mysterious spire called Qidel, Aerie of the Sun, on [[Verces]]. + +Non-strix entry into Qidel is highly regulated, and the strix are tight lipped about their culture within the structure. This has led some to speculate that Qidel’s strix are little more than spies, but the winged people’s generally magnanimous nature has prompted most civilized species to dismiss such suspicions as prejudiced nonsense. Despite their generous dispositions, strix sometimes struggle to integrate into wider Vercite culture. Accustomed to a communal culture, where everything from biotechnical engineering to child-rearing involves an entire community, strix often find the verthani’s focus on individuality and personal achievement exhausting. As a result, many strix who leave Qidel have opted to leave Verces altogether and pursue adventure and learning offworld. + +Strix’s biological functions have long since adapted to living in dark places, whether it be Qidel or another such enclave elsewhere. As a result, their eyes are typically milky and lack pupils; furthermore, given their powerful necks and ability to fly, their ocular muscles rarely need to accommodate moving in their sockets. This results in strix constantly craning their heads in a birdlike manner that, along with the rest of strix’s appearance, can make them seem eerie to other species. + +Though they share little about their home culture even with trusted friends, strix are deeply distrustful of magic but are natural technophiles. They take to technology as easily as they can fly through the air, leading some to believe that strange and incredible technology must play a major part of the life in Qidel. They often heavily augment their bodies with cybernetics—some of their own creation—and can be invaluable as technomancers and mechanics aboard exploration vessels. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Cha +**Hit Points** 6 + +## SIZE AND TYPE + +Strix are Medium humanoids with the strix subtype. + +## DARKVISION + +Strix can see up to 60 feet in the dark. + +## NIGHTBORN + +Strix gain a +2 racial bonus to Perception and Stealth checks in dim light or darkness. + +## STRIX MOBILITY + +Strix have a land speed of 20 feet and an extraordinary fly speed of 30 feet with average maneuverability. + +## SUSPICIOUS + +Strix receive a +2 racial bonus to saving throws against illusion spells and effects. + +## TINKERER + +Strix have a natural eye for technology and can craft such items at incredible speed. It takes a strix a base time of 2 hours to craft a technological item. + +# VITAL STATS + +**Average Height** 5-6 ft. +**Average Weight** 115-150 lbs. +**Age of Maturity** 12 years +**Maximum Age** 50+1d20 years diff --git a/Compendium/SF1E/Species/Telia.md b/Compendium/SF1E/Species/Telia.md new file mode 100644 index 0000000..8620eac --- /dev/null +++ b/Compendium/SF1E/Species/Telia.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# TELIA +> [!infobox|left n-th clean] +> [[Telia.png|Spielern zeigen!]] +> Of all the species known to the Pact Worlds, the tortoise-like telias have perhaps the most complex relationship with the Gap. They are long-lived creatures—most live to be 1,000—and their vast experience has taught them that memory is mutable and (for other species) fleeting, so the Gap is to them just an exaggeration of this constant truth. Whereas elves, many of whom also lived through the Gap, might stew over memories of a betrayal lost to the Gap, a telia is generally glad for the opportunity to let go of a similar grievance, imagining the many possibilities of what might have taken place in their own past. + +Over time, a telia’s scaled shell changes pattern and color based on the telia’s experiences. Each bony plate, or scute, is a comprehensive physical record of the creature’s experiences, radiating a series of fine rings from its center. The rings’ color and shape differences give subtle clues to the telia’s experiences. Times of great joy, learning, and discovery often produce brightly colored and clearly defined rings, while darker times can result in cloudy, imprecise portions. Individuals older than a few hundred years are apparent from the scrambled or sometimes totally absent markings on the edges of their scutes—physical evidence of the scrambled time of the Gap. + +Telias have exceptional control over their memories. Some choose to forget entire centuries in a bid to excise trauma or in hopes of again experiencing the joy of discovering their passions. Most, however, trim only bad habits, bits of bias, and old grudges. Partially as a result of this practice, telias are genial and relaxed. Some underestimate telias based on their advanced age, but most telias are generous in deliberately ignoring such prejudice, having only pity for the narrow views of such short-lived creatures. In fact, telia culture considers individual blame to be abhorrent, which means some see telias as shiftless or incapable of accepting or assigning responsibility. To the typical telia, however, the vast causal nexus that leads to any given outcome is too nebulous to oversimplify. In their view, one can’t blame a creature without in part blaming its community, its family, and its ancestors—and in turn their families and community, onward to infinity. As a result, most telias are quick to forgive those who wrong them. + +Storytelling is central to telia society, and most are well practiced in the craft. Though telias devised a written language long before the Gap, they rarely use it today. Instead, telias embrace an oral tradition, passing down even complex technological information entirely verbally. They take an unhurried approach to learning, and it is common for a telia engineer to spend many decades as an apprentice. While they understand why other species rely on written records, most telias would much rather listen to a story told well than read from a screen. Telias are curious creatures, and when their travels take them away from their communities, they take their stories along with them in the form of video and audio recordings. Among an adventuring telia’s most precious possessions is their digital archive of their friends’ and family’s favorite stories. + +Telias originated on Pygos, the only inhabited planet in its Near Space system, rich with coral reefs, continent-spanning jungles, and complex cave systems, all teeming with unusual life. Thanks to their technological know-how, telias were among the first in the galaxy to correctly interpret Triune’s signal and build Drift engines. However, the ending of the Gap proved much more disorienting to telias than to shorter-lived species, and it was only after decades of debate that a small delegation of telias first left their home world. Once introduced to the broader galaxy, telias have fallen in love with the near infinite diversity of life and experience available beyond their own star system, and they regularly make trips to the Pact Worlds and the Veskarium. The average telia is 4-1/2 feet tall and weighs 200 pounds. + +**Ability Modifiers** +2 Con, +2 Wis, -2 Dex +**Hit Points** 6 + +## SIZE AND TYPE + +Telias are Medium monstrous humanoids. + +## DARKVISION + +Telias have darkvision with a range of 60 feet. + +## ERUDITE + +Telias gain a +2 racial bonus to Culture and Engineering checks. + +## FLASHBACK + +Once per day, a telia can reroll a failed Intelligence-based skill check. + +## RETRACT + +A telia that takes the total defense action gains a +6 bonus to their Armor Class instead of the usual +4 bonus, and they also gain the [unflankable](https://aonsrd.com/UniversalMonsterRules.aspx?ItemName=Unflankable)universal creature rule until the start of their next turn. + +## TELIA MOVEMENT + +Telias have a land speed of 25 feet and a swim speed of 20 feet. + +# VITAL STATS + +**Average Height** 4 to 5 ft.  +**Average Weight** 100 to 300 lbs.  +**Age of Maturity** 50 years +**Maximum Age** 950+4d% years years diff --git a/Compendium/SF1E/Species/Thyr.md b/Compendium/SF1E/Species/Thyr.md new file mode 100644 index 0000000..90e6a5b --- /dev/null +++ b/Compendium/SF1E/Species/Thyr.md @@ -0,0 +1,55 @@ +--- +aliases: +tags: +--- +_SFS Note: Replace the text of the Psychic Linguist ability as follows (changes are in bold): Thyrs gain a +2 species bonus to Culture checks. Once per day, a thyr can cast comprehend languages as a spell-like ability. At 10th level, a thyr can **additionally** cast tongues as a spell-like ability **once per day**. Their caster level equals their character level._ +**Source** _Ports of Call pg. 22_ + +[[Species_Thyr.webp|Zeigen!]] +Thyrs are intelligent oozes composed of buoyant gas who wear containment suits to protect themselves and interact with the world around them. + +**Ability Modifiers** +2 Int, +2 Wis, –2 Str +**Hit Points** 2 + +## Size and Type + +Thyrs are Medium oozes. + +## Amorphous + +A thyr’s body is malleable and shapeless. They have the amorphous universal creature rule. They don’t take double damage from critical hits but are affected by critical hit effects normally. + +## Gaseous + +Thyrs have a base speed of 10 feet and an extraordinary fly speed of 30 feet with average maneuverability. + +## Limited Telepathy + +Thyrs have limited telepathy with a range of 30 feet. + +## Psychic Linguist + +Thyrs gain a +2 species bonus to Culture checks. Once per day, a thyr can cast comprehend languages as a spell-like ability. At 10th level, a thyr can cast tongues as a spell-like ability. Their caster level equals their character level. + +## Thermal Consumption + +Thyrs consume thermal energy. They have fire resistance 5, which stacks with one other source of fire resistance. Once per day as a reaction when a thyr takes fire damage, they can increase their fire resistance by 5 until the beginning of their next turn. Until the end of their next turn, all of the thyr’s speeds increase by 30 feet, to a maximum of twice their normal speed using that form of movement. This increase counts as an enhancement bonus. + +# About the Thyr + +## Physical Description + +A thyr is a swirling cloud of buoyant gas whose outer molecules form a thin, malleable membrane. Their bodies lack any set form and can adopt vague shapes, though never with enough precision to convincingly replicate other creatures. As this physiology is impractically fragile and lightweight for many day-to-day tasks, thyrs typically inhabit containment suits, armor, and other full-body attire that stabilize their form. +Without organs or even brains, thyrs form memories and skills by recombining their gases into complex neurological chains that float microscopically throughout their bodies. Able to live for centuries, a thyr’s natural life ends in one of two ways: they incorporate outside gases and split into two new thyrs with childlike intellects, or they destabilize spectacularly, like a star undergoing supernova. + +## Society and Alignment + +Thyrs are intelligent telepaths with keen memories and a knack for untangling codes and linguistic cues. Most enjoy logic games, mathematics, poetry, puzzles, riddles, and learning new languages. Thyrs evolved on Bastiar-7, a gas giant in the Scoured Stars system. Alongside numerous other species who formed the Kreiholm Freehold, they fled the system to escape an overbearing deity; only recently have a few thyrs returned to the system. In their long diaspora, thyrs developed a reputation for sagacity, long memories, and boundless curiosity. + +## Adventurers + +Thyrs have only begun traveling widely in the past few years, making wandering thyrs ambassadors for the Freehold and its people. Those who travel are often hunting for information—the answer to a question, data for a research project, or simply knowing what lies beyond the horizon. + +## Names + +Thyrs adopt a sentence or phrase as their name and adopt a new name or alter their existing name at will. Some sample names include Buoyant Joy, Past Sleeps Within, Speaks Forgotten Words, Summer’s Last Breeze, Treads the Clouds. diff --git a/Compendium/SF1E/Species/Tiefling.md b/Compendium/SF1E/Species/Tiefling.md new file mode 100644 index 0000000..349b6b6 --- /dev/null +++ b/Compendium/SF1E/Species/Tiefling.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- +# TIEFLING +> [!infobox|left n-th clean] +> [[Tiefling.png|Spielern zeigen!]] +> +Many kinds of extraplanar beings can infuse humanoids’ bloodlines, whether as a side effect of powerful magic or the result of a tryst; those in whom extraplanar traits surface strongly are known as planar scions. Aasimars and tieflings, the mortal offspring of celestials and fiends, respectively, are the most common of these. Though planar scions resemble their humanoid kin, their appearance and demeanor bear supernatural touches. Tieflings might have horns, vestigial wings, or cloven hooves, while aasimars may have glowing eyes or a metallic sheen to their hair and skin. + +Because of their innate curiosity, humans are more likely to dally with outsiders, and as a consequence, a significant percentage of planar scions living in the Pact Worlds are descended from humans. However, because humans are far less populous than in pre-Gap eras, planar scions descended from other humanoid races are now far more numerous. A planar scion might pass for a member of the humanoid parent’s species, or the scion’s otherworldly features could make their origin obvious to those who are familiar with the species’ normal characteristics. Those whose outsider blood is evident still find acceptance in most major settlements across the Pact Worlds, where diverse beings coexist in peace. On Absalom Station, the hub of interspecies relations, few people bat an eye when they meet an aasimar or tiefling. + +However, in insular or tradition-bound communities, any signs of plane-touched heritage can be a blessing—or a death sentence—depending on the dominant traditions. The demon-worshiping drow of Apostae see tieflings as a favor from demonic patrons, while the elves of Sovyrian on Castrovel are likely to banish children who bear such fiendish heritage. The Radiant Cathedral, on the other hand, trains aasimars to become beacons of the Sarenite faith, and also guides tieflings to a brighter future than their heritage suggests. Formians, shobhads, vesk, and other species with flexible morality view aasimars and tieflings, particularly those descended from their own kind, with both admiration and suspicion. + +Planar scions are often outliers in their community, either put on a pedestal or ostracized because of their ancestry. The potent blood that courses through the veins of aasimars and tieflings also makes them ambitious; many choose a dangerous but rewarding profession, such as explorer, mercenary, spy, or pilot. + +**Ability Modifiers** +2 Dex, +2 Int, –2 Cha +**Hit Points** 4 + +## SIZE AND TYPE + +Planar scions are often Medium, and all are outsiders with the native subtype. + +## DARKVISION + +Aasimars and tieflings have darkvision to a range of 60 feet. + +## DECEITFUL + +Tieflings gain a +2 racial bonus to Bluff and Stealth checks. + +## FIENDISH GLOOM + +As a standard action, the tiefling causes light within 20 feet of her to decrease one step. This gloom lasts for up to 1 minute, but the tiefling can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than that of the tiefling. A tiefling can use this ability once per day, plus a number of times equal to half her CR or level. + +## FIENDISH RESISTANCE + +Tieflings have resistance 5 to cold, electricity, and fire. + +# VITAL STATS + +**Average Height** 5–7 ft. +**Average Weight** 100–300 lbs. +**Age of Maturity** 18 years +**Maximum Age** 80+2d20 years + +# ALTERNATE RACIAL TRAITS + +**Source** [_Starfinder #46: The Perfect Storm pg. 51_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +The following are alternate racial traits for planar scions. + +## FIENDISH INFERNO + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Many tieflings born of Hell’s fiery depths can call forth flames to sear their foes. The tiefling can cast overheat as a spell-like ability. At 11th level, the scion can instead cast explosive blast as a spell-like ability. The scion can invoke hellfire this way once per day. +This replaces deceitful and fiendish gloom. + +## FIENDISH NIHILISM + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +The nightmare of Abaddon often forms tieflings who are natural life-stealers. As a swift action, these tieflings can devour the fleeting life force of a creature within 30 feet that was killed since the end of the tiefling’s last turn. Doing so grants the tiefling temporary Hit Points equal to the killed creature’s CR and a +1 divine bonus to saving throws, which last for 1 minute or until they use this ability again. The tiefling can devour life force in this way once per day, plus a number of times equal to half their CR or level. +This replaces deceitful and fiendish gloom. + +## FIENDISH RUIN + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +The roiling tumult of the Abyss creates tieflings cursed—or blessed—with the ability to enter frenzies of destructive activity. As a swift action, the tiefling can enter a frenzy, which lasts for 1 minute. During this time, the tiefling takes a –2 penalty to AC and a –1 penalty to all saving throws, but gains a +1 divine bonus to attack rolls and a +2 divine bonus to melee damage rolls. The tiefling can frenzy this way once per day, plus a number of times equal to half their CR or level. +This replaces deceitful and fiendish gloom. + +## FIENDISH TORMENT + +**Source** [_Starfinder #46: The Perfect Storm pg. 52_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Tieflings who trace their lineage to the Shadow Plane’s velstracs can conjure lengths of chain to bind foes. As a standard action, the tiefling chooses a foe within 30 feet and attempts a combat maneuver check to grapple, using their highest ability modifier in place of their Strength modifier. The tiefling does not gain the grappled condition this way. In subsequent rounds, the tiefling can spend a move action each round to command the chains to continue grappling, potentially pinning the target as normal. Each use of these binding chains lasts 1 minute, until the scion uses this ability again or dismisses the chains as a swift action. The tiefling can conjure binding chains this way once per day, plus a number of times equal to half their CR or level. +This replaces deceitful and fiendish gloom. + +## MYOPIC RESILIENCE + +**Source** [_Starfinder #46: The Perfect Storm pg. 53_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +Some planar scions build a particularly intense resistance rather than developing diverse resistances; tieflings of infernal lineage often possess superb fire resistance, for example. When selecting this trait, the planar scion chooses a single energy type to which they normally have resistance, such as cold, electricity, or fire. The scion loses resistance to the other energy types, but the resistance they choose increases to 10 at 8th level and to 15 at 12th level. +This ability alters celestial resistance for aasimars, distortion resistance for ganzis, or fiendish resistance for tieflings. + +## PREHENSILE TAIL + +**Source** [_Starfinder #46: The Perfect Storm pg. 53_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +A planar scion with this alternate racial trait has a long, dexterous, fully prehensile tail (or similar appendage, such as a tentacle or prehensile hair). This appendage enables them to wield and hold up to three hands’ worth of weapons and equipment. While their appendage increases the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. +This replaces observant for ganzi or deceitful for tieflings. + +## WINGED SCION + +**Source** [_Starfinder #46: The Perfect Storm pg. 53_](https://paizo.com/products/btq02dv1?Starfinder-Adventure-Path-46-The-Perfect-Storm) +A planar scion with this alternate racial trait has a pair of fully developed wings sprouting from their back. Aasimars with angel wings and tieflings with bat wings are the most iconic, but by no means are these the only manifestations. A planar scion with this trait has an extraordinary fly speed of 30 feet with average maneuverability. +This replaces celestial radiance for aasimars or fiendish gloom for tieflings. diff --git a/Compendium/SF1E/Species/Trox.md b/Compendium/SF1E/Species/Trox.md new file mode 100644 index 0000000..accbb02 --- /dev/null +++ b/Compendium/SF1E/Species/Trox.md @@ -0,0 +1,114 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 130_ + +[[AA2_Trox.png|Zeigen!]] +Trox are communal arthropods from Nchak, one of Liavara's moons. However, in their dedication to the Forever Queen Hylax, they ensure the group's success never overshadows individuals' desires, passions, and pursuits. Trox are fiercely loyal to whatever they commit themselves to, including other creatures and idealistic causes. + +**Ability Modifiers** +2 Str, +2 Con, –2 Dex +**Hit Points** 8 + +## Size and Type + +Trox are Large monstrous humanoids with a space and reach of 10 feet. + +## Darkvision + +Trox have darkvision with a range of 60 feet. + +## Bulwark + +When a trox fights defensively or takes the total defense action, he can grant half the bonus to AC granted by that action to an adjacent ally. + +## Burrower + +Trox have a burrow speed of 20 feet. + +## Chitin + +Trox chitin can help deflect effects, granting trox a +1 racial bonus to Reflex saves. + +## Frenzy + +Once per day when a significant enemy causes an ally to take Hit Point damage, a trox can fly into a frenzy, gaining a +2 racial bonus to melee attack rolls and a –2 penalty to AC for 1 minute. + +## Grappler + +Trox gain a +2 racial bonus to grapple combat maneuvers. + +## Spiritual Fervor + +Trox gain a +2 racial bonus to Intimidate and Mysticism skill checks. + +## Swift + +Trox have a land speed of 40 feet. + +## Vestigial Arms + +A trox’s four vestigial arms can be used to hold, draw, or put away items of negligible bulk, but not to make attacks, wield weapons, or use items. + +# About the Trox + +## Physical Description + +As a species, trox have undergone numerous supernatural transformations during their long history in the Pact Worlds. Their modern bipedal form arose in response to a divine messenger's decree, believed to be a mortal incarnation of Hylax. Though hypothesized to have once resembled giant, eight-legged beetles, trox now stand on their two hind legs, towering as much as 12 feet in height. As their uppermost pair of limbs developed into powerful arms, their middle four limbs shrank and now have a fraction of the strength. A pair of sword-like mandibles frame their smaller jaws. The former mandibles close slowly and clumsily, serving more like an extra set of hands than a set of natural weapons. + +Trox lay eggs in small clusters, and young hatch as nymphs who resemble small versions of their parents. Trox can only grow as much as their exoskeletons allow, so youths molt numerous times a year until they reach adulthood at age six. During this rapid growth, trox are predominantly carnivorous, requiring tremendous amounts of protein. The specialized nutrients required for healthy exoskeleton production also drive many nymphs to consume their old exoskeletons and burrow, hunting for key minerals. The nutritional needs shift upon reaching adulthood, at which point most favor a largely vegetarian diet. + +Once fully grown, a trox tends to shed only a few times a decade as part of healthy shell maintenance. A new exoskeleton takes about a week to harden, during which time a trox is quite sluggish and vulnerable. However, the soft chitin provides a delightful opportunity: customization. Although their natural coloration ranges from a light rosy brown to dark crimson, the fresh exoskeleton readily absorbs injected dyes and can be subtly shaped to create a variety of patterns and surface textures. As a result, adolescents regularly experiment with their appearance using magical dyes, shallow molds, and incised tattoos, knowing that if they don't like their new aesthetic, they can just shed and redo it a few months later. + +Whatever the surface treatment, a trox's exoskeleton provides crucial support and protection. The thick plates along the head, forearms, and thighs fit together loosely when they curl up, and even when crouching, they shield a large portion of the body. Together with a set of abdominal horns, a trox's relatively soft underbelly and vestigial limbs become difficult to reach. Only a few sections of the body aren't covered. The upper arms and fingers all have thin, slightly pliable exoskeletons that provide a trox additional flexibility while still allowing space for muscle attachment. Likewise, each trox has a muscular tail that's structurally similar to an elephant's trunk, providing boneless balance and support. Although capable of lifting and clumsily maneuvering the tail when moving, it most often lies flat and drags along the ground. + +Protective as it might be, the exoskeleton presents challenges. Overlapping plates and thick chitin limit a trox's agility, and their massive size makes it difficult to circulate air throughout their bodies. To compensate, a trox has a set of humanlike lungs sufficient for resting respiration and four supplemental book lungs: two near their shell, partway up their torso, plus one in each thigh. Fed by spiracles, these book lungs help reoxygenate blood, especially when moving quickly and driving additional air through these systems. As a side effect, trox reflexively shiver whenever these spiracles become submerged—a gag reflex as the pores close off to avoid flooding. + +## Home World + +Trox hail from Nchak, one of Liavara's inhabited moons. The surface is relatively barren with most communities lying beneath the surface. These trox-dominant settlements are distributed evenly, but those surrounding the Forever Halls are the most populous. After all, within those sacred halls lives the Forever Queen, a being most Nchaki believe is Hylax's mortal avatar. The inhabitants pride themselves on being good hosts, providing religious pilgrims generous quarters to facilitate the visitors' search for wisdom and peace. + +Visitors also adore Gebanon Springs, a community built along an underground lake fed by geologically heated springs. The mineral-rich waters naturally fortify a trox's hardening shell, making it a favorite bathing destination for those about to shed. Even for those with endoskeletons, the bathhouses are refreshing. However, Nchak's crust shelters a variety of strange creatures who periodically get swept up in the warm geysers or swim up on their own. Most are harmless, yet occasionally, a Nchaki cercaderre (a type of amphibious cephalopod) or worse ascends, requiring swift armed intervention from the town's guards. + +For all their dedication to peace, trox on Nchak prepare for war. The starship manufacturer Starhive maintains a major manufacturing facility on the surface above the subterranean city of Szeyack, employing thousands of trox engineers and laborers. Given shirren-run Starhive's aggressive stance against the Swarm, trox are only too happy to help, seeing this work as crucial to protecting the rest of the galaxy from this enemy. + +Beyond the factories and several hundred scattered ranches and farms for raising a few hardy foods, the other noteworthy surface installation is the Zeffrac Science Platform. Publicly, it's a joint research endeavor for observing and recording Liavara's weather, helping officials predict gaseous tides that might threaten Roselight, the planet's capital. However, the site experienced a mysterious attack several decades ago, where its occupants with an intelligent, mind-controlling fungus. The attack foiled the fungus's schemes while hinting at more threats to come. While the science platform is now back in operation, only a fraction of its equipment monitors weather anymore. Secretly, the facility has been reconfigured to monitor covert invaders from beyond the Pact Worlds with teams specialized in identifying the likes of dycepskians, reptoids, grays, and more. Understandably, anyone approaching the base is now subjected to extensive biological and magical testing to confirm their identity. + +## Society and Alignment + +Carefully balancing the duality of individuality and community is crucial in trox society, guided by widespread reverence of Hylax. Trox find instinctive comfort in groups and promote the community's well-being even at risk of their own opportunities. Even if their behavior falls short of eusociality, trox peacefully and graciously provide their time and energy to neighbors. However, duergar enslaved many trox in the ancient past, exploiting their community mindset to compel compliance and labor. The memories of servitude are distant, yet they nonetheless steel trox against slavery and encourage them to embrace their own personal liberties. + +This individuality parallels Hylax's teachings, recognizing a community's strength comes from the individual passions of each member. Trox encourage nymphs to pursue first their own passions, at which point elders help instruct them on how those passions might benefit the community. For example, a young trox excited about art would be encouraged to hone their skills, develop a personal style, and then work with leaders to create art the community could witness and appreciate together. + +Trox societies typically consist of extensive, overlapping clans that collaboratively raise their young. Membership is informal and fluid, though status relies on kinship, periodic residency, service to the community, or some other ongoing or exceptional impact on the clan. As a result, a trox's family isn't necessarily based on kinship ties or even shared species, causing many traveling trox to develop found families they guard with unshakable determination. + +Gifts are a significant aspect of maintaining social ties. General reciprocity—giving goods and services, knowing that similar, unspecified kindnesses will be returned at some point— forms a large fraction of traditional trox economics, though credits and commerce have become increasingly prominent over the centuries. Nonetheless, gift giving is a trox art form. + +Perhaps the greatest gift a trox might offer is trust, and among the most important examples of trust is the Leaving: the moment when elders cede responsibility to their next generation, recognizing their descendants have realized the expertise and wisdom to take up the mantle of leadership. As a result, trox typically retire well before death, ensuring a careful transfer of power. They then explore new hobbies, teach, repair public works, and occasionally dedicate themselves to some grand project intended to preserve their legacy. Although the Leaving primarily refers to this transfer of responsibility within a community, it's increasingly also referred to as a community ritually blessing a trox who wishes to travel the stars. + +Not all trox have so positive an outlook. With both legends of past exploitation and a growing number of galactic threats like the Swarm, trox increasingly believe their community extends well beyond Nchak; they're called to protect other worlds. Each generation sees more trox joining the Stewards, adopting vulnerable colonies in the Vast as protectorates, patrolling the stars, or joining adventurers to uncover the next threat to galactic peace. Thanks in part to remittances regularly sent back to Nchak, their home world continues to thrive. + +## Dunets' Tale + +A favorite bedtime story and cautionary fable on Nchak tells of two clutch-mates, Keldunet and Idzdunet, commonly remembered as the Dunet twins. As they reached adulthood, the twins became restless, craving some greater purpose than their community could provide. Their family and neighbors sponsored their travels and encouraged them to discover, yet they were sad to see the twins depart. The galaxy was intoxicating in its size and diversity, and the Dunets became lost among the cosmopolitan bustle, short on cash, and no closer to discovering their destinies. + +That changed when they spotted a duergar struggling to move a crate. As properly raised trox, the twins selflessly volunteered to help her. She marveled at the trox's strength, and each time they helped the duergar move something, she praised their might and bemoaned some even heavier load that needed to be relocated. The Dunets preened at the duergar's compliments and those of the gathering crowd, eagerly doing her work for free. At last satisfied, the duergar shared a secret: she had a treasure map leading to untold riches but needed strong friends to help extract the wealth in exchange for a share. + +The two followed the duergar toward her starship, but the more they listened to her promises, the more Keldunet grew suspicious and the more Idzdunet became enthralled. With each concerning clue the former noticed, she mentioned it to Idzdunet to convince him of the growing danger, but he was drunk with purpose—the duergar needed help! At last, Keldunet decided to turn back, begging her brother to join her, but she respected his decision to follow the duergar. Forlorn, she returned home and left her brother to his fate. Her community welcomed Keldunet back yet reprimanded her for abandoning her twin. Ashamed, she departed once more to find Idzdunet, and the story typically involves her rescuing her brother from captivity, servitude, and misfortune. + +Each trox interprets the tale in a different way. For some, it's a story about never abandoning one's family and friends or a tale about how one should risk one's own safety to save others. Sometimes it's just a story well-intentioned relatives reference to guilt their traveling kin to return home for a visit. Others believe it teaches that while it's good to help others, it's important not to let others exploit that generosity. This last lesson in particular makes trox especially protective of skittermanders (sometimes endearingly called “little Dunets”), whose compulsive helpfulness leaves them vulnerable to the Veskarium's domination. + +## Names + +A nymph's extended family gives them a birth name that most keep throughout their lives. As an adult, a trox often invents an additional name for themself that becomes their primary appellation, representing their evolving identity and individualism. Trox deeply respect honorifics and occasionally bestow them on one another for great feats performed in service to others, such as “Hammer of Hylax” for a warrior who saved a town. In most cases, an honorific is spoken after the name, such as “Kembah, Defender of Nine Spikes,” yet it's uncommon for a trox to use only their earned title. + +### Sample Names + +Bojesah, Dunet, Kasiyah, Kembah, Lyret, Marvad, Nabela, Nelkon, Pincot, Rabarah, Renist, Ribiah, Tavaeh, Varasah. + +# Vital Stats + +**Average Height** 10-12 ft. +**Average Weight** 1,700–2,000 lbs. +**Age of Maturity** 6 years +**Maximum Age** 40+3d20 years diff --git a/Compendium/SF1E/Species/Tryziarka.md b/Compendium/SF1E/Species/Tryziarka.md new file mode 100644 index 0000000..9ab4762 --- /dev/null +++ b/Compendium/SF1E/Species/Tryziarka.md @@ -0,0 +1,40 @@ +--- +aliases: +tags: +--- +# TRYZIARKA +> [!infobox|left n-th clean] +> [[Tryziarka.png|Spielern zeigen!]] +> Tryziarkas originated on the world Suron in the Vast. As their system’s star died, the tryziarka nations built dozens of legacy starships, each of which served as a self-contained biosphere capable of supporting life for the indefinite future. In these legacy ships, tryziarkas scattered across the stars in the hopes of finding new homes. + +Tryziarkas’ double-jointed elbows and knees lend great flexibility to their tall, hairless, humanoid forms. Their skin comes in many hues, and many have mottling of a second color across their bodies. In early childhood, each tryziarka pairs with a magical ooze known as a karakande in a symbiotic relationship. This ooze forms a faintly glowing, tattoo-like pattern on the surface of a tryziarka’s body and communicates with its host through empathetic pulses of emotion and magic. Tryziarkas have bonded with karakandes since their days on Suron, and they see their ooze companions as an intrinsic part of themselves, and the magic they grant as part of their identities. The average tryziarka is 7 feet tall and weighs 250 pounds. + +Each individual tryziarka’s ooze-tattoo manifests in its own unique design, and tryziarkas can choose to imbue trusted others with their design, temporarily granting them a piece the ooze’s magic. Depending on the recipient species and the intent of both parties, the tattoo can become nonmagical and even permanent, serving as a symbol of friendship—and often something deeper— between the two creatures. Tryziarka family members often trade tattoos, as do members of other close-knit social units. + +As tryziarkas spread across the galaxy in their legacy ships, some found new homes on uninhabited worlds, others fatally crash landed or succumbed to dangerous stellar phenomena, and some travel still on a quest for a new world. + +**Ability Modifiers** +2 Dex, +2 Wis, -2 Int +**Hit Points** 4 + +## SIZE AND TYPE + +Tryziarkas are medium humanoids with the tryziarka subtype.  + +## FLEXIBLE + +Tryziarkas are flexible, with double-jointed elbows and knees. They gain a +2 racial bonus to Acrobatics checks; this increases to +4 when trying to escape a grapple.  + +## TATTOO MAGIC + +Tryziarkas’ magical ooze symbiotes can manifest in many forms. At character creation, a tryziarka chooses a 0-level spell from the mystic spell list and can cast it at will as a spell-like ability. Upon reaching 5th level, a tryziarka chooses a 1st-level mystic spell and can also cast it once per day as a spell-like ability. Their caster level for these spell-like abilities is equal to the tryziarka’s character level, and Wisdom is the key ability score.  + +## TATTOO TRANSFERENCE + +Tryziarkas can temporarily tattoo parts of the magic held by their karakande on other creatures. Once per day, a tryziarka spend 1 minute in physical contact with a willing creature to place some of their ooze-magic on that creature, granting that creature the tattoo magic ability (identical to the tryziarka’s own); that creature loses this ability at the end of 24 hours. A creature can benefit from only one such ability at a time (not counting their own from being a tryziarka).  + +# VITAL STATS + +**Average Height** 6 to 7 ft. +**Average Weight** 200 to 300 lbs. +**Age of Maturity** 15 years +**Maximum Age** 90 + 2d20 years years diff --git a/Compendium/SF1E/Species/Undead.md b/Compendium/SF1E/Species/Undead.md new file mode 100644 index 0000000..a296975 --- /dev/null +++ b/Compendium/SF1E/Species/Undead.md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- +# UNDEAD +> [!infobox|right] +> [[Undead.jpeg|Spielern zeigen!]] +> +The Undead of Eox, also known as Eoxians, are a renowned species hailing from the planet Eox within the Pact Worlds. They are a distinctive race of sentient undead beings who have forged their place in the interstellar community. Once a vibrant civilization of organic beings, they underwent a transformation into undeath many centuries ago. + +**Physical Characteristics:** The Undead of Eox bear the hallmarks of their undead nature. Their bodies are skeletal in form, with bones exposed and adorned with intricate patterns and engravings. Luminescent energy pulses within the hollow cavities of their eye sockets, casting an eerie glow that varies in color from individual to individual. Their movements are graceful, almost ethereal, as they navigate the world with an otherworldly elegance. + +**Necrografts and Technological Advancements:** The Undead of Eox have mastered a unique technology known as Necrografts. These specialized cybernetic enhancements are intricately designed to seamlessly integrate with undead physiology, allowing for the augmentation of their natural abilities. Necrografts can only be obtained on the planet Eox itself, where skilled artisans and surgeons craft these devices with unparalleled expertise. They serve as both practical tools and symbols of status within Eoxian society. + +**Cultural Traits:** Eoxians possess a rich and complex culture deeply rooted in the understanding and exploration of undeath. They revere the preservation of knowledge, history, and the pursuit of personal power. Eoxian society is organized into noble houses, each with their own unique philosophies, traditions, and political aspirations. While some houses emphasize the acquisition of power through necromantic arts and warfare, others focus on scholarship, artistry, or technological advancements. + +Interactions with Other Species: Eoxians have a varied reputation among the Pact Worlds due to their undead nature and the cultural differences that arise from it. Some view them with trepidation, associating them solely with death and undeath. However, there are those who recognize the depth of their knowledge, technological prowess, and contributions to the greater community. The Undead of Eox often serve as ambassadors, negotiators, and skilled artisans, leveraging their unique insights and necrotechnological expertise for the betterment of the Pact Worlds. diff --git a/Compendium/SF1E/Species/Urog, Species.md b/Compendium/SF1E/Species/Urog, Species.md new file mode 100644 index 0000000..202b670 --- /dev/null +++ b/Compendium/SF1E/Species/Urog, Species.md @@ -0,0 +1,114 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 138_ + +[[AA1_Urog.png|Zeigen!]] +Outside of their home world of Dykon, urogs have a reputation as brash know-it-alls who stay engaged only while a topic interests them. Within Dykon's society, their lives of careful study show how they truly engage: sharing knowledge, avoiding the waste of precious energy by keeping conversations short, and leaving topics that require nuance to subject-area experts. However, not all urogs call Dykon home; at least one concentrated settlement of urogs on Akiton primarily worship Oras as they expand their understanding of silicon-based life. Urogs often make valuable members of starship crews as well, especially those who enjoy optimizing navigational routes. + +**Ability Modifiers** +2 Con, +2 Int, -2 Cha +**Hit Points** 6 + +## Size and Type + +Urogs are Large magical beasts with a space of 10 feet and a reach of 5 feet. + +## Blunt + +Urogs are matter-of-fact creatures who value frankness and getting to the heart of a matter far more than protecting the feelings of others. Urogs take a –2 penalty to Bluff and Diplomacy checks + +## Electrical Resistance + +Urogs have electricity resistance 5, which stacks with one other source of electricity resistance. + +## Electrolocation + +An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (vision). + +## Limited Telepathy + +Urogs can communicate telepathically with any creatures within 30 feet with whom they share a language. + +## Low-Light Vision + +Urogs can see in dim light as if it were normal light. + +## Plodding + +Urogs have a base speed of 20 feet. + +## Skilled + +Urogs gain an additional skill rank at 1st level and each level thereafter. + +## Darkvision + +Urogs have darkvision with a range of 60 feet. + +# About the Urog + +## Physical Description + +As silicon-based life-forms, urog physiology differs drastically from their carbon-based counterparts. Their flesh is dense, heavy, and translucent—supple yet firm and covered in tough shell scales. While these shell scales are sometimes identified as an exoskeleton, urogs understand them as an extension of their segmented limbs and see the exoskeleton label as a holdover from carbon-based life being the standard paradigm. Many of urogs' so-called eccentricities come from the fundamental difference between carbon-based and silicon-based life. Overall, urogs don't bother fighting these misunderstandings—likely due to the amount of energy it would take to correct them. + +Energy conservation and efficiency are biological imperatives for urogs. As their flesh is firm and mostly immobile at comfortable temperatures, they need to expend considerable energy to move their limbs. However, it doesn't affect their mobility, as they typically move by using minute cilia to generate electromagnetic currents and float over the ground. A similar electromagnetic process in their biology breaks down food into its molecular structure for consumption, making it so that urogs can consume almost any object. However, urogs prefer the easily consumed plant life and minerals from their home world since these silicon-based structures require less energy to digest. Their control over this process is precise to the molecular level, enabling urogs to consume choice nutrients and leave non-nutritive substances behind. For efficiency, they only keep their consumption field active to purposefully break down food or to safely carry delicate items. + +When inactive, urog bodies settle into a resting state, their shell scales hanging over their limbs and making them appear like a scaled slug. When fighting, engaging directly with the environment around them, or otherwise exerting significant physical energy, urogs enter an active state, extending their beaked head-stalk and unfurling the limbs that line their abdomen. In this state, their body temperatures rise to make their joints supple enough to move. Maintaining this active state is physically taxing on an urog's body, to the point that a single hour in this state requires the same energy as a single day in their resting state. This active state is typically reserved for academic study, life-or-death situations, reproduction, or interacting with other species. + +Urogs control the layering of their shell scales as they return to their resting state. Specific combinations act as fashion statements, mood indicators, or personal identifiers. They can also manipulate their color by purposefully consuming supplemental minerals. The changed color ranges from iridescent tone to a saturated dye, depending on the amount consumed, and fades over time. These supplements are produced solely on Dykon, so any urog who wishes to maintain their coloration typically stocks up when visiting, imports through a specialized mail-order outfit, or creates a unique blend and processes their own from locally accessible materials. + +## Home World + +The crystalline Dykon, one of the moons of the gas giant Bretheda, is a vibrant, silicon-based world. The moon itself is home to a vast array of plant life, most of which is unique in the Pact Worlds due to the moon's distinctive biochemistry. Urogs, truly having no other world than Dykon that could easily support their biological needs, have undertaken a significant effort to catalog much of their native flora and fauna so they can maintain a well-tended moon. This planned ecosystem includes a balance between staple foods, medicinal plants, and the necessary biodiversity to support the scarce fauna that live alongside urogs. This control over their planetary environment is possible only because urogs face few threats from the natural world and have political independence in all but name. Dykon formally falls under the leadership of Bretheda, but the planet's ruling body, Confluence, leaves Dykon to govern itself. The urog government on Dykon, the Preeminence, is a panel of experts on areas of planetary concern. New experts are nominated for appointment by their research institution whenever a previous member steps down or the panel decides that a new perspective is required. + +The majority of Dykon remains undeveloped, with a few concentrated settlements housing the whole population while a few countryside hermits and academics engage in full-time field work. The major population centers serve specific functions and include research centers that specialize in those areas. For example, the city of Zethir, originally carved into the side of an immense crystal cliff and now encompassing the buildings that have sprung up around it, hosts child-raising centers and life span–development researchers. One of the smaller settlements, the town of Precursor, hosts mostly engineers who work on prototype structures that give it a cluttered, eclectic appearance: no two buildings are alike. + +Venturing outside of these settlements is common, as the relative safety of the moon enables urogs to wander without threat. Scenic depictions of Dykon commonly include classes of urogs engaged in field work, floating cloudlike above silica crystal fields. The moon holds several famous research sites, such as Lake Kellgin, a mile-wide ammonia lake, and the silica run just outside of the spaceport Ekynas. More curious still is the Oscillation Field with a reputation for altering consciousness that attracts urogs who believe they aren't living up to their full potential. + +Out of all the various academies and universities, the Dykon Replication Studies Center maintains the most prestige for aspiring urog academics since its research agenda requires expertise in multiple fields. Other institutions develop around a particular specialty, such as Ekynas' mathematics institute. While outside scholars are most common at Ekynas, each of Dykon's research institutes encourages scholars from other worlds to apply—except for the Replication Studies Center. + +Urogs have spread from Dykon, often ending up in academic study or providing technical expertise for starship crews. Commonly, urogs will leave Dykon when they feel like they've ceased growing, if they need to get experience not offered on the moon, or after a major professional embarrassment. While these rovings are most often solitary, a community of urogs has developed alongside the contemplatives of Akiton, calling itself the Pillarist Meld. + +## Society and Alignment + +Culture on Dykon prioritizes efficiency whenever possible. While biological necessity drives conservation of energy, cultural values drive optimization far beyond the need to avoid overexertion and into its own art form. These values touch nearly every aspect of everyday life, from the way meals are prepared for quickest consumption to Renewal Day, a single day dedicated to the implementation of many low-priority changes all at once. Social interactions follow a similar structure, with the expectation that conversations outside of close relationships should focus only on necessary information and avoid small talk. + +While this belief leads to stereotypes of curt urogs who walk away when conversations bore them, urogs see this avoidance as polite. Even in crisis situations, Dykonian society instills that it can be harmful to speak up on a topic on which one isn't an expert, as doing so inevitably leads to the spread of misinformation and misunderstanding. Even in a medical emergency, a traditional Dykonian response is to seek appropriate help instead of risking harm by taking amateur action. The common aphorism, “Don't undo work before it starts,” emphasizes the need to wait for direction before acting. On Dykon, this approach tends to be effective, as education typically focuses on specializing in a particular area of strength or interest, so an expert is never far away. + +Day-to-day life is mostly self-regimented because urogs encourage each other to find the daily routine that works best for them. These routines do include unstructured time since being too strict is often inefficient; this contradiction is colloquially known as the inefficiency paradox. Particularly driven urogs refer to their time away from work or study as paradox days, as not working leads to more efficient work later. + +Socially, urogs tend to have personal living quarters in their research lab. The majority of housing is built for lone urogs with the expectation that group living quarters will only be used for brief periods. Most socializing occurs in weekly knowledge-sharing groups, where urogs in the same field come together and share any insights they've learned. Few religious congregations maintain a consistent service with Eloruti, Ibra, Yaraesa, and Weydan being the most common. Individual urogs dedicated to one deity aren't uncommon, though it can seem rarer since devotion is treated as a private matter. + +### Education + +After efficiency, advancing knowledge is the strongest value in Dykonian urog society. Formal education begins once children can move independently, which typically comes soon after they develop telepathic abilities. Their first lessons take place in large child-rearing centers, mostly in Zethir. There, they learn rudimentary urog skills: reading, writing, conservation of energy, and maintaining an efficient routine. Before they leave this school as adolescents, they undergo aptitude- and interest testing; the results determine initial placement into specialized academies. + +These academies cover a wide variety of topics, treating both scientific and practical fields with equal respect. After initial placement, switching areas of study is encouraged, especially when a student struggles with coursework or seems disinterested. Specialized study within these academies takes another four years, at which point an urog graduates into adulthood. Urogs immediately post-graduation are known as dendrites, taken from a philosophical text likening urog academic lineage to branching rock formations. + +In the immediate years after completing formal education, urogs are expected to find an academic mentor in the field of their choice. The mentorship and cohort experience is highly valued, with some urogs eventually finding full-time work in mentoring newly graduated students. During this period, urogs become experts in their chosen area of study by performing independent research and networking in their mentor's wider professional circle. Once a mentor has determined that their protege has mastered the subject, the partnership dissolves, and the protege changes from dendrite to learned. + +However, education never stops. After significant milestones in their careers, such as publication of research or novel findings, urogs can choose to identify their education level by a new term. These terms are self-chosen, typically based on how much growth the individual feels this milestone represented. Typically, these appellations indicate rising in height, using terms such as “elevated” or the names of atmospheric layers. Going extended periods without these milestones is sometimes seen as matter of concern. + +## Dykon Replication Studies Center + +After urogs began traveling off their moon, especially with the advent of Drift Travel in the Pact Worlds, academic research boomed. With urogs able to safely leave Dykon and easily return in case of inhospitable conditions, the Preeminence declared it time to advance research by gathering knowledge from other worlds. This declaration lasted for only a few scant years before an agricultural researcher, Second-Learned-Harvesting, attempted to change cultivation practices in the Dykonian berry fields. The fields nearly collapsed from the technique, and the experiment came to a sudden halt. The Preeminence charged a task force with outlining appropriate research methods and summarizing other near-catastrophes. + +The resulting report outlined a root cause: Dykon's silicon-based life created such fundamentally different conditions that the accuracy of most offworld research couldn't be trusted on the moon. However, the knowledge exchange brought in some advances. The task force recommended a new focus on replicating research from other worlds to truly test the difference between silicon- and carbon-based life. + +Shortly after the founding of the Dykon Replication Studies Center, its research team gained a reputation for precise experimentation and intriguing results. The center's focus remains on replicating research done in carbon-based settings to see if it remains true on Dykon and using differences between results to illuminate the fundamental nature of differing types of life. Official posts at the research center are highly competitive, and ambitious urogs specialize in interdisciplinary fields and engage in offworld research to strengthen their application. Unlike other institutions, the center accepts only urog scholars so that its tight focus on the species' needs remains central. + +## Names + +Traditional names for Dykon-based urogs follow a uniform structure, which efficiently identifies an individual's context within their society upon first meeting. Typically, names are structured in this order: family name with tree, branch, and node; followed by an individual name with birth order, education level, and area of specialty. Outside of Dykon society, urogs use a shortened version of their individual name, choose a name that matches the culture in which they live, or adopt a nickname given by their crewmates. + +### Sample Names + +Betula Sprig Node One Second-Dendrite, Fifth-Exosphere, Fir, Navigeer, Xenii Epicore Node Three First-Elevated-Xenobiology. + +# Vital Stats + +**Average Height** 10-15 ft. +**Average Weight** 500–1,000 lbs. +**Age of Maturity** 50 years +**Maximum Age** 300+2d% years diff --git a/Compendium/SF1E/Species/Varculak.md b/Compendium/SF1E/Species/Varculak.md new file mode 100644 index 0000000..cc71295 --- /dev/null +++ b/Compendium/SF1E/Species/Varculak.md @@ -0,0 +1,56 @@ +--- +aliases: +tags: +--- +# VARCULAK +> [!infobox|left n-th clean] +> [[Varculak.png|Spielern zeigen!]] +> Varculaks, also known as soul wights, are undead that occur when a humanoid dies with an intense desire to continue living. The longing turns to anger as life slips away, but the varculak’s will is strong enough that the soul doesn’t pass on into the River of Souls for [Pharasma’s](https://aonsrd.com/Deities.aspx?ItemName=Pharasma) judgment. Instead, a portion of the mortal essence passes away, leaving behind a soul with little memory of who it once was, and locked inside a half-living body. What remains is grim determination and rage. Among occult scholars, this state is known as “the Curse of Varcul.” The legendary first varculak, once a human named Varcul, supposedly existed thousands of years before the Gap. Some say he still does, and varculaks make a deal with him to continue living—a bargain they don’t remember. + +A varculak looks much as they did in life, except limbs and sensory organs outside the human norm wither away and turn to dust. [Lashuntas](https://aonsrd.com/Races.aspx?ItemName=Lashunta), for example, lose their antennae, while [kasathas](https://aonsrd.com/Races.aspx?ItemName=Kasatha) lose their extra arms and [strix](https://aonsrd.com/Races.aspx?ItemName=Strix) lose their wings. (Some speculate this effect is related to the fabled Varcul and his erstwhile humanity, or he requires his “offspring” to make these sacrifices.) Eyes undergo a notable change, the orbs giving way to points of cold light, which can be of any hue. Except for this alteration, a varculak who has eaten or rested recently can look almost alive, but becomes pale and drawn quickly between periods of refreshment, and varculaks never look so much like corpses as when they sleep. These changes prevent them from passing for a normal member of any humanoid species. + +Most varculaks are creatures of deep passion. They have a sense of life as fleeting, and they seek not only to experience what it has to offer, but also to give it purpose. Varculaks are rarely idle. If anything, they can be obsessive and, having died once, are averse to fewer risks than the living. A lucky few remember some important task they left unfinished in their previous life and make that their purpose. In this way, many varculaks end up reintegrating with the society that death temporarily separated them from. + +Some varculaks, however, remember only the circumstances of their death. This one recollection can lead a varculak who died violently to focus on vengeance, seeking those responsible. That done, a varculak can become obsessed with the chain of blame, condemning nearly anyone for even a tenuous connection to the varculak’s death. If a mercenary killed such a varculak, the undead seeks first that mercenary, then the mercenary’s entire company, then those who hired the mercenary, and eventually even those responsible for the conflict that led to the varculak’s demise or the manufacturer of the weapon the mercenary used for the deed. A varculak on such a path of destruction is more likely to face a second and final death than to reach the path’s end. + +**Ability Modifiers** +2 Con, +2 Cha, -2 Wis +**Hit Points** 3 + +## SIZE AND TYPE + +Varculaks are Small or Medium undead, depending on the species they once belonged to. Varculaks have a Constitution score, lack the unliving trait, and don’t gain undead immunities. + +## DARKVISION + +Varculaks have darkvision with a range of 60 feet. + +## DEATHLESS VITALITY + +Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink. + +## DEATHLESS WEAKNESS + +A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight (Core Rulebook 23). Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1). + +## GRAVE TOUCH + +A varculak imparts the [leech](https://aonsrd.com/WeaponCriticals.aspx?ItemName=Leech) critical hit effect to any melee weapon it wields, but the saving throw DC is 10 + the varculak’s level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit. + +## SILVER SUSCEPTIBILITY + +Kinetic attacks with silver weapons bypass any DR a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon’s critical hit DC or be staggered for 1 round. + +## TORPOR + +A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to Perception checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded. + +## UNNERVING VISAGE + +Living members of the varculak’s former species find these undead disturbing. The varculak gains a +2 racial bonus to Intimidate checks made against members of that species but takes a –2 penalty to Bluff and Diplomacy checks made against them. Select one Small or Medium humanoid species to apply this trait to. The varculak was formerly of that species. + +# VITAL STATS + +**Average Height** 2-1/2 to 8 ft.  +**Average Weight** 25 to 400 lbs.  +**Age of Maturity** — +**Maximum Age** 350+3d% years years diff --git a/Compendium/SF1E/Species/Verthani.md b/Compendium/SF1E/Species/Verthani.md new file mode 100644 index 0000000..82b8bfe --- /dev/null +++ b/Compendium/SF1E/Species/Verthani.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# VERTHANI +> [!infobox|left n-th clean] +> [[Verthani.png|Spielern zeigen!]] +> Verthani, the primary inhabitants of Verces, were some of the earliest humanoids in the Pact Worlds system to build spacefaring vessels—a response to the struggle to survive in the harsh conditions of their tidally locked planet. + +Verthani stand 8 feet tall on average, with delicate features and long limbs. Their eyes are pure-black orbs, protruding from their heads in half domes like the eyes of a mouse, and they can change the pigment of their skin at will to have complex patterns. Nearly all verthani learn to control these color changes by the time they reach puberty, but babies and children display bright, expressive patterns and colors that reflect their current mood. Some adults also refuse to control them, seeing in their random patterns hints of prophecy. + +Long ago, verthani society was split into three castes: the Augmented, the Pure Ones, and the God-Vessels. A verthani’s caste is chosen during adolescence. Though few verthani today bind themselves strictly by the system’s rules, the traditions still carry a measure of cultural pride, and some verthani proudly wear the labels. + +The Augmented are verthani who modify their bodies with technology, usually cybernetic augmentations. This caste was particularly popular with those who piloted early aetherships (the elegant vessels verthani first sailed through the stars), and Augmented verthani pilots are still renowned as some of the most skilled in the Pact Worlds. + +In contrast, Pure Ones traditionally eschewed all technological augmentation and were responsible for supporting other castes, farming, and governing. While many modern Pure Ones have accepted at least some modest cybernetic or biotech improvements to their bodies, these verthani remain proud of their traditional caretaker roles. + +God-Vessels serve faithfully as living avatars of their deities, displaying this status by branding holy symbols called devotionals into their chests using either acid or flame. God-Vessels never cover up these distinctive marks, despite the fact that the scar tissue around them never fully heals and can no longer change color. + +Verthani culture is a model of independent, democratic cooperation. Forced to live on a cramped sliver of their planet, surrounded by nearly inhospitable lands on either side, verthani learned how to work together without violence or subjugation, and they choose to harness technology to increase resources rather than battle one another over scraps. Verces’s Ring of Nations remains a shining example of a one-world government in which citizens remain protected yet free to go their own way, and in many ways the Pact Worlds system itself was directly inspired by this aspect of verthani culture. + +**Ability Modifiers** +2 Con, +2 Int, -2 Str +**Hit Points** 4 + +## SIZE AND TYPE + +Verthani are Medium humanoids with the verthani subtype. + +## EASILY AUGMENTED + +Verthani have spent a long time implanting devices into their bodies. A verthani can install an additional augmentation (cybernetics only) into one system that already has an augmentation. + +## LOW-LIGHT VISION + +Verthani have low-light vision. + +## SKILL FOCUS + +Verthani are highly skilled, though individually they tend to focus on a particular discipline. Verthani gain Skill Focus as a bonus feat. + +## SKIN MIMIC + +Verthani can manipulate the pigments in their skin at will and with astonishing precision, creating bright decorative patterns or deceptive camouflage. A verthani who stays stationary for 1 round gains a +10 racial bonus to Stealth checks (this bonus doesn’t stack with the _invisibility_ spell or similar effects). If the verthani takes any action, he loses this bonus until he once again spends 1 round remaining still. A verthani wearing clothing or armor that covers more than one-quarter of his body can’t use this ability.  + +# VITAL STATS + +**Average Height** 7-9 ft. +**Average Weight** 200–350 lbs. +**Age of Maturity** 16 years +**Maximum Age** 80+3d20 years diff --git a/Compendium/SF1E/Species/Vesk.md b/Compendium/SF1E/Species/Vesk.md new file mode 100644 index 0000000..bc9d9ba --- /dev/null +++ b/Compendium/SF1E/Species/Vesk.md @@ -0,0 +1,185 @@ +--- +aliases: +tags: +--- +# VESK +> [!infobox|left n-th clean] +> [[Vesk_M.png|Spielern zeigen!]] +> Heavily muscled and covered with thick scales and short, sharp horns, the reptilian vesk are exactly as predatory and warlike as they appear. Originally hailing from a star system near the Pact Worlds, they sought to conquer and subdue their stellar neighbors, as they had all the other intelligent races in their own system, until an overwhelming threat forced them into a grudging alliance with the Pact Worlds—for now. + +**Ability Modifiers** +2 Str, +2 Con, -2 Int +**Hit Points** 6 + +## SIZE AND TYPE + +Vesk are Medium humanoids with the vesk subtype. + +## ARMOR SAVANT + +> [!infobox|right n-th clean] +> [[Vesk_F.png|Spielern zeigen!]] +> +Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. + +## FEARLESS + +Vesk receive a +2 racial bonus to saving throws against fear effects. + +## LOW-LIGHT VISION + +Vesk can see in dim light as if it were normal light. For more details, see page 264. + +## NATURAL WEAPONS + +Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual). + +# ABOUT THE VESK + +## PLAYING THIS RACE + +### YOU LIKELY... + +- See most other races as weak or dishonorable and believe the vesk way is best. +- Relish the chance to prove your worth in combat, though only against worthy opponents. +- Have an ironclad sense of honor and propriety, and strive to always keep your word. +- Bond closely with proven comrades and surprise non-vesk friends with sudden outpourings of emotion in private. + + + +### OTHER RACES PROBABLY... + +- Find your size and bloodthirsty reputation intimidating. +- Assume you’re ignorant of anything beyond combat. +- Depend on you in battle yet fear and resent you for your empire’s past conflicts and conquests. +- Mistake vesk etiquette and propriety for a lack of feeling. + + + +## PHYSICAL DESCRIPTION + +The lizard-like vesk stand close to 7 feet tall, are thick with muscle, and are covered in tough, scaly skin. Though they’ve long since adopted technological weapons, they retain the thick claws and teeth of natural predators and enjoy using them to intimidate “softer” races. In addition, they also have long, powerful tails—while these are primarily used for balance, some vesk martial arts incorporate formidable tail slaps. Small horn spikes dot the skulls of both sexes, and protrude from their lower jaws in bony “beards” that sometimes extend down their spines to their tails. Female vesk are often larger than their male counterparts, and whereas males are various shades of green, females often have vibrant, mottled coloration that’s considered an indicator of both health and attractiveness. + +## HOME WORLD + +Vesk first arose on a single world around their sun but quickly spread to the others, turning potential competitor races (as the vesk saw them) into vassals in the vast empire they call the Veskarium. Today, these other worlds officially no longer even have names, only numbers correlating to their distance from the sun (such as Vesk-6). The exception to this rule is Vesk Prime, vesk’s ancestral home, which remains the seat of their government and high society. + +## SOCIETY AND ALIGNMENT + +Vesk society is highly organized and militaristic. While merchants and others with peaceful professions can advance economically, political power is the exclusive domain of those who’ve proven themselves in armed conflict. Surprisingly, this proof doesn’t need to come through military service, or even benefit the Veskarium. Many vesk attain similar elevation in social status through performing mercenary work, engaging in dueling, or providing security on exploration missions. Though obsessed with conquest, dominance, and social rank, vesk have an equally strong sense of honor and pride in fulfilling their agreements and treating subordinates of all races fairly. They are stoic and taciturn with strangers but capable of great bursts of emotion in private or in the heat of battle. Vesk society tends to be efficient, respectful, and law-abiding—especially since nearly any insult or violation of custom could trigger a brutally violent blood debt. Even outside of their home system, vesk are most often lawful, though usually according to their own code of honor rather than that of whatever society they happen to be in. They tend toward a neutral morality, though individuals can easily skew good or evil. + +## RELATIONS + +Vesk’s love of military conquest and empire building originally led to significant skirmishes between their star system and the nearby Pact Worlds, and the ensuing conflict—often called the Silent War—might have continued indefinitely had the Swarm not attacked both systems simultaneously. Banding together for mutual defense, vesk and Pact Worlds cultures successfully fought off the Swarm, forging a tentative peace in the process. + +Vesk respect honor, strength, and self-mastery. Though their relations with the races of the Pact Worlds remain strained due to the only barely averted war, they admire androids’ dispassionate consistency, kasathas’ sense of honor, and the strength of lashuntas in battle. However, they find ysoki weak and frivolous, and humans quick to break their agreements. Shirrens perplex vesk with their refusal to parlay their strengths, including their instinctive coordination in battle and willingness to die for their comrades, into an empire. + +## ADVENTURERS + +Vesk adventuring with races from other systems fall into two categories. The first are mercenaries or glory-seekers looking for a chance to engage in honorable combat and build up their prestige. The second are nonwarrior vesk who have rejected their home society for its obsession with combat and have chosen instead to seek opportunities among more open-minded races. Warrior vesk most often fit the soldier class, though a growing number have become intrigued by the path of the solarian. Noncombatant vesk often lean toward becoming mystics, though some overcome the traditional vesk culture’s dismissal of education to become mechanics or even technomancers. + +## NAMES + +Vesk names are often long and combine elements of their parents’ names, as well as those of other prominent ancestors. These are frequently shortened for daily use by friends, though abridging a vesk’s name without permission is a grave insult. In addition, some vesk take on epithets related to their victories in combat, which they sometimes use in addition to or in place of a family name, such as “Three Guns,” “Voidwalker,” or “Squadeater.” Some sample vesk names include Dmotralan, Evdokayo, Goromitali, Julakesh, Katara, Obozaya, Radokama, Sarangari, Sobok, Terikoraz, and Ymeros-Ahandi. + +# VITAL STATS + +**Average Height** 6-8 ft. +**Average Weight** 200-300 lbs. +**Age of Maturity** 16 years +**Maximum Age** 70+1d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some vesk have unique bloodlines, which could be the result of eldritch manipulation or adaptations to newly conquered environments. These vesk have unique ability score adjustments instead of the standard adjustments of +2 Strength, +2 Constitution, and –2 Intelligence found in the _Starfinder Core Rulebook_. + +## CAVE + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some vesk settled deep underground, adapting to the darkness and treacherous terrain. They are typically pale in color and usually have the cave senses alternate racial trait. A cave vesk’s ability adjustments are +2 Dexterity, +2 Wisdom, –2 Charisma. + +## LAMBENT + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Vesk rule over many conquered planets, but every planet has different needs. In some places, power is determined not only by doshkos and lasers, but also by words and influence. Lambent vesk are skilled at influencing and controlling others. A lambent vesk’s ability adjustments are +2 Strength, +2 Charisma, –2 Intelligence. + +## LOW GRAVITY + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Several groups of vesk have adapted to life in low-gravity environments over many generations. Precision movements and quick thinking come naturally to these vesk, though they lack typical vesk might. A low gravity vesk’s ability adjustments are +2 Dexterity, +2 Intelligence, and –2 Strength. + +## VENOMTHOUGHT + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +On rare occasions, vesk will produce psychic offspring. Legend claims cave-dwelling snake people of Vesk Prime modified ancient vesk in eldritch rituals, allowing those who inherit the change to attack with their “venomous thoughts.” Frailer than typical vesk, venomthought vesk have powerful personalities and forces of will. A venomthought vesk’s ability adjustments are +2 Wisdom, +2 Charisma, and –2 Constitution. + +## WARBLOOD + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some vesk bloodlines are renowned for their brutal warriors, and several of these have a variant genetic build including thicker muscles, longer bone spikes, and a ridge of spikes that runs along the spine. They are also more aggressive, and their tendency to see everything as a conflict makes it difficult for them to inspire confidence and trust in others. A warblood vesk’s ability score adjustments are +2 Strength, +2 Dexterity, and –2 Charisma. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Vesk adaptations vary from individual to individual, with many vesk training their bodies from a very young age to excel in particular ways. Other vesk are born with unusual physical traits that suggest some genetic exception. The following alternate racial traits represent some of these changes. + +## BRAWNY + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Many vesk take pride in being as physically fit as possible. They gain a +2 racial bonus to Athletics and Acrobatics checks. +This replaces fearless. + +## CAVE SENSES + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Vesk who grew up underground in twisted caverns have more sensitive hearing. They have low-light vision and gain blindsight (sound) 60 feet, but they take a –4 penalty to sight-based Perception checks beyond 60 feet and take a –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light. +This replaces low-light vision. + +## EXPANDED LUNG CAPACITY + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some vesk have extraordinary lung capacity. These individuals might take up careers working in facilities or vessels located underwater or in space. Vesk with this racial trait can hold their breath for 10 times the normal duration, and they can begin to hold their breath as a purely defensive reaction whenever they are submerged underwater, enter a vacuum, or would otherwise begin suffocating or inhaling a substance they suspect to be harmful. + +This replaces armor savant. + +## FORCEFUL MIND + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some vesk fight via means other than weapons. Once per day, when an opponent succeeds at a saving throw against a spell cast by a vesk with this trait, that vesk can force the opponent to reroll the saving throw with a –2 penalty. +This replaces natural weapons. + +## FRILLED + +**Source** [_Near Space pg. 135_](https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +Some vesk have particularly elaborate bone spikes on their heads, giving them an especially fearsome appearance. These vesk gain a +2 racial bonus to Intimidate checks. +This replaces armor savant. + +## OBSERVANT + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed. + +This replaces fearless. + +## PREHENSILE TAIL + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Occasionally vesk are born with a tail that is thinner and significantly more flexible than the norm for their species. Though less common, there are also ancient vesk stretching and range of motion techniques an individual can use to alter the build of their tail over years of dedicated work. Vesk with this racial trait have a tail that is as effective as a hand at manipulating objects, allowing them to wield and hold up to three hands’ worth of weapons and equipment. This does not increase the number of attacks they can make during combat. + +This replaces natural weapons. + +## VESK VENOM + +**Source** [_Character Operations Manual pg. 26_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Though most vesk are not venomous, a few have venom sacs and elongated teeth held over from a vesk subspecies that has since gone extinct, perhaps related to the snake-people of Vesk Prime. Other theories suggest these traits are from a time when an ancient vesk nation modified its warriors with magic or technology to gain venomous natural attacks. + +Vesk with this racial trait can deal piercing or bludgeoning damage with their unarmed strikes. When the vesk makes a successful unarmed strike that deals piercing damage, and the target takes damage from the attack, as a reaction the vesk can expose the target to venom. Once a vesk has used their venom, they can do so again only after taking a 10-minute rest to regain Stamina Points. A vesk is immune to the effects of their own venom. + +This replaces armor savant and fearless, and it modifies natural weapons.  + +## VESK VENOMS + +**Type** poison (injury); **Save** Fortitude (DC = 10 + half the vesk’s level + the vesk’s Constitution modifier) +**Track** Dexterity (special); **Onset** 1 round; **Frequency** 1/round for 6 rounds +**Effect** Progression track is Healthy—Sluggish—Stiffened—Staggered; staggered is the end state. +**Cure** 1 save. All effects end 1 hour after cure. diff --git a/Compendium/SF1E/Species/Vlaka.md b/Compendium/SF1E/Species/Vlaka.md new file mode 100644 index 0000000..d124e5a --- /dev/null +++ b/Compendium/SF1E/Species/Vlaka.md @@ -0,0 +1,116 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 142_ + +[[Species_Vlaka.jpeg|Zeigen!]] +The vlaka home world is dying. The already frigid planet Lajok orbits a fading sun and grows steadily colder each year. Eventually, not even the thick fur of the wolflike vlaka will be able to protect against its bitter chill. But until that day, the vlaka stand together. On a harsh world like Lajok, with a population who has different ways of physically experiencing the world around it, it takes community to survive, and vlakas view their many circles of trust—from family to social circles to crewmates—as both a source of strength and the key to their long-term survival. + +**Ability Modifiers** +2 Wis, +2 Cha, –2 Int +**Hit Points** 4 + +## Size and Type + +Vlakas are Medium humanoids with the vlaka subtype. + +## Buoy + +As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability. + +## Cold Resistance + +Vlakas have cold resistance 5 that stacks with one other source of cold resistance. + +## Cooperative + +Vlakas gain a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a vlaka gains a +2 bonus to the skill check. + +## Perceptive + +Vlakas gain a +2 bonus to Perception and Sense Motive checks. + +## Versed + +Vlakas can speak, read and write their native language, Vlakan. They also know the signed and tactile versions of this language. + +## Vlaka Senses + +Vlakas can be born with one of three possible sets of senses. During character creation, determine a vlaka’s senses by choosing from those available. A vlaka born with functional sight or hearing who becomes permanently blind or deaf does not gain the abilities of a vlaka born with blindness or deafness. + +_Blind_: A blind vlaka has blindsight (hearing) with a range of 60 feet, blindsight (scent) with a range of 30 feet, and the blinded condition. The vlaka is naturally sightless, so the blinded condition can be removed only by effects that grant sight to creatures with no natural vision. + +_Deaf_: A deaf vlaka has blindsight (scent) with a range of 30 feet, low-light vision, and the deafened condition. However, this condition imposes no penalty to initiative rolls or opposed Perception checks that are not based on hearing. The vlaka is naturally without hearing, so the deafened condition can be removed only by effects that grant hearing to creatures with no natural ability to perceive sound. + +_Hearing and Sighted_: A vlaka who has hearing and sight also has blindsense (scent) with a range of 30 feet and low-light vision. + +# About the Vlaka + +## Physical Description + +Physically, vlakas resemble bipedal wolves. They stand between 5-1/2 and 6-1/2 feet tall, weigh between 175 and 250 pounds, and have a thick coat of mostly white fur, often with scattered patches colored brown, grey, or pale blue. Two-thirds of all vlakas are born on a spectrum of deaf, blind, or deafblind, with subtle corresponding fur patterns and scents; the remaining one-third are hearing/sighted. + +Vlaka don't generally walk on four legs except during their first year of life, before reaching maturity. Not only is walking on all fours thought to be childish (a reason that “four-legged” is often the vlaka word of choice to describe something immature or reckless), but the length of a vlaka's torso compared to their extremities also makes four-legged movement somewhat awkward and uncomfortable. Still, some vlaka scientists believe that the species did once live on four legs, using the tendency of modern vlaka to balance on their toepads instead of their heels as evidence. + +## Home World + +Lajok's sun, Sota, is slowly fading, bringing increasingly cold temperatures and bitter icy winds to a world of vast, semi-barren plains and frozen topsoil. Vegetation on Lajok is mostly sparse and consists of low-lying shrubs, mosses, and bushes in muted colors. This changes during the planet's relatively warm season, called valai, when shallow lakes appear across the surface and marshy plants heavy with berries quickly grow, reproduce, and die, leaving their colorful imprints and distinctive scents across the planet's surface. Traditionally the season for farming, foraging, and hunting, valai grows shorter every year, and the food supply on Lajok is now made up mostly of imports from other planets and crops from greenhouse farms. + +### Cities + +Densely populated and circular in shape, each city on Lajok is ringed by tall buildings designed to conserve heat and protect against wind and ice storms. Vlakan cities are time-tested; only one, Falore, has ever fallen to the elements. Its frozen-over ruins remain a cautionary tale to anyone who might think of putting personal interest over the protection and maintenance of their city's outer walls. + +Within each city, streets and buildings are arranged in concentric rings, each corresponding to an area of interest or profession. Rings are connected through numerous passages and alleyways and ordered differently in each city, with two exceptions—the outer ring of every city is always its ring of defense against the ravages of the weather, while the innermost core is dedicated to plant life and agriculture. While the placement of other rings varies by city, each type utilizes a consistent paving style throughout the planet which, in conjugation with the underlying scents distinct to each district's societal function, ensures that all vlakas raised on the planet can always determine their own location both by smell and the pattern of the ground beneath their feet. + +The separation of vlaka cities into rings is both a reflection of the important role circles of trust play within vlaka society and a holdover from the days when each city had its own area of expertise. While remnants of that history can still be seen today in the many libraries of Horjan or the repurposed hospitals of Tekir, the loss of years of scientific research with the fall of Falore led to a push for cities to include space for each major area of interest within their walls. Vlakas who can't find room to work within their preferred ring in their current city can either use this as motivation to move elsewhere or build down into the ground. The recent discovery of an extensive existing cave system beneath the city of Aarul has many vlakas debating whether and how this expansion by excavation should continue, with some wanting to preserve and explore the caves and others wanting to seal them off, concerned that further exploration might weaken the structural integrity of the buildings above. + +### The Space Between + +While the vast majority of vlakas on Lajok live in cities, a few prefer to explore the frigid land outside of city walls, known as The Space Between. Their reasons vary—some search for new ways to use the planet's resources, some map sites for potential new cities, and still others mark the changes in the planet's climate from year to year. A few from the Circle of Journeys have even attempted to excavate the ruins of Falore in search of the knowledge lost beneath the ice. In recent years, though, many have turned away from overland exploration in favor of exploring the newly discovered Aarul caves, which may hold clues to vlakan survival during The Gap. + +## Society and Alignment + +The harsh environment on Lajok naturally drives vlakas to put community above all else—there is strength (and warmth) in numbers and interdependence is key. Cooperation and communal living also help vlakas benefit from the different ways that deaf, blind, deafblind, and hearing/sighted members of the community experience the world, with each group bringing their own perspectives to everything from a search for food to a new scientific discovery. Today, though technological advances have lessened the immediate dangers of the environment and made communication easier, vlakas still believe strongly that the communities they belong to—called circles—are the most important source of any individual's support, knowledge, and overall well-being. + +### Circles + +Each vlaka may belong to many circles, from the immediate family of their birth pack to the crew of a starship on which they serve. The process for joining each circle ranges in formality. Some, like birth packs and cities of origin, are innate. Friend groups or social packs are often informal, naming themselves at will and having undefined membership criteria. Circles of profession, on the other hand, most often have their own processes in place for application and acceptance. Vlakas believe it enriches the spirit to belong to a wide variety of circles, so there is no limit to how many a single individual can join, but they must be chosen carefully. Once a vlaka belongs to a circle, they're expected to come to its aid if the circle or one of its members needs their help, no matter how much it may inconvenience them or how they may currently feel about their fellow members. + +Birth packs include both a vlakas' immediate siblings as well as the children of their parents' childrearing circle. Vlakas usually join their first circle outside of their birth pack at the first valai festival held after they reach the age of physical maturity. These festivals are a time of celebration: one marks the day the “warm” season historically began, one celebrates its midpoint at what was once the warmest day of the year, and one marks its conclusion. After celebrating the start of valai in their own cities, young vlakas group up to make the trek to cities nearby, having spontaneous celebrations wherever groups meet in The Space Between and learning first-hand the need to have a strong community around them to complete the journey. By the time the young vlakas reach a new city at mid-valai, most have found a circle to call their own. Some older vlakas now object to this tradition, as the increasingly cold weather during early valai has led to the stranding and occasional injury of young vlakas during their trek, but they have been unsuccessful so far at convincing traditionalists who hold the valai travels as an important part of vlakan culture to say nothing of the young vlakas eager for their first tastes of independence. + +Formal circles are led by councils made up of a few trusted and long-standing members. These councils each approach leadership differently. Some make decisions by consensus, choosing a leader from among their ranks only when internal division or external pressures demand it, while others always have a leader, but regularly rotate the role between council members. This is true even of the Circle of Lajok, the closest thing the vlaka have to a planetary government, which consists of representatives from every circle with either significant membership, broad influence, or a track record of creating meaningful change. + +The process for making the choice of leader or council member varies from circle to circle—some vote, some come to consensus during open discussion, and a few use games of chance or trials of skill. Whichever method is used, a circle leader marks themselves by shaving off a ring of fur around their collar known as the Leader's Band. Once it grows back fully, it's considered time for the leader to step down from their role. Most vlakas consider the idea that a single individual would lead a group for an extended period of time to be a bit odd. + +## Relations + +Among other species, vlakas are generally known for their quiet joie de vivre and pragmatic wisdom. They tend not to be overly flashy, and they prioritize listening well over speaking quickly, adding their thoughts at the moment when they will do the most good. This, along with their tendency to avoid power grabs, offer support to their shipmates, and look for the win-win solution makes them popular with other travelers. + +Vlakas' ability to get along with others is helped by their sense of smell, something they often rely on in understanding the motives of members of other species. This is made easier by the extensive reports made by vlakan explorers about the species they meet, going back to the days before the Absalom Pact was signed. Over time, these field reports have been compiled into a vlaka database of offworlder pheromones and the emotional responses they correspond to, called the pheromap. While not used by all vlakas, and frowned on by some who think of it as an emotional cheat, the pheromap can be an invaluable tool during first meetings and tense situations. + +Vlakas' congenial relationship with other species is also due in part to the influence of the Circle of Salvation, which sponsors and prepares the vast majority of vlaka who take to the stars. The Circle's hope is that the key to saving Lajok from its slow death will come from other worlds. They emphasize to all who seek to go offworld that it will benefit the entire planet if they lean into the type of community building that has helped vlakas survive for generations. While some explorers believe this has led to vlakas being taken advantage of by other species, others note that while a single vlaka may have an unpleasant experience, the knowledge they bring back to Lajok is worth the cost. + +Most vlakas who leave Lajok do return eventually when they “catch the scent of home,” a feeling that combines homesickness and a sense of obligation to the home world. Vlakas who communicate frequently with Lajok or who have a strong circle of support around them are less likely to experience it and can weather it better, but if ignored the scent can often lead to irritability, unnecessary risk-taking, and mild depression. Aside from this though, vlakas tend to make even-tempered and positive addition to any group, eager to bring their sense of community to the stars. + +## Vlakan Communication + +Vlakan communication has been shaped by the fact that vlakas may be deaf, blind, deafblind, or hearing/sighted, and thus it uses multiple senses whenever possible. Traditional written Vlakan is grooved so it can be read by touch as well as sight— in an era of technology, this grooving is replicated on haptic touchscreens and often supplemented with audio description. Vlakan sign language has two variants, visual and tactile, with the touch-based variant dominating within close circles and other intimate settings. The visual variant is used for more formal group occasions, where vocal description can be provided for the blind. Most vlakas, especially if raised on Lajok, sign and speak simultaneously and interchangeably. Those who explore with mostly non-vlakan crews sometimes even teach a variant of basic signed Vlakan to their crewmates once they feel they have formed an intimate enough circle. + +The two senses that almost all vlakas share are scent and touch. While touch is used primarily in tactile sign language, scent is a crucial form of non-verbal communication. Scents are incorporated into everything on Lajok from construction materials to clothing, though their complexities are typically not noticed by those without a vlaka's keen sense of smell and knowledge of how to interpret the various layers of a particular scent. + +In all forms, vlakan communication has two primary modes— terse and direct, typically used when stakes are high (and often useful in cutting through the minutiae of a diplomatic situation), and symbolic and metaphorical, with a heavy reliance on scent and touch as descriptors. The latter is less well-known outside of the vlaka community, and vlaka explorers have been amused to find “Vlakan poetry” on other worlds that is in truth nothing more than a to-do list or mundane scouting report. + +## Names + +Vlakan first and last names are determined by their birth pack. Different circles of childrearing have different approaches to the first name, with the three most common being that the parents determine the names of their biological offspring completely independently, parents determine the names within guidelines agreed to by the whole circle (such as names starting with a particular letter or incorporating a specific syllable), or the circle decides names as a group, either through discussion or random draw. Everyone born to the birth pack will share the same last name, chosen by the childrearing circle when it originally formed. As vlakas join new circles, they sometimes are given a nickname by the circle and add it as a middle name. In addition, on first meeting, vlakas will usually list their circles as an extension of their name, to let strangers know which communities they belong to. Thus, a full vlaka introduction might be “Jilavo Daran Two-Hands Tak, of the circles Tak, Aruul, Snow Skaters, Silver Wings, and Salvation,” shortened to Jilavo for most purposes. + +### Sample Vlaka Names + +Alaza, Carok, Delevana, Jikant, Kalvek, Kapleth, Parva, Poskari, Tarnat + +# Vital Stats + +**Average Height** 5-1/2 to 6-1/2 ft. +**Average Weight** 175–200 lbs. +**Age of Maturity** 3 years +**Maximum Age** 30+4d10 years diff --git a/Compendium/SF1E/Species/Witchwyrd.md b/Compendium/SF1E/Species/Witchwyrd.md new file mode 100644 index 0000000..e496dec --- /dev/null +++ b/Compendium/SF1E/Species/Witchwyrd.md @@ -0,0 +1,56 @@ +--- +aliases: +tags: +--- +# WITCHWYRD +> [!infobox|left n-th clean] +> [[Witchwyrd.png|Spielern zeigen!]] +> + +Witchwyrds are avid wanderers and inveterate merchants, plying the trade routes between both planets and the planes. + +Witchwyrds have four arms and hairless gray-blue skin. Their eyes glow visibly, increasing in brightness as they absorb force energy. Witchwyrds stand an average of 7 feet tall and weigh approximately 300 pounds. They favor loose, flowing robes and distinctive conical hats, and they frequently cover their faces with masks or ornate helmets. Witchwyrds new to a market or eager to avoid identification during an important business deal sometimes fold one pair of their flexible arms behind their backs and cover their faces. + +Although witchwyrds seem to gain some manner of sustenance from the magical force energy they absorb, they still breathe, drink, eat, and sleep like normal creatures, and they have a fondness for extremely spicy foods. The average lifespan of witchwyrds is unknown, though they are believed to live for many centuries, if not millennia. + +Witchwyrds are acknowledged as the progenitors of the kasathas and the shobhads of Akiton. Why the witchwyrds seeded Kasath and Akiton with intelligent life modeled after themselves remains a mystery, as does the number of other as-yet-undiscovered planets similarly affected. It is an undisputed fact, however, that witchwyrds were the impetus behind the construction of the kasathas’ worldship Idari and their exodus from their home planet to the Pact Worlds. + +Witchwyrds can be found on nearly any world or plane with civilized trade, preferring dry, warm regions, but virtually nothing is known of their mysterious home world beyond its name: Cyrune. The details of witchwyrd government and society are likewise unknown, other than a widespread belief that a mercantile oligarchy of witchwyrd elders directs their race’s interplanetary and interplanar trade. + +Most witchwyrds operate as solitary traders, primarily focusing on one area of trade (such as weapons or magic items), though most deal in other goods as well. Virtually all witchwyrds love haggling, to the point that the process of bargaining sometimes seems more important to a witchwyrd than the eventual deal that is struck. + +Witchwyrds often travel with a crew of loyal humanoid mercenaries hired from worlds they’ve visited in the past. These hirelings never speak of their remuneration, purportedly forbidden from doing so by punitive clauses in their contracts. Witchwyrds can be encountered throughout the Pact Worlds, though they’re most commonly found on Absalom Station, Akiton, and the Idari. On the Pact Worlds, most witchwyrds do business as members of the Tetrad, an interplanetary and interplanar trade association. + +**Ability Modifiers** +2 Cha, +2 Int, -2 Con +**Hit Points** 4 + +## SIZE AND TYPE + +Witchwyrds are Medium monstrous humanoids. + +## ABSORB FORCE + +As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed. + +## DARKVISION + +Witchwyrds have darkvision with a range of 60 feet. + +## FORCE BOLT + +Witchwyrds can cast _magic missile_ as a spell-like ability once per day. For every two magic missiles caught using its absorb force ability, a witchwyrd can use its force bolt ability an additional time each day. + +## FOUR-ARMED + +Witchwyrds have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat. + +## HAGGLER + +Witchwyrds are known as skilled traders and negotiators throughout the galaxy and the planes. They receive a +2 racial bonus to Bluff and Diplomacy checks. + +# VITAL STATS + +**Average Height** 6–8 ft. +**Average Weight** 200–400 lbs. +**Age of Maturity** 100 years +**Maximum Age** 600+10d% years diff --git a/Compendium/SF1E/Species/Worlanisi.md b/Compendium/SF1E/Species/Worlanisi.md new file mode 100644 index 0000000..f3727bf --- /dev/null +++ b/Compendium/SF1E/Species/Worlanisi.md @@ -0,0 +1,112 @@ +--- +aliases: +tags: +--- +**Source** _Interstellar Species pg. 146_ + +[[AA4_Worlanisi.png|Zeigen!]] +Worlanisi are charming and intrepid nomads, and love to travel for years at a time, valuing the journey more than the destination. They're outdoorsy, competitive, and welcoming to strangers. Due to their small stature and blue skin, worlanisi appear deceptively delicate. They are slight but strong humanoids with four arms and horn-cones on either side of their head. These horn-cones once let them use their psychic powers to stalk prey across Worlan, but this use has since atrophied. Modern horn-cones allow worlanisi to communicate telepathically and wield luck like no other species in the galaxy. Unfortunately, the horn-cones also amplify incoming and outgoing psychic energy with a painful reverberation. + +**Ability Modifiers** +2 Str, +2 Cha, -2 Wis +**Hit Points** 4 + +## Size and Type + +Worlanisi are Small humanoids with the worlanisi subtype. + +## Limited Telepathy + +Worlanisi have limited telepathy with a range of 60 feet. + +## Multiarmed (4) + +The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat. + +## Psychic Reverb + +A worlanisi takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. + +## Worlanisi Gamble + +Once per day as a reaction when the worlanisi or an ally they can see within 15 feet rolls an attack roll, saving throw, or skill check, the worlanisi causes that creature to roll twice and take the better result. + +## Worlanisi Luck + +The first time each day that a worlanisi rolls a natural 1 on a d20 roll, they treat it as a natural 20 instead. + +## Worlanisi Movement + +Worlanisi have a land speed of 30 feet and a climb speed of 20 feet. + +# About the Worlanisi + +## Physical Description + +The planetary pressures of Worlan molded the worlanisi to be strong, lucky, and telepathic. Traditionally hunter-gatherers, worlanisi evolved into lithe and able climbers, using their four arms to climb through trees while wielding weapons. The average worlanisi has a small but wiry frame. The tallest of them stand about three and half feet in height, but their average weight ranges from only 22 to 27 pounds. Their slight frames are deceptively strong, allowing worlanisi to carry burdens much heavier than themselves. + +One of the most important evolutionary pressures that worlanisi faced was an environment filled with traces of residual psychic energy. In response, worlanisi developed their distinctive horn-cones: a pair of structures on the sides of their head that amplify incoming and outgoing psychic signals. Ancient worlansisi used their large, imposing horn-cornes to track the psychic traces their prey left behind, placing them a cut above the other Worlan predators. Throughout the millennia of the pre-Gap era, the worlanisi shifted to incorporate more luck and cunning into their survival, and with the advent of advanced technology their reliance on psychic tracking lessened. As a result, their horn- cones have shrunk over the generations and become practically vestigial, but remain a sometimes painful source of amplification for incoming psychic signals. Mental attacks reverberate within them, leaving untrained worlanisi more vulnerable than other species with telepathic abilities. Despite this disadvantage, the horn-cones are a source of pride to worlanisi, who adorn and paint them in a wide variety of ways. + +Worlanisi are known for the rare ability to consistently gift their luck to allies as well as themselves. Some scholars theorize this luck originates from their horn-cones, along with their limited telepathic gifts. Indeed, a worlanisi's ability to wield and control luck grows in adolescence as their horns develop more concentric rings, adding credence to this theory. + +## Home World + +The worlanisi evolved on Worlan, an ocean world covered in island chains. The gravity level is slightly higher than average, making it a popular location for top athletes from other planets to train. Due to the constant movement of its tectonic plates, Worlan is geographically active and known for its earthquakes, volcanoes, steaming geysers, and soaring mountain ranges. One prominent feature of Worlan's terrain is its environmental memory, a unique combination of minerals and innate psychic energy that retains faint traces and memories of the people and creatures who travel it. Ghost sightings are common on Worlan, where the environment might replay a poignant memory of high emotion or a tragic death. This environmental memory has caused many of Worlan's predators to adapt variations of the worlanisi horn-cone, allowing them to track prey by residual psychic energy. + +Worlan's primary spaceport is located on the largest and oldest of its many islands, Nasceri. Nasceri has always been Worlan's main technological hub, with its port and factories built during the Gap and powered by geothermal energy. The city's architecture is well-integrated with its parks, and many of its buildings are built around gigantic trees and rivers. Even its night clubs are integrated with the jungle environs, with retractable roofs that allow patrons to dance under the sky. Some of Nasceri's many attractions include a wildlife preserve, yachting, and various schools and meditation centers. The most famous of these is the Spiral, a soaring conical temple that resembles a horn-cone. The Spiral attracts students throughout Near Space who wish to better control their psychic abilities. + +The oldest part of Nasceri includes a significant archaeological site, discovered in 33 AG: a fully buried and preserved city, complete with calcified remains of four-limbed giants who died in a volcanic eruption. These giants possessed less prominent horn-cones than modern worlanisi, who refer to them as “the luckless.” There are many legends about these lost giants, who were likely more physically capable than modern worlanisi, but less able to harness psychic abilities. Scholars have debated the question of the luckless: was their species a separate evolutionary branch from modern worlanisi or were they a genetic mutation that simply died out? Either way, the luckless appear to have died out before the Gap, though some worlanisi tales talk of their flight to create a new life under the mountains. Though Nasceri's volcanic mountains have been long dormant, pre-Gap legends tell of the day when worlanisi luck will falter and the volcanoes will once again bury Nasceri in lava and ash. + +Worlan has thousands of islands, and traveling from one to another by boat or light flyer is a time-honored tradition for worlanisi youth. The volcanic soil is fertile, supporting lush forests and diverse wildlife. Although some worlanisi engage in agricultural activities, the island's ecosystems make it easy for even modern worlanisi to adapt a hunter-gatherer lifestyle. Some do this throughout their lives, while others only do it for a few years as part of their transition to adulthood or a retirement plan. Although hunting and fishing are revered activities, both can be perilous. Many of Worlan's fauna are dangerous and cunning monsters that attack not just their prey's bodies but their minds. The most infamous of these is the reekseel, a long-horned aquatic mammal that muddles the minds of fisherfolk before goring them to death and pulling them into the water to feast. + +## Society and Alignment + +As perpetual children of good fortune, worlanisi enjoy an easy-going and trusting society. Luck is so central to worlanisi society that most of them credit it for every major event of their lives. Good outcomes, no matter how hard they were worked for or how much one prepared for them, are evidence of one's luck. Indeed, most worlanisi view luck as a seed that needs hard work and the right conditions to grow properly. Even times of disaster and tragedy can be viewed later as blessings in disguise for the growth and changes they brought. Because luck needs help, worlanisi also value achievement and skill. They take great pleasure in artisan crafting, clever solutions, and improving their communities. + +Despite their psychic hypersensitivity, worlanisi prefer telepathic communication to spoken language. To them, telepathic conversation is both intimate and practical. Telepathy can allow a boat crew to communicate in a storm, two hunters to stealthily sneak up on prey, or friends to chat while dancing in a loud night club. Spoken word is for formal occasions or for songs and other entertainments. + +Worlanisi get along well with most other cultures, adapting to local customs while traveling and bringing back their favorite practices to Worlan. Still, they have little patience for any customs they find self-destructive; destroying an ecosystem for short-term gain largely baffles them. Worlanisi also tend to completely dismiss other species' attempts to artificially boost luck with talismans and other superstitions. From the worlanisi viewpoint, true luck is inherent. Chasing luck with toys isn't just foolish, but dangerous, since it leads people believe themselves protected. Worlanisi take pride in being living good luck charms and know no trinket can replace their skills. + +### Fortunauts + +In the chaos after the Gap, most worlanisi lived fully nomadic lives, aided by high-tech sporting gear manufactured in Nasceri. They traveled with no fixed destination, trying to find meaning and a sense of their own identity. Over time, these travelers became known as fortunauts, and their journeys were called jaunts. Trusting Desna to guide them, they learned and grew along the way. After the Signal, jaunts began to extend to the stars themselves. As ship crews across the galaxy learned of the worlanisi's extraordinary luck, eagerness to learn, and boundless optimism, fortunauts were welcomed everywhere as lucky charms and insurance for the riskiest of ventures. + +Most modern day fortunauts are young, and their jaunts herald the transition between childhood and adult responsibility. They sign onto ships, taking travel as it comes. When they return, they tell the stories of their travels and about what their journeys taught them. Hospitality is sacred on Worlan. If a worlanisi comes home to find a stranger sleeping in their bed, they clean the stranger's gear, restock their supplies, and make them breakfast before waking them to ask about their journey. The jaunt is so important to worlanisi culture that it's almost impossible to start a family, enter politics or hold any position of authority without one. Fortunauts bring back not just experience, but important offworld contacts and learning that enriches the rest of worlanisi society. Even once they return home, worlanisi crave adventure throughout their lives, taking time off to climb mountains, hunt, surf, or simply see someplace new. + +### Family Life + +Worlanisi families tend to be polyamorous and sprawling, with each person recognizing multiple partners that they love in a committed fashion. In a culture that embraces change, travel and individualism, casual love affairs are widely accepted. However, they're considered temporary until everyone in a family agrees to welcome the newcomer. Marriage vows on Worlan are less about connecting to a single person romantically and more about agreeing to join the work, child-rearing duties, and finances of an extended family. Family time, especially with children and elders, is sacred and valued, perhaps more so because worlanisi family structure is set up to give everyone breaks and support. Through trades and covering for one another, everyone in the family gets some time away to pursue new experiences. + +### Politics + +Worlanisi government councils, whether island or planetary, are elected with staggered terms and strict term limits to encourage the politicians of Worlan to work without worrying about the next election. However, some elected officials still manage to be incompetent, corrupt, and self-serving. Some families try to monopolize a council position by holding it with successive candidates all from the same family group. These shenanigans are tolerated and even respected when the family sharing the job does good work despite protecting some of their private interests. Still, if any crisis arises during their tenure, elections can become violent. More than one corrupt political official has perished or had suspicious accidents while traveling on the job. + +### Recreation + +Worlanisi love games and competitions of all sorts. Most of the games they favor tend to minimize or offset luck, such as the strategy card game Seven Suns. The only casino to feature games of chance on Worlan is the Short Straw, located in Nasceri's spaceport. Catering to offworlders, the draw of the Short Straw is the challenge of gambling against the luckiest people in the Galaxy. Most tourists come expecting to lose, with bragging rights accruing for how long they were able to hold their own against such overwhelming odds. + +The most famous worlanisi sporting competition is Fortune's Regatta, a race across Worlan in the most inhospitable conditions, including sailing during hurricane season, mountaineering near an active volcano, and long treks through monster-infested jungles. The viewing of this annual competition, which draws thousands of offworld spectators and athletes, is more popular as an offworld broadcast than it is among local worlanisi, however. Fortune's Regatta, while a notable personal experience, can be an event that relies heavily on luck, and where is the excitement in that? + +## Vault of Vorlath + +Thirty years ago, a group of intrepid worlanisi fortunauts traveling in Preluria (Near Space 100) were attacked by pirates and lost their ship. Following the attack, the worlanisi accepted sanctuary and employment from the Reivolan Institute. Their relief was short-lived when they soon discovered they had all been signed up as experimental test subjects, contractually obligated to an uncaring and immoral corporation. The Reivolan Institute enrolled these worlanisi in a military project that genetically boosted their self-confidence, aggression and cunning. Several worlanisi died in the brutal experiments that followed. Instead of trusting luck, the test subjects learned to rely on each other, defying fate to forge their own opportunities. They eventually rebelled, building their own military base on the smoldering remains of their former testing facility. They named this base the Vault of Vorlath, after a worlanisi word that means “the defiant.” + +The Vault of Vorlath mercenaries have since thrived in Preluria's perpetual faction wars, becoming one of the most lucrative and effective military groups in Near Space, eventually employed even by their former captor, who initially sneered at their steep fees. In response, the Vault of Vorlath sided with one of the institute's rivals, trashing their facilities and freeing every experimental subject they could find. “Pay up or get out” became the mercenaries' official motto, emblazoned on uniforms, equipment, and on the walls of the conference room where they meet clients. The next time they had a job for the Vault of Vorlath, the institute meekly paid their fees in advance. The mercenaries became known for their teamwork, planning daring rescue missions and efficient coups. Ten years ago, the Vorlath mercenaries started recruiting soldiers from other species to fulfill the constant demand for their services, bringing in new talent while maintaining tightly knit fighting teams. + +Most worlanisi from Worlan delight in tales of their most famous offshoot colony. They eagerly take an optimistic view of the mercenaries' history. Scholars note the unlikely survival and success of the mercenary group show a consistent history of defying the odds. Perhaps luck never truly abandoned them, and the pirate attacks, mistreatment, and entrapment by the Reivolan Institute were all good fortune in disguise, ensuring that the mercenary group got the resources and training that it needed to be a success. + +The Vorlath mercenaries' response to this was to eject scholars from Worlan and find other historians to chronicle their group. Having lived through horror and survived, the Vorlath mercenaries refuse to see the time of their imprisonment as anything other than an atrocity. The Vorlath mercenaries themselves often scoff at luck and double-check every plan to make certain to rely on it as little as possible. + +## Names + +Worlanisi usually have two names: an evocative nickname based on their experiences, personality or skills and a last name from their island (or squad for those from the Vault of Vorlath). Island names tend to be multisyllabic with melodious consonants. Although nicknames are preferred, those travelling offworld may go by an island name if they haven't found a proper nickname yet. Because of Nasceri's size, worlanisi from there often identify with specific neighborhoods rather than the entire city. + +### Sample Names + +Aces, Azular, Catch-of-the-Day, Cazuma, Dapper, Duruli, Floater, Hardsell, Lightfingers, Kinemo, Rush-and-Flush, Ramuli, Sanzi, Trollbait, Wirecharm, Wasama + +# Vital Stats + +**Average Height** 2-3/4 to 3-1/2 ft. +**Average Weight** 30 to 45 lbs. +**Age of Maturity** 8 years +**Maximum Age** 100 + 2d20 years years diff --git a/Compendium/SF1E/Species/Wrikreechee.md b/Compendium/SF1E/Species/Wrikreechee.md new file mode 100644 index 0000000..dee1c36 --- /dev/null +++ b/Compendium/SF1E/Species/Wrikreechee.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- +**Source** _Alien Archive pg. 124_ + +[[AA1_Wrikreechee.png|Zeigen!]] +Spindly and deliberate, wrikreechees are chitinous filter feeders who bear as much a resemblance to mollusks as they do to airbreathing humanoids. Their two lower limbs are robust, capable of clinging to jagged surfaces for extended periods, while their forelimbs bear dozens of long, fibrous whiskers that fan out like baleen to catch passing food particles. These forelimbs each also bear a set of three grasping claws, with which a wrikreechee can manipulate objects, tools, and weapons. + +Wrikreechees are natives of Akchios, a lonely, watery planet with a fairly eccentric orbit around an orange main-sequence star. Over much of its existence, Akchios was covered in ice miles thick, melting only partly every 3 years when the planet drew closer to the sun. Fairly simple life developed in its concealed oceans, feeding upon nutrients surging from deep-sea vents. Only a modest range of more complex life-forms evolved in the lightless depths, and among these were the wrikreechees: soft-bodied organisms who developed rigid exoskeletons that allowed them to wander and feed during the warming cycle. During the cooling cycle, they molted their shells and retreated into coral-like constructions to conserve energy and socialize with their wintering colony. As best as modern scholars can tell, their kind evolved self-awareness and higher thought processes as a direct extension of this communal living. Though the species developed only rudimentary technologies in the absence of fire and metallurgy, their cultural love of history, mathematics, and philosophy made them a highly educated people. + +For the past 100,000 years, Akchios’s sun has grown hotter, melting more and more of the planet’s icy shell. Several centuries before the Gap, Akchios thawed enough to expose its immense ocean, revealing the cosmos to the wrikreechees for the first time. They had already developed complex astronomic theories by the time Pact Worlds explorers arrived 50 years ago, and although the wrikreechees still had only simple tools, they had the academic aptitude to quickly understand and adopt the visitors’ technologies. While still fairly uncommon beyond their home world, traveling wrikreechee scholars and engineers are renowned for creating wonders of architecture and adapting old technologies in innovative ways. + +Among the wrikreechees’ most important developments are a swath of pharmaceuticals and inexpensive biotech solutions that have helped them adapt to life in dry environments. Most importantly, these include a series of hormonal enhancements that allow a wrikreechee to maintain its shell year round and a biotech vocal enhancer that helps the creature project its voice and enunciate at near-human levels— without which a wrikreechee’s simple jaw and throat mangle a range of consonants and can barely project above a whisper in air. Much of the Wrikreechee language is conveyed through arm movements and chirps, with entire syntactic structures expressed solely through vibrations felt only over short distances in the water. These grammatical constructions are reserved primarily for terms of endearment, trust, and understanding. As a result, wrikreechees emit a nearly inaudible buzz around dear friends, and they find communication over comm units distressingly sterile. + +Temperature fluctuations remain the bane of most wrikreechees; because of their adaptation to seasonal stimuli, they become noticeably torpid in cold weather, and heat can spur practically manic bouts of energy. Those who can afford to do so wear suits with environmental controls to maintain their body temperatures—and prevent any mood swings that would otherwise result. Most wrikreechee travelers delight in clothing and crowded rooms, finding both to be suitable replacements for the colonies they left behind. + +**Ability Modifiers** +2 Con, +2 Int, -2 Dex +**Hit Points** 4 + +## Size and Type + +Wrikreechees are Medium monstrous humanoids with the aquatic subtype. + +## Amphibious + +Wrikreechees are able to breathe both water and air normally. + +## Cooperative + +Wrikreechees spend much of their lives in close contact with one another, learning to predict their neighbors’ reactions and coordinate their actions. A wrikreechee gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a wrikreechee’s skill check gains a +2 bonus to her check. + +## Darkvision + +Wrikreechees have darkvision with a range of 60 feet. + +## Sheltering + +A wrikreechee instinctively knows how to exploit sources of cover. When a wrikreechee is benefiting from partial cover, cover, or improved cover, the granted bonus to its AC and Reflex saves increases by 1. + +## Snag + +Thanks to the feathery material lining its forelimbs, a wrikreechee is adept at grabbing small prey. A wrikreechee gains a +4 bonus to attack rolls when attempting to grapple a creature smaller than itself. As a full action, a wrikreechee can make two attempts to grapple a creature with a -4 penalty to the attack rolls. + +## Wrikreechee Movement + +A wrikreechee has a base speed of 20 feet and a swim speed of 30 feet. + +# Vital Stats + +**Average Height** 5-7 ft. +**Average Weight** 250-350 lbs. +**Age of Maturity** 13 years +**Maximum Age** 60+1d20 years diff --git a/Compendium/SF1E/Species/Xulgath.md b/Compendium/SF1E/Species/Xulgath.md new file mode 100644 index 0000000..31819bd --- /dev/null +++ b/Compendium/SF1E/Species/Xulgath.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +_SFS Note: A xulgath’s pheromone cloud ability does not affect themselves, and is negated by environmental protections as an inhaled hazard._ +**Source** _Ports of Call pg. 23_ + +[[Species_Xulgath.png|Zeigen!]] +Xulgaths are reptilian humanoids who originated on lost Golarion. + +**Ability Modifiers** +2 Str, +2 Con, –2 Cha +**Hit Points** 4 + +## Size and Type + +Xulgaths are Medium humanoids + +## Ancestral Knowledge + +Xulgaths can choose one Intelligence-based skill. That skill becomes a class skill. If it’s already a class skill, they instead gain a +2 species bonus to the skill. + +## Pheromone Cloud + +Once per day as a standard action, a xulgath can create a stench cloud around themself with a radius of 5 feet for 1d4 rounds. Creatures who enter the cloud must attempt a Fortitude save (DC = 10 + the xulgath’s level + their Con modifier) or become sickened for 1 round. This is a poison effect. + +## Xulgath Senses + +Xulgaths have blindsense (scent) and darkvision with a range of 60 feet. + +# About the Xulgath + +## Physical Description + +Xulgaths average around 5 feet tall and 150 pounds. Females tend to be slightly larger and heavier. Xulgaths give birth to live young in clutches of one or two. They have glands on either side of their neck that produce pheromones that, though often offensive to the senses of other species, are a vital part of the xulgath language and communication. +Due to evolving in lightless conditions, most xulgaths are shades of white or gray. Communities that migrated to live aboveground are known to develop more vibrant colorations over generations. +Xulgaths are strong and hardy, but because their language involves complex pheromones as well as spoken words, non-xulgaths can find them reticent and off-putting and are often unable to discern the full meaning of what a xulgath says. Contrary to some prejudiced beliefs, xulgaths don’t always have an offensive odor but actually have acute control over this aspect of their physiology and will frequently adjust the way they communicate with one another so as to not offend their neighbors. + +## Society and Alignment + +Xulgaths are natives of lost Golarion that spread through the galaxy mostly as drow labor, though they’ve since established their own communities. Xulgaths have one of the longest recorded histories for an intelligent species, but after millennia of intentional cultural erasure, much of this history has been lost. What remains is passed down through oral-olfactory storytelling and doesn’t exist in a written form. Due to frequent resource scarcity throughout their history, xulgath society is quick to disregard those deemed weak, which can come across as callous to other species. Xulgaths tend to value individual strength and are quick to propose contests of prowess (not necessarily physical) as a means to solve conflicts. Xulgath collectives tend toward neutrality, though individual xulgaths run the gamut of alignments. + +## Adventurers + +Many xulgaths take to adventuring easily. A xulgath might adventure as a way to prove or hone their strength and for the opportunity to take on ever-increasing challenges. Some xulgaths are reluctant to take on support roles when in an adventuring team, so they’re more likely to be seen on the front lines rather than behind their allies. + +## Names + +Xulgaths often pass down the names of remarkable ancestors. Many names have been passed down from the ancient civilizations of Lost Golarion, even if the original namesakes themselves have long been forgotten. Sample xulgath names include Resh, Amat, Xikar, Mitun, Utuath, and Ninsuth. diff --git a/Compendium/SF1E/Species/Ysoki.md b/Compendium/SF1E/Species/Ysoki.md new file mode 100644 index 0000000..53ff2cd --- /dev/null +++ b/Compendium/SF1E/Species/Ysoki.md @@ -0,0 +1,157 @@ +--- +aliases: +tags: +--- +# YSOKI +> [!infobox|left n-th clean] +> [[Ysoki_M.png|Spielern zeigen!]] +> + +Small and furtive, the ysoki are often overlooked by larger races. Yet through wit and technological prowess, they’ve spread throughout the solar system, giving truth to the old adage that every starship needs a few rats. + +**Ability Modifiers** +2 Dex, +2 Int, -2 Str +**Hit Points** 2 + +## SIZE AND TYPE + +Ysoki are Small humanoids with the ysoki subtype. + +## CHEEK POUCHES + +> [!infobox|right n-th clean] +> [[Ysoki_F.png|Spielern zeigen!]] +> + +Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity. + +## DARKVISION + +Ysoki can see up to 60 feet in the dark. See page 263 for more information. + +## MOXIE + +Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check. + +## SCROUNGER + +Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks. + +# ABOUT THE YSOKI + +## PLAYING THIS RACE + +### YOU LIKELY... + +- Talk fast and often. You see language as a constantly evolving art form, and you constantly pick up new slang and alien words. +- Have seemingly boundless energy and enthusiasm, and rarely pass up a chance for some excitement. +- Adore technology in all its forms and love taking devices apart to see how they work. +- Are savvy and street-smart no matter where you are, and make both friends and enemies quickly. + + + +### OTHER RACES PROBABLY... + +- See you as manic, loud, and impetuous. +- Value your skills with technology but wish you reassembled things as often as you took them apart. +- Appreciate the fervor with which you defend your friends. +- Underestimate you due to your size and childlike enthusiasm. + + + +## PHYSICAL DESCRIPTION + +Ranging from 3 to 4 feet tall, ysoki resemble humanoid rats who walk upright, complete with fur, long incisors, constantly twitching noses, and partially prehensile tails that help them keep their balance and maneuver in zero gravity. Their small, dexterous hands are perfect for working on delicate electronics, and their keen noses often allow them to identify complex chemicals by smell. Male and female ysoki are difficult for other races to tell apart, as they have similar body types and favor similar fashions. + +## HOME WORLD + +While the term “ysoki” originates from Akiton, where the race has long been a vibrant and respected culture, populations of ratfolk (as they’re sometimes called) existed on several worlds for millennia before spaceflight became common. Whether these different populations were examples of convergent evolution or they shared a common ancestor is anyone’s guess, but today most of these cultures now identify as part of the overarching ysoki race. This is due partially to the wide variation in ysoki heredity, which makes ethnicity (and often even immediate family connections) almost impossible to determine by sight or genetics, but even more so to the fact that ysoki have done more than any other ratfolk group to demand and maintain the respect of larger races. + +## SOCIETY AND ALIGNMENT + +Ysoki society is chaotic and freewheeling, and a typical warren is full of half-finished projects and multiple ysoki talking over each other. Regardless of their role in society, nearly all ysoki hold a deep and abiding love for technology and gadgets, whether it be an engineer’s love of taking machines apart or a soldier’s appreciation for her armor’s construction. While they traditionally take on roles and societal niches other races view as unpleasant, acting as junkers or squeezing through the innards of starships, this is due not to a lack of pride, but rather an abundance thereof—ysoki are so sure of their own worth that living in subpar conditions doesn’t shame them. Larger races’ tendency to underestimate or pick on ysoki has left them fiercely loyal to their friends and families—both ysoki and otherwise—and a ysoki presented with a gross injustice often feels the need to fling himself teeth-first at the problem, consequences be damned. As a result, the most common ysoki alignment is chaotic good, though they can easily be tugged toward the evil alignments by loyalty or a need to strike back at perceived oppression (or even simple disrespect). + +## RELATIONS + +Friendly and talented, ysoki integrate easily into most civilized societies, sometimes in all-ysoki neighborhoods and other times living side by side with alien cultures. The large size of ysoki families and their tendency to travel also means that a ysoki on a Pact World is shockingly likely to have a cousin or other contact in just about any major settlement. Of the major races, ysoki get along best with lashuntas, with whom they’ve traded for millennia, though they appreciate humanity’s pluck and shirrens’ devotion to community, even if the latter are a little too calm for ysoki tastes. They identify with androids’ defiance in the face of prejudice, but they find kasathas too aloof and vesk too obsessed with displaying dominance. Regardless of others’ races, ysoki pride themselves on being quick judges of character, and members of many other races have been surprised to find a ysoki fighting on their behalf after no more than a conversation in a crowded bar. Quick to rile and quick to forgive, fond of laughing at misfortune (both their own and others’), ysoki can sometimes be exhausting, but they are rarely boring. + +## ADVENTURERS + +Though ysoki form strong bonds with their friends and families, these connections are as likely to take them off-world as to keep them at home. Many curious young ysoki sign on with starship crews to see the universe or find their fortunes, and soon adopt their shipmates as a second family. Their natural aptitude with machines most often leads ysoki to become mechanics and technomancers, but they also enjoy the gloriously complicated weaponry employed by operatives and soldiers, and many appreciate the quick-witted patter of envoys. + +## NAMES + +Ysoki names tend to be short, and even those given longer names inevitably shorten them for informal use. Nicknames are often as important to ysoki as their actual names, and they tend to give both other ysoki and their non-ysoki friends monikers that refer to their personality or physiology, such as “Snack,” “Sparks,” “Twitch,” “Boom-Boom,” or “Dirtbath.” While some ysoki take family names, many use the names of their ships or home settlements instead. Some sample ysoki names include Bena, Coponisa, Cors, Goba, Ketch, Kib, Lolo, Niknik, Quig, Resk, Sim, and Twik. + +# VITAL STATS + +**Average Height** 3-4 ft. +**Average Weight** 60-100 lbs. +**Age of Maturity** 10 years +**Maximum Age** 60+1d20 years + +# ALTERNATE ABILITY ADJUSTMENTS + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Ysoki of disparate cultures once possessed unique ability adjustments, but ysoki genetics have since become so intertwined that variations can appear among any ysoki population. Such ysoki have ability score adjustments they use instead of the standard adjustments of +2 Dexterity, +2 Intelligence, and −2 Strength found in the _Starfinder Core Rulebook_. + +## ANTHROPOMORPHIC + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Most ysoki have animal-like features, such as digitigrade legs and limbs of equal length. Some ysoki, however, have anatomy more resembling a human’s, such as plantigrade feet and legs longer than their arms. Such ysoki likely have ancestors from outside the Pact Worlds, but no scientific consensus exists on where these traits originate. An anthropomorphic ysoki’s ability adjustments are +2 Intelligence, +2 Charisma, and −2 Strength. + +## NOGRAV + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Ysoki that live on low-gravity worlds develop long, lanky bodies and gaunt features. Known colloquially as nograv ysoki, these individuals are capable of incredible feats of dexterity, but their bones are infamously brittle. A nograv ysoki’s ability adjustments are +4 Dexterity and –2 Constitution. + +## SURVIVOR + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Although some think of ysoki as weak, ysoki are natural scavengers and survivors, and many ysoki cultures value such traits over tinkering and similar pursuits. A famous example of survivor ysoki are those common on Absalom Station who are believed to have roots on the lost world of Golarion. A survivor ysoki’s ability adjustment is +2 Constitution. + +# ALTERNATE RACIAL TRAITS + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Ysoki genetic diversity means cultures or individuals can have unusual traits, such as the following. + +## BLINDSENSE + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Some ysoki can detect faint odors and tastes, granting them blindsense (scent) with a range of 30 feet. + +This replaces darkvision. + +## NATURAL WEAPONS + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t count as archaic. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). + +This replaces cheek pouches. + +## SCRAPPY + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Many ysoki are capable of taking and dealing surprising amounts of damage. A ysoki with this trait gains 4 racial Hit Points at 1st level instead of 2. In addition, while the ysoki has 0 Stamina Points, they gain a +1 insight bonus to melee attack rolls. + +This replaces moxie. + +## SKILLED + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Ysoki with this trait gain an additional skill rank at 1st level and each level thereafter. + +This replaces scrounger. + +## SWARMER + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Swarmer ysoki use their small size to slip past defenses and strike at weak points. Ysoki with this trait gain the benefits of flanking an opponent provided at least one other ally is threatening that foe, regardless of position. Allies threatening the same enemy also gain the benefits of flanking. + +This replaces moxie and scrounger. + +## WASTELANDER + +**Source** [_Character Operations Manual pg. 28_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Since Akiton’s economic crash, many ysoki on the Red Planet have been forced to make do with whatever they can scrounge. Ysoki with this trait gain a +2 racial bonus to Survival checks and a +2 racial bonus to Fortitude saves against disease, poison, and effects that cause the nauseated or sickened condition. + +This replaces scrounger. diff --git a/Compendium/SF1E/Spells/Multilevel/Adamantine Shot.md b/Compendium/SF1E/Spells/Multilevel/Adamantine Shot.md new file mode 100644 index 0000000..5e41481 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Adamantine Shot.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# ADAMANTINE SHOT + +**Source** _Galactic Magic pg. 67_ +**Classes** Technomancer 1-6, Witchwarper 1-6 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to three creatures +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +Dwarves created _adamantine shot_ to turn common ammunition into deadly projectiles with siege and mining potential. You transmute one longarm round or similar missile, such as an arrow, into a magical projectile that performs as adamantine alloy ammunition, then you launch it. The round splits into three; attempt an attack against a target's KAC for each projectile. On a success, a shot deals piercing damage based on the slot you used to cast the spell and has the knockdown critical hit effect. Each shot also has the breach weapon special property, but you use your key ability score in place of Strength and add triple the spell-slot level you used to the roll instead of item level. + +**1st**: When you cast _adamantine shot_ as a 1st-level spell, each projectile deals 1d8 piercing damage. + +**2nd**: When you cast _adamantine shot_ as a 2nd-level spell, each projectile deals 2d8 piercing damage. + +**3rd**: When you cast _adamantine shot_ as a 3rd-level spell, each projectile deals 3d8 piercing damage. + +**4th**: When you cast _adamantine shot_ as a 4th-level spell, each projectile deals 5d8 piercing damage. + +**5th**: When you cast _adamantine shot_ as a 5th-level spell, each projectile deals 7d8 piercing damage. + +**6th**: When you cast _adamantine shot_ as a 6th-level spell, each projectile deals 9d8 piercing damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph, Mass.md b/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph, Mass.md new file mode 100644 index 0000000..3b1f9c5 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph, Mass.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: Multilevel +Mystic: 4-6 +NoteType: Spell +Precog: +School: transmutation (polymorph) +tags: +Technomancer: 4-6 +Witchwarper: 4-6 +--- +# BALEFUL POLYMORPH, MASS + +**Source** _Alien Archive 2 pg. 148_ +**Classes** Mystic 4-6, Technomancer 4-6, Witchwarper 4-6 +**School** transmutation (polymorph) +**Casting Time** 1 round +**Range** close +**Targets** up to four creatures, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell functions as _baleful polymorph_, except as noted in this description. Each target must take the same form. + +**4th**: This spell causes all targets to suffer the effects of the 1st-level version of baleful polymorph. + +**5th**: This spell causes all targets to suffer the effects of the 2nd-level version of baleful polymorph. + +**6th**: This spell causes all targets to suffer the effects of the 3rd-level version of baleful polymorph. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph.md b/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph.md new file mode 100644 index 0000000..5b12a84 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Baleful Polymorph.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# BALEFUL POLYMORPH + +**Source** _Alien Archive 2 pg. 147_ +**Classes** Mystic 1-6, Technomancer 1-6, Witchwarper 1-6 +**School** transmutation (polymorph) +**Casting Time** 1 round +**Range** close +**Targets** one creature +**Duration** 1 minute/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You change a target’s shape to that of a smaller, weaker creature. + +**1st**: The target shrinks slightly (though it retains its size category) and gains a few cosmetic bestial features of an animal you choose. The target takes a –1 penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strengthand Dexterity-based ability checks and skill checks. _Lesser remove condition_ and similar spells can end this effect. + +**2nd**: As per the 1st-level version, but the target takes a –2 penalty and must attempt an additional saving throw each round until it fails or the spell’s duration ends. If the target fails this second saving throw, its appearance becomes more bestial and the penalty increases to –3. _Break enchantment_, _remove affliction_, or _remove condition_ can end the spell’s effect. + +**3rd**: As per the 2nd-level version, but you can make the target one size category smaller (its equipment resizes to remain functional, though it may lose reach with its new size; see Size on page 143). The target must attempt a saving throw every round, with the penalty to AC, attack rolls, melee damage rolls, Reflex saving throws, and Strength- and Dexterity-based ability checks and skill checks worsening by 1 each time the target fails one of these saving throws, to a maximum penalty of –4. If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal. + +**4th**: As per the 3rd-level version, but the penalty begins at –3, and the target must attempt a saving throw every round, with the penalty worsening by 1 each time the target fails one of these saving throws (to a maximum penalty of –5). If the target succeeds at this saving throw after the penalty has reached its maximum, it is no longer required to attempt saving throws. If the target fails this saving throw after the penalty has reached its maximum, you can change the duration to permanent (D). If an object leaves the creature’s possession for 1 round or more, it reverts to normal. + +**5th**: As per the 4th-level version, except if the target fails its saving throw after the penalty has reached –5, instead of making the duration permanent (D), for the remainder of the duration you can turn the target into a Small animal or similar beast that has EAC 10 and KAC 12, can’t make attacks or cast spells or spell-like abilities, and can’t use extraordinary or supernatural abilities. The target retains its Intelligence, Wisdom, and Charisma scores in animal form, but it can’t speak or use any abilities of its normal form. Equipment the target is wearing is absorbed into this form, and the target still benefits from any environmental protections on its armor, but the target drops gear it’s holding or carrying but not wearing. + +**6th**: As per the 5th-level version, except if the target fails its saving throw after the penalty has reached –5, you can both make the duration permanent (D) and turn the target into a Small animal or similar beast. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Biomechanical Symbiosis.md b/Compendium/SF1E/Spells/Multilevel/Biomechanical Symbiosis.md new file mode 100644 index 0000000..6ac4555 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Biomechanical Symbiosis.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: conjuration (healing) +tags: +Technomancer: 2-6 +Witchwarper: +--- +# BIOMECHANICAL SYMBIOSIS + +**Source** _Interstellar Species pg. 111_ +**Classes** Technomancer 2-6 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature with a biotech, cybernetic, or magitech augmentation +**Duration** instantaneous and up to 1 minute (see below) +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You energize the target’s natural healing. For 5 rounds, the target gains fast healing and electricity resistance based on the spell slot used to cast the spell. If the target is a plant, the spell instead lasts for 1d6+4 rounds, and the spell removes one condition affecting the target that could be ended with lesser remove condition. Casting this spell drains all charges from a fully charged battery, otherwise it fails. +**2nd:** The spell grants fast healing 2 and electricity resistance 5, and drains a standard battery. +**4th:** The spell grants fast healing 4 and electricity resistance 10, and drains a high-capacity battery. The spell can end one condition affecting a plant target as though it were remove condition. +**6th:** The spell grants fast healing 6 and electricity resistance 15, and drains an ultra-capacity battery. The spell can end one condition affecting a plant target as though it were greater remove condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Blessing of Youth.md b/Compendium/SF1E/Spells/Multilevel/Blessing of Youth.md new file mode 100644 index 0000000..0181c55 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Blessing of Youth.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: 1-6 +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# BLESSING OF YOUTH + +**Source** _Galactic Magic pg. 68_ +**Classes** Precog 1-6 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You rewind a living creature's personal timeline to an earlier point in their life cycle, imbuing them with renewed vitality and restoring a number of Stamina Points. _Blessing of youth_ ends the bleeding condition. + +_Blessing of youth_ restores a number of Stamina Points and applies bonuses to your target depending on the spell's level. + +**1st**: When you cast _blessing of youth_ as a 1st-level spell, it restores 1d8 Stamina Points plus grants a +5-foot enhancement bonus to the target's land speed for 1 round. + +**2nd**: When you cast _blessing of youth_ as a 2nd-level spell, it restores 3d8 Stamina Points plus grants a +5-foot enhancement bonus to the target's land speed for 2 rounds. + +**3rd**: When you cast _blessing of youth_ as a 3rd-level spell, it restores 5d8 Stamina Points plus grants a +5-foot enhancement bonus to the target's land speed for 3 rounds. + +**4th**: When you cast _blessing of youth_ as a 4th-level spell, it restores 7d8 Stamina Points plus grants a +10-foot enhancement bonus to the target's land speed for 4 rounds. + +**5th**: When you cast _blessing of youth_ as a 5th-level spell, it restores 9d8 Stamina Points plus grants a +10-foot enhancement bonus to the target's land speed for 5 rounds. Additionally, it heals 1 temporary ability damage to each of the target's ability scores. + +**6th**: When you cast _blessing of youth_ as a 6th-level spell, it restores 11d8 Stamina Points plus grants a +10-foot enhancement bonus to the target's land speed for 6 rounds. Additionally, it heals 2 temporary ability damage to each of the target's ability scores. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Control Winds.md b/Compendium/SF1E/Spells/Multilevel/Control Winds.md new file mode 100644 index 0000000..5e540e4 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Control Winds.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-4 +NoteType: Spell +Precog: +School: transmutation (air) +tags: +Technomancer: +Witchwarper: 1-4 +--- +# CONTROL WINDS + +**Source** _Galaxy Exploration Manual pg. 114_ +**Classes** Mystic 1-4, Witchwarper 1-4 +**School** transmutation (air) +**Casting Time** 1 standard action +**Range** 10 ft./level; see text +**Area** 10 ft./level–radius cylinder, equally high; see text +**Duration** 10 minutes/level (D) +**Saving Throw** Fortitude negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Perception checks equal to the penalty the wind imposes on non-energy ranged weapon attacks (see Table 11–6: Wind Effects on page 400 of the Core Rulebook). At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere. +**1st:** When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind. +**2nd:** When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind. +**3rd:** When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind. +When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from the area’s point of origin and has a length equal to the area’s radius. Creatures that enter the area or start their turn there must attempt a Fortitude saving throw to avoid effects based on their size: Tiny and smaller creatures are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes 1d4 bludgeoning damage per 10 feet. Small creatures are knocked prone. Medium and smaller creatures moving against the wind move at half speed. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions. This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on. +**4th:** When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm. In addition, when you cast the spell, you can exclude up to 2 squares per level from the spell’s effects; these squares must be contiguous. +If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as one size category smaller when determining the effects of the blast on them. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Creation.md b/Compendium/SF1E/Spells/Multilevel/Creation.md new file mode 100644 index 0000000..0ce85f0 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Creation.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: 4-5 +Witchwarper: 4-5 +--- +# CREATION + +**Source** _Starfinder Core Rulebook pg. 347_ +**Classes** Technomancer 4-5, Witchwarper 4-5 +**School** conjuration (creation) +**Casting Time** 1 minute +**Range** 0 ft. +**Effect** one nonmagical, nontechnological object of nonliving matter, up to 1 bulk/level; see text +**Duration** see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create a nonmagical, nontechnological, unattended object of nonliving matter. The volume of the item created can’t exceed 1 cubic foot (or 1 bulk) per caster level. You must succeed at an appropriate Engineering or Profession check to make a complex item, and you can’t create a consumable item. + +**4th**: When you cast creation as a 4th-level spell, it creates an object made out of vegetable matter (such as wood) that has an item level no greater than one-third your caster level. The duration is 1 hour per caster level. + +**5th**: When you cast creation as a 5th-level spell, it creates an object made out of vegetable matter or material of a mineral nature: crystal, metal, stone, or the like. The object can’t have an item level greater than half your caster level. The duration depends on the hardness and rarity of the created object, as indicated on the following table. + +
Hardness and Rarity ExamplesDuration
Vegetable matter2 hours/level
Stone, crystal, base metals1 hour/level
Precious metals20 minutes/level
Gems10 minutes/level
Rare metals*1 round/level
+ +\* Includes adamantine, alchemical silver, mithral, and starmetal alloys. You can’t use a 5th-level _creation_ spell to create a cold iron item. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Dampen Spell.md b/Compendium/SF1E/Spells/Multilevel/Dampen Spell.md new file mode 100644 index 0000000..befa252 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Dampen Spell.md @@ -0,0 +1,43 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-2 +NoteType: Spell +Precog: 1-2 +School: abjuration +tags: +Technomancer: 1-2 +Witchwarper: 1-2 +--- +# DAMPEN SPELL + + +**Source** _Galactic Magic pg. 71_ +**Classes** Mystic 1-2, Precog 1-2, Technomancer 1-2, Witchwarper 1-2 +**School** abjuration +**Casting Time** 1 reaction +**Range** medium (100 ft. + 10 ft./level) +**Targets** one spell +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You siphon magical energy from a spell, casting _dampen spell_ as a reaction when you observe the triggering spell being cast within range. This spell has no effect on magic items but can affect spells they cast. The spell slot you use to cast _dampen spell_ determines the options you have for dampening the targeted spell. To have any effect, you must attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell's caster level. If you successfully dampen a spell, the caster can cease casting, losing the action used for casting rather than the spell slot. This spell has no effect on artifacts or deities. +**1st**: If you cast _dampen spell_ using a 1st-level slot, choose one of the following effects. + +_Contract_: Halve the spell's range. If the targeted spell can no longer reach its target, the caster can choose a new target within the new range and continue casting. + +_Exclude_: An area or multitarget spell excludes one target of your choice. + +_Mistarget_: Make the spell go off-target as if it's a thrown weapon that missed its grid intersection. + +_Shorten_: If the spell's duration is measured in rounds or minutes, halve that duration (round down, minimum 0 or 5 rounds for 1 minute rounded down). You can't shorten a spell that has a duration measured in longer increments. + +**2nd**: If you cast _dampen spell_ using a 2nd-level slot, choose one of the following effects. + +_Reduce_: Halve the area or number of targets the spell can affect. + +_Shorten_: If the spell's duration is measured in hours, halve that duration (round down, minimum 30 minutes for 1 hour rounded down). You can't shorten a spell that has a duration measured in longer increments. + +_Weaken_: Halve the spell's damage or healing done. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Death_s Door.md b/Compendium/SF1E/Spells/Multilevel/Death_s Door.md new file mode 100644 index 0000000..0be5839 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Death_s Door.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: 1-6 +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# DEATH'S DOOR + +**Source** _Galactic Magic pg. 72_ +**Classes** Precog 1-6 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Fortitude half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You accelerate a living opponent's personal timeline to the end of their natural life cycle, unleashing the ravages of time in a devastating surge. The target can attempt a Fortitude saving throw to halve the damage and ignore the ability damage dealt by this spell. Ability damage dealt by this spell wears off after 1 minute. A creature can take ability damage from this spell only once every 24 hours. + +**1st**: When you cast _death's door_ as a 1st-level spell, it deals 1d10 damage plus 2 Strength damage to the target. + +**2nd**: When you cast _death's door_ as a 2nd-level spell, it deals 2d10 damage plus 2 Strength and 2 Dexterity damage to the target. + +**3rd**: When you cast _death's door_ as a 3rd-level spell, it deals 4d10 damage plus 4 Strength and 2 Dexterity damage to the target. + +**4th**: When you cast _death's door_ as a 4th-level spell, it deals 6d10 damage plus 4 Strength and 4 Dexterity damage to the target. + +**5th**: When you cast _death's door_ as a 5th-level spell, it deals 8d10 damage plus 6 Strength and 4 Dexterity damage to the target. + +**6th**: When you cast _death's door_ as a 6th-level spell, it deals 10d10 damage plus 6 Strength and 6 Dexterity damage to the target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Destructive Rebuke.md b/Compendium/SF1E/Spells/Multilevel/Destructive Rebuke.md new file mode 100644 index 0000000..e37eb0b --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Destructive Rebuke.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: 1-6 +--- +# DESTRUCTIVE REBUKE + +**Source** _Drift Crisis pg. 135_ +**Classes** Mystic 1-6, Witchwarper 1-6 +**School** evocation +**Casting Time** special (see below) +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude partial; **Spell Resistance** yes + +## DESCRIPTION + +You convert your pain and emotional distress into a sharp, forceful reverberation that fractures another creature’s body. The target can attempt a Fortitude saving throw to halve the damage dealt by the spell and negate any additional effects. +When you take damage from a spell or attack, you can cast this spell as a reaction, but only to target the creature that performed the triggering spell or attack. If the triggering effect was a critical hit or reduced your Hit Points to 10 or fewer (but not 0), you roll d8s instead of d6s to calculate your destructive rebuke’s damage. Casting this spell as a reaction doesn’t provoke attacks of opportunity. +**1st:** When you cast destructive rebuke as a 1st-level spell, it deals 1d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn. +**2nd:** When you cast destructive rebuke as a 2nd-level spell, it deals 2d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn. +**3rd:** When you cast destructive rebuke as a 3rd-level spell, it deals 4d6 damage with the force descriptor, and the target is flat-footed until the end of your next turn. +**4th:** When you cast destructive rebuke as a 4th-level spell, it deals 6d6 damage with the force descriptor, and the target is sickened for 1 round. +**5th:** When you cast destructive rebuke as a 5th-level spell, it deals 9d6 damage with the force descriptor, and the target is sickened and flat‑footed for 1 round. +**6th:** When you cast destructive rebuke as a 6th-level spell, it deals 13d6 damage with the force descriptor, and the target is knocked prone and becomes sickened and flat-footed for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Dismissal, 5th.md b/Compendium/SF1E/Spells/Multilevel/Dismissal, 5th.md new file mode 100644 index 0000000..f33703b --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Dismissal, 5th.md @@ -0,0 +1,27 @@ +--- +NoteType: Spell +Level: 5 +School: abjuration +Mystic: 4-5 +Precog: 4-5 +Technomancer: 4-5 +Witchwarper:4-5 +--- +# DISMISSAL, 5TH + +**Source** _Starfinder Core Rulebook pg. 350_ +**Classes** Mystic 4-5, Precog 4-5, Technomancer 4-5, Witchwarper 4-5 +**School** abjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** see text +**Duration** instantaneous +**Saving Throw** Will negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature’s home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell’s chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target’s spell resistance (if any), and the save DC of the spell increases by 2. At the GM’s discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell’s save DC by 4. + +**4th**: When you cast _dismissal_ as a 4th-level spell, it affects one extraplanar creature. + +**5th**: When you cast _dismissal_ as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can’t exceed your level + 2, no two of which can be more than 30 feet apart. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Dismissal.md b/Compendium/SF1E/Spells/Multilevel/Dismissal.md new file mode 100644 index 0000000..fb50ed1 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Dismissal.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: Multilevel +Mystic: 4-5 +NoteType: Spell +Precog: 4-5 +School: abjuration +tags: +Technomancer: 4-5 +Witchwarper: 4-5 +--- +# DISMISSAL + +**Source** _Starfinder Core Rulebook pg. 350_ +**Classes** Mystic 4-5, Precog 4-5, Technomancer 4-5, Witchwarper 4-5 +**School** abjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** see text +**Duration** instantaneous +**Saving Throw** Will negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +The spell instantly forces one or more extraplanar creatures off your current plane, whisking them away instantly—usually to the creature’s home plane, but there is a 20% chance of sending the target to a random plane other than its own. You can improve the spell’s chance of success by presenting one object or substance that the target fears, hates, or otherwise opposes; you gain a +1 circumstance bonus to your caster level check to overcome the target’s spell resistance (if any), and the save DC of the spell increases by 2. At the GM’s discretion, certain rare items might work twice as well, providing a +2 circumstance bonus to the caster level check to overcome spell resistance and increasing the spell’s save DC by 4. + +**4th**: When you cast _dismissal_ as a 4th-level spell, it affects one extraplanar creature. + +**5th**: When you cast _dismissal_ as a 5th-level spell, it affects a number of extraplanar creatures whose total CR can’t exceed your level + 2, no two of which can be more than 30 feet apart. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Extra Sense.md b/Compendium/SF1E/Spells/Multilevel/Extra Sense.md new file mode 100644 index 0000000..6dc5741 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Extra Sense.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-3 +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-3 +Witchwarper: 1-3 +--- +# EXTRA SENSE + +**Source** _Galaxy Exploration Manual pg. 114_ +**Classes** Mystic 1-3, Technomancer 1-3, Witchwarper 1-3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or camera +**Duration** see text +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You magically amplify or add to a target’s senses. +**1st:** When you cast extra sense as a 1st-level spell, the target gains blindsense (vibration) out to a range of 30 feet. The blindsense can be based on scent or sound rather than vibration. If the creature has an existing sense that’s tied to the blindsense—such as touch (vibration), smell (scent), or hearing (sound)—and it’s suppressed, the blindsense is suppressed for the same duration. This spell lasts 1 hour/level. +**2nd:** When you cast extra sense as a 2nd-level spell, the target can emit a piercing sound and, by listening to the echoes, gain blindsight (sound) with a range of 20 feet and blindsense (sound) with a range of 40 feet for 1 round. The sound emitted is audible to others in the 40-foot area, and the target emits the sound as if it were part of combat banter (Core Rulebook 249). The target can decide not to emit the sound but doesn’t gain the benefits this spell grants until they do so. This spell lasts 10 minutes/level. +**3rd:** When you cast extra sense as a 3rd-level spell, it functions as the 1st-level version, except the range of the blindsense extends to 60 feet, the target gains blindsight (of the same type as the blindsense) with a range of 30 feet, and the spell lasts 10 minutes/level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Fear.md b/Compendium/SF1E/Spells/Multilevel/Fear.md new file mode 100644 index 0000000..79782f0 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Fear.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-4 +NoteType: Spell +Precog: +School: enchantment (emotion, fear, mind-affecting) +tags: +Technomancer: +Witchwarper: 1-4 +--- +# FEAR + +**Source** _Starfinder Core Rulebook pg. 354_ +**Classes** Mystic 1-4, Witchwarper 1-4 +**School** enchantment (emotion, fear, mind-affecting) +**Casting Time** 1 standard action +**Range** see text +**Targets** see text +**Duration** see text +**Saving Throw** Will partial; **Spell Resistance** yes + +## DESCRIPTION + +With a single mental nudge, you can unlock one or more targets’ deepest nightmares. A target that succeeds at its Will saving throw against this spell is shaken for 1 round. + +**1st**: When you cast _fear_ as a 1st-level spell, it affects one living creature of CR 4 or lower at close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be frightened for 1d4 rounds. + +**2nd**: When you cast _fear_ as a 2nd-level spell, it affects one living creature of CR 4 or lower per 3 caster levels at medium range (100 feet + 10 feet/level), no two of which can be more than 30 feet apart. Each target must succeed at a Will saving throw or be frightened for 1 minute. + +**3rd**: When you cast _fear_ as 3rd-level spell, it affects all living creatures of CR 8 or lower in 30-foot cone-shaped burst. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering. + +**4th**: When you cast _fear_ as 4th-level spell, it affects all living creatures in 30-foot cone-shaped burst regardless of CR. Each target must succeed at a Will save or become panicked for 1 minute. If cornered, a panicked creature begins cowering. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Flight.md b/Compendium/SF1E/Spells/Multilevel/Flight.md new file mode 100644 index 0000000..bfa9caf --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Flight.md @@ -0,0 +1,47 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# FLIGHT + +**Source** _Starfinder Core Rulebook pg. 355_ +**Classes** Technomancer 1-6, Witchwarper 1-6 +**School** transmutation +**Casting Time** 1 standard action; see text +**Range** see text +**Targets** see text +**Duration** see text +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances. + +**1st**: When you cast _flight_ as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures. + +For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first). + +The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round. + +**2nd**: When you cast _flight_ as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1. + +This casting of the spell lasts 1 minute per caster level and is dismissible. + +**3rd**: When you cast _flight_ as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level. + +If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen. + +The spell lasts for 1 minute per caster level. + +**4th**: When you cast _flight_ as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level. + +**5th**: When you cast _flight_ as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet). + +**6th**: When you cast _flight_ as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Furious Shriek.md b/Compendium/SF1E/Spells/Multilevel/Furious Shriek.md new file mode 100644 index 0000000..fbf38d0 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Furious Shriek.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: evocation (sonic) +tags: +Technomancer: +Witchwarper: +--- +# FURIOUS SHRIEK + +**Source** _Galactic Magic pg. 75_ +**Classes** Mystic 1-6 +**School** evocation (sonic) +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** 30-ft.-radius spread centered on you +**Duration** instantaneous +**Saving Throw** Fortitude half, see text; **Spell Resistance** yes + +## DESCRIPTION + +Orcs and half-orcs learned long ago to channel rage, despair, or a sense of injustice or oppression into a soul-shaking shriek. The shriek deals sonic damage to creatures and objects based on the spell slot used to cast the spell. If you cast this spell when you have fewer than half your Hit Points remaining, use d8s rather than d6s as damage dice. + +**1st**: When you cast _furious shriek_ as a 1st-level spell, it deals 2d6 sonic damage. + +**2nd**: When you cast _furious shriek_ as a 2nd-level spell, it deals 4d6 sonic damage. + +**3rd**: When you cast _furious shriek_ as a 3rd-level spell, it deals 7d6 sonic damage. + +**4th**: When you cast _furious shriek_ as a 4th-level spell, it deals 10d6 sonic damage. + +**5th**: When you cast _furious shriek_ as a 5th-level spell, it deals 13d6 sonic damage. Creatures that fail their saving throw are shaken for 1 round. + +**6th**: When you cast _furious shriek_ as a 6th-level spell, it deals 16d6 sonic damage. Creatures that fail their saving throw are staggered for 1 round and shaken for 1d4 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Holographic Image.md b/Compendium/SF1E/Spells/Multilevel/Holographic Image.md new file mode 100644 index 0000000..bca38af --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Holographic Image.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: 1-6 +Witchwarper: +--- +# HOLOGRAPHIC IMAGE + +**Source** _Starfinder Core Rulebook pg. 360_ +**Classes** Technomancer 1-6 +**School** illusion +**Casting Time** 1 standard action +**Range** see text +**Area** see text +**Duration** see text +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures. + +**1st**: When you cast _holographic image_ as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect. + +**2nd**: When you cast _holographic image_ as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds. + +**3rd**: When you cast _holographic image_ as a 3rd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include sound, smell, and thermal illusions (but not speech). The image disappears when it is struck by an opponent, unless you cause the hologram to react appropriately. The image lasts for as long as you concentrate plus 3 additional rounds. + +**4th**: When you cast _holographic image_ as a 4th-level spell, it produces a hologram as per the 3rd-level version of the spell, except the hologram follows a script determined by you. It follows that script for 1 minute per level without you having to concentrate on it. The hologram can include intelligible speech, if you wish. + +**5th**: When you cast _holographic image_ as a 5th-level spell, it produces a hologram as per the 4th-level version of the spell, except the size of the hologram can’t extend beyond a 20-foot cube plus one 10-foot cube per caster level. + +You can choose to make the hologram permanent at the time of casting. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating. + +Alternatively, you can have the hologram activate when a specific condition (which you set at the time of casting) occurs. The event that triggers the hologram can be as general or as specific and detailed as desired, but it must be based on an audible, olfactory, tactile, or visual trigger. The trigger can’t be based on some quality not normally obvious to the senses, such as alignment. The spell lasts until it is triggered, and then the hologram lasts for 1 round per caster level. + +**6th**: When you cast _holographic image_ as a 6th-level spell, it creates a quasi-real, illusory version of yourself at medium range (100 feet + 10 feet/level). This hologram looks, sounds, and smells like you, but it is intangible. The hologram mimics your actions (including speech) unless you use a move action to direct it to act differently. You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a move action. While you are using its senses, your body is considered blinded and deafened. + +If you desire, any spell you cast with a range of touch or greater can originate from the hologram instead of from you. The hologram can’t cast spells on itself except for illusion spells. Spells cast in this manner affect other targets normally, despite originating from the hologram. + +An object isn’t deceived by illusions (treat as if it had succeeded at its Will saving throw). The hologram remains for 1 round per level, and you must maintain line of effect to the hologram at all times. If your line of effect is obstructed, the spell ends. If you use _dimension door_, _plane shift_, _teleport_, or a similar spell that breaks your line of effect, even momentarily, the spell ends. This casting of the spell is a shadow effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Junk Grenade.md b/Compendium/SF1E/Spells/Multilevel/Junk Grenade.md new file mode 100644 index 0000000..1a3c8a7 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Junk Grenade.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-6 +Witchwarper: +--- + +# JUNK GRENADE + +_SFS Note: The 5th-level version of junk grenade has a radius of 15 feet._ +**Source** _Ports of Call pg. 83_ +**Classes** Technomancer 1-6 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** 1 bulk of inert electronic equipment +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You transform a pile of technological junk into three grenades. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any combination of related electronic components from the above, as long as the junk is found in sufficient quantity. +You’re automatically proficient with these grenades, and these grenades function only for you. Each grenade’s damage and explode radius varies by the spell’s level. If the spell lets you choose between multiple damage types, you can choose for grenades to deal different damage types (for a grenade that deals energy damage, choose acid, cold, electricity, or fire). As a full action, you can change the damage and damage type of a junk grenade you’re holding into a different type allowed by the spell. Creatures affected by a junk grenade can attempt a Reflex saving throw using your spell’s saving throw DC to take half damage. +When you cast this spell as a 2nd-level or higher spell, rather than creating 3 grenades, you can choose to create 5 grenades using the next lowest spell level (such as 5 grenades that deal 2d6 piercing damage when casting this as a 3rd-level spell). +**1st:** Each junk grenade deals 1d6 piercing damage and has an explode radius of 10 feet. +**2nd:** Each junk grenade deals 2d6 piercing damage and has an explode radius of 10 feet. +**3rd:** Each junk grenade deals either 4d6 piercing damage or 4d4 energy damage and has an explode radius of 10 feet. +**4th:** Each junk grenade deals either 6d6 piercing damage or 6d4 energy damage and has an explode radius of 15 feet. +**5th:** Each junk grenade deals either 8d6 piercing damage or 8d4 energy damage and has an explode radius of 10 feet. +**6th:** Each junk grenade deals either 11d6 piercing damage or 11d4 energy damage and has an explode radius of 15 feet. diff --git a/Compendium/SF1E/Spells/Multilevel/Junksword.md b/Compendium/SF1E/Spells/Multilevel/Junksword.md new file mode 100644 index 0000000..ae57b39 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Junksword.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: 1-6 +Witchwarper: +--- +# JUNKSWORD + +**Source** _Pact Worlds pg. 205_ +**Classes** Technomancer 1-6 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** touch +**Target** 1 bulk of inert electronic equipment +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity. + +You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove. + +You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action. + +**1st**: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip. + +**2nd**: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list. + +**3rd**: Your junksword has either the analog or powered (capacity 30, usage 2) weapon special property (your choice). It deals 2d4 bludgeoning and slashing damage if it’s an analog weapon, or 2d4 electricity damage if it’s a powered weapon. In addition, you can grant your junksword up to three of the special properties from the 1st-level list, plus the staggered critical effect. If you select the powered option, your junksword’s battery is integrated and cannot be removed, recharged, replaced, or used to power other devices. + +**4th**: This functions as the 3rd-level _junksword_, but it deals 2d8 bludgeoning and slashing damage if it’s an analog weapon or 3d4 damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). + +**5th**: This functions as the 3rd-level casting of _junksword_, but the junksword deals 3d10 bludgeoning and slashing damage if it’s an analog weapon or 3d6 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). + +**6th**: This functions as the 3rd-level casting of _junksword_, but the junksword deals 6d6 bludgeoning and slashing damage if it’s an analog weapon or 3d8 electricity damage if it’s a powered weapon, and it gains the stunned critical effect (rather than staggered). Additionally, you can grant the junksword one of the following weapon fusions: _dispelling_, _entangling_, _ghost killer_, _merciful_, or _spellthrower_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Mind Thrust.md b/Compendium/SF1E/Spells/Multilevel/Mind Thrust.md new file mode 100644 index 0000000..d76d9b0 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Mind Thrust.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# MIND THRUST + +**Source** _Starfinder Core Rulebook pg. 365_ +**Classes** Mystic 1-6 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will half; **Spell Resistance** yes + +## DESCRIPTION + +You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score. + +**1st**: When you cast _mind thrust_ as a 1st-level spell, it deals 2d10 damage to the target. + +**2nd**: When you cast _mind thrust_ as a 2nd-level spell, it deals 4d10 damage to the target. + +**3rd**: When you cast _mind thrust_ as a 3rd-level spell, it deals 7d10 damage to the target. + +**4th**: When you cast _mind thrust_ as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw. + +**5th**: When you cast _mind thrust_ as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw. + +**6th**: When you cast _mind thrust_ as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Minibot Messenger.md b/Compendium/SF1E/Spells/Multilevel/Minibot Messenger.md new file mode 100644 index 0000000..eb8e31a --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Minibot Messenger.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: conjuration (summoning) +tags: +Technomancer: 1-2 +Witchwarper: +--- + +# MINIBOT MESSENGER + +**Source** _Ports of Call pg. 83_ +**Classes** Technomancer 1-2 +**School** conjuration (summoning) +**Casting Time** 1 standard action +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure a miniature messenger robot that appears in your space. The robot is a Tiny construct with the technological subtype. Its KAC and EAC are each equal to 10 + your caster level, it uses your saving throw modifiers, it has the evasion ability of a 2nd-level operative, and it has a number of Hit Points equal to your caster level. It has a 30-foot land speed, a 30-foot fly speed with average maneuverability, and a Perception bonus equal to your caster level. +Until given instructions, the robot remains in your space, either following you or perching on you. As a move action, you can command the robot to deliver a message or deliver an object to a place or creature of your choice. Once commanded, and each round thereafter, the robot performs two move actions to travel toward the intended target. The robot seeks the recipient based on your simple instructions and its own senses, and if it can’t find the recipient, it tries to return before the end of the spell’s duration to report its failure. +Upon arriving, it plays back the message audibly (though you can choose for the robot to communicate via displayed text or sign language) or presents the object (which the recipient can take from the robot with a free hand without spending an action). The robot then lingers for 1 round, either recording a response of 10 words or less or accepting an item from the recipient, after which the robot travels back toward you and delivers that message or item. A message must be 10 words or less, though for every additional move action you spend instructing the robot, you can increase the message length by 3 words or by a number of words equal to your Intelligence modifier, whichever is greater. The robot can carry only an item of light bulk or negligible bulk. +**1st:** The robot travels a maximum distance from you equal to 100 feet plus 10 feet per caster level. Once it returns to you, the spell ends. +**2nd:** The robot travels a maximum distance from you equal to 1,000 feet plus 100 feet per caster level. The spell doesn’t automatically end when the robot returns to you; you can command the robot to make a number of deliveries equal to 1 + 1 for every 4 caster levels you have before the spell ends. diff --git a/Compendium/SF1E/Spells/Multilevel/Multilevel.md b/Compendium/SF1E/Spells/Multilevel/Multilevel.md new file mode 100644 index 0000000..a899187 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Multilevel.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- + +# MULTILEVEL SPELLS +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Multilevel" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Mystic Cure, Mass.md b/Compendium/SF1E/Spells/Multilevel/Mystic Cure, Mass.md new file mode 100644 index 0000000..8240fcc --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Mystic Cure, Mass.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: Multilevel +Mystic: 5-6 +NoteType: Spell +Precog: +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# MYSTIC CURE, MASS +**Source** _Starfinder Core Rulebook pg. 367_ +**Classes** Mystic 5-6 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels); see text +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** instantaneous +**Saving Throw** Will half (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You restore a number of Hit Points to a number of targets. Choose one of these targets within 10 feet of you; if that target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all of that target’s Hit Points, you can transfer any number of your own Hit Points to that target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing. + +The number of Hit Points mass _mystic cure_ restores to each target depends on the spell’s level. + +**5th**: 3d8 + your Wisdom modifier +**6th**: 5d8 + your Wisdom modifier \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Mystic Cure.md b/Compendium/SF1E/Spells/Multilevel/Mystic Cure.md new file mode 100644 index 0000000..fc18993 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Mystic Cure.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# MYSTIC CURE +**Source** _Starfinder Core Rulebook pg. 367_ +**Classes** Mystic 1-6 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Will half (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing. + +_Mystic cure_ restores a number of Hit Points to your target depending on the spell’s level. + +**1st**: 1d8 + your Wisdom modifier +**2nd**: 3d8 + your Wisdom modifier +**3rd**: 5d8 + your Wisdom modifier +**4th**: 7d8 + your Wisdom modifier +**5th**: 9d8 + your Wisdom modifier +**6th**: 11d8 + your Wisdom modifier + +In addition, unlike most healing, when you cast _mystic cure_ as a spell of 4th-level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level mystic cure spell, an extra 7d8 Hit Points with a 5th-level mystic cure spell, or an extra 9d8 Hit Points with a 6th-level mystic cure spell. The second option is to bring a target that died within 2 rounds back to life. In addition to healing such a creature, the spell returns the target to life, and the target takes a temporary negative level for 24 hours. This spell can’t resuscitate creatures slain by death effects, creatures turned into undead, or creatures whose bodies were destroyed, significantly mutilated, disintegrated, and so on. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Necromantic Revitalization.md b/Compendium/SF1E/Spells/Multilevel/Necromantic Revitalization.md new file mode 100644 index 0000000..81bbf1c --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Necromantic Revitalization.md @@ -0,0 +1,38 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: 1-6 +Witchwarper: +--- +# NECROMANTIC REVITALIZATION + +**Source** _Pact Worlds pg. 206_ +**Classes** Mystic 1-6, Technomancer 1-6 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one undead creature +**Duration** instantaneous +**Saving Throw** Will half (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +With a touch, you replenish the negative energies that animate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are an undead creature. + +_Necromantic revitalization_ restores a number of Hit Points to your target depending on the spell’s level. + +**1st**: 1d8 + your Intelligence modifier +**2nd**: 3d8 + your Intelligence modifier +**3rd**: 5d8 + your Intelligence modifier +**4th**: 7d8 + your Intelligence modifier +**5th**: 9d8 + your Intelligence modifier +**6th**: 11d8 + your Intelligence modifier + +In addition, unlike with most healing, when you cast _necromantic revitalization_ as a spell of 4th level or higher, you have two options to enhance its effects. The first option is to restore an extra 5d8 Hit Points with a 4th-level necromantic _revitalization spell_, an extra 7d8 Hit Points with a 5th-level _necromantic revitalization_ spell, or an extra 9d8 Hit Points with a 6th-level _necromantic revitalization_ spell. The second option is to restore a target that was destroyed within the past 2 rounds, bringing it back to its undead state with the number of Hit Points that would otherwise be restored by this spell. This spell can’t reanimate creatures that were destroyed by effects that specifically target or have a special effect against the undead (such as _wall of fire_) or creatures whose bodies were significantly mutilated, disintegrated, or otherwise obliterated. It also cannot restore an undead creature whose existence is tied to an object (such as a necrovite’s electroencephalon) if that object has been destroyed. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Planar Binding.md b/Compendium/SF1E/Spells/Multilevel/Planar Binding.md new file mode 100644 index 0000000..dd608ea --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Planar Binding.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 4-6 +NoteType: Spell +Precog: 4-6 +School: conjuration (calling ; see text) +tags: +Technomancer: 4-6 +Witchwarper: 4-6 +--- +# PLANAR BINDING + +**Source** _Starfinder Core Rulebook pg. 369_ +**Classes** Mystic 4-6, Precog 4-6, Technomancer 4-6, Witchwarper 4-6 +**School** conjuration (calling ; see text) +**Casting Time** 10 minutes +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** see text +**Duration** instantaneous; see text +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, created by the spell within its range. The called creature is held in the trap until it agrees to perform one service in return for its freedom or breaks free. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell. The CR of the outsider you can call with _planar binding_ depends on the spell’s level. + +**4th**: One outsider of CR 4 or lower +**5th**: One outsider of CR 7 or lower +**6th**: One outsider of CR 10 or lower + +The target creature can attempt a Will saving throw. If the creature succeeds at the saving throw, it resists the spell. If it fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully using its spell resistance (meaning you fail a caster level check against its spell resistance), by dimensional travel, or with a successful Charisma check (DC = 15 + half your caster level + your Charisma modifier). It can try each method once per day, and a natural 20 on this check always succeeds (and a natural 1 on your caster level check always fails). If it breaks loose, it can flee or attack you. A _planar barrier_ spell cast in the area prevents the creature from escaping via dimensional travel. + +If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to convince the creature to perform a task for you in exchange for release and perhaps some sort of reward. The creature decides which terms it is willing to accept, and it must willingly agree to the terms; magical compulsion isn’t sufficient. This continues until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. It never agrees to unreasonable commands. + +Once the requested service has been completed, the creature need only to inform you to be instantly sent back to its home plane. The creature might later seek revenge against you for having imprisoned it. If you assign some open-ended task that the creature can’t complete through its own actions, the spell remains in effect for 10 days and the creature gains an immediate chance to break free. A defined task that will take longer than 10 days usually counts as unreasonable. Note that a clever recipient can subvert some instructions. + +When you use this spell to call a creature with the air, chaotic, earth, evil, fire, good, lawful, or water subtype, the spell gains that descriptor. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Polymorph, Mass.md b/Compendium/SF1E/Spells/Multilevel/Polymorph, Mass.md new file mode 100644 index 0000000..05b4a43 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Polymorph, Mass.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: Multilevel +Mystic: 4-6 +NoteType: Spell +Precog: +School: transmutation (polymorph) +tags: +Technomancer: 4-6 +Witchwarper: 4-6 +--- +# POLYMORPH, MASS +## POLYMORPH, MASS + +**Source** _Alien Archive 2 pg. 146_ +**Classes** Mystic 4-6, Technomancer 4-6, Witchwarper 4-6 +**School** transmutation (polymorph) +**Casting Time** 1 round +**Range** close +**Targets** up to four willing creatures, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions as _polymorph_, except as noted in this description. Each target must take the same form. + +**4th**: This spell can transform the targets as per the 1st-level version of _polymorph_. + +**5th**: This spell can transform the targets as per the 2nd-level version of _polymorph_. + +**6th**: This spell can transform the targets as per the 3rd-level version of _polymorph_. + diff --git a/Compendium/SF1E/Spells/Multilevel/Polymorph.md b/Compendium/SF1E/Spells/Multilevel/Polymorph.md new file mode 100644 index 0000000..5cfc271 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Polymorph.md @@ -0,0 +1,111 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: transmutation (polymorph) +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# POLYMORPH + +_SFS Note: The polymorph spell is legal for play with the following exceptions: Other abilities are never available. No ability that is not explicitly called out in the spell description can be gained from this spell. Players are required to bring the source of the polymorph with them AND have the forms prepared. Selected racial traits can only be selected from abilities listed in the “Racial Traits” sidebar for a race._ +**Source** _Alien Archive 2 pg. 145_ +**Classes** Mystic 1-6, Technomancer 1-6, Witchwarper 1-6 +**School** transmutation (polymorph) +**Casting Time** 1 round +**Range** close +**Targets** one willing creature +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You change a willing target’s shape into a predetermined polymorphed form of your choice. When you select this spell as a spell known, you design four polymorphed forms for each spell level at which you can cast this spell. These forms should be premade, following the rules for spells with the polymorph descriptor (starting on page 141) and the restrictions for each spell level of this spell, and be as ready to use in play as all other aspects of a character are. Each time you gain a character level, you can change which forms you have available. + +You choose which of these predetermined polymorph forms the target changes into each time you cast the spell. + +**1st**: Casting _polymorph_ as a 1st-level spell allows you to transform the target into one of the four 1st-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Unlike most polymorph effects, these forms are close enough to the target’s true form to make the target recognizable, and they cannot duplicate any other specific individual. Each form must be of the animal or humanoid type. You can target only creatures that are Small or Medium with this spell, and all your polymorphed forms must be Small or Medium. _CR_: The maximum CR is 1. _Defenses_: The form can grant DR 1/magic or resistance 2 to one energy type. _Movement_: The form can grant a land speed of up to 30 feet or a swim speed of up to 20 feet. _Racial Traits_: You cannot grant racial traits. _Senses_: The form can grant low-light vision or tracking (scent), but not both. + +**2nd**: Casting _polymorph_ as a 2nd-level spell allows you to completely transform the target into one of the four 2ndlevel polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an animal, fey, humanoid, magical beast, or monstrous humanoid. All your polymorphed forms must be Small or Medium. + +_CR_: The maximum CR is 3. + +_Defensive Abilities_: The form can grant DR 2/magic or resistance 5 to one energy type. + +_Racial Traits_: The form can grant only one racial trait to each polymorphed form, and you can’t grant racial traits that include spell-like abilities. + +_Senses_: The form can grant one of the following options: blindsense (scent) out to 5 feet, darkvision out to 60 feet, lowlight vision, or tracking (scent). + +_Speed_: The form can grant the target a maximum land speed of 40 feet, climb speed of 20 feet, or swim speed of 30 feet. + +**3rd**: Casting _polymorph_ as a 3rd-level spell allows you to completely transform the target into one of the four 3rd-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small or Medium. + +_CR_: The maximum CR is 6. + +_Defensive_ Abilities: The form can grant DR 3/magic, resistance 5 to two different energy types, or resistance 10 to one energy type. + +_Racial Traits_: The form can grant up to two racial traits (which must be from the same race) to each polymorphed form, one of which can include spell-like abilities. + +_Senses_: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 15 feet, darkvision out to 60 feet, low-light vision, or tracking (scent). + +_Speed_: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 20 feet, a climb speed of 20 feet, a fly speed of 20 feet (Ex) with clumsy maneuverability, or a swim speed of 30 feet. + +**4th**: Casting _polymorph_ as a 4th-level spell allows you to completely transform the target into one of the four 4th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, fey, humanoid, magical beast, monstrous humanoid, or vermin. See the vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Small, Medium, or Large. + +_CR_: The maximum CR is 9. + +_Defensive Abilities_: The form can grant DR 5/magic, resistance 5 to three different energy types, resistance 10 to two different energy types, or resistance 15 to one energy type. + +_Racial Traits_: The form can grant up to two racial traits to each polymorphed form; one can include spell-like abilities. + +_Senses_: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 5 feet, darkvision out to 60 feet and low-light vision, or tracking (scent). + +_Speed_: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 30 feet, a climb speed of 30 feet, a fly speed of 30 feet (Ex) with clumsy maneuverability, or a swim speed of 40 feet. + +**5th**: Casting _polymorph_ as a 5th-level spell allows you to completely transform the target into one of the four 5th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), or vermin. See the construct, elemental, plant, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Tiny, Small, Medium, or Large. + +_CR_: The maximum CR is 12. + +_Defensive Abilities_: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, or resistance 20 to one energy type. + +_Racial Traits_: The form can grant up to three racial traits to each polymorphed form; one can include spell-like abilities. + +_Senses_: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent). + +_Speed_: The form can grant the target a maximum land speed of 40 feet, a burrow speed of up to 40 feet, a climb speed of 40 feet, a fly speed of 40 feet (Ex) with average maneuverability, or a swim speed of 40 feet. + +**6th**: Casting _polymorph_ as a 6th-level spell allows you to completely transform the target into one of the four 6th-level polymorphed forms you know. Your polymorphed forms must comply with the additional restrictions that follow. Each form must be an aberration, animal, construct (only if cast as a technomancer spell), elemental, fey, humanoid, magical beast, monstrous humanoid, plant (only if cast as a mystic spell), undead, or vermin. See the construct, elemental, plant, undead, and vermin benefits in the Type and Subtype section of the polymorph rules. All your polymorphed forms must be Diminutive, Tiny, Small, Medium, Large, or Huge. + +_CR_: The maximum CR is 15. + +_Defensive Abilities_: The form can grant DR 5/—, resistance 10 to three different energy types, resistance 15 to two different energy types, resistance 20 to one energy type, or immunity to disease, poison, or radiation. + +_Racial Traits_: The form can grant up to four racial traits to each polymorphed form; one can include spell-like abilities. + +_Senses_: The form can grant one of the following options: blindsense (scent, sound, or vibration) out to 30 feet, blindsight (scent, sound, or vibration) out to 15 feet, darkvision out to 90 feet and low-light vision, or tracking (scent). + +_Speed_: The form can grant the target a maximum land speed of 60 feet, a burrow speed of up to 60 feet, a climb speed of 60 feet, a fly speed of 60 feet (Ex) with perfect maneuverability, or a swim speed of 60 feet. + +## POLYMORPH, MASS + +**Source** _Alien Archive 2 pg. 146_ +**Classes** Mystic 4-6, Technomancer 4-6, Witchwarper 4-6 +**School** transmutation (polymorph) +**Casting Time** 1 round +**Range** close +**Targets** up to four willing creatures, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions as _polymorph_, except as noted in this description. Each target must take the same form. + +**4th**: This spell can transform the targets as per the 1st-level version of _polymorph_. + +**5th**: This spell can transform the targets as per the 2nd-level version of _polymorph_. + +**6th**: This spell can transform the targets as per the 3rd-level version of _polymorph_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Psychic Sonar.md b/Compendium/SF1E/Spells/Multilevel/Psychic Sonar.md new file mode 100644 index 0000000..188c77a --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Psychic Sonar.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# PSYCHIC SONAR + +**Source** _Interstellar Species pg. 63_ +**Classes** Mystic 1-6 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** varies by spell level +**Area** cone-shaped burst +**Duration** instantaneous, plus 1 round +**Saving Throw** Will partial; **Spell Resistance** yes + +## DESCRIPTION + +You project a sonar-like blast of psychic energy that rebounds a moment later. Creatures in the spell’s area each attempt a Will save. Those who fail take the full damage, and until the end of your next turn, you can sense those creatures as though you had blindsense (thought) with a range equal to the spell’s range. Those who succeed take half damage and can’t be detected with the spell’s blindsense effect. During your next turn, you can repeat this spell’s effect once without spending an action; however, the cone instead must originate from one of the creatures you can sense with the spell’s blindsense effect (and doesn’t include that creature in the spell’s area). You’re immune to your own psychic sonar, and this spell has no effect on creatures without an Intelligence score. +**1st:** When you cast psychic sonar as a 1st-level spell, it deals 1d8 damage in a 15-foot cone. +**2nd:** When you cast psychic sonar as a 2nd-level spell, it deals 2d8 damage in a 15-foot cone. +**3rd:** When you cast psychic sonar as a 3rd-level spell, it deals 3d8 damage in a 20-foot cone. +**4th:** When you cast psychic sonar as a 4th-level spell, it deals 5d8 damage in a 30-foot cone. +**5th:** When you cast psychic sonar as a 5th-level spell, it deals 5d10 damage in a 30-foot cone. +**6th:** When you cast psychic sonar as a 6th-level spell, it deals 7d10 damage in a 60-foot cone. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Shrink Object.md b/Compendium/SF1E/Spells/Multilevel/Shrink Object.md new file mode 100644 index 0000000..fe088db --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Shrink Object.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# SHRINK OBJECT + +**Source** _Character Operations Manual pg. 29_ +**Classes** Technomancer 1-6, Witchwarper 1-6 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** one object touched; see text +**Duration** 1 day/level (D) +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes + +## DESCRIPTION + +You shrink the target item, transmuting it into a smaller version of itself. You can target an attended object only if the creature attending the object is willing, and you cannot target worn objects. While shrunken, the object takes up less space and bulk, but it can’t be used or worn. When the spell ends, the object returns to normal size, moving through any nearby opening it can to reach a space that can accommodate it, but it does not expand with any force and does no harm to containers too small for it. This spell can affect objects of a size and bulk limited by the spell’s level. Likewise, the spell’s level determines the target’s size after the spell takes effect. For this spell, vehicles and other objects without a specified weight count as an object with bulk equal to the number of squares of the object’s space squared. + +**1st:** You can target an object up to 1 cubic foot in size and weighing up to 10 bulk. The target’s dimensions are reduced to a 6-inch cube, and its bulk is reduced to L. + +**2nd:** As the 1st-level version, but you shrink an object up to 4 cubic feet in size weighing up to 40 bulk. If you target an object that’s 1 cubic foot or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible. + +**3rd:** As the 1st-level version, but you can shrink an object up to 7 cubic feet in size weighing up to 70 bulk. If you target an object that’s 4 cubic feet or smaller and weighs no more than 40 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible. + +**4th:** As the 1st-level version, but you can shrink an object up to 10 cubic feet in size weighing up to 100 bulk. If you target an object that’s 7 cubic feet or smaller and weighs no more than 70 bulk, dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible. + +**5th:** As the 1st-level version, but you can shrink an object up to 13 cubic feet in size weighing up to 130 bulk. If you target an object that’s 10 cubic feet or smaller and weighs no more than 10 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible. + +**6th:** As the 1st-level version, but you can shrink an object up to 16 cubic feet in size weighing up to 160 bulk. If you target an object that’s 13 cubic feet or smaller and weighs no more than 130 bulk, its dimensions are further reduced to a 1-inch cube and its bulk is reduced to negligible. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Soul Surge.md b/Compendium/SF1E/Spells/Multilevel/Soul Surge.md new file mode 100644 index 0000000..b7bac19 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Soul Surge.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: +Witchwarper: 1-6 +--- +# SOUL SURGE + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 1-6, Witchwarper 1-6 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Soul surge_ was innovated by Hanakan mystics concomitant with the attunement of their soulstones. With this spell, you draw forth a tiny bit of your essence to attack your opponent, losing a number of Hit Points equal to the number of damage dice you roll for your soul surge. Attempt a ranged attack against a single target's EAC, adding your key ability score modifier to the attack roll instead of your Dexterity modifier if it's higher. Your _soul surge_ does piercing damage that has the force descriptor, and the amount of damage it does depends on the level at which it's cast. + +**1st**: When you cast _soul surge_ as a 1st-level spell, it deals 3d8 damage to the target. + +**2nd**: When you cast _soul surge_ as a 2nd-level spell, it deals 6d8 damage to the target. + +**3rd**: When you cast _soul surge_ as a 3rd-level spell, it deals 10d8 damage to the target. + +**4th**: When you cast _soul surge_ as a 4th-level spell, it deals 14d8 damage to the target. + +**5th**: When you cast _soul surge_ as a 5th-level spell, it deals 21d8 damage to the target. + +**6th**: When you cast _soul surge_ as a 6th-level spell, it deals 24d8 damage to the target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Spell Redirection.md b/Compendium/SF1E/Spells/Multilevel/Spell Redirection.md new file mode 100644 index 0000000..82f5bbd --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Spell Redirection.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: Multilevel +Mystic: +NoteType: Spell +Precog: 1-5 +School: transmutation +tags: +Technomancer: +Witchwarper: 1-5 +--- +# SPELL REDIRECTION + +**Source** _Interstellar Species pg. 131_ +**Classes** Precog 1-5, Witchwarper 1-5 +**School** transmutation +**Casting Time** 1 reaction +**Range** 20 ft. +**Duration** instantaneous +**Saving Throw** Will negates; + +## DESCRIPTION + +When an ally within range is targeted by a non-harmless spell or spell-like ability, you can redirect the spell so it targets you instead. Spell redirection fails if you’re immune to the triggering spell’s effects. It can’t redirect spells that affect an area, though it can change one target of a spell that affects multiple targets. The spell’s caster can attempt a Will save to negate this effect. The maximum spell level spell redirection can affect depends on the spell level of spell redirection. +**1st:** You can redirect a spell whose level is 2nd or lower. +**2nd:** You can redirect a spell whose level is 3rd or lower. +**3rd:** You can redirect a spell whose level is 4th or lower. +**4th:** You can redirect a spell whose level is 5th or lower. +**5th:** You can redirect a spell whose level is 6th or lower. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Spiritual Consultation.md b/Compendium/SF1E/Spells/Multilevel/Spiritual Consultation.md new file mode 100644 index 0000000..5c62813 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Spiritual Consultation.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# SPIRITUAL CONSULTATION + +**Source** _Tech Revolution pg. 27_ +**Classes** Mystic 1-6 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one comm unit or computer +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You draw a spirit into a comm unit or computer, allowing you to consult the spirit for information. As a swift action, you can ask the spirit a question; you can ask a question in this way a number of times equal to your key ability score modifier. The spirit attempts to recall knowledge with any of its available skills, then transmits a response to your question via the device at the start of your next turn. Questions asked of a spirit are wasted if they aren’t relevant to its field of expertise or aren’t achievable with skill checks to recall knowledge. +**1st:** When you cast spiritual consultation as a 1st-level spell, the spirit has a bonus of +6 in one skill of your choice. +**2nd:** When you cast spiritual consultation as a 2nd-level spell, the spirit has a bonus of +10 in one skill of your choice. +**3rd:** When you cast spiritual consultation as a 3rd-level spell, the spirit has a bonus of +14 in one skill of your choice. +**4th:** When you cast spiritual consultation as a 4th-level spell, the spirit has a bonus of +17 in two skills of your choice. +**5th:** When you cast spiritual consultation as a 5th-level spell, the spirit has a bonus of +20 in two skills of your choice, and the duration of the spell increases to 10 minutes/level. +**6th:** When you cast spiritual consultation as a 6th-level spell, the spirit has a bonus of +23 in two skills of your choice, the duration of the spell increases to 10 minutes/level, and the number of questions you can ask the spirit doubles. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Summon Creature.md b/Compendium/SF1E/Spells/Multilevel/Summon Creature.md new file mode 100644 index 0000000..5a9ef0b --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Summon Creature.md @@ -0,0 +1,59 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: conjuration (summoning) +tags: +Technomancer: 1-6 +Witchwarper: 1-6 +--- +# SUMMON CREATURE + +**Source** _Alien Archive pg. 144_ +**Classes** Mystic 1-6, Technomancer 1-6, Witchwarper 1-6 +**School** conjuration (summoning) +**Casting Time** 1 round +**Range** medium +**Effect** one or more summoned creatures +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it to not attack, to attack particular enemies, or to perform other actions. + +When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level _summon creature_ spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections. + +You can gain _summon creature_ a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell. + +You choose which of the selected creatures you summon each time you cast the spell. + +**1st**: When you cast _summon creature_ as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list. + +**2nd**: When you cast _summon creature_ as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead. + +**3rd**: When you cast _summon creature_ as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead. + +**4th**: When you cast _summon creature_ as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead. + +**5th**: When you cast _summon creature_ as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead. + +**6th**: When you cast _summon creature_ as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead. + +A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as _raise dead_). + +To generate statistics for a summoned creature, first check the Stat Block column of the below tables. If the stat block is "Alien", use the creature’s stat block on that link, though it is altered slightly depending on your alignment. Otherwise, if the entry is Tiny, Small, Medium, Large, Huge, or elder, use the elemental stat block of the same name and apply the appropriate graft, listed in the Applied Graft column. Non-elemental creatures lose elemental immunities and do not gain an elemental graft. For example, to get the statistics of an angel from the 1st-level list, you use the tiny elemental stat block and apply the angel summoning graft. + +
1st LevelStat BlockApplied GraftSummoner Requirements
AeonTinySummoningNeutral-aligned
AgathionTinySummoningNonevil
AngelTinySummoningNonevil
ArchonTinySummoningNonchaotic and nonevil
AzataTinySummoningNonevil and nonlawful
DaemonTinySummoningNongood
DemonTinySummoningNongood and nonlawful
DevilTinySummoningNonchaotic and nongood
Elemental, AirTinyElementalNone
Elemental, EarthTinyElementalNone
Elemental, FireTinyElementalNone
Elemental, WaterTinyElementalNone
First World BeastTinySummoningMystic
InevitableTinySummoningNonchaotic
ProteanTinySummoningNonlawful
RobotTinySummoningTechnomancer
Shadow CreatureTinySummoningNone
Skittermander WhelpAlienSimpleNone
+ +
2nd LevelStat BlockApplied GraftSummoner Requirements
AeonSmallSummoningNeutral-aligned
AgathionSmallSummoningNonevil
AngelSmallSummoningNonevil
ArchonSmallSummoningNonchaotic and nonevil
AzataSmallSummoningNonevil and nonlawful
DaemonSmallSummoningNongood
DemonSmallSummoningNongood and nonlawful
DevilSmallSummoningNonchaotic and nongood
Elemental, AirSmallElementalNone
Elemental, EarthSmallElementalNone
Elemental, FireSmallElementalNone
Elemental, WaterSmallElementalNone
First World BeastSmallSummoningMystic
InevitableSmallSummoningNonchaotic
ProteanSmallSummoningNonlawful
RobotSmallSummoningTechnomancer
Security Robot, Observer-ClassAlienSimpleTechnomancer
Shadow CreatureSmallSummoningNone
+ +
3rd LevelStat BlockApplied GraftSummoner Requirements
AeonMediumSummoningNeutral-aligned
AgathionMediumSummoningNonevil
AngelMediumSummoningNonevil
ArchonMediumSummoningNonchaotic and nonevil
AzataMediumSummoningNonevil and nonlawful
Crest-EaterAlienSimpleNone
DaemonMediumSummoningNongood
DemonMediumSummoningNongood and nonlawful
DevilMediumSummoningNonchaotic and nongood
Elemental, AirMediumElementalNone
Elemental, EarthMediumElementalNone
Elemental, FireMediumElementalNone
Elemental, WaterMediumElementalNone
First World BeastMediumSummoningMystic
HaanAlienSimpleNone
InevitableMediumSummoningNonchaotic
KsarikAlienSimpleNone
ProteanMediumSummoningNonlawful
RobotMediumSummoningTechnomancer
Shadow CreatureMediumSummoningNone
+ +
4th LevelStat BlockApplied GraftSummoner Requirements
AeonLargeSummoningNeutral-aligned
AgathionLargeSummoningNonevil
AngelLargeSummoningNonevil
ArchonLargeSummoningNonchaotic and nonevil
AzataLargeSummoningNonevil and nonlawful
DaemonLargeSummoningNongood
DemonLargeSummoningNongood and nonlawful
DevilLargeSummoningNonchaotic and nongood
Elemental, AirLargeElementalNone
Elemental, EarthLargeElementalNone
Elemental, FireLargeElementalNone
Elemental, WaterLargeElementalNone
First World BeastLargeSummoningMystic
InevitableLargeSummoningNonchaotic
Mountain EelAlienSimpleNone
OrocoranAlienSimpleNone
ProteanLargeSummoningNonlawful
RobotLargeSummoningTechnomancer
Shadow CreatureLargeSummoningNone
+ +
5th LevelStat BlockApplied GraftSummoner Requirements
AeonHugeSummoningNeutral-aligned
AgathionHugeSummoningNonevil
AngelHugeSummoningNonevil
ArchonHugeSummoningNonchaotic and nonevil
AzataHugeSummoningNonevil and nonlawful
DaemonHugeSummoningNongood
DemonHugeSummoningNongood and nonlawful
DevilHugeSummoningNonchaotic and nongood
Elemental, AirHugeElementalNone
Elemental, EarthHugeElementalNone
Elemental, FireHugeElementalNone
Elemental, WaterHugeElementalNone
First World BeastHugeSummoningMystic
InevitableHugeSummoningNonchaotic
ProteanHugeSummoningNonlawful
RobotHugeSummoningTechnomancer
Shadow CreatureHugeSummoningNone
SurnochAlienSimpleNone
+ +
6th LevelStat BlockApplied GraftSummoner Requirements
AeonElderSummoningNeutral-aligned
AgathionElderSummoningNonevil
AngelElderSummoningNonevil
ArchonElderSummoningNonchaotic and nonevil
AzataElderSummoningNonevil and nonlawful
DaemonElderSummoningNongood
DemonElderSummoningNongood and nonlawful
DevilElderSummoningNonchaotic and nongood
Elemental, AirElderElementalNone
Elemental, EarthElderElementalNone
Elemental, FireElderElementalNone
Elemental, WaterElderElementalNone
First World BeastElderSummoningMystic
InevitableElderSummoningNonchaotic
ProteanElderSummoningNonlawful
RobotElderSummoningTechnomancer
Shadow CreatureElderSummoningNone
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Tectonic Shift.md b/Compendium/SF1E/Spells/Multilevel/Tectonic Shift.md new file mode 100644 index 0000000..73f8441 --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Tectonic Shift.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-3 +NoteType: Spell +Precog: +School: enchantment (mind-affecting) +tags: +Technomancer: 1-3 +Witchwarper: 1-3 +--- +# TECTONIC SHIFT + +**Source** _Galaxy Exploration Manual pg. 75_ +**Classes** Mystic 1-3, Technomancer 1-3, Witchwarper 1-3 +**School** enchantment (mind-affecting) +**Casting Time** 1 standard action +**Range** see text +**Targets** see text +**Duration** see text +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet. +**1st:** When you cast tectonic shift as a 1st-level spell, you can target a creature within close range (25 feet + 5 feet/2 levels). The target must succeed at a Will saving throw or be shaken for 1 round. +**2nd:** When you cast tectonic shift as a 2nd-level spell, you can target a creature within medium range (100 feet + 10 feet/level). The target must succeed at a Will saving throw or be shaken for 1d4 rounds. A creature that fails the save by 5 or more is knocked prone. +**3rd:** When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within medium range (100 feet + 10 feet/level). Each target must succeed at a Will saving throw or be shaken for 1d4 rounds. Creatures that fail the save by 5 or more are stunned for 1 round and knocked prone. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Multilevel/Thought Ripple.md b/Compendium/SF1E/Spells/Multilevel/Thought Ripple.md new file mode 100644 index 0000000..f1e473b --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Thought Ripple.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: Multilevel +Mystic: 2-6 +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: 2-6 +--- + +# THOUGHT RIPPLE + +_SFS Note: The thought ripple spell is a 3rd-level spell._ +**Source** _Ports of Call pg. 123_ +**Classes** Mystic 2-6, Witchwarper 2-6 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** 1 primary target and 1 secondary target/spell level, no two of which can be more than 30 ft. from the primary target +**Duration** Instantaneous +**Saving Throw** Will half; **Spell Resistance** yes + +## DESCRIPTION + +You overload a target’s mind with so much psychic stimuli that it ripples to another target, triggering the initial spell as well as overloading the new target with residual psychic overload. This spell deals 2d8 damage to the target, plus 2d8 damage for each prior target that already took damage from this casting of the spell. You choose the order in which targets are affected. Each secondary target of this spell takes a –1 penalty to their Will Save for each opposing alignment of the primary target (so if the primary target was lawful evil, a secondary chaotic evil target takes a –1 penalty, and a secondary chaotic good target takes a –2 penalty). If this spell damages four targets, it incites a thought storm that causes each target to become confused (as per the confusion spell) for 1 round on a failed save. diff --git a/Compendium/SF1E/Spells/Multilevel/Volcanic Wrath.md b/Compendium/SF1E/Spells/Multilevel/Volcanic Wrath.md new file mode 100644 index 0000000..3fb709d --- /dev/null +++ b/Compendium/SF1E/Spells/Multilevel/Volcanic Wrath.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: Multilevel +Mystic: 1-6 +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: 1-6 +--- +# VOLCANIC WRATH + +**Source** _Interstellar Species pg. 115_ +**Classes** Mystic 1-6, Witchwarper 1-6 +**School** conjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** varies by level +**Duration** instantaneous, plus 1 round/level +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You summon an erupting volcano that unleashes molten rock over an area, dealing fire and bludgeoning damage. The eruption leaves molten rocks, thick ash, and smoke, making the entire area of effect difficult terrain for the duration of the spell. +**1st:** When you cast volcanic wrath as a 1st-level spell, it deals 2d6 damage in a 10-ft-radius, 20 ft. high burst. +**2nd:** When you cast volcanic wrath as a 2nd-level spell, it deals 4d6 damage in a 10-ft-radius, 20 ft. high cylinder. +**3rd:** When you cast volcanic wrath as a 3rd-level spell, it deals 7d6 damage in a 20-ft-radius, 40 ft. high cylinder. +**4th:** When you cast volcanic wrath as a 4th-level spell, it deals 10d6 damage in a 20-ft-radius, 40 ft. high cylinder. +**5th:** When you cast volcanic wrath as a 5th-level spell, it deals 15d6 damage in a 30-ft-radius, 60 ft. high cylinder. +**6th:** When you cast volcanic wrath as a 6th-level spell, it deals 17d6 damage in a 30-ft-radius, 60 ft. high cylinder. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/No Level/Miracle.md b/Compendium/SF1E/Spells/No Level/Miracle.md new file mode 100644 index 0000000..5002215 --- /dev/null +++ b/Compendium/SF1E/Spells/No Level/Miracle.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: / +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: +--- +# MIRACLE + +**Source** _Starfinder Core Rulebook pg. 366_ +**Classes** Mystic — +**School** evocation +**Casting Time** 1 standard action +**Range** see text +**Area, Effect, or Targets** see text +**Duration** see text +**Saving Throw** see text; **Spell Resistance** yes + +## DESCRIPTION + +When you cast _miracle_, you state what you would like to have happen and request that the power to which you are connected intercede. A request that is out of line with the power’s nature is refused. A miracle can do any of the following things. + +- Duplicate any mystic spell of 6th level or lower. +- Duplicate any other spell of 5th level or lower. +- Undo the harmful effects of certain spells, such as _feeblemind_. +- Produce any effect whose power level is in line with the above effects. + +At the GM’s discretion, you may try to use a miracle to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect. + +A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, _miracle_ counts as a 9th-level spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/No Level/No Level.md b/Compendium/SF1E/Spells/No Level/No Level.md new file mode 100644 index 0000000..a95de5a --- /dev/null +++ b/Compendium/SF1E/Spells/No Level/No Level.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# NO LEVEL SPELLS +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/No Level" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/No Level/Rewrite Time.md b/Compendium/SF1E/Spells/No Level/Rewrite Time.md new file mode 100644 index 0000000..0f8b2ec --- /dev/null +++ b/Compendium/SF1E/Spells/No Level/Rewrite Time.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: / +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: universal +tags: +Technomancer: +Witchwarper: +--- +# REWRITE TIME + + +**Source** _Galactic Magic pg. 81_ +**Classes** Precog — +**School** universal +**Casting Time** 1 standard action +**Range** see text +**Effect** see text +**Area** see text +**Targets** see text +**Duration** see text +**Saving Throw** see text; **Spell Resistance** see text + +## DESCRIPTION + +You unknit the fabric of time and remake it to suit your will. A _rewrite time_ spell can produce one of the following effects. + +- Duplicate any precog spell of 6th level or lower. +- Duplicate any other spell of 5th level or lower. +- Undo the harmful effects of certain spells, such as _feeblemind_. +- Produce an effect of a power level in line with the above. + +At the GM's discretion, _rewrite time_ can produce greater effects, but can be dangerous or might have only a partial effect. + +A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. For other effects based on spell level, _rewrite time_ is a 9th- level spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/No Level/Warp Reality.md b/Compendium/SF1E/Spells/No Level/Warp Reality.md new file mode 100644 index 0000000..4de0cd7 --- /dev/null +++ b/Compendium/SF1E/Spells/No Level/Warp Reality.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: / +Mystic: +NoteType: Spell +Precog: +School: universal +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WARP REALITY + +**Source** _Character Operations Manual pg. 143_ +**Classes** Witchwarper — +**School** universal +**Casting Time** 1 standard action +**Range** see text +**Effect, Area, or Targets** see text +**Duration** see text +**Saving Throw** see text; **Spell Resistance** see text + +## DESCRIPTION + +Beckoning to all realities at once, you pull in new possibilities and alter your world to suit you. A _warp reality_ spell can produce one of the following effects. + +- Duplicate any witchwarper spell of 6th level or lower. +- Duplicate any other spell of 5th level or lower. +- Undo the harmful effects of certain spells, such as _feeblemind_. +- Produce an effect of a power level in line with the above. + +At the GM’s discretion, _warp reality_ can produce greater effects but can be dangerous or might have only a partial effect. +A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. For other effects based on spell level, _warp reality_ is a 9th-level spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/No Level/Wish.md b/Compendium/SF1E/Spells/No Level/Wish.md new file mode 100644 index 0000000..5d251dd --- /dev/null +++ b/Compendium/SF1E/Spells/No Level/Wish.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: / +Mystic: +NoteType: Spell +Precog: +School: universal +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# WISH + +**Source** _Starfinder Core Rulebook pg. 385_ +**Classes** Technomancer — +**School** universal +**Casting Time** 1 standard action +**Range** see text +**Area, Effect, or Targets** see text +**Duration** see text +**Saving Throw** see text; **Spell Resistance** see text + +## DESCRIPTION + +By simply speaking aloud, you can alter reality to better suit you. Even _wish_, however, has its limits. A _wish_ spell can produce any one of the following effects. + +- Duplicate any technomancer spell of 6th level or lower. +- Duplicate any other spell of 5th level or lower. +- Undo the harmful effects of certain spells, such as _feeblemind_. +- Produce any effect whose power level is in line with the above effects. + +At the GM’s discretion, you may try to use a wish to produce greater effects than these, but doing so may be dangerous or the spell may have only a partial effect. + +A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, _wish_ counts as a 9th-level spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Commune, Ritual.md b/Compendium/SF1E/Spells/Rituals/Commune, Ritual.md new file mode 100644 index 0000000..68f0316 --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Commune, Ritual.md @@ -0,0 +1,13 @@ +--- +NoteType: Spell +Type: Ritual +Assistants:3 +Level: 5 +--- +# COMMUNE - LEVEL 5 +**Source** _Galactic Magic pg. 91_ +**Script** Prepare the Space (Mysticism; failure), Sacrifice (1 Resolve Point), Invoke Entity (Will; fatigued, retry), Sacrifice (items worth 1,000 credits) +**Assistants** 3 +**Round Length** 1 hour + +You call upon an unknown planar entity to answer questions. This is a servitor of your deity if you have one. You can ask up to seven questions that can be answered with “Yes” or “No.” The entity is likely to know answers related to its purview; a servitor of Triune would know about objects located in the Drift, and a servitor of Damoritosh would know about the Veskarium. The entity answers with one-word answers such as “Yes,” “No,” “Likely,” or “Unknown,” though its answers always reflect its own agenda and could be deceptive. This ritual can’t uncover information directly related to the Gap. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Consecrate Place, Ritual.md b/Compendium/SF1E/Spells/Rituals/Consecrate Place, Ritual.md new file mode 100644 index 0000000..910d95d --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Consecrate Place, Ritual.md @@ -0,0 +1,15 @@ +--- +aliases: +Assistants: any +Level: 2 +NoteType: Spell +tags: +Type: Ritual +--- +# CONSECRATE PLACE - LEVEL 2 +**Source** _Galactic Magic pg. 91_ +**Script** Sacrifice (incense and offerings worth 2,000 credits), Prepare the Space (Mysticism; retry), Invoke Entity (Will; damage, failure) +**Assistants** any +**Round Length** 1 day + +You consecrate a site to your deity. The effects of this ritual last for 1 year, and they extend in a 40-foot radius centered on an immobile shrine, altar, or fixture of your deity. While within the area, worshippers of your deity gain a +1 divine bonus to Armor Class, attack rolls, damage rolls, saving throws, and skill checks. If your deity is chaotic, evil, good, or lawful, attacks by your worshippers made from within the area are chaotic-aligned, evil-aligned, good-aligned, or lawful-aligned, respectively. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/FTL Communication, Ritual.md b/Compendium/SF1E/Spells/Rituals/FTL Communication, Ritual.md new file mode 100644 index 0000000..a0c7304 --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/FTL Communication, Ritual.md @@ -0,0 +1,15 @@ +--- +aliases: +Assistants: none +Level: 4 +NoteType: Spell +tags: +Type: Ritual +--- +# FTL COMMUNICATION - LEVEL 4 +**Source** _Galactic Magic pg. 91_ +**Script** Open the Way (Computers; dazed for 1 minute, failure), Shape Power (Mysticism; electricity damage, retry), Speak the Name (Will; dazed for 1 minute), Release Power (Computers; failure) +**Assistants** none +**Round Length** 1 minute + +You communicate with someone over interstellar distances. You must touch a comm unit at the end of this ritual and speak a message of 25 words or fewer. Your message travels to the person you named in the Speak the Name action, but takes time to arrive: 1d6 hours if the individual is in the same system as you, 3d6 hours if the individual is in Near Space or the Pact Worlds, or 5d6 hours if the individual is in the Vast. When the message arrives, the individual you named hears it and can respond with up to 25 words. This reply takes 1d6 hours to reach you if you’re in the same system as the individual replying, 3d6 hours if you’re in Near Space, or 5d6 hours if you’re in the Vast. When it reaches you, you hear it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Gate, Ritual.md b/Compendium/SF1E/Spells/Rituals/Gate, Ritual.md new file mode 100644 index 0000000..c1a977a --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Gate, Ritual.md @@ -0,0 +1,15 @@ +--- +aliases: +Assistants: any +Level: 6 +NoteType: Spell +tags: +Type: Ritual +--- +# GATE - LEVEL 6 +**Source** _Galactic Magic pg. 92_ +**Script** Prepare the Space (Engineering or Mysticism; failure), Gather Power (Mysticism; dazed for 1 hour, failure), Shape Power (Engineering or Mysticism; fatigued, retry), Release Power (Mysticism; electricity damage, retry), Open the Way (Will; the gate opens to a random location for a random duration, both determined by the GM) +**Assistants** any +**Round Length** 1 day + +You link two physical portals—such as doors or arches—to permit instantaneous travel between them. The portals can be up to 15 feet across, separated by any distance or even on different planes, and each must be constructed with at least 1,000,000 credits’ worth of materials. Each portal must have a designated entry direction and an exit direction. You must perform this ritual at one of the two portals, and neither portal can already be connected to a portal through a gate ritual. If the ritual is completed, any creature who moves through one portal’s entry emerges from the other portal’s exit. The surfaces of the portals are usually magically obscured, so it’s impossible to tell where a portal leads; however, a creature who observes a portal from its entry direction, takes a full action, and succeeds at a DC 25 Mysticism check can cause the portal to briefly clear and see out the paired portal’s exit for one round. If Engineering was used in the ritual actions that created this gate, the creature can use Computers or Engineering instead of Mysticism for this check. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Heartbond, Ritual.md b/Compendium/SF1E/Spells/Rituals/Heartbond, Ritual.md new file mode 100644 index 0000000..28e5f97 --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Heartbond, Ritual.md @@ -0,0 +1,15 @@ +--- +aliases: +Assistants: none +Level: 1 +NoteType: Spell +tags: +Type: Ritual +--- +# HEARTBOND - LEVEL 1 +**Source** _Galactic Magic pg. 92_ +**Script** Speak the Name (the names of the two individuals being bonded) +**Assistants** none +**Round Length** 1 hour + +You create a magical bond between two willing creatures who share genuine affection for each other. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection; these items must each be worth at least 100 credits. When both individuals are wearing their tokens, they can, once per day as a standard action, sense the condition of the other as per the status spell. If either token is destroyed, the effect of the ritual ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Panopticon, Ritual.md b/Compendium/SF1E/Spells/Rituals/Panopticon, Ritual.md new file mode 100644 index 0000000..26fbbab --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Panopticon, Ritual.md @@ -0,0 +1,15 @@ +--- +aliases: +Assistants: none +Level: 3 +NoteType: Spell +tags: +Type: Ritual +--- +# PANOPTICON - LEVEL 3 +**Source** _Galactic Magic pg. 93_ +**Script** Prepare the Space (items), Gather Power (Computers; fatigued, retry), Open the Way (Will; electricity damage, failure) +**Assistants** none +**Round Length** 1 hour + +You gain supernatural surveillance powers within a single large structure, such as a prison, school, or space station. You must perform this ritual within the chosen structure, and when you complete the ritual, you must touch a video screen. The screen can be of any size, but it can’t be moved. When you look at this screen, you can take a move action to make it display any location in the structure where it’s located, from any point of view within 100 feet of the screen, with low-light vision and darkvision up to 60 feet. The effects of this ritual last for 1 year, or until the screen is moved or broken, whichever comes first. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Reincarnation, Ritual.md b/Compendium/SF1E/Spells/Rituals/Reincarnation, Ritual.md new file mode 100644 index 0000000..6bdafb7 --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Reincarnation, Ritual.md @@ -0,0 +1,14 @@ +--- +NoteType: Spell +Type: Ritual +Assistants:any +Level: 4 +--- +# REINCARNATION - LEVEL 4 +**Source** _Galactic Magic pg. 93_ +**Script** Prepare the Area (Mysticism; failure); Invoke Entity (Will; damage, failure); Sacrifice (items and Resolve); Speak the Name (the individual being reincarnated) +**Assistants** any +**Round Length** 1 hour + +You call upon a deity or other cosmic force to create a new body for a dead individual, binding the individual’s soul to the new body and restoring them to life. This ritual can restore an individual who has been dead for days equal to the ritual leader’s ranks in Mysticism. The creature takes a temporary negative level for 24 hours. This ritual can’t resurrect creatures who are currently undead or who don’t wish to be resurrected, but it can restore individuals slain by death effects or whose original bodies are lost or destroyed. +The ritualists and the restored creature have no say over the form of the reincarnation, which can take the form of virtually any race, gender, and appearance. If this ritual is used to reincarnate a player character, the player and GM should mutually agree on the reincarnation’s physical details, choosing a playable race; if used to reincarnate an NPC, the GM decides the reincarnation’s physical form. A reincarnated character loses the ability score modifiers, HP, Size, type, and racial traits of their original race, and gains the ability score modifiers, HP, Size, type, and racial traits of their new race. Theme and class features are unchanged. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Rituals.md b/Compendium/SF1E/Spells/Rituals/Rituals.md new file mode 100644 index 0000000..4e30227 --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Rituals.md @@ -0,0 +1,166 @@ +--- +aliases: +tags: +--- + +# RITUALS +**Source** _Galactic Magic pg. 89_ +Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets. + +# RITUALS LIST +``` dataview +TABLE +Level, Assistants +FROM "Codex/Spells/Rituals" +SORT Level ASC +``` + +## RITUAL SCRIPTS + +**Source** _Galactic Magic pg. 89_ +A ritual is detailed in a document known as a ritual script. Story-wise, a ritual script can take many forms: an old tome collecting dust on a library shelf, a mysterious obelisk carved with indecipherable runes, or a digital file hidden deep within a world’s infosphere. A ritual script can be in any language and might also be hard to read or decipher; skills (such as Mysticism or Computers) and magic (such as comprehend languages) might be necessary to translate or decode it. In terms of game mechanics, each ritual script describes the ritual actions—specific actions detailed later in this section—that are required for the completion of the ritual. +Before a character can use a script, however, they must find it in the first place. Characters can cast only rituals they have access to, and while academies that teach magic often provide access to common and harmless rituals that have obvious utility, more potent or dangerous rituals are locked in secure vaults. Aspiring ritualists scour the galaxy looking for rare rituals known only to lost civilizations like the sivv or kishalee. +Once a ritual script is found, its ritual can be learned through the master a ritual downtime activity (below); this activity follows the rules of downtime activities presented on page 150 of the Character Operations Manual. The downtime activity isn’t strictly necessary; a ritual can be performed from the script without learning it, but doing so is more difficult. Learning a ritual has two benefits. First, a ritual leader who has learned a ritual no longer needs access to the ritual to cast it; they can perform it from memory. Second, the DC for checks required by ritual actions is lower if the ritualist has learned the ritual. + +## MASTER A RITUAL + +**Source** _Galactic Magic pg. 89_ +You attempt to learn or practice a ritual to successfully cast it and reduce the danger posed by failure. +**Activity:** Name a single ritual to which you have access or know. You spend the day practicing this ritual. +**Results:** For 1 day, you gain a +1 circumstance bonus to checks required as part of ritual actions taken to cast the ritual you named. +**Multiday:** When you spend a week on this downtime activity, you can attempt to learn the ritual; alternatively, you can teach a ritual you already know to a number of people equal to your ranks in Mysticism. Attempt a Mysticism check; the DC of this check is 10 + 3 × the level of the ritual. If you succeed, you learn the ritual, or, if you were teaching it, everyone you taught learns it. If you fail, you can take another week and use this downtime activity to try again. + +# RITUAL CASTING + +**Source** _Galactic Magic pg. 89_ +Most rituals have a level, from 1 to 6, that corresponds to their power, how difficult they are to perform, and some statistics associated with them. Some rituals can be learned and performed at different levels, with different effects depending on the level. When you learn a variable-level ritual, you learn all lower-level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. +The individuals who perform a ritual are known as ritualists, and they don’t need to be spellcasters. Every ritual requires at least one person, the ritual leader, who must either have access to the ritual or have learned it. Additional individuals might be able to help perform the ritual; these participants are ritual assistants. Each ritual lists how many assistants can participate, if any. Most rituals allow assistants, and some require them, but a few must be performed by the ritual leader alone. A ritual leader can never lead more assistants than the leader has ranks in Mysticism, and once the ritual begins, they remain the leader for the entire ritual. +Rituals are performed over a number of ritual rounds. The length of time represented by a ritual round depends on the ritual and can be found in that ritual’s description. Each round, the leader and assistants select ritual actions; these actions are detailed below. Unless someone pauses the ritual using the maintain ritual action, the actions in the ritual script must be taken in order, one per round, until the ritual is complete; otherwise, the ritual fails. Generally, a ritual requires a number of actions equal to the ritual’s level, but the number of actions can vary. +Each ritual round, characters can take their actions in any order. While the ritual leader is usually taking the ritual action required by the script, assistants have more options when it comes to their choice of action, and sometimes actions required in the script can be taken by any character, not just the leader. For example, an assistant might choose to act before the leader to take the harmonize action and grant a bonus to the leader’s check, or that same assistant might wait to act until after the leader has acted, to use the martyr self or salvage ritual action. +Ritual actions often require a skill check, a saving throw, or some other activity, such as the sacrifice of valuable goods. Whenever a ritual action requires a skill check or saving throw, the DC can be found on Table 3–2: Rituals. If the ritualist hasn’t learned the ritual, the DC is 5 higher. +When an action required as part of a ritual script succeeds, the ritual continues for another round, when the next action in the script can be attempted. Failure on a ritual action required as part of a script, however, can have several consequences, listed in the ritual script. If neither “failure” nor “retry” is listed, the ritual action succeeds despite the failed check or saving throw, but the character who took the action suffers the consequences listed. + +- **Damage:** The character takes damage appropriate to the level of the ritual, according to Table 3–2: Rituals. If the damage has a type, it’s noted here. +- **Condition:** The character gains the listed condition for the length of time noted. +- **Failure:** The ritual fails. +- **Retry:** The action fails, but the ritual has not. The failed action must be attempted again on the next round, unless the ritual is paused through the maintain ritual action. + +Certain ritual actions allow assistants to save a ritual that would fail or to take damage or a condition that would incapacitate the ritual leader, potentially saving the ritual from failure. + +## TABLE 3-2: RITUALS + +| Ritual Level | Skill DC | Save DC | Creature CR | Item Sacrifice | Damage | +|--------------|----------|---------|-------------|-----------------|--------| +| 1 | 11 | 12 | 1/3 | 1,000 credits | 1d12 | +| 2 | 16 | 15 | 2 | 4,000 credits | 4d12 | +| 3 | 20 | 17 | 5 | 10,000 credits | 7d12 | +| 4 | 25 | 19 | 8 | 40,000 credits | 10d12 | +| 5 | 29 | 21 | 11 | 100,000 credits | 13d12 | +| 6 | 34 | 24 | 14 | 400,000 credits | 16d12 | + + + + +## VARIABLE-LEVEL RITUALS + +**Source** _Galactic Magic pg. 90_ +Some rituals have different effects depending on the level at which you perform the ritual. When you learn a variablelevel ritual, you learn all lower level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. + +## CREATURE-CREATION RITUALS + +**Source** _Galactic Magic pg. 90_ +Some spells create creatures, turning an inanimate object into a construct, for example, or converting a corpse into undead. The creatures these spells can create are limited by the level of the ritual; the higher the ritual level, the higher the CR of the creatures it can be used to create, according to Table 3–2: Rituals. + +# RITUAL ACTIONS + +**Source** _Galactic Magic pg. 90_ +Every ritual action can be performed by the leader, an assistant, or either, as noted after the action’s name. Some rituals might modify the actions listed here or require new or unique actions. + +## GATHER POWER (LEADER) + +**Source** _Galactic Magic pg. 90_ +You gather ambient magic from the environment to fuel the ritual. Attempt the check or saving throw listed in the script. + +## HARMONIZE (ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You attempt to aid a ritual leader who’s attempting a skill check, supporting them with ritual chants, meditation, dance, or another activity. Attempt a DC 15 check using the skill the ritual leader is attempting in a ritual action; if you succeed, you grant a +2 bonus to the ritual leader’s skill check this round. + +## INVOKE ENTITY (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You channel the power of a deity or similar entity through yourself to power the ritual. This ritual action always succeeds but is still extremely dangerous; attempt the check or saving throw listed in the script. If you succeed, you’re unharmed. If you fail, you take the damage or effect listed in the script. + +## JOIN RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You join a ritual that has already started. You must take this action at the beginning of a ritual round, and you can take another ritual action this round. + +## LEAVE RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You leave the ritual, and you can perform non-ritual actions during ritual rounds, including this one, until you rejoin. + +## MAINTAIN RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You maintain a ritual without working toward its conclusion, usually so that the ritual leader can rest or perform other actions. You must attempt this action before any other ritual action is attempted in the same round. Attempt a Fortitude saving throw. If you succeed, the ritual is paused for one ritual round; no one can perform a ritual action for the ritual this round, but the ritual doesn’t fail. A ritual can be maintained multiple times, and as long as the saving throws succeed, the ritual can be resumed with the next ritual action required by the script. + +## MARTYR SELF (ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +This action must be taken immediately after a ritualist in the same ritual as you takes damage or gains a condition or some other harmful effect as a consequence of a failed check or save in a ritual action this round. You volunteer yourself to take that harm. The damage or effect is transferred to you, and it can’t be reduced or mitigated in any way. You can’t take this action if you’ve already taken damage or suffered a harmful effect this round. + +## OPEN THE WAY (LEADER) + +**Source** _Galactic Magic pg. 91_ +You draw power from another plane—perhaps through a specially attuned magic item or a temporary portal—and then channel that power into the ritual. Attempt the check or saving throw listed in the script. Sometimes failing this check can have unpredictable results, releasing denizens of other planes into your location. + +## PREPARE THE AREA (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You mark out a sacred or mystically aligned area where the ritual will take place. Doing so might involve scribing a pattern on the floor, setting up candles or other ritual paraphernalia, and sanctifying the area with ritual phrases. Attempt the check or saving throw listed in the script. + +## RELEASE POWER (LEADER) + +**Source** _Galactic Magic pg. 91_ +Having gathered and shaped the power of your ritual, you now unleash it and hope for the desired outcome. Attempt the check or saving throw listed in the script. + +## SACRIFICE (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You sacrifice objects of value to power the ritual. No check or saving throw is required, but you must sacrifice whatever is listed in the script. If the sacrifice listed is “Resolve,” the leader must spend 1 Resolve Point. If the sacrifice is “Items” and no other information is provided, you must sacrifice items with a value appropriate to the level of the ritual, as shown on Table 3–2: Rituals. Sacrificed items are destroyed unless otherwise noted. If you complete this sacrifice, the action succeeds. If you don’t, the action and ritual fail. Some evil rituals might require the sacrifice of sapient creatures. + +## SALVAGE RITUAL (ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You try to save a ritual that’s about to fail. When a ritual leader fails a skill check as part of a ritual action, you take this action to attempt the check yourself. The DC for this check is 5 higher than the DC listed on Table 3–2: Rituals. Substitute the result of your check for the ritual leader’s failed check. Your check has the same consequences of success or failure that the leader’s action had. + +## SHAPE POWER (LEADER) + +**Source** _Galactic Magic pg. 91_ +Having gathered magical energy from the environment, other planes, or a deity, you now shape that power into the proper form. Attempt the check or saving throw listed in the script. + +## SPEAK THE NAME (LEADER) + +**Source** _Galactic Magic pg. 91_ +You direct your ritual against a specific target, whose name you must know. No check is required for this action, but if you don’t name someone clearly and unambiguously, the ritual fails. + +## RITUALS + +**Source** _Galactic Magic pg. 91_ +The following Rituals are just a sampling of the many that exist in the galaxy. + +## READING RITUAL DESCRIPTIONS + +**Source** _Galactic Magic pg. 91_ +Each ritual is listed in alphabetical order by name. The ritual’s level is noted after its name. +**Script** lists all the actions required to perform the ritual in order. Required skills, saving throws, sacrifices, or other activities are listed in parentheses, followed by the consequence for failure. If the ritual can be performed at variable level, each level with its own script, “varies” is listed here. +**Assistants** indicates the number of assistants that must assist the leader in the ritual. If assistants are optional, the entry here is “any.” The maximum number of assistants is limited to the leader’s ranks in Mysticism. +**Round Length** notes the length of time represented by a single ritual round. +The description of the ritual follows; unless otherwise noted, “you” in a ritual description refers to the ritual leader. + +## OTHER SUMMONING RITUALS + +**Source** _Galactic Magic pg. 93_ +There are many variations on the summoning ritual, including rituals to summon angels, daemons, demons, fey, oni, velstracs, or other extraplanar beings. Most work identically to summon elemental with a few notable exceptions. First, most outsiders are more intelligent than elementals, and so their initial attitude is more likely to be unfriendly (though a devil might pretend to be friendly for its own purposes). Second, when a ritualist fails a ritual action that inflicts damage, that damage has a type appropriate to the plane the summoned creature comes from. For example, summoning a devil is likely to inflict fire damage. If no damage type is appropriate, the damage has no type. Summoning rituals can differ from the usual script and results in other, more specific ways; a wise ritualist learns all they can about the spell and the creature summoned before attempting the ritual! \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Rituals/Summon Elemental, Ritual.md b/Compendium/SF1E/Spells/Rituals/Summon Elemental, Ritual.md new file mode 100644 index 0000000..17be1aa --- /dev/null +++ b/Compendium/SF1E/Spells/Rituals/Summon Elemental, Ritual.md @@ -0,0 +1,24 @@ +--- +aliases: +Assistants: up to 1 per level of the ritual +Level: 1 +NoteType: Spell +tags: +Type: Ritual +--- +# SUMMON ELEMENTAL - LEVEL 1 +**Source** _Galactic Magic pg. 93_ +**Script** varies +**Assistants** up to 1 per level of the ritual +**Round Length** 10 minutes + +You summon an elemental with a CR limited by the level of the ritual according to Table 3–2: Rituals. The elemental appears within 30 feet of you. Most elementals are only as smart as a clever animal, and their initial attitude is indifferent, but elementals with above-average Intelligence are unfriendly instead. Regardless, the elemental is under no obligation to obey you. It remains on the plane to which you’ve summoned it until it’s destroyed or sent back to its origin plane, such as through dismissal or some other method. +If you fail a ritual action for this ritual that causes you to take damage, that damage has a type based on the kind of elemental you tried to summon: bludgeoning for an earth elemental, cold for a water elemental, fire for a fire elemental, and electricity for an air elemental. +You can add the Prepare the Area action to the beginning of the script for this spell; the action requires a Mysticism check. If you do, the elemental appears within that area, and can’t leave or target creatures outside the area unless you allow it or your preparations are disturbed; the GM decides how much disturbance is required. You gain a +4 circumstance bonus to Diplomacy or Intimidate checks against a creature trapped within your prepared area. If you fail the Mysticism check required for this ritual action, the elemental still appears in the space, but its movement and attacks aren’t restricted, and you gain no benefit to Diplomacy or Intimidate checks. +You can add the Speak the Name action to the end of the script for this spell. If you do, you summon the specific elemental whose name you spoke, provided that elemental’s CR is equal to or less than that listed for the ritual’s level on Table 3–2: Rituals. Its initial attitude might be something other than indifferent, especially if it has had prior interactions with you. +**1st:** Script Open the Way (Fort; damage, failure) +**2nd:** Script Open the Way (Fort; damage, failure) +**3rd:** Script Sacrifice (items); Open the Way (Fort; damage, failure) +**4th:** Script Sacrifice (items); Open the Way (Fort; damage, failure) +**5th:** Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure) +**6th:** Script Sacrifice (items); Gather Power (Mysticism; damage, retry); Open the Way (Fort; damage, failure) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Adhere.md b/Compendium/SF1E/Spells/Spells Level 0/Adhere.md new file mode 100644 index 0000000..0b9beea --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Adhere.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ADHERE + +**Source** _Galactic Magic pg. 67_ +**Classes** Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one object +**Duration** varies; see text +**Saving Throw** see text; **Spell Resistance** no + +## DESCRIPTION + +You create a molecular bond between an object you touch (bulk up to 1 + your caster level) and another object or a surface that object is touching. Pulling the object free of that surface then requires a Strength check against the spell's save DC, although you can dismiss it by touching the object again. If moving or opening the object already requires a Strength check, you increase the DC of that check by half your key ability score bonus. If the adherence is broken, the spell ends. Otherwise, the magic is permanent. + +If you instead touch a surface (one 5-foot square), that surface becomes charged with adhering magic for 1 round per level. If a creature touches the surface of the affected square, the creature must succeed at a Reflex saving throw or become entangled until they successfully save against the spell (they can attempt a new save at the beginning of each of their turns). Once the entangled creature escapes, the spell ends. It also ends if you cast this version of the spell on another area. + +`ris:Checkbox` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Charming Veneer.md b/Compendium/SF1E/Spells/Spells Level 0/Charming Veneer.md new file mode 100644 index 0000000..ebc3f54 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Charming Veneer.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHARMING VENEER + +**Source** _Character Operations Manual pg. 133_ +**Classes** Witchwarper 0 +**School** illusion +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Duration** 10 minutes +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You pull gossamer threads from other, more genteel realities and wrap the target in them, smoothing the edges of their personality and accentuating their charms. The target gains a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature affected by this spell can attempt a Diplomacy check to gather information in only 10 minutes. Once any individual under the effects of a _charming veneer_ spell you cast has used this benefit to gather information in a specific settlement or local region, no target of a _charming veneer_ spell you cast can do so again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Churn Fluid.md b/Compendium/SF1E/Spells/Spells Level 0/Churn Fluid.md new file mode 100644 index 0000000..e3b4ef9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Churn Fluid.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHURN FLUID + +**Source** _Character Operations Manual pg. 134_ +**Classes** Witchwarper 0 +**School** conjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** change the chemical composition of up to 1 bulk of fluid/ level; see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You merge a tiny corner of parallel realities with this one, subtly or dramatically shifting the chemical composition of a fluid. You can target any type of fluid, and you need not know its current composition. You must be able to see the liquid or the receptacle that holds it, or this spell fails and is lost. You must also target an entire body of fluid, rather than only part of it. If you target an amount of fluid that is too large for you to change entirely, the spell fails and is lost. +When you target fluid in this way, you can turn it into potable water, salt water, mildly corrosive acid or base, blood, or any other nontoxic, non-damaging fluid with no other game effects. After 1 day, if unused in its changed state, the fluid reverts to its original state. In so doing, the reverting fluid cannot cause harm. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Climate Adaptation.md b/Compendium/SF1E/Spells/Spells Level 0/Climate Adaptation.md new file mode 100644 index 0000000..56592f9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Climate Adaptation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# CLIMATE ADAPTATION + +**Source** _Galactic Magic pg. 70_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 hour +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You tweak a creature's genetic code, altering its environmental adaptations to better suit the surrounding climate. For the duration, the target reduces the severity of dangerous temperatures by one step. For example, cold is reduced to comfortable, while extreme heat is reduced to severe heat. _Climate adaptation_ can protect the target from either cold or heat but not both simultaneously. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Conjure Grenade.md b/Compendium/SF1E/Spells/Spells Level 0/Conjure Grenade.md new file mode 100644 index 0000000..75ad17a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Conjure Grenade.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- + +# CONJURE GRENADE + +**Source** _Ports of Call pg. 83_ +**Classes** Technomancer 0 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You rapidly conjure and assemble the components to make a grenade, which you throw as part of the action used to cast this spell, requiring an attack roll to hit the intersection as normal. The grenade has a 20-foot range increment, deals 1d4 piercing damage, and has the explode (5 feet) property. Creatures in the affected area can attempt a Reflex save to halve the damage. diff --git a/Compendium/SF1E/Spells/Spells Level 0/Dancing Lights.md b/Compendium/SF1E/Spells/Spells Level 0/Dancing Lights.md new file mode 100644 index 0000000..64a20b5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Dancing Lights.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DANCING LIGHTS + +**Source** _Starfinder Core Rulebook pg. 347_ +**Classes** Technomancer 0, Witchwarper 0 +**School** evocation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** up to four lights +**Duration** 1 minute (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. + +You can have only one _dancing lights_ spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Daze.md b/Compendium/SF1E/Spells/Spells Level 0/Daze.md new file mode 100644 index 0000000..62a9da2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Daze.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DAZE + +**Source** _Starfinder Core Rulebook pg. 347_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one humanoid creature of CR 3 or lower +**Duration** 1 round +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Dazzling Flares.md b/Compendium/SF1E/Spells/Spells Level 0/Dazzling Flares.md new file mode 100644 index 0000000..d6af24e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Dazzling Flares.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# DAZZLING FLARES + +**Source** _Character Operations Manual pg. 134_ +**Classes** Witchwarper 0 +**School** evocation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** popping, distracting flares within a 10-ft.-radius +**Duration** 1 round +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You evoke fist-sized pockets of existence from multiple realities, creating chemical reactions that result in up to a dozen flares. These flares appear at once, and they do so within a 10-foot-radius spread. You choose the flares’ colors, including colorless, and they make popping noises as they flicker in and out of reality. This popping can be as quiet as a human’s whisper or as loud as up to 20 humans shouting. You can cause the flares to emit a sulfurous or ozone smell as they pop. These distracting flares impose a –2 penalty on Perception checks attempted in the area. +If you cast this spell while another casting of _dazzling flares_ is still in effect, the previous casting ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Detect Affliction.md b/Compendium/SF1E/Spells/Spells Level 0/Detect Affliction.md new file mode 100644 index 0000000..e34deee --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Detect Affliction.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DETECT AFFLICTION + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Mystic 0, Precog 0, Technomancer 0 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature or object +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. If the target is poisoned or diseased, you automatically detect that fact and can determine the exact type of poison or disease with a successful DC 20 Intelligence or Wisdom check. If you are trained in Life Science or Medicine (depending on the nature of the poison or disease), you can attempt a DC 20 check of that skill if you fail your Wisdom or Intelligence check. If the target is cursed or suffering from a similar affliction, you must succeed at a DC 20 Intelligence or Wisdom check to determine that fact. You can then determine the exact nature of the curse with a successful DC 25 Mysticism check. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Detect Magic.md b/Compendium/SF1E/Spells/Spells Level 0/Detect Magic.md new file mode 100644 index 0000000..60461ca --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Detect Magic.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DETECT MAGIC + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** divination +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped emanation +**Duration** concentration, up to 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Distant Speech.md b/Compendium/SF1E/Spells/Spells Level 0/Distant Speech.md new file mode 100644 index 0000000..a5f21d6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Distant Speech.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DISTANT SPEECH + + +**Source** _Galactic Magic pg. 72_ +**Classes** Mystic 0, Technomancer 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level (D) + +## DESCRIPTION + +Your speech is audible for up to half a mile outdoors or 1,000 feet indoors. The volume of your voice doesn't change, so intervening obstacles and louder noises can still drown it out. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Energy Ray.md b/Compendium/SF1E/Spells/Spells Level 0/Energy Ray.md new file mode 100644 index 0000000..18006de --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Energy Ray.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ENERGY RAY + +**Source** _Starfinder Core Rulebook pg. 353_ +**Classes** Technomancer 0 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature or object +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Fatigue.md b/Compendium/SF1E/Spells/Spells Level 0/Fatigue.md new file mode 100644 index 0000000..a0a92e6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Fatigue.md @@ -0,0 +1,27 @@ +--- +aliases: +tags: +--- +--- +NoteType: Spell +Level: 0 +School: necromancy +Mystic: "`ris:Checkbox`" +Precog: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# FATIGUE + +**Source** _Starfinder Core Rulebook pg. 354_ +**Classes** Mystic 0, Witchwarper 0 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You make a melee attack against a single target’s EAC, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed at a Fortitude save or be fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Ghost Sound.md b/Compendium/SF1E/Spells/Spells Level 0/Ghost Sound.md new file mode 100644 index 0000000..e720ab1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Ghost Sound.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# GHOST SOUND + +**Source** _Starfinder Core Rulebook pg. 356_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** illusion +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** illusory sounds +**Duration** 1 round/level (D) +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +You create a volume of sound that rises, falls, recedes, approaches, or remains fixed. You choose what type of sound this spell creates when casting it and cannot thereafter change the sound’s basic character. + +The volume of sound created can produce as much noise as 20 normal humans. Thus, you can create shouting, singing, talking, marching, running, or walking sounds, as well as sounds of battle or small explosions. You can make noises that sound like machines, the general chatter of distant conversation, or the roar of an alien predator, but you can’t make specific sounds such as intelligible speech or the exact hum of a particular starship’s engines. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Glowing Wall.md b/Compendium/SF1E/Spells/Spells Level 0/Glowing Wall.md new file mode 100644 index 0000000..a5325c1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Glowing Wall.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# GLOWING WALL + +**Source** _Galactic Magic pg. 75_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** evocation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** light with area of up to eight 10-ft. squares +**Duration** concentration + 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +A barrier of light, colored as you choose, springs into existence. You can form the wall into a vertical or horizontal plane, but each 10-foot square must join another. The light level within 5 feet of the wall increases to normal light. Within an additional 5 feet, the light increases one step, up to normal light. When you concentrate on the spell, you can change the light's color. You can have only one glowing wall spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. A _glowing wall_ somehow made permanent doesn't count against this limit. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Grave Words.md b/Compendium/SF1E/Spells/Spells Level 0/Grave Words.md new file mode 100644 index 0000000..d520836 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Grave Words.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy (language-dependent) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# GRAVE WORDS + +**Source** _Starfinder Core Rulebook pg. 357_ +**Classes** Mystic 0, Witchwarper 0 +**School** necromancy (language-dependent) +**Casting Time** 1 minute +**Range** touch +**Targets** one dead creature +**Duration** 1 round +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You can force a touched corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse utters random sentences for 1 round, with a 10% chance this information is of some use to you. Useful information might include warnings about dangers in a wrecked starship, the password to unlock a computer, or the name of a supernatural creature seeking you or your allies. The GM makes the d% roll in secret and decides what information, useful or not, the corpse spews out in its babbling. + +Once a corpse has been subjected to _grave words_ by any caster, any new attempt to cast _grave words_ on that corpse fails. A corpse must have a mouth or means to speak in order for this spell to function, and the spell doesn’t affect a corpse that has been turned into an undead creature. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Hazard.md b/Compendium/SF1E/Spells/Spells Level 0/Hazard.md new file mode 100644 index 0000000..4838083 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Hazard.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# HAZARD + +**Source** _Character Operations Manual pg. 136_ +**Classes** Witchwarper 0 +**School** evocation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 5-foot-radius burst +**Duration** 1 round +**Saving Throw** Reflex negates; **Spell Resistance** yes + +## DESCRIPTION + +When you cast this spell, choose acid, cold, electricity, fire, or sonic. The spell gains that descriptor. You summon a minor hazard from an alternate reality, creating a splash of acid rain, a blast of freezing air, a static electric discharge, a burst of fire, or a roar of thunder. Each creature in the area must succeed at a Reflex save or take 1d3 damage of the chosen type. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Holographic Interface.md b/Compendium/SF1E/Spells/Spells Level 0/Holographic Interface.md new file mode 100644 index 0000000..1d88c3b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Holographic Interface.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HOLOGRAPHIC INTERFACE + +**Source** _Galactic Magic pg. 76_ +**Classes** Technomancer 0 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one computer you're observing +**Duration** 1 hour (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure a holographic interface you can use to communicate with the target computer. The interface allows you to operate an unfamiliar computer or one that lacks an interface as though you did have an interface, but it doesn't change your level of access. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Injury Echo.md b/Compendium/SF1E/Spells/Spells Level 0/Injury Echo.md new file mode 100644 index 0000000..e6c4c83 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Injury Echo.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# INJURY ECHO + +**Source** _Galactic Magic pg. 76_ +**Classes** Precog 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You manifest an injury from the target's future or past. Choose bludgeoning, piercing, or slashing when you cast this spell. The target must succeed at a Will saving throw or take 1d6 damage of the chosen type. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Magic Mark.md b/Compendium/SF1E/Spells/Spells Level 0/Magic Mark.md new file mode 100644 index 0000000..cee6eba --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Magic Mark.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MAGIC MARK + +**Source** _Galactic Magic pg. 76_ +**Classes** Precog 0, Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** permanent +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You place a magical mark, about 1 square foot in size, on the target. When you create it, the mark can be visible, invisible, or invisible to everyone but you. A visible mark can be something electronically readable, such as a barcode. Those who can observe invisible things can observe an invisible mark. Any magic mark is apparent to someone using _detect magic_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Measure.md b/Compendium/SF1E/Spells/Spells Level 0/Measure.md new file mode 100644 index 0000000..83a1262 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Measure.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MEASURE + +**Source** _Galactic Magic pg. 77_ +**Classes** Precog 0, Technomancer 0 +**School** divination +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped emanation +**Duration** concentration, up to 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You learn the approximate measurements (length, width, depth, height, mass) of creatures and objects you can observe in the area. If an object or creature extends out of the area, you learn only the measurements within the area but nothing about what you can't observe. For example, you can't determine the thickness or weight of a wall you can observe only one side of or the depth of water that extends beyond the spell's range. Each round you concentrate on the same area, you can learn the exact measurements of one creature or object in the area, including imprecisions or anomalies that might indicate structural weakness. A target magically altered to appear different than what you observe still gives you accurate measurements when you concentrate on it. Such anomalies might provide clues that other skills can help decipher, such as Engineering to determine if a structure can support your weight. Magical traps incorporate wards that thwart this spell, giving you information that reflects what you observe rather than accurate measurements. A force field blocks this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Mending.md b/Compendium/SF1E/Spells/Spells Level 0/Mending.md new file mode 100644 index 0000000..e119aa2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Mending.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MENDING + +**Source** _Starfinder Core Rulebook pg. 364_ +**Classes** Precog 0, Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 10 minutes +**Range** 10 ft. +**Targets** one object of up to 1 bulk or one construct of up to Medium size +**Duration** instantaneous +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +This spell repairs damaged objects and constructs, restoring 1d4 Hit Points. If the object has the broken condition, this condition is removed if the object is restored to at least half its original Hit Points. All of the pieces of an object must be present for this spell to function. A construct can benefit from this spell only once per day. Magic items can be repaired by this spell, but magic items that are destroyed don’t have their magic abilities restored. This spell doesn’t reverse effects that warp or otherwise transmute items, but it can still repair damage dealt to such items. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Misfire.md b/Compendium/SF1E/Spells/Spells Level 0/Misfire.md new file mode 100644 index 0000000..ae323b7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Misfire.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MISFIRE + +**Source** _Galactic Magic pg. 77_ +**Classes** Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one object that uses batteries or ammunition, is of no more than 3 bulk, and has an item level lower than the caster's level +**Duration** 1 hour +**Saving Throw** Will negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +The next time the targeted object is used in a way that consumes charges or ammo, the device fails to work. A weapon fails to fire or operate, or a technological device doesn't respond to its activation. This spell ends once it prevents the targeted object from working that one time. An object can be the target of this spell only once every 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Omnitool.md b/Compendium/SF1E/Spells/Spells Level 0/Omnitool.md new file mode 100644 index 0000000..2d295da --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Omnitool.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# OMNITOOL + +**Source** _Galactic Magic pg. 78_ +**Classes** Technomancer 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one object of negligible bulk, or 5 UPBs +**Duration** 1 round/level +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +While you hold the touched object, it transmutes into tools you need for Engineering checks. This tool provides no bonuses to Engineering checks, but it prevents you from taking a penalty for lacking a tool. If the transmuted object leaves your grasp, it reverts to normal. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Hand.md b/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Hand.md new file mode 100644 index 0000000..449752e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Hand.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PSYCHOKINETIC HAND + +**Source** _Starfinder Core Rulebook pg. 370_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one unattended object of no more than 10 lbs. or 1 bulk +**Duration** concentration +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Shove.md b/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Shove.md new file mode 100644 index 0000000..e3c10e3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Psychokinetic Shove.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PSYCHOKINETIC SHOVE + +**Source** _Galactic Magic pg. 79_ +**Classes** Mystic 0, Witchwarper 0 +**School** evocation +**Casting Time** 1 standard action +**Range** 30 ft. +**Targets** one creature or one object, see text +**Duration** instantaneous +**Saving Throw** Reflex negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +A targeted creature takes 1 damage with the force description unless it succeeds at a Reflex saving throw. A creature that takes the damage is also subjected to a bull rush. Attempt the bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. You can push your target no more than 5 feet. + +An object must be unattended or held by you. It takes 1 damage with the force descriptor. You can also push it up to 10 feet away from you if it weighs 2 bulk or less or up to 5 feet away from you if it weighs up to 5 bulk. The object moves at a harmless velocity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Realign.md b/Compendium/SF1E/Spells/Spells Level 0/Realign.md new file mode 100644 index 0000000..e400965 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Realign.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REALIGN + +**Source** _Galactic Magic pg. 80_ +**Classes** Mystic 0, Precog 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature in a zero-gravity environment +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You magically right a creature that's disoriented while floating in a zero-gravity environment. If the target has the off-kilter condition, that condition ends. This doesn't prevent the target from regaining the off-kilter condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Spark.md b/Compendium/SF1E/Spells/Spells Level 0/Spark.md new file mode 100644 index 0000000..60d7353 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Spark.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (electricity or fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SPARK + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** evocation (electricity or fire) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one unattended object of no more than 1 bulk +**Duration** instantaneous +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +You agitate molecules within the surface of the object you touch, causing it to catch fire if it's flammable and the atmosphere allows combustion. This spell can't cause substances within closed containers, such as the fuel in a petrol tank, to ignite. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Spells Level 0.md b/Compendium/SF1E/Spells/Spells Level 0/Spells Level 0.md new file mode 100644 index 0000000..38a9aef --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Spells Level 0.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- + +# SPELLS LEVEL 0 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 0" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Stabilize.md b/Compendium/SF1E/Spells/Spells Level 0/Stabilize.md new file mode 100644 index 0000000..98e9937 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Stabilize.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# STABILIZE + +**Source** _Starfinder Core Rulebook pg. 378_ +**Classes** Mystic 0, Precog 0 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +If the target of this spell has 0 Hit Points and is dying, it automatically stabilizes. If the creature later takes damage, it is no longer stable. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Starwalk.md b/Compendium/SF1E/Spells/Spells Level 0/Starwalk.md new file mode 100644 index 0000000..ddd3285 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Starwalk.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# STARWALK + +**Source** _Galaxy Exploration Manual pg. 114_ +**Classes** Mystic 0, Technomancer 0, Witchwarper 0 +**School** evocation +**Casting Time** see text +**Range** personal +**Duration** 1 round + +## DESCRIPTION + +You can better control your movement in zero gravity. As a swift action, you can cast this spell to end the off-kilter condition gained from movement in zero gravity. If you cast this spell as a move action, you can move up to half your speed in zero gravity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Stumble.md b/Compendium/SF1E/Spells/Spells Level 0/Stumble.md new file mode 100644 index 0000000..06ddf24 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Stumble.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# STUMBLE + +**Source** _Galactic Magic pg. 83_ +**Classes** Precog 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Reflex negates; **Spell Resistance** yes + +## DESCRIPTION + +You momentarily transpose the position of the limbs the target is using to move or interfere with its proprioception. If the target fails its Reflex save, it's off-target and can move at only half speed for 1 round. A flying creature also descends 10 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Telekinetic Projectile.md b/Compendium/SF1E/Spells/Spells Level 0/Telekinetic Projectile.md new file mode 100644 index 0000000..93619d6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Telekinetic Projectile.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: +--- +# TELEKINETIC PROJECTILE + +**Source** _Starfinder Core Rulebook pg. 380_ +**Classes** Mystic 0 +**School** evocation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one object and one creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You fling an unattended object weighing up to 5 pounds (less than 1 bulk) at the target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Telepathic Message.md b/Compendium/SF1E/Spells/Spells Level 0/Telepathic Message.md new file mode 100644 index 0000000..7ac8d0e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Telepathic Message.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination (language-dependent; mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TELEPATHIC MESSAGE + +**Source** _Starfinder Core Rulebook pg. 381_ +**Classes** Mystic 0, Precog 0, Technomancer 0 +**School** divination (language-dependent, mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one creature/level +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Token Spell.md b/Compendium/SF1E/Spells/Spells Level 0/Token Spell.md new file mode 100644 index 0000000..39c3fef --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Token Spell.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# TOKEN SPELL + +**Source** _Starfinder Core Rulebook pg. 382_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** 10 ft. +**Targets, Effect, or Area** see text +**Duration** 1 hour +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +Token spells are often some of the first minor changes that spellcasters produce when they begin experimenting with magic. Once cast, _token spell_ enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. You can slowly lift one item of light bulk. You can alter items in a 1-foot cube each round, coloring, cleaning, soiling, cooling, warming, or flavoring them. You can create small objects, but they look artificial and are extremely fragile (they can’t be used as tools or weapons). You can illuminate an object to shed dim light in a 30-foot radius. + +_Token spell_ lacks the power to duplicate any other spell effects. Any actual change to an object (beyond moving, cleaning, or soiling it) persists for only 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Transfer Charge.md b/Compendium/SF1E/Spells/Spells Level 0/Transfer Charge.md new file mode 100644 index 0000000..8020fa5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Transfer Charge.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TRANSFER CHARGE + +**Source** _Starfinder Core Rulebook pg. 383_ +**Classes** Precog 0, Technomancer 0 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** two objects of the same type; see text +**Duration** instantaneous +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +You can transfer any number of charges from one battery to another battery or from one power cell to another power cell. You can only transfer charges using two objects of the exact same type (two batteries of the same size, two identical power cells, or the like); you transfer charges from the source object to the receiving object. + +You must declare how many charges you are transferring before casting this spell. If you transfer more charges from the source than the receiving item can hold, the receiving item must succeed at a Fortitude saving throw or take 1d6 electricity damage. This spell provides no knowledge of how many charges a receiving item can safely hold, but you can choose to transfer fewer charges than the maximum allowed to reduce the risk. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Vanishing Trick.md b/Compendium/SF1E/Spells/Spells Level 0/Vanishing Trick.md new file mode 100644 index 0000000..685fc8e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Vanishing Trick.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# VANISHING TRICK + +**Source** _Galactic Magic pg. 85_ +**Classes** Mystic 0, Precog 0, Technomancer 0, Witchwarper 0 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one unattended object of no more than 1 bulk +**Duration** 1 round/level (D) +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +The object you touch becomes invisible. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 0/Varied Veneer.md b/Compendium/SF1E/Spells/Spells Level 0/Varied Veneer.md new file mode 100644 index 0000000..731015e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 0/Varied Veneer.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 0 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# VARIED VENEER + +**Source** _Galactic Magic pg. 85_ +**Classes** Technomancer 0, Witchwarper 0 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one unattended object of no more than 2 bulk +**Duration** 1 hour +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +You make the object you touch appear to be broken or otherwise worthless, or you make a broken object appear to be functional. A creature that handles the object can attempt a Will saving throw to recognize the illusion. The object functions as its actual condition indicates—this spell ends if someone attempts to use the object for its intended function. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Acidic Mist.md b/Compendium/SF1E/Spells/Spells Level 1/Acidic Mist.md new file mode 100644 index 0000000..74de544 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Acidic Mist.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (acid) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ACIDIC MIST + +**Source** _Near Space pg. 154_ +**Classes** Mystic 1, Witchwarper 1 +**School** conjuration (acid) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 10-ft.-radius spread +**Duration** 1 round/level (D) +**Saving Throw** Fortitude half; **Spell Resistance** no + +## DESCRIPTION + +You call forth the corrosive atmosphere of a gas giant to damage your opponents. A creature that starts its turn in the area takes 2d6 acid damage. The corrosive mist does not obscure vision. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Biome Adaptation.md b/Compendium/SF1E/Spells/Spells Level 1/Biome Adaptation.md new file mode 100644 index 0000000..ff021d6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Biome Adaptation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# BIOME ADAPTATION + +**Source** _Galactic Magic pg. 68_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 hour/level (D) +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +As the elves of yore, you attune the target to the surrounding environment or foresee their needs there, altering their coloration and movement to better match the biome within which you cast this spell. The target ignores nonmagical difficult terrain typical to that biome and gains a +2 insight bonus to Stealth checks there as well as Survival checks for the tasks endure severe weather, live off the land, and orienteering in that biome. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Broadcast Message.md b/Compendium/SF1E/Spells/Spells Level 1/Broadcast Message.md new file mode 100644 index 0000000..2a4afd8 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Broadcast Message.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination (language-dependent; mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# BROADCAST MESSAGE + +**Source** _Galactic Magic pg. 69_ +**Classes** Mystic 1, Precog 1, Technomancer 1 +**School** divination (language-dependent, mind-affecting) +**Casting Time** 1 round; see text +**Area** emanation with a radius of 100 ft., centered on you; see text +**Targets** all creatures +**Duration** concentration, up to 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You broadcast a short telepathic message of up to 25 words to all creatures in the area. The message repeats each round for the duration. A technomancer casting this spell also broadcasts the message to all computers or constructs with the technological subtype that are designed to receive messages. + +You can spend additional time casting this spell to increase its area. If you do, for each additional full action spent to cast this spell, the emanation's radius increases by 100 ft., to a maximum of 1,000 ft. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Charm Person.md b/Compendium/SF1E/Spells/Spells Level 1/Charm Person.md new file mode 100644 index 0000000..79d2b56 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Charm Person.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (charm, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHARM PERSON + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Mystic 1, Witchwarper 1 +**School** enchantment (charm, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one humanoid creature +**Duration** 1 hour/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw. + +The spell does not enable you to control the charmed creature as if it were an automaton. It is unlikely to attempt to harm you, but it is also unlikely to attack any of its true friends or allies. You can try to give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries of this check are not allowed.) An affected creature never obeys suicidal or obviously harmful suggestions. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature’s language to communicate your suggestions, or else be good at pantomiming. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Command Icon.md b/Compendium/SF1E/Spells/Spells Level 1/Command Icon.md new file mode 100644 index 0000000..5c2948f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Command Icon.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# COMMAND ICON + +**Source** _Galactic Magic pg. 70_ +**Classes** Mystic 1, Technomancer 1 +**School** illusion +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 minute/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Hobgoblins created this spell to signify rallying points and provide commanders with better ability to organize troops. The target creature seems more imposing, granting the creature a +2 morale bonus to Charisma-based checks made to motivate troops and all Intimidate checks. A symbol of leadership, such as the seal of an organization or a deity's holy symbol, illuminates above the target. This symbol increases the light in a 10-foot radius by one step, up to normal. The light imposes a –20 penalty to Stealth checks and prevents the target from benefiting from concealment from darkness, invisibility, and similar effects. The target gains a +1 morale bonus to saving throws against fear and being charmed, as do allies while they remain within the symbol's light. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Command.md b/Compendium/SF1E/Spells/Spells Level 1/Command.md new file mode 100644 index 0000000..18f2e02 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Command.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, language-dependent, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# COMMAND +**Source** _Starfinder Core Rulebook pg. 343_ +**Classes** Mystic 1 +**School** enchantment (compulsion, language-dependent, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 round +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You give the target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the target can’t carry out your command on its next turn, the spell automatically fails. + +**Approach**: The target moves toward you as quickly and directly as possible for 1 round, taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal. + +**Drop**: The target drops whatever it is holding. It can’t pick up any dropped item until its next turn. + +**Fall**: The target falls to the ground and remains prone for 1 round. It can otherwise act normally. + +**Flee**: The target moves away from you as quickly and directly as possible for 1 round, taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal. + +**Halt**: The target is dazed for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Communal Bond.md b/Compendium/SF1E/Spells/Spells Level 1/Communal Bond.md new file mode 100644 index 0000000..b8a1447 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Communal Bond.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# COMMUNAL BOND + +**Source** _Galactic Magic pg. 71_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** abjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Targets** the caster and all allies within a 30-ft. radius burst, centered on the caster +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell arises from ghorans' tradition of imbuing their group projects and celebrations of togetherness with magic. Targets gain a +1 morale bonus to saving throws against fear effects while they're observing at least one other target of the same casting of this spell. Also, when a target successfully aids another target of the same casting of this spell, or provides such a creature covering or harrying fire, the bonus from successfully doing so is +3 instead of +2. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Companion Bond.md b/Compendium/SF1E/Spells/Spells Level 1/Companion Bond.md new file mode 100644 index 0000000..1210499 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Companion Bond.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# COMPANION BOND + +**Source** _Galactic Magic pg. 71_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** the caster plus one willing creature (see text) +**Duration** 1 hour/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +As the lashuntas who created this spell, you forge a telepathic link with a pet, mount, or other creature, provided the creature has an Intelligence modifier and that modifier is –2 or lower, and the creature is of the aberration, animal, dragon, magical beast, or plant type. Any creature that you have as a creature companion can instead be the target of this spell. You can communicate telepathically through the bond, regardless of language. No special power or influence is established because of the bond. Once the bond is formed, it works over any distance provided you and the target are on the same plane. If the creature has an intelligence modifier of –3 or higher, they can communicate simple thoughts through the bond to you. Otherwise, the creature can communicate feelings through this bond but not words or complex concepts. If the target is your creature companion, it doesn't need to see or hear you to receive your commands, and you receive a +2 morale bonus to Survival checks to control or ride the creature. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Comprehend Customs.md b/Compendium/SF1E/Spells/Spells Level 1/Comprehend Customs.md new file mode 100644 index 0000000..339f1f7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Comprehend Customs.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# COMPREHEND CUSTOMS + +**Source** _Character Operations Manual pg. 134_ +**Classes** Mystic 1, Precog 1 +**School** divination +**Casting Time** reaction +**Range** personal +**Targets** you +**Duration** 1 hour/level +**Saving Throw** none (harmless); **Spell Resistance** no (harmless) + +## DESCRIPTION + +This spell grants you a +2 insight bonus to Culture checks you attempt during the duration. The insight you gain might help you greet someone properly, know whether physical contact (a handshake, for example) is appropriate, or how to eat without making a mess or insulting your host. In addition, when you attempt Diplomacy checks to change attitudes during the duration, you can lower the DC by 5. This spell does not replace careful study of a culture, nor does it give insight beyond events that occur during the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Comprehend Languages.md b/Compendium/SF1E/Spells/Spells Level 1/Comprehend Languages.md new file mode 100644 index 0000000..f99e8df --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Comprehend Languages.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# COMPREHEND LANGUAGES + +**Source** _Starfinder Core Rulebook pg. 344_ +**Classes** Precog 1, Technomancer 1, Witchwarper 1 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level + +## DESCRIPTION + +You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Confusion, Lesser.md b/Compendium/SF1E/Spells/Spells Level 1/Confusion, Lesser.md new file mode 100644 index 0000000..53fbd1d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Confusion, Lesser.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# CONFUSION, LESSER +**Source** _Starfinder Core Rulebook pg. 344_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 round +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell causes a single creature to become confused (as per the _confusion_ spell) for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Create Ammunition.md b/Compendium/SF1E/Spells/Spells Level 1/Create Ammunition.md new file mode 100644 index 0000000..01aa85a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Create Ammunition.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# CREATE AMMUNITION + +**Source** _Character Operations Manual pg. 134_ +**Classes** Technomancer 1 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Duration** 1 minute/level (D) + +## DESCRIPTION + +You create a specific type of ammunition, such as arrows or a battery, and conjure it in hand or a place within range. You can create ammunition with an item level of 1 or 2, and you create a number of charges or pieces of ammunition as if you had purchased the ammunition (for example, 20 arrows or a battery with 20 charges). If you use this spell to create a battery, the battery can be used for any function a battery performs. This spell cannot create ammunition made from special materials or with any special quality, and it cannot create grenades, rockets, missiles, or the like. The ammunition disappears when the duration ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Defrex Hardiness.md b/Compendium/SF1E/Spells/Spells Level 1/Defrex Hardiness.md new file mode 100644 index 0000000..82bed30 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Defrex Hardiness.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: +Witchwarper: +--- +# DEFREX HARDINESS + +**Source** _Near Space pg. 155_ +**Classes** Mystic 1 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +The target becomes infused with the resilience of a defrex and sprouts bristling spines. It gains DR/— equal to your caster level, and any creature adjacent to the target that hits it with a melee attack takes piercing damage equal to your caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Detect Augmentation.md b/Compendium/SF1E/Spells/Spells Level 1/Detect Augmentation.md new file mode 100644 index 0000000..52818d2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Detect Augmentation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# DETECT AUGMENTATION + +**Source** _Starfinder Armory pg. 148_ +**Classes** Mystic 1, Precog 1 +**School** divination +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped emanation +**Duration** concentration, up to 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You detect the presence of augmentations installed within creatures you can see within the area, which appear to you as glowing outlines around the systems in which the augmentations are installed. The spell allows you to determine the type of augmentation, such as biotech, cybernetic, magitech, or necrotech, and its item level, but it does not reveal the function of the augmentation. This spell does not reveal hidden or invisible creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Detect Radiation.md b/Compendium/SF1E/Spells/Spells Level 1/Detect Radiation.md new file mode 100644 index 0000000..ddc8730 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Detect Radiation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DETECT RADIATION + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Mystic 1, Precog 1, Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** 120 ft. +**Area** 120-ft. spherical emanation centered on you +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You detect radiation in the surrounding area, and you can determine the specific intensity of the radiation of one area or object within the spell’s area each round without taking an action (see Radiation on page 403 for more details). The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Detect Tech.md b/Compendium/SF1E/Spells/Spells Level 1/Detect Tech.md new file mode 100644 index 0000000..d1f9407 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Detect Tech.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DETECT TECH + + +**Source** _Starfinder Core Rulebook pg. 349_ +**Classes** Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped burst +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You detect all technological items (even hybrid items) with charges or that replenish charges in the area, including batteries, power cells, and generators (as well as such items that are on creatures you can see, even if the creatures have hidden those items on themselves). You can’t determine if there are technological items in areas you can’t see, nor can you detect technological traps in this way. + +The information this spell provides allows you to differentiate between charged items and items that replenish charges, but it does not provide any further information nor does it tell you, for example, how many charges an item currently has or how many maximum charges it can hold. This spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Detect Thoughts.md b/Compendium/SF1E/Spells/Spells Level 1/Detect Thoughts.md new file mode 100644 index 0000000..3f4ca60 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Detect Thoughts.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# DETECT THOUGHTS + +**Source** _Starfinder Core Rulebook pg. 349_ +**Classes** Mystic 1, Witchwarper 1 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped emanation +**Duration** concentration, up to 1 minute/level +**Saving Throw** Will negates, see text; **Spell Resistance** no + +## DESCRIPTION + +You detect the surface thoughts of intelligent creatures around you. The amount of information revealed depends on how long you study a particular area or target. + +**1st Round**: You detect the presence or absence of thoughts from conscious creatures that have Intelligence scores of at least 1 (or an Intelligence modifier of –5) or higher. + +**2nd Round**: You detect the number of thinking minds and the Intelligence score (or modifier) of each. If the highest Intelligence score is 26 (or a modifier of +8) or higher and at least 10 points higher than your own Intelligence score (or 5 points higher than your own Intelligence modifier), you are stunned for 1 round and the spell ends. This spell doesn’t let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. + +**3rd Round**: You can read the surface thoughts of any mind in the area. A target who succeeds at its Will save prevents you from reading its thoughts, and you must cast _detect thoughts_ again to have another chance. Creatures of animal intelligence (an Intelligence score of 1 or 2 or an Intelligence modifier of –4 or lower) have simple, instinctual thoughts. + +Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Disguise Self.md b/Compendium/SF1E/Spells/Spells Level 1/Disguise Self.md new file mode 100644 index 0000000..2624845 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Disguise Self.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DISGUISE SELF + + +**Source** _Starfinder Core Rulebook pg. 350_ +**Classes** Mystic 1, Precog 1, Technomancer 1, Witchwarper 1 +**School** illusion +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level (D) + +## DESCRIPTION + +You make yourself—and any clothing, armor, weapons, and equipment on you—look different. You can seem up to 1 foot shorter or taller, thin, fat, or in between. You can’t change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could merely add or obscure a minor feature, or you could look like an entirely different person or gender. + +The spell does not provide the abilities or mannerisms of the chosen form nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you gain a +10 circumstance bonus to the Disguise check (since it counts as altering your form). A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Dissonance Strike.md b/Compendium/SF1E/Spells/Spells Level 1/Dissonance Strike.md new file mode 100644 index 0000000..1235153 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Dissonance Strike.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (sonic) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DISSONANCE STRIKE + +**Source** _Galactic Magic pg. 72_ +**Classes** Mystic 1, Technomancer 1, Witchwarper 1 +**School** evocation (sonic) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You harness the vibrations in your body and a body you strike. Attempt a melee attack against the target's EAC. If your attack hits, the target takes 4d4 sonic damage (critical deafen; DC equals your spell save DC) and can't take reactions for 1 round. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Dream of Home.md b/Compendium/SF1E/Spells/Spells Level 1/Dream of Home.md new file mode 100644 index 0000000..6931985 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Dream of Home.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# DREAM OF HOME + +**Source** _Galactic Magic pg. 73_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** enchantment (mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +Drawing on the magic of the kasathan Pillar of the Homeworld or similar homey memories, you overwhelm the target with pleasant visions and thoughts of their home, whatever that means to them. If the target fails the saving throw, they become fascinated for the duration. If the target saves, they're fascinated for 1 round instead. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Empathic Communication.md b/Compendium/SF1E/Spells/Spells Level 1/Empathic Communication.md new file mode 100644 index 0000000..8f10aad --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Empathic Communication.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# EMPATHIC COMMUNICATION + +**Source** _Galactic Magic pg. 73_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level + +## DESCRIPTION + +With this spell, common among shirren mystics, you transmit your emotions into the surrounding area, allowing you to empathically communicate with others. You gain a +2 insight bonus to ability or skill checks other than Bluff made to communicate with any creature, whether you share a language or not, and all creatures gain a +4 insight bonus to Sense Motive checks made to read your body language, emotions, or motives. If you have limited telepathy, creatures within 30 feet of you sense and comprehend your emotions clearly. A creature that has telepathy or limited telepathy and is within 30 feet can understand your emotions clearly. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Enduring Worlds.md b/Compendium/SF1E/Spells/Spells Level 1/Enduring Worlds.md new file mode 100644 index 0000000..221ea50 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Enduring Worlds.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ENDURING WORLDS + +**Source** _Character Operations Manual pg. 135_ +**Classes** Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You cast this spell during the duration of an ongoing environmental effect you’ve created using your infinite worlds class feature, refining your grasp on the overlapping realities around you. When you do so, this spell extends those effects for its duration. If you have used infinite worlds to create multiple effects, you can use this spell to extend any number of them. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Erase.md b/Compendium/SF1E/Spells/Spells Level 1/Erase.md new file mode 100644 index 0000000..77c2526 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Erase.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ERASE + +**Source** _Starfinder Core Rulebook pg. 353_ +**Classes** Precog 1, Technomancer 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one written data set +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Erase_ removes writings of either magical or mundane nature from any written storage, including paper, computers, or similar devices. You remove up to 1,500 words worth of text (for computer files, this could be a 1,500-word data file or 1,500 words of computer code). With this spell, you can remove magic runes and glyphs created by spells of 3rd-level and lower. + +Nonmagical writing in a book or manual is automatically erased if you touch it and no one else is holding it. Magical writing and computer programs must be touched (either directly or by touching the physical drive that holds the file) to be erased, and you must also succeed at a caster level check (1d20 + caster level) with a DC equal to 11 + the caster level for the magical writing or the item level of the computer’s drive. Computers generally keep backups on a round-by-round basis, and when you erase code from a computer, it takes 1 round for the computer to access its backups. If you erase a file that stores continuous data (like a camera feed), the computer won’t be able to recover the missing round. A natural 1 is always a failure on this check. If you fail to erase writing that is part of a trap (magical or otherwise), you set off that trap. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Fluid Morphism.md b/Compendium/SF1E/Spells/Spells Level 1/Fluid Morphism.md new file mode 100644 index 0000000..262db52 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Fluid Morphism.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# FLUID MORPHISM + +**Source** _Galactic Magic pg. 74_ +**Classes** Mystic 1, Technomancer 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one willing or unconscious creature +**Duration** 1 minute/level (D) +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +Lashuntas experimented with this magic based on their species' dimorphism. With this spell, you reignite the epigenetic processes that shaped the target and alter them, applying different environmental pressures to temporarily awaken dormant potential in the genetic code. Choose one ability score. You grant the target a +2 enhancement bonus to ability checks with that ability score and skill checks based on that score. While the spell lasts, you can use a standard action to change the affected ability score, provided the target is within range. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Grease.md b/Compendium/SF1E/Spells/Spells Level 1/Grease.md new file mode 100644 index 0000000..3a30453 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Grease.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# GREASE + +**Source** _Starfinder Core Rulebook pg. 357_ +**Classes** Technomancer 1, Witchwarper 1 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area or Targets** one 10-ft. square or one object +**Duration** 1 minute/level (D) +**Saving Throw** Reflex partial, see text; **Spell Resistance** no + +## DESCRIPTION + +You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Helping Hands.md b/Compendium/SF1E/Spells/Spells Level 1/Helping Hands.md new file mode 100644 index 0000000..89413df --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Helping Hands.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# HELPING HANDS +**Source** _Galactic Magic pg. 76_ +**Classes** Technomancer 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one willing creature +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +First developed by resourceful skittermander technomancers, you or a targeted creature sprout two vestigial hands that can hold and manipulate objects. While this spell is active, the target gains a +2 circumstance bonus to Engineering and Sleight of Hand checks. Each round, this spell grants the target one additional move action that can be used to manipulate objects, such as to activate an item, draw a weapon, or reload a weapon. This spell doesn't allow the target to attempt additional attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Hold Portal.md b/Compendium/SF1E/Spells/Spells Level 1/Hold Portal.md new file mode 100644 index 0000000..9d4cec9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Hold Portal.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# HOLD PORTAL + +**Source** _Starfinder Core Rulebook pg. 359_ +**Classes** Precog 1, Technomancer 1, Witchwarper 1 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one portal up to 20 sq. ft./level +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell magically holds shut a door, gate, shutter, or window of any standard material (metal, plastic, stone, wood, and so on), or it reinforces an electronic lock. The magic affects the portal just as if it were securely closed and normally locked. A _knock_ spell or a successful _dispel magic_ spell can negate a _hold portal_ spell. + +Add 5 to the normal DC for forcing open a portal or hacking an electronic lock affected by this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Identify.md b/Compendium/SF1E/Spells/Spells Level 1/Identify.md new file mode 100644 index 0000000..6f85af3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Identify.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# IDENTIFY + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Mystic 1, Precog 1, Technomancer 1, Witchwarper 1 +**School** divination +**Casting Time** 1 standard action +**Range** 5 ft. +**Target** one magic or technological object +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell allows you to attempt to identify the function of a magic item (with Mysticism) or technological device (with Engineering) each round. You gain a +10 insight bonus to skill checks to identify the properties and command words or passwords of items targeted when using this spell. This spell does not allow you to identify artifacts. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Illusory Star Field.md b/Compendium/SF1E/Spells/Spells Level 1/Illusory Star Field.md new file mode 100644 index 0000000..7ce502a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Illusory Star Field.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: +Witchwarper: +--- +# ILLUSORY STAR FIELD + +**Source** _Character Operations Manual pg. 137_ +**Classes** Mystic 1 +**School** illusion +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to 3 creatures/level, no two of which can be more than 20 feet apart +**Duration** 1 hour/level +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +This spell causes targets to see an illusory star pattern, naturally occurring space phenomena, or another general skyscape you choose the details of during casting. The spell’s effects grant a +3 circumstance bonus to Bluff checks or related skill checks to convince the targets of something related to the false skyscape, such as their location on a planet according to the stars. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Incompetence.md b/Compendium/SF1E/Spells/Spells Level 1/Incompetence.md new file mode 100644 index 0000000..7f6708e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Incompetence.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INCOMPETENCE + +**Source** _Starfinder Armory pg. 157_ +**Classes** Precog 1, Technomancer 1 +**School** enchantment (mind-affecting) +**Casting Time** 1 standard action +**Range** close +**Targets** one creature/level +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You cause all targets of this spell to lose proficiency with one class of weapons of your choice (basic or advanced melee weapons, small arms, longarms, heavy weapons, grenades, or natural weapons) and suffer the normal penalties for attacks made with weapons they are not proficient with. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Jolting Surge.md b/Compendium/SF1E/Spells/Spells Level 1/Jolting Surge.md new file mode 100644 index 0000000..934e9ac --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Jolting Surge.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: evocation (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# JOLTING SURGE + +**Source** _Starfinder Core Rulebook pg. 363_ +**Classes** Technomancer 1, Witchwarper 1 +**School** evocation (electricity) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You touch a target with a device you’re holding that uses electricity, requiring a melee attack against the target’s EAC. Alternatively, you can instead touch an electrical device a target is wearing (or a target that is an electrical device, such as a robot) with your hand, gaining a +2 bonus to your attack roll. Either way, if your attack hits, the electrical device surges out of control, dealing 4d6 electricity damage to your target. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Junk Shards.md b/Compendium/SF1E/Spells/Spells Level 1/Junk Shards.md new file mode 100644 index 0000000..1278cdb --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Junk Shards.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# JUNK SHARDS + +**Source** _Near Space pg. 156_ +**Classes** Technomancer 1, Witchwarper 1 +**School** conjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature or object +**Effect** creates 1 bulk of inert electronic equipment +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You summon sharp fragments of technological junk that fly toward your target and deal 3d6 piercing and slashing damage. The spell leaves behind 1 bulk of junked electronic equipment in the target creature’s space that is suitable for targeting with spells such as _battle junkbot_, _handy junkbot_, _healing junkbot_, _junk armor_, _junk restraints_, or _junksword_. The junked electronics have no resale value and cannot be repaired into any functioning item. A creature trained in Engineering or Physical Science can reveal the useless nature of the junk by directly examining it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Keen Senses.md b/Compendium/SF1E/Spells/Spells Level 1/Keen Senses.md new file mode 100644 index 0000000..feac0b4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Keen Senses.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# KEEN SENSES + +**Source** _Starfinder Core Rulebook pg. 363_ +**Classes** Mystic 1, Precog 1, Technomancer 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target gains a +2 insight bonus to Perception checks and gains low-light vision. Targets that have low-light vision double the distance they can see under the effects of this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Know Coordinates.md b/Compendium/SF1E/Spells/Spells Level 1/Know Coordinates.md new file mode 100644 index 0000000..4953526 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Know Coordinates.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# KNOW COORDINATES + +**Source** _Character Operations Manual pg. 137_ +**Classes** Mystic 1, Precog 1, Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You learn the general location of one creature on the same planetary body as you, up to the size of a large planet, such as a gas giant. You must be able to identify the creature clearly from personal knowledge of who they are. If you and the creature you identify are not on the same planet-sized body, the spell fails. You can input the coordinates into any computer attached to an infosphere on the same planet to find general directions. If you use the Piloting skill’s navigation task to reach the coordinates, these directions make your familiarity seldom visited (DC 15) even if the area would normally be unfamiliar. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Life Bubble.md b/Compendium/SF1E/Spells/Spells Level 1/Life Bubble.md new file mode 100644 index 0000000..5aa19a1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Life Bubble.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# LIFE BUBBLE + +**Source** _Starfinder Core Rulebook pg. 363_ +**Classes** Mystic 1, Technomancer 1, Witchwarper 1 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 day/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You surround the target creatures with a constant and movable 1-inch shell of tolerable living conditions customized for each creature. This shell enables the targets to breathe freely in a variety of atmospheric conditions (including in corrosive, thick, thin, and toxic atmospheres), as well as underwater or in a vacuum. It also makes the targets immune to harmful gases and vapors, including inhaled diseases and poisons as well as spells with a harmful gaseous effect. In addition, the shell protects targets (and their equipment) from extreme temperatures (between –50° and 140° F) without having to attempt Fortitude saving throws, as well as extreme pressures. + +_Life bubble_ doesn’t provide protection from energy damage, negative or positive energy (such as found on the Negative and Positive Energy Planes), or radiation; it also doesn’t provide the ability to see in conditions of poor visibility (such as in smoke or fog) or the ability to move or act normally in conditions that impede movement (such as underwater). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Lifting Frame.md b/Compendium/SF1E/Spells/Spells Level 1/Lifting Frame.md new file mode 100644 index 0000000..10dd906 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Lifting Frame.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# LIFTING FRAME + +**Source** _Character Operations Manual pg. 138_ +**Classes** Technomancer 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing creature +**Duration** 1 round/level (D) +**Saving Throw** none (harmless); **Spell Resistance** no + +## DESCRIPTION + +You create a holographic lifting frame around the target to subtly reinforce the target’s musculature and posture. For the duration, the target’s Strength modifier is +5 for carrying capacity and destroying objects using Strength. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Magic Missile.md b/Compendium/SF1E/Spells/Spells Level 1/Magic Missile.md new file mode 100644 index 0000000..b3db669 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Magic Missile.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MAGIC MISSILE + +**Source** _Starfinder Core Rulebook pg. 364_ +**Classes** Technomancer 1 +**School** evocation (force) +**Casting Time** 1 standard action; see text +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to three creatures, no two of which can be more than 15 ft. apart; see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell. + +You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage. + +You can cast this spell as a full action. If you do, you fire three missiles instead of two. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Megavitamin.md b/Compendium/SF1E/Spells/Spells Level 1/Megavitamin.md new file mode 100644 index 0000000..c942e14 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Megavitamin.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# MEGAVITAMIN + +**Source** _Character Operations Manual pg. 138_ +**Classes** Mystic 1 +**School** conjuration +**Casting Time** 1 standard action +**Range** touch +**Effect** 2d4 vitamins +**Duration** 24 hours + +## DESCRIPTION + +You create 2d4 powerful vitamins. One of these supplements meets its eater’s food needs for 24 hours and causes the eater to regain 1 Hit Point. A creature can regain no more than 8 Hit Points from any megavitamin spell in a 24-hour period. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Mental Silence.md b/Compendium/SF1E/Spells/Spells Level 1/Mental Silence.md new file mode 100644 index 0000000..2b33a99 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Mental Silence.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MENTAL SILENCE + +**Source** _Character Operations Manual pg. 22_ +**Classes** Technomancer 1, Witchwarper 1 +**School** abjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** 30-foot-radius spread centered on you +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create an anti-telepathic field around yourself. A creature within the area attempting to communicate or gain information using telepathy or limited telepathy, or attempting to cast the spells _detect thoughts_, _mind link_, _mind probe_, _telepathic bond_, _telepathic message_, or _telepathy_—or abilities that work as those spells, such as the mindlink and telepathic bond mystic class features—must succeed at a caster level check (DC = 15 + your caster level). On a failure, the effect targeting you fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Might of the Ellicoth.md b/Compendium/SF1E/Spells/Spells Level 1/Might of the Ellicoth.md new file mode 100644 index 0000000..6ca5515 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Might of the Ellicoth.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# MIGHT OF THE ELLICOTH + +**Source** _Pact Worlds pg. 206_ +**Classes** Mystic 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 24 hours +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +With a touch, you cause a surge of power to flow through the target’s slow-twitch muscle fiber (or its equivalent physiology if it has no muscle fibers), increasing the amount of bulk the creature can carry by 3. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Mindlink.md b/Compendium/SF1E/Spells/Spells Level 1/Mindlink.md new file mode 100644 index 0000000..4642472 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Mindlink.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# MINDLINK + +**Source** _Starfinder Core Rulebook pg. 365_ +**Classes** Mystic 1 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and it isn’t language dependent. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Modulate Frequency.md b/Compendium/SF1E/Spells/Spells Level 1/Modulate Frequency.md new file mode 100644 index 0000000..7b18101 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Modulate Frequency.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MODULATE FREQUENCY + +**Source** _Galactic Magic pg. 77_ +**Classes** Mystic 1, Precog 1, Technomancer 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one object or creature +**Duration** 1 minute/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +At dire risk from certain sonic frequencies, a conclave of quorlu mystics devised the _modulate frequency_ spell, which enables you to change the frequencies of the sounds emitted by the target object or creature. For the duration of the spell, the sounds emitted by the target object or creature can be manipulated along the full sound spectrum, including extremely high and low frequencies that can't be sensed by some species. The _modulate frequency_ spell can distort the voice of a targeted creature, imposing a –5 penalty to checks attempted to identify the target's voice, and such identification can succeed only by relying on speech patterns, distinguishing phrases, and other idiosyncrasies of the target's speech rather than the sound of their voice itself. Voice commands uttered by the target creature can thus be made indecipherable to constructs and electronic devices. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Overheat.md b/Compendium/SF1E/Spells/Spells Level 1/Overheat.md new file mode 100644 index 0000000..e8a4db4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Overheat.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# OVERHEAT + +**Source** _Starfinder Core Rulebook pg. 367_ +**Classes** Precog 1, Technomancer 1, Witchwarper 1 +**School** evocation (fire) +**Casting Time** 1 standard action +**Range** 15 ft. +**Area** cone-shaped burst +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Patch Tech.md b/Compendium/SF1E/Spells/Spells Level 1/Patch Tech.md new file mode 100644 index 0000000..7205bd7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Patch Tech.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# PATCH TECH + +**Source** _Character Operations Manual pg. 139_ +**Classes** Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one technological item +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You gain a +3 insight bonus to Engineering checks to arm explosives, disable devices, and repair items. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Phase Blade.md b/Compendium/SF1E/Spells/Spells Level 1/Phase Blade.md new file mode 100644 index 0000000..fdc3066 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Phase Blade.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PHASE BLADE + +**Source** _Alien Archive 4 pg. 73_ +**Classes** Mystic 1, Technomancer 1, Witchwarper 1 +**School** transmutation +**Casting Time** 1 swift action +**Range** touch +**Targets** one melee weapon +**Duration** 1 round + +## DESCRIPTION + +You infuse the weapon with magic, allowing you to phase the weapon in and out of existence to partially bypass armor. For the duration of the spell, attacks made with the weapon target EAC, even if the weapon deals kinetic damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Preserved Path.md b/Compendium/SF1E/Spells/Spells Level 1/Preserved Path.md new file mode 100644 index 0000000..e8104cc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Preserved Path.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: +Witchwarper: +--- +# PRESERVED PATH + +**Source** _Interstellar Species pg. 95_ +**Classes** Mystic 1, Precog 1 +**School** illusion +**Casting Time** 1 move action +**Range** personal +**Duration** 10 minutes/level + +## DESCRIPTION + +For the duration of the spell, moving causes you to leave behind a faint illusory string in the spaces you move through; the string follows the path of your center of gravity, emits dim light to a range of 5 feet, and lasts until the end of the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Proximity Alert.md b/Compendium/SF1E/Spells/Spells Level 1/Proximity Alert.md new file mode 100644 index 0000000..2ee8110 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Proximity Alert.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# PROXIMITY ALERT + +**Source** _Galactic Magic pg. 79_ +**Classes** Mystic 1, Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 30-ft.-radius emanation +**Duration** 2 hours/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You ward an area to alert you when creatures enter without your permission. When you cast proximity alert, select a password. Whenever a Small or larger corporeal creature of a CR lower than your caster level enters the spell's area without speaking the password, proximity alert sends you a mental alert or an audible alarm (your choice). Either option automatically awakens you, and the audible alarm allows each creature in the area to attempt a DC 15 Perception check to wake up. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Puncture Veil.md b/Compendium/SF1E/Spells/Spells Level 1/Puncture Veil.md new file mode 100644 index 0000000..408d133 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Puncture Veil.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PUNCTURE VEIL + +**Source** _Character Operations Manual pg. 140_ +**Classes** Witchwarper 1 +**School** evocation +**Casting Time** 1 standard action; see text +**Range** medium (100 ft. + 10 ft./level) +**Targets** one or two creatures; see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes 1d4 piercing damage and gains bleeding 1 for 3 rounds. +You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes 2d4 piercing damage and gains bleeding 2 for 3 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Quick Change.md b/Compendium/SF1E/Spells/Spells Level 1/Quick Change.md new file mode 100644 index 0000000..205e54b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Quick Change.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# QUICK CHANGE + +**Source** _Galactic Magic pg. 80_ +**Classes** Mystic 1, Witchwarper 1 +**School** illusion +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes (D) + +## DESCRIPTION + +You change the appearance of armor and clothing you wear, provided it all weighs no more than 3 bulk. A creature that interacts with you can attempt a Will saving throw to recognize the illusion. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Recall.md b/Compendium/SF1E/Spells/Spells Level 1/Recall.md new file mode 100644 index 0000000..1119920 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Recall.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# RECALL + +**Source** _Character Operations Manual pg. 23_ +**Classes** Precog 1, Technomancer 1 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 24 hours or until expended + +## DESCRIPTION + +Once during the duration, as a reaction, you can reroll a failed skill check to recall knowledge. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Reflecting Armor.md b/Compendium/SF1E/Spells/Spells Level 1/Reflecting Armor.md new file mode 100644 index 0000000..c522eff --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Reflecting Armor.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration (force) +tags: +Technomancer: +Witchwarper: +--- +# REFLECTING ARMOR + +**Source** _Starfinder Core Rulebook pg. 372_ +**Classes** Mystic 1, Precog 1 +**School** abjuration (force) +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level or until dismissed (D); see text + +## DESCRIPTION + +You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). This damage also has the force descriptor. The target can attempt a Reflex save for half damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Remote Operation.md b/Compendium/SF1E/Spells/Spells Level 1/Remote Operation.md new file mode 100644 index 0000000..770290e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Remote Operation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REMOTE OPERATION + +**Source** _Character Operations Manual pg. 140_ +**Classes** Technomancer 1 +**School** conjuration +**Casting Time** 1 standard action +**Range** 60 ft. +**Targets** one operable technological device no larger than a vehicle that is not a starship +**Duration** concentration + 1 round/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +A holographic duplicate of the target’s controls appears within your reach. If the target has no controls, the spell fails. As part of concentrating on this spell, you (and only you) can use these holocontrols to operate the target as if you were able to touch its actual controls. The spell ends if the target moves out of range. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Remove Condition, Lesser.md b/Compendium/SF1E/Spells/Spells Level 1/Remove Condition, Lesser.md new file mode 100644 index 0000000..f0437ba --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Remove Condition, Lesser.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REMOVE CONDITION, LESSER +**Source** _Starfinder Core Rulebook pg. 373_ +**Classes** Mystic 1, Precog 1, Witchwarper 1 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You remove any one of the following conditions affecting the target: shaken, sickened, or staggered. If the condition is the result of a disease or another ongoing effect, this spell removes the condition but does not cure the disease or ongoing effect, and the target can regain the condition from that effect as normal, potentially immediately. _Lesser remove condition_ also doesn’t cure or remove other damage or conditions the target is suffering from any source, even the same source that caused the removed condition. Since this spell’s duration is instantaneous, it does not prevent the target from gaining the condition again. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Scan Environment.md b/Compendium/SF1E/Spells/Spells Level 1/Scan Environment.md new file mode 100644 index 0000000..c6763d4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Scan Environment.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SCAN ENVIRONMENT + +**Source** _Character Operations Manual pg. 23_ +**Classes** Mystic 1, Precog 1, Technomancer 1, Witchwarper 1 +**School** divination +**Casting Time** 1 minute +**Range** 1 mile/level +**Area** emanation with radius of 1 mile/level centered on you +**Duration** concentration, up to 1 minute/level + +## DESCRIPTION + +You analyze the naturally occurring environment in the area, learning the state of the atmosphere, biomes, and gravity. You do not learn the location of or direction to these conditions, only their presence. However, after concentrating for a time, you can learn the following additional information. + +**1 Minute:** Forecast the weather for the next 48 hours, including the direction it will come from. + +**5 Minutes:** Learn which atmospheres, biomes, and gravity are in the area, if they vary, as well as the direction and distance to those elements. + +**10 Minutes:** Learn if anything in the area presents an environmental hazard, including cold or heat dangers (at what temperature range), radiation (at what severity), smoke effects, and underwater conditions. You gain a general sense of where and how far away these dangers are. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Seeking Shot.md b/Compendium/SF1E/Spells/Spells Level 1/Seeking Shot.md new file mode 100644 index 0000000..f1e7c88 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Seeking Shot.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# SEEKING SHOT + +**Source** _Pact Worlds pg. 207_ +**Classes** Mystic 1 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one weapon +**Duration** see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create a spiritual link between a weapon you touch and one target you can perceive with a precise sense at the time of casting. The next attack made with that weapon against that target (as long as it is within 1 minute) ignores cover and concealment. If the attack is a ranged attack, it does not need a line of effect as long as some route exists between the weapon and the target (regardless of how circuitous that route is). The attack is subject to the normal penalties from range increments. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Share Language.md b/Compendium/SF1E/Spells/Spells Level 1/Share Language.md new file mode 100644 index 0000000..0a9ca12 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Share Language.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# SHARE LANGUAGE + +**Source** _Starfinder Core Rulebook pg. 377_ +**Classes** Mystic 1 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 24 hours +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +For 24 hours, the target can read, understand, and communicate to the best of its ability in up to three languages that you already know. This doesn’t change the physical nature of the creature (if it lacks a means of speech, it still can’t talk) or its attitude toward you. It does, however, allow intelligent creatures that normally have no language to understand and (if physically capable) communicate in the languages granted by this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Share Memory.md b/Compendium/SF1E/Spells/Spells Level 1/Share Memory.md new file mode 100644 index 0000000..92ece2e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Share Memory.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# SHARE MEMORY + +**Source** _Character Operations Manual pg. 141_ +**Classes** Mystic 1, Precog 1 +**School** divination +**Casting Time** 1 round +**Range** touch +**Targets** one willing creature +**Duration** concentration, up to 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You allow the target to share a memory with you and up to five other creatures, all of whom must be willing and within 30 feet of the target when you cast this spell. You designate which memories the target shares when you cast this spell, although the target can guide you in this designation. The designated memory can be as specific as “the conversation you just had with the captain” or as vague as “your favorite childhood memory of being with your father.” For the duration, those sharing the memory experience it through the target’s senses as the target did. Anyone sharing the memory can cease participation at any time. If you end the effect for yourself, or the target ceases sharing, the spell ends. If the memory’s length exceeds the duration, it plays out while this spell lasts and then ends with the duration. This spell does not work on memories that have been magically altered or removed through spells such as _displace memory_ or _modify memory_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Shifting Surge.md b/Compendium/SF1E/Spells/Spells Level 1/Shifting Surge.md new file mode 100644 index 0000000..101a501 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Shifting Surge.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SHIFTING SURGE + +**Source** _Character Operations Manual pg. 141_ +**Classes** Witchwarper 1 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing creature or object +**Duration** 1 round +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You touch a willing creature and affect one of its energy damage attacks or weapons, changing the energy damage type of one of its attacks to one other type until the end of your next turn. Even if you don’t change the damage, the next affected attack that hits deals 2d6 additional damage if it targets only one target, or 1d6 additional damage if it affects an area or multiple targets. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Spells Level 1.md b/Compendium/SF1E/Spells/Spells Level 1/Spells Level 1.md new file mode 100644 index 0000000..087ff7f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Spells Level 1.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- + +# SPELLS LEVEL 1 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 1" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Armor.md b/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Armor.md new file mode 100644 index 0000000..72a3f12 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Armor.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# SPIRIT-BOUND ARMOR + +**Source** _Character Operations Manual pg. 141_ +**Classes** Mystic 1 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one suit of armor +**Duration** 1 round/level +**Saving Throw** Will (harmless); **Spell Resistance** yes + +## DESCRIPTION + +You divert a benevolent spirit from the River of Souls to temporarily inhabit a suit of armor. The spirit steadies the nerves and balance of the creature wearing the armor. If the target becomes flat-footed during the duration, it ignores the penalty to AC that condition imposes. Similarly, the off-kilter condition has no effect on the target while this spell is in effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Computer.md b/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Computer.md new file mode 100644 index 0000000..527ef6d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Spirit-bound Computer.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# SPIRIT-BOUND COMPUTER + +**Source** _Character Operations Manual pg. 142_ +**Classes** Mystic 1 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one computer system +**Duration** concentration, up to 1 minute/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You divert a benevolent spirit from the River of Souls to inhabit a computer. You can communicate with the spirit while you concentrate; the spirit is trained in Computers and can make Computers checks you request with a total bonus equal to 3 + your caster level + your key ability score modifier. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Supercharge Weapon.md b/Compendium/SF1E/Spells/Spells Level 1/Supercharge Weapon.md new file mode 100644 index 0000000..5bce7b0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Supercharge Weapon.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SUPERCHARGE WEAPON + +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Technomancer 1 +**School** evocation +**Casting Time** 1 standard action +**Range** touch +**Targets** one weapon +**Duration** see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Swap Initiative.md b/Compendium/SF1E/Spells/Spells Level 1/Swap Initiative.md new file mode 100644 index 0000000..a2f64d5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Swap Initiative.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SWAP INITIATIVE + +**Source** _Galactic Magic pg. 84_ +**Classes** Precog 1, Witchwarper 1 +**School** abjuration +**Casting Time** 1 reaction +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** yourself and one willing creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You sift through the threads of this timeline and rearrange them to your liking. After you and at least one other ally roll initiative to begin combat, you can cast this spell to switch places in initiative order with an ally or other willing creature, acting on one another's original initiative counts for the duration of the combat. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Unseen Servant.md b/Compendium/SF1E/Spells/Spells Level 1/Unseen Servant.md new file mode 100644 index 0000000..b33ba5d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Unseen Servant.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# UNSEEN SERVANT + +**Source** _Starfinder Core Rulebook pg. 383_ +**Classes** Technomancer 1 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** one invisible, mindless, shapeless servant +**Duration** 1 hour/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +The spell conjures an invisible, mindless, shapeless force that performs simple tasks at your command (a move action). It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It has an effective Strength score of 2 (so it can lift up to 20 pounds or 2 bulk or drag up to 100 pounds or 10 bulk). It can trigger traps and such, but it can’t exert enough force to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant can’t fly, climb, or swim (though it can walk on water). Its land speed is 15 feet. + +The servant can’t attack in any way; it is never allowed to make attack rolls. It can’t be killed, but it dissipates if it takes 6 or more damage from area attacks; it gets no saving throws against attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Verdant Code.md b/Compendium/SF1E/Spells/Spells Level 1/Verdant Code.md new file mode 100644 index 0000000..09bdb3b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Verdant Code.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# VERDANT CODE + +**Source** _Near Space pg. 129_ +**Classes** Technomancer 1, Witchwarper 1 +**School** conjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one computer system or module +**Duration** 1 hour/level or until triggered, then 1 minute/level, see text +**Saving Throw** Will negates (object), Reflex partial, see text; **Spell Resistance** yes (object), see text + +## DESCRIPTION + +You turn data into plant matter that either instantly explodes outward or lurks within a device. +**Instant Growth:** You immediately incite growth from the targeted device. A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. For both this and the dormant growth effect (see below), the plant matter explodes from the targeted device, filling all squares within a 20-foot-radius spread. Each creature in the area must attempt a Reflex save. On a failure, it takes 5d6 slashing damage and is entangled; on a successful save, it takes half damage, isn’t entangled, and is shunted to the nearest empty space available. A square of plant matter has hardness 8 and 15 Hit Points. The growth also covers the device, preventing non-remote access until the plant matter is destroyed or disintegrates at the end of the spell’s duration. +**Dormant Growth:** You implant verdant code into an computer system or module you have root access to. The next time the device is accessed, plant matter explodes from the device (see above). A device can hold only one instance of verdant code at a time, and new instances erase the previous instance. If this spell’s duration ends before the implanted code is accessed, the code vanishes. This code can be made permanent, as _implant data_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Wall of Fog.md b/Compendium/SF1E/Spells/Spells Level 1/Wall of Fog.md new file mode 100644 index 0000000..28b5a46 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Wall of Fog.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF FOG + +**Source** _Galactic Magic pg. 86_ +**Classes** Mystic 1, Technomancer 1, Witchwarper 1 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high +**Duration** concentration + 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +A billowing wall of dense mist forms in a vertical plane, provided the wall is neither underwater nor in a vacuum. In those cases, the spell fails. Creatures and objects on one side of the wall have concealment (20% miss chance) from creatures on the opposite side of the wall. A moderate wind (11+ mph) disperses this fog in 2 rounds; a strong wind (21+ mph) disperses the fog in 1 round, although the wall returns if you're still concentrating on it and the wind ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 1/Wisp Ally.md b/Compendium/SF1E/Spells/Spells Level 1/Wisp Ally.md new file mode 100644 index 0000000..08f68c9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 1/Wisp Ally.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 1 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WISP ALLY + +**Source** _Starfinder Core Rulebook pg. 385_ +**Classes** Mystic 1, Witchwarper 1 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** one distracting, glowing servant +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal. + +In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Accelerate Step.md b/Compendium/SF1E/Spells/Spells Level 2/Accelerate Step.md new file mode 100644 index 0000000..2eaef8c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Accelerate Step.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# ACCELERATE STEP + +**Source** _Galactic Magic pg. 67_ +**Classes** Mystic 2, Precog 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level + +## DESCRIPTION + +Drawing upon the Dimension of Time, you speed your steps until your every movement is a blur of motion. While you move up to your speed, charge, run, or step, you have concealment against attackers. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Alter Enhancement.md b/Compendium/SF1E/Spells/Spells Level 2/Alter Enhancement.md new file mode 100644 index 0000000..8b2c7db --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Alter Enhancement.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ALTER ENHANCEMENT + +**Source** _Near Space pg. 155_ +**Classes** Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one weapon with at least one weapon fusion or one suit of armor with at least one armor upgrade +**Duration** 1 round/level (D) +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes + +## DESCRIPTION + +You tap into the multiverse and find a reality with a forgotten object similar to the target of this spell, swapping that item with the target item. For the duration of the spell, you can select one weapon fusion or armor upgrade on the target item to replace with a weapon fusion or armor upgrade from the Core Rulebook. A fusion selected this way must be the same level of the original or lower. An upgrade selected this way must be the same type (hybrid, magical, or technological) as the original, be of the same level or lower. and occupy the same number of slots or fewer. At the end of the spell’s duration, the original item returns as it was when swapped, including its number of remaining charges, if any. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Anchor.md b/Compendium/SF1E/Spells/Spells Level 2/Anchor.md new file mode 100644 index 0000000..4342f4c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Anchor.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: conjuration (summoning) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ANCHOR + +**Source** _Galactic Magic pg. 68_ +**Classes** Technomancer 2, Witchwarper 2 +**School** conjuration (summoning) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** immobile object +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure and attach a cable to an immobile object. When the spell ends, the cable returns to where it was summoned from. The cable has hardness 8, 8 Hit Points, and a length equal to the spell's range. The cable can be pried free with an Athletics check equal to the spell's DC. If the cable becomes unanchored or destroyed, the spell ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Artificial Geyser.md b/Compendium/SF1E/Spells/Spells Level 2/Artificial Geyser.md new file mode 100644 index 0000000..56ced67 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Artificial Geyser.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ARTIFICIAL GEYSER + +**Source** _Interstellar Species pg. 115_ +**Classes** Technomancer 2 +**School** evocation +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** 20-ft.-line +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You create a burst of pressurized boiling water. This deals 3d8 slashing and fire damage and applies the burn condition for 1d6 to each creature in the area. A successful Reflex save halves this damage and negates the burn condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Augury.md b/Compendium/SF1E/Spells/Spells Level 2/Augury.md new file mode 100644 index 0000000..47f2107 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Augury.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# AUGURY + +**Source** _Starfinder Core Rulebook pg. 340_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** divination +**Casting Time** 1 minute +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +Casting _augury_ can tell you whether a particular action will bring good or bad results for you in the immediate future. Casting this spell takes intense personal focus and requires you to spend 1 Resolve Point. + +The chance for successfully receiving a meaningful reply is 75%; this roll is made secretly by the GM. A question may be so straightforward that a successful result is automatic, or it may be so vague as to have no chance of success. If the augury succeeds, you get one of four results. + +- Weal (if the action will probably bring good results). +- Woe (for bad results). +- Weal and woe (for both). +- Nothing (for actions that have neither especially good nor especially bad results). + +If the augury isn’t successful, you get the “nothing” result. A spellcaster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. + +The augury can see only about 30 minutes into the future, so anything that might happen beyond that time frame does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. Multiple castings of _augury_ by the same creature about the same topic use the same die result as the first casting. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Bypass Password.md b/Compendium/SF1E/Spells/Spells Level 2/Bypass Password.md new file mode 100644 index 0000000..81d4a99 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Bypass Password.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# BYPASS PASSWORD + +**Source** _Galactic Magic pg. 69_ +**Classes** Mystic 2, Precog 2, Technomancer 2 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one computer, control panel, datapad, or similar digital device +**Duration** instantaneous; see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Bypass password_ allows the caster to access a computer, control panel, or other similar digital device protected by a password. When you complete the casting of this spell, attempt a caster-level check (1d20 + your caster level) with a +10 bonus against the DC of the computer password. If successful, _bypass password_ gives access through three password-protected security measures. _Bypass password_ only works on technological or hybrid devices. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Cairn Form.md b/Compendium/SF1E/Spells/Spells Level 2/Cairn Form.md new file mode 100644 index 0000000..dde1102 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Cairn Form.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CAIRN FORM + +**Source** _Galaxy Exploration Manual pg. 75_ +**Classes** Mystic 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Target** one living creature +**Duration** 1 round/level +**Saving Throw** none (harmless); **Spell Resistance** no + +## DESCRIPTION + +You transform your outer layer into solid rock, amplifying your offense and defense. You gain a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. You also add 1-1/2 × your character level to damage dealt with this attack (instead of the normal Weapon Specialization damage). You also gain DR 2/—. Finally, you gain a +2 circumstance bonus to your AC against bull rush, reposition, and trip combat maneuvers. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Caustic Conversion.md b/Compendium/SF1E/Spells/Spells Level 2/Caustic Conversion.md new file mode 100644 index 0000000..0692750 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Caustic Conversion.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: evocation (acid) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# CAUSTIC CONVERSION + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Technomancer 2, Witchwarper 2 +**School** evocation (acid) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature or object +**Duration** 1 round + 1 round/3 levels +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You fling magical nanites that convert water vapor around your target into deadly acid. Make a ranged attack roll against your target’s EAC. If you hit, the target takes 4d4 acid damage and it takes 5 additional acid damage at the end of its turn each round for the spell’s duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Change of Seasons.md b/Compendium/SF1E/Spells/Spells Level 2/Change of Seasons.md new file mode 100644 index 0000000..fb63961 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Change of Seasons.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHANGE OF SEASONS +**Source** _Interstellar Species pg. 115_ +**Classes** Precog 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Will partial; **Spell Resistance** yes + +## DESCRIPTION + +You accelerate time for the target, making them experience the concentrated effects of a Triaxian season. This spell imbues a target with vulnerability (as the universal creature rule) to cold or fire (chosen when cast); if the target has resistance to that type of damage, it instead reduces a target’s resistance to cold or fire damage by 5. If the target is immune, it’s instead treated as though it had fire or cold resistance 10 for the duration of the spell. A successful Will save reduces the duration to one round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Command Undead.md b/Compendium/SF1E/Spells/Spells Level 2/Command Undead.md new file mode 100644 index 0000000..a48d79d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Command Undead.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy (sense-dependent) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# COMMAND UNDEAD + +**Source** _Starfinder Core Rulebook pg. 343_ +**Classes** Mystic 2, Technomancer 2 +**School** necromancy (sense-dependent) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one undead creature +**Duration** 1 day/level +**Saving Throw** Will negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +This spell allows you a degree of control over an undead creature. If the target is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the target suggestions, but you must succeed at an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful suggestions, but it might be convinced that something very dangerous is worth doing. + +An unintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” “Stand still,” and so on. Unintelligent undead won’t resist suicidal or obviously harmful orders. + +Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. You command the undead creature by voice and it understands you, no matter what language you speak. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Crystal Eruption.md b/Compendium/SF1E/Spells/Spells Level 2/Crystal Eruption.md new file mode 100644 index 0000000..4e71f1d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Crystal Eruption.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CRYSTAL ERUPTION + +**Source** _Interstellar Species pg. 123_ +**Classes** Mystic 2, Witchwarper 2 +**School** conjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** cone-shaped burst +**Duration** 1 round/level (D) +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You force unstable magic into the ground, causing jagged crystals to erupt in the area. Creatures in the area and in contact with the ground when the spell first takes effect take 2d8 piercing damage. The crystals remain for the spell’s duration, making the affected area difficult terrain that deals 1d4 piercing damage to a creature any time they move into an affected square on foot. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Dampening Field.md b/Compendium/SF1E/Spells/Spells Level 2/Dampening Field.md new file mode 100644 index 0000000..023673f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Dampening Field.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DAMPENING FIELD + +**Source** _Near Space pg. 155_ +**Classes** Mystic 2, Precog 2, Technomancer 2, Witchwarper 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level +**Saving Throw** Will (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target becomes encased in a field that dampens sounds and vibrations. For the duration of the spell, the target has total concealment against creatures whose only sense is blindsense (sound) or blindsense (vibration) and can attempt Stealth checks to hide from creatures whose only sense is blindsight (sound) or blindsight (vibration) with a +10 circumstance bonus to their checks. All sounds the target makes intentionally are muffled, increasing the DC of Perception checks to hear them by 5. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Darkvision.md b/Compendium/SF1E/Spells/Spells Level 2/Darkvision.md new file mode 100644 index 0000000..1973bb6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Darkvision.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DARKVISION + +**Source** _Starfinder Core Rulebook pg. 347_ +**Classes** Mystic 2, Technomancer 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or camera +**Duration** 1 hour/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Day_s Weariness.md b/Compendium/SF1E/Spells/Spells Level 2/Day_s Weariness.md new file mode 100644 index 0000000..1d59d9b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Day_s Weariness.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (mind-affecting, pain) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# DAY'S WEARINESS + +**Source** _Galactic Magic pg. 72_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** enchantment (mind-affecting, pain) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 round/level +**Saving Throw** Will half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You launch an opponent's mind forward in time, forcing them to experience a day's events in a moment. The target takes 4d8 damage and becomes fatigued for the duration, or they become exhausted for the duration if already fatigued. The target can attempt a Will saving throw to halve the damage dealt by this spell and negate the fatigued condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Delay Countermeasures.md b/Compendium/SF1E/Spells/Spells Level 2/Delay Countermeasures.md new file mode 100644 index 0000000..a3960d7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Delay Countermeasures.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DELAY COUNTERMEASURES + +**Source** _Character Operations Manual pg. 134_ +**Classes** Precog 2, Technomancer 2 +**School** enchantment +**Casting Time** 1 standard action +**Range** touch +**Targets** one computer +**Duration** 1 round/level +**Saving Throw** no; **Spell Resistance** yes + +## DESCRIPTION + +Countermeasures on the target computer are suppressed. If you trigger any suppressed countermeasure, you are still alerted that you have done so, but it activates only after the spell ends. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Digital Shield.md b/Compendium/SF1E/Spells/Spells Level 2/Digital Shield.md new file mode 100644 index 0000000..39aeb72 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Digital Shield.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DIGITAL SHIELD + +**Source** _Alien Archive 4 pg. 37_ +**Classes** Technomancer 2 +**School** abjuration +**Casting Time** 1 reaction +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +When you take damage from an effect, you can create a defensive conduit between yourself and one technological object, non-archaic armor, or non‑archaic weapon you’re carrying or wearing that’s 3 Bulk or less. The chosen object takes damage equal to 1d6 times your caster level, ignoring the object’s hardness. You reduce the damage you take from the triggering attack by half this result, though you can’t reduce the damage by more than 3 times the item’s level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Directed Denial of Strength Attack.md b/Compendium/SF1E/Spells/Spells Level 2/Directed Denial of Strength Attack.md new file mode 100644 index 0000000..88ed6ce --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Directed Denial of Strength Attack.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: enchantment (mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DIRECTED DENIAL OF STRENGTH ATTACK + +**Source** _Pact Worlds pg. 205_ +**Classes** Technomancer 2 +**School** enchantment (mind-affecting) +**Casting Time** 1 standard action +**Range** medium +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You flood targets’ minds with a magical effect similar to a computer virus that duplicates every sensation of lifting, carrying, and being burdened. Targets become encumbered, or they become overburdened if already encumbered. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Distract.md b/Compendium/SF1E/Spells/Spells Level 2/Distract.md new file mode 100644 index 0000000..a13d71a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Distract.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# DISTRACT + +**Source** _Galactic Magic pg. 72_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** illusion +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates; **Spell Resistance** no + +## DESCRIPTION + +You distract a creature with a sudden illusory noise or image. This functions as a feint action except that you can use your Mysticism skill in place of Bluff, and you can apply the benefits of the Improved Feint and Greater Feint feats if you have them. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Electroplating.md b/Compendium/SF1E/Spells/Spells Level 2/Electroplating.md new file mode 100644 index 0000000..e979a28 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Electroplating.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ELECTROPLATING + +**Source** _Starfinder Armory pg. 157_ +**Classes** Technomancer 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** close +**Targets** one melee or projectile weapon/level, no two of which can be more than 30 ft. apart; see text +**Duration** 1 round/level +**Saving Throw** Fortitude negates (harmless, object); **Spell Resistance** yes (object) + +## DESCRIPTION + +When you cast this spell, you create a temporary quantity of silver in a cloud of charged nanoparticles, which you then direct to coat nearby melee or projectile weapons. The target weapons must deal bludgeoning, piercing, or slashing damage or the spell has no effect. For the spell’s duration, the metal plating on the weapons grants them the ability to overcome DR/silver and bypass DR/magic for the spell’s duration. + +If your caster level is 8th or higher, you can have weapons affected by this spell bypass DR/adamantine rather than DR/ silver. Weapons affected by this version of the spell are not considered adamantine for any other purpose (such as the ability to bypass hardness). If your caster level is 16th or higher, you can instead have affected weapons bypass DR that is bypassed by any other one metal with which you are familiar (either from having succeeded at a skill check to identify the weaknesses of a creature with DR, or from a successful Physical Science skill check to identify some other metal when you encountered it). Such weapons do not gain any other benefit from being made of the selected material. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Empathic Support.md b/Compendium/SF1E/Spells/Spells Level 2/Empathic Support.md new file mode 100644 index 0000000..9364af7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Empathic Support.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# EMPATHIC SUPPORT + +**Source** _Galactic Magic pg. 73_ +**Classes** Mystic 2, Technomancer 2, Witchwarper 2 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +When the target uses aid another, covering fire, or harrying fire, and succeeds at their attack roll or skill check, they can forgo granting their ally the usual benefit of that action to instead grant the following benefits, determined by the action they used. Any effect that increases the bonuses provided by these actions doesn't apply when using this spell. The target can provide these benefits only to allies with whom they can communicate in person. + +_Aid Another_: Instead of gaining a bonus to a skill check, the ally can roll the check twice and use the higher result. + +_Covering Fire_: Instead of granting a bonus to the ally's AC, the next opponent to attack the chosen ally must roll the attack twice and use the lower result. + +_Harrying Fire_: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack twice and use the higher result. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Fog Cloud.md b/Compendium/SF1E/Spells/Spells Level 2/Fog Cloud.md new file mode 100644 index 0000000..f318535 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Fog Cloud.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# FOG CLOUD + +**Source** _Starfinder Core Rulebook pg. 356_ +**Classes** Mystic 2, Technomancer 2, Witchwarper 2 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. Adjacent creatures are granted concealment against one another (attacks have a 20% miss chance). Otherwise, this fog provides total concealment (50% miss chance and attackers can’t use sight to locate targets). + +A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. + +This spell doesn’t function underwater or in a vacuum. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Force Blast.md b/Compendium/SF1E/Spells/Spells Level 2/Force Blast.md new file mode 100644 index 0000000..88c2d8b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Force Blast.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (force) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# FORCE BLAST + +**Source** _Starfinder Core Rulebook pg. 356_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** cone-shaped burst +**Duration** instantaneous +**Saving Throw** Reflex partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This spell deals 2d6 damage to each creature in the area unless it succeeds at a Reflex saving throw for half damage. + +Additionally, the force from this spell effectively attempts to bull rush all creatures in the area. Attempt a single bull rush combat maneuver, using your caster level + your key ability score modifier as your attack bonus. Compare the result to each target’s KAC + 8. If you’re successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature’s KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Haunted Armor.md b/Compendium/SF1E/Spells/Spells Level 2/Haunted Armor.md new file mode 100644 index 0000000..be5d993 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Haunted Armor.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# HAUNTED ARMOR + +**Source** _Character Operations Manual pg. 136_ +**Classes** Mystic 2 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one worn suit of armor; see text +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You divert a malevolent spirit from the River of Souls to haunt your opponent’s armor. This spell must target a suit of light, heavy, or powered armor. The armor becomes cumbersome, reducing the wearer’s speed by 10 feet and AC by 1. It also rattles, hisses, and screeches, imposing a –4 penalty on Stealth checks. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Haunted Combatant.md b/Compendium/SF1E/Spells/Spells Level 2/Haunted Combatant.md new file mode 100644 index 0000000..e107749 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Haunted Combatant.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# HAUNTED COMBATANT + +**Source** _Character Operations Manual pg. 136_ +**Classes** Mystic 2 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature; see text +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You divert a malevolent spirit from the River of Souls to temporarily haunt and interfere with an opponent’s weapons. The spirit writhes and rattles around in the target’s manufactured weapons, imposing a –1 penalty on the target’s attack rolls with weapons other than natural weapons. The weapons on a target’s body continue to be haunted while the spell lasts, even if the original target dies. Anyone who picks up the haunted weapons during this time must attempt to save against this spell at a –1 penalty or be affected by it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Hold Person.md b/Compendium/SF1E/Spells/Spells Level 2/Hold Person.md new file mode 100644 index 0000000..85a156e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Hold Person.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# HOLD PERSON + +**Source** _Starfinder Core Rulebook pg. 359_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one humanoid creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +The target becomes paralyzed and freezes in place. It is aware and breathes normally but can’t take any physical actions, even speech. A held creature can’t cast spells. Each round on its turn, the target can spend a full action to attempt a new saving throw to end the effect. This does not provoke attacks of opportunity. A winged creature that is paralyzed can’t flap its wings and falls. A swimmer can’t swim and may drown. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Hoverdisk.md b/Compendium/SF1E/Spells/Spells Level 2/Hoverdisk.md new file mode 100644 index 0000000..ca78cd7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Hoverdisk.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HOVERDISK +**Source** _Character Operations Manual pg. 136_ +**Classes** Technomancer 2 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels); see text +**Effect** 3-ft. diameter disk of force +**Duration** 1 hour/level (D) +**Saving Throw** none (harmless); **Spell Resistance** no + +## DESCRIPTION + +You create a thin, circular plane of force 3 feet in diameter and able to hover up to 3 feet above the ground. When you cast this spell, you can give the disk general instructions, such as “Take me across this field of lava,” or “Take the rescued shirren back to town.” You can tell the disk to go to any location you are familiar with, and it follows these instructions without error, even traveling beyond the spell’s range. If you give the disk no instructions, it follows 5 feet behind you. The disk can carry up to 20 bulk for each caster level you have, has a fly speed of 60 feet (no higher than 3 feet), and can move beyond the spell’s range. It moves at your command or the command of a creature you designate, as a move action, and it raises and lowers itself on similar command, so getting on or off the disk can be done as part of the move action to move into the disk’s space. As a standard action, you can give the disk new general instructions. +If the spell ends before the disk completes its task, the disk completes as much as it can before disappearing. When the disk disappears, whatever it was carrying falls to the surface beneath it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Hurl Forcedisk.md b/Compendium/SF1E/Spells/Spells Level 2/Hurl Forcedisk.md new file mode 100644 index 0000000..61d748d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Hurl Forcedisk.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: +Witchwarper: +--- +# HURL FORCEDISK + +**Source** _Starfinder Core Rulebook pg. 360_ +**Classes** Mystic 2 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** medium (100 ft. +10 ft./level) +**Targets** up to five creatures; see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a ranged attack against its EAC. If the attack hits, the disk deals 3d6 damage. The disk then ricochets to hit up to four more creatures of your choice, each no more than 15 feet from the last target. Make a ranged attack against each successive target’s EAC in turn; the disk deals 2d6 damage to each secondary target struck (this damage is rolled separately for each target). The disk continues to ricochet in this way until it has attempted to strike five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell. + +The forcedisk is subject to spell resistance, so you must attempt a caster level check (1d20 + your caster level) against each target with spell resistance before determining whether the target might take damage. If you fail this check, the spell ends. + +The exact shape of the forcedisk is superficially changeable; as part of casting this spell, a spellcaster can decide to make it shaped differently from a traditional disk. For example, using this spell to create a starknife made of force is popular among Desna’s followers. The spell still deals the amount of damage described above regardless of the disk’s shape. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Implant Data.md b/Compendium/SF1E/Spells/Spells Level 2/Implant Data.md new file mode 100644 index 0000000..23f8316 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Implant Data.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# IMPLANT DATA + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Technomancer 2 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one computer system or module +**Duration** 1 hour/level or until triggered; see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You subtly rearrange the internal circuitry of a computer system or module, programming it to convey a certain dataset when accessed (either normally or if it is hacked). You can implant up to one piece of data per caster level. A piece of data consists of a simple fact, such as a creature or object’s location or physical description, a creature or object’s tangible or intangible value, or another simple statement. When an affected computer system or module is accessed, this implanted data is the first data the accessing individual gains, regardless of what data the individual is actually looking for, though the accessing individual can access the system or module’s actual information if it looks beyond the implanted data. The implanted data vanishes from the system or module once the accessing individual has reviewed it. If this spell’s duration ends before an individual accesses the implanted data, the implanted data vanishes. + +The implanted data can be made permanent with a special ritual, which takes 1 hour and requires materials worth 5,000 credits. Once it’s made permanent, the implanted data temporarily vanishes after it is accessed, but it returns 1 hour later. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Inflame.md b/Compendium/SF1E/Spells/Spells Level 2/Inflame.md new file mode 100644 index 0000000..a60b51b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Inflame.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: evocation (acid) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# INFLAME + +**Source** _Alien Archive 4 pg. 19_ +**Classes** Technomancer 2, Witchwarper 2 +**School** evocation (acid) +**Casting Time** 1 standard action +**Range** touch +**Duration** 1 minute/level (see text) +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You make a melee attack against a single target’s EAC. If you hit, the target must succeed at a Fortitude save or it is sickened and develops painful blisters and boils that last for the spell’s duration. If the target takes bludgeoning, piercing, or slashing damage while inflamed, the boils burst, dealing 4d6 acid damage to the target and all adjacent creatures; adjacent creatures can halve this damage with a successful Reflex save. Once the boils burst, the spell ends and the sickened effect continues until the end of the target’s next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Inflict Pain.md b/Compendium/SF1E/Spells/Spells Level 2/Inflict Pain.md new file mode 100644 index 0000000..c2a26b9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Inflict Pain.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (mind-affecting, pain) +tags: +Technomancer: +Witchwarper: +--- +# INFLICT PAIN + + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Mystic 2 +**School** enchantment (mind-affecting, pain) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You telepathically rack the target’s mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Inject Nanobots.md b/Compendium/SF1E/Spells/Spells Level 2/Inject Nanobots.md new file mode 100644 index 0000000..0b5525f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Inject Nanobots.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INJECT NANOBOTS + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Technomancer 2 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one living creature or construct +**Duration** instantaneous and 1 round/level; see text +**Saving Throw** Fortitude partial and Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per _confusion_, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Instant Upgrade.md b/Compendium/SF1E/Spells/Spells Level 2/Instant Upgrade.md new file mode 100644 index 0000000..3238a88 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Instant Upgrade.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INSTANT UPGRADE + +**Source** _Character Operations Manual pg. 137_ +**Classes** Technomancer 2 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing creature +**Duration** 10 minutes/level (D) +**Saving Throw** none (harmless); **Spell Resistance** no (harmless) + +## DESCRIPTION + +You conjure bits of technology infused with magic to create one functional, temporary cybernetic augmentation with a level equal to or lower than your caster level. You decide which cybernetic augmentation to create when you cast this spell. The target must have the chosen system available for augmentation. If the target’s chosen system already has its maximum number of augmentations, this spell has no effect. The augmentation appears without harm and functions for the spell’s duration, dissipating harmlessly into nothing when the spell ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Invisibility To Technology.md b/Compendium/SF1E/Spells/Spells Level 2/Invisibility To Technology.md new file mode 100644 index 0000000..c66207f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Invisibility To Technology.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INVISIBILITY TO TECHNOLOGY + +**Source** _Character Operations Manual pg. 137_ +**Classes** Technomancer 2 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** 1 minute/level (D) +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +The target and its gear cannot be detected by cameras, motion detectors, technological armor upgrades such as infrared sensors, biotech and cybernetic eyes or ears, or other technological devices, and it is invisible to constructs with the technological subtype. The target is missing from technological images captured while the spell lasts, security cameras do not display the target, microphones pick up no sounds the target makes, and the target cannot trigger technological traps. This spell creates disadvantages for the target, as well. Talking on a comm unit is impossible while subjected to this spell, and automatic doors do not open for the target. +Items dropped, put down, or thrown by the target become visible to technology. Items picked up disappear if tucked into clothing or a bag carried by the target. Light remains visible to technology, but a source of light might be invisible. If any part of an item the target carries extends more than 10 feet from the target, that part becomes visible to technology. This spell ends under the same circumstances as an invisibility spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Invisibility.md b/Compendium/SF1E/Spells/Spells Level 2/Invisibility.md new file mode 100644 index 0000000..7a444e9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Invisibility.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# INVISIBILITY +**Source** _Starfinder Core Rulebook pg. 362_ +**Classes** Precog 2, Technomancer 2, Witchwarper 2 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object no more than 10 bulk/level +**Duration** 1 minute/level (D) +**Saving Throw** Will negates (harmless, object), see text; **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +The creature or object touched becomes invisible (see page 264). If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so. + +The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe. Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Knock.md b/Compendium/SF1E/Spells/Spells Level 2/Knock.md new file mode 100644 index 0000000..b44753a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Knock.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# KNOCK + +**Source** _Starfinder Core Rulebook pg. 363_ +**Classes** Precog 2, Technomancer 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one door, container, or portal with an area of up to 10 sq. ft./level +**Duration** instantaneous; see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Knock_ opens barred, computer-sealed, locked, or stuck doors, as well as those subject to _hold portal_ or _security seal_. When you complete the casting of this spell, attempt a caster level check (1d20 + your caster level) against the DC of the lock or computer seal with a +10 bonus. If successful, _knock_ opens up to two means of closure. This spell opens secret doors (but doesn’t identify secret doors you haven’t found) as well as locked or trick-opening containers, starship doors, and similar secured entryways. It also loosens chains, shackles, or welds (provided they serve to hold something shut). If used to open a door closed with security seal, the spell doesn’t remove the seal but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. _Knock_ does not raise barred gates or similar impediments (such as a force field barrier) or open any door or container larger than the spell’s area, nor does it affect ropes, webs, and the like. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Laser Net.md b/Compendium/SF1E/Spells/Spells Level 2/Laser Net.md new file mode 100644 index 0000000..9fde8b1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Laser Net.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# LASER NET + +**Source** _Character Operations Manual pg. 137_ +**Classes** Technomancer 2 +**School** conjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** lasers in a 20-ft.-radius spread +**Duration** 1 minute/level (D) +**Saving Throw** Reflex negates, see text; **Spell Resistance** no + +## DESCRIPTION + +This spell creates a net of dangerous lasers between two solid points. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. Otherwise, the spell fails. +Creatures that move through the laser net must succeed at a Reflex saving throw or take 1d6+1 fire damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive a +2 circumstance bonus to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn take a –2 penalty to the saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Locate Hive.md b/Compendium/SF1E/Spells/Spells Level 2/Locate Hive.md new file mode 100644 index 0000000..da85a5b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Locate Hive.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# LOCATE HIVE + +**Source** _Galactic Magic pg. 76_ +**Classes** Mystic 2, Precog 2 +**School** divination +**Casting Time** 1 minute +**Range** personal +**Duration** 1 hour/level + +## DESCRIPTION + +This spell was created by formian myrmarchs to prevent workers from getting lost when sent far afield. When you cast this spell, you designate a specific building as your hive. Your hive must be a familiar structure (or starship) that you can picture clearly in your mind. You can have only one hive at a time, and designating a new hive immediately replaces any previous hive. As a full action when you're away from your hive, you can mentally focus on your hive to determine the direction and distance to your hive. If you aren't on the same plane or planetary body as your hive, this spell fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Logic Bomb.md b/Compendium/SF1E/Spells/Spells Level 2/Logic Bomb.md new file mode 100644 index 0000000..4db3dc7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Logic Bomb.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# LOGIC BOMB + +**Source** _Starfinder Core Rulebook pg. 364_ +**Classes** Technomancer 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one computer system or module +**Duration** 1 day/level or until triggered +**Saving Throw** see text; **Spell Resistance** see text + +## DESCRIPTION + +You infuse one computer system or module with protective energy, inuring it against attempts to access it. + +As long as this spell is in effect, the first time a creature unsuccessfully attempts to access, destroy, or manipulate the affected computer system or module (using the Computers skill or otherwise), it takes 6d6 damage (either cold, electricity, or fire damage; you choose when casting the spell, and the spell gains the appropriate descriptor). The creature can attempt a Fortitude saving throw for half damage, and spell resistance applies. This damage is in addition to any negative effects the creature suffers due to the system’s other countermeasures. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Make Whole.md b/Compendium/SF1E/Spells/Spells Level 2/Make Whole.md new file mode 100644 index 0000000..f74abed --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Make Whole.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MAKE WHOLE + +**Source** _Starfinder Core Rulebook pg. 364_ +**Classes** Precog 2, Technomancer 2, Witchwarper 2 +**School** transmutation +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one object of up to 1 bulk/level or one construct of any size + +## DESCRIPTION + +This spell functions as _mending_, except it restores 5d6 Hit Points when cast on an object or construct creature. + +_Make whole_ can fix destroyed magic items, and it restores the magic properties of the item if your technomancer level is at least twice the item’s level. Items with charges (such as batteries) and single-use items (such as potions and grenades) can’t be repaired in this way. When you cast _make whole_ on a construct, the spell bypasses any immunity to magic as if the spell did not allow spell resistance. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Manipulate Tech.md b/Compendium/SF1E/Spells/Spells Level 2/Manipulate Tech.md new file mode 100644 index 0000000..2389d2e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Manipulate Tech.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MANIPULATE TECH + +**Source** _Character Operations Manual pg. 138_ +**Classes** Technomancer 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one piece of unattended technology; see text +**Duration** instantaneous +**Saving Throw** none (harmless); **Spell Resistance** no (harmless) + +## DESCRIPTION + +You can briefly align your will to the circuitry or structure of an unattended technological weapon or a technological item with a usage entry, provided the target has an item level equal to or lower than your caster level + 3. The target can even have the broken condition. When you do so, you can cause the item to act as if you activated it without moving it from its space. If the target is a weapon, you can cause it to fire or activate for the rest of your turn. Then, you can make one attack against a creature in range using your ranged attack bonus plus your Intelligence modifier or your melee attack bonus plus your Intelligence modifier, whichever is applicable for the weapon you activate. If the target is a technological item with a usage entry, the item activates for the time listed in that usage entry. This spell provides any charges or ammunition used by your activation. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Mental Muscle.md b/Compendium/SF1E/Spells/Spells Level 2/Mental Muscle.md new file mode 100644 index 0000000..c49b454 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Mental Muscle.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MENTAL MUSCLE +**Source** _Interstellar Species pg. 63_ +**Classes** Mystic 2, Precog 2, Technomancer 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 swift action +**Range** personal +**Duration** 1 round + +## DESCRIPTION + +You channel your mental mastery as magic that directly reinforces your body, allowing you to perform brief physical feats as acts of willpower. You gain one of the following three benefits of your choice. +**Smart Strength:** You apply your Intelligence modifier in place of your Strength modifier for melee or thrown weapon attack rolls, melee damage rolls, ability checks, and skill checks. +**Insightful Agility:** You apply your Wisdom modifier in place of your Dexterity modifier for attack rolls, Reflex saving throws, initiative checks, and calculating your Armor Class. Your armor’s maximum Dex bonus instead limits how much of your Wisdom modifier you can apply to AC. +**Confident Endurance:** You apply your Charisma modifier in place of your Constitution modifier for Fortitude saving throws. You gain temporary Hit Points equal to your Charisma modifier × half your caster level. +When you perform a full action, you can cast this spell as part of that action (and apply the spell’s effects to that action) rather than casting it as a swift action. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Microbot Assault.md b/Compendium/SF1E/Spells/Spells Level 2/Microbot Assault.md new file mode 100644 index 0000000..4dee0c4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Microbot Assault.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MICROBOT ASSAULT + +**Source** _Starfinder Core Rulebook pg. 364_ +**Classes** Technomancer 2 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** distracting cloud of microbots +**Duration** concentration + 1 round +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You pull latent technological energy from the air to form a cloud of fist-sized hindering microbots that fill an area you designate. The microbots begin in a 10-foot-square area when you create them, and you can create the cloud so that it shares the space of other creatures. If no creatures are within the cloud’s area, the microbots pursue and harass the nearest creature that is hostile to you as best they can each round. Although the microbots generally know which creatures are your enemies, you have no control over their targets or direction of travel. If there are multiple valid targets the microbots can harass, the cloud will split into a maximum of four 5-foot-square segments and pursue different targets. + +The cloud (and any segments thereof) has a fly speed of 20 feet. Each round on your turn, the microbot cloud grants harrying fire (see page 247) against the foes in its spaces. In addition, the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces. The microbots constantly repair themselves and the cloud generates new microbots every few seconds, so any attack against them is essentially ineffective. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Mirror Image.md b/Compendium/SF1E/Spells/Spells Level 2/Mirror Image.md new file mode 100644 index 0000000..71de084 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Mirror Image.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MIRROR IMAGE + +**Source** _Starfinder Core Rulebook pg. 366_ +**Classes** Precog 2, Technomancer 2, Witchwarper 2 +**School** illusion +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 minute/level + +## DESCRIPTION + +This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. + +When you cast _mirror image_, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment. + +An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn’t help distinguish the figments from the real you, but blindsight is sufficient to do so. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Optimize Technology.md b/Compendium/SF1E/Spells/Spells Level 2/Optimize Technology.md new file mode 100644 index 0000000..6a03d96 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Optimize Technology.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# OPTIMIZE TECHNOLOGY + +**Source** _Character Operations Manual pg. 138_ +**Classes** Technomancer 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one technological item of up to 1 bulk/level, or one technological vehicle of any size +**Duration** 1 hour/level +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +You expend 1 Resolve Point to render a vehicle, or technological device immune to corrosive atmospheres, water, heat, radiation, and other natural environmental dangers. If the target regains Hit Points while affected, its Hit Points are restored to their maximum. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Osmose.md b/Compendium/SF1E/Spells/Spells Level 2/Osmose.md new file mode 100644 index 0000000..75a49d4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Osmose.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# OSMOSE + +**Source** _Galactic Magic pg. 79_ +**Classes** Precog 2, Technomancer 2, Witchwarper 2 +**School** divination +**Casting Time** 1 minute +**Range** touch +**Targets** one data set contained within a touched object +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +Initially developed by impatient bantrid students, this spell has grown in popularity among those that want to consume a lot of information quickly. You touch one object and concentrate on a single data set contained within the object, such as a story, email, file, video, or website. You understand the gist of the data set and can quickly locate the most relevant pages or sections to your search. If the data set is written in a language you don't know, or you attempt to gain information from a computer you don't have access to, this spell automatically fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Parallel Form.md b/Compendium/SF1E/Spells/Spells Level 2/Parallel Form.md new file mode 100644 index 0000000..060153e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Parallel Form.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PARALLEL FORM + +**Source** _Character Operations Manual pg. 138_ +**Classes** Precog 2, Witchwarper 2 +**School** illusion +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one willing creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level (D) +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +You pluck details from alternate-reality versions of targets to weave parallel forms, making the targets appear and act differently. You affect the targets as if they were each under a _disguise self_ spell, deciding the details when you cast this spell. In addition, _parallel form_ provides the mannerisms of the chosen form, and the tactile and audible properties of the target’s equipment can seem different, although all the target’s gear must appear to be of the same sort (for example, a melee weapon can appear to be only another sort of melee weapon). If you cast this spell to make the target appear to be a specific individual, the target gains a +4 circumstance bonus to Bluff checks to claim to be that individual. A creature that interacts with the target and succeeds at a Will saving throw recognizes the parallel form as an illusion. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Perfect Recall.md b/Compendium/SF1E/Spells/Spells Level 2/Perfect Recall.md new file mode 100644 index 0000000..b4f496e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Perfect Recall.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment +tags: +Technomancer: +Witchwarper: +--- +# PERFECT RECALL + +**Source** _Character Operations Manual pg. 139_ +**Classes** Mystic 2, Precog 2 +**School** enchantment +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing or unconscious creature +**Duration** 1 minute/level +**Saving Throw** no (harmless); **Spell Resistance** no (harmless) + +## DESCRIPTION + +The target is able to recall memories with perfect clarity. If the target has been subjected to _displace memory_, _modify memory_, or a similar effect, this spell provides no recall of those lost memories. However, the target realizes its memories have been altered by such a spell or effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Personal Gravity.md b/Compendium/SF1E/Spells/Spells Level 2/Personal Gravity.md new file mode 100644 index 0000000..8292287 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Personal Gravity.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PERSONAL GRAVITY + +**Source** _Near Space pg. 156_ +**Classes** Technomancer 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 hour/level (D) + +## DESCRIPTION + +You alter gravity’s effects on you. You treat gravity as if it were your choice of 1 step higher or lower (for example, if you were in an area of low gravity, you could choose either standard gravity or zero-g). You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, you can also reduce the distance of any forced movement that would affect you by 5 feet (minimum 0 feet), and you ignore penalties from the off-kilter condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Predict Foe.md b/Compendium/SF1E/Spells/Spells Level 2/Predict Foe.md new file mode 100644 index 0000000..93a2330 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Predict Foe.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# PREDICT FOE + +**Source** _Character Operations Manual pg. 139_ +**Classes** Mystic 2, Precog 2 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** concentration, up to 1 round/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You reach into the target’s mind, extracting a sense of its immediate intentions. For the duration, you can warn a creature the target intends to attack, providing that creature with concealment against the attack. You convey this warning, verbally or telepathically (transcending language), as part of concentrating on this spell. You can continue to concentrate on this spell, and the effect continues if you do, even if the target leaves your line of sight. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Reality Leap.md b/Compendium/SF1E/Spells/Spells Level 2/Reality Leap.md new file mode 100644 index 0000000..b36c7bc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Reality Leap.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: conjuration (teleporation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REALITY LEAP + +**Source** _Character Operations Manual pg. 140_ +**Classes** Witchwarper 2 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Targets** personal +**Duration** instantaneous +**Saving Throw** none, Will negates (object); **Spell Resistance** no, yes (object) + +## DESCRIPTION + +You open an unstable tear in reality and leap into the unknown, emerging at another nearby but unpredictable point in this version of existence. When you cast this spell, you state the direction you wish to travel, the distance within range, and the specific square in which you’re trying to arrive. You can bring along objects, provided their weight doesn’t exceed your maximum load. You travel the correct direction and distance, but you have a 50% chance to arrive elsewhere than your intended square. If you do, use the Missing with a Thrown Weapon diagram to determine the direction you deviate from the intended destination. You arrive 1d6 squares away in that direction, although your deviation cannot cause you to exceed this spell’s range. If you arrive in a place already occupied by a solid object or body, you take 1d6 damage and are shunted to the nearest open space with a suitable surface. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Recharge.md b/Compendium/SF1E/Spells/Spells Level 2/Recharge.md new file mode 100644 index 0000000..89463fc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Recharge.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# RECHARGE + +**Source** _Starfinder Core Rulebook pg. 372_ +**Classes** Precog 2, Technomancer 2 +**School** evocation +**Casting Time** 1 round +**Range** touch +**Targets** one object +**Duration** instantaneous +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +You restore up to 10 charges to a battery or 5 charges to a technological item capable of being charged by a battery. Since this spell takes your personal energy, you must spend 1 Resolve Point to cast it. If you recharge a battery, there is a 20% chance the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Reject Augmentation.md b/Compendium/SF1E/Spells/Spells Level 2/Reject Augmentation.md new file mode 100644 index 0000000..325c4e0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Reject Augmentation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# REJECT AUGMENTATION + +**Source** _Starfinder Armory pg. 148_ +**Classes** Mystic 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium +**Target** one creature +**Duration** 1 round/level (D) +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You urge the target creature’s natural systems to reassert themselves, causing its body to temporarily reject augmentations that have been installed in its systems. For the spell’s duration, the creature is sickened and can’t use any augmentations that require an action to activate. Creatures that don’t have augmentations are not affected by this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Remove Condition.md b/Compendium/SF1E/Spells/Spells Level 2/Remove Condition.md new file mode 100644 index 0000000..f1792b3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Remove Condition.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REMOVE CONDITION +**Source** _Starfinder Core Rulebook pg. 373_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions in the same way as lesser remove condition, except you remove any one of the following conditions affecting the target: frightened, nauseated, paralyzed, shaken, sickened, or staggered. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Resist Radiation.md b/Compendium/SF1E/Spells/Spells Level 2/Resist Radiation.md new file mode 100644 index 0000000..3cc730e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Resist Radiation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: +--- +# RESIST RADIATION + +**Source** _Character Operations Manual pg. 140_ +**Classes** Mystic 2, Precog 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 hour/level +**Saving Throw** none (harmless); **Spell Resistance** no (harmless) + +## DESCRIPTION + +You protect targets from radiation. They succeed at saving throws against low radiation and radiation sickness with a DC of 13 or lower. If the target has radiation sickness with a saving throw DC of 13 or lower, the sickness’s effects are suppressed for the duration. Against radiation and radiation sickness with higher save DCs, this spell instead grants targets a +2 circumstance bonus to the saving throws. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Restoration, Lesser.md b/Compendium/SF1E/Spells/Spells Level 2/Restoration, Lesser.md new file mode 100644 index 0000000..315622d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Restoration, Lesser.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# RESTORATION, LESSER +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 2, Precog 2 +**School** conjuration (healing) +**Casting Time** 3 rounds +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +_Lesser restoration_ dispels any magical effects reducing one of the target’s ability scores, or it heals 1d4 temporary ability damage to one of the target’s ability scores. It also eliminates any fatigue suffered by the creature or improves an exhausted condition to fatigued, but it doesn’t remove any underlying source of fatigue or exhaustion. It also doesn’t heal permanent ability drain. A target that has benefited from the removal of fatigue or the reduction of exhaustion from _lesser restoration_ can’t benefit from either effect again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Restore Consumable.md b/Compendium/SF1E/Spells/Spells Level 2/Restore Consumable.md new file mode 100644 index 0000000..a71a0fb --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Restore Consumable.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# RESTORE CONSUMABLE + +**Source** _Galactic Magic pg. 80_ +**Classes** Precog 2 +**School** conjuration +**Casting Time** 1 reaction +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +As a reaction after an ally uses a consumable item (such as a grenade or serum, but not ammunition), you can rewind time to the moment before the item's use, creating a new copy of the item in its position before use. You immediately lose a combination of credits, UPBs, or both equal to the price of the item. You can't cast this spell if you don't have sufficient credits or UPBs to pay for the item. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Security Seal.md b/Compendium/SF1E/Spells/Spells Level 2/Security Seal.md new file mode 100644 index 0000000..85173db --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Security Seal.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SECURITY SEAL + +**Source** _Starfinder Core Rulebook pg. 376_ +**Classes** Technomancer 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one door, container, or portal up to 30 sq. ft./level in size +**Duration** 24 hours +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +A _security seal_ spell magically locks a single door, container with a lid or latch, portal, or computer system. Casting this spell requires you to spend 1 Resolve Point. You can freely bypass your own security seal without affecting it. If the sealed object has a lock, the DC to open that lock increases by 5 while it remains attached to the object. If the object doesn’t have a lock, this spell creates one that can only be opened with a successful DC 20 Engineering check to disable devices. If the sealed object has computer security, the DC to bypass that security increases by 5. A door or object secured with this spell can be opened only by breaking in or with a successful _dispel magic_ or _knock_ spell. Add 5 to the normal DC to break open a door or portal affected by this spell. A _knock_ spell removes the _security seal_ automatically, counting as one means of closure. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/See Invisibility.md b/Compendium/SF1E/Spells/Spells Level 2/See Invisibility.md new file mode 100644 index 0000000..a364d2e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/See Invisibility.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SEE INVISIBILITY + +**Source** _Starfinder Core Rulebook pg. 376_ +**Classes** Mystic 2, Precog 2, Technomancer 2, Witchwarper 2 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level (D) + +## DESCRIPTION + +You can see any invisible or ethereal objects or beings within your range of vision, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible and invisible or ethereal creatures. + +The spell doesn’t reveal the method used to obtain invisibility, doesn’t reveal illusions or enable you to see through opaque objects, and doesn’t reveal creatures that are simply concealed, hiding, or otherwise hard to see. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Shield Other.md b/Compendium/SF1E/Spells/Spells Level 2/Shield Other.md new file mode 100644 index 0000000..f2408a2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Shield Other.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: +--- +# SHIELD OTHER + +**Source** _Starfinder Core Rulebook pg. 377_ +**Classes** Mystic 2, Precog 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 hour/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell wards the target and creates a mystic connection between you and the target so that some of its wounds are transferred to you. Casting this spell requires you to spend 1 Resolve Point. The target takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal Hit Point damage, and you take the amount of damage not taken by the target. Only Hit Point damage is transferred in this manner; the target’s Stamina Points are damaged as normal. If you still have Stamina Points, you take the damage to your Stamina Points before Hit Points, as with normal damage. + +Forms of harm that do not involve Hit Points, such as charm effects, temporary ability damage, ability drain, permanent negative levels, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the target and you, but damage already split is not reassigned to the target. If you and the target of the spell move out of range of each other, the spell ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Slice Reality.md b/Compendium/SF1E/Spells/Spells Level 2/Slice Reality.md new file mode 100644 index 0000000..45bd404 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Slice Reality.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SLICE REALITY + +**Source** _Character Operations Manual pg. 141_ +**Classes** Witchwarper 2 +**School** evocation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** 1 creature + 1 creature/3 levels +**Duration** instantaneous +**Saving Throw** Fortitude half; **Spell Resistance** yes + +## DESCRIPTION + +You expose targets to churning entropy which turns parts of their body sickly and black. Each target takes 2d6 damage. A successful Fortitude save halves this damage. +You can focus on only one target rather than multiple. If you target only a single creature with this spell and it fails its save, the target is also staggered for a number of rounds equal to your caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Social Reset.md b/Compendium/SF1E/Spells/Spells Level 2/Social Reset.md new file mode 100644 index 0000000..32e187e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Social Reset.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# SOCIAL RESET + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 2, Precog 2 +**School** divination +**Casting Time** 1 reaction +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You can recover from social blunders and cultural misinterpretations so quickly, as if they never happened. When you fail a Culture check to recall information, or a Diplomacy check to change attitude or gather information, you can cast this spell to reroll the failed check. You can't cast this spell again until you take a 10-minute rest to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Song Of The Cosmos.md b/Compendium/SF1E/Spells/Spells Level 2/Song Of The Cosmos.md new file mode 100644 index 0000000..a2353aa --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Song Of The Cosmos.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SONG OF THE COSMOS + +**Source** _Character Operations Manual pg. 141_ +**Classes** Mystic 2, Witchwarper 2 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Area** 20-ft.-radius spread centered on you +**Duration** 1 round +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You thrum a discordant tune that underlies existence and hints at the deep secrets of the universe. Creatures in the area must succeed at a Will saving throw or be fascinated for the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Spells Level 2.md b/Compendium/SF1E/Spells/Spells Level 2/Spells Level 2.md new file mode 100644 index 0000000..e7bd270 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Spells Level 2.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SPELLS LEVEL 2 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 2" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Spider Climb.md b/Compendium/SF1E/Spells/Spells Level 2/Spider Climb.md new file mode 100644 index 0000000..1ba58b8 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Spider Climb.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SPIDER CLIMB + +**Source** _Starfinder Core Rulebook pg. 378_ +**Classes** Mystic 2, Technomancer 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 10 minutes/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. An affected creature with four limbs must have three limbs free (not holding equipment or being used to perform skills and so on) to climb in this manner. A creature with six limbs needs only four available. In general, other creatures must have 75% of their limbs available to benefit from this spell. The target gains a climb speed of 20 feet (and the +8 racial bonus to Athletics checks to climb granted by that climb speed); furthermore, it doesn’t need to attempt Athletics checks to climb to traverse a vertical or horizontal surface (even upside down). An affected creature climbing in this way is not flat-footed while climbing, and opponents get no special bonus to their attacks against it. The creature, however, can’t use the run action while climbing. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Spiritual Bonds.md b/Compendium/SF1E/Spells/Spells Level 2/Spiritual Bonds.md new file mode 100644 index 0000000..5e6fbb2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Spiritual Bonds.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (emotion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SPIRITUAL BONDS + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** enchantment (emotion, mind-affecting) +**Casting Time** 1 standard action +**Range** 30 ft. +**Targets** the caster and all willing or unconscious allies +**Duration** 1 round/level +**Saving Throw** Will negates (harmless); **Spell Resistance** no + +## DESCRIPTION + +Dwarves call on their ancestors to cast this spell of traditional sharing of burdens. This spell connects you and allies in the area on a spiritual level. Each target gains a +1 morale bonus to saving throws. You know when an affected ally is unconscious or dying, provided the creature is within 120 feet of you. Affected creatures can, as a standard action, spend Resolve Points on behalf of an affected ally within 30 feet to help that ally either stabilize or stay in the fight. Two different allies doing so can allow both to occur during the same round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Status.md b/Compendium/SF1E/Spells/Spells Level 2/Status.md new file mode 100644 index 0000000..9aee2de --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Status.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# STATUS + +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** up to one living creature touched/3 levels +**Duration** 1 hour/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +When you need to keep track of comrades who get separated, status allows you to mentally monitor their relative positions and general conditions. You are aware of the direction of and distance to the creatures and any conditions or states affecting them: confused, diseased, dying, nauseated, panicked, poisoned, staggered, stunned, unconscious, unharmed, wounded, wounded and out of Stamina points, and the like. Once the spell has been cast upon the targets, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a target leaves the plane (including via Drift travel) or dies, the spell ceases to function for that creature. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Supercharge Armor.md b/Compendium/SF1E/Spells/Spells Level 2/Supercharge Armor.md new file mode 100644 index 0000000..d9db155 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Supercharge Armor.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SUPERCHARGE ARMOR + +**Source** _Near Space pg. 157_ +**Classes** Technomancer 2 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Target** one suit of armor worn by a creature +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You supercharge the target armor. The armor’s hardness doubles; the armor sheds light in a 20-foot radius, increasing the light level 1 step to a maximum of normal light; and the creature wearing the armor gains temporary Hit Points equal to 5 + your caster level as long as it wears the armor. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Time Loop.md b/Compendium/SF1E/Spells/Spells Level 2/Time Loop.md new file mode 100644 index 0000000..6a27128 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Time Loop.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# TIME LOOP +**Source** _Galactic Magic pg. 84_ +**Classes** Precog 2 +**School** conjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You immerse a creature in a time loop of your creation. The target sees and reacts to events that no longer coincide with the current timeline, becoming confused for 1 round and entangled for the duration. If the target succeeds at a Will saving throw to ignore the time loop, they're instead off-target for the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Uncanny Luck.md b/Compendium/SF1E/Spells/Spells Level 2/Uncanny Luck.md new file mode 100644 index 0000000..151fcea --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Uncanny Luck.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# UNCANNY LUCK + +**Source** _Galactic Magic pg. 85_ +**Classes** Precog 2, Witchwarper 2 +**School** divination +**Casting Time** 1 reaction +**Range** personal +**Duration** instantaneous +**Saving Throw** Will negates, see text; **Spell Resistance** yes, see text + +## DESCRIPTION + +Mimicking the luck of halflings, you presciently react or tug on the strands of fate, casting this spell just after a d20 roll you attempt for a saving throw or an enemy attempts for an attack against you. The triggering roll must be rerolled, unless it's an attack roll made by an enemy who saves or whose spell resistance you fail to overcome. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Unmask.md b/Compendium/SF1E/Spells/Spells Level 2/Unmask.md new file mode 100644 index 0000000..28862dd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Unmask.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# UNMASK + +**Source** _Galactic Magic pg. 85_ +**Classes** Mystic 2, Precog 2, Witchwarper 2 +**School** enchantment +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Embri cast this spell to shame other embri who break decorum, and precogs manifest this spell by revealing a creature's true future appearance. If the target fails the saving throw, nonmagical disguises or face coverings fall away harmlessly, revealing the creature's face or otherwise showing its real identity. A shapechanger must revert to its true form. A creature can't successfully disguise itself, change its shape, or use a magic item to alter its appearance again for 10 minutes. During this time, the creature can't be the target of another's attempt at a nonmagical disguise, but it can be the target of another's disguising magic. + +If, when you cast this spell, the effect disguising a creature is magical (other than a shapechanger's capabilities), you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the level, item level, or CR of the effect's creator. If you succeed, the magic is dispelled and can't be renewed for 10 minutes. This spell has no effect on artifacts or deities. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Venomous Weapon.md b/Compendium/SF1E/Spells/Spells Level 2/Venomous Weapon.md new file mode 100644 index 0000000..49f4066 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Venomous Weapon.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (poison) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# VENOMOUS WEAPON + +**Source** _Character Operations Manual pg. 23_ +**Classes** Mystic 2, Witchwarper 2 +**School** conjuration (poison) +**Casting Time** 1 standard action +**Range** touch +**Targets** weapon touched +**Effect** imbues weapon with poison +**Duration** 1 minute/level +**Saving Throw** none (see text); **Spell Resistance** no + +## DESCRIPTION + +You touch a weapon that deals bludgeoning, piercing, or slashing damage and imbue it with poison. The next five attacks made using the weapon are poisoned. Each creature damaged by these attacks must succeed at a Fortitude save or be sickened for 2d4 rounds. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Vigilant Junkbot.md b/Compendium/SF1E/Spells/Spells Level 2/Vigilant Junkbot.md new file mode 100644 index 0000000..cda9e7e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Vigilant Junkbot.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 2 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# VIGILANT JUNKBOT + +**Source** _Character Operations Manual pg. 143_ +**Classes** Technomancer 2 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** 1 bulk of inert electronic equipment; see text +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You turn the target into a robot that can guard you. This spell works like _handy junkbot_ insofar as targeting parameters and your inability to target the same equipment after the spell ends. The junkbot you create is Tiny and appears in your space. +A vigilant junkbot can take no actions. Instead, you instruct the junkbot to perform its melee protocol or ranged protocol. You can change the protocol telepathically as a move action. In its melee protocol, the junkbot attaches to you, granting you a +1 bonus to KAC for every 4 technomancer levels you have. In its ranged protocol, the vigilant junkbot hovers at strategic angles to cover you, granting you concealment against ranged attacks. Additionally, when you take damage from an attack that matches the protocol (melee or ranged), the junkbot takes the first 3 damage. Any additional damage passes to you. +Enemies can target the junkbot instead of you. Its KAC and EAC are each 10 + your caster level, and it has Hit Points equal to one-quarter of your own (but no Stamina Points). The junkbot uses your saving throw bonuses, and it is a construct with the magical and technological subtypes. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Void Vessel.md b/Compendium/SF1E/Spells/Spells Level 2/Void Vessel.md new file mode 100644 index 0000000..83db92c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Void Vessel.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# VOID VESSEL + +**Source** _Drift Crisis pg. 123_ +**Classes** Mystic 2, Technomancer 2, Witchwarper 2 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Target** 1 creature/level +**Duration** 1 minute/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You grant one or more targets the ability to survive in vacuum. Affected targets gain the void adaptation universal creature rule and sprout wings of pure energy that grant a supernatural fly speed of 60 feet (average maneuverability) that functions only in vacuum. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Wall of Steam.md b/Compendium/SF1E/Spells/Spells Level 2/Wall of Steam.md new file mode 100644 index 0000000..cd29db9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Wall of Steam.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation, fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF STEAM +**Source** _Galactic Magic pg. 86_ +**Classes** Mystic 2, Technomancer 2, Witchwarper 2 +**School** conjuration (creation, fire) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** scalding fog up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form up to 20 ft. high +**Duration** concentration + 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell functions as _wall of fog_, except you can select one side of the wall to give off searing steam. Creatures within 5 feet of this side of the wall take 2d4 fire damage, and those beyond 5 feet but within 10 feet take 1d4 fire damage. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 3d4 fire damage to any creature passing through it. If you conjure the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. + +The steam can be dispersed as a _wall of fog_ can. Also, if any 5-foot length of wall takes 10 or more cold damage in 1 round, that length crystallizes and melts away, disappearing. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 2/Zone of Truth.md b/Compendium/SF1E/Spells/Spells Level 2/Zone of Truth.md new file mode 100644 index 0000000..32dbca6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 2/Zone of Truth.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 2 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# ZONE OF TRUTH + +**Source** _Starfinder Core Rulebook pg. 385_ +**Classes** Mystic 2 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 20-ft.-radius emanation +**Duration** 1 minute/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Creatures within the emanation area can’t speak any deliberate and intentional lies. Each potentially affected creature can attempt a Will saving throw to avoid the effect when the spell is cast or when that creature first enters the emanation area. Affected creatures are aware of this enchantment, and they can therefore avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Acid Puddle.md b/Compendium/SF1E/Spells/Spells Level 3/Acid Puddle.md new file mode 100644 index 0000000..51e3fe0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Acid Puddle.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ACID PUDDLE + +**Source** _Galactic Magic pg. 67_ +**Classes** Technomancer 3, Witchwarper 3 +**School** conjuration (acid, creation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** 1 round/level (D) +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Antiradiation.md b/Compendium/SF1E/Spells/Spells Level 3/Antiradiation.md new file mode 100644 index 0000000..172829f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Antiradiation.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ANTIRADIATION + +**Source** _Character Operations Manual pg. 133_ +**Classes** Witchwarper 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 10-ft.-radius spread; see text +**Duration** instantaneous + +## DESCRIPTION + +You permeate radiation with mitigations from other realities, dissipating radiation effects in the spell’s area; the radiation level you affect depends on your caster level, as shown on the table below. Once radiation has been dissipated, the environment in the area has no harmful effects from radiation, although this spell does not remove ongoing radiation-creating effects. +An _antiradiation_ spell counters an _irradiate spell_, as long as your caster level is greater than the caster level of the creature or effect that created the _irradiate_ effect. + +| CASTER LEVEL | RADIATION LEVEL | +|----------------|-----------------| +| 6th or lower | Low | +| 7th–9th | Medium | +| 10th–16th | High | +| 17th or higher | Severe | diff --git a/Compendium/SF1E/Spells/Spells Level 3/Arcane Sight.md b/Compendium/SF1E/Spells/Spells Level 3/Arcane Sight.md new file mode 100644 index 0000000..7c9a17d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Arcane Sight.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ARCANE SIGHT + +**Source** _Starfinder Core Rulebook pg. 340_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 minute/level (D) + +## DESCRIPTION + +This spell allows you to see magic sources within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns information more quickly. + +You know the location and caster level of all magic sources within your sight. If the magic sources are in line of sight, you can attempt a DC 28 Mysticism check (one check per source) to determine the school of magic involved in each source. + +If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities and the caster level of the most powerful spell or spell-like ability the creature currently has available for use. + +You can attempt a Mysticism skill check to identify the properties of magic or hybrid items (but not artifacts), as if you were using _identify_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Arcing Surge.md b/Compendium/SF1E/Spells/Spells Level 3/Arcing Surge.md new file mode 100644 index 0000000..dc203be --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Arcing Surge.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: evocation (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ARCING SURGE + +**Source** _Starfinder Core Rulebook pg. 340_ +**Classes** Technomancer 3 +**School** evocation (electricity) +**Casting Time** 1 standard action +**Range** 120 ft. +**Area** line-shaped burst +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You cause an electrical device in your possession to surge in power and unleash a line of electricity from the massive oversurge. This deals 10d6 electricity damage to all creatures and objects in the area. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Autopilot.md b/Compendium/SF1E/Spells/Spells Level 3/Autopilot.md new file mode 100644 index 0000000..7624454 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Autopilot.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# AUTOPILOT + +**Source** _Galactic Magic pg. 68_ +**Classes** Technomancer 3, Witchwarper 3 +**School** conjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one vehicle +**Duration** 1 hour/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You install an AI into a vehicle that can control the vehicle in place of an actual pilot. During the spell's duration, you can engage or disengage the autopilot AI as a swift action. You can input a destination into the autopilot AI as a move action, and the autopilot AI attempts to reach that location if doing so is possible. + +The vehicle is considered controlled when the autopilot AI is engaged. The autopilot AI's actions are dictated by the GM, and the autopilot AI can take any of the actions to pilot a vehicle that an actual pilot can. The autopilot AI has a Piloting modifier of +14. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Battle Sonata.md b/Compendium/SF1E/Spells/Spells Level 3/Battle Sonata.md new file mode 100644 index 0000000..67530a0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Battle Sonata.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (sonic) +tags: +Technomancer: +Witchwarper: +--- +# BATTLE SONATA + +**Source** _Galactic Magic pg. 68_ +**Classes** Mystic 3 +**School** evocation (sonic) +**Casting Time** 1 standard action +**Range** 15 ft. +**Area** cone-shaped burst +**Duration** instantaneous +**Saving Throw** Will half, see text; **Spell Resistance** yes, see text + +## DESCRIPTION + +Employed to great effect by the pahtra defenders of independent Pulonis, this spell weaponizes music to devastate foes. You compose a deadly song that unleashes dissonant chords in a cone-shaped burst in front of you, dealing 8d6 sonic damage to all creatures and objects in the area. A creature who fails its Will save against your _battle sonata_ is also staggered for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Bestow Curse.md b/Compendium/SF1E/Spells/Spells Level 3/Bestow Curse.md new file mode 100644 index 0000000..aae4ba5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Bestow Curse.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy (curse) +tags: +Technomancer: +Witchwarper: +--- +# BESTOW CURSE + +**Source** _Starfinder Core Rulebook pg. 341_ +**Classes** Mystic 3 +**School** necromancy (curse) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** permanent +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You place a terrible curse on the target, stealing either its overall competency or its ability to think and act on its feet. Choose one of the following. + +- The target takes a –4 penalty to ability checks, attack rolls, saving throws, and skill checks. +- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. + +You can also invent your own curse (see Afflictions on page 414 for a few ideas), but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a _break enchantment_, _miracle_, _remove affliction_, or _wish_ spell. + +Casting this spell doesn’t provoke attacks of opportunity. _Bestow curse_ counters _remove affliction_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Blast Door.md b/Compendium/SF1E/Spells/Spells Level 3/Blast Door.md new file mode 100644 index 0000000..a05101c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Blast Door.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# BLAST DOOR + +**Source** _Character Operations Manual pg. 133_ +**Classes** Technomancer 3 +**School** conjuration (creation) +**Casting Time** 1 round +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** wall up to 20 feet high, 20 feet wide, and 5 feet thick +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure a blast door up to 5 feet thick that blocks a hallway no more than 20 feet wide and 20 feet high. If the door would not completely block the targeted hallway, you can’t cast this spell. Any creature in the spaces where the door appears is harmlessly shunted to a side of the door you choose. The door’s statistics are those of a starship interior wall. It is airtight, and it protects against vacuum and radiation. When the spell ends, the door vanishes without a trace. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Capricious Cats.md b/Compendium/SF1E/Spells/Spells Level 3/Capricious Cats.md new file mode 100644 index 0000000..853eac1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Capricious Cats.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- + +# CAPRICIOUS CATS + +**Source** _Ports of Call pg. 123_ +**Classes** Mystic 3, Witchwarper 3 +**School** conjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** spherical emanation +**Duration** 1 minute or until expended (D) +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You conjure a pack of Tiny whimsical cats that scamper and perch within 30 feet of you wherever you move. These adorable felines are only semi-real and are immune to damage. The cats appear with their own inclinations and don’t meaningfully heed your other instructions: roll 1d6 five times on the table below to determine these inclinations. This can result in multiple inclinations of the same type. As a move action, you can expend one of these inclinations and issue a command to the cats as a move action (for mischief or spite inclinations) or a reaction (for affection), causing the cats to perform the associated action once. Once you’ve expended all of the inclinations, the cats disappear. + +| D6 | INCLINATION | +|-----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–2 | Affection: Cats purr, nuzzle, and perch atop one creature in the emanation. The creature can reroll a saving throw they just failed against a fear, mind-affecting, or pain effect and use the second result. | +| 3–4 | Mischief: Cats crowd, distract, and cling to one creature in the emanation, successfully providing your choice of covering fire or harrying fire. | +| 5–6 | Spite: Cats claw and bite one creature in the emanation. Make a melee attack against KAC, for which you can use your caster level in place of your base attack bonus and your spellcasting ability modifier in place of your Strength modifier. The attack deals 4d6 slashing damage. | + diff --git a/Compendium/SF1E/Spells/Spells Level 3/Charm Monster.md b/Compendium/SF1E/Spells/Spells Level 3/Charm Monster.md new file mode 100644 index 0000000..6f04971 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Charm Monster.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (charm, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHARM MONSTER + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Mystic 3, Witchwarper 3 +**School** enchantment (charm, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 day/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell functions like _charm person_, except the effect is not restricted by creature type. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Clairaudience_Clairvoyance.md b/Compendium/SF1E/Spells/Spells Level 3/Clairaudience_Clairvoyance.md new file mode 100644 index 0000000..0433759 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Clairaudience_Clairvoyance.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination (scrying) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# CLAIRAUDIENCE_CLAIRVOYANCE + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** divination (scrying) +**Casting Time** 10 minutes +**Range** long (400 ft. + 40 ft./level) +**Effect** magical sensor +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect to create this sensor in a specific spot within range, but the locale must be either a place that’s familiar to you or an obvious location, such as inside a cave whose entrance you can see. + +The sensor doesn’t move, but you can rotate it in all directions to view the area as desired. This spell functions only on the plane of existence you are currently occupying. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Daegoxian Spore Cloud.md b/Compendium/SF1E/Spells/Spells Level 3/Daegoxian Spore Cloud.md new file mode 100644 index 0000000..e490f14 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Daegoxian Spore Cloud.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (summoning) ) +tags: +Technomancer: +Witchwarper: +--- +# DAEGOXIAN SPORE CLOUD + +**Source** _Near Space pg. 155_ +**Classes** Mystic 3 +**School** conjuration (summoning) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Targets** all creatures in the cloud +**Duration** 1 round/level (D) +**Saving Throw** Will negates; **Spell Resistance** no + +## DESCRIPTION + +You summon a concentrated cloud of Daegoxian spores, which renders living creatures docile and agreeable. Any creature that enters the cloud or begins its turn within the cloud must succeed at a Will save or be fascinated for 1d4 rounds. A creature that succeeds at this save is immune to the effects of _Daegoxian spore cloud_ for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Death Affinity.md b/Compendium/SF1E/Spells/Spells Level 3/Death Affinity.md new file mode 100644 index 0000000..ee87d2d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Death Affinity.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DEATH AFFINITY + +**Source** _Near Space pg. 155_ +**Classes** Mystic 3, Precog 3, Technomancer 3 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing living creature +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You infuse the target with necromantic energy, physically altering their form into an amalgam of life and undeath. +For the duration of the spell, the target becomes immune to the following effects (unless such an effect specifies it works against undead creatures): bleed, death effects, disease, energy drain, exhaustion, fatigue, negative levels, nonlethal damage, and poison. This immunity does not apply to such effects currently affecting the creature. The creature also gains a +4 enhancement bonus to saving throws against the following effects: mind-affecting, paralysis, and stunning effects; ability damage; ability drain; and any effect that requires a Fortitude saving throw (unless the effect works on objects or is harmless). +For effects that target creatures by type, the target creature counts as both its own type and undead (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). +When the spell ends, the above effects end and the target gains the exhausted condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Deep Slumber.md b/Compendium/SF1E/Spells/Spells Level 3/Deep Slumber.md new file mode 100644 index 0000000..098f7fe --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Deep Slumber.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# DEEP SLUMBER + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Mystic 3 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 round +**Range** close (25 ft. + 5 ft./2 levels) +**Area** one or more living creatures with a total CR of 8 or lower, all within a 10-ft.-radius burst +**Duration** 1 minute/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell causes living creatures in the area to fall into a magical sleep, gaining the asleep condition (except normal noise doesn’t wake up the sleeping creatures). Creatures with the lowest CR are affected first. Among creatures of equal CR, those who are closest to the spell’s point of origin are affected first. _Deep slumber_ doesn’t affect unconscious creatures, constructs, or undead creatures. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Dimensional Crash.md b/Compendium/SF1E/Spells/Spells Level 3/Dimensional Crash.md new file mode 100644 index 0000000..0f62a71 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Dimensional Crash.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: conjuration (teleporation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DIMENSIONAL CRASH + +**Source** _Drift Crisis pg. 139_ +**Classes** Technomancer 3, Witchwarper 3 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** you and one creature within range +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature, otherwise functioning as per dimension door. You take 1d6 bludgeoning damage, and the other creature takes 3d6 bludgeoning damage (Reflex half). Attempt a bull rush combat maneuver against the other creature, using your caster level + your key ability score modifier + 2 as your attack bonus. Compare the result to the target’s KAC + 8, as normal. For every 5 feet the creature travels this way, it takes an additional 1d6 bludgeoning damage. If your bull rush combat maneuver fails, you immediately move to the nearest available space; this movement doesn’t provoke an attack of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Discharge.md b/Compendium/SF1E/Spells/Spells Level 3/Discharge.md new file mode 100644 index 0000000..e27cfce --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Discharge.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DISCHARGE +**Source** +**Classes** Precog 3, Technomancer 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature or technological object +**Duration** instantaneous +**Saving Throw** Fortitude negates (object); **Spell Resistance** no + +## DESCRIPTION + +You can dissipate the charges from one technological object, temporarily depower one electrically powered technological object that does not use charges, or severely hinder a construct with the technological subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the spell targets a creature not of the technological subtype, it affects a random charged or electrically powered item in that creature’s possession. If the target is a construct with the technological subtype, it is staggered and cannot use any energy-based attacks for 1d4 rounds. A construct with the technological subtype that is affected by this spell can attempt a Fortitude saving throw at the end of each round to shrug off the effect. diff --git a/Compendium/SF1E/Spells/Spells Level 3/Dispel Magic.md b/Compendium/SF1E/Spells/Spells Level 3/Dispel Magic.md new file mode 100644 index 0000000..f1cb2aa --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Dispel Magic.md @@ -0,0 +1,60 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DISPEL MAGIC + +**Source** _Starfinder Core Rulebook pg. 351_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature, object, spell, or spellcaster +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You can use _dispel magic_ to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by _dispel magic_. _Dispel magic_ can dispel (but not counter) spell-like abilities just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled. + +You choose to use _dispel magic_ in one of two ways: as a targeted dispel or as a counter. + +**Targeted Dispel**: One creature, object, or spell is the target of the _dispel magic_ spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as _zone of truth_). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as “that burning wall” or “the spell that’s giving him those duplicates”). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell ends. If you don’t specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random. + +If you target a force, an object, or a creature that is the effect of an ongoing spell (such as unseen servant), you attempt a dispel check to end the spell that conjured the object or creature. + +If the object that you target is a magic item, you attempt a dispel check against the item level (DC = 11 + the item level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s nonmagical physical properties are unchanged: a suppressed _holy laser pistol_ is still a laser pistol. Artifacts and deities are unaffected by mortal magic such as this. + +You can choose to automatically succeed at your dispel check against any spell you have cast. + +**Counter**: You can use the energy of _dispel magic_ to disrupt the casting of other spells. First, select an opponent and take the ready action (see page 249) to cast _dispel magic_ when that target casts a spell. This is considered a purely defensive action. When that readied action is triggered, you cast _dispel magic_ and must attempt a dispel check (1d20 + your caster level) to counter the other spellcaster’s spell. The DC is equal to 11 + the other spellcaster’s caster level. If the check is successful and the target is in range, the spell fails and has no result. + +## DISPEL MAGIC, GREATER + +**Source** _Starfinder Core Rulebook pg. 352_ +**Classes** Mystic 5, Precog 5, Technomancer 5, Witchwarper 5 +**School** abjuration +**Targets or Area** one creature, object, spell, or spellcaster; or a 20-ft.-radius burst + +## DESCRIPTION + +This spell functions like _dispel magic_, except it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use _greater dispel magic_ in one of three ways: a targeted dispel, an area dispel, or a counter. + +**Targeted Dispel**: This functions as a targeted _dispel magic_, but you can dispel one spell for every 4 caster levels you have, attempting a separate dispel check for each spell. Additionally, _greater dispel magic_ has a chance to dispel any curse that _remove affliction_ can remove, even if _dispel magic_ can’t dispel that effect. The DC of this check is equal to the curse’s DC. + +**Area Dispel**: When _greater dispel magic_ is used in this way, the spell affects everything within a 20-foot-radius burst. Attempt one dispel check and apply that check to each creature or object in the area, as if it were targeted by _dispel magic_. If you don’t specify spells and there is more than one possible spell on the target, your targeted dispel attempts to dispel spells at random. Magic items themselves are not affected by an area dispel but additional magical effects on them may be dispelled. + +For each ongoing spell effect whose point of origin is within the area of the _greater dispel magic_ spell, apply the result of the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the _greater dispel magic_ spell, apply the result of the dispel check to end the effect, but only within the overlapping area. + +If an object or a creature that is the effect of an ongoing spell is in the area, apply the result of the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. + +You can choose to automatically succeed at your dispel check against any spell you have cast. + +**Counter**: This functions as countering with _dispel magic_, but you receive a +4 bonus to your dispel check to counter the other spellcaster’s spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Displacement.md b/Compendium/SF1E/Spells/Spells Level 3/Displacement.md new file mode 100644 index 0000000..041d14f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Displacement.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DISPLACEMENT + +**Source** _Starfinder Core Rulebook pg. 352_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** illusion +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, _displacement_ doesn’t prevent enemies from targeting the creature normally. True seeing reveals the target’s true location and negates the miss chance. If a creature with blindsense can also see the displaced creature, the visual and blindsense information combined are enough for the creature with blindsense to attack the displaced creature without a miss chance, unlike normal for blindsense. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Divine Aspect.md b/Compendium/SF1E/Spells/Spells Level 3/Divine Aspect.md new file mode 100644 index 0000000..ce5a0a4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Divine Aspect.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment +tags: +Technomancer: +Witchwarper: +--- +# DIVINE ASPECT + +**Source** _Character Operations Manual pg. 135_ +**Classes** Mystic 3 +**School** enchantment +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level + +## DESCRIPTION + +You take on a terrifying aura that evokes a specific god, an aspect of divinity, a mystic concept, or another mighty force. For the duration, you are immune to fear effects, and you gain frightful presence as a supernatural ability with a range of 30 feet and a Will save DC equal to the spell’s DC. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Duplicate Data.md b/Compendium/SF1E/Spells/Spells Level 3/Duplicate Data.md new file mode 100644 index 0000000..6b89dbd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Duplicate Data.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DUPLICATE DATA + +**Source** _Galactic Magic pg. 73_ +**Classes** Technomancer 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one computer or secure data module +**Duration** 1 hour/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You instantly copy all data stored on a single computer or secure data module onto another device in your possession with adequate storage capacity. If the data is protected by countermeasures, these countermeasures are copied along with the data. If the data is encrypted, the data remains encrypted until it has been successfully decrypted with an appropriate skill check. When the spell ends, the duplicated data is erased. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Entropic Grasp.md b/Compendium/SF1E/Spells/Spells Level 3/Entropic Grasp.md new file mode 100644 index 0000000..180ebdc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Entropic Grasp.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ENTROPIC GRASP + +**Source** _Starfinder Core Rulebook pg. 353_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one nonmagical manufactured object (or the volume of the object within a 3-ft.-radius of the touched point) or one manufactured creature touched each round +**Duration** see text +**Saving Throw** Fortitude negates (object); **Spell Resistance** no + +## DESCRIPTION + +Any unattended, manufactured (built from component parts, including metal, wood, plastic, glass, and so on) item you touch crumbles into dust, rust, and decay. If the item is so large that it can’t fit within a 3-foot radius, a 3-foot-radius volume of the material is destroyed. This is an instantaneous effect. + +You can employ _entropic grasp_ in combat by making a melee attack against your opponent’s EAC. If you hit, you instantaneously reduce a manufactured armor’s KAC and EAC bonus by 3 (to a minimum of a +0 bonus). Damaged armor can be repaired using the Engineering skill; with a successful check, the armor’s armor bonuses are restored to their original values. Against a manufactured creature (generally constructs, but not undead), this attack instead deals 6d12 damage. + +Weapons and equipment in use by an opponent are more difficult to affect with this spell. You attempt a sunder combat maneuver against the item. If successful, you deal 6d6 damage to the weapon or item. + +Used in combat, this spell lasts 1 round per level, and you can make one melee attack each round on future rounds as a standard action. The target can attempt a save to negate each melee attack, but success does not end the spell. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Explosive Blast.md b/Compendium/SF1E/Spells/Spells Level 3/Explosive Blast.md new file mode 100644 index 0000000..b23cc49 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Explosive Blast.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# EXPLOSIVE BLAST + +**Source** _Starfinder Core Rulebook pg. 354_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** evocation (fire) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius burst +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You magically transform a used battery into a powerful explosive device, propelling it in a straight line to a grid intersection within range, at which point it detonates, dealing 9d6 fire damage to all creatures and objects in the area. If you send the battery through a narrow opening, you must make a ranged attack (usually against an Armor Class of 10 for a narrow opening or an Armor Class of 15 for an extremely narrow opening) to avoid hitting the side and detonating it prematurely. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Fluidity of Form.md b/Compendium/SF1E/Spells/Spells Level 3/Fluidity of Form.md new file mode 100644 index 0000000..410d7e5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Fluidity of Form.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# FLUIDITY OF FORM +**Source** _Galactic Magic pg. 74_ +**Classes** Mystic 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one willing or unconscious creature +**Duration** 1 round/level +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +Drawing upon the ever-shifting chaos of the Maelstrom, you free the target from the shackles of their form. Each round at the start of their turn, the target must select one of the following benefits they gain for that round. They can't select the same benefit on two consecutive rounds. + +_Additional Arms_: The target grows two additional arms, enabling them to wield and hold an additional two hands' worth of equipment. While these additional arms increase the number of items they can carry, it doesn't increase the number of attacks they can make during combat. + +_Additional Legs_: The target grows two additional legs, granting them a +10-foot status bonus to their speed. + +_Amorphous_: The target loses their form, becoming amorphous. They're immune to the entangled and grappled conditions, and they don't take double damage from critical hits. + +_Damage Reduction_: The target's skin hardens, becomes rubbery, or grows scales, granting them DR 5/— that protects against bludgeoning, piercing, and slashing damage. This damage reduction doesn't stack with any damage reduction the target already has. + +_Energy Resistance_: The target adapts to a hazardous environment, gaining resistance 5 to one of the following damage types of their choice: acid, cold, electricity, fire, sonic. This energy resistance doesn't stack with any damage resistance the target already has. + +_Shrink_: The target shrinks by one size category (to a minimum of Tiny). + +_Stretch_: The target's arms elongate, increasing their reach by 5 feet. + +Multiple castings of _fluidity of form_ don't stack. Fluidity of form counters and negates physical stability. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Gravity Tether.md b/Compendium/SF1E/Spells/Spells Level 3/Gravity Tether.md new file mode 100644 index 0000000..93fb7c3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Gravity Tether.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# GRAVITY TETHER + +**Source** _Galactic Magic pg. 75_ +**Classes** Mystic 3, Technomancer 3, Witchwarper 3 +**School** transmutation (electricity) +**Casting Time** 1 standard action +**Range** touch +**Targets** one or two creatures +**Duration** 1 round/level +**Saving Throw** Reflex partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +By manipulating electromagnetic forces acting on your target, you change its movements. Attempt a melee attack against EAC. If you attempt a full attack, you can target two creatures. On a hit, your target takes 5d8 electricity damage and must attempt a Reflex save. On a failure, the target treats any square it moves farther from you as difficult terrain for the duration. A successful save ends the spell on the target. + +As a standard action, you can attempt an attack against an affected target within 60 feet, adding your key ability modifier to the attack roll. You can attack two affected targets if you take a full action to do so. If you hit the target's KAC + 8, you pull it 5 feet closer to you plus 5 feet for every 5 by which the result exceeds a target's KAC + 8. If you attack and hit two targets, you can instead move them closer to each other. Moving the target into a barrier, creature, dangerous space, or obstacle causes the target to stop before entering that space. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Grim Insight.md b/Compendium/SF1E/Spells/Spells Level 3/Grim Insight.md new file mode 100644 index 0000000..02464f5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Grim Insight.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# GRIM INSIGHT + +**Source** _Galactic Magic pg. 75_ +**Classes** Mystic 3, Precog 3, Witchwarper 3 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/caster level +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You channel visions of a grim future into your target's mind. Attempt a melee attack against the target's EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 6d10 damage and must attempt a Will saving throw. A target that fails is shaken for the duration. One who succeeds is shaken for only 1 round, and then the spell ends. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Groundling.md b/Compendium/SF1E/Spells/Spells Level 3/Groundling.md new file mode 100644 index 0000000..5d1011e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Groundling.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# GROUNDLING + +**Source** _Character Operations Manual pg. 135_ +**Classes** Precog 3, Technomancer 3 +**School** transmutation +**Casting Time** 1 standard action +**Targets** one willing creature touched +**Duration** 1 minute/level (D) +**Saving Throw** no; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target’s body forms an exoskeleton, and its appendages such as hands and feet become broad and pointed like spades. Armor that covers any of these appendages functions normally and molds to fit the appendages’ new shape. The target gains DR 5/ bludgeoning and a burrow speed equal to its land speed. This spell grants no ability to breathe while buried, so a breathing creature without environmental protections might be at risk of suffocation. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Handy Junkbot.md b/Compendium/SF1E/Spells/Spells Level 3/Handy Junkbot.md new file mode 100644 index 0000000..17587fd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Handy Junkbot.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HANDY JUNKBOT + +**Source** _Starfinder Core Rulebook pg. 357_ +**Classes** Technomancer 3 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** 1 bulk of inert electronic equipment; see text +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You turn a pile of technological junk into a robot that can accomplish helpful tasks. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. + +While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and helpful programming. A handy junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It can accomplish all tasks described in the Computers, Engineering, Piloting, and Sleight of Hand skills, is considered trained in those skills, and has a total skill bonus in each equal to 3 + your caster level. The junkbot is treated as if it is using a hacker’s kit when using the Computers skill and an engineering kit when using the Engineering skill. A handy junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target the junkbot, it is treated as a construct with the technological and magical subtypes. + +You can give new basic commands to your handy junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the junkbot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link. + +When the handy junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Haste.md b/Compendium/SF1E/Spells/Spells Level 3/Haste.md new file mode 100644 index 0000000..c1df913 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Haste.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# HASTE + +**Source** _Starfinder Core Rulebook pg. 358_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 round/level +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The targeted creatures move and act more quickly than normal. This extra speed has several effects. + +When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time. + +All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple _haste_ effects don’t stack. _Haste_ counters and negates _slow_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Healing Junkbot.md b/Compendium/SF1E/Spells/Spells Level 3/Healing Junkbot.md new file mode 100644 index 0000000..dbc011b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Healing Junkbot.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HEALING JUNKBOT + +**Source** _Starfinder Core Rulebook pg. 358_ +**Classes** Technomancer 3 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** 1 bulk of inert electronic equipment; see text +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You turn a pile of technological junk into a robot that can perform basic healing tasks. + +You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with energy and medical skills. + +A healing junkbot is Small, its KAC and EAC are each equal to 10 + your caster level, and it has a number of Hit Points equal to one-quarter of your own (but no Stamina Points). It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. It is considered trained in the Medicine skill and can perform first aid, treat deadly wounds, and treat drugs or poison as if it had a medkit (though it can’t provide long-term care or treat disease). The junkbot has a total skill bonus for Medicine checks equal to 3 + your caster level. + +A healing junkbot can drag or fly one unconscious creature at a time to any spot you designate. It can drag or fly a Small, Medium, or Large creature at half speed. It can drag or fly smaller creatures at normal speed, but it can’t move creatures bigger than Large. A healing junkbot can never attack. The junkbot uses your saving throw bonuses if it is the target of a spell or another targeted effect. For purposes of spells and effects that target it, the junkbot is treated as a construct with the technological and magical subtypes. + +You can give new basic commands to your healing junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the bot has succeeded at or failed a skill check, as well as when it has been attacked or destroyed, but you can perceive nothing else through this basic telepathic link. + +When the healing junkbot is destroyed or this spell ends, the electronic equipment you used to create it falls apart into refuse, its components and circuitry fried beyond anything recognizable. You can’t use this refuse as a target to create another junkbot. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Helping Hands, Mass.md b/Compendium/SF1E/Spells/Spells Level 3/Helping Hands, Mass.md new file mode 100644 index 0000000..3e8b2da --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Helping Hands, Mass.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HELPING HANDS, MASS +**Source** _Galactic Magic pg. 76_ +**Classes** Technomancer 3 +**School** transmutation +**Targets** up to one willing creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions as _helping hands_, except as noted above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Hologram Memory.md b/Compendium/SF1E/Spells/Spells Level 3/Hologram Memory.md new file mode 100644 index 0000000..0a736b6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Hologram Memory.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# HOLOGRAM MEMORY + +**Source** _Starfinder Core Rulebook pg. 359_ +**Classes** Mystic 3, Precog 3 +**School** divination +**Casting Time** 1 full action +**Range** touch +**Targets** one living or deceased sentient creature; see text +**Duration** instantaneous +**Saving Throw** Will negates, see text; **Spell Resistance** no + +## DESCRIPTION + +You reach into the target’s mind, extract a specific memory, and project that memory into a small hologram that plays in front of you and is visible to all creatures who can see it. The hologram memory can be no longer than 1 minute; if the extracted memory is longer than this, the hologram simply ends. The hologram includes audio as well as visual components, but it does not contain haptic, olfactory, or other components. The hologram typically plays a memory that takes place in a single scene, though it can cut to multiple scenes, if they are accurate to the memory and its length allows. The hologram plays the memory exactly as the target experienced it and from the target’s perspective, so it often lacks context. The target creature must remain quiet and still while the hologram plays or the spell and hologram end. + +This spell can target any living, unconscious, or deceased sentient creature with an Intelligence score of 3 or higher (or a modifier of –4 or higher). If the target is deceased, it cannot have been dead for longer than 1 week, or this spell fails; once a corpse has been subjected to _hologram memory_ by any caster, any subsequent attempts to cast _hologram memory_ on that corpse fail. + +If the target is unwilling to share this memory (or if it would be unable to share the memory, in the case of an unconscious or deceased target), it can attempt a Will saving throw with a +4 bonus to negate this spell and its effects. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Infect Blood.md b/Compendium/SF1E/Spells/Spells Level 3/Infect Blood.md new file mode 100644 index 0000000..e414ce9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Infect Blood.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INFECT BLOOD + +**Source** _Character Operations Manual pg. 137_ +**Classes** Technomancer 3 +**School** transmutation +**Casting Time** 1 round +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 round/level +**Saving Throw** Fortitude half; see text; **Spell Resistance** yes + +## DESCRIPTION + +You alter the target’s internal chemistry, causing their body to reject its composition. The target takes 3d8 damage each round, but can attempt a Fortitude save for half damage, and has the sickened condition for the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Instant Virus.md b/Compendium/SF1E/Spells/Spells Level 3/Instant Virus.md new file mode 100644 index 0000000..f4ec1f4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Instant Virus.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# INSTANT VIRUS + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Technomancer 3 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one construct with the technological subtype +**Duration** instantaneous; see text +**Saving Throw** Fortitude negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +You overwhelm your target’s programming, installing a dangerous self-replicating programming virus. This works like a physical or mental disease (your choice), except it ignores the target’s immunity to diseases. The programming virus has a frequency of 1 hour and requires two consecutive saving throws to cure. _Detect affliction_ can reveal the existence of this virus in a construct (the virus is considered a disease for purposes of that spell). Additionally, _remove affliction_ can remove this virus. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Irradiate.md b/Compendium/SF1E/Spells/Spells Level 3/Irradiate.md new file mode 100644 index 0000000..2d2b93d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Irradiate.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation, disease, poison, radiation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# IRRADIATE + +**Source** _Starfinder Core Rulebook pg. 362_ +**Classes** Mystic 3, Technomancer 3, Witchwarper 3 +**School** conjuration (creation, disease, poison, radiation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 10-ft.-radius spread; see text +**Duration** instantaneous +**Saving Throw** Fortitude partial, see text; **Spell Resistance** no + +## DESCRIPTION + +This spell floods the area of effect with dangerous radiation. The strength of the radiation you create depends on your caster level, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for radiation areas of effect (see page 403). Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation. + +
Caster LevelRadiation Level
6th or lowerLow
7th–9thMedium
10th–16thHigh
17th or higherSevere
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Mental Block.md b/Compendium/SF1E/Spells/Spells Level 3/Mental Block.md new file mode 100644 index 0000000..ab7ee16 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Mental Block.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MENTAL BLOCK + +**Source** _Pact Worlds pg. 206_ +**Classes** Mystic 3, Technomancer 3 +**School** enchantment (mind-affecting) +**Casting Time** 1 standard action +**Range** medium +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 round/level +**Saving Throw** Will negates; see text; **Spell Resistance** yes + +## DESCRIPTION + +You cause targets of this spell to lose access to their procedural memory, preventing them from using any feat, extraordinary ability, spell, spell-like ability, or supernatural ability that requires an action of any kind. Each round at the end a target’s turn, that target can attempt another Will save to end this effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Nanite Form.md b/Compendium/SF1E/Spells/Spells Level 3/Nanite Form.md new file mode 100644 index 0000000..be91fe6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Nanite Form.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# NANITE FORM + +**Source** _Character Operations Manual pg. 138_ +**Classes** Technomancer 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing creature +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +The target and its gear are transformed into a cloud of nanites that fills a 5-foot cube. This cloud of nanites cannot attack or cast spells, but it has construct immunities and all-around vision; can’t be entangled, flanked, flat-footed, off-kilter, off-target, pinned, prone, or staggered; and has immunity to critical hits. It takes only half damage from any effect that targets only one creature. Automatic fire must hit the target as if it were three targets to deal it damage. In addition, the target loses its land speed and gains a fly speed of 20 feet (perfect maneuverability). It can move through openings 1 inch wide without squeezing, and it can squeeze to move through microscopic openings. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Negate Spell.md b/Compendium/SF1E/Spells/Spells Level 3/Negate Spell.md new file mode 100644 index 0000000..aceb036 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Negate Spell.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# NEGATE SPELL + +**Source** _Galactic Magic pg. 78_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** abjuration +**Casting Time** 1 reaction +**Range** medium (100 ft. + 10 ft./level) +**Targets** one spell +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You interpose your will between the casting of a spell and the magical energies powering that spell, preventing it from manifesting in this reality. As a reaction when you observe a spell that's 3rd level or lower and being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster's caster level. If you succeed, the spell fails and has no effect. This spell has no effect on artifacts or deities. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Nondetection.md b/Compendium/SF1E/Spells/Spells Level 3/Nondetection.md new file mode 100644 index 0000000..269d1bc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Nondetection.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# NONDETECTION + +**Source** _Starfinder Core Rulebook pg. 367_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** 1 hour/level +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +The warded creature or object becomes difficult to detect by divination spells such as _clairaudience/clairvoyance_ and spells with the word “detect” in their names. _Nondetection_ also prevents location by magic items such as _crystal balls_ and technological items such as cameras and surveillance systems. Casting this spell places significant stress on you, and requires you to spend 1 Resolve Point. + +If a magic divination is attempted against the warded creature or item, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC equal to 11 + your caster level. If surveillance is attempted with remote cameras or sensors, the viewer must succeed at a Perception check against a DC equal to 11 + your caster level to see the target. If you cast _nondetection_ on yourself or on an item currently in your possession, the DC for each these checks is equal to 15 + your caster level. If cast on a creature, _nondetection_ wards the creature’s gear as well as the creature itself. + +_Nondetection_ protects the target only from discovery by items and remote sensors, not by creatures. A camera mounted to a wall and monitored from a security booth is subject to _nondetection_, but a camera in a creature (including constructs) is not. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Orient.md b/Compendium/SF1E/Spells/Spells Level 3/Orient.md new file mode 100644 index 0000000..794b475 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Orient.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# ORIENT + +**Source** _Galactic Magic pg. 78_ +**Classes** Mystic 3, Precog 3 +**School** divination +**Casting Time** 1 round +**Range** personal +**Duration** 1 hour/level + +## DESCRIPTION + +You focus on your surroundings, from the ground beneath your feet to the skies high above, gaining supernatural insight about your place on the planet. You gain a +10 bonus to Survival checks to determine precisely where you are and how far you've traveled, to live off the land, and to predict weather. If you aren't on a planet when you cast this spell, orient automatically fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Phantasmal Maze.md b/Compendium/SF1E/Spells/Spells Level 3/Phantasmal Maze.md new file mode 100644 index 0000000..132c06d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Phantasmal Maze.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PHANTASMAL MAZE + +**Source** _Interstellar Species pg. 95_ +**Classes** Mystic 3, Witchwarper 3 +**School** illusion +**Casting Time** 1 standard action +**Range** medium (100 ft. +10 ft/level) +**Area** 15-ft.-radius burst +**Duration** 1 minute/level +**Saving Throw** Will partial (special; see text); **Spell Resistance** yes + +## DESCRIPTION + +You create an illusion of a complex maze that creatures in the area perceive. The maze matches the terrain and decor of the area it’s cast in. Those within it perceive walls, doors, barriers, twists, turns, and constant, confusing obstructions. The maze prevents creatures from perceiving any creature farther than 10 feet away from them, and makes it impossible for them to move except by taking guarded steps. If an affected creature is in a complex, mazelike area when this spell is cast, they can’t attempt a saving throw against it until they have some reason to believe they aren’t in a normal maze (normally requiring interacting with the maze in some way, such as trying to map it out or use sensors to find a way through it). Creatures that succeed at a Will save against the spell realize the maze is illusory but are still bombarded with false sensory data as they deal with the fake turns and twists around them. These targets choose at the beginning of their turn to be flat-footed or off-target, but they don’t suffer any other effects of the spell. +At the end of each turn, characters affected by this spell can attempt a new Will save; if successful, they’re immune to this spell for 24 hours. +Nuars are immune to the effects of this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Phantom Cycle.md b/Compendium/SF1E/Spells/Spells Level 3/Phantom Cycle.md new file mode 100644 index 0000000..e657731 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Phantom Cycle.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# PHANTOM CYCLE + +**Source** _Character Operations Manual pg. 139_ +**Classes** Technomancer 3 +**School** conjuration (creation) +**Casting Time** 1 round +**Range** touch +**Effect** one magical vehicle +**Duration** 1 hour/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure a motorcycle out of raw magic. This phantom cycle is only partially real, with a shadowy finish, dark trim, and tires of ghostly mist. Only you can pilot this cycle, although anyone can be a passenger. For every caster level you have above 6th, your phantom cycle gains a 5-foot increase in speed, a 50-foot increase to its full speed, and a 5-mph increase to its overland movement. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Physical Stability.md b/Compendium/SF1E/Spells/Spells Level 3/Physical Stability.md new file mode 100644 index 0000000..2a6d38d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Physical Stability.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PHYSICAL STABILITY +**Source** _Galactic Magic pg. 79_ +**Classes** Mystic 3, Technomancer 3, Witchwarper 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one willing or unconscious creature +**Duration** 1 minute/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +Drawing upon the order and stability of the lawful outer planes, you stabilize a creature's form with a touch. The target gains a +2 circumstance bonus against transmutation spells and effects. _Physical stability_ counters _baleful polymorph_ and _polymorph_, and it counters and negates _fluidity of form_. If you cast _physical stability_ on a creature already under the effects of a transmutation effect, you can try to dispel one transmutation effect affecting the target. If you do, attempt a dispel check (1d20 + caster level) with a DC equal to 11 + the caster level of the transmutation effect to end the effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Pinpoint Navigation.md b/Compendium/SF1E/Spells/Spells Level 3/Pinpoint Navigation.md new file mode 100644 index 0000000..2b92d84 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Pinpoint Navigation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# PINPOINT NAVIGATION + +**Source** _Character Operations Manual pg. 139_ +**Classes** Mystic 3, Precog 3, Technomancer 3 +**School** divination +**Casting Time** 1 round +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one humanoid +**Duration** 1 hour/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You focus your mind on time and space around you, gaining supernatural insight about your physical place in the universe. You gain a +10 bonus to Piloting checks to navigate and astrogate, and you can plot a course in half the normal time. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Planned Obsolescence.md b/Compendium/SF1E/Spells/Spells Level 3/Planned Obsolescence.md new file mode 100644 index 0000000..71c8d2a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Planned Obsolescence.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PLANNED OBSOLESCENCE + +**Source** _Near Space pg. 156_ +**Classes** Precog 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one weapon or suit of armor +**Duration** 1 round/level (D) +**Saving Throw** Fortitude negates (object); **Spell Resistance** yes + +## DESCRIPTION + +You transform a weapon or suit of armor into an antique version of itself, giving it the analog and archaic properties. Any technological or hybrid armor upgrades cease to function for the duration of the spell. Entirely magical enhancements, such as weapon fusions, continue to function normally. Weapons that normally deal energy damage deal bludgeoning and piercing damage instead, lose any critical hit effects, and target KAC. Other weapon special properties, such as boost and bright, might also cease to function for the duration of the spell, at the GM’s discretion. +This spell has no effect on natural weapons and weapons entirely of magical or supernatural origins, such as a solarian’s solar weapon. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Plasma Snare.md b/Compendium/SF1E/Spells/Spells Level 3/Plasma Snare.md new file mode 100644 index 0000000..7c53478 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Plasma Snare.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: evocation (electricity, fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PLASMA SNARE + +**Source** _Galactic Magic pg. 79_ +**Classes** Technomancer 3, Witchwarper 3 +**School** evocation (electricity, fire) +**Casting Time** 1 standard action +**Range** 10 ft. +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Reflex partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You conjure a volatile string of plasma and lash the target. Attempt a melee attack against the target's EAC. If you hit, the target takes 3d6 electricity and fire damage (critical knockdown) and is entangled (escape DC equals the spell's save DC + 4). Each time the target fails to escape, it takes 2d6 electricity and fire damage. If the target escapes, the plasma snare drops to the ground in that space—if the target ends its turn there, the target takes 1d6 electricity and fire damage. + +If a turn ends with the plasma snare holding no creature entangled, the spell ends. As a reaction to the end of a turn (before the snare disappears) or the target escaping, provided you're within 30 feet of the snare, you can detonate the plasma snare, discharging the spell. If you do, the plasma explodes in a 10-foot radius. Creatures in the area take 4d6 electricity and fire damage and gain the burning (1d6) condition. Those who succeed at a Reflex saving throw take half as much damage and don't gain the burning condition. If the target is still entangled when the plasma detonates, the target takes a –6 penalty to this saving throw. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Pocket Vacuum.md b/Compendium/SF1E/Spells/Spells Level 3/Pocket Vacuum.md new file mode 100644 index 0000000..2ac7dac --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Pocket Vacuum.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# POCKET VACUUM + +**Source** _Drift Crisis pg. 123_ +**Classes** Mystic 3, Precog 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 20-ft.-radius burst +**Duration** 1 round/level +**Saving Throw** no; **Spell Resistance** no + +## DESCRIPTION + +The affected area becomes a vacuum (Starfinder Core Rulebook 294). Creatures take 3d6 bludgeoning damage from decompression (unless they were already in vacuum) and 1d6 bludgeoning damage per round, and they begin suffocating. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Polar Vortex.md b/Compendium/SF1E/Spells/Spells Level 3/Polar Vortex.md new file mode 100644 index 0000000..96d9b6a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Polar Vortex.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (cold) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# POLAR VORTEX + +**Source** _Near Space pg. 156_ +**Classes** Mystic 3, Witchwarper 3 +**School** evocation (cold) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** cylinder (20-ft. radius, 40 ft. high) +**Duration** 1 round plus 1 round/level +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You generate an arctic storm of harsh winds and battering hail and snow. Creatures that enter or start their turn in the area during the first round of the spell take 3d6 cold damage plus 6d6 bludgeoning damage and are affected by freezing, hurricane-strength winds. For the duration of the spell, creatures flying in the area must succeed at an Acrobatics check to fly in dangerous wind conditions, and terrain within the spell’s area is covered with ice and snow, causing it to become difficult terrain. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Prescience.md b/Compendium/SF1E/Spells/Spells Level 3/Prescience.md new file mode 100644 index 0000000..78567eb --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Prescience.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PRESCIENCE + +**Source** _Character Operations Manual pg. 139_ +**Classes** Precog 3, Witchwarper 3 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** concentration + 1 round +**Saving Throw** Reflex partial; see text; **Spell Resistance** no + +## DESCRIPTION + +You peer into the future of multiple realities, collating and perceiving actions the target is likely to take. When that target takes an action during the duration, as a reaction you can execute one of the following effects. These effects are resolved after the target declares an intended action but before that action is resolved. The target can attempt a Reflex save to negate your reaction’s effect. If the effect successfully interrupts the target’s action, that action is still expended unless otherwise noted. Once a target has been successfully affected three times by one casting of this spell, the spell ends. You can attempt each effect only once per casting. + +- Trip the target. A target tripped after it declares its intent to cast a spell does not lose that spell slot. +- Hinder the target’s ranged weapon, imposing a –4 penalty on its next ranged attack roll or a –2 penalty to multiple ranged attack rolls during a full attack. +- Wrench the target’s weapon-wielding appendage, imposing a –4 penalty on its next melee attack roll or a –2 penalty on multiple melee attack rolls during a full attack. +- Short out an item—whether magic, hybrid, or technological—wasting the target’s declared action to activate that item. +- Jam a weapon or weapon-like object in place as the target attempts to draw or sheathe it, thwarting that attempt. +- Cause the target to fumble with ammunition, wasting its declared action to reload a weapon. +- Unleash a blast of force from eddying realities, causing the foe to waste its declared action to stand up from prone. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Preserve Specimen.md b/Compendium/SF1E/Spells/Spells Level 3/Preserve Specimen.md new file mode 100644 index 0000000..602e6f9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Preserve Specimen.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PRESERVE SPECIMEN + +**Source** _Character Operations Manual pg. 23_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./level) +**Targets** one living willing or unconscious creature +**Duration** 1 week/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You harmlessly render a willing or unconscious living creature inert, placing it in stasis where it does not need to eat, breathe, or sleep. The creature cannot attack, use any abilities, or move while affected by _preserve specimen_, nor does the creature age or change in any way. It is not aware of its surroundings and does not experience any sensation or passage of time. If the creature was affected by any diseases, poisons, or other afflictions or conditions before you cast _preserve specimen_, they cease to progress for the duration of the spell, but the creature retains them. Their progression resumes once the spell ends. Any attack against a creature affected by _preserve specimen_, or any spell or effect that would cause the specimen to take damage or attempt a saving throw, immediately ends this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Probability Prediction.md b/Compendium/SF1E/Spells/Spells Level 3/Probability Prediction.md new file mode 100644 index 0000000..080b0b0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Probability Prediction.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PROBABILITY PREDICTION + +**Source** _Starfinder Core Rulebook pg. 369_ +**Classes** Precog 3, Technomancer 3, Witchwarper 3 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level (D); see text + +## DESCRIPTION + +You open your mind to read the underlying probability of the universe. At any point during the duration of this spell, you can discharge it to reroll any one of your d20 rolls (attack roll, saving throw, skill check, etc.); see page 243. This takes no action, but you must choose to do it before you learn the results of the first roll. You must take the result of the second roll, even if it is worse. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Psychokinetic Strangulation.md b/Compendium/SF1E/Spells/Spells Level 3/Psychokinetic Strangulation.md new file mode 100644 index 0000000..714668d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Psychokinetic Strangulation.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# PSYCHOKINETIC STRANGULATION + + +**Source** _Starfinder Core Rulebook pg. 370_ +**Classes** Mystic 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature that breathes +**Duration** concentration up to 1 round/level +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You manipulate the mystical energy around a creature’s throat into a viselike grip, potentially choking the life out of your victim. + +Each round you concentrate on this spell, it deals 3d8 bludgeoning damage and immobilizes the target. A creature immobilized in this way cannot move and must hold its breath (see page 404). The creature can still attack with any of its weapons (except any bite attacks), cast spells, and so on. Each round the spell affects the target, the target can attempt a Fortitude saving throw to halve the damage and avoid being immobilized. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Ray of Exhaustion.md b/Compendium/SF1E/Spells/Spells Level 3/Ray of Exhaustion.md new file mode 100644 index 0000000..40f49d1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Ray of Exhaustion.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# RAY OF EXHAUSTION + +**Source** _Starfinder Core Rulebook pg. 371_ +**Classes** Mystic 3, Witchwarper 3 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 minute/level +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You create an enervating ray of magic. You must make a ranged attack against your opponent’s EAC. On a hit, the target is immediately exhausted for the spell’s duration. A creature that succeeds at a Fortitude saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. + +This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Remembrance.md b/Compendium/SF1E/Spells/Spells Level 3/Remembrance.md new file mode 100644 index 0000000..ed4c821 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Remembrance.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# REMEMBRANCE + +**Source** _Galactic Magic pg. 80_ +**Classes** Mystic 3, Precog 3 +**School** divination +**Casting Time** 1 hour +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +Formulated in conjunction with shimmerstone-induced meditation, kothama favor the use of this spell to contemplate the past. Through an intense meditative trance, you peer into the past and experience a glimpse of historical events that occurred surrounding a specific event, object, person, or place. Casting this spell requires you to expend 1 Resolve Point, and you must declare the focus of your _remembrance_ when you cast the spell. The information granted by this spell can be as simple as a series of images in your mind, or it might take the form of a cryptic message. The chance for a correct remembrance is 75% for events that occurred within the past 50 years, 60% for events that occurred between 51 and 150 years ago, and 45% for events that occurred between 151 years ago and the Gap. Attempts to glean information from during the Gap or earlier automatically fail. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work. + +Unlike _divination_, multiple castings of _remembrance_ about the same topic by the same caster use the same die result as the first _remembrance_ spell but yield different pieces of information each time. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Remote Pilot.md b/Compendium/SF1E/Spells/Spells Level 3/Remote Pilot.md new file mode 100644 index 0000000..d0dfecd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Remote Pilot.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REMOTE PILOT + +**Source** _Galactic Magic pg. 80_ +**Classes** Mystic 3, Precog 3, Technomancer 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one vehicle with a level no greater than your level + 1 +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You transfer a sliver of your consciousness into a vehicle, enabling you to take actions to pilot it remotely. During the spell's duration, you can pilot the vehicle as if you were in it, except you can use your Mysticism skill to pilot the vehicle in place of Piloting. As long as you remotely pilot the vehicle, the vehicle is considered controlled. This spell ends if you lose sight of the vehicle. + +Uncontrolled and unsecured vehicles are automatically affected by this spell. If you attempt to affect a controlled vehicle, the pilot can attempt a Piloting check with a DC equal to 11 + your caster level to negate the effect. Each round a creature within the vehicle attempts to pilot or take control of the vehicle, they must attempt a Piloting check opposed by your Mysticism check. On a success, they take control of the vehicle, otherwise, you retain control. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Remove Affliction.md b/Compendium/SF1E/Spells/Spells Level 3/Remove Affliction.md new file mode 100644 index 0000000..4f3a127 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Remove Affliction.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REMOVE AFFLICTION + +**Source** _Starfinder Core Rulebook pg. 373_ +**Classes** Mystic 3, Precog 3, Witchwarper 3 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** instantaneous or 10 minutes/level; see text +**Saving Throw** Will negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +You remove impurities from a creature or object, potentially neutralizing the curses, diseases, infestations, poisons, and other harmful conditions affecting it. If the target is a creature, you must attempt a caster level check (1d20 + your caster level) for each curse, disease, infestation, and poison affecting it (DC = 4 + the DC of the affliction). Success means that affliction is removed. Additionally, if the target is blind or deaf due to an affliction or damage, _remove affliction_ restores vision and hearing unless the appropriate organ has been entirely removed from the creature’s body. + +A creature that is cured with _remove affliction_ takes no additional effects from the curses, diseases, infestations, or poisons removed, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary ability damage, or effects that don’t go away on their own (such as poison states). This spell cannot remove the curse from a cursed item, though a successful caster level check enables the creature afflicted with any such cursed item to remove the curse and get rid of it. Since the spell’s duration is instantaneous, it does not prevent the target from suffering from the same curse, disease, infestation, or poison after a new exposure at a later date. + +You can instead cast this spell to neutralize the poison in a poisonous creature or object for 10 minutes per level. If you cast it on a creature, the creature can attempt a Will saving throw to negate the effect. + +_Remove affliction_ counters _bestow curse_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Resistant Armor, Lesser.md b/Compendium/SF1E/Spells/Spells Level 3/Resistant Armor, Lesser.md new file mode 100644 index 0000000..c144f1d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Resistant Armor, Lesser.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RESISTANT ARMOR, LESSER + +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature wearing armor +**Duration** 10 minutes/level +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +_Lesser resistant armor_ grants the target (and its gear) protection from your choice of either kinetic damage or energy damage. If you choose kinetic damage, the target and her gear gain DR 5/— that protects against bludgeoning, piercing, and slashing damage. If you choose energy damage, pick any two of acid, cold, electricity, fire, and sonic damage. The target and her gear gain energy resistance 5 that protects against the chosen types of energy. This damage reduction or energy resistance doesn’t stack with any damage reduction or energy resistance the target already has, and multiple castings of this spell don’t stack. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Rhapsodic Aegis.md b/Compendium/SF1E/Spells/Spells Level 3/Rhapsodic Aegis.md new file mode 100644 index 0000000..f166bfb --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Rhapsodic Aegis.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: +Witchwarper: +--- +# RHAPSODIC AEGIS + +**Source** _Galactic Magic pg. 81_ +**Classes** Mystic 3 +**School** abjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** 30-ft.-radius emanation centered on you +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Rhapsodic aegis_, a spell devised by the battle musicians of ancient Pulonis, allows its caster to compose sonic energy into a protective barrier. Casting this spell grants you and each ally within range sonic resistance 5 and 10 temporary Hit Points. If lost, these temporary Hit Points can't be restored, and they don't stack with any other source of temporary Hit Points. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Sharpen Senses.md b/Compendium/SF1E/Spells/Spells Level 3/Sharpen Senses.md new file mode 100644 index 0000000..7fb5967 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Sharpen Senses.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SHARPEN SENSES + +**Source** _Galactic Magic pg. 81_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target gains a +3 insight bonus to Perception checks and blindsight (hearing or scent as determined by the caster) for the duration of the spell. If the target already has blindsight for the sense chosen, the range of their blindsight is instead doubled for the duration of the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Slow.md b/Compendium/SF1E/Spells/Spells Level 3/Slow.md new file mode 100644 index 0000000..3b54810 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Slow.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SLOW + +**Source** _Starfinder Core Rulebook pg. 377_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered (see page 277). A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Multiple slow effects don’t stack. Slow counters and negates haste. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Smog Bank.md b/Compendium/SF1E/Spells/Spells Level 3/Smog Bank.md new file mode 100644 index 0000000..b2414e5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Smog Bank.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SMOG BANK + +**Source** _Character Operations Manual pg. 141_ +**Classes** Technomancer 3 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** 10 minutes/level +**Saving Throw** Fortitude negates, see text; **Spell Resistance** no + +## DESCRIPTION + +You create a noxious cloud similar to _fog cloud_ that is harmful to living creatures. _Smog bank_ obscures sight just as _fog cloud_ does. Living creatures without environmental protections that are in the area when the spell is cast or who enter the area must attempt a Fortitude save or be sickened for as long as they remain in the cloud and for 1d4+1 rounds thereafter. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Speak with Dead.md b/Compendium/SF1E/Spells/Spells Level 3/Speak with Dead.md new file mode 100644 index 0000000..4770b99 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Speak with Dead.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy (language-dependent) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SPEAK WITH DEAD + +**Source** _Starfinder Core Rulebook pg. 378_ +**Classes** Mystic 3, Precog 3, Witchwarper 3 +**School** necromancy (language-dependent) +**Casting Time** 10 minutes +**Range** 10 ft. +**Targets** one dead creature +**Duration** 1 minute/level +**Saving Throw** Will negates, see text; **Spell Resistance** no + +## DESCRIPTION + +You grant the semblance of life to a corpse, allowing it to answer questions. You can ask up to six questions. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. + +If the dead creature was friendly or helpful toward you in life, the spell works automatically. Otherwise, the corpse can attempt a Will saving throw to resist the spell as if it were alive. On a successful save, the corpse can refuse to answer your questions or attempt to deceive you using its Bluff skill. The target can speak only about what it knew in life. It can’t answer any questions that pertain to events that occurred after its death. + +If the corpse has been subjected to _speak with dead_ within the past week, this spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse might be able to give partial answers or partially correct answers, but it must have at least a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Spells Level 3.md b/Compendium/SF1E/Spells/Spells Level 3/Spells Level 3.md new file mode 100644 index 0000000..4997368 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Spells Level 3.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SPELLS LEVEL 3 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 3" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Starlit Span.md b/Compendium/SF1E/Spells/Spells Level 3/Starlit Span.md new file mode 100644 index 0000000..0c2d611 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Starlit Span.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- + +# STARLIT SPAN + +**Source** _Ports of Call pg. 123_ +**Classes** Mystic 3, Witchwarper 3 +**School** conjuration +**Casting Time** 1 standard action +**Range** touch and close (25 ft. + 5 ft./2 levels) +**Duration** 2 hours/level (D) + +## DESCRIPTION + +You conjure a sparkling bridge made of quintessence from the Astral Plane. The bridge is 10 feet wide and connects one point you touch to another point within close range. Both sides must be anchored to a solid object like a ledge or wall, and the bridge can slope at no greater than a 45-degree angle. The bridge is watertight and supports creatures and vehicles, though it’s somewhat fragile, with hardness equal to your caster level and Hit Points equal to 3 × your caster level. The spell ends if you move more than 100 feet from the bridge. diff --git a/Compendium/SF1E/Spells/Spells Level 3/Storm-Deflecting Sphere.md b/Compendium/SF1E/Spells/Spells Level 3/Storm-Deflecting Sphere.md new file mode 100644 index 0000000..2f91632 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Storm-Deflecting Sphere.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# STORM-DEFLECTING SPHERE + +**Source** _Interstellar Species pg. 123_ +**Classes** Mystic 3, Technomancer 3 +**School** abjuration (electricity) +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level or until dismissed (D); see text +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You surround yourself with an intangible crystalline sphere that grants you electricity resistance 10 for the spell’s duration. As a reaction when you resist electricity damage or cast another spell with the electricity descriptor, you can dismiss the spell to shatter the sphere, releasing its energy; creatures adjacent to you take 2d12 electricity damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Suggestion.md b/Compendium/SF1E/Spells/Spells Level 3/Suggestion.md new file mode 100644 index 0000000..9490784 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Suggestion.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: (compulsion, language-dependent, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SUGGESTION +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Mystic 3, Witchwarper 3 +**School** enchantment (compulsion, language-dependent, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 hour/level or until completed +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. + +The suggested course of activity can continue for the entire duration of the spell. If the suggested activity can be completed in a shorter time, the spell ends when the target finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell’s duration expires, the activity is not performed. + +A very reasonable suggestion imparts a penalty (such as –1 or –2) to the target’s saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Synaptic Pulse.md b/Compendium/SF1E/Spells/Spells Level 3/Synaptic Pulse.md new file mode 100644 index 0000000..84a88a8 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Synaptic Pulse.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# SYNAPTIC PULSE +**Source** _Starfinder Core Rulebook pg. 380_ +**Classes** Mystic 3 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** 20 ft. +**Area** 20-ft.-radius spread centered on you +**Duration** 1 round +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You stun all creatures in range for 1 round. + \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Temporal Bullets.md b/Compendium/SF1E/Spells/Spells Level 3/Temporal Bullets.md new file mode 100644 index 0000000..d7dd5bf --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Temporal Bullets.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation +tags: +Technomancer: +Witchwarper: +--- +# TEMPORAL BULLETS + +**Source** _Galactic Magic pg. 84_ +**Classes** Precog 3 +**School** evocation +**Casting Time** 1 reaction +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature your ally missed with a weapon attack +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You rewind time to a moment of missed opportunity and unleash the damage from a failed attack onto the original target of the attack. As a reaction after an ally's attack with a weapon misses an enemy, you redirect the missed attack's damage onto that enemy. _Temporal bullets_ deals damage of the same amount and type the ally's attack would have dealt, up to a maximum of 40 damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Time Crawl.md b/Compendium/SF1E/Spells/Spells Level 3/Time Crawl.md new file mode 100644 index 0000000..5abdf18 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Time Crawl.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# TIME CRAWL + +**Source** _Galactic Magic pg. 84_ +**Classes** Precog 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** 1 round/level +**Saving Throw** Fortitude partial; **Spell Resistance** no + +## DESCRIPTION + +You distort time in the area, forcing it to pass slowly. This area is difficult terrain. Creatures in the area when the spell is cast, or who enter the area, are staggered for as long as they remain in the area. A creature that succeeds at a Fortitude saving throw negates the staggered condition and instead has all their speeds reduced by 10 feet for as long as they remain in the area. Creatures use the result of their initial saving throw against this spell, no matter how many times they leave and reenter the area. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Time_s Edge.md b/Compendium/SF1E/Spells/Spells Level 3/Time_s Edge.md new file mode 100644 index 0000000..a9c311f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Time_s Edge.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# TIME'S EDGE + +**Source** _Galactic Magic pg. 84_ +**Classes** Mystic 3, Precog 3, Witchwarper 3 +**School** evocation +**Casting Time** 1 standard action +**Range** 120 ft. +**Area** line-shaped burst +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You refract latent energy from the Dimension of Time into your current plane in the form of a massive blade. This deals 10d6 slashing damage to all creatures and objects in the area. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Tongues.md b/Compendium/SF1E/Spells/Spells Level 3/Tongues.md new file mode 100644 index 0000000..75b8646 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Tongues.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# TONGUES + +**Source** _Starfinder Core Rulebook pg. 383_ +**Classes** Mystic 3, Precog 3, Technomancer 3, Witchwarper 3 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 10 minutes/level +**Saving Throw** Will negates (harmless); **Spell Resistance** no + +## DESCRIPTION + +This spell grants the creature touched the ability to speak and understand the spoken or signed language of any intelligent creature, whether it is a racial tongue or a regional dialect. The target can speak only one language at a time, although it may be able to understand several languages. _Tongues_ does not enable the target to speak with creatures who don’t speak. The target can make itself understood as far as its voice carries. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Void Whispers.md b/Compendium/SF1E/Spells/Spells Level 3/Void Whispers.md new file mode 100644 index 0000000..e71697a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Void Whispers.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# VOID WHISPERS + +**Source** _Galaxy Exploration Manual pg. 115_ +**Classes** Mystic 3, Witchwarper 3 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** 1 round/3 levels +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +The target's mind is flooded with elder mysteries from the dark between the stars, galaxies, and dimensions. The target must attempt a Will save; on a failure, it begins whispering incoherently and moves half its speed in a random direction. On its turn, it does nothing except whisper incoherently and move half its speed in a random direction. When it moves, the target takes the safest route and doesn't enter hazardous terrain. If the target is attacked, the spell ends immediately. +Creatures that begin their turn within 20 feet of the target and can hear it whispering must succeed at a Will saving throw or become confused for 1 round. A creature that succeeds at this save is immune to the whispers until the spell ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Wall of Earth.md b/Compendium/SF1E/Spells/Spells Level 3/Wall of Earth.md new file mode 100644 index 0000000..c78740e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Wall of Earth.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF EARTH + +**Source** _Galactic Magic pg. 86_ +**Classes** Mystic 3, Witchwarper 3 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** earthen wall with area up to one 5-ft. square/level, see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +An earthen barrier springs into existence, anchored to surrounding solid surfaces or, at least, supported by a firm foundation. The stress of casting this spell requires you to spend 1 Resolve Point. The wall fails to manifest in any area already occupied by a creature or object, or where it's likely to fall or collapse. However, the wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. + +A typical wall of earth is 1 foot thick, but you can double the thickness by halving the area, or vice versa. You can crudely shape the wall in almost any way you desire, provided the shape you choose has enough support. Each 5-foot section of the wall has hardness 0 and 5 Hit Points per inch of thickness. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Wall of Ice.md b/Compendium/SF1E/Spells/Spells Level 3/Wall of Ice.md new file mode 100644 index 0000000..21da9c9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Wall of Ice.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation, cold) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF ICE + +**Source** _Galactic Magic pg. 86_ +**Classes** Mystic 3, Witchwarper 3 +**School** conjuration (creation, cold) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level; the ice is 1-inch thick/level +**Duration** 1 minute/level, see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +An icy barrier, your choice of a plane or hemisphere, springs into existence. A plane can be oriented in any fashion, provided it's anchored. If vertical, the wall needs only a solid foundation; a horizontal or slanting wall must be anchored on two opposite sides. A hemisphere must have a solid foundation. Either form can fit into any space of surrounding nonliving material if it has sufficient area to do so. An ice wall fails to manifest in any area already occupied by a creature or object or where it will likely fall or collapse. The hemisphere version fails to manifest if it can't entirely contain a creature or object occupying the same space. Each 10-foot section of ice has 0 hardness and 3 hit points per inch of thickness. Fire deals full damage to a wall of ice. A section of wall is breached if reduced to 0 Hit Points. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20. + +For the duration, even when the ice has been broken through, a sheet of frigid air remains. Any creature passing through such a breach takes 4d4 cold damage. + +Once the duration elapses, the ice might remain if environmental conditions prevent it from melting. However, no magic maintains the ice, and a creature passing through a breach in the wall takes no cold damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 3/Warpwave.md b/Compendium/SF1E/Spells/Spells Level 3/Warpwave.md new file mode 100644 index 0000000..f785558 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 3/Warpwave.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 3 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WARPWAVE + +_SFS Note: If you roll a 4, the warpwave effect is confused instead of baleful polymorph._ +**Source** _Alien Archive 4 pg. 87_ +**Classes** Mystic 3, Witchwarper 3 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 minute/level (see text) +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You blast your target with the ripples of myriad realities, causing it to transform in unpredictable ways that are typically temporary. If the target fails its initial saving throw, roll on the Warpwave Effect table and apply the resulting condition, critical hit effect, or spell effect to the target. If the target is immune to this selected effect, roll a second time and apply the second effect instead (if it’s also immune to the second effect, it’s unaffected by the spell). +The effects’ durations vary. Those effects marked with a superscript 1 are instantaneous, whereas those marked with a superscript 2 are effects for which the target can attempt a new saving throw at the end of each of its turns to end the effect early. For effects marked with a superscript 3, each minute an affected creature can attempt a new saving throw to end that effect early. Unannotated effects follow their normal rules for duration. Except for baleful polymorph, a warpwave’s effects cannot be dispelled, but they can be removed by break enchantment, remove affliction, and any effect that specifically removes the imposed condition. + +
D12Warpwave Effect
1Severe wound1 (caster chooses the wound)
2Paralyzed2
3Wound1
4Baleful polymorph (3rd level)
5Bleeding, Burning, or Corrode 3d6
6Nauseated2
7Blinded2
8Staggered2
9Shaken3
10Sickened3
11Off-target3
12Dazzled3
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Animate Dead.md b/Compendium/SF1E/Spells/Spells Level 4/Animate Dead.md new file mode 100644 index 0000000..50365ab --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Animate Dead.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ANIMATE DEAD + +**Source** _Starfinder Core Rulebook pg. 340_ +**Classes** Mystic 4, Precog 4, Technomancer 4 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one or more corpses +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell turns corpses into undead creatures that obey your spoken commands. The undead can be made to follow you, or they can be made to remain in place and attack any creature (or a specific kind of creature) entering the area. They remain animated until they are destroyed. A destroyed undead can’t be animated again. + +You can create one or more undead creatures with a total CR of no more than half your caster level. You can only create one type of undead with each casting of this spell. Creating undead requires special materials worth 1,000 credits × the total CR of the undead created; these materials are consumed as part of casting the spell. + +The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only a number of undead whose total CR is no greater than your caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Once released, such undead have no particular feelings of loyalty to you, and in time they may grow in power beyond the undead you can create. + +The corpses you use must be as intact as the typical undead of the type you choose to create. For example, a skeleton can be created only from a mostly intact corpse (that has bones) or skeleton. A zombie can be created only from a creature with a physical anatomy. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Arcane Eye.md b/Compendium/SF1E/Spells/Spells Level 4/Arcane Eye.md new file mode 100644 index 0000000..84264d3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Arcane Eye.md @@ -0,0 +1,27 @@ +--- +NoteType: Spell +Level: 4 +School:divination (scrying) +Mystic: +Precog: "`ris:Checkbox`" +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ARCANE EYE + +**Source** _Starfinder Core Rulebook pg. 340_ +**Classes** Precog 4, Technomancer 4 +**School** divination (scrying) +**Casting Time** 10 minutes +**Range** planetary +**Effect** magical sensor +**Duration** 1 minute/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create an invisible magical sensor that sends you visual information. The sensor appears at any point within line of sight, but it can then travel beyond your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a humanoid would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as you would see if you were there. + +The arcane eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The arcane eye can’t enter another plane of existence, even through Drift travel or a magical gate or similar magical portal. + +You must concentrate to use an arcane eye. If you do not concentrate, the sensor is inert until you concentrate again. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Awaken Computer.md b/Compendium/SF1E/Spells/Spells Level 4/Awaken Computer.md new file mode 100644 index 0000000..52a3ddd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Awaken Computer.md @@ -0,0 +1,25 @@ +--- +NoteType: Spell +Level: 4 +School:transmutation +Mystic: +Precog: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# AWAKEN COMPUTER + +**Source** _Character Operations Manual pg. 133_ +**Classes** Technomancer 4 +**School** transmutation +**Casting Time** 10 minutes +**Range** touch +**Targets** one computer +**Duration** instantaneous +**Saving Throw** no (object); **Spell Resistance** no (object) + +## DESCRIPTION + +You infuse a computer with a spark of advanced technology, granting it an artificial personality. For this spell to take effect, you must have access to the computer, through either hacking it and bypassing any countermeasures it has or having unsecured access, but you don’t need root access. Further, if the target computer’s tier is equal to half your caster level or higher, you must expend credits equal to 5% of its base price while you cast this spell or the spell has no effect. This spell has no effect on computers that already have an artificial personality upgrade. + +You decide the details of the computer’s personality when you cast this spell, including its name, mannerisms, and sense of humor. The artificial personality recognizes you as its creator unless you remove that detail from its memory while casting. You can designate yourself and up to four other creatures as authorized users of the personality. This spell configures the personality with cunning and charm, granting it a bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks equal to 3 × its tier. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Calm the Storm.md b/Compendium/SF1E/Spells/Spells Level 4/Calm the Storm.md new file mode 100644 index 0000000..9c986d9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Calm the Storm.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CALM THE STORM + +**Source** _Galactic Magic pg. 69_ +**Classes** Mystic 4, Precog 4, Witchwarper 4 +**School** enchantment +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minutes/level + +## DESCRIPTION + +Developed by ikeshti brood-minders and congregants who moved beyond the threat of becoming a rivener, this spell is a celebration of the mental fortitude that one needs to resist one's urges and to shrug off outside influence. You gain a +2 morale bonus to saving throws against all spells and effects with the mind-affecting descriptor. If you would fail a saving throw against a mind-affecting spell or effect while under the effects of _calm the storm_, you can reroll the failed saving throw as a reaction. If you do, _calm the storm_ ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Change of Seasons, Mass.md b/Compendium/SF1E/Spells/Spells Level 4/Change of Seasons, Mass.md new file mode 100644 index 0000000..9c47e65 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Change of Seasons, Mass.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CHANGE OF SEASONS, MASS +**Source** _Interstellar Species pg. 115_ +**Classes** Precog 4, Witchwarper 4 +**School** transmutation +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature + +## DESCRIPTION + +This spell functions like change of seasons except it causes vulnerability to fire or cold even if the target has resistance and reduces immunity to fire or cold resistance 5. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Confusion.md b/Compendium/SF1E/Spells/Spells Level 4/Confusion.md new file mode 100644 index 0000000..a8f73ef --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Confusion.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CONFUSION +**Source** _Starfinder Core Rulebook pg. 344_ +**Classes** Mystic 4, Precog 4, Witchwarper 4 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 15-ft.-radius burst +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell causes confusion in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature’s turn each round to see what it does in that round. + + +| D% | Behavior | +|--------|-----------------------------------------------------------| +| 1–25 | Act normally. | +| 26–50 | Do nothing but babble incoherently. | +| 51–75 | Deal 1d8 + Str modifier damage to self with item in hand. | +| 76–100 | Attack nearest creature. | + + +A confused creature that can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Control Atmosphere.md b/Compendium/SF1E/Spells/Spells Level 4/Control Atmosphere.md new file mode 100644 index 0000000..3719f80 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Control Atmosphere.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CONTROL ATMOSPHERE + +**Source** _Pact Worlds pg. 204_ +**Classes** Mystic 4, Witchwarper 4 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium +**Area** 30-ft.-radius spread +**Duration** 10 minute/level +**Saving Throw** Fortitude partial (see text); **Spell Resistance** no + +## DESCRIPTION + +You can alter the atmosphere within the spell’s area to cause it to become more like the atmosphere of another planet. You can alter one aspect of the atmosphere—its corrosiveness, density, or toxicity. The possible effects of each of these changes are detailed below. + +**Corrosiveness**: You can make the atmosphere corrosive. Each creature and object in the area when you cast the spell must succeed at a Fortitude save or take 5d6 acid damage. Creatures and objects that remain in the area take 3d6 additional acid damage every 10 minutes (Fortitude half). + +Alternatively, you can make a normally corrosive atmosphere noncorrosive. In this case, the atmosphere within the spell’s area deals no acid damage for the duration of the spell. + +**Density**: You can make the atmosphere in the area one step thinner (going from severely thick to thick, thick to normal, normal to thin, or thin to severely thin) or thicker (going from severely thin to thin, thin to normal, normal to thick, or thick to severely thick). The spell cannot make an atmosphere thicker than severely thick or thinner than severely thin. + +In addition to the normal long-term effects of being in an atmosphere thinner or thicker than a creature is acclimated to, each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. This is true even for creatures with environmental protection from equipment (such as armor), as the air within the armor is affected on a failed saving throw. Creatures that do not need to breathe are not affected by changes in atmospheric density. + +If the air is thicker than a creature is acclimated to, on a failed saving throw, that creature becomes sickened. For every step beyond the first that the air is thicker than the target’s acclimation, it takes a –1 penalty to its save against this effect. If the air is thinner than a creature is acclimated to, on a failed saving throw, it is fatigued. For every step beyond the first that the air is thinner than the target’s acclimation, it takes a –1 penalty to its saving throw against this effect. The effect ends if the creature moves out of the area, and it is not required to attempt a new saving throw upon reentering the area (instead it is subject only to the normal dangers of thicker or thinner air). + +**Toxicity**: You can make the atmosphere toxic. Each creature in the area of the spell when it is cast must succeed at a Fortitude save or suffer the immediate effects described below. Creatures with environmental protection from equipment already active (such as armor) are not exposed to the toxic atmosphere. A creature that fails its save contracts bubonic plague (no save) and immediately moves to the weakened state. Creatures that enter the area of toxic atmosphere later are exposed to inhaled bubonic plague and follow the normal disease rules for contracting the disease and progressing on the physical disease track. The disease is nonmagical, and those infected are still infected when the spell’s duration ends. + +Alternatively, you can make a normally toxic atmosphere nontoxic. In this case, the atmosphere within the spell’s area does not expose those who breathe it to any toxic disease for the duration of the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Corrosive Haze.md b/Compendium/SF1E/Spells/Spells Level 4/Corrosive Haze.md new file mode 100644 index 0000000..5b37d8a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Corrosive Haze.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: evocation (acid) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# CORROSIVE HAZE + +**Source** _Starfinder Core Rulebook pg. 346_ +**Classes** Technomancer 4 +**School** evocation (acid) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** 5-ft.-diameter cloud of acid +**Duration** 1 round/level +**Saving Throw** Reflex negates; **Spell Resistance** yes + +## DESCRIPTION + +A 5-foot cloud of acid-resistant nanites continually converts nearby water vapor into deadly acid. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. If the cloud enters (or is created in) a square containing a creature, it can’t move any farther that round and deals 4d6 acid damage to that creature (Reflex negates). The acidic cloud also corrodes any unattended objects along its path, dealing them 4d8 acid damage. + +If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 acid damage. Any creature that takes damage from the cloud takes 10 additional acid damage at the end of its next turn. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Cosmic Eddy.md b/Compendium/SF1E/Spells/Spells Level 4/Cosmic Eddy.md new file mode 100644 index 0000000..9bf666b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Cosmic Eddy.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# COSMIC EDDY + +**Source** _Starfinder Core Rulebook pg. 346_ +**Classes** Mystic 4, Witchwarper 4 +**School** evocation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** 1 round/level (D) +**Saving Throw** Reflex partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You pull dormant mystical energy from the land and objects around you and use it to create a swirling eddy that batters your foes and can hinder their movement. The eddy deals 4d6 bludgeoning damage to each creature in the area. Additionally, creatures in the area are knocked prone and are reduced to half speed while the spell is in effect. A creature that succeeds at a Reflex save takes only half damage and is not knocked prone, but it is still reduced to half speed. Flying creatures within the eddy’s area must attempt an Acrobatics check to fly (DC equals the spell’s save DC) each round. Failure means the creature cannot move for that round. + +The spell deals damage and knocks creatures prone only once. However, if a creature leaves the spell’s area and then returns, it is subject to the damage and other effects described above again (and can attempt another Reflex saving throw). Similarly, if a creature is not in this spell’s area when it is first cast but later moves into it, it is subject to the damage and other effects described above. + +Small, unattended items (no more than light bulk) are also thrown around in the eddy’s area. At the end of the spell’s duration, such items land in a randomly determined space within the spell’s area. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Crystal Mine.md b/Compendium/SF1E/Spells/Spells Level 4/Crystal Mine.md new file mode 100644 index 0000000..98e2ab4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Crystal Mine.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: conjuration (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# CRYSTAL MINE + +**Source** _Interstellar Species pg. 123_ +**Classes** Technomancer 4, Witchwarper 4 +**School** conjuration (electricity) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Duration** 1 minute/level +**Saving Throw** Reflex partial; **Spell Resistance** no + +## DESCRIPTION + +You create three electrified crystal proximity mines under the ground within range. Each mine must be within 30 feet of at least one of the other mines. Each mine occupies one 5-foot square and remains for the duration or until triggered. When a creature enters a space adjacent to a mine, that mine immediately explodes, dealing 2d8 piercing damage and 2d8 electricity damage to creatures in a 10-foot-radius burst centered on the mine. A creature can spot and disable a crystal mine as a trap with successful Perception and Engineering checks respectfully (DC = 15 + your caster level + your key ability score modifier). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Death Ward.md b/Compendium/SF1E/Spells/Spells Level 4/Death Ward.md new file mode 100644 index 0000000..ccefcc0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Death Ward.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# DEATH WARD + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Mystic 4, Precog 4 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one living creature +**Duration** 1 minute/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target gains a +4 morale bonus to saving throws against all spells and effects with the death descriptor. The target can attempt a save to negate such effects even if one is not normally allowed. The target can’t gain negative levels and is immune to any negative energy effects. This spell does not remove negative levels the target has already gained, but it does remove the penalties from negative levels for the duration of its effect. + +_Death ward_ does not protect against other sorts of attacks, even if those attacks might be lethal. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Destruction Protocol.md b/Compendium/SF1E/Spells/Spells Level 4/Destruction Protocol.md new file mode 100644 index 0000000..1d938b2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Destruction Protocol.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: enchantment +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DESTRUCTION PROTOCOL + +**Source** _Starfinder Core Rulebook pg. 348_ +**Classes** Technomancer 4 +**School** enchantment +**Casting Time** 1 standard action +**Range** touch +**Targets** one non-hostile construct of the technological subtype; see text +**Duration** concentration, up to 1 round/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +Waves of inciting programming ebb from your touch, reprogramming a construct to have murderous intentions toward your enemies. This spell must target a construct that is not already programmed or tasked with harming you. The target construct must have a CR lower than or equal to your level. If the target construct is under the control of another creature, the controlling creature can attempt a Will saving throw (DC = the spell’s DC) to negate this spell’s effect. + +While this spell is in effect, the construct is under your control. On your turn starting when you cast this spell, you must direct it to attack a target; the construct then pursues and attacks this target as best it can. You can change which target the construct attacks as part of your concentration to continue this spell’s duration (a standard action). When you stop concentrating or when the spell’s duration otherwise ends, the construct immediately stops following your commands to attack. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Digital Doorway.md b/Compendium/SF1E/Spells/Spells Level 4/Digital Doorway.md new file mode 100644 index 0000000..3b16de1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Digital Doorway.md @@ -0,0 +1,32 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DIGITAL DOORWAY + +**Source** _Pact Worlds pg. 205_ +**Classes** Technomancer 4 +**School** conjuration (teleport) +**Casting Time** 1 standard action +**Range** personal +**Targets** you +**Duration** 1 hour/level or until expended; see text + +## DESCRIPTION + +You gain the ability to step into a piece of electronic equipment currently connected to a communication or information network (such as a comm unit or a computer connected to an infosphere), converting yourself into digital information and traveling along the network. Once uploaded onto a network, you teleport out from any device within 3,000 feet of the device that you entered; if no such device is in range, you emerge from the same device you entered. You are instantly aware of all unsecured devices connected to the same network as the one you entered, and you can attempt a Computers check (DC = 15 + 1-1/2 × the item’s level) to detect other devices (this does not require an action); a single check renders you aware of all devices whose DC to detect you exceeded. If the item is a computer, your Computers check result must also exceed the DC required to successfully hack it. This movement acts as the _teleport_ spell, except there is no chance of missing your destination. + +When attempting to enter or exit a computer with one or more countermeasures, you automatically trigger any countermeasures that are not successfully disabled. When you emerge from a computer, you can attempt one Computers check, with the result compared to the DC of each countermeasure in place on that computer (this does not require an action); you suffer the effects of all countermeasures with a DC higher than the result of your check. Some countermeasures triggered in this manner are exceptionally dangerous, as noted below. + +**Feedback**: The digital virus uploaded into your data causes you to become exposed to the mindfire disease, but the disease has a save DC of 15 + half the item level of the destination device. + +**Firewall**: You arrive at the destination prone, and you remain flat-footed and off-target for 1 minute. + +**Wipe**: Your recent memories are scrambled, with minor elements removed, causing you to be confused for a number of rounds equal to half the item level of the destination device (minimum 1 round). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Dimension Door.md b/Compendium/SF1E/Spells/Spells Level 4/Dimension Door.md new file mode 100644 index 0000000..3e99fd7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Dimension Door.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (teleporation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DIMENSION DOOR + +**Source** _Starfinder Core Rulebook pg. 349_ +**Classes** Precog 4, Technomancer 4, Witchwarper 4 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Targets** you and touched objects or touched willing or unconscious creatures +**Duration** instantaneous +**Saving Throw** none, Will negates (object); **Spell Resistance** no, yes (object) + +## DESCRIPTION + +You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating its direction. You can bring along objects as long as their weight doesn’t exceed your maximum load. You can also bring up to four additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to their maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. After using this spell, you can’t take any other actions until your next turn (and each creature traveling with you can’t take any other actions until its next turn). + +If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you each take 1d6 damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take 2d6 additional damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take 4d6 additional damage and the spell simply fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Dimensional Anchor.md b/Compendium/SF1E/Spells/Spells Level 4/Dimensional Anchor.md new file mode 100644 index 0000000..2154861 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Dimensional Anchor.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: [16:] +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DIMENSIONAL ANCHOR + +**Source** _Alien Archive 3 pg. 53_, _Starfinder The Blind City pg. 55_ +**Classes** Mystic 4, Technomancer 4 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium +**Targets** one creature or object +**Duration** 1 minute/level +**Saving Throw** none; **Spell Resistance** yes (object) + +## DESCRIPTION + +You fire a ray at the target, making a ranged attack against its EAC. On a hit, the target is covered in a shimmering field that prevents planar travel. The target can’t be affected by any effect that causes the target to move extradimensionally or to another plane, such as teleportation, summoning, plane shifting, astral travel, ethereal travel, and so on. An affected starship can’t enter or emerge from Drift travel. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Discern Lies.md b/Compendium/SF1E/Spells/Spells Level 4/Discern Lies.md new file mode 100644 index 0000000..6ac88e6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Discern Lies.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# DISCERN LIES + +**Source** _Starfinder Core Rulebook pg. 349_ +**Classes** Mystic 4, Precog 4 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** concentration, up to 1 round/level +**Saving Throw** Will negates; **Spell Resistance** no + +## DESCRIPTION + +Each round, you concentrate on one target within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth or uncover unintentional inaccuracies, and it doesn’t necessarily reveal evasions. Each round, you can concentrate on a different target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Displace Memory.md b/Compendium/SF1E/Spells/Spells Level 4/Displace Memory.md new file mode 100644 index 0000000..1f51171 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Displace Memory.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: +--- +# DISPLACE MEMORY + +**Source** _Character Operations Manual pg. 134_ +**Classes** Mystic 4, Precog 4 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** one object of negligible bulk +**Duration** instantaneous +**Saving Throw** none (object); **Spell Resistance** no (object) + +## DESCRIPTION + +You move one of your memories into the target object. You can select up to 5 minutes of continuous memory, or you can select every memory associated with one person, place, or object you name when you cast this spell. If you select continuous memory, you lose those memories, and if you try to recall them, you remember a blank gap instead of any details. If you select a person, place, or object, you remember events related to that thing, but not the presence or details of the thing you named. For example, if after a visit to Castrovel with your sister you use this spell to forget Castrovel, you remember traveling with your sister, but you forget where you went. Alternatively, if you used this spell to forget your sister, you remember going to Castrovel with someone, but not who was with you. +Anyone touching the object into which you placed your memories can recall those memories by speaking a command word that you designate at the time of casting. Alternatively, you can designate no command word so that no one can recall the memories when touching the object. If the object is destroyed, the memories placed within return to you. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Divination.md b/Compendium/SF1E/Spells/Spells Level 4/Divination.md new file mode 100644 index 0000000..043d13b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Divination.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# DIVINATION + +**Source** _Starfinder Core Rulebook pg. 352_ +**Classes** Mystic 4, Precog 4 +**School** divination +**Casting Time** 10 minutes +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +Similar to _augury_ but more powerful, a _divination_ spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. Casting this spell requires you to expend 1 Resolve Point. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If you don’t act on the information, the conditions may change so that the information is no longer useful. The chance for a correct divination is 75%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work. + +As with _augury_, multiple castings of _divination_ about the same topic by the same caster use the same die result as the first _divination_ spell and yield the same answer each time. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Drift Prediction.md b/Compendium/SF1E/Spells/Spells Level 4/Drift Prediction.md new file mode 100644 index 0000000..778378d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Drift Prediction.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DRIFT PREDICTION + +**Source** _Drift Crisis pg. 122_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** divination +**Casting Time** 1 minute +**Range** 1 mile +**Target** one starship you can see visually or detect on a scanner +**Duration** 24 hours +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You glimpse a narrow range of possibilities related to a starship’s next Drift journey initiated within the next 24 hours. When you cast this spell, choose one of the following distances: travel in-system, travel to Absalom station, travel to Near Space, or travel to the Vast. Make a DC 20 caster level check (1d20 + your caster level). If you succeed, make any necessary random rolls related to the Drift journey you predicted, such as the duration and the chance of a random encounter in the Drift. If the starship initiates Drift travel of the distance you predicted before the spell’s duration expires, apply those rolls to the journey. This spell doesn’t allow you to anticipate any extra time the starship might spend on its journey, such as if it stops to explore or engage in starship combat, and you can’t anticipate whether the ship will complete its journey or stop for some reason, such as to exit the Drift early, or because it was destroyed. +Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Elemental Convergence.md b/Compendium/SF1E/Spells/Spells Level 4/Elemental Convergence.md new file mode 100644 index 0000000..8db7319 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Elemental Convergence.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ELEMENTAL CONVERGENCE + +**Source** _Galactic Magic pg. 73_ +**Classes** Mystic 4, Witchwarper 4 +**School** evocation +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** 30-ft.-radius burst centered on you +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You tap into the power of two elemental planes, mix their energy together, and then release it around you in a powerful explosion, dealing 8d8 damage. Select two of the following damage types when you cast this spell: acid, cold, electricity, fire. The damage dealt by this spell is of both types (half one and half the other). For 1 hour, the area is difficult terrain. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Enervation.md b/Compendium/SF1E/Spells/Spells Level 4/Enervation.md new file mode 100644 index 0000000..22ccfa2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Enervation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# ENERVATION + +**Source** _Starfinder Core Rulebook pg. 353_ +**Classes** Mystic 4, Precog 4 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You shoot a black ray at a target, making a ranged attack against the target’s EAC. If you hit, the target gains 2 temporary negative levels. Negative levels stack. If the target survives, it recovers from negative levels after a number of hours equal to your caster level (maximum 15 hours). An undead creature struck by the ray gains 10 temporary Hit Points for 1 hour. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Gravity Well.md b/Compendium/SF1E/Spells/Spells Level 4/Gravity Well.md new file mode 100644 index 0000000..478dbb0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Gravity Well.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# GRAVITY WELL + +**Source** _Character Operations Manual pg. 135_ +**Classes** Mystic 4, Technomancer 4, Witchwarper 4 +**School** conjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft. radius +**Duration** 1 round/level (D) +**Saving Throw** Reflex negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +You alter the gravity in an area, making a central point of high gravity that pulls creatures toward it. Each creature in the area when the spell takes effect is knocked prone unless it succeeds at a Reflex saving throw. Any creature that starts its turn in the area must succeed at a Reflex saving throw or be drawn 15 feet closer to the center of the area. This movement provokes attacks of opportunity. Creatures adjacent to the spell’s origin point take a –2 penalty to the save to avoid being pulled. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Harness Lightning.md b/Compendium/SF1E/Spells/Spells Level 4/Harness Lightning.md new file mode 100644 index 0000000..6c5157a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Harness Lightning.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HARNESS LIGHTNING + +**Source** _Galactic Magic pg. 75_ +**Classes** Mystic 4, Technomancer 4 +**School** evocation (electricity) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** cylinder (20-ft. radius, 40 ft. high) +**Duration** 1 round plus 1 round/level +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +Born of necessity to contend with violent storms on the world of Shimrinsara in the Vast, _harness lightning_ enables you to collect energy from major electrical discharges that occur within the area of the spell. The spell's area grants cover against ranged attacks and area effects that would deal only electricity damage. The bonus to saving throws due to this cover applies to any save against a critical hit effect from a weapon that deals only electricity damage. The first time the spell's area grants cover against an attack or effect this way, collected electrical attacks bend toward you and form a surging sphere of pure energy that lasts until the end of the spell. You can take a standard action to discharge this sphere at a target within 100 feet, dealing 8d8 electricity damage. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Hateful Visage.md b/Compendium/SF1E/Spells/Spells Level 4/Hateful Visage.md new file mode 100644 index 0000000..640459a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Hateful Visage.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# HATEFUL VISAGE + +**Source** _Character Operations Manual pg. 135_ +**Classes** Witchwarper 4 +**School** illusion +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one willing creature; see text +**Duration** 1 minute/level +**Saving Throw** none (harmless); see text; **Spell Resistance** no + +## DESCRIPTION + +You pull alternate forms from horrifying realities and drape them upon the target, causing the target to exhibit almost any type of body horror imaginable. Your allies can tell this effect results from your layering of alternate realities onto this one and are unaffected. Against others, the target gains a +10 insight bonus to Intimidate checks. If the target successfully uses Intimidate to demoralize a foe, the foe is frightened instead of shaken. This bonus and change in condition are fear and mind-affecting effects. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Hold Monster.md b/Compendium/SF1E/Spells/Spells Level 4/Hold Monster.md new file mode 100644 index 0000000..f70e309 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Hold Monster.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# HOLD MONSTER + +**Source** _Starfinder Core Rulebook pg. 359_ +**Classes** Mystic 4, Precog 4, Witchwarper 4 +**School** enchantment (compulsion, mind-affecting) +**Targets** one living creature + +## DESCRIPTION + +This spell functions as _hold person_, except it can target any living creature. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Identify Storm.md b/Compendium/SF1E/Spells/Spells Level 4/Identify Storm.md new file mode 100644 index 0000000..bb9770f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Identify Storm.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion (mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- + +# IDENTITY STORM + +**Source** _Ports of Call pg. 123_ +**Classes** Precog 4, Technomancer 4, Witchwarper 4 +**School** illusion (mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 15-ft.-radius burst +**Duration** 1 round/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell causes all creatures in the area to perceive all other creatures as copies of someone they have a strong impression of, whether a friend, enemy, or even themselves. At the start of each of each affected creature’s turn, that creature chooses to treat all other creatures it can perceive as allies or enemies. The creature must attempt attacks of opportunity whenever any enemy provokes them and can’t target allies (or squares containing allies) with harmful effects. Any affected creature that’s attacked immediately treats all other creatures as enemies. Any affected creature targeted with a beneficial effect immediately treats all other creatures as friends. An affected creature can spend a move action to attempt a Will Save to end the effect. diff --git a/Compendium/SF1E/Spells/Spells Level 4/Invisibility, Greater.md b/Compendium/SF1E/Spells/Spells Level 4/Invisibility, Greater.md new file mode 100644 index 0000000..8be77b7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Invisibility, Greater.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomance "`ris:Checkbox`"r: +Witchwarper: "`ris:Checkbox`" +--- +# INVISIBILITY, GREATER +**Source** _Starfinder Core Rulebook pg. 362_ +**Classes** Precog 4, Technomancer 4, Witchwarper 4 +**School** illusion +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions like _invisibility_, except it doesn’t end if the target attacks. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Magic Seal.md b/Compendium/SF1E/Spells/Spells Level 4/Magic Seal.md new file mode 100644 index 0000000..1807e18 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Magic Seal.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MAGIC SEAL +**Source** _Galactic Magic pg. 76_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You place a seal on a creature, possibly preventing it from casting spells (including from magic items), using spell-like abilities, and using supernatural abilities that affect anything other than it. This seal has no effect on non-spell capabilities of magic items, spells already ongoing, abilities that affect only the targeted creature (such as the supernatural ability to fly), spells with a range of personal (except when that magic is then used on another), or any spells with which the creature targets only itself. While this spell lasts, the first time during any round that the targeted creature uses a restricted ability or attempts to affect a target other than itself with such magic, attempt a dispel check (11 + your caster level). This check requires neither your awareness nor presence, nor any action on your part. The DC equals 11 + the creature's caster level, or the creature's level or CR for supernatural abilities. If you succeed, the affected magic has no effect. The action the targeted creature used in the attempt is lost. This spell has no effect on artifacts or deities. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Memory Prism.md b/Compendium/SF1E/Spells/Spells Level 4/Memory Prism.md new file mode 100644 index 0000000..01782f2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Memory Prism.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# MEMORY PRISM + +**Source** _Interstellar Species pg. 123_ +**Classes** Mystic 4, Precog 4 +**School** divination +**Casting Time** 1 minute +**Range** personal +**Duration** 24 hours (D) + +## DESCRIPTION + +You copy one memory you have and cause it to crystallize into a small prism of negligible bulk. The memory can’t exceed 10 minutes in length, and the spell doesn’t work on memories that have been removed (such as with displace memoryCOM) or that you know have been magically altered (such as with modify memory). For the spell’s duration, any creature touching the crystal can observe the memory as if with share memory, though they witness 1 minute of memory per round spent reviewing the crystal’s contents. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Mental Muscle, Greater.md b/Compendium/SF1E/Spells/Spells Level 4/Mental Muscle, Greater.md new file mode 100644 index 0000000..4c43453 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Mental Muscle, Greater.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MENTAL MUSCLE, GREATER +**Source** _Interstellar Species pg. 63_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/2 levels + +## DESCRIPTION + +This spell functions as mental muscle, except as noted above. Casting this spell takes intense focus and requires you to spend 1 Resolve Point. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Miasma.md b/Compendium/SF1E/Spells/Spells Level 4/Miasma.md new file mode 100644 index 0000000..387b353 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Miasma.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation, poison) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# MIASMA + +**Source** _Character Operations Manual pg. 138_ +**Classes** Mystic 4, Witchwarper 4 +**School** conjuration (creation, poison) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 30-ft.-radius spread +**Duration** 1 round/level +**Saving Throw** Fortitude partial; see text; **Spell Resistance** no + +## DESCRIPTION + +You turn the atmosphere in your immediate area into a hazy, green miasma that does not flow like normal air. It instead remains in its area for the duration and penetrates armor environmental protections. Creatures within the miasma have concealment against attackers. A creature that breathes in the miasma must attempt a Fortitude saving throw. On a failure, the creature is nauseated while it remains in the area and is sickened for a number of rounds equal to your caster level once it leaves the area. If the creature succeeds at its saving throw, it is instead sickened while in the spell’s area and unaffected after leaving that area. If a creature leaves the spell’s area but reenters it, the creature must attempt a new saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Mind Probe.md b/Compendium/SF1E/Spells/Spells Level 4/Mind Probe.md new file mode 100644 index 0000000..9eb2338 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Mind Probe.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# MIND PROBE + +**Source** _Starfinder Core Rulebook pg. 365_ +**Classes** Mystic 4, Precog 4 +**School** divination (mind-affecting) +**Casting Time** 1 minute +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Will negates, see text; **Spell Resistance** yes + +## DESCRIPTION + +You gain access to the target’s memories and knowledge, and you can pry the information you want from them involuntarily. + +You can attempt to learn the answer to one question of your choice per round; after each question, the target can attempt a Will saving throw to end the spell. If it fails, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers however it chooses and you believe that wrong answer to be the truth. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly into your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Modify Outcome.md b/Compendium/SF1E/Spells/Spells Level 4/Modify Outcome.md new file mode 100644 index 0000000..d1d9c0b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Modify Outcome.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# MODIFY OUTCOME + +**Source** _Near Space pg. 156_ +**Classes** Precog 4, Witchwarper 4 +**School** divination +**Casting Time** 1 reaction +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one ally +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** no + +## DESCRIPTION + +You peer across the multiverse at the possible outcomes for this timeline, watching fate branch outward. When an ally within range fails an attack roll, skill check, saving throw, or ability check, you can spend 1 Resolve Point to attempt to shift their reality to one where they succeed instead. That ally can immediately reroll the failed check. A creature can’t benefit from this spell again until they take a 10-minute rest to recover Stamina Points. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Mystical Aegis.md b/Compendium/SF1E/Spells/Spells Level 4/Mystical Aegis.md new file mode 100644 index 0000000..4dd684f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Mystical Aegis.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MYSTICAL AEGIS +**Source** _Galactic Magic pg. 78_ +**Classes** Mystic 4, Technomancer 4 +**School** abjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** 1 minute/level or until discharged +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You grant the target a barrier that deflects magic and absorbs supernatural damage. While it lasts, the barrier grants the target a +2 morale bonus to saving throws against spells, spell-like abilities, and supernatural abilities. While protected, the target takes half damage from these sources as well as half damage from the attacks of summoned creatures. If the target succeeds at a save against a spell that normally has a partial effect on a successful save, the spell instead has no effect on the target. + +This barrier also grants the target 45 temporary Hit Points. These temporary Hit Points deplete when the target takes damage from a spell, spell-like ability, supernatural ability, or a summoned creature. Any other damage is applied to Stamina and Hit Points as normal. When the barrier's temporary Hit Points drop to 0, the spell is discharged. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Overload Systems.md b/Compendium/SF1E/Spells/Spells Level 4/Overload Systems.md new file mode 100644 index 0000000..b42c5f3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Overload Systems.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: enchantment (compulsion) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# OVERLOAD SYSTEMS + +**Source** _Starfinder Core Rulebook pg. 368_ +**Classes** Technomancer 4 +**School** enchantment (compulsion) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +By touching the target (usually requiring a melee attack roll against the target’s EAC, but you can add your key ability score modifier instead of your Strength modifier if it is higher), you flood the target’s body with random jolts of electricity or other interference. On a failed Fortitude save, the target is overwhelmed and potentially unable to perform tasks as normal. While this spell is in effect, whenever the target takes any action or reaction, there is a 50% chance that the target simply takes no action instead. Roll this chance separately for each action the target would take. For example, if the target wishes to move and attack during its turn, it would roll d% twice to determine whether it could take those actions—once before each action it wishes to take. Each attack of a full attack action counts as separate action. + +This spell is effective against living and unliving creatures, and casting it doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Planar Phase.md b/Compendium/SF1E/Spells/Spells Level 4/Planar Phase.md new file mode 100644 index 0000000..125d183 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Planar Phase.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (teleporation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# PLANAR PHASE + +**Source** _Drift Crisis pg. 139_ +**Classes** Mystic 4, Witchwarper 4 +**School** conjuration (teleportation) +**Casting Time** 1 standard action or 1 move action +**Range** 5 ft./level or 5 ft./3 levels +**Targets** personal +**Duration** instantaneous and 1 round/level (D) + +## DESCRIPTION + +You open and step through an extraplanar detour that teleports you to any unoccupied space within the spell’s range, as per dimension door. Choose one of the following damage types: acid, bludgeoning, cold, electricity, or fire. Your brief jaunt through another plane doesn’t harm you, but it does infuse your weapons with that plane’s matter or energy, causing your weapon attacks to deal additional damage of the chosen type for the spell’s duration. If you cast this spell as a standard action, the spell’s range is 5 feet per caster level, and your weapons deal an additional 3d8 damage with your first successful attack, 2d8 with the second successful attack, and 1d8 with the third successful attack. If you cast this spell as a move action, the spell’s range is 5 feet per 3 caster levels, and your weapons deal an additional 3d4 damage with your first successful attack, 2d4 with the second successful attack, and 1d4 with the third successful attack. If your attack would damage multiple creatures, you deal the additional damage to one creature of your choice. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Reanimate Construct.md b/Compendium/SF1E/Spells/Spells Level 4/Reanimate Construct.md new file mode 100644 index 0000000..a24b4b9 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Reanimate Construct.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REANIMATE CONSTRUCT + +**Source** _Near Space pg. 157_ +**Classes** Mystic 4, Precog 4, Technomancer 4 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one destroyed construct creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell turns a destroyed construct into a creature that obeys your spoken commands. As a standard action, you can instruct a reanimated construct to either follow you or attack any creature (or type of creature) within 100 feet. This spell otherwise functions like _animate dead_, and constructs you reanimate with this spell count against the total amount of undead you can control with that spell (and vice versa). +The reanimated construct is similar to a fully functional version of that creature with the following changes. It has only half of its original Hit Points; any technological gear functions without batteries but technological weapons that require a charge deal only half damage; and it does not regain any uses of consumable items or weapons, such as grenades, or daily-use abilities. The reanimated construct is treated as both magical and technological for all effects (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). +The target construct must be mostly intact; creatures that have self-destructed, been disintegrated, been used as the target of a spell with “junk” in its name, and the like are not valid targets for this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Reincarnate.md b/Compendium/SF1E/Spells/Spells Level 4/Reincarnate.md new file mode 100644 index 0000000..f4cb105 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Reincarnate.md @@ -0,0 +1,40 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REINCARNATE + +**Source** _Starfinder Core Rulebook pg. 372_ +**Classes** Mystic 4, Witchwarper 4 +**School** transmutation +**Casting Time** 10 minutes +**Range** touch +**Targets** one dead creature +**Duration** instantaneous; see text +**Saving Throw** none, see text; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +When you cast this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the target’s soul is free and willing to return. If the target’s soul is not willing to return, the spell fails; therefore, a target that wants to return receives no saving throw. Casting this spell requires a special monument worth at least 1,000 credits to serve as a beacon for the departed creature’s soul. This object is consumed when you cast the spell. + +Since the dead creature is returning in a new body, all physical ills and afflictions are removed. The condition of the creature’s remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the target is reincarnated. + +A reincarnated creature recalls the majority of its former life and form. It retains any class features, feats, and skill ranks it formerly had. Its class, base attack bonus, base save bonuses, and Hit Points are unchanged. The creature should recalculate its ability scores from scratch as a member of its new race (remembering to include any ability score increases from leveling up). The target of the spell gains 2 permanent negative levels when it is reincarnated. If the target is 1st level, it takes 2 Constitution drain instead (if the Constitution drain would reduce its Constitution to 0 or less, the creature cannot be reincarnated). The target creature can decide whether its new body retains any of the implants it had in its former body. A spellcasting creature has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. + +For a humanoid creature, the new incarnation is determined using the table on the facing page. For nonhumanoid creatures, a similar table of creatures of the same type should be created. + +Elementals, outsiders, and undead creatures can’t be reincarnated. Any creature that can’t benefit from the _mystic cure_ spell cannot be reincarnated. The spell can bring back a creature that has died of old age. + +The reincarnated creature gains all abilities associated with its new form, including any forms of movement and speeds, natural attacks, extraordinary abilities, and the like, but it does not automatically speak the language of the new form it takes. + +
D%Incarnation
1–6Android
7–14Dwarf
15–22Elf
23–30Gnome
31–34Half-elf
35–38Half-orc
39–46Halfling
47–55Human
56–64Lashunta
65–73Kasatha
74–81Shirren
82–90Vesk
91–99Ysoki
100Other (GM’s choice)
+ + +A _miracle_ or _wish_ spell can restore a reincarnated creature to its original form. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Remove Radioactivity.md b/Compendium/SF1E/Spells/Spells Level 4/Remove Radioactivity.md new file mode 100644 index 0000000..070ba1d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Remove Radioactivity.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# REMOVE RADIOACTIVITY + +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets or Area** one creature or object or one 20-ft.-radius area +**Duration** instantaneous +**Saving Throw** Fortitude negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +You remove all ongoing effects of radiation from a single target if you succeed at a caster level check (DC = the DC associated with the radiation effect). The target is cured of both the radiation’s poison effects and the radiation sickness disease, moving the target to the healthy state on both tracks. When cast on an area, a single casting of _remove radioactivity_ removes radiation from a 20-foot-radius area around the point you touch. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Resilient Sphere.md b/Compendium/SF1E/Spells/Spells Level 4/Resilient Sphere.md new file mode 100644 index 0000000..e119e82 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Resilient Sphere.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (force) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RESILIENT SPHERE + +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Precog 4, Technomancer 4, Witchwarper 4 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one Large or smaller creature +**Duration** 1 minute/level (D) +**Saving Throw** Reflex negates; **Spell Resistance** yes + +## DESCRIPTION + +A 10-foot-diameter globe of shimmering force encloses the target creature. The sphere contains the target for the spell’s duration. The sphere functions in the same way as a _wall of force_, except it can be negated by _dispel magic_. A target inside the sphere can breathe normally. The sphere can’t be physically moved either by creatures outside it or by the struggles of those within. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Resistant Armor.md b/Compendium/SF1E/Spells/Spells Level 4/Resistant Armor.md new file mode 100644 index 0000000..87f4888 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Resistant Armor.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RESISTANT ARMOR +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** abjuration + +## DESCRIPTION + +This spell functions as _lesser resistant armor_, but the target and her gear gain DR 10/— or energy resistance 10 that protects against three energy types. diff --git a/Compendium/SF1E/Spells/Spells Level 4/Restoration.md b/Compendium/SF1E/Spells/Spells Level 4/Restoration.md new file mode 100644 index 0000000..284300c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Restoration.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# RESTORATION + +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 4, Precog 4 +**School** conjuration (healing) +**Casting Time** 3 rounds +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions as _lesser restoration_, except it also removes temporary negative levels or 1 permanent negative level. You must spend 5 Resolve Points when casting this spell to remove a permanent negative level. This spell can’t be used to remove more than 1 permanent negative level from a target in a 1-week period. + +_Restoration_ heals all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target, but it doesn’t remove any underlying source of fatigue or exhaustion. A target that has benefited from the removal of fatigue or exhaustion from this spell can’t benefit from either effect again for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Rewire Flesh.md b/Compendium/SF1E/Spells/Spells Level 4/Rewire Flesh.md new file mode 100644 index 0000000..215f22f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Rewire Flesh.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REWIRE FLESH +**Source** _Starfinder Core Rulebook pg. 375_ +**Classes** Technomancer 4 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one living creature +**Duration** 1 round/level (D); see text +**Saving Throw** Will negates and Fortitude half, see text; **Spell Resistance** yes + +## DESCRIPTION + +Like rewriting the code that makes up a computer program, you manipulate the target’s DNA to painfully rewire that target’s biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes. + +While this spell is in effect, the target’s body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Ride The Wave.md b/Compendium/SF1E/Spells/Spells Level 4/Ride The Wave.md new file mode 100644 index 0000000..f20563b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Ride The Wave.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (water) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# RIDE THE WAVE + +**Source** _Drift Crisis pg. 123_ +**Classes** Mystic 4, Witchwarper 4 +**School** evocation (water) +**Casting Time** 1 standard action +**Range** personal +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** no + +## DESCRIPTION + +You briefly become a miniature River Between, coursing across the landscape in an instant. +When you cast this spell, you transform into a stream of water and can move up to 120 feet with a supernatural fly speed (perfect maneuverability). This movement can pass through (but can’t end in) enemy spaces and doesn’t provoke attacks of opportunity. The transformation ends at the end of your movement. Creatures and objects whose space you pass through take 5d8 bludgeoning damage. A creature or object takes this damage only once even if you pass through its space multiple times. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Shared Gravity.md b/Compendium/SF1E/Spells/Spells Level 4/Shared Gravity.md new file mode 100644 index 0000000..78fa733 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Shared Gravity.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SHARED GRAVITY + +**Source** _Galactic Magic pg. 81_ +**Classes** Technomancer 4, Witchwarper 4 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Area** 60-ft.-radius spread centered on you +**Duration** 1 hour/level (D) +**Saving Throw** Fortitude negates, see text; **Spell Resistance** yes, see text + +## DESCRIPTION + +Copaxis understand personal gravity adaptation well, and they and others have learned to share this adaptation. For the duration, you radiate a field of altered gravity. You and creatures and objects in the area treat gravity as if it were your choice of one step higher or lower, although a creature that succeeds at the saving throw is unaffected until it leaves the area and reenters. Then, the creature must repeat the saving throw. If you fail to overcome a creature's spell resistance, that creature is unaffected by the same casting of this spell. You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, a creature affected by forced movement can reduce the distance it moves by 5 feet (minimum 0 feet). Affected creatures ignore penalties from the off-kilter condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Song Of The Cosmos, Greater.md b/Compendium/SF1E/Spells/Spells Level 4/Song Of The Cosmos, Greater.md new file mode 100644 index 0000000..ee0e985 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Song Of The Cosmos, Greater.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SONG OF THE COSMOS, GREATER + +**Source** _Character Operations Manual pg. 141_ +**Classes** Mystic 4, Witchwarper 4 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** 20 ft. +**Area** 20-ft.-radius spread centered on you +**Duration** 1d4+1 rounds +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +As _song of the cosmos_, except as noted above, and creatures that fail their Will saves are also dazzled for the duration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Sonic Scream.md b/Compendium/SF1E/Spells/Spells Level 4/Sonic Scream.md new file mode 100644 index 0000000..708e4a2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Sonic Scream.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (sense-dependent, sonic) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SONIC SCREAM + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 4, Witchwarper 4 +**School** evocation (sense-dependent, sonic) +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** cone-shaped burst +**Saving Throw** Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +Developed by kalo explorers as a deterrent when dealing with aquatic predators, you scream at your opponents, sending your voice rippling through air and water currents. All targets in the cone take 6d12 damage. If you cast this spell while submerged in liquid, the damage increases by 1d12, and creatures that fail their saving throw are nauseated for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Soothing Protocol.md b/Compendium/SF1E/Spells/Spells Level 4/Soothing Protocol.md new file mode 100644 index 0000000..0fd04be --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Soothing Protocol.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: enchantment +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SOOTHING PROTOCOL + +**Source** _Starfinder Core Rulebook pg. 377_ +**Classes** Technomancer 4 +**School** enchantment +**Casting Time** 1 standard action +**Range** touch +**Targets** one construct with the technological subtype; see text +**Duration** 10 minutes/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +Waves of calming programming ebb from your touch, potentially stabilizing a construct’s harmful intentions toward you and your allies. The target construct must have a CR lower than your level; if it does, the construct is convinced that you and your allies pose no threat. It can’t take violent actions against you or your allies, and it can’t do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to a construct soothed in this way or its allies immediately ends this spell’s effects (and could cause the construct to attack you, if it was doing so previously). + +If an affected construct is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove _soothing protocol_, as long as it can either touch the construct or give it an order. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Soul Reap.md b/Compendium/SF1E/Spells/Spells Level 4/Soul Reap.md new file mode 100644 index 0000000..86672b1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Soul Reap.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# SOUL REAP + +**Source** _Alien Archive 4 pg. 91_ +**Classes** Mystic 4 +**School** necromancy +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius spread +**Duration** instantaneous +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You engulf an area in a comet-like spiral of energy, untethering the souls or animating vital essence from undead in the area. Each undead creature in the area takes 10d8 damage and is staggered for 1 round. A creature that succeeds at a Will saving throw takes half damage and ignores the staggered effect. Mindless undead receive no saving throw. This spell has no effect on creatures that are not undead. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Spells Level 4.md b/Compendium/SF1E/Spells/Spells Level 4/Spells Level 4.md new file mode 100644 index 0000000..b177df0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Spells Level 4.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- + +# SPELLS LEVEL 4 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 4" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Suppressing Field.md b/Compendium/SF1E/Spells/Spells Level 4/Suppressing Field.md new file mode 100644 index 0000000..8c758a0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Suppressing Field.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SUPPRESSING FIELD + +**Source** _Galactic Magic pg. 83_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius emanation centered on a creature, an object, or a point in space +**Duration** 1 minute/level +**Saving Throw** Will negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +You create a field of dampening magic, which radiates from a creature or an object and moves with that target. If you target a point, the effect is stationary. Any spell cast into or from this area is subjected to all the effects of a 2nd-level version of _dampen spell_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Telepathic Bond.md b/Compendium/SF1E/Spells/Spells Level 4/Telepathic Bond.md new file mode 100644 index 0000000..9e1e75a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Telepathic Bond.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# TELEPATHIC BOND + +**Source** _Starfinder Core Rulebook pg. 381_ +**Classes** Mystic 4 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** you plus up to one willing creature per 3 levels, no two of which can be more than 30 ft. apart +**Duration** 10 minutes/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You forge a telepathic bond between yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher (or a modifier of –4 or higher). Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). + +If desired, you can leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Time Loop, Mass.md b/Compendium/SF1E/Spells/Spells Level 4/Time Loop, Mass.md new file mode 100644 index 0000000..f55f9ee --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Time Loop, Mass.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# TIME LOOP, MASS +**Source** _Galactic Magic pg. 84_ +**Classes** Precog 4 +**School** conjuration +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions as _time loop_, except as noted above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Tracking Mark.md b/Compendium/SF1E/Spells/Spells Level 4/Tracking Mark.md new file mode 100644 index 0000000..23f88ef --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Tracking Mark.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TRACKING MARK + +**Source** _Galactic Magic pg. 84_ +**Classes** Mystic 4, Precog 4, Technomancer 4 +**School** divination +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature or one object +**Duration** 1 hour/level +**Saving Throw** Reflex negates (object); **Spell Resistance** yes + +## DESCRIPTION + +You place a unique magical mark, which is about 1 square inch in size, on a creature or object. The mark is invisible, but _detect magic_ and similar effects can reveal its presence. Unattended objects are always affected by this spell. If you attempt to affect a creature or an object in a creature's possession, the creature can attempt a Reflex save to negate the effect. + +Once the _tracking mark_ is in place, you can follow the tracking mark by succeeding at a DC 20 Mysticism check. You're able to detect the tracking mark up to 1,000 feet away, and you must be on the same plane as the tracking mark to follow it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Transport Passengers.md b/Compendium/SF1E/Spells/Spells Level 4/Transport Passengers.md new file mode 100644 index 0000000..de642c3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Transport Passengers.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TRANSPORT PASSENGERS + +**Source** _Character Operations Manual pg. 142_ +**Classes** Technomancer 4 +**School** transmutation +**Casting Time** 1 minute +**Range** touch +**Targets** one vehicle or Tiny starship; see text +**Duration** 1 hour/level +**Saving Throw** none (object); **Spell Resistance** no (object) + +## DESCRIPTION + +You create an extradimensional space in the passenger area of a vehicle or Tiny starship, allowing it to carry one additional Medium creature per caster level. This spell must be cast on a vehicle able to carry more than one passenger, or the spell fails. The extradimensional space appears in the vehicle’s seating area or the starship’s bridge or passenger section, and it looks like a thin, glowing gap in reality. Creatures that step through this gap are shunted into the extradimensional space, which appears to be and functions as another compartment in the vehicle. A creature can exit the extradimensional space as part of a move action to move through the gap in reality, though a creature cannot exit the extradimensional space unless room to accommodate it exists in the normal seating area. +Creatures that are encumbered or overburdened cannot enter the extradimensional space. If a creature is larger than Medium, each size category counts as one additional creature for determining the capacity of the extradimensional space. +Creatures within the extradimensional space can’t interact with anything outside the vehicle, nor can creatures outside the vehicle perceive or interact with occupants and contents of the space. If the vehicle is destroyed or the extradimensional space is dispelled, the extradimensional space collapses. Anything within the extradimensional space when the vehicle or starship is destroyed, the space is dispelled, or this spell ends are shunted to the nearest open spaces outside the target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Uncanny Eruption.md b/Compendium/SF1E/Spells/Spells Level 4/Uncanny Eruption.md new file mode 100644 index 0000000..93d5d43 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Uncanny Eruption.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: evocation (fire) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# UNCANNY ERUPTION + +**Source** _Galaxy Exploration Manual pg. 75_ +**Classes** Witchwarper 4 +**School** evocation (fire) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** 20-ft.-radius crater filled with 2-footdeep magma +**Duration** concentration + 1 round/level (D) +**Saving Throw** Fortitude half; **Spell Resistance** no + +## DESCRIPTION + +You form the crater of an active volcano at a target location, immediately exposing all creatures in the area to lava (Core Rulebook 403), dealing 2d6 fire damage immediately, and continuing to expose creatures who begin their turn in the area, who take the appropriate fire damage at the beginning of their turn. Damage from the lava continues for 1d3 rounds after a creature leaves the area, but this additional damage is only 1d6 fire damage per round. +In addition, every 1d4 rounds, creatures in or within 30 feet of the crater must succeed at a Reflex save or take an additional 5d6 fire damage as the crater periodically erupts. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Usurp Spell.md b/Compendium/SF1E/Spells/Spells Level 4/Usurp Spell.md new file mode 100644 index 0000000..be51c9b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Usurp Spell.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# USURP SPELL + +**Source** _Galactic Magic pg. 85_ +**Classes** Mystic 4, Precog 4, Technomancer 4, Witchwarper 4 +**School** abjuration +**Casting Time** 1 reaction +**Range** medium (100 ft. + 10 ft./level) +**Targets** one spell +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You override the will of another spellcaster, taking control of their spell. As a reaction when you observe a spell being cast within range, you can cast this spell. If you do, you can attempt a dispel check (1d20 + your caster level). The DC equals 11 + the other spellcaster's caster level + 2 per level of the spell above 4th. If you succeed, you determine the spell's parameters as if you had cast it. This spell has no effect on artifacts or deities. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Void Grasp.md b/Compendium/SF1E/Spells/Spells Level 4/Void Grasp.md new file mode 100644 index 0000000..53aed5f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Void Grasp.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# VOID GRASP + +**Source** _Galactic Magic pg. 86_ +**Classes** Mystic 4, Witchwarper 4 +**School** necromancy +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +Reaching to worlds beyond, you siphon your foe's life force as a shared offering to some extraplanar entity. Attempt a melee attack against the target's EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a hit, the target takes 8d8 damage and must attempt a Fortitude saving throw. A target that fails is sickened for the duration. One who succeeds is sickened for only 1 round, and then the spell ends. In either case, you gain temporary Hit Points equal to half the damage you dealt. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Wall of Fire.md b/Compendium/SF1E/Spells/Spells Level 4/Wall of Fire.md new file mode 100644 index 0000000..66a4b71 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Wall of Fire.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 4 +Mystic: +NoteType: Spell +Precog: +School: evocation (fire) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF FIRE + +**Source** _Starfinder Core Rulebook pg. 384_ +**Classes** Technomancer 4, Witchwarper 4 +**School** evocation (fire) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high +**Duration** concentration + 1 round/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +An immobile blazing curtain of opaque, shimmering, violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d6 fire damage to creatures within 10 feet and 1d6 fire damage to those beyond 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 5d6 fire damage to any creature passing through it. The wall deals double damage to undead creatures. + +If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 or more cold damage in 1 round, that length goes away. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/Wonder Warp.md b/Compendium/SF1E/Spells/Spells Level 4/Wonder Warp.md new file mode 100644 index 0000000..be0ab0a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/Wonder Warp.md @@ -0,0 +1,30 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WONDER WARP + +_SFS Note: Replace the baleful polymorph effect with the confused condition._ +**Source** _Galaxy Exploration Manual pg. 115_ +**Classes** Mystic 4, Technomancer 4, Witchwarper 4 +**School** evocation +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** 60-ft.-radius sphere centered on you +**Duration** 1 round/level (D) +**Saving Throw** varies, see text; **Spell Resistance** varies, see text + +## DESCRIPTION + +You alter the magical forces in the area near you into an unpredictable field of eldritch entropy, potentially causing a number of effects both positive and negatives for those who find themselves in the area. +When you cast this spell, and each time you start your turn during the duration of the spell, roll d% on the following table. Each time there’s a new effect, you can attempt a Will saving throw. If you succeed, you can choose the targets affected by the warped magic. Otherwise, the effect affects all creatures (and sometimes objects) in the area, including you, as described. If the effect is a spell, the spell’s normal parameters (including saves to avoid its effects) apply, except for duration. +Each effect lasts only until you roll again, or for the duration specified in the effect, whichever is shorter (except on a result of 100; in which case you use the spell’s normal duration). Subject to the GM’s discretion, in a low-magic area, you might have to subtract 10 from your d% rolls for this spell; in a highmagic area, you might have to add 10 instead. + +
D%Effect
1All magic ceases working, including for you, even if you succeed at the spell’s Will save. Unless you expend a 2nd-level spell slot at the start of your next turn, this spell ends.
2–5Decrease the area, damage, duration, and range of spells and spell-like abilities used by half. If you failed the spell’s Will save, that includes the duration of this spell.
6–10No effect.
11–14Creatures are affected by the lesser confusion spell.
15–18Creatures become vulnerable to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead.
19–22A Medium aeon arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell, and it’s hostile to you. Its turn occurs just after yours. If you succeed at the spell’s Will save, the aeon remains when the spell’s effect changes.
23–26Dreamlike realities appear, customized to each creature; each creature who fails a Will save becomes fascinated.
27–30Creatures must attempt a Fortitude save; on a failure, a random technological item they have ceases to function. A technological construct that fails is instead staggered.
31–34You can read the surface thoughts of creatures in the area as if they were affected by the third round of the detect thoughts spell.
35–38The area becomes zero gravity (Core Rulebook 402).
39–42Creatures are affected by a 1st-level baleful polymorph (Alien Archive 2 147) spell.
43–46Creatures are affected by the grease spell.
47–50Each creature is affected by the force blast spell; you can attempt the additional bull rush combat maneuver granted by the spell.
51–54Countless Diminutive creatures appear flying in the air and scrambling on the ground, making the area difficult terrain. To move at more than half speed in the area, a creature must succeed at a DC 15 Acrobatics check.
55–58Chaotic illusions render creatures dazzled.
59–62Creatures and objects become invisible.
63–66Each creature switches positions with another randomly determined creature (no save). No creature arrives in a place immediately hazardous to it, instead appearing in the closest safe space.
67–70Creatures gain a fly speed of 30 feet with average maneuverability. If a creature is airborne when the effect ends, it falls.
71–74A random Medium creature arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell. If you succeed at wonder warp’s Will save, the creature acts as if you summoned it. Otherwise, it’s hostile to everyone.
75–78Creatures gain resistance 5 to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead.
79–82Each creature regains 2d4 Hit Points or Stamina Points (creature’s choice).
83–86You cast magic missile without expending a spell slot. If you take (and have taken) no other actions this turn, you can fire a third missile.
87–90You create one effect of the prescience (Character Operations Manual 139 ) spell.
91–95Increase the area, damage, duration, and range of spells and spell-like abilities used by 50%. That doesn’t include the duration of this spell.
96–99Roll two effects, treating 1 and 96–100 as no effect. Each effect affects only targets of your choice.
100You can cast any 1st- or 2nd-level spell you know without expending a spell slot. You must abide by the spell’s normal parameters, and it lasts for its normal duration.
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 4/X-Ray Vision.md b/Compendium/SF1E/Spells/Spells Level 4/X-Ray Vision.md new file mode 100644 index 0000000..542c915 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 4/X-Ray Vision.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 4 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# X-RAY VISION + +**Source** _Galactic Magic pg. 87_ +**Classes** Mystic 4, Precog 4, Technomancer 4 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You confer upon the target sense through (vision) with a range of 60 feet. This ability is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal), and it limits the target to black-and-white vision while in use. The target doesn't gain the benefit of any other special visual senses (such as lowlight vision) while using x-ray vision, and the target can't attempt sight-based Perception checks beyond 60 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Acid Rain.md b/Compendium/SF1E/Spells/Spells Level 5/Acid Rain.md new file mode 100644 index 0000000..305e312 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Acid Rain.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ACID RAIN + +**Source** _Character Operations Manual pg. 133_ +**Classes** Witchwarper 5 +**School** evocation +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** cylinder (20-ft. radius, 40 ft. high) +**Duration** 1 round/level (D) +**Saving Throw** Fortitude partial (see text); **Spell Resistance** no + +## DESCRIPTION + +You pull a downpour of elemental precipitation from an alternate reality. You then direct this acid rain to pour only onto your enemies, dealing them 3d6 acid damage each round. The acid splashes into and burns your foes’ eyes, coats them in slime, and clouds their other senses. Enemies must attempt a Fortitude save when exposed to the spell. On a failure, the creature has a 50% miss chance for its attacks while in the area. The rain causes spellcasters who fail the save to have a 20% chance of losing any spell they attempt to cast from within the area. When this spell ends, a thunderclap causes enemies still in the area who failed their Fortitude saves to be staggered for 1 round. +As a standard action, you can change the rain, causing it to deal a different type of energy damage, such as fiery sparks that deal fire damage or shards of ice that deal cold damage. This change in damage types leaves secondary effects unchanged. When the spell ends, the rain leaves no aftereffects. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Afterimage.md b/Compendium/SF1E/Spells/Spells Level 5/Afterimage.md new file mode 100644 index 0000000..b1ca0ec --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Afterimage.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: conjuration (teleporation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# AFTERIMAGE + +**Source** _Drift Crisis pg. 139_ +**Classes** Technomancer 5, Witchwarper 5 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** personal +**Duration** instantaneous, and 1 round + +## DESCRIPTION + +You instantly teleport from your current location to any other spot within range, be that a place you visualize or simply by deciding a direction and distance. You can bring along objects as long as their weight doesn’t exceed your maximum load. You leave behind an insubstantial image of yourself in your previous space until the end of your next turn. This image’s features are too washed out to be mistaken for you, and it can’t be harmed (though it can be dispelled). While it lasts, you can perceive the image’s surroundings, flank nearby creatures, and target spells as if you still occupied its space. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Animate Armor.md b/Compendium/SF1E/Spells/Spells Level 5/Animate Armor.md new file mode 100644 index 0000000..9c2d237 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Animate Armor.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# ANIMATE ARMOR + +**Source** _Starfinder Armory pg. 156_ +**Classes** Technomancer 5 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Target** one unattended suit of armor +**Duration** concentration, up to 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You temporarily infuse a suit of armor with a magic force that allows it to move on its own and that directs its mechanisms. When you cast this spell, the armor acts and responds to your mental control for as long as you concentrate. Each round on your turn, the armor can perform either a move action or a standard action to attack. The armor can move up to 30 feet (or its listed speed using any of its available modes of movement, if powered armor or containing an armor upgrade that alters movement). When the armor attacks, it can either make an unarmed attack, dealing 4d8 + your caster level bludgeoning damage (or the listed damage plus its Strength modifier, for powered armor) or make an attack with any of the weapons mounted in its weapon slots or weapons with the integrated special property installed in its upgrade slots (if any); this deals the weapon’s base damage for ranged attacks and the weapon’s base damage plus the armor’s Strength modifier for melee attacks. The armor has a bonus to attacks equal to 6 + your caster level. If the armor has no listed Strength score, it can apply a Strength bonus equal to your caster level. + +Should the animated armor be attacked, its EAC and KAC are equal to 10 + the EAC and KAC bonus the armor provides. It uses your saving throw bonuses when it is the target of spells and other targeted effects, and it has the typical hardness and Hit Points for an item of its level. For the purpose of spells and effects that target the armor, it is treated as a construct with the technological and magical subtypes while the spell lasts. + +This spell has no effect if cast on powered armor with a depleted battery or powered armor of an item level that exceeds your caster level. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Break Enchantment.md b/Compendium/SF1E/Spells/Spells Level 5/Break Enchantment.md new file mode 100644 index 0000000..ecaab46 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Break Enchantment.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# BREAK ENCHANTMENT + +**Source** _Starfinder Core Rulebook pg. 341_ +**Classes** Mystic 5, Precog 5, Technomancer 5, Witchwarper 5 +**School** abjuration +**Casting Time** 1 minute +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one creature per level, no two of which can be more than 30 ft. apart +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell frees victims from curses, enchantments, and transmutations. _Break enchantment_ can reverse even an instantaneous effect. For each such effect, you attempt a caster level check (1d20 + your caster level, maximum +15) against a DC equal to 11 + the caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC of the caster level check is equal to the DC of the curse. + +If the spell is one that can’t be dispelled by _dispel magic_, _break enchantment_ works only if that spell is 5th level or lower. If the effect comes from a permanent magic item, _break enchantment_ doesn’t remove the curse from the item but it does free the victim from the item’s effects. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Call Cosmos.md b/Compendium/SF1E/Spells/Spells Level 5/Call Cosmos.md new file mode 100644 index 0000000..9ad16b2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Call Cosmos.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: +--- +# CALL COSMOS + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Mystic 5 +**School** evocation +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** cylinder (20-ft. radius, 40 ft. high) +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +You evoke a vertical column of dangerous material from across the universe that rains down upon creatures in the area. This matter is made up of bits of burning stars and chunks of frozen comets, and it deals 4d6 fire damage and 3d6 cold damage to every creature in the area. This damage occurs only once, when the spell is cast. For the spell’s remaining duration, the fallen starstuff makes the entire area difficult terrain, and thick, swirling clouds of particulate space matter magically block vision. This obscures all sight beyond 5 feet, including darkvision and other vision-based senses (including vision-based blindsight and sense through), but doesn’t prevent blindsense. A creature within 5 feet of its attacker has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Additionally, the swirling cosmic particles are distracting to spellcasters in the area, who have a 20% chance of losing any spell they attempt to cast in the area. At the end of the duration, the starstuff disappears, leaving no aftereffects (other than the damage dealt). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Chrono Leap.md b/Compendium/SF1E/Spells/Spells Level 5/Chrono Leap.md new file mode 100644 index 0000000..da10594 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Chrono Leap.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# CHRONO LEAP + +**Source** _Galactic Magic pg. 70_ +**Classes** Precog 5 +**School** conjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Area** see text +**Duration** instantaneous +**Saving Throw** Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You rocket the target forward through time, sending them careening across the battlefield. You move the target up to 60 feet in a straight line. This movement doesn't provoke attacks of opportunity. The target can attempt a Reflex saving throw to prevent this movement and negate the additional effect below. + +At the end of this movement, the creature reenters the flow of time with a burst of temporal energy. Creatures adjacent to the target take 4d6 bludgeoning damage and are knocked prone. A creature in this area that succeeds at a Reflex saving throw takes only half damage and isn't knocked prone. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Command, Greater.md b/Compendium/SF1E/Spells/Spells Level 5/Command, Greater.md new file mode 100644 index 0000000..b3ec693 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Command, Greater.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: enchantment (compulsion, languaage-dependent. mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# COMMAND, GREATER +**Source** _Starfinder Core Rulebook pg. 343_ +**Classes** Mystic 5 +**School** enchantment (compulsion, language-dependent, mind-affecting) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 round/level + +## DESCRIPTION + +This spell functions like _command_, except you can affect up to one creature per level and the targets continue the specified activity beyond 1 round. At the start of each commanded creature’s action after the first, it can attempt another Will saving throw to break free from the spell. Each creature must receive the same command. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Commune With Planet.md b/Compendium/SF1E/Spells/Spells Level 5/Commune With Planet.md new file mode 100644 index 0000000..37c54ea --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Commune With Planet.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# COMMUNE WITH PLANET + +**Source** _Character Operations Manual pg. 134_ +**Classes** Mystic 5 +**School** divination +**Casting Time** 10 minutes +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You form a connection with a planet you are on or in orbit of, instantly learning up to three facts from among the following: major settlements, basic attributes (location in the galaxy, diameter and mass, gravity, atmosphere, and day and year length), ecological state (such as untamed, cultivated, polluted, destroyed by war, and so on), intelligent life, the presence of powerful or unusual creatures, and technological installations. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Commune with Nature.md b/Compendium/SF1E/Spells/Spells Level 5/Commune with Nature.md new file mode 100644 index 0000000..472f566 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Commune with Nature.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: +Witchwarper: +--- +# COMMUNE WITH NATURE + +**Source** _Starfinder Core Rulebook pg. 344_ +**Classes** Mystic 5 +**School** divination +**Casting Time** 10 minutes +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of native creatures, presence of powerful unnatural creatures, or general state of the natural setting. + +In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the spell is less powerful and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlements, such as in cities, factories, and starships. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Contact Other Plane.md b/Compendium/SF1E/Spells/Spells Level 5/Contact Other Plane.md new file mode 100644 index 0000000..ca63667 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Contact Other Plane.md @@ -0,0 +1,39 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CONTACT OTHER PLANE + +**Source** _Starfinder Core Rulebook pg. 344_ +**Classes** Mystic 5, Precog 5, Technomancer 5, Witchwarper 5 +**School** divination +**Casting Time** 10 minutes +**Range** personal +**Duration** concentration + +## DESCRIPTION + +You send your mind to another plane of existence (an Elemental Plane or some plane further removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “Yes,” “No,” “Maybe,” “Never,” “Irrelevant,” or some other one-word answer. + +You must concentrate on maintaining the spell in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You can ask one question for every 2 caster levels. On rare occasions, this divination may be blocked by an act of certain deities or forces. + +Contacting a minor planar power is relatively safe but may not result in useful answers. For each question you ask, the GM secretly rolls 1d20. + +**1–2**: The power gives you no answer, the spell ends, and you must attempt a DC 7 Intelligence check. On a failed check, your Intelligence and Charisma scores each fall to 8 for a week and you are unable to cast spells for that period. + +**3–5**: You receive a random answer to the question. + +**6–10**: You receive an incorrect answer to the question. Based on the nature and needs of the creature contacted, this may be a lie designed to harm you. + +**11–15**: You receive no answer to the question. + +**16 or More**: You receive a truthful and useful one-word answer. If the question can’t be truthfully answered in this way, no answer is received. + +Contact with minds further removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed by the power’s sheer strangeness and force, but it also increases the chance of the power knowing the answer and answering correctly. You can add any value from +1 to +5 to the d20 roll to represent contacting increasingly powerful planar beings. However, on a roll of 1 or 2, the result is still no answer, the spell ends, and you must attempt an Intelligence check to avoid losing Intelligence and Charisma. The DC of this Intelligence check is increased by the same amount added to the d20 check to contact a planar creature. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Control Machines.md b/Compendium/SF1E/Spells/Spells Level 5/Control Machines.md new file mode 100644 index 0000000..c0ac200 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Control Machines.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# CONTROL MACHINES + +**Source** _Starfinder Core Rulebook pg. 345_ +**Classes** Technomancer 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** constructs of the technological subtype with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart +**Duration** concentration, up to 1 round/level +**Saving Throw** Will negates; **Spell Resistance** no + +## DESCRIPTION + +You wrest control of the target constructs and command them telepathically. You can issue commands to any number of controlled constructs on your turn, beginning when you cast this spell, as part of the concentration required to sustain its duration (a standard action). + +If any of the constructs are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC equal to this spell’s) to negate this spell’s effect. Each construct under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that construct. + +While this spell is in effect, the affected constructs follow any command you give them, even if it would be dangerous to the controlled constructs. At the end of the spell, the constructs revert to their normal behavior. If they are intelligent, they know and remember that you used magic to control them. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Crush Skull.md b/Compendium/SF1E/Spells/Spells Level 5/Crush Skull.md new file mode 100644 index 0000000..2d46cb5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Crush Skull.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: necromancy (death) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# CRUSH SKULL + +**Source** _Starfinder Core Rulebook pg. 347_ +**Classes** Mystic 5, Witchwarper 5 +**School** necromancy (death) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Fortitude partial; **Spell Resistance** yes + +## DESCRIPTION + +You manipulate the energy that swirls around the target’s head, pulling it inward and potentially crushing its skull. You must make a ranged attack against the target’s EAC to ensure this spell hits the necessary weak spots in the target’s head, but you can add your key ability score modifier to this attack roll instead of your Dexterity modifier if it is higher. If you hit and the target fails a Fortitude saving throw, it takes 18d8 damage. If the target succeeds at its saving throw, it instead takes 4d8 damage. The target might die from damage even if it succeeds at its saving throw; in this case, the spell is not a death effect. This spell has no effect against living creatures that don’t have an anatomical head. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Dominate Person.md b/Compendium/SF1E/Spells/Spells Level 5/Dominate Person.md new file mode 100644 index 0000000..f877e5b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Dominate Person.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# DOMINATE PERSON + +**Source** _Starfinder Core Rulebook pg. 352_ +**Classes** Mystic 5 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 round +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one humanoid +**Duration** 1 day/level; see text +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You fire a bright purple ray at your target, making a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. + +If you hit and your target fails its Will saving throw, you establish a telepathic link with the target’s mind and can control its actions. If you and the target have a common language, you can generally force the target to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the target is experiencing, but you don’t receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Changing your orders or giving a dominated creature a new command is a move action. + +By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the target, though it still can’t communicate with you. You don’t actually see through the target’s eyes, but you still get a good idea of what’s going on. + +The target resists this control, and any target forced to take actions against its nature can attempt a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited as long as you and the target are on the same plane. You don’t need to see the target to control it. + +If you don’t spend at least 1 round concentrating on the spell each following day, the target can attempt a new saving throw to throw off the domination. You can be prevented from exercising control or using the telepathic link while the target is under the effects of some spells, but such effects don’t automatically dispel the domination. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Drift Messenger.md b/Compendium/SF1E/Spells/Spells Level 5/Drift Messenger.md new file mode 100644 index 0000000..745d3aa --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Drift Messenger.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (summoning) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DRIFT MESSENGER + +**Source** _Drift Crisis pg. 93_ +**Classes** Mystic 5, Technomancer 5 +**School** conjuration (summoning) +**Casting Time** 1 round +**Range** close (25 ft. +5 ft./2 levels) +**Effect** one summoned iridia +**Duration** 1 minute +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You briefly summon an iridia, a spectra native to the Drift, to deliver a message for you. The iridia is indifferent to you and will take no other action on your behalf; it remains within range of you for 1 minute, during which time you can communicate your message to it, transmit a data file to it by means of a comm, or give it a physical object no larger than 2 bulk. You must identify the recipient of your message by name and provide that recipient’s location. +Once it has your message, is targeted by any hostile effect, or the duration of the spell expires (whichever comes first), the iridia vanishes and moves through the Drift to the named location, traveling at the speed of a starship with a Drift engine rating of 1. When it arrives at the location you’ve provided, it attempts to deliver whatever you told or gave it to the individual you named. If it fails to find that individual, it abandons your message. No information regarding the success or failure to deliver your message is provided by this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Feeblemind.md b/Compendium/SF1E/Spells/Spells Level 5/Feeblemind.md new file mode 100644 index 0000000..7809086 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Feeblemind.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# FEEBLEMIND + +**Source** _Starfinder Core Rulebook pg. 354_ +**Classes** Mystic 5, Precog 5 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You fire a scintillating ray at your target, making a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and your target fails its Will saving throw, the target creature’s Intelligence and Charisma scores each drop to 1 (a modifier of –5). The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. It still knows who its friends are and can follow them and even protect them. The target remains in this state until a _miracle_, _psychic surgery_, _wish_, or similar spell is used to cancel the effect. It can’t be removed by effects like _break enchantment_. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Fluidity of Form, Mass.md b/Compendium/SF1E/Spells/Spells Level 5/Fluidity of Form, Mass.md new file mode 100644 index 0000000..bd383c0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Fluidity of Form, Mass.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# FLUIDITY OF FORM, MASS +**Source** _Galactic Magic pg. 74_ +**Classes** Mystic 5, Technomancer 5, Witchwarper 5 +**School** transmutation +**Targets** up to one willing or unconscious creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions like _fluidity of form_, except as noted above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Hailstorm.md b/Compendium/SF1E/Spells/Spells Level 5/Hailstorm.md new file mode 100644 index 0000000..34c930d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Hailstorm.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# HAILSTORM + +**Source** _Alien Archive 4 pg. 119_ +**Classes** Mystic 5, Witchwarper 5 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** cylinder (20-ft. radius, 40 ft. high) +**Duration** 1 round/level (D) +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +A barrage of fist-sized hailstones pelts the area. Creatures that enter or start their turn in the area during the first round of the spell take 6d8 cold damage and 7d8 bludgeoning damage. For the remaining duration of the spell, heavy snow and sleet rain down in the area. Until the spell is dismissed or until the end of the duration, this area provides concealment, creatures inside it take a –4 penalty to Perception checks, and the entire area is considered difficult terrain. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Heat Leech.md b/Compendium/SF1E/Spells/Spells Level 5/Heat Leech.md new file mode 100644 index 0000000..481204e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Heat Leech.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (cold) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HEAT LEECH + +**Source** _Starfinder Core Rulebook pg. 359_ +**Classes** Precog 5, Technomancer 5 +**School** evocation (cold) +**Casting Time** 1 standard action +**Range** 60 ft. +**Area** cone-shaped burst +**Duration** instantaneous; see text +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +You drain the heat from all creatures and objects in the area, dealing 13d8 cold damage. You can store the gathered heat energy in a used battery. If you do so and use that battery when casting _explosive blast_ within 1 minute, that spell deals 2d6 additional fire damage, destroying the used battery. Otherwise, the energy dissipates normally. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Holographic Terrain.md b/Compendium/SF1E/Spells/Spells Level 5/Holographic Terrain.md new file mode 100644 index 0000000..f9230e5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Holographic Terrain.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HOLOGRAPHIC TERRAIN + +**Source** _Starfinder Core Rulebook pg. 360_ +**Classes** Technomancer 5 +**School** illusion +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** one 20-ft. cube/level (S) +**Duration** 2 hours/level (D) +**Saving Throw** Will disbelief; **Spell Resistance** no + +## DESCRIPTION + +You make terrain look, sound, and smell like some other sort of terrain. Equipment, structures, and vehicles within the area can be hidden or changed in appearance. The illusion includes audible, olfactory, tactile, and visual elements and is effective against cameras, living creatures, robots, and scrying spells. This spell can’t disguise or add creatures nor can it make them invisible (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Hoverdisk, Mass.md b/Compendium/SF1E/Spells/Spells Level 5/Hoverdisk, Mass.md new file mode 100644 index 0000000..b95aaaa --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Hoverdisk, Mass.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# HOVERDISK, MASS +**Source** _Character Operations Manual pg. 137_ +**Classes** Technomancer 5 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level); see text +**Effect** up to 1 disk of force/caster level, each of which is 3 feet in diameter +**Duration** 1 hour/level (D) +**Saving Throw** none (harmless); **Spell Resistance** no + +## DESCRIPTION + +This spell functions as _hoverdisk_, except as noted above. As part of casting this spell, you can give a single set of instructions to all disks, or you can give separate instructions to each disk. You must spend a standard action to give new or additional instructions to any one disk, although you can give a group of disks the same instructions as part of the same action. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Mislead.md b/Compendium/SF1E/Spells/Spells Level 5/Mislead.md new file mode 100644 index 0000000..0f258dc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Mislead.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MISLEAD + +**Source** _Starfinder Core Rulebook pg. 366_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** illusion +**Casting Time** 1 standard action +**Range** personal; see text +**Effect** one illusory double +**Duration** 1 round/level (D) and concentration + 3 rounds; see text +**Saving Throw** none or Will disbelief, see text; **Spell Resistance** no + +## DESCRIPTION + +You become invisible (as _greater invisibility_), and at the same time, a figment double of you (as per a 3rd-level casting of _holographic image_) appears. The double appears within close range (25 feet + 5 feet/2 levels) but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it can’t attack or cast spells, though it can pretend to do so. + +The illusory double lasts as long as you concentrate upon it plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility lasts for 1 round per level, regardless of concentration. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Modify Memory.md b/Compendium/SF1E/Spells/Spells Level 5/Modify Memory.md new file mode 100644 index 0000000..4731933 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Modify Memory.md @@ -0,0 +1,34 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# MODIFY MEMORY + +**Source** _Starfinder Core Rulebook pg. 366_ +**Classes** Mystic 5, Precog 5, Witchwarper 5 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 round; see text +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one living creature +**Duration** permanent +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You reach into the target’s mind and modify up to 5 minutes of its memories in one of the following ways. + +- Eliminate all memory of an event the target actually experienced. This spell cannot negate _charm person_, _suggestion_, or similar spells. +- Allow the target to recall with perfect clarity an event it actually experienced. +- Change the details of an event the target actually experienced. +- Implant a memory of an event the target never experienced. + +Casting the spell takes 1 round. If the target fails its saving throw, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves beyond the spell’s range at any point during this time, the spell fails. + +A modified memory does not necessarily affect the target’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Mystical Aegis, Mass.md b/Compendium/SF1E/Spells/Spells Level 5/Mystical Aegis, Mass.md new file mode 100644 index 0000000..5648a28 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Mystical Aegis, Mass.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MYSTICAL AEGIS, MASS +**Source** _Galactic Magic pg. 78_ +**Classes** Mystic 5, Technomancer 5 +**School** abjuration +**Targets** up to one creature per 3 levels within range +**Duration** 1 minute/level + +## DESCRIPTION + +This spell functions as _mystical aegis_ except as noted above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Passwall.md b/Compendium/SF1E/Spells/Spells Level 5/Passwall.md new file mode 100644 index 0000000..b0c06ff --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Passwall.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PASSWALL + +**Source** _Starfinder Core Rulebook pg. 368_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Effect** 5-ft.-by-8-ft. opening +**Duration** 1 hour/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You can create a passage through metal, plaster, plastic, stone, or wooden walls, but you can not create one through force fields, starship bulkheads, or other harder materials. The passage is 30 feet deep. If the wall’s thickness is more than the depth of the passage created, then a single casting of _passwall_ simply makes a niche or short tunnel. Several castings of _passwall_ can then form a continuing passage to breach very thick walls. When _passwall_ ends, creatures within the passage are ejected out the nearest exit. If someone dispels passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is more than one, or out the sole exit. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Physical Stability, Mass.md b/Compendium/SF1E/Spells/Spells Level 5/Physical Stability, Mass.md new file mode 100644 index 0000000..98e3797 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Physical Stability, Mass.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PHYSICAL STABILITY, MASS +**Source** _Galactic Magic pg. 79_ +**Classes** Mystic 5, Technomancer 5, Witchwarper 5 +**School** abjuration +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions like _physical stability_, except as noted above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Private Sanctum.md b/Compendium/SF1E/Spells/Spells Level 5/Private Sanctum.md new file mode 100644 index 0000000..f0c10ca --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Private Sanctum.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PRIVATE SANCTUM + +**Source** _Starfinder Core Rulebook pg. 369_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** abjuration +**Casting Time** 10 minutes +**Range** close (25 ft. + 5 ft./2 levels) +**Area** one 30-ft. cube/level (S) +**Duration** 24 hours (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally. + +Divination (scrying) spells can’t perceive anything within the area, and those within are immune to _detect thoughts_. The ward prevents speech between those inside and those outside (because it blocks sound), and technological communication (as it blocks broadcasts), but it doesn’t prevent other magic communication, such as a _telepathic message_ spell, or telepathic communication. + +The spell does not prevent creatures or objects from moving into and out of the area. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Prying Eyes.md b/Compendium/SF1E/Spells/Spells Level 5/Prying Eyes.md new file mode 100644 index 0000000..ce85c4a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Prying Eyes.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# PRYING EYES + +**Source** _Starfinder Core Rulebook pg. 370_ +**Classes** Precog 5, Technomancer 5 +**School** divination +**Casting Time** 1 minute +**Range** 1 mile +**Effect** 20 magical sensors +**Duration** 1 hour/level (D); see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You create 20 semitangible, visible magical orbs called “eyes.” These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. + +While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct (about the size of a small apple) with the magical subtype. They each have 1 Hit Point and EAC and KAC of 18, and they fly at a speed of 30 feet with a +20 bonus to Acrobatics checks to fly and a +16 bonus to Stealth checks. An eye has a +20 Perception bonus and is subject to darkness, fog, illusions, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch. + +When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. The eyes know anything you know. + +In order to report their findings, the eyes must return to your hand. Each eye replays in your mind all that it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying all of its findings, an eye simply disappears. + +If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event. + +The eyes exist for up to 1 hour per caster level or until they return to you. _Dispel magic_ can destroy the eyes. Roll separately for each eye caught in an area dispel. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Radiation Ray.md b/Compendium/SF1E/Spells/Spells Level 5/Radiation Ray.md new file mode 100644 index 0000000..2ea627e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Radiation Ray.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: necromancy (disease, poision, radiation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RADIATION RAY + +**Source** _Galactic Magic pg. 80_ +**Classes** Technomancer 5, Witchwarper 5 +**School** necromancy (disease, poison, radiation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You fire a beam of radiation at an opponent. You must attempt a ranged attack against your opponent's EAC, adding your key ability score modifier instead of your Dexterity modifier if it's higher. On a hit, the target takes 8d12 fire damage and is exposed to high radiation. On a critical hit, the target must succeed at a Fortitude save or contract radiation sickness. The target isn't irradiated, and other nearby creatures don't need to attempt Fortitude saves to prevent radiation. The saving throw to resist the radiation effects is set by the spell rather than the standard save DC for radiation. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Raise Dead.md b/Compendium/SF1E/Spells/Spells Level 5/Raise Dead.md new file mode 100644 index 0000000..a74c629 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Raise Dead.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# RAISE DEAD + +**Source** _Starfinder Core Rulebook pg. 370_ +**Classes** Mystic 5, Precog 5, Witchwarper 5 +**School** conjuration (healing) +**Casting Time** 1 minute +**Range** touch +**Targets** one dead creature +**Duration** instantaneous +**Saving Throw** none, see text; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the target’s soul must be free and willing to return. If the target’s soul is not willing to return, the spell fails; therefore, a target that wants to return to life receives no saving throw against this spell. Casting this spell requires you to create a complex representation of the target deceased creature, worth at least 5,000 credits, to serve as a beacon for the creature’s soul. This object is consumed when you cast the spell. + +Coming back from the dead is an ordeal. The target of the spell gains 2 permanent negative levels when it is raised, just as if it had been hit by a creature’s ability that bestows permanent negative levels. If the target is 1st or 2nd level, it takes 2 Constitution drain instead (if this would reduce its Constitution to 0 or less, it can’t be raised). A raised creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the target, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. + +The spell can’t bring back a creature that has died of old age. Constructs, elementals, and outsiders can’t be raised by this spell. It is possible to bring back a creature that has been turned into an undead creature, but the beacon for the creature’s soul must be more powerful, and must be worth at least 15,000 credits. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Rapid Repair.md b/Compendium/SF1E/Spells/Spells Level 5/Rapid Repair.md new file mode 100644 index 0000000..bc7e024 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Rapid Repair.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RAPID REPAIR + +**Source** _Starfinder Core Rulebook pg. 371_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one construct or weapon +**Duration** 1 minute +**Saving Throw** Fortitude negates (harmless, object); **Spell Resistance** yes (harmless, object) + +## DESCRIPTION + +On each round, the target construct or weapon regains 2d8 Hit Points. This does not stack with any fast healing the construct or weapon already has. You can’t target a construct or weapon that has been brought to 0 Hit Points or destroyed. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Reality Bend.md b/Compendium/SF1E/Spells/Spells Level 5/Reality Bend.md new file mode 100644 index 0000000..8d4282b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Reality Bend.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REALITY BEND + +**Source** _Character Operations Manual pg. 140_ +**Classes** Precog 5, Witchwarper 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one willing creature; see text +**Duration** concentration + 1 round +**Saving Throw** none (harmless); **Spell Resistance** no + +## DESCRIPTION + +You concentrate on overlapping realities and focus them on the target. Once per round, even when it is not your turn, you can move your target up to 10 feet into a space it is willing and able to occupy. This movement can occur only between resolved actions and does not trigger reactions. When you concentrate on this spell, you can shift your focus to a different target. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Reanimate.md b/Compendium/SF1E/Spells/Spells Level 5/Reanimate.md new file mode 100644 index 0000000..445c2db --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Reanimate.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REANIMATE + +**Source** _Pact Worlds pg. 207_ +**Classes** Mystic 5, Precog 5, Technomancer 6 +**School** necromancy +**Casting Time** 1 minute +**Range** touch +**Targets** one dead construct or undead creature +**Duration** instantaneous +**Saving Throw** none, see text; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You can reanimate a dead construct or destroyed undead creature that has been dead or destroyed for no longer than 1 day per caster level. If the target had a soul, that soul must be free and willing to return; a target that wants to be reanimated receives no saving throw against this spell, but if the target’s soul is not willing to return, the spell fails. Casting this spell requires you to create a complex representation of the target deceased creature worth at least 7,500 credits to serve as a blueprint regarding its reanimation. This object is consumed when you cast the spell. If the target is an undead whose existence is tied to an object (such as a necrovite and its electroencephalon), it cannot be brought back without a new version of that object (with at least the same price as the original). + +A reanimated creature returns with no Resolve Points, no Stamina Points, and no spell slots (until it rests to recover them normally). It has 5 Hit Points. Any ability scores reduced to 0 are raised to 1 (though any ability score it normally does not have is unchanged). Diseases, poisons, curses, and computer programming or viruses that affected the target at the time of its destruction remain in effect after reanimation. The spell closes wounds and repairs lethal damage of most kinds, but if the body of the creature to be reanimated isn’t whole, any missing parts are still missing when the creature is brought back to life. + +This spell can reanimate constructs and undead but cannot raise outsiders or restore life to other creatures. Reanimated undead return to unlife as the same type of undead that they were prior to their destruction. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Remove Condition, Greater.md b/Compendium/SF1E/Spells/Spells Level 5/Remove Condition, Greater.md new file mode 100644 index 0000000..6c11f4b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Remove Condition, Greater.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# REMOVE CONDITION, GREATER +**Source** _Starfinder Core Rulebook pg. 373_ +**Classes** Mystic 5, Precog 5, Witchwarper 5 +**School** conjuration (healing) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions as _lesser remove condition_, except you remove all of the following conditions affecting the target: cowering, dazed, frightene \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Resistant Aegis.md b/Compendium/SF1E/Spells/Spells Level 5/Resistant Aegis.md new file mode 100644 index 0000000..ba918c6 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Resistant Aegis.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RESISTANT AEGIS + +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 5, Technomancer 5, Witchwarper 5 +**School** abjuration +**Casting Time** 1 standard action +**Range** 30 ft. +**Targets** up to 10 creatures wearing armor within range +**Duration** 1 minute/level +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +This spell functions as _lesser resistant armor_, except as indicated above, and the wearers and their gear gain DR 5/— or energy resistance 5 that protects against all five energy types. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Retrocognition.md b/Compendium/SF1E/Spells/Spells Level 5/Retrocognition.md new file mode 100644 index 0000000..a993cb2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Retrocognition.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# RETROCOGNITION + +**Source** _Starfinder Core Rulebook pg. 375_ +**Classes** Mystic 5, Precog 5 +**School** divination +**Casting Time** 1 minute +**Range** personal +**Duration** concentration, up to 1 minute/level + +## DESCRIPTION + +This spell allows you to gain psychic impressions from past events that occurred in your current location. _Retrocognition_ reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the spell’s duration, followed by impressions from the next hour back throughout the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that period, you must succeed at a Will saving throw (DC = 15, 20, or 25, depending on the severity of the traumatic or turbulent event) or lose your concentration on the spell. If you fail this saving throw, the spell ends. + +At caster level 16th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of concentration (as listed on the table below). The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events. In most circumstances, you can’t glean information about what occurred during the Gap with this spell. + +
Caster LevelPeriod
16th–17th1 week per minute
18th–19th1 year per minute
20th1 decade per minute
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Sniper_s Edge.md b/Compendium/SF1E/Spells/Spells Level 5/Sniper_s Edge.md new file mode 100644 index 0000000..7802364 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Sniper_s Edge.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SNIPER'S EDGE + +**Source** _Galactic Magic pg. 82_ +**Classes** Precog 5, Witchwarper 5 +**School** divination +**Casting Time** 1 move action +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +Made popular by sarcesian snipers, this spell allows you to peer a split second into the future to line up a perfect shot. The next time you attempt an attack with a ranged weapon before the end of this turn, roll your attack twice and keep the better result. Casting this spell counts as aiming a sniper weapon as a move action for the purposes of the sniper weapon special property. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Spells Level 5.md b/Compendium/SF1E/Spells/Spells Level 5/Spells Level 5.md new file mode 100644 index 0000000..59e68ee --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Spells Level 5.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SPELLS LEVEL 5 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 5" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Subzero Clutch.md b/Compendium/SF1E/Spells/Spells Level 5/Subzero Clutch.md new file mode 100644 index 0000000..32e3e7b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Subzero Clutch.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (cold) +tags: +Technomancer: +Witchwarper: +--- +# SUBZERO CLUTCH + +**Source** _Galactic Magic pg. 83_ +**Classes** Mystic 5, Precog 5 +**School** evocation (cold) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +A sleeve of ice encases your striking limb. Attempt a melee attack against the target's EAC. On a hit, the target takes 10d8 cold damage and moves at half speed for the duration. You can also attempt a free grapple check, adding the higher of your key ability modifier or your Strength modifier to the attack roll, and an additional +4 from the ice. Encasing ice also increases the DC to escape your grapple by 4. Each round the target remains grappled, it takes 4d8 cold damage. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Synapse Overload.md b/Compendium/SF1E/Spells/Spells Level 5/Synapse Overload.md new file mode 100644 index 0000000..464acc1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Synapse Overload.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SYNAPSE OVERLOAD + +**Source** _Starfinder Core Rulebook pg. 380_ +**Classes** Technomancer 5 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** touch +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Fortitude partial; **Spell Resistance** yes + +## DESCRIPTION + +To affect the target, you must hit with a melee attack against its EAC; you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. You then overload the target’s mind, causing the target’s synapses to violently trigger. The target takes 18d8 damage and is staggered for 1 minute. A target can negate the staggered effect with a successful Fortitude saving throw, but still takes full damage. + +Casting this spell doesn’t provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Synaptic Pulse, Greater.md b/Compendium/SF1E/Spells/Spells Level 5/Synaptic Pulse, Greater.md new file mode 100644 index 0000000..2df9c74 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Synaptic Pulse, Greater.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# SYNAPTIC PULSE, GREATER + +**Source** _Starfinder Core Rulebook pg. 380_ +**Classes** Mystic 5 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** 20 ft. +**Area** 20-ft.-radius spread centered on you +**Duration** 1d4 rounds +**Saving Throw** Will partial; **Spell Resistance** yes + +## DESCRIPTION + +You stun all creatures in range for 1d4 rounds. With a successful Will saving throw, a creature is instead sickened for 1 round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Telekinesis.md b/Compendium/SF1E/Spells/Spells Level 5/Telekinesis.md new file mode 100644 index 0000000..e60a216 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Telekinesis.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TELEKINESIS + +**Source** _Starfinder Core Rulebook pg. 380_ +**Classes** Technomancer 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Targets** see text +**Duration** concentration (up to 1 round/level) or instantaneous; see text +**Saving Throw** none, Will negates (object), see text; **Spell Resistance** yes (object), see text + +## DESCRIPTION + +You move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), the spell can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust. + +**Combat Maneuver**: Once per round, you can use _telekinesis_ to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your caster level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentrating. + +**Sustained Force**: A sustained force moves an object of no more than 25 pounds or 2 bulk per caster level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. This version of the spell lasts 1 round per caster level, but it ends if you cease concentrating. The spell ends if the object is forced beyond the spell’s range. + +You can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check. + +**Violent Thrust**: The spell energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 400 pounds or 40 bulk. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the spell can be hurled, but they can attempt Will saving throws (or rely on spell resistance) to negate the effect, as can those whose held possessions are targeted by the spell. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Telepathy.md b/Compendium/SF1E/Spells/Spells Level 5/Telepathy.md new file mode 100644 index 0000000..f32a5c3 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Telepathy.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: divination (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# TELEPATHY + +**Source** _Starfinder Core Rulebook pg. 381_ +**Classes** Mystic 5 +**School** divination (mind-affecting) +**Casting Time** 1 standard action +**Range** personal +**Duration** 10 minute/level + +## DESCRIPTION + +You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously. You can’t use telepathy to locate creatures to communicate with them, but once you’ve established telepathic communication, you don’t require line of effect to maintain it. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Teleport.md b/Compendium/SF1E/Spells/Spells Level 5/Teleport.md new file mode 100644 index 0000000..7a9be88 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Teleport.md @@ -0,0 +1,41 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (teleporation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# TELEPORT + +**Source** _Starfinder Core Rulebook pg. 381_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** 2,000 miles +**Targets** you and touched objects and other touched willing or unconscious creatures +**Duration** instantaneous +**Saving Throw** none, Will negates (object); **Spell Resistance** no, yes (object) + +## DESCRIPTION + +This spell instantly transports you to a designated destination within 2,000 miles. Interplanar and interplanetary travel is not possible, and neither is travel between two moving starships during combat, though you might be able to teleport to a planet’s surface from an orbiting starship. You can bring along objects as long as their weight doesn’t exceed your maximum bulk limit. You can also bring up to five additional willing or unconscious Medium or smaller creatures (carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as four Medium creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As the caster, you need not attempt a saving throw, nor is spell resistance applicable to you. Only objects held or in use by another creature receive saving throws and benefit from spell resistance. + +You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy can make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult Table 10–1. Refer to the following information for definitions of the terms on the table. + +**Familiarity**: “Very familiar” describes a place you have been very often and where you feel at home. “Studied carefully” describes a place you know well, either because you can currently physically see it or because you’ve been there often. “Seen casually” describes a place you have been to more than once but with which you are not very familiar. “Viewed once” describes a place you have seen once in person or have extensively studied through scrying magic, remote cameras, or recorded images (for a remote-viewed location, you still need to have a clear idea of the location; you can’t teleport to an unknown location that you’ve seen in a holovid). + +“False destination” describes a place that doesn’t truly exist, or if you are teleporting to an otherwise familiar location, it is a place that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. + +**On Target**: You appear where you want to be. + +**Off Target**: You appear safely a random distance away from the destination in a random direction. The distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly. + +**Similar Area**: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. + +**Mishap**: You and anyone else teleporting with you have gotten “scrambled.” You each take 2d10 damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “mishap” comes up, the creatures take more damage and must reroll. + +
FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar1–9798–99100
Studied carefully1–9495–9798–99100
Seen casually1–8889–9495–9899–100
Viewed once1–7677–8889–9697–100
False destination81–9293–100
\ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Temporal Flash.md b/Compendium/SF1E/Spells/Spells Level 5/Temporal Flash.md new file mode 100644 index 0000000..e89d78a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Temporal Flash.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (teleporation) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# TEMPORAL FLASH + +**Source** _Galactic Magic pg. 84_ +**Classes** Mystic 5, Precog 5, Witchwarper 5 +**School** conjuration (teleportation) +**Casting Time** 1 reaction +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You shift positions in your current timeline to avoid damage dealt by an attack. As a reaction when you're hit by an attack, spell, or other ability that would deal damage to you, you can spend 1 Resolve Point to instantly teleport to an empty space you could reach with a single move action, avoiding the damage you would have taken. This movement doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Transfer Consciousness.md b/Compendium/SF1E/Spells/Spells Level 5/Transfer Consciousness.md new file mode 100644 index 0000000..01b1334 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Transfer Consciousness.md @@ -0,0 +1,28 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# TRANSFER CONSCIOUSNESS + +**Source** _Character Operations Manual pg. 142_ +**Classes** Technomancer 5 +**School** divination +**Casting Time** 1 round +**Range** touch +**Targets** one computer or willing technological construct; see text +**Duration** 10 minutes/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You transfer your mind into a computer or technological construct. If you transfer your mind into a computer, its tier can be no higher than half your caster level. If you transfer into a construct, it must be willing or, if nonsapient, not hostile to you. The construct’s CR or level can be no higher than your caster level. +While your mind is in a computer system, you have direct control over its commands. You can perform Computers checks related to that system in half the usual time. +If you transfer your mind into a technological construct, you have access to its functions, allowing you to control the creature directly. You can’t cast the construct’s spells or use its spell-like or supernatural abilities. You can cast your own spells. +While this spell lasts, your body falls prone and helpless, as if you were unconscious. When the spell ends, your mind transfers back to your body instantly, provided your body and the target are on the same plane. Otherwise, you die. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Undo Mistake.md b/Compendium/SF1E/Spells/Spells Level 5/Undo Mistake.md new file mode 100644 index 0000000..c2dce14 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Undo Mistake.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# UNDO MISTAKE + +**Source** _Galactic Magic pg. 85_ +**Classes** Precog 5, Witchwarper 5 +**School** divination +**Casting Time** 1 minute +**Range** touch +**Targets** one willing ally +**Duration** 1 hour/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +Frequently used by formian taskmasters to assist with training workers in new fields or avoiding costly mistakes, this spell has become popular among educators, managers, parents, and mentors of all kinds. You establish a minor but long-range mental link with the target and are alerted whenever the target fails a skill check. Once during the spell's duration, you can nudge the universe into undoing the target's mistakes and allowing the target a second chance. As a reaction when the target fails a skill check, you can spend 1 Resolve Point to allow the target to reroll the failed skill check with a +2 circumstance bonus. After the target rerolls a skill check, this spell ends. If you and the target are ever more than 10 miles apart, this spell ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Unravel Magic.md b/Compendium/SF1E/Spells/Spells Level 5/Unravel Magic.md new file mode 100644 index 0000000..7843d33 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Unravel Magic.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# UNRAVEL MAGIC + +**Source** _Galactic Magic pg. 85_ +**Classes** Mystic 5, Precog 5, Technomancer 5, Witchwarper 5 +**School** transmutation +**Casting Time** 1 standard action +**Range** touch +**Targets** one unattended hybrid or magic item +**Duration** instantaneous +**Saving Throw** Fortitude negates (object); **Spell Resistance** no + +## DESCRIPTION + +You unravel the magic imbuing a magic item, permanently removing its magical properties. To do so, you must attempt a caster level check (1d20 + your caster level). The DC equals 11 + the item's level, or 5 + a consumable item's level. If you succeed, the item becomes nonmagical, but its physical properties remain unchanged. This spell has no effect on artifacts. + +If you unravel a non-consumable magic item of an item level of 4 or higher, you can harvest a portion of the unraveling energy. Divide the item's level by 4, and you can gain one spell slot of that level or lower. That spell slot vanishes if you fail to use it within 24 hours or after you rest to regain the use of daily-use abilities, whichever comes first. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Unwilling Guardian.md b/Compendium/SF1E/Spells/Spells Level 5/Unwilling Guardian.md new file mode 100644 index 0000000..aa4cabd --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Unwilling Guardian.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# UNWILLING GUARDIAN + +**Source** _Starfinder Core Rulebook pg. 383_ +**Classes** Technomancer 5, Witchwarper 5 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./level) +**Targets** one creature with CR lower than your level; see text +**Duration** 1 round/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Your overwhelming presence bores into the target’s mind, cowing its will. This turns it into an automaton-like guardian that protects you at all costs. As soon as it is able, the target mindlessly moves along the most direct route toward you and stops when it is within 10 feet of you (provoking attacks of opportunity for movement as normal). If you are being attacked in melee by a creature within 10 feet, the target instead takes the quickest route to intercept that creature from a square within 10 feet of you and attack it on your behalf. + +While this spell is in effect, the target attacks any creature that attacks you in melee, though it can’t move more than 10 feet from you to do so. If multiple creatures are attacking you in melee, you can choose which creature the target attacks on your behalf as part of combat banter. If you are the target of ranged attacks and your guardian is not attacking a melee assailant on your behalf, it moves to provide cover against the ranged attacks. Due to the strong momentary connection between you and your unwilling guardian, if you are the single target of a hostile creature’s spell or effect, the creature must succeed at a caster level check (DC = 6 + your caster level) or the spell or effect instead targets your guardian. This spell has no effect on area of effect or multi-target spells or other effects that include you as a target. + +When this spell ends, the target regains control of its faculties entirely and it knows and remembers that you used magic to control it. Once a creature has been the target of _unwilling guardian_, it can’t be targeted with this spell again for 24 hours if cast by the same spellcaster. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Wall of Force.md b/Compendium/SF1E/Spells/Spells Level 5/Wall of Force.md new file mode 100644 index 0000000..647d143 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Wall of Force.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 5 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF FORCE + +**Source** _Starfinder Core Rulebook pg. 384_ +**Classes** Precog 5, Technomancer 5, Witchwarper 5 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** wall with area up to one 10-ft. square/level +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Wall of force_ creates an invisible wall of pure force. You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. + +This counts as a force field for effects that can’t penetrate a force field. The wall can’t move and is not easily destroyed. A wall of force is immune to _dispel magic_. A _greater dispel magic_ specifically targeting the wall of force can dispel it, but treat the wall of force’s caster level as being 5 higher than the actual caster level. A _wall of force_ can be damaged by spells and attacks as normal, but a wall of force has hardness 30 and 300 Hit Points. _Disintegrate_ instantly destroys a wall of force. + +Breath weapons and spells can’t pass through a wall of force in either direction, though _dimension door_, _teleport_, and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks operate normally through a wall of force. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Wave of Warning.md b/Compendium/SF1E/Spells/Spells Level 5/Wave of Warning.md new file mode 100644 index 0000000..9b32734 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Wave of Warning.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# WAVE OF WARNING + +**Source** _Galactic Magic pg. 87_ +**Classes** Mystic 5 +**School** evocation (mind-affecting) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to three creatures that are no more than 30 ft. apart from each other +**Duration** instantaneous +**Saving Throw** Will partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +Maraquoi spellcasters developed this spell to deter sapient aggressors from bloodshed. You thrust a wave of mental determination at up to three targets, attempting a ranged attack against each target's KAC to deal 10d8 nonlethal bludgeoning damage. Each creature damaged by this spell is shaken for 5 rounds, or 1 round if they succeed at a Will saving throw. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Waves of Fatigue.md b/Compendium/SF1E/Spells/Spells Level 5/Waves of Fatigue.md new file mode 100644 index 0000000..c003f81 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Waves of Fatigue.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: +Witchwarper: +--- +# WAVES OF FATIGUE + +**Source** _Starfinder Core Rulebook pg. 385_ +**Classes** Mystic 5, Precog 5 +**School** necromancy +**Casting Time** 1 standard action +**Range** 30 ft. +**Area** cone-shaped burst +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 5/Weight of Ages.md b/Compendium/SF1E/Spells/Spells Level 5/Weight of Ages.md new file mode 100644 index 0000000..c40d59b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 5/Weight of Ages.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 5 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# WEIGHT OF AGES + +**Source** _Galactic Magic pg. 87_ +**Classes** Mystic 5, Precog 5, Witchwarper 5 +**School** necromancy +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one living creature/level, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You burden the targets with all the aches, pains, and sorrows of a lifetime. The targets take 10d8 damage and become encumbered for the duration, or they become overburdened if already encumbered. Each target can attempt a Fortitude saving throw to halve the damage dealt by this spell and negate the encumbered condition. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Akashic Investigation.md b/Compendium/SF1E/Spells/Spells Level 6/Akashic Investigation.md new file mode 100644 index 0000000..5ad59cf --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Akashic Investigation.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# AKASHIC INVESTIGATION + +**Source** _Galactic Magic pg. 67_ +**Classes** Mystic 6, Precog 6, Technomancer 6 +**School** divination +**Casting Time** 1 minute +**Range** close (25 ft. + 5 ft./2 levels) +**Area** 20-ft.-radius emanation +**Duration** 1 hour (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You sift through the Akashic Record to view a shadow of the past day's events that happened in the spell's area. You overlay these events at the location that they occurred, staging a blurred reenactment of events that took place over the last 24 hours. This reenactment presents only a shadow of the original events, with the creatures appearing as shadows that make indecipherable noises. You can make out the general actions, positions, and sizes of creatures, identify generic noises, and determine the mood and tone of conversation. There isn't enough detail to identify creatures in this reenactment by anything more specific than creature type, nor to determine anything spoken. You have the ability to fast forward, rewind, move in slow motion, and pause the events to get a better view, at any speed desired. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Antimagic Burst.md b/Compendium/SF1E/Spells/Spells Level 6/Antimagic Burst.md new file mode 100644 index 0000000..617d888 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Antimagic Burst.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration jur +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ANTIMAGIC BURST + +**Source** _Galactic Magic pg. 68_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** abjuration +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius burst +**Duration** instantaneous +**Saving Throw** Will partial, see text; **Spell Resistance** yes, see text + +## DESCRIPTION + +You detonate a bubble of antimagic in the area, temporarily unraveling magical effects. This spell works like an area dispel from _greater dispel magic_, but your dispel check applies to every spell, supernatural effect, hybrid item, magic item, and magical effect in the area. For supernatural effects, the DC for your check equals 11 + the CR or level of the creature that created the effect. If the dispel check would end a summoning effect, it sends only those summoned creatures in the area back from whence they came. The antimagic suppresses an affected magic item's magical capabilities for 1d4 rounds. Creatures and objects only partially within the area are unaffected. + +Creatures, including summoned ones that remain because the effect that summoned them isn't dispelled, can attempt a Will saving throw against this effect, and their spell resistance applies. If a creature is affected, it can't use its spells, spell-like abilities, and supernatural abilities for 1d4 rounds. A magical construct that fails the save is also staggered for this time. Any creature affected by this spell can attempt a Will saving throw at the end of each round to shrug off the effect on itself. + +This spell has no effect on artifacts or deities. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Battle Junkbot.md b/Compendium/SF1E/Spells/Spells Level 6/Battle Junkbot.md new file mode 100644 index 0000000..9a94954 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Battle Junkbot.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# BATTLE JUNKBOT + +**Source** _Starfinder Core Rulebook pg. 341_ +**Classes** Technomancer 6 +**School** transmutation +**Casting Time** 1 round +**Range** touch +**Targets** at least 1 bulk of inert electronic equipment; see text +**Duration** 1 round/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You turn a pile of technological junk into a vicious robot that can hunt down and attack your enemies. + +You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above as long as the junk is found in a large enough quantity. Creating a battle junkbot also requires one ultra-capacity battery. Casting this spell drains all of the battery’s charges. + +While casting this spell, you use your magic and technological know-how to rearrange the junked parts and infuse them with aggression and martial skills. A battle junkbot is Small, its KAC and EAC are each equal to 15 + your technomancer level, it has hardness 15, and it has a number of Hit Points equal to half of your own (but no Stamina Points). It uses your saving throw bonuses when it is the target of spells and other targeted effects. It has a land speed of 30 feet and a fly speed of 15 feet with average maneuverability. For purposes of spells and effects that target the junkbot, it is treated as a construct with the magical and technological subtypes. + +The battle junkbot has four hands. It is treated as if it had the Deadly Aim and Improved Combat Maneuver (Bull Rush, Grapple, Trip) feats. It has an attack bonus equal to 6 + your technomancer level; in one hand it wields a special buzzblade dagger that deals 6d8+6 damage instead of its normal damage, and a second hand carries a special light laser pistol that deals 6d6 damage instead of its normal damage. Damage from the junkbot’s special weapons counts as magic for the purpose of overcoming damage reduction. + +You can give new basic commands to your battle junkbot telepathically on your turn as a move action, and the junkbot can take actions as if it were a normal creature. You are aware when the robot has made an attack or combat maneuver and whether or not it was successful, as well as when the battle junkbot has been attacked, has taken damage, or is destroyed, but you can perceive nothing else through this basic telepathic link. + +When the battle junkbot is destroyed or this spell ends, the electronic equipment you used to create the junkbot falls apart into refuse, its circuitry fried beyond anything recognizable. You cannot use this refuse as a target to create another junkbot. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Chain Surge.md b/Compendium/SF1E/Spells/Spells Level 6/Chain Surge.md new file mode 100644 index 0000000..b4fd06c --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Chain Surge.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: evocation (electricity) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# CHAIN SURGE + +**Source** _Starfinder Core Rulebook pg. 342_ +**Classes** Technomancer 6 +**School** evocation (electricity) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Targets** one primary target and up to 10 secondary targets, no two of which can be more than 30 ft. from the primary target +**Duration** instantaneous +**Saving Throw** Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +Choose a primary target as well as up to 10 secondary targets within 30 feet of the primary target. The primary target must be carrying or wielding some kind of equipment that uses electricity. This spell causes the primary target’s electrical equipment to surge with deadly electricity, which arcs out to strike the secondary targets, dealing 13d12 electricity damage to all targets chosen. + +If the primary target fails its Reflex save, the spell also shorts out one of that target’s electrical items (your choice) for 1 round, meaning the primary target can’t use it for that period. If the primary target negates the effect entirely (such as with evasion), the secondary targets also suffer no effects. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Channel the Outer Sphere.md b/Compendium/SF1E/Spells/Spells Level 6/Channel the Outer Sphere.md new file mode 100644 index 0000000..ccbef32 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Channel the Outer Sphere.md @@ -0,0 +1,45 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration +tags: +Technomancer: +Witchwarper: +--- +# CHANNEL THE OUTER SPHERE + +**Source** _Galactic Magic pg. 69_ +**Classes** Mystic 6 +**School** conjuration +**Casting Time** 1 round; see text +**Range** medium (100 ft. + 10 ft./level) +**Area** cylinder (30-ft. radius, 100 ft. high) +**Duration** concentration, up to 1 round/level +**Saving Throw** Reflex half, see text; **Spell Resistance** no + +## DESCRIPTION + +You weaken the border between one of the outer planes and the area, drawing concentrated planar essence down to the battlefield in beams of volatile energy. A beam is a vertical line, 5 feet wide, from the top of the spell's area to the bottom, and it deals 4d8 damage to each creature in the beam. When you cast this spell and each time you concentrate on it, you can call down a damaging beam within the spell's area. A creature in the area of a beam can attempt a Reflex saving throw to halve the damage dealt by this spell. Creatures that fail this saving throw can suffer further ill effects, as noted. + +When you cast this spell, select one of the following planes. You can only select a plane within one alignment step of your own. The beams gain additional effects based on the plane selected. + +**Heaven (LG)**: When you choose Heaven, channel the outer sphere deals fire damage that has the lawful and good descriptors. Good creatures are immune to all damage dealt by this spell. Creatures that fail their Reflex saving throw are blinded 1 round. + +**Nirvana (NG)**: When you choose Nirvana, channel the outer sphere deals nonlethal bludgeoning damage that has the good descriptor. Good creatures in the area of a beam are immune to all damage dealt by this spell and have 4d8 Hit Points restored. + +**Elysium (CG)**: When you choose Elysium, channel the outer sphere deals sonic damage that has the chaotic and good descriptors. Good creatures in the area of a beam are immune to all damage dealt by this spell and escape from unwelcome bonds, immediately removing the entangled and grappled conditions. + +**Axis (LN)**: When you choose Axis, channel the outer sphere deals electricity damage that has the lawful descriptor. Creatures that fail their Reflex saving throw are entangled for 1 round. + +**Boneyard (N)**: When you choose the Boneyard, channel the outer sphere deals damage with the force descriptor. Undead in the area of a beam are dealt an additional 2d8 damage, for a total of 6d8 damage. + +**Maelstrom (CN)**: When you choose the Maelstrom, the damage dealt by channel the outer sphere has the chaotic descriptor and an additional damage type determined randomly each round from among the following: acid, cold, electricity, fire. Creatures that fail their Reflex saving throw are confused for 1 round. + +**Hell (LE)**: When you choose Hell, channel the outer sphere deals fire damage that has the lawful and evil descriptors. Creatures that fail their Reflex saving throw gain the burning condition (1d8). + +**Abaddon (NE)**: When you choose Abaddon, channel the outer sphere deals acid damage that has the evil descriptor. Creatures that fail their Reflex saving throw are sickened for 1 round. + +**Abyss (CE)**: When you choose the Abyss, channel the outer sphere deals slashing damage that has the chaotic and evil descriptors. Creatures that fail their Reflex saving throw are bleeding (1d8). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Cheat Time.md b/Compendium/SF1E/Spells/Spells Level 6/Cheat Time.md new file mode 100644 index 0000000..45ed9ff --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Cheat Time.md @@ -0,0 +1,33 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: +--- +# CHEAT TIME + +**Source** _Galactic Magic pg. 70_ +**Classes** Precog 6 +**School** abjuration +**Casting Time** 1 round; see text +**Range** personal +**Duration** instantaneous + +## DESCRIPTION + +You unfetter yourself in time, rapidly performing a variety of actions in the blink of an eye. You can perform up to six actions from the following options, in a combination and order of your choice, though some actions end the spell immediately. + +**Attack**: You can perform an attack with any weapon you're wielding. After you perform this action, _cheat time_ immediately ends, eliminating any unused actions. + +**Combat Maneuver**: You can perform a bull rush, dirty trick, disarm, or trip combat maneuver. When you attempt these combat maneuvers, you can use your key ability modifier instead of your Strength modifier if it's higher. + +**Manipulate Object**: You can manipulate an object within reach. + +**Move**: You can move up to your speed. This movement doesn't provoke attacks of opportunity. + +**Spell**: You can cast a spell with a casting time of 1 standard action. After you perform this action, if the spell you cast is offensive, _cheat time_ immediately ends, eliminating any unused actions. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Control Gravity.md b/Compendium/SF1E/Spells/Spells Level 6/Control Gravity.md new file mode 100644 index 0000000..37a70f1 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Control Gravity.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# CONTROL GRAVITY + +**Source** _Starfinder Core Rulebook pg. 345_ +**Classes** Mystic 6, Technomancer 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** up to one 10-ft. cube/2 levels (S) +**Duration** 1 round/level (D) +**Saving Throw** Fortitude negates, see text; **Spell Resistance** no + +## DESCRIPTION + +You can control gravity in an area, causing it to reverse, become zero-g, or become extremely strong. A creature or object within the area that succeeds at its saving throw is unaffected (though if it stays in the area, it must succeed at a new save each round or become affected), but it might still suffer secondary effects (such as an object flying up from reversed gravity, or an object falling upon it when the spell ends). You choose how to have this spell affect gravity when you cast it, and you cannot change it without recasting the spell. If two _control gravity_ spells affect the same area, they negate each other in the area of overlap. + +If you reverse gravity in an area, you cause unattached objects and creatures in the area to fall upward and reach the top of the affected area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the spell’s area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, affected objects and creatures fall downward. Creatures who can fly or levitate can keep themselves from falling in either direction. + +If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Acrobatics check to fly to remain in the air. + +An area of zero-g works like the zero gravity environment (see page 402). You can also use this spell to make areas of zero gravity, heavy gravity, or low gravity act as standard gravity for the duration (see page 402). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Control Undead.md b/Compendium/SF1E/Spells/Spells Level 6/Control Undead.md new file mode 100644 index 0000000..c8b6649 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Control Undead.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: +tags: +Technomancer: +Witchwarper: +--- +# CONTROL UNDEAD + +**Source** _Starfinder Core Rulebook pg. 345_ +**Classes** Mystic 6, Precog 6, Technomancer 6 +**School** necromancy +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** undead creatures with individual CRs no greater than your level + 1 and a total CR no greater than twice your level, no two of which can be more than 30 ft. apart +**Duration** 1 minute/level +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +This spell enables you to control undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. No matter what, the controlled undead do not attack you. At the end of the spell, the targets revert to their normal behavior. + +If any of the undead are under the control of a hostile creature, that controlling creature can attempt a Will saving throw (DC = the spell’s DC) to negate this spell’s effect if the creature failed its initial saving throw. Each undead under the control of another creature grants its controlling creature a separate saving throw to negate the effect for that undead. + +Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell’s duration ends. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Discharge, Greater.md b/Compendium/SF1E/Spells/Spells Level 6/Discharge, Greater.md new file mode 100644 index 0000000..f2db4ac --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Discharge, Greater.md @@ -0,0 +1,24 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# DISCHARGE, GREATER +**Source** _Starfinder Core Rulebook pg. 350_ +**Classes** Technomancer 6 +**School** abjuration +**Targets or Area** one creature or technological object, or a 20-ft.-radius burst + +## DESCRIPTION + +This spell functions as _discharge_, except it can discharge multiple technological objects. You can use it in one of two ways: an area discharge or a targeted discharge. + +**Area Discharge**: When used in this way, the spell affects everything within a 20-foot-radius burst. Each creature in the area is affected as though by _discharge_ (affecting only one object in the creature’s possession), and each unattended object is similarly affected. + +**Targeted Discharge**: If this spell targets a single creature, it can discharge one randomly determined object from the target’s charged or electrically powered possessions for every 4 caster levels you have. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Disintegrate.md b/Compendium/SF1E/Spells/Spells Level 6/Disintegrate.md new file mode 100644 index 0000000..78a9f19 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Disintegrate.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# DISINTEGRATE + +**Source** _Starfinder Core Rulebook pg. 350_ +**Classes** Precog 6, Technomancer 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature or object, or up to a 10-ft. cube of nonliving matter +**Duration** instantaneous +**Saving Throw** Fortitude partial (object); **Spell Resistance** yes + +## DESCRIPTION + +Immense power shoots from your finger, with the potential to disintegrate a target where it stands. + +When you cast this spell, a thin, green ray springs from your pointing finger. You must make a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit, the target takes 14d20 damage. Any creature reduced to 0 Hit Points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Only one target is affected per casting of this spell. + +When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but it does not affect other magical effects that are not an object, creature, or force effect. + +A creature or object that succeeds at a Fortitude saving throw is partially affected, taking only 4d20 damage. If this damage reduces the creature or object to 0 Hit Points, the target is entirely disintegrated. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Enshrining Refuge.md b/Compendium/SF1E/Spells/Spells Level 6/Enshrining Refuge.md new file mode 100644 index 0000000..0515fbf --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Enshrining Refuge.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# ENSHRINING REFUGE + +**Source** _Starfinder Core Rulebook pg. 353_ +**Classes** Mystic 6, Precog 6, Witchwarper 6 +**School** abjuration +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Area** all creatures in 40-ft. radius burst +**Duration** 1 round/level (D) +**Saving Throw** Will negates, see text; **Spell Resistance** no + +## DESCRIPTION + +All creatures within a 40-foot radius of the spell’s point of origin are protected from violence. Any opponent attempting to directly attack a warded creature, even with a targeted spell, must attempt a Will saving throw. If the opponent succeeds, it can attack that creature normally, though it takes a –2 penalty to attacks against that creature for the duration of the spell. On a failed save, the opponent can’t follow through with the attack, loses that action, and can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack a warded creature remain unaffected. + +This spell doesn’t prevent warded creatures from being affected by an attack with an area of effect, though a warded creature receives a +2 bonus to saving throws against such attacks. + +Each warded creature can breathe normally, no matter the surrounding atmosphere, and it suffers no harm from being in a hot or cold environment. A warded creature can’t attack without breaking the spell for itself, but it can use harmless spells and abilities that don’t require attack rolls, and it can act otherwise. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Ethereal Jaunt.md b/Compendium/SF1E/Spells/Spells Level 6/Ethereal Jaunt.md new file mode 100644 index 0000000..d19a6bc --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Ethereal Jaunt.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ETHEREAL JAUNT + +**Source** _Starfinder Core Rulebook pg. 354_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level (D) + +## DESCRIPTION + +You become ethereal, along with your equipment. For the duration of the spell, you are on the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence. + +An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear events and creatures on the Material Plane, but everything looks gray and ephemeral. Sight and hearing on the Material Plane are limited to 60 feet and many kinds of senses (such as blindsense and blindsight) don’t work across the planar boundary. + +Force effects and abjurations affect an ethereal creature normally, but force effects originating on the Ethereal Plane don’t affect targets on the Material Plane. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures and objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as you would if you were both on the Material Plane. + +If you end the spell and become material while inside a material object (such as a solid wall), you are shunted to the nearest open space and take 1d6 damage per 5 feet that you so travel. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Fist of Damoritosh.md b/Compendium/SF1E/Spells/Spells Level 6/Fist of Damoritosh.md new file mode 100644 index 0000000..d149c86 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Fist of Damoritosh.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (force) +tags: +Technomancer: +Witchwarper: +--- +# FIST OF DAMORITOSH + +**Source** _Galactic Magic pg. 74_ +**Classes** Mystic 6 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** 120 ft. +**Area** line-shaped burst +**Duration** instantaneous +**Saving Throw** Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You form a fist of divine energy and thrust it outward, damaging and potentially knocking down your enemies. You deal 12d8 damage with the force descriptor to each creature in the area. A creature that fails its Reflex save is additionally knocked prone. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Flesh to Stone.md b/Compendium/SF1E/Spells/Spells Level 6/Flesh to Stone.md new file mode 100644 index 0000000..9e7c345 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Flesh to Stone.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# FLESH TO STONE + +**Source** _Starfinder Core Rulebook pg. 355_ +**Classes** Mystic 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Targets** one creature +**Duration** instantaneous +**Saving Throw** Fortitude negates; **Spell Resistance** yes + +## DESCRIPTION + +You fire a dull gray ray at your target, making a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit and the target fails its Fortitude save, the target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the target (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it gives off no sign of life even upon close inspection. Only creatures made of flesh are affected by this spell. + +If this spell is cast upon a stone creature that was once flesh, it reverses the petrification. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Forcecage.md b/Compendium/SF1E/Spells/Spells Level 6/Forcecage.md new file mode 100644 index 0000000..377beea --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Forcecage.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: evocation (force) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# FORCECAGE + +**Source** _Galactic Magic pg. 74_ +**Classes** Precog 6, Technomancer 6, Witchwarper 6 +**School** evocation (force) +**Casting Time** 1 standard action +**Range** close (25 ft. + 5 ft./2 levels) +**Effect** barred cage (20-ft. cube) or cell (10-ft. cube) +**Duration** 1 round/level (D) +**Saving Throw** Reflex partial, see text; **Spell Resistance** no + +## DESCRIPTION + +You create an immobile, invisible but hollow cube of force composed of bars or solid walls (your choice). Creatures within the area are caught and contained. Creatures partially within the area when the cage appears can attempt a Reflex saving throw to avoid being shunted into the cage in the nearest open space. Otherwise, the creature is shunted out of the cage into the nearest open space. You can allow creatures to be shunted out even when they fail the save. If the cage is too small to accommodate creatures inside, the spell fails. The force walls or bars extend into the Ethereal Plane, blocking ethereal travel. The cage has walls of force on every side. A barred version has bands, each a half-inch wide, with half-inch gaps between them— creatures within the cage have improved cover against attacks coming from outside the cage. The cell version has no gaps. This spell otherwise functions per the parameters of the _wall of force_ spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Gravitational Singularity.md b/Compendium/SF1E/Spells/Spells Level 6/Gravitational Singularity.md new file mode 100644 index 0000000..1b8ce0b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Gravitational Singularity.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: +Witchwarper: +--- +# GRAVITATIONAL SINGULARITY + +**Source** _Starfinder Core Rulebook pg. 357_ +**Classes** Mystic 6 +**School** conjuration (creation) +**Casting Time** 1 round +**Range** medium (100 ft. + 10 ft./level) +**Effect** 5-ft.-cube gravitational singularity; see text +**Duration** 1 round/level (D) +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You call into being a tiny particle of mass with infinite density. You must conjure the singularity in a square that is unoccupied by any creatures or objects. When you finish casting this spell, the singularity immediately draws all Medium and smaller creatures and unattended objects of no more than light bulk within 30 feet toward it. Each round on your turn, the singularity makes a single special combat maneuver against creatures within 30 feet with an attack bonus equal to 4 + your caster level + your key ability modifier. Compare the result to each creature’s KAC + 8. If the singularity is successful, that creature is moved 5 feet toward the singularity plus 5 additional feet for every 5 by which the result exceeds a target’s KAC + 8. Unattended objects are automatically moved 10 feet toward the singularity each round. If a creature or object is moved into the square that contains the singularity, it is sucked inside it and takes 12d6 damage at the end of its turn each round it remains within that space. + +A creature drawn into the singularity can take no actions except a full action to try to escape (it still takes damage during the rounds it attempts to escape). A creature must succeed at either an Athletics check (DC = 15 + 1-1/2 × your mystic level) or a DC 22 Strength check to escape the singularity. The singularity can hold up to four Medium creatures or objects (two Small creatures or objects count as one Medium creature, and so on); if it would pull in additional creatures, those creatures are simply pulled into a square adjacent to the singularity. + +A creature within 50 feet of the singularity has its speed reduced by half when it moves away from the singularity. However, it can move at double its normal speed when moving toward the singularity. If a creature moves within 30 feet of the singularity at any point in its movement, it is subject to the combat maneuver described above. A creature that moves neither toward nor away from the singularity moves at its normal speed. + +When this spell ends, the singularity disappears, and creatures and objects that were sucked into the singularity appear in the space where you conjured it (or as close as possible to that space, if they can’t all fit within it). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Ice Prison.md b/Compendium/SF1E/Spells/Spells Level 6/Ice Prison.md new file mode 100644 index 0000000..07dcc58 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Ice Prison.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: evocation (cold) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# ICE PRISON + +**Source** _Galactic Magic pg. 76_ +**Classes** Technomancer 6, Witchwarper 6 +**School** evocation (cold) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** one creature +**Duration** 1 round/level (D) +**Saving Throw** Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You encase a creature in a block of ice. The creature takes 8d6 cold damage and becomes paralyzed. A creature that succeeds at a Reflex saving throw halves the damage it takes and avoids becoming paralyzed. Each round on its turn, a paralyzed creature takes an additional 4d6 cold damage and can spend a full action to attempt a new saving throw to end the paralyzed effect. The ice prison has hardness 21, 51 Hit Points, and vulnerability to fire. If the ice prison is destroyed, the spell ends. Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Inflict Pain, Mass.md b/Compendium/SF1E/Spells/Spells Level 6/Inflict Pain, Mass.md new file mode 100644 index 0000000..402e8d4 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Inflict Pain, Mass.md @@ -0,0 +1,22 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (mind-affecting, pain) +tags: +Technomancer: +Witchwarper: +--- +# INFLICT PAIN, MASS + +**Source** _Starfinder Core Rulebook pg. 361_ +**Classes** Mystic 6 +**School** enchantment (mind-affecting, pain) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions as _inflict pain_, except as noted above. + diff --git a/Compendium/SF1E/Spells/Spells Level 6/Interplanetary Teleport.md b/Compendium/SF1E/Spells/Spells Level 6/Interplanetary Teleport.md new file mode 100644 index 0000000..19ac653 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Interplanetary Teleport.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (teleportation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# INTERPLANETARY TELEPORT + +**Source** _Starfinder Core Rulebook pg. 362_ +**Classes** Precog 6, Technomancer 6, Witchwarper 6 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** solar system or plane; see text +**Targets** you and touched objects or touched willing or unconscious creatures +**Duration** instantaneous +**Saving Throw** none, Will negates (object); **Spell Resistance** no, yes (object) + +## DESCRIPTION + +This spell functions as _teleport_, except there is no hard range limit and you don’t need to have seen your destination. You can teleport to anywhere you are familiar with on the planet you are on while casting the spell, or you can teleport to any other planet in the same solar system. You must have an unambiguous idea of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world with oceans” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise, you arrive at a location that would not immediately be life threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails. + +You can also attempt to teleport to planets in different solar systems that you have visited before. This increases the casting time to 1 hour and costs a number of Resolve Points equal to the number of days it would take to reach the planet through Drift travel (assume a base engine with a Drift rating of 1; the GM rolls this randomly, after you begin casting the spell). If you don’t have enough Resolve Points, you spend all the Resolve Points you have available and the spell fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Invisibility, Mass.md b/Compendium/SF1E/Spells/Spells Level 6/Invisibility, Mass.md new file mode 100644 index 0000000..f3500f8 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Invisibility, Mass.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# INVISIBILITY, MASS +**Source** _Starfinder Core Rulebook pg. 362_ +**Classes** Precog 6, Technomancer 6, Witchwarper 6 +**School** illusion +**Range** long (400 ft. + 40 ft./level) +**Targets** any number of creatures, no two of which can be more than 180 ft. apart + +## DESCRIPTION + +This spell functions like _invisibility_, except the effect moves with the group and is broken when anyone in the group attacks. Individuals in the group can’t see one another. Any individual who moves more than 180 feet from the nearest member of the group loses the benefit of this spell. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Magic Seal, Greater.md b/Compendium/SF1E/Spells/Spells Level 6/Magic Seal, Greater.md new file mode 100644 index 0000000..84aa6c5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Magic Seal, Greater.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# MAGIC SEAL, GREATER +**Source** _Galactic Magic pg. 77_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** abjuration +**Casting Time** 1 round +**Range** medium (100 ft. + 10 ft./level) +**Area** 20-ft.-radius emanation centered on one creature, one unattended object or object you touch, or a point in space +**Duration** 1 round/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You create a seal that suppresses magic in an area, which radiates from a creature or an object and moves with that target. An unwilling target can attempt a saving throw against this spell and use its spell resistance, and the sealed area fails to manifest if either defense works. If you target a point, the effect is stationary + +. Once the field is established, each round a creature starts even partially in the area, that creature is affected as if by a _magic seal_ spell, and can attempt a saving throw and apply its spell resistance against the effect. A creature that saves one round might be affected the next. The effect also ends on a creature that leaves the area, but the creature can be affected again if it reenters the area. In any case, a creature protected by its spell resistance can't be affected again by the same casting of this spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Mind Swap.md b/Compendium/SF1E/Spells/Spells Level 6/Mind Swap.md new file mode 100644 index 0000000..8b52e64 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Mind Swap.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# MIND SWAP + +**Source** _Alien Archive 3 pg. 137_ +**Classes** Mystic 6 +**School** enchantment (compulsion, mind-affecting) +**Casting Time** 1 round +**Range** medium +**Targets** one creature +**Duration** 1 hour/level (D) +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +Your mind moves into the target’s body, and its mind moves into yours. You do not need line of sight or line of effect to the target if you know its location. Each target gains the Mind-Swapped graft. You can maintain the swap at any range on the same plane. You can shift back to your body as a standard action, and doing so ends the spell. If your new body is killed, you return to your body and the target dies. If your body is killed, you can remain in the host’s body for the duration or until it is killed. Then, you die if your body is still dead. However, if you recast this spell, you can reset the duration you remain in the target’s body. You can cast this spell from a body that is not your own, swapping minds with a new target and resetting the spell’s duration. However, you can return only to your body. + +If a creature saves against your casting of this spell, it is immune to your casting of this spell for 24 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Mystical Aegis, Greater.md b/Compendium/SF1E/Spells/Spells Level 6/Mystical Aegis, Greater.md new file mode 100644 index 0000000..3b97158 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Mystical Aegis, Greater.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# MYSTICAL AEGIS, GREATER +**Source** _Galactic Magic pg. 78_ +**Classes** Mystic 6, Technomancer 6 +**School** abjuration + +## DESCRIPTION + +This spell functions as _mystical aegis_, but it provides the benefits of a death ward spell and has 100 temporary Hit Points. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Obfuscate Drift Beacons.md b/Compendium/SF1E/Spells/Spells Level 6/Obfuscate Drift Beacons.md new file mode 100644 index 0000000..9b6fcdf --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Obfuscate Drift Beacons.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# OBFUSCATE DRIFT BEACONS + +**Source** _Drift Crisis pg. 123_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 hour +**Range** system-wide +**Duration** 1 day/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You obscure the Drift beacons in your current star system, making it more difficult to travel to that system. For the duration of the spell, the system takes 2d6 additional days to reach for the purposes of Drift travel to that system. This addition is factored in before dividing the result by a Drift engine’s rating, and a system can be affected by only one casting of this spell at a time. +This spell has no effect if cast while not in a star system or while within the Drift, and it doesn’t increase the time it takes to travel to Absalom Station. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Planar Barrier.md b/Compendium/SF1E/Spells/Spells Level 6/Planar Barrier.md new file mode 100644 index 0000000..f8a4f48 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Planar Barrier.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PLANAR BARRIER + +**Source** _Starfinder Core Rulebook pg. 368_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** abjuration +**Casting Time** 6 rounds +**Range** medium (100 ft. + 10 ft./level) +**Area** one 60-ft. cube/level (S) +**Duration** 24 hours +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +_Planar barrier_ seals an area against all planar travel into or within it. This includes all teleportation spells, summoning spells, plane shifting, astral travel, and ethereal travel. Such effects simply fail automatically. Starships cannot enter or emerge from Drift travel in an area affected by this spell. + +_Dispel magic_ does not dispel your _planar barrier_ effect unless the caster level of the creature attempting to dispel it is at least as high as your own. You can’t have multiple overlapping _planar barrier_ effects. If _planar barrier_ effects woulds overlap, the more recent effect stops at the boundary of the older effect. + +A _planar barrier_ can be made permanent with a special ritual, which takes 1 hour and requires materials worth 15,000 credits per 60-foot cube. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Plane Shift.md b/Compendium/SF1E/Spells/Spells Level 6/Plane Shift.md new file mode 100644 index 0000000..401d22b --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Plane Shift.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (teleporation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# PLANE SHIFT + +**Source** _Starfinder Core Rulebook pg. 369_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature, or up to eight willing or unconscious creatures +**Duration** instantaneous +**Saving Throw** Will negates; **Spell Resistance** yes + +## DESCRIPTION + +You move yourself or some other creature to another plane of existence or alternate dimension. If several willing or unconscious creatures are linked by hand in a circle, as many as eight can be affected by a single casting of _plane shift_. Arriving at a precise location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane (except for the Drift), though you appear 5 to 500 miles (5d%) from the last place one of the targets (your choice) was located last time that target traveled to that plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane, though you can use other means of transit, such as _interplanetary teleport_, to travel on the new plane. Mystics must have an object attuned to a specific plane or native to that plane in order to use _plane shift_ to travel to a plane. A technomancer requires a planar navigational program for a specific plane in order to travel to that plane with _plane shift_. Special rituals, jealously hoarded by powerful technomancers and mystics, can allow you to travel to specific locations on the chosen plane, or even to unknown worlds. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Psychic Surgery.md b/Compendium/SF1E/Spells/Spells Level 6/Psychic Surgery.md new file mode 100644 index 0000000..bcd9b8a --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Psychic Surgery.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: enchantment (mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# PSYCHIC SURGERY + +**Source** _Starfinder Core Rulebook pg. 370_ +**Classes** Mystic 6, Precog 6 +**School** enchantment (mind-affecting) +**Casting Time** 10 minutes +**Range** touch +**Targets** one willing or unconscious, living creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +_Psychic surgery_ heals the target of all Intelligence, Wisdom, and Charisma damage, and it restores all points permanently drained from the target’s Intelligence, Wisdom, and Charisma scores. It also eliminates all ongoing confusion, fear, and insanity effects. _Psychic surgery_ also removes any mental afflictions that could be removed with _dispel magic_, as well as mental diseases. _Psychic surgery_ removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity (even if the memory loss is due to the mundane passage of time). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Regenerate.md b/Compendium/SF1E/Spells/Spells Level 6/Regenerate.md new file mode 100644 index 0000000..3786940 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Regenerate.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (healing) +tags: +Technomancer: +Witchwarper: +--- +# REGENERATE + +**Source** _Starfinder Core Rulebook pg. 372_ +**Classes** Mystic 6, Precog 6 +**School** conjuration (healing) +**Casting Time** 3 rounds +**Range** touch +**Targets** one living creature +**Duration** instantaneous +**Saving Throw** Fortitude negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +The target’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs (including eyes) grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. + +_Regenerate_ also restores 12d8 Hit Points, rids the target of exhaustion and fatigue, and eliminates all nonlethal damage the target has taken. It has no effect on nonliving creatures (including undead). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Resistant Armor, Greater.md b/Compendium/SF1E/Spells/Spells Level 6/Resistant Armor, Greater.md new file mode 100644 index 0000000..2b70117 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Resistant Armor, Greater.md @@ -0,0 +1,19 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# RESISTANT ARMOR, GREATER +**Source** _Starfinder Core Rulebook pg. 374_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** abjuration + +## DESCRIPTION + +This spell functions as _lesser resistant armor_, but the target and her gear gain DR 15/— or energy resistance 15 that protects against four en \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Rewire Flesh, Mass.md b/Compendium/SF1E/Spells/Spells Level 6/Rewire Flesh, Mass.md new file mode 100644 index 0000000..31d78d8 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Rewire Flesh, Mass.md @@ -0,0 +1,20 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# REWIRE FLESH, MASS +**Source** _Starfinder Core Rulebook pg. 376_ +**Classes** Technomancer 6 +**School** transmutation +**Targets** up to one living creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This functions as _rewire flesh_, except as stated above. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Security Protocol.md b/Compendium/SF1E/Spells/Spells Level 6/Security Protocol.md new file mode 100644 index 0000000..b16613e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Security Protocol.md @@ -0,0 +1,37 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: abjuration +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SECURITY PROTOCOL + +**Source** _Character Operations Manual pg. 140_ +**Classes** Technomancer 6 +**School** abjuration +**Casting Time** 30 minutes +**Range** see text +**Targets** one building or starship up to 200 sq. ft./level in size; see text (D) +**Duration** 2 hours/level +**Saving Throw** see text; **Spell Resistance** see text + +## DESCRIPTION + +You protect one building or starship you are within by outfitting it with various technological and magical effects. This spell can protect a contiguous area delineated by walls or other enclosed structures, such as part of a large indoor complex, but you must designate the area along the walls or other significant partitions that separate rooms and corridors—the area cannot protect only part of any room or hallway. +Once cast, this spell creates the following effects. Effects that allow saving throws or spell resistance say so. Spell effects are treated as if you had cast that spell at your caster level, have a save DC equal to this spell’s, and last as long as this spell does. +**Confusion:** Where choices in direction exist, a minor confusing effect imposes a 50% chance that the creature goes in a random wrong direction. This is an enchantment, mind-affecting effect. Spell resistance applies. +**Doors:** Doors you choose are affected as if by security seal. +**Fog:** Areas you designate are filled with dense fog clouds that obscure the area like a _fog cloud_ spell, up to a number of clouds equal to half your caster level. +**Hidden Doors:** One door per caster level can be concealed with a 1st-level _holographic image_ that makes it appear to be a plain wall. This effect allows a Will saving throw to disbelieve the illusion, with a DC equal to this spell’s DC. +**Laser Nets:** Areas you designate are protected as if by the _laser net_ spell . This effect allows Reflex saves as described in that spell, with a DC equal to this spell’s DC. +In addition, when you cast this spell, you can place one of the following effects. + +- _Dancing lights_ in four corridors, as the spell. +- _Grease_ in two places. This effect allows Reflex saving throws as described in that spell, with a DC equal to this spell’s DC. +- _Logic bomb_ on two computers in the area. This effect allows a Fortitude saving throw as described in that spell, and spell resistance applies. +- A _smog bank_ in two places. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Shadow Walk.md b/Compendium/SF1E/Spells/Spells Level 6/Shadow Walk.md new file mode 100644 index 0000000..65d91a7 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Shadow Walk.md @@ -0,0 +1,31 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion (shadow) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SHADOW WALK + +**Source** _Starfinder Core Rulebook pg. 376_ +**Classes** Mystic 6, Technomancer 6, Witchwarper 6 +**School** illusion (shadow) +**Casting Time** 1 standard action +**Range** touch +**Targets** up to one Medium creature or vehicle/level +**Duration** 1 hour/level (D) +**Saving Throw** Will negates (object); **Spell Resistance** yes (object) + +## DESCRIPTION + +To use _shadow walk_, you must be in an area of dim light. You and any creature or vehicle you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. + +All targets affected must be in direct contact with one another. A Large target counts as two Medium targets, a Huge target counts as four Medium targets, and so forth. Creatures you transport this way can opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if the creatures are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow can attempt a Will saving throw to negate the effect. + +In the region of shadow, you move at a rate of 200 miles per hour. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no saving throw). + +_Shadow walk_ can also be used to travel to other planes that border on the Plane of Shadow (except for the Drift), but this usage requires you to travel across the Plane of Shadow to arrive at a border with another plane of reality, which takes 1d4 hours. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Shadowy Fleet.md b/Compendium/SF1E/Spells/Spells Level 6/Shadowy Fleet.md new file mode 100644 index 0000000..c8b335d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Shadowy Fleet.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: illusion (shadow) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SHADOWY FLEET + +**Source** _Starfinder Core Rulebook pg. 376_ +**Classes** Technomancer 6 +**School** illusion (shadow) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** 60-ft. radius +**Duration** 1 round/level +**Saving Throw** Will disbelief and Reflex half, see text; **Spell Resistance** yes + +## DESCRIPTION + +You create a powerful vision of a fleet of hostile starships overhead that appears to rain fiery laser shots mercilessly at your enemies. The ships appear to be 1,000 feet overhead and target a 60-foot-radius area that you designate on the ground. You can’t cast this spell indoors unless you are within a structure that a fleet of starships could believably fit within. + +Each round this spell is in effect, the starships deal 3d6 piercing damage and 3d6 fire damage to all hostile creatures in the area as the ships appear to shoot lasers at your enemies. If a creature interacts with the illusion (such as by taking damage), it can attempt a Will saving throw to take only half of this damage per round for the remainder of the spell. Regardless of whether a creature disbelieves the illusion, each round it takes damage from this spell, it can attempt a Reflex saving throw to instead take half damage; thus, if a creature that succeeded at its Will saving throw also succeeds at its Reflex save in a given round, it takes one-quarter the spell’s damage that round. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Snuff Life.md b/Compendium/SF1E/Spells/Spells Level 6/Snuff Life.md new file mode 100644 index 0000000..5470490 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Snuff Life.md @@ -0,0 +1,35 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: necromancy (death) +tags: +Technomancer: +Witchwarper: +--- +# SNUFF LIFE + +**Source** _Starfinder Core Rulebook pg. 377_ +**Classes** Mystic 6, Precog 6 +**School** necromancy (death) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one creature/2 levels, no two of which can be more than 30 ft. apart +**Duration** instantaneous +**Saving Throw** Fortitude partial, see text; **Spell Resistance** yes + +## DESCRIPTION + +You twist the essence of life that flows through your targets, snuffing the spark out of weaker creatures and debilitating or disabling others. This spell’s effects depend on each target’s CR. + +A creature of CR 5 or lower is slain by this spell. If it succeeds at a Fortitude saving throw, it is instead reduced to 1 Hit Point. + +A creature of CR 6–10 takes 10d20 damage and is stunned for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the stunned effect. + +A creature of CR 11–14 takes 8d20 damage and is staggered for 3 rounds. If it succeeds at a Fortitude saving throw, it takes half damage and negates the staggered effect. + +A creature of CR 15 or higher takes 6d20 damage. If it succeeds at a Fortitude saving throw, it takes half damage. + +Regardless of whether the target succeeds at its saving throw, it still might die from the damage this spell deals, though in this case the spell is not a death effect. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Spells Level 6.md b/Compendium/SF1E/Spells/Spells Level 6/Spells Level 6.md new file mode 100644 index 0000000..3979166 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Spells Level 6.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SPELLS LEVEL 6 +``` dataview +TABLE +School, Mystic, Precog, Techomancer, Witchwarper +FROM "Codex/Spells/Spells Level 6" +SORT Level ASC +``` \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Star Storm.md b/Compendium/SF1E/Spells/Spells Level 6/Star Storm.md new file mode 100644 index 0000000..f8ed7b0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Star Storm.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# STAR STORM + +**Source** _Character Operations Manual pg. 142_ +**Classes** Mystic 6, Witchwarper 6 +**School** evocation +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Area** cylinder (40-ft. radius, 40 ft. high) +**Duration** instantaneous +**Saving Throw** Reflex half; **Spell Resistance** yes + +## DESCRIPTION + +Stellar plasma rains down in the area, dealing 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area. + +Site Owner: Rose-Winds LLC (Blake Davis) \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Star Touch.md b/Compendium/SF1E/Spells/Spells Level 6/Star Touch.md new file mode 100644 index 0000000..3e1b069 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Star Touch.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# STAR TOUCH + +**Source** _Galactic Magic pg. 82_ +**Classes** Mystic 6, Witchwarper 6 +**School** evocation +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature or object +**Duration** instantaneous +**Saving Throw** Fortitude partial (object); **Spell Resistance** yes + +## DESCRIPTION + +You attempt to form a miniature star's core inside your target. Choose a point that adjoins the target's space and is within your reach. Then, attempt a melee attack against the target's EAC, adding the higher of your key ability modifier or your Strength modifier to the attack roll. On a miss, the effect fills a 5-foot-radius spread, and creatures in the area must attempt Fortitude saving throws. Creatures that fail take 6d10 electricity and fire damage and fall prone. Those that succeed take only half the electricity and fire damage. Medium radiation fills the area, spreading in normal increments, for 1 minute. On a hit, the target must attempt a Fortitude saving throw, taking 20d10 electricity and fire damage and falling prone on a failure. On a success, the target rejects the star core, and the effect is as if you missed. If the damage reduces the hit target to 0 Hit Points, or the target is an object, it (or a cube of the object with edges within 5 feet of the chosen point, a 10-foot cube total) collapses into a tiny orb of luminous plasma at the chosen point. Any nonmagical objects a target creature wears or carries are destroyed. High radiation then fills the area from the chosen point, spreading in normal increments, for 1 minute. + +Casting this spell doesn't provoke attacks of opportunity. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Star Wall.md b/Compendium/SF1E/Spells/Spells Level 6/Star Wall.md new file mode 100644 index 0000000..496494d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Star Wall.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: evocation (electricity, fire) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# STAR WALL + +**Source** _Galactic Magic pg. 83_ +**Classes** Mystic 6, Witchwarper 6 +**School** evocation (electricity, fire) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** charged, radioactive plasma wall up to 20 ft. long/level or a ring with a radius up to 5 ft./2 levels; either form 20 ft. high +**Duration** concentration + 1 round/level +**Saving Throw** Reflex partial, see text; **Spell Resistance** no + +## DESCRIPTION + +An immobile, vertical curtain of glowing, electromagnetically charged gas springs into existence. The wall raises the light level to bright within 20 feet of it, raises the light level to normal within 20 more feet, and raises the light level one step (up to normal) within 20 more feet. A creature within 5 feet of the wall when it appears must succeed at a Reflex save or become blinded for 1 round and dazzled for 1 round thereafter. + +One side of the wall, selected by you, sends forth waves of charged particles, dealing 6d6 fire and electricity damage to creatures within 10 feet, 3d6 fire and electricity damage to those beyond 10 feet but within 20 feet, and 1d6 fire and electricity damage to those beyond 20 feet but within 30 feet. Also, the wall sheds high radiation within 10 feet, with the radiation diminishing to medium between 10 and 20 feet, and to low between 20 and 30 feet. The wall deals its damage when it appears and on your turn each subsequent round. The wall also deals 12d6 fire and electricity damage to any creature passing through it. The wall deals double damage to undead creatures and any creature damaged by sunlight. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Subjective Reality.md b/Compendium/SF1E/Spells/Spells Level 6/Subjective Reality.md new file mode 100644 index 0000000..b9e0110 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Subjective Reality.md @@ -0,0 +1,23 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: illusion (mind-affecting) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SUBJECTIVE REALITY + +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Mystic 6, Witchwarper 6 +**School** illusion (mind-affecting) +**Casting Time** 1 standard action +**Range** personal +**Duration** 1 round/level (D) + +## DESCRIPTION + +Choose one object or creature you can see within long range (400 feet + 40 feet/level). You alter your perceptions to become convinced the target is an illusion. For you, the target becomes transparent and does not create sound or smell. Until the spell ends, you can move through the target unimpeded and the target can move through you. The target’s nonmagical attacks can’t harm you, and the target’s magical attacks deal half damage to you. The target’s non-damaging magical abilities have only a 50% chance of affecting you, and you are immune to all its sonic, language-dependent, and scent-based attacks. However, your attacks deal no damage to the target, and your magical abilities don’t affect the target at all. You or the target can affect each other normally through intermediaries. For instance, while the target would be immune to the direct effects of your _charm monster_ spell, if you charmed another creature that then attacked the target creature, the target would not be immune to the damage from that attack. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Suggestion, Mass.md b/Compendium/SF1E/Spells/Spells Level 6/Suggestion, Mass.md new file mode 100644 index 0000000..6fad912 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Suggestion, Mass.md @@ -0,0 +1,21 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: enchantment (compulsion, language-dependent, mind-affecting) +tags: +Technomancer: +Witchwarper: +--- +# SUGGESTION, MASS +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Mystic 6 +**School** enchantment (compulsion, language-dependent, mind-affecting) +**Range** medium (100 ft. + 10 ft./level) +**Targets** up to one creature/level, no two of which can be more than 30 ft. apart + +## DESCRIPTION + +This spell functions as _suggestion_, except it can affect more creatures. All of the affected creatures are subject to the same suggestion. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Summon Corpse.md b/Compendium/SF1E/Spells/Spells Level 6/Summon Corpse.md new file mode 100644 index 0000000..8d0bb91 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Summon Corpse.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (summoning) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# SUMMON CORPSE + +**Source** _Galactic Magic pg. 83_ +**Classes** Mystic 6, Witchwarper 6 +**School** conjuration (summoning) +**Casting Time** 1 standard action +**Range** unlimited +**Targets** one dead creature +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You summon the body of a deceased creature that has been dead for no longer than 1 day per caster level from its current position to your side. Deceased creatures up to Large size can be summoned from any location, on any plane, regardless of the current state of their body. The body doesn't come with any objects or possessions. This spell fails automatically if the deceased has been returned to life or is undead. This spell can't be used to summon corpses from the Drift to another plane, or from another plane to the Drift. + +Casting this spell requires you to create a complex representation of the target body, worth at least 10,000 credits, to serve as a beacon for the body's return. This object is consumed when you cast the spell. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Summon Drift Beacons.md b/Compendium/SF1E/Spells/Spells Level 6/Summon Drift Beacons.md new file mode 100644 index 0000000..06bd734 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Summon Drift Beacons.md @@ -0,0 +1,25 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: conjuration (summoning) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# SUMMON DRIFT BEACONS + +**Source** _Near Space pg. 157_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** conjuration (summoning) +**Casting Time** 1 hour +**Range** system-wide +**Duration** 1 day/level +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You conjure several Drift beacons into your current star system. The beacons appear orbiting the star or stars at various distances but are not in danger of colliding with any other celestial bodies. For the duration of the spell, the system takes 2d6 fewer days to reach for the purposes of Drift travel to that system, to a minimum of 1 day. This reduction is factored in before dividing the result by a Drift engine’s rating, and a system can benefit from only one casting of this spell at a time. The beacons return to where they came from when the spell ends. +This spell has no effect if cast while not in a star system or while within the Drift, and it does not reduce the time it takes to travel to Absalom Station. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Sympathetic Vibration.md b/Compendium/SF1E/Spells/Spells Level 6/Sympathetic Vibration.md new file mode 100644 index 0000000..e95b4b2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Sympathetic Vibration.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: evocation (sonic) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: +--- +# SYMPATHETIC VIBRATION + +**Source** _Starfinder Core Rulebook pg. 379_ +**Classes** Technomancer 6 +**School** evocation (sonic) +**Casting Time** 10 minutes +**Range** touch +**Targets** one freestanding structure or vehicle +**Duration** up to 1 round/level +**Saving Throw** none; **Spell Resistance** yes + +## DESCRIPTION + +By attuning yourself to a freestanding structure or vehicle (this doesn’t include starships), you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 sonic damage per round to the target, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise, it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding material dissipates the effect and no damage occurs. + +Sympathetic vibration can’t affect creatures (even if they are constructs). \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Telepathic Jaunt.md b/Compendium/SF1E/Spells/Spells Level 6/Telepathic Jaunt.md new file mode 100644 index 0000000..822284f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Telepathic Jaunt.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: +School: conjuration (teleporation) +tags: +Technomancer: +Witchwarper: +--- +# TELEPATHIC JAUNT + +**Source** _Starfinder Core Rulebook pg. 381_ +**Classes** Mystic 6 +**School** conjuration (teleportation) +**Casting Time** 1 standard action +**Range** touch +**Targets** you and touched objects and other touched willing or unconscious creatures +**Duration** instantaneous +**Saving Throw** none, Will negates (object); **Spell Resistance** no, yes (object) + +## DESCRIPTION + +_Telepathic jaunt_ thrums along the mental connection you have with a creature with which you currently have an active telepathic bond via your mystic telepathic bond class feature (but not via the _telepathic bond_ spell), and it instantly teleports you to that creature. This spell teleports you to a random, unoccupied square adjacent to the creature with which you have the telepathic bond. If no such square is available, you teleport to the closest eligible square; if the nearest eligible square is more than 50 feet away from the creature, this spell fails. + +You can be transported any distance within a plane, even across the galaxy, but you can’t travel between planes, and you can’t transport yourself to a creature if one of you is traveling via Drift travel and the other isn’t. In addition to yourself, you can transport any objects you carry as long as their weight doesn’t exceed your maximum load. You can also bring up to six additional willing or unconscious Medium or smaller creatures (each carrying gear or objects up to its maximum load) or their equivalent. A Large creature counts as two Medium creatures, and a Huge creature counts as two Large creatures. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. There must be sufficient space near the creature with which you have the telepathic bond for all the creatures you are teleporting, or this spell fails. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Terraform.md b/Compendium/SF1E/Spells/Spells Level 6/Terraform.md new file mode 100644 index 0000000..dfe2bb0 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Terraform.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: transmutation +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# TERRAFORM + +**Source** _Starfinder Core Rulebook pg. 382_ +**Classes** Precog 6, Technomancer 6, Witchwarper 6 +**School** transmutation +**Casting Time** 1 hour +**Range** 100 ft. +**Area** 100-ft.-radius emanation centered on you +**Duration** 1 day/level; see text +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You alter the area’s terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert into plains. To cast this spell, you must spend 10 Resolve Points along with technological gear worth 30,000 credits (which is magically augmented to do much of the terraforming, then consumed by the spell). A xenodruid mystic instead uses crystals and incenses worth 30,000 credits. This magically alters the area’s climate and normal plants to those appropriate to the new terrain, but it doesn’t affect creatures or the configuration of the ground. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but it doesn’t flatten the hills or change the animals to suit the new environment. + +You can alter the climate by one step (cold, temperate, or warm). The maximum extent of the terrain change is up to the GM, but in general it changes to a similar terrain type or by one step within that terrain type (such as from a typical forest to a forest with massive trees or light undergrowth, from a shallow bog to a deep bog, and so on). + +Multiple castings of the spell in the same area can create an area with radically different terrain and climate than the surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration or that some are suitable for the area and extend the duration. This spell could have many secondary effects based on the nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants, which could deplete the water table in nearby areas. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/True Seeing.md b/Compendium/SF1E/Spells/Spells Level 6/True Seeing.md new file mode 100644 index 0000000..eee6c1f --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/True Seeing.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# TRUE SEEING + +**Source** _Starfinder Core Rulebook pg. 383_ +**Classes** Mystic 6, Precog 6, Technomancer 6, Witchwarper 6 +**School** divination +**Casting Time** 1 standard action +**Range** touch +**Targets** one creature +**Duration** 1 minute/level +**Saving Throw** Will negates (harmless); **Spell Resistance** yes (harmless) + +## DESCRIPTION + +You confer upon the target the ability to see all things within 120 feet as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects that are invisible or displaced, sees through illusions, and sees the true form of changed or transmuted things. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). + +_True seeing_, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. _True seeing_ does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Unspeakable Presences.md b/Compendium/SF1E/Spells/Spells Level 6/Unspeakable Presences.md new file mode 100644 index 0000000..ccc939e --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Unspeakable Presences.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: transmutation +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# UNSPEAKABLE PRESENCES + +**Source** _Character Operations Manual pg. 142_ +**Classes** Witchwarper 6 +**School** transmutation +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** 60-ft. radius +**Duration** 1 round/level (D) +**Saving Throw** none; see text; **Spell Resistance** no + +## DESCRIPTION + +You swap the space beneath your enemies with the gnashing maws, tentacles, and claws of hideous beasts from another reality. A foe in the area takes 4d6 damage per round and cannot move until it succeeds at a Reflex saving throw, which it can attempt at the end of each of its turns. At that point, the opponent can be affected again only if it leaves the spell’s area and then returns. +A creature that takes damage from this spell 3 rounds in a row must succeed at a Fortitude save or be consumed by the unspeakable presences. That creature dies, and when the spell ends, its body and gear disappear into the realities from whence the presences came. This is a death effect. Only _miracle_, _warp reality_, and _wish_ can bring back a creature slain this way. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Usher Apocalypse.md b/Compendium/SF1E/Spells/Spells Level 6/Usher Apocalypse.md new file mode 100644 index 0000000..3e0f9a2 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Usher Apocalypse.md @@ -0,0 +1,26 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: "`ris:Checkbox`" +School: illusion (shadow) +tags: +Technomancer: +Witchwarper: "`ris:Checkbox`" +--- +# USHER APOCALYPSE + +**Source** _Character Operations Manual pg. 142_ +**Classes** Precog 6, Witchwarper 6 +**School** illusion (shadow) +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Area** 60-ft. radius +**Duration** 1 round/level (D) +**Saving Throw** Will disbelief and Reflex partial; see text; **Spell Resistance** yes + +## DESCRIPTION + +You create a quasi-real apocalypse to tear through the area, causing several effects. When the spell first takes effect, illusory hellfire crashes to the ground, dealing 6d6 fire damage to your enemies in the area. Creatures can attempt a Will saving throw to disbelieve the fiery vision and take only half damage. +Then, for the duration, two more effects continue. An illusion makes the ground appear to be unstable crust over lava, which your foes treat as difficult terrain. Grasping hands appear to reach out from the ground to grab at enemies. Each time an enemy starts its turn in the area, it must succeed at a Reflex saving throw or be unable to leave its space for the turn. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Veil.md b/Compendium/SF1E/Spells/Spells Level 6/Veil.md new file mode 100644 index 0000000..749fff5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Veil.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: illusion +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# VEIL + +**Source** _Starfinder Core Rulebook pg. 384_ +**Classes** Technomancer 6, Witchwarper 6 +**School** illusion +**Casting Time** 1 standard action +**Range** long (400 ft. + 40 ft./level) +**Targets** up to one or more creatures, no two of which can be more than 30 ft. apart +**Duration** concentration + 1 hour/level (D) +**Saving Throw** Will negates or disbelief, see text; **Spell Resistance** yes, see text + +## DESCRIPTION + +You instantly change the appearance of the targets and then maintain that appearance for the spell’s duration. You can make the targets appear to be anything you wish. The targets look, feel, and smell just like what the spell makes them resemble. Affected creatures return to their normal appearances if slain. You must succeed at a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus to such a check (since it counts as altering your form). + +An unwilling target can negate the spell’s effect on it by succeeding at a Will saving throw or by relying on spell resistance. Those who interact with the targets can attempt Will saving throws to disbelieve the illusion, but spell resistance doesn’t help pierce the illusion. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Vision.md b/Compendium/SF1E/Spells/Spells Level 6/Vision.md new file mode 100644 index 0000000..cd10af5 --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Vision.md @@ -0,0 +1,27 @@ +--- +aliases: +Level: 6 +Mystic: "`ris:Checkbox`" +NoteType: Spell +Precog: "`ris:Checkbox`" +School: divination +tags: +Technomancer: +Witchwarper: +--- +# VISION + +**Source** _Starfinder Core Rulebook pg. 384_ +**Classes** Mystic 6, Precog 6 +**School** divination +**Casting Time** 1 standard action +**Range** personal +**Duration** see text + +## DESCRIPTION + +You pose a question about some person, place, or object while casting this spell. If the person or object is at hand or if you are in the place in question and you succeed at a caster level check (1d20 + your caster level, DC 20), you receive a vision about that person, place, or object. The information gained includes everything available about the target that could be discovered by spending weeks in dedicated research with excellent-quality but standard reference works. + +If the person or object is not at hand or you are not in the place and you know only detailed information about the person, place, or object, the DC of the caster level check is 25 and the information gained is incomplete (though it often provides enough information to help you find the person, place, or thing, thus allowing a better _vision_ result next time). If you know only rumors, the DC is 30 and the information gained is vague (though it often directs you to more detailed information, thus allowing a better _vision_ result next time). In most circumstances, you can’t glean information about what occurred during the Gap with this spell. + +Casting this spell requires access to a computer or similar device, which displays the information gained. Additionally, casting this spell places considerable strain on you, requiring you to spend 1 Resolve Point. \ No newline at end of file diff --git a/Compendium/SF1E/Spells/Spells Level 6/Wall of Steel.md b/Compendium/SF1E/Spells/Spells Level 6/Wall of Steel.md new file mode 100644 index 0000000..2f0075d --- /dev/null +++ b/Compendium/SF1E/Spells/Spells Level 6/Wall of Steel.md @@ -0,0 +1,29 @@ +--- +aliases: +Level: 6 +Mystic: +NoteType: Spell +Precog: +School: conjuration (creation) +tags: +Technomancer: "`ris:Checkbox`" +Witchwarper: "`ris:Checkbox`" +--- +# WALL OF STEEL + +**Source** _Starfinder Core Rulebook pg. 385_ +**Classes** Technomancer 6, Witchwarper 6 +**School** conjuration (creation) +**Casting Time** 1 standard action +**Range** medium (100 ft. + 10 ft./level) +**Effect** steel wall with area up to one 5-ft. square/level; see text +**Duration** instantaneous +**Saving Throw** none; **Spell Resistance** no + +## DESCRIPTION + +You cause a flat, vertical steel wall to spring into existence. The stress of casting this spell requires you to spend 1 Resolve Point. The wall can fit into any space of surrounding nonliving material if its area is sufficient to do so. The wall can’t be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. + +A wall of steel is 4 inches thick. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has hardness 15 and 45 Hit Points per inch of thickness. A section of wall that is reduced to 0 Hit Points is breached. The DC of the Strength check for a creature to break through the wall with a single attack is 30. The wall is firmly anchored to its surroundings, and it doesn’t easily tip over; it can’t be summoned into any area where it is likely to fall or collapse. + +Like any steel wall, this wall is subject to perforation and other natural phenomena, though it doesn’t rust or corrode under typical circumstances. The metal created by this spell is not suitable for use in the creation of other objects and can’t be sold. \ No newline at end of file diff --git a/Rules/SF1E/Activites/Crafting.md b/Rules/SF1E/Activites/Crafting.md new file mode 100644 index 0000000..cf6fca0 --- /dev/null +++ b/Rules/SF1E/Activites/Crafting.md @@ -0,0 +1,33 @@ +--- +aliases: +tags: +--- +# CRAFTING +**Source** Starfinder Core Rulebook pg. 235 + + + +# CRAFTING +| Skill | Item | +| ----------------------------------------------------------------------------------- | ---------------------------------------------------------------------------- | +| [[Engineering (Int, Trained only)]] | [[Armor]] , [[Vehicles]] , [[Technological Items]] | +| [[Mysticism (Wis, Trained Only)]] | [[Weapon Fusions]], [[Atlas Magic Items]] | +| [[Engineering (Int, Trained only)]] & [[Mysticism (Wis, Trained Only)]] | [[Atlas Hybrid Items]] | +| [[Life Science (Int, Trained only)]] oder [[Physical Science (Int, Trained only)]] | Drugs, Poisons, Medicinals | +| [[Life Science (Int, Trained only)]] | Food, Drinks, etc. | +| [[Computers (Int, Trainded only)]] oder [[Engineering (Int, Trained only)]] | Computers | + + + + + + +Rather than buying mass-produced, mass-marketed equipment, characters with the right [[Skills]] can construct their own equipment. This takes time, and due to the economies of scale enjoyed by multisystem corporations and shops with dedicated construction machines and drones, it does not save you any money. However, it allows you to acquire exactly what you need, as long as you can meet the construction requirements. + +A player character can create all the items presented in this chapter as long as he has the [[Skills]], materials, tools, and time needed to construct it. He must have a number of ranks in the appropriate skill equal to the item level of the item to be created. For [[Weapons Manufacturers|weapons]], [[Armor]], vehicles, and technological equipment, the appropriate skill is Engineering. For magic fusions and [[Atlas Magic Items]], the appropriate skill is Mysticism. For [[Atlas Hybrid Items]], you must have the required ranks in both Engineering and Mysticism. For drugs, medicinals, and poisons, the skill can be either Life Science or Physical Science. For any food or drink, the appropriate skill is Life Science. For computers, you can use either Computers or Engineering, and you can construct a computer with a tier equal to half your ranks in the skill. For items that are not considered any of these categories (such as most clothes, tents, and so on) either Engineering or Mysticism can be used. At a GM’s discretion, an appropriate Profession skill can be used for a narrower range of items. For example, a character with Profession (weaponsmith) might be able to make technological, hybrid, and magic [[Weapons Manufacturers|weapons]] and [[Weapon Fusions]], but no other items. + +Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item’s level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in onequarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger. + +To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and [[Atlas Hybrid Items]] are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices. + +Custom-built equipment has a few advantages over massproduced items. If you have a skill that allows you to repair an item you crafted, you can do so in half the normal time. When determining the hardness, Hit Points, and [[Saving Throws]] of an item you have crafted, treat its item level as if it were 2 higher. (For more about calculating these values, see Breaking Objects on page 409.) \ No newline at end of file diff --git a/Rules/SF1E/Activites/Downtime Activities.md b/Rules/SF1E/Activites/Downtime Activities.md new file mode 100644 index 0000000..f79e55a --- /dev/null +++ b/Rules/SF1E/Activites/Downtime Activities.md @@ -0,0 +1,468 @@ +--- +aliases: +tags: +--- +# DOWNTIME ACTIVITES + +Not even the most battle-scarred and seasoned mercenary spends every day in combat. Most adventurers have a few days or weeks between jobs, and even if their schedule is packed, interplanetary travel and journeys through [[The Drift]] require time—time that can’t be spent fighting foes or exploring. The rules here detail what adventurers might be doing in the quiet times, between the excitement of exploration and the terror of combat. + +# DOWNTIME ACTIVITIES + +## ANALYZE SAMPLE + +With time and a physical sample, you can learn a great deal. + +**Activity**: You spend the day analyzing a physical sample of a creature or material. The sample must have at least light bulk, and you must have access to a [[Science Lab]] or similar facilities for the whole day. + +**Results**: You learn information about the creature or material as if you had taken 20 on a skill check to [[Identify]] it, using the appropriate skill for its creature type (Core Rulebook 133) if it’s a creature, Engineering if it’s a technological or hybrid item, or Mysticism if it’s a magic or hybrid item. You must be trained in the appropriate skill or you gain no benefit. The GM might rule that certain creatures or materials are too rare or unusual to be identified this way. + +**Multiday**: For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to your check, up to a maximum of +5. + +## BUILD SHELTER +You build a temporary shelter in order to mitigate adverse environmental effects. + +**Activity**: You spend the day building a 10–foot-by-10-foot shelter from nearby material that can accommodate one Large creature or two Medium or Small creatures. At the end of the day, attempt a DC 20 Survival check. You can’t take 20 on this check. + +**Results**: On a failure, the shelter lasts for only the following day. On a success, it lasts for a number of days equal to the number by which your result exceeded the check’s DC. While the shelter lasts, occupants of the shelter are protected from cold dangers (Core Rulebook 400) and heat dangers (Core Rulebook 402). This also counts as a shelter for the purpose of Survival checks to endure severe weather (Core Rulebook 148) and protects its occupants from damage from dust storms and thunderstorms (Core Rulebook 399). At the GM’s discretion, a well-built shelter might also provide other protections. + +## CAROUSE + +**Source** [_Character Operations Manual pg. 151_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You make the most of your downtime by spending it out on the town or holed up, reveling in whatever hedonistic experiences or substances you favor. This helps you shed the stress of an adventuring lifestyle—or prepares you for it. + +**Activity**: Spend a number of credits equal to 100 × your character level while in a settlement, or else consume an equivalent value of intoxicants while aboard a starship. At the end of the day, attempt a Fortitude saving throw (DC = 10 + half your character level). You take a cumulative –2 penalty to this saving throw for each time you’ve used the carouse activity in the past 7 days. + +**Results**: On a success, you begin the following day with an extra Resolve Point that is lost at the end of that day (double this number of Resolve Points if your character level is at least 10th level). If you fail the Fortitude saving throw by 5 or more, you’re drained by the experience instead and lose 1 Resolve Point; you can’t regain this Resolve Point in any way until after the following day. + +## CELESTIAL ANALYSIS + +**Source** [_Galaxy Exploration Manual pg. 35_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You use a starship’s computer to analyze gravity-well data and determine the nature of one or more celestial bodies. + +**Activity**: You spend the day as a starship’s science officer, analyzing pinpointed gravity wells to identify the type of astronomical objects at their core. The number of gravity wells you can analyze in one day depends on the number of nodes the starship’s computer has: 1 gravity well with a basic computer or mononode, 2 with a duonode, and so on. At the end of the day, attempt a separate DC 30 Computers or Physical Science check for each astronomical object you attempt to identify. You gain a +1 bonus to such checks if your starship has a general science lab or a +2 bonus if it has a physical science lab. You also can apply the bonus normally granted by your starship’s computer. You can’t take 20 on this check. + +**Results**: On each success, you determine whether the gravity well is caused by a gas giant, a terrestrial world, a large asteroid, or an irregular world (including those science fantasy constructions that stretch the concept of a world, per the GM’s discretion). If your result exceeds the DC by 5 or more, you also learn the number of large satellites (such as moons) the astronomical object has, if any. + +## CONVALESCE + +**Source** [_Character Operations Manual pg. 151_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +When you’re injured or suffering from certain afflictions, complete bed rest can help speed your recovery. + +**Activity**: You spend the entire day resting. You don’t have to sleep for every minute of the 24-hour period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task. + +**Results**: You recover 2 Hit Points per character level, as the rules on page 251 of the Core Rulebook. Additionally, per those rules, any ability damage you have is reduced by 2 points per affected ability score. Finally, you move one step toward healthy on the progression track of each poison you’re affected by, provided you’ve either fulfilled that poison’s cure condition or reached the end of its duration, as the rules on page 414 of the Core Rulebook. +If another character successfully provides you with longterm care (page 155), you can recover even faster. + +## COORDINATE + +**Source** [_Character Operations Manual pg. 151_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You and your allies practice teamwork exercises, combat routines, and fundamental skills, building a rapport that pays dividends. + +**Activity**: You spend the day training with at least one other creature who is performing the coordinate activity. Up to six creatures can train together this way, as long as each is using the coordinate activity. + +**Results**: On the following day, when you grant a creature you trained with a bonus using aid another, covering fire, or harrying fire, you can increase that bonus by 1. + +**Multiday**: For each consecutive day you spend coordinating with an ally, you increase by 1 the DC of Sense Motive checks to discern secret messages that you and that ally pass to one another using Bluff, up to a maximum of 7 higher. This increase lasts for the number of days you spent coordinating. + +## CRACK TECHNOLOGY + +**Source** [_Character Operations Manual pg. 151_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Sometimes it’s easier to make off with an entire device and break into it at your leisure than to do so under fire. + +**Activity**: You spend all day working to crack a single computer or object whose item level is no more than 2 higher than your character level (a computer’s effective item level is 2 × its tier). The entire computer system or other locked or secured object must be in your possession, and to crack an object, you must have access to a tech workshop or similar facilities. Usually, only one character can use the crack technology activity on a given item in a given day, though depending on its size or complexity, the GM might allow checks to aid another. + +**Results**: You can take 20 on a Computers check to hack the computer system or an Engineering check to disable the device. This triggers defensive countermeasures as normal when hacking a system and has the same consequences for failure as when disabling a device. The GM might rule that certain devices are too powerful to be hacked or disabled this way. + +**Multiday**: For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to the appropriate check, up to a maximum of +5. + +## DELEGATE WORK + +**Source** [_Galaxy Exploration Manual pg. 101_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You assign menial tasks to others to complete. + +**Results**: The organization performs the chosen downtime activity, using its power modifier for any checks. The downtime activity must be appropriate to the organization (like a military unit building a shelter), and it must be something that can actually be delegated (you can’t delegate carousing, for instance). + +**Multiday**: You give orders and shift personnel so that they can conduct a downtime activity of your choice. You must spend as much time delegating as the downtime activity takes to complete. + +## DRILL + +**Source** [_Character Operations Manual pg. 152_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You practice a specific task, whether using holovid training materials, running through a computer simulation, or simply repeating a key motion hundreds of times, until its execution becomes muscle memory. + +**Activity**: Choose a single task of a specific skill (such as the balance task of Acrobatics) that takes 1 minute or less. If you are on your starship, you can instead choose a non-gunner starship crew action that doesn’t require a Resolve Point. You spend the day practicing the chosen task or crew action. At the end of the day, attempt a skill check appropriate to the chosen task or crew action—if you chose the overpower crew action, for example, you’d attempt an Engineering check. If you drill a task, the DC for this check is equal to 15 + 1-1/2 × your character level. If you drill a crew action, the DC is equal to 15 + 1-1/2 × your starship’s tier. You can’t take 20 on this check. + +**Results**: On a success, the first time the next day you attempt the chosen crew action or skill check, you can take 10, even if stress or distractions would normally prevent you from doing so. If you exceed the DC of the drill check by 10 or more, you can also take 10 the second time you attempt the chosen action or check. + +## ENTERTAIN + +**Source** [_Character Operations Manual pg. 152_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You coordinate or conduct activities, performances, and other entertainment to help a group relax and pass the time. + +**Activity**: Choose up to 12 willing creatures who are using the lounge downtime activity. Attempt a skill check using a Charisma-based Profession skill you’re trained in (though the GM can allow other skills as appropriate to the lounge activities of the creatures you’re entertaining). The DC of this check is equal to 10 + 1 per creature you’re entertaining + 1-1/2 × the highest character level or CR among those you’re entertaining, whichever is applicable. + +**Results**: Success on this check determines how many creatures you’ve properly entertained. You properly entertain a number of creatures equal to 1 + the number by which your check exceeded the DC. (If you do not properly entertain all creatures you’ve attempted to entertain, the GM chooses which ones receive the benefit from this activity.) Creatures you’ve properly entertained gain double the temporary Hit Points and double the morale bonus to a saving throw that the lounge activity grants. If you properly entertained all creatures you attempted to entertain, you also gain the normal bonuses for the lounge activity. A creature can benefit from the entertain activity at most once per day. + +## EXECUTIVE DECISIONS + +**Source** [_Galaxy Exploration Manual pg. 101_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You issue specific instructions to your organization. + +**Activity**: You spend a day reviewing files and holding meetings, mobilizing your organization to operate at peak efficiency. + +**Results**: Your organization gains a +1 circumstance bonus to a single power check of your choice during the following week. An organization can have a maximum of +5 from these bonuses in reserve at any one time and can use any or all on a single check. Unused bonuses are lost when the week ends. + +## EXPLORE FUTURES + +**Source** [_Character Operations Manual pg. 152_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You meditate on the mystical energies of the multiverse, scan alternate realities, write and run complex predictive algorithms, or otherwise gain insight into what the following day might bring. You can explore your own future or the possibilities awaiting someone else, but you must focus your predictions on a single creature you’re familiar with. + +**Activity**: Choose a creature and attempt a Mysticism check or, if you have access to a computer of tier 5 or higher, a Computers check. The DC of this check is equal to 10 + 1-1/2 × the target’s character level or CR. You can’t take 10 or 20 on this check. + +**Results**: On a success, the character whose futures you explored can reroll one d20 roll during the following day. A given creature can gain the benefit of explore futures only once per day. + +## GATHER SUPPLIES + +**Source** [_Character Operations Manual pg. 152_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You scrounge supplies from the local environment. + +**Activity**: This downtime activity uses the rules for the live off the land task of the Survival skill, but instead of hunting and foraging while on the move, you gather supplies while you remain in a fixed location. This is generally possible only in wilderness, and as with the live off the land task, it may be impossible in especially inhospitable areas (such as lifeless asteroids or deep space). + +**Results**: You can support one additional character for every 2 by which your result exceeds this DC. + +**Multiday**: For every day you spend performing this downtime activity in the same location, you gain a cumulative +2 insight bonus (to a maximum of +10) to your next attempt to gather supplies, as you become more familiar with the area and learn how best to utilize its resources. After 5 days of gathering supplies in a single area, you begin to deplete the area of its resources, reducing this bonus by 2 per day (minimum +0). + +## HUNT BARGAINS + +**Source** [_Character Operations Manual pg. 152_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You scour markets, either virtually or in person, bartering, comparing prices, and finding promotions or other discounts to hunt down the absolute best bargains on gear. + +**Activity**: Choose a specific piece of equipment with an item level at least 5 lower than your character level that is available in your current settlement (or one whose markets you have remote access to). Attempt a skill check using either Computers (if you are shopping via an infosphere) or Diplomacy (if you are shopping in person). The DC of this check is equal to 20 plus 1-1/2 × the item’s level. You can’t take 20 on this check, and the GM decides if the item is available at all. + +**Results**: On a success, you are able to find a deal on the specified item and can purchase it for 10% less than normal. On a failure, you are unable to work out any credit-saving deals in that market, but you can still purchase it at full price. + +**Multiday**: If you spend a week hunting bargains, you can choose a piece of equipment with an item level up to 3 lower than your character level. + +## INOCULATE + +**Source** [_Character Operations Manual pg. 153_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +When headed into an environment you know to be infectious, such as a settlement stricken by a plague or a toxic jungle, you can spend your downtime taking preventative measures. + +**Activity**: Specify a single disease or poison other than radiation or radiation sickness. You spend all day researching preventive treatments for that affliction. At the end of the day, designate up to six willing or unconscious creatures you can touch. Attempt a Medicine check for each of these creatures; the DC is 5 higher than the DC of the specified affliction. Each creature must choose whether or not to accept your treatment before learning the result of this check. This activity requires access to a medical bay, medical lab, science lab, or equivalent facilities (such as a hospital). + +**Results**: On a success, a designated creature gains a +4 circumstance bonus to saving throws against initial exposure to the specified affliction. This doesn’t apply to creatures currently affected by that affliction, and doesn’t stack with bonuses from medicinals. On a failure, the designated creature takes a –2 penalty to saves against initial exposure to the specified affliction. These effects end after 1 week. + +## LOCATE GALACTIC DESTINATION + +**Source** [_Galaxy Exploration Manual pg. 34_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +Finding hints of the existence of an unexplored system or some other unknown destination in the galaxy, you spend the day researching clues to determine its location. + +**Activity**: You spend the day cross-checking clues, consulting star charts, or scouring databases to find more information about the destination for which you’re searching. Attempt a Piloting, Physical Science, Computers, or some other skill check appropriate to the activity (as determined by the GM). The GM also determines the DC of the check. Generally, it starts at 20 and can increase or decrease by up to 5 depending on circumstance, such as access to a reliable data set. You can’t take 20 on this check. + +**Results**: On a success, you gain a new clue as to the location of the system. On a failure, you waste the day searching. If you fail by 5 or more, you gain some faulty piece of information that seems plausible at first. This increases the number of clues you need to ascertain the position of the system by 1. The GM might instead rule that failure has other effects: Maybe some powers don’t want the system found, and the characters’ bungled research has alerted them; or perhaps a jealous or annoyed civil servant bars a particular means of investigation out of spite. +When you have gathered the requisite number of clues (set by the GM; generally 3 to 5), you can treat the destination as unfamiliar and travel to it using the navigation task for the Piloting skill (Core Rulebook 145–146). + +## LOUNGE + +**Source** [_Character Operations Manual pg. 153_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +One of the most common ways to pass the time while traveling or on days off, lounging can involve casual vidgaming, reading, watching trivids, playing card games, or engaging in other leisure activities. + +**Activity**: You spend the day engaging in any number of easygoing hobbies and entertainments. You must have a comfortable space in which to relax, requiring access to at least good or luxurious crew quarters on a starship, efficiency or suite-level lodgings in a settlement, or similar facilities elsewhere. At the GM’s discretion, you can lounge in other places—for instance, you might hang out in a tech workshop to do some low-key arts and crafts. + +**Results**: On the following day, you gain temporary Hit Points equal to half your character level (minimum 1); this effect ends at the end of that day. You also gain a +1 morale bonus to the first saving throw you attempt that day. + +## MAINTAIN EQUIPMENT + +**Source** [_Character Operations Manual pg. 153_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You maintain a weapon or suit of armor, ensuring it functions at peak performance.   + +**Activity**: You spend the day cleaning, fine-tuning, and otherwise maintaining a weapon or suit of armor. You must have access to a tech workshop or similar facility to use this downtime activity. + +**Results**: If you maintained a weapon, the first time you score a critical hit with that weapon the next day, it deals an additional amount of damage equal to half its item level to the first target hit; this damage is of the same type the weapon normally deals. If you maintained a suit of armor, the first time you’re critically hit the next day while wearing that armor, the damage you take is reduced by an amount equal to half the armor’s item level. + +## MAINTAIN READINESS + +**Source** [_Character Operations Manual pg. 153_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You keep a watchful eye on your surroundings, hoping for the best but preparing for the worst. + +**Activity**: You take up a sentry position, make regular patrols, or monitor your ship’s scanners to watch for trouble. + +**Results**: If this downtime activity is interrupted by combat (including starship combat), you gain a +2 circumstance bonus to the initiative check (or to the first Piloting check to determine turn order, if you are serving as the captain or pilot of a starship) for that combat. This downtime activity doesn’t provide any benefit if you or your allies intentionally seek out combat. + +## MANAGE COURSE + +**Source** [_Character Operations Manual pg. 154_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +While starship autopilot systems are fairly efficient navigators, you can shave off a bit of travel time with skilled micromanagement of a ship’s course, taking advantage of opportunities provided by the ever-shifting nature of the Drift or fluctuations in microgravity in normal space. + +**Activity**: As the pilot of a traveling starship, attempt a Piloting check to navigate with a DC equal to 10 higher than the DC for plotting the initial course. You can’t take 20 on this check. + +**Results**: On a success, you reduce your total travel time by 6 hours. If you fail by 5 or more, you instead add 6 hours to the trip. If you fail by 10 or more, you also suffer more serious consequences as normal. You can’t reduce the total travel time below its normal minimum plus the number of days spent managing the course. For example, a trip to the Vast during which the Pilot spends 3 days successfully managing the course can’t be reduced below 8 days (5 minimum for the trip plus 3 days spent managing course). Only one creature can perform this activity for a given starship each day. + +## MAP STAR SYSTEM + +**Source** [_Galaxy Exploration Manual pg. 35_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +By moving through a system and making multiple sensor sweeps, you search for any sign of large gravity wells in the system and learn the location of various planets and other astronomical bodies. + +**Activity**: You spend the day as a starship’s science officer, exploring large swaths of a system and making numerous sensor sweeps to search for signs of large gravity wells. At the end of the day, attempt a Computers check with a DC based on the kind of sensors installed in your starship (Core Rulebook 300–301). The DC is 25 when using short-range sensors, 20 when using medium-range sensors, and 15 when using long-range sensors. You can’t take 20 on this check, and you apply your scanner’s modifier to the check. Cut-rate scanners have a DC of 30 or higher, or they may not be usable for this activity, at the GM’s discretion. Only one character per starship can perform this downtime activity each day. + +**Results**: On a success, you are able to pinpoint 1d3 gravity wells (of those you haven’t yet discovered, and at the GM’s discretion). You are then able to perform the celestial analysis downtime activity and travel to those locations. + +## MEMBERSHIP DRIVE + +**Source** [_Galaxy Exploration Manual pg. 101_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You make an effort to grow your organization’s membership. + +**Results**: On a success, you recruit a number of new followers and members equal to 10% of your current numbers, up to the maximum for the organization’s level. + +**Multiday**: You spend a week actively seeking new members. This activity might mean standing on street corners with pamphlets or running sophisticated recruiting campaigns. At the end of the week, attempt a Diplomacy check with a DC equal to 10 + 1-1/2 × your organization’s current level. You can’t take 20 on this check. + +## PLAN ROUTE + +**Source** [_Character Operations Manual pg. 154_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You take extra time to research a viable route, whether across a planet or through the Drift. + +**Activity**: You spend the day learning about a known settlement or star system in Near Space (or, at the GM’s discretion, a well-known destination in the Vast) and the most common routes used to reach it. + +**Results**: You gain a +4 circumstance bonus to your next Piloting check to navigate to that settlement or star system. This benefit is lost at the end of the following day. + +## PRACTICE PROFESSION + +**Source** [_Character Operations Manual pg. 154_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You spend time working professionally in a chosen field, performing tasks that help you ply your trade more effectively, build your audience or client base, and make connections with other professionals. + +**Multiday**: You can spend 1 week practicing a profession to earn credits; this follows the rules for the earn a living task of the Profession skill. + +At the end of each week you spend practicing a profession in a single settlement, choose one of the three areas of focus listed below and attempt an additional Profession check. The DC of this check is equal to 15 + 1-1/12 × the settlement’s maximum item level. If you succeed, you gain the listed benefits. If your profession is based on the ability score listed for that area of focus, you gain a +5 bonus to this check. You can’t benefit from more than one of the following areas of focus at a time.  + +- _Build Your Brand and Network (Charisma):_ You gain a +2 circumstance bonus to Diplomacy checks in that settlement for 1 week. +- _Create and Refine Processes and Tools (Intelligence):_ You can reroll your next Profession check to earn a living, as long as that check takes place within the next month. This check does not need to be attempted while in the same settlement. +- _Adapt to Local Customs and Demand (Wisdom):_ You can attempt Culture checks to recall knowledge about topics directly related to that settlement even if you are untrained, and the DC of such checks is reduced by 5. The reduction in DC does not stack with any reduction from your theme. This benefit lasts 1 week. + + + +## PROVIDE LONG-TERM CARE + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You devote your day to caring for a wounded living creature that is using the convalesce downtime activity. This follows the rules for the long-term care task of the Medicine skill. + +**Multiday**: If you provide long-term care to only a single creature, you gain a cumulative +1 circumstance bonus to your skill checks to provide long-term care to that creature for each consecutive day you’ve used this activity, up to a maximum of +5. + +## REBUILD DRONE + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +If you’re a mechanic whose drone has been destroyed, you can spend a day of downtime replacing your drone’s body, following the rules on page 74 of the Core Rulebook. This downtime activity can also be used to rebuild an existing drone when you gain a mechanic level, using the same rules. + +**Multiday**: If you spend an uninterrupted week working on your drone, you can change out one of the drone’s mods, one of its feats, or its non-bonus skill unit. In each case, you must choose another feature of the same type for which the drone qualifies. + +## REFIT STARSHIP + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +If you have access to a friendly spaceport or safe landing zone, you can refit or upgrade a single starship system or weapon in 1d4 days—provided you have sufficient Build Points to do so—using the rules on page 305 of the Core Rulebook. Unlike most other multiday downtime activities, if you are interrupted while refitting or upgrading your starship, you can resume this activity without losing progress. + +## RESEARCH + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You throw yourself into dedicated study of a single topic, diving into data sets or the local infosphere to learn as much as you can. + +**Activity**: You spend the day studying to gain working knowledge of a single specific topic. This could be a mediumsized corporation, a large settlement, a prominent individual or criminal organization, or something similar; the GM has discretion on what qualifies. Regardless of the topic, you must have access to an infosphere, downloaded data set, or similar source of knowledge that contains information on the chosen topic. You can’t choose a topic that overlaps with your theme’s 1st-level theme knowledge. + +**Results**: For the next week, you can attempt Culture checks to recall knowledge about that topic untrained, and the DC of such checks is reduced by 2. Each time you study a topic in this way, you lose this benefit for the prior topic and gain it for the new one. + +## RETRAIN + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Through an apprenticeship or period of self-instruction, you dedicate intense focus to mastering a new skill set—at the cost of others you previously mastered. The extent to which you can acquire new abilities in this manner is relatively limited; those who wish to make more extensive changes often invest in a mnemonic editor instead. + +**Activity**: You spend the day focused on a particular skill in which you don’t have the maximum number of ranks. At the end of the day, attempt a skill check with that skill (DC= 10 + 1-1/2 your level). You can’t take 10 or take 20 on this check. + +**Results**: On a success, you gain a rank in the chosen skill, and you lose 1 skill rank in a random skill with the same ability modifier; if you don’t have ranks in a skill with the same ability modifier, you lose a rank from a random skill instead. If this causes you to no longer meet the requirements for a feat, piece of equipment, or the like, you lose access to that option (and gain any associated penalties) until you again meet its requirements. + +**Multiday**: If you spend a full week retraining, you can instead learn a new feat that requires no prerequisites, in which case you lose a feat of your choice. + +## SECURE AREA + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +You secure a perimeter and set up camp for subsequent operations by shoring up weak positions, clearing out sight lines to vulnerable positions, and the like. + +**Activity**: You spend the day securing a 50-foot-by-50-foot area over which you and your allies have control. As part of this activity, you can attempt Engineering checks to arm up to eight explosives that you own. You can set the triggering methods for these detonators to be rudimentary trip wires or pressure plates; in this case, each explosive requires its own detonator. The DC of Perception checks to notice these explosives is equal to the result of your Engineering checks to arm them. You can’t take 20 on these checks. + +**Results**: On the following day, you and your allies gain a +2 circumstance bonus to initiative and Perception checks in the secured area. + +## WORK OUT + +**Source** [_Character Operations Manual pg. 155_](https://paizo.com/products/btq01yef?Starfinder-Character-Operations-Manual) +Whether through aerobic exercise, pumping iron, sparring, or otherwise putting yourself through the paces, you push your body to improve its performance. + +**Results**: On a success, once per day for the following week, you can reroll either a failed Acrobatics check to balance, escape, fly, or tumble, or a failed Athletics check to climb, jump, or swim, depending on the focus of your workout. On a failure, you can reroll a corresponding check only once during that week. + +**Multiday**: Decide whether you’re working on your agility (to improve your Acrobatics) or sheer physical power (to improve your Athletics). You spend 7 days carefully alternating intense training and mindful rest. If this activity is interrupted, you can resume it within 2 days to keep any progress made toward the 7-day total. At the end of 7 days, attempt a Fortitude saving throw with a DC equal to 10 + half your character level—you gain a +2 circumstance bonus to this save if you have access to an exercise-focused recreation suite (such as a gym or sparring arena) or similar facility. + +## WORLD ANALYSIS + +**Source** [_Galaxy Exploration Manual pg. 36_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You perform a more focused scan of a world from orbit, sifting through a mountain of data to pick out pertinent information. + +**Activity**: You spend the day performing detailed scans of certain aspects of the world and analyzing the data you collect. You must be in a starship orbiting a world to use this activity. Choose one or more of the following elements: the world’s sapient species, threat species, level of technology, level of magic, level of religion, level of accord, general alignment, large settlements, or a single planetary anomaly. The number of elements that can be analyzed in 1 day, per starship, depends on the number of nodes the starship’s computer has (1 with a basic computer or mononode, 2 with a duonode, and so on). +GMs can use the guidance in the Building Worlds section of this book (pages 46–47) to generate results for both the basic elements of a world and most of those listed above. The GM may determine that some aspects of a planet’s physical or cultural attributes are not discernible from orbit. For GM advice on planetary anomalies, see the sidebar below. +At the end of the day, attempt a separate skill check for each element you’re trying to learn more about. The type of skill check depends on the chosen element: Culture for alignment or level of accord, Engineering for level of technology, Life Science for sapient or threat species, Mysticism for level of magic or religion, Physical Science for large settlements. The type of skill check used for planetary anomalies varies by anomaly and is determined by the GM. Regardless of the skill used, the DC begins at 25 and is modified as normal (see the Sensor Modifiers sidebar). You can’t take 20 on this check. + +**Results**: On each successful check, you learn basic information about the chosen element, such as the most populous threat species or the world’s relative level of magic. If you exceed the DC by 5 or more, you might also glean more detailed information at the GM’s discretion. + +## WORLD MAPPING + +**Source** [_Galaxy Exploration Manual pg. 37_](https://paizo.com/products/btq024zu/discuss?Starfinder-Galaxy-Exploration-Manual) +You focus on scanning a specific area of a world to learn more about its geography. + +**Activity**: You spend the day scanning and analyzing data for thousands of square miles of a world’s geography. You must be in a starship orbiting a world to use this activity. +At the end of the day, attempt a Physical Science check. You gain a +1 bonus to this check if your starship has a general science lab or a +2 bonus if it has a physical science lab. You also can apply the bonus normally granted by your starship’s computer. The DC for this check begins at 15 and is modified as normal (see the Sensor Modifiers sidebar). You can’t take 20 on this check. + +**Results**: On a success, you learn the biome of each 12-mile hex in a region, the size of which is determined by the GM (most often a map of the size provided on the Exploration Log on page 158). For every 5 by which your result exceeds the DC, you discover a more detailed feature in one 12-mile hex at the GM’s discretion. This might be a hazard, the presence of a group of sapient or threat species, a planetary anomaly, or even an interesting geological feature. + +# PORTS OF CALL EXPANDED DOWNTIME ACTIVITIES +> An adventurer’s journey through the galaxy is often punctuated by thrilling yet short-lived encounters, where split-second decisions can mean the difference between life and death. Time between such adventures doesn’t have to be dull, however, and whether traveling through the Drift or lying low in a city between missions, there are plenty of opportunities to spend your downtime productively. The activities in this section use the downtime system presented on pages 150–155 of the Starfinder Character Operations Manual. + +## CATALOG CREATURE + +You make a close study of a particular creature in the wild. +**Activity:** You spend the day recording detailed notes about the behavior, diet, physiology, and other details of a creature or group of creatures that you observe for at least 8 hours. Typically, the creature you observed should have an Intelligence modifier of –3 or lower, though you might be able to catalog a more intelligent creature type at the GM’s discretion. You must have a journal (digital or otherwise) in which to record your observations. +**Results:** You gain an insight bonus that you can apply in one of three ways when interacting with the studied species: a +2 bonus to your initiative check when fighting the species, a +2 bonus to a saving throw against a special ability of that species, or a +3 bonus to a Charisma-based skill check to influence that species. You must choose to apply the bonus before attempting the roll. +**Multiday:** If you spend one week cataloging the species, you can use the journal in which you gathered this information as a qualifying data set for the purposes of recalling knowledge about the cataloged creature, identifying related creatures, or performing the research downtime activity about the creature or a closely related topic (at the GM’s discretion). + +## CHANNEL DIVINITY + +You spend time in religious contemplation and reflection, or in direct service of your chosen deity. This activity references anathema, edicts, and blessings associated with a deity; this information appears on pages 100–119 of Galactic Magic for the 20 deities featured in the Core Rulebook. At the GM’s discretion, you can use this downtime activity to commune with a different deity whose anathema, edicts, and blessings use these as guidelines. +**Activity:** You spend the day communing with your deity 4 through thought or action. Select one of the following activities and attempt a Mysticism check (DC = 15 + 1-1/2 × your level). +*Atone:* You engage in rituals to appeal to your deity, asking for forgiveness for having taken an action that’s anathema to them. Espouse: You perform an activity in line with your deity’s edicts. You can’t select this activity if you have taken actions that are anathema to that deity unless you first atone for them. +**Results:** If you choose the atone activity and succeed at the Mysticism check, you successfully atone for minor activities that are anathema to your deity (at the GM’s discretion) and regain their tacit approval. This doesn’t atone for major infractions outright (which often require significant personal sacrifice or quests), but this activity might be part of atoning for such transgressions. +If you choose the espouse activity and succeed at the Mysticism check, you gain one of that deity’s blessings on the following day. The exact effect of the blessing is determined by the GM, but it typically manifests in a way that conveys your deity’s minor intervention. + +## COMPANION CARE + +You spend quality time with your creature companion. +**Activity:** You spend the day bonding with a creature companion (Starfinder Alien Archive 3 149), whether through exercise, grooming, training, or other focused activities. +**Results:** If you haven’t yet bonded with your creature companion, you can attempt the Survival check to do so with a +5 circumstance bonus at the end of the day. If you’re already bonded with your creature companion, you gain three benefits that last until the end of the day. First, the distance at which you can control your creature companion increases by 10 feet. Second, the saving throw DCs of your creature companion’s abilities increase by 1. Finally, your creature companion can score a critical hit on a natural 19 (in addition to a natural 20), though the first time it scores a critical hit on a 19, this third benefit ends until you use this downtime activity again. + +## COOK FEAST + +You turn your culinary talents to your allies’ benefit. +**Activity:** You spend the day preparing an extravagant meal for up to 15 people (including yourself). You must have access to a kitchen or starship galley and to premium ingredients. Purchasing these ingredients typically costs 5 credits per person fed; alternatively, you can forage for ingredients with the live off the land task for Survival or another character can acquire ingredients you use during the same period using the gather resources downtime task. Attempt a Culture, Profession (cook), or Survival check with a DC equal to 15 + 1 for each creature fed. If you use Profession (cook) for this check, reduce the DC by 5. +Allies can aid your skill check as a downtime activity. +**Results:** Allies who partake of your feast can do so in addition to any other downtime activity they’re performing. If you failed the by 9 or less, the meal is nutritious but provides no special benefit. If you succeeded at the check, anyone partaking regains an additional Hit Point for every two character levels they have 4 (minimum 1) after their next full night’s rest, and each gains a +1 morale bonus to their next saving throw made against disease or poison within 24 hours. If your check result exceeded the DC by 10 or more, you also increase the morale bonuses anyone partaking in the feast receives from downtime activities by 1 for 24 hours. + +## DEBRIEF + +You study your opponents and review your combats. +**Activity:** You spend the day reviewing and learning from the previous day’s conflicts. +**Results:** Based on what you accomplished the previous day, you gain a useful insight that you can expend in one of two ways on the following day. +*Learn from Failure:* If you rolled a 1 on an attack roll, skill check, or saving throw the previous day, you can expend the insight to reroll a natural 1 on a d20 roll and use the second result. +*Learn from Success:* If you scored a critical hit, you can expend the insight to roll 1d3 and add the result as a circumstance bonus to one attack roll you just made (after seeing the roll but before learning the result) against a creature of the same creature type that you critically hit to earn the bonus. + +## DISTILL SERUMS + +You tinker with the potent magic of certain serums. +**Activity:** You spend the day carefully distilling and monitoring two serums of healing of the same item level. At the end of the day, attempt a Mysticism check (DC = 10 + the level of the serum). +**Results:** You combine the two serums into a single serum of healing that functions normally for a serum of its level, except it restores additional Hit Points. If you succeed at the Mysticism check, the new serum heals 2 additional Hit Points per die rolled (such as 3d8+6 Hit Points for a mk 2 serum of healing). If you exceed the DC by 5 or more, treat any die result of 2 or less as though it were a 3 to calculate the number of Hit Points the serum restores. If you fail the Mysticism check by 5 or more, the serum is rendered inert and doesn’t restore any Hit Points. + +## INVEST + +You make an investment of credits you believe (or hope) to be wise. +**Activity:** You spend the day researching available financial vehicles in which you can invest, such as stocks, property, or commodities. You must have access to the infosphere of a world or system whose economy supports such activity (at the GM’s discretion). You choose to invest a specific amount between 1,000 and 100,000 credits; you lose access to these credits. After one month, roll a d%, and at the GM’s discretion, add your ranks in one relevant Profession skill (such as accountant, corporate professional, or financier) to the result. +**Results:** Consult the following table, using the result of your d% roll to see the results of your investment. If you have any investment remaining, you can either withdraw the credits or leave them invested and attempt this roll again in one month, repeating the latter until you have no investment remaining. + + + +| D% | RESULT | +| ----- | ----------------------------------------- | +| | | +| 01–15 | You lose the entirety of your investment. | +| 16–50 | You lose 50% of your investment. | +| 51–75 | Your investment increases by 10%. | +| 76–95 | Your investment increases by 50%. | +| 96+ | Your investment increases by 100%. | + +**Special:** This downtime activity could provide exceptional profits during adventures that last many months. The GM might limit the amount you can earn from this activity each level to the wealth of 2 encounters of your level (Core Rulebook 391). + + + +## MARATHON ENTERTAINMENT + +You fully immerse yourself in a single intellectual property. +**Activity:** You spend the day watching vids or playing games focused on a single specific intellectual property (such as a single holovid series or multiple instances of entertainment that include the same characters). +**Results:** For the next week, you gain a +2 insight bonus to Diplomacy checks to improve the attitude of fans of that specific intellectual property. You also gain a benefit for the following day depending on the genre of the entertainment, as listed below. +*Action/Adventure:* The first time you roll an initiative check, you gain a +2 morale bonus to the check and gain temporary Hit Points equal to your key ability score modifier for 2 rounds. +*Comedy:* You gain a +1 morale bonus to Medicine checks. +*Drama:* You gain a +1 morale bonus to saves against emotion effects. +*Horror:* You gain a +1 morale bonus to saves against fear effects. +*Mystery:* Choose one Intelligence-, Wisdom-, or Charisma-based skill. You gain a +1 morale bonus to checks made using that skill. +*Romance:* You gain a +1 morale bonus to saving throws against charm effects. + +## MECH SYSTEM DIAGNOSTICS + +You fine-tune one of your mech’s systems, reinforcing it against future damage. + +**Activity:** You spend the day building in redundancies to one of your mech’s components. Choose one of the following: upper limbs, lower limbs, frame, auxiliary systems, power core, or cockpit. + +**Results:** Once per hour on the next day, when your mech experiences system failure and you roll to see which system malfunctions, if you roll the system you chose, you can reroll and use the second result to determine which system is damaged. + +## SCHMOOZE + +You get to know the local populace. +**Activity:** You spend the day in a small settlement (or a neighborhood of a larger settlement) talking to influential and connected locals. At the end of the day, roll a Charisma check, adding 1 to the result for every 3 ranks you have in Diplomacy. In notably friendly or unfriendly areas, the GM might apply a +2 or –2 penalty to this check, respectively, or as much as a +5 or –5 penalty for extraordinarily welcoming or xenophobic places. This activity can be performed only once per week per settlement. +**Results:** Consult the following table, using the result of your Charisma check to see the results of your activity. + +| CHARISMA CHECK | RESULT | +| -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| | | +| 2 or less | You not only fail to make any connections, but you mistakenly offend an influential local. You take a –2 penalty to Diplomacy checks in this settlement for one week. | +| 3–5 | You’re unable to gain a meaningful foothold in the community, but you gather some information that comes in handy, giving you a +2 insight bonus to the first Diplomacy check you attempt in this settlement in the next week. | +| 6–15 | You get to know the local movers and shakers personally. The first time in the next week you would fail a Diplomacy check in this settlement, you can reroll that check. | +| 16–24 | As 6–15, plus an influential community member likes
your style and talks you up around town. You gain a +2 circumstance bonus to Diplomacy checks in this settlement for one week, and your attempts to gather information take 1 hour rather than 1d4 hours. | +| 25+ | You become something of a minor local celebrity. You gain the benefits of 6–15 and 16–24 results above, and you also gain a +2 circumstance bonus to Profession checks in that settlement for one week. | + + + +## SOCIAL MEDIA CURATION + +You immerse yourself in social media. +**Activity:** You spend the day crafting or curating a social media profile and interacting with others on it. At the end of the day, roll a Charisma check, adding 1 to the result for every 3 ranks you have in Diplomacy or a relevant Profession skill. At the GM’s discretion, if you have an ability that directly enhances your fame or fan engagement (such as the icon theme’s celebrity ability), you gain an additional +1 circumstance bonus to this check. You can perform this activity only once per week per social media account. + +**Results:** Consult the following table, using the result of your Constitution check to see the results of your activity. + +| WILL CHECK | RESULT | +| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| | | +| 1 or less | You’re overwhelmed by the apparent successes of others and fall into a funk. Any morale bonuses you would gain for the next day are reduced by 2. | +| 2–5 | You maintain your account in good standing. | +| 6–15 | You connect with a new subset of users and learn something new. You gain a +2 insight bonus to your next skill check to recall knowledge attempted in the next day. | +| 16–24 | Another user, impressed by your skill, hires you for consultation. This pays 50 credits per level and doesn’t require any additional time spent. | +| 25+ | A fan or friend is inspired to send you a personal item (from Starfinder Core Rulebook or Starfinder Armory) worth 1000 credits or less. | + + + +## SPELLCRAFT + +You devise a magical trick to temporarily enhance a spell. +**Activity:** You spend the day focusing your energies on a single spell. Choose a spell you know and attempt a Mysticism check (DC = 10 + the spell’s level + your level). +**Result:** If you succeed at the Mysticism check, once before the end of the following day, you can apply one of the following benefits to the chosen spell. You must choose the benefit as you cast the spell, and some benefits can only be applied to spells from a specific school. If you exceed the Mysticism check’s DC by 10 or more, you can apply a benefit each time you cast the spell before the end of the following day. +*Calculated:* If you roll one or more dice to determine how much damage the spell deals or how many Hit Points or Stamina Points it restores, the first time you roll these dice, you can reroll any die result of 1 and must use the second result. +*Convincing (illusion only):* Creatures attempting to disbelieve an illusion you cast as a move action take a –2 penalty to their Will saves. A creature takes no penalty if it interacts with the illusion as a standard action. +*Expert:* Treat your caster level as 1 higher when casting the spell. Overpowering: Increase the spell’s saving throw DCs by 1. *Precise:* You gain a +1 bonus to any attack rolls you make with the spell before the beginning of your next turn, and those attacks reduce any AC bonus the targets receive due to cover by 1. +*Protective (abjuration spells only):* One creature affected by the spell gains a +1 bonus to AC for 1d4 rounds. + +## STARSHIP SYSTEM DIAGNOSTICS + +You examine and bolster your starship’s systems. +**Activity:** You spend the day building in redundancies to one of your starship’s systems. Choose one of the following: life support, sensors, weapons array, engines, or power core. +**Results:** Once per starship combat on the following day, when your starship takes critical damage and you roll to see which system is damaged, if the system you chose would be affected, you can choose to reroll and use the second result to determine which system takes critical damage. + +## TALKTHERAPY + +You offer an ally a friendly ear and a bit of wisdom. +**Activity:** You spend the day talking with and listening to an ally, and this ally can’t perform any downtime activity for the day except this one, with you as their ally. At the end of the day, attempt a DC 10 Wisdom or Charisma check, adding 1 to the result for every 3 ranks you have in Diplomacy or a relevant Profession skill (such as counselor, manager, or psychologist). +**Results:** If you succeed, your ally gains a +1 morale bonus to saving throws against mind-affecting effects for the following day. If you exceed the check’s DC by 5 or more, the bonus increases to +3. If you fail the check, decrease the activity’s DC by 5 the next time you and that ally attempt this downtime activity with one another. + +## TIDY UP + +You get around to cleaning and organizing your living or traveling environment. + +**Activity:** You spend the day tidying your starship, living quarters, campsite, or other place you spend significant time. At the end of the day, roll a Constitution check or Wisdom check. This activity can be performed only once per week in the same location. +**Results:** Consult the following table, using the result of your check to determine the results of your tidying. You also \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Cargo.md b/Rules/SF1E/Additional Mechanics/Cargo.md new file mode 100644 index 0000000..d1d02c1 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Cargo.md @@ -0,0 +1,232 @@ +--- +aliases: +tags: +--- + +# CARGO + +**Source** _Ports of Call pg. 166_ +The life of an independent trader isn’t an easy one. On paper, the career is simple: get a ship, get a crew, get cargo, and get paid. Nothing ever goes as planned, however—starships break down or get caught in firefights, a journey through the Drift turns out far more dangerous than anyone expected, sellers charge too much, and naturally, buyers pay too little. But the prospect of danger and uncertainty make for an exciting Starfinder campaign! The following optional rules provide a new way to structure a campaign for independent merchant PCs flying a starship of their own, buying, moving, and selling cargo in the Pact Worlds, Near Space, and the Vast. These rules are especially useful in sandbox-style campaigns; see chapter 3 of the Starfinder Galaxy Exploration Manual for more on designing and running sandbox adventures. + +# ALTERNATIVE BUILDING POINTS + +**Source** _Ports of Call pg. 166_ +The focus of these new rules alters the way PCs obtain Build Points (BP) for building and upgrading starships. In the standard rules, BP are a pool that constantly increases as the PCs level up. Build Points are never lost; if the PCs’ starship is completely destroyed, they can just use their BP to purchase a new starship when the GM allows it. However, in the cargo subsystem, Build Points become a form of currency. The PCs spend BP on their starship and cargo and earn BP when they sell that cargo. +The PCs’ starship becomes an investment—like any other piece of equipment, but bought with BP instead of credits. As the PCs complete jobs, they get more BP with which they can upgrade their starship. They can do so gradually, installing one new system at a time, or by hoarding and spending BP all at once. They’ll always want to keep some unspent BP on hand, however, since they’ll need BP to buy the cargo for their next job. If the PCs’ ship is destroyed, those BP are gone! (Many crews insure their starship for just this eventuality; see page 170 for details on starship insurance.) But if the PCs’ business flourishes, they’ll find themselves living in the lap of luxury, hiring additional employees, or even buying a second starship to ply the interstellar trade routes. +The Starfinder Core Rulebook includes some guidelines for how the PCs can acquire the Build Points they need to create their first starship and upgrade it—via salvage, favors, or an arrangement with a friendly spacedock, for instance—suggesting that BP represent a lot more than simple credits. Indeed, they’re an abstraction separate from the methods by which the PCs buy their personal equipment, used exclusively in the starship creation system. This is an important distinction, because if the PCs can exchange BP for credits, they could end up underpowered in starship combat while simultaneously overpowered in all their other encounters. +In the rules presented here, Build Points represent the party’s business capital. That capital has many components, including the PCs’ available credit, loans they’ve taken out, and assets they might use as collateral. This capital is used to make big purchases—lots of cargo or starship modifications, often with the help of financing from a bank or other establishment. +To begin, the PCs receive a number of Build Points as determined by their Average Party Level (APL) as noted in Table 9–1: Starship Base Statistics on page 294 of the Core Rulebook. They should use those BP to build their starship as usual, keeping in mind that their vessel will need plenty of room for cargo and that they’ll need a few BP to purchase that cargo. + +# GALACTIC TRADE BASICS + +**Source** _Ports of Call pg. 166_ +The PCs will earn most of their Build Points by hauling cargo from one world to another. See page 171 for other ways the PCs can receive BP. +A cargo job can be broken into several steps. + +- **Find Cargo:** The PCs find cargo. Determine the cargo’s type, the price to buy it, its destination (if any), and how much it might sell for. +- **Determine Complication:** Most jobs have a unique, complicating factor, which is determined in secret when the PCs find their cargo (the PCs might not become aware of it right away). +- **Transport:** The PCs take the cargo to its destination or to a world where they hope to sell it. +- **Make the Sale:** The PCs deliver the cargo to its intended recipient or try to find a buyer. + + + +## FIND CARGO + +**Source** _Ports of Call pg. 166_ +Cargo in the Starfinder setting is standardized into lots, each massing 25 tons; a single lot of cargo fits into one of a starship’s cargo holds. The PCs can easily tell the maximum number of lots they can transport by counting the number of cargo holds on their vessel. Finding cargo to buy is a downtime activity as detailed in the sidebar on page 168. For more on downtime activities, see page 150 of the Starfinder Character Operations Manual. + +### CARGO TYPE + +**Source** _Ports of Call pg. 166_ +When the PCs successfully find a cargo to purchase, you determine the type of cargo, usually for the needs of your campaign. Alternatively, you can randomly determine the type of cargo by rolling a d20 on the table below. + +### TABLE 3-1:CARGO TYPES + +| d20 | Cargo | +|-----|---------------------------------------------------------------| +| 1 | Art or antiques | +| 2 | Base metals | +| 3 | Ceramics or glassware | +| 4 | Chemicals | +| 5 | Furniture | +| 6 | Hides or leather | +| 7 | Live animals or animal products | +| 8 | Machinery, electronics, or appliances | +| 9 | Minerals or mineral products | +| 10 | Paper products or books | +| 11 | Plastics | +| 12 | Precision equipment | +| 13 | Precious metals, including starmetals, or semiprecious stones | +| 14 | Prepared food | +| 15 | Textiles, including clothing | +| 16 | Toys, games, or sporting equipment | +| 17 | Vegetable products | +| 18 | Vehicles | +| 19 | Weapons or ammunition | +| 20 | Wood or wood articles | + + + + +### SHIPPING OR SPECULATION? + +**Source** _Ports of Call pg. 167_ +Player characters are usually more than simple delivery drivers, hired to move bulk cargo along well-established routes for a flat fee. Instead, when the PCs purchase cargo, it will generally be up to them to find a place to sell it. However, at your discretion, the seller can give the PCs a tip as to where they might offload the cargo they just bought. This is a good tactic for players who are only just starting to interact with this system or for groups who only want to dip their toes into the trading game. In such a case, the PCs don’t need to use the find buyer downtime activity (page 169) and receive an amount of BP per cargo lot chosen by you. + +### DESTINATION + +**Source** _Ports of Call pg. 167_ +If you’ve decided that the cargo’s seller gives the PCs an idea of where to sell those goods, you can choose that destination based on the needs of your campaign (especially if the players have expressed interest in going to a specific place). Alternatively, you can randomly determine the general destination by rolling a d10 on the table below. + +### TABLE 3-2: DESTINATIONS + +| D10 | Destination | +|------|---------------------------------------------------------------------------| +| 1 | Absalom Station. If the PCs are already on Absalom Station, reroll. | +| 2–4 | A different world in the same star system where the PCs bought the cargo. | +| 5–7 | A world in Near Space. | +| 8–10 | A world in the Vast. | + + + + +## DETERMINE COMPLICATION + +**Source** _Ports of Call pg. 167_ +Once the PCs find cargo, but before they commit to purchasing it, you should determine what makes this particular job unusual. This complication is up to you and can range from the seller trying to unload vermin-infested cargo on the PCs to a buyer who wants the goods for illegal purposes. How the PCs deal with each complication—if they discover it at all—is up to them. +To randomly determine a complication, roll a d20 on the table below, keeping the result a secret. You can tweak a result for the needs of your campaign, and if you’ve rolled the same result from the table a few times, consider throwing out that entry and substituting one of your own! If a complication requires a skill check, the DC for that check equals 15 + 1-1/2 × the party’s APL. Usually, only one PC should be given the chance to attempt this check. A complication that the PCs can be made aware of before purchasing the cargo is marked with an asterisk (\*), and some complications modify the cargo’s buy or sell price. + +### TABLE 3-3: RANDOM COMPLICATIONS + +| D20 | Complications | +|-----|--------------------| +| 1 | Blockade Running | +| 2 | Competition | +| 3 | Expiration Date* | +| 4 | Fire Sale* | +| 5 | Friendly Discount* | +| 6 | Handling Problems | +| 7 | Hiding Something* | +| 8 | High Demand* | +| 9 | Illegal* | +| 10 | Imitation* | +| 11 | Radioactive* | +| 12 | Regulated* | +| 13 | Rush Job* | +| 14 | Stolen | +| 15 | Stowaway | +| 16 | Strange Customs | +| 17 | Telepathic | +| 18 | Tough Sell | +| 19 | Uncommon Tongue | +| 20 | Vermin | + + +**Blockade Running:** When the PCs reach the destination, they find it blockaded. With a successful Piloting check, the PCs can slip through the blockade. Otherwise, they must engage in starship combat of average difficulty (Starfinder Core Rulebook 326). +**Competition:** Once the PCs have loaded their cargo and determined their destination, they discover a rival crew that’s selling the same cargo at that location. Determine how long the rival crew will take to reach the destination (usually assuming average time in the Drift); if the PCs don’t beat the rival crew to the destination, the sell price is reduced by 2 BP per lot. +**Expiration Date\*:** This cargo is perishable. If it isn’t delivered in 2d8 days, the PCs can sell it for a maximum of 1 BP per lot.**Fire Sale\*:** Everything must go. The size of the cargo increases to the maximum number of lots the PCs’ ship can carry. Reduce the buy price by 1 BP per lot. +**Friendly Discount\*:** The seller has something in common with one of the PCs (for example, they both fought in the same military campaign or have the same prosthetic limb). If that PC succeeds at a Diplomacy check, reduce the buy price by 1 BP per lot. +**Handling Problems:** There is a potential accident while loading or unloading the cargo. Treat this as a trap with a CR equal to the party’s APL. The exact nature of the trap, and the skills necessary to disable it, are up to you. +**Hiding Something\*:** The seller is aware of a problem with the cargo (roll again on this table), but they’re not telling the PCs. A PC who succeeds at a Sense Motive check deduces the problem before purchase. +**High Demand\*:** This cargo is trending. The buy price is increased by 1 BP per lot, and the sell price is increased by 2 BP per lot. +**Illegal\*:** Possession of this material is against the law. Law enforcement can detect the illegal cargo with a successful scan that identifies the ship’s load (Core Rulebook 325). If inspectors board, any cargo not in a smuggler’s compartment is automatically detected. If the PCs give up the seller to law enforcement, their punishment might be reduced. +**Imitation\*:** These goods are actually cheap knockoffs. A PC can detect this with a successful Perception check, reducing the buy price and sell price by 2 BP per lot. If the PCs want to try to sell the goods at the initial price, they must succeed at a Bluff check or else attract the attention of law enforcement. +**Radioactive\*:** The cargo is radioactive and not properly shielded. A PC who succeeds at a Physical Sciences check detects this before the transport is underway; the cargo can be safely stowed with 1 day of work, or by spending 1 BP per lot. Otherwise, the crew is exposed to constant low radiation beginning 1d6 days into the journey. +**Regulated\*:** Exhaustive regulations govern this cargo at the point of purchase. A PC must succeed at a Computers or Profession (merchant) check, or the crew members must spend 1 day navigating customs and filling out forms before they can load the cargo. +**Rush Job\*:** This cargo must be delivered to a specific destination in 1d8 days. If it is, increase the sell price by 2 BP per lot. If not delivered on time, the PCs must find a new buyer. +**Stolen:** This cargo was stolen from another crew, and they’re coming to get it back! This represents a hard encounter, but the crew can be pacified if the PCs surrender the cargo. +**Stowaway:** An NPC with a CR equal to the party’s APL hides among the cargo, revealing themself after takeoff. A PC who succeeds at a Perception check can detect the stowaway during the cargo loading process. +**Strange Customs:** The buyer is from an unfamiliar culture or has unusual traditions. A PC must attempt a Culture check to maintain proper etiquette. If they succeed, the sell price is increased by 1 BP per lot. If they fail, the sell price is reduced by 1 BP per lot.**Telepathic:** The buyer is telepathic. If none of the PCs have telepathy or limited telepathy, and the PCs can’t succeed at a Diplomacy check, the buyer doesn’t trust them and reduces the buy price by 1 BP per lot. +**Tough Sell:** The buyer tries to strongarm the PCs, reducing the sell price by 2 BP per lot. A PC can negate this reduction with a successful Intimidate check. +**Uncommon Tongue\*:** The seller of the cargo speaks an unusual language, chosen by the GM or determined randomly from “Other Languages” (Core Rulebook 41). If the PCs can’t find a way to communicate with them, no sale. +**Vermin\*:** The cargo is infested with tiny or smaller creatures. A PC discovers them with a successful Life Sciences check. If found before purchase, reduce the buy price by 2 BP per lot and spend 1 day fumigating. If found after purchase, reduce sell price by 2 BP per lot; additionally, the vermin may infest the ship. + +## TRANSPORT + +**Source** _Ports of Call pg. 169_ +The next step is for the PCs to get the cargo onto their starship and transport it to a place where it can be sold. In general, the farther the PCs take the cargo, the more it’s worth. This factors into the cargo’s sell price, which is determined when the PCs try to sell it (see below). + +### CARGO HANDLING + +**Source** _Ports of Call pg. 169_ +Loading or unloading a single lot into a starship cargo hold takes 1 hour for one person using a cargo lifter (Starfinder CoreRulebook 204) or similar equipment. Without such equipment, loading the same lot takes 8 hours of labor; multiple people can work together to reduce this time. For example, it takes 4 hours for two people without major equipment to load a single lot into a cargo hold. While the PCs will usually be able to take their time, a complication might mean that every hour counts! +The PCs will also have to unload the cargo once they reach the world where they want to sell it, but this generally occurs while at least one of the crew engages in the find buyer downtime activity. + +## MAKE THE SALE + +**Source** _Ports of Call pg. 169_ +When the PCs have reached the area where they want to try to sell their cargo, finding a buyer is a downtime activity, as detailed in the “Find Buyer” sidebar. Certain complications might make this more difficult, but once a buyer is found, you need to determine the sale price. + +### CARGO SELL PRICE + +**Source** _Ports of Call pg. 169_ +First, determine the base sell price of a cargo by rolling a d8; if you roll an 8, roll again once and add the new result to 8. This result is modified by the distance traveled (as noted on the table below) and any complications, in that order, resulting in a sale price per lot (minimum 1 BP per lot). Finally, the results of the PCs’ find buyer downtime activity might also alter this price. + +### TABLE 3-4: TRANSPORT MODIFIERS + +| Travel Time | Destination | Base Sell Price Modifier | +|-------------|---------------------------------------------------------------------------|--------------------------| +| 1d6 days | Another world in the same system or Absalom Station | –2 BP/lot | +| 2d6 days | One of the Pact Worlds other than Absalom Station from outside the system | –1 BP/lot | +| 3d6 days | A world in Near Space | No change | +| 5d6 days | A world in the Vast | +1 BP/lot | + + +# SPENDING BUILD POINTS + +**Source**_Ports of Call pg. 169_ +The following section expands on the rules for spending Build Points and includes some obligatory expenditures (like upgrading the PCs’ starship so they can take on bigger jobs and bigger threats), as well as new options (like a comfortable lifestyle or the hiring of employees). The PCs can hold onto as many unspent BP as they like. + +## EXPANSION + +**Source**_Ports of Call pg. 169_ +The PCs can spend BP to hire agents, professional representatives, and even full-time employees who work for them. They can even buy another starship and hire crew to haul cargo as part of their overall business. When the PCs hirepersonnel to expand their business, you decide the NPCs’ stats (though usually, an NPC has a total skill bonus in a handful of skills equal to 4 + 1-1/2 × their CR). They are generally loyal to the PCs but won’t risk their lives. If treated poorly, they might leave the PCs’ service. Employees hired by the PCs agree to a 1-year contract; at the end of that term, the PCs must renew this contract or the NPC leaves their service. +**Planetary Agent:** A planetary agent costs BP equal to the agent’s CR, which can be no higher than the party’s APL; as the party’s APL increases, the PCs can spend the difference to raise the agent’s CR. The agent lives on one world or space station, and though they might have many other clients, they work on the PCs’ behalf to perform the find cargo and find buyer downtime activities. The agent can also perform the gather information task of the Diplomacy skill. The agent won’t leave the world upon which they’re stationed. The PCs must supply the agent with the credits or other requirements necessary for any task the NPC is asked to perform. +**System-Wide Representative:** A system-wide representative is similar to a planetary agent but will travel to any world in a single star system (such as the Pact Worlds system). A system-wide representative costs BP equal to twice the representative’s CR, which can be no higher than the party’s APL. +**Starship:** The PCs can use their BP to buy another starship. This starship can’t be higher in tier than the party’s APL – 2 and is likely to be much lower. The PCs must spend additional BP equal to 5 × the starship’s tier to hire an NPC crew to run this starship; each crew member has a CR equal to the starship’s tier, and they follow the PCs’ instructions when it comes to buying, transporting, and selling cargo, as well as the day-to-day operations of the starship. All the BP earned by this second ship goes to the party’s pool of BP, and the PCs are responsible for the other costs of any additional starships they own. + +## INSURANCE + +**Source**_Ports of Call pg. 170_ +The PCs can insure their starship or cargo, so that if their starship is destroyed or their cargo is lost, they can recover some or all of the value. Starship insurance policies cost a number of BP equal to a percentage of their starship’s total BP value at time of purchase (see below). An insurance policy remains in effect for 1 year; after this time, the PCs must buy a new policy (at a higher price if their starship has increased in BP value). If the PCs’ starship is completely destroyed while the policy is in effect, the PCs receive a percentage of the ship’s BP value in payment. The rest of the BP the PCs spent on their starship are lost! +Starship insurance policies are rated bronze, silver, and gold. A bronze insurance policy costs 5% of the starship’s total BP value and pays out 50% of that value. A silver insurance policy costs 10% of the starship’s total BP value and pays out 75% of that value. A gold insurance policy costs 15% of the starship’s total BP value and pays out 100% of that value. +To insure cargo, the PCs can buy a policy for 10% of the cargo’s buy price (minimum 1 BP). If the cargo is lost and not delivered, and the PCs can prove that they weren’t negligent or didn’t steal the cargo, they’re repaid BP equal to the cargo’s buy price. +The PCs can have only one insurance policy per starship and per each cargo. + +## LIFESTYLE + +**Source**_Ports of Call pg. 170_ +The PCs can spend BP to live the good life. There are two degrees of lifestyle expenditure: comfortable and luxurious. These degrees assume a group of 4 PCs; you can adjust the costs for larger and smaller groups as you see fit. +**Comfortable:** The party spends 1 BP to live comfortably for 1 month on a single world or space station. The PCs reside in spacious lodgings decorated to their taste, have access to stylish personal transportation, and enjoy their favorite entertainments. They partake in high-quality food and drink whenever they wish and attire themselves in fashionable and flattering clothing. This lifestyle doesn’t impart any mechanical benefits to the characters. +**Luxurious:** The party spends 5 BP to live in luxury for 1 month on a single world or space station. The PCs reside in fabulous homes in an elite neighborhood; they have multiple forms of personal transportation, including custom-made vehicles and antiques, and their wardrobe is full of unique fashions made for them by famous designers (equivalent to formal wear). A large staff of professionals—housekeepers, gardeners, personal tailors, groomers, and chauffeurs—see to everyday chores the PCs don’t wish to concern themselves with (each professional is a professional freelancer with a skill bonus equal to the party’s APL). When they wish to be entertained, they have tickets to all the most exclusive galas and parties, or they hire legendary performers and throw the party themselves. This lifestyle doesn’t impart any mechanical benefits to the characters. + +## UPGRADES + +**Source**_Ports of Call pg. 171_ +The PCs can spend BP on their starship if they have the time and facilities required to make such upgrades (Starfinder CoreRulebook 305). Using this system, the total BP value of the PCs’ starship can be no more than 5% higher than the value listed for its tier in Table 9-1: Starship Base Statistics on page 294 of the Core Rulebook. +For example, a group of 1st-level PCs have a tier 1 starship on which they’ve spent a total of 52 Build Points (saving the rest to purchase cargo). As they accumulate BP by selling cargo, they can spend at most 5 BP to upgrade their starship, raising its BP value to 57 (5% more than the 55 BP used to normally create a tier 1 starship). When their APL rises to 2, this group can upgrade their starship further, but not to a value higher than 78 BP (because a tier 2 starship is normally created with 75 BP). The PCs still can’t spend more than 1,000 BP on their starship when their APL reaches 20th. + +## DOWNGRADES + +**Source**_Ports of Call pg. 171_ +Due to bad luck or mishandling of cargo, the PCs might end up with no spare BP to keep the cycle of buying and selling going. In such cases, you can reward the PCs with BP as treasure (see below) to get them back on track, but if you want to be less generous, the PCs can sell parts of their starship to acquire BP. There’s no added cost to do this; for instance, if the PCs want to hock their vessel’s coilgun, they receive the weapon’s full BP cost of 6. + +# RUNNING THE SYSTEM + +**Source**_Ports of Call pg. 171_ +The cargo subsystem helps to generate short adventures for cargo-hauling PCs, as there’s always a chance of something going wrong during what (at first) seemed like a simple cargo delivery. It also works hand-in-hand with a sandbox-style campaign, as the PCs will be traveling from world to world looking to buy low and sell high. + +## SESSION ZERO + +**Source**_Ports of Call pg. 171_ +Before beginning a game using this subsystem, make sure your players are interested in engaging in the life of freelance merchants—an occupation they hold alongside their adventures delving into alien ruins or fighting back against an evil empire. Free trader PCs aren’t beholden to any one patron and can go where they please, but this subsystem does involve additional bookkeeping, and some groups may feel strongly about that requirement. + +## GMING EXPECTATIONS + +**Source**_Ports of Call pg. 171_ +On average, the PCs will need to complete three to four cargo transport jobs to gain enough BP to upgrade their starship to the next tier. As the group advances in level, they might need to complete a few extra transport jobs per tier, depending on their market savvy and whether or not they’ve switched to a larger frame that can hold more cargo.Of course, during this time, the PCs should be having adventures and earning XP in the usual way (by overcoming skill-based challenges, defeating enemies, and from story-based rewards) so that the group’s APL keeps approximate pace with the amount of BP they can invest in their starship. At your discretion, you can reward the PCs with XP as if they had overcome an easy encounter (Core Rulebook 390) upon selling their cargo; this XP should be in addition to any XP they earn from encounters that emerge from complications. + +## OTHER SOURCES OF BUILD POINTS + +**Source**_Ports of Call pg. 171_ +This subsystem assumes that the PCs earn their BP only from transporting and selling cargo. However, at your discretion, you can reward them with BP as treasure from particular encounters (such as a raid on a smuggling operation’s warehouse) or as salvage from starship combat encounters (such as a fight against a rogue Corpse Fleet ship). In the former case, the PCs might have to transport the BP to their ship much in the same way as loading cargo (count 4 BP as a lot of cargo for these purposes), and in the latter case, the PCs can spend a day salvaging BP from a defeated vessel equal to that starship’s tier. diff --git a/Rules/SF1E/Additional Mechanics/Creature Companions.md b/Rules/SF1E/Additional Mechanics/Creature Companions.md new file mode 100644 index 0000000..621f9c0 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Creature Companions.md @@ -0,0 +1,174 @@ +--- +aliases: +tags: +--- +# CREATURE COMPANION RULES + +**Source** _Alien Archive 3 pg. 149_ +The solitude of space can prove tough to bear for even the most hardened soloist. It's no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger. + +This section presents rules for creature companions in Starfinder. Whether you want a pet that primarily participates in roleplay, a combat-ready tactical ally, or some blend of the two, this system has you covered! First, Gaining a Creature Companion explains how to secure your own companion. Next, Creature Companions in Combat and Creature Companion Mounts introduce the feats needed to control your companion, as well as rules for utilizing it in combat and as a mount. On page 141, Creating Companions provides statistics for a creature companion of any level, followed by a number of common creature companions in the Pact Worlds. Finally, Creature Companion Equipment on page 147 has equipment you might find useful in conjunction with your creature companion. + +## GAINING A CREATURE COMPANION + +Characters can obtain creature companions in countless ways, but the most straightforward is through purchase. This section explains the most common ways that a PC can gain and bond with a creature companion, as well as rules for how it can increase in power. + +**Purchasing a Companion**: The Creature Companion Statistics table on page 143 lists the price for a creature companion at every level; purchasing one follows the same level guidelines as purchasing equipment (see Item Level on page 167 of the Starfinder Core Rulebook). + +**Obtaining a Companion**: Your GM might provide a creature companion as part of allotted treasure or as a story award, such as if you rescue an experiment from a genetics lab. + +**Bonding with a Companion**: However you obtain a creature companion, you can bond with it by attempting Survival checks to handle an animal (even if it has a different creature type and regardless of its Intelligence score) to improve its attitude toward you to helpful. The DC of this check is equal to 10 + 1-1/2 × the companion's level, and you can attempt this check once per day. Most purchased creature companions start with an attitude of indifferent, but the GM might determine that a companion instead starts with an attitude of friendly, unfriendly, or even hostile. If you purchase a creature companion at character creation, it automatically begins with an attitude of helpful. All the special rules of creature companions function only with a creature companion you have successfully bonded with. No matter how many creature companions you purchase or otherwise acquire, you can be bonded to only a single creature companion at a time. + +**Creature Companion Level**: Your creature companion does not have a separate pool of experience points. It is eligible to gain a level whenever you do, but its level doesn't actually increase until you spend the time and effort training it to match your new, greater degree of expertise. This requires you to pay credits equal to the cost of buying a new creature companion of the creature companion's new level on the Creature Companion Statistics table, minus the cost of its previous level. If you are more than 1 level higher than your creature companion, it can gain multiple levels, each requiring the appropriate credit expenditure, until its level matches yours. Normally a creature companion cannot gain more than 1 level in a week. + +**Replacing a Companion**: You can have only one creature companion at any time. If your creature companion is lost or killed, or if you release it (see below), you can purchase (or your GM can provide you) a new one. + +**Releasing a Creature Companion**: Sometimes you must part ways with even the most stalwart companion. Perhaps you reunite an orphaned creature with others of its species, or maybe you don't want to endanger your friend on a dangerous journey. Whatever the reason, you can end the bond with your creature companion at any time by rolling a Survival check with a DC equal to 10 + double the companion's level. If you succeed, your companion understands and complies, remaining friendly toward you for 1d10 years. If you fail the Survival check, your separation is less amicable. The creature becomes indifferent to you immediately, and its attitude toward you is unaffected by your past relationship after 2d10 weeks. Regardless of the check result, you are then free to bond with a new companion. + +**Languages**: Creature companions don't speak any language and are immune to language-dependent effects, unless their description says otherwise. + +## CREATURE COMPANIONS IN COMBAT + +Controlling a creature companion in combat requires focus and coordination. You can control only one creature at a time, giving it commands it follows to the best of its ability, and it must be within 20 feet of you. The actions a creature companion can take are severely limited; granting it other actions requires the Creature Companion Adept feat. + +**Actions**: On each round you control your creature companion, after you act and only if you didn't grant your creature companion any actions, it can take one move action (this does not require you to take an action). If a creature companion is able to take other actions (such as those you grant it using the Creature Companion Adept and related feats), it can take only the actions listed in the Creature Companion Actions section, unless specified otherwise. Each action is described further on pages 244–249 of the Core Rulebook. However it's controlled, each turn a creature companion can at most take a standard, move, and swift action, or take a full action. It can also take one reaction. A companion takes actions as soon as they are granted unless otherwise stated. + +If you're riding your creature companion as a mount, it may also have other options in combat (see Creature Companion Mounts). + +**Injury and Death**: Creature companions don't have Resolve Points or Stamina Points. Effects that would restore Stamina Points to a creature companion restore Hit Points instead. When you spend a Resolve Point to recover Stamina Points during a 10-minute rest, your creature companion regains Hit Points up to half its total. When a creature companion is reduced to 0 Hit Points, it is knocked unconscious and begins dying. Three rounds after it was knocked out, it dies unless it is stabilized or regains at least 1 Hit Point. + +### CREATURE COMPANION ACTIONS + +The following are the only actions a creature companion can take unless otherwise stated. + +**Standard** +Attack +Fight defensively +Total defense + +**Move** +Crawl +Guarded step +Move your speed +Stand up + +**Swift** +Drop prone + +**Full\*** +Charge +Fight defensively +Full attack +Run +Withdraw + +**Reaction\*** +Attack of opportunity + +\*These actions are available only if you have the appropriate creature companion feat. + +## UNCONTROLLED CREATURE COMPANIONS + +If you become unconscious or otherwise unresponsive, or if your creature companion is ever out of range, your creature companion can't take any actions except the following until you are again able to command it or it is once more within range. At the beginning of each of your turns, your creature companion attempts a DC 15 Will save. On a success, it takes a move action to move its speed toward you, unless it's already adjacent to you, in which case it takes the total defense action. If it fails its save, it uses one move action to flee to the best of its ability, using any special abilities that help it do so. + +## CREATURE COMPANION FEATS + +Regardless of the way you gain a creature companion, granting your companion additional actions requires the Creature Companion Adept feat. You can become progressively better at working with your creature companion by taking subsequent creature companion feats. + +You can use the creature companion feats listed here only with a creature companion whose level is no greater than your ranks in Survival. + +## CREATURE COMPANION MOUNTS + +Your creature companion can carry you as a mount if it is at least one size category larger than you. Mounting your creature companion requires you to be adjacent to it and takes a move action. You can attempt a DC 20 Survival check to mount your companion as a swift action instead; failure wastes the swift action. If you are knocked prone while mounted, you fall off your mount. The GM might determine that you can use other creatures as mounts, possibly with a DC that's 2–10 higher for Survival checks while mounted. Riding a creature without a saddle imparts a –5 penalty to your checks to ride. + +**Bulk**: You can mount your creature companion as long as the total amount of bulk you're carrying doesn't exceed your carrying capacity. If you have the encumbered condition (or gain the overburdened condition) while mounted, your creature companion gains the same condition while you are riding it. + +**Combat**: To use your creature companion as a mount during combat, you must either have the Combat-Trained Mount feat or succeed at a DC 20 Survival check to ride for each action you attempt to take (or have your creature companion take; see control mount in battle on page 149 of the Core Rulebook). The actions you can take while mounted are listed in the Actions while Mounted sidebar; these are in addition to the actions you can normally take. Further rules for the ride task of the Survival skill are referenced here and are detailed on page 149 of the Core Rulebook. + +**Speed and Movement**: While you're riding your creature companion, your mount's speeds replace your own speeds, and you use them in place of your own when moving your speed, including when using abilities that allow you to move your speed (such as the operative's trick attack). When you use an action that includes movement, your mount uses the same action (even if it couldn't normally take that action otherwise). This counts as granting your creature companion an action. If you can grant your mount additional actions (such as with a creature companion feat), it's still limited to its maximum number of actions per turn (see Actions on page 138). **Space and Reach**: If your mount is exactly one size larger than you, you treat its space as your space for the purpose of reach. If your mount is more than one size larger than you, you must decide which square or squares of the mount's space you occupy and calculate your reach normally. You choose this location when you mount the creature companion, and you can move 5 feet to a different space on your mount as a move action. + +### MOVE ACTIONS + +The following are move actions you can take while mounted. + +**Dismount**: You dismount, moving into an empty space adjacent to your mount. This movement provokes attacks of opportunity as normal. This does not require a Survival check. + +**Ride**: You move your speed using the mount's speed (or one of its speeds, if it has more than one). This does not require a Survival check, but it does require you to use two hands, which you can't use to hold or wield items unless you succeed at a Survival check to use the guide with knees action (Core Rulebook 149). As part of this move action, you can attempt to increase your mount's speed using the spur mount action, or you can attempt to jump using the leap action; both are detailed on page 149 of the Core Rulebook. If you attempt the leap action, you use your Survival skill bonus to ride instead of your creature companion's Athletics bonus. + +### SWIFT ACTIONS + +The following are swift actions you can take while mounted. + +**Cover (DC 15)**: As a swift action, you can drop to the side of your mount and gain cover; see page 149 of the Core Rulebook for more information. + +**Fast Dismount (DC 20)**: As a swift action, you can dismount from your mount. If you fail the check, the swift action is wasted and you do not dismount. + +**Fight from a Combat-Trained Mount (DC 10)**: If you and your mount are both able to attack in the same turn (if you have the Creature Companion Expert feat, for example), you must succeed at a Survival check to ride before either of you attempt to do so. If you fail this check, either you or mount can attack that turn, but not both. + +### REACTIONS + +The following are reactions you can take while mounted. + +**Soft Fall (DC 15)**: If you are knocked prone, you can attempt a Survival check to ride to reduce the damage you take from the fall by 1d6. + +**Stay Mounted (DC 5)**: If you would fall off your mount for a reason other than being knocked prone, you can attempt a Survival check to ride to avoid falling off. + +## CREATING COMPANIONS + +During your travels through the galaxy, you may seek out a creature to accompany you. Use the Creature Companion Statistics table in conjunction with one of the stat blocks in the Creature Companions of the Pact Worlds section to generate statistics for your creature companion. + +At the GM's discretion, you can work with them to create a custom creature companion. The GM should use the Creature Companion Statistics table for your companion's basic statistics, and then give it at most one free special ability and one standard special ability as outlined for NPCs in Step 6: Special Abilities on pages 141–142 of the _Starfinder Alien Archive_. The GM can also use the Companions of the Pact Worlds section to get a sense of appropriate abilities. + +### USING THE CREATURE COMPANION STATISTICS TABLE + +| Level | Price | Hit Points | Attack Bonus | Damage | EAC | KAC | Good Save Bonus | Poor Save Bonus | Ability Modifiers | Skill Bonus | +|-------|---------|------------|--------------|---------|-----|-----|-----------------|-----------------|-------------------|-------------| +| 1 | 100 | 10 | +2 | 1d4+1 | 11 | 14 | +4 | +1 | +2, +1 | +5 | +| 2 | 500 | 20 | +3 | 1d4+2 | 12 | 15 | +5 | +1 | +2, +1 | +6 | +| 3 | 1,200 | 30 | +4 | 1d4+3 | 13 | 16 | +5 | +2 | +2, +1 | +7 | +| 4 | 1,800 | 40 | +5 | 1d4+4 | 15 | 18 | +5 | +2 | +2, +1 | +8 | +| 5 | 2,700 | 55 | +6 | 1d4+5 | 16 | 19 | +7 | +3 | +2, +1 | +9 | +| 6 | 4,900 | 65 | +7 | 1d6+6 | 17 | 20 | +7 | +3 | +2, +1 | +10 | +| 7 | 5,400 | 80 | +9 | 1d8+7 | 19 | 22 | +8 | +4 | +3, +2 | +12 | +| 8 | 8,400 | 90 | +10 | 1d12+8 | 20 | 23 | +8 | +4 | +3, +2 | +13 | +| 9 | 12,000 | 105 | +11 | 3d4+9 | 21 | 24 | +8 | +4 | +3, +2 | +14 | +| 10 | 17,000 | 120 | +13 | 2d8+10 | 23 | 26 | +10 | +5 | +3, +2 | +15 | +| 11 | 23,000 | 135 | +14 | 2d10+11 | 23 | 26 | +10 | +6 | +3, +2 | +16 | +| 12 | 31,000 | 145 | +14 | 2d12+12 | 24 | 27 | +10 | +6 | +3, +2 | +17 | +| 13 | 46,000 | 160 | +16 | 6d4+13 | 26 | 29 | +11 | +6 | +4, +3 | +19 | +| 14 | 63,000 | 175 | +17 | 6d6+14 | 27 | 30 | +11 | +6 | +4, +3 | +20 | +| 15 | 94,000 | 190 | +18 | 5d8+15 | 28 | 31 | +12 | +8 | +4, +3 | +21 | +| 16 | 144,000 | 205 | +19 | 6d8+16 | 30 | 33 | +12 | +8 | +4, +3 | +22 | +| 17 | 216,000 | 225 | +20 | 8d6+17 | 31 | 34 | +12 | +8 | +4, +3 | +23 | +| 18 | 325,000 | 250 | +21 | 8d8+18 | 32 | 35 | +13 | +8 | +4, +3 | +24 | +| 19 | 480,000 | 275 | +23 | 9d8+19 | 34 | 37 | +13 | +9 | +5, +4 | +26 | +| 20 | 720,000 | 300 | +23 | 13d6+20 | 35 | 38 | +14 | +9 | +5, +4 | +27 | + + +Use the following information to determine your creature companion's statistics. Use the statistics presented on the table without applying ability modifiers unless otherwise stated. + +**Level**: Your creature companion's statistics, and sometimes its abilities, are based on its level. + +**Price**: This is the price in credits for a creature companion of the listed level. This might represent the cost of advanced training, basic supplies, food used to win the creature's friendship, or licenses and vaccinations. The GM might waive the price for creatures you gained during adventures. + +**Hit Points**: This is the creature's Hit Point total. A creature companion doesn't have Stamina Points or Resolve Points. + +**Attack Bonus**: This is the total attack bonus for any of the creature's melee or ranged attacks. + +**Damage**: This is the damage the creature deals with its natural weapons. It adds its Strength modifier to this damage for melee attacks. + +**EAC and KAC**: These are the creature companion's Energy Armor Class and Kinetic Armor Class. + +**Good Save Bonus and Poor Save Bonus**: These are the creature's saving throw bonuses. Each creature companion lists which one of its saving throws uses the good bonus and which two use the poor bonus. + +**Ability Modifiers**: These are the creature's two highest ability modifiers, as determined by its specific stat block (see pages 143–147). Unless otherwise noted, its Intelligence modifier is –4 and its other ability modifiers are +0. + +**Skill Bonus**: This is the total bonus for the creature's skill checks. Unless otherwise noted, creature companions can attempt only Acrobatics, Athletics, Perception, and Stealth checks, and Survival skill checks to endure severe weather, follow tracks, live off the land, and orienteer. + +## CREATURE COMPANION EQUIPMENT + +Most creature companions can't use standard equipment, including weapons, armor, augmentations, and so forth. The following equipment is widely available and designed specifically for use with creature companions, accommodating virtually every kind and size of creature. Most adventurers purchase an environmental field collar to protect their companion from any hazards—expected or otherwise. + +[[Environmental Field Collar]] +[[Pet Carrier]] +[[Riding Saddle]] diff --git a/Rules/SF1E/Additional Mechanics/Custom Species Builder.md b/Rules/SF1E/Additional Mechanics/Custom Species Builder.md new file mode 100644 index 0000000..429d258 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Custom Species Builder.md @@ -0,0 +1,278 @@ +--- +aliases: +tags: +--- + +# CUSTOM SPECIES BUILDER + +**Source** _Interstellar Species pg. 42_ +The Starfinder Roleplaying Game provides more than 100 playable species to choose from, but it’s missing a particularly fascinating species: the one you’ve yet to create! This article gives you tools and tips for making your own contribution to the galaxy’s panoply of species (while ensuring it’s of an appropriate power level for most games). Of course, you’ll still want to collaborate with your GM and other players to make sure it’s a good fit for your game. + +# A NONLINEAR APPROACH + +**Source** _Interstellar Species pg. 42_ +You’ll see there are numbered steps in the species creation process because there’s no correct order. Sometimes you’ll be first inspired by an idea for an alien culture and home world, then follow with its physiology, both of which then inform its mechanical traits. Or you might come at it from the other direction, finding a fun combination of mechanics that you then justify with an interesting culture and bizarre physiology. Feel free to skip around the process and adjust as you learn more about your species, using what inspires you and ignoring what doesn’t. +**Inspiration:** You might want to recreate a species you’ve seen in a movie, novel, or elsewhere—go for it! By the end of the process, your choices will make your re-creation unique. +**Questions:** Several sections include questions meant to inspire you; consider as many or few as you find helpful. + +# MECHANICS + +**Source** _Interstellar Species pg. 42_ +When you’re creating a new species, the game mechanics might be at the forefront of your mind, yet many of the most compelling species have mechanics deeply intertwined with their physiology and culture, evoking rich visuals and narratives. If you have specific mechanics you want to use, it’s okay to start there! Don’t be afraid to look at other sections first, such as physiology or home world, and let the decisions you make there inform those mechanics. + +## ABILITY SCORE ADJUSTMENTS + +**Source** _Interstellar Species pg. 42_ +Most playable species have one of two adjustments. First, they might grant a +2 bonus to a single ability score of the character’s choice (like humans). Second, they might grant a +2 bonus to two specific ability scores and a –2 penalty to a third (like vesk). The first option is simplest and recommended. + +## HIT POINTS + +**Source** _Interstellar Species pg. 42_ +Typically, a species grants 4 Hit Points at 1st level. In some cases, you might instead have the species grant 2 (for smaller or frailer creatures) or 6 Hit Points (for especially tough species). + +## SIZE, SPEED, AND SENSES + +**Source** _Interstellar Species pg. 42_ +Most creatures are Medium size, though your species can also be Small or Large. Making a species smaller than Small requires further considerations about how they might interact with a galaxy built for larger creatures, and mechanically Tiny characters usually have 0-foot reach that makes combat difficult. On the other hand, Huge and larger playable species become difficult to incorporate with most parties and adventures; many areas just aren’t big enough to accommodate them! If you create a Large species, their default reach is 5 feet (like that of most Medium creatures), but you might give them a 10-foot reach. +The default land speed is 30 feet. A species can have a single additional movement speed, but consider the physiological source of that speed and the environmental pressures that would’ve shaped its evolution. Choose from the following list: burrow 20 feet, climb 20 feet, fly 20 feet (average or clumsy maneuverability), or swim 30 feet. You might also reduce the species’ land speed by 10 feet to increase the additional movement speed by 10 feet. +Default vision is explained on page 260 of the Core Rulebook. A species can also have low-light vision as well as either blindsense (emotion, life, scent, sound, thought, or vibration) with a range of 30 feet or darkvision with a range of 60 feet. Again, consider its physiological source and evolutionary reason for existing. You can instead give your species both the sightless universal creature rule and blindsight (emotion, life, scent, sound, thought, or vibration) with a range of 60 feet. +Finally, consider how many abilities above you granted your species. If your species has powerful extra senses, an additional movement type, and other perks so far, it might be best to pick one less regular combat or noncombat ability to keep the power level roughly in line with other playable species. + +## CREATURE TYPE + +**Source** _Interstellar Species pg. 43_ +Choosing a creature type is largely thematic, rather than mechanical. Many creature types include additional abilities like darkvision, specific immunities, or other abilities appropriate for NPCs designed using Alien Archive, yet you shouldn’t apply these abilities to your species automatically. Instead, consider them as inspiration. The creature type might inform your species’ abilities, physiology, and culture, or you might choose a creature type that best fits traits you’ve already chosen. You can also roll on Table 2-5: Creature Type on page 46 if you want to select randomly. +If your creature is aquatic, you can give it the water breathing universal creature rule. If you do, you can also give it the amphibious universal creature rule. + +## SPECIAL ABILITIES AND WEAKNESSES + +**Source** _Interstellar Species pg. 43_ +Your species should gain several special abilities, which are broadly divided into combat and noncombat abilities. Your species should receive some of each to remain balanced in play against other species. Both categories have stronger abilities (the first 8 options listed on the corresponding table) and numerous regular abilities. Choose either one stronger combat ability or two regular ones, then do the same for noncombat abilities. Don’t choose the same ability more than once. As with all steps, consider the physiological or cultural sources of the ability and feel free to adjust the flavor of it to match your species concept. +You can also determine your abilities randomly. If you want to roll on a table for one stronger ability, roll a d8. If you want to roll for two abilities, reroll any results of 8 or less, as well as any duplicate results. +Weaknesses are optional, and they don’t grant additional abilities. Example weaknesses appear in Table 2–6: Weaknesses, and you can invent your own, though you should avoid sweeping penalties to AC or d20 rolls. Some weaknesses allow a saving throw (DC equals 13 + 1/2 the level, item level, or CR of the source that triggered the weakness ) to negate their effect. + +## SPECIES VERSUS INDIVIDUAL + +**Source** _Interstellar Species pg. 43_ +It’s important to keep in mind that you’re creating a species, not an individual character (though, of course, the hope is that you and others will create characters of your new species). As such, paint in broad strokes; among individual members of a culture, there will be plenty of exceptions to the overarching trends. Also keep in mind that individual members of the species whose life experience is of an entirely different culture (or cultures) won’t necessarily have strong links to that of their species’ home world. +The most interesting part comes when creating a character of your species; you can decide how exposed they were to their home world’s culture and what pieces they strongly identify with and which they might resist. + +## OTHER ABILITIES + +**Source** _Interstellar Species pg. 43_ +It’s often appropriate for a species to have a very specific ability tied to its culture or physiology. While such abilities are beyond the scope of this species builder, which is meant to provide an easy and balanced way to create new species, you can work with your GM to create them, using the abilities presented here as rough guidelines for what’s appropriate. + +# PHYSIOLOGY + +**Source** _Interstellar Species pg. 44_ +n determining the species’s appearance, you can use the tables above, inspirations from other media, or a mashup of both. Regardless, consider how a home world and evolutionary (or other) pressures might have shaped, or continue to shape, its physiology. +Consider how members of your species differ in appearance and physiology. What does your species eat? What eats your species? Are there other creatures on their home world, sapient or otherwise, that share similar physiological traits? Do these other creatures have traits that counter or complement your species’ traits? What advantages or challenges might your species face in an environment built for humans? +You might have already chosen a creature type in a different step. If not, you can roll a random one on Table 2–5: Creature Type. You might want your creature type to inform your species’ general body shape and exterior, but you can roll on Table 2–3: Body Shape and Exterior for random choices to get some interesting combinations! +Likewise, you might know what limbs your species has, but you can also randomly determine those limbs and how many there are by rolling 4d6 and using Table 2–4. The first d6 roll determines the number of upper limbs your species has. The second roll tells you what type of limbs those are. Similarly, the third roll tells you the number of limbs your species uses for locomotion, and the fourth roll tells you what kind they are (though you can just reuse your second result if you want your species’ limbs to be consistent). +Note that even a species with 0 or 1 manipulation limbs is still considered to be able to wield two hands’ worth of equipment. If your species has 3 or more limbs, consider giving it the multiarmed universal creature rule as one of its special abilities, though you might decide that one or more limbs are extraneous, vestigial, or otherwise unable to hold and wield objects. Either way, limit the multiarmed ability to 6 or fewer limbs. + +# TABLE 2-1: COMBAT OPTIONS + +**Source** _Interstellar Species pg. 44_ + +| D100 | NAME | DESCRIPTION | +|--------|------------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Breath weapon | As a standard action, this species can breathe a 30-foot cone that deals 1d6 energy damage, of an energy type chosen when you choose this ability. At 3rd level, add 1-1/2 × character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the species’ character level + their Constitution modifier). This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. | +| 2 | Evasive | This species gains a +1 bonus to AC. | +| 3 | Exceptional fortitude | This species gains a +1 bonus to Fortitude saving throws. | +| 4 | Exceptional will | This species gains a +1 bonus to Will saving throws. | +| 5 | Exceptional reflexes | This species gains a +1 bonus to Reflex saving throws. | +| 6 | Extendable limbs | This species’ reach increases by 5 feet. | +| 7 | Extra feat | This species gains an extra combat feat at first level. | +| 8 | Projectile | This species can generate and launch a projectile from its body as a ranged attack that targets KAC and deals 1d6 damage; choose whether this is bludgeoning, piercing, or slashing damage when you choose the ability. At 3rd level, add the character level to the damage. Increase the damage by 1d6 at 6th level and every 3 levels thereafter. This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. | +| 9–16 | Alerting presence | Once per day at the beginning of a combat in which it isn’t surprised, this species can grant allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. | +| 17–20 | Amorphous | This species has the amorphous universal creature rule. | +| 21–24 | Climbing Master | This species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. | +| 25–28 | Damage reduction | This species gains damage reduction equal to their base attack bonus. Choose two of the following: bludgeoning, piercing, or slashing. The DR can be overcome by the two chosen damage types. | +| 29–32 | Defensive aspect | When this species takes the total defense action, they gain a +6 bonus to their Armor Class instead of the normal +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. | +| 33–36 | Dexterous movement | Each time they move their speed, this species can ignore the first square of difficult terrain. | +| 37–40 | Distracting noise | As a standard action, this species can use its physiology to create a noise. All creatures within 15 feet that can hear must attempt a Will saving throw (DC = 10 + half the species’ character level + their Wisdom modifier) or gain the off-target condition for 1 round. This is a mind-affecting, sense-dependent ability. | +| 41–44 | Elemental affinity | When this species makes a melee attack, it can change half the damage of that attack to an energy type (acid, cold, electricity, fire, or sonic) chosen when you choose this ability. | +| 45–56 | Energy resistance | Choose acid, cold, electricity, fire, or sonic. This species has resistance 5 to that energy type, and this can stack with one other form of energy resistance. You can gain this ability multiple times, choosing a different energy type each time. | +| 57–60 | Exceptional resilience | This species gains a +2 bonus to saving throws against either mind-affecting effects or up to three of the following types of effects, chosen when you choose this ability: bleed, charm, death, enchantment, fear, illusion, paralysis, poison, polymorph, sleep, and stunning. | +| 61–64 | Ferocious charge | This species has the ferocious charge universal creature rule. | +| 65–68 | Ferocity | This species has the ferocity universal creature rule. | +| 69–72 | Flexible | This species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing. | +| 73–76 | Mighty grip | This species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb. | +| 77–80 | Multiarmed | This species gains the multiarmed (4) universal creature rule. | +| 81–84 | Natural weapons | This species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option. | +| 85–88 | Sheltering | This species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1. | +| 89–92 | Speedy | One of this species’ speeds increases by 10 feet, chosen when you choose this option. | +| 93–96 | Sturdy | This species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers. | +| 97–100 | Warding spines | This species bristles with thorns, quills, or spikes. A creature attacking the species with a natural weapon or unarmed strike takes 1d4 piercing damage; as a reaction, the species can thrash and add its character level to the damage dealt. | + + + + +# CULTURE + +**Source** _Interstellar Species pg. 45_ +A species’ culture provides social context in which individuals exist. Any given character of your species might fully embrace each cultural value of that overall species, might reject all of them, or—most likely—fall somewhere in between. Of course, any given character might also have grown up disconnected from the traditional culture of their species, adopting another (which you can also create using this system, or you can choose from the many featured in other Starfinder products). +Asking yourself questions can prompt exciting ideas that make the culture more engaging and believable. How widespread is your species’ culture? How does your species’ culture look upon those who set off to adventure throughout the galaxy? What traditions are important for those who leave the home world behind to carry on? What holidays does your species’ culture celebrate? How are extraplanar outsiders treated? Are there any idioms or customs that those unfamiliar with the culture would nevertheless immediately understand? + +## CULTURAL ATTRIBUTES + +**Source** _Interstellar Species pg. 45_ +One way to think about your species’ culture is through the presence and interaction of certain cultural attributes—accord, alignment, magic, religion, and technology—as defined (and explored in depth) in other Starfinder products, such as the Starfinder Deck of Many Worlds and Starfinder Galaxy Exploration Manual. Each should be considered the average or tendency of the culture, rather than a set of hard and fast rules that every member of that culture observes. +Accord in this context is a measure of a culture’s cooperation, both among individuals and with the galaxy at large. The culture’s predominant alignment shapes many approaches to justice, altruism, and rules. You can use the relative presence or absence of magic, technology, or both to think about how these features have shaped your species’ culture and their interactions with the galaxy. Finally, religion can shape a culture, whether monotheistic, diverse, or purposefully defiant despite a setting where the gods are very real. For an overview of deities and other faiths, see pages 482–493 of the Core Rulebook, and you can find even greater depth and more options on pages 100–123 of Starfinder Galactic Magic. Which faiths are especially prevalent, adored, or detested by your species? + +## VALUES + +**Source** _Interstellar Species pg. 46_ +Beyond the attributes above, you can explore culture through various spectrums, like the examples below. Each presents two ends of that spectrum and a middle ground. Yet these dichotomies can become more engaging if you include major exceptions. For example, a society could believe in unhindered progress… except regarding some sacred, ancient institution. +**Tradition/Progress:** Is the culture steeped in history and tradition, constantly looking ahead to the next development or using one to inform the other? +**Community/Individual:** Does the culture promote the needs of the many over those of the few, encourage and empower individuals to enrich themselves regardless of the impact on others, or fall somewhere in between? +**Liberty/Law:** How tightly does society regulate individual or group behavior, and where does one’s rights end and another’s begin? +**Exceptionalism/Universalism:** Does the culture embrace and learn from the galaxy’s diversity, hold itself up as the shining example to the rest of the galaxy, or do a little bit of both? + +# TABLE 2-2: NONCOMBAT OPTIONS + +**Source** _Interstellar Species pg. 45_ + +| D100 | NAME DESCRIPTION | +|-----------------------|----------------------| +| 1 | Change shape | As a standard action, a member of this species can assume the appearance of a specific creature of their size. They gain a +10 bonus to Disguise checks to appear as that creature. This ability otherwise functions as disguise self, except the creature can remain in this form indefinitely. The individual chooses their shape change identity at character creation, and a species might be limited to only specific creature categories (such as a Medium humanoid). | +| 2 | Easily Augmented | This species can install an additional augmentation into one system that already has an augmentation. | +| 3 | Second chance | Choose a saving throw or two skills. Once per day when this species fails a save or skill check of the chosen type, they can reroll it and use the second result. | +| 4 | Sense through | This species has the sense through (vision) universal creature rule; this can sense through only one of the following materials, chosen when you choose this ability: smoke, stone, metal, or wood. | +| 5 | Skill specialization | This species gains a +2 bonus to checks with one or two skills, chosen when you choose this ability. | +| 6 | Skilled | This species gains an addition skill rank at 1st level and each level thereafter. | +| 7 | Spellcasting | Choose one 1st-level spell and two 0-level spells from a class’s spell list. This species can cast the 1st-level spell once per day as a spell-like ability and can cast the 0-level spells as at will spell-like abilities. These spells’ caster level is equal to character level. | +| 8 | Telepathy | This species has telepathy with a range of 30 feet. | +| 9–15 | Aerobatic | This species gains a +2 bonus to Acrobatics checks and, if able to fly, improves its maneuverability by one step. | +| 16–23 | Camouflaged | This species gains a +3 bonus to Stealth checks when in a specific biome, chosen when you choose this ability: aquatic, arctic, desert, forest, marsh, mountain, plains, subterranean, urban. | +| 24–31 | Carrier | This species increases its carrying capacity by 50%. | +| 32–39 | Collective | This species gains a +2 bonus to skill checks for the aid another action. A creature using the aid another action to assist this species’ skill check gains a +2 bonus to their check. | +| 40–47 | Communicator | Choose one of the following: comprehend languages, mindlink, or share language. This species can cast the chosen spell as a spelllike ability once per day, using character level as the caster level. | +| 48–55 | Eclectic Knowledge | This species chooses two skills at character creation and adds those to their list of class skills. | +| 56–63 | Jumper | This species halves the DC of Athletics checks to jump. | +| 64–71 | Limited telepathy | This species has limited telepathy with a range of 60 feet. | +| 72–79 | Multicultural | This species learns an additional language for every even-numbered rank gained in the Culture skill. | +| 80–86 | No breath | This species has the no breath universal creature rule. | +| 87–93 | Photosynthesis | This species can undergo photosynthesis to gain nutrition instead of eating. The species can go without light for 3 days, after which they must attempt Constitution checks to avoid starvation. | +| 94–100 | Rapid recovery | Once per day, when this species takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they’d taken a full night’s rest. | + + + + +# TABLE 2-3: BODY SHAPE AND EXTERIOR + +**Source** _Interstellar Species pg. 45_ + +| D4 | SHAPE | EXTERIOR | +|----|--------------|----------| +| 1 | Tall | Skin | +| 2 | Wide | Scales | +| 3 | Round | Feathers | +| 4 | Asymmetrical | Slime | + + + + +# TABLE 2-4: LIMBS + +**Source** _Interstellar Species pg. 45_ + +| D6 | NUMBER | TYPE | +|----|--------|-----------| +| 1 | 1 | Arm/Leg | +| 2 | 2 | Wing | +| 3 | 3 | Fin | +| 4 | 4 | Tentacle | +| 5 | 5+ | Insectile | +| 6 | 6 | Unusual | + + + + +# TABLE 2-5: CREATURE TYPE + +**Source** _Interstellar Species pg. 45_ + +| D12 | TYPE | DESCRIPTION | +|-----|--------------------|------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Aberration | A creature with biology that defies reason. | +| 2 | Animal or vermin | A creature with relatively straightforward (Earth-like) biology. | +| 3 | Construct | A magically animated object or artificially constructed creature that attracts a soul. | +| 4 | Dragon | A reptilian creature, usually winged, often with magical or otherwise unusual abilities. | +| 5 | Fey | A creature with supernatural abilities and connections to nature or to some other force or place. | +| 6 | Humanoid | A creature that generally has a humanlike torso, two (or sometimes more) arms, two legs, and one head. | +| 7 | Magical beast | An animallike creature with supernatural or magical abilities. | +| 8 | Monstrous humanoid | A creature similar to a humanoid but with monstrous or animalistic features. | +| 9 | Ooze | An amorphous or otherwise mutable creature. | +| 10 | Outsider | A creature at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. | +| 11 | Plant | A creature that’s a plant with a magical, supernatural, or technological source of sentience. | +| 12 | Undead | A once-living creature (likely formerly one of the above creature types) animated by magic or advanced technological forces. | + + + + +# TABLE 2-6: WEAKNESSES + +**Source** _Interstellar Species pg. 45_ + +| D10 | NAME | DESCRIPTION | +|-----|----------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Dual nature | Choose a creature type. For effects targeting creatures by type, this species counts as its creature type and as the chosen creature type (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). | +| 2 | Light blindness | This species has the light blindness universal creature rule. | +| 3 | Limited augmentation | One of this species’ normal systems for augmentations, chosen when you choose this weakness, can’t hold an augmentation. | +| 4 | Psychic sensitivity | This species takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. | +| 5 | Susceptible to acid | When this species takes acid damage, it takes ongoing acid damage equal to its level as if affected by a weapon with the corrode critical hit effect (Fortitude negates). | +| 6 | Susceptible to cold | When this species takes cold damage, it becomes fatigued for 1 round (Fortitude negates); this doesn’t cause an already fatigued character to become exhausted. | +| 7 | Susceptible to electricity | When this species takes electricity damage, it becomes staggered for 1 round (Fortitude negates). | +| 8 | Susceptible to fire | When this species takes fire damage, it gains the burning condition that deals damage equal to its level (Fortitude negates). | +| 9 | Susceptible to sonic | When this species takes sonic damage, it is deafened for 1d4 rounds and has a 10% chance of also being stunned for 1 round (Fortitude negates both effects). | +| 10 | Uncommon allergy | Choose a material like silver or saltwater. Contact with at least a handful of the material deals 1d6 damage per round to this species. This effect is negated by the environmental protections built into most armor. | + + + + +# TABLE 2-7: BIOMES + +**Source** _Interstellar Species pg. 45_ + +| D10 | BIOME | +|-----|--------------| +| 1 | Airborne | +| 2 | Aquatic | +| 3 | Arctic | +| 4 | Desert | +| 5 | Forest | +| 6 | Marsh | +| 7 | Mountain | +| 8 | Plains | +| 9 | Subterranean | +| 10 | Urban | + + + + +# HOME WORLD + +**Source** _Interstellar Species pg. 46_ +Most—but not all—species evolve on a single world, shaped by its environmental pressures and events both mundane and magical. As with any other step, you can start here or simply use this framing to consider your species’ past, present, or future. Starfinder offers several ways to create your species’ home world. You can use the Deck of Many Worlds to get a randomly generated world (one of millions of possibilities) with just a few of that accessory’s 100 world cards. You can also use Galaxy Exploration Manual to create a world (or expand on one conceived with the Deck of Many Worlds). Or you can repurposean existing Starfinder world (or even mash up several), pulling from any number of sources, including Starfinder Pact Worlds, Starfinder Near Space, or the backmatter of Adventure Path volumes. Regardless of the method, it’s helpful to explore the interplay between a species and its home world’s physical and cultural characteristics, as the influence is often bidirectional. +While your species’ home world likely has numerous biomes, your species likely evolved in and adapted to primarily one or two, which you can pick or roll for on Table 2–7: Biomes. +Ask some thought-provoking questions as you go. How did the environment of your species’ home world shape its physiology and culture? How does your species treat the environment: with stewardship and care, fear, or disregard for finite resources? Is there a resource harvested or skill cultivated here that’s of particular value to the greater galaxy? + +# FINAL DETAILS + +**Source** _Interstellar Species pg. 47_ +Here are a few final touches to consider for your species. +**Name:** Names can be difficult! Mashing up roots of words related to features of your species can lead to interesting, evocative names. To help weed out any unintended correlations for your species’ name, be sure to say the name out loud, have a friend do the same, and search for it on the internet. +**Language:** It can be fun to think about the unique features of your species’ language based on their physiology and culture; most species have a language with the same name as the species’ (or a similar name), but yours might speak only Common, or widely speak several languages, especially if from a home world with several other common sapient species. See page 40 of the Core Rulebook for example languages. +**Relative Commonness:** Consider how populous and well-traveled your species is. How recently did your species contact other worlds? How likely are people in the galaxy to know about your species and its home world? How does that inform their interactions? + +# AN EXAMPLE SPECIES + +**Source** _Interstellar Species pg. 47_ +As an example, let’s build a species together. We’ll let the randomness of the dice determine many attributes, but even so, we’ll have plenty of interesting choices to make. +Let’s start with a **home world**. While we could repurpose a world from the Starfinder setting, for now let’s just look at Table 2–7: Biomes and say we want a forest world dotted with magical volcanoes. We don’t need much more than that to get started! Looking at the questions in the home world section, we decide our species treats the environment with care and harvests a unique magical obsidian formed by the volcanoes, available only on this world. +Now let’s get a sense of what our species looks like using the **physiology** step. Time to let the dice decide! First, we roll on the creature type table and get a 5, so our creature type is fey. Fey can look like almost anything, but it tells us we have a strong connection to some aspect of nature—let’s say those magical volcanoes! Perhaps our species was born of the volcanoes themselves. Now let’s roll on Table 2–3 for our body shape and exterior. We get a 1 and a 3, so our species has a tall body shape and is covered in feathers—perhaps they’re birdlike and glide on the hot air generated by the volcanoes. We’ll roll for our number of locomotion limbs (getting a 2, for 2 limbs), but let’s just pick wings as the limb type to match our concept. For our manipulation limbs, we’ll choose two limbs for symmetry and then roll a 5, giving us insectile limbs. +Let’s move on to our species’ **culture**. We might envision them as relatively solitary, at least in adulthood, each charged with the cultivation, protection, and harvesting of a single volcano. Their culture might value tradition, individualism, and liberty. It seems like we have a focus on magic and possibly religion, though there’s probably the presence of at least some technology, in that we want them to harvest magical obsidian. +Alright, let’s explore **mechanics**! First, let’s select fire resistance for our volcano-centric species. That’s one combat ability, so let’s roll for the other one. We get a 13 for alerting presence. Let’s say this ability comes from our species’ innate sense of when a volcanic eruption is imminent, upon which they issue a warning call to creatures in the area. For our noncombat ability, let’s pick spellcasting and give our species the ability to cast life bubble once per day and detect magic and psychokinetic hand at will—all handy for a species adapted to a dangerous magical environment. +Let’s finish with some **details**. We’ll call our species olca (who speak the Olca language, but not Common) and decide they’re relatively uncommon in the galaxy, mostly content to remain on their home world and trade with visitors. diff --git a/Rules/SF1E/Additional Mechanics/Drift Lanes.md b/Rules/SF1E/Additional Mechanics/Drift Lanes.md new file mode 100644 index 0000000..4fe575f --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Drift Lanes.md @@ -0,0 +1,32 @@ +--- +aliases: +tags: +--- +# DRIFT LANES + +**Source** _Ports of Call pg. 12_ +The recent Drift Crisis tore at that plane’s very being, and while Triune’s realm has since recovered, it emerged from the ordeal with scars. Known as Drift lanes, these scars represent speedy, especially reliable paths through the Drift, enabling faster travel between specific points and creating a strategically valuable travel network. +Following the Drift Crisis, Drift travel has regained its traditional functionality: traveling to Absalom Station once again takes 1d6 days, reaching a Near Space location takes 3d6 days, and accessing the Vast takes 5d6 days, all influenced by the relative number of Drift beacons in the area. However, whether by accident or design, the Crisis left figurative wrinkles across the Drift, and explorers discovered that these wrinkles predictably and speedily connected various points in the galaxy, regardless of the number of Drift beacons nearby. While the galaxy remains accessible primarily through conventional Drift travel, these so-called Drift lanes have created powerful highways, opening new opportunities for travel, trade, and conquest. + +# UNDERSTANDING DRIFT LANES + +**Source** _Ports of Call pg. 12_ +Any given point in the galaxy corresponds to a point in the Drift, just not in the same configuration; two spots in the Drift a mile apart could correspond to two points 1,000 light-years apart on the Material Plane. Were the Drift a static plane, reaching the desired point might require light-years of travel—little better than just using conventional thrusters in the galaxy. Fortunately, the Drift isn’t static. It constantly folds in on itself. +As an analogy, imagine that the Drift is a towel in a clothes dryer, each loop of thread corresponds to a Material Plane destination, and a starship traveling through the Drift is a speck of lint. As the towel tumbles and churns, different loops briefly brush against each other, and the lint might get passed from one loop to the other. By random chance, the lint eventually lands on the desired loop. Fortunately, a starship isn’t so helpless. In addition to transferring a starship into and out of the Drift, a Drift engine lets a pilot predict when figurative loops will align, allowing them to plot a course and reach their destination by making a few strategic hops. The more Drift beacons a destination has, the more its corresponding loop tends to brush past others, making it easier to track and access. Of course, planar gyrations are virtually undetectable to mortal senses, and even as a starship leaps halfway across the Drift, it usually looks like it’s just coasting through the plane’s placid clouds. +When the Drift Crisis struck, it tore the figurative towel in a million places. Jumping from one loop to the next might accidentally send the starship through the towel, only to land on an unrelated loop or even get hurled into the cosmic machine’s lint trap. For a time, the towel seemed to be unraveling, but—through miraculous developments scientists haven’t fully identified yet—something stitched the tears closed. The Drift Crisis ended, and the Drift was repaired—mostly. Most notably, the towel now has a lot of loose threads, and after a few revolutions in the dryer, the threads snagged on various loops. Now, while a Drift pilot can still chart a course the traditional way to one of these snagged locations, they have a new option: just follow that loose thread from A to B, with no chance of getting lost. +Those loose threads represent the Drift lanes. Some connect just two points and attach to nothing else. Others chain together, leapfrogging across the Drift, whereas others still snagged multiple threads, turning those points into invaluable junctions. Using a Drift lane is almost always faster and safer than charting one’s own path to a Near Space location, and even zigzagging along a few Drift lanes can outpace a conventional trip to the Vast. However, since a Drift lane isn’t a highway, a starship can’t take an exit ramp and reach a point somewhere between the two ends. Exiting a Drift lane prematurely means entering a random point in the Drift. +**Physical Description:** A Drift lane functions like a massive, flexible tunnel; its internal diameter measures several miles across, with certain sections widening or narrowing depending on surrounding conditions within the Drift. The walls are typically semi-translucent and thick, resembling a shimmering heat mirage or gelatinous sheath. This boundary softly repels attempts to move through it, keeping most starships from accidentally veering off-course but not preventing a determined vessel from pushing through the side and exiting into the rest of the Drift (after which the breach seals shut). +From the outside, a Drift lane is functionally indistinguishable from the rest of the Drift. Given a lane shifts and flexes along with the rest of the plane, its exact position changes frequently. Due to these qualities, identifying and interacting with a Drift lane from outside is impractical, if not impossible. No matter how much its exterior form appears to shift, anyone inside a Drift lane experiences limited movement, with the path curving gently and only rarely turning or twisting dangerously. +**Opportunities and Perils:** Particularly for worlds in the Vast, Drift lanes provide unprecedented accessibility, and unrelated planets that now share a lane often develop exciting partnerships. Transporting cargo, passengers, and ideas between key locations is faster than ever, fueling economic and intellectual booms. +However, conventional Drift travel has one big advantage: it’s almost untraceable. Pirates once had to lurk near planets or raid settlements because catching a starship mid-Drift was almost impossible. However, Drift lanes enable blockades and ambushes along valuable routes, allowing brigands to patrol narrow routes carrying valuable cargo and heralding a new golden age of piracy. +**New Lanes:** The concept of Drift lanes is new to science. Within a few months, explorers identified many of the major Drift lanes known today, yet new lanes emerge periodically, and indeed, the exact workings of these lanes have yet to be fully understood. Did newly discovered lanes appear more recently than others? If so, what makes new Drift lanes? Is their number finite, or are there countless Drift lanes yet to be found, hiding across the galaxy’s expanse? Are Drift lanes permanent, or might they fade or migrate with time? A few conduits, colloquially called Drift threads, don’t seem to connect to planets, instead linking two unremarkable voids. Are these areas where future worlds might one day exist? Are the threads floating through the Drift until they snag and permanently connect two existing worlds? Or, are they just leftovers from the Crisis, like abandoned genes hiding amid useful DNA? Are they even Drift lanes or some related phenomenon? +Testing these hypotheses could take the efforts of a generation. Fortunately, whether it’s universities or organizations like the Starfinder Society promoting science, governments and militaries shoring up defenses, or companies uncovering efficient new ways to extract wealth and deliver goods, there’s no shortage of potential patrons eager to hire explorers and adventurers to locate and chart unknown Drift lanes. + +# USING DRIFT LANES + +**Source** _Ports of Call pg. 13_ +To access a Drift lane, a starship must be outside the atmosphere but within the gravity well of a world at one end of the lane. The starship’s pilot must chart a course to the Drift lane, and lanes are exceptionally easy to navigate to (DC 10 Piloting). As usual, it takes 1 minute for the ship’s Drift engine to activate, during which time the ship’s thrusters can’t be used. If all these conditions are met, the ship enters the Drift on the Drift lane. +No matter their length across the galaxy, a Drift lane takes 7 days to traverse, divided by the ship’s engine rating (and, as usual for Drift travel, not rounding the result). For example, a Blackwind Sepulcher (Core Rulebook 307) with an engine rating of 2 would travel from one end of a Drift lane to the other in 3.5 days. The manage course downtime activity (Starfinder Character Operations Manual 154) can be used to further reduce travel time on a lane, using a value of 1 as the normal minimum. For example, a character who spent 1 day managing a ship’s course couldn’t reduce the final travel time below 2 days. +Ships traveling the same Drift lane can see and interact with each other in the Drift. A ship that gets on a lane but then loses or turns off its Drift engine remains parked on the lane, floating in the Drift and becoming a navigational hazard to other ships on the lane. Ships can wander off or intentionally leave a Drift lane, but when they eventually emerge from the Drift, it will be at a random location. This also adds some reliability to travel along these lanes; ships that use them are less likely to become lost forever in the Drift should something go awry. +**Starship Combat:** The exact width of a Drift lane (measured in hexes) varies by the route, per the GM’s discretion. A typical lane’s interior is about 10 hexes wide, with sides about 2 hexes thick. The sides behave much like difficult terrain, causing anything moving through them (including attacks) to treat each hex as though it were two hexes for the purpose of distances and movement speed. This provides limited room for maneuvering, plus it provides a clear way for ships to escape the Drift lane or even push an enemy out! +Adjust these dimensions as needed to create the desired encounter. However, note that a starship with average, poor, or clumsy maneuverability needs a space at least 5, 7, or 9 hexes wide, respectively, to turn around without using pilot stunts. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Dynamic Hacking.md b/Rules/SF1E/Additional Mechanics/Dynamic Hacking.md new file mode 100644 index 0000000..8785ec5 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Dynamic Hacking.md @@ -0,0 +1,194 @@ +--- +aliases: +tags: +--- +# DYNAMIC HACKING + +**Source** _Tech Revolution pg. 70_ +In a technological multiverse, digital infiltration can outclass other methods, such as brute force, easily. This article builds on the existing Starfinder rules for hacking, creating a compatible, engaging subsystem that can include an entire party. Use traditional Computers checks for simple, low-pressure situations and employ this subsystem for more interactive hacking encounters—all in the same campaign! +Hacking in the Core Rulebook is straightforward, requiring just a Computers check to access a secured system and avoid countermeasures, sometimes with an additional Computers check to overcome the occasional fake shell or firewall. +Dynamic hacking involves three key differences. First, a hacking encounter spans multiple phases, during which the hacker can pursue various objectives. Second, a hacker splits their Computers skill into several specializations (Deceive, Hack, and Process), used in place of the Computers modifier during the encounter. Finally, multiple hackers can contribute to dynamic hacking—even PCs with limited technical skills. +Dynamic hacking functions with existing rules and encounters with minimal adaptation. Rules and guidelines for using this system with existing character options appear on page 73. + +# COMPUTERS SUBSKILLS + +**Source** _Tech Revolution pg. 70_ +In dynamic hacking, the Computers skill is broken into three subskills used for various tasks: Deceive, Hack, and Process. **Deceive** represents your ability to hide or misrepresent your identity to avoid detection, confound foes, and trick your way past safeguards. **Hack** represents your prowess to manipulate programs, exploit vulnerabilities, and brute-force your way into a computer’s files. **Process** represents your ability to identify threats and opportunities, as well as change, sustain, defend, or repair your own programs. Your modifier for each of these subskills equals your Computers skill modifier, plus any modifiers based on how you configure your hacking persona (see below). + +# DIGITAL PERSONA + +**Source** _Tech Revolution pg. 70_ +While hacking into a computer, you navigate and manipulate its systems through a persona, which is your anchor in that digital world. The persona’s simply a bundle of code through which you act, though you can give it a sensory signature that others perceive when interacting with it. However, your persona is also a target through which others can attack you, track your location, and expel you from the digital space. +Persona Health: Countermeasures might attack your persona, degrading its performance or even using the persona to attack you and your equipment more directly. Your persona’s overall health is measured by Connection Points (CP), with lost CP representing damage that impairs performance and connectivity. Your digital persona has a maximum number of CP equal to 12 + 2 × your Computers ranks. You can restore lost CP with the repair action (page 72), and you replenish all lost CP when you spend 1 Resolve Point and take 10 minutes to recover Stamina Points. +Your persona malfunctions as it loses CP. When your persona’s current CP is at or below 75% of its maximum, randomly select one of your three Computers subskills and apply a –2 penalty to your checks with that subskill. When your persona’s CP is at or below 50% of its maximum, apply that –2 penalty to your checks with the other two subskills. Increase the penalty to –3 when your persona’s CP falls to or below 25% of its maximum. +If its CP total ever drops to 0, your persona disintegrates, and you and any support hackers linked to your persona are immediately ejected from the encounter and can’t rejoin until you’ve restored your persona’s current CP to 1 or higher. +Configuring a Persona: When you begin a hacking encounter, you configure your persona, assigning a circumstance modifier between –3 and +3 to each of the three subskills: Deceive, Hack, and Process. The sum of these modifiers can’t exceed your number of Computers ranks divided by 3. If you have your own computer (Core Rulebook 213), you can harness its power to enhance your persona, in which case the three circumstance modifiers’ sum above can’t exceed your computer’s tier. +In addition, you decide whether your persona will act independently or will aid an allied hacker’s persona, establishing whether you are a lead hacker or support hacker. +Lead Hacker: This hacker can perform a major action and a minor action during each phase (action types appear on page 72). In turn, they are vulnerable to countermeasures’ effects. At least one lead hacker must be present to begin a hacking encounter, and any number of lead hackers can participate. +Support Hacker: This hacker’s persona is connected to that of an allied lead hacker. Support hackers are rarely affected directly by countermeasures and can make greater use of non-Computers skills, but they can perform only one minor action each turn. If their lead hacker leaves the encounter, any connected support hackers also leave the encounter. + +# BEGINNING AND ENDING THE ENCOUNTER + +**Source** _Tech Revolution pg. 70_ +A hacking encounter begins when one or more users access a secured computer by either directly accessing the computer’s user interface (like a terminal), physically accessing a computer using a hacking kit, or attempting to break into the computer through an infosphere or similar network. Once they begin, the hackers typically work against a timer, as most countermeasures have countdowns that represent how quickly they react to intruders. +The encounter continues so long as at least one hacker accesses the computer; however, a GM might end the encounter once a hacker has secured root access or resolved all countermeasures, either of which ends the encounter’s remaining threat. + +## HACKING PHASES + +**Source** _Tech Revolution pg. 71_ +Much like physical combat, dynamic hacking takes place in phases, during which hackers and automated defenses take turns acting within a digital space. The hackers always act first in a phase, after which the computer’s defenses resolve any of their effects. Each phase, hackers can perform an assortment of actions, including major actions that cause substantial effects and minor actions that focus more on observation, commands, and support. Any lead hacker can perform one major action and one minor action per turn, whereas a support hacker can perform only a minor action per turn. +**Bonus Actions:** At the start of their turn, a hacker can choose to perform additional actions. A lead hacker can choose to take up to three additional major actions during their turn, but they take a cumulative –5 penalty to all skill checks they attempt during their turn for each additional major action taken. A support hacker can choose to take a major action instead of a minor action by spending 1 Resolve Point. + +# HACKING OBJECTIVES + +**Source** _Tech Revolution pg. 71_ +Objectives represent a combination of goals and obstacles that a hacker overcomes during a hacking encounter. An encounter typically begins with several objectives, and additional objectives appear over the course of the encounter. These objectives are divided into three categories based on their lead function, and sample objectives appear on page 73. +**Countermeasures:** These objectives represent deliberate defenses that pose some risk to hackers. They range from alarms and contingent computer viruses to live counterhackers attempting to stymie intruders. +**Modules:** These objectives are programs that typically have value to the hackers—and are usually the reason for hacking in the first place—such as command modules that control doors or data modules that contain valuable intelligence. +**Nodes:** These objectives are figurative branches within the computer that provide access to other objectives beyond. Reaching modules often requires traversing one or more nodes. + +## OBJECTIVE STATISTICS + +**Source** _Tech Revolution pg. 71_ +Objectives typically include a name, a description, and the following. +**Check DC:** This is the base DC of skill checks for interacting with this obstacle. An obstacle’s check DC equals either 15 + 1-1/2 × the encounter’s CR or 15 + 3 × the computer’s tier. Specific checks and actions often include modifiers that adjust this value. +**Resolve:** This lists the way or ways a hacker might overcome the objective. A Resolve entry lists the checks required, the number of successes required for each check, and any modifier to the base DC for those checks. For example, an obstacle with a Check DC of 18 that lists Hack (DC + 0, 2 successes) and Process (DC – 2, 1 success) as its Resolve entry requires two successful DC 18 Hack checks and one successful DC 16 Process check to overcome. +**Support:** This lists any alternate skills a hacker can use when performing the aid action to assist another hacker in overcoming the obstacle. +**Countdown:** This is a timer that triggers special conditions after a certain number of phases, listed in parentheses; some obstacles’ Countdowns are rolled randomly when the obstacle appears. At the end of each hacking phase, reduce this number by 1. If the number is ever reduced to 0, the listed effect occurs. +**Success:** This is any special effect that happens once the objective has been resolved. +**Special:** This is any additional effect the obstacle creates. + +# HACKING ACTIONS + +**Source** _Tech Revolution pg. 72_ +The following are common actions used in dynamic hacking encounters. At the GM’s discretion, a hacker might be able to perform actions other than these. + +## AID (MINOR) + +**Source** _Tech Revolution pg. 72_ +You run programs, review diagnostics, or look for weaknesses that help your lead hacker with an upcoming task. +**Check:** Choose one action that a lead hacker will attempt this phase. Attempt the same check, but the DC of your check instead equals 10 or the obstacle’s base DC – 10, whichever is higher. If the obstacle lists additional skills in its Support entry, you can attempt a check with one of those skills in place of the skill typically used for the action. +**Success:** The lead hacker gains a +2 bonus to their check to perform that action if they do so before the end of the phase. The bonus increases to +3 if you exceed the DC by 5–9, and increases to +4 if you exceed the DC by 10 or more. A lead hacker can’t gain more than a +4 bonus to any one check from the aid action, even if aided by multiple allies. +**Special:** You can’t use this action to grant a bonus to one of your own actions. + +## ASSESS (MINOR) + +**Source** _Tech Revolution pg. 72_ +You study an obstacle to understand its features. +**Check:** Process + 0 +**Success:** You learn the Resolve, Support, Countdown (including the current countdown value), Success, and Special entries for the obstacle. You gain a +1 circumstance bonus to checks to resolve the obstacle for 3 phases. If you exceed the DC by 5 or more, you also identify whether the obstacle has any hidden countermeasures, such as a data bomb or fake shell. + +## BLEND (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You camouflage your persona and conceal signs of your activity. +**Check:** Deceive + 0 +**Success:** You increase the countdown of all objectives by 1. If you exceed the check’s DC by 5 or more, you can choose one objective and instead increase its countdown by 1d3. + +## DECOY (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You create a fake persona that confounds countermeasures. +**Check:** Deceive + 0 +**Success:** You create a convincing decoy that lasts until the end of the encounter. When a countermeasure would affect your persona, it has an equal chance of affecting your persona or one of your decoys (such as a 1 in 3 chance of affecting your persona if you have two decoys). Once a countermeasure affects a decoy, that decoy is destroyed with no effect. Countermeasures that do not target a persona (such as wipe) ignore decoys. +**Special:** Each time you successfully create a decoy, the DC to create additional decoys increases by 4. + +## MODIFY (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You change a vulnerable program’s functions. This action has a wide range of applications, from deleting a program or changing a module’s data to building or installing a contingent virus. **Check:** The check varies by the task, determined by the GM. +Destroying or destabilizing programs typically requires a Hack check, whereas forging data or installing a backdoor typically requires a Deceive check. Simple tasks might reduce the DC by up to 5, whereas very complicated tasks might increase the DC by up to 5. Some tasks are so vast in scope that they require hours or more—beyond the scope of most hacking encounters. +**Success:** You successfully perform the action. + +## RECALIBRATE (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You adjust your persona’s subskills for new tasks. +**Check:** Process – 2 +**Success:** Reassign the circumstance modifiers you applied when configuring your persona at the beginning of the encounter, setting each modifier between –3 and +3 so long as their sum does not exceed the value allowed by your computer or number of Computers ranks (page 70). + +## REPAIR (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You restore damage sustained by your persona or that of an ally. +**Check:** Process – 5 +**Success:** You restore a number of the persona’s lost CP equal to 1d6 + half your ranks in Computers, Engineering, or Medicine (whichever is highest). If your check exceeds the DC by 5 or more, increase the CP recovered to 1d6 + your ranks in Computers, Engineering, or Medicine (whichever is highest). + +## RESOLVE (MAJOR) + +**Source** _Tech Revolution pg. 72_ +You identify and exploit weaknesses in an objective’s code or behavior. This is the action used to defeat objectives, as noted in their respective Resolve entries. +**Check:** The checks required vary by objective. +**Success:** You achieve one success toward resolving the objective. If the objective requires multiple successful checks using the subskill you used, and if your check result exceeds the DC by 10 or more, this action is instead treated as two successes toward resolving the objective. + +# DYNAMIC HACKING ENCOUNTERS + +**Source** _Tech Revolution pg. 73_ +Hacking encounters vary to reflect the hackers’ goals and the target computer’s capabilities. Each encounter includes at least one objective tied to the hacker’s goal (such as secret data to steal or a door to open), at least one countermeasure that opposes the hacker, and often, one or more nodes that create avenues the hackers must navigate toward their goals. +To build an encounter, set the encounter’s Challenge Rating— which sets the encounter’s check DC (page 71)—and decide on an approximate encounter length based on the number of checks required to resolve the key objectives. A short encounter requires about 5–7 successful checks to resolve the main objectives, whereas longer encounters might require 10–15 checks. For each lead hacker involved, add enough countermeasures to increase the number of checks by 2 (for shorter encounters) or by as much as 4 for longer encounters. For each support hacker, increase the number of checks by 1. +Scaling an encounter in this way need not always involve adding more countermeasures but could instead involve requiring an additional success to resolve specific objectives. This way, even if more PCs join the encounter as lead hackers than you anticipated, you can easily adjust the encounter to provide a fairly similar challenge. +**Timed Encounters:** In Starfinder, successfully accessing a system often affords the hacker time to explore at leisure. While a dynamic hack attempt might include finite countermeasures and a clear win condition, the format also supports hackers clashing with an array of defenses that multiply faster than the PCs can deactivate them. In this case, the goal becomes resolving enough countermeasures to stay safe, accomplish the mission, and escape before being overwhelmed or detected. + +## SAMPLE OBJECTIVES + +**Source** _Tech Revolution pg. 73_ +The following are common objectives, including adaptations of existing modules and countermeasures from the Core Rulebook. + +### BASIC COUNTERHACKER (COUNTERMEASURE) + +**Source** _Tech Revolution pg. 73_ +This capable programmer shores up the computer’s defenses. +**Resolve:** Deceive (DC + 0, 2 successes) or Hack (DC + 2, 2 successes) +**Countdown (3):** Whenever the countdown reaches 0, the counterhacker causes two effects. First, they damage the persona of one lead hacker, causing it to lose CP equal to 2d6 + the encounter’s CR. That lead hacker can halve the CP their persona lost by succeeding at a DC + 0 Process check. Second, the counterhacker can perform one of the actions below. Afterward, roll 1d3 to determine the obstacle’s new countdown value. +_Attack:_ Increase the Process check DC to resist the damage by 2, and treat all 1s on the damage dice as 2s. +_Infect:_ The counterhacker infects the persona with a virus. Each phase after the hackers act, the infected persona loses CP equal to 1d6 plus half the encounter’s CR, and any computer that persona’s hacker is using takes damage equal to twice the CP lost. The virus can be removed by spending a major action and succeeding at a DC + 0 Hack check. +_Repair:_ Choose one obstacle that hasn’t been resolved. Treat one of the checks to resolve that obstacle as though it had not been fulfilled this encounter. +_Trace:_ The counterhacker assesses the persona’s signature and identifies where its associated hacker is located unless that hacker succeeds at a DC + 0 Deceive check. + +### NODE, BASIC (NODE) + +**Source** _Tech Revolution pg. 73_ +The collection of file paths requires some effort to navigate and secure permission to restricted areas beyond. +**Resolve:** Hack (DC – 2, 1 success), Process (DC + 0, 1 success) +**Support:** Perception +**Success:** Add the node’s linked obstacles to the encounter. + +### NODE, FAKE SHELL (NODE) + +**Source** _Tech Revolution pg. 73_ +This node misleads hackers toward a falsified set of files. +**Resolve:** Hack (DC – 2, 1 success), Process (DC + 0, 1 success) +**Support:** Perception +**Success:** Add the node’s linked obstacles to the encounter. +**Special:** If the Process check to resolve this obstacle doesn’t exceed the DC by 5 or more, the linked obstacles are convincing fakes that function as normal obstacles, but resolving them provides no benefit (e.g. seemingly valuable data is worthless, command modules can’t direct devices, etc.). + +### ROOT ACCESS (MODULE) + +**Source** _Tech Revolution pg. 73_ +You secure absolute administrator privileges, allowing you to modify any of the computer’s functions with ease. +**Resolve:** Hack (DC + 20, 1 success), Hack (DC + 15, 1 success), Deceive (DC + 10, 1 success) +**Success:** You and allied hackers reduce DCs to resolve obstacles by 20 and automatically succeed at checks to analyze objectives. + +### SECURE DATA (MODULE) + +**Source** _Tech Revolution pg. 73_ +This is an average-security data module with valuable contents. Large secure data modules typically require additional checks to resolve, have higher check DCs, or both. +**Resolve:** Hack (DC + 0, 1 success), Process (DC + 0, 1 success) +**Support:** Profession check related to the data +**Success:** Hackers can now use the modify action accompanied by specific subskill checks to delete (Hack), modify (Hack), forge (Deceive), or copy (Process) the module’s contents. As a special minor action, a hacker can study the contents with a successful DC + 0 Process check or related skill check to seek specific info or attain a basic understanding of the module’s contents. + +### WIPE (COUNTERMEASURE) + +**Source** _Tech Revolution pg. 73_ +This program destroys important data. +**Resolve:** Deceive (DC + 0, 1 success), Hack (DC + 0, 1 success) +**Special:** Count the number of times hackers fail a check to resolve an obstacle while the wipe countermeasure is active. Once the count reaches 2 failures, this countermeasure begins erasing one or more other objectives, imposing a –5 penalty to resolve them. At the end of the next hacking phase, those objectives are removed from the encounter and can no longer be resolved. + +# ADAPTING HACKING ABILITIES + +**Source** _Tech Revolution pg. 73_ +The following are guidelines for adapting existing class features and character options to the dynamic hacking system. +**Faster Hacking:** An ability that reduces the time it takes to hack instead reduces the penalty a lead hacker takes when performing additional major actions to –3 per additional action. +**Delay Countermeasures:** An ability that would delay a countermeasure’s activation instead increases that countermeasure’s starting countdown value by 1. +**Negate Countermeasures:** Abilities that would negate a countermeasure entirely instead grant that character a +10 bonus to their first check to resolve the countermeasure. +**Security:** Features that increase the check DC to hack your own computer instead apply their bonus to your checks made to resist any effect that would harm your computer or persona. diff --git a/Rules/SF1E/Additional Mechanics/Environmental Grafts.md b/Rules/SF1E/Additional Mechanics/Environmental Grafts.md new file mode 100644 index 0000000..71d7562 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Environmental Grafts.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# ENVIRONMENTAL GRAFTS + +**Source** _Alien Archive 2 pg. 138_ +Environmental grafts are a form of template grafts— modifications applied to a creature to transform it in some way. This appendix presents environmental grafts that allow you to change a creature into a new creature appropriate for a new environment or terrain. These template grafts can be used with any kind of creature, but the entries for dinosaurs, herd animals, and predators are specifically designed to easily work with these rules, and applying these environmental grafts to humanoids, monstrous humanoids, and outsiders may require some additional adjudication. + +# GUIDELINES + +**Source** _Alien Archive 2 pg. 138_ +You can add some or all of the abilities and skills listed in an environmental graft to adapt a creature into one appropriate for that environment. If you wish, you can also remove abilities not needed in the environment—if you decide to turn a burrowing creature into an aquatic creature, it likely no longer needs burrowing (although if you want a sea monster that can also dig through sandy beaches, you might keep the burrowing ability). The following guidelines also offer guidance on how to adjust natural attacks, skills, special abilities, speed and movement types, and senses when adjusting a creature to a new environment. You can also use these guidelines to make ad hoc adjustments to creatures when adapting them without using a template graft of any kind. + + +### NATURAL ATTACKS + +You can always change a creature’s natural attacks to match a different body shape. If you want to use the stat block for a creature that has a tail smash for a creature that instead has sharp claws, that’s as easy as switching the name of the attack and changing the damage type from bludgeoning to slashing. + + +### SENSES + +Creatures have keen senses, which can be expressed by raising good Perception to master level when a particular sense is involved. Other senses sharper than the human norm are usually free abilities. They have low-light vision by default, but that inclusion is optional. Many species, especially those that operate in environments where sight can be unreliable, have blindsense related to scent, sound, or vibration. Creatures that commonly hunt warm-blooded prey, such as snakes, have blindsense sensitive to heat. A blindsense range of 30 feet or less is most common. A creature with particularly keen nightvision might qualify for darkvision with a range of 60 feet, although such vision is often coupled with light blindness. + +Some species enjoy even keener special senses. A predator that has blindsense (scent) might also have tracking (scent), for instance. Other creatures, such as dolphins, have blindsight (sound) due to sonar or similar capabilities. The range on such an ability can be quite large, up to 120 feet. Such sharpness in one sense can be coupled with weakness in another. Some creatures that have blindsense or blindsight have poor vision and could have the sightless trait. + + +### SKILLS + +The skills listed in each environmental graft are gained as good skills if the creature does not already have them. If the creature has the listed skill as a good skill already, it becomes a master skill. Some skill are listed with (master) after them; these are always gained as master skills. If there are any common adjustments to these skills, they are listed afterward. These additions do not count against the creature’s normal number of good and master skills (though again, you may wish to remove any skills that do not match your new creature concept). You can always adjust a creature’s good and master skills to match a different body shape. + + +### SPECIAL ABILITIES + +In addition to any changes listed in an environmental graft, you can add or exchange extraordinary abilities to a creature to match a new body type or make it interact differently in combat. You can also look at the special abilities granted to existing creatures and use them to create new creatures that fill similar roles. For example, the dinosaur entry (see page 38) has entries for pterosaur (with the Spring Attack feat), dromaeosaurid (with pounce), ceratopsid and sauropod (both with trample), and theropod (with swallow whole). One way to change these stat blocks to represent new creatures is to change out these special abilities. If you were making a new creature based on the sauropod stat block but you wanted it to have huge tentacles, you could select the grab ability from the universal creature rules and replace the sauropod’s tail attack and trample ability with a tentacle attack (with the same attack bonus and damage) with grab. Alternatively you could decide it has enormous spikes on its tail, and that it can swing its tail over its head like a lance when charging, and give it the dromaeosaurid’s pounce ability instead of trample. + + +### SPEED AND MOVEMENT TYPES + +Changing what environment a creature operates in often calls for a change in its movement modes and speed. You can increase a creature’s speed up to double or decrease it by up to half, based on your concept. Other creatures are faster in a given context, such as when taking the charge, run, or withdraw action. Many creatures also have different movement types, depending on their native environments, and some gain movement types from environmental grafts. The following generalities can help you customize an individual creature’s speeds, or when using environmental grafts. While these guidelines reference a creature’s land speed for comparison’s sake, for creatures without land speeds you can use whatever movement type they have. + +**Burrowing**: Numerous creatures slowly excavate tunnels, dens, or warrens, but only a few dig quickly enough to do so in combat. A burrowing creature typically has a burrow speed one-half to two-thirds as fast as its land speed. + +**Climbing**: A creature that has a climb speed typically has a climb speed from one-half as fast as its land speed to the same as its land speed. If a creature can climb across ceilings, it has the spider climb universal creature rule. + +**Flying**: If a creature uses biological methods to fly (most often wings, but some creatures have other means, such as skin flaps, gas sacs, or sails), this ability is extraordinary. Fly speeds vary greatly, from half or less of a creature’s land speed up to two or three times as fast as its land speed. When you give a creature a fly speed, give it a maneuverability rating of clumsy, average, or perfect based on how nimble you wish it to be. + +Some airborne creatures are clumsy when grounded. A creature like this has a land speed lower than those in the generic stat blocks. A creature that can jump well can either be given a fly speed that requires it to land at the end of every move, or just have Athletics as a master skill. + +**Swimming**: A creature that’s a good swimmer has a swim speed as fast as the land speed in its generic stat block. A great swimmer might have a swim speed two or three times this number—especially if its land speed is less than 30 feet. A great swimmer’s effective land speed might even be as low as 0 feet. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Backgrounds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Backgrounds.md new file mode 100644 index 0000000..ddf9cee --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Backgrounds.md @@ -0,0 +1,168 @@ +--- +aliases: +tags: +--- +# BACKGROUNDS + +**Source** _Galaxy Exploration Manual pg. 9_ +A character’s home world, life experiences, and relationships can greatly affect their personality and how they interact with the people, places, and situations they encounter. A shirren operative raised on a tranquil nature preserve might be more chipper than if that same character grew up on a planet engaged in interstellar war, or was falsely imprisoned, or regularly consorted with demons. Fleshing out a character’s background can make it easier to understand their motives and get invested in roleplaying them—even just a few details can breathe life into a character, making them more than just a name with statistics. Players are encouraged to work with their GM to integrate the story elements, plot hooks, and important actors of their character’s background into the broader campaign. + +The following tables contain a variety of narrative-focused, open-ended ideas intended to help players craft aspects of their characters’ backstories. Each step is optional. Players can roll for a random result, choose entries they find interesting, or simply use them as inspiration for their own ideas. Of course, players can tailor the entires as they see fit for their characters’ concepts. + +Players are encouraged to use other parts of this book (such as the world-creation system in Chapter 2 and the NPC, Settlement, and Starship Toolboxes starting on page 148) to further detail their associates, families, and homes. Players can tie their characters to locations and organizations established in the Starfinder setting using information presented in the _Starfinder Core Rulebook_, _Starfinder Pact Worlds_, and _Starfinder Near Space_. + +# STEP 1: HOME WORLD + +**Source** _Galaxy Exploration Manual pg. 9_ +Every character has a home world or origin, whether they were born and raised there, migrated later in life, or fled from it. Every character has a unique place of origin, and some characters might even have more than one. The following table lists ideas for home worlds, including planets, space stations, and societies. Each entry contains a few detailed examples to inspire ideas. Steps for customizing aspects of a home world, such as its environment (atmosphere, biomes, gravity levels, flora, and fauna) or cultural attributes (accord, alignment, magic, religion, and technology) can be found in Chapter 2. + + +### PLACE OF ORIGIN + +| D% | Description | +| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1–4 | Your home world is a terrestrial planet overrun with dangerous creatures, such as giant animals, enraged elementals, swarms of voracious vermin, tormented undead, or massive colossi. | +| 5–8 | Your home world is a gas or ice giant containing a portal to another plane. You might live in the upper atmosphere, sail the world’s dense gas seas, or hail from one of the planet’s several moons. | +| 9–12 | Your home world is a verdant place where flora and fauna live with little interference and could even grow to immense sizes. It might be unexplored and dangerous, or a peaceful nature preserve. | +| 13–16 | Your home world is a tourist destination where life revolves around keeping patrons entertained. It might be visited for its ruins, casinos, theme parks, or idyllic scenery. | +| 17–20 | Your home world is the site of a miraculous decennial phenomenon. Perhaps its orbit crosses through the atmosphere of another planet, or it teleports throughout the universe to orbit different suns. | +| 21–24 | Your home world is at war on a national, planetary, or interstellar scale. Many citizens are soldiers, and those that aren’t support the war effort in their own way. You’ve likely lost loved ones to battle. | +| 25–28 | Your home world is overrun by hostile forces. Whatever their treatment of your people, you might embrace the new regime, rebel against it, remain indifferent, or strive to go unnoticed. | +| 29–32 | Your home world is a post-apocalyptic wasteland, destroyed perhaps by meteor impacts, war, or pollution. The survivors might live hidden in subterranean bunkers or scrounge through the wreckage of the past in the barren wastelands. | +| 33–36 | Your home world is inhospitable to organic life. It might have extreme temperatures, a toxic atmosphere, or fatal radiation levels. Surviving here required specialized tools, such as magic, equipment, or even divine intercession. | +| 37–40 | Your home world is a massive living creature, host to an entire biosphere. If your society is aware of its nature, they might treat the creature like a pet, a subordinate, or a god. | +| 41–44 | Your home world is harried by extreme environmental forces, such as hurricanes, thunderstorms, or volcanic eruptions. These disasters could be natural, magical, technological, extraplanar, or signs of a god’s displeasure. | +| 45–48 | Your home world is a large, urban settlement. Whatever its size or location, you live amid bustling crowds and the hectic buzz of city life. | +| 49–52 | You’re from a newly-founded colony. Your community is tight‑knit, and the world outside is largely unexplored. Whether life is serene or dangerous, thriving or failing, the colony and its residents are focused mainly on survival. | +| 53–56 | You’re from a physically-confined community whose citizens have never crossed its borders. You might have lived in a cave system, fallout shelter, walled-in community, or mobile fortress. You might feel safe within these confines or yearn to break free. | +| 57–60 | You’re from a mobile community, such as a nomadic colony, a traveling circus troop, a flotilla adrift on a flooded world, or a small fleet of starships traversing the galaxy together. | +| 61–64 | You grew up in an educational institute or specialized training program. It might have been localized, such as in a monastery, school, or military base, or it might have been in a vast university-city. | +| 65–68 | You’re from a city that flies through the skies of its home planet. Your people might have hated the world below, ignored it, fled from it, or considered themselves its protectors. | +| 69–72 | Your home is a starship, and its crew like family. They might have been long-haul truckers, mercenaries, smugglers, space pirates, surveyors, or musicians touring the galaxy. | +| 73–76 | You come from a colony ship designed to relocate large populations to new planets. The colonists might be daring explorers, political exiles, religious pilgrims, or refugees fleeing from a destroyed world. | +| 77–80 | You live on a space station. It might have been a large urban metropolis, a corporate-owned way station, or a scientific research facility. | +| 81–84 | You’re from a community of miners. They might have been nomadic, moving from prospect to prospect, or they might have stayed working one promising vein for months or years. | +| 85–88 | You hail from a society that was built upon the ruins of another culture. Most citizens might pay these ruins little mind, though some consider them holy sites, subjects of study, or places to explore for a thrill. | +| 89–92 | Your society comprises a utopia built and maintained by the labor of hidden slums; you might come from either side of this social divide, fallen or climbed from one to the other, or be unaware of the division. | +| 93–95 | You were found adrift in an escape pod with no memory of how you got there or where you’re from. | +| 96–98 | You’re from another plane of existence, such as the transitory Drift, the riotous First World of the fey, or the shimmering slopes of Heaven. | +| 99–100 | You come from a simulation under constant observation, unaware your world was artificial. Life might have been a dangerous fight for survival, a blissful utopia, or anything in‑between. The simulation’s architects and their objectives might be shrouded in mystery. | + + + +# STEP 2: MAJOR EVENT + +**Source** _Galaxy Exploration Manual pg. 10_ +A character’s unique life experiences shape their personality, inspiring joy, challenging them with hardships, or burdening them with sorrow. Major events might propel a character toward their dreams or upend their life with hardships. The major events in a character’s life can have a significant impact on how they interact with others, as well as perceive themself. +The following table lists suggestions for major events your character could have experienced, alongside some examples to spark inspiration. Players are encouraged to customize these suggestions, taking into consideration how these events affected their character’s personality and motivations. Many events serve as catalysts that launch a character into the life of an adventurer. Players can select as many major events as they desire, with the GM’s approval. + + +### MAJOR EVENT + +| D% | Description | +| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1–2 | You don’t know who you are or where you came from. Your missing memories might be a result of amnesia, repression, or a memory-modification procedure. You’re driven to uncover your past. | +| 3–4 | You were once an animal, but somehow you gained sapience, whether through the power of technology, magic, or divine will. You’ve adapted to society well but retain some animalistic behaviors. | +| 5–9 | You distinguished yourself as extraordinary, perhaps through academic excellence, a gladiatorial competition, or an important discovery. You might embrace, hate, or struggle with your reputation. | +| 10–14 | You made an important scientific or anthropological discovery and strive to make more. You yearn to push the boundaries of knowledge, perhaps exploring the galaxy to uncover mysteries or unearth relics of the past. | +| 15–18 | You crash-landed on an alien world, becoming stranded for hours, days, or decades. You likely struggled for survival and might have fought fierce beasts, traversed treacherous landscapes, or made contact with an alien species. | +| 19–22 | You were cursed. You might have bad luck, strange features, or an unfortunate tendency to self-sabotage in embarrassing ways. You’re searching for a cure and might turn to faith, magic, or superstition to find it. | +| 23–26 | You fell into debt, and payment is past due. You might have gone to extreme lengths to repay loaners, such as theft, gambling, IOUs, or indentured servitude. | +| 27–30 | You won the lottery, were the beneficiary of an inheritance, or otherwise obtained something of great value. Your good fortune might have been met with celebration, jealousy, false friendship, or theft. | +| 31–34 | You came into possession of something you shouldn’t have, perhaps a magical relic, a cutting-edge prototype, or classified information; whatever it is, its owners are determined to retrieve it—and they might not be the only ones. | +| 35–38 | You obtained a mysterious key, coordinates, or a map you suspect leads to something valuable—perhaps a place, object, or wealth. Whatever the prize, you’re not the only one searching for it. | +| 39–42 | You’ve been repeatedly mistaken for someone else thanks to a strong resemblance, or they’re often mistaken for you. You might have access to their wealth, gain their enemies, or be the victim of identity theft. | +| 43–46 | You accidentally wronged someone and are struggling to live with (or escape) the consequences. Your negligence might have caused property damage, injury, or death. Those you wronged might be innocent victims, powerful public figures, or criminals seeking revenge. | +| 47–50 | You spent time with someone who inspired you to follow in their footsteps, such as a crime lord, doctor, musician, or war hero. You idolize them, whether they deserve it or not. | +| 51–54 | You met a rare creature and were changed by the encounter. It might have been a demon, a mi-go, or a unicorn. You might live in fear of the creature or yearn to meet it again. | +| 55–58 | You fell under the influence of a criminal, and as a result you took the fall for a crime—whether you really did it or not. You might have served jail time, been exiled, or fled; you still might have a bounty on your head. | +| 59–62 | Someone you trusted betrayed you. They might have been an individual, such as a lover, sibling, or friend—or perhaps a group, such as law enforcement, religious leaders, or employers. | +| 63–66 | You seek revenge against someone who wronged you. They might have slandered you, robbed you, hurt your family, or killed your pet. Whatever they did, you’re furious, and believe whatever repercussions they faced were inadequate. | +| 67–70 | You were the subject of experimentation. You might have been abducted or tricked into it, or maybe you volunteered. Either way, it was probably painful, and you might still suffer side effects. If you’re an escapee, the experimenters might be looking for you. | +| 71–74 | You took a dangerous stand for your oppressed or endangered people. You might be an activist, freedom fighter, or revolutionary. You might uphold your morals or be willing to break them to achieve your goals. | +| 75–78 | Someone close to you went missing. They might have gotten lost or been taken, or they might have disappeared of their own volition, the reasons for which seem embroiled in mystery. Finding them is important to you. | +| 79–82 | Someone close to you died, such as a friend, mentor, or parent, perhaps leaving you alone in life. You might have difficulty accepting their death, be driven to investigate it, or want revenge for it. | +| 83–86 | Disaster, such as extreme weather or war, destroyed your home, likely hurting or even killing people you care about. You’re homeless and struggling to find your place in the galaxy. You might care for other survivors, such as an orphaned child or lost pet. | +| 87–90 | You were shunted here from the past, future, or an alternate dimension. You might encounter familiar faces, perhaps even another you, but they’re not the people you know. You’re likely motivated to find a way home. | +| 91–94 | You have prophetic dreams or visions of another dimension, or you hear voices no one else perceives. The purpose, source, and veracity of these strange occurrences are unknown to you. | +| 95–100 | You died or came close. You might be alive, undead, or possessing a robot or plant. You might have seen strange visions or felt the weight of your sins. Whatever your experience, death changed you. | + + + +# STEP 3: INFLUENTIAL ASSOCIATE + +**Source** _Galaxy Exploration Manual pg. 11_ +Throughout a character’s life, they’ll be influenced by other people: the people who raised them, inspired them, and hurt them; the people they confided in, competed with, and loved; and the people they fought with, squabbled over, or hurt in turn. This web of personalities pulls on everyone within it, influencing some, repelling others, and providing ample opportunity for adventure. +The following table lists influential associates your character might have acquired during their lives alongside suggestions for detailing each connection and the role they might serve in a campaign. These associates include allies, contacts, mentors, and foes. Players should determine the associate’s name, location, and relationship to their character and can use the NPC Toolbox on pages 148–149 to flesh out details. Players are encouraged to work with their GM to incorporate these associates into the wider campaign. + + +### INFLUENTIAL ASSOCIATE + +| D% | Description | +| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1–4 | A mentor that raised you, educated you, or trained you. They might be a parent, teacher, sibling, boss, or captain. They might be especially fond of you, be indifferent toward you, or treat you unfairly. | +| 5–8 | Your idol. The person you look up to, emulate, or who inspired you to follow in their footsteps or surpass to surpass their legend. They might be a relative, mentor, or celebrity. They might not even deserve your praise. | +| 9–12 | A socially awkward loner that taught you an important lesson. They’re independent and capable but battling loneliness. They might be an exile, hermit, or introverted intellectual. They’ve likely been hurt or taken advantage of by others in the past, but they trust you. | +| 13–16 | A confidante that knows your secrets and has your full trust. They might be a parent, sibling, lover, best friend, or therapist. If you wrong them, they could become a terrifying enemy. | +| 17–19 | An old friend that has reinvented themselves, hiding their past to become powerful. They might be a celebrity, corporate executive, politician, or gang leader. They’re never happy to see you, but they might be convinced to help you— at least enough to make you go away. | +| 20–22 | An influential friend that’s well-liked and well-connected. If you’re looking to make new contacts, they’re happy to facilitate introductions with other guests if you attend one of their numerous parties. | +| 23–26 | A clergy or religious leader that you’ve known for many years. You might confide in this person, seek their advice, or practice at their place of worship. | +| 27–29 | Your benefactor or financier. They’ll cover your expenses in exchange for you plying your trade on their behalf. They might expect you to create holographic diversions for them, put on musical performances, or cure their ailments. | +| 30–32 | A commanding leader you respect. They might be an educator, head of a crime syndicate, savvy CEO, military officer, or passionate activist. Whatever their role, when they speak, others listen. | +| 33–35 | An irresponsible wanderer that flits in and out of your life. They’re fun and you care for them, perhaps as a friend, family, or lover, but they visit only when they need help—and they usually bring trouble. | +| 36–39 | A criminal, troublemaker, or layabout that’s a bad influence. You might be friends, family, colleagues, or enemies. You might aspire to be like them or want to get away from them. | +| 40–42 | An eccentric storyteller that orates wild tales of adventure that they claim happened to them in their youth. No one believes them, but occasionally their stories prove true. They’re an entertaining but dubious source of information. | +| 43–46 | An academic, linguist, or scientist with a love for educating others. Brilliant and long-winded, they’re willing to answer your questions free of charge, though the answers are conveyed through lectures that last hours. | +| 47–50 | A doctor, medic, herbalist, or mystic that repeatedly saved your life. When you’re hurt and in need of aid, you can count on them to patch you up–though they might not appreciate your visits. | +| 51–53 | An enthusiastic inventor that supplies you with cutting edge, experimental technology in exchange for detailed reports on the objects’ performance. Many of these prototypes glitch, have unfortunate side effects, or explode. | +| 54–57 | A trusted mechanic that keeps your starship maintained or upgraded in port. Whether they’re a junker working with spare parts or a corporate innovator, they’re always willing to bump you to the front of their queue. | +| 58–61 | The owner of your favorite restaurant or hangout. They might treat you like a VIP, give you a place to hide, or complain whenever you visit. Whatever their opinion of you, they never turn you away. | +| 62–65 | A dispatcher, fixer, or intermediary that connects you with clients, jobs, or contacts. When you’re looking for work or short on credits, you can count on them to hook you up, though the work might not be legal. | +| 66–69 | A black market fence who’ll always off-loads even the strangest items, no questions asked. They’re shifty and reticent, refusing to engage in idle conversation or exchange personal information with customers, and they use an alias. | +| 70–73 | A law enforcer that doesn’t appreciate your meddling but might aid you if they deem your cause worthy. They might let you access a crime scene, give you information, or check a restricted database on your behalf. | +| 74–77 | An unwavering professional that, despite their close connection to you, never works for free. They believe everything has a cost that must be paid. When compensated, they complete their work to the letter despite obstacles. They’re reliable, fair, and confident. | +| 78–81 | A person you’re indebted to, perhaps a moneylender, loan shark, best friend, landlord, or mechanic. You might be able to renegotiate terms or squeak some leeway out of them, but the cost is steep. | +| 82–85 | A treacherous liar, hustler, or swindler who has gotten the best of you before. Every time you think you have the upper hand; they fool you again. You swear next time will be different. | +| 86–89 | A longtime rival you’re constantly competing with. Whether good natured or cutthroat, friend or foe, neither of you get the upper hand for long. | +| 90–93 | A competitor you bested or embarrassed who despises you for your victory. They likely accuse you of cheating, slander your name, challenge you to a rematch, interfere in your affairs, or sabotage your efforts. | +| 94–97 | A criminal, detective, or space pirate that’s pursuing a vendetta against you. Driven by desperation or wounded pride, they hunt you wherever you go. They can’t be bargained or reasoned with. | +| 98–100 | An outsider, fey, or other creature that takes pleasure in meddling in your affairs. They might have hold over your soul, claim you have a destiny to fulfill, enjoy messing with you, or be your friend. | + + + +# STEP 4: PARTY RELATIONSHIPS + +**Source** _Galaxy Exploration Manual pg. 12_ +The most important relationship in any campaign is that between the player characters. Building these relationships ahead of time can improve group cohesion and gives the characters reason to find solutions to disagreements and unite despite personality clashes. +The following table lists potential relationships your characters might have with one another. The group can select a single entry connecting the whole party, or each party member can choose relationships for as many party members as they wish. Players should select these relationships collaboratively and can customize entries as they see fit for their characters’ visions. + + +### PARTY RELATIONSHIP + +| D% | Description | +| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1–4 | You and this character are family. You might be joined by blood, marriage, adoption, oaths, or through long-standing bonds of friendship so close as to make you effectively kin. | +| 5–8 | You and this character shared an intimate relationship, which might still be ongoing. You might have been lovers, soul mates, or considered yourselves two halves of a single identity. You know each other inside and out and have many shared acquaintances. | +| 9–12 | You and this character were once close, though circumstance, distance, or time caused you to drift apart. You might be happy to see each other, interact awkwardly and have nothing in common, bicker over past slights, or even utterly despise each other. | +| 13–16 | You and this character met online, have been friends for years, and are meeting in person for the first time. You have shared interests and jokes; you might or might not get along in person as well as you hoped. | +| 17–20 | You and this character used to be enemies, but over time you became friends. You’re brutally honest with each other, and you might regularly mock or tease each other or bring up past conflicts. However, when push comes to shove, you’ve got each other’s backs. | +| 21–24 | You and this character are competitive rivals striving to outdo one another. Whether your rivalry is friendly or cutthroat, you push each other to try harder, aim higher, achieve greater feats, and reach your full potential. | +| 25–28 | You and this character served together in a military unit. You celebrated, fought, struggled, and suffered through loss together. You might be the sole survivors of your unit. Love them or hate them, you trust them to fight alongside you. | +| 29–32 | You and this character are colleagues who worked together in the past or present. You know each other’s habits and probably work well together, even if you don’t get along personally. | +| 33–36 | You and this character share a professional relationship, such as boss and employee, teacher and student, or superior and subordinate. You probably want to make a good impression on each other and might be uncomfortable socializing. | +| 37–40 | You and this character collaborated together on a project. You might have been co-stars in a theatre troupe or holovid program, members of the same band or orchestra, scientific research partners, or construction workers on the same build site. | +| 41–44 | You and this character trained together. You might have enrolled in the same classes at school or university, gone through military training together, or been on the same sports team. | +| 45–48 | You’re a fan of this character’s accomplishments and work, or they are of yours. One of you might even be a customer or patron of the other. Both of you likely appreciate each other and can count on the other’s support. | +| 49–52 | You and this character are criminal associates. You understand— but might not trust—each other. Your illicit activities might be known to other members of the party, or not. | +| 53–56 | You and this character are friends of the same person. You met through a mutual acquaintance or have overlapping social circles, and though you’ve socialized, you aren’t close. | +| 57–60 | You and this character were both hurt, tricked, or ripped off by the same person. You might bond over shared misfortune, fear, or desire for vengeance. | +| 61–64 | You and this character temporarily competed, such as by applying for the same job or pursuing the same lover, but you were both passed over for someone else and now bond over shared rejection. | +| 65–68 | You and this character know each other by reputation but have never met. You might look forward to working together, regard each other with mild interest, or dread every interaction. | +| 69–72 | You and this character were both arrested and falsely accused of the same crime. You might have proven your innocence together, served time in the same prison, or been pardoned but live with a tarnished reputation. You might both hold a grudge against those who accused or condemned you. | +| 73–76 | You and this character are from the same neighborhood, settlement, country, or planet. You might be neighbors or strangers bonding over shared roots and connections. They might remind you of home, so you might find their presence comforting. | +| 77–80 | You and this character have mutual interest in a hobby that you regularly engage in together. You might go clubbing, hunting, perform music, or meet regularly to play a favorite game. | +| 81–84 | You and this character share an intense passion for a specific hobby or media. You might love the same band, game, movie, or sport; both of you might even belong to the same fan club.. You discuss your shared interest for hours, in greater depth than anyone else thinks it deserves. | +| 85–88 | You and this character are affiliated with the same organization, such as AbadarCorp, the Free Captains, the Golden League, the Starfinder Society, the Xenowardens, or a local charity. If it’s a large organization, it’s unlikely you know each other personally. | +| 89–92 | You and this character are members of the same philosophy, religion, or cult; you might even be members of the same congregation. Although you might quibble over minor philosophical matters, you support each other in matters of faith and morality. | +| 93–96 | You and this character met while sharing an enjoyable experience together. You might have been volunteers at the same charity, spectators at a sporting event, or passengers on the same planetary cruise. | +| 97–100 | You and this character survived the same mass tragedy, perhaps an invasion, crash landing, or hurricane. Whether or not you met during the disaster, you’ve bonded over your shared loss and suffering in the time since. | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Exploration System.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Exploration System.md new file mode 100644 index 0000000..2232c12 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Exploration System.md @@ -0,0 +1,161 @@ +--- +aliases: +tags: +--- +# EXPLORATION SYSTEM + +**Source** _Galaxy Exploration Manual pg. 34_ +Perhaps one of the biggest challenges of having an entire galaxy to explore is figuring out where to start! With limitless stars ahead, each with the potential for multiple worlds to investigate, the task of picking a destination can be daunting to say the least. The exploration system presented in this section gives your party of galactic adventurers a wide range of tools to seek out new worlds. +Over the course of many adventures, your character may travel to a far-flung locale in the Vast, catalog a specific planet within a star system, attempt to locate something from orbit, or explore a previously unknown world on foot. No matter the scope of exploration, Starfinder provides a system for it in the following sections, starting with wide-ranging galaxy exploration and narrowing in focus to world exploration. +**Galaxy Exploration** (see below) expands upon the standard rules for the navigation task of the Piloting skill, especially when you know next to nothing about the system to which you wish to travel. By doing research and gathering more information, you can learn enough about the system to make it merely unfamiliar. Once you locate a system and travel to it, the next logical step is to explore the system itself. The **System Exploration** section (page 35) gives you tools to track down the various gravity wells within a system and, with a little time and effort, create a map of the system. +Once you’ve reached a particular world, **Exploration from Orbit** (page 36) provides guidelines for getting the most from your starship’s sensor readings while in orbit. It covers not only general information on what your sensors can ascertain, but also how to focus on and analyze data to gather information about a world’s attributes, anomalies, and inhabitants. +The last section, **World Exploration** (page 37), gives some general guidance on how to handle on-the-ground exploration on a new planet, including using the tools presented in the biome sections of this book (pages 48–95). It also provides a system called hexploration to help you narrate and map the exploration of a world. +**Downtime Activities:** Several components of this system use Starfinder’s downtime rules. + +# GALAXY EXPLORATION + +**Source** _Galaxy Exploration Manual pg. 34_ +Long ago, galactic exploration was primarily the business of a diverse and often secretive group of priests and other magic‑using fellowships who jealously guarded their secrets of magical space travel and planes-hopping. With the revelation of Triune and the advent of faster-than-light Drift travel, the galaxy became ripe for mass exploration, but only for those with the technology and know-how to navigate its expanse. +Navigation is the key to exploring the galaxy. Every navigator is aware of the difference between Near Space and the Vast. Near Space comprises systems and worlds that have the greatest density of Drift beacons, thereby reducing the time and risk it takes to travel there. Destinations in the Vast have fewer such beacons, increasing both the travel time and risk of potentially dangerous Drift encounters (pages 146–147), and making reliable information on such places even harder to come by. +While a navigator must be knowledgeable in various calculations and equations to feed into Drift engines, they also must have at least some knowledge of where they want to go. While strange properties of the Drift make the galactic distance from one place to another almost meaningless, knowing a system’s relative bearing from one’s current position (and that said system even exists) is needed to properly navigate via the Drift. These details can be hard to ascertain, especially when searching for a path to a world in the Vast. +If you want to find and travel to a known destination, even one unfamiliar to you (Core Rulebook 145), you can. You might even use the plan route downtime activity (Character Operations Manual 154) to gain some aid toward navigating to that system. But what about destinations, especially those in the Vast, about which little is known? Maybe you’ve found some brief reference to a system on a datapad, heard rumors about a mysterious space station, or uncovered some old but faulty star chart. For such obscure destinations, you can attempt to narrow your search by using the Locate Galactic Destination downtime activity. + +# SYSTEM EXPLORATION + +**Source** _Galaxy Exploration Manual pg. 35_ +Once you’ve located and successfully traveled to an unfamiliar system, your next step is learning what exactly is in that system—no easy task, considering it may be hundreds of millions of miles across. Entering the system might give you some fundamental information about what’s present there, and you might have learned some particulars already through your initial search. To learn more about an unknown system, many explorers rely on the activities and starship systems detailed below. See pages 394–395 of the Core Rulebook for brief summaries about various types of astronomical objects you might encounter. + +## FINDING GRAVITY WELLS + +**Source** _Galaxy Exploration Manual pg. 35_ +Gravity wells are formed when massive astronomical objects exert significant gravitational pull, such as a star or black hole around which a system’s other astronomical bodies orbit. When you arrive in a system, you can typically discover its primary gravity well very quickly and without the need for skill checks. +You can then attempt to locate other astronomical objects in a system by searching for their telltale gravity wells. The most basic (and time-consuming) method for doing so involves searching the system via a starship’s sensors, using the map star system downtime activity. You can then determine the nature of the astronomical objects you locate (see Analyzing System Data below). +Due to the massive sizes of star systems and the relatively small size of even the largest planets and other bodies, finding all of a system’s gravity wells and corresponding worlds takes time. Traveling via starship to an identified astronomical object works as traveling in-system, taking 1d6+2 days. + +## STARSHIP SYSTEMS + +**Source** _Galaxy Exploration Manual pg. 35_ +There are widely available starship systems that can speed up the time it takes to map a star system. This tech include very long‑range system-wide sensors that, while not useful in combat, can quickly scan a star system and produce a general map as well as sensor drones that you can deploy throughout a system. Such drones are slower but more affordable than system-wide sensors. + +## ANALYZING SYSTEM DATA + +**Source** _Galaxy Exploration Manual pg. 35_ +After pinpointing a system’s gravity wells, you may want to determine exactly what kind of astronomical object lies at the heart of each well, especially before investing the time it takes to travel to one. This requires further analysis of the data. +To analyze gravity well data and identify the type of astronomical object at its heart, you must first have pinpointed the gravity well, whether by successfully completing the map star system downtime activity, analyzing sensor drone data, or coming into possession of the necessary information some other way. Then you can perform the Celestial Analysis downtime activity. + +# EXPLORATION FROM ORBIT + +**Source** _Galaxy Exploration Manual pg. 36_ +While you can ascertain the location and general type of astronomical objects from a distance, finding out more generally requires traveling to and orbiting the body. While in orbit, you can use your starship’s sensors to determine the world’s atmosphere, primary biomes, and gravity. This process typically takes ten minutes and requires a successful DC 15 Computers check, as detailed on page 301 of the Core Rulebook. This check is modified by the type of sensors you have on your ship, as usual. A number of factors can increase or decrease that DC, as outlined in the Sensor Modifiers below. +Keep in mind that such scans must be performed outside of combat and that certain worlds’ inhabitants will not permit offworlders to peer down from orbit indefinitely—or at all. +While getting general information about a world can be crucial, more information can be gained from a full sensor sweep and analysis of the data obtained. You can use the world analysis downtime activity to attempt a more thorough scan, or you can map out a portion of a world’s geography using the world mapping downtime activity. + +## SENSOR MODIFIERS + +**Source** _Galaxy Exploration Manual pg. 37_ +Various circumstances might modify the DC for the checks needed to ascertain information about a planet while using sensors in orbit. The following is a list of some of those circumstances and how they modify the DC. Modifiers from two or more different sources can stack (such as if a planet has both a thick atmosphere and an extreme magnetic field). Strange anomalies may hamper scanning at the GM’s discretion; see the Planetary Anomalies below. + + +| Circumstance | DC Modifier | +| -------------------------- | ----------- | +| Anomaly | –2 to +4 | +| Energetic magnetic field | +2 | +| Extreme magnetic field | +4 | +| Planetary sensor scrambler | +4 | +| Thick atmosphere | +2 | +| Thin atmosphere | –2 | + + + +## PLANETARY ANOMALIES + +**Source** _Galaxy Exploration Manual pg. 37_ +Anything that makes a world unique beyond its basic physical and cultural characteristics can be considered a planetary anomaly. This could manifest as a strong connection to a different plane of existence, a global magic- or technology-dampening field, an abundance of mystical crystalline caverns just below the surface, especially active plate tectonics, or a singularity barely contained within the planet’s core. +Each biome section (pages 48–95) and most cultural attributes (96–129) contain tables of adventure hooks, which can be a great source of inspiration for planetary (or more localized) anomalies. Feel free to adapt ideas from your favorite books, films, and other media, and remember that the only limit in a science fantasy setting is your imagination. + +# WORLD EXPLORATION + +**Source** _Galaxy Exploration Manual pg. 37_ +Exploration-focused adventures and campaigns often take place on a single uninhabited or previously uncontacted world, or in a system of such worlds. Exploring a world whose inhabitants are willing to interact with outsiders and who have some degree of technological advancement can be as easy as getting the proper permissions to land your starship, buying a map, and booking a guided tour. In such places, you’ll often be able to use a large settlement as a base of operations. There, you might hire guides, purchase or rent terrestrial transportation, and stock up on the necessities of exploration before setting out, as you would in any major settlement of the Pact Worlds. +Even without these benefits, you are likely to have enough information from whatever led you to the world in the first place, or from your exploration from orbit, to have a general location from which to begin your exploration. A relatively small terrestrial world still contains uncountable lifetimes’ worth of adventure in its millions of square miles. You’re likely to focus on key areas of interest in your exploration, rather than make a comprehensive mapping of a world’s every rock and tree. +But what happens when you lack a known starting point, or the world doesn’t have large cities or advanced technology—or even any sapient creatures? Well, things may get trickier for both the player characters and the GM. The Sandbox Adventures chapter (starting on page 130) contains advice for creating and facilitating open-ended campaigns and adventures, while this section provides a “hexploration” system that GMs and player characters can use together to explore and map uncharted areas. Hexploration is detailed in the following sections, which assume the PCs have landed their starship in a relatively safe location and are traveling on foot in trackless terrain on an uncharted terrestrial world. +Finally, the various biome sections in this book (pages 48–95) detail not only the kinds of environments, both familiar and alien, that you might encounter, but also potential inhabitants and adventure hooks. Each section also presents player options, such as equipment, feats, and spells, that can be especially useful in exploring such areas. It’s then up to the players to collaborate, using these and other tools along with the explorers’ decisions to weave together a fun and exciting story of the exploration of an alien world. + +## HEXPLORATION MAP + +**Source** _Galaxy Exploration Manual pg. 38_ +Hexploration uses a map split into a hexagonal grid. Each hex on the map represents an area 12 miles across and features its own dominant biome, be it desert or forest, marsh, or mountain— see the Hexploration Table on page 39 for a full list of biomes. Terrestrial worlds with dynamic climates often have most, if not all, of these terrain types, while stranger worlds might feature only one or two dominant biomes across their entire surface. Just because each hex has a primary terrain type doesn’t mean that it’s the only terrain in that hex. A hex might feature a road or river snaking through it, smaller bodies of water, a thicket of alien vegetation, a massive city, or countless other variations. +You can quickly draw a map using just a few colors, some basic symbols, and letters or numbers for reference; the Exploration Log on page 158 includes a hex grid for this purpose. When creating a hex map—often when the PCs land their starship or set out from a settlement—it’s helpful to start in the middle of the grid, since they can generally explore in any direction. + +## HEXPLORATION ACTIVITIES + +**Source** _Galaxy Exploration Manual pg. 38_ +A group of PCs gains a number of hexploration activities per day based on the speed of the slowest member of the group, as shown on the table below. During the course of the day, the PCs can use their hexploration activities to either travel or perform recon. + + +| Speed | Activities per Day | +| --------------- | ------------------ | +| 15 feet or less | 1/2 | +| 20–25 feet | 1 | +| 30–35 feet | 2 | +| 40-45 feet | 3 | +| 50 feet or more | 4 | + + + +### TRAVEL + +**Source** _Galaxy Exploration Manual pg. 38_ +You move into or toward an adjacent hex. This requires a number of hexploration activities equal to the required activities (see the Hexploration Table on page 39) for both your origin hex and the hex into which you’re moving. For example, a party moving from a mountain into a forest would require 5 hexploration activities. If you don’t know the biome of the destination hex, you learn it after using the number of exploration activities required by your origin hex (2 in the previous example). If you don’t have enough hexploration activities in a day to move into an adjacent hex, you can use as many hexploration activities as you want to move toward that hex, and then add that progress to travel you perform on subsequent days. +Keep in mind that with hexploration, movement from one hex to another includes some degree of exploration of the hex entered rather than point-to-point travel, so the travel rate is often slower than typical overland speed. +**Traveling in Vehicles:** Remember that a vehicle must be designed for the terrain in which it’s traveling to use its overland movement speed; the GM makes this determination per vehicle and can modify the speed as needed. If the entire party is in appropriate vehicles with an overland speed of at least 20 mph, the group gets 6 activities per day instead of the usual 1–5. +**Traveling in a Starship:** While it is often possible to fly a starship slowly enough and at a low enough altitude to easily travel over difficult terrain while gathering basic information, there are myriad reasons why this may not be advisable or preferable. Foremost, many of a world’s most interesting features are hidden from view and are fundamentally inaccessible from the air. There may be other concerns, such as an atmospheric field that interferes with technology or a strict local government with large no-fly zones. In addition, Huge or larger starships flying too close to a planet’s surface risk crashing. + +### PERFORM RECON + +**Source** _Galaxy Exploration Manual pg. 39_ +You carefully explore and map a single hex, gaining as much information as you can. This requires a number of hexploration activities equal to the hex in which you’re performing recon, and you choose whether to be more careful or more thorough. If you choose to be more careful, the encounter DC (see Random Encounters below) increases by 2; if you choose to be more thorough, it decreases by 2. +Once you have successfully performed recon in a hex, you discover all the hex’s major features that do not require a check (at the GM’s discretion), and you learn the biome of each hex adjacent to that hex. In addition, if you chose to be more thorough, you also find the fastest way through the terrain; reduce the number of activities required to travel in or through that hex by 1 (to a minimum of 1). This reduction can apply only once per hex. + +### DOWNTIME ACTIVITIES + +**Source** _Galaxy Exploration Manual pg. 39_ +Characters not traveling or performing recon can spend the day engaged in a downtime activity instead. Several existing downtime activities can be especially relevant during exploration of unfamiliar terrain. More information about each of the following can be found in the Character Operations Manual: build shelter (page 150) gather supplies (page 152), inoculate (page 153), maintain readiness (page 153), and secure area (page 155). + +## SURVIVAL + +**Source** _Galaxy Exploration Manual pg. 39_ +When exploring a world’s unmapped wilderness, the Survival skill (Core Rulebook 148–149) becomes crucial to, well, survival. From enduring severe weather and orienteering to predicting weather and living off the land, the tasks of this skill are particularly suited to the galaxy’s wilds. Precisely what you will face is dependent on the biome you are exploring, and there may be numerous environmental hazards (Core Rulebook 400– 405). + +## RANDOM ENCOUNTERS + +**Source** _Galaxy Exploration Manual pg. 39_ +Whenever PCs explore, there’s a chance for a random encounter; this chance is based on the relative population density of an area, with some types of terrain tending to be denser than others. Each time the PCs travel or recon, roll a d20. On a roll equal to or higher than the encounter DC listed in the Hexploration Table (see below), a random encounter occurs. The GM can adjust these numbers based on circumstance. +The GM can use the inhabitants and adventure hooks tables in the corresponding biome section (pages 48–95) to inspire a random encounter. Remember that encounters can be far more than combat with wandering monsters; there are plenty of opportunities for roleplaying and social encounters, especially those that tie into and expand on a world’s adventure hooks or various other attributes. + + +### HEXPLORATION + + + +| Biome | Required Activities | Encounter DC | +| ------------ | ------------------- | ------------ | +| Airborne | 1* | 17 | +| Aquatic | 1* | 14 | +| Arctic | 2 | 17 | +| Desert | 2 | 17 | +| Forest | 3 | 12 | +| Marsh | 2 | 12 | +| Mountain | 2 | 16 | +| Plains | 1 | 16 | +| Space | 1* | 17 | +| Subterranean | 2 | 16 | +| Urban | 1 | 10 | +| Weird | Varies | 14 | + +* Assumes a fly (airborne or space) or swim (aquatic) speed; GM might require certain equipment and/or might increase the required activities. + +## SWITCHING OUT OF HEXPLORATION + +**Source** _Galaxy Exploration Manual pg. 39_ +When the PCs face a random encounter or discover an adventuring site while engaged in hexploration, these encounters typically do not cost the PCs a hexploration activity to tackle, assuming that they occur over several minutes rather than hours. However, if the PCs decide to explore a vast technological ruin, engage in lengthy diplomacy with locals, or get involved in a protracted chase with raiders, the GM might deduct a hexploration activity for the time spent. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Accord, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Accord, Infinite Worlds.md new file mode 100644 index 0000000..8ac4997 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Accord, Infinite Worlds.md @@ -0,0 +1,185 @@ +--- +aliases: +tags: +--- +# ACCORD + +**Source** _Galaxy Exploration Manual pg. 96_ +For all its intellectual and material accomplishments, culture withers without the collective—some shared experiences, values, and goals that provide a society meaning and unite its people in overcoming challenges they could never defeat alone. Accord measures the degree to which a world’s individuals and societies cooperate with one another and the galaxy at large. While it outwardly corresponds to alignment, accord is distinct, and even though lawful societies tend to have higher accord than chaotic ones, powerful exceptions exist. +The factors that shape accord are as complex as the constituent cultures it reflects. Codifying accord starts with asking questions. Why do a world’s inhabitants fight and compete? What drives them to seek peace and community? Did the inhabitants evolve from creatures whose survival depended on especially gregarious or individualist behavior? How monolithic is the world’s culture? How many species comprise these cultures, and are they on relatively equal footing with each other? Is there history that encourages cooperation or stokes resentment? +Keep an open mind. In human-centric sci-fi settings, myriad conditions might drive accord, from longstanding peace and prosperity to indoctrination and merciless punishment levied against anyone stepping out of line. With the introduction of magic, alien species, and unfamiliar environments, the underlying possibilities become far more diverse and fantastical. Devastating living conditions could drive an unwavering code of hospitality or encourage desperate raiding. Abundant magic might provide all of a society’s needs and drive peace, but it could also fuel arcane subjugation. The existence of telepathy opens up vast possibilities for accord, potentially breaking down any barriers between personal and communal thought. In a collective consciousness, the group-mind’s anger or joy becomes the emotion of all, creating trusting societies that can turn on a perceived threat as one. Few societies embrace this concept so fully as the barathu of Bretheda, who meld physically and mentally with one another to create increasingly powerful amalgam beings. +High-accord worlds could include an ideological, semi-democratic stratocracy governed by generals and driven by referendums in which only those who serve or have served in the military can vote. The axiom that military service grants citizenship prevails; soldiers get valorized for their role while civilians are looked down upon—not hated, but pitied. Another world might feature a prosperous pluralistic democracy with a strong social safety net and a powerful economy. Most inhabitants are happy with their circumstances, and over time, politics addresses an ever-narrower set of issues with citizens treating it as a spectator sport rather than something relevant to their daily lives. High accord could reflect a cybernetic surveillance state in which sophisticated AI programs monitor inhabitants and dissent becomes impossible beneath the machine’s all-seeing eye. The AIs, in turn, remain bound by their programming always enforcing what they deem a virtuous society. +On a medium-accord world, a once-united theocratic oligarchy cracks under a massive religious schism, all inspired by the discovery of space travel and alien species. Some accept the “sky people” as friends; others see them as peerless angels from beyond, while certain inhabitants arm themselves against the threat of otherworldly invasion. On another world, a perilously unstable coalition of burgeoning nation-states pools its resources to compete on the galactic stage. While the confederation presents a united front, old rivalries and divisions mean that internal factions always jockey for advantage and dominance. Across the galaxy, a utopian world with sophisticated nanomanufacturing and omnipresent AIs might have granted every citizen a life of decadence—until a few of the AIs achieved self-awareness. Now, the mainframes responsible for a billion lives debate their future, even as the masses remain blissfully ignorant of the often-violent disagreements conducted beneath their feet. +An iconic low-accord world is an anarchic, post-apocalyptic wasteland, where scavenger bands compete over scarce resources left behind by the ancients. Isolated city-states work to consolidate power, yet most inhabitants live nomadic lifestyles to avoid spectral hot spots, mutated beasts, and hostile raiders. Compare this type of society to a hyper-individualistic plutocracy, where citizens must contract all possible services, such as police, fire prevention, and life support. Safety lies only in joining one of the megacorporations’ petty states or one of the workers’ cooperatives that sprout from time to time. Elsewhere, citizens swear fealty to militarized aristocracies on a techno-feudal world where semidivine war machines breathe radioactive fire. Ostensibly, marriage and alliances bind that society’s aristocrats to each other, but belligerent vestiges of honor spark noble vendettas and valorized violence without fail. Whatever the conditions, accord can shape adventure possibilities as much as any other factor. The PCs might find ample opportunities for conflict and profit on low- or medium-accord worlds, yet any gains they make might stay at constant risk of loss to betrayal or even raiding, allowing for high-risk/ high-reward gambits. +Meanwhile, high-accord realms might have little apparent opportunity for enterprising freelancers—at least until the PCs dig up long-suppressed grievances, treasures from a bygone age, or opportunities to overthrow the quiet tyranny that currently maintains order. Often, these worlds appropriately function as a home base where adventurers can retire in peace— or serve as discrete informants charged with keeping an eye on rising threats. Such places can also present the PCs with a moral quandary, as those living in worlds at peace might prefer the price they pay for the absence of conflict, no matter how high, and exhibit resentment toward outsiders who meddle in their affairs. + +## ACCORD AND SKILL CHECKS + +**Source** _Galaxy Exploration Manual pg. 97_ +A world’s accord reflects its inhabitants’ perspectives on whom they can trust and what they fear, impacting how easy it is to affect them with Bluff, Diplomacy, and Intimidate checks. +**High Accord:** Reduce inhabitants’ effective CR by 1 for the purpose of calculating Diplomacy check DCs. Inhabitants often have an initial attitude of indifferent or better. +**Medium Accord:** Typically, no change is involved. +**Low Accord:** Increase inhabitants’ effective CR by 1 for the purpose of calculating Diplomacy and Intimidate check DCs. Inhabitants often have good Bluff, Intimidate, or Sense Motive skill bonuses, and their initial attitudes are rarely friendly or helpful. + +## HIGH ACCORD + +**Source** _Galaxy Exploration Manual pg. 98_ +High-accord societies and worlds often appear at peace with few disagreements or divisions. Life tends to be stable, if not necessarily pleasant. The great majority of citizens can expect tomorrow to be a great deal like today. Likewise, life tends to be safe; even in the most dystopian regimes, the inherent predictability of life means that it’s easy enough to avoid danger, at least for those who live by any extant social contracts necessary to protect themselves. This relative safety often means that the populace perceives threats to any institutions that maintain the peace—whether those institutions are long-standing peace treaties, shared virtues, or tyrannical guardians—as existential threats to their happiness and safety. Whether these peoples hope to preserve their utopias or fear retribution from an overbearing government, citizens often push back against anything threatening the existing order, especially wandering bands of offworld adventurers. +Not everyone living within a dominant paradigm of a high-accord world agrees with the status quo. Some might have no choice, forced into an outcast state because of their identity. Others make a philosophical choice to stand in opposition to their society, whether out of youthful rebellion or considered judgment. For these people, life in a high-accord society can become singularly unpleasant. Rebels living in more benign societies at the very least find themselves shunned with friends and relatives treating them with puzzled pity. Those in harsher regimes might be harassed, persecuted, imprisoned, or even killed if they refuse to conform. Despite these risks and dangers, almost every high-accord society has some pockets of resistance to the norm. +Some adventurers hailing from high-accord societies seek surrogate relationships to replace the ones they’ve left behind, ranging from intense friendships to vast adoptive families to merciless hierarchies. Other adventurers are the aforementioned misfits, departing when then find they don’t fit their home world’s exacting expectations. Adjusting to the galaxy at large can be a difficult process for refugees from high-accord worlds. What might seem like intolerable rebellion in the stable domain of a high-accord society becomes downright quaint in the chaos of galactic civilization, and few high-accord adventurers have real experience with physical danger before leaving their homes, making traveling the galaxy—especially as an adventurer forging their own path—quite an education. + +### HIGH-ACCORD ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|---------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Someone plans to assassinate the highest ruler. | +| 2 | There’s a moral panic about decadent, depraved offworld music. | +| 3 | Authorities have scapegoated an outsider for a hideous murder. | +| 4 | Seditious literature spreads throughout the world, and the state police arrest any who possess copies. | +| 5 | A new translation of a society’s founding documents would invalidate centuries of established tradition—if it’s legitimate. | +| 6 | The government introduces highly-intrusive surveillance technology. | +| 7 | Recent warnings of a terrible imminent disaster (invasion, plague, asteroid) are being all but ignored by a complacent population. | +| 8 | A senior state official wants help to discreetly bail their child out of prison—and to ensure their permanent record stays clean. | +| 9 | A political or cultural dissident stows away on the PCs’ starship. | +| 10 | A social media fad allows a corporation to subtly control aspects of everyday citizens’ lives. | +| 11 | Authorities investigate the import of an offworld foodstuff or medicine that seems to cause discontent in users. | +| 12 | A body double for the government’s most controversial leader seeks to betray their former employer. | +| 13 | An offworld corporation is hiring outside help to penetrate insular local markets. | +| 14 | Certain identifying documents are required to get legitimate work, but one neighborhood is awash in convincing black-market forgeries. | +| 15 | A hacker erases the identities of dozens of prominent citizens to bring attention to the government’s mistreatment of a marginalized group. | +| 16 | A senior official has died with no clear successor, and the government covers up their death until a suitable successor is produced. | +| 17 | Missionaries of a chaotic-aligned deity try to spread a new faith. The government isn’t enthused. | +| 18 | A recent discovery proved that a long-dead, important historical or cultural figure wasn’t who they pretended to be. | +| 19 | The government commissions offworlders to ferry a dozen prisoners to exile. Most are political dissidents; one is a serial killer. | +| 20 | The terms of an ancient treaty keeping a world at peace also require its powers to conquer neighboring systems, which request aid. | + + + +## MEDIUM ACCORD + +**Source** _Galaxy Exploration Manual pg. 98_ +A medium-accord world is riven by one or more serious divisions, whether ethnic, religious, ideological, geopolitical, or something else. Medium-accord worlds lack the overwhelming unity of high-accord worlds, but they don’t generally suffer the pernicious struggles or isolation of low-accord worlds. Medium-accord worlds are the most common in the galaxy since they occupy a sort of natural equilibrium on the spectrum. Maintaining a high-accord society requires considerable, concerted effort and no small amount of luck, while low-accord societies tend to exhaust themselves through conflict, either eventually extinguishing themselves or seeing a single group rise to dominance. Rarely, a medium-accord world arises when the members of a low-accord world finally seek peace after generations of division. +Typically, the residents of a medium-accord society have a distinct sense of home and nation while simultaneously being familiar with the idea of other kinds of societies and ways of life. This knowledge can sometimes lead to xenophobia, excessive nationalism, and a siege mentality with the populace seeing itself surrounded by others unlike and unfriendly toward them. Just as often, however— and especially on worlds that have access to the interstellar community—differences may be seen as a source of curiosity, strength, or profit. +Adventurers might hail from medium-accord worlds for any number of reasons, but many won’t find a circuitous life among the stars, hopping from culture to culture, to be particularly strange. Already used to dealing with outsiders and those unlike them, they tend to settle easily into the galactic scene, seeing it as just one more job or turn of life. Medium-accord adventurers often develop strong alliances and friendships, though they can sometimes be prone to viewing things with dichotomous, us-versus-them mindsets—often an asset for their allies but a hindrance to forming complicated relationships or dealing with situations that require more nuance. + +### MEDIUM-ACCORD ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A new, shadowy organization claims responsibility for an upswing in natural disasters in several enemy states. | +| 2 | A massive natural disaster hits a once-strong state whose enemies now pose a looming threat. | +| 3 | A high-ranking member of one faction’s military looks to defect. | +| 4 | An obscure, ignored state manages to acquire the most powerful super weapon in the system and wins a war it was doomed to lose. | +| 5 | A powerful offworld mercenary organization has offered its services to one faction, threatening to destabilize the entire geopolitical system. | +| 6 | A revolutionary but expensive biotechnology exacerbates tensions between the upper and lower classes. | +| 7 | A newly-appointed ambassador, utterly ignorant of local customs, needs help preparing for a major upcoming cultural event. | +| 8 | A diplomatic crisis causes a once-valuable export to become worthless, and merchants look to sell the goods elsewhere. | +| 9 | A seemingly unbreakable code gives one nation an advantage in matters of espionage. | +| 10 | The assassination of a political figure by regional separatists has triggered an international crisis. | +| 11 | A major, multilateral summit is being held offworld, making security and scrutiny in the area tighter than ever. | +| 12 | Two major states finally agree to peace talks, and a nervous third party hires help to sabotage them. | +| 13 | An offworld hacker threatens to destabilize global markets unless all nations agree to a unilateral disarmament treaty. | +| 14 | A nation’s senior intelligence official is a mole for an enemy state. | +| 15 | One state looks for help to discreetly salvage a wreck belonging to a rival state. | +| 16 | One nation attempts to disguise its espionage of an enemy state as much-needed humanitarian efforts. | +| 17 | A sudden invasion of outsiders from another plane of existence scrambles all the usual alliances and power blocs. | +| 18 | The sacred dead of a faction rise en masse as peaceful undead, but other states believe this event to prelude a war. | +| 19 | A major arms syndicate sells weapons to all factions at very low prices; the weapons are soon discovered to be faulty. | +| 20 | A long-running, massive conflict ends abruptly as each side realizes they can’t remember why they fought in the first place. | + + + +## LOW ACCORD + +**Source** _Galaxy Exploration Manual pg. 98_ +Life on a low-accord world is almost universally governed by fear. All-out war between numerous small factions grips the archetypical low-accord society, whether that war involves literal armed conflict or a constant state of competition where there are no true allies yet ample consequences for failure. Chaotic societies are most naturally inclined to collapse into such conflicts, yet even lawful factions might initiate and sustain these long-term struggles. +Few people enjoy living in a low-accord world, though occasionally small groups can establish pockets of relative stability and profit. These fledgling societies are uncertain, insecure enterprises, as whatever forces caused the world to fall into low accord remain a threat. The exceptions include worlds and societies that survive and eventually push their homes toward greater stability. It’s uncommon for a low-accord world to stay that way indefinitely; most of what the Pact Worlds recognize as sapient species gravitate toward stability and safety, even if their societies also encourage individuality, self-expression, and a degree of dissidence. Worlds that remain in a low-accord state for extended periods often do so because of external factors that prohibit a safer equilibrium, whether offworld political influence or geological instability that manifests as societal imbalance. +Adventurers from low-accord worlds often consider themselves refugees or escapees, finding solace in a galactic society that seems oddly trusting and cooperative. Life in a low-accord world tends to cultivate paranoia and self-reliance in equal measure, and for many such adventurers, learning that trust isn’t a weakness can prove a difficult yet vital step toward fitting into other societies. Adventurers who overcome this hurdle and accept trusted allies might still assume the worst of everyone else and, in turn, expect others to assume the worst of them. + +### LOW-ACCORD ADVENTURE HOOK + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Someone is taking advantage of the planet’s disorganization to hide a secret research facility. | +| 2 | A local warlord looks for aid in training their nebbish heir in the arts of violence. | +| 3 | A major discovery of natural resources in what was previously a wasteland sparks a land rush, and tempers are high. | +| 4 | Star-crossed lovers from rival factions beg for outsiders’ help. | +| 5 | An offworld corporation looks for help in retrieving a cargo of dangerous weapons shipped to the world “by accident.” | +| 6 | A powerful and violent faction suddenly goes silent. What are they planning—or what happened to them? | +| 7 | A lawful-aligned outsider appears in an area of sacred ground that was previously the focus of a three-sided civil war. | +| 8 | A freighter full of humanitarian supplies goes missing in a wasteland thought to be inhabited by monsters. | +| 9 | Though they have ceased hostilities, two rival groups can’t agree on the terms of peace and require outside arbitration. | +| 10 | A retiring warlord bequeaths their lands and goods to a group of offworlders they’ve supposedly never met before. | +| 11 | There’s a murder at a neutral meeting between factions, but the obvious suspect is a little bit too obvious. | +| 12 | A new faction joins the chaotic political landscape when the plants and animals of a large stretch of wilderness suddenly become sapient. | +| 13 | People flock to a charismatic new demagogue. Anyone who hears them speak becomes a convert. | +| 14 | A desperate faction requires assistance to bring a holy figure to an important location behind enemy lines. | +| 15 | A peacekeeping group on a world on the brink of war goes quiet. | +| 16 | A minor faction is so desperate for offworld help that it has just kidnapped a prominent offworld personality. | +| 17 | The underdog faction in a minor war looks offworld for mercenary assistance, offering higher pay than they should be able to afford. | +| 18 | A profiteering offworld corporation secretly hoards a key natural resource that the world’s factions has long fought over. | +| 19 | A key contact for offworld visitors was killed in a minor raid. What happens to visiting adventurers now? | +| 20 | An interstellar criminal cartel suborns local clans into providing them with illicit goods, such as dangerous drugs. | + + + + +## LEADERSHIP SYSTEM + +**Source** _Galaxy Exploration Manual pg. 100_ +Roleplaying game campaigns, even open-ended ones, often revolve around a handful of individuals of steadily growing competence and renown while facing an array of foes in battle. This classic model is reliable for a campaign, but what if players are placed in command of some kind of organization: a military unit, a political campaign, a business, a cult, or something else? In these cases, the leadership system comes into play. +In the leadership system, PCs manage an organization: a group of people with some sense of collective identity. The party is in charge as a group, although a single PC might serve as the nominal head. For instance, one PC might take on the position of CEO for a business with the other PCs representing members of the board or other high executives. +The leadership system isn’t a mechanical boost or a campaign reward, nor is it strictly tied to a character’s progression; rather, the system follows the logic of an ongoing campaign. In some cases, running and improving the PCs’ organization could be central to the campaign’s victory conditions. Perhaps the PCs are underbosses of an Akitonian crime ring, and their goal in the campaign is to forge an interstellar criminal network stretching from Verces to Absalom Station. The organization might exist in the background, allowing for a different style of campaign to unfold. Perhaps the PCs command a deep-space exploratory vessel, and the organization is their trusty crew, gaining in ability and confidence just as the PCs do. +The leadership system here presents a framework that GMs and other players can flesh out together, depending on the circumstances of their campaign, and can represent anything from the Corpse Fleet to the Absalom Station Orchid Fanciers’ Club. + +## ORGANIZATIONS + +**Source** _Galaxy Exploration Manual pg. 100_ +Every organization has the following characteristics. See the Organizations table below for level-based guidance on an organization’s statistics. +**Level:** Each organization has a level, which helps inform its other statistics and is generally equal to 2 lower than the PCs’ level. The GM might allow extra adventures to raise it to a maximum of 2 higher than the PCs’ level. +**Followers:** These people aren’t a formal part of the organization but devote some share of their energies to it. They might be loyal customers, adoring fans, social media followers, voters, worshipers, and so forth. Followers have their own lives but are reasonably dedicated to the organization. For every follower, there are another five to 10 people with a casual interest toward the organization. Followers are always CR 1/3. +**Members:** These people are full-time members of the organization. They’re a military organization’s soldiers, a political campaign’s permanent staff and volunteers, or a business’s employees. They carry out their assigned duties and are assumed to be loyal—but not fanatically so—to the organization’s leadership. Members are much lower CR than the PCs’ level. While membership covers a spread of CRs, generally, each higher CR has half as many people in it as the CR before it; for example, a 6th-level organization with 14 members will probably have two CR 1 members, four CR 1/2 members, and eight CR 1/3 members. +**Lieutenants:** These people are more important full-time employees of the organization—the priests, the military officers, the social media representatives, and so forth. They follow the same CR spread as members. Often, one or more lieutenants will be fully realized NPCs, serving as figureheads for the organization. +**Power:** At the GM’s discretion, an organization can be called upon to act mechanically by performing skill checks. Perhaps a PC-run military unit can identify a new alien threat, or the promoter for the PCs’ music group can try to score a record deal. In this case, the PCs roll a d20 on behalf of the organization and add its power bonus. The GM determines whether the organization can use the appropriate skill and assigns the DC according to the difficulty of what the PCs attempt to achieve. + +### ORGANIZATIONS + +| Level | Followers | Members | Member CR | Lieutenants | Lieutenant CR | Power | +|-------|------------------------|-------------|-----------|-------------|---------------|-------| +| 1 | 1–10 | 1–2 | 1/3 | – | – | +5 | +| 2 | 11–25 | 3–4 | 1/3 | – | – | +7 | +| 3 | 26–50 | 5–6 | 1/3 | 1 | 1 | +8 | +| 4 | 51–100 | 7–9 | 1/3 | 1 | 1 | +10 | +| 5 | 101–250 | 10–13 | 1/3 | 1 | 1 | +12 | +| 6 | 251–500 | 14–18 | 1/3–1 | 2 | 2 | +13 | +| 7 | 501–1,000 | 19–27 | 1/3–1 | 2 | 2 | +15 | +| 8 | 1,001–2,500 | 28–36 | 1/3–1 | 3 | 2–3 | +16 | +| 9 | 2,501–5,000 | 37–53 | 1/3–1 | 4–5 | 2–3 | +18 | +| 10 | 5,001–10,000 | 54–75 | 1/3–2 | 6–7 | 3–4 | +19 | +| 11 | 10,001–25,000 | 76–99 | 1/3–2 | 8–10 | 3–4 | +21 | +| 12 | 25,001–50,000 | 100–150 | 1/3–2 | 11–15 | 3–5 | +22 | +| 13 | 50,001–100,000 | 151–215 | 1/3–2 | 16–22 | 3–5 | +24 | +| 14 | 100,001–250,000 | 216–300 | 1/3–3 | 23–30 | 4–6 | +25 | +| 15 | 250,001–500,000 | 301–425 | 1/3–3 | 31–42 | 4–6 | +27 | +| 16 | 500,001–1,000,000 | 426–600 | 1/3–3 | 43–60 | 4–7 | +28 | +| 17 | 1,000,001–2,500,000 | 601–850 | 1/3–3 | 61–85 | 4–7 | +30 | +| 18 | 2,500,001–5,000,000 | 851–1,200 | 1/3–4 | 86–120 | 5–8 | +31 | +| 19 | 5,000,001–10,000,000 | 1,201–1,700 | 1/3–4 | 121–170 | 5–8 | +33 | +| 20 | 10,000,001–100,000,000 | 1,701–2,400 | 1/3–4 | 171–240 | 5–9 | +35 | + + + + +## USING ORGANIZATIONS + +**Source** _Galaxy Exploration Manual pg. 100_ +Tending a gradually growing organization is a satisfying use of leadership in a campaign that features it; the players succeed when their organization does, and they gradually become potentates of various sorts. There are several other ways to use organizations more actively in a campaign. +A campaign that has the PCs running an organization should occasionally call for power checks, much as it might call for Diplomacy or Stealth checks. If the PCs lead a band, for instance, they might use their organization’s power checks to get into restricted social gatherings, mobilize flash mobs, or sic lawyers on those using their music without permission. +Organizations can also pay the PCs a salary. This option can be one way for the GM to get the expected wealth per level into PC hands in otherwise remote or treasure-light campaigns. +Organizations can serve as sources of friendly NPCs and safe locations, and a campaign that features an organization should give the PCs plenty of chances to talk with their allies, employees, and supporters. Giving players a chance to customize a home base or the ability to recruit NPCs they like into their organization can lead to fun storytelling opportunities. +Finally, the organization can serve as a source of plot points and adventures for the PCs, who are the highest-level and most powerful characters in the organization and likely to be called on when trouble arises. However, GMs should be cautious about making the organization feel like a liability. Ideally, the PCs should want to initiate adventures themselves to expand or strengthen their organization. + +## ORGANIZATION NPCS + +**Source** _Galaxy Exploration Manual pg. 101_ +Not all organizations have followers, members, and lieutenants attached to them. If the PCs run a church, then having priests (lieutenants), deacons and acolytes (members), and worshipers (followers) makes sense. If the PCs are social media influencers, then they might have many followers but only a few lawyers and accountants (lieutenants). A ship’s crew might have only crew (members) and officers (lieutenants). diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Airborne, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Airborne, Infinite Worlds.md new file mode 100644 index 0000000..ce34af8 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Airborne, Infinite Worlds.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# AIRBORNE + +**Source** _Galaxy Exploration Manual pg. 48_ +For eons, the skies have tantalized land-bound creatures that gaze up at them from below. With modern magic and technology, those without natural flight can take to the air, their visits fleeting but fascinating. But of course, terrestrial creatures aren’t the only ones in the galaxy. +Many civilizations exist wholly or partly in their planets’ atmospheres. An airborne biome might contain elaborate towers tethered to the ground or rows of houses magically suspended in midair, built by winged sapient species with no need for ground-level doors. Airborne civilizations might construct entire floating cities—large enough that if you aren’t near the edge, you could forget you’re airborne at all—or be composed solely of a small chain of vehicles or flying buildings tethered together, like traveling caravans making their way across the skies. +Even in the absence of traditional terrain, airborne settings need not be featureless—you can narrate the sounds and scents of an airborne wilderness to give the PCs a sense of its atmosphere. The sight of a planet’s ground from the air provides a unique perspective on terrain miles below. Airborne biomes often host numerous vehicles, from simple turbogliders to massive hover carriers, and an encounter with a flying pirate ship or the vessel of a daring fellow explorer can liven up empty skies. Weather patterns and wind currents can either help or hinder the PCs’ travels and provide notable landmarks for gas giant planets that lack terrestrial features. +Airborne biomes might be alien to terrestrial PCs, and the environments can be even stranger. The atmosphere gets thinner the higher you go on an Earth-like planet, but that’s not necessarily the case for all worlds. Perhaps the atmosphere gets thicker or is poisonous or hallucinogenic to those not acclimated. A denser atmosphere could allow structures filled with standard air to float, propped up by nothing more than the atmosphere’s natural buoyancy. Species the PCs have never encountered before may make their homes in the atmosphere of a gas giant or in a floating city cut off from the rest of their planet’s civilizations. +Supplies, like food, water, and equipment, pose a prominent concern for an airborne society. Most airborne settlements can’t farm on a large scale and must distill water vapor from the air. Large floating cities can terraform, but smaller settlements (and many in gas giants) rely on what they can gather or acquire from trade. The smaller an airborne community, the more likely it is to be nomadic and to rely heavily on trade. Inclement weather can devastate airborne communities, and most have developed strategies to shield themselves from winds, lightning, and other dangers. Those who can fly, whether by themselves or in vehicles, have a greater degree of mobility than those who can’t. Still, it’s more difficult to find a safe place to rest in the air, where places to alight might be few and far between, than on the ground. +In an airborne biome, the opportunities for adventure are boundless, and the sky really is the limit! + +## AIRBORNE ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 48_ +The spirit of adventure inspires many who live in airborne biomes, as the wind currents create an inherently changeable environment. Adventurers from an airborne biome might be of species that can fly, such as barathu, dragonkin, or espraksa. Some might instead possess magic or technology that allows for flight or be a citizen of a floating city with no flight of their own. Adventurers often view the skies as a medium as a medium for travel rather than a destination, but abandoned floating cities, magically influenced air currents, and flying citadels present tempting adventuring locations. + +## AIRBORNE WORLDS + +**Source** _Galaxy Exploration Manual pg. 48_ +An entire biome of airborne civilizations is unlike the worlds many terrestrial creatures are used to. Some are gas giants with no terrestrial surfaces, consisting only of various gases. Even in the absence of ground, these planets’ inner atmospheric layers are usually impossible to access since pressure and temperature increase closer to the core. Further into a gas giant, where the gases become more liquid-like, native species swim instead of fly. In these worlds, weather patterns replace terrestrial geographic features for navigation. Some gas giant species are adept hunters, though others derive nutrition in unusual ways by humanoid standards, such as absorbing nutrients through physical contact with other organisms. An environment lacking ground provides less encouragement to build permanent settlements, and many gas giant species are nomadic, floating through the atmosphere unaided or in vehicles, although “rest stop” structures are often built by species who require them. Outside immigration is limited without artificial assistance, as non-native species lack the capabilities to survive in such an environment. Inhabitants of gas giants can be very insular as a result—or, conversely, extremely curious about other worlds, especially if their world hasn’t seen much outside exploration. Sometimes, permanent platform stations and bubble cities are built within a gas giant’s atmosphere to accommodate other species, providing excellent jumping-off points for those not native to these environments. +Some airborne biomes might have land, but that land is uninhabitable or dangerous—perhaps due to low-hanging smog, dangerous predators, or geological instability—that prompts the world’s prior ground-based inhabitants to move into the air. If these species don’t have natural flight, they likely rely on magic or technology to keep their settlements aloft. These civilizations face greater challenges with supplies than species of gas giants adapted to such environments, and engineering reliable sources of food and water is often paramount. Even large floating cities with terraformed farms might encourage citizens to avoid overpopulation since they can’t easily expand their territory. Some groups expand up rather than out, creating multitiered structures that ascend further into the sky. + +## AIRBORNE RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 49_ +Starfinder has many rules to aid in airborne adventures. Basic information on flying appears on page 259 of the Core Rulebook, with additional information about using the Acrobatics skill to fly on page 135. For dealing with cloud cover as well as stealth and detection in aerial terrain, see the Aerial Terrain section on page 396 of the Core Rulebook. The Weather section on pages 398–400 of the Core Rulebook details the wind conditions creatures might need to fly through and other weather they might encounter, while the rules on falling from pages 400–401 describe what happens to those who fail to stay aloft. Of course, creatures need to have a way to fly to begin with! Those without natural flight can make use of magic, such as flight (Core Rulebook 355), or technological methods of flying, such as jump jets for short hops or jetpacks for true flight (Core Rulebook 205). For specific settings to run airborne adventures or for inspiration in creating your own airborne worlds, check out the Aeries of Laubu Mesa on Castrovel (Pact Worlds 33), the strix-inhabited tower of Qidel on Verces (Pact Worlds 65), and the hovering citadels of Meruchia and Nusova on Triaxus (Pact Worlds 105). As for gas giants, the worlds of Liavara and Bretheda (Pact Worlds 108–126) showcase a multitude of settlements. + +## AIRBORNE TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 50_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### AIRBORNE INHABITANTS + +| D% | Sapient | Threat | +|--------|---------------------|------------------------| +| 1–4 | Anacite | Aerial devil | +| 5–8 | Astriapi | Air wysp | +| 9–12 | Azata, tritidair | Ashypsozoan | +| 13–16 | Barathu | Baykok | +| 17–20 | Contemplative | Cloud ray | +| 21–24 | Dessamar, imago | Dinosaur, pterosaur | +| 25–28 | Dragon, horacalcum | Electrovore | +| 29–32 | Dragon, silver | Elemental, greater air | +| 33–36 | Dragonkin | Elemental, lightning | +| 37–40 | Dreamer | Fulmivar | +| 41–44 | Espraksa | Gloomwing | +| 45–48 | Genie, djinni | Irokiroi | +| 49–52 | Genie, janni | Mucilaginous cloud | +| 53–56 | Dragon, green | Muotta | +| 57–60 | Haan | Niaq | +| 61–64 | Haeshi-shaa | Psychic abomination | +| 65–68 | Kiirinta | Quantum slime | +| 69–72 | Lucandrian | Radiation drake | +| 73–76 | Mi-go | Rauzhant | +| 77–80 | Muneen | Shantak | +| 81–84 | Necrovite | Sharpwing | +| 85–88 | Phentomite | Skreesire | +| 89–92 | Planar scion, sylph | Sky fisher | +| 93–96 | Spathinae | Swarm antecursor | +| 97–100 | Strix | Swarm xersk | + + +### AIRBORNE ADVENTURE HOOKS + +| D% | Adventure Hook | +|----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | An enormous floating city traverses the sky, miles above the ground. However, the ancient magic (or perhaps experimental, unstable technology) powering the city’s flight mysteriously begins to fail, and thousands of lives rest upon fixing or replacing it. | +| 2 | New research has discovered valuable gases in a formerly ignored gas giant, but further investigation reveals several newly discovered species reliant on the planet’s delicate ecosystem. Mining corporations and Xenowardens clash over the planet’s stewardship, each contracting outside help to aid their efforts. | +| 3 | Heavy, low-lying pollution makes the ground uninhabitable for all but the most fearsome predators, while sky pirates prey on the air currents many traders use to transport their goods. A desperate merchants’ association calls for assistance in driving off the raiders. | +| 4 | A small faction of Dreamers, psychic diviners who are typically oblivious to their surroundings, have begun attacking people according to some yet-unknown pattern. Is something wrong with these individual Dreamers, or have they foreseen a terrible portent? | +| 5 | A violent storm has waylaid a flying caravan of nomadic traders, destroying crucial supplies. Far from any settlement, the nomads must work together and take any help they can get just to survive. | +| 6 | A powerful djinni makes it known that their domain, an aerial city, is under attack by mysterious, shadowy winged creatures. The djinni asks for help protecting the city, promising rich rewards to those who do. | +| 7 | A massive, empty airship floats adrift in the sky, with none claiming ownership or even knowledge of its origin. Exploration of the ship reveals neither crew nor passengers aboard, nor any sign of a disturbance—save for faint, omnipresent whispers that fracture the sanity of all who hear them. | +| 8 | A child implores passersby to rescue their kidnapped sibling, who was supposedly taken by a dragon to a flying castle lair. Upon investigation, though, it turns out the “kidnapping” was anything but. | +| 9 | A gas giant’s atmospheric gases are slowly turning toxic to its native species. The inhabitants and any who would help them must determine how to reverse the process—or evacuate the planet—before it’s too late. | +| 10 | Adventurers and racers from Near Space and beyond are invited to enter a multiday marathon air chariot race held by a confederation of sky-towns, but a series of accidents among the participants hints of a saboteur on the loose. | +| 11 | The PCs’ airship is blown off course in a storm, landing amidst a floating jungle landscape dotted with ruins. To escape, they must find a way to repair their ship, but disturbing nightmares indicate they aren’t alone here. | +| 12 | Several gas-refining platforms high in the atmosphere have suffered mysterious accidents lately, and neutral parties are being asked to investigate. But is it simple corporate sabotage or a conspiracy that stretches far beyond a few mining outposts? | +| 13 | A mysterious floating island suddenly appears in the sky, shrouded in mist. Rumors abound that the island holds a great treasure, but thus far, no one who has gone to investigate has returned. | +| 14 | The nervous inhabitants of a small flying city used to resupply airborne travelers are on edge. An unusually large group of sharpwings hunts the town’s streets at night, and the aerial predators seem to prey specifically on the city’s newest visitors. | +| 15 | A war has erupted between several factions of dragons, each competing for influence or resources. Locals and visitors alike have been pulled into the fray, and nearby dragonkin see daring adventurers to serve as their riders. | +| 16 | A town made of floating, boardwalk-connected buildings experiences strange incidents in which people are seen walking right off the boardwalk edges... only to reappear in town hours later, eerily calm and claiming no memory of their actions. | +| 17 | A massive, multicolored cloud bank that defies natural laws inexorably advances across the sky, totally enveloping everything in its path. Thus far, all parties sent to investigate its source haven’t returned. | +| 18 | The tether to the agricultural district of a city of linked floating platforms has snapped, sending the district adrift miles away from the rest of the city. The city’s inhabitants desperately need to reclaim their lost food supply. | +| 19 | A prestigious flight school is recruiting intrepid pilots willing to risk flying into a dangerous permanent storm, intending to train the would-be heroes to investigate the storm’s potentially magical source. | +| 20 | The discovery of a portal to a landless demiplane leads to first contact with a civilization of humanoids living in airborne buildings. The inhabitants don’t know their home is a demiplane and believe visitors are harbingers of an ancient prophecy. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Alignment, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Alignment, Infinite Worlds.md new file mode 100644 index 0000000..c86614c --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Alignment, Infinite Worlds.md @@ -0,0 +1,155 @@ +--- +aliases: +tags: +--- + +# ALIGNMENT MECHANICS, INFINITE WORLDS + +**Source** _Galaxy Exploration Manual pg. 102_ +Alignment is a simplified characterization of a community (or individual’s) ideology. On a personal level, it can encompass one’s behavior, morality, and personality. When applied to a group, it encompasses the beliefs, laws, traditions, societal framework, and shared ethos of the institution and its members—the spiritual zeitgeist that unites individuals into a community. This section focuses on alignment as applied to a settlement, society, world, or other group. For more information on individual alignment, see page 24 of the Core Rulebook. + +## THE ALIGNMENT SYSTEM + +**Source** _Galaxy Exploration Manual pg. 102_ +Alignment is measured using two pairs of opposing values: good and evil, and law and chaos. Each pair of values creates an axis within a spectrum, with neutrality in the middle. Combined, these two axes produce a total of nine alignment possibilities: lawful good (LG), neutral good (NG), chaotic good (CG), lawful neutral (LN), neutral (N), chaotic neutral (CN), lawful evil (LE), neutral evil (NE), and chaotic evil (CE). + +## GOOD AND EVIL + +**Source** _Galaxy Exploration Manual pg. 102_ +The good-evil axis measures morality. Good alignment could indicate a society that values altruism, charity, helpfulness, honesty, loyalty, respect for life, or the protection of others. An evil alignment could indicate a society rife with corruption, cruelty, greed, oppression, prejudice, selfishness, violence, or lack of compassion. Neutral morality could indicate indifference, a lack of commitment, a commingling of aspects of these two opposing values, or a purposeful rejection of the concept of morality. + +## LAW AND CHAOS + +**Source** _Galaxy Exploration Manual pg. 102_ +The law-chaos axis measures order against spontaneity. A lawful alignment could indicate adherence to rules, codified values, real or perceived fairness, honesty, or deference to authority or tradition. Lawful societies tend to be consistent, predictable, organized, and stable. A chaotic alignment could indicate distrust of authority or emphasize anarchy, freedom, unpredictability, creativity, or spontaneity. Chaotic societies tend to be adaptable, inventive, and flexible. Neutrality on the law-chaos axis often indicates indifference, passivity, or living by a fluid code of conduct that may be altered or broken as required. + +## USING ALIGNMENT + +**Source** _Galaxy Exploration Manual pg. 102_ +Every world, nation, settlement, organization, and community can have an alignment, though quantifying it is neither simple nor universal. A society’s alignment reflects the typical alignment of its citizens, leaders, and government. This alignment is neither homogeneous nor inherent to its inhabitants or environment. Individuals and smaller communities within these groups and cultures can be of any alignment, regardless of their surrounding society or governing body. +Much like individual alignments, a society’s alignment isn’t static. It changes over time, as behavior shifts, cultural mores change, or when new generations come into power. Typically, this change happens over centuries. When change occurs at an accelerated pace, it’s often the result of internal shifts, such as cultural reform, revolution, or new leadership; external influences, such as natural disaster, war, or other shared calamity; or rapid change in a community’s other attributes, such as accord, magic, religion, or technology. +When creating worlds and settlements, alignment is a useful descriptive tool meant to differentiate locations from one another, quickly convey societal information, and spark creativity. Applied well, alignment enhances a location by setting a baseline for a society that events can be measured against. Alignment alters worlds completely, making two worlds with the same attributes and biomes distinct. A world governed by ascetic ysoki warrior-mages that idolize self-sacrifice will be very different from that same world governed by backstabbing ysoki gangs vying for supremacy, scrappy ysoki freedom fighters hiding out among the trees, or spoiled ysoki aristocrats who wield social connections and magic to suppress lower castes. Among these varied worlds and cultures, a single act—perhaps the theft of an apple or a pernicious lie—can have drastically different meanings and repercussions. However, alignment shouldn’t restrict player creativity or actions. Rather, it should provide context, qualities, and quirks for a location and its inhabitants; drive social interactions; and engage players in the people and places around them. +In addition to alignment’s ability to affect the gaming environment, alignment is a helpful guideline for GMs. It indicates which player characters will find easy acceptance and which will have to work to fit in, or more easily rebel. When encountering random NPCs, most will be of the same alignment as their surrounding culture; those who don’t fit these expectations are likely to catch the attention of players. Alignment is also useful for determining basic laws, social encounters, and typical combats. GMs running a lawful world might introduce law enforcement, customs agents, religious leaders, professional greeters, or ardent patriots tasked with acclimating— or assimilating—foreigners. GMs running a chaotic world might introduce a band of criminals, dashing musicians, wily pickpockets, or frantic philosophers who battle in the streets with lyrical soliloquies. Generally, chaotic worlds feature dangerous wildlife and hazards more often than lawful ones. +The nine alignments and how they might influence a society or world are examined in more detail below. As with any system, alignment is a tool meant to enhance gameplay and inspire adventure. If you don’t enjoy the interactions facilitated by the alignment system, feel free to ignore it altogether. + +## ALIGNMENT ENTRIES + +**Source** _Galaxy Exploration Manual pg. 103_ +Each alignment entry lists some of the many creatures, deities, planes, and worlds associated with that alignment, followed by details about how that alignment might manifest in alien societies and worlds. More information about the cited creatures and worlds can be found in their respective cited books, and the Starfinder Core Rulebook has more information about deities (pages 482–493) and planes (pages 470–471). + +## LAWFUL GOOD + +**Source** _Galaxy Exploration Manual pg. 103_ +**Associated Creatures:** osharu, philosopher worm, shirren +**Associated Deities:** Angradd, Hylax, Iomedae +**Associated Planes:** Heaven +**Associated Worlds:** Idari, Helfen-Thel, Marixah Republic, Szandite Collective + +A lawful good society is altruistic and ordered. It possesses a codified set of beliefs, laws, or traditions, with clear repercussions for those who break them. Its citizens help those in need, protect the innocent, and speak out against cruelty and oppression. In a lawful good society, greater value is placed on people than on profit and progress. +Beyond these basic qualities, lawful good societies vary greatly. One might be a peaceful utopia where all citizens are equal, a meritocracy with complex social strata, or a stratocracy with a rigid military hierarchy. Its citizens may be insular, content to police one another; pacifists who enforce law with a strongly worded scolding, ritualized debates, or collective ostracism; or valorous warriors intent on righting the wrongs of the world both within and beyond their borders, perhaps going out of their way to arrest criminals, topple tyrants, vanquish extraplanar threats, or revolutionize corrupt societies. +Lawful good societies are typically stable and consistent, capable of weathering hardship and tragedy without breaking down or descending into panic and chaos. Their laws and processes might enable extraordinary unity and efficiency, though if applied unwisely, these elements could as easily hamper dayto- day life and unwittingly ensnare visitors who are unfamiliar with the arcane, altruistic intricacies. Many lawful good societies value traditions and prove relatively slow to enact change. This can cause some societies to stagnate or grow so rigid that they become incapable of adapting to changing environments. Some societies embrace the democratic ratification and modification of laws, confident they move closer to a more virtuous and perfect society with each amendment. +Lawful good societies police or monitor their inhabitants to ensure conformity with laws and values. Generally, this is well-intentioned and respectful, yet visitors to a lawful good world might nevertheless experience uncomfortable inspections, questioning, and lectures on local laws and customs to ensure they don’t upset the peace. Whether welcomed or watched warily, visitors are expected to conform. +Most citizens in a lawful good society are proud, considering themselves blessed, virtuous, or morally just. This can make these worlds difficult for strangers to feel at home. The inhabitants often consider chaotic visitors flighty, immature, untrustworthy, or troublesome. They consider neutral visitors lacking in determination. They consider evil visitors cruel and selfish, and although these travelers might receive mere reprimand for any villainy, most lawful good societies can quickly mobilize to imprison, punish, or chase away true threats. + +## NEUTRAL GOOD + +**Source** _Galaxy Exploration Manual pg. 104_ +**Associated Creatures:** agathion, noqual dragon, phentomite, rheonnaghan +**Associated Deities:** Arshea, Sarenrae, Yaraesa +**Associated Planes:** Nirvana +**Associated Worlds:** Absalom Station, Bretheda, Ghorus Prime, Orry, the sun, Varturan + +A neutral good society is benevolent and encourages its citizens to do the right thing, help others, and cooperate, but doesn’t force them to conform, uphold this mandate, or feel pressured to sacrifice their own wellbeing for others. Laws aim to make life comfortable for citizens and punish harmful behavior, not codify virtue. Neutral good societies police their inhabitants lightly. Reform and community service are often fair punishment for minor crimes. +Neutral good societies are typically diverse. They may be a cultural melting pot, a refuge for those fleeing oppression, or a fledgling colony whose survival depends on cooperation and tight community bonds. Their citizens might be trying to establish a better way of life, might consider their neighbors family, or might simply be trying to live their lives in peace. Visitors receive a warm welcome, whatever their appearance, creed, or history. All are judged by their deeds, not their reputation or place of origin. Such societies are a often a safe destination for refugees and exiles. +For all their neighborly and generally content status, these societies should be aware that there’s room for improvement to make things better for all. They have little patience for self-righteousness, prejudice, oppression, or rebellion. They’re willing to settle most disputes among themselves, rather than requesting intervention from authority figures or law-enforcement. When confronted by those in positions of authority, members of neutral good societies are most likely to rely on collective decision-making and mutually beneficial ideals passed on through social norms. They likely consider lawful visitors rigid and close-minded, chaotic visitors impatient and unreliable, and evil visitors cruel, perhaps even a danger to themselves and others. + +## CHAOTIC GOOD + +**Source** _Galaxy Exploration Manual pg. 104_ +**Associated Creatures:** azata, copper dragon, dessamar, dirindi, djinni, onkushi, storm giant +**Associated Deities:** Black Butterfly, Desna, Weydan +**Associated Planes:** Elysium +**Associated Worlds:** Daimalko, Gaskar III, Landahl + +A chaotic good society is constantly changing, though it remains focused on doing what’s right regardless of the repercussions. It’s flexible, capable of rapidly adapting to changing environments and situations, and willing to break rules for the greater good. Its citizens are fiercely independent, valuing freedom and resenting attempts to control or limit them. As a downside, these societies sometimes overextend themselves or act without acknowledging the full ramifications of their actions. +The society might be a vibrant democracy, a fractured collective of provinces vying for dominance, or an egalitarian community rallying against oppressors. Its citizens might be daring survivors fighting for their lives, activists spreading progressive ideologies, freedom fighters determined to abolish galactic slavery, or innovative intellectuals creating new methods to better their world. Innovators and iconoclasts, like adventurers and explorers, often find themselves welcome in these cultures. Leadership often incorporates many voices, with no one person retaining longterm control. When powerful leaders arise, they’re often charismatic visionaries who lead by example. +These societies uphold accepted values but have few codified laws. Its citizens might condone vigilante justice, solve disputes among themselves, or have courts that pass judgment via popular opinion or democratic vote. +Most citizens in a chaotic good society are confident and outspoken, considering themselves good people living independent lives free from oppression and corruption. They likely consider lawful visitors boring, old-fashioned, and overbearing. They consider neutral visitors in need of encouragement and guidance, and exhibit little restraint when given a chance to offer either. They consider evil visitors in need of reform or punishment and watch them carefully for signs of ill-intent. + +## LAWFUL NEUTRAL + +**Source** _Galaxy Exploration Manual pg. 105_ +**Associated Creatures:** anacite, azer, formian, inevitable, witchwyrd, yithian +**Associated Deities:** Abadar, Kadrical, Talavet +**Associated Planes:** Axis +**Associated Worlds:** Aballon, Castrovel, Nakondis, Pabaq, Tabrid Minor, Triaxus, Verces + +A lawful neutral society is ordered and dependable, with consistent social customs, codified laws, processes for arbitrating disputes, and repercussions for breaking laws and taboos. Its citizens respect and embrace authority. In a lawful neutral society, reason and order are valued over emotion, morality, and personal expression. +A lawful neutral society might be a tightly controlled utopia or dystopia, a bastion of enlightenment and education where rational thought outweighs emotion, a corporate plutocracy, or a monarchy with traditions dating back millennia. Its citizens may be innovators pushing the boundaries of science or magic, colonists trying to tame the wilderness, or laborers working to get by. Stability is often more important than transparency, which may result in governments keeping secrets from their citizens. +These societies are typically peaceful and predictable. They might be overburdened with excessive laws or a model of streamlined efficiency. Citizens understand their laws and lives aren’t perfect but prefer them to the alternative, believing order is the only thing holding society together. Most citizens know their role in society, follow the rules, and find comfort in safety and routine. +Lawful neutral societies often monitor their citizens and visitors closely, staying alert for lawbreakers and corruption. Imprisonment, labor, and fines are common punishments meted out to criminals after judgment is passed, dependent on local customs. +Citizens in a lawful neutral society often get along well with other lawful-aligned visitors, who typically respect that society’s strictures, though they consider both groups overly judgmental. They consider good visitors naïve and evil visitors cutthroat. Chaotic visitors are likely considered corrupt, lawless, and unreliable. + +## NEUTRAL + +**Source** _Galaxy Exploration Manual pg. 105_ +**Associated Creatures:** contemplative, elemental, moonflower, nyssholora, robot +**Associated Deities:** The Eldest, Eloritu, Ibra, Pharasma, Triune +**Associated Planes:** The Boneyard, the Drift +**Associated Worlds:** Arquand, Liavara, Orikolai, Riven Shroud + +A neutral society is slow to unite and difficult to sway. Although some are committed to balance, political neutrality, unbiased reason, or other philosophical ideals, most simply exist, expending their energy to carry on or maintain the status quo without any particular inclination to conform or grow toward a specific ideal. Its citizens might prefer good to evil or law to chaos, but they don’t go out of their way to uphold or impose these values. A neutral society’s citizens likely care more for themselves and their families than they do their neighbors or the world at large, and most consider distant or future problems of little consequence unless they pose a tangible threat. Alternatively, a neutral world might be occupied by creatures that act purely on instinct or programmed behavior, such as animals, plants, or constructs. +A neutral society might be a nature preserve, a holographic or illusory construct, a preprogrammed world of golems or robots, a settlement unconcerned with the outside world, or a loose affiliation of farmers who rely on each other for support. Its citizens might be an insular cloister of esoterics contemplating life, a gathering of those trying to survive in a hostile environment, or people just trying to feed their families and care for themselves. +Neutral societies are often natural meeting places and trade hubs, as they’re largely unconcerned with visitors. Many have simple laws based off common sense and the preservation of society. Visitors to a neutral world can disappear easily, making these planets popular among criminals or revolutionaries looking to lay low. Most citizens in a neutral society are self-interested and passive, considering other people’s problems none of their concern. Most consider visitors bossy and nosy, especially on moral matters. + +## CHAOTIC NEUTRAL + +**Source** _Galaxy Exploration Manual pg. 106_ +**Associated Creatures:** asteray, calcecor, colour out of space, equinoxian, hesper, oracle of oras, valkyrie +**Associated Deities:** Besmara, Calistria, Groetus, Oras +**Associated Planes:** The Maelstrom +**Associated Worlds:** Akiton, the Diaspora, Preluria, Tabori Cluster + +A chaotic neutral society is unstable and unpredictable. It features few codified rules and little to no governing body, instead being ruled by whatever groups or individuals have the most power at any given time. Often, these lawless societies divide into factions vying for power, though even these alliances and coalitions might fragment suddenly based on evolving circumstances. Its citizens resent authority and any attempts to control them. If forced into obedience, many citizens seize their first opportunity to escape, lash out, or turn on their oppressors. These unpredictable elements thus make many chaotic neutral societies dangerous. +Chaotic neutral societies value adaptability, creativity, and spontaneity. A chaotic neutral society might be a smuggler’s paradise, a blasted wasteland where gangs hold sway, a boomtown on a resource-rich frontier, a refuge for artistic iconoclasts evading retaliation from the tyrants they mock, or a hot spot for reckless youths and daredevils. Its citizens are opportunistic and often care more for their themselves, their interests, and their holdings than they do for their neighbors or surroundings. They may be angry anarchists, greedy criminals, fast-talking swindlers, or unashamed opportunists out to have fun and strike it rich. In other chaotic neutral societies, though, inhabitants are less interested in lawlessness than they are dedicated to their group’s freedom from others’ hegemony and dogma, making this an ideal alignment for cultures purposefully living off the galactic grid. +Chaotic neutral societies typically don’t monitor their citizens or visitors. Their citizens must protect themselves or find someone stronger to protect them, often in exchange for services or credits. Inhabitants keep their word only as long as it benefits them. They do what they want and rarely regret it. Their opinions on visitors are incredibly varied, though most consider lawful visitors a pain, good visitors gullible or preachy, and evil visitors unnecessarily cruel and violent. + +## LAWFUL EVIL + +**Source** _Galaxy Exploration Manual pg. 106_ +**Associated Creatures:** bone trooper, efreeti, embri, hobgoblin, reptoid, velstrac, vesk +**Associated Deities:** Asmodeus, Damoritosh, Lissala, Zon-Kuthon +**Associated Planes:** Hell +**Associated Worlds:** Azlanti Star Empire, Embroi, Gideron Authority, the Veskarium + +A lawful evil society is rigid, ordered, and often oppressive, benefiting those who best know how to maneuver, manipulate, and wield the society’s laws, hierarchies, and traditions for their own benefit. Its citizens believe in the rule of law and take pride in using it to get what they want, regardless of whom it might hurt. In a lawful evil society, loyalty, profit, tradition, and order are valued over dignity, freedom, and even lives. In times of turmoil and tragedy, lawful evil societies stand firm, recovering quickly and rarely falling to chaos. +Many lawful evil societies wield their laws as weapons and use them to justify cruelty, oppression, violence, and other heinous acts. They may argue their despicable behavior is honorable, for the greater good, for the welfare of their people, or to the benefit of those they oppress. Some regimes delight in causing pain, spreading terror, or displaying power. A lawful evil society may be an expansionist military dictatorship, an oligarchy ruled by devious tyrants, or an oppressive bureaucracy where barristers hold more power than emperors. Its citizens may be social climbers manipulating their way to the upper echelons of society, despicable slavers, or loyal soldiers serving remorseless masters. +Lawful evil societies tightly monitor, police, and punish their citizens and visitors. Many citizens are capable of wielding the law for their own ends, in an underhanded but entirely legal manner. Most do this for their own financial or social betterment, to tear down their competitors, to punish those who offend them, to prove their abilities to superiors, or even just for their own sadistic entertainment. +Most citizens of a lawful evil society are greedy, selfish, and power-hungry. They consider themselves cunning and superior to those around them. They often consider good visitors deluded, neutral visitors lazy, and chaotic visitors insufferable or a threat to their way of life. + +## NEUTRAL EVIL + +**Source** _Galaxy Exploration Manual pg. 107_ +**Associated Creatures:** bloodbrother, draelik, gray, hound of tindalos, mi-go, necrovite, undead minion, void hag +**Associated Deities:** Lao Shu Po, Urgathoa +**Associated Planes:** Abaddon +**Associated Worlds:** Daegox 4, Eox + +A neutral evil society is amoral, dangerous, and utterly without remorse. Most are loosely governed or corrupt, espousing rules that are regularly broken. Its citizens have little respect for authority or order, routinely flouting laws and ignoring boundaries. Many are selfish and lack empathy. In a neutral evil society, lives and vows have little value. +A neutral evil society might be a dangerous haven for criminals where any service is for sale, a proving ground where the cunning rise to power, or a prison as corrupt as its inhabitants. Its citizens might be opportunistic bounty hunters, blood-soaked gladiators, vile cannibals, or unethical scientists who develop and test magic or weapons on unwilling subjects. While some of these societies are purposefully sadistic, others become neutral evil as a result of hardship and trauma, with selfish actions being the only means for survival in a cruel galaxy. +Neutral evil societies are typically aggressive and opportunistic, capable of a wide variety of evil acts. Alliances last only as long as they’re beneficial. Most neutral evil societies make enemies regularly. +Some neutral evil societies monitor their citizens, visitors, and enemies, while others pay them little attention. Visitors are often unofficially assessed for their usefulness, either by the society or its citizens. Visitors who might prove useful are often embraced and utilized, while those who don’t are ignored or targeted. +Most citizens of a neutral evil society consider themselves free to do whatever they want, whenever they want. They regard visitors in terms of their utility and are willing to ignore flaws and differing opinions as long as those visitors might be of use to them. They often judge visitors based on behavior they’ve witnessed rather than on stated beliefs or morality. + +## CHAOTIC EVIL + +**Source** _Galaxy Exploration Manual pg. 107_ +**Associated Creatures:** bryrvath, drow, ghoul, jinsul, kyokor, orocoran, the Swarm +**Associated Deities:** The Devourer, Lamashtu, Nyarlathotep +**Associated Planes:** The Abyss +**Associated Worlds:** Apostae, Aucturn, Shadari Confederacy + +A chaotic evil society is dangerous and unpredictable. It has few laws or governing bodies, instead being controlled by whoever can wield the most power or inspire the most fear. Many chaotic evil societies are overseen by a variety of powerful groups or individuals who have found tentative equilibrium, though how much control each has is constantly in flux. Individuals and groups in positions of power change rapidly as they’re toppled, betrayed, or overthrown by their underlings or enemies. A chaotic evil society primarily respects cruelty and power. While much of their violence is internecine, these societies often project their aggression outward through raiding, pillaging, and conquest. +Citizens from a chaotic evil society are often driven by greed, hate, lust for power, or a love of inflicting pain. They’re often brutal and unpredictable, having no qualms about betraying even their closest allies. They lash out at anyone who attempts to control or restrain them, though many must rein in these urges against more powerful adversaries. +A chaotic evil society might be a terrifying military powerhouse ruled by a bloodthirsty tyrant, a coalition of gangs locked in a tenuous equilibrium until one can seize control, an anarchic metropolis where every citizen struggles for survival, or a cutthroat kleptocracy hiding behind a veneer of legitimacy. Its citizens might be bloodthirsty berserkers or mages who aim their aggression at outside enemies, criminals who prey on each other as often as they’re preyed upon, anarchists intent on tearing down governments throughout the galaxy, or demon-worshiping cultists who yearn to spread pain and misery. +Chaotic evil societies don’t usually monitor their citizens or control who visits them, but most citizens consider visitors to be either future adversaries to confront or victims to oppress. diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Aquatic, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Aquatic, Infinite Worlds.md new file mode 100644 index 0000000..9d189f0 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Aquatic, Infinite Worlds.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- + +# AQUATIC + +**Source** _Galaxy Exploration Manual pg. 52_ +Aquatic environments have long stirred feelings of horror, wonder, and discovery, for their depths can hold enchanting sights, unfathomable riches, and chilling terrors. On planets with aquatic biomes, adventurers don’t need to travel to new worlds to find themselves in a thrilling new setting. +Even a world with moderate, Earth-like climates might be a maze of thrashing vortexes below the water’s surface, and a world plagued by tempestuous atmospheric storms might have a refuge of calm in the water’s depths. Beneath the surface lie vibrant reefs where magnetic corals arrange themselves in geometric lattices and deep sea trenches cloaked in an icy darkness that seeps into one’s bones. Visitors to an aquatic biome might drift peacefully on a glittering pink lake that swallows them up in its vast expanse or suddenly find themselves whisked away by a waterfall flowing up into the atmosphere. +On worlds with blue skies and clear waters, oceans appear to be blue, but on worlds where the sky is green or the water is mineral-rich, aquatic environments take on hues as varied as the colors on the light spectrum. These environments aren’t limited to just water, either. Explorers might strain to swim through an amber lake as viscous as honey, or they might sweat nervously while navigating a minisub through a series of interconnected, bubbling acid pools. Composition notwithstanding, aquatic terrains are generally more energy intensive to travel through compared to terrestrial environments because water is denser than air. The heightened drag in an aquatic biome means that vehicles must be sleekly constructed for efficiency, and creatures without a swim speed benefit greatly from the aid of mechanical, mounted, or magical means of propulsion. +Civilizations in aquatic biomes might be organized in floating towns, undersea bubble cities, or even amphibious societies that split their time between land and sea. Some worlds might have entire nations built on ships or on the backs of gargantuan sea creatures. Regardless of how civilizations formed in aquatic biomes, they commonly rely on a combination of hunting, foraging, and aquaculture to sustain their populations. Water shapes how these populations grow and evolve, playing a major role in day-to-day life. +Perception works differently underwater than it does on land, requiring some adjustment for first-time visitors. Threat detection might be impacted by turbulent water that limits visibility or by the liquid environment’s amplification and distortion of sound vibrations. Sensory inputs of smell and taste blend together and are challenging to parse for non-aquatic species. This type of environment’s inhabitants require adaptations—whether evolutionary, magical, or technological—to sustain life. While magic and technology make underwater life and exploration possible for non-aquatic species, it isn’t always comfortable. Deep-sea ventures risk water pressure and density that could crush ill-equipped adventurers, and depleted air supplies spell disaster for parties on extended excursions. Drowning is a constant danger, and combat capabilities become limited without equipment designed or modified for aquatic combat. + +## AQUATIC ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 52_ +Aquatic biomes contain bounties of natural resources and potential scientific breakthroughs that encourage settlement. Adventurers hailing from aquatic biomes might be artisans, ecologists, farmers, researchers, or sailors. They’re typically strong swimmers skilled in Athletics and Acrobatics. While many species that thrive in water have swim speeds, such as brenneri and morlamaws, technology and magic can be used to outfit less aquatically-predisposed species. + +## AQUATIC WORLDS + +**Source** _Galaxy Exploration Manual pg. 52_ +Aquatic worlds vary far beyond flat expanses of ocean. In surface or inland aquatic environments, webs of rivers might sprawl over fertile floodplains, or roaring waterfall valleys might lurk behind heavy curtains of mist. The landscape could feature geysers that launch into the air or rivers that drift through the sky. An ocean’s shifting tides might hide trenches with cliffs that plunge into pits of darkness and towering mountain ranges that rise from the seabed to create island chains above the surface. Currents replace terrestrial rivers, and aquatic forests of kelp reach toward the light of the surface. The sun warms the shallows, and aquatic life displays vibrant colors, illuminated by rays of light that pierce the sea. As one descends toward the core of an aquatic planet, the darkness is alleviated only by the lustrous glow of undersea cities or the gleam of magical or bioluminescent species. Looking up from the watery depths, the shadowy underbellies of aquatic life drift by, the danger they present unknown. Deeper still, temperatures drop and water density rises. The crushing pressure might make mobility challenging, and temperatures can verge on extreme, unlivable lows; signs of life are few and far between. The species that thrive in these extreme ecosystems have terrifying advantages over unwary travelers, such as those lying in wait with dancing lights that lure prey into their gaping maws. +Aquatic civilizations, like the ebb and flow of the tide, constantly change. Some develop in caves, are woven into kelp forests, or spring up from the calcified remains of once-fearsome leviathans. Undersea bubble cities designed with the comfort and survivability of non-aquatic species in mind require astronomical resources. Some settlements are constructed out of necessity as avian and terrestrial species flee catastrophic weather on their planet’s surface, while others start out as small research outposts and evolve into cities of science. On the surface, cities might float or be constructed on stilts anchored in lake beds, with floating bridges connecting different districts and buildings. Deep-sea cities might also depend on current-sourced hydroelectric power or volcanic heat, while those near the surface might harness energy from waves or waterfalls to power daily life. + +## AQUATIC RULES AND REFERENCES + +**Source** _Galaxy Exploration Manual pg. 53_ +Starfinder already has many rules to aid in aquatic adventures. Information on swimming appears on page 137 of the Starfinder Core Rulebook, and details on swim speeds appear on page 259. While several species can breathe underwater, those that don’t will find the mechanics of suffocation, drowning, and aquatic combat on pages 404–405 particularly useful. The Aquatic Terrain section in the Core Rulebook (page 396) describes terrain that players might encounter, including rules for adventuring in deep water and extreme deep water, as well as limitations on underwater perception. The Falling into Water section (page 401) details fall damage and diving mechanics, while the Heat Dangers section (pages 402–403) describes damage taken by exposure to boiling water. Not all creatures are adapted for aquatic adventures, and those without natural swim speeds can make use of cybernetics, such as gill sheaths (Core Rulebook 211). Standard starships aren’t designed for use in water, so vehicles ideal for aquatic travel, like minisubs and hoverpods (Core Rulebook 228–229), can also prove useful. +Use your imagination to craft your own vibrant aquatic worlds, or take inspiration from the sarcesian underwater dome colonies on Nisis (Pact Worlds 85), the dark waters of The River Between that wind through the Diaspora (Pact Worlds 86), and the icy depths of Dahak’s Claw on Triaxus (Pact Worlds 104). The island-dotted Vesk-2 (Near Space 26–31) and the pink Basin Sea of Vesk-3 (Near Space 36) provide further examples of aquatic settings. + +## AQUATIC TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 54_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### AQUATIC INHABITANTS + +| D% | Sapient | Threat | +|--------|----------------------|----------------------| +| 1–4 | Bone trooper | Anacite | +| 5–8 | Brenneri | Atlapak | +| 9–12 | Calecor | Bloodbrother | +| 13–16 | Cephalume | Cargo creep | +| 17–20 | Cerebric fungus | Cloud ray | +| 21–24 | Corpsefolk | Diaspora wyrm | +| 25–28 | Dragon, black | Dinosaur, plesiosaur | +| 29–32 | Dragon, bronze | Elemental, water | +| 33–36 | Genie, marid | Elmeshra | +| 37–40 | Ghoran | Giant, storm | +| 41–44 | Ghoul, lacedon | Glass serpent | +| 45–48 | Ijtikri | Haan | +| 49–52 | Kalo | Hashukayak | +| 53–56 | Mephit, water | Herd animal, aquatic | +| 57–60 | Morlamaw | Jakkerant | +| 61–64 | Oracle of Oras | Jubsnuth, aquatic | +| 65–68 | Osharu | Kami | +| 69–72 | Planar scion, undine | Ksarik | +| 73–76 | Scyphozoan | Kyokor | +| 77–80 | Spathinae | Mephit, water | +| 81–84 | Stellifera | Muotta | +| 85–88 | Telia | Murzzilat | +| 89–92 | Vilderaro | Osifern | +| 93–96 | Woioko | Predator, aquatic | +| 97–100 | Wrikreechee | Wysp, water | + + +### AQUATIC ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A large and biodiverse coral reef is inexplicably dying—though the recent arrival of a controversial pharmaceutical company just up-current from the reef draws the suspicions of the planet’s inhabitants, who look to outsiders to investigate. | +| 2 | A deep-sea fishing vessel recently discovered the underwater wreckage of a massive, interplanetary research starship. The starship in question disappeared without a trace years ago amidst controversy over the ethics of its research. | +| 3 | Unusual geothermal activity has been reported near an underwater settlement. Scalding water spouts from small holes with unnaturally even spacing, stretching for miles and appearing to form a seam on the ocean floor. Are they relics of a past civilization, an incursion from deep below the world’s crust, or something even stranger? | +| 4 | A planet’s kelp forests are a hot spot for tourists, but rangers charged with protecting the natural resource have become perplexed by a wave of recent reports of nonaquatic creatures attacking visitors among the forest’s deceptive, twisting strands of kelp. | +| 5 | Each year, a small settlement hosts a months-long festival of lights during the planet’s bioluminescent algal bloom. This year, during the peak of the festival, all the algae instead began to exude an ominous, purple-black light, pulsing together to an unheard rhythm. | +| 6 | The PCs win a stay at a deep-sea luxury hotel. Their suite is a large pod with 360-degree views of the artificially lit ocean floor. Their first night there, the lights flicker and go out, immediately followed by the first of many distant screams. | +| 7 | While conducting seismic imaging in search of natural resource deposits, scientists are shocked to discover two massive, inverted pyramids buried beneath the ocean floor. | +| 8 | A rare disease leaves many of an archipelago nation’s children in critical condition. The only known cure is the nectar of a flower that blooms only in the deepest chambers of aquatic caves guarded by territorial sea-born predators. | +| 9 | Amidst a prolonged famine, officials introduce a new, edible species of sea slug genetically modified to adapt to unfavorable conditions. The slugs turn out to be a little too adaptable, and they begin feasting on the town’s inhabitants. | +| 10 | Magical, spherical pockets of oxygen-rich atmosphere have begun springing up randomly, with devastating consequences for the aquatic flora, fauna, and sapient creatures. Did this phenomenon result from an incursion of the Elemental Plane of Air or perhaps a failed magical or technological experiment? | +| 11 | A large, drifting city suddenly pulls away from its projected trajectory by a mysterious new current. Reports from nearby cities indicate they’re all spiraling toward one central location of concentrated magical energy. | +| 12 | A small research station located on the perimeter of Reaper’s Basin, a deep-sea methane lake, has sent out a distress signal. At the station, the researchers have vanished with all that remains being their uniforms neatly folded on chairs around a table set with still-warm food. | +| 13 | The massive domes protecting a sprawling city on the sea floor have inexplicably begun to crack, sending mass panic through the air-breathing populace. | +| 14 | A film crew working on an action vid blockbuster is woefully underprepared for shooting deep underwater. To make matters worse, what equipment they do have is being methodically sabotaged, putting dozens of lives at risk. | +| 15 | Locals whisper of an iridescent ghost ship that appears on moonless nights over the wreckage of a sunken merchant vessel. When it appears, screams issue from the vessel before it rends in two and sinks beneath the waves. | +| 16 | Communication with an underwater city has been cut off, and the only access to the trapped population is a network of massive elevators and platforms initially built to transport equipment for the city’s construction. | +| 17 | An island known for its picturesque, sandy beaches has become a stinking isle of rotting fish and marine creatures. It seems something in the water has caused the creatures to beach themselves out of desperation. | +| 18 | For the past month, seaweed-draped skeletons have marched from the ocean each night to terrorize a coastal town. Rumors connect the attacks to a necromancer who was exiled from the town years ago. | +| 19 | A submarine cruise liner has abruptly ceased communication with the surface world. Analysis of its final messages seems to indicate that its crew and guests have become zealous initiates of a dangerous cult. | +| 20 | A gargantuan deep-sea creature has absconded with an entire undersea research station that contains invaluable data and equipment. Retrieving these valuables will require navigating the creature’s cavernous lair filled with parasitic threats as well as finding a way to safely extricate the building itself or the resources within from the belly of the beast. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Arctic, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Arctic, Infinite Worlds.md new file mode 100644 index 0000000..ae99112 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Arctic, Infinite Worlds.md @@ -0,0 +1,94 @@ +--- +aliases: +tags: +--- +# ARCTIC + +**Source** _Galaxy Exploration Manual pg. 56_ +Many may not see the appeal of a climate locked in perpetual winter, but when the howling gusts settle, these frigid realms hold their own stark beauty, from the sharp scent of the cold and the soft silence of a gentle snowfall to the glitter of light on the ice under waxing moons. +As distant sunlight slants over the horizon on long summer days, or an aurora’s first prismatic hues splash across the skies, even those who can’t bear the cold may forget their discomfort momentarily. On stranger worlds, varied atmospheric gases may contribute to a rainbow of colors across the sky, within the frigid seas, and or even imbued in the snow itself. +Adventurers exploring such mesmerizing, uninhabitable areas may trek across crystalline frozen seas, pilot small crafts through ice floes in frigid waters, climb stark cliffs of ice and rock, or lower each other down ominous, turquoise crevasses in search of lost secrets or new scientific discoveries. Though they may experience periods of solitude, adventurers will find the arctic is far from empty, encountering a variety of cold-weather creatures, secret bandit hideouts on drifting bergs, and thriving settlements. +If adventurers hail from other biomes, the arctic may seem monotonous at first glance: ice and more ice. But even these frozen realms have abundant opportunities for rich biodiversity, and an endless variety of forces can shape an alien arctic region. Is the ice actually frozen water, or is it made of something else entirely? How might especially distant suns or multiple moons change the periods of darkness and light? How long are the seasons, and how does the landscape transform from one to the next? An arctic zone could consist of a vast landmass surrounded by fluctuating sea ice, or it might have little land at all, instead comprised mostly of frigid water and dark, crashing seas dotted with immense icebergs. Towering snowy peaks, rocky remote islands, blue-green ice caves, and inexorably advancing glaciers provide ample domain for a wide variety of life. +Tundra typically has shallow scrub vegetation, if any, due to limited growing seasons and impenetrable permafrost, but on alien worlds, icy flora and fungi might adapt enough to flourish and grow tall. In such a frozen science-fantasy setting, massive bioluminescent mushrooms or thin, icy trees stand stark against the sky, providing faint light and brittle shelter—or masking unknown dangers. Even if ice isn’t a fertile landscape for flora, plenty of animal life exists in cold climes, from smaller amphibious birds and mammals to imposing predators, both on land and sea. Consider the impact a cold, stark climate might have on life-forms, as well as the ways they could shape their territory in return. In a land where high caloric intake, hibernation, and occasional migration are essential for survival, what creatures might have evolved to roam the cold, dark expanse of an alien arctic region? +As for sentient inhabitants, those not adapted to or prepared for the realities of cold weather and limited light won’t last long in these regions. The long, dark winters and impossibly short growing seasons (if tundra suitable for agriculture exists at all) necessitate innovations for sustenance, whether inhabitants rely on hunting and gathering or manage to cultivate sheltered crops and livestock through greenhouses and heated enclosures. Some worlds may have mineral exports from ocean or permafrost mining that enable arctic residents to rely on agricultural imports. Salvaged wrecks or mining operations can provide the metal components to construct cities on land or thick ice—or large icebreaker ships could become permanent sailing shelters for small communities, miniature nations in their own right. Less nomadic groups may turn to icy caves for natural shelter, as lumber is unlikely to be an option for construction. Larger communities might build sprawling domed settlements on (or in) a glacier where magic or innovative technologies provide light and heat that enables them to thrive, constructing sparkling towers of never-melting ice visible across the tundra for miles. +Cultures that form around periods of weather-necessitated isolation or near-hibernation may be famous for the art and music they create while sequestered from the elements, or the scientific advances they make in icy labs and observatories. Reclusive arctic cities may be home to renowned observatories, theaters, or esteemed flight schools; elite pilots looking to test their skills against strong winds and slippery landings need look no further. With large predators and extreme weather, arctic regions are not considered particularly inviting or hospitable places for some sentient species, but hardy folk have found ways to adapt and thrive even in the bleakest environments. + +## ARCTIC ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 56_ +Though the exact makeup of various arctic regions may vary from one planet to another, all arctic zones are characterized by their biting cold and limited light, and adventurers hailing from arctic regions often adapt well to the vast, cold darkness of space travel. Though a prominent aspect of arctic adventurers’ backgrounds, wilderness survival is not the exclusive focus for those raised in frigid climates. Scientists, engineers, architects, miners, and artists are also common, as well as merchants who handle essential imports and exports. Mercenaries and smugglers find plenty to keep themselves busy, and soldiers, bounty hunters, and outlaws may find a foothold on the tundra. + +## ARCTIC WORLDS + +**Source** _Galaxy Exploration Manual pg. 57_ +Arctic biomes can form on any planet with a region that spends enough time distant from a sun, but planets with large enough orbits can be entirely arctic in nature. Some planets, like Triaxus in the Pact Worlds, might not be permanently arctic worlds, but experience winters so long that they remain arctic for centuries before the glaciers recede at summer’s return. In addition to natural causes, there might be plenty of reasons a planet remains locked in ice—a deity’s will, a planetary shield or forcefield that blocks light, a poisoned sun, or other mysterious interferences. +A single-biome world won’t necessarily be uniform: an arctic planet may have incredibly cold polar regions with permanent ice that yields to mountainous tundra closer to the equator. Such planets commonly feature multicolored night skies over inexorable glaciers that shape and alter the landscape as they advance and recede, with oceans beneath that host formidable icebergs and unknown denizens of the frigid depths. Some arctic worlds might be entirely marine, with any settlements anchored to shifting sheets of ice adrift in the sea. Water may not even be the prime component of an arctic planet; perhaps the ecosystem instead consists of frigid, heavy gases or frozen chemical compounds in a variety of colors. Some arctic worlds might be completely inimical to life, but if the planet is hospitable, flora and fauna—and indeed, any sapient residents—must adapt to lengthy periods of darkness, harsh winds, and minimal precipitation. + +## ARCTIC RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 57_ +The Starfinder Core Rulebook has numerous applicable rules to help guide adventures in arctic realms. The desert terrain section on page 397 is a good place to start, as the lack of precipitation on the tundra qualifies it as an extremely cold desert. Cold dangers are discussed on page 400, followed by the mechanics for navigating icy terrain. Heavy winds, another common occurrence on the tundra, are covered starting on page 399. You can also find information on various atmospheres on pages 395–396, in case your arctic world’s atmosphere is less hospitable. +Characters exploring frozen environments may run the risk of falling through thin ice; you can refer to the rules for falling into water on page 401. Pages 404–405 cover drowning and underwater combat if adventurers explore any arctic seas (accidentally or by choice). In this vein, the aquatic terrain section on pages 396–397 might also be useful. +Living mounts are common in arctic biomes; the fleecy, eight-legged wollipeds are a hardy steed in cold regions. These domesticated herd animals are a common choice for a companion or steed (Starfinder Alien Archive 3 146–147). Further information on creature companions can be found in Alien Archive 3 on pages 138–147. + +## ARCTIC TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 58_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### ARCTIC INHABITANTS + +| D20 | Sapient | Threat | +|--------|-------------------|----------------------| +| 1–4 | Brenneri | Akata | +| 5–8 | Cephalume | Arabuk | +| 9–12 | Damai | Ashypsozoan | +| 13–16 | Dragon, siccatite | Bloodbrother | +| 17–20 | Dragon, silver | Deh-nolo | +| 21–24 | Dragon, white | Diaspora wyrm | +| 25–28 | Dragonkin | Dinosaur, plesiosaur | +| 29–32 | Espraksa | Elemental, water | +| 33–36 | Ghost | Flayer leech | +| 37–40 | Gray | Ghoul | +| 41–44 | Kalo | Glass serpent | +| 45–48 | Kothama | Gremlin, hobkins | +| 49–52 | Lucandrian | Hallajin | +| 53–56 | Maraquoi | Herd animal, aquatic | +| 57–60 | Moon Giant | Kyokor | +| 61–64 | Morlamaw | Marooned one | +| 65–68 | Reptoid | Niaq | +| 69–72 | Ryphorian | Predator, arctic | +| 73–76 | Sarcesian | Scavenger slime | +| 77–80 | Shimreen | Shantak | +| 81–84 | Shobhad | Sharpwing | +| 85–88 | Uplifted bear | Stormghost | +| 89–92 | Verthani | Thorgothrel | +| 93–96 | Vlaka | Ursikka | +| 97–100 | Wrikreechee | Wolliped | + + +### ARCTIC ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | An entire region’s temperature is dropping rapidly with no obvious explanation. As their world freezes over, several groups hoping to protect their settlements and interests seek assistance uncovering the cause of this mysterious change. | +| 2 | A shady offworld corporation drilling into the planet’s permafrost has awakened something ancient and terrible. Trying to keep their blunder quiet, they surreptitiously recruit teams to handle the threat. | +| 3 | A dangerous, arctic-adapted prisoner has escaped while in transit and is now hiding in the ice and snow. Rumors suggest that the prisoner has information about a criminal organization, and that law enforcement aren’t the only ones seeking to recapture them. | +| 4 | An alien starship is discovered buried deep in the ice, its crash dated far before any similar technology appeared in the system. Does the wreck hold advanced alien technology? Or will its secrets perhaps rewrite the world’s entire history? | +| 5 | A group of devoted solarians make a pilgrimage to an arctic zone during summer to observe and celebrate the long hours of daylight. A journalist covering the expedition discovers that it may have another grimmer purpose—then disappears. | +| 6 | A new strain of purple lichen is spreading on the ice where nothing should be able to grow. Might this phenomenon lead to agricultural advances, or is the mysterious growth cause for concern? | +| 7 | Local bandits are harassing a mining operation on the planet’s largest ice shelf. The miners claim they’re collecting mundane resources, but the bandits accuse them of a far more nefarious purpose, leading both groups to seek support. | +| 8 | The singing poet whales who swim between ice shelves in the arctic seas have always drawn admirers and researchers, but recently their songs have changed. Is this some kind of message— or warning? Who is it for? | +| 9 | The PCs are invited to an aurora festival in a remote tundra, but while perusing the vibrant midnight markets, they overhear a group of thieves planning to steal a priceless work of art from the PCs’ host. | +| 10 | A newly active subglacial volcano has turned a previously frozen and impassible stretch of arctic wastes into a giant lake, connecting two communities that had been entirely cut off from each other. What opportunities and challenges arise from this new contact? | +| 11 | A vlakan research expedition discovers a fallen meteor encased in ice with bizarre properties that disrupt nearby technology and magic. What’s causing the anomalies—and will the thaw release something deadly? | +| 12 | Skyfire Legion protectors of an arctic settlement have stopped communicating with their team, and the ryphorian and dragonkin pilot team sent to investigate has also disappeared without a trace. What secrets menace this region? | +| 13 | A sparkling glacial palace boasts an ancient, expansive library. When a new cavern is discovered that may contain lost secrets of the Gap, numerous groups angle to gain access and decipher the information first. | +| 14 | Crevasses have been opening in the ice with alarming and unnatural frequency, and scientists project that the next crevasse will open underneath their research station. What’s causing these rifts to appear, and can they be stopped in time? | +| 15 | An extinct volcano now covered in rime is rumored to hold a dragon’s vast treasure, and several groups of adventurers and bandits are vying to be the first to find the lair—and avoid its guardian. | +| 16 | Xenoarchaeologists have discovered alien ruins under the ice while working to cultivate a more hospitable settlement zone. Do the ruins they’ve uncovered hold the answers to the previous inhabitants’ disappearance, and what might this mean for future settlers? | +| 17 | A technomancer scholar from the Preita Institute of Technology disappears after winning a corporate contract, and executives suspect that an isolated, storm-wracked city is involved. They’re looking for a team to brave the ursikka-infested ice fields surrounding the city and investigate within. | +| 18 | A strange new aurora has begun to fill the upper reaches of the skies and seems to cause unbalancing effects on resident creatures, including the sapient population. Tensions are rising as new cults emerge daily with conflicting ideas about what the phenomenon means. | +| 19 | A pack of frost squoxes has become so aggressive that a university student research group had to hole up on an iceberg for safety. The young scientists hope their rescuers can help them determine what’s causing the squoxes’ ferocity. | +| 20 | A ruling council of mystics is looking for a covert party to investigate disturbances among local sentient ice caves, which are central to their cultural traditions. What could be upsetting the delicate balance in this magical and wintry ecosystem? Is it the work of a subversive element? | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Building Worlds Mechanics, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Building Worlds Mechanics, Infinite Worlds.md new file mode 100644 index 0000000..c030e4e --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Building Worlds Mechanics, Infinite Worlds.md @@ -0,0 +1,108 @@ +--- +aliases: +tags: [10] +--- +# BUILDING WORLDS + +**Source** _Galaxy Exploration Manual pg. 46_ +Creating an entire science fantasy world from scratch can be a daunting task, but this chapter provides easy steps to help you quickly generate nigh-infinite worlds. Whether you’re a player whipping up a home planet for your new character or a GM crafting worlds for other players to explore, simply follow the steps below—tweaking the results as desired—to craft your own worlds! +In the first three steps of creating a planet, you’ll determine your world’s basic physical characteristics, which can inform its inhabitants and provide potential adventure hooks. In Step 4, you’ll determine your world’s various cultural attributes, which flesh out a world’s character and can provide myriad possibilities for adventure. In the final step, you’ll add some finishing touches, perhaps including a few settlements and NPCs using their respective toolboxes on pages 148–151. +By randomly determining your world’s physical and cultural attributes as well as blending their resultant inhabitants and adventure hooks, you can create virtually limitless arrays of science fantasy worlds to explore. Keep in mind that any seemingly conflicting attributes you generate with this process are rich opportunities for storytelling: does your asteroid have a thick atmosphere, a predominantly aquatic biome, and a high level of magic? Perhaps it’s a tiny ocean world with an icy shell, hurtling through space and carrying a magical society of miniature sapient creatures with it. + +## STEP 1: WORLD TYPE + +**Source** _Galaxy Exploration Manual pg. 46_ +You can choose to create a relatively standard terrestrial world—one that’s naturally habitable and replete with one or more biomes (see Step 3)—or you can roll on (or choose from) the Astronomical Object table for the possibility of something stranger. See pages 394–395 of the Starfinder Core Rulebook for more about gas giants, irregular worlds, and satellites. + +### ASTRONOMICAL OBJECT + +| D% | Type of World | +|--------|---------------| +| 1–50 | Terrestrial | +| 51–70 | Gas giant | +| 71–85 | Irregular | +| 86–90 | Satellite | +| 91–95 | Asteroid | +| 96–97 | Colony ship | +| 98–100 | Space station | + + + + +## STEP 2: GRAVITY AND ATMOSPHERE + +**Source** _Galaxy Exploration Manual pg. 46_ +Roll once on the Gravity and Atmosphere table to determine your world’s gravity, and then roll again to determine its atmosphere. See pages 395–396 of the Core Rulebook for more about atmospheres and pages 401–402 of the Core Rulebook for more about gravity. + +### GRAVITY AND ATMOSPHERE + +| D% | Gravity | Atmosphere | +|--------|--------------|--------------------| +| 1–50 | Standard | Normal | +| 51–60 | Zero Gravity | None | +| 61–75 | Low | Thin | +| 76–90 | High | Thick | +| 91–100 | Extreme | Corrosive or toxic | + + + + +## STEP 3: BIOMES + +**Source** _Galaxy Exploration Manual pg. 46_ +Terrestrial worlds are usually predominantly composed of one or more biomes, while other types of astronomical objects might have artificial or magical regions of a particular biome. You can select or roll a single biome on the Biomes table (a solely aquatic world could represent an ocean planet, for instance), or you can roll several times to produce a world with multiple prominent biomes, ignoring any results you don’t want to include. You can treat any duplicate results as an indication that the duplicated biome is more common than the others. For example, if you rolled aquatic twice and forest once, you might have a forested world that’s 60% water or a world of underwater forests with canopies that extend above the waves. + +### BIOMES + +| D12 | Biome | Page | +|-----|--------------|------| +| 1 | Airborne | 48 | +| 2 | Aquatic | 52 | +| 3 | Arctic | 56 | +| 4 | Desert | 60 | +| 5 | Forest | 64 | +| 6 | Marsh | 68 | +| 7 | Mountain | 72 | +| 8 | Plains | 76 | +| 9 | Space | 80 | +| 10 | Subterranean | 84 | +| 11 | Urban | 88 | +| 12 | Weird | 92 | + + + + +## BIOME SUBSECTIONS + +**Source** _Galaxy Exploration Manual pg. 46_ +Whichever biomes your world has, pages 48–95 provide detailed information about each, including tables for inhabitants, adventure hooks, and player options that, while related to the biome, can be used anywhere in the galaxy. +**Biome Overview:** Each biome provides a wealth of flavorful information that can help GMs and other players immerse themselves in fantastical adventures. Also included is information about adventurers that might hail from such places, what worlds of that biome might look like, and other general details. Finally, a rules and reference section highlights existing rules that will come in handy for that biome. +**Biome Inhabitants:** A world’s inhabitants are presented in this book as either sapient or threat creatures. A sapient creature can generally think and reason, and they’re likely to form civilizations, interact meaningfully with PCs, need help, or even serve as archvillains. Threat creatures are generally (but not always) non-sapient creatures that serve as a threat to the world’s inhabitants or the PCs. +Using the inhabitant table provided with each biome, you can roll a world’s inhabitants as you would a biome: once for a world that contains only a single such species or multiple times for a more nuanced world, again using repeat results as indicators of, for example, relative population size or political power. Roll separately for sapient creatures and threats. +Note that inhabitant creatures are followed by superscripts that indicate the books in which you can discover more information about them. In such superscripts, “AP” followed by a number refers to a volume of the Starfinder Adventure Path; for example, “AP10” refers to Starfinder Adventure Path. +**Biome Adventure Hooks:** Each biome has a table of related adventure hooks. These open-ended story prompts can be combined with other adventure hooks, especially those in the Cultural Attributes section (below) to create unique adventures based on your world’s particular composition and culture. +**Player Options:** Each biome presents thematic player options available to any character who meets the prerequisites. Furthermore, these options aren’t restricted to such biomes, although PCs might want to incorporate such connections into their backstories! + +## STEP 4: CULTURAL ATTRIBUTES + +**Source** _Galaxy Exploration Manual pg. 47_ +Besides its basic physical features, a world is heavily influenced by the presence—or absence—of various cultural influences. Each of the following attributes has a corresponding section in this book (starting on the page given in parentheses) that provides in-depth details about its impact on a world as well as inspiration, adventure hooks, GM tools, and player options related to various levels of that attribute. +**Accord (page 96):** Roll 1d6 to determine whether this world is a low accord (1–2), medium accord (3–4), or high accord (5–6). +**Alignment (page 102):** First, roll 1d6 to determine whether the world is predominantly chaotic (1–2), neutral (3–4), or lawful (5–6). Then roll 1d6 to determine whether the world is predominantly evil (1–2), neutral (3–4), or good (5–6). For example, rolling 2 and then 6 would result in a chaotic good world (detailed further on page 104). Two results of 3 or 4 mean the world is predominantly neutral (page 105). +**Magic (page 108):** Roll 1d6 to determine whether this world is low magic (1–2), medium magic (3–4), or high magic (5–6). +**Religion (page 116):** Roll 1d6 to determine whether this world is low religion (1–2), medium religion (3–4), or high religion (5–6). +**Technology (page 122):** Roll 1d6 to determine whether this world is low technology (1–2), medium technology (3–4), or high technology (5–6). + +## STEP 5: FINISHING TOUCHES + +**Source** _Galaxy Exploration Manual pg. 47_ +Each biome and cultural attribute is richly supported in this book’s other sections, but there are more ways you can add enriching details to your new world. +**Adventure Hooks:** With just a couple biomes and the cultural attributes set for your world, you have more than 100 adventure hooks to randomly roll or choose from! Better yet, you can generate nigh-infinite ideas by randomly rolling adventure hooks from different tables and combining them in interesting ways. These ideas aren’t just for GMs looking to challenge PCs, either. Other players might use such hooks to flesh out their background and explain how they got into adventuring—or what they left their home world to escape. +**NPCs:** While you likely don’t want to detail every sapient individual on a world, it can be helpful to have a few compelling NPCs to serve as points of contact, villains, companions, and the like. You can use the NPC Toolbox on pages 148–149 to easily generate an alien name and species, along with some memorable quirks. You can also roll on the Influential Associate and Party Relationships tables (pages 11–13) from the Backgrounds section of this book for ideas on how an NPC might relate to some or all of the PCs. +**Settlements:** As with NPCs, you likely want to detail a few major settlements in each world to serve as a landing site or home base. The Settlement Toolbox on pages 150–151 can help you generate rich locations with quirks and challenges to shape a settlement’s character. There’s also a table featuring a bevvy of potential locations for a science fantasy setting—roll a few times to see which locations are of particular prominence in a settlement, and you’ll know a lot more about the people who live there. +**Other Features:** Feel free to add any features not covered by this system to your world, its places, or its people. Other Starfinder books, such as Starfinder Pact Worlds and Starfinder Near Space, provide treasure troves of interesting science fantasy worlds and locations to inspire your creations! + +## THE DECK OF MANY WORLDS + +**Source** _Galaxy Exploration Manual pg. 47_ +As an alternative to using the tables presented in steps 1–4, you can use cards drawn randomly from the 100-card Starfinder Deck of Many Worlds accessory to quickly generate a world’s type, gravity, atmosphere, biomes, cultural attributes, inhabitants, and adventure hooks—all in a few seconds by simply combining a few cards. The cards themselves provide millions of possible combinations, and that’s before you pair them with the information and tools presented in this book! diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Desert, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Desert, Infinite Worlds.md new file mode 100644 index 0000000..f203ab4 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Desert, Infinite Worlds.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- + +# DESERT + +**Source** _Galaxy Exploration Manual pg. 60_ +A planet’s sun-bleached crust crunches loudly under heavy boots, breaking the silence and heightening the effect of the surface’s radiating heat. Small mammals hide among red rocks, and birds nest in ancient, towering cactus trunks. +Life in the desert bends toward two ruling forces: water and shelter. But apart from these, each desert is unique, providing a breadth of options for adventure. Caves born from nutrientrich lava beds of former tropical islands can offer quiet refuge to the galaxy’s outcasts. Slot canyons can obscure the hideaways of the most daring bandits—but these fugitives risk awakening long-sleeping predators slumbering at the center of such arid mazes. +Though even a mundane world’s deserts can feel distinctly otherworldly, consider an alien landscape permanently tinged with saturated sunset oranges and pinks where obsidian rocks litter the ground and swarms of large insects trail dusty clouds of fragrant, glittering pollen. On another world, a forest of deep blue cacti begins to open 3-foot-wide pronged blooms filled with potent and fuel-efficient nectar. Still other deserts might offer nutrient-rich soil, where epiphytic plants cling to the remains of long-dead trees, providing both shelter and sustenance to a troop of miniature two-headed marsupials. +The most desolate deserts are disorienting, wholly unforgiving, and unavoidable on older planets. Environmental obstacles such as windstorms carrying tsunamis of lung-blocking, equipment-wrecking sand require specialized respirators and constant maintenance of sensitive gear. Extended journeys on foot may be severely limited by the heat of the day, leaving travelers to navigate under a bitterly cold night sky. Unadapted vehicles can quickly become a liability in this landscape; lack of replacement parts or specialty equipment will leave travelers no choice but to improvise repairs and upgrades with whatever can be found and more heavily rely on desert inhabitants for support and fuel. Such inhabitants, meanwhile, might cling to rare oases, building a rich civilization around these fonts of life among the desolation, or might travel in nomadic groups, possibly cleaving together with systems of barter for rare resources, or constantly fighting over what little is available. For a visitor, an afternoon spent stranded behind a lone mechanic’s shop could provide some quiet downtime to gaze outward as the blinding sky and sand blurs into an indistinguishable horizon, a soft wind carrying the scent of the spiny sagebrush that still manages to cling to life. + +## DESERT ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 60_ +Survival in the desert requires cooperation and unwavering camaraderie among settlements. Adventurers must form a hardened symbiotic relationship with the land, its native lifeforms, and the elements. Though deserts frequently attract outsiders looking to exploit the terrain for valuable metals and energy resources, they also draw small, science-driven communities studying now-extinct specimens to further advance medical or magical technologies. Desert adventurers are usually well-adapted to extreme and unpredictable conditions. They’ve cultivated keen, practical Engineering and Survival skills to repair and upgrade their gear and vehicles as needed. They can weather prolonged isolation and expertly navigate confrontations with deadly, underfed fauna. They’ve often trained in Athletics to self-arrest on rocks during windstorms and heft durable stone to reinforce structures, and their keen intuitive nature has heightened their Perception, helping them dodge camouflaged carrion creatures. Characters who hail from more insular settlements may strike others as unsettlingly quiet or otherwise bizarre in conversation. Some prefer long-form and meandering conversation, while others offer few words, if any. The backdrop of the desert inspires innovation and deeper connection, offering sprawling space for the galaxy’s most capable spiritual travelers, tinkerers, artisans, and general misfits to thrive. + +## DESERT WORLDS + +**Source** _Galaxy Exploration Manual pg. 60_ +Desert biomes are commonly found on planets that orbit closer to their suns. Still, a degrading atmosphere, an aging star, or stranger factors can cause deserts to continuously spread on nearly any terrestrial world. For some planets, like Akiton—a dying world in the Pact Worlds system—the ecosystem’s decline is starkly evident. On the oldest of desert worlds, a complete lack of stored surface water exposes the ghosts of their oceans and reveals deep reliefs of steep mountain ranges and channels. Despite this, these planets can experience short, thick muddy rainstorms and flash flooding. In their polar regions, this rain can freeze to form heavy, dirty flakes up to a foot in diameter. Major wind events occur with great regularity, eroding even the most colossal mountains into dappled purple and bright white dunes. +Younger worlds may still maintain seasonal seas able to support gentle elephantine land mammals. The hub of such a planet might be a shielded oasis that resembles something like a typical tropical island, serving as a vacation destination for affluent residents and visitors. Alternatively, civilization could be in the middle of transition after a planet-wide dust storm devastated the above-ground infrastructure, forcing residents to flee to other planets and leaving those with less resources behind to fend for themselves and forge a new way of life. When winter falls on such a planet, the thick atmosphere casts deep burgundy light onto the skeletons of former palaces, museums, apartments, schools, and markets, where creatures displaced by the storm begin to take up residence. +Though water is universally lacking on desert planets, deep underground aquifers might still rest under bygone forests, cities, and volcanic mountain ranges, allowing the world’s ecosystems to flourish. Where a reef once filled fishers’ nets, leathery terrestrial descendants of octopi might now flex their tentacles to hide among blighted coral, searching for prey to snap up with their razor-sharp beaks. The exposed bones of an ancient city could become overrun by innumerable brightly colored succulents, their roots running deep into unused sewer systems. A desert within a desert, large swaths of equatorial land may form into pools of slick, holographic glass that creates hallucinogenic refractions and audibly sizzles from miles away, often interfering with any technology that comes within range. + +## DESERT RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 61_ +The desert terrain section on page 397 of the Starfinder Core Rulebook is a good starting point for the dangers adventurers might face in these challenging environments, including navigating and enduring desert conditions. Further, the rules for heat dangers on page 402–403 and storms on page 398–399 are relevant to all travel within this biome during any season. Explorers navigating a desert may choose to don patchwork dust manta hide armor (Alien Archive 2 47), providing them additional concealment and protection. Kasathas originally hail from Kasath, a desert world, and most retain their ability to move through difficult terrain in deserts with ease. In the Pact Worlds, Akiton (Pact Worlds 48) is a hugely varied desert planet, while Fullbright, an entire hemisphere of the tidally locked Verces (Pact Worlds 58), is constantly sun-scorched. +Vehicles, frequently modified beyond recognition of their original models, are the primary method of transport among the swaths of arid nothingness, creating the opportunity for chase encounters, races, and obstacles that are an everyday reality of desert life. Rules for vehicle chases are found on pages 282–287 of the Core Rulebook, and the Desert Environment subsection on page 286 provides more detailed tips for running a desert chase. + +## DESERT TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 62_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### DESERT INHABITANTS + +| D% | Sapient | Threat | +|--------|--------------------|-------------------------| +| 1–4 | Bolida | Acrochor | +| 5–8 | Contemplative | Crest-eater | +| 9–12 | Dragon, abysium | Dinosaur, dromaeosaurid | +| 13–16 | Dragon, gold | Dinosaur, thyreophoran | +| 17–20 | Dragonkin | Dust manta | +| 21–24 | Endiffian | Electrovore | +| 25–28 | Formian | Elemental, earth | +| 29–32 | Ghibrani, husk | Ellicoth | +| 33–36 | Giant, sun | Herd animal, desert | +| 37–40 | Haan | Mephit, radiation | +| 41–44 | Ihonva | Moonflower | +| 45–48 | Ikeshti | Mountain eel | +| 49–52 | Iztheptar | Predator, desert | +| 53–56 | Kasatha | Rageshkor, rock | +| 57–60 | Oracle of Oras | Robot, mining | +| 61–64 | Planar scion, suli | Salamander | +| 65–68 | Quorlu | Scavenger slime | +| 69–72 | Reptoid | Solar wisp | +| 73–76 | Ryphorian | Spookfish swarm | +| 77–80 | Shirren | Supenga | +| 81–84 | Shobhad | Synapse worm | +| 85–88 | Strix | Thermophilic ooze | +| 89–92 | Urog | Veolisk | +| 93–96 | Witchwyrd | Void palm | +| 97–100 | Ysoki | Wysp, fire | + + +### DESERT ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A rare and beautiful medicinal flower’s first super bloom in centuries is expected to occur in the foothills just outside the planet’s capital city, attracting tourists, alarming surface botanists, and enticing enterprising smugglers. | +| 2 | A sinkhole has appeared in a bustling marketplace, revealing an elaborate series of tunnels and broadcasting the threatening and haunting calls of unseen creatures. Locals are looking for a group to enter the sinkhole and locate its source, charting the underground system along the way. | +| 3 | The annual dune rallies are about to begin! All sorts of competitors, both local and from across the galaxy, are vying to enter, qualify, and win to claim the grand prize—a priceless arcane artifact—all while fending off ruthless competition on and off the course. | +| 4 | The water and energy systems in a desert settlement begin to collapse, sinking further into the sand each day, with no discernible natural cause. While the residents welcome outside help, the local government blames any further damage on outsiders’ arrival and interference. | +| 5 | A survey crew goes missing while studying nutrient-dense crystals lining the bottom of an evaporated ocean. With the camp left intact and no signs of struggle, it’s up to a brave group of rescuers to find them. | +| 6 | Major trade routes across the desert are under constant attack by an infamous gang of raiders who hide their whereabouts in a dizzying forest of thin, rocky spires, their tactics directed by a mysterious leader shrouded in wild rumors. | +| 7 | A catastrophic storm has plunged the world into endless night, causing crops to die and residents to flee offworld. Stranded locals and cultural relics alike need rescuing before the atmosphere completely degrades. | +| 8 | The migration patterns of electrified creatures have suddenly and unseasonably changed. Their passage will soon take them over a domed vacationer’s paradise where their energy fields will disrupt the power systems that protect the tourists and staff. | +| 9 | A strange metaphysical shift recently revealed that a previously impassible stretch of dunes was in fact a permanent mirage hiding a vast, empty city of untold wealth. The discovery draws opportunists and scientists alike. | +| 10 | Larger-than-normal dust storms issuing from a remote part of the desert are wreaking havoc in other regions of the world. Local environmental and governmental authorities are looking for adventurers to investigate the potential source of the phenomenon. | +| 11 | Vehicles carrying loads from a food-modification district to smaller desert outposts have been found destroyed and abandoned. Stranger still, the crates of produce appear to have been broken open from the inside. | +| 12 | Surveyors locate plentiful subterranean lakes underneath a desert plateau—an ideal spot for a new settlement. However, the entire survey crew disappears without a trace... until one of their walking corpses shambles out of the desert. | +| 13 | A merchant begins selling capsules of powdery blue silt, claiming that it increases endurance and promotes wellness. Though it’s a rapid success, failure to disclose its source—a forbidden shrine in a vast salt flat—results in nightly phantom attacks. | +| 14 | A remote rest stop in the desert is the last known location of a string of disappeared travelers. A living hologram has taken over the depot and has been capturing visitors, forcing them to build it a new machine body so it can escape from its desert prison. | +| 15 | A desert starport is infamous for scavengers that pick ships clean while their crews are distracted by the famed local cactus-bloom liquor. But the robbers have just relieved a notorious gang of its latest haul, and someone must intervene before tensions erupt into a war. | +| 16 | Each year, highly valuable and culturally revered bioluminescent moths return to the cactus forest. This year, they haven’t arrived on time, nor have they been spotted along their migratory route, throwing local traditions into chaos. | +| 17 | A powerful water elemental is holding an entire desert region ransom by withholding the much-needed annual rains. None have been able to determine the elemental’s exact demands. | +| 18 | An old and unused system of beacons for communicating during ionic storms suddenly lights up, sending an incoherent distress call that speaks of living sandstorms and animated dunes. | +| 19 | Farmers across the biome report that the aquifers they rely on have abruptly run dry. An exploratory team ventures into the empty ducts to find massive, swollen moonflower root balls that are about to break the desert’s surface. | +| 20 | A roving settlement of wind-powered dune skimmers is rapidly approaching a more permanent desert settlement. Does the approaching community offer hope of trade and cultural exchange, or something far more sinister? | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Forest, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Forest, Infinite Worlds.md new file mode 100644 index 0000000..acb48fe --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Forest, Infinite Worlds.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# FOREST + +**Source** _Galaxy Exploration Manual pg. 64_ +Tree branches sway in a breeze that resonates with insect trills, bird calls, and the scuffling of unseen creatures in the undergrowth. Alien ferns and other undergrowth compete for shards of sunlight that pierce the dense canopy, and the ground is soft with decomposing leaves. +Forests can be one of the most important and biodiverse biomes on a planet, serving as massive natural recycling centers and homes for countless denizens, all of which survive in an intricate web of interdependent symbiotic relationships. Forests exist in almost every climate, from frigid taigas to sweltering jungles. Tropical rainforests tend to have the greatest biodiversity of any biome, boasting plants, animals, and even societies of sapient creatures that might be entirely unique to the world—or even the galaxy. +Widely varied even in their most mundane manifestations, alien forests are rich with bizarre possibilities. A jungle might be a labyrinth of crystalline, silicon-based plant life, or it might be filled with wildlife that evolved to project strange illusions that ward off predators. In one forest, some trees might bend toward unseen mystical energies instead of the sun, intersecting with nonmagical plant life at odd angles. In another, trees may grow into shapes that channel wind into haunting melodies that prophesize the future. +Besides the thrill of discovery, forests typically contain an abundance of natural resources, such as food, lumber, fuel, or medicinal plants. Dense tree cover can also provide the perfect place to lay low for anyone on the run or just simply fed up with the demands of an urban lifestyle. +Life in a forest revolves around its trees, whose shape, size, and structure can vary wildly even on Earth-like planets. On a world with low gravity, slender-trunked trees might stretch hundreds of feet into the air, with branches and leaves that spread and sway in the slightest breeze like sea anemones in the ocean. In high gravity, trees could be much shorter and stouter, perhaps even wider than they are tall, as they struggle to move nutrients against powerful gravitational forces. In any forest, all manner of strange creatures adapt to these different forms. +Sapient creatures who make forests their homes are as diverse in their interactions with the biome as forests themselves. Some inhabitants might spend their entire lives flying or swinging from branch to branch among the canopy, never setting foot on the forest floor. Others might tap into the forest canopy, capturing energy gained via photosynthesis and distributing it to advanced technologies among its shade. Those who live in the dense and dark undergrowth may develop senses more powerful than sight and might live in mobile and makeshift structures that can be as difficult to spot as they are easy to move. Those who build more permanent structures often do so in tangent with the surrounding trees, building their homes in sprawling woven-vine villages or among complex root systems. However a species adapts to its forest home, it’s likely to be closely intertwined with the ecosystem. A forest-dwelling sapient species might form symbiotic relationships with fungi or parasitic plants that concentrate needed nutrients from the trees, or they might develop elaborate rituals for living in peace with apex predators that would otherwise eradicate them. + +## FOREST ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 64_ +Forests are often the source of livelihood for those living in or around them. Those from forest biomes might be hunters, poachers, farmers, biologists, or loggers. Adventurers who grew up near a forest might have climbed trees to find food or simply for fun, increasing their Athletics skill. Balancing on moss-covered branches and navigating intertwined canopies require deft Acrobatics. Survival and Life Science are important, both for not getting lost and for knowing which creatures are dangerous and which foods are safe to eat. Stealth and Perception help those who need to stay alert for potential dangers, but are of special importance to hunters, whose livelihood can rely on noticing prey before being noticed by predators. + +## FOREST WORLDS + +**Source** _Galaxy Exploration Manual pg. 65_ +It’s not uncommon for terrestrial worlds to have land masses predominantly covered in forests—that is, until native societies reach a phase of rapid industrialization. But a forest planet isn’t necessarily a monoculture of the same trees for countless thousands of miles. Boreal forests, temperate forests, and tropical forests are capable of hosting a multitude of different life-forms and thrive in different environments. A forested planet doesn’t have to consist of only land masses. Forests of kelp or other underwater plants serve as havens for all sorts of life. Forests in tropical environs are the most ecologically diverse, with thick canopies and nutrient-poor soil, and typically stay the same temperature year-round. Temperate forests are more likely to experience seasonal cycles, such as leaves changing color and falling off in autumn and winter and regrowing in the spring. Because of this cycle, creatures typically use the plentiful warmer months to stock up and prepare for the colder, sparser months. The flora and fauna of boreal forests have adapted to extremely cold temperatures; the trees are typically evergreens with needle-like leaves, and the animals have thick coats of fur, feathers, or layers of insulating fat. +Areas that experience a dry season can be at risk of forest fires. While devastating in the short term, these fires serve a purpose by leaving behind fertile soil from which new life can grow. Sapient beings might even utilize this by burning swathes of land to make room for crops. Large fauna can also have a significant impact on the environment, their movement clearing trails on the forest floor that last for generations and are used by many other species. Large creatures might also uproot entire trees, making room for new growth. + +## FOREST RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 65_ +Basic rules information on forest terrain already appears on page 397 of the Core Rulebook. Here you can find hardness, HP, and climbing DCs for your average tree, though these could all certainly change depending on the particulars of your forest. Trees and undergrowth also provide cover, the rules for which can be found on pages 253–254 in the Core Rulebook, though remember that not all forests are thick with undergrowth—old‑growth forests like rainforests don’t allow enough light to the floor for much to grow. Rules for rain (Core Rulebook 398) and fog (Core Rulebook 399) can also come in handy for rainforests in particular. In rainforests and jungles, deadly insects and reptiles can invoke the affliction rules (Core Rulebook 414), especially those for poisons (Core Rulebook 415). In a boreal forest, the rules for snow (Core Rulebook 398) and for cold dangers (Core Rulebook 400) might come in handy, as temperatures in that environment can easily reach extreme cold. If you expect a vehicle chase in a forest, you can use the sample chase environment (Core Rulebook 287) for some obstacles your PCs might encounter. For examples of forest worlds, look at locations on Castrovel’s primal continent Ukulam (Pact Worlds 36), such as the unmappable Caliria Maze jungle, or Triaxus’s Doraeshi Rain Forest (Pact Worlds 104), an ecological wonder capable of adapting to the extreme seasons of Triaxus. + +## FOREST TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 66_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### FOREST INHABITANTS + +| D% | Sapient | Threat | +|--------|-----------------|---------------------| +| 1–4 | Cerebric fungus | Aerial devil | +| 5–8 | Dessamar | Defrex | +| 9–12 | Dragon, green | Eohi | +| 13–16 | Entu symbiote | Feeder fungus | +| 17–20 | Espraksa | Frujai | +| 21–24 | Formian | Hobgar | +| 25–28 | Ghoran | Jubsnuth | +| 29–32 | Goblin, space | Kaukariki | +| 33–36 | Hortus | Ksarik | +| 37–40 | Huitz’plina | Moonflower | +| 41–44 | Izalguun | Paralith | +| 45–48 | Jububnan | Rageshkor, green | +| 49–52 | Kalo | Renkroda, whiskered | +| 53–56 | Kiirinta | Seed walker | +| 57–60 | Maraquoi | Sharpwing | +| 61–64 | Muneen | Shotalashu | +| 65–68 | Neskinti | Stroxha | +| 69–72 | Oracle of Oras | Synapse worm | +| 73–76 | Pahtra | Tashtari | +| 77–80 | Raxilite | Troll | +| 81–84 | Spathinae | Veolisk | +| 85–88 | Uplifted Bear | Void palm | +| 89–92 | Valnarum | Vracinea | +| 93–96 | Vlaka | Writher swarm | +| 97–100 | Xaarb | Yaruk | + + +### FOREST ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | After a security breach at a wildlife conservation compound, a number of exceedingly rare and endangered animals have been let loose into the surrounding forest. Conservationists call for their safe return, while a frightened local populace wants the creatures exterminated immediately. | +| 2 | A group of uplifted bears has taken up residence in a forest on land owned by a powerful corporation. Their leader has issued a declaration that rejects technology and promotes a return to the simplicity of nature. | +| 3 | Centuries of rapid industrialization by the native species has left a planet’s forests on the brink of complete destruction. Recently, something has begun animating the trees to fight back. | +| 4 | A conservation group hopes to start a controlled breeding program to increase the population of a critically endangered arboreal species. They need guards to escort them to a specific part of a dangerous forest, the only known location of the creatures. | +| 5 | An epidemic threatens the populace, and the best chance of a cure lies in a flower that is only found in an ancient rain forest far from civilization reportedly guarded by an especially protective kami. | +| 6 | A fire elemental whose rare sojourns through the forest set the environment ablaze—helping control the forest’s otherwise rampant growth—is missing. Locals call for help to find the missing elemental. | +| 7 | Researchers in a petrified forest claim that parts of the forest have suddenly and inexplicably come to life, its rocky forms growing, moving, and even multiplying as though still made of biological material. | +| 8 | Every 1,000 years, an entire forest of immense trees uproots itself and migrates hundreds of miles in search of richer soil, trampling everything in its path. The planet’s only sapient creatures arrived from offworld relatively recently—and they built their settlements directly in the forest’s path. | +| 9 | An environmental advocacy group is desperate for outside help in proving that a logging company is exceeding its governmental charter and cutting down wide swaths of protected forest, including a sacred magical grove. | +| 10 | A tenacious and quickly mutating plant species has recently broken through the thick jungle canopy. Its new direct access to sunlight is enabling it to rapidly evolve into a mobile and predatory plant creatures that threaten to devour all nearby life. | +| 11 | No one knows why local fauna have been fleeing a forest in droves. The only bit of evidence discovered so far is the presence of small, shallow, and perfectly circular wounds at the base of the animals’ spines. | +| 12 | Strange spores have spread into settlements near the forest’s edge, coating structures in a barely perceptible film. The inhabitants—sapient and nonsapient alike—seem unharmed so far, but many have developed an obsession with digging deep holes in the ground. | +| 13 | A species of tree evolved to feed on radiation after a nuclear war decimated the rest of the planet’s indigenous life. A corporation wants to harvest and transplant the trees to put their unique ability to use, but the xenowardens oppose disrupting the planet’s delicate ecosystem. | +| 14 | Loggers in a rarely visited part of the forest recently discovered the ancient skeletons of a humanoid alien species completely encased in felled trees, each equipped with ceremonial pieces of pre-Gap technology. | +| 15 | After centuries of industrialization and urbanization, the wilds reclaimed a settlement overnight without warning, leaving structures totally overgrown with foliage and no sign of the once-dominant sapient species. Nearby inhabitants are alarmed and request immediate help investigating the phenomenon before it claims another settlement. | +| 16 | An invasive alien species has entered a forest and quickly overpopulated the area, pushing out the natural flora or fauna. Now, the ecosystem is close to collapse and the local government is looking at drastic solutions. | +| 17 | A forest is slated to be clear-cut in one week to make room for crops and livestock, unless hard evidence is presented of the near-mythical creature that calls it home, which would automatically qualify the forest as a protected area. | +| 18 | In the Murmuring Grove, the trees whisper to one another constantly. Some say their conversations speak of long-lost secrets. Recently, scientists translated some of these whispers as geographical coordinates. | +| 19 | An apex predator, capable of looking exactly like a tree until the moment it strikes, recently chose a hunting ground that includes a forest settlement. Inhabitants are desperate for help in dealing with the dangerous creature. | +| 20 | A region once thought to be a diverse forest ecosystem was recently discovered to be the offshoot of a single, massive, underground organism that spans hundreds of square miles. And something is agitating the creature toward violence. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Magic, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Magic, Infinite Worlds.md new file mode 100644 index 0000000..74620aa --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Magic, Infinite Worlds.md @@ -0,0 +1,140 @@ +--- +aliases: +tags: +--- + +# MAGIC + +**Source** _Galaxy Exploration Manual pg. 108_ +The galaxy spins in magic. Species manifest this truth in various ways, from bizarre supernatural powers to spellcasting to magic-infused objects. This pervasive field of eldritch energy ebbs and flows in regions and even on entire worlds. Though magic manifests in near-infinite ways, its underlying functions seldom vary in such extremes as to change the way it works from the expected norm. Exceptions exist, though they’re difficult to explain or predict in general terms. +Magic gives way to altered possibilities. It’s not only an expression of manifestation through will, but also a force of potential, creation, and destruction. Magic can define reality in some places, but its presence isn’t usually necessary for life. A world that varies from the magical norm might look like any other. Changes in magic don’t always manifest in obvious ways, but when the change is noticeable, it can be spectacular and dangerous, especially in high-magic locations. The galaxy has many such places of wild magic, often inhabited by creatures to match. +In the physical universe, magic allows the seemingly impossible not only to be conceivable, but also to occur and to endure. The mightiest spells and magic items act as proof, but plenty other evidence exists. In some places, magic alone holds entire shattered planets together, allowing them to remain viable for their native species. Elsewhere, beings use supernatural power to survive in improbable conditions, including in the void of space or within the depths of a star. Magic underpins features that defy typical understanding of reality. There exist entire dead worlds with undead inhabitants created by magical means as well as resplendent cities that somehow sit within stars. +Only imagination limits the forms magic takes in the galaxy. The explanation of “it’s magic” makes room for all sorts of creatures, locations, events, and—through these elements— adventures. Magic offers the weird and wondrous, allowing the exploration of inhospitable places and providing a means of transport to distant parts of the multiverse. With magic, there can be worlds that exist only in a dream dimension, paired with Material Plane worlds whose inhabitants visit only in their sleep. +The broad scope and freedom magic provides can enhance any Starfinder game, adding a constant dash of the unexpected. Magic can underpin an alien environment or make an extraterrestrial place even more peculiar. Magical life occurs in defiance of scientific laws, and a species might use magic to perform tasks for which others use technology—to deal with challenges and create happy, stable, safe living conditions. Conversely, leaders might use or control magic to gain and maintain influence and power. They might hide this magical tyranny from the populace or practice it in the open, steeped in tradition or menace. A world might be low-magic by custom and design, whether to keep a magically-inclined populace under control or to avoid the problems caused by uncontrolled magical energies. +It’s all too easy to think of a world’s magic as what spells people cast, yet the ambient magic levels in the environment and society can shape so much more. Life in magical realms evolves to withstand, avoid, or consume that magic, giving rise to mystical beasts that fill traditionally animal niches: squirrels that hoard loose magic after the latest arcane monsoons, cephalopods that escape in a burst of magical darkness, migratory grazers that disappear into other realities when their seasonal foods go dormant, and predators whose enchantment-laden roars create ensorcelling eddies in the nighttime skies as they vocally reaffirm their respective territories. +Not only could magical abilities evolve naturally among a world’s intelligent inhabitants (such is the case with the magically-adept lashuntas of Castrovel), but the presence of magic can shape their cultures in extraordinary ways that can amaze and confound visitors. Start with the most physically apparent manifestations: a species with considerable magic might not have certain technologies simply because magical solutions were abundant, easier to develop, or lionized over their strictly scientific counterparts. Devices like comm units, vehicles, and indoor climate control become curiosities in a culture where the accessible norm includes long-range telepathy, practical teleportation, and primal magic that maintains comfortable conditions. +Also consider less immediately apparent factors like language. Telepathically adept inhabitants might never vocalize, creating eerily silent yet bustling cityscapes. Perhaps magic manifests so easily to citizens that their speech includes tiny eldritch highlights like puffs of color, brief buzzes, or empathic nudges that collectively function as crucial syntax or punctuation. Strangers who can’t keep up with arcane diphthongs appear oafishly inarticulate. On the other hand, lower-magic worlds might be so insulated from spellcasting that inhabitants process the same linguistic flourishes as painful static, much like being exposed to blinding light after an eternity of darkness. +Magic can combine with other randomizing elements to create juxtapositions and synergies. Magic might interact with low gravity to form floating continents or seas. Valuable materials might be found only where magic interacted with natural resources. Magical bubbles of life-sustaining biosphere could persist on an otherwise hostile or barren world. Life on a planet might thrive because of magical interactions or suffer because of them. One planet’s aerial reptiles wait for the yearly psychic storms, for only during these thought-dense clouds do their eggs incubate and hatch out of reach of terrestrial predators. Elsewhere, divinely-created parasites are all that keep lumbering herbivores in check, swiftly devastating their numbers when herds grow too vast. A seemingly lifeless moon might sustain a thriving culture because millennia ago they harnessed local energies to pray food into existence. +Of course, magic can prove dangerous as well; levels of eldritch energy, whether planet-wide or regional, could be a hazard rather than an advantage. Raw magic rarely endangers life directly, but it can produce conditions that do. Such paranormal forces might come from natural concentrations or from planar forces. Extraplanar influence can create magical anomalies or conversely arise as a symptom of such oddities— for example, an elemental plane’s interaction with a magical world produces especially powerful spell gems. +Magic is change, whether defying the natural order or enhancing it, and can be used in a science fantasy setting to justify the improbable or strange. The right magic can protect something ancient from decay; it might allow beings and objects to remain hidden or, by that merit, uncover them. Changes in magic can explain the emergence or reemergence of certain forces, or the powers that once suppressed them. Adventurers wielding magic or magic items who visit a world untouched by magic might find themselves in positions of inordinate power and responsibility. + +## HIGH MAGIC + +**Source** _Galaxy Exploration Manual pg. 110_ +The presence of high magic can have profound effects on culture. It might lead to more magic in practice, which changes the way society operates. High magic can also be a source of harm, chaos, or both. This danger could come from magical creatures, interactions of magical fields, and more. Even if an abundance of magic isn’t actively harmful, it can still cause erratic, unpredictable results upon using magic. +Magic might be enhanced (see the Enhanced Or Impeded Magic sidebar on page 111), making it easier to learn and perform. In such areas, spellcasters become more common and far mightier, though remember that a world need not treat all forms of magic equally. Fields of magical energy could be divided in ways that enhance or impede specific schools or types of magic, with one planet bolstering abjuration effects and another augmenting any magic drawn directly from a deity (which might be the case for some mystics). A magical society might also carry biases that artificially restrict spellcasting by treating some types as sacred but others as taboo, such as by idolizing technomancers’ talents while simultaneously ostracizing those who dabble in the magic of alternate realities. +Where spellcasters are stronger magically, their political and social statuses often rise as well. More benevolent societies might develop benign magocracies where spellcasters harness their power and supernatural insights for the benefit of society as a whole. Crueler worlds could, just as easily, develop magically‑enforced tyrannies, and any magocracy risks developing harmful class divisions with the magically adept lording over comparable mundane second-class citizens. Divisions might even form along schools of magic if nation states espouse only a few types of magic in opposition to their neighbors’ arcane traditions. +Just having more magic available can mean more reliance on magic. In such places, enchanted objects likely replace or augment technology. Magical travel, including space travel, might replace technological analogs. While a society over-reliant on magic might be behind in faster-than-light Drift technology, they also could have alternative means of rapid interstellar transit, as suggested by the existence of portal networks in the Pact Worlds and magical interstellar drives. High magic makes such powerful magic artifacts more possible. A mighty magic item or items could even be the source of a world’s high magic, and control over these objects a source of political influence. +Another possible source of high magic comes from the influence of other planes. Extraplanar traits can be inherently magical. When they intrude on the Material Plane, their magical influences and inhabitants might intrude, too. Such incursions likely won’t be beneficial for Material Plane inhabitants. +High magic also makes for magical beings without planar influences. People, plants, and beasts with spell-like and supernatural abilities are more common. A magical population can make a world more stable. More often, though, a variety of magical beings can create a hostile environment with monsters that menace civilization. For such creatures, high magic could be like how oxygen is on some worlds, providing fuel for incredible growth and power. To live on or even explore such a world can present a constant struggle against overwhelming odds. + +### HIGH-MAGIC ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Rebels claim that a government uses magic to pacify the populace. | +| 2 | The magic holding this improbable world together starts to fade. | +| 3 | Xenodruids seek to merge with a verdant planet’s world-mind. | +| 4 | A world that once created pleasurable illusions for tourists has gone bad, trapping people beneath the surface. | +| 5 | When an oracle used to choose government ministers picks a pariah, officials want to suppress the truth. | +| 6 | A crime syndicate hides on a mystical world that erases their enemies’ memories. The devoured memories feed a supernatural evil. | +| 7 | Efforts to extract a magic ore are disrupting the world’s magical balance. | +| 8 | Intense magical fields disrupt advanced technology, causing them to cease functioning—even in orbit—and endangering visiting starships. | +| 9 | Smugglers actively defy a magocracy’s restrictions on magical exports. | +| 10 | On a planet tied to the First World, a bizarre stairway leads into an extradimensional space of unknown depth. | +| 11 | Xenobiologists believe the world they’re surveying is a bundle of eggs of a massive magical beast and seek to preserve this new life. | +| 12 | A vengeful exile has unleashed an extraplanar bioagent that burns out spellcasters’ nerves. | +| 13 | Genies war over a world at a nexus of the Elemental Planes. | +| 14 | A world’s people live out of phase with the Material Plane. They believe recent arrivals are ghosts. | +| 15 | Unpredictable magical effects on an uninhabited world call for surveying and taming before colonization. | +| 16 | A malevolent entity is drawn to a world that spawns planar portals. | +| 17 | Diminutive, hive-minded sapient creatures magically manipulate their world in misguided, dangerous attempts to communicate with visitors. | +| 18 | A grieving mystic uses enchanted bombs to ignite magical currents and turn back time, releasing unintended effects. | +| 19 | When a notorious raider snatches a magic stone from a remote world, a curse follows their flight across the galaxy. | +| 20 | A mighty being, such as a void dragon, consumes magical creatures, forces, and items to become a “death god.” They have a loyal cult. | + + + + +## MEDIUM MAGIC + +**Source** _Galaxy Exploration Manual pg. 110_ +One might assume a medium-magic world is like any other planet in the galaxy: a mix of magic and technology. That’s widely true. However, as the Pact Worlds show, variation exists even at this level of “normal” magic. +Minor magic is an everyday experience in a locale that has long had medium magic, making it a part of the culture. People use magic like any other tool, allowing them to gain and protect the things that they value, like power, wealth, and pleasure. If society is low-technology, even a modicum of magic likely serves an important role in government, religion, and other cultural mores. Spellcasters are aptly held in high esteem. Even a small amount of magical talent or training earns one a place of respect, from a village wise-person to an archmage. As the level of technology meets or exceeds magic’s capabilities, magic might fade in importance or be relegated to traditional situations. However, skill with eldritch arts becomes more common as training grows widespread, and magic use can become more specialized and individualized. With this social shift, the status of spellcasters could diminish except for those in time-honored positions, such as priests. +Instead of being a homogeneous zone, a medium-magic world might have access to higher magic in some regions and lower magic in others, such as a world governed by powerful leylines accessible only to those within a few miles of the conduit. This division could result from how magic works on the planet or in that sector of space, where the ebb and flow of magical energies are perceptible in pockets of magic. On some worlds, this imbalance might produce profound differences among cultures, such as a low-magic society developing technology faster to keep up with their magically-powerful neighbors. On worlds with smaller magical sites, the people likely designate such areas as holy or otherwise culturally significant, and fiercely guard these fonts of potential. +Perhaps the world was once high in magic, but the magic was throttled somehow. The main question is: why? Secondary questions are: what, who, and how? What would be the consequences of these fonts being uncapped? Various factions might want to encourage or oppose the release of magic. Such a situation could lead to a whole campaign, especially if characters must deal with initial consequences (for example, the awakening of magical creatures) before learning that the release of magic is the problem. Similarly, a spellcaster PC might have been drawn to, or even unlocked some portion of, that otherwise untapped magic. +Similar issues might emerge from natural cycles of magic diminishing or increasing a world to medium magic. Magic users could lose their places of dominance, or they might seize power long denied them. This change could herald war, political disintegration, and religious crises as well as the dissolution of age-old manifestations or uses of magic. Magical creatures might go extinct, while new ones rapidly emerge. Geographic upheaval and shifts in the biosphere can even alter the weather, breed new diseases, harm food production, and destroy living space; forced migration and other disasters could follow. Any of these changes might alter sapient species as well, costing them the magical talents they relied on or activating latent powers. + +### MEDIUM-MAGIC ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-----------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | To pursue magical research, an organization needs help in establishing a planetary presence despite danger or resistance. | +| 2 | A grimoire found in an ancient ruin contains a dangerous ritual to accelerate or dampen a world’s magic. | +| 3 | An experiment in nascent emotion magic goes awry, contagiously amplifying darker emotions in the populace and threatening pandemonium. | +| 4 | Previously unknown magical creatures emerge from underground, endangering surface dwellers who might resort to weapons of mass destruction. | +| 5 | Natural leylines are shifting, causing changes in the geography of magic and heralding a return to lost glory or an oncoming doom. | +| 6 | Talavet’s followers find sealed legendary gates on several worlds. The locks require the help of Nyarlathotep’s faithful to open. | +| 7 | Entertainers enhance performances with minor magic, hoping to strike it rich before the damage the magic inflicts catches up with them. | +| 8 | Several murderous rampages and premature deaths can be traced to a magic item merchant whose wares empower a ghastly artifact. | +| 9 | A patron needs to transport an antique blade that has healing powers and attracts unwanted attention from across the galaxy. | +| 10 | Priests of non-good deities have fallen prey to something. Is it a divine punisher, an enemy god’s avenger, or a creature feeding on magic? | +| 11 | A faction of witchwarpers wants to meld realities on a planetary scale. | +| 12 | Despite a cover-up, investigation reveals a serial killer’s targets are government agents mutated by magic. | +| 13 | A corporation wants to raid another’s magical research facility, claiming ethical violations. The magic could afford either corporation a monopoly. | +| 14 | Infants are being born with magical powers. Does this new pattern suggest a change in magic, sinister meddling, or both? | +| 15 | A shapechanger invents magical identity verification, which some shapechangers violently oppose and authorities threaten to abuse. | +| 16 | A recent spate of supernatural disasters can be traced to a secret site tapped into the world’s magical energies. | +| 17 | Entitled magnates fund studies of transferring magic powers. A breakthrough comes at the cost of innocent lives. | +| 18 | Warlords or powerful monsters vie for a rare place of power or an artifact, unconcerned for who or what they harm. | +| 19 | The guardian of a magical place wants to discover why a starship crashed there, unleashing magical radiation. | +| 20 | An acolyte disappears after claiming the priesthood’s traditional power comes from a source other than their god. | + + + + +## LOW MAGIC + +**Source** _Galaxy Exploration Manual pg. 111_ +Causes of low magic can vary. In some cases, a region simply undergoes a temporary downturn in available magic, such as a star system whose magic comes from a comet that passes through only once every few decades. Rather than a lack of magic, low magic in a world might instead result from some force that actively consumes or warps magic so that it doesn’t function as reliably or powerfully as expected, such as a planet whose moon is an immense creature parasitizing the world’s otherwise ambient energies. In any case with an irregular or diminished magical supply, inhabitants evolve and learn to deal without magic. Even if the environment experiences a periodic glut of supernatural power, that magic functions as a luxury more than as a necessity. +For visitors, these worlds can seem utterly vexing because magic doesn’t work as expected. Unlike the enhanced effects of high-magic areas, this form of low magic impedes spellcasting and spell-like abilities (see the sidebar below). In extreme forms, low magic might even hinder supernatural abilities, although that effect appears less common since such traits can be more reliant on a creature’s personal power. As with planes beyond the Material Plane, some regions experience restricted magic only for certain schools of magic. This situation happens more often when something, such as a planar intrusion, warps the magical field on a planet. In exceptional circumstances—and any galaxy is full of exciting exceptions— different combinations of magic might be impeded and enhanced. Consider the case of a sapient gas giant planet that longs to be a rocky planet; it thus enhances earth-themed spells while impeding air- and flight-themed spells out of a sense of self-loathing. Mix and match to create something unique. +For some low-magic societies, however, culture limits magical use. Past catastrophes could instill rhabdophobia that lasts generations, even becoming incorporated into a society’s laws and legends as a forbidden art. Religious dogma might have demonized magic long ago, and a low-magic world might have only recently rediscovered ancient spellcasting traditions and created new techniques. Magic could even be a lost art, as the world’s arcane potential survives only in a dwindling supply of magic items. +Whatever the case, a world’s inhabitants likely consider magic some combination of alien, fascinating, and frightening. In instances where magic works but is rarely seen or used, visitors possessing magic might find themselves in trouble for using it. Few worlds are so limited in their magic that a typical person is completely unfamiliar with it, even if that familiarity takes the form of fanciful cautionary tales that contain a kernel of truth. +Magic could also be a tradition so prestigious that it’s closely guarded by elites. Alternatively, magic might be considered so hazardous or corrupting that the society recruits pariahs to train as mages in service to the comparably pure populace. Wherever magic potential exists, though, there’s inevitably someone willing, able, or conscripted to practice it. +This control can stem from authorities—whether the government, the priesthood, or otherwise—such as an ancient, traditional order of mage hunters or wizards who hoard these powers. Any of these groups might suppress magic in an artificial but overarching way, using edifices, policies, or devices devoted to keeping magic from everyday life, much like the fonts mentioned for medium-magic worlds. These places or tools make obvious targets for dissidents who want to make magic free, resulting in a conflict like a cold war, a secret insurgency, or an open rebellion. + +### LOW-MAGIC ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|---------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Legend says magic is locked in leylines that also imprison a powerful entity. A radical group decides to test this theory. | +| 2 | Explorers discover natural features that keep magic low on an inhabited world. Some want magic set free; others fear this change. | +| 3 | Fugitives manipulate magic and the beliefs of a world’s people to hide and keep their enemies at bay. | +| 4 | Archaeologists uncover evidence that magic wasn’t always low. | +| 5 | Conspiracy theorists ambush leaders that they suspect hoard magic. | +| 6 | All of a world’s magic goes to protect it from a nearby black hole. A greedy conqueror threatens this stability. | +| 7 | Histories claim that the use of magic attracts fiendish attention, but heretics want to test the doctrine. | +| 8 | The world absorbs magic without diminishing the effects, making learning (though not using) it difficult. Where’s this energy going? | +| 9 | Members of an age-old order hunt mages and suppress magic use. Enemies and the authorities believe the order hides a secret. | +| 10 | The first spellcasters have appeared among low-magic people. This “sign” has been interpreted in more bad ways than good. | +| 11 | A potent, spacefaring extraterrestrial tours low-magic worlds. Some say it’s searching, and others claim it’s changing things. Why? | +| 12 | Magic-starved monsters prey upon a planet’s population. | +| 13 | Infamous warriors who carry eldritch heirlooms have answered a psychic call to gather on a low-magic world. | +| 14 | A scrupulous authority figure wants help freeing a prisoner to aid them in uncovering the shocking reasons for the world’s low magic. | +| 15 | Eco- and mago-fascists believe low magic is a state of imbalance and releases a transmutation agent to set magic free. | +| 16 | Those suffering from magical maladies flock to a facility that suppresses magic. | +| 17 | A wealthy expatriate wants to recover cultural relics from a planet ravaged by nonmagical war and full of environmental hazards. | +| 18 | Leaders have duped a world’s people for generations with fake magical displays. | +| 19 | Extraplanar forces have begun to gather on a low-magic world. | +| 20 | An astrophysicist has discovered the world’s magic is being siphoned into a local star. | + + + + +## ENHANCED OR IMPEDED MAGIC + +**Source** _Galaxy Exploration Manual pg. 111_ +The easiest way to simulate variable magic in your game is to treat magic as enhanced or impeded. Enhanced magic functions at a higher caster level, typically 2 higher. Much higher than that could become too powerful for the PCs’ level. Impeded magic can function with unexpected side effects, or even opposite than intended. Particularly impeded magic might require a spellcaster to succeed at a caster level check (DC = 15 + the spell’s level) to cast the spell at all. Failure results in the spell failing while the spell slot used is still consumed. For spells cast from magic items, instead use a Will saving throw (DC = 10 + twice the spell level). +Similar to some planes, entire worlds, regions, or locales might enhance or impede magic of specific schools or descriptors. Such changes to magic help reinforce the character of a place. For example, the Shadow Plane enhances shadow magic and impedes spells that use or produce fire or light. +Another option for unstable high magic is an environment where magic triggers uncontrolled reactions. To create this situation, you might have a creature using a spell or a spell-like ability attempt a Will saving throw (DC = 10 + twice the spell level). On a failure, roll on the table for the wonder warp spell, but you, the GM, control the results. +Impede magic only rarely. Doing so restricts the capabilities of some characters, making the game less fun for their players. Be doubly careful with the absence of magic. Impeded or absent magic might serve as a challenge for a short while, but it can feel frustrating or even punitive if prolonged. diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Marsh, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Marsh, Infinite Worlds.md new file mode 100644 index 0000000..e5df5db --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Marsh, Infinite Worlds.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# MARSH + +**Source** _Galaxy Exploration Manual pg. 68_ +Wet, smelly, and buzzing with flies—the stereotypical marsh is hardly an attractive destination. But this image ignores the breadth of how wetlands manifest and overlooks the incredible biodiversity of alien quagmires, where the possibilities of life remain virtually endless. +Marshes can range from herbaceous territory of towering grasses that can hide any threat to swamps with shadow-casting trees—and far beyond. Do explorers trudge through the peaty sludge of a bog or clamber up a fen’s far drier inclines? Even riparian zones like riverbanks, flood plains, and estuaries meet the core criterion: consistently waterlogged soil. Add to that the wide range of temperatures of these marshes—from tropical mires to tundra that periodically thaws into ice-cold ponds—that provide a vast number of narrative and descriptive options. +Wetlands are a literal slog to navigate, and those on foot endure the boot-sucking mud while brushing aside sheets of stubborn hanging moss and slapping away insistent insects. Marsh travel can also feature unusual vehicular travel: from explorers piloting fan boats while cruising an uncharted bayou to river pirates fleeing pursuit in a daring hovercraft chase. +Common features of Earth-like marshes can become wild and strange when encountered in alien ecosystems. Under a blue sun, predatory rainbow eels the size of tree trunks undulate through the dark water, ominously rocking orange lily pads as they search for their next meals. The water pressure and surface tension on one high-gravity world can be so intense that foot-thick rafts of algae choke the mires, creating floating bridges stable enough to support an all-terrain buggy. Grasses in a low-gravity marsh may loom 30 feet high, able to hide even tremendous, broad-footed theropods that hunt by scent. Flora on another world produce toxic gases as a byproduct, which pool in dense clouds over the bog waters. Fauna have adapted to clamber and fly above these dead zones, and those who misstep tumble into the oxygen-starved waters only to mummify in the thick peat. +Thankfully, marshes present as many opportunities as dangers. Only a rain forest surpasses a wetland’s biodiversity, and those animal, plant, and fungal resources can be the key to unlocking medical discoveries or simply represent a lucrative delicacy that wealthy patrons would pay well to acquire. While marshes are quick to swallow ruins and hide even the largest starship wrecks, their still waters inhibit decay in a way that makes excavating them one of the best ways to understand the past. And as an imposing biome that most civilizations hesitate to invade, a marsh can be an invaluable sanctuary for those who need to escape the hustle and bustle (and perhaps the arrest warrants) of modern society. +Water shapes life in the wetlands—both through the abundance of moisture and also the seasonal periods when the ground becomes more dry. The most successful inhabitants straddle the line between being fully terrestrial or aquatic. Even nimble arboreal specialists like monkeys and cats must become adequate swimmers. Broad feet keep larger inhabitants from sinking irreversibly into the mud, allowing mid-sized sauropods, bovines, and pachyderms to graze on any foliage that can survive being submerged for months at a time. Many bogs and fens have poor soil nutrients, which drives plants to evolve carnivorous strategies to meet their needs. In an alien environment, these plants can grow to immense size, able to consume virtually any animal they encounter. Sapient non-aquatic inhabitants must contend with the constant wet conditions. For most, that means constructing elevated living spaces—such as woven tree houses built on sturdy platforms—creating floating settlements, or just selectively draining parts of the marsh to reclaim dry land. For aquatic species, seasonal droughts remain a bigger concern, inspiring the creation of artificial reservoirs that remain submerged year-round. Both kinds of sapient creatures benefit from dredging deep channels to form watery highways, with carefully maintained marshes transforming into webs of transit and aquaculture over generations. + +## MARSH ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 68_ +Wetlands are fertile grounds for culture, research, and life. Farmers, fishers, biologists, and mariners are all excellent backgrounds for prospective adventurers raised in and around marshes, though more remote regions could as easily attract smugglers, fugitives, or even luddites who disdain the inexorable march of spaceflight and technology. Growing up in the wetlands hones an adventurer’s movement skills to navigate slippery banks and deep water, possibly represented by Athletics and Acrobatics. The wide range of poisonous, disease-bearing, and outright carnivorous organisms paired with the ample natural resources also means that skills like Life Science and Survival are key to reaching maturity. + +## MARSH WORLDS + +**Source** _Galaxy Exploration Manual pg. 69_ +Wetlands are common on terrestrial worlds, yet only a rare few planets are covered entirely by this biome. Such planets often have flat topography that’s conducive to supporting standing water and spongy soils, kept inundated either by consistent precipitation, powerful tides that draw water over vast estuaries, or both. On such worlds, even the rare mountain chains are low, creating rain shadows that channel water into low-lying areas while valleys accumulate steep fens. Because of the diverse range of wetlands, a single-biome planet can support countless varieties of life based on the nuances of drainage, elevation, and soil type, with regional boundaries defined by where bog transitions into swamp, lagoon, or river. Conventional continents might not exist, with dry land instead consisting of peat accumulations a hundred feet thick or greater. +While sapient beings might clear and manage vast aquaculture fields, some animals might dam key waterways and create lakes, while others tear game trails through thick swamps that are then used by countless other organisms. Where societies rise, the combination of perishable materials and unstable foundations mean that ruins swiftly disappear. On tectonically active planets covered by peat and other fuel, lava could spark subsurface fires that slowly burn their way across the world, creating smoldering underground hellscapes that burst upward to consume an entire region before dying out, making way for new growth. + +## MARSH RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 69_ +Starfinder already provides numerous rules that befit marsh adventures. Basic information appears on pages 397–398 of the Core Rulebook, with an emphasis on navigating shallow bogs and deep bogs. Check out the cover rules on pages 253–254 of the Core Rulebook, as a combination of water and a swamp’s woody vegetation should give creatures in these environments plenty of natural defenses. On those same pages, see the concealment rules to incorporate sheets of hanging moss, mazes of grass, and low-lying boughs into firefights. Wetlands can quickly enter deeper water, where suffocation and drowning (Core Rulebook 404) and underwater combat (Core Rulebook 405) come into play, and marshes often attract disease-spreading creatures that can leave creatures fighting off afflictions (Core Rulebook 414–419). + +## MARSH TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 70_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### MARSH INHABITANTS + +| D% | Sapient | Threat | +| ------ | --------------- | ------------------- | +| 1–4 | Brenneri | Atlapak | +| 5–8 | Cerebric fungus | Caypin | +| 9–12 | Copaxi | Colour out of Space | +| 13–16 | Dragon, black | Diatha | +| 17–20 | Dragon, bronze | Dinosaur, pterosaur | +| 21–24 | Entu colony | Dinosaur, sauropod | +| 25–28 | Entu symbiote | Electrovore | +| 29–32 | Formian | Elemental, earth | +| 33–36 | Ghoran | Elemental, water | +| 37–40 | Goblin, space | Elmeshra | +| 41–44 | Hortus | Bodysnatcher slime | +| 45–48 | Ijtikri | Feeder fungus | +| 49–52 | Ilthisarian | Frujai colony | +| 53–56 | Jububnan | Herd Animal, marsh | +| 57–60 | Khizar | Ksarik | +| 61–64 | Mi-go | Moonflower | +| 65–68 | Osharu | Murzzilat | +| 69–72 | Pahtra | Predator, marsh | +| 73–76 | Raxilite | Scavenger slime | +| 77–80 | Scyphozoan | Swamp strider | +| 81–84 | Spathinae | Swarm corrovox | +| 85–88 | Telia | Tashtari | +| 89–92 | Vesk | Troll | +| 93–96 | Vilderaro | Vracinea | +| 97–100 | Wrikreechee | Writher swarm | + + +### MARSH ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Gases unknown to science bubble up through a marsh. Scientific institutions and mining corporations alike court adventurers to investigate this resource and its source—a difficult task because the gases cause local wildlife to become extremely aggressive. | +| 2 | A settlement was recently abandoned and flooded, its levies and drainage systems apparently torn down on purpose. The more explorers investigate, the more it seems the settlement’s former residents flooded their home to bury something terrible beneath the waters. | +| 3 | Drought has caused an otherwise permanent wetland to recede, uncovering hibernating amphibious eels that hungrily attack a nearby settlement whose residents are wholly unprepared for the previously slumbering threats. | +| 4 | For decades, local wetlands have filtered and absorbed techno‑magical waste from nearby factories, yet arcane pollution has reached critical mass, rapidly mutating flora. Carnivorous plants have grown to terrifying sizes, while other plants are growing lucrative, magic-infused fruits. | +| 5 | A planet’s millions of mangroves have always migrated, meandering several miles a year. Satellite imaging has identified a pattern to the movements, and in a few weeks, the mangroves and channels will have aligned to form Ibra’s holy symbol. What secrets might this confluence uncover? | +| 6 | Exploitation of a fen’s rare plants has inadvertently spread a deadly fungus, infecting several other worlds. The harvesting corporation desperately wants researchers to explore the locale to seek a remedy to the dangerous infecter. | +| 7 | Baffling yet consistent data has convinced surveyors that a massive marsh shouldn’t exist; it lacks the rivers or rainfall to remain wet, yet the area is consistently waterlogged. Magical consultants believe a connection to the Elemental Planes might be responsible. | +| 8 | A perpetual swamp, saturated with mystical otherworldly water, gradually saps its visitors’ memories. Explorers have returned from the marsh carrying strange, incomplete relics that might hold secrets to the Gap. Yet, the adventurers have no memory of how they found these artifacts. | +| 9 | “Itrion’s Tears” seemed a figurative name for a large marsh until the land recently peeled away to reveal a miles-wide staring eye, blinking away the swamp water. Locals desperately need someone to investigate and possibly negotiate with the eye. Is the entire world one living creature? | +| 10 | A vast bog’s rare flowers release psychotropic pollen on a 17-year cycle. The pollen infested nearby colonists, killing them in an ecstasy-fueled frenzy and caused them to rise as emotivores that even now attack their neighbors. | +| 11 | Ominous smoke began seeping from the bog as an errant and enraged fire elemental ignited an isolated peat deposit. It’s only a matter of time before the elemental seeks out a larger deposit that could set the continent ablaze. | +| 12 | Operating under the guise of ecologists, a cult of Oras has transformed a marsh into its personal laboratory. The cult’s experimental creatures have run amok, not only upending the local ecosystem but also threatening nearby settlements. | +| 13 | An estuary’s salinity increase has caused previously innocuous wildlife, such as clams and otters, to manifest magical abilities to adapt to these conditions. Their primal outbursts have begun to threaten nearby communities. | +| 14 | A proliferation of poisonous moss has grown so quickly that it’s dangerously changing the atmosphere’s composition. What is driving this explosive growth and what can stop it? | +| 15 | A fey monarch has offered extraordinary wealth in exchange for a talented starship crew’s services. Yet earning the payout involves tracking down the fey in a vast marsh. What’s so important that it warrants this trial and reward? | +| 16 | The threads of marsh-dwelling constellation moth cocoons encode secrets of distant star systems. This pristine silk is effectively a treasure map, yet local Xenowardens attack anyone who threatens the endangered moths. | +| 17 | An alien wetland isn’t damp from water; it’s semifluid due to ongoing radioactive and magical decay, creating a muddy expanse of irradiated ferns. The radioactive source has intensified in the past month. What does it portend? | +| 18 | Swamp-dwelling locals have gradually reshaped the land to expand their floating cities, yet this threatens ancient ruins that predate their culture. Xenoarchaeologists need help salvaging these sodden sites before they’re swallowed forever. | +| 19 | After sapient inhabitants hunted down most of the large predators in a swamp, those creatures’ prey have exploded in number and are swiftly reshaping the environment, threatening to flood local settlements. | +| 20 | A local bog has always been a haunt for criminals lying low, but a bandit leader has united these dissidents into a small army of raiders that has raided research stations and stolen dangerous biological agents. They’re now threatening to unleash these on innocent populations if not paid off. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Mountain, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Mountain, Infinite Worlds.md new file mode 100644 index 0000000..bcbb783 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Mountain, Infinite Worlds.md @@ -0,0 +1,98 @@ +--- +aliases: +tags: +--- +# MOUNTAIN + +**Source** _Galaxy Exploration Manual pg. 72_ +Never ideal for an easy journey, mountain terrain varies greatly. Mountains can be glorified hillsides with very few trees, extreme ranges spanning thousands of miles coated in dense forest, and desert peaks with brittle climbing conditions relentlessly heated beneath a harsh sun. +The common hazards of even the most mundane mountains— steep cliffs, deep ravines with rushing rivers at the bottom, low oxygen, extra hours of night and weeks of winter, and the constant threat of avalanche and rock slide—are amplified all the more by the endless potential of science fantasy. Anything could await atop the next peak, from magically animated, ever-shifting stone to dangerous apex predators that can scale near-vertical surfaces with supernatural ease. Higher altitude also comes with colder temperatures, even on a sunny day. Nights can turn bone‑chilling quickly, and high winds might make it difficult to start a fire. Campsites must be scouted ahead, and mercurial weather conditions can turn deadly in an instant. Barren desert plateaus might pose a challenge for travelers whose equipment requires regular cleaning with water. Extra equipment weighs anyone down, with picks, oxygen tanks, and camping gear stuffed into oversized packs. Weather events, such as rain, can turn into ice storms at higher elevations. In warmer climes, desert heat and dehydration can quickly endanger unprepared trekkers. +However, where there is death, there is also great propensity for life. Mountain wildlife evolves to be nimble and quiet, often making it difficult to detect without magic or advanced technology. Sometimes enormous and covered in fur, other times slithering along the ground, these creatures have adapted to difficult circumstances and treacherous terrain. Even the rockiest, craggiest peaks are rife with lush moss, fat highbush berries, and edible weeds. Glacial runoff and deep-rooted springs offer crisp, clean drinking water. Small critters make for easy game, and dense, dry trees provide plentiful firewood. Medicinal herbs grow thick in shaded regions, though this highlights the need to know the difference between the edible, the medicinal, and the poisonous. Many of these delights are well-documented in guidebooks, but there is still ample opportunity for discovery. +Some mountains stand alone, formidable paragons of the form that hold great mysteries not just at their peaks, but along their jagged crevasses and treacherous rock faces. Others form extensive ranges that stretch for thousands of miles of seemingly endless elevation change, slowing all but the hardiest travelers to a crawl. At their base, mountains might ease into sloping, heavily treed hillsides or vast expanses of shale and eroded boulders. +Whatever shape their homes take, sapient inhabitants of mountain biomes turn to technological and magical solutions to mitigate the dangers of mountain living. Whether carving their homes into the rock, constructing elaborate, sturdy-strutted buildings among the cliffs, or even camouflaging their presence with boulder-size, rock-textured dwellings, mountain inhabitants are often as rugged as their surroundings. + +## MOUNTAIN ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 72_ +Those who live in mountain climes gradually adapt to the lack of oxygen and become acclimated to high-altitude living (Core Rulebook 397), which also serves them well in worlds and environments with thin atmospheres. +On top of their physical adaptability, adventurers from these regions tend to come with a cynical humor and mental preparedness for worst-case scenarios and sudden catastrophe. Although mountain-raised adventurers are mostly individualistic, there is one trait that nearly all share regardless of planet, race, or climate: sheer rugged grit. Growing up in these unpredictable environments makes for hardy characters with relentless attitudes, whether upbeat or fatalistic. +Between the mines and other precious resources that flow from the mountains, these regions tend to attract those seeking glory and quick riches. Sadly, the mountains often provide neither. Often, by the time travelers reach these deposits, they find them already plundered. Those glory-seekers who survive often settle the area, usually passing down stories of the riches that got away. +Adventurers who hail from mountains often have hardy Survival skills born of necessity, while Physical Science helps them predict and adapt to their ever-changing circumstances. Those whose culture revolves around the spiritual draw of mountains might be well versed in Mysticism, while others might have a more economic bent, lending themselves well to any number of related Profession skills. +New arrivals to mountain regions face a steep learning curve and often rely on technology to fill in the gaps. With these resources required to live, newcomers find themselves operating alone or in small groups, as trusting the wrong people might leave them without the necessary equipment to make it through the next day. + +## MOUNTAIN WORLDS + +**Source** _Galaxy Exploration Manual pg. 73_ +The vast majority of terrestrial planets have some kind of mountainous region, though the diversity of their wildlife and landscapes may obscure the common thread which links them. Planets composed entirely of mountains are often lightly populated—usually with small settlements scattered across peaks and valleys—and feature a great range of environments. The valley floor might be hot and extremely wet, while the mountain itself might be fully iced over and dry enough to crack skin. Desert mountains might be the inverse of this, with higher altitudes providing wetter conditions than the valleys. +Due to this diversity, flora and fauna have evolved to withstand many unique hurdles. Creatures accustomed to wetlands in other regions prefer to explore higher, drier areas, and many light-preferring animals have become accustomed to longer bouts of shady weather. All inhabitants have learned to live with big earthquakes and small aftershocks. +A commonality among most mountain worlds is a lack of moisture. Whether such planets are covered in dusty desert or bone-chilling ice, the air is dry and difficult to breathe. Face coverings and breathing apparatuses are necessary to avoid long days of upward crawls that slowly turn lethargic as throats crack and brains starve for oxygen. +Mountain worlds often experience outsized tectonic activity, rock slides, and avalanches. The damage caused by even small tremors can be catastrophic for valley cities or hillside homes. Mountainsides can be riddled with the bodies of fallen travelers, climbers, and prospectors. Due to the remoteness and danger of collecting these bodies, they are often left behind without a burial, and it is not uncommon for the undead to roam these vast ranges. + +## MOUNTAIN RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 73_ +A short but comprehensive set of rules for mountain adventure is available in the Core Rulebook on page 397. This section outlines the different aspects of mountains, from chasms to Perception checks. The Weather and Environmental Rules sections on pages 398–405 of the Core Rulebook also contain several relevant rules, particularly cold dangers and falling. +For equipment, the gear clamp (Core Rulebook 231) is useful for keeping items together while climbing, and having gems on hand to trade can help when encountering mountain-dwelling miners who prefer to barter solely in valuable minerals. +Perhaps the most famous mountain in the Pact Worlds is Akiton’s Ka, Pillar of the Sky (Pact Worlds 55), which is the site of many spiritual journeys made to its peak and a bustling market at its foot. Extensive and mysterious mountain ranges can be found on many planets, such as Castrovel’s Singing Range (Pact Worlds 36) or on the Liavaran moon Osoro (Pact Worlds 116), where settlements sit on mountaintops emerging from a sea of toxic gases. + +## MOUNTAIN TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 74_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### MOUNTAIN INHABITANTS + +| D% | Sapient | Threat | +|--------|------------------|------------------| +| 1–4 | Azata, tritidair | Akata | +| 5–8 | Bolida | Apari | +| 9–12 | Contemplative | Bryrvath | +| 13–16 | Damai | Crest-eater | +| 17–20 | Dessamar | Defrex | +| 21–24 | Dragon, blue | Deh-nolo | +| 25–28 | Embri | Dust Manta | +| 29–32 | Espraksa | Elemental, earth | +| 33–36 | Formian | Ellicoth | +| 37–40 | Haan | Ghost | +| 41–44 | Ikeshti | Glass Serpent | +| 45–48 | Kasatha | Ignurso | +| 49–52 | Maraquoi | Marooned one | +| 53–56 | Phentomite | Mi-go | +| 57–60 | Quorlu | Moonflower | +| 61–64 | Reptoid | Mountain eel | +| 65–68 | Ryphorian | Oni | +| 69–72 | Shobhad | Rageshkor, rock | +| 73–76 | Skittermander | Scavenger slime | +| 77–80 | Trox | Shantak | +| 81–84 | Uplifted bear | Shotalashu | +| 85–88 | Urog | Skreesire | +| 89–92 | Verthani | Surnoch | +| 93–96 | Vlaka | Thermatrod | +| 97–100 | Witchwyrd | Wolliped | + + +### MOUNTAIN ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A haunting call from a dangerous mountain peak has led travelers to their death since the end of the Gap, inspiring local folklore. The same mountain also harbors a rare herb that is key to cutting-edge bioweapon research. | +| 2 | In nearby foothills, mountain eels make for dangerous sport. When a rare white eel is sighted, trophy hunters from neighboring regions seek out an opportunity to be the first to capture the creature. | +| 3 | Starship mechanics and modifiers are invited to a retreat by a wealthy collector deep in the mountains. Once they arrive, they find that the retreat was a fabrication, and they have been lured for an extremely specific purpose. | +| 4 | A lucrative mining job comes with a critical downside: the ramshackle mine is heavily irradiated by an unknown source, requiring exceptional modifications to staffed mining equipment and personal protections alike—and that’s just to breathe. | +| 5 | An infamous space pirate is being held in severe lockdown conditions in a prison deep beneath a remote mountain. Rumor has it that they have a map to a large trove of fabled starship parts, which many parties would give anything to obtain. | +| 6 | Worshipers of a mountain range are so heavily against the proposed development of the area that they plan to force-crash an asteroid into its primary construction site, stating “If we can’t save it from slow death, we will give it the mercy of a quick one.” | +| 7 | Strong, little-understood mountain-born winds turn devastating when they carry deadly plant compounds straight toward a large city in a peaceful valley. Can the source of the contamination be found and cut off? | +| 8 | A mountain region has been the domain of a single rogue contemplative for what seems like an eternity. When the contemplative passes on, their journals are found filled with strange, apocalyptic prophesies that speak of the mountains coming to life. What dangerous truths lie in these premonitions? | +| 9 | When a disputed will leaves a small patch of fertile mountain range up for grabs, the local government announces that the territory is free to anyone willing to get there first and lay their claim. | +| 10 | An accidental explosion at a mine has broken a mountain into a thousand pieces and devastated the surrounding valley, littering the area with chunks of rock filled with precious gems. Word spreads quickly, spurring a rush for the valuable resources and upending the routines of several nearby communities. | +| 11 | A company-controlled mine has long held a monopoly on a much-needed and supposedly rare mineral. Rumors have begun to spread that the mine magically regenerates its minerals each day, and that the company is artificially restricting the supply to jack up prices. | +| 12 | A massive earthquake destroyed a mountain range’s network of exclusive resorts and hideaways for the wealthy. Now the site is in ruins, filled with unguarded riches and roaming undead, attracting the brave and foolhardy from across the system. | +| 13 | Archaeologists digging along mountains thought to be untouched by sapient creatures have uncovered evidence of a historic anacite presence. Stranger still, the deeper in the rock this evidence is buried, the more recent and developed the anacite technology seems to be, directly contradicting the geological evidence. | +| 14 | A city carved into a mountain bustles with activity and nightlife except for one week every year, when it must shut down to appease the great and hungry beast that crawls from its cave and seeks fresh blood. | +| 15 | A chasm-filled mountain range is known for attracting—and trapping—hapless climbers. During a recent rescue mission, several missing climbers kidnap their would-be rescuers to use them as strange tributes for an ancient, unknown evil. | +| 16 | Mountain farmers have long made money from illegal hallucinogens that thrive in nearby oxygen-starved climates. One such farmer mixes up his legal order of herbs with an illegal order of a powerful hallucinogen, sending massive quantities into the world. | +| 17 | In a valley river, the annual run of fish is a cause for great celebration. The festival lasts two weeks and brings in visitors from all over, including nefarious types who use the celebration as a cover for meeting in secret and plotting criminal acts. | +| 18 | When bolidas dig into an enormous gemstone deposit deep within a mountain, a great rush to the area ensues. The resident bolidas, however, are not so keen to give up their find; they ask for outside help to protect their claim. | +| 19 | A series of magical tunnels within a mountain swallow some of those who attempt to explore them in an endless time loop. Locals use the maze as the site of a ritual for entering adulthood, but an outsider recently went missing in the mountain, severely disrupting local customs. | +| 20 | Extreme sports are all the rage in a resort town adjacent to the highest peaks of a famed mountain. A high number of mysterious accidents have claimed the lives of many in recent months, but officials seem to prioritize keeping the resort open over investigating the cause. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Plains, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Plains, Infinite Worlds.md new file mode 100644 index 0000000..1c6772e --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Plains, Infinite Worlds.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# PLAINS + +**Source** _Galaxy Exploration Manual pg. 76_ +Some plains nestle against venerable mountain ranges or gently slope to meet a glittering sea. Rivers meander across rolling lowlands or carve deep paths through otherwise flattened landscapes. Volcanoes spawn irregular fields of long-cooled lava, and distant, jagged mountains ring isolated plateaus. +It’s easy to think of plains as featureless expanses stretching to the horizon, but their steady elevations can host an immense range of flora, fauna, and terrain features. Floods or glaciers gift the lands they flatten with sediments that support an abundance of plant life, an alimentary oasis for beasts and sapient creatures alike. Temperature, latitude, and rainfall levels combine to create variations like tropical savannas, arid steppes, and frozen tundra. Jutting formations of deposited rock or inselbergs might dot a continent and be visible for miles around. Seasonal lakes and floods can reshape the land at regular intervals. Yes, plains are flat, but so is a painter’s canvas. +Adding alien elements to plains’ most familiar manifestations expands the canvas further. An immense starship crashes and skids for leagues, scraping some areas flat and ploughing up furrows in others to create disaster-birthed valleys. Gargantuan filter feeders might skim the landscape, the downdraft of their flight bladders applying enough force that only pressure-resistant life can survive. There could be translucent, shoulder-high grasses that crackle and sing with electricity as they ripple in frigid winds. An amoebic river might flood once per season—up into the air, where the planet’s strange atmosphere refines the liquid into nearly solid layers, with just enough room between them for rodents to forage for the river’s arthropods. Cracks in leathery ground ooze biological sludge, the substance nearly boiling beneath triple suns but cooling in winter into scabrous, nutrient-rich animal dens. +Life native to the plains adapts to the wide-open spaces and difficult-to-avoid weather. Trees likely have deep root systems to withstand strong winds, or form symbiotic bonds with creatures that can shelter inside them. Predators can take advantage of storms to hunt prey in their burrows or even charge their unique physiologies with lightning strikes or more alien atmospheric manifestations. The hunted might avoid hunters through high-speed locomotion such as flight or sprinting, or use early detection enabled by powerful sensory organs to give them time to conceal themselves. Others create cover that mimics rock formations or stands of grass. +The same conditions that create interesting evolutionary niches can cause trouble for adventurers, who must contend with bizarre storms and howling winds. The psychological elements can be just as difficult. Those unfamiliar with the plains and forced to spend long stretches of time there may become unnerved by isolation, the ever-receding horizon, or the ever-present wind. These same challenges likely make other features stand out all the more, be they solitary waystations or an unlikely social encounter. Other problems—and their causes— are of a larger scale, like ecological degradation from long-term resource extraction or smog settling over a heavily populated intermountain plateau. +Systemic problems usually mean sapient populations, and plains are natural population centers. Nomadic peoples follow herds of migratory beasts or windborne plants. Many such biomes are relatively easy to build on or cultivate for industrial agriculture; a busy plains city might sit at the center of concentric rings of multicolored farmland. These cities can also make natural transit hubs, as many are positioned between other metropolises, often because plains peoples were a key part of a planet’s early trade networks. Those networks usually facilitated cultural exchange, meaning plains societies can be important sources of historical or archaeological records. Others might wage war across expansive and familiar terrain, using speed to compensate for a lack of defensible positions. These same conditions could instead lead a society to value diplomacy to defuse threats before they can fully coalesce. + +## PLAINS ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 76_ +Those hailing from plains regions are usually familiar with vast distances and long journeys. They might gain this knowledge in nomadic communities or by working long-haul shipping. Yearly on-foot sojourns across lush subtropical grasslands likely lead to aptitude for Athletics, while hours in the cockpit of a hoverhauler imparts knowledge of Piloting. Some are experienced at reading the sprawling horizon for weather signs. Others earn their livelihoods from the land itself through hunting prairie game or investigating a planet’s natural resources. Both categories make good use of the Survival skill. Resource seekers can be botanists, geologists, surveyors, and other professions that require Life Science and Physical Science skills. The Culture skill helps historians, diplomats, and archeologists; many arable plains make ideal population centers or facilitate transportation and cultural exchange. Given many plains’ lack of easily defensible positions—or the simple need to spot water, food, or shelter— plains adventurers are likely proficient in Perception. Lastly, many cultures have used plains for representing grand figures or establishing striking monuments; such devotees are almost certainly skilled in Mysticism. + +## PLAINS WORLDS + +**Source** _Galaxy Exploration Manual pg. 77_ +Many plains worlds are likely created by the same forces that form typical plains, but on a global scale. A planet’s molten core may have vented long ago, covering the surface in smooth layers of lava rock, or an atmospheric anomaly might have evaporated a formerly oceanic world’s surface water. Perhaps melt or glaciation from polar ice caps takes the places of alluvial plains. Origins might be stranger still, such as a rhizome hive mind that shapes the world to its needs or an extraplanetary gravitational force that flattened great portions of a world. +Shared origin doesn’t have to mean a uniform surface. Uninterrupted wind currents are likely a large part of plains-world ecology, carrying seeds, soil, or even fauna across the globe. These might leave clear physical markers, such as windborne seeds that take root in colossal rivers of plant life that in turn attract migrating herds. The same winds likely interact with the planet’s axial tilt and temperature bands to produce diverse regions; it’s perfectly feasible for arid grasslands, tree-studded savannas, and tundras of bioluminescent lichens to exist on the same largely flat world. Lakes, rivers, and underwater aquifers likewise influence surrounding regions. For instance, subterranean water or a reservoir of homogeneous biomass would enable lush surface growth. + +## PLAINS RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 77_ +River erosion can hide aquatic dangers or create chasms through long erosion, and alpine plains and plateaus might have high altitude conditions; rules for each of these environments can be found on pages 396–397 of the Core Rulebook. With wide open spaces and relatively few features, the storm and wind rules on pages 398–400 of the Core Rulebook can be important factors in a plains adventure. That same expansiveness makes the biome a natural fit for vehicle-based encounters and scenes. The Core Rulebook’s vehicle tactical rules begin on page 278, and vehicle chase rules begin on page 282. Long sight lines and a relative lack of obstacles provide the perfect sniper battleground; sniper weapons can be found on page 79 of this book, as well as in the Core Rulebook and Armory. The following Flip-Mats can be helpful aids for play in a variety of features found on plains: Starfinder Flip-Mat: Ice World, Pathfinder Flip-Mat Classics: Battlefield, Pathfinder Flip-Mat: Giant Lairs, and Pathfinder Flip-Mat Multi-Pack: Ambush Sites. + +## PLAINS TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 78_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### PLAINS INHABITANTS + +| D% | Sapient | Threat | +|--------|------------------|---------------------| +| 1–4 | Anacite | Apari | +| 5–8 | Angel, barachius | Assembly ooze | +| 9–12 | Cerebric fungus | Bloodbrother | +| 13–16 | Corpsefolk | Demon, pluprex | +| 17–20 | Dragon, blue | Dinosaur | +| 21–24 | Dragon, copper | Elemental, air | +| 25–28 | Embri | Flayer leech | +| 29–32 | Ghoran | Golem, nanotech | +| 33–36 | Giant, moon | Haeshi-shaa | +| 37–40 | Giant, stone | Hashukayak | +| 41–44 | Haeshi-shaa | Herd animal, plains | +| 45–48 | Izalguun | Hesper | +| 49–52 | Maraquoi | Jubsnuth | +| 53–56 | Nuar | Khefak | +| 57–60 | Osharu | Living apocalypse | +| 61–64 | Pahtra | Magmin | +| 65–68 | Quorlu | Moonflower | +| 69–72 | Ryphorian | Nyssholora | +| 73–76 | Scyphozoan | Predator, plains | +| 77–80 | Spathinae | Robot, assassin | +| 81–84 | Raxilite | Robot, siege | +| 85–88 | Trox | Scavenger slime | +| 89–92 | Verthani | Valnarum | +| 93–96 | Vlaka | Velstrac, anchorite | +| 97–100 | Witchwyrd | Void palm | + + +### PLAINS ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Local predators have evolved to cope with the thick grasses by developing highly attuned psychic senses that lead them to prey. A recently formed settlement of telepathic sapient creatures, unaware of the threat, has become a smorgasbord for the dangerous creatures. | +| 2 | An entire settlement’s populace is convinced that a rival settlement is involved in the recent and unexplained disappearance of dozens of domesticated herd animals while they were grazing on a nearby plain. | +| 3 | Unusual weather conditions combined with a quirk of life cycle have given rise to vast clouds of local insects. Trillions of hungry swarms sweep the plains, consuming all in their path—vehicle hulls and building materials included. | +| 4 | Every few years, the standing monoliths that dot the plains shift positions. No one quite knows why or how, but anyone who studies the problem too closely develops the affliction of the eyes that locals call “spire sickness.” | +| 5 | Capacitor trees gather static electricity in highly efficient organic batteries and then eventually explode, leveling the surrounding area and spreading their seeds far and wide. Recently, someone or something has been provoking these plants into exploding prematurely, causing widespread damage to the ecosystem. | +| 6 | Local tornadoes are combining with the razor-sharp amnion shards of local carrion-eaters to turn an already-dangerous weather phenomenon into a destructive force that can shred starship armor easily. | +| 7 | A recently discovered patch of leathery, waving grass was the site of a massive sinkhole that swallowed an entire vehicle— except this sinkhole has teeth, digestive juices, and internal parasites the size of dogs. | +| 8 | Void dragons have used these plains as ritual burial sites for eons, and mammoth skeletons dot the expanse. Dragon bones and funerary objects fetch a high price for anyone bold enough to offend the draconic hierophants. | +| 9 | Decades ago, unknown entities manipulated a chalk flat, cutting grass and scraping away the topsoil to form a desperate message. The incongruous emergency cypher is visible only from high altitude, and for that reason has only recently been discovered. | +| 10 | The sound of wind whistling through gnarled graytrees has long inspired local music. Recent research has shown that so-called graysong contains meaning-bearing patterns. Are the trees aware of their messages, or did someone engineer them? | +| 11 | A rare cyclical drought has revealed the outlines of an ancient city not detailed in any known records. Closer investigation reveals ruins deep beneath the earth. | +| 12 | The Aggregate Throne, an irregular rock formation that towers over the surrounding veldt, is the subject of numerous improbable local legends. The recent discovery of technological relics suspended in its inner layers shows some of these legends might be true. | +| 13 | Travelers to a mysterious section of a nearby windswept plain report that companions vanish in front of their eyes, even though there’s nothing but flat grassland in every direction. | +| 14 | Curious lights manifesting above a community resemble a distress call signature detectable many miles away. When nearby rescuers arrive, the town is abandoned, the soil blasted, and the plant life withered in odd patterns. | +| 15 | Nearby hydrocarbon fields provide an exceedingly lucrative resource, one that is harvested despite protests from locals and the sentient environment. Several opposing factions are planning decisive action and enlisting outside aid. | +| 16 | The farms and ranches of the region provide food for countless communities, but their production has ground to a halt after a recent campaign of sabotage. The perpetrator’s manifesto is about to become public. | +| 17 | The occasional trees that dot a local steppe share an immense root system. Their pollen has numerous medical uses but causes dangerous hallucinations in concentrated doses. A pollen-launch season, unprecedented in magnitude, is about to begin and a complacent populace is woefully unprepared. | +| 18 | Implausibly titanic sauropods amble slowly across the plains. Their physiology violates several laws of physics and mystical theory, attracting many researchers and trophy hunters. | +| 19 | A swath of verdant fields is unusually fecund and adapted to a sapient civilization: all the grasses bear large grains, the grazing creatures are well-fed and docile, and scattered plant life bears succulent fruits. However, there is no evidence of sapient life anywhere nearby. | +| 20 | Every cycle, the plains flood with several feet of water as rivers overflow their banks. Countless aquatic animals take the opportunity to wake from hibernation and breed, including an aggressive species of venom-spitting reptiles. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Religion, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Religion, Infinite Worlds.md new file mode 100644 index 0000000..9175187 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Religion, Infinite Worlds.md @@ -0,0 +1,126 @@ +--- +aliases: +tags: +--- +# RELIGION + +**Source** _Galaxy Exploration Manual pg. 116_ +Nearly every sapient species has asked how the universe functions, where they come from, why they exist, and what comes after their mortal lives end. As they face the unforgiving universe, they tell tales of the things they fear and the extraordinarily powerful heroes (or villains) who vanquish (or are vanquished by) terrifying anthropomorphized monsters. They narrate acts they believe admirable, glorifying those who dedicate their lives to performing great deeds. These tales serve to explain the unexplainable, express a society’s consciousness, warn against harm, and provide hope to persevere in a universe that’s magical, supernatural, terrifying, and hostile but simultaneously wondrous and beautiful. As these tales take on importance, each society forms rituals and traditions to reinforce these messages and preserve their cultural memory. Over time, the original meanings of the tales, rituals, and traditions might become lost as new meanings, perspectives, and beliefs emerge and evolve. All these components coalesce into a ritualized set of organized beliefs and ceremonies focused on a supernatural being or beings, supernatural forces, philosophies, or science, leading to the birth of a religion. +Many factors determine religious influence that can affect adherents, nations, and entire worlds. Who or what is the focus of worship? Why do followers adhere to the faith’s tenets? Does the focus of the religion reciprocate the worship? How does the religion affect relations with others outside the faith? How does the landscape reflect the religion’s focus, possibly through divine miracles and scarred battlefields where demigods clashed in ages long past? And how common are supernatural outsiders like angels and velstracs who might not just affirm their patrons’ mandates, but actively enforce them? +In the Starfinder universe, there can be religions and philosophies as diverse as anything found in ancient or modern mythology. Unusual creatures from other dimensions, entities of cosmic abilities, strange alien beings, technologically-advanced civilizations, simple superstitions, and an all-seeing cosmic network recording events throughout the universe form the myriad myths and religions within the Starfinder universe—and these are just the beginning. Whether dealing with known and familiar deities typically worshiped within the Pact Worlds or interacting with never-before-encountered religions of the Vast’s far reaches, religion can provide a way to introduce new adventures, challenges, encounters, alliances, and immersive interactions into any Starfinder game. +Yet make no mistake: in Starfinder, the gods are real. Even among the countless false religions, salvation scams, and mystery cults with considerable followings, scores of true gods wield near-omnipotence from the Outer Planes. Outsiders comprised wholly of extraplanar quintessence battle for influence and supremacy while serving as living messengers of the gods and their dogmas. Powerful spells can open direct, albeit brief, communication to a deity or immortal servant, and questions of the afterlife can receive definitive answers by using potent spells to hop to an Outer Plane and confirm the truth with one’s own senses. +Religion in Starfinder is an expression of demonstrable fact, not wholly of just one faith; furthermore, only the most sheltered cultures and recalcitrant philosophers can deny the gods’ existence. While atheism is difficult to rationalize, societies might experience outrage rather than reassurance in the existence of the divine. These anti-religious movements are equally appropriate for societies with high-, medium-, and low‑religion attributes and can be just as compelling to explore as the gods. What actions or inactions drove the society to rebuke the divine? How passionate are the inhabitants and their laws in policing visiting faithful? What alternate faiths and philosophies might have arisen in place of worship, and how can they drive exciting adventures and stories? +No matter how religion gets expressed on a world, this section serves as a resource for GMs to use while creating new and inventive adventures with encounters that provoke imagination. Religion often describes intriguing history for a campaign or characters. It describes places of magic and legend to explore—such as towering cathedrals infused with divine energy awaiting prophesied trials ahead, lost temples whose sequestered records hold the last whisper of a forgotten history, or the reinforced bastion of a militant faith bent on conquest. It provides items of myth to find, like the first doshko gifted to the vesk by Damoritosh, the first code generated by Triune after their unification, or an Iomedaean adamantine shield inscribed with a crucial message from the Gap that has survived against all odds. Religion can also supply heroes to emulate and villains to revile, perhaps a Hylaxian saint who weathered withering attacks to broker an impossible peace or a Kuthite whose self-inflicted wounds spilled out shadows that strangled a nebula’s stars and cast part of the galaxy into supernatural darkness. +Whether characters or worlds are fanatically devout, opposed to the gods, or located somewhere within the spectrum, religious background is often at the core of any character or cultural identity. The same adventure hooks on page 119 can as easily inspire character backgrounds as local conflicts! +Religion can provide moral and ethical codes of behavior for characters as well as motivation to embark on quests and adventures. While certain behavioral or moral tenets might limit a character’s actions, they aren’t meant to limit creativity within the game. Religion within a game can be seen as a way for players to delve into their characters’ roles and worldviews for them to explore the world of the imaginary, which might differ from their real-life perceptions. It’s a way to contemplate not only the sights, smells, and textures a character encounters, but their deeper thoughts, philosophies, and motivations. Religion can give their characters inner strength, a sense of structure, and a connection to others. For any character (player or non-player), religion can also function as a source of power and advantages as well as a set of tenets to carefully navigate while trying to achieve philosophically acceptable goals. +With a universe as diverse as Starfinder, players are likely to encounter nearly endless varieties of civilizations with an inexhaustible range of philosophies, religions, and worldviews on universal truths. Characters might come across the worship of deities overseeing domains much like those of ancient Greek and Roman pantheons. Just as likely, they might meet beings with alien bodies and minds whose philosophies and religions seem incomprehensible to humanoids in the Pact Worlds. One of the exciting things about a science fantasy game is the ability to combine seemingly familiar ideologies and traditions of the real world with the fantastical, the unique, and the bizarre. However, it’s important to remain respectful of other people’s imaginations and personal beliefs, and to remember that religion is just one facet of Starfinder’s tapestry of imagination. Starfinder is a fictional fantasy game designed to be played and enjoyed by all peoples. + +## HIGH RELIGION + +**Source** _Galaxy Exploration Manual pg. 118_ +In a world of high religion, deities actively participate in the planet’s existence and may take form to do so. These gods might battle one another and deliver visions to their faithful. They might be living gods or even mortals elevated to the status of godhood by their people. On some high-religion worlds, the populace might worship deities that don’t (or no longer) exist, yet they worship no less fervently for the lack of divine intervention. A high-religion world might also have multiple religions, each as potent as the others but where none can gain dominance over the entire world. In such a world, zealots are likely numerous and active as they strive to expand their respective faith’s influence. +There are varied reasons for why an individual or an entire population might adhere to certain faiths. Many likely believe in and practice all the tenets espoused by their religion, while others see themselves as religious and adhere to fundamental tenets of the faith despite disagreeing with some tenets or ritualistic practices. Some might worship insincerely, not truly having faith but coveting the financial, political, or military power they gain from being a member of the religion. For some, the safety, security, benefits, and social standing that come from being a member of the religious community far outweigh their own spiritual beliefs. +Imagine a world where religion plays a major role in the evolution of society, a world where immortal gods walk among mortals, granting them supernatural powers and sending them on quests of religious significance. Or, imagine a world where a vast city complex covers nearly the entire surface, its towering spires decorated to venerate the planet’s sovereign, a living deity kept alive for the advancement of technology wielded for the betterment (or the suppression) of its subjects. Perhaps another world recognizes and practices the religions of a thousand cultures, each religious institution competing vigorously for power, dominance, and control of resources. On another world, the majority of the population might feel drawn instinctively to perform particular philosophies that they believe necessary for communal prosperity and harmony. +Also consider how a high-religion attribute intersects with the society’s magic rating. In a high-magic society, the faiths’ supernatural power is prevalent, powerful, and potentially accessible to a large array of its inhabitants. In lower-magic societies, a high-religion attribute could represent divine power that’s tightly restricted to an ecclesiastical elite or concentrated entirely in one or more heavily involved deities who dole out only a fraction (if any) of their ample supernatural influence. + +### HIGH-RELIGION ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|------------------------------------------------------------------------------------------------------------------------------------| +| 1 | An outsider is being held captive by those who worship them. | +| 2 | A humble traveler suddenly begins manifesting miracles and gathers a following. Are they a charlatan looking to earn power? | +| 3 | A fanatical, splinter religion attempts to build a doomsday device to hasten the end of the galaxy. | +| 4 | Rival demigods want to settle a challenge by recruiting offworlders for a series of trials while trying to convert them. | +| 5 | A series of recent disasters on an inhabited world reveals the planet to be a god waking from eons of slumber. | +| 6 | A capricious god grants temporary deific powers to passersby as tests of their moral fiber. | +| 7 | A monotheistic world makes first contact with the greater galaxy, and many citizens become enamored with the idea of other gods. | +| 8 | A new god manifests as a gestalt entity through the bodies of dozens of individuals, their minds linked by technology or magic. | +| 9 | On a formerly atheistic world, hundreds of minor deities begin appearing for nearly every concept imaginable. | +| 10 | A large collection of demonic or celestial creatures emerge on a distant planet with a small population. | +| 11 | Alien beings who purport to hail from another dimension promise eternal bliss to those who demonstrate their worthiness. | +| 12 | When a god is gravely wounded in conflict with another deific power, their followers look for help to heal their god. | +| 13 | An asteroid is on a collision course with a world and can be diverted from its course only by the power of a reluctant god. | +| 14 | A religious sect claims that the sacrifice of an entire world’s population is needed to placate their god. | +| 15 | A relic appears in the possession of a meek traveler. Others race to retrieve it before a conjunction of stars activates the item. | +| 16 | Robots seem to gain souls after being constructed to fight a holy war, and they now struggle with their purpose. | +| 17 | An ancient religious icon depicts an individual who only recently rose to prominence. | +| 18 | The roads and highways of a metropolis form a devotional symbol that generates new power for a god as people travel them. | +| 19 | A god has been stripped of their powers by rival deities and seeks assistance in navigating the mortal world. | +| 20 | A researcher discovers religious texts that mention a location even the gods fear to go—and seeks volunteers for an expedition. | + + + + +## MEDIUM RELIGION + +**Source** _Galaxy Exploration Manual pg. 118_ +On many worlds, religion plays a significant part in daily life yet typically doesn’t maintain an overriding influence on life, politics, economy, and relations. This distinction doesn’t mean that the adherents to these faiths are any less devout compared to those of high-religion worlds. The faithful of medium‑religion worlds might allocate great structures or complexes for religions to come together, share their philosophies, and learn. However, either their gods don’t require extreme and constant devotion, or the society has developed an equilibrium where its needs accommodate, yet don’t kowtow, to its patrons’ dictums. Alternatively, a world might host numerous religions that all compete for the minds and souls of the faithful. These religious struggles could take place intellectually, ritualistically, or through physical violence. However, the daily lives of the majority of the people are less likely to be influenced by religion compared to everyday economic and political concerns. +For example, a space station or planet designated for the inhabitants of multiple worlds to intermingle and cooperate can be a place where religion, though heavily influencing the lives of many residents, has an overall muted impact due to overriding intragalactic political, military, and economic concerns. Another world might have relatively aloof or distant gods. They might grant miracles and power to their priests, and perhaps occasionally listen to the prayers of their devotees, but otherwise intervene little in mortal lives. Perhaps another world regards its heroes and leaders as living gods, thus bestowing upon them great prestige and power, while their society still recognizes them as mortal and fallible, ensuring that their influence never exceeds that commanded by a true deity. Even technology could become the focus of worship if its capabilities surpass the population’s understanding of how some devices function. + +### MEDIUM-RELIGION ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | The legitimacy of a museum’s collection of religious artifacts is called into question; the curator asks for help in proving otherwise. | +| 2 | Several assassinations occur at a conference of spiritual leaders from various religious institutions. | +| 3 | A distraught family hopes to rescue a loved one from a strange cult. | +| 4 | The key to a serial killer’s crimes hides in an obscure religious text. | +| 5 | A wealthy eccentric attempts to purchase an entire minor religion. | +| 6 | Pilgrims seek transport to observe an interstellar religious event. | +| 7 | A state-sponsored religion suddenly enacts a suffocating bureaucracy. | +| 8 | Adherents of a peaceful religion begin to purchase weapons of war. | +| 9 | Religious extremists take over a facility and make extensive demands. | +| 10 | A manufacturer of mass-produced religious curios needs help ensuring its goods reach the market before its competitors. | +| 11 | Facets of a religious holiday begin appearing in unrelated pieces of pop culture throughout the galaxy. | +| 12 | A whistle-blower who uncovered a religious leader’s corruption needs protection from that faith’s followers. | +| 13 | A group of pious adherents need to raise credits to save an orphanage, though an opposing deity’s interference makes their task more difficult. | +| 14 | Personalized pantheons of gods are a high-status purchase, and the devout followers of a single deity look to carve out a place of their own. | +| 15 | A corporation releases an app called “God 2.0”; local religious groups find the software blasphemous and demand its deletion. | +| 16 | A religion looks to grow its congregation by appealing to a wider audience but requires help navigating the current social landscape. | +| 17 | A previously unknown world appears, which many religions take it as a sign (with contradictory meanings). | +| 18 | A religious organization enacts a smear campaign against a rival group using information it acquired illicitly. | +| 19 | A religious group suddenly places bounties on seemingly unconnected individuals. | +| 20 | An outsider seeks to reform their ways, but they need asylum from religious groups who want to slay them. | + + + + +## LOW RELIGION + +**Source** _Galaxy Exploration Manual pg. 118_ +There are also numerous worlds where religion holds little influence. Perhaps the gods are so removed from and uninvolved with the population that the residents of the world are little more to deities than ants are to humans. Religion might never have evolved, isn’t a natural expression of the inhabitants’ psyche, or became illegal following any number of disasters or secular coups. On these worlds, religion, divinely-powered magic, and spiritual practices and traditions are implausible notions—either shocking onlookers due to their taboo status or baffling witnesses due to the faith’s unfamiliar underlying assumptions. +Consider when a society’s low-religion attribute manifested. A recent change might mean the inhabitants are actively converting, burying, or destroying old symbols. An ancient change might result in gradual amnesia with inhabitants following traditional holy days and performing prayers, despite not knowing why they continue to do so. Perhaps the populace came to the realization that their world has no gods or that the gods don’t listen. These practices might offer communal solidarity but provide little else. + +### LOW-RELIGION ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|--------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | When a world outlaws all religion, the faithful seek aid in smuggling relics offworld before they’re destroyed. | +| 2 | Divine magic suddenly ceases working on a planet in the middle of a religious festival. | +| 3 | Copies of a banned religious text suddenly begin appearing everywhere, all with the same passages highlighted. | +| 4 | An anti-religion crusade sweeps through dozens of settlements, damaging church-owned property and harming the openly faithful. | +| 5 | Ancient beings return to a world that once worshiped them to find its inhabitants have abandoned all forms of religion. | +| 6 | Archaeologists discover ancient temple ruins under the capital city of a world with no religions. | +| 7 | A group of escaped criminals poses as gods on a world with no religions. | +| 8 | A planet that disdains all deities and religious magic now needs holy magic to combat a plague. | +| 9 | Several missionaries disappear while traveling to a remote world of sentient machines who are suspicious of religion. | +| 10 | When technology begins to fail on an atheistic world, a stranger arrives claiming to have the ability to “heal” the machines with divine magic. | +| 11 | Recently uncovered paperwork reveals that a certain company owns a warehouse full of holy paraphernalia for a religion no one has ever heard of. | +| 12 | To stop a catastrophe, a collection of ancient religious relics must be retrieved from the vaults of an organization of skeptics. | +| 13 | Scholars find a map that depicts the domains of various minor gods in a state of flux. | +| 14 | Religious pilgrims make regular stops on an atheistic world, and the xenophobic residents want it to stop. | +| 15 | A religious corporation is suspected of illegally operating on certain worlds through supposedly secular subsidiaries. | +| 16 | A popular religion’s clergy are revealed to be shapeshifters, causing a crisis of faith. | +| 17 | A group claims to have slain a god and will do so again unless their demands are met. | +| 18 | A portal opens onto a small, remote settlement populated by outsiders who seem unaware of their origins. | +| 19 | A market for illicit religious art will soon hold its annual auction. | +| 20 | A mysterious figure has the power to radically alter a person’s religious views with only a touch. | + + + + +## RELIGION AND SKILL CHECKS + +**Source** _Galaxy Exploration Manual pg. 118_ +When characters interact with members of their own faith, the GM might give a +2 bonus to Culture or Diplomacy checks based on the circumstance. Likewise, interacting with members of rival faiths (especially those of opposed alignment) might incur a penalty of –2. +PCs can also attempt DC 10 Culture or Mysticism checks to know how to behave appropriately among members of a religion common to a world or system. Those who behave inappropriately might suffer social penalties or outright hostility. diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Space, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Space, Infinite Worlds.md new file mode 100644 index 0000000..297b775 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Space, Infinite Worlds.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# SPACE + +**Source** _Galaxy Exploration Manual pg. 80_ +Whether it manifests as a barren asteroid, its horizon filled with alien suns half a system away, or the utter isolation of an abandoned, airless space structure, space can provide both environmental hazards and dramatic settings for adventures. +No science fantasy game would be complete without high-stakes drama set in the endless possibility of space. Fantastical technology and reality-warping magic means explorers can find themselves probing the hearts of suns or discovering the mysteries of black holes—and facing people and creatures that have the power or knowledge to survive in such unforgiving ecosystems. +Space presents the rare biome where the primary feature is not what it contains, but what it lacks. Space by default threatens terrestrial life with its lack of atmosphere, and it complicates conventional locomotion by removing gravity. These challenges make for naturally epic moments, as the perils of space mean that even a small miscalculation or mistake has dire consequences. +Surrounded by such danger, any life that exists in space has an element of the fantastic to it, and with magical influences, the possibilities are endless. Creatures in space have either evolved to exist without the need for respiration or have a supernatural alternative to breathing; many also have specialized means of getting nourishment from the scarce resources of space, or else have some way to survive long periods without food. With no atmosphere, the means of locomotion in space are either technological or supernatural. Many space creatures utilize the environmental dangers of space to their own advantage, whether it’s an apex predator hunting within the mysterious darkness of a nebula or a sentient saboteur staging an extraplanar ambush from beyond the event horizon of a black hole. With magic and technology pushing the limits of what’s possible, space becomes even more exciting and dangerous. +Civilizations that exist in space can vary wildly. Mining colonies and fuel depots on the fringes of society may get by on pure grit and whatever scraps trickle in from the hub worlds, while research stations or orbital depots may receive regular visits delivering supplies and checking on the progress of their intended operations. Asteroid miners may struggle with boredom in their ships as they try to pass the time between shifts, while space pirates may find themselves living adventure to adventure with no meaningful peace in between. In the furthest reaches of space, society gets even stranger; you may meet scavenger collectives that leap fearlessly from asteroid to asteroid in rings comprised of former planets, magical beings that congregate in shielded sanctuaries on the surfaces of stars or hide depraved deeds in the dark of derelict freighters. Space is truly the largest, greatest wilderness, and those that set out to face it need resilience, ingenuity, and more than a little luck to keep flying. + +## SPACE ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 80_ +Even the most pedestrian life in space presents plenty of opportunity for adventure. Merchants, miners, explorers, scientists, researchers, soldiers, pirates, and scavengers are equally at home in the depths of space and make great backgrounds for those who take up the adventurer’s life. The importance of gear and equipment in deep space means that the Engineering skill becomes especially critical, and many advanced systems of life support also rely on a working knowledge of Computers to maintain or a masterful grasp of Computers to repair. When floating in zero gravity, Acrobatics or Athletics makes the difference between careful navigation and out-of-control careening. Piloting is, of course, a necessity when it comes to the handling of spacecraft. A number of Profession skills, such as archaeologist, miner, or smuggler, may also align particularly well with spacefaring cultures. + +## SPACE WORLDS + +**Source** _Galaxy Exploration Manual pg. 80_ +Celestial bodies offer extraordinary variety in their composition and feel. Asteroids, comets, and other pieces of space debris can be large enough to present years of exploration. Proximity to a source of cosmic power, like a star or a black hole, might expose a world to immense amounts of energy, supernatural or otherwise, which can allow inhabiting creatures to evolve into unique niches over immense stretches of time, creating strange exceptions well beyond the norms of terrestrial life. +Technologically or magically advanced species use specialized means to generate artificial gravity and atmosphere, allowing orbital platforms, asteroid bunkers, or floating super-structures to operate in relative normalcy. Any interruption can mean catastrophe for unprepared inhabitants, so the defense and maintenance of these systems is top priority for the crews. If something goes wrong in these remote habitats, the results can be devastating, but the rewards can be immense for those willing and able to explore such ruins and lay claim to their resources. +Absent of the erosive forces of a natural atmosphere, the remains of spacefaring civilizations can exist in the vacuum for millennia. The structure may present a readily apparent purpose, like industrial construction or population resettlement; or it may provide more questions than answers, like a fortress built for containment of a mysterious power. Discoveries from the far reaches of space or the distant ages of the galaxy may be impossible to truly understand, leaving explorers to operate under well-educated hypotheses that may be disastrously incorrect. Well-maintained or carefully preserved defenses may remain intact to fend off interlopers centuries later, or the original inhabitants may have preserved themselves—naturally or artificially, ready to wake the moment new visitors arrive. Such places may host a number of different species over the centuries, with each new group interpreting the mysteries of the previous owners differently, modifying the environment to their own needs, and further obfuscating the purpose of the originators. + +## SPACE RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 81_ +Starfinder contains many rules and systems specifically for use in space and space-related situations. The Core Rulebook contains some basic information on space, cosmic rays and vacuum (including decompression) on page 394, as well as information on astronomical objects that may fit into forays that go beyond atmosphere. Rules for movement in zero gravity (Core Rulebook 402) and the dangers of radiation and suffocation (Core Rulebook 403–405) are all especially useful in space environments. As the majority of characters wear armor, being familiar with environmental protections (Core Rulebook 196–199) also comes in handy. Unless otherwise specified, the boots included with a set of armor can anchor the wearer’s feet to a solid surface in a zero-gravity environment (Core Rulebook 196). You can find examples and inspiration for your own space locales in the Diaspora (Pact Worlds 78), the rings of Preluria (Near Space 100), or even outside stations and worldships such as Absalom Station (Pact Worlds 38), the Idari (Pact Worlds 68), or Conqueror’s Forge (Near Space 62). + +## SPACE TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 82_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### SPACE INHABITANTS + +| D% | Sapient | Threat | +|--------|------------------|----------------------| +| 1–4 | Android | Akata | +| 5–8 | Azata, tritidair | Asteray | +| 9–12 | Corpsefolk | Chomurk | +| 13–16 | Dragon, void | Colour out of space | +| 17–20 | Dragon, vortex | Deh-nolo | +| 21–24 | Equinoxian | Devil, endbringer | +| 25–28 | Giant, moon | Ferrofluid ooze | +| 29–32 | Goblin, space | Gremlin, ship glitch | +| 33–36 | Human | Haeshi-shaa | +| 37–40 | Lucandrian | Kaion | +| 41–44 | Mi-go | Mordagast butcher | +| 45–48 | Onkushi | Oma | +| 49–52 | Pahtra | Paraforan | +| 53–56 | Paraforan | Plasma ooze | +| 57–60 | Phentomite | Shantak | +| 61–64 | Quorlu | Shipmind | +| 65–68 | Ravai | Solar wisp | +| 69–72 | Sarcesian | Statikete | +| 73–76 | Selamid | Surnoch | +| 77–80 | Seprevoi | Troll, void | +| 81–84 | Shakalta | Valnarum | +| 85–88 | SRO | Veolisk | +| 89–92 | Valnarum | Vermin, space | +| 93–96 | Varculak | Void ooze | +| 97–100 | Verthani | Vorthuul | + + +### SPACE ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A mining station has stopped sending regular status and inventory updates and is instead broadcasting the same cryptic message on automated repeat. Several corporate interests are looking for freelance contractors to investigate the matter, each offering rich rewards of credits and privilege. | +| 2 | An exploration start-up has developed new methods of survival in space and is requesting volunteers to serve as test subjects onboard their research vessel. They promise competitive compensation and first access to the cutting-edge technology— should the test subjects survive, of course. | +| 3 | A vortex dragon has taken over an unsurveyed asteroid and announced that it will speak only with the strongest representatives of the region. Many have attempted to parlay with it, from prominent diplomats to renowned soldiers, but none have yet returned. | +| 4 | Years ago, a colony ship was attacked by pirates and left derelict in space. A family member of one of the pirates’ victims wants to reclaim a family heirloom they believe may still be aboard the wreckage. | +| 5 | Every 13 years, a mysterious collective hosts an open meeting on a comet that passes through the solar system. The most important conditions: no spaceships are allowed on the comet’s surface, and attendance must be in person. | +| 6 | The occupants of a lunar base report that their food supplies taste odd and have unappetizing odors. Records and scans indicate that the food is not expired or contaminated, but the complaints keep growing in number. | +| 7 | A coronal mass ejection has collided with a nearby space station and flooded it with excess energy. The victims of the blast have requested outside assistance, citing that their station’s automated defenses are acting erratically. | +| 8 | A notorious conspiracy theorist insists that the planet is directly in the path of a dangerous cosmic entity. Their warnings were largely ignored until recently, when a flock of shantaks landed on the planet and confirmed the coming danger. | +| 9 | A local scavenging crew is hired to do a survey job on a distant moon. When all but one of the team suddenly vanishes, the remaining crew member pleads for help to seal the temple they opened during the mission. | +| 10 | A private military organization is seeking contractors to bring a new orbital facility online—under the strict requirement that they must do everything possible to avoid detection by the populace on the world below. | +| 11 | A startup holovid studio wants to pilot a new zero-gravity sporting experience in deep space. The studio is hiring private security to ensure that the inaugural games go smoothly. | +| 12 | An artificial intelligence has designed its own upgraded housing and is seeking adventurers to install the final firmware into a remote lunar uplink facility from which it can control its new and enhanced form. | +| 13 | Two corporations recently laid claim to an already-occupied, starmetal-rich asteroid. Each has hired mercenaries to remove the rival claim, leaving the resident sapient creatures to call for outside assistance. | +| 14 | A huge burst of energy has sent a moon careening out of orbit at high velocity, leaving precious little time to rescue the lunar station’s inhabitants before the entire moon enters a nearby black hole’s event horizon. Locals also need to discover the cause before another moon is affected. | +| 15 | A signal has begun to broadcast from a nebula, purporting to originate from a ship reported missing centuries ago. The message requests immediate assistance in containing a dangerous outsider before it escapes and wreaks havoc. | +| 16 | A popular science program needs footage for an upcoming episode documenting a cosmic phenomenon and is paying handsomely for footage—and first contact with the mysterious lifeforms that accompany the event. | +| 17 | A patch of cosmic radiation seems to be moving through space with intent, irradiating lone starships and remote space stations with unknown purpose. A fringe scientist has claimed to have derived a pattern to the attacks and is asking for help in preventing the next calamity. | +| 18 | A ship of unknown origin and made of organic materials is discovered drifting across major shipping lanes. Attempts at communication go unanswered, but scans show signs of life inside. | +| 19 | A large portion of another plane floats in space, seemingly ripped from its home and deposited there. Early reports compare this to the planar chunks encountered in the Drift, but this is on the Material Plane. | +| 20 | A creature in a space suit, near death, is found floating in space with no memory of how they got there or who they are. Indecipherable words are scrawled across their suit—is it protection? Or a warning? | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Subterranean, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Subterranean, Infinite Worlds.md new file mode 100644 index 0000000..7272c67 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Subterranean, Infinite Worlds.md @@ -0,0 +1,93 @@ +--- +aliases: +tags: +--- +# SUBTERRANEAN + +**Source** _Galaxy Exploration Manual pg. 84_ +Between a planet’s core and its crust lie caverns lit with softly glowing crystals and fungi, underground rivers and seas, ancient stone fortresses, and metropolitan technological wonders. These are just a few of the myriad adventure locations one can find within a planet’s subterranean reaches. +When adventurers observe a planet from orbit, they might see verdant forests, vast deserts, jagged mountains, shimmering oceans, or sprawling metropolises. However, these environments merely scratch the surface of what adventures a planet might hold. As brave heroes traverse the depths, who knows what wonders they might find as they journey through the seemingly infinite network of tunnels and caves? +Subterranean environments exist parallel to the surface world, covering just as much, if not more, area as their aboveground counterparts. While explorers might find themselves in cramped tunnels and passageways, their underground adventures might also take them across vast open caverns or enable them to cross a planet via a network of caves. In a science fantasy adventure, the heroes can use all manner of technological equipment and magical methods to navigate the dark—darkness that can hide threats, challenges, and discoveries the likes of which surface dwellers have never seen. Adventurers might need to rappel down cliffs, scramble over craggy boulders, carve pathways into the rock, and navigate a wide range of other environmental challenges to discover ancient, long-forgotten treasures and ruins. +Subterranean environments are replete with bizarre life forms and discoveries that often differ greatly from those of the surface. Darkness is a defining feature of underground environments, and the flora and fauna that dwell within have likely adapted over the eons to life without a sun. Mosses and fungi might glow with bioluminescence or slowly crawl across surfaces in vast migrations. Animals might have surpassed the need for eyesight and use other senses that excel in their rocky homes, such as intensely keen hearing or the ability to feel life through vibrations in stone. Such creatures also would have evolved ways to navigate treacherous terrain, such as being expert climbers or being able to bypass steep rock faces via flight. +All manner of people can inhabit a planet’s subterranean environments. Visitors might encounter small, nomadic groups that survive by hunting cave-dwelling animals or by farming unusual crops, such as glowing mushrooms, verdant mosses, and stranger plants. The PCs may visit technologically marvelous metropolises that thrive underground by harvesting resources that can be found only in such environments: rich starmetal veins, minerals that thrum with magical energy, and even thinned boundaries between the Material and Elemental Planes. Such underground empires can thrive, becoming primary suppliers of materials that are difficult to obtain from aboveground sources. These civilizations might have developed technological advances fueled by both necessity and industry, and certain underground cities are likely to be rich troves of knowledge unlearnable anywhere else. +Regardless of a sapient civilization’s scale, it must contend with the dangers and threats that life underground presents. Nomadic groups could have developed gear to camp on sheer cliff faces, or cities might be carved into the stone to provide natural defenses. + +## SUBTERRANEAN ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 84_ +Although not every civilization can eke out a subterranean existence, those able to adapt to such locations can thrive, leveraging their underground surroundings for a variety of industries. Adventurers from such a place could be part of a mining company toiling beneath a planet’s crust, or they could be a scientist who studies cave-dwelling plants and animals. Subterranean regions also attract those who engage in morally gray fields. Poachers, smugglers, and others wishing to conduct shady dealings away from the prying eyes of the surface may find a subterranean environment the perfect location for a hideout or headquarters. +Adventurers who grew up in a subterranean environment likely developed skills that allowed them to thrive in their dark and stony surroundings. Perception is a key skill for those hailing from underground, and many adventurers must rely more on senses other than normal sight, such as darkvision and blindsense. Acrobatics and Athletics help adventurers navigate steep rock faces and unstable ground, while Survival allows them to find sustenance in a seemingly barren landscape. When facing threats, an adventurer can find great use in the Stealth skill to evade notice in the shadows. Adventurers who aren’t naturally adapted to cave environments might be from civilizations that rely on magic or technology to aid in their existence underground, and Engineering and Mysticism skills can serve such adventurers well. + +## SUBTERRANEAN WORLDS + +**Source** _Galaxy Exploration Manual pg. 85_ +Subterranean biomes can be found on just about any terrestrial planet, as they exist separately from the other biomes that occupy the surface, although their formation often relies on environmental factors in a planet’s history. Many cave systems form via erosion, whether from acidic rainwater dissolving stone, a glacier carving passages into bedrock, or even an ocean’s waves crashing against a cliff for centuries. Volcanic activity also results in the formation of subterranean environments, with lava tubes leaving intricate interconnected cave systems in their wake. In some cases, these systems may seem like separate worlds entirely from the rest of their planets. +While the sapient citizens of many planets often primarily inhabit the surface world, they may interact with the subterranean world for a variety of reasons. Perhaps mineral-rich veins crisscross the underground reaches of a world, leading a society to mine those resources. An abundance of plants and animals underground might lead a scientific community to explore the depths further. +On some worlds, the subterranean biome is essentially the only habitable environment for a sapient species, thanks to factors in the planet’s development. Perhaps sapient species left the surface world due to the prevalence of threats or a drastic change in the surface environment. A catastrophic threat, such as the emerging colossi of Daimalko (Near Space 74), would not only provide a reason for the sapient species of the world to retreat underground, but it also might inform how that society constructs its defenses and leverages its new subterranean home to defend against outside incursions. + +## SUBTERRANEAN RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 85_ +Several Starfinder rules are particularly important for subterranean adventures. Creatures that originate from subterranean biomes often rely on senses other than normal sight, such as blindsight or darkvision, and the rules for special abilities relevant to subterranean creatures can be found on pages 260–265 of the Core Rulebook. Adventurers from the surface world might not be adapted to an environment where natural light can be inconsistent at best. For these creatures, it’s important to understand the rules for light levels (Core Rulebook 261). Traversing the rocky terrain of a subterranean biome can be like navigating the hills and mountains of the surface world, and the rules for chasms and rock walls on page 397 of the Core Rulebook can be relevant as adventurers navigate the depths. Of course, the rules for falling on pages 400–401 of the Core Rulebook might come up frequently in a subterranean adventure. + +## SUBTERRANEAN TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 86_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### SUBTERRANEAN INHABITANTS + +| D% | Sapient | Threat | +|--------|---------------------|--------------------------------| +| 1–4 | Amrantah | Acrochor | +| 5–8 | Bolida | Bloodbrother | +| 9–12 | Damai | Carnivorous crystal | +| 13–16 | Dragon, copper | Dust manta | +| 17–20 | Drow | Elemental, earth | +| 21–24 | Dwarf | Elemental, fire | +| 25–28 | Embri | Entropy slug | +| 29–32 | Formian | Ferrofluid ooze | +| 33–36 | Genie, efreeti | Herd animal, subterranean | +| 37–40 | Genie, shaitan | Magma ooze | +| 41–44 | Giant, slag | Murzzilat | +| 45–48 | Giant, stone | Odheo | +| 49–52 | Gosclaw | Predator, subterranean | +| 53–56 | Hobgoblin | Robot, guardian | +| 57–60 | Iztheptar | Robot, mining | +| 61–64 | Nuar | Robot, observer-class security | +| 65–68 | Planar scion, oread | Skreeling | +| 69–72 | Psacynoid | Skreesire | +| 73–76 | Quorlu | Surnoch | +| 77–80 | Shimreen | Swarm dredger | +| 81–84 | Telia | Swarm molitera | +| 85–88 | Thorgothrel | Thermatrod | +| 89–92 | Trinir | Thermophilic ooze | +| 93–96 | Trox | Thoqqua | +| 97–100 | Varculak | Writher swarm | + + +### SUBTERRANEAN ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A group of local miners haven’t been heard from in days, prompting their loved ones to ask for assistance in finding them. Investigations into the mine reveal a strange sinkhole that reeks of sulfur and smoke. | +| 2 | A cult of the Devourer has claimed a section of a cave system as the site for a ritual designed to destroy the entire planet. Aboveground, a nearby town is terrified as tremors and sinkholes open in the surrounding area. | +| 3 | A geologist studying a crystalline cavern has noted unusual energy readings emitting from the minerals. Lately, the crystals have started shifting in and out of phase in a rhythm that suggests the cavern walls are breathing. | +| 4 | Multiple galactic corporations are vying for the mining rights to a rich starmetal vein recently discovered deep beneath a planet’s crust. Adventurers hired by one company to scout the area soon come into conflict with corporate interests from across the galaxy. | +| 5 | After a planetwide catastrophe, surface-dwelling inhabitants retreat underground with what supplies they can carry in a desperate search for a sustainable new home. | +| 6 | A copper dragon has recently laired near an underground town, becoming a source of ever-more-dangerous mischief. The town’s fearful inhabitants need help driving the dragon away. | +| 7 | A planar tear has led to an influx of fire elementals, threatening a nearby underground metropolis. The residents need help holding off the elemental incursion and closing the rift to the Elemental Plane of Fire. | +| 8 | Explorations into the deepest reaches of an extensive cavern system have led to the discovery of a gigantic metallic door, the composition of which scientists cannot determine. All efforts to open the door thus far have failed. | +| 9 | Unusually constant seismic activity has recently started causing extensive damage to an underground city. Xenobiologists suspect it may be due to the mysterious agitation of tunneling wyrms in the vicinity. | +| 10 | Local archaeologists have discovered ancient ruins hidden beneath the earth, and they’re eager to find adventurers willing to accompany them on an expedition. Unbeknownst to them, the ruins are anything but abandoned. | +| 11 | A local crime syndicate recently established a hideout in a nearby cave system, shaking down locals and stashing their stolen goods underground. With corrupt government and law enforcement providing no assistance, it’s up to brave outsiders to provide justice for the people. | +| 12 | Explorers inadvertently brought surface bacteria into a subterranean fungus forest, infecting the mushrooms that sustain an underground society. The town is looking for assistance in finding a way to save their crops. | +| 13 | The customs of a surface town forbid travel into a tunnel system nearby—but people in town have started to go missing, and several of the lost were reportedly last seen sleepwalking into the tunnels. | +| 14 | Pollution from surface power plants has seeped into the earth, causing toxic oozes to manifest near an underground settlement. Not only must the ooze threat be stopped, but the surface societies must be convinced to curtail their pollution to prevent the threat from returning. | +| 15 | Spelunking scouts have noticed their comm units picking up faint signals, with voices that sound almost like chanting, occasionally cutting through the static. The signals seemed to grow stronger the deeper they explored, prompting them to call for outside protection and assistance. | +| 16 | Smugglers have been using an underground tunnel network to ferry illicit goods between aboveground cities. Local governments are seeking freelancers to help track them down and put a stop to the illegal trade. | +| 17 | An underground city is hosting its first-ever extreme bouldering competition, where top athletes gather to tackle outrageous feats of climbing. The grand prize includes expensive gear and a hefty sum of cash, drawing attention from all over the system. | +| 18 | An enterprising shaitan freshly arrived from the Plane of Earth is looking to set up a gem-mining business in some nearby abandoned caverns. They seek employees and protection, though they dismiss the rumors of dangerous predators roaming the cave system. | +| 19 | A pod of dust mantas has been hunting closer and closer to a surface settlement, despite there being ample food for the creatures in their original, distant territory. The local government is hiring adventurers to investigate the reason behind the strange incursion. | +| 20 | Excavators recently discovered an ancient temple to Yaresa buried beneath old stone. The temple, seemingly abandoned long ago, contains strange machines fueled by long-forgotten magic. The temple may hold secrets to divinely inspired technology the likes of which the galaxy has never seen. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Tech, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Tech, Infinite Worlds.md new file mode 100644 index 0000000..dd23270 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Tech, Infinite Worlds.md @@ -0,0 +1,153 @@ +--- +aliases: +tags: +--- + +# TECHNOLOGY + +**Source** _Galaxy Exploration Manual pg. 122_ +The hum of machinery on a factory floor. The gentle whirring of fans inside a computer. Even the flint and steel used to spark a world’s first campfire represents a species’ drive to create something new and harness power. Unlike the spontaneity of magic, technology arises systematically through invention and necessity; each step builds from what came before to overcome the next available obstacle, eventually allowing engineers to reach the stars and infinite worlds beyond. From manufacturing to computing to simply staying warm at night, each culture takes its own path toward greater and greater technological solutions. +Technology is as diverse as those who make it. Just as each culture has its needs and wants, so will each culture’s technologies be distinct and unique to that society. One species might not need fast transportation and thus never develops wheeled carts, instead innovating extraordinary communication technology that spans distances faster than any mundane conveyance. Plantlike species who drink energy from their sun might readily develop solar power as an extension of their own physiology, yet they might have nearly nonexistent agricultural technologies compared to herbivorous species’ farms. Elementally-infused beings capable of projecting destructive energies at great range might master metallurgical skills while never once thinking to develop weapons. +Keep in mind that a high-technology attribute need not always manifest as spaceships and lasers. After all, what desire does a culture have to brave the vacuum of space when its home planet accommodates its every need, which spares its residents’ creative energy to develop technologically peerless art or synthetic companions with which to share its utopia? +A culture doesn’t need space-age technology to thrive (even in a science-fantasy setting like Starfinder), and countless factors could explain a planet’s or region’s low-technology attribute. Cultural taboos born of past technological disasters or divine mandate could quash otherwise life-changing innovations. Environmental factors might stymie technological breakthroughs, such as an aquatic world struggling to harness metallurgy or a mineral-poor planet lacking the raw materials to fuel technological revolution. In rare cases, the environment might not have stymied innovation so much as reset it; consider a world in which overexploitation triggered societal collapse, where a supervolcano almost erased civilization, where a solar storm knocked an advanced society back to the stone age (figuratively or literally), or where emerging from the Gap upset the laws of physics in a way that invalidated much of a star system’s tech. Rudimentary technology could result simply from bad timing, as alien visitors arrived just after one of the aforementioned disasters or during the early phases of native species’ cultural development. What would a culture look like if its ancient history included first contact with alien visitors? Would its people react the same way if they had a medium-technology attribute at that time? +Technology levels often aren’t uniform within a single society, much less across an entire planet, and tempting as it might be to paint entire worlds as a monolith, variety sparks countless narratives. Oligarchic systems could restrict technologies to specific social strata, with wealthy elites enjoying wildly different devices than the everyday populace. A biologically cosmopolitan society might include some species that disdain specific technologies, while other inhabitants rely on certain tools for their survival—even creating devices that are incompatible with other species’ anatomy or lifestyles. Vastly different biomes across a planet can require an assortment of technologies, and geographic barriers might have separated societies that have simply never contacted each other or haven’t traded innovations much after discovering different civilizations. Viewed another way, technological diversity can translate to starkly different tech levels for various technologies; certain devices could exceed even the Pact Worlds’ capabilities while the surrounding culture lacks other commonplace implements. +As technology addresses a society’s basic needs, it just as readily caters to trivialities and entertainment. Most intelligent beings require some form of creative enrichment, and anything from whimsical curiosity to shallow desire could kick off a technological revolution. Consider how a society’s history, structure, values, and physical anatomy shape entertainment. One culture’s escapism might embrace familiar forms like cinema, music, and video games, whereas others could revolve around complex mechanical puzzles, targeted neural stimulation with electricity, or extreme tourism based on mind-swapping bodies with unsuspecting victims. What are the values, validations, and wish fulfillments immortalized in these media, and how have the technologies involved adapted to their creators’ unique physiologies? Does a skittermander’s vidgame controller require six hands, a drow’s horror film eschew shadows as a spooky element because of widespread darkvision, or dessamar (Alien Archive 3 14) equipment readily reconfigure to accommodate either of the species’s different body shapes? Whatever the form, remember that play itself can inspire creativity and innovation, so consider how happy accidents might have shaped a society and its technological trajectory—much as real-world science fiction can inspire and explore technologies made feasible by scientific advances decades later. +When compared to one that keeps rigidly to tradition, a society with incentive to invent far more likely has a mediumto high-technology attribute. Invention by default introduces something created and new into the world. Whether or not those inventions are welcomed determines how successfully the new technology spreads. A society where luddites quash innovation in favor of traditionalism will see fewer technological advancements on average, whereas societies that celebrate (or even deify) their greatest scientists could drive ravenous discoveries and developments as inhabitants aspire to become the next great innovator. In extreme cases of anti-technological sentiment, major developments might be forced underground or outright destroyed to maintain the status quo—an occurrence that helps explain why Triune’s Signal spread throughout the galaxy yet resulted in no noteworthy advances in some places. +No matter a culture’s technology, there are three essential takeaways. First, technology often falls into one of three broad categories—high, medium, and low—addressed in the following pages, along with an even more refined breakdown of tech levels on page 126. Second, even though technological development often follows fairly predictable paths, technological development isn’t strictly linear, instead reflecting a society’s needs and values. Third, technology isn’t shorthand for civilization or sophistication, even for the most mechanically adept or technologically rudimentary societies. With these foundations in place, you’re ready to mix and match countless tech levels to create a wide range of wondrous worlds (all the more so when combined with accord, alignment, magic, and religion attributes)! + +## HIGH TECHNOLOGY + +**Source** _Galaxy Exploration Manual pg. 124_ +High technology not only conveys the power and capabilities of a society’s technology, but also how readily accessible that technology is. A high-technology society might be defined by space travel, infosphere networks, or advanced computer intelligences. The general populace of these places often enjoys a plethora of electronic amusements, such as virtual reality sports or star system broadcasts. High-technology worlds often develop synthetic life and artificial intelligence, such as androids or sentient robotic organisms. The Pact Worlds and Veskarium both serve as excellent high-technology system examples, yet they’re far from the only ones. +High-technology cultures often develop serious dependencies on their advanced machinery for everyday life. The greater the technology’s role, and the more centrally controlled it is, the more vulnerable the society becomes in the event of a disaster. Accidental mismanagement leading to overloads, physical sabotage, solar storms that fry electronics, cyberattacks, and magical interference could all threaten the power grid, life support, and more. Player characters might be called upon to protect these systems, or they might be the ones hacking it. +Either way, a high-technology society is bound to feel the repercussions of a security breach. A highly-mechanized world might experience chaos and limited communication if its infosphere and vehicles grind to a halt, whereas a space station might become uninhabitable within hours or be unable to maintain its orbit and crash. This possible turmoil is especially true when a society’s technology advances swiftly—sometimes due to great innovations, but often thanks to outside intervention, such as benevolent alien patronage or even divine intervention— as the inventions quickly surpass the society’s ability to adapt to and understand its wealth of new devices. Triune’s Signal in particular provided an extraordinary boost to countless worlds’ technological innovation and, while this development has connected worlds like never before, it has also provided dangerous tools enabling some cultures to run before they could figuratively walk. +High technology often helps a species surpass its physical limitations. Planes and space suits allow humans to defy gravity and breathe in inhospitable environments; in a science-fantasy world there are even stranger possibilities. The Burning Archipelago on the surface of the Pact Worlds’ sun has architecture that allows lifeforms to live in an impossibly hot realm; starships carry inhabitants far beyond the worlds where they evolved; and Drift technology puts the whole galaxy within travelers’ reach for a modest investment. Space stations might orbit black holes, defying crushing gravity and time dilation through extraordinary safeguards while scientists collect priceless data. Elsewhere, cloud cities float above methane seas, and entire civilizations thrive amid ceaseless volcanism. With a high-technology attribute, life could exist anywhere, even in the most unlikely places. Of course, whether outsiders can access these settlements is another matter! +Technology presents the means for creatures to exceed their worlds’ natural carrying capacities, like how artificial fertilizer and mechanization revolutionize a planet’s agricultural output. Most high-technology societies harness extraordinary manufacturing and material-manipulation capabilities, such as the use of universal polymer base (or UPBs; Core Rulebook 233), that allow citizens to surpass many physical resource limitations. Taken a step further, technologically extraordinary societies might transcend mortal bodies by developing robust networks, where uploaded digital consciousnesses can exist indefinitely without need for sustenance. These uploaded consciousnesses differ from true AI, however, and while the functional differences might seem academic, the questions of life, death, and identity are often crucial to these postcorporeal cultures. + +### HIGH-TECHNOLOGY ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|----------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A recently awakened AI seeks aid in emancipating its core from a heavily guarded corporate facility. | +| 2 | A cloning accident causes havoc in a top secret laboratory. | +| 3 | A fleet of automated starships sends an SOS from a hazardous area. | +| 4 | A popular vidgame starts blackmailing its players. | +| 5 | Dangerous virtual reality characters have escaped into the real world. | +| 6 | A strange alien signal interrupts all communication arrays in a system, including vital emergency transmissions. | +| 7 | Life support systems in a hostile atmosphere begin to fail. | +| 8 | An anomalous planet in the Vast turns out to be a titanic computer calculating an unknown equation. | +| 9 | A world develops an organic computer network that begins to painfully absorb the minds of any who access it. | +| 10 | A robotic civilization begins a campaign to “liberate” all technology. | +| 11 | Members of an advanced culture offer to sell technology that can create a star from nothing, sparking a bidding war. | +| 12 | Mysterious tractor beams have been pulling starships into a seemingly empty area of space. No ship has returned. | +| 13 | A rogue computer virus has shut down most electronic systems and caused security robots to turn on citizens. | +| 14 | A dangerous nanite malfunction threatens an entire world. | +| 15 | A mischievous hacker is creating digital graffiti on a settlement’s holographic billboards that riles citizens toward an uprising. | +| 16 | A comet is actually an immense hologram populated by electronic duplicates of hundreds of historical and pop culture figures. | +| 17 | The inhabitants of an advanced society leave all decision making to an AI network. One day, they’re told to declare war on a neighbor. | +| 18 | A mysterious signal emanates from a world ruled by the collective uploaded consciousnesses of the entire world’s population. | +| 19 | The antigrav generators beneath a floating city begin to fail for unknown reasons. | +| 20 | A massive colony ship careens toward an inhabited world, and the crew members are all in an unknown form of cryogenic sleep. | + + + + +## MEDIUM TECHNOLOGY + +**Source** _Galaxy Exploration Manual pg. 124_ +Cultures with a medium-technology attribute have taken important steps in their scientific development. They might exhibit powerful technology in particular areas yet lag behind high-technology worlds in most other disciplines. Citizens of medium-technology worlds can expect their basic needs to be answered via scientific and technological means. These worlds also might be capable of staffed or entirely automated space travel, but would rarely have access to Drift technology. Worlds of medium technology have mostly, if not entirely, analog and archaic weapons and limited access to technological items. +One of the most spectacular advances for medium-technology societies isn’t flashy—it’s sanitation. Sophisticated sewage and medical care help inhabitants live longer and limit disease, and the resulting increase to lifespans allow more time for leisure, art, and learning that drive subsequent innovations. As a result, medical capabilities present a common benchmark for this attribute—at least for ecosystems where medical care is a vital need, which might not be true for undead societies or stranger worlds. +After medicine, consider a world’s other threats and limitations, as many medium-technology societies endeavor to overcome these factors: deadly weather, hazardous terrain, and voracious animals; such immediate dangers necessitate sophisticated shelters, inventive transportation, armaments for self-defense, or barriers built on a massive scale. Other goals are more aspirational, like developing more productive agriculture and devising new techniques for procuring essential resources. These factors uphold a very human perspective; nonhuman cultures might have vastly different goals than mere safety and material needs, such as creating esoteric technology strictly for artistic ends, designing massive infrastructure to channel telepathic communication, or creating sophisticated homunculi only to sacrifice them in divine rites. Always think beyond Earth-like concepts when creating your strangest worlds. +Consider inventors’ physiologies and needs. Would a quadruped species intuitively build land vehicles if they naturally evolved for running and sprinting? Would a species that filter feeds invest in agriculture or culinary arts? How might a species with 360-degree vision approach photography or visual arts? While some technologies are universally helpful, what one species deems vital another might find a novelty. These differences distinguish cultures of similar sophistication without presuming one as more advanced than another. +These idiosyncrasies make medium-technology worlds exciting opportunities for first-contact scenarios; these worlds support countless intelligent minds that could readily adopt and adapt the visitors’ technology to explore the stars, and at the same time, these inhabitants might have innovated their own technology in sufficiently strange and advanced ways that are practically unique to galactic culture. Simultaneously these conventions can spark disastrous consequences for societies that can quickly grasp the practical applications of gifted technologies but not their greater ramifications, causing a world war, a breakdown of longstanding cultural norms, or the empowerment of interplanetary invasions. Spacefaring explorers like Starfinders and Weydan’s faithful often exercise protocols to limit cultural and technological shock when meeting unfamiliar species, yet even the best intentions can result in dozens of local disasters and revolutions. +One of the most interesting consequences of this is when individuals of these younger species choose to join the galactic community. Adventurers from medium-technology worlds might consider high-tech gear fascinating and wish to learn more, becoming passionate mechanics and technomancers in the process. They might also become invaluable ambassadors, interpreting for medium- and low-technology societies based on shared experience. No matter the profession, anyone hailing from a medium-technology world would needs to be a fast learner to make use of other civilizations’ technologies. + +### MEDIUM-TECHNOLOGY ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|--------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | A world’s first contact comes via an alien lawsuit alleging a metal slug its denizens launched ceremoniously into space damaged a starship. | +| 2 | A small settlement in the Vast struggles with an alien pathogen and requires delivery of new sanitation equipment. | +| 3 | A manufacturer wants to sell advanced arms to a mercenary company on a less-advanced world despite significant opposition. | +| 4 | A scientific probe that crashed on an inhabited world and sparked its industrial revolution must be recovered. | +| 5 | A destabilizing economic boom occurs when rich veins of precious metals are discovered deep underground. | +| 6 | An ancient transmission from offworld foreshadows catastrophe. | +| 7 | A millennia-old probe from an alien culture has been recovered and holds encrypted data believed to lead to its utopian home world. | +| 8 | A scientific facility testing new advances in technology vanishes. | +| 9 | An astronaut of an alien species is stranded on a world that fears them. | +| 10 | A newly contacted species asks for help clearing a mass of satellites and space junk that prevents space travel. | +| 11 | An individual claiming to be a time traveler attempts to advance the technological development of an industrial culture. | +| 12 | A sudden increase in pollution levels on a particular world sparks several ecological disasters. The inhabitants must evacuate for their safety. | +| 13 | A world’s miraculous advances in medicine are traced back to a captive alien beast that’s being unethically experimented on. | +| 14 | A humongous spacefaring creature enters orbit around a world, dangerously affecting its tides. | +| 15 | Invasive alien flora is taking over a planet’s natural areas, and the indigenous culture doesn’t have the resources to combat it. | +| 16 | A seemingly low- or medium-technology species not only isn’t fazed by first contact, but presents a technologically-advanced gift. | +| 17 | The society of a world with rare megafauna pleads for help to combat poachers wielding advanced weaponry. | +| 18 | A society claims that its planet’s landmarks were built by aliens. | +| 19 | A planet’s strong magnetic fields preclude computer technology. | +| 20 | A local war escalates to other worlds with the introduction of starships. | + + + + +## LOW TECHNOLOGY + +**Source** _Galaxy Exploration Manual pg. 125_ +A low-technology attribute conveys limited technological development—anything from early stone and metal tools to rudimentary mechanization and early electrification. Sciences such as medicine and physics are likely fairly early in their development, and lower tech often introduces challenges to building and maintaining larger urban centers and empires alike. +From a high-technology society’s perspective, it can be easy to assume low-technology inhabitants are somehow intellectually inferior, yet this reasoning is harmful, dismissive, and inaccurate. There are numerous reasons a low-technology attribute might manifest. The simplest reason is that a society is young and hasn’t had time to develop beyond basic machinery; millennia later, the population might achieve or even surpass the standards of current high-tech life. Relatively older societies could lack key resources, stymieing their growth, such as how an alternate Earth without fossil fuels would struggle to power its Industrial Revolution. Environmental conditions might inhibit certain technologies, such as a planet exposed to intermittent EMP bursts that devastate any attempts at developing electronics. Physiology could also limit technological development; for example, the lack of dexterous prehensile appendages (or a suitable substitute, such as precision telekinesis) could inhibit all but basic tool creation regardless of a culture’s innovative potential. +The above ideas assume inhabitants even aspire to higher technology levels. A civilization might possess extraordinary intelligence and sophistication while also upholding taboos against certain technologies. These attitudes might arise from reliance on magic. A high-magic attribute could fulfill most needs of a world’s inhabitants, so necessity never drives mechanical innovation; or, perhaps, an oppressive government disdains technology to preserve an arcane ruling class’s hegemony. Technophobia could arise from the ashes of a once-industrialized society laid to waste by warfare or natural disaster, with legends of machinists’ hubris haunting the survivors generations later. In each of these later examples, low-tech societies remain cognizant of technological developments yet rarely pursue them. Alien visitors who expect low-tech worlds to accept their futuristic inventions with open arms might be surprised to find the inhabitants violently rebuking these forbidden offworld devices. +Advanced technology often relies on batteries and ammunition, which can prove difficult to recharge on worlds without power outlets and where UPBs are unheard of. This limitation makes exploring low-tech worlds—especially if the PCs crash-land there—an exciting challenge, where survival skills and mastering less familiar technology becomes as perilous as any predator. Not only might the PCs need to secure the means to return home, but they might have to do so while shielding their wreckage or even their presence from the planet’s curious inhabitants. +Reversed, low technology could present an exciting way to begin a Starfinder campaign, eventually opening up to interplanetary and galactic travel as the PCs secure the essential technology, magic, or both—either by developing it or by scavenging it from outside sources. Page 500 of the Core Rulebook presents guidelines for adapting Pathfinder fantasy roleplaying game concepts into Starfinder, which might represent an exciting and unique way to capture low-tech concepts. Once such characters reach the stars, their backgrounds could shape their strategies and styles: think, mystics who styles themselves as clerics of long-dead deities, vanguard luddites dedicated to destroying the high-tech devices that ravaged their home world, or soldiers who turn outwardly archaic weapons like bows or slings into devastating armaments that can fell towering battle robots. +Above all, a low-technology attribute is never the product of inhabitants being wrong or imperfect, merely different. The galaxy’s an extraordinary and diverse place, and every planet, no matter its technology, is full of surprises. + +### LOW-TECHNOLOGY ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | The rust red dust of a remote moon is discovered to be ancient nanites that could still hold data of an advanced civilization. | +| 2 | An impending natural disaster threatens mass extinction of the nascent ecosystems on a planet where technology doesn’t function. | +| 3 | A starship seemingly made from stone contains a Stone Age culture of people who don’t realize they’re in space. | +| 4 | A world’s inhabitants shy away from any form of technology, a repercussion of a previous calamity caused by such machines. | +| 5 | A member of a low-technology culture found advanced technology that gives them immense power over others in their society. | +| 6 | A world is dotted with an advanced civilization’s ancient ruins that the natives claim are haunted. | +| 7 | A war between two analog weapon–wielding nations escalates when an unknown arms dealer gives one side laser weaponry. | +| 8 | A criminal group takes an entire starport hostage after grounding all vehicles with an EMP. | +| 9 | Anomalous weather patterns on a distant planet threaten the safety of a group that has forsworn technology. | +| 10 | A creche containing larval versions of living weapons has been occupied by a dangerous military force. | +| 11 | Rival corporations enact plans to uplift the same low-technology civilization and make them loyal customers. | +| 12 | Visitors to a planet that’s home to enormous sapient life forms are captured and treated like beasts. | +| 13 | A postapocalyptic civilization has built its recovering society upon buried megacities, not knowing what technology might lie beneath. | +| 14 | Explorers are treated as returning royalty upon first contact with an alien species, whose legends tell of ancient monarchs who came from the stars. | +| 15 | A low-technology civilization builds its settlements on the backs of massive, flying fauna, but trophy-hunting tourists now threaten that society’s growing population. | +| 16 | First-contact tours have become popular with the hyper-rich, but one such ship needs rescuing from a hostile low-technology civilization. | +| 17 | First contact is made with a pre-industrial alien species that already speaks Common. They claim to have learned it from ghosts made of starlight who live in a nearby system of caves. | +| 18 | After first contact, a low-technology society becomes addicted to Pact Worlds consumer goods and willingly barters away crucial resources for steady supplies. | +| 19 | A strange disease renders the affected unable to comprehend even the simplest technology. | +| 20 | The society of a resource-rich planet rejects proposals to harvest these resources, but certain groups refuse to take “no” for an answer. | + + + + +## TECH CATEGORIES + +**Source** _Galaxy Exploration Manual pg. 126_ +With an area as vast as an entire galaxy, different civilizations possess divergent levels of technological advancement, from archaic to the most cutting-edge. Tech categories are an optional subsystem for determining the types of technology available (or not) on a given world with more nuance than the general distinctions of low, medium, and high. +The table below presents nine tech categories. Categories 1 and 2 represent low technology, categories 3 through 6 represent medium technology, and categories 5 through 9 represent high technology; the overlap between medium and high allows some flexibility when choosing a tech category. +To use this subsystem, first choose the general technology attribute of the world: high, medium, or low. Then choose one of the specific tech categories within that attribute from the table below. Alternatively, you can randomly determine a world’s category (and corresponding technology attribute) by rolling a d10 (rerolling any result of 10) and using the result for the category. +Each category has a descriptive name as well as a list of example technological advancements and items usually available in that category, divided into five groups: space travel, weapons, armor, vehicles, and other. The categories are additive, meaning that technology from lower-tech categories is available in higher categories as well; lower categories don’t have access to technology from higher categories. For example, PCs visiting a Space Age world (category 3) wouldn’t generally be able to find sonic weapons, which are not available until the Digital Age (category 4), but they could purchase flame weapons since those are Industrial Age (category 2) technology. While these tech categories aren’t comprehensive, you can use the examples in the table as guidelines to determine the specific technological items available on a world. For example, holographic technology is a hallmark of the Digital Age (category 4), so a technological item that uses holograms should generally be available in that category. +No two worlds are alike, even within the same tech category, so feel free to mix and match specific technological advancements from different categories to match the needs of your campaign. If you want a Space Age world to have powered weapons or for domestic drones to be available in a Digital Age civilization, go for it! Likewise, a world doesn’t necessarily need to advance from one tech category to the next in numerical order. It’s perfectly possible for a Cybernetic Age world to jump directly to the Pre-Drift Age without developing biotech at all. There’s room enough in the galaxy for worlds and civilizations with every possible combination of technological prowess—and this subsystem gives you the tools to create them all! + +### TECH CATEGORIES + +| Tech Category | Adventure Hook | Weapons | Armor | Vehicles | Other | +|----------------------|-----------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------------------|-------------------------------------------------|-------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1: Archaic Age | — | archaic | archaic | biological transport, nonpowered land and water | pre-industrial technology | +| 2: Industrial Age | — | analog flame, melee, and non-automatic projectile | — | land, water | industrial technology | +| 3: Space Age | suborbital and orbital flight | automatic, laser, and non-analog flame and projectile | space suits | air | computers (tier 0–2), nuclear technology | +| 4: Digital Age | limited satellite flight | sintered melee; sonic | nonarchaic armor with environmental protections | — | computers (tier 3–4), modern Earth–equivalent technology, holographic technology, infospheres, personal comm units | +| 5: Cybernetic Age | limited sublight interplanetary travel, starships (thrusters only) | powered, shock; integrated weapons; ultrathin melee | powered armor | multi-type, tunneling | artificial/virtual intelligence, computers (tier 5–6), cybernetics, domestic drones, jetpacks, jump jets, robots, starship data nets, system-wide comm units | +| 6: Biotech Age | biomechanical starships (thrusters only) | living weapons | dendron armor, preserver’s mantle | — | biotech, spore starship weapons | +| 7: Pre-Drift Age | interplanetary travel, non-Drift interstellar engines | molecular rift melee, cryo, plasma, and gravitation weapons | — | hover | artificial gravity, computers (tier 7–8), force fields, graviton and hover technology, x-ray visors | +| 8: Drift Age | faster-than-light Drift travel | dimensional blade/slice and zero-edge melee, disintegrator, nanite | — | quantum | computers (tier 9–10), nanotechnology, quantum technology, regeneration tables, standardized credit currency, unlimited comm units, UPBs | +| 9: Intergalactic Age | non-Draft faster-than-light travel, travel beyond the galactic rim, sivv rel-space drives, witchwyrd planar aperture drives | AG weapons, degenerator weapons, dimensional disruption | AG armor | — | advanced or unknown alien technology, Azlanti technology, computers (tier 10+), kishalee relics, sivv relics, witchwyrd technology | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Urban, Infinite Worlds.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Urban, Infinite Worlds.md new file mode 100644 index 0000000..76c8e02 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Urban, Infinite Worlds.md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- + +# URBAN + +**Source** _Galaxy Exploration Manual pg. 88_ +Whether a metropolis of pristine edifices or a deteriorating slum, an urban biome is defined by its inhabitants as much as its environment. Usually populated to the extreme, urban settlements overwhelm their visitors with a cast of foreboding characters that fill narrow alleys and lively plazas alike. +Even the smallest local hovel and backstreet alley are rife with threat and opportunity. Only the best and brightest of the universe can make their mark under the shadows of daunting corporate towers and stand apart from the pedestrian crowds. The most successful explorers delving into concrete jungles know how to avoid becoming just another cog in the machine. From isolated space stations to sprawling cities to linked rafts of starships, urban environments offer a kaleidoscope of cultures, industrial danger, and salacious intrigue. +Even if the streets are named and the ship decks numbered, urban environments most often form a social and mechanical maze. The overlapping layouts of ground and sky traffic, combined with tight quarters and constant construction make explorers of an unfamiliar city as prone to navigation mistakes as those in a foggy forest. Fully exploring what urban environments have to offer requires some local know-how or investigative skills. Urban biomes challenge explorers to rely on their conversational skills or cultural knowledge to discover their environment. Public transportation and vehicles are powerful assistants for navigating the neon lights and intersecting streets. +Urban biomes are sometimes infused with their local ecosystem, and many settlements across the galaxy have less-than-hospitable locations. Your rich metropolis may rest at the bottom of an ocean with aquatic residents, float on islands in the sky, or be buried under a mountain. Some cities take advantage of locations with no atmosphere or places that lack natural terrestrial structures entirely, such as outposts on orbital bodies or dozens of starships linked together to form makeshift cities in the deadest parts of space. The primary residents of urban areas determine the area’s unique architecture, resulting in cities built for giants or scaled down for minuscule sapient creatures. Urban areas often allow technology to flourish, from AI deeply integrated into the environment to entirely non-biological residents. The possibility for the location of an urban settlement is limited only by the ingenuity of the people that populate it (or originally created it), and its structure is a reflection of its residents. +While populated cities on established planets offer many opportunities to expand on the culture and create population epicenters, urban environments don’t necessarily need to be populated. Explore the possibility of urban areas with minimal population, such as a city forcibly evacuated after a disaster, an abandoned space station, or a deteriorating metropolis. The scaffolding, locked storefronts, and factories remain as a gymnasium of obstacles bordering eerily silent streets. + +## URBAN ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 88_ +Urban areas offer fertile ground for opportunities to accumulate wealth and social status. Residents range from pillars of the community and culturally attuned icons to gritty underbelly grifters. Dense populations require power structures to operate, and many law enforcement officers and noble scions hail from these governments. The city also can be a brutal place, leaving its less fortunate occupants as street rats while corporate agents and diplomats trade in credits and information from shining towers that rise far above the crowded streets. Navigating bustling streets, lively markets, and malls hones the social and bartering skills of urban inhabitants, reflected in their Diplomacy, Intimidate, and Sense Motive skills. Young adventurers surrounded by technology tend to pick up skills with Computers and Engineering, which can be second nature to the affluent and a necessity in the dredges of urban living. The city also gives opportunities for its inhabitants to pursue a wide breadth of Profession skills. Ready access to vehicles driven throughout urban environments means that many urban inhabitants have some Piloting knowledge. + +## URBAN WORLDS + +**Source** _Galaxy Exploration Manual pg. 89_ +Most inhabited planets contain at least one or two pockets of truly urban areas, but some settlements or even entire worlds consist entirely of this sapient-constructed biome. The most common fully urban worlds are those built in the harshest reaches of space, where a manufactured atmosphere and metal walls provide the only livable refuge in deep space or orbiting other celestial bodies. An otherwise-unlivable chunk of rock can become a thriving metropolis with enough applied ingenuity. +Larger worlds entirely consumed by sprawling urban landscapes typically reflect a populace’s technological advancement and preference for the comforts of society over the planet’s rough natural environment. Such technological dominance can interfere with the world’s natural resources, weather, and habitats, possibly leaving a world in a dire situation if they still rely on those resources but haven’t adapted ways to compensate for their absence. The natural environment may fight back against the urban development, resulting in swaths of urban areas suffering floods, blizzards, earthquakes, and sandstorms—or simply being overtaken by the constant, rampant growth of flora. Urban worlds may exist purely due to the creative tenacity of the universe’s cultures as their technology expands to be able to create non-naturally occurring planetoids set into rotation around a sun. + +## URBAN RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 89_ +Starfinder’s social and technological rules can help add unique elements to your urban adventures. Basic information on urban terrain appears on page 398 of the Core Rulebook, including how the clutter and cacophony of city streets might affect characters’ ability to perceive threats. The most important determining factor for urban adventures is going to be the settlement or city in which they take place. Pages 405–409 of the Core Rulebook, along with the tables in the Settlement Toolbox on pages 150–151 of this book, can help determine the primary elements of a settlement, as well as rules for typical manufactured structures like doors and walls and how to break them. Vehicles (Core Rulebook 228–229) and vehicle chases (Core Rulebook 285–287) are likely to appear in an urban biome. +In addition to the physical environment, the social construction of an urban biome is enhanced by the social rules. The Bluff, Diplomacy, and Intimidation skills will help visitors engage with residents, in particular the Change Attitude rules on pages 139–140 of the Core Rulebook. Finally, while cities can be found on almost any sapient-populated planet, consider incorporating environments such as space stations and space colonies, such as the ones demanded by inhospitable planets such as Vesk-5 (Near Space 44) and Preluria (Near Space 100). + +## URBAN TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 90_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### URBAN INHABITANTS + +| D% | Sapient | Threat | +|--------|--------------------|------------------------------| +| 1–4 | Android | AHAV | +| 5–8 | Bear, uplifted | Animated quartz swarm | +| 9–12 | Brenneri | Assembly ooze | +| 13–16 | Dromada | Death cruiser | +| 17–20 | Drow | Electrovore | +| 21–24 | Ferran | Emotivore | +| 25–28 | Formian | Ferrofluid ooze | +| 29–32 | Ghibrani, membrane | Fulmivar | +| 33–36 | Giant | Ghost | +| 37–40 | Gnome | Golem | +| 41–44 | Goblin, space | Gray | +| 45–48 | Hanakan | Gremlin, glitch | +| 49–52 | Human | Hound of Tindalos | +| 53–56 | Ijtikri | Living hologram | +| 57–60 | Kalo | Marooned one | +| 61–64 | Kasatha | Mephit, pollution | +| 65–68 | Lashunta | Mephit, tech | +| 69–72 | Osharu | Mi-go | +| 73–76 | Pahtra | Quantum slime | +| 77–80 | Shirren | Robot, patrol-class security | +| 81–84 | Skittermander | Rogue drone | +| 85–88 | Verthani | Scavenger slime | +| 89–92 | Vesk | Scrap-bot | +| 93–96 | Wrikreechee | Weaponized toy | +| 97–100 | Ysoki Witchwyrd | + + +### URBAN ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Due to a faulty algorithm, a patrol of code-enforcement robots is enforcing even the most minor infraction with deadly force while ignoring major violators entirely. The local government’s efforts to override the system have failed, and the machines continue to terrorize the local populace. | +| 2 | Small pockets of resistance to an overbearing government have formed quietly in underground clubs. If a freedom movement begins, it will likely hinge upon exploring and uniting the resistance present in the underground party scene. | +| 3 | A popular music idol is performing to their largest audience yet. Rabid fans at previous shows have been destroying the venues, and rumors swirl regarding cult-like activities and sacrifices at the shows. The fans seem to fall under some kind of mind control as soon as the music starts. | +| 4 | A deadly gas has started pouring from sewers and building duct systems across the city. Panicked evacuation efforts commence, leaving the city in chaos as an invisible cataclysm threatens to choke out the population. Who could be responsible for this bioweapon? | +| 5 | Street-level crime has risen to an all-time high, with muggings and brazen burglaries occurring daily. A mysterious syndicate is backing these criminals to slowly take hold of the underground, keeping local authorities under their thumb with extortion, blackmail, and bribes. | +| 6 | The city’s foundations sit atop an enormous mechanical god. This ancient god’s mechanical workings have begun grinding, screeching, and spewing black smoke as the entire city trembles atop its dilapidated body. | +| 7 | After an enormous explosion levels an entire bay of the local spaceport, a massive starship of unknown origin lands in the destroyed bay. The ship’s doors open, but no one emerges. | +| 8 | A cult of Oras is secretly sowing discord and anarchy among the populace, delighting in the downfall of society and the rapid, sweeping change it brings. Can it be stopped, or is the settlement doomed to dissolution? | +| 9 | A potent virus is sweeping through the population. Those who aren’t killed transform into hulking, feverish mutants who devour corpses. A subset of the population mysteriously appears to be immune and may be the only hope for finding a cure. | +| 10 | The entire population of a massive metropolis has disappeared without a trace. All evidence indicates that a normal day was in progress before the disappearance, and lingering planar energies suggest that the population may have been abducted to another dimension. | +| 11 | Wealth and power in this city revolves around a complex system of nightly illicit street races. Throughout the city, the sounds of roaring engines echo off the skyscrapers as souped-up vehicles rip through the streets, their pilots oblivious to the lives of innocent bystanders. | +| 12 | Corporate-owned factories are poisoning the air and water of poorer neighborhoods. While earnest citizens try desperately to fix the issues, addressing the root cause will require an overhaul of the entrenched political system. | +| 13 | A reclusive tycoon is hiring guards for an extravagant gala. As wealthy—and suspicious—characters congregate in preparation for the event, rumors grow about the party’s nefarious purpose. | +| 14 | The owners of an inhumane pit-fighting ring are smuggling dozens of rare beasts into the city, and will unleash their dangerous pets on anyone who threatens to interfere with their gambling scheme. | +| 15 | Negotiations between two powerful factions in a settlement have slowed to a standstill, even as many of the settlement’s residents suffer from lack of crucial supplies. If something doesn’t happen soon, there won’t be a settlement left to fight over. | +| 16 | Unbeknownst to most of the populace, bodysnatcher slimes AA2 have infiltrated most major political and economic institutions. While they seem to have seized power peacefully, what motivates their insidious takeover? | +| 17 | The scrap material churned out by local factories has begun coalescing into monstrous, animate forms and attacking the locals. Rumors of sentient scrap compete with theories that a mastermind controls the strange creatures. | +| 18 | An entire city is locked in a cycle of repeating the same day, and its residents are unaware of their temporal prison. Can a group of adventurers find a way out for the city and its people, or are they doomed to a loop of endless, identical tomorrows? | +| 19 | A local gambling den has upped its stakes considerably, creating dangerous bets that involve unwilling participants. An individual heavily indebted to the den’s operators is desperate for help to escape their predicament. | +| 20 | A dangerous tyrant is scheduled to arrive in the city to negotiate the terms of an absolute surrender of its people. Desperate to stop the tyrant’s reign, a band of rebels is planning a daring assassination attempt and is surreptitiously seeking co-conspirators. | + diff --git a/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Weird - Rules - Archives of Nethys Starfinder RPG Database.md b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Weird - Rules - Archives of Nethys Starfinder RPG Database.md new file mode 100644 index 0000000..d7bbfed --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Exploring the Galaxy/Infinite Worlds/Weird - Rules - Archives of Nethys Starfinder RPG Database.md @@ -0,0 +1,99 @@ +--- +aliases: +tags: +--- +# WEIRD + +**Source** _Galaxy Exploration Manual pg. 92_ +Sucking marshes, desiccating deserts, frigid tundra, and crushing ocean depths may seem the height of inhospitable terrain to new explorers, yet such relatively mundane terrestrial biomes represent only a fraction of the galaxy’s impossibilities. +Nascent worlds rage with volcanic activity as their crusts cool, their semisolid surfaces ablaze with fresh lava. Rogue planets exiled by their exploding suns wander the lightless expanses. Aberrant lifeforms grow as large as planetoids, slumbering with unspoken aspirations as unsuspecting creatures carve out a life on their miles-thick carapace. Cosmic forces that could never support life in a mundane multiverse arise in arcane nebulae and star systems born from divine will. Across the galaxy’s billions of planets, the impossible becomes merely improbable, birthing biomes best described as weird. +In a science fantasy setting, weird biomes exist in part to provide a counterpoint to familiar Earth-like realms. What qualifies as weird may simply be a planet, star, or system encountered at an extreme point of its life cycle, such as newborn molten planetoids, realms so decrepit that they’re practically crumbling, or stubborn occult echoes of worlds that have long since disintegrated. More often, though, weirdness borrows from the outlandish tropes of planar travel, made even more jarring because weird biomes aren’t monolithic, infinite, divine realms; they exist within and are a natural extension of the Material Plane, reinforcing that the strangest destinations lie unsettlingly close to home. Unlike in mountains and deserts, adventurers can’t just turn on environmental protections to forget their surroundings; a weird biome presents a constant threat that could absorb, consume, or melt the complacent traveler. More than any other environ, these worlds aren’t just the setting; they’re the story itself. +Given their dangers, why hazard even approaching these worlds? In the case of living worlds, visitors might have no choice; these planets and colossal creatures often hunt down nearby starships, space stations, and whole worlds to consume or corrupt in the perpetuation of their million-year life cycles. Those who survive this predation often establish the beachheads for future exploration. What’s more, alighting on such a beast’s surface might be the only way for heroes to neutralize the behemoth and save their own homes. +More often, weird realms hide many of the setting’s greatest secrets: lifeless tracts preserve ancient knowledge for eons, tremendous living worlds are inimitable biological case studies, regions with aberrant physics might prove a critical testing ground for the next great technologies, and time-locked sanctums hypothetically exist where clues from the Gap survive into the modern era. In other cases, eccentric realms promise extraordinary resources. Intense pressures cause crushing atmospheres to rain diamonds. Magically warped nuclear fission yields supernatural elements key to building ever more powerful computers. Certain inorganic lifeforms might even photosynthesize raw UPBs, fulfilling that fanciful dream of money growing on trees. Through a combination of physics and magic, anything is possible, and each possibility is a scientific treasure, attracting unconventional adventurers with the promise of novelty and riches. + +## WEIRD INHABITANTS + +**Source** _Galaxy Exploration Manual pg. 92_ +Where life exists in weird biomes, always consider how the creatures navigate, subsist, breath, reproduce, and survive. After all, even an utterly alien realm benefits from internal logic that makes its oddities more plausible. What’s more, these inhabitants might view PCs as the truly unnatural beings, establishing an unsettling dynamic for first-contact encounters. +Native species are often as strange as the terrain itself, and by necessity, such organisms have adapted to survive—and even thrive—under bizarre circumstances. Life in a volcanic expanse is likely virtually immune to heat, either naturally breathing the otherwise-toxic gases or being able to swap between different forms of respiration like aberrant lungfishes. Dead planets might lack true life, populated instead by undead or outsiders. Those dwelling on or within immense planet-beings must weather their host’s tremendous movements, with sustenance as likely to be parasitized from the planetoid’s body as captured through photosynthesis. +Inhabitants who originate offworld must have advanced technology, magic, or utter fortitude to survive, and they rarely settle these realms as a first choice. Instead, exile, desperation, or refuge drive immigration, and many of these creatures suffer in inhospitable surroundings that will never truly be home. Aucturn’s toxicity illustrates the trend, as any cultists and exiles who don’t choke in the toxic atmosphere inevitably mutate beyond recognition. +Most ominous of all are those creatures that can’t thrive in a weird biome’s current conditions—yet like seeds awaiting rain, these organisms can unfurl or hatch if the status quo changes, potentially creating an even stranger ecosystem! + +## WEIRD ADVENTURERS + +**Source** _Galaxy Exploration Manual pg. 92_ +Player characters are exceptional, and no origin’s more exceptional than growing up on a weird world. These planets rarely appeal to mainstream residents, instead attracting an eclectic mix of the desperate, the academic, and the opportunistic—all shaped into rugged survivors by the experience. The “sea legs” of a child raised on an immense living creature’s surface give them extraordinary balance, represented by Acrobatics skill, and for those living worlds that can listen, learning the planet’s language and honing one’s Diplomacy can outright avert earthquakes. On volcanic worlds, freshly hardened rock formations can block paths, and a keen eye is critical to spotting solid ground, requiring capable Athletics, Perception, and Physical Science training. The weirder the world, the more likely magic is involved, and Mysticism is often more valuable than Life Science or Survival when navigating enchanted turf. + +## WEIRD WORLDS + +**Source** _Galaxy Exploration Manual pg. 93_ +Weird biomes defy expectation; they tend to feel most natural when experienced in isolation, with an entire world being uniformly weird, rather than including an eccentric ecosystem on an otherwise mundane planet. Any monolithically weird world becomes a study in what-ifs. If a planet isn’t roughly spherical, how might that affect gravity? If a planet is truly dead, does it lack a magnetic field that would deflect cosmic rays? If a planet is largely molten, does it instead have an overwhelming electromagnetic field? For a living planet, does it need to feed or respire, and if so, how does that drive its weather? For utterly bizarre realms, does matter consist of completely alien elements or operate under aberrant physics? +Unpacking all the potential ramifications isn’t necessary when presenting a weird world; however, the GM should prepare at least three of these consequences as a way of illustrating the weirdness and making the world more believable. Thick skeletons could allow the native fauna to weather unexpectedly heavy gravity. Creatures on a dead world might shelter underground during the day to avoid irradiation, emerging at night to compete for ever-dwindling resources on the dying surface. Their counterparts on a molten world might be silicon-based or soar high above the lava, with visitors’ computer equipment malfunctioning almost immediately from overwhelming radiation. A living planet might exhale regularly, blasting air from crater-sized geysers that travelers exploit with sturdy gliders, reaching lofty ecosystems sustained by these updrafts. +Even where a world’s explanation is “it’s magic,” it needs an underlying logic. Identify and apply that logic consistently, and even the most bizarre planet can come alive—sometimes literally! + +## WEIRD RULES AND REFERENCE + +**Source** _Galaxy Exploration Manual pg. 93_ +Nearly anything can be true on a weird world, which affords a GM vast freedom in deciding which rules to apply from a vast array of possibilities. These planets might be utterly hostile to life, in which case abnormal atmospheres are ideal—anything from the corrosive, toxic, and strange atmospheres on pages 395–396 of the Core Rulebook to no atmosphere at all. Erratic orbits, rapid rotation, and worse could beget extreme weather, using the rules on pages 398–400 as a starting point. Gravity (pages 401–402) could range from extreme to erratic, applying inconsistently across some worlds. Even terrestrial worlds, partly warmed by radioactive decay in their cores, might weep radiation (pages 403–404) across whole continents. For those worlds where physics simply doesn’t work as expected, the physical and mental disease tracks (pages 414–415) can represent explorers’ gradual degradation. Most crucially, remember that weird worlds are exactly that: weird. If ever there’s a time to apply strange circumstances, modify existing rules, or invent your own, this is it. + +## WEIRD TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 94_ +See Biome Subsections on page 46 for advice on how to use the following tables. + +### WEIRD INHABITANTS + +| D% | Sapient | Threat | +|--------|--------------------|-----------------------| +| 1–4 | Android | Bryrvath | +| 5–8 | Astrazoan | Cloud ray | +| 9–12 | Bodysnatcher slime | Colour out of space | +| 13–16 | Bone trooper | Deh-nolo | +| 17–20 | Borais | Demon, pluprex | +| 21–24 | Calecor | Diatha | +| 25–28 | Cerebric fungus | Dinosaur, radioactive | +| 29–32 | Contemplative | Frujai colony | +| 33–36 | Copaxi | Glass serpent | +| 37–40 | Corpsefolk | Herd animal, thermic | +| 41–44 | Dessamar | Ignurso | +| 45–48 | Dragon, void | Irokiroi | +| 49–52 | Entu colony | Magma ooze | +| 53–56 | Genie, efreeti | Mi-go | +| 57–60 | Hallajin | Moonflower | +| 61–64 | Hanakan | Plague ooze | +| 65–68 | Hortus | Protean, rifti | +| 69–72 | Hulsa | Psychic abomination | +| 73–76 | Jinsul | Quantum slime | +| 77–80 | Kami, chinjugami | Robot, mining | +| 81–84 | Oracle of Oras | Thermatrod | +| 85–88 | Orocoran | Thermophilic ooze | +| 89–92 | Quorlu | Troll, void | +| 93–96 | Shirren | Undead minion | +| 97–100 | Urog | Vermin, necropede | + + +### WEIRD ADVENTURE HOOKS + +| D20 | Adventure Hook | +|-----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1 | Centuries-long volcanic eruptions cease in the course of a single day, and lava worldwide begins to drain back underground in a deafening torrent. Where is all of this molten rock going, and what subterranean realms is it uncovering in its wake? | +| 2 | A dead zone blasted to lifelessness millennia ago unexpectedly hides stasis pods or dormant eggs, the last vestiges of a forgotten past. Biologists’ excitement fades to panic when these lifeforms awaken, enraged by their barren environs and intent on destroying all other life. | +| 3 | Ghost-haunted ruins have continuously replayed millennia-old, pre-Gap scenes, yet recently, the ghosts began speaking of their experiences with the Drift as if the plane existed in their time. | +| 4 | With little warning, tectonic plates have taken flight like spacefaring manta rays, carrying continents on their backs and leaving behind a molten core. Where is this convoy of immense aliens traveling, and what is the fate of those stuck on their backs? | +| 5 | An inverted planet, with a molten exterior and a hollow, inhabitable interior, cracks open once every 96 years, allowing traffic for several weeks before closing. The planet has just reopened. What lies within? | +| 6 | After disgorging lava for eons, several volcanoes have run dry. Passageways lead deep into the planet’s core, where cooling caverns bear prophetic inscriptions in Ignan warning of an apocalypse “when the halls grow cold.” | +| 7 | Slain in an ancient age, an amorphous planet is actually the curled corpse of a dead god. Literal veins of precious metals have long attracted prospectors, yet recent pilgrims have developed inexplicable spellcasting powers. Is the god coming back to life? | +| 8 | Tens of thousands of miles long, an immense angler fish beast swims through space, its glowing lure heating its back like a miniature sun. The people living atop its back recently learned how to steer the beast, urging it to gobble up planets in their quest for resources. | +| 9 | Rather than seasons, a rocky world experiences phases where rifts open to particular planes. The season of Maelstrom dawns, and the planet seems to be mutating as proteans swarm the surface. | +| 10 | Seven planets, each carefully carved with miles-wide runes, orbit a star with clockwork precision. Astronomers predict that all seven will align perfectly later this year, but it’s unclear whether this event might open a portal, trigger a miracle, or something stranger. | +| 11 | Five titanic, insectile limbs project from a planet, each bursting through at the beginning of a new age. A deafening tapping has begun under one continent. Is a sixth leg approaching, and does this mean the planet might fully hatch at long last? | +| 12 | Nearly a third of a moon’s mass consists of vast servers, processors, and other computers, all whirring busily while tended by robotic minions. It’s clear the moon is calculating something, and more ominously, a large display appears to be counting down to an imminent date. | +| 13 | A nearby star emits trace amounts of siccatite, which has accumulated in thick layers on an orbiting world over billions of years. Corporations now clash on the planet’s pyro-taiga to control the mineral rights. | +| 14 | The souls of those who die in this biome become comfortable ghosts, never judged by Pharasma. Psychopomp starships patrol the skies to fend off scoundrels who would die here rather than languish in Abaddon. The PCs must brave the blockade to question a dead murderer’s spirit. | +| 15 | Flung from its sun eons ago, a rogue planet’s frigid surface encases millions of undead inhabitants. As the planet approaches a new star system, the ice thaws, releasing the undead to pillage nearby worlds. | +| 16 | An aberrant world abducts anyone in the galaxy who dreams of its haunted surface. A mysterious holovid circulates widely, showing these landscapes to the unwary, who wake from terrible nightmares to find themselves trapped untold light years from home. | +| 17 | Paleontologists uncover countless layers of mass extinctions that occurred like clockwork on a vibrant world, and the evidence suggests another die-off is imminent. They’re desperate to uncover what keeps killing off all life before this unique ecosystem is lost forever. | +| 18 | A barely sentient expanse of the Abyss manifested on the Material Plane during the Gap, only to be settled by skittermanders who adore the living planetoid, confusing and calming its demonic instincts. A recent raid by off-worlders has riled the planetoid, threatening its residents and nearby worlds alike. | +| 19 | Haunting dreams plague anyone who alights on a lifeless planet, causing visitors to transform into the planet’s long-dead, once-dominant species. Exceptionally strong and smart, they’re operating from a gutted metropolis, hoping to abduct and transform more victims. | +| 20 | An immense ring world surrounds a mystic portal through which nothing has ever returned, including those rim inhabitants with fatal curiosity. Suddenly, an explorer missing for millennia emerges from the portal, carrying tales of untold riches and a growing threat on the other side. | + diff --git a/Rules/SF1E/Additional Mechanics/NPC Gallery.md b/Rules/SF1E/Additional Mechanics/NPC Gallery.md new file mode 100644 index 0000000..ac6d5a7 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/NPC Gallery.md @@ -0,0 +1,60 @@ +--- +aliases: +tags: +--- +# NPC GALLERY + +**Source** _Interstellar Species pg. 148_ + + +# INTRODUCTION + +**Source** _Interstellar Species pg. 150_ +Nonplayer characters are an essential part of the Starfinder Roleplaying Game, and having a wide suite of pre-built NPCs to choose from can be a boon to any gamemaster. This chapter presents 72 NPCs of varying themes and CR, complete with stat blocks and suggestions for incorporating them into your game. Populate cities and space stations with a variety of compelling NPCs, or flesh out a story for one and have them serve as the PCs’ primary antagonist—use them as you wish! + +# USING THE NPC GALLERY + +**Source** _Interstellar Species pg. 150_ +There are a number of ways to make use of NPCs. + +## NPCS AS ENEMIES + +**Source** _Interstellar Species pg. 150_ +The most obvious way to use nonplayer characters is in combat encounters. Simply select a stat block (or several) of the appropriate CR and theme, and you’re ready to roll! Even NPCs who seem less combat-oriented (such as celebrities or scholars) can surprise PCs with special abilities, spells, clutch skill checks, and their ability to support other enemy combatants. You can also use these NPCs to help you create skill encounters or other scenarios in which having level-appropriate statistics handy is helpful. + +## NPCS AS ALLIES + +**Source** _Interstellar Species pg. 151_ +You can also use NPCs in combat on the PCs’ side. Note that NPC statistics are best balanced to serve as adversaries against player characters, not against other NPCs. Also keep in mind the PCs should be the stars of most encounters—on top of which, it can also be wearisome for everyone at the table (including the GM) when a prolonged exchange takes place between two or more characters controlled by the same person. +However, having an NPC ally to provide covering fire, a temporary alternative target for a formidable foe, or a minor (or sometimes major) tactical advantage via a special ability at just the right moment can provide for some great storytelling moments and make the world of your adventures feel that much more authentic. + +## NPCS AS... NPCS + +**Source** _Interstellar Species pg. 151_ +One of the least obvious but potentially most rewarding ways to use these NPCs is as inspiration for a recurring nonplayer character you want to introduce to the PCs, whether as a dastardly nemesis who always seems to get away by the skin of their teeth or a reliable fixer who always has a job to offer the PCs. Use any facet of these NPCs’ art, thematic introductions, or special abilities—mixing and matching as you see fit—to inspire your own creations, and you’ll never lack an interesting character for players to meet! + +## SPECIAL ABILITIES + +**Source** _Interstellar Species pg. 151_ +Most of the NPCs presented in this chapter have unique special abilities you can use regardless of any adjustments you make to their CR or species, helping to make NPCs thematic and memorable. You can also use these special abilities across NPCs of the same category, or even one of your own creation. + +# CUSTOMIZING NPCS + +**Source** _Interstellar Species pg. 151_ +Like any set of NPC statistics in Starfinder, you can customize those presented here. Below are some tips for doing just that. + +## ADJUSTING CR + +**Source** _Interstellar Species pg. 151_ +You might want to change an NPC’s CR to present a more appropriate challenge for the level of the adventuring party. In that case, use the tables starting on page 129 in the Alien Archive to note important statistics such as Hit Points, AC, and attack, saving throw, and skill check bonuses. +Alternatives to adjusting CR include using multiple lower-CR NPCs or giving an NPC only half HP and the shaken condition. + +## CHANGING SPECIES + +**Source** _Interstellar Species pg. 151_ +An NPC’s species can also grant some special abilities, which are marked with an asterisk (*) so you can easily swap them for a different species’ abilities. Remember to add the new species’ abilities! Rules for these abilities are detailed in the associated species’ section in this book. Other statistics—languages, senses, size, and speeds—might also change, though you can generally adjust these on the fly. + +## ADDING CLASS GRAFTS + +**Source** _Interstellar Species pg. 151_ +You can also add a class graft to an NPC to further customize their role. The rules for class grafts appear on page 137 of the Alien Archive and the evolutionist class graft appears on page 5 of this book. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Polymorphing.md b/Rules/SF1E/Additional Mechanics/Polymorphing.md new file mode 100644 index 0000000..7d15955 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Polymorphing.md @@ -0,0 +1,168 @@ +--- +aliases: +tags: +--- + +# POLYMORPHING + +**Source** _Alien Archive 2 pg. 141_ +Possibly one of the mightiest forms of transmutation magic, polymorphing allows you to change your shape (or the shape of a foe or ally) to that of another creature. You might polymorph into a different creature because you want to gain a measure of its power, or use a new shape to disguise yourself or just to place a foe at a disadvantage. All the galaxy’s creatures can serve as templates and starting points for a polymorphing spellcaster, but they aren’t the limit. Only your imagination and preparation limit the extent of your shapechanging powers. + +The practice of polymorphing magic is common among those who revere Oras, as well as among the xenodruids who follow the Green Faith and the Xenowardens. Technomancers interested in biotech and life sciences also venture into the realm of shapechanging. Dreamers among Desna’s magicinclined followers likewise use polymorphing in order to create new shapes previously seen only in the mind’s eye for themselves and others. + +# POLYMORPH RULES + +**Source** _Alien Archive 2 pg. 141_ +Polymorph is a descriptor that applies to transmutation spells and effects that allow you to change the physical shape of yourself or another creature. A spell or effect with the polymorph descriptor has the following general parameters, unless the spell or effect specifies otherwise. As a rule, a polymorph spell or effect doesn’t change any attribute about its target unless it says it does. + +A polymorph form has the shape and appearance of one base creature within limitations. A form grants other capabilities with limitations set by the version of polymorph spell you cast. A polymorph spell can rarely give the target all the capabilities of another creature. It can impart only traits of a physical nature, including changes in movement types, natural weapons, resistances, senses, and some other features. When the target takes the form of a specific individual, its capabilities are likely to be similar, but the magic can’t always grant the full extent of a creature’s power. + +# FORMS + +**Source** _Alien Archive 2 pg. 141_ +When you change your own or another creature’s form using a spell with the polymorph descriptor, the target’s original form (referred to as its true form) is used to determine anything that is not explicitly changed by the spell. + +When you learn a spell with the polymorph descriptor, you design a number of specific forms (as determined by the spell) known as polymorph forms. Each of these could be based on an extant creature, or they might be a product purely of your imagination. You can thereafter cast the spell to change yourself or another creature into one of your predetermined forms. These forms might be specific to you, each having a unique look that remains the same from one casting to the next (potentially even mimicking a specific individual), or they might be generic (so you use that form when you change into a creature, but the target’s appearance is different each time within the norms for that creature). You cannot, however, transform a target to have multiple forms at one time (so you couldn’t, for example, transform a single creature into a creature with the swarm subtype). + +# MULTIPLE EFFECTS + +**Source** _Alien Archive 2 pg. 142_ +Only one spell or effect with the polymorph descriptor can affect a creature at a time. If you’re the willing target of a polymorph effect while you’re polymorphed, the new effect changes your form and ends the older effect. While you are polymorphed, if you fail the saving throw against a polymorph effect for which you are an unwilling target, the new effect changes your form and ends the older effect. The same rules apply to a shapechanger currently in a shape provided by the change shape ability. A shapechanger can end a polymorph effect on itself by using its change shape ability to transform into another form allowed by that ability. + +# APPEARANCE + +**Source** _Alien Archive 2 pg. 142_ +When a polymorph form is that of another creature, the target appears to be that creature. You decide at the time of designing a polymorph form if its appearance is generic (allowing the target to look like any general example of that type of creature, but never a specific creature) or specific (causing the target to always look like one specific individual that does not change between castings). + +As a disguise, this change in appearance is perfect, granting the target a +10 bonus to Disguise checks (either to appear to be a typical version of a generic form or a specific individual when using a unique form). In addition, the DC of the target’s Disguise checks isn’t modified due to altering major features or disguising itself as a different race or creature type. The DC increase for disguising itself as a different size applies only if an observer knows its size is incongruous with the form. The GM can alter or eliminate the bonus to Disguise checks based on the target’s behavior, such as talking in animal form or other conduct outside the norm for a shape. + +# EQUIPMENT + +**Source** _Alien Archive 2 pg. 142_ +If the polymorph form granted by a spell is of the same creature type as the target’s true form, the armor, weapons, and other equipment the target had at the time of casting remain visible and accessible and are changed by the magic to be usable in the new form. If any item is out of the target’s possession for more than 1 round, it reverts to its normal form. + +If the polymorph form is of a different creature type than the target’s true form, the spell causes the target’s armor (including any armor upgrades and the abilities of powered armor) to continue to function and be able to be activated by the target regardless of the character’s form. However, the armor isn’t visible in polymorph form, and it can’t be targeted or accessed (such as to change batteries) by either the target or other creatures. All other equipment is unavailable in a polymorph form of a different type and cannot be used, activated, targeted, or modified by either the target or other creatures. + +# NATURAL ATTACKS + +**Source** _Alien Archive 2 pg. 142_ +When you design a polymorph form, you can give it a natural attack. A creature in this form has an attack bonus for the natural attack equal to 1-1/2 times its character level or Challenge Rating (CR), to a maximum of three times the level of spell that grants the form. No ability modifiers, class features, feats, items, racial abilities, or spells modify this attack bonus (though it is affected normally by penalties). The natural attack deals damage equal to the standard melee damage for an expert NPC of a CR equal to the creature’s level or CR, to a maximum character level or CR equal to three times the level of spell that grants the form. No equipment modifies this damage except for Strength bonuses from personal upgrades (though it is affected normally by penalties). + +# SPECIAL ABILITIES + +**Source** _Alien Archive 2 pg. 142_ +Each version of a polymorph spell has a maximum CR. When you design a polymorph form, the target can gain the same maximum number of special abilities as an expert NPC of a CR equal to the spell’s maximum CR. Alternatively, if you base your form on a specific creature (which must be of a CR no higher than the spell’s maximum CR), you can select only abilities that the base form has, but you can select one ability more than the normal maximum. + +All of these are in addition to any abilities gained from the polymorph form’s type or subtype (which are limited—see Type and Subtype), and they must be selected from the following list: amphibious, breath weapon, breathing, compression, defensive abilities, limited telepathy, racial traits, senses, and trample. + +**Breath Weapon**: A breath weapon deals damage of one energy type of your choice, deals 1d4 damage of that type per character level or CR of the polymorphed target (to a maximum equal to the polymorph effect’s maximum CR), must be a line or cone (following the guidelines for the breath weapon universal creature rule), can be used only once every 4 rounds, and does one less d4 of damage each time it is used. When the damage reaches 0d4, the breath weapon no longer functions. A target can attempt a Reflex save (DC = 10 + half the polymorphed creature’s character level or CR or 10 + half the maximum CR of the polymorph effect, whichever is lower) to reduce the damage by half. + +**Breathing**: When selecting breathing as a special ability, you can select one environment in which you are aware that living creatures can natively exist, and grant your polymorph form the ability to breathe in that specific environment. This can be underwater, in a specific toxic environment, or even in the void of space if you have first-hand knowledge of living creatures that successfully operate in a vacuum without needing to breathe. The target retains the ability to breathe as it normally does in addition to this benefit. Breathing can be an unimportant feature if the target retains its armor’s environmental protections (see Equipment). + +**Defensive Abilities**: The limits of which defensive abilities you can select are outlined in each polymorph spell. You can select only one of the defensive options listed for the level at which you cast the spell, and it counts toward the maximum number of special abilities the form can grant. + +**Movement**: Each polymorph spell or ability details what changes to movement, if any, your polymorph form can grant. Your polymorph form can grant one form of movement without it counting against its maximum number of special abilities, but any additional forms of movement must be selected as special abilities. + +**Racial Traits**: When selecting a racial trait for a polymorph form, you can select any one player character racial trait of a race that grants such rules and that does not refer to or require any equipment, armor, armor upgrade, or drone upgrade to function. For example, you could select the exceptional vision trait of an android (gaining both low-light vision and darkvision), but not the upgrade slot ability (since it refers to armor upgrades). Additionally, the target can never gain racial ability adjustments, racial Hit Points, feats, or skill ranks from a polymorph spell’s effects. Each level of the polymorph spell has specific restrictions regarding spell-like abilities. + +**Senses**: The limits of what senses you can select are outlined in each polymorph spell. Each of the sense options a given polymorph spell can grant the target counts as a single special ability that counts toward the maximum number of special abilities a polymorph form can grant. + +**Other Abilities**: If you’re designing a polymorph form based on a specific creature, the GM may allow you to select one of that creature’s special abilities or traits so long as the creature has a CR no higher than the spell’s maximum CR. If a polymorph spell grants a trait that uses a base creature’s CR for a calculation, instead use the spell’s maximum CR or the polymorphed creature’s character level or CR, whichever is lower. + +Some abilities should not be permitted by a GM. The target can’t gain an aura from a polymorph form. An ability can’t be gained if it requires more time to use than the polymorph spell’s duration. The target can’t gain any ability that makes it part of a communal mind or body, such as the barathu combine ability or the swarm mind ability that swarms have. In addition, the target can’t gain any special ability that allows it to summon or otherwise spawn other creatures. Because of how polymorph effects interact (per the Multiple Effects section), a polymorph spell can’t grant the target the change shape special ability, since the polymorph spell that granted the ability would end when the target used it. If an ability is supernatural or could harm the target in its use, the GM should be very cautious before allowing access to it in a polymorph form. + +The weird magic of polymorph spells might grant the target the ability to cause other effects that should last longer than its transformation. If an effect the target creates while in a polymorph form has an ongoing duration when the target returns to normal form, the effect ends unless the GM decides otherwise. However, changes the target made that are not ongoing effects, such as the death of enemies the target fought, are permanent. + +# SIZE + +**Source** _Alien Archive 2 pg. 143_ +Some polymorph spells allow you to design a polymorph form of a specific size. If you change the target’s size, it gains the space and reach of the new size. Decide if the new form is tall or long and then use the space and reach rules from Table 8-1: Creature Size. If you try to polymorph the target into a size that the physical space it’s in can’t accommodate, the spell begins to take hold but then fails. You should also select a weight within the range indicated for that size on that table. + +A target of a polymorph spell gains a minor bonus based on the size its new form provides, regardless of the target’s original size. Table 1 below shows these bonuses, which are enhancement bonuses to ability checks and skill checks based on the indicated ability score. + + +### TABLE 1: BONUSES BY SIZE + +| Size | Bonus | +|------------|--------| +| Diminutive | Dex +3 | +| Tiny | Dex +2 | +| Small | Dex +1 | +| Medium | Str +1 | +| Large | Str +2 | +| Huge | Str +3 | + + + + +# TYPE AND SUBTYPE + +**Source** _Alien Archive 2 pg. 144_ +Polymorph spells allow their target to appear to be a creature of a different type and subtype and grant the target some benefits related to the base creature’s capabilities. Despite these changes, the target’s type and subtype remain the same. + +More powerful spells grant the target extra benefits based on the chosen type or subtype, as noted in the spell description. Those benefits follow. Taking the appearance of a type or subtype not listed below doesn’t grant the target any related abilities. + +### CONSTRUCT + +Changing a target that isn’t a construct into a constructed form grants it a +2 enhancement bonus to saving throws against disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning. + +### ELEMENTAL + +Changing a target that doesn’t have the elemental subtype into an elemental form grants it a +2 enhancement bonus to saving throws against paralysis, poison, sleep, and stunning. The target is unflankable while in elemental form. A fire elemental form is immune to fire, vulnerable to cold, and cannot grant cold resistance. + +### PLANT + +Changing a target that isn’t a plant into a plant form grants it a +2 enhancement bonus to saving throws against mindaffecting effects, paralysis, poison, sleep, and stunning. + +### UNDEAD + +Changing a target that isn’t undead into an undead form grants it a +2 enhancement bonus to saving throws against mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning. + +### VERMIN + +Changing a target that isn’t a vermin into a vermin form grants it a +4 enhancement bonus to saving throws against mind-affecting effects. + +# INITIATIVE + +**Source** _Alien Archive 2 pg. 144_ +The target keeps its modifier to initiative. A polymorph form never changes this modifier. + +# SPEED + +**Source** _Alien Archive 2 pg. 144_ +A polymorph spell can alter the target’s speed and movement types, as noted in the spell description. If the spell doesn’t, the target retains its normal speed and movement types. + +# SPEECH + +**Source** _Alien Archive 2 pg. 144_ +The target retains its speech capabilities while polymorphed unless you decide against that. The languages it speaks and understands don’t change with its shape. + +# ABILITY SCORES + +**Source** _Alien Archive 2 pg. 144_ +While a polymorph form might grant the target enhancement bonuses to skill and ability checks based on its Strength and Dexterity, as detailed in Size, it never alters the target’s ability scores or ability modifiers. + +# HIT POINTS AND STAMINA POINTS + +**Source** _Alien Archive 2 pg. 144_ +The target retains its normal Hit Points and Stamina Points in your new form. A new form can’t grant it Hit Points or Stamina Points. Further, a form can provide no means for the target to regain Hit Points or Stamina Points or cause others to do so. + +# RESOLVE POINTS + +**Source** _Alien Archive 2 pg. 144_ +The target retains its normal Resolve Points. A new form can neither grant the target Resolve Points nor allow it special methods of regaining or granting others Resolve Points. + +# FEATURES + +**Source** _Alien Archive 2 pg. 144_ +The target’s features from classes, themes, and so on still work in its new form. However, its form could limit the usage of features it has. Rely on common sense and GM guidance in such situations. Additionally, the target can’t gain class features, theme features, class grafts, and similar mechanical elements from a polymorph form. For instance, you can’t polymorph a target into an Aeon Guard to grant a target the benefits of that creature’s class graft, but you can transform a target to look like an Azlanti human. + +# SKILLS + +**Source** _Alien Archive 2 pg. 144_ +When in a polymorph form, the target retains its skills and its ranks in them. A form might grant the target modifiers to its skills or new ways to use them, but a form can’t grant the target new skills or skill ranks. + +# SPELLS + +**Source** _Alien Archive 2 pg. 144_ +The target can still cast spells while polymorphed. However, as with equipment, it might not be able to access or employ special materials to cast some spells. The GM may decide that while the target is polymorphed, its form prevents it from properly manipulating the materials required to cast a spell, such as the materials worth 1,000 credits per CR of an undead created with _animate undead_. In any case, a new form can’t grant the target the ability to cast spells. It can grant spell-like abilities, but only if those from a racial trait, and only one racial trait can be assigned to any given polymorphed form. diff --git a/Rules/SF1E/Additional Mechanics/Running the Game.md b/Rules/SF1E/Additional Mechanics/Running the Game.md new file mode 100644 index 0000000..f2b3c19 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Running the Game.md @@ -0,0 +1,50 @@ +--- +aliases: +tags: +--- +# RUNNING THE GAME + +**Source** _Starfinder Core Rulebook pg. 392_ +Addressed below are several of the common situations and issues that you’ll invariably need to handle during the game. + +### SKILL DCS + +It is up to you, as the GM, to determine the DCs of the various skill checks the players will attempt during play. Many of the skill descriptions include guidance on typical DCs for skill checks, but there may be times when you need to come up with a DC on your own. If a skill check does not have a predetermined DC, or if a player wants to attempt a task that is not covered in a skill’s description, use the following guidelines. A challenging DC for a skill check is equal to 15 + 1-1/2 × the CR of the encounter or the PCs’ Average Party Level (APL). For an easier check, you might reduce the DC by 5, while increasing the DC by 5 makes for a more difficult check. Changing the DC by 10 or more makes for either a trivial check with little chance of failure or a prohibitively high check with little chance of success, so be cautious when adjusting skill check DCs! + +### ROLLING AND FUDGING + +Player cheating can ruin a game, but as a GM, you may sometimes find yourself in situations where cheating might actually improve the game. We prefer to call this “fudging” rather than cheating, and while you should try to avoid it when you can, you are the law in your game and shouldn’t feel bound by the dice. A GM should be impartial and fair, and in theory, that’s what random dice results help support. At the same time, you’re trying to create a compelling story, and if fudging a given roll makes a scene more fun and satisfying for the players in the end—go for it! It’s no good if a single random roll of the dice would result in a premature end to your campaign or in a character’s death when the player did everything right. However, be wary of using fudging to nullify players’ achievements. Remember that you’re playing with the group, not against it. Maybe you didn’t expect the players to take down your villain so quickly, but as long as they had fun, who cares? + +An easy way to avoid getting called out on your fudging is to make your dice rolls behind a GM screen, so that players can’t see the results. But don’t worry overmuch about being “caught.” As the GM, your responsibility is to the experience, not the dice. But if you elect to roll your dice in the open, you still shouldn’t show a die roll that would give a player knowledge that their character wouldn’t have, such as a saving throw for a disease a character doesn’t know she’s been exposed to. + +In addition to not being bound by die rolls, don’t feel tied to the predetermined plot of an encounter or the rules as written. Feel free to adjust the events or interpret the rules creatively, especially in cases where you as the GM made a poor assumption to begin with. For example, you might design an encounter where a pack of demons have invaded a space station through a planar rift, only to realize too late that none of the PCs have good-aligned weapons and thus deal very little damage. In this case, it’s okay to “cheat” and say these particular demons are hurt by normal weapons, or have a chaplain of Iomedae show up at the last moment to bless the PCs’ weapons. As long as you can keep such ad-hoc developments to a minimum, these on-the-spot adjustments can even enhance the game—perhaps the church of Iomedae now demands a favor from the PCs, sparking a new adventure! + +### GM FIAT + +Debates over rules inevitably drag a game down and should be put to rest as quickly as possible. As the GM, you set the law of your game, and your interpretation of the rules is the one that matters most. When complications regarding rules interpretations occur, listen to the players involved and strive to be fair, but don’t feel like you need to convince them. If the rule in question isn’t one you’re familiar with, you can go with a player’s interpretation, perhaps with the caveat that you’ll read up on the rule after the game and make an official ruling going forward from the next session. Alternatively, you can simply rule that something works in a way that helps the story move on. + +One handy tool to keep on hand is the GM fiat: simply give a player a +2 bonus or a –2 penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules. For example, a character who attempts to trip a robot in a room where the floor is magnetized could take a –2 penalty to his attempt, at your discretion, since the magnetic pull exerted by the floor anchors the construct. + +### PLAYER CHARACTER DEATH + +Eventually, through bad luck or bad tactics, a player character is going to die, or else suffer some similarly permanent fate such as petrification or being shot into deep space at relativistic speeds. A player character’s death doesn’t need to be a terrible experience. In fact, going out in a blaze of glory can become a dramatic highlight for the player and the group as a whole! + +When a character dies, try to resolve the current conflict or combat as quickly as possible. Once that’s handled, take the player aside for a moment and find out whether she’d prefer for the group to try to save her character or simply create a new one. + +You aren’t required to let a dead character return to life. Sometimes dead is dead—and a horror-themed game often benefits from a sense of danger—but it’s nice to take a player’s feelings into account. If it’s possible for the party to get a character raised or reincarnated, don’t delay it with additional encounters; just gloss over the return to civilization so you can get the player back into the game as quickly as possible. If you’d rather treat the situation as the seed for a side quest, consider offering to let the PC play an established NPC for the rest of the session so she isn’t bored. A PC death is a great time to end the session, since you can then handle unresolved issues out of game and get the player back in the action by the start of the next session. + +If the player of a dead character instead prefers to move on to a new character, consider the NPC option above to keep her entertained for the rest of the session, or let her create her new character there at the table. Once the player’s new character is done, let the other players take a 5-minute break while you step aside to talk to the player, learn about her new character, and work out a way to introduce the new party member quickly. + +One other thing that PC death can do is bloat the surviving characters’ treasure. If a party simply splits up or sells a dead PC’s gear, the group can become obscenely overgeared for its level. Thus, it’s usually easier to simply assume that the dead PC’s personal gear (though not necessarily important story items belonging to the group) is destroyed, lost, or otherwise goes away. + +### DIFFICULT PLAYERS + +As with any group activity, sometimes you’ll run into a troublemaker. Don’t be shy about politely and firmly asking a player to alter his behavior if he’s being inappropriate, antagonistic, or otherwise annoying—and don’t accept “But I’m just acting how my character would!” as an excuse. If a player (or character) is negatively impacting the rest of the group’s experience and won’t change his behavior when asked, it’s your duty as the Game Master to tell him to leave. + +### CAMPAIGN JOURNAL + +Having a record of each session’s events can help you remember details and keep a sense of continuity. Consider taking notes during a game or getting a player who’s excited about such things to write up a campaign journal summarizing each adventure. These can also be distributed to remind players where you left off. + +### ENDING THE CAMPAIGN + +Starfinder goes up to 20th level, but that doesn’t mean your campaign has to. The most important thing in a campaign is to end it at a point that’s satisfying for the story, such as when a major storyline wraps up or after a climactic battle with a longtime foe. After each significant adventure arc, discuss as a group whether you’d rather continue with these characters or start something entirely new. Some people like to play many short adventures with different characters, while others like to run the same campaign for years. There’s no wrong answer! \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Adventure _ Encounter Design.md b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Adventure _ Encounter Design.md new file mode 100644 index 0000000..f789b27 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Adventure _ Encounter Design.md @@ -0,0 +1,38 @@ +--- +aliases: +tags: +--- +# ADVENTURE AND ENCOUNTER DESIGN + +**Source** _Galaxy Exploration Manual pg. 138_ +Sandbox adventures differ from traditionally structured adventures, such as Adventure Paths, in that the settings are open rather than structured, they reward improvisation and creativity in different ways, and the emphasis is on verisimilitude instead of narrative. +Ultimately, the sandbox is a site, not a story. It should have multiple means of entry and progression so the PCs can decide for themselves how they want to enter and work their way through it. To make these decisions, the PCs need information, so they should be able to acquire it within your setting—perhaps by observing a site, researching it on the infosphere, or simply asking their contacts. If the PCs discover three doors within a set of alien ruins, the choice between them is significant only if there’s some way to differentiate the doors from one another. If they know one door has an evocation aura, one door is filled with a nanite mist, and the last shows signs of a large carnivore sleeping beyond, your PCs can now make a meaningful choice based on their own preferences and strengths. Similarly, the interior of the site should have multiple paths, and it should be possible for the PCs to withdraw from the site completely and come back later. One of the hallmarks of a sandbox is that the PCs can explore it over multiple sessions, so they can explore, retreat to their home base, and return to explore some time—perhaps even a long time—later. +As a GM, you have a unique opportunity in sandbox adventures: you get to create problems and let the players find workable solutions! In other words, don’t decide ahead of time that there’s only one way to bypass a given obstacle. Instead, give the players enough details about the obstacle for them to come up with creative solutions. Then, allow those solutions to have at least a chance of success (if they are reasonable and move the story forward). For this type of encounter to be successful, you need to be open-minded. Sure, that defrex guarding a siccatite mine is probably violent and hostile, and the PCs will likely fight it, but perhaps they can find a way to sneak around it, lure it off, or even befriend it—after all, it’s an animal and that means the xenodruid mystic can talk to it. Your preparation will include some thought into the various approaches the PCs might take, but you don’t need to overthink it. Let the PCs surprise you. While this is true even in prewritten adventures, it becomes much more common and relevant in open-ended adventures. +The Core Rulebook describes how to create encounters that are an appropriate challenge for your PCs, but in a sandbox adventure, the PCs might encounter threats far above or below their ability. This realism makes the adventure feel more alive and adds a sense of unpredictability to the campaign. It’s important to signpost especially deadly encounters so the PCs can choose whether to go forward or withdraw. After all, if 3rd-level PCs don’t know they’re walking into the lair of a CR 14 deh-nolo, or even just that something especially dangerous is down a particular tunnel, they’re not to blame when all the whole party is killed. But if the PCs have heard rumors of corpses found in this area with their brains missing, they have a lead they can pursue to gain an idea of what they’re in for. +Random encounter tables can be useful in sandbox games. A good random encounter table reinforces the themes of the adventure site, contributes to in-world verisimilitude, and can even reveal clues the PCs would otherwise miss. Most of the encounters on such a table will be hostile, but others might be neutral observers or even potential allies. This book includes many tools to help you create these tables, particularly the inhabitant and adventure hook tables in Chapter 2’s biome and cultural attribute sections. See Example: Alqet Encounters below for an example of an encounter table. +Above all, your adventure should challenge both the players and their characters. The PCs should have to use all their best abilities both in and out of combat to be successful, and the players should be rewarded for clever tactics, preparation, creativity, and excellent roleplaying. Let the players call the shots while you throw obstacles their way. As with any adventure, when your players solve or simply avoid one of your encounters through means you didn’t anticipate, such as the use of an ability, don’t be tempted penalize them or block the use of their ability. Instead, congratulate them on their ingenuity and let them enjoy the victory! After all, there’s a lot more to explore, and you have many more difficult challenges in store for them. + +# EXAMPLE: ALQET ADVENTURES + +**Source** _Galaxy Exploration Manual pg. 138_ +Joan’s players will make a team of archaeologists for their characters, but that leaves a lot of latitude for individual concepts. They might be technical support, security guards, field agents, or mystics looking for traces of ancient alien gods. There’s a large ruin on Alqet V, which the PCs know about before the campaign begins. With a little investigation—and a poker game with Evan—the PCs can learn of traces of life on the toxic Alqet IV and a ruined starship in the rings of Alqet II. Each of these is a smaller sandbox adventure site nested inside the larger sandbox that is the Alqet system. The PCs are unlikely to investigate some of the other adventure sites in the system initially, either because they don’t know about them yet (the other planets in the system) or because the sites are too dangerous (the high-magic zone on Alqet II). +Joan begins with the big site on Alqet V, which she decides is in a swamp and includes nine crumbling pyramidlike structures. These buildings correspond to the nine planets in the system, and each building will have clues pointing to ruins on each corresponding world. Because the pyramids are in the open, half sunk into the marsh, the PCs can investigate them in any order and withdraw when they want to. But Joan knows some of the pyramids are more dangerous than others. She puts a shadowy cloud of necromantic energy around one of them to indicate it’s been taken over by a Necrotocracy team, buries a few pyramids deep into the marsh, and surrounds another pyramid with Interstellarium gun emplacements. PCs are more likely to explore easy sites before hard ones, and if some of the pyramids are difficult to get to, the PCs will most likely put off exploring them till later, at which time Joan can prepare them fully. +This still gives the PCs several pyramids to choose from, however, so Joan prepares a basic map she can show the players and gives the remaining pyramids distinguishing features. She’s decided one of the PCs will win this map in one of Evan’s poker games; with it, the PCs can decide which of the pyramids they intend to explore in their next session, and Joan can focus her efforts on developing the site they choose. + +# EXAMPLE: ALQET ENCOUNTERS + +**Source** _Galaxy Exploration Manual pg. 139_ +Joan is making a random encounter table for the pyramids on Alqet V; she expects the PCs to first come here when they are 1st or 2nd level. She wants to include encounters that point the PCs toward threats elsewhere in the system, encounters the PCs can avoid, and some they would wisely flee. + +| D10 | Encounter | CR | Source | +| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---- | ------------------------------------------------- | +| 1 | 2 squoxes, hunting for food to bring home to their young. They avoid the PCs unless somehow communicated with. (Indifferent) | 1/2 | Alien Archive 2 118 | +| 2 | 1d3 anacite wingbots, conducting maintenance on the facility. They ignore the PCs unless interacted with. (Unfriendly) | 1 | Alien Archive 11 | +| 3 | 1 assembly ooze that went rogue. (Hostile) | 1 | Alien Archive 16 | +| 4 | 2 barathu scientists, who came here exploring but are now lost and terrified. They are noncombatants and flee or cower in fear. If the PCs get them out of the facility, they have a shuttle nearby and invite the PCs to Morpheus Station. (Indifferent) | 1 | None | +| 5 | 1d6 mutated worms, products of strange magical energy in the ruins. (Unfriendly) | 2 | Use asteroid louse, Alien Archive 2 132 | +| 6 | 1 medium earth elemental, left behind as a guardian by whoever built these ruins. (Hostile) | 3 | Alien Archive 46 | +| 7 | 1 Interstellarium soldier, the last survivor of her squad, now just trying to get out alive. Though lawful evil, she will work with the PCs if they agree to help her get back to the Interstellarium pyramid. (Indifferent) | 3 | Use Aeon Guard, Alien Archive 6 | +| 8 | 1 Necrotocracy techromancer looking for lost technology. Flees the PCs and attempts to reunite with his ghoul minions, below, before hunting down the PCs. (Unfriendly) | CR 3 | Use bone trooper technomancer, Alien Archive 2 22 | +| 9 | 1d3 ghouls, servants of the techromancer, scouting for objects of interest and corpses to eat. (Hostile) | CR 3 | Alien Archive 2 60 | +| 10 | 1d6 cocooned akatas. If moved, a cocoon has a 25% chance to break open and an akata emerges. (Hostile) | CR 4 | Alien Archive 2 8 | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Campaign Design.md b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Campaign Design.md new file mode 100644 index 0000000..1275ca6 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Campaign Design.md @@ -0,0 +1,44 @@ +--- +aliases: +tags: +--- +# CAMPAIGN DESIGN + +**Source** _Galaxy Exploration Manual pg. 136_ +Often a GM creates their setting with a specific campaign in mind; perhaps the GM has decided the PCs are members of an interstellar organization devoted to science and peacekeeping that travels the galaxy discovering new planets, and so the GM tailors the setting to fit that premise. But the mark of a good setting is the ability to support more than one campaign, and many GMs find it rewarding to set all their campaigns in a single setting that expands as each campaign ends and the next begins. +Many Starfinder adventures can be labeled as space opera: they place the heroes at the center of a grandiose story with galactic stakes. Such campaigns require the GM to plan much of the campaign in advance— there are prophecies for the PCs to fulfill, dark lord antagonists to always escape the PCs until a final conclusion, and heroic sacrifices to make. They are stories for the PCs to participate in, not settings for the PCs to explore. +That said, some campaigns are more suited to the sandbox play style than others. Fortunately, many staple subgenres of science fiction and fantasy make excellent sandbox campaigns. (Many subgenres especially well-suited to sandbox play are detailed starting on page 140.) A starship of soldier scientists who take an expedition to a new planet every week makes a fine sandbox game, and they can make informed choices at each destination. In fact, any campaign that features a group of people traveling together can make excellent use of your sandbox setting. The PCs might be any of the following. + +- Bounty hunters tracking down fugitives on the run. +- Mercenaries seeking contracts on the edge of known space. +- Journalists in search of the next big story. +- Archaeologists exploring the ruins of long-dead cultures. +- Merchants and traders looking to buy low and sell high. +- Freedom fighters on the run from a tyrannical star empire. +- Band members trying to book gigs and make the big time. + + +Regardless of the type of sandbox, it is easy to be overwhelmed by the numerous possibilities available to players in a science fantasy setting. If the PCs are sent to explore a region with dozens of worlds, you don’t need to prepare all of those worlds before the campaign starts. Instead, you can nest some adventure locales and other parts of the setting into other parts, or gate them behind knowledge the PCs don’t have yet. In a sense, you are creating multiple sandboxes, each of manageable size. As the PCs move through one sandbox, they find clues necessary to open the next. See the example setting, Alqet, throughout this chapter for one illustration of what such a series of nested play areas might look like. +Having players participate in sandbox development can be a tremendous boon. If your players suddenly decide to travel to a planet you have yet to expand upon, enlist their help! You and your players can use the tools presented in this book to quickly generate that unexplored planet, learning some of its residents and threats, its cultural attributes, and more. This is true of everything in your setting, not just worlds: most groups have players who will gladly help you create settlements, NPCs, aliens, and treasure (especially treasure) if you ask. +Finally, don’t hesitate to simply ask the players at the end of a gaming session where they intend to go next; they’re usually more than happy to tell you where they intend to go and what they intend to do so you can prepare accordingly. This gives you opportunity to prepare their next adventure location between gaming sessions. +One of the hallmarks of a sandbox game is travel. Your PCs will often be moving from one world or region to another, and while you can often gloss over travel time, the relative frequency of this travel can nevertheless pose some unique challenges. You can make that travel time feel more meaningful by encouraging the players to use the downtime rules from Starfinder Character Operations Manual to pursue long term projects and track their day-to-day experiences while traveling aboard ship. The Drift Encounters Toolbox on page 146 includes a list of encounters for starships in the Drift, which helps to make journeys more memorable while also potentially reinforcing the idea that traveling though the Drift gets exponentially more hazardous as the journey goes on. You can also look for ways to bring the adventure to the PCs; perhaps the PCs brought something dangerous aboard, they have a stowaway, or a passenger has a secret agenda. + +# NPCS IN SANDBOX CAMPAIGNS + +**Source** _Galaxy Exploration Manual pg. 136_ +Because the PCs are frequently on the move in sandbox adventures, it can be difficult to build a strong supporting cast. Every planet, region, or adventure locale has its own NPCs whom the PCs might only barely get to know before they’ve once again moved on. You have multiple ways to help build your setting’s supporting cast. +First, remember your home base. PCs in Starfinder regularly need to return to some kind of settlement where they can sell loot, upgrade their weapons and armor, and learn of new adventure sites to explore. You can create NPCs who initially simply offer these services and then gain additional connections to the PCs as the campaign proceeds. The shopkeeper who sells the soldier a new plasma rifle might be a veteran from past wars who needs a favor, or the sapient robot bartender who serves the PCs drinks might be on the run from a megacorporation that considers them to be property. Most home bases have an authority figure who quickly connects with the PCs and becomes one of the most important NPCs in your setting. +Recurring NPC factions and organizations can provide continuity across locations, even as their member NPCs come and go. A rival captain from another planet’s military might appear only once, but they’re just the temporary face of an evil empire represented by different enemies over the course of the campaign. Corporations, religious institutions, and schools all make excellent factions that can be represented by many different individuals on different worlds. +It’s important to remain flexible with your NPCs. Start by giving each NPC a distinguishing trait (see the NPC Toolbox on page 148); roleplay them the best you can on the PCs’ initial interaction with that NPC; pay attention to which NPCs the players engage with most, and then develop those NPCs in more detail. + +# DEEPER SECRETS + +**Source** _Galaxy Exploration Manual pg. 137_ +In designing your setting, you’ve thought about the secrets of every important NPC, location, and object (page 134). Secrets are key to making your campaign come to life and feel like more than just a string of unrelated adventure locations. As the PCs travel from one region to the next, build relationships with NPCs at their home base and elsewhere, and investigate the world, they’ll uncover clues to these mysteries. As with NPCs, you really can’t predict ahead of time which clues the PCs will find compelling, but eventually your PCs will smell a mystery and begin a concentrated effort to unravel it—when they do, that’s when you really have a campaign. Each secret leads to more clues which leads to more secrets. Inevitably, the PCs will overlook clues, forget about them or lose interest in them. Other clues will reveal secrets simply too dangerous for the PCs at their current level. But as the PCs gain in power and ability, they will return to those secrets and pursue them again, slowly creating a story for themselves out of the sandbox you made for them. + +## EXAMPLE: ALQET CAMPAIGNS + +**Source** _Galaxy Exploration Manual pg. 137_ +When Joan made the PCs’ home base an enormous starship with a mission in Alqet, she had initially assumed the PCs would be “assigned” to Alqet by commanding officers. But on reflection, Joan realizes this premise doesn’t necessarily give the PCs much latitude when it comes to deciding where they go and what they do. After all, their superior officers are right there on the starship, and would presumably be giving orders. She retools the campaign, making the PCs an archaeological research team. Now, as their own bosses, they can more easily explore any planet they want. They’re still brought to the system by an enormous starship, and they have quarters there if they want to use them, but Commander O’Brien doesn’t actually have any authority over them. +Of course, archaeological teams will want ruins to explore. Probably every world in the system should have at least one; this is an opportunity to create nested sandboxes that save Joan some initial preparation work. One way to plan out such a series of linked sites is with a simple map or diagram. Such a diagram is shown above, with arrows indicated how one adventure site leads to others. +She begins with a big archaeological site on Alqet V that the PCs can approach in multiple ways, preserving that sandbox feel. Clues in these ruins will reveal additional sites on Alqet IV, Alqet VI, and the moons of Alqet II, while clues there will direct the PCs to some of the other planets in the system that initially appeared uninteresting. When the PCs discover these clues, they can decide which of these sites they want to explore, and then Joan can prepare them. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Setting Design.md b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Setting Design.md new file mode 100644 index 0000000..2d3e15b --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Setting Design.md @@ -0,0 +1,63 @@ +--- +aliases: +tags: +--- +# SETTING DESIGN + +**Source** _Galaxy Exploration Manual pg. 133_ +When creating a sandbox setting in Starfinder, it’s important to take into account the game’s vast, interstellar scale. Starfinder assumes your player characters have a starship, and most starships have a Drift engine or other means of faster-than-light travel, which means any planet in the universe is just one Drift jump away. How does the GM prepare for a game session when players can go literally anywhere? In a universe of infinite choices, it’s important to help players avoid feeling overwhelmed by countless options. +Here are some things to keep in mind when you begin to create your own setting for sandbox play. +**Limit player scope at the start.** Initially limiting your setting to a handful of compelling details, such as a few interesting worlds or systems, not only makes it quicker and easier for you to prepare, but will also guide players with an initial course of action that’s easy to follow. You can expand on these options over time as the players become more experienced and the setting gains complexity. +**Don’t fixate on fine details.** While it’s exciting to detail every last aspect of your new sandbox setting—from starship factories, settlements, cultures and customs, all the way down to the last NPC—it’s more productive to focus on only those elements which you must have ready for the next session. +**Focus on world-building rather than story-telling.** Traditionally structured RPG adventures focus on the story of the player characters—everything in the setting is designed around their rise to power and glory as they overcome obstacles and challenges, with important milestones and the conclusion already defined before the game even starts. However, In a sandbox adventure the setting contains many independently moving parts. The PCs shape the story by interacting with these parts, making decisions, and dealing with the consequences. Focus on creating interesting situations for the PCs, instead of planning in advance where their adventures will take them. +**Use the tools in the Galaxy Exploration Manual!** This book contains extensive guidance and tools for generating new worlds, settlements, and the NPCs who inhabit those settlements. The Deck of Many Worlds and other Starfinder products supplement these tools. With these, you can quickly generate basic information that you can then expand upon. + +# CREATE THE PCS’ HOME BASE + +**Source** _Galaxy Exploration Manual pg. 133_ +So where do you start when you’re ready to begin building your settings? Start where the player characters start! They’re going to need some kind of home base, which allows you to restrict the sandbox to a manageable size. The following are some broad examples of some types of home bases. +**Enormous Starship:** The PCs’ base is a battleship, generation ship, or exploration cruiser that’s capable of Drift travel. The PCs might have their own personal craft, such as a fighter, shuttle, or exploration vessel, but the craft is usually not capable of Drift travel. After the PCs explore a solar system, the main starship can move on to a new location. With this option, your setting can include multiple star systems while still being manageable. +**Settlement:** The PCs live on a world that is the central focus of their adventures, and their central hub is a settlement on the world. They probably have a starship, and it may have a Drift engine, but most of their journeys away from their home world involve bringing back resources or investigating mysteries that directly affect their home planet. +**Space Station:** The PCs’ are based on a space station orbiting a celestial body or in deep space. Exploration can take place around the star system where the PCs are stationed, while starships visit the space station for trade, diplomacy, or something more nefarious. The PCs might have access to a Drift-capable starship that allows them to travel to distant worlds when necessary. +A home base should provide everything the PCs need at low level, such as shops or suppliers to hawk weapons and armor, a medical bay or hospital for when the PCs are injured, and workshops for PCs who need to rebuild a drone or craft a computer. There should be some kind of rumor mill—a place where the PCs can learn about new adventure opportunities. A rumor mill could be a cantina, a mercenary job board, an infosphere chat channel, someone’s conspiracy wall, or something else, as long as the PCs can readily access it. Its also likely to contain places of worship. Be sure to include representation for a couple of factions, such as a corporate office, arcane library, or smugglers’ den. The Settlement Toolbox on page 150 and the Starship Toolbox on page 152 help in creating settlements or starships to use as the PCs’ home base. +You don’t need to figure out every aspect of the home base before you start playing—just hash out details that might be immediately relevant. Start with a couple of key NPCs who are certain to interact with the player characters; the NPC Toolbox on page 148 provides resources for creating such NPCs. Give each of these NPCs a couple of simple, clearly identifiable traits that PCs will notice after just a few minutes of conversation. +Finally, you’ll need a map of the home base. You can create your map however you’d like, from drawing it by hand to creating it with a computer program. You can also consider adding multiple locations on the map that the PCs can detail as they explore their home base. + +# EXPAND YOUR SETTING + +**Source** _Galaxy Exploration Manual pg. 133_ +The PCs might start at their home base, but their adventures will take them into the unknown. Now it’s time to flesh out what lies beyond. Surround the PCs’ home base with a handful of discrete locations, such as regions, planets, or universes, depending on the scope of your setting. If the PCs have a method of long distance travel, such as a starship, these locations don’t need to be nearby, they just have to stand out as worthy of exploration. It’s important to make these locations distinct from one another, as clearly identifiable attributes help the PCs make informed choices about which locations they’d like to visit. Consider varying the biomes of these locations to make them distinct, adjusting other attributes when the locations have similar biomes. For example, if you have two volcanic regions, one might have high magic and the other low magic. Some of these locations should be obviously and especially dangerous, and a few of them might even be out of reach, at least for low-level characters. Players often identify these hard-to-reach areas as goals—sites to explore when their characters are higher level and have access to more powerful abilities and gear, like teleportation or resistance to high radiation. +Add specific adventure locales inside the regions you have created. Each of these adventure locations should be a miniature sandbox nested within the larger sandbox that is your setting. Your adventure sites should vary in size and be clearly distinguishable from each other. For example, one might be the lair of a single creature, while another might be an abandoned mining complex that stretches for miles underground. The PCs could easily explore the lair in one play session, but the mining complex could take many such sessions to investigate. You can find more details on how to create sandbox adventure locations on page 136. +Depending on the home base you design, you might want to add some additional safe spots in your setting, such as settlements or hideouts outside of your PC’s home base, where they can rest and prepare. These safe spots allow the PCs to explore locations far away from their home base. You can use the NPC Toolbox on page 148 and the Settlement Toolbox on page 150 to generate details for these safe spots and some of the NPCs who live there. These safe spots should contrast with the PCs’ home base; change their cultural attributes and spotlight new species, factions, and deities to make them feel distinct. Note that these safe spots aren’t necessary if the PCs have means to easily return to their home base whenever they want, such as a starship. + +# ADD SECRETS TO THE SETTING + +**Source** _Galaxy Exploration Manual pg. 134_ +As you add details to your setting, give each important NPC, location, or object a secret, such as a hidden motivation or history. These secrets serve as adventure hooks that help you add detail to your setting at a manageable pace. To make sure that the PCs can discover these secrets, place clues pointing to them throughout your setting. One clue in every important location is a good place to start. As your players adventure in the setting you’ve created, they can stumble across these clues. Some of those clues, and hopefully they will capture their attention. By following the breadcrumbs, the PCs can build their own story out of the setting you’ve created for them. + +# MODIFY EXISTING MATERIAL + +**Source** _Galaxy Exploration Manual pg. 134_ +Rather than creating all of your settings’ inhabitants, worlds, and settlements from scratch, you can save time by modifying existing creatures and locations from Starfinder products, modifying names and elements to fit your setting. If your setting calls for a large space station, for example, you could use Absalom Station or Conqueror’s Forge (Starfinder Near Space 62) as a base. Akiton makes an excellent Mars-like desert planet, and Bretheda could be a gas giant. Between Starfinder Pact Worlds, Near Space, and the Codex of Worlds entries found in each Starfinder Adventure Path volume, you have over a hundred worlds that you can modify to fit your setting. Similarly, you can use creatures from Alien Archive volumes and the Alien Archives entries found in each Starfinder Adventure Path volume, changing any details you think appropriate. For example, you could change drow to instead be humans who have been genetically modified to flourish in low-light environments. + +## EXAMPLE: THE ALQET SETTING + +**Source** _Galaxy Exploration Manual pg. 134_ +To illustrate the process described in this chapter, here’s an example of a GM, Joan, creating a sandbox setting, which she names Alqet. +First, Joan needs a home base. Looking over the list of common choices, Joan decides the PCs live on an enormous starship with an important mission in the Alqet star system. The PCs’ personal starship isn’t capable of Drift travel, but they might be able to persuade the authorities in charge of the home starship to give them a lift to another star system they wish to visit. This also allows Joan to occasionally strand the PCs on a planet in the Alqet system while their home-base starship is away on another mission. She creates two NPCs for the home base. She decides the base is staffed primarily by spacefaring ecologists similar to the Xenowardens. Commander Laurel O’Brien is the stoic and veteran captain of the vessel, known for always wearing her regulation uniform, complete with cravat. Evan McConnacht is an engineer on the ship who hosts weekly poker games below decks and who seems to know everyone. The poker game is Joan’s first rumor mill—a place where PCs can learn about interesting adventures. Important NPCs should always have a secret, so Joan decides Commander O’Brien is hosting an increasingly aggressive symbiote; she’s kept this fact from everyone but has begun to lose control to the alien creature inside her. Evan’s father was a wanted criminal who disappeared in the Alqet system 20 years ago, and now Evan is desperately (but secretly) seeking any trace of him. +Joan creates 10 planets for the Alqet system and uses the Building Worlds section in this book (starting on page 46) and corresponding tables to create half of them. She generates a ringed gas giant she names Alqet II, a space station called Morpheus Station that orbits Alqet II, and three terrestrial worlds with differing biomes. She decides that Alqet IV has a toxic atmosphere. Alqet V is wet with aquatic, arboreal, and marsh biomes. Alqet VI is dry with desert, mountain, and plains biomes. She also determines that each has a secret. Alqet IV was once home to a civilization that severely polluted the planet, resulting in the toxic atmosphere and the species’ own extinction. Alqet V has naturally occurring magical seaweed that can extend life, regenerate wounds, and boost magical power. Alqet VI is a holy site for the Dominion of the Black, who believe one of their ancient and terrible gods is buried here. The rest of the planets appear to be uninteresting balls of rock, ice, or gas; Joan can fill in details for these planets when the PCs have explored for a while and need fresh places to adventure. +Joan is off to a good start, but there’s much more to do! + +# SCIENCE AND FANTASY IN YOUR SETTING + +**Source** _Galaxy Exploration Manual pg. 135_ +Starfinder is a science fantasy game, and that genre immediately points you in two different genres to draw inspiration from. Science programs, websites, books, and podcasts will not only inspire ideas for creating your own setting but provide examples of worldbuilding useful to helping you understand what you want your setting to be. Real-world science is a great resource that you can dip into in when you want, but you don’t have to completely understand the science you wish to use as inspiration for your setting. A little real-world science introduced into your game goes a long way toward making your setting feel believable and creating a sense of wonder in your players. +Most Starfinder games have fantastic elements, including magic; the setting blends both technology and magic, though most routine goods and services might be provided by technology. Magic isn’t always as prominent as technology in Starfinder—you and the other players can decide together whether the PCs sail between worlds on a magic space galleon, and whether they use personal comm units to communicate, or spells, crystal balls, or well-trained ravens. See High Science Fantasy on page 141 for tips about running that kind of setting. Feel free to vary the amount of fantasy in your setting as you see fit. However, be wary of cutting it completely—many classes and items—such as weapon fusions—are magical, and if you eliminate all magic from your setting, you’ll need to either remove those options or find new explanations for them. As you flesh out your campaign, you can incorporate fantasy elements into your setting to give locations strange, mysterious, and unusual features to entice players. +The most extreme example of using science or fantasy is the inclusion of big, obvious, and perhaps inexplicable phenomena that entice your PCs to investigate them. In Starfinder’s setting, the Gap is a example of such a phenomenon—players are frequently curious about the Gap and pursue any hint of an adventure that illuminates either what caused it or what might have transpired during it. Consider adding similar big mysteries to your setting. These mysteries can be based in science or fantasy— whatever you and your players find interesting. For example, the galaxy might be peppered with gates that allow instantaneous teleportation from one world to another, no matter how far apart; no one knows who built these gates, but the interstellar economy is now totally reliant on them. There might be a region of space from which starships never return, and no one knows why this is. Stars across the galaxy might slowly be going out for reasons unknown; now, every settlement is storing resources and exploring desperate schemes to survive in the event that their own star burns out. You might know the secret to the mystery already, but it’s perfectly all right if you don’t yet—a good idea will come to you eventually, and much of the fun of exploring mysteries in campaigns is that you and your players can explore it together. + +## EXAMPLE: BACK TO ALQET + +**Source** _Galaxy Exploration Manual pg. 135_ +It’s time to add adventure locations to the worlds in the Alqet system. When Joan used the Building Worlds section of this book (page 46) to generate the worlds in the Alqet system, she got Aeon Guards and bone troopers as antagonists. She expands on this, deciding that two evil interstellar powers are warring over the Alqet system. The Necrotocracy of Brin is an evil society of high-tech necromancers (known as “techromancers”) who rely on undead foot soldiers, while the Interstellarium is a fascist state that combines magic and high technology. Joan can use Corpse Fleet NPCs and starships for the Necrotocracy and Azlanti Star Empire soldiers and starships for the Interstellarium, changing any details necessary to fit her setting as it evolves and to keep the players guessing. Each of these groups have multiple bases in Alqet, some as small as a listening post with only a couple of personnel, while other bases are large, easily detectable, and well-entrenched. She adds additional adventure locales, such as a ruined starship floating in the gas giant’s icy rings and a high-magic zone on Alqet II smothered in abnormally high radiation—something the PCs will easily be able to detect from space but unable to investigate until they reach higher level. +The space station around Alqet II is a likely candidate for an additional safe spot where the PCs might go to rest, shop, and conduct downtime activities. Prompted by setting material she read, Joan makes Morpheus Station a research facility where the floating jellyfish-like barathus study Dreamers who dwell in the swirling atmosphere of the gas giant below; the biotech available at the station won’t be available anywhere else. She adds some clues that point the PCs to the secrets she’s created: an abandoned campsite on Alqet V where Evan’s father briefly lived, and a barathu scientist trying a radical, experimental treatment for the commander’s symbiote. +Joan then decides to add another magical and fantastical element to the Alqet setting, perhaps some resource that has lured the Necrotocracy and Interstellarium to Alqet in the first place. Most star systems in the real world are surrounded by Oort clouds, vast swarms of icy particles where comets originate. Joan uses Oort clouds as an inspiration for Alqet. The icy proto-comets in its cloud are composed of an unusual element that, when exposed to the magical heat of Alqet’s unique sun, turn into materials usable in hybrid batteries that an advanced civilization can use to fuel anything from artifacts to starships. Interstellar powers war over Alqet as they try to catch the comets spiraling around the sun. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Subgenres.md b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Subgenres.md new file mode 100644 index 0000000..6ab5092 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Sandbox Adventures/Subgenres.md @@ -0,0 +1,91 @@ +--- +aliases: +tags: +--- +# SUBGENRES + +**Source** _Galaxy Exploration Manual pg. 140_ +Science fiction comes in many variations and categories; the subgenres discussed here all make great use of the sandbox nature of this book. They change the default cultural attributes (page 47) of a Starfinder campaign and often involve travel to many locations in varied environments. Many feature protagonists with agency, who decide for themselves where they’re going to go and what they’re going to do, while others send their protagonists on a wild ride through time, space, or the multiverse. + +# CYBERPUNK + +**Source** _Galaxy Exploration Manual pg. 140_ +**Related Media:** _Mirrorshades_ (anthology), _The Matrix_ (film), _Person of Interest_ (TV series), _Robocop_ (film) +This genre involves urban decay and hacker protagonists battling soulless corporations in gritty, post-futuristic urban settings. Information is all-powerful, assassins lurk around every corner, and characters escape their decaying reality by entering a digital universe which, despite being virtual, is still deadly. But underneath the surface, cyberpunk is more than just dark and gritty science fiction—it’s a counterpoint to classic science fiction dreams of a post-scarcity technotopia. Cyberpunk settings recognize that, if the future is supposed to be an improvement on the world we’re in now, some people (namely, the privileged, rich, and famous) are going to get to enjoy that future more often, faster, and easier than others. +Urban biomes are common settings in cyberpunk, though that doesn’t mean the heroes won’t find themselves adventuring in some eccentric billionaire’s mountaintop villa or orbital mansion. In a traditional cyberpunk setting, technology can be high, though often inaccessible to ordinary people. Magic can be low or nonexistent, but the genre often crosses over with urban fantasy, which includes spellcasters and fantasy creatures on city streets. Competing corporations, not governments, run everything and accord is low. The PCs probably approach the game world as chaotic antiheroes, surrounded by lawful evil tech billionaires and megacorporations. Mechanics—and technomancers, if your setting has medium or high magic—hold the keys to the digital realm and are in high demand. Biohackers install cybernetic and biotech augmentations and push the edges of medical science. Megacorps and failing nation-states hire mercenary soldiers and assassin operatives. Religion is likely low, though some settings link virtual reality to religion in interesting ways. +One of the most identifiable themes of the cyberpunk genre is the relationship between the human body and machines. Augmentations remain prevalent in these stories, and many other pieces of equipment—melee weapons and armor, for example—might be replaced or enhanced by augmentations in these stories. You might even consider allowing characters to have more than the usual limit of augmentations installed in their bodies. Augmentations are likely much more common in cyberpunk settings, both in terms of availability and prevalence among both PCs and NPCs. + +# HARD SCIENCE FICTION + +**Source** _Galaxy Exploration Manual pg. 140_ +**Related Media:** _2001: A Space Odyssey_ (film and novel), _Arrival_ (novel and film), _The Expanse_ (novels and TV series) +Hard science fiction is devoted to realism and accurate science; everything in the setting should be plausible according to physics as we understand it—though, sometimes you can make exceptions to the rules of science, such as permitting starships to travel vast distances in days instead of years. There’s no faster-than-light travel, and fuel or some other reaction mass is critical to operating spacecraft. Because of this, hard science fiction is usually centered on Earth and nearby planets. +Another exciting opportunity in a hard science fiction game is the chance to learn and use actual science in building your settings. As you create your campaign, you might research various scientific topics, from the soil composition of Mars to theoretical models of methane-based life on Titan. But this also brings uncertainty, as humanity’s knowledge of science is ever changing! Creating and GMing a hard science fiction campaign can provide you opportunities to speculate on where the real-world science of today might expand our understanding in the future. +Adventures in a hard science fiction campaign are more realistic and grounded in real-world science than in a traditional Starfinder campaign. Environmental threats like a vacuum or radiation are more serious. The PCs explore biomes dangerous to many species when they visit planets in our own solar system: the deserts of Mars, the frigid ice fields of Europa, the volcanic surface of Io, or the swirling storms of the gas giant Jupiter. +Technology is high or medium and extrapolated from current real-world science, so drones, projectile weapons, artificial intelligence, pharmaceuticals, and genetic engineering are especially prevalent. There is almost never magic in such settings. Other attributes, such as accord and religion, are highly variable and depend on the types of conflict you want to emphasize—hard science fiction is often based on modern trends, and you can use these trends to determine how you change those measurements. +Envoys lead these expeditions as representatives of planetary governments and corporations, hiring veteran soldiers from the ranks of the armed forces. Operatives fly independent spacecraft around the solar system with the help of trusty mechanic copilots. Creatures found in the Alien Archives must often be modified to fit within the thematic constraints of a hard science fiction game. For example, species such as pahtras, vlakas, and ysoki might instead become genetically engineered humans. + +# HIGH SCIENCE FANTASY + +**Source** _Galaxy Exploration Manual pg. 141_ +**Related Media:** _Jack Kirby’s Fourth World_ (comics), _She-Ra_ (TV series) +A high science fantasy campaign emphasizes the magic in the setting and the fantasy roots of roleplaying games as a whole. In a high science fantasy game, PCs are more likely to wield magic swords than laser rifles, and when they travel to new worlds, they might do so in enchanted longships rather than by starship. Elves, dwarves, and other species found in the Pathfinder Legacy chapter of the Starfinder Core Rulebook are more common. +The PCs probably pursue a quest that leads them from one world to another, each of which is home to one or two unique cultures dwelling in their preferred biome; accord is high within those societies, but there’s usually a threat from outside the city walls that the PCs must face. There’s no interplanetary government, and the inhabitants of each world are suspicious of other worlds and the people who live there, so the PCs are outsiders wherever they go. +High science fantasy settings are defined by their high magic and high religion; mystics, solarians, witchwarpers, and vanguards might be more commonplace than operatives and soldiers. Technology, though less common in everyday life, is still high—a soldier can wield a plasma doshko, though such a weapon is rare enough to be distinctive. This technology is sometimes based on arcane or disproved scientific theories from real-world history; for example, magical galleons might sail the luminiferous aether, and flame weapons could be fueled by phlogiston. You might modify armor and other equipment from the Starfinder Armory to better fit the genre; for example, instead of donning high-tech armor, most soldiers don enchanted or hybrid plate mail (with the same stats and other benefits as standard Starfinder heavy armor). Alternatively, technology could be so advanced that it is indistinguishable from magic; a mystic might incorporate a disintegrator pistol into their staff, for example. In such settings, mechanics and technomancers are among the few who understand and operate computers, so they occupy a special role as guardians or keepers of technology, perhaps sought out by magic-wielding heroes ignorant of such topics. +High science fantasy embraces extremes of alignment and archetypal fantasy tropes; the heroes are chaotic good freedom fighters waging war against a tyrannical lawful evil necromancer who lives on a planet shaped like an enormous skull, for example. The PCs delve into vast subterranean chambers, where they face devils, dragons, undead, and other creatures drawn from fantasy literature and mythology. Some so-called monsters are actually sapient creatures who have been mistaken for mythical beasts; nuars, for example, may have given rise to the myth of minotaurs, while vesk are called “lizardfolk” by outsiders. On some worlds, accord can be high, as each planet is dominated by a single kingdom, wizard’s guild, church, or empire. But there is always at least one planet, perhaps even the central planet from which most of the PCs originate, that is fractured into many different realms and where accord is low. Space replaces the wilderness of a traditional fantasy setting and is a place for bandits, reclusive wizards, and wandering monsters. + +# MILITARY + +**Source** _Galaxy Exploration Manual pg. 142_ +**Related Media:** _Battlestar Galactica_ (TV series), _David Weber’s Honorverse_ (novels), _Elizabeth Moon’s Vatta’s War_ (novels), _Metal Gear Solid_ (video game) +In a military campaign, the player characters are members of a military unit sent on missions around the galaxy. They might be mercenaries participating in the petty wars of border planets, on one side of a galactic civil war, or serving in the interplanetary defense forces of a unified civilization and defending their homes against a relentless invader. +Accord is high, except on the planets where the PCs see the most combat, where accord has broken down and is very low. Military structures tend to be lawful, but the army in which the PCs serve could be good, neutral, or evil—in any case, there should be clear opposition and obvious stakes. Every Starfinder class has a role in a military unit, especially if your setting is one that has medium or high magic. PCs serving together could also share a common background; they may be related, from the same hometown, or all enlisted at the same time. +Military campaigns give the PCs and your adventure a lot of structure. Rather than being in command, the PCs likely receive orders from superiors and carry out those orders with only the equipment and intelligence deemed necessary to complete the mission. But as the PCs rise in level (perhaps through promotion or as their superiors die in combat) some among the PCs might take on officer roles where they have more authority. The leadership system (page 100) is an excellent tool for modeling military forces for the PCs to command, and you can use the NPC and Settlement Toolboxes (pages 148–151) to generate the various subordinates that report to the heroes and the strategically important sites the PCs must protect from the enemy—or, if it’s too late for that, initiate a campaign to reclaim. +The nature of the antagonist is key to any military campaign, and you will want to devote time and effort to creating or adapting the enemy forces for the PCs to oppose. You will need various enemy creatures to ensure the PCs face a wide range of foes, as well as some recognizable and colorful enemy commanders whom PCs can love to hate. +Many military campaigns are based on an invasion timeline: First, the enemy appears unexpectedly and has a tremendous early victory. Then, as the PCs are forced to retreat, the enemy scores additional successes, and new enemies are introduced. In the third stage, the PCs rally, recruiting new allies or depriving the enemy of its primary strength to turn the tables on the enemy. Finally, the enemy wagers everything on a desperate plan to win the war, and only the PCs stand in the way. Through each of these stages, the PCs are moving from world to world, fighting in a variety of biomes and facing a diverse cast of foes. The war itself may seem unending, but the constant variety of unusual environments and strange creatures keeps the campaign feeling fresh. + +# PARALLEL WORLDS + +**Source** _Galaxy Exploration Manual pg. 143_ +**Related Media:** _The Man in the High Castle_ (novel and TV series), _Sliders_ (TV series), _Star Trek’s Mirror Universe stories_ (TV series) +In a parallel worlds settings, heroes traverse parallel universes. They may be castaways, adrift through countless dimensions in search of their home, or perhaps they’re fleeing a cross-dimensional threat. The worlds they visit are usually different versions of one planet, such as their home world, but might instead be alternate versions of one or more Pact Worlds or some other interstellar civilization. For example, imagine a parallel universe in which the Swarm never invaded, so the war between the Veskarium and the Pact Worlds hasn’t ended. In another (or even the same) alternate world, the kasatha aboard the Idari might have followed through with their plan to settle Akiton and attempted to conquer the planet. +Regardless of what the setting is an alternate form of, the PCs are most often characters from different parallel worlds. In these cases, have your players create their own versions of their world as part of their backstory, take note of the different versions, and take the story back there, one at a time, to explore the setting your players have made, pursuing the story hooks therein. +One common version of the parallel worlds subgenre is a story with just two parallel worlds that the PCs consistently move between. All the primary attributes are exactly opposite in these two worlds. For example, one has high magic and is home to spellcasters, solarians, and vanguards, and the other has low magic and is populated by biohackers, mechanics, operatives, and soldiers. In one, the most common alignment is lawful evil, while in the other, it’s chaotic good. +How do the PCs travel from world to world, and how much control over their travel do they have? The easier it is for the PCs to travel from world to world, the more challenging the game becomes for the GM to run: if the PCs can hop worlds more than once per session, you’ll be improvising a lot of new worlds! Fortunately, the tables and other tools in this book will help you create worlds on the fly, and if you’re comfortable yielding some of the creative space to the players, they can help you create these parallel worlds as necessary. Another option is to create an interesting liminal space in which the PCs must spend a certain amount of time between visits to alternate worlds. +A parallel-worlds campaign is all about adjusting the attributes that describe a world, changing them from one game to the next. The PCs might travel from a world that is notable for high religion and accord, for example, to a parallel version that has low religion and accord. To the PCs, one of these worlds might be the “right” one, and changing the “wrong” one to be more like home is impossible. Instead, the PCs must survive long enough to escape or even do some good while they’re there. As the PCs travel from one world to the next, they might encounter distorted reflections of recurring NPCs whose alignments have changed to their opposite, so the PCs might help reflections of their enemies and battle reflections of their friends—or even themselves! +Parallel world stories can also come about from time-travel stories that lead to characters changing history; see Time Travel on page 145 for more on these types of campaigns. + +# PLANETARY SURVIVAL + +**Source** _Galaxy Exploration Manual pg. 143_ +**Related Media:** _Kim Stanley Robinson’s Mars trilogy_ (novels), _Lost in Space_ (TV series), _The Martian_ (film and novel), _Nicola Griffith’s Ammonite_ (novel) +In planetary-survival stories, the protagonists are either stranded on a remote and dangerous planet or they wander from planet to planet in a quest to return home. The PCs often span a range of classes—with combat-oriented soldiers, solarians, and vanguards protecting the cerebral mechanics, biohackers, and spellcasters—but share a common origin that you can generate using the background rules starting on page 9. Likewise, the PCs can have differing alignments, but they work together because they are all related, have shared goals, or are old friends. +A planetary-survival game—especially one in which the PCs are stranded on a single planet without access to a starship, perhaps alongside a large number of NPCs—can potentially evolve into a campaign where the characters explore and settle the planet. The PCs’ initial camp might eventually grow into a bustling settlement. In these cases, the PCs’ actions (or inaction) likely determine the accord and dominant alignments. The PCs could use the leadership system (page 100) to foster alliances with other settlers. In games like this, be sure to place many different biomes near to the PC settlement so they have a wide variety of new environments and challenges to face. You might make the prevalence of magic on the planet the opposite of what the PCs are used to; for example, they may come from a low-magic society, but their new home has high magic, and so some of the PCs discover that they have magical or supernatural abilities. Alternatively, the PCs come from a high-magic setting but are stranded on a low-magic world and must learn to make do without the ability to cast spells. +For campaigns in which the PCs are constantly on the move, their starship becomes their home base, and every different world they land on has new attributes, environments, and people. The biome inhabitants and adventure hook tables in Chapter 2 will help you prepare these new elements every session. As the PCs use up their initial store of resources, they will need to discover and extract resources from the planet they find themselves stranded on. This can lead to technology levels changing over time; consult the optional tech categories on page 126 when the PCs, for example, have no way to repair their disintegrator weapons, but find crystals that allow them to develop new laser weaponry instead. +One of the best things about a planetary-survival story is that it has a clear conclusion. When the evolving story of PCs stranded on an alien world—or traveling the stars in search of home—starts to wear thin, you can end the campaign in a satisfying manner as the PCs finally find a way off the world, whether they used problem-solving, found some miraculous technology that brings them home, or managed to signal a passing rescue ship. You can even run planetary survival as one part of a longer campaign, in which the heroes begin in some other genre, are stranded on a dangerous planet for a few levels, and then escape to seek vengeance on whoever stranded them in the first place. + +# POSTAPOCALYPTIC + +**Source** _Galaxy Exploration Manual pg. 144_ +**Related Media:** _Fallout series_ (video game), _Mad Max series_ (film), _N. K. Jemisen’s Broken Earth series_ (novels), _Nnedi Okorafor’s Who Fears Death_ (novel), _Thundarr the Barbarian_ (TV series), _The Walking Dead_ (comic and TV series) +The world is broken. Perhaps a meteor strike devastated the planet, or a relied-upon resource suddenly dried up. Regardless, society has collapsed, taking technology with it. Now, those who remain struggle to stay alive and eke out a living from the ashes of a desolated world.. This is life in the wasteland. What happens next, after the end has already come? +The postapocalyptic genre has a natural story arc. At first, the heroes are just trying to survive. Extreme biomes and environmental effects fill your world as the PCs scavenge for supplies, tools, and weapons. At this stage, every battery is precious. The heroes encounter animals and people that have been profoundly transformed by the apocalypse; creatures from the Alien Archive volumes may now be mutants, and you can use the herd animal and predator stat blocks from Starfinder Alien Archive 2 to create bigger, meaner versions of everyday beasts. Eventually, the PCs will start thinking about building a new home, perhaps even trying to re-create civilization. This is the thematic heart of the postapocalypse story, because it obliges us to look at the world we live in now and ask, “If we had to do it again, could we do it better? Or should we even try?” The answer should largely be up to your players. +One of the first things you want to decide is how the apocalypse happened. The answer should inform the details of your setting. For example, while most postapocalyptic worlds have low or no magic, you might decide civilization was destroyed by a poorly cast ritual that caused magic to violently erupt into the world, making it high magic but destroying civilization. Regardless, survivors of the apocalypse get by with low tech, if they have any tech at all. Some settlements— and the PCs—have limited access to medium-tech items like guns and vehicles. You could link high technology to the cause of your apocalypse; perhaps the people who ruined the planet left weapons behind that the PCs can find, or the apocalypse was so long ago that those who remain mistakenly think high‑tech items are magical. There are no working starships, but there might be a crash site with a wrecked starship that would make for an excellent high-level dungeon. What are the environmental ramifications of your apocalypse? If the world is now an irradiated wasteland, the PCs can use the options for desert adventurers on page 60, but if a nuclear winter has overtaken the planet, maybe the PCs should come from an arctic biome instead (page 56). +Accord is low, and chaotic is the dominant alignment, even within “organized” areas such as settlements. Everyone is dependent on their jury-rigged machines, so the mechanic and technomancer (if there’s magic in your setting) becomes the super star. Soldiers and operatives lead perilous missions into the wasteland or defend the settlement from dangerous mutants and monsters, while envoys and mystics use the leadership system (page 100) to attract bands of desperate, half-starved followers. Biohackers might serve their communities as trustworthy physicians, fighting off the plague and treating deadly wounds, but they might also be living in the wasteland, creating mutants and conducting cruel experiments. + +# SPACE WESTERN + +**Source** _Galaxy Exploration Manual pg. 144_ +**Related Media:** _Battle Beyond the Stars_ (film), _Firefly_ (TV series), _The Mandalorian_ (TV series), _Outland_ (film), _Mike Resnick’s Santiago_ (novel) +You can add robots, lasers, and spaceships to any genre, but the space western subgenre is a prime example with a long history. The fun comes from mixing the two genres, so the mysterious gunslinger who drifts into town is a robot, the two gangs tearing the town apart are drow and ysoki, and everyone dreams of getting rich in a horacalcum rush. But a space western game is still about the frontier. Small pockets of safety, security, and law are surrounded by expanses of chaotic wilderness, so accord is low, but faith is an important salvation and organizing principle to those on the fringe, so religion is high. The civilians who live in these settlements are threatened by greedy corporations buying up resources, cruel mine bosses, rowdy raiders, organized-crime gangs, and monstrous creatures that lurk in the wild. Everyday civilians look to heroes to keep them safe, but they can also fear and despise the life of violence that adventuring protagonists might seem to embody. So distrustful might they be that, as soon as the heroes have dealt with the current problem, the locals force them to move on to the next town—or, as often is the case of Starfinder, the next planet—tempted by bounty hunting (if neutral), a desire to leave the settlement in peace (if good), or just the next lucrative crime (if evil). +The space western game’s emphasis on the wilderness will give you many opportunities to use the various biomes described in this book, from the harsh heat of a desert planet to a mountain world’s snowy peaks. Any of these places could be home to mining camps, humble farms, or boom towns, all of which you can generate with tools in Settlement Toolbox on page 150. Soldiers are the most common character class and a common background, with veterans of some past war venturing into the wilderness where their skills are still useful, and envoys, operatives, and mechanics are also plentiful. Magic, however, is mysterious and dangerous, something even gunslingers avoid, so you will find the low-magic rules helpful. Technology might be a mix of archaic and modern, with black powder and rust mixing with lasers and androids. +As you run a space western game, bear in mind that the western genre has traditionally been home to many harmful tropes, none of which have a place in a game of Starfinder. Remember, while a space western game may have roots in the western, it also takes place in a fictional science fantasy setting. This offers a great opportunity to leave behind the harmful stereotypes of the past; just remain wary of these insidious tropes creeping their way back into your space western game. + +# TIME TRAVEL + +**Source** _Galaxy Exploration Manual pg. 145_ +**Related Media:** _Back to the Future trilogy_ (films), _Connie Willis’s Doomsday Book_ (novel), _Doctor Who_ (TV series), _Time Bandits_ (film) +The heroes of a time-travel story move through time, freely between the past and future. They might use a time machine of their own invention or naturally occurring temporal phenomena. The heroes could be confined to the timeline of a single world, but GMs and players ready for the creative challenge can install a time machine in a starship to travel through both time and space. Regardless, the PCs have adventures throughout history, fixing the timeline when it goes astray, pursuing and capturing temporal thieves or terrorists, and tracking down the occasional extinct creature for an eccentric collector. They might be dispatched into a given time through some kind of portal, through which they must return by a certain date; be equipped with personal time machines; or simply be castaways, leaping through time in a never-ending quest to get home. The PCs in such a story come from many different historical periods and can include everything from distant biological ancestors to androids from the far future. +In a time-travel campaign, a world’s attributes tend to change over centuries, so accord and technology typically begin low but increase over time, while religion and magic begin high but slowly diminish. In addition, there are flash points in history where attribute shifts occur, and these flash points can become the scene of adventure. For example, you might decide your setting began with chaos as the dominant alignment, but that something happened in the past that caused chaos to decline until lawful alignments became more common. Now, outside forces—perhaps rival time travelers or evil beings from another dimension—want to travel back to that critical moment and change it, so that chaos never wanes. The PCs discover this change when, suddenly, the world is transformed into a chaotic, lawless place. Now they must go back and fix history, or they’re sent back by an organization that monitors and protects the timestream. If your heroes are castaways adrift in time, they can land at these flash points by coincidence, though perhaps with a subtle, persistent hint that the PCs are just pawns of destiny and that time itself is using them to heal temporal wounds. +Use the biomes described in this book to represent how a place changes over time: forested environments slowly yield to urban ones, and prehistoric civilizations live in subterranean caves while those of the far future live in aerial biomes or in the void of space. The character options associated with each biome give you the tools to make the inhabitants of every time distinctive, including player characters who come from these far-flung time periods. The optional rules for tech categories (page 126) will help you represent technological progress over time in specific, concrete ways. +In another classic time-travel trope, PCs from the modern era (or the near future) are cast back in time with no way to return. Trapped in the past, they use their knowledge of history and science to change the world in ways both large and small. When the heroes in a time-travel game change history—or fail to prevent the changes enacted by their antagonists—they’ve created a parallel world; see the Parallel Worlds section (page 143) for more guidance on campaigns of this sort. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Starship Adventure Seeds.md b/Rules/SF1E/Additional Mechanics/Starship Adventure Seeds.md new file mode 100644 index 0000000..a824edc --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Starship Adventure Seeds.md @@ -0,0 +1,108 @@ +--- +aliases: +tags: +--- +# STARSHIP ADVENTURE SEEDS + +**Source** _Starship Operations Manual pg. 142_ +With their ability to transport characters nearly anywhere in the galaxy and their need for a multitalented crew, starships are a natural catalyst for adventure. These interstellar vehicles can serve a number of roles for campaigns in space, from providing a method of transportation for planet-hopping heroes, to inspiring villainous research and development, to being the focus of a mystery or heist. The following pages present ideas for GMs looking to create starship-focused adventures, organized by theme. + +# SECURE THE ASSETS + +**Source** _Starship Operations Manual pg. 142_ +The following adventure seeds involve the PCs using their starship—or another they’ve acquired—to chase down valuable research, retrieve a stolen luxury ship, or track down a dangerous bioweapon and ensure it’s never used on innocents. + +## A LOOMING BIOWEAPON + +**Source** _Starship Operations Manual pg. 142_ +While working in the archives of Healthworks Innovations Inc., a lashunta bioengineer named Fayae discovered a tiny capsule of a virulent disease known as stardust plague. A dangerous communicative disease spread through the air, stardust plague is a potent potential bioweapon and, as such, was contained and all but eradicated in the Pact Worlds centuries ago. As part of this public health initiative, the Pact Council confiscated all vials of the plague for safekeeping—except, apparently, for the one in the Healthworks archives. Upon discovering the capsule in his employers’ archives, Fayae panicked and pocketed it. Days later, high-level Healthworks inspectors discovered that the capsule was missing, along with the bioengineer. They began a quiet search for Fayae and the stolen vial, but months have passed without a lead. + +When the engineer steals a starship from the PCs to escape a close call, they are put in a conundrum when they find out Fayae’s identity and his suspected crime. Do the PCs join forces with the authorities trying to track down the lashunta? Or do they acquire a new starship and pursue him on their own, giving them leeway to hear Fayae’s side of the story and sort out the consequences themselves? As the PCs look into why Healthworks Innovations even had the vial in the first place, information emerges that points toward a sinister corporate plot. + +## THE SCHEMATICS HOLD THE KEY + +**Source** _Starship Operations Manual pg. 142_ +A shirren drive specialist for Hyvonix Industries named Nyshele is on the run. Absalom Station officials believe a dispute involving a new Drift engine prototype has boiled over at Lucent Shipyards in the Burning Archipelago, and the young Nyshele is at its center. A junior member of the company’s prodigious research and development team, Nyshele is rumored to be developing a cleaner, more efficient engine for starship travel into and out of the Drift. Details are spotty, but anonymous sources within Hyvonix claim a breakthrough is coming—one that might very well revolutionize the efficiency of Drift engine technology and earn the company a fortune. + +The reason for Nyshele’s disappearance remains unknown— perhaps she’s been threatened, or perhaps she simply decided to keep her work for personal gain. Regardless, Hyvonix officials believe that she has absconded with the digital schematics for the new Drift engine, possibly intending to float the data on the open market or defect to a rival manufacturer. Industry insiders aren’t so sure, however. The shirren engineer—known to be introverted but fiercely opposed to political hostilities in the Pact Worlds—may be trying to keep the game-changing technology out of the hands of those who might misuse it. + +Nevertheless, nearly every major manufacturer is allegedly hiring fugitive hunters to retrieve Nyshele and the Drift engine schematics—with Sanjaval Spaceflight Systems offering the largest reward. It’s up to the PCs to find the shirren and her schematics, either to collect a hefty reward or to sell the plans back to Hyvonix or another manufacturer, or even making a deal with the elusive Nyshele herself. + +## STARSHIP BANDITS ON THE LOOSE + +**Source** _Starship Operations Manual pg. 142_ +Redshift Revolution executives are frantically searching for a speedy ship crew to retrieve some runaway merchandise. Two days ago, a band of goblins scuttled up from the seedy bowels of Absalom Station and commandeered one of the company’s Pleasure Sails, inexplicably avoiding detection as they launched the luxury starship into open space. Station security pursued the craft for almost 30 minutes until its transponder blinked off ship sensors, confusing those tracking the seemingly easy-to-retrieve craft. Some believe the vessel was destroyed, but Redshift insists these thieves are more sophisticated than the average goblin tinkerer. + +The company suspects that a more powerful force is at play in this theft, especially because it’s still a mystery how the goblins managed to gain entry to a privately docked vessel. Three guards assigned to watch over the Pleasure Sail in Redshift’s hangars claim they were attacked by at least a dozen of the cackling creatures, but security feeds throughout the sector show nothing of the sort. In fact, the cameras don’t show anything out of the ordinary. + +One of the thieves, the guards insisted, carried a crystalline object spitting with wild energy, possibly explaining this anomaly. The company doesn’t know what to make of the situation, and it has brought the PCs in to investigate—through a reward, by calling in favors with connections of the PCs, or other such incentives. Although wild speculation about the reason for the heist abounds—a Veskarium conspiracy, insurance fraud, or a full-fledged goblin uprising, among others—many stationers delight in the idea that the joyriding goblins are simply having the time of their lives. + +# SOLVE THE MYSTERY + +**Source** _Starship Operations Manual pg. 143_ +The following adventure seeds involve embroiling the PCs in a central mystery that involves starships, whether it’s investigating a monstrous starship-scale creature, tracking down a famous ship from hundreds of years ago, investigating a strange crash, or unraveling a starship-focused pyramid scheme. + +## MURDERS MOST FOUL + +**Source** _Starship Operations Manual pg. 143_ +For years, interstellar archaeologists have debated the fate of the body of famed android and Drift explorer Aleksana Guryari. Some believe that her body never underwent the renewal process, while others believe that it is still in use with a new soul today. Two androids have recently come forth claiming to inhabit the former body of the famous pilot, one on Apostae’s Nightarch and one on Absalom Station. When both androids are murdered within a few days of each other, their bodies dismembered to prevent renewal, the public outcry to find the culprit is intense. The Pact Council offers a large reward to anyone who can gather information about the suspicious circumstances, and the PCs have their own reasons to want to find the killer—or killers. If the culprit is a lone murderer with a motive, the PCs may have to immerse themselves in the seedy underbelly of anti-android hate groups. If a government conspiracy is to blame, those seeking the truth might find themselves accused as scapegoats. Answers may be hidden on the remains of the Chaos Wyrm, Guryari’s original starship, though locating it could prove even more difficult than finding the androids’ killer. + +## THE SWALLOWED STARSHIP AND AN ALIEN HORROR + +**Source** _Starship Operations Manual pg. 143_ +Spacefaring vessels passing by the Riven Shroud in Near Space have observed a ghoulish form lurking among the wreckage. Witnesses describe a mysterious-looking ship that’s been invariably described as alien. Estimates indicate the vessel is a behemoth, with a hulking skeletal frame and long, tendril-like phalanges that sweep behind the posterior vents. No visible thrusters can be seen, but the ship appears very much operational—moving under its own power, with a brilliant blue light pulsing beneath its hull. Speculation abounds. Is this ship an automated defense drone for the Shroud? A long-dormant entity suddenly awakened? Or something else? + +Efforts to communicate with the ship have proven fruitless, save one: the Eoxian destroyer Venophage moved into the phantom’s path and was engulfed—and presumably vaporized—by a wave of blinding magical energy. Whispers of a shakeup on Eox are now spreading, as the heir of an influential bone sage was rumored to be aboard the Venophage, which transmitted one last broadcast into open space before it was swallowed whole. The Eternal Convocation also claims to be receiving strange transmissions from inside the Riven Shroud’s central star, fueling hope that the Venophage and its crew could be rescued. Days ago, Eoxian agents issued a lucrative open contract to any starship willing to investigate and, if possible, confront the mysterious alien craft. Between this reward and the PCs’ personal ties to Eox—or their need to learn more about the Riven Shroud—this is a prime mystery for them to solve. + +## A STARSHIP WITHOUT A CREW + +**Source** _Starship Operations Manual pg. 143_ +When a starship called the Nomaren crashes into a wealthy section of Absalom Station, a preliminary investigation finds no one on board. The team who once piloted the starship has gone missing, and all communications with them ceased near Aucturn. The PCs get involved as investigators working on behalf of the Pact Council or the Starfinder Society, and they must launch a mission to travel to Aucturn and find the missing crew or, at the very least, clues about what might have happened on the starship between Aucturn and Absalom Station. + +When they arrive on Aucturn, it becomes clear to the PCs that cultists tied to the Dominion of the Black do not want their investigation to continue. The PCs must outsmart the cultists and find out what happened to the Nomaren on a planet where human experimentation, genetic manipulation, and twisted games played for sport are the norm. + +## A TANGLED PYRAMID SCHEME + +**Source** _Starship Operations Manual pg. 144_ +Ten years ago, a young ysoki named Vrabel had an idea: designing proprietary starship modifications and selling them to a group of buyers who would then sell to others, over and over again. Soon, Vrabel ended up running an enormous pyramid scheme that spanned the Pact Worlds. Business boomed at first, as he designed modifications that were high-quality and often unique. Over time, however, the quality waned, and in the past year, over a dozen starships with Vrabel’s modifications installed have experienced fatal errors midflight. Representatives from Vrabel’s business—now styled Pinnacle Starship Innovations—blame user error, much to the dismay of those who have lost loved ones. These same representatives have disappeared without a trace, leaving no legal ties back to Vrabel himself and technically absolving the ysoki of blame. When a pushy seller low on the pyramid approaches the PCs, they begin the long climb to the top of the scheme in search of the original seller. Along the way, the PCs discover that the corruption runs deep, with devout worshippers of Lao Shu Po all clamoring to sell and connive and even more unscrupulous characters involved than they could have ever anticipated. + +# TAKE THE JOB + +**Source** _Starship Operations Manual pg. 144_ +Sometimes, money and fame are the best motivations. The following adventure seeds involve the PCs taking lucrative jobs to stop an immoral scientist’s experimentations, freeing hostages from a dangerous cult, or quietly tracking down an illegal fleet of racing starships. + +## THE CASE OF THE MISSING RACING SHIPS + +**Source** _Starship Operations Manual pg. 144_ +Though starship drag racing is a nuisance to the Pact Worlds, authorities often overlook it in favor of investigating more serious crimes. When a gang’s fleet of racing starships goes missing on Absalom Station, law enforcement is happy to call it a total loss and close the case. One of the gang leaders is convinced that the disappearance was planned, however, and hires the PCs to look into it further—discreetly, of course. The PCs are tasked with going undercover as drag racers, but they find themselves in over their heads when they learn that the dangers of these starship races go well beyond what they bargained for. This new world is essentially a brutal professional sport, with harsh rules and terrible consequences when those rules are broken. Who stole the starships, and what has happened to them? Was it revenge enacted by a rival racing gang? Or is it all an elaborate ruse in order to trap the PCs in a compromising position? + +## FREE THE CULT’S HOSTAGES + +**Source** _Starship Operations Manual pg. 144_ +A Vercite Drift Cruiser transporting wealthy sightseers to Bretheda has been hijacked. Members of the Cult of the Devourer have taken credit for the attack, calling for corporate ransoms and the immediate release of several cultists imprisoned throughout the Pact Worlds. The hijackers’ leader, a ryphorian calling herself Vash, has also declared war on the “rampant commercialism” that the cult believes corrupts the natural chaos lurking inside individuals, chaining them forever to a societal construct. If the cultists’ demands are not met, the hijackers have threatened to detonate the vessel in Bretheda’s volatile helium-hydrogen atmosphere. + +Aside from a wealthy human palladium magnate from Castrovel named Reece Jorenby and his tiefling paramour Rylah Zee, the exact identity and number of hostages aboard are unknown. Efforts to pinpoint the Drift Cruiser’s location have been unsuccessful. Vercite officials also suspect a lashunta former Steward aided in the takeover of the ship. The Pact Council has pledged a strike team of Stewards to storm the vessel and neutralize the hijackers, but a swift recon crew is needed to make initial contact and help pinpoint its position (rumored to be somewhere in the Diaspora at present). However, several corporations with ties to the known hostages are refusing to meet ransom demands, instead banding together to hire the PCs (for a ludicrous amount of money) to retrieve the vessel and hostages. + +## STOP THE ROGUE SCIENTIST + +**Source** _Starship Operations Manual pg. 144_ +Dr. Juvarn, a discredited osharu scientist, has reportedly gone into exile somewhere in the desert wastes of Akiton. Long accused of conducting prohibited genetic experiments (though he has always claimed innocence), Juvarn managed to escape justice by accepting early retirement from his employer, the multiplanetary corporation Zenith Solutions. Over the past two months, however, several residents near Hivemarket on Akiton have gone missing or died under mysterious circumstances. Others report that the native ikeshti have begun to behave strangely, feasting on dead flora and babbling like children. Even more unsettling, Eoxian Cairncarvers have taken to patrolling the Kaviri Plains, forming a tight blockade southeast of the Edaio Rift. + +Akitonian representatives are pleading with the Pact Council to intervene, but word around Absalom Station is that available resources are spread thin and these disparate reports have yet to rise to the government’s attention. The peacekeeping Stewards, however, believe Dr. Juvarn might be developing a new xenobiological weapon for the Corpse Fleet and have secretly offered compensation to any starship crew able to skirt the no-fly zone and apprehend the fugitive for “procedural questioning.” A lucrative contract, sweetened with several bounties on Juvarn’s head, has just become available, and the PCs stand to gain much from accepting it. + +# TRAVEL INTO THE UNKNOWN + +**Source** _Starship Operations Manual pg. 144_ +The following adventure seeds revolve around the PCs boldly flying their starship into unknown territory, whether in search of knowledge lost to the Gap or to perform a daring rescue mission. + +## ONE FINAL PLEA FOR HELP + +**Source** _Starship Operations Manual pg. 145_ +Starships throughout the Pact Worlds system have received a strange message of distress from the Shamadis, a stranded Kevolari explorer floating somewhere between systems in Near Space. A recorded message from the vesk captain reports his vessel suffered a catastrophic power failure of unknown cause, endangering five lashunta scholars who had paid for safe passage to what they claimed was a research site at a classified location. The Shamadis has now disabled onboard comms, probably in hopes of conserving available power for life support. What appears to be a simple rescue operation, however, is anything but. Signal data eventually pinpoints the location of the stranded craft—a Venture-class explorer with ample cargo bays—near the shattered island cluster of Orry. Suspecting that the ship’s true purpose was a salvage mission—and no doubt dreaming of a bounty of ancient technomagical artifacts stowed inside—several dozen pirate convoys, smugglers, and other opportunists have mobilized and are preparing to jump to the Shamadis’s position. The PCs each have a personal reason to care about the Shamadis and its crew—whether it’s a personal tie to one of the researchers, an investment in the vessel’s mission, or a suspicion of a deep conspiracy at hand—and it’s up to them to rescue the ship, protect its crew and the researchers, and get some answers. + +## A SIGNAL FROM THE DARK + +**Source** _Starship Operations Manual pg. 145_ +Researchers in the employ of AbadarCorp recently discovered a faint, pulsing signal emanating far beyond the Pact Worlds system, deep in the Vast. Initially, researchers thought it to be a remnant broadcast long since silenced. But they soon discovered that not only is the signal still pulsing, its source is a low-frequency channel signature from an old Equoi-class cruiser—a group of early Drift-enabled ships used only briefly in the years immediately following the gift of Drift engine technology from Triune. A review of starship records revealed a likely candidate for the lost cruiser: a ship named the Durodal. Retrofitted with a rudimentary Drift engine, the Durodal had seemingly attempted to jump to a newly discovered adjacent star system, but never arrived. Records indicate no known final location for this long-lost ship, and the fate of the crew likewise remains a mystery. + +Given the ship’s age, it could have operated during the Gap, and thus it could contain secrets lost to time, along with answers about the final fates of the crew. As such, Starfinder Society archaeologists are clamoring to secure funding for a recovery expedition. So far, the usual benefactors are unwilling to help retrieve the lost ship, pointing to the remoteness of the signal’s origin and the lack of substantiated evidence about the potential value of its cargo. Some Society agents believe that a larger conspiracy to cover up the Durodal’s clandestine agenda is at play, whereas others worry that signs of mystic radiation detected near the signal origin could mean that supernatural interference is afoot. Either way, it would be wise to take every precaution possible before exploring this mystery. \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Starship Campaign Arcs.md b/Rules/SF1E/Additional Mechanics/Starship Campaign Arcs.md new file mode 100644 index 0000000..a0331ae --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Starship Campaign Arcs.md @@ -0,0 +1,158 @@ +--- +aliases: +tags: +--- +# STARSHIP CAMPAIGN ARCS + +**Source** _Starship Operations Manual pg. 146_ +While starships naturally appear in most Starfinder campaigns, they sometimes fade into the background and become simply a way to get from Absalom Station to the adventure locale. But starships can provide their own settings for adventure and inspire plot points. They can even—in the case of a ship with an AI—serve as friendly NPCs. Integrating starship action with more traditional encounters adds a new dimension to a campaign and gives PCs the opportunity to show off skills and abilities they otherwise rarely get a chance to use. + +If you’re a GM creating a starship-focused campaign, discuss this emphasis with your players early, so they can create characters who are well suited for it. Most starship roles rely on a single skill, and if the players spread these skills out among their characters, they’ll quickly be able to master starship encounters. The wide variety of starship roles means that any character concept should be able to take part, whether as a clever mechanic repairing the engines, a soldier seated in the gun turret, or a mystic magic officer. A greater focus on starship encounters, however, means that characters who specialize in their starship role have more opportunity to use those skills than they would in a typical campaign. Your starship-focused campaign could have a grand story arc, similar to those found in Starfinder Adventure Paths, but because you’re designing the game for the players at your table, you also have the opportunity to use a more sandbox-style structure that allows the PCs to go where they wish. These adventures may be more episodic, not unlike a series of Starfinder Society Scenarios but guided by the PCs themselves, who decide where they want to go and what they want to do. + +Starship combat might appear only once every few sessions in a traditional Starfinder campaign, but if you’re running a starship-focused game, your PCs may have an even mix of starship and traditional encounters. But combat is just one flavor of starship encounter. Perhaps the PCs need to scan an enemy vessel without being detected; perhaps they’re in a competition, navigating their ships through an obstacle course; or perhaps they’re lost in the Vast and must get through a dangerous asteroid field. They might earn money by salvaging starship wreckage, winning starship races (after covertly betting on them), or tracking down starship schematics and technology from across the galaxy to build their own ships. Just as in traditional campaigns, using a variety of encounter types keeps the players engaged. Even in a starship-focused campaign, it’s important to have other things for the PCs to do. Provide a mix of starship encounters along with reasons for the PCs to disembark and have encounters face-to-face, allowing them to enjoy starship action while still using all their class abilities. After all, the PCs are still heroes when not aboard their starship! + +The campaign outlines below provide you with campaign structures that you can customize for your own player group. Each gives a general premise, with additional sections dedicated to low-level (levels 1–5), mid-level (levels 6–11), and high-level (levels 12+) adventures. These outlines don’t detail specific encounters as a Starfinder Adventure Path would, but they do offer suggestions for encounters of your own design that fit the premise. There are many suggestions for specific foes, organizations, or locations, but you should feel comfortable replacing any of these with whatever suits your game and group. And although these outlines sketch out a full campaign, you can also adapt any element of them into a standalone adventure or side quest in your existing campaign. + +# DOWN ON THEIR LUCK + +**Source** _Starship Operations Manual pg. 146_ +Space is vast, its frontiers are ever expanding, and there’s plenty of business and fortune to be found among the stars... or at least, there would be, if an oppressive organization—whether corporate or governmental—weren’t trampling all over your ambitious, entrepreneurial, and morally ambiguous player characters. In this campaign, the PCs have each been slighted by a society, government, or other organization that has stolen their livelihood, crushed their dreams, and caused the heroes to lose their homes and families. Perhaps the Veskarium colonized their home planet, or a corporation has established a monopoly that drove the family business bankrupt. It’s hard for the PCs to find hope when they’ve lost all they had to the oppressive control of a system so much greater than themselves, but they’ve got a ship and a ragtag crew, so it’s time to keep flying and—just maybe—find a new fortune. + +## ANOTHER DAY, ANOTHER PROBLEM + +**Source** _Starship Operations Manual pg. 146_ +When they’re starting out, the PCs really need to feel hardship. Their ship may have been good in its day, but now it’s barely flying. It needs a lot of work, and the PCs need funds soon— especially if they want to eat next week. The group includes PCs with a disparate mix of personalities and values forced together by economic and social pressures, but if everyone can learn to tolerate their strange crewmates, there’s a promise of both riches and security. + +The PCs spend their first few missions taking on various jobs—simple endeavors to get them started, like transporting cargo or desperate passengers, acting as guides or bodyguards, or procuring and delivering a difficult-to-acquire item. But taking jobs indiscriminately can get the PCs into trouble. Some of their jobs have unintended consequences: their desperate passengers are actually fugitives, their cargo is contraband, or the item to be procured needs to be stolen from its current owner. The PCs may be aware of these wrinkles before taking the job, allowing them to debate if the reward is worth the risk, but the revelation of additional danger can also come in the middle of their mission, raising the stakes. The PCs, intentionally or accidentally, find themselves on the shady side of the law and on the radar of governments and corporations who’ve oppressed them in the past. Over time the PCs figure out how their team functions; as they set up their new lives and pursue their fortunes, they struggle with inadequate equipment and question their morality. + +## AT A CROSSROADS + +**Source** _Starship Operations Manual pg. 147_ +With money flowing and opportunities to improve their ship and gear, the PCs have established themselves as a reliable, multi-skilled crew capable of handling challenging jobs. Their previous actions have earned them a reputation, good or bad, and that reputation precedes them; more prominent clients seek them out, and their services are in greater demand. + +The PCs’ latest job is exceptionally shady, but also promises to be very rewarding. This may be a simple escort mission with an excessive reward or a mercenary gig that pits the PCs against defenseless combatants. Regardless, the PCs realize they’ve been asked to do something immoral, unethical, or simply wrong. Perhaps they’ve been hired to traffic in sapient beings or squash a rebellion with which the PCs are sympathetic. This job challenges the PCs to choose a side: their morality or material wealth. If the PCs abandon the job or actively sabotage it, they’re regularly challenged to uphold this decision, damaging their reputation and costing them additional work. They also make an enemy of their former employer. But if the PCs carry out this controversial job at the expense of their moral sensibilities, the resulting wealth comes at great personal cost. Important NPCs walk away from the crew, refusing to associate with such mercenaries; something precious to the PCs is stolen (perhaps even their ship); or their patrons turn on them after the job is completed. Naturally, their employers insist this betrayal isn’t personal— it’s just good business. + +## A JADED AFFRONT + +**Source** _Starship Operations Manual pg. 147_ +Eventually, enough is enough. The personal losses the PCs have faced and the horrors that they’ve endured make it clear that they will never truly be safe, secure, and prosperous until they confront the forces that have plagued their lives. The PCs are an experienced crew now, and together they have what it takes to succeed where they unfortunately failed before. + +In a previous job, the PCs attracted the attention of an authority figure in their nemesis organization. This individual may have hired them in the past or may be an antagonist who came after the heroes when they sabotaged a job for ethical reasons. Now the PCs can investigate this individual, turning up evidence of extensive corruption and crime. These crimes have a personal connection to one or more PCs, a connection no one knew about until now. For example, the rotten rations that sickened a whole colony world and cost a PC their family could be revealed to have been mass-produced by the same corporation the PCs have been running from, and the signature on the bottom of the form is that of the same person the PCs already hate. + +Up until now, the PCs have been merchants first and warriors second, but all that changes. They take on a new, more difficult, kind of job with lucrative payouts so they can outfit their ship to become a weapon of war. But simply killing this nemesis individual won’t do the job—that person will simply be replaced by another tool of the bureaucracy. Instead, the PCs need to amass enough evidence to delegitimize the organization itself. This requires subtlety and subterfuge as the PCs sabotage the career of the individual who’s become their nemesis, recruit allies within the organization itself, and gather evidence they can use to expose the organization’s nefarious deeds to the galaxy at large. The campaign might end with the PCs achieving a final victory over the organization that has tried to keep them down and out for so long—or it might continue, with a new organization filling the power vacuum resulting from the PCs’ victory. + +# THE INFILTRATION RACE + +**Source** _Starship Operations Manual pg. 147_ +The PCs begin this campaign as rookie starship pilots in a popular Pact Worlds racing circuit that includes Skydock on Verces, Arl on the planet Akiton, and Triaxus’s city of Zo. These in-atmosphere races use single-pilot racing fighters made by Redshift Revolution, Terminator, and other specialized firms. As the PCs strive to build their reputation as rising stars, they’re contacted by a mysterious person claiming to represent an unnamed corporate interest. This contact tells them of a terrorist plot to destroy a notable landmark, such as the space elevator on Verces. The attack could injure or kill thousands. Clues indicate prominent members of the local racing scene are involved in the plot, and the mysterious contact asks the PCs to assist in the investigation by monitoring (spying on) the competitors. + +## FIRE YOUR ENGINES + +**Source** _Starship Operations Manual pg. 147_ +To gain access to the exclusive racing circles where the suspects can be found, the PCs must gain a higher profile— and that means winning races. These races use the chase rules for starships (page 44) or vehicles (Core Rulebook 282), and they include team relay races that provide an opportunity for the PCs to work together. As they win more acclaim, the PCs gain the trust of high-profile racers. They discover that the terrorist group has indeed infiltrated the racing scene as a means of getting close to the landmark—which lies along the course of the Pact Worlds’ Championship, a race to be held in several months. + +Clues suggest the ringleader of this terrorist cell is the Pact Worlds’ top-ranking racer. The PCs must survive a race that turns deadly as the terrorist cell seeks to take them out, then confront the champion either during the race or soon afterward. The champion, it turns out, is part of a fanatical sect of a neutral faith, such as that of Eloritu, Ibra, or Triune, that believes the targeted landmark must be destroyed to avert a terrible fate for the entire planet—or perhaps all of the Pact Worlds. Their information, however, does not specify the nature of this threat. + +## THE GRAND PRIX + +**Source** _Starship Operations Manual pg. 148_ +The PCs have eliminated one cell of the sect, but many more members remain. The PCs deduce that the terrorist base is located in the Drift, near a relay beacon along the course of the planet’s Grand Prix, a preliminary race for the Pact Worlds’ Championship. The exact course of the race is a secret, so the PCs must qualify in order to find the base. The qualifying races could involve single-pilot racers or larger starships that require the PCs to cooperate as a single crew. At the same time, the PCs discover their contact is more than they appear: a state intelligence agency, a rival corporation seeking sabotage, or some other group with a hidden agenda that doesn’t necessarily alienate the PCs. + +Once the PCs qualify for the Grand Prix, they can compete in this multi-day marathon race. The course jumps between relay beacons in the Drift, so it involves larger, Drift-capable starships with racers operating as teams. During the race, the PCs contend with strange Drift creatures and hazards as well as other competitors—some of whom are members of the terrorist sect. They need to do well enough in the race to qualify for the Pact Worlds’ Championship while tracking down the base, but they don’t necessarily need to win. When they find the base, they confront the terrorist presence there and learn that the sect believes the landmark was constructed as a beacon for a nefarious cosmic threat, such as the cult of Nyarlathotep or the Dominion of the Black—a beacon that will soon activate and summon a massive invasion force. The sect plans to destroy the landmark during the Pact Worlds’ Championship, but the leader of the sect—a mystic of their deity—is nowhere to be found. + +## THE CHAMPIONSHIP + +**Source** _Starship Operations Manual pg. 148_ +The PCs’ alarming discovery encourages them to protect the landmark during the Pact Worlds’ Championship. Law enforcement and race officials refuse to listen to warnings and assure the PCs that security is airtight, forcing them to take matters into their own hands. The terrorist sect, however, attempts to keep the PCs out of the race, trying to get them disqualified through false accusations, sabotage of their starship, and even attempts on their lives. The secrets kept hidden by the PCs’ contact cause additional complications, entangling them with a rival intelligence agency or corporation. + +For the championship, the PCs split up into multiple single-pilot ships again, but the terrorists do everything they can to take the PCs out, even attacking them directly during the race. (This is an opportunity to use the squadron combat rules starting on page 54.) The PCs may confront the sect’s leader in starship combat during the race, or they may need to pursue the leader to the landmark and confront them on foot. However, the sect was right about the landmark serving as a beacon; after the PCs defeat the terrorists, they must contend with the vanguard invasion force the beacon has signaled. The PCs must defeat these starship-scale creatures and the monstrous being they protect, then deactivate the beacon before the rest of the invasion comes through. This victory saves the Pact Worlds from invasion, but if you want to continue the campaign further, the PCs could reverse engineer the beacon signal to counterattack the cosmic threat in its home domain. + +# INVASION! + +**Source** _Starship Operations Manual pg. 148_ +In this campaign, the PCs are a starship crew from various Pact Worlds—but the story is set during the 5-year period between the Veskarian attack at the Battle of Aledra in 36 ag and the signing of the Absalom Pact in 41 ag. Without a treaty that unites them, the Pact Worlds are scattered and in disarray. It’s up to the PCs to lead the fight against the Veskarium—first as ragtag refugees, then as seasoned veterans, and eventually commanding the flagship of a Pact Worlds fleet. + +## A THOUSAND FRONTS + +**Source** _Starship Operations Manual pg. 148_ +The campaign begins with the Veskarian invasion, culminating in a landing on Triaxus and the Battle of Aledra. The PCs come from worlds throughout the system and serve as crew on several different starships. Each of these ships is caught in the Veskarian attack, with the PCs crashing on Triaxus in escape pods. There they meet each other, fend off local wildlife and Veskarium troops, and salvage a wrecked starship. Once they get it working, they arrive at the Battle of Aledra in time to lead a counterattack that brings temporary peace to the planet. + +But now there’s a war on, and every ship is pressed into service. The PCs might be drafted, but after losing everything to the Veskarium they’re likely volunteers. What’s notable about their ship and crew is its diversity; most other ships defending the system are crewed by citizens of a single planet. Bretheda, Absalom Station, and the rest each have their own fleets, but no single planet or organization is calling the shots. There are interplanetary organizations like the Knights of Golarion, but there’s no structure within which they can work. It’s every world for itself. + +The early phase of this campaign highlights the chaos of war; the Veskarium enjoys early success and the future Pact Worlds are left reeling. Competing interests among the factions make cooperation difficult and unreliable. When Veskarian forces cut off an Eox fleet, for example, other worlds refuse to help. Even noble organizations like the Stewards refuse to send help when it means exposing their home world to Veskarian attacks. There’s no one telling the PCs what to do—even if there should be. Instead, they’re left on their own to intercept invasion plans, scout hidden bases, and conduct guerrilla actions that deprive the Veskarium of vital resources. As the PCs travel from one world to another, they forge alliances among many cultures, put aside the demands of their home worlds in order to focus on the larger threat, and inspire other locals to organize. When the PCs encounter Veskarian warships, one of them is led by a vesk captain who becomes a recurring nemesis; the PCs get a chance to capture this captain in a rematch that forms the climax for this phase of the campaign. + +## A NEW UNIFORM + +**Source** _Starship Operations Manual pg. 149_ +The PCs’ example leads to the creation of a war council staffed by admirals and generals from throughout the system. Some of these individuals represent planetary military forces, but others are civilian or ad-hoc groups—Free Captains and Golden League families share the table with Stewards and Hellknights. They elect a chairperson, but that individual has little authority and can’t keep meetings from breaking out into arguments or even physical violence. The war council can, however, begin to organize a coordinated defense. A small system-wide fleet is formed, and the PCs are asked to join. The tone of the campaign shifts. The PCs are no longer operating independently, striking the Veskarium wherever they can before fleeing. Instead, they’re part of a larger force; when they’re outnumbered, reinforcements appear, and when their allies are ambushed, the PCs are sent to aid them. The PCs cooperate with other captains in small groups of two or three ships, guarding supply convoys, protecting civilian settlements, and leading counterattacks on Veskarian bases and squadrons. Planetside, they assist civilian leaders, train local forces, and construct physical defenses. But the PCs have made enemies and rivals in the war council. These political enemies have their own ideas about how to stop the Veskarium, and they see the PCs as the chief obstacle to these plans. When a major Veskarium operation forces everyone to retreat towards Aballon, these political enemies assign the PCs to be rear guard. It’s a suicide mission, buying time for the allied navies to fall back and regroup. The PCs, however, are more resourceful than anyone expects, and captains they’ve befriended arrive to help. Eventually the PCs are cut off and thought dead, but if they can triumph in battle against the Veskarian flagship, they can return as heroes to the allied fleet. + +## FORGING THE PACT + +**Source** _Starship Operations Manual pg. 149_ +The PCs’ political enemies have been exposed or persuaded by the PCs’ success. They recant their opposition and join the cause of the PCs, who are now leaders in the war. Their new flagship is equipped with technology from throughout the star system: it has Akitonian armor, Aballonian engines, psychic shields from Castrovel, and a cutting-edge Barathu sensor package. People are talking about a pact to kick the invaders out and take the fight to the Veskarium. The PCs lead the allied fleet from Aballon back through the worlds of the system, fighting all the way. They take charge of planetary defenses, lead an assassination mission against a vesk general, rescue a vesk defector, and conduct vital diplomacy with potential pact members. + +With information gleaned from vesk prisoners and the high-ranking defector, the stage is now set for a counterattack. Groundwork for this attack involves sneaking into the Veskarium, finding a safe place for counterattacking starships to gather, and recruiting allies among the vesk’s myriad subject populations. Finally, when the counterattack comes, the PCs split up, each taking command of a starship to lead the assault. Back home, the Absalom Pact is being prepared by diplomats and politicians, but everyone is holding their breath—it will take a victory in the Veskarium to convince all the signees to take this final, drastic step. If your campaign continues after the signing of the Absalom Pact, the PCs enter the Silent War (Core Rulebook 428). + +# LOST IN THE VAST + +**Source** _Starship Operations Manual pg. 149_ +In this campaign, the PCs are far away from the Pact Worlds, and critically, they can’t just hop to the nearest Drift beacon. Some confluence of events has thrown the crew deep into the unknown, and their challenge is getting back. Perhaps an anomaly in the Drift took them off course and destroyed their Drift engines in the process, or maybe sabotage is at work, preventing them from making a speedy return. Exactly how the PCs’ ship is launched into space is left up to the GM, but there are two basic variations: in one, the PCs are far from home but they know the path to get back. The journey may take a very long time, and go through inhospitable environments, but it’s predictable. In the other version of this campaign, faster-than-light travel is essentially random; every time the PCs flip the switch on their Drift engine, their destination is completely unpredictable. Every session has a one-in-a-million shot of returning the PCs home. + +Notably, this campaign doesn’t require a central antagonist and could easily focus on the PCs’ survival and exploration; indeed, if the PCs are constantly on the move, they’ll leave behind any enemies that are not physically on the ship with them. The episodic nature of the campaign lends itself to short-term challenges that build up to an overarching struggle to survive. Maintaining the ship and crew, scavenging for resources, and contacting indigenous species both friend and foe allow for a host of novel encounters that the party might face on their odyssey. Of course, you can still introduce an antagonist if that adds to your story, but the central conflict of the campaign is between the PCs and their environment. + +## ACCIDENTS HAPPEN + +**Source** _Starship Operations Manual pg. 149_ +Begin the campaign on a familiar world or space station. The Pact Worlds provide a stark contrast for the isolation that the party will experience later on, and this also allows characters to become familiar with each other and important NPCs before their primary focus turns to survival. At the same time, use odd happenings around the ship to foreshadow future events. Tools might go missing, the PCs might experience déjà vu or black out for periods of time, or they may hear voices in strange languages echoing from far away. When the event that maroons the PCs in distant space finally does occur, these details will fuel speculation and aid their investigations into what happened. + +After the PCs get lost, a host of immediate dangers need to be addressed. Dramatic skill checks will be needed to keep the ship’s atmosphere from venting, maintain life support, treat serious injuries, and evade immediate threats. By this point, the PCs are working with limited, dwindling supplies and will be eager to explore nearby areas for resources. + +At lower levels, NPCs aboard the ship can be both a blessing and a burden to the party. Their skills could be the only thing keeping the crew from oblivion, but these same NPCs could have goals that conflict with those of the PCs. These NPCs may be the only company the PCs have for some time, so they’re an excellent source for interpersonal plotlines. Alternatively, there could be no additional crew; a PC-only crew develops closer ties as they rely on each other and deal with relative isolation. These campaigns focus more on adventure and exploration than interpersonal dramas. + +As the PCs conclude this chapter, they dodge immediate dangers and stabilize the ship, restoring basic life support and navigation systems. They are now able to pick a general direction and begin limping toward home or a habitable location. And even if they don’t fully understand what threw them off course, they have enough information to begin an investigation. + +## JUST ANOTHER DAY IN THE VAST + +**Source** _Starship Operations Manual pg. 150_ +Mid-level PCs have the experience necessary to face the bizarre and unknown elements beyond the ship. Anything the crew encounters in these remote places should be completely unfamiliar, so let your creativity run rampant. Nothing is too strange for the depths of space! + +When initial supplies run low, the PCs scout planets, asteroids, and salvageable wrecks to harvest and process suitable materials—but these strange otherworldly devices and substances may have side effects on the ship and crew. These missions offer unique, unusual environments and mini-plots as the PCs negotiate harsh terrain, bizarre flora and fauna, and unknown and mysterious civilizations. + +This could be the first contact the denizens of these isolated places have had with citizens of the Pact Worlds— although it’s also intriguing if inhabitants of the Pact Worlds have made contact in the distant past. These societies may be fascinating allies, or they may want to imprison and subjugate the crew. Whether these cultures are a small collective or a vast technological empire, they present a host of intriguing story opportunities for you and your players to explore. + +Stories at this level also begin to illuminate the factors that caused the PCs to become lost, enabling the heroes to develop a plan that deals with their situation—though they may not have the power to enact that plan just yet. The PCs acquire this information directly through their travels and interactions with other creatures, as well as through long-term investigation that confirms their growing suspicions. Ultimately, the PCs figure out how to save themselves: discovering how to cross a vast distance far faster than they first thought or repairing their Drift engine so that it no longer sends them to random destinations. + +## TIME RUNS SHORT + +**Source** _Starship Operations Manual pg. 150_ +By the time the campaign is entering its final chapters, you can leverage the high-level PCs’ newfound abilities to reveal the information they’ll need to get home. These high-level abilities also enable the party to tie up loose ends and capitalize on clues spread throughout the campaign to discover the means to their return—but the heroes must act quickly. Perhaps there is a rapidly closing portal that they need to reach to get home, or an artifact of great power that a previous contact also wants to acquire. + +This campaign offers a chance to do something unusual: finish out the story with a series of high-stakes skill checks instead of a brawl. Take note of each PC’s abilities and include everyone by layering party challenges on top of each other. Not only does this give every character a time to shine, but it builds tension, with every failed check impacting the others. A race against time tests the pilot, while an envoy rallies the NPCs and alien contacts the party has made along the way. Perhaps a cast of old enemies return at the last moment; with the ship careening to its destination, there’s no time for a lengthy fight, but someone has to hop on the guns to buy time. The party is sufficiently powerful that you can introduce time, space, and divinity as story elements without worrying if the PCs are up to the challenge. By layering multiple challenges into the same encounter, the final moments of the campaign become a truly epic conclusion, not focused on winning a fight but just escaping the story alive. + +# RED STARS AT NIGHT + +**Source** _Starship Operations Manual pg. 151_ +This campaign opens when the PCs are contacted (individually or as a group) by a member of the Pirate Council. All the PCs have a friendly tie to this pirate lord; they may be relatives, for example, or favored crew members. The pirate lord intends to step down from the Pirate Council but wants to ensure the seat is in capable hands, so they’re taking the unusual step of allowing several groups to audition for the seat. This pirate lord could be Ceris Hightower, the Council’s longest-serving member, or it could be another pirate lord, seeking to check Hightower’s influence. The PCs are one of several groups who have been selected to compete for this honor, and each group is outfitted with a ship and some starting funds. The PCs must distinguish themselves as pirates and fend off their rivals in order to prove themselves worthy of the Pirate Council! + +## RAISE THE SKULL AND CROSSBONES + +**Source** _Starship Operations Manual pg. 151_ +The PCs have little time to celebrate their initial recognition. If they want to get a jump on the other contenders, they need to build up their reputations as pirates. This involves a great deal of starship combat, but you can use the boarding rules (page 40) so that the PCs can plunder a ship for treasure rather than blowing it up. The PCs then need to be careful during starship combat lest they destroy valuable cargo. Depending on the PCs’ inclinations, they could use their piracy to help the oppressed and downtrodden from any given place—literally stealing from the rich and giving to the poor—or they could be out for personal gain. + +While the PCs attempt to build their fortunes, however, their rivals are not sitting idle. Other pirate groups, each with their own leaders, goals, and histories, attempt to sabotage the PCs or even attack them directly. The PCs might have to fight some of these groups, but others can be won over, becoming allies and potentially enabling the PCs to start their own fleet. + +## REPEL BOARDERS + +**Source** _Starship Operations Manual pg. 151_ +Before the PCs earn a seat on the Pirate Council, their reputation as skilled pirates draws the attention of an organization that opposes piracy and seeks to crush them. This organization could be the Hellknights, the Stewards, or a splinter sect of AbadarCorp that takes a more proactive antipiracy approach than the church normally does; evil PCs may even be opposed by the Knights of Golarion. Regardless, the group is led by a former Abadaran priest who takes a brutal approach to fighting piracy; this leader doesn’t confront the PCs in person, but instead safely directs their forces from a massive flagship. + +While the PCs are tangling with these new foes, they hear news of a legendary ship captained by one of the first pirates to return to the spaceways after the Gap. Rumor has it that this ship, long thought lost in the Drift, has emerged somewhere in the Vast. If the PCs could claim this ship for their own, the council seat would be as good as theirs. Finding the ship won’t be easy, though, especially with their myriad foes hot on their trail. This section of the campaign concludes with a battle over the lost ship; alternatively, the PCs may beat their enemies quickly only to find that the ship, though long adrift, is far from empty. + +## BROKEN ROCK UNDER SIEGE + +**Source** _Starship Operations Manual pg. 151_ +With the recapture of a famous pirate ship, the PCs feel that they’ve earned their seat on the Pirate Council—but trouble is brewing. On their way back to the Pact Worlds, they receive an urgent message from an ally: Broken Rock is blockaded by the enemy organization’s armada, and several of the pirate lords, including their patron, have been captured! As Broken Rock’s location is a closely guarded secret, there must be a traitor among the pirates. This could be a defeated rival of the PCs, or even another pirate lord. + +To learn where the pirate lords have been taken, the PCs must track down the traitor and pull the information out of them somehow—or at least find out where or from whom that information can be learned. Either before or after they’ve gained Broken Rock’s location, the PCs then must infiltrate the planet—a prison world such as Daegox 4 in Near Space serves nicely—and free the pirate lords before the complex’s defenses mobilize against them. With the pirate lords rescued, the PCs can at last return to Broken Rock, mobilize their own armada, and make a stand against the enemy fleet. It will likely be a long, tough fight that might require just as much brains as brawn, but once the bulk of the enemy ships are defeated, the PCs can board the enemy flagship and face the priest of Abadar. + +This campaign concludes when the PCs’ benefactor steps down and grants the PCs their seat on the Pirate Council— but this also provides the opportunity for more high-level adventure, as the PCs are now pirate lords! \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Toolboxes/Drift Encounter Toolbox.md b/Rules/SF1E/Additional Mechanics/Toolboxes/Drift Encounter Toolbox.md new file mode 100644 index 0000000..aff61ea --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Toolboxes/Drift Encounter Toolbox.md @@ -0,0 +1,64 @@ +--- +aliases: +tags: +--- +# DRIFT ENCOUNTERS TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 146_ +When a starship travels through the Drift, there is a chance that the crew might randomly encounter something that has been pulled from another plane (Core Rulebook 291). You can roll on the table below to determine exactly what that encounter could be, possibly leading to exciting adventures that break up the monotony of long-distance space travel. + + +## DRIFT ENCOUNTER + +| D% | Description | +| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| 1 | Nothing. A desolate void, an empty path inhabited by not even the tiniest speck of reality. There are no other ships, no planar bubbles, and no sign that any other path charted through the Drift has gone this way before. | +| 2–6 | The ship’s path intersects with Alluvion AP4, Triune’s divine realm and the metaphorical center of the Drift. | +| 7–10 | Paraforans or paraforan fragments AA3 flock around the ship, following and waiting to feed on the Drift engine’s energy when it jumps to the Material Plane. Paraforans inadvertently dragged along by the Drift jump are disoriented and, if pulled inside a starship, can become violent in their desperation to escape. | +| 11–12 | The PCs receive a distress signal from a ship under attack by garaggakals AA2. The crew of the ship are desperate and believe their deaths to be imminent. | +| 13–14 | A malfunction with the Drift engine attracts a muddle of three to 30 riftis AP13. The tiny proteans cause mischief and chaos on the ship until they pop out of existence 1d100 hours later. | +| 15–16 | Another ship’s jump dragged an oma AA into the Drift, leaving it stranded ever since. The oma carries a single passenger, another lost traveler it found floating alone. | +| 17 | Time eaters AA3 slip aboard the ship and trap its crew within a time loop, forcing them to repeat the same 10-minute sequence until they can discover and defeat the temporal stowaways. | +| 18 | A Drift architect AA3 appears and begins deconstructing nearby matter (either a planar bubble, a creature, or the starship itself) for incorporation into the Drift. In addition, you can roll again, ignoring additional results of 18, to determine the scenario in which the Drift architect appears. | +| 19–20 | A powered-down ship floating through the Drift crosses the PCs’ route. There are no signs of life aboard the ship and it doesn’t respond to messages. The ship’s crew died in the Drift long ago and rose as driftdead AA3, doomed to forever relive the day they died. | +| 21–24 | Teleliths AA3 hide among debris and miniature planar bubbles, waiting to ambush passing starships. They attack all passing ships, feeding on those they subdue. Plastics and other undesirables from their previous kills float nearby. | +| 25–26 | A colour out of space AA2 enters the ship and begins feeding on the Drift engines, slowing down the vessel and potentially halting it altogether. | +| 27–28 | A coven of three void hags AA entered the Drift years ago on a technoplanar pilgrimage for knowledge and magic. Without a ship of their own, the coven has no way to return to the Material Plane. | +| 29–30 | A bored asteray AA follows the PCs’ ship. Unable to find another source of entertainment in the Drift, the capricious fey causes endless trouble for the PCs whenever the creature feels the need for amusement. | +| 31 | The PCs cross paths with an enormous plasma ooze AA2 the size of a small sun. An array of AbadarCorp satellites orbit the ooze, studying its unusual properties in the hopes of capitalizing on any discoveries, but they are about to be consumed by the ever-growing ooze. | +| 32 | The Failed Gate AP4, an anomalous storm of raw arcane magic centered on a Drift Beacon, looms ahead of the ship. The Failed Gate was the result of a catastrophic ritual meant to create a magical gate between the Drift and the Material Plane. | +| 33–34 | A hesper AA boards the starship and begins bonding with the ship’s power core (or other major power source), causing odd but (at least initially) nonthreatening errors, glitches, and malfunctions. | +| 35–36 | The players receive an old distress signal from a powered-down starship floating through the Drift. A pack of akatas AA2 got aboard the ship before it jumped to hyperspace, and the crew died of void death. | +| 37–40 | The PCs pass through a shrinking planar bubble inhabited by marooned ones AA. | +| 41 | The PCs pass through a stable bubble from the Material Plane, finding it to be the lair of a void dragon AA2. Inside, the dragon keeps a hoard of vanquished starships. | +| 42 | A time dragon AA2 travels the Drift, ensuring any temporal differences of active planar bubbles are not being abused. | +| 43–44 | A solar wisp AA2 has attached itself to a slow-moving planar bubble floating through the Drift, searching for minerals to feed on. | +| 45 | The PCs encounter Horizon’s End, an explorer-class starship crewed by individuals who each claim to be mortal avatars of Weydan. The crew travels the Drift in search of new experiences, something they hope—or perhaps even demand— that the PCs offer. | +| 46 | The PCs encounter the Flotilla of the Devourer AP4, a massive collection of starships in the Drift serving as both fleet and fortress for the Cult of the Devourer. | +| 47–50 | The PCs’ route crosses through a doldrum AP4, a pocket of the Drift where no technology works. The sizes of these spaces vary greatly—some require only a couple of minutes for a ship’s momentum to carry it through, while the other, longer patches are incredibly dangerous, as entire crews die without the life support systems of their ships. | +| 51–52 | A misty bubble from the Ethereal Plane leaks souls into the Drift. Some of the spirits are vengeful wraiths—their emotions tied too strongly to the Material Plane for them to pass on. However, none of these lost souls will reach the Boneyard. | +| 53–54 | A planar bubble from the First World overspills its bounds into the rest of the Drift, growing instead of shrinking. Giant, florescent tree roots seep into the void, grabbing nearby asteroids or other spatial detritus. Gremlins AA3 and other fey create mischief for those approaching or entering the bubble. | +| 55–56 | VoidboilsAP12 cover the surface of a planar bubble from the Shadow Plane, a dark globe that sucks in the light of passing starships. The boils spray dark bolts of shadowy energy into the surrounding space, frosting passing ships with quickly dissipating rime, though creatures inside might be affected by the cold. | +| 57–58 | Planar bubbles from the Positive and Negative Energy Planes have converged. They are locked in an unstable cycle of creating and destroying each other, attracting the attention of several equinoxians AA3. | +| 59–60 | The PCs encounter a planar bubble from the Plane of Air that contains breathable air, a hospitable atmosphere, and subjective directional gravity; everything within the bubble can fly of its own accord by shifting their concept of “down.” Starships entering the bubble could be adversely affected due to a swift change in gravity and atmosphere. | +| 61–62 | A planar bubble from the Plane of Earth, an enormous asteroid-like chunk of planar material, floats in the PCs’ path. Tunnels and mines create a navigable path through the otherwise solid bubble of elemental earth. Veins of precious metals and glittering growths of crystal can be found within, in addition to a population of earth elementals AA. Avoiding the rock might add time to the PCs’ journey, while navigating through the asteroid’s tunnels requires a skilled pilot. | +| 63–64 | The PCs encounter a planar bubble from the Plane of Fire inhabited by an efreeti AP13 with azer AP13 servants working to build a starship from scrap that has floated into their bubble. The efreeti will grant one wish to any mortal who can return her to the City of Brass. | +| 65–66 | A planar bubble from the Plane of Water encapsulates a huge quantity of water floating through the Drift, much like a giant fishbowl. The interior of the bubble has subjective directional gravity and contains a myriad of aquatic fauna. Any vessel passing through the bubble must compensate for the increased pressure on the hull. | +| 67–68 | A planar bubble from the Astral Plane contains a silver squall, a storm made from violent thoughts and competing ideas. The squall shrieks through the ship’s comms, and hearing its psychic chatter might cause confusion or damage to the psyche. Those who aren’t overcome can yell back, verbally dismantling its arguments until the storm subsides. | +| 69–70 | A large planar bubble from the Maelstrom has split into innumerable smaller bubbles that slowly float away and encroach on pieces of other planes, threatening to enter and contaminate those bubbles with the Maelstrom’s unstable planar traits. | +| 71–72 | A planar bubble containing a chunk of the Spire stolen from the Boneyard floats through the Drift. | +| 73–74 | A planar bubble of Axis contains a fractured city district, many of its buildings featuring symbology of some long-forgotten god. | +| 75–76 | A planar bubble from Heaven known as Bulwark AP4, a large, grassy hill that floats through the void, glows with a gentle light. Bulwark’s lone inhabitant, an archon who sits atop the hill, welcomes good-aligned creatures to rest in the miniaturized upper planar realm. | +| 77–78 | The PCs encounter a planar bubble from Nirvana, from which a pair of barachiuses AA make it their mission to defend innocent creatures brought into the Drift. | +| 79–80 | A planar bubble from Elysium consists of a huge mountain surrounded by vibrant, shining emerald fields, and the azatas brought into the Drift play beautiful music. Tritidairs AA2 can leave the bubble in their starlight form, but they cannot leave the Drift. | +| 81–82 | A handful of squabbling demons inhabits a bubble of the Abyss. A haughty pluprex demon AA2 has declared the bubble their own new layer of the Abyss, and themselves the Demon Lord who rules it. | +| 83–84 | The black, festering waters of the River Styx cut through a dark planar bubble from Abaddon, the Eternal Eclipse, trickling off the edge into the endless Drift. | +| 85–86 | The PCs encounter the Iron Steeple AP4, a diabolical cathedral pulled from Hell into the Drift. Contingents of devils have taken control of the planar bubble, defending the site, preventing anyone else from entering, and even aggressively attacking those who pass nearby. | +| 87–88 | A bubble from the Dimension of Dreams contains animated dreams and the dream avatars of sleeping mortals who might never wake up, trapped inside a dream stolen by the Drift. | +| 89–90 | The PCs encounter a twisting lemniscate-shaped planar bubble from the Dimension of Time with a time dimensional AA3 waiting to ambush any who come near. | +| 91–92 | A small population of mi-go AA2 eke out an existence within a planar bubble that contains a partial fragment of an unknown moon. | +| 93–94 | A mundane planar bubble contains a chunk of a terrestrial world on the Material Plane, inhabited by peaceful, grazing animals. Perhaps with enough time, some clue hidden inside the bubble might reveal more about the world. | +| 95–96 | The PCs encounter two planar bubbles that collided some time in the recent past. In the resulting mass, the disparate gravitational, spatial, or conceptual realities converged on each other, forming a unique environment. | +| 97–98 | A triad of iridia spectra AA3 contact the PCs through the comm unit of their ship. They might inquire about the PCs’ journey, offer to help with any needed repairs, correct their course, or ask for the PCs’ assistance in spreading hyperspace technology throughout the galaxy. | +| 99 | A powerful and predatory outsider attacks the PCs and quickly proves beyond their ability to defeat. Just as the situation turns dire, an aspecna spectra AA3 appears, phasing into hyperspace, and saves the day. If the PCs are lost or need assistance leaving the Drift, the aspecna offers to escort them to their destination. | +| 100 | Roll twice on this table, ignoring any additional results of 1 or 100. | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Toolboxes/NPC Toolbox.md b/Rules/SF1E/Additional Mechanics/Toolboxes/NPC Toolbox.md new file mode 100644 index 0000000..4bcdfe3 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Toolboxes/NPC Toolbox.md @@ -0,0 +1,174 @@ +--- +aliases: +tags: +--- +# NPC TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 148_ +Use the following tables to help you generate nonplayer characters quickly. +**NPC Name and Species:** Roll twice on this table to come up with a name and a species for a random NPC. +**NPC Quirks:** This table provides memorable characteristics a Starfinder NPC might have, whether they’re an alien a PC is meeting for the first time or they’re a character from a PC’s background (see Step 3: Influential Associate on page 11). + + +## NPC NAME AND SPEICIES + +| D% | Name | Species | +| ------ | ---------- | -------------- | +| 1–2 | Ailei | Aasimar | +| 3–4 | Aztria | Android | +| 5–6 | Biyad | Barathu | +| 7–8 | Coelris | Bear, uplifted | +| 9–10 | Cyvin | Brenneri | +| 11–12 | Dedarrel | Contemplative | +| 13–14 | Dvemis | Damai | +| 15–16 | Elyrkaen | Dragonkin | +| 17–18 | Esrithe | Drow | +| 19–20 | Fefadis | Dwarf | +| 21–22 | Gexarin | Elf | +| 23–24 | Giej | Espraksa | +| 25–26 | Haamori | Formian | +| 27–28 | Hjinae | Ghoran | +| 29–30 | Hrenne | Gnome | +| 31–32 | Iasa | Goblin, space | +| 33–34 | Itakateii | Half-Elf | +| 35–36 | Jaxem | Halfling | +| 37–38 | Kih-Alyne | Half-Orc | +| 39–40 | Kuegalyi | Human | +| 41–42 | Lajai | Ikeshti | +| 43–44 | Lonbe | Ijtikri | +| 45–46 | Mehindir | Kalo | +| 47–48 | Mkani | Kanabo | +| 49–50 | Nariel | Kasatha | +| 51–52 | Nuveth | Lashunta | +| 53–54 | Ouna | Maraquoi | +| 55–56 | Ozast | Morlamaw | +| 57–58 | Pahkret | Nuar | +| 59–60 | Pserax | Orc | +| 61–62 | Qinatelle | Pahtra | +| 63–64 | Quri | Phentomite | +| 65–66 | Riila | Quorlu | +| 67–68 | Rutih | Raxilite | +| 69–70 | Seqruv | Ryphorian | +| 71–72 | Suyaer | Sarcesian | +| 73–74 | Theq | Shakatla | +| 75–76 | Tiibre | Shatori | +| 77–78 | Traeghet | Shirren | +| 79–80 | Uzuonn | Shobhad | +| 81–82 | Valartemni | Skittermander | +| 83–84 | Vyldii | Telia | +| 85–86 | Wecrau | Tiefling | +| 87–88 | Wyvix | Trox | +| 89–90 | Xirali | Varculak | +| 91–92 | Xoadra | Verthani | +| 93–94 | Ydaj | Vesk | +| 95–96 | Yznanno | Vlaka | +| 97–98 | Zalv | Witchwyrd | +| 99–100 | Zeymaaq | Ysoki | + + + + +## NPC QUIRKS + +| D% | Description | +| --- | ----------------------------------------------------------------------------------- | +| 1 | Always wears a bright top hat embroidered with a kaukariki | +| 2 | Always snacking on various flavored honeys | +| 3 | Absentmindedly hums the latest synth-pop hits | +| 4 | Mortally terrified of squoxes thanks to a childhood mishap | +| 5 | An aspiring chef who searches the galaxy for new ingredients | +| 6 | Spends their free time playing infosphere strategy games | +| 7 | Always well-apprised of the latest celebrity gossip | +| 8 | Has a secret and unrequited crush on an acquaintance | +| 9 | Extremely sensitive to heat and always carries a portable fan | +| 10 | Intentionally talks louder than everyone else | +| 11 | Quick-tempered, but quick to apologize for their outbursts | +| 12 | Looks for any opportunity to share a limitless supply of factoids | +| 13 | Speaks very slowly, with long pauses between most words | +| 14 | Follows the latest fashions, replacing their wardrobe regularly | +| 15 | Insists on interpreting others’ dreams for deep meaning | +| 16 | Enjoys acting extremely mysterious, even among friends | +| 17 | Normally rather grouchy, but has a soft spot for animals | +| 18 | Takes their duties, even minor ones, extremely seriously | +| 19 | Makes friends very easily but never remembers their names | +| 20 | Always tired, no matter how much rest they’ve gotten | +| 21 | Has an encyclopedic knowledge of the local laws | +| 22 | Loves playing vidgames but is not particularly good at them | +| 23 | Has an acute sense of smell and often comments on odors | +| 24 | Names all of their weapons or equipment after historical figures | +| 25 | Never misses a chance to relate a childhood anecdote | +| 26 | Has always wanted to be a dashing adventurer-pilot | +| 27 | Never forgives an insult against them, no matter how minor | +| 28 | Constantly talks about their large collection of niche antiques | +| 29 | Loves poetry and always carries a notebook to jot down ideas | +| 30 | Takes credit for others’ successes | +| 31 | Loves to travel and has visited numerous worlds | +| 32 | Tends to get distracted mid-conversation and changes the subject | +| 33 | Paints amateurish portraits and always looks for new subjects | +| 34 | Has multiple identities and sometimes forgets to respond to names they’ve given | +| 35 | Is deeply impressed by magic and spellcasters | +| 36 | Has a penchant for challenging people to duels | +| 37 | Thinks highly of themself and is unintentionally condescending | +| 38 | Enjoys knitting handicrafts and pushing them on others | +| 39 | Gets so focused on tasks that they forget to blink or move | +| 40 | Is a devout follower of their deity, but interprets their tenets in an unusual way | +| 41 | Dotes on a pet incessantly and narrates its thoughts in falsetto | +| 42 | Hates their day job and daydreams about becoming a vid star | +| 43 | Is extremely risk-averse except in defense of their loved ones | +| 44 | Takes great pride in their family lineage | +| 45 | Extremely clumsy, always knocking something over or breaking things | +| 46 | Gullible enough to have accidentally joined not one, but two cults | +| 47 | Always reading mystery novels and fancies themself an amateur detective | +| 48 | Has a new hobby every other week | +| 49 | Not shy about voicing their extraordinarily vehement brand preferences | +| 50 | Is entrenched in a pyramid scheme and enthusiastically offers opportunities to join | +| 51 | Attempts to place wagers on every possible event, no matter how mundane | +| 52 | Obsessed with conspiracy theories, the wilder the better | +| 53 | Peppers their conversations with terrible puns | +| 54 | Is an amateur linguist who wants to learn as many languages as possible | +| 55 | Can’t resist embellishing tales of their exploits | +| 56 | Can’t be intimidated, but tears up at any display of empathy | +| 57 | Proudly displays several commissioned statuettes of themself | +| 58 | Won’t go anywhere without their lucky hip flask | +| 59 | Mixes metaphors and uses mashed-up aphorisms | +| 60 | Challenges new acquaintances to a game of Imperial Conquest | +| 61 | Extremely learned in their field of study but absent-minded | +| 62 | Makes dramatic speeches about mundane events | +| 63 | Always has headphones on, blaring custom playlists | +| 64 | Is meticulous and pays close attention to minor aesthetic details | +| 65 | Is extremely interested in dragons | +| 66 | Is often underestimated because of their bubbly demeanor | +| 67 | Judges others by what they have and haven’t read | +| 68 | Prefers technological solutions and is wary of magic | +| 69 | Tinkers with virtual intelligence projects in their free time | +| 70 | Moves around constantly, never staying in the same spot | +| 71 | Lies about being able to play a musical instrument | +| 72 | Has a photographic memory but doesn’t realize it’s unusual | +| 73 | Keeps numerous pets of a wide variety of species | +| 74 | Always experiments with the latest pyrotechnics | +| 75 | Collects decks of playing cards from throughout the galaxy | +| 76 | Very contrarian and loves to argue even when they agree | +| 77 | Quotes philosophers in everyday conversation | +| 78 | Always sees the best in people, even to their own detriment | +| 79 | Very quiet until someone gets them talking about a pet subject | +| 80 | Utterly disinterested in everyone and everything | +| 81 | Makes up a nickname for everyone they meet | +| 82 | Prefers analog equipment to technological, for the aesthetic | +| 83 | Has an uncanny sense for when someone has a secret | +| 84 | Wants to be someone’s mentor but hasn’t found any mentees | +| 85 | Easily starstruck by even minor celebrities | +| 86 | Breaks into songs from their favorite musicals whenever remotely relevant | +| 87 | Fond of expensive jewelry, and prefers sapphires | +| 88 | A gifted but incredibly shy performer who refuses the limelight | +| 89 | Loves to barter and relentlessly offers trades that heavily favor them | +| 90 | Always very well-dressed, even at informal occasions | +| 91 | Thinks they know best and always volunteers to give others unsolicited advice | +| 92 | Enjoys matchmaking, whether romantic or platonic | +| 93 | Encourages everyone they meet to monetize even the most minor talents | +| 94 | Jumps to conclusions and (incorrectly) finishes others’ sentences | +| 95 | Constantly asks conversation partners to repeat themselves | +| 96 | Tries to imitate stunts from their favorite action vids | +| 97 | Has a deep nostalgic streak even about recent events | +| 98 | Bends over backward to avoid admitting when they’re wrong | +| 99 | Attempts to live well beyond their limited means | +| 100 | Laughs uncontrollably when stressed | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Toolboxes/Settlement Toolbox.md b/Rules/SF1E/Additional Mechanics/Toolboxes/Settlement Toolbox.md new file mode 100644 index 0000000..94e7359 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Toolboxes/Settlement Toolbox.md @@ -0,0 +1,156 @@ +--- +aliases: +tags: +--- +# Settlement Toolbox + +**Source** _Galaxy Exploration Manual pg. 150_ +From small towns to bustling metropolises to orbiting space stations, settlements comprise one of the major building blocks that make up a campaign setting. Every settlement should feel unique, whether due to geography, culture, or the quirks and challenges presented here. +When creating a settlement from scratch, GMs can use the following tables to help give a particular settlement a touch of personality. Alternatively, a player can use these tables to determine something interesting about where their character is from. +**Settlement Quirks:** These details help a settlement stand out. +**Settlement Challenges:** These plot hooks might determine why the PCs visit a particular settlement, or they might spur adventure while the PCs are there. +**Settlement Locations:** These locations might appear in any settlement. If you want a location in a low-technology settlement, reroll results of 51 or higher. If you want a location in a medium-technology settlement, reroll results of 81 or higher. + + +## Settlement Quirks + +| D% | Description | +| ------ | --------------------------------------------------------------------------------------------------------------------------------- | +| 1–4 | An enormous statue stands in the settlement’s center. No records of its construction exists, and no one knows what it represents. | +| 5–8 | Harmless swarming creatures overrun the settlement. | +| 9–12 | A yearly festival celebrates a certain crop, food item, or trade good that isn’t produced anywhere near the settlement. | +| 13–16 | A specific color is banned from appearing in the settlement. | +| 17–20 | The settlement enforced a strict curfew, giving rise to several after-hours establishments operating just outside it. | +| 21–24 | An unusual weather or cosmic phenomenon hangs just above the settlement in defiance of meteorology or physics. | +| 25–28 | Every hour, a tolling bell can be heard throughout the settlement—though no such timepiece exists. | +| 29–32 | The settlement’s law enforcement officers proudly use a peculiar or outdated form of transportation. | +| 33–36 | A factory or fort on the settlement’s outskirts opens its gates only once every 3 months, and none of the locals work there. | +| 37–40 | A famous and reclusive author or artist lives within the settlement; the locals dissuade outsiders from bothering them. | +| 41–44 | Many inhabitants claim to be descended from a lost line of an important family that originates from this world or another. | +| 45–48 | The settlement houses the decorated tomb of a historical figure. | +| 49–52 | Detailed murals depicting a sibling settlement grace many of the exterior walls of the settlement’s residences. | +| 53–56 | A benevolent secret society believes itself the settlement’s masterminds, but locals merely humor the society’s members. | +| 57–60 | The settlement’s layout follows a precise geometry, but the streets seem to be numbered or named at random. | +| 61–64 | Dozens of stray animals make their home in a particular building. | +| 65–68 | A precocious child rumored to possess powerful psychic abilities serves as one of the settlement’s leaders. | +| 69–72 | A small garden grows in the middle of the settlement that produces a type of flower found nowhere else in the galaxy. | +| 73–76 | The settlement observes an elaborate weekly tradition. | +| 77–80 | The settlement hosts a regular gathering of collectors of a rare but unusual type of object. | +| 81–84 | The inhabitants get their clothes from a single tailor or fashion designer, who boasts a distinct and unusual style. | +| 85–88 | An archway stands in the middle of the settlement and occasionally flashes with (harmless) eldritch energy. | +| 89–92 | A secret passage connects two seemingly unrelated structures. | +| 93–96 | Several of the settlement’s structures were built for inhabitants much smaller or larger than the average local. | +| 97–100 | All but one of the settlement’s buildings are identical. | + + + + +## Settlement Challenges + +| D% | Description | +| ----- | ------------------------------------------------------------------------------------------------------------------------------ | +| 1–4 | The settlement and its people are heavily taxed or in deep debt. | +| 5–8 | A rival settlement is luring away the settlement’s residents. | +| 9–12 | A grifter holds control over the settlement’s resources or finances. | +| 13–16 | The settlement’s leaders trade some of its inhabitants to an evil outsider in exchange for future prosperity. | +| 17–20 | A wealthy, influential individual is maneuvering to purchase the settlement in its entirety—and then demolish it. | +| 21–24 | Bizarre accidents plague the construction work on a new, high-profile public building within the settlement. | +| 25–28 | A huge influx of visitors recently entered the settlement, overwhelming local resources and leading to culture clashes. | +| 29–32 | An unknown saboteur has infected the settlement’s water source. | +| 33–36 | A magical curse or technological virus afflicts the settlement’s equipment, rendering it ineffective. | +| 37–40 | An addictive substance taints the settlement’s food supply, turning inhabitants against each other when provisions run low. | +| 41–44 | The settlement’s inhabitants enjoy a form of entertainment that surreptitiously carries a supernatural form of mental illness. | +| 45–48 | Unpredictable severe weather periodically cuts the settlement off from the outside world. | +| 49–52 | Wild animals, both predators and prey, regularly encroach upon the settlement’s limits, attacking the citizens on sight. | +| 53–56 | A group of space pirates or other villains holds one of the settlement’s major landmarks under siege. | +| 57–60 | Warring criminal groups use the settlement as a battleground. | +| 61–64 | A serial killer stalks the settlement’s streets, avoiding capture through either magical or advanced technological means. | +| 65–68 | A terrifying figure from the settlement’s distant past has returned from the dead to seek revenge. | +| 69–72 | Half of the settlement recently vanished without a trace. | +| 73–76 | The locals have no memory of the past week. | +| 77–80 | The settlement’s inhabitants simultaneously receive a cryptic glimpse of their individual futures. | +| 81–84 | A recently discovered relic at the heart of the settlement draws attention, both good and ill. | +| 85–88 | A group of unscrupulous mercenaries made the settlement their home base and now refuse to leave. | +| 89–92 | A high-profile legal proceeding uncovers all manner of dark secrets about the settlement’s inhabitants. | +| 93–96 | The settlement is under constant threat of being quickly reclaimed by nature and must be diligently maintained. | +| 97–99 | A prank war among the students of a nearby institute of learning escalates dangerously, engulfing the settlement. | +| 100 | An especially temperamental domesticated animal or pet terrorizes the settlement’s inhabitants. | + + + + +## Settlement Locations + +| D% | Location | +| ----- | ---------------------------------------------------------------------- | +| 1–2 | **Restaurant:** Dine in for local cuisine. | +| 3–4 | **Pub:** Enjoy alcoholic beverages. | +| 5–6 | **Café:** Enjoy hot brewed beverages and pastries. | +| 7 | **Butcher:** Purchase pre-cut portions of meat. | +| 8 | **Greengrocer:** Purchase fresh fruits and vegetables. | +| 9 | **General Store:** Purchase various sundries. | +| 10 | **Smithy:** Purchase worked metal items. | +| 11 | **Woodworker:** Purchase worked wooden items. | +| 12 | **Stonemason:** Purchase worked stone items. | +| 13 | **Tanner:** Purchase, alter, or repair leather items. | +| 14 | **Tailor:** Purchase, alter, or repair clothing. | +| 15–16 | **Alchemist:** Purchase magic potions and similar items. | +| 17 | **Gallery:** Purchase or admire artwork. | +| 18 | **School:** Learn basic or advanced skills and information. | +| 19 | **Fairgrounds:** Enjoy outdoor fairs and exhibitions. | +| 20 | **Monument:** Learn about or reflect on a figure, place, or event. | +| 21 | **Jeweler:** Purchase or repair jewelry or buy and sell precious gems. | +| 22–23 | **Stadium:** Watch major sporting events. | +| 24 | **Solarian Monastery:** Train in the ways of the solarian. | +| 25 | **Library:** Borrow books and periodicals, and perform research. | +| 26 | **Records Hall:** Examine local government records. | +| 27 | **Post Office:** Pick up mail or post it for delivery. | +| 28 | **City Hall:** Engage with local government and its officials. | +| 29 | **Jailhouse:** Visit prisoners. | +| 30–31 | **Healer:** Purchase medicines or receive medical treatment. | +| 32–33 | **Temple:** Offer prayers to a deity, or speak with local clergy. | +| 34 | **Seer:** Engage the services of a diviner or fortune-teller. | +| 35–36 | **Inn:** Secure short-term lodgings. | +| 37 | **Boarding House:** Secure long-term, impermanent lodgings. | +| 38 | **Theater:** Watch live performances. | +| 39 | **Bank:** Deposit or withdraw money, or apply for a loan. | +| 40 | **Livery Stable:** Keep, purchase, or rent mounts. | +| 41–42 | **Transport Dealer:** Purchase or repair ground-based transport. | +| 43–44 | **Spellcaster’s Tower:** Engage the services of a spellcaster. | +| 45 | **Cartographer:** Engage the services of a mapmaker. | +| 46 | **Undertaker:** Engage the services of a mortician. | +| 47 | **Thieves’ Guild:** Engage the services of a thief. | +| 48 | **Casino:** Gamble on games of chance. | +| 49–50 | **Pet Shop:** Purchase a creature companion or supplies for it. | +| 51–52 | **Pawn Shop:** Sell items for cash or purchase secondhand items. | +| 53 | **Comic Book Shop:** Purchase comics and graphic novels. | +| 54–55 | **Media Shop:** Purchase films, music, and other media. | +| 56 | **Hacker’s Den:** Engage the services of a hacker. | +| 57–58 | **Infosphere Cafe:** Connect to the local or global infosphere. | +| 59–60 | **Tech Repair Shop:** Repair computers and other technology. | +| 61–62 | **Fuel Station:** Purchase fuel and small sundries. | +| 63–64 | **Public Transportation Hub:** Use public transportation. | +| 65 | **Office Building:** Engage the services of a professional. | +| 66 | **Hospital:** Receive emergency or long-term medical care. | +| 67 | **Gym:** Train and exercise. | +| 68 | **Broadcast Studio:** Create live broadcast transmissions. | +| 69–70 | **Maker Space:** Learn and use crafting skills and equipment. | +| 71–72 | **Nightclub:** Enjoy food, alcohol, and music. | +| 73–74 | **Enchanter:** Purchase and install weapon fusions. | +| 75–76 | **Museum:** Learn about art, natural history, or relics of the past. | +| 77–78 | **Aquarium/Zoo:** Observe rare and interesting animals. | +| 79–80 | **Observatory:** Learn about the local star system. | +| 81 | **Drone Arena:** Compete in high-stakes robotic sports. | +| 82 | **Alien Consulate:** Engage with offworld cultures. | +| 83–84 | **Augmentation Clinic:** Purchase and install augmentations. | +| 85–86 | **Starship Dealership:** Obtain, repair, or upgrade starships. | +| 87–88 | **Starport:** Board starships going to other places. | +| 88–89 | **Starfinder Society Lodge:** Meet with intergalactic explorers. | +| 90 | **Artificial Personality Studio:** Create artificial personalities. | +| 91–92 | **Recycling Centrifuge:** Convert almost anything into UPBs. | +| 93 | **Memory Clinic:** Alter or remove your memories. | +| 94 | **Cryonic Suite:** Freeze yourself to be thawed at a later date. | +| 95–96 | **Tech Workshop:** Craft tech, magic, and hybrid items. | +| 97–98 | **Sensorium:** Watch productions that envelop all senses. | +| 98 | **Zero-G Arena:** Watch or participate in zero-gravity sports. | +| 100 | **Holovid Arcade:** Play immersive virtual reality games. | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Toolboxes/Starship Toolbox.md b/Rules/SF1E/Additional Mechanics/Toolboxes/Starship Toolbox.md new file mode 100644 index 0000000..ed7f33b --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Toolboxes/Starship Toolbox.md @@ -0,0 +1,128 @@ +--- +aliases: +tags: +--- +# STARSHIP TOOLBOX + +**Source** _Galaxy Exploration Manual pg. 152_ +Use the following tables to help you generate starships quickly. +**Starship Names:** Roll twice on this table to name a random starship. You can arrange and tweak the two results in a way that makes sense to you (for example, you could add “the” before the first word, form a single compound word from the first and second words, make the first word possessive, or place the second word before the first). You can even use results from the same column or roll more than twice. +**Starship Quirks:** This table provides a memorable characteristic for a random starship. +**Legendary Starships:** Each of this table’s entries showcases a unique legendary starship. + + +## STARSHIP NAMES + +| D% | First Word | Second Word | +| ------ | ---------- | ----------- | +| 1–2 | Adamant | Angel | +| 3–4 | Asteroid | Atlas | +| 5–6 | Astral | Bastion | +| 7–8 | Bantam | Brand | +| 9–10 | Blue | Course | +| 11–12 | Boundless | Deal | +| 13–14 | Bright | Desire | +| 15–16 | Comet | Destroyer | +| 17–18 | Dancing | Devil | +| 19–20 | Divine | Diplomat | +| 21–22 | Eclipse | Diver | +| 23–24 | Fate | Dragon | +| 25–26 | Free | Dream | +| 27–28 | Galactic | Emerald | +| 29–30 | Golden | Falcon | +| 31–32 | Green | Flare | +| 33–34 | Hell | Ghost | +| 35–36 | Hollow | Glory | +| 37–38 | Horizon | Guard | +| 39–40 | Hungry | Hand | +| 41–42 | Infinite | Hope | +| 43–44 | Invincible | Hunter | +| 45–46 | Last | Kraken | +| 47–48 | Lucky | Lance | +| 49–50 | Moon | Messenger | +| 51–552 | Nameless | Mystery | +| 53–54 | Nebula | Navigator | +| 55–56 | Neutron | Nexus | +| 57–58 | New | Oblivion | +| 59–60 | Night | Omen | +| 61–62 | Old | Opal | +| 63–64 | Plasma | Paradise | +| 65–66 | Pulse | Path | +| 67–68 | Purple | Phoenix | +| 69–70 | Reborn | Prince | +| 71–72 | Regal | Princess | +| 73–74 | Ring | Raven | +| 75–76 | Silver | Road | +| 77–78 | Stellar | Ruby | +| 79–80 | Storm | Runner | +| 81–82 | Sun | Saber | +| 83–84 | Swift | Song | +| 85–86 | Trick | Trader | +| 87–88 | Unlucky | Vision | +| 89–90 | Void | Wanderer | +| 91–92 | War | Wasp | +| 93–94 | Wending | Watcher | +| 95–96 | Wild | Wind | +| 97–98 | Worthy | Wolf | +| 99–100 | Young | Wonder | + + + + +## STARSHIP QUIRKS + +| D20 | Description | +| --- | ------------------------------------------------------------------------------------------------------------------------ | +| 1 | The ship has been painted to resemble an apex predator. | +| 2 | A mummified corpse is mounted on the ship’s fore hull. | +| 3 | The ship’s name is printed in 14 languages. | +| 4 | A yellow triskelion on the ship’s hull causes headaches. | +| 5 | The ship’s hull is covered in holographic corporate logos. | +| 6 | A third of the ship was very clearly cut from a different vessel and soldered onto this one. | +| 7 | Knots of bright cerulean tendrils cover the ship’s hull. | +| 8 | The exoskeleton of some space-going Swarm horror is draped across the ship’s hull as decoration or armor. | +| 9 | The ship sports multiple glittering, golden solar-sail arrays. | +| 10 | The ship’s hull features a large, imperfectly patched crater. | +| 11 | The ship boasts an entourage of bejeweled escort drones. | +| 12 | Several of the ship’s bulkheads are transparent. | +| 13 | The ship is a replica of a fictional ship from a popular holovid. | +| 14 | The ship is designed for a very large or a very small crew. | +| 15 | The ship’s weapons have holographic projectors that make it look like they’re being operated by cute cartoon characters. | +| 16 | The ship’s weapons emit plumes of red smoke. | +| 17 | The ship’s shields shimmer like an aurora borealis when hit. | +| 18 | The ship’s thrusters vibrate at an annoying frequency. | +| 19 | The ship’s lighting fails at dramatically appropriate moments. | +| 20 | The ship’s engine emits harmless radiation that smells of lavender. | + + + + +## LEGENDARY STARSHIPS + +| D% | Description | +| ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1–4 | The Ouroboros, a curiously shaped research ship, resembles a twisted ring of metal with every angle carefully polished into a curve. Its polite human crew bears a thoroughly uncanny resemblance to one another. | +| 5–8 | The eccentric Eoxian entertainment mogul Zo! outfitted the Exemplarion, his personal space-yacht, with a casino, spa, and three restaurants—all operated by a crew of bone troopers. | +| 9–12 | Designated YG-78 by the Pact Worlds, this city-sized vessel looks like some unwholesome combination of squid and fungus. It houses hundreds of thousands of mi-goAA2, who mine asteroids and sometimes trade with outsiders. | +| 13–16 | The Springs Eternal, a ghoran AA2 bio-ark that resembles a skyscraper-sized tree, boasts terraforming capabilities designed to establish Ghorus Prime, but which have also been used on other worlds. | +| 17–20 | Not much is known about The-Five-Who-Speak-As-One, one the Dominion of the Black’s mysterious overlords. They reside somewhere in the darkness between the stars on an organic spaceship the size of a small moon. | +| 21–24 | The Blood Tusk, a feared pirate ship of the Vast, gained notoriety for its swift engines, adamantine-tipped ramming spike, and its crew of bloodthirsty morlamaw AA3 demon worshippers. | +| 25–28 | The King of Ravens is a well-designed starship cursed with the vilest luck. Accidents and misfortunes occur regularly, and twice have killed the entire crew—once in a freak life-support accident, once when a rare bacterium made its way onboard. | +| 29–32 | The Rising of Porleq is the pinnacle of Vercite technical achievement, the product of a decades-long military procurement process. The ship is overengineered to absurdity and orders of magnitude over budget, but the individual components (including rapid-fire meson guns and adaptive shields) are among the finest in the Pact Worlds. | +| 33–36 | An enormous, nameless pyramid-shaped vessel sometimes appears on the edge of systems as an ill omen. Covered entirely in black glass with no visible engines or entrances, some cults worship it as an avatar of Nyarlathotep. | +| 37–40 | The Conqueror of Worlds is the pride of the Veskarium, a warship over 6 miles long, bristling with guns and torpedoes, covered in armor and shields, and carrying tens of thousands of soldiers. The ship can conquer a world all on its own but is more often found serving as the flagship of the Veskarium’s war fleet. | +| 41–44 | The Inquiring Mind was a deep exploration ship specializing in xenobiological research that vanished after entering an unexplored nebula. It was recently spotted in Near Space, broadcasting strung-together audio clips pleading for help. | +| 45–48 | The AI-operated drone ship known as Panacea hails from unknown origins, but for centuries, its drones have collected genetic samples from sapient populations, never communicating but sometimes leaving behind hyper-advanced medicines. | +| 49–52 | The Zier XIV was the personal yacht of a planetary dictator from a distant system. Just before a revolution overthrew the despot, they loaded the ship with a planet’s treasury and launched it into the depths of space without a crew. | +| 53–56 | The ancient mega-freighter Morius plies the trade routes of the Vast, its crew stacking cargo around an enormous, building-sized sarcophagus in the central hold with unknown contents. | +| 57–60 | An experimental warship designed by Ringworks Industries for the Pact Worlds navy, the Payload is built around its “catapult array,” a giant mass driver capable of sending vehicle-sized metal slugs at an appreciable percentage of light speed. | +| 61–64 | The Ship of Archelliens is a wooden trireme with an immortal crew. Eons ago, they were cursed to sail forever. Even now—with their planet destroyed and their god forgotten—they still sail. | +| 65–68 | The Deadfall resembles a lumbering cargo vessel until it unveils its many cannons and missiles. The crew of experienced marauders works more in extortion and theft than murder, but the Deadfall is no slouch in a fight. | +| 69–72 | The pre-Gap deep explorer Zorya haunts the farthest reaches of the Vast. Run almost entirely by machines and using its vast engines to consume asteroids and harvest the plasma of suns, the ship has a fell reputation. | +| 73–76 | The Shiveilo Princess is one of the more famous ghost ships of the Vast, a luxurious star liner that perished with all hands when it was invaded by a cabal of velstracs AA2. Now it floats, silent and eerie, inhabited by horrors and lost souls. | +| 77–80 | The Perpetual Pilgrimage is a refurbished junk barge, occupied by a motley collection of religious pilgrims from dozens of faiths. Despite the ship’s ramshackle nature and untrained, fractious crew, it’s famously one of the luckiest ships in the Vast. | +| 81–84 | One of the most infamous mercenary fleets in Near Space, the Claws of Dahak consists not of warships but of a half-dozen dragons in sophisticated power armor, flying forth from a decommissioned Triaxian support carrier, Dahak’s Hoard. | +| 85–88 | The Known Variable, a corporate research vessel, conducted illegal experiments in mind expansion in the depths of space. One experiment succeeded too well, and now a fledgling republic of uplifted laboratory rats rules the ship, trading with outlying colonies and attacking corporate vessels. | +| 89–92 | The High Queen Kerlammkt, a large shirren vessel crewed by devotees of Hylax, welcomes all visitors and boasts a wide promenade. Rumors abound that numerous espionage agencies from several systems use the ship as a clandestine meeting spot. | +| 93–96 | Designated The Nightmare by the Stewards, this matte-black living cruiser seems to be unique in the Swarm. The ship uses psychic abilities, hallucinogenic spores, and a small supply of terror-organisms to conduct psychological warfare operations. | +| 97–100 | The cathedral ship Inheritor’s Scale bears mighty guns and armed paladins, but is better known for its state-of-the-art forensic labs, veteran investigators, and law courts versed in a hundred planets’ legal systems, all of which are placed at the disposal of beleaguered worlds. | \ No newline at end of file diff --git a/Rules/SF1E/Additional Mechanics/Toolboxes/Treasure Toolbox.md b/Rules/SF1E/Additional Mechanics/Toolboxes/Treasure Toolbox.md new file mode 100644 index 0000000..77f4903 --- /dev/null +++ b/Rules/SF1E/Additional Mechanics/Toolboxes/Treasure Toolbox.md @@ -0,0 +1,120 @@ +--- +aliases: +tags: +--- +# Treasure Toolbox + +**Source** _Galaxy Exploration Manual pg. 154_ +You can use the following table with Table 11–4: Wealth Gains per Encounter (Starfinder Core Rulebook 391) to provide interesting and varied level-appropriate treasure for PCs. +Use these (or your own variations) to make treasure more exciting than another dropped credstick. Each of these items might even spur its own further adventure! + + +## Treasure Objects + +| D20 | Description | +| --------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1,000 Credits | | +| 1 | A collector’s edition, limited-run physical pressing of Strawberry Machine Cake’s album Star Sugar Heartlove!!! | +| 2 | A toy starship with 5 doses of hyperleaf stuffed into the cockpit | +| 3 | Magical figurines of three kasathas in bright performer’s outfits; when activated, they perform tumbling and acrobatic tricks together | +| 4 | A hand-carved wooden figurine portraying a ysoki in gladiatorial costume fighting an unknown quadrupedal predator | +| 5 | A decorative, nonfunctional circuit board soldered to portray a portrait of an unnamed android | +| 6 | A holy symbol of Damoritosh made of a chitinous substance covered in dense scrimshaw | +| 7 | An iridescent egg of exceptional beauty that pulses with a warm glow whenever someone casts a spell nearby | +| 8 | A holographic painting of a dull-yellow mountain range with heavy digital static. The painting’s file name is “The Gate To Their Realm” | +| 9 | A statuette portraying a large tusked, six-legged creature; a scale at the base indicates that it represents a 40-foot tall beast | +| 10 | A consumer-grade polyresinous figurine of an armored human woman with a nameplate: “Gres Uzur—300 planets discovered” | +| 11 | A basic medkit hiding a stash of adamantine shards | +| 12 | Clay statuette of a humanoid with a spreadable seed packet attached. When applied, the seeds grow into the words “SAVE ME” in Ghoran | +| 13 | A folder of handwritten notes with “DO NOT DIGITIZE” scrawled across the outside; the papers detail an advanced AI program | +| 14 | A collection of glittering decorative metallic rings of various sizes, designed to be worn around antennae or tentacles | +| 15 | A complete set of vidgame cartridges for a popular, long-lived series | +| 16 | A flask bedecked with gemstones; it reads “It’s Sixthday Somewhere” and still holds a serving of superior liquid intoxicant | +| 17 | Three ceramic spheres in an understated wooden box, each carefully decorated in minute detail to look like a different planet | +| 18 | A ceramic mug that magically refills with a lukewarm stimulant | +| 19 | An exquisitely tailored outfit of formalwear; the pockets hold a picture of a lashunta and a pistol with the serial numbers removed | +| 20 | A crystalline lamp that emanates a magical feeling of calm when lit | +| 5,000 Credits | | +| 1 | A pair of diamond cufflinks in the shape of longswords | +| 2 | A prototype projection drone that animates one hardlight holographic pet at a time, with a dozen species to choose from | +| 3 | An anonymous, high-quality physical manuscript of a novel about a forbidden romance between a corpsefolk and a Pharasmin | +| 4 | A cold siccatite statuette of a white-furred, many-eyed, six-legged mammoth creature kneeling in an apparent act of supplication | +| 5 | An unpublished libretto of Vendrax Steelsong, a vesk composer who was presumed killed in a pirate raid gone wrong in 216 ag | +| 6 | A magical crystalline houseplant that rustles its glassy leaves whenever it detects a living creature nearby | +| 7 | A gold statue of a dragon lying atop a treasure hoard; the hoard includes an openable tome with miniaturized text etched within | +| 8 | A scale model of the Idari made of precious metals that hovers and spins slowly above its base | +| 9 | A ceremonial warhammer with an inscription in Terran that reads “In Peace, Leaders; In War, Brethren; In Death, Heroes” | +| 10 | A traditional elven mask, made of silver and decorated with emeralds; the mask shape indicates a monstrous humanoid physique | +| 11 | Ornamental vase depicting biochemical diagrams and a human figure undergoing a transformation into a beastlike shape | +| 12 | An infosphere-disabled datapad containing a banned fiction e-book that features scenes of summoning evil outsiders | +| 13 | A computerized music box that algorithmically generates new songs based on what other music it has overhead | +| 14 | Silk wall hanging portraying a cityscape by a lake underneath a pair of twin suns; sleeping near the hanging causes disturbing dreams | +| 15 | A shopping bag filled with physical credits from different worlds | +| 16 | A jigsaw puzzle made from burnished aluminum portraying a detailed cityscape as seen from above | +| 17 | A golden statue of an insectile humanoid in heavy armor emblazoned with the holy symbols of Hylax and Damoritosh | +| 18 | A cast-iron standing lamp portraying a robotic figure; light emanates from its raised appendages | +| 19 | A platter of gilded wood with overlapping carved circles and a dozen miniscule garnets at various points upon the circles | +| 20 | A collection of six knucklebones from different species carved into dice that whisper to the bearer when held in a closed hand | +| 25,000 Credits | | +| 1 | A magical orrery comprised of assorted precious stones levitating and orbiting each other, portraying an unidentified solar system | +| 2 | A necklace of traditional elvish artisanry featuring a sizable carbuncle with a formian silhouette moving within it | +| 3 | A luxurious woven tapestry that depicts a highly stylized and magically animated scene from the Battle of Aledra | +| 4 | A masterfully painted portrait of a Weydanite lashunta before a starry background depicting a little-explored section of the galaxy | +| 5 | An archaic scepter crafted from assorted precious materials including a pulsing biomechanical apparatus of unknown purpose | +| 6 | A lockbox containing the deed to a small business in a major metropolitan area that has changed owners every few years | +| 7 | First-printing memoir of a Veskarium high despot | +| 8 | A humanoid skull sculpted from adamantine, with teeth made of gemstones and curious dark stains around the eye sockets | +| 9 | An apocryphal text of the Cult of the Devourer, detailing how the destruction of all things is an act of good in its removal of evil | +| 10 | A small, hovering pink cube that plays beautiful lush music whose qualities vary based on the proximity of the operator’s extremities | +| 11 | A polished-smooth hunk of amber containing an insect associated with an infamous plague | +| 12 | A law enforcement badge made of adamantine; inscribed into the back is a set of stellar coordinates in an asteroid field | +| 13 | A palm-sized pearl painted and engraved to be a globe of a planet | +| 14 | A technomagical mask that casts deep slumber on a willing wearer and has a technological alarm that sounds if a creature approaches within 50 feet | +| 15 | A datapad containing a spreadsheet and files detailing the debts owed and services rendered by blackmailed “assets” | +| 16 | Tickets to luxury box seats for a major upcoming sporting event, with a cryptic message hinting at a fixed betting scheme | +| 17 | An aquarium containing a few mundane species and gravel composed of rare alloys | +| 18 | An old but carefully maintained analog strategy board game; the pieces appear wooden but are much heavier | +| 19 | An abstract art statuette made of a metallic alloy; it provides a small, harmless electric shock to any non-android who touches it | +| 20 | An animated silver statuette of a crest eater that growls aggressively at any kasathas that approach it | +| 100,000 Credits | | +| 1 | Encrypted hard drive containing covert information about a undercover Steward agent embedded in the Golden League | +| 2 | Terrarium containing an unidentified crustacean species whose carapace grows semiprecious stones | +| 3 | A small polycarbonate globe with a miniature planet hovering inside; close examination reveals tiny spaceships flying within the globe | +| 4 | A large carved wooden puzzle chest containing hundreds of small gemstones | +| 5 | A decorated embri mask made of porcelain and gold gilt; it is inscribed with Celestial text organized in an unknown grammar | +| 6 | A full-length mirror of polished stone and an unidentified metallic alloy that reflects only biological lifeforms | +| 7 | An artificial polycarbonate gemstone containing a single reptilian eye at the center; the eye seems to move of its own volition | +| 8 | A null-space chamber filled with a wide variety of taxidermized species of unknown provenance | +| 9 | A large collection of ornate bronze gears, each numbered and inscribed with a different aphorism; some gears are missing | +| 10 | A fist-sized opal enchanted to float on command and burst into illusory flames, giving the jewel the appearance of a miniature sun | +| 11 | An envelope with twenty winning pieces to a corporate sweepstakes | +| 12 | The original prototype of a trophy for a major sporting event | +| 13 | A large mass of diamonds, held together through a mysterious force; a dark object is barely visible at the center of the bunch | +| 14 | A shadow box containing a large iridescent feather made of precious minerals and an illustration of an immense avian creature | +| 15 | A long blade of exquisite craftsmanship and materials resting inside a petrified-stone heart of aberrant origin | +| 16 | A humanoid hand that seems to have been dipped in molten gold; scans show bones and organic material still exist in the center | +| 17 | A set of drinking vessels from a pre-Gap culture; the set as a whole radiates divination magic, but individual pieces appear to be nonmagical | +| 18 | A 6-inch containment tube holding a miniaturized Daimalko colossus | +| 19 | A clockwork globe portraying a planet-spanning metropolis | +| 20 | A holovid set-up that can access channels from other dimensions | +| Value Varies | | +| 1 | Autographed rookie brutaris cards | +| 2 | Traditionally created, barrel-aged Idari pepper wine | +| 3 | Collectible Mightiest Warriors of the Veskarium action figures | +| 4 | Data stick containing raw unedited footage of The Necromancer | +| 5 | Hybrid data crystal engraved with digital blueprints and security plans for a major corporation’s headquarters | +| 6 | Dwarven chronicle stones detailing daily life and operations on an unidentified pre-Gap asteroid mining colony | +| 7 | Tier 1 computer with camera footage of a crime in progress that clearly identifies the perpetrator | +| 8 | A recently stolen art piece by an up-and-coming artistic influencer | +| 9 | A holographic projector containing compromising video footage of a public figure | +| 10 | A null-space chamber with nothing inside but a single data stick with a series of galactic coordinates | +| 11 | An antiquated, pre-Gap computer that contains schematics for a cutting-edge negative-energy hybrid weapon | +| 12 | An alien bone made from a dense synthetic material. One end unscrews to reveal a hollow, which in turn contains a hand drawn map | +| 13 | An electronic photo frame that displays various commercial buildings along with encrypted files of the buildings’ floorplans | +| 14 | A home gardening kit with the original seed packets replaced with contraband flora smuggled from offworld | +| 15 | Tiny robotic figures that act out popular holovid shows and movies | +| 16 | A personal computer of a public figure that contains their journal | +| 17 | Gemstones containing magical recordings of divination results | +| 18 | A personal comm unit bedecked with tiny rubies that contains personal contact information for several important figures | +| 19 | Small tin containing the top-secret intergalactic blend of herbs and spices from a popular chef’s kitchen | +| 20 | Datapad containing everything necessary to claim ownership of a private stock portfolio | \ No newline at end of file diff --git a/Rules/SF1E/Afflictions/Affliction Progression Tracks.md b/Rules/SF1E/Afflictions/Affliction Progression Tracks.md new file mode 100644 index 0000000..002dfba --- /dev/null +++ b/Rules/SF1E/Afflictions/Affliction Progression Tracks.md @@ -0,0 +1,232 @@ +--- +aliases: +tags: +--- +# AFFLICTIONS PROGRESS TRACKS + +# CURSES + +**Source** _Starfinder Core Rulebook pg. 414_ +Curses are magical afflictions and usually have a single effect, though some curses use tracks like diseases and poisons do. Removing a curse requires either using _remove affliction_ or fulfilling a special condition that varies by curse (and sometimes differs between individual applications of the same curse). + +# DISEASES + +**Source** _Starfinder Core Rulebook pg. 414_ +Diseases are typically inhaled contagions (though these are usually filtered out by a standard space suit or suit of armor) or injury contagions. Page 417 explains the details of each method of contagion. If a disease lacks a Cure entry, its progression may be irreversible without powerful magic or technology, but a successful casting of _remove affliction_ usually prevents further deterioration. Physical and mental diseases have separate tracks. + +## PHYSICAL DISEASE TRACK + +**Healthy—Latent—Weakened—Impaired—Debilitated—Bedridden—Comatose—Dead** + +### LATENT + +The victim has contracted a disease. She suffers no ill effects yet, but if the disease is contagious, she can pass it on. + +### WEAKENED + +The victim is sickened and fatigued. + +### IMPAIRED + +The victim is exhausted. Whenever she takes a standard or full action, she must succeed at a Fortitude save at the disease’s DC or lose the action and become nauseated for 1 minute. + +### DEBILITATED + +Strenuous actions cause the victim pain. If she takes a standard action, she immediately loses 1 Hit Point. + +### BEDRIDDEN + +The victim is awake and can converse, but she can’t stand on her own or take any other actions or reactions. + +### COMATOSE + +The victim is unconscious and feverish, and can’t be woken. + +### DEAD + +The victim is dead, and her corpse may still be contagious. + +## MENTAL DISEASE TRACK + +**Healthy—Latent—Weakened—Impaired—Befuddled—Disassociated—Comatose—Dead** + +### LATENT + +The victim can pass on contagious diseases but suffers no ill effects. + +### WEAKENED + +The victim is shaken, and the DCs of his spells and special abilities decrease by 2. He can no longer cast his highest level of spells (if any). + +### IMPAIRED + +The victim is flat-footed and no longer adds his mental ability score modifiers when calculating number of uses per day of abilities dependent on those scores, including bonus spells per day. The DCs of his spells and special abilities decrease by an additional 2. He can no longer cast his 2 highest levels of spells (if any). + +### BEFUDDLED + +The victim begins losing his grasp on thought, reality, and self. He has a 50% chance each round to take no relevant actions, instead babbling randomly, wandering off, or talking to unseen parties. + +### DISASSOCIATED + +The victim is almost entirely disconnected from reality. His mind filters and twists all external stimuli into strange forms. He can no longer tell friend from foe and can’t willingly accept any aid (including healing) from another creature unless he succeeds at a Will save against the disease’s DC. + +### COMATOSE + +A victim rendered comatose by a mental disease has lost all grip on reality and entered a dream world. He can’t be woken. + +### DEAD + +The victim is dead, and his corpse may still be contagious. + +# POISONS + +**Source** _Starfinder Core Rulebook pg. 415_ +Each poison has a delivery mechanism. Page 417 explains the details of the various methods of delivery. A character who is poisoned attempts a saving throw after the listed onset and at the listed frequency thereafter. Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison’s DC – 10. If a victim is exposed to multiple doses of the same poison, she must attempt a separate save for each dose and progresses to the next state on the poison track with each failed save. + +## STRENGTH POISON TRACK + +**Healthy—Weakened—Impaired—Staggered—Immobile—Dead** + +### WEAKENED + +The victim takes a –2 penalty to Strength-based ability checks, attack rolls, damage rolls, and skill checks, and the DCs of his spells and special abilities decrease by 2. The victim’s total carrying capacity is reduced by two-thirds (minimum 1 bulk), and he gains the encumbered condition regardless of how much he is carrying. + +### IMPAIRED + +The victim takes an additional –2 penalty to the affected checks, rolls, and DCs, and he gains the overburdened condition regardless of how much he is carrying. + +### STAGGERED + +The victim is staggered, except he can still take a purely mental full action. + +### IMMOBILE + +The victim is helpless and can take only purely mental actions. + +### DEAD + +The victim dies. + +## DEXTERITY POISON TRACK + +**Healthy—Sluggish—Stiffened—Staggered—Immobile—Dead** + +### SLUGGISH + +The victim takes a –2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of her spells and special abilities decrease by 2; and she becomes flat-footed. + +### STIFFENED + +The victim loses her Dexterity bonus to her Armor Class, and she can’t take reactions. + +### STAGGERED + +The victim is staggered but can take purely mental full actions. + +### IMMOBILE + +The victim is helpless and can take only purely mental actions. + +### DEAD + +The victim dies. + +## CONSTITUTION POISON TRACK + +**Healthy—Weakened—Impaired—Debilitated—Unconscious—Dead** + +### WEAKENED + +The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure. + +### IMPAIRED + +The victim takes an additional –2 penalty to the affected checks, and the DCs of his spells and special abilities decrease by 2. + +### DEBILITATED + +Strenuous actions cause the victim pain. If he takes a standard action, he immediately loses 1 Hit Point. + +### UNCONSCIOUS + +The victim is unconscious and can’t be woken by any means. + +### DEAD + +The victim dies. + +## INTELLIGENCE POISON TRACK + +**Healthy—Weakened—Impaired—Animalistic—Comatose—Dead** + +### WEAKENED + +The victim takes a –2 penalty to all Intelligence-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her highest level of spells from that class. + +### IMPAIRED + +The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class. + +### ANIMALISTIC + +The victim suffers the effects of a feeblemind spell (see page 354), except her Charisma and Charisma-based skills are unaffected. + +### COMATOSE + +The victim can’t process thoughts and can’t be woken. + +### DEAD + +The victim’s brain stops working, and she dies. + +## WISDOM POISON TRACK + +**Healthy—Weakened—Impaired—Confused—Comatose—Dead** + +### WEAKENED + +The victim takes a –2 penalty to Will saves and Wisdom-based ability checks and skill checks, and the DCs of his spells and special abilities decrease by 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his highest level of spells from that class. + +### IMPAIRED + +The victim takes an additional –2 penalty to the affected checks, and the affected DCs decrease by an additional 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his 2 highest levels of spells from that class. + +### CONFUSED + +The victim gains the confused condition. + +### COMATOSE + +The victim can’t experience reality and can’t be woken. + +### DEAD + +The victim’s brain stops working, and he dies. + +## CHARISMA POISON TRACK + +**Healthy—Weakened—Impaired—Pliable—Catatonic—Dead** + +### WEAKENED + +The victim takes a –2 penalty to Charisma-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can’t cast her highest level of spells from that class. + +### IMPAIRED + +The victim takes an additional –2 penalty to the affected checks and DCs. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can’t cast her 2 highest levels of spells from that class. + +### PLIABLE + +The victim has little sense of self and goes along with nearly any order or suggestion. Creatures attempting Bluff, Diplomacy, or Intimidate checks against her automatically succeed, though Diplomacy checks to improve her attitude still have the normal DC. + +### CATATONIC + +The victim loses agency and can’t interact with anything. + +### DEAD + +The victim loses autonomic functions and dies. + +# DRUGS + +Drugs are a special kind of poison that grant a beneficial effect right away but also move the user a single step down the associated poison track. However, the user doesn’t lose Hit Points, even if the drug functions as a Constitution poison. Taking a drug also exposes the user to the addiction disease (see page 418), with a DC that depends on how addictive the drug is. If a character is dosed with a drug against his will, he can attempt a Fortitude save against the drug’s DC. If he succeeds, this negates both the drug’s beneficial and negative effects, as well the chance for addiction. Immunity to poison or a similar effect prevents a character from experiencing the drug’s beneficial effects, and removing or suppressing a drug’s negative effects with restorative spells also cancels the benefits. \ No newline at end of file diff --git a/Rules/SF1E/Afflictions/Afflictions.md b/Rules/SF1E/Afflictions/Afflictions.md new file mode 100644 index 0000000..c7f7418 --- /dev/null +++ b/Rules/SF1E/Afflictions/Afflictions.md @@ -0,0 +1,21 @@ +--- +aliases: +tags: +--- +# AFFLICTIONS + +[[Curses]], [[Diseases]], [[Drugs]], and [[Poisons]] can all have effects on a character that continue long past the character’s first exposure. This deterioration in physical or mental health is often represented by what is called a “progression track.” [[Diseases]] and [[Poisons]] each have default progression tracks whose steps have specific rules consequences; [[Drugs]] use the relevant poison track (for example, [[Drugs]] that affect Wisdom use the Wisdom poison track). Some specific afflictions have their own unique progression tracks defined in their stat blocks. [[Curses]] generally do not use progression tracks—their effects continue until they’re cured without progressing through stages. + +Before an individual is subjected to an affliction, she is considered healthy in terms of the affliction’s progression track, if any. When initially is targeted by an affliction, she must succeed at a saving throw to avoid its effects; if she fails, she is subject to the affliction. If the affliction has a progression track, she is no longer considered healthy with respect to that affliction and immediately gains the effects of the first step on its progression track. For [[Diseases]], this is the typically the latent state; at this step, the victim can pass the disease along to others if it’s contagious, but generally suffers no ill effects from it herself. For [[Poisons]], the first step on the progression track is usually the weakened step. A truly deadly affliction might cause the victim to start further along a progression track than normal. + +Diseases and poisons each have a listed frequency specifying how often a victim must attempt subsequent [[Saving Throws]] to prevent the affliction from progressing. Success could help the victim recover (see Curing an Affliction below); failure means that the victim moves one step further along its progression track, gaining the effects of the next step and keeping all previous effects. A character using a drug must attempt a saving throw each time she uses that drug. Victims typically fail voluntarily, progressing along the drug’s progression track in exchange for benefits, and withdrawal from the drug acts as a disease (see the stat block for Addiction on page 418). + +Each progression track has an end state—a point at which the affliction has progressed as far as it can. Once an affliction has reached its end state, the victim keeps all current effects (but doesn’t suffer further effects) and can no longer attempt [[Saving Throws]] to recover from the affliction (see below). By default, diseases, poisons, and [[Drugs]] have an end state of [[dead]], but some afflictions have less severe end states, while others might have no end state, allowing victims to continue attempting saves. + +Some afflictions cause the same effects as a condition (such as [[sickened]]; see page 277). Effects that modify, prevent, or remove those conditions do not apply; only effects and immunities against the appropriate affliction apply. + +**Curing an Affliction**: Diseases, [[Drugs]], and poisons can be cured if they are treated before the victim reaches the end state. In the case of a disease, the victim must fulfill the conditions in the disease’s Cure entry (usually succeeding at one or more consecutive [[Saving Throws]]). Each time she does so, she moves one step back toward healthy; once she reaches healthy, she is cured. Poisons and [[Drugs]] work differently—fulfilling the cure condition (or reaching the end of a poison’s duration) removes a poison from the victim’s system, but she remains at the same step on the track and recovers gradually. For every day of bed rest (or two nights of normal rest), a victim moves one step toward healthy. This rate of recovery is doubled by successful Medicine checks (see Long-Term Care on page 143), though tenacious poisons might require a longer recovery period. + +[[Curses]] can be cured only by fulfilling the unique cure conditions listed in their individual stat blocks or through magic. + +Usually, the spell _[[Remove Affliction]]_ (see page 373) immediately cures a victim of an affliction (moving the victim of a disease, drug, or poison to a healthy state on its progression track). However, once a disease or poison has reached its end state, only the most powerful magic or technology (such as _[[Miracle]]_ or _[[Wish]]_, or in the most extreme cases, _[[Reincarnate]]_ or a [[Regeneration]] chamber) can remove its effects. \ No newline at end of file diff --git a/Rules/SF1E/Afflictions/Curses.md b/Rules/SF1E/Afflictions/Curses.md new file mode 100644 index 0000000..bb6d295 --- /dev/null +++ b/Rules/SF1E/Afflictions/Curses.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- +# CURSES + +Curses are magical [[Afflictions]] and usually have a single effect, though some curses use tracks like diseases and poisons do. Removing a curse requires either using _[[Remove Affliction]]_ or fulfilling a special condition that varies by curse (and sometimes differs between individual applications of the same curse). + +# CURSE OF LETHARGY + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** curse; **Save** Will DC 20 +**Effect** In combat and other stressful situations, the victim is affected as if by a _[[Slow]]_ spell (see page 377) and is immune to effects that would increase its speed. +**Cure** The victim must hustle (see Overland Movement on page 258) for 4 consecutive hours each day for 1 week; it must perform this movement to reach a specific destination. + +# CURSE OF THE MISER + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** curse; **Save** Will DC 20 +**Effect** Each week, the victim loses 10% of its net worth through strange mishaps. +**Cure** The victim must donate 20% or more of its net worth selflessly, not just to remove the curse. + +# CURSE OF THE RAVENOUS + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** curse; **Save** Will DC 20 +**Effect** The victim treats each hour as a day for starvation and thirst (see page 404) and is immune to effects that prevent the need for sustenance or that remove starvation or thirst. +**Cure** The victim must drink only water and eat only flavorless gruel for 1 month. + +# CURSE OF THE VAINGLORIOUS + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** curse; **Save** Will DC 20 +**Effect** After failing an ability check, attack roll, saving throw, or skill check, the victim takes a –2 penalty to that rolls of that type for 1 minute (treat each individual skill check, ability check, and saving throw separately) and can’t try again on rolls of that type. This means the victim can’t take 20. +**Cure** The victim must spend 1 month humbly and obediently apprenticing to a master in one of its fields of expertise. + +# CURSE OF THE ZEALOUS + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** curse; **Save** Will DC 20 +**Effect** Each combat, whenever the victim would take its first hostile action, it is instead [[confused]] for 1d4 rounds. +**Cure** The victim must take no hostile actions for 1 month of active adventuring. + diff --git a/Rules/SF1E/Afflictions/Diseases.md b/Rules/SF1E/Afflictions/Diseases.md new file mode 100644 index 0000000..6138462 --- /dev/null +++ b/Rules/SF1E/Afflictions/Diseases.md @@ -0,0 +1,111 @@ +--- +aliases: +tags: +--- +# DISEASES + +Diseases are typically inhaled contagions (though these are usually filtered out by a standard space suit or suit of [[Armor]]) or injury contagions. Page 417 explains the details of each method of contagion. If a disease lacks a Cure entry, its progression may be irreversible without powerful magic or technology, but a successful casting of _[[Remove Affliction]]_ usually prevents further deterioration. Physical and mental diseases have separate tracks. +# ADDICTION + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (drug use); **Save** see specific drug +**Track** physical, mental, or both (see specific drug); **Frequency** 1/day when not using the drug +**Effect** If a creature takes a drug while it has progressed beyond healthy on the drug’s progression track, the DC of the saving throw against addiction increases by 2. A creature can attempt a save against an addiction only on a day when it hasn’t taken the drug. Each day spent without using the drug decreases the addiction’s DC by 2, to a minimum of the starting DC, but using the drug again, even once, returns the DC to its highest value. Each drug addiction is a separate disease. +**Cure** 3 consecutive saves + +# BLINDING SICKNESS + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (ingested); **Save** Fortitude DC 16 +**Track** physical; **Frequency** 1/day +**Effect** At the impaired state, the victim also becomes permanently blind. +**Cure** 2 consecutive saves + +# BUBONIC PLAGUE + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (inhaled or injury); **Save** Fortitude DC 17 +**Track** physical; **Frequency** 1/day +**Cure** 2 consecutive saves + +# CACKLE FEVER + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (inhaled); **Save** Fortitude DC 16 +**Track** mental; **Frequency** 1/day +**Cure** 2 consecutive saves + +# DEMON FEVER + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (injury); **Save** Fortitude DC 18 +**Track** physical; **Frequency** 1/day +**Effect** At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell (see page 374). +**Cure** 2 consecutive saves + +# DEVIL CHILLS + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (injury); **Save** Fortitude DC 14 +**Track** physical; **Frequency** 1/day +**Cure** 3 consecutive saves + +# FILTH FEVER + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (injury); **Save** Fortitude DC 12 +**Track** physical; **Frequency** 1/day +**Cure** 2 consecutive saves + +# LEPROSY + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (contact, inhaled, or injury); **Save** Fortitude DC 12 +**Track** physical (special); **Frequency** 1/week +**Effect** progression track is Healthy—Latent—Sluggish—Stiffened; sluggish and stiffened are as per the Dexterity poison track states; stiffened is the end state. +**Cure** 2 consecutive saves + +# MINDFIRE + +**Source** _Starfinder Core Rulebook pg. 418_ +**Type** disease (inhaled); **Save** Fortitude DC 12 +**Track** mental; **Frequency** 1/day +**Cure** 2 consecutive saves + +# MUMMY ROT + +**Source** _Starfinder Core Rulebook pg. 419_ +**Type** disease (injury); **Save** Fortitude DC 16 +**Track** physical and mental (special); **Frequency** 1/day +**Effect** no latent state; the victim takes all penalties from progressing on both the physical and mental disease tracks +**Cure** The victim must benefit from two successful castings of _remove affliction_ within 1 minute. + +# RADIATION SICKNESS + +**Source** _Starfinder Core Rulebook pg. 404_ +**Type** disease (special); **Save** same DC as the level of radiation that caused the radiation sickness +**Track** physical; **Frequency** 1/day +**Effect** Symptoms of radiation sickness include nausea, vomiting, and loss of hair. Radiation sickness can be treated like any disease, although it can't be cured with _remove affliction_. _Remove radioactivity_ can cure radiation sickness. +**Cure** 3 consecutive saves + +# RED ACHE + +**Source** _Starfinder Core Rulebook pg. 419_ +**Type** disease (injury); **Save** Fortitude DC 15 +**Track** physical; **Frequency** 1/day +**Cure** 2 consecutive saves + +# SHAKES + +**Source** _Starfinder Core Rulebook pg. 419_ +**Type** disease (contact); **Save** Fortitude DC 13 +**Track** physical; **Frequency** 1/day +**Cure** 2 consecutive saves + +# SLIMY DOOM + +**Source** _Starfinder Core Rulebook pg. 419_ +**Type** disease (contact); **Save** Fortitude DC 14 +**Track** physical; **Frequency** 1/day +**Effect** At the impaired state and beyond, penalties from the weakened state become permanent until the victim benefits from a _remove affliction_ or _restoration_ spell. +**Cure** 2 consecutive saves \ No newline at end of file diff --git a/Rules/SF1E/Afflictions/Drugs.md b/Rules/SF1E/Afflictions/Drugs.md new file mode 100644 index 0000000..057b8dc --- /dev/null +++ b/Rules/SF1E/Afflictions/Drugs.md @@ -0,0 +1,125 @@ +--- +aliases: +tags: +--- +# DRUGS + +Though numerous pharmaceuticals and similar substances can be referred to as drugs, this entry refers specifically to narcotics that are not typically used for medicinal purposes. Drugs are normally weaponized by loading a single dose into a weapon with the injection weapon property, such as an [[Injection Glove]] or [[Needler Pistol]]. Drugs can also be slipped into the food or drink of a target, normally requiring both that a character succeed at a DC 20 Sleight of Hand check and that the imbiber fail a separate DC 20 Perception check to notice the change in the drugged food or drink. For more information about drugs, including stat blocks for specific drugs and details about addiction and their other effects, see [[Afflictions]] on page 414. + +# ACCEPTANCE + +**Source** _Alien Archive 3 pg. 47_ +**Level** 6; **Price** 600 +**Type** drug (ingested, inhaled); **Save** Fortitude DC 19; **Addiction** DC 19 (physical) +**Track** Dexterity; **Effect** For 1 hour, a +2 morale bonus to [[Saving Throws]] against [[Fear]] effects and +5 to subsequent saves against the same effect. + +# BRAWN + +**Source** _Starfinder Armory pg. 132_ +**Level** 7; **Price** 4,000 +**Type** drug (ingested or injury); **Save** Fortitude DC 17; **Addiction** DC 17 (physical) +**Track** Constitution; **Effect** +4 morale bonus to Athletics and Acrobatics checks and Strength score is treated as 4 higher for the purpose of determining bulk limit for 3 hours. + +# CORPSEFLOWER POLLEN + +**Source** _Starfinder Armory pg. 132_ +**Level** 15; **Price** 80,000 +**Type** drug (ingested); **Save** Fortitude DC 23; **Addiction** DC 23 (physical) +**Track** Dexterity; **Effect** +4 morale bonus to saves against death effects and, if reduced to 0 Hit Points, stabilize automatically without spending any Resolve Points for 1d4 hours. + +# DRAGONTONGUE + +**Source** _Alien Archive 4 pg. 45_ +**Level** 6; **Price** 650 +**Type** drug (drug (injury)); **Save** Fortitude DC 16; **Addiction** DC 16 (mental) +**Track** Dexterity; **Effect** +1 morale bonus to Culture checks for 2 hours. During this time, gain [[Fear]] (2nd level) and [[Share Language]] as spell-like abilities (CL 6th), each usable once. +Dragontongue bonds to the language center of the brain, granting psychic confidence and an intuitive understanding of [[Languages]]. + +# DREAMSHIVER + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 5; **Price** 2,500 +**Type** drug (ingested or injury); **Save** Fortitude DC 18; **Addiction** DC 18 (mental and physical) +**Track** Constitution; **Effect** 50% chance of falling [[unconscious]] (as per the Constitution poison track state) for 1d4 hours or +8 morale bonus to saves against [[Fear]] for 1d20 minutes. + +# DREAMSNUFF + +**Source** _Alien Archive 2 pg. 45_ +**Level** 8; **Price** 1,500 +**Type** drug (inhaled); **Save** Fortitude DC 18; **Addiction** DC 18 (mental) +**Track** Charisma; **Effect** +4 morale bonus to Perception checks and saves against mind-affecting effects for 1 hour. + +# FAIRY TALE + +**Source** _Alien Archive 4 pg. 45_ +**Level** 9; **Price** 2,000 +**Type** drug (drug (injury)); **Save** Fortitude DC 18; **Addiction** DC 18 (mental) +**Track** Charisma; **Effect** +2 morale bonus to Will saves against magic effects and –2 penalty to Perception checks for 2 hours. During this time, gain [[Dancing Lights]], [[Deep Slumber]], and [[Wisp Ally]] as spell-like abilities (CL 9th), each usable once. +The most challenging mogrant to refine, fairy tale triggers soothing hallucinations, which the user can project into the minds of others or conjure into reality as flitting lights. + +# HYPERLEAF + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 1; **Price** 95 +**Type** drug (ingested or inhaled); **Save** Fortitude DC 12; **Addiction** DC 12 (physical) +**Track** Strength; **Effect** +2 morale bonus to saves against mind-affecting effects for 1 hour. + +# MEGAOPIATE + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 12; **Price** 22,000 +**Type** drug (ingested, inhaled, or injury); **Save** Fortitude DC 20; **Addiction** DC 20 (mental and physical) +**Track** Strength; **Effect** +4 morale bonus to saves against pain effects and gain DR 5/— for 1 hour. + +# MOONFLOWER + +**Source** _Alien Archive 4 pg. 45_ +**Level** 4; **Price** 335 +**Type** drug (drug (injury)); **Save** Fortitude DC 15; **Addiction** DC 15 (mental) +**Track** Wisdom; **Effect** +1 morale bonus to Intimidate checks and light blindness for 3 hours. During this time, gain [[Detect Thoughts]] and [[Mind Thrust]] (1st level) as spell-like abilities (CL 4th), each usable once. +Moonflower develops into webs of sensory filaments that cause synesthesia, and they let the user sense psychic emanations and focus their own psychokinetic energy into a powerful attack. + + +# PEACE OF THE VOID + +**Source** _Starfinder Armory pg. 132_ +**Level** 8; **Price** 6,000 +**Type** drug (injury); **Save** Fortitude DC 18; **Addiction** DC 18 (physical) +**Track** Charisma; **Effect** +4 morale bonus to Constitution checks to hold one’s breath to avoid suffocating or drowning and +4 morale bonus to saves against [[Fear]] for 2d4 hours. + +# RAPTURE DUST + +**Source** _Starfinder Armory pg. 132_ +**Level** 2; **Price** 200 +**Type** drug (ingested or inhaled); **Save** Fortitude DC 13; **Addiction** DC 13 (mental) +**Track** Charisma; **Effect** +2 morale bonus to saves against [[Fear]] effects and being [[sickened]] or [[nauseated]] and a –2 penalty to Sense Motive checks for 1 hour. + + +# TRANSDIMENSIONAL PESH + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 10; **Price** 14,000 +**Type** drug (ingested or inhaled); **Save** Fortitude DC 20; **Addiction** DC 20 (physical) +**Track** Dexterity and Wisdom; **Effect** +2 morale bonus to saves against [[Fear]] for 1 hour and gain 2 Stamina Points per level. (Any Stamina Points exceeding the user’s maximum are lost first and can’t be recovered; any remaining are lost the next time the user rests to recover Stamina.) + +# TWINKLE + +**Source** _Starfinder Armory pg. 132_ +**Level** 3; **Price** 550 +**Type** drug (ingested or injury); **Save** Fortitude DC 14; **Addiction** DC 14 (mental) +**Track** Wisdom; **Effect** +2 morale bonus to Charisma-based [[Skill Checks]] for 1 hour. + +# WHITE PETAL + +**Source** _Alien Archive 4 pg. 45_ +**Level** 2; **Price** 150 +**Type** drug (drug (injury)); **Save** Fortitude DC 13; **Addiction** DC 13 (mental) +**Track** Charisma; **Effect** –2 penalty to initiative checks and regain an additional 1d4 Hit Points when recovering Hit Points naturally for 10 hours. During this time, gain [[Detect Magic]] as a spell-like ability (CL 2nd), usable three times. +The most common mogrant on the market, white petal causes a mild, dreamy high that lends itself to restful sleep. + +# ZERO + +**Source** _Starfinder Armory pg. 132_ +**Level** 3; **Price** 500 +**Type** drug (ingested); **Save** Fortitude DC 14; **Addiction** DC 14 (physical) +**Track** Strength; **Effect** +2 morale bonus to Perception checks and saves against [[Fatigue]] or exhaustion for 1d4 hours. \ No newline at end of file diff --git a/Rules/SF1E/Afflictions/Poisons.md b/Rules/SF1E/Afflictions/Poisons.md new file mode 100644 index 0000000..b2ccaf5 --- /dev/null +++ b/Rules/SF1E/Afflictions/Poisons.md @@ -0,0 +1,216 @@ +--- +aliases: +tags: [44:, 27:] +--- +# POISONS + +Poisons are normally weaponized by loading a single dose into a weapon with the injection special property, such as an [[Injection Glove]] or [[Needler Pistol]]. It’s also possible to add a dose of poison to a melee weapon that deals piercing or slashing [[Damage]], though this takes a standard action and requires the poison to be in a vial that’s already in hand. +# AMBLAREE + +**Source** _Character Operations Manual pg. 127_ +**Level** 2; **Price** 175 +**Type** poison (injury); **Save** Fortitude DC 13 +**Track** Wisdom (special); **Frequency** 1/round for 3 [[Rounds]] +**Effect** Progression track is Weakened—Impaired—[[Blinded]]; no end state. When at the [[blinded]] stage, the victim gains the [[blinded]] condition. +**Cure** 1 save + +# ARSENIC + +**Source** _Starfinder Armory pg. 133_ +**Level** 7; **Price** 1,400 +**Type** poison (ingested); **Save** Fortitude DC 17 +**Track** Constitution; **Onset** 10 minutes; **Frequency** 1/minute for 4 minutes +**Cure** 1 save + +# BIOCIDE + +**Source** _Character Operations Manual pg. 127_ +**Level** 4; **Price** 340 +**Type** poison (injury); **Save** Fortitude DC 11 +**Track** Constitution; **Frequency** 1/round for 4 [[Rounds]] +**Effect** Select one living creature subtype when [[Crafting]] biocide. Creatures of that subtype take a –4 penalty to [[Saving Throws]] against the poison, and the frequency is extended for 2 [[Rounds]]. +**Cure** 2 saves + +# BLACK LOTUS EXTRACT + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 20; **Price** 121,000 +**Type** poison (contact); **Save** Fortitude DC 26 +**Track** Constitution (special); **Onset** 1 minute; **Frequency** 1/round for 6 [[Rounds]] +**Effect** progression track is Healthy—Weakened—Debilitated—[[Dead]] +**Cure** 2 consecutive saves + +# BLUE WHINNIS + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 7; **Price** 1,000 +**Type** poison (injury); **Save** Fortitude DC 17 +**Track** Constitution (special); **Frequency** 1/round for 2 [[Rounds]] +**Effect** progression track is Healthy—Weakened—[[Unconscious]]; no end state. +**Cure** 1 save + +# CIRCUIT MELTER + +**Source** _Starfinder Armory pg. 133_ +**Level** 12; **Price** 8,000 +**Type** poison (injury); **Save** Fortitude DC 19 +**Track** Strength; **Frequency** 1/round for 6 [[Rounds]] +**Effect** This acidic poison is specifically formulated to also be effective against constructs. +**Cure** 2 consecutive saves + +# CYANIDE + +**Source** _Starfinder Armory pg. 133_ +**Level** 6; **Price** 600 +**Type** poison (contact); **Save** Fortitude DC 16 +**Track** Constitution; **Onset** 1 minute; **Frequency** 1/round for 6 [[Rounds]] +**Effect** Related to its use in extracting metals, cyanide is effective against elementals with the earth subtype, bypassing their natural immunity to poison. +**Cure** 2 consecutive saves + +# DEATHBLADE + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 10; **Price** 2,650 +**Type** poison (injury); **Save** Fortitude DC 23 +**Track** Constitution; **Frequency** 1/round for 6 [[Rounds]] +**Cure** 2 consecutive saves + +# DOCILANT + +**Source** _Starfinder Armory pg. 133_ +**Level** 15; **Price** 20,250 +**Type** poison (injury); **Save** Fortitude DC 21 +**Track** Charisma; **Frequency** 1/round for 6 [[Rounds]] +**Effect** At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a _[[Restoration]]_ spell. +**Cure** 2 consecutive saves + +# DRAGON RAY + +**Source** _Starfinder Allies Against the Eye pg. 57_ +**Level** 6; **Price** 600 +**Type** poison (poison (injury)); **Save** Fortitude DC 16 +**Track** Dexterity; **Frequency** 1/round for 4 [[Rounds]] +**Effect** In addition to causing loss of motor control and eventual death, dragon ray poison produces vivid hallucinations in the mind of the affected creature. +**Cure** 1 save + +# GREEN LOTUS EXTRACT + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 8; **Price** 1,500 +**Type** poison (contact); **Save** Fortitude DC 18 +**Track** Charisma (special); **Onset** 1 minute; **Frequency** 1/round for 6 [[Rounds]] +**Effect** progression track is Healthy—Weakened—Impaired—Pliable—Pliable. The second pliable functions as an end state. +**Cure** 1 save + +# HYDROFLUORIC ACID + +**Source** _Character Operations Manual pg. 127_ +**Level** 14; **Price** 10,500 +**Type** poison (contact); **Save** Fortitude DC 20 +**Track** Constitution; **Onset** 1 minute; **Frequency** 1/round for 6 [[Rounds]] +**Effect** Bodies of victims that reach the [[dead]] state dissolve completely unless the acid is neutralized within 1 minute with a successful DC 30 Heal check or Physical Science check. +**Cure** 2 consecutive saves + +# ID MOSS + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 2; **Price** 140 +**Type** poison (ingested); **Save** Fortitude DC 14 +**Track** Intelligence; **Onset** 10 minutes; **Frequency** 1/minute for 6 minutes +**Cure** 1 save + +# INSANITY MIST + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 4; **Price** 350 +**Type** poison (inhaled); **Save** Fortitude DC 15 +**Track** Wisdom; **Frequency** 1/round for 6 [[Rounds]] +**Cure** 1 save + +# MINDHAZE + +**Source** _Starfinder Armory pg. 133_ +**Level** 7; **Price** 1,000 +**Type** poison (injury); **Save** Fortitude DC 17 +**Track** Wisdom; **Frequency** 1/round for 4 [[Rounds]] +**Effect** Upon reaching the weakened state, the victim can’t use [[Telepathy, Mechanic]] or limited [[Telepathy, Mechanic]] for 1d4 hours. Subsequent failed [[Saving Throws]] don’t extend this duration. +**Cure** 1 save + +# MORPH INHIBITOR + +**Source** _Starfinder Deceivers’ Moon pg. 45_ +**Level** 5; **Price** 400 +**Type** poison (injury); **Save** Fortitude DC 15 +**Track** Charisma; **Onset** 1 minute; **Frequency** 1/minute for 6 minutes +**Effect** At the weakened state, the victim reverts to its true form and cannot change shape for 1 hour. +**Cure** 2 consecutive saves + +# RADIATION + +**Source** _Starfinder Core Rulebook pg. 404_ +**Level** —; **Price** — +**Type** poison (emanation (see below)); **Save** — +**Track** Constitution; **Frequency** 1/round +**Effect** Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by it. Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation spanning 20 feet to 40 feet from the center in all directions, and a similar zone of low radiation spanning 40 to 60 feet from the center. + +A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting _[[Remove Radioactivity]]_ has the same effect. As usual for poison effects, an affected creature requires rest to recover from radiation poisoning. _[[Remove Affliction]]_ doesn't cure a creature of the effects of radiation poisoning, but _[[Remove Radioactivity]]_ does. + +At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the radiation sickness disease + +# TABLE 11-8: RADIATION LEVELS + +| Radiation Level | Fort DC | +|-----------------|---------| +| Low | 13 | +| Medium | 17 | +| High | 22 | +| Severe | 30 | + + + +**Cure** none + +# RADIUM + +**Source** _Starfinder Armory pg. 133_ +**Level** 14; **Price** 29,800 +**Type** poison (ingested); **Save** Fortitude DC 18 +**Track** Constitution; **Onset** 1 day; **Frequency** 1/minute for 6 minutes +**Effect** At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a _[[Restoration]]_ spell. +**Cure** 2 consecutive saves + +# SHADOW ESSENCE + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 10; **Price** 2,650 +**Type** poison (injury); **Save** Fortitude DC 18 +**Track** Strength; **Frequency** 1/round for 6 [[Rounds]] +**Effect** At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a _[[Restoration]]_ spell (see page 374). +**Cure** 1 save + +# STRYCHNINE + +**Source** _Starfinder Armory pg. 133_ +**Level** 18; **Price** 188,000 +**Type** poison (injury); **Save** Fortitude DC 20 +**Track** Dexterity (special); **Frequency** 1/round for 4 [[Rounds]] +**Effect** Progression track is Healthy—Stiffened—Immobile—[[Dead]]. +**Cure** 2 consecutive saves + +# TURBOCURARINE + +**Source** _Character Operations Manual pg. 127_ +**Level** 3; **Price** 260 +**Type** poison (injury); **Save** Fortitude DC 14 +**Track** Dexterity (special); **Frequency** 1/round for 4 [[Rounds]] +**Effect** Progression track is Sluggish—Stiffened—[[Staggered]]—Immobile; no end state. Immobile victims can continue to attempt a saving throw each round as a full-round action to revert to stiffened. +**Cure** 1 save + +# UNGOL DUST + +**Source** _Starfinder Core Rulebook pg. 419_ +**Level** 9; **Price** 2,000 +**Type** poison (inhaled); **Save** Fortitude DC 17 +**Track** Charisma; **Frequency** 1/round for 4 [[Rounds]] +**Effect** At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a _[[Restoration]]_ spell (see page 374). +**Cure** 1 save \ No newline at end of file diff --git a/Rules/SF1E/Character Generation _ Leveling/Character Generation Ability Scores.md b/Rules/SF1E/Character Generation _ Leveling/Character Generation Ability Scores.md new file mode 100644 index 0000000..af2248c --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Character Generation Ability Scores.md @@ -0,0 +1,260 @@ +--- +aliases: +tags: +--- +# CHARACTER GENERATION ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 18_ +Your character has six ability scores that represent her basic attributes and raw potential: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores are factored into nearly all of your character’s capabilities—for instance, Dexterity determines her agility and the steadiness of her aim, Intelligence represents education and reasoning ability, and so on. (For more information on what each ability represents, see Ability Descriptions starting on page 20.) Ability scores generally range from 3 to 18, and an average score is 10. + +Different abilities will be more or less important to you depending on what sort of character you want to play, and each class has a key ability score that is central to that class’s features to help you make sure you get the right abilities to succeed in that role. Table 2–3 on page 19 lists the key ability score for each class; the first page of each class entry also lists the class’s key ability score, as well as other abilities that are helpful for that class, if not quite as important. + +Presented below is Starfinder’s default method for generating ability scores, referred to as the buying ability scores system. These rules allow you to customize your abilities to build exactly the character you want. Additionally, we present two optional systems: ability quick picks lets you choose from several predetermined arrays for speed and convenience, while advanced players may be interested in the rolling ability scores system, which gives you the fun of randomly generating a character, sometimes with dramatic strengths and weaknesses. You need to use only one of these systems—check with your GM to see if she has a preference for which one you should use. When in doubt, use the buying ability scores method. + +## BUYING ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 18_ +In this method, you customize your ability scores by “buying” them using a pool of points. Since the purpose of this system is to help you build exactly the character you want, before starting to customize your ability scores, first decide what you want your character’s race (Chapter 3), class (Chapter 4), and theme (see page 28) to be. Once you’ve got those firmly in mind, follow the steps below in order. + +- **Step 1: Start with a score of 10 in each ability**. On your character sheet or a piece of scratch paper, write down all six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—and put a 10 next to each of them. +- **Step 2: Add and subtract points for race**. Races in Starfinder are often naturally gifted in some abilities and less so in others. The first page of each race entry lists these advantages and disadvantages in terms of points you add or subtract from specific starting ability scores; you can also look at Table 2–2 to see all the racial advantages and disadvantages at a glance. For instance, a shirren starts out with +2 points in Constitution and +2 points in Wisdom, but –2 points in Charisma (meaning you’d add 2 points to your starting Constitution and Wisdom scores, but subtract 2 from your starting Charisma score). Some races, like humans, are so versatile as a race that they get points they can put in any single ability. + + Once you know your racial modifiers, add or subtract those points from your starting scores of 10. +- **Step 3: Add points for theme**. Each theme gives you a single ability point to apply to an ability score. For instance, choosing the ace pilot theme gives you +1 point in Dexterity, while the themeless option lets you apply an extra point to any ability score you choose. The points granted by each theme can be found in its description or on Table 2–2. Once you know your theme, add that point to the designated ability. +- **Step 4: Spend 10 points customizing your scores**. Now that you’ve got your baseline scores, which incorporate modifications for race and theme, you get a pool of 10 extra points to assign to your ability scores as you see fit. You apply these to your existing ability scores on a 1-for-1 basis—if you have a Dexterity score of 12 and you add a point from your pool, you now have a Dexterity score of 13. You can divide these points up however you want, but you can’t make any individual score higher than 18. (Later on, as you level up and gain ability-boosting gear, your ability scores may rise above 18, but 18 is the highest value any character can start out with.) Be sure to spend all 10 of your ability points—you can’t save them for later. +- **Step 5: Record ability scores and ability modifiers**. Once you’ve spent all your points, you’re done. Write your final ability scores in the appropriate boxes on your character sheet, then check Table 2–1 to find the corresponding ability modifier for each one, and write those down as well. Modifiers are explained in Ability Modifiers and Ability Checks on page 21. + +### EXAMPLE OF BUYING ABILITY SCORES + +Let’s say you’re building a vesk soldier—you saw the art on page 27, and immediately started imagining a gruff but loyal mercenary who plays by her own rules. + +You start out with 10 in every ability, like any character. You already know you want to be a vesk, and looking at Table 2–2, you see that her race grants her +2 points to Strength and +2 points to Constitution, but –2 points to Intelligence. You apply those to your starting scores of 10, so now your scores look like this: + +**STR** 12, **DEX** 10, **CON** 12, **INT** 8, **WIS** 10, **CHA** 10 + +Next, you apply a theme. You know you want her to be a mercenary, and you see from the table that the mercenary theme gives her +1 point to Strength, making your scores these: + +**STR** 13, **DEX** 10, **CON** 12, **INT** 8, **WIS** 10, **CHA** 10 + +So far, you’re spot on for your concept—plenty strong but not particularly bright. Now it’s time to take your 10 discretionary points and assign them. Table 2–3 tells you that a soldier’s key ability score is either Strength (for fighting hand-to-hand) or Dexterity (for shooting projectile weapons). You’re imagining her charging into combat with a big assault hammer, so you go ahead and spend 5 points to get her Strength from 13 to 18, the strongest anyone of her level can be. At the same time, though, you know there will be situations where she wants to use guns, so you spend 4 more points to bring her Dexterity up to 14. With 1 point left to spend, you consider adding it to Intelligence to offset her racial disadvantage there, then decide it’s more fun to add it to Charisma—she may be a brute, but she should be charming in her own way. So these are your final scores: + +**STR** 18, **DEX** 14, **CON** 12, **INT** 8, **WIS** 10, **CHA** 11 + +You write those down on your character sheet, then locate the appropriate ability modifiers on the table above and write those down in the boxes marked for them next to each ability score—an 18 equals a +4 modifier, a 14 equals a +2, and so on. Now you’re ready to move on to the rest of character creation! + +### OPTIONAL RULE: CHARACTER FLAWS + +The buying ability scores method makes sure that your character is always at least close to average—your race might push you slightly below the average of 10, but you won’t be severely hampered. Sometimes, however, it’s fun to play a character with a major flaw. If you want to reduce any ability scores for your character below what this system would normally allow, that’s fine—playing a brutish soldier with an Intelligence of 5 or a noodle-armed technomancer with a Strength of 4 could allow for some fun roleplaying opportunities—but you don’t get to reassign those lost ability points elsewhere. Beware making your scores so low that your character can’t keep up with the rest of the party! + +### PRO TIP: ABILITY MODIFIERS + +Ability modifiers are the values you’ll use most often in gameplay to modify rolls and checks—positive modifiers add to your results, while negative modifiers subtract. As you can see on Table 2–1, however, ability modifiers increase only with each new even ability score you reach. While odd scores are still good to have—they can enable you to qualify for feats and get you that much closer to the next ability modifier threshold, making it easier to achieve higher scores when it’s time to level up—some players try to customize their ability scores to have as many even ability scores as possible, thus making sure they’re not “overpaying” for a particular ability modifier. + + +### TABLE 2-1:ABILITY SCORES AND MODIFIERS + +| Ability Score | Ability Modifier | +|---------------|------------------| +| 1 | –5 | +| 2 | –4 | +| 3 | –4 | +| 4 | –3 | +| 5 | –3 | +| 6 | –2 | +| 7 | –2 | +| 8 | –1 | +| 9 | –1 | +| 10 | +0 | +| 11 | +0 | +| 12 | +1 | +| 13 | +1 | +| 14 | +2 | +| 15 | +2 | +| 16 | +3 | +| 17 | +3 | +| 18 | +4 | +| 19 | +4 | +| 20 | +5 | +| 21 | +5 | +| 22 | +6 | +| 23 | +6 | +| 24 | +7 | +| 25 | +7 | +| 26 | +8 | + + + + +### TABLE 2-2: ABILITY POINTS FROM RACE & THEME + +| Race | STR | DEX | CON | INT | WIS | CHA | Any | +|--------------------|-----|-----|-----|-----|-----|-----|-----| +| Android | — | +2 | — | +2 | — | –2 | — | +| Human | — | — | — | — | — | — | +2 | +| Kasatha | +2 | — | — | –2 | +2 | — | — | +| Lashunta (Damaya) | — | — | –2 | +2 | — | +2 | — | +| Lashunta (Korasha) | +2 | — | — | — | –2 | +2 | — | +| Shirren | — | — | +2 | — | +2 | –2 | — | +| Vesk | +2 | — | +2 | –2 | — | — | — | +| Ysoki | –2 | +2 | — | +2 | — | — | — | + + + + +| Theme | STR | DEX | CON | INT | WIS | CHA | Any | +|---------------|-----|-----|-----|-----|-----|-----|-----| +| Ace Pilot | — | +1 | — | — | — | — | — | +| Bounty Hunter | — | — | +1 | — | — | — | — | +| Icon | — | — | — | — | — | +1 | — | +| Mercenary | +1 | — | — | — | — | — | — | +| Outlaw | — | +1 | — | — | — | — | — | +| Priest | — | — | — | — | +1 | — | — | +| Scholar | — | — | — | +1 | — | — | — | +| Spacefarer | — | — | +1 | — | — | — | — | +| Xenoseeker | — | — | — | — | — | +1 | — | +| Themeless | — | — | — | — | — | — | +1 | + + + + +### TABLE 2-3: KEY ABILITY SCORES BY CLASS + +| Class | Key Ability Score | +|--------------|-----------------------| +| Envoy | Charisma | +| Mechanic | Intelligence | +| Mystic | Wisdom | +| Operative | Dexterity | +| Solarian | Charisma | +| Soldier | Strength or Dexterity | +| Technomancer | Intelligence | + + +## OPTIONAL METHOD: ABILITY QUICK PICKS + +**Source** _Starfinder Core Rulebook pg. 19_ +Sometimes you’re making a character in a hurry and don’t care about precisely customizing your ability scores. If that’s the case for you, you can pick one of the arrays on page 20 and assign each value to the ability score of your choice—for instance, if your array is 18, 14, 11, 10, 10, 10, you put the 18 in one ability score (probably your class’s key ability score), the 14 in a different score, and so on until they’ve all been assigned. Under this method, choices like race and theme don’t affect your ability scores—you just choose which score goes in which ability, and you’re good to go. The focused array creates a specialist, the split array makes someone with multiple talents, and the versatile array makes a jack-of-all-trades. + + +| FOCUSED | 18, 14, 11, 10, 10, 10 | +|-----------|------------------------| +| SPLIT | 16, 16, 11, 10, 10, 10 | +| VERSATILE | 14, 14, 14, 11, 10, 10 | + +Once you’ve chosen which abilities to put your scores in, write them down in the appropriate boxes on your character sheet, then check Table 2–1 to find your corresponding ability modifiers and write those down as well—they’re explained in Ability Modifiers and Ability Checks on page 21. + +### EXAMPLE OF ABILITY QUICK PICKS + +Let’s say you’re making a ysoki technomancer with the outlaw theme. With the quick picks system, you don’t need to know anything except which abilities are most important for your character. Fortunately, all the classes offer guidance in this regard in their Key Ability Score sections—you can find a quick summary on Table 2–3. + +In this case, let’s say you decide you want your character to be fairly specialized, so you select the focused array, and the technomancer class advises you to put your best score (18) in Intelligence, and your next highest (14) in Dexterity. You decide to put the 11 in Constitution, to help you better survive the rigors of adventuring, and put the three remaining 10s in Strength, Wisdom, and Charisma. And that’s all there is—you write those values down on your character sheet, look at Table 2–1 to jot down the corresponding ability modifier for each ability score, then move on to the rest of character creation. + +## OPTIONAL METHOD: ROLLING ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 20_ +The buying ability scores method works great if you want to create a perfectly customized, balanced character. But sometimes you want to inject a little randomness, and let the dice decide what kind of character you’re going to play. For that, you can use this alternative ability rolling method. Be warned— the same randomness that makes this system fun also allows it to sometimes create characters significantly more (or less) powerful than the buying ability scores system does or other Starfinder rules assume. Check with your GM to make sure she’s okay with that possibility before employing this method. + +To begin, roll four six-sided dice (4d6) and discard the lowest die result, adding the three remaining results together and recording the sum on a piece of scratch paper. Repeat this process until you’ve generated six numbers, then assign each of these totals to one of your ability scores, distributing them as you see fit—these become your starting scores for those abilities (rather than the standard 10). + +Once this is done, go ahead and follow steps 2 and 3 from the buying ability scores method, adding and subtracting points for your race and theme. The only difference with this method is that instead of starting with a 10 in each ability score, you start with whatever value you rolled and assigned. You still can’t have any single ability score higher than 18. If points from a race or theme would push you over that amount, you still just get the 18, and those additional points are lost; they can’t be assigned anywhere else. Once you’ve done this, skip straight to Step 5 and record your ability scores and modifiers—you don’t get any discretionary points to assign. + +### EXAMPLE OF ROLLING ABILITY SCORES + +Let’s say you’ve decided to create a shirren mystic, and you’ve gotten your GM’s permission to roll your ability scores. + +First, you roll your starting scores. Your first roll is excellent: a 6, two 5s, and a 1. You discard the 1, for a total score of 16, and write that down. You repeat this process five more times, and ultimately end up with scores of 16, 16, 15, 14, 13, and 5. Above average in almost every way, but with one big shortcoming! + +Table 2–3 tells you Wisdom is the key ability score for mystics, so you put one of your 16s there, and assign the other to Charisma— you want your shirren to be a leader and be good at making friends with aliens. You put the 15 in Constitution, 14 in Dexterity, 13 in Intelligence, and 5 in Strength (you really should’ve hit the gym more after all that time in zero-g). So now your scores look like this: + +**STR** 5, **DEX** 14, **CON** 15, **INT** 13, **WIS** 16, **CHA** 16 + +Now it’s time to make adjustments for your race and theme. You already know you want to be a shirren, which grants +2 points to both Constitution and Wisdom but –2 points to Charisma. So you include those modifications and the scores become: + +**STR** 5, **DEX** 14, **CON** 17, **INT** 13, **WIS** 18, **CHA** 14 + +You also choose the priest theme, because you like the idea of a bug-headed missionary, which grants 1 point to Wisdom—but you’re already maxed out, so that point would disappear! Instead of letting it go, you opt to go back and swap the initial placement of the 16 in Wisdom and 15 in Constitution, then go through the steps again. Now your race and theme make you hit that 18 Wisdom perfectly, and your Constitution is 1 point higher, like so: + +**STR** 5, **DEX** 14, **CON** 18, **INT** 13, **WIS** 18, **CHA** 14 + +Those are your final scores—there are no points to spend. Note that through rolling, this character ended up with both higher and lower scores than the vesk soldier from our buying ability scores example. That’s the risk of the rolling system—this mystic is going to be excellent at spellcasting and using other abilities relying on Wisdom, and still pretty great in most other areas, but severely hampered by that low Strength score when it comes to how much he can carry or his ability to deal damage in hand-to-hand combat. + +## ABILITY DESCRIPTIONS + +**Source** _Starfinder Core Rulebook pg. 20_ +Each ability describes a distinct aspect of your character and affects different capabilities and actions. + +### STRENGTH (STR) + +Strength measures muscle and physical power. A character with a Strength score of 0 is unconscious. Your character’s Strength modifier is factored into the following: + +- Melee attack rolls and attack rolls made with thrown weapons (such as grenades). +- Damage rolls when using melee weapons or thrown weapons (but not grenades). +- Athletics skill checks. +- Strength checks (for breaking down doors and the like). +- How much gear your character can carry (see page 167). + +### DEXTERITY (DEX) + +Dexterity measures agility, balance, and reflexes. A character with a Dexterity score of 0 is unconscious. Your character’s Dexterity modifier is factored into the following: + +- Ranged attack rolls, such as those made with projectile weapons and energy weapons, as well as some spells. +- Energy Armor Class (EAC) and Kinetic Armor Class (KAC); see page 240 for details. +- Reflex saving throws (for leaping out of harm’s way). +- Acrobatics, Piloting, Sleight of Hand, and Stealth skill checks. + +### CONSTITUTION (CON) + +Constitution represents your character’s health. A living creature whose Constitution score reaches 0 dies. Your character’s Constitution modifier is factored into the following: + +- Stamina Points (see page 22), which represent the damage your character can shrug off before it starts to be a problem. If this score changes enough to alter its modifier, your character’s Stamina Points increase or decrease accordingly. +- Fortitude saves (to resist diseases, poisons, and similar threats). + +### INTELLIGENCE (INT) + +Intelligence represents how well your character learns and reasons, and is often associated with knowledge and education. Animals have Intelligence scores of 1 or 2, and any creature capable of understanding a language has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Your character’s Intelligence modifier is factored into the following: + +- The number of bonus languages your character knows at the start of the game. Even if this modifier is a penalty, your character can still use her starting languages unless her Intelligence score is lower than 3. See page 40 for more about languages. +- The number of skill ranks gained each level, though your character always gets at least 1 skill rank per level. +- Computers, Culture, Engineering, Life Science, Medicine, Physical Science, and some Profession skill checks. +- Bonus technomancer spells. The minimum Intelligence score needed to cast a technomancer spell is 10 + the spell’s level. + +### WISDOM (WIS) + +Wisdom describes a character’s common sense, intuition, and willpower. A character with a Wisdom score of 0 is unconscious. Your character’s Wisdom modifier is factored into the following: + +- Will saving throws (for defending against things like magical mind control). +- Mysticism, Perception, Sense Motive, Survival, and some Profession skill checks. +- Bonus mystic spells. The minimum Wisdom score needed to cast a mystic spell is 10 + the spell’s level. + +### CHARISMA (CHA) + +Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. A character with a Charisma score of 0 is unconscious. Your character’s Charisma modifier is factored into the following: + +- Bluff, Diplomacy, Disguise, Intimidate, and some Profession skill checks. +- Checks that represent attempts to influence others, including the envoy’s extraordinary abilities. + + + +## ABILITY MODIFIERS AND ABILITY CHECKS + +**Source** _Starfinder Core Rulebook pg. 21_ +The right-hand column in Table 2–1 shows the ability modifier corresponding to each ability score. This modifier is applied to die rolls related to your abilities, such as skill checks, attacks, and more. Nearly every roll is affected by your abilities in some way, often with additional modifiers from other sources, but they generally involve your ability modifier rather than your actual ability score. When you determine your ability scores, make sure to note their respective ability modifiers on your character sheet. If a change to an ability score ever alters its modifier, be sure to adjust any statistics that rely on that modifier. + +Sometimes, a situation or ability might require you to attempt something called an ability check. In such instances, instead of attempting a check involving both your abilities and other factors (such as skills or saving throws that reflect your training and expertise), you attempt a check using just 1d20 + your ability modifier. This represents you trying to use your raw, untrained talent for that particular ability, such as attempting a Strength check to kick down a door. See page 242 for more information. + +In the rare instance that you need to determine ability modifiers beyond the numbers presented in the table, such as for extreme high-level play, ability modifiers can be determined by subtracting 10 from the ability score and dividing that result by 2, rounding down if the final result is a fraction. For example, an ability score of 41 would have an ability modifier of +15 (since 41 – 10 = 31 and 31 ÷ 2 = 15-1/2, which rounds down to 15). + +## LEVELING UP AND ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 21_ +Every 5 levels (at 5th, 10th, 15th, and 20th levels), you get to increase and customize your ability scores. Each time you reach one of these level thresholds, choose four of your ability scores to increase. If that ability score is 17 or higher (excluding any ability increases from personal upgrades—see page 212), it increases permanently by 1. If it’s 16 or lower, it increases permanently by 2. You can’t apply more than one of these increases to the same ability score at a given level, but unlike at 1st level, these increases can make your ability scores go higher than 18. + +For example, let’s say you’re leveling up your android technomancer with the following scores: + +**STR** 10, **DEX** 16, **CON** 10, **INT** 18, **WIS** 11, **CHA** 10 + +You might decide to increase your Dexterity, Constitution, Intelligence, and Wisdom. Because your Intelligence is 17 or higher, it would increase by 1 to a score of 19. The other three scores would increase by 2, giving you these final scores: + +**STR** 10, **DEX** 18, **CON** 12, **INT** 19, **WIS** 13, **CHA** 10 + +The next time you can increase your ability scores, you could decide to increase those same abilities again, or you could pick a different subset. For more details on leveling up, see page 26. \ No newline at end of file diff --git a/Rules/SF1E/Character Generation _ Leveling/Character Generation Alignment.md b/Rules/SF1E/Character Generation _ Leveling/Character Generation Alignment.md new file mode 100644 index 0000000..f2e85c6 --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Character Generation Alignment.md @@ -0,0 +1,76 @@ +--- +aliases: +tags: +--- +# ALIGNMENT + +**Source** _Starfinder Core Rulebook pg. 24_ +Alignment is a quick way to characterize an individual’s personality, morality, and predilections. It encompasses two axes: good-evil and law-chaos. Each axis works as a spectrum, with a neutral option in the middle, and the two axes can be combined in any form, resulting in nine alignment combinations. + +## GOOD VERSUS EVIL + +**Source** _Starfinder Core Rulebook pg. 24_ +The good-evil axis describes a character’s sense of morality. A good alignment implies altruism, desire to help the innocent, and respect for the life and dignity of sentient beings. An evil alignment implies selfishness, willingness to harm and oppress others for fun or profit, and lack of compassion. Neutral characters might see themselves as outside the moral spectrum or simply lack the commitment to make personal sacrifices to help others. + +## LAW VERSUS CHAOS + +**Source** _Starfinder Core Rulebook pg. 24_ +The law-chaos axis describes a character’s flexibility and adherence to rules. A lawful alignment implies keeping one’s word, respecting authority and tradition, following laws or a personal code, and judging those who fail to do the same. A chaotic alignment implies desire for freedom, making one’s own decisions, and distrust of authority. Neutral characters fall between these extremes, with no inherent compulsion to obey or rebel. Note that lawful does not necessarily mean obeying the laws of a given society—a lawful character may have a strong personal sense of honor at odds with his society or might adhere to the practices of his native planet instead of those of a planet he’s currently visiting. + +## THE NINE ALIGNMENTS + +**Source** _Starfinder Core Rulebook pg. 24_ +These descriptions are just suggestions, and different characters may act more or less in accordance with their alignments. While player characters can be of any alignment, it’s usually easiest to have everyone in a party be good or neutral, as mixing good and evil characters can create unwanted conflict and frustration. + +### LAWFUL GOOD + +You act as a good person is expected by society to act. You’re honorable and compassionate, you keep your word, and you fight injustice in a disciplined fashion. You believe that rules and structure are necessary for a healthy society, but only if they help people do the right thing. Other alignments may see you as simplistic and as valuing ideological purity over progress. + +### NEUTRAL GOOD + +You believe in doing the right thing and helping others, but you don’t bother enforcing an ideology. You have little time for selfrighteousness from either law-keepers or rebels, and you don’t care if others think of you as inconsistent or detached as long as you’re working toward the greater good. + +### CHAOTIC GOOD + +You follow your conscience and make up your own mind. You resent anyone’s attempt to limit you, and you know that sometimes you have to break the rules to do what is right. While you generally have good intentions, people can sometimes find you difficult to work with and unpredictable. + +### LAWFUL NEUTRAL + +You follow a code, and don’t willingly break it, whether that’s societal law or a personal ethos. You feel that order and organization are the only things holding society together, and while you believe in authority, you don’t confuse it with morality—the system may hurt as well as help, but it’s better than no system at all. Others may resent your inflexibility, but at least you’re dependable. + +### NEUTRAL + +You may hold an aloof philosophical commitment to balance and neutrality, but more likely you simply don’t hold any particular inclinations toward other alignments. You likely prefer good to evil, but don’t go out of your way to uphold it. You act in your own self-interest and may be keenly aware that the universe considers mortal beliefs to be irrelevant. Nonsentient creatures are always considered neutral, as they lack the selfawareness to make informed choices and simply act on instinct or programming. + +### CHAOTIC NEUTRAL + +You follow your whims and don’t worry about the consequences. You resent attempts to control you, and you act in your own selfinterest. You’re not committed to spreading anarchy—that would require too much conviction—and your actions aren’t random, but merely unconstrained. You don’t enjoy hurting others, but you don’t worry overmuch about protecting them. You believe in living for the moment and reinventing yourself as necessary. + +### LAWFUL EVIL + +You believe that a civilization supported by laws, hierarchies, and social contracts is inherently preferable to chaos. At the same time, you believe in using those rules to get what you want, regardless of whom it hurts. While you’re always thinking about how to get ahead, you’re willing to serve and rise through the ranks if necessary. You keep your word and obey the letter of the law, and you care about tradition, loyalty, and order—but not freedom, dignity, or life. While you may cite the greater good, ultimately your actions are meant to benefit only you. + +### NEUTRAL EVIL + +You’re the embodiment of amoral self-interest. You do whatever you feel like without remorse, and have neither a fondness for order nor a need to create conflict. You lack empathy and may harm others just for the fun of it. Though you’re capable of longterm planning and working in a group, you turn on allies instantly if it is to your benefit. + +### CHAOTIC EVIL + +You adore conflict and destruction, as it gives you the chance to show your strength. You follow your greed, hatred, and lust without restraint, making you brutal and unpredictable. You don’t really understand loyalty and would rather be feared than loved. You have an instinctive desire to smash anything that tries to restrain you. + +## HOW TO USE ALIGNMENT + +**Source** _Starfinder Core Rulebook pg. 25_ +Alignment in Starfinder is a descriptive tool meant to help describe a given character’s personality, rather than a straitjacket determining what someone can or can’t do. A good character can still do evil, and an evil character can do good. In some cases, a GM may decide that an action is drastic enough to result in a shift of alignment (see Changing Alignment below). More often, though, it simply reflects the fact that alignment is not absolute—no mortal character is perfectly good or evil, lawful or chaotic. Differing cultural practices and belief systems, combined with the fact that even people (or gods!) who share similar values rarely see eye to eye on everything, mean that an alignment can encompass a wide range of contradictory beliefs and actions. A character might be generally kind, generous, and law abiding, yet hold some belief or prejudice that other characters find abhorrent. Another character might decide that killing one innocent in order to save many is a sad but acceptable course of action. Whether these characters could be considered lawful good is left up to you and your gaming group—and as with all rules, the GM is the ultimate arbiter of what it means to be a given alignment. + +In addition to its use for individual characters, alignment is also listed in stat blocks for creatures and races. The listed alignment doesn’t represent something hard-coded into a creature’s genes, but rather the most common alignment found in the species or society. With the exception of outsiders like angels or devils who are literally physical manifestations of certain alignments or ideologies, individuals of any species can be of any alignment, and under the right circumstances, an individual creature from a race normally described with one alignment may buck the trend and turn out to be quite different. + +Alignment, like the moral philosophies it attempts to represent, is messy, uncertain, and culturally relative, but the ultimate goal of Starfinder is to have fun. If you don’t enjoy the interactions facilitated by the alignment system, feel free to ignore it altogether. + +### CHANGING ALIGNMENT + +While certain forms of magic may operate differently depending on a character’s alignment, and gods rarely grants spells to worshipers whose alignments oppose their own, alignment in Starfinder is primarily a storytelling aid rather than a rule. If a GM feels a player’s actions aren’t reflecting his character’s chosen alignment, she should let him know—and if the divergence is extreme enough, she may allow or require the player to change his character’s alignment accordingly. Likewise, if a player wants to alter his character’s alignment to reflect shifts in his character, he should talk with his GM about making that change (though frequent changes likely represent a chaotic alignment). + +### ALIGNMENT STEPS + +Occasionally the rules dealing with alignment refer to “steps”— this means the number of alignment shifts between two alignments (as they appear on the Alignment diagram above). Note that diagonally adjacent alignments are separated by two “steps”; a lawful neutral character is one step away from a lawful good alignment and three steps from chaotic evil. diff --git a/Rules/SF1E/Character Generation _ Leveling/Character Generation Health _ Resolve.md b/Rules/SF1E/Character Generation _ Leveling/Character Generation Health _ Resolve.md new file mode 100644 index 0000000..b2da92f --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Character Generation Health _ Resolve.md @@ -0,0 +1,73 @@ +--- +aliases: +tags: +--- +# HEALTH AND RESOLVE + +**Source** _Starfinder Core Rulebook pg. 22_ +Starfinder is an adventure game, which means that two very important qualities are key to your survival: the amount of punishment you can take without dying, and your ability to stick to your convictions in the face of adversity. These are tracked through three different systems of points: Hit Points (HP), Stamina Points (SP), and Resolve Points (RP). + +Hit Points and Stamina Points are tightly intertwined: while Stamina Points represent how many bruises and dings you can reliably shake off without suffering any lasting damage, Hit Points reflect how many actual injuries you can sustain while still staying upright and conscious. In contrast, Resolve Points (RP) are more of an indicator of your willpower and gumption, and this pool measures your ability to overcome your physical limitations as well as to employ core tenets of your training, even when the odds seem long. + +Each system of points is described in detail below. + +## HIT POINTS AND STAMINA POINTS + +**Source** _Starfinder Core Rulebook pg. 22_ +Hit Points (HP) measure how robust and healthy you are—a reduction in Hit Points represents physical wounds, illness, or another serious physical impairment. Stamina Points (SP), by contrast, measure your readiness and energy, and they replenish more quickly and easily. When you take damage—whether from an attack, a spell, a disease, or some other source—it reduces your pool of Stamina Points first, and any damage beyond your remaining Stamina Points comes out of your Hit Points. Think of Stamina Points like your ability to shake off a punch; the first one may not do any lasting damage, but eventually you get worn down and start hurting. If your Hit Points ever drop to 0, you are dying and must become stable, or you might die for good (see Injury and Death on page 250). + +You replenish your Stamina Points by spending 1 Resolve Point (see page 23) and taking 10 uninterrupted minutes to rest and catch your breath. Up to once per day, you can regain some Hit Points and all of your Stamina Points after 8 full hours of uninterrupted rest (see Regaining Daily-Use Abilities and Spells on page 262; an 8-hour rest counts as a 10-minute rest to regain SP), but you can also regain them through the use of magic or technology. Sources of magical and technological healing state in their descriptions whether they restore Hit Points or Stamina Points. Usually, healing can restore points you’ve lost, but can’t raise your total capacity, though certain types of magic may temporarily ignore this restriction (see Temporary Hit Points below). + +### CALCULATING HIT POINTS + +At 1st level, you gain the number of Hit Points listed in your race entry + the number of Hit Points listed in your class’s description, reflecting the overall durability of your race as well as the hardiness you’ve gained from your training. + +At 2nd level and at every level thereafter, you gain the number of Hit Points listed in your class’s description, reflecting the greater influence your training and experience has played in your toughness. + +### CALCULATING STAMINA POINTS + +Your Stamina Points are determined by your Constitution score and your class. At each level, you gain a number of Stamina Points equal to the SP value listed in your class description + your Constitution modifier (even if your Constitution modifier is negative, the total amount gained can never be less than 0). + +### TEMPORARY HIT POINTS + +Some effects can give you temporary Hit Points that last for only a limited amount of time, and can even exceed your normal number of Hit Points. If you have any temporary Hit Points, whether or not they exceed your maximum, you lose these temporary points first before you lose Stamina Points. Temporary Hit Points can’t be restored through healing. + +### EXAMPLE + +Let’s say you’re making a brand-new 1st-level character: a human soldier. You find the entry for humans in the Races chapter (page 44) and see that a human receives 4 Hit Points at 1st level. You then look at the soldier in the Classes chapter (page 110), which tells you that a soldier gains 7 Hit Points at each level, giving your character a total of 11 Hit Points at 1st level. The class entry also tells you that a soldier receives Stamina Points equal to 7 + his Constitution modifier at each level. You go back and check your abilities. Let’s say that after rolling and applying your soldier’s racial traits, he has a Constitution score of 14, which means his Constitution modifier is +2. So your soldier has 9 Stamina Points (7 + 2) at 1st level. Remember, you’re adding only his ability modifier (+2), not the ability score itself! + +Once your soldier has gone on a few adventures and gained enough experience to advance to 2nd level, he gains additional Hit Points based on his class. In this case, he gains 7 more Hit Points—remember, your character gets Hit Points from his race only at 1st level! For his Stamina Points, you do the same thing you did at 1st level, adding 7 Stamina Points from his class and 2 Stamina Points from his Constitution modifier. So your soldier now has a total of 18 Hit Points and 18 Stamina Points. + +## RESOLVE POINTS + +**Source** _Starfinder Core Rulebook pg. 22_ +As a hero in Starfinder, you have resolve—an intrinsic reservoir of grit and luck tied to your talents and often enhanced by your class. Your pool of Resolve Points (RP) allows you to carry on even when everything seems lost. + +### CALCULATING RESOLVE POINTS + +You have a number of Resolve Points equal to half your character level (rounded down, but minimum 1) + the modifier of your key ability score (the ability score that is most important to your class—see page 58). Even if you have a negative modifier, you always have at least 1 Resolve Point. + +For example, let’s say you’re creating a 1st-level mystic (whose key ability score is Wisdom) with a Wisdom score of 16 (a modifier of +3). Half your character’s level rounded down would normally be 0, so thank goodness for that minimum of 1! Add in the 3 from your Wisdom modifier, and your mystic has a total of 4 Resolve Points. + +### SPENDING AND REGAINING RESOLVE POINTS + +Resolve Points can be spent in a number of ways, and many classes let you spend them to activate class features and regain resources. Some abilities don’t require you to spend points, but are active only as long as you have a minimum number of Resolve Points available—for instance, an envoy with at least 1 Resolve Point remaining in her pool can use her expertise class feature to roll an extra die on Sense Motive checks without spending the point. Your Resolve Points can never drop below 0. Dying causes you to lose Resolve Points. If you would lose Resolve Points due to dying and don’t have any remaining, you’re dead. (See Injury and Death on page 250 for more information.) + +Up to once per day, characters can regain any spent Resolve Points by getting a full 8 hours of uninterrupted rest. + +### GENERAL USES FOR RESOLVE POINTS + +Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below. + + +### REGAINING STAMINA POINTS + +- You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes. + +### STABILIZING + +- If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have enough Resolve Points to stabilize when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death on page 250). + +### STAYING IN THE FIGHT + +- If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round. \ No newline at end of file diff --git a/Rules/SF1E/Character Generation _ Leveling/Character Generation Steps.md b/Rules/SF1E/Character Generation _ Leveling/Character Generation Steps.md new file mode 100644 index 0000000..cd172b8 --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Character Generation Steps.md @@ -0,0 +1,164 @@ +--- +aliases: +tags: +--- +# CHARACTER GENERATIONS STEPS + +As a player of the Starfinder Roleplaying Game, the first thing you need to do is create a character. This is the in-world individual you’ll be playing during the game, and it’s up to you to create her background and personality. You’ll also want to build the character using the game’s mechanics to determine her starting capabilities at various tasks and the special abilities she can use during her adventures. + +The following instructions assume you’re building a 1stlevel character. These steps are presented in a suggested order, but feel free to complete them in the order you prefer. + +Many of the steps below instruct you to fill out fields on your character sheet (see pages 520–521), but note that the character sheet is arranged for ease of use in gameplay rather than character creation—for instance, several fields listed at the top of the character sheet are finishing details you’ll determine at the end of the character creation process. + +If you’re creating a higher-level character, it’s a good idea to begin with these instructions before progressing to page 26 for instructions on leveling up characters. + +### CHARACTER SHEET + +For each step in the character creation process detailed below, fill in the necessary information in the appropriate field on your character sheet. You can find a blank character sheet at the back of this book or available as a free download at paizo.com. + +# STEP 1: CREATE A CHARACTER CONCEPT + +**Source** _Starfinder Core Rulebook pg. 14_ +What sort of science fantasy hero do you want to play? A good way to start character creation is to decide the general thrust of your character’s personality, sketching out a few details about her past and thinking about how and why she adventures. During this step, you’ll likely want to peruse Starfinder’s available races, themes, and classes, so that you have an idea of the options available. The sidebar on page 15 briefly introduces these, so it’s a great starting point; full information on races is in Chapters 3 and 13, Chapter 4 presents classes, and pages 28–37 detail themes. Race refers to your species—from bug-like shirrens and reptilian vesk to humans and elves. Themes represent an element of your background, whether it’s from your upbringing, training, or destiny; it can be related to your class but doesn’t need to be. Classes represent the primary focus of your character’s abilities in battle and while adventuring—a technomancer manipulates technology and casts spells, an envoy issues commands and inspires her allies to feats of heroism, and so on. + +Once you’ve considered your options, come up with a brief description of your character, focusing on what sorts of things you want her to be good at (shooting guns, flying starships, and so on). Then consider how best you could model that using this book’s rules components. Do you want to play a hulking lizardcreature with an enormous laser rifle? Then a vesk soldier with the mercenary theme is a perfect choice. If a scrappy bipedal rat who likes to burgle is more your style, a ysoki operative with the outlaw theme could be the way to go. If you’re feeling lost for ideas, try choosing a piece of art from somewhere in the book and creating a character who matches it. + +### CHARACTER SHEET + +Write your own name in the Player field. Depending on how much you’ve developed your character’s background, you may also want to note your character’s name and gender and perhaps add a short physical description or a sketch. + +# STEP 2: CHOOSE A RACE + +**Source** _Starfinder Core Rulebook pg. 14_ +Your character’s race, or species, is one of her most important characteristics. Chapter 3 and the sidebar on page 15 detail Starfinder’s core races—many of them quite alien—while Chapter 13 details legacy races iconic to sword-and-sorcery roleplaying games. Your character’s race grants her abilities and languages and determines a portion of the Hit Points (HP) she has when you begin play (HP represents how badly she can be hurt before she falls unconscious or dies). Her class will also impact her starting HP total, as described in Step 6. + +Your character’s race also modifies her ability scores. These are important values that affect many of your character’s statistics, but you won’t finalize them until Step 5. + +### CHARACTER SHEET + +Put your character’s race at the top of your character sheet. Note her starting racial Hit Points and her racial language (if any), as well as the racial abilities she can use. For now, note any points she’ll add to or subtract from her ability scores due to her race in the margins next to her ability scores (you’ll need this during Step 5!). + +# STEP 3: CHOOSE A THEME + +**Source** _Starfinder Core Rulebook pg. 14_ +Next, you can choose a theme for your character, which represents a core aspect of her background and motivations. A theme can help express your character’s approach to adventuring—whether she’s a bounty hunter, a scholar, or the embodiment of another classic adventuring trope. In addition to reflecting a certain background, a theme provides benefits to an appropriate skill or skills at 1st level and also grants 1 extra point to a specific ability score—you’ll finalize your ability scores during Step 5. Starfinder’s character themes are summarized in the sidebar above, and presented in detail starting on page 28 along with the rules for being themeless. + +### CHARACTER SHEET + +Write your character’s theme at the top of your character sheet and record any bonuses it grants to skills. For now, note the point it adds to an ability score in the margin next to that ability score (you’ll need this during Step 5!). + +# STEP 4: CHOOSE A CLASS + +**Source** _Starfinder Core Rulebook pg. 15_ +At this point, you’re almost ready to finalize your character’s ability scores, which are key values you’ll need to calculate many of her statistics. First, though, you need to choose your character’s class. This affords her access to a suite of heroic abilities, determines how well she can attack, and governs how easily she can shake off or avoid certain harmful effects. Chapter 4 details the seven classes you can play in Starfinder, and the sidebar above provides an overview of the classes’ functions and roles. + +You don’t yet need to note all of your character’s class features. You simply need to know which class you want to play, which will tell you the ability scores that will be the most important to you. Each class notes its key ability scores, as well as other particularly helpful ability scores, but for easy reference, Table 2–3 on page 19 lays out the key ability scores for all classes. + +### CHARACTER SHEET + +Put your character’s class at the top of your character sheet, then write "1" after it to indicate that you’re 1st level. Don’t worry about other abilities your character gets from her class—you’ll handle that in Step 6. + +# STEP 5: FINALIZE ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 15_ +Now that you’ve made the most important decisions about your character, it’s time to fill in her statistics. Your character’s ability scores determine a wide array of her capabilities and consist of six values: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. To learn how to calculate your ability scores, see Ability Scores beginning on page 18. That section will also tell you how to determine your ability score modifiers, which affect the calculation of many of the values described on your character sheet and later in this section. + +### CHARACTER SHEET + +Record your ability scores in the appropriate fields on your character sheet. Next to the scores, write down each score’s modifier. + +# STEP 6: APPLY YOUR CLASS + +**Source** _Starfinder Core Rulebook pg. 16_ +Now, determine the powers, special abilities (called class features), and other key statistics your character gains from being 1st level in her class. The table at the beginning of each class section includes your character’s base attack bonus, which helps determine how good she is at attacking. You’ll add this base value to her melee and ranged attacks; see Chapter 8 for more details on combat. That table also indicates your character’s base bonuses for her Fortitude, Reflex, and Will saving throws. See Step 9 for more information on saving throws. + +Additionally, your character’s class affects her total Stamina Points (SP). Stamina Points measure how much punishment she can absorb before it begins to really hurt her and reduce her Hit Points. At 1st level, you gain the number of Stamina Points listed in your class + your Constitution modifier. At 1st level, you also add the number of Hit Points indicated in your class to the number of Hit Points you gain from your race. (See page 22 for more about Hit Points and Stamina Points.) + +Finally, your character’s class influences how many skill ranks she can assign per level (see Step 7), and determines her armor and weapon proficiencies (see Step 8). + +### CHARACTER SHEET + +Note your character’s total Stamina Points as well as her total starting Hit Points. Record her base attack bonus and the base saving throw bonuses she receives from her class. (Step 9 explains how to calculate your character’s final saving throw modifiers.) Also write down your character’s 1st-level class features. + +# STEP 7: ASSIGN SKILL RANKS AND CHOOSE FEATS + +**Source** _Starfinder Core Rulebook pg. 16_ +Next, figure out what skills you want your character to be good at, whether it’s using technology or surviving in the wilderness. At each level, she gains skill ranks, representing her growing know-how and training. The number of ranks she gains at each level equals her Intelligence modifier + an amount determined by her class (but she always gains at least 1), and you can allocate the ranks to any skills you want. Some skills are called out as class skills in your class entry—these are skills tied to your class, and you automatically get a +3 bonus if you put a skill rank into them. (You can still put ranks into skills that aren’t class skills; you just don’t get the special +3 bonus when you do.) For more on skills and how they work, including information about trained-only skills and penalties for wearing armor while using skills, see Chapter 5. + +Once you’ve assigned your character’s skill ranks, choose her feats. Most characters begin play with one feat, though humans gain a racial bonus feat. Feats are a good way to boost an element of your character that might be lacking. For example, Toughness grants extra Stamina Points, while Bodyguard lets you protect nearby allies from attacks. See Chapter 6 for more information. + +### CHARACTER SHEET + +Assign your character’s skill ranks on your character sheet—remember, her ranks in a skill can never exceed her character level! If any of the selected skills are class skills, note that she receives a +3 class skill bonus in the appropriate box. Include her ability score modifier for each skill. Note her feats, and if any provide bonuses to skills, put them in the skills box for miscellaneous modifiers. Finally, add up and record her total skill modifier for each skill that isn't a trained-only skill. + +# STEP 8: BUY EQUIPMENT + +**Source** _Starfinder Core Rulebook pg. 16_ +At 1st level, your character has 1,000 credits to spend on armor, weapons, and other supplies (though your GM may give you alternative instructions for how to choose your gear). Armor and weapons are often the most important—keep in mind that your character’s class determines the types of weapons and armor that she is proficient with. Your character’s weapon determines the damage she can deal in combat, while armor affects her Energy Armor Class (EAC) and Kinetic Armor Class (KAC)—see Step 9 for more on Armor Class. Additionally, there are other staples that can help your character during play. For more on the equipment available and how much it costs, see Chapter 7. + +### CHARACTER SHEET + +Once you’ve spent your character’s credits, note the equipment she owns as well as any remaining credits. Record your weapons on the appropriate lines, as well as their relevant details, including how much damage each weapon deals (see page 240 for details about how to calculate damage). + +# STEP 9: FILL IN THE FINISHING DETAILS + +**Source** _Starfinder Core Rulebook pg. 16_ +Now add the following details to your character sheet. + +### ALIGNMENT + +Note your character’s alignment, which plays a role in her personality. See page 24 for more information. + +### ARMOR CLASS + +Energy Armor Class (EAC) and Kinetic Armor Class (KAC) represent how difficult your character is to hit in combat. Energy Armor Class represents her ability to avoid injury when hit with energy attacks, such as lasers. Kinetic Armor Class represents her ability to avoid injury when hit with physical attacks, such as bullets. (See page 240 for more information.) + +The values for EAC and KAC each begin at 10. Add your character’s Dexterity modifier to each value. Then add the EAC bonus and KAC bonus that her armor provides to the respective values. You’ll also want to note your character’s Armor Class against combat maneuvers, which is her KAC + 8. + +### ATTACK BONUSES + +You noted your character’s base attack bonus in Step 6, but you still need to calculate her total attack bonuses with melee, ranged, and thrown weapons. To do so, add her Strength modifier to her melee and thrown attacks, and add her Dexterity modifier to her other ranged attacks. Then add any miscellaneous modifiers from feats or class features to the appropriate attacks. + +### CARRYING CAPACITY + +This is how much bulk your character can carry based on her Strength score. She is encumbered (see page 275) when carrying an amount of bulk greater than half her Strength score, and overburdened (see page 276) when carrying an amount of bulk greater than her total Strength score. + +### DESCRIPTION + +If you haven’t already, write a short description of your character. + +### HOME WORLD + +This is where your character was raised, whether it’s a planet, a space station, or even an asteroid. (See Chapter 12 for inspiration.) + +### INITIATIVE + +Your character’s initiative modifier is added to her initiative checks to determine the order in which she acts in combat. It’s equal to her Dexterity modifier plus modifiers from feats or other abilities that affect initiative. + +### LANGUAGES + +Your character begins play speaking and reading Common, her racial tongue (if any), and the language of her home world (if any). If she has a positive Intelligence modifier, she knows a number of additional languages equal to that value. See pages 40–41 for more on languages and a list of languages to choose from. + +### RESOLVE POINTS + +Your character can use Resolve Points for many important purposes, including replenishing her Stamina Points and powering some class features and other abilities. At 1st level, your character has a number of Resolve Points equal to 1 + the ability score modifier for her class’s key ability score. For more information on Resolve Points, see page 22. + +### SAVING THROWS + +From time to time, your character will need to determine whether she can avoid or shake off an effect or spell. When this happens, the GM will call for a Fortitude, Reflex, or Will saving throw, depending on the situation. + +A saving throw is a d20 roll to which you add your character’s base saving throw bonus of the appropriate type and other applicable modifiers. Your character’s class determines her base bonus to each type of saving throw. Additionally, you apply her Constitution modifier to her Fortitude saving throws, her Dexterity modifier to her Reflex saving throws, and her Wisdom modifier to her Will saving throws—and you must do so even if a relevant ability score modifier is negative. Finally, you apply any additional modifiers to specific saving throws as appropriate, such as bonuses from feats or other abilities. + +### SIZE + +Your character’s race determines her size (see page 255). + +### SPEED + +Your character’s land speed at the beginning of play is 30 feet, unless she has an ability that modifies it (or penalties from armor or encumbrance). See Chapter 8 for more information on speed and movement. + +### STARSHIP + +While you can play Starfinder without the starship rules, most adventures assume the PCs are (or will soon be) crew members of a shared starship. Ask your GM whether you’ll be starting out with a starship or potentially acquiring one as part of an adventure. If you begin with a starship, ask the GM for its statistics, and find out whether you’re able to customize it—at the very least, every ship needs a good name! See Chapter 9 for more on starships. + +Once you’ve recorded all of this information on your character sheet, you’re ready for adventure! \ No newline at end of file diff --git a/Rules/SF1E/Character Generation _ Leveling/Character Generation _ Leveling.md b/Rules/SF1E/Character Generation _ Leveling/Character Generation _ Leveling.md new file mode 100644 index 0000000..935a38c --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Character Generation _ Leveling.md @@ -0,0 +1,171 @@ +--- +aliases: +tags: +--- +# CHARACTER CREATION STEPS + +**Source** _Starfinder Core Rulebook pg. 14_ +As a player of the Starfinder Roleplaying Game, the first thing you need to do is create a character. This is the in-world individual you’ll be playing during the game, and it’s up to you to create her background and personality. You’ll also want to build the character using the game’s mechanics to determine her starting capabilities at various tasks and the special abilities she can use during her adventures. + +The following instructions assume you’re building a 1stlevel character. These steps are presented in a suggested order, but feel free to complete them in the order you prefer. + +Many of the steps below instruct you to fill out fields on your character sheet (see pages 520–521), but note that the character sheet is arranged for ease of use in gameplay rather than character creation—for instance, several fields listed at the top of the character sheet are finishing details you’ll determine at the end of the character creation process. + +If you’re creating a higher-level character, it’s a good idea to begin with these instructions before progressing to page 26 for instructions on leveling up characters. + +### CHARACTER SHEET + +For each step in the character creation process detailed below, fill in the necessary information in the appropriate field on your character sheet. You can find a blank character sheet at the back of this book or available as a free download at paizo.com. + +## STEP 1: CREATE A CHARACTER CONCEPT + +**Source** _Starfinder Core Rulebook pg. 14_ +What sort of science fantasy hero do you want to play? A good way to start character creation is to decide the general thrust of your character’s personality, sketching out a few details about her past and thinking about how and why she adventures. During this step, you’ll likely want to peruse Starfinder’s available races, themes, and classes, so that you have an idea of the options available. The sidebar on page 15 briefly introduces these, so it’s a great starting point; full information on races is in Chapters 3 and 13, Chapter 4 presents classes, and pages 28–37 detail themes. Race refers to your species—from bug-like shirrens and reptilian vesk to humans and elves. Themes represent an element of your background, whether it’s from your upbringing, training, or destiny; it can be related to your class but doesn’t need to be. Classes represent the primary focus of your character’s abilities in battle and while adventuring—a technomancer manipulates technology and casts spells, an envoy issues commands and inspires her allies to feats of heroism, and so on. + +Once you’ve considered your options, come up with a brief description of your character, focusing on what sorts of things you want her to be good at (shooting guns, flying starships, and so on). Then consider how best you could model that using this book’s rules components. Do you want to play a hulking lizardcreature with an enormous laser rifle? Then a vesk soldier with the mercenary theme is a perfect choice. If a scrappy bipedal rat who likes to burgle is more your style, a ysoki operative with the outlaw theme could be the way to go. If you’re feeling lost for ideas, try choosing a piece of art from somewhere in the book and creating a character who matches it. + +### CHARACTER SHEET + +Write your own name in the Player field. Depending on how much you’ve developed your character’s background, you may also want to note your character’s name and gender and perhaps add a short physical description or a sketch. + +## STEP 2: CHOOSE A RACE + +**Source** _Starfinder Core Rulebook pg. 14_ +Your character’s race, or species, is one of her most important characteristics. Chapter 3 and the sidebar on page 15 detail Starfinder’s core races—many of them quite alien—while Chapter 13 details legacy races iconic to sword-and-sorcery roleplaying games. Your character’s race grants her abilities and languages and determines a portion of the Hit Points (HP) she has when you begin play (HP represents how badly she can be hurt before she falls unconscious or dies). Her class will also impact her starting HP total, as described in Step 6. + +Your character’s race also modifies her ability scores. These are important values that affect many of your character’s statistics, but you won’t finalize them until Step 5. + +### CHARACTER SHEET + +Put your character’s race at the top of your character sheet. Note her starting racial Hit Points and her racial language (if any), as well as the racial abilities she can use. For now, note any points she’ll add to or subtract from her ability scores due to her race in the margins next to her ability scores (you’ll need this during Step 5!). + +## STEP 3: CHOOSE A THEME + +**Source** _Starfinder Core Rulebook pg. 14_ +Next, you can choose a theme for your character, which represents a core aspect of her background and motivations. A theme can help express your character’s approach to adventuring—whether she’s a bounty hunter, a scholar, or the embodiment of another classic adventuring trope. In addition to reflecting a certain background, a theme provides benefits to an appropriate skill or skills at 1st level and also grants 1 extra point to a specific ability score—you’ll finalize your ability scores during Step 5. Starfinder’s character themes are summarized in the sidebar above, and presented in detail starting on page 28 along with the rules for being themeless. + +### CHARACTER SHEET + +Write your character’s theme at the top of your character sheet and record any bonuses it grants to skills. For now, note the point it adds to an ability score in the margin next to that ability score (you’ll need this during Step 5!). + +## STEP 4: CHOOSE A CLASS + +**Source** _Starfinder Core Rulebook pg. 15_ +At this point, you’re almost ready to finalize your character’s ability scores, which are key values you’ll need to calculate many of her statistics. First, though, you need to choose your character’s class. This affords her access to a suite of heroic abilities, determines how well she can attack, and governs how easily she can shake off or avoid certain harmful effects. Chapter 4 details the seven classes you can play in Starfinder, and the sidebar above provides an overview of the classes’ functions and roles. + +You don’t yet need to note all of your character’s class features. You simply need to know which class you want to play, which will tell you the ability scores that will be the most important to you. Each class notes its key ability scores, as well as other particularly helpful ability scores, but for easy reference, Table 2–3 on page 19 lays out the key ability scores for all classes. + +### CHARACTER SHEET + +Put your character’s class at the top of your character sheet, then write "1" after it to indicate that you’re 1st level. Don’t worry about other abilities your character gets from her class—you’ll handle that in Step 6. + +## STEP 5: FINALIZE ABILITY SCORES + +**Source** _Starfinder Core Rulebook pg. 15_ +Now that you’ve made the most important decisions about your character, it’s time to fill in her statistics. Your character’s ability scores determine a wide array of her capabilities and consist of six values: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. To learn how to calculate your ability scores, see Ability Scores beginning on page 18. That section will also tell you how to determine your ability score modifiers, which affect the calculation of many of the values described on your character sheet and later in this section. + +### CHARACTER SHEET + +Record your ability scores in the appropriate fields on your character sheet. Next to the scores, write down each score’s modifier. + +## STEP 6: APPLY YOUR CLASS + +**Source** _Starfinder Core Rulebook pg. 16_ +Now, determine the powers, special abilities (called class features), and other key statistics your character gains from being 1st level in her class. The table at the beginning of each class section includes your character’s base attack bonus, which helps determine how good she is at attacking. You’ll add this base value to her melee and ranged attacks; see Chapter 8 for more details on combat. That table also indicates your character’s base bonuses for her Fortitude, Reflex, and Will saving throws. See Step 9 for more information on saving throws. + +Additionally, your character’s class affects her total Stamina Points (SP). Stamina Points measure how much punishment she can absorb before it begins to really hurt her and reduce her Hit Points. At 1st level, you gain the number of Stamina Points listed in your class + your Constitution modifier. At 1st level, you also add the number of Hit Points indicated in your class to the number of Hit Points you gain from your race. (See page 22 for more about Hit Points and Stamina Points.) + +Finally, your character’s class influences how many skill ranks she can assign per level (see Step 7), and determines her armor and weapon proficiencies (see Step 8). + +### CHARACTER SHEET + +Note your character’s total Stamina Points as well as her total starting Hit Points. Record her base attack bonus and the base saving throw bonuses she receives from her class. (Step 9 explains how to calculate your character’s final saving throw modifiers.) Also write down your character’s 1st-level class features. + +## STEP 7: ASSIGN SKILL RANKS AND CHOOSE FEATS + +**Source** _Starfinder Core Rulebook pg. 16_ +Next, figure out what skills you want your character to be good at, whether it’s using technology or surviving in the wilderness. At each level, she gains skill ranks, representing her growing know-how and training. The number of ranks she gains at each level equals her Intelligence modifier + an amount determined by her class (but she always gains at least 1), and you can allocate the ranks to any skills you want. Some skills are called out as class skills in your class entry—these are skills tied to your class, and you automatically get a +3 bonus if you put a skill rank into them. (You can still put ranks into skills that aren’t class skills; you just don’t get the special +3 bonus when you do.) For more on skills and how they work, including information about trained-only skills and penalties for wearing armor while using skills, see Chapter 5. + +Once you’ve assigned your character’s skill ranks, choose her feats. Most characters begin play with one feat, though humans gain a racial bonus feat. Feats are a good way to boost an element of your character that might be lacking. For example, Toughness grants extra Stamina Points, while Bodyguard lets you protect nearby allies from attacks. See Chapter 6 for more information. + +### CHARACTER SHEET + +Assign your character’s skill ranks on your character sheet—remember, her ranks in a skill can never exceed her character level! If any of the selected skills are class skills, note that she receives a +3 class skill bonus in the appropriate box. Include her ability score modifier for each skill. Note her feats, and if any provide bonuses to skills, put them in the skills box for miscellaneous modifiers. Finally, add up and record her total skill modifier for each skill that isn't a trained-only skill. + +## STEP 8: BUY EQUIPMENT + +**Source** _Starfinder Core Rulebook pg. 16_ +At 1st level, your character has 1,000 credits to spend on armor, weapons, and other supplies (though your GM may give you alternative instructions for how to choose your gear). Armor and weapons are often the most important—keep in mind that your character’s class determines the types of weapons and armor that she is proficient with. Your character’s weapon determines the damage she can deal in combat, while armor affects her Energy Armor Class (EAC) and Kinetic Armor Class (KAC)—see Step 9 for more on Armor Class. Additionally, there are other staples that can help your character during play. For more on the equipment available and how much it costs, see Chapter 7. + +### CHARACTER SHEET + +Once you’ve spent your character’s credits, note the equipment she owns as well as any remaining credits. Record your weapons on the appropriate lines, as well as their relevant details, including how much damage each weapon deals (see page 240 for details about how to calculate damage). + +## STEP 9: FILL IN THE FINISHING DETAILS + +**Source** _Starfinder Core Rulebook pg. 16_ +Now add the following details to your character sheet. + +### ALIGNMENT + +Note your character’s alignment, which plays a role in her personality. See page 24 for more information. + +### ARMOR CLASS + +Energy Armor Class (EAC) and Kinetic Armor Class (KAC) represent how difficult your character is to hit in combat. Energy Armor Class represents her ability to avoid injury when hit with energy attacks, such as lasers. Kinetic Armor Class represents her ability to avoid injury when hit with physical attacks, such as bullets. (See page 240 for more information.) + +The values for EAC and KAC each begin at 10. Add your character’s Dexterity modifier to each value. Then add the EAC bonus and KAC bonus that her armor provides to the respective values. You’ll also want to note your character’s Armor Class against combat maneuvers, which is her KAC + 8. + +### ATTACK BONUSES + +You noted your character’s base attack bonus in Step 6, but you still need to calculate her total attack bonuses with melee, ranged, and thrown weapons. To do so, add her Strength modifier to her melee and thrown attacks, and add her Dexterity modifier to her other ranged attacks. Then add any miscellaneous modifiers from feats or class features to the appropriate attacks. + +### CARRYING CAPACITY + +This is how much bulk your character can carry based on her Strength score. She is encumbered (see page 275) when carrying an amount of bulk greater than half her Strength score, and overburdened (see page 276) when carrying an amount of bulk greater than her total Strength score. + +### DESCRIPTION + +If you haven’t already, write a short description of your character. + +### HOME WORLD + +This is where your character was raised, whether it’s a planet, a space station, or even an asteroid. (See Chapter 12 for inspiration.) + +### INITIATIVE + +Your character’s initiative modifier is added to her initiative checks to determine the order in which she acts in combat. It’s equal to her Dexterity modifier plus modifiers from feats or other abilities that affect initiative. + +### LANGUAGES + +Your character begins play speaking and reading Common, her racial tongue (if any), and the language of her home world (if any). If she has a positive Intelligence modifier, she knows a number of additional languages equal to that value. See pages 40–41 for more on languages and a list of languages to choose from. + +### RESOLVE POINTS + +Your character can use Resolve Points for many important purposes, including replenishing her Stamina Points and powering some class features and other abilities. At 1st level, your character has a number of Resolve Points equal to 1 + the ability score modifier for her class’s key ability score. For more information on Resolve Points, see page 22. + +### SAVING THROWS + +From time to time, your character will need to determine whether she can avoid or shake off an effect or spell. When this happens, the GM will call for a Fortitude, Reflex, or Will saving throw, depending on the situation. + +A saving throw is a d20 roll to which you add your character’s base saving throw bonus of the appropriate type and other applicable modifiers. Your character’s class determines her base bonus to each type of saving throw. Additionally, you apply her Constitution modifier to her Fortitude saving throws, her Dexterity modifier to her Reflex saving throws, and her Wisdom modifier to her Will saving throws—and you must do so even if a relevant ability score modifier is negative. Finally, you apply any additional modifiers to specific saving throws as appropriate, such as bonuses from feats or other abilities. + +### SIZE + +Your character’s race determines her size (see page 255). + +### SPEED + +Your character’s land speed at the beginning of play is 30 feet, unless she has an ability that modifies it (or penalties from armor or encumbrance). See Chapter 8 for more information on speed and movement. + +### STARSHIP + +While you can play Starfinder without the starship rules, most adventures assume the PCs are (or will soon be) crew members of a shared starship. Ask your GM whether you’ll be starting out with a starship or potentially acquiring one as part of an adventure. If you begin with a starship, ask the GM for its statistics, and find out whether you’re able to customize it—at the very least, every ship needs a good name! See Chapter 9 for more on starships. + +Once you’ve recorded all of this information on your character sheet, you’re ready for adventure! + +# + + + + diff --git a/Rules/SF1E/Character Generation _ Leveling/Leveling Up.md b/Rules/SF1E/Character Generation _ Leveling/Leveling Up.md new file mode 100644 index 0000000..df6c0d4 --- /dev/null +++ b/Rules/SF1E/Character Generation _ Leveling/Leveling Up.md @@ -0,0 +1,82 @@ +--- +aliases: +tags: +--- +# LEVELING UP + +**Source** _Starfinder Core Rulebook pg. 26_ +As player characters overcome challenges, they gain experience points (also called “XP”) as a quantification of everything they’ve learned and practiced. As the PCs attain more experience points, they advance in character level, gaining new and improved abilities at each level. Characters advance in character level (or “level up”) when they earn specific amounts of experience points—the Experience Point Total column of Table 2–4: Character Advancement shows the experience points needed to reach each level. Typically, leveling up occurs at the end of a game session, when your GM awards that session’s XP, or between the end of that session and the start of the next. + +The process of advancing a character works in much the same way as generating a character, except that your previous choices concerning race, ability scores, class, skills, theme, and feats cannot be changed. Adding a level generally gives you new class features; additional skill ranks to spend; more Hit Points, Stamina Points, and Resolve Points; and possibly an additional feat or theme benefit, or even extra ability points (see Table 2–4: Character Advancement). + +Follow the steps below to advance your character. + +## CHARACTER ADVANCEMENT + +| Character Level | Experience Point Total | Ability Increase | Special | +|-----------------|------------------------|------------------|-------------------------| +| 1st | — | — | 1st feat, theme benefit | +| 2nd | 1,300 | — | — | +| 3rd | 3,300 | — | 2nd feat | +| 4th | 6,000 | — | — | +| 5th | 10,000 | 1st | 3rd feat | +| 6th | 15,000 | — | Theme benefit | +| 7th | 23,000 | — | 4th feat | +| 8th | 34,000 | — | — | +| 9th | 50,000 | — | 5th feat | +| 10th | 71,000 | 2nd | — | +| 11th | 105,000 | — | 6th feat | +| 12th | 145,000 | — | Theme benefit | +| 13th | 210,000 | — | 7th feat | +| 14th | 295,000 | — | — | +| 15th | 425,000 | 3rd | 8th feat | +| 16th | 600,000 | — | — | +| 17th | 850,000 | — | 9th feat | +| 18th | 1,200,000 | — | Theme benefit | +| 19th | 1,700,000 | — | 10th feat | +| 20th | 2,400,000 | 4th | — | + + +## STEP 1: APPLY ANY ABILITY INCREASES + +**Source** _Starfinder Core Rulebook pg. 26_ +Every 5 levels, you get to increase and customize your character’s ability scores. Each time he reaches one of these level thresholds (5th, 10th, 15th, and 20th—see Table 2–4), choose four of his ability scores to increase. If a chosen score is 17 or higher (excluding ability increases from personal upgrades—see page 212), it increases permanently by 1. If it’s 16 or lower, it increases by 2. You can’t apply more than one of these increases to the same ability score for a given level. Unlike during character creation, ability score increases gained from leveling up can push your character’s ability scores above 18. + +If an ability score increase results in a change to an ability modifier, don’t forget to adjust any statistics that rely on that modifier, such as attack bonuses, saving throws, total skill bonuses, Resolve Points, Stamina Points, and the DCs of class features and spells. Note that ability score increases are effective retroactively; when your character’s ability score increases, it increases his total number of ability-based statistics—things like Resolve Points, Stamina Points, or skill ranks—as if he had the higher value at previous levels as well. For example, a mechanic with an Intelligence score of 17 has a modifier of +3, and thus gets 7 skill ranks to spend at each level (see Chapter 5). If at 5th level he increases his Intelligence score to 18, he’ll have a modifier of +4, and thus get 8 skill ranks to spend from this level forward—but he’ll also get 4 additional ranks to assign, reflecting the ranks he would have received if he’d had an Intelligence score of 18 at his first 4 levels. + +For more information on ability scores, see page 18. + +## STEP 2: ADD NEW CLASS FEATURES + +**Source** _Starfinder Core Rulebook pg. 26_ +Your character’s can either advance to the next level of his current class or take a level in a different class (see Multiclassing below). See Chapter 4 for the features your class gains at each level. Increase your character’s Hit Points by the number that his class grants him, increase his Stamina Points by the amount specified in the class plus his Constitution modifier, adjust his saving throw and attack bonuses, and integrate the class features he gains at that level (including choosing any new spells he has gained if he’s a spellcaster). In addition any new class features he gains, some class features he received at lower levels may improve at higher levels, so be sure to check whether his existing class features have gotten better. + +## STEP 3: ADD NEW FEATS OR THEME BENEFITS + +**Source** _Starfinder Core Rulebook pg. 26_ +Your character gets a new feat at every odd-numbered level. This is in addition to any bonus feats he might get from his class. When choosing a new feat, be sure to check the prerequisites to make sure your character qualifies for it (see Chapter 6). + +Your character gains a new benefit from his theme (see page 28) at 6th level, 12th level, and 18th level. + +## STEP 4: INVEST SKILL RANKS + +**Source** _Starfinder Core Rulebook pg. 26_ +Whenever your character levels up, he gains a number of new skill ranks based on his class and his Intelligence modifier (see page 132); as noted in Step 1, he may also gain skill ranks as a result of his Intelligence modifier increasing. Invest these new skill ranks in skills (he can invest in existing skills or new skills), keeping in mind that his ranks in any one skill can’t exceed his character level. If any of his ability score modifiers increased in Step 1, don’t forget to adjust those bonuses to his skill checks. + +# MULTICLASSING + +**Source** _Starfinder Core Rulebook pg. 26_ +Most characters continue to advance in their chosen classes for their entire careers, gaining ever more impressive abilities. Sometimes, however, you might want your character to cross-train and pick up some of the abilities of a different class. When such a character levels up, instead of gaining the next level of his existing class, he can add a level of a new class, adding all the 1st-level class features of that class to his existing class features. This is referred to as “multiclassing.” + +For example, let’s say a 5th-level soldier decides to dabble in the magical arts and adds 1 level of technomancer when he next advances in level (such a combination of levels is commonly written “soldier 5/technomancer 1”). Such a character retains the class features and abilities of a 5th-level soldier—his bonus feats, style techniques, armor and weapon proficiencies, and other class features—but also gains the class features and abilities of a 1st-level technomancer, such as the ability to cast 1st-level technomancer spells and the technomancer’s spell cache class feature. He adds all of the Hit Points, Stamina Points, base attack bonuses, and saving throw bonuses from the 1st-level technomancer on top of those gained from being a 5th-level soldier, and is still considered a 6thlevel character (his character level is 6th.) + +It’s important to keep track of which effects and prerequisites rely on a character level versus class level. For example, feats might require a minimum class level or character level, while almost all class features are based on the character’s level in the class that grants that feature. Casting spells is an exception—when determining caster level, a character adds together his levels from different spellcasting classes (such as mystic and technomancer). + +A multiclassed character can have more than one key ability score. For each class, your key ability score remains the same as normal for that class (and for the class features that rely on that score). For any key ability score calculation not tied to class, such as determining your maximum Resolve Points, use whichever key ability score has the highest value (and therefore the highest modifier). + +You can take as many levels of as many different classes as you want, but while it might seem tempting to be a dilettante, spreading yourself thin comes with a cost. Since you always start at the ground floor with a new class, it’s easy to end up with a bunch of low-level abilities that can’t compete with the higher-level abilities of a single-class character of the same level. For instance, an envoy 3/soldier 4/technomancer 3 may be well-rounded, but she’s going to get stomped into pudding by a 10th-level soldier, and she will be consistently outperformed by the other 10th-level characters in her party. + +# RETRAINING + +**Source** _Starfinder Core Rulebook pg. 27_ +In general, decisions made about your character when leveling up are permanent; you can’t go back and change his ability scores, feats, skills, and so forth later on. For characters who desperately want to change their past and replace abilities, however, there is a technological solution: the mnemonic editor, a device by which old knowledge and abilities can be edited out of your character’s brain and permanently replaced with new ones, thus allowing you to partially rebuild your character—with your GM’s permission, of course. For more information, see the device’s description on page 226. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Ability Damage.md b/Rules/SF1E/Combat Mechanics/Ability Damage.md new file mode 100644 index 0000000..72f0aeb --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Ability Damage.md @@ -0,0 +1,36 @@ +--- +aliases: +tags: +--- +# ABILITY DAMAGE + +Some monsters can cause ability damage, which penalizes one or more of your ability scores. This can add up quickly, so you need to track the total ability damage you’ve taken to each ability score. + +For every 2 damage you take to an ability score, reduce your ability modifier by 1 for skills and other statistics affected by that ability. If your total damage to one ability is equal to your score in that ability, you cease taking damage to that ability score, but you fall unconscious until the amount of damage is less than your score. However, if you take Constitution damage that equals your Constitution score, you instead immediately die. + +You recover from ability damage to each affected ability score at a rate of 1 per day. Spells such as _lesser restoration_ can also heal ability damage. + +Reductions to your ability score modifier from ability damage affect skill checks and ability checks that use that ability score, as well as on the DCs of spells and other abilities based on that score. If you take damage to your key ability score, you also lose 1 RP for every 2 damage you have taken to that ability score. The entries below describe other rolls affected by the reduced modifier. + +**Strength**: Attack rolls that rely on Strength (usually melee or thrown) and weapon damage rolls that rely on Strength (usually melee or thrown). +**Dexterity**: Armor Class, attack rolls that rely on Dexterity (usually ranged), initiative checks, and Reflex saves. +**Constitution**: Fortitude saves. You also lose a number of Stamina Points equal to your level for every 2 damage you have taken to Constitution. For example, if you’re 4th level and you took 5 Constitution damage, you’d lose 8 SP. +**Wisdom**: Will saves. + +# ABILITY PENALTIES + +Sometimes you might take a penalty to ability checks or to an ability score, rather than ability damage. These penalties affect your modifier the same way as damage, but they are only temporary and can’t result in your falling unconscious or dying. + +# ABILITY DRAIN + +More severe than ability damage, ability drain reduces your ability score permanently. Note that this affects your score directly instead of penalizing your modifier, so 1 ability drain changes your modifier if your original ability score was even, but not if it was odd. Modify all statistics related to the ability’s new value. This might make you lose skill ranks along with Resolve Points, Stamina Points and other bonuses gained from having a high ability score. If you take ability drain in the middle of a battle, the GM might have you treat it as damage until after the fight so recalculating your statistics doesn’t slow the game. Ability drain doesn’t heal naturally but can be healed by the _restoration_ spell. + +In general, if any ability score is reduced to 0 from ability drain, you fall unconscious. If that score is Constitution, you instead immediately die. + +# NEGATIVE LEVELS + +If you have 1 or more negative levels, you take certain penalties and might even die. For each negative level you have, you take a cumulative –1 penalty to your ability checks, your AC, attack rolls (including combat maneuvers), saving throws, and skill checks. In addition, you reduce your current and total Hit Points and Stamina Points by 5 for each negative level you have. You are also treated as 1 level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level you have. If you are a spellcaster, you do not lose any spell slots as a result of negative levels. If your negative levels equal your total character level (or CR, for monsters), you die. + +Negative levels are temporary, unless the effect that bestows them specifies they are permanent. If you have temporary negative levels, you can attempt a saving throw each day to remove those negative levels. The DC is the same as the DC of the effect that caused the negative levels. If you have negative levels from multiple sources, you must attempt a separate saving throw to remove the negative levels from each source. + +If an effect imposes permanent negative levels, they are treated just like temporary negative levels, but you do not receive a saving throw each day to remove them. Permanent negative levels can be removed through spells such as _restoration_. If you die, permanent negative levels remain even after you are restored to life. If your permanent negative levels equal your total number of class levels (or CR, for monsters), and you are brought back to life using spells such as _mystic cure_ or _raise dead_, you remain alive for 3 rounds but then die again if you have not also benefited from a _restoration_ spell or similar effect within that time. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Actions in Combat.md b/Rules/SF1E/Combat Mechanics/Actions in Combat.md new file mode 100644 index 0000000..b7607f2 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Actions in Combat.md @@ -0,0 +1,353 @@ +--- +aliases: +tags: +--- +# ACTIONS IN COMBAT + +The specific actions you can perform in combat are detailed in this section. For quick reference, specific combat actions are organized by their type in the Actions in Combat sidebar. + +### ACTIONS IN COMBAT + +**Standard Action** +Activate an item +Attack (melee or ranged) +Cast a spell +Combat maneuver +Concentrate to maintain a spell +Covering fire +Dismiss a spell +Feint +Fight defensively +Harrying fire +Total defense +Use a special ability + +**Move Action** +Crawl +Direct or redirect an effect +Draw or sheathe a weapon +Guarded step +Manipulate an item +Move your speed +Reload +Stand up + +**Swift Action** +Change grips +Drop prone + +**Full Action** +Charge +Coup de grace +Fight defensively +Full attack +Run +Withdraw + +**Reaction** +Attack of opportunity + +**Other Actions** +Combat banter +Delay +Drop an item +Ready an action +Use a skill + +# ACTION TYPES + +**Source** _Starfinder Core Rulebook pg. 244_ +An action’s type essentially tells you how long the action takes to perform within the framework of a 6-second combat round. There are five types of actions: standard actions, move actions, swift actions, full actions, and reactions. + +In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. You can also take one reaction each round, even if it isn’t your turn; however, reactions happen only in response to certain defined triggers. There are some other actions that do not fall into the normal action types. + +### KEY COMBAT ACTIONS + +THE FOLLOWING ACTIONS ARE COMMON IN COMBAT AND CRUCIAL TO MAXIMIZING YOUR CHARACTER’S EFFICIENCY WHILE FIGHTING. + +### STANDARD ACTION + +Performing a standard action is generally the main component of your turn. Most commonly, you use it to make an attack, cast a spell, or use a special power. + +### MOVE ACTION + +Performing a move action allows you to take tactical actions that, while secondary to your standard action, are still key to your success. The most common move action is to move up to your speed (see Speed on page 255). + +### SWIFT ACTION + +Performing a swift action consumes a very small amount of time and is used only in rare cases. A common swift action is dropping to a prone position. + +### FULL ACTION + +A full action consumes all your effort during your turn, meaning if you choose to take a full action, you can’t take any other standard, move, or swift actions that turn. The most common full action is the full attack. + +### REACTION + +A reaction is a special action you can perform even if it isn’t your turn. An attack of opportunity (see page 248) is one of the most common reactions, and is the only reaction any character can use regardless of class. Your class or other special abilities might make other types of reactions available to you. Regardless, reactions always have triggers that specify when you can use them. + +### RESTRICTED ACTIVITY + +In some situations, you may be unable to take all of your actions (for example, when you are paralyzed by a _hold person_ spell or are acting in the surprise round of combat). The condition or ability that restricts your actions explains which actions you can or can’t take. Regardless, you can’t take a full action if you’re unable to take a standard action, a move action, and a swift action. + +# STANDARD ACTIONS + +**Source** _Starfinder Core Rulebook pg. 244_ +A standard action is usually the main action you take each round, other than movement. Below are examples of standard actions. + +### ACTIVATE AN ITEM + +Many technological and magic items, such as a cybernetic arm, don’t need to be activated. Certain items, however, do need to be activated to have an effect. Unless otherwise noted, activating such an item is a standard action. + +### ATTACK + +Making a single attack is a standard action. + +### MELEE ATTACKS + +With a melee weapon, you can strike any opponent in a square adjacent to your space. You add your Strength modifier to your melee attack rolls and to your melee damage rolls. + +Some melee weapons in Chapter 7 have the reach special property, as indicated in their descriptions, and some monsters have natural reach. Typically, a character or monster with reach can attack any foe within their reach (see Reach and Threatened Squares on page 255 for more details). + +### RANGED ATTACKS + +With a ranged weapon, you can shoot or otherwise attack a target that is within the weapon’s maximum range and in your line of effect (see page 271). You add your Dexterity modifier to your ranged attack rolls, but not to your ranged damage rolls. + +### RANGED ATTACKS WITH A THROWN WEAPON + +With a thrown weapon or a grenade, you can make a ranged attack at a target that is within the weapon’s maximum range and in your line of effect (see page 271). You add your Strength modifier to your ranged attack rolls with a thrown weapon, and to your damage rolls with weapons with the thrown special property. Do not add your Strength modifier to damage rolls with grenades. + +### TARGETING A GRID INTERSECTION + +When using a weapon with the explode special property or a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5. + +### MISSING WITH A THROWN WEAPON + +If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target. To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. After you’ve determined the misdirection of the throw, roll 1d4. The result is how many squares away in that direction the weapon lands. + +For example, after a missed ranged attack with a grenade, a player rolls 1d8 with a result of 1. This indicates that the grenade’s initial misdirection falls short of the target intersection. Then, the player rolls 1d4 with a result of 2. This determines that the grenade actually lands at an intersection 2 squares in front of the target intersection. + + +### RANGE AND PENALTIES + +A ranged weapon’s range increment is listed along with its other statistics (see Chapter 7). If you make an attack with a ranged weapon from a distance greater than its listed range, you take a cumulative –2 penalty to the attack roll for each full range increment of distance between you and the target beyond the first (or fraction thereof). + +For most ranged weapons, the maximum range is 10 range increments, or 10× the number listed as the weapon’s range. For thrown weapons, the maximum range is 5 range increments. Some ranged weapons have different maximum ranges, but if so, their descriptions specify their maximum ranges. + +### CRITICAL HITS + +When you make an attack roll and get a natural 20 (the d20 comes up 20), you hit regardless of your target’s AC. If the total result of your attack roll meets or exceeds the target’s EAC or KAC (as appropriate for your attack), you’ve also scored a critical hit. You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together. Some weapons inflict a special effect on a target of a critical hit, in addition to dealing double damage (see page 182). + +If the total result of your attack is less than your target’s relevant AC, your attack still hits on a natural 20, but it deals damage normally. + +### CAST A SPELL + +The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete. For more information about how spells and magic work, see Chapter 10. + +### CASTING WHILE THREATENED + +Casting a spell takes a significant amount of concentration, forcing you to lower your defenses briefly. When you cast a spell, it gives targets threatening you in melee a chance to make an attack of opportunity against you (see Attack of Opportunity on page 248), unless the spell specifies otherwise—normally only the case for a few spells with a range of touch. If this attack of opportunity hits and damages you, you fail to cast the spell and lose the spell slot. For more information about threatened squares, see page 255. + +# COMBAT MANEUVER + +As a standard action, you can attempt one of the following combat maneuvers. For each maneuver, choose an opponent within your reach (including your weapon’s reach, if applicable) and then make a melee attack roll against the opponent’s KAC + 8. The effects of success vary depending on the maneuver, as described below. + +## BULL RUSH + +You knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. If an obstacle is in the way, the target stops at the obstacle instead. + +## DIRTY TRICK + +You make an unorthodox attack to briefly hinder the target. A dirty trick could be throwing sand in the target’s eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. Your target is blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1 round, plus 1 additional round for every 5 by which the result of your attack roll exceeds the target’s KAC + 8 (see Conditions beginning on page 273 for information on these conditions). The target can remove the condition as a move action. A dirty trick is normally a melee attack, but a GM can allow certain actions to count as dirty tricks at range, in which case you take a –2 penalty to your attack roll for every 5 feet between you and the target. + +## DISARM + +You knock an item the target is holding out of the target’s hands and onto the ground. If you have a hand free, you can automatically grab the item with your hand before it falls. + +## GRAPPLE + +You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the grappled condition, meaning she can’t move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the Acrobatics skill to break free. If the result of your attack roll equals or exceeds the target’s KAC + 13, the target is instead pinned for the same duration, and she can’t take any actions that involve moving her limbs other than to attempt to escape. + +The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another. The grappled and pinned conditions are further detailed in Conditions on pages 276–277. + +When you renew a grapple, you can remove one item from the target’s body that can be easily accessed, including most weapons and equipment (but not worn armor). Doing so immediately ends the grapple. + +## REPOSITION + +You change the target’s position to a different location still within your reach and within 5 feet of its original placement. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8, but all movement must remain within your reach. You cannot move the target past an obstacle. + +If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target (up to your move speed), dragging the target along with you. + +## SUNDER + +You deal damage to one object held in the target’s hand or accessible on its body. The object must be something that could be drawn easily by the target as a move action (see Draw or Sheathe a Weapon on page 247). The damage is reduced by an amount equal to the object’s hardness (see Smashing an Object page 409). + +## TRIP + +You knock the target prone if it is on the ground. A target in the air instead descends 10 feet, falling prone if this causes it to fall to the ground. A target in zero gravity is instead knocked offkilter. The prone and off-kilter conditions are further detailed on pages 276–277. + +## CONCENTRATE TO MAINTAIN A SPELL + +Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action (see Duration on page 270 for more information about concentration). + +## COVERING FIRE + +You can use your standard action to make a ranged attack that provides covering fire for an ally. Make a ranged attack roll against AC 15. If you hit, you deal no damage but the selected ally gains a +2 circumstance bonus to AC against the next attack from a creature in your line of effect (see page 271), so long as that attack occurs before your next turn. + +## DISMISS A SPELL + +Dismissing an active spell is a standard action (see Duration on page 270 for more information about dismissible spells). + +## FEINT + +You can use your standard action to feint by attempting a Bluff check. The DC of this check is equal to either 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater. You can’t feint against a creature that lacks an Intelligence score, and you cannot take 10 or take 20 (see page 133 in Chapter 5) on a Bluff check to feint. When you successfully feint, you treat your opponent as flat-footed for your next attack against him before the end of your next turn. + +## FIGHT DEFENSIVELY + +You can fight defensively when attacking as part of a standard action. If you do, you take a –4 penalty to attacks and gain a +2 bonus to AC until the start of your next turn. + +## HARRYING FIRE + +You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC 15. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn. + +## TOTAL DEFENSE + +You can defend yourself as a standard action. Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. You can’t combine total defense with other actions that increase your AC, nor can you make attacks of opportunity while benefiting from total defense. + +## USE A SPECIAL ABILITY + +There are three types of special abilities: extraordinary, spell-like, and supernatural. Special abilities often carry the parenthetical abbreviations (Ex), (Sp), or (Su) to indicate whether they are extraordinary, spell-like, or supernatural abilities. Some are ongoing, while others are use-activated. For more details, including descriptions of specific special abilities, see page 262. + +Using a special ability is usually a standard action, unless it is an ongoing ability or the ability says otherwise. In rare cases, an ability might take a full action or a move action to activate. In most cases, a use-activated special ability cannot be activated as a swift action. Using a spell-like ability typically provokes attacks of opportunity (see page 248) unless stated otherwise. + +# MOVE ACTIONS + +**Source** _Starfinder Core Rulebook pg. 247_ +Most move actions don’t require a check unless the circumstances are more difficult than normal. For instance, opening a door normally doesn’t require a check, but it does if the door is locked. The following actions are move actions. + +### CRAWL + +You can crawl 5 feet as a move action. A crawling character is considered prone. + +### DIRECT OR REDIRECT AN EFFECT + +Some technology and spells allow you to redirect an effect to new targets or areas. Redirecting requires a move action unless the technology or spell states otherwise. + +### DRAW OR SHEATHE A WEAPON + +Drawing a weapon so that you can use it in combat or putting it away so that you have a free hand requires a move action. This action includes activating or deactivating the weapon. This also applies to weapon-like objects that are easily accessible, such as remote controls and most tools or sensors you can carry and use with one hand. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it (see Manipulate an Item below). + +**Exception**: If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action. + +### GUARDED STEP + +You can carefully step 5 feet as a move action. This movement doesn’t provoke attacks of opportunity (see page 248), even if you’re in a threatened square (see page 255). + +### MANIPULATE AN ITEM + +Moving or manipulating an item is usually a move action. This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. + +### MOVE YOUR SPEED + +The simplest move action is moving up to your speed (see Speed on page 255 for more information). Many nonstandard modes of movement are also covered under this action, including burrowing (using your natural burrow speed, if you have one), climbing and swimming (using either the Athletics skill or your natural climb or swim speed, if you have one), or flying (using the Acrobatics skill if you have either access to flight or a natural fly speed). See Additional Movement Types on page 258 for more details. Some full actions (such as the operative’s trick attack) allow you to move as well, which act as moving up to your speed. + +### RELOAD + +Unless stated otherwise, reloading is a move action that includes grabbing ammunition you have readily available. Some weapons require different actions to reload; see the weapon’s description. + +### STAND UP + +This special form of move action allows you to stand up from a prone position. + +# SWIFT ACTIONS + +**Source** _Starfinder Core Rulebook pg. 247_ +You won’t commonly use a swift action, but occasionally you need to perform an action that is significantly less demanding than a move action. Some skills use swift actions, but special abilities are almost never swift actions. + +### CHANGE GRIPS + +Changing your grip on a weapon, such as going from wielding a two-handed weapon with both hands to holding it in one hand, is a swift action. + +### DROP PRONE + +Dropping to a prone position in your space is a swift action. + +# FULL ACTIONS + +**Source** _Starfinder Core Rulebook pg. 248_ +A full action requires your entire turn to complete. If you take a full action, you can’t take your usual standard, move, and swift actions. The following actions are full actions. + +### CHARGE + +Charging is a full action that allows you to move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1. + +Charging carries tight restrictions on how you can move. You must move at least 10 feet (2 squares), and all movement must be directly toward the designated opponent, though diagonal movement is allowed. You must have a clear path toward the opponent, and you must move to the space closest to your starting square from which you can attack the opponent. If this space is occupied or blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t charge. You can still move through helpless creatures during a charge. If you don’t have line of sight (see page 271) to the opponent at the start of your turn, you can’t charge that opponent. + +**Attacking on a Charge**: After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can’t move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges. + +### COUP DE GRACE + +As a full action, you can deliver a special attack called a coup de grace to an adjacent helpless opponent. You automatically hit and score a critical hit. If the target survives the damage, he must succeed at a Fortitude saving throw (DC = 10 + your level or CR) or die. However, if the target is immune to critical hits, the coup de grace does not deal critical damage or effects, nor does it force the target to succeed at a saving throw or die. + +### FIGHT DEFENSIVELY + +You can fight defensively when attacking as a full action. If you do so, you take a –4 penalty to all attacks in that round (in addition to the normal penalties for making a full attack) to gain a +2 bonus to your AC until the start of your next turn. + +### FULL ATTACK + +You can spend a full action to make two attacks, each with a –4 penalty to the attack rolls. These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. These weapons have the unwieldy special property (see page 182). + +Certain weapons have special individualized full attacks. For instance, some weapons have a fully automatic attack mode. Sometimes special full attacks, such as the soldier’s onslaught class feature, require specialized training in order to gain their benefits. + +### RUN + +You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity (see below). You can run for a number of rounds equal to your Constitution score. See page 258 for information on long-distance running. + +### WITHDRAW + +Withdrawing from melee combat is a full action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies don’t get to make attacks of opportunity against you when you move from that square. Unseen enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded and have no other precise senses (such as blindsight). If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal. See Attack of Opportunity below for more information. + +# REACTIONS + +**Source** _Starfinder Core Rulebook pg. 248_ +A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. You can’t use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn. + +Unless their descriptions state otherwise, purely defensive reactions interrupt the triggering action: resolve the reaction first, then continue resolving the triggering action. Otherwise, resolve the reaction immediately after the triggering action. + +You gain access to most reactions through feats, items, and class features, but an attack of opportunity is a reaction that is universally available to all characters. + +### ATTACK OF OPPORTUNITY + +An attack of opportunity is a special melee attack you can make against a target you threaten (usually an adjacent opponent), even if it is not your turn. See Reach and Threatened Squares on page 255 for more details on threatening. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases. + +- When you threaten a space and the opponent moves or is moved out of that space in any way other than a guarded step (see page 247) or withdraw action (see above), you can use your reaction to make a melee attack against the opponent. +- When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent. +- When the opponent in a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don’t provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it. + +Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn. + +# OTHER ACTIONS + +**Source** _Starfinder Core Rulebook pg. 249_ +The following actions are important but used less frequently. + +### COMBAT BANTER + +While actually trying to convince someone using a skill takes actions, banter and quips are a hallmark of science fantasy stories, and the game wouldn’t flow naturally if you could only talk in initiative order. Thus, you can speak an amount that makes sense, at the GM’s discretion, without spending any of your actions, even if it isn’t your turn. + +### DELAY + +If you aren’t sure what to do when it’s your turn, you can delay taking an action until other characters have taken their turns. You must declare that you are delaying before taking any actions on your turn (this does not require spending any of your actions). After any creature takes its turn in the initiative order, you can come out of delay and take your turn. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to delay, you still regain your reaction at the beginning of your original turn, not when you take your delayed actions. + +### DROP AN ITEM + +You can drop any item or items that you’re holding into your square or into an adjacent square at any time without spending any actions. + +### READY AN ACTION + +You can prepare to take an action when a certain trigger occurs by using a standard action. Decide on a standard, move, or swift action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action. + +If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). + +### USE A SKILL + +Like using skills in different circumstances, using a skill in combat usually (but not always) requires taking an action. The action required when using a skill depends on the skill and the specific task you’re trying to accomplish. The skill descriptions in Chapter 5 detail a number of common tasks for each skill and which types of actions they require, if any. diff --git a/Rules/SF1E/Combat Mechanics/Additional Movement Types.md b/Rules/SF1E/Combat Mechanics/Additional Movement Types.md new file mode 100644 index 0000000..0235df4 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Additional Movement Types.md @@ -0,0 +1,31 @@ +--- +aliases: +tags: +--- +# ADDITIONAL MOVEMENT TYPES + + +# BURROWING + +If you have a burrow speed, you can use move actions to tunnel through dirt. You cannot tunnel through rock unless you have an ability that states otherwise. You can move your full burrow speed while burrowing, but you cannot run (see page 248). Most burrowing creatures do not leave behind tunnels other creatures can use unless they have an ability that states otherwise; instead, the dirt closes up behind them as if they had not been there. + +# CLIMBING + +If you have a climb speed, you can use move actions to climb slopes, walls, and other steep inclines, and you don’t need to attempt an Athletics check to climb except in hazardous circumstances (see the Athletics skill starting on page 136). You are not flat-footed (see page 276) while climbing. You receive a +8 bonus to all Athletics checks to climb and can always take 10 while climbing, even if distracted or threatened. You can move your full climb speed when you use the move action while climbing, but you cannot run. You can move double your climb speed with a successful Athletics check to climb, but you take a –5 penalty to the check. Creatures without a climb speed use the Athletics skill to climb. + +# FLYING + +If you have a fly speed, you can use move actions to fly through the air. A creature with a fly speed has one of three maneuverability classes: clumsy, average, or perfect. Creatures with clumsy maneuverability take a –8 penalty to Acrobatics checks to fly, while those with perfect maneuverability gain a +8 bonus to these checks. Creatures with average maneuverability neither gain a bonus nor take a penalty to Acrobatics checks to fly. While you are flying, at the start of each turn, choose a primary direction for the round (including up or down). You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check, as long as the wind conditions are favorable. + +If you want to change direction while flying, it costs you an additional 5 feet of movement to turn 45 degrees. If you want to ascend, it costs you an additional 5 feet of movement for each square that you move upward. + +> [!attention] INFO +> For example, suppose you have a fly speed of 60 feet. As a single move action, you can fly forward 20 feet, turn 45 degrees to the left, and fly one square diagonally (all of which costs 30 feet of your movement). You can then ascend 15 feet, which costs another 30 feet of movement. At this point, you have used your full 60 feet of flying movement, so your move action is over. + +If you are flying in an area with zero or low gravity, movement to ascend does not cost extra squares. If you are flying in an area with high gravity, ascending costs double the extra squares of movement. + +The Acrobatics skill also details other types of movement that can be made by flying creatures. These require successful Acrobatics checks, and these checks have consequences if you fail. If you have clumsy maneuverability, you cannot use the hover option presented in the fly task of the Acrobatics skill (see page 135). If you have average maneuverability, all of the options in the fly task of Acrobatics are available to you. If you have perfect maneuverability, you do not have to attempt an Acrobatics check to use the avoid falling damage or hover options; you automatically succeed at these options (unless you are unconscious), though you can still attempt an Acrobatics check to hover as a swift action instead of a move action. + +# SWIMMING + +If you have a swim speed, you can use move actions to swim through liquids, but you don’t need to attempt an Athletics check to swim except in hazardous circumstances (see the Athletics skill starting on page 136). You receive a +8 bonus to all Athletics checks to swim, and you can always take 10 while swimming, even if you are distracted or threatened. You can move your full swim speed while swimming, and you can use the run action while swimming, provided that you swim in a straight line. Creatures without a swim speed use the Athletics skill to swim. A swim speed does not automatically impart the ability to breathe underwater. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Awareness, Senses, Vision _ Light.md b/Rules/SF1E/Combat Mechanics/Awareness, Senses, Vision _ Light.md new file mode 100644 index 0000000..373251f --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Awareness, Senses, Vision _ Light.md @@ -0,0 +1,82 @@ +--- +aliases: +tags: +--- +# SENSES, VISION & LIGHT + +# SENSES + +**Source** _Starfinder Core Rulebook pg. 260_ +Just as actions determine what you can do in combat and movement determines how you get there to do it, senses determine what you can perceive and how. Different alien races might have many different senses, but essentially all senses are separated into precise and imprecise senses. A specific creature’s senses are typically further refined into special abilities that more tightly detail how it perceives. These abilities include blindsight, blindsense, sense through, darkvision, and low-light vision, and the description of these abilities is found in Special Abilities beginning on page 262. + +The broad definitions of creatures’ types of senses are below, followed by an explanation of how they function. + +## PRECISE SENSES + +**Source** _Starfinder Core Rulebook pg. 260_ +Precise senses allow a creature to perceive the world in nuanced detail. For many creatures, the only precise sense they have is vision. Most other precise senses are collectively referred to as “blindsight,” indicating that they are precise like vision but creatures can use them without needing to see. + +## IMPRECISE SENSES + +**Source** _Starfinder Core Rulebook pg. 260_ +Imprecise senses allow a creature to perceive certain details and clues about the world, which vary depending on the sense, but these are not sufficient for the creature to make out nuanced detail the way a human’s sight does. For many creatures, their nonvisual senses are imprecise. Some creatures have extremely keen imprecise senses that, while still insufficient to provide details like a precise sense would, can greatly help the creatures detect stimuli in the absence of their precise senses; such senses are collectively referred to as “blindsense.” + +## SPECIFIC SENSING MECHANISMS + +**Source** _Starfinder Core Rulebook pg. 260_ +Creatures with blindsense or blindsight typically perceive using a specific sense mechanism, indicated in parentheses after blindsense or blindsight in the creature’s statistics. If this sense somehow becomes unusable, the creature loses access entirely to its blindsense or blindsight. The typical senses through which creatures can perceive are emotion, life, scent, sound, thought, and vibration. + +Specific entries for blindsense, blindsight, and other senses can be found in Special Abilities beginning on page 262. + +# THE FOUR STATES OF AWARENESS + +**Source** _Starfinder Core Rulebook pg. 260_ +In gameplay, there are four different states of awareness that you can have with regard to another creature, which determine, for example, whether you surprise it when you engage it in combat or whether you can target a creature with an attack. These states of awareness are described below. + +## UNAWARE + +When you are unaware of another creature, you don’t even know it is present. Generally this occurs because the creature is hidden, you failed your Perception check to notice it, and the creature hasn’t yet performed any actions that would alert you to its presence. You cannot directly attack a creature you are unaware of, but it is subject to area effects. + +## AWARE OF PRESENCE + +When you are aware of another creature’s presence, you don’t necessarily know exactly where it is. Typically this occurs when the hidden creature has taken some action that revealed its general presence in the area but has successfully used Stealth since then to hide its exact location. If you have succeeded at a Perception check to notice a creature with an imprecise sense other than blindsense, you are aware of the creature’s presence (if you have blindsense, a successful Perception check means you are aware of the creature’s location; see below). You cannot directly attack a creature if you are only aware of its presence, but it is subject to area effects affecting its location. + +In order to directly attack such a creature, you must pinpoint its exact location with an additional Perception check to search (see page 144). If this check is successful and you are using an imprecise sense to pinpoint a creature, you become aware of the creature’s location (see Aware of Location below). If this check is successful and you are using a precise sense to pinpoint a creature, you are observing the creature (see Observing below). + +## AWARE OF LOCATION + +When you are aware of a creature’s location, you know exactly where the creature is located, but you still can’t observe the creature with a precise sense such as vision. Generally, this occurs because you have blindsense, or because the creature is hidden but you have succeeded at a Perception check to search for the creature with an imprecise sense. You must at least be aware of a creature’s location in order to directly attack it, though it is considered to have total concealment from you (see page 253). It is, however, subject to area effects affecting that location. + +## OBSERVING + +When you are observing a creature, you can directly perceive the creature with a precise sense. Generally, this occurs when a creature is visible, when the situation makes it impossible for the creature use Stealth to hide, or when you have succeeded at a Perception check to search for the creature using a precise sense such as blindsight. You must be observing a creature to use a ranged effect that targets a specific creature without requiring an attack roll to hit (such as magic missile). You can also make normal attacks, including ones using ranged abilities, against creatures that you are observing. Again, it is subject to area effects that affect its location. + +A creature currently being observed can’t attempt a Stealth check without first breaking that observation. To break observation, the creature must either mask itself from your precise senses (with darkness, fog, invisibility, or the like, but not with effects such as displacement that still leave a clear visual indicator of its location), move somewhere it can’t be observed (a place with cover, for example), or use Bluff to create a distraction to momentarily break your observation of it. + +# DEALING WITH UNSEEN CREATURES + +**Source** _Starfinder Core Rulebook pg. 261_ +If you are unaware of a creature, aware of a creature’s presence, or aware of a creature’s location, that creature is considered to be “unseen” for you. A stationary unseen creature has a +40 bonus to Stealth checks, but this bonus is reduced to +20 if the unseen creature moves (and these bonuses are negated for potential observers with blindsense). An unseen creature benefits from total concealment (50% miss chance) against attacks. In addition, you are considered flat-footed against an unseen creature’s attacks. + +If you are unaware of a creature or aware only of its presence, you cannot directly attack it. You must first succeed at a Perception check to search for the creature’s location, which then allows you to become aware of the creature’s location (if using an imprecise sense) or to observe the creature (if using a precise sense). If an unseen creature makes a melee attack against you from a space adjacent to you, you automatically determine its location, though this doesn’t stop it from moving after the attack. + +# VISION AND LIGHT + +**Source** _Starfinder Core Rulebook pg. 261_ +Because the majority of creatures in the Starfinder RPG use vision as their only precise sense, it’s important to determine the limitations of vision. + +## BRIGHT LIGHT + +All characters with vision can see clearly in bright light. Sources of bright light include direct sunlight outdoors, a nearby star shining through a starship viewport, powerful industrial lighting, or any source as bright or brighter than normal sunlight. + +## NORMAL LIGHT + +Normal light functions just like bright light, but it is less intense. Normal light includes the light conditions underneath a forest canopy during the day, typical indoor lighting, typical lighting on a starship, or the light shed by a star shaman’s starlight form. + +## DIM LIGHT + +In dim light, you can somewhat make out shapes, but you can’t see precise details well at all. Dim light includes moonlight outside at night and bright starlight, or a starship’s emergency backup lights. An area just beyond the range of a light source has dim light. Creatures within an area of dim light have concealment (20% miss chance; see page 253) from creatures without darkvision or the ability to see in darkness. Because dim light is not ideal for observation, if you’re in an area of dim light, you can attempt a Stealth check to conceal yourself from creatures without low-light vision, darkvision, or blindsight. Dim light does not affect creatures with low-light vision, which can see in dim light as if it were normal light. + +## DARKNESS + +In darkness, creatures without darkvision effectively have the blinded condition (see page 273). Areas of darkness include an unlit chamber within a structure, most caverns, outside on a moonless night, or the surface of planets with distant or nonexistent stars. Unlike low-light vision and in areas of dim light, darkvision does not work exactly like normal vision in areas of darkness; rather, darkvision works only to a specified range and is in black and white. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Bonus _ Penalties.md b/Rules/SF1E/Combat Mechanics/Bonus _ Penalties.md new file mode 100644 index 0000000..8ca071a --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Bonus _ Penalties.md @@ -0,0 +1,71 @@ +--- +aliases: +tags: +--- +# BONUS & PENALTIES +Throughout the course of her adventures, a character often comes under the effects of conditions, circumstances, magic, technology, or other factors that provide her with bonuses or penalties to certain game statistics, such as her [[Armor]] Class (AC), attack rolls, or [[Saving Throws]]. The situations that can grant bonuses or impose penalties in Starfinder are practically limitless, but bonuses and penalties all function using the rules described in this section. + +While it’s always a good idea to keep track of all bonuses and penalties affecting your character at any given time, such tracking is particularly important during combat. After all, that +1 morale bonus to attack rolls from the [[Envoy]]’s get ’em improvisation might mean the difference between either landing the blow that fells a security robot or allowing it to remain standing (and subsequently take out a wounded ally). GMs should take care to note all bonuses and penalties that are in effect during combat, but ultimately, it’s usually up to the player to track the bonuses and penalties affecting her character at any given time so that she has an accurate handle on how she performs in combat. + +The rules that govern bonuses and penalties, as well as the different specific types of bonuses, are described below. + +# BONUSES + +The term “bonus” in Starfinder can refer to a benefit you receive outside the typical framework, such as if a monster gains a bonus feat. Sometimes the total you add to a die roll after all calculations is referred to as a bonus, such as your initiative bonus or an attack’s [[Damage]] bonus. Other bonuses are divided into specific different types, representing the varying conditions and circumstances that provide bonuses to various numbers or values within the game. + +When multiple bonuses apply to the same value, different types of bonuses all apply, but in most cases bonuses of the same type do not add together (or “stack” with each other), unless a source specifies otherwise. (For an exception, see Circumstance Bonus below.) Bonuses that do not list a bonus type do stack, both with each other and with all typed bonuses. Such bonuses, often referred to as “untyped” bonuses, are among the most utilitarian of all bonuses in the game. + +For example, Keskodai has a +2 morale bonus to his [[Saving Throws]], because an angelic being is protecting him with aura of mettle, one of its [[Special Abilities]]. While benefiting from the aura, Keskodai casts the _[[Death Ward]]_ spell on himself. As a result, when attempting a saving throw against death spells and death effects, he can add the +4 morale bonus granted by his [[Death Ward]] spell, but he cannot also add the morale bonus from the angelic being’s aura of mettle. Only the higher of the two bonuses applies, because they are both morale bonuses and therefore do not stack with each other. While benefiting from the angelic being’s aura of mettle ability, though, Keskodai still gains the +2 morale bonus to [[Saving Throws]] other than those against death spells and death effects, because such [[Saving Throws]] are not affected by the _[[Death Ward]]_ spell. + +The following describe the most common forms of bonuses, what they represent, and the kinds of things to which they apply. + +## ABILITY BONUS + +When your ability modifier is positive, it can be referred to as an ability bonus. If an ability says to add your ability bonus, it means to add your ability modifier, but only if that modifier is not a negative number. + +## ARMOR BONUS + +An [[Armor]] bonus represents a protective barrier that makes attacks less likely to reach and harm a target. It applies to [[Armor]] Class and is granted by [[Armor]] or by a spell or magical effect that mimics [[Armor]]. [[Armor]] bonuses don’t stack with other [[Armor]] bonuses, but they do stack with all other bonuses to [[Armor]] Class (such as a Dexterity bonus). [[Armor]] bonuses sometimes specify that they apply only to your Energy [[Armor]] Class (EAC) or your Kinetic [[Armor]] Class (KAC). Most suits of [[Armor]] (see Chapter 7) provide [[Armor]] bonuses to both EAC and KAC, though the specific [[Armor]] bonuses a suit provides to each value often differ, as noted in the [[Armor]]’s description. An [[Armor]] bonus that doesn’t specify which [[Armor]] Class it applies to applies to both. + +## BASE BONUS + +Characters receive base bonuses to attacks and [[Saving Throws]] from their class levels. Your base attack bonus is added to all your attack rolls and is determined by your class and level. A higher number means you’re better at combat. Similarly, the three categories of base saving throw bonuses, also determined by your class and level, are added to [[Saving Throws]] you attempt against various effects (as indicated by each effect that calls for a saving throw). + +You receive the base bonuses listed for your level in a class on the class’s level progression chart. For example, if you are a 5th-level [[Soldier]], you have a base attack bonus of +5, a base Fortitude save bonus of +4, a base Reflex save bonus of +1, and a base Will save bonus of +4 (see page 111). If you take levels in more than one class (known as multiclassing), your base bonuses from different [[Classes]] stack with each other. Add together the base bonuses from each of your [[Classes]] to determine your base values. For example, if you have 5 levels of [[Soldier]] and 1 level of [[Operative]], you have a base attack bonus of +5, a base Fortitude save bonus of +4, a base Reflex save bonus of +3, and a base Will save bonus of +6. + +## CIRCUMSTANCE BONUS + +Circumstance bonuses arise from specific conditional factors affecting the task at hand. Circumstance bonuses stack with other circumstance bonuses unless they arise from essentially the same source, in which case they do not stack. + +For example, you might use a firecracker as part of a Bluff check to create a distraction. The GM decides the firecracker grants a +2 circumstance bonus to the skill check. The GM also knows the guards in this situation are extremely nervous, and thus their attention is easily drawn to any sudden or unexpected occurrence. The GM grants you a +2 circumstance bonus as well. Since these two bonuses result from distinct circumstances that both affect the task, they stack, granting you a +4 bonus to the Bluff check. + +## DIVINE BONUS + +A divine bonus stems from the power of a deity or another [[Potent]] supernatural creature, such as a demon lord. These bonuses are most commonly granted by spells and [[Atlas Magic Items]], though priests of deities can sometimes access them through different [[Special Abilities]] they can use. + +## ENHANCEMENT BONUS + +An enhancement bonus is a rare kind of effect, normally a supernatural one, that accentuates the useful qualities of an object or bolsters a specific attempt to accomplish something, improving your total effectiveness. It almost never applies to attack rolls. + +## INSIGHT BONUS + +An insight bonus represents improved performance of a given activity from either specialized competence or a certain form of precognitive knowledge. + +## LUCK BONUS + +A luck bonus represents good fortune powerful enough to alter the outcome of events—or at least to provide the little nudge needed to turn the tide of events in your favor. + +## MORALE BONUS + +A morale bonus represents the effects of a boost in courage, determination, and hope in a situation that tests your mettle. Nonintelligent creatures (meaning creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. + +## RACIAL BONUS + +A racial bonus comes from the culture in which you were raised or results from innate characteristics of your creature type. If your race changes (for example, if you die and are reincarnated), you lose all racial bonuses you had in your previous form and gain any new ones you now have access to, as appropriate. + +# PENALTIES +Various effects can cause you to take penalties to [[ability scores]], [[Armor]] Class, die rolls, movement, or other statistics. Unlike bonuses, penalties do not have types. However, multiple applications of the same penalty generally don’t stack—only the highest penalty applies. + +For example, suppose the GM assigns a penalty to Acrobatics checks on a frozen lake because its surface is slippery, and one of the PCs’ enemies has a device that applies penalties to Acrobatics checks in an area by freezing the ground so that it is icy and slippery. Causing the already-frozen lake to again be frozen doesn’t make it any more slippery and in fact doesn’t change it much at all. Therefore, only the highest of these two penalties applies to Acrobatics checks creatures attempt on the doubly frozen ice. + +The GM serves as the ultimate arbiter of whether or not two situations that apply penalties count as the same source and thus whether the penalties stack. A GM might decide that while freezing a lake twice doesn’t make it any more slippery, pouring oil on its surface does, and additional penalties might accrue from other environmental factors, such as a strong wind, an earthquake, or the lake’s surface having frozen unevenly into a series of inclines and depressions. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Combat Mechanics.md b/Rules/SF1E/Combat Mechanics/Combat Mechanics.md new file mode 100644 index 0000000..9e59684 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Combat Mechanics.md @@ -0,0 +1,279 @@ +--- +aliases: +tags: +--- +# COMBAT RULES + +**Source** _Starfinder Core Rulebook pg. 238_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Combat in Starfinder is cyclical. After initial steps that begin a battle, every character acts in turn through a regular cycle of rounds until the combat ends. Regardless of how it plays out, combat follows this sequence. + +**1. Determining Awareness**: The GM establishes whether any combatant is surprised when combat breaks out. PCs and NPCs usually attempt Perception checks to determine whether they are aware that a fight has started. + +**2. Determining Initiative Order**: The GM and players roll initiative checks for those characters able to act. In combat, characters will act in order of their initiative check results— also known as their initiative counts—from highest to lowest. This order is called the initiative order. + +**3. Surprise Round**: If some but not all of the characters are surprised, combat begins with a surprise round, during which only characters who aren’t surprised can act and their choice of actions is limited (see Surprise on page 239). After the surprise round, if any, the GM and players roll initiative checks for any characters that have not yet done so. The GM inserts these characters into the initiative order based on their initiative counts. + +**4. First Normal Combat Round**: All characters act according to initiative order. The full suite of options is available to the combatants when they act, including moving and attacking. + +**5. Continuing Combat**: After all the characters have had a turn, the next normal combat round begins and characters again act in the initiative order determined for this combat. Step 5 then repeats until the combat ends. If a new character enters combat, she rolls an initiative check to determine her initiative count, and the GM inserts her into the established initiative order. + +# BEGINNING AND ENDING COMBAT + +**Source** _Starfinder Core Rulebook pg. 238_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The GM determines when combat begins, often by telling players to roll initiative checks. As long as there are enemies to fight or threats for which it is important to determine who acts in what order, the characters are considered to be in combat. When the GM has decided there are no imminent, known threats left, the combat ends and initiative no longer dictates when characters can act. When the only creatures remaining on one side are so insignificant that they pose no real threat to characters from the opposing side, such as foes with a CR 4 or more below the average level of the PCs, the GM can decide whether the characters are still in combat. See Significant Enemies on page 242 for more on how to gauge this. + +# INITIATIVE + +**Source** _Starfinder Core Rulebook pg. 238_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +When a combatant enters battle, she rolls an initiative check to determine when she’ll act in each combat round relative to the other characters. An initiative check is a d20 roll to which a character adds her Dexterity modifier plus any other modifiers from feats, spells, and other effects. The result of a character’s initiative check is referred to as her initiative count. The GM determines a combat’s initiative order by organizing the characters’ initiative counts in descending order. During combat, characters act in initiative order, from highest initiative count to lowest initiative count; their relative order typically remains the same throughout the combat. + +If two or more combatants have the same initiative count, the order in which they act is determined by their total initiative modifiers (the character with the highest modifier acts first). If there is still a tie, the tied characters should each roll a d20, and whoever rolls highest goes first. This final method of determining which character’s initiative order is earlier is often referred to as “rolling off.” However, if the GM allows it, characters whose initiative results are a tie might decide among themselves which character acts first based on strategies or other tactical factors. + +A character rolls to determine her initiative count only once in each combat. Even if a character can’t take actions—for example, if she’s is under the effect of a hold person spell or is otherwise paralyzed—the character retains her initiative count for the duration of the encounter. The exception is when a character takes an action that results in her initiative changing (see the Ready an Action and Delay on page 249). + +Any characters who enter combat after it has already begun roll initiative checks when they first enter combat. The GM then inserts them into the initiative order based on their initiative counts. + +# COMBAT ROUND + +**Source** _Starfinder Core Rulebook pg. 239_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Each combat round represents 6 seconds in the game world, and there are 10 rounds in 1 minute of combat. A round normally allows each character involved in a combat situation to act. Each time a character acts in a round’s normal order, it’s called her turn. + +Each combat round’s activity begins with the character with the highest initiative count and then proceeds to the remaining characters in order of their initiative. When a character’s turn comes up in the initiative order, that character performs his entire round’s worth of actions. For some exceptions, see Other Actions on page 249; for example, delaying can change the order in which you take your turn. Regardless, in a normal combat round on her turn, a character can perform either a full action or a handful of shorter actions (see Actions in Combat on page 244 for more details about the actions characters can take). + +When the rules refer to a “full round,” they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count on which they began. Thus, if a spell with a duration of 1 round is cast on initiative count 14, it ends just before initiative count 14 on the following round. + +# SURPRISE + +**Source** _Starfinder Core Rulebook pg. 239_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +When a combat starts, if a character is not aware of her opponents, she is surprised. The GM determines whether each character is aware by calling for Perception checks or other relevant checks. Surprised combatants take penalties until they have acted in combat. + +If some but not all of the combatants are aware of their opponents when combat breaks out, a surprise round takes place before normal combat rounds begin. In order of the characters’ initiative results (highest to lowest; see Initiative on page 238), combatants who started the battle aware of their opponents can each take either a standard or move action during the surprise round. Characters can also take swift actions during the surprise round. + +If no characters or all characters are aware of their opponents, no surprise round occurs, and combat proceeds as normal. + +**Surprised Combatants**: During combat, combatants who are surprised at the start of battle have the flat-footed condition (see page 276). As a result, they take a –2 penalty to their Armor Class. Once a character has become aware and acted, she is no longer flat-footed due to being surprised. + +## WHO IS SURPRISED? + +A surprise round occurs if some but not all characters involved in a combat are unaware of opponents about to attack. Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only a few are. Sometimes several combatants on each side are aware while the rest are surprised. When you can sneak up and catch your enemies by surprise, you enjoy a powerful advantage. It’s one way stealthy characters can even the odds when facing foes with superior combat abilities. + +# COMBAT BASICS + +**Source** _Starfinder Core Rulebook pg. 240_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +This section presents the key terms and calculations needed to adjudicate the most basic elements of combat: attacking and defending. For a full breakdown of all actions characters can take in combat, see Actions in Combat on page 244. + +## WHO CAN I ATTACK? + +**Source** _Starfinder Core Rulebook pg. 240_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Combat normally takes place on a battle map with a grid of 1-inch squares, each representing a 5-foot-by-5-foot area, with miniature figures representing characters and monsters. Most player characters and many monsters occupy a single 5-foot square, though some bigger creatures occupy multiple squares. The space a character occupies is usually referred to as her square, though the terms “space” and “square” can be used interchangeably. See Size and Space on page 255 for more information. + +In general, you can fire a ranged weapon at any enemy you can see on the battle map, though this becomes harder the farther away an enemy is. Likewise, you can use a melee weapon to attack an enemy in any square you threaten, which means the squares adjacent to your space, including diagonally, though you may be able to attack creatures farther away if you have reach. See Reach and Threatened Squares on page 255 for more details. + +# ATTACK ROLL + +**Source** _Starfinder Core Rulebook pg. 240_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +An attack roll represents your attempt to hit your opponent in melee or from range on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus (see Ranged Attacks and Melee Attacks below, as well as the Basic Attack and Damage Bonuses sidebar on page 241). Various other bonuses can apply from class features, feats, and so on. If your result equals or exceeds the target’s Armor Class, you hit and deal damage. + +## RANGED ATTACKS + +When making a ranged attack, you use a ranged weapon to shoot at an opponent from a distance. If you’re attacking with a thrown weapon, your ranged attack bonus equals your base attack bonus (determined by your class and level; see Chapter 4) + your Strength modifier. Otherwise, your attack bonus for a ranged attack equals your base attack bonus + your Dexterity modifier. + +When you make a ranged attack, you might also take a penalty for shooting or throwing your weapon beyond the distance listed as its optimal range (see Range and Penalties on page 245). + +## MELEE ATTACKS + +When making a melee attack, you use a melee weapon to strike an opponent in hand-to-hand combat. Your attack bonus for a melee attack is equal to your base attack bonus (determined by your class and level; see Chapter 4) + your Strength modifier. + +## AUTOMATIC MISSES AND HITS + +A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a possible critical hit, which could deal more damage (see Critical Hits on page 245). + +# ARMOR CLASS (AC) + +**Source** _Starfinder Core Rulebook pg. 240_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Your Armor Class (AC) represents how hard it is for opponents to land a solid damaging blow on you. Your Armor Class (AC) is the minimum attack roll result that an opponent needs to hit you and deal damage. Armor Class is divided into two categories: Energy Armor Class (EAC) and Kinetic Armor Class (KAC). Any reference to Armor Class, including bonuses and penalties, applies to both EAC and KAC unless otherwise specified. + +Your EAC and KAC are primarily determined by your armor bonus (most often from a suit of armor you wear) plus your Dexterity modifier. Calculate your EAC and KAC using the following formula: 10 + your armor’s EAC or KAC armor bonus (whichever is appropriate) + your Dexterity modifier. + +Most suits of armor provide separate armor bonuses to EAC and KAC. However, some suits of armor’s conditions prevent you from using your full Dexterity bonus. Various other bonuses can apply from class features, feats, special circumstances, and so on. For more information on bonuses, see page 266. + +## ENERGY ARMOR CLASS (EAC) + +Your Energy Armor Class (EAC) represents the defenses you have against attacks that only deal damage as a result of some kind of energy (such as acid, cold, electricity, fire, or sonic damage). When an opponent’s attack would deal only energy damage (if he is using, for example, a laser pistol), his attack roll result is compared to your EAC to determine whether he hits you. Some weapons and effects that use magical or exotic untyped energies might also target your EAC; the description of the weapon or effect tells you if this is the case. + +## KINETIC ARMOR CLASS (KAC) + +Your Kinetic Armor Class (KAC) represents the defenses you have against attacks that primarily deal damage as a result of a physical impact. This generally includes attacks that deal bludgeoning, piercing, or slashing damage (described as “kinetic attacks”), attacks that don’t otherwise specify which AC they target, impacts from falling, and damage from crushing or constriction. When a foe’s attack would deal such damage (if he is using, for example, a starknife), even if it also deals energy damage, his attack roll result is compared to your KAC to determine whether he hits. + +# DAMAGE + +**Source** _Starfinder Core Rulebook pg. 240_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If your attack hits, you deal damage. Damage first reduces a target’s current Stamina Points and then the target’s Hit Points (see Injury and Death on page 250 for more information). In most cases, the type of weapon used determines the amount of damage you deal, though specialization in groups of similar weapons (see the Weapon Specialization feat on page 163) and other abilities can increase that amount. Some weapons and abilities may add further effects in addition to dealing damage. + +## STRENGTH MODIFIER + +When you hit with a melee or thrown ranged weapon, add your Strength modifier to your damage roll’s result. However, do not add your Strength modifier to the damage of your grenades and nonthrown ranged attacks. + +## MULTIPLYING DAMAGE + +Sometimes you multiply your damage by some factor, such as on a critical hit (see page 245). In this case, you do not literally multiply your damage roll result by that factor. Instead, you roll the damage (adding all modifiers) the number of times specified and total the results. If you multiply damage more than once, each multiplier applies to the original, unmultiplied damage. Thus, doubling damage twice is equivalent to rolling the damage (adding all modifiers) three times—once for the original damage and once for each doubling. + +## MINIMUM DAMAGE + +If penalties reduce a damage result to less than 1, a hit still deals 1 nonlethal damage (see Nonlethal Damage on page 252). + +# ABILITY DAMAGE + +Certain creatures and magical effects can cause temporary or permanent ability damage, which lowers a particular ability score and can reduce its modifier, therefore affecting a range of statistics and rolls. See Ability Damage, Ability Drain, and Negative Levels on page 252 for more information. + +# STAMINA POINTS AND HIT POINTS + +**Source** _Starfinder Core Rulebook pg. 241_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Whenever you take damage, it first reduces your Stamina Points (SP). Any damage you take beyond your Stamina Points reduces your Hit Points (HP). When your Hit Point total reaches 0, you fall unconscious and are dying, and you lose 1 Resolve Point (RP) each round unless you are stabilized. When your Resolve Points reach 0 but you would lose additional Resolve Points from dying or for any other reason, you’re dead. For example, if you have 6 Stamina Points and take 9 damage, your Stamina Points are reduced to 0, you lose 3 Hit Points, and all subsequent damage reduces your HP until you regain Stamina Points. See Injury and Death on page 250 for more information. + +# BASIC ATTACK AND DAMAGE BONUSES + +**Source** _Starfinder Core Rulebook pg. 241_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +For ease of reference, the following are the basic formulas for calculating ranged attack bonuses, ranged damage, melee attack bonuses, and melee damage. Various other bonuses to attacks and damage can apply from class features, feats, special circumstances, and so on. For more information on bonuses, see page 266. + +## RANGED ATTACK + +Base attack bonus + Dexterity modifier – any range penalty (see page 245) + +## RANGED ATTACK WITH A THROWN WEAPON + +Base attack bonus + Strength modifier – any range penalty (see page 245) + +## RANGED DAMAGE + +Weapon damage + +## RANGED DAMAGE WITH A THROWN WEAPON + +Weapon damage + Strength modifier + +## MELEE ATTACK + +Base attack bonus + Strength modifier + +## MELEE DAMAGE + +Weapon damage + Strength modifier + +# SAVING THROWS + +**Source** _Starfinder Core Rulebook pg. 241_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +When you are subject to an unusual effect, such as those imposed by some special weapons and magical attacks, in most cases you can attempt a saving throw (often simply called a “save”) to avoid or reduce the effect. When you attempt a saving throw, you roll a d20 and add your base saving throw bonus (determined by your class and level; see Chapter 4) and an associated ability score modifier (see below). You might also have other abilities, feats, or items that further modify your saving throws. If your result equals or exceeds the saving throw Difficulty Class (see below), your saving throw is successful. + +## SAVING THROW TYPES + +The three kinds of saving throws are Fortitude, Reflex, and Will. + +### FORTITUDE + +Fortitude saving throws measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws. + +### REFLEX + +Reflex saving throws test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws. + +### WILL + +Will saving throws reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws. + +## SAVING THROWS IN PLAY + +This subsection explains how to determine the difficulty of a saving throw, the result of a successful saving throw, and other key elements in play. + +# DIFFICULTY CLASS (DC) + +A saving throw against an effect has a Difficulty Class (DC) determined by the effect. For most class features, the DC of an effect you create equals 10 + half your class level + your key ability score modifier. For spells, this is 10 + the level of the spell + your key ability score modifier. See page 181 to find the DC for weapon special properties and critical hit effects. The description of an effect from an item normally lists a saving throw DC. + +# AUTOMATIC FAILURES AND SUCCESSES + +A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success. + +# FORGOING A SAVING THROW + +You can voluntarily forgo a saving throw and willingly accept the result of an effect or spell. If you have special resistance to magic, you can suppress that resistance to accept the result (though doing so takes a standard action; see page 335). + +# SUCCESS + +If you succeed at a saving throw against an effect that has no obvious physical indications, you feel a hostile force or a warning tingle but cannot deduce the exact nature of the attack. Likewise, if a creature specifically targeted by one of your effects succeeds at its saving throw, you can generally tell that the creature has succeeded. You do not sense when creatures succeed at saves against effects you create that don’t target a single creature. + +# SAVING THROW TERMINOLOGY + +When a spell, an item, or another effect notes that it allows a saving throw, it typically includes the following terminology to describe the result of a successful saving throw. If it does not allow a saving throw, this entry simply says “none.” + +## NEGATES + +This means that the effect has no impact if you succeed at your saving throw. + +## PARTIAL + +This means that the effect has a lessened impact if you succeed at your saving throw. Some lesser effect occurs, as defined in the effect’s description. + +## HALF OR HALF DAMAGE + +This means the effect deals half the normal amount of damage if you succeed at your saving throw. + +## DISBELIEVES +A successful saving throw lets you ignore the effect (this usually applies only to illusion effects). + +## OBJECT + +Effects that deal damage generally affect unattended objects normally but don’t damage held or attended objects unless the effect specifies that they do. Effects that do something other than deal damage affect objects only if their descriptions specifically say so (this is common only with spells) or if they note “(object)” in the description of the effect’s saving throw. An object’s total saving throw bonus for Fortitude, Reflex, and Will saves is equal to the object’s item level (see page 167). An object you’re holding or wearing uses your saving throw bonus if it is better than the object’s own saving throw bonus. Items with an item level of 0 do not receive saving throws when unattended. + +## HARMLESS + +Normally only spells note whether they are harmless. Such a spell is usually beneficial, not harmful, but if targeted, you can attempt a saving throw, if you like. + +# ABILITY CHECKS + +**Source** _Starfinder Core Rulebook pg. 242_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Sometimes a situation will call for you to attempt an ability check: a Strength check, a Dexterity check, a Constitution check, an Intelligence check, a Wisdom check, or a Charisma check. In this case, simply roll a d20 and add the modifier for that associated ability score. It’s possible for an ability score modifier to be negative. In this case, subtract that amount from your d20 roll. + +# OTHER RULE TERMS + +**Source** _Starfinder Core Rulebook pg. 242_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +In addition to the basic combat mechanics and statistics detailed above, the following terms and rules are also frequently used in Starfinder, both in and out of combat. + +## ALLIES AND ENEMIES + +Sometimes an ability targets or requires an enemy or an ally, such as the envoy’s watch out improvisation. You count as your own ally unless an ability says otherwise. The GM has the final say on whether someone is an enemy or ally; you can’t declare one of your fellow party members to be an enemy or an enemy to be an ally just to trigger a special ability. + +### SIGNIFICANT ENEMIES + +The GM can and should declare that an ineffectual foe is not enough of a threat to count as an enemy for effects that grant you a benefit when you do something to an enemy or have an enemy do something to you. For example, the commander ability of the mercenary theme requires you to defeat three distinct groups of significant enemies in a day to recover 1 Resolve Point; a mercenary shouldn’t gain this benefit if all they did was step on three different bugs that had no chance of hurting them. In general, a creature with a CR less than or equal to your character level – 4 is not a significant enemy. + +## ARMOR PROFICIENCY + +Most classes grant proficiency with light armor, and more meleeoriented classes, such as soldiers, grant proficiency with heavy armor. If you are wearing armor with which you are not proficient, you take a –4 penalty to your Armor Class. + +### POWERED ARMOR + +Characters can gain proficiency with powered armor by taking the Powered Armor Proficiency feat (see Chapter 6) or via certain class features. Powered armor imposes more significant drawbacks on wearers who aren’t proficient with it than other types of armor. If you are wearing powered armor with which you are not proficient, you take a –4 penalty to Armor Class, you are always flat-footed and off-target (see page 276), and you move at half speed. If the armor has a special form of movement (such as the flight speed of a flight frame), you cannot use that form of movement. + +## MULTIPLYING MORE THAN ONCE + +When you are asked to multiply a value or roll more than once, the multipliers (×2, ×3, and so on) are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you apply a ×2 multiplier twice, the result is equivalent to multiplying the value by 3 (or rolling the damage three times), not multiplying it by 4. + +## ROUNDING + +Occasionally the rules might ask you to round a result or value. Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3. + +## WEAPON PROFICIENCY + +Most classes grant proficiency with basic melee weapons and small arms. Combat-oriented classes, such as solarian and soldier, grant proficiency with more categories of weapons, as noted in each class’s Weapon Proficiency section. All characters are proficient with any natural weapons they might have, such as a claw or bite attack. If you use a weapon with which you are not proficient, you take a –4 penalty to attack rolls with that weapon, and the DC for any saving throws against that weapon’s special effects likewise takes a –4 penalty. + +## WEAPON SPECIALIZATION + +At 3rd level, all classes grant specialization in groups of weapons, which increases the damage you deal with those weapons. See the Weapon Specialization feat on page 163 for more details. + +## WIELDING WEAPONS + +When the rules refer to wielding a weapon, it means you are holding a weapon with the correct number of hands and can thus make attacks with it. For example, if you are holding a small arm or one-handed melee weapon in a hand, you are considered to be wielding the weapon. If you are carrying a longarm or two-handed melee weapon in one hand or wearing a holstered or sheathed weapon, you are not wielding that weapon. + +# REROLLS AND ROLLING TWICE + +Some abilities allow you to reroll a failed die roll—usually an attack roll, a saving throw, or a skill check. Unless an ability says otherwise, you must decide to use a reroll as soon as you know the result of your first roll but before the GM tells you the outcome or you declare the use of any other ability. You use your rerolled result only if it is better than your original result. There are also abilities that allow you to make two rolls for a specific die roll and take the better of the two results. These abilities require you to decide to roll twice prior to the die roll. Some abilities allow you to force a foe to roll twice and take the worse of the two results. These abilities also must be announced prior to a die roll being made. In most cases, once an ability to either reroll or roll twice (or force a foe to roll twice) has been applied, no other similar ability can be applied to that same specific die roll. There are exceptions, however. If one character forces a foe to roll twice and take the worse result, that enemy can still apply the ability to roll twice and take the better result. The reverse is also possible—countering the advantage of rolling twice by forcing a foe to roll twice with a worse result. In both cases, the two abilities negate one other, resulting in a single die roll being made. That die roll cannot then benefit from an ability that would allow a reroll. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Conditions.md b/Rules/SF1E/Combat Mechanics/Conditions.md new file mode 100644 index 0000000..cbf4641 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Conditions.md @@ -0,0 +1,223 @@ +--- +aliases: +tags: +--- + +**Source** _Starfinder Core Rulebook pg. 273_ +Conditions are circumstances or states that can affect characters for an extended period of time. If more than one condition affects a character, apply them all. If effects can’t combine, apply the most severe effect. + +The following descriptions give details about the most common conditions and the effects they have on characters. Table 8–2 provides a quick reference of the conditions and their effects, though players and GMs should always review a condition’s details thoroughly when they’re unfamiliar with them. + +Sometimes a condition is suppressed without being negated, such as with the envoy’s don’t quit improvisation. In this case, the duration of the condition is unchanged—it still ends at the same time it would have ended if it had not been suppressed. + +## Asleep + +**Source** _Starfinder Core Rulebook pg. 273_ +You are sleeping and helpless. While asleep, you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty, you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action. + +## Bleeding + +**Source** _Starfinder Core Rulebook pg. 273_ +You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect. + +## Blinded + +**Source** _Starfinder Core Rulebook pg. 273_ +You can’t see. You are flat-footed and take a –4 penalty to Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects. + +## Broken + +**Source** _Starfinder Core Rulebook pg. 273_ +Items that have taken damage in excess of half their total Hit Points gain the broken condition, meaning they are less effective at their designated tasks. The broken condition has the following effects, depending upon the item. For information about the hardness and Hit Points of armor and weapons, see page 409. + +If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage. + +If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks. + +If the item is a vehicle, it has a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and its MPH are halved. (See page 228 in Chapter 7 for more about broken and wrecked vehicles.) + +If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down. + +If the item does not fit into any of these categories, the broken condition has no effect on its use. + +Items with the broken condition, regardless of type, can be resold for only half the normal resale value (usually 5% of the item’s purchase price). Any item can be repaired with a _mending_ or _make whole_ spell cast by a character with a caster level equal to or higher than the item’s level. Items lose the broken condition if the spell restores the object to half its original Hit Points or higher. + +In addition, magic items can be repaired with the Mysticism skill (see page 143 for more details), and technological items can be repaired with the Engineering skill (see page 141 for more details). Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item’s original purchase price to repair such damage (or more if the item is badly damaged or ruined). + +## Burning + +**Source** _Starfinder Core Rulebook pg. 273_ +You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative. + +At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds. + +You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition. + +## Confused + +**Source** _Starfinder Core Rulebook pg. 273_ +You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking. + +If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round. + + +| D% | Behavior | +|--------|-----------------------------------------------------------| +| 1–25 | Act normally. | +| 26–50 | Do nothing but babble incoherently. | +| 51–75 | Deal 1d8 + Str modifier damage to self with item in hand. | +| 76–100 | Attack nearest creature. | + + +If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you. + +## Cowering + +**Source** _Starfinder Core Rulebook pg. 274_ +You’re frozen with fear. You’re flat-footed and can take no actions. + +## Dazed + +**Source** _Starfinder Core Rulebook pg. 275_ +You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round. + +## Dazzled + +**Source** _Starfinder Core Rulebook pg. 275_ +You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks. + +## Dead + +**Source** _Starfinder Core Rulebook pg. 275_ +You are dead when you have 0 Hit Points, are not stable, and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death beginning on page 250 for more information.) You can also die from ability damage, ability drain, or negative levels (see page 252), or by taking massive damage (see page 250). + +When you are dead, your soul leaves your body and you are unable to act in any way. You can’t benefit from normal or magical healing, but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved, but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that’s reviving you). Either way, you need not worry about decomposition, rigor mortis, and other conditions that affect dead bodies after you are resurrected. + +## Deafened + +**Source** _Starfinder Core Rulebook pg. 275_ +You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. + +## Dying + +**Source** _Starfinder Core Rulebook pg. 275_ +You are unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. You can take no actions and lose 1 Resolve Point each round at the end of your turn unless you are stabilized. You can spend RP equal to one-quarter your maximum (minimum 1, maximum 3) to stabilize and can spend 1 RP in a later round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition, as does death. See Injury and Death on page 250 for more information. + +## Encumbered + +**Source** _Starfinder Core Rulebook pg. 275_ +All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse). + +## Entangled + +**Source** _Starfinder Core Rulebook pg. 275_ +You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks. + +## Exhausted + +**Source** _Starfinder Core Rulebook pg. 276_ +You move at half speed, you can’t run or charge, and you take a –3 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 3. After 1 hour of complete rest, you instead become fatigued. + +## Fascinated + +**Source** _Starfinder Core Rulebook pg. 276_ +You are entranced. While you have the fascinated condition, you stand or sit quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others’ actions, such as Perception checks. Any potential threat, such as a hostile creature approaching, grants you a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at you, automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action. + +## Fatigued + +**Source** _Starfinder Core Rulebook pg. 276_ +You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are already fatigued and would gain the fatigued condition, you lose the fatigued condition and are exhausted for the total duration of all fatiguing effects. After 8 hours of complete rest, you are no longer fatigued. + +## Flat-Footed + +**Source** _Starfinder Core Rulebook pg. 276_ +At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed. + +## Frightened + +**Source** _Starfinder Core Rulebook pg. 276_ +You flee from the source of your fear as best you can. If you are unable to flee, you can instead fight. You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened, the duration of the frightened condition increases by the duration of the second effect. + +## Grappled + +**Source** _Starfinder Core Rulebook pg. 276_ +You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple (see Grapple on page 246). In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity. + +You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit. + +## Helpless + +**Source** _Starfinder Core Rulebook pg. 276_ +You are bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5), and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you. + +## Nauseated + +**Source** _Starfinder Core Rulebook pg. 276_ +You are experiencing stomach distress. You can’t attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action you can take is a single move action per turn. + +## Off-Kilter + +**Source** _Starfinder Core Rulebook pg. 276_ +You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls. + +You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. See Zero Gravity on page 402 for more information. + +## Off-Target + +**Source** _Starfinder Core Rulebook pg. 276_ +Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target. + +## Overburdened + +**Source** _Starfinder Core Rulebook pg. 276_ +All of your speeds are reduced to 5 feet, your maximum Dexterity bonus to your Armor Class is reduced to +0, and you take a –5 penalty to Strength- and Dexterity-based checks (or your armor’s armor check penalty, whichever is worse). + +## Panicked + +**Source** _Starfinder Core Rulebook pg. 276_ +You drop everything you are holding and flee at top speed along a random path away from the source of your fear, as well as from any other dangers you encounter. You can’t take any other actions. In addition, you take a –2 penalty to all ability checks, saving throws, and skill checks. If cornered, you cower and don’t attack, typically using the total defense action in combat and nothing else. You can use special abilities, including spells, to flee; indeed, you must use such means if they are the only way you have to escape. + +## Paralyzed + +**Source** _Starfinder Core Rulebook pg. 276_ +You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings), you fall. If you are swimming when you become paralyzed, you could drown (see Suffocation and Drowning on page 404). A creature can move through a space you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through. + +## Pinned + +**Source** _Starfinder Core Rulebook pg. 277_ +You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple on page 246). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as spellcasting. + +## Prone + +**Source** _Starfinder Core Rulebook pg. 277_ +You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action. + +## Shaken + +**Source** _Starfinder Core Rulebook pg. 277_ +You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect. + +## Sickened + +**Source** _Starfinder Core Rulebook pg. 277_ +You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. + +## Stable + +**Source** _Starfinder Core Rulebook pg. 277_ +If you were dying but spent Resolve Points to stabilize (see Using Resolve Points beginning on page 250 in Injury and Death), or if you received healing from an ally, you are stable. You are no longer dying, but you are still unconscious. + +## Staggered + +**Source** _Starfinder Core Rulebook pg. 277_ +You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions. + +## Stunned + +**Source** _Starfinder Core Rulebook pg. 277_ +You drop everything you are holding, you can’t take actions, and you are flat-footed. + +## Unconscious + +**Source** _Starfinder Core Rulebook pg. 277_ +You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points. diff --git a/Rules/SF1E/Combat Mechanics/Cover _ Concealment.md b/Rules/SF1E/Combat Mechanics/Cover _ Concealment.md new file mode 100644 index 0000000..f2f2b0d --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Cover _ Concealment.md @@ -0,0 +1,72 @@ +--- +aliases: +tags: +--- +# COVER & CONCEALMENT + +| Type | AC Bonus | Reflex Save Bonus | +| -------------- | -------- | ----------------- | +| Soft Cover | +4 | - | +| Partial Cover | +2 | +1 | +| Regular Cover | +4 | +2 | +| Improved Cover | +8 | +4 | +| Total Cover* | - | - | + +\* Total cover blocks line of sight; enemies cannot attack creatures with total cover + +| Type | Miss Chance | +| ------------------- | ----------- | +| Regular Concealment | 20% | +| Total Concealment | 50% | + +**Source** [_Starfinder Core Rulebook pg. 253_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Originating from sources such as dense smoke and battlefield position, concealment obscures precise senses and imposes a miss chance on attacks. When you have concealment, it’s harder for enemies to see you clearly. This might be due to your position on the battlefield, or it might be due to another effect that makes it more difficult for enemies to perceive and hit you with an attack. + +To determine whether you have concealment from a creature’s ranged attack, choose a corner of the enemy’s square. If any line from this corner to any corner of your square passes through a square that provides concealment or the border of such a square, you have concealment. Also use these rules when a creature makes a melee attack against a target that isn’t adjacent to it. + +When a creature is making a melee attack against an adjacent target, the target has concealment if its space is entirely within an effect that grants concealment. + +Additionally, some effects provide concealment against all attacks, regardless of whether any intervening concealment exists.  + +# CONCEALMENT MISS CHANCE + +Concealment gives the target of a successful attack a chance that the attacker actually missed. This is called a miss chance. Normally, the miss chance for concealment is 20%. Make the attack normally; if the attacking creature would hit, the target must roll a 20 or lower on a d% roll (see page 513) to avoid being struck. Multiple concealment conditions do not stack.  + +# VARYING DEGREES OF CONCEALMENT + +Certain situations can provide more or less of a miss chance than typical concealment. In this case, it is up to the GM to determine a character’s degree of concealment.  + +# TOTAL CONCEALMENT + +If a creature has line of effect to you but not line of sight (see page 271), you have total concealment. An enemy can’t attack you when you have total concealment, though it can attack into a square it thinks you occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of 20%).  + +# IGNORING CONCEALMENT + +Concealment might be ineffective. Dim light or darkness doesn’t provide concealment against creatures with darkvision. Creatures with low-light vision can see in dim light as if it were normal light. + +**Source** [_Starfinder Core Rulebook pg. 253_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Cover does not necessarily block precise senses, but it does make it more difficult to hit a target. To determine whether your target has cover from your attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover. Cover grants you a +4 bonus to AC and a +2 bonus to Reflex saves against attacks that originate from a point on the other side of the cover from you. Note that spread effects can extend around corners and negate these bonuses.  + +# COVER AND ATTACKS OF OPPORTUNITY + +If you have cover relative to an enemy, it can’t make an attack of opportunity against you.  + +# LOW OBSTACLES AND COVER + +A low obstacle (i.e., a wall half your height) provides cover, but only to creatures within 30 feet (six squares). The attacker ignores the cover if he’s closer to the obstacle than his target is.  + +# SOFT COVER + +Creatures, even enemies, between you and the source of an effect provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, soft cover provides no bonus to Reflex saves, nor does soft cover allow you to attempt a Stealth check.  + +# PARTIAL COVER + +If more than half of you is visible, your bonuses from cover are reduced to +2 to AC and +1 to Reflex saving throws.  + +# IMPROVED COVER + +In some cases, such as when a target is hiding behind a gun port in a defensive wall, cover provides greater bonuses to AC and Reflex saves. In such situations, the normal bonuses to AC and Reflex saves are doubled (to +8 and +4, respectively).  + +# TOTAL COVER + +If an enemy doesn’t have line of effect to you (see page 271), you have total cover from the enemy. A creature can’t make an attack against a target that has total cover. diff --git a/Rules/SF1E/Combat Mechanics/Critical Hit Effects, Weapons.md b/Rules/SF1E/Combat Mechanics/Critical Hit Effects, Weapons.md new file mode 100644 index 0000000..a6cdb89 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Critical Hit Effects, Weapons.md @@ -0,0 +1,247 @@ +--- +aliases: +tags: [33:, 26:, 49:] +--- +If your attack roll is a natural 20 and your attack total is equal to or greater than your target’s AC, your attack is a critical hit. A critical hit means that you roll your damage twice (adding to each roll all your usual bonuses, including any additional damage from special abilities) and then add the rolls together to determine the damage dealt. + +Some weapons have an additional critical effect that applies when you score a critical hit. These effects are as follows. + +--- + +## ARC + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals. + + +## BIND + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target is entangled, as if the weapon had the entangle weapon special property. + + +## BLEED + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target gains the bleeding condition (see page 273). + + +## BLIND + +**Source** _Pact Worlds pg. 192_(https://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds) +The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds. + + +## BLIND + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Reflex saving throw or gain the blinded condition for 1d3 rounds. + + +## BURN + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target gains the burning condition (see page 273). + + +## CONFUSE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Will saving throw or gain the confused condition for 1 round. + + +## CORRODE + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage. + + +## DEAFEN + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target must succeed at a Fortitude saving throw or be deafened (see page 275) for 1d4 minutes. + + +## DEGENERATION + +**Source** _Starfinder Dominion’s End pg. 48_(https://paizo.com/products/btq0233n/discuss?Starfinder-Adventure-Path-33-Dominion-s-End) +The target’s cells overheat and rapidly degenerate. Each round, at the start of the character’s next turn before they take any actions, they take the listed amount of damage as fire damage and are fatigued. At the end of each of their turns, the creature can attempt a Fortitude saving throw to end the effect; on a failure, cellular degeneration continues but the creature gains a cumulative +1 bonus to the Fortitude save to end the effect. + + +## DEMORALIZE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +You can attempt an Intimidate check with a –5 penalty to demoralize your foes as a reaction. Compare the result of this check to the DC of each creature that took damage from this attack using the guidelines from the demoralize task of the Intimidate skill. + + +## DIGITIZE + +**Source** _Tech Revolution pg. 64_(https://paizo.com/products/btq026mr/discuss?Starfinder-Tech-Revolution) +Weapons with the digitize special property convert targets into raw data. A target hit by a weapon with this property must succeed at a Will save (DC = 10 + 1/2 the item’s level + your Intelligence modifier) or begin breaking down with blips of sound, taking the listed amount of sonic damage every round until the target succeeds at a Will save to end the damage. This functions as the burning condition, except as noted. The ongoing damage also ends if the target succeeds at a Computers check (same DC as the Will save) as a standard action. + + +## ELECTROCUTE + +**Source** _Pact Worlds pg. 192_(https://paizo.com/products/btpy9zkn?Starfinder-Pact-Worlds) +The target must succeed at a Fortitude saving throw or take 1d4 Dexterity damage. + + +## EMBED + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The attack embeds a barbed needle or another lingering effect in the target. The first time each round the target moves 5 feet or more in a single action (voluntarily or not), it takes the listed damage. The target can remove the embedded object with a standard action, dealing the listed damage in the process. Alternatively, with a successful Medicine check (DC = 15 + 1-1/2 the weapon’s item level), another creature can remove the object from the target and deal no damage. Multiple embedded objects each deal their listed damage and must be removed one at a time. + + +## ENFEEBLE + +**Source** _Near Space pg. 148_(https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +The target must succeed at a Fortitude saving throw or take 1d4 Strength damage. + + +## FATIGUE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Fortitude saving throw or gain the fatigued condition for 1 round per item level of the weapon. This condition can be removed as normal. + + +## FROSTBITE + +**Source** _Interstellar Species pg. 79_(https://paizo.com/products/btq02d4w?Starfinder-Interstellar-Species) +The weapon rimes the target, draining their heat and causing frostbite damage equal to the amount listed. This functions as the burning condition but deals cold damage rather than fire damage. + + +## IMMOBILIZE + +**Source** _Starfinder Flight of the Sleepers pg. 49_(https://paizo.com/products/btq01zue?Starfinder-Adventure-Path-26-Flight-of-the-Sleepers) +The target must succeed at a Fortitude saving throw or be knocked prone and gain the pinned condition. The target can escape the pinned condition by succeeding at an Acrobatics check (DC = 20 + 1-1/2 × the weapon’s item level). The pinned condition ends automatically if the weapon’s wielder either moves or attacks with the weapon again; the penalties from the pinned condition still apply to the target if the wielder uses the weapon to attack the pinned target. + + +## INJECTION DC +2 + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If the weapon is used to deliver a poison or drug of some kind, the save DC of that poison is increased by 2 when delivered on a critical hit. + + +## IRRADIATE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Fortitude save or contract radiation sickness. The DC for this disease is equal to the weapon’s critical hit DC. This is considered low-level radiation, regardless of the save DC. + + +## JET + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The attack emits a jet of energy that suffuses the target and extends to strike a second creature. This secondary target must be adjacent to the original target and on the opposite border or opposite corner of the target’s space from you. When in doubt about whether a second creature’s position compared to a target makes it subject to a jet attack, trace a line from the center of your space to the center of the second creature’s space. If the line passes through opposite borders or corners of the primary target’s space, then the second creature is a valid target for the jet attack. If multiple valid targets of the jet damage are present, you choose which is the secondary target. Roll the amount of damage listed in the weapon’s jet: the secondary target takes this damage (not multiplied by the critical hit) of whatever energy damage type the weapon deals. + + +## KNOCKDOWN + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target is knocked prone (see page 277). + + +## LEECH + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +This weapon can leach life force from a target, draining its vitality and leaving it feeling unsteady. The target must succeed at a Fortitude save or gain the off-target condition for 1 round per item level of the weapon. This has no effect if the target is immune to disease. + +## NAUSEATE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Fortitude saving throw or gain the nauseated condition for 1 round. + + +## NUISANCE + +**Source** _Near Space pg. 148_(https://paizo.com/products/btq01zud?Starfinder-RPG-Near-Space) +This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire. + + +## PULSE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The weapon’s output explodes in a pulse of energy. All creatures adjacent to the original target take the amount of damage listed in the pulse entry, of the same type dealt by the weapon’s initial attack. + + +## PUSH + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target is pushed the listed distance away from you. If the target runs into an obstacle, it stops moving and falls prone. + + +## RECHARGE + +**Source** _Alien Archive pg. 45_(https://paizo.com/products/btpy9ujg) +When the wielder scores a critical hit against a living creature or a construct with the technological subtype, the weapon regains the listed number of charges (up to the weapon’s maximum capacity). + + +## SECOND ARC + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The attack’s energy continues leaping from a secondary target to a tertiary target. This functions identically to the arc critical hit effect, except the second arc can’t target either the original target of the attack or the creature struck by the first arc special property. + + +## SEVERE WOUND + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Roll twice on Table 7–11: Wounding Weapons and choose your desired result. The target can still attempt any associated save. + +| D20 | Location | Save | Effect | +|-------|--------------------|------|------------------------------| +| 1–10 | General | — | Bleed 1d6 | +| 11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception | +| 14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed | +| 16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand | +| 18–19 | Vital organ | Fort | 1d4 Con damage | +| 20 | Brain | Fort | Stunned 1 round | + + +## SICKEN + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target must succeed at a Fortitude saving throw or become sickened for 1d4 minutes. This has no effect if the target is immune to disease. + + +## STAGGERED + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target must succeed at a Fortitude save or be staggered (see page 277) for 1 round. + + +## STIFLE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The target can’t speak or make vocalizations of any kind for 1 round. + + +## STUNNED + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +The target is stunned (see page 277) for 1 round. + + +## SUFFOCATE + +**Source** _Starfinder Armory pg. 31_(https://paizo.com/products/btpya1rr) +The weapon sucks the atmosphere away from the target. If the target is wearing armor or a space suit that has activated environmental protections, the weapon depletes a number of days of that protection equal to half the weapon’s item level. If this depletes the environmental protections entirely, or if the target was not wearing any such protections, the target must succeed at a Fortitude save or gain the exhausted condition + + +## TELEPORT SLIP + +**Source** _Starfinder A Light in the Dark pg. 42_(https://paizo.com/products/btq02eah?Starfinder-Adventure-Path-49-A-Light-in-the-Dark) +The weapon’s wielder can teleport adjacent to a different target within 10 feet and make another melee attack against that target at a –4 penalty; this does not require an action. The wielder can benefit from this critical hit effect no more than once per round. + + +## WOUND + +**Source** _Starfinder Core Rulebook pg. 182_(https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Roll on Table 7-11: Wounding Weapons. The target must succeed at a saving throw of the listed type (if any) or suffer the listed effect. If the creature lacks a specified location, use the general location. + +| D20 | Location | Save | Effect | +|-------|--------------------|------|------------------------------| +| 1–10 | General | — | Bleed 1d6 | +| 11–13 | Eye (sensory) | Ref | Lost eye, –2 Perception | +| 14–15 | Leg (mobility) | Fort | Severed limb, –10 land speed | +| 16–17 | Arm (manipulation) | Ref | Severed limb, lose a hand | +| 18–19 | Vital organ | Fort | 1d4 Con damage | +| 20 | Brain | Fort | Stunned 1 round | \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Damage.md b/Rules/SF1E/Combat Mechanics/Damage.md new file mode 100644 index 0000000..b637bba --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Damage.md @@ -0,0 +1,32 @@ +--- +aliases: +tags: +--- +# DAMAGE + +# BASIC ATTACK AND DAMAGE BONUSES +For ease of reference, the following are the basic formulas for calculating ranged attack bonuses, ranged damage, melee attack bonuses, and melee damage. Various other bonuses to attacks and damage can apply from class features, feats, special circumstances, and so on. For more information on bonuses, see page 266.  + +# RANGED ATTACK + +Base attack bonus + Dexterity modifier – any range penalty (see page 245)  + +# RANGED ATTACK WITH A THROWN WEAPON + +Base attack bonus + Strength modifier – any range penalty (see page 245)  + +# RANGED DAMAGE + +Weapon damage  + +# RANGED DAMAGE WITH A THROWN WEAPON + +Weapon damage + Strength modifier  + +# MELEE ATTACK + +Base attack bonus + Strength modifier  + +# MELEE DAMAGE + +Weapon damage + Strength modifier \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Defining Effects.md b/Rules/SF1E/Combat Mechanics/Defining Effects.md new file mode 100644 index 0000000..f8a3c80 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Defining Effects.md @@ -0,0 +1,271 @@ +--- +aliases: +tags: +--- +# DEFINING EFFECTS +**Source**[_Starfinder Core Rulebook pg. 268_ + +Whether an effect is created by a class feature, spell, or piece of equipment, it usually has factors such as area, duration, and range that are defined using specific game terms, as well as descriptors that indicate its type of power (and that sometimes affect how it works). The following section describes how effects’ areas, descriptors, durations, ranges, and targets work, and it also gives the mechanical definition of line of effect and line of sight—two factors key to determining whether a character can use a spell or piece of equipment effectively. + +# AREA + +**Source** _Starfinder Core Rulebook pg. 268_ +Some effects cover a defined area. Sometimes an effect’s description indicates a specially defined area, but usually an area falls into one of the categories discussed below. Regardless of the shape of the area, you select the point from which the effect originates, but otherwise you don’t control which creatures or objects are affected. The point of origin of an effect is always a grid intersection, meaning the point where four squares touch on a tactical battle map. + +When determining whether a given creature is within the area of an effect, count out the distance from the point of origin in squares, just as you would do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you must count from intersection to intersection. You can count diagonally across a square, but keep in mind that every second diagonal counts as two squares of distance. If the far edge of a square is within the effect’s area, everything within that square is within the effect’s area. If the effect’s area touches only the near edge of a square, however, things within that square are unaffected by the effect. + +## BURST, EMANATION, OR SPREAD + +Most effects with an area function as a burst, an emanation, or a spread. In each case, you select the effect’s point of origin and measure its area from that point. + +## BURST + +A burst effect applies to whatever is in its area when it comes into effect, including creatures that you can’t see. It doesn’t affect creatures with total cover from the burst’s point of origin, and its effects don’t extend around corners. The default shape for a burst effect is a sphere, but some burst effects are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the effect extends. + +## EMANATION + +An emanation effect functions like a burst, except that the effect continues to radiate from the point of origin for the duration of the effect. Most emanations are cones or spheres. + +## SPREAD + +A spread effect extends out like a burst, but it can turn corners. You select the point of origin, and the effect spreads out to a given distance in all directions. The effect can extend around corners and into areas that you can’t see. Calculate distance using the actual distance the effect travels, taking into account turns the effect takes and counting around walls and corners, not through them. You must designate the point of origin for such an effect, but you need not have line of effect (see page 271) to the entirety of the effect’s area. + +## CONE, CYLINDER, LINE, OR SPHERE + +Most effects with an area have a particular shape. + +## CONE + +A cone-shaped effect extends away from you in a quartercircle in the direction you designate. It starts from any corner of your square and grows wider as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners. + +## CYLINDER + +With cylinder-shaped effects, you select the effect’s point of origin. This point is the center of a horizontal circle at a height designated in the effect’s description, and the effect drops down from the circle, filling a cylinder. A cylinder-shaped effect ignores any obstructions within its area. + +## LINE + +A line-shaped effect extends away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect (see page 271). A line-shaped effect applies to all creatures in squares through which the line passes. + +## SPHERE + +A sphere-shaped effect expands from its point of origin to fill a spherical area. Spheres can be bursts, emanations, or spreads. + +## SHAPABLE (S) + +If an area or effect entry ends with “(S),” you can shape the effect. A shaped effect or area can have no dimension smaller than 10 feet. The “areas” of many effects are given as cubes to make it easy to model irregular or three-dimensional shapes. Three-dimensional volumes are most often needed to define areas and effects in space. + +## OTHER + +An effect can have a unique area, as defined in its description. + +# AREAS WITH TARGETS + +Some effects have areas that target creatures or objects within the specified area. Unlike for targeted effects (see Target on page 272), you do not get to select which creatures are affected; the effect affects all creatures or objects of some kind in the specified area. + +If an effect restricts which targets are affected (for example, it affects only living creatures), then creatures in the effect’s area that are not of the appropriate type do not count against the number of creatures affected. + +## SUBJECTS OF EFFECTS + +If an effect targets creatures or objects directly, the result travels with the subjects for the effect’s duration. If an effect targets an area, it stays within that area for its duration; creatures become subject to the effect when they enter the area but are no longer subject to it when they leave. + +# DESCRIPTORS + +**Source** [_Starfinder Core Rulebook pg. 269_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +A descriptor is a term that helps define an item, a spell, or another effect in some way. Some effects have more than one descriptor, each of which further refines the ways the effect works and interacts with the world around it, while others have none. Even equipment sometimes has descriptors. + +The descriptors are as follows: acid, air, calling, chaotic, charm, cold, compulsion, creation, curse, darkness, death, disease, earth, electricity, emotion, evil, fear, fire, force, good, healing, language-dependent, lawful, light, mind-affecting, pain, poison, radiation, scrying, sense-dependent, shadow, sonic, summoning, teleportation, and water. + +Most of these descriptors have no game effect by themselves; they instead describe how spells or effects interact with certain other spells or effects. Some descriptors provide additional information about how the effect to which they are attached operates, as defined below. + +## CALLING + +A calling effect transports a creature from another plane to the plane you are on. The effect grants the creature the one-time ability to return to its plane of origin, although the effect might limit the circumstances under which this is possible. Creatures who are called die if they are killed on the new plane. A called creature can’t be dispelled, even if it was called by magical means. + +## CHARM + +A charm effect changes how the subject views you. This gives you the ability to befriend and suggest courses of action to another creature, but its servitude is not absolute or mindless. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world. + +A charmed creature retains its original [[Alignment, Infinite Worlds]] and allegiances, generally with the exception that it now regards the person who charmed it as a dear friend and gives great weight to that character’s suggestions and directions. A charmed creature does not volunteer information or tactics that its master doesn’t ask for. A charmed creature never obeys a command that is obviously suicidal or grievously harmful to it. + +A creature fights friends it had before being charmed only if they threaten its new friend. Even then, it uses the least lethal means at its disposal, for it wishes to resolve the conflict without causing real harm. + +A charmed creature can attempt an opposed Charisma check against its master in order to resist instructions or commands that would make it do something it wouldn’t normally do even for a close friend. If it succeeds at this check, it decides not to go along with that particular order but remains charmed. If the creature’s master commands it to perform an action that the creature would be vehemently opposed to, it can attempt a new saving throw to break free of its master’s influence altogether. + +If a charmed creature is openly attacked by the character who charmed it or by that character’s apparent allies, it is automatically freed of the spell or effect. + +## COMPULSION + +A compulsion effect overrides the subject’s free will in some way, forcing the subject to act in some manner or changing the way its mind works. + +## CREATION + +A creation effect manipulates matter to create an object or creature in the place the creator designates. If the effect has a duration other than instantaneous, magic or some other energy holds the creation together, but when the duration ends, the created creature or object vanishes without a trace. If the effect has an instantaneous duration, the created object or creature does not depend on any outside energy for its existence, so it lasts indefinitely once created. + +## FORCE + +A force effect deals full [[Damage]] to incorporeal creatures and blocks their movement. It also blocks the sense through ability. + +## LANGUAGE-DEPENDENT + +A language-dependent effect uses intelligible language (either audible, visual, or telepathic) as a medium for communication. If you cannot communicate with the target or the target cannot understand what you are communicating, the effect fails to affect that target. + +## MIND-AFFECTING + +A mind-affecting effect works only against creatures with an Intelligence score of 1 or higher. + +## PAIN + +A pain effect causes unpleasant sensations but not permanent physical [[Damage]]. Creatures that are immune to effects that require a Fortitude save are immune to pain effects. + +## SCRYING + +A scrying effect creates an invisible magical sensor that sends you information while the effect lasts. Unless noted otherwise, the sensor has the same sensory abilities that you have naturally, but not any sensory abilities you gain from other spells or technology. The sensor is a separate, independent source of sensory input for you, and thus it functions normally even if you have been [[blinded]] or [[deafened]] or otherwise suffer sensory impairment. + +A creature can notice a scrying sensor with a successful Perception check (DC = 20 + the spell or effect’s level). The sensor can be dispelled as if it were an active spell. Lead sheeting, force fields, and some exotic materials and magical protections block scrying effects; if that is the case, you can sense that the effect has been blocked. + +## SENSE-DEPENDENT + +A sense-dependent effect has either audible or visual elements, requiring sight or hearing to have any effect. For this kind of effect to affect that target, you must be able to either see or hear the target, and the target must be able to either see or hear you. + +## SHADOW + +A shadow effect creates something that is partially real from an amalgamation of extradimensional energy. [[Damage]] dealt by a shadow effect is real. + +## SUMMONING + +A summoning effect instantly brings a creature or object to a place you designate. When the effect ends or is dispelled, a summoned creature is instantly sent back to where it came from (typically another plane, but not always), but a summoned object is not sent back unless the effect description specifically indicates otherwise. A summoned creature also goes away if it is killed or if its Hit Points drop to 0, but it is not really [[dead]]. It takes 24 hours for the creature to reform in the place from which it was summoned, during which time it can’t be summoned again. + +When a summoning effect ends and the summoned creature disappears, all spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have. + +## TELEPORTATION + +A teleportation effect involves instantaneous travel through the Astral Plane (see page 471). Anything that blocks astral travel also blocks teleportation unless the specific effect notes otherwise, and teleportation effects work within the Drift. + +# DURATION + +**Source** [_Starfinder Core Rulebook pg. 270_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +An effect’s duration tells you how long the effect lasts. If a spell, ability, or item has a specific duration and creates one or more effects, those effects last for the duration unless the specific effect notes otherwise. + +Sometimes an effect is suppressed without being negated or dispelled. When this happens, the effect’s duration is unchanged. It still ends at the same time it would have ended if it had not been suppressed. + +## TIMED DURATIONS + +Durations are usually measured in rounds, minutes, hours, days, or other increments. When the time of the effect’s duration is up, the energy or force empowering the effect goes away and the effect ends. If an effect’s duration is variable, the duration is rolled secretly by the GM so you don’t know how long the effect will last. + +Whenever an effect’s duration is expressed in a standard unit that measures time, such as hours, days, or even years, it refers to those units as expressed in Pact Standard Time. Under this scheme, a day has 24 hours of 60 minutes each, and a year has 365 days (or 52 weeks). For more information about time and similar concepts in Starfinder, see Time on page 430. + +## INSTANTANEOUS + +The effect comes and goes the instant it is created, though its consequences might last longer. + +## PERMANENT + +The effect remains until is undone through some method, such as by _dispel magic_ for permanent spells. + +## CONCENTRATION + +When an effect has a duration of concentration, the effect lasts as long as you concentrate on it. Concentrating to maintain an effect is a standard action. Any factor that could break your concentration while you are performing activities that require focus (such as casting a spell) can also break your concentration while you’re maintaining an effect, causing the effect to end. See Concentration and Interrupted Spells on page 331 for more details. You can neither use an effect that requires concentration nor cast a spell while concentrating on an effect. Some effects last for a short time after you cease concentrating—typically 1 round per level, though individual effects may vary as noted in their descriptions. + +## DISCHARGE + +Occasionally an effect lasts for a set duration, or until it is triggered or discharged. + +## TOUCH EFFECTS AND HOLDING THE CHARGE + +Some effects, most notably spells, have a range of touch (see Range below) and require an action to activate. In most cases, if you don’t discharge a touch effect on the round you create it, you can postpone the discharge of the effect (also known as holding the charge) indefinitely. You can make touch attacks round after round until the effect is discharged. If you make any other attack, activate another ability, or cast a spell during this time, the touch effect dissipates. + +Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell. + +## DISMISSIBLE (D) + +If the duration of a spell or effect ends with “(D),” you can dismiss the effect at will as a standard action. You must be within range of the effect and be able to fulfill the same conditions required to create the effect—such as being able to concentrate to cast a spell or having access to the equipment that created the effect— though you do not actually need to spend the appropriate action. An effect that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the effect is to stop concentrating on your turn. + +# LINE OF EFFECT + +**Source** [_Starfinder Core Rulebook pg. 271_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If a weapon, spell, ability, or item requires an attack roll and has a range measured in feet, it normally requires that you (or whoever or whatever is using the ability) have a line of effect to the target to be effective (subject to GM discretion). A line of effect is a straight, unblocked path that indicates what an attack or ability can affect. A line of effect is blocked by a solid barrier that can stop the effect in question (such as a wall, for most effects), but it is not blocked by purely visual restrictions (such as smoke or darkness). You cannot have line of effect that exceeds planetary range, unless otherwise indicated. + +You must have a clear line of effect to any creature or object you wish to target or to any space in which you wish to create an effect without an area. For effects with an area, you must have a clear line of effect to the point of origin of the effect. An effect that is a burst, cone, cylinder, or emanation affects only an area, creature, or object within line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, the center point of a cylinder’s circle, or an emanation’s point of origin). For definitions of these specific terms, see Area on page 268. + +If you have a line of effect to some of a target’s space but not all of it, the target has cover (see pages 253–254 for more information about cover). Additionally, an otherwise solid barrier with a hole of at least 1 square foot through it may grant cover rather than total cover against an effect, at the GM’s discretion. + +# LINE OF SIGHT + +**Source** [_Starfinder Core Rulebook pg. 271_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Line of sight is a straight, unblocked path that indicates what you can see. Line of sight is like line of effect, except factors that limit normal vision, such as fog, darkness, and total concealment, can block line of sight. If you can’t see a target for any reason, you do not have line of sight to it, and thus you cannot use effects that require you to have line of sight. You cannot have line of sight that exceeds planetary range unless otherwise indicated. + +# RANGE + +**Source** [_Starfinder Core Rulebook pg. 271_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +An effect’s range indicates how far from you it can reach. An effect’s range is the maximum distance from you that the effect can occur, as well as the maximum distance at which you can designate the effect’s point of origin. If any portion of the effect’s area would extend beyond this range, that area is wasted. If a range is based on level, this means caster level for spells, class level for class features, and item level for weapons and equipment. Standard ranges include the following. + +## PERSONAL + +An effect with a range of personal is limited to and affects your person only. + +## TOUCH + +If an effect has a range of touch, you must touch a creature or object to affect your target, which requires you to hit with a melee attack roll (against EAC unless the effect says otherwise) if you are touching an unwilling target. A touch effect that deals damage can score a critical hit just as a weapon can. Some touch effects allow you to touch multiple targets. You can touch up to six willing or unconscious targets as part of the activation of such an effect, but all targets of the effect must be touched in the same round that you finish activating the effect. If the effect allows you to touch targets over multiple rounds, touching up to six creatures is a full action. + +## CLOSE + +An effect with a range of close reaches as far as 25 feet + 5 feet for every 2 levels you have. + +## MEDIUM + +An effect with a range of medium reaches as far as 100 feet + 10 feet per level you have. + +## LONG + +An effect with a range of long reaches as far as 400 feet + 40 feet per level you have. + +## PLANETARY + +An effect with a range of planetary can reach anywhere on the same planet. This also covers targets in orbit around the planet, such as moons and artificial satellites. + +## SYSTEM-WIDE + +An effect with a range of system-wide can reach anywhere in the same solar system. + +## PLANE + +An effect with a range of plane can reach anywhere in the same plane of existence. + +## UNLIMITED + +Some effects, mostly high-level spells, can reach anywhere, even onto other planes. Effects with ranges of unlimited are often very powerful, and they can be difficult or impossible to access until you reach a high level. + +## RANGE EXPRESSED IN FEET + +Some effects have no standard range category, just a range expressed in feet. In this case, the specific effect lists exactly how far its range extends. + +## RANGE INCREMENT + +Some effects, especially weapons, have a range increment. The weapon can generate an effect at many multiples of this range, but you take penalties if the target is more than one range increment away (see Range and Penalties on page 245). + +# TARGET + +**Source** [_Starfinder Core Rulebook pg. 272_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Some effects have a target or targets. You use these effects on creatures or objects, as defined by the effect itself. You must have line of effect (see page 271) to the target or targets of an effect you wish to use, and you must specifically choose the target or targets. If the effect takes a certain amount of time to activate (such as the casting time of a spell), you do not have to select your target or targets until you finish activating the effect. + +For example, if you decide to cast a spell that would affect multiple creatures, you need not choose exactly which creatures it affects until you are done casting it and the spell is about to go into effect. This allows you to avoid casting spells or imposing effects on creatures that might have been taken out of a fight or otherwise incapacitated in the interim between your decision to cast a spell and when you’ve finished casting it and it’s ready to take effect. + +Some effects restrict which targets can be selected. If an effect targets living creatures, it affects all creatures other than constructs and undead—in other words, biological or technobiological creatures that are alive. (Artificially created beings that are not undead or constructs are considered living for this purpose.) If an effect targets willing or unconscious targets, it affects only those creatures who wish to be affected by it. A creature can declare itself a willing target at any time (even if it’s flat-footed or it isn’t that creature’s turn); this does not use up an action and simply requires, for example, a player to inform another player that his character is a willing target. Other effects allow you to target other categories of creatures or items, such as effects that can specifically target a construct, corpse, or object. + +Some effects allow you to redirect the effect to new targets or areas after you activate it. Redirecting an effect is a move action that does not provoke attacks of opportunity. + +## EFFECTS WITH ATTACK ROLLS + +Some targeted effects require an attack roll to hit their target. These effects can score critical hits just as weapons can, and when they do, they deal double damage on a critical hit. + +If a targeted effect that requires an attack roll lists a duration, it refers to how long the effect lasts on the target (if the attack roll is successful), not how long you have to make an attack. + +# ABILITIES AND SPELL EFFECTS ON LARGE VEHICLES + +Most vehicles interact with abilities and spells normally; the effects of an explosive blast on an exploration buggy can be determined using the typical rules, for example. + +However, if you are on an exceptionally large vehicle, such as a sizable aircraft or a starship, the vehicle effectively becomes a type of terrain, and it interacts with the effects of abilities and spells differently. The GM is the final arbiter of what type of vehicle classifies as terrain, but examples include airships, mobile factory crawlers, ocean liners, space stations, starships, trains, or any vehicle larger than a typical creature that is size Colossal or larger. + +Consult the following guidelines when using abilities or casting spells on vehicles classified as terrain. For the purposes of abilities and spells, exceptionally large vehicles are not considered objects; instead, their various component parts (bulkheads, consoles, walls, etc.) are considered objects. In general, abilities or spells with a stationary or immovable effect (such as _wall of force_, _zone of truth_, or the entrance to an Akashic mystic’s memory palace) or spells that are anchored to a vehicle (such as _wall of steel_) move with a vehicle and are not fixed to the physical spot where they are used or cast. In this way, effects that originate from a character on a terrain-sized vehicle and target an area on that vehicle move with the vehicle, instead of manifesting in a static spot that the vehicle quickly outpaces. + +Beyond these guidelines, the exact effects of an ability or spell that originates from a character on an exceptionally large vehicle are up to the GM. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Flanking.md b/Rules/SF1E/Combat Mechanics/Flanking.md new file mode 100644 index 0000000..19bfd85 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Flanking.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# FLANKING + +**Source** Starfinder Core Rulebook pg. 254 +When making a melee attack, you gain a +2 bonus to attack rolls if your opponent is threatened (see page 255) by another creature on its opposite border or opposite corner. Only a creature that threatens the opponent can grant this bonus, and your bonus from flanking can never be higher than +2. Creatures with a reach of 0 feet can’t flank an opponent. + +When in doubt about whether two characters who threaten an opponent flank it, trace a line between the two attackers’ centers. If the line passes through opposite borders or corners of the opponent’s space, then the opponent is flanked. + +**Exception**: If a creature takes up more than one square, it gets the flanking bonus if any square it occupies counts for flanking. diff --git a/Rules/SF1E/Combat Mechanics/Healing, Injury _ Death.md b/Rules/SF1E/Combat Mechanics/Healing, Injury _ Death.md new file mode 100644 index 0000000..32d1853 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Healing, Injury _ Death.md @@ -0,0 +1,152 @@ +--- +aliases: +tags: +- healing +- death +- stamina +- resolve +--- + +# INJURY & DEATH + +Your Hit Points (HP) measure how hard you are to kill. No matter how many Hit Points you lose, you aren’t hindered in any way until your Hit Points drop to 0. In addition, you have Stamina Points (SP) that work like Hit Points but replenish more easily, and you have Resolve Points (RP), which you can use to keep yourself from walking through death’s door. See page 22 for more about Resolve Points. + +# TAKING DAMAGE + +**Source** _Starfinder Core Rulebook pg. 250_ +The most common way that your character gets hurt is to take damage and lose Stamina Points or Hit Points. + +## STAMINA POINTS + +Stamina Points represent the ability to turn a serious blow into a less serious one or to shrug off some attacks through sheer toughness. They act as a buffer that absorbs damage before it starts to deplete your Hit Points. When you take damage, you lose Stamina Points first, then you subtract any leftover damage from your Hit Points. If a creature doesn’t have Stamina Points, damage is subtracted directly from its Hit Points. + +## HIT POINTS + +Hit Points measure your ability to take physical punishment and keep going. Running out of Hit Points can be deadly. + +## EFFECTS OF HIT POINT DAMAGE + +Damage doesn’t affect you until your current Hit Points reach 0. If you take damage to your Hit Points equal to or greater than the Hit Points you have remaining, you are reduced to 0 HP, and you’re knocked unconscious and dying (see below). It doesn’t matter how many Stamina Points you later regain (see Recovering Stamina Points on page 251) if you’re out of Hit Points. You can’t be reduced to fewer than 0 HP (however, see Massive Damage below). + +For example, suppose Navasi has 17 HP and 1 SP. She takes 12 damage, is now at 6 HP and 0 SP, and can function normally. On the next enemy’s turn, that enemy deals 15 damage to her, reducing Navasi to 0 HP. Navasi falls unconscious and is dying. + +## MASSIVE DAMAGE + +If you take damage from a single attack that reduces you to 0 HP and there is damage remaining, you die instantly if the remaining damage is equal to or greater than your maximum Hit Points. If you take damage from a single attack equal to or greater than your maximum Hit Points while you have 0 current HP, you die. + +Suppose Navasi has a maximum of 22 HP, but she currently has 5 HP and 0 SP. She takes 30 damage from an enemy. Navasi is reduced to 0 HP, with 25 damage remaining. Since this damage is greater than her maximum Hit Points, Navasi dies. + +# DYING + +**Source** _Starfinder Core Rulebook pg. 250_ +If your Hit Points reach 0, you are dying. You immediately fall unconscious and can take no actions. + +While dying, you lose 1 Resolve Point each round at the end of your turn. (If your Hit Points reached 0 during your turn, such as from an attack of opportunity you provoked, you do not lose a Resolve Point until the end of your next turn.) This continues until either you die or stabilize (see Stabilizing below). + +# DEAD + +**Source** _Starfinder Core Rulebook pg. 250_ +When your Hit Point total is 0, if you are not stable and you have no Resolve Points remaining but would lose Resolve Points for any reason, you’re dead. If you have 0 RP when you are first reduced to 0 HP, you have 1 round to be healed or stabilized. If you have not been healed or stabilized by the end of your turn on the next round, you’re dead (see page 275 for more details on the dead condition). + +You can also die from taking Constitution ability damage or ability drain equal to your Constitution score or from having a number of negative levels equal to your character level (see Ability Damage, Ability Drain, and Negative Levels on page 252). + +Nonetheless, certain types of powerful magic and technology can restore life to a dead character, such as a 4th-level mystic cure spell or a _raise dead_ spell. + +# MONSTER AND NPC DEATH + +Most monsters and NPCs don’t have Resolve Points, so injury and death work differently for them. A monster or NPC reduced to 0 HP is dead, unless the last bit of damage it took was nonlethal damage (see page 252), in which case it is knocked unconscious. If it is ever important to know exactly when a monster dies, such as if you want to capture the creature alive, the GM can decide that a monster reduced to 0 or fewer Hit Points with lethal damage dies in 3 rounds unless it takes any additional damage or receives healing. If a monster or NPC has Resolve Points, the GM can choose whether the monster dies at 0 HP or if it uses the normal rules for dying and death. + +# STABILIZING + +**Source** _Starfinder Core Rulebook pg. 250_ +There are several ways to stabilize a dying creature, including first aid, healing, and spending Resolve Points. Once stable, you are no longer dying and no longer lose Resolve Points, but you still have 0 Hit Points and are unconscious. + +## FIRST AID + +You can stabilize a dying creature and keep it from losing any more Resolve Points with a successful DC 15 Medicine check. + +## HEALING + +You can stabilize a dying creature and keep it from losing any more Resolve Points with any sort of healing, such as the stabilize spell. Healing that raises a dying creature’s Hit Points to 1 or higher makes it conscious and fully functional again, just as if it had never been reduced to 0 HP. + +## USING RESOLVE POINTS + +If you are dying and have enough Resolve Points, you can use them to stabilize. If you’re stable, you can use Resolve Points to regain consciousness and stay in the fight (see below). + +## STABILIZE + +If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious and at 0 HP. If you don’t have enough Resolve Points remaining, you cannot use this option and continue to lose Resolve Points as normal as per the dying rules. + +## STAY IN THE FIGHT + +If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 RP at the beginning of your turn to regain 1 HP. You are no longer dying, immediately become conscious, and can take the rest of your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 HP and stable, and you cannot regain more than 1 HP in this way. You can’t spend Resolve Points to stabilize and to stay in the fight in the same round. + +## LONG-TERM STABILITY + +If you are unconscious and stable but lack the Resolve Points to stay in the fight, there is a chance you will eventually recover on your own. After 1 hour elapses, you must attempt a Constitution check (see Ability Checks on page 242). If the result of this check is 20 or higher, you regain 1 HP and become conscious again. If the result of the check is at least 10 but less than 20, you don’t regain any Hit Points, but you remain stable and you must attempt another Constitution check 1 hour later. If the result of the check is 9 or lower, you die. You must continue attempting a Constitution check once per hour until you regain consciousness or until you die. After 8 hours, if you have not regained consciousness or died, you regain consciousness and recover 1 HP per character level, as if you had a full night’s rest (see Recovering Hit Points Naturally below). + +If a healer or medic is tending you are while you are unconscious and stable, the attendant can attempt a DC 15 Medicine check each hour before you attempt your Constitution check. If the Medicine check is successful, you gain a +2 bonus to your Constitution check, and if your Constitution check result is less than 10, you treat it as if the result were a 10. + +| Constitution Check Result | Outcome | +|---------------------------|--------------------------------------------| +| 20 or higher | Heal 1 HP, regain consciousness | +| 10–19 | Remain stable, attempt new check in 1 hour | +| 9 or lower | Die | + +# TAKING DAMAGE WHILE DYING OR STABLE + +**Source** _Starfinder Core Rulebook pg. 251_ +While you are dying, if you have any Stamina Points, any damage you take still reduces those first. The first time each round you take Hit Point damage (whether from an attack or from continuous damage, such as from a bleed effect), you lose 1 Resolve Point. At any point after that in the round, if a single source (such as one attack) deals Hit Point damage greater than half your maximum Hit Points but less than your maximum Hit Points, you lose 1 additional RP. As mentioned earlier, if you would lose Resolve Points but have no Resolve Points remaining, you die instantly. If you take damage equal to or greater than your maximum Hit Points from a single attack, you also die instantly. + +If you take damage while unconscious but stable, you are once again dying and no longer stable. + +# HEALING + +**Source** _Starfinder Core Rulebook pg. 251_ +After taking damage, you can recover Hit Points through natural healing or through magical or technological healing. You can’t regain more Hit Points than your maximum Hit Point total. + +## RECOVERING STAMINA POINTS + +You can regain all your Stamina Points by spending 1 RP and taking 10 uninterrupted minutes of rest. After a full night’s rest (8 hours of sleep or more), you regain your Stamina Points automatically. Some special abilities also let you regain Stamina Points. + +## RECOVERING HIT POINTS NATURALLY + +With a full night’s rest (8 hours of sleep or more), you recover 1 HP per character level. Any significant interruption during your rest prevents you from healing that night. + +If you undergo complete bed rest for 24 hours, you recover 2 HP per character level. + +## MAGICAL AND TECHNOLOGICAL HEALING + +Various abilities, devices, and spells can restore Hit Points or increase the recovery rate of your natural healing. Unless otherwise specified, these types of healing restore only Hit Points, not Stamina Points. + +## HEALING LIMITS + +You can never recover more Hit Points than you lost or raise your current Hit Points higher than your maximum Hit Points, nor can you recover more Stamina Points than you lost or raise your current Stamina Points higher than your maximum Stamina Points. + +## RECOVERING FROM ABILITY DAMAGE + +Temporary ability damage heals at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest for 24 hours restores 2 points for each affected ability score. Ability drain does not heal naturally. See Ability Damage, Ability Drain, and Negative Levels on page 252 for more information. + +# TEMPORARY HIT POINTS + +**Source** _Starfinder Core Rulebook pg. 251_ +Certain effects, such as force fields, give you temporary Hit Points. These Hit Points are in addition to your current Hit Points and Stamina Points, and any damage you take is subtracted from your temporary Hit Points first. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal. If the effect that grants the temporary HP ends or is counteracted, any remaining temporary HP go away. + +When temporary Hit Points are lost, they can’t be regained or restored like a character’s normal Hit Points or Stamina Points can be, though some sources of temporary Hit Points have their own rules on how to restore lost temporary Hit Points. + +# NONLETHAL DAMAGE + +**Source** _Starfinder Core Rulebook pg. 252_ +Nonlethal damage represents harm that can knock you out instead of killing you. Some weapons deal only nonlethal damage, while others can be set to deal nonlethal damage when desired. You can deal lethal damage with a nonlethal weapon and vice versa. + +## DEALING NONLETHAL DAMAGE + +Most attacks that deal nonlethal damage work like any other attacks, and they deal damage to your Stamina Points or Hit Points as normal. However, when nonlethal damage would reduce you to 0 or fewer Hit Points, you are reduced to exactly 0 HP and fall unconscious, but you are stable instead of dying. + +## LETHAL DAMAGE WITH A WEAPON THAT DEALS NONLETHAL DAMAGE + +You can use a weapon that deals nonlethal damage to deal lethal damage instead, but you take a –4 penalty to your attack roll. + +## NONLETHAL DAMAGE WITH A WEAPON THAT DEALS LETHAL DAMAGE + +You can use a weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty to your attack roll. diff --git a/Rules/SF1E/Combat Mechanics/Reach _ Threatened Squares.md b/Rules/SF1E/Combat Mechanics/Reach _ Threatened Squares.md new file mode 100644 index 0000000..801b630 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Reach _ Threatened Squares.md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# REACH & THREATENED SQUARES + +Your reach is the distance at which you can attack foes in melee combat. If you are wielding a melee weapon or are otherwise capable of making a melee attack (e.g., if you have your own natural weapons), you threaten all squares into which you can make a melee attack, even when it is not your turn (the exception is unarmed strikes—if you’re making unarmed strikes, you don’t threaten other squares). Generally, that means you threaten all squares adjacent to your space, including diagonally. An enemy that takes certain actions while in a square you threaten provokes an attack of opportunity from you (see page 248). + +A creature’s natural reach refers to its reach in melee combat when it is not wielding a weapon with the reach special property. Small and Medium creatures have a natural reach of 5 feet. When wielding a weapon with the reach special property, you threaten all squares that you can reach with your weapon. This typically extends a Small or Medium creature’s reach to 10 feet. For more about the reach weapon special property, see page 182 in Chapter 7. + +Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares unless using weapons with the reach special property. They must enter an opponent’s square to attack in melee. This movement may provoke an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can thus move past them without provoking attacks of opportunity, and they also can’t flank enemies. + +Creatures that take up more than 1 square of space typically have a natural reach of 10 feet or more. Such a creature usually can make an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. You do not provoke this attack of opportunity if you take a guarded step to approach it. When wielding a weapon with the reach special property, such creatures extend their reach by 5 feet. + +If your reach is 10 feet, you threaten the second square of a diagonal (this is an exception to the normal rule for calculating distance along a diagonal; see Diagonals on page 256 for more information). If your reach is anything other than 10 feet, calculate the diagonal distance of your reach normally. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Reactions.md b/Rules/SF1E/Combat Mechanics/Reactions.md new file mode 100644 index 0000000..1e540f1 --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Reactions.md @@ -0,0 +1,21 @@ +--- +aliases: +tags: +--- +# REACTIONS + +A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. You can’t use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn. + +Unless their descriptions state otherwise, purely defensive reactions interrupt the triggering action: resolve the reaction first, then continue resolving the triggering action. Otherwise, resolve the reaction immediately after the triggering action. + +You gain access to most reactions through feats, items, and class features, but an attack of opportunity is a reaction that is universally available to all characters.  + +# ATTACK OF OPPORTUNITY + +An attack of opportunity is a special melee attack you can make against a target you threaten (usually an adjacent opponent), even if it is not your turn. See Reach and Threatened Squares on page 255 for more details on threatening. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases.  + +- When you threaten a space and the opponent moves or is moved out of that space in any way other than a guarded step (see page 247) or withdraw action (see above), you can use your reaction to make a melee attack against the opponent. +- When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent. +- When the opponent in a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don’t provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it. + +Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Special Properties, Weapons.md b/Rules/SF1E/Combat Mechanics/Special Properties, Weapons.md new file mode 100644 index 0000000..e89424c --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Special Properties, Weapons.md @@ -0,0 +1,526 @@ +--- +aliases: +tags: +--- +Some weapons possess inherent special properties. A weapon’s special properties are listed in the Special column entry in its corresponding weapons table. Details of these special weapon properties appear below. + +# WEAPON SPECIAL PROPERTY AND CRITICAL HIT DCS +Some weapons that explode or cause critical hit effects (see page 182) allow the target to attempt a saving throw. The DC of such a saving throw is typically equal to 10 + half the weapon’s item level + one of your ability modifiers. Unless stated otherwise, the ability modifier corresponds to the ability score you’d normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon). Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon’s range increment. + +--- + +## ANALOG + +**Source** _Starfinder Core Rulebook pg. 180_ +This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds. + + +## ANTIBIOLOGICAL + +**Source** _Starfinder Armory pg. 27_ +An antibiological weapon damages only living targets. Objects and creatures with the unliving special quality, such as robots and undead, are immune to its effects. + + +## ARCHAIC + +**Source** _Starfinder Core Rulebook pg. 180_ +This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel. + + +## AURORA + +**Source** _Starfinder Armory pg. 27_ +When an aurora weapon strikes a target, the creature glows with a soft luminescence for 1 minute. This negates invisibility effects and makes it impossible for the target to gain concealment from or hide in areas of shadow or darkness. + + +## AUTOMATIC + +**Source** _Starfinder Core Rulebook pg. 180_ +In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode. + +When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment. This uses all the weapon’s remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can’t score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks. + +For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds. If more than one creature is equidistant and you don’t have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks. + + +## BLAST + +**Source** _Starfinder Core Rulebook pg. 180_ +This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range. + +For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once. + +Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks. + + +## BLOCK + +**Source** _Starfinder Core Rulebook pg. 181_ +Only melee weapons can have the block special property, which represents some kind of guard or crossbar that can protect you from attacks by a foe you strike in melee. When you successfully strike a target with a melee attack using such a weapon, you gain a +1 enhancement bonus to your AC for 1 round against melee attacks from that target. + + +## BOOST + +**Source** _Starfinder Core Rulebook pg. 181_ +You can charge up a weapon with this special property as a move action. When you do, you increase the weapon’s damage by the listed amount on the next attack you make with the weapon. Boosting expends charges from the weapon equal to its usage value. This increases the weapon’s damage and is multiplied on a critical hit. Boosting a weapon more than once before firing it doesn’t have any extra effect, and the extra charge dissipates if the weapon is not fired by the end of your next turn. + + +## BREACH + +**Source** _Starfinder Armory pg. 27_ +A breach weapon is specifically designed to apply sudden force to doors and walls in an effort to break them. If you are trained in Engineering, as a full action you can use a breach weapon against an adjacent stationary door or wall, or at the GM’s discretion, against a similar adjacent object. An attack with the weapon expends ammunition as normal, but instead of making an attack roll, you attempt a Strength check against the object’s break DC (Core Rulebook 408) and add the breach weapon’s item level to the check. + + +## BREAKDOWN + +**Source** _Starfinder Armory pg. 27_ +A breakdown weapon can be taken apart into multiple small pieces. While broken down, the weapon is treated as especially small or easy to hide for the purpose of Sleight of Hand’s hide object task and can fit into spaces that can typically hold only items of light bulk (including a ysoki’s cheek pouches). It takes 1 minute to take apart or reassemble a breakdown weapon. + + +## BRIGHT + +**Source** _Starfinder Core Rulebook pg. 181_ +Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light. + + +## BUTTRESSING + +**Source** _Tech Revolution pg. 60_ +When activated, this weapon exudes subtle static charges that tightly bind nearby objects to one another, granting them additional resilience from incoming attacks. After you make an attack with this weapon, you: increase the AC bonus you gain from cover by 1, increase the hardness of objects within 5 feet of you by an amount equal to 1/4 × the weapon’s item level, and gain a +1 bonus to your KAC to resist combat maneuvers. These benefits last until you move or until the beginning of your next turn, whichever comes first. Objects that are moved from their space lose this benefit immediately. The effects of multiple buttressing weapon attacks don’t stack with each other. + + +## CLUSTER + +**Source** _Starfinder Armory pg. 27_ +A cluster weapon is a form of grenade launcher that can fire a single grenade or (if loaded with appropriate grenades) can expend two identical grenades as a single attack. In the latter case, the grenades act as a single grenade of the same type (with a single attack roll, dealing damage only once, and so on), except its radius is increased by the listed amount listed and the save DC of any effects created by the grenade is calculated using the cluster weapon’s item level if it is higher than the grenade’s item level. Attempting to fire two nonidentical grenades results in an error code and the weapon does not fire. + + +## CONCEAL + +**Source** _Starfinder Armory pg. 27_ +A weapon with the conceal special property is considered especially small or easy to hide for purposes of Slight of Hand’s hide object task, granting you a +4 circumstance bonus to skill checks to hide object. + + +## DECONSTRUCT + +**Source** _Starfinder Armory pg. 27_ +The target of a weapon with the deconstruct special property takes the listed amount of acid damage every round until the target succeeds at a Reflex save to end the damage. This functions as the burning condition, except as noted and that the ongoing damage is also ended if the target takes any amount of electricity damage. + + +## DEFLECT + +**Source** _Starfinder Armory pg. 27_ +A weapon with the deflect special property generates both an energy and a kinetic effect, which allows you to use it with the Deflect Projectiles feat (if you have it) to counter both kinetic and energy ranged attacks. + + +## DISARM + +**Source** _Starfinder Core Rulebook pg. 181_ +When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll. + + +## DOUBLE + +**Source** _Starfinder Armory pg. 27_ +A double weapon has two different weapons placed end to end so you can attack with either easily without changing your grip. For the purpose of the Multi-Weapon Fighting feat, a double weapon is treated as two or more operative melee weapons. A double weapon is not treated as an operative weapon for any other purpose unless it has the operative weapon special property. + +Some double weapons have ends that deal different damage types. When making a single attack with such a weapon, you can choose which damage type to deal, but if you make more than one attack in the same round, at least one of those attacks must be made with the second damage type. The weapon category of a double weapon that deals more than one damage type is based on the first damage type listed. If its second damage type causes it to be considered a different weapon category when dealing that damage, that category is listed in parentheses. For example, a double weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “double (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category. + + +## DRAIN CHARGE + +**Source** _Starfinder Armory pg. 27_ +When a weapon with the drain charge weapon special property hits an enemy that has a natural attack that deals electricity damage (an attack not dependent on armor upgrades, spells, spell-like abilities, or carried weapons or equipment), it siphons off some of that target’s inherent electricity and regains the number of charges listed in the weapon’s usage entry. + + +## ECHO + +**Source** _Starfinder Armory pg. 27_ +An echo weapon establishes a lingering sonic resonance within a target. A creature with blindsense or blindsight (vibration or sound) can detect a target hit by an echo weapon at a distance of up to 10 × its normal range. This does not grant blindsense or blindsight to creatures that do not already have this ability. + + +## ENTANGLE + +**Source** _Starfinder Core Rulebook pg. 181_ +A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition. + + +## EXPLODE + +**Source** _Starfinder Core Rulebook pg. 181_ +Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. If you score a critical hit, it applies only to the creature closest to the targeted intersection (you choose the creature if several are equally close). Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries. + + +## EXTINGUISH + +**Source** _Starfinder Armory pg. 27_ +You can expend all remaining charges of this weapon (even if it has only a single charge or use) as a swift action to remove the burning condition from yourself or an adjacent creature, or to quench the flames in 1 square. If the weapon affects an area, it extinguishes all flames in that area (including ending the burning condition for all targets fully within the area). Extinguishing flames does not prevent the area from catching fire again, especially if flames survive nearby. + + +## FEINT + +**Source** _Starfinder Armory pg. 28_ +When using this weapon to feint (Core Rulebook 247), you gain a +2 circumstance bonus to your Bluff check. + + +## FIERY + +**Source** _Starfinder Armory pg. 28_ +Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) and counts as a weapon with the explode special property against creatures with swarm defenses. If fiery ammunition is used in a weapon that already deals half fire damage (such as a weapon with the flaming weapon fusion), on a critical hit, all the damage dealt is fire damage. At the GM’s discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder. + + +## FIRST ARC + +**Source** _Starfinder Armory pg. 28_ +A weapon with the first arc special property always generates an electrical arc, per the critical hit effect whenever it hits a target. + + +## FLEXIBLE LINE + +**Source** _Starfinder Armory pg. 28_ +A flexible weapon generates lines of effect at a distance from the user. Choose two points, both of which must be within the weapon’s first range increment. The weapon’s effect extends from one point to the other. Other than this placement, resolve the attack per the line weapon special property. + + +## FORCE + +**Source** _Starfinder Armory pg. 28_ +A force weapon is treated as having the force descriptor, which can cause it to interact differently with some targets (as defined by the targets’ special rules). Force weapons deal kinetic damage but still target EAC. + + +## FREE HANDS + +**Source** _Starfinder Armory pg. 28_ +A free hands weapon is unbalanced or otherwise awkward to use. This difficulty in using the weapon can be negated by moving the listed number of hands that are not holding anything or being used for any other purpose as counterweights. You wield a free hands weapon using the normal number of hands, but if you have the listed number of free hands available while wielding it, the weapon is not considered unwieldy. For example, a kasatha wielding a flame spinner in two of her hands while her other two hands remain empty treats the weapon as though it does not have the unwieldy weapon special property. + + +## FUELED + +**Source** _Starfinder Armory pg. 28_ +A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the powered weapon special property, except it uses petrol as a fuel source instead of a battery. Unlike a battery, petrol is permanently expended upon use and must be purchased rather than recharged. + + +## GRAPPLE + +**Source** _Starfinder Armory pg. 28_ +When wielding a grapple weapon, you can use it to perform a grapple combat maneuver without having your hands free. When you do so, you gain a +2 bonus to the attack roll, and if you roll a natural 20 on the attack roll, you apply the weapon’s critical hit effect (if any) to the target. + + +## GRAVITATION + +**Source** _Starfinder Armory pg. 28_ +When you hit a target with a gravitation weapon, you can move that target the listed distance either toward you or away from you unless it succeeds at a Reflex save (DC = 10 + 1/2 weapon’s item level + your Dexterity bonus). If this movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving, but it does not fall prone or take damage. If the movement would push the target off a cliff, into a trap, or otherwise move it into an area of obvious danger, the target must succeed at a second Reflex saving throw to stop its movement or be moved into the dangerous space. Movement caused by a gravitation weapon does not trigger attacks of opportunity. + + +## GUIDED + +**Source** _Starfinder Armory pg. 28_ +A guided weapon uses a signal along with wireless telemetry, magnetic guidance, or another means of guiding its payload after the weapon has been fired. When you take a move action to aim the weapon and then fire it on the same turn (including doing so with a sniper weapon), your target does not gain the bonus to AC provided by cover, partial cover, or soft cover. Improved cover and total cover still confer their bonuses normally. + + +## HARRYING + +**Source** _Starfinder Armory pg. 28_ +A harrying weapon produces exceptionally distracting bursts of fire. When you take the harrying fire action with this weapon, you gain a +2 insight bonus to your attack roll. + + +## HEALING + +**Source** _The Liberation of Locus-1 pg. 59_ +A healing weapon, which must be an energy weapon, can deliver restorative energy. You can set the weapon to heal mode (or reset it to normal mode) as a move action. While in healing mode, if the healing weapon hits a creature, roll dice equal to the weapon’s damage; Weapon Specialization, an operative’s trick attack, and other effects that increase damage don’t apply. The creature recovers Hit Points equal to the amount rolled, minimum 1. Reduce healing by half for constructs and undead; objects are unaffected. A critical hit with a healing weapon doesn’t increase the healing or have a critical hit effect. A healing weapon used in healing mode expends twice the usual number of charges, and a battery used in a healing weapon can’t be recharged. + + +## HOLY WATER + +**Source** _Starfinder Armory pg. 28_ +A holy water weapon is infused with the blessings of one or more good-aligned deities (most commonly Hylax, Iomedae, or Sarenrae within the Pact Worlds, though devoted followers of any good-aligned deity could create such weapons). It damages only undead (regardless of alignment) and outsiders with the evil subtype, and even those creatures suffer no effect (and show no sign of their nature if it is not already obvious) with a successful saving throw. Crafting a holy water grenade requires the blessing of formally trained priests of a good deity, though a character of any alignment can do the actual crafting. + + +## HYDRODYNAMIC + +**Source** _Interstellar Species pg. 119_ +This weapon can be thrown underwater effectively, taking no penalty to attack rolls or damage for underwater combat. + + +## IGNITE + +**Source** _Starfinder Armory pg. 29_ +Weapons with the ignite special property use an accelerant to start small, intense fires on their targets. A target hit by a weapon with this special property must succeed at a Reflex save (DC = 20 + 1/2 the item’s level + your Dexterity bonus) or gains the burning condition with the listed amount of damage. Gaining the burning condition multiple times from the ignite special property does not increase your burning damage—you take only the highest listed ignite damage each round. A character who gains the burning condition through other means (such as the burn critical effect, even from a weapon with ignite) does add that damage to her burning damage each round. Ending the burning condition ends burning from all sources. + + +## INDIRECT + +**Source** _Starfinder Armory pg. 29_ +An indirect weapon uses a wireless signal along with a multistage firing system, internal telemetry, bimetallic fluctuation, magnetic guidance, or some other system to make it appear as if a shot from the weapon had been fired from a different location. This reduces the penalty to Stealth checks for sniping by 10. + + +## INJECTION + +**Source** _Starfinder Core Rulebook pg. 181_ +This weapon or its ammunition can be filled with a drug; a contact, ingested, inhaled, or injury poison; or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons. + +## INTEGRATED + +**Source** _Starfinder Armory pg. 29_ +An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade. + + +## LINE + +**Source** _Starfinder Core Rulebook pg. 181_ +This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). + + +## LIVING + +**Source** _Starfinder Armory pg. 29_ +Unlike simpler forms of biotech, a living weapon is not just organic material—it’s actually a simple living organism. The core function of a living weapon is based on the same scientific principles as manufactured weapons, but come about as part of its natural development and body function. + +A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless. + +If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon. + + +## LOCKDOWN + +**Source** _Pact Worlds pg. 192_ +A construct reduced to 0 Hit Points by a lockdown weapon is not destroyed but simply immobilized until it regains 1 or more Hit Points. + + +## MIND-AFFECTING + +**Source** _Starfinder Armory pg. 29_ +A mind-affecting weapon affects only creatures with minds; targets that are immune to mind-affecting effects are immune to this weapon. The damage from mind-affecting weapons is normally untyped, in which case it is affected by the same things that affect damage from the spell mind thrust. For example, if a creature was immune to mind thrust, it would also be immune to untyped damage from a mind-affecting weapon. + + +## MINE + +**Source** _Starfinder Armory pg. 29_ +A weapon with the mine special property is able to modify the ammunition fired from it to delay the detonation of its ordnance. Ammunition fired from this weapon (typically a grenade or mini-rocket) lands at the target grid intersection intact, detonating only when a creature moves into an adjacent square, or automatically detonating after 1d6+1 rounds have passed. + + +## MIRE + +**Source** _Starfinder Armory pg. 29_ +A mire weapon has a defined area (generally a radius) that it temporarily turns into difficult terrain. Only a surface can be turned into difficult terrain (you can’t use a mire weapon to create difficult terrain in midair, for example), and the difficult terrain affects only the climb speed and land speed of creatures in the area. + + +## MODAL + +**Source** _Starfinder Armory pg. 29_ +A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category. + + +## NONLETHAL + +**Source** _Starfinder Core Rulebook pg. 181_ +This weapon deals nonlethal damage. See page 252 for more information on how nonlethal damage works. + + +## OPERATIVE + +**Source** _Starfinder Core Rulebook pg. 181_ +An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property. + + +## OPERATIVE + +**Source** _Starfinder Armory pg. 41_ +Lightweight and versatile, operative weapons take many forms, and they prove particularly effective in the hands of a trained combatant. An operative can use the trick attack class feature with a weapon that has the operative special property, and any character can add her Dexterity modifier rather than her Strength modifier to melee attack rolls with these weapons. + + +## PENETRATING + +**Source** _Starfinder Core Rulebook pg. 181_ +A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level. + + +## POLARIZE + +**Source** _Starfinder Armory pg. 29_ +A weapon with the polarize special property briefly builds up a polarized charge in a target. When striking a target multiple times with a weapon with the polarize special property in the same round, damage from each such strike after the first is increased by the listed amount. This resets at the beginning of your next turn. + +## POWERED + +**Source** _Starfinder Core Rulebook pg. 181_ +A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute. + +As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169). + + +## PROFESSIONAL + +**Source** _Starfinder Armory pg. 30_ +A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential. When using a professional weapon, you gain a +2 insight bonus to checks with the listed Profession skill (or to checks with similar skills that could reasonably use that weapon as part of the profession, subject to the GM’s discretion). If you have a number of ranks in the listed Profession skill equal to the item level, you are considered proficient with that weapon, even if you would not normally be. This proficiency never counts toward prerequisites of any kind. + + +## PROPEL + +**Source** _Drift Crisis pg. 50_ +These weapons move affected targets the listed distance away from the origin point of the effect. A target that succeeds at a Reflex save (DC = 10 + 1/2 the weapon’s item level + the wielder’s Dexterity modifier) isn’t moved. If the movement would cause the target to move through a wall, object, or another barrier, the target creature stops moving and falls prone. + + +## PUNCH GUN + +**Source** _Character Operations Manual pg. 123_ +A punch gun weapon is a small ranged weapon outfitted with a pressure-sensitive firing mechanism that is affixed to a glove or a similar item. Unlike most ranged weapons, which discharge when a trigger is pulled, a punch gun fires when sufficient pressure is placed upon its barrel. All punch gun projectile weapons have a range equal to their wielder’s natural reach. Although these are ranged attacks, they do not provoke attacks of opportunity. + + +## QUICK RELOAD + +**Source** _Starfinder Core Rulebook pg. 182_ +You can reload this weapon as part of the same action as firing it, instead of taking a move action to reload. + + +## RADIOACTIVE + +**Source** _Starfinder Armory pg. 30_ +A radioactive weapon contains unstable radioactive components. When the wielder rolls a natural 1 on an attack roll, she is exposed to dangerous radiation and must succeed at a Fortitude save or be inflicted with radiation sickness. (For radioactive blast weapons, the user must attempt a Fortitude save if any of the attacks are a natural 1). This is considered a low level of radiation. The DCs for this save and the disease are each equal to the weapon’s critical hit DC. + + +## REACH + +**Source** _Starfinder Core Rulebook pg. 182_ +Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information. + + +## RECALL + +**Source** _Starfinder Armory pg. 30_ +A recall weapon is keyed to a wristband or another small device worn by the wearer (which does not count against the maximum of two worn magic or hybrid items). If you throw a recall weapon and your attack misses, the weapon returns to you at the end of your turn. + +## RELIC + +**Source** _Tech Revolution pg. 64_ +A relic can be sold for 100% of the item’s price, like trade goods. A relic can’t be crafted without a specific (often long-lost) formula, and doing so often requires difficult-to-acquire materials. Even then, it’s rarely possible to recreate more than a few relics before expending the materials, depleting the required tools, or irrevocably warping the blueprints. A relic that becomes understood well enough to be reproduced, standardized, and mass-marketed might lose its relic status. +Weapon relics are abstruse devices discovered under mysterious circumstances. Unlike normal weapons, relic weapons don’t come fully loaded with ammunition unless noted, or unless they have some other indicated reloading method. They’re all treated as uncategorized weapons and are prone to unexpected backlash: on any attack roll of a natural 1, the user must succeed at a Reflex save (DC = 15 + 1-1/2 the weapon’s level) or else the weapon deals damage to the user rather than the target. (Alternately, relics might use critical fumbles, from the Starfinder Critical Fumble Deck, even if those rules aren’t otherwise used in a campaign). + + +## REPOSITION + +**Source** _Near Space pg. 148_ +When you attempt a reposition combat maneuver with this weapon, you gain a +2 bonus to your attack roll. + + +## SCRAMBLE + +**Source** _Drift Crisis pg. 107_ +A weapon with the scramble special property disrupts a creature’s telepathic or hive mind abilities briefly. When a creature takes damage from a weapon with the scramble property, that creature must succeed at a Fortitude save (DC = 10 + half the weapon’s level + the wielder’s Int modifier) or lose its ability to communicate telepathically until the end of your next turn. Abilities that depend on telepathic communication, such as the Swarm mind ability, also don’t function during this time. + + +## SHAPE + +**Source** _Starfinder Armory pg. 30_ +A weapon with the shape special property has a complex targeting array that allows it to target specified areas. If you make a single attack as a full action with such a weapon, you can exclude the listed number of squares from within this weapon’s area of effect. This means you can avoid shooting an ally in the area of a blast weapon’s effect, for example. + +## SHELLS + +**Source** _Starfinder Armory pg. 30_ +A few melee weapons can be loaded with scattergun shells to create a powerful close-range, one-shot attack. A weapon with the shell special property lists its capacity and usage value. Unlike charges for powered melee weapons, this usage is per attack. + + +## SHIELD + +**Source** _Starfinder Armory pg. 30_ +A shield weapon encapsulates the target in a short-term force field. This force field lasts until the start of your next turn or until it has absorbed the listed amount of damage, whichever occurs first. A force field originating from a shield weapon blocks only incoming damage; it does not interfere in any way with the target’s weapons or attacks. You can’t use a shield projector to target yourself. + + +## SNIPER + +**Source** _Starfinder Core Rulebook pg. 182_ +Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon’s range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do. + + +## STUN + +**Source** _Starfinder Core Rulebook pg. 182_ +You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon’s attacks are nonlethal. See page 252 for more about how nonlethal damage works. + + +## SUBTLE + +**Source** _Starfinder Armory pg. 30_ +A subtle weapon fires either very small ordnance or otherwise generates a nearly imperceptible discharge that even the target may not be aware of. A target hit by a subtle weapon must succeed at a Perception check with a DC equal to 15 + 1-1/2 the weapon’s item level or it doesn’t realize it has been struck. The target notices other effects conveyed by a subtle weapon, such as an injected substance, as normal. For example, you might use a subtle weapon to inject a target with a poison with an onset delay; the target may not realize it has been hit by the dart, but it would notice the effects of the poison once it took effect. + + +## SUNDER + +**Source** _Starfinder Armory pg. 30_ +When you attempt a sunder combat maneuver while wielding a weapon with the sunder weapon special property, you gain a +2 bonus to your attack roll. + +## TAIL + +**Source** _Starfinder Armory pg. 30_ +If you have a tail (or similar taillike appendage), you can wear a weapon with the tail weapon special property on your tail, rather than wield it in your hand. Attaching or removing a tail weapon is a full action, and once it’s installed, you wield the weapon without using your hands. + + +## TELEPORTIVE + +**Source** _Near Space pg. 148_ +This weapon’s fired ammunition teleports a short distance after being fired. You take only a –1 cumulative penalty when attacking outside the range of this weapon. + + +## THOUGHT + +**Source** _Starfinder Armory pg. 30_ +A thought weapon can be fully or partially controlled via telepathy. If you have the telepathy or limited telepathy racial trait, are benefiting from a _telepathy_ spell, are wearing a _mindlink circlet_, or have a similar ability, you ignore the weapon’s unwieldy weapon special property. + + +## THROTTLE + +**Source** _Starfinder Armory pg. 30_ +A throttle weapon deals damage only when it is used to grapple a foe, automatically dealing damage with every successful grapple combat maneuver. These are considered attacks for abilities that can increase a weapon’s damage (such as trick attack). All throttle weapons are also grapple weapons. While a target is successfully being grappled with a throttle weapon, it cannot use its airways to speak or make vocalizations of any kind (though other forms of making noise work normally). + + +## THROWN + +**Source** _Starfinder Core Rulebook pg. 182_ +Ranged weapons that must be thrown and melee weapons that can be thrown as a ranged attack have the thrown special property and a listed range increment. You apply your Strength modifier to damage rolls for thrown attacks. After you throw a weapon, it lands near your target and you must recover it if you want to attack with it again. + + +## THRUSTER + +**Source** _Tech Revolution pg. 60_ +This weapon produces controlled bursts of forceful energy, which you can direct toward enhancing your athletic exploits. As part of the action you use to fly, jump, or perform the bull rush combat maneuver, you can expend ammunition or charges equal to the weapon’s usage to boost that action. When used to fly, this burst grants you a +2 enhancement bonus to one Acrobatics check made to fly that round. When used to jump, this burst grants you an enhancement bonus to that Athletics check equal to the weapon’s item level. When used to perform a bull rush, this burst grants you a +2 bonus to your attack roll. + + +## TRIP + +**Source** _Starfinder Core Rulebook pg. 182_ +When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll. + + +## UNBALANCING + +**Source** _Tech Revolution pg. 62_ +This weapon pushes foes off-balance. When you deal damage with this weapon, the target is flat-footed against the next attack that targets it before the start of your next turn. Anything that causes a critical hit to be treated as a normal hit, such as fortification or immunity to critical hits, grants immunity to this special property. + +## UNDERWATER + +**Source** _Alien Archive pg. 69_ +Like residents of most water worlds, kalos create their own versions of common weapons, redesigned to function better underwater. These weapons have the following special property and generally cost 10% more. + +**Underwater**: A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage. + + +## UNDERWATER + +**Source** _Pact Worlds pg. 192_ +A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage. + + +## UNWIELDY + +**Source** _Starfinder Core Rulebook pg. 182_ +Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity. + + +## VARIANT BOOST + +**Source** _Starfinder Armory pg. 30_ +A weapon with the variant boost special property acts as a weapon with the boost special property, except boosting the weapon does not expend additional charges and the weapon can be boosted only the listed number of times per day. + + +## WIDE LINE + +**Source** _Starfinder Armory pg. 30_ +A wide line weapon functions as a weapon with the line weapon special property, except the line is 10 feet wide. When determining the squares that are in the path of a line, note which squares that line would normally pass through, and extend the area to one side of the line (your choice) so that the line is 2 squares wide. For an obstacle to block the path of a line, it must block the line’s full width; otherwise, the line continues (at full width) beyond the obstacle. \ No newline at end of file diff --git a/Rules/SF1E/Combat Mechanics/Structures, Walls _ Objects.md b/Rules/SF1E/Combat Mechanics/Structures, Walls _ Objects.md new file mode 100644 index 0000000..a67ef8e --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Structures, Walls _ Objects.md @@ -0,0 +1,161 @@ +--- +aliases: +tags: +--- +# STRUCTURES, WALLS & OBJECTS + +The following rules cover the basic features that can be found in structures. + +# DOORS + +Doors in structures are much more than mere entrances and exits. They can even be encounters all by themselves. Doors come in several types. Consult Table 11–10: Doors for information on common types of doors. + +- **Breaking Doors**: Structure doors might be locked, trapped, reinforced, barred, artificially sealed, or sometimes just stuck. All but the weakest characters can eventually break through a door with a large weapon such as an assault hammer or other heavy tool. + + Attempts to chop down a door with a slashing or bludgeoning weapon use the hardness and Hit Points given in Table 11–10: Doors. When assigning a DC to an attempt to knock a door down, use the following as guidelines. + + _DC 10 or Lower_: A door just about anyone can break open. + _DC 11–15_: A door that a strong person could break with one try and that would take an average person one or two tries. + _DC 16–20_: A door that almost anyone could break, given enough time. + _DC 21–25_: A door that only a very strong person has any hope of breaking, and probably not on the first try. + _DC 26 or Higher_: A door that only an exceptionally strong person has any hope of breaking. + +- **Locks**: Structure doors are often locked and thus require the Engineering skill (or other means) to bypass. Locks are usually built into the door, either on the edge opposite the hinges or right in the middle. Built-in locks (which are usually electronic) either control an iron bar that juts out of the door and into the wall of its frame or else a sliding iron or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not built in but usually run through two rings: one on the door and the other on the wall. More complex locks, such as combination locks and puzzle locks, are usually built into the door itself. A special door might have a lock needing a biometric signature or requiring that the right symbols be pressed on a keypad in the correct sequence to open the door. Because such keyless locks are larger and more complex, they are typically found only in sturdy doors (strong wooden, stone, or steel doors). + + The DC of the Computers check to hack an electronic system that controls a door or the Engineering check to pick a lock (whether it is mechanical or electronic) often ranges from 20 to 40, although locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately. + + Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to strike a lock with a weapon, treat the typical lock as having a hardness of 20 and 30 Hit Points. A lock can be broken only if it can be attacked separately from the door, which means that a built-in lock is immune to this sort of treatment. In an occupied structure, every locked door should have a key somewhere. + + +# LIGHTING + +Most fabricated structures have some form of lighting built into the ceilings or walls. This lighting provides enough illumination for the inhabitants to see and is often controlled via a simple switch, touch pad, or vocal device. Lighting can usually be turned on and off on a room-to-room basis, though sometimes a structure’s lighting can be deactivated via a central breaker switch (usually located in some kind of control room or service area). A typical manufactured lighting fixture has a break DC of 18, a hardness of 3, and 10 Hit Points (see page 409 for rules on smashing objects). + +Natural caverns and structures built by and for creatures with darkvision often lack manufactured lighting. Characters without darkvision must provide their own source of lighting to be able to navigate these locations. + +# WALLS + +Structure walls vary drastically in makeup, ranging from natural, unworked solid stone to reinforced starship bulkheads (though stranger walls exist). While they are typically incredibly difficult to break down or through, they’re generally easy to climb. Table 11–9: Walls contains information on the most common types of walls found in structures. + +- **Concrete Walls**: These walls are usually at least 1 foot thick. Concrete walls stop all but the loudest noises. +- **Starship Walls**: Whether the interior walls or the bulkheads that form the outside of the ship, these walls are among the strongest. While they are most commonly used in starship construction, they’re also commonplace in highend planetary structures, such as research stations and military installations. +- **Steel Walls**: These walls are commonly used within structures of import, such as vaults or older military headquarters. +- **Unworked Stone Walls**: Hewn walls usually result when a chamber or passage is tunneled out of solid rock. Unworked stone is uneven and rarely flat. The rough surface of stone walls frequently provides minuscule ledges where fungus grows and fissures where bats, subterranean snakes, and vermin live. +- **Wooden Walls**: Wooden walls often exist as recent additions to preexisting structures, used to create animal pens, storage bins, and temporary structures, or just to make a number of smaller rooms out of a larger one. + +## TABLE WALLS + +| Wall Type | Typical Thickness | Break DC | Hardness | Hit Points* | Athletics DC (to Climb) | +|-------------------|-------------------|----------|----------|-------------|-------------------------| +| Concrete | 3 ft. | 45 | 15 | 540 | 25 | +| Plastic | 5 in. | 25 | 8 | 75 | 28 | +| Starship bulkhead | 5 ft. | 55 | 35 | 2,400 | 25 | +| Starship interior | 3 ft. | 45 | 30 | 1,440 | 20 | +| Steel | 3 in. | 30 | 20 | 90 | 25 | +| Unworked stone | 5 ft. | 65 | 15 | 900 | 15 | +| Wooden | 6 in. | 20 | 5 | 60 | 21 | + +\* Per 10-foot-by-10-foot section. + +## TABLE DOORS + +| Break DC | +|--------------| +| Door Type | Typical Thickness | Hardness | Hit Points | Stuck | Locked | +| Wooden | 1-1/2 in. | 5 | 15 | 16 | 18 | +| Plastic | 2 in. | 8 | 30 | 22 | 24 | +| Stone | 4 in. | 15 | 60 | 28 | 28 | +| Steel | 2 in. | 20 | 60 | 28 | 28 | +| Airlock door | 4 in. | 35 | 160 | 40 | 40 | +| Lock | — | 20 | 30 | — | — | + + + +# MATERIAL HARDNESS AND HIT POINTS + +| Material | Hardness | Hit Points (per Inch of Thickness) | +|-----------------------|----------|------------------------------------| +| Glass | 1 | 1 | +| Cloth, paper, or rope | 0 | 2 | +| Ice | 0 | 3 | +| Leather or hide | 3 | 5 | +| Wood | 5 | 10 | +| Plastic | 8 | 15 | +| Ceramic | 10 | 10 | +| Transparent aluminum | 10 | 15 | +| Stone or concrete | 15 | 15 | +| Iron or steel | 20 | 30 | +| Adamantine alloy | 30 | 40 | +| Nanocarbon | 35 | 60 | +| Polycarbon plate | 45 | 60 | +| Pure adamantine | 50 | 80 | + + + +## MATERIALS + +**Source** _Starfinder Core Rulebook pg. 408_ +While materials such as glass and wood are commonly found in terrestrial settlements, some substances are bit more unusual. A list of the hardness and Hit Points of often-used substances can be found in Table 11–11: Material Hardness and Hit Points. + +- **Adamantine Alloy and Pure Adamantine**: Adamantine is a valuable metal mined from asteroids and planets throughout the galaxy. It is sometimes combined with other metals (such as iron or steel) to form alloys that are very durable; one such alloy is known as glaucite. Objects made of pure adamantine are incredibly valuable, as they are difficult to destroy. +- **Nanocarbon**: Consisting of carbon atoms bonded together to form microscopic cylindrical nanostructures, nanocarbon has properties that make it beneficial in numerous fields. Nanocarbon can be found in everything from electronics to textiles. +- **Polycarbon Plate**: Easy to mold but extremely tough, polycarbon plate is constructed from a polymer that is shaped at extremely high temperatures. A stronger form of plastic, polycarbon plate can also be transparent, making it a good choice for the viewports of military starships. +- **Transparent Aluminum**: This compound is composed of aluminum, oxygen, and nitrogen. Sturdier than glass but still transparent, this material is commonly used in starship and space station windows. + + + +# BREAKING OBJECTS + +**Source** _Starfinder Core Rulebook pg. 409_ +When attempting to break an object, you have two choices: smashing it with a weapon or destroying it with sheer strength. + +## SMASHING AN OBJECT + +Using a weapon to smash a foe’s weapon or an object accessible on the foe’s body is accomplished with the sunder combat maneuver (see page 246). Smashing an unattended object is similar, except this attack roll is opposed by the object’s Armor Class. + +- **Armor Class**: Unattended objects are easier to hit than creatures because they don’t usually move, but many are tough enough to shrug off some damage from each blow. An object’s Armor Class is equal to 10 + a modifier due to its size (see Table 11–12: Size and Armor Class of Objects) + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 modifier) but also an additional –2 penalty to its AC. Furthermore, if a creature takes a full action to line up a shot, it automatically hits with a melee weapon and gains a +5 bonus to an attack roll with a ranged weapon. +- **Hardness**: Each object has hardness—a number that represents how well it resists damage. Each time an object is damaged, its hardness is subtracted from the damage. Only damage in excess of its hardness is deducted from the object’s Hit Points. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a hardness equal to 5 + 2 × its item level. Any other piece of equipment has a hardness equal to 5 + its item level. +- **Hit Points**: An object’s Hit Point total depends on its item level and is modified by additional criteria. On average, a sturdy piece of equipment (such as a weapon or a suit of armor) has a number of Hit Points equal to 15 + 3 × its item level. Any other piece of equipment has a number of Hit Points equal to 5 + its item level. Any item of level 15th or higher receives an extra 30 Hit Points. Very large objects may have separate Hit Point totals for different sections. Objects do not have Stamina Points. + + _Damaged Objects_: A damaged object remains functional (though it has the broken condition; see page 273) until the item’s Hit Points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the Engineering skill or a number of spells. + + _Ineffective Weapons_: Certain weapons can’t effectively deal damage to certain objects. Most low-level melee weapons have little effect on metal walls and doors. Certain pieces of equipment are designed to cut through metal, however. + + _Immunities_: Objects are immune to nonlethal damage and to critical hits. + + _Vulnerability to Certain Attacks_: Certain attacks are especially strong against some objects. In such cases, attacks deal double their normal damage and might ignore the object’s hardness. + +- **Saving Throws**: Effects that deal damage generally damage unattended objects normally but don’t damage held or attended objects unless the effect specifically says otherwise. Effects that do something other than deal damage affect only objects if their descriptions specifically say so (only common with spells) or note “(object)” in the description of the effect’s saving throw. An object’s total saving throw bonus for Fortitude, Reflex, and Will saves is equal to the object’s caster level or item level. An object that is held or worn uses the saving throw bonus of the creature carrying it if that bonus is better than its own saving throw bonus. Items with a caster level or item level of 0 don’t receive saving throws when unattended. + +## DESTROYING OBJECTS USING STRENGTH + +When a character tries to destroy a certain object by using sudden force rather than by dealing damage, he attempts a Strength check (rather than making attack and damage rolls, as with the sunder combat maneuver) to determine whether he succeeds. Since hardness does not affect an object’s break DC, this value depends more on the construction of the item in question than on the material the object is made of. Consult Table 11–13: DCs to Break Objects for a list of common break DCs. + +If an object has lost half or more of its Hit Points, the object gains the broken condition (see page 273) and the DC to break it is reduced by 2. + +Larger and smaller creatures get bonuses and penalties to Strength checks to break objects as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16. + +## SIZE AND ARMOR CLASS OF OBJECTS + +| Size | AC Modifier | +|------------|-------------| +| Colossal | –8 | +| Gargantuan | –4 | +| Huge | –2 | +| Large | –1 | +| Medium | +0 | +| Small | +1 | +| Tiny | +2 | +| Diminutive | +4 | +| Fine | +8 | + + +## DCS TO BREAK OBJECTS + +| Task | Strength DC | +|------------------------|-------------| +| Break down wooden door | 16 | +| Burst rope bonds | 20 | +| Burst steel restraints | 25 | +| Break down steel door | 28 | +| Bend nanocarbon bars | 35 | diff --git a/Rules/SF1E/Combat Mechanics/Tactical Movement.md b/Rules/SF1E/Combat Mechanics/Tactical Movement.md new file mode 100644 index 0000000..2892b1b --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Tactical Movement.md @@ -0,0 +1,66 @@ +--- +aliases: +tags: +--- +# TACTICAL MOVEMENT + +**Source** Starfinder Core Rulebook pg. 256 +Tactical movement is used for round-by-round combat and is typically tracked using a battle map with a grid of 1-inch squares and miniatures representing all combatants. Characters generally don’t walk during combat, for obvious reasons; they hustle or run instead. When you move your speed and take another action, you are hustling for about half the round and doing something else the other half. + +# MEASURING DISTANCE + +As a general rule, distance during tactical combat is measured assuming that 1 square equals 5 feet. + +# DIAGONALS + +When measuring distance, count the first diagonal as 1 square, the second as 2 squares, the third as 1, the fourth as 2, and so on. You can’t move diagonally past a hard corner (such as the corner of a building or starship or the side of a doorframe), but you can move diagonally past a creature (even an opponent) or less rigid objects, such as plant life. + +# CLOSEST CREATURE + +Sometimes it’s important to determine the closest square or creature to a location. If two squares or creatures are equally close, the creature taking the action that requires the closest square be determined decides which square counts as closest. + +# MOVING THROUGH OCCUPIED SQUARES + +You may be able to move through an occupied square without difficulty in certain circumstances, with different effects based on the creature in a given square, as noted below. + +# ALLY + +Unless you are charging, you can move through a square occupied by an ally or a friendly character. When you do so, that creature doesn’t provide you with cover (see page 253). + +# OPPONENT + +You can’t normally move through a square that is occupied by an opponent, but you can move through a square that is occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, present an obstacle even when helpless; in such cases, each such square you move through counts as 2 squares. It is also possible to use the tumble task of the Acrobatics skill to move through a square occupied by an opponent (see page 136). Some creatures break these rules. A creature that completely fills the squares it occupies (such as a 5-foot-cube robot) cannot be moved past, even with the Acrobatics skill or similar abilities. + +# ENDING YOUR MOVEMENT + +You can’t end your movement in the same square as another creature unless that creature is helpless. + +# TERRAIN AND OBSTACLES + +From cargo crates and wrecked vehicles to vines and rocky rubble, many terrain features affect your movement. + +## DIFFICULT TERRAIN + +Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. Each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy multiple squares with different kinds of terrain, you can move only as fast as the most difficult terrain will allow. Flying and incorporeal creatures are not hampered by most difficult terrain, though a dense tree canopy or web of chains might count as difficult terrain for flying creatures. + +## SQUEEZING + +In some cases, you have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. While squeezing, you have the entangled condition (see page 275), which includes moving at half your speed. + +# SPECIAL MOVEMENT RULES + +These rules cover special movement situations. + +## ENDING MOVEMENT IN AN ILLEGAL SPACE + +Sometimes you may need to end your movement while moving through a space where you’re not allowed to stop. When that happens, you stop in the last legal position you occupied. + +## DOUBLE MOVEMENT COST + +When your movement is hampered in some way, your movement usually costs double the normal amount. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do). + +If a movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule regarding multiplying values. + +## MINIMUM MOVEMENT + +Despite whatever penalties to your speed you might have, as long as you can move at all you can take a full action to move 5 feet (1 square) in any direction, even diagonally. This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited. Such movement provokes attacks of opportunity as normal (despite the distance covered, this move isn’t a guarded step). diff --git a/Rules/SF1E/Combat Mechanics/Underwater Combat.md b/Rules/SF1E/Combat Mechanics/Underwater Combat.md new file mode 100644 index 0000000..f4336db --- /dev/null +++ b/Rules/SF1E/Combat Mechanics/Underwater Combat.md @@ -0,0 +1,19 @@ +--- +aliases: +tags: +--- +# UNDERWATER COMBAT + +Land-based creatures usually have considerable difficulty when fighting in water, as it affects a creature’s attack rolls, damage, and movement (see page 137 for more on swimming). The following adjustments apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water. + +# ATTACKS FROM LAND + +Characters swimming or floating in water that is at least chest deep and characters who are fully immersed have cover against attacks made from the surface. + +# ATTACKS UNDERWATER + +Most attacks made underwater take a –2 penalty and deal half damage. Attacks that deal fire damage do only one-quarter damage. Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty. Melee attacks that deal piercing damage deal full damage. Thrown weapons are ineffective underwater, even when launched from land. + +# SPELLCASTING UNDERWATER + +A creature that is attempting Constitution checks to hold its breath can’t concentrate enough to cast spells. Some spells might work differently underwater, subject to the GM’s discretion. diff --git a/Rules/SF1E/Creature Mechanics/Building Starship-Scale Creatures.md b/Rules/SF1E/Creature Mechanics/Building Starship-Scale Creatures.md new file mode 100644 index 0000000..b4954b4 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Building Starship-Scale Creatures.md @@ -0,0 +1,274 @@ +--- +aliases: +tags: +--- + +# BUILDING STARSHIP-SCALE CREATURES + +**Source** _Starship Operations Manual pg. 126_ +Though most species must design and build intricate craft to traverse the universe, there are some behemoths that have adapted to the unyielding void. Other immense creatures might be enormous menaces lurking in the atmospheres of gas giants, or even the gigantic guardians of a holy site in the obscure reaches of the Vast. Building monsters at starship scale is a great way to spice up an adventure, show something about how life evolved in a particular sector of the galaxy, or give your PCs a new and unique type of challenge. + +# OVERVIEW + +**Source** _Starship Operations Manual pg. 126_ +This section provides rules for quickly creating your own starship-scale creatures for use in starship combat. + +# STEP 1: CREATURE CONCEPT AND TIER + +**Source** _Starship Operations Manual pg. 126_ +Come up with an overall concept for your creature. What type of creature is it? What is its origin and purpose? How does it pose a threat to starships? After considering these questions, set the tier for the creature. If you’re building it for a specific group of PCs to encounter, consult the following table to determine the appropriate tier. Further advice on building starship encounters of all kinds can be found on page 326 of the Core Rulebook. + +| DIFFICULTY | ENEMY STARSHIP TIER | +|-------------|----------------------| +| Easy | PC starship tier – 3 | +| Average | PC starship tier – 2 | +| Challenging | PC starship tier – 1 | +| Hard | PC starship tier | +| Epic | PC starship tier + 1 | + + + +# STEP 2: ARRAY + +**Source** _Starship Operations Manual pg. 126_ +Using your creature’s tier, look up its Armor Class (AC), Target Lock (TL), Hull Points (HP), Critical Threshold (CT), Shield Points (SP), skill bonuses, gunnery bonus, and weapon damage on Table 4–1: Starship Creature Array (page 127). More information on these terms can be found in Understanding Starships on page 78. + +**Skill Bonuses:** The array provides master skill bonuses and good skill bonuses. Your starship creature should have one skill that uses the master skill bonus, while the rest of its skills use the good skill bonus. The skills used by such creatures during starship combat are typically Computers, Engineering, and Piloting. A creature might also use Mysticism along with the magic officer actions presented on page 148 of Starfinder Character Operations Manual. A starship creature has ranks in each of its skills equal to its tier (minimum 1). + +**Gunnery Bonus:** A starship creature has levels equal to its tier for the purpose of gunner crew actions. + +**Weapon Damage:** The high and low weapon damage entries show the damage dealt by the starship creature’s weapons (see Step 3: Size). These are assumed to be direct-fire weapons with medium range (10 hexes). + + +### TABLE 4–1: STARSHIP CREATURE ARRAY + +| TIER | AC | TL | HP | CT | SP | MASTER SKILL BONUS | GOOD SKILL BONUS | GUNNERY BONUS | HIGH WEAPON DAMAGE | LOW WEAPON DAMAGE | +|------|----|----|-----|-----|-----|--------------------|------------------|---------------|--------------------|-------------------| +| 1/4 | 12 | 10 | 15 | 3 | 8 | +5 | +2 | +2 | 2d4 | 1d4 | +| 1/3 | 13 | 10 | 20 | 4 | 12 | +7 | +3 | +3 | 2d4 | 1d4 | +| 1/2 | 14 | 11 | 25 | 5 | 12 | +9 | +4 | +3 | 2d4 | 1d4 | +| 1 | 15 | 12 | 30 | 6 | 24 | +10 | +5 | +5 | 4d4 | 1d4 | +| 2 | 16 | 13 | 60 | 12 | 40 | +12 | +7 | +6 | 3d6 | 2d4 | +| 3 | 17 | 14 | 90 | 18 | 48 | +13 | +8 | +7 | 3d6 | 2d4 | +| 4 | 18 | 15 | 110 | 22 | 60 | +15 | +10 | +9 | 4d6 | 3d4 | +| 5 | 19 | 16 | 125 | 25 | 80 | +16 | +11 | +10 | 5d6 | 3d4 | +| 6 | 20 | 17 | 150 | 30 | 100 | +18 | +13 | +11 | 5d8 | 4d4 | +| 7 | 21 | 18 | 175 | 35 | 120 | +19 | +14 | +12 | 6d8 | 4d4 | +| 8 | 22 | 19 | 200 | 40 | 140 | +21 | +16 | +14 | 7d8 | 3d6 | +| 9 | 23 | 20 | 225 | 45 | 160 | +22 | +17 | +15 | 8d8 | 3d6 | +| 10 | 24 | 21 | 250 | 50 | 180 | +24 | +19 | +15 | 1d8×10 | 4d6 | +| 11 | 25 | 22 | 280 | 56 | 200 | +25 | +20 | +16 | 1d8×10 | 4d6 | +| 12 | 26 | 23 | 310 | 62 | 220 | +27 | +22 | +17 | 2d4×10 | 5d6 | +| 13 | 27 | 24 | 340 | 68 | 240 | +28 | +23 | +19 | 2d4×10 | 5d6 | +| 14 | 28 | 25 | 370 | 74 | 260 | +30 | +25 | +20 | 2d6×10 | 5d8 | +| 15 | 29 | 26 | 400 | 80 | 300 | +31 | +26 | +22 | 2d6×10 | 5d8 | +| 16 | 30 | 27 | 440 | 88 | 340 | +33 | +28 | +23 | 2d8×10 | 6d8 | +| 17 | 31 | 28 | 490 | 98 | 360 | +34 | +29 | +25 | 2d8×10 | 6d8 | +| 18 | 32 | 29 | 550 | 110 | 400 | +36 | +31 | +26 | 2d10×10 | 7d8 | +| 19 | 33 | 30 | 600 | 120 | 480 | +37 | +32 | +28 | 2d10×10 | 7d8 | +| 20 | 34 | 31 | 650 | 130 | 560 | +39 | +34 | +29 | 2d12×10 | 8d8 | + + + + +# STEP 3: SIZE + +**Source** _Starship Operations Manual pg. 126_ +Choose an appropriate size for your creature. This provides its speed, maneuverability, DT, and weapon mounts, and might modify its AC, TL, Piloting modifier, and HP, shown on Table 4–2: Starship Creature Size (page 127). More information on these terms can be found in Understanding Starships on page 78. + +Generally, Tiny and Small starship creatures are tier 10 or below, while Medium and Large creatures are tier 5 and above, Huge creatures are tier 10 and above, and Gargantuan and Supercolossal creatures are tier 15 and above. + +**Weapons:** This lists how many high- and low-damage weapons a starship creature has (see Table 4–1: Starship Creature Array on page 127). Weapons can be in any arc (forward, port, starboard, aft, or turret), but an arc can have at most two more weapons than the arc with the fewest weapons. For example, a ship with no aft weapons can’t have more than two turret weapons. + +In addition, only low-damage weapons can be mounted on a turret, and weapons whose damage includes a ×10 multiplier can’t be used against Tiny or Small ships. + +Note that while a starship creature’s weapons work mechanically like starship weapons, you can describe them however best matches the flavor of the creature you’re creating—for example, a zoaphorix (page 131) is an enormous aberration that expels seeds and tendrils at its targets. + + +### TABLE 4–2: STARSHIP CREATURE SIZE + +| SIZE | SPEED | MANEUVERABILITY | AC AND TL MODIFIER | PILOTING MODIFIER | HP ADJUSTMENT | DT | WEAPONS | +|---------------|-------|------------------|--------------------|-------------------|---------------|----|---------------| +| Tiny | 10 | Perfect (turn 0) | +2 | +2 | –5 × tier | — | 2 low | +| Small | 8 | Good (turn 1) | +1 | +1 | –5 × tier | — | 3 low | +| Medium | 8 | Good (turn 1) | +0 | +1 | — | — | 1 high, 3 low | +| Large | 6 | Average (turn 2) | –1 | — | — | — | 2 high, 3 low | +| Huge | 6 | Poor (turn 3) | –2 | –1 | +5 × tier | 5 | 2 high, 4 low | +| Gargantuan | 6 | Poor (turn 3) | –4 | –1 | +5 × tier | 10 | 3 high, 3 low | +| Colossal | 4 | Clumsy (turn 4) | –8 | –2 | +10 × tier | 15 | 3 high, 6 low | +| Supercolossal | 4 | Clumsy (turn 4) | –8 | –2 | +10 × tier | 20 | 5 high, 7 low | + + + + +# STEP 4: CREATURE TYPE GRAFT + +**Source** _Starship Operations Manual pg. 126_ +Every creature belongs to one of 13 types. Choose and apply one of the listed grafts—a set of adjustments—to represent the creature’s type. Several grafts include special abilities described in Step 5: Special Abilities. + +## ABERRATION + +**Source** _Starship Operations Manual pg. 126_ +An aberration is a creature with biology that defies reason, inconceivable motivations, strange abilities, or a combination of these aspects. +**Adjustments:** Gains the death throes special ability (page 128). + +## ANIMAL + +**Source** _Starship Operations Manual pg. 126_ +An animal is a creature with straightforward biology (relatively speaking) that’s somehow managed to adapt to life in the vacuum of space. +**Adjustments:** Increase speed by 2, +2 to Piloting. + +## CONSTRUCT + +**Source** _Starship Operations Manual pg. 127_ +A construct is a magically animated object or an artificially created creature. +**Adjustments:** Gains the improved hull special ability (page 128). + +## DRAGON + +**Source** _Starship Operations Manual pg. 127_ +Though dragons usually are used in epic terrestrial encounters, thanks to their strange magic and powerful breath weapons, they can also serve as threats in the vacuum of space. +**Adjustments:** –1 turn distance (to a minimum of 0), +2 to Piloting, +2 to AC, –1 to TL. + +## FEY + +**Source** _Starship Operations Manual pg. 127_ +Fey are temperamental creatures that embody the ever-changing aspects of the natural world. Spacefaring fey often represent cosmic aspects such as stars and planetary bodies. +**Adjustments:** –1 turn distance (to a minimum of 0), +1 to Piloting, –1 to AC and TL. + +## HUMANOID + +**Source** _Starship Operations Manual pg. 127_ +Humanoids large enough to fight on starship scale are likely to be extremely rare giants, possibly scaled up to massive proportions via magic or technology. +**Adjustments:** –1 turn distance (to a minimum of 0), +1 to Piloting. + +## MAGICAL BEAST + +**Source** _Starship Operations Manual pg. 127_ +A magical beast is a creature with magical powers or strange abilities, a biology informed by magic, or some other innate connection to magic. +**Adjustments:** Increase speed by 2, gains the improved shields special ability (page 128). + +## MONSTROUS HUMANOID + +**Source** _Starship Operations Manual pg. 127_ +While similar to humanoids, monstrous humanoids often have bizarre or powerful abilities, as well as monstrous or animalistic features. +**Adjustments:** –1 turn distance (to a minimum of 0), +1 to Piloting. + +## OOZE + +**Source** _Starship Operations Manual pg. 128_ +An ooze is an amorphous creature, often with simple but mutable biology. +**Adjustments:** Reduce speed by 4 (to a minimum of 4), change maneuverability to perfect (turn 0), –2 to Piloting. + +## OUTSIDER + +**Source** _Starship Operations Manual pg. 128_ +Outsiders large enough to engage in starship combat directly are rare but not unheard of. Massive archons, demons, and devils have come into conflict before, often to the detriment of nearby mortals. +**Adjustments:** Gains the improved shields special ability (page 128). + +## PLANT + +**Source** _Starship Operations Manual pg. 128_ +A starship-scale plant is often a mindless creature that relies on solar energy and specific gases to survive. It might call a gas giant its home and survive on solar radiation from a nearby star. +**Adjustments:** Increase AC by 1, reduce speed by 2 (to a minimum of 4), gains the regeneration special ability (page 129). + +## UNDEAD + +**Source** _Starship Operations Manual pg. 128_ +Necromancers of significant power might construct a starship-scale undead creature or animate the remains of a massive, once-living creature, such as a vermelith (Alien Archive 2 130). +**Adjustments:** Gains the fearsome special ability (see below). + +## VERMIN + +**Source** _Starship Operations Manual pg. 128_ +Vermin are similar to animals, but they usually lack any form of advanced intelligence and react purely on instinct. +**Adjustments:** Gains the improved hull and speed burst special abilities (see below, page 129). + +# STEP 5: SPECIAL ABILITIES + +**Source** _Starship Operations Manual pg. 128_ +With your creature’s basic statistics taken care of, it’s time to add abilities to make it stand out. + +## FREE SPECIAL ABILITIES + +**Source** _Starship Operations Manual pg. 128_ +All starship creatures (including undead) gain the living starship special ability. Spacefaring starship creatures gain several more abilities for free. + +**Living Starship:** All starship creatures you create with this system should have the living starship ability, as described below. + +_Living Starship (Ex):_ This creature is so immense that it functions as a starship (and thus engages only in starship combat). It has no crew, but it can take engineer, gunner, magic officer (Character Operations Manual 148), and pilot actions (one of each, in the appropriate phases) using the appropriate skill bonuses and ranks. Because living creatures have unique anatomy, they require a special table for determining critical damage effects and conditions (Core Rulebook 321). This also serves as a list of systems an enemy science officer can target with the target system crew action. An example critical damage effect table is listed here, but you can tailor yours to reflect your specific creature’s anatomy. + +**Spacefaring Starship Creatures:** Starship-scale creatures that live or travel in space have the void adaptation universal creature rule, which grants immunity to cosmic rays, immunity to the environmental effects of vacuum, and the no breath universal creature rule. In addition, they often have the spaceflight universal creature rule, granting them the ability to fly through space at standard navigation and astrogation speeds (Core Rulebook 290). + +| D% | SYSTEM EFFECT | +|--------|---------------------------------------------------------------------------------------------------------------------------------| +| 1–30 | Weapons array Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc. | +| 31–60 | Propulsion Condition applies to all pilot actions. | +| 61–90 | Heart Condition applies to all engineer actions, except when patching or repairing the heart. | +| 91–100 | Brain† During the next round, each of the creature’s attempted actions has a 25% chance of failure. | + + + The brain doesn’t gain critical damage conditions. + +## STANDARD SPECIAL ABILITIES + +**Source** _Starship Operations Manual pg. 128_ +In most cases, starship-scale creatures should have no more than three standard special abilities, including those gained from the creature’s type but not including those listed above as free special abilities. Unless otherwise noted, you can select an ability more than once. You can also come up with your own special abilities, but be careful using any that significantly adjust its combat statistics or abilities, as this might make your creature too easy or too challenging to defeat in combat. + +**Agile Flying:** The creature gains a +2 bonus to its Piloting checks. + +**Biological Redundancy:** The creature ignores the first critical damage effect it would take each combat. + +**Crystalline:** The creature’s crystalline body refracts light. It takes half damage from weapons with the word “laser” in their names. + +**Cunning Predator:** Once every 1d4 rounds, the creature can attempt the target system science officer action using a skill bonus equal to its good skill bonus. + +**Death Throes:** When the creature reaches 0 Hull Points, it perishes violently. This functions as a self-destruct system but can’t deal more than the creature’s maximum high weapon damage from Table 4-1: Starship Creature Array. + +**EMP Resistance:** The creature gains a +4 circumstance bonus to AC and TL against weapons with the EMP property. + +**Fearsome:** Once every 1d4 rounds, the creature can attempt the taunt captain crew action using its good skill bonus. + +**Graviton Resistance:** The creature gains a +4 circumstance bonus to AC against weapons with the tractor beam special property. It also gains a +5 circumstance bonus to Piloting checks it attempts to escape a tractor beam. + +**Improved AC:** The creature gains +1 AC. + +**Improved Hull:** The creature has additional Hull Points equal to 5 × its tier. + +**Improved Shields:** The creature has additional Shield Points equal to 5 × its tier. + +**Improved Speed:** The creature gains +2 speed. + +**Improved TL:** The creature gains +2 TL. This special ability can be selected only once. + +**No Shields:** The creature has no Shield Points and has additional Hull Points equal to one-quarter the Shield Points appropriate for a starship creature of its tier. + +**Realign Energy:** Once every 1d4 rounds, the creature can attempt the balance science officer crew action using its good skill bonus. + +**Regeneration:** The creature automatically regains a number of Hull Points equal to its tier at the start of each engineering phase, up to its maximum number of Hull Points. + +**Speed Burst:** Once every 1d4 rounds, the creature can increase its speed by 4 for 1 round during the Engineering phase. + +**Teleportation:** On its turn during the helm phase, in lieu of its standard movement, the creature can select an empty space within 5 hexes and teleport to that space with a facing of its choice. Once it uses this ability, it can’t use it again for 1d4 rounds. + +**Titanic Slam:** Once every 1d4 rounds, the creature can make an attack that deals damage on a hit equal to 1-1/2 × its high weapon damage to a ship that is adjacent and in its forward arc. + +# STEP 6: FINAL CHECK + +**Source** _Starship Operations Manual pg. 129_ +Finally, look back over your starship-scale creature and make sure it lives up to your concept for it. Once you’re satisfied, give it a name, and it’s ready to encounter your PCs! You can use the advice in this chapter for using typical starships, such as Designing Starship Encounters on page 138 or Adventure Seeds on page 142, to make the most out of your starship creature. + +### USING STARSHIP-SCALE CREATURES IN COMBAT + +Creatures that you generate using the system presented in this section require a few special considerations, both in and out of starship combat. These rules and guidelines can also be applied to starship creatures that appear in other Starfinder products, such as volumes of the Alien Archive. + +**Resolve Points:** A starship creature has a number of Resolve Points equal to 3 + its tier divided by 5, which it can use for crew actions that require spending Resolve Points. + +**Restoring Hull Points and Shield Points:** Most starship creatures regain Hull Points outside of combat at a rate of 1 per hour. During combat, a starship creature can use the divert engineer crew action to attempt to regain a number of Shield Points equal to 1-1/2 × its tier. + +**Destroying a Starship Creature:** Generally, a starship creature that is reduced to zero Hull Points is destroyed, rather than disabled, though such a creature may simply be gravely wounded and may still be able to retreat or recover, at the GM’s discretion. + +# ALTERNATIVES TO THIS SYSTEM + +**Source** _Starship Operations Manual pg. 129_ +While this system presents a simple process for building starship-scale creatures, you can also build a starship creature as you would a normal starship, changing the names of systems to match your concept. In this case, ignore the steps of this process, but still add the living starship special ability and any universal creature rules called for by Step 5: Special Abilities (page 128). diff --git a/Rules/SF1E/Creature Mechanics/Creating Monsters _ NPCs.md b/Rules/SF1E/Creature Mechanics/Creating Monsters _ NPCs.md new file mode 100644 index 0000000..7bf29d6 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Creating Monsters _ NPCs.md @@ -0,0 +1,509 @@ +--- +aliases: +tags: +--- + +# CREATING MONSTERS & NPCS +**Source** _Alien Archive pg. 126_ +In the Starfinder Roleplaying Game, nonplayer characters (including monsters) aren’t created in the same way as player characters. We’ve made building monsters and other NPCs in Starfinder a much faster process than creating a player character to account for the fact that a GM might need to create several unique NPCs for just one encounter, while each player normally needs to create only one player character for an entire game or campaign. Following the steps described in this section allows you to build a well-balanced NPC. Note that, unless otherwise stated, traits, abilities, and so on can be found in Appendix 4: Universal Creature Rules, and all spells are from Chapter 10 of the _Starfinder Core Rulebook_. + +# OVERVIEW + +**Source** _Alien Archive pg. 126_ +Creating an NPC encompasses nine steps, many of which don’t take very long. Each step is briefly outlined below and detailed further in its section (on the page noted in parentheses). + +### BEFORE YOU BEGIN: NPC CONCEPT + +Before you start designing your NPC, you should have a clear concept for it. Think about its role in your story, and select a Challenge Rating for it. Consult Table 11–1: Encounter Difficulty on page 390 of the _Starfinder Core Rulebook_ to help you determine your NPC’s CR based on the player characters’ Average Party Level. If you are creating a different version of an alien in this book (such as one with a higher CR or a class graft), feel free to give it special abilities similar to that of the original alien. + +### STEP 1: ARRAY (SEE BELOW) + +Determine whether your NPC is a combatant, an expert, or a spellcaster, and use the appropriate array tables to determine the NPC’s starting statistics. + +### STEP 2: CREATURE TYPE GRAFT + +The first graft—a set of adjustments—you apply to your NPC gives it attributes that reflect the base kind of creature it is, such as animal, humanoid, or undead. This and other grafts give new abilities and possibly adjust the numbers from the NPC’s array. If you give an NPC a class graft (see Step 4), some of the adjustments from its class graft can be superseded by ones granted by its creature type graft. + +### STEP 3: CREATURE SUBTYPE GRAFT + +If the NPC has any subtypes, add those now. Many subtypes don’t grant additional abilities, but they are important for interactions with other rules. + +### STEP 4: CLASS GRAFT + +If you’re making an NPC who functions as a character with a class, you can give it a class graft. The class graft gives it abilities based on the relevant class’s abilities, but which abilities the NPC gains is determined by its CR rather than by a class level. Some class graft adjustments can replace ones from its creature type graft (see Step 2). + +### STEP 5: TEMPLATE GRAFT + +If you would like the NPC to have a template, apply it now. + +### STEP 6: SPECIAL ABILITIES + +In this step, give your NPC a number of appropriate special abilities, as given in its array. Some abilities are combat tricks, while other adjustments might switch up its basic statistics. A few abilities can be given to an NPC for free. + +### STEP 7: SKILLS + +Your NPC’s array (and possibly a graft or special ability you give it) determines its bonuses for skills it has mastered or is better than average at using. Pick the specific skills and determine the bonus for each now. + +### STEP 8: SPELLS + +If your NPC can cast spells, choose them now. Usually only spellcasters or creatures with spell-like abilities need this step. + +### STEP 9: FINAL CHECK + +Finally, make sure your NPC matches what you had planned for it. You also might want to double-check your numbers after applying special abilities to make sure none of them are too far from the baseline. + +# STEP 1: ARRAY + +**Source** _Alien Archive pg. 126_ +The following pages give you statistics for creating your NPCs, from AC and skills to attacks and damage. + +**Combatant Array**: Choose the combatant array for an NPC that will primarily fight in physical combat, such as a bodyguard or a feral beast. Such NPCs represent significant threats on the field of battle. These attacks are often physical, but they might also be strange supernatural abilities. The combatant array is used for the solarian and soldier class grafts. + +_Note_: Combatants have lower ability and spell DCs. If you have an NPC with a powerful ability as one of its main attacks, increase the corresponding DC by 2. + +**Expert Array**: Pick the expert array for skilled enemies such as stealthy scouts or noncombatants such as merchants or advisors. The expert array is also used for the envoy, mechanic, and operative class grafts. Expert NPCs benefit from a wide array of skills, making them competent at specialized tasks such as sneaking or sabotage. + +**Spellcaster Array**: Use the spellcaster array for any NPC whose main capabilities come from casting spells or using spell-like abilities. Spellcaster NPCs usually have the most unusual abilities. The spellcaster array is used for the mystic and technomancer class grafts. An NPC with this array automatically gets spellcasting. See Step 8: Spells on page 143 for full instructions on picking spells. This array is for NPCs that spend most of their actions in combat casting spells. + +Note that not all NPCs that rely on magic use the spellcaster array, nor do all combatants rely on physical combat. If spellcasting is only a minor part of the NPC rather than its main focus, or if it relies on supernatural attacks rather than actual spells, you can choose another array and give the NPC the secondary magic special ability (see page 142). Likewise, an NPC that relies on supernatural special abilities (such as magically turning creatures to stone) might be better served with the combatant or the expert array, depending on what other abilities you want it to have. + +## USING AN ARRAY + +**Source** _Alien Archive pg. 127_ +In this system, you don’t calculate an NPC’s final statistics the same way as a player character would. Instead, you take the numbers directly from the array and then make a few adjustments based on grafts and special abilities chosen later. In other words, if the array says the NPC’s Reflex saving throw bonus is +6, that number already represents the benefits of its statistics or any gear it might have. + +Each arrays is spread out between two tables; the first table lists the NPC’s main statistics and the second table has the NPC’s attack statistics. + +**CR**: Find the CR you want for your NPC in this column, then read across that row to determine the other values to use. + +**EAC, KAC, and Saving Throw Bonuses**: Use the listed numbers for your NPC’s EAC; KAC; and Fortitude, Reflex, and Will saving throw bonuses. If it would be thematically more appropriate to switch the saving throw numbers around, you can swap them (giving a combatant a low Reflex save and high Will save, for example). + +**Hit Points**: Use the listed number for an NPC’s Hit Points, adjusting it if you want the monster to be especially tough or frail. + +Note that NPCs don’t have Stamina Points, and most NPCs don’t need Resolve Points. See the Stamina and Resolve sidebar on page 128 for more information. + +**Ability and Spell DCs**: Use the Ability DC entry for all the NPC’s abilities, such as a breath weapon or poison, that don’t function as spells. If the NPC uses spells or spell-like abilities, determine the DC of each spell or spell-like ability separately, adding the level of the spell or spell-like ability to the number in the Base Spell DC column. For example, a CR 3 expert NPC’s DC for a 1st-level spell is 14. + +**Ability Score Modifiers**: NPC stat blocks display only a creature’s ability score modifiers, not its ability scores. The array lists numbers for the NPC’s three highest ability score modifiers. Assign these as you see fit based on the NPC’s theme. A combatant usually should have at least the top two among Strength, Dexterity, and Constitution; a spellcaster should have its highest ability score modifier in what would thematically be its spellcasting ability. With a few exceptions, these modifiers don’t influence other statistics, so set an NPC’s Dexterity bonus where you want it without worrying that you’ll change its Armor Class, for instance. After assigning these top three scores, you can set the NPC’s remaining ability score modifiers as you see fit, usually equal to or less than the lowest listed modifier. + +**Special Abilities**: Choosing special abilities (see page 141) is where you set your NPC apart from others of its CR and array. Choose the number of abilities indicated; these can be an adjustment to its statistics, a universal creature rule, or simply a feat. You can also give your NPC unique abilities you invent; see page 142 for advice on doing so. + +Some special abilities are designated as “free” abilities as they don’t count against the number of special abilities an NPC gets at its CR. These are described in further detail on page 142. + +**Skills**: The two columns for skills indicate the NPC’s bonus with skills it has mastered and with ones it’s good but not exceptional at (see page 142). All other skills default to the NPC’s relevant ability score modifiers. + +Each entry also lists a number in parentheses. This is a suggestion for how many master skills and how many good skills an NPC of that CR should have. NPCs generally have Perception as a good skill, and it isn’t included in these numbers. If you want, you can pick Perception as a master skill and choose another good skill for the NPC. + +All the numbers in these charts are flexible, especially for skills. You can add or remove skills without making too much of an impact on a melee combat–focused NPC, for instance. + +**Attack Bonuses**: The second table of an array lists high and low attack bonuses for the NPC. Use the high value for the NPC’s best attacks and the low value for the rest. Use one value for all ranged attacks and the other for all melee attacks (you generally don’t need to worry about differences between one weapon and another in the same category). For example, if your NPC is a sniper, you should use the high value for its ranged attacks and the low one for its melee attacks. + +**Ranged Damage**: If an NPC uses ranged weapons, you can give it a weapon with an item level equal to the creature’s CR. An NPC always adds its full CR to its damage to mimic the Weapon Specialization feat (0 if its CR is less than 1), regardless of the weapon’s category. It doesn’t add the bonus to damage it deals with grenades. If you don’t find an appropriate weapon at the given level, you can choose an item with a level between the NPC’s CR – 3 and its CR + 1; the NPC’s specialization bonus will make up some of the difference. If you end up with a weapon that’s far from the right level, you might need to give the NPC a higher or lower attack bonus or a different benefit or drawback. + +If the NPC has a unique ranged attack, such as an acidic spit attack, using the value from either the Energy Damage or Kinetic Damage column as appropriate for the damage type of the weapon. If you want the NPC’s attack to be especially deadly, you can use the damage entry from the row for the NPC’s CR + 1. If you do, it’s usually best to lower its attack bonus or AC a bit or give it some other shortcoming. + +**Melee Damage**: As with ranged attacks, you can give an NPC a weapon and add its CR and its Strength modifier to the damage dealt. If the NPC has natural weapons, use the table to determine the damage they deal. If the NPC has the multiattack universal creature rule (see page 155), and thus can attack more than twice with a full attack, use the relevant column to determine the damage each attack deals. For an NPC that can do more than four attacks with a full action, it’s better to give it a penalty to further attacks rather than to decrease the damage. + +Because melee attacks tend to target KAC, there aren’t separate entries for energy attacks. Instead, reduce the damage dealt for a standard melee attack against EAC to the three attacks value. If the NPC can make three attacks using an energy weapon, reduce the damage dealt to the four attacks value. + +## EVERYTHING IS OPTIONAL + +**Source** _Alien Archive pg. 127_ +When creating an NPC, you are free to enact whatever changes you need to in order to make your creation work the way you intend. For example, an array might tell you to select two special abilities, but you know you need four—or only one. Go ahead and make the change! If you want your combatant NPC to have a really high AC but not many Hit Points, you can increase its AC by 1 and use the expert array’s HP. This doesn’t make the statistics wrong; rather, it helps the statistics match your concept. Creating NPCs is fundamentally a creative process, so while these steps are useful to keep the NPC’s capabilities from going too far astray for its CR, don’t treat them as hard restrictions. + +## STAMINA AND RESOLVE + +**Source** _Alien Archive pg. 127_ +**Stamina Points**: NPCs don’t have Stamina Points. Any abilities that would normally affect an NPC’s Stamina Points affect its Hit Points instead. + +**Resolve Points**: Most NPCs don’t need Resolve Points, but if you give an NPC class features or special abilities that specifically use them, it receives a number of Resolve Points equal to its CR divided by 5, plus 3. + +## OTHER STATISTICS + +**Source** _Alien Archive pg. 128_ +These statistics don’t appear on the array tables. + +**Initiative**: Unless you increase it with the Improved Initiative feat, a graft, or an ad hoc adjustment, the NPC’s initiative bonus is equal to its Dexterity modifier. + +**Speed**: Choose the speed that suits your NPC. Movement modes such as climb or swim usually don’t count as special abilities in this case, though if your NPC has an especially high number of special movement modes or a very fast speed, that should probably count as one of its special abilities. + +**Feats**: Most NPCs don’t have feats. Many of the bonuses granted by feats can simply be incorporated into a creature’s stat block. However, you can give an NPC a feat as a special ability (see page 142). + +**Languages**: An NPC that has the capacity for language knows its racial tongue, and it likely knows Common and the language of its home planet (if any). Particularly intelligent NPCs might know other languages as you deem appropriate. + +# TABLE 1: COMBATANT ARRAY - MAIN STATISTICS + +**Source** _Alien Archive pg. 129_ + +| CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base Spell DC | Ability Score Modifiers | Special Abilities | Master Skills | Goood Skills | +|-----|-----|-----|------|-----|------|------------|------------|---------------|-------------------------|-------------------|---------------|--------------| +| 1/3 | 10 | 12 | +1 | +1 | +0 | 6 | 8 | 8 | +3, +1, +0 | 1 | +7 (1) | +3 (2) | +| 1/2 | 10 | 12 | +2 | +2 | +0 | 13 | 9 | 9 | +3, +2, +1 | 1 | +9 (1) | +4 (2) | +| 1 | 11 | 13 | +3 | +3 | +1 | 20 | 10 | 9 | +4, +2, +1 | 1 | +10 (1) | +5 (2) | +| 2 | 13 | 15 | +4 | +4 | +1 | 25 | 11 | 10 | +4, +2, +1 | 2 | +12 (1) | +7 (2) | +| 3 | 14 | 16 | +5 | +5 | +2 | 40 | 12 | 11 | +4, +2, +1 | 2 | +13 (1) | +8 (2) | +| 4 | 16 | 18 | +6 | +6 | +3 | 50 | 13 | 11 | +5, +3, +1 | 2 | +15 (1) | +10 (2) | +| 5 | 17 | 19 | +7 | +7 | +4 | 70 | 13 | 11 | +5, +3, +2 | 2 | +16 (1) | +11 (2) | +| 6 | 18 | 20 | +8 | +8 | +5 | 90 | 14 | 12 | +5, +3, +2 | 2 | +18 (1) | +13 (2) | +| 7 | 19 | 21 | +9 | +9 | +6 | 105 | 15 | 13 | +5, +4, +2 | 2 | +19 (1) | +14 (2) | +| 8 | 20 | 22 | +10 | +10 | +7 | 125 | 16 | 13 | +6, +4, +2 | 2 | +21 (1) | +16 (2) | +| 9 | 22 | 24 | +11 | +11 | +8 | 145 | 16 | 13 | +6, +4, +3 | 2 | +22 (1) | +17 (2) | +| 10 | 23 | 25 | +12 | +12 | +9 | 165 | 17 | 14 | +8, +5, +3 | 2 | +24 (1) | +19 (2) | +| 11 | 24 | 26 | +13 | +13 | +10 | 180 | 18 | 14 | +8, +5, +3 | 2 | +25 (1) | +20 (2) | +| 12 | 26 | 28 | +14 | +14 | +11 | 200 | 19 | 15 | +8, +5, +4 | 3 | +27 (1) | +22 (2) | +| 13 | 27 | 29 | +15 | +15 | +12 | 225 | 19 | 15 | +8, +6, +4 | 3 | +28 (1) | +23 (2) | +| 14 | 28 | 30 | +16 | +16 | +12 | 250 | 20 | 15 | +8, +6, +4 | 3 | +30 (1) | +25 (2) | +| 15 | 29 | 31 | +17 | +17 | +13 | 275 | 21 | 16 | +9, +7, +5 | 3 | +31 (1) | +26 (2) | +| 16 | 30 | 32 | +18 | +18 | +14 | 300 | 22 | 16 | +10, +7, +5 | 3 | +33 (1) | +28 (2) | +| 17 | 31 | 33 | +19 | +19 | +15 | 340 | 22 | 16 | +11, +8, +5 | 3 | +34 (1) | +29 (2) | +| 18 | 32 | 34 | +19 | +19 | +16 | 375 | 23 | 17 | +11, +8, +6 | 4 | +36 (1) | +31 (2) | +| 19 | 33 | 35 | +20 | +20 | +16 | 415 | 24 | 18 | +11, +9, +6 | 4 | +37 (1) | +32 (2) | +| 20 | 35 | 37 | +21 | +21 | +17 | 465 | 25 | 19 | +12, +9, +6 | 4 | +39 (1) | +34 (2) | +| 21 | 36 | 38 | +22 | +22 | +18 | 500 | 25 | 19 | +12, +10, +7 | 4 | +40 (1) | +35 (2) | +| 22 | 38 | 40 | +22 | +22 | +18 | 550 | 26 | 20 | +13, +10, +7 | 4 | +42 (1) | +37 (2) | +| 23 | 39 | 41 | +23 | +23 | +19 | 600 | 27 | 21 | +13, +11, +7 | 4 | +43 (1) | +38 (2) | +| 24 | 41 | 43 | +24 | +24 | +20 | 650 | 28 | 22 | +15, +11, +8 | 4 | +45 (1) | +40 (2) | +| 25 | 42 | 44 | +25 | +25 | +21 | 700 | 28 | 22 | +15, +12, +8 | 4 | +46 (1) | +41 (2) | + + + + +# TABLE 2: COMBATANT ARRAY - ATTACK STATISTICS + +**Source** _Alien Archive pg. 129_ + +| Attack Bonuses | Ranged Damage | Melee Damage | +|----------------|---------------|--------------| +| CR | High | Low | Energy | Kinetic | Standard | Three Attacks | Four Attacks | +| 1/3 | +4 | +1 | 1d4 | 1d4 | 1d6+Str | — | — | +| 1/2 | +6 | +3 | 1d4 | 1d6 | 1d6+Str | — | — | +| 1 | +8 | +5 | 1d4+1 | 1d6+1 | 1d6+1+Str | — | — | +| 2 | +10 | +7 | 1d4+2 | 1d6+2 | 1d6+2+Str | — | — | +| 3 | +11 | +8 | 1d4+3 | 1d6+3 | 1d6+3+Str | — | — | +| 4 | +12 | +9 | 1d4+4 | 1d6+4 | 1d6+4+Str | — | — | +| 5 | +14 | +11 | 1d6+5 | 1d8+5 | 1d6+5+Str | — | — | +| 6 | +16 | +13 | 1d10+6 | 2d6+6 | 1d8+6+Str | 1d4+6+Str | — | +| 7 | +17 | +14 | 2d6+7 | 2d8+7 | 2d6+7+Str | 1d8+7+Str | 1d6+7+Str | +| 8 | +19 | +16 | 2d8+8 | 3d6+8 | 3d4+8+Str | 1d10+8+Str | 1d6+8+Str | +| 9 | +21 | +18 | 3d6+9 | 5d4+9 | 2d10+9+Str | 2d6+9+Str | 1d10+9+Str | +| 10 | +22 | +19 | 2d10+10 | 4d6+10 | 2d10+10+Str | 3d4+10+Str | 1d10+10+Str | +| 11 | +23 | +20 | 3d8+11 | 3d10+11 | 4d6+11+Str | 2d8+11+Str | 2d6+11+Str | +| 12 | +25 | +22 | 6d4+12 | 4d8+12 | 6d4+12+Str | 3d6+12+Str | 3d4+12+Str | +| 13 | +26 | +23 | 5d6+13 | 6d6+13 | 3d12+13+Str | 2d12+13+Str | 2d8+13+Str | +| 14 | +27 | +24 | 3d12+14 | 5d10+14 | 8d6+14+Str | 4d8+14+Str | 4d6+14+Str | +| 15 | +28 | +25 | 5d8+15 | 8d6+15 | 8d6+15+Str | 3d12+15+Str | 6d4+15+Str | +| 16 | +30 | +27 | 7d6+16 | 6d10+16 | 6d10+16+Str | 5d8+16+Str | 3d10+16+Str | +| 17 | +31 | +28 | 8d6+17 | 6d12+17 | 6d12+17+Str | 4d12+17+Str | 3d12+17+Str | +| 18 | +32 | +29 | 6d10+18 | 8d10+18 | 13d6+18+Str | 8d6+18+Str | 5d8+18+Str | +| 19 | +33 | +30 | 8d8+19 | 9d10+19 | 15d6+19+Str | 6d10+19+Str | 4d12+19+Str | +| 20 | +34 | +31 | 12d6+20 | 16d6+20 | 11d10+20+Str | 6d12+20+Str | 8d6+20+Str | +| 21 | +35 | +32 | 13d6+21 | 18d6+21 | 12d10+21+Str | 8d10+21+Str | 6d10+21+Str | +| 22 | +36 | +33 | 12d8+22 | 20d6+22 | 21d6+22+Str | 9d10+22+Str | 8d8+22+Str | +| 23 | +37 | +34 | 17d6+23 | 14d10+23 | 24d6+23+Str | 10d10+23+Str | 12d6+23+Str | +| 24 | +39 | +36 | 10d12+24 | 19d8+24 | 14d12+24+Str | 11d10+24+Str | 13d6+24+Str | +| 25 | +40 | +37 | 13d10+25 | 14d12+25 | 18d10+25+Str | 12d10+25+Str | 9d10+25+Str | + + + + +# TABLE 3: EXPERT ARRAY - MAIN STATISTICS + +**Source** _Alien Archive pg. 130_ + +| CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base Spell DC | Ability Score Modifiers | Special Abilities | Master Skills | Goood Skills | +|-----|-----|-----|------|-----|------|------------|------------|---------------|-------------------------|-------------------|---------------|--------------| +| 1/3 | 10 | 11 | +0 | +0 | +2 | 6 | 10 | 10 | +3, +1, +0 | 1 | +7 (3) | +3 (2) | +| 1/2 | 10 | 11 | +0 | +0 | +3 | 12 | 11 | 11 | +3, +2, +1 | 1 | +9 (3) | +4 (2) | +| 1 | 11 | 12 | +1 | +1 | +4 | 17 | 12 | 11 | +4, +2, +1 | 1 | +10 (3) | +5 (2) | +| 2 | 13 | 14 | +1 | +1 | +5 | 23 | 13 | 12 | +4, +2, +1 | 1 | +12 (3) | +7 (2) | +| 3 | 14 | 15 | +2 | +2 | +6 | 35 | 14 | 13 | +4, +2, +1 | 2 | +13 (3) | +8 (2) | +| 4 | 16 | 17 | +3 | +3 | +7 | 45 | 15 | 13 | +5, +3, +1 | 2 | +15 (3) | +10 (2) | +| 5 | 17 | 18 | +4 | +4 | +8 | 65 | 15 | 13 | +5, +3, +2 | 2 | +16 (3) | +11 (2) | +| 6 | 18 | 19 | +5 | +5 | +9 | 80 | 16 | 14 | +5, +3, +2 | 2 | +18 (3) | +13 (2) | +| 7 | 19 | 20 | +6 | +6 | +10 | 100 | 17 | 15 | +5, +4, +2 | 2 | +19 (3) | +14 (2) | +| 8 | 20 | 21 | +7 | +7 | +11 | 115 | 18 | 15 | +6, +4, +2 | 2 | +21 (3) | +16 (2) | +| 9 | 22 | 23 | +8 | +8 | +12 | 135 | 18 | 15 | +6, +4, +3 | 2 | +22 (3) | +17 (2) | +| 10 | 23 | 24 | +9 | +9 | +13 | 150 | 19 | 16 | +8, +5, +3 | 2 | +24 (3) | +19 (2) | +| 11 | 24 | 25 | +10 | +10 | +14 | 170 | 20 | 16 | +8, +5, +3 | 2 | +25 (3) | +20 (2) | +| 12 | 26 | 27 | +11 | +11 | +15 | 185 | 21 | 17 | +8, +5, +4 | 3 | +27 (3) | +22 (2) | +| 13 | 27 | 28 | +12 | +12 | +16 | 210 | 21 | 17 | +8, +6, +4 | 3 | +28 (3) | +23 (2) | +| 14 | 28 | 29 | +12 | +12 | +17 | 235 | 22 | 17 | +8, +6, +4 | 3 | +30 (3) | +25 (2) | +| 15 | 29 | 30 | +13 | +13 | +18 | 255 | 23 | 18 | +9, +7, +5 | 3 | +31 (3) | +26 (2) | +| 16 | 30 | 31 | +14 | +14 | +19 | 280 | 24 | 18 | +10, +7, +5 | 3 | +33 (3) | +28 (2) | +| 17 | 31 | 32 | +15 | +15 | +20 | 315 | 24 | 18 | +11, +8, +5 | 3 | +34 (3) | +29 (2) | +| 18 | 32 | 33 | +16 | +16 | +20 | 350 | 25 | 19 | +11, +8, +6 | 3 | +36 (3) | +31 (2) | +| 19 | 33 | 34 | +16 | +16 | +21 | 385 | 26 | 20 | +11, +9, +6 | 4 | +37 (3) | +32 (2) | +| 20 | 35 | 36 | +17 | +17 | +22 | 430 | 27 | 21 | +12, +9, +6 | 4 | +39 (3) | +34 (2) | +| 21 | 36 | 37 | +18 | +18 | +23 | 465 | 27 | 21 | +12, +10, +7 | 4 | +40 (3) | +35 (2) | +| 22 | 38 | 39 | +18 | +18 | +23 | 500 | 28 | 22 | +13, +10, +7 | 4 | +42 (3) | +37 (2) | +| 23 | 39 | 40 | +19 | +19 | +24 | 550 | 29 | 23 | +13, +11, +7 | 4 | +43 (3) | +38 (2) | +| 24 | 41 | 42 | +20 | +20 | +25 | 600 | 30 | 24 | +15, +11, +8 | 4 | +45 (3) | +40 (2) | +| 25 | 42 | 43 | +21 | +21 | +26 | 650 | 30 | 24 | +15, +12, +8 | 4 | +46 (3) | +41 (2) | + + + + +# TABLE 4: EXPERT ARRAY - ATTACK STATISTICS + +**Source** _Alien Archive pg. 130_ + +| Attack Bonuses | Ranged Damage | Melee Damage | +|----------------|---------------|--------------| +| CR | High | Low | Energy | Kinetic | Standard | Three Attacks | Four Attacks | +| 1/3 | +2 | +0 | 1d4 | 1d4 | 1d4+Str | — | — | +| 1/2 | +4 | +2 | 1d4 | 1d4 | 1d4+Str | — | — | +| 1 | +6 | +4 | 1d4+1 | 1d4+1 | 1d4+1+Str | — | — | +| 2 | +8 | +6 | 1d4+2 | 1d4+2 | 1d4+2+Str | — | — | +| 3 | +9 | +7 | 1d4+3 | 1d4+3 | 1d4+3+Str | — | — | +| 4 | +10 | +8 | 1d4+4 | 1d4+4 | 1d4+4+Str | — | — | +| 5 | +12 | +10 | 1d4+5 | 1d6+5 | 1d4+5+Str | — | — | +| 6 | +14 | +12 | 1d6+6 | 1d8+6 | 1d6+6+Str | 1d4+6+Str | — | +| 7 | +15 | +13 | 1d8+7 | 1d12+7 | 1d8+7+Str | 1d4+7+Str | 1d4+7+Str | +| 8 | +17 | +15 | 1d10+8 | 2d6+8 | 1d12+8+Str | 1d8+8+Str | 1d4+8+Str | +| 9 | +19 | +17 | 2d6+9 | 2d8+9 | 3d4+9+Str | 1d10+9+Str | 1d6+9+Str | +| 10 | +20 | +18 | 3d4+10 | 2d8+10 | 2d8+10+Str | 1d10+10+Str | 1d8+10+Str | +| 11 | +21 | +19 | 2d8+11 | 2d10+11 | 2d10+11+Str | 3d4+11+Str | 1d10+11+Str | +| 12 | +23 | +21 | 2d8+12 | 2d10+12 | 2d12+12+Str | 3d4+12+Str | 1d12+12+Str | +| 13 | +24 | +22 | 2d10+13 | 4d6+13 | 6d4+13+Str | 3d6+13+Str | 3d4+13+Str | +| 14 | +25 | +23 | 5d4+14 | 4d8+14 | 6d6+14+Str | 4d6+14+Str | 3d6+14+Str | +| 15 | +26 | +24 | 4d6+15 | 6d6+15 | 5d8+15+Str | 6d4+15+Str | 2d10+15+Str | +| 16 | +28 | +26 | 6d4+16 | 5d8+16 | 6d8+16+Str | 4d8+16+Str | 3d8+16+Str | +| 17 | +29 | +27 | 4d8+17 | 4d12+17 | 8d6+17+Str | 3d12+17+Str | 6d4+17+Str | +| 18 | +30 | +28 | 3d12+18 | 8d6+18 | 8d8+18+Str | 5d8+18+Str | 4d8+18+Str | +| 19 | +31 | +29 | 5d8+19 | 6d10+19 | 9d8+19+Str | 6d8+19+Str | 3d12+19+Str | +| 20 | +32 | +30 | 4d12+20 | 8d8+20 | 13d6+20+Str | 9d6+20+Str | 5d8+20+Str | +| 21 | +33 | +31 | 8d6+21 | 6d12+21 | 15d6+21+Str | 10d6+21+Str | 4d12+21+Str | +| 22 | +34 | +32 | 6d10+22 | 8d10+22 | 17d6+22+Str | 6d12+22+Str | 8d6+22+Str | +| 23 | +35 | +33 | 8d8+23 | 13d6+23 | 12d10+23+Str | 8d10+23+Str | 6d10+23+Str | +| 24 | +37 | +35 | 9d8+24 | 15d6+24 | 21d6+24+Str | 9d10+24+Str | 8d8+24+Str | +| 25 | +38 | +36 | 8d10+25 | 16d6+25 | 12d12+25+Str | 15d6+25+Str | 6d12+25+Str | + + + + +# TABLE 5: SPELLCASTER ARRAY - MAIN STATISTICS + +**Source** _Alien Archive pg. 131_ + +| CR | EAC | KAC | Fort | Ref | Will | Hit Points | Ability DC | Base Spell DC | Ability Score Modifiers | Special Abilities | Master Skills | Goood Skills | +|-----|-----|-----|------|-----|------|------------|------------|---------------|-------------------------|-------------------|---------------|--------------| +| 1/3 | 9 | 10 | +0 | +0 | +2 | 5 | 10 | 12 | +3, +1, +0 | 1 | +7 (2) | +3 (1) | +| 1/2 | 9 | 10 | +0 | +0 | +3 | 11 | 11 | 13 | +3, +2, +1 | 1 | +9 (2) | +4 (1) | +| 1 | 10 | 11 | +1 | +1 | +4 | 16 | 12 | 13 | +4, +2, +1 | 1 | +10 (2) | +5 (1) | +| 2 | 12 | 13 | +1 | +1 | +5 | 21 | 13 | 14 | +4, +2, +1 | 2 | +12 (2) | +7 (1) | +| 3 | 13 | 14 | +2 | +2 | +6 | 32 | 14 | 15 | +4, +2, +1 | 2 | +13 (2) | +8 (1) | +| 4 | 15 | 16 | +3 | +3 | +7 | 43 | 15 | 15 | +5, +3, +1 | 2 | +15 (2) | +10 (1) | +| 5 | 16 | 17 | +4 | +4 | +8 | 60 | 15 | 15 | +5, +3, +2 | 2 | +16 (2) | +11 (1) | +| 6 | 17 | 18 | +5 | +5 | +9 | 75 | 16 | 16 | +5, +3, +2 | 2 | +18 (2) | +13 (1) | +| 7 | 18 | 19 | +6 | +6 | +10 | 90 | 17 | 17 | +5, +4, +2 | 2 | +19 (2) | +14 (1) | +| 8 | 19 | 20 | +7 | +7 | +11 | 105 | 18 | 17 | +6, +4, +2 | 2 | +21 (2) | +16 (1) | +| 9 | 21 | 22 | +8 | +8 | +12 | 120 | 18 | 17 | +6, +4, +3 | 2 | +22 (2) | +17 (1) | +| 10 | 22 | 23 | +9 | +9 | +13 | 140 | 19 | 18 | +8, +5, +3 | 2 | +24 (2) | +19 (1) | +| 11 | 23 | 24 | +10 | +10 | +14 | 155 | 20 | 18 | +8, +5, +3 | 2 | +25 (2) | +20 (1) | +| 12 | 25 | 26 | +11 | +11 | +15 | 170 | 21 | 19 | +8, +5, +4 | 3 | +27 (2) | +22 (1) | +| 13 | 26 | 27 | +12 | +12 | +16 | 190 | 21 | 19 | +8, +6, +4 | 3 | +28 (2) | +23 (1) | +| 14 | 27 | 28 | +12 | +12 | +17 | 215 | 22 | 19 | +8, +6, +4 | 3 | +30 (2) | +25 (1) | +| 15 | 28 | 29 | +13 | +13 | +18 | 235 | 23 | 20 | +9, +7, +5 | 3 | +31 (2) | +26 (1) | +| 16 | 29 | 30 | +14 | +14 | +19 | 255 | 24 | 20 | +10, +7, +5 | 3 | +33 (2) | +28 (1) | +| 17 | 30 | 31 | +15 | +15 | +20 | 285 | 24 | 20 | +11, +8, +5 | 3 | +34 (2) | +29 (1) | +| 18 | 31 | 32 | +16 | +16 | +20 | 320 | 25 | 21 | +11, +8, +6 | 4 | +36 (2) | +31 (1) | +| 19 | 32 | 33 | +16 | +16 | +21 | 350 | 26 | 22 | +11, +9, +6 | 4 | +37 (2) | +32 (1) | +| 20 | 34 | 35 | +17 | +17 | +22 | 395 | 27 | 23 | +12, +9, +6 | 4 | +39 (2) | +34 (1) | +| 21 | 35 | 36 | +18 | +18 | +23 | 425 | 27 | 23 | +12, +10, +7 | 4 | +40 (2) | +35 (1) | +| 22 | 37 | 38 | +18 | +18 | +23 | 470 | 28 | 24 | +13, +10, +7 | 4 | +42 (2) | +37 (1) | +| 23 | 38 | 39 | +19 | +19 | +24 | 510 | 29 | 25 | +13, +11, +7 | 4 | +43 (2) | +38 (1) | +| 24 | 40 | 41 | +20 | +20 | +25 | 550 | 30 | 26 | +15, +11, +8 | 4 | +45 (2) | +40 (1) | +| 25 | 41 | 42 | +21 | +21 | +26 | 600 | 30 | 26 | +15, +12, +8 | 4 | +46 (2) | +41 (1) | + + + + +# STEP 2: CREATURE TYPE GRAFT + +**Source** _Alien Archive pg. 132_ +Every creature belongs to one of 13 types. These broad categories indicate something about a creature’s origin, the shape of its body, or its metaphysical place in the universe. + +# TABLE 6: SPELLCASTER ARRAY - ATTACK STATISTICS + +**Source** _Alien Archive pg. 132_ + +| Attack Bonuses | Ranged Damage | Melee Damage | +|----------------|---------------|--------------| +| CR | High | Low | Energy | Kinetic | Standard | Three Attacks | Four Attacks | +| 1/3 | +0 | -2 | 1d4 | 1d4 | 1d4+Str | — | — | +| 1/2 | +2 | +0 | 1d4 | 1d4 | 1d4+Str | — | — | +| 1 | +4 | +2 | 1d4+1 | 1d4+1 | 1d4+1+Str | — | — | +| 2 | +6 | +4 | 1d4+2 | 1d4+2 | 1d4+2+Str | — | — | +| 3 | +7 | +5 | 1d4+3 | 1d4+3 | 1d4+3+Str | — | — | +| 4 | +8 | +6 | 1d4+4 | 1d4+4 | 1d4+4+Str | — | — | +| 5 | +10 | +8 | 1d4+5 | 1d6+5 | 1d4+5+Str | — | — | +| 6 | +12 | +10 | 1d6+6 | 1d8+6 | 1d6+6+Str | 1d4+6+Str | — | +| 7 | +13 | +11 | 1d8+7 | 1d12+7 | 1d8+7+Str | 1d4+7+Str | 1d4+7+Str | +| 8 | +15 | +13 | 1d10+8 | 2d6+8 | 1d12+8+Str | 1d8+8+Str | 1d4+8+Str | +| 9 | +17 | +15 | 2d6+9 | 2d8+9 | 3d4+9+Str | 1d10+9+Str | 1d6+9+Str | +| 10 | +18 | +16 | 3d4+10 | 2d8+10 | 2d8+10+Str | 1d10+10+Str | 1d8+10+Str | +| 11 | +19 | +17 | 2d8+11 | 2d10+11 | 2d10+11+Str | 3d4+11+Str | 1d10+11+Str | +| 12 | +21 | +19 | 2d8+12 | 2d10+12 | 2d12+12+Str | 3d4+12+Str | 1d12+12+Str | +| 13 | +22 | +20 | 2d10+13 | 4d6+13 | 6d4+13+Str | 3d6+13+Str | 3d4+13+Str | +| 14 | +23 | +21 | 5d4+14 | 4d8+14 | 6d6+14+Str | 4d6+14+Str | 3d6+14+Str | +| 15 | +24 | +22 | 4d6+15 | 6d6+15 | 5d8+15+Str | 6d4+15+Str | 2d10+15+Str | +| 16 | +26 | +24 | 6d4+16 | 5d8+16 | 6d8+16+Str | 4d8+16+Str | 3d8+16+Str | +| 17 | +27 | +25 | 4d8+17 | 4d12+17 | 8d6+17+Str | 3d12+17+Str | 6d4+17+Str | +| 18 | +28 | +26 | 3d12+18 | 8d6+18 | 8d8+18+Str | 5d8+18+Str | 4d8+18+Str | +| 19 | +29 | +27 | 5d8+19 | 6d10+19 | 9d8+19+Str | 6d8+19+Str | 3d12+19+Str | +| 20 | +30 | +28 | 4d12+20 | 8d8+20 | 13d6+20+Str | 9d6+20+Str | 5d8+20+Str | +| 21 | +31 | +29 | 8d6+21 | 6d12+21 | 15d6+21+Str | 10d6+21+Str | 4d12+21+Str | +| 22 | +32 | +30 | 6d10+22 | 8d10+22 | 17d6+22+Str | 6d12+22+Str | 8d6+22+Str | +| 23 | +33 | +31 | 8d8+23 | 13d6+23 | 12d10+23+Str | 8d10+23+Str | 6d10+23+Str | +| 24 | +35 | +33 | 9d8+24 | 15d6+24 | 21d6+24+Str | 9d10+24+Str | 8d8+24+Str | +| 25 | +36 | +34 | 8d10+25 | 16d6+25 | 12d12+25+Str | 15d6+25+Str | 6d12+25+Str | + + + + +# STEP 3: CREATURE SUBTYPE GRAFT + +**Source** _Alien Archive pg. 133_ +At this stage, add any relevant subtypes to the NPC. Generally, a subtype graft grants a few traits, but for particularly powerful subtypes (such as devil), you might want to monitor how many abilities the subtype gives your NPC and avoid adding extra special abilities of the same type that the subtype graft already provides (usually immunities, resistances, and spell-like abilities). + +## OTHER SUBTYPES + +**Source** _Alien Archive pg. 137_ +A number of subtypes don’t have full entries. Those that don’t grant additional abilities to creatures are listed below. + +- Chaotic +- Evil +- Extraplanar +- Good +- Lawful +- Magical +- Native +- Technological + + + +# STEP 4: CLASS GRAFT + +**Source** _Alien Archive pg. 137_ +In this optional step, you can add certain abilities to make an NPC function similarly to a character of a particular class. As mentioned in Step 2, you should use either the adjustments entry for the creature type graft or the adjustments entry for the class graft—not both. + +The classes and the rules for their class abilities appear in the _Starfinder Core Rulebook_, though some class grafts grant slightly altered class abilities—these are listed in the Special Rules entry. If your NPC has abilities that require spending Resolve, it receives a number of Resolve Points equal to its CR divided by 5, plus 3. + +# STEP 5: TEMPLATE GRAFT + +**Source** _Alien Archive pg. 141_ +In this optional step, you can apply a template graft to an NPC to transform it in some way. Template grafts appear in certain alien entries (such as the nihili template graft on page 83); simple template grafts appear in Appendix 3, starting on page 150. A template graft with a CR requirement lists it in parentheses after its name. + +# STEP 6: SPECIAL ABILITIES + +**Source** _Alien Archive pg. 141_ +Most of the powers that set an NPC apart come in the form of special abilities. These include special actions the NPC can take, resistances against forms of attack, special modes of movement, and adjustments to their statistics. + +Though you can pick any special ability for any NPC independent of its array, there are a few considerations to keep in mind. For example, special abilities that will see more use in a fight (such as certain feats and the multiattack ability) are most appropriate for a combatant creature; however, if you give a combatant too many abilities that each take an action, it might not be able to use all of those abilities during an encounter. Special abilities that increase skill bonuses or interact with skill use are most appropriate for an expert creature. Special abilities that improve a creature’s spellcasting ability are most appropriate for a spellcaster creature. + +## UNIVERSAL CREATURE RULES AS SPECIAL ABILITIES + +**Source** _Alien Archive pg. 142_ +Universal creature rules can be used as a special abilities; these rules can be found in Appendix 4, starting on page 152. Some of these require you to determine the parameters of the ability. For instance, if you give a creature a breath weapon, you need to pick its size, damage type, and frequency. Such abilities often have a Guidelines entry to assist you. + +Special abilities that only adjust a NPC’s basic statistics aren’t listed in the creature’s stat block; their effects are simply calculated into the statistics. + +## FEATS AS SPECIAL ABILITIES + +**Source** _Alien Archive pg. 142_ +Most NPCs don’t have feats. However, you can assign them feats, such as those from the _Starfinder Core Rulebook_, as special abilities. Generally, if a feat just adjusts a creature’s statistics or applies all the time (such as Improved Initiative), it’s best to just include it in the NPC’s statistics and count it toward the NPC’s maximum number of special abilities if it makes a big difference (otherwise it is free). The best feats to pick for an NPC are those that give different attacks or actions most NPCs can’t do without the feat. + +## FREE SPECIAL ABILITIES + +**Source** _Alien Archive pg. 142_ +Special abilities that aren’t major enough to count toward the NPC’s maximum number of special abilities are designated as free special abilities. Examples include nonstandard modes of movement (such as a burrow, climb, fly, or swim speed), certain senses (see the sidebar above), and limited telepathy (_Starfinder Core Rulebook_ 265). In general, if an NPC needs an ability such as amphibious or water breathing to survive in its natural environment, that ability should be free. + +**Weaknesses**: Special abilities that are actually detriments (such as a dependency or vulnerability) count as free special abilities. In fact, you might want to give a creature a weakness if you have given it many helpful special abilities. Abilities that grant a benefit but impose a drawback (such as mindless) are likewise free special abilities. + +## ADJUSTMENT SPECIAL ABILITIES + +**Source** _Alien Archive pg. 142_ +This category of abilities adjusts an NPC’s basic statistics without requiring you to reference other rules. These abilities can turn an NPC into a big bruiser or give it special defenses that affect only the statistics of the array. In general, don’t choose a single adjustment special ability more than once. + +**Brute**: Use the low attack value for the NPC’s main attack, but determine the attack’s damage as if the NPC’s CR were 2 higher (adding the extra damage from weapon specialization). This special ability has a greater impact at higher CRs. +**Extra Hit Points**: Increase the NPC’s HP by 20%. +**Save Boost**: Increase all saving throw bonuses by 1 or one saving throw bonus by 3. +**Secondary Magic**: The NPC gains spell-like abilities (chosen in Step 8) according to its CR, though it gains only the once-per-day spells or one spell per unit of frequency (at will, 1/day, etc.). +**Skillful**: Increase all master and good skill bonuses by 1. + +## CREATING NEW ABILITIES + +**Source** _Alien Archive pg. 142_ +The special abilities in this book cover common attributes and those granted by creature types and subtypes, but NPCs come in nigh-infinite variety, so at some point you’ll make an NPC that requires new abilities. When crafting an ability from scratch, look for an existing special ability or spell that is similar to it and see what types of creatures typically have that ability or what level the spell is. Use the CRs of those creatures or the spell’s level to determine whether your ability is appropriate for the CR you’ve chosen for your NPC. + +# STEP 7: SKILLS + +**Source** _Alien Archive pg. 142_ +The NPC arrays use two categories for skills: master and good. The number for each categories is the NPC’s total bonus for skills in that category; don’t add ability score modifiers. For any skill that isn’t a master or good skill, use the appropriate ability score modifier. If the NPC’s ability score modifier associated with a master or good skill exceeds the bonus the array assigns, use the ability score modifier instead. + +As mentioned on page 128, NPCs have good Perception by default. You can still pick it as a master skill for an incredibly perceptive creature or use just the creature’s Wisdom ability score modifier if the creature is inept at detecting things. + +## SENSES + +**Source** _Alien Archive pg. 142_ +A creature’s special senses allow it to detect things a normal human couldn’t. Usually, these are free abilities, but there are some exceptions. The lists below include all the abilities for senses, divided into ones that are free and ones that aren’t. + +### FREE + +- Blindsense (scent or vibration) +- Darkvision +- Low-light vision + +### STANDARD + +- Blindsense (life, thought, or other exotic sense) +- Blindsight (any sense) +- See in darkness +- Sense through (any sense) + + + +## ASSIGNING SKILLS + +**Source** _Alien Archive pg. 142_ +In most cases, your NPC’s master skills should be ones associated with its highest ability score modifiers. An NPC with its highest bonus in Dexterity might have Acrobatics or Stealth among its master skills, for example. + +The number of skills you give your NPC is fairly flexible. While you should generally stay within 1 or 2 of the suggested number of master and good skills for the creature’s CR, you might give a scholarly spellcaster more master skills, and mindless creatures often have no master or good skills at all. + +# STEP 8: SPELLS + +**Source** _Alien Archive pg. 143_ +This step is required only for NPCs with the spellcaster array or those you have given the secondary magic special ability (see page 142). By design, a spellcaster NPC can’t cast as many spells as a player character, as NPCs usually appear in the game for only a brief time. Pick notable spells that make a big difference when they’re cast so the NPC makes an impact when it appears. The DCs of these spells are determined by the array you chose for the creature. + +## NUMBER OF SPELLS + +**Source** _Alien Archive pg. 143_ +NPCs cast spells differently based on whether they have innate spell-like abilities or cast spells like a spellcasting class. Use the explanations below and examine the choices you made in the previous steps to determine which style suits your intended creature. (While NPCs can have both, such as when an NPC whose race grants natural spell-like abilities also receives a class graft, it’s generally easier not to mix them if you don’t have to.) Once you’ve decided, look up the CR range your NPC falls into and then check the appropriate column of Table 7 to determine its number of spells per day. + +Remember that these are only guidelines. If you need to add or remove a spell to perfect a creature’s flavor, that’s your call, but at the same time, be sure you’re not unbalancing the NPC. + +**Spell-Like Abilities**: Most NPCs in Starfinder cast spells as spell-like abilities—magic that they can use without having a spellcasting class graft. The spell-like abilities column of Table 7 tells you how many spells the NPC can cast, the spells’ levels, and how often the NPC can cast each of them. For instance, “3/day—four 2nd-level spells” means that you choose four 2nd-level spells that the NPC knows, and it can cast each of them three times per day. The NPC can’t cast any of these individual spells more than three times per day, even if it hasn’t cast all of its other spells—the listed limit is per spell. + +**Spellcaster**: Some NPCs cast spells like a spellcasting player character; usually, these NPCs have a class graft (such as a mystic or technomancer), but it isn’t required. For these NPCs, the number of spells they can cast is tied to spell level rather than uses of individual spells. For example, “3rd (3/day)—two 3rd-level spells” means that you should select two 3rd-level spells the NPC knows, and it can cast any combination of them three times per day. Such an NPC has fewer overall spells per day than NPCs with spell-like abilities, but it has greater versatility in combat (which actually makes it more powerful, given the short lives of NPCs in combat). + +# STEP 9: FINAL CHECK + +**Source** _Alien Archive pg. 143_ +At this point, look back over your NPC and make sure it lives up to your concept for it. If it’s a minor monster that won’t appear very often and isn’t important to the story, don’t worry too much about the specifics. However, if it’s a significant NPC, you might want to compare its statistics to similar creatures in this book and see if that suggests any problems—it might be too weak or too strong. + +Once you are satisfied with your NPC’s statistics, give it a name if you haven’t already, and it is ready to encounter your player characters, whether on the field of battle or in a tense negotiation scene! + +# TABLE 7: SPELLS FOR NPCS + +**Source** _Alien Archive pg. 143_ + +| CR | Spell-Like Abilities | Spellcaster | +|-------|-------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------------| +| 1/3–3 | 1/day—two 1st-level spellsAt will-two 0-level spells | 1st (3/day)—two 1st-level spells0 (at will)—two 0-level spells | +| 4–6 | 1/day—two 2nd-level spells3/day-three 1st-level spellsAt will-two 0-level spells | 2nd (3/day)—two 2nd-level spells1st (6/day)—three 1st-level spells0 (at will)—two 0-level spells | +| 7–9 | 1/day—two 3rd-level spells3/day-four 2nd-level spellsAt will-two 1st-level spells | 3rd (3/day)—two 3rd-level spells2nd (6/day)—four 2nd-level spells1st (at will)—two 1st-level spells | +| 10–12 | 1/day—two 4th-level spells3/day-four 3rd-level spellsAt will-two 2nd-level spells | 4th (3/day)—two 4th-level spells3rd (6/day)—four 3rd-level spells2nd (at will)—two 2nd-level spells | +| 13–15 | 1/day—two 5th-level spells3/day-four 4th-level spellsAt will-two 3rd-level spells | 5th (3/day)—two 5th-level spells4th (6/day)—four 4th-level spells3rd (at will)—two 3rd-level spells | +| 16–18 | 1/day—two 6th-level spells3/day-four 5th-level spellsAt will-two 4th-level spells | 6th (3/day)—two 6th-level spells5th (6/day)—four 5th-level spells4th (at will)—two 4th-level spells | +| 19+ | 1/day—four 6th-level spells3/day-three 5th-level spellsAt will-two 4th-level spells | 6th (3/day)—four 6th-level spells5th (6/day)—three 5thlevel spells4th (at will)—two 4th-level spells | + diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Darkvision (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Darkvision (Ex or Su).md new file mode 100644 index 0000000..29df57d --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Darkvision (Ex or Su).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# DARKVISION (EX OR SU) + +**Source** _Alien Archive pg. 153_ +The creature can see out to the listed range with no light source at all. See page 263 of the _Starfinder Core Rulebook_. + +_Format_: **Senses** darkvision 60 ft. +_Guidelines_: Darkvision has a range of 60 feet for most creatures or 120 feet in exceptional cases. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Earth Glide (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Earth Glide (Ex).md new file mode 100644 index 0000000..a0e51ec --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Earth Glide (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# EARTH GLIDE (EX) + +**Source** _Alien Archive pg. 154_ +When the creature burrows, it can pass through dirt, stone, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. + +_Format_: **Other Abilities** earth glide. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Engulf (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Engulf (Ex).md new file mode 100644 index 0000000..f5bd02b --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Engulf (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# ENGULF (EX) + +**Source** _Alien Archive 4 pg. 153_, _Alien Archive 2 pg. 150_, _Alien Archive 3 pg. 151_ +As a standard action, the creature can move up to its speed, moving into or through the space of any creatures that are at least one size smaller than itself without penalty. Every creature in the engulfing creature’s path is automatically engulfed with no attack roll needed. A targeted creature can attempt a Reflex saving throw to avoid being engulfed; if it attempts this save, it can’t make an attack of opportunity against the engulfing creature due to that creature’s movement. On a successful save, the target is pushed back or aside (target’s choice) as the engulfing creature continues to move. An engulfed creature gains the pinned condition, takes the listed damage at the beginning of each turn it’s engulfed, is in danger of suffocating if it doesn’t have environmental protections, and is trapped within the engulfing creature’s body until it’s no longer pinned. An engulfed creature moves with the engulfing creature; this movement doesn’t provoke attacks of opportunity against the engulfed creature. A creature can engulf one creature that’s one size smaller than itself, up to two creatures that are two sizes smaller, or up to four creatures that are three sizes smaller. + +_Format_: **Offensive Abilities** engulf (1d6+8 F, DC 13). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fast Healing (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fast Healing (Ex).md new file mode 100644 index 0000000..dcc209f --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fast Healing (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# FAST HEALING (EX) + +**Source** _Alien Archive 4 pg. 153_, _Alien Archive 3 pg. 151_, _Alien Archive 2 pg. 150_, _Alien Archive pg. 154_ +The creature regains the listed number of Hit Points at the start of its turn. Unless otherwise noted, the creature can never exceed its maximum Hit Points. +Fast healing doesn’t restore Hit Points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or reattach lost body parts, unless otherwise stated. Fast healing continues to function until a creature dies, at which point the effects of fast healing end immediately. + +_Format_: **Defensive Abilities** fast healing 5. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fly (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fly (Ex or Su).md new file mode 100644 index 0000000..ddaae2e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Fly (Ex or Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# FLY (EX OR SU) + +**Source** _Alien Archive 3 pg. 151_, _Alien Archive pg. 154_, _Alien Archive 2 pg. 150_ +The source of the creature’s fly speed (whether extraordinary, supernatural, or from another source such as an item) is noted before its maneuverability. Unless otherwise noted, a creature whose ability to fly is extraordinary can’t fly in a vacuum. + +_Format_: **Speed** fly 60 ft. (Ex, perfect). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Frightful Presence (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Frightful Presence (Ex or Su).md new file mode 100644 index 0000000..3dfe8e7 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Frightful Presence (Ex or Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# FRIGHTFUL PRESENCE (EX OR SU) + +**Source** _Alien Archive 4 pg. 153_, _Alien Archive 3 pg. 151_, _Alien Archive 2 pg. 150_, _Alien Archive pg. 154_ +The creature’s presence unsettles its foes. It can activate this ability as part of the action of making an attack or as a move action, but it can activate it only once per round. This ability usually has a range of 30 feet. Opponents within range must succeed at a Will save or become shaken. The duration is 5d6 rounds unless the ability says otherwise. Once an opponent has been exposed to a creature’s frightful presence (whether or not the opponent succeeds at its saving throw), it can’t be affected by the same creature’s frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect. + +_Format_: **Aura** frightful presence (30 ft., Will DC 22). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Grab (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Grab (Ex).md new file mode 100644 index 0000000..579b2a5 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Grab (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# GRAB (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 3 pg. 152_, _Alien Archive 2 pg. 151_, _Alien Archive pg. 155_ +If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the attack roll result equals or exceeds the target’s KAC + 4, the creature also automatically grapples the foe. (If it equals or exceeds the target’s KAC + 13, the creature instead pins the target.) The creature doesn’t need to have a spare limb free to perform this grapple as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally. + +_Format_: **Melee** claw +8 (1d6+4 plus grab). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Immunity (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Immunity (Ex or Su).md new file mode 100644 index 0000000..5c6c38f --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Immunity (Ex or Su).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# IMMUNITY (EX OR SU) + +**Source** _Alien Archive 3 pg. 152_, _Alien Archive pg. 155_, _Alien Archive 2 pg. 151_ +The creature takes no damage from the listed source. Creatures can be immune to certain types of damage, types of afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune to critical hits doesn’t take double damage or suffer critical hit effects. A creature that is immune to a listed source doesn’t suffer from its effects or from any secondary effects that it would trigger. + +_Format_: **Immunities** acid, paralysis. +_Guidelines_: A creature usually has one immunity, plus one for every 5 CR. Broad immunities such as immunity to mind‑affecting effects or all magic should be chosen with caution and might count as multiple abilities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Integrated Weapons (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Integrated Weapons (Ex).md new file mode 100644 index 0000000..8ce6110 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Integrated Weapons (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# INTEGRATED WEAPONS (EX) + +**Source** _Alien Archive 3 pg. 152_, _Alien Archive 2 pg. 151_ +The creature’s weapons are manufactured weapons, not natural weapons, and they are integrated into its frame. A creature can’t be disarmed of these weapons, though they can be removed and used if the creature is dead. + +_Format_: **Defensive Abilities** integrated weapons. +_Guidelines_: A manufactured weapon is a weapon with an item level that can be purchased by characters. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Light Blindness (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Light Blindness (Ex).md new file mode 100644 index 0000000..275862c --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Light Blindness (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# LIGHT BLINDNESS (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 2 pg. 151_, _Alien Archive pg. 155_, _Alien Archive 3 pg. 152_ +The creature is blinded for 1 round when first exposed to bright light, such as sunlight, and it’s dazzled for as long as it remains in an area of bright light. + +_Format_: **Weaknesses** light blindness. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Plant Benefits (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Plant Benefits (Ex).md new file mode 100644 index 0000000..c941bde --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Plant Benefits (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# LIMITED PLANT BENEFITS (EX) + +**Source** _Alien Archive 3 pg. 152_ +Despite being a plant creature, the creature doesn’t gain the standard immunities associated with creatures of the plant type. Instead, a creature with this ability gains a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants. + +_Format_: **Defensive Abilities** limited plant benefits. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Telepathy (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Telepathy (Ex or Su).md new file mode 100644 index 0000000..80fa2fd --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Limited Telepathy (Ex or Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# LIMITED TELEPATHY (EX OR SU) + +**Source** _Alien Archive pg. 155_ +The creature can mentally communicate with any creatures within the listed range with which it shares a language. See page 259 of the _Starfinder Core Rulebook_ for more details. + +_Format_: **Languages** limited telepathy 30 ft. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Low-Light Vision (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Low-Light Vision (Ex).md new file mode 100644 index 0000000..c02ec45 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Low-Light Vision (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# LOW-LIGHT VISION (EX) + +**Source** _Alien Archive pg. 155_ +The creature can see in dim light as if it were normal light. Low-light vision is color vision, unlike darkvision. A creature with low-light vision can read as long as even the tiniest source of light is next to it. Creatures with low-light vision can see outdoors on a moonlit night as well as they can during the day, since the moon casts dim light. + +_Format_: **Senses** low-light vision. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Mindless (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Mindless (Ex).md new file mode 100644 index 0000000..f900371 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Mindless (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# MINDLESS (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive pg. 155_, _Alien Archive 2 pg. 151_, _Alien Archive 3 pg. 152_ +The creature has no Intelligence score or modifier and is immune to mind-affecting effects. Any DCs or other statistics that rely on an Intelligence score treat the creature as having a score of 10 (+0). + +_Format_: **Other Abilities** mindless. +_Guidelines_: Mindless creatures usually have fewer good skills and no master skills. Their skills should be based on inborn abilities, since they’re incapable of training. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiarmed (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiarmed (Ex).md new file mode 100644 index 0000000..2484815 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiarmed (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# MULTIARMED (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 3 pg. 152_, _Alien Archive 2 pg. 151_ +The creature has the number of arms listed. This allows it to wield and hold up to that many hands’ worth of weapons and equipment. While this increases the number of items it can have at the ready, it doesn’t increase the number of attacks it can make during combat. + +_Format_: **Other Abilities** multiarmed (4). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiattack (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiattack (Ex).md new file mode 100644 index 0000000..7219c38 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Multiattack (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# MULTIATTACK (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 2 pg. 151_, _Alien Archive pg. 155_, _Alien Archive 3 pg. 152_ +In addition to its standard melee or ranged attack, the creature has a multiattack entry. When making a full attack, the creature can make all the attacks listed in the multiattack entry at the attack bonuses listed, rather than make two attacks. It can make the attacks in any order. + +_Format_: **Multiattack** bite +10 (1d4+11), 2 claws +10 (1d4+11). +_Guidelines_: Use the appropriate damage column for the creature’s array for all attacks in the multiattack, and impose a –6 penalty on these attacks (rather than the usual –4 penalty for a full attack). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Natural Weapons (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Natural Weapons (Ex).md new file mode 100644 index 0000000..41b15ea --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Natural Weapons (Ex).md @@ -0,0 +1,9 @@ +--- +aliases: +tags: +--- +# NATURAL WEAPONS (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 3 pg. 152_, _Alien Archive pg. 155_, _Alien Archive 2 pg. 151_ +Natural weapons (and natural attacks) such as acid spit, bite, claw, or slam don’t require ammunition and can’t be disarmed or sundered. +In addition, a player character with this ability can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. They also gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level as usual). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/No Breath (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/No Breath (Ex).md new file mode 100644 index 0000000..00eb9c5 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/No Breath (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# NO BREATH (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 2 pg. 152_, _Alien Archive pg. 155_, _Alien Archive 3 pg. 153_ +The creature doesn’t breathe, and it’s immune to effects that require breathing (such as inhaled poison). This doesn’t give it immunity to cloud or gas attacks that don’t require breathing. + +_Format_: **Other Abilities** no breath. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Ooze Immunities (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Ooze Immunities (Ex).md new file mode 100644 index 0000000..3bb0b4f --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Ooze Immunities (Ex).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# OOZE IMMUNITIES (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 3 pg. 153_, _Alien Archive pg. 155_, _Alien Archive 2 pg. 152_ +Oozes are immune to the following effects, unless the effect specifies that it works against oozes. + +- Critical hits, paralysis, poison, polymorph, sleep, and stun. +- Gaze abilities, illusions, visual effects, and other attacks that rely on sight. +- Flanking—oozes are unflankable. + +_Format_: _Immunities_ ooze immunities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plant Immunities (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plant Immunities (Ex).md new file mode 100644 index 0000000..72701d9 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plant Immunities (Ex).md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# PLANT IMMUNITIES (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 2 pg. 152_, _Alien Archive pg. 155_, _Alien Archive 3 pg. 153_ +Plants are immune to the following effects, unless the effect specifies it works against plants. + +- Mind-affecting effects, paralysis, poison, polymorph, sleep, and stun. + +_Format_: **Immunities** plant immunities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plantlike (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plantlike (Ex).md new file mode 100644 index 0000000..dc9770e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Plantlike (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# PLANTLIKE (EX) + +**Source** _Alien Archive 3 pg. 153_, _Alien Archive pg. 156_ +For effects targeting creatures by type, plantlike creatures count as both their type and plants (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They also receive a +2 racial bonus to saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning, unless the effect specifies that it works against plants. + +_Format_: **Other Abilities** plantlike. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Pounce (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Pounce (Ex).md new file mode 100644 index 0000000..3e4cb43 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Pounce (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# POUNCE (EX) + +**Source** _Alien Archive 4 pg. 154_ +When this creature charges, it can make a full attack in place of the normal melee attack. + +_Format_: **Offensive Abilities** pounce. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Radioactive (Ex, Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Radioactive (Ex, Su).md new file mode 100644 index 0000000..342e8b4 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Radioactive (Ex, Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# RADIOACTIVE (EX, SU) + +**Source** _Alien Archive 3 pg. 153_ +The creature emanates radiation at the listed radiation level to the listed radius. If the radiation level is medium or stronger, the effect suffuses a larger area at a lower level as normal. + +_Format_: **Aura** radioactive (medium, 20 ft., DC 17). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Regeneration (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Regeneration (Ex).md new file mode 100644 index 0000000..ab6febb --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Regeneration (Ex).md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# REGENERATION (EX) + +**Source** _Alien Archive 4 pg. 154_, _Alien Archive 3 pg. 153_, _Alien Archive pg. 156_, _Alien Archive 2 pg. 152_ +The creature regains Hit Points at the start of its turn, as with fast healing, but it can’t die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature’s regeneration to stop functioning for 1 round. During this round, the creature doesn’t regain Hit Points and can die normally. The creature’s stat block describes the types of damage that suppress the regeneration. +Regeneration doesn’t restore Hit Points lost from starvation, thirst, or suffocation. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed body parts if they’re recovered within 1 hour of severing. Severed parts that aren’t reattached wither and decompose normally. +A creature usually must have a Constitution score or modifier to have this ability. + +_Format_: **Defensive Abilities** regeneration 5 (acid). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Resistance (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Resistance (Ex).md new file mode 100644 index 0000000..1ea06d8 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Resistance (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# RESISTANCE (EX) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 2 pg. 152_, _Alien Archive pg. 156_, _Alien Archive 3 pg. 153_ +The creature ignores some damage of a certain type (acid, cold, electricity, fire, or sonic) per attack, but it doesn’t have total immunity. See page 264 of the Core Rulebook for more details. + +_Format_: **Resistances** acid 10. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sense Through (Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sense Through (Su).md new file mode 100644 index 0000000..b2d0f78 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sense Through (Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# SENSE THROUGH (SU) + +**Source** _Alien Archive pg. 156_ +The creature can sense through obstacles that would normally block the ability to perceive what is beyond them. The specific sense this ability applies to is indicated in parentheses after the sense through entry in the creature’s statistics. If the ability allows the creature to sense through only a specific material, that material is listed after the specific sense. For more information on sense through, see page 264 of the _Starfinder Core Rulebook_. + +_Format_: **Senses** sense through (vision). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sightless (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sightless (Ex).md new file mode 100644 index 0000000..940dc1a --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Sightless (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# SIGHTLESS (EX) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive pg. 156_, _Alien Archive 2 pg. 152_, _Alien Archive 3 pg. 153_ +The creature doesn’t use any visual senses and is thus never subject to any effect that requires the creature to see a target or effect. Sightless creatures normally have some form of blindsight to compensate for their sightlessness, but if not, they’re assumed to be able to operate as well as a creature with normal vision unless the creature’s description says otherwise. + +_Format_: **Senses** sightless. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Solar Adaptation (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Solar Adaptation (Ex or Su).md new file mode 100644 index 0000000..90ff385 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Solar Adaptation (Ex or Su).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SOLAR ADAPTATION (EX OR SU) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 2 pg. 152_ +The creature can survive within a star despite the luminance, pressure, radiation, and convection currents. In addition, while within a star, the creature can move as if it had a supernatural fly speed equal to its fastest speed. + +_Format_: **Other Abilities** solar adaptation. +_Guidelines_: A creature with solar adaptation should also have the fire subtype or immunity to fire. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spaceflight (Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spaceflight (Su).md new file mode 100644 index 0000000..daa049c --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spaceflight (Su).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SPACEFLIGHT (SU) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 2 pg. 152_, _Alien Archive 3 pg. 153_ +The creature can fly through space at standard navigation and astrogation speeds using Piloting to navigate. If it uses a skill other than Piloting for skill checks to astrogate, that skill is listed in parentheses. + +_Format_: **Other Abilities** spaceflight (Mysticism). +_Guidelines_: Most creatures with spaceflight also have void adaptation. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spell Resistance (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spell Resistance (Ex).md new file mode 100644 index 0000000..bc2a1af --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spell Resistance (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# SPELL RESISTANCE (EX) + +**Source** _Alien Archive pg. 156_ +The creature can avoid the effects of some spells and spelllike abilities that would directly affect it. To determine whether a spell or spell-like ability works against a creature with spell resistance, the caster must attempt a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, though the creature can still attempt any saving throws normally allowed. See page 265 of the _Starfinder Core Rulebook_ for more information. + +_Format_: **SR** 18. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spider Climb (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spider Climb (Ex).md new file mode 100644 index 0000000..d447dc3 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Spider Climb (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# SPIDER CLIMB (EX) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 2 pg. 152_, _Alien Archive 3 pg. 153_ +The creature can climb as though affected by the spell spider climb. + +_Format_: **Speed** spider climb. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Stellar Alignment (Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Stellar Alignment (Su).md new file mode 100644 index 0000000..9e9314e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Stellar Alignment (Su).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# STELLAR ALIGNMENT (SU) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 3 pg. 153_, _Alien Archive 2 pg. 152_, _Alien Archive pg. 156_ +The creature is aligned to the cycles of solar systems. Creatures with stellar alignment usually have stellar revelations and zenith revelations, either ones from the solarian class or ones unique to the creature. When using stellar revelations, the creature is always considered attuned. However, it’s not always considered fully attuned, so it normally can’t always use zenith powers. When you roll initiative for the creature, roll 1d3. Once that many rounds have elapsed, the creature is considered fully attuned and gains access to its zenith powers. After it uses a zenith power, it’s no longer fully attuned, and you roll 1d3 again to see how many rounds it will take to recharge. +If a creature has stellar alignment (graviton) or stellar alignment (photon), it’s considered to be attuned only in the indicated mode and can become fully attuned only in the indicated mode, as described above. + +_Format_: **Other Abilities** stellar alignment (graviton). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Summon Allies (Sp).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Summon Allies (Sp).md new file mode 100644 index 0000000..acef66b --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Summon Allies (Sp).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SUMMON ALLIES (SP) + +**Source** _Alien Archive 2 pg. 152_, _Alien Archive pg. 156_ +The creature can attempt to summon creatures of the same creature type as itself as a full action. The summoned ally cannot summon its own allies, is worth 0 experience points, and returns to the place from which it came after 1 hour. + +_Format_: **Spell-Like Abilities** 1/day—summon allies (1 imp 60%). +_Guidelines_: Choose either a creature of the same CR as the monster (with a 35% chance of success) or a creature with a CR no greater than the monster’s CR – 5 (with a 60% chance of success). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swallow Whole (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swallow Whole (Ex).md new file mode 100644 index 0000000..eb3dd05 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swallow Whole (Ex).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# SWALLOW WHOLE (EX) + +**Source** _Alien Archive 4 pg. 155_, _Alien Archive 2 pg. 153_, _Alien Archive pg. 156_, _Alien Archive 3 pg. 154_ +If the creature hits with the indicated attack (usually a bite attack), it deals the normal damage. If the creature’s attack roll hits the target’s KAC + 4, the creature also automatically grapples the foe as part of the attack action. (If it hits the target’s KAC + 13, it instead pins the target). The creature doesn’t need to have a free limb to perform this grapple. Unless otherwise specified, a creature can swallow whole only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its stomach (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller). +On the creature’s next turn after grappling or pinning the target, if the target hasn’t escaped the grapple or pin, the target automatically takes the attack’s damage at the beginning of the creature’s turn. The creature can then make a new attack roll with the same attack. If the roll equals or exceeds the target’s KAC, the grapple or pin is maintained. If the roll equals or exceeds the target’s KAC + 4, the target is swallowed whole (no damage is dealt). +Once swallowed, the target takes the listed swallow whole damage automatically at the beginning of its turn every round. The target is considered grappled as long as it’s swallowed. The target can attempt to cut its way out (the interior of a creature with swallow whole has the same EAC as its exterior and a KAC equal to that of its exterior – 4) by dealing an amount of damage equal to one-quarter the swallowing creature’s total Hit Points, though any attack that doesn’t deal slashing damage deals only half its normal damage. If a target cuts its way out of the creature, the creature can’t use swallow whole again until that damage is healed. +Alternatively, a swallowed target can attempt to climb out. The swallowed creature must succeed at both a grapple check against the creature’s internal KAC + 8 and an Athletics check to climb (DC = 10 + 1-1/2 × the creature’s CR). Each of these actions takes a full round. If both checks are successful, the target climbs back up to the creature’s mouth and can escape, ending up in an open square adjacent to the creature. + +_Format_: **Melee** bite +19 (5d4+16 P plus swallow whole); **Offensive Abilities** swallow whole (5d4+16 A, EAC 30, KAC 27, 71 HP). +_Guidelines_: Use the same damage amount as for the creature’s standard melee attack. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Attack (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Attack (Ex).md new file mode 100644 index 0000000..8f0d75a --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Attack (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# SWARM ATTACK (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive pg. 157_, _Alien Archive 2 pg. 153_ +The creature automatically deals the listed damage to each creature whose space it occupies at the end of its turn with no attack roll needed. Swarm attacks aren’t subject to a miss chance for concealment or cover. + +_Format_: **Melee** swarm attack (1d6+2 P). +_Guidelines_: To determine the amount of damage a creature of CR 6 or lower deals with swarm attack, use the value listed in the CR 6 Three Attacks entry on its appropriate array table, lowering the additional damage from that CR to match its actual CR. For all other creatures, use the Four Attacks entry for its CR in the corresponding array table. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Defenses (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Defenses (Ex).md new file mode 100644 index 0000000..0cf214d --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Defenses (Ex).md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +# SWARM DEFENSES (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive 2 pg. 153_, _Alien Archive pg. 157_ +Swarms take damage from weapons differently depending on how the weapon targets them. +A swarm is immune to attacks and effects that target a single creature (including single-target spells), with the exception of mind-affecting effects if the swarm has an Intelligence score and an ability similar to a formian’s hive mind. +A swarm takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells. +A swarm takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purpose of automatic fire, the swarm counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, it can attack a maximum of six targets, so it can damage a swarm normally. However, if two other targets are closer to the attacker than the swarm, they must be attacked first, leaving only four attacks to target the swarm, so it takes no damage. + +_Format_: **Defensive Abilities** swarm defenses. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Immunities (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Immunities (Ex).md new file mode 100644 index 0000000..bdec65d --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Immunities (Ex).md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# SWARM IMMUNITIES (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive pg. 157_, _Alien Archive 2 pg. 153_ +Swarms are immune to the following effects, unless the effect specifies it works against swarms. + +- Bleeding, critical hits, flat-footed, off-target, pinned, prone, staggered, and stunned. +- Combat maneuvers—swarms can’t be affected by and can’t perform combat maneuvers, unless the swarm’s description says otherwise. +- Flanking—swarms are unflankable. +- Dying—a swarm reduced to 0 Hit Points breaks up and ceases to exist as a swarm, though individual members of it might survive. + +_Format_: **Immunities** swarm immunities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Mind (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Mind (Ex).md new file mode 100644 index 0000000..66df70e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Swarm Mind (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# SWARM MIND (EX) + +**Source** _Alien Archive 3 pg. 154_ +Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures with 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect. + +_Format_: **Defensive Abilities** Swarm mind. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Tracking (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Tracking (Ex).md new file mode 100644 index 0000000..6a5a433 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Tracking (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# TRACKING (EX) + +**Source** _Alien Archive 3 pg. 154_, _Alien Archive 2 pg. 153_, _Alien Archive pg. 157_ +The creature can use the Perception skill to perform the follow tracks task of the Survival skill with the listed sense. The sense is usually related to a type of signature that most creatures leave behind, such as a scent or heat trail. The creature might gain a bonus or penalty to its Perception check to follow tracks depending on the strength of the quarry’s signature, at the GM’s discretion. It is possible for stronger signatures to completely mask other signatures, making following tracks with a weaker signature very difficult. + +_Format_: **Other Abilities** tracking (scent). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Trample (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Trample (Ex).md new file mode 100644 index 0000000..ae8023f --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Trample (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +# TRAMPLE (EX) + +**Source** _Alien Archive 3 pg. 154_, _Alien Archive pg. 157_, _Alien Archive 2 pg. 154_ +As a full action, the creature can move up to its speed and through the space of any creatures that are at least one size smaller than itself. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can attempt a Reflex save with the listed DC to take half damage; if it attempts the save, it can’t make an attack of opportunity against the trampling creature due to the creature’s movement. A creature can deal trample damage to a given target only once per round. + +_Format_: **Offensive Abilities** trample (3d4+14 B, DC 16). +_Guidelines_: The amount of damage the trample deals should be the same as the creature’s standard melee damage. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Attack (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Attack (Ex).md new file mode 100644 index 0000000..37ce794 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Attack (Ex).md @@ -0,0 +1,11 @@ +--- +aliases: +tags: [21:] +--- +# TROOP ATTACK (EX) + +**Source** _Starfinder Huskworld pg. 61_ +The creature doesn’t make standard melee attacks. Instead, it deals automatic damage to any creature within its reach or whose space it occupies at the end of its turn, with no attack roll needed. A troop threatens all creatures within its reach or within its area and resolves attacks of opportunity by dealing automatic troop damage to any foe in reach that provokes an attack of opportunity. A troop is still limited to making one such attack per round unless stated otherwise. A troop can perform grapple and sunder combat maneuvers, but no other combat maneuvers, unless the troop’s description states otherwise. + +_Format_: **Melee** troop attack (1d4+10 P). +_Guidelines_: To determine the amount of damage a troop of CR 6 or lower deals with its troop attack, use the dice value listed for CR 6 in the Melee Damage, Three Attacks column on its appropriate array table (see pages 129–132 of Alien Archive), lowering the additional damage added to the dice value to match the additional damage of its actual CR and adding its Strength modifier as normal. For creatures of all other CRs, use the damage listed in the Melee Damage, Four Attacks entry for its CR in the corresponding array table. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Defenses (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Defenses (Ex).md new file mode 100644 index 0000000..d5def62 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Defenses (Ex).md @@ -0,0 +1,16 @@ +--- +aliases: +tags: [21:] +--- +# TROOP DEFENSES (EX) + +**Source** _Starfinder Huskworld pg. 61_ +Troops take damage from attacks differently depending on how the attack targets them. + +A troop takes half damage from attacks that effect a single target (such as shot from a semi-auto pistol). A troop is immune to effects that target a specific number of creatures (including single-target spells and multiple-target spells such as _haste_). + +A troop takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells. + +A troop takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purposes of the automatic weapon special property, a troop counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, the attack affects a maximum of six targets, so it can damage a troop normally. However, if two other targets are closer to the attacker than the troop, they must be attacked first, leaving only four attacks to target the troop, so the troop takes no damage. + +_Format_: **Defensive Abilities** troop defenses. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Immunities (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Immunities (Ex).md new file mode 100644 index 0000000..8482dfc --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Troop Immunities (Ex).md @@ -0,0 +1,15 @@ +--- +aliases: +tags: [21:] +--- +# TROOP IMMUNITIES (EX) + +**Source** _Starfinder Huskworld pg. 61_ +Troops are immune to the following effects, unless the effect specifies it works against swarms or troops. + +- Pinned, prone, staggered, and stunned. +- Combat maneuvers—a troop can’t be subject to combat maneuvers, unless it’s affected by area effects that include such effects or the troop’s description says otherwise. +- Flanking—troops are unflankable. +- Dying—a troop reduced to 0 Hit Points breaks up and is effectively destroyed, though individual members of it might survive. + +_Format_: **Immunities** troop immunities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Truespeech (Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Truespeech (Su).md new file mode 100644 index 0000000..fe01872 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Truespeech (Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# TRUESPEECH (SU) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive 3 pg. 154_, _Alien Archive 2 pg. 154_, _Alien Archive pg. 158_ +The creature can speak with any other creature that has a language. This ability is always active. + +_Format_: **Languages** truespeech. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Undead Immunities (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Undead Immunities (Ex).md new file mode 100644 index 0000000..f3df55d --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Undead Immunities (Ex).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# UNDEAD IMMUNITIES (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive pg. 158_, _Alien Archive 2 pg. 154_, _Alien Archive 3 pg. 154_ +Undead are immune to the following effects, unless the effect specifies it works against undead creatures. + +- Bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stun. +- Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage. +- Any effect that requires a Fortitude save (unless the effect works on objects or is harmless). + +_Format_: **Immunities** undead immunities. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unflankable (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unflankable (Ex).md new file mode 100644 index 0000000..c42bc4e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unflankable (Ex).md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# UNFLANKABLE (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive 3 pg. 155_, _Alien Archive 2 pg. 154_, _Alien Archive pg. 158_ +Flanking the creature doesn’t grant any bonuses, and abilities that only function against a creature that’s flanked don’t function against it. + +_Format_: **Defensive Abilities** unflankable. + +Site Owner: Rose-Winds LLC (Blake Davis) diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unliving (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unliving (Ex).md new file mode 100644 index 0000000..376a331 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Unliving (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# UNLIVING (EX) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive pg. 158_, _Alien Archive 2 pg. 154_, _Alien Archive 3 pg. 155_ +The creature has no Constitution score or modifier. Any DCs or other statistics that rely on a Constitution score treat the creature as having a score of 10 (+0). The creature is immediately destroyed when it reaches 0 Hit Points. An unliving creature doesn’t heal damage naturally, but a construct can be repaired with the right tools. Spells, such as make whole, can heal constructs, and magic effects can heal undead. An unliving creature with fast healing (page 153) still benefits from that ability. Unliving creatures don’t breathe, eat, or sleep. They can’t be raised or resurrected, except through the use of miracle, wish, or a similar effect that specifically works on unliving creatures. + +_Format_: **Other Abilities** unliving. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Void Adaptation (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Void Adaptation (Ex or Su).md new file mode 100644 index 0000000..1fcb0e9 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Void Adaptation (Ex or Su).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# VOID ADAPTATION (EX OR SU) + +**Source** _Alien Archive 4 pg. 156_, _Alien Archive 3 pg. 155_, _Alien Archive 2 pg. 154_ +A creature with void adaptation is inured to the void of outer space and has the following abilities. + +- Immunity to cosmic rays. +- Immunity to the environmental effects of vacuum. +- No breath. + +_Format_: **Defensive Abilities** void adaptation. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vortex (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vortex (Ex or Su).md new file mode 100644 index 0000000..35d2884 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vortex (Ex or Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# VORTEX (EX OR SU) + +**Source** _Alien Archive 2 pg. 154_, _Alien Archive pg. 158_ +A vortex ability works identically to the whirlwind ability, except the creature gains a swim speed instead of a fly speed, it can form only in a liquid (such as in water), it cannot leave a liquid medium, and it always blocks all vision within it and line of sight past it. In addition, carried creatures must have a swim speed in order to attempt a Reflex save to escape. + +_Format_: **Offensive Abilities** vortex (4d6+8 B, DC 15, 1/day). diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vulnerability (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vulnerability (Ex or Su).md new file mode 100644 index 0000000..892094e --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Vulnerability (Ex or Su).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# VULNERABILITY (EX OR SU) + +**Source** _Alien Archive 4 pg. 157_, _Alien Archive pg. 158_, _Alien Archive 2 pg. 154_, _Alien Archive 3 pg. 155_ +The creature takes half again as much damage (+50%) when it takes damage of a specific type. Creatures with a vulnerability to an effect that doesn’t deal damage instead take a –4 penalty to saves against spells and effects that cause or use the listed vulnerability (such as enchantments). Some creatures might suffer additional effects, as noted in their stat blocks. + +_Format_: **Weaknesses** vulnerable to fire. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Water Breathing (Ex).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Water Breathing (Ex).md new file mode 100644 index 0000000..a6e1be7 --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Water Breathing (Ex).md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# WATER BREATHING (EX) + +**Source** _Alien Archive 4 pg. 157_, _Alien Archive 3 pg. 155_, _Alien Archive 2 pg. 154_, _Alien Archive pg. 158_ +The creature can breathe water. It can’t breathe air unless it has the amphibious special ability. + +_Format_: **Other Abilities** water breathing. diff --git a/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Whirlwind (Ex or Su).md b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Whirlwind (Ex or Su).md new file mode 100644 index 0000000..e5bb54a --- /dev/null +++ b/Rules/SF1E/Creature Mechanics/Universal Creature Rules/Whirlwind (Ex or Su).md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- +# WHIRLWIND (EX OR SU) + +**Source** _Alien Archive 2 pg. 154_, _Alien Archive pg. 158_ +The creature can transform into a whirlwind as a standard action. Unless otherwise specified, the creature can remain in whirlwind form for a number of rounds equal to half its CR. If the creature has a fly speed, it retains that in its whirlwind form. If it does not have a fly speed, it gains an extraordinary fly speed (with average maneuverability) equal to its base speed. A creature in whirlwind form can move freely into and through other creatures’ spaces, and it does not provoke attacks of opportunity as a result of its movement. + +The base of a creature in whirlwind form occupies a 5-foot square. The whirlwind is twice as wide at its top as its base and has a height equal to four times the width of its base; this doesn’t change the size category of the creature. If a creature is Large or larger, it can vary the size of its whirlwind form up to a maximum of a base equal to its normal space as a swift or move action. A creature in whirlwind form does not threaten any spaces around it, and it cannot make its normal attacks. + +If a creature in whirlwind form enters the space of another creature, that creature must succeed at a Fortitude save with the listed DC or take the whirlwind’s listed damage. If the whirlwind covers all of the creature’s space, the creature must also succeed at a Reflex save or be picked up by the whirlwind and carried along with it. A carried creature is flat.footed, grappled, and off-target, and it automatically takes the whirlwindfs damage at the beginning of its turn. If the carried creature can fly, it can attempt a Reflex save as a move action, escaping on a successful save. If a carried creature does not escape, it can attempt a Fortitude save; if it succeeds, it can take any remaining actions it has on its turn (other than movement). On a failed save, the carried creature is unable to act until its next turn or until the whirlwind releases it. + +A creature in whirlwind form can carry up to two creatures of its size, with the total number it can carry doubling for every size category the affected creatures are smaller than the whirlwind. The creature in whirlwind form can eject a carried creature at any time during its turn, dropping the carried creature in a space of its choice adjacent to its position at the time of ejection. At the GMfs discretion, if the whirlwind is in contact with dirt, gases, water, or other material that can be easily drawn into it, the whirlwind blocks all vision within it (including darkvision) and blocks line of sight through it. + +_Format_: **Offensive Abilities** whirlwind (4d6+8 B, DC 15, 1/day). +_Guidelines_: This ability is generally usable once per day, plus one additional time per day for every 5 CR the creature has. The amount of damage the whirlwind deals should be the same as the creaturefs standard melee damage. Whirlwinds normally deal bludgeoning damage. diff --git a/Rules/SF1E/Encounter Design _ Treasure/Expanded Starship Encounter Design.md b/Rules/SF1E/Encounter Design _ Treasure/Expanded Starship Encounter Design.md new file mode 100644 index 0000000..349c9a8 --- /dev/null +++ b/Rules/SF1E/Encounter Design _ Treasure/Expanded Starship Encounter Design.md @@ -0,0 +1,116 @@ +--- +aliases: +tags: +--- +# DESIGNING STARSHIP ENCOUNTERS + +**Source** _Starship Operations Manual pg. 138_ +Starship battles, daring piloting stunts, and fast-paced space chases are iconic elements of science fiction. At the gaming table, such encounters can shake things up by adding variety to combats on foot and encouraging players to work together as part of a team. When starship encounters are done well, they can be memorable experiences that players enjoy retelling months or even years later. The following pages provide tools and advice for creating starship encounters that players will remember long after the last enemy ship has surrendered or been destroyed. + +# CINEMATIC STARSHIP ENCOUNTERS + +**Source** _Starship Operations Manual pg. 138_ +Ideally, starship encounters are cinematic and exciting experiences, but a number of potential pitfalls to running starship encounters could undermine this goal. While each starship role is important, some lend themselves better to dramatic description than others. Without your efforts as a GM to keep things engaging, an encounter could easily devolve into a dry, colorless affair of moving ship minis around a hex grid and firing at the enemy until one side is destroyed. When creating starship encounters, consider whether it’s appropriate to add harrowing hazards to shake up the game mechanically, toss in an unexpected noncombat challenge, or add especially detailed descriptions to bring your encounter to life. + +# HAZARDS AND TERRAIN IN SPACE + +**Source** _Starship Operations Manual pg. 138_ +Starship encounters are sometimes presented as if they take place in an empty void, with only a blank hex grid to note the ships’ positions. Of course, this makes sense in many situations—starship encounters usually take place in space, not in-atmosphere, and vast portions of space are fairly empty, lacking any real terrain features. + +However, that doesn’t have to be the case. The advantage of traveling through an infinite universe lies in the fact that while a very large portion it might be generally empty, hazards can show up anywhere, at any time. Adding a hazard of some sort— whether it’s an asteroid field to navigate, a field of hull-eating bacteria to avoid, or a black hole that threatens to pull the PCs’ starship into a void—can add flavor to an encounter and give the PCs something to think about besides the enemy ships. + +Adding such a hazard can also add tension to your starship encounters, since it might be difficult to detect these hazards in the vastness of space. Likewise, from a combat perspective, adding a terrain-like feature that changes from round to round, such as a solar flare that periodically pulses with radiation, can provide a more dynamic feel and introduce an additional tactical element. (More details about specific challenges to add to a starship battlefield can be found in Space Hazards, beginning on page 134.) + +If incorporated holistically into a starship encounter, such features can make for more dynamic and interesting experiences at the table. Below are some specific ways hazards and terrain-like features can enhance your starship combats. + +## ENVIRONMENTAL STORYTELLING + +**Source** _Starship Operations Manual pg. 138_ +Besides adding a twist to a starship encounter’s mechanical elements, hazards present an opportunity to reveal something about the corner of space where the PCs are fighting. When incorporating a hazard, you as GM should keep in mind why the hazard is there in the game’s world. Adding a hazard that at first glance seems out of place is a great opportunity to inject extra context, depth, and verisimilitude into the game. For a careful GM, aligning your game’s narrative continuity with the hazards that the PCs encounter in starship combat can also open up more opportunities for your players to explore. A great hazard might even inspire the PCs to take the game in a delightfully unanticipated new direction, if you so wish! + +For example, perhaps an asteroid recently hit a small moon, destroying it to create an unexpected asteroid belt or debris field the PCs aren’t expecting. Or perhaps a colony ship whose inhabitants were conducting powerful time-bending research imploded, warping the fabric of existence around it. It would certainly catch the PCs off guard to unexpectedly fly into the resulting temporal rift! Figuring out exactly why these hazards came into being can also provide a fun side trek for the players, if you as the GM wish to provide even more hints of adventure seeds here. + +Working small setting details into hazards not only provides an explanation for their presence but also makes them more memorable—and it might spur the PCs to investigate further. However, even if the PCs don’t learn the full story of a hazard’s origins, adding a few hints about its backstory can influence the feel of an encounter. If the PCs come across the example temporal rift above, they might occasionally catch glimpses of a ghostly-looking ship that doesn’t show up on their sensors; even if it has no mechanical impact, this can provide a thematic bit of spookiness to the encounter. + +## BENEFITING FROM HAZARDS + +**Source** _Starship Operations Manual pg. 138_ +Although PCs generally approach a hazard as an obstacle to overcome or avoid, clever players can sometimes use a hazard to their advantage. Unless there’s a compelling reason why enemy ships wouldn’t be affected by a particular hazard— such as a Corpse Fleet ship crewed by undead going through radiation—an area’s hazard affects the opposition just as much as it does the PCs. By using their starship’s sensors to perform a special scan action, the PCs may even be able to learn things about environmental hazards or terrain-like features that are unknown to the enemy. + +Perhaps the PCs are about to fight several other ships, and there’s an asteroid field between them. With a special scan action and a successful Computers check, the PCs might identify abandoned ground defenses built into the surfaces of several asteroids. With additional actions and some clever computing, the science officer could potentially hack into these defenses and turn the weaponry against the enemy starships—all while the rest of the crew buy time while fending off the overwhelming foes! No matter the threat, consider ways that the PCs could interact with (or even counteract) hazards they unexpectedly encounter, and encourage creative problem solving. + +PCs aren’t the only ones that can use such creative thinking, however—their enemies might do the same. If a hazard has a potential advantage that the PCs are able to learn about through scans or other actions, you should provide hints that this is possible, whether through narrative description or by granting opportunities for skill checks. If the PCs realize their options but choose not to act on any of them, an interesting twist might involve their enemies beating them to the punch and harnessing the power of a hazard against them! + +# NON-COMBAT CHALLENGES + +**Source** _Starship Operations Manual pg. 139_ +Though many of the rules around starship encounters focus on combat, not all starship encounters need to be battles. In open space, the PCs may need to fly through an area dense with the wreckage of other ships, get close enough to a dangerous celestial body to scan it, or follow another vessel without being noticed. In a campaign with a heavy focus on starships, the addition of non-combat challenges can break up the battles and prevent encounters from feeling repetitive. + +When creating a non-combat challenge, there are a few things to keep in mind. First, since these encounters don’t need to follow the same mechanical structure as a starship combat, you should reward player creativity. Secondly, even more so than in a starship combat, it’s important to make sure that each PC can contribute to overcoming the challenge, particularly if it’s one that’s likely to take a while to resolve at the table. It’s fine if a simple non-combat challenge requires only a successful skill check or two, but an extended sequence such as shadowing another ship for several days risks losing players’ attention if their PCs are given nothing to do during this time. + +In a starship combat, the PCs have defined tasks they can do in their ship roles, and while some non-combat challenges may have similar tasks to fulfill, not all roles will necessarily be accounted for with existing rules. It’s not necessary to have every PC attempt a check at each stage of the challenge, but all players should feel as though they’re helping resolve the encounter. For example, if a player’s character can’t mechanically contribute to solving a problem, but that player suggests a brilliant idea to a task-performing character through roleplaying, you might consider awarding the latter PC with a minor bonus to any required skill checks to reward the former PC’s smart thinking. + +## EXAMPLES OF NON-COMBAT CHALLENGES + +**Source** _Starship Operations Manual pg. 139_ +Space contains multitudes of threats that shouldn’t or can’t be fought at all. Consider the following non-combat obstacles to challenge the PCs. + +**Navigating Debris:** The PCs stumble across a field of debris. While it might seem obvious to require Piloting checks to navigate this hazard, you might also place several obstacles in the area that characters other than those flying the ship can help mitigate. For example, a large asteroid fragment might come into view too quickly for the PCs to avoid, so they must shoot it down instead. The science officer could assist the gunner in finding a weak point with a successful scan. Then, the PCs might come face-to-face with a strange energy field. The pilot must attempt a Piloting check to avoid it, but any PC could attempt a Physical Science check to determine some information that helps the starship avoid the worst of the field’s effect. This scenario provides a variety of different checks that could be attempted, empowering PCs with diverse skill sets. + +**Scanning a Ship Caught in Orbit:** The PCs come across a derelict starship whose onboard computers contain information vital to their mission. However, the ship is caught in the orbit of a neutron star. While you might assume that the players will want to fly straight toward the ship, if they have a highly skilled mechanic, advanced supplies on board, and several PCs with strong Engineering and Computers skills, the players might decide to build a drone ship capable of getting close to the starship to scan it. In this scenario, you should reward this creative strategy, since the PCs are using their resources and the destruction of the derelict ship isn’t imminent. You might allow the players to take a few days cooperating to build their drone with a series of successful skill checks, including Engineering, Computers, Physical Science, and the like, depending on the PCs’ strategies. If you allow the PCs to solve challenges in unexpected ways, the group is likely to feel more invested in the solution. + +# INJECTING EXCITEMENT + +**Source** _Starship Operations Manual pg. 140_ +You as GM can spice up any starship encounter, including one that’s fairly mechanically straightforward, by narrating and describing things in an exciting way. A simple mechanical description of an event in combat gets the necessary information across to the players, but it’s more dramatic to add details that draw them into the action. + +Not every action will necessarily need to be described in this fashion—sometimes an attack is relatively simple, session time is running short, or you’ve already come up with 10 imaginative descriptions for particle beam attacks during that combat—but narrating notable events such as critical hits, near-misses, or the final shots that destroy a ship adds energy and dramatic tension to an encounter. It makes a combat feel more cinematic and helps the players better embody their characters. You can also encourage the players to narrate their own actions and describe what they’re doing rather than simply stating what check they want to roll, and also to engage in combat banter with their crewmates and opponents. + +## ENHANCED GAMEPLAY DESCRIPTIONS + +**Source** _Starship Operations Manual pg. 140_ +Using more descriptive language to narrate otherwise routine events during gameplay can help make starship encounters more thrilling. This goes for GMs narrating gameplay as well as players narrating their character’s actions. + +For example, say the PCs are battling another starship and are hit with a light plasma torpedo. + +A minimal description from the GM might be, “The torpedo hits you for 15 damage. You have only 3 Shield Points remaining on your starboard side, so you take 12 damage to your Hull Points after that.” + +But a more exciting description could be “The torpedo strikes your starboard side. Your ship lurches from the shattering impact and takes 12 Hull Points of damage as the torpedo smashes through your starboard shields and strikes the wall of your medical bay, sending the serums and supplies clattering to the floor in the fray.” + +Or, if a player decides their captain wants to taunt the enemy gunner, providing a clever highlight for their character, a minimal description might be, “I roll an Intimidate check to taunt the gunner of the enemy ship.” + +But a more dynamic description would be “I turn on the comm system and broadcast, ‘You call that a shot? Our pilot has evaded plasma shots close enough to fry an egg on the hull! If that’s all you’ve got, you might as well go home.” + +## CREATING MEMORABLE VILLAINS + +**Source** _Starship Operations Manual pg. 140_ +Another way to liven up a starship encounter is to have the PCs interact with a memorable NPC on the opposing side. With ship comms, NPCs and PCs can easily banter back and forth, providing an opportunity for the PCs to get to know their opponents. + +In a noncombat encounter, the PCs likely have more time to talk with some of the NPCs on other ships, whether they’re attempting to navigate the same area, racing them in a competition, or guarding their ship as part of a convoy. These conversations can provide PCs who focus on social skills an outlet for making new friends and learning new things, and it may help draw quieter PCs out of their shells, especially if they meet an NPC with a shared interest. + +Even during a battle, when communications are likely more limited, giving personality to the NPCs involved gives the combat more weight than shooting down a starship crewed by faceless grunts with whom the PCs never interact. Perhaps the PCs are dueling a gruff military man with a strict sense of honor who won’t break the rules of a duel, even if it means he loses. Or perhaps they have the opportunity to talk to an unusual Devourer cultist who’s more interested in engineering projects than the Devourer’s cause, who the PCs may be able to encourage to join their side instead. Giving an NPC a more fully fleshed-out personality than “enemy pilot” gives more flavor to the encounter, and depending on how things go, could leave the PCs with a new nemesis or unexpected ally. + +# ALTERNATE WIN CONDITIONS + +**Source** _Starship Operations Manual pg. 141_ +When the PCs are faced with a starship encounter that could erupt into combat, it’s important to point out that not every such encounter must end traditionally. Even an encounter that starts with combat be resolved in multiple ways, and some encounters may begin with different parameters altogether. GMs who are willing to entertain such possibilities should listen carefully to their players and think creatively about the myriad ways the engagement could end. + +In a campaign that’s heavy on starship encounters and combat, it’s particularly important to include many types of interactions to liven things up and make sure that all PCs get a chance to spotlight their abilities. Below are some examples of encounters that could have win conditions other than defeating the enemies in combat. + +**Avoiding Attack:** Sometimes, fighting an enemy is futile; rather than attacking directly, the PCs should evade the enemy so they can live to fight another day. Such encounters can take a variety of forms. Perhaps the PCs are cornered by an overwhelming number of opponents and must cut a path through enemy lines to make their escape. In this scenario, defeating all the opponents isn’t expected or even possible, and the PCs will need to think strategically to determine the best path to get out. + +Another example of this type is a stealth mission where the PCs must follow a target starship without being detected, whether to find its destination or to gather information about the ship as a precursor to a more direct assault. This could involve the PCs using special stealth field technology or making use of the environment around them to avoid detection, such as a field of chunky debris that is difficult to scan. + +**Competition:** Even in combat, destruction of the opposing ship doesn’t always need to be the intended outcome. Many types of competitions can also make use of starships. Perhaps the PCs need to win a race, beat their competitors through an obstacle course, or engage in a shooting contest where contestants try to take out other targets rather than each other. Some starship competitions might even involve the competitors remotely piloting drones instead of being on a ship themselves. + +A starship duel is another potential nonlethal competition. Although much of a starship duel will be resolved like a typical combat, the participants in a duel generally need to abide by certain rules—such as agreeing on which weapons are permitted or which ship systems are off-limits as targets, like life support—and have a set win condition. These win conditions vary based on the terms of the duel but could include things such as depleting a ship’s shields, reducing a ship to a certain number of Hull Points, or a first strike taking the win. + +Like in any context, it’s possible but risky to cheat. Getting caught breaking the rules could result in anything from good-natured dismay to utter disapproval to even lethal retaliation. Even the outwardly lawless Free Captains only abide a certain amount of foul play, whereas breaking a dueling covenant with a proud vesk crew could earn the PCs an enemy for life! This duplicity could spawn an entire new segment of a campaign—one in which the PCs have made serious enemies or must answer for the unintended consequences of their actions. + +**Protection and Defense:** Sometimes the PCs need to focus on defense rather than offense, protecting or attempting to reach a target to prevent it from being harmed. In these cases, there is likely some typical starship combat involved, but destroying the opposition means little if the PCs don’t succeed in their protective duties. These missions could include transporting a wanted target through enemy territory, protecting a more vulnerable ship from raiders, or breaking past an extremely powerful ship in order to defend a vulnerable target elsewhere. The same risky maneuvers that work brilliantly in other starship scenarios might instead prove to be a liability when protecting an objective, so reckless crews might have to change tactics to adapt. + +**Social Starship Combat:** Just as the PCs’ opponents aren’t always going to fight to the death or to the destruction of their ship, the PCs won’t always want to do so, either. In some encounters, the PCs may be able to talk their foes down or trick them into specific actions that will work in their favor. For example, the PCs may wish to challenge an enemy ship to distract its crew from pursuing another goal. Such an encounter might eventually result in combat, but the PCs need to taunt the enemy captain into fighting them. This could include special, encounter-specific actions, such as giving the captain the ability to bait the enemy into taking a particular action (like attacking) with a successful taunt action, or giving the science officer the ability to target the enemy’s systems to prevent them from escaping. When inventing such actions, be flexible with the rules while keeping the PCs’ capabilities in mind. + +Another socially-oriented encounter could require the PCs to convince an opposing starship’s crew to surrender without dealing too much damage to the ship—perhaps they need to capture something or someone aboard. This might involve dealing some blows before opening negotiations, or perhaps other encounter-specific actions like a special demand or encourage action by the captain convincing the opponent to surrender. + +**Strategic Timing:** Sometimes, the method PCs use to accomplish a task is less important than the moment at which they do so. The tension of beating the clock, surviving long enough, or timing an attack perfectly can introduce fresh tension into an encounter. Perhaps the PCs face an overwhelming enemy armada—but if they can hold out for a certain number of rounds, reinforcements will arrive to help turn the tide. Conversely, the PCs may need to win an encounter as quickly as possible, with each successive round introducing greater danger via worsening environmental conditions, enemy reinforcements, or a key target escaping. Different still, an encounter might require the PCs to fulfill an objective at a precise moment, like pushing an asteroid into an enemy or firing a missile through a portal before it closes. Despite its dramatic potential, strategic timing is a trope best used sparingly, lest your players become fatigued from the constant pressure. \ No newline at end of file diff --git a/Rules/SF1E/Encounter Design _ Treasure/Mech Encounter Design.md b/Rules/SF1E/Encounter Design _ Treasure/Mech Encounter Design.md new file mode 100644 index 0000000..b043900 --- /dev/null +++ b/Rules/SF1E/Encounter Design _ Treasure/Mech Encounter Design.md @@ -0,0 +1,28 @@ +--- +aliases: +tags: +--- +# DESIGNING MECH ENCOUNTERS + +**Source** _Tech Revolution pg. 92_ +Mech combat uses the same rules and functions on the same scale as most other Starfinder combats, such as using square-grid maps, means of resolving attacks, and more. As a result, designing encounters involving mechs is not substantially different from designing any other combat encounter. The following are some things to consider when designing encounters for mechs. +**CR:** PCs that are operating mechs appropriate for their level have an Average Party Level 3 levels higher than normal, and therefore are able to overcome stronger threats as a result; consider the following when designing encounters for mechs: First, mechs with multiple operators are typically highly maneuverable, capable of both moving and attacking skillfully. As such, slow-moving foes with limited ranged options are less threatening for PCs operating mechs that can often run circles around them. When presenting a small number of foes, consider favoring maneuverable or long-range combatants, or consider providing terrain or objectives that encourage the PCs to engage the enemy at close range. +Second, many mech weapons excel at attacking multiple targets at once, so mechs excel at fending off large numbers of lesser foes. Enemies whose CR are lower than the mech’s tier rarely pose a threat to the mech, unless they’re in large groups. However, using only a few mechs to defeat a small army (or a large foe with numerous minions) can be extremely gratifying. +**Experience:** Even though the PCs can overcome much more powerful threats than usual in a mech, mech encounters should provide a similar amount of experience to encounters appropriate for the PCs’ APL. Combat encounters the PCs overcome while using mechs typically grant experience points as though the CR of each challenge were 3 lower than usual. Do not reduce the experience points earned from challenges that aren’t substantially affected by the PCs’ access to mechs, such as story awards for performing heists or overcoming encounters without mech combat. +**Space:** Mechs are big. Huge mechs may be able to navigate conventional adventure spaces, but Gargantuan and Colossal mechs require a larger area to maneuver and fight effectively. When creating mech encounters, aim to provide each mech at least four times as much area to maneuver in than the mech occupies, and make sure any paths, halls, or other passageways are large enough to accommodate all of the combatants. Alternatively, if the goal is to create an encounter where the mech is forced to struggle to maneuver or engage foes due to restrictive terrain, consider treating the encounter’s Challenge Rating as at least 1 lower. An encounter in which the PCs fight an immense foe by exploiting claustrophobic terrain can offer fun tactical challenges! +**NPC Mechs:** Nonplayer character mechs are built using a different set of guidelines to provide a balanced encounter for player characters. See page 109 for advice on building NPC mechs. + +# BUILDING NPC MECHS + +**Source** _Tech Revolution pg. 109_ +As a GM, you can create mech combatants to challenge the PCs using the rules in the Building a Mech section on page 97. When doing so, calculate a mech’s challenge rating by adding 2 to its CR if it has one operator, 3 to the CR if it has 2–3 operators, and 4 to the CR if it has 4 or more operators. Assume an operator’s Piloting ranks equal the mech’s tier. Be aware that mechs designed in this way have statistics best suited for PCs, and as a result, such mechs have fewer Hit Points, stronger defenses, lower attack bonuses, and slightly lower damage per attack than a creature of comparable CR. +As a recommended alternative, use the following rules to create NPC mechs that are both quicker to design and better designed for use as antagonists. These rules borrow many of the modifiers, values, and design recommendations from Appendix 1 of Starfinder Alien Archive, especially the Everything Is Optional sidebar on page 127. If you want a mech that feels faster, hardier, or deadlier, increase the appropriate statistics, and consider reducing a few other statistics to compensate. +**Challenge Rating:** Select the mech’s CR. Remember that PCs in their own mechs are much stronger, and an enemy mech’s CR must be approximately 3 higher than normal to provide an equivalent challenge. +**Operators:** Because a mech’s number of actions depends on its number of operators, an NPC mech’s statistics depend on its number of operators; a larger number of operators results in the mech having lower bonuses to compensate. Use the instructions below for a mech with 1 operator. For a mech with 2–3 operators, treat the mech’s CR as 2 lower for the purpose of calculating its attack bonuses. For a mech with 4–6 operators, treat the mech’s CR as 3 lower for the purpose of calculating its attack bonuses. +**Statistics:** Follow the instructions for building a creature, using the EAC, KAC, saving throw bonuses, attack bonuses, and ability DCs for a creature of the chosen CR. Use the skill bonuses for a creature whose CR is 3 lower than the mech’s CR. NPC mechs use the combatant array (Alien Archive 129–130). +**Hit Points and Shield Points:** Use the listed number of Hit Points for a creature whose CR is 2 lower than your mech’s CR. Give the mech a number of Shield Points equal to one-fifth the mech’s Hit Point total. Each turn, the mech regains a number of missing Shield Points equal to its CR. +**Weapons and Damage:** Rather than use the damage listed in the combatant array, give the mech several mech weapons (pages 102-106) whose levels are each 3 lower than the mech’s CR (minimum 1). A typical mech should have weapons whose combined Mech Point cost per level is approximately 9, providing it with about three weapons. Use the weapons’ level and type to determine their base damage dice, per Table 4–5: Weapon Damage on page 104. For ranged weapons, add the mech’s CR – 3 (minimum 0) as a damage modifier. For melee weapons, add an additional damage modifier of 5, representing the mech’s extraordinary strength. +**Hardness:** The mech has a hardness value equal to half its CR, rounded down. +**Speed:** A typical mech has a speed of 40 feet. Optionally, increase the mech’s speed by up to 40 feet, give the mech a fly speed of 60 feet (average), or a swim speed of 60 feet. +**Power Points:** A typical mech begins an encounter with 3 Power Points (page 113), regains 1 PP per turn, and can store a maximum of 5 PP. +**Auxiliary Systems:** The mech can select up to 4 auxiliary systems. Depending on the role the mech plays in the encounter, it might not need all of these systems. In general, limit the mech to one auxiliary system that’s restricted to a particular mech frame, such as a cloaker or teleporter. \ No newline at end of file diff --git a/Rules/SF1E/Encounter Design _ Treasure/Starship Encounter Design.md b/Rules/SF1E/Encounter Design _ Treasure/Starship Encounter Design.md new file mode 100644 index 0000000..c1698ee --- /dev/null +++ b/Rules/SF1E/Encounter Design _ Treasure/Starship Encounter Design.md @@ -0,0 +1,36 @@ +--- +aliases: +tags: +--- +# DESIGNING STARSHIP ENCOUNTERS +From a simple skirmish against pirates to a massive fleet engagement, designing a fun and challenging space combat requires thoughtful planning and careful design on the part of the GM. A crew of PCs can’t simply spend their hard-earned credits to upgrade their starship between encounters as they could with ordinary gear. In addition, often due to the circumstances of the story, the characters might find themselves in a ship that is significantly more or less powerful than their Average Party Level might indicate. The GM needs to take these factors into account when deciding what sort of enemies the PCs will face.  + +# CHALLENGE + +Combat between starships of equal tiers is more evenly matched than a fight between PCs and opponents of an equal CR. Usually, there is only one PC ship in the fight, containing the entire party. This means that if the battle is lost, the PCs might be taken captive or perish. As a result, starship combats where the PCs face off against a ship of equal tier and capability are very difficult. Most encounters should be against ships of a lower tier. Use the following table as a guideline. + +| Difficulty | Enemy Starship Tier | +| ----------- | -------------------- | +| Easy | PC Starship Tier -3 | +| Average | PC Starship Tier -2 | +| Challenging | PC Starship Tier -1 | +| Hard | PC Starshipe Tier | +| Epic | PC Starshipe Tier +1 + +# MULTIPLE SHIPS + +If the PCs have more than one starship, use the highest-tier ship’s tier as a base and add 1 to this value for each additional starship within at least 2 tiers of that starship. If none are within 2 tiers, add up the tiers of all the additional starships and add 1 to the base value if the total is equals or exceeds the base starship’s tier. Use this modified value when determining the encounter’s difficulty. + +If there are multiple enemy starships, treat every pair of enemy starships of the same tier as a single starship of the pair’s tier + 2 (and every trio as a single starship of the trio’s tier + 3). If there are a number of ships of different tiers, use the formula for multiple PC ships to determine the final difficulty. For example, if the enemy consists of three tier 1 starships, a tier 4 starship, and a tier 7 starship, the final result would be a tier 8 challenge.  + +# CREW LEVEL + +Most starship combat encounters are between characters of roughly equal level and skill, regardless of the tier of the starships they are aboard. If there is a large level discrepancy between the combatants, adjust the difficulty of the encounter up or down a tier to compensate. In any case, combats between crews that are more than 4 levels apart should be avoided. + +In general, the level and skill ranks of an NPC crew member are equal to the CR of the NPC or the tier of the enemy starship (minimum 1). To determine the skill modifiers of an NPC crew member, first decide whether the NPC has mastered the skill or is simply good at the skill. Usually, one crew member will be a master at one skill; the rest of the crew will have good skills. The skill modifier for a master skill is equal to 9 + 1-1/2 × the NPC’s ranks in the skill. The skill modifier for a good skill is equal to 4 + 1-1/2 × the NPC’s ranks in the skill. Alternatively, you can determine NPC skill ranks and modifiers using the master and good skill modifiers for the combatant array from the monster building rules in the _Starfinder Alien Archive_. Of course, if you have full stat blocks for the NPC crew members, you should use their actual skill ranks and modifiers.  + +# EXPERIENCE FOR STARSHIP COMBAT + +PCs should earn experience points (XP) for defeating enemy ships. To award XP, compare the difficulty of the encounter (see Challenge above) to Table 11–1: Encounter Difficulty on page 390 to find the Challenge Rating equivalent of the encounter. Look up the value of that CR on Table 11–3: Experience Point Awards (also on page 390) to find the party’s XP award for the encounter. + +For example, suppose the PCs have an Average Party Level (APL) of 10 and are flying a tier 10 starship. They encounter and defeat a tier 9 enemy starship. As the enemy starship’s tier equals the PCs’ starship’s tier – 1, this was a challenging encounter. Looking at Table 11–1: Encounter Difficulty, a challenging encounter has a CR equivalent of APL + 1, making it a CR 11 encounter. The PCs should earn 12,800 XP total for the encounter. \ No newline at end of file diff --git a/Rules/SF1E/Encounter Design _ Treasure/Tactical Encounter Design.md b/Rules/SF1E/Encounter Design _ Treasure/Tactical Encounter Design.md new file mode 100644 index 0000000..a5908a7 --- /dev/null +++ b/Rules/SF1E/Encounter Design _ Treasure/Tactical Encounter Design.md @@ -0,0 +1,118 @@ +--- +aliases: +tags: +--- +**Source** _Starfinder Core Rulebook pg. 388_ +An encounter is any event that presents the PCs with a specific problem that they must solve. Most encounters involve combat with monsters or hostile NPCs, but there are many other types: a corridor full of robotic traps, a fraught negotiation with government authorities, an environmental hazard on a strange planet, an encrypted database that needs to be hacked, or anything else that adds drama to the game. Some encounters involve puzzles, interpersonal interactions, physical feats, or other tasks that can be overcome entirely with roleplaying and skill checks, but the most common encounters are also the most complex to build—combat encounters. + +When designing a combat encounter, decide what level of challenge you want your PCs to face and follow the steps below. + +### Step 1: Determine APL + +The first thing you need to do is determine your players’ Average Party Level (APL), which represents how much of a challenge the group can handle. To get this number, add up the levels of all characters in the party, divide the sum by the number of party members, then round to the nearest whole number (this is an exception to the usual “round down” rule). If the group contains fewer than four characters, subtract 1 from the result; if the group contains six or more characters, add 1 to the total. For example, if a group has six characters, two at 4th level and four at 5th level, its APL is 6 (28 total levels divided by six characters equals 5 after rounding up, and 1 is added for having six characters). + +### Step 2: Determine CR + +Challenge Rating (CR) is a convenient number used to indicate the relative danger presented by an enemy, trap, hazard, or other encounter; the higher the CR, the more dangerous the encounter. Refer to Table 11–1: Encounter Difficulty on page 390 to determine the Challenge Rating your group should face depending on the difficulty of the challenge you want and the group’s APL. + +### Step 3: Build The Encounter + +Determine the total experience point (XP) award for the encounter by looking up its CR on Table 11–3: Experience Point Awards. This gives you an “XP budget” for the encounter. Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on the table. To build your encounter, simply add creatures, traps, and hazards whose combined XP does not exceed the total XP budget for your encounter. It’s easiest to add the highest CR challenges first and then reach the total by including lesser challenges. + +For example, let’s say you want your group of six 11th-level PCs (APL 12) to face a hard encounter on Eox against a crafty necrovite (CR 13) and some elephantine ellicoths (CR 9 each). Table 11–1: Encounter Difficulty indicates to you that a hard encounter for a group of APL 12 is equivalent to CR 14. According to Table 11–3: Experience Point Awards, a CR 14 encounter has an XP budget of 38,400 XP. At CR 13, the necrovite is worth 25,600 XP, leaving you with 12,800 XP to spend on ellicoths. Ellicoths are worth 6,400 XP apiece, so the encounter can support two ellicoths in its XP budget. Or you could skip the necrovite and use three ellicoths instead, leaving you with 19,200 XP to spend on other creatures or hazards (perhaps a CR 12 creature that shares the ellicoths’ lair). + +### Special Considerations + +Creating fun and balanced encounters is both an art and a science. Don’t be afraid to stray from the formulas by making changes— sometimes called ad hoc adjustments—that you think will make the encounter more fun or manageable for your particular party. In addition to the basic rules above, consider whether any of the following factors might apply to your encounter. + +### Adding NPCs + +Creatures with abilities that match a class, such as creatures that belong to the PC races detailed in this book, function differently than creatures with substantial innate abilities. Their power comes more from gear than from nature, and they might have skills and abilities similar to those of PCs. Generally, the CR of an NPC equals the level of a PC with the same abilities—for example, an NPC with abilities similar to a 2nd-level technomancer would be CR 2. An NPC usually has armor and a weapon each with a level equal to its CR, give or take a level, and possibly one or two more items of a level equal to its CR. For more information on creating nonplayer characters, see the Alien Archive. + +### CR Equivalencies + +The sheer number of experience points involved in building high-CR encounters can seem daunting, especially when you’re trying to craft an encounter on the fly. When using a large number of identical creatures, Table 11–2: CR Equivalencies can simplify the math by combining them into one CR, making it easier to find their total XP value. For example, using this table, you can see that four CR 8 creatures (worth 4,800 XP each) are equivalent to one CR 12 creature (worth 19,200 XP). You can also use this table to work backward and build encounters with much less math. Need a CR 7 encounter using CR 4 creatures? Just check the table, and you’ll see that you need three CR 4 creatures to create a CR 7 encounter. + +### Terrain Factors + +An encounter against a creature that’s out of its favored element (like an enormous dragon encountered in a tiny cave) gives the PCs an advantage. In such a situation, you should probably build the encounter as normal—you don’t want to accidentally overcompensate and kill your party—but when you award experience for the encounter, you may want to do so as if the encounter were 1 CR lower than its actual CR. + +The reverse is also true, but only to an extent. Creature CRs are assigned with the assumption that a given creature is encountered in its favored terrain. Encountering a water-breathing kalo in an underwater area shouldn’t increase the XP you award for that encounter, even if none of the PCs breathe water. But if the terrain impacts the encounter significantly, you can increase the XP award as if the encounter’s CR were 1 higher. For example, an encounter against a creature with blindsight in an area with no natural light needs no CR adjustment, but an encounter against the same creature where any light brought into it is suppressed might be considered +1 CR. + +As a general rule, the goal of ad hoc XP adjustments based on factors like terrain is not to penalize PCs for doing well, but to make sure they’re being challenged and rewarded appropriately. + +### Gear Adjustments + +You can significantly increase or decrease the power level of an NPC by adjusting its gear, particularly its weapons or crucial items such as powered armor. An NPC encountered with no gear should have its CR reduced by 1 (provided that the loss of gear actually hampers it). An NPC with better gear than normal—such as a weapon with 2 levels higher than the NPC’s CR or a large number of items with a level equal to its CR—has a CR of 1 higher than normal. This equipment impacts your treasure budget (see page 391), so make overgeared NPCs like this with caution! + +### Tactical Considerations + +Just as a player slowly learns how to use his character’s abilities, so does a GM learn how to best deploy her collection of foes. CR can’t cover every situation, so a GM should think through both a creature’s abilities and the encounter’s setting for any potential pitfalls. + +One major concern is the CR of the enemy. The CR system works best when the CR of each of the GM’s creatures is relatively close to the PCs’ Average Party Level. It might be tempting to throw a single higher-CR creature against the party, and sometimes that works out fine, but you may run the risk of obliterating the party when their saving throws aren’t yet high enough to protect against the creature’s abilities. Conversely, if you throw a horde of CR 1 creatures against your party with an APL of 8, those creatures are unlikely to hit the characters’ Armor Classes or succeed with any of their abilities, and thus they won’t be challenging, no matter how many you include. + +Yet just as a tidal wave of low-CR enemies can become a tensionless slog for players, fighting a single opponent can also be a bore, depending on that opponent’s abilities. A lone technomancer without any bodyguards or defenses in place might find himself quickly surrounded or unable to cast his spells after being grappled, and a creature with a single powerful attack might still not be a great match for a party of five slightly less powerful characters due to the sheer number of attacks they have each round. In general, the strongest encounters have a handful of enemies that guard vulnerable creatures with powerful abilities and balance out the PCs’ number of actions each round. + + +### Table 11-1: Encounter Difficulty + +| **Difficulty** | **CR Equivalency** | +| -------------- | ------------------ | +| Easy | APL - 1 | +| Average | APL | +| Challenging | APL + 1 | +| Hard | APL + 2 | +| Epic | APL + 3 | + + + +### Table 11-2: CR Equivalencies + +| **Number of Creatures** | **CR Equivalency** | +| ----------------------- | ------------------ | +| 1 creature | CR | +| 2 creatures | CR + 2 | +| 3 creatures | CR + 3 | +| 4 creatures | CR + 4 | +| 6 creatures | CR + 5 | +| 8 creatures | CR + 6 | +| 12 creatures | CR + 7 | +| 16 creatures | CR + 8 | + + + +### Table 11-3: Experience Point Awards + +| **CR** | **Total XP** | **1-3** | **4-5** | **6+** | +| ------ | ------------ | ------------------------------------- | ------- | ------- | +| | | **Individual XP (by no. of players)** | | | +| 1/8 | 50 | 15 | 15 | 10 | +| 1/6 | 65 | 20 | 15 | 10 | +| 1/4 | 100 | 35 | 25 | 15 | +| 1/3 | 135 | 45 | 35 | 25 | +| 1/2 | 200 | 65 | 50 | 35 | +| 1 | 400 | 135 | 100 | 65 | +| 2 | 600 | 200 | 150 | 100 | +| 3 | 800 | 265 | 200 | 135 | +| 4 | 1,200 | 400 | 300 | 200 | +| 5 | 1,600 | 535 | 400 | 265 | +| 6 | 2,400 | 800 | 600 | 400 | +| 7 | 3,200 | 1,070 | 800 | 535 | +| 8 | 4,800 | 1,600 | 1,200 | 800 | +| 9 | 6,400 | 2,130 | 1,600 | 1,070 | +| 10 | 9,600 | 3,200 | 2,400 | 1,600 | +| 11 | 12,800 | 4,270 | 3,200 | 2,130 | +| 12 | 19,200 | 6,400 | 4,800 | 3,200 | +| 13 | 25,600 | 8,530 | 6,400 | 4,270 | +| 14 | 38,400 | 12,800 | 9,600 | 6,400 | +| 15 | 51,200 | 17,100 | 12,800 | 8,530 | +| 16 | 76,800 | 25,600 | 19,200 | 12,800 | +| 17 | 102,400 | 34,100 | 25,600 | 17,100 | +| 18 | 153,600 | 51,200 | 38,400 | 25,600 | +| 19 | 204,800 | 68,300 | 51,200 | 34,100 | +| 20 | 307,200 | 102,000 | 76,800 | 51,200 | +| 21 | 409,600 | 137,000 | 102,400 | 68,300 | +| 22 | 614,400 | 205,000 | 153,600 | 102,400 | +| 23 | 819,200 | 273,000 | 204,800 | 137,000 | +| 24 | 1,228,800 | 410,000 | 307,200 | 204,800 | +| 25 | 1,638,400 | 546,000 | 409,600 | 273,000 | \ No newline at end of file diff --git a/Rules/SF1E/Encounter Design _ Treasure/Treasures, Experience _ Rewards.md b/Rules/SF1E/Encounter Design _ Treasure/Treasures, Experience _ Rewards.md new file mode 100644 index 0000000..c150dbb --- /dev/null +++ b/Rules/SF1E/Encounter Design _ Treasure/Treasures, Experience _ Rewards.md @@ -0,0 +1,85 @@ +--- +aliases: +tags: +--- +# TREASURE, EXPERIENCE & REWARDS + +## GAINING EXPERIENCE + +**Source** _Starfinder Core Rulebook pg. 390_ +In the Starfinder RPG, characters advance in level by overcoming challenges ranging from combat situations to diplomatic encounters. All of these are symbolized by experience points (XP). Many GMs choose to simply keep a list of all the encounters PCs overcome during a session, add together the experience points, and award them in a lump sum at the end of the session. That way, if characters earn enough XP to gain levels, you won’t have to pause the game while they level up their characters, and you can instead let them do so between sessions. + +Every opponent, trap, or obstacle the PCs overcome (including starship combat and vehicle chases) is worth a set amount of XP, as determined by CR. Purely roleplaying encounters are generally assumed to have a CR equal to the Average Party Level, but you may award XP as if it were higher or lower, depending on difficulty. Note, however, that encounters with a CR of less than the APL – 10 merit no XP award, as they’re too easy. Similarly, using starship weapons against a settlement or driving an asteroid into a planet may kill thousands, but in such instances, the party should generally not receive XP or wealth, as these massacres are neither heroic nor challenging. Experience gained in a fight comes not from enemy death but from expertise acquired as a result of combat, which such impersonal situations lack. + +To award XP, take your list of defeated encounters and find the value of each encounter’s CR under the “Total XP” column on Table 11–3: Experience Point Awards. Add up the total XP values for each CR and then divide this total by the number of characters. The result is the amount of XP each character earns. For a slightly less exact method, you can add up the individual XP awards listed in the table for a group of the appropriate size. In this case, the division between characters is done for you. + +In addition, don’t be afraid to give players extra XP when they conclude a major storyline or accomplish something important. These “story awards” can consist of any amount of XP. While a good rule of thumb is to award twice the XP for a CR equal to the group’s APL, you can also customize your story award amounts to help your players’ characters reach a particular level for the next adventure you want to run. + +## GAINING WEALTH + +**Source** _Starfinder Core Rulebook pg. 391_ +As PCs gain levels, they tend to obtain wealth. Starfinder assumes that all PCs of equivalent level have roughly equal amounts of wealth in the form of gear, [[Magic Items]] , and raw currency. Since a PC’s primary way of gaining wealth is through adventuring, it’s important to moderate the amount you place in your adventures. Thus, the amount of wealth PCs earn from their adventures is tied to the Challenge Rating of the encounters they face.  + +## WEALTH PER ENCOUNTER + +Table 11–4: Wealth Gains per Encounter lists the amount of treasure each encounter should award based on its CR. When looking at this number, it’s important to understand that it represents wealth from many different sources: hard currency, looted items, and earned or story-based wealth. Relying too much on any one category can skew the game’s power balance. Additionally, most encounters are part of an overarching adventure, in which case it’s useful to look at wealth for the adventure as a whole. Don’t be afraid to have some encounters grant more wealth while others grant less, as long as it balances out by the end of the adventure. (After all, a well-armed NPC is more likely to be carrying valuable items than a mindless beast.) Below are some important considerations regarding each type of wealth. + +| CR | Wealth Gain (in Credits) | +|------|--------------------------| +| 1/3 | 150 | +| 1/2 | 230 | +| 1 | 460 | +| 2 | 775 | +| 3 | 1,100 | +| 4 | 1,400 | +| 5 | 3,100 | +| 6 | 3,900 | +| 7 | 4,600 | +| 8 | 5,400 | +| 9 | 10,000 | +| 10 | 14,700 | +| 11 | 25,000 | +| 12 | 34,000 | +| 13 | 50,000 | +| 14 | 77,000 | +| 15 | 113,000 | +| 16 | 178,000 | +| 17 | 260,000 | +| 18 | 405,000 | +| 19 | 555,000 | +| 20 | 782,000 | + +## ITEMS + +Gear looted from fallen enemies or otherwise acquired during adventures can generally be sold for only 10% of its face value. This is important to gameplay, in that it discourages players from picking up every dropped helmet or low-level weapon and turning their ship into a flying garage sale, yet it’s also crucial to keep in mind when placing treasure. If an item is significantly better than the PCs’ current gear, assume they keep it and factor it in at its full value. If it’s no better than what they already have, assume they sell it when they have the chance. (Comparing the item level to the Average Party Level can be an excellent guideline for this purpose.) For example, if the characters face a high-CR enemy with a correspondingly awesome laser rifle, assume they keep it. If they fight eight aeon troopers with armor comparable to their own, assume most groups will leave it rather than carry eight bulky sets of armor with them. In general, beware of providing single items far above your party’s APL. Instead, provide several items equal to or only slightly better than your party’s current gear, and then make up the rest with consumable items and items likely to be resold.  + +## STORY-BASED WEALTH + +Given the inefficiency of constantly looting and selling enemy gear, Starfinder assumes at least part of player wealth comes from story-based sources, usually completing a mission or adventure. Perhaps it’s payment for finishing a patron’s quest, a gift from a grateful populace, a bounty on a criminal, or proceeds from selling an alien artifact or the exclusive interview rights to a PC’s account of an adventure. Regardless of the source, consider setting aside part of the budget from your encounters to allow for large lump-sum payments at appropriate points in the story.  + +## HARD CURRENCY + +It’s important to include credits in your rewards, so that players can buy items appropriate to their characters, but avoid regularly giving out handfuls of credsticks, as pooling large sums of liquid capital can enable a party to buy better gear than would normally be appropriate for the group’s APL. + +| PC Level | Wealth (in Credits) | +| -------- | ------------------- | +| 1st | 1,000 | +| 2nd | 2,000 | +| 3rd | 4,000 | +| 4th | 6,000 | +| 5th | 9,000 | +| 6th | 15,000 | +| 7th | 23,000 | +| 8th | 33,000 | +| 9th | 45,000 | +| 10th | 66,000 | +| 11th | 100,000 | +| 12th | 150,000 | +| 13th | 225,000 | +| 14th | 333,000 | +| 15th | 500,000 | +| 16th | 750,000 | +| 17th | 1,125,000 | +| 18th | 1,700,000 | +| 19th | 2,550,000 | +| 20th | 3,775,000 | \ No newline at end of file diff --git a/Rules/SF1E/Magic _ Spells/Casting Spells.md b/Rules/SF1E/Magic _ Spells/Casting Spells.md new file mode 100644 index 0000000..1d67e50 --- /dev/null +++ b/Rules/SF1E/Magic _ Spells/Casting Spells.md @@ -0,0 +1,258 @@ +--- +aliases: +tags: +--- +**Source** _Starfinder Core Rulebook pg. 330_ +When your Starfinder character casts a spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measured effects. Whether you’re playing a mystic or a technomancer, or a character who has gained the ability to manipulate magical energies through some other more unusual means, casting a spell in Starfinder follows one basic process, as described below. A cast spell always has obvious effects that are noticeable by nearby creatures; it is not possible to clandestinely cast a spell. For information about casting a spell as a spell-like ability, see Spell-Like Abilities on page 262. + +# CHOOSING A SPELL + +**Source** _Starfinder Core Rulebook pg. 330_ +The first step in casting a spell is to choose which spell to cast. Your class’s Spells section describes which class’s spell list you can choose from, how to determine the number of spells you know, and at which levels you can learn new spells. You also might know spells from a different source, in which case that source provides the details you need to know. + +When you cast a spell, you can select any spell you know, provided you are capable of casting spells of that level or higher. Casting a spell counts against your daily limit for spells you cast of that spell level (your “spell slots”), but you can cast the same spell again if you haven’t reached your limit. For more information on how to choose which spells your character can access, see your class’s information on spells. + +# SPELL LEVEL, CASTER LEVEL, AND SPELL SLOTS + +**Source** _Starfinder Core Rulebook pg. 330_ +Once you’ve chosen a spell to cast, take note of its spell level, and then determine the caster level at which you cast it. A spell’s spell level (also referred to as simply “a spell’s level”) defines at what class level you can cast the spell. In the case of variable-level spells, the spell’s level determines the spell’s exact effects (see Variable-Level Spells below). On the other hand, the caster level at which you cast a spell governs many aspects of how the spell works, often including its range and duration. The following sections further describe and differentiate spell level and caster level. + +Some of the rules in this chapter make reference to spell slots. The number of spell slots of any given level that you have is equal to the number of spells of that level that you can cast each day (for details about exactly when you regain your daily spell slots, see Regaining Daily-Use Abilities and Spells on page 262). + +When the rules say you must have an available spell slot, it means that you can’t have cast all of your spells per day of that level. When the rules say that you lose a spell slot or the spell fails, that means that you have expended one of the total number of spells of that level that you can cast per day. + +### SPELL LEVEL + +A spell level expresses a spell’s relative power. A spell’s level is listed in its spell description directly to the right of the spell’s class icon, and it may vary by class. For example, it is possible for a spell to be a 2nd-level spell for a mystic but a 3rd-level spell for a technomancer. In some cases, a spell’s level is listed in its description as “—”. This means you must gain access to the spell through a class feature and can’t add it as a spell known through the normal progression of learning spells. + +Unlike your caster level, which you can always choose to lower, a spell’s level is static unless it is a variable-level spell.   + +### VARIABLE-LEVEL SPELLS + +A variable-level spell is a spell that has different effects depending on the level of the spell slot you use to cast it. The spell description of a variable-level spell lists the spell level as a range (“1–6” for example) and notes how the spell’s effects change when cast at different spell levels. + +When you learn a spell that can be cast at variable spell levels, you gain the ability to cast it at the spell level you know and at every level below that. For example, let’s say Keskodai is a 9th-level mystic who has _mystic cure_ (which is a variable-level spell that can be cast at spell levels ranging from 1st–6th) as a 2nd-level spell known. When Keskodai chooses to cast mystic cure, he can cast it as a 1st-level or 2nd-level spell. His caster level is still 9th, regardless of the spell level at which he casts the spell. Keskodai can’t cast _mystic cure_ as a 0-level spell (since _mystic cure_ doesn’t have a 0-level version) or as a 3rd-level spell (since he doesn’t know _mystic cure_ as a 3rd-level spell). The effect of _mystic cure_ when Keskodai casts it is detailed in the spell’s description and depends on the spell level at which he chose to cast it. + +If you know a variable-level spell and later select it again as a higher-level spell known, you can immediately select a new spell known to replace the lower-level version of the variable-level spell. For example, when Keskodai becomes a 10th-level mystic, he selects mystic cure as a 4th-level spell known. He also immediately selects a new 2nd-level spell known to replace the 2nd-level version of _mystic cure_. He can now cast _mystic cure_ as a 1st-, 2nd-, 3rd-, or 4th-level spell. + +### CASTER LEVEL + +Your caster level (or CL) represents your aptitude for casting the spells you know, and it is equal to the total number of levels you have in spellcasting classes. For characters with a single spellcasting class, this is equal to your class level in that class. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. If you wish to cast a spell at a lower caster level than normal, you must decide this before you make any other decisions about the spell’s effects. Once a spell has been cast, the spell effect has a caster level that is equal to the caster level at which you cast the spell. Many of a spell’s effects are based on the spell’s caster level. + +In the event that a class feature or special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to any caster level checks you attempt (see below) and DCs based on caster level (such as the DC to dispel your spells). + +### CASTER LEVEL CHECKS + +The rules sometimes require you to make a caster level check. To attempt a caster level check (such as to overcome a creature’s spell resistance), roll 1d20 and add your caster level. + +# CONCENTRATION AND INTERRUPTED SPELLS + +**Source** _Starfinder Core Rulebook pg. 331_ +To successfully cast a spell, you must concentrate. The length of time you must concentrate to cast a spell is specified in the Casting Time entry in the spell’s description. Your foes can interrupt your spellcasting in a few ways, as described below. + +The concentration required to cast a spell is sufficient to cause you to briefly lower your defenses. If a foe threatens the space you are in, casting a spell provokes an attack of opportunity unless the spell specifies otherwise. For more on attacks of opportunity, see page 248. + +Normally, you can concentrate even in a distracting situation, but if you’re casting a spell and you take damage from either a successful attack that targeted your AC or from an effect that you failed a saving throw against, the spell fails. + +You are most at risk of taking damage while casting when a spell’s casting time is 1 round or longer, you have provoked an attack of opportunity, or a foe readied an action to attack you when you began to cast. However, if you are taking ongoing damage (such as if you are bleeding or on fire), your spells are not disrupted in this way. + +If you ever try to cast a spell in conditions where the characteristics of the spell can’t be made to conform, the spell fails. For example, if you try to cast a spell that targets a humanoid on a non-humanoid, the spell fails. + +### CONCENTRATING IN HARSH ENVIRONMENTS + +If you attempt to cast a spell in environmental conditions that make spellcasting impossible, the spell fails. You can typically cast spells in bad weather or when your ship is making tricky maneuvers, but at the GM’s discretion, if you are subject to extremely violent motion (such as an earthquake) or extremely violent weather (such as a hurricane), you can’t concentrate to cast spells. For more information on environments and their rules effects, see page 394. + +# THE SPELL'S RESULT + +**Source** _Starfinder Core Rulebook pg. 331_ +For details about a spell’s range, targets, and other mechanical details, see the spell descriptions on pages 340–385, where the details of Starfinder’s spells are presented. Once you know which creatures (or objects or areas) are affected, and whether they have succeeded at their saving throws (if any were allowed), you can apply whatever results a spell entails. Spell effects tend to vary by school, which are also described in School and Descriptor on page 333. + +Many common spell effects are described in Defining Effects beginning on page 268. + +### ATTACKS + +Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents, are considered attacks. Anytime you would need to make an attack roll to determine whether your spell hits a target, you are considered to be making an attack. + +Even an effect that is inoffensive or beneficial to some affected creatures still counts as an attack if it would be considered offensive to any affected creature. Spells that deal damage, spells that opponents can resist with saving throws (and that are not harmless), and spells that otherwise harm or hamper subjects are attacks. + +### BRINGING BACK THE DEAD + +Magic and technology can restore slain characters to life. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body. + +**Negative Levels**: Any creature brought back to life by raise dead usually gains 2 permanent negative levels (see page 252 for more information on how negative levels work). These levels apply a penalty to most rolls until removed through spells such as _restoration_. + +There is an exception to this rule, though. If the character was 1st or 2nd level (or CR 2 or less for a monster) at the time of death, instead of gaining negative levels, the character’s Constitution score is permanently reduced by 2 (or its Constitution modifier is permanently reduced by 1 for a monster). + +**Preventing Revivification**: Enemies can take steps to make it more difficult for a character to be returned from the dead using normal magical means. Keeping the body of a deceased individual, for instance, prevents others from using _raise dead_ to restore the slain character to life. Additionally, finding a way to capture the slain creature’s soul prevents any sort of revivification unless the soul is first released, since _raise dead_ and similar magic works by returning the deceased individual’s soul to his body. + +**Revivification against One’s Will**: A soul can’t be returned to life if it doesn’t wish to be. A soul automatically knows the alignment and patron deity (if any) of the character attempting to revive it, which may be a reason it refuses to return. + +# COMBINING MAGIC EFFECTS + +**Source** _Starfinder Core Rulebook pg. 332_ +Spells or magical effects usually work as their descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place. + +### DUPLICATE EFFECTS + +Spells and effects that provide bonuses or penalties to attributes such as attack rolls, damage rolls, and saving throws usually do not stack with themselves if multiple effects would apply to the same attribute. More generally, two bonuses of the same type do not stack even if they come from different spells or from effects other than spells (see Bonuses on page 266). + +However, damage from multiple spells that deal damage is always cumulative. + +### DIFFERENT STRENGTHS + +In cases when two or more spells produce identical effects in the same area or on the same target, but at different strengths (such as one spell granting fire resistance 5 and another granting fire resistance 10), only the one with the highest strength applies. If a previously cast spell lasts longer than a more recently cast spell producing the same effect, and the most recent version expires, the previously cast spell resumes its effect for the remainder of its duration. + +### MULTIPLE MENTAL CONTROL EFFECTS + +Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject’s ability to act. For example, a creature under the effect of a hold person spell cannot be compelled to move using a dominate spell, because the _hold person_ effect prevents the creature from moving. + +Mental controls that don’t remove the target’s ability to act don’t usually interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must attempt opposed Charisma checks to determine which one the creature obeys. + +### COUNTERING AND NEGATING + +Some spells can be used to counter other specific spells, as noted in their spell descriptions. For instance, you can use slow to counter a casting of _haste_. This works exactly like the counter effect of the _dispel magic_ spell (see page 351), except you don’t need to attempt a caster level check; if the target is in range, the spell is automatically countered and fails. + +Many times, these same spells note that they negate one another as well. This means that a successful casting of one spell on a target under the effects of the second spell undoes those effects, and the effects of the first spell don’t occur. + +# SPECIAL ABILITIES + +**Source** _Starfinder Core Rulebook pg. 332_ +A number of classes and creatures gain the use of special abilities, many of which function like spells. A special ability is either a spell-like ability, a supernatural ability, or an extraordinary ability. See Special Abilities on page 262 for more information. + +# SPELL DESCRIPTION FORMAT + +**Source** _Starfinder Core Rulebook pg. 332_ +The descriptions of Starfinder’s spells are presented in a standard format, as shown in the sample spell description on page 333. Each category of information found in the spell descriptions is explained and defined in the appropriate sections that follow the sample (along with references for further information). Not all Starfinder spells contain each boldfaced entry heading listed in the sample, but for purposes of completeness, all entry headings used in the various spell descriptions are included. The sample also includes either typical language found in most spell entries or a summary of what the entry typically contains. + +### SPELL NAME + +The first line of every spell description gives the name by which the spell is commonly known. A spell’s name generally indicates what effects it creates or how it manipulates its area or targets. + +### SPELL LEVEL + +The spell level for each class that can cast the spell (typically a number between 0 and 6 that indicates the spell’s relative power) is listed directly to the right of each class icon. Variable-level spells express their levels in a range. See Spell Level and Variable- Level Spells on page 330 for more details. + +### SCHOOL AND DESCRIPTOR + +Beneath the spell’s name is an entry listing the spell’s school of magic. Nearly every spell in Starfinder belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. In rare cases, a spell harnesses the power of all of the magic schools. In this case, the spell’s school is listed as “universal.” + +Many spells have one or more descriptors. These can affect how the spells interact with other magic and effects, and some descriptors have specific rules associated with them. See Descriptors on page 269 for more information. + +### ABJURATION + +Abjurations are protective spells. If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, the spell ends, even if the spell would normally work or its normal duration has not yet elapsed. + +### CONJURATION + +Conjuration spells bring creatures, objects, or energy (potentially including healing energy) into being or transport them to new locations. A conjured creature or object must arrive in an open location on a medium capable of supporting it. It can’t appear inside another creature or object. The conjured creature or object must appear within the spell’s range, but once conjured it does not have to remain within the range. + +### DIVINATION + +Divination spells enable you to learn long-forgotten secrets, predict the future, find hidden things, and pierce deceptive spells. In most circumstances, attempts to use divination magic to glean information about events during the Gap fail. + +### ENCHANTMENT + +Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells and have that descriptor. Most enchantments are either charms or compulsions and have those descriptors. See Descriptors on page 269 for more information. + +### EVOCATION + +Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired result created entirely with magic. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Evocation spells often produce effects that manifest as various kinds of energy, or as an energy type of the caster’s choice, as noted in an individual spell’s description. + +### ILLUSION + +Illusion spells deceive the senses or minds of others. They cause people to see things that aren’t there, not see things that are actually there, hear phantom noises, or remember things that never really happened. By default, illusions create actual sensory stimuli in much the same manner as a hologram might. + +**Disbelieving Illusions**: Creatures encountering an illusion usually don’t receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion, which typically requires spending at least a move action focusing specifically on the illusion. + +A creature that succeeds at its saving throw to disbelieve can tell the illusion is false (but still sees a visual illusion as a translucent outline). A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw to disbelieve it. If any observer successfully disbelieves an illusion and communicates this fact to others, each such observer can attempt a saving throw to disbelieve with a +4 bonus. + +### NECROMANCY + +Necromancy spells manipulate the power of death, unlife, and life force, including spells involving creating undead creatures. + +### TRANSMUTATION + +Transmutation spells change the properties of some creature, thing, or condition. + +### CASTING TIME + +Most spells have a casting time of one standard action. Others take 1 round or more, while a few powerful special abilities allow a character to cast a spell as a move action. A few reactive spells can be cast as reactions, but they are generally limited in nature, such as the 1st-level casting of _flight_. + +When you begin casting a spell that takes 1 round or longer to cast, you must maintain your concentration from the current round to just before your turn in the next round (at least). If you lose concentration or take another action (even a reaction) before the casting is complete, the spell fails. + +You make all pertinent decisions about a spell (range, target, area, effect, and so forth) when the spell comes into effect. + +**1 round**: Casting a spell with a casting time of 1 round is a full action. The spell comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. + +**1 minute**: A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are considered to be casting a spell as a full action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted; otherwise the spell automatically fails. + +### RANGE + +A spell’s range indicates how far from you it can reach. For more information on how ranges work, see Range on page 271. + +### AREA, EFFECT, AND TARGETS + +When a spell you cast comes into effect, you must make choices about what the spell is to affect or where an effect is to originate, depending on the spell’s type. A spell’s description defines the spell’s area, its effect, or its target (or targets), as appropriate. + +### TARGETS + +Some spells have one or more targets. You cast these spells on creatures or objects, as defined in the spell’s description. You must be able to see or touch the target (unless the spell has an attack roll; see Spells with Attack Rolls below), and you must specifically choose that target. You do not have to select your target until you have finished casting the spell. + +If the target of a spell is yourself (which is the case for all personal range spells), you don’t receive a saving throw and spell resistance doesn’t apply. The Saving Throw and Spell Resistance entries are omitted from the descriptions of such spells. + +Some spells restrict you to willing or unconscious targets. A creature can declare itself a willing target at any time (even if it’s flat-footed or it isn’t that creature’s turn). Characters who are conscious but immobile or helpless can still choose to be unwilling. + +Many spells affect “living creatures,” which means all creatures other than constructs and undead (artificially created beings that are not undead or constructs are considered living for this purpose). Creatures in the spell’s area that are not of the appropriate type don’t count against the number of creatures affected. + +Other spells allow you to target other categories of creatures or items, such as construct, corpse, or object. This works like targeting a creature, and the target’s spell resistance, if any, applies. See page 265 for more details. + +Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that doesn’t provoke attacks of opportunity. + +**Spells with Attack Rolls**: Some spells require an attack roll to hit. For these spells, you don’t need line of sight to the target, but you still need line of effect (see page 271). These spells can score a critical hit just as a weapon can, and deal double damage on a successful critical hit. If one of these spells has a duration, it refers to the duration of the effect that the attack causes, not the length of time that the attack itself persists. + +### EFFECT + +Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. The spell’s range determines how far away an effect can appear, but if the effect is mobile, after it appears it can move regardless of the spell’s range. For clarity, some spells specify the type or size of effect created in a separate Effect entry. + +### AREA + +Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually a spell’s area is described as a burst, emanation, or spread, and as a cone, cylinder, line, or sphere (see page 268). A spell’s area may also be shapable, which is indicated with “(S)” after the listed area. + +Regardless of the shape of the area, you select the point where the spell originates. You don’t otherwise control which creatures or objects the spell affects; it affects all valid targets in the area. When determining whether a given creature is within a spell’s area, count out the distance from the point of origin in squares, just as you do when moving a character or determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. + +You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell’s area, anything within that square is within the spell’s area. If the spell’s area touches only the near edge of a square, however, creatures or objects within that square are unaffected by the spell. + +**Other**: A spell can have a unique area, as defined in its spell description. + +### DURATION + +A spell’s Duration entry tells you how long the magical energy of the spell lasts. A spell may also be dismissible, which is indicated with “(D)” after the listed duration. For more information, see Duration on page 270. + +**Areas, Effects, and Targets**: If a spell affects creatures directly, the result travels with the target for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to the expiration of its duration. If the spell affects an area, then the spell stays within that area for its duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave. + +### SAVING THROW + +Usually a harmful spell allows a target to attempt a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell’s description defines which type of saving throw the spell allows (a Fortitude, Reflex, or Will saving throw) and describes how saving throws against the spell work, including for objects and harmless effects. Most often, a successful saving throw negates a spell’s effects, halves the damage it causes, allows the creature to suffer only partial effects of the spell, or allows the disbelief of an illusion effect (see Illusion on page 334). Your class’s Spells section describes how to calculate your spells’ saving throws. For more information on saving throws, see page 241. + +### SPELL RESISTANCE + +Spell resistance, often abbreviated as SR, is a special defensive ability of many creatures that functions much like an Armor Class against magical attacks. If your spell targets a creature with spell resistance, you must attempt a caster level check (1d20 + your caster level); only if the result equals or exceeds the creature’s spell resistance can the spell affect that creature. + +A spell’s Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. + +The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws (see page 241). A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to attempt a caster level check. + +For more information on spell resistance, see page 265. + +### DESCRIPTIVE TEXT + +This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes “see text,” this is where the explanation is found. + +# SPELL LISTS + +**Source** _Starfinder Core Rulebook pg. 335_ +There are dozens of spells available to spellcasters in the Starfinder RPG. The following pages present the spell lists for the mystic and technomancer. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast. + +**Order of Presentation**: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain groupings. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead. + +**Caster Level**: A spell’s power often depends on caster level, which is the caster’s total number of levels in spellcasting classes for the purpose of casting a particular spell. A creature usually has a caster level equal to its CR (1st if a creature has a CR less than 1). The word “level” in the short descriptions that follow usually refers to caster level. \ No newline at end of file diff --git a/Rules/SF1E/Magic _ Spells/Rituals.md b/Rules/SF1E/Magic _ Spells/Rituals.md new file mode 100644 index 0000000..fc6a56c --- /dev/null +++ b/Rules/SF1E/Magic _ Spells/Rituals.md @@ -0,0 +1,156 @@ +--- +aliases: +tags: +--- +**Source** _Galactic Magic pg. 89_ +Some spells require more than a few moments of concentration and the expenditure of a spell slot; instead, they take hours or even days to cast, with a single individual leading assistants in the performance of a complex and powerful ritual. Before attempting a ritual, a character must find a script for it and—if they’re wise—learn its secrets. + +# RITUAL SCRIPTS + +**Source** _Galactic Magic pg. 89_ +A ritual is detailed in a document known as a ritual script. Story-wise, a ritual script can take many forms: an old tome collecting dust on a library shelf, a mysterious obelisk carved with indecipherable runes, or a digital file hidden deep within a world’s infosphere. A ritual script can be in any language and might also be hard to read or decipher; skills (such as Mysticism or Computers) and magic (such as comprehend languages) might be necessary to translate or decode it. In terms of game mechanics, each ritual script describes the ritual actions—specific actions detailed later in this section—that are required for the completion of the ritual. +Before a character can use a script, however, they must find it in the first place. Characters can cast only rituals they have access to, and while academies that teach magic often provide access to common and harmless rituals that have obvious utility, more potent or dangerous rituals are locked in secure vaults. Aspiring ritualists scour the galaxy looking for rare rituals known only to lost civilizations like the sivv or kishalee. +Once a ritual script is found, its ritual can be learned through the master a ritual downtime activity (below); this activity follows the rules of downtime activities presented on page 150 of the Character Operations Manual. The downtime activity isn’t strictly necessary; a ritual can be performed from the script without learning it, but doing so is more difficult. Learning a ritual has two benefits. First, a ritual leader who has learned a ritual no longer needs access to the ritual to cast it; they can perform it from memory. Second, the DC for checks required by ritual actions is lower if the ritualist has learned the ritual. + +## MASTER A RITUAL + +**Source** _Galactic Magic pg. 89_ +You attempt to learn or practice a ritual to successfully cast it and reduce the danger posed by failure. +**Activity:** Name a single ritual to which you have access or know. You spend the day practicing this ritual. +**Results:** For 1 day, you gain a +1 circumstance bonus to checks required as part of ritual actions taken to cast the ritual you named. +**Multiday:** When you spend a week on this downtime activity, you can attempt to learn the ritual; alternatively, you can teach a ritual you already know to a number of people equal to your ranks in Mysticism. Attempt a Mysticism check; the DC of this check is 10 + 3 × the level of the ritual. If you succeed, you learn the ritual, or, if you were teaching it, everyone you taught learns it. If you fail, you can take another week and use this downtime activity to try again. + +# RITUAL CASTING + +**Source** _Galactic Magic pg. 89_ +Most rituals have a level, from 1 to 6, that corresponds to their power, how difficult they are to perform, and some statistics associated with them. Some rituals can be learned and performed at different levels, with different effects depending on the level. When you learn a variable-level ritual, you learn all lower-level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. +The individuals who perform a ritual are known as ritualists, and they don’t need to be spellcasters. Every ritual requires at least one person, the ritual leader, who must either have access to the ritual or have learned it. Additional individuals might be able to help perform the ritual; these participants are ritual assistants. Each ritual lists how many assistants can participate, if any. Most rituals allow assistants, and some require them, but a few must be performed by the ritual leader alone. A ritual leader can never lead more assistants than the leader has ranks in Mysticism, and once the ritual begins, they remain the leader for the entire ritual. +Rituals are performed over a number of ritual rounds. The length of time represented by a ritual round depends on the ritual and can be found in that ritual’s description. Each round, the leader and assistants select ritual actions; these actions are detailed below. Unless someone pauses the ritual using the maintain ritual action, the actions in the ritual script must be taken in order, one per round, until the ritual is complete; otherwise, the ritual fails. Generally, a ritual requires a number of actions equal to the ritual’s level, but the number of actions can vary. +Each ritual round, characters can take their actions in any order. While the ritual leader is usually taking the ritual action required by the script, assistants have more options when it comes to their choice of action, and sometimes actions required in the script can be taken by any character, not just the leader. For example, an assistant might choose to act before the leader to take the harmonize action and grant a bonus to the leader’s check, or that same assistant might wait to act until after the leader has acted, to use the martyr self or salvage ritual action. +Ritual actions often require a skill check, a saving throw, or some other activity, such as the sacrifice of valuable goods. Whenever a ritual action requires a skill check or saving throw, the DC can be found on Table 3–2: Rituals. If the ritualist hasn’t learned the ritual, the DC is 5 higher. +When an action required as part of a ritual script succeeds, the ritual continues for another round, when the next action in the script can be attempted. Failure on a ritual action required as part of a script, however, can have several consequences, listed in the ritual script. If neither “failure” nor “retry” is listed, the ritual action succeeds despite the failed check or saving throw, but the character who took the action suffers the consequences listed. + +- **Damage:** The character takes damage appropriate to the level of the ritual, according to Table 3–2: Rituals. If the damage has a type, it’s noted here. +- **Condition:** The character gains the listed condition for the length of time noted. +- **Failure:** The ritual fails. +- **Retry:** The action fails, but the ritual has not. The failed action must be attempted again on the next round, unless the ritual is paused through the maintain ritual action. + +Certain ritual actions allow assistants to save a ritual that would fail or to take damage or a condition that would incapacitate the ritual leader, potentially saving the ritual from failure. + +#### TABLE 3-2: RITUALS + +| Ritual Level | Skill DC | Save DC | Creature CR | Item Sacrifice | Damage | +|--------------|----------|---------|-------------|-----------------|--------| +| 1 | 11 | 12 | 1/3 | 1,000 credits | 1d12 | +| 2 | 16 | 15 | 2 | 4,000 credits | 4d12 | +| 3 | 20 | 17 | 5 | 10,000 credits | 7d12 | +| 4 | 25 | 19 | 8 | 40,000 credits | 10d12 | +| 5 | 29 | 21 | 11 | 100,000 credits | 13d12 | +| 6 | 34 | 24 | 14 | 400,000 credits | 16d12 | + + + + +## VARIABLE-LEVEL RITUALS + +**Source** _Galactic Magic pg. 90_ +Some rituals have different effects depending on the level at which you perform the ritual. When you learn a variablelevel ritual, you learn all lower level versions at the same time. The script for a variable-level ritual depends on the level. A ritual’s description lists the script for each level of a variable-level ritual. + +## CREATURE-CREATION RITUALS + +**Source** _Galactic Magic pg. 90_ +Some spells create creatures, turning an inanimate object into a construct, for example, or converting a corpse into undead. The creatures these spells can create are limited by the level of the ritual; the higher the ritual level, the higher the CR of the creatures it can be used to create, according to Table 3–2: Rituals. + +# RITUAL ACTIONS + +**Source** _Galactic Magic pg. 90_ +Every ritual action can be performed by the leader, an assistant, or either, as noted after the action’s name. Some rituals might modify the actions listed here or require new or unique actions. + +## GATHER POWER (LEADER) + +**Source** _Galactic Magic pg. 90_ +You gather ambient magic from the environment to fuel the ritual. Attempt the check or saving throw listed in the script. + +## HARMONIZE (ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You attempt to aid a ritual leader who’s attempting a skill check, supporting them with ritual chants, meditation, dance, or another activity. Attempt a DC 15 check using the skill the ritual leader is attempting in a ritual action; if you succeed, you grant a +2 bonus to the ritual leader’s skill check this round. + +## INVOKE ENTITY (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You channel the power of a deity or similar entity through yourself to power the ritual. This ritual action always succeeds but is still extremely dangerous; attempt the check or saving throw listed in the script. If you succeed, you’re unharmed. If you fail, you take the damage or effect listed in the script. + +## JOIN RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You join a ritual that has already started. You must take this action at the beginning of a ritual round, and you can take another ritual action this round. + +## LEAVE RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You leave the ritual, and you can perform non-ritual actions during ritual rounds, including this one, until you rejoin. + +## MAINTAIN RITUAL (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 90_ +You maintain a ritual without working toward its conclusion, usually so that the ritual leader can rest or perform other actions. You must attempt this action before any other ritual action is attempted in the same round. Attempt a Fortitude saving throw. If you succeed, the ritual is paused for one ritual round; no one can perform a ritual action for the ritual this round, but the ritual doesn’t fail. A ritual can be maintained multiple times, and as long as the saving throws succeed, the ritual can be resumed with the next ritual action required by the script. + +## MARTYR SELF (ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +This action must be taken immediately after a ritualist in the same ritual as you takes damage or gains a condition or some other harmful effect as a consequence of a failed check or save in a ritual action this round. You volunteer yourself to take that harm. The damage or effect is transferred to you, and it can’t be reduced or mitigated in any way. You can’t take this action if you’ve already taken damage or suffered a harmful effect this round. + +## OPEN THE WAY (LEADER) + +**Source** _Galactic Magic pg. 91_ +You draw power from another plane—perhaps through a specially attuned magic item or a temporary portal—and then channel that power into the ritual. Attempt the check or saving throw listed in the script. Sometimes failing this check can have unpredictable results, releasing denizens of other planes into your location. + +## PREPARE THE AREA (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You mark out a sacred or mystically aligned area where the ritual will take place. Doing so might involve scribing a pattern on the floor, setting up candles or other ritual paraphernalia, and sanctifying the area with ritual phrases. Attempt the check or saving throw listed in the script. + +## RELEASE POWER (LEADER) + +**Source** _Galactic Magic pg. 91_ +Having gathered and shaped the power of your ritual, you now unleash it and hope for the desired outcome. Attempt the check or saving throw listed in the script. + +## SACRIFICE (LEADER OR ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You sacrifice objects of value to power the ritual. No check or saving throw is required, but you must sacrifice whatever is listed in the script. If the sacrifice listed is “Resolve,” the leader must spend 1 Resolve Point. If the sacrifice is “Items” and no other information is provided, you must sacrifice items with a value appropriate to the level of the ritual, as shown on Table 3–2: Rituals. Sacrificed items are destroyed unless otherwise noted. If you complete this sacrifice, the action succeeds. If you don’t, the action and ritual fail. Some evil rituals might require the sacrifice of sapient creatures. + +## SALVAGE RITUAL (ASSISTANT) + +**Source** _Galactic Magic pg. 91_ +You try to save a ritual that’s about to fail. When a ritual leader fails a skill check as part of a ritual action, you take this action to attempt the check yourself. The DC for this check is 5 higher than the DC listed on Table 3–2: Rituals. Substitute the result of your check for the ritual leader’s failed check. Your check has the same consequences of success or failure that the leader’s action had. + +## SHAPE POWER (LEADER) + +**Source** _Galactic Magic pg. 91_ +Having gathered magical energy from the environment, other planes, or a deity, you now shape that power into the proper form. Attempt the check or saving throw listed in the script. + +## SPEAK THE NAME (LEADER) + +**Source** _Galactic Magic pg. 91_ +You direct your ritual against a specific target, whose name you must know. No check is required for this action, but if you don’t name someone clearly and unambiguously, the ritual fails. + +# RITUALS + +**Source** _Galactic Magic pg. 91_ +The following Rituals are just a sampling of the many that exist in the galaxy. + +## READING RITUAL DESCRIPTIONS + +**Source** _Galactic Magic pg. 91_ +Each ritual is listed in alphabetical order by name. The ritual’s level is noted after its name. +**Script** lists all the actions required to perform the ritual in order. Required skills, saving throws, sacrifices, or other activities are listed in parentheses, followed by the consequence for failure. If the ritual can be performed at variable level, each level with its own script, “varies” is listed here. +**Assistants** indicates the number of assistants that must assist the leader in the ritual. If assistants are optional, the entry here is “any.” The maximum number of assistants is limited to the leader’s ranks in Mysticism. +**Round Length** notes the length of time represented by a single ritual round. +The description of the ritual follows; unless otherwise noted, “you” in a ritual description refers to the ritual leader. + +## OTHER SUMMONING RITUALS + +**Source** _Galactic Magic pg. 93_ +There are many variations on the summoning ritual, including rituals to summon angels, daemons, demons, fey, oni, velstracs, or other extraplanar beings. Most work identically to summon elemental with a few notable exceptions. First, most outsiders are more intelligent than elementals, and so their initial attitude is more likely to be unfriendly (though a devil might pretend to be friendly for its own purposes). Second, when a ritualist fails a ritual action that inflicts damage, that damage has a type appropriate to the plane the summoned creature comes from. For example, summoning a devil is likely to inflict fire damage. If no damage type is appropriate, the damage has no type. Summoning rituals can differ from the usual script and results in other, more specific ways; a wise ritualist learns all they can about the spell and the creature summoned before attempting the ritual! \ No newline at end of file diff --git a/Rules/SF1E/Magic _ Spells/Variant Spellcasting.md b/Rules/SF1E/Magic _ Spells/Variant Spellcasting.md new file mode 100644 index 0000000..6f0db73 --- /dev/null +++ b/Rules/SF1E/Magic _ Spells/Variant Spellcasting.md @@ -0,0 +1,66 @@ +--- +aliases: +tags: +--- +**Source** _Galactic Magic pg. 88_ +The following two variants can mix up how spells feature in your Starfinder game. GMs and players should work together to decide which, if any, to use. + +# VARIANT: SCALING 0-LEVEL SPELLS + +**Source** _Galactic Magic pg. 88_ +Low-level spellcasters often rely on damaging 0-level spells (energy ray, hazard, injury echo, and telekinetic projectile) to injure their foes, but these spells can become obsolete as spellcasters gain levels and find weapons that deal greater damage. This rules variant allows spellcasters to rely on their damaging 0-level spells throughout their adventuring career. Make the following changes to the spells named above at the levels the character attains in a spellcasting class. Each increase happens only once at the indicated level. +At 3rd level, add half your character level to damage with these spells. +At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6. +At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6). +At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type. +At the end of this progression, a 19th-level spellcaster’s energy ray deals 9d4+9 damage of the chosen type, while their telekinetic projectile deals 9d6+9 bludgeoning damage. + +# VARIANT: PREPARED SPELLCASTING + +**Source** _Galactic Magic pg. 88_ +This rule variant changes the way spellcasting classes like the mystic and technomancer learn and cast spells. Your GM might decide all spellcasters are prepared spellcasters, that none are, or something in between—for example, technomancers might prepare spells while mystics use the normal rules, or perhaps spellcasters can choose to prepare spells when they take their first level in a spellcasting class. + +## PREPARED SPELLS + +**Source** _Galactic Magic pg. 88_ +Unlike other spellcasters, you have no known spells. Instead, once a day after resting for 8 hours, you can prepare spells from your spellbook (below). When you do, you assign each of your spell slots a spell of equal or lower level from your spellbook. You can cast each spell using the assigned spell slot, whereupon that slot becomes unavailable to you until you prepare your spells again. You can assign the same spell to more than one slot, which lets you cast the same spell multiple times. The number of spells you can prepare each day can be found below; in addition, if your key ability score is high enough to receive bonus spells under the normal rules for your class, add those bonus spells to your spells per day. +A character using prepared spellcasting obeys all other rules for spells, according to their class. In particular, they must still have a minimum key ability score to cast spells of a given level, and they still know and cast 0-level spells according to the normal rules for their class. + +| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | +|-------|-----|-----|-----|-----|-----|-----| +| 1 | 1 | — | — | — | — | — | +| 2 | 1 | — | — | — | — | — | +| 3 | 2 | — | — | — | — | — | +| 4 | 2 | 1 | — | — | — | — | +| 5 | 3 | 1 | — | — | — | — | +| 6 | 3 | 2 | — | — | — | — | +| 7 | 3 | 2 | 1 | — | — | — | +| 8 | 3 | 3 | 1 | — | — | — | +| 9 | 4 | 3 | 2 | — | — | — | +| 10 | 4 | 3 | 2 | 1 | — | — | +| 11 | 4 | 3 | 3 | 1 | — | — | +| 12 | 4 | 4 | 3 | 2 | — | — | +| 13 | 4 | 4 | 3 | 2 | 1 | — | +| 14 | 4 | 4 | 3 | 3 | 1 | — | +| 15 | 4 | 4 | 4 | 3 | 2 | — | +| 16 | 4 | 4 | 4 | 3 | 2 | 1 | +| 17 | 4 | 4 | 4 | 3 | 3 | 1 | +| 18 | 4 | 4 | 4 | 4 | 3 | 2 | +| 19 | 4 | 4 | 4 | 4 | 4 | 3 | +| 20 | 4 | 4 | 4 | 4 | 4 | 4 | + + + + +## SPELLBOOK + +**Source** _Galactic Magic pg. 88_ +You record your spells in written form and record them in a spellbook. You begin play with a spellbook worth 10 credits or less, which you receive for free and which you must study to prepare your spells. The spellbook contains your choice of five 1st-level spells from the list appropriate to your class. Your spellbook’s form and name is up to you; a mystic might use a holy text, while a technomancer might record their spells in a personal comm unit. +Each time you gain a level in a spellcasting class, you automatically add two spells from that class’s spell list to your spellbook, choosing spells of a level you can cast. In addition, you can add spells to your spellbook using the Scribe Spell downtime activity (below). This downtime activity follows the rules presented on page 150 of Starfinder Character Operations Manual. + +## SCRIBE SPELL + +**Source** _Galactic Magic pg. 88_ +You attempt to add a spell to your spellbook. Depending on the nature of your spellbook, this might require special inks, hybrid technology, or other special materials. You must have access to the spell in a spellbook, spell gem, or other method, or engage in conversation throughout this activity with someone who knows the spell or has it in their spellbook. +**Activity:** Attempt a Mysticism check with a DC equal to 10 + three times the level of the spell. +**Result:** On a success, spend credits equal to 100 times the spell’s level and add the spell to your spellbook. On a failure, you don’t add the spell, and you can’t try again until you gain a character level. If you were using a spell gem to gain access to the spell, the spell gem is consumed whether you succeed or fail to scribe it. \ No newline at end of file diff --git a/Rules/SF1E/Mech Mechanics/Building Mechs.md b/Rules/SF1E/Mech Mechanics/Building Mechs.md new file mode 100644 index 0000000..42f7175 --- /dev/null +++ b/Rules/SF1E/Mech Mechanics/Building Mechs.md @@ -0,0 +1,316 @@ +--- +aliases: +tags: +--- +# BUILDING MECHS + +**Source** _Tech Revolution pg. 94_ +Mechs show up in a wide range of forms and functions, not only varying by manufacturer but also as a result of their crew, faction, or world of origin. Regardless of the wide variety of appearances or particular abilities, mechs all share a set of statistics that govern their operation, and any number of different mechs can be built following the same step-by-step process. + +# UNDERSTANDING MECHS + +**Source** _Tech Revolution pg. 96_ +Mechs and their base frames are described using stat blocks that include a number of pieces of information. Each statistic listed in a mech or mech frame statblock is defined below. Explanations for how to calculate a mech’s various statistics appear in the final step of Building a Mech (pages 97–98). + +- **Tier:** A mech’s tier represents its overall power level, impacts its statistics, and determines many options when building mechs. +- **Size and Frame:** A mech’s frame determines its size category and informs its statistics. It might have an attribute in parentheses (such as flight) that informs other options. +- **Operators:** Each mech can accommodate a certain number of operators. A mech can’t function unless it has at least the minimum number of operators required and can’t accommodate more operators than this range’s maximum value. +- **Power Points (PP):** A mech’s power core (see below) provides it with a certain number of Power Points, which can be used to power auxiliary systems, perform special abilities (page 113), and more. The mech’s initial PP is noted, with the rate at which PP regenerates each turn and a maximum PP listed in parentheses. +- **Speed:** This is the mech’s land speed (based on its frame), followed by any additional speeds and types of movement the mech has. +- **Slots:** Each mech frame has frame slots and auxiliary (aux) slots. Frame slots allow mounting weapons, and aux slots can each accommodate one auxiliary system. Some limbs also grant slots for weapons; lower limbs and upper limbs grant lower limb slots and upper limb slots, respectively. A mech can’t equip more weapons or auxiliary systems than it has corresponding slots. +- **Senses:** This lists the mech’s special senses. Most mechs have at least low-light vision, darkvision with a range of 120 feet, and blindsense (vibration) with a range of 30 feet. +- **Hit Points (HP):** This is the total amount of damage a mech can take before it becomes inoperable. If a mech takes twice this amount of damage, it is destroyed. +- **Shield Points (SP):** Mechs project personal force shields that dampen incoming damage, represented by Shield Points (SP), which function in many ways like temporary Hit Points (see Taking Damage on page 114 for more information). +- **Hardness:** Most mechs have a hardness value (Starfinder Core Rulebook 409), determined by their frame and tier, that reduces incoming damage they take. +- **EAC and KAC:** A mech’s Energy Armor Class and Kinetic Armor Class is determined by its tier, frame, and limbs. +- **Saving Throw Bonuses:** Some mech frames provide the mech a bonus to Fortitude and/or Reflex saving throws. +- **Immunities:** Mechs have the construct immunities universal creature rule (Alien Archive 153). +- **Attack Bonus:** Each mech has a bonus added to its attack rolls, based on its tier. +- **Weapons:** A mech’s stat block lists the melee and ranged weapons installed in its frame slots. Each weapon lists its weapon slot, damage, and any special properties. +- **Space and Reach:** This lists the mech’s space and reach, which are based on its size category. A Huge mech’s reach is 15 feet, a Gargantuan mech’s reach is 20 feet, and a Colossal mech’s reach is 30 feet. +- **Strength:** A mech doesn’t have ability scores, but it does have an effective Strength modifier, based on its frame and tier, for calculating its melee damage modifiers, resolving Strength checks to break objects, and determining its carrying capacity (see Other Mech Features below). +- **Power Core:** This is the source of a mech’s energy and Power Points (see above). If a power core has a power core template (page 102) applied, that is listed in parentheses. +- **Lower Limbs and Upper Limbs:** A mech’s limbs modify a variety of the mech’s statistics and might grant additional movement options. Upper limbs are listed with their attack bonuses in parentheses. +- **Auxiliary Systems:** These systems augment a mech’s capabilities and might grant it additional abilities. +- **Upgrades:** These are a mech’s miscellaneous upgrades, representing further specialization of a mech’s technology. Any adjustments to a mech’s statistics are already included in its stat block. +- **Cost:** The Mech Point cost for the frame, which is determined by the mech’s tier. + + + +## OTHER MECH FEATURES + +**Source** _Tech Revolution pg. 96_ +The following apply to all mechs. +**Carrying Capacity:** A mech can carry its equipment, operators, cargo hold contents, and small loads without tracking carrying capacity. A mech becomes encumbered when carrying an amount of bulk equal to or greater than 20 × its Strength modifier and becomes overburdened when carrying an amount of bulk equal to or greater than 40 × its Strength modifier. +**Computer:** A mech houses a personal comm unit and a tier 1 computer that primarily coordinates the mech’s movements and systems. The computer’s tier increases by 1 at mech tier 4 and every 4 tiers thereafter. The superior computer upgrade (page 108) can enhance the computer’s performance. + +# BUILDING A MECH + +**Source** _Tech Revolution pg. 97_ +This section details the steps to creating a customized mech. No matter the size, form, or intended function, each mech is created using the same process, which involves purchasing features such as frames, limbs, and armaments that modify the mech’s statistics, provide additional actions, or augment the mech’s functions. The result could be an agile skirmisher, an armor-plated quadruped brimming with missiles, or many other possibilities. +A mech sheet is provided on page 165. + +## STEP 1: CONCEPTUALIZE + +**Source** _Tech Revolution pg. 97_ +Start by deciding what kind of mech you’re designing, with a general idea of its purpose and required number of operators. + +## STEP 2: ALLOCATE MECH POINTS + +**Source** _Tech Revolution pg. 97_ +As a group, your party has a pool of Mech Points (MP) with which to create one or more mechs, with each PC contributing a number of points to the pool based on their level (see Table 4–1: Mech Points per PC, below). The group can then pool or divvy up these MP as they see fit to create one or more mechs, whether it be a single-pilot mech for each PC, one assembled mech for the whole party (page 92), or a combination of mechs in between. No one mech can be built using more than three times the MP of any other mech in the group. +The party determines a mech’s tier based on the number of MP they assign to the mech (see Table 4–2: Minimum Mech Points below for the minimum number of MP required to build a mech of a given tier). The mech’s tier can’t exceed the party’s Average Party Level (APL) by more than 1. +For example, a group of four 5th-level PCs would have a total of 300 MP and an APL of 5. They could create one mech with the 300 MP, and although its maximum tier would be 6, the PCs would have lots of leftover MP to spend on additional features for it. Alternatively, they might create three tier-5 mechs. If each PC wanted their own single-pilot mech, they might instead split the MP evenly, each spending 75 MP to create their own tier-4 mech. +At the GM’s discretion, the mechs the PCs build might be more or less powerful than these guidelines suggest. + +### TABLE 4-1: MECH POINTS PER PC + +| PC Level | MP Per PC | +| -------- | --------- | +| 1 | 15 | +| 2 | 30 | +| 3 | 45 | +| 4 | 60 | +| 5 | 75 | +| 6 | 90 | +| 7 | 105 | +| 8 | 120 | +| 9 | 135 | +| 10 | 150 | +| 11 | 165 | +| 12 | 180 | +| 13 | 195 | +| 14 | 210 | +| 15 | 225 | +| 16 | 240 | +| 17 | 255 | +| 18 | 270 | +| 19 | 285 | +| 20 | 300 | + + + +### TABLE 4-2: MINIMUM MECH POINTS + +| Mech Tier | Minimum MP | +| --------- | ---------- | +| 1 | 30 | +| 2 | 45 | +| 3 | 60 | +| 4 | 75 | +| 5 | 90 | +| 6 | 105 | +| 7 | 120 | +| 8 | 135 | +| 9 | 150 | +| 10 | 165 | +| 11 | 180 | +| 12 | 195 | +| 13 | 210 | +| 14 | 225 | +| 15 | 240 | +| 16 | 255 | +| 17 | 270 | +| 18 | 285 | +| 19 | 300 | +| 20 | 315 | + + + +## STEP 3: SELECT FRAME + +**Source** _Tech Revolution pg. 97_ +Each mech has a frame, a reinforced torso that houses its power core, operators, and various systems. A mech’s frame determines its size category, crew complement, Hit Points, frame slots, auxiliary slots, speed, EAC, KAC, and hardness. Each frame costs a number of MP based on the mech’s tier. Frames are listed beginning on page 98. + +## STEP 4: SELECT LIMBS + +**Source** _Tech Revolution pg. 97_ +Each mech includes a set of upper limbs and lower limbs. Unless your mech has a special ability that allows it to install an exceptional number of limbs, each mech includes only one set of upper limbs and one set of lower limbs, and each set can affect the mech’s Hit Points, speed, weapon slots, attack modifiers, EAC, and KAC. Upper limbs and lower limbs are listed on page 101. + +## STEP 5: SELECT POWER CORE + +**Source** _Tech Revolution pg. 97_ +A mech’s power core determines how much power it can store and generate, measured in Power Points (PP), which allow the mech to perform exceptional actions. Power cores are listed on page 102. + +## STEP 6: SELECT WEAPONS + +**Source** _Tech Revolution pg. 97_ +A mech can mount as many weapons as it has frame slots, upper limb slots, and lower limb slots. A weapon’s level determines its damage and MP cost; each weapon also gains a simple template based on its type that can affect its damage, range, and special abilities. A mech must either mount or hold any weapons in its available weapon slots. Weapons are listed starting on page 103. + +## STEP 7: SELECT AUXILIARY SYSTEMS + +**Source** _Tech Revolution pg. 97_ +Each mech frame provides auxiliary slots, each of which can accommodate one auxiliary system to provide additional capabilities. These systems don’t cost additional MP. Auxiliary systems are listed beginning on page 106. + +## STEP 8: SELECT UPGRADES + +**Source** _Tech Revolution pg. 97_ +If you have leftover Mech Points, you can spend them on miscellaneous upgrades, such as a frame reinforcement that provides additional HP or an enhancement to the mech’s speed. Upgrades are listed on page 108. + +## STEP 9: ADD DETAILS + +**Source** _Tech Revolution pg. 97_ +Finally, determine your mech’s remaining statistics using the information in Mech Statistics (page 98) and record them on the mech sheet (page 165). You might also want to give your mech a name, quirks, a physical description, and so on. + +# MECH STATISTICS + +**Source** _Tech Revolution pg. 98_ +Use the following table and formulas to generate a mech’s statistics. Note that some mech components, such as upgrades, might further modify these statistics. +**Hit Points (HP)** +Base HP from frame and limbs + (Hit Point Advancement from frame and limbs × tier) +**Shield Points (SP)** +See Table 4–3. +**Hardness** +Hardness from frame + hardness bonus (see Table 4–3) +**Armor Class** +Base AC (see Table 4–3) + bonuses from frame and limbs +**Saving Throws** +Base save bonus (see Table 4–3) + bonuses from frame and lower limbs +**Attack Bonus** +Base attack bonus (see Table 4–3) + the operator’s base attack bonus or ranks in the Piloting skill + bonuses from upper limbs +**Damage Modifier** +Tier (+ Strength modifier [see Table 4–3] for melee attacks) +**Strength Modifier** +Strength modifier (see Table 4–3) + bonus from frame + +### TABLE 4-3: MECH STATISTICS BY TIER + +| Tier | SP | Hardness Bonus | Base AC | Base Save Bonus | Base Attack Bonus | Strength Modidier | +| ---- | --- | -------------- | ------- | --------------- | ----------------- | ----------------- | +| 1 | 5 | +0 | 14 | +2 | +8 | +0 | +| 2 | 7 | +1 | 15 | +3 | +8 | +0 | +| 3 | 9 | +1 | 16 | +4 | +8 | +0 | +| 4 | 11 | +2 | 18 | +5 | +8 | +1 | +| 5 | 13 | +2 | 19 | +5 | +9 | +1 | +| 6 | 15 | +3 | 20 | +6 | +9 | +1 | +| 7 | 17 | +3 | 21 | +7 | +9 | +2 | +| 8 | 19 | +4 | 23 | +8 | +9 | +2 | +| 9 | 21 | +4 | 24 | +8 | +9 | +2 | +| 10 | 23 | +5 | 25 | +9 | +10 | +3 | +| 11 | 25 | +5 | 26 | +10 | +10 | +3 | +| 12 | 27 | +6 | 28 | +11 | +10 | +3 | +| 13 | 29 | +6 | 29 | +11 | +10 | +4 | +| 14 | 31 | +7 | 30 | +12 | +10 | +4 | +| 15 | 33 | +7 | 31 | +13 | +11 | +4 | +| 16 | 35 | +8 | 33 | +14 | +11 | +5 | +| 17 | 37 | +8 | 34 | +14 | +11 | +5 | +| 18 | 39 | +9 | 35 | +15 | +11 | +5 | +| 19 | 41 | +9 | 36 | +16 | +11 | +6 | +| 20 | 43 | +10 | 38 | +17 | +12 | +6 | + + + +# FRAME + +**Source** _Tech Revolution pg. 98_ +A mech’s armored torso comprises its frame, which not only houses essential machinery but also determines the mech’s size and the number of operators it can accommodate. A mech’s frame also affects many of its statistics, such as EAC, KAC, and hardness. Each frame’s cost is based on the mech’s tier. The base frames that follow are organized by category. + +# LOWER LIMBS + +**Source** _Tech Revolution pg. 101_ +A mech’s lower limbs typically take the form of legs, though hover pads and tank treads are common alternatives. A mech is limited to a single set of lower limbs. Lower limbs modify a variety of the mech’s statistics and might grant additional movement options or provide additional uses for Power Points. + +# UPPER LIMBS + +**Source** _Tech Revolution pg. 101_ +A mech’s upper limbs typically represent a pair of arms, though they can be found in other forms, such as multiple limbs or even mechanical tentacles. A mech is limited to a single set of upper limbs. Upper limbs modify a variety of the mech’s statistics and may provide additional uses for Power Points. +Some upper limbs have attack modifiers marked with an asterisk (*). Choose either the melee or ranged attack modifier and increase it by 1 when you purchase these upper limbs. + +# POWER CORE + +**Source** _Tech Revolution pg. 102_ +A mech’s power core generates all the energy necessary to pilot the mech and operate its major functions. Each power core also generates some excess energy, measured as Power Points (PP; see page 113), which an operator can expend to enhance the mech’s performance and execute extraordinary maneuvers. Each power core has: a rate, representing the number of PP it generates at the end of its turn; an initial value, representing the number of PP a mech has when it begins an encounter; and a maximum (shown in parentheses), representing the maximum PP the core can store during combat. A mech can use only a single power core. +Optionally, a power core can acquire one power core template that modifies some of its statistics or provides additional ways to generate or use Power Points. + +Cost: A mk 0 power core (dynamo or eternal) is free. Every other power core costs a number of MP equal to the power core’s mk rating multiplied by the mech’s tier. For example, a mk 3 eternal core for a tier 9 mech costs 27 MP. + + +## TABLE 4–4: POWER CORES + +| **Power Core** | **Rate** | **Initial (Maximum)** | +| -------------- | -------- | --------------------- | +| Dynamo, mk 0 | 2 | 0 (5) | +| Dynamo, mk 1 | 2 | 1 (6) | +| Dynamo, mk 2 | 3 | 1 (7) | +| Dynamo, mk 3 | 3 | 2 (8) | +| Dynamo, mk 4 | 4 | 3 (9) | +| Eternal, mk 0 | 1 | 4 (8) | +| Eternal, mk 1 | 1 | 5 (10) | +| Eternal, mk 2 | 1 | 6 (13) | +| Eternal, mk 3 | 2 | 7 (15) | +| Eternal, mk 4 | 2 | 9 (18) | + + + +# WEAPONS + +**Source** _Tech Revolution pg. 102_ +Engineers have designed and adapted a wide range of weapons for mechs to use. Each weapon combines two factors—the weapon’s level and a weapon template—to determine its statistics and MP cost. Mech weapons use many of the same rules as standard weapons (Core Rulebook 168), including damage types, targeting Armor Class, damage, range, critical hits, capacity, usage, and weapon special properties. +Mech weapons also use the following key statistics. +**Level:** This denotes the weapon’s relative power. A mech can’t use a weapon with a level that exceeds its tier by more than 1. +**Weapon Template:** Each weapon uses a weapon template that determines the weapon’s basic shape and functions, such as a laser cannon or sword. A weapon template modifies some combination of the weapon’s statistics, such as damage, damage type, range, and special weapon properties. +**Damage:** Each weapon deals low, medium, high, or extreme damage based on the weapon’s level when it successfully hits a target; see Table 4–5: Weapon Damage on page 104 for the damage dealt by weapons of a given level. A mech also adds its tier to the damage dealt by weapons it wields, and a mech adds its Strength modifier to its damage with melee weapons. +**Slots:** These are the number and types of slots that a mech must devote to equipping and wielding the weapon. Slot types include frame, lower limb, and upper limb. +**Capacity:** This is the number of attacks a mech can perform with the weapon before needing to reload as a move action. Each mech can carry two additional sets of ammunition, unless it has one or more ammo reserve auxiliary systems. +**Power Point:** Many weapons have a special ability that the mech can only perform by expending one or more Power Points; the number of PP used is listed in parentheses. +**Cost:** This is the cost of the weapon in MP. Each weapon’s cost is based on the weapon’s level. + +### TABLE 4-5: WEAPON DAMAGE + +| Level | Low Damage | Medium Damage | High Damage | Extreme Damage | +| ----- | ---------- | ------------- | ----------- | -------------- | +| 1 | 1d4 | 1d6 | 1d10 | 1d12 | +| 2 | 1d6 | 1d8 | 2d6 | 2d8 | +| 3 | 2d4 | 2d6 | 2d8 | 2d10 | +| 4 | 2d6 | 2d8 | 2d10 | 2d12 | +| 5 | 3d4 | 3d6 | 3d8 | 3d10 | +| 6 | 3d6 | 3d8 | 3d10 | 3d12 | +| 7 | 5d4 | 4d6 | 4d8 | 4d10 | +| 8 | 6d4 | 5d6 | 4d10 | 4d12 | +| 9 | 7d4 | 4d8 | 5d8 | 5d10 | +| 10 | 8d4 | 6d6 | 5d10 | 5d12 | +| 11 | 9d4 | 6d8 | 6d10 | 6d12 | +| 12 | 10d4 | 9d6 | 7d10 | 7d12 | +| 13 | 11d4 | 10d6 | 8d10 | 8d12 | +| 14 | 12d4 | 9d8 | 9d10 | 9d12 | +| 15 | 10d6 | 10d8 | 10d10 | 10d12 | +| 16 | 11d6 | 11d8 | 11d10 | 11d12 | +| 17 | 12d6 | 12d8 | 12d10 | 12d12 | +| 18 | 13d6 | 13d8 | 13d10 | 13d12 | +| 19 | 14d6 | 14d8 | 14d10 | 14d12 | +| 20 | 15d6 | 15d8 | 15d10 | 15d12 | + + + +# AUXILIARY SYSTEMS + +**Source** _Tech Revolution pg. 106_ +Auxiliary systems can provide mechs with an array of additional features, from augmenting the machine’s already impressive performance to granting completely unique abilities. Most auxiliary systems cost no Mech Points, but some systems have special requirements that a mech must fulfill to install them. + +# MECH UPGRADES + +**Source** _Tech Revolution pg. 108_ +If you have leftover MP—which is especially likely for a mech with many operators—you can spend them on miscellaneous upgrades, representing further specialization of your mech’s technology. These options are relatively expensive for the benefit they provide, so it’s often best to upgrade a mech’s frame, limbs, and other features first. +**Cost:** These upgrades have a scaling cost. The first time a specific upgrade is purchased, use the listed cost. Each additional time the same upgrade is purchased for the mech, increase the upgrade’s cost per tier by 1; this increase is cumulative. For example, the fleet upgrade costs a number of Mech Points equal to 2 × the mech’s tier the first time it’s purchased, 3 × tier the second time, 4 × tier the third time, and so on. + +# REFITTING AND UPGRADING MECHS + +**Source** _Tech Revolution pg. 108_ +In some campaigns, the PCs might have access to the same mechs over time. In this case, as the PCs’ character levels increase, so too do their mechs become more powerful, granting them additional Mech Points with which they can upgrade their machines (see Table 4–1: Mech Points per PC on page 97). These additional points could represent salvage gathered after their battles, an arrangement with a vendor who secures new gear for them, or even ongoing support from a military patron. The GM might require PCs to visit a safe workshop before spending these new MP—especially if the PCs perform major overhauls like replacing several mechs with one larger mech—but this process shouldn’t impact the campaign much. +In addition to gaining additional MP, gaining levels can increase the party’s Average Party Level, which can increase their mechs’ maximum tier. Increasing the tier can impact the mech’s attack modifiers, skill modifiers, Strength modifier, AC, and more. +**Refitting Mechs:** If the PCs want to change their mechs’ features before gaining additional MP (for example, replacing one auxiliary system with another that costs the same or fewer MP), they can do so at a safe workshop or other facility, given enough time. Refitting a component typically takes 4d6 hours, and refitting a mech’s frame typically takes 1d4 days. Completely changing or rebuilding a mech rarely takes more than a week. + +# BUILDING NPC MECHS + +**Source** _Tech Revolution pg. 109_ +As a GM, you can create mech combatants to challenge the PCs using the rules in the Building a Mech section on page 97. When doing so, calculate a mech’s challenge rating by adding 2 to its CR if it has one operator, 3 to the CR if it has 2–3 operators, and 4 to the CR if it has 4 or more operators. Assume an operator’s Piloting ranks equal the mech’s tier. Be aware that mechs designed in this way have statistics best suited for PCs, and as a result, such mechs have fewer Hit Points, stronger defenses, lower attack bonuses, and slightly lower damage per attack than a creature of comparable CR. +As a recommended alternative, use the following rules to create NPC mechs that are both quicker to design and better designed for use as antagonists. These rules borrow many of the modifiers, values, and design recommendations from Appendix 1 of Starfinder Alien Archive, especially the Everything Is Optional sidebar on page 127. If you want a mech that feels faster, hardier, or deadlier, increase the appropriate statistics, and consider reducing a few other statistics to compensate. +**Challenge Rating:** Select the mech’s CR. Remember that PCs in their own mechs are much stronger, and an enemy mech’s CR must be approximately 3 higher than normal to provide an equivalent challenge. +**Operators:** Because a mech’s number of actions depends on its number of operators, an NPC mech’s statistics depend on its number of operators; a larger number of operators results in the mech having lower bonuses to compensate. Use the instructions below for a mech with 1 operator. For a mech with 2–3 operators, treat the mech’s CR as 2 lower for the purpose of calculating its attack bonuses. For a mech with 4–6 operators, treat the mech’s CR as 3 lower for the purpose of calculating its attack bonuses. +**Statistics:** Follow the instructions for building a creature, using the EAC, KAC, saving throw bonuses, attack bonuses, and ability DCs for a creature of the chosen CR. Use the skill bonuses for a creature whose CR is 3 lower than the mech’s CR. NPC mechs use the combatant array (Alien Archive 129–130). +**Hit Points and Shield Points:** Use the listed number of Hit Points for a creature whose CR is 2 lower than your mech’s CR. Give the mech a number of Shield Points equal to one-fifth the mech’s Hit Point total. Each turn, the mech regains a number of missing Shield Points equal to its CR. +**Weapons and Damage:** Rather than use the damage listed in the combatant array, give the mech several mech weapons (pages 102-106) whose levels are each 3 lower than the mech’s CR (minimum 1). A typical mech should have weapons whose combined Mech Point cost per level is approximately 9, providing it with about three weapons. Use the weapons’ level and type to determine their base damage dice, per Table 4–5: Weapon Damage on page 104. For ranged weapons, add the mech’s CR – 3 (minimum 0) as a damage modifier. For melee weapons, add an additional damage modifier of 5, representing the mech’s extraordinary strength. +**Hardness:** The mech has a hardness value equal to half its CR, rounded down. +**Speed:** A typical mech has a speed of 40 feet. Optionally, increase the mech’s speed by up to 40 feet, give the mech a fly speed of 60 feet (average), or a swim speed of 60 feet. +**Power Points:** A typical mech begins an encounter with 3 Power Points (page 113), regains 1 PP per turn, and can store a maximum of 5 PP. +**Auxiliary Systems:** The mech can select up to 4 auxiliary systems. Depending on the role the mech plays in the encounter, it might not need all of these systems. In general, limit the mech to one auxiliary system that’s restricted to a particular mech frame, such as a cloaker or teleporter. \ No newline at end of file diff --git a/Rules/SF1E/Mech Mechanics/Mech Combat.md b/Rules/SF1E/Mech Mechanics/Mech Combat.md new file mode 100644 index 0000000..0c82309 --- /dev/null +++ b/Rules/SF1E/Mech Mechanics/Mech Combat.md @@ -0,0 +1,109 @@ +--- +aliases: +tags: +--- +# MECH COMBAT + +**Source** _Tech Revolution pg. 112_ +mechs take multiple actions each round to move, attack, and activate abilities. See Chapter 8 of the Starfinder Core Rulebook for tactical combat rules. +The biggest differences in mech combat are size and action economy. Mechs are immense, capable of controlling large spaces, traveling quickly, and even affecting vast areas with their attacks. Mech control systems also allow multiple operators to act in concert, enabling many mechs to perform a host of actions on their turns. + +# SCALE + +**Source** _Tech Revolution pg. 112_ +Mechs are designed to function seamlessly on the same battle maps of 5-foot-by-5-foot squares commonly used for Starfinder tactical combat. However, for mech encounters over larger areas or against larger foes, it works well to treat each of these squares as a 10-foot-by-10-foot area instead. Most mech size and distance values are divisible by 10; in rare cases where a range or size value is divisible by 5 but not by 10, round the value down to the nearest value divisible by 10. Thus, a Huge mech that would occupy a 15-foot-by-15-foot space would occupy a single square using a 10-foot scale, and a Huge mech’s reach would be 10 feet (one square) rather than 15 feet. + +# MECH OPERATORS + +**Source** _Tech Revolution pg. 112_ +Each mech can accommodate one or more operators who share control over the mech’s movement, armaments, and other systems. Operators share a pool of actions and work together to control their machine (see Mech Actions below). Each mech requires a minimum number of operators to function and has a maximum number of operators it can accommodate. +A character can enter an allied or unattended mech in an adjacent space as a full action, becoming one of that mech’s operators. An operator can exit a mech as a full action, emerging into any empty space adjacent to the mech. At the GM’s discretion, an unattended mech can require an operator to succeed at a Computers check to hack it in order to initially gain control of that mech (DC = 20 + 1-1/2 × the mech’s tier). +A mech blocks line of effect to and from its operators. If a mech is destroyed (see Taking Damage on page 114), additional damage dealt to the mech is instead dealt to a random operator inside; that operator can attempt a DC 20 Reflex save to take half damage. + +## STATISTICS AND MODIFIERS + +**Source** _Tech Revolution pg. 112_ +A mech’s actions represent a combination of its operators’ skill and its own sophisticated machinery, and some of the modifiers a mech uses when performing actions reflect this union. When an operator grants a mech an action, the mech uses that operator’s relevant bonus or skill ranks to help calculate the mech’s total modifier. If more than one operator contributes to the same action—such as two operators working together to grant their mech a full action—the mech uses the higher of the two operators’ statistics when calculating its modifier. See page 98 for how to calculate most of a mech’s statistics. +**Initiative Modifier:** A mech’s initiative modifier equals the lowest initiative modifier among its operators (minimum +0). A mech’s minimum initiative modifier increases by 1 at tier 5 and every 5 tiers thereafter. +**Skill Modifiers:** A mech’s skill check modifier equals 5 + half its tier; for Athletics checks, also add the mech’s Strength modifier. When an operator grants their mech an action and the mech performs a skill check as part of that action, the mech can use the operator’s ranks in that skill (instead of half the mech’s tier) to determine its modifier. When performing a Strength- or Dexterity-based skill check, a mech can instead use its operator’s ranks in Piloting to determine the mech’s skill modifier. + +# MECHS AREN’T OBJECTS + +**Source** _Tech Revolution pg. 112_ +Unless otherwise specified, mechs do not count as objects for spells and abilities that affect objects. + +# MECH ACTIONS + +**Source** _Tech Revolution pg. 112_ +A mech’s available actions per turn depend on the number of operators currently controlling it. While at least one operator is controlling it, a mech can take one move action per turn and one reaction per round. +Operators can take a full action to pilot a mech, granting it an additional move action or standard action that turn (maximum six additional actions per turn). A mech can perform a full action either in place of a standard and move action or in place of two standard actions. Regardless of its total number of actions, a mech can’t use more than two actions to move each turn, and it can’t activate any one mech component (such as a weapon or auxiliary system; see pages 102–108) more than once per round unless otherwise noted. +For example, if a mech has four operators, and each takes a full action to grant the mech actions, the mech can take up to four standard actions and one move action. The mech could use these actions to move its speed and attack once each with four different weapons. Alternatively, the mech could move its speed twice, attack once with one weapon, and make a full attack with another weapon. There are many other possible combinations, depending on the mech’s available systems. +**Skills:** A mech with at least one operator can take the appropriate action, if any, to attempt an Acrobatics, Athletics, or Perception skill check, or else an Intimidate check to demoralize. Some frames and auxiliary systems allow mechs to use additional skills; see page 112 for calculating a mech’s skill modifiers. +**Guarded Step:** When using the guarded step action, a mech can move up to 10 feet without provoking an attack of opportunity. + +## POWER POINTS + +**Source** _Tech Revolution pg. 113_ +Each mech’s power core (page 102) provides it ample energy to move and fight while also generating excess power—measured in Power Points (PP)—that the mech can exploit to supercharge its systems. A mech’s power core determines how many PP it begins each encounter with, how many it can store at a time, and how many it generates at the end of each turn. Many auxiliary systems, weapons, and other components have special abilities that require expending PP to function. +In addition, several Power Points abilities available to all mechs can be used without spending actions. None of these abilities can be applied to the same check more than once. +**Aim (1 PP):** Before attempting an attack roll, the mech can activate this ability to roll 1d4 and add the result as an insight bonus to the attack roll. +**Devastating Hit (3 PP):** After hitting a creature with an attack, but before dealing damage, the mech increases its weapon’s damage value by one step against that creature (e.g. medium damage instead deals high damage). A weapon that already deals extreme damage instead adds 1 additional damage for every damage die rolled for the attack. This ability can’t be used for weapons that attack an intersection rather than a creature, such as weapons with the explode weapon special property. +**Maneuver (1 PP):** Choose one skill. Until the beginning of the mech’s next turn, operators add any insight bonuses they have that apply to that skill to the mech’s checks with that skill. +**Replenish (2 PP):** Activate this ability when regaining Shield Points. The number of SP the mech recovers increases by 1d8. This increases by an additional 1d8 at tier 5 and every 5 tiers thereafter. +**Resist (1 PP):** Before attempting a saving throw, the mech can activate this ability to roll 1d4 and add the result as a resistance bonus to the saving throw. + +## SPECIAL MECH ACTIONS + +**Source** _Tech Revolution pg. 113_ +In addition to the actions detailed in Chapter 8 of the Core Rulebook, mechs can perform the following special actions. +**Called Shot (Standard Action):** The mech expends either 1 PP or 3 PP and makes an attack against a single mech. If the attack’s damage causes system damage, the operator can choose which component takes system damage, excluding the power core or cockpit; if the mech expended 3 PP, the operator can select any component to take the system damage. +**Hurl (Full Action):** The mech grabs a nearby object and throws it as a ranged attack with a range increment of 30 feet. The object can be, at largest, two size categories smaller than the mech. For an object of the maximum size or next smallest size, the attack deals medium damage to the thrown object and the target as if it were a weapon with a level equal to the mech’s tier. For any smaller objects, the weapon deals light damage instead. +The mech can use this ability to grab and throw a creature or moving vehicle within reach, but to do so, the mech must also succeed at a grapple combat maneuver against the creature to be thrown. If the combat maneuver fails, the hurl action fails, but the mech gains a move action (effectively wasting a standard action). +**Scan (Move Action):** The mech uses its sensor array to study one creature, mech, or object it is observing with a precise sense. Against a creature, this functions as a check to identify a creature, using the mech’s Computers bonus in place of the skill typically used to identify creatures of that type. If the check succeeds, the mech also gains a +1 insight bonus to the next attack it makes against that creature before the end of its next turn. +If the mech scans a mech or object, the mech attempts a Computers check; against an unattended mech or object, the DC is 10, and against a wielded object or piloted mech, the DC equals 10 + the target’s tier or item level. If it succeeds, the mech identifies two of the following pieces of information about the mech or object (operator’s choice): its hardness, maximum Hit Points, resistances (if any), EAC, KAC, number of passengers or operators, Strength DC to break, speed, full speed (vehicle only), systems or auxiliary systems, or weapons. For every 5 by which the Computers check exceeds the DC, the mech identifies one additional piece of information. +Repeated scans reveal little information unless the mech expends additional energy. Each additional attempt to scan a target requires the mech expend 1 PP for each previous time the mech has attempted to scan that target within the last hour. + +# TAKING DAMAGE + +**Source** _Tech Revolution pg. 114_ +A mech typically has a combination of Hit Points (HP) and Shield Points (SP) that collectively represent how much damage it can sustain before taking penalties or ceasing to function altogether. When a mech takes damage, the damage is first applied to its Shield Points. If its SP are reduced to 0, its shields become inactive until the beginning of the mech’s next turn; for any excess damage, reduce the damage by the mech’s hardness (if any) and apply the remaining damage to the mech’s Hit Points. +At the start of its turn, a mech regains a number of Shield Points equal to its tier, though its total can’t exceed the mech’s maximum Shield Points. +If a mech is reduced to 0 Hit Points, it is wrecked. A wrecked mech can’t perform actions, including sustaining its altitude or depth if airborne or underwater; such mechs typically fall or sink, taking damage as normal. A wrecked mech’s operators aren’t necessarily in danger, though a mech wrecked in a precarious location could be perilous. A wrecked mech can be repaired (see Repairing Damage on page 115). +If a mech ever takes damage that exceeds twice its Hit Points, it’s destroyed and can’t be repaired. + +## SYSTEM FAILURE + +**Source** _Tech Revolution pg. 114_ +As a mech takes damage, its various components can malfunction or become outright inoperable. Whenever a mech is reduced to two-thirds its remaining Hit Points, and again when it’s reduced to one-third its remaining Hit Points, it experiences system failure. To determine which component is affected, roll 1d20 and consult the table below. +If the component doesn’t currently have a system failure, it gains the malfunctioning condition. If the component already has the malfunctioning condition, it gains the inoperable condition. These conditions are explained below. +**Overcoming System Failure:** Although system damage is devastating, a mech can temporarily overcome these setbacks. At the beginning of its turn, a mech can either spend 2 PP to ignore the malfunctioning condition for any one component or spend 4 PP to treat one component’s inoperable condition as malfunctioning. + +| D20 | Component | +| ----- | ---------------- | +| 1–5 | Upper Limbs | +| 6–10 | Lower Limbs | +| 11–13 | Frame | +| 14–16 | Auxiliary System | +| 17–18 | Power Core | +| 19–20 | Cockpit | + + +**Upper Limbs:** A mech with malfunctioning upper limbs takes a –2 penalty to attack rolls with weapons mounted in upper-limb slots, as well as to any combat maneuvers that don’t use a mech weapon. A mech with inoperable upper limbs can’t use weapons mounted in upper-limb slots. +**Lower Limbs:** A mech with malfunctioning lower limbs halves movement speeds not provided by an auxiliary system, and the mech takes a –2 penalty to attack rolls with weapons mounted in lower limb slots. If the lower limbs become inoperable, these speeds are reduced to 0; if the mech is hovering or flying using any of these speeds, it begins falling. A mech with inoperable lower limbs can’t use weapons mounted in its lower-limb slots. +**Frame:** A mech with a malfunctioning frame takes a –2 penalty to attack rolls with weapons mounted in frame slots, and the mech halves its hardness, if it has any. A mech with an inoperable frame can’t use weapons mounted in frame slots, and the mech’s hardness is reduced to 0. +**Auxiliary System:** Whenever a mech with malfunctioning auxiliary systems attempts to activate an auxiliary system, there’s a 25% chance that the auxiliary system doesn’t function and can’t be used until the beginning of the mech’s next turn; any action and PP used to activate the auxiliary system are wasted. Any auxiliary systems that provide a constant benefit have a 25% chance of not functioning for 1 round at the beginning of each turn. +Auxiliary systems with the inoperable condition behave as though they had the malfunctioning condition, with two exceptions. First, the chance of failure increases to 50%. Second, upon gaining the inoperable condition, select one auxiliary system at random; that auxiliary system ceases to function. +**Power Core:** The rate at which a mech with a malfunctioning power core regains lost Shield Points and Power Points is halved. The rate at which a mech with an inoperable power core regains lost Shield Points and Power Points is reduced to 0. +When a mech’s power core first gains the malfunctioning condition and again when it gains the inoperable condition, the mech loses 1d4 PP. +**Cockpit:** The cockpit is the control center where the operators reside. Cockpit system failure doesn’t directly impede the mech but instead threatens one or more operators. +When the cockpit gains the malfunctioning condition, half of the operators (rounded up) take bludgeoning damage equal to 1d8 × the mech’s tier; they can attempt a Reflex saving throw to halve the damage (DC = 15 + half the mech’s tier). When the cockpit gains the inoperable condition, each of the operators takes the bludgeoning damage above (Reflex half). In addition, the operators’ controls become unreliable; the first time each turn that an operator uses a full action to pilot the mech, there’s a 50% chance that the mech doesn’t gain an action. Either effect lasts until the beginning of the mech’s next turn. +**Tracking System Failure:** The mech sheet on page 165 includes a section for tracking a mech’s systems’ conditions. + +## REPAIRING DAMAGE + +**Source** _Tech Revolution pg. 115_ +When a mech combat encounter is over, a mech’s operators can repair damage dealt to their mech, provided it hasn’t been destroyed or lost. +Performing repairs requires stopping the mech, exiting, and working on the mech’s exterior. Any number of allies can use the aid another action to assist with the Engineering checks involved in repairing a mech. +You can remove system failure conditions from a mech component by spending 10 minutes working on the mech and succeeding at an Engineering check. The DC depends on the severity of the condition: DC 20 for malfunctioning and DC 25 for inoperable. If you succeed, you remove that component’s system failure condition, and the component can function as normal. +Restoring a mech’s lost Hit Points is fairly difficult and resource-intensive. You can restore a number of Hit Points equal to twice the mech’s tier by spending 1 hour performing repairs, succeeding at an Engineering check (DC = 10 + 1-1/2 times the mech’s tier), and expending 10 UPBs per point of damage to be repaired. If you exceed the check’s DC by 5 or more, you can reduce the repair time by half or the UPB cost by half. If you exceed the check’s DC by 10 or more, you instead reduce the time and cost by half. If you fail the check by 4 or less, you choose either to make no progress or to increase the UPB cost per Hit Point by 5 for that hour’s repairs. If you fail by 5 or more, you make no progress. +Shield Points regenerate out of combat automatically at a rate of 2 per hour. \ No newline at end of file diff --git a/Rules/SF1E/Mech Mechanics/Mech Mechanics.md b/Rules/SF1E/Mech Mechanics/Mech Mechanics.md new file mode 100644 index 0000000..3244f28 --- /dev/null +++ b/Rules/SF1E/Mech Mechanics/Mech Mechanics.md @@ -0,0 +1,32 @@ +--- +aliases: +tags: +--- +**Source** _Tech Revolution pg. 92_ +Mechs are immense robots that combine armor, agility, and firepower into one devastating package piloted by one or more operators. In Starfinder, mechs represent powerful tools for PCs to confront far mightier foes than they could unaided. PCs might custom-build their own mechs, salvage the technology in the field, or pilot mechs provided by powerful patrons. + +# BUILDING AND USING MECHS + +**Source** _Tech Revolution pg. 92_ +Building Mechs (page 96) provides a system for constructing custom mechs and presents a wide array of options for players to customize their machine’s size, armaments, limbs, and more. The section also presents rules for multiple PCs to build an assembled mech, each create their own single-pilot mech, or split between several machines in any combination. +Mech combat (page 112) is a flexible system. Mechs use many of the existing rules for Starfinder, allowing players to jump into mech combat with ease, whether they’re taking on titanic creatures, clashing with enemy mechs, or fighting off entire squads of foes single-handedly. Unlike powered armor, which functions as an extension of the operator’s body that deflects attacks rather than absorbs damage, a mech functions more like a specialized vehicle that’s piloted by one or more operators. A mech has its own defenses and Hit Points, shielding its operators from harm while they give the mech commands (see page 98 for more information on mech statistics). Mech weapons (page 102) are in a class of their own, far exceeding in scale any armaments sized for PCs. +Much as with starships, acquiring or using mechs does not cost the PCs credits (in a typical campaign, mechs are not available for sale), and Starfinder campaigns can thrive with any amount of mech combat, from mech encounters every session to no mech combat whatsoever—the exact prevalence of mech encounters can be tailored to the campaign’s needs and is ultimately up to the GM to decide. Mechs provide a significant power advantage that make many otherwise challenging encounters trivial, so GMs should consider being purposeful on their inclusion—such as a means to overcome impossible odds or insurmountable foes—rather than to simply trivialize challenges the PCs face. + +# ASSEMBLE! + +**Source** _Tech Revolution pg. 92_ +Some groups playing in a mech-themed campaign might want several of their individual mechs to be able to combine into a larger, amalgamated mech that they can copilot as a party. If you decide that this fits your campaign, you can allow the PCs to design two sets of mechs (using the rules for building mechs starting on page 96): the individual, component mechs; and a singular mech to represent the assembled mech, which uses all the party’s Mech Points. The assembled mech should feature the weapons and systems of its component mechs, and its frame should be the same size category as the largest component mech. +Combining several mechs into an assembled mech (or disassembling an assembled mech into its component mechs) should generally take place only outside of combat; if the GM allows for in-combat mech assembly or disassembly, it takes at least one round. +Damage dealt to an assembled mech is carried over to its component mechs when it disassembles, and damage dealt to component mechs carries over to an assembled mech when they combine. To represent this, convert the mechs’ current HP to a percentage of total HP (rounding down to the nearest 10%) and apply it to the assembled or disassembled forms. For example, if three component mechs have a maximum collective total of 75 HP and have a collective current HP of 35, the mech they assemble into should have 50% of its total HP. If that assembled mech takes damage that reduces it to 40% of its total HP and then disassembles, the three component mechs should have a collective current HP of 40% (or 30) HP, divided among them such that no individual mech regains Hit Points from assembling or disassembling. + +# SAMPLE MECHS + +**Source** _Tech Revolution pg. 92_ +Pages 112–119 present more than a dozen examples of mechs from cultures across the galaxy, such as the Azlanti Imperator Pinion, the Daimalko Valkor, the Idaran Breacher, and the Veskarium’s Warmander. The mechs detailed there are of course just examples; far stranger and rarer models are manufactured across the galaxy, as well as near-infinite custom-built mechs found throughout the Starfinder setting. + + +# TRANSFORM! + +**Source** _Tech Revolution pg. 93_ +Another exciting possibility for mechs is giving them the ability to transform between a mech and a vehicle form. If this functionality fits the role of mechs in your campaign, you can allow for one or more vehicles obtained by the PCs (such as through purchases or adventure rewards) to transform into one or more mechs. Transforming mechs should be no more than one size category larger than their vehicle form (for example, a Huge vehicle might transform into a Huge or Gargantuan mech). +As with assembling mechs (page 92), such involved transformation should generally take place only outside of combat, and damage sustained in either mech or vehicle form should be retained between forms. As described in the Assemble! sidebar, convert HP to a percentage of total each time a transformation occurs and ensure that no mech or vehicle regains Hit Points merely by transforming. Effects that restore Hit Points to vehicles don't function on vehicles that can transform into mechs. \ No newline at end of file diff --git a/Rules/SF1E/Mech Mechanics/Mech Upgrading.md b/Rules/SF1E/Mech Mechanics/Mech Upgrading.md new file mode 100644 index 0000000..cd2fe55 --- /dev/null +++ b/Rules/SF1E/Mech Mechanics/Mech Upgrading.md @@ -0,0 +1,9 @@ +--- +aliases: +tags: +--- +# MECH UPGRADING + +In some campaigns, the PCs might have access to the same mechs over time. In this case, as the PCs’ character levels increase, so too do their mechs become more powerful, granting them additional Mech Points with which they can upgrade their machines (see Table 4–1: Mech Points per PC on page 97). These additional points could represent salvage gathered after their battles, an arrangement with a vendor who secures new gear for them, or even ongoing support from a military patron. The GM might require PCs to visit a safe workshop before spending these new MP—especially if the PCs perform major overhauls like replacing several mechs with one larger mech—but this process shouldn’t impact the campaign much. +In addition to gaining additional MP, gaining levels can increase the party’s Average Party Level, which can increase their mechs’ maximum tier. Increasing the tier can impact the mech’s attack modifiers, skill modifiers, Strength modifier, AC, and more. +**Refitting Mechs:** If the PCs want to change their mechs’ features before gaining additional MP (for example, replacing one auxiliary system with another that costs the same or fewer MP), they can do so at a safe workshop or other facility, given enough time. Refitting a component typically takes 4d6 hours, and refitting a mech’s frame typically takes 1d4 days. Completely changing or rebuilding a mech rarely takes more than a week. \ No newline at end of file diff --git a/Rules/SF1E/Skills/Acrobatics (Dex, Armor Check Penalty).md b/Rules/SF1E/Skills/Acrobatics (Dex, Armor Check Penalty).md new file mode 100644 index 0000000..0a1e485 --- /dev/null +++ b/Rules/SF1E/Skills/Acrobatics (Dex, Armor Check Penalty).md @@ -0,0 +1,99 @@ +--- +aliases: +tags: +--- + +# ACROBATICS + +You can keep your balance while traversing narrow or treacherous surfaces, escape from restraints, and tumble to avoid attacks. You also use Acrobatics to determine the success of difficult maneuvers while flying. + +## BALANCE + +As part of a move action, you can use Acrobatics to move across narrow surfaces and uneven ground without falling. A successful check allows you to move at half your land speed across such a surface. While balancing, you are flat-footed. If you fail the Acrobatics check to begin moving across a narrow surface or uneven ground, your move action ends at the point just before you’d need to begin balancing. If you fail the check while already balancing (having succeeded on a previous turn), you fall prone and the GM may rule that you start falling, depending on the type of surface you are moving across. + +If you take damage while balancing, you must immediately attempt an Acrobatics check at the initial DC. On a success, you remain balancing (and can continue to move if it is your turn). If you fail, you fall prone and, depending on the type of surface you are balancing upon, the GM can rule that you start falling. You can’t take 20 on Acrobatics checks to balance. + +The DCs for Acrobatics checks to balance are based on the width of the surface you are traversing, but can also be adjusted based on environmental circumstances such as slope and surface conditions. Such modifiers are cumulative; use all that apply. + +| Surface Width | DC | +| ------------------------- | --- | +| Greater than 3 feet wide* | 0 | +| 3-1 feet wide* | 5 | +| 11-7 inches wide | 10 | +| 6-2 inches wide | 15 | +| Less than 2 inches wide | 20 | + +\* No Acrobatics check is needed to move across these surfaces unless a DC modifier (see the table below) increases the DC to 10 or higher. + +| Circumstance* | DC Modifier | +| ---------------------------------------- | ----------- | +| Slightly obstructed (gravel, sand) | +2 | +| Severely obstructed (cavern, rubble) | +5 | +| Slightly slippery (wet) | +2 | +| Severely slippery (icy) | +5 | +| Slightly sloped (<45 degrees) | +2 | +| Severely sloped (>45 degrees) | +5 | +| Slightly unsteady (rough spaceflight) | +2 | +| Moderately unsteady (jostled spacecraft) | +5 | +| Severely unsteady (earthquake) | +10 | + +\* These circumstances apply to the balance and tumble tasks of Acrobatics and the jump task of Athletics. + +## ESCAPE + +You can use Acrobatics to escape from grapples, pins, and restraints. Attempting to escape from a grapple or pin is a standard action. On a success, you free yourself from the grapple or pin and no longer have the grappled or pinned condition. The DC to escape a grapple or pin is typically 10 + the grappler’s Kinetic Armor Class. Escaping from restraints can take 1 minute or more, depending on the type of restraint. The DC to escape from restraints is based on the nature of the restraints and sometimes the CR of the creature that did the binding (see the table below). You can take 20 on Acrobatics checks to escape from most restraints, but not on checks to escape grapples. + +| Circumstance | DC | +| ---------------------------- | ------------------------ | +| Grappled or pinned | 10 + grapplers's KAC | +| Restrainded by bindings/rope | 20 + 1,5 x opponent's CR | +| Restrainded by manacles | 30 | + +## FLY + +The basic rules for flight and how to move while flying are found on page 259. Generally, you need to attempt an Acrobatics check while flying only if you attempt a difficult maneuver or are in dangerous wind conditions. Usually, these checks are attempted as part of a move action while flying. You receive a bonus or penalty to Acrobatics checks to fly depending on your maneuverability: a –8 penalty for clumsy maneuverability, no bonus for average maneuverability, or a +8 bonus for perfect maneuverability. + +The following situations require Acrobatics checks and have consequences for failure. The DCs for such checks are based on the current wind and air conditions and other factors determined by the GM. You can’t take 20 on Acrobatics checks to fly. + +### AVOID FALLING DAMAGE + +If you are falling and you can fly, you can attempt an Acrobatics check as a reaction to negate the damage from the fall. If you fail, you fall normally. If you have perfect maneuverability, you can avoid falling damage automatically without attempting a check. + +### FLY IN DANGEROUS WIND CONDITIONS + +The more violent the wind conditions, the more difficult it is to keep flying. In conditions of windstorm or higher (51+ mph; see page 400), you must attempt an Acrobatics check to stay aloft each time you move. If you fail this check, you cannot move. If you fail this check by 5 or more, you are blown 2d6 × 10 feet in the direction of the prevailing wind (or in a direction decided by the GM), and take 2d6 bludgeoning damage. You can’t take 10 on Acrobatics checks to fly in dangerous wind conditions. + +### HOVER + +Safe flight typically requires momentum. If you wish to stay in place, or hover, while flying, you must attempt an Acrobatics check as a move action. If you fail, you fall. If you have clumsy maneuverability, you can’t hover at all. If you have average maneuverability and at least 5 ranks in Acrobatics or if you have perfect maneuverability, you can hover automatically without attempting a check; this does not require a move action. + +The DCs for Acrobatics checks to fly are based on the prevailing wind conditions. The following chart provides the base DCs for air conditions, whether an Acrobatics check is required to fly in those air conditions, and whether a creature can take 10 on an Acrobatics check to fly. These wind conditions typically represent fairly clear skies and consistent wind speeds. The DC increases by as much as 5 for choppy wind or airborne debris, or 10 for both. + +| Wind Conditions | DC | Check Required? | Take 10 | +| ---------------------------- | --- | --------------- | ------- | +| Light to moderate (0–20 mph) | 15 | No | Yes | +| Strong (21–30 mph) | 17 | No | Yes | +| Severe (31–50 mph) | 19 | No | Yes | +| Windstorm (51–74 mph) | 27 | Yes | No | +| Hurricane force (75–174 mph) | 33 | Yes | No | +| Tornado force (175+ mph) | 39 | Yes | No | + +## TUMBLE + +**Source** [_Starfinder Core Rulebook pg. 136_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As long as you do not have the encumbered or overburdened condition (see pages 275–276), you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them. Tumbling is a move action, and you move at half speed. The DC to move through an opponent’s threatened area is 15 + 1-1/2 × the opponent’s CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first. + +You can also tumble directly through an opponent’s space; the DC is 20 + 1-1/2 × the opponent’s CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity. + +If you attempt to move through multiple threatened spaces or opponents’ spaces during the same round, you must succeed at a check for each space, and the DC of each check beyond the first increases by 2. For example, if you tumble through a space threatened by two CR 1 creatures and a CR 2 creature, the DC = 15 + 3 + 2 + 2 = 22. If you then tumble through the space of the CR 2 creature, the DC = 20 + 3 + 2 = 25. + +In all of these cases, the DC is modified by the same environmental circumstances that apply to the balance task of Acrobatics (see page 135). If you fail the check, you provoke attacks of opportunity as normal. If you want to move at full speed while tumbling, you take a –10 penalty to the check. You can use Acrobatics to tumble while prone, but you can move only 5 feet as a full action and take a –5 penalty to the check. + +Use the following base DCs for Acrobatics checks to tumble. + +| Situation | DC* | +| ----------------------------- | ------------------------ | +| Move through threatened area | 15 + 1,5 x opponent's CR | +| Move through an enemy's space | 20 + 1,5 x opponent's CR | + +\* The DC increases by 2 for each additional threatened space or opponent’s space you move through in 1 round. diff --git a/Rules/SF1E/Skills/Atheltics (Str, Armor Check Penalty).md b/Rules/SF1E/Skills/Atheltics (Str, Armor Check Penalty).md new file mode 100644 index 0000000..45b8325 --- /dev/null +++ b/Rules/SF1E/Skills/Atheltics (Str, Armor Check Penalty).md @@ -0,0 +1,70 @@ +--- +aliases: +tags: +--- +# ATHLETICS +You can scale vertical surfaces, leap over obstacles, and swim. + +## CLIMB + +As part of a move action, you can use Athletics to climb up, down, or across a slope, a wall, or another steep incline. You can even climb on a ceiling, provided it has handholds, but you cannot climb on a perfectly smooth surface. On a successful check, you move at half your land speed across such a surface. If you fail the check by 4 or less, you make no progress. If you fail by 5 or more, you fall. You can't take 20 on an Athletics check to climb. You need at least two hands to climb, but you can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand. While climbing or clinging to a wall, you are flat-footed. If you have a climb speed (see page 259), you receive a +8 bonus to Athletics checks to climb and don't need to attempt Athletics checks to climb except in hazardous circumstances. + +The DCs for Athletics checks to climb are based on the object being climbed, but can also be adjusted based on environmental circumstances such as gravity, winds, and surface conditions. Such modifiers are cumulative; use all that apply. + + +| Object beeing climbed | DC | +| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --- | +| A slope of more than 45 degrees, a ladder, or a knotted rope with a wall to brace against | 5 | +| An unknotted cable or rope with a wall to brace against, or a knotted rope without a wall to brace against | 10 | +| - A rough surface or a wall with adequate handholds, like a natural rock surface, a cavern wall, or an artificial wall with cabling / An unknotted cable or rope without a wall to brace against / A ledge from which you are dangling by your hands | 15 | +| An uneven surface with narrow handholds, like a stone or brick wall | 20 | +| A relatively smooth surface with occasional handholds, like a space station wall or an ice wall | 25 | +| An overhang or a ceiling with handholds only | 30 | +| A perfectly smooth surface | - | + +| Circumstance | DC Modifier | +| -------------------------------------------------------- | ----------- | +| Bracing against two opposite walls | -10 | +| Climbing a corner or bracing against perpendicular walls | -5 | +| Climbing in zero or low gravity | -5 | +| Climbing in heavy gravity* | +5 | +| Wet or slightly slippery walls | +2 | +| Icy or severely slippery walls* | +5 | +| Climbing in strong wind (21–30 mph) | +2 | +| Climbing in severe wind (31–50 mph)* | +5 | +| Climbing in a windstorm (51–74 mph)* | +10 | +| Climbing in hurricane-force wind (75–174 mph)* | +20 | +| Climbing in tornado-force wind (175+ mph)* | +30 | + +\* Hazardous circumstance; creatures with a climb speed must attempt a check in these conditions. +## JUMP + +As part of a move action, you can use Athletics to horizontally or vertically jump a distance no greater than your remaining amount of movement. If you take a 10-foot running start just prior to the jump attempt, the DC is equal to the number of feet you are attempting to jump horizontally, or four times the number of feet you are attempting to jump vertically. + +If you do not take a running start, the DC of the check doubles. The DC is modified by the same environmental circumstances that apply to Acrobatics checks to balance (see page 135). If you fail the check, you fall. If you fail by 5 or more, you fall prone even if you don’t take any damage from the fall. Creatures with a land speed of 35 feet or more gain a +4 bonus to Athletics checks to jump. This bonus increases by 4 for every 10 by which a creature’s land speed exceeds 40 feet. You can’t take 20 on Athletics checks to jump. + +## SWIM + +**Source** [_Starfinder Core Rulebook pg. 137_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As part of a move action, you can use Athletics to swim. On a successful check, you move half your land speed through water and similar fluids. If you fail the check by 4 or less, you make no progress. If you fail by 5 or more, you sink beneath the surface or sink deeper, and you must hold your breath or begin drowning (see page 404). If you do not have a swim speed (see page 259), for each hour you swim, you must succeed at a DC 20 Athletics check or take 1d6 nonlethal damage from fatigue. If you have a swim speed, you receive a +8 bonus to all Athletics checks to swim and don’t need to attempt Athletics checks to swim except in hazardous circumstances (see the table below). + +The DCs for Athletics checks to swim are based on the prevailing conditions, but can also be adjusted based on environmental circumstances such as currents or the presence of debris. Such modifiers are cumulative; use all that apply. + +| Environmental Conditions | DC | +| ------------------------ | --- | +| Calm | 10 | +| Rough | 15 | +| Stormy* | 20 | +| Maelstrom* | 30 | + +\* Unless you have a swim speed, you can’t take 10 on an Athletics check to swim in stormy or maelstrom water, even if you’re not otherwise threatened or distracted. + +| Circumstance | DC Modifier | +| ----------------------------------------------------- | ----------- | +| Light debris or disruption | +2 | +| Heavy debris or disruption* | +5 | +| Swimming with a current* | +5 | +| Swimming against a current* | +10 | +| Swimming against a jet of liquid or a strong current* | +15 | + +\* Hazardous circumstance; creatures with a swim speed must attempt a check in these conditions. diff --git a/Rules/SF1E/Skills/Bluff (Cha).md b/Rules/SF1E/Skills/Bluff (Cha).md new file mode 100644 index 0000000..cb3de13 --- /dev/null +++ b/Rules/SF1E/Skills/Bluff (Cha).md @@ -0,0 +1,32 @@ +--- +aliases: +tags: +--- +# BLUFF +You can use words and actions to create distractions, misdirect your opponents, tell convincing lies, and pass along secret messages. + +## DIVERSION + +As a move action, you can use Bluff to create a diversion. Your Bluff check is opposed by the Sense Motive check of the creature you are attempting to beguile. If you succeed, you can either attempt the hide task of Stealth as if you had cover or concealment, or you gain a +10 bonus to perform the palm an object task of Sleight of Hand (your choice). Occasionally, your Bluff check might be opposed by several creatures (for instance, if you are on a crowded space station promenade); in such cases, the GM might decide to roll several Sense Motive checks, and you succeed only against creatures with Sense Motive results lower than your Bluff result. + +## FEINT + +As a standard action, you can use Bluff to feint in combat, enabling you to treat your opponent as flat-footed for your next attack against it before the end of your next turn. The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. You can’t feint against a creature that doesn’t have an Intelligence score, and you cannot take 10 or take 20 on a Bluff check to feint. + +## LIE + +You can use Bluff to deceive someone or tell a convincing lie. A quick, simple lie in combat is part of combat banter; otherwise, telling a lie is at least a full action, but it can take longer if the lie is elaborate, as determined by the GM. If the creature is suspicious or attending carefully to your lie (as per the detect deception task for Sense Motive), the check is opposed by the Sense Motive check of the creature you are lying to; otherwise, the DC of this check is equal to 10 + the creature’s total Sense Motive skill bonus. If you succeed, the creature you are lying to believes you are telling the truth, at least until confronted with evidence to the contrary. The GM may determine that some lies are so improbable that it is impossible to convince someone they are true. + +The DCs for Bluff checks to lie are adjusted based on the target’s initial attitude toward you (see Diplomacy on page 139) as well as other circumstances determined by the GM (such as the plausibility of the lie). + +| Initial Attiude | DC Modifier | +| --------------- | ----------- | +| Hostile | +10 | +| Unfriendloy | +5 | +| Indifferent | 0 | +| Friendly | -5 | +| Helpful | -5 | + +## PASS SECRET MESSAGE + +You can use Bluff to pass a secret message to an ally without others understanding the message’s true meaning. Doing so in combat is part of combat banter. The DC of this check is 15 for simple messages and 20 for more complex messages, as determined by the GM. Those overhearing the message can attempt an opposed Sense Motive check to learn the gist of the message. You cannot take 20 on a Bluff check to pass a secret message. diff --git a/Rules/SF1E/Skills/Computers (Int, Trainded only).md b/Rules/SF1E/Skills/Computers (Int, Trainded only).md new file mode 100644 index 0000000..d5d1a42 --- /dev/null +++ b/Rules/SF1E/Skills/Computers (Int, Trainded only).md @@ -0,0 +1,60 @@ +--- +aliases: +tags: +--- +# COMPUTERS +You can operate, manipulate, and hack into computer systems. If you don’t have physical access to a computer system’s user interface, you must use a hacking kit to access and manipulate the system. Details of computers themselves begin on page 213. + +Computers are set up to give one or more authorized users “root access,” allowing them to access any information or function of the computer as a standard action, with no need for a Computers check. Firewalls can block off specific sections of a computer and grant different users root access to those sections. + +The base DC for many of the tasks of the Computers skill is equal to 13 + (4 × the computer’s tier). These DCs may be adjusted by the GM to reflect other circumstances. + +## ACCESS UNSECURED SYSTEM + +**Source** [_Starfinder Core Rulebook pg. 138_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a standard action, you can use Computers to access an unsecured computer system’s most basic functions. The DC to access the information or functions of a public computer with no countermeasures or firewalls is generally 10. Unlike other tasks of the Computers skill, you can attempt to access a system untrained if you take 20 on the task, requiring 2 minutes. Secured computer systems, and secured sections of an unsecured system, can be accessed by making a Computers check to hack a system. + +## CRAFT COMPUTER + +**Source** [_Starfinder Core Rulebook pg. 138_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you have enough ranks in Computers, you can build computers. See page 235 for the crafting rules. + +## CREATE OR DETECT FORGERY + +**Source** [_Starfinder Core Rulebook pg. 138_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Computers to forge official documents. This takes 1d4 minutes. The GM rolls the Computers check to create a forgery in secret, so you’re not sure how good your forgery is. This check is opposed by the Computers check of anyone who examines the document to determine its authenticity. + +The DCs for Computers checks to detect a forgery are based on the type of forged document as well as other circumstances determined by the GM, as shown in the table below. + +| Circumstance | DC Modifier | +| ------------------------------------------ | ----------- | +| Document contradicts knowledge or orders | -2 | +| Type of document is well known to examiner | -2 | +| Type of document is unknown to examiner | +2 | +| Examiner only casually reviews document | +2 | +| Forger has a sample of a similar document | +8 | + +## DESTROY OR REPAIR SYSTEM OR MODULE + +**Source** [_Starfinder Core Rulebook pg. 138_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Computers to repair a computer system or module that has been disabled, or destroy one that has been either removed or disabled by spending 10 minutes per tier of the computer system working on the computer. The DC is based on the tier of the computer system. If you are repairing a disabled module or system and you fail the check by 5 or more, you accidentally destroy the module or system. You can’t take 20 on a Computers check to destroy or repair a computer system. + +## DETECT FAKE SHELL + +**Source** [_Starfinder Core Rulebook pg. 138_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you have access to a computer, but not root access, you may actually only have access to a fake shell (see page 217). If you succeed at the check, which takes a full action, you realize that you have accessed a fake shell. The DC is equal to the DC to hack the computer + 5 (see Table 7–22: Computer Tiers on page 214). + +## DISABLE OR MANIPULATE MODULE + +**Source** [_Starfinder Core Rulebook pg. 139_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +A character with root access to a computer can disable or manipulate a countermeasure or module as a standard action with a DC 10 Computers check. If you have access (but not root access) to a computer, you can attempt a Computers check to activate, add, disable, or manipulate any countermeasure or module. If you want to affect a countermeasure or module that is behind a firewall, you must first hack the system (see below) to gain access to it. Activating or disabling a countermeasure or module generally takes a standard action. Adding or removing a module generally takes 1 minute per tier of the computer. All of these tasks have a DC equal to the DC to hack the system. You cannot take 20 on a Computers check to disable or manipulate a module. + +## GAIN ROOT ACCESS + +**Source** [_Starfinder Core Rulebook pg. 139_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you have access to a computer, you can attempt to upgrade your authorization to gain root access. This works similar to hacking the same computer, but the DC is 20 higher. In many cases it is impossible to gain root access, and every task beyond the computer’s basic functions must be attempted as a separate check to destroy, repair, disable, or manipulate modules or countermeasures. If a firewall has been set to have a different set of authorized users with root access, you must gain root access to it separately. Once you have root access to a computer, you can alter who else is granted root access with a successful Computers check to hack the system. + +## HACK SYSTEM + +**Source** [_Starfinder Core Rulebook pg. 139_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Computers to hack a computer system to which you don’t already have access. Hacking a computer system typically takes one full action per tier of the computer system. You can cut this time in half (to a minimum of one full action) for every 5 by which you increase the DC of the Computers check. If you succeed at the check, you gain access to any part of the computer that is not behind a firewall (see page 217). This allows you to use the basic functions of the computer and to make further checks that require you to have access. Accessing parts of a computer behind a firewall requires an additional Computers check for each firewall. diff --git a/Rules/SF1E/Skills/Culture (Int, Trained only).md b/Rules/SF1E/Skills/Culture (Int, Trained only).md new file mode 100644 index 0000000..594eef1 --- /dev/null +++ b/Rules/SF1E/Skills/Culture (Int, Trained only).md @@ -0,0 +1,22 @@ +--- +aliases: +tags: +--- +# CULTURE +You are a student of the vast number of known cultures in the galaxy, and you have a deep and rich understanding of the undercurrents of cultures and language in general. Each time you take a rank in Culture, you learn to speak and read a new language. See page 41 for a list of common languages. + +## DECIPHER WRITING + +You can use Culture to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. It takes at least 1 minute to decipher approximately 250 words of writing or fewer. The GM often rolls Culture checks to decipher writing in secret. If you succeed at the check, you understand the general content of the text. If you fail, you don’t understand the text. If you fail the check by 10 or more, you entirely misconstrue the meaning of the text. You can’t take 20 on a Culture check to decipher writing unless you are trained in the Computers skill and have access to an information network or downloaded data set. In this case, there is no chance of misconstruing the information presented in the writing. + +The DCs for Culture checks to decipher writing are based on the complexity of the text as well as other circumstances determined by the GM. + +| Complexity | DC | +| -------------------------------------- | --- | +| Simple Message | 20 | +| Standart Text | 25 | +| Intricate, exotic, or very old writing | 30 | + +## RECALL KNOWLEDGE + +You can use Culture to recall knowledge about a culture’s customs, laws, government, leaders, prominent inhabitants, legends, religion, history, and related topics (see page 133). diff --git a/Rules/SF1E/Skills/Diplomacy (Cha).md b/Rules/SF1E/Skills/Diplomacy (Cha).md new file mode 100644 index 0000000..a48b1bd --- /dev/null +++ b/Rules/SF1E/Skills/Diplomacy (Cha).md @@ -0,0 +1,63 @@ +--- +aliases: +tags: +--- +# DIPLOMACY +You can persuade others to be friendly toward you, resolve conflicts and differences, and learn common knowledge and rumors floating around a settlement. + +## CHANGE ATTITUDE + +When you interact socially with another creature, that creature has an initial attitude toward you. Attitudes fall into five categories (from worst to best): hostile, unfriendly, indifferent, friendly, and helpful. You can use Diplomacy to change a creature’s initial attitude to a more positive one, but at the risk of angering the creature and worsening its attitude toward you if you fail. This is a language-dependent ability. The creature must have an Intelligence of 3 or higher, and you must spend at least 1 minute interacting and conversing with the creature to change its attitude. The DC of this check is equal to either 10 + your opponent’s total Diplomacy skill bonus, or 15 + 1-1/2 × the opponent’s CR (or the encounter’s CR, if you are trying to change the attitude of a group of creatures), whichever is higher. The DC is modified by the creature’s initial attitude (see page 140) and other circumstances, as determined by the GM. If you succeed, the creature’s attitude improves by one category (for instance, a hostile creature becomes unfriendly). If you exceed the DC by 5 or more, you can choose to spend 10 more minutes interacting with the creature to improve its attitude by one additional category. If you fail the check by 5 or more, you anger the creature, and the creature’s attitude worsens by one category (for instance, a friendly creature becomes indifferent). + +Attacking a creature always worsens its attitude by one category for each attack made, and may have other consequences based on the creature’s current attitude. + +Positively affecting a creature’s attitude takes time. You typically can’t use Diplomacy to positively change a creature’s attitude by more than one category (or two categories if you spend the extra time) within a 24-hour period, unless the GM decides otherwise or you have an ability that allows you to do so. + +The five categories of initial attitude are described below, along with the effects of negatively changing each attitude.  + +### HOSTILE + +A hostile creature would rather attack you either physically or verbally, than civilly converse with you. Most enemies you meet are hostile. It’s often hard to talk diplomatically with hostile creatures, though it can be done remotely (via a communication device) or by avoiding combat with the creatures while persuading them to listen to reason. If you fail the Diplomacy check by 5 or more, you can’t attempt to change a hostile creature’s attitude again for 24 hours.  + +### UNFRIENDLY + +Unfriendly creatures are typically wary of you, or afraid you will try to hurt them if they aren’t careful or fail to keep you at bay. Unfriendly creatures become hostile when angered or attacked.  + +### INDIFFERENT + +Indifferent creatures take little notice of you, but hold no ill will against you. They don’t care about your plight, but may give you simple advice or directions. Most creatures you meet in everyday life or in settlements are indifferent. Indifferent creatures become unfriendly when angered or attacked.  + +### FRIENDLY + +Either due to a generally cheerful disposition or a predisposition to like you, friendly creatures treat you with kindness and respect. They may give you more-detailed advice or simple aid, but generally won’t go out of their way to be helpful. If angered or attacked, friendly creatures become indifferent and often try to avoid further contact with you if possible.  + +### HELPFUL + +Helpful creatures are not only friendly, but desire to help you, within reasonable means. Helpful creatures typically give you more lengthy or difficult aid, or offer small services that are readily available to them. When angered or attacked, helpful creatures become friendly, but somewhat guarded, as they are often confused by such reactions to their generosity. + +The DCs for Diplomacy checks to change attitudes are adjusted based on the creature’s initial attitude as well as other circumstances determined by the GM. + +| Initial Attiude | DC Modifier | +| --------------- | ----------- | +| Hostile | +10 | +| Unfriendloy | +5 | +| Indifferent | 0 | +| Friendly | -5 | +| Helpful | -* | + +\* You cannot improve a creature’s attitude above helpful. + +## GATHER INFORMATION + +**Source** [_Starfinder Core Rulebook pg. 140_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Diplomacy to gather information about a specific topic or individual. You must spend at least 1d4 hours canvassing people within a settlement or local region. If you succeed, you learn something about that topic or individual, though the GM may determine that some information is simply unknown to the local people. + +The DCs for Diplomacy checks to gather information are based on the nature of the information being sought and may be adjusted by the GM to reflect other circumstances, such as bribes or gifts. + +| Information Sought | DC | +| ---------------------------------- | ------------------- | +| Common facts or rumors | 10 | +| Obscure or secret knowledge | 20 or more | +| Prominent or well-known individual | 5 + character's CR | +| Average or ordinary individual | 10 + character's CR | +| Mysterious or obscure individual | 15 + character's CR | diff --git a/Rules/SF1E/Skills/Disguise (Cha).md b/Rules/SF1E/Skills/Disguise (Cha).md new file mode 100644 index 0000000..579e1b9 --- /dev/null +++ b/Rules/SF1E/Skills/Disguise (Cha).md @@ -0,0 +1,24 @@ +--- +aliases: +tags: +--- +# DISGUISE +You are able to change your appearance to blend in and deceive others. + +## CHANGE APPEARANCE + +You can use Disguise to change your appearance with 1d3 × 10 minutes of work with a disguise kit, by casting a spell such as _disguise self_, or by using a technological device such as a holoskin. The GM rolls the Disguise check in secret, so you’re not sure how good your disguise is. This check is opposed by the Perception check (see page 144) of anyone who might realize that you are not who you appear to be. If you are not drawing attention to yourself, other creatures do not usually get to attempt a Perception check to pierce your disguise. If creatures are being particularly alert for suspicious activity (such as security personnel on a starship or space station), it’s assumed that such observers are taking 10 on their Perception checks. + +The effectiveness of your disguise depends on how much you’re changing your appearance. Without the aid of transformative magic or technology that allows you to do otherwise, you can use Disguise only to appear as a creature that is your size or one size category larger or smaller than you. This does not change your actual size or reach. Disguises are general—you cannot disguise yourself as a specific person. + +Certain magic spells, such as _disguise self_, grant you a +10 bonus to Disguise checks. + +The DCs for Disguise checks are adjusted by the type of disguise as well as other circumstances determined by the GM. These modifiers are cumulative; use all that apply. + +| Disguise | DC Modifier | +| ------------------------------------------------------- | ----------- | +| Minor details altered only | -5 | +| Major feature altered | +2 to +5 | +| Disguised as a different race of the same creature type | +2 to +8 | +| Disguised as a different creature type | +10 | +| Disguised as a different size category | +10 | diff --git a/Rules/SF1E/Skills/Engineering (Int, Trained only).md b/Rules/SF1E/Skills/Engineering (Int, Trained only).md new file mode 100644 index 0000000..843e18e --- /dev/null +++ b/Rules/SF1E/Skills/Engineering (Int, Trained only).md @@ -0,0 +1,92 @@ +--- +aliases: +tags: +--- +# ENGINEERING +You can identify, build, repair, or disable technological devices; assess the stability of structures and machinery; and properly arm and disarm explosives. If you don’t have an engineering kit when attempting an Engineering check, you take a –2 penalty to the check. + +## ARM EXPLOSIVES + +You can use Engineering to arm an explosive using a [[Detonator]] (see page 218). This takes 1 minute to connect the [[Detonator]] and set the explosive. The DC of this check is typically 10. If you fail the check, you can attempt to arm the explosive again. If you fail the check by 5 or more, you trigger the explosive prematurely. + +You can also attempt to build an explosive more difficult to disarm. To do so, choose a target disarm DC (the DC should be in an increment of 5, with a minimum DC of 15). This DC becomes your target DC to arm the explosive as well as the DC to disarm the explosive (see Disable Device below). + +## ASSESS STABILITY + +You can use Engineering to assess a structure or a piece of machinery to determine its stability, usability, and structural weak points. This takes 1 minute or more, and the DC is determined by the GM. + +Use the following base DCs for Engineering checks to assess stability. These DCs can be adjusted by other circumstances such as the complexity of the structure and damage to the structure, as determined by the GM. + +| Task | DC | +| -------------------------------- | --- | +| Assess stability | 15 | +| Determince structural weak point | 20 | + +| Circumstance | DC Modifier | +| ----------------------------------------------------------- | ----------- | +| Simple structure (rope bridge or unstable ceiling) | -5 | +| Complex structure (suspension bridge or space station wall) | +5 | +| Obvious damage | -5 | +| Slight but consequential damage | +5 | +| Intentional sabotage | +10 | + +## CRAFT TECH ITEM + +If you have enough ranks in Engineering, you can create technological devices or items (including computers). See page 235 for the crafting rules. + +## DISABLE DEVICE + +You can use Engineering to disable a [[Lock]], a trap, or a mechanical or technological device, or to disarm an explosive, as long as the device is unattended and you can access it. The amount of time this takes depends on the complexity of the device but typically requires at least one full action. The DC of the check is determined by the GM and is based on the complexity of the device. For extremely complex devices or systems, the GM might require multiple checks. The GM rolls the Engineering check to disable a device in secret, so you don’t necessarily know whether your attempt has succeeded or failed. If you succeed, you disable the device. If you fail the check and discover your error, you can attempt to disable the device again. If you fail the check by 5 or more, something goes wrong. If the device is an explosive or a trap, you trigger it. If you are attempting some sort of sabotage, you think the device is disabled, but it still works normally. + +You can also use the disable device task to rig a device to work normally for a while, and then become disabled sometime later. This increases the DC of the check by 5. If you want to leave no trace of your tampering, the DC increases by an additional 5. If you succeed at the check, you can rig the device to become disabled up to 1 round later for each rank of Engineering you have. If you fail the check by 5 or more, your efforts have the same effect as if you were merely attempting to disable the device. + +Due to the danger, you cannot take 20 on an Engineering check to disable a device. + +The DC for an Engineering check to disable a device is based on the complexity of the device. The following chart provides base DCs by complexity, examples of such devices, and the time it takes to disable such devices. The GM can adjust these DCs and times to reflect other circumstances. Systems with redundancies or similar safety measures could have DCs 1 to 5 higher than those listed. + +| Device | Example | Time | DC | +| ---------------- | ------------------------------------------------------------------------------- | ---------- | ----------------------- | +| Simple device | Jam a door | 1 round | 10 | +| Tricky Device | Sabotage a simple propulsion system | 1d4 rounds | 15 | +| Difficult Device | Disarm or reset a sentry turret or a similar trap | 2d4 rounds | 20 | +| Complex Device | Disarm an explosive or a security system from a control panel or similar device | 2d4 rounds | 25 | +| Equipment | Disable an armor upgrade, powered armor, or a weapon | 2d4 rounds | 15 + 1,5 x item's level | +| Simple [[Lock]] | - | 1 round | 20 | +| Average [[Lock]] | - | 1 round | 25 | +| Good [[Lock]] | - | 1 round | 30 | +| Superiour [[Lock]] | - | 1 round | 40 | + +## [[Identify Creatures & Items]] + +**Source** [_Starfinder Core Rulebook pg. 142_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Engineering to identify constructs with the technological subtype such as robots (see page 133). + +## IDENTIFY TECHNOLOGY + +**Source** [_Starfinder Core Rulebook pg. 142_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Engineering to identify the properties and uses of technological and [[Atlas Hybrid Items]] and devices such as starships and [[Armaments]], as well as alien technology. Generally, a check is not required to identify relatively simple technological items that are commonly available in the Pact Worlds (such as those items presented in Chapter 7). You can take 20 on an Engineering check to identify technology, but only if you have a means of researching, such as access to an information network or downloaded data set. + +The DCs for Engineering checks to identify technology are based on the item’s rarity. + +| Item Rarity | DC | +| ----------------------------------------------------------- | ----------------------- | +| Common, complex technology (Pact Worlds starships or items) | 5 + 1,5 x item's level | +| Less common technology (non-Pact Worlds starships or items) | 10 + 1,5 x item's level | +| Rare, ancient, or alien tech | 15 + 1,5 x item's level | + +## REPAIR ITEM + +**Source** [_Starfinder Core Rulebook pg. 142_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Engineering to repair a mechanical, technological, or hybrid object or piece of equipment, as long you have access to it. The amount of time this takes typically depends on the complexity of the object. You can repair an object or piece of equipment you crafted in half the usual time. The DC of the check is determined by the GM and based on the complexity of the object. If you succeed, you restore a number of Hit Points equal to the result of your Engineering check. If you fail the check by 10 or more, you damage the object further, dealing 1d4 damage to it; this damage can’t reduce an item to fewer than 1 HP. + +If the object or piece of equipment is damaged but not broken, you can repair it at no cost. If it is broken but not destroyed, you must spend 10 UPBs per item level (see page 233; assume a simple item has an item level of 1) each time you attempt to repair it. A destroyed object or piece of equipment can’t be repaired with the Engineering skill. + +You can’t take 20 on an Engineering check to repair an item or object. + +The DC for an Engineering check to repair an item is based on the complexity of the object. The following chart provides base DCs by complexity and examples of such items. The GM may adjust these DCs and times to reflect other circumstances. + +| Item | Example | Time | DC | +| --------- | ----------------------- | ------- | --- | +| Simple | Door or wall | 10 min. | 15 | +| Complex | Computer console | 30 min. | 20 | +| Equipment | Weapon or suit of Armor | 1 h. | 15 + 1,5 x item's level | diff --git a/Rules/SF1E/Skills/Hacking Reference.md b/Rules/SF1E/Skills/Hacking Reference.md new file mode 100644 index 0000000..f2c74bb --- /dev/null +++ b/Rules/SF1E/Skills/Hacking Reference.md @@ -0,0 +1,294 @@ +--- +aliases: +tags: +--- +# HACKING REFERENCE +> [!attention] HACK SYSTEM +> **Source** [_Starfinder Core Rulebook pg. 139_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +> You can use Computers to hack a computer system to which you don’t already have access. Hacking a computer system typically takes one full action per tier of the computer system. You can cut this time in half (to a minimum of one full action) for every 5 by which you increase the DC of the Computers check. If you succeed at the check, you gain access to any part of the computer that is not behind a firewall (see page 217). This allows you to use the basic functions of the computer and to make further checks that require you to have access. Accessing parts of a computer behind a firewall requires an additional Computers check for each firewall. +## Access Unsecured System (p. 138) + +This is the only Computers check that can be performed untrained + +|Trained Skill DC|Untrained Skill DC| +|---|---| +|10|Take 20| + +## Hack System (p. 138, 139, 214) + +If you Take 20 before disabling countermeasures, they automatically activate + +|Tier|DC to Hack (1)|DC for Root Access (2)|Full Actions to Hack (3)| +|---|---|---|---| +|1|17|37|1| +|2|21|41|2| +|3|25|45|3| +|4|29|49|4| +|5|33|53|5| +|6|37|57|6| +|7|41|61|7| +|8|45|65|8| +|9|49|69|9| +|10|53|73|10| + +**1** Physical access to the user interface is required to hack a computer unless using a specialized tool + +**2** Gaining root access requires already having access and not all computers can be hacked for root access + +**3** The number of full actions required to hack or gain root access can be reduced by half (to a minimum of one full action) for every 5 you increase the DC of the check + +## Disable or Manipulate Module (p. 139) + +You cannot Take 20 on any of these checks + +|Tier|DC without Root Access|DC with Root Access|Time to Disable/Manipulate|Time to Add/Remove| +|---|---|---|---|---| +|1|17|10|1 standard action|1 minute| +|2|21|10|1 standard action|2 minutes| +|3|25|10|1 standard action|3 minutes| +|4|29|10|1 standard action|4 minutes| +|5|33|10|1 standard action|5 minutes| +|6|37|10|1 standard action|6 minutes| +|7|41|10|1 standard action|7 minutes| +|8|45|10|1 standard action|8 minutes| +|9|49|10|1 standard action|9 minutes| +|10|53|10|1 standard action|10 minutes| + +## Disable or Hack Technology (p. 406) + +|Type|Examples|DC to Disable/Hack (1)| +|---|---|---| +|Civil|Streetlights, Public Transportation, Mail-Delivery Drones, Automated Street Sweepers|23| +|Commercial|Personal Communication Devices, Game Consoles, Security Cameras, Electronic Door Controls|18| +|Restricted|Private Servers, Weapon Prototypes, High-End Security Systems and Alarms|30| +|Custom|Modifications to other technologies|40, Varies| +|Locks|Keypads, Electronic/Mechanical Lock|20-40, Varies| +|Traps|Jolting Console, Hacker’s Curse, Soul Upload|Varies| + +**1** Using Computers or Engineering + +## Tools (p. 209, 214, 219, 221; Pact Worlds p. 190, 199) + +|Name|Level|Price|Bulk/Other|Bonus/Other| +|---|---|---|---|---| +|Hacking Kit|1|20|L|Allows hacking without access to a user interface via other physical contact or through an infosphere or network| +|Security Object / Password|-|-|-|+5 bonus to Computers check when part of two-step verification| +|Standard Datajack|2|625|Brain Cybernetic|Obviates the need for a user interface| +|High-Density Datajack|5|2,600|Brain Cybernetic|+1 circumstance bonus to Computer checks| +|Accelerated Datajack|8|8,525|Brain Cybernetic|+2 circumstance bonus to Computer checks| +|Library Chip|3|250||+4 circumstance bonus to recall knowledge on a particular skill check and counts as a downloaded data for that subject and the checks can be performed untrained if the DC is less than 20| +|Divine Blessing - Triune|FEAT|--|-|This feat allows you to use or hack a computer by simply touching it, removing the need for a hacking kit or user interface| + +## Operations + +### Create or Detect Forgery (p. 138) + +Creating a forgery takes 1d4 minutes and the GM rolls the check in secret so you are not sure how good the forgery is. The check is opposed by the Computers check of anyone who examines the document. + +|Circumstance|DC Modifier| +|---|---| +|Document contradicts knowledge or orders|-2| +|Type of document is well known to examiner|-2| +|Type of document is unknown to examiner|+2| +|Examiner only casually reviews document|+2| +|Forger has a sample of a similar document|+8| + +## Take 20 Skill Checks (p. 133, 139, 142, 143, 145, 146, 430) + +The following skill checks can only be performed with a Take 20 if you have access to an information network or downloaded data set. + +|Skill|Reason| +|---|---| +|Culture|Decipher Writing (1), Recall Knowledge| +|Engineering|Identify Creature, Identify Technology| +|Life Science|Identify Creature, Recall Knowledge| +|Mysticism|Identify Creature, Identify Magic Item, Recall Knowledge| +|Physical Science|Recall Knowledge| +|Profession|Recall Knowledge| + +**1** Also requires being trained in Computers + + + +## Modules + +### Control Modules (p. 215) + +|Module|Effect|Price| +|---|---|---| +|Simple Control|All computers are able to operate simple devices such as on/off switches and can activate or deactivate the connected device as instructed and this is not a specific module that must be installed.|-| +|Complex Control|Operate a complex device, such as a spy drone, starship, vehicle, or weapon turret. When operating a device that requires a skill check or attack roll, the controlling computer can allow a user to attempt  a skill check or attack roll, or the computer can attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any  weapon it controls, and a total skill bonus equal to 2.5 x its tier. It can also be used to control another computer.|10% of controlled device| + +### Secure Data Modules (p. 215) + +Secure data modules contain data limited to one general topic. Data behind a secure data module can only normally be accessed with root access or if permission is granted to a user. The secure data module is often placed behind its own firewall. + +|Module|Effect|Price| +|---|---|---| +|Secure Data, Specific|Allows for data on a specific topic such as a video log, a financial ledger, or a building schematic.|1| +|Secure Data, Average|Allows for data on an average topic such as engineering specifications for a gun, a company’s employee database, or a large array of maps.|10| +|Secure Data, Large|Allows for data on a large topic such as the plans for a starship, a space station’s operations log, or a company’s master records.|100-1,000| + +### Spell Chip Modules (p. 215, 216, 222, 224) + +Spell Chips are Spell Gems that have been crafted into a computer chip to be slotted into a computer system. The rules for using a spell chip are the same as those for using a spell gem which means you must be a spellcaster whose class spell list includes the spell on the chip and must have a high enough key ability score to cast it. If the spell chip’s item level is higher than the user’s caster level, they must succeed at a caster level check with a DC equal to the spell chip’s item level +1 or they fail to cast the spell and it remains in the chip to be attempted to use again. The user gains a +2 circumstance bonus to any skill check involving these spells. When a spell is expended from the chip, it is not destroyed and can be reloaded with the same spell for a price. If crafting your own spell chip, you must know the spell you’re encoding and if it requires expensive materials as part of its casting, you must provide those while crafting and the price is increased by the price of the components. You can create compound spell chips with a price equal to the total price of all spells stored within it. + +|Spell Level|Item Level|Price|Reload Price| +|---|---|---|---| +|0|1|55|50| +|1st|2|154|137| +|2nd|5|495|446| +|3rd|8|1,540|1,386| +|4th|11|4,070|3,663| +|5th|14|11,660|10,494| +|6th|17|40,315|36,284| + +## Upgrades + +### Artificial Personality Upgrade (p. 216) + +A computer’s Artificial Personality module can perform Bluff, Diplomacy, Intimidate, and Sense Motive checks with a bonus. They are often given a name and allow for extremely natural sounding conversations and display what appear to be emotions and insights. + +|Tier|Price|Skill Check Bonus| +|---|---|---| +|1|5|+2| +|2|25|+4| +|3|125|+6| +|4|500|+8| +|5|1,000|+10| +|6|2,000|+12| +|7|4,000|+14| +|8|8,000|+16| +|9|16,000|+18| +|10|32,000|+20| + +### Range Upgrade (p. 216) + +|Upgrade|Effect|Price| +|---|---|---| +|Range I|Allows the computer to control a device wirelessly within 100 feet.|5| +|Range II|Allows a computer to control a device wirelessly within 1 mile.|50| +|Range III|Allows a computer to control a device wirelessly at a planetwide range. This requires both the computer and the device to have an infosphere connection.|100| + +### Hardened Upgrade (p. 216, 409) + +|Tier|Price|New Hardness|New Saving Throw Bonus| +|---|---|---|---| +|1|25|17|+10| +|2|125|19|+12| +|3|625|21|+14| +|4|2,500|23|+16| +|5|5,000|25|+18| +|6|10,000|27|+20| +|7|20,000|29|+22| +|8|40,000|31|+24| +|9|80,000|33|+26| +|10|160,000|10|+28| + +1 The increased bonus to saving throws applies to energy attacks and effects that specifically target computers or electronics systems. + +### Miniaturization Upgrade (p. 216) + +Treat your computer as 1 tier lower when calculating its bulk to a minimum of tier -1. A tier-0 computer has light bulk and a tier -1 computer has negligible bulk. This upgrade can be purchased multiple times. + +|Tier|Base Bulk|Price| +|---|---|---| +|1|1|5| +|2|4|25| +|3|9|125| +|4|16|500| +|5|25|1,000| +|6|36|2,000| +|7|49|4,000| +|8|64|8,000| +|9|81|16,000| +|10|100|32,000| + +### Security Upgrade (p. 216) + +Increases the overall DC of the Computers check to hack the computer. A computer cannot benefit from more than one security upgrade. + +|Tier|Security I Price / +1 DC|Security II Price/+2 DC|Security III Price/+3 DC|Security IV Price/+4 DC| +|---|---|---|---|---| +|1|13|25|38|50| +|2|63|125|188|250| +|3|313|625|938|1,250| +|4|1,250|2,500|3,750|5,000| +|5|2,500|5,000|7,500|10,000| +|6|5,000|10,000|15,000|20,000| +|7|10,000|20,000|30,000|40,000| +|8|20,000|40,000|60,000|80,000| +|9|40,000|80,000|120,000|160,000| +|10|80,000|160,000|240,000|320,000| + +### Self-Charging Upgrade (p. 216) + +This upgrade allows a computer to function for up to 1 week on internal power. Multiple purchases of this upgrade extend the time by 1 additional week. + +|Tier|Price| +|---|---| +|1|5| +|2|25| +|3|125| +|4|500| +|5|1,000| +|6|2,000| +|7|4,000| +|8|8,000| +|9|16,000| +|10|32,000| + +## Countermeasures + +### Alarm, Feedback, Lockout, and Wipe Countermeasures (p. 217) + +|Countermeasure|Effect|Price| +|---|---|---| +|Alarm|This program sends an alert to a specific individual or station if someone attempts to breach the system.|10| +|Feedback|This countermeasure unleashes virus software into any system that tries to hack it. If you fail a check to hack the computer by 5 or more, any device used in the attempt is infected and becomes unreliable resulting in a -5 penalty to all skill checks involving the infected equipment. You can remove the virus if you succeed at a Computers check with the same DC as hacking the computer that has the feedback countermeasure.|500| +|Lockout|This countermeasure freezes a system if a user repeatedly fails attempts to access it causing it to become entirely inaccessible. Lockouts can last for any specified amount of time after any number of failed attempts. A lockout cannot be disabled even by a user with the correct password and credentials, but it is possible to bypass the lockout by accessing physical components of the computer, requiring a successful Engineering check with the same DC as the check to hack the computer.|100| +|Wipe|This countermeasure deletes specified data when an unauthorized breach is detected. Information deleted through a wipe can be recovered with 8 hours of work and a successful Computers check with a DC equal to 10 + the DC to hack the computer.|10| + +### Fake Shell Countermeasure (p. 217) + +You automatically get a new check each minute with a cumulative +2 circumstance bonus until you discover the ruse. In addition to the base price, an additional price of 10% of the price of its control and data modules must be added. + +|Tier|Base Price + Varies|DC to Detect| +|---|---|---| +|1|25|22| +|2|125|26| +|3|625|30| +|4|2,500|34| +|5|5,000|38| +|6|10,000|42| +|7|20,000|46| +|8|40,000|50| +|9|80,000|54| +|10|160,000|58| + +### Firewall Countermeasure (p. 217) + +|Tier|Price|New DC to Hack| +|---|---|---| +|1|10|19| +|2|50|23| +|3|250|27| +|4|1,000|31| +|5|2,000|35| +|6|4,000|39| +|7|8,000|43| +|8|16,000|47| +|9|32,000|51| +|10|64,000|55| + +### Shock Grid Countermeasure (p. 217) + +This countermeasure has a stun and a kill setting. Normally, the stun setting happens first with a warning about lethal force should the intruder make another attempt. The stun forces all creatures within 10 feet of the terminal to succeed at a Fortitude saving throw or be stunned for 1 round. The lethal setting deal electricity damage to all creatures within 10 feet of the terminal, allowing a Reflex save for half damage. Only computers fixed permanently to a floor or similar surface can have shock grids. Each rank counts against the number of countermeasures a system can have. + +|Rank|Saving Throw DC|Damage|Price| +|---|---|---|---| +|1|20|8d6 E|500| +|2|22|10d6 E|2,000| +|3|24|12d6 E|5,000| +|4|27|14d6 E|20,000| +|5|30|16d6 E|50,000| \ No newline at end of file diff --git a/Rules/SF1E/Skills/Intimidate (Cha).md b/Rules/SF1E/Skills/Intimidate (Cha).md new file mode 100644 index 0000000..34766ec --- /dev/null +++ b/Rules/SF1E/Skills/Intimidate (Cha).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# ENGINEERING +You can rattle your foes or bully them to do what you want with verbal threats or displays of prowess. + +## BULLY + +You can use Intimidate to bully a creature to temporarily change its attitude to helpful (see Diplomacy on page 139). This is a language-dependent, sense-dependent ability. You must spend at least 1 minute conversing with the creature. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1,5 × the opponent’s CR, whichever is greater. If you succeed, the creature gives you information it has that you want, takes actions that do not endanger it, or grants limited assistance that you request, but does so under duress. Such a change in attitude lasts for 1d6 × 10 minutes. At the end of this time, the creature’s attitude toward you becomes unfriendly. If you fail the check by 5 or more, the creature’s attitude becomes unfriendly, or hostile if it was already unfriendly. If the creature becomes unfriendly due to a failed check, it is likely to try to deceive you or otherwise hinder your goals. + +## DEMORALIZE + +As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1,5 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC. diff --git a/Rules/SF1E/Skills/Life Science (Int, Trained only).md b/Rules/SF1E/Skills/Life Science (Int, Trained only).md new file mode 100644 index 0000000..e1d39ca --- /dev/null +++ b/Rules/SF1E/Skills/Life Science (Int, Trained only).md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# ENGINEERING +You are educated in the scientific study of living things, from the smallest organisms to the largest biological systems. + +## CRAFT DRUG, POISON, OR MEDICINAL + +If you have enough ranks in Life Science, you can create drugs, poisons, and medicinals. See page 235 for the crafting rules. + +## CRAFT FOOD OR DRINK + +**Source** [_Starfinder Core Rulebook pg. 143_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you have enough ranks in Life Science, you can create food and drink items. See page 235 for the crafting rules. + +## IDENTIFY CREATURE + +**Source** [_Starfinder Core Rulebook pg. 143_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Life Science to identify aberrations, animals, humanoids, monstrous humanoids, oozes, plant creatures, and vermin (see page 133). + +## RECALL KNOWLEDGE + +**Source** [_Starfinder Core Rulebook pg. 143_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Life Science to recall knowledge about bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science (see page 133). diff --git a/Rules/SF1E/Skills/Medicine (Int, Trained only).md b/Rules/SF1E/Skills/Medicine (Int, Trained only).md new file mode 100644 index 0000000..edab91e --- /dev/null +++ b/Rules/SF1E/Skills/Medicine (Int, Trained only).md @@ -0,0 +1,30 @@ +--- +aliases: +tags: +--- +# MEDICINE +You have knowledge of the biology of many species and can treat a number of different types of wounds and ailments. The DCs of most Medicine tasks are based on the type of equipment used (see Chapter 7 for that information). + +## FIRST AID + +As a standard action, you can use Medicine to stop bleed damage or administer first aid to a dying creature that you can touch. The DC of this check is 15. If you succeed at the check, the creature stops dying and becomes stable, or the bleed damage ends. Unlike with other tasks of the Medicine skill, you can attempt the first aid task untrained. You can’t take 20 on a Medicine check to administer first aid. + +## LONG-TERM CARE + +You can use Medicine to provide long-term care to a living, wounded creature. This can take a day or more, requires a medical lab or a medical bay on a starship, and has a DC of 30. If you succeed at the check, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at twice the normal rate. If you exceed the DC by 10 or more, the patient recovers Hit Points and ability score damage (as well as recovers from poison states) at three times the normal rate. You can tend as many as six patients at a time, attempting a check for each one each day to determine the rate of healing. You cannot take 20 on a Medicine check to provide long-term care. + +## LONG-TERM STABILITY + +You can use Medicine to tend a creature that is unconscious but stable, ensuring that it doesn’t die while it remains unconscious. Each hour, before the unconscious creature attempts its Constitution check, you can attempt a DC 15 Medicine check. If you succeed, the unconscious creature gains a +2 bonus to its Constitution check and, if its Constitution check result is less than 10, can treat its result as if it were 10. See Long-Term Stability on page 251 for more information. + +## TREAT DEADLY WOUNDS + +You can use Medicine to restore Hit Points to a living, wounded creature. This takes 1 minute, and the DC is based on the medical equipment used. If you succeed at the check, you restore 1 Hit Point per level or CR of the creature you are treating. If you exceed the DC by 5 or more, you add your Intelligence modifier to the amount healed. A creature can receive this treatment only once every 24-hour period, unless it is delivered in a medical lab. Most medical labs allow you to treat a creature’s deadly wounds at least twice per day. + +## TREAT DISEASE + +You can use Medicine to treat a creature suffering from a disease. This takes 10 minutes and requires a medkit, a medical lab, or a medical bay on a starship. Every time the diseased creature attempts a saving throw against the disease, you can attempt a Medicine check. If your result exceeds the DC of the disease, the creature receives a +4 bonus to its saving throw against the disease. + +## TREAT DRUGS OR POISON + +As a standard action, you can use Medicine to treat a drugged or poisoned creature. This requires a medkit, a medical lab, or a medical bay on a starship. Every time the creature attempts a saving throw against the drug or poison, you can attempt a Medicine check. If your result exceeds the DC of the drug or poison, the character receives a +4 bonus to its saving throw against the drug or poison. diff --git a/Rules/SF1E/Skills/Mysticism (Wis, Trained Only).md b/Rules/SF1E/Skills/Mysticism (Wis, Trained Only).md new file mode 100644 index 0000000..0fb39ad --- /dev/null +++ b/Rules/SF1E/Skills/Mysticism (Wis, Trained Only).md @@ -0,0 +1,40 @@ +--- +aliases: +tags: +--- +# MYSTICISM +You are educated in the fields of magic, religion, the planes, and spellcasting, and so can identify [[Atlas Magic Items]] and spells and make [[Atlas Magic Items]] yourself. + +## CRAFT MAGIC ITEM + +If you have enough ranks in Mysticism, you can create [[Atlas Magic Items]]. See page 235 for the crafting rules. + +## DISABLE MAGIC DEVICE + +You can use Mysticism to disable a magical trap or other magical item. This functions as the disable device task of the Engineering skill, and the DC of the check is based on the trap itself. You can’t take 20 on a Mysticism check to disable a magic device. + +## IDENTIFY A SPELL BEING CAST + +If you can clearly observe a spell being cast, you can use Mysticism to identify the spell. The DC of this check is equal to 10 + 5 × the level of the spell being cast. This does not require an action. You can’t take 10 or 20 on a Mysticism check to identify a spell. + +## IDENTIFY CREATURE + +You can use Mysticism to identify constructs with the magical subtype, dragons, fey, magical beasts, outsiders, and undead (see page 133). + +## IDENTIFY MAGIC ITEM + +As part of the action to cast _detect magic_, you can use Mysticism to identify the properties and command words of magic and hybrid items. The DC of this check is equal to 15 + 1-1/2 × the item level. You can usually attempt a Mysticism check to identify a magic item only once per 24-hour period; further attempts within that period fail. However, casting an _identify_ spell allows you to attempt a second check in the same 24-hour period and grants you a +10 insight bonus to the check. If you have the time, you can take 20 to attempt another check to identify a magic item in the same 24-hour period, but only if you can perform research, such as with access to an information network or downloaded data set. + +## RECALL KNOWLEDGE + +**Source** [_Starfinder Core Rulebook pg. 144_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Mysticism to recall knowledge about alchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics (see page 133). + +## REPAIR ITEM + +**Source** [_Starfinder Core Rulebook pg. 144_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Mysticism to repair a magical or hybrid piece of equipment, as long you have access to it. This typically takes 1 hour. You can repair a piece of equipment you crafted in half the usual time. The DC of the check is equal to 15 + 1-1/2 × item level. For a magical object without an item level, the GM determines the DC and the amount of time it takes to repair the object based on the object’s complexity (see the repair item task of the Engineering skill on page 142 for guidelines). If you succeed, you restore a number of Hit Points equal to the result of your Mysticism check. If you fail the check by 10 or more, you damage the item further, dealing 1d4 damage to it; this damage can’t reduce an item to fewer than 1 HP. + +If the piece of equipment is damaged but not broken, you can repair it at no cost. If it is broken but not destroyed, you must spend 10 UPBs per item level (see page 233) each time you attempt to repair it. A destroyed piece of equipment can’t be repaired with the Mysticism skill. + +You can’t take 20 on a Mysticism check to repair an item or an object. diff --git a/Rules/SF1E/Skills/Perception (Wis).md b/Rules/SF1E/Skills/Perception (Wis).md new file mode 100644 index 0000000..11e1ba6 --- /dev/null +++ b/Rules/SF1E/Skills/Perception (Wis).md @@ -0,0 +1,51 @@ +--- +aliases: +tags: +--- +# PERCEPTION +You can use all of your senses (hearing, taste, touch, sight, and smell) to notice danger, pick out fine details, and search for hidden objects or creatures. + +## NOTICE + +You can use Perception to notice things happening around you. This is the most basic task of the Perception skill. It can be used for a variety of reasons determined by the GM. You might attempt a Perception check to see if you can act in a surprise round, to spot something important out of the corner of your eye, or to realize there are hidden creatures nearby (though you can’t notice a creature that is invisible unless it makes itself known; see page 264). A Perception check to notice usually does not involve taking an action, though you must be conscious and have the use of at least some of your senses to do so. The GM determines the DC. You cannot take 20 on a Perception check to notice things. + +The DCs for Perception checks to notice things are determined by the GM based on the circumstances and may be adjusted to reflect other conditions. See the search task below for a chart with some example circumstances and their typical DCs. + +## PIERCE DISGUISE + +As a move action, you can use Perception to recognize that a creature has changed its appearance. Sometimes, if you are being particularly alert for those in the area who might be in disguise, the GM might allow you to do this without taking an action. This check is opposed by a Disguise check attempted by the disguised creature. If you succeed, you realize the creature is disguised and not who it seems, but not necessarily who or what the disguised creature is beneath that disguise. If the disguised creature is impersonating a particular individual that you know, the GM might grant you a bonus to your Perception check. + +Divination magic or scanners that allow you to see through illusions or holograms do not penetrate mundane and low-tech disguises, but they can negate illusory or holographic components of a disguise. + +The DCs for Perception checks to pierce a disguise are adjusted according to how familiar the observer is with the particular individual the disguised creature is masquerading as, as well as other circumstances determined by the GM. + +| Familiarity | DC Modifier | +| --------------------- | ----------- | +| Intimate | -10 | +| Close Friends | -8 | +| Friends or associates | -6 | +| Recognizes on sight | -4 | + +## SEARCH + +As a move action, you can use Perception to search for something in particular, such as finding an invisible creature that has made itself known or a hidden creature you know is in the area, or looking for nearby traps or hazards. You can also search an area to find anything of interest that might be hidden or is otherwise not immediately noticeable, such as concealed cargo compartments or hidden treasure. In that case, it takes 1 minute to search an area no more than 20 feet by 20 feet (or smaller, if the GM rules the area is particularly cluttered or complex). The DC is determined by the Stealth check of the creature, by the trap or hazard involved, or by the GM. If you are not in combat, you can take 20 on a Perception check to search. + +The DCs for Perception checks to search may be adjusted by the GM based on the circumstances and to reflect other conditions. The following chart provides some example circumstances and their typical DCs. + +| Circumstance | DC | +| ---------------------------------------------------- | -------------------------- | +| Hear the sound of battle | 0 | +| Detect a strong smell | 0 | +| Hear the details of a conversation | 0 | +| Notice a creature in plain sight | 0 | +| Determine whether food is spoiled | 5 | +| Hear the sound of a Small or Medium creature walking | 10 | +| Hear the details of a whispered conversation | 15 | +| Find a typical unmarked cargo hatch | 15 | +| Hear the sound of an automatic door opening | 20 | +| Find a typical secret compartment | 20 | +| Hear a pistol being drawn | 20 | +| Sense a creature burrowing 5 feet below you | 25 | +| Notice someone picking your pocket | Opposed by Sleight of Hand | +| Notice a creature using Stealth | Opposed by Stealth | +| Find a hidden trap | Varies by trap | diff --git a/Rules/SF1E/Skills/Physical Science (Int, Trained only).md b/Rules/SF1E/Skills/Physical Science (Int, Trained only).md new file mode 100644 index 0000000..6cc5867 --- /dev/null +++ b/Rules/SF1E/Skills/Physical Science (Int, Trained only).md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# PHYSICAL SCIENCE +You are educated in the scientific study of non-living systems, from the tiniest atoms to the largest celestial bodies. + +## CRAFT DRUG, POISON, OR MEDICINAL + +If you have enough ranks in Physical Science, you can create drugs, poisons, and medicinals. See page 235 for crafting rules. + +## RECALL KNOWLEDGE + +You can use Physical Science to recall knowledge about astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science (see page 133). diff --git a/Rules/SF1E/Skills/Piloting (Dex).md b/Rules/SF1E/Skills/Piloting (Dex).md new file mode 100644 index 0000000..72260ee --- /dev/null +++ b/Rules/SF1E/Skills/Piloting (Dex).md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# PILOTING +You know how to drive vehicles, pilot starships, and navigate. + +## FIRE STARSHIP GUNS + +When attempting a gunnery check during starship combat (see page 320), you can use either your ranks in Piloting or your base attack bonus to calculate the attack roll. + +## NAVIGATE + +You can use Piloting to navigate or astrogate. This lets you direct your vehicle or ship in your desired heading and to plot longer courses. Plotting a course to a star system you have visited frequently usually requires a successful DC 10 Piloting check and takes 10 minutes. Plotting a course to a less familiar star system is more difficult and requires information about the destination system; navigation is also more difficult if you are currently lost. + +If you fail the check to chart a course between star systems by 9 or less, you realize that you have plotted a faulty course and must attempt the check again before you can make the journey. If you fail the check by 10 or more, you aren’t aware that your calculations are erroneous, and it takes longer than normal for you to reach your destination (usually 1d6 additional days for Drift travel). At the GM’s discretion, you might instead arrive in an unfamiliar star system (plotting a course from there to your actual destination usually requires a successful DC 25 Piloting check), or when you arrive at your intended destination, your starship’s engines may have gained the glitching critical damage condition (see page 321). + +Your familiarity with a region of space or a planet determines the DC of Piloting checks to navigate or astrogate. The GM can modify these DCs (usually by 5 to 10) based on the amount of information available about your starting location and destination, and whether the location is particularly difficult to navigate (such as a trackless desert or a strange nebula). + +| Familiarity | DC | +| ------------------------------- | --- | +| Frequently visited or home base | 10 | +| Seldom visited | 15 | +| Unfamiliar | 25 | + +## PILOT A STARSHIP + +**Source** [_Starfinder Core Rulebook pg. 146_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you take the pilot role in starship combat, you use your Piloting skill to maneuver, attempt stunts, and otherwise fly the starship. Full details appear on page 324. + +## PILOT A VEHICLE + +**Source** [_Starfinder Core Rulebook pg. 146_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +When piloting a vehicle (see page 278), you attempt Piloting checks to safely race at full speed, pull off maneuvers, engage in vehicular combat, and maneuver in a chase. More advanced vehicles are harder to pilot, so the DCs of most checks for piloting a vehicle increase with the vehicle’s item level. diff --git a/Rules/SF1E/Skills/Profession (Cha, Int, Wis, Trained only).md b/Rules/SF1E/Skills/Profession (Cha, Int, Wis, Trained only).md new file mode 100644 index 0000000..64511c7 --- /dev/null +++ b/Rules/SF1E/Skills/Profession (Cha, Int, Wis, Trained only).md @@ -0,0 +1,20 @@ +--- +aliases: +tags: +--- +# PROFESSION +You are skilled in a specific job, specialty, or creative art. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems. + +Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While skills like Culture, Life Science, Mysticism, and Physical Science represent highly specialized fields of study, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. When you put ranks in a Profession skill, you must choose the ability score keyed to that skill: Charisma, Intelligence, or Wisdom. Common Charisma-based Profession skills include actor, artist, comedian, con artist, courtesan, dancer, musician, orator, poet, politician, video personality, and writer. Common Intelligence-based Profession skills include accountant, archaeologist, architect, corporate professional, electrician, lab technician, lawyer, mathematician, philosopher, professor, psychologist, and vidgamer. Common Wisdom-based Profession skills include bounty hunter, cook, counselor, dockworker, farmer, gambler, general contractor, herbalist, maintenance worker, manager, mercenary, merchant, miner, and smuggler. + +A Profession skill should not overlap with existing skills. For example, if you want to play a scientist, you should put ranks into Life Science or Physical Science rather than create a Profession (scientist) skill. The GM is the final arbiter of what is a good choice for a Profession skill and what ability score a given Profession skill is keyed to. + +Different professions are considered different skills for the purpose of how many ranks you can have each level. For example, a 4th-level character could have 4 ranks in both Profession (dockworker) and Profession (vidgamer). + +## EARN A LIVING + +You can use Profession to earn money. A single check generally represents a week of work, and you earn a number of credits equal to double your Profession skill check result. At the GM’s discretion, you can use other skills (such as Computers or Engineering) to earn a living following the same guidelines. + +## RECALL KNOWLEDGE + +You can use Profession to recall knowledge about your profession and related topics (see page 133). diff --git a/Rules/SF1E/Skills/Sense Motive (Wis).md b/Rules/SF1E/Skills/Sense Motive (Wis).md new file mode 100644 index 0000000..7d0ca17 --- /dev/null +++ b/Rules/SF1E/Skills/Sense Motive (Wis).md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- +# SENSE MOTIVE +You can detect falsehoods and gain glimpses of the true intentions of creatures with which you interact. + +## DETECT DECEPTION + +You can use Sense Motive to determine whether something just said to you was a deception or lie. At any time, if you doubt something another creature is telling you, you can request the GM to allow you to attempt a Sense Motive check to determine whether it is deceiving you. Doing so in combat is part of combat banter; otherwise, it’s a move action. Your Sense Motive check is opposed by that creature’s Bluff check. If you succeed, you realize that you are being deceived or that a lie is being told, but not how it is untrue, nor does it let you know the truth. If you fail (or if no deception or lie is being made), you believe that the speaker doesn’t seem to be deceiving you. Failing the check by 5 or more may mean (at the GM’s discretion) you believe that a truthful statement contains deceptions or that a lie or deception is a truthful statement. + +## DISCERN SECRET MESSAGE + +If you overhear or otherwise intercept a secret message, you can use Sense Motive to learn the gist of its true meaning. Doing so in combat is part of combat banter. Your Sense Motive check is opposed by a Bluff check attempted by the creature passing the secret message. If you succeed, you learn the information contained in the secret message. If you fail (or if there is no secret message), you don’t detect any hidden meaning in the message. If you fail the check by 5 or more, you might infer false information, as determined by the GM. Often, the GM rolls these checks in secret and informs you of the results. + +## SENSE MENTAL EFFECT + +You can use Sense Motive to ascertain whether another creature within 30 feet is affected by a mental effect, even if the creature is unaware of the effect. You must spend at least 1 minute interacting with the creature. The DC of this check is typically 25, but it can be higher or lower based on how overt the manifestation of the mental effect is, as determined by the GM. Knowing that a creature is under a mental effect does not automatically determine the nature of the mental effect, though outward signs and the subtleties of behavioral change may provide enough clues to attempt an Intelligence-based skill check or an Intelligence check to determine the nature of the mental effect, at the GM’s discretion. diff --git a/Rules/SF1E/Skills/Skillcheck DCs.md b/Rules/SF1E/Skills/Skillcheck DCs.md new file mode 100644 index 0000000..16ac3f8 --- /dev/null +++ b/Rules/SF1E/Skills/Skillcheck DCs.md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# SKILLCHECK DC'S + +| Difficulty | Adjustment | +| -------------- | -------------- | +| Easy | 10 + 1,5 x APL | +| Challenging | 15 + 1,5 x APL | +| Difficult | 20 + 1,5 x APL | + +| Party Level | Level (1.5x) | Very Easy (5) | Easy (10) | Challenging(15) | Difficult (20) | Very Difficult (25) | Impossible (30) | +|-------------|--------------|---------------|-----------|-----------------|----------------|---------------------|-----------------| +| 1 | 1 | 6 | 11 | 16 | 21 | 26 | 31 | +| 2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 | +| 3 | 4 | 9 | 14 | 19 | 24 | 29 | 34 | +| 4 | 6 | 11 | 16 | 21 | 26 | 31 | 36 | +| 5 | 7 | 12 | 17 | 22 | 27 | 32 | 37 | +| 6 | 9 | 14 | 19 | 24 | 29 | 34 | 39 | +| 7 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | +| 8 | 12 | 17 | 22 | 27 | 32 | 37 | 42 | +| 9 | 13 | 18 | 23 | 28 | 33 | 38 | 43 | +| 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | +| 11 | 16 | 21 | 26 | 31 | 36 | 41 | 46 | +| 12 | 18 | 23 | 28 | 33 | 38 | 43 | 48 | +| 13 | 19 | 24 | 29 | 34 | 39 | 44 | 49 | +| 14 | 21 | 26 | 31 | 36 | 41 | 46 | 51 | +| 15 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | +| 16 | 24 | 29 | 34 | 39 | 44 | 49 | 54 | +| 17 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | +| 18 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | +| 19 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | +| 20 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | \ No newline at end of file diff --git a/Rules/SF1E/Skills/Skills.md b/Rules/SF1E/Skills/Skills.md new file mode 100644 index 0000000..8f0aecf --- /dev/null +++ b/Rules/SF1E/Skills/Skills.md @@ -0,0 +1,170 @@ +--- +aliases: +tags: +--- +# SKILLS + +Whether you are a battle-hardened soldier who can freeze a foe’s blood with a glance, a garrulous envoy who can blend into any social situation, or a brilliant technomancer with knowledge about every subject in the galaxy, skills represent some of your most fundamental abilities. At 1st level, you start with a number of skill ranks determined by your class, representing your initial training, and you gain more skill ranks as you gain levels, allowing you to improve in skills you already have or gain new ones. + +# ACQUIRING SKILLS + +**Source** _Starfinder Core Rulebook pg. 132_ +Each level, including 1st level, you gain a number of skill ranks. The number you gain is determined by the class chosen for that level (as noted on the chart below), adjusted by your Intelligence modifier (though you always gain a minimum of 1 skill rank per level). For instance, if you create a 1st-level technomancer with an Intelligence score of 18, you gain 8 skill ranks per level: 4 ranks from the technomancer class and 4 more ranks because your Intelligence modifier is +4. + +Investing a rank in a skill represents training gained through experience or intense study. Each skill rank increases your total skill bonus by 1 (see Skill Checks below)—as you level up, you can invest new ranks to upgrade existing skills or learn new ones. Your skill ranks in a single skill can’t exceed your character level. Skills in which you’ve invested ranks are called trained skills; skills in which you have no ranks are untrained skills. + +Each class also features a number of favored skills, called class skills (see Table 5–1 on page 134). It’s easier for you to become proficient in your class skills. Class skills in which you have at least 1 rank are known as trained class skills; you gain a +3 bonus to skill checks with such skills. If you have more than one class, you gain the class skills from all your classes. The bonus for trained class skills doesn’t increase for skills in the class skill lists of more than one of your classes—it remains +3. + + +| Class | Skill Ranks Per Level | +|--------------------|-----------------------| +| Envoy (ENV) | 8 + Int modifier | +| Mechanic (MEC) | 4 + Int modifier | +| Mystic (MYS) | 6 + Int modifier | +| Operative (OPR) | 8 + Int modifier | +| Solarian (SLN) | 4 + Int modifier | +| Soldier (SLD) | 4 + Int modifier | +| Technomancer (TEC) | 4 + Int modifier | + + + +# SKILL CHECKS + +**Source** _Starfinder Core Rulebook pg. 132_ +No matter how skilled you become, when using skills, success is rarely certain. To determine whether you succeed when using a skill, you attempt a skill check: roll 1d20 and add your total skill bonus to the roll. Your total skill bonus includes the following. + +- **Skill Ranks**: Each skill rank you’ve invested in the skill increases your total skill bonus by 1. +- **Trained Class Skill Bonus**: If the skill is a trained class skill for you, you gain a +3 bonus. +- **Associated Ability Score Modifier**: Each skill has an associated ability score modifier listed in its entry; add this modifier to your total skill bonus. +- **Other Modifiers**: Sometimes your race, your feats, items you are using, spells affecting you, or other mitigating circumstances confer additional bonuses or penalties. For instance, any skill with “armor check penalty” listed in its heading is harder to use effectively while wearing bulky armor, and you apply an armor check penalty (see page 196) to all skill checks of that type while wearing such armor. + +The total of 1d20 + your total skill bonus is referred to as the result of your skill check. If the result of your skill check equals or exceeds the difficulty class (also called the DC) of the task you are attempting, you succeed. If the total is less than the DC, you fail. Sometimes a task features varying degrees of success or failure depending on how much your result is above or below the required DC. The GM is responsible for determining the DCs of skill checks (see Skill DCs on page 392 for more details). + +Often, using a skill requires taking an action, or it is taken as part of some other action. The action depends on the skill and the specific task listed in that skill. Each skill description details a number of common tasks for which that skill is used. Your GM will also prompt you to roll nonstandard skill checks when the circumstances of the game demand it. + +Sometimes you attempt a skill check not to accomplish a task, but to thwart someone else’s task or action. This is called an opposed skill check. With an opposed skill check, one creature attempts a skill check to try accomplish some action or task, while another creature attempts its own skill check to determine the DC the first creature must meet or exceed to accomplish its goal. Typically, attempting an opposed skill check to determine the DC requires no action, but it often requires you to be conscious or have the ability to take certain types of actions when you do so. + +On occasion, it’s impossible for you to attempt a skill check. Sometimes the situation prevents you from rolling a skill check, and other times the skill in question requires special training in order to attempt. Skills that require special training are called trained-only skills and are marked as such in their headings. Unless otherwise noted in the skill’s description, you can’t attempt an untrained skill check to accomplish a task using a trained-only skill; you must have at least 1 rank in that skill to attempt a check. + +The table that begins the following page summarizes the differences between trained and untrained skills. + + +| Skill Check Type | Skill Check Result | +|---------------------|--------------------------------------------------------------------| +| Trained class skill | 1d20 + skill ranks + 3 + ability score modifier + other modifiers* | +| Trained skill | 1d20 + skill ranks + ability score modifier + other modifiers* | +| Untrained skill | 1d20 + ability score modifier + other modifiers* | + + +\* Armor check penalties apply to most Strength- and Dexterity-based skill checks. + +### TAKE 10 + +Most of the time, you attempt skill checks while under pressure or during times of great stress. Other times, the situation is more favorable, making success more certain. + +When you are not in immediate danger or distracted, the GM might allow you to take 10 on a skill check. When you take 10, you don’t roll a d20, but rather assume that you rolled a 10 on that die, then add the relevant skill modifiers. For many routine tasks, or for tasks you are particularly skilled at, taking 10 ensures success. If you still fail when taking 10, you might require more time and energy to succeed at that task (see Take 20 below). + +Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, and taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure’s story. + +### TAKE 20 + +When you have plenty of time to devote to a skill’s task and that task has no adverse effect upon failure, the GM might rule that you can take 20 on that skill check. This is similar to taking 10, but instead of assuming your roll was a 10, you assume it’s a 20. + +Taking 20 means you are making multiple attempts at the task until you get it right. It also assumes that you are failing many times before you succeed. Taking 20 typically takes 20 times as long as attempting a single check would take (usually 2 minutes for a skill that takes a standard action to perform). + +### AID ANOTHER + +The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM’s discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check. + +# IDENTIFY CREATURES + +**Source** _Starfinder Core Rulebook pg. 132_ +You can use certain skills to identify creatures. The skill used to identify each creature type is listed below and in the individual skill descriptions. A successful skill check allows you to recall a useful piece of information about a specific creature, such as its special powers or vulnerabilities. For every 5 points by which the result of your check exceeds the DC, you recall another piece of useful information. You can attempt untrained skill checks to identify a creature if the DC is 10 or less. You can take 20 on a check to identify a creature, but only if you have a means of performing research, such as access to an information network like a planetary infosphere or a downloaded data set (see page 430); this typically takes 2 minutes. + +The DCs for skill checks to identify creatures are based on the creature’s rarity. + + +| Creature Rarity | DC | +|----------------------------|----------------------------| +| Very common (space goblin) | 5 + 1-1/2 × creature’s CR | +| Average (most monsters) | 10 + 1-1/2 × creature’s CR | +| Rare (novaspawn) | 15 + 1-1/2 × creature’s CR | + + +The list of creature types below indicates which skill is used to identify each creature type. + + +| Creature Type | Skill | +|---------------------------|--------------| +| Aberration | Life Science | +| Animal | Life Science | +| Construct (magical) | Mysticism | +| Construct (technological) | Engineering | +| Dragon | Mysticism | +| Fey | Mysticism | +| Humanoid | Life Science | +| Magical beast | Mysticism | +| Monstrous humanoid | Life Science | +| Ooze | Life Science | +| Outsider | Mysticism | +| Plant | Life Science | +| Undead | Mysticism | +| Vermin | Life Science | + + + + +# RECALL KNOWLEDGE + +**Source** _Starfinder Core Rulebook pg. 133_ +You can use certain skills to recall knowledge about specific topics. The topics a given skill relates to are detailed in the individual skill descriptions. A successful skill check allows you to answer questions about the topic in question. You can attempt untrained skill checks to recall knowledge if the DC is 10 or less. You can take 20 on this check, but only if you have a means of researching, such as access to an information network or downloaded data set (see page 430); this typically takes 2 minutes. + +The DCs for skill checks to recall knowledge are determined by the GM and are based on how well known the piece of knowledge is, using the following guidelines. + + +| Question Difficulty | Base DC | +|--------------------------|----------| +| Really easy questions | 5 | +| Average questions | 15 | +| Very difficult questions | 20 to 30 | + +The specific topics and the skills you use to recall knowledge about them are listed in the small table below. + + +
SkillRecalled Knowledge Topics
CultureA culture’s customs, laws, government, leaders, prominent inhabitants, legends, religion, history, and related topics
Life ScienceBioengineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science
MysticismAlchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics
Physical ScienceAstronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science
ProfessionA specific profession and related topics
+ + + +# SKILLS AND STARSHIP COMBAT + +**Source** _Starfinder Core Rulebook pg. 134_ +Whether you’re attempting a complicated flying maneuver, patching a power core, or scanning enemy vessels, skills are a vital part of the system that governs combat between starships. + +When choosing your skills, you might want to keep in mind which role you’d like to perform in starship combat. + +- If you want to be a skilled pilot, invest ranks in Piloting. +- If you want to be an effective engineer, invest ranks in the Engineering skill. +- If you want to be a capable science officer, invest ranks in the Computers skill. +- If you want to be an adept gunner and your base attack bonus isn’t equal to your level, invest ranks in the Piloting skill. +- If you want to be a worthy captain, invest ranks in one or all of Bluff, Diplomacy, and Intimidate, as well as any or all of the skills listed for the other roles. + + For more information on starship combat, see page 316. + + + +# SKILL DESCRIPTIONS + +**Source** _Starfinder Core Rulebook pg. 134_ +This section explains each skill, including common uses and tasks, typical modifiers, and sometimes even established DCs. Your GM may require or allow you to use skills for tasks other than those listed here. For a complete summary of skills, see Table 5—1 above. + +Each skill description is formatted in the following way. + +**Skill Name**: The skill name heading provides not only the name for the skill, but also the following information. + +_Key Ability_: The abbreviation for the ability score modifier that is added to skill checks of this type is provided in the parenthetical after the skill’s name. + +_Trained Only_: If this notation is included in the parenthetical after the skill’s name, the skill is a trained-only skill, and you can accomplish tasks and attempt checks with this skill only if you have at least 1 rank in that skill. All other skills and their tasks can be attempted untrained, whether or not you have ranks in that skill. Rarely, a trained-only skill may have certain uses that can be attempted untrained, or a skill that doesn’t normally require training might have a particular use for that training. + +_Armor Check Penalty_: If this notation occurs in the parenthetical, an armor check penalty (from the armor you are wearing; see page 196) applies to checks with this skill. + +**Description**: The skill’s description contains an overview of the skill’s scope, followed by a number of entries that detail the tasks most commonly performed using that skill. The task entries also contain information about the type of action commonly required to achieve the task, whether or not you can try the task again if you fail, or special effects that occur if you fail a check. Typically, you can’t take 20 to accomplish a task that does not allow you to try it again after a failure, or that has special effects if you fail a skill check. diff --git a/Rules/SF1E/Skills/Slight of Hand (Dex, Armor Check Penalty, Trained Only).md b/Rules/SF1E/Skills/Slight of Hand (Dex, Armor Check Penalty, Trained Only).md new file mode 100644 index 0000000..60de3e8 --- /dev/null +++ b/Rules/SF1E/Skills/Slight of Hand (Dex, Armor Check Penalty, Trained Only).md @@ -0,0 +1,26 @@ +--- +aliases: +tags: +--- +# SLIGHT OF HAND +You can hide small objects, pick pockets, and accomplish other feats of manual dexterity without being noticed. + +## ENTERTAIN + +**Source** [_Starfinder Core Rulebook pg. 147_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Sleight of Hand to entertain an audience, as if you were using the earn a living task of the Profession skill. + +## HIDE OBJECT + +**Source** [_Starfinder Core Rulebook pg. 147_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a standard action, you can use Sleight of Hand to hide a small object (including a small arm or a one-handed melee weapon with light bulk) on your body. The check is opposed by the Perception check of anyone observing you or searching your body. In the latter case, the searcher gains a +4 bonus to the check. Especially small objects or those created to be easy to hide can grant up to a +4 circumstance bonus to your Sleight of Hand check to hide an object on your person, as can compartments in clothing or armor made to facilitate such hiding. Retrieving a weapon or object hidden on your person is a standard action. + +## PALM OBJECT + +**Source** [_Starfinder Core Rulebook pg. 147_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a standard action, you can use Sleight of Hand to palm a small object no larger than a small communicator or memory stick. The check is opposed by the Perception checks of anyone nearby who could notice the attempt. If you successfully use the Bluff skill to create a diversion, you gain a +10 bonus to this check (see Bluff on page 137). If you fail, you still palm the object, but not without being noticed by those whose Perception check results exceed your Sleight of Hand result. You can’t take 20 on a Sleight of Hand check to palm an object. + +## PICK POCKET + +**Source** [_Starfinder Core Rulebook pg. 147_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a standard action, you can use Sleight of Hand to steal an object from another creature. The DC of this check is usually 20, but it can be modified by any precautions the object’s wearer has taken, as determined by the GM. Whether you succeed or fail, the object’s wearer can attempt an opposed Perception check against your Sleight of Hand result to notice the attempt. You cannot usually attempt this task during combat, and you can’t take 20 on a Sleight of Hand check to pick pockets. diff --git a/Rules/SF1E/Skills/Stealth (Dex, Armor Check Penalty).md b/Rules/SF1E/Skills/Stealth (Dex, Armor Check Penalty).md new file mode 100644 index 0000000..99654a6 --- /dev/null +++ b/Rules/SF1E/Skills/Stealth (Dex, Armor Check Penalty).md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# STEALTH +You can stay hidden and move silently to avoid detection, allowing you to sneak past foes or strike from an unseen position. + +## HIDE + +You can use Stealth to hide if you have either cover or concealment (or a special ability that allows you to hide in plain sight), or if you have successfully created a diversion with the Bluff skill. You can attempt a Stealth check to hide either as a move action (if you are planning to stay immobile) or as part of a move action. If you move at a rate of half your speed or less, you take no penalty to your Stealth check. If you attempt to hide while moving more than half your speed or after creating a diversion with Bluff, you take a –10 penalty to your Stealth check; these penalties are cumulative if you do both. The check is opposed by the Perception checks of creatures in the area that might detect you. A creature that fails the opposed skill check treats you as if you had total concealment as long as you continue to have actual cover or concealment. A creature that succeeds at the opposed skill check either sees you or pinpoints you (see page 260) in situations when you have total concealment. If you lose actual cover or concealment during your turn, you can attempt to stay hidden, but only if you end your turn within cover or concealment. + +### INVISIBILITY AND HIDING + +**Source** [_Starfinder Core Rulebook pg. 148_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you are invisible or benefit from total concealment, you gain a +40 bonus to your Stealth check as long as you remain immobile. You are considered immobile if it is your turn and you have not yet moved or if you have not moved since the start of your last turn. If you are invisible but not immobile, you instead gain a +20 bonus to your Stealth check. Typically, a creature cannot attack you if you are invisible or have total concealment unless the creature pinpoints you with a successful Perception check. (Invisible creatures can still be heard, smelled, and felt, and might do something to make themselves known to those who succeed at Perception checks; see Invisible on page 264 in Chapter 8.) Even then, the attacking creature has a 50% miss chance against the pinpointed creature. + +### ATTACKING FROM HIDING + +**Source** [_Starfinder Core Rulebook pg. 148_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you are successfully hiding from a creature, that creature is considered flat-footed for the purpose of your first attack from hiding. If you remain invisible after your first attack, that creature is considered flat-footed against your attacks until it succeeds at a Perception check to locate you or until you become visible. + +## SNIPING + +**Source** [_Starfinder Core Rulebook pg. 148_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +If you have already successfully used Stealth to hide from a creature that is at least 10 feet away, you can briefly pop out of cover or concealment and make a single ranged attack against that creature. As long as you can reenter cover or concealment, you can attempt a Stealth check to hide again as part of that attack with a –20 penalty. diff --git a/Rules/SF1E/Skills/Survival (Wis).md b/Rules/SF1E/Skills/Survival (Wis).md new file mode 100644 index 0000000..fe9f948 --- /dev/null +++ b/Rules/SF1E/Skills/Survival (Wis).md @@ -0,0 +1,122 @@ +--- +aliases: +tags: +--- +# SURVIVAL +You can survive in and make your way safely through almost any kind of wilderness, follow trails and tracks, deal with wild animals, and ride tamed ones. + +Use the following base DCs for many of the listed tasks of the Survival skill. These DCs may be adjusted by the GM to reflect other circumstances. + +| Task | DC | +| --------------------- | ----------------------- | +| Endure severe weather | 15 | +| Handle an animal | 10 + 1,5 x CR of animal | +| Live of the land | 10 | +| Orientieering | 15 | +| Predict Weather | 15 | +| Rear a wild animal | 15 + 1,5 x CR of animal | + +## ENDURE SEVERE WEATHER + +You can use Survival to better withstand the effects of severe weather. Typically, one check determines the success of your efforts for a single day. If you succeed at the check, you gain a +2 bonus to Fortitude saving throws against severe weather while moving up to half your overland speed, or a +4 bonus if you remain stationary and build a temporary shelter. You can grant this bonus to one other creature for every 1 point by which your result exceeds the DC. You can’t take 20 on Survival checks to endure severe weather. + +## FOLLOW TRACKS + +You can use Survival to either find tracks or follow tracks you have found for 1 mile or until they become difficult to follow, whichever occurs first. Finding tracks requires a full action. If you move at half your speed or less, you take no penalty to your Survival check. You can move at your full speed with a –5 penalty to the check or at twice your normal speed with a –20 penalty to the check. + +The base DCs for Survival checks to follow tracks depend on the surface and are adjusted based on prevailing conditions and the group being tracked; such modifiers are cumulative. The GM may further adjust DCs to reflect other circumstances such as the number of creatures being tracked, local gravity, and weather conditions. + +| Surface | DC | +| ------------------------------------------------- | ---------------------- | +| Multiple creatures in group being tracked | –1 per three creatures | +| Time since tracks were made | +1 per 24 hours | +| Moonlight | +3 | +| Overcast or moonless night | +6 | +| Tracked group moves at half speed and hides trail | +5 | + +## HANDLE AN ANIMAL + +As a move action, you can use Survival to improve the attitude of an animal with an Intelligence score of 1 or 2. This functions just like a Diplomacy check to change a person’s initial attitude, but it is not language-dependent. A typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. + +## LIVE OFF THE LAND + +You can use Survival to keep yourself and others fed in the wild by hunting and foraging, enabling you to move up to half your overland speed without needing food and water supplies. Typically, one check determines the success of your efforts for a single day. You can provide food and water for one other character for every 2 points by which the result of your check exceeds 10. In some cases, an environment may be so inhospitable (such as an airless asteroid) that it is impossible to live off the land. You can’t take 20 on Survival checks to live off the land. + +## ORIENTEERING + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Once each hour while traveling through unfamiliar terrain and each time you move close to a natural hazard such as quicksand or patches of poisonous atmosphere, you can use Survival to keep from getting lost or to notice or avoid the hazard. + +## PREDICT WEATHER + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Survival to predict the weather up to 24 hours in advance. You must spend at least 1 minute observing the surrounding area and its current weather patterns. You can predict the weather an additional day in advance for every 5 points by which your result exceeds 15. You can’t take 20 on Survival checks to predict weather. + +## REAR A WILD ANIMAL (TRAINED ONLY) + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Survival to raise a wild animal from infancy so that it becomes domesticated. At the GM’s discretion, you might be able to use this task to rear wild creatures other than animals. Rearing a wild animal typically takes months or even years. If you succeed at the check at the end of this time, the animal is domesticated and has an initial attitude of friendly toward you. You can rear as many as three animals of the same kind at one time. + +## RIDE A CREATURE + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can use Survival to ride an animal or another beast as a mount. The most typical actions while riding a creature don’t require checks. As a move action, you can either mount, ride (using the mount’s speed instead of yours), or dismount from a creature; you must use one hand to ride a creature. Saddling a creature typically takes at least 1 minute, but the process could take longer if you’re using an unusual saddle or mount. + +The following actions do require Survival checks and can be performed only while mounted. + +| Action | DC | +| ---------------------------------- | --- | +| Control mount in battle | 20 | +| Cover | 15 | +| Fast mount or dismount | 20 | +| Fight from a combat-trainded mount | 10 | +| Guide with knees | 5 | +| Leap | 15 | +| Soft fall | 15 | +| Spur Mount | 15 | +| Stay mounted | 5 | + +### CONTROL MOUNT IN BATTLE + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can attempt to control a mount not normally trained for combat while in battle. This is part of whatever action you are attempting to have the mount accomplish. If you fail the check, you lose that action. + +### COVER + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a swift action, you can drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail the check, you don’t gain the benefit of cover, and you can’t attack or cast until you pull yourself back up. In either case, pulling yourself back up takes a move action and doesn’t require a check. + +### FAST MOUNT OR DISMOUNT + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +You can attempt to mount or dismount from a creature as a swift action instead of a move action. + +### FIGHT FROM A COMBAT-TRAINED MOUNT + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +Each round you direct a mount trained for combat into battle, you must attempt a Survival check to ride as a swift action. If you succeed at the check, you can still make your own attacks as normal, along with any attacks the mount can make. If you fail the check, either you or your mount can make attacks, but not both. + +### GUIDE WITH KNEES + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As part of a move action to ride, you can guide your mount with your knees, keeping your hands free. If you fail the check, you must still use one hand to guide your mount, dropping an item or changing grip if necessary. + +### LEAP + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As part of a move action to ride, you can guide your mount to leap over an obstacle. If you succeed at the check, the mount must still succeed at an Athletics check to jump, but it can use your Survival bonus in place of its Athletics bonus, if that number is greater. If you fail the initial Survival check, you fall off the mount when it leaps and take the appropriate falling damage or 1d6 falling damage, whichever is greater. + +### SOFT FALL + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a reaction, you can reduce the damage you take from a fall off your mount (see page 400). With a successful check, you reduce the damage you take from the fall by 1d6. + +### SPUR MOUNT + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a part of a move action to ride, you can attempt to spur your mount to greater speeds. If you succeed at the check, the mount’s speed increases by 5 feet for that move action, but the mount takes 1d3 damage whether or not the check succeeds or fails. You can use this ability as often as you want, but if you fail the check by 5 or more, the mount becomes fatigued. You cannot spur a fatigued mount. + +### STAY MOUNTED + +**Source** [_Starfinder Core Rulebook pg. 149_](https://paizo.com/products/btpy9ssr?Starfinder-Core-Rulebook) +As a reaction, you can try to avoid falling off your mount when your mount rears or bolts unexpectedly. diff --git a/Rules/SF1E/Special Abilities/Blindsense.md b/Rules/SF1E/Special Abilities/Blindsense.md new file mode 100644 index 0000000..5569122 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Blindsense.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +## BLINDSENSE + +Blindsense is the ability to use an imprecise nonvisual sense (or a combination of senses; see page 260) to operate effectively without vision. Blindsense operates out to a range specified in the creature’s description. + +A creature with blindsense typically perceives using a specific sense, which is indicated in parentheses after the blindsense entry in the creature’s statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses sound to perceive through its blindsense becomes deaf—the creature loses access entirely to its blindsense. The typical senses through which creatures with blindsense can perceive are emotion, life, scent, sound, thought, and vibration. + +If you have the blindsense special ability and succeed at a Perception check to notice an unseen creature, you become aware of the creature’s location. Blindsense negates the bonuses to Stealth checks that an unseen creature would otherwise receive, but unseen creatures still have total concealment against the attacks of creatures with blindsense, and creatures with blindsense are still flat-footed against the attacks of unseen creatures. See Dealing with Unseen Creatures on page 261 for more information. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Blindsight.md b/Rules/SF1E/Special Abilities/Blindsight.md new file mode 100644 index 0000000..0890bc0 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Blindsight.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +## BLINDSIGHT + +Blindsight is a precise nonvisual sense (or a combination of senses; see page 260) that functions as a more potent version of blindsense. Blindsight operates out to a range specified in the creature’s description. + +A creature with blindsight typically perceives using a specific sense, which is indicated in parentheses after the blindsight entry in the creature’s statistics. If the indicated sense somehow becomes unusable—say, for example, if a creature that uses scent to perceive through its blindsight loses its sense of smell—the creature loses access entirely to its blindsight. The typical senses through which creatures with blindsight can perceive are emotion, life, scent, sound, thought, and vibration. + +If you have blindsight and succeed at a Perception check to notice a hidden creature, you are observing the creature. Blindsight negates concealment, _displacement_, invisibility, magical darkness, and similar effects, though a creature with blindsight still can’t perceive ethereal creatures (see the _ethereal jaunt_ spell on page 354). A creature with blindsight cannot be blinded (see page 273) and is not subject to gaze attacks (see the _Starfinder Alien Archive_). + +Blindsight is still limited in many ways compared to normal vision. Blindsight never allows a creature to distinguish color or visual contrast, though it might be able to make out other features depending on the sense. A creature cannot read written text with blindsight, though it could still use tactile communication. Blindsight works underwater and in fog or smoke, but it typically does not work in a vacuum (although this depends on the nature of the sense; for instance, emotion-based blindsight would work in a vacuum). \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Blocking Sense Through.md b/Rules/SF1E/Special Abilities/Blocking Sense Through.md new file mode 100644 index 0000000..eca70ba --- /dev/null +++ b/Rules/SF1E/Special Abilities/Blocking Sense Through.md @@ -0,0 +1,9 @@ +--- +aliases: +tags: +--- +## BLOCKING SENSE THROUGH + +Some sense through abilities (generally those of a magical nature) cannot penetrate specific materials. This is indicated in brackets after the associated sense in the sense through entry in the creature’s statistics. For example, a lycanthrope with sense through (scent \[blocked by silver\]) can smell through walls—but not through even a thin layer of silver. + +Unless stated otherwise, in addition to all other limitations, sense through is blocked by energy fields and sufficiently dense material. This includes all energy fields that impact the physical world (such as force fields that grant temporary Hit Points and force effects such as the wall of force spell). The density limitation generally causes these senses to be blocked by 10 feet of wood or plastic, 5 feet of stone, 1 foot of common metal, or 6 inches of lead or any starmetal (such as adamantine). Typical suits of armor and containers do not block such vision unless they specify otherwise. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Damage Reduction (DR).md b/Rules/SF1E/Special Abilities/Damage Reduction (DR).md new file mode 100644 index 0000000..beec713 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Damage Reduction (DR).md @@ -0,0 +1,17 @@ +--- +aliases: +tags: +--- +## DAMAGE REDUCTION (DR) + +Some creatures have the ability to instantly heal damage from attacks or ignore blows altogether; this is referred to as the damage reduction special ability. Damage reduction (DR) applies to kinetic damage—any bludgeoning, piercing, or slashing damage—that a character takes, regardless of that damage’s source. It does not apply against damage with no damage type or any other damage type, including acid, cold, electricity, fire, or sonic, though these can be mitigated by energy resistance (see page 264). + +The numerical part of a creature’s damage reduction is the amount of bludgeoning, piercing, and slashing damage the creature ignores from each attack. Weapons made from a certain material, magic weapons (any weapon with a weapon fusion; see page 191), and weapons imbued with a specific alignment often can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/cold iron means that you take 5 fewer damage from weapons that are not made from cold iron, DR 5/magic means you take 5 fewer damage from weapons that are not magic, and so on. If a dash follows the slash (“DR 5/—”), then the damage reduction is effective against bludgeoning, piercing, or slashing damage from any weapon, though some attacks have their own ability to overcome DR. Ammunition fired from a projectile weapon with a magic fusion or alignment is treated as a magic weapon or having the listed alignment for the purpose of overcoming damage reduction. + +Sometimes, multiple types of weapon materials or alignments are indicated after the value of DR, indicating that the damage reduction can be overcome in multiple ways or requires a specific combination of effects to be overcome. For example, DR 5/lawful or magic means any weapon that is of a lawful alignment or that is magic can overcome the damage reduction. In contrast, DR 5/lawful and magic means only weapons that are both of a lawful alignment and magic overcome the damage reduction. + +Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an injury-based disease, an operative’s debilitating trick, and poison delivered via an injury. Damage reduction does not negate ability damage, ability drain, energy damage dealt as part of an attack, or negative levels, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells. + +If you have damage reduction from more than one source, the two forms of damage reduction do not stack unless the sources granting the damage reduction specifically note otherwise. Instead, you get the benefit of the best damage reduction in a given situation. Rarely, an effect specifies that it increases a creature’s existing damage reduction. + +Sometimes damage reduction represents instant healing, while in other cases it reflects the creature’s tough hide or body. In either case, you can see that a conventional attack hasn’t been effective. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Darkvision.md b/Rules/SF1E/Special Abilities/Darkvision.md new file mode 100644 index 0000000..ce8690e --- /dev/null +++ b/Rules/SF1E/Special Abilities/Darkvision.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +## DARKVISION + +Darkvision is the ability to see with no light source at all, out to a range specified in the creature’s description. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise— when a creature has darkvision, invisible objects and creatures are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally (see the _Starfinder Alien Archive_). The presence of light does not affect darkvision. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Energy Resistance.md b/Rules/SF1E/Special Abilities/Energy Resistance.md new file mode 100644 index 0000000..4ebec32 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Energy Resistance.md @@ -0,0 +1,11 @@ +--- +aliases: +tags: +--- +## ENERGY RESISTANCE + +A creature with resistance to energy has the ability to ignore some energy damage of a certain type (acid, cold, electricity, fire, or sonic) per attack. Each resistance ability is defined by what energy type it resists and how much damage is resisted. It doesn’t matter whether the damage is from a mundane or magical source. If an attack deals both kinetic damage and energy damage (such as dealing 3d6 bludgeoning and 1d6 fire damage), energy resistance applies to the energy damage but doesn’t reduce the kinetic damage. + +If energy resistance completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as an operative’s debilitating trick or poison delivered via an injury. Energy resistance does not negate ability damage, ability drain, or negative levels dealt along with an energy attack, nor does it affect poisons or diseases delivered by contact, ingestion, or inhalation. + +If you have energy resistance against the same energy type from more than one source, the two forms of energy resistance do not stack unless the sources of the energy resistance specifically note otherwise. Rarely, an effect specifies that it increases a creature’s existing energy resistance. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Incorporeal.md b/Rules/SF1E/Special Abilities/Incorporeal.md new file mode 100644 index 0000000..5c43bfa --- /dev/null +++ b/Rules/SF1E/Special Abilities/Incorporeal.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +## INCORPOREAL + +An incorporeal creature doesn’t have a physical body. It is immune to all nonmagical kinetic attacks. All energy attacks and magical kinetic attacks deal half damage (50%) to it. An incorporeal creature takes full damage from other incorporeal creatures and effects, as well as from all force effects. Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature. An incorporeal creature is immune to critical hits. + +Incorporeal creatures’ attacks always target their enemies’ Energy Armor Class. Incorporeal creatures cannot take any physical actions that would move or manipulate an opponent or its equipment, including combat maneuvers, nor are they subject to any such actions. + +An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own. It can sense the presence of creatures or objects within squares adjacent to its current location (see page 260), but enemies have total concealment (50% miss chance; see Concealment on page 253) from an incorporeal creature that is inside an object. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it has only cover (see Cover starting on page 253). An incorporeal creature cannot pass through a force effect. Incorporeal creatures pass through and operate in vacuum, water, and zero gravity as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. They have no weight and do not set off traps that are triggered only by weight. + +Incorporeal creatures move silently and cannot be heard with Perception checks unless they wish to be. Any sense (including blindsense or blindsight) based on scent, sound, or touch is ineffective at perceiving incorporeal creatures. These creatures have an innate sense of direction and can move at full speed even when they cannot see. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Invisible.md b/Rules/SF1E/Special Abilities/Invisible.md new file mode 100644 index 0000000..d4bc7aa --- /dev/null +++ b/Rules/SF1E/Special Abilities/Invisible.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +## INVISIBLE + +An invisible creature is visually undetectable. A creature using only an imprecise sense, or whose only precise sense is vision, can’t observe an invisible creature, so the invisible creature is unseen by such a would-be observer. Creatures with blindsight can perceive invisible creatures normally, since blindsight is a precise sense that does not rely on vision, and thus can observe invisible creatures. See Senses on page 260 and Dealing with Unseen Creatures on page 261 for more information. + +Invisible creatures remain invisible even in unusual environments, such as underwater, and when subject to effects such as fog or smoke. They are not magically silenced. They can still be heard, smelled, and felt as normal, even if other creatures can’t see them. Invisible creatures leave tracks and can be tracked normally. A character looking for an invisible creature might find his quarry if the invisible creature drops an item, speaks, smells strongly, leaves an obvious trail, or performs some action that makes itself known. Finding an invisible creature in this way requires a Perception check as normal. If successful, and assuming your only precise sense is vision, you become aware of the invisible creature’s presence, but you don’t know its exact location. If you’re looking for an invisible creature, the GM might rule that you have a bonus or penalty to your Perception checks based on the situation. + +Items dropped or put down by an invisible creature become visible; items it picks up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus creating the effect of a light with no visible source). Any part of an item that the creature carries but that extends more than 10 feet from it becomes visible. + +Invisibility does not thwart divination spells or effects. Invisible creatures cannot use gaze attacks (see the _Starfinder Alien Archive_). If you are or become invisible while grappled, you gain a +2 circumstance bonus to your check to escape being grappled, but you gain no other benefit against the grappler. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Limited Telepathy.md b/Rules/SF1E/Special Abilities/Limited Telepathy.md new file mode 100644 index 0000000..16ac0d5 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Limited Telepathy.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +## LIMITED TELEPATHY + +Limited telepathy functions in the same manner as telepathy, except that both the creature with the limited telepathy special ability and the creature it is communicating with must have a language in common. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Low-Light Vision.md b/Rules/SF1E/Special Abilities/Low-Light Vision.md new file mode 100644 index 0000000..037b9f9 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Low-Light Vision.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +## LOW-LIGHT VISION + +Characters with low-light vision can see in dim light as if it were normal light (see Vision and Light on page 261). \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Sense Through.md b/Rules/SF1E/Special Abilities/Sense Through.md new file mode 100644 index 0000000..fb8f836 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Sense Through.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +## SENSE THROUGH + +Sense through is the special ability to perceive things beyond an obstacle or barrier that would otherwise block normal senses. It allows a creature to attempt Perception checks into areas that would otherwise lie beyond its senses. Sense through augments a creature’s precise or imprecise senses, rather than replacing them. For example, a creature cannot have a form of sense through based on vision unless it has standard vision. Sense through may be a supernatural power to sense things beyond normal perception or an extraordinary ability representing enhanced senses, and it can be granted by equipment (such as laser microphones and X-ray visors), natural abilities (such as some dragons’ ability to see through smoke), and other effects. Sense through operates out to a range specified in the creature’s description. + +A creature with sense through typically perceives using a specific sense, which is indicated in parentheses after the sense through entry in the creature’s statistics. For example, sense through (vision) allows a creature to see through obstacles that would normally block vision. If the indicated sense somehow becomes unusable—for example, if a creature whose vision is augmented by sense through is blinded—the creature loses access to its sense through ability. The typical senses through which creatures with sense through can perceive are emotion, life, scent, sound, hearing, vibration, and vision. + +A creature with sense through (vision) is considered to have darkvision to a range of 60 feet unless stated otherwise. This enables the creature to perceive through materials such as armor, briefcases, and other concealing items, meaning the creature can use Perception to search more quickly and easily (searching up to a 20-foot-by-20-foot area in a single round), though such quick searches reveal only things accessible by that sense. If a secret door is concealed behind a material that blocks this ability (see below), a quick search using sense through (vision) would not reveal it. + +Some sense through abilities allow a creature to sense through only specific materials. Such materials are indicated in brackets after the associated sense in the sense through entry in the creature’s statistics. For example, sense through (vision \[smoke only\]) allows a creature to see through smoke as if it were not present, but all other obstacles to vision work normally. A sense through ability that works against only a specific material otherwise works like the sense it is associated with, including requiring Perception checks to notice things. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Special Abilities.md b/Rules/SF1E/Special Abilities/Special Abilities.md new file mode 100644 index 0000000..7a9a614 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Special Abilities.md @@ -0,0 +1,54 @@ +--- +aliases: +tags: +--- +# SPECIAL ABILITIES + +**Source** _Starfinder Core Rulebook pg. 262_ +A number of creatures and characters with a variety of classes gain the use of special abilities. These abilities range from ones that can be activated in a way similar to spells to more static abilities that grant special senses or traits. + +# EXTRAORDINARY, SPELL-LIKE, AND SUPERNATURAL ABILITIES + +**Source** _Starfinder Core Rulebook pg. 262_ +Many abilities available to characters or monsters are classified as extraordinary, spell-like, or supernatural. Depending on which category they fall into, these abilities function as described below. + +## EXTRAORDINARY ABILITIES (EX) + +Extraordinary abilities are nonmagical. They cannot be disrupted in combat as spells can, they are not subject to dispelling, and they function normally in areas where magic is suppressed or negated. Despite not qualifying as magical, some extraordinary abilities may break the laws of physics. + +The text of an extraordinary ability indicates what type of action is required to use it, as well as how often the creature can use it. If an extraordinary ability doesn’t specify what type of action is required to activate it, it requires a standard action. + +The DC of an extraordinary ability is typically equal to 10 + half the level of the creature using it + the creature’s relevant ability score modifier, as detailed in the ability’s description. + +Extraordinary abilities are often denoted with the abbreviation “Ex” in parentheses next to the ability’s name. + +## SPELL-LIKE ABILITIES (SP) + +Spell-like abilities are magical abilities that function very much like spells do (see Casting Spells starting on page 330). The main difference is that you gained the ability through a different means than normal spellcasters gain spells. A spell-like ability has a casting time of a standard action unless noted otherwise in the ability or spell description. Usually, a spell-like ability either can be used a specific number of times per day, can be used at will, or can affect a creature constantly. If a spell requires an expenditure of credits or Resolve Points as part of its casting, a creature that can cast the spell as a spell-like ability does not need to pay such costs. Creatures with spell-like abilities that can be made permanent still must pay any costs and take the listed amount of time to do so. In all other ways, a spell-like ability functions just like a spell. + +Because it functions like a spell, using a spell-like ability in a threatened square usually provokes attacks of opportunity (see page 248) unless the text of the ability or the spell it emulates specifically says otherwise. + +Spell-like abilities are subject to spell resistance and _dispel magic_. They do not function in areas where magic is suppressed or negated. + +Just as for spells, a spell-like ability’s caster level determines the ability’s power (see Caster Level on page 331). If no caster level is specified in the ability’s description, the caster level is equal to the creature’s character level or CR. The DC of a spell-like ability is typically equal to 10 + the spell’s level + the Charisma modifier of the creature using it. If a class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character could cast at the class level the ability is granted. + +Spell-like abilities are often denoted with the abbreviation “Sp” in parentheses next to the ability’s name. + +## SUPERNATURAL ABILITIES (SU) + +Supernatural abilities are magical but differ from spells in key ways. Unlike spells, which can be interrupted while being cast, supernatural abilities can’t be disrupted in combat. They aren’t subject to spell resistance or _dispel magic_, but they don’t function in areas where magic is suppressed or negated. + +The text of a supernatural ability indicates what type of action is required to use it, as well as how often it can be used. If a supernatural ability doesn’t specify what type of action is required to activate it, it requires a standard action. + +The DC of a supernatural ability is typically equal to 10 + half the level of the creature using it + the creature’s relevant ability score modifier, as detailed in the ability’s description. + +Supernatural abilities are often denoted with the abbreviation “Su” in parentheses next to the ability’s name. + +# REGAINING DAILY-USE ABILITIES AND SPELLS + +**Source** _Starfinder Core Rulebook pg. 262_ +Some abilities have a limited number of uses per day. To regain uses of these abilities, 24 hours must have passed since you last regained uses of your abilities, and you must have rested for 8 continuous hours during that period. + +You do not have to sleep for every minute of the rest period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you have to rest before regaining uses of your abilities. If for some reason you do not need to sleep, you still must have 8 hours of restful calm before regaining uses of your abilities. + +Spellcasters such as mystics and technomancers follow the same rules to regain their daily spell slots, but they must spend 15 minutes concentrating after the rest period to ready their minds to regain their daily allotments of spell slots. Without such a period of concentration, spellcasters do not regain spell slots used up the day before. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Spell Resistance (SR).md b/Rules/SF1E/Special Abilities/Spell Resistance (SR).md new file mode 100644 index 0000000..ad5d33d --- /dev/null +++ b/Rules/SF1E/Special Abilities/Spell Resistance (SR).md @@ -0,0 +1,15 @@ +--- +aliases: +tags: +--- +# SPELL RESISTANCE (SR) + +Spell resistance (SR) is the ability to avoid being affected by spells and spell-like abilities, much like an Armor Class against magical attacks. To affect a creature that has spell resistance, a spellcaster must succeed at a caster level check (1d20 + caster level) with a DC equal to the creature’s spell resistance. If the caster fails the check, the spell doesn’t affect the creature. A creature with spell resistance does not have to do anything special to use that ability and need not even be aware of a threat for its spell resistance to function. + +A creature’s spell resistance never interferes with its own spells, items, or abilities. A creature can voluntarily lower its spell resistance as a standard action. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the spell resistance automatically returns unless the creature intentionally keeps it down (this also requires a standard action). + +## WHEN SPELL RESISTANCE APPLIES + +Spell resistance applies if a spell targets a creature with spell resistance, or if such a creature is within a spell’s area of effect. If several creatures with spell resistance are targeted by a spell or within a spell’s area, each checks its spell resistance separately (that is, the caster rolls a separate caster level check for each). Unless a spell specifically targets a single creature, spell resistance protects the resistant creature without affecting the spell itself; other creatures without spell resistance targeted by a spell or within a spell’s area are affected by the spell normally. Some spells can ignore spell resistance; this is detailed in the spells’ descriptions. + +Spell resistance can protect a creature from a spell that’s already been cast, such as if the creature enters the area of an active spell effect. Check spell resistance when the creature is first affected by the spell. A creature checks its spell resistance only once for any particular casting of a spell, but separately for each distinct casting of a spell. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell, as when the creature enters and reenters an area effect. Likewise, if the spell resistance succeeds the first time, it always succeeds for the same casting of the spell. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance first resumes. \ No newline at end of file diff --git a/Rules/SF1E/Special Abilities/Telepathy, Mechanic.md b/Rules/SF1E/Special Abilities/Telepathy, Mechanic.md new file mode 100644 index 0000000..ae0efe7 --- /dev/null +++ b/Rules/SF1E/Special Abilities/Telepathy, Mechanic.md @@ -0,0 +1,7 @@ +--- +aliases: +tags: +--- +## TELEPATHY, MECHANIC + +A creature with the telepathy special ability can mentally communicate with any other creature within a certain range (specified in the creature’s description, though the range of telepathy is usually 100 feet) that knows a language or also has telepathy. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Additional Starship Options.md b/Rules/SF1E/Starship Mechanics/Additional Starship Options.md new file mode 100644 index 0000000..9bbd6d1 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Additional Starship Options.md @@ -0,0 +1,65 @@ +--- +aliases: +tags: +--- +# ADDITIONAL STARSHIP OPTIONS +**Source** _Starship Operations Manual pg. 48_ +Starship encounters can take many forms, and telling stories with starships can lead to exciting situations that transform or even transcend combat. The following section presents optional systems, equipment, and advice for enhancing your starship adventures. Track your crew’s locations in case of unexpected danger like a mutiny or ambush, descend upon planets in daring dives, or even amplify the dangers of starship combat by expanding on the perils inflicted by critical damage. + +## CREW LOCATIONS + +**Source** _Starship Operations Manual pg. 48_ +While the exact location of each of a starship’s crew members typically has little bearing on starship combat, you still might want to know where on your ship various characters are in case of an on-board threat like a mutiny or when using other subsystems presented in this book, such as boarding (page 40) or hull ruptures (page 50). +A starship’s bridge is the most common location for the officers on a ship. With small crews, the officers often switch positions, trading off as needed. This practice is called flexing, and it allows a small crew to double up on positions when they need to do so before returning to their original roles. In addition to the combat stations on the bridge, there are also stations scattered throughout the ship, sometimes even within crew quarters. Proximity alarms usually offer sufficient warning for officers to make it to a combat station, no matter where they are on a ship. +Common locations during starship combat are described below, organized by officer role. +**Captain:** Captains generally monitor combat from the ship’s bridge, where they can taunt the enemy or coordinate actions with allied starships via the ship’s communications, listen to updates, and decide where their help is most needed. Good captains often take the time to know their ships inside and out, so outside of combat, they may help secure items in the hold, perform safety inspections of major equipment, or just get to know their ship and crew. +**Chief Mate:** Chief mates travel all over the ship, hauling heavy loads, ripping open access panels to recalibrate machinery, and assisting other crew in getting the job done. If someone has to get to a specific location on the ship fast, it’s usually the chief mate who rushes to do what needs doing. They might not know all the science behind what they’re doing, but they know the equipment and how to operate it. They are equally at home in the engine room or the bowels of a ship’s maintenance tunnels, as well as on the bridge. +**Engineer:** Engineers work with the power core, the Drift engines, tech labs, gunnery stations, robotic maintenance bays, and more. Like the chief mate, they might travel anywhere and everywhere on the ship. Although it’s common for them to monitor the ship’s status from an engineering room, they are also frequently on the bridge. During ship combats, they track multiple ship systems for signs of damage. Depending on what needs attention and how badly, the engineer may send automated repair bots or physically travel to a site for delicate repair work on a touchy mechanism. +**Gunner:** Gunners are usually found on the bridge, where they can most easily coordinate with other crew members or ask the pilot to arrange prime facing for a tricky shot. Gunnery can be done from any station on the ship, however, even within a holographic amusement chamber or the privacy of crew quarters. Most stations can provide access to all of the ship’s weapons, no matter the facing, so gunners can switch weapons easily without running from station to station. +**Magic Officer:** If an arcane laboratory is available, a magic officer usually operates from there, as the mystical boost provided by the laboratory greatly facilitates the officer’s work. On ships without a dedicated arcane laboratory, a magic officer likely joins the rest of the crew on the bridge. If space is limited and resources are tight, the magic officer makes do; they may use a cargo bay or even the galley, ship’s mess, or crew quarters. +**Pilot:** Pilots usually work from the ship’s bridge. Although it’s technically possible to pilot from any station on the ship, pilots feel most comfortable with the full set of controls and expansive view screens offered by the bridge. When off-duty, they may use simulators in a holographic amusement chamber. +**Science Officer:** Although science officers primarily serve on the bridge, where they can offer a stream of data and assistance to other crew members, many science officers are also backup engineers, flexing between the roles as needed. As such, they can also be found anywhere an engineer can. Out of combat, they may also be found working with dedicated systems such as science labs, mobile information networks, surveying sensors, or high-capacity comm arrays. + +## ORBITAL DROPS + +**Source** _Starship Operations Manual pg. 48_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +An orbital drop is a method of sending troops or equipment to a planet’s surface from low orbit without piloting them in a shuttle or flight vehicle. There are a number of advantages to this method: speed, relative stealth, and mitigation of the risk of enemy fire taking out significant personnel or equipment with a single lucky shot. +You can use a drop pod (page 25) to land a whole squad with equipment or vehicles and provide a structure at the landing site. You can also use smaller drop pods that are just for equipment or a single occupant. Single-occupant pods are much less expensive and don’t require dedicated expansion bays. Specially trained forces can also drop without a pod, relying on fire- and crash-resistant gear to survive their journey to the surface. + +## SINGLE-OCCUPANT DROP PODS + +**Source** _Starship Operations Manual pg. 49_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +Although drop pods (page 25) allow a squad to arrive on the surface together, single-occupant drop pods have their own advantages. The first is cost. Since they aren’t designed to survive impact, they are fairly inexpensive. They also deal less damage to the surface when they fall, and so are most appropriate for use in areas where military forces wish to secure valuable facilities without risking their destruction. Because they are also smaller, dropping many troops at once in single-occupant drop pods helps ensure that at least some of the invading force will evade surface-based weapon fire, since they’re smaller, more dispersed targets. The most common single-occupant drop pods are armor upgrades. + +## PERSONAL DROP PODS + +**Source** _Starship Operations Manual pg. 49_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +These are single-use armor upgrades that provide protection for one orbital drop. When activated, the pod forms a transparent cocoon that provides full protection from the fire damage caused by atmospheric reentry and from the bludgeoning damage of the final impact. The pods also come with thrusters that allow their users to make small maneuvers toward a chosen landing site. This allows those dropping to avoid trees or other ground-based hazards. After the drop, the burnt-out pod automatically detaches, leaving the armor upgrade slot free once more. Stealth drop pods allow users to use their Stealth skill to oppose the Perception checks of ground-based observers and sensors. Invisibility drop pods use advanced light-refraction and heat-dissipation technology to provide full invisibility during the drop. + +## ORBITAL DROPS WITHOUT A POD + +**Source** _Starship Operations Manual pg. 49_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +The dangers of an orbital drop include fire damage caused by atmospheric reentry and 20d6 bludgeoning damage from the impact at the end of the drop. This bludgeoning damage is halved in low gravity, doubled in high gravity, and tripled in extreme gravity. + +## ATMOSPHERIC REENTRY DAMAGE +| Environmental Conditions | Fire Damage pre Round | +|--------------------------|-----------------------| +| Thick atmosphere | 3d6 | +| Normal atmosphere | 2d6 | +| Thin atmosphere | 1d6 | +| No atmosphere | — | +| High momentum | +2d6 | +| Average momentum | +1d6 | +| Slow momentum | –1d6 | + + +## PERSONNEL ARMOR UPGRADES +| Upgrade | Level | +|-----------------------|-------| +| Basic drop pod | 2 | +| Stealth drop pod | 5 | +| Invisibility drop pod | 10 | +| Upgrade | Level | +| Basic drop pod | 2 | +| Stealth drop pod | 5 | +| Invisibility drop pod | 10 | \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Armada Combat.md b/Rules/SF1E/Starship Mechanics/Armada Combat.md new file mode 100644 index 0000000..0ec487b --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Armada Combat.md @@ -0,0 +1,382 @@ +--- +aliases: +tags: +--- +# ARMADA COMBAT + +**Source** _Starship Operations Manual pg. 58_ +When multibillion-credit organizations or nations go to war, standard starship combat quickly becomes too crowded. In armada combat, the PCs control an entire navy and make decisions that affect hundreds or even thousands of lives. PCs can use armadas to handle challenges with extraordinary stakes, from settling a dispute over a moon to defending an entire star system. This section presents rules for these massive combats, with players controlling smaller units within engagements to defeat enemy combatants, protect targets, disable the enemy flagship, or more. + +Armada combat borrows many familiar elements from smaller-scale starship combat, such as navigating a hex grid, movement speed, and PC checks, but also incorporates unique elements to account for this grander scale of starship combat. + +# BUILDING AN ARMADA + +**Source** _Starship Operations Manual pg. 58_ +Each armada is created using the same process. An armada’s tier typically matches the PCs’ average party level, and the armada gains a number of Build Points (BP) based on its tier, with which it acquires fleets and special abilities for those fleets. Each fleet costs a number of BP based on its tier, size, and special abilities, all of which contribute to the fleet’s power level. Except at the GM’s discretion, the maximum tier of any fleet in an armada is the armada’s tier + 1. Appoint one of these fleets as the armada’s flagship (page 60), which provides the armada additional benefits. + + +### TABLE 2–14: ARMADA BUILD POINTS + +| TIER | ARMADA BUILD POINTS | TIER | ARMADA BUILD POINTS | +| ---- | ------------------- | ---- | ------------------- | +| 1 | 36 | 11 | 264 | +| 2 | 48 | 12 | 288 | +| 3 | 72 | 13 | 312 | +| 4 | 96 | 14 | 336 | +| 5 | 120 | 15 | 360 | +| 6 | 144 | 16 | 384 | +| 7 | 168 | 17 | 408 | +| 8 | 192 | 18 | 432 | +| 9 | 216 | 19 | 456 | +| 10 | 240 | 20 | 480 | + + + +# CHALLENGES + +**Source** _Starship Operations Manual pg. 58_ +Most armada encounters should be against armadas of lower tiers, as evenly matched armadas are likely to both suffer catastrophic damage. Use the following table as a guideline. + +### TABLE 2–15: CALCULATING ARMADA CHALLENGE + +| DIFFICULTY | OPPOSITION ARMADA TIER | +| ----------- | ---------------------- | +| Easy | Allied armada tier — 3 | +| Average | Allied armada tier — 2 | +| Challenging | Allied armada tier — 1 | +| Hard | Allied armada tier | +| Epic | Allied armada tier + 1 | + + + +**XP Awards:** PCs should earn experience points for defeating enemy armadas, following the same rules as for earning XP for starship combat (Core Rulebook 390). + +# BUILDING A FLEET + +**Source** _Starship Operations Manual pg. 58_ +The statistics and definitions below define a fleet’s capabilities. + +**Name and Tier:** This is the fleet’s name and power level. Fleets of the same tier are roughly comparable in strength but can vary based on their size and specializations. A fleet’s tier can at most be 1 higher than its armada’s tier. + +**Size:** This is a relative measure of how many starships make up the fleet or the relative size of the primary starship in the fleet. A fleet’s size impacts its Hull Points, Shield Points, damage, and Base Cost. + +**Speed:** This is the number of hexes a fleet can move each turn. + +**Maneuverability:** This entry determines how quickly a fleet can turn. The maneuverability ratings and their turn distances are the same as those in starship combat (Core Rulebook 318). + +**Armor Class (AC):** This value is used when determining whether an attack hits a fleet. It is based primarily on the fleet’s tier. A fleet with 1 or more Shield Points also gains a +1 bonus to AC against gunnery checks originating from its front arc. + +**Hull Points (HP):** This is the total amount of damage a fleet can take before being defeated. Each fleet has 1 HP plus an additional number of HP multiplied by its tier: 3 HP per tier for Small fleets, 4 per tier for Medium fleets, and 5 per tier for Large fleets. + +**Critical Threshold (CT):** When a fleet’s HP are reduced to this value, the fleet takes critical damage, reducing its effectiveness, per Table 2–20 on page 63. This value is always one-half the fleet’s HP (rounded down). + +**Shield Points (SP):** This is the total amount of damage a fleet can take before losing Hull Points. Shield Points regenerate over time, per Table 2–19 on page 62. Each fleet has a number of SP equal to its HP divided by 3, rounded down. + +**Strong and Weak:** Many fleets are especially strong against or vulnerable to other types of fleets. Against a fleet to which it is weak, a fleet takes +1 damage per damage die. Against a fleet against which it is strong, a fleet takes –1 damage per damage die. + +**Check Modifier:** This is the modifier the fleet applies to d20 rolls when attacking, performing complex feats, or checking morale, similar to how a starship crew would use Computers, gunnery, and Piloting modifiers. A fleet’s base modifier is +1, and it increases by 1 at every odd tier above tier 1. An armada’s officers can grant a fleet a bonus to certain checks (see Officers on page 60). + +**Damage:** This is the amount of damage a fleet deals when it hits a target. + +**Range:** This is the range at which a fleet can fire its weapons, measured in hexes. A fleet’s range is broken into three distances: short range, long range, and extreme range. Attacks made against a target within short range take no range penalty; attacks beyond short range but within long range take a –2 penalty; and attacks beyond long range but shorter than extreme range take a –4 penalty. A starship can’t attack targets beyond its extreme range. + +**BP Cost:** This is the fleet’s cost in Build Points (BP). BP are an abstract resource used for creating and upgrading fleets. + +**Special Abilities:** These are the fleet’s additional properties that modify its statistics or provide additional options in combat. Most special abilities cost additional BP and can be applied only to particular fleet types, as shown in Table 2–18 on page 60. + +### TABLE 2–16: FLEET COSTS + +| TIER | SMALL BP COST | MEDIUM BP COST | LARGE BP COST | +| ---- | ------------- | -------------- | ------------- | +| 1 | 5 | 6 | 8 | +| 2 | 6 | 8 | 10 | +| 3 | 9 | 12 | 15 | +| 4 | 12 | 16 | 20 | +| 5 | 15 | 20 | 25 | +| 6 | 18 | 24 | 30 | +| 7 | 21 | 28 | 35 | +| 8 | 24 | 32 | 40 | +| 9 | 27 | 36 | 45 | +| 10 | 30 | 40 | 50 | +| 11 | 33 | 44 | 55 | +| 12 | 36 | 48 | 60 | +| 13 | 39 | 52 | 65 | +| 14 | 42 | 56 | 70 | +| 15 | 45 | 60 | 75 | +| 16 | 48 | 64 | 80 | +| 17 | 51 | 68 | 85 | +| 18 | 54 | 72 | 90 | +| 19 | 58 | 77 | 95 | +| 20 | 60 | 80 | 100 | + +### TABLE 2–17: FLEET DAMAGE + +| TIER | SMALL DAMAGE | MEDIUM DAMAGE | LARGE DAMAGE | +| ---- | ------------ | ------------- | ------------ | +| 1 | 1d4 | 1d6 | 1d8 | +| 2 | 1d6 | 1d8 | 1d10 | +| 3 | 1d8 | 1d10 | 1d12 | +| 4 | 2d6 | 2d8 | 2d10 | +| 5 | 2d6 | 2d8 | 2d10 | +| 6 | 3d6 | 3d8 | 3d10 | +| 7 | 3d6 | 3d8 | 3d10 | +| 8 | 4d6 | 4d8 | 4d10 | +| 9 | 4d6 | 4d8 | 4d10 | +| 10 | 5d6 | 5d8 | 5d10 | +| 11 | 5d6 | 5d8 | 5d10 | +| 12 | 6d6 | 6d8 | 6d10 | +| 13 | 6d6 | 6d8 | 6d10 | +| 14 | 7d6 | 7d8 | 7d10 | +| 15 | 7d6 | 7d8 | 7d10 | +| 16 | 8d6 | 8d8 | 8d10 | +| 17 | 8d6 | 8d8 | 8d10 | +| 18 | 9d6 | 9d8 | 9d10 | +| 19 | 9d6 | 9d8 | 9d10 | +| 20 | 10d6 | 10d8 | 10d10 | + + + +## BASE FLEET CLASSES + +**Source** _Starship Operations Manual pg. 59_ +A fleet’s class establishes what types of starships comprise it, as well as its base statistics. + +### CAPITAL-CLASS FLEET + +**Source** _Starship Operations Manual pg. 59_ +Consisting of a single immense starship, a capital fleet boasts heavy armor and utterly devastating weapons. However, these ponderous starships are slow to maneuver, and they struggle to fend off tiny attackers. + +### CAPITAL FLEET + +**Speed** 4 hexes; **Maneuverability** average (+0 Piloting, turn 2) +**Strong** destroyer; **Weak** fighter +**Range** 5 hexes +**Special Ability Access:** array, damage threshold, EMP, flagship, point defense, self-destruct, superweapon + +### DESTROYER-CLASS FLEET + +**Source** _Starship Operations Manual pg. 59_ +Consisting of a handful of Large or larger starships, a destroyer-class fleet balances raw firepower and armor with maneuverability and versatility. Destroyer fleets often boast an array of mid-sized weapons well-suited for eliminating numerous, smaller targets. + +### DESTROYER FLEET + +**Speed** 5 hexes; **Maneuverability** good (+1 Piloting, turn 1) +**Strong** fighter; **Weak** capital +**Range** 4 hexes +**Special Ability Access:** array, boarders, EMP, flagship, gravity mines, point defense, self-destruct + +### FIGHTER-CLASS FLEET + +**Source** _Starship Operations Manual pg. 59_ +Consisting of a dozen or more Medium or smaller starships, a fighter squadron is unparalleled in speed and agility. The fighters’ numbers can quickly overwhelm larger targets. + +### FIGHTER FLEET + +**Speed** 6 hexes; **Maneuverability** perfect (+2 Piloting, turn 0) +**Strong** capital; **Weak** destroyer +**Range** 3 hexes +**Special Ability Access:** agile, boarders, bombers, EMP, flagship, interceptors, self-destruct + +## SPECIAL ABILITIES + +**Source** _Starship Operations Manual pg. 59_ +When creating or upgrading an armada, you can enhance one or more fleets with special abilities to expand their abilities or shore up their weaknesses. Each special ability increases a fleet’s BP cost by the amount listed, and a fleet can add only those special abilities allowed by its fleet type. + +### TABLE 2–18: SPECIAL ABILITIES + +| SPECIAL ABILITY | BP COST | FLEET TYPE | +| ---------------- | ------- | ------------------ | +| Array | 3 | Capital, destroyer | +| Boarders | 2 | Destroyer, fighter | +| Bombers | 2 | Fighter | +| Damage Threshold | 3 | Capital | +| EMP | 3 | Any | +| Flagship | 0 | Any | +| Gravity mines | 3 | Destroyer | +| Interceptors | 0 | Fighter | +| Point defense | 2 | Capital, destroyer | +| Self-destruct | 1 | Any | +| Superweapon | 3 | Capital | + + + +**Array:** The fleet’s weapons can damage multiple targets. During the gunnery phase, the fleet can attack up to three fleets in a single firing arc. The fleet takes a –2 penalty or –4 penalty to gunnery checks when attacking two or three fleets, respectively. + +**Boarders:** When the fleet succeeds at a flyby stunt, a portion of its crew boards and begins damaging the enemy fleet. During the gunnery phase, the fleet attempts a bonus gunnery check to resolve the boarding party’s attack. If it succeeds, the boarders deal half the fleet’s damage and continue attacking on subsequent gunnery phases. If the gunnery check fails, the boarders are captured, and the effect ends. + +**Bombers:** The fleet fires heavy ordinance that grants it a +1 bonus to gunnery against capital fleets, and the fleet’s attacks ignore the damage threshold ability. + +**Damage Threshold:** The fleet’s thick armor reduces incoming damage by 1 per damage die rolled. + +**EMP:** During the next round, when the fleet’s gunnery check exceeds its target’s AC by 5 or more, the fleet’s disruptive weaponry inflicts a random critical damage condition on its target. + +**Flagship:** The fleet contains the armada’s flagship and serves as a command center; only one fleet per armada can have this ability. Officers assigned to this fleet can affect targets within the fleet’s extreme range with their actions, and the fleet gains additional HP equal to its tier. A fleet’s flagship ability can’t be disabled by critical damage. + +**Gravity Mines:** Once per combat, at the end of the helm phase, this fleet can disperse gravity mines in 2 hexes, with a range of 2 hexes from the fleet. These mines activate at the beginning of the next round. While active, gravity mines slow fleets moving through the mines’ hexes and any adjacent hexes; the first time that any fleet enters an affected hex each round, the fleet must expend 2 hexes of movement. Gravity mines remain active for 3 rounds, and they can be destroyed by attacks (AC 5, HP equal to half the fleet’s tier). + +**Interceptors:** The fleet is designed to chase and disable smaller starships. The fleet is no longer strong against capital fleets but becomes strong against fighter fleets. + +**Point Defense:** The fleet’s close-range weapons grant it a +1 bonus to gunnery checks against fleets within 2 hexes, and its free attacks deal full damage against fleets that fail flyby stunts. + +**Self-Destruct:** When this fleet would be disabled, it can instead be destroyed and make a free attack against one fleet in an adjacent hex. + +**Superweapon:** When attacking, this fleet can activate a superweapon that takes a –2 penalty to its gunnery check but, if it hits, deals additional damage equal to the fleet’s tier and critical damage. Once activated, a superweapon can’t be fired again until the end of the next round. + +# OFFICERS + +**Source** _Starship Operations Manual pg. 60_ +In armada combat, the PCs are officers who direct their fleets, and they can fill major roles to influence the encounters in special ways. Each officer must be assigned to a specific fleet in the armada. A fleet can support any number of officers (though never more than one of any role at a time), and a fleet does not need an officer to function. An officer grants their assigned fleet a passive benefit based on their officer bonus (see below), and each officer can also perform one special action per round to affect a fleet or the battlefield. Officers who perform the direct, scan, target, or taunt actions during the helm phase do so immediately before or after moving the fleet to which they’re assigned. + +**Officer Bonuses:** Many abilities refer to an officer bonus, which represents an officer’s ability to lead their subordinates, rather than the officer doing all the work themselves. An officer’s bonus applies to the officer’s fleet and equals 2 + 1 for every 6 ranks the officer has in one of their role’s associated skills; a commander can instead use their base attack bonus to calculate their officer bonus in place of their skill ranks. Officer bonuses don’t stack with other officer bonuses. + +For armada combat checks that an officer must attempt to perform special actions, their modifier equals their officer bonus plus their fleet’s check modifier. Before an officer’s assigned fleet attempts a check, that officer can spend 1 Resolve Point to roll the check twice and use the better result. + +**Range:** Officer actions have a maximum range equal to their fleet’s long range, and the actions don’t take range penalties when affecting targets. Officers assigned to the armada’s flagship can affect targets within that fleet’s extreme range. + +**Changing Roles:** At the beginning of each round, any officers can change their roles, though an armada can have only one admiral, and a fleet can have only one of any given officer role. An officer can move to an adjacent fleet by expending their action at the beginning of the engineering phase. + +## ADMIRAL + +**Source** _Starship Operations Manual pg. 60_ +You direct the overall flow of battle, delivering key orders, timing fleet movements, and providing motivation at opportune moments. The role of admiral does not necessarily mean that you outrank the other officers or control their actions, but as the armada’s leader, you are in a position to influence your forces in unique ways. An armada can only have a single admiral. + +**Associated Skills:** Bluff, Diplomacy, or Intimidate + +**Officer Bonus:** morale checks + +**Encourage (Any Phase):** You can encourage a fleet or officer to grant them a bonus to their action. Before that fleet or officer attempts the check, you attempt a DC 10 flat check. If you succeed, you either grant your officer bonus to the triggering check, or you grant a +1 untyped bonus to the check. + +**Rally (Engineering Phase):** You order a fleet to regroup, granting it your officer bonus to morale checks until the end of the round. If the fleet is routed (see Morale on page 63), it attempts a new morale check against the same DC that caused it to rout. If it succeeds, it is no longer routed. + +**Taunt (Helm Phase):** You harangue or mislead an enemy fleet. Attempt a check against an enemy fleet’s AC. If you succeed, that fleet takes a penalty equal to 1 + half your officer bonus to all checks until the beginning of the next helm phase. Whether or not you succeed, you can’t successfully taunt that fleet again for the rest of the combat. + +## CHIEF CASTER + +**Source** _Starship Operations Manual pg. 61_ +You and your crew oversee the mystical rites of your fleet. + +**Associated Skill:** Mysticism + +**Officer Bonus:** AC against enemy gunnery checks + +**Conjure (Engineering Phase):** Choose 1 hex and attempt a DC 10 flat check. If you succeed, your mystical crew conjures cosmic debris in that hex and all adjacent hexes that lasts until the end of the round. Any fleet that ends its turn in that area takes an amount of damage equal to your officer bonus, and any fleet attacks that pass through the affected area take a –1 penalty to gunnery checks. + +**Enchant (Engineering Phase):** You lead your mystics in enchanting a fleet’s weapons. Choose a fleet and attempt a check against that fleet’s AC. If you succeed, that fleet’s range increases by 2, and its gunnery checks can deal critical damage on a 19 or 20. These effects last until the end of the round. + +**Precognition (Engineering Phase):** You and your crew predict enemy movements. Attempt a DC 10 flat check. If you succeed, your admiral rolls 1d4 and adds the result to their next check to determine the order in which fleets move during the helm phase. + +## CHIEF ENGINEER + +**Source** _Starship Operations Manual pg. 61_ +You command your fleet’s engineering corps, oversee repairs, and make crucial calls on when to exceed starships’ recommended performance limits. + +**Associated Skill:** Engineering + +**Officer Bonus:** starting and maximum Shield Points. + +**Boost (Engineering Phase):** Choose a fleet and attempt a check against its AC. You direct the engineers aboard that fleet to augment a key system. If you succeed, you either increase the fleet’s speed by 1d2 until the end of the round, decrease the fleet’s turn distance by 1 (minimum 0) until the end of the round, add your officer bonus to the SP that fleet recovers during this phase, or add your officer bonus to the fleet’s damage rolls until the end of the turn. + +**Repair (Engineering Phase):** Choose a fleet and attempt a check against the fleet’s AC. If you succeed, choose one of the fleet’s critical damage conditions; you direct the onboard engineers’ repairs, and the fleet ignores that critical damage condition for 1 round, plus 1 additional round for every 5 by which your check exceeded the fleet’s AC. + +## CHIEF TECHNICIAN + +**Source** _Starship Operations Manual pg. 61_ +You oversee your fleet’s computers and scientists as they direct scanners and hack enemy systems. + +**Associated Skill:** Computers + +**Officer Bonus:** gunnery checks + +**Scan (Helm Phase):** You direct the fleet’s sensors to scan another fleet. Attempt a check with a +5 untyped bonus against the fleet’s AC. If you succeed, you learn the first unknown category of information from the following list. For every 5 by which you exceed the check, you learn an additional unknown category of information. + +_1. Basic Statistics:_ Fleet type, size, speed, maneuverability, tier, damage, total and current HP and SP. + +_2. Special Abilities:_ Special abilities, as well as the fleets against which the target fleet is strong or weak. + +_3. Officers:_ The names and roles of the fleet’s officers. + +**Scramble (Gunnery Phase):** You scramble communications within a fleet. Select an enemy fleet, optionally selecting one of that fleet’s officers, and then attempt a check against the fleet’s AC. During the next round, the fleet’s chosen officer grants no passive benefit to their fleet and can’t perform any officer actions. In addition, any other fleets’ officer actions can’t affect the targeted fleet. If you don’t select an officer, scramble affects one of the fleet’s officers, selected at random. + +**Target (Helm Phase):** Choose an allied fleet and an enemy fleet within range, then attempt a check against the enemy fleet’s AC. If you succeed, until the end of the round, the allied fleet gains a +1 untyped bonus to gunnery checks against the enemy fleet, and the allied fleet’s gunnery checks against the target deal critical damage on a 19 or 20. + +## COMMANDER + +**Source** _Starship Operations Manual pg. 62_ +You oversee a fleet directly, ensuring optimal performance. **Associated Skills:** Diplomacy, Intimidation, or Piloting + +**Officer Bonus:** Piloting checks + +**Direct (Helm Phase):** Either by issuing precise commands or by piloting a key starship yourself, you set an example that the rest of your fleet follows. Attempt a DC 15 flat check. If you succeed, you grant your officer bonus to either your fleet’s gunnery checks or its AC until the end of the round. If you fail the check by less than 5, your officer bonus is reduced to 1 for this action. + +**Duel (Gunnery Phase):** You direct your starship to engage with an enemy officer’s starship within 3 hexes—or if your target is a capital fleet, you lead your starship in a daring attack on the enemy vessel’s bridge. Attempt a check against the enemy fleet’s AC + 5. You gain a +5 untyped bonus to this check if your armada has identified the fleet’s officers, and you gain an additional +5 untyped bonus if the targeted fleet also uses the duel action against your fleet. If you succeed and your fleet’s attack that round deals damage to the enemy fleet, the target gains the communications critical damage condition (see Table 2–20 until the end of the next round. If your attack would deal critical damage to the fleet, one of the fleet’s officers is incapacitated and provides no benefits for the remainder of the combat. + +# RUNNING ARMADA COMBAT + +**Source** _Starship Operations Manual pg. 62_ +As armada combat begins, the GM decides how far apart the armadas are from each other (3d6+5 hexes is a good default), and typically each armada can determine how its fleets are arranged so long as they maintain this distance from the enemy forces. + +## ROUNDS AND PHASES + +**Source** _Starship Operations Manual pg. 62_ +As in starship combat, each round of armada combat is divided into three phases that don’t correspond to an exact amount of time: engineering, helm, and gunnery. Fleets perform specific actions in each phase, and officers can contribute only during certain phases based on their roles. + +**1. Engineering:** During this phase, fleets prepare for their next maneuvers by repairing damage, restoring shields, and priming weapons. At the end of this phase, each fleet also automatically regains a limited number of SP based on their maximum SP values (see the table below). + + +### TABLE 2–19: SHIELD POINT REGENERATION + +| MAXIMUM SP | SP REGAINED | +| ---------- | ----------- | +| 1–5 | 1d4 | +| 5–10 | 1d6 | +| 11–15 | 1d8 | +| 16–20 | 1d10 | +| 20+ | 1d12 | + + + +**2. Helm:** During this phase, admirals match wits, and fleets maneuver across the battlefield. At the beginning of the phase, each admiral attempts a check. The armada whose admiral’s result was the lowest must choose tactics for and move half of their active fleets (rounded up) first, followed by the next lowest, until all armadas have moved half of their fleets (or waived those fleets’ movement). The process then repeats in that order, with each armada moving the remaining half of its fleets. If an armada has no admiral, it rolls only 1d6 for its check to determine the order in which it moves. If there is a tie, the admirals in question roll another check and compare the results, with the one who rolls lowest moving first. + +**3. Gunnery:** During this phase, fleets fire their weapons. Except for free attacks or bonus attacks from the array special ability, each fleet can attack only once per round. Fleets attack in any order, but the effects of gunnery actions are all applied simultaneously at the end of the round, meaning all fleets can fire, even if they take enough damage to be disabled during the phase. After damage is applied, if there are still combatants engaged in the combat, the next round begins, starting with a new engineering phase. + +## MOVING + +**Source** _Starship Operations Manual pg. 62_ +Fleets move and maneuver in much the same way as starships do in standard starship combat (Core Rulebook 317), including the rules for making turns, moving through other fleets (as though they were starships), and measuring firing arcs. Speed functions in the same way but does not provide a modifier to Piloting checks. A fleet can freely attempt one of the following stunts at the listed Piloting DCs as part of its movement: back off (DC = 10 + 1/4 × the fleet’s tier), flip and burn (DC = 15 + 1/4 × the fleet’s tier), flyby (DC = the enemy fleet’s AC), slide (DC = 10 + 1/4 × the fleet’s tier), or turn in place (no check). Any free attack performed during a flyby stunt deals half damage. + +## ATTACKING + +**Source** _Starship Operations Manual pg. 62_ +When a fleet attacks another fleet, that action is resolved with a gunnery check during the gunnery phase. You make a fleet attack using the following procedure. + +**1. Range:** Determine the range between the two fleets (counted in hexes). Attacks made against a target within a fleet’s short range take no penalty, whereas attacks beyond short range but within long range take a –2 penalty, and attacks beyond long range but shorter than extreme range take a –4 penalty. A starship can’t attack targets beyond its extreme range. + +**2. Gunnery Check:** The fleet rolls a gunnery check and compares the result to the target’s AC. If the result equals or exceeds the target’s AC, the fleet hits and deals its listed damage. Otherwise, the attack misses or deals negligible damage. + +**Gunnery Check** = 1d20 + fleet’s check modifier + officer bonus + range penalty +**AC** = 10 + fleet’s check modifier + officer bonus + shield bonus (front quadrant only) + + +**3. Deal Damage:** Apply damage from an attack to a fleet’s SP first, and any remaining damage to its HP. A fleet takes more or less damage from enemy fleets against which it’s weak or strong, respectively (page 58). If a fleet is reduced to 0 or fewer HP, it is disabled and floats in the direction it’s facing at half speed until repaired (after combat) or destroyed. If a fleet’s total HP damage exceeds twice its HP, it is destroyed. + +## MORALE AND CRITICAL DAMAGE + +**Source** _Starship Operations Manual pg. 63_ +Incoming damage can devastate fleets’ group cohesion and equipment, represented by morale and critical damage, respectively. + +**Morale:** When a fleet is reduced to half its maximum HP, it must attempt a morale check (DC = 10 + 1/2 × the opposing armada’s tier). If the fleet succeeds by 4 or less, it is unaffected. If it exceeds the DC by 5 or more, the fleet is emboldened and gains a +1 bonus to all checks until the end of the next round. If it fails by 4 or less, the fleet is shaken and takes a –1 penalty to all checks until the end of the next round. If it fails by 5 or more, the fleet is routed and attempts to flee combat by the safest route possible. A routed fleet can make attacks at a –2 penalty and continues to flee either until successfully rallied by an admiral or until it has fled for 3 rounds, at which point the fleet is disabled. + +When a fleet is routed, any allied fleets within 2 hexes that have half of their HP or fewer remaining must also attempt a morale check with a DC equal to the routed fleet’s AC. A fleet that succeeds at its morale check does not need to attempt further morale checks until the end of the round. + +**Critical Damage:** A fleet takes critical damage whenever a gunnery check results in a natural 20 on the die and the attack deals at least 1 damage to the fleet’s HP. It also takes critical damage when it’s reduced to half its maximum HP. When critical damage is scored, the attacking fleet should roll 1d6 on the table below to determine which system is disrupted. + +### TABLE 2–20: CRITICAL DAMAGE + +| D6 | SYSTEM | EFFECT | +| --- | -------------- | ---------------------------------------------------------------------------------------------- | +| 1 | Auxiliary | System One of the fleet’s special abilities (selected at random) provides no benefits. | +| 2 | Communications | The fleet gains no benefits from officers, and the fleet’s officers can’t affect other fleets. | +| 3 | Engines | The fleet takes a –1 penalty to AC and speed. | +| 4 | Shields | The fleet can’t regain SP. | +| 5 | Weapons | Reduce all damage dealt by 1 per damage die. | +| 6 | — | Roll twice and apply both results, ignoring 6s and duplicate results. | \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Biomechanical Ships.md b/Rules/SF1E/Starship Mechanics/Biomechanical Ships.md new file mode 100644 index 0000000..a8757fc --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Biomechanical Ships.md @@ -0,0 +1,13 @@ +--- +aliases: +tags: +--- +# BIOMECHANICAL SHIPS + +The ships of the Xenowardens are not so much constructed as they are grown in orbital nurseries. Unique blends of technology and nature, they’re capable of healing themselves over time and responding to threats in ways unlike any other vessel. These abilities cannot be added to other vessels and, as of yet, no one else in the Pact Worlds has managed to unlock the secrets of their creation. + +**Empathetic Response**: A biomechanical ship can respond like a sentient creature when wounded or in danger. Once a biomechanical ship has taken critical damage, its speed increases by 2 hexes (which may affect its Piloting modifier; see page 319 of the Starfinder Core Rulebook). In addition, if the pilot of a biomechanical ship successfully performs the evade stunt, the ship receives a +3 circumstance bonus to its AC and TL (instead of +2). + +**Radiation Sensitive**: Weapons with the irradiate property deal tremendous damage to a biomechanical ship. In addition to the radiation damage dealt to the crew, the ship takes critical damage effects, depending on the level of the radiation. If the radiation level is low, the ship takes one critical damage effect. The ship takes two critical damage effects from medium radiation, and the ship takes four critical damage effects from high radiation. + +**Self-Repair**: While not traveling or in combat, a biomechanical vessel automatically regains 1 Hull Point per hour. This can be increased to 2 Hull Points per hour if the ship’s regrowth is being tended by someone with a number of ranks in the Engineering skill equal to the ship’s tier; that engineer can do nothing else during this time. The vessel requires the light from a nearby star, and therefore the ship must be in the same solar system as a star. Less light will delay or even halt this process (subject to the GM’s discretion). If this healing raises the ship’s HP over a multiple of its Critical Threshold, the critical damage condition of one randomly determined system is reduced by one step. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Cargo Subsystem Mechanics.md b/Rules/SF1E/Starship Mechanics/Cargo Subsystem Mechanics.md new file mode 100644 index 0000000..902a609 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Cargo Subsystem Mechanics.md @@ -0,0 +1,4 @@ +--- +aliases: +tags: +--- diff --git a/Rules/SF1E/Starship Mechanics/Space Hazards.md b/Rules/SF1E/Starship Mechanics/Space Hazards.md new file mode 100644 index 0000000..df5eaa2 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Space Hazards.md @@ -0,0 +1,109 @@ +--- +aliases: +tags: +--- +# SPACE HAZARDS + +**Source** _Starship Operations Manual pg. 134_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +Innumerable threats lurk in the inky spaces between the stars. This section addresses myriad dangers, from potentially civilization-ending events to more localized problems that might affect only a single starship combat. Each subsection presents a particular kind of stellar phenomenon and how you can include them in your game. Many of the hazards included here list damage or attack bonuses that scale based on starship tier—these are to help you provide balanced encounters for your PCs, but you can also set numbers that are higher or lower to better fit the actual danger. + +## STELLAR PHENOMENON + +**Source** _Starship Operations Manual pg. 134_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +Space contains untold billions of threats, ranging from the inexplicably vast to the unexpectedly deadly. Some are legendary in their lethality, while other unidentified anomalies continue to vex even the most accomplished scientists. Thankfully, space is big enough that most pilots can fly around these threats—that is, unless pursuing pirates, gravitational anomalies, or other dangers turn such caution into a luxury! + +## ASTEROIDS AND DEBRIS + +**Source** _Starship Operations Manual pg. 134_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +Though they’re one of the most mundane aspects of space, chunks of floating rock can nonetheless have a dramatic impact on starship operation and combat. Even clouds of small pebbles can jam engines, throw weapon systems out of alignment, and disrupt sensitive sensor equipment. Larger asteroids, especially with significant velocity, can obliterate smaller starships and cause significant damage to larger ones. The biggest asteroids blot out entire hexes of space, creating obstacles that starships must weave through but can use as cover during combat. Large, stationary asteroids also make good locations for orbital weapon platforms. + +Asteroids generally take up 1 hex on the grid; larger asteroids can be represented by filling two or more adjacent hexes. Traveling through an asteroid’s space is generally possible, but a starship risks taking damage when it does so. A starship’s direct-fire weapons can’t pass through an asteroid’s space, but tracking weapons can move to avoid striking one. + +When either a starship or an asteroid enters a hex occupied by the other, the pilot must attempt a Piloting check (DC = 10 + 1-1/2 × the starship’s tier), with the ship taking 4d6 damage in a random quadrant and the ship’s facing changing by 1 turn in either direction (determined randomly) on a failure. Moving asteroids deal an additional 1d6 damage per 2 hexes they move on the round that they collide, and the DC of the Piloting check to avoid a collision with a moving asteroid increases by 5. + +If a ship collides with an asteroid or hits it with a starship weapon attack (AC 5 and TL 5) that would deal at least 1 Hull Point of damage, that hex of the asteroid is destroyed and all adjacent hexes are sprayed with rock fragments, dealing 4d4 damage unless an affected starship’s pilot succeeds at a Piloting check to avoid the debris (DC = 10 + 1-1/2 × the starship’s tier). + +**Comet:** This chunk of icy mass flies through space, leaving a trail of ice and gas behind. You can simulate a comet with a single large asteroid moving across the grid over the course of several rounds, trailed by a micrometeoroid cloud (see below) that represents the icy fragments making up the comet’s tail. + +**Fast-Moving Asteroids:** These large groupings of asteroids travel together, usually caused by an explosion, a collision of larger asteroids, or a massive gravitational body pulling them out of orbit. At the beginning of combat, these asteroids start on one edge of the map and take up 1 hex each; place the asteroids farther apart than if you were using stationary asteroids. At the end of each helm phase, move each asteroid across the map in the same direction. Asteroids should always move in a straight line at a consistent speed, but they don’t all need to move at the same speed. For a sustained asteroid storm, randomly place new asteroids at the edge of the grid after moving the asteroids that are already on it. + +**Magma-Filled Asteroid:** This asteroid forms when a globule of molten rock is exposed to the void of space, and its liquid magma core becomes encased in an obsidian shell. When a starship takes damage upon colliding with such an asteroid, the shell cracks, releasing roiling magma into all adjacent hexes. The colliding starship and all starships within 1 hex of the asteroid take 4d8 damage to a random quadrant. In addition, a starship can shoot at a magma-filled asteroid (AC 5 and TL 5); a hit with any weapon that would deal at least 1 Hull Point of damage punctures the obsidian shell and imparts the shot’s momentum, causing magma to hurl violently into space and deal 4d8 damage to starships in adjacent hexes (instead of the normal 4d4 damage). Exceptionally hot asteroids could deal even greater amounts of damage upon impact or when destroyed, whereas asteroids whose interiors have lost most of their heat over time typically deal less damage. + +**Massive Asteroid:** A massive asteroid can be represented by 10 or more individual asteroids or by simply filling up an entire section of the combat grid with the asteroid. Asteroids of this size are impassible—starships can’t enter their space— so they’re useful as outer bounds to a battlefield. Space battles over the entrance to an asteroid mine, perhaps guarded by orbital weapon platforms, make a great backdrop to an epic starship confrontation. + +**Micrometeoroid Cloud:** Tiny pieces of debris regularly strike a starship during space travel, bouncing off its shields and hull to no effect. However, traveling through a large cloud of such debris can overwhelm a starship’s conventional defenses and deal real damage. Mark hexes of micrometeoroid clouds on the grid; the hexes should be in groups of 4 to 7, with 2 to 3 hexes of space between them, and should take up no more than roughly a quarter of the total grid. If a starship flies through 1 or more of these hexes, it takes damage to its forward quadrant equal to 1d4 per micrometeoroid hex it flies through plus 1d4 for every 2 hexes the ship moved that round in total. Damage from micrometeoroid clouds has the ripper weapon special property. Moving clouds of micrometeoroids can be implemented in much the same way as fast-moving asteroids (page 134) and might even be a precursor to a larger asteroid event. + +**Other Debris:** Other solid objects in space such as derelict ships, ice rings, and fields of debris from recent battles can pose similar threats to active starships. Use whatever rules are most analogous to your chosen phenomenon. + +## DAMAGING ZONES + +**Source** _Starship Operations Manual pg. 135_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +Some areas of space are actively damaging to starships. These damaging zones can represent hazards such as electrically charged nebulae, hull-eating bacteria, or the chaotic corona near the surface of a star. Depending on the nature of the damaging zone, it might encompass part or all of the combat grid, in a variety of shapes and sizes. + +At the end of each round of starship combat, all starships in a damaging zone take damage from the hazard, distributed evenly across all quadrants. As a crew action during the helm phase, a science officer can align the starship’s shields to specifically protect against the active hazard (DC = 10 + 1-1/2 × the starship’s tier), negating any damage to shielded quadrants; quadrants with depleted shields can’t be protected in this way. In general, damaging zones should deal at most roughly 1d6 damage per tier of the PCs’ starship each round. + +**Hull-Eating Bacteria:** While several massive species have adapted to the void of space, bacteria and other microparasites have also adapted to interstellar life by feeding off one of the most readily available substances: starship hulls. Infestations can last for decades as the tiny creatures feed on the remnants of derelict ships and debris fields. In areas with hull-eating bacteria and similar threats, unshielded quadrants of a starship’s hull each take between 1d6 and 7d6 damage per round, ignoring DT. Once a quadrant of a ship has been exposed, it continues to take damage each round at the end of the engineering phase, even if shields are later restored to that quadrant. As a crew action during the engineering phase, a starship’s engineer can vent plasma, superheat the hull, or perform a similar action to destroy the infestation (DC = 10 + 1-1/2 × the starship’s tier). + +**Proton Storm:** Stars can emit streams of high-intensity protons capable of ripping starships apart. To represent a proton storm, draw multiple parallel lines throughout the combat grid, 5 to 10 hexes long and 3 to 5 hexes apart. Starships can fly through these marked areas, and the lines don’t block starship attacks, though tracking weapons that would fly through a proton storm are immediately destroyed. However, the storms represent significant danger: the protons have such high energy that they bypass starship shields. Each time a starship flies through or ends its movement in a marked hex, it takes damage directly to its Hull Points equal to 1d6 + an additional 1d6 for every 2 tiers of the starship. + +**Star Corona:** Flying near a star without specific protection is never a good idea. If unprotected, a starship can take between 1d6 and 20d6 damage each round from the heat given off by a star’s corona, depending on the intensity of the star and the distance to the star’s surface. Some stars also discharge radiation that bypasses normal defenses and can affect the crew on board (see Radiation below). +# GRAVITY FIELDS + +**Source** _Starship Operations Manual pg. 136_ +Black holes, nearby planetary bodies, unstable magical effects, and neutron stars can create powerful gravity fields that make starship combat challenging. + +Choose a side of the grid to represent the direction of the gravitational pull. At the start of each round, move all starships, tracking weapons, mines, and other relevant objects 1 hex closer to the source of the gravity. If an object starts within 6 hexes of the edge, move it 2 hexes toward the edge. While a starship is moving toward the gravitational source, each hex of movement moves the object an additional hex. While a starship is moving away from the gravitational source, each hex of movement costs 2 hexes instead. Tracking weapons follow the same rules for starships and have their effective speed ratings doubled or halved, as appropriate. + +Starships that move past the edge of the grid where the gravitational pull originates are out of the combat and might be destroyed or disabled, crash-land, or something similar. A ship removed from the grid by a black hole is almost certainly destroyed, for instance, while a starship pulled toward a planetary body might crash on its surface or even burn up in any extant atmosphere. + +For especially strong gravitational fields, the rate at which the hazard pulls could exceed 2 hexes per round. However, starships with a speed of 4 can’t escape such forces, even with a successful divert crew action. Generally, use gravitational pulls of 3 hexes per round or more only if the vessels involved in the starship combat can escape the gravity field. + +# RADIATION + +**Source** _Starship Operations Manual pg. 136_ +Space is full of background radiation from stars, space stations, manufacturing platforms, and stellar novas from far-off star systems. Starship hulls protect against most of this radiation, as do sealed space suits. However, more massive cosmic events produce intense radiation capable of impacting even heavily fortified vessels. + +Radiation is most often adjudicated like a damaging zone (page 135), but instead of dealing damage to the starship, it exposes crew members to radiation as if the ship were hit by a weapon with the irradiate property that lists low (for starship tiers 3 and below), medium (tiers 4–10), high (tiers 11–17), or severe (tiers 18 and up) radiation. + +**Gamma Ray Burst:** These super-luminous events are some of the brightest electromagnetic phenomena known in the universe and often are the result of a high-mass star collapsing into a neutron star or black hole or, less frequently, occur during a nova or supernova. The area is washed in severe radiation for 1 round, followed by an afterglow that can that can last for several hours. Every 10 rounds, the affected space is exposed to radiation that starts at high and degrades to medium and then low radiation over the course of the event. + +**Solar Flare:** A star occasionally experiences a sudden flash of brightness near its surface, followed by a coronal mass ejection that projects a stream of plasma and radiation away from the star. This threat can happen anytime a starship is traveling near a star, but it’s far more common around red dwarfs and other smaller, cooler stars. + +Represent this hazard by performing a direct-fire attack against each starship during the gunnery phase every 1d4 rounds, originating from the star. A solar flare typically has an attack bonus equal to 1-1/2 × the PC starship’s tier, deals 1d12 damage per 2 tiers of the starship, and has the irradiate (high) weapon special property. During the helm phase, a science officer can take a crew action to analyze the star with the ship’s sensors (DC = 10 + 1-1/2 × the starship’s tier). If successful, they’re able to predict when the next flare will occur, granting the ship a +5 bonus to AC against the next solar flare attack. If they perform this analysis the same round the flare erupts, the science officer guides the pilot out of the path of the flare, avoiding the attack entirely. + +**Solar Storm:** These eruptions of radioactive waves can cause electric disruptions and electromagnetic interference in nearby space. When a starship is hit by such a storm, the living occupants are exposed to medium or high radiation. These storms typically last 2 to 8 hours and affect a large area, exposing the entire grid to radiation for the duration of starship combat. + +# COMBINED EFFECTS + +**Source** _Starship Operations Manual pg. 136_ +Some galactic effects combine gravity fields, damaging zones, and radiation, making for very dangerous areas for a starship. However, sometimes the PCs’ goals lie in the heart of such treacherous areas of space! + +**Neutron Star:** The collapsed remains of a giant star can form this ultra-dense body featuring extreme heat, gravity, and radiation. Flying near such a star often exposes a starship to as much as 1d8 damage per round per 2 tiers of the starship from the intense heat, high radiation, and strong gravitational pull. This damage occurs at the end of each helm phase and is divided evenly among the ship’s quadrants. + +**Pulsar:** This neutron star has a very short rotational period (from milliseconds to seconds) and emits ultra-high-energy cosmic rays. Represent this hazard by adding a direct-fire attack every 1d4 rounds from the direction of the pulsar during the gunnery phase. A pulsar’s ultra-high-energy cosmic ray has an attack bonus equal to 1-1/2 × the starship’s tier, has the irradiate (severe) and vortex weapon special properties, and deals 1d12 × 10 damage; this damage increases by 1d12 × 10 per 5 tiers of the starship. During the helm phase, a science officer can take a crew action to analyze the pulsar with the ship’s sensors (DC = 10 + 1-1/2 × the starship’s tier). If successful, they avoid the cosmic ray entirely that round. + +**Quasar:** This is an ultra-luminous active galactic nucleus. The accelerating ring of gas revolves around a supermassive black hole, releasing energy across the entire electromagnetic spectrum, including bright visible light. Though beautiful to behold, a quasar is enormously dangerous; it emits high levels of radiation and heat, and its black hole has a strong gravitational pull. If a starship approaches the galaxy’s quasar core, use the rules for a neutron star (page 136) except it deals 10 times as much damage. Note that even the most stalwart ships could not survive this hazard for long. + +# OTHER EFFECTS] + +**Source** _Starship Operations Manual pg. 137_](https://paizo.com/products/btq0225g?Starfinder-RPG-Starship-Operations-Manual) +The far reaches of the galaxy contain a plethora of additional phenomena and anomalies that can have a variety of effects on starships. + +**Nebula:** This large and diffuse area of gas is generally not hazardous to starships, but depending on the exact nature of the nebula, it can cause any number of adverse effects. Represent a nebula with 10–20 contiguous hexes. These hexes might conceal a ship, forcing gunners to use unreliable sensor information to target a starship inside the nebula, which gives attacks against ships in the nebula a 20% miss chance. Alternatively, corrosive gases might eat away at the starship (as hull-eating bacteria on page 135). Or electrical storms may have erupted inside the nebula after being exposed to the technology of a starship, giving the nebula an attack each round against any starships inside (as solar flare on page 136). + +**Temporal Rift:** Waves of tachyon particles or damage from powerful gravitational forces can leave temporal scars in the fabric of space-time. These areas have unpredictable effects on time and can leave unlucky crews stranded. Mark an area 5 to 10 hexes long that varies from 1 to 3 hexes wide. When a starship begins a phase inside a temporal rift, time shudders and shifts; roll 1d4 for each crew member when they attempt an action. On a roll of a 1, they lose their action for this round. On a 2 or 3, they act normally. On a 4, they can take 10 on their action. + +**Wormhole:** These anomalies are bridges in space-time, linking two different points in space, two different moments in time, or a combination of the two. When a starship flies through a wormhole, its crew often experiences flying through a tunnel in a luminescent nebula. Mark 2 hexes on the grid that are linked to each other; you can choose either or both locations or determine either or both at random. Whenever a starship enters one of these hexes, it immediately enters the wormhole; remove it from the combat grid. On the next round of starship combat during the helm phase, when it is that starship’s turn to move, it first appears in the linked hex with a random facing. + +# DRIFT PHENOMENA + +**Source** _Starship Operations Manual pg. 137_ +In addition to the effects listed above, even stranger events can manifest in the Drift. Temporal rifts, wormholes, and proton storms are relatively common occurrences, and large sections of displaced planes often function similarly to asteroids and debris (pages 134–135). Creatures and forces loyal to Triune inhabit the Drift, and their intentions are often unclear; the strange encounters that travelers experience here do little to shed light on the tripartite god’s enigmatic plans. + +**Paraforan School:** When crystalline paraforan fragments (Starfinder Alien Archive 3 76) congregate into a single paraforan in the Drift, they often follow behind starships to consume the energy given off by Drift engines. Sometimes these fragments become overly enthusiastic and slam into a starship while attempting to feed off its latent Drift engine energy. At the beginning of the engineering phase, a paraforan appears in a single hex within 2d4 hexes of a random starship. During the helm phase, the paraforan acts last and moves at a speed of 14 with perfect maneuverability (turn 0) toward the nearest ship with a Drift engine. During the gunnery phase, after all other ships have acted, a paraforan adjacent to a starship can siphon that starship’s Shield Points, reducing that quadrant’s Shield Points by 10. + +If a paraforan is targeted by a starship weapon (requiring a gunnery action but no attack roll), or if a starship travels through a hex containing a paraforan, it immediately disperses into paraforan fragments that occupy 3 adjacent hexes. Paraforan fragments can’t deplete a ship’s shields, but they function as a stationary micrometeoroid cloud (page 134) for 1d4 rounds before re-forming into a paraforan. + +**Planar Energy Nebula:** Planar energy nebulae populate the Drift, often dragged in with the displaced pieces of other planes. When a starship enters a planar energy nebula, roll 1d4 to determine the effects. On a 1, the starship is drained of half its shields in a random quadrant. On a 2, a random system gains a critical damage condition. On a 3, the starship is spun around and gains a new facing, determined randomly. On a 4, the starship’s shields are replenished as if an engineer succeeded at a divert action. + +**Time Eater Ganglion:** This enormous colony of time eaters (Alien Archive 3 24) interlocks their tentacles together to form a massive web. The resulting ganglion can be anywhere from 1 to 3 hexes in size and slowly drifts toward the closest starship at a rate of 3 hexes per round at the start of the helm phase. If a starship ever shares a space or ends its movement adjacent to a ganglion, the time eaters attempt to grasp the ship to steal its temporal energy. The starship’s pilot must succeed at a Piloting check (DC = 15 + 1-1/2 × the starship’s tier) to avoid being grasped by the ganglion. If the ganglion grabs the starship, the ship loses all its shields in a random quadrant. If that quadrant’s shields were already depleted, the starship’s speed instead decreases by 2 for 1d4 rounds and the ganglion can move 1 additional hex for the same duration. These effects are cumulative, to a minimum starship speed of 0 and a maximum ganglion speed of 10 hexes, and the duration is refreshed each time a ganglion grabs a starship. A ganglion can be targeted by starship weapons and has an AC and TL of 15. If a ganglion takes a total of 20 damage per hex it occupies, it disperses into individual time eaters, which are generally inconsequential in starship combat. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Squadron Combat.md b/Rules/SF1E/Starship Mechanics/Squadron Combat.md new file mode 100644 index 0000000..f1b3afa --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Squadron Combat.md @@ -0,0 +1,152 @@ +--- +aliases: +tags: +--- + +# SQUADRON COMBAT + +**Source** _Starship Operations Manual pg. 54_ +Rather than unite as the bridge crew of a single vessel, starfarers may elect to field multiple starships in pitched battle. Such squadrons lack the firepower of a larger starship, yet they allow for greater independence, complex teamwork, and unparalleled strategy. This section presents additional rules and options for squadrons in starship combat. These squadron rules are intended primarily for PC use, though NPC-operated starships can also use the new actions, stunts, and upgrades that appear in this section. + +Squadron combat is an alternative to the PCs all crewing a single, larger starship. Each PC (or small set of PCs) designs their own starship of a lower tier; these ships’ combined power should be comparable to that of a single starship. With some exceptions, squadron design and combat work the same as normal starship design and combat (Core Rulebook 290–305, 316–327). + +### LOSING A SHIP + +Bullets, missles and plasma fly fast and free when starship squadrons engage. Due to their smaller size and crew, squadron starships often have lesser defenses than a single vessel, meaning one or more of the PCs’ starships might be disabled or even destroyed during combat. PCs aboard disabled starships typically take no damage, and so long as their comrades are victorious, the PCs and their disabled starships can be recovered and repaired (Core Rulebook 321–322). + +**Destroyed Starships:** If a starship is destroyed, each crew member takes 1d20 damage per tier of the enemy that destroyed the starship or CR of the hazard (e.g. 4d20 damage for a tier 4 starship). If the effect has no tier or CR, default to the squadron tier. Any crew reduced to 0 HP as a result can use Resolve Points to stabilize (Core Rulebook 250–251), and these survivors can be recovered after the battle. Additional damage to the destroyed starship damages the crew again, as above. + +Depending on the campaign, a destroyed starship might be replaced free of charge—though the PCs might earn less XP from the encounter. A destroyed starship might instead have to be replaced through a quest or by capturing an enemy vessel (which the player should redesign to fit the squadron’s tier). As a last resort, consider letting a PC replace their starship upon gaining a level and expending a number of credits equal to the typical wealth granted by an encounter of their new level (see Table 11–4 on page 391 of the Core Rulebook). + +# BUILDING A SQUADRON + +**Source** _Starship Operations Manual pg. 54_ +Use these guidelines to design a squadron. Except where noted, building squadron ships is identical to building a single starship. + +**Conceptualize:** Start by deciding how many starships are in the party’s squadron and who is most likely to operate them. Usually, the number of starships shouldn’t exceed the number of PCs, though the PCs could recruit NPC pilots to expand their squadron. + +**Determine Squadron Tier and Assign Starship Tiers:** The squadron’s tier is equal to the PCs’ average party level (APL), which is determined by totaling the PCs’ levels and dividing by the number of PCs. The number of starships and the squadron’s tier determine the individual starships’ tiers, per Table 2–12. + +### TABLE 2–12: SQUADRON STARSHIP TIER + +| NUMBER OF STARSHIPS | STARSHIP TIER | +|---------------------|---------------| +| 2 | APL – 1 | +| 3 | APL – 2 | +| 4 | APL – 3 | +| 5 | APL – 4 | +| 6 | APL – 5 | + + +**Build Starships:** The PCs design their squadron starships following the design rules on pages 293–305 of the Core Rulebook. Because of the minimum crew requirements for larger starships, squadron starships are almost always Medium or smaller. A Tiny squadron starship always has capacity for an escape pod expansion bay, even though the starship would otherwise lack expansion bay space. + +The GM may elect to build one, some, or all of the starships in advance if the campaign requires that PCs operate standard-issue ships or premade vessels (such as in a military campaign with standardized starships). + +**Design the HQ (Optional):** Many squadrons consist of starships too small or claustrophobic for long-term use. Instead, these starships regularly dock within a larger flagship that serves as the team’s headquarters (HQ). The HQ is primarily a utility vessel built with the heavy freighter or carrier base frame. The HQ’s effective tier equals the squadron tier, and it gains only 25% the number of starship Build Points normally granted to a starship of its tier. However, the cost of its base frame and any hanger bay or shuttle bay expansion bays is only 10% the normal cost (minimum 1 each). The HQ must be outfitted with enough hanger bays or expansion bays to accommodate the entire squadron. The HQ can combine three shuttle bays to accommodate a single Medium starship. In addition, the HQ’s minimum crew is reduced to four, and it loses all weapon mounts except a single turret with a mount for a light weapon. + +An HQ is a good fit for a squadron piloted by independent adventurers, giving them a place to retire between encounters and interact face-to-face. It increases the squadron’s number of Build Points available by accommodating some of the expansion bay facilities (like a medical bay or tech lab) that the smaller starships might otherwise have installed. However, it’s also an added complication. If an HQ isn’t a good fit for your group or campaign, it’s entirely possible to do without one. Alternatively, in a game where the PCs are part of a larger organization like a military or commercial expedition, there could be a much larger ship nearby that serves as their HQ but is run by NPCs. + +**Details:** After performing the earlier steps, the PCs should devise unifying details for the squadron, such as a visual design common to the starships or a squadron name. + +# SQUADRON OPTIONS + +**Source** _Starship Operations Manual pg. 54_ +Individual starships in squadron combat function in much the same way as in standard starship combat, though with their small crews, they’re far more reliant on minor actions like glide and snap shot (Core Rulebook 326). The small crews also encourage regularly swapping between roles based on an individual starship’s needs. + +Squadron combat introduces additional options for starship captains, more pilot stunts, and starship upgrades that emphasize teamwork. + +## ROLES + +**Source** _Starship Operations Manual pg. 54_ +At the start of each round during a starship combat, each character declares which role they assume for their starship. The roles and their respective actions function exactly as they would on a standard starship, except each starship in the fleet can have a character in each starship role. The exception to this rule is the captain role—only one character throughout the squadron can assume the captain role, as this character counts not only as the captain of their starship, but of the entire squadron (see below). Because starships in a squadron have a limited crew size, it’s virtually impossible for every role on every starship to be occupied simultaneously, though each starship in the squadron can purchase a virtual intelligence system (page 34) to secure an additional crew member and starship actions. + +**Squad Captain:** Thanks to the coordinated maneuvers of and close communication between squadron starships, a squadron can have only a single captain at a time, referred to as the squad captain. A squad captain can affect any of their squadron’s crew with captain actions, such as using encourage to assist another starship’s pilot. + +Instead of having their own starship, a squad captain can opt to remain in the HQ during combat, taking their captain actions to coordinate the rest of the squad’s actions from afar. However, due to the HQ’s relative distance from most encounters, this limits the squad captain’s ability to take other roles during combat. On the other hand, a PC who enjoys being a full-time squad captain doesn’t necessarily need their own starship—and having a smaller squadron increases the tier of each other starship. + +## STUNTS + +**Source** _Starship Operations Manual pg. 55_ +In addition to the stunts on pages 319–320 of the Core Rulebook, squadron pilots can attempt the following three stunts when performing the stunt action. + +### ESCORT + +**Source** _Starship Operations Manual pg. 55_ +Choose an allied starship. Your starship moves up to its speed and can turn as normal. If your starship occupies a hex that is adjacent to the chosen starship at the end of the helm phase, that allied starship gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × the chosen starship’s tier). On a failed check, your starship moves as normal. If you fail the check by 5 or more, your starship moves as normal but interferes with the chosen starship’s movement; that starship takes a –2 penalty to its AC and TL until the start of the next round. + +### FLANK + +**Source** _Starship Operations Manual pg. 55_ +Choose an enemy starship. Your starship moves up to its speed and can turn as normal. If your starship ends the helm phase within 5 hexes of the chosen starship, the next attack against the chosen starship, made during that round and originating from an arc not occupied by your ship, gains a +2 bonus to its gunnery check. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × the enemy starship’s tier). If you fail this check, your starship moves as normal but does not grant the bonus to the gunnery check. + +### RUN INTERFERENCE + +**Source** _Starship Operations Manual pg. 55_ +Choose one active tracking projectile that is moving toward (but has not yet reached) its target. Your starship moves up to its speed and can turn as normal. If it moves through a hex occupied by the projectile, the starship attempts to interfere with the projectile’s tracking system, causing it to veer off course and take a –4 penalty to its next gunnery check to continue moving toward its target. To perform this stunt, you must succeed at a Piloting check (DC = 5 + the tracking weapon’s speed + 1-1/2 × the attacking starship’s tier) with a circumstance bonus to your check equal to the bonus to TL granted by your starship’s defensive countermeasures. If you succeed by 5 or more, you cause the projectile to detonate harmlessly, destroying it. If you fail, your starship moves as normal but does not penalize the tracking weapon’s gunnery check. If you fail the check by 5 or more, the tracking projectile immediately attacks you instead; it makes a new gunnery check against your starship’s TL, dealing damage if it succeeds and veering off course to explode harmlessly if it fails. + +# SQUADRON MINOR CREW ACTIONS + +**Source** _Starship Operations Manual pg. 56_ +The minor crew actions below are well-suited to squadron combat. + +## HARRYING SHOT (GUNNERY PHASE, MINOR) + +**Source** _Starship Operations Manual pg. 56_ +You fire at an opponent to apply pressure and create an opening for one of your allies. If you succeed at a gunnery check (DC = 10 + the enemy pilot’s ranks in Piloting), your next ally who fires a starship weapon at that foe before the end of the round rolls their gunnery check twice and uses the better result. If the target starship has no one acting in the pilot role and didn’t take the glide minor crew action during its last turn, the DC for this gunnery check is 10. + +At 6th level, you can spend 1 Resolve Point before attempting a harrying shot. If your gunnery check exceeds the target’s AC (for direct fire weapons) or TL (for tracking weapons) by 4 or more, you also hit and deal damage to the target with the weapon. + +## SWIFT KICK (ENGINEERING PHASE, MINOR) + +**Source** _Starship Operations Manual pg. 56_ +With swift, physical encouragement, you can force a failing system to ignore its recent damage. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were one step less severe for the rest of the round (wrecked becomes malfunctioning, malfunctioning becomes glitching, and a glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core; however, you can’t affect a particular system with the swift kick action more than once per combat. + +# SQUADRON SYSTEMS + +**Source** _Starship Operations Manual pg. 56_ +The following new systems function only if the PCs spend the BP to acquire the systems for two or more of squadron ships, per Table 2–13 below. + +## AUTO-FLIGHT MODULE + +**Source** _Starship Operations Manual pg. 56_ +An auto-flight module leverages a squadron’s data link (see below) to keep multiple starships in formation with minimal effort, with subordinate starships mimicking the maneuvers of a primary pilot. Each participating squadron starship must have its own auto-flight module and a data link system. Whenever two or more squadron starships with auto-flight modules begin a round adjacent to at least one other participating starship and facing the same direction, they are considered to be in formation, and one of the starships is designated the primary starship (the others are referred to as secondary starships). + +When starships would attempt Piloting checks to determine the order in which starships move during the helm phase, starships in formation can choose to have the primary pilot attempt a Piloting check with a cumulative –2 penalty for each participating secondary starship; each starship in the formation uses that result to determine the order in which they move. When the primary pilot takes an action to move (such as fly or stunt), they can temporarily reduce their maneuverability and speed to match the worst maneuverability and speed of ships in the formation. If they do so, each secondary starship can use the glide minor crew action to mirror the primary starship’s exact movement and turns, including any special movement as a result of the primary starship’s successful stunts. However, secondary starships don’t also perform any stunts that apply to a specific enemy starship, such as flyby. Secondary starships gain only half the normal bonus to AC and TL when mirroring the evade stunt. + +An auto-flight module’s cost depends on the starship’s size. For the purpose of this calculation, Tiny = 1, Small = 2, etc. + +## DATA LINK + +**Source** _Starship Operations Manual pg. 56_ +A data link enables the rapid exchange of data between squadron ships. When two or more starships in the same squadron have this system and are within 20 hexes of each other, those starships’ computers automatically sync. Any starship in this network can calculate its sensors’ distance to a target using the distance of the starship in the network closest to the target. + +In addition, if a crew member aboard a starship in the network successfully takes the scan action against an enemy vessel, all vessels in the network automatically receive the information. Any crew member that takes the target system or lock on science officer actions can choose to apply the action’s effects to a networked starship’s attacks, rather than its own. A science officer can also apply the effects of these actions to one or more additional starships by increasing the DC of the Computers check by 2 per additional starship (e.g. increase the DC by 6 to grant the bonus to four starships in the network). + +## FOCUS-FIRE ALGORITHM + +**Source** _Starship Operations Manual pg. 56_ +A focus-fire algorithm coordinates a squadron’s attacks, helping the ships amplify their weapons’ destructive potential. A starship can purchase and install this system only if it also has a data link. + +At the start of the gunnery phase, the squadron designates one squadron starship as the primary attacker (any other starships with focus-fire algorithms are secondary starships), as well as an enemy starship as the target. If the primary gunner hits the selected target with a starship weapon that round, they grant the first secondary gunner who hits the same target before the end of the round a bonus to damage equal to the minimum damage of the primary gunner’s weapon (e.g. a primary gunner who hits with a particle beam and deals 8d6 damage grants a secondary gunner a +8 bonus to damage). + +## UNIFICATION MATRIX + +**Source** _Starship Operations Manual pg. 57_ +A unification matrix enables several (component) starships with this matrix to combine into a larger, more powerful (composite) starship. Starships with a unification matrix can combine and split apart only once each per combat and typically begin combat in either their component or composite forms. + +Design the composite starship, whose tier equals that of a squadron starship plus 1 for each additional component ship. If at least two of the largest component starships are the same size, the composite ship must be one size category larger than those ships. Otherwise, the composite starship is the same size as the largest component starship or one size category larger, as desired. + +During the engineering phase, if all of the component starships are adjacent to at least one other component starship and no more than 2 hexes away from each other, a crew member on each starship can expend a minor crew action, causing the starships to fuse and form the composite starship. Remove the component starships from the encounter. Place the composite starship in any one hex that a component starship previously occupied, facing in any direction. Add together the total Hull Point damage each of the component starships has taken, and apply that damage to the composite starship (applying critical damage as appropriate). If this would reduce its Hull Points to 0, the transformation automatically fails, returning the component starships to their original positions. Likewise, if some of the component starships don’t participate in the fusion, the process automatically fails. + +Add together the component starship’s Shield Points and distribute these evenly among its four quadrants, up to the starship’s maximum SP value. The officers of the component starships can immediately reassign their roles aboard the composite starship. Finally, if any of the component starships had ongoing effects (such as the effects of taunt) or incoming tracking weapon attacks, those effects and attacks redirect and apply to the composite starship and its crew. Then proceed with the engineering phase, including the actions of the composite starship’s engineer. + +At the beginning of the engineering phase, the composite starship’s engineer can use their crew action to decouple the vessel, breaking it into the component starships. One of these appears in the composite starship’s hex, and the other component starships appear in adjacent unoccupied hexes, with each starship facing the same direction as the composite starship. Apply any HP damage that the composite starship has taken evenly to the component starships (with a minimum of 1 HP remaining per starship) and split the composite starship’s Shield Points evenly between them. If the composite starship is reduced to 0 Hull Points, it automatically splits into component starships at the end of the current phase; if the composite starship would be destroyed, split the total damage evenly between the component starships, ignoring the HP minimum above. + +### TABLE 2–13: SQUADRON SYSTEMS + +| SYSTEM | BP COST | +|----------------------|--------------------------------------| +| Auto-flight module | 3 × size category | +| Data link | 2 | +| Focus-fire algorithm | 3 | +| Unification matrix | 10% of composite starship’s total BP | diff --git a/Rules/SF1E/Starship Mechanics/Starship Attacking _ Damage.md b/Rules/SF1E/Starship Mechanics/Starship Attacking _ Damage.md new file mode 100644 index 0000000..c26908f --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Attacking _ Damage.md @@ -0,0 +1,110 @@ +--- +aliases: +tags: +--- + +# STARSHIP ATTACKING & DAMAGE + +Whenever one starship fires a weapon at another starship, that action is resolved with a gunnery check. Attacks are made during the gunnery phase of combat, in the order determined during the helm phase, but the damage and critical damage effects (see page 321) are applied after all of the attacks have been made (meaning every starship gets to attack, even if it would be destroyed or crippled by an attack that happened during the same gunnery phase). With only very rare exceptions, each of a starship’s weapons can be fired only once per round. You make an attack using the following procedure. + +# RANGE AND ARC + +First, determine the range between the two starships (counted in hexes) and the arc of attack. For every range increment beyond the first, the gunnery check takes a cumulative –2 penalty. The attacking starship can fire a weapon against only ships in the same arc as that weapon; see the diagram on page 318. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc’s weapons target it; it can’t be targeted by weapons in two arcs. + +# GUNNERY CHECK + +Attempt a gunnery check for each weapon fired against a target (except for linked weapons, which are resolved using one action and a single gunnery check; see the sidebar on page 301). + +**Gunnery Check** = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty + +## DETERMINING THE OUTCOME + +Compare the result of the gunnery check to the target’s Armor Class (AC) or Target Lock (TL), depending on the weapon used. If you attack with a direct-fire weapon (see page 303) and the result of the gunnery check equals or exceeds the target’s AC, you hit the target and damage is determined as normal (see Damage below). A target’s AC is determined using the following formula. + +**AC** \= 10 + the pilot’s ranks in the Piloting skill + the ship’s armor bonus + modifier based on the ship’s size + bonuses and penalties from successful or failed stunts and actions + +If the attack is made with a tracking weapon such as a missile launcher (see page 303) and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability). If it intercepts the target before it reaches the end of its movement, it explodes and deals damage as normal (see Damage below). If not, attempt a new gunnery check at the start of the next gunnery phase to determine whether the projectile continues to move toward the target; you don’t receive any bonuses from computer systems or actions by your fellow crew members from previous rounds or the current round, but you can take penalties, such as from an enemy science officer’s improve countermeasures action (see page 325). If the result of a gunnery check for a tracking weapon is ever less than the target’s TL, the weapon’s projectile is destroyed and removed from play. A target’s TL is determined using the following formula. + +**TL** \= 10 + the pilot’s ranks in the Piloting skill + the ship’s bonus from defensive countermeasures + modifier based on the ship’s size + penalty from the ship’s armor + bonuses and penalties from successful or failed stunts and actions + +# DAMAGE + +**Source** _Starfinder Core Rulebook pg. 320_ +Combat in space can be highly dangerous to the vessel and its crew. Once a starship has been damaged, critical systems might malfunction or shut down altogether, leaving its passengers without electricity, gravity, or even air. Such damage might also cause a starship to lose its sensors, propulsion, or weapons systems, which could spell defeat during an active engagement. + +When a gunner hits with an attack, she rolls the damage dealt by the weapon she is using and determines which quadrant of the targeted starship she hits. A starship’s shield quadrants are the same as its firing arcs (see the diagram on page 318). Damage is first applied to any shields the target starship has in the quadrant hit by the attack, depleting a number of Shield Points equal to the amount of damage dealt. If that quadrant’s Shield Points reach 0, that shield is entirely depleted and any excess damage is applied to the target starship’s Hull Points. If the ship doesn’t have shields or if its shields in that quadrant have already been depleted, apply all damage directly to the target’s Hull Points. + +If a starship has a Damage Threshold (see page 292), any attack that would deal damage to its Hull Points equal to or less than this Damage Threshold fails to damage the ship’s Hull Points. If the damage is greater than the Damage Threshold, the full amount of damage is dealt to the ship’s Hull Points. + +If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed. Crew members aboard such ships are not in immediate danger unless their life-support system is wrecked, but they might eventually die from starvation and thirst if they have no way to repair the ship. + +If a ship ever takes damage that exceeds twice its Hull Points, it is destroyed and can’t be repaired. All systems stop functioning, and the hull is compromised. The crew might initially survive, but without protection, they won’t live very long. + +## CRITICAL DAMAGE + +Starship systems can take critical damage, causing them to become less functional and eventually stop working altogether. + +Critical damage is scored whenever a gunnery check results in a natural 20 on the die and damage is dealt to the target ship’s hull. The critical range is expanded to a natural 19 or 20 on the die if the target starship was the subject of a successful target system science officer action (see page 325). + +Critical damage is also scored whenever the target starship’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold (see page 292) or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship’s total damage above a multiple of its Critical Threshold. + +A starship can take critical damage even when its total Hull Points are below 0. + +# SHIELDS + +A starship takes critical damage from an attack only if that attack deals damage to the ship’s Hull Points, even if the result of the gunnery check is a natural 20. If the attack’s damage only reduces a starship’s Shield Points, no critical damage occurs. + +# CRITICAL DAMAGE EFFECT + +When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship’s key systems is hit; that system gains a critical damage condition (see below), with the effect listed on the table. If the system isn’t currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions. + +To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below). + +| D% | System | Effect | +|--------|---------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–10 | Life support | Condition applies to all captain actions | +| 11–30 | Sensors | Condition applies to all science officer actions | +| 31–60 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs) | +| 61–80 | Engines | Condition applies to all pilot actions | +| 81–100 | Power core | Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below) | + + +# CREW DAMAGE + +If the starship’s core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage. + +# CRITICAL DAMAGE CONDITIONS + +The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal). + +## GLITCHING + +A glitching system isn’t operating at peak performance. Crew actions involving the system (except the hold it together and patch engineer actions; see page 323) take a –2 penalty. + +## MALFUNCTIONING + +A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineer actions) take a –4 penalty. Also, crew members can’t take push actions (see page 322) using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems. + +## WRECKED + +A wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems. + +# RESTORING SHIELDS AND REPAIRING DAMAGE + +When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield; see page 302) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier). Any penalties from critical damage conditions apply to this check. + +You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal. + +Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage. + +# OTHER ACTIONS IN STARSHIP COMBAT + +**Source** _Starfinder Core Rulebook pg. 322_ +While your role determines what actions you can take during a starship combat encounter, on occasion you might want to perform some other kind of action, such as casting a spell or using a class feature. The GM has the final say on what kind of regular actions you can take, but generally, you can take only a move or standard action in a single round, and you can take only a minor crew action (see page 326) during that round. You aren’t assumed to be adjacent to any of your allies during starship combat, so the GM might also decide that you need to take an additional round to get close enough to an ally to affect him with an ability or spell. Any such action is resolved at the beginning of the round, before the engineering phase. + +## NPC SHIP GUNNERY BONUSES + +**Source** _Starfinder Core Rulebook pg. 326_ +The gunnery check bonus for an NPC starship of tier 9 or lower is equal to the starship’s tier plus the highest ability score modifier for an NPC of a CR equivalent to the starship’s tier (using the array on page 129 of _Alien Archive_). + +For an NPC starship of tier 10 or higher, use the same calculation but substitute the second-highest ability score modifier instead. diff --git a/Rules/SF1E/Starship Mechanics/Starship Boarding.md b/Rules/SF1E/Starship Mechanics/Starship Boarding.md new file mode 100644 index 0000000..3c300f2 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Boarding.md @@ -0,0 +1,117 @@ +--- +aliases: +tags: +--- +# STARSHIP BOARDING + +Although most starship combat involves lasers and torpedoes fired across vast distances, some starship crews—from Besmaran pirates to hardened vesk marines—relish boarding enemy vessels to finish the fight hand‑to‑hand. Of course, starships rarely draw close enough to each other to facilitate boarding, so moving troops from one ship to another typically occurs in one of four ways: a starship latching onto an enemy ship with an anchoring weapon, one starship ramming another, striking a starship with a breaching pod, or a giant space creature injecting pathogens into its prey. +When a starship launches a boarding party, the party’s maximum size equals 20% of the attacking starship’s complement or 4 combatants, whichever is higher. Some options, such as breaching pods, are exceptions that provide a different maximum size. + +# ANCHORING WEAPONS + +**Source** _Starship Operations Manual pg. 40_ +If a starship uses a weapon with the anchoring special property and begins the gunnery phase adjacent to the ensnared target, the gunner can use the shoot crew action to secure the target. If successful, the attack deals no damage, but the gunner’s ship can send one boarding party aboard the enemy starship. + +# BREACHING PODS + +**Source** _Starship Operations Manual pg. 40_ +Breaching pods fly teams of combatants toward a target, much like a tracking weapon. Upon impact, a breaching pod’s prow pierces a hole in the target, allowing the combatants to pour into the starship. Due to their size and composition, breaching pods can’t pierce any quadrant with Shield Points. + +# INJECTED PATHOGEN + +**Source** _Starship Operations Manual pg. 40_ +Some creatures can inject dangerous biological agents into a starship. When calculating its boarding statistics, the pathogen’s tier equals the creature’s tier, and the pathogen’s complement modifier is +0. In addition to fending the pathogen off as though it were a boarding party, a defending officer can use environmental controls to weaken the pathogen as an open crew action with a Life Science check (DC = 10 + 1-1/2 × the creature’s tier). If successful, all pathogen boarding parties take a –4 penalty to their next boarding attack before the end of the next round. + +# RAMMING + +**Source** _Starship Operations Manual pg. 40_ +When a starship successfully rams and deals damage to another starship’s Hull Points, an officer can direct a boarding party to invade the targeted starship as an open crew action during the gunnery phase that round. + +# RESOLVING A BOARDING PARTY + +**Source** _Starship Operations Manual pg. 40_ +Once a boarding party has invaded an enemy vessel, the defenders can react in one of two ways: repel the invaders through starship actions or confront them in tactical combat. Starship actions best represent the PCs relying on their starship’s crew and other defenses to repel attackers, whereas tactical combat is best if two or more PCs want to pursue the attackers directly. + +# NEW OPEN CREW ACTIONS + +An officer can directly influence a boarding party’s success or repulsion. + +## LEAD BOARDING PARTY (ENGINEERING PHASE) + +You accompany a boarding party, granting it a major advantage. Add an insight bonus equal to your key ability score’s modifier to the boarding party’s boarding attack modifier. If the boarding attack succeeds, you can choose which system takes critical damage. + +## SUBDUE BOARDING PARTY (ENGINEERING PHASE) + +You personally lead your starship’s crew in thwarting a boarding party. Either add an insight bonus equal to your key ability score modifier to your starship’s BR against one boarding attack attempted this round, or add half that bonus (rounded down) to the BR against all such boarding attacks this round. + +# RESOLVING WITH STARSHIP ACTIONS + +**Source** _Starship Operations Manual pg. 40_ +Rather than making individual attack rolls or tracking their exact location on a starship, a boarding crew’s success and health is resolved with a special boarding attack roll at the start of the Engineering phase. This check includes several modifiers that are explained on page 41. + +**Boarding Attack** = 1d20 + the boarding party’s tier (rounded down) + the boarding party’s complement modifier + the boarding party’s training modifier + +Compare the result of the boarding attack to the target starship’s Boarding Resistance (BR), which represents the starship crew’s ability to repel invaders. + +**BR** = the starship’s tier (rounded down) + the starship’s security modifier + the starship’s training modifier + +If the boarding attack is successful, the boarding party locates and sabotages part of the starship, and the starship takes a critical damage effect to a random system. If the attack exceeds the BR by 5 or more, the boarding party also deals major damage to the defenders and incapacitates 10% of the boarded starship’s complement. If the attack fails by 5 or more, the boarding party instead sustains major damage, with one-third of the boarding party’s original members incapacitated in combat. If the attack fails by 10 or more, the boarding party experiences a catastrophic setback that incapacitates the entire team. +Incapacitated crew and boarding party members might be dead, seriously injured, unconscious, captured, or otherwise neutralized, but regardless of their condition, they are unable to contribute for the duration of the starship combat. When determining which creatures are incapacitated, a starship’s non‑officer crew members are incapacitated first. If a PC would be incapacitated while resolving a boarding event, it’s often best to have them captured; however, if a group refuses to yield, reduce that PC to 0 Hit Points, and the PC must spend enough Resolve Points to stabilize. If that PC does not have enough Resolve Points, they die. +As a guideline, half of the combatants incapacitated during a boarding event survive to recover after starship combat ends. This increases to 75% of the incapacitated defenders if their starship has a medical bay. + +# COMPLEMENT MODIFIER +The boarding party’s relative size plays a significant role in how quickly they can overcome defenders and inflict damage, represented by a modifier to the boarding attack. To calculate this modifier, compare the number of combatants in the boarding party to the defending ship’s complement, using the following table. + +| Boarding Party Size | Complement Modifier | +|------------------------------------------|---------------------| +| Less than 10% of the target’s complement | –8 | +| 10–20% of the target’s complement | –4 | +| 20–50% of the target’s complement | +0 | +| 50–80% of the target’s complement | +2 | +| 80–100% of the target’s complement | +4 | +| Larger than the target’s complement | +8 | + + + +# SECURITY MODIFIER + +**Source** _Starship Operations Manual pg. 41_ +Starships often incorporate security features that stymie invaders. A starship’s BR has a base security modifier of +0, modified by the following security features (rounded up). Antipersonnel weapons provide their BR modifier only against the first boarding attack attempted against the starship, after which the weapon exhausts its ammunition and must be reloaded as an open crew action. + +| Security | Security Bonus | +|-----------------------------|---------------------------------| +| Antipersonnel weapon | 1/3 × weapon level | +| Antipersonnel weapon, heavy | 2 + 1/3 × weapon level | +| Biometric locks | 1 | +| Computer countermeasures | 1/3 × number of countermeasures | + + + +# TRAINING MODIFIER + +**Source** _Starship Operations Manual pg. 41_ +A typical starship’s crew members have basic combat skills that help them fend off attackers, represented by the starship’s tier. However, well-trained combatants can quickly overpower unskilled foes. A starship that has a basic, specialized, or elite combat training facility as an expansion bay increases the crew’s military capabilities to skilled, specialized, or elite, respectively, each of which increases the starship’s BR. A starship benefits only from the most advanced combat training facility it has. For military starships published prior to this book, consider granting their crews the skilled or specialized benefits as appropriate. + +| Crew Skill | Training Modifier | +|-------------|-------------------| +| Skilled | +2 | +| Specialized | +4 | +| Elite | +6 | + + + +# MULTIPLE BOARDING PARTIES + +**Source** _Starship Operations Manual pg. 41_ +If two or more allied boarding parties board the same starship, they can choose either to operate independently or combine forces. When operating independently, resolve each boarding party’s boarding attack separately. +When boarding parties combine forces, add their number of combatants together to calculate their complement bonus, and use the average of their training modifiers (rounded down). Combine the boarding parties’ combatants to determine how many combatants are incapacitated during the boarding event. + +# TACTICAL BOARDING RESOLUTION + +**Source** _Starship Operations Manual pg. 41_ +When multiple PCs participate directly in a boarding event, it’s best to put the starship combat on hold at the end of the current round. Record the starships’ positions and statuses (their HP, SP in each quadrant, etc.). Resolve the boarding action as a tactical encounter using a 5-foot-square grid. +**Calculating CR:** In general, a boarding party encounter’s CR is 1 less than the tier of the enemy starship (e.g. boarding or repelling invaders from a tier 9 starship is a CR 8 encounter). Increase the CR by 1 if the boarded ship’s BR is at most 5 higher than the boarding attack modifier. Conversely, decrease the CR by 1 if the boarding attack modifier is at least 15 lower than the boarded ship’s BR. +These values assume that only some of the PCs are participating in the encounter, with the rest remaining at their posts. If the entire party participates, consider increasing the CR by 1 or more to provide the appropriate challenge. +**PCs Attacking:** If the PCs successfully overcome the combat challenge, they deal damage to the enemy starship as if they had succeeded at their boarding attack. If they succeed within 3 rounds (or otherwise achieve an extraordinary victory, at the GM’s discretion), the PCs also incapacitate a fraction of the enemy ship’s complement as though the boarding attack exceeded the BR by 5. +**PCs Defending:** If the PCs successfully overcome the combat challenge, they treat the boarders as if they had failed the boarding attack by 5. If they succeed within 3 rounds (or otherwise achieve an extraordinary victory, at the GM’s discretion), the PCs also incapacitate a fraction of the enemy’s boarding party as though the boarding attack failed the BR by 10. +After resolving the encounter, resume the starship combat for one round, and if the PCs continue to engage in or defend against boarding actions, begin another tactical encounter to represent the next boarding attack, repeating as necessary. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Building.md b/Rules/SF1E/Starship Mechanics/Starship Building.md new file mode 100644 index 0000000..d40f675 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Building.md @@ -0,0 +1,103 @@ +--- +aliases: +tags: +--- +# STARSHIP BUILDING + +From the smallest transport shuttles to the largest, battleready dreadnoughts, starships are an important part of the Starfinder Roleplaying Game. They defend orbital stations from raids by space pirates, engage enemy fleets during massive interstellar conflicts, and explore the deepest reaches of space. But at their simplest, they allow the characters to travel the stars in search of adventure. The following chapter outlines the process of building a starship from scratch and customizing it to perfectly fit your needs. + +# UNDERSTANDING STARSHIPS + +**Source** _Starfinder Core Rulebook pg. 292_ +Starships and their base frames are described using stat blocks that include information about how they move, the size of their crews, and more. When you’re reading a starship or base frame stat block, the statistics and definitions below define its capabilities. A starship sheet is provided at the end of this book. + +- **Name and Tier**: This is the designation of the starship and its power level. Starships of different tiers vary to a greater degree in terms of power and abilities than monsters whose Challenge Rating (CR) differs by a similar amount. +- **Size Category and Frame**: This describes the overall size of the vessel (see Starship Scale on page 294). A starship’s size provides a modifier to its Armor Class and Target Lock (see below). This entry also notes the base frame of the starship (see page 294). +- **Speed**: This is the number of hexes the starship can move using most pilot actions. +- **Maneuverability**: A starship’s maneuverability is rated clumsy, poor, average, good, or perfect. This is generally tied to the mass and size of the starship, and it both indicates how agile the starship is in space and determines the minimum number of hexes the starship must move before it can turn (see page 319). +- **Drift**: This is a starship’s Drift engine rating. When determining how long it takes a starship to travel to a location through the Drift, divide the die roll by this number (see page 291). If this entry is absent, the starship can’t travel into the Drift. +- **Armor Class (AC)**: This value is used when determining whether direct-fire weapons (see Type on page 303) hit a starship. AC is calculated based on the ship’s size, maneuverability, and physical armor, as well as the pilot’s number of ranks in the Piloting skill. See page 320 for details on calculating AC. +- **Target Lock (TL)**: This value is used when determining whether tracking weapons (see Type on page 303) hit a starship. TL is calculated based on the starship’s size, defensive countermeasures (see page 298), and armor, plus the pilot’s number of ranks in the Piloting skill. See page 320 for details. +- **Hull Points (HP)**: This is the total amount of damage a starship can take before it becomes inoperative. A starship with 0 Hull Points isn’t destroyed, though many of its systems are no longer functioning and it is no longer a threat to its enemies. In a base frame stat block, the Hull Points entry also lists the HP increment, which is the number of Hull Points a starship with that frame automatically gains when its tier increases to 4 (and every 4 tiers thereafter; see page 294). +- **Damage Threshold (DT)**: If an attack deals less damage than this value, that damage isn’t counted against the ship’s total Hull Points. Only Huge or larger ships have a Damage Threshold, and it matters only when such a starship’s shields are depleted (see page 320). +- **Critical Threshold (CT)**: Whenever the total amount of damage that has been dealt to a starship’s Hull Points reaches a multiple of this value, one of its systems takes critical damage (see page 321). This value is always one-fifth of the starship’s maximum number of Hull Points. +- **Shields**: In a starship stat block, this lists the ship’s shield system and the Shield Points (SP), which represent the damage shields can take before they’re depleted. Shield Points are assigned to particular quadrants (forward, port, starboard, or aft). These quadrants correspond in orientation to the firing arcs shown in the diagram on page 318. +- **Attacks**: A starship has four firing arcs: forward, port, starboard, and aft (see the diagram on page 318). Most nonturret weapons can fire only in the firing arc where they’re mounted; turret weapons can be fired in any arc. The attack entries list the various weapons mounted on the ship that can fire in each of the arcs. Each weapon also lists its damage, range, and other special properties. +- **Mounts**: In a base frame stat block, this entry lists the class of weapon that can be mounted on the starship (see page 303). +- **Power Core**: This lists a starship’s power core or cores (see page 296) and the power core units (PCU) it produces. +- **Drift Engine**: The starship’s Drift engine, if any, is listed here. +- **Systems**: This entry lists a starship’s major systems, such as armor, defensive countermeasures, sensors, and weapons (see page 297). +- **Expansion Bays**: This entry lists any expansion bays—cargo spaces that can be used for special purposes (see page 298). +- **Modifiers**: This entry lists the bonuses (or penalties) to certain skill checks during starship combat gained from a starship’s speed and maneuverability, as well as from some starship systems. +- **Minimum and Maximum Crew**: In a base frame stat block, these entries note the minimum and maximum number of characters who can take actions on that vessel during starship combat. Larger starships use teams that report to a higher officer who performs an assigned role in starship combat (see Large and Small Crews on page 316 for more about large crews). A starship without its minimum crew can’t be operated. +- **Complement**: In a starship stat block, this section lists the total size of the crew aboard that ship. +- **Crew**: In a starship stat block, this section lists those filling various roles in combat (see page 316), as well as their bonuses to skills used during starship combat and number of ranks in those skills—see page 316 for more on determining these. Any modifiers listed earlier in the stat block are accounted for here. If a starship has teams supporting officers who fill roles, this entry also lists the number and size of teams. This section is listed only for ships under the GM’s control—PCs can perform their own actions aboard starships they control; for more on these actions, see Starship Combat on page 316. +- **Special Abilities**: Any unique actions or qualities a starship has due to its crew or its equipment are listed here. +- **Cost**: In a base frame stat block, this lists the frame’s Build Point cost. Build Points (BP) are an abstract resource used for creating and upgrading starships. + + + +# SHOOTING STARSHIPS + +**Source** _Starfinder Core Rulebook pg. 292_ +Starship weapons and regular PC-level weapons work on different scales and aren’t meant to interact with each other. If characters choose to shoot at a starship with their laser rifles (or cast a spell on it) while it is on the ground, the GM should treat the starship as an object (a particularly massive one, at that). At the GM’s discretion, if starship weapons are ever brought to bear against buildings or people, they deal Hit Point damage equal to 10 × their listed amount of damage. However, starship weapons are never precise enough to target a single individual (or even small group) and can, if the GM decides, be simulated as deadly hazards instead of weapon attacks. + +# BUILDING A STARSHIP + +**Source** _Starfinder Core Rulebook pg. 293_ +Regardless of starships’ size and purpose, they’re all created using the same process. GMs and players alike can use the following steps to create an incredibly diverse array of vessels, from sleek science ships and nimble skirmishers to heavily armored combat frigates. Alternatively, you can use the prebuilt sample starships detailed later in this chapter (see page 305). + +While it’s possible to run a Starfinder game that doesn’t involve starships at all, the Starfinder RPG assumes that PCs have access to a starship. Whether it was built from scrap, received from a generous benefactor, or purchased with an exorbitant loan, the PCs’ starship serves as a mobile base of operations, a means of reaching distant stars, and a defense against hostile alien vessels. Often, the PCs’ first starship is designed by the GM and can be upgraded or even replaced as the characters gain experience. However, some GMs might allow the PCs free reign over their starship’s creation, letting them feel a sense of true ownership over the starship that will accompany them throughout the campaign. Either way, a starship’s power level is based on the PCs’ Average Party Level (APL)—the characters’ average character level. See Refitting and Upgrading Starships on page 305 for information on how to adjust a starship’s capabilities when the characters’ APL changes. + +When creating a starship, follow these steps. + +- **Step 1: Conceptualize**. Start by deciding what type of starship you are designing, with a general idea of its purpose and required crew size. If you are creating a starship to be used by PCs, make sure that all the PCs can fit within the vessel! Some of the choices you make later might depend on your overall concept. +- **Step 2: Determine tier and Build Points**. If you are creating a PC starship, determine the characters’ APL by adding together the characters’ levels and dividing by the number of characters. That number is their ship’s tier. If designing enemy starships, decide the difficulty of the encounter (see Designing Starship Encounters on page 326) and choose the enemy ship’s tier. Once you know the tier of the ship, consult Table 9–1: Starship Base Statistics to determine the number of Build Points you can spend to create the starship. Note that a starship receives a boost to its Hull Points equal to its HP increment at tiers 4, 8, 12, 16, and 20. +- **Step 3: Select a frame**. Each starship is built upon one of a variety of frames that determines its size, maneuverability, crew complement, weapon mounts, and other basic statistics. Each frame costs a certain number of Build Points; see Base Frame below for more information. +- **Step 4: Select a power core**. A starship’s power core determines its overall power available (listed in power core units, or PCU), so you should spend Build Points on it first (see page 296). This amount of power can be used as a kind of budget when installing other systems, such as thrusters and weapons—see Power Budget on page 296 for more suggestions. +- **Step 5: Select thrusters**. A starship without a means of propulsion is nothing more than a floating target (or an inert hunk of metal on a planet’s surface), so spending Build Points on the starship’s thrusters should be your next priority. On page 296, thrusters are listed by starship size and speed (in hexes) during combat. +- **Step 6: Select other systems**. Next, spend your remaining Build Points on all the other systems you wish to have on your starship. To be effective in combat, a starship needs armor, defensive countermeasures, shields, and weapons. If you wish to travel to locations outside of your home star system, it also needs a Drift engine. Other, more optional purchases include upgrades to the starship’s computers, expansion bays, security, and sensors. (See Other Systems on page 297.) +- **Step 7: Add details**. Finally, once all these choices have been made, you should give your starship a name, determine its relevant statistics (such as its AC and TL), and add any other details (such as quirks, physical description, and so on). + +| Tier | Starship Build Points | Special | +|------|-----------------------|-------------| +| 1/4 | 25 | — | +| 1/3 | 30 | — | +| 1/2 | 40 | — | +| 1 | 55 | — | +| 2 | 75 | — | +| 3 | 95 | — | +| 4 | 115 | HP increase | +| 5 | 135 | — | +| 6 | 155 | — | +| 7 | 180 | — | +| 8 | 205 | HP increase | +| 9 | 230 | — | +| 10 | 270 | — | +| 11 | 310 | — | +| 12 | 350 | HP increase | +| 13 | 400 | — | +| 14 | 450 | — | +| 15 | 500 | — | +| 16 | 600 | HP increase | +| 17 | 700 | — | +| 18 | 800 | — | +| 19 | 900 | — | +| 20 | 1,000 | HP increase | + + + +# STARSHIP SCALE + +**Source** _Starfinder Core Rulebook pg. 293_ +Though the size categories of starships have the same names as the size categories of creatures, they operate on completely different scales. Even within a size category, a starship’s exact measurements might differ between base frames and manufacturers. The size of a starship also modifies its Armor Class and Target Lock as indicated. + +| Size | Length | Weight | AC and TL Modifier | +|------------|------------------|------------------------------|--------------------| +| Tiny | 20–60 ft. | 2–40 tons | +2 | +| Small | 60–120 ft. | 30–250 tons | +1 | +| Medium | 120–300 ft. | 50–2,500 tons | +0 | +| Large | 300–800 ft. | 2,000–50,000 tons | –1 | +| Huge | 800–2,000 ft. | 40,000–640,000 tons | –2 | +| Gargantuan | 2,000–15,000 ft. | 600,000 tons to 250 megatons | –4 | +| Colossal | Over 15,000 ft. | 200–2,000 megatons | –8 | diff --git a/Rules/SF1E/Starship Mechanics/Starship Chases.md b/Rules/SF1E/Starship Mechanics/Starship Chases.md new file mode 100644 index 0000000..adf93d8 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Chases.md @@ -0,0 +1,323 @@ +--- +aliases: +tags: +--- +# STARSHIP CHASES +Sometimes, when danger threatens a starship crew, their best bet is to turn tail and flee rather than stay and hope that pure firepower can win the day. Other times, the PCs’ ship might be the predator in pursuit of prey. Whether you’re being hunted by a gargantuan space beast, pursuing an alien starship, or racing rivals to the score of the century, sometimes you’ll want an alternative to starship combat to capture the tension and grandeur of a thrilling chase. +This section introduces a narrative-focused system for running starship chases. Rather than using a combat grid, these starship chase rules place more emphasis on dynamic interactions among the involved ships and their environment. Above all, a starship chase should focus on the cinematic elements of a tense, high-stakes contest between speeding starships. + +# STARSHIP CHASE OVERVIEW + +**Source** _Starship Operations Manual pg. 44_ +Below is a brief summary of how starship chases work. + +- A starship chase takes place over a series of 6 rounds, during which PCs are attempting to flee, pursue, or race an opposing ship or ships. (The GM can adjust the exact number of rounds, per Designing a Starship Chase on page 47.) +- Each round, the GM presents an obstacle the PCs must overcome, and then the PCs select a single chase action for their starship and attempt any associated skill check. +- After 6 rounds, the starship chase ends in success or failure, depending on the number of successful chase actions the PCs take. Other effects, such as damage to Shield Points and Hull Points, also depend on this outcome. A chase can also end in failure early if a ship takes a number of hits dependent on its size category (see Ending a Starship Chase on page 46). + + + +# CHASE ROUNDS + +**Source** _Starship Operations Manual pg. 44_ +At the beginning of each round of a starship chase, each character can switch to a different starship role (or assume a role if they didn’t already have one). A character can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character currently in that role is unable to take actions). +Once every character has chosen a starship role, the GM can present an obstacle. The PCs then decide together which chase action the starship will take this round and which characters will attempt the skill checks associated with both the obstacle (if present) and the chase action, in that order. Chase actions are presented starting on page 45. + +Each round, the GM can present one of the obstacles below. GMs can also create their own obstacles tailored to a particular setting or chase, selecting crew roles appropriate for those actions. +Each obstacle lists the crew members who can attempt a skill check to overcome it. Those crew members can use one of the skills listed in Table 2–1: Starship Chase Skills (page 46) to attempt to overcome the obstacle. Succeeding at skill checks to overcome obstacles doesn’t count toward the PCs’ total number of successes when determining the success or failure of the starship chase. To determine chase CR and skill check DCs, see page 47. + +## ARCANE WARP (MAGIC OFFICER) + +**Source** _Starship Operations Manual pg. 44_ +Space-time anomalies can cause all sorts of problems during a chase unless an apt magic user can bend reality back into shape. +**Failure:** The crew’s next chase action check takes a –2 penalty. + +## DEBRIS CLOUD (GUNNER, PILOT) + +**Source** _Starship Operations Manual pg. 44_ +A cloud of debris—whether from a defeated opposing ship, the environment, or some other source—obfuscates the path forward and presents immediate danger. +**Failure:** Take 1 hit. + +## ELECTROMAGNETIC INTERFERENCE (ENGINEER, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 44_ +A field of electromagnetic energy interferes with the ship’s sensitive equipment at a critical moment. +**Failure:** The next engineer or science officer check (whichever comes first) takes a –2 penalty. + +## EMPLACEMENT (ENGINEER, GUNNER, PILOT, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 44_ +Whether in the form of a turret or ground-based anti‑air forces, threats from outside the chase can interfere with its progress. +**Failure:** Take 1 hit. + +## ENERGY SPIKE (CHIEF MATE, ENGINEER) + +**Source** _Starship Operations Manual pg. 44_ +Too much of a good thing can be destructive—and energy surges are a prime example. +**Failure:** Take 1 hit. + +## FALSE ALARM (CAPTAIN, CHIEF MATE) + +**Source** _Starship Operations Manual pg. 44_ +A failing sensor or damaged system sounds a distracting alarm or even impedes the normal function of other systems, requiring someone to turn it off—or possibly even destroy it. +**Failure:** The crew’s next chase action check takes a –1 penalty. + +## GEYSER (PILOT, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 44_ +A geyser might be natural (scalding water or liquid metal) or a deliberate venting of superheated plasma. Either way, dodging or predicting it is the only way to avoid taking damage. +**Failure:** Take 1 hit. + +## HANGERS ON (CHIEF MATE, ENGINEER) + +**Source** _Starship Operations Manual pg. 45_ +Whether grappling hooks with cables or the vines of some massive flora, having detritus attached to the hull increases drag and can interfere with weapon functionality. +**Failure:** The next Piloting check takes a –2 penalty. + +## LOCAL INTERVENTION (CAPTAIN) + +**Source** _Starship Operations Manual pg. 45_ +Law enforcement, gutsy locals, or other meddlesome third parties sometimes interject themselves into a chase and might be talked down from interfering. +**Failure:** The crew’s next chase action check takes a –2 penalty. + +## MAGICAL ANOMALY (MAGIC OFFICER) + +**Source** _Starship Operations Manual pg. 45_ +A sudden pocket of abnormal magical energy can interfere with a magic officer’s best-laid plans. +**Failure:** The next magic officer check takes a –2 penalty + +## MISDIRECTION (CAPTAIN) + +**Source** _Starship Operations Manual pg. 45_ +Open comms or a loud broadcast speaker might allow an enemy to taunt or intimidate a starship’s crew during a chase, but a clever retort or inspiring speech from the crew’s captain can mitigate such distractions. +**Failure:** The crew’s next chase action takes a –2 penalty. + +## NARROW PASS (GUNNER, PILOT) + +**Source** _Starship Operations Manual pg. 45_ +A sudden reduction of available flight space presents a choice: blast a way through or find a way to fit. +**Failure:** Take 1 hit. + +## OFFENSIVE SPELL (MAGIC OFFICER) + +**Source** _Starship Operations Manual pg. 45_ +Powerful spellcasters might throw up convincing illusions or dangerous effects to impede their pursuers or prey, but a magic officer on their toes might be able to counter such magic. +**Failure:** The crew’s next chase action check takes a –2 penalty. + +## ROGUE METEOROID (GUNNER, MAGIC OFFICER, PILOT) + +**Source** _Starship Operations Manual pg. 45_ +While the smallest meteoroids offer no real threat to modern spacecrafts, a ship might still encounter the occasional space rock large enough to pose a significant threat. +**Failure:** Take 1 hit. + +## STALL (CHIEF MATE, ENGINEER) + +**Source** _Starship Operations Manual pg. 45_ +An engine stall can happen at any time during a frantic chase, putting a starship in dire straits—even if only momentarily. +**Failure:** The next Piloting check takes a –2 penalty. + +## TURBULENCE (PILOT) + +**Source** _Starship Operations Manual pg. 45_ +While no chase is exactly a smooth ride, particularly rough atmosphere or fancy maneuvering during a chase can make it difficult for the chief mate to get exactly where they need to be, for a magic officer to properly focus, or for a gunner to lock on to their target. +**Failure:** The next chief mate, gunner, or magic officer check (whichever comes first) takes a –2 penalty. + +# CHASE ACTIONS + +**Source** _Starship Operations Manual pg. 45_ +These are the actions available to a starship’s crew during each round of a starship chase, after the GM has presented an obstacle. No chase action can be taken two rounds in a row. Characters also can’t attempt an obstacle check and take a chase action in the same round. +Each action notes the crew members that can attempt the action; those crew members use one of the skills listed in Table 2–1: Starship Chase Skills to attempt a skill check. Each action includes any consequences for success or failure. GMs can also create their own chase actions tailored to a particular setting or chase, selecting crew roles appropriate for those actions. + + +## TABLE 2–1: STARSHIP CHASE SKILLS + +| Starship Roles | Skills | +|-----------------|------------------------------| +| Captain | Bluff, Diplomacy, Intimidate | +| Chief Mate | Acrobatics, Athletics | +| Engineer | Engineering | +| Gunner | Piloting† | +| Magic Officer | Mysticism | +| Pilot | Piloting | +| Science Officer | Computers | + + + A gunner can substitute their base attack bonus for their ranks in Piloting when attempting a Piloting check. + + +## TABLE 2–2: SKILL CHECK DCS + +| CR | Average DC | Hard DC | +|----|---------------|---------| +| 1 | 11 | 16 | +| 2 | 13 | 18 | +| 3 | 14 | 19 | +| 4 | 16 | 21 | +| 5 | 17 | 22 | +| 6 | 19 | 24 | +| 7 | 20 | 25 | +| 8 | 22 | 27 | +| 9 | 23 | 28 | +| 10 | 25 | 30 | +| 11 | 26 | 31 | +| 12 | 28 | 33 | +| 13 | 29 | 34 | +| 14 | 31 | 36 | +| 15 | 32 | 37 | +| 16 | 34 | 39 | +| 17 | 35 | 40 | +| 18 | 37 | 42 | +| 19 | 38 | 43 | +| 20 | 40 | 45 | + + + + +## COVERING FIRE (GUNNER) + +**Source** _Starship Operations Manual pg. 46_ +Peppering an enemy ship with bullets or laser fire can force its pilot to take suboptimal evasive maneuvers, giving the firing ship a chance to catch up or bug out. +**Success:** The crew gains 1 success. + +## CREATE OBSTACLE (CHIEF MATE, ENGINEER, MAGIC OFFICER, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 46_ +Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning a cloud of technomagical nanites, a crew can put a dangerous hazard in the path of their opponent. +**Success:** The crew gains 1 success. + +## ENVIRONMENTAL COVER (PILOT) + +**Source** _Starship Operations Manual pg. 46_ +A daring pilot might choose to fly much too low to the ground, enter a twisting canyon, or even brave an asteroid field in order to gain an advantage. +**Success:** The crew gains 1 success. +**Failure by 5 or More:** The starship takes 1 hit. + +## EVALUATE WEAKNESS (CAPTAIN, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 46_ +Even in the heat of a tense chase, a canny crew can use intuition or equipment to zero in on a target’s vulnerabilities, giving them a leg up on their next move. +**Success:** The crew’s next chase action gains a +2 bonus, and if it would result in 1 success, it results in 2 successes instead. +This action can’t be used again during this chase. + +## NEGOTIATE OBSTRUCTION (GUNNER, SCIENCE OFFICER) + +**Source** _Starship Operations Manual pg. 46_ +Whether a force field or a civilian starship convoy, unexpected obstructions can be a bane or a blessing. A crew might blast or hack their way through a closing hangar bay door at the last minute or weave their way through the docking bays of a busy spaceport. +**Success:** The crew gains 1 success. +**Failure by 5 or More:** The starship takes 1 hit. + +## OUTMANEUVER (PILOT) + +**Source** _Starship Operations Manual pg. 46_ +A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard turn to a trusty barrel roll. Of course, getting too fancy runs the risk of pushing a ship beyond its breaking point. +**Success:** If the crew’s next chase action would result in 1 success, it results in 2 successes instead. +**Failure by 5 or More:** The starship takes 1 hit. + +## OUTSPEED (CHIEF MATE, ENGINEER, MAGIC OFFICER) + +**Source** _Starship Operations Manual pg. 46_ +A motivated crew can give the engines all they’ve got, either by pouring in extra fuel or magically boosting them, and gain just enough distance to outpace—or close in on—their opponent. +**Success:** The crew gains 1 success. +**Failure by 5 or More:** This action can’t be selected again during this chase. + +# ENDING A STARSHIP CHASE + +**Source** _Starship Operations Manual pg. 46_ +A starship chase ends after 6 rounds or after a ship has taken a number of hits dependent on its size category (4 for a Tiny ship, 5 for a Small ship, or 6 for a Medium or larger ship), whichever comes first. If the chase ends due to the PCs’ ship taking too many hits, the chase is a failure. The GM determines what happens at the end of the starship chase, based upon the number of successful chase actions taken by the PCs. Table 2–3: Chase Outcomes provides the typical results for a starship chase. These are expressed in general success or failure, the percentage of Shield Points and Hull Points that the ship loses, and how many systems (determined randomly) that gain the wrecked critical damage condition. The GM can adjust these outcomes as needed for their adventure; failure need not mean destruction. For example, if the PCs are fleeing a squad of Azlanti fighter ships but manage only 2 successes, they might still escape—just barely—but their failure might mean they are powerless to stop the Azlanti ships from going on to capture an important ally or location. + + +# CHASE OUTCOMES + +| Successful Chase Actions | Outcome | SP Lost | HP Lost | Wrecked Systems | +|--------------------------|---------|---------|---------|-----------------| +| 5 or more | Success | 0% | 0 | 0 | +| 4 | Success | 10% | 10% | 1 | +| 3 | Failure | 50% | 50% | 2 | +| 2 or fewer | Failure | 100% | 100% | 5 | + + +# DESIGNING A STARSHIP CHASE + +**Source** _Starship Operations Manual pg. 47_ +When designing a starship chase, use the following guidelines to help you build a balanced encounter. The following instructions are provided for chases with 6 checks. If you want to have a shorter chase, remove checks and adjust the outcome (see Table 2–3 above) accordingly by subtracting the required number of successes for each outcome; if you want a longer chase, add to the number of checks and required successes instead. +**Determine Challenge Rating:** Most starship chases should have a Challenge Rating equal to the PCs’ average party level and award XP as a combat encounter of that CR (Core Rulebook 390). +**Determine Skill Check DCs:** Reference Table 2–2: Skill Check DCs, using the starship chase’s CR. +**Environmental Effects and Obstacles:** Decide whether to include any environmental effects (see below) or custom obstacles based on the circumstances of the chase, and take note of their details. + +# STARSHIP CHASE SUMMARY + +Each round of a starship chase proceeds as described below. + +**GM Sets Obstacle** +The GM picks an obstacle (either from pages 44-45 or one of their own creation), and one of the PCs attempts a check to overcome it. If the PC fails the check, the consequences are noted. + +**PCs Pick a Chase Action** +The PCs decide on a single chase action (either from page 46 or one of their own invention, at the GM’s discretion) and one PC attempts the skill check associated with that action. Any relevant failure or success is noted and takes effect. + +**Chase Continues** +If it isn’t the 6th round and the PCs’ ship has not taken the maximum number of hits, the chase continues with the GM setting a new obstacle. + +# ENVIRONMENTAL EFFECTS + +**Source** _Starship Operations Manual pg. 47_ +Some chases might take place in unusual environments or under specific circumstances that alter available chase actions or provide different results for the duration of the chase. The following are example environmental effects GMs can add to a chase to make it more variable; GMs should feel free to use these examples whole cloth in their games, create their own, or mix and match as needed to create compelling starship chases for their group. + +## AMATEUR OPPONENT + +**Source** _Starship Operations Manual pg. 47_ +Chases don’t always involve the best and brightest—a fact that a canny crew can use to their advantage. +**Effect:** A successful evaluate weakness action causes the crew’s next chase action to result in 3 successes instead of 2. + +## CLOUD COVER + +**Source** _Starship Operations Manual pg. 47_ +Sometimes simply obscuring a visual is just what’s needed for a hasty escape—all the better when there’s little risk of taking damage from the surrounding environment. +**Effect:** Failing an environmental cover action does not cause the ship to take a hit. + +## INCORPOREAL OPPONENT + +**Source** _Starship Operations Manual pg. 47_ +Some particularly aberrant or ghostly enemies can ignore at least some of the laws of physics, giving them a distinct advantage against foes. +**Effect:** Increase the DC of the create obstacle and environmental cover actions by 5. + +## INNOCENT BYSTANDERS + +**Source** _Starship Operations Manual pg. 47_ +Even those trying to get out of the way of a dangerous chase can prove a significant impediment in a high-speed situation. +**Effect:** Increase the DC of the negotiate obstruction action by 5. + +## MAGIC-DAMPENING FIELD + +**Source** _Starship Operations Manual pg. 47_ +Whether through a deliberate hindrance or an accidental anomaly, magic‑dampening fields can complicate a magic officer’s job. +**Effect:** Increase the DC of magic officer skill checks by 5. + +## POST-COMBAT CHASE + +**Source** _Starship Operations Manual pg. 47_ +Starting a starship chase directly after a harrowing combat might raise the stakes and make a ship more fragile to begin with. +**Effect:** The PCs’ starship begins the chase with half the number of hits needed to end the chase based on its size (rounded down). + +## SABOTAGED ENGINE + +**Source** _Starship Operations Manual pg. 47_ +A saboteur can cause failures at the most inconvenient moments. +**Effect:** Failing an outspeed action results in 1 hit. + +## SEASONED BOUNTY HUNTER + +**Source** _Starship Operations Manual pg. 47_ +In some circumstances, a crew might find itself the target of one (or more) experienced trackers, who are used to staying on the tail of fleeing ships—or getting out of their own scrapes. +**Effect:** Increase the DC of the outmaneuver action by 5. + +## SWARMING SHIPS + +**Source** _Starship Operations Manual pg. 47_ +A crew involved with a chase that features several small craft might have a more difficult time hindering any one particular starship. +**Effect:** Increase the DC of the covering fire action by 5. + +## VOLATILE ATMOSPHERE + +**Source** _Starship Operations Manual pg. 47_ +Firing a ship’s weapons with abandon isn’t always the wisest choice, depending on the reactivity of the surrounding atmosphere. +**Effect:** Taking the covering fire action causes the firing ship to take 1 hit. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Combat Critical Effects.md b/Rules/SF1E/Starship Mechanics/Starship Combat Critical Effects.md new file mode 100644 index 0000000..8169388 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Combat Critical Effects.md @@ -0,0 +1,86 @@ +--- +aliases: +tags: +--- + +# STARSHIP COMBAT CRITICAL EFFECTS +**Source** _Starship Operations Manual pg. 42_ +Just as a gunner’s lucky shot can disable key enemy systems, the rest of the crew can also achieve heroic feats in the heat of battle. Whether it’s a captain’s demands striking just the right nerve, an engineer performing the perfect patch to keep a damaged ship together, or a pilot surpassing their starship’s design specs with an impossible maneuver, the following rules provide critical effects for any crew member who rolls a natural 20 during starship combat. More information on the chief mate, magic officer, and open crew actions can be found on page 146 of the Starfinder Character Operations Manual. + +# ROLLING A NATURAL 20 + +**Source** _Starship Operations Manual pg. 42_ +The following system for critical effects is an optional way to give any crew member the potential to achieve extraordinary results when that officer attempts a starship crew action, rolls a natural 20, and succeeds at the check. Except for minor crew actions, each of the starship crew actions benefits from this critical success in a specific way, either adding a bonus effect to the action’s typical effects or increasing the benefits provided by the successful action. Actions marked with an asterisk appear in this book. + +# CAPTAIN ACTIONS + +**Source** _Starship Operations Manual pg. 42_ +**Demand:** Your demand echoes throughout the starship. You can attempt the demand crew action with the targeted character one additional time during the current starship combat. +**Encourage:** You’re able to select just the right motivation for your crew, increasing the bonus you grant to your crew members’ actions to +4. +**Moving Speech:** The crew is so motivated by your speech that they also gain a +2 bonus to all checks that phase, as if you had successfully used the encourage action to aid them. +**Orders:** You orders flow so naturally that you can take one additional captain crew action this turn. +**Taunt:** Your strong words push just the right buttons. The penalty your taunt action applies to an enemy ship continues through all three phases of combat instead of just one. + +# CHIEF MATE ACTIONS + +**Source** _Starship Operations Manual pg. 42_ +**Hard Turn:** You’re able to keep up with the pilot’s needs, applying changes with perfect precision. You improve the maneuverability of the ship by one step until the start of the next round. +**Maintenance Panel Access:** Your assistance gives the engineer more time to perform their action. The next time an engineer attempts an Engineering check to divert power, they can roll twice and take the better result. +**Manual Realignment:** Your assistance makes the science officer’s scan easier to perform. The next time a science officer attempts a Computers check to scan, they can roll twice and take the better result. +**Maximize Speed:** You’re able to maintain the engines for longer. The speed of your starship increases by 2 until the end of the next round. +**Targeting Aid:** You’re able to provide targeting information to all gunners about one specific ship. Choose an enemy starship; all gunners on your starship gain the benefits of the targeting aid crew action for attacks targeting that starship. + +# ENGINEER ACTIONS + +**Source** _Starship Operations Manual pg. 42_ +**Divert:** For a crucial moment, you far surpass the power core’s potential output. The results of a critical divert action depend on where you decided to send the extra power. +_Engines:_ You also divert power to the maneuvering thrusters, lowering the turn value of your starship by 1 this round. +_Science Equipment:_ You’re able to divert power in an efficient and balanced way. Science officers can roll their checks twice this round and use the better result. +_Shields:_ You’re able to efficiently route energy to the shields, doubling the number of Shield Points restored to 10% of the PCU rating of the starship’s power core. If this would restore the shields over their maximum value, these excess Shield Points remain until the beginning of the next engineering phase, at which point any excess Shield Points are lost. +_Starship Weapons:_ The augmented weapons run at maximum safe power. For your starship’s weapons, treat each damage die roll that results in a 1 this round as having rolled the die’s maximum result instead. +**Hold It Together:** Thanks to your inspired repairs, the system you worked on is treated as if its critical damage condition were two steps less severe (wrecked becomes glitching, whereas malfunctioning or glitching become undamaged) for 1d4 rounds. +**Overpower:** Choose one of the three systems to which you diverted extra power. One of those systems also receives the critical effect benefit of the divert action. +**Patch:** Your patch was especially robust. If the system takes critical damage again, it removes the patch but doesn’t also apply additional critical damage. +**Quick Fix:** Your inspired engineering results in a lasting repair, removing the critical damage condition from the system for 1 day instead of for 1 hour. + +# MAGIC OFFICER ACTIONS + +**Source** _Starship Operations Manual pg. 43_ +**Eldritch Shot:** Your magical energy also augments the damage of your selected weapon’s next attack. On that attack roll, the gunner can treat each damage die roll that results in a 1 this round as having rolled a 2 instead. +**Mystic Haze:** Your conjured haze is especially powerful. The granted enhancement bonus to AC increases to +2 and also affects your starship’s TL. +**Precognition:** Your precise senses give you detailed information about your opponents’ next move. Increase the circumstance bonus to the Piloting check to +4. +**Psychic Currents:** You manipulate the currents to push your starship along, increasing its speed by 2 until the start of the next turn. +**Scrying:** Your divination reveals a weakness in a random quadrant of the targeted starship. The next time one of your starship’s weapons deals damage to the targeted starship’s Hull Points, it has a 25% chance to also deal critical damage to a random system. + +# PILOT ACTIONS + +**Source** _Starship Operations Manual pg. 43_ +**Audacious Gambit:** Your incredible maneuvering leaves enemy gunners confounded. You gain a +4 circumstance bonus to your ship’s AC and TL until the start of the next round. +**Full Power:** You maintain steady control over your starship during its movement and add only 1 to your starship’s distance between turns. +**Maneuver:** Fancy flying keeps you safe through incoming fire. You gain the effects of a successful evade stunt until the start of the next round. +**Stunt:** The results of a critical stunt action depend on the stunt being attempted. +_Back Off:_ Your starship can move up to its full speed and make turns as normal for its maneuverability rating. +_Barrel Roll:_ The sudden roll makes it difficult to target your starship. You also gain the effects of a successful evade stunt until the start of the next round. +_Evade:_ You successfully anticipate your enemy’s firing patterns. The stunt’s circumstance bonus to your starship’s AC and TL increases to +4. +_Flip and Burn:_ With a flawlessly executed stunt, your starship can move up to its full speed (without turning) and rotate 180 degrees to face the aft edge at the end of the movement. +_Flyby:_ You line up the shot perfectly. The gunner gains a +2 circumstance bonus to the gunnery check affected by this stunt. +_Ramming Speed:_ You fly your ship fast and true. You gain a +2 circumstance bonus to the gunnery check to ram the target, and if you succeed, you deal additional damage to the target equal to your starship’s tier. +_Slide:_ You slide and rotate your starship simultaneously. At the end of the stunt’s movement, your starship can turn once. + +# SCIENCE OFFICER ACTIONS + +**Source** _Starship Operations Manual pg. 43_ +**Activate ECM or Rapid Jam:** Your powerful ECM module disrupts enemy targeting computers. Gunners aboard the target starship also take a –2 penalty to gunnery checks during this round. +**Balance:** While rebalancing the shields, you discover latent power in the shield systems. Before redistributing the Shield Points, you increase the total Shield Points by 5% of the starship’s PCU rating, up to the shields’ maximum value. +**Improve Countermeasures:** Your powerful countermeasures send false signals to the enemy targeting systems. Gunners aboard the target starship also take a –2 penalty to gunnery checks during this round. +**Insidious Electronics:** Your electronic attack triggers devastating side effects on the target starship. You also gain the critical effect of either the activate ECM, scan, or target system science officer action (your choice). +**Lock On:** Your weapon lock greatly improves your gunners’ accuracy. Until the start of the next round, any attacks by your starship score a critical hit on a natural roll of 19 or 20. +**Recall Beacon:** You coordinate your starship’s teleportation flawlessly. Upon moving to the warp puck’s hex, your starship can turn to face any direction before starting to move. +**Scan:** Your insightful scans reveal a weakness in a random quadrant of the targeted starship. The next time one of your starship’s weapons deals damage to the targeted starship’s Hull Points, it has a 25% chance to also deal critical damage to a random system. +**Target System:** Your sensors keep a continuous lock on the enemy starship. The effects of target system last until the start of the next round. + +# OPEN CREW ACTIONS + +**Source** _Starship Operations Manual pg. 43_ +**Lead Boarding Party:** Your assault team inflicts devastating damage to a nearby system. You inflict critical damage to an additional starship system, determined randomly. + diff --git a/Rules/SF1E/Starship Mechanics/Starship Combat Hazards.md b/Rules/SF1E/Starship Mechanics/Starship Combat Hazards.md new file mode 100644 index 0000000..c143d19 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Combat Hazards.md @@ -0,0 +1,62 @@ +--- +aliases: +tags: +--- +# STARSHIP COMBAT HAZARDS + +In addition to friction, some atmospheres have unique properties that present additional challenges. The GM determines which hazards, if any, are present in a given hex. These conditions can permeate the entirety of a planetoid’s atmosphere, or they might be limited to specific regions. The GM should determine the prevalence of each hazard based upon the unique properties of each planet and its weather patterns, if it has any. Hazards should be played out in starship combat mode.  + +## HAZARD TIER AND XP + +When present during starship combat, a significant hazard might shape the outcome of the battle. As a result, the GM might decide to award PCs additional XP for surviving such a starship combat, granting the PCs XP as if they had beaten an encounter one step more difficult than represented by the challenge level (Core Rulebook 326). + +# DAMAGING ATMOSPHERES + +Particularly alien atmospheres sometimes have properties that cause them to eat away at a starship’s hull, bypassing any shields that the starship might have. Examples include corrosive atmospheres, atmospheres with extreme heat or pressure, or even atmospheres that precipitate jagged shards of silicon at velocities sufficient to slice through a starship’s hull. +Each time a starship moves through a hex containing a damaging atmosphere, it takes Hull Point damage equal to its tier. This is in addition to any damage the starship takes due to friction. + +## ELECTRIC STORMS + +Oftentimes atmospheres become charged with electricity as the atoms that make up atmospheric gases transfer electric charges between one another, resulting in deadly bursts of lightning. At the end of each helm phase, the GM rolls d% for each starship to determine whether lightning strikes that starship. The chance that lightning strikes a starship is determined by the hazard’s severity (see Table 2–8: Electric Storms). If a lightning strike occurs, the starship’s pilot must attempt a Piloting check to avoid the hazard (the DC is determined by the hazard’s severity; see Table 2–8). If the pilot fails the check, the starship takes damage equal to 1d6 × the starship’s tier. This damage is dealt to a random quadrant of the starship (roll 1d4: 1—forward; 2—port; 3—starboard; 4—aft). + +| Severity | Strike Chance | DC | +| -------- | ------------- | --- | +| Light | 25% | 18 | +| Moderate | 50% | 23 | +| Severe | 75 | 28 | + +## ICE STORMS +Frigid atmospheres can generate ice crystals when water droplets in the atmosphere contact a solid object, such as a starship. In sufficient quantities, this results in key systems of the starship rapidly freezing over. At the end of the helm phase, a starship’s pilot and science officer must each attempt a skill check (Piloting for the pilot, Computers for the science officer). The DC for this check is determined by the hazard’s severity (see Table 2–9: Ice Storms). +If the pilot fails their check, the starship’s engines are glitched until the end of the next helm phase. This increases to malfunctioning if the pilot failed their check by 5 or more, or wrecked if they failed by 10 or more. +If the science officer fails their check, the starship’s sensors are glitched until the end of the next helm phase. This increases to malfunctioning if the science officer failed their check by 5 or more, or wrecked if they failed by 10 or more. + +| Severity | DC | +| -------- | --- | +| Light | 15 | +| Moderate | 20 | +| Severe | 25 | + +## OBFUSCATING ATMOSPHERES + +Atmospheres often interfere with a starship crew’s ability to perceive the area they’re flying through, usually due to cloud coverage, precipitation, atmospheric density, or unusual weather patterns. An atmosphere with the obfuscation hazard imposes a penalty on gunnery and Piloting checks, as well as on Computers checks that use the starship’s sensors. This penalty is determined by the severity of the obfuscation (see Table 2–10: Obfuscation). + +| Severity | Check Penalty | +| -------- | ------------- | +| Light | -1 | +| Moderate | -2 | +| Severe | -4 | + +## TOXIC ATMOSPHERES + +Atmospheres that are inherently toxic normally pose little danger to a starship’s crew, as a starship’s life support systems include pressure-sealed interiors that keep atmospheric toxins at bay. But a compromised system increases the chance that a toxic atmosphere will affect a starship’s crew. At the end of starship combat, if a starship is flying in a toxic atmosphere and its life support systems have a critical damage condition, roll d% to determine whether the toxic atmosphere affects the starship’s crew. The chance that this occurs depends on the severity of the critical damage condition, as follows: glitching—25%, malfunctioning—50%, wrecked—90%. All breathing creatures within the starship are affected by the atmosphere’s toxicity as normal (unless they have protection, such as from environmental protections from armor or the benefits of life bubble). + +## WINDSTORMS + +Atmospheres are ever-changing, ever-moving environments in their own right, capable of wreaking havoc upon the plans of even the best starship pilots. When piloting in a windstorm, a starship’s pilot attempts a Piloting check at the beginning of the helm phase to navigate the treacherous currents. The DC of this check is based on the storm’s severity (see Table 2–11: Windstorms). If the pilot fails this check, the starship’s speed is reduced by half and the distance it must move before turning increases by an amount based upon the severity of the windstorm (see Table 2–11); both effects last until the end of the round. In addition, regardless of the result of the check, at the end of the starship’s movement, the GM rolls 1d6 and compares it to the starship’s current facing (roll 1d6: 1—forward; 2—forward-starboard; 3—aft-starboard; 4—aft; 5—port-aft; 6—forward-port). The GM then moves the starship 1 hex in the resulting direction. + +| Severity | DC | Turn Increase | +| -------- | --- | ------------- | +| Light | 20 | 1 | +| Moderate | 25 | 2 | +| Severe | 30 | 3 | + diff --git a/Rules/SF1E/Starship Mechanics/Starship Combat Rounds _ Phases.md b/Rules/SF1E/Starship Mechanics/Starship Combat Rounds _ Phases.md new file mode 100644 index 0000000..d9e360f --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Combat Rounds _ Phases.md @@ -0,0 +1,25 @@ +--- +aliases: +tags: +--- +# ROUNDS AND PHASES + +Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn’t correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship.  + +# 1. ENGINEERING + +The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order.  + +# 2. HELM + +Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first. + +As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications. + +Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.  + +# 3. GUNNERY + +During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase. + +Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Crew Actions.md b/Rules/SF1E/Starship Mechanics/Starship Crew Actions.md new file mode 100644 index 0000000..320a994 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Crew Actions.md @@ -0,0 +1,310 @@ +--- +aliases: +tags: +--- +# STARSHIP CREW ACTIONS + +[[StarshipCombat_CheatSheet.JPG| CHEAT SHEET]] + +You can take one action (usually defined by your role) per round of starship combat. Certain actions require a minimum character level or number of ranks in a certain skill. NPC crew members are assumed to have a number of ranks in the appropriate skill equal to the starship’s tier. If a starship’s tier is less than 1, treat it as 1 for this purpose. Class features or items that grant bonuses to or allow rerolls of the relevant skills can be used in starship combat. + +# PUSH + +Push actions (indicated in an action’s heading) are difficult to perform but can yield greater results. You can’t perform a push action if the necessary system is malfunctioning or wrecked (as noted in Critical Damage Conditions on page 321). + +# CHANGING ROLES + +**Source** _Starfinder Core Rulebook pg. 322_ +You can switch between roles (or assume a role if you don’t already have one), but this change must occur at the start of a round before the engineering phase. You can switch to the captain or pilot role only if that role would otherwise be vacant (or if the character in that role is unable to take actions). + +# STARSHIP COMBAT RESOLVE + +**Source** _Starfinder Core Rulebook pg. 322_ +As your combat expertise grows, you gain extra resolve that can help with high-level crew actions. At 8th level and again at 16th level, you gain 1 Resolve Point at the start of any starship combat encounter. These points can exceed your normal pool of RP; unspent points gained this way are lost at the end of the encounter. NPC starships have RP equal to their tier divided by 5, plus 3. + +# CAPTAIN ACTIONS + +**Source** _Starfinder Core Rulebook pg. 322_ +As a captain, you can take any of the following actions, depending on your character level, during any phase of combat. + +## DEMAND (ANY PHASE) + +You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 times your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself. + +## ENCOURAGE (ANY PHASE) + +You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check. You can’t encourage yourself. + +## TAUNT (ANY PHASE, PUSH) + +You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat. + +## ORDERS (ANY PHASE, PUSH) + +At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1-1/2 × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders. + +## MOVING SPEECH (ANY PHASE) + +At 12th level, you can spend 1 Resolve Point and use your action to give a moving speech to the crew during one phase of combat with a successful Diplomacy check (DC = 20 + 1-1/2 × your starship’s tier). For the remainder of that phase, your allies can roll twice and take the better result when performing crew actions. + +# ENGINEER ACTIONS + +**Source** _Starfinder Core Rulebook pg. 323_ +As an engineer, you can take any of the following actions, depending on your ranks in the Engineering skill. These actions can be taken only during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship. + +## DIVERT (ENGINEERING PHASE) + +You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296), up to the shields’ maximum value. You can distribute the restored Shield Points across the shields’ four quadrants as you see fit. + +## HOLD IT TOGETHER (ENGINEERING PHASE) + +You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core. + +## PATCH (ENGINEERING PHASE) + +You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core. + +| Critical Damage Condition | Actions to Patch | DC | +|---------------------------|------------------|---------------------------------------| +| Glitching | 1 | 10 + 1-1/2 times your starship’s tier | +| Malfunctioning | 2 | 15 + 1-1/2 times your starship’s tier | +| Wrecked | 3 | 20 + 1-1/2 times your starship’s tier | + +## OVERPOWER (ENGINEERING PHASE, PUSH) + +If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1-1/2 × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round. + +## QUICK FIX (ENGINEERING PHASE) + +If you have at least 12 ranks in Engineering, you can try to repair a system quickly by spending 1 Resolve Point and attempting an Engineering check (DC = 20 + 1-1/2 × your starship’s tier). If successful, you remove the critical damage condition from one system for 1 hour (allowing it to function as if it had taken no critical damage), after which time it must be repaired as normal. + +## ACTIVATE ECM MODULE (GUNNERY PHASE) +You can activate one of your starship’s ECM modules. If you use an ECM module mounted on a turret, you can target a ship in any arc. + +## RAPID JAM (GUNNERY PHASE, PUSH) +You can activate any two of your starship’s ECM modules, regardless of their arc. Each check attempted with these modules this round takes a –4 penalty. + +## RECALL BEACON (HELM PHASE) + +You configure your starship’s coordinates to one of your starship’s active warp pucks. If you succeed at a Computers check (DC = 15 + 1-1/2 × your starship’s tier) before your starship’s movement for the round, your starship instantly moves to the warp puck’s hex while maintaining its facing. For every 5 by which you exceed the check, you can either increase your starship’s size modifier by 1 for the purpose of determining the maximum distance your starship can teleport to the puck, or you can turn your starship once. If you attempt to teleport your starship to a warp puck that is beyond the module’s maximum range, your starship does not move and the puck is destroyed. + + +# GUNNER ACTIONS + +**Source** _Starfinder Core Rulebook pg. 324_ +As a gunner, you can take any of the actions below, depending on your character level. These actions can be taken only during the gunnery phase. Though each of a starship’s weapons can be fired only once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship weapons use the rules for attacking on page 320. + +## FIRE AT WILL (GUNNERY PHASE, PUSH) + +You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty. + +## SHOOT (GUNNERY PHASE) + +You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc. + +## BROADSIDE (GUNNERY PHASE, PUSH) + +At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty. + +## PRECISE TARGETING (GUNNERY PHASE) + +At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time). + +*Gunners can use the following new actions to deploy drones and mines.* +## DEPLOY DRONE (GUNNERY PHASE) +You activate a starship weapon with the deployed special property, deploying a drone into a hex adjacent to your starship at the beginning of the next round. + +## LAY MINES (HELM PHASE) + +You activate one of your ship’s weapons with the mine special property and place a number of mines up to the value listed with this special property. Each mine must occupy a different hex through which your starship traveled during its movement this round. Any of the listed number of mines not deployed with this action are wasted. You must use this action before the pilot begins moving the starship during the helm phase. + + + +# PILOT ACTIONS + +**Source** _Starfinder Core Rulebook pg. 324_ +As a pilot, you can take the following actions, depending on your ranks in the Piloting skill. These actions can be taken only during the helm phase. + +## FLY (HELM PHASE) + +You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check. + +## MANEUVER (HELM PHASE) + +You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0). + +## STUNT (HELM PHASE, PUSH) + +You can attempt any one of the stunts described on page 319. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description. + +## FULL POWER (HELM PHASE, PUSH) + +If you have at least 6 ranks in Piloting, you can spend 1 Resolve Point to move your starship up to 1-1/2 times its speed. You can make turns during this movement, but you add 2 to your starship’s distance between turns. + +## AUDACIOUS GAMBIT (HELM PHASE) + +If you have at least 12 ranks in Piloting, you can spend 1 Resolve Point and attempt a Piloting check (DC = 20 + 1-1/2 × your starship’s tier) to pull off complex maneuvers. You can move your starship up to its speed, treating its distance between turns as if it were 2 lower (minimum 0). You can also fly through hexes occupied by enemy vessels without provoking free attacks. At the end of your starship’s movement, you can rotate your starship to face in any direction. If you fail the check, you instead move as if you had taken the fly action (but still lose the Resolve Point). + +# SCIENCE OFFICER ACTIONS + +**Source** _Starfinder Core Rulebook pg. 324_ +As a science officer, you can take any of the following actions, depending on your ranks in the Computers skill. These actions can be taken only during the helm phase. + +## BALANCE (HELM PHASE) + +You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1-1/2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant. + +## SCAN (HELM PHASE) + +You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list. + +**1\. Basic Information**: Living crew complement and ship classification, size, speed, and maneuverability. +**2\. Defenses**: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value. +**3\. Weapon**: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed. +**4\. Load**: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying. +**5\. Other**: Any remaining ship statistics. + +## TARGET SYSTEM (HELM PHASE, PUSH) + +You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC equals 5 + 1-1/2 × the tier of the enemy starship + its bonus from defensive countermeasures (see page 298). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships. + +## LOCK ON (HELM PHASE, PUSH) + +If you have at least 6 ranks in Computers, you can lock your starship’s targeting system on to one enemy vessel. You must spend 1 Resolve Point and attempt a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you succeed, your starship’s gunners gain a +2 bonus to gunnery checks against the target for the rest of the round. This action can be taken only once per round. + +## IMPROVE COUNTERMEASURES (HELM PHASE) + +If you have at least 12 ranks in Computers, you can try to foil enemy targeting arrays and incoming projectiles by spending 1 Resolve Point and attempting a Computers check. The DC equals 5 + 1-1/2 × the tier of the target starship + its bonus from defensive countermeasures (see page 298). If you’re successful, gunners aboard the target starship roll twice and take the worse result for gunnery checks during this round (including checks for tracking weapons). + +*Science officers can use the following new actions to interact with ECM modules.* + +## ACTIVATE ECM MODULE (GUNNERY PHASE) +You can activate one of your starship’s ECM modules. If you use an ECM module mounted on a turret, you can target a ship in any arc. +## RAPID JAM (GUNNERY PHASE, PUSH) +You can activate any two of your starship’s ECM modules, regardless of their arc. Each check attempted with these modules this round takes a –4 penalty. + +## RECALL BEACON (HELM PHASE) + +You configure your starship’s coordinates to one of your starship’s active warp pucks. If you succeed at a Computers check (DC = 15 + 1-1/2 × your starship’s tier) before your starship’s movement for the round, your starship instantly moves to the warp puck’s hex while maintaining its facing. For every 5 by which you exceed the check, you can either increase your starship’s size modifier by 1 for the purpose of determining the maximum distance your starship can teleport to the puck, or you can turn your starship once. If you attempt to teleport your starship to a warp puck that is beyond the module’s maximum range, your starship does not move and the puck is destroyed. + +## INSIDIOUS ELECTRONICS (GUNNERY PHASE, PUSH) +At 6th level, you can spend 1 Resolve Point to activate any one of your ECM modules that targets a starship. If you succeed, you gain the benefits of either the scan (one piece of information) or target system science officer action, in addition to the effects of the ECM module. + +# MINOR CREW ACTIONS + +**Source** _Starfinder Core Rulebook pg. 326_ +Minor crew actions are computer-aided actions that allow a starship limited functionality if it doesn’t have the necessary crew to fill all the roles (for instance, the lone crew member aboard a Tiny starship might always be the pilot but may need to fire one of the vessel’s weapons in an emergency). You can take one minor crew action per round regardless of your current role, but only if no other action was performed this round for the role associated with that minor crew action. A minor crew action can be performed only once per round and doesn’t count as your action. + +## GLIDE (HELM PHASE, MINOR) + +You move the starship at half its normal speed. The starship can take turns during this movement, but the starship’s distance between turns increases by 2. You can add your ranks in the Piloting skill to the starship’s AC and TL for this round. You can only take this action if no other pilot actions have been taken during the helm phase (including glide). + +## SNAP SHOT (GUNNERY PHASE, MINOR) + +You can fire one of your starship’s weapons with a –2 penalty to the gunnery check. You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot). + +## QUICK RESCAN (HELM PHASE, MINOR) + +You quickly check the sensors to see minor changes and updates that your starship has made available since the last time your crew scanned the your opponent’s starship. A science officer must have used the scan action in a previous round to determine information about the other starship you are looking for updates on. If you succeed at a Computers check (DC = 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures), you receive one piece of information, such as the ship’s current Hull Points or its current distribution of Shield Points. You can take this action only if no science officer actions have been taken during the helm phase (including visual identification and quick rescan). + +## VISUAL IDENTIFICATION (HELM PHASE, MINOR) + +You use your ship’s visual sensors to get a much closer look at an opponent’s starship and see if you recognize the technology used to make the ship or if you remember some specific technical details of its make and model. Attempt a Computers, Engineering, or Perception check (DC = 10 + 1-1/2 × the tier of the starship being examined). If you succeed, you learn the first unknown piece of information on the list below (all basic information, all defenses, or information about one weapon). Information already obtained from a science officer’s scan action or a quick rescan minor action is not unknown. You learn only one unknown piece of information, regardless of your total check result. Subsequent successful checks reveal new pieces of information, continuing down the list below. + +1. Basic Information: Size, speed, and maneuverability. + +2. Defenses: Total Hull Points, total Shield Points, and power core PCU value. + +3. Weapon: Information about one weapon, including its firing arc and the damage it deals, selected at random. Repeat this entry until all the starship’s weapons are revealed. + +You can take this action only if no science officer actions have been taken during the helm phase (including visual identification and quick rescan). + +# CHIEF MATE ACTIONS + +As a chief mate, you can take any of the following actions, some depending on your number of ranks in the Acrobatics or Athletics skill, whichever you favor. (Note that the Targeting Aid and Maximize Speed actions both require a minimum number of ranks in Acrobatics or Athletics to perform.) Each of these actions can be taken only during a particular phase, as noted in parentheses next to the action’s name. You must decide at the start of each round which phase you will act in, usually by deciding which other role you’re supporting that round. Unless otherwise noted, each action can be performed only once per round, no matter how many chief mates are on a starship. + +## HARD TURN (HELM PHASE, PUSH) + +You manually adjust additional thrusters and bypass safety systems, shouting for your fellow crew members to brace themselves for a stomach-turning tactical maneuver. This bit of risky co-piloting might overtax the starship’s turn radius, but it can also help the pilot get significantly more maneuverability out of the vessel when the crew finds itself in a lurch. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the pilot can make one turn during the round as though the maneuverability of the starship were improved by one step. This has no effect on a ship with perfect maneuverability. If you fail your check by 10 or more, you overheat and temporarily degrade the effectiveness of the starship’s maneuvering thrusters, causing the ship’s maneuverability to worsen by one step for the rest of this round. + +## MAINTENANCE PANEL ACCESS (ENGINEERING PHASE) + +You start ripping open access panels, turning secured valves, and manually bypassing safety systems to help the engineer get more out of their systems when they take the divert or overpower action. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed and the engineer also succeeds at their check to divert, they can provide the normal benefit from divert to two different systems instead of only one. If the engineer instead succeeds at their check for the overpower action, they can choose four different systems to divert power to instead of three. In either case, no system can benefit twice from the same action. For more about the divert and overpower actions, see page 323 of the Core Rulebook. + +If you fail your check by 10 or more, you overtax the ship’s systems without adding any useful capacity, and all engineer actions performed this turn take a –2 penalty. + +## MANUAL REALIGNMENT (HELM PHASE) + +Manual realignment of the ship’s sensors to better focus on an opposing starship can help the science officer get better results when using the ship’s sensors to glean information about the other vessel. Attempt an Acrobatics or Athletics check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed and the science officer also succeeds at their check to perform the scan action, they receive one additional piece of information, as though their result were 5 higher. If you fail the check by 10 or more, you knock the sensors out of alignment altogether, and no check to scan can be attempted this round as the system recalibrate. + +## TARGETING AID (ENGINEERING PHASE, PUSH) + +If you have at least 6 ranks in Acrobatics or Athletics, you can assist one specific gunner making an attack by inputting secondary sensor information, bypassing safety protocols, and even monitoring and adjusting power fluctuations in a ship’s weapon system to make the ship’s physical weapons more accurate. You must spend 1 Resolve Point and attempt either an Acrobatics or Athletics check (DC = 15 + 1-1/2 × your starship’s tier). One gunner can then take the fire at will or broadside action without the associated penalty to gunnery checks (normally –4 for fire at will and –2 for broadside; see page 324 of the Core Rulebook for more information). If you fail the check by 10 or more, that gunner instead takes a –2 penalty to attack rolls they make this round. This action can be taken more than once per round, but only once per gunner acting in that round. + +## MAXIMIZE SPEED (HELM PHASE, PUSH) + +If you have at least 12 ranks in Acrobatics or Athletics, you can help the pilot get the most speed possible out of your ship, pushing the engines to their limit. This requires spending 1 Resolve Point and succeeding at an Acrobatics or Athletics check (DC = 20 + 1-1/2 × your starship’s tier), at which point the speed of your starship increases by 2 for this round. This increase is cumulative with other increases to speed, such as from the engineer diverting power to the engines. + +# MAGIC OFFICER ACTIONS + +As a magic officer, you can take any of the following actions, depending on your ranks in the Mysticism skill. (Note that the Mystic Haze and Psychic Currents actions both require a minimum number of ranks in Mysticism to perform.) These actions can be taken only during the engineering phase. If your starship has an arcane laboratory, you gain a +2 bonus to Mysticism checks to perform any of these actions. Unless otherwise noted, each action can be performed only once per round, no matter how many magic officers are on a starship. + +## ELDRITCH SHOT (ENGINEERING PHASE, PUSH) + +You augment a starship weapon with a burst of your personal magic in much the same way that weapon fusions augment personal-scale weapons. Such an effort is considerable, and the magic lasts for only a single attack before it fizzles and the starship weapon returns to its normal functionality. Choose one weapon on your starship to augment and attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). If you succeed, the gunner treats the range of that weapon as 5 hexes longer than normal. This does not work for weapons with the point special property. + +## PRECOGNITION (ENGINEERING PHASE) + +You use your supernatural senses and a spark of divination magic to see opponents’ motion before it happens, giving you just a split second to shout a warning to your ship’s pilot. Attempt a Mysticism check (DC = 10 + 1-1/2 × your starship’s tier). On a success, you grant the pilot a +2 circumstance bonus to their + +Piloting check at the beginning of the helm phase to determine piloting order. + +## SCRYING (ENGINEERING PHASE) + +You employ a substantial form of divination, such as dealing from a digital harrow deck, reading the future by interpreting the splatter of leaking coolant on your ship, or visually scanning the readouts of your starship’s myriad screens to pull deeper and predictive meaning from the lights and sounds around you. This functions as the scan science officer action, but you attempt a Mysticism check instead of a Computers check. For information about the effects of a successful scan action, see page 325 of the Core Rulebook. + +## MYSTIC HAZE (ENGINEERING PHASE, PUSH) + +If you have at least 6 ranks in Mysticism, you can spend 1 Resolve Point and attempt a Mysticism check (DC = 15 + 1-1/2 × your starship’s tier); if you succeed, you call forth a magical burst of static to block your enemy’s view. This obscuring field garbles your opponent’s sensors and hinders their ability to gain information about your ship’s defenses and positioning, providing your starship a +1 enhancement bonus to AC until the end of the next round. In addition, the increased interference means all science officers on the opposing starship taking the scan or lock on actions before the end of the next round must roll twice for their checks and use the worse result. + +## PSYCHIC CURRENTS (ENGINEERING PHASE) + +If you have at least 12 ranks in Mysticism, you can spend 1 Resolve Point and attempt a Mysticism check (DC = 20 + 1-1/2 × your starship’s tier) to manipulate mysterious, invisible forces in the void of space, expanding and contracting the basic physics around your own vessel and altering how your starship can negotiate the confines of physical space-time. On a successful check, reduce your starship’s minimum distance between turns by 1 (to a minimum of 0) for that round. + +# OPEN CREW ACTIONS + +Open crew actions are generally less specialized tasks than a typical crew action, and they can be performed regardless of a character’s role. Many open crew actions do not require any specific skill or skill check to perform and can be undertaken by anyone with at least 1 rank in Computers, Engineering, Physical Science, or Piloting. Taking an open crew action counts as your action during a starship combat encounter. + +Open crew actions occur at the beginning of the engineering phase, before any other actions occur. All open crew actions occur simultaneously and can be resolved in any order the GM sees fit. Each open crew action can be performed only once per round. + +## ERRATIC MANEUVERING (OPEN) + +You trigger minor maneuvering thrusters, probe launchers, ballast vents, and other secondary systems at random to cause your starship to make small, unexpected jukes in its trajectory. This does not affect the starship’s facing or movement, but it grants a +1 circumstance bonus to your starship’s AC and TL against any opponent that performs the flyby stunt this round. + +## FEIGN DISASTER (OPEN) + +As a ploy, you can activate fake distress calls, set off false internal alarms, artificially blow outer doors of airlocks, dump trash and other debris from your ship’s jettison tubes, and intentionally leak panicked-sounding internal communications over public communication channels to convince your opponents that your ship has suffered a catastrophic failure and may imminently explode or otherwise cease functioning in a violent, spectacular manner. Each enemy vessel’s captain (or the science officer with the highest Computers skill bonus, if the ship has no captain) must attempt a Computers check (DC = 10 + 1-1/2 × your starship’s tier) immediately after you take this action; this doesn’t take them an action. On a successful check, the enemy ship’s crew sees through your ruse and this action has no effect, but on a failed check, their crews automatically take steps to ensure that their own ship’s sensors are not blinded by the energy released by your ship’s theoretical imminent destruction. These emergency procedures impose a –2 penalty on their checks for scan and lock on actions taken against your ship, as well as on Piloting checks attempted while within 1 hex of your starship. Once used, regardless of the outcome, feign disaster can’t be used again during the same combat encounter, even against different opponents or newcomers to the battlefield. + +## PRIORITIZE CALCULATION (OPEN) + +You use a command terminal to temporarily suspend background computer tasks running noncritical systems throughout the ship, prioritizing the combat calculations made at one specific crew station. One crew member attempting a check this round and using a bonus from the ship’s computer can increase that bonus by 1. + +## RANGE FINDING (OPEN) + +You use any one of a number of your ship’s systems to identify the range to a specific target or spatial feature, and you relay that information to another crew member so that they are free to focus on other aspects of the task they’re attempting this round. Select one crew member filling the gunner, pilot, or science officer role. They gain +1 bonus to one attack roll or skill check of their choice related to starship combat that’s attempted before the end of this turn. + +## READY WEAPON SYSTEM (OPEN) + +You carefully perform comprehensive pre-firing preparations for one weapon, reading each minute detail of its systems and giving the ship’s computers time to calculate the peak moment to fire the weapon so it can deal the maximum amount of damage to your opponents’ ship. While normally no one has the time or capacity to perform these tasks in the heat of battle, you know they can be invaluable when focused on properly. Select one weapon system when you + +perform this task. If that weapon is not fired this round but is fired on the next round after you have readied it, it deals +1 damage on a successful attack (+2 damage for starships of tier 6 and greater). + +### BOARDING + +An officer can directly influence a boarding party’s success or repulsion. + +#### LEAD BOARDING PARTY (ENGINEERING PHASE) +You accompany a boarding party, granting it a major advantage. Add an insight bonus equal to your key ability score’s modifier to the boarding party’s boarding attack modifier. If the boarding attack succeeds, you can choose which system takes critical damage. + +#### SUBDUE BOARDING PARTY (ENGINEERING PHASE) +You personally lead your starship’s crew in thwarting a boarding party. Either add an insight bonus equal to your key ability score modifier to your starship’s BR against one boarding attack attempted this round, or add half that bonus (rounded down) to the BR against all such boarding attacks this round.An officer can directly influence a boarding party’s success or repulsion. diff --git a/Rules/SF1E/Starship Mechanics/Starship Critical Damage.md b/Rules/SF1E/Starship Mechanics/Starship Critical Damage.md new file mode 100644 index 0000000..1b714ed --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Critical Damage.md @@ -0,0 +1,59 @@ +--- +aliases: +tags: +--- +# STARSHIP CRITICAL DAMAGE + +Starship systems can take critical damage, causing them to become less functional and eventually stop working altogether. + +Critical damage is scored whenever a gunnery check results in a natural 20 on the die and damage is dealt to the target ship’s hull. The critical range is expanded to a natural 19 or 20 on the die if the target starship was the subject of a successful target system science officer action (see page 325). + +Critical damage is also scored whenever the target starship’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold (see page 292) or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship’s total damage above a multiple of its Critical Threshold. + +A starship can take critical damage even when its total Hull Points are below 0.  + +# SHIELDS + +A starship takes critical damage from an attack only if that attack deals damage to the ship’s Hull Points, even if the result of the gunnery check is a natural 20. If the attack’s damage only reduces a starship’s Shield Points, no critical damage occurs.  + +# CRITICAL DAMAGE EFFECT + +When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship’s key systems is hit; that system gains a critical damage condition (see below), with the effect listed on the table. If the system isn’t currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions. + +To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below). + +| D% | System | Effect | +|--------|---------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–10 | Life support | Condition applies to all captain actions | +| 11–30 | Sensors | Condition applies to all science officer actions | +| 31–60 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs) | +| 61–80 | Engines | Condition applies to all pilot actions | +| 81–100 | Power core | Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below) | + +# CREW DAMAGE + +If the starship’s core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage.  + +# CRITICAL DAMAGE CONDITIONS + +The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal).  + +## GLITCHING + +A glitching system isn’t operating at peak performance. Crew actions involving the system (except the hold it together and patch engineer actions; see page 323) take a –2 penalty.  + +## MALFUNCTIONING + +A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineer actions) take a –4 penalty. Also, crew members can’t take push actions (see page 322) using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.  + +## WRECKED + +A wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems.  + +# RESTORING SHIELDS AND REPAIRING DAMAGE + +When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield; see page 302) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier). Any penalties from critical damage conditions apply to this check. + +You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal. + +Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Damage _ Repair.md b/Rules/SF1E/Starship Mechanics/Starship Damage _ Repair.md new file mode 100644 index 0000000..17a9603 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Damage _ Repair.md @@ -0,0 +1,59 @@ +--- +aliases: +tags: +--- +# STARSHIP DAMAGE & REPAIR + +The following are optional rules you can use to make starship combat more exciting and emphasize the role of engineers. Not every combat needs to employ power core breaches or explosive decompression, but including them occasionally in a tough fight can keep starship combat engaging and fresh for your players. + +# HULL RUPTURES + +Hull ruptures occur when enemy fire or breaching weapons break through a section of hull, exposing the interior of a ship to the void of space. In game terms, this could occur anytime a starship takes critical damage to its life support system. A hull could also rupture as a result of an environmental hazard (page 134) that damages the ship enough to trigger a critical threshold. +To determine where the hull breach occurs, roll randomly among the rooms that border the side of the ship that was hit. The hull is breached in that room, with its space-facing side exposed to a vacuum. If characters are in the room, they suffer the effect of atmospheric decompression (see below). If no characters are in the room, roll randomly for potential loss of cargo or anything that isn’t bolted down. + +# ATMOSPHERIC DECOMPRESSION + +The first effects of a ruptured hull are dropping room pressure and massive winds that buffet the characters. All characters in a room with a ruptured hull, regardless of whether they have personal environmental protections, immediately take 3d6 bludgeoning damage as the air in the room pours into the void of space. Next, each creature must prevent itself from being swept out into space. They must attempt a DC 15 Reflex save to either engage the magnetic locks on their armor’s boots or grab on to a bolted piece of furniture. Jump jets, jet packs, flight, or anything else that enables characters to maneuver in zero gravity provide a +1 circumstance bonus to this save. +The dropping room pressure causes immediate exposure to the environmental hazards of being in a vacuum (Starfinder Core Rulebook 394). Characters with armor, void adaptation, or any other ability that enables them to survive in a vacuum are unaffected. Instances of crew being trapped unarmored during a hull breach are relatively rare. Proximity alarms warn of incoming ships, asteroids, and other environmental hazards, so most crew get the opportunity to engage armor seals long before hull ruptures happen. +A bigger problem for some characters is dealing with their ship’s safety protocols that trap them in harm’s way. Automated systems on many starships immediately seal off rooms that have a hull breach in order to protect the environment of the rest of the ship. Seals can usually be overridden with a successful DC 10 Computers or Engineering check at the doors or from the bridge, but this often requires first sealing off rooms deeper within the ship to create a makeshift airlock into which the trapped crew members can escape. + +# REPAIRING HULL RUPTURES + +Some ships have automated repair drones that can repair bulkheads or other systems. Repairing or reallocating shields in a quadrant that has suffered a hull breach stops the loss of cabin pressure and exposure to vacuum long enough for repair drones to provide a temporary fix. + +# LOSS OF CARGO +Most ship crews stow the majority of their items and cargo securely, and furnishings tend to be bolted or built into the ship. Still, anything that causes a hull rupture can also cause those precautions to be undone. To see if cargo or items are lost, roll on the following table. If items are lost to decompression, a starship’s crew can perform a normal scan to find them again so long as the ship stays near where the breach occurred. The DC for such a check is 15, though it may be higher or lower at the GM’s discretion to account for mitigating factors or complications. If the ship moved after the breach, scans to find lost items take a –5 penalty; if the pilot performed stunts like a barrel roll or a flip and burn, the penalty increases to –10. Most recovered cargo is still safe in its container. GMs can rule that certain types of cargo (fragile items, live plants, and the like) are irreparably damaged. + +## CARGO LOSS TABLE +| D% | Extent of Cargo Loss | +|--------|-----------------------------------------------------| +| 1–25 | No effect | +| 26–50 | 1d4 items of an item level lower than 5 are broken. | +| 51–75 | One item of item level 5 or higher is broken. | +| 76–100 | Complete loss of one container of cargo. | +| D% | Extent of Cargo Loss | +| 1–25 | No effect | +| 26–50 | 1d4 items of an item level lower than 5 are broken. | + + +# POWER CORE BREACHES +Power core breaches occur when a catastrophic failure of one key system causes numerous cascading failures elsewhere. The exact nature of the failure can vary, depending on the power core. Reactors can overheat, antimatter can leak, and mystical elements can escape containment and start wreaking havoc elsewhere in the ship. The cascading reactions caused by the key system failure can range from deadly levels of radiation being released into the ship to an explosion of energy that might utterly destroy the vessel. +Because of the safety features built into most ships, breached power cores are rare. Simply reaching the wrecked condition in starship combat does not generally cause a power core to be breached. The most common cause for core breaches is sabotage. Saboteurs might infiltrate a spaceport crew and undermine a ship undergoing repairs or upgrades. Spies might stow away on a large ship, destabilize the core, and flee in one of the ship’s shuttles. Or sometimes, a ship runs afoul of gremlins or other malefactors intent on destruction. The second-most common cause for breach stems from self-destruct systems (Core Rulebook 300), some of which trigger catastrophic reactions in a ship’s power core in order to completely destroy the vessel. +It is also possible that the crew of a ship without a self-destruct system might attempt to destroy their own vessel in order to eradicate a monster or contagion that has invaded their ship. Such actions usually require an entire bridge crew to simultaneously and successfully perform intricate procedures in order to disable safety features and destroy their own vessel. + +# ABORTING THE SEQUENCE +Fixing a power core breach in progress and interrupting cascading failures is never an easy task, and it’s not a situation that can be fixed with a single skill check. But once the power breach is detected, the bridge crew can work together to prevent a complete meltdown of their core. +**Minor Meltdowns:** For a minor meltdown, where the core breach is a side note to a larger story, the efforts to contain the breach should take 3 rounds, starting when the breach is first detected by the crew. Emphasize that the clock is ticking and that PCs can each attempt only three skill checks to save the system. If they are successful, the crew prevents the core breach from going critical and has time to fully repair it. If they fail, the crew has just enough time to eject the power core and save the ship. The crew is then stuck in that location on minimal life support until rescued. +The DC of each skill check is equal to 15 + 1-1/12 × the ship’s tier. Set the number of successes that the party needs to stop the meltdown at 2 × the number of party members. Relevant skills can include any or all of the following, as well as related Profession skills. + +- A character using Computers or Mysticism can scan for failing systems. +- A character using Engineering can fix failing systems or prevent a system failure in one location from cascading into the next. +- A character using Athletics or Acrobatics can reach systems by exceptional means, such as those outlined in the chief mate role (Character Operations Manual 146). + +Crew members can aid each other or roll their own checks, and the Captain can encourage as normal with Diplomacy or Intimidate. Class abilities like quick patch can allow a character to achieve two successes with a single check. In addition, any character who casts a spell of 1st level or higher that repairs tech, such as make whole, automatically earns one success. +**Major Meltdowns:** In cases where the core breach is the main plot point, you might require a more involved team effort to save the ship. One way to do this is to add enemies (such as enemy boarders) who are trying to prevent the party from succeeding in saving their ship. For a group that loves combat, you can have the party fight off waves of enemies between each successive skill check, building the tension as the clock ticks down. You might instead require one or two additional successful skill checks to represent the increased danger. + +**Source** _Starship Operations Manual pg. 51_ +Power core breaches occur when a catastrophic failure of one key system causes numerous cascading failures elsewhere. The exact nature of the failure can vary, depending on the power core. Reactors can overheat, antimatter can leak, and mystical elements can escape containment and start wreaking havoc elsewhere in the ship. The cascading reactions caused by the key system failure can range from deadly levels of radiation being released into the ship to an explosion of energy that might utterly destroy the vessel. +Because of the safety features built into most ships, breached power cores are rare. Simply reaching the wrecked condition in starship combat does not generally cause a power core to be breached. The most common cause for core breaches is sabotage. Saboteurs might infiltrate a spaceport crew and undermine a ship undergoing repairs or upgrades. Spies might stow away on a large ship, destabilize the core, and flee in one of the ship’s shuttles. Or sometimes, a ship runs afoul of gremlins or other malefactors intent on destruction. The second-most common cause for breach stems from self-destruct systems (Core Rulebook 300), some of which trigger catastrophic reactions in a ship’s power core in order to completely destroy the vessel. +It is also possible that the crew of a ship without a self-destruct system might attempt to destroy their own vessel in order to eradicate a monster or contagion that has invaded their ship. Such actions usually require an entire bridge crew to simultaneously and successfully perform intricate procedures in order to disable safety features and destroy their own vessel. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Deflector Shield Mechanics.md b/Rules/SF1E/Starship Mechanics/Starship Deflector Shield Mechanics.md new file mode 100644 index 0000000..1f5698f --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Deflector Shield Mechanics.md @@ -0,0 +1,14 @@ +--- +aliases: +tags: +--- +# STARSHIP DEFLECTOR SHIELDS MECHANICS + +**Source** _Starship Operations Manual pg. 20_ +Whereas conventional starship shields absorb attacks entirely until they are depleted, some engineers insist that shields are most effective when deflecting attacks, blunting their force or causing them to miss entirely. Deflector shield technology reduces damage from incoming attacks and increases a starship’s AC and TL, though each successive attack depletes the shields’ defensive potential. Deflector shields and conventional shields create fields that interfere with each other, so only one of these two defenses can be installed on a starship. + +Fully functioning deflector shields provide a starship the defense value (DV) listed in Table 1–5 to each quadrant. Whenever the starship would take damage, it ignores an amount of that damage equal to its defense value in that quadrant. Deflector shields are twice as effective against attacks from melee, ramming, and ripper starship weapons, so the starship ignores double the amount of damage from such attacks. Any attack that would ignore a fraction or all of a target’s shields instead reduces the amount of damage the deflector shields ignore by an equal amount, rounded in the defender’s favor (e.g., deflector shields with a defense value of 5 would reduce damage from a burrowing weapon [Pact Worlds 153] by 3). While the deflector shields’ defense value in a quadrant is 1 or higher, the shields increase the starship’s AC and TL against attacks in that quadrant by the listed amount. + +Whenever an attack or effect damages a starship’s Hull Points, the deflector shields’ defense value in that quadrant also decreases by 1, reducing the amount of damage they can ignore. Weapons with the array or line special property that damage a starship’s Hull Points overwhelm its deflector shields, reducing their defense value in that quadrant by 2, whereas vortex weapons that deal Hull Point damage reduce the target’s deflector shields’ defense value in each quadrant by 1d4. Any successful attack by a weapon with the buster special property (or another special property that deals reduced damage to Hull Points) reduces the deflector shields’ defense value in the struck quadrant by 2, whether or not the attack damaged the target’s Hull Points. When a gunnery check results in a natural 20, any decrease to the target’s deflector shield’s defense value from the attack is 1 greater. + +When an engineer uses the divert action to send power to shields, they increase the defense value of a single quadrant by 2, or the defense value of each quadrant by 1, up to the deflector shields’ maximum defense value per quadrant. For every 150 PCU provided by a starship’s power core, increase the defense value restored to one quadrant by 1. When a science officer uses the balance action, they can adjust their deflector shields’ defense values in the same way as they would shift or distribute Shield Points, though each quadrant must have a defense value of at least 1 afterward. When a starship is not engaged in combat or otherwise taking damage, the defense value for each quadrant regenerates at a rate of 1 per minute. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Downtime.md b/Rules/SF1E/Starship Mechanics/Starship Downtime.md new file mode 100644 index 0000000..0ec52c5 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Downtime.md @@ -0,0 +1,18 @@ +--- +aliases: +tags: +--- +# DOWNTIME + +**Source** _Character Operations Manual pg. 150_ +Not even the most battle-scarred and seasoned mercenary spends every day in combat. Most adventurers have a few days or weeks between jobs, and even if their schedule is packed, interplanetary travel and journeys through the Drift require time—time that can’t be spent fighting foes or exploring. The rules here detail what adventurers might be doing in the quiet times, between the excitement of exploration and the terror of combat. + +Downtime is measured in days of 24 consecutive hours of Pact Standard Time. During a day in which you don’t do any adventuring, engage in starship combat, use overland movement, or take part in other time-consuming or demanding activities, you can engage in one of the downtime activities described in this section (you can still engage in a single 8-hour rest). If you begin a downtime activity at the start of a day but that activity is interrupted during the day—for instance, if starship combat breaks out—that downtime activity provides no benefit, and you must start over on a new day. A notable exception to this is the maintain readiness activity (page 153), which provides a benefit when interrupted. + +Most of the activities listed in this section include entries for Activity, Results, and Multiday, detailed below. Several downtime activities refer to or expand upon options in the _Starfinder Core Rulebook_; page references are included for convenience. + +**Activity**: The downtime activity is described here, as well as all requirements for it, including skill checks, saving throws, equipment, starship expansion bays, and similar facilities. You can take 10 or take 20 on skill checks for downtime activities unless otherwise stated (in either these rules or those referenced in the _Core Rulebook_). + +**Results**: The results of a downtime activity are resolved at the end of the day unless stated otherwise, and many downtime activities grant benefits for the following day. If there are penalties for failure, those are also listed here. + +**Multiday**: If you can perform an activity for a longer period of time to gain a different or improved benefit, that’s listed here. Unless otherwise stated, this time period must be consecutive; if you are interrupted at any point during that interval (such as by a random encounter in the Drift) or if you choose a different downtime activity, you lose any progress made. If you choose to restart the activity, you must start over. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Mechanics.md b/Rules/SF1E/Starship Mechanics/Starship Mechanics.md new file mode 100644 index 0000000..be296de --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Mechanics.md @@ -0,0 +1,285 @@ +--- +aliases: +tags: +--- +# STARSHIP COMBAT RULES + +The fathomless depths of space are dangerous to even the most experienced crews, but they can be deadly to those who wander the stars unprepared. Planet-crushing black holes, invisible radiation belts, and chaotic meteor storms are found in any system. But of all the hazards that you might encounter between the stars, hostile vessels are by far the most common. The following rules govern combat between starships—or in rare cases, between immense spacefaring creatures. + +# ROLES + +**Source** _Starfinder Core Rulebook pg. 316_ +The actions crew members on a starship can take depend upon their roles. For most roles, multiple people can perform actions each round, but for other roles, only one person can fill that role and only one action for that role can be performed each round. Your role also determines when you act in combat. Starship combat uses the five roles below. You should declare your role when you board a ship (if you declare yourself a passenger, however, you take no special actions in combat unless you assume a role), though you can change your role in the heat of combat (see page 322). See Building Starships on page 292 for information on starship terminology, systems, and stat blocks. + +## CAPTAIN + +Your role in combat is about encouraging the crew while taunting enemies into making critical mistakes. A starship can have only one captain, and a character can assume that role only if it is currently vacant. The captain alone can act in any phase of combat. The actions a captain can take are described starting on page 322. + +## ENGINEER + +You work with your starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of engineers. An engineer acts during the engineering phase (see page 317). The actions an engineer can take are described starting on page 323. + +## GUNNER + +You operate your starship’s various weapon systems, using them to neutralize or destroy enemy vessels. A starship can have at most one gunner (or gunner team) per weapon mount. A gunner acts during the gunnery phase (see page 317). The actions a gunner can take are described on page 324. + +## PILOT + +You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat (see page 317). The actions a pilot can take are described on page 324. + +## SCIENCE OFFICER + +You use the starship’s computers, scanners, and other systems to identify threats, target foes, and navigate hazards. A starship can have any number of science officers. A science officer acts during the helm phase of combat (see page 317). The actions a science officer can take are described starting on page 324. + +# LARGE AND SMALL CREWS + +**Source** _Starfinder Core Rulebook pg. 316_ +A starship’s base frame determines the minimum and maximum number of crew members needed to operate that vessel. A starship without its minimum complement can’t be flown. However, when a large NPC starship with its full complement enters starship combat, each individual crew member doesn’t take a regular action—it would take hours to resolve a single round! In such cases, usually on Large or larger starships, most roles simulate entire teams of personnel. The number of crew members required to assist a single officer who wants to attempt a check in that role is listed after the role’s name in a starship stat block. This number varies between starships, and some vessels might have a crew large enough to allow multiple checks for a single role—for instance, a dreadnought might have several teams of engineers or gunners. + +# PREPARING FOR STARSHIP COMBAT + +**Source** _Starfinder Core Rulebook pg. 316_ +Starship combat is played on a grid of hexes with figures representing the starship combatants. _Starfinder Flip-Mat: Basic Starfield_ and the starship pawns in _Starfinder Core Rulebook Pawn Collection_ make perfect accessories for this portion of the game. + +The hexes don’t represent a specific distance, as Starfinder’s portrayal of movement and combat in three-dimensional space is more fluid and narrative than realistic. Unless otherwise specified, each ship occupies 1 hex, regardless of its size. + +# BEGINNING STARSHIP COMBAT + +**Source** _Starfinder Core Rulebook pg. 316_ +When the crew of a starship has hostile intentions toward another vessel, they go to their battle stations and activate their starship’s targeting systems. This is clearly obvious to all other starships in the vicinity with working sensors, though there could still be a chance a hostile vessel can be talked down, if the GM allows it. + +In general, the GM decides when starship combat begins, where the combatants are, and which way their starships are facing. This might mean that both sides are facing each other from opposite sides of the grid. However, their relative positions and facing can also be established randomly. Roll 3d6+5 to determine how many hexes separate the opposing sides. If either side consists of more than one starship, this result is the distance between the highest-tier starship on one side of the battle and its counterpart on the other. Other starships should be placed within 3 hexes of an allied starship. Then, roll 1d6 for each group of starships to determine the facing of the starships in that group, with a 1 meaning the starships are facing the top edge of the grid, and with 2 through 6 proceeding clockwise around the hex. + +# ROUNDS AND PHASES + +**Source** _Starfinder Core Rulebook pg. 317_ +Like combat between characters, starship combat occurs over a number of rounds until one side flees, surrenders, or is otherwise defeated. Unlike rounds in combat between characters, a round of starship combat doesn’t correlate to a specific amount of time. Each round of starship combat is divided up into three phases, resolved in order. Each character aboard a starship typically acts in only one of these phases, depending on her role on the starship. + +## 1. ENGINEERING + +The engineers on all ships (if present) each take an action to repair the starships’ systems or give them a boost. These actions occur simultaneously, so they can be resolved in any order. + +## 2. HELM + +Each starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round. If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0. If there is a tie, the pilot with fewer ranks in the Piloting skill must move his starship first. If there is still a tie, the two pilots in question should each roll another Piloting check and compare the results; the pilot with the lowest result moves first. + +As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications. + +Also during this phase, any character taking on the role of science officer can use the starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act. + +## 3. GUNNERY + +During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase. + +Once all of the phases have been resolved, if there are still combatants engaged in the fight, the next round begins, starting with a new engineering phase. + +# MOVING + +**Source** _Starfinder Core Rulebook pg. 317_ +The pilot of a starship has a variety of actions (see page 324) that allow her to guide her starship through the cold vastness of space. Unlike in battles between characters, starships face a specific direction, and this determines their firing arcs and shield quadrants, as well as their direction of movement. + +## SPEED + +A starship’s speed is the number of hexes it typically moves in a round. It can instead move fewer hexes than this amount, as determined by the pilot. This movement is in a straight line in the direction the starship is facing, though a starship’s facing can be altered while it moves by making turns (see below). A starship’s maximum speed modifies Piloting checks for that starship. + +| Speed | Piloting Check Modifier | +|------------|-------------------------| +| 4 or less | +2 | +| 6 | +1 | +| 8–10 | — | +| 12 | –1 | +| 14 or more | –2 | + + +## TURNS + +While moving, a starship can make turns, altering its forward movement direction, firing arcs, and shield quadrants. One turn changes a starship’s forward facing by 60 degrees, or one side of a hex. Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability (see the table below). For example, a ship with average maneuverability making two turns in a round must move at least 2 hexes before its first turn, and at least 2 more hexes before its second turn. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point). + +The number of turns per round a starship can take is limited only by its speed and maneuverability. Turns don’t count against a starship’s movement speed. If a ship with average maneuverability has a speed of 8, it can usually turn a total of four times during a single round. + +A ship’s maneuverability also modifies Piloting checks for it. + +| Maneuverability | Distance Between Turns | Piloting Check Modifier | +|-----------------|------------------------|-------------------------| +| Clumsy | 4 | –2 | +| Poor | 3 | –1 | +| Average | 2 | 0 | +| Good | 1 | +1 | +| Perfect | 0 (see above) +2 | + +## MOVING THROUGH OTHER STARSHIPS + +Since the hexes in starship combat aren’t representative of three-dimensional distance, starships can move through hexes containing other starships, but they can’t end their movement there. If a starship moves through a hex containing an enemy starship, the enemy starship can fire any one of its direct-fire weapons from any arc at the moving starship, targeting its aft quadrant. This free attack doesn’t benefit from any bonuses or additional abilities from other actions taken aboard the enemy starship, such as divert or lock on. Any character currently in a gunner role can make this attack. If no one is designated as a gunner (often the case in starships with only one crew member), the enemy starship can’t make a free attack. A weapon used for this free attack can still be used as normal later in the round. + +# STUNTS + +Instead of ordinary movement, pilots can attempt stunts with their starships (see Stunt on page 324), pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL). + +## BACK OFF + +The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round. + +## BARREL ROLL + +The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round. + +## EVADE + +The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round. + +## FLIP AND BURN + +The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate. + +## FLYBY + +The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal. + +## SLIDE + +The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your ship’s tier). If you fail this check, the ship moves forward up to half its speed and can’t make any turns. + +## TURN IN PLACE + +The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check. + +# ATTACKING + +**Source** _Starfinder Core Rulebook pg. 320_ +Whenever one starship fires a weapon at another starship, that action is resolved with a gunnery check. Attacks are made during the gunnery phase of combat, in the order determined during the helm phase, but the damage and critical damage effects (see page 321) are applied after all of the attacks have been made (meaning every starship gets to attack, even if it would be destroyed or crippled by an attack that happened during the same gunnery phase). With only very rare exceptions, each of a starship’s weapons can be fired only once per round. You make an attack using the following procedure. + +## RANGE AND ARC + +First, determine the range between the two starships (counted in hexes) and the arc of attack. For every range increment beyond the first, the gunnery check takes a cumulative –2 penalty. The attacking starship can fire a weapon against only ships in the same arc as that weapon; see the diagram on page 318. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc’s weapons target it; it can’t be targeted by weapons in two arcs. + +## GUNNERY CHECK + +Attempt a gunnery check for each weapon fired against a target (except for linked weapons, which are resolved using one action and a single gunnery check; see the sidebar on page 301). + +**Gunnery Check** = 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty + +### DETERMINING THE OUTCOME + +Compare the result of the gunnery check to the target’s Armor Class (AC) or Target Lock (TL), depending on the weapon used. If you attack with a direct-fire weapon (see page 303) and the result of the gunnery check equals or exceeds the target’s AC, you hit the target and damage is determined as normal (see Damage below). A target’s AC is determined using the following formula. + +**AC** \= 10 + the pilot’s ranks in the Piloting skill + the ship’s armor bonus + modifier based on the ship’s size + bonuses and penalties from successful or failed stunts and actions + +If the attack is made with a tracking weapon such as a missile launcher (see page 303) and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability). If it intercepts the target before it reaches the end of its movement, it explodes and deals damage as normal (see Damage below). If not, attempt a new gunnery check at the start of the next gunnery phase to determine whether the projectile continues to move toward the target; you don’t receive any bonuses from computer systems or actions by your fellow crew members from previous rounds or the current round, but you can take penalties, such as from an enemy science officer’s improve countermeasures action (see page 325). If the result of a gunnery check for a tracking weapon is ever less than the target’s TL, the weapon’s projectile is destroyed and removed from play. A target’s TL is determined using the following formula. + +**TL** \= 10 + the pilot’s ranks in the Piloting skill + the ship’s bonus from defensive countermeasures + modifier based on the ship’s size + penalty from the ship’s armor + bonuses and penalties from successful or failed stunts and actions + +# DAMAGE + +**Source** _Starfinder Core Rulebook pg. 320_ +Combat in space can be highly dangerous to the vessel and its crew. Once a starship has been damaged, critical systems might malfunction or shut down altogether, leaving its passengers without electricity, gravity, or even air. Such damage might also cause a starship to lose its sensors, propulsion, or weapons systems, which could spell defeat during an active engagement. + +When a gunner hits with an attack, she rolls the damage dealt by the weapon she is using and determines which quadrant of the targeted starship she hits. A starship’s shield quadrants are the same as its firing arcs (see the diagram on page 318). Damage is first applied to any shields the target starship has in the quadrant hit by the attack, depleting a number of Shield Points equal to the amount of damage dealt. If that quadrant’s Shield Points reach 0, that shield is entirely depleted and any excess damage is applied to the target starship’s Hull Points. If the ship doesn’t have shields or if its shields in that quadrant have already been depleted, apply all damage directly to the target’s Hull Points. + +If a starship has a Damage Threshold (see page 292), any attack that would deal damage to its Hull Points equal to or less than this Damage Threshold fails to damage the ship’s Hull Points. If the damage is greater than the Damage Threshold, the full amount of damage is dealt to the ship’s Hull Points. + +If a ship is reduced to 0 or fewer Hull Points, it is disabled and it floats in its current direction of travel at a rate of half its speed until it is repaired, rescued, or destroyed. Crew members aboard such ships are not in immediate danger unless their life-support system is wrecked, but they might eventually die from starvation and thirst if they have no way to repair the ship. + +If a ship ever takes damage that exceeds twice its Hull Points, it is destroyed and can’t be repaired. All systems stop functioning, and the hull is compromised. The crew might initially survive, but without protection, they won’t live very long. + +## CRITICAL DAMAGE + +Starship systems can take critical damage, causing them to become less functional and eventually stop working altogether. + +Critical damage is scored whenever a gunnery check results in a natural 20 on the die and damage is dealt to the target ship’s hull. The critical range is expanded to a natural 19 or 20 on the die if the target starship was the subject of a successful target system science officer action (see page 325). + +Critical damage is also scored whenever the target starship’s hull takes damage that causes its total amount of damage to exceed its Critical Threshold (see page 292) or a multiple of that threshold. For example, a starship with 100 Hull Points and a Critical Threshold of 20 takes critical damage each time its total amount of Hull Point damage exceeds 20, 40, 60, 80, and 100 points (and so on). An individual attack does not need to deal more than 20 damage to score critical damage against this starship; it just needs to be the attack that pushes the starship’s total damage above a multiple of its Critical Threshold. + +A starship can take critical damage even when its total Hull Points are below 0. + +## SHIELDS + +A starship takes critical damage from an attack only if that attack deals damage to the ship’s Hull Points, even if the result of the gunnery check is a natural 20. If the attack’s damage only reduces a starship’s Shield Points, no critical damage occurs. + +# CRITICAL DAMAGE EFFECT + +When critical damage is scored, the attacking PC should roll on the table below to randomly determine which of the target starship’s key systems is hit; that system gains a critical damage condition (see below), with the effect listed on the table. If the system isn’t currently critically damaged, it gains the glitching condition. If it is critically damaged again, its critical condition changes by one step of severity (glitching becomes malfunctioning; malfunctioning becomes wrecked). These conditions and their effects on crew actions are explained in Critical Damage Conditions. + +To determine which system is affected, roll d% and consult the table below. If a system already has the wrecked condition (or in the case of the weapons array, if all weapon arcs have the wrecked condition), apply its critical damage to the next system down on the chart. If you reach the bottom of the chart, instead deal damage to one of the crew (as described below). + +| D% | System | Effect | +|--------|---------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 1–10 | Life support | Condition applies to all captain actions | +| 11–30 | Sensors | Condition applies to all science officer actions | +| 31–60 | Weapons array | Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs) | +| 61–80 | Engines | Condition applies to all pilot actions | +| 81–100 | Power core | Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below) | + +## CREW DAMAGE + +If the starship’s core has the wrecked condition and further critical damage is dealt to the core, no critical damage conditions are applied to the ship. Instead, one of the crew (determined randomly) is injured, taking an amount of Hit Point damage equal to the Hull Point damage dealt by the attack (without the increase for starship weapons against humanoid targets; see Shooting Starships on page 292). That crew member can attempt a DC 20 Reflex save to take only half damage. + +# CRITICAL DAMAGE CONDITIONS + +The following are the critical damage conditions and their effects, ordered by severity. These effects apply primarily to starship combat and rarely impact noncombat play (wrecked engines can still be used to get a starship to a safe place to repair, for example— though the GM might rule that it takes longer than normal). + +## GLITCHING + +A glitching system isn’t operating at peak performance. Crew actions involving the system (except the hold it together and patch engineer actions; see page 323) take a –2 penalty. + +## MALFUNCTIONING + +A malfunctioning system is difficult to control. Crew actions involving the system (except the hold it together and patch engineer actions) take a –4 penalty. Also, crew members can’t take push actions (see page 322) using that system. If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems. + +## WRECKED + +A wrecked system is minimally functional. Crew actions involving the system (except the hold it together and patch engineer actions and minor crew actions; see page 326) automatically fail. If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty; this penalty stacks with penalties from critical damage conditions affecting other systems. + +# RESTORING SHIELDS AND REPAIRING DAMAGE + +When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield; see page 302) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier). Any penalties from critical damage conditions apply to this check. + +You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal. + +Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 1-1/2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage. + +# OTHER ACTIONS IN STARSHIP COMBAT + +**Source** _Starfinder Core Rulebook pg. 322_ +While your role determines what actions you can take during a starship combat encounter, on occasion you might want to perform some other kind of action, such as casting a spell or using a class feature. The GM has the final say on what kind of regular actions you can take, but generally, you can take only a move or standard action in a single round, and you can take only a minor crew action (see page 326) during that round. You aren’t assumed to be adjacent to any of your allies during starship combat, so the GM might also decide that you need to take an additional round to get close enough to an ally to affect him with an ability or spell. Any such action is resolved at the beginning of the round, before the engineering phase. + +# NPC SHIP GUNNERY BONUSES + +**Source** _Starfinder Core Rulebook pg. 326_ +The gunnery check bonus for an NPC starship of tier 9 or lower is equal to the starship’s tier plus the highest ability score modifier for an NPC of a CR equivalent to the starship’s tier (using the array on page 129 of _Alien Archive_). + +For an NPC starship of tier 10 or higher, use the same calculation but substitute the second-highest ability score modifier instead. + +# DESIGNING STARSHIP ENCOUNTERS + +**Source** _Starfinder Core Rulebook pg. 326_ +From a simple skirmish against pirates to a massive fleet engagement, designing a fun and challenging space combat requires thoughtful planning and careful design on the part of the GM. A crew of PCs can’t simply spend their hard-earned credits to upgrade their starship between encounters as they could with ordinary gear. In addition, often due to the circumstances of the story, the characters might find themselves in a ship that is significantly more or less powerful than their Average Party Level might indicate. The GM needs to take these factors into account when deciding what sort of enemies the PCs will face. + +## CHALLENGE + +Combat between starships of equal tiers is more evenly matched than a fight between PCs and opponents of an equal CR. Usually, there is only one PC ship in the fight, containing the entire party. This means that if the battle is lost, the PCs might be taken captive or perish. As a result, starship combats where the PCs face off against a ship of equal tier and capability are very difficult. Most encounters should be against ships of a lower tier. Use the following table as a guideline. + +| Difficulty | Enemy Starship Tier | +|-------------|----------------------| +| Easy | PC starship tier – 3 | +| Average | PC starship tier – 2 | +| Challenging | PC starship tier – 1 | +| Hard | PC starship tier | +| Epic | PC starship tier + 1 | + +## MULTIPLE SHIPS + +If the PCs have more than one starship, use the highest-tier ship’s tier as a base and add 1 to this value for each additional starship within at least 2 tiers of that starship. If none are within 2 tiers, add up the tiers of all the additional starships and add 1 to the base value if the total is equals or exceeds the base starship’s tier. Use this modified value when determining the encounter’s difficulty. + +If there are multiple enemy starships, treat every pair of enemy starships of the same tier as a single starship of the pair’s tier + 2 (and every trio as a single starship of the trio’s tier + 3). If there are a number of ships of different tiers, use the formula for multiple PC ships to determine the final difficulty. For example, if the enemy consists of three tier 1 starships, a tier 4 starship, and a tier 7 starship, the final result would be a tier 8 challenge. + +## CREW LEVEL + +Most starship combat encounters are between characters of roughly equal level and skill, regardless of the tier of the starships they are aboard. If there is a large level discrepancy between the combatants, adjust the difficulty of the encounter up or down a tier to compensate. In any case, combats between crews that are more than 4 levels apart should be avoided. + +In general, the level and skill ranks of an NPC crew member are equal to the CR of the NPC or the tier of the enemy starship (minimum 1). To determine the skill modifiers of an NPC crew member, first decide whether the NPC has mastered the skill or is simply good at the skill. Usually, one crew member will be a master at one skill; the rest of the crew will have good skills. The skill modifier for a master skill is equal to 9 + 1-1/2 × the NPC’s ranks in the skill. The skill modifier for a good skill is equal to 4 + 1-1/2 × the NPC’s ranks in the skill. Alternatively, you can determine NPC skill ranks and modifiers using the master and good skill modifiers for the combatant array from the monster building rules in the _Starfinder Alien Archive_. Of course, if you have full stat blocks for the NPC crew members, you should use their actual skill ranks and modifiers. + +## EXPERIENCE FOR STARSHIP COMBAT + +PCs should earn experience points (XP) for defeating enemy ships. To award XP, compare the difficulty of the encounter (see Challenge above) to Table 11–1: Encounter Difficulty on page 390 to find the Challenge Rating equivalent of the encounter. Look up the value of that CR on Table 11–3: Experience Point Awards (also on page 390) to find the party’s XP award for the encounter. + +For example, suppose the PCs have an Average Party Level (APL) of 10 and are flying a tier 10 starship. They encounter and defeat a tier 9 enemy starship. As the enemy starship’s tier equals the PCs’ starship’s tier – 1, this was a challenging encounter. Looking at Table 11–1: Encounter Difficulty, a challenging encounter has a CR equivalent of APL + 1, making it a CR 11 encounter. The PCs should earn 12,800 XP total for the encounter. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Movement.md b/Rules/SF1E/Starship Mechanics/Starship Movement.md new file mode 100644 index 0000000..fff8d3c --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Movement.md @@ -0,0 +1,34 @@ +--- +aliases: +tags: +--- +# STARSHIP MOVING +The pilot of a starship has a variety of [[Starship Actions]] (see page 324) that allow her to guide her starship through the cold vastness of space. Unlike in battles between characters, starships face a specific direction, and this determines their firing arcs and shield quadrants, as well as their direction of movement.  + +# SPEED + +A starship’s speed is the number of hexes it typically moves in a round. It can instead move fewer hexes than this amount, as determined by the pilot. This movement is in a straight line in the direction the starship is facing, though a starship’s facing can be altered while it moves by making turns (see below). A starship’s maximum speed modifies [[Piloting (Dex)]] checks for that starship. + +| Speed | [[Piloting (Dex)]] Check Modifier | +|------------|-------------------------| +| 4 or less | 2 | +| 6 | 1 | +| 8–10 | — | +| 12 | –1 | +| 14 or more | –2 | + +# TURNS + +While moving, a starship can make turns, altering its forward movement direction, firing arcs, and shield quadrants. One turn changes a starship’s forward facing by 60 degrees, or one side of a hex. Every round in which a starship turns, it must move a certain number of hexes before each turn, determined by its maneuverability (see the table below). For example, a ship with average maneuverability making two turns in a round must move at least 2 hexes before its first turn, and at least 2 more hexes before its second turn. If a starship has perfect maneuverability (the distance between turns is 0), the ship can make two turns for each hex that it moves (allowing it to turn around a single point). + +The number of turns per round a starship can take is limited only by its speed and maneuverability. Turns don’t count against a starship’s movement speed. If a ship with average maneuverability has a speed of 8, it can usually turn a total of four times during a single round. + +A ship’s maneuverability also modifies [[Piloting (Dex)]] checks for it. + +| Maneuverability | Distance Between Turns | [[Piloting (Dex)]] Check Modifier | +|-----------------|------------------------|-------------------------| +| Clumsy | 4 | –2 | +| Poor | 3 | –1 | +| Average | 2 | 0 | +| Good | 1 | 1 | + diff --git a/Rules/SF1E/Starship Mechanics/Starship Roles.md b/Rules/SF1E/Starship Mechanics/Starship Roles.md new file mode 100644 index 0000000..597fe50 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Roles.md @@ -0,0 +1,36 @@ +--- +aliases: +tags: +--- +# STARSHIP ROLES +The actions crew members on a starship can take depend upon their roles. For most roles, multiple people can perform actions each round, but for other roles, only one person can fill that role and only one action for that role can be performed each round. Your role also determines when you act in combat. Starship combat uses the five roles below. You should declare your role when you board a ship (if you declare yourself a passenger, however, you take no special actions in combat unless you assume a role), though you can change your role in the heat of combat (see page 322). See Building Starships on page 292 for information on starship terminology, systems, and stat blocks.  + +## CAPTAIN + +Your role in combat is about encouraging the crew while taunting enemies into making critical mistakes. A starship can have only one captain, and a character can assume that role only if it is currently vacant. The captain alone can act in any phase of combat. The actions a captain can take are described starting on page 322.  + +## ENGINEER + +You work with your starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of engineers. An engineer acts during the engineering phase (see page 317). The actions an engineer can take are described starting on page 323.  + +## GUNNER + +You operate your starship’s various weapon systems, using them to neutralize or destroy enemy vessels. A starship can have at most one gunner (or gunner team) per weapon mount. A gunner acts during the gunnery phase (see page 317). The actions a gunner can take are described on page 324.  + +## PILOT + +You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat (see page 317). The actions a pilot can take are described on page 324.  + +## SCIENCE OFFICER + +You use the starship’s computers, scanners, and other systems to identify threats, target foes, and navigate hazards. A starship can have any number of science officers. A science officer acts during the helm phase of combat (see page 317). The actions a science officer can take are described starting on page 324. + +## CHIEF MATE + +Despite the advanced technology that is ubiquitous on most starships, there’s always a use on board for someone who knows the ship’s various systems well enough to manually push them to achieve levels of performance their manufacturers never intended. A starship’s chief mate knows every circuit and conduit within their starship’s mechanical and electronic systems, and is bold enough to take risks with these levers, valves, and other intricacies that can help their crew escape from or win dire combat scenarios. +Being a chief mate is hardly easy, however, and the role is not for the faint of heart. Accomplishing the off-the-books feats that are so valuable in starship combat often requires a strong and hardy individual to physically haul around equipment, force levers past their built-in safety points, or reconnect systems in ways they weren’t designed for—or else requires someone nimble enough to accomplish the same tasks via finesse without resorting to brute force, as the chief mate slides finicky controls into nonstandard positions or temporarily bypasses a system’s physical safety valves. +The chief mate assists characters in all other roles on the ship, making the other characters’ jobs easier and allowing them to accomplish more in their primary duties since they no longer need to focus on physically manipulating machinery or equipment. A chief mate acts during the same phase as the crew member she wishes to assist that round. Despite the role’s name, a ship can have any number of chief mates (though on a military ship, only one is generally referred to as the chief mate, and all others are considered deck officers). + +## MAGIC OFFICER + +Even starships that are not explicitly powered by magic or hybrid technology have enough mystical components and are exposed to enough ambient magic that they can be influenced by those rare few who command a deep understanding of the intersections between magic and the vastness of space. If nothing else, simply accessing the Drift requires both technology and magic, and the underlying magic of the universe is prevalent even in the void, so the usefulness of arcane expertise cannot be overemphasized, especially in a starship combat environment in which even the smallest advantage can mean the different between life and death. The magic officer deeply understands this truth and provides both mystical knowledge and resources that can push the starship’s interaction with the inherent magic around it to new heights. While not every ship has a magic officer, it’s often useful to have someone who understands digital portents, the flows and eddies of raw magic through the void of space, and how the inherently eldritch forces unleashed by powerful engines can impact starship operations. A magic officer acts during the engineering phase during starship combat. A ship can have any number of magic officers. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Shield Mechanics.md b/Rules/SF1E/Starship Mechanics/Starship Shield Mechanics.md new file mode 100644 index 0000000..c78d1fd --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Shield Mechanics.md @@ -0,0 +1,12 @@ +--- +aliases: +tags: +--- +# STARSHIP SHIELD MECHANICS + +**Source** _Starfinder Core Rulebook pg. 302_ +While almost every ship has simple navigational shielding to prevent damage from tiny bits of debris, this protection does little to stop a starship from being damaged by lasers, missiles, and larger impacts. To defend against such threats, a ship has energy shields. Projectors mounted around the ship create a barrier that absorbs damage from attacks. Each attack reduces the number of Shield Points (SP) in a given arc until that arc’s shields are depleted, after which point all further damage in that arc reduces the ship’s Hull Points. See Damage on page 304 for more information. Shield Points regenerate over time and can eventually be used again, but this regeneration occurs only when the ship is not in combat or otherwise taking damage. Shields must be attached to a functional power core in order to regenerate; the rate of regeneration is listed in the table below. + +The value listed under Total SP in the table below is the total number of Shield Points provided to the ship. At the start of combat, when the starship’s crew takes up battle stations and the shields are activated, the Shield Points must be divided up between the four quadrants of the ship. No quadrant can be assigned less than 10% of the total number of Shield Points available at the start of combat, or available at the time the shields are balanced again using the balance science officer action (see page 324). + +The table also lists rate of regeneration, PCU needed, and cost. \ No newline at end of file diff --git a/Rules/SF1E/Starship Mechanics/Starship Stunts.md b/Rules/SF1E/Starship Mechanics/Starship Stunts.md new file mode 100644 index 0000000..c82edfc --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starship Stunts.md @@ -0,0 +1,43 @@ +--- +aliases: +tags: +--- +# STARSHIP STUNTS + +Instead of ordinary movement, pilots can attempt stunts with their starships (see Stunt on page 324), pushing them beyond their design specifications to enact daring moves. Several stunts affect your starship’s Armor Class (AC) and Target Lock (TL). + +## BACK OFF + +The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round. + +## BARREL ROLL + +The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round. To perform this stunt, your starship must be Large or smaller and you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, the starship moves half its speed but doesn’t roll. If you fail by 5 or more, your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round. + +## EVADE + +The ship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). If you fail, the starship moves as normal. If you fail the check by 5 or more, the starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round. + +## FLIP AND BURN + +The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate. + +## FLYBY + +The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship. To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1-1/2 × the tier of the enemy starship). If you fail this check, your starship still moves as described above, but you follow the normal rules for attacking (based on your starship’s final position and distance), and the movement provokes a free attack from that starship as normal. + +## SLIDE + +The starship moves up to its speed in the direction of either the forward-port or forward-starboard edge without changing its facing. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your ship’s tier). If you fail this check, the ship moves forward up to half its speed and can’t make any turns. + +## TURN IN PLACE + +The ship does not move but instead can turn to face any direction. If the ship has a maneuverability of clumsy, it takes a –4 penalty to its AC and TL until the start of the next round. If it has a maneuverability of poor, it instead takes a –2 penalty to its AC and TL until the start of the next round. Ships with a maneuverability of average or better do not take a penalty. This stunt doesn’t require a skill check. + +## RAMMING SPEED (STUNT) + +The starship increases its distance between turns by 2 (to a maximum of 4) and moves up to its speed, but it can move through 1 hex occupied by an enemy starship that has already moved during this helm phase. To perform this stunt, you must first succeed at a Piloting check (DC = 15 + 1/1-2 × your starship’s tier). If you succeed, you then attempt a gunnery check against the enemy starship’s AC upon entering that starship’s hex. + +If the gunnery check succeeds, your starship collides with the enemy starship, dealing collision damage to each based on your starship’s speed and the sizes of the two starships. The base collision damage equals 1d4 × half your starship’s speed, plus an additional 1d4 damage × a value based on your starship’s size (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, etc.). The enemy starship takes the full damage to the struck quadrant, and your starship takes half this damage to its forward quadrant, after which your movement ends. If your starship has a ramming weapon, add the ramming weapon’s damage to the damage to the enemy starship. If your starship is one size category smaller than the enemy ship or larger, you push the ship 1 hex in the direction your ship is facing. If this would push the ship into an occupied hex, the ship does not move but instead takes additional damage equal to your starship’s tier. If your starship is more than one size category smaller than the enemy starship, your starship returns to the hex from which it entered the enemy ship’s hex, facing that starship. + +If the initial Piloting check fails, your starship still moves as described and doesn’t attempt the gunnery check, but the movement provokes a free attack from that starship as normal. If the Piloting check is successful yet the gunnery check fails, your starship still moves as described, but the movement doesn’t provoke a free attack from that starship. diff --git a/Rules/SF1E/Starship Mechanics/Starships in Atmosphere.md b/Rules/SF1E/Starship Mechanics/Starships in Atmosphere.md new file mode 100644 index 0000000..3d8a7e0 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Starships in Atmosphere.md @@ -0,0 +1,21 @@ +--- +aliases: +tags: +--- +# STARSHIPS IN ATMOSPHERE +Whether the steamy air of Castrovel or the breathtaking clouds of Bretheda, all atmospheres consist of gases that generate large amounts of heat when objects—such as starships—pass through them at incredible speeds. While a starship’s shields can often protect it from everyday amounts of friction, it is nevertheless unwise for starships to accelerate to the point where this protection is insufficient. Beyond this common threat to a starship’s integrity, other types of atmospheric hazards require a deft crew to negotiate without the ship suffering dangerous conditions and effects. + +# ATMOSPHERIC FRICTION +Atmospheric friction can quickly tear apart starships of even the highest tier, and it is as dangerous to small, lightly armored starships as it is to massive warships. The amount of friction generated by a starship is determined by the friction level of the layer of atmosphere that the starship is traveling through. An atmosphere’s friction level is an abstraction of the atmosphere’s density and the amount of debris in the air. +For the purposes of this system, atmospheres have five distinct layers, classified by similarities in temperature and density. While the names and exact properties of these layers vary on different worlds, an atmosphere’s layers generally become denser the closer one gets to a planetoid’s surface. The greater an atmosphere’s density, the slower a starship must move through it in order to avoid taking damage from friction between the starship’s hull and the atmosphere’s molecules. Table 2–7: Atmospheric Friction summarizes the effects of atmospheres based on the thickness of each of the atmosphere’s layers; “highest” refers to the layer furthest from a planetoid’s surface while “lowest” refers to the layer closest to a planetoid’s surface. +When a starship moves faster than its maximum safe speed in an atmosphere layer, it takes Hull Point damage equal to the starship’s tier × the atmosphere’s friction multiplier for every hex moved that round beyond the starship’s maximum safe speed (see the below table for these calculations). This damage is dealt to the starship’s forward quadrant. + +## FRICTION +| Atmosphere Layer | Maximum Safe Speed | Friction Multiplier | | | | +|------------------|--------------------|---------------------|----------|----------|----------| +| No Atmosphere | Thin | Normal | Thick | | | +| Highest | 7 | — | — | 01.01.02 | 01.01.02 | +| Second-highest | 5 | — | 01.01.02 | 01.01.02 | 2 | +| Third-highest | 3 | — | 01.01.02 | 2 | 2 | +| Fourth-highest | 2 | — | 2 | 2 | 3 | +| Lowest | 1 | 01.01.02 | 2 | 3 | 4 | diff --git a/Rules/SF1E/Starship Mechanics/Upgrading a Starship.md b/Rules/SF1E/Starship Mechanics/Upgrading a Starship.md new file mode 100644 index 0000000..9cb15b9 --- /dev/null +++ b/Rules/SF1E/Starship Mechanics/Upgrading a Starship.md @@ -0,0 +1,58 @@ +--- +aliases: +tags: +--- +# UPGRADING A STARSHIP + +As the PCs go on adventures and gain experience, they need an increasingly powerful starship to face tougher challenges. When the characters’ Average Party Level increases, so does the tier of their starship (see Table 9–1: Starship Base Statistics on page 294). The PCs receive a number of Build Points equal to the Build Points listed for their starship’s new tier – those listed for its previous tier, which they can use to upgrade their starship. For example, a group whose APL increases from 2 to 3 receives 20 BP that the PCs can use to upgrade their starship. This could represent salvage gathered during their exploits, an arrangement with a spacedock, or called-in favors from a wealthy patron. Some GMs might require PCs to visit a safe, inhabited world before they can spend these Build Points, but this shouldn’t be allowed to impact the campaign too much. + +Also remember that at tier 4 and every 4 tiers thereafter, the starship gains an increase in Hull Points equal to the HP increment listed for its base frame. + +# REFITTING SYSTEMS + +**Source** _Starfinder Core Rulebook pg. 305_ +If the PCs want to alter their starship before receiving additional Build Points (for instance, replacing a weapon with one that costs fewer Build Points or consumes less PCU), they can do so at a friendly spaceport (or safe landing zone) given enough time. If they replace a system or option with one that costs fewer Build Points, they can immediately spend the excess Build Points. Refitting a single system or starship weapon usually takes 1d4 days. + +# UPGRADING SYSTEMS + +**Source** _Starfinder Core Rulebook pg. 305_ +PCs with Build Points to spare can replace a system or weapon with one that costs more Build Points by paying only the difference in cost between the two systems. If the cost is the same, the system can be upgraded for free, but the crew should keep the amount of PCU the starship’s power core produces in mind so they don’t exceed their power budget. When upgrading a weapon, remember that the starship’s frame starts with a certain number and type of weapon mounts (but see New Weapon Mounts below). Installing a single upgrade usually takes 1d4 days. + +PCs can’t upgrade the base frame of their starship. They can rebuild their starship with a new base frame if they so desire (within the limits of their budget of Build Points, of course), but that new starship will have a different look (and should probably have a different name). PCs can purchase Huge and larger base frames only at the GM’s discretion, as these usually require large crews and thus are normally reserved for NPC starships. + +Buying a whole new starship is a process that can take between 1d4 days and 1d4 months, depending on whether the PCs are purchasing a used starship from a spacedock or having a custom vessel built from scratch. + +# NEW WEAPON MOUNTS + +**Source** _Starfinder Core Rulebook pg. 305_ +Greater dangers means the PCs will require more powerful weapons in order to survive and triumph. Unless they begin flying around with an escort of armed battlecruisers, the weapons they start with will eventually become inadequate. Bigger weapons require the correct weapon mounts, however. + +By spending 4 BP, the crew can upgrade a light weapon mount in any of the aft, forward, port, or starboard arcs to a heavy weapon mount. By spending 6 BP, the crew can upgrade a light weapon mount on a turret to a heavy weapon mount. By spending 5 Build Points, the crew can upgrade a heavy weapon mount in any of the aft, forward, port, or starboard arcs to a capital weapon mount. Heavy weapons can be mounted on only Medium or larger starships. Capital weapons can be mounted on only Huge or larger starships and can’t be mounted on turrets. + +By spending 3 BP, the crew can fit a new light weapon mount in any of the aft, forward, port, or starboard arcs with enough free space. By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space. Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret). + +| Tier | Starship Build Points | Special | +|------|-----------------------|-------------| +| 1/4 | 25 | — | +| 1/3 | 30 | — | +| 1/2 | 40 | — | +| 1 | 55 | — | +| 2 | 75 | — | +| 3 | 95 | — | +| 4 | 115 | HP increase | +| 5 | 135 | — | +| 6 | 155 | — | +| 7 | 180 | — | +| 8 | 205 | HP increase | +| 9 | 230 | — | +| 10 | 270 | — | +| 11 | 310 | — | +| 12 | 350 | HP increase | +| 13 | 400 | — | +| 14 | 450 | — | +| 15 | 500 | — | +| 16 | 600 | HP increase | +| 17 | 700 | — | +| 18 | 800 | — | +| 19 | 900 | — | +| 20 | 1,000 | HP increase | diff --git a/Rules/SF1E/Travel-Environment-Exploration/Atmosphere Mechanics.md b/Rules/SF1E/Travel-Environment-Exploration/Atmosphere Mechanics.md new file mode 100644 index 0000000..606348d --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Atmosphere Mechanics.md @@ -0,0 +1,40 @@ +--- +aliases: +tags: +--- +# ATMOSPHERE +**Source** _Starfinder Core Rulebook pg. 395_ +An atmosphere is a layer of gases held in place by the pull of a planetoid’s gravity. The gravity and temperature of a planetoid impact its ability to retain an atmosphere. Most planets and planetoids support some manner of atmosphere. In addition to hospitable atmospheres, there are various other types of atmosphere that serve as hazards to most life. + +### CORROSIVE + +As the name suggests, a corrosive atmosphere eats away at matter. The type and speed of the erosion varies, but the most common use of this term describes atmospheres capable of dissolving most matter. A typical corrosive atmosphere deals anywhere from 1 acid damage per minute up to 10d6 acid damage per round to creatures and objects within. Certain metals and treated materials may be immune to the specific atmosphere of a planet, and often the corrosion can be mitigated with dutiful preparation. + +### NO ATMOSPHERE + +A creature on a planet without an atmosphere (or with an atmosphere so thin that it is effectively airless) is exposed to a vacuum (see page 394). + +### NORMAL + +A normal atmosphere is one that can support the majority of breathing life-forms. Most such atmospheres are composed of some combination of oxygen, nitrogen, and other nontoxic gases. + +### THICK + +A nonacclimated creature operating in a thick atmosphere treats it as somewhat harmful, due to the extra chemical compounds in the air and the increased atmospheric pressure. Every hour, such a creature must succeed at a Fortitude save (DC = 15 + 1 per previous check) or become sickened. This condition ends when the creature returns to a normal atmosphere. Conversely, the increased weight of the air grants a +4 circumstance bonus to Acrobatics checks to fly or Piloting checks to keep an aircraft in flight. + +Severely thick atmospheres are far more dangerous. Every minute, a creature in such an atmosphere must succeed at a Fortitude save (DC = 15 + 1 per previous check) or begin to suffocate (see Suffocation and Drowning on page 404) as its lungs cease coping with the density of the oxygen inhaled and lose the strength to keep pumping air into its bloodstream. + +### THIN + +Thinner atmospheres tend to cause a nonacclimated creature to have difficulty breathing and become extremely tired. A typical thin atmosphere requires such a creature to succeed at a Fortitude save each hour (DC = 15 +1 per previous check) or become fatigued. The fatigue ends when the creature returns to a normal atmosphere. + +Severely thin atmospheres can cause long-term oxygen deprivation to those affected in addition to the effects of a standard thin atmosphere. The first time a creature in a severely thin atmosphere fails its Fortitude save, it must succeed at a DC 25 Fortitude save or take 1 damage to all ability scores. A creature acclimated to high altitude (see Hill and Mountain Terrain on page 397) gains a +4 insight bonus to its saving throw to resist this effect. + +### TOXIC + +Toxic atmospheres are composed of poisonous compounds and vary radically in their consistencies. Some toxic atmospheres are capable of sustaining oxygen-breathing life-forms, while others immediately suffocate those within them. Regardless of whether or not they allow creatures to breathe, toxic atmospheres are threats to most living creatures, as they act as an inhaled poison (see page 417). Though the specific type of poison varies, many toxic atmospheres act as existing poisons but with radically different onset times and save DCs. Low-level toxic atmospheres can have onset times measured in hours or days, while heavily toxic atmospheres have onset times measured in rounds. + +## STRANGE ATMOSPHERES + +**Source** _Starfinder Core Rulebook pg. 396_ +Though it happens rarely, some astronomical objects have atmospheres that seem to defy the laws of reality—usually due to magical interference or technology run amok. Sometimes these atmospheres are infused with a certain type of energy. Such atmospheres function like corrosive atmospheres, except they deal damage of the appropriate energy type (electricity, fire, sonic, etc.). \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Biomes _ Terrain.md b/Rules/SF1E/Travel-Environment-Exploration/Biomes _ Terrain.md new file mode 100644 index 0000000..a24d3d6 --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Biomes _ Terrain.md @@ -0,0 +1,110 @@ +--- +aliases: +tags: +--- +# BIOMES & TERRAIN +The following section includes information on a variety of biomes found on planets. Some planets could be entirely made up of a single biome, such as desert or forest worlds, while other planets contain a mix of the following terrain types. + +## AERIAL TERRAIN + +On worlds where the atmosphere expands high above the physical boundaries of the surface, there exists a region of open air. Similarly, gas giants are made up of nothing more than a vast atmosphere, held in place by a starlike core. The most common rules sections to reference when using aerial terrain are Falling (see page 400), Gravity (see page 401), Suffocation and Drowning (see page 404), and Weather (see page 398). The rules for flying with the Acrobatics skill are also critical for many creatures operating in an aerial environment. + +## CLOUDS + +Most clouds are little more than condensed gas that obfuscates vision. Treat a cloud in an aerial environment using the same rules as _[[Fog Cloud]]_, except it’s a nonmagical effect. Other types of cloud exist, such as corrosive or toxic clouds, which operate in the same manner as those types of atmospheres (see above). + +### STEALTH AND DETECTION IN AERIAL TERRAIN + +How far a character can see in the air depends on the presence or absence of clouds. Creatures can usually see 5d8×100 feet if the sky is completely clear, with minimal clouds (or other aerial objects) blocking their views. Clouds generally provide enough concealment to hide within (though the hiding creature might have difficulty seeing out from its hiding place). + +## AQUATIC TERRAIN + +Aquatic terrain can be one of the least hospitable to PCs because most can’t breathe underwater. The ocean floor holds many marvels, including undersea analogues of any of the other terrain elements described in this chapter, but if characters find themselves in the water because they were bull-rushed off the back of a transport ship, the kelp beds or volcanic vents hundreds of feet below them don’t matter. The most common rules sections to reference when using aquatic terrain are Suffocation and Drowning (see page 404) and Underwater Combat (see page 405). The rules for swimming with the Athletics skill (see page 137) are also critical for many creatures operating in an aquatic environment. + +## DEEP WATER + +Lakes and oceans simply require a swim speed or successful Athletics checks to move through (typically, DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water, and DC 30 in maelstrom water). Characters need a way to breathe if they’re underwater; lacking that, they risk drowning. When underwater, characters can move in any direction, including up and down. + +## EXTREME DEPTHS + +At certain depths, the pressure of the surrounding water becomes so great that characters might be affected as if they were in a thick or severely thick atmosphere (see page 396), even if they can breathe underwater. + +### STEALTH AND DETECTION UNDERWATER + +How far a character can see underwater depends on the water’s clarity. As a guideline, creatures can see 4d8×100 feet if the water is clear and 1d8×10 feet in murky water. Running water is always murky, unless it’s in a particularly large, slow-moving river. It is hard to find cover or concealment to hide underwater (except along the sea floor). + +## DESERT TERRAIN + +Desert terrain exists in cold, temperate, and warm climates, but all deserts share one common trait: very little precipitation. The three categories of desert terrain are tundra (cold desert), rocky deserts (often temperate), and sandy deserts (often warm). The most common rules sections to reference for adventures in these areas are Cold Dangers (see page 400), Heat Dangers (see page 402), Starvation and Thirst (see page 404), and Weather (see page 398). + +### STEALTH AND DETECTION IN THE DESERT + +In general, the maximum distance in desert terrain at which a creature can succeed at a Perception check to detect the presence of others is 6d6×20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes sight-based Perception checks impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6×10 feet. The scarcity of undergrowth or other elements that offer concealment or cover makes using Stealth more difficult. + +## FOREST TERRAIN + +A forest can be composed of more than trees. On some worlds, vast fungal growths tower into the sky, while on others metallic veins rise from the ground and connect in spidery canopies. Common rules sections to reference for forests are Catching on Fire (see page 403), Falling Objects (see page 401), Smoke Effects (see page 404), and Vision and Light (see page 261). + +### TREES + +Most forests are filled with trees, or something akin to trees, which provide partial cover to those standing in the same square as a tree. An average tree has an AC of 4, a hardness of 5, and 150 HP (see page 409 for rules on smashing an object). A successful DC 15 Athletics check is enough to climb most trees. + +### UNDERGROWTH + +Fungal blooms, vines, roots, and short bushes cover much of the ground in a forest. Undergrowth counts as difficult terrain (see page 257), provides concealment (20% miss chance), and increases the DCs of Acrobatics and Stealth checks by 2. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth. + +### STEALTH AND DETECTION IN A FOREST + +In a sparse forest, the maximum distance at which a creature can succeed at a Perception check to detect the presence of others is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense forest it is 2d6×10 feet. + +Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Stealth skill to hide. Logs and massive trees provide cover, which also makes hiding possible. + +The background noise of a forest makes Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM’s discretion. + +## HILL AND MOUNTAIN TERRAIN + +Hill terrain describes rises in the immediate area, often multiple hills spread over miles. This type of terrain can occur in any other biome. Mountains are steeply rising rock, metal, or even the organic crust of the planet. The most common rules sections to reference when using hill and mountain terrain are Cold Dangers (see page 400), Falling (see page 400), and Weather (see page 398). + +### CHASMS + +Usually formed by natural geological processes, chasms are common dangers in mountainous areas. Chasms aren’t hidden, so characters won’t (usually) fall into them by accident. A typical chasm is 2d4×10 feet deep, at least 20 feet long, and anywhere from 5 to 20 feet wide. It usually requires a successful DC 15 Athletics check to climb the wall of a chasm. In mountain terrain, chasms are typically 2d8×10 feet deep. + +### ROCK WALL + +A vertical plane of stone, a rock wall requires one or more successful DC 25 Athletics checks to ascend. A typical rock wall is from 2d4×10 feet tall to 2d8×10 feet tall. + +### HIGH ALTITUDE + +At particularly high altitudes, the thinning atmosphere poses a challenge for many creatures, with the same effects as a thin atmosphere (see page 396). A creature residing at a high altitude for 1 month becomes acclimated and no longer takes these penalties, but it loses this benefit if it spends more than 2 months away from high-altitude terrain and must reacclimatize upon returning. + +### STEALTH AND DETECTION IN HILLS AND MOUNTAINS + +As a guideline, the maximum distance in mountain terrain at which a creature can succeed at a Perception check to detect the presence of others is 4d10×10 feet. In hill terrain, the maximum distance is 2d10×10 feet. It’s easier to hear distant sounds in the mountains. The DCs of Perception checks that rely on sound are usually lower at the GM’s discretion. + +## MARSH TERRAIN + +Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes (see page 396), which are effectively a third category of terrain found in marshes. The most common rules sections to reference for marshes and swamps are Suffocation and Drowning (see page 404), Underwater Combat (see page 405), and Weather (see below). + +### BOGS + +If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It counts as difficult terrain, and the DCs of Acrobatics checks attempted in such a square increase by 2. + +A square that is part of a deep bog has roughly 4 feet of standing water. It counts as difficult terrain, and Medium or larger creatures must spend 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. + +The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover. Medium or larger creatures can crouch as a move action to gain this improved cover. A creature with this improved cover takes a –10 penalty to attacks against creatures that aren’t underwater. + +Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares. + +### STEALTH AND DETECTION IN A MARSH + +In a moor, the maximum distance at which a creature can succeed at a Perception check to detect the presence of others is 6d6×10 feet. In a swamp, this distance is 2d8×10 feet. Vegetation and deep bogs provide plentiful concealment (20% miss chance), so it is possible to use Stealth to hide in a marsh. + +## URBAN TERRAIN + +Urban terrain can be found in most settlements where the people have greatly exerted their influence over the surrounding environment, constructing buildings where they can live and work in comfort and laying well-defined roads, usually paved. This type of terrain can occur in just about any biome, and it often supersedes the environmental effects of that biome. Urban terrain can include space stations, and it is often replete with technology. The most common rules sections to reference when using urban terrain are Settlements (see page 405), Structures (see page 406), and Vehicles (see page 228), as well as Breaking Objects (see page 409) and sometimes Radiation (see page 403). + +### STEALTH AND DETECTION IN URBAN TERRAIN + +In a settlement with wide, open streets, the maximum distance at which a creature can succeed at a Perception check to detect the presence of others is 2d6×10 feet. In a settlement where the buildings are more crowded, standing close together, this distance is 1d6×10 feet. The presence of crowds might reduce this distance. + +Thanks to twisting side streets and vehicles that can provide cover, it’s usually easy for a creature to use Stealth to hide in a settlement. In addition, settlements are often noisy, making Perception checks that rely on sound more difficult, usually increasing the DC of the check at the GM’s discretion. \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Environment, Atmospheres _ Dangers.md b/Rules/SF1E/Travel-Environment-Exploration/Environment, Atmospheres _ Dangers.md new file mode 100644 index 0000000..af68909 --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Environment, Atmospheres _ Dangers.md @@ -0,0 +1,182 @@ +--- +aliases: +tags: +--- +# ENVIRONMENT, ATMOSPHERE & DANGERS + +**Source** _Starfinder Core Rulebook pg. 394_ +The universe is an endless expanse of adventuring potential. On its billions of worlds, physics create every possible permutation of geology, while life’s endless creativity gives rise to organisms both eerily familiar and defying imagination. Regardless of their design, all of these creatures struggle to survive and thrive in their native habitats, from icy seas and lush fungus jungles to the savage pyroclastic flows of tidally heated moons or the rusting hulks of ancient alien megastructures. The following section contains rules to help you as GM adjudicate the game universe, including rules for the vastness of space, for various types of planets and the different terrains that may be found on them, and for environmental effects and hazards that may come into play in a variety of settings. Rules for settlements and structures both natural and artificial are presented at the end of the chapter. +# ENVIRONMENTAL RULES + +**Source** _Starfinder Core Rulebook pg. 400_ +The following is a compilation of rules appropriate for use in a variety of environments. + +## COLD DANGERS + +Cold and exposure deal nonlethal damage to the victim. A character can’t recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. An unprotected character in cold weather (below 40° F) must succeed at a Fortitude save each hour (DC = 15 + 1 per previous check) or take 1d6 nonlethal cold damage. A character can attempt Survival skill checks to gain a bonus to this saving throw and might be able to apply this bonus to other characters as well (see page 148). + +In conditions of severe cold (below 0° F), an unprotected character must succeed at a Fortitude save every 10 minutes (DC = 15 + 1 per previous check) or take 1d6 nonlethal cold damage. A character can attempt Survival skill checks to gain a bonus to this saving throw and might be able to apply this bonus to other characters as well. + +Extreme cold (below –20° F) deals 1d6 lethal cold damage per minute (no saving throw). In addition, a character must succeed at a Fortitude save (DC = 15 + 1 per previous check) each minute or take 1d4 nonlethal cold damage. Colder environments can deal more damage at the GM’s discretion. + +A character who takes any damage from cold or exposure is beset by frostbite or hypothermia (same as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. + +### ICE + +Icy surfaces count as difficult terrain, and the DCs for Acrobatics checks attempted on ice increase by 5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold. + +## FALLING + +A character that falls takes 1d6 damage per 10 feet fallen, to a maximum of 20d6. A character that takes damage from a fall lands prone. + +If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. On a successful DC 15 Acrobatics check, the character avoids taking damage from the first 10 feet fallen and converts the damage from the second 10 feet to nonlethal damage. For example, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 nonlethal damage and 2d6 lethal damage. And if the character leaps down with a successful DC 15 Acrobatics check, he takes only 1d6 nonlethal damage and 1d6 lethal damage from the plunge. + +The damage from the first 10 feet of a fall onto a yielding surface (such as soft ground or mud) is converted into nonlethal damage. This conversion is cumulative with damage reduced through deliberate jumps and successful Acrobatics checks. + +A character can’t cast a spell or activate an item while free-falling unless the fall is greater than 500 feet or the spell or item can be used as a reaction. Casting _teleport_ or a similar spell while falling doesn’t end the character’s momentum; it just changes her location, meaning that she still takes falling damage, even if she arrives atop a solid surface. + +### FALLING AND GRAVITY + +The rules for falling presented here assume standard gravity. For planets with high or low gravity, double or halve the damage amounts, respectively. Falling in extreme gravity deals as least triple the listed damage, and potentially even more. + +### FALLING INTO WATER + +Falls into water are handled somewhat differently. If the water is at least 10 feet deep, a falling character takes no damage for the first 20 feet fallen and 1d3 nonlethal damage per 10-foot increment for the next 20 feet fallen. Beyond that, falling damage is lethal damage as normal (1d6 per additional 10-foot increment). + +A character who deliberately dives into water takes no damage with a successful DC 15 Athletics check or DC 15 Acrobatics check, as long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check increases by 5 for every 50 feet of the dive. + +### FALLING OBJECTS + +Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects. + +An object that falls upon a character deals damage based on its size and the distance it fell. Table 11–7: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes the object is made of dense, heavy material, such as metal or stone. Objects made of lighter materials might deal as little as half the listed damage, subject to the GM’s discretion. For example, a Huge boulder that hits a character deals 6d6 bludgeoning damage, whereas a Huge wooden wagon might deal 3d6 bludgeoning damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals. + +Dropping an object on a creature requires a ranged attack against its KAC. Such attacks generally have a range increment of 20 feet. If an object falls on a character (instead of being thrown), that character can attempt a DC 15 Reflex save to take half damage if he is aware of the object. Falling objects that are part of a trap use the trap rules (see page 410) instead of these general guidelines. + +### DAMAGE FROM FALLING OBJECTS + +
Object SizeDamage
Tiny or smaller1d6
Small2d6
Medium3d6
Large4d6
Huge6d6
Gargantuan8d6
Colossal10d6
+ +## GRAVITY + +Gravitational differences between planets have the potential to hinder characters or make them superheroes—and sometimes both at the same time. Most planets habitable by humanoids have a gravity level defined as standard, which makes them similar enough that trying to arbitrate the difference isn’t necessary. Others, however, require special consideration. For planets with gravities that aren’t quite standard but don’t fall into the exact categories below, the GM might decide to assume the effects are proportional. For example, a planet with half standard gravity allows player characters to jump twice as high, whereas one with 1-1/2 standard gravity cuts jump heights by a third. In all cases, these effects last until the PCs adjust to the gravity (a process that typically takes about a month of living under such conditions). See Flying on page 259 for information about flying on planets with high or low gravity. + +### EXTREME GRAVITY + +A planet where the gravity is at least five times as strong as standard gravity is extremely dangerous to most creatures. In addition to the limitations of high gravity (see below), a creature in this environment takes an amount of nonlethal bludgeoning damage per round (at least 1d6, but potentially more, depending on the intensity of the gravity). Once a character takes sufficient nonlethal damage to be reduced to 0 Hit Points, any further damage from extreme gravity is lethal bludgeoning damage. + +### HIGH GRAVITY + +On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity. + +### LOW GRAVITY + +Low-gravity worlds are liberating to most species acclimated to standard-gravity worlds. Such characters’ muscles are far more effective than normal. On a low-gravity world, where the gravity is no greater than a third of standard gravity, PCs can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled. + +### STANDARD + +Standard-gravity worlds have gravity approximately the same as that of lost Golarion, which is identical to Earth’s gravity. + +### ZERO GRAVITY + +Movement in zero gravity (also referred to as zero-g) is not the same as flight. Controlled movement is difficult without some form of propulsion, and creatures without something to push off from often find themselves floating aimlessly. A creature in a zero-gravity environment can’t take move actions to move its speed, crawl, or take a guarded step. If a creature is adjacent to or in the same square as an object (including a wall, floor, or ceiling) or another creature one size category smaller than itself or larger, it can take a move action to push off that object or creature, moving at half its land speed in a direction of its choosing (as appropriate); if that object or creature is movable, it begins moving in the opposite direction at that same speed. + +- **Moving in Zero-G**: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition (see page 276). If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the offkilter condition. + + If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as jump jets (see page 206), are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount. + +- **Weapons**: Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is. + +## HEAT DANGERS + +Heat deals nonlethal damage to the victim. A character can’t recover from the damage dealt by a hot environment until she gets out of the heat and cools off. + +A character in very hot conditions (above 90° F) must attempt a Fortitude saving throw each hour (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty to their saving throws. A character can attempt a Survival check to receive a bonus to this saving throw, and might be able to apply this bonus to other characters as well (see page 148). + +In severe heat (above 110° F), a character must attempt a Fortitude saving throw once every 10 minutes (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty to their saves. A character can attempt a Survival check to receive a bonus to this saving throw and might be able to apply this bonus to other characters as well (see page 148). + +Extreme heat (air temperature over 140° F, boiling water, fire, and lava) deals lethal fire damage. Breathing air in extreme heat deals 1d6 fire damage per minute (no saving throw). In addition, a character must attempt a Fortitude saving throw every 5 minutes (DC = 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Hotter environments can deal more damage at the GM’s discretion. + +A character who takes any damage from heat exposure suffers from heatstroke (same as the fatigued condition; see page 276). These penalties end when the character recovers from the nonlethal damage she took from the heat. + +Boiling water deals anywhere from 1d6 to 10d6 fire damage per round of exposure, depending on water temperature and level of immersion. + +### CATCHING ON FIRE + +Characters exposed to burning oil, bonfires, and noninstantaneous magical fires might find their clothes, hair, or equipment on fire. Spells or technological items with an instantaneous effect don’t normally set a character on fire, since the heat and flame from these come and go in a flash. + +A character at risk of catching fire must succeed at a Reflex saving throw (usually DC 15) or gain the burning condition (see page 273). Those whose clothes or equipment catch fire must attempt a separate Reflex saving throw (at the same DC) for each item. On a failed saving throw, flammable items take the same amount of damage as the character. + +### LAVA EFFECTS + +Lava or magma deals a minimum of 2d6 fire damage per round of exposure, while cases of total immersion (such as when a character falls into the crater of an active volcano) deal upward of 20d6 fire damage per round. The exact damage is left to the GM’s discretion, based on situational terrain elements. + +Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 per round). Immunity or resistance to fire serves as an immunity or resistance to lava or magma. A creature immune or resistant to fire might still drown if completely immersed in lava (see Suffocation and Drowning on page 404). + +## RADIATION + +Radiation is a very real threat to adventurers, whether it’s the radiation emitted from stars or the radiation generated by various technological wonders of the universe. Radiation is a poison effect (see page 414) that weakens an affected creature’s Constitution and can also inflict an affected creature with a disease called radiation sickness. Radiation dangers are organized into four categories: low, medium, high, and severe. The effects of these categories of radiation are described on Table 11–8: Radiation Levels. + +### AREA OF EFFECT + +Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by it. Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation spanning 20 feet to 40 feet from the center in all directions, and a similar zone of low radiation spanning 40 to 60 feet from the center. + +### CURING RADIATION EFFECTS + +A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting _remove radioactivity_ has the same effect. As usual for poison effects, an affected creature requires rest to recover from radiation poisoning. _Remove affliction_ doesn’t cure a creature of the effects of radiation poisoning, but _remove radioactivity_ does. + +If a creature has been exposed to enough radiation, it might contract radiation sickness, which acts like a noncontagious disease. Symptoms of radiation sickness include nausea, vomiting, and loss of hair. Radiation sickness can be treated like any disease, although it can’t be cured with _remove affliction_. _Remove radioactivity_ can cure radiation sickness. + +**Radiation** +**Type** poison, emanation (see above); **Save** Fortitude (see chart) +**Track** Constitution; **Frequency** 1/round +**Effect** At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the radiation sickness disease (see below). +**Cure** none + +**Radiation Sickness** +**Type** disease; **Save** Fortitude (same DC as the level of radiation that caused the radiation sickness) +**Track** physical; **Frequency** 1/day +**Effect** Radiation sickness isn’t contagious. +**Cure** 3 consecutive saves + +### RADIATION LEVELS + +| Radiation Level | Fort DC | +|-----------------|---------| +| Low | 13 | +| Medium | 17 | +| High | 22 | +| Severe | 30 | + + +## SLEEP DEPRIVATION + +A character who needs to sleep must get at least 6 hours of sleep every night. If she doesn’t, she must attempt a Fortitude save (DC = 15 + 1 per previous check) after each night she doesn’t sleep enough. The first failed check causes her to become fatigued and take a –1 penalty to saving throws against effects that cause the asleep condition (see page 273). A second failed check causes her to become exhausted, and the penalty to saving throws against effects that cause the asleep condition increases to –2. + +## SMOKE EFFECTS + +A character who inhales heavy smoke must attempt a Fortitude save each round she’s within the smoke (DC = 15 + 1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. Smoke obscures vision, providing concealment (20% miss chance). + +## STARVATION AND THIRST + +Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids per day to avoid thirst and about a pound of decent food per day to avoid starvation; Small characters need half as much. In very hot climates, characters need two or three times as much water to avoid thirst. + +A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must succeed at a Constitution check each hour (DC = 10 + 1 per previous check) or take 1d6 nonlethal damage. + +A character can go without eating food for 3 days. After this time, the character must succeed at a Constitution check (DC = 10 + 1 per previous check) each day or take 1d6 nonlethal damage. + +A character who has taken any damage from lack of food or water is fatigued. Damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores Hit Points heals this damage. + +## SUFFOCATION AND DROWNING + +A character who has no air to breathe can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full action, the remaining duration that the character can hold her breath is reduced by 1 round. After these rounds have elapsed, the character must attempt a Constitution check (DC = 10 + 1 per previous check) each round in order to continue holding her breath. + +When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she is reduced to 0 Hit Points and is unconscious and stable. In the following round, she is no longer stable and begins dying (see page 275). In the third round, she suffocates and dies. + +An unconscious character must begin attempting Constitution checks immediately upon losing air supply (or upon becoming unconscious, if the character was conscious when her air was cut off). Once she fails one of these checks, she immediately drops to 0 Hit Points and is dying (see page 275). On the following round, she suffocates and dies. + +## SLOW SUFFOCATION + +A Medium creature can breathe easily for 6 hours in a sealed cubic chamber measuring 10 feet on a side. After that time, the creature takes 1d6 nonlethal damage every 15 minutes. + +Each additional Medium creature or significant fire source (a torch, for example) proportionally reduces the time the air will last (two Medium creatures will run out of air in 3 hours, and so on). Small characters consume half as much air as Medium characters. A creature stuck in a starship or space station whose life support systems have completely failed will run out of breathable air in a similar fashion; while these structures are often larger than a 10-foot cube, they are also often occupied by several creatures. On average, a crew of four in a Medium starship without a source of fresh air can breathe easily for 20 hours. \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Overland Travel.md b/Rules/SF1E/Travel-Environment-Exploration/Overland Travel.md new file mode 100644 index 0000000..00d3a87 --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Overland Travel.md @@ -0,0 +1,48 @@ +--- +aliases: +tags: +--- +# OVERLAND TRAVEL + +Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time when traveling on foot or on a mount. Vehicles with a single pilot or a very small crew can travel for about 10 hours in a day. Large vehicles that operate continuously with a large crew on multiple shifts can travel continuously for 24 hours. +# TRAVEL TIME + +| Speed | 20 Feet | 30 Feet | 40 Feet | 50 Feet | 60 Feet | +| -------------------- | ------- | --------- | --------- | ------- | --- | +| **1 MINUTE (LOCAL)** | | | | | | +| Walk | 60m | 90m | 120m | 150m | 180m | +| Hustle | 120m | 150m | 150m | 180m | 210m | +| Run | 240m | 270m | 300m | 330m | 350m | +| **1 DAY (OVERLAND)** | | | | | | +| Walk | 25 km | 38 km | 51 km | 64 km | 77 km | +# TERRAIN + +The terrain through which you travel affects the distance you can cover while traveling. The table below shows you how to modify travel times based on the type of terrain and the quality of the path you’re following. A highway is a major, mostly straight, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths. + + +| Terrain | Highway | Road or Trail | Trackless | +|---------------------------|---------|---------------|-----------| +| Desert (all temperatures) | ×1 | ×1/2 | ×1/2 | +| Forest (typical) | ×1 | ×1 | ×1/2 | +| Forest (dense) | ×1 | ×3/4 | ×1/4 | +| Hill | ×1 | ×3/4 | ×1/2 | +| Marsh | ×1 | ×3/4 | ×1/2 | +| Mountain | ×3/4 | ×3/ 4 | ×1/2 | +| Plains | ×1 | ×1 | ×3/4 | +| Urban | ×3/4 | ×1/2 | ×1/2 | +# WALK + +You can walk for 8 hours during a day without a problem. Walking for longer than that can wear you out (see Forced March below). + +# HUSTLE + +You can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 nonlethal damage to you, and each additional hour deals twice the damage taken during the previous hour of hustling. If you take any nonlethal damage from hustling, you become fatigued (see page 276). When you recover from this nonlethal damage, you also eliminate the fatigued condition. + +# RUN + +You can’t run overland for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle. + + +# FORCED MARCH + +In a day of normal walking, you walk for 8 hours, and then you spend the rest of your daylight time making and breaking camp, resting, and eating. However, you can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, you must succeed at a Constitution check (DC = 10 + 2 per extra hour) or you take 1d6 nonlethal damage. If you take any nonlethal damage from a forced march, you become fatigued (see page 276). When you recover from this nonlethal damage, you also eliminate the fatigued condition. Still, it’s quite possible to march yourself into unconsciousness by pushing yourself too hard. \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Settlement Descriptions.md b/Rules/SF1E/Travel-Environment-Exploration/Settlement Descriptions.md new file mode 100644 index 0000000..81dd41f --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Settlement Descriptions.md @@ -0,0 +1,49 @@ +--- +aliases: +tags: +--- +# SETTLEMENT QUALITIES +The following are just a few of the possible qualities a settlement might have. + +**Academic**: It is often easier to do research in this settlement, which is home to a large school, research facility, or great repository of knowledge. + +**Bureaucratic**: The settlement is a nightmarish, confusing, and frustrating maze of red tape and official paperwork. + +**Cultured**: The settlement is well known for being a place where artistry thrives, such as a community of actors and musicians. + +**Devout**: The settlement is devoted to a deity (which must be of the same alignment as the community) or follows a religious creed. + +**Financial Center**: This settlement is home to large banks, trading houses, currency exchanges and other powerful financial and mercantile organizations. + +**Insular**: The settlement is isolated, perhaps physically. Its citizens are fiercely loyal to one another, often making it difficult to learn secrets about them. + +**Notorious**: The settlement has a reputation (deserved or not) for being a den of iniquity. It is usually easier to procure illegal goods and services. + +**Polluted**: The settlement’s magical or high-tech industry has filled the ground and sky with disgusting pollution. + +**Technologically Advanced**: The settlement produces and uses a level of technology that isn’t widely seen elsewhere. + +**Technologically Average**: The level of technology used by the settlement is similar to that found in the majority of other settlements. + +**Technologically Underdeveloped**: The technology used by the settlement is less advanced than that found elsewhere. + +# SETTLEMENT GOVERMENTS +The following are just a few of the ways a settlement might be governed. + +**Anarchy**: A lack of structured government or laws leads to a settlement where nearly anything goes. + +**Autocracy**: A single individual has complete control over the community. + +**Council**: A group of councilors, sometimes elected, sometimes self-appointed, leads the settlement. + +**Magocracy**: An individual or group with potent magical power holds sway over the citizens. + +**Military**: A military force controls the settlement, whether it’s a regular settlement that has come under martial law or a base built to house soldiers. + +**Oligarchy**: The settlement is ruled by a small group or particular class of citizen. + +**Secret Syndicate**: An unofficial or illegal group rules the settlement, often behind the scenes while a puppet ruler appears to have nominal control. + +**Plutocracy**: The wealthiest and most influential individuals rule the settlement, often while the poor are derided. + +**Utopia**: The settlement was founded on a particular set of lofty ideals, and all members of the community usually have a voice in its government. \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Space Mechanics.md b/Rules/SF1E/Travel-Environment-Exploration/Space Mechanics.md new file mode 100644 index 0000000..c0fd619 --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Space Mechanics.md @@ -0,0 +1,55 @@ +--- +aliases: +tags: +--- +# SPACE + +**Source** _Starfinder Core Rulebook pg. 394_ +The immeasurable gulf of space is home to everything on the Material Plane, housing more stars and planets than could ever be recorded. During their careers, the player characters will undoubtedly need to venture into space. Traveling from one planet to another, exiting the atmosphere of a planetoid, or visiting an orbiting space station are all examples of common travel that require at least a brief time in space. Many hazards of space can be mitigated by wearing armor (see page 196) or a standard space suit (see page 231), but sometimes unlucky spacefaring adventurers get caught without them! + +### COSMIC RAYS + +“Cosmic rays” is a catchall term for various interstellar radiation effects. They use the same rules as radiation (see page 403). Most habitable planets maintain atmospheres capable of repelling these emissions. Such protected planets allow, at most, a low amount of radiation in infrequent bursts. Planets devoid of a protective atmosphere are constantly assailed by radiation of medium to severe intensity. + +### VACUUM + +The void of space is effectively empty of matter, and this vacuum is perhaps the greatest danger of outer space. A creature introduced to a vacuum immediately begins to suffocate (see Suffocation and Drowning on page 404) and takes 1d6 bludgeoning damage per round (no saving throw). Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum. Sound doesn’t travel in a vacuum. + +Decompression occurs when a creature suddenly transitions from a pressurized environment to a vacuum, such as by being flung out of an airlock or being inside a sealed structure that becomes heavily damaged. Such a creature takes 3d6 bludgeoning damage (no saving throw) in addition to any suffocation damage. + +Most creatures travel the vacuum of space in a starship. For more information about starships, see page 292. + +## ASTRONOMICAL OBJECTS + +**Source** _Starfinder Core Rulebook pg. 394_ +Most living beings begin their lives on floating astronomical objects. These planets, planetoids, and stars are the hub of much adventure and vary in complexity of design and makeup. A brief summary of the different types of astronomical objects is presented below, along with various rules associated with each. + +### CLASSIFICATION OF ASTRONOMICAL OBJECTS + +There exist several different types of astronomical objects. Summarized below are the most prominent types encountered during interstellar exploration. + +### ASTEROID + +An asteroid is a fractured chunk of matter, notable for being too small to be considered a proper planetoid. Asteroids commonly lack any sort of ecosystem and are often bereft of an atmosphere and breathable air. Many see asteroids as exploitable resources, given that they are often rich in minerals of varying rarity. + +### GAS GIANT + +As their name suggests, gas giants are worlds composed entirely of gas—frequently elements such as hydrogen and helium. They lack any natural solid surfaces to walk on and so have no proper ground. Creatures unable to fly or without flight-capable equipment or magic tumble toward the dense core of the world at the falling speed of a standard-gravity planet. Such a fall often takes days, given the immense size of these worlds. Near the center of a gas giant, a creature is subject to extreme gravity (see page 402). The heart of a gas giant acts in many ways like a star (see Star below), including destroying creatures that don’t have full immunity to fire. + +### IRREGULAR WORLD + +Some planets exist outside of the typical description of a (mostly) spherical mass of gases or silicate rocks and metals. These irregular worlds come in a variety of shapes, many of which are still considered theoretical. Some worlds might be artificially designed in the shape of a torus. Other worlds, like a planet in the form of a cube or a world that is entirely flat, exist as the result of cosmic abnormalities or the direct intervention of the divine. + +### SATELLITE + +Satellites are objects, such as moons, orbiting any other form of planetoid. “Satellite” is a classification that can be applied to other astronomical objects as well, as many asteroids and terrestrial worlds are also satellites. Unlike other types of astronomical objects, a satellite isn’t necessarily a natural object. Alien markers and space stations are but a few types of artificial constructs that hang in the gravitational field of planets. Some planets have only a single moon, while others (such as gas giants) boast dozens of objects caught in their gravitational fields. + +### STAR + +A star—sometimes multiple stars—typically rests at the heart of a planetary system. Stars are massive balls of incandescent plasma that blast their orbiting planetoids with heat. While there are various categorizations of stars, from blue dwarf stars to yellow hypergiants, all stars produce enough heat to pose similar hazards to most adventurers. The surface of a star is so hot that only full immunity to fire allows a creature to survive there. Any creatures or items not immune to fire are instantly and utterly consumed down to the molecular level—only spells such as _miracle_ or _wish_ can bring back such victims. + +- **Solar Flares**: Occasionally, stars let off bursts of intense energy, visible upon their surfaces as flares of roiling plasma. These disturbances have a deadly and immediate effect on things on or near the surfaces of such turbulent stars. The peripheral danger of these flares is the devastating effect they have on unshielded electronic equipment and radio communications. These distortions can be felt millions of miles away from the star, and typically they cause various electronics and radio communications to cease functioning for 6d6×10 minutes. + +### TERRESTRIAL WORLD + +Most people use the word “planet” to refer to a terrestrial world. The ones closest to the star of a solar system are the worlds most likely to be naturally habitable. They’re home to varying ecosystems, from barren, rocky landscapes to vibrant jungles of lush plant life and rushing waterways. Such worlds are sometimes categorized by their predominant features, leading to titles such as desert world, ice world, jungle world, and lava world. diff --git a/Rules/SF1E/Travel-Environment-Exploration/Starship Travel Mechanics.md b/Rules/SF1E/Travel-Environment-Exploration/Starship Travel Mechanics.md new file mode 100644 index 0000000..cf5792c --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Starship Travel Mechanics.md @@ -0,0 +1,23 @@ +--- +aliases: +tags: +--- +# STARSHIP TRAVEL + +# DRIFT +| Travel | Time | Explanation | +| ------------------------ | -------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| Travel In-System | (1d6 Days / 2) | Jumping between two points in the same solar system is moderately faster than moving between them in real space, and is so short as to carry only a 1% chance of [[Random Encounters]] in the Drift. | +| Travel to Absalom Staion | 1d6 Days / 2 | Jumping to [[Absalom Station]] always takes only 1d6 days, thanks to the Starstone | +| Travel to Near Space | 3d6 Days / 2 | Near Space contains the Pact Worlds system and most of the worlds colonized and contacted so far by their explorers, but there are still thousands of Near Space worlds yet to be investigated. Jumps to Near Space worlds rarely carry more than a 10% chance of a random encounter while in the Drift | +| Travel to the Vast | 5d6 Days / 2 | Largely unexplored, the millions of Vast worlds are significantly more difficult to get to than Near Space, and the risk of a random encounter in the Drift can be anywhere from 25% to as high as 50% | +| Travel beyong the Rim | - | While other galaxies are known to exist, the distances between them and the galaxy of the Pact Worlds are so incredibly large that there have yet to be any confirmed instances of intergalactic travel using Drift technology. Whether this is due to the extreme travel times involved, limits to the reach of the Drift itself, or dangers encountered in the Drift during such attempts remains unknown. | + +# TRAVEL TIMES +| Type | Time | Explanation | +| ------------------------------- | ------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| Start Thrusters | 1 min. per size Category | Though this is rarely an issue, a starship’s thrusters need a short amount of time to warm up before they are ready to be used. Most hangars and space docks require that a starship’s thrusters be deactivated after it lands or docks. However, a starship in orbit always has its thrusters active. A starship also needs to deactivate its thrusters, which takes no time, to use its Drift engine. | +| Travel Point-to-Point on Planet | 1d4 h. | Large and smaller starships can operate in a planet or planetoid’s [[Starships in Atmosphere]], and can travel between two areas on the same planet within reason (a starship isn’t generally equipped to be submerged underwater, for instance). The travel time depends on the distance between the two points. This amount of time can also be used to represent traveling between two vessels in different orbits around the same planet | +| Go into Orbit or Land | 1d2 h. | It takes only a short amount of time for a Large or smaller starship to lift off from a planet’s or planetoid’s surface and enter orbit, or to make a controlled landing from orbit. Huge and larger starships can be placed in orbit around only a planet or planetoid, and the crew requires a shuttle or other conveyance to reach the surface. | +| Reach Sattelite | 1d8 h. | From planetary orbit, it takes slightly longer for a starship to reach one of that planet’s satellite bodies (or vice versa) than it would take to land. This travel time depends partly on the size of the planet and the satellite’s orbit | +| Travel between Systems | - | Traveling between two star systems via conventional thrusters is a daunting affair, taking decades at the very least. Only large colony starships or vessels with crews in suspended animation attempt such a journey. | diff --git a/Rules/SF1E/Travel-Environment-Exploration/Travel. Environment _ Exploration.md b/Rules/SF1E/Travel-Environment-Exploration/Travel. Environment _ Exploration.md new file mode 100644 index 0000000..9a362bf --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Travel. Environment _ Exploration.md @@ -0,0 +1,10 @@ +--- +aliases: +tags: +--- +# EXPLORATION + +Exploration-focused adventures and campaigns often take place on a single uninhabited or previously uncontacted world, or in a system of such worlds. Exploring a world whose inhabitants are willing to interact with outsiders and who have some degree of technological advancement can be as easy as getting the proper permissions to land your starship, buying a map, and booking a guided tour. In such places, you’ll often be able to use a large settlement as a base of operations. There, you might hire guides, purchase or rent terrestrial transportation, and stock up on the necessities of exploration before setting out, as you would in any major settlement of the Pact Worlds. +Even without these benefits, you are likely to have enough information from whatever led you to the world in the first place, or from your exploration from orbit, to have a general location from which to begin your exploration. A relatively small terrestrial world still contains uncountable lifetimes’ worth of adventure in its millions of square miles. You’re likely to focus on key areas of interest in your exploration, rather than make a comprehensive mapping of a world’s every rock and tree. +But what happens when you lack a known starting point, or the world doesn’t have large cities or advanced technology—or even any sapient creatures? Well, things may get trickier for both the player characters and the GM. The Sandbox Adventures chapter (starting on page 130) contains advice for creating and facilitating open-ended campaigns and adventures, while this section provides a “hexploration” system that GMs and player characters can use together to explore and map uncharted areas. Hexploration is detailed in the following sections, which assume the PCs have landed their starship in a relatively safe location and are traveling on foot in trackless terrain on an uncharted terrestrial world. +Finally, the various biome sections in this book (pages 48–95) detail not only the kinds of environments, both familiar and alien, that you might encounter, but also potential inhabitants and adventure hooks. Each section also presents player options, such as equipment, feats, and spells, that can be especially useful in exploring such areas. It’s then up to the players to collaborate, using these and other tools along with the explorers’ decisions to weave together a fun and exciting story of the exploration of an alien world. \ No newline at end of file diff --git a/Rules/SF1E/Travel-Environment-Exploration/Weather Mechanics.md b/Rules/SF1E/Travel-Environment-Exploration/Weather Mechanics.md new file mode 100644 index 0000000..390c32c --- /dev/null +++ b/Rules/SF1E/Travel-Environment-Exploration/Weather Mechanics.md @@ -0,0 +1,103 @@ +--- +aliases: +tags: +--- +# WEATHER + +Weather can play an important role in an adventure. The following section describes weather common on most habitable worlds. Additional rules for cold and heat dangers can be found in Environmental Rules starting on page 400. + +## RAIN AND SNOW + +Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. If the temperature drops from above freezing to 32° F or below, it might produce ice. + +### RAIN + +Rain reduces visibility ranges by half, resulting in a –4 penalty to Perception checks. It has the same effect on flames and Perception checks as severe wind (see below). + +### SNOW + +Falling snow has the same effects on visibility and [[Skill Checks]] as rain. Snow-covered squares count as difficult terrain. A day of snowfall leaves 1d6 inches of snow on the ground. + +### HEAVY SNOW + +Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog on page 399). A day of heavy snow leaves 1d4 feet of snow on the ground. Snow at this depth counts as difficult terrain, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4×5 feet deep, especially in and around objects big enough to deflect the wind—a reinforced wall or a large force field, for instance. There’s a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm on page 399). + +# OTHER PRECIPITATION + +There are other forms of precipitation, such as freezing rain, hail, and sleet. These generally function as rain when falling, but at the GM’s discretion, they may also have effects on movement similar to snow once they accumulate on the ground. + +## STORMS + +The combined effects of precipitation (or dust) and wind that accompany storms reduce visibility ranges by three-quarters, imposing a –8 penalty to Perception checks. Storms make aiming with ranged weapons difficult, imposing a –2 penalty to attack rolls, and archaic ranged weapons can’t be fired at all. Storms automatically extinguish unprotected flames. Storms commonly appear in three types: dust, snow, or thunder. + +## DUST STORM + +These desert storms differ from other storms in that they have no precipitation. Instead, a dust storm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most dust storms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a dust storm to be accompanied by windstorm-magnitude winds (see Table 11–6: Wind Effects on page 400); this greater dust storm deals 1d3 nonlethal [[Damage]] each round to anyone caught out in the open without shelter and also poses a choking hazard (see Suffocation and Drowning on page 404). A greater dust storm leaves 2d3–1 feet of fine sand in its wake. + +## SNOWSTORM + +In addition to the wind and precipitation common to other types of storms, a snowstorm leaves 1d6 inches of snow on the ground afterward. + +## THUNDERSTORM + +In addition to wind and precipitation, a thunderstorm is accompanied by lightning that can pose a hazard to characters who don’t have proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm (GM rolls to hit). Each bolt deals between 4d8 and 10d8 electricity damage. One in 10 thunderstorms is accompanied by a tornado. + +## POWERFUL STORMS + +Very high winds and torrential precipitation reduce visibility to zero and can make Perception checks and ranged weapon attacks difficult. Powerful storms are divided into the following types. + +- **Blizzard**: The combination of high winds, heavy snow (typically 1d4 feet), and extreme cold make blizzards deadly for those unprepared for them. +- **Hurricane**: In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is extremely difficult under such conditions. +- **Tornado**: With incredibly high winds, tornadoes can severely injure and kill creatures pulled into their funnels. +- **Windstorm**: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their winds (see Winds below). + +## FOG + +Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (20% miss chance). + +## WINDS + +Wind can create a stinging spray of dust, sand, or water, fan a large fire, rock an atmospheric transport midflight, and blow gases or vapors away. If powerful enough, it can even interfere with some ranged attacks and knock characters down. Below are the most common wind forces seen on habitable worlds. + +## LIGHT WIND + +A gentle breeze, having little or no game effect. + +## MODERATE WIND + +A steady wind often extinguishing small, unprotected flames. + +## STRONG WIND + +Gusts that automatically put out any unprotected flames. Such gusts impose a –2 penalty to nonenergy ranged weapon attack rolls. + +## SEVERE WIND + +Nonenergy ranged weapon attack rolls take a –4 penalty. + +## WINDSTORM + +Powerful enough to bring down branches, if not whole trees. Nonenergy ranged weapon attack rolls take a –4 penalty, while attacks with archaic ranged weapons are impossible. Perception checks that rely on sound take a –8 penalty due to the howling of the wind. Small characters might be knocked down. + +## HURRICANE-FORCE WIND + +Nonenergy ranged weapon attack rolls take a –8 penalty, and archaic ranged weapon attacks are impossible. Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Most characters are knocked down due to the force of these winds. + +## TORNADO + +All flames are extinguished. All nonenergy ranged weapon attacks are impossible, as are sound-based Perception checks. A creature in close proximity to a tornado that fails a DC 15 Strength check is sucked toward the tornado. All creatures that come into contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 bludgeoning [[Damage]] per round, before being violently expelled in a random direction (falling [[Damage]], described below, might apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction. + +## TABLE 11-6: WIND EFFECTS + +| Wind Force | Wind Speed | Ranged Attack Penalty* | +|------------|-------------|------------------------| +| Light | 0–10 mph | — | +| Moderate | 11–20 mph | — | +| Strong | 21–30 mph | –2 | +| Severe | 31–50 mph | –4 | +| Windstorm | 51–74 mph | –4 | +| Hurricane | 75–174 mph | –8 | +| Tornado | 175–300 mph | Impossible | + + +\* This applies only to nonenergy ranged weapons. Larger weapons, such as [[Starship Weapons]], ignore this penalty. \ No newline at end of file diff --git a/Rules/SF1E/Vehicle Mechanics/Additional Vehicle Mechanics.md b/Rules/SF1E/Vehicle Mechanics/Additional Vehicle Mechanics.md new file mode 100644 index 0000000..14049bc --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Additional Vehicle Mechanics.md @@ -0,0 +1,21 @@ +--- +aliases: +tags: +--- + +# ADDITIONAL VEHICLE MECHANICS + +**Source** _Starfinder Armory pg. 136_ +From speedy two-wheeled motorcycles to massive hover carriers that dominate the landscape from above, the following new vehicles present a wealth of ways to travel over land and sea, as well as through the sky and the earth. Some of the vehicles below include customizable features that can turn them into mobile hospitals or engineering workshops. + +## Vehicle Environments + +Unless otherwise noted, an air or water vehicle affords its driver and passengers environmental protection for the type of environment for which it is designed (protection from drowning, high altitude, etc.). At the GM’s discretion, any land vehicle can be suited for use in an airless land environment. + +## Vehicle Weapons + +A creature using a vehicle-mounted weapon with which it isn’t proficient takes the normal penalty for not being proficient on top of any penalties for using a weapon as the vehicle moves. If a mounted weapon isn’t listed on pages 137–139 or in the Core Rulebook, it is considered a longarm. For the purposes of critical hit DCs and other weapon effects, a vehicle’s weapon is considered to have the same item level as the vehicle itself. At the GM’s discretion, mounted weapons can be removed from a vehicle (and possibly replaced with a better weapon the PCs have purchased or found) with a successful Engineering check (DC = 15 + 1-1/2 × the vehicle’s level). + +## Complement + +Some vehicles require more than one creature to operate. These vehicles have a number listed in the Complement entry, which is the minimum number of other creatures required for the vehicle to function (not including the pilot). Crew members can take no actions while the vehicle is in motion, as they are aiding the vehicle’s movement. diff --git a/Rules/SF1E/Vehicle Mechanics/Custom Vehicles.md b/Rules/SF1E/Vehicle Mechanics/Custom Vehicles.md new file mode 100644 index 0000000..e240b24 --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Custom Vehicles.md @@ -0,0 +1,317 @@ +--- +aliases: +tags: +--- +# CUSTOM VEHICLES + +**Source** _Tech Revolution pg. 76_ +Vehicles play a crucial role in most modern societies. While mass manufacturers provide many reliable options, the galaxy’s near-infinite challenges call for constant innovation, begetting custom prototypes of every variety. This section provides rules for creating your own custom vehicles, designed for whatever your adventures demand! + +# BUILDING A VEHICLE + +**Source** _Tech Revolution pg. 76_ +Designing a new vehicle involves choosing the vehicle’s item level, which determines many of the vehicle’s base statistics. From there, apply several templates to adjust those statistics and make the vehicle fit your concept. Whatever you design, you can augment it further using the vehicle modifications on pages 80–83. +The following provides an overview of the vehicle-design process, detailed further in the following pages. + +## STEP 0: VEHICLE CONCEPT + +**Source** _Tech Revolution pg. 76_ +Before you start designing your vehicle, you should have a clear idea of what the purpose of this vehicle is. Is the vehicle a fast transport, a powerful gunship, or an invulnerable tank? Why was it designed? What task was it created to perform? Who created it? A racing vehicle designed by goblins will sport a very different set of abilities than a Veskarian assault tank. + +## STEP 1: ARRAY + +**Source** _Tech Revolution pg. 76_ +Choose the level of the vehicle, then locate and use the starting statistics in Table 3–1: Custom Vehicle Array. + +## STEP 2: VEHICLE TYPE GRAFT + +**Source** _Tech Revolution pg. 76_ +Choose and apply one of the vehicle type grafts based on your vehicle’s general shape, such as a cycle, flying vehicle, tank, or walker. Apply any adjustments that template provides. The vehicle type graft has a significant impact on your vehicle’s final statistics. + +## STEP 3: VEHICLE SIZE GRAFT + +**Source** _Tech Revolution pg. 76_ +Determine the vehicle’s size. Choose a vehicle size template and apply any adjustments to your starting statistics. Large vehicles have no adjustments, as Large is the default size for most vehicles. Small creatures sometimes use Medium vehicles. + +## STEP 4 (OPTIONAL): VEHICLE ORIGIN GRAFT + +**Source** _Tech Revolution pg. 76_ +Is this custom vehicle created by a large corporation for wide distribution, a hand-made vehicle, or an experimental vehicle? You can choose one graft that best describes your vehicle and apply it. + +## STEP 5 (OPTIONAL): SPECIAL GRAFTS + +**Source** _Tech Revolution pg. 76_ +The templates in this section describe rarer types of vehicles, such as those that are built from scrap, designed for off-road travel, or include an auto-pilot. Apply up to two of these grafts if they help to describe your vehicle. + +# STEP 1: ARRAY + +**Source** _Tech Revolution pg. 76_ +The following pages provide base statistics for creating your vehicle, such as AC, speed, and starting price. The level determines the item level of the vehicle and its base statistics, which are modified further in the subsequent steps. Record each of these statistics for the level of your vehicle. +**Level:** The item level of your vehicle. +**Price:** The base price of the vehicle; it is modified by further templates. Apply changes in the order you apply the templates, starting with Step 3. +**Speed:** The vehicle’s base speed. Land vehicles can move only along the ground, air vehicles have fly speeds, and water vehicles have swim speeds. +**EAC:** The vehicle’s Energy Armor Class. +**KAC:** The vehicle’s Kinetic Armor Class. +**HP:** The vehicle’s Hit Point total. Its Break Threshold equals half the vehicle’s Hit Points, unless otherwise stated by a template. +**Hardness:** The vehicle’s hardness. Additional grafts can increase the hardness up to twice this starting value, though vehicle modifications like adamantine plating (page 80) can increase the hardness beyond this limit afterward. A vehicle’s hardness is always at least 5, even if a graft would reduce it below this value. +**Collision Damage:** The vehicle’s base collision damage, which can be altered by grafts and later modifications. +**Collision DC:** The vehicle’s base collision DC. +**Modifiers:** The vehicle’s modifiers to Piloting checks and attack rolls, with a larger modifier to attack rolls listed in parentheses for when the vehicle is traveling at full speed. +**Modification Slots:** The number of modification slots (page 80) the vehicle has. + + +| Level | Price | Speed | EAC | KAC | HP | Hardness | Collision Damage | Collision DC | Modification Slots | +| ----- | --------- | ----- | --- | --- | --- | -------- | ---------------- | ------------ | ------------------ | +| 1 | 700 | 25 | 12 | 14 | 12 | 5 | 4d4 B | 10 | 1 | +| 2 | 1,800 | 25 | 13 | 15 | 20 | 5 | 5d4 B | 11 | 1 | +| 3 | 2,600 | 25 | 14 | 16 | 30 | 5 | 6d4 B | 12 | 1 | +| 4 | 4,000 | 25 | 15 | 17 | 40 | 5 | 5d6 B | 13 | 1 | +| 5 | 6,000 | 25 | 17 | 19 | 55 | 5 | 5d8 B | 13 | 2 | +| 6 | 8,500 | 30 | 18 | 20 | 75 | 6 | 6d8 B | 14 | 2 | +| 7 | 13,000 | 30 | 19 | 21 | 95 | 7 | 6d10 B | 15 | 2 | +| 8 | 19,000 | 30 | 20 | 22 | 120 | 8 | 7d10 B | 16 | 2 | +| 9 | 27,000 | 35 | 21 | 23 | 135 | 9 | 8d10 B | 16 | 2 | +| 10 | 36,000 | 35 | 23 | 25 | 150 | 10 | 9d10 B | 17 | 3 | +| 11 | 50,000 | 35 | 24 | 26 | 165 | 11 | 10d10 B | 18 | 3 | +| 12 | 73,000 | 40 | 25 | 27 | 185 | 12 | 11d10 B | 19 | 3 | +| 13 | 100,000 | 40 | 26 | 28 | 205 | 13 | 12d10 B | 19 | 3 | +| 14 | 150,000 | 40 | 27 | 29 | 230 | 14 | 14d10 B | 20 | 3 | +| 15 | 230,000 | 45 | 29 | 31 | 255 | 15 | 15d10 B | 21 | 4 | +| 16 | 345,000 | 45 | 30 | 32 | 280 | 16 | 17d10 B | 22 | 4 | +| 17 | 520,000 | 45 | 31 | 33 | 310 | 17 | 18d10 B | 22 | 4 | +| 18 | 760,000 | 50 | 32 | 34 | 340 | 18 | 20d10 B | 23 | 4 | +| 19 | 1,150,000 | 50 | 33 | 35 | 370 | 19 | 23d10 B | 24 | 4 | +| 20 | 1,750,000 | 50 | 35 | 37 | 400 | 20 | 25d10 B | 25 | 5 | + + + +## OTHER STATISTICS + +**Source** _Tech Revolution pg. 76_ +Several other statistics, described below, are derived from grafts rather than the vehicle’s level. +**Adjustments:** These are modifications to the vehicle’s statistics. **Cover:** The amount of cover the vehicle provides. +**Passengers:** The number of passengers the vehicle can comfortably carry, in addition to the pilot. +**Special:** Unique effects or prerequisites that apply to the vehicle. **Speed (Full):** The vehicle’s full speed, primarily determined by the vehicle type graft. +**Speed (Travel):** The vehicle’s overland speed used for noncombat movement, expressed in miles per hour. Except where otherwise noted, this speed equals the vehicle’s full speed divided by 10. + +# STEP 2: VEHICLE TYPE GRAFT + +**Source** _Tech Revolution pg. 77_ +Chose one or more of the following vehicle type grafts. + +## BOAT (WATER VEHICLE) + +**Source** _Tech Revolution pg. 77_ +These craft enable travel on the surfaces of liquids, such as water, using a wide variety of propulsion methods. +**Passengers:** 2 +**Cover:** Partial cover; **Speed (Full):** speed × 15 +**Modifiers:** +0 Piloting, –2 attack (–4 at full speed) + +## CRUISER (LAND VEHICLE) + +**Source** _Tech Revolution pg. 77_ +These land vehicles use powerful propulsion methods that enable them to travel at high speeds on open terrain. +**Passengers:** 3; **Adjustments:** Increase price by 10%, decrease KAC by 1, increase Hit Points by 10% +**Cover:** Improved cover; **Speed (Full):** speed × 25 +**Modifiers:** +0 Piloting, –2 attack (–4 at full speed) + +## CYCLE (LAND VEHICLE) + +**Source** _Tech Revolution pg. 77_ +Cycles are vehicles that the pilot (and sometimes a passenger) ride directly on top of, and they can have a wide variety of uses. +**Passengers:** 1 (can’t be increased by other grafts); **Adjustments:** Decrease price by 10%, decrease EAC and KAC by 2, decrease Hit Points by 10% +**Cover:** None; **Speed (Full):** speed × 20 +**Modifiers:** +2 Piloting, –1 attack (–3 at full speed) + +## FAST FLYER (AIR VEHICLE) + +**Source** _Tech Revolution pg. 77_ +These speedy air vehicles are designed for continuous forward movement and generally have wings and landing gear. +**Passengers:** 2; **Adjustments:** Increase price by 20%, increase speed by 15 feet, decrease EAC and KAC by 2, decrease Hit Points by 10% +**Cover:** Total cover; **Speed:** Fly only +**Speed (Full):** speed × 25 +**Modifiers:** –1 Piloting, –2 attack (–5 at full speed) + +## HOVERING FLYER (AIR VEHICLE) + +**Source** _Tech Revolution pg. 77_ +These slower air vehicles provide maximum maneuverability and are often propelled by large rotors or hover pads. +**Passengers:** 2; **Adjustments:** Increase price by 20%, decrease EAC and KAC by 1, decrease Hit Points by 10% +**Cover:** Cover; **Speed (Full):** speed × 20 +**Modifiers:** +0 Piloting, –1 attack (–4 at full speed) + +## SUBMERSIBLE (WATER VEHICLE) + +**Source** _Tech Revolution pg. 77_ +These vehicles can submerge completely in a liquid (usually water) for extended periods, providing access to strange new realms for nonaquatic creatures. +**Passengers:** 2; **Adjustments:** Increase price by 20%, increase hardness by 20% +**Cover:** Total cover; **Speed (Full):** speed × 10 +**Modifiers:** –2 Piloting, –2 attack (–5 at full speed) +**Special:** The submersible can’t take grafts that reduce its cover to less than total cover. + +## TANK + +**Source** _Tech Revolution pg. 77_ +These heavily armored vehicles resist damage, maneuver ponderously, and are rarely available to civilians, though an adventurer with the right connections (legal or not) can certainly procure one. +**Passengers:** 1; **Adjustments:** Increase price by 35%, decrease speed by 5 feet, increase KAC and EAC by 2, increase hardness by 20% +**Cover:** Total cover; **Speed (Full):** speed × 10 +**Modifiers:** –1 Piloting, –2 attack (–4 at full speed) + +## TRUCK (LAND VEHICLE) + +**Source** _Tech Revolution pg. 78_ +These rugged ground vehicles transport passengers or cargo. +**Passengers:** 3; **Adjustments:** Increase Hit Points by 10% +**Cover:** Cover; **Speed (Full):** speed × 20 +**Modifiers:** –1 Piloting, –3 attack (–5 at full speed) + +## WALKER + +**Source** _Tech Revolution pg. 78_ +These relatively slow vehicles use numerous legs to stride over challenging terrain with ease. +**Passengers:** 2 +**Cover:** Improved cover; **Speed (Full):** speed × 10 +**Modifiers:** +1 Piloting, –2 attack (–6 at full speed) + +# STEP 3: VEHICLE SIZE GRAFT + +**Source** _Tech Revolution pg. 78_ +Apply one of the following grafts based on the vehicle’s size category. + +## MEDIUM + +**Source** _Tech Revolution pg. 78_ +Single-occupant and passenger vehicles of this size cater to Small users, such as goblins, halflings, and ysoki. +**Adjustments:** Decrease collision damage by 1 die, increase collision DC by 1. If the Piloting modifier is less than +0, increase it by 1. + +## LARGE + +**Source** _Tech Revolution pg. 78_ +This is the most common vehicle size. +**Adjustments:** No adjustments. + +## HUGE + +**Source** _Tech Revolution pg. 78_ +Huge vehicles excel at moving sizable cargo and ferrying passengers. +**Adjustments:** Increase price by 10%, increase collision damage by 1 die, decrease collision DC by 1, decrease Piloting and attack modifiers by 1, increase passenger limit by 100%. + +## GARGANTUAN + +**Source** _Tech Revolution pg. 78_ +At this scale, vehicles tend to be built for mass transit or heavy freight hauling. +**Adjustments:** Increase price by 10%, increase Hit Points by 10%, increase collision damage by 2 dice, decrease collision DC by 2, decrease Piloting and attack modifiers by 1, increase passenger limit by 200%. + +## COLOSSAL + +**Source** _Tech Revolution pg. 78_ +Only the most massive vehicles are colossal in scope, such as enormous trains and aircraft carriers. +**Adjustments:** Increase price by 20%, increase Hit Points by 20%, increase collision damage by 3 dice, decrease collision DC by 3, decrease Piloting and attack modifiers by 2, increase passenger limit by 400%. + +# STEP 4 (OPTIONAL): VEHICLE ORIGIN GRAFT + +**Source** _Tech Revolution pg. 78_ +While most vehicles are mass-produced after rigorous testing, the following arrays can help express prototypes or experimental vehicles that aren’t ready for mass production yet. They can also represent completely customized, hand-crafted vehicles that are unique in design. + +## EXPERIMENTAL + +**Source** _Tech Revolution pg. 78_ +Created by mechanical artisans, these one-of-a-kind vehicles are an expression of their creators’ visions. +**Adjustments:** Decrease price by 50%, increase modification slots by 1. +**Special:** The vehicle must have been created by the experimental vehicle alternate class feature (page 22). + +## FACTORY-MADE + +**Source** _Tech Revolution pg. 78_ +Most vehicles are factory-made, use standardized parts for a particular civilization, and are relatively easy to repair, but have little room for creative modification. +**Adjustments:** Decrease price by 10%, decrease modification slots by 1 (minimum 1). While in an area where standardized parts are available (such as a major settlement), decrease repair costs by 10% and decrease repair time by 25%. + +## PROTOTYPE + +**Source** _Tech Revolution pg. 78_ +Design prototype vehicles might represent secret technologies (potentially stolen), yet companies sometimes sell off old prototypes as collectors’ items after their associated technologies are refined, patented, and on the market. +**Adjustments:** Increase price by 10%, increase modification slots by 1, increase repair time and repair cost by 20%. + +# STEP 5 (OPTIONAL): SPECIAL GRAFTS + +**Source** _Tech Revolution pg. 78_ +The following grafts can help specialize your vehicle. Apply up to two of these grafts. + +## ALL-TERRAIN + +**Source** _Tech Revolution pg. 78_ +Designed for off-road travel, these rugged vehicles withstand rough terrain, weather, and abuse like no other. + +**Adjustments:** Increase price by 5%, decrease speed by 5 feet, decrease full speed by 25 feet, decrease attack modifiers by 1. When moving through difficult terrain, this vehicle treats every other space of difficult terrain as a space of normal terrain. + +## AMPHIBIOUS + +**Source** _Tech Revolution pg. 78_ +These craft travel just as easily on land or in water. +**Adjustments:** Increase price by 10%. The vehicle becomes a land and water vehicle, gaining either a ground speed equal to its swim speed, or vice versa. +**Special:** The vehicle must have the boat type graft (page 77) or any type graft that grants a land speed. + +## ARMORED + +**Source** _Tech Revolution pg. 78_ +These robust vehicles are fitted with armored plates or shielding systems that allow them to withstand punishing conditions. +**Adjustments:** Increase price by 20%, decrease speed by 10 feet, increase EAC and KAC by 2, increase Hit Points by 10%, increase hardness by 10%, increase cover by 1 step (partial cover becomes cover, cover becomes improved cover, etc.) +**Special:** The vehicle can’t have the tank type graft. + +## COMPUTER-ASSISTED CONTROLS + +**Source** _Tech Revolution pg. 78_ +Your vehicle contains a limited virtual intelligence (page 163) that can control the vehicle for short periods of time. +**Adjustments:** Increase price by 5%. +**Systems:** The vehicle gains an autopilot with a Piloting bonus equal to 4 + 1-1/2 × the vehicle’s level. + +## HOVER + +**Source** _Tech Revolution pg. 79_ +Your vehicle’s movement is based on hover technology, achieving lift through powerful jets or antigravity fields. These vehicles are relatively fragile, as they need low overall mass to function properly. +**Adjustments:** Increase price by 10%, increase speed by 5 feet, decrease EAC and KAC by 1, decrease Hit Points by 20%. The vehicle becomes a land and water vehicle and gains the hover trait to its speeds. It can hover up to 5 feet over surfaces and ignores difficult terrain. +**Special:** The vehicle must have the boat type graft (page 77) or any type graft that grants a land speed. + +## HYBRID AIRCRAFT + +**Source** _Tech Revolution pg. 79_ +These vehicles operate just as effectively on the ground as they do in the air, whether they use extendable wings or jet propulsion. +**Adjustments:** Increase price by 15%, increase speed by 10 feet, decrease EAC and KAC by 1, decrease Hit Points by 10%. The vehicle becomes an air and land vehicle, gaining either a land speed equal to its fly speed, or vice versa. +**Special:** The vehicle must have a land speed or fly speed. + +## JUNK + +**Source** _Tech Revolution pg. 79_ +These vehicles are made of spare parts and discarded refuse, making for cheap (albeit unreliable) rides. +**Adjustments:** Decrease price by 20%, decrease full speed by 50 feet, decrease Piloting modifier by 3, decrease attack modifiers by 1. The vehicle gains the broken condition when reduced to 75% of its Hit Points instead of 50%. +**Systems:** The vehicle gains the Unstable Engine system. +_Unstable Engine:_ Once the vehicle becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 1d6 fire damage in a 10-foot burst around the vehicle; this damage increases to 3d6 for anyone riding the vehicle. At 3rd level and every odd level thereafter, the burst deals an additional 1d6 damage (or an additional 2d6 damage to riders). Creatures can take half damage with a successful Reflex save (DC = the vehicle’s collision DC). +**Special:** If you have access to inert electronic and mechanical junk, this graft instead reduces vehicle price by 50%. This requires at least 10 bulk of junk for a Medium vehicle. For each size category larger than Medium, multiply the junk required by 8. + +## LUXURY + +**Source** _Tech Revolution pg. 79_ +These vehicles are built for comfort and boast amenities like fully adjustable heated seats, chilled beverage holders, and premium sound systems. +**Adjustments:** Increase price by 20%, increase attack modifiers by 1 (maximum +0). +**Systems:** The vehicle gains a planetary comm unit and an autocontrol with a Piloting bonus equal to 4 + 1-1/2 × the vehicle’s level. + +## RACER + +**Source** _Tech Revolution pg. 79_ +Designed entirely for speed, these vehicles are designed for a single pilot for the purposes of racing or high velocity transportation; they also make excellent stunt fighters. +**Adjustments:** Increase speed by 5 feet, decrease Hit Points by 10%, decrease hardness by 20%, decrease passengers by 50%. After recalculating speed, increase full speed by 25%. + +## TRANSPORT + +**Source** _Tech Revolution pg. 79_ +These vehicles tend to be large and ponderous, but are capable of high speeds over long distances. +**Adjustments:** Increase overland speed by 20%, decrease piloting modifier by 1, increase passengers by 100%. + +# IMPROVING VEHICLES + +**Source** _Tech Revolution pg. 79_ +Sometimes an owner’s own level outpaces their trusty vehicle’s capabilities, and when modifications (pages 80–83) aren’t enough, it’s time for a retrofit that boosts the vehicle’s item level. This often increases the vehicle’s performance and defenses, providing a good way for PCs to keep their vehicle competitive in tactical combat and vehicle chases without having to build or buy a completely new vehicle. The process for upgrading a vehicle varies, depending on whether the vehicle is a custom creation using the rules presented earlier in this chapter, or whether the vehicle is a prebuilt vehicle, such as those found on pages 228–229 of the Core Rulebook. In either case, upgrading a vehicle by one level takes a number of days based on the vehicle’s size: Medium = 1 day, Large = 2 days, Huge = 3 days, Gargantuan = 5 days, and Colossal = 10 days. +**Custom Vehicles:** Calculate the price of the custom vehicle as though its item level were one higher (plus any grafts you want to add as part of the upgrade). The cost of upgrading the vehicle equals the difference between this higher price and the vehicle’s current price. Upon completing the upgrade, recalculate the vehicle’s statistics using the new item level (plus any added grafts). +**Prebuilt Vehicles:** Upgrading a prebuilt vehicle costs a number of credits equal to 50% of the vehicle’s current cost. The vehicle’s item level increases by 1, and its new price becomes the sum of its original price plus the cost of any subsequent upgrades. The vehicle’s EAC and KAC values each increase by 1; if the vehicle’s new level is divisible by 5, the EAC and KAC instead increase by 2 each. +The vehicle gains additional Hit Points based on its new level. Increase the Hit Points by 10 if the vehicle’s new level is 4 or lower, by 15 if the new level is between 5–10, by 20 if the new level is between 11–15, or by 30 if the new level is 16 or higher. If the vehicle’s new level is 6 or higher, increase its hardness by 1. If the vehicle’s new level is divisible by 4, increase its speed by 5 feet, increase its full speed by 50 feet, and increase its overland speed by 20%. +If the vehicle’s new level is divisible by 5, the vehicle gains an additional modification slot. As part of performing the upgrade, a PC can also remove or install any available vehicle modifications without increasing the total time required for the upgrade. \ No newline at end of file diff --git a/Rules/SF1E/Vehicle Mechanics/Vehicle Basics.md b/Rules/SF1E/Vehicle Mechanics/Vehicle Basics.md new file mode 100644 index 0000000..d6b1944 --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Vehicle Basics.md @@ -0,0 +1,69 @@ +--- +aliases: +tags: +--- +# VEHICLES + +Vehicles range from simple personal transports to massive airships and sea vessels. The rules for vehicles and vehicle chases are found in Chapter 8, starting on page 278. Starships are handled differently from vehicles—see Chapter 9 for more on starships. Statistics for specific vehicles are detailed below. + +A vehicle stat block contains the following entries. + +- **Name and Level**: These list the vehicle’s name and item level. +- **Price**: This entry lists the vehicle’s price in credits. The availability of some vehicles might be restricted, and a player must ask the GM what is available for purchase. +- **Size and Vehicle Type**: This entry lists the vehicle’s size and whether the vehicle is built for land, water, atmospheric flight, or a combination thereof, followed by its dimensions. +- **Speed**: The speed entry first lists the vehicle’s drive speed, followed by its full speed, and concludes with its speed in miles per hour for overland movement over the terrain type for which the vehicle was designed. If the speed entry doesn’t list a movement type, the vehicle can move only on the ground. If the speed entry lists only swim, the vehicle must move underwater, and if the speed entry lists only fly, the vehicle must fly (though most flying vehicles can also move on the ground). Some vehicles have hover speeds, which means they can move overland and over water but not underwater. +- **EAC and KAC**: These entries indicate the Energy Armor Class and Kinetic Armor Class for the vehicle. +- **Cover**: This entry indicates the type of cover the vehicle gives its pilot and passengers. This might vary based on circumstances—a passenger hanging out of a window to fire a weapon doesn’t get the full benefit of the vehicle’s cover. +- **HP**: This entry lists the vehicle’s Hit Points. If the vehicle is reduced to or below the number of HP listed in parentheses, it’s broken. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved. If a vehicle is reduced to 0 HP, it’s wrecked. A wrecked vehicle can’t be piloted, and it might be difficult or impossible to repair. If the vehicle is in water when it is wrecked, it sinks; if it is flying, it falls. +- **Hardness**: As an object, a vehicle has hardness (see page 409). Any damage a vehicle takes is reduced by its hardness. +- **Attack**: This entry indicates an attack the vehicle has, the damage it deals, and the DC to avoid it (if any). Most vehicles have only collision attacks, which deal bludgeoning damage. (See Vehicle Collision Damage on page 229 and the ram and the run over action on page 279 for more on collisions.) +- **Modifiers**: The vehicle imposes these modifiers on the attack rolls and listed skill checks of its pilot and passengers. The attack roll penalty worsens at full speed, as indicated in parentheses. +- **Systems**: The vehicle’s special systems, such as autocontrol (see page 280), autopilot (see page 280), or comm units (see page 218), are listed here, if it has any. +- **Passengers**: If the vehicle can carry extra passengers, this entry lists how many the vehicle can hold in addition to the pilot. +- **Special Abilities**: Any abilities unique to the vehicle are described in full at the end of the stat block. + +# UPGRADING VEHICLES +Sometimes an owner’s own level outpaces their trusty vehicle’s capabilities, and when modifications (pages 80–83) aren’t enough, it’s time for a retrofit that boosts the vehicle’s item level. This often increases the vehicle’s performance and defenses, providing a good way for PCs to keep their vehicle competitive in tactical combat and vehicle chases without having to build or buy a completely new vehicle. The process for upgrading a vehicle varies, depending on whether the vehicle is a custom creation using the rules presented earlier in this chapter, or whether the vehicle is a prebuilt vehicle, such as those found on pages 228–229 of the Core Rulebook. In either case, upgrading a vehicle by one level takes a number of days based on the vehicle’s size: Medium = 1 day, Large = 2 days, Huge = 3 days, Gargantuan = 5 days, and Colossal = 10 days. +**Custom Vehicles:** Calculate the price of the custom vehicle as though its item level were one higher (plus any grafts you want to add as part of the upgrade). The cost of upgrading the vehicle equals the difference between this higher price and the vehicle’s current price. Upon completing the upgrade, recalculate the vehicle’s statistics using the new item level (plus any added grafts). +**Prebuilt Vehicles:** Upgrading a prebuilt vehicle costs a number of credits equal to 50% of the vehicle’s current cost. The vehicle’s item level increases by 1, and its new price becomes the sum of its original price plus the cost of any subsequent upgrades. The vehicle’s EAC and KAC values each increase by 1; if the vehicle’s new level is divisible by 5, the EAC and KAC instead increase by 2 each. +The vehicle gains additional Hit Points based on its new level. Increase the Hit Points by 10 if the vehicle’s new level is 4 or lower, by 15 if the new level is between 5–10, by 20 if the new level is between 11–15, or by 30 if the new level is 16 or higher. If the vehicle’s new level is 6 or higher, increase its hardness by 1. If the vehicle’s new level is divisible by 4, increase its speed by 5 feet, increase its full speed by 50 feet, and increase its overland speed by 20%. +If the vehicle’s new level is divisible by 5, the vehicle gains an additional modification slot. As part of performing the upgrade, a PC can also remove or install any available vehicle modifications without increasing the total time required for the upgrade. + +# VEHICLE ENCOUNTERS +High-speed vehicle chases have long been a staple of cinematic action, and Starfinder brings this adrenaline-pumping tension to your game using the vehicle tactical and chase rules (Core Rulebook 278–286). Even then, there are a few considerations when introducing vehicles into your campaign to maximize these encounters’ excitement and fun while also avoiding a few potential pitfalls. + +## VEHICLES IN TACTICAL COMBAT + +**Source** _Tech Revolution pg. 88_ +Whether your PCs are facing off against space goblins driving junk dune buggies on Akiton or cybernetic ninjas riding enercycles on the streets of Verces, adding vehicles to a tactical encounter gives another dimension to the action. Vehicles provide secondary targets for the PCs to attack or defend against, such as goblins’ scrapheap ATVs the PCs have to wreck before they can crash into the PCs’ own vehicles and explode. Even more crucially, vehicles represent a big change to speed and action economy, with one creature piloting a vehicle while all of the passengers benefit from the free movement around the battlefield. Vehicles might even be a crucial tool in accessing an environment, such as a hovercar that enables the PCs to chase enemies escaping over the waves. + +### CHOOSING THE RIGHT VEHICLE + +**Source** _Tech Revolution pg. 88_ +The vehicles you choose strongly determine an encounter’s feel. An skirmish with goblins in dune buggies is very different than those same goblins driving through the desert on a huge, heavily armored transport scavenging scrap metal. +Is the tactical combat likely to evolve into a chase, or is it the conclusion of a chase? If either is true, choose vehicles with capabilities similar to your PCs’ vehicles. Evenly matched vehicles keep the tension high, as both parties stand a fair chance of victory. Using a vehicle with a slightly different movement form (wheeled travel compared to hover-based movement, for example) can help you create specific zones to give your PCs the advantage or disadvantage, depending on your needs. +How much cover does the vehicle provide? When a vehicle provides improved cover or total cover, its passengers usually become so difficult to harm that the vehicle itself becomes the only viable target. However, if your NPCs are of lower CR, the massive cover benefits might increase their defenses to competitive levels that keep them in the fight for a few additional rounds. Compare this to a vehicle that provides cover, partial cover, or no cover, which leaves the passengers exposed and invites gunfire between rival crews. +If you don’t see the perfect vehicle in an official resource, try using the vehicle creation rules in this book (page 76) to make your own vehicle for the encounter. + +### POWER LEVEL + +**Source** _Tech Revolution pg. 88_ +Technically, a vehicle doesn’t have a Challenge Rating, and it’s not part of an NPC’s typical gear allowance. So how does one account for a vehicle when building and balancing an encounter? There’s no magical formula, but there are important qualitative considerations. A vehicle might simply grant a creature more mobility without significantly increasing their power, such as how ysoki on motorcycles don’t have greater firepower or defenses, in which case no adjustment is needed. A vehicle that provides substantial cover, passenger space, or mobility options might significantly change the encounter, though, allowing gunners to fire freely from untouchable heights or behind durable barriers. A vehicle might even have potent integrated weapons that could exceed the passengers’ usual gear allotments. In these cases, consider increasing the CR by 1, much as recommended on page 389 of the Core Rulebook. +Don’t overlook the impact vehicles can have on the PCs’ resources. A powerful vehicle might make a fun challenge, but it could also represent a huge boost to wealth if captured. In some cases, stealing such a tank is the encounter’s goal, yet it could easily upset the balance of subsequent encounters. Lower-level vehicles, on the other hand, are unlikely to upset wealth and encounter balance, even if sold. + +## CHASE COMBAT + +**Source** _Tech Revolution pg. 88_ +Many of the same considerations of vehicle choice and power levels apply to designing chase encounters, with key differences. + +### TERRAIN AND OBSTACLES + +**Source** _Tech Revolution pg. 88_ +Because vehicle chases are more abstract than tactical combat, you have the freedom to create and describe any environment you need without depicting it on a map, giving you substantial flexibility. Consider your chase zones’ features and how these might facilitate or complicate maneuvers. An area with lots of small obstacles like rocks, trashcans, or pedestrians might increase the DC of Keep Pace or Speed Up actions. An area with slippery mud or wet pavement might increase the DC of Evade and Slow Down actions. Varying these conditions keeps each zone exciting, especially if those conditions might affect certain vehicles unequally. Shallow pools of acid can melt the tires off a vehicle, but a hover vehicle likely avoids this damage altogether. Smoke-filled air might endanger occupants of a vehicle that doesn’t provide passengers with total cover. The ratio of how many hazards threaten the PCs versus their opponents can tip the encounter’s overall challenge in either side’s favor. +A basic chase is strictly linear, but environments are rarely so simple. Upon departing a zone, a vehicle might have to choose between multiple routes that later intersect and rejoin, providing the participants vital options that enhance engagement. Do the PCs veer onto the highway where their exposed position offsets their ability to speed up, or do they detour into the crowded alleys where they enjoy cover yet must avoid more obstacles? When presenting these choices, be sure the players have enough context to infer how they will impact the experience, otherwise their actions might feel random and unfulfilling. + +### PACING + +**Source** _Tech Revolution pg. 89_ +Because escaping and getting left behind (Core Rulebook 284) are relatively easy in Starfinder, requiring only a two-zone difference, it’s valuable to plan for ways to extend an important chase scene near the encounter’s start and help the PCs succeed near the end. This ensures that the chase doesn’t end prematurely and uneventfully, and it allows the PCs to experience the different environments you’ve created for them. +Extending a chase scene is more art than science, especially since bad die rolls could stymie even the best drivers. If one party is too far ahead, adding complications could slow them down, and removing earlier complications for whichever group is behind could speed them up. Be careful of using too much overt manipulation, however, as a heavy hand can dispel the idea that the chase was ever fair. \ No newline at end of file diff --git a/Rules/SF1E/Vehicle Mechanics/Vehicle Chases.md b/Rules/SF1E/Vehicle Mechanics/Vehicle Chases.md new file mode 100644 index 0000000..30079d2 --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Vehicle Chases.md @@ -0,0 +1,244 @@ +--- +aliases: +tags: +--- +# VEHICLE CHASES + +**Source** _Starfinder Core Rulebook pg. 282_ +The tactical vehicle rules in the previous section are meant for battles on a grid, with some creatures in vehicles and others on foot. But in a high-speed chase or race between competing vehicles, the pilots’ skill and the [[Environment, Atmospheres & Dangers]] play the predominant role in victory or defeat. The system detailed below is a more narrative-based system that allows for greater flexibility and doesn’t require an enormous grid for play. + +# RELATIVE POSITIONING + +**Source** _Starfinder Core Rulebook pg. 282_ +In a vehicle chase, you monitor only the relative positions of the vehicles. The easiest way to do this is by using a series of horizontal lines called zones, as shown in the diagram on page 283. You can use a battle map for this and simply ignore the vertical lines. + +As a default, vehicles in the same zone are considered to be about 50 feet apart. If they’re engaged (see Engage Another Vehicle), they are considered adjacent, but they normally don’t touch, leaving room for creatures trying to hop between them to fall. Vehicles one zone apart are about 200 feet apart. + +# BEING AHEAD + +Being ahead of an opponent is advantageous. You get a +2 bonus to Piloting checks against enemies that are behind you, or you get a +2 bonus to all Piloting checks if you’re ahead of all your enemies. When attacking, you get a +2 bonus to attack rolls against enemies and vehicles that are behind you. + +# PHASES OF A VEHICLE CHASE + +**Source** _Starfinder Core Rulebook pg. 282_ +Chases happen in rounds with three phases, which are described in more detail below. At the start of a chase, roll initiative checks (or use the same initiative order if a grid-based vehicle combat transitioned into a chase). + +**1\. Pilot Actions**: Each vehicle’s pilot selects her pilot actions and attempts any needed checks outside the normal character initiative count. + +**2\. Chase Progress**: The GM moves the vehicles to their new zones, based on the actions the pilots chose and whether they were successful. The GM also determines whether anyone is out of range of other vehicles, and therefore out of the chase. + +**3\. Combat**: Pilots (if they have any remaining actions) and passengers take their actions in initiative order as they normally would in a combat. Passengers and pilots can fire on other vehicles, depending on their range, and pilots might be able to slam their vehicles into those of their enemies. + +## PILOT ACTIONS + +During the pilot actions phase, the pilot of each vehicle selects any pilot actions she wants to use to drive her vehicle this round, and performs her piloting actions in initiative order during this phase. Most pilot actions require a move action; taking two pilot actions requires the double maneuver pilot action, which is a full action. Only the speed up action advances vehicles during this phase. For all other pilot actions, the GM advances vehicles as appropriate during the chase progress step. If the pilots have any actions remaining at the end of the pilot actions phase, they can take them in initiative order during the combat phase. The below table offers a quick reference for the pilot actions. + +| Pilot Action | Skill Check | DC | Result of Success | +|------------------------|-----------------------|--------------------------------|-----------------------------------------------------------------------------------------------------------------------------| +| Break free | Piloting | 5 + enemy vehicle’s KAC | End vehicle engagement (and move 1 zone forward in chase progress phase) | +| Double maneuver* | Varies | Special (each at a -4 penalty) | Special-see page 283 (and vehicle moves 1 zone forward in chase progress phase) | +| Engage another vehicle | Piloting | Enemy vehicle’s KAC | Vehicle’s riders can attack one another or board another vehicle (and vehicle moves 1 zone forward in chase progress phase) | +| Evade | Piloting | 10 + vehicle's item level | Vehicle gains a +2 bonus to its AC (and moves 1 zone forward in chase progress phase) | +| Keep pace | Piloting | 10 + vehicle's item level | Vehicle moves 1 zone forward in chase progress phase | +| Slow down | None | None | Vehicle doesn’t move forward in chase progress phase | +| Speed up | Piloting | 17 + vehicle's item level | Move 1 zone forward immediately (and move 1 zone forward in chase progress phase) | +| Trick | Varies (see page 283) | 15 + vehicle's item level | Pilots behind you take -2 penalty to Piloting checks for 1 round (and vehicle moves 1 zone forward in chase progress phase) | + +\* A double maneuver is a full action that allows a pilot to take any two of the [[other actions]] listed in this table. + +### BREAK FREE (MOVE) + +You attempt a Piloting check (DC = 5 + the enemy vehicle’s KAC) to disengage from an engagement with other vehicles. If the engagement includes multiple enemy vehicles, the DC equals the highest KAC among the enemy vehicles + 5 per enemy vehicle beyond the first. If all parties are willing to end the engagement, no Piloting check is required to break free. + +### ENGAGE ANOTHER VEHICLE (MOVE) + +You attempt a Piloting check (DC = the KAC of the enemy vehicle) to engage your vehicle with an enemy vehicle in the same zone. Two allied vehicles can engage freely; this is useful to allow people on one vehicle to board the other. In both cases, your vehicle then automatically becomes engaged with all other vehicles in the engagement. You can make melee attacks against those on another vehicle only if your vehicle is engaged with it; see the Engagement sidebar on page 284 for more information. + +### EVADE (MOVE) + +You can attempt a Piloting check (DC = 10 + your vehicle’s item level) to grant your vehicle a +2 circumstance bonus to its AC for 1 round. If you evade twice, the bonuses aren’t cumulative. + +### KEEP PACE (MOVE) + +You attempt a Piloting check (DC = 10 + your vehicle’s item level) to stay in the same position in the chase. If you’re successful, your vehicle moves forward during the chase progress phase. If you fail, your vehicle falls back one zone during that phase. Many other pilot actions can also result in a vehicle moving forward one zone during the chase progress phase, but they have a higher DC, increasing the chance the pilot will fail. + +### SLOW DOWN (MOVE) + +Your vehicle doesn’t move during the chase progress phase. This pilot action doesn’t require a check. + +### SPEED UP (MOVE) + +You attempt a Piloting check (DC = 17 + your vehicle’s item level) to get ahead, moving forward one zone immediately on a success. If the vehicle encounters any hazards or similar effects that occur upon entering a zone (see page 285), they trigger immediately. The vehicle later moves forward one additional zone in the chase progress phase, even on a failed check, unless you failed the check by 5 or more. + +### TRICK (MOVE) + +You can try a risky maneuver, use the terrain, or take an unconventional route to foil pursuers. You attempt a skill check (DC = 15 + your vehicle’s item level); this skill check could be a Piloting check if the ploy requires intricate maneuvering, but it might instead be a Bluff, Stealth, or other skill check at the GM’s discretion. If you succeed, the Piloting checks of all vehicles behind you take a –2 penalty for 1 round. You can attempt multiple tricks with the double maneuver action, but the penalties imposed on the vehicles behind you aren’t cumulative. Penalties from multiple different pilots who are ahead and successfully perform tricks, however, are cumulative. + +### DOUBLE MANEUVER (FULL) + +You can take two of the aforementioned pilot actions, but take a –4 penalty to each Piloting check or other skill check. You take the pilot actions in succession, but can choose your second action after taking the first one and can take an action more than once. If you don’t want to use your second action, you forfeit it but still take the penalty to your first check. Unlike other pilot actions, a double maneuver takes your full action. + +If your vehicle is significantly faster than the other vehicles in the chase, you have an advantage when performing a double maneuver. If your vehicle’s full speed is at least 50 feet faster than the fastest enemy vehicle, you take only a –2 penalty when performing a double maneuver. + +Regardless of how many pilot actions you take as part of a double maneuver, you move forward at most one zone during the chase progress phase. + +# CHASE PROGRESS + +In the chase progress phase, the GM advances vehicles (based on their pilots’ chosen actions and whether they succeeded at the required checks), then determines whether any participants have escaped or been left behind and whether the chase is over. + +**Engagement**:  Vehicles in the same zone as one another can become engaged, meaning they’re neck-and-neck and within physical striking distance of one another. If two or more vehicles are engaged, move their miniatures or tokens next to one another. The vehicles’ passengers and pilots can make melee attacks against each other in the combat phase or attempt to board the other vehicle. An engaged vehicle can’t speed up, slow down, engage another enemy, or end the engagement unless it takes the break free action (see page 282). + +# ADVANCE VEHICLES + +The GM moves forward by one zone all vehicles whose pilots succeeded at a minimum of one required check. If a vehicle’s pilot deliberately slowed down or she failed all the Piloting checks attempted, her vehicle doesn’t move forward. If a pilot attempted to keep pace and failed, her vehicle instead moves back one zone. If a pilot attempted to speed up and failed by less than 5, her vehicle still moves forward one zone now. Because a pilot has to fail all checks to stay put, a pilot who tried to speed up twice would stay put only if she failed both checks by 5 or more. The slow down action supersedes the forward movement from other successful Piloting checks, so if the pilot succeeded at the evade and slow down actions, she’d get the bonus to her vehicle’s AC but wouldn’t move forward. Treat uncontrolled vehicles as if their pilots had failed all Piloting checks. + +If a vehicle is engaged with another and fails all its checks, it still moves forward along with another engaged vehicle, provided that vehicle would be advanced by the GM. However, the opposing vehicle gains all bonuses from being a zone ahead (even though it’s in the same zone). If all the vehicles in an engagement fail all their checks, none move. + +Hazards and other effects of moving into a zone trigger immediately (see Chase Environments on page 285 for more information, since sometimes environments can prompt specific hazards in a relevant zone). + +# ESCAPING AND GETTING LEFT BEHIND + +You leave a chase if you escape or get left behind. During the chase progress phase, you escape if you end up two zones ahead of all adversaries, and you get left behind if you end up two zones behind. + +If you would escape from a chase but don’t want to do so, you can voluntarily move back to being only one zone ahead in the chase progress phase. + +It’s possible for you to rejoin a chase if you’ve been left behind (or if you already escaped and want to later support allies with an ambush), but it requires extraordinary circumstances and happens at the GM’s discretion. + +As an example, suppose the PCs are in an exploration buggy fleeing from a police cruiser, and are one zone ahead of the pursuing police cruiser. During the pilot actions phase, the PC pilot succeeds at a Piloting check to speed up, immediately moving the buggy an additional zone ahead, which brings it two zones ahead of the police cruiser. The officer piloting the police cruiser tries to speed up and catch the PCs, but he fails his Piloting check, so the police cruiser remains in its zone. During the chase progress phase, both vehicles move forward one zone, but because the PCs are still two zones ahead, they escape and leave the chase. + +In this example, the PCS escaping and the police getting left behind have the same end result. But what if there were two police cruisers, and one succeeded at its check to speed up but the other didn’t? The cruiser that succeeded would end up one zone behind the PCs, and the one that failed would be two zones behind. The second cruiser would leave the chase, but the PCs wouldn’t escape because their buggy isn’t two zones ahead of all pursuers. + +# ENDING A CHASE + +If either all enemies or you and your allies have escaped or been left behind, the chase is over. It’s possible for one group to escape by dropping back until it’s left behind, but it’s easy for the other chase participants to circle back and pick off the group while it’s a sitting duck. + +# COMBAT + +The final phase of each round is combat. This happens in initiative order, and characters can take the usual actions they can in combat, with the following adjustments. Pilots can also act during the combat phase, as long as they have any actions remaining to spend. Because of the motion involved in a chase, all attacks take the penalty listed in the vehicle’s Modifiers entry. However, because the vehicles are all moving at high speed, the differences in speed cancel out somewhat, so combatants take the normal penalty instead of the higher penalty for full speed. + +## RANGED ATTACKS + +Passengers on and pilots of vehicles can attempt ranged attacks against other vehicles or their passengers in the same zone or one zone away. Unless otherwise specified, these ranged attacks follow the normal rules for attacking from vehicles (see page 281). To determine the range between two vehicles, see Relative Positioning on page 282. + +As a passenger, you can attack with your ranged weapons or abilities. If you’re a gunner, you can attack with the vehicle’s mounted weapons, as described in Firing Vehicle Weapons on page 281. As a pilot, you can attack only if you have a standard action left and can make a full attack only if you left the vehicle uncontrolled in the pilot actions phase. + +Passengers can attack an enemy vehicle directly, but targeting riders or pilots can be difficult. Vehicles (except for entirely open vehicles) usually grant their passengers some degree of cover (see page 228). + +Due to high speeds, wind, and other factors that may or may not be part of the environment (see Chase Environments on page 285), some weapons might not work effectively during a chase. For example, it’s nearly impossible to throw a grenade from one vehicle to another while moving at high speeds. The GM has final say on what can and can’t be used during a chase and the penalties incurred for difficult attacks. + +## MELEE ATTACKS + +Anyone in a vehicle can make melee attacks against those on an enemy vehicle with which their own vehicle is engaged. You can make melee attacks against those in an enemy vehicle only with reach weapons, and such targets typically have some cover provided by their vehicle. Even when your vehicles are engaged and you’re using a reach weapon, you do not threaten any squares of the other vehicle. + +## BOARDING + +If two vehicles are engaged and you are a passenger, you can attempt to move from one vehicle to the other as a move action that provokes attacks of opportunity. This is like boarding a vehicle in normal combat, but it also requires a successful Acrobatics or Athletics check with a DC equal to 5 + the KAC of the vehicle you’re boarding. Failure by less than 5 means that you are unable to board the other vehicle and remain on your vehicle. If you fail by 5 or more, you fall from the vehicle and land prone. You take double the normal falling damage for the distance of your fall or 1d6 falling damage if you fall less than 10 feet. Once you have boarded an enemy vehicle, you take the attack penalty from that vehicle, not your former one. + +# COLLISIONS + +When piloting a vehicle, you can attempt a Piloting check (DC = the enemy vehicle’s KAC) as a standard action to smash into another vehicle you’re engaged with. If you’re successful, your vehicle deals its collision damage to the enemy vehicle, and takes half that much damage itself. A vehicle’s collision damage is listed in the Attack (Collision) entry of its statistics (see page 228). + +# CHASE ENVIRONMENTS + +**Source** _Starfinder Core Rulebook pg. 285_ +Where a chase occurs can dramatically influence how it plays out. Heavy traffic, obstacles, and winding paths could all impede a chase or add strategic options for the vehicles involved. The GM decides the environment’s effects on the chase, and the sample chase environments (see page 286) can give the GM some ideas. The environment might affect the entire chase or only some zones—whatever makes the most sense for the scene. + +## DESIGNATING ENVIRONMENTAL ZONES + +For environmental effects that affect only part of the chase, the GM should designate one or more zones as environmental zones that contain hazards. The GM should reveal an environmental zone once it comes into view of the foremost vehicle in the chase. + +## TYPES OF ENVIRONMENTS + +Environments can affect vehicles in a chase in five main ways. + +- **Active Hazards**: Hazards can directly impede or damage the vehicles in a chase. They might be persistent or temporary. Some hazards make one attack against a vehicle when that vehicle enters the hazard’s zone. The hazard might trigger only once, or it might attack every vehicle that enters the zone. Decide whether a hazard deals damage, knocks a vehicle off course, or both. The hazard’s CR should be close to the item levels of the vehicles involved in the chase, and should use the corresponding attack bonus and damage amount (see the below table). If a hazard knocks vehicles off course, the pilot of any vehicle it hits takes a –4 penalty to Piloting checks (in addition to its normal modifiers) for 1 round. If a hazard both deals damage and knocks the target off course, reduce the attack bonus by 2 and halve the damage. +- **Altered Attacks**: Attacks might be more difficult due to bad weather or barriers that block lines of sight. Use the normal rules for concealment, cover, and line of sight when implementing environments that alter attacks. It’s rare for the environment to improve attacks, but if it somehow would, you can reduce the normal penalties for attacking during a chase. +- **Altered Movement**: Some environments make it easier, more difficult, or more complicated to move. This might come up in a chase through a space station where some zones lack artificial gravity or on a muddy plain where vehicles could get bogged down. Altered movement usually causes a +2 bonus or –2 penalty to skill checks attempted during pilot actions. The environment can work differently on different vehicle types; a wheeled transport might take a penalty when artificial gravity goes out, while a hover vehicle wouldn’t, for example. Likewise, the effects can change how certain actions work. A massive downhill slope might make it easier to speed up but harder to keep pace, or it could even require a check to slow down. +- **New Tricks**: Environments can provide new tricks that pilots can use with the trick action during the pilot actions phase. These could include clipping precarious rocks in a canyon so they fall in your enemies’ paths or diverting oncoming traffic toward your enemies. These tricks usually have a DC of 2 to 4 higher than the normal trick action, but their effects should also be more impressive. In terms of game rules, the effect might be a bigger penalty for enemies’ Piloting checks (–4 to –6), or the trick might create a new active hazard (see Active Hazards on page 285) in the zone directly behind the vehicle. +- **Split Routes**: It’s possible for chase participants to take slightly different routes through a zone to gain some other tactical advantage. A split route works much like having two parallel zones in a single zone, one of which has a different environment: usually altered movement (for a shortcut) or an active hazard (for a dangerous zone). The pilot decides which route to pursue when taking his pilot action. Even if two vehicles are in the same zone, they can’t interact with each other if they’re on different parts of a split route. A split route usually lasts for only one zone before converging. + + If vehicles that are engaged pursue different routes, their engagement is automatically broken off. When the route converges again, any vehicles that had been engaged and are still in the same zone automatically become engaged again. + + +# HAZARD ATTACKS AND DAMAGE + +| CR | Attack Bonus | Damage | +|-----|--------------|--------| +| 1/4 | +3 | 2d4 | +| 1/3 | +4 | 2d4 | +| 1/2 | +6 | 3d4 | +| 1 | +8 | 4d4 | +| 2 | +9 | 5d4 | +| 3 | +10 | 5d4 | +| 4 | +11 | 5d6 | +| 5 | +12 | 5d8 | +| 6 | +14 | 6d8 | +| 7 | +15 | 6d10 | +| 8 | +17 | 7d10 | +| 9 | +19 | 8d10 | +| 10 | +20 | 9d10 | +| 11 | +21 | 10d10 | +| 12 | +23 | 11d10 | +| 13 | +24 | 12d10 | +| 14 | +25 | 14d10 | +| 15 | +26 | 15d10 | +| 16 | +28 | 17d10 | +| 17 | +29 | 18d10 | +| 18 | +30 | 20d10 | +| 19 | +31 | 23d10 | +| 20 | +32 | 25d10 | + +# SAMPLE CHASE ENVIRONMENTS + +The following sample environments provide some details about those environments’ features as well as the appropriate accompanying modifiers. + +GMs should feel free to use these sample environments and their modifiers whole cloth in their games, to create their own unique environments, and to choose environmental features that are most appropriate for the chases they wish to run. + +## AQUATIC ENVIRONMENT + +The following are sample features for an aquatic environment. + +- **Active Hazards**: Megashark attack (when a vehicle first enters its zone, a megashark attacks whichever vehicle is at the rear at the end of the chase progress phase and then moves along with the chase, attacking the rearmost vehicle each round), piranha swarms (attacks a random vehicle after the chase progress phase each round) +- **Altered Attacks**: Frightened squid shoal or sudden squall (concealment), underwater debris (cover) +- **Altered Movement**: Languid or opposing current (–2 to Piloting), swift current moving with you (+2 to Piloting) +- **New Tricks**: Scatter whale pod (altered movement gives pursuers –4 to Piloting), spew mud (create concealment) +- **Split Routes**: Coral reef (–2 to Piloting, or –2 to trick attempt), shipwreck (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick attempt) + +## DESERT ENVIRONMENT + +The following are sample features for a desert environment. + +- **Active Hazards**: Death worm attack (when a vehicle first enters its zone, a death worm attacks whichever vehicle is at the rear at the end of the chase progress phase and then moves along with the chase, attacking the rearmost vehicle each round), falling rocks (attacks the first vehicle that enters the zone) +- **Altered Attacks**: Rock spires (cover), sandstorm (total concealment) +- **Altered Movement**: Deep sand (–2 to Piloting), mud flat (–2 to Piloting) +- **New Tricks**: Kick up dust clouds (create concealment), topple rocks (new active hazard) +- **Split Routes**: Giant antlion sand pit (hazard if not avoided), narrow canyon (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick attempt) + +## FOREST ENVIRONMENT + +The following are sample features for a forest environment. + +- **Active Hazards**: Angry beasts (attack the vehicle at the rear at the end of each chase progress phase for 2 rounds), falling tree (attacks first vehicle to enter zone) +- **Altered Attacks**: Obscuring trunks (concealment), ricocheting shots (10% chance a missed ranged attack ricochets and hits a vehicle adjacent to the original target, not including the attacking vehicle) +- **Altered Movement**: Dense grove of narrow-trunked trees (–2 to Piloting), thick detritus (–2 to Piloting) +- **New Tricks**: Bank your vehicle behind foliage (create concealment), topple brush to block path (altered movement gives pursuers –4 to Piloting) +- **Split Routes**: Hidden cave (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick attempt), ramp off a cliff (+2 to Piloting to speed up, but –2 to Piloting for all other checks) + +## HIGHWAY ENVIRONMENT + +The following are sample features for a highway. + +- **Active Hazards**: Oncoming traffic (attacks each vehicle to enter zone), police barricade (might add police to chase) +- **Altered Attacks**: Series of pillars (cover), smoke clouds (concealment) +- **Altered Movement**: Damaged road (–1 to Piloting), steep hill (+1 to Piloting going downhill, or –1 to Piloting going uphill) +- **New Tricks**: Divert traffic toward enemies (new active hazard), hack traffic signals (altered movement gives pursuers –2 to Piloting) +- **Split Routes**: Hypertube (+4 to Piloting to speed up, but –2 to Piloting for all other checks), surface street (–1 to Piloting compared to highway), tunnel (shortcut: +2 to Piloting to keep pace or speed up, or +2 to trick attempt) + + + +# EXPERIENCE FOR VEHICLE CHASES + +**Source** _Starfinder Core Rulebook pg. 286_ +PCs earn experience points for successfully completing a vehicle chase. To award XP, take the CRs of the creatures in enemy vehicles, plus the CRs of any active hazards encountered, and award the proper amount of XP for each CR as outlined on Table 11–3: Experience Point Awards on page 390. The PCs can earn XP for each creature only once; if a creature was defeated in combat during a successful chase, the PCs don’t gain experience for defeating the creature and for completing the chase. + +At the GM’s discretion, when the PCs complete a chase in a particularly dangerous environment, the environment itself might increase the amount of experience the characters gain from the encounter. diff --git a/Rules/SF1E/Vehicle Mechanics/Vehicle Modification Mechanics.md b/Rules/SF1E/Vehicle Mechanics/Vehicle Modification Mechanics.md new file mode 100644 index 0000000..372c5d5 --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Vehicle Modification Mechanics.md @@ -0,0 +1,68 @@ +--- +aliases: +tags: +--- +# VEHICLE MODIFICATIONS +**Source** _Tech Revolution pg. 80_ +Though countless vehicle makes and models exist throughout the universe, it’s the modifications that make each vehicle truly unique. From turbo-boosted speedsters to adamantine-plated luxury hovercars, well-selected modifications turn dependable vehicles into perfectly augmented tools as diverse and unique as those that pilot them. + +## UNDERSTANDING VEHICLE MODIFICATIONS + +**Source** _Tech Revolution pg. 80_ +A creature can customize their vehicle by purchasing and installing vehicle modifications, described below, which add bonuses or customized abilities to vehicles. Installing or removing a vehicle modification takes 4 hours, so replacing one modification with another takes 8 hours. Some individuals keep a collection of modifications on hand, swapping them out as needed. Unless otherwise stated, a vehicle modification that must be activated can be activated by the vehicle’s pilot or passengers. Explanations of entries for modifications’ statistics are below. +Some vehicle modifications are magical or a hybrid of magic and technology; this is indicated next to the modification’s name. If neither “magic” nor “hybrid” is listed after a modification, it’s a technological modification. + +## CHARGES + +**Source** _Tech Revolution pg. 80_ +For a technological vehicle modification that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station. A magic vehicle upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can’t be replenished with generators or batteries—though they do refresh each day. + +## USAGE + +**Source** _Tech Revolution pg. 80_ +This entry lists how many charges are consumed when the vehicle modification is used. This might be per activation or a certain duration. If a vehicle modification uses a certain number of charges over an interval, the modification’s abilities can be shut off before that amount of time has passed, but it still uses charges for the full interval. + +## MODIFICATION SLOTS + +**Source** _Tech Revolution pg. 80_ +Each vehicle contains a certain number of modification slots, which are not literal slots but instead represent the vehicle’s capacity for further adjustments and additional features while still being able to function normally. If not otherwise stated, a vehicle has one modification slot, plus an additional number of slots equal to one-fifth its item level (rounded down). Unless otherwise noted, a vehicle can’t accommodate or benefit from multiple copies of the same modification. + +| Name | Level | Price | +| --------------------------------- | ----- | ------- | +| [[Additional Seating]] | 1 | 115 | +| [[Smuggler's Compartment]] , Mk 1 | 2 | 525 | +| [[Personnel Enclosure]] | 2 | 750 | +| [[Autopilot]] | 2 | 800 | +| [[Emergency Chute]] | 2 | 850 | +| [[Wheel Scythes]] | 2 | 1,350 | +| [[Enhanced Sensors]], Mk 1 | 3 | 1,200 | +| [[Weapon Mount]] | 3 | 1,350 | +| [[Adamantine Plating]], Mk 1 | 3 | 1,500 | +| [[Terrain Adaptation]] | 4 | 1,825 | +| [[Holohull]] | 4 | 2,050 | +| [[Deflective Field]] , Mk 1 | 4 | 2,100 | +| [[Grav-Nav]], Mk 1 | 5 | 2,900 | +| [[Nanite Node]], Mk 1 | 5 | 3,100 | +| [[Pilot Assist]], Mk 1 | 6 | 4,400 | +| [[Smuggler's Compartment]] , Mk 2 | 7 | 5,700 | +| [[Turbo Boost]] | 7 | 6,500 | +| [[Boarding Clamp]] | 7 | 6,750 | +| [[Codex/Gear, Weapons, Vehicles & more/Vehicles/Vehicle Modifications/Smoke Screen]] | 8 | 8,500 | +| [[Ramming Prow]], Mk 1 | 8 | 8,900 | +| [[Collision Dampeners]] | 8 | 9,100 | +| [[Stealth Module]] | 9 | 13,000 | +| [[Adamantine Plating]], Mk 2 | 9 | 14,000 | +| [[Deflective Field]] , Mk 2 | 10 | 18,000 | +| [[Nanite Node]], Mk 2 | 10 | 18,750 | +| [[Smuggler's Compartment]] , Mk 3 | 12 | 32,000 | +| [[Grav-Nav]], Mk 2 | 12 | 35,000 | +| [[Extradimensional Storage]] | 13 | 50,000 | +| [[Ramming Prow]], Mk 2 | 13 | 51,000 | +| [[Pilot Assist]], Mk 2 | 13 | 52,000 | +| [[Electrified Hull]] | 14 | 75,000 | +| [[Nanite Node]], Mk 3 | 15 | 110,000 | +| [[Blip-Drive]] | 16 | 175,000 | +| [[Smuggler's Compartment]] , Mk 4 | 17 | 220,000 | +| [[Ramming Prow]], Mk 3 | 18 | 385,000 | +| [[Enhanced Sensors]], Mk 2 | 19 | 540,000 | +| [[Adamantine Plating]], Mk 3 | 20 | 800,000 | \ No newline at end of file diff --git a/Rules/SF1E/Vehicle Mechanics/Vehicle Tactical Combat.md b/Rules/SF1E/Vehicle Mechanics/Vehicle Tactical Combat.md new file mode 100644 index 0000000..2a43894 --- /dev/null +++ b/Rules/SF1E/Vehicle Mechanics/Vehicle Tactical Combat.md @@ -0,0 +1,157 @@ +--- +aliases: +tags: +--- +# TACTICAL VEHICLE COMBAT + +**Source** _Starfinder Core Rulebook pg. 278_ +When you’re in a vehicle fleeing from enemies who are on foot, or you’re on foot yourselves trying to stop a vehicle, movement and combat are represented on a grid, such as a battle map. Different rules apply to chases between vehicles, since they involve much greater distances (see page 282). + +Vehicles are objects, so they don’t have actions or reactions of their own—they must be piloted by a character or an AI autopilot (see page 280). However, they might still move when uncontrolled (see page 280). In some cases, a vehicle’s item level affects the DC of the pilot’s or passengers’ skill checks or otherwise factors into how these rules work. See pages 228–229 for the statistics of specific vehicles. + +# VEHICLE HEADING + +**Source** _Starfinder Core Rulebook pg. 278_ +Which direction creatures are facing on a grid is generally irrelevant in Starfinder, but vehicles aren’t as nimble, so you need to monitor a vehicle’s heading each time it moves. If you’re using miniatures, rotate the vehicle’s miniature to face the correct direction whenever its heading changes. The vehicle has to face toward one of the edges of its space, not toward a corner. + +When a vehicle has to move at its current heading (such as during a race action or when uncontrolled), it has to move in a straight line. This line is measured from the center of the vehicle on its front edge, and it can be straight ahead or at an angle, as shown in the diagram on page 279. The angle can’t be greater than 45 degrees diagonally from the heading. + +# PILOTING A VEHICLE + +**Source** _Starfinder Core Rulebook pg. 278_ +When you’re piloting a vehicle during a combat on a grid, the vehicle moves on your initiative count and you have to spend your actions to pilot it. Creatures can take the following actions to drive or interact with vehicles, in addition to the normal combat actions described earlier in this chapter. + +# MOVE ACTIONS + +It takes a move action to board, drive, start, abruptly stop, or take control of a vehicle, as detailed below. + +## BOARD OR DISEMBARK FROM A VEHICLE + +You can board or disembark from a vehicle as a move action. Doing so while the vehicle is in motion requires a successful Acrobatics or Athletics check; see Boarding on page 285. + +## DRIVE + +You can pilot a vehicle at its drive speed, which is noted in the Speed entry of the vehicle’s statistics (see page 228) as a move action. You can turn as needed throughout that movement, and you set your heading at the end of the drive action. + +Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that’s driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle provides total cover. You can’t use the drive action to move a vehicle through spaces occupied by creatures, even if they’re allies. + +## START VEHICLE + +Firing the ignition of a vehicle is typically a move action, though more complicated vehicles might have a multistage startup sequence requiring multiple actions. + +## STOP SHORT + +Stopping a vehicle after a race action (see Race below) requires a move action (stopping after a drive action doesn’t require an action; see Not an Action on page 280). Normally, a vehicle continues to move following a race action. You can attempt a Piloting check (see Pilot a Vehicle on page 146) to reduce the distance your vehicle moves before stopping after a race action by the result of your check, rounded down to the next 5-foot increment. For example, with a result of 17 you would reduce the distance moved by 15 feet (3 squares). + +## TAKE CONTROL + +You can take control of an uncontrolled vehicle as a move action. See Uncontrolled Vehicles on page 280 for more information about taking control of an uncontrolled vehicle. + +# FULL ACTIONS + +Speed along in a straight line or attacking with the body of a vehicle takes a full action, as detailed below. + +## RACE + +When making a race action, you pilot a vehicle at full speed in a straight line at its current heading using a full action. You must succeed at a Piloting check (DC = 10 + your vehicle’s item level) to race. If your vehicle is starting from a dead stop (that is, it didn’t move last round), the DC of the check increases by 5. + +If you fail this Piloting check, the vehicle’s behavior depends on the circumstances of the check and the surrounding terrain. If you were attempting to race from a dead stop, the vehicle stalls and doesn’t move at all. If the vehicle was already moving, its behavior depends on the terrain. Rough terrain slows the vehicle, causing it to move at half its full speed at its current heading. On flat terrain, the vehicle usually moves at full speed but goes significantly off course. In this case, the GM should take the 180-degree arc in front of the vehicle and divide it into four equal 45-degree arcs. Then the GM randomly determines which of these arcs the vehicle moves into. + +A vehicle can’t safely race through difficult terrain or over obstacles unless outfitted with special gear, nor can it safely race to a destination you can’t see unless you’ve thoroughly scanned the destination. If you force a vehicle to race unsafely, you must attempt a Piloting check at a DC determined by the GM (usually 20 + the vehicle’s item level) when you encounter the difficult terrain or obstacle. If you fail or the vehicle is uncontrolled (see page 280), the vehicle crashes or spins out, as determined by the GM. + +After taking a race action, a vehicle doesn’t slow down immediately. On your next turn, you have four options: you can use another full action to continue to race at full speed, use a move action to drive at the vehicle’s drive speed, use a move action to stop short, or relinquish control of the vehicle as a swift action. If you take a swift or move action, you can also take a standard action during that turn. For instance, you could race one turn, then on your next turn, you could fire a weapon as a standard action and then drive as your move action. + +A racing vehicle provokes attacks of opportunity, but it gets a +2 bonus to its AC against them due to its speed. + +Many vehicles have extremely high full speeds compared to creatures’ speeds, so racing at full speed is often tantamount to exiting a battle entirely, unless other vehicles get involved. + +## RAM + +As a full action, you can pilot a vehicle at up to its full speed in a straight line at its current heading and try to ram one creature or object at the end of the movement, dealing double the vehicle’s collision damage to the target and half the vehicle’s collision damage to your vehicle. A vehicle’s collision damage and collision DC are listed in the Attack (Collision) entry of its statistics (see page 228). + +Movement during a ram action has all the same restrictions as the race action and requires the same Piloting checks. If you fail any Piloting check during the movement, you fail to ram your target. + +If the target of the ram action is a creature, it can attempt a Reflex saving throw against the vehicle’s collision DC to avoid being hit. If the target of the ram action is another vehicle, the pilot of the defending vehicle can attempt a Piloting check to avoid being hit, with a DC equal to the result of your Piloting check. The attacker wins ties. + +## RUN OVER + +As a full action, you can pilot a vehicle at up to double its drive speed and run over any creatures at least two size categories smaller than the vehicle during this movement. Those creatures take bludgeoning damage equal to the vehicle’s collision damage, but can each attempt a Reflex save against the vehicle’s collision DC to take half damage. Roll the damage only once and apply it to each creature, rather than rolling separately for each. A vehicle’s collision damage and collision DC are listed in the Attack (Collision) entry of its statistics (see Vehicles on page 228). + +When you take a run over action, the vehicle takes damage equal to half the damage rolled for each creature it runs over. If the vehicle becomes unable to proceed due to this damage, it ceases moving. You can still set the vehicle’s heading at the end of this movement as normal. + +A vehicle taking the run over action can damage a creature no more than once per round, no matter how many times its movement takes it over a target creature. The vehicle can run over objects of the appropriate size with the same effects, though they don’t receive saving throws unless they are piloted or otherwise animate. + +# SWIFT ACTIONS + +It takes a swift action to engage or disengage a vehicle’s autocontrol or autopilot or to relinquish control of a vehicle, as detailed below. + +## ENGAGE OR DISENGAGE AUTOCONTROL + +You can engage a vehicle’s autocontrol as a swift action after taking a drive or race action. You can disengage its autocontrol as a swift action anytime. See Autocontrol below for more. + +## ENGAGE OR DISENGAGE AUTOPILOT + +You can engage a vehicle’s autopilot as a swift action (see Autopilot below). + +## RELINQUISH CONTROL + +You can voluntarily hand over control of a vehicle to another pilot as a swift action. If you relinquish control of a vehicle but another pilot does not take over control, the vehicle becomes uncontrolled (see Uncontrolled Vehicles below). + +# NOT AN ACTION + +The following does not require an action. + +## STOP + +You can stop a vehicle after a drive action without difficulty and without spending an action. + +# UNCONTROLLED VEHICLES + +**Source** _Starfinder Core Rulebook pg. 280_ +If you are knocked out or cease actively piloting, your vehicle becomes uncontrolled. If you delay your action, the vehicle becomes uncontrolled and continues to act on the same initiative count as it did before. This separates your initiative count from that of the vehicle, and the vehicle continues to move (see below) at your previous initiative count until a pilot takes control of it or it crashes or otherwise is brought to a definitive halt. + +Unless otherwise specified, an uncontrolled vehicle moves straight ahead at its most recent heading as if taking two drive actions on its turn. It slows down incrementally with each action taken (usually to three-quarters the speed of its last action) until it comes to a stop or crashes. At the GM’s discretion, it could slow down more if it’s on uneven terrain or an upward slope, or it could stay at the same speed or even accelerate if it’s in a zero-g environment or on a downward slope. + +# TAKING CONTROL + +You can take control of an uncontrolled vehicle as a move action (see Take Control on page 278). During this move action, the vehicle doesn’t move any additional distance—you spend the whole action taking control. Once the action is taken, the vehicle resets to your initiative count, and you can spend any remaining actions piloting the vehicle. + +# CRASHING + +If an uncontrolled vehicle runs into an obstacle or another vehicle, it crashes. This deals double the vehicle’s collision damage to the uncontrolled vehicle and to the obstacle it ran into, and stops the uncontrolled vehicle’s progress. If the uncontrolled vehicle crashes into a controlled vehicle, the other pilot can attempt a Piloting check to avoid being hit as if it were being rammed (see Ram on page 279). If that pilot avoids being hit, the uncontrolled vehicle continues to move as detailed in Uncontrolled Vehicles above. + +# AUTOCONTROL + +**Source** _Starfinder Core Rulebook pg. 280_ +Some vehicles have autocontrol, which enables you to spend your actions on tasks other than piloting, but is far less capable than an autopilot. You can engage autocontrol as a swift action after taking a drive or race action, and it lasts until it is disengaged (also a swift action) or until the vehicle is no longer capable of moving. When you’re using autocontrol, the vehicle becomes uncontrolled, but each round it moves in a straight line for the same distance and at the same heading and speed as the last pilot action (moving as if taking two drive actions if drive was the last action the pilot took, or as a race action if that was the last action the pilot took). The autocontrol uses the result of the pilot’s most recent Piloting check as the result of its Piloting checks. + +## AUTOPILOT + +**Source** _Starfinder Core Rulebook pg. 280_ +Some vehicles have an autopilot AI that can control the vehicle in place of an actual pilot. You can engage or disengage an autopilot as a swift action. You can input a destination into an autopilot as a move action, and the autopilot attempts to reach that location if doing so is possible (provided the autopilot isn’t locked by a passcode or otherwise programmed not to obey). + +A vehicle is considered controlled when the autopilot is engaged. An autopilot’s actions are dictated by the GM, and an autopilot can take any of the actions to pilot the vehicle that an actual pilot can. However, autopilots tend to be cautious, rarely risking the integrity of the vehicle and never attempting to ram or run over a target unless specifically programmed as a war machine (indicated in its stat block). + +The Systems entry in a vehicle’s statistics (see page 228) lists the autopilot’s modifier to the Piloting skill. For Piloting checks attempted for the Autopilot, apply this modifier first and then apply the vehicle’s modifier (listed in the vehicle’s Modifiers entry) to the Piloting checks. + +# ATTACKING FROM A VEHICLE + +**Source** _Starfinder Core Rulebook pg. 281_ +Anyone attacking while on a vehicle takes that vehicle’s penalty to attack rolls, as listed in the Modifiers entry of the vehicle’s statistics (see page 228). It’s especially difficult to attack from a vehicle that’s moving at high speed, so a vehicle might have a higher modifier on attacks (shown in parentheses) when traveling at full speed. The penalty for moving at full speed applies if the vehicle moved at full speed during the last round. The attack penalty doesn’t apply when the vehicle is stopped. + +## FIRING VEHICLE WEAPONS + +Firing a weapon mounted on a vehicle works like firing a normal ranged weapon, but you must activate the vehicle’s weapons instead of ones you hold. The penalties to attack rolls in the vehicle’s Modifiers entry also apply to attacks made with a vehicle’s weapons. + +Some vehicles have weapons bound to their steering devices or weapons that are operated from the same control panel. These can be fired when you are piloting, though you normally can’t fire the vehicle’s weapons on the same turn that you race (or on the same turn that you take another full action) because you don’t have enough available actions. Weapons mounted in other manners typically need to be fired by creatures on the vehicle that are dedicated gunners. + +## DRIVE-BY ATTACKS + +Because many vehicles have full speeds that might let them move across an entire battle map, the GM may need to make a judgment call when vehicles leave the map and want to return. The GM determines how long returning takes, but it normally takes at least 1 round to double back, since it takes a move action to drive and change heading. + +In theory, creatures could pile on a vehicle, ready actions to shoot enemies as soon as they’re within 30 feet, race the vehicle across the map, and fire in passing. Such a maneuver might seem like a sure thing, but it comes with a few problems. First, the attackers take a big penalty to all their attacks, but enemies who ready actions to fire back don’t take those penalties. Second, enemies have time to prepare while the vehicle is off the map. They might take cover, set up obstacles to prevent the vehicle from racing through, or just leave. The GM might also rule that the attackers can’t keep a good watch on what’s happening while they’re off the map or that the vehicle breaks down after the stress of using such a tactic. + +## ESCAPING ON A VEHICLE + +**Source** _Starfinder Core Rulebook pg. 281_ +Because vehicles have a top speed that’s far faster than most creatures can run, creatures in a vehicle can usually escape from a battle with enemies who are on foot, if they want. The GM has final say on whether a vehicle can escape. Usually, once a vehicle is beyond the range that the enemies on foot can run, those enemies get one more volley of attacks, and then the vehicle and everyone on it escapes. However, if the enemies also board a vehicle, they can usually pursue and the battle transitions to a vehicle chase (see page 282).